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Final Fantasy 7 => Gameplay => Releases => Topic started by: Sega Chief on 2014-01-17 19:10:35

Title: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Sega Chief on 2014-01-17 19:10:35
[New Threat Mod v2.0.99994]
A gameplay overhaul mod for Final Fantasy VII:
*) Enemy & Player-Character Rebalance (Intended difficulty: Midcore)
*) Dialogue Revamp (maintains original game's style)
*) Additional Sidequests & QoL Scripts (e.g. Flashback skips)
A fuller list of the mod's features can be found in the Documentation download, or under the Features List tab.

Stand-alone Installer
Download (https://mega.nz/file/LwN1HDTI#KsBxgcq9nOOAaD2DS97RK1_4iYhqPskbnWc0GLZC7CQ)
*This is for use with the base game if no other modding frameworks are installed or being used. It's a hard-patch of the game's files, so remember to make a back-up of the Final Fantasy VII/Data folder before installing. To uninstall, the backup data folder can be reinstated or, if on Steam, a file validation can be performed to restore the altered files. Avoid using this with 7th Heaven or Reunion.

7th Heaven Mod Loader: Sega's IRO Catalog
iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS
*This is a Catalog Link to be used with the 7h Mod Loader. Copy-paste the above link into 7th Heaven's Settings > General Settings > Catalog Subscriptions and click Save. Refresh your Browse Mods list and/or restart 7h to see the new IROs. For more information about the 7th Heaven Modding Framework, check here: http://forums.qhimm.com/index.php?topic=15520.0

Catalog IRO List:
*) New Threat Mod 2.0
*) New Threat Mod 2.0 Combat Only
*) New Threat Mod 2.0 Vanilla Combat
*) New Threat Mod 1.5
*) New Threat Mod 1.5 Vanilla Combat
*) True Necrosis
*) Lv1 Challenge
*) NPC Mouth Replacer/Remover
*) Battle Model/Costume Swaps (OG Style)

If the Catalog Subscription link doesn't work, then the New Threat 2.0 IRO can be downloaded and imported manually here (https://mega.nz/file/HgMGgSyT#ceDpXk9IFqpenWhLuuwTC8vgCl0JuBv92Vqr1St6DIc)

Reunion Version
Download (https://mega.nz/file/n8sV3BAS#7AwTKGJcyZZHva8OJm559tVx2qEJA3QCo4vcdvJrWvY)
*Specifically for use with the Reunion (R06) Framework. Place the unzipped folder into: FINAL FANTASY VII\The_Reunion\CUSTOM. In the Options.cfg file of The_Reunion folder, set the New_Translation option to 'n' and under [CUSTOM] set this line: Mod_ID = New_Threat_Reunion_209997

New Threat 2.0 Documentation
Download (https://mega.nz/file/ygVESSbT#vuBRTlPXEBjigMMhnQFomrjs9fvC-ktTpA10fu4IvWA)
Contains the following in Notepad format:
*) FF7 NT 2.0 Balancing
*) FF7 NT 2.0 Features Overview
*) FF7 NT 2.0 Item & Materia Placements
*) FF7 NT 2.0 Models List (modder's resource)
*) FF7 NT 2.0 Patch Notes
*) FF7 NT SP Upgrades


New Threat 2.0 Enemy Drop/Steal/Morph Google Spreadsheet
Credit: Berub

Link (https://docs.google.com/spreadsheets/d/1-BJ9-sh2_40sI3MEf_MW5zIcXMtJ2kjSayYqYZG5iL4/edit#gid=1491095248)

New Threat 2.0 Save Files
Link (https://mega.nz/file/ngsiSAqZ#vq0wWZZ5nNxWPyZJlceTmCbWWQj-obV3c2n2uy5SXHs)
*Originally created during development of the 2.0 build, contains save files from various points of the game; included for people wanting to revisit certain sections, testing, etc.



[Prototypes & Variants]

New Threat v2.0 - Combat Only
7th Heaven IRO (https://mega.nz/file/X0MynA6b#Jspf5NGU_3zg6Qcmr1kfV08l7PMhRo47afK0_vXOcIE)
Reunion R06 (https://mega.nz/file/i58A1ZYC#IvYy3-9PMWZcr6o-f0F5w-1Y09dEnv9Yb8y6rpvFSv4)
*This is a build of NT 2.0 that only has the alterations made to combat, with no field scripting.

New Threat v2.0 - Vanilla Combat
7th Heaven IRO (https://mega.nz/file/alcS0KDZ#TZSneOJ7tNV6Ik4byaT67_YHFyUvOXMjQSfVccg3aJI)
*This is a build of NT 2.0 that only has the field scripting changes, with no changes to combat.

New Threat v1.5
Stand-alone Installer (https://mega.nz/file/2h8yiBKQ#HrligFPDSqk5Y3VjE7bAFJ3kaAUoBZUUThr4ajjbIyc)
7th Heaven IRO (https://mega.nz/file/u5N2hISb#ou9PsXXEa26LkYsvJHY1ZOJ8jWuZbdNYf2Tv5fY_opM)
*This is the previous build of the mod; it contains content that was cut from 2.0 and a different approach to balancing. It's still being maintained alongside the latest build.

New Threat 1.5 - Vanilla Combat
Stand-alone Installer (https://mega.nz/file/j41jlagJ#3C0if-ziU4epLf34Nvn-1vwD4O5By34BOAZPFFVRX9c)
7th Heaven IRO (https://mega.nz/file/K9t3AYyA#nuneyR-W3bDl-s5rSX99oM0a91fDrp4-j5NvYg8270k)
*Version of NT using vanilla enemies + characters but using NT's field-event scripts such as flashback skips, dialogue alterations, etc. Most new encounters were also disabled and unique items held by these encounters were returned to their original locations.

New Threat 1.5 Spanish Version
Credit: Markul

Thread Link (http://forums.qhimm.com/index.php?topic=18918.0)
*The Spanish version of NT was put together and translated by Markul; be sure to give him props.

New Threat 1.5 French Version
Credit: Satsuki

Thread Link (https://ff7.fr/forum/index.php?page=post&ids=462605)
*This is a mod pack that the ff7.fr community put together for their translation project, Neo-Midgar, that has NT as one of the options. Satsuki_Yatoshi appears to have put the pack together.


[Feature List]
Spoiler: show

~~Features Overview~~
Below is an overview of each feature offered by the mod, broken down into section.
More detail of the changes can be found on the respective feature's page.

Event Scripting & Dialogue
-) Text:
   + Dialogue in the game, and all other text, revised.
   + Plot points made clearer & general grammar improved.
   + Original style and quirks maintained.

   The goal of this change was to provide a better script while also retaining
   what makes the game's dialogue unique. Characters generally speak in the same
   way that they originally did, and new scenes were written carefully to make
   them fit with the rest of the game.

   These changes should not be viewed as a retranslation of the original script
   in the Japanese version, though it was referred to at times for some of the
   more obfuscated scenes.

   
-) Events:
   + Deactivated/bugged scenes restored to working order.
   + Party members can be found and interacted with in towns/cities.
   + Additional sidequests added.

   A number of scenes exist in the game files that were either stripped out or
   left unactivated due to oversights. The majority of these have been restored
   and in some cases adapted into a more complete scene.

   While visiting towns, the player can find various party members around the
   area with their own dialogue (which may change depending on the player's
   progress through the story).

   New content was added that provides optional encounters or gates off certain
   items/abilities. Character may have to deal with a special encounter or event
   to obtain their final Limit Break, for instance.


Battle Balancing
-) Curve of Progression:
   + Intended to be moderate with a stable curve to the end.
   + Grinding not intended to be required but EXP is freely available if needed.
   + Not intended as a Hard-Type mod, though some difficult optional encounters exist.

   FF7 NT's aim is to avoid the label of being a 'hard-type' hack, the name of which
   carries a stigma of punishing fights, HP bloated enemies, and unfair mechanics.
   The goal with this mod is to strike a balance between being accessible while also
   having enough weight in its combat to make it satisfying to play.
   
   That's not to say there aren't some excellent hard-type mods out there; Gjoerulv's
   Hardcore mod is the best you'll find for testing your knowledge of FF7 mechanics to
   its limits. But NT is trying to occupy a spot that's around the midcore area;
   something that can be played casually while enjoying the enhanced features present.
   
   Players will be looking for, and expecting, different things from their FF7 playthrough and
   it's impossible to cater for both extremes. Instead, NT looks to cover as wide an area as
   possible in the middle. For players wanting a more serious challenge, a toggle for Hard Mode
   was added and some additional difficulty may be found with optional encounters.

   
-) Characters:
   + Each party member has more defined base stats.
   + Unique innate ability for each character to use in battle.
   + Player chooses which stats to raise to help make character builds.
   
   A criticism made of FF7 characters is that, in-battle, they can feel interchangeable
   due to the lack of a character-specific skillset (Limits not withstanding).
   NT first tackles this by altering the base stats of each character to make their role
   in battle feel more defined.
   
   Going further, an innate ability was added to each character that either works passively or
   is activated by the player. These abilities cover effects such as surviving a KO once per battle
   while retaining all buffs/any queued actions, raising stats over time or in response to certain
   actions, refreshing MP, and others.
   
   In addition to gaining stats per level, players also upgrade character stats using a new system.
   After unlocking the Source Point upgrade system the player chooses upgrades for the character
        to develop their stats. Players may want to build on the established strengths of a character,
        address some weaknesses they have. Characters have equipment and a mix of physical/magic
        Limit Breaks that can fit with specific builds the player comes up with, such as developing Aeris'
        strength to raise the effectiveness of her Healing staves or building Barret into a spellcaster to
        maximise his Mindblow (deals damage in NT), Satellite Beam, and Catastrophe Limit Breaks.

   

-) Equipment:
   + Full revamp of every weapon, armour, accessory, and item.
   + New effects and stat gains on equipment.
   + New items added.
   
   Equipment serves as the other half of preparing a player party, with most pieces
   having either a stat bonus or other effect like elemental/status resistance to consider.
   These can be used to either bolster a character's stronger stats, round out weaknesses,
   or exploit a weakness in local random enemies or a specific boss.
   
   Items also have more consistent effects and provide more utility. Potions raise HP by 300
   making them more relevant through early areas of the game and attack-items are more rounded out.
   Some new items have also been added with their own effects to discover.
   
   
-) Materia & Spells:
   + All spells revamped.
   + Materia AP, Spell-Lists, and Bonus/Penalties revised.
   + New Materia and Spells added.
   
   Every spell was tweaked and some effects modified to bridge some gaps and create more balance
   and variety in the player's magical arsenal. Enemy Skills were mostly revamped to remove redundancies
        and make some more interesting effects available that would be out of place in the conventional spell-set.
        Summons ignore magic-defence, making them useful as a panic button or for busting highly defensive enemies
        and some additional spells were added like Osmose and water/holy element equivalents to the Contain spells for late-game.
   
   Materia has some alterations to AP levels and some new ones were produced to handle new spells like
   the Osmose Materia. Some Materia like Summons have been locked to 1-star and cannot be divided; to
   account for this, the way in which Master Magic, Command, and Summon are obtained has been changed;
   they will no longer consume all the requisite Materia when being made, but can also only be obtained
   once.

        Some new Materia was added to allow for spells ordinarily sandwiched on Materia to be used easier
        with Support Materia like Magic Counter; spells like MBarrier, Regen, Dispel, Slow, and others were
        given their own separate Materia that the player can find out in the world. Some new Materia was
        added to separate out commands like Slash-All and Flash, while some combine spells from different
        Materia such as the Core Materia which is a mix of elemental and healing spells.
   
   Finally, Materia has had the stat bonuses and penalties they give altered. HP penalties are less
   prevalent with basic Magic materia and more situational Materia like status magic now carries some
   better benefits to make them less of a dead weight when their spell isn't required. Summon Materia
        carries very diverse stat bonuses/penalties to help with creating builds or addressing weaknesses
        on the fly.
   

-) Enemies:
   + Comprehensive overhaul of enemy stats, attacks, formations, and AI.
   + Remixed version of every boss.
   + Brand new enemy/boss encounters.
   
   Every enemy in the game has been updated with stats that better fit the intended curve of progression,
   adjusted attacks (and some new ones), some alterations to the formations they appear in, and more
   importantly a full re-write of the majority of their AI. Unique behaviour has been maintained and
   rewrites were made to fix bugs or to make the mechanic(s) more prominent.
   
   A retry option was also added to a number of boss encounters that occur during lengthier story
   segments (which comes with an opportunity to adjust party set-up).
   
   In addition to the pre-existing monster roster, brand new enemies were also added with their own
   unique models. These new enemy models were made using pre-existing game assets for visual consistency
   with the other enemies found in the game.
   


[Installation]
Spoiler: show

~~Installation Guide~~
There are two core versions of FF7 PC; the 1998 version, and the 2012/Steam version.
While both have a similar folder architecture there are some key differences that need
to be kept in mind before patching your game:

1) Do not use a cracked copy of the game
   Games with patches to beat copy protection tend to have alterations made to the
   executable that are lost when a mod is applied that makes its own changes to that
   .exe file. This will then cause the game to no longer boot as the cracks needed
   to make the game run will be lost.
   
2) 1998 version compatibility
   Getting the original version of the game to run on a modern PC has some steps involved
   as it was originally designed for the Windows 1998 OS and has pretty severe compatibility
   problems when running on newer operating systems. You will need a copy of Aali's Graphics
   Driver to get the game running in a state similar to the Steam version. Bear this in mind
   if planning to acquire the 1998 PC version.
   
3) Patching to Spanish/German/French
   The folder architecture and some file names are different in the spanish/french/german
   versions of the game. Compatibility options have been added to the installer but the
   files will mostly be converted into English. However, the mod has been translated to
   French and Spanish and is maintained by Mexico (French version) on ff7.fr and Markul
   (Spanish version).
   

Next to consider are the modding platforms available for FF7.

1) Stand-alone Installer
   For users wanting to play the NT mod on its own with no other modifications this is the
   fastest and most stable option. The installer will patch the game files and you'll be
   ready to play within a few minutes.
   
   Download the Stand-alone installer, right-click it to bring up Properties, and ensure that
   the installer has admin permissions + is unblocked (if this option appears).
   
   Next, make a backup copy of your game's Final Fantasy VII folder; this is to quickly revert to the
   default game files without having to perform a reinstall/file verification to reacquire
   the base files.
   
   Run the installer as Admin, and progress through until asked for the directory in which
   FF7 is installed. The target address is the folder called Final Fantasy VII (or FF7).
   Confirm and check the installer report; if it was successful, then you're ready to go.
   
   Also note that the installer is fairly robust; it will overwrite any version of FF7
   so if it has been modded already these changes will likely be lost; on the plus side,
   this also means you don't have to have a 100% clean default copy prior to installation
   and avoids issues with 'unknown version' problems.
   
2) 7th Heaven Mod Loader
   Often abbreviated to '7H', this is a mod loader that reduces mods down to their constituent
   files in order to combine mods and produce compatibility via a launcher without having
   to manually combine mods together. It has its limitations, some mod types can't be
   combined through this process, and both the program itself and its installation process
   are prone to error.
   
   A full set of instructions for preparing 7H can be found here: http://forums.qhimm.com/index.php?topic=15520.0
   Once you have installed 7H and have tested that it is working as intended, you are ready
   for the next step.
   
   7H uses 'IROs' which are basically mods packaged up for use with 7th Heaven, and are named
   after the original author of the tool. With 7H running, you can either import FF7 NT's IRO
   and activate it that way, or you can activate it through the catalogs available through 7H.
   They are the same file, just acquired in different ways.
   
   When activating NT's IRO, make sure to have an appropriate mod load order (a
        recommended list can be viewed on the 7H Tutorial).

3) Reunion (R06)
   An alternate modding platform that boasts enhanced visuals, audio, and other benefits though
        lacks some 7h features such as on-the-fly file hotswapping. This is currently my preferred way
        of playing the game. Unzip the downloaded folder, place in the Custom folder of the R06 install
        and then update the options.cfg with the added folder. Remember to disable the new_translation
        option however as it is incompatible with NT.
   
4) Sister-Ray Modding Framework (IN DEVELOPMENT)
   This is still in development and a section will be added when it officially releases.


Cross-Platform Modding
Thanks to the efforts of certain individuals, the NT mod has been successfully installed to several
platforms including Android and the Nintendo Switch. No known port has been made to the PS4 version
but as the file architecture is identical to the PC version it may well be possible. I will try and provide support
for cross-platform, but it will be limited as I'm unfamiliar with the process and do not own a Switch to test.

Android: (Unsure where to find out more, a user reported getting this to work)

Switch: https://gbatemp.net/threads/final-fantasy-vii-a-new-threat-switch-version.534578/

PS4: Not yet confirmed
   
Testing the Installation
The final step is testing that the mod has installed correctly across every file; the core files
for NT are:
*) scene.bin
*) kernel.bin
*) flevel.lgp
*) battle.lgp
*) char.lgp
*) ff7.exe or ff7_en.exe (if using the installer, otherwise these changes are applied via hext)

Scene.bin: This file is where the enemy data is kept.
         
Kernel.bin: This file is where the equipment, spells, and character stats are stored.
It is also responsible for setting the game's initial state and acts as a look-up table for the scene.bin.
If the kernel is not patched when starting a New Game, an error message will be shown.
If a non-NT save game (or one where the kernel was not patched when it was started) is loaded into
Reactor 1 then an error message will show.

Flevel.lgp: This file archive handles the game's dialogue and events.
When starting a new game, a new set if dialog boxes and options should appear
for selecting Game Type instead of jumping straight into the opening FMV.
         
.EXE: This file is what makes the game run and contains various pieces of information such as Limit Break data.
To test this has been patched, try using a Potion in the field menu; if it restores 300HP here then the .EXE is patched
(note, this test is to be performed outside of battle; the behaviour of Potions in-battle is handled by the kernel.bin).

         
Troubleshooting
1) I've installed the mod and now my game won't run at all
   A) This can be due to either patching a non-English version of the game, patching a pirated
   copy that relies on .EXE hacks to beat the copy protection, or a bad install of the game that
   has been broken by a Windows update (common issue, particularly with the 7H Modified version).
   
2) I installed the mod but failed one of the installation tests
   A) This issue typically occurs with the 7H version and with the kernel.bin file specifically
   or the .EXE file will fail to patch due to security protection in the Installer version.
        For best results, it's more reliable to have FF7 installed outside of protected systems folders
        (for instance, outside of Program Folders) and to ensure that any installers used are being run
        as admin & are unblocked via properties on your PC.
   
   If the issue occurs on 7H, then you may need to repeat the installation process for 7H again.
   
   In severe cases, a manual patch is available which is placing the mod's files directly into
   the FF7 folder. This is available on request if troubleshooting fails.
   
3) The Installer (stand-alone) says it can't find files to patch/they are already patched
   A) The target directory for the installer changed for the 1.5 and 1.5+ versions of the mod
   from the FF7/Data folder to just the FF7 folder itself in order to apply changes to the
   game's executable file. Older videos and materials of installation will report the target
   directory as FF7/Data so watch out for that.

   Another possibility is permission issues. The Installer should be set to run as admin and
   be unblocked via its Properties. For better results, having FF7 installed in a non-systems
   folder can also help (typically it installs to Program Folders by default which can make
   it more difficult to alter by third party programs).


[Changelog]
Spoiler: show

A full list of previous patch changes can be found with the Documentation

2.09999
*) Revisions made to how Bizarro battle prep and conditions are handled
   1) Saving is now done after preparing your party/parties
   2) Type A has a 1-Party battle on Normal, and a 2-Party battle on Hard
   3) Type B has a 2-Party battle on Normal, and a 3-Party battle on Hard
   4) The player can opt to change Bizarro to a 1, 2, or 3 Party battle during the prep stage
   5) The 2nd and 3rd party no longer have to destroy secondary targets to expose their side of the Core to damage

*) Fixed a menu bug at New Game where selecting 'Return' would instead advance to the next step of the mode-selection process
*) Added Cait #2 to Gongaga scene (after Temple of the Ancients)
*) Added a handler to prevent a Chocobo (and potentially Highwind) from becoming unrecoverable when leaving the Great Glacier with a party leader other than Cloud
*) Updated Chokhmabo's AI text to refer to its name correctly
*) Tweaked an attack for Ghirofelgo and Gigas to deal 15/32 of MaxHP as damage instead of 16/32
*) Aeris no longer chilling in costa del sol after Temple of the Ancients
Title: Releasing a Mod
Post by: Sega Chief on 2014-01-21 13:39:08
Hi folks, I tried to release a gameplay mod on the releases thread a few days ago but it's been locked to wait for moderator approval (damn you, due process). So figured I'd try and drum up some early interest in the meantime. Got a full(ish) list of what the mod does and it's features in this manual here: http://www.mediafire.com/download/dzbq6cqq2c27ard/FF7+NT+Manual.doc

Features that might be of interest are;
-) 100+ new bosses and enemies, with every story boss given a new set of moves and AI
-) About 40 or so 'unique' models made for enemies using in-game monster parts; we got a robot dragon in there somewhere
-) Quick but rewarding random encounters coupled with longer tougher boss fights
-) An Extra Battle added to the Battle Square that's a bit like the Monster Arena in FFX
-) Some new thingies like extra save points, merchants, and the option to skip the lengthier cutscenes and flashback sequences to make the game go by a bit smoother
-) Extra end-game boss fights to unlock Lv4 Limits and Ultimate Weapons as well as the option to change party leaders from the Operations Room once the party has reached the bottom of North Cave (or North Cavity as the cool kids are saying nowadays)
-) Fixed the age-old 'perfect game' dilemma of whether to use the third battery or not

It's been played by a couple of people who said they were enjoying it. So that's something. If anyone's interested in giving this mod a go then the download links for it are in the video description for this tutorial on the mod's installation: http://youtu.be/VsJnt1eRw7g

Any feedback on how to improve balance or bug reports for technical issues is always welcome.
Title: Re: Releasing a Mod
Post by: Covarr on 2014-01-21 14:11:09
We don't have a formal mod approval process. However, our forum software requires threads with more than a certain number of links in the OP to be approved. Unfortunately, these threads don't show up if you click "Show unread posts since last visit" like I usually do, so I don't always notice 'em.

If a mod release thread (or anything else that isn't spam) ever ends up in approval limbo, feel free to send me a PM and I'll take care of it. This goes for everyone.
Title: Re: Releasing a Mod
Post by: Zara8 on 2014-01-21 14:47:24
Hey

will this mod make ff7 10 times more harder now to beat
Title: Re: Releasing a Mod
Post by: Sega Chief on 2014-01-21 14:55:15
We don't have a formal mod approval process. However, our forum software requires threads with more than a certain number of links in the OP to be approved. Unfortunately, these threads don't show up if you click "Show unread posts since last visit" like I usually do, so I don't always notice 'em.

If a mod release thread (or anything else that isn't spam) ever ends up in approval limbo, feel free to send me a PM and I'll take care of it. This goes for everyone.

So that's what happened to it; cheers for the info, Covarr!

Hey

will this mod make ff7 10 times more harder now to beat

Sadly, it'll only make the game nine times harder to beat. But for next release, we're hoping to push that up to 9.2x. The idea wasn't to make a Hardcore-difficulty mod though, I was aiming for a more reasonable level of difficulty (but that mod name was taken; all the good descriptive names have been taken).

I've noticed you've had difficulty installing other mods on here, though. I recommend making a fresh installation of the game, and then to watch and follow the video tutorial I made (put the video on 1080HD and watch in full screen to make the text sharp enough to read). Remember that in the video the 1998 version is patched first. I patch the Steam version right after that so if you own the Steam version follow that part of the tutorial only. And make sure to download the correct patch; there's one for the original 1998 FF7 release and one for the FF7 Steam release.
Title: Re: Releasing a Mod
Post by: Kaldarasha on 2014-01-22 11:36:44
Alright I have made a test play (not very far but enough for an overview).
First thing, please find another way to patch the flevel.lgp. I fear that many people like to use the Reunion mod and your overhaul will overwrite it (however using the Reunion after it should work with a few errors I guess). Luksy has written a tool for flevel patching, but I don't know how it works.
The next thing is the difficult, using status effects at the very beginning without a way to avoid these is unrewarding. The eyedrops are useless, because in the next turn of the enemy's, they will make one of the character blind again. A ten percent hit chance or a lesser use of them would be a bit fairer. But I wouldn't use those things until I give the player a way to avoid those, anyway. A success because of good planning feels better rather then trying to survive a situation.
I also don't understand why a simple MP can deal more damage as a 1. Class Soldier (or a successful Sephiroth copy). It is elemental for the story to show Cloud super strong. Over all I wouldn't start this game this hard, the new AI is great, but 2x tougher as the original should be enough for the start. You can rise the difficult up after the player get access to the first shop. Speaking of the start, skipping the intro movie prevents the music to play at the beginning, it will play after the first battle, but it's odd to have no music for the intro scene.

At bottom line: it is a great hardcore mod, if it would be reasonable then Cloud wouldn't stand in the back row by default.  :wink:
Title: Re: Releasing a Mod
Post by: Sega Chief on 2014-01-22 14:11:20
Cheers for the feedback, Kaldarasha. I'll add it to my notes but as far as flevel patching goes there's a lot of new code in certain fields to handle new fight triggers, item placements, some NPC replacements (Young Cid was replaced with a new field model so I've used 'old' Cid in the scenes where young Cid appears) and the party leader swap thing I added in which needed a mountain of code in the end. It will work with the reunion mod applied on top of it, but a good chunk of the mod will be 'missing' and certain items like Cosmo Memory might not be possible to obtain; there's also the danger of running into back-attacks and pincer attacks which were mostly removed from this mod, as well as certain formations being used for bosses later on. If you're playing with the Reunion patch on top, then I can't guarantee that the NT mod won't do something ridiculous. I'll look into Luksy's flevel patcher though and see what can be done.

I think I put eye-drops and antidotes in as drops more for use against the Scorpion boss who uses darkness and poison in his attacks, which I felt were slow enough in-between Scopes to get some use out of them. A reduced percentage for these statuses to be inflicted would probably make these items much more useful in regular fights though so I'll probably implement that across the entire mod for the next version of it; I'm reviewing all the status-inflicting attacks soon to get rid of the bad combos like Slow + Paralysis and move those to much later in the game or remove them entirely.

About the MPs vs. Sephiroth copy, that's a story-side thing and I was focusing more on the gameplay side of things. The idea of the first fight was to make a scenario where the player would have to use a potion/use magic or at the very least not be able to just breeze through the fight. That way, I can quickly get the message across to the player that they might need to make use of things that ordinarily they wouldn't have needed to use to make it through each area. I've found that it's easy to fall into old habits with this game, and with a difficulty mod you need to try and instill versatility into the player's approach as quickly as possible. I was watching a stream where someone was playing the mod and what I saw was that they were just using the attack command; they weren't healing with items or using spells, and they wouldn't run from a fight if it was going badly. That's why the the first fight is the way it is. Doesn't make sense from a story perspective maybe, but most RPGs cause that kind of issue with their leveling system; if that rabbit with a carrot-sword in the Icicle Area happened to wander into Midgar it'd probably bring down Shinra overnight.

The opening movie skip is a bit buggy. I had to remove it from the Steam version because it caused an unknown crash when the first fight started up and for the 1998 I've been trying to figure out how to get around the no music problem. I even had to remove the two potions from the guards because that caused a soft-lock when the skip was wrote in. It's likely I'll remove that particular skip altogether unless I can make it a little more stable because I imagine a lot of players would use it and it's not a great first impression to start the game in complete silence.

At bottom line: it is a great hardcore mod, if it would be reasonable then Cloud wouldn't stand in the back row by default.  :wink:

That is a good point. I'm trying to avoid calling it a Hardcore mod though because there's already one of those (the reason I made this mod was because I enjoyed the Hardcore mod so much). Because back row and front row is probably one of the more broken aspects of the game (an essentially free 50% reduction in physical attacks is crazy) I specced all enemy physical attacks with a back row party in mind and then gave the player early access to a Long-Range Materia to encourage the player to stay in the back-row. I'll maybe rewrite the bit I said this was a reasonable difficulty mod; don't know what I was thinking.
Title: Re: Releasing a Mod
Post by: Kaldarasha on 2014-01-22 15:37:12
One last thing I forgot, rise up the amount of use of limit attacks to get the next limit. I'm not sure, but 5x more uses and kills should be fine. I would also modify the HP which a Potion restores, 100 is to less 200 or 300 would be good. In return you could should reduce the droprate for them and give later access Hi-Potions (which should restore 1000HP).

The Reunion will work. Toughscript will only skip fields, which have more/lesser windows as the original game has. But I haven't test it right now, I'm currently busy to look through your Kernel.   :D
Title: Re: Releasing a Mod
Post by: Sega Chief on 2014-01-22 16:36:56
Ah, I see. Giving it a thorough look, eh? If you find 'the secret', make sure to keep it under wraps, eh? It can't stay a secret forever but it'd be a nice surprise for folk to find (and I'm gonna say now that it was coded from scratch, I wanted it to be unique so I didn't use any other mod's flevel as a point of reference).

For limit breaks [could've sworn you mentioned making it take longer to learn limit breaks, did you edit your post?], I boosted the amount of damage a character needs to take in order the fill the limit bar for each limit (with the exception of Vincent, who has all three transformations on the first three limit levels; the difference between them is how quickly they fill. The first limit level fills quickly while the third takes an age to fill; it's so players can free up Vincent's attack commands if they don't want to use his limit breaks for a particular fight).

But I'm hesitant to boost the number of kills needed to get to the next limit level for each character because limit-grinding is quite common from what I've seen and I can see people actually just grinding for longer to learn them which would leave them overlevelled. I had a draft .exe where the limit breaks had been directly changed but I left it out in the end; I figured it'd be too incompatible. Is it a good idea to bring an .exe side to the mod or would that cause too many problems with other mods?

The drop-rate for potions is very high in the first two reactors because it's possible to become stuck if the player runs out of healing items/MP. I think out of Midgar the item drops become a bit rarer; I was having issues with glitched items on certain enemies as well so in some cases the item drop list was filled up using ProudClodFinal to avoid the problem. I'll consider fixing up the amount of HP they recover, and I was meaning to add a cure for Dual-Drain to Antidote's effect (Poisona already has this) to make them more useful. Maiden's Kiss was also changed to recover Berserk and Confuse while Cornucopia now recovers both Mini and Frog.

That sounds good about it being compatible with Reunion; I'll have another look at Touphscript. Thanks for all this feedback, Kalderasha!
Title: Re: Releasing a Mod
Post by: Kaldarasha on 2014-01-22 18:47:59

I have tested the idea with the potion set to 300 and it works pretty well, now I have more time to start some attacks, but I still need much potions.
The new scorpion is awesome ... was really a surprise.
Btw. are you patching the char.lgp? This might be a problem with the Reunion, but I guess I will update my mod with the model selection of the Reunion to make it compatible.
I really looking forward to this mod.  :-D
Title: Re: Releasing a Mod
Post by: luksy on 2014-01-22 20:50:37
Just a FYI the patcher doesn't do anything yet, but it should be ready soon enough and I'll make sure to make it easier to understand.
Title: Re: Releasing a Mod
Post by: Sega Chief on 2014-01-22 22:53:50
Btw. are you patching the char.lgp? This might be a problem with the Reunion, but I guess I will update my mod with the model selection of the Reunion to make it compatible.

There's only two new field models to account for in the char.lgp and they appear for an optional encounter in Nibelheim, in the Whirlwind Maze, and on the Highwind's chocobo bay (replacing the Wutai Corneo Ninja and Young Cid); I could just remove them and use something else for the next version instead if that's easier. The rest of the changes are just to synch certain field models up with their new battle colours and aren't that important.

If you've tested the potions and found them to offer more utility at 300HP then I'll implement that for the updated version with all the other fixes/balances which I'll cobble together in a week or so once the early players have advanced a little bit further and delivered more error reports and feedback (one's just cleared Corel Prison). I was thinking of making the Materia function available earlier, or giving Cloud a Cure Materia on top of Fire, Ice, and Bolt; that'd solve a potion crisis and the player would have two Cure Materia for the game (which is very useful to have).

Glad you liked the scorpion by the way, there's a fair few more surprises like that in the mod.  :wink:

Just a FYI the patcher doesn't do anything yet, but it should be ready soon enough and I'll make sure to make it easier to understand.

Sounds good, looking forward to seeing it. I've been wanting to give that Reunion mod a proper go but I'm waiting on the Weapon side of things to be finished, and maybe the Iscar too. Should be interesting to see how certain story scenes pan out with a human character.
Title: Re: Releasing a Mod
Post by: Zara8 on 2014-01-22 23:03:19
Hey sega chief

I have a neat request to add please

my request is if you could in a option that allows to choose sephiroth or cloud for 2 different story plots

thanks
Title: Re: [REL/FF7] New Threat Mod v1.0
Post by: Covarr on 2014-01-22 23:09:54
I take it nobody noticed that I approved Sega Chief's mod thread? Anyway, I did a few days ago. And I merged the two threads just now, so if this seems a mess, that's why. ~Covarr
Title: Re: Releasing a Mod
Post by: cmh175 on 2014-01-23 00:06:45
Hey sega chief

I have a neat request to add please

my request is if you could in a option that allows to choose sephiroth or cloud for 2 different story plots

thanks

Full side quests are possible to do but require a lot of work since they're mainly made from scratch and still have to fit into the game without disrupting the normal games event triggers. Something like that probably wouldn't be compatible with the Reunion either.
Title: Re: [REL/FF7] New Threat Mod v1.0
Post by: Sega Chief on 2014-01-23 01:50:36
Hey sega chief

I have a neat request to add please

my request is if you could in a option that allows to choose sephiroth or cloud for 2 different story plots

thanks

That'd take an age to make I'm afraid, buddy. The mod isn't complete just now and there's some stability issues popping up that need to be fixed first (someone tonight found that the piano is unplayable when Cloud reaches Nibelheim and that there's a crash on Lost Number's physical form so those'll be fixed tonight and a new patch is going up). I'm fairly sure I saw other mods that put Sephiroth in the leading role, though. Maybe they'd be what you're looking for?

I take it nobody noticed that I approved Sega Chief's mod thread? Anyway, I did a few days ago. And I merged the two threads just now, so if this seems a mess, that's why. ~Covarr

Yeah, cheers Covarr; this poor release thread was getting all lonely and neglected.
Title: Re: [REL/FF7] New Threat Mod v1.0.2
Post by: Zara8 on 2014-01-23 09:34:11
Hey

is the 1998 version of ff7, the steam version

or is that a different version all together

and is the 1998 version of ff7 on this threat mod, fully playable

thanks



is this mod 100% fully playable now



I am very scared of this mod

incase it gives me huge grapic glitches on it

I went ahead and merged your posts for you. In the future, please don't triple post, especially in the same day. If you have something to add, use the edit button. ~Covarr
Title: Re: [REL/FF7] New Threat Mod v1.0.2
Post by: Sega Chief on 2014-01-23 13:41:32
is the 1998 version of ff7, the steam version
or is that a different version all together
and is the 1998 version of ff7 on this threat mod, fully playable

This mod works with both versions of FF7. The 1998 version is the old release that uses discs and has a lot of fundamental issues so it needs things like official patches, Aali's graphic's driver etc. The Steam version is much more functional, and doesn't require any special work to be done to it. If you own the Steam version of FF7, then download and use the Steam Patch. If you own an older copy of FF7, then use the 1998 patch instead. I recommend uninstalling and then re-installing the game first. There's a video tutorial you can follow on how to apply these patches here: http://youtu.be/VsJnt1eRw7g  Note that in this video I show how to apply the 1998 patch first, and then I show how to apply the Steam patch.

is this mod 100% fully playable now
I am very scared of this mod
incase it gives me huge grapic glitches on it

The mod is playable; I completed a playthrough of it but there will be glitches and bugs I didn't find during this playthrough. There shouldn't be any graphical glitches though. If you experience severe graphical glitches then it might be something to do with either your PC or the way the game has been installed. I recommend uninstalling FF7 and then re-installing it just to make sure that it's a clean install.
Title: Re: [REL/FF7] New Threat Mod v1.0.2
Post by: Zara8 on 2014-01-23 16:11:41
Hey sega Chief

The first boss battle after you get the restore materia on the very first start of this game

is very impoissable to beat, because the enemys are way to strong

and the random encounters are way to hard to beat at the start of the game as well

and can you remove the 20 minute timer on the guard scropion boss battle please

its making me real nervous that i won't win the battle in time

and its tail laser kicked cloud out of battle as well
Title: Re: [REL/FF7] New Threat Mod v1.0.2
Post by: Sega Chief on 2014-01-23 17:53:03
The first boss battle after you get the restore materia on the very first start of this game
is very impoissable to beat, because the enemys are way to strong
and the random encounters are way to hard to beat at the start of the game as well

I disagree, the regular enemies are fairly simple to beat but you have to make proper use of your spells and items. You can kill most enemies except Sweeper with a single spell (Ice is effective against Grunts), and the drop-rate for items is very high to keep the player supplied. If you try and go into fights and use nothing but the attack command you'll likely be overwhelmed.  I also provided the player with enough starting items to push straight onto the Reactor Boss so that no grinding is required. The new mini-boss on the Restore Materia requires a little strategy; you should focus attacks on one Engineer at a time, then go after the Sweeper. A single grenade will kill an Engineer if you have any otherwise a spell followed by an attack will likely do the job.

and can you remove the 20 minute timer on the guard scropion boss battle please
its making me real nervous that i won't win the battle in time
and its tail laser kicked cloud out of battle as well

As for the countdown, I'm not removing it. There's plenty of time to beat both Scorpion fights and even take on a few random encounters along the way (and have five minutes to spare) with a 'no-grind' team, that is I tested it by running through the reactor without stopping to farm for items or level up my characters. And because this mod is for experienced players who know the game and the enemies, I made it so that avoiding Scorpion's Tail Laser counter-attack is a necessity as it'll knock a character out of the battle and make it much harder to win. Scorp will raise his tail usually after two attacks so plan ahead and play it safe.

-UPDATE-
I've uploaded a video guide of getting through the first Reactor, should hopefully serve as a visual guide and as a trailer of sorts for people interested in the mod: http://youtu.be/dXZMhIOfzlc
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: Zara8 on 2014-01-24 21:14:24
Hey sega chief

I would like to request to see if you could add in a

boss rush mode on this mod, so after people this game, the boss rush mode will be added under new game and continue

thanks
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: Sega Chief on 2014-01-25 02:50:55
I would like to request to see if you could add in a
boss rush mode on this mod, so after people this game, the boss rush mode will be added under new game and continue

If folk want to play a Boss Rush mod, then Karifean recently made one that offers a gauntlet of highly-specced, AI-adjusted story bosses that should challenge any seasoned FF7 player. The beta was great fun and now that it's more complete it should be even better. You can find it here on Qhimm: http://forums.qhimm.com/index.php?topic=14937.0

As for this mod, there should be enough end-game content to keep people busy. The Extra Battle, new super-bosses, and even just the final bosses and WEAPONS themselves should present a solid challenge (after tweaking depending on feedback)
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: Zara8 on 2014-01-25 12:20:56
hey sega chief

I know how you can make the first bombing mission much more harder

after someone is done beating the first guard scorpion, the save spot dissappears so no 1 can save there game after that

to make it much more challanging, what do you think about that idea

and later in the game when people want to get to the boss, they need a boss key to open the boss door and the boss key will be in a chest somewhere in the board

thanks
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: Zara8 on 2014-01-25 14:45:18
Hey everyone

Keep up the great work with this mod

i really like it alot
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: Tenko Kuugen on 2014-01-25 18:14:09
I suddenly feel very inadequate with Nightmare 7
Pops to you good sir
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: Zara8 on 2014-01-25 18:18:18
hey sega chief

I know how you can make the first bombing mission much more harder

after someone is done beating the first guard scorpion, the save spot dissappears so no 1 can save there game after that

to make it much more challanging, what do you think about that idea

and later in the game when people want to get to the boss, they need a boss key to open the boss door and the boss key will be in a chest somewhere in the board

thanks
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: Sega Chief on 2014-01-25 19:59:39

I suddenly feel very inadequate with Nightmare 7
Pops to you good sir

Cheers, Tenko but your Nightmare 7 mod does a lot of neat things with hard-coding and has features like the timed treasures which must've taken a long time to implement. I had to resist the temptation to peak at your flevel and 'borrow' some of that script code  :evil:
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: Vgr on 2014-01-25 22:46:52
Hey, is there a way to get archived files instead of a stand-alone installer? I'm trying to extract just the files without actually installing it.

Edit: Nevermind. Seems like there was an invalid char in the path and the patcher didn't like it. It worked after I moved it to another folder.
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: ff7rules on 2014-01-26 10:53:26
This Mod is amazing its everything I wanted to do with mine for the PSX. But of course due to limitations I couldn't Here's my blind full playthrough of the game https://www.youtube.com/playlist?list=PLRI2IVwnxZTYNMHaoW3exyIypoOgjJt7p
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: Tenko Kuugen on 2014-01-26 11:49:13
Cheers, Tenko but your Nightmare 7 mod does a lot of neat things with hard-coding and has features like the timed treasures which must've taken a long time to implement. I had to resist the temptation to peak at your flevel and 'borrow' some of that script code  :evil:

I had lots of help from our resident coding masters for those things. You can borrow as much as you want, be my guest. I 'borrowed' a lot of code as well. I don't really care about credit either so you can just take what you need.
I don't even have FF7 installed right now, so I can't check this out but it does sound like a lot of work, especially the models.

Once I restart N7 development I might look into how you did things like the extra battle, the party leader changes (although I'm fairly sure I know how you did that), the movie skips(Let me guess. A dialogue choice that jumps bytes and simply skips the play_fmv command?), and especially the sidequests and AI scripts you added and redesigned.

N7 was always more of a combined mods mod than it's own thing. Because I don't want to have the drama from last time repeated, how do you feel about seeing these things in N7?(although I have no idea when or at what time I will restart development, might be months yet from now.) Of course you'd be credited for everything in the thread, readme and the ingame welcoming message.
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: EQ2Alyza on 2014-01-26 12:20:37
This mod looks amazing. I'm going to fiddle with testing Kompass' GameConverter, installing this, then using 7th Heaven to inject mods. I'll try giving the best feedback I can when testing  :)
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: Sega Chief on 2014-01-26 14:05:25
This Mod is amazing its everything I wanted to do with mine for the PSX. But of course due to limitations I couldn't Here's my blind full playthrough of the game https://www.youtube.com/playlist?list=PLRI2IVwnxZTYNMHaoW3exyIypoOgjJt7p

I'll give that a watch, thanks for taking the time to upload those; 20-40min videos take a while to render.

I had lots of help from our resident coding masters for those things. You can borrow as much as you want, be my guest. I 'borrowed' a lot of code as well. I don't really care about credit either so you can just take what you need.

N7 was always more of a combined mods mod than it's own thing. Because I don't want to have the drama from last time repeated, how do you feel about seeing these things in N7?(although I have no idea when or at what time I will restart development, might be months yet from now.) Of course you'd be credited for everything in the thread, readme and the ingame welcoming message.

Cheers, Tenko. Same goes for yourself, feel free to use whatever you need from this mod. I've got a list of the new enemy model IDs that I'll send across if you start up work on N7 again (some replaced default models that were duplicates, like the Pyramids). It'd be interesting (and nightmarish) to see NT enemies and Hardcore enemies teaming up.

Once I restart N7 development I might look into how you did things like the extra battle, the party leader changes (although I'm fairly sure I know how you did that), the movie skips(Let me guess. A dialogue choice that jumps bytes and simply skips the play_fmv command?), and especially the sidequests and AI scripts you added and redesigned.

Party leader changing took a while because where Cloud will have scripts for handling things like climbing ladders the other two will have scripts for playing a support character so to get the 'Execute script # from party member 0' working you need to move all of Cloud's party leader scripts right down and then restructure the order of animations for each character so that Cloud, Tifa, and Cid can use the same script when in the party leader role. Then Cloud's original scripts need to be changed so he can play as a support character if a scene triggers. That needs to be done for every field where Tifa and Cid didn't have access to as party leader, but this becomes a nightmare to do if there's multiple story scenes playing out in a particular field because of all the different scripts and animations flying around.

The cutscene skips are more of a case of going through the scene and making sure you get every variable and flag together so that it can triggered if the player opts to skip the flashback/scene. That way the game doesn't trip over itself later on.

This mod looks amazing. I'm going to fiddle with testing Kompass' GameConverter, installing this, then using 7th Heaven to inject mods. I'll try giving the best feedback I can when testing  :)

Thanks for giving it a shot, Alyza. I'm planning to build on it once it's stable based on player feedback and ideas they might have. Hope ya like it!
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: Tenko Kuugen on 2014-01-26 14:30:21
God I know what you mean with the animation and script structuring

I would likely implement the additional content like new enemies, bosses and quests, but likely not the party leader changes simply because with so many mods already being combined, it will turn into a clusterfuck the size of the Pegasus Galaxy.

The equipment, item and what else changes I would probably also not touch since I already balanced the game around the existing gear. Rebalancing and implementing new monsters will be challenging, without messing up the balance, to say the least.

How would you rank NT in regards to overall difficulty? Nightmare is clearly aimed at a hardcore crowd and easily twice as hard as the hardcore mod.

I really need to get around reinstalling FF7 and installing NT so I can look at the files, especially the flevel and scene.bin

Or do you have some sort of documentation detailing your changes?
On that note, have you done any particular changes to the ff7.exe?
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: Sega Chief on 2014-01-26 14:44:47
How would you rank NT in regards to overall difficulty? Nightmare is clearly aimed at a hardcore crowd and easily twice as hard as the hardcore mod.

Or do you have some sort of documentation detailing your changes?
On that note, have you done any particular changes to the ff7.exe?

It's tough for me to judge the difficulty of the NT mod. I thought Motorball was a good challenging fight but I know of two people who cheated their way past because they felt he was too much; I reckon overall it's not as tough as the Hardcore mod but some of the story bosses can be quite challenging and the end-game bosses/extra bosses might need toning down in a few cases (I've got a guy who's on Disc 2 at the moment so I'll hopefully have more feedback on them before other players reach them). Standard fights are definitely easier; most standard enemies can be taken out in a few hits or less. The idea was for quick random fights and long boss fights.

I uploaded an updated manual that has more notes on changes to characters, equipment, Materia, spells, and items (it's toward the back under Changelog). I've not made any changes to the .exe but I wanted to for limit break editing (I held off because it reduces the mod's compatibility but as they are it's unbalanced the game slightly which is bugging me).
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: Tenko Kuugen on 2014-01-26 15:01:35
Thanks a bunch.
I'll look through it. I'm particularly interested in how you coded the new quests and the FF10-esque arena (In theory, it's not that hard. Place new NPC, activate NPC dialogue based on variable, have NPC set variable, go to X where set variable comes into effect, bla bla bla. In practice, it's a lot harder than that, and a lot more headache inducing to get it working properly.)

Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: ff7rules on 2014-01-26 15:10:56
I'll give that a watch, thanks for taking the time to upload those; 20-40min videos take a while to render.

Loads of time was invested in this I can tell just by playing it its the least I can do!
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: Bigmac on 2014-02-05 19:24:42
Using 1.0.5 and I've bumped into a few bugs on disc one near the mithril/Junon area.

There's a new creature near fort condor that puts all the party into confuse status and taunts the player with a few lines in the battle message, looks like a guy riding a bull. Then the game seems to be stuck, I've waited 2 minutes and also tried escaping but nothing happens. All the atb bars stay on wait.

There's also a crash that involves the steal command. Red 13 is the third party member holding the steal materia. When I use the steal command on a ark dragon or a zemlett, big creature with the tornado attack animation, the game will crash. 

The mithril mine area also may need toning down a little especially packs with the crab and arc dragon creatures. If you don't get MBarrier up quick enough you quickly get decimated though I am only level 20 at this area.

Other than that its been fine so far.
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: Sega Chief on 2014-02-06 01:09:06
There's a new creature near fort condor that puts all the party into confuse status and taunts the player with a few lines in the battle message, looks like a guy riding a bull. Then the game seems to be stuck, I've waited 2 minutes and also tried escaping but nothing happens. All the atb bars stay on wait.

That's odd, his AI was functioning before. I'll look at him again. I'll fix whatever's wrong with his AI while I re-do his stats (he's specced to be a pseudo-late game boss you can find on Wasteland areas in Junon but it's probably too much).

There's also a crash that involves the steal command. Red 13 is the third party member holding the steal materia. When I use the steal command on a ark dragon or a zemlett, big creature with the tornado attack animation, the game will crash. 

There's a few of those glitches lurking in the game. I've been trying to catch and fix them all with PCFinal but I'm starting to think that more get created whenever I use PCAlpha to edit an enemy formation. It seems to be isolated to certain enemies; I'm planning to go through every enemy with the new editor anyway to get their drop/steal flags corrected.

The mithril mine area also may need toning down a little especially packs with the crab and arc dragon creatures. If you don't get MBarrier up quick enough you quickly get decimated though I am only level 20 at this area.

Yeah, I was toning that area down for the 1.1 release. What happened was I specced enemies individually and didn't take their formations into account so the attacks get a bit overwhelming. Doing the same for other areas, removing certain status ailments and reducing the chance for them to be inflicted. Might be a bit of a rough ride ahead until it's properly sorted out, I'm afraid. But thanks for this feedback, it helps me get the mod in much better shape.
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: Bigmac on 2014-02-10 14:17:05
Think I'll list the monsters that crash the game if you use the steal command on them. I'll keep this post updated as I progress.

Arc Dragon.
Zemlett.
Stinger, spider creature in the gi cave.
GI Champion from the chest in gi cave (also the Heavy Ring doesn't appear in inventory unless its under a different name).
Commandos in Nibelheim outside the mansion.
Ghirofelgo in Shinra Mansion.
Green Dragon in Mt Nibel.
Harpy in Corel Prison Desert.
Golem in Cosmo Canyon.
Razor Weed in Wutai area.
Tail Vault in Wutai area.
Thunderbirds in Wutai area.

Bugs:

I think my restore materia jumped 2 levels from cure 2 to cure 3+regen (lvl 2 to 4). Happened when I fought a 5 snake pack in the gi cave in the room before the boss, was equipped in a rune amulet socket. I don't know if it was a random thing or a bug with the materia levelling.

The sound sometimes changes when using the buggy, game is still playable but everything is in a higher pitch.

Lost Number crashes on his physical form, not straight away I might add, had a good 5 minute fight with him before the game froze.

I stole an item from a enemy, not sure which one but it has no name and looks like a accessory in the inventory but it isn't a accessory.

The giant bird in the battle arena, think its a Zu, makes the game stuck when it has its first attack. The atb meters stay on wait and there's nothing you can do except reload the game. Kind of frustrating as its one of the last enemies in the battle arena.
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: Sega Chief on 2014-02-10 19:35:31
A list would be handy, thanks; I think for the Restore Materia I made Regen and Cure 3 very close together in level, not sure why at the time but I think it was to make the level of AP needed for Cure similar to Fire, Ice, etc.
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: Tenko Kuugen on 2014-02-16 07:53:43
Finally got the time to look at the files
I'm gonna have to make a documentation for what is where

Also I think I need to cut down a lot on the number of things I'll port over because it's just too many nice things over here.
Already fell victim to scope creep once, second time is game over  8)
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: Sega Chief on 2014-02-17 14:15:59
Finally got the time to look at the files
I'm gonna have to make a documentation for what is where

I'll put together a list of those flevel changes once 1.1 is out with all the field fixes. I think once those are in, it should be mostly error-free as far as the field goes (with the exception of the Gondola which skips the second part of the ride going over the Event & Ghost Squares). Most of the work is in fixing the scene/bin to get rid of the dodgy steal/drop flags, redesigning certain boss fights, and fixing up the soft-locks caused by some enemies. I'm also planning to experiment with some stuff like 'double' spell animations using a dummy invisible Clod and seeing if I can get that working reliably (an Aire Tam Diamond Flash would be interesting). It'll all be a while off though, got a tonne of actual work to get done over the next few weeks.
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: AirVault on 2014-06-10 21:29:53
hey Sega, mod looks really fun and I want to play it or try it out but I cannot find where to download it on the OP, am I blind? I cant seem to find it lol.
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: Sega Chief on 2014-06-10 22:52:04
Hey there,

Nah, you're not blind; I took the links down because I've nearly finished a big overhaul for this mod. It was too buggy and difficult before, so I reworked the whole thing. I'm aiming for the 15th June for release but there's a Beta that goes up to the boss fight with Dyne if you're interested:

v1.1 Beta 1998/Old PC version: http://www.mediafire.com/download/gdlhtvdmahbaks6/FF7_New_Threat_Patch_Ver_1.1_Beta_1998.exe

v1.1 Beta 2012/Steam version: http://www.mediafire.com/download/az17oslzhuu01ol/FF7_New_Threat_Patch_Ver_1.1_Steam_Beta.exe

Just run the installer and point it at your version of FF7's data folder when prompted. It has special writing permissions so you might need to run it as Admin if there's security issues. The demo goes up to the boss fight with Dyne; once you have the buggy, I'd recommend saving the game and not continuing as the flevel will be referencing enemies and formations that don't exist. Save files made on the Beta can be used with the finished version without any problems.

One thing to note, the opening cutscene skip doesn't work for the Steam version (it crashes the game when you fight the first set of soldiers) so if you download that version then select 'No' when asked if you want to skip the opening (it's being removed from both versions if I can't figure out how to get it working properly).

Finally, if you run into any issues with the mod or have suggestions for stuff to add or ways to improve it then let me know.
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: AirVault on 2014-06-11 01:47:17
ok great thanks, ill have a look back around the 15th for a new update :)
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: Sega Chief on 2014-06-11 02:31:52
Righto; I'll hopefully have it all together by then.
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: steelass117 on 2014-06-15 17:37:49
been waiting since january for this update :D i can't wait man

awesome mod
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: Sega Chief on 2014-06-15 21:19:40
Really? Sorry about the wait; I've been working on it when I can but I fell behind with it this week because of a bout of flu and some new ideas I've had for it. I'm aiming for the 21st now for the 1.1 release. If there's anything you want to see in the mod then let me know and I'll see what I can do.
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: steelass117 on 2014-06-15 22:06:50
don't worry about it :) iv'e enjoyed the mod so far

so anything you do to it now is just a bonus for me :)
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: AirVault on 2014-06-16 03:02:09
hey sega a few questions about the mod.

Is the entire game modded and playable in the 1.1 release?

How does this compare to Gjoerulv's hardcore mod? I just finished that one.

Also with this mod, is it going to a different feel than the original or just harder?
Title: Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
Post by: Sega Chief on 2014-06-16 12:08:21
The 1.1 Beta is only modded up until Dyne, but the 1.1 release I'm hoping to finish by the 21st will be complete.

This mod adds new monsters to the game and adjusts the stats and AI of each monster like Gjoerulv's mod but it has a few extra features on the side like mini-scenarios to unlock a character's Lv.4 Limit and Ultimate Weapon (usually by fighting a new boss I've made), an Extra Battle for the Battle Square (where you unlock tough monsters to fight by trading in items), and an option to change your party leader to Cloud, Tifa, or Cid from the Highwind's Operations Room. There's a surprise waiting in the middle of the game too.

This time I'm aiming for something that feels different but not as punishing as a Hardcore mod. Random encounters don't inflict as much damage as the Hardcore mod encounters do (you can have your team on the Front Row and pincer attacks aren't guaranteed death), but they're stronger than default game fights and they have new attacks to keep you on your toes. All the story bosses were given new attacks, a new look, and most have new AI. Some might be quite challenging the first time around but there's some new save points dotted around to cut down on back-tracking. Everything gives more Exp, Ap, and Gil too so the game goes by faster and your spells are stronger and cost less MP so that magic isn't as useless toward the middle and end of the game.

But I'm planning on making a much harder version of this mod after 1.1 is done.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-06-28 04:01:22
Sorry to bump this thread, but the overhaul of this mod is finished. Details are on the updated front page. Apologies in advance if that image used needs to be taken down due to size. 7th Heaven version tomorrow. Must sleep now.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: EQ2Alyza on 2014-06-28 04:43:41
Just wanted to point out in the readme that Vincent isn't listed under the [Starting Party] section.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-06-28 10:48:59
Ah, whoops. Cheers for catching that.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Iceboundphoenix on 2014-06-28 14:02:24
Cheers mate I can't wait to showcase your mod once I am done with my hardcore mod play-through I am going to make sure to get a serious crack at this. I will let you know on this thread if I run into any mishaps while i am steaming. Seriously can't wait :)
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-06-28 23:13:40
Hey, it's a nice mod you've made ! I really enjoy it even though it may be a little too easy  :-P

I may have found 2 bugs in Mount Nibel :
- Down the pipe 2, when we pick the item it says 'Jem ring' but it is a Powersoul in the inventory (Materia Keeper gives a Powersoul too).
- When Materia Keeper is slained, I can hear a materia boucing (Counter Materia) but no sign of it.

Any hint to defeat Lost Number ?  :-)
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-06-29 02:18:59
Thanks for letting me know, I'll fix those up. But the materia not appearing is strange. I remember changing the location it spawns from (so that it appears from Keeper's new location) and testing it a few times. I'll need to look at it again; and it now drops a HP<->MP Materia instead, I moved Mega All to the purple Materia cave in it's place.
EDIT: I had a look at the flevel and tested it out in-game, the Materia drops when Keeper dies but it can't be seen. It can be picked up however, search around where Keeper was standing before. I'll try and make it visible for the next update patch.

I moved the key to the basement to a treasure chest (where the Enemy Launcher was) while the Enemy Launcher itself is in the other wing of the Shinra Mansion (replacing a Magic Source). The reason being that Lambda is a strange fight and I didn't want to prevent access to Vincent, but I wanted to make Odin tricky to obtain. Basically, he'll transform when he's attacked while a variable is sitting on a certain value. It starts at 0, and whenever you hit him, it adds 6 to this value. When he uses 13th Aura, it adds 13 to the value. You're looking to make a prime number with the clue being: 34 come before it, and you have to go one over his. But I've been thinking that it's not a good fit for this kind of mod though; I might change it back to the standard fight and use this Lambda build for another project depending on how people find it.

The mod is quite easy but glad you're enjoying it all the same, the basic idea was to just make it fun to play; sometimes it's nice to just cut loose instead of getting knocked about all the time.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-06-29 10:29:01
After beating Materia Keeper again, I saw the materia dropping, it goes off screen under the red thingy indicating the exit.

Thanks for the Lambda explication, i'll try it after getting the tiny bronco.
EDIT: Didn't manage to beat him even if I think I found the number  :'(

My game keeps crashing against Godo at the beginning of the fight, any idea ?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-06-29 18:48:07
I'll review both fights, starting with Godo; that's likely caused by the changes I made to his AI. I'll have the scene.bin hotfix updated in about 20 minutes.

EDIT: I fixed Godo and reviewed Lambda; there was a softlock with either form's attack that finishes the fight. Both issues were fixed.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-01 14:09:57
I downloaded the scene.bin hotfix and installed it but the fight with Godo still crash at the beginning.

A minor bug : CD1 Battle square, I had 3400 GP and wanted the Pre-Emptive Materia (3000 GP) but I'd got the S-mine instead (which is at 5000 GP).

Are we supposed to beat Jenova Life ? Because I died to her and the game continues anyway.

I read that I can still use Aeris after her death (And the use of a phoenix down  :-D) but I don't see her with the PHS. Is it normal ?

Thanks for your answers.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-01 15:48:14
Sounds a bit strange, I tested the Godo fight after applying the scene.bin patch. I'll double-check the patch and then re-upload it, something must have went wrong. Actually, I'll test it with the Steam version this time just to make absolutely sure. I'll also re-check the Battle square prize tables and make sure that the right prizes are set with the correct menu option.

It was originally intended (and a bad idea) to make Jenova Life a super-boss that is re-visited later in the game for Aeris' Lv.4 Limit and Ultimate Weapon but I changed it to be a normal boss battle instead. I must have left the commands that disable Game Over in that scene; I'll just fix that up.

But it's not normal for Aeris to not be present in the PHS after her death, she should be added before you set off out of the Forgotten City. I'm now remembering an incident that happened during testing, where I removed the original scene that puts Aeris back in the party and didn't realise until I was in Icicle Inn. I put a command in to add her to the PHS after that, but it's looking like it hasn't done it's job properly. I'll look at this pronto, but to save you the trouble of save-editing her back in, I'll also add a command that automatically adds her in the Icicle Inn field; to my knowledge she and most other party members aren't absent for the rest of the game so it should be fairly harmless.

Thanks for reporting these, by the way; sorry about the hassle.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-01 16:44:54
No problem, it's a great mod ! Only a few bugs which are not troublesome  :-)

I'm at the Icicle Inn and Aeris is not available.

After the battle with Jenova Life and the defeat, everyone has 0 hp which means that the next fight is a game over  :-P
She is tough since I can't heal or rez people. Sense does not work so I don't know how much HP she had left. EDIT: Regen for the win !

The only scene I've seen about Aeris ressurection is Cloud saying 'I forgot I have a phoenix down' then it's the end of the CD1.

Maybe the fact that I lose to Jenova Life is linked to the no reapperance of Aeris.
I'll try to beat her to be sure it is not the case.

I'm playing the steam version. I think I installed the v1.1 beta then the v1.1 final then the flevel hotfix then the scene hotfix.
I'll uninstall everything, download the game again, install the up-to-date version of NT and try Godo, Jenova Life and Aeris again.
I'll let your know.

EDIT: Beating Jenova does not change the fact that Aeris is really dead  :'(
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-01 17:43:45
Aeris appears to have a predilection for deadness. We will soon put a stop to that.

The Aeris problem is my mistake. I've found that I put a command to unlock her in PHS but not to actually add her back to the roster. I've since corrected that and added these two commands to Icicle Inn's Direct so that she'll be added when you enter this field screen (saves having to go through that scene again). It'll have no adverse effects that I can think of as she doesn't leave the party again for the duration of the game. Same thing with the battle result; that's something I forgot to remove.

I'm looking at the Gold Saucer prizes too. I think I've found the mix-up. Only thing left that I'm concerned about is Godo. I'll be testing that fight again on both versions of FF7. I'll have updated hotfixes up soon.


Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-01 18:13:16
Don't bother looking into Godo, after a fresh install it is OK. Maybe the last hot fix had a problem during the installation. Windows asked me if it was correctly installed.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-01 18:33:30
That's a relief, I was about to report back that I couldn't find a problem with Godo. I think in this case, the files being patched were so similar that the hotfix installer perhaps didn't patch the file, thinking it was an identical copy. I had an issue with Mediafire where it wouldn't accept a new hotfix installer because it thought it was the same file as the old one (even under different names).

I think that's all these issues resolved. I'll be uploading the updated hotfix patches now.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: SwordofAeons on 2014-07-01 20:33:09
So I'm trying to get New Threat working with other mods since I can't live without my auto-run.  I ran your installer over a basic Bootlegger package and played through the first mission.  Everything related to New Threat worked fine (loved seeing Jesse get to kick ass btw), but some of the graphical upgrades got reverted.  The updated music, backgrounds, and menus were all there, but the field, battle, and weapon models were all back to base.  Do you think it'd be possible for me to patch those back in?  I'll figure out how to do it;  I'd just would like to know if there's some obvious, "sorry that will never work."

The field music carrying over into battles was working, but is it supposed to also carry into boss fights?  I also wasn't getting the victory fanfare after the bosses;  was I supposed to or is that something else I gummed up?

Thanks for the mod!
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-01 21:15:22
The mod's installer is rudimentary, and just patches over the top of .lgp files rather than going into them and replacing specific files. The ones it patches are:

battle.lgp (monster models, battle backgrounds, and in-battle character models)
char.lgp (field models; this part isn't strictly needed as only a few models were changed)
flevel.lgp (field files & backgrounds)
scene.bin (enemy formations, stats, AI)
kernel (Spells, character stats, misc.)

Things like music, menus, minigames, and videos are left alone by the patcher but I'm surprised that backgrounds were still okay. Were they field backgrounds or battle backgrounds? As for patching back in the graphical mods, it's more than possible; the only thing the mod needs to do is add in the extra monsters for the game to read, the event script for the flevel, and the scene.bin + kernel.

But Bootleg is something I've not used, and I've no idea how it patches things. But from what I can see in the related thread though, it looks like the NT Mod is getting included with the next updated release of Bootleg (though I'd probably better get all the bugs fixed before then). I'm also working on putting a 7H IRO together which has the game only load in the extra stuff that the mod needs, leaving everything else alone (so custom character battle models, etc. could be used without incident). Problem with that is you'd also need the graphical mods to be in 7H IRO format and to run the game through the 7H Wrapper (which would take a little setting up).

But if you can add the graphical mods manually by decompiling the battle.lgp then it should work fine. One warning is to maybe stick with only replacing in-battle character models and battle backgrounds. I changed a few duplicate models that appeared in the battle.lgp with new monsters so be wary about putting in, say, an HD version of the Shinra trooper to replace all instances of a Shinra soldier.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: SwordofAeons on 2014-07-01 21:36:27
Ok, awesome!

Yeah I'm looking into a manual decompile and install; it doesn't look too messy.  I'll stay away from the npc models.  I always seem to spend way more time creating the perfect experience than I do actually playing the games *cough*Elder Scrolls*cough*.  Eh, I find it fun.

Edit: It was the field backgrounds I noticed.  Couldn't tell with the battle backgrounds.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-01 21:55:49
I always seem to spend way more time creating the perfect experience than I do actually playing the games *cough*Elder Scrolls*cough*.  Eh, I find it fun.

Edit: It was the field backgrounds I noticed.  Couldn't tell with the battle backgrounds.

I can relate; I usually spend more time modding TES games because I can't actually stand playing them.

With the field models, the only three to watch out for are Young Cid and the two red-hair NPCs who run the weapon Shop in Sector 7 and who appears with Tifa's Father on that white screen during the Mideel sequence. I replaced one of the red-hair NPCs with a new Shinra soldier. The game will run anyway if these are replaced but it'd be eerie to have Cid clones wandering about.

The battle.lgp can probably be modified too, I think the only monsters that were replaced were mostly duplicates not used by the game's enemy formations. CMD. Grand Horn is an exception though, so be careful if you have an HD model for him. Possibly the Turks too, double-check them with Kimera before replacing them. You might notice that the files go past Chaos all the way to VDDA; these are all extra monsters added to the game so take care not to remove/lose any of these or you'll run into a soft-lock crash later on.



Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: SwordofAeons on 2014-07-02 01:24:52
Got the battle models imported, but ULGP threw an ".lpg read error" when I tried to open char.lgp, which is mildly concerning.  Oh well, I actually like the default field models because nostalgia goggles.

Played through the second reactor;  Air Buster kicked my buns once because I forgot items were a thing.  His facing bug was even worse than before, flipping in one frame to attack a direction and then flipping back so his facing was only ever correct by accident.  Don't recall how reflect pierce is supposed to work, but I was getting some funny results.  Trying to cast cure on one of my party members resulted in the spell bouncing 10 or 12 times, finally landing on the original target, and wiping reflect from the target (and maybe the boss?  didn't check).

The crazy animation might've been screwed up by my other mods, but I don't think I put in anything that would mess with reflect.

Edit: Air Buster save Link (https://drive.google.com/folderview?id=0ByVm1e2MFeP4OEJQeWR5WEJ4cFk&usp=sharing)
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-02 01:58:48
The facing bug is quite bad (can't remember how it is on PS1); I had to learn the trick to it when fighting the Hardcore mod Air Buster. Usually, whoever attacked him last is who he is 'facing' but this'll sometimes be subverted when he attacks (but not always, which is annoying).

But I don't think I intended for Reflect to be used on Air Buster; just the player party. Might not be possible due to it being a pincer so maybe I went with having it affect everyone in the end. Might not be the best way, because it's pointless with all the bouncing. I better review the fight. How it is with Reflect is that it'll just keep bouncing until the Reflect is gone from a valid target.

The animation for Reflect is in the magic.lgp file so the mod installer should leave this alone, but what do you mean by a crazy animation? Was the spell animation messed up? If it was, perhaps it was related to a battle UI mod? I've seen graphical glitches occurring with stuff like that when things like Countdowns are present. If this is off the back of a Bootleg installation then it might be something has 'invaded' the magic.lgp file; have you installed any mods in the past from Bootleg that affect magic/spell textures?

A little more serious is the char.lgp. I haven't run into any ill-effects with the field models yet, but I don't like the idea of leaving alone some kind of hidden issue with that file, especially with a Bootleg release coming up. One thing I noticed is that, when patching a copy of the game that already has the NT patched to it, the char.lgp will always be 'updated' even if the same one was used to create the patcher. I've been using Aali's LGP tools up until now but I read they weren't as reliable as the ULGP. I'll need to look into this. If my char.lgp doesn't open with ULGP then I might re-do it with a fresh one using the new tools, just to be on the safe side.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Kaldarasha on 2014-07-02 02:22:48
If you guys like Chibis then this is for you: https://mega.co.nz/#!rV8gAaTB!H_h0zCI07K8wVyR22zyGVgErANuyxQTkaYsezEzTVfs

These are altered versions of the original models. I have also fixed some missing polygon's (Barret, Cid and Vincent), but I haven't completed all alternate versions of them (Cloud in the wheelchair for example). Feel free to work on them I have put my color notes within.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: SwordofAeons on 2014-07-02 02:53:03
The animation for Reflect is in the magic.lgp file so the mod installer should leave this alone, but what do you mean by a crazy animation? Was the spell animation messed up? If it was, perhaps it was related to a battle UI mod? I've seen graphical glitches occurring with stuff like that when things like Countdowns are present. If this is off the back of a Bootleg installation then it might be something has 'invaded' the magic.lgp file; have you installed any mods in the past from Bootleg that affect magic/spell textures?

I was referring to the turning animations of Air Buster. 
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-02 11:52:21
I was referring to the turning animations of Air Buster. 

Ah, that's a relief. On the PC he's just like that, moving and shaking all over the place. Got an update for the char.lgp though; very odd thing happened, I can't decompile past a certain point (it seems to stop when it reaches the file that has a name before char.lgp, almost like it's blocking it). So I renamed char.lgp to zhar.lgp and decompiled again; this time I got all the files out...and they'd changed into default files. No idea what to make of that, it was like a magic trick.

In any case, I'll be looking into ULGP and using that to make a new char.lgp that can be decompiled and edited. I read in the past that Aali's LGP tools had some kind of problem but I can't remember what it was.

If you guys like Chibis then this is for you: https://mega.co.nz/#!rV8gAaTB!H_h0zCI07K8wVyR22zyGVgErANuyxQTkaYsezEzTVfs

These are altered versions of the original models. I have also fixed some missing polygon's (Barret, Cid and Vincent), but I haven't completed all alternate versions of them (Cloud in the wheelchair for example). Feel free to work on them I have put my color notes within.

Hey, these look kinda cool. I'll see if I can't contribute some work to this, once I've sorted out my char.lgp woes.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: SwordofAeons on 2014-07-02 16:01:21
Took down Reno on my second try, didn't realize he could Interrocage everyone at the same time >.>  Ran into a small graphical glitch.  When he uses Proto Turk Light, it moves the graphic (but not the effect) of Interrocage onto whoever he targets.  I'm guessing it's supposed to target someone already in a cage?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-02 16:17:26
No, Proto-Turk Light was just supposed to be a regular attack that he throws around, like Electroprod. I actually saw this in action this morning, when watching someone's playthrough. The Pyramid enemy moves around but the 'effect' stays on the original Pyramid target, from what I can tell. Seems (sort of) harmless but it's too confusing so I'll probably remove the attack.

EDIT: I'm currently making a char.lgp using ULGP that'll hopefully be able to decompile through that program. Could you let me know if you were able to decompile and recompile the battle.lgp and flevel.lgp?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: SwordofAeons on 2014-07-02 18:30:04
No, Proto-Turk Light was just supposed to be a regular attack that he throws around, like Electroprod. I actually saw this in action this morning, when watching someone's playthrough. The Pyramid enemy moves around but the 'effect' stays on the original Pyramid target, from what I can tell. Seems (sort of) harmless but it's too confusing so I'll probably remove the attack.

EDIT: I'm currently making a char.lgp using ULGP that'll hopefully be able to decompile through that program. Could you let me know if you were able to decompile and recompile the battle.lgp and flevel.lgp?

Battle.lgp and Flevel.lgp both worked fine on my end.

Edit:  Just cleared the Shinra Tower.  The difficulty really seems to be picking up;  I'm loving it. 

The elevator battle seemed far too easy, though.  Aerith and Barret are definitely back-row characters, and Red XIII arguably is too with his fairly high magic stat.  I only had to cure-all once throughout the fight :/

Motor Ball, on the other hand, was brutal.  His phase-change attack (something Flames, I forgot) was hitting for almost 600 damage on unprotected party members.  Wound up having to give Barret and Aerith Fire-Elemental armor, give Cloud the Talisman, and start the fight with MBarrier.  When I finally brought him down, Cloud was dead and Barret and Aerith were both in critical.  Dunno how the fight would be possible without that second Elemental materia.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-02 21:24:27
Motor ball is the hardest fight so far. Materia keeper can be suprising and Jenova life is tricky.

Did you change the sorceress which is guarding Alexander ? I one shot her.

Found a critical bug : at Junon CD2, the first battle with the guards when Cait Sith puts Scarlet to sleep, this battle crash at the beginning. Maybe a sprite problem because the enemy or the team are not shown.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-02 22:54:49
I've been following a Youtuber's progress and I saw that the Motorball fight was too much; the combination of Monoxide Smog and Slow Burner is too dangerous if MBarrier isn't up, especially with Rolling Fire on the way. I tuned the damage down on those attacks today, and on Rolling Fire too. It's a lengthy segment to sit through after each Game Over so there needs to be more slack there. But the Gunners fight could maybe stand to be tuned up somehow. I was a little tentative because of the second Air Gunner but I'll look at it again.

I think it's just a regular Snow enemy guarding Alexander, like in the original game. I'll have a look just in case that one still has vanilla stats.

I'll get on that right away; it'll be the wrong enemy IDs in the enemy formation, it sounds like. Easily fixed, but I should have caught it at the time.

EDIT: The patches and installer have been updated. I also put together a char.lgp that should be usable with ULGP (it was compiled with ULGP and then decompiled with it as a test). I'd recommend maybe having this patch to a default char.lgp as it'll be almost identical to the NT Char.lgp: http://www.mediafire.com/download/zih6bb94528ne0w/NT_Mod_char_lgp_3rd.exe

Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-03 14:53:02
Thanks, I didn't remember that the Snow enemy was a normal enemy.
It's working fine with the correct ID now :)

I just got the Highwind, I'm lvl 60 with no grind and 5k-6k HP (1 HP plus lvl 3 each). Since Jenova Life, it seems that the bosses do too little damage : 500 with no element reduce (armors are Wizard Bracelet and Edin Coats). With regen, I'm always full life.

Do we got the replaced materias (like comet, counter or added cut) later in the game ?
Did I miss an encounter with the Guard Scorpion that "following" us between Dyne and the Junon escape ?

I'm really looking forward the added Battle Square bosses or the quests for the 4th level limit/ultimate weapon  :P
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-03 15:43:39
Aw hell, you got a HP Plus? Did you get it from a shop or from the Junon harbour send-off? I was trying to keep Plus Materia in the Crater and specced story bosses for a non-Plus team. Looks like I've missed a vendor somewhere.

Balancing enemies gets tough from around the Icicle area and onwards because that's roughly where differences in play-style hit a point where it's tough to accommodate everyone; there's roughly three kinds of players: people who only fight what they run into, people who grind up for things like Lv.3 Limit Breaks, and 'rush' players who run from most random encounters. It's about that area where I think the widening gulf between these three types reaches a critical point and it gets worse from there on. If you spec up to handle the heavy grind players, everyone below that suffers as a result. I was aiming for that mid-range with the old version of the mod but I miscalculated; it's perhaps made me too cautious but better they're too weak than too strong. I'll test them out with a 'low' team and push their stats/attacks a little bit if they're still lacking firepower.

I don't think there's any Scorpion encounter between Dyne and the Junon escape from what I can remember. There were, counting the two in Reactor No.1, seven encounters with it in all although Fight No. 6 is technically optional.

The Materia like Full-Cure (which now has an Esuna affect attached to it), W-Item, etc. are all being kept either in the Crater or as prizes in the Extra Battle. Once you've beaten a monster from the EB roster, talking to the middle NPC will have him check for which monsters are dead and he'll dispense the Materia associated with them. Comet should be tied up with the Corel Train scenario but failing it means having the find Comet elsewhere.

Morph is being kept by the Kalm Traveller for when you get all three items for him; I set up an area for each source, so every enemy in Mythril Mines for instance will morph into a Guard Source (although I imagine if stat-maxing is going to happen it'll be done through Black Chocobo but I figured it'd be an idea to have a way of doing it easily in-game).

For Cloud, Tifa, and Cid, make sure to have them as party leader when going for their Lv.4/Ult.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-03 15:56:40
I got a HP plus from Canyon Cosmos shop. I also got a Exp plus (it was early in the game, don't remember where). Long range twice (one in Mythril Mines and one in Coral Valley Cave).

I'm the kind of people who only fight what they run into so maybe I'm too strong for this point of the game (expecially with HP plus). I know it's tough to balance a game. I'm just giving my thought.

If I max stat (which depend of the need/easyness), I'll do it in-game.

Thanks for your answer.  :D
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: SwordofAeons on 2014-07-03 16:13:37
I got a HP plus from Canyon Cosmos shop. I also got a Exp plus (it was early in the game, don't remember where). Long range twice (one in Mythril Mines and one in Coral Valley Cave).

I'm the kind of people who only fight what they run into so maybe I'm too strong for this point of the game (expecially with HP plus). I know it's tough to balance a game. I'm just giving my thought.

If I max stat (which depend of the need/easyness), I'll do it in-game.

Thanks for your answer.  :D

I haven't gotten to the rest of that yet, but for me the Long Range materia in Mythril Mines was replaced with a(n enragingly useless) Gil Up.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-03 16:19:22
The Exp & Gil Plus were exceptions to it (forgot about those two); I added Exp Plus early because I like to keep my party levels roughly equal with each other and it's a way of getting a character back up to speed if they haven't fought in a while.

I'm the same, I'll only fight what I run into. But that was the level of difficulty I was aiming for so I've maybe missed the mark slightly. It's easily fixed, a little boost of 5-10 to the enemy's level might sort it out. I've got an experimental pre-battle AI I might implement though; it would set the enemy stats higher if the player has a party member over a certain level. It needs to be tested though.

Stat-maxing shouldn't be necessary, very few bosses have more than 200 strength/magic. Dragon Force is in there too, but that might be overkill. One thing is that some bosses have very high/max defence and there's a trick to beating these ones. That said, there's some defence-ignoring attacks like Shadow Flare you can use to get around this though. I picked areas that had bountiful enemy formations like Mt. Corel and Cave of the Gi for source morphing, to make it less of a chore.

I haven't gotten to the rest of that yet, but for me the Long Range materia in Mythril Mines was replaced with a(n enragingly useless) Gil Up.
Ah, so it was changed. Must've been the 1.1 Beta it was a (much more useful) Long Range Materia. I think the purple Materia around the back exit of Forgotten City was still a Long Range though. But it looks like I have a few more things to change; thanks for the info, folks.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: SwordofAeons on 2014-07-03 18:07:18
Just got through Junon.  Choco/Mog has made random encounters trivial, maybe up the MP cost so it isn't so spammable?  On my first try against Bottomswell, he died to a poison tick right after casting his wave attack normally.  Double waves = 900 damage ouchies.

I got the Rune Armlet from the minigame, did you change the HP Plus and Silver Glasses rewards too?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-03 19:31:54
I could rein in Choco-Mog to roughly the same power as Fire, Ice, etc; it has that Stop status on it which is very powerful so that should balance out the decreased power. I had high MP costs for summons in the previous version but it didn't seem to help. For the summons you're about to get, Shiva and Ifrit come in roughly around when magic materia starts to level up for tier 2 spells; they have less base power than those spells overall but the damage isn't 'split' over multiple targets and they all have a status ailment attached to them so I'm hoping that'll square them off against Fire2, etc. All that said, the animation of a summon cast has to be taken into account because it takes time to sit through them.

Of course, the unholy trinity of Beta, Aqualung, and Trine outstrip summons and spells at the moment. I'll probably need to move them deeper into the game, maybe Mt. Nibel, Wutai, and the Temple. I think tier 2 spells start flagging a little by Gaea's Cliff so they'd be a nice buffer between them and tier 3 spells.

That's unfortunate with the double waves, but I'm thinking that's a good trade-off for Poison; it leaves you with less control over when he dies.

Rune Armlet replaced Force Stealer as the top prize, and I think you get an accessory (probably Silver Glasses or a Silver Refractor as it was changed to) while the HP Plus prize was removed altogether. I think. I better double-check.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: SwordofAeons on 2014-07-03 20:06:24
I could rein in Choco-Mog to roughly the same power as Fire, Ice, etc; it has that Stop status on it which is very powerful so that should balance out the decreased power. I had high MP costs for summons in the previous version but it didn't seem to help. For the summons you're about to get, Shiva and Ifrit come in roughly around when magic materia starts to level up for tier 2 spells; they have less base power than those spells overall but the damage isn't 'split' over multiple targets and they all have a status ailment attached to them so I'm hoping that'll square them off against Fire2, etc. All that said, the animation of a summon cast has to be taken into account because it takes time to sit through them.

Just picked up Ifrit and my most advanced spell materia is about 3000/6000 to tier 2, though I did just pick up some double AP equipment.

Quote
That's unfortunate with the double waves, but I'm thinking that's a good trade-off for Poison; it leaves you with less control over when he dies.

Agreed.

Edit:  The shop in North Corel is still selling the Transform materia.  You replaced the one that'd usually be picked up on the way with a Seal, so I'm wondering if it's supposed to be available here?

Edit2: Cait Sith comes with Transform?  Now I'm confused.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-03 21:27:40
Nothing major there, I just put Seal there instead because you end up with another Transform (which has more AP) when Cait Sith joins (and I can't edit his starting materia + equipment very easily). So I figured I may as well swap the 0AP one out for a different materia; besides, Sleep can be handy for Dyne.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: SwordofAeons on 2014-07-03 21:40:33
Makes sense.

Megalixers are showing up as rewards for C-class chocobo racing.  I'm pretty sure that's not supposed to happen...
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-03 22:11:13
Don't know anything about that; I left chocobo racing alone. In fact, I think prizes are only handled on the field screens when it dishes out the rewards. Have you installed any other mods through Bootleg that could have made alterations to the game's .exe?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: SwordofAeons on 2014-07-03 22:51:16
Don't know anything about that; I left chocobo racing alone. In fact, I think prizes are only handled on the field screens when it dishes out the rewards. Have you installed any other mods through Bootleg that could have made alterations to the game's .exe?

Possibly one of the bug-fixes messed with it.  Thought you might've removed the Enemy Away materia which'd otherwise be winnable then.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Kaldarasha on 2014-07-03 23:47:28
The prize you win is hardcoded in the exe. It was wrong in German for ages until Dan made his great tools and Kompass63 has used them to fix it.
I guess it is in the exe somewhere at 0057B3D0 onwards.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-04 00:29:56
Thanks for the heads-up, Kaldarasha. The installer doesn't go near the .exe anyway, it's just overwriting files in the data folder (unless changes to the kernel or Field can influence it in some way; the Kernel, Field, and Minigame modules are linked, right?)

In any case, if Class C is dispensing Megalixirs as a prize then I've got no problem with that; it's tough to bet on a winner in the CPU races. The only thing that'd be an issue is if the prizes themselves were bugged in some way but I think the actual inventory additions are handled on the related field screen and those weren't changed.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: SwordofAeons on 2014-07-04 00:51:16
Thanks for the heads-up, Kaldarasha. The installer doesn't go near the .exe anyway, it's just overwriting files in the data folder (unless changes to the kernel or Field can influence it in some way; the Kernel, Field, and Minigame modules are linked, right?)

In any case, if Class C is dispensing Megalixirs as a prize then I've got no problem with that; it's tough to bet on a winner in the CPU races. The only thing that'd be an issue is if the prizes themselves were bugged in some way but I think the actual inventory additions are handled on the related field screen and those weren't changed.

It's just a temptation to waste a ton of time ^.^

Cleared up to the Buggy.  The X-ATM fight was extremely easy with Bolt2 which I learned from the random encounters in the area preceding, but my heavy use of Double AP may not be the norm.  Dyne was a pushover since Choco/Mog inflicted him with Stop and his Molotov attack kept missing, but that may have just been luck.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-04 08:03:36
The HP plus materia is also sold in Mideel.
Megalixers are winnable in C-rank chocobo racing but so far (14 races) no luck. Wondering how much GP it worth.

Goblin does not have Zeio Nut anymore, I suppose that the only way to have a Gold Chocobo is by defeating Ruby.

Beta is the spell I used the most, the fight against Zolom is easy now with the change you've made so it's easy to got it.
I didn't manage to learn Aqualong, Harpy did not cast it and it is not showing while manipulated. Jenova Life does not use it.
Same thing with Stilva and Trine. Materia Keeper does not use it. I had to fight Godo to learn it.

EDIT:
Just did the fights at materia caves :
The battle for Mime is tough which is nice.
There is a good idea behind the fight for Quadra Magic but it is just a matter of waiting.
I only try once for the purple materia and died. I'm sure the Quadra Magic + Comet + Mime will help.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-04 13:23:42
It's sounding like I back-pedaled on the HP Plus shops and then forgot about it. They'll be fixed for the next update.

The Goblins now morph into Zeio Nuts, with the Materia for that coming from completing the Kalm Traveler's stuff so I think the progression is: Weapons -> Kalm Traveler -> KOTR Cave. The Kalm Traveler doesn't give a Gold Chocobo anymore, but he does give a Chocobo of sorts. Make sure to take some E. Skill Materia and maybe an assortment of Greens with you.

Speaking of E. Skills, I think Trine is available from the new Thundercracker enemy on Mt. Nibel and Harpy's AI is to use Aqualung after a certain number of turns. I'll look at all these and Zolom again; I specced him quite quickly when I realised he still had default stats during the 1.1 Beta so he can maybe stand to be either tougher or maybe just a little smarter.

Congrats on the cave fights, the purple cave gives Mega-All which can be handy.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Tenko Kuugen on 2014-07-04 13:53:04
Thanks for the heads-up, Kaldarasha. The installer doesn't go near the .exe anyway, it's just overwriting files in the data folder (unless changes to the kernel or Field can influence it in some way; the Kernel, Field, and Minigame modules are linked, right?)

In any case, if Class C is dispensing Megalixirs as a prize then I've got no problem with that; it's tough to bet on a winner in the CPU races. The only thing that'd be an issue is if the prizes themselves were bugged in some way but I think the actual inventory additions are handled on the related field screen and those weren't changed.

Yeah, the actual won items are handled by the field script of the chocobo racing cell. (And boy, there is a lot of possible outcomes) The displayed item in the race is linked to that but uses text from the .exe - It was such a gigantic pain to make this fit in N7.  The other minigames are pretty self-contained but item rewards and GP rewards are always handled via the field script.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-04 13:59:04
It's sounding like I back-pedaled on the HP Plus shops and then forgot about it. They'll be fixed for the next update.

The Goblins now morph into Zeio Nuts, with the Materia for that coming from completing the Kalm Traveler's stuff so I think the progression is: Weapons -> Kalm Traveler -> KOTR Cave. The Kalm Traveler doesn't give a Gold Chocobo anymore, but he does give a Chocobo of sorts. Make sure to take some E. Skill Materia and maybe an assortment of Greens with you.

Speaking of E. Skills, I think Trine is available from the new Thundercracker enemy on Mt. Nibel and Harpy's AI is to use Aqualung after a certain number of turns. I'll look at all these and Zolom again; I specced him quite quickly when I realised he still had default stats during the 1.1 Beta so he can maybe stand to be either tougher or maybe just a little smarter.

Congrats on the cave fights, the purple cave gives Mega-All which can be handy.

Thanks for the advice.

I fight Zolom during the 1.1 Beta that's why he was easy.
I probably did not let Harpy enough turns to cast Aqualung.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-04 15:01:07
Yeah, the actual won items are handled by the field script of the chocobo racing cell. (And boy, there is a lot of possible outcomes) The displayed item in the race is linked to that but uses text from the .exe - It was such a gigantic pain to make this fit in N7.  The other minigames are pretty self-contained but item rewards and GP rewards are always handled via the field script.

That's why I left the chocobo prizes alone; I'd planned to move Magic Counter and Counter Attack but that would leave the wrong prize names in the minigame itself. Hex editing's/.exe editing is something I've not gone into yet though I'm wanting to do that before I start another project.

I probably did not let Harpy enough turns to cast Aqualung.

Harpy should cast Aqualung every 7th turn that it has.

EDIT: I'm revising the enemy skill locations for Beta, Aqualung, Trine, and Magic Breath so they fit in better with the regular spells (otherwise they just replace both them and summons at that level). New locations for the next update will be:

-) Beta: Jemnezmy (Temple) + Maximum Kimera (Battle Square)

-) Aqualung: Acrophies (Forgotten City) + Calamantra (Ancient Forest)

-) Trine: Garuda (Da Chao) + Godo (Pagoda)

-) Magic Breath: Malboro (Crater, not the Icy Oscar on Gaea's Cliff) + Abyss (Battle Square)
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: PapSnatchBrim [SwornEnemy] (DMR) on 2014-07-04 23:40:11
just played through the first reactor quickly,, and its awesome... loving it so far keep up the good work
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-05 00:34:13
Cheers, bud. If you run into any problems or have ideas for ways to improve the mod then let me know. There's an update due up tonight or tomorrow which makes a few tweaks to the mod; they're optional, but should improve things later on in the game (it's mostly tweaks for the Icicle Area and onwards, with a few enemies like the Midgar Zolom also getting a retune).
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: atro city on 2014-07-05 01:15:19
I read the readme file and didn't see any mention of this, so I thought I'd ask. Since back row and sadness are arguably broken, can the properties of those be changed to nerf them, or is that outside the realm of what is possible via modding? (I also have the same question about barriers, Dragon Force, and other methods of damage reduction)
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-05 09:06:14
It's possible to do most of these things with and without 'hard editing' of the game's .exe, but a successful hex edit would presumably allow you to set the actual damage reduction of each thing and/or the behavior of certain commands and statuses.

-) Back Row: There's a formation setting that disables the 'Change' command, and presumably disables your Row too. It's used in the Pagoda for Yuffie's fights and in the Final Battle. No idea if it's stable or not.

-) Sadness: If this was removed from all enemy attacks and the Tranquilizer item then Sadness would be effectively 'dummied out' of the game and only available either by loading a pre-existing save game where a character had the status or through save-editing. It might be possible to add character pre-battle AI to remove the status to prevent this.

-) Barrier/MBarrier: I think editing to the .exe is the only way to alter these, maybe changing the damage reduction they provide or the speed with which they deteriorate. Wall and Big Guard could be removed to reduce their utility maybe but W-Magic and W-Item get around that. You could perhaps set these spells/Materia to not be compatible with All. It made a surprisingly big difference in the Hardcore mod when Big Guard only affected one person instead of everyone.

-) Dragon Force: The effect of this spell can be altered easily using Wall Market, either reducing the stat% gain it gives or changing the effect completely. Same thing goes with Hero Drinks.

-) Defend: Now I've never tried this, but I'm assuming you can change this in Wall Market again. You could set it to have the same effect as 'Attack' and change it's name, that way you have the option to attack even if the Limit Break bar pops up or maybe even if you have Slash-All, Mega-All, or Double Cut equipped (assuming they only affect the normal Attack command). Haven't tried actually doing any of this though.

-) Materia: A lot of Materia can have their levels reduced, which blocks off either the more potent effects (like Wall) or limits their effective use (like Final Attack).

Thing is, I wouldn't implement any of these for this mod (except Final Attack, I reduced it's max level to 2) because they're part of the mechanics and I didn't want to dictate to the player how they should play the game. You should be able to swing by without going full out with Sadness, etc. but it's there if you need it. This isn't a hard mod in the strictest sense, just something to have fun with. I'm planning to make a ridiculously unfair version of this mod in the future though, probably when I learn how to edit the .exe and the weather isn't so sunny and cheery.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-05 13:08:30
Battle Square :
- Some handicaps only apply to the last character like magic materia or hp/mp.
- In the second battle, against a Zu like enemy (Tonadu), i think there is infinite loop on one of his action. He do nothing and my characters waits for his attack.
- Only the last character is healed at the end.

I managed to beat Gil turtle, with some luck I guess, he kept on pondering life.

Ancient Forest :
- it seems like another enemy ID is not correct, the battle crashed at the beginning (it is not Orchidea, Epiolnis or Calamentra).
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-05 14:14:37
I'll get those sorted, but I think the Battle Square handicap thing is beyond me. By the way, was it regular battle you had a party of three or special battle? I set it up so that the Special would use three while the regular uses one.

The other two things I can fix though. I'm wondering if it's Ho-chu or Diablos; I'll know when I have a look at it, I guess. Patches will be up, along with the other slight tweaks and changes I'm making, within the hour.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-05 14:40:48
Great, thanks to your reactivity.

I have a party of three for the regular battles.

Is there another way to have batteries ? Because I used the one I'd got during the climb to the shinra building (I still got one) and I'm asked 3 to create a monster for the Extra Battle.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-05 14:48:27
Thanks for that; it gave me one character for the regular battle square during testing but there must be a loophole somewhere. I'll try something else.

The Armored Golem in the North Cave (left-down path) should drop batteries, decent chance but not guaranteed. It's something like 60%.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-05 19:00:51
I'll check on the armored golem after doing the lv. 4/ultimate weapon quest.

In the Highwind, :
- Devil's Gate fight leads to a fight with 3 guys with a shield.
- There is a spell mistake at the end of the battle against Jenova Decay (Beacause).

I really like the passage into Midgar with Cloud raging at the sense materia etc..

The battle for Cloud lv4 is tough hopefully I had dragon force.
Couldn't find the new threat in Forgotten City, I searched every house, the place where Aeris 'died' etc.. I got her in my team.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-05 20:21:18
I must have punched in the wrong number for Devil Gate; I'll fix that up in the next update. I better double-check the variable trigger for Aeris' Lv.4 though; most likely thing I can think of is that the old trigger is still being used there (which would have slipped by testing because I used a v1.0.5 save file to test the Lv.4 bosses). A new variable trigger will sort that out and it'll be fine with existing save files too.

I couldn't think of a good replacement for W-Item there and I knew people would go all the way down there looking for it, so I figured I may as well have some fun with it :-D
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-05 20:47:13
Ok, i'll wait the trigger for Aeris Lv.4 :)

I got trolled at the end of Ancient Forest, there is a saved point with strange text that crash the game.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-05 20:58:08
That's a bad one, right at the end of the area too. That save point used to be for a boss fight but there's no fight there now (so I'll probably just remove it); thanks for letting me know.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-06 15:07:12
You did a great job with the Lv.4 limit bosses. Expecially Caith Sith's.

I managed to do Vincent's at CD2. I don't know if it is intended.
There is no hint for Cid's quest. Couldn't find anything in Rocket town.
Tifa's quest has a problem, when I use the button she says it's broken, nothing happen and I can't move afterward nor use the menu.

How many Mysterious prize there is at the battle square ? So far I had 3 different.
How to get the special battle ?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-06 16:32:01
Thanks, bud. Glad they've worked out...most of them, anyway.

So for Cid's quest, he heads for Midgar and fixes the automated shop with the turret (there was originally a scene here where having Cloud, Tifa, and Cid would trigger this scene when examining the console; I adjusted this scene slightly and it now only requires Cid as party leader). Tifa's quest is in Nibelheim and is triggered when she plays the piano successfully. But it sounds like you've went to the Turret Shop with Tifa instead; is that the case? If so, it seems like the old scene is interfering or conditions to handle another party leader examining the console weren't added. I'll get it fixed up in any case.

There are four mystery sets: Edgar's Item Set, Shadow's Throwing Set, Guy's Source Set, and Dio's Special Set. The Source set is probably the most valuable.

The Special Battle should work to the original trigger of having Omnislash learned and W-Summon Materia in your possession. I'll double-check the trigger in case either of these are actually tripped by a variable rather than an inventory check and fix it up. Actually I might change it to require all character's Lv.4 Limit Breaks being learned (which would require that all the sidequest bosses have been beaten). I'll have it updated by tonight, along with any other bugs and suggestions reported in the meantime.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-06 16:38:15
So for Cid's quest, he heads for Midgar and fixes the automated shop with the turret (there was originally a scene here where having Cloud, Tifa, and Cid would trigger this scene when examining the console; I adjusted this scene slightly and it now only requires Cid as party leader). Tifa's quest is in Nibelheim and is triggered when she plays the piano successfully. But it sounds like you've went to the Turret Shop with Tifa instead; is that the case? If so, it seems like the old scene is interfering or conditions to handle another party leader examining the console weren't added. I'll get it fixed up in any case.

That's right, I went to the Turret Shop with Tifa. I'll try it with Cid.

The Special Battle should work to the original trigger of having Omnislash learned and W-Summon Materia in your possession. I'll double-check the trigger in case either of these are actually tripped by a variable rather than an inventory check and fix it up. Actually I might change it to require all character's Lv.4 Limit Breaks being learned (which would require that all the sidequest bosses have been beaten).

Ok, I don't have W-summon yet, that's why.
I'm not fan of having all Lv.4 Limit being learned, that means I'll have to farm them for each character which can be boring  :P.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-06 17:31:33
Ah, that's a good point (I'm the same, I usually finish games without Lv.3 learned). I'll maybe keep the trigger as it is then.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-06 18:11:44
It's way better with Cid for the Turret Shop.

I have now all the Lv.4 limit/ultimate weapon but I have only 8 Oversoul Shard. Is it normal ?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-06 19:48:56
There should be 9, and checking the drops they're all in place. If you have all 9 Ult/Lv.4 limits then the only drop I can think of that might have went wrong is Tifa's boss; can you remember if that one gave any EXP/AP?

The shards are technically missable in any case if the player doesn't take them on the rewards screen; so what I'll do is add a drop to one of the random enemies somewhere so they can be obtained that way. If you opt to save-edit the missing shard into your inventory, then it's the Tissue item you're looking for (the mod's kernel renames this item but it'll appear as 'Tissue' in Black Chocobo).
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-06 20:08:04
I get the one from Tifa's boss. It may be Vincent's because I did it in CD2.
I'll edit the missing shard. Thanks for information.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Tenko Kuugen on 2014-07-06 21:27:33
The Special Battle should work to the original trigger of having Omnislash learned and W-Summon Materia in your possession. I'll double-check the trigger in case either of these are actually tripped by a variable rather than an inventory check and fix it up. Actually I might change it to require all character's Lv.4 Limit Breaks being learned (which would require that all the sidequest bosses have been beaten). I'll have it updated by tonight, along with any other bugs and suggestions reported in the meantime.

What variable do you use to check against Limits? I don't remember if the game actually checks against having W-summon and having /bought/ Omnislash (not learned it) or if it actually has a variable to check Cloud's limits. But even if it does, does it have variables to check the limits of all the characters?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-06 22:35:01
Not sure, I haven't tried it yet. I still have the default check in there; I'll have a look at it just now.

Edit: Alright, here's what I think it does (you were right, it seems like; it doesn't directly check for limits). It checks for if you bought Omnislash (bit 5 set to 1 in var 3-[79], and it's bit 6 for W-Summon) and then checks your inventory for an Omnislash book. If you don't have the book in the inventory, and it has it on record that you bought it, then it assumes you have learned Omnislash because you can't sell the thing and I'm assuming it can't be stolen by an enemy either. So it's a work-around rather than a direct check.

If you bought Omnislash and got rid of it somehow without using it, the teller would act as if you've learned Omnislash. If you got Omnislash from Safer, then it wouldn't count; in fact, I don't think you'd be able to unlock Special Battle at all (unless you can just use the book anyway). Could be wrong about all this, but that's what it looks like. I can't think of another reason why it would check to see if you had 0 Omnislash books in your inventory before unlocking Special Battle.

I guess in my case I'd have the game check against every variable I set up to deactivate the 9 sidequests. Bigger priority is locating the cause of having three party members in the regular battle though so I might leave it as is for now. But I better track down this missing shard; I thought it'd be Tifa's boss because it has multiple parts and only one gives the exp/ap & item.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Tenko Kuugen on 2014-07-07 06:53:01
I think you're overthinking this.
If you want to check against everyone having the limit learned, use a variable and do layered checks on each bit of the variable. It's easy to include a [set bit to 1] on any given variable after a limit sidequest boss has been beaten. If you want to make absolutely sure, just check against inventory, too.

If you're worried about the shards, just move them from battle drops to the field, that way people can't not pick them up. Award them after the won fight. Should be a trivial change.

As for multi-fight battles, only the last enemy actually gives exp/ap/drops iirc. This would be easy to check with Hojos battle.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-07 07:59:43
I guess in my case I'd have the game check against every variable I set up to deactivate the 9 sidequests. Bigger priority is locating the cause of having three party members in the regular battle though so I might leave it as is for now. But I better track down this missing shard; I thought it'd be Tifa's boss because it has multiple parts and only one gives the exp/ap & item.

It is not Tifa or Cid, sorry I can't remember the others.

I don't know where to get some items needed for Extra Battle :
- Dragon scale
- Bird wing
- Protect ring

Can you help me find them ?

I beat Emerald weapon and went to the Kalm traveler. I only learned Big Guard. Did I miss other enemy skill ?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-07 11:48:53
I think you're overthinking this.
If you want to check against everyone having the limit learned, use a variable and do layered checks on each bit of the variable. It's easy to include a [set bit to 1] on any given variable after a limit sidequest boss has been beaten. If you want to make absolutely sure, just check against inventory, too.

If you're worried about the shards, just move them from battle drops to the field, that way people can't not pick them up. Award them after the won fight. Should be a trivial change.

As for multi-fight battles, only the last enemy actually gives exp/ap/drops iirc. This would be easy to check with Hojos battle.

That's what each sidequest does, it sets a bit to 1 on a variable. I added all nine to the special battle check and it seems to be working. There aren't any multi-fight bosses that I can remember, the only one that could have caused it was Tifa's boss because it's a Yin-Yang (and they disable their AI/Scripts on death so was worried it was only the torso that gave the rewards) but that one seems to be okay. I'll just move the shards to the field screen to be on the safe side.

I don't know where to get some items needed for Extra Battle :
- Dragon scale
- Bird wing
- Protect ring

I beat Emerald weapon and went to the Kalm traveler. I only learned Big Guard. Did I miss other enemy skill ?

Off the top of my head, Tonadu should have the Bird Wing (Zuu might drop it too); I think he appears on the beaches of the Temple area. Dragon Scale is carried by Serpent on the Gelnika, I think he appears in the back room of the Gelnika where Hades was. As for the Protect Ring, it looks like it's slipped the net; Guardian in the Underwater Reactor drops it but that area can't be returned to and Movers can be Morphed into it but that pushes the Extra Battle boss past all three Kalm bosses + the two Weapons. I'll swap the Mover's item drop with it's Morph item before I upload these new patches.

As for Enemy Skills, this is what you can learn:
-) Earth Harp: Big Guard
-) Desert Rose: Pandora's Box (ignores defence)
-) Guidebook: Dragon Force

For Dragon Force, the enemy will use it on each (alive) character when it dies, unless it uses it's very rare limit break.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-07 12:23:06
Thanks, I may had back luck then because I defeated Tonadu, Zuu and Serpent many times and none of them drop the item.
Actually, it was the same for Armored Golem, I had to defeat 30ich of them before getting 1 battery.

Dragon force is learnable by the Black Dragon in North Crater.

To get the guidebook you need Morph but, from what I understood, you get Morph after getting the 3 items to Kalm. How do you got guidebook then ?

Too bad Pandora's Box is the reward for beating Ruby because I need it to defeat her :P Doing 233 damage with Bahamut Zero does not help. I'll use the 7 fever  ;D
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-07 14:01:01
May have overlooked the Guidebook thing. I'd better get that changed pronto  :-[

Shadow Flare also ignores defence but it'll be a chore to use that repeatedly. I'll get something sorted for Ruby, probably just reduce his defence. Of course, 7777 fever is fun too (Is Ruby a 'her'? I never would have guessed).

The drop rates sound strange though. Tonadu's drop rate should be 100%. I'll boost up the drop rates of the other items so they're not as grindy to get, sorry for putting you through 30 Armored Golems; I thought they'd drop every three or so battles.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-07 14:21:38
Shadow Flare is absorbed by Ruby, sadly.
This makes me remember that Ultimate Weapon did not cast it when it died.

I don't know why but weapons are females to me.

Now that I know that the items drop, i'm happy. It's not that long.

Which boss is supposed to be the hardest ?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-07 14:53:58
Damn, that's right. I set those two spells for the Hidden Element. That said, I think I was supposed to make Weapons absorb Holy and weak to Hidden instead so that'll need fixed I think. I dropped Ruby's defence down by 100 so he's got about 140 defence and 160 magic defence or something. Attacks should make more of a dent now.

Edit: Just remembered that Ruby has AI to absorb all magic elements, clean forgot about that. I'll just remove it.

I guess the hardest boss is supposed to be Binah in the KOTR cave? But I guess it depends. Motorball, Jenova Life, and Lost Number might be candidates. Abyss could perhaps cause problems, and Bizarro could be tough because it's a three party fight and taking out the core will be required unless the party has a tonne of firepower.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-07 17:07:30
Tonadu drop is fine, I thought I had killed him because of the Battle Square.
Serpent is a pain in the ass mostly because he is the less likely fight in the cargo room, took me 1 hour to get 3 dragon wings.

1 round of luck 7's killed Ruby (497k damage). Did you lower its HP ?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-07 17:14:43
Yeah, I reduced Ruby and Emerald's HP. Reason is, KOTR isn't as easy to get to and it lost it's defence-ignoring property. There are plenty of ways to deal damage without it, like using Gravity on Emerald, but as these two aren't the top end bosses anymore I felt it was a good idea to bring them down slightly.

New updates to files are up. The scene patch makes the drops much more likely which should make it less of a grind, and Schizo now drops Protect Rings 100% so they can be farmed via the Highwind Bosses menu.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-07 17:28:14
Great, thanks.

Did you made a change for Guide Book ?

I'm fighting the chocobo for Pandora's Box, gave him 50 Silkys green it says each time 'Attack increases, Defence decrease' but I still hit him for 200. Any idea ?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-07 18:49:13
I changed Guidebook into a regular drop, should be fairly common.

You fed him Sylkis Greens and it displayed Attack raises, defence decreases? That's odd, I set that for Gysahl Greens not Sylkis. Seems okay in the AI, but maybe it's displaying the wrong text string? Here's a list of what each Green does:

-) Gysahl - Attack = 220, defence = 32
-) Krakka - Defence = 220, attack = 137
-) Tantal - Magic = 220, MagDefence = 32
-) Pahsana - Magic = 137, MagDef = 240
-) Curiel - Speed = 240, Luck = 0
-) Mimmit - Speed = 64, Luck = 240
-) Reagan - Evasion = 240, MagEvasion = 0
-) Sylkis - Evasion = 0, MagEvasion = 240

His stats are fairly high in all areas to begin with, so for physical attacks I'd throw a Gysahl and Sylkis to reduce his defence and evasion. You'd maybe want to reduce his Luck too with a Curiel and using a Pahsana to reduce his Magic Attack if you don't plan to use magic attacks yourself.

I'm going to re-test this AI; let me know if the text is broken on your end or if the stats don't change.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-07 19:31:09
Gysahl says : "Mevasion rises ! Evasion decrease !" and after 30 of them I still hit for the same 130.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-07 19:47:53
Yeah, I was testing it there. Seems very odd, the AI was a little different from what I usually do so I tested before release a few times. But between that and now, it's somehow stopped working properly. I'll have a shot at fixing it up, or changing it; either way I'll get the scene.bin patch updated for tonight.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-07 20:13:06
It is OK, take your time.

Ruby is better this way, the same difficulty that Emerald.

Another thing : I didn't get the prize for defeating Variablis. What it is ? (W-summon ?)

Here what left me to do :
- Beat the Pandora's Box chocobo.
- Get the Guidebook and echange it.
- Make Mysterious Tank (Where to get Hypnocrown * 2 ?) and beat it.
- Make Tyrant (If I remember correcty, the red crystal is given when beating Special Battle Square instead of autograph) and beat it.
- Beat KOTR Boss.
- Beat Lost Number. I still didn't figure how to do it.
- Beat the last bosses : Jenova, Sephiroth *2.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-07 20:36:08
No worries. I think I've fixed the stat changes but the item IDs were the wrong way around (Sylkis comes first in the item list, and Gysahl comes last; I got mixed up). I'm going to test the stat changes a little more to be sure.

I'll check for Hypnocrowns but I think it might be the same problem; Pollensalta's name jumped to mind but her normal drop is an Hourglass so it must be a Morph. I better review all the Morph items again because I've clearly had a lapse when I assigned Morph to the Kalm Traveller; it's made some bosses inaccessible until Morph is obtained so that needs fixed.

Variablis should give Shield. I'll check all the Materia drops again. But I've made another mistake, the Living Materia boss should have dropped the Red Crystal/Autograph but I changed it to a Mystile late on. Ziedrich is quite freely available from repeated fights with Lifeform Hojo now so I'll change Vorpar's drop to a Mystile instead.

When you grab Morph, you can get Zeio nuts for a Gold Choco and reach Round Island for the KOTR boss there. I'll say now that the Bit and Byte might be useful for dealing with the third phase of the fight. They also explode and deal %-based damage when killed.

Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Tenko Kuugen on 2014-07-08 01:02:46
May have overlooked the Guidebook thing. I'd better get that changed pronto  :-[

Shadow Flare also ignores defence but it'll be a chore to use that repeatedly. I'll get something sorted for Ruby, probably just reduce his defence. Of course, 7777 fever is fun too (Is Ruby a 'her'? I never would have guessed).

The drop rates sound strange though. Tonadu's drop rate should be 100%. I'll boost up the drop rates of the other items so they're not as grindy to get, sorry for putting you through 30 Armored Golems; I thought they'd drop every three or so battles.

Drop rates can be iffy. In my experience, anything below a 30% chance tends to turn into a very rare drop.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-08 12:34:42
Seems like it; I set the important ones to 45/63. Not sure what the exact percentage is but it'll probably do the trick.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Tenko Kuugen on 2014-07-08 12:52:31
I don't remember how it checks for item drops. Is the check run on a out-of-255 function? If so I don't understand why the outcome seems so incredibly biased and flawed at lower values. 10(40 out of 255) should drop an item more than once every 30 fights on average.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-08 13:11:03
I looked it up, it seems to be this:

If Random (0-63) <= Item Chance then the item drops.

So 10/63 should be roughly 1/6 (17%); still doesn't seem to match up.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Tenko Kuugen on 2014-07-08 20:58:13
in theory, each point should be 4%, making 63 252%,
At least that is what you'd think
63 in hex is 99 though
however, you cannot add actual hex values
this has led me to believe drop rates in PC are actually limited to the dec range of hex 00-63
this creates some very obvious problems because you're missing 36 total entries (0A to 0F, 1A to 1F and so on) of percentages for drops.
the available ones are 1-9, 16 - 25, 32 - 41, 48 - 57, 64 - 73, 80 - 89, 96 - 99
Or, if 63 is actually 100% and 01 is actually 2% (for whatever reason this seems possible, considering 63 is max and there has to be a way to guarantee a drop)

This is pure speculation but since the check runs on random0-63, this might very well be a problem.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: SwordofAeons on 2014-07-08 22:56:11
in theory, each point should be 4%, making 63 252%,
At least that is what you'd think
63 in hex is 99 though
however, you cannot add actual hex values
this has led me to believe drop rates in PC are actually limited to the dec range of hex 00-63
this creates some very obvious problems because you're missing 36 total entries (0A to 0F, 1A to 1F and so on) of percentages for drops.
the available ones are 1-9, 16 - 25, 32 - 41, 48 - 57, 64 - 73, 80 - 89, 96 - 99
Or, if 63 is actually 100% and 01 is actually 2% (for whatever reason this seems possible, considering 63 is max and there has to be a way to guarantee a drop)

This is pure speculation but since the check runs on random0-63, this might very well be a problem.

That'd require some pretty bonkers programming.  Can you set an enemy to drop multiple items?  If so, it might not be hard to test.  100 samples should give a result that's within 10% of the set percentage.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-09 00:02:32
There might be something in that. I've noticed that both the default game and the Hardcore mod seem to use certain numbers (8, 16, 24, 32 etc.) rather than just any number. And in the HC mod a Zemzellet uses 57 which is an oddly specific number (and they're all usually inside the number ranges you mentioned, Kuugen).

Sword, if you're still playing through the mod could I ask how often you're seeing item drops from regular enemies? I'm going to test some of the drops tonight to see how things are.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: SwordofAeons on 2014-07-09 00:14:12
Haven't gotten to it in a while;  I'll pay attention next time I boot it up.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-09 08:22:08
I can help too if you want even though it seems I'm not lucky on drops  :)

Pandora's box chocobo is working as intended but when you kill him, he just stands there doing nothing rather than casting Pandora's box I guess.

I beat Godberry but I don't think it was the intended way, I keep on casting Shadow Flare to bypass his high mdef.
I gave him some potions of all sort but didn't get any message telling me it was working.

KOTR boss goes 'Charging Mammom canon : 5' and does nothing. I gave up after 10 minutes of hitting for 120 damage.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Luceid on 2014-07-09 09:40:33
This maybe the dumbest question ever, but:
The "Aerith lives" part is optional, or?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-09 12:20:41
I can help too if you want even though it seems I'm not lucky on drops  :)

Pandora's box chocobo is working as intended but when you kill him, he just stands there doing nothing rather than casting Pandora's box I guess.

I beat Godberry but I don't think it was the intended way, I keep on casting Shadow Flare to bypass his high mdef.
I gave him some potions of all sort but didn't get any message telling me it was working.

KOTR boss goes 'Charging Mammom canon : 5' and does nothing. I gave up after 10 minutes of hitting for 120 damage.

When the Yahcobo dies it's supposed to run off like a regular chocobo; there must be conditions where it won't do this for some reason. Same thing with Binah, there must be a kink in the AI that stops it working properly when you reach the third phase. For Godberry it's a specific item that'll lower his defence, but there's a trick to using that item on him in the first place. Shadow Flare and other defence ignoring attacks are the way around it. I'll try and have those other two fixed up by tonight.

This maybe the dumbest question ever, but:
The "Aerith lives" part is optional, or?

No, but I could make it optional with some work; I'd put a check similar to what the game uses for Yuffie and Vincent. That being said, Aeris' impact on the story is pretty much non-existent; it was done for gameplay reasons more than anything else.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: gjoerulv on 2014-07-09 12:36:49
 :D Looks awesome there chief! Not to sound mean here, but you may want to find another way of patching the .lpg archives as it may cause conflicts with some mods.
EDIT: btw just tested it. Loved the 1st (mod) battle with Jessie.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-09 13:30:27
:D Looks awesome there chief! Not to sound mean here, but you may want to find another way of patching the .lpg archives as it may cause conflicts with some mods.
EDIT: btw just tested it. Loved the 1st (mod) battle with Jessie.

No, you're right. I need a better patcher; I'm using a freeware one that's fairly robust but it just overwrites the entire .lgp rather than replacing specific files inside it. I'm going to put a 7H .iro together for it soon that'd only replace files that the mod needs to function but I'd need to package the scene + kernel separately unless there's a way to get it working with the wrapper.

Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Vgr on 2014-07-09 13:37:28
You can also write a script that unpacks the LGP, replaces the files and repacks it (just unpack all the files in a folder, copy all your files in that folder, re-pack whole folder).
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-09 14:08:26
You can also write a script that unpacks the LGP, replaces the files and repacks it (just unpack all the files in a folder, copy all your files in that folder, re-pack whole folder).

I'd need to learn a programming language first, unless you're talking about 7H's .xml file. My friend sent me his e-books and notes on programming a few weeks back but I've not gotten round to them yet.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Vgr on 2014-07-09 16:22:15
A simple batch script can do the trick. I'll even write it for you if you want, it's not that hard.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Kaldarasha on 2014-07-09 17:05:54
I also would like to know which field files are modified (without the Aerith revival mod - why even revive her you could make a replacement character for her).
At the moment toughscript can't work with the flevel.lgp. I had the similar problem with my German overhaul and could only solve it with Makou Reactor (export every field and then import every field in an unmodified flevel.lgp). I assume a tool had made dirty edits (Loveless maybe, Highwind for sure).
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-09 18:04:13
I also would like to know which field files are modified (without the Aerith revival mod - why even revive her you could make a replacement character for her).

I'll get a list to you by tonight, Kalderasha (I think I owe Alyza a list for it too). For a lot of fields the changes are superficial and unnecessary, but any field that can be accessed from Disc 3 will have had some more serious modifications to the way scenes work in order to accommodate three different party leaders (for a nightmare, check out the gondola script). And any scene after Disc 1 that uses your squad-mates will have had an addition to handle the possibility of Aeris being there, except for the majority of Highwind scenes. I've not used any other tool besides Makou for editing the flevel and it hasn't been de-compiled at any point, but there's always an outside chance I've used Loveless right at the beginning while I was transitioning to Makou.

As for replacing the character, I dunno if making a replacement is that easy. I could definitely do it with a 7H version of the mod, that'd be a piece of cake thanks to the tools, but getting the game to do it on it's own would need some kind of wizardry, not to mention it would have a much larger impact on the game's story to have a new character running around the place. I just wanted to give the player that extra 9th party member to make use of; this is all about mixing it up with monsters, rather than story but I took some care to keep the impact it had to an absolute minimum (hence air-sickness).

A simple batch script can do the trick. I'll even write it for you if you want, it's not that hard.

I'd really appreciate that; a few people were asking about mod compatibility in the YT comments of this vid's installation tutorial. I'm trying to get into programming, but time is quite tight between debugging/tweaking the mod, work, fun in the sun (sunny days are rare in Glasgow), and my PhD. How would the batch script work for distribution? Would the user need some kind of LGP tools on their side of things to use it?



Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: EQ2Alyza on 2014-07-09 19:03:08
Yes, I would like a copy of your file structure.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-09 22:15:26
Just getting a list of the fields together now. I'll try and leave a note for each quickly describing where the changes are.

FF7man, I updated the scene hotfix patch; I fixed Yahcobo's death counter (which should be him just running off like a regular chocobo) and I've re-done Binah's AI and tested him out. If you've killed everything else then should be on the home straight; I tested all the final bosses except Final Sephiroth when someone said Bizarro was crashing but turns out they had v1.0.5 installed.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Vgr on 2014-07-09 23:29:51
I'd really appreciate that; a few people were asking about mod compatibility in the YT comments of this vid's installation tutorial. I'm trying to get into programming, but time is quite tight between debugging/tweaking the mod, work, fun in the sun (sunny days are rare in Glasgow), and my PhD. How would the batch script work for distribution? Would the user need some kind of LGP tools on their side of things to use it?

I'll include the LGP Tools in the program to make sure everything's there. I'll send you a first, quickly-coded version so you can see what I mean. Will make it better after.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-10 00:02:55
Cheers, pal; that'd be a good frame of reference. I've been reading up on .bat files so I can maybe try a few things with the file you send, get myself a better understanding of how they're put together.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-10 11:10:26
Just getting a list of the fields together now. I'll try and leave a note for each quickly describing where the changes are.

FF7man, I updated the scene hotfix patch; I fixed Yahcobo's death counter (which should be him just running off like a regular chocobo) and I've re-done Binah's AI and tested him out. If you've killed everything else then should be on the home straight; I tested all the final bosses except Final Sephiroth when someone said Bizarro was crashing but turns out they had v1.0.5 installed.

Thanks. It's FFman :)

Yahcobo flee correctly but nowhere in the fight he casted Pandora's Box.
The background from Binah's fight has disapeared, no sign of Byte and bit also but the fight ended without error.

Red crystal is not Autograph, it's Combat Diary. I edited it in my save because I was supposed to get it before.
I really like the bosses you've made out of Caith Sith.

I have learned Omnislash and got W-Summon but the Special Battle is not available.

There is no W-Magic materia ?

What left me to do :
- Beat Special Battle Square and get the prize.
- Beat Lost Number. I still didn't figure how to do it.
- Beat the last 3 bosses.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-10 12:19:29
I'll move P. Box to Yahcobo's death counter script so he uses it at the end (but I'll have his AI reduce his magic stat first so it has less chance of wiping out the player without warning because of the defence-ignoring property).

I changed the background for Binah to the black one because it felt more appropriate, also his wings don't clip through the floor now. He'll summon the Byte and Bit if his general counter reaches a certain point (which is sped up if a Limit Break is used) but it sounds like he needs a bit of toughening up; he only has 200k HP at the moment which is half of what the Weapons have.

Looks like I got confused over those items. I'll make a list and double-check each one again. Special Battle should be unlocked once every character-specific sidequest has been completed. Reason is, there were variables attached to buying Omnislash and W-Summon (but they're not there now because those prizes were changed). The latest flevel patch should have that trigger. And W-Magic is the prize for beating the Extra Battle boss Abyss.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: ManuBBXX on 2014-07-10 13:45:06
Hi Sega chief !. First, congrats for your modd !
I play with Gjoerulv hardcore Modd, cause I like die a lot of times and fight a lot for winng fights !
I would try your mod, but I fear about a too simple difficulty. ( I don't say I'm a pro, far of that ! ) But the 'standard' difficulty is so easy tha, I can't play like that anymore.
What about the difficulty of your mod ? between normal and hardcore modd difficulty ?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-10 14:00:12
I'll move P. Box to Yahcobo's death counter script so he uses it at the end (but I'll have his AI reduce his magic stat first so it has less chance of wiping out the player without warning because of the defence-ignoring property).
Yahcobo didn't cast it even when he fled.

Special Battle should be unlocked once every character-specific sidequest has been completed. Reason is, there were variables attached to buying Omnislash and W-Summon (but they're not there now because those prizes were changed). The latest flevel patch should have that trigger.
I completed every character sidequest, yet I don't have access to the Special Battle. Is it because I completed them before you made the change for Special Battle ? Meaning the trigger for each quest didn't exist.

And W-Magic is the prize for beating the Extra Battle boss Abyss.
I get another prize for beating him, I think. I don't have any W-Magic and I beat the 10 Extra Battle.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-10 14:12:44
-To FFMan-
Yahcobo: That's because I haven't changed it yet; I'm going to make him use it when he dies for the next update.

Special Battle: I tested this before putting it out; the only thing I can think of is the change made to Aeris' sidequest variable causing the issue. I'm going to set it instead so that it only needs Cloud's sidequest to be finished. That should cover it.

The W-Magic is a mystery to me. It's in the script to drop after beating Abyss and talking to the middle NPC; I'll re-test that part to get a better idea of what's going on.

-To ManuBBXX-
Hi Sega chief !. First, congrats for your modd !
I play with Gjoerulv hardcore Modd, cause I like die a lot of times and fight a lot for winng fights !
I would try your mod, but I fear about a too simple difficulty. ( I don't say I'm a pro, far of that ! ) But the 'standard' difficulty is so easy tha, I can't play like that anymore.
What about the difficulty of your mod ? between normal and hardcore modd difficulty ?

It's definitely easier than the Hardcore mod. But overall, it depends on your approach. Let's say you stop and grind for Lv.3 Limit Breaks; you'll probably have no trouble for most of the game. I avoided speccing enemies and bosses to handle stuff like that because I feel you make those things necessary when you do that; if you give a boss enough HP or Defence (or some other mechanic) to deal with stuff like Meteorain, then a player who doesn't grind for limits suffers as a result. The same thing goes for Sadness and Back Row; I decided to not take those into account when speccing damage for the same reason.

The idea here was to make something that was fun to play and which gave the player the freedom to approach fights however they want. You can have people on the front row, you can go with physical attacks or magical attacks (magic costs less to cast and has slightly more power + almost every enemy has elemental weaknesses). There are a few bosses that have a special mechanic, but you can get around them using things like defence-ignoring attacks for instance.

But you can't beat first-hand experience. Try giving it a whirl up until the Midgar Escape to see if this mod's for you or not; there's a lot of new fights to get stuck into, at the very least.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Tenko Kuugen on 2014-07-10 14:34:47
Yahcobo: That's because I haven't changed it yet; I'm going to make him use it when he dies for the next update.

Special Battle: I tested this before putting it out; the only thing I can think of is the change made to Aeris' sidequest variable causing the issue. I'm going to set it instead so that it only needs Cloud's sidequest to be finished. That should cover it.

The W-Magic is a mystery to me. It's in the script to drop after beating Abyss and talking to the middle NPC; I'll re-test that part to get a better idea of what's going on.

A lot of variables are saved to the game
What happened here is likely:
You are checking for bits being set that only get set when you beat the bosses.  If the patch is updated after the bosses are beat, the check will never return true. An easy solution to this is a cardboard NPC that checks whatever variable you use in the sidequests and sets the appropriate bits if he detects the sidequest as finished. Might even be something as boring as a plain looking npc that just says "I love fighting. Heh. Heh. Hah."
Seems redundant for new games but it'll take 5 minutes and will fix this problem for all people that updated.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-10 14:48:45
A lot of variables are saved to the game
What happened here is likely:
You are checking for bits being set that only get set when you beat the bosses.  If the patch is updated after the bosses are beat, the check will never return true. An easy solution to this is a cardboard NPC that checks whatever variable you use in the sidequests and sets the appropriate bits if he detects the sidequest as finished. Might even be something as boring as a plain looking npc that just says "I love fighting. Heh. Heh. Hah."
Seems redundant for new games but it'll take 5 minutes and will fix this problem for all people that updated.

What I need to do is set up a check for the old variable; if it returns true, it updates the new variable. I'd put that in the Main or Init so it's completely discreet (I set up something similar to that for Aeris in Icicle Inn).

Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-10 17:37:02
Just finished the game in 33 hours. Nice ending screen :)

It is a pleasant mod ! I enjoyed it. You did a nice work.
I mostly used magic throughout the game, especially Earth/Break and Bio.It is only at the end that I used physical damage with double cut.

Everything that you added is great, nothing seems off. The bosses design is cool, some made me laugh.
The only slightly negative thing that I see is the difficulty but everything seems easy after the hardcore mod.
You said that you'll work on a hardest version of the mod. I'm looking forward to it.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-10 18:13:46
Hey, you finished it! Glad to hear you enjoyed it, despite the tonne of problems I was supposed to have fixed for this version (I actually remember saying to someone that 1.1's key feature was that it'd be bug-free; if only I'd known how wrong I was). Thanks to your input though, I've been able to fix a lot of it; it wasn't fair that you and others had to deal with all those glitches and oversights so I'm sorry for that.

I was worried that physical attacks would leave magic in the dust fairly early on but it sounds like magic is getting a fair shake, particularly Earth which was sort of useless in the original game (few enemies were weak to it and flying enemies dodged it entirely; the slight damage advantage over other elements was also negligible and negated by the higher MP cost).

Difficulty-wise, I think it's close to fitting in the niche I wanted it to be. The idea was that an experienced player could trust themselves to get through fights reliably and quickly by using provided mechanics like Barrier, Time, elemental weaknesses, etc. while at the same time not alienating less experienced players who might not make full use of these. Then there's the fail-safes for underpowered teams like Paralysis, Stop, Poison, etc. I just wanted it to be accessible to everyone this time and fun to play.

Different story with the hard version; that'll be a nightmare. But first things first. I've fixed a few of the problems, and they should hopefully work now. Patches are pending while I fix up one or two more things.

-) Gold Saucer: added a script that flips the new Aeris variable if the old one is active. I set up triggers to test this, and it seems to be functioning.

-) W-Magic: Fought and killed Abyss, W-Magic dropped when I talked to the NPC. I pored over both NPC scripts and couldn't see an issue there. Not sure why it didn't drop for you, it's a bit of a mystery.

-) Great Glacier: Fixed an issue with the map recording/recalling group Cloud's position/direction rather than party leader #0. Fixed that and Snow's turn script to face party leader BUT found an interesting issue on the World Map. If Cid or Tifa are behind Icicle Inn and they approach, the game has a script to 'bounce' them away and prevent entry. Sort of same thing with Great Glacier, it just blocks access when either these two are displayed on the world map. It can be fixed by PHSing Cloud in as he'll replaced either on the world map but this could be a problem for the period of time when he's missing. So gonna fix that up.

-) Junon: Blocked access to Beginner's Hall (intermediate) for Tifa and Cid party leaders. I'll be expanding the hall at some point and adding something in there. Not sure what yet.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: FFman on 2014-07-10 18:51:16
I did not used the party leader change thing (except for doing their quests) so I don't do any test on it.

About W-Magic, it is sure that I didn't get it and I'm pretty sure I had something else but I can't remember what. With no old save left, I can't dot it again. If you saying it's working, it's ok.

I just noticed another problem. After creating a monster for Extra Battle, you can fight it over and over (that way I get 4 ruban [On Abyss I guess]) but if you leave the screen and come back it says that the monster is not available.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-10 19:06:38
The fights are supposed to be repeatable but if it gets locked after leaving and re-entering that's a more a serious problem; I'd better look into that.

Edit: Looks like my extra battle was using temporary variables that are lost when exiting the screen. I changed them to permanent ones but it meant putting more checks to cover previous versions and correct it all.

Edit2: Alright, so it wasn't just the type of variable operation it was addresses used too. I'm swapping all the Extra Battle addresses over to use #3 instead of #5 and #6 (tested an entry with #3 instead and it works, retains memory of it when leaving the field screen and re-entering). Setting up an in-game fix to sort this will likely be tricky because the temporary values aren't saved to the game so what I'm going to do is back-pedal and follow Tenko's suggestion of putting a temporary NPC in place that can unlock every entry in the Extra Battle Menu; it'll also make all the Materia available again for one more pick-up and be at the player's discretion whether to use this NPC or not (the NPC will be removed from the mod after a week or two). Update will be available tomorrow, once I've tested everything thoroughly.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: atro city on 2014-07-11 00:24:11
I was worried that physical attacks would leave magic in the dust fairly early on but it sounds like magic is getting a fair shake, particularly Earth which was sort of useless in the original game (few enemies were weak to it and flying enemies dodged it entirely; the slight damage advantage over other elements was also negligible and negated by the higher MP cost).

If anything it feels like magic might need to be toned down some. Throughout my playthrough magic has had a lead over physical attacks (especially when combined with All) which has only increased as spells became more powerful and more spammable. I just got Bolt3 at Gaea's Cliff and it's wiping most enemy formations in one go.


Quote
Difficulty-wise, I think it's close to fitting in the niche I wanted it to be. The idea was that an experienced player could trust themselves to get through fights reliably and quickly by using provided mechanics like Barrier, Time, elemental weaknesses, etc. while at the same time not alienating less experienced players who might not make full use of these. Then there's the fail-safes for underpowered teams like Paralysis, Stop, Poison, etc. I just wanted it to be accessible to everyone this time and fun to play.

I have a question about this. I have Aeris in my party and she's already busted open some boss battles with Seal Evil. I haven't gotten Planet Protector yet, but is that going to cause severe balance problems when I do? Aeris has by far the most broken limits in the game and I don't want to turn what's been a pretty enjoyable experience so far into a complete cakewalk.

Also, I really enjoyed the Jenova Life fight, it's my favorite boss in the mod so far. It was quite challenging and forced you to have a solid strategy going in.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-11 01:55:20
If anything it feels like magic might need to be toned down some. Throughout my playthrough magic has had a lead over physical attacks (especially when combined with All) which has only increased as spells became more powerful and more spammable. I just got Bolt3 at Gaea's Cliff and it's wiping most enemy formations in one go.

I find that spells require a little more effort to use because the animation is longer, they need to be equipped, and they cost MP so I wanted them to be stronger than physical attacks to compensate. That said, Tier 3 spells are maybe too strong when they're unlocked. In my test playthrough, those were unlocked roughly around the Great Glacier and they land for about 3-5000 damage which kills regular enemies fairly easily even without using an elemental weakness. I was going to handle it by maybe reducing the AP gain from enemies on Disc 1 down to 1.5x instead of 2x.

I have a question about this. I have Aeris in my party and she's already busted open some boss battles with Seal Evil. I haven't gotten Planet Protector yet, but is that going to cause severe balance problems when I do? Aeris has by far the most broken limits in the game and I don't want to turn what's been a pretty enjoyable experience so far into a complete cakewalk.

Also, I really enjoyed the Jenova Life fight, it's my favorite boss in the mod so far. It was quite challenging and forced you to have a solid strategy going in.

Early bosses can be hit with Stop and Paralysis, but this tends to be phased out as you go into Disc 2. Peerless is a big status, but it's like Shield in that it'll run out fairly quickly (it's actually almost useless on Active/High-Speed ATB because it'll run out in two-three turns). It's the other limit breaks like Meteorain, Omnislash, Highwind, etc. that're far more likely to bust the game open. Peerless has a bit more of a strategic turn to it; you can pop that Limit to avoid a super-attack or to get around an enemy that uses counter-attacks.

Ultimate Weapons are also a bit of a concern; the only reason they were kept (mostly) the same is because I didn't want to detract from something that the player has to win from a boss; it'd suck to win Ultima Weapon only to find that it's a weak-sauce version. I'll definitely consider fine-tuning magic, though.

Good to hear that about Jenova LIFE though; she was an awful boss in the last version of the mod.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Kaldarasha on 2014-07-11 02:12:33
You could also adjust the AP the materia needs for the next level.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Tenko Kuugen on 2014-07-11 03:00:46
I believe trying to 'balance' physical attacks and magic themselves is the wrong way to go about it. I personally simply varied monster strenghts. If something has 200 magic defense but only 15 physical defense you're going to pick physical attacks even if they're on equal defense levels weaker than magic.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: atro city on 2014-07-11 12:37:13
Quick bug report: On the Weapon Raid at Junon, I was fighting the SOLDIERs and procced Added Effect-Transform and Added Effect-Destruct against them at the same time. As they died it displayed "Cure" and if there were still other enemies, the game stalled indefinitely.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-11 12:54:17
You could also adjust the AP the materia needs for the next level.

Could do. I was worried about blocking access to tier 3 spells for players who don't fight a lot but I put Beta, Aqualung, and Trine further into the game recently so maybe I can get away with making the AP requirement higher.

I believe trying to 'balance' physical attacks and magic themselves is the wrong way to go about it. I personally simply varied monster strenghts. If something has 200 magic defense but only 15 physical defense you're going to pick physical attacks even if they're on equal defense levels weaker than magic.

I did that sometimes for bosses, I set up Schizo to have a physical-immune side and a magical-immune side (one uses physical-based attack and the other uses magical-based ones) so the player would have to mix it up for him. I reckon tweaking both enemies and spells/attacks is the way to go about it.

Quick bug report: On the Weapon Raid at Junon, I was fighting the SOLDIERs and procced Added Effect-Transform and Added Effect-Destruct against them at the same time. As they died it displayed "Cure" and if there were still other enemies, the game stalled indefinitely.

That sounds like something in the game's engine. I'll test that on SOLDIER 2nds and other enemies in the default game to see if it's caused by the mod or not. I'll fix it up either way.

Edit: Seems that glitch happens in the default game too. Combining other statuses, like using Transform + Seal, doesn't cause it. No idea what it is, just that Cure is the very first spell in the kernel's index.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Tenko Kuugen on 2014-07-12 09:42:24
I assume this happens:
Death is the first status. If an attack causes both death and another status, it tries to apply the other status to a dead enemy, which obviously it can't do (you can't frog a dead Cloud either for example)

You'd have to ask NFITC1 for more info on that or debug through the .exe where specifically it handles applying status effect with attacks. This might even be unique to causing both statuses with a physical attack.


On the .exe topic, I heard you fixed Yuffie Warping. Can you share the .exe edit?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-12 12:50:26
I fixed Yuffie Warping? Which thread was that? I remember changing the behavior of Yuffie's escape attack to try and avoid the game-breaking menu glitch that happens when she successfully escapes (because it was more likely with her bolstered move-set that she would escape and the player might unwittingly trigger the glitch and lose progress). The other thing I did recently was set up an Anti-YW/save-edit check that looked for a particular game-moment and another unspecified variable function that's discreetly flipped during the game. The prototype worked, but I removed it after two or three updates so only the first or maybe second wave of flevels have it intact.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Tenko Kuugen on 2014-07-12 16:10:32
I fixed Yuffie Warping? Which thread was that? I remember changing the behavior of Yuffie's escape attack to try and avoid the game-breaking menu glitch that happens when she successfully escapes (because it was more likely with her bolstered move-set that she would escape and the player might unwittingly trigger the glitch and lose progress). The other thing I did recently was set up an Anti-YW/save-edit check that looked for a particular game-moment and another unspecified variable function that's discreetly flipped during the game. The prototype worked, but I removed it after two or three updates so only the first or maybe second wave of flevels have it intact.

Haha, I remember saying this is how I'd fix yuffie warping like when he played through your mod. Kynos has a point though, the 3 people who want to abuse it would cheat in other ways or just use a trainer anyway.
Someone in Kynos chat said you fixed it by changing a "Greater than" check to a "Greater than or equal to" check.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-12 17:28:18
Yep, you could sort of add the extra insurance in of another variable check that isn't covered by a save-editor but at the end of the day it's just a bit of fun, and Yuffie Warping is always interesting to see. The procedure I put in wasn't anything malicious either, it just warped you about the game and unlocked a few new scenes (and a secret battle) before putting you with the Bronco. The battle is still in the scene.bin toward the bottom if you're interested in having a peek.

I don't remember anything about that 'greater than' stuff. As far as I know, the glitch occurs because the way information is passed between the modules isn't fully wiped/overwritten like it is on the Playstation version (which had limited memory) so some of that information would be retained when going through a Game Over. But I guess it could be eradicated if Yuffie was recruited from a field screen like Vincent is rather than a world map battle.

Out of interest, when was this stream? Was it recent or the one from a few months back?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Tenko Kuugen on 2014-07-13 03:28:20
The stream was like, a few days ago? The one where someone said you fixed yuffie warping.

The one where I said I'd fix yuffie warping by having a game moment check in every field was the first playthrough he did of your mod. Remember when he bought 99 grenades and had no money left and save edited items and so forth? Heh.

I still haven't fixed all the bugs in Nightmare and I'm still waiting on someone playing through it so I have some balance feedback. Evidently re-learning the entire game and hardcore difficulty is too much for the people here :/
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-13 13:02:34
Bit strange; I think I might know who it was though but no harm done. I maybe should have adopted the Poverty Mod as the new name, anything's better than New Threat (ugh).

It sounds like you need someone who can a) beat stuff up, and b) troubleshoot on the fly when something goes wrong. What are the install requirements for getting the complete N7 mod? I'll have a bash at it.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: EQ2Alyza on 2014-07-13 15:16:48
Iros is back, so we should be able to get support for the scene.bin soon  :)
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Kaldarasha on 2014-07-13 15:20:39
Iros is back!  ;D

I could write this in every thread. :P But that's not the reason why I post it here, it could maybe help to make a good installer that he working on his tool again.
A new name: see PM. Sorry a bit over exited so many changes has happened in the past on Qhimm. (Omzy, Ficedula, Iros and Luksy is working on something too I guess.)

Edit:
Damn it. This time you have beaten me EQ2Alyza.  :-D
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-13 16:33:12
So he was coming back for the summer after all. Yeah, this is great news; seems like a bunch of people are coming back, like Ficedula and Obesebear.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Tenko Kuugen on 2014-07-14 07:57:43
Bit strange; I think I might know who it was though but no harm done. I maybe should have adopted the Poverty Mod as the new name, anything's better than New Threat (ugh).

It sounds like you need someone who can a) beat stuff up, and b) troubleshoot on the fly when something goes wrong. What are the install requirements for getting the complete N7 mod? I'll have a bash at it.

Hahahahahahha poverty mod, hahahacoughcoughcoughgackugh... sorry, but this was just too funny because I read it in Kynos voice.

I am nearly always online for contact so I could even do the troubleshooting. I updated the core files and flevel to where I am at now (special grind zones - kills, AP, gil, limits. Yes, there is a special zone for each category to train if you chose to - New story extends to the end of Kalm but haven't updated the hidden items and other stuff)

You basically /should/ run the install over bootleg but you /can/ manually install it. You need the extra bosses from the battle.lgp from the hardcore mod, the animations and stuff from the aerith revival mod (anything else from those mods is already in my flevel and core files so, uh, yeah), menu overhaul (I forgot which options specifically but 9999 break, minigame fixes and some other stuff, check bootleg) and then my mod.
so basically hardcore + aerith revival + menu overhaul + my mod.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-14 17:00:57
Well, that's that installed. Cleared Reactor No.1, I'll put a list together of notes once I've reached the end of Kalm.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Tenko Kuugen on 2014-07-14 19:59:32
if you have twitter you should follow me so I don't have to fill your (new)thread(t)(DOHOHOHO kill me now) with offtopic
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-14 20:14:30
if you have twitter you should follow me so I don't have to fill your (new)thread(t)(DOHOHOHO kill me now) with offtopic

I don't have Twitter, I'll just post it in the N7 thread when I'm done. Probably take a few days if the boss HP is anything to go by.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: g0lbez on 2014-07-15 03:04:52
just got to sephiroth and was kinda disappointed his first form was a gimmick battle, especially one that makes you use all the neglected party members D; i still need to beat that form

other than that it's been great to play through, it's obvious a lot of love went into this. i'll check out some of the extra sidequest stuff once i get past this sephiroth thing. the only criticism i have is that i know you've been balancing the game and such to be sort of fun difficulty as opposed to something like the hardcore mod but honestly it is kind of super easy. obviously a bit harder than the base game but we all know how ridiculous the base game is anyway.

although one thing that might've helped was the fact that in the version i downloaded aeris and tifa came initially with their triple ap weapons, since i wasn't sure if that was intended or not i used them but finding the weapons later i kinda realized you might have just forgotten to take them off.

other than that you supposedly balanced the difficulty around people who don't grind but also don't run from battles which is exactly what i do, and i'm definitely not a min-maxer super elite completionist type guy who wants things super ultra go fuck yourself difficulty but it could def stand for some more tweaking. although i imagine it is probably super difficult to try and balance things past a certain point, especially trying to hit that sweet spot between base game difficulty and hardcore mod difficulty.

good job on the mod and let me know if you have any questions about my playthrough
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-15 10:48:37
Thanks, bud. Glad you've enjoyed it so far though I agree with you that it could use some tweaking. Thing is, the gap between different play-styles (limit break grinders, fight what you see, and run from everything) gets bigger and bigger as the game goes on and while I thought that 2x Exp, Ap, and Gil would help people close that gap if they found themselves underpowered later on it actually made the problem worse on the other end; the guys grinding for their Lv.3 Limits ended up being super-powered and players taking a 'fight what I run into' approach were also finding themselves ahead of the arc because of the boosted rewards. I'm thinking of maybe turning it down to 1.5 for Exp, and normal for AP but not sure yet.

About Sephiroth in the Whirlwind Maze, the first form was originally a lot tougher but people were saying that it was too much to get through that + the second boss right after it (which was also a lot tougher). So I toned that particular boss fight down a fair bit. That's been the case for a lot of it; just toning down the random fights and some of the bosses (people were save-editing past the bosses in v1.0.5). But I was thinking of maybe adding the option for a Hard Mode; I can re-spec enemies and 'unlock' new attacks by setting a pre-battle AI that checks for a certain variable.  That might be a solution, or a NewGame+ kind of deal with new sidequests/encounters, etc. unlocking on the second playthrough; Kalderasha has been giving me ideas recently.

About the triple-AP weapons, did you start from a pre-existing save-game (like starting from the save point in Reactor 1 to skip the intro) or a New Game? The initial set-up of characters from the game's kernel is determined on a New Game rather than when that character joins the party. It just seems odd they'd have their original starting weapons equipped; I've had their weapons set to Metal Knuckle and Full Metal Staff in the mod's kernel for a while now. Did Aeris join the party with Barrier (Lv.2) + All, Heal, and Revive Materia? Another thing is that Red XIII was supposed to have Earth + Elemental on top of Fire + All; do you remember if he had that equipped when he joined the party?

One thing I'm wondering about though is when you say the Sephiroth battle makes you use all the neglected party members. As far as I'm aware, the game should only make you have Cloud and Tifa in your party for the Whirlwind Maze. Has a third character been locked into your party?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: g0lbez on 2014-07-15 21:33:15
there was a text prompt when fighting bizarro seph that said something like "switch out parties when you defeat a part!" but now that i remember right i think that's in the original game as well and it just gives you the option to switch out or something so nevermind on that front! now that i know i don't need to switch out dudes i'm looking forward to tackling the battle again since it seems pretty decently hard.

the boss after sephiroth in the whirlwind maze i thought was a decent challenge, nothing too crazy but definitely not a "hold down attack button" type thing. i think by the time you get to whirlwind maze you might need to factor in the player being able to reliably deal about 15k damage a turn, since that's about what i was hitting there. by the time you're at whirlwind you probably have accessories for boosting strength and magic by 50, which makes your punch faces dude and mage dude start to dish out some high numbers, not to mention weapons and armor that are innately boosting the same stats as well.

as for the triple ap weapons i think you're right actually, because the first time i played through i didn't apply the mod correctly and i didn't wanna do the intro again so i just hacked the save to start at the first savepoint, no not really a bug there but i guess it kinda diminishes the validity of my playthrough and difficulty opinions since i was using tifa for the most part with her super high strength triple ap weapon...

honestly i can't quite remember what aeris and red started with. i can say with 90% certainty i dont remember aeris starting with barrier but then again most likely due to my save hacking at the start of the game.

also kudos for adding in the extra dialogue regarding aeris so the story makes more sense. i got a bit of a laugh when barrett was all "yeah uh maybe be more careful this time" when getting ready to head back to the forgotten capital
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: g0lbez on 2014-07-15 21:36:42
also i have to call out the demon wall boss in the temple of ancients, really well designed. it's definitely a battle where you go in and get your ass handed to you immediately but is definitely doable when you spend a few minutes getting a nice strat down

edit: so i'm not triple posting i'll just edit this in, but in regards to how you want to adjust the difficulty, adding in a hard mode as you suggested is probably the best idea of course, but i would say if you want to keep this like "fun play however you want mod" then keep in the boosted exp and ap and design the game around that.

the reason i say that is because my main issue with all the super hardcore mods is the limitations on exp and ap severely limit your options in battle and kinda make it less "play how you want" and more "you better have your party set up exactly as the modder intended or you're screwed." i like having access to various playstyles early in the game, it's definitely a good idea to keep in. with this mod i had all sorts of options at my disposal before i even left midgar, when usually everything up to that point in the game is kind of a drag since you're still limited to tier 1 magic and attacking and maybe some shitty items without any of the cool yellow and blue materias and such
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-15 23:04:40
Thanks for all that, pretty encouraging feedback. I'll keep the Exp, AP, Gil as they are for now then and make small tweaks to later bosses. Nothing drastic, just a little extra durability so they have more of a chance to bring some of their mechanics to bear (especially later on; Omnislash is an absolute nightmare so I need to make Zack guard it better). I've started work on a New Game+ but it won't be the player repeating the story again; I'm going to use 7H to convert another mod I was developing into the NG+ scenario. I'm keeping quiet about the details for now, but you start this campaign in the AVALANCHE hideout and Meteor is already falling. The monsters in Midgar, the first area, will be specced for Lv70+ parties who've run through the NT Mod. I'll make a stand-alone version of it where a fresh party can tackle it too.

Don't worry about using those weapons at the start, it won't have made a huge difference in the long run and you'd have been operating without Barrier or Time Materia for a long stretch of the game which more than evens it out.

I think the best way forward is to make small tweaks (nothing drastic that'll undermine what players have done in the mod already) and then keep adding stuff to it. I'm going to make an effort to account for Ultimate Weapons and Lv.4 Limits a little better though.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: atro city on 2014-07-16 11:54:36
After I defeated Ruby Weapon, a green materia spawned at the Kalm traveler's house, but I couldn't pick it up.

Do the materia caves require raising a colored chocobo from scratch? The one that appeared after Ruby Weapon ran away. If so, I think I'll skip doing that. I was reminded how tedious and time-consuming raising a Gold Chocobo is when I did it for the Hardcore mod.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-16 14:05:52
Yeah, I noticed that recently in a video that LCP did. Basically, instead of getting Master Materia you get another boss that gives you Big Guard when you kill it but there must be something I overlooked in the 'clean-up' of the field models. Not a serious issue, but I'll get around to it.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: LetCreativityPlay on 2014-07-17 01:48:34
After I defeated Ruby Weapon, a green materia spawned at the Kalm traveler's house, but I couldn't pick it up.

Do the materia caves require raising a colored chocobo from scratch? The one that appeared after Ruby Weapon ran away. If so, I think I'll skip doing that. I was reminded how tedious and time-consuming raising a Gold Chocobo is when I did it for the Hardcore mod.

Hey, you can get a golden chocobo around 45 minutes without racing. Use this video for the steps (pretty easy). You just need morph to get zeio nuts from goblin. If you don't have morph, you can at least make a black chocobo until you get the zeio nuts!

Edit*
Thanks for catching my fail covarr!!
Here's The video link     
https://www.youtube.com/watch?v=R1Cj-XwZVCI
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Covarr on 2014-07-17 02:10:03
Hey, you can get a golden chocobo around 45 minutes without racing. Use this video for the steps (pretty easy). You just need morph to get zeio nuts from goblin.
I tried to use this video but you didn't post a video.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: atro city on 2014-07-17 12:32:18
Hey, you can get a golden chocobo around 45 minutes without racing. Use this video for the steps (pretty easy). You just need morph to get zeio nuts from goblin. If you don't have morph, you can at least make a black chocobo until you get the zeio nuts!

Edit*
Thanks for catching my fail covarr!!
Here's The video link     
https://www.youtube.com/watch?v=R1Cj-XwZVCI

I remember trying RNG methods before to raise a fast Gold Chocobo and it never worked for me.

Well, I think I'm ready to give my feedback on the mod, as I feel like I've found all I'm going to find (around 1/3 of the extra battles are unfought, and I never got Morph). The mod is very well done, and I was surprised at the amount of new content and special sequences. It's obvious this took a long time to make, and the new enemy models are very good (my favorite was "Safer Sith"). To be honest, I didn't know you could do most of the stuff in this mod (the only other one I've played is Hardcore).

As for the difficulty, it started out pretty good. Some of the bosses in Disk 1 felt pretty weak (Red Dragon and Hundred/Heli in particular) but overall it maintained a consistent curve. From my playthrough, I felt that Air Buster, Rufus, Jenova Birth/Life, Materia Keeper, Zack, Ruby Weapon and the Kalm Traveler chocobo were the hardest fights. However, on Disk 2 the difficulty took a big dive. Tier 3 spells made sweeping enemy formations and wrecking bosses easy, and continued to do so all the way through the rest of the game. The combination of increased damage, lower MP cost, more elemental weaknesses and boosted EXP/AP (giving a lot more max MP) meant that I could continuously spam enemies with magic and almost never have to use Ethers or Magic Hammer. It also felt like the bosses did less damage and threw fewer curveballs at you in Disk 2. Of course, once the New Threat sidequests open up in Disk 3, ultimate weapons take over. Those fights were interesting for the most part (probably would have been more interesting if I hadn't gotten one of the most OP weapons [Missing Score] first).

Overall, excellent mod, just needs some balance tweaking in my opinion.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-17 13:48:27
Thanks for the feedback, the general consensus seems to be that Disc 2 and onwards is where the difficulty curve nose-dives because of Tier 3 spells and then the unlocking of Ultimate Weapons. What I'm doing right now is experimenting with different ways to improve things going into that stretch of the game. I'll see about making the Disc 2 bosses a little more interesting as well.

I just can't decide what to do with Ultimate Weapons though. I'm thinking of splitting them up from Lv.4 Limits and setting up new (and harder) content to get those separately; last thing I want to do is nerf them because it'd cheapen the effort needed to get them. Or maybe push them back to NewGame+ content. Hmm.
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Kaldarasha on 2014-07-17 14:01:27
Change the scene.bin for disc2.  You could make stronger enemies for the early encounters of the game. The logical explanation is that the beasts enemies go wild by the look of Meteor (let robotic enemies as they are, maybe after Cloud joins to the party, you could make them more powerful, this way it looks like that Shinra reacts to the tougher enemies. Maybe some Soldiers could be encountered too).
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-17 15:48:50
I think I can fit all that into the current scene.bin, I'd like to reserve the second Scene for a NG+ (I'm re-ordering it quite extensively for that one). For improved strength, I can set pre-battle AI to trigger when a global variable is switched (the Pandora's Box one isn't being used for Dragon Zombie anymore, maybe I could use that one?) and have that variable be flipped after killing the Junon Airport boss. There's still plenty of space in the current one too for new enemies, like SOLDIER; should I go for more characterised enemies or stick with anonymous ones though?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: g0lbez on 2014-07-17 19:32:49
any advice for bizzaro seph? i can't seem to do more than 20k to his main part before he recovers
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Sega Chief on 2014-07-17 20:21:15
Here's how Bizarro works. His parts enable different attacks for him to use, but the Core is what lets him use Bizzaro Enegy (as it appears). Usually, you can smash through the torso and not bother with the parts but I set it to give Recovery instead so that his mechanics have to be engaged (unless you get a very lucky Omnislash + Highwind).

To make the Core vulnerable for Team A, you need to kill the Core segments with the other two teams. Start by destroying the Head or one of the Arms with Team A, and swap to another team (it seems to be random, unfortunately, but it cycles to an extent).

Team B and C in their battle need to kill the Head, then the Arm (which has two parts for Team B), and then the Core. If you kill the Arm without killing the Head, then it will revive the Arm and the Core Segment will remain invulnerable. Once you've killed the Head and Arm, you can destroy the Core Segment. Ignore the option to swap teams until you've destroyed that Core Segment, then swap teams.

Hopefully, you'll be put in control of your third team. If not, destroy the Head (which revives for that reason) or the other Arm and select yest to swap again. When you get your third team, do what you did before. Destroy the Head, the Arm, and then the Core Segment. After this, you want to return to Team A.

Team A can now destroy their Core. Kill any remaining Arms (take care of the Head too, I think it enables the core to use Stigma) and start battering the Core. When it dies, Bizarro loses his ability to use Enegy and heal himself. Now you're in the home straight, batter the torso until he dies. The Head will revive periodically to use Heartless Angel and/or Aurora Fence; kill it if you like, it reduces Safer's HP by 200 every time you do.

So it basically requires three parties that are reasonably well-equipped to win through. The idea was that the final bosses would be fought after the other content, so they're quite tough (though Safer may be easier because of his AI pattern and the fact that he's a single-target). Let me know if you encounter problems with the way the battle functions, though it's been tested by myself and I think a few other people have done it too.
Title: Re: [FF7PC] New Threat Mod (v1.1)
Post by: FFman on 2014-07-18 10:01:18
I beat Bizzaro with only 1 team, using :
- Aeris : quadra magic + contain, contain + turbo mp, contain + absorb mp.
- Cloud : Double cut.
- Barret : Double cut.

Each character deals 4 * 9999 damage. I just spammed this every turn, hoping that I don't attack the core too much.
I don't remember killing the core actually.
Title: Re: [FF7PC] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-18 12:29:00
Yeah, with enough firepower (and some luck on targeting if using the multi-target attack like 4x-Cut, etc.) you can blaze through the torso before he can heal himself. I'd planned to make the torso invincible like the Core, but decided to hold that back for the 'hard' version of the mod (which is probably going to be the NG+ expansion of this mod now).

I imagine Safer was a push-over with that amount of damage  :'(
Title: Re: [FF7PC] New Threat Mod (v1.1)
Post by: ff7rules on 2014-07-19 13:04:05
How Do I defeat Lambda Calcule? I have tried everything
Title: Re: [FF7PC] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-19 13:25:11
I don't think anyone's beaten it yet and the solution to the fight is too abstract; so I'm going to change it back to the way it was. I'll have a new scene.bin patch up in the next 15 minutes.
Title: Re: [FF7PC] New Threat Mod (v1.1)
Post by: ff7rules on 2014-07-19 13:30:37
Gonna have to reedit my latest video been trying for 2 hours ......
Title: Re: [FF7PC] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-19 13:37:55
Yeah, sorry about that. The idea was to lock up Odin because it's quite a strong summon (the basement key is in a treasure chest nearby, where the Enemy Launcher used to be) but Lambda's solution is too specific. I updated the scene.bin hotfix patch just there; now he'll behave in a similar way to Lost Number but you have to make him transform and kill one of his 'sides' otherwise the battle will keep looping (both sides have a death counter that has them eject the party from the battle, ending the fight).
Title: Re: [FF7PC] New Threat Mod (v1.1)
Post by: ff7rules on 2014-07-19 13:52:00
I'm curious now what was the way to beat him originally I tried everything getting him to 13 health then using aura 13 one above his level 35 and tried reducing his health to 7 then letting him use it nothing worked! Its ok I was raging quite alot for most part of it so its for the best haha
Title: Re: [FF7PC] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-19 14:32:25
Alright, here was the thing:

Lambda's transformations are triggered only if a variable reaches a certain number. It starts at 0 (and is reset to 0 whenever he 'dies'). Attacking him adds 6 (hit him for six) while his 13th Aura adds 13. The number we're looking for is 149. It's a prime number (can only be divided by 1 or itself) and I think the clue was '34 come before it', meaning it's the 35th Prime Number you're after. 'Go one above mine' is a clue to how many times you need to hit him; 14 times. BUT the 14th hit has to land after he's used 13th Aura 3 (or was it 4?) times because it's a counter-attack you're triggering.

Sound ridiculous? Well, you're right. RIP Lambda.
Title: Re: [FF7PC] New Threat Mod (v1.1)
Post by: ff7rules on 2014-07-19 15:15:09
It was a unique idea Ill give you that! I would of never figured that out! I beat him really easily after the patch
Title: Re: [FF7PC] New Threat Mod (v1.1)
Post by: paralleluniverse on 2014-07-20 21:52:40
I think Lambda fight is still broken, despite the text boxes go away,  he keeps respawning. Ive reinstalled the mod and the new hot fix. Also nothing happening when I visit ancient temple for cait sith.
Is there full cure, and w-itemmagic,summon also :-)?
Anyways Sega awesome work.  5 stars  :mrgreen:
Title: Re: [FF7PC] New Threat Mod (v1.1)
Post by: Travis on 2014-07-21 02:16:43
Ok so how hard is this mod.

I would love to experience some new gameplay mechanics and some cool new battles....

But I'm not trying to grind like hell like Gjoerulv's hardcore mod because I gave up on that when I reached the crater on disc 2.

I find grinding to that point to not only be annoying, but to also be a waste of my time.

So, can I progress at a normal pace through the story without heavy/annoying grinding? And will I need a shitton of hero drinks just to beat some guys because I'm not about that life either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-21 05:41:40
I think Lambda fight is still broken, despite the text boxes go away,  he keeps respawning. Ive reinstalled the mod and the new hot fix. Also nothing happening when I visit ancient temple for cait sith.
Is there full cure, and w-itemmagic,summon also :-)?
Anyways Sega awesome work.  5 stars  :mrgreen:


Lambda, if killed before transforming, will repeat the fight over and over. His two transformations will 'end' the fight when they're killed by removing the party from the battle. I left that part in so that it wasn't just exactly like the original; I'll double-check that it's working properly and if not I'll drop that mechanic from it too. I'd better re-check Cait Sith too, and all the variables just to be on the safe side; the sidequests won't spawn unless you've reached the bottom of North Cave first (Cloud will receive a phone call from the Highwind about it) and that Cait Sith is in the current party. If he's not appearing at the Temple though then I'll get it fixed.

All the Materia is still available; Full Cure and W-Item/Magic/Summon are rewarded as prizes in the Extra Battle of Battle Square; talk to the middle NPC after killing some of the new bosses there.

Ok so how hard is this mod.

I would love to experience some new gameplay mechanics and some cool new battles....

But I'm not trying to grind like hell like Gjoerulv's hardcore mod because I gave up on that when I reached the crater on disc 2.

I find grinding to that point to not only be annoying, but to also be a waste of my time.

So, can I progress at a normal pace through the story without heavy/annoying grinding? And will I need a sh*tton of hero drinks just to beat some guys because I'm not about that life either.

You don't need to grind at all in this mod, there's always an elemental weakness or status ailment you can make use of and random enemies give 2x Exp, Ap, and Gil; bosses give 4x. If anything you'll probably find the mod to be too easy; enemies may be a bit tougher but your equipment & spells are also stronger, and you'll probably be able to blaze through most things quickly (the idea was to make it quick to play, an average playthrough is probably 30-40 hours). I'm about to make some revisions though, adding some new key features to re-balance things from Disc 2 onwards (the mod becomes too easy past this point because monsters can't keep up with the player character's spells, equipment, and limits).

If anything, you'll probably be going too fast through the story. Someone asked me for a patch that removed EXP from random encounters and then another that removed it from bosses too; progression is very quick.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: paralleluniverse on 2014-07-22 00:46:21
ok thnx for the heads up. I still don't know how to kill Lamba though, he casts aura of 13 a billion times, and I don't see that move that blows out the party. do i have to take a certain ortion of his hp?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-22 13:52:16
I just checked his AI, I still need to remove a line from it. I'll update the scene hotfix patch again (should take 5mins).

When it's updated, you'll need to reduce his HP to halfway and then hit him with either a physical or magical attack (don't kill him). He'll then transform. Kill this new form and the battle should end.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: lappers84 on 2014-07-22 19:23:48
I've been looking for a  final fantasy 7 mod I can play for ages now - and I gotta say I'm not disappointed, nice work man.  So far I've reached North Corel in about 14 odd hours.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-22 20:01:55
Glad you're enjoying it. The mod is something I'm going to be working on intermittently, adding new stuff and adjusting the gameplay based on general feedback. Right now, the consensus is that the game gets too easy from Disc 2 onwards so I'm working on ways to address that without nerfing things, boosting enemies too much, etc.

If you have ideas for new content or want to see something in the mod then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: lappers84 on 2014-07-22 21:38:35
Well as I noticed earlier about people asking about 0 exp for bosses - would be a good idea, similar to ff8 where bosses battles only netted gil and ap.  Your idea for a new game plus would be something I personally would look forward to.

I'm sure there are loads of things that could be added, whether there even possible to add, like new playable characters or even a side dungeon using already used maps.  My apologies I've had a few too many energy drinks my mind is currently in overdrive lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-22 22:32:25
I reduced Boss EXP and AP from 4x down to 1.5x tonight (with adjustments where appropriate) to help with the high level problem. 0 EXP for bosses is something I'd consider but it's a big step; we'll see how the next wave of changes for v1.2 goes across first.

I'd like to see things like that too; the 7H Mod Wrapper would make a side-dungeon more feasible and less of a headache to set up. New characters are maybe outside what can be done right now, otherwise there'd be a lot of mods that bring in new fighters; I'd have to talk to someone with experience with how it works to find out if there's any possibility for a work-around. We can replace characters during the game's run-time using 7H but new ones would need IDs, etc.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: paralleluniverse on 2014-07-23 07:02:43
A small suggestion, Cait Sith is a little mediocre in terms of limit breaks, unless your good with manipulating the slots. How hard would it be to give Cait Sith new limit breaks if even possible XD.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Vgr on 2014-07-23 07:07:26
Cait Sith and Vincent's limit breaks are hardcoded and cannot be easily changed. Doable, but hard and probably not worth it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: lappers84 on 2014-07-23 11:56:16
I finally reached Rocket Town NOTE: Powersoul Keeper gave me a scare when he spammed me with Powersoul Combo. As I headed up to see Cid the game crashed on me - It was as I climbed the first ladder, Cloud suddenly began walking back towards the ladder continously.  I had to shut off my laptop.

I will load up the game again see if it was a one off, but will tell you if it does it again.

Cheers

EDIT: Looks like it was just a one off, worked fine when I reloaded.  Also wanted to ask does the Zolom still have Beta? - went back to fight him, twice.  And didn't use it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-23 14:41:16
A small suggestion, Cait Sith is a little mediocre in terms of limit breaks, unless your good with manipulating the slots. How hard would it be to give Cait Sith new limit breaks if even possible XD.

Like VGR said, they're hard-coded. I'm not sure if I've done this correctly for this version (been meaning to check it) but for Vincent I gave him all three transformations for each limit level. The idea was to make them more versatile and to set up each level as having it's own gauge rate. Lv.1 fills fast, Lv.2 fills slowly, and Lv.3 never fills (so Vince can keep his attack command free). Lv.4 is the same as ever, just Chaos on that. I also set up a FF7.exe file that makes tweaks to limit breaks; it's not part of the mod, but might be useful as an optional extra.

I finally reached Rocket Town NOTE: Powersoul Keeper gave me a scare when he spammed me with Powersoul Combo. As I headed up to see Cid the game crashed on me - It was as I climbed the first ladder, Cloud suddenly began walking back towards the ladder continously.  I had to shut off my laptop.

I will load up the game again see if it was a one off, but will tell you if it does it again.

Cheers

EDIT: Looks like it was just a one off, worked fine when I reloaded.  Also wanted to ask does the Zolom still have Beta? - went back to fight him, twice.  And didn't use it.

That's the dreaded ladder glitch; try to be careful when coming off a ladder to avoid pressing the confirm button or to be running back at the ladder. It can happen in a few places.

Zolom no longer has Beta, that was moved to Pollensalta. Stilva will have Beta as well when the next scene.bin update goes in (he still uses Magic Breath for now). Zolom was supposed to have a spell called Alpha replacing Beta but I just found the problem with why he wasn't using it and that's been fixed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-25 19:29:31
Hi!

I have two quick questions regarding this mod

How many enemy skills had their users changed and is the increased AP requirements for leveling materia compensated by the increased AP gained from battles? I ask this because I don't feel like getting level 2 spells at Mt. Nibel and if thats the case I'll just pass offensive green materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-25 21:02:58
Alright, so first off the AP requirements were only adjusted slightly. You'll probably get Tier 2 Magic spells around about these areas depending on your approach.
-) Rush (run from most fights): Gold Saucer Area
-) Standard (1-3 battles per area, or fight what you see): Junon Area
-) Grind (Probably in Midgar)

If you rush, you can use 2x Growth equipment to quickly make back the lost AP from Junon Docks onwards if the Materia hasn't leveled up yet. I recently boosted the requirement for Tier 3 spells so they'll hopefully pop after the Whirlwind Maze but by this point the gulf created by each player's approach makes this difficult to predict. Just know that you won't need hours upon hours to unlock a spell; even if you don't use 2x AP equipment you'll still be getting spells quite quickly. I had to up the requirement for Tier 3 because people were unlocking it at around the Temple of the Ancients and complaining that they were finding fights too easy after that. I made the adjustments to account for that.

But it's also important to know that the spells themselves were made slightly stronger and cost less MP. Most enemies have a consistent elemental weakness too which doubles the damage. Bugs, vermin, and other common enemies like wolves tend to be weak to Ice and Fire. Mechanical enemies are weak to Bolt and Water (which is surprisingly inconsistent across mechanical enemies in the default game). Heavy or large enemies can be hit hard with Earth but are resistant to Gravity and Wind, while flying enemies are the opposite; immune to Earth but weak to Gravity and Wind. And there's actual elemental affinities too; Aps, which uses Water attacks, is resistant to Fire but weak to Bolt. The idea was to make it more intuitive to tell what an enemy is weak to just by looking at it without having to use Sense (but that's there as a back-up if you're ever unsure).

But this is where I'm going to talk about where Spells, E. Skills, and Summons are (supposed) to fit in with each other. In the regular game, Enemy Skills blow Magic spells right out of the water. In fact, they also out-power most Summons as well and are faster to cast in terms of Animation (and can be cast more than once from the out-set and be equipped to 2 people by Junon, and then 3 people by the Forgotten City). This used to be 'balanced' off by E.Skills being hard to find (at least originally, everyone knows where they are or can find them within minutes thanks to strategy guides and FAQs) but this is no longer the case.

So I balanced and moved certain E.Skills around to try and have them plug potential gaps in the player's arsenal instead of outright replacing that arsenal early on. I'll give information on where they were moved to, effect changes (if any) and my reasoning for each decision. If an E. Skill isn't listed here, or no mention is made of it being moved, then assume that it's the same as in the original version.

-) Frog Song: Reduced chance to inflict Sleep + Frog to 80%, and higher MP cost. Keeps Transform and Sleepel (which are reliable) in the game. The Magic Materia has a benefit of Support Materia but I need to balance it against E. Skills natural utility in having so many versatile spells in one slot. This was kept in mind for the rest of the revisions listed below.

-) White Wind: Still the same, but it only heals Sleep and Confusion (being a physical-formula spell). Probably still too powerful.

-) Big Guard: In the regular game this makes Barrier/MBarrier and Haste obsolete before/just as they become available because it has a cheaper cost overall and affects all targets. It also has convenience on it's side as it comes in a stack with other E. Skills and the animation is faster than two animations. I moved this to much later in the game as a result. The player obtains Barrier and MBarrier when Aeris joins the party, and Haste/Time when Yuffie is recruited (so as early as the Junon area).

You could argue that there will be times when individual statuses like Haste, Barrier, and MBarrier might not be beneficial in certain scenarios and that Big Guard lacks versatility (and the spells they replace are cheaper to cast alone though not together) but this doesn't hold back the sheer utility of the spell in the majority of situations where having all three statuses on the party will be beneficial.

-) Angel Whisper: Still with Pollensalta, this spell has lost it's status-ailment healing to Full Cure (which now gives a 100% Heal + Esuna for a hefty MP cost). It still revives from KO, but only heals 50% of the target's HP. It balances nicely with Full Cure and other healing spells I've found.

-) Dragon Force: This breaks the end-game when natural defences creep higher and higher. Like Big Guard, it's now won from a boss that you fight after giving one of the three items to the Kalm Traveller. As this mod uses very few defence-ignoring attacks, a high defence coupled with this will make the player almost invincible. Still broken in my eyes but I wasn't about to remove it or nerf it until it became useless; a common dilemma I've found.

-) Flamethrower: This spell is a small 'plug' between Tier 1 and Tier 2 spells. It has a higher base power than the Tier 1 Fire, but is utterly out-stripped by Fire2 when it becomes available. If the player has reached Junon Area and Tier 2 is still out of sight then this'll bolster their arsenal a bit until they unlock it, along with Matra Magic. They're not necessary to progress, though.

-) Laser: This is a problem for two reasons. First, it enables a cheap Demi2 early on which makes it less likely for people to use Gravity Materia and second it becomes utterly useless itself when Demi 2 is finally unlocked and can be combined with Support Materia like All or Quad. So I changed it to inflict 1/5th of MaxHP as damage (instead of current HP like the regular Demi spells do). Makes it useful for landing the killing blow against enemies with high HP.

-) Bad Breath: Reduced the chance for the ailments to be inflicted; reins in it's power immensely and makes Malboro-type enemies easier to fight. Keeps status magic in the game, to an extent; the utility of Bad Breath is still far greater but any further nerf would make it too useless for the player or enemies to use. I may need to consider something else rather than accuracy/status-chance but for now this is how it's been set up.

-) Beta, Aqualung, Trine: These three spells derailed Magic completely in the default game, dealing considerably more damage for less MP and hitting all targets to boot. Support Materia doesn't close the gap until things like Ultima, Comet, and Contain are available so Fire3, etc. mostly became useless.

In this mod, these spells are instead used to bridge the gap between Tier2 and Tier3 spells transitioning from Disc 1 to Disc 2 (or this is the hope, at least). Their base power was dropped to 34-38, but had some additional effects added on like Instant KO and Paralysis (small chance). Trine is available from Garuda enemies on Da Chao, Wutai. Aqualung is available from Acrophies in the Forgotten City. And Beta is available from Stilva on the Gaea's Cliffs, replacing Magic Breath (Beta is also available again from Pollensalta if it's missed). This ensures that Tier2 and early Summon spells are not immediately made obsolete by these E.Skills with the bonus of giving the player some additional firepower when Tier2 spells might start to come short (though these should all still be quite deadly going up to the Whirlwind Maze).

-) Magic Breath: Stronger than a Tier 3 spell and with a Debarrier effect now, I pushed this toward the end of the game. Malboros in the Crater now have it, as well as one of the Extra Battle bosses. It's Shout Element now too, making it more versatile than the original but perhaps less likely to deal double damage; the Debarrier effect makes up for that. Has a high base power of 77, just like the original; it'll potentially be competing with Contain, Comet, etc. by this point.

-) Shadow Flare: Given the 'Hidden' Element and now ignores defence; it's for getting around certain optional bosses that were given high defence as part of a special mechanic (like the Blue Materia Cave boss for instance). It won't affect enemies that are immune or absorb this element, making it fairly useless in the North Crater and against certain other bosses. I should probably lock up this spell better but for now it's available from Ultimate Weapon and the repeatable Extra Battle boss Tyrant.

-) Pandora's Box: Same as S. Flare, except now it's only available from a Kalm Traveler boss.

Where do Summons come in? It depends on the time of the game it becomes available. Choco/Mog -> Titan are all similar in power to Tier2 spells but they hit groups without having their damage reduced (like Fire2+All would) and each inflict a nasty status ailment to boot. They're there for early-game nuke strats (if the player doesn't mind the extra time from the animation) or to patch up the player's attacks if Tier 2 hasn't unlocked yet. The mid-game summons like Bahamut and Leviathan are a fair bit stronger, as it's around this time the animations get longer. The general idea is that no matter where you are in the game, and no matter how you played up until that point, you'll always have some kind of firepower to fall back on. But you should hopefully not get stuck because the EXP + AP given are higher and you can win fights just as quick as before so long as you pay attention and use weaknesses to your advantage, just like in any tactical RPG.

I can't say I've got this balance exactly right yet. There are problems later on where the mod becomes too easy because of Tier 3 spells unlocking too fast or Ultimate Weapons becoming available. On the other hand, some people have found it tough-going in places; your personal experience and approach always plays a part in any game's difficulty. What I try to do is make subtle revisions that help patch up glaring faults in the mod based on everyone's feedback.

TL;DR (what is this 'brevity' of which you speak?)
Extra AP from enemies more than handles the slightly higher AP requirement for certain levels of spells.
Certain Enemy Skills moved about and re-tuned but had a reason for doing so in each case.

Conclusion: Use Magic spells, they're really useful now. Maybe too useful.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-25 21:45:34
Thanks for the answer. I don't mind reading long posts as long as they say something. And I sure loved to know what your approach was.

From what I've read I can pretty much applaud your efforts. But having yet to play the mod extensively, I can not tell you much. What I can say however is that if you're having trouble finding when should X materia level up, just try to force it. For example: people usually get lvl2 spells before Corel. If you think this should be the appropriate place, have the enemies until then give out little AP, so that the materia should hardly level up, unless there's some serious grinding involved (a few hours perhaps), and then, around Corel, have enemies granting a lot more AP. Like instead of giving out 10 or 20 a battle have them give 70 or 80.

Back in the days a lot of RPGs did that. They used a system called "frontier bosses". Enemies that you would have to fight before progressing and that were faced in areas that you could go back from and shop or rest if needed (no entrapment). In this case, imagine that when you were expecting players to reach lvl2 spells before Junon. So? You would make the damn serpent thing a lot harder, so that Fire 2 would be needed (that and have it be immune to poison). That way players would have to train to get AP.

But considering the damage output and how you're having difficulties balancing it out by the end of the game, if I understand the damage mechanics correctly, most thinks rely on the characters level to determine damage, correct? Then its quite easy: considerably lower the EXP values of all encounters, and let the AP untouched. That way players will still have access to high level spells but they won't deal much damage because the level multiplier is too low. Fighting Jenove Life with a level 30 party should be interesting. It would drastically change the gameplay, however, as pure attacking would become ratter useless (unless your reduced significantly the enemy's defense and raised magic defense). It would certainly make the game more materia oriented. Therefore maybe more slots on equipment? Or more materia avaliable that would be otherwise unattainable until disc 2?

Just some brainstorming. But if you're trying to push for a strategic type of gameplay, more materia and less physical is the way to go. I always disliked how the materia system had so much potential and by the time you got the really good stuff it would just be plain easier to spam attacks... Sure, W-Magic Quadramagic Comet 2 is great! But by the time you had cast 8 Comet 2 you could have spammed 30 attacks.

Therefore, it might be interesting to null or greatly reduce the ultimate weapons multipliers, so that only a character with 255 str and 255 luck can inflict 9999. That or have enemies with pornographic amounts of HP and have a break 9999 cap thing in the mod. Other interesting idea would be having all final weapons use the Death Penalty multiplier, so that you needed to use them for a LONG time before they become overpowered. And by that time, most materia would have reached master anyway.

If you need crash dummies let me know. I've been doing this since Celtic was kicking Ranger's arse :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: lappers84 on 2014-07-25 22:04:27
That almost answered the question I was going to ask.  So by the sounds of it I haven't really missed any of the enemy skills (currently on disc 2 - on the huge materia hunt.)

One more thing.  The higher level magics, are they now part of the extra battles and side quests (just to ensure I've not missed anything)

Cheers
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-25 22:22:02
First of all, to Lappers: Yeah, the Enemy Skills were pushed further into the game. Word to the wise, take plenty of Greens and maintain MBarrier when you fight Yahcobo for Pandora's Box. He uses it when he dies (same with the other two Enemy Skills learned from the Kalm Traveler) and he reduces his own magic stat before using it but it still hits quite hard. Should be 2000 or so with MBarrier up, less if Sadness is on. As for the high-level stuff like Contain, they can be earned by killing Extra Battle bosses and talking to the NPC in the middle. He dishes the Materia prizes out.

To Loseless:

What I can say however is that if you're having trouble finding when should X materia level up, just try to force it. For example: people usually get lvl2 spells before Corel. If you think this should be the appropriate place, have the enemies until then give out little AP, so that the materia should hardly level up, unless there's some serious grinding involved (a few hours perhaps), and then, around Corel, have enemies granting a lot more AP. Like instead of giving out 10 or 20 a battle have them give 70 or 80.

I don't like the idea of interfering too much with player progression (I'm already taking a risk by locking up strong end-game magic and moving 'staple' enemy skills like Beta from their original locations; one of the most frequent questions I get is: Where's Beta?). That being said, I've been thinking that multiplying a value tends to be a bad way to do things and that's essentially what I did with Exp, AP, and Gil. I tuned it all down to 1.5 (and only 2x instead of 4x for bosses) but I think I should do this properly now and micro-manage each number. Heavy on time, though.

Back in the days a lot of RPGs did that. They used a system called "frontier bosses". Enemies that you would have to fight before progressing and that were faced in areas that you could go back from and shop or rest if needed (no entrapment). In this case, imagine that when you were expecting players to reach lvl2 spells before Junon. So? You would make the damn serpent thing a lot harder, so that Fire 2 would be needed (that and have it be immune to poison). That way players would have to train to get AP.

That's an interesting concept, but it's going back to the interference thing. I want a player who has good strategy and experience with the game to be able to progress without being barred because they haven't been playing for long enough; that approach might be okay for a brand new game or gatewayed MMO content but a mod like this is essentially a rehash of the old game, and it has to try and make it worth the player's time to trudge through old ground. If I purposely block people and demand that they grind for spells it's not going to go across well; they've taken a chance on the mod and invested their time, so I need to be careful not to waste that time if I can.

But considering the damage output and how you're having difficulties balancing it out by the end of the game, if I understand the damage mechanics correctly, most thinks rely on the characters level to determine damage, correct? Then its quite easy: considerably lower the EXP values of all encounters, and let the AP untouched. That way players will still have access to high level spells but they won't deal much damage because the level multiplier is too low. Fighting Jenove Life with a level 30 party should be interesting. It would drastically change the gameplay, however, as pure attacking would become ratter useless (unless your reduced significantly the enemy's defense and raised magic defense). It would certainly make the game more materia oriented. Therefore maybe more slots on equipment? Or more materia avaliable that would be otherwise unattainable until disc 2?

You're right, level is a big influence on damage calculation (I've been running a Lv.1 challenge on and off, even with 150+ attack I can still barely do 75 damage). Assuming the damage difference between Lv.30 and Lv.50 is high enough that could cover the Disc 2 problem I've been having. I'll have to experiment with it first, it's a big step to make a change like that and takes time to implement. Just worried I might cut off players who aren't as experienced or who didn't fight a lot of encounters. Less EXP = tougher to recover.

Just some brainstorming. But if you're trying to push for a strategic type of gameplay, more materia and less physical is the way to go. I always disliked how the materia system had so much potential and by the time you got the really good stuff it would just be plain easier to spam attacks... Sure, W-Magic Quadramagic Comet 2 is great! But by the time you had cast 8 Comet 2 you could have spammed 30 attacks.

Therefore, it might be interesting to null or greatly reduce the ultimate weapons multipliers, so that only a character with 255 str and 255 luck can inflict 9999. That or have enemies with pornographic amounts of HP and have a break 9999 cap thing in the mod. Other interesting idea would be having all final weapons use the Death Penalty multiplier, so that you needed to use them for a LONG time before they become overpowered. And by that time, most materia would have reached master anyway.

Yeah, physical hits greatly out-power magic in terms of speed later in the game. I boosted spells a little, but because the Ultimate Weapons are fairly easy to get it pretty much kills the mod dead on Disc 3. I knew it would, but I didn't feel comfortable nerfing those weapons when people had earned them from a boss fight. The current planned solution is to move them to another set of content that's much harder than the current ones; that way I've got an excuse to make some new stuff for it (which makes up for, y'know, moving them). I considered the Death Penalty thing for a bit but they'd be hitting for paltry damage when acquired which wouldn't have gone across too well.

If you need crash dummies let me know. I've been doing this since Celtic was kicking Ranger's arse :P

Cheers, I'll maybe throw some alpha material your way if I need a second opinion on something. But...how did you know I was a Rangers fan? D:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-25 23:12:47
You're right, level is a big influence on damage calculation (I've been running a Lv.1 challenge on and off, even with 150+ attack I can still barely do 75 damage). Assuming the damage difference between Lv.30 and Lv.50 is high enough that could cover the Disc 2 problem I've been having. I'll have to experiment with it first, it's a big step to make a change like that and takes time to implement. Just worried I might cut off players who aren't as experienced or who didn't fight a lot of encounters. Less EXP = tougher to recover.

The thing is, even if the player was lazy during first disc and skipped many fights, making the party avg level stay at a low 27, the exp difference from the second disc encounters would easily make them catch up. But this is exactly the point: fighting a lot in the first disc might not grand much experience, but it would grant AP. So what if a player gets lvl3 spells in the first disc? I did it a few times. Its quite easy with double AP equip while fighting the monsters in Junon or Mideel. But while getting high level materia this early might seem "broken", remember that the HP and MP would still be low and the level multiplier would reduce the damage. This is though to test, I know, but try using Black Chocobo to edit saves. Try fighting the same monsters with different levels, weapons, materia and stats, so you can conceive a balanced approach.

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Yeah, physical hits greatly out-power magic in terms of speed later in the game. I boosted spells a little, but because the Ultimate Weapons are fairly easy to get it pretty much kills the mod dead on Disc 3. I knew it would, but I didn't feel comfortable nerfing those weapons when people had earned them from a boss fight. The current planned solution is to move them to another set of content that's much harder than the current ones; that way I've got an excuse to make some new stuff for it (which makes up for, y'know, moving them). I considered the Death Penalty thing for a bit but they'd be hitting for paltry damage when acquired which wouldn't have gone across too well.

That was my first thought "why not make the final weapons harder to find?", but the result is the same: when you get them = no more spells. I don't know how the limitations on the hex behind the damage formulas and multipliers, I assume that they follow a ordinary hex pattern. So the max attack a weapon can have should be 255. If so, why not make the final weapons have attack stat above 100, while removing the damage multiplier, or at least trading it for another more subtle (Death Penalty, for example, which could work wonders with break damage limit).

That way players could still deal high magic damage against enemies (who would have much higher defense than magical defense) with a W-Magic or Quadramagic high level spell, while a single attack would do much less - and that should be the point. A punch to the face shouldn't hurt more than getting hit with half a dozen meteorites! This is offset by MP cost and practicability, but the game never makes us run out of MP. I don't know if you ever player Dungeon and Dragons, but that game had one thing that console RPGs never had: it made you appreciate magic. Your mage could only use half a dozen spells before drying and each one counted. Of course they hit hard and that should be the point. You shouldn't be able to cast 6 or 7 Ultimas in a single battle. But each one should hurt like the holy hell. But MP Absorb, Ethers and Magic Hammer pretty much make this pointless.

Another example: you certainly know how in FF8 nobody uses magic. Its more useful to have 100 spells junctioned to attributes than casting spells. So everybody goes on linking 100 Meteor or Ultima to STR and hitting everything with swords. But how many people have actually tried to cast Meteor with 255 MAG while on Triple? No attack can beat that. Its slow, sure. But specially if Rinoa uses this with Angel Wings... Well, 10 x 3000 x 3... It beats pretty much all limits, except for Zell's (which its a lot of busywork).

Some other thoughts:

EXP Plus in Aeris's garden is just random. Gil Plus would have been much more interesting, specially if this is the kind of mod where weapons, materia and items are expensive and can't be bought mindlessly. Also, since potions are now so much more useful, shouldn't their price increase? Same goes for tents, as they are too cheap (maybe allowing them to resurrect and heal status to justify the increased price). Or maybe having them stop recovering MP. This would certainly make magic much more interesting. Right now you can't really boost it much more, because Ethers are cheap and Tents are cheaper. So casting spells is no big deal. But if you could only recover MP with Inns or Ethers, it would make having powered spells more expensive worthwhile.

Also, some old RPGs used to have optional enemies drop items that you would only be able to buy much later, but were very tough enemies that required much preparation and tactics. Why not try this in order to give players the option of getting useful materia early on (Like Sneak Attack, Magic Counter, etc)? Of course the bosses would need to be identified or close to a save point, so that players don't get bad surprises. Or make them possible to flee.

Another idea is to have some bosses be stronger than the usual ones. In some games there are two kinds of boss themes: the regular and the "of sh!t". The song that plays when Sapphire attacks Junon would sound great against some powerful bosses.

And as for what gamers might like or dislike if you mess with the game too much, well, most people don't like big changes. The only console RPG I know that has a great hard and very hard mode is Star Ocean 2. On VH you die a lot, but since the gameplay is the greatest of its kind when it comes to customizing and planning, a seasoned player can overcome the difficulty and eventually beat the game. Not that it makes them less likely to die 100 times... But thats expected. And thats the key: people don't mind about things they're expecting. You can change the power of things or make them a little different, as long as they know them.

Personally I wouldn't have moved Beta, Aqualung and Trine. I would have make them stronger than lvl2 spells, considerably weaker than lvl 3, but with the usual advantage: multi hitting without All. People wouldn't mind that as much. As for the other huge Enemy Skills, Angel Whisper stays pretty much the same. White Wind is overpowered, but it will always be. Its the only way offensive characters can heal effectively (at least I don't have Restore on the three party members). It might be great, but it might also be crap. Depends on the user's HP. Boosting its cost to where it would stay between Cure 2 and 3 would be interesting, as Cure 3 should heal around 4K with the power boost. No character should have that much HP by the time you get Cure 3. That makes White Wind not as useful (except for the status healing thing). Big Guard is interesting, but it would be more so if you could change the duration of barriers depending on the source. For instance, Wall should last a lot longer tha the usual Barrier. And Big Guard should last a minute or so. Otherwise you can let it be like it was on the original game and target only the caster, for an high MP cost (Haste + Wall in one go). Anyway, people only use it for the haste. Barriers go away too fast. Thats why Protect Rings are worthless.


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Cheers, I'll maybe throw some alpha material your way if I need a second opinion on something. But...how did you know I was a Rangers fan? D:

Please... Like there are many people from Glasgow who don't go nuts for the Rangers :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Travis on 2014-07-26 00:39:19
This is odd.

I currently am in the Desert Prison and i have yet to get a tier 2 magic spell.

I even fight several times per area.

Idk, I think I'm close idk. Playing some more tongith.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-26 00:47:04
This is odd.

I currently am in the Desert Prison and i have yet to get a tier 2 magic spell.

I even fight several times per area.

Idk, I think I'm close idk. Playing some more tongith.

Hmm, maybe I was wrong. You should be okay though; if you find attacks aren't strong enough, consider using Earring for a magic boost. You should have got one from Motorball/Rubicante. Summons can close it up a bit too. How much AP do you need for tier 2 from where you are? I got them around Gongaga but I thought that might be because I was rushing through for testing.

The thing is, even if the player was lazy during first disc and skipped many fights, making the party avg level stay at a low 27, the exp difference from the second disc encounters would easily make them catch up. But this is exactly the point: fighting a lot in the first disc might not grand much experience, but it would grant AP. So what if a player gets lvl3 spells in the first disc? I did it a few times. Its quite easy with double AP equip while fighting the monsters in Junon or Mideel. But while getting high level materia this early might seem "broken", remember that the HP and MP would still be low and the level multiplier would reduce the damage. This is though to test, I know, but try using Black Chocobo to edit saves. Try fighting the same monsters with different levels, weapons, materia and stats, so you can conceive a balanced approach.

I'll need to talk to the people who've played through the mod for their thoughts on the early-game. If they enjoyed it, then it'll be staying the same. I'll be testing a few things in any case. Pre-battle AI that changes enemy stats past a certain player level was something I'd been developing. 7H offers solutions too. Feedback was generally positive going through Disc 1 so I'm reluctant to change it too much.

That was my first thought "why not make the final weapons harder to find?", but the result is the same: when you get them = no more spells. I don't know how the limitations on the hex behind the damage formulas and multipliers, I assume that they follow a ordinary hex pattern. So the max attack a weapon can have should be 255. If so, why not make the final weapons have attack stat above 100, while removing the damage multiplier, or at least trading it for another more subtle (Death Penalty, for example, which could work wonders with break damage limit).

As far as I'm aware, the Weapon attack stat combines with the Strength stat to form the actual attack stat for battle which itself caps at 255 (limiting how effective a weapon with a regular damage formula can be past a certain point). The Ultimate Weapons themselves use special formulas that could only be changed using hex-editing. The Death Penalty effect makes sense on paper but I think it'd take too long to power them up, even going into a new game+. What I originally considered doing was using the earlier weapon effects like Yoshiyuki but I stuck with the default effects to be safe. But considering the effect they have on the mod's balance it might be unavoidable to change them, even if moved to later on.

That way players could still deal high magic damage against enemies (who would have much higher defense than magical defense) with a W-Magic or Quadramagic high level spell, while a single attack would do much less - and that should be the point. A punch to the face shouldn't hurt more than getting hit with half a dozen meteorites! This is offset by MP cost and practicability, but the game never makes us run out of MP. I don't know if you ever player Dungeon and Dragons, but that game had one thing that console RPGs never had: it made you appreciate magic. Your mage could only use half a dozen spells before drying and each one counted. Of course they hit hard and that should be the point. You shouldn't be able to cast 6 or 7 Ultimas in a single battle. But each one should hurt like the holy hell. But MP Absorb, Ethers and Magic Hammer pretty much make this pointless.

Another example: you certainly know how in FF8 nobody uses magic. Its more useful to have 100 spells junctioned to attributes than casting spells. So everybody goes on linking 100 Meteor or Ultima to STR and hitting everything with swords. But how many people have actually tried to cast Meteor with 255 MAG while on Triple? No attack can beat that. Its slow, sure. But specially if Rinoa uses this with Angel Wings... Well, 10 x 3000 x 3... It beats pretty much all limits, except for Zell's (which its a lot of busywork)

Problem is, there's plenty of ways to hit multiple times with physical attacks in this game. Even makeshift combos like Mug + Added Cut can quickly get out of hand and that's not to mention multi-hit limits like Omnislash, Doom of the Living, etc or 4x-Cut. But there's another problem, this one mechanical. The physical attack formula has an inverse relationship with the magical one. At the beginning, when base stats are low, a spell with base power of 8 will hit for about 200 damage while a physical attack with a base power of, say, 16 will hit for 40-50 damage on the same base stat. But as the game goes on, that balance swings. That needs to be taken into consideration when balancing spells and attacks. Multi-hit Materia doesn't simplify things, unfortunately.

And yeah, I've tried that; it killed my FF8 'challenge': http://youtu.be/jBFjsNAtJDg?list=PLHycnnWEuVLxCo4DneCm5e-uuNvk14deW

EXP Plus in Aeris's garden is just random. Gil Plus would have been much more interesting, specially if this is the kind of mod where weapons, materia and items are expensive and can't be bought mindlessly. Also, since potions are now so much more useful, shouldn't their price increase? Same goes for tents, as they are too cheap (maybe allowing them to resurrect and heal status to justify the increased price). Or maybe having them stop recovering MP. This would certainly make magic much more interesting. Right now you can't really boost it much more, because Ethers are cheap and Tents are cheaper. So casting spells is no big deal. But if you could only recover MP with Inns or Ethers, it would make having powered spells more expensive worthwhile.

The EXP Plus was originally guarded by a boss fight but it was a terrible fight so I removed it. I actually keep EXP Plus there for my own reasons; I hate when a party member falls behind in levels so that helps me keep things consistent. I can see people using it to just bolster Cloud as high as possible but it stays where it is (that's the one concession I'm making for myself  :-P). The boosted gil alone should be enough to buy most things you need, though I've seen a player not have enough to buy much so that'll depend on approach again (and what you buy earlier, though I give the player some expensive early Materia like Heal and Earth which means they don't need to necessarily buy it in Kalm).

Item effects (as used from the menu) is hard-coded to the .exe while in-battle effects are determined by the kernel and easier to edit. Limiting MP might have the opposite effect, making players very conservative with magic. Ease of play is the concern there, particularly when facing off against unfamiliar enemies and bosses where MP consumption could be high.

I had optional bosses in here once, guarding certain chests and Materia. They were mostly relegated to new random enemies though. I'll consider that idea though because it's quite interesting; my only concern is that people might 'break their back' trying to beat these optional bosses and become discouraged. If I make it clear it's optional then that might do the trick; Keeper was supposed to be optional but most people beat him when they see him.

And as for what gamers might like or dislike if you mess with the game too much, well, most people don't like big changes. The only console RPG I know that has a great hard and very hard mode is Star Ocean 2. On VH you die a lot, but since the gameplay is the greatest of its kind when it comes to customizing and planning, a seasoned player can overcome the difficulty and eventually beat the game. Not that it makes them less likely to die 100 times... But thats expected. And thats the key: people don't mind about things they're expecting. You can change the power of things or make them a little different, as long as they know them.

About that, the Hardcore mod is basically this. There will be a lot of game overs, but learning their weaknesses and then coming up with a strategy will yield results. Outwardly, it can seem too much but it's a deceptively well-balanced mod. You can even win with a Lv.1 party so long as your planning and preparation are sound: http://youtu.be/cimAw1T5Qvo?list=PLHycnnWEuVLzFsl_Rjk_mrIf0bdJclqq2

Personally I wouldn't have moved Beta, Aqualung and Trine. I would have make them stronger than lvl2 spells, considerably weaker than lvl 3, but with the usual advantage: multi hitting without All. People wouldn't mind that as much. As for the other huge Enemy Skills, Angel Whisper stays pretty much the same. White Wind is overpowered, but it will always be. Its the only way offensive characters can heal effectively (at least I don't have Restore on the three party members). It might be great, but it might also be crap. Depends on the user's HP. Boosting its cost to where it would stay between Cure 2 and 3 would be interesting, as Cure 3 should heal around 4K with the power boost. No character should have that much HP by the time you get Cure 3. That makes White Wind not as useful (except for the status healing thing). Big Guard is interesting, but it would be more so if you could change the duration of barriers depending on the source. For instance, Wall should last a lot longer tha the usual Barrier. And Big Guard should last a minute or so. Otherwise you can let it be like it was on the original game and target only the caster, for an high MP cost (Haste + Wall in one go). Anyway, people only use it for the haste. Barriers go away too fast. Thats why Protect Rings are worthless.

That right there is crazy talk. The second you get Beta/Aqua/Trine (in the form you described), it's effectively GG not just for Tier 2 spells and summons at that level but also for the enemies that are going to be decimated by it. I could make them harder to obtain by buffing the enemies that carry them, but it's only delaying the inevitable. And I can say from experience that for all the short-comings of Big Guard and White Wind, they're still way too strong for the Magic spells (W.Wind ignores MBarrier because it's a 'set' value, for instance). Barriers are also incredibly useful because their damage reduction is %-based and stacks with everything else; not using them is like crippling yourself; Haste is only useful if you're getting a turn advantage.

Please... Like there are many people from Glasgow who don't go nuts for the Rangers :P

Hmmmmm, I supposed you had a 50/50 chance. Or did you roll for intuition?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Travis on 2014-07-26 05:28:06
I'm have 2000-3000 AP to go on most of my materia to get to Bolt2, Ice 2, Fire 2, etc.

Cloud is already like level 28 though.

So idk what the issue is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: LetCreativityPlay on 2014-07-26 08:35:20
Alright, so first off the AP requirements were only adjusted slightly. You'll probably get Tier 2 Magic spells around about these areas depending on your approach.

Etc etc...

Conclusion: Use Magic spells, they're really useful now. Maybe too useful.

When you stated all this magic stuff, most of this was already included in the mod originally or at least up to the July 12th update right? Or will some of the changes be part of a new update?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-26 09:06:42
Coin tosses are underrated :P

Still about Beta, Trine and Aqualung: If Beta's attack power is 3 3,375 x base, Fire2 1,25 x base and Fire3 4 x base, then you could reduce Beta to 1 or something like that. It would still be stronger against multi targets than a regular Fire 2, plus non reflectable. But raising its MP cost would make up for it. That way Beta would only be useful against multiple enemies, falling behind Fire2.

The same could be done but with Fire3 if you think Beta's more suited to fill the gap between Fire2 and 3. But you would have to power up the hell's snake so it would only be beatable by the end of the disc (give or take).

But getting back to the barriers, is there a way to increase their duration? One of the best combos I can think of is pairing Sneak Attack with Wall. But if Wall lasts less than a Summon animation... Well, there's just no point to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-26 14:56:48
I'm have 2000-3000 AP to go on most of my materia to get to Bolt2, Ice 2, Fire 2, etc.

Cloud is already like level 28 though.

So idk what the issue is.

It's not so much an issue as it is a miscalculation on my part. I think I might have rolled the reduced EXP/AP scene.bin out already when fixing another problem (namely Lost Number). Looks like Tier 2 is unlocking too late though. I'll make an adjustment before the update today (or tomorrow).

When you stated all this magic stuff, most of this was already included in the mod originally or at least up to the July 12th update right? Or will some of the changes be part of a new update?

Some alterations are being made to try and fix Disc 2's balance. I made some adjustments to the Disc 2, Extra, and sidequest bosses as well, they should be much meatier in terms of challenge (Carry Armor in particular; he wrecked my test-team). Source farming is being replaced by a rank-up system where the player can access a special room that dishes out Sources and maybe equipment when certain events are completed (not sure what the criteria will be, it depends what the flevel script can be made to check for). This means that Morph will become available again from Temple, and a second unmissable Morph is being placed in case people are past that point already.

Still about Beta, Trine and Aqualung: If Beta's attack power is 3 3,375 x base, Fire2 1,25 x base and Fire3 4 x base, then you could reduce Beta to 1 or something like that. It would still be stronger against multi targets than a regular Fire 2, plus non reflectable. But raising its MP cost would make up for it. That way Beta would only be useful against multiple enemies, falling behind Fire2.

The same could be done but with Fire3 if you think Beta's more suited to fill the gap between Fire2 and 3. But you would have to power up the hell's snake so it would only be beatable by the end of the disc (give or take).

I'm not so sure if it works that way, a spell either hits everything with no loss or it has Toggle (where it loses damage over a spread). This is straightforward for monster attacks, but for the player Toggle seems to be linked with All Materia (all the magic spells stored in the kernel come with Toggle checked). Raising the MP cost wouldn't make up for it really, MP is quite easy to replenish and it'd definitely last over three characters going from one Inn to the next.

But getting back to the barriers, is there a way to increase their duration? One of the best combos I can think of is pairing Sneak Attack with Wall. But if Wall lasts less than a Summon animation... Well, there's just no point to it.

Barriers' duration can be extended by setting your ATB to Wait on a slow speed. They lose a lot of effectiveness if your ATB is set to Active, but a lot of statuses suffer the same problem; Shield is virtually useless on Active ATB Full-Speed for instance. If you're using buffs then Wait is your best bet, if you're planning to get rid of an enemy's buffs faster then Active is the way to go; your ATB setting should be taken into consideration when setting up for a boss.

And Summon Animations halt gameplay if I remember right, forcing Wait even on Active ATB while their animations play out. Shouldn't be losing Barrier charge there, but I could be wrong.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-26 15:14:40
Yes, you're indeed right about the barriers. I had forgotten about the summon wait thing. Nevertheless, even with wait ATB barriers go down too quick. I was always a complaint of mine. In other FFs this was done better.

And regarding the update that will fix the AP for levels, will that change the amount of AP earned or the AP required to level up? I'm here rooting for the second :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-26 15:19:17
It'll be adjustments to the amount needed on the Materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: lappers84 on 2014-07-26 17:57:21
I thought the ap required for level up was pretty good - in vanilla ff7 I would have tier 2 spells by the end of midgar - but because of the slightly increased difficulty of enemies (so I didn't grind nearly as much) I think I got my level 2 spells by about junon or so.

Also I've just started disc 3 - Is there an order in which I can unlock the side quests (do I need to beat any of the weapons first, or chocobo raising?)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-26 21:58:34
Most of it is unlocked when you reach the bottom of the North Cave and receive the phone call from the Highwind. There used to be a loose progression, but it'll be altered fairly soon and most things can be attempted in any order. It used to be that the KOTR cave became available quite late but because Morph is being made freely available again (I'm arranging a second unmissable Morph for players who are past the Temple of the Ancients) it's now available once you get a Gold Chocobo. The only progression is:

Ruby/Emerald -> Kalm Traveler bosses -> Tyrant Extra Battle

Ultimate Weapon -> Nycto Dragon Extra Battle

All character-specific sidequests + Tyrant, Nycto, and Abyss -> Last Extra Battle (it's displayed as  a line of ?'s but that creates an emoticon on Qhimm).

That's about it. However, if you downloaded and used the regular music flevel patch, though, then there's a fix pending for the sidequests (some of my debug lines were left in one of the field screens). The flevel that comes with the installer should be fine though. The update will be out tomorrow it's looking like.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-27 11:45:24
Regarding the Shinra Building:

Regarding the new boss (whose tail I loved): I had to make 23 steal attempts, with a character thats level 16, to successfully steal the item from the level 12 Grunt. Its kind of absurd how low the success rate of steal was in this case. Another thing was how useless magic was in the battle. A Bolt dealt 86 damage. A regular attack 49. A Ice or Fire dealt 57... Even if the thing is not weak to Fire or Ice it should have dealt more than that. Otherwise it was like I said before and magic becomes rather useless. Its good when the monsters are weak to it, but otherwise its better off to whack it in the head with a blunt object, and characters like Aeris and Caith Sith, who are more magic oriented, become less useful.

Another thing that puzzled me was that Cloud is level 20 and I didn't grind at all. I always though it was too easy to level up in the original game, but here its even faster. I don't know if this is intentional and if you wanted players to level up faster, but I fear that at this rate, I might hit 50 or 60 before the end of the disc.

Can you address these two questions for me please, Sega Chief?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: lappers84 on 2014-07-27 12:05:20
Thanks Chief - As it happens I reached the crater bottom and unlocked the extra missions, One thing to note though whilst I was at the battle square I spoke to the other guy practicing his kicks and all of a sudden I had unlocked all the available battles (apart from the question marked one) and received all these spells (Ultima, Command Counter etc.) Was that meant to happen??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-27 12:43:21
That was part of a fix for the old temporary variables that the Extra Battle monsters used (the variables that determined if a monster was unlocked or if Materia was due to be dropped 'reset' themselves when leaving the screen, making some fights inaccessible; these were replaced with new permanent variables).

Basically, the NPC unlocks all the Extra Battle monsters and the Materia rewards drop again. It's technically only for players who ran into the above problem (she should mention this in her dialogue) but anyone can use it; wasn't ideal, but it was the quickest way to solve the problem because some of the E. Battle items couldn't be obtained legitimately again once they're spent. It's going to be gone from the next version of the flevel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-27 20:53:10
Hey Chief, could you give me some clarifications on the two issues I raised above please? I lvl 30 at Gongaga and I feel like I'm 10 levels above what I normally would.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-27 21:43:35
To Loseless; I missed that above post, I'll answer it now (I actually got you mixed up with Lappers and was wondering how you reached Disc 3 so quickly).

Regarding the new boss (whose tail I loved): I had to make 23 steal attempts, with a character thats level 16, to successfully steal the item from the level 12 Grunt. Its kind of absurd how low the success rate of steal was in this case.

I'm reviewing steal rates for the update, some were too low for what they actually give. I was trying to counter higher levels from raised EXP but the number was set too low. I'm also running late with that update because I'm trying to implement a new feature relating to character stat development.

Regarding the Shinra Building:

Another thing was how useless magic was in the battle. A Bolt dealt 86 damage. A regular attack 49. A Ice or Fire dealt 57... Even if the thing is not weak to Fire or Ice it should have dealt more than that. Otherwise it was like I said before and magic becomes rather useless. Its good when the monsters are weak to it, but otherwise its better off to whack it in the head with a blunt object, and characters like Aeris and Caith Sith, who are more magic oriented, become less useful.

Was this damage against Guard Scorpion? His magic defence is quite high and I kept it consistent with his original MDef when he's first fought in Reactor 1, also Barret and Tifa have fairly low magic stats and are more physical-attack orientated. Motorball and Heli-Gunner should take more damage from spells, especially if Four Slots is being used. An Earring also drops during the Shinra Tower segment which helps with setting up a caster, at the expense of status protection. With enemies that have sturdy MDef, combining Elemental with Magic materia in the weapon can bolster physical attacks along with a Power Wrist.

Another thing that puzzled me was that Cloud is level 20 and I didn't grind at all. I always though it was too easy to level up in the original game, but here its even faster. I don't know if this is intentional and if you wanted players to level up faster, but I fear that at this rate, I might hit 50 or 60 before the end of the disc.

Yeah, that's the raised EXP from fights. For bosses it was 4x which turned out to be too much, so that's going down to roughly 2x instead while random encounters is going down to 1.5x (with adjustments made in certain cases). The idea behind it was to speed the game up but if it's going down because players are feeling worried that they're getting ahead of the curve.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-27 22:46:20
Thanks for the reply.

Actually, from what I've tested so far (I'm at Cosmo Cannon), only lvl1 spells are rather weak. Lvl 2 spells are overpowered. At level 33, a regular attack deals 250 to 300 dmg, while a spell can hit for 1000. While this makes sense, having spells cost so few MP makes it possible to spam 18 lvl 2 spells. I understand how difficult must be to balance attacks/magic, but right now, lvl 2 spells are way more powerful than they should be, considering their cost. If this was the case that spells were expensive, it would make perfect sense. But being so powerful while cheap, it kind of breaks the mechanics, as I haven't fought a single boss fight since Jenova that even let me use 1/4 of the MP. Maybe the bosses have low HP?

As for the levels, they are indeed to high, I must say. I must confess I don't see the point in making the characters level out faster. The original game could be breezed through with a level 50 party, and I usually level disc 1 at those levels, because I end up leveling too much trying to get AP. I would suggest lowering the exp earned, while maintaining the AP.

Regarding the AP required to level the green materia, mine hit lvl 2 after Corel. Thats late, specially considering that I had double growth equipment on since Costa Del Sol. I reckon 4500 or 5000 AP to lvl 2 would be enough, assuming you expect materia to hit lvl 2 around the same point as they do in vanilla.

On another level, summons are just not worth using. Against a single target, Ifrit dealt 1134 and Fire 2 1296. Against several enemies Ifrit dealt 530 and Fire 2 420. Considering that Fire 2 costs 15MP and Ifrit 34, its pretty safe to say that Ifrit its just not worth the extra materia slot. And the same could be said about all the other summons until Titan. Their base attack power is just too low. Mostly because they can only be used once. They should be like heavy artillery and not less useful than a limit break or a lvl 2 spell.


PS: and you were right, the fight was against the Scorpion. But even against regular enemies, spells did only twice the regular attack worth of damage. After Kalm spells are barely effective, and before Junon they deal almost as much as an attack.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: LetCreativityPlay on 2014-07-27 23:02:15
Regarding the Shinra Building:

Regarding the new boss (whose tail I loved): I had to make 23 steal attempts, with a character thats level 16, to successfully steal the item from the level 12 Grunt. Its kind of absurd how low the success rate of steal was in this case. Another thing was how useless magic was in the battle. A Bolt dealt 86 damage. A regular attack 49. A Ice or Fire dealt 57... Even if the thing is not weak to Fire or Ice it should have dealt more than that. Otherwise it was like I said before and magic becomes rather useless. Its good when the monsters are weak to it, but otherwise its better off to whack it in the head with a blunt object, and characters like Aeris and Caith Sith, who are more magic oriented, become less useful.


Yeah I do agree the steal rates are pretty bad. Crazy bad if you're doing a low level or no exp run. But I think magic becomes really important once your past Midgar, especially when they reach their next tiers. I'm doing a no exp run, and Cloud, combined with earring and four slots, can do 700-900 damage with fire 2 :-). You'll notice that magic will be amped and  useful when they level.
I've been using magic pretty much the entire game, and started relying a little bit more on physical attacks when I started getting late game weapons,ultimate weapons, etc.
Some good combos I like: Mp Turbo + Earth (3rd tier can do 6k-9999), and Comet + MP Turbo (capable of doing 10k+ ). I also use regen and time, every boss battle. Just depends on your play style: if you want to focus more on melee, you'll have to rely strength+ equipment to decent damage.  Another thing about magic, spells like sleep, mini, confuse, etc have 100% chance to hit.

About summoning.. don't have a solid opinion on it because I haven't been using it. I think I'll start using it more with my no exp run because they are capable of doing negative status effects. Down side is they can only be used once per battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-27 23:47:48
Yeah I do agree the steal rates are pretty bad. Crazy bad if you're doing a low level or no exp run. But I think magic becomes really important once your past Midgar, especially when they reach their next tiers. I'm doing a no exp run, and Cloud, combined with earring and four slots, can do 700-900 damage with fire 2 :-). You'll notice that magic will be amped and  useful when they level.
I've been using magic pretty much the entire game, and started relying a little bit more on physical attacks when I started getting late game weapons,ultimate weapons, etc.
Some good combos I like: Mp Turbo + Earth (3rd tier can do 6k-9999), and Comet + MP Turbo (capable of doing 10k+ ). I also use regen and time, every boss battle. Just depends on your play style: if you want to focus more on melee, you'll have to rely strength+ equipment to decent damage.  Another thing about magic, spells like sleep, mini, confuse, etc have 100% chance to hit.

About summoning.. don't have a solid opinion on it because I haven't been using it. I think I'll start using it more with my no exp run because they are capable of doing negative status effects. Down side is they can only be used once per battle.

I do agreed with you. My concern is mainly with level 1 spells. Level 2 may even be overpowered, considering their cost.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-27 23:48:59
I'll consider either raising MP cost or reducing power again for Tier 2. However, I tested Tier 1 spells in the Midgar area and outside Junon. These were the numbers I got from a Lv.20 team:

Against Kalm Fang (weak to Fire/Ice)
Aeris (Four Slots + Earring, +40 Mag): Fire = 550 (Kill)
Cloud (no boosts): Fire = 400 (Kill)

Physical attacks: roughly 100 damage, 200 if +Elemental used.

Against Nerosuferoth (weak to Ice)
Aeris (Four Slots + Earring, +40Mag): Ice = 550 (kill)
Cloud (Mythril Sabre + Mythril Armlet, +15Mag): Ice = 400 (kill)

So they're hitting roughly 2x over physical hits (when elemental weaknesses aren't taken into consideration), landing one-hit kills on regular enemies (larger enemies like Zemzellet take several hits). That seems fine to me, they're doing their job by killing enemies quickly when their weakness is exploited while falling short of sweeping out the entire group if paired with All.

But Summons are definitely too weak if they're dealing spread damage instead of flat damage to all, even with the status chance (which isn't a factor if the enemy is being killed quickly). I'll take Titan as an example and maybe set their power to an equivalent level, his was the only base power out of the initial summons to exceed Tier 2. The trouble is finding the right level for power and MP. If they're too strong, they'll blitz bosses when all used together (I saw someone doing that in the old version) and if the MP cost is too high then it'll perhaps not be used at all (or be circumvented by Ether consumption). There's the one-use limit but that's refreshed battle-to-battle. I'll try a few things, but it feels like the solution would require something special to make them stand out without making them too OP.

But I think I'll need to do another playthrough soon to help me do the numbers; my own first-hand experience of the mod is likely becoming out of date by this point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-28 00:11:44
As for bosses, my last experience with Gi Nattack proved very interesting. Ifrit and Ramuh barely did 800 each, used by Cloud and RedXIII at level 34. Even if they had hit 2000 each, plus 2000 from Shiva, it would have only taken 50% of its HP. And for them to take that much would require a HUGE power boost.

But you can boost the bosses HP counting on summons. For instance, if you know that Bahamut will hit for 3000 at level 45 (the level I estimate I'll be when I get it), its just a matter of adding 3000 plus to every boss. Same for Odin and Leviathan (the three strongest summons from disc 1, except Kjata, since it can barely be used before the end of the disc).

If you're considering doing a test playthrough, there's something that puzzles me: why do we start the game at level 6? In FF7 we gain levels like there's no tomorrow. I'm at Shinra's Mansion right now and every tree fights I'm leveling up. Its insane. I'll leave disc 1 at 50 without even training. If things keep going like this I'll have to start running from battles, as I'm getting over-leveled and the bosses are getting easier.

Since this mod has higher HP, MP and stats, why not make the exp lesser than in vanilla? I can imagine beating the first disc at level 30. But that could require HP Plus...


Anyway, what Enemy Skills can be found on the first disc? So far I've found:

Matra Magic, L4 Suicide, Flame Thrower, White Wind, Death Sentence, Frog Song, ????
I'm also counting on getting Death Force, Magic Hammer and Roulette.

Did I forget one?

And is Midgar Zolom worth fighting, or is just a challenge?

Have the prizes at the end of Fort Condor's battles been altered? If so, what are they now? And why not a fight at the end of each Fort Condor's battle?


The Scorpion boss before Dyne is at level 24... L 4 Suicide makes short work of it. And even without it its too easy. Perhaps some steroids are in order?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-28 01:00:11
It's a bit of a conundrum. I think I'd want them to be strong enough to take out enemy groups, but not too strong to sweep a boss immediately. But raising a boss' HP to account for summons isn't a good idea, it should be an option to use Summons but not a necessity; more HP means much longer fights for players who don't use Summons. Same thing goes with Lv.3-4 Limit Breaks; if you boost HP to account for, say, Meteorain then the player is left with a mountain of additional HP to cut down if they don't use Meteorain.

Not sure what the confusion is over starting at Lv.6, that's how it was in the original game. The old version of the mod started at Lv.1 (copying the Hardcore mod) but I put it back to Lv.6. Doesn't make a huge difference, except that it's not required to grind in the 1st Reactor (the starting items were extended as well for this). And I've said a few times before now that I was reducing EXP given in encounters for that exact reason; the player is progressing too fast and finding themselves too strong (I suppose it's marginally better than the other way around, but only marginally).

I think that's all of the main ones; you can pick up Trine on the Da Chao in Wutai. I don't remember Roulette being available until the Crater unless I gave the Gambler enemy in the Rocket Area that skill too. Zolom is a bit of a loose thread now; I think I'll buff him up now that you mention it. I'll have him immediately eject the party if they're under a certain level, but after Lv.50 or so he can be fought as an optional boss and drops potentially missable items, maybe? Yeah, I think I'll do that.

I almost forgot all about the Fort Condor prizes. Yeah, they were changed but I can't be sure if I finished changing them properly. I better double-check. And there should be a battle with either Sgt/Cpt/Cmd Grand Horn if the enemies reach the hut during the Fort Condor minigame; is this not triggering?

That Scorp boss can be slightly tough if he manages to raise his tail (his defences increase significantly). As far as L4 Suicide goes, I decided not to take it too much into account when speccing things (levels are mostly unchanged) so if you find something that works, go with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: LetCreativityPlay on 2014-07-28 01:06:09
You think it's worth doing the fort battles? I remembering most items being potions and either. Curse ring, and The comb was nice!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-28 01:14:05
Hmm. I might try to make the Fort Battles (slightly) more interesting. But not too interesting.

Nice profile picture.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-28 10:44:40
Actually, there's a Zemzlet alike thing in Mt. Nibel that uses Trine. Just got killed by it a while ago. The thing cast two of those things and Cure 2 couldn't handle it. And I think that the 8 Eyes in the Temple of the Ancients uses Roulette.

Anyway, what I really wanted to ask you is if there was a way to easily make enemies give much less experience or characters level slower. Maybe you could make a separate version, if its not too much trouble, for those who feel that they're leveling too much. Right now, the mod's challenge has died. The enemies don't even pose a treat anymore. Being at level 44 just after getting Cid pretty much nulls the increase in difficulty.

Also, is there any news on Lambda? I really wanted to get Odin :P


Oh, and regarding the fort battles, if you do change the items, please tell us to what, since I only fight for the useful ones. I'm afraid I don't quite have the time to track back the fight all of them. And if you upped the enemies it wouldn't be a bad idea... Or putting a special boss at the last fight, even after the enemies were defeated (with the Imperial Guard dropped, of course).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: lappers84 on 2014-07-28 14:01:37
I'd love to see someone make a guide to this mod - especially covering all the locations of the enemy skills and materia.  I have yet to find Morph materia, currently working my way through the extra side quests - just got killed by the machine board in wall market, my current team are:

Cloud lvl 88
Cid lvl 89
Aeris lvl 88
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-28 14:08:50
Actually, there's a Zemzlet alike thing in Mt. Nibel that uses Trine. Just got killed by it a while ago. The thing cast two of those things and Cure 2 couldn't handle it. And I think that the 8 Eyes in the Temple of the Ancients uses Roulette.

Anyway, what I really wanted to ask you is if there was a way to easily make enemies give much less experience or characters level slower. Maybe you could make a separate version, if its not too much trouble, for those who feel that they're leveling too much. Right now, the mod's challenge has died. The enemies don't even pose a treat anymore. Being at level 44 just after getting Cid pretty much nulls the increase in difficulty.

Also, is there any news on Lambda? I really wanted to get Odin :P

Oh, and regarding the fort battles, if you do change the items, please tell us to what, since I only fight for the useful ones. I'm afraid I don't quite have the time to track back the fight all of them. And if you upped the enemies it wouldn't be a bad idea... Or putting a special boss at the last fight, even after the enemies were defeated (with the Imperial Guard dropped, of course).

That thing still has Trine? I remember changing that back to Thunderbolt, maybe I made a mistake or forgot. Lambda was changed in the scene.bin hotfix but the main installer wasn't updated with it yet; that'll be rolled out later tonight hopefully if I can get all these changes implemented in time. And the items in Fort Condor were generally just disposable items, but I'll check them out and see what's there.

I'd love to see someone make a guide to this mod - especially covering all the locations of the enemy skills and materia.  I have yet to find Morph materia, currently working my way through the extra side quests - just got killed by the machine board in wall market, my current team are:

Cloud lvl 88
Cid lvl 89
Aeris lvl 88

When things have settled down a bit, I'll put together a quick guide that players can quickly refer to if they want to find something. In the current version, Morph (should) be dropped by the Kalm Traveler but in the update that's going out Morph will be freely available again from another location.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: lappers84 on 2014-07-28 14:32:09
I thought I'd ask, but would there be any way to perhaps impliment new weapons or armour into the game (if of course you could add a new dungeon to the mod) - would certainly stretch the game further.  If at all possible that is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-28 14:34:52
Thanks, I'll go beat it now.

And Fort Condor still drops the Magic Comb as the first prize and the Peace(?) Ring as the third prize. The others I don't remember in which order. X-Potion and Megaelixir amongst them. I was just trying to get the Superball, but that must have been moved too.

Oh, and I can help you with the guide, Chief. I already wrote a published FF7 guide, amongst guides for other RPGs. I also like to write :P Unless you have enough spare time and really want to do it.

Btw, what happend to the Great Gospel?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Kaldarasha on 2014-07-28 14:43:13
More amour and weapons is properly not doable. I guess there are 15 possible weapons for each character and the rest is also very limited. New dungeons are impossible at the moment.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: LetCreativityPlay on 2014-07-28 14:58:56
A guide sounds pretty cool!!!

You can get Great Gospel and other final limit breaks by doing character sidequests you unlock once reaching north crater :-)!

If you need some help with sidequest locations, boss fights, or boss names for optional fights I have uploaded a complete play through here.  :)

http://www.youtube.com/playlist?list=PLFFJy7ETmAkt-HX1loJ2SlUt_ILfisXLC

Currently doing a no exp challenge that are part of the playlist, so any tips/advice/guides are helpful. I also post my strategies on these no exp videos too, feel free to use them if someone is making a thorough guide.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-28 15:18:22
A big full-scale guide might not be a good idea right now, there's too many changes being made and there's a NG+ getting added on at some point. If you really want to put one together though, then go ahead; it might be quite useful for the NG+ because it'll be a different scenario with new challenges and puzzles.

Kalderasha, I was thinking about using 7H to swap in field screens that use a different script (and variables to prevent clashing with the save file) to set up a pseudo-dungeon. It'd be 'random' screens each time, with a challenge on each; sort of like the FF Advance dungeons, setting up new scenarios on old field screens.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: LetCreativityPlay on 2014-07-28 15:36:58
Your next update you're putting up will also include revisions of bosses?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-28 16:00:23
Yep, revised the Disc 2 bosses and making some tweaks to the E. Battle and Sidequest ones.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-29 00:10:19
So, I just cleared out disc 1. Here are my thoughts:


Midgar section is masterfully done.

From Midgar to Junon things are OK. Magic becomes a little underpowered here. Jenova is a challenge, but a good one.

From Costa Del Sol to Corel things are easier than expected. Spells here become almost useless, as they cannot keep up with physical attacks. A boss in Mt. Corel would be nice.

From Gold Saucer to Cosmo Cannon things go smooth. Reno and Rude could have a little more HP. Finally some lvl 2 spells. The Cosmo Cannon section is too easy, as lvl 2 spells level the competition.

Nibelheim and Mt. Nibel were not bad. I'd power up the three guys at the entrance of Shinra Mansion, as they are as easy as a random encounter.

Rocket Town and the Temple of the Ancients were also more easy than expected. The dragon was a pushover. The Demon Wall was most challenging boss since Jenova. Got killed by Beta tough. I didn't saw it coming and hitting for 1500 damage :P

Yuffie's sequence was surprisingly easy. Rapps was easier than pretty much all random encounters.

Jenofa was the most broken fight ever. I have no clue to how the thing can be killed. I gave up after a dozen game over screens. And while I don't give up much, I got tired of seeing Aeris being impaled with a 5 foot sword by a man who suffers from Buffalo Bill's complex...


As for the whole experience: the mod starts great and kind of dies after Junon. Since levels are earned so fast that kind of takes the edge of make the enemies harder. Also lvl 2 spells felt too cheap. At level 50 Cloud had more than 500 MP, meaning he could cast 34 lvl 2 spells per battle. That's pretty much insane. Takes the challenge out of it. The bosses also stopped posing a challenge after Jenova, Demon Wall being the exception. Gi Nattack was interesting.


My final thoughts: leveling too fast is killing the challenge. I left disc one with Cloud at 55 and I never stopped for leveling up. Summons are too weak. Magic is too cheap. After Junon the mod actually becomes as easy as the original game, mainly because the party is 10 levels above what they would be and spells are cheaper to cast. From Nibelheim onward it just becomes easier than vanilla. I left disc one 15 levels above what I usually do in vanilla.

Now I'm just waiting for the fix to fight Lost Number.


PS: There are two Superballs dropped. The first I don't remember where, but the second is at the fourth fight in Fort Condor.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: LetCreativityPlay on 2014-07-29 00:38:21


My final thoughts: leveling too fast is killing the challenge. I left disc one with Cloud at 55 and I never stopped for leveling up. Summons are too weak. Magic is too cheap. After Junon the mod actually becomes as easy as the original game, mainly because the party is 10 levels above what they would be and spells are cheaper to cast. From Nibelheim onward it just becomes easier than vanilla. I left disc one 15 levels above what I usually do in vanilla.

Now I'm just waiting for the fix to fight Lost Number.


PS: There are two Superballs dropped. The first I don't remember where, but the second is at the fourth fight in Fort Condor.

You may be over leveled, but Disc 2 and Disc 3 become more challenging, especially end game with all the side quests and extra bosses. Hehe I was with ya, I was high level at the end disc 1.

Hmm, one of Cloud's sword state it does magical damage? How that formulated?
 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: LetCreativityPlay on 2014-07-29 00:54:32
Whoops meant to edit not double post: One of Sea Worm's attack locks the game up
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-29 01:02:03
Well, hopefully the changes will fix it up a bit better. I've taken a note of the Disc 1 bosses you mentioned and I'll look at ways to make them more threatening. The enemies in those areas can maybe stand for some slight reinforcement too.

I'll do something about that Beta too, I'm not a fan myself of getting sweeped out of nowhere so I want to avoid that happening to other players. I'll review Jenova Decay as well; the fight is winnable, but it's a pain to go through the cinematic on each attempt.

Whoops meant to edit not double post: One of Sea Worm's attack locks the game up
Righto, I'll fix up that Sea Worm attack.

Edit: Oh, there were two posts. I think Cloud's Rune Edge just used a magic-attack formula instead of a physical one. I was never too sure of it actually. I'll probably change it (and Magic Shuriken/Solid Bazooka too).

Edit 2: Just remembered, now there's only one flevel; Field Music is now set through an option in-game and can be toggled. The initial decision is made at the start of the game, but there's an NPC on the Highwind now who can change it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: LetCreativityPlay on 2014-07-29 01:25:43

 I think Cloud's Rune Edge just used a magic-attack formula instead of a physical one. I was never too sure of it actually. I'll probably change it (and Magic Shuriken/Solid Bazooka too).



Cool beans thanks, and I do like the sword: it's a nice combo with sleep since it doesnt wake up enemies upon hit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: paralleluniverse on 2014-07-29 22:27:23
Hello, where is destruct materia?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-29 22:47:23
It isn't on the same place as it was originally? I found it there.


Btw, Chief, I found two Raising Sun's, one dropped by Diamond and the other at the Sunken Plane. Was this planned?

And any news when the new patch is coming?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: paralleluniverse on 2014-07-29 23:12:06
Um Im skipped the flash back scene, was it during it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-30 00:27:39
Hello, where is destruct materia?

The Destruct Materia should be where it was originally, in the Shinra Mansion basement (but not during the flashback, it's when you re-visit after completing Cosmo Canyon).

Btw, Chief, I found two Raising Sun's, one dropped by Diamond and the other at the Sunken Plane. Was this planned?

And any news when the new patch is coming?

Probably not, but Rising Suns are available en-masse in a pack of 40 (part of Edge's Throwing Set, one of the randomly selected Mystery Prizes available from Battle Square in place of W-Summon) so it's no biggie. I'll maybe give Diamond something more interesting as a Steal/Drop though.

Update got delayed slightly because I figured out a way to merge both flevels and make music behaviour an in-game option. That cuts down on the amount of work/risk supporting two flevels and simplifies things going into a 7H version. As far as it goes, this update is more or less done but I was trying to test battles to make tweaks; it's not been easy, I need to set some time aside and play the mod start to finish to get a proper team that can give proper feedback. For now though, enemies were pushed up from the Temple onwards; a healthy level and speed increase with some defence, HP, and attack tweaks. But let me know if the standard enemy formations are too much to handle (damage-wise) and/or if bosses are unmanageable.

I also went ahead and changed Ultimate Weapons too; I've got a plan for them going into NG+ but at the moment they're being squared against the other high level weapons. For the most part, characters each have a weapon that:

-) Vit/Spr: +50
-) Mag: +30
-) Dex/Luck +50 (Ultimate Weapons)

This'll likely be changed soon, but for now it seems to have a nice balance. The Luck boost might be broken a bit on Cait Sith, though (if Luck Plus is used).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Travis on 2014-07-30 01:56:22
IS it just me or is it taking me a really long time to level up my limit breaks?

I'm at Cosmo and I JUST got Blade Beam for Cloud.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-30 02:39:32
It should take roughly the same number of kills/uses to learn Limit Breaks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: ManuBBXX on 2014-07-30 08:00:03
Sorry if the question has already been asked but : is this mod compatible with bootleg / reunion ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: lappers84 on 2014-07-30 09:15:52
So I realised that I haven't fought the battle square in a while and decided to go for that, but the moment I start - it begins to load with the music, but black screen - when I minimize the game window - a pop up appears saying unknown exception, then proceeds to stop working.

Any ideas??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-30 09:44:01
IS it just me or is it taking me a really long time to level up my limit breaks?

I'm at Cosmo and I JUST got Blade Beam for Cloud.

No, but since the enemies take longer to kill its natural that limits will come later. I got my lvl 2 limits not long before that, so don't worry.


Probably not, but Rising Suns are available en-masse in a pack of 40 (part of Edge's Throwing Set, one of the randomly selected Mystery Prizes available from Battle Square in place of W-Summon) so it's no biggie. I'll maybe give Diamond something more interesting as a Steal/Drop though.

Update got delayed slightly because I figured out a way to merge both flevels and make music behaviour an in-game option. That cuts down on the amount of work/risk supporting two flevels and simplifies things going into a 7H version. As far as it goes, this update is more or less done but I was trying to test battles to make tweaks; it's not been easy, I need to set some time aside and play the mod start to finish to get a proper team that can give proper feedback. For now though, enemies were pushed up from the Temple onwards; a healthy level and speed increase with some defence, HP, and attack tweaks. But let me know if the standard enemy formations are too much to handle (damage-wise) and/or if bosses are unmanageable.

I also went ahead and changed Ultimate Weapons too; I've got a plan for them going into NG+ but at the moment they're being squared against the other high level weapons. For the most part, characters each have a weapon that:

-) Vit/Spr: +50
-) Mag: +30
-) Dex/Luck +50 (Ultimate Weapons)

This'll likely be changed soon, but for now it seems to have a nice balance. The Luck boost might be broken a bit on Cait Sith, though (if Luck Plus is used).

If I understand correctly, you'll first play through the mod before releasing it? That may take a while. And about the exp, have you changed the values so we won't level as fast?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-30 14:08:03
Sorry if the question has already been asked but : is this mod compatible with bootleg / reunion ?

I'm not so sure. Try installing the NT Mod to a data folder, and then copy-pasting these files into the relevant folders inside the Bootleg/Reunion modded data folder:
scene.bin
kernel + kernel2
flevel.lgp
char.lgp (ignore if using field model mods)
battle.lgp (will overwrite battle models but is required due to new monsters)

Can't guarantee that'll work; but the NT Mod is being included with Bootleg's next release as I understand it.

So I realised that I haven't fought the battle square in a while and decided to go for that, but the moment I start - it begins to load with the music, but black screen - when I minimize the game window - a pop up appears saying unknown exception, then proceeds to stop working.

Any ideas??

There could be two reasons. First, it might be related to a problem I found with the Battle Square which didn't handle different party leaders correctly. Were you fighting in the Battle Square from Disc 3 with a different party leader? Second reason could be a bad enemy encounter, as in the game is trying to load an enemy formation which doesn't exist anymore; let me know where you were in the game story-wise when you went to fight in the Battle Square (the encounters change depending on where you are in the game).

If I understand correctly, you'll first play through the mod before releasing it? That may take a while. And about the exp, have you changed the values so we won't level as fast?

I'm releasing the update today (about to post the links) but to get things tight like Midgar I'd need to put a new team together and play through the game again. I'll be doing that for the v1.2 release which is adding in new features and preparing for the NG+ expansion; it'd be a good idea if I had a team ready to test the NG+, because I want the fights for that to be quite hard and keep the curve going. For now, I'm going to be working on putting 1.2 together and then I'll start a test-play of it, adding more stuff as I go.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: paralleluniverse on 2014-07-30 15:07:45
yay!! whats included in this update?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: lappers84 on 2014-07-30 15:10:00
Oh yeah jut realised I had Cid as my party leader - thanks.  Will check this again............And yeah it works now
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-30 15:48:24


I'm releasing the update today (about to post the links) but to get things tight like Midgar I'd need to put a new team together and play through the game again. I'll be doing that for the v1.2 release which is adding in new features and preparing for the NG+ expansion; it'd be a good idea if I had a team ready to test the NG+, because I want the fights for that to be quite hard and keep the curve going. For now, I'm going to be working on putting 1.2 together and then I'll start a test-play of it, adding more stuff as I go.

I'm finishing disc 2 right now. Just fooling around with chocobos first. I can help test the new version or the NG+. Since I'll need to start a new game for the guide, might as well wait for the 1.2 version.

I think you've missed the question, but is there any change to the exp earn from battles? Will characters still level up as easily?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Vgr on 2014-07-30 16:32:26
[...] the NT Mod is being included with Bootleg's next release as I understand it. [...]

I can confirm.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: paralleluniverse on 2014-07-30 19:07:05
Found a glitch with Tifa being the leader  :D sorry for language. Tifa becomes permanently locked when you try to leave the last place

https://www.youtube.com/watch?v=S3JRL1nynqA

Thank you I also found the destruct materia in the building, I thought id already looked.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: lappers84 on 2014-07-30 20:36:57
Forgot to ask, but have I missed morph materia - haven't been able to find it (I'm presuming it's needed to get a gold chocobo)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-30 22:29:29
Well, finished disc 2, and here's the feedback:

There was a huge drop in difficulty from disc 1. Bosses remain interesting and challenging. But random fights weren't even menacing. The disc flew like a breeze. Cloud ended the disc at level 76. Ultimate Weapon really needs more HP. Big Brawl and Meteor Rain nearly killed it. I had to use and Elixir on it to keep stealing items... It disappointed me. Diamond also could use more firepower, as it was the easiest boss of the second disc.

As for disc 3 (which is nearly finished), I must admit I felt like not having enough firepower against the enemies at Northern Crater. They didn't pose much of a challenge, but took a lot to kill. Magic lost its uses and physical hits do more damage, more easily. Only defensive and support spells matter. Elemental materia only waste space and HP. Since my party is at high 70s, I think removing Contain, Ultima and Pandora's Box from their usual locations really hurt the game, as lvl 3 elemental spells don't cut it anymore. Magic Breath was also powered down to the point where its useless. And by the time we get these materia we won't have anyone to use them anymore (excpet for the some few bosses).

I know this is an old debate, but if an effective Quake 3 deals 3500 with 40+ Mag from accessory and armor, while a regular attack does 3000 without Str boosting, I'll stay with the attack. I reckon this is due to level modifier for damage affection attack damage more than magic damage.

I cleared three of the materia caves, don't have Morph and still don't know where to get Contain, Ultima, Full Cure, Final Attack, Morph, W-Item, W-Magic, W-Summon, Counterattack, Double Attack, Shield, Long Range and Added Cut. Did I miss something?


Final thoughts: the mod is surprisingly well done. Even Aeris feels alive, although maybe a little cheery. The bosses were much more interesting and worthwhile. The equipment was also modified interestingly.

Things I disliked:
- Some materia being so difficult and time consuming to get that I ended up just giving up on them;
- I didn't managed to get a single ultimate weapon or lvl 4 limit for the same reason: too time consuming;
- Summons are even less useful than in the original game;
- I still don't have seven enemy skills. I know some of them are carried by extra bosses and stuff, but if I have to wait all that time to get them, what will the be useful for? Couldn't they have been put in some monsters along the game? Maybe and the Sunken Plane or Northern Crater? Its not like Big Guard or Angel Whisper are gonna break the experience after the weapons are already beaten.

Things I hated:
- Leveling up every four or five fights;
- Too many materia being out of place;
- Some high end armor and accessories having been completely changed or moved. Basically I used only two armors the entire game: Endicoat and Wizard Bangle.

Things I liked:
- Being able to skip many boring scenes;
- Additional bosses and fights;
- Better and more challenging boss fights overall;
- Interesting equipment set up options;
- Being able to have Aeris after disc 1;
- The new save points (only wish there were some more at Northen Crater);
- The option to re-fight old bosses.


Thats all I can't think of. I'll now start playing the new version. I'm eager to see the new modifications.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: LetCreativityPlay on 2014-07-30 22:47:06

I cleared three of the materia caves, don't have Morph and still don't know where to get Contain, Ultima, Full Cure, Final Attack, Morph, W-Item, W-Magic, W-Summon, Counterattack, Double Attack, Shield, Long Range and Added Cut. Did I miss something?



Hey, you have some good points!! Most of the materia you listed is obtained from defeating the 10 extra bosses you need to unlock at the arena. You need to bring ingredients to an NPC to unlock these bosses which som are obtained by doing the extra sidequests (more bosses.)  Morph is obtained by doing the Kalm traveler sidequest, unlessed Sega changed it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: LetCreativityPlay on 2014-07-30 22:49:05
Hey, you have some good points!! Most of the materia you listed is obtained from defeating the 10 extra bosses you need to unlock at the arena. You need to bring ingredients to an NPC to unlock these bosses which som are obtained by doing the extra sidequests (more bosses.)  Morph is obtained by doing the Kalm traveler sidequest, unlessed Sega changed it. All this neat stuff is unlocked one you reach the bottom of the north cave.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Kaldarasha on 2014-07-30 23:25:06
Hey Sega Chief,
can you make for the next release a list for testers. Divide the game in different stages or chapters for it, then note for yourself your expected level, damage output (physical and magical) and maybe the tactical strategy for it. The testers should place their level for the stages in the list and if they think it's to easy or to hard, the damage output they have and if the battles are too long or too short.
You can balance the game this way a bit easier, but make sure that they should do only less grinding (sidequest are an exception).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-30 23:39:27
Found a glitch with Tifa being the leader  :D sorry for language. Tifa becomes permanently locked when you try to leave the last place

https://www.youtube.com/watch?v=S3JRL1nynqA

Looks like that'll need fixed. I remember doing something there because the guy was throwing down the rope-ladder three times instead of once. It's likely that fix has caused this more serious issue to happen, but I'll get it sorted.

Forgot to ask, but have I missed morph materia - haven't been able to find it (I'm presuming it's needed to get a gold chocobo)

I replaced the EXP Plus in the garden next to Aeris' house with Morph; and to cover players who are past this point and already picked it up, I changed the variable check so it should be there even if the Materia was picked up before. I should've mentioned that in the notes. There's also a NPC on the under-carriage of the Highwind (not sure what the technical name for that part of the ship is, it's the part the team parachute jumps from) who can fix the sidequest problem for people who were using the Regular Battle Music flevel. It resets all the sidequest variables so they can be fought again.

Well, finished disc 2, and here's the feedback:

There was a huge drop in difficulty from disc 1. Bosses remain interesting and challenging. But random fights weren't even menacing. The disc flew like a breeze. Cloud ended the disc at level 76. Ultimate Weapon really needs more HP. Big Brawl and Meteor Rain nearly killed it. I had to use and Elixir on it to keep stealing items... It disappointed me. Diamond also could use more firepower, as it was the easiest boss of the second disc.

As for disc 3 (which is nearly finished), I must admit I felt like not having enough firepower against the enemies at Northern Crater. They didn't pose much of a challenge, but took a lot to kill. Magic lost its uses and physical hits do more damage, more easily. Only defensive and support spells matter. Elemental materia only waste space and HP. Since my party is at high 70s, I think removing Contain, Ultima and Pandora's Box from their usual locations really hurt the game, as lvl 3 elemental spells don't cut it anymore. Magic Breath was also powered down to the point where its useless. And by the time we get these materia we won't have anyone to use them anymore (excpet for the some few bosses).

I know this is an old debate, but if an effective Quake 3 deals 3500 with 40+ Mag from accessory and armor, while a regular attack does 3000 without Str boosting, I'll stay with the attack. I reckon this is due to level modifier for damage affection attack damage more than magic damage.

I cleared three of the materia caves, don't have Morph and still don't know where to get Contain, Ultima, Full Cure, Final Attack, Morph, W-Item, W-Magic, W-Summon, Counterattack, Double Attack, Shield, Long Range and Added Cut. Did I miss something?


Final thoughts: the mod is surprisingly well done. Even Aeris feels alive, although maybe a little cheery. The bosses were much more interesting and worthwhile. The equipment was also modified interestingly.

Things I disliked:
- Some materia being so difficult and time consuming to get that I ended up just giving up on them;
- I didn't managed to get a single ultimate weapon or lvl 4 limit for the same reason: too time consuming;
- Summons are even less useful than in the original game;
- I still don't have seven enemy skills. I know some of them are carried by extra bosses and stuff, but if I have to wait all that time to get them, what will the be useful for? Couldn't they have been put in some monsters along the game? Maybe and the Sunken Plane or Northern Crater? Its not like Big Guard or Angel Whisper are gonna break the experience after the weapons are already beaten.

Things I hated:
- Leveling up every four or five fights;
- Too many materia being out of place;
- Some high end armor and accessories having been completely changed or moved. Basically I used only two armors the entire game: Endicoat and Wizard Bangle.

Things I liked:
- Being able to skip many boring scenes;
- Additional bosses and fights;
- Better and more challenging boss fights overall;
- Interesting equipment set up options;
- Being able to have Aeris after disc 1;
- The new save points (only wish there were some more at Northen Crater);
- The option to re-fight old bosses.


Thats all I can't think of. I'll now start playing the new version. I'm eager to see the new modifications.

Is this feedback for the previous version or the current version that went up today? I'm gonna assume the previous version based on the last line, but if this feedback was for the current version then I guess I really need to make a test play.

So the difficulty curve fell flat after Disc 1. When I went through each monster in each area, I saw that some were sitting with the same (or even less) HP than the enemies in the Temple which was a bit dire. I boosted everything going from the Temple of the Ancients to the North Crater with a higher level and more Speed (with some small tweaks to attacks and defences); hopefully they might put up more resistance but because of the high EXP from the old versions the damage might already be done on that front. I tuned up the bosses considerably; Carry Armor's torso is a lot more aggressive and makes use of some new attacks (and I fixed it's Arm Grab problem where it would never Arm Grab anything). Same thing with bosses like Hojo, Proud Clod, and Diamond Weapon (Diamond now uses Demon Gate's AI and alternates it's physical/magical immunities, which should be interesting).

However with that said, the problem you suggested with the North Crater enemies might have been exacerbated by the slight down-tune to spells and their slight upgrade. Let me know how you find them now and I'll roll back their HP a bit (I'm thinking Crater Dragon and Dragon Zombie will be the main culprits, closely followed by Malboro, Master Tonberry, and Pollensalta).

Talking about Exp, I tuned down given EXP for monsters and bosses slightly but it might be too late for people who have reached the end of Disc 1. I've been thinking about changing the EXP curve for characters to make Lv70+ more heavy to get through, so there's more slack for levelling up in the NG+ expansion. Might be risky.

Now while I can see the Extra Battle item requirements being time-consuming (considering the dire steal rates of the previous version) I'm not sure how the Lv.4 Limit sidequests could be considered time consuming. It's basically go to X, fight Y, get Z, with clues for where to go coming from the new crewman on the Highwind. Unless these sidequests aren't triggering and can't be found (there was a flaw in the Regular Music flevel that turned these sidequests to 'completed'; an NPC on the Highwind can fix this problem). Do you mean the boss related to each sidequest was time-consuming?

If the Extra Battle requirements are a pain, even with the new steal/drop rates, then I'll maybe revise the requirements to unlock them or if it's finding who has what, I'll add an NPC who can provide that info in-game (the Highwind's getting crowded...)

The Armor and Accessory changes were trying to fix things up and make more things useful (Star Pendants used to be made completely obsolete by Fairy Rings, for instance, while Ribbons make everything obsolete but are available fairly early in the game). You mentioned in your lists that you didn't like how different armors were but found the equipment set-up options are interesting. It might be that I need to make some alterations to make high-end armor more useful again (the Mystile/Aegis Armlet nerfs probably weren't too popular). I might try to bring things a little closer to what they were, rein in the changes here before they become unrecognizable.

I've seen a few places where new cutscene skips would be welcome (namely, whenever I die inside because I've got a long sequence to sit through). I don't want to add too many because it might get intrusive but there will be more in future. I'm thinking Elmyra's brief story about her husband, etc. is a candidate.

Anyway, I'll be starting my test play in the next few days. Hopefully this update catches some of the curve back or at least holds the fort until a more extensive revision goes in. I'd better get that soft-lock fix done first though.

Edit:
Hey Sega Chief,
can you make for the next release a list for testers. Divide the game in different stages or chapters for it, then note for yourself your expected level, damage output (physical and magical) and maybe the tactical strategy for it. The testers should place their level for the stages in the list and if they think it's to easy or to hard, the damage output they have and if the battles are too long or too short.
You can balance the game this way a bit easier, but make sure that they should do only less grinding (sidequest are an exception).

That might be an idea, it depends if people are willing to go through the game again or if new players are willing to take the time to post that level of feedback. I'm planning on playing through the mod again to 'update' my experience with it and make tweaks as I go, but extra feedback is always helpful. If anyone's willing to help out on that, let me know and I'll make up a list.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: LetCreativityPlay on 2014-07-30 23:51:12
Hoooorayy, been waiting for the update once right before temple, now I feel like I will get annihilated, should be interesting  8)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-30 23:56:34
You probably won't get annihilated. Probably.

But let me know if things get too easy or too tough. And give stealing a shot, see how that is. The chance was pushed way up, but the level increase might cause problems.

Edit: I figured out the problem for the soft-lock when returning to the Highwind. There will now only be a prompt for party change if Cloud goes into the Crater and doesn't reach the bottom. That way, different party leaders don't get soft-locked (and don't need to change) when leaving the crater and Cloud can't leave the crater with a party of two or just by himself after the split-up event. Update will be up in an hour or tomorrow.

Edit2: And it looks like the option to toggle battle music behaviour decided to stop working too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-31 00:43:19
Quote
Now while I can see the Extra Battle item requirements being time-consuming (considering the dire steal rates of the previous version) I'm not sure how the Lv.4 Limit sidequests could be considered time consuming. It's basically go to X, fight Y, get Z, with clues for where to go coming from the new crewman on the Highwind. Unless these sidequests aren't triggering and can't be found (there was a flaw in the Regular Music flevel that turned these sidequests to 'completed'; an NPC on the Highwind can fix this problem). Do you mean the boss related to each sidequest was time-consuming?

Its funny that you changed Carry Armor's, as it was the hardest boss I fough since Jenova Birth. The thing killed me a dozen times :P

Actually, I didn't try to get the lvl4 limits or the ultimate weapons. It would take time, no matter how little, and I don't need them. I''m doing 3000 a hit at level 70 and killing bosses with two limit breaks (and this is with Barret and Cid, both at level 70. Cloud is at level 82). Why do I need more firepower? To fight bigger bosses who reward me with even more firepower? I had assumed that ultimate weapons were necessary to finish the game or beat the weapons, but it appears not. Actually, I was afraid it might make things even easier than they were already, so I just kept using what I had.

Quote
The Armor and Accessory changes were trying to fix things up and make more things useful (Star Pendants used to be made completely obsolete by Fairy Rings, for instance, while Ribbons make everything obsolete but are available fairly early in the game). You mentioned in your lists that you didn't like how different armors were but found the equipment set-up options are interesting. It might be that I need to make some alterations to make high-end armor more useful again (the Mystile/Aegis Armlet nerfs probably weren't too popular). I might try to bring things a little closer to what they were, rein in the changes here before they become unrecognizable.

Precisely. While the three elemental armors were interesting (plus the Adamant), there was never a battle were I was being hurt by water, lightning, fire or ice to the point that I had to use defensive equipment. And since the defense and mdefense formulas in FF7 are broken, the only thing that matters in armors is the stat boost they give and the materia slots. Sure, Crystal has the best values for mid disc 2, but there's no Str or Mag stat boost... And only 6 slots. So Edincoat or Wizard it is. Mystile has 75 M. Evade. Cool. 6 slots without growth, and zero defenses and evade... Meh... Edincoat or Wizard again. But remember that you have some armors that are absolutely useless (Shinra Alpha and Beta). You can use those to create completely different armors to fit any role you can think of.

A bit of advice: if you're gonna make version 1.2 thinking about a  NG+, leave the Ziedrich as a 8 slot armor, with its currents status and some evade. It might seem broken, but you could make it one of the final quests: if you got the things, good. If you didn't, you would regret it... Besides, they can't be more broken that the ultimate weapons... Just have some super boss trio have them. Or if the NG+ follows the battle with Buffalo Bill have him drop the three things. Or maybe just one, so that there's some replayability (one Ribbon and one Ziedrich per run). But I would advise you to increase the materia limit to 250 or 300. Having multiple playthroughs might produce too many shiny rocks and we don't have Lara Croft's backpack with us... Also, if you want players to do multiple runs, have something waiting for them. Maybe some bosses that are only playable the second time? A very slow leveling process (if you think is difficult to balance the difficulty curve, try making a game design for players to go from lvl 1 to lvl 40. That pretty much ends the balancing issues, as it will be MUCH more easier for you to point how players will be doing). Otherwise, you can do something old RPGs did two decades ago: after NG+ have players start at lvl 1 but with increased stats, corresponding to a certain % of their stats at the end of the game. This way players could level to 99, start again and have some reasons to play. Maybe after two or three runs they had the equip and stats necessary to beat those super bosses that were waiting... Just food for thought :P

And finally, I really think you should do something more interesting with Fort Condor. Why not have a note pop up whenever there's a battle? If you give players interesting prizes and a custom boss fight (might just be a palette swap enemy from later in the game and a HP boost) to justify backtracking all the way there it might be more interesting. And if so, please make the battles more engaging, so that they're actually challenging and worth the items. This way you could give players access to armors, accessories that they would otherwise get on disc 2.

And I'll start the new version of the mod tomorrow. I'll also be writing the small guide we talked yesterday. I'll be sending you the daily progress, along with timestamps and other useful information, so that you can suggest some things I missed and check my progress and overall progress (like the levels, max AP got, Gil, hours played and relevant notes). Just keep in mind that I won't stop for training unless I'm completely hopeless before a boss, won't grind kills for limits, won't train for gil or anything like that. But I'll fight some enemies to steal armors. I also won't be using double AP equip, unless those weapons are the best available. This will almost be a speed run.



And I apologize in advance if this will sounds too harsh or unfair, but I feel like I have to explain myself and point where I'm coming from:

I understand the concept of not wanting to give players access to powerful stuff too easily. I really do. Its a way to make them appreciate what they have and learn to use it rather than just giving them the powerful stuff early on. I'm ok with that. But if getting the powerful stuff is delayed too much and involves a lot of busywork, they will just become boring. The way I see it: I can spend 5 hours running around collecting the items and fighting at the arena to get those things OR I can get to the Crater, fight some things, level to 99 (which by itself would take two hours at best), master all the materia I can, and after that those precious materia would stop being useful because my regular attack would hit for more damage (and thank god I already spent 5 hours running with Chocobos and trying to get my golden bird just to learn that I can't get Zeio nuts before god knows how many hours of grinding and fighting and therefore have enough GP for dozens of arena fights).

I like the Chocobo racing mini game. But after 15 years doing it, its kind of old... I know some people like to breed the birds and get their 176 MPH Speedy Gonzalez chocobo, but for me, its just busy work to get four materias, from which only one of them really matters to me: Quadramagic. HP/MP is utterly useless, KOTR is broken and Mime is either broken or useless. Even after breeding the giant chickens (which takes a couple of hours if you know what you're doing) having to fight bosses to get these materia? Meh... Its like I have to do some busy work, in order to do some more busy work, to finally get the materia. The three bosses were interesting, don't get me wrong. Except for the king squirrel thing that was pretty much unbeatable until I pumped the Str and dropped three lvl3 limit breaks on it, killing it before it could spam pearless like a meteor was coming or something.

As for the weapons, beating Emerald or Ruby to get Morph to get the Golden Chocobo? Sorry, but I don't want to spend 20 hours worth of grinding just to get Morph or the golden chicken so I can get an utterly broken materia which I'll have barely anyone to test it on...

The problem of changing exp and AP (both from battles and required to level materia) is that it leads to an unbalance in the gameplay. The same could happen if the enemies gave less exp, but then you could always level up, while the contrary can't be done. The advantage in playing a low level game (and I say this loosely) is that it makes you come up with effective strategies to overcome difficult enemies. If hitting bosses and regular enemies in the head is your most reliable solution, then something is not right and this is what's happening. Why do I need to come up with strategies and exploit status and elemental weaknesses on monsters and bosses if my lvl 65 Cloud could kill the bosses with regular attacks, before even getting the Highwind? After that it only became worse. If I'll hit 99 before even getting half of the game quests done, what will be the reward then? Something that no longer has any use? Its like crossing hell just to find a fire extinguisher.


Yeah, its fun to have an array of spells to cast. But its more practical to remove most of them, leaving Restore, Barrier, Time, Heal and Revive, allowing for more HP n order to whack things in the head with swords longer before healing. And if we don't use magic, the extra MP and Magic stat points added by the magic materia also become useless. We rather need Strength and HP. Some times it doesn't work so well, but if there's something I need at the moment, Enemy Skill is there for that: improvising.

Sure, magic works fine in the first disc, except for MP being more abundant than bananas in Ecuador - I just realized that I've just beaten the game without ever using one Ether and still having 6 Tents from the 20 I bought on disc 1... Disc 2 and 3 become a slash fest, just like a bad horror movie. Its just like the Scream movies...

The moral here is that while the mod has improved many aspects of the game, it is more unbalanced than the original, because the changed values of AP, exp and MP required to cast spells have created a counter-productive effect and thats a problem. I don't want to sound unfair or anything, but if those values were like they used to be in the original game, the mod would be more balanced. I'm not suggesting they should be like they were originally, but rather that the balance problem was something created when it didn't existed in the beginning, which, by all logic, points toward a posteriori problem.

I know that the intention behind this was making the players level faster and make magic more appealing. But ironically, those two objectives aren't possible at the same time, because after level 60 magic starts becoming less powerful compared to regular attacks. And this only gets worst as the damage formula for regular attacks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-31 02:11:09
Well, it's good to vent steam I guess (those metaphors of yours make me die a little inside each time though  :-P).

A few things:

-) Defence from armor isn't broken in FF7, it was Magic Defence that wasn't being calculated properly. But this glitch was fixed in the Steam version and Aali's Driver for the 1998 version fixes it too. Check the character's status screen and see if Magic Defence is higher than the character's spirit stat; if it's higher, it means the bug is fixed. That being said, the way the formulas work means it doesn't make a huge difference (hence the status boosts).

-) The Materia limit can't be increased, to my knowledge. It's a pain, but unless there's hex editing that can handle it we're kinda stuck.

-) Slow leveling: I've been thinking about this because an NG+ means there should be more room for development past the end of the first playthrough. I'm going to look at the arcs and see what can be done (I can edit the curves manually but it's tricky). Resetting to Lv1 might not be possible (or it might be glitchy), I'll have to check the special functions in the debug rooms; maybe there's something there.

-) Fort Condor's always been a weird place. I think it was originally intended to be necessary to have a shot at the Huge Materia later in the game but they axed that and made it optional (giving them money doesn't affect the outcome of this sidequest in any way that I know of; you get to participate in the Huge Materia battle regardless). I might try and revamp this place at some point, maybe set it up so that fights can be repeated once the Huge Materia event is done.

-) Someone mentioned that about Gold Chocobos before. I want to streamline things wherever I can, so I'll need to think of something. Returning the Gold Chocobo as a prize is probably the answer, that's a short-cut past all the breeding (it should be available to get now, though, with the Morph Materia no longer being specific to the Kalm Traveller).

-) You get Mega-All from the purple Materia cave, not HP<->MP (that was dropped by Materia Keeper instead of Counter-Attack). And Mime is certainly not useless if you know how to use it. Also, KOTR had it's defence-ignoring property removed. I think it might deal more reasonable damage now, though probably still the strongest spell in the game.

-) The default game isn't balanced at all, except maybe if you don't know where anything is or what you're doing. But it's an old game now, and a lot of people are seasoned vets from other much harder RPGs. It wasn't unusual for people to clear FF7 with only one Game Over (Carry Armor) and there's ways to beat most of the bosses, super-bosses included, with Lv.1 parties or within a few minutes.

I'm trying to work with two things in mind: 1) What I find reasonable difficulty isn't what other people find reasonable (this killed the first release of the mod, it's a bad sign when people have to save-edit past Motorball), and 2) People don't have as much time to invest in old games (you said yourself, you don't want to spend time doing old sidequests like Chocobo Racing or too much grinding).

That's sort of why things turned out the way they are; I was too cautious with enemy strength (which gets worse and worse as the game goes on) and I was trying to make the game play quicker which ended up putting physical attacks on top because it's at higher levels where Phys. Attacks start to catch up and overtake the magic damage formula. I think that's the biggest oversight; I didn't connect the faster leveling to the curve of the physical damage formula.

When giving feedback for this update though, try to keep it narrowed down to what we haven't gone over (or be brief if it's old ground about Exp, physical attacks, etc.) Keeps the thread less chunky and easier to go through. What I'm interested in right now is info on Tier 2-3 spells and Summons, and how they fare.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: LetCreativityPlay on 2014-07-31 02:36:48
one of my favorite offensive tier 2/3 spells is gravity. Love the idea with enemies of 2x gravity damage, demi 2 can wipe them out. Might sound overpowing but it still has a chance to miss. 

On a more serious note, Sega can you explain this Devil's Gate battle? =_= This befuddled me like crazy..

https://www.youtube.com/watch?v=dFf0oG4eV3w&feature=youtu.be

The only thing I can think of was dual drain status.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-31 03:04:12
I can confirm.

Cheers, VGR. I better learn how to use Bootleg though so I can troubleshoot the mod from it better.

one of my favorite offensive tier 2/3 spells is gravity. Love the idea with enemies of 2x gravity damage, demi 2 can wipe them out. Might sound overpowing but it still has a chance to miss. 

On a more serious note, Sega can you explain this Devil's Gate battle? =_= This befuddled me like crazy..

https://www.youtube.com/watch?v=dFf0oG4eV3w&feature=youtu.be

The only thing I can think of was dual drain status.

If it's a Molotov then it'll probably be Dual Drain. By the way, if you get stuck in that challenge then let me know; I might have a trick or two to share  :wink:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Travis on 2014-07-31 04:45:56
Three Things:

1. Devil's Gate... that was just challenging. I ended up winning by using Cloud's Yoshiyuki with both allies down, then once I took out the first half (how lucky idk) I revived everyone.

2. Aeris' Death Scene... Lol I was expecting some big explanation or something exciting... nope just a phoenix down LOL.

3. The 2nd Jenova.... Ummm I lost this fight, but I still won? Idk. What the hell is with that? Also if I had actually killed that thing would I have gotten any bonuses

BONUS THING: I forgot to let the clock knock me down to the bottom at the temple of the ancients... what did I miss?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-31 09:40:29
Three Things:

1. Devil's Gate... that was just challenging. I ended up winning by using Cloud's Yoshiyuki with both allies down, then once I took out the first half (how lucky idk) I revived everyone.

2. Aeris' Death Scene... Lol I was expecting some big explanation or something exciting... nope just a phoenix down LOL.

3. The 2nd Jenova.... Ummm I lost this fight, but I still won? Idk. What the hell is with that? Also if I had actually killed that thing would I have gotten any bonuses

BONUS THING: I forgot to let the clock knock me down to the bottom at the temple of the ancients... what did I miss?

Jenova was like that in the previous version of the mod. The one up right now deals with that, as I understand.

Oh, and you missed the Nail Bat. Which was almost the same as in the original game, only with a damage modifier based on how many kills you have on Cloud. Still no materia slot though...


@ Sega Chief

About defense, I wasn't saying "broken" like it didn't work, but rather as useless. Having a 100 def armor or a 0 has little impact on damage. Other FFs did this a lot better (the early ones, 9 and 12 come to mind).

What I hate about Mime is that it goes around game's limitations. Mime + KOTR is one of the most broken strategies in the original game. But spamming limit breaks through Mime is even worse! Mime has its uses, but they're always about someone doing something that they wouldn't be able to otherwise, and while I get the appeal, it detracts too much from strategy for my taste.

I knew the balance thing was going to bite me in the grapes... By balance I meant certain aspects of the game's progression. If you know what to do and where to go, you'll leave disc on at late 30s or early 40s, disc two at early 50s and finish disc three at 60, give or take. You'll get level 2 spells before Corel and level three before the Crater or before Junon. By balance I meant the exp, AP and damage progressions. Of course since we're all about meta-gaming we didn't noticed this things anymore.

And about the chocobos, I don't mind it that much. Its necessary to get GP to fight at the Arena, get the four materia, besides the rewards from the races, which some are really interesting, like Magic Counter (another very interesting materia that comes way too late to have much use), Counter, Counter Attack, Sprint Shoes, Cat's Bell (useless, but meh), Precious Watch, Sneak Attack and something else I'm missing. Yeah, it takes a few hours, but the rewards are worth it. I just hate the breeding part. But hell will freeze over if I'm gonna fight Ruby before getting my giant golden chicken.

As for difficulty, thats a complex concept. There are some aspects in gaming that developers tend to ignore a little:

- There are games that mostly rely on preparation, being the tactical RPGs the perfect example of this. Your mod has an heavy focus on this aspect, as some fights are barely winnable if you don't have the right accessories;

- Then there are games that require strategy, meaning that you'll have to adapt and create something on the spot in order to beat the enemies. This is more classical to RPGs. Your mod has some fights like that, when you can't just raw damage.

- In both cases, there's always a third way: leveling up. For example, Jenova Birth is pretty strong. But its not like its invincible, even for a low level party. But if you're not too hot about putting people with sadness, back row, casting Barrier and having someone healing (Aeris and Yuffie would do wonders here), you can always gain two or three levels and get past it.

The thing is that in some games it doesn't really matter how leveled you are. If you don't have the right equipment or a solid strategy you're done for. This is not the case however, and you can always try having this in mind: why people die. Is it because they aren't really interested in strategy and rather blazing through fights? If so, then its their problem. If people like to blaze through they have that option. its just a matter of gaining 5 or 10 levels and everything will be much easier. It may break the fun, but its their choice. But for the rest of the guys who are really into meta-gaming and strategical thinking, leveling up is not our first choice, but rather something that happens in the process. The problem before was that leveling was destroying the need for strategy. But if people are loosing even with preparation and solid strategies, than maybe the fight is a little rigged.

As for speed, initially I was afraid of the higher AP requirements for materia. But after playing through the Crater I realized that with all the Triple equipment and the boosted AP from fights it would be very easy to master materia. Maybe even too easy? I fought the Movers and got enough AP to buy a house on the Bahamas and I wasn't even on Double or Triple AP mode.


Oh, btw, and for the report I mentioned, I was thinking more about doing that by PM. Since it will contain what I wrote for the guide so far and all, so putting it here would be mass flooding... More than I already do.


PS: and the metaphors are payback for what you did with Yellow M-Phone, W-Item and Full-Cure. You're a cold guy, dude.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-31 14:06:11
Three Things:

1. Devil's Gate... that was just challenging. I ended up winning by using Cloud's Yoshiyuki with both allies down, then once I took out the first half (how lucky idk) I revived everyone.

2. Aeris' Death Scene... Lol I was expecting some big explanation or something exciting... nope just a phoenix down LOL.

3. The 2nd Jenova.... Ummm I lost this fight, but I still won? Idk. What the hell is with that? Also if I had actually killed that thing would I have gotten any bonuses

BONUS THING: I forgot to let the clock knock me down to the bottom at the temple of the ancients... what did I miss?

I actually thought I'd fixed that Jenova thing. Turns out I haven't, and it's still got the flag enabled to disable Game Over for that fight. I guess that'll be fixed for the next one.

Of course a Phoenix Down. What else would you use, Lv4 Revive Materia?  :wink:

And at the bottom of the Temple it's a Crystal Bangle not a Nail Bat. The Nail Bat was moved up to one of the chests in the Clock Rooms if I remember right.

PS: and the metaphors are payback for what you did with Yellow M-Phone, W-Item and Full-Cure. You're a cold guy, dude.

Alright, I'll give you that one.

I hear what you're saying. The challenge I've got is trying to find a way to make a boss interesting and challenging without it being either a 'beginner's trap' or a curb-stomp (either on the player's side of things or the boss). I think the best place for difficulty to come from is the AI rather than the actual stats and attacks. What I was planning to do was look at interesting bosses from other RPGs and have a shot at replicating some of their behaviour then putting it into new bosses/revamps for the mod.

It's a little tough sometimes to interpret feedback on particular bosses though. Someone might say that they found X Boss to be too strong, but I'll have people who have went through that boss without incident. So I've got to consider things like what they have equipment-wise, how they've leveled their Materia up to that point, and what their general proficiency/approach with the game is. That's not much of a problem early on but as the game goes on those differences become much greater and there's more variance between players. What I didn't realise when boosting EXP to make the game faster and to help players catch up if they fell behind, was that at the other end of things the players who didn't need the leg-up are finding themselves overpowered. I adjusted the EXP for this release but I'm also going to put the EXP curve up so that there's plenty of leeway for leveling in NG+. I'd better update the Readme, etc. with that info actually.

I thought you meant the calcs themselves were broken, like the MDEF glitch. Yeah, defence values don't make a huge difference between certain values. It feels like defence is a little like physical formulas, in that it suddenly gets a lot stronger as it approaches the max caps. I could experiment with giving late armor defences past 100 or I could have a shot at giving more armors resistances to elements (or give them all a buff of some kind). Or I could set them back to how they were. Undecided.

PMs would be handy. I guess a guide would be useful seeing as I've probably changed too much.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-31 14:23:48
Well, actually, since you're struggling with some bosses, I decided to leave a save before every boss or fixed fight in this playthrough, so I can be a test dummy if you want to try changing something.

And by the way, if you managed to let us skip the drag dressing and the harem part in Midgar, I'll marry you. I swear my soul dies a little every time I have to do that crap. But then again, Cloud IS Buffalo Bill's clone, so what else would he do? God damn crazy people. FF7 could be over in 5 minutes if we had the in-game option to buy Lithium or some other happy pills for Cloud and Buffalo Bill. Anthrax comes to mind: "Its a mad house!"
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-07-31 15:08:25
Well, the thought of marrying you is givin' me the chills so there'll be no skip for cross-dressing. As for the game being over in five minutes, to be honest the player party doesn't actually have much of a positive impact in the story's events overall. In fact, the game would probably unfold in a much more positive way if the team stayed put in Sector 7 and had a drink or three.

Their general contribution to the game's events essentially boil down to this:

-) Killed a bunch of people blowing up the first Reactor
-) Killed a bunch of people blowing up the fifth Reactor
-) Trashed the roof of a Church
-) Made a bunch of people feel insecure about themselves in Wall Market
-) Killed a bunch of people by prompting Shinra to bring down the Plate
-) Saved/Messed up a Parade and saved/doomed the network that was televising it
-) Killed a trigger-happy felon (okay that's one point for the home team, I guess)
-) Dragged Vincent out of his stupor so he could emote at people
-) Got the Bronco wrecked by gunfire
-) Solved the Temple puzzle, thereby accelerating Sephiroth's plans
-) Got Aeris back-stabbed
-) Got the Black Materia back before handing it over anyway
-) Potentially saved the inhabitants of Fort Condor (okay, another point there)
-) Potentially stopped a coal train from flattening a few tents and two shops in North Corel
-) Potentially shot down and horribly drowned the crew of the Red Submarine
-) Sabotaged Shinra's probably legit plan to blow up Meteor with a Materia Bomb (granted, the Rocket doesn't work even if the party gets none of the Huge Materia but seeing as the party didn't have an alternative plan to this it seemed a bit like vandalism)
-) Got a projector working again in the Forgotten City
-) Saved Midgar from a Sister Ray explosion (one point for that)
-) Killed Sephiroth in the Crater and gave Holy the opportunity to have the Opposite Effect

The closing caption of this game should be: Mistakes were made, but it all worked out in the end.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Loseless on 2014-07-31 15:25:13
Well, as for Corel, I do believe that the train was only meant to crash into the village because we kind of killed the driver and the whole crew in the process... And don't forget that it was because of Cloud that the weapons were set loose and killed a few dozens of thousands of people...

The only party member that accomplishes something in all this is the dead one. So the moral of the story is: the people who f*uck up live and the poor flower girl who saved us all got killed.

Jesus christ, this game is even more depressing than what I remember...

Btw, jesus christ, Big Gay Al, cross dressing, Drag, Buffalo Bill (I'm so sad that nobody got this joke)... There seems to be a lot of flower themes coming up lately...

But in all seriousness, I wish we could skip the whole dressing scene. Its the most embarrassing thing I ever did in a video game... Imagine me having to explain this to my friends who were into football games and fighters back then... No wonder the bullies didn't even tried to beat me.

"Mistakes were made, but it all worked out in the end." - Thats what Bill Clinton said [Insert scene showing Horatio Caine putting on his glasses and Won't Get Fooled Again playing loudly with Roger Daltrey saying YEAAAAAAAAAAAAAAH!!!!!!]
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: paralleluniverse on 2014-07-31 23:27:24
When I level up I noticed a couple things.

Spells like fire, ice, or lightning jump from level 2 to being mastered, was that intentional?
I think it was exit materia, it didn't require the full 100,000 AP to level
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-08-01 00:38:13
Probably not, that generally happens when the AP requirement for a Materia level is set lower than what it currently is in a save file (so it jumps to the 'correct' level). However, the NT update didn't lower AP requirements so this is a bit worrying. I'll check things on my end and see what's happening.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: paralleluniverse on 2014-08-01 02:08:03
Probably not, that generally happens when the AP requirement for a Materia level is set lower than what it currently is in a save file (so it jumps to the 'correct' level). However, the NT update didn't lower AP requirements so this is a bit worrying. I'll check things on my end and see what's happening.

I did use the Chocobo Save editor to get tifa out of north crater, if that may have affected it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-08-01 02:32:08
I'm not sure. Save editors tend to be an unknown quantity because they have the game's default stats set to things like Materia. Did the flevel patch not let Tifa leave the crater without soft-locking or was this done before the patch?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: paralleluniverse on 2014-08-01 02:41:36
I'm not sure. Save editors tend to be an unknown quantity because they have the game's default stats set to things like Materia. Did the flevel patch not let Tifa leave the crater without soft-locking or was this done before the patch?

Yeah I used then editor immediately after I found the glitch
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: lappers84 on 2014-08-02 10:46:42
Going after every ones final weapons - but can't trigger Barrett sidequest, do I need certain pre requites?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-08-02 13:12:55
The only requirements should be that Barret is in the party and the game moment is at 1998. You're looking for a treasure chest on the same field screen as the Reactor (should be on a small plateau to the right, accessed by using the other stairs on the previous field screen where Barret dropped Dyne in the flashback).

If it's still not there, and you were using the regular music flevel before, then it means you might need to use a special NPC on the Highwind to fix it. I placed him on the deck where the team parachutes off from; he'll reset all the sidequest variables and make them available again. Let me know if it still doesn't work, or if other sidequests haven't been triggering.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: lappers84 on 2014-08-02 14:37:23
hmm, I can't find anybody on the deck of the highwind
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-08-02 14:59:53
Did you update the flevel with the latest patch? He was only added for the last version. I'll double check just to make sure he's there.

Edit: Hold off downloading that patch; the NPC is completely busted. Gonna fix him.

Edit 2: Should've mentioned, patches updated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Magish on 2014-08-06 02:56:51
I have to say, I'm really enjoying the mod. Just got to Icicle, figured I'd share my comments/thoughts.

- The boss battles are juuust the right difficulty, plus all the differences help to make it interesting. Really liked the Gi Nattack, for example, but his tendency to drain and heal nearly as much as I could damage him made the battle take so long :)
- I agree with others that it seems too easy to accidentally over-level. I've only been killing a few groups of enemies per area (mostly to see if I can steal anything good), and I'm afraid to kill much more in case I grind too much and make the rest of the game too easy.
- The Midgar Zolom causes the game to lock up if you're low level. Based on other comments, I think it's trying to use an invalid attack or something.
- The dragon boss in the Temple of the Ancients is weak to lev4 suicide. 2 casts + an attack and he died. Not sure if that's intentional. :p
- The "fall from the clock" pincer attack battle was BRUTAL. Seriously, I died like 4 times to them before I could get enough defenses to survive + fight back. It killed me more than most bosses. :p
- The Demon Wall was pretty tough as well - had to use sadness to survive, then luckily Barret's Added Effect: Shiva slowed one for me. :)
- I managed to get Beta in the Temple of the Ancients - one of the battles for a chest around the clock is against what I think is a pollensalta (sp?) and three frogs, and the girl uses Beta. Not sure if you missed that.
- The second Jenova was cool as well - I liked the gimmick, and used Cloud with the force stealer to wail on her while healing himself, while I gave Cid/Barret absorb accessories and had them mostly heal themselves with elemental spells to distract Jenova. I tried switching one of them for Red XIII so I had 2 people with life-steal at the save point nearby, but the PHS was unavailable at that point.
- I got all the "kills = power" weapons except the ones for Aeris and Red XIII. I tried doing the Speed Square earlier but I got a Wall Ring instead of the umbrella. Not sure if I missed them or not, but I haven't done the Wutai section yet so I'm hoping they're there (or maybe further into the Glacier etc.)
- Once I got enough Edincoats / Wizard Bangles for my party, I haven't switched them out. I think the problem is that the added flexibility/options that all those slots give seems way more useful than a bit more defense or stats or specific resistances. Maybe it'd be different if I knew in advance what each boss did, but atm I'm loathe to use something that halves lightning or absorbs cold instead, when the next 4 bosses might not even use those damage types. Plus, sometimes it's hard figuring out what damtype the attack are - if I didn't read a comment on someone's LP of this, I'd have never guessed that the dragon in the Temple of the Ancients used shout type attacks. (speaking of, would Element + Bahamut give shout type attack/resist?)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-08-06 03:16:00
I have to say, I'm really enjoying the mod. Just got to Icicle, figured I'd share my comments/thoughts.

- The boss battles are juuust the right difficulty, plus all the differences help to make it interesting. Really liked the Gi Nattack, for example, but his tendency to drain and heal nearly as much as I could damage him made the battle take so long :)
- I agree with others that it seems too easy to accidentally over-level. I've only been killing a few groups of enemies per area (mostly to see if I can steal anything good), and I'm afraid to kill much more in case I grind too much and make the rest of the game too easy.
- The Midgar Zolom causes the game to lock up if you're low level. Based on other comments, I think it's trying to use an invalid attack or something.
- The dragon boss in the Temple of the Ancients is weak to lev4 suicide. 2 casts + an attack and he died. Not sure if that's intentional. :p
- The "fall from the clock" pincer attack battle was BRUTAL. Seriously, I died like 4 times to them before I could get enough defenses to survive + fight back. It killed me more than most bosses. :p
- The Demon Wall was pretty tough as well - had to use sadness to survive, then luckily Barret's Added Effect: Shiva slowed one for me. :)
- I managed to get Beta in the Temple of the Ancients - one of the battles for a chest around the clock is against what I think is a pollensalta (sp?) and three frogs, and the girl uses Beta. Not sure if you missed that.
- The second Jenova was cool as well - I liked the gimmick, and used Cloud with the force stealer to wail on her while healing himself, while I gave Cid/Barret absorb accessories and had them mostly heal themselves with elemental spells to distract Jenova. I tried switching one of them for Red XIII so I had 2 people with life-steal at the save point nearby, but the PHS was unavailable at that point.
- I got all the "kills = power" weapons except the ones for Aeris and Red XIII. I tried doing the Speed Square earlier but I got a Wall Ring instead of the umbrella. Not sure if I missed them or not, but I haven't done the Wutai section yet so I'm hoping they're there (or maybe further into the Glacier etc.)
- Once I got enough Edincoats / Wizard Bangles for my party, I haven't switched them out. I think the problem is that the added flexibility/options that all those slots give seems way more useful than a bit more defense or stats or specific resistances. Maybe it'd be different if I knew in advance what each boss did, but atm I'm loathe to use something that halves lightning or absorbs cold instead, when the next 4 bosses might not even use those damage types. Plus, sometimes it's hard figuring out what damtype the attack are - if I didn't read a comment on someone's LP of this, I'd have never guessed that the dragon in the Temple of the Ancients used shout type attacks. (speaking of, would Element + Bahamut give shout type attack/resist?)

Thanks for the feedback and notes there. About the leveling problem, me and Loseless are working through the game's EXP curve at the moment looking to find a better balance for the v1.2 expansion (that'll have a NG+ attached to it and I wanted there to be some room for further progression past the first playthrough; the second playthrough is planned to be a more compact campaign, not a repeat of the story).

I'd better get that Zolom fixed pronto. Should be easy to repair, though.

I didn't really consider Lv4 Suicide much when going through all the different bosses. I should probably be a bit more strict with it.

Looks like history repeats itself with that battle; the Hardcore mod's version of it is a nightmare too. I'll likely change it so it isn't a pincer anymore, maybe make it against 3x enemies. I think the power of those guys crept up as time went on.

Beta was supposed to be there, yeah. Jemnezmy has it, and Stilva has it as well later.

Glad someone used elemental damage to heal themselves; I think you might be the first to try that.

The Umbrella might be missing from the game; it'll be reinstated for the next update. As for the Hairpin, that should be in Wutai inside one of the secret treasure rooms of Godo's house. There's one next to the beds, and another in the room next to his.

Loseless was saying to me as well that Edincoats + Wizard Bracelets trumped everything else for versatility. There's an equipment re-spec planned for the 1.2 update that should hopefully address the problem without making these armors useless. I'm shifting certain things back to being a little closer to the original game's equipment; the changes got a bit out of hand.

And yeah, Elemental + Bahamut should hopefully give protection (or add to attacks) the Shout Element. Might be a bit broken actually if a lot of high-end attacks use it, I'd better bear that in mind in future.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: AkiraBalance on 2014-08-14 03:14:09
The mod's pretty good so far, but there seems to be a problem with the last battle of the train for the huge materia. For the conductor battle. Something seems to continually cause it to freeze.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-08-14 13:06:53
I'll check him out and get it fixed; the hot-patch will be up in an hour or so.

Edit: I think I found the problem; Chain Gun had FFFF set for a value. I also fixed up a soft-lock with the Zolom when fighting him with parties below Lv.70. The hotfix patch has been updated, it's applied like the main installer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: AkiraBalance on 2014-08-14 16:43:19
Works perfectly, thank you!

I think the Fort Condor boss could use a bit of an upgrade though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-08-14 19:23:07
The ground will quake at their approach once I'm done with them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: EQ2Alyza on 2014-08-15 01:33:27
Just a heads up, I added the August updates to the catalog. They aren't in the current version I sent you for testing, so you'll witness the bugs above with your 7H copy. I'm wondering if I should wait until everyone completes their run through and you smash the bugs before I release it with 7H. Your choise, what do you want to do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-08-15 02:40:42
I'm doing a run-through just now to get the mod re-specced for 1.2 and the new Exp curve that's going to be used to support a NG+ that'll be rolled out a few months later. Might be best to wait; beside whatever bugs remain, the difficulty curve right now is running on quick revisions to try and stave off the player's rapid leveling. Loseless is helping me out with that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Magish on 2014-08-15 16:26:43
Some more enemies that have issues:
- One of the enemies in Junon for the reactor mission - think it was Soldier 2nd or M-class (lost my notes): lock-up during battle
- Manhole (Midgar raid): another lock-up during battle
- Once when I killed both of Hojo 2's arms, he remained immune to damage. Killed the weaker arm (I think it was left?) first, then the other arm, and he kept on taking 0 damage even after a couple of turns. Had to reload, killed the other arm first, and that time it worked.
- Calamity (Hojo 3): lock up during battle
- Boss for Cid's sidequest: when battle starts. it doesn't appear and game just sits there
- Abyss: less of a crash-type issue, more of an abuse possibility: equip everyone with 3-star elemental: bahamut on armor and let the game sit for an hour. He'll do nothing but heal your party, give them peerless and wall, and damage himself. You don't even have to do anything to win (though admittedly it'll take a while) :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: EQ2Alyza on 2014-08-15 20:18:37
Will 1.2 be a good version to release, or shall I wait the months later for the NG+ feature? If 1.2 is a stable first playthrough, I can always add the later features as an update patch that 7H will download and install automatically.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-08-16 00:41:43
Some more enemies that have issues:
- One of the enemies in Junon for the reactor mission - think it was Soldier 2nd or M-class (lost my notes): lock-up during battle
- Manhole (Midgar raid): another lock-up during battle
- Once when I killed both of Hojo 2's arms, he remained immune to damage. Killed the weaker arm (I think it was left?) first, then the other arm, and he kept on taking 0 damage even after a couple of turns. Had to reload, killed the other arm first, and that time it worked.
- Calamity (Hojo 3): lock up during battle
- Boss for Cid's sidequest: when battle starts. it doesn't appear and game just sits there
- Abyss: less of a crash-type issue, more of an abuse possibility: equip everyone with 3-star elemental: bahamut on armor and let the game sit for an hour. He'll do nothing but heal your party, give them peerless and wall, and damage himself. You don't even have to do anything to win (though admittedly it'll take a while) :p

Bit strange, I tested these fights when I updated them. I'll get them all fixed though.

Will 1.2 be a good version to release, or shall I wait the months later for the NG+ feature? If 1.2 is a stable first playthrough, I can always add the later features as an update patch that 7H will download and install automatically.

Judging from that error report above, it looks like it'd definitely be best to wait for 1.2 or even the 1.3 (or whatever it'll be called). I'll get this mod to behave itself one day even if it kills me.

Edit: That's the issues mentioned above (hopefully) repaired. It was mostly just small things like AI not updated with different attack IDs or clashing Attack IDs. For Helletic Hojo, I think I saw the cause of the problem but to play it safe I removed the phys/mag immune flags; those'll be coming back (or something different if I have an idea) for 1.2.

As for Abyss, that's a balance problem caused by most elements being attached to a Materia (like Shout) and most enemy attacks carrying an element because I didn't keep that in mind when speccing those attacks. I'll be keeping it in mind in future, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Iceboundphoenix on 2014-08-17 12:48:57
Do you have an eta on when 1.2 will be out looking forward to hacking at it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-08-17 23:28:46
It'll be a month or maybe 6 weeks, I'm afraid. There's a lot of work still to be done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: PotatoHandle on 2014-08-31 23:48:07
Sorry to parrot basically the exact same question, but I'm just hoping for some info on v1.2 as well. Looking to start streaming my playthrough in the near future, but the NG+ option sounds really cool, so I'm deciding if I should wait or not. Will v1.1 saves work on v1.2 if I was to start early? If not, any news on the patch's progress, for better or worse, would be appreciated.

Really looking forward to trying this mod out and sharing it with the internet at large, thanks for all the effort you've put into it, and thanks for any info. \o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-01 01:14:05
Here's what's planned for v1.2:

-) New EXP arc (to give me some breathing space for progression into NG+)
-) Respec of enemies + small AI tweaks to bosses
-) Respec of Items/Weapons/Armor (some have been gated off for the NG+)
-) Groundwork laid for NG+ (v1.3)
-) New set of 9 sidequests (for obtaining stronger weapons)
-) Save Nexus implemented (dispenses Sources)

The idea is to repair the balance problem leaving Disc 1 that most players reported and to set things up for a NG+ campaign. The NG+ itself won't be done for a lot longer; it's an overhaul of the game's scenes to make something that's new and not very story-driven.

Save files will load from 1.1 to 1.2, but there might be a visual glitch with the EXP bar due to the new arc (this should correct upon leveling up). Materia might also level/master if the AP requirements have been changed from version to version. v1.2 will be complete in 2 weeks or so; I reckon it'd be good idea to wait but it's up to you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: PotatoHandle on 2014-09-01 02:04:35
Ahhh, I misunderstood then, thanks for the info! I'll prolly start in the next week or so, and by the time I get towards the end of midgar the new content may be out. Thanks again. \o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: gjoerulv on 2014-09-03 20:02:10
Sega Chief, do you have any ideas for "ultimate bosses"? Sorry if it's been asked before, but knowing your nerdy knowledge of the game I would love to see some ideas.  8)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-03 23:45:04
Well, my bosses have been a little hit and miss so far but I've got some notes for some mechanics that could turn into something interesting:

Three-Team Fight Super-Boss

-) One thing I noticed in testing with Bizarro was that a three-man fight is actually quite difficult if the Core has to be killed and requires a fair amount of planning, especially if one of the teams only has two people. What I was wanting to do was design a boss around it and set up three very different challenges for each party. Bizarro, the original, tends to have only a little variation in the attacks he uses on each different party but there's no reason the fights couldn't be wildly different from each other. It could even be three separate bosses that are linked to each other through Bizarro's AI.


General stuff

-) Before I released the mod, there was a boss that had a No. 24 (FF6) style 'Barrier Shift' that would change the boss' elemental weakness whenever it took a few hits from its current 'weak' element. I was too inexperienced at the time to get it working properly, but I've always been meaning to go back to it. Something like that could be handy here, maybe coupled with attacks that alter the party's elemental weaknesses as well (so long as this is telegraphed to the player that it has happened).

-) Related to that, something that caused a lot of grief on the NT Mod's Jenova Life fight was the opening 'attack' that sets the player party to nullify the Restorative element, cutting off conventional healing. While I'm planning to change that to 1/2 resistance for the 1.2 release, this mechanic is great for flipping a battle on it's head. Regen can derail it, but some (sparing) use of Resist, Reflect, and/or Dual Drain should be good counters to that.

-) There was a Hardcore Hack (Gameshark) fight where an enemy was reducing MaxHP instead of just Current HP with it's attacks. Replicating that in some fashion for FF7 PC is on my 'to-do' list. The video was here: http://youtu.be/3-WBTbm5Vcw

-) I've also been meaning to look into attacks that disrupt Limit gauges, or which deal damage based on how full/empty these are. I think from what I saw in the save editor that the Limit value clocks in at 0-255 and there's an OpCode for it so maybe-

-) Status Stealing could be a handy trick, by transferring status ailments/buffs from one target to another. A boss that can steal Barrier, Haste, or Peerless would be a pain, or if it were taking these statuses from 'nodes' that only use protective magic on themselves. Or something that can transfer bad status ailments from one character to another, regardless of resistances, could mix things up. Lost number has a bit in his AI to Transfer Status from himself to his next form but not sure if that'd work or not.

-) On that note, I was also wanting to see if an enemy could copy a character's stats and push them into their own stats. Would be handy for 'Mimic' enemies that use the character's model.

-) There's a flag for 'Invisible' which I think is used by Ghosts. It'd be interesting to see what happens if it was used on a player character as part of an attack, or if the player had to trigger this to dodge some incoming super-attack-

-) Adapting to Elemental Weaknesses: I think Karifean was able to get this working for his Super Boss Rush mod, where an enemy would refrain from using attacks that would heal the player and use a different one instead.

-) One thing I've been working with is ways to use enemies differently in boss fights. I had a fight where a Gigas-type enemy would appear with four Bombs and periodically the Gigas would attack the bombs which, if killed, would hit the player with a powerful self-destruct attack so the goal of the fight was to balance attacking with keeping the Bombs healed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: atro city on 2014-09-04 00:45:02
-) Related to that, something that caused a lot of grief on the NT Mod's Jenova Life fight was the opening 'attack' that sets the player party to nullify the Restorative element, cutting off conventional healing. While I'm planning to change that to 1/2 resistance for the 1.2 release, this mechanic is great for flipping a battle on it's head. Regen can derail it, but some (sparing) use of Resist, Reflect, and/or Dual Drain should be good counters to that.

That's a shame, I liked the fact that no healing forced you to rethink your strategy, and it was flavorful as well. It's kind of terrifying to know that in a boss fight your HP can only go down (without using unorthodox methods of healing). 1/2 resistance would seem more like a minor annoyance than a major problem that has to be dealt with, and would take away from the charm of the boss fight in my opinion. I think a better way of balancing her might just be reducing her HP. Last time I fought her she was sitting on a mountain of it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-04 01:06:31
Maybe you're right, but a problem is that this fight is quite unusual and it comes after a lengthy FMV + scene which makes replaying it a pain. What I could do instead of reducing it to 50% is put a different fight in there and move a more difficult version of this boss to somewhere else, maybe Extra Battle because I need some replacements there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Insight on 2014-09-08 11:56:05
i have found a bug, i guess. when i have met rufus and trying to escape with aerith and the others, tifa, barret and redxiii just standing there and doing nothing. the scene where tifa says, that i have to go to the elevator and shes waiting for cloud is being initiated when i am getting to the elevator (alone with aerith). then it stucks, because aerith, barret and red xiii moving into one group (dont know how to describe it)

edit:
ps: are you planing to give us a full manual what has changed and what gameplay changes you have made in detail or do we have to guess most of the part by ourselves?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-08 16:04:41
I'll fix that up right away. It's because I added a script to try and get an Inn/Shop NPC to appear without having to leave and re-enter the screen. Not sure why it'd break the rest of it, but I'll remove it if need be.

There should be a link to a manual (which is a little out of date, I'll admit) on the front page of this thread. I'll probably update it once 1.2 is out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Insight on 2014-09-08 16:06:10
Ah great, you will save my day xD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-08 16:34:33
That's the fix being uploaded now, it'll be about 5-10 minutes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Insight on 2014-09-08 16:45:46
That's the fix being uploaded now, it'll be about 5-10 minutes.

You are welcome. I can wait ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-08 16:54:12
That's the patches up. The issue was that the NPC's Main script had been cleared, so it was turning over to the Talk script instead. Let me know if it goes wrong again, but it should be fine now. The scene patch was also updated, to fix an issue with Icicle Wolves/Bandersnatches in the Glacier.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Insight on 2014-09-08 17:01:14
That's the patches up. The issue was that the NPC's Main script had been cleared, so it was turning over to the Talk script instead. Let me know if it goes wrong again, but it should be fine now. The scene patch was also updated, to fix an issue with Icicle Wolves/Bandersnatches in the Glacier.

it worked. continue playing later on. ty for your fast reply :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: WolfMan on 2014-09-12 22:00:30
Can anyone who has recently installed the current version of New Threat mod please do me a huge favor. PM me the flevel.lgp from the FF7\Data\Field?? It has to be done from someone who has manually installed the gameplay mod. If you used 7H it won't work. I need this so I can patch some animations that have problems when using my red werewolf mod. This would be soooo helpful and greatly appreciated. Thanks!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-13 01:44:59
Woah there, slick. Before you do anything I want details about this, particularly the nature of the changes. We'll chat about it over PM.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: WolfMan on 2014-09-13 06:04:51
Lol. We should probably let everyone know we worked it out Sega. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-13 12:25:40
So long as it's just loose field files that are being patched in through 7H then that's fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: EQ2Alyza on 2014-09-23 01:55:56
OP says 1.2 will be released in about a week or so, and the last edit was on 9.14. I can't tell if that message was posted then or not, so just checking in on a status update :) Once 1.2 is released, I'll feature a gameplay video on YT which should pick up some traffic for 7th Heaven as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-23 04:33:23
Yeah, I'm running late. I ran into the usual problems with AI and there's other things that eat up time like shifting around items to cover revisions. It's gone a bit slow, but I'm getting there; just need to clear through the Crater and finish off some of the extra fights on the test playthrough. It seems to play a lot better this time; the new EXP arc worked out better than expected.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: PotatoHandle on 2014-09-23 05:39:12
I'm waiting for the 1.2 release to patch my game now as well. As with Alyza; I'll also be trying to give the mod some exposure as I stream my playthrough. I did FFVII hardtype last time and got a stack of viewers, so I should get a good amount of people checking out your hard work as well. \o/

Keep us updated as best you can though. Thanks a bundle. \o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-23 12:20:28
Will do, bud; I'd appreciate the exposure for the mod. Sorry about the delay but I've got to make sure everything's operational before it goes out. Here's what's left:

Update: 24/09

To-Do List
-) Re-do some AI (Three enemies left)
-) Re-do some enemy models
-) Add 0EXP AI for Disc 2 Boss Menu [X]
-) Revise Kalm Traveller's scripts [X]
-) Change Inn prices
-) Remove remaining debug/testing routines
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Kupo Nova on 2014-09-24 21:33:06
I can't wait for v1.2. Once it comes out, I'll try to record the boss battles again. Also, I'll leave a banner on my site.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-24 22:35:18
Cheers, Flare; I'd appreciate that. I'll make a link for your channel (and for the others) on this thread's main post when 1.2 goes out. And let's hope no pesky Type-5 Sweepers pop up this time  :-X
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-25 19:41:35
Update 25/09

So the enemies and bosses have now been re-specced with AI problems sorted out (Reno using Turk Poisona on the player :I). Way it works out, it seems that Lv70 is going to be roughly where the 'normal' run of the game ends so I'm placing pre-battle AI to set EXP given to 0 once this level is reached. Simple copy-paste job for the majority of enemies who had their AI cleaned up.

The goal now is to get the item allocation 'right' so that it doesn't need anymore tweaks or changes in the future.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-26 15:48:32
Update 26/09

Made general enhancements, such as save points where one is needed (Rocket Launch, Weapon Raid, etc.) and fixing up some bad/wrong animations & misaligned text that was in the original PC version. I've lost confidence in the whole 'find items to unlock 'X' Boss' system for the Extra Battle so I'll be relaxing the conditions for that to speed things along. Doing the item allocation today, and if there's time tonight I'll get the debug routines out and add a few extra surprises to make a play-through more exciting. I think Monday is a realistic target to shoot for.

Work remaining
-) Re-do AI for the Summon Materia Cave boss (and add enemy encounters to these caves, perhaps as a leveling/item thing)
-) Last enemy model tweaks (getting rid of Palmer's horrible blue suit)
-) Double-check Battle Square/Special Battle
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: RedManMark86 on 2014-09-28 02:46:00
got to say i am super excited for this and once tifa adds it to the 7th heaven catalog after it comes out I shall be bashing a play through
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-28 09:01:25
I'm pretty excited too. I think it plays a lot better from the Temple to the Crater than it did previously, and I was able to make some devious things happen with some of the new bosses. Right now I've got to put all the support materials together such as a new manual and, more importantly, an extensive list of where to find all the items, Materia, E.Skills, and some notes on why certain things were changed; it was a common complaint that it was tough to track down specific stuff because it was shuffled around quite a bit but a list should sort it out.

Right now I'm adding whatever small touches I can and testing them out. Mostly I'm just making the new NPCs a bit more animated, refining their dialogue, and trying to improve the 9 character-specific sidequests which maybe weren't very side-questy (a lot of their bosses weren't too great either in terms of AI but I reckon the revised batch should be a better fight). What I'm looking forward to is just adding extra end-game stuff every few weeks or so to keep building the mod up and up; wasn't able to do it properly before because the mod lost it's balance completely going into Disc 2. That should help things to tick over until I get this New Game+ campaign scripted up and rolling. And I'm always open to ideas for stuff to put in if you have suggestions; got a big notepad full of them that'll (probably) get implemented at some point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Insight on 2014-09-29 06:15:18
/thumbs up :)

Sounds good. Haven't played for a while since ff XIV happened. Give it another try probably with the new version
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: PotatoHandle on 2014-09-29 06:17:17
Thanks for the updates. I had the idea I was going to play/stream this since April now but been really busy this year, so I'm also super excited to try it out. The more I hear about it, the more amazing it sounds. \o/

Can't wait. \o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-29 13:57:10
It might be ready for release tonight; I'm clearing through the last points on my fixit checklist today.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: LetCreativityPlay on 2014-09-29 15:26:11
Looking forward to the new content  8-)
Will you be uploading a new youtube trailer/installation video for it, or renaming your older one to 1.2?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-29 15:56:32
I may as well make a new one; the old one has v1.1 written on the installer footage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: RedManMark86 on 2014-09-29 21:11:24
I may as well make a new one; the old one has v1.1 written on the installer footage.
but more importantly how is that checklist going :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-29 21:46:58
Yeah, I'll make the promo stuff after the new version is uploaded, priorities and all that  :wink:

All the fixes and tweaks are cleared in my list. Last thing that's being done right now is expanding the new sidequest's interface a little more.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: RedManMark86 on 2014-09-29 22:40:41
Yeah, I'll make the promo stuff after the new version is uploaded, priorities and all that  :wink:

All the fixes and tweaks are cleared in my list. Last thing that's being done right now is expanding the new sidequest's interface a little more.

Oh I'm so excited I think I have nibbled my nails clean off my fingers! This is going to seriously impact my law studies haha :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: PapSnatchBrim [SwornEnemy] (DMR) on 2014-09-30 00:36:48
dude , been checking everyday for the past 2 weeks, i hope you upload soon.

(http://images.nintendolife.com/users/14338/avatar.jpg?v=1396368372)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-30 02:27:16
I'M GOIN' AS FAST AS I CAN

(http://i1104.photobucket.com/albums/h340/djwerewolf1/smiles/Sonic_SYZRI5.gif)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: Sega Chief on 2014-09-30 18:13:13
Update: 30/09

Alright, I think that's it ready for release. I had to lock the new sidequest while I figure out some bugs but I can unlock it once it's done (I think the field I set it up in is interfering with the way it functions so I'm re-ordering it or migrating it to another field screen). In any case, the goal of the 1.2 patch was to address the crippled balance of 1.1, refine stuff, and lay groundwork for a NG+ extension.

I'm putting the installer together and it'll be uploaded by tonight. I didn't run into many issues during the playthrough and I fixed up any remaining problems that I found, so here's hoping for a bug-free release.

After 1.2's release, I'll be working on a few projects. The first isn't directly related to the NT Mod itself, but a 'classic-type' field model revision that was started by Kalderasha. He's too busy with his other mods to carry it on at the moment, so I'm going to have a stab at covering the rest of the characters and some of the NPCs based on his notes. I've packed these field models in with the NT Mod for now, so people can see them in action.

The others are content expansions for the NT Mod. I'd like to have a stab at re-enabling disabled scenes or re-purposing them in some way. I'm also wanting to work on a new 7H-only dungeon like the FF Advance games had (something that re-uses field screens with different puzzles, enemies, etc). The idea would be to get some experience for myself working with 7H to swap out files like the scene, kernel, and .lgps before swapping back in without running into issues.

But for now, I'll work on getting that new sidequest up and running. Once the mod is uploaded, let me know if you run into anything that's a) broken, or b) too easy/unreasonable (in terms of difficulty). Everything from the start to Hojo was specced up using a party that was front row and had no Sadness; Barriers were used intermittently for the tougher random fights (like against big solo enemies) but I tried to avoid taking them into account when setting up the regular enemy groups.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-09-30 22:25:59
Right, that's it up. Let's hope nothing goes wrong with this release for at least one week for a few days.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: PapSnatchBrim [SwornEnemy] (DMR) on 2014-09-30 23:52:22
nice one pal. il test it out in the morning,
if you are making field models http://www.mediafire.com/download/znlyz43vvhz/Mxster%27s+Chibi+Reconstruction+V1.6.exe (http://www.mediafire.com/download/znlyz43vvhz/Mxster%27s+Chibi+Reconstruction+V1.6.exe)
you can have these, these are field models me and my cousin started making about 5 years ago, they may be of some use to you
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-01 00:09:31
It was funny seeing an older version of Patchmaker there; I'll give these a gander and see what's what.

Edit: Oh, it's this mod! Well, that explains the expertise you had with Kimera before. Cheers for this, I'll harvest these up for parts. I'm wanting to try and keep the original 'shape' of the field models and just add details and colour adjustments to them but there's a lot of parts here that'll fit nicely, I reckon.

By the way, does this mod of yours have a release thread or was it buried? It's quite a thorough revision and well-made.

Edit 2: I see this has several release threads. Quite interesting, it's been passed about from modder to modder.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Kupo Nova on 2014-10-01 00:34:48
I installed this version about an hour ago. I only recorded about 30 minutes of it. Well, if I run into an error, I'll message you from YouTube.  :lol:

EDIT: Well, I was one warning away from getting a strike on YouTube, so I took the video down. I'll try my best to only record boss battles right after Midgar.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-01 01:00:56
Righto, I'll be waiting for the inevitable doomsday message.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: AkiraBalance on 2014-10-01 07:26:16
Er. For some reason the experience gaining is acting up. The animation and image of the experience bar goes past its...endpoints and it says i need around 400,000 exp to get to the next level.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Cozzer on 2014-10-01 11:58:10
Hi. FF7 is probably my favorite game from the PS era, and when I found this site I've been hit by a ton of nostalgia.
I managed to get this mod working, and I really like the idea of providing a difficult but fair challenge to the "average level" players since I dislike both grinding and low level runs.

I just wanted to ask... has anybody managed to get this mod and the "beacause" retranslation working together?
I tried installing both of them on a clean installation of the old 4CD version (without other mods and without using bootleg or other managers), but I'm still seeing the old dialogues.
(I used the Reunion installer to install beacause, unselecting everything else)
I've seen that this mod adds new lines of dialogue, so maybe it sort of overwrites the retranslated dialogues too?

Thanks for any help, I'll give feedback on balance and things as I go on with the New Threat playthrough. For now, I can just say that the bombing mission is spot on for a "introductory dungeon". I really liked the guard scorpion surprise. :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-01 14:14:20
Er. For some reason the experience gaining is acting up. The animation and image of the experience bar goes past its...endpoints and it says i need around 400,000 exp to get to the next level.

Yeah, if the patch is applied and a 1.1 save file is loaded then the EXP gauge experiences a visual glitch because the amount of EXP needed was changed. Once the character levels up (although that might take a while) it should correct itself; as far as I know it's mostly harmless.

Hi. FF7 is probably my favorite game from the PS era, and when I found this site I've been hit by a ton of nostalgia.
I managed to get this mod working, and I really like the idea of providing a difficult but fair challenge to the "average level" players since I dislike both grinding and low level runs.

I just wanted to ask... has anybody managed to get this mod and the "beacause" retranslation working together?
I tried installing both of them on a clean installation of the old 4CD version (without other mods and without using bootleg or other managers), but I'm still seeing the old dialogues.
(I used the Reunion installer to install beacause, unselecting everything else)
I've seen that this mod adds new lines of dialogue, so maybe it sort of overwrites the retranslated dialogues too?

Thanks for any help, I'll give feedback on balance and things as I go on with the New Threat playthrough. For now, I can just say that the bombing mission is spot on for a "introductory dungeon". I really liked the guard scorpion surprise. :P

There's a new(ish) mod manager being developed called 7th Heaven (7H) that handles stuff like that. Basically, my installer is a bit of a brute that just overwrites the game's core files but with 7H it could be possible (to a certain degree) to have both running together. I'd need to break the mod down into it's constituent parts first though, and I'd like to wait at least one week for initial bug reports and to get this locked sidequest debugged.

In the meantime, the NT Installer would definitely have to be used first because of it's 'overwrite everything' approach with Reunion going on second; I'm not sure if the Reunion installer will only alter texts and not the actual scenes themselves (there's a tonne of revisions to the way certain fields work to handle certain things like different party leaders) but it might be worth a shot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: PapSnatchBrim [SwornEnemy] (DMR) on 2014-10-01 14:24:37
It was funny seeing an older version of Patchmaker there; I'll give these a gander and see what's what.

Edit: Oh, it's this mod! Well, that explains the expertise you had with Kimera before. Cheers for this, I'll harvest these up for parts. I'm wanting to try and keep the original 'shape' of the field models and just add details and colour adjustments to them but there's a lot of parts here that'll fit nicely, I reckon.

By the way, does this mod of yours have a release thread or was it buried? It's quite a thorough revision and well-made.

Edit 2: I see this has several release threads. Quite interesting, it's been passed about from modder to modder.

this is the original thread http://forums.qhimm.com/index.php?topic=8857.0
i was thinking about carrying on with this earlier this year but i couldnt be arsed basically,
i hope youll be able to use some parts from this,, peace out brother!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Cozzer on 2014-10-01 14:27:52
Quote
There's a new(ish) mod manager being developed called 7th Heaven (7H) that handles stuff like that. Basically, my installer is a bit of a brute that just overwrites the game's core files but with 7H it could be possible (to a certain degree) to have both running together. I'd need to break the mod down into it's constituent parts first though, and I'd like to wait at least one week for initial bug reports and to get this locked sidequest debugged.

Thank you! I'll wait, I'd really like to manage to have both your gameplay and their translation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Cozzer on 2014-10-08 07:07:48
I can finally give you some feedback.
The Midgar part went smoothly (except for Air Buster: the increased difficulty made the fact that I couldn't see where it was actually facing quite annoying).
Normal encounters have their strength increased so that you can't just mash attack and heal between battles, but are still quick enough to avoid becoming tiring.
Boss battles are VERY long. They're boss battles, so that's ok, and they force you to use some ethers, but still sometimes I found myself slightly bored towards the end; for example, during the battle against the scorpion on the Shinra Building.
I really like the new miniboss battles, though. They generally make sense and keep you on your toes. Also, I liked how you made the scorpion a recurring miniboss; I'd actually like if it kept showing up until the end.

I defeated the bosses in the elevator (they were pretty hard) and now I'm stuck at the Cloud vs Rufus fight. I tried it a few times, and I really can't see how I can win this without loading a previous save and grinding...

EDIT: Ok, I had forgotten that I could just put Cloud in the back row; after doing that, the Rufus fight was challenging but doable. Now I've just gotten out of Midgar.

For now the mod has been very enjoyable. The "main" battles keep you on your toes, but never give you the feeling that the game is "cheating" or that it requires grinding.

For now I think I'll keep Tifa as a healer (high dexterity and the armor that gives her even more), Barret as a fighter/support/tank with cover materia and protect vest and Cloud as the main attacker with magic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-08 15:08:12
Remember that you have the Lv.2 Barrier Materia that Aeris had equipped when she joined; it'll become more and more useful as you advance into the game and they were used during balancing so it could be tough to win without them. If they're running out too fast, consider using Wait ATB (even on the fastest speed, Barriers will last for a useful amount of time on Wait; on Active full speed, they tend to be almost unusable). As far as boss battles go, I was aiming for about 10mins but minibosses should only take 3-4. I'll maybe revise that Scorp's HP or defences for a faster miniboss fight there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Cozzer on 2014-10-08 21:54:42
Yeah, I was already using both Barrier and Wait ATB (I kept the battle speed around the middle) but without using the back row I just couldn't hurt that goddamn panther fast enough to overcome her White Wind.
I like how having more materias in the early stage of the game makes the battles more strategic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Loseless on 2014-10-09 10:54:10
I haven't tried this version yet (and god knows how depressing that is for me), but you can try to poison them and play turtle. Poison+All, wait until the dog thing dies and then go offence with Bio, although limit breaks could easily do him. Sadness can also help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Cozzer on 2014-10-09 16:17:00
I did use poison, but just turtling wouldn't work because the panther uses White Wind once in a while.
Anyway, after switching Cloud to the back row I was able to manage a good enough offense and kill it without having to use Sadness too.

Now I just defeated the flying boss on the beach at Junon. For now my strategy mostly works, and the battles are just difficult enough.
Physical attacks are basically useless against bosses, though, so I may switch out Barret for a better magic user and demote Tifa to full-time healing+support.

Really enjoying the mod, I'll keep giving feedback as I go on!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-09 17:09:19
One thing I might not have counted on is the loss of the Power Wrist as a guaranteed drop; however, you could give Elemental + [Spell] in your weapon a go; it'll give it an Element which can double the attack power of physical hits. There's also a weapon on the Cargo Ship, Wind Slash, that has an innate Wind element attached to it; very handy for killing those thunder birds on Mt. Corel.

I haven't written up the manual yet, but I've went with a consistent element system for this mod which runs as:
-) Big/Heavy enemy: Weak to Earth, Immune or resistant to Wind + Gravity (lot of bosses fall into this)
-) Flying enemy: Immune to Earth, but takes 2x damage from Wind and Gravity (large flying enemies tend to be resistant to Gravity though)
-) Bug/Insect/Beast/Plant: General enemies tend to be weak to Fire and Ice. Kalm Fangs, Capparwires, and Search Crowns are an example.
-) Mechanical: Bolt and Water, of course, but Poison does nothing.
-) Human: Weak to Poison; is maybe a little TOO effective during boss fights with Turks, etc.

The other two factors that can override elemental affinities is the location of a monster or if it has attacks linked to a certain element. If an element they use is something they'd normally be weak to, then it overrides it (like that Thundergunner absorbing Bolt). But sometimes it means they'll be weak to other things, like the fire-based Rubicante GT being weak to Ice on top of the usual mechanical weaknesses. As far as area goes, best example is the Great Glacier; most of the enemies there will resist or absorb Ice but be weak to Fire. The Crater has one too, though less obvious; most enemies down there are weak to Holy but strong against Hidden.

Idea behind it is that a player can guess what an enemy is weak to or plan ahead if they know what kind of enemies to expect in each area of the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Loseless on 2014-10-09 17:15:03
The problem with the poison weakness was always that enemies, besides getting double damaged, also get poisoned. I might be off here, but I think enemies that can't be poisoned are also immune to poison damage. Thus fights against the Turks tend to be easy thanks to them getting sick with anthrax or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-09 17:17:50
That's exactly right; the early fights with Turks still suffer the same problem, but I gave Reno an attack called 'Turk Poisona' which restores HP and heals the Poison status. He also does something...unusual in the Gelnika fight so we'll see how that goes down  :evil:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Tenko Kuugen on 2014-10-09 20:12:34
The problem with the poison weakness was always that enemies, besides getting double damaged, also get poisoned. I might be off here, but I think enemies that can't be poisoned are also immune to poison damage. Thus fights against the Turks tend to be easy thanks to them getting sick with anthrax or something.

I actually changed this in my mod with NFITC1's help. I'll look up where he explained it to me and hand the changes to Sega.
It unhinges the poison status from the poison element. the poison status damage is non-element then and the poison element immunity does not also grant poison status immunity.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-09 21:39:52
That could be handy; Poison is always tricky to use on advanced attacks because status immunity means the entire attack fails. And I've been wanting to get into .exe editing; any chance of some pointers about changing Materia equip effects too? I was messing around with the default ones but the options were too limited.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Tenko Kuugen on 2014-10-10 11:10:47
I don't keep my shit documented(yes, I now, too, know what an idiotic thing that is to do) so that's gonna be a real hassle.

Materia shit
http://forums.qhimm.com/index.php?topic=13647.0

The actual "attack" that poison inflicts is hard-coded in the exe that just sets the element and power. The element is set as a word and located at 0x5C9FCB (0x1C93CB). It's traditionally set to 0010h. Set that to any element mask you want. 0000h would be non-elemental.

I've been very distracted with lots of IRL stuff, but I've given this another look-over and believe I've found the location of the cause. I'll give a little detail:

First of all, remember this address for me: 0x43374D. This is the start of the cause of it all.

In a nutshell, if a target nullifies the poison element then they are granted poison status immunity. Makes sense, right? Why needlessly inflict a status that will do a 0 damage attack.
However, if they're immune to the poison status they instantly get granted poison element immunity. That sort of makes sense. If they can't be poisoned then they shouldn't be vulnerable to the element that should cause it. This would make attacks like Bio do no damage to a victim that is immune to the status. I see the logic, but only in a deeply-thought out way.

I think that's right. The asm is getting a little confusing and I'm making one or two assumptions. Either way, make this change:
Code: [Select]
0x433765 (0x032B65)  74 -> EB
and tell me if that satisfies your need. Fastest way I can think is the Custom Sweepers or Devil Rides outside Midgar, but it's up to you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-10 14:38:26
Cheers for the info, I got my first hex edit done- well, I changed a 74 to an EB but it's a start.

Edit: I did the Materia things too! Took me a bit to figure out that the negative values were counting backwards from 0 into FF and that it's every other number, etc. but I got there. Tested it out too, now I can give Materia a bit more of a kick to make 'em more dimensional.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-11 21:29:47
I have a quick question. So I tried to see if I could get Bootleg running with this using just grahic and audio mods and the like. No luck there apart from menus being different and audio and stuff.

Anyway, I am just wondering if something weird happened with the NT mod as a result? Tifa and Barret and Aerith are way stronger than Cloud, their initial equipment is ridiculously strong and I think even has Triple Materia Growth. Well, Barret's and Tifa's did.

I know nothing about modding and maybe this is impossible to be an accident. I figured at first maybe it was just an intentional facet of the mod to help make me stronger and prepare for the challenges ahead. TheN Barret killed Air Buster with one Limit break... That made me think something was amiss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Vgr on 2014-10-11 22:30:40
Did you start a new game with the mod, or load an existing savegame? You need to always start a new game with the mod, or things like that can happen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-12 00:16:09
Yeah, that's basically the problem. There's not a lot of weapons to work with for certain characters that can't be bought from shops (especially for Aeris) so I had the idea of converting their starting weapon to a triple AP one instead (Gatling, Leather Knuckle, and the Guard Stick are almost a tier below the Buster Sword so they're like 'wasted' weapons in a sense, but more crucially they're not available in shops).

When hitting New Game, the kernel is read for Initial character data (starting weapons, Materia, etc.) By loading a save file created on an unmodded version of the game, this information has already been set so you have the original starting weapons which are now much stronger than before. However, you'll also miss out on the new Materia that characters have; Aeris joins with Barrier, Heal, and Revive for instance. I'd recommend always starting from a New Game when trying out a gameplay mod (even though we've all seen the intro a million times; I had a skip for it originally, but it crashed the Steam version for some reason).

Edit: Applying graphical mods has to be done with a bit of care in this mod. While the field models can be replaced with no issues (although a Young Cid and a red-haired guy may pop up in certain places because they were replaced with different models), if the extra battle models are lost due to an overwrite then the mod will crash at some point when it tries to load a new enemy that doesn't exist anymore. If it's possible, you could try applying the NT Mod first and then applying the Bootleg graphical patches afterwards; my installer is very 'robust' in that it just flat-out overwrites the files rather than just the ones it changes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-12 01:20:04
Yeah I started a New Game. Air Buster was A LOT harder this time around and kicked my ass several times. Fortunately, Cloud saved me the fourth attempt because his Braver did some ridiculous amounts of damage. Like 500 i think it was.
I am glad I started it over though. It's not only harder and thus more interesting, it has all the new Materia you mentioned. I like that. :)

I'm not too fussed about the Bootleg Field Models and stuff though. NT has new gameplay and stuff so that's enough "newness" for me. I'll mess about with making everything prettier in my next playthrough after I hopefully beat NT. God knows if I'll be able to but I'll try. I'm hardly an expert at FFVII - I just find the plain old game boring and wanted unique tweaks to it to make playing it over again a fresh experience. NT offers that freshness and seems like a lot of fun. I just hope I'm up to the challenge.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-12 01:29:23
Well, thanks for giving the mod a shot. The three keys to success are:
-) Wait ATB + Barriers are always a good thing to have in boss fights.
-) A nice stock of status-healing items (some now heal two statuses; Echo Drops cover Silence and Darkness while Maiden's Grace heal Confusion and Berserk).
-) Saving often! Got a fair few new encounters in there, but there's new save points around the place too.

If you need ideas for strats against a tough boss, there's some playthroughs on YT that could do the trick otherwise you can ask me (either through comment or PM) and I'll give you some detailed info. Hope you enjoy it, bud!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Tenko Kuugen on 2014-10-12 09:04:16
You should have modified the shops, Sega :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-12 12:49:06
That would have made things simpler, true. At the end, with some major shuffling, I managed to get most characters a triple AP weapon and three 'ult' weapons (Mag, Vit/Spr, and Dex/Lck) with the Disc 2 Costa/Junon weapons squeezed into the bracket between Icicle and Mideel. Besides someone starting from a non-mod save file the equipment tiers should be intact as they are.

I've got a custom .exe in the works though; I went trawling through the Scripting/Reverse-Engineering threads for any post made by NFITC1 and Bosola handy info I could edit the .exe with. So far, I've got:

-) Changes to Materia equip effects for more strategy in set-up and a nerf to how much mastered Materia sells for
-) Adjustments for certain limit breaks to make them stronger (Breath of the Earth, Cosmo Memory, and All Creation for starters)
-) The long range flag for enemy attacks (well, the short range flag) so certain enemy physical attacks ignore target's row
-) Small tweaks to buying/selling prices and a new secret shop

I'll maybe go hunting again at some point, in the trouble-shooting thread.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-12 13:43:00
I'm not exactly looking for help but just figured I'd post my progress and maybe at the end see if you or anyone else have any pointers. If that's okay?

I realize this is largely my own fault but that boss that you fight at the end of the Motorcycle game and before you leave Midgar was a nightmare. I had used up all my Potions in the Shinra building on various dumb things so Aerith with my single Restore was my only source of Healing. I knew i should have bought another Restore while in the Slums but...I'm dumb. Anyway, that boss fight had me praising the Save Anywhere function because otherwise I'd be screwed. I died at least three or four times to it the first round and then I beat him. Only then the game froze when I tried to enter the World Map. So guess who had to do the fight all over again. I died another three or four times before winning again. This time the World Map loaded and I'm at Kalm but I'm too tired to bother with Cloud's Flashback right now.

That boss fight has me expend my precious Hi Potions though, I'm down to 2 or 3. And I'm completely out of Ethers since Magic seems to be the only way to do good damage.

I restocked on Potions in Kalm and got Sense and a ton more Dirty Bombs. I love those things. I'm not sure if they do a whole lot but it's free damage against some bosses so far. I'm not complaining.  Don't think I need a Poison or Steal Materia though because Yuffie will still be joining my party soon, correct? So I'll have 2 Steals then and that's more than enough.

Gil is a precious, precious commodity in this game. I am a natural hoarder and always make sure I have a nice chunk of Gil left over. I never break myself when shopping in JRPGs. This is true for normal games let alone difficulty mods. I only dared to buy a couple more Phoenix Downs, 1 more Tent and a new weapon for Aerith. I have about 4,000 Gil left but I don't feel it's wise to let it go any lower given the scarcity of Gil so far and the fact I'll want to buy more stuff once I reach Junon.

Anyway, I'm really enjoying myself. I know it's probably foolish of me to think so but I feel, now I'm "free" things might become a bit more....straightforward? I dunno. Like I can start to grind. Not Level grinding or anything (unless that's necessary?) but just grinding for Gil and Items.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-12 14:51:16
You're not alone with the Motorball thing; I have this curse where any boss that appears at the end of a lengthy segment (Jenova LIFE being the other one) hits a difficulty spike that I didn't want. What I should do is review how that segment works, but I'm not sure what would be an appropriate replacement. Motorball has to be fought at the end of the motorbike game and it's kind of the climax to the Midgar Escape, so...

There is a shop available when Aeris reaches the first floor, up the staircase on the second floor (as well as the new shop on the floor where the Gunners are fought) but as random encounters are disabled at that point the player might not be able to stock up on Potions/Phens if they have no money left (seems the Poverty Mod is living up to it's unofficial nickname :l). I'm wondering what I can do about the Ether thing though; I need to get players to make use of physical hits a little more to ease the strain on MP, probably.

A good alternative to magic is [Element]+Elemental materia in the weapon and a stack of cheap Grenades; both together can hit for a nice bit of damage when Limits pile onto it. Yuffie is joining soon with the Time Materia and a Slow-Haste advantage over a boss can greatly boost your damage output, especially if you grab some Carbon Bangles/Shinra Betas to up your Dex stat. That can be good for phys-set-ups in the early game. In Junon, I'd recommend checking out the shop there; he sells Echo Drops now that'll be useful for the boss (otherwise, Capparwires in the nearby forests/beaches carry them).

Don't worry about fighting a lot; there's 'hard caps' in the levels that are difficult to get through on random encounters alone. Bosses cut into these caps quite well and so far it seems to have performed the miracle of making grindy and not-so-grindy players stick to a similar level. It should hopefully not be necessary to grind at all until you reach the Crater but try not to rush either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Tenko Kuugen on 2014-10-12 15:50:59
I'll maybe go hunting again at some point, in the trouble-shooting thread.

It's easier to look through the gameplay forum and for threads I made
There's a bunch of other stuff you can use.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-13 00:27:58
You're not alone with the Motorball thing; I have this curse where any boss that appears at the end of a lengthy segment (Jenova LIFE being the other one) hits a difficulty spike that I didn't want. What I should do is review how that segment works, but I'm not sure what would be an appropriate replacement. Motorball has to be fought at the end of the motorbike game and it's kind of the climax to the Midgar Escape, so...

There is a shop available when Aeris reaches the first floor, up the staircase on the second floor (as well as the new shop on the floor where the Gunners are fought) but as random encounters are disabled at that point the player might not be able to stock up on Potions/Phens if they have no money left (seems the Poverty Mod is living up to it's unofficial nickname :l). I'm wondering what I can do about the Ether thing though; I need to get players to make use of physical hits a little more to ease the strain on MP, probably.

A good alternative to magic is [Element]+Elemental materia in the weapon and a stack of cheap Grenades; both together can hit for a nice bit of damage when Limits pile onto it. Yuffie is joining soon with the Time Materia and a Slow-Haste advantage over a boss can greatly boost your damage output, especially if you grab some Carbon Bangles/Shinra Betas to up your Dex stat. That can be good for phys-set-ups in the early game. In Junon, I'd recommend checking out the shop there; he sells Echo Drops now that'll be useful for the boss (otherwise, Capparwires in the nearby forests/beaches carry them).

Don't worry about fighting a lot; there's 'hard caps' in the levels that are difficult to get through on random encounters alone. Bosses cut into these caps quite well and so far it seems to have performed the miracle of making grindy and not-so-grindy players stick to a similar level. It should hopefully not be necessary to grind at all until you reach the Crater but try not to rush either.

Thank you for your advice. I just got done defeating Jenova-VECTOR after losing an ungodly number of times.  I ended up using all 30 of my Potions and even then it was a really close thing. With her down to less than 1K HP she used this move called...Electrosurge maybe? Whatever it is, she ALWAYS used it twice in a row. Cloud dead, Yuffie dead, Aerith barely alive, I somehow managed to revive Cloud and Yuffie and scrape out a win.  I have no Ethers, I used up this Ghost Hand I stole earlier as well as a Turbo Ether I stole from..Rude I think. Or Elena. One of them.

In short, I'm right screwed at the moment in terms of MP restoring items.  I also broke myself restocking on Potions and Phoenix Downs so I'm in a bad way. I suppose I'll need to start buying Hi potions soon but right now 300 HP is definitely enough to keep us alive.

I did take your advice though. Once i realized she was weak to Earth, I had Cloud as my main damage dealer with Earth-Elemental doing 200 damage a swing.

Also question - does every boss have a couple items to steal? I notice this when I die several times and repeat the boss. Like, Motorball had a Platinum Bangle and some other stuff. Jenova VECTOR I think had a Fire Ring but my successful attempt ended up with a Safety Bit.

One more question - would you recommend Sadness as a way to deal with damage? Or if I'm depending too much on that it means I'm doing something wrong? I've been avoiding using it for precisely that reason.

EDIT:

Looking at a video of another person fighting Jenova VECTOR, although they had a completely different party than I did (Tifa and Barret vs. my Yuffie and Aerith) they also seemed to get more hits in, even without Haste. Perhaps I need to prioritize Dex? I figured Defense was the most important thing so I didn't bother with getting any Shinra Betas... I'm dumb. I still have the thing Yuffie joined up with though but she's only 1/3. The other two will still be too slow it seems.

I also bought another Restore Materia but maybe I should have used my money on some nw attack materia, like another Ice or Fire or whatever. I'm just a very defensive, cautious player and I should be more offensive.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-13 01:13:34
There should be enemies that carry Ethers, here's a list of some in that area:

Corel - Mt. Corel - Corel Prison
-) Grangalan: Drop (rare)
-) Quarry Quail: Drop (V. Rare or Morph)
-) Search Crown: Drop (V.Rare or Morph)
-) Bloatfloat: Drop (V.Rare or Morph)
-) Bullmotor: Drop (V.Rare or Morph)

It's maybe too much to expect enough to drop, but you could try setting up in North Corel's Inn and using your Gravity Materia to soften up groups of Search Crowns and then picking them off with Morph; tricky work, but it'll get you a few, plus whatever happens to drop naturally.

Bosses up to about Gi Nattak had a sort of roulette on equipment drops; it was to help make people's playthroughs a little bit different and add some spice to it. There were some quite rare things like a Fire Armlet and even a Curse Ring to get from some of them. Curious thing is, they don't break the game too much at that level.

What I'll say is that there's no wrong way to play the game. Use what you have to, Sadness does have it's drawback of curbing Limit Breaks and they're generally harder to fill in this mod as it is so it'll balance out in that sense.

The VECTOR fight you saw was from someone who played through 1.1 of the mod, so they had an idea of what to expect. The Dexterity stat is often overlooked like Vitality, Spirit, and Luck but it's one of the best stats if you can boost it high enough. VECTOR also has BIRTH's original AI structure, so after it uses what was originally Stop (VECTOR uses Transducer instead, I think) there's a big 'pause' where the boss skips through turns until it reaches it's three waves of attacks. That's the window the LPer took advantage of to land a flurry of attacks using a high Dex stat before VECTOR started up. If they'd used Haste and Slow as well then that gap would have been huge.

I'd save money for items and equipment, I think. You'll want to work on replenishing your item stores so you have a safety net going forward into the next boss fights.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-13 03:53:09
I'm in Corel Prison right now. Where do I get the Morph materia in this?

But even without it, Corel was a huge help. I spent a lot of time grinding for Gil there and got a nice new supply of Potions and Phoenix Downs Also got everyone decked out with Carbon Bangles too.

I also caught Aerith up on levels. She died in both the Motorball and Bottomswell boss fights but now she's Level 21 just like everyone else. I finally feel like I have things under control again.

Thank you for your prompt replies and advice. I think I will do asyou suggest and mainly just buy Items and Equipment unless a Materia looks really handy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-13 04:01:52
Good to hear you've got a handle on things again. There's a not so well known item shop in the Corel Prison if you need to re-stock, it's in the ramshackle house in the bottom right of the main area (down from where you go to find Barret the first time).

But the Morph Materia should be in your inventory by now; it was in the garden beside Aeris' House, replacing the Cover Materia that's usually there...that makes me worry about the flevel in your game. Quick question; is there a save point in the junkyard screen where the Deathclaws and Bullmotors appear?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-13 05:26:44
Do you mean where the optional miniboss is right before the screen with Dyne?  Yeah there was a Save point there.

I think i just missed Morph because I'm a dumbass. I remember searching the garden but I didn't notice it. Well then I am probably screwed.  The earliest you can get back into Midgar is middle of Disc 2.  I just hope the game isn't impossible without it....

I will miss all those Ethers...

EDIT:

Holy...! There' sa shop in Cosmo Canyon that sells Ethers! And not a bad price at only 1500 I think. I'm not going Nanaki's subplot/Cage of the Gi tonight but this is so good to know. Once that's all done with I can get some moneys and stock up on Ethers. Probably at least 10-15 of them. I have 3 right now. Luckily I have had so much MP of late I haven't needed Ethers nearly as much.

EDIT 2:

Okay, I lied, I went and did most of the GI Cave but now I'm stuck on Gi Nattak. I cannot for the life of me figure out the solution to this puzzle since it has to be a puzzle boss, right? The little things heal him for about 5K with their Demi3 and obviously there is no way I can deal with that kind of recovery.  So there has to be a trick to beating him that I'm just not seeing.

EDIT 3:

So was the answer "just outlast them"? Because that's what I ended up doing. Once they expended all their MP they couldn't do crap anymore and then it was a relatively simple matter of killing the main boss with plain old physical attacks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Loseless on 2014-10-13 10:32:20
Nikkolas, I'm finding it strange that you're having such difficulties with Ethers. I haven't played this version yet, but I beta tested most of the principles applied here and maybe at fault for the lack of money and ethers :P

What I thought of was that, since there are 9 party characters, players should have to use them all. I tested the game with MP values as high or maybe higher than those used here and never used Ethers outside of boss fights. When a character ran out of MP I'd just use another instead. Besides, since you now can change party everywhere, this is pretty much standard. It goes against the habits of old players, but that's what came out of our discussions regarding the balance and adding new layers of difficulty, like money, MP, items and such. Plus, keeps the game interesting, since most character will end up receiving attention and a type of roles were kind of introduced. In some fights a magic oriented party might be more useful. Therefore, using Barret and Cid would be a crappy idea. Aeris, Red and Vincent would be the best choices. Or maybe speed is more relevant. It depends. And the range of possibilities and strategies that are possible because of the changes add a lot to the gameplay and replay value of the mod.

My advice here is: learn first to unlearn what you know about the original FF7. Then all will be easier. Players tend to have constant approaches to the game, so mods always make things interesting.

PS: try to kill the flames first. They'll ran out of MP eventually, I assume. Keep on the defense until then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-13 14:09:21
Do you mean where the optional miniboss is right before the screen with Dyne?  Yeah there was a Save point there.

I think i just missed Morph because I'm a dumbass. I remember searching the garden but I didn't notice it. Well then I am probably screwed.  The earliest you can get back into Midgar is middle of Disc 2.  I just hope the game isn't impossible without it....

I will miss all those Ethers...

Alright, that's a relief. I guess the Morph Materia is trickier to see because the colour of it blends into the dirt now. You don't need it to win, it was just another option besides Steal.

EDIT 2:

Okay, I lied, I went and did most of the GI Cave but now I'm stuck on Gi Nattak. I cannot for the life of me figure out the solution to this puzzle since it has to be a puzzle boss, right? The little things heal him for about 5K with their Demi3 and obviously there is no way I can deal with that kind of recovery.  So there has to be a trick to beating him that I'm just not seeing.

EDIT 3:

So was the answer "just outlast them"? Because that's what I ended up doing. Once they expended all their MP they couldn't do crap anymore and then it was a relatively simple matter of killing the main boss with plain old physical attacks.

No real trick, it's just best to deal with the Flames first because they'll heal any damage done to Nattak; best thing to do is go with a quick mini-nuke strategy. Let your character's ATB gauges fill and then wait for the remaining Flame (the other one is usually sent away by Take Over on Nattak's first turn) to cast Demi3 on itself; then hit it with a bunch of high-powered spells like Summons or Limit Breaks before it's turn comes around again. The Demi3 heal is based on current HP so even if the Flame doesn't die, it won't be able to heal itself enough to cover the damage you dealt (assuming it doesn't die outright) and you can finish it off on the next turn. When the second Flame returns, it's rinse and repeat; once both flames are gone, Nattak himself isn't too tanky with his HP but he can cast Reflect when his HP has fallen far enough. I've got a vid of the strategy in action here: https://www.youtube.com/watch?v=ThXJGQUtlJo

But because this is a fairly early story-boss fight, to prevent people getting stuck there's the fail-safe of MP. Demi3 costs a tonne to cast and either Flame can only cast roughly the same number of times as the original Flames could cast Fire2. Once their MP is fried, it's a relatively simple fight as you said.

Loseless has a good suggestion there; if MP is a problem, then consider swapping party members in and out to make use of their fresh MP. Some characters are better suited to certain roles than others but anyone can make do as a caster in a pinch. I think the best way to restore MP is with Tents or Inns, preserving Ethers for boss fights.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-13 14:17:28
I guess I'm just a creature of habit. I never use my entire party in any RPG I've ever played. I concentrate on my main three/four and that's it. Equipping an entire party is way too expensive in a normal game, let alone a mod like this where I'm barely scraping by in terms of Gil.  Plus I'd have to keep swapping my Materia  around and I don't want to do that. I'm just lazy like that I guess.

I really don't need Ethers as much as I used to anyway. As you said, Tents/Inns work just fine  when grinding out in the field or during a dungeon and I save my Ethers for boss fights. I haven't even needed them for that the last couple of boss fights. Plus it does seem like MP has really become more abundant with  the past few levels so I haven't been running out of it nearly as fast as I was earlier.

Anyway, I think I'll stop for tonight for real now. At Mt. Nibel, with Vincent replacing Aerith in my main party. Died to that big dragon. It totally dominated me. I suspect if I had been at full health I might have fared better but we wee a couple hundred HP down from the last fight and it opened up with a couple flame breath things and wiped out my party. Well, I managed to come back from that but I was just delaying the inevitable. It used some other move and killed all three of my characters at once. I didn't ant to beat it, just Steal whatever it had. Sadly Steal is not that reliable and I noitce that my hardest random encounters are those I waste time trying to Steal.  i have the MP for it now so perhaps it's time I just start opening every fight, Random Encounter or no, with Barrier/MBarrier.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: LetCreativityPlay on 2014-10-13 18:32:17
The random encounters can be tough early on sometimes, but they can be dealt  with summons, tier 2 magic + all (ESPECIALLY GRAVITY: Cast Demi 2+All, then finish with another spell), or with enemy skills when you start to acquire them later.  Also remember that you have a great chance of putting things to sleep, mini, or confused status. But I finding myself running away a lot too, so there's absolutely nothing wrong with that. I would highly suggest go picking up white wind from Junon area, as that can be useful for later bosses, otherwise Cure+All will be your best friend.  Take advantage of inns when farming for exp and gil near a city, rather than using tents early on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-14 12:29:48
Well I am right before the Temple of the Ancients. Calling it a night now.

I spent most of this night Gil grinding. I was doing as suggested and getting White Wind and I stumbled upon this area in Mythril Mine where there's like steps or something leading up to a chest with a Tent. It's the area right off the Marsh entrance. Anyway, in there, you only get groups of enemies that give you about 700-900 Gil per battle. These are also weaksauce enemies which meant I could slaughter them en masse with just physical attacks and never worry about dying. I grinded up to 60,000 Gil and right now I foresee no money woes in the nearby future.

For optional things, I beat the Powersoul Keeper and the Wutai sidequest. Neither were too hard once i was properly prepared, got Vincent casting Quake2 and had Earth-Elemental on Cloud's weapon and together they destroyed Mr. Spider. (although the first fight my game froze when it trid to do the last Charge, the one that gives it Berserk) Same for the Pagoda bosses, once I had Yuffie immune to Frog and Silence it was a cakewalk. Is she only supposed to get Bloodfest then or was that just a happy coincidence? Because Bloodfest was how I kicked the Pagoda's ass in another mod.

Speaking of Limits though, is it unique to this mod or does Cloud always have such ridiculously slow Limit Learn Rate or whatever you want to call it? He was obviously in my party long before Yuffie and got off several LBs before her yet she still got to Level 2 before him.

Is it possible to beat the Battle Square when Dio has you try it? Because I tried, I really did! But I can only get up to Battle #5 and then the mass of enemies just swarm me. Even with Barrier and MBarrier on the cumulative damage of 200 from one and 200 from another and another and another is too much. I tried some crowd control with Trine but I am so busy just trying to live that I can't focus on offense. I just gave up after losing abut ten times in a row since I was sinking Ethers and Hi Potions into it when I didn't need to.

Also did anyone complete the Battle Square when Dio makes you do it? Because I've spent over an hour at it and no luck. I've come close several times but it's not all about skill and preparation, it's the luck of the damn roulette thing. For example, I just lost on Round 2 because I got Damage X30. What the hell. Overall it was a vanity project of mine, to prove how strong I am and make it to the end. But it's a stupid, pointless waste of items and time and I should have given up a long time ago.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-14 14:42:46
It's odd that you're getting these random freezes; do you have other mods installed?

In the default game, Cloud's required kills were a bit higher probably to compensate for him being in the party longer while later characters have quite low requirements by comparison. There's no special trigger for limits either, so you learned Bloodfest through happy coincidence.

Battle Square is a super-tough thing to balance because it dumps enemies in there with a 25%+ HP upgrade (and I think the stats get buffed too); on top of that, the character fights alone and they get hit with handicaps. I think I'll set some time aside and tackle it properly, re-assigning enemy formations for each of the three tiers to make it a bit more balanced (there's bound to be 'kill' groups in there somewhere, but at least there's no Red Pyramids like in another mod that will remain nameless ._.). I might be able to put some AI in there to counter-act the automatic stat buff that enemies get too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-14 15:02:32
I have a few other mods installed.  I mentioned before trying to add Graphical Mods with Bootleg? Well the battle menu/interface being different seems like it might be the most pertinent difference.  Otherwise I have FF7Music and some stuff to make the Fields look nicer. Essentially, everything that wasn't overwirten by the NT Installer.

Yeah, the Battle Square is a nightmare of randomness. For example, it seems like every 2 fights of groups you get one solo monster. I had about six solid attempts where the first solo monster I fought was this plant thing that I think is a new monster of yours? I ran into it at Gungaga the other day. Well Demi 2 takes care of its first couple forms easily enough but the last part is a bitch and kept killing poor Cloud.

On other runs with a better lineup of monsters, such as Boxer, I've come close to winning the Square. I've made it to the second-to-last fight a couple times now I gave up on physical offense and keep Cloud in the back row. I just have him spam Enemy Skills and that does the trick most of the time. I also have Odin there to give me a little respite in the later group fights should I make it there. He helped clear the path in the third-to-last fight in my last attempt. I regret wasting him though because the next round I fought these snake things which must use Stop or something when they attack because Cloud got swarmed by them and couldn't use the damned Hi Potion i had ready for him.

My pigheadedness and stubbornness made me continue to try and win when I knew I should have given up. I was just so close those few times ya know so I figured I had a chance at winning. Do you get a prize for completing Dio's Battle Square?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-14 15:56:39
The prize isn't great; I think it's the same as before, a Protect Vest (which can be bought at Rocket Town) and a Chocofeather (which is bought at Wutai). I'll change the prize too, make it something worthwhile or maybe a roulette of equipment that's not available yet.

The plant thing has always been in Gongaga, but it's likely too much to handle for a solo character at that level. Boxer too, because it has an eject attack when it explodes. I'll be looking to change those formations out, and others, for something else.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-14 16:22:26
Yep, I have plenty of Protect Vests already. The monster in the Nibelheim Mansion on the pendulum dropped them as well as Talismans. Also I stole one off of this big robot looking thing I found near Cosmo Canyon.

And Boxer wasn't too much trouble. One time it did Eject Cloud but I've beaten it several times with 3 Bio2's. Still, simply having an Eject move in a place like Battle Square is pretty cheap.

Well if that's all there is, I am glad i went ahead and decided to save my Hi Potions and Ethers. What about for later though? Are the rewards in the Battle Square still the same? This is far, far off in the future of course but just wondering should I ever make it to the end of the game if I'll want to return to Gold Saucer and start trying to get said rewards.

If all goes well though I hope to be at the end of Disk 1 by the next time I post. :) Now it's time for sleep though. Everyone is at Level 31, I have the best equipment and Materia i can find or buy and I finally am not stressing about running out of Gil.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-14 17:20:40
Battle Square's top prize is a roulette drop of four different item packs; the prizes below it are lackluster, though; I'll probably change them up while I'm at it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-15 14:02:12
Oh man...this has been the night (and morning) of grueling repeating boss fights.

Dual Devils Gates? You monster! I was kinda confused at first since when i killed one the other started wrecking me. i thought "maybe I need to kill them both around the same time?" Then I got a brain and realized I just had to do away with the second DG's buffs.

And then Jenova WAR... It was insultingly easy the final time I beat her considering how many failures I had going into it. The trick was:
1. Actually read her Sense data and see she's weak to Earth.
2. NEVER LET BARRIER FADE.

As long as Barrier is up her attack spam does nothing. Let it down though and there's no hope of recovery.

That was pretty awesome though with the two guys from back outside Shinra Manor showing up. Will I be seeing them again? Although I must confess, as cool as it was at first, it got annoying when I couldn't use Tirfa's or Yuffie's Limits because it registered my friends as opponents and attacked them as well....

But that was a nice sort of story change with fighting Sephiroth first and then those guys showing up against Jenova. Will there be more things like that?

Also does Aerith being alive have any story repercussions or sidequests or anything? And how about weapons for her? The Icicle Shop didn't sell any obviously.

Finally, I have to say this - YOU ARE THE BEST. Gil Plus? Yes, yes, yes, yes, yes! I was just thinking earlier that "with the mod making money so hard to come by, I really wish FFVII had something like FFX's Gillionaire." And then i find Gil Plus in the Temple of the Ancients. So awesome.

Anyway, it's been an eventful night. I blame Tifa for why Jenova WAR took me so long. I anted my preferred party of Cloud/Aerith/Yuffie and then Tifa had to boob in. Ah well... Everyone is about Level 39, Yuffie just got Doom of the Living thanks to the Jenova WAR boss fight and I have tons and tons of money and I can easily make more. Thinks are looking good.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-15 14:58:22
The DGs used to be a case of 'rush one down then rush the other one' but I put the Wall Augur death counter in there to turn things on their head a little. If the player doesn't have Dispel, then it's a case of deciding whether to rush one down and deal with a tougher DG or fight both and then kill them at roughly the same time.

The two back-up fighters are actually part of a mechanic with Jenova WAR's attacks (originally they couldn't be targeted). The boss has an irregular counter-attack called Cell Smash which only targets the two 'allies' behind you. If they die, though, then Cell Smash starts to target your party instead which can get a bit tricky as you're already dealing with two attacks per turn. This makes multi-target spells, Berserk, and certain Limits (Tifa's in particular) risky to use because those two will soak up the damage.

Story-wise, you'd be surprised at how little was needed in the way of editing for Aeris. For the most part only a few lines needed to be re-worded here and there and they're very close to what they originally were. There was one scene that got a more major revision, though, and that was the one in Bugehagen's Observatory just before the return to Forgotten City to use the Ancient Key. In the original game, they basically decide to try and figure out what Aeris was doing but this creates a problem in this mod because she's, well, there. But then I remembered she had these two lines during Cloud's 'dream' just after the Temple segment:
Code: [Select]
{AERIS}
“The secret is just up here.”
{AERIS}
“At least it should be.
…I feel it.
It feels like I'm being led by something.”

That implies to me that she wasn't sure herself what her plan was, so I played that angle and it more or less solved the problem. As for weapons, she doesn't have any extra but Jenova WAR should have dropped the Fairytale which should cover it. Her only other weapons at that level are the Wizard Staff (re-specced for high level), Princess Guard, and Guard Stick (triple AP).

I think you're the first person who saw the Gil Plus and thought it was a good thing. Most people grumbled about it.

Good to hear it's going well, though; I was Lv.41 when I finished up Disc 2 so you should be alright for levels.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-15 15:16:10
Yeah I got the Fairy Tale. Was the Princess Guard still in the Temple of the Ancients? If so, I missed it.  I couldn't remember what rooms in the clock i had checked or not and eventually I just said screw it and moved on.

And that's pretty awesome you put that much thought into the new Aeris dialogue.  The gameplay is already providing a pretty different experience for me and any story modifications are welcome as well. I like FFVII's plot quite a bit but I just appreciate little surprises here and there when something isn't quite how I thought it would be. Like fighting "Sephiroth" for example.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-15 15:58:26
The Princess Guard isn't in the Temple anymore; actually, both it and the other ultimate weapons haven't been placed yet. I'm still working on the side-content that'll unlock them. So you've not missed anything that I can remember.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-16 14:35:40
On Disk 2 with Highwind and Cloud back, before Diamond Weapon and all that. Thinking about doing some Chocobo Breeding. You know, everyone's favorite tedious BS. Anyway, are the rewards still the same? Is KOTR still in that one cave only accessible by Gold Chocobo? I seem to recall thee was another one too....

Also for the life of me I cannot defeat that Cactuar in the Highwind. First time I got the highwind, I went into that other room and just tried to talk to the one guy and now I was in a fight and got horrifically stomped. Now I'm a little over Level 41 but I still can't beat it. it Ejects me from battle wheN i get it to what I assume is the final form. Am I just not ready to beat it yet?

Speaking of irritations, I visited the sunken Shinra ship and the Turks there were annoying. Died so many times. Why? Not because they were hard but because I wanted to Steal from them and it just wasn't happening. I could have killed them ten times over but I died ten times over because I wasted so much time trying to Steal. Still, in the end, I won and got both the Tough Ring and Champion Belt. Worth it.

So what Ultimate Weapons and Level 4 Limit Breaks are still in the game? I mean, I found that Great Gospel was no longer with the Mythril guy. Does "Ultra Weapon" still have ultima Weapon?

Oh and that reminds me! What was up with the super-easy Tseng fight? That was kind of random. I mean it wasn't at all what I expected, I was dreading the Rude fight there because another mod I played of FFVII made that boss fight a nightmare. But instead Tseng is there and then he's not since I one shotted him.

Other than the Turks though, this night was fairly uneventful in terms of bosses. I failed the Train time limit once but I'm used to failing once in every challenge or boss by now. First attempts are to look for weaknesses and second attempts are the actual real runs for success.

no wait, I'm forgetting something! That boss down before the submarine, the weird mech that Reno sicks on you, that fight was BS. Did you make the Arms invincible? Because I'll tell you what, that fight is entirely random and luck-based. I died so many times because sometimes it would open the fight with grabbing one or two characters almost immediately. Then on my successful run it didn't grab anyone until it was almost dead. I realize a lot of fights in games are based on luck since enemy AI may make them spam one move or never do that move at all but this was really frustrating. It was just several hours ago so I kinda forgot about how annoyed I was back then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-16 14:55:49
Right, so a few things here:

First off, the Gold Chocobo is only for accessing the KOTR cave on the Round Island. It's also great for winning races with minimal effort.

The Cactuar fight isn't supposed to be there, I was using it as a debug fight to test out his new AI. It was supposed to be removed before release, so I'll get that done now. It's the boss fight for the Purple Materia cave.

Steal rates depend on level, so the higher the enemy level the harder it becomes to Steal/Manipulate.

Ultimate Weapons aren't in yet, but they've lost their damage formula effects in any case in favour of a heavy stat boost to Dexterity and Luck (with some having a Magic boost instead of Dex or Luck). The Lv.4 Limits are won from sidequest bosses once they're unlocked, with one per character (Cait Sith has one too, but it's for a key item that helps unlock an Extra Battle boss). Ultra Weapon drops an item also used for an Extra Battle boss.

The Rocket Town enemies were temporarily specced to low HP while I tested out a problem in the rocket (a crash happened on a ladder so I needed to investigate it) but I forgot to set their HP back to the original values before release. It was fixed in a recent patch, along with some other problems; I'd recommend downloading and installing them (they work in the same way as the main installer, and patch right over the top of the current installation). To be honest, the Tseng fight is generally easy anyway; I was considering making a different model based on Vincent's and expanding the move-set a little.

I'll have a look at Carry Armor again; I've an idea for a small tweak that'll make Arm Grab less dangerous.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-16 15:07:57
So wait, is Steal Rate determined by Character Level vs. Enemy Level? Reno for example was Level 50 I think while Yuffie might have only been Level 40 at the time. But if it is just determined by the boss' level and nothing else, then a Level 99 Boss would be nigh-impossible to steal from wouldn't it?

How do I unlock the sidequests/Extra Bosses? Does it just happen once you get to a certain point?

And "Purple Materia cave"?

I honestly haven't done extra stuff in FFVII for....shit, almost a decade. Even the I never did everything. Plus I wasn't that good at the time to be honest. So there's a lot of "original game" content stuff I'm clueless about in addition to all the stuff you've added. Also I'll be sure to download that patch right now.

Thanks for your reply.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-16 15:49:25
The steal/manipulation rate is character level vs. enemy level. However, if you have a Sneak Glove or Hypnocrown equipped then the odds are always quite good, regardless of level. Thing is, the Sneakglove isn't available until you can return to Wall Market (earliest this can be done is just after Diamond Weapon is defeated, by talking to the guy at the locked Sector 5 door inside Midgar and then heading to Bone Village to dig up the access key; look for Normal Treasure and it should be on the upper level, close to the steam. There should be maps online pinpointing the location to dig in).

The Extra Battle in Gold Saucer's Battle Square and other end-game sidequests all unlock on Disc 3 when you reach the bottom of the Crater for the first time. Cloud will get a phone-call from the Highwind confirming it.

There are four Materia caves dotted around the world, and each holds a different colour of Materia. The Blue Materia Cave (Quadra Magic) is near Mideel and can be accessed with any special Chocobo (or without, using the Highwind landing glitch). The Purple Materia Cave is near the entrance to Mt. Corel (Costa Del Sol side), on the small patch of desert across the river; this has the Mega-All Materia inside (I think it needs a Green/Black/Gold to access). The Yellow Materia Cave (Mime) is on the Wutai continent and definitely needs a Green or higher to access. And finally, the Red Materia Cave has KOTR inside and requires a Gold Chocobo; that's on an unmarked island in the top right of the ocean.

Generally speaking, the Blue Chocobo is the most worthless of the specials. There's no Cave that can be accessed that a Green couldn't get to, and in races they're slowed down on two sections of track that a Green/Black/Gold can run through without slow-down (giving them a big advantage over the other racers).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-17 23:12:52
Okay man I'd like to report my first real problem with the game. It's not a game breaker since it only happens during the optional Ultra Weapon fight but it is the only consistent "error" I've had. I've had several in field glitches and maybe two battle freezes but this is something new and has happened to me about ten times.

I was hoping it was NT conflicting with my Bootleg so I completely uninstalled FFVII and deleted the Registry Keys. Did a fresh install of FF7PC98 with the October 15 patch.  Still got the freeze. I figured it had to be somethign to do with the mod or my computer and not Bootleg because I've had weird "camera freakouts" in battles before but this is something new.

What happens is, in the final fight with Ultra Weapon at Cosmo Canyon on Disk 3, nothing happens. It doesn't freeze, it just....I'm not sure how to describe it. It's like the game is trying to load a move of his and cannot. On occasion the camera zoomed in on him like he was trying to do a move but more often than not he's just hanging there and nothing is happening. I can still input commands if my turn is up but othrwise, as soon as I put in said command, nothing more happens. Music plays, everyone stands around or floats around in UW's case, and that's it.

I'm not sure if this is something completely unique to my comp. I just know I've been playing the game 60 hours and in spite of various odd difficulties, nothing like this has happened. I don't know if you or someone else can test itout or give me advice on what might be wrong with my computer that is causing this.

I might just forgo the fight entirely.  I'll certainly go on and do other things in the meantime.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: LetCreativityPlay on 2014-10-18 01:15:54
Went to go check it out after reading your comment, I can confirm  8-) Kinda reminds me of Cloud running in place at a certain reactor =P

looks like the A.I locks up

https://www.youtube.com/watch?v=SZqTuXQg__I&feature=youtu.be
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-18 03:00:33
Yeah, that's caused when an attack doesn't have a valid ID it just kind of soft-locks the game. Usually happens if an attack is changed and the removed Attack ID is still in the enemy AI.

So had a look, and turns out there's a 'draft' script I left lying around in that particular form of Ulty's counter-attack script when I was building it into his main script to extend his attack-pool a bit for the final encounter (to avoid it clashing with his regular HP calculating stuff). Silly mistake on my part, just forgot to delete it when I was done. I'll fix it up and update the scene.bin patch.

Edit: That's the scene hotfix patch up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-18 12:46:51
Thanks for fixing that so quickly. The fight itself was short and sweet.

So I made it to the bottom of Northern Crater and got the phone call you mentioned. But while I'm content to wait to unlock all the Extra Bosses, since it appears it will take a LOT of Item farming and probably level grinding too so I can beat them, I wanted to try out the little sidquests. But how do you trigger them? I went to the Forgotten City as the dude on the Highwind bridge said and nothing happened. I explore every inch of it I'm pretty sure. I figured whatever it was would be happening would be in the area where Aeris "died" but no luck.

In any event, when that's all done, I suspect it will be a few days for me to find all these items and stuff. I'm sure they can be Morphed or Stolen but still... THREE HypnoCrowns? I have 1. And some of the other things sound pretty tricky as well.

The two I was able to unlock right now are the Gil Turtle and...uh, the one after it. I forget its name. had 41,000 HP. Aerith killed it with 4 rounds of Comet2. I was feeling so big and strong. TheN Gil Turtle unleashed KOTR on me. THE fern. Can Max HP exceed 9999 for the party? I doubt it. I guess you'd need to start the fight with something to make you invincible?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-18 13:00:53
The Lv. 4 Limit sidequests require that the character be in your party (or in Cloud, Tifa, and Cid's case that they be the party leader; this is changed from the Highwind's Operation room), so for Aeris' one in the Forgotten City she needs to be in the party (it's down on the altar, should be an NPC waiting there).

The items are mostly held by stronger enemies, but I've got a list I need to upload which details where everything in the game can be found (but it only shows one place, there's definitely other places to get some of them).

Gil Turtle's mechanic is that he 'saves up' MP until he can use KOTR but you can prevent this by damaging his MP (but he has a few MP Draining attacks, so watch for those). Or did Gil open with KOTR? It's on Materia Keeper's AI (which can sometimes open with Trine) and I can't remember if I disabled that or not (it's a rare opening in any case, but it shouldn't happen at all so if he did open with KOTR then I'll look into getting that fixed). The guy after him, Variablis, is the one that can use Barrier Shift to change his elemental weakness; but I think in my excitement at actually getting this AI to work I clean forgot about non-elemental magic like Comet...ah well.

Edit: Here's the spreadsheet I mentioned, could be considered a WIP but it's pretty much complete: http://www.mediafire.com/view/93dad2bidq74xop/FF7_-_New_Threat_Mod_[v1.2]-_Change_Log.xlt
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-18 13:22:43
Is the NPC actually supposed to be on the "Walter Altar" screen? Where you jump to? Because there's no one there for me...

Aerith has never left my party. I actually took her out and put her back in with PHS. ADoes she have to be able to use Great Gospel right now? I kinda doubt it but I'm at a loss for what could be the issue.

And yeah, first thing GT did was use KOTR on my party. I was sizing it up, preparing to use Sense, and then he kills me.

I'm gonna try uninstalling Bootleg and running just the NT Installer. I don't know why it would be Bootleg causing this but I can't switch out Cloud witH Tifa or Cid at the Operations Room either. I'll report back when all is done.

EDIT:

Nope, even with just the original + NT it won't let me switch out Cloud and the NPC doesn't show up at the Altar.

Thank you for the spreadsheet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-18 23:02:47
That's an odd one. Everything was triggering correctly in the test play; I'll investigate and see what's what. If LCP swings by he can hopefully let me know if he's experienced any problems as well.

Anyways, I'm going to load up the Disc 3 start save I kept and go through the Crater again. I'll update this post when I'm finished.

Edit: Finished the second test run, but everything triggered okay and Cloud could be swapped out of the PHS from the new NPC in the operations room. Not sure why these would be broken for you, and I've only got two theories on what might have happened:

1) Some random NPC in the game has been given a debug script that triggers all the sidequest event variables so I could test Special Battle; while it doesn't explain the problem with swapping Cloud out of PHS it's the most likely explanation. I checked all the NPCs I'd be most likely to give this command to, though (as in everyone in the Gold Saucer and on the Highwind) but no sign of anything.

2) Some Bootleg mod that alters the flevel/field in some way flipped variables that are used later in the NT game or has in some way overwritten/corrupted certain field screens, and/or these are being modified/are being reverted by something left-over from the Bootleg installation (I don't think this is very likely though).

I'm going to ask LCP (he's at that stage of the game) if this stuff is working or broken for his game. In the meantime, try triggering a different sidequest like the one in the Nibelheim Basement (that one triggers with Cloud as party leader; it activates in the same place that the old Zack flashback used to happen in the regular game; save your game first though, it's the toughest one). If that doesn't trigger either, then I'll make a special patch for your game that'll try using a different set of variable triggers for the sides; that should hopefully get those re-activated at least.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-19 00:03:30
Oh, I totally missed the second NPC in the Operations Room! I'm a dumbass. I can switch party leaders just fine now.

And the nibelheim sidequest triggered fine. I'm not doing it right now because I need to reinstall everything again (Bootleg's OST didn't install right) but I assume being teleported or whatever and running up to Zack is new. I certainly don't remember that in the original.

Still no luck with the NPC at the Walter Altar though. When I start up the game again later, I'll talk to the new NPCs in the GS and the Highwind. Do you think that might help?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-19 00:10:36
Ah, that's good; I couldn't for the life of me figure out what was happening with the Party Swap, I thought you meant Cloud was locked when forming the new party. Good that that's working.

Alright, so the other sidequest worked; that narrows it down. I'll analyse those Forgotten City fields and see what I can find.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-19 00:42:09
Alright, thanks a lot for everything man. It must have been hell to make this thing and then offering up support all the time as well... Your dedication is truly remarkable and I'm really glad I found this.

Out of curiosity though, I was looking at the list of NT Videos on YouTube (only the names, don't want to have any spoilers) and saw one mention of a Secret Boss and Ending. Do you get that by beating the Extra Bosses or all the sidequests or whatever?

And speaking of final bosses, what level would you recommend for actually trying to beat the game? I'm only at Level 60 right now so I don't intend to try it yet but I'm just curious if the final boss is actually super-powerful now or if he continues the tradition of being weaker than the superbosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-19 00:54:19
The 'secret ending' is triggered by having a particular item in your inventory when you beat Safer, which is dropped by the last boss in Extra Battle. These items will be converted into something very useful for the NG+ so if you collect more than one they'll come in handy for that (same thing with those oversoul shards).

As far as the end bosses go, they're not as strong as some of the Extra Battle/Materia Cave bosses but they're close; there's two things to watch for. First of all, the Jenova SYNTHESIS fight is quite different; it has two cronies in the battle that make things pretty awkward. Bizarro is also a three-party fight no matter what, so you'll need to have enough gear to keep everyone reasonably equipped to handle the strong attacks there. A save point was added before this fight, so Synthesis doesn't have to be re-fought if something goes wrong. One of your parties has to be two instead of three, however, even though you have enough for three full parties; I always try now and then to change that but it seems quite tough and Bizarro crashes when I force the game to have all nine.

Finally, Safer is more or less the same as ever but with his attacks changed up; he still follows a set pattern but the attacks are different. And as for that alternate final battle, well there's another save point so no worries.

I'm not sure when the earliest is that they can be beaten, but the better prepared you are the better. You could try tackling Jenova SYNTHESIS to get an idea of what strength they have as they're quite close together; but try to have enough decent equipment to cover eight of your party members for the Bizarro fight, that'd be the 'make or break' I reckon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: LetCreativityPlay on 2014-10-19 01:20:02
Hey there, I too would advised facing the Final boss until you have good equipment, and copies of your favorite materia or at least powerful ones you can spread throughout the parties.  :mrgreen:

I went to the forgotten City after reaching the bottom of the northern cave, and I see the NPC there. She should be kneeling right where Aerith was at the disc one (where you fight Jenova). I have the steam version of FFVII, with no other mods than this one installed. It's also has all the updates!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-19 01:25:31
Hm... Well I dunno, I'll keep checking and maybe they'll turn up. Don't really know what else to do for that.

And anyway you look at it, I'm gonna need some days of grinding ahead of me. Gotta get these items for the EBs, probably should get at least two of every Element Materia to Level 3 for my main party, probably have everyone with Cure3 too, gotta level up Limits, and finally collect good equipment. For my main group I have Apocalypse on Cloud, Rising Sun on Yuffie and Guard Stick on Aerith. (Heh, I liked the "And nothing attacked you!" after I got Apocalypse. I totally was thinking there would be a boss fight there.)

The Northern Crater seems like a great place to gain mad AP very quickly though. I chose the...Left Up Path or whatever and ran into these three things that gave like 12,000 or 15.000 AP. Then when you add to the fact I had Triple AP weapons on...that was amazing. 

Wait, one more question though. Did you remove the Heaven's Cloud from the Gelnika? I didn't see it. I always liked giving that sword to Cloud because...well, I found it fitting. Plus, while Triple AP is amazing for grinding, I am sure there are better, stronger weapons around for everyone and I gotta find those as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-19 01:57:44
It won't turn up, unfortunately; the variable trigger isn't really handled by anything else. That's why I'm going to make a special patch for your specific game that uses a different variable; it's only called in two places, there and at Battle Square (but not for much longer, I'm going to make Game Moment 1998 the trigger to unlock Special Battle rather than those sidequests; there's a boss at the end of the Special Battle that I've yet to see anybody fight ;_;).

The Movers (and the Magic Pots which now eat either Ethers or Turbo Ethers instead of Elixirs, I forget which) are king for AP so I set them up for it. The end-game weapons are set up like this:
-) One Vit/Spr +50 weapon (Defensive)
-) One Mag +30 weapon
-) One Dex/Lck +50 weapon

There's a few exceptions to this. Instead of a +30 Magic weapon, Cid has a high-attack weapon that drains damage as HP instead while Tifa has that Godhand which has 255% accuracy. All the Defence weapons can be Morphed from the tough enemies in the Crater, but you can also have a shot at getting one of three of them (Cloud, Tifa, and Cid) by re-fighting the Disc 2 boss Asimov which is accessed by talking to the trooper in the Chocobo area of the Highwind (I don't think I've removed that debug Kaktuar fight from the Highwind technician next to him though, so careful not to talk to him just now!)

The Mag +30 weapons are a bit trickier to get; they're dropped by the Extra Battle bosses and it's a random drop. There's also the Escort Bangle and Minerva Band which have been boosted up a fair bit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-19 09:40:15
Well if I can make it to that Special Battle I promise to fight it. I want to try and beat everything in this game.

And thank you for offering up that fix for Aerith's sidequest. There's no rush or anything either - as I said before, I got lots to do still.

EDIT:

Do the Training Bosses stop granting EXP after a while? I saw Hojo gave like 30,000 each fight so I wanted to grind with him but I just beat him and got nothing.

Also, your mod doesn't have Break 9999? I figured it did so I didn't select Break 9999 Limit in Bootleg. Only now my best attacks on Hojo only did 9999 instead of like, 13,000.  I mean if you would prefer me to keep the damage cap set, I can.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-19 14:19:15
The mod isn't specced for Break Damage Limit; things get a bit too loose when those kinds of numbers start flying around because of the way Defend, Sadness, etc. reduce damage by a % so the higher the values, the more potent these become. You can use it if you want, but there won't be many bosses capable of breaking the 9999 barrier outside of maybe a critical or a special damage formula.

And yeah, at Lv.70 and above enemies stop giving EXP. It's so there's room for developing the player party and having an arc of sorts for the NG+ campaign I'm planning to make.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-20 13:38:22
So things are coming along well in terms of the Extra Bosses. I found several of the items I needed to make them when I explored the other areas of the Northern Crater. I also got Beta and Bad Breath so that worked out real well. I now have Shield, Ultima, W-Summon and Contain.

Question though, is the White Materia part of Aerith's sidequest? I figured it would be. I have all the othr items I need for that boss except the WM.

But now I have these awesome new Materias I think I need to head back into the NC to AP grind some more. I have tons of Mastered Restores now for everyone in my party plus a few Mastered Revives because Phoenix Downs just don't cut it in boss fights anymore.

In terms of items, I got a few extras of Cloud's and Tifa's weapons from Morphing. I had the Ragnarok and God's Hand already from re-figthing Asimov but I got a few extra from...Uh, I think a Mover and something else. In terms of new weapons, I got one for Red, Cait, Cid and Yuffie. So that was nice, especially for Yuffie.

What weapons aren't actually in the game yet?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-20 14:35:07
Sounds like you're cleaning house. The only weapons not in the game yet are each character's ultimate weapons. I also need to make the Umbrella available somewhere on Disc 3; I put it back in Speed Square's Disc 1 but a lot of players will have missed it because there was nowhere to get it until now. It'll probably go to a Crater enemy.

And yeah, the WM is part of Aeris' side-quest. I'll get that patch fixed up for you today; I was making some others fixes as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-20 18:36:26
I got a few more ES bosses down after managing to find out where I could get Dragon Scales and Right arms. Also, in regards to the Bomb King fight, was Odin the only way to deal with the Grenades? or Bomb Vassals or whatever they were called? Because I tried everything else but they ALWAYS self-destructed when they died, even if they were asleep or whatever else.

Also, since Aerith's sidequest didn't trigger because of some bug or glitch or whatever, does that mean some of the others won't happen either? Because I'm trying to find Barret's and Yuffie's and nothing is happening. I looked online at a video and I think Barret's is supposed to be on the ruined Corel Reactor screen? The lower part? But nothing. And I went to Yuffie's dad's house (the place right before the Pagoda, right?) and I didn't see anything there either....
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-20 19:10:23
No, the AI that was supposed to disable the Bombs when the main guy died was only affecting one of the Bombs and not all of them. I've got it fixed, but the patch isn't up yet because there's a bunch of other things that were needing re-worked.

Alright, so all the sidequests use variables from a certain memory bank but Cloud's one is 'unique' because it uses the original ones normally used to trigger and then lock the Zack flashback that used to play there. Any debug routine testing Special Battle would have activated every sidequest variable, including these ones, to unlock Special Battle for testing in older builds so I don't think that's what caused it; I did a sweep of the mod using Makou's search functions as well but couldn't find any alternate triggers for those variables (although I'm still not ruling it out). And as far as I know, it's a problem isolated to your game; LCP told me that his were triggering fine.

I'm starting to think that these banks might have been used by another mod at some point. Save files retain variable data so if they were flipped by a mod and the game was then saved, they'll remain flipped even if the mod is uninstalled (for instance, NT save files could cause havoc with other Gameplay mods if they use any of the same unused variable addresses and vise-versa). But I'm just guessing. If I can get the remaining fixes finished tonight, I'll put that special patch together that uses different variables and hopefully those'll be 'clean'.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-20 19:28:15
Well thanks for putting in the effort to help me out.  I never thought anything like this would happen. Here's hoping that the patch will fix whatever it is I fucked up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-21 03:18:17
New patches are up, but I'll make the special flevel patch we discussed and send you the link via PM.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-21 15:30:09
A couple questions:

1. What is the point of Mime? The fight for it was fairly easy but it doesn't do anything...

2. Is Shield still supposed to nullify physical damage? It made the Zack fight a breeze.

By far the hardest optional boss fight so far for me was the one guarding the Quadra Magic. I died so many tims to that thing... It took  a lot of AP grinding with Shield and Revive and Contain for me to stand a chance. That and all the Turbo Ethers I've accumulated thanks to the Magic Pots.

EDIT:

Is Mega Flare bugged? Whenever Zack used it on Cloud, it always missed. Maybe I'm just over-leveled, if that has anything to do with it? Cloud is Level 71.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: LetCreativityPlay on 2014-10-21 16:23:34
Quadra magic: You're talking about Vorpar, Javy, Dones? You're supposed to cast regen on the two crewman.
It's possible that megaflare has a shout element attached to it, did you have some kind of equipment to protect against shout :P, just a possibility  :roll:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-21 17:13:34
Uh...I don't think so. I had Cloud loaded up with Strength-increasing equipment. Gigas Armlet and Champion Belt. Oh and Ragnarok for his weapon.

As for using Regen on the crewmembers...I had no idea about that. It never crossed my mind. lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-21 20:33:29
Yeah, the Bahamut summons are Shout-element and because they technically have a status ailment (they have a Debarrier effect) it means the attack will miss instead of dealing 0. Shield is likely what's protecting you there for that; and yeah it nullifies physical elements and drains magical ones.

Mime definitely seems to be kaput; I'll fix that up (I was trying to make it single-level like Underwater Materia so I could distribute more later on as prizes; I forgot to actually check on it). As for the Quadra boss, the two crewmen mention needing a Regen at the start (or they should do, in any case) and casting it on them has them mutiny, you might say. I'll need to shore up the Cave bosses though, they've not really excelled in any version of the mod so it's time they were all fired. I'll leave them until v1.3 though which is a little way away (aiming for Christmas :I).

Now hiring: bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: PotatoHandle on 2014-10-22 05:23:52
Just thought I'd more 'officially' post on my thoughts on the mod so far, I'm just about to get to WinWaker Cosmo Canyon.

+ Charming little in-jokes, like the battery in Midgar and chest in Corel.
+ Extra boss battles; added in liberally, but sensibly.
+ AI/Balance/skin changes to existing bosses. The "Feel" of each original fight is still there, but with new challenges.
+ X-ATM Scorpion. Makes me smile every time.
+ Boss Balance, damn near perfect. Challenging, but not gimmicky like a lot of pure difficulty mods.
+ Dirty Bombs. :P

- Battle Arena version 1 is very unforgiving; requires consumables or really good luck. (EDIT: I have something worked out now which works quite well, requred the Wall ring from the speed square though, 8th battle is still hard though.)
- Learning Big Guard is a bit strange, when you manipulate something and use it it targets the whole party, but only hits one random person, made it tricky to learn.
- Morph at the start of the game didn't seem to be too useful, usually did about 3-4 damage, for average items (At least what I tried it on.) Maybe some initial equips or early weapons with 50-100% morph damage to help out?
- Frog Song MP usage; my way of cheesing my way through the entire battle arena is ruined. Curse you, making me use my brain and stuff. (I'm kidding, it's good, keep it like it is, haha.)

Should be continuing on the weekend, I've been told that Gi Nattak should be an enjoyable experience. \o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-22 15:18:14
Cheers, Potato; I've been keeping notes based on what I've seen in your Twitch highlights as well. Seems those Dirty Bombs are a tad popular :I

But now I must officially respond to your official feedback D:

Battle Square's the current priority; I'm adding the AI in today, after I get a special field fix done for Nikkolas. The patch will just be 700KB again when it's done, as only the scene.bin needs edited.

Morph is tough to get going because I think the only way to raise it's damage to 100% is through the Conformer's weapon effect (or through an .exe edit maybe) which is a tad stronger than the standard ones. Best use of it I can think of is setting up in an area and spamming Demi+All on a big group (say, five Search Crowns on Mt. Corel) and then picking them off with Morph if their HP falls far enough. Bit slow, but that'd guarantee five Ethers- I mean, 4000+ gil. Some bosses also have a great item to Morph into, like Motorball can be Morphed into a Fire Armlet; I might extend this to more bosses, some don't have a Morph thing right now.

I'll have a look at Big Guard; I likely tried to make it single-target and messed it up somehow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-22 16:44:30
So Sega has been the coolest guy ever and helped me and now I just have a quick question since I'm back on track on making and beating all the extra bosses.

Where is the Red Crystal? Is it an item I get from one of the sidequests?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-22 17:09:46
That's a relief it's working now, I guess the variables did get flipped at some point.

The Red Crystal is dropped by a new boss accessed through the Kalm Traveller; instead of Master Materia, he now gives you a one-time boss fight that'll give a potent Enemy Skill at the end:
-) Desert Rose: Dragon Force
-) Earth Harp: Shadow Flare (can be used by others)
-) Guidebook: Pandora's Box

These fights do have a Game Over if you lose, so save before going in. The Earth Harp boss drops a Red Crystal though that's used to unlock an Extra Battle boss (Tyrant, I think). I also recommend taking lots of different types of Greens in for the Desert Rose boss; Chocobos react coldly to people who don't look like they'll give them any Greens.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-22 17:18:13
Wait, do I still need to beat Emerald to get the Earth Harp? That...could be trouble. Does he still have 1,000,000 HP?  If that's so i won't be fighting Tyrant any time soon. I still haven't been able to beat the Mammon Machine to get KOTR. (awsome Chrono Trigger reference!) I got it to the part where it summons the little helpers but I have no idea how far I was away from winning. I managed to kill one of them before MM used that combo on my party (Antipode I think and then the other two) and no one had Shield up so we died.

But yeah, I already got Shadow Flare from Ultra Weapon. He uses it on whoever kills him so I had the ES Materia on Cloud and made sure to win with him.

The only EB Bosses I have left are the one I need the White Materia for, Tyrant and the last one. ????? or whatever.

Thanks for the tips on the Greens.

EDIT:

Wait, can you not use the White Materia? You just have to trade it in for the boss?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-22 20:09:40
Emerald and Ruby have much less HP in this mod, essentially because those two were specced originally to (presumably) handle Ultimate Weapons and KOTR. As these aren't really as dangerous as they used to be, these bosses had to be down-tuned a bit. In terms of stat progression, they're behind the Kalm Traveller bosses.

Emerald/Carmine: 230,000HP
Ruby/Viridian: 177,000HP

Some other tweaks in there too, like Ruby not having Ultima anymore. The KOTR boss is stat-wise the toughest in the mod but his AI has a loophole (due to my inexperience when I was scripting it) where it's possible to avoid him summoning the adds and it's maybe also possible to skip Mammon Machine too but not sure. One thing to note there is that using Limit Breaks accelerates the rate at which the Mammon Machine charges so it might be an idea to avoid using anything except the strongest ones like Omnislash (or maybe then, perhaps not at all). It is a race against time though, so you might need to come back when you're beefed up a bit (although there's always Slots :p)

And the White Materia is a key item that's only used for making a new boss, same with the Dark Matter. Normally I'd make them items but at the time I wanted to experiment with making new Key Items and how to make them appear in the menu.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: PotatoHandle on 2014-10-23 00:16:04
Oh, there was something else I was going to ask too, there's a few items I've picked up which don't seem to be use-able, the Cactuar Gun and the Syncher are the ones I can remember, I'm not sure if I'm missing anything, but they don't appear to work with either Item or Throw.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-23 01:30:55
Oh, you're right. I must have tampered with them when I was putting the new items in; I've added it to the next scene.bin patch I'm working on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-23 08:30:27
EDIT:

Okay, I was worried something got screwed up with Vincent's sidequest but I forgot the trigger the "second event" with Lucrecia you have to fight 10 random battles. So all is good and I have all Oversoul Shards now.

EDIT 2:

Okay, a new weird thing is happening. I can't make Tyrant.

It says I need 1 Red Crystal, 3 Megalixirs and 1 Behemoth Horn. I have the Red Crystal from the super-Movers or whatever they were called, I have 11 Megalixirs from all across the game and I have 1 Behemoth Horn from Morphing the Behemoth King in North Crater. (or King Behemoth, whichever it was named)

Is the Red Crystal supposed to be an item or Key Item? It's only an item for me. Maybe I'll try to get an extra Behemoth Horn.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-23 14:28:02
Yeah, I messed up. I reduced the item requirements for most of the monsters, but that particular one slipped the net. The text says 1x Behemoth Horn but the game is still checking for 3. It'll be fixed for the next patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-23 17:37:48
Ohhhh yeah! Nemesis is toast! All that is left for optional bosses (that I know of) are:
Tyrant
Kalm Traveler boss for the Desert Rose
Mammon Machine

Didn't you say there was a special boss you haven't seen anyone face? Where is he/she? Let me at 'em!

Honestly I probably fought Nemmy in the dumbest way. The only person doing any real damage was Aerith with W-Magic Comet2. Cloud and Yuffie sometimes jumped in with 4xCut but that barely amounted to 4-5,000 a piece so...yeah, Aerith with her 1,500 or so per hit twice every turn was the only way I could have won there. Only used one Megalixiri too so I'm proud of myself for that.

Is Armageddon a "every so many turns" move? I interpreted it as a "you've chippped away so much health" thing but I wasn't really basing that off anything. i just kept thinking "okay, he's used it once, he's 25% dead...okay he used it again, now he's half-way dead..." I guess I just needed that because, you know, I had no idea how outmatched I was or not and if I was actually getting anywhere close to killing him.

I do have to admit though,  Carmine was kinda disappointingly easy. I beat it in about...6 minutes? On my first attempt no less.  I guess Omnislash helped but even still, Cloud's regular physical attacks (with Mastered Elemental Lightning equipped) did about 5K-6K per cut.

I'm feeling really good right now though, hehe.

But since I have to get those two extra Behemoth Horns anyway, I think it's time I start some more AP grinding. I haven't leveled up Qudra Magic or Mastered W-Magic or anything. Definitely going to want at least 2 or 3 of that. W-Item too maybe.

EDIT:

Wait, what's supposed to happen with the Chocobo boss? I waled on it forever and it just ran away... I don't think that was supposed to happen?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-23 19:47:05
Nemesis isn't the best; I basically had this idea to recreate the boss (attacks, AI, etc.) of the same name from FFX's monster arena but it's a bit one-dimensional with it's attack pattern. The stats were originally the same too but I figured I should just drop them if I was putting in a level-cap, etc.

Carmine is probably easier than the original Emerald Weapon because of the reduced stats, save for the Gravity immunity so that's not much surprise. I didn't really make an attempt to start tinkering around with his AI but one of these days I'll sit down and see what I can do with it, maybe make a new variant of it for some new content somewhere. Glad to see you using elements though, that's something I want people to be considering in their set-up, along with statuses.

The Chocobo just starts with high stats but you can adjust those stats by feeding it different types of greens (and it resets a counter for M.A.D Breath whenever it's fed). Why, was he broken or was it just fairly easy to fight through it?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-23 20:15:03
Well it was a tough fight in a sense that none of the Greens I tried did a lick of good in terms of hitting the damned thing. I had to just spam magic and when I got Cloud's or Yuffie's Limits up I'd use whichever green lowered its Defense/raised Attack.  Then I'd use the other Green that raised Defense/lowered Attack after I got my Limits off. All I know is I got off two Omnislashes and 2 Doom of the Livings (with Omnislash doing 2K per hit and Doom doing about 600 per hit) plus Aerith's magic must have done....uh, I dunno, 100K? i used a lot of Turbo Ethers on her.

Anyway, was I supposed to be able to kill the thing? How much HP does it have? I didn't think it would run away but I guess the last Greens I threw to it went faster than the others maybe?

Also yeah I saw what you were going for with the mod's Nemesis being like FFX's. I thought it was a pretty cool fight. Armageddon is a helluva move if you aren't healed up and ready for it.  Plus you need  Ribbons to survive Ultra Spark and that makes  it a bit harder since it means you won't have Accessories to boost stats or anything.

Although I forgot to mention - Cait Sith's sidequest? That was both hilarious and awesome. It was also one of the harder optional bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-23 20:37:46
Oh, right; that's normal then. When he dies, he uses the 'run away' animation that Chocobos usually use when they've been hit. I thought you meant he was doing something unusual, like not attacking or something. Each Green will raise a stat, but lower another one so it sounds like his physical defence was quite high but his Magical defence was quite low. At the start (pre-greens) all his stats are generally high.

But it seems like I need to get this next wave of stuff finished. I'll make a second bracket for the Junon Leagues and get this Keystone Disc 3 thing finished. Someone suggested Dark Summons (like FFX's Dark Aeons) on the YT channel so that'll probably take some form soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: LetCreativityPlay on 2014-10-24 06:32:39
Wow the Keystone, Leagues, and Dark Aeons stuff sounds neat.

What's the mammoth machine, is that something new?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-24 07:48:02
The Mammon Machine is the boss guarding Knights of the Round. 

I just kicked its ass too. Thank God I decided to go and finish up the Extra Battle bosses first. I got a Wizard Staff from Tyrant that allowed Aerith to get 2K per hit in Comet2. She was dealing 36K per turn. So awesome. I used up a few of my Megalixirs but oh well, I still have 4 more, plus 20 regular Elixirs. With W-Item now, that should be more than enough. I was worried there at the end of the fight when it said it was approaching limit since I assumed it would do some crazy damage technique that we could not survive, even with Wall or Shield. I was going to use my two Gospel Sparks but then Aerith was kind enough to win the fight before it could use the limit.

BTW, does Tyrant give any more rewards? First fight I got Red's Magic +30 weapon, second fight I got Gospel Spark and third fight was the Wizard Staff. Fought him about four or five more times and got nothing else. Was hoping to get a Magic +30 weapon for Cloud or Yuffie.

Speaking of KOTR though...um, is it supposed to kill me? I tried to use it on the Midgar Zolom because every fight up to this point the thing has just immediately ended the fight by ejecting my party.  I wanted to try and kill it at last. Only I killed myself with my Sneak Attack KOTR.

Anyway, I too would love Dark Aeons. Hell, I'd love just a New Game + feature. That woud give me more incentive to keep playing the mod even after I beat the game.

So I think that does it for optional bosses, right?
Viridian Weapon - Beaten
Carmine Weapon - Beaten
All Extra Battle Bosses - Beaten
Al Kalm Traveler Bosses - Beaten
All Materia Cave Bosses - Beaten

All that's left is the final bosses, right? I'm pumped!!!

EDIT:

Wait, was it the Hero Medal you said earlier that I needed for the "secret ending"? You advised me to get a couple of them right? For NG+? I could probably do that. Be easier now with W-Item and stuff.

EDIT 2:

I now have 2 Hero Medals. I might go for a third but I can't see me doing any more than that. Don't be too hard on yourself - Nemesis is no pushover as a superboss for this mod. The fight is long and intense and you constantly need to watch out. Even with Ultra Spark's status ailments gone thanks to Ribbon, it will bring you down to just too little HP to survive Armageddon.

The new equipment I got from the Mammon Machine is helping a lot though. Mystile or something like that? Whatever it is, a lot of Nemesis' attacks miss now. The Minerva Band also seems to help Yuffie dodge it on occasion. Cloud though, he always gets hit and even if all he ot hit by was one Ultra Spark, it takes him to 100 Hp too little to survive Armageddon.

It's a pretty awesome fight. You have to keep on your toes.

EDIT 3:

Looking at this video
https://www.youtube.com/watch?v=WbGPS9bGmzo

He seems to do way more damage. That Cannon move only does like 2K or so on me, maybe 3.  Then again, the fight seems to go way quicker for the LP'er than it does for me.  Plus he has like, thousands more HP than I do. lol

EDIT 4:

Do you know if Nemesis gets stronger each time you fight him? Because holy hell, he will not stop killing Cloud now. I have not changed Cloud's equipment at all that I know of... Maybe one or two Materia I removed made all the difference but before Cloud could survive Armageddon, now he cannot. I'll have to look into this. I was trying to make my own video but it ended up being just an epically long failure.

EDIT 5:

Got my 3rd Hero Medal and made a video of it! A half-an-hour long! 6 GB! And that was half-sized in Fraps.... But yeah, long fight. I guess that just means I really suck. I don't know what made Cloud die easier on my third attempt but I remedied the situation by saying screw it to the Gigas Armlet. I didn't want to get rid of it because it had Str + 30 but I wanted to test out the Escort Guard. Well, no longer was Armageddon doing 6600 to Cloud. Now it only did 4900 or so. Plus losing 30 points of Str didn't hurt as much as I thought it would. Cloud only did like, 100 less damage per slash. So...yeah, gonna stick with the EG from now on.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: LetCreativityPlay on 2014-10-24 14:02:33
Those youtube videos that I uploaded were from the older version 1.1, that's why my party had tons of HP until Sega put in the curve. Sounds like you made awesome progress :> . If you have the hero medal(s) in your inventory, you should be able to save right after the Safer boss fight, that's when you know you triggered the "ending".

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-24 15:30:41
Like LCP says, some of his playthrough stuff is from 1.1 which had a few differences:
-) No level cap
-) Plus Materia available (HP Plus, etc.)
-) Sources available (actually easier to get)
-) Different Monster strength (some weaker, some stronger)

The goal of 1.2 was to make a challenging curve that holds from the start to the bottom of the Crater, but I also took out the Plus Materia (save for MP Plus) and Sources so I could introduce them later if needed. Same thing with certain pieces of armor; the Shinra Alpha, Ziedrich, Imperial Guard, and Aegis Armlet were pushed back so there'd be something to nab for either NG+ or the lengthier sidequests I want to make.

Here's the drop list for the Extra Battle and some other roulettes; mind that the way item drops work is that it checks each one in ascending order, so the lower down ones are less likely as the items above them have to 'fail' to drop first:

Proud Clod/Asimov
-) Ragnarok (16)
-) God's Hand (16)
-) Spirit Lance (16)

Hojo Lifeform/Calamity
-) Umbrella 8
-) Behemoth Horn 8
-) Starlight Phone 8
-) Oritsuru 8

Variablis
-) Fire Ring (16)
-) Ice Ring (16)
-) Bolt Ring (16)
-) Guardian Ring (16)

Love Buster
-) Curse Ring (16)
-) Reflect Ring (16)
-) Protect Ring (16)
-) Relic Ring (16)
Morph: Pile Banger

Abyss
-) Ribbon (32)
Morph: Oversoul Shard

Nycta Dragon
-) SS-Mine (16)
-) Magic Shuriken (16)
-) Outsider (16)
Morph: Oversoul Shard

Tyrant
-) Gospel Spark (16)
-) Spring Gun Clip (16)
-) Wizard Staff (16)
Morph: Oversoul Shard

Seems like you've killed pretty much everything; there's still the Junon League to try out though, that's accessed from the Beginner's Hall in Junon by talking to the two soldiers in black down there. It's only one bracket and should be fairly easy to sweep through with enough firepower (I think they all only have about roughly 10kHP each), but it rewards some of the new attack items like SS-Mines and Fletch Rockets.

As far as the NG+ goes, I'm going to re-do every enemy in the game with a different colour, name, and move-set but besides that I'm setting up a pared down scenario for progressing through the game that cuts out most of the story; the player starts in the Sector 7 bar, Meteor has been summoned, and you have to get from there to the Crater is the basic gist. The first goal of that would be finding the 'Key to Sector 5' key-item to get out of that door close to the Church and leave Midgar. This would be the last addition to the mod, though; I've a bunch of other stuff to do first. That said, the prototype for Midgar is currently working; maybe a demo soon? :p

But yeah, for the secret fight all you need is one Hero Medal in the inventory; these'll have a consumable effect in NG+ so having more than one isn't a waste. I'll actually need to set up a save point for AFTER the last boss fight (both versions) so that it transitions easier into the NG+; I think teleporting to a repurposed Debug room might be the key, makes it much easier for the two flevels to pass the baton if the player has to be on one particular field to transition across. That room + save will be in the next update, I'll try and get that done quick.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-24 18:46:14
Ugh, I'm definitely going to need to buff my secondary party members... I've ever done this whole thing with Bizarro Sephiroth and while I was able to kill some parts of him, I didn't know the strategy to it until I looked it up. Killing both Arm Parts and then the Core Parts  isn't easy and means my Level 50 other teams around for a while and none of them can survive anything. Well maybe one attack, barely....


I didn't want to grind Limits. It's boring as shit. But it doesn't look like I have much choice. The only way any of them are going to be able to win is with Level 4 Limits. I have some Mastered Comet and Ultima too but, again, they're all weak as hell.

Do you know how much HP you gave the Core Parts?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-24 20:03:50
It's a surprisingly tough fight when all three parties have to get involved; perfect template for a future super-boss, eh?  :wink:

Anyways, this is the low-down on Bizarro/Pinnacle:

-) Torso: 80,000HP + 60,000HP if KOTR was used during Jenova-SYNTHESIS fight.
-) Head: 16,000HP
-) Core: 35,000HP
-) Arms: 20,000HP

That's consistent across all forms and variants. The way it goes is usually this:

Starts off with centre party. They have to kill a part to move to the other two teams, generally best to go for either an Arm or the Head and focusing damage. Game then prompts to transition to another party (careful not to pick the wrong option!)

Your Left and Right parties are uneven, as one party only has two people. The two-man team should be beefier than the three-party team to try and compensate for that. The goal of the Left and Right teams is to expose their side of the Core and destroy it; to do that, they have to kill the Arm which protects it. However, the Head will revive the Arm so the sequence for Left/Right Party is:
1) Head
2) Arm parts
3) Core

When their Core-side is destroyed, try to swap to your other team and do the same thing there. The Two-Party team is fighting less targets if memory serves. When both Core Sides were destroyed, try and swap over to the centre team. If the game swaps you to the wrong team (I'm not sure how it decides, might be a cycle or set-pattern) then usually the Head will revive for you to destroy and get the swap prompt again.

Finally, Centre Team has to destroy both Arms to reveal the Core. The head will revive at intervals in this one, so it's best to ignore it and focus on getting that Core wrecked. Once it's gone, you're on the home straight to wreck the Torso.

...or alternatively start Centre team with Aeris, she uses Planet Protector or Great Gospel for the Peerless/Invincible status, then let rip with KOTR+MP Turbo on W-Summon. That works too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-25 11:48:02
I actually tried that KOTR strategy but my game kept freezing every time it tried to complete the summon animation. Dunno why.

But anyway....

PROOF OF SUCCESS!!!!
http://i.imgur.com/kDkcJfw.png

I didn't need to go grind Limits or anything! That was what was really killing me. i was SO CLOSE to finishing the game and I didn't want to head all the way back just to grind for an entire day.

But with some creative use of my Materia, I pulled it off. For one thing, I now have a new appreciation for Quadra Magic. I mastered it once but it didn't seem very useful. Ultima is massively depowered per use so maybe you come away with a 1000 extra damage but so what? HOWEVER, even when it was equipped to a weakling like Cait Sith or Tifa, Quadra Magic Ultima did 1500 a shot. So even they could not do almost 8000 damage a turn.  Yet this led to more anxiety on my part. Since I had dismissed it as useless, I only had one mastered QM. For a time I tried using it on Team 2 but that wasn't working. I ended up just giving Cait Sith Ultima to do a pitiful 2000 or so a turn while Cid did at least some damage with his Rocket Jump Limit Break - about 3000 or so. He was nice enough to get it all the time thugh so that helped. Then I gave Vincent a Circlet and one of my Mastered Comet Materias to be the main damage dealer in Team 2 and once you get every other part out of the way, Comet2 will wreck the Core.

For my two person team I kept trying with Barret because he has more HP than Tifa but theN i recalled Tifa also had one of her Defense Weapons, God's Hand.  I ended up giving Tifa my Mastered QM while Red got a W-SUmmon. That way he can start the fight with Bahamut ZERO and Typhon. Together they pretty much kill all the parts. At most it takes one more attack. I used those Magical Ashes or something I got from the Mammon Machine.  Once all the parts were down, I repeated my strategy from Team 2 and used Comet2 to obliterate the Core when it was unprotected.

It sounds so simple and easy yet it sure wasn't. So many failures and rearranging of materia to figure out this....

I was worried about Safer because none of us had Barrier Materia to protect against Mega Nova and I DID NOT want to have to go through that previous fight again.  I ended up using one of my Gospel Sparks on Aerith just to be safe. Needn't have worried though, it did only about 2K, maybe 3K damage. And he died immediately after using it.

Phew....I did it! I'm very happy. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-25 16:40:54
Sounds great! One of the things I want from this mod is for it to encourage people to get more into the game's mechanics and try different things; it sounds like Comet2 is a bit OP seeing as I have it 6 hits instead of 4 but seeing as it loses a lot of it's effectiveness against multiple targets/groups I think I can live with that. A problem with Safer is that it would really suck to lose there after going through Bizarro, but it's one of those things where a save point between them would utterly break the tension.

KOTR (and other multi-hit spells) can freeze the game when used against a multi-target enemy with I think HP/MP Drain attached to it. Or was it only when it was attached to Quadra and HP/MP Drain? I forget.

No refund.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: PotatoHandle on 2014-10-29 23:41:56
So found a few interesting things last night to report in:
 - Peace Rings from the first version of the Battle Arena are listed at 4,000 points but actually cost 8,000.
 - Those goblin dudes at Gongaga are little bastards. >_>
 - Lambda Calcule is confusing. I imagine this is by design, but I'm worried I screwed up and missed out on something.
 - Vincent... Well... http://www.twitch.tv/potatohandle/c/5394779 (Warning: Nibelheim spoilers.)
 - I believe the new items I mentioned last time are still un-useable. (If you just haven't had time yet, that's cool, just a reminder.)

Had a lot of fun yesterday, was very surprised a number of times, hehe. \o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-30 00:17:01
That Peace Ring price must have been a nasty shock; it's easy to fix but I'll double-check them all again. I revised the prizes recently, was the thing. I've been working on an extensive patch to fix up a big list of problems, issues, and stuff that was just no good, including a quite serious one regarding variables (I had to test for new variables and change them all) which is why I'm running a bit late on it. Very nearly done though.

Battle Square 1 & 2 is just about done; and because I can't do much about the roulette, I decided to do away with the random groups and make it the same eight fights every time (like how Special Battle works) and hand-picked which fights would appear. I also added AI to deal with the auto-buff so monsters that appear now have their original HP, STR, and MAG rather than a %-boost (which tends to become unmanageable in mods where stats are adjusted). I also changed the one-time Keystone Battle Square event prize to some things that'll be much more useful, including another new item.

Ultimate strats on Vincent, eh? :p

In 1.1 I was using a weird set-up to get around a glitch where character-models used as enemies soft-lock the game when struck by attacks. I had an invisible 'hit-box' the player would attack while the player-model enemy would use attacks, so two enemies to make one. Thing is, I since found a way to make it so that these guys could be attacked directly but I've likely forgotten to update their status defence info. I better give them all a quick check to make sure their elemental weaknesses and the like are all what they should be.

Lambda's only gimmick is that if he's killed before he can transform into one of his two forms, the fight will repeat. The only way to end it is to trigger his transformation and then kill him, at which point he'll eject the player party from the battle and end it properly. A lot of people have said they found him confusing, though; I reckon it might be time to get rid of this and make him just like Lost Number but with the different attacks. Boxer in Gongaga, however, will remain his usual bastard self.

I'm gonna watch that big ol' highlight for notes, etc. though judging from the title it seems like I better get this battle square fixed up pronto  :-X
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: PotatoHandle on 2014-10-30 00:37:52
Haha, the battle arena is alright, but it takes a very particular setup which took a while to nail down, including the Wall Ring from the speed square which itself needs some not-well-known-strats (Or actual skill, I guess. >_>) to get the maximum reward from, hehe.

With the extra levels and materia from getting up to Nibel I've got a setup which works quite reasonably now, gunna grind away for those reflect rings over the next couple of days, hehe. Something to consider would be adding in a 'nicer' way of getting GP at this point in the game. Not that playing Super Dunk with a metronome isn't extremely exciting or anything. :P

EDIT: And yeah the actual fight against Lambda seemed basically the same as normal, it was just the eject and the dialogue which made me think I missed something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-30 02:01:35
I was thinking that actually; one of the biggest obstacles to actually doing anything in the Gold Saucer in Disc 1 & 2 is getting GP (Most people wait for Chocobo Racing for a big supply of GP from trading in rare items/Materia for 3-500GP).

What I'll do is up the GP awards from the machines, and have Cait Sith give the party a 'present' of 100GP or so to start when he joins. That should fix her up.

I'm up to Gongaga in your highlight, saw a puzzling glitch with the music there but I think I've found the cause so that'll hopefully be fixed up too. It looks like I left components in there to handle music after the Reno fight and got distracted before I finished it. Might tune the fight up to make it more interesting, and give them stuff to steal.

Patch will be up tomorrow it seems like, should make grinding those Reflect Rings a fair bit easier. The eight encounters will be the same every time (might expand it later but I reckon it'll be better that way, easier to prepare and kills some of the RNG already in the Battle Square). I also put different music in for each iteration of Battle Square, ease that inevitable Aseri2 headache ._.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-30 14:48:17
Them there new patches are up. 15 days worth of bug fixin' and wrangling, featuring:

-) Cleaned up variables used by the NT Mod, as there was a risk that some variables were already in use by the game. This is largely harmless for current players, but has the side-effect of making Lv.4 Limit Sidequests available for completion again if they were finished prior. The only real consequence of this is that you can now get a second copy of every Lv.4 Limit Book and another O. Shard (maybe some more EXP too, Extra Bosses don't have the level cap AI).

-) Battle Square rebalanced with a static eight encounters for each variant, with the first two (pre-Bronco and post-Bronco) having enemies with AI to prevent the auto-buff that Battle Square (which shortens to BS, interestingly) gives it's enemies. GP rewards were also boosted for the Basketball and Wonder-Catcher minigame (the others will be boosted soon), and Cait Sith gives the party 100GP when he joins the party to encourage folk to stick around the Disc 1 Gold Saucer and try stuff out, like, uh, Battle Square...

-) Fixed a tonne of issues and made various optimisations to bosses from all over the game. Key attention was paid to end-game bosses where Shield could make them unable to inflict any damage, so a mix of non-elemental attacks was put in there to keep players on their toes.

-) Made Junon Leagues available much earlier, from Disc 1.

-) Adjusted Materia equip effects and fixed the broken Mime Materia.

-) Some spell balances; KOTR was made usable again, Comet2 got a slight nerf, and Ultima was buffed.

-) Umbrella placed back in Speed Square's Disc 1, and is available from Lifeform Hojo as an uncommon drop.

If I've missed anything, then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: PotatoHandle on 2014-10-31 00:34:12
Was in the Area getting Mythril, and had a few minutes to try the Junon league this morning. I can *almost* beat some of them, haha. I'm impressed by the amount of content there though, all new bosses; I'm excited to get a bit tougher so I can try for reals. \o/

I have run into the big mounted dude in the arena before and beaten him there (Wondered why he had dialogue, now it makes sense, hehe.) but I got berserked before I could slow him this time, so he kicked my butt, hehe. A few were way too hard though so I'll prolly try again after Rocket Town. Gunna try and smash some battle arena tonight, but I snagged 2 reflect rings with my remaining GP so I was getting the old version sussed out, but some encounters were nearly unbeatable so it's good to see a change, might be inclined to grab some Curse Rings now as well.

Thanks again for all your work on the mod Sega, it's a really fun experience. \o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-31 00:47:22
No prob, thanks for playing it and going through the headache of streaming it. Next thing is Dark Summons (like FFX's Dark Aeons) but I've been thinking it'd be a good idea to add stuff for Disc 1/2 as well. A few new things for earlier on couldn't hurt. I've been looking at Kattan and Sample G0512's mechanics as well, to see how viable it is to transplant Kattan's mechanic to Sample (which would be a better fit, and solves that boss being too flat and uninteresting at present) but I'll need to come up with a replacement for Kattan.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Nikkolas on 2014-10-31 16:46:45
Well if anyone wants to see absolutely how NOT to fight Nemesis, here's my third Hero Medal vid:
https://www.youtube.com/watch?v=-BWpp34l8wM

It takes way too long I figure but, well, I suck. Also it's not the best quality because my computer can't really handle the game and Fraps running at the same time too well.


Can I just say I hate the Limit Break system in this game? "Oh yes we'll make it so you can't use any more physical attacks until after you use your Limit. Or you die, either or." Maybe I don't want to use my Limit because the boss counters with Ultima!

My favorite part is when you use a Limit on Nemesis, he counters with Ultima, but that doesn't count as his turn so his actual next turn is Armageddon. Coming right on the heels of Ultima. This video is 100% Good Luck on my part with both of those missing Aerith. But yeah, if not for that thing I got from thE Mammon Machine, this would have been another failure video. Again, it's more of a guide how NOT to fight Nemesis.

 I find the smartest strategy of dealing with the counter-Ultima is to have a W-Magic/W-Item lined up and ready to go. If you need some last second healing to ensure you survive the counter, use one spell/item to heal, then activate the other character's Limit to interrupt the W-Magic/Item, and then immediately after the Limit and Ultima the healer will complete the W-Magic/Item turn, restoring your party  to decent levels, if not full.

Still, I love that fight. I might have to retry it now Comet2 is weaker.  I'll def have to think of a new strategy.

Honestly I'd rather have made a video of the new Jenova WAR encounter where you get some backup because that was awesome. But I'd have to get back to the fight and it just be a bit of a pain. Besides, PH is spreading the good word about the NT mod so I don't need to make any more bad videos.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-10-31 19:28:31
I hadn't thought about that for Nemesis; in FFX, Overdrives don't replace the attack command like they do here. There are a few ways around it, like equipping Mug, but it's always been a pain no matter how you slice it.

FF7 PC is a bit dodgy for recording/frame-rates because of the way it limits frames; I've seen a lot of beefy machines be unable to record smoothly whenever graphical mods are installed. A quad-core seems to help though, my old entry-level PC doesn't have a dedicated Graphics card but it can get fights down with Fraps without any real frame-loss (except for field screens when ran in a window)

Make videos of whatever you want to; there's plenty of footage around the place but there's always stuff that gets missed out either due to RNG or because the player party was too strong for it to have a chance to trigger. If FPS is a problem, you could always try speeding the footage up by 1.5x; I tried watching your video with that setting and it more or less moved at the speed it was supposed to, even the audio (although speeding it up in Windows MovieMaker means that the audio is lost; to get around that, make a separate file by converting the video to audio and speed that up in something like Audacity, then lay your sped-up audio track over the muted sped-up footage in movie-maker as a 'music track'; just need to make sure it's synched correctly).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: RedManMark86 on 2014-11-02 19:09:31
Hey Sega Chief,

After finally building my new pc i have got round to playing your mod, well sort of ha. I have mainly been trying it with 7H and loading other mods on top and going through which ones break it and which ones don't and so far the one i really want to work just totally breaks it which is the Menu Overhaul Mod, is there any reason why this would break it?

Also any chance you are close to releasing a 7H version so we can combine it with the HD stuff?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-02 20:20:15
I'm not sure why the Menu Overhaul would break it, I know very little about that mod and only used it once for a test-play of Kuugen's Nightmare7 mod. It might be that it's not set up properly, but if it's working with the default game/other mods then there's likely a conflict somewhere. What I do know is that MO interacts with things like the kernel for text, etc. so that might be where the conflict arises.

I can't actually build a 7H version because of the way a game converter is needed to get the program running properly, and my PC doesn't work with it for some reason (which would make it very difficult to test if it works). Also, the scene.bin and some other files need to be coded into some kind of special patch rather than just being placed into folders (that's my understanding of it anyway) and I wouldn't know where to begin with that. Alyza had volunteered to put one together for me as part of the catalog, but she's not been in touch about it for a few weeks now so I don't know what's happening with that at present.

I could have a shot at tinkering with the NT files and an installation of Menu Overhaul (using the non-7H installer for Menu Overhaul) and then the models could be patched in through 7H after that? I'm not sure how it would all go together as I can't run the current 7H properly without the Game-Converter patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: RedManMark86 on 2014-11-02 20:36:15
You always reply so fast you never cease to amaze me.

Ok I have done loads of testing and pretty much every mod works with your mod in 7H that I have tested, that being all the graphic increasing mods such as spell effect, models, weapons, world map textures, field textures, battle textures, sound effects and avatars so menu overhaul must be messing with something and you know it messes up pretty early on. The first battle with the two soldiers will be a battle with a high level enemy in a forest who kicks your butt in two seconds. loading a previous saying and ending up in a battle just causes a crash.

If we can crack this down maybe you won't need a 7H version? I'd be happy to help you test idea's if you want to work together on this?

BTW I had trouble with the game converter as well, specially if i FF7 installed in any form of program folder, even on my secondary drive but sticking it in \Games\Final Fantasy 7\ got it to behave and run properly
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-02 22:09:57
Thanks for that info; wrong encounters loading sounds a lot like a kernel synching issue that can happen when either the kernel or scene.bin have been edited which means the Menu Overhaul is likely making adjustments to the kernel which leaves it unsynched with the scene.bin. That means the kernel and scene.bin have to be re-synched once Menu Overhaul has been installed.

Have you tried installing Menu Overhaul from it's separate installer? I think it's part of the Reunion installer but everything else can be left unticked so that only Menu Overhaul installs. With that in, you could then manually re-synch the scene + kernel using the Proud Clod tool. Basically, all you'd have to do is give PrClod admin permissions, open up the scene.bin, and then select create/save scene.bin. The tool would then ask if you want to check the kernel and if yes, it'll offer to synch them if they don't match up. Then you could run 7H to apply the graphical mods, etc.

One thing I'm wondering about is if I can make a special hotfix patch made using a Menu Overhaul modified kernel, and if it would be usable with 7H Menu Overhaul. I could maybe try it if the Reunion installer is temporarily unavailable (I think it was taken down pending the R02 update; if so, I'll have a shot at it; the special patch would be 700KB or so, but no guarantees it'll work).

Edit: I got the Menu Overhaul working with the NT Mod, but the kernel-scene seemed to be fine. I reckon a NT Mod installation, then the Menu Overhaul (just the Menu Overhaul part of the Reunion installation), followed by running 7H for graphical mods could do the trick.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: RedManMark86 on 2014-11-02 22:37:16
well in 7H you have limited options concerning the menu overhaul mod but the main part is doing something :/ If i choose no change but do choose to have no command box, no battle box and the 9999 break limit applied it will run fine... so not sure what menu overhaul itself is doing as this isn't my field, I don't mind trying your idea unless you already have a patch for me to try?

seems you were right, as they are working on RO2 they have took RO1 down :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: PotatoHandle on 2014-11-03 08:17:59
'Ello Chief; quick bug report. The Sea Worms near Mideel seem to have a move which softlocks the game. Really enjoyed the new Battle Arena 2 boss btw. \o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-03 12:56:39
Found the issue, one of the two Sea Worm entries has Sandstorm listed twice in their animation index instead of the new attack Tidal Wave. All it needs is the 700KB scene.bin patch, so I'll quickly upload that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Screaver on 2014-11-09 19:13:15
Hey Sega,
first I would like to thank you for making this awesome mod! It got me playin' my old favorite game again :) But I have a question - when I'm fighting the turks in Gongaga, the battle continiues endlessly ... If the battle is won, reno just repeats his first question an so everything starts again ^^ Is there already a fix for this?

ps: if my english is not correct, sorry^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-09 19:16:15
I'll look into it and get it fixed right away.

Edit: I found the issue, a handler for music behaviour was jumping back to an earlier label in the script (repeating the scene) rather than allowing it to finish. A flevel/field Hotfix patch will be up in about 20-30 minutes (110MB).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: PotatoHandle on 2014-11-09 23:43:52
So I finished disc 1 last night, some amazing bosses in the latter part of the disc, haha. Really awesome job, loved every bit of it.

One question though; is the game balanced for powersoul use from Nibel onwards? After smashing the last two bosses with it without any real trouble, my chat is suggesting I ban the use of powersoul in my playthrough to make the fights more interesting; which I'm happy to go along with, but if the fights are going to get tougher to accommodate the use of powersoul, I may keep using it. I'm used to pure difficulty mods where they just assume you'll be using powersoul and adjust the bosses accordingly, so I'm just deciding the best course of action to make for a fun stream, hehe. \o/

Thanks for any advice. \o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: LetCreativityPlay on 2014-11-10 00:11:59
I think you're going to see the use of power soul dissipate entering disc 2. You'll find more equipment with interesting effects as you go along. The difficulty certainly spikes up, and I found myself switching different equipment/materia combinations  a lot. But that's just me 8-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-10 00:46:05
Yeah, I watched the stream and I've got a few things to say about this:

-) Nothing (if anything) in the mod was specced with a Powersoul (or Master Fist) in mind. I fought and balanced everything based on a 'standard' team; if you want to fight with a Powersoul then I've no problem with that, I'm fully aware of how strong it is (I used it myself to decimate a French Hardcore mod a while back) and I also know how fun it is to use and that the majority of people would want it to be in the game, intact.

The reason I didn't spec bosses/enemies to handle it's potential damage output is because I felt that making an enemy tough enough to withstand a mechanic like Powersoul, Omnislash, KOTR, etc. makes those mechanics necessary, and completely obsoletes everything else. If a boss has enough HP to survive a barrage of Mimed Limits then Mimed Lv.4 Limits become the only viable option. The better thing, in my mind, is to find a way for as many mechanics to co-exist with each other as possible. There's also the chance that people wouldn't get the Powersoul until later; that'd leave them stranded to a degree if they then came up against bosses with enough HP to tank Powersoul damage.

Thing is, your situation isn't that simple because you've got people watching you play and they'll have different ideas about how Powersoul (and other things) should be used. It's ultimately your call, I'm afraid. That said, there's a weapon coming up for Tifa that might tempt you away from the Powersoul, or at least take some of the sting away if you do decide to drop that weapon for streams.

-) Sadness + Backrow: One thing I've been meaning to say is that you may actually be hampering yourself with this Hardcore mod set-up to a certain extent. With no Long Range, a lot of your physical attacks are dealing half damage and Sadness is crippling your Limit Breaks. When I re-balanced the mod for 1.2, the party were always front row with no Sadness because I didn't want people to have to take a defensive approach all the time as it slows the game down for them. There's actually enemies/bosses that are harder to fight with a set-up like this, because some have AI that triggers a powerful attack after a certain number of turns or which use magical/%-based attacks.

There are exceptions like Powersoul Keeper when it's under Death Sentence (the timer for which can be ran down in one turn using Full-Speed Active ATB; I think that's the trick the guys in your chat were referring to), but for the most part a front row team is more than viable in this mod. Random enemies were always specced to fight this; front row, no sadness, no barriers. For tougher enemies and bosses, it was still front row and no sadness but barriers were used. It's up to you, but I'd recommend being more aggressive with random encounters at least.

But at the end of the day, there's no right or wrong way to do things. Just varying degrees of efficiency. By the way, part of the update coming up is a new boss for the Alexander fight (it currently uses a regular enemy formation, which is double-lousy because that fight can actually be ran away from and be counted as a win). There's also another League bracket going in and a bunch of new random enemies to bolster the ailing ranks of my poor battered beasties. I'm aiming to have the update done soon(ish).

@LCP, I removed the item requirements from Extra Battle; they can be fought whenever now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: PotatoHandle on 2014-11-10 03:25:49
Thanks for the very detailed information. I'll continue without Tifa for the storyline stuff, but I'll still use her for stuff like the Junon leagues as needed. (Which I'm trying to beat Amateur before I move on towards the great glacier with some level of success, hehe.)

As for Sadness/backrow; it's an awkward thing because the mod, while it isn't a total RIP-fest like the mods made purely for difficulty, it's still challenging enough to warrant general carefulness. My general method for bosses on the first attempt of other mods (Usually on the assumption that I will almost certainly be killed on my first try. :P) is to 'survive and learn' and while your bosses are by design, not as brutal as previous mods I've done, they still often require a lot of learning and testing.

Even with Sadness though, I've found nearly all the bosses until Rocket Town at very least adequately challenging, usually moreso. So I will probably keep generally using Sadness as a first point of call, but I'll try and be more weary of the potential of needing to level limits.

And for back row I'll be using this situationally, I've been trying to set up characters in 'roles' for the whole game, but I keep changing people's 'jobs' so to speak, so I haven't gotten very far yet. As I go through the glacier though, I'm hoping to set up Cloud as the support/tank with cover/barrier/haste in the back row, Yuffie in the front row as physical damage, eventually with Mug and/or 2x cut, etc as well as various independent materia and Aeris as the token omni-mage in the back row. That said, the early availability of reflect rings may lend itself to an interesting triple-mage/triple-reflect destruction squad for some fights, but usually when I try and set that up it doesn't work very well because of the lack of healing. (See: Palmer, haha.)

I'm happy to wait until the weekend for the Alexander fight; got to catch up on other streams, so if it's done by then I'll give it a go, thanks for the heads-up! \o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-17 01:02:46
Hey there, I've got an experimental .EXE patch for the NT Mod that could do with some testing if anyone's up for it. This is only for 1998 installations at the moment, I've not drummed up a Steam version yet.

http://www.mediafire.com/download/7fmfse2w533f3jf/NT_Mod_.EXE_Patch_2.exe

Installation is a little different this time but still pretty simple; make a folder on your desktop called FF7 EXE, drop a default ff7.exe into it, then run the patcher and point it at the folder you made. Once it's done, drop the patched .exe file back into the game's folder.

Basically, this would be an optional .EXE patch designed to make play a little more challenging in the NT Mod. It does three things:

1) Enables long range physical attacks for enemies; this helps to hamper the effectiveness of Back Row and fixes one of the more broken mechanics in the game.

2) Alters Materia Equip effects so that they're much more pronounced; this makes set-ups harder to come up with because equipping too many powerful Materia will leave you with very little HP and other weaknesses. Though the equip effects are 'done', their overall impact on an entire playthrough is still a mystery as enemies weren't specced with it in mind. This is one of the main things I'd like some feedback on.

3) Limit Break Adjustments: I made tweaks to most of the limit breaks, some quite subtle and others not as much.

And finally:
http://www.mediafire.com/view/1a5nd84a32u7v2e/FF7_NT_Mod_EXE_Readme.txt

This ReadMe has a note on most of the changes for Materia and Limits. The main thing right now is getting some hard data about how it affects a playthrough because the Materia Equips in particular might make the game quite brutal to play if the penalties turn out to be too much (or worse, push the player away from using most of the spells/etc).

Cheers to Kuugen for giving me the heads-up on Materia Equip effects in the .exe. The long range stuff and whatnot I got from posts made by NFITC1 and Bosola when I went trawling through old threads.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Fennas on 2014-11-18 08:38:46
Loving this mod so far. I just finished Corel, got my buggy and decided to go back to fight the Alpha Zolom but he flushes me away everytime. Is there a secret in this mod to be able to fight him?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-18 14:16:57
Glad you're liking it, bud. For reasons I'm not quite sure of anymore, I set the Zolom to sweep away the player party if they had any character below Lv.70. The problem is, a level cap was introduced since then for Lv.70. I think the original idea was that this guy was going to carry Zeio nuts or something, but it goes dropped and they're back with the Goblins.

The next time there's a patch, I'll set the level cap down to 60 for him and give him a brand new item to drop. I'll need to give him some extra attacks though, he's not very versatile.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Ljubic on 2014-11-18 15:55:24
Thanks for the mod. I played through it two times now and i really liked how you changed bosses and added new things which were not there before. I only have one flaw (for me personally). I dont like how much you have to grind after every tenth level you reach (11,21,31 and so on) so i wanted to ask if there is any way to turn that off because I want to level up more fluently.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-18 16:02:33
The old version had the normal level caps, but a problem that sprung up was that people were hitting Disc 2 at Lv50+ and the main complaint I was getting was that fights were becoming too easy and/or that they felt like they couldn't stop to fight anything because of it. The level caps thing solved the problem in that everyone was reaching the Crater at roughly the same level range, but this was implemented before an actual level cap was put into enemy AI for giving EXP so it might not even be necessary anymore.

What I'll do is make a special patch that uses the old EXP curves for you and make it available to other people to try out. If it works out, then I can maybe roll that out as standard. It'll be uploaded in about 5mins?

Edit: Here it is, installation is the same as the Mod itself/hotfix patches, just point it at the relevant data folder: http://www.mediafire.com/download/a9g26oqldp2f198/NT_Mod_Original_EXP_Patch.exe

One thing to note, if this is used with pre-existing NT Mod save files (ones made with the old EXP curves) then a visual glitch will appear with the EXP gauges (because there's too much EXP in the gauge). This should correct itself after leveling up once and has no other side effects that I know of.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Kaldarasha on 2014-11-19 04:33:12
Have you an idea how to create a hext file of this for DLPB's Hext_Launch?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Fennas on 2014-11-19 06:08:06
Glad you're liking it, bud. For reasons I'm not quite sure of anymore, I set the Zolom to sweep away the player party if they had any character below Lv.70. The problem is, a level cap was introduced since then for Lv.70. I think the original idea was that this guy was going to carry Zeio nuts or something, but it goes dropped and they're back with the Goblins.

The next time there's a patch, I'll set the level cap down to 60 for him and give him a brand new item to drop. I'll need to give him some extra attacks though, he's not very versatile.

So that's how it works. I usually come back to the zolom to get beta from him. No wonder I couldn't fight him with my lvl 22 party. I think I saw a playthrough for version 1.1 where he could be fought earlier. Anyway, thanks for the info :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-19 14:03:24
Have you an idea how to create a hext file of this for DLPB's Hext_Launch?

You mean for the vanilla EXP patch? I suppose so, but I'd need to find the hex addresses first.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Kaldarasha on 2014-11-20 05:37:43
You mean for the vanilla EXP patch? I suppose so, but I'd need to find the hex addresses first.

I mean your whole exe patch.  Long range physical attacks for enemy's sounds pretty cool.  ::)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-20 06:14:16
Ah, gotcha. It's notes I took from info NFITC1 and others gave on old threads; I compiled what I found into a notepad. I could have a shot at setting up a Hext_Launch file.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2014-11-20 08:00:39
Hi, firstly really nice work man you re incredible :D

I just have a question, could you make this mod with some HD graphics? I mean like the advent children mod or something else that change the avatars? So long time i see thoose older avatars and mods like advent children bring fresh to this exellent game :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2014-11-20 08:21:29
https://www.youtube.com/watch?v=1YALsdU4Mj0

If you can combinate this version with yours this will be perfect :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: ManuBBXX on 2014-11-20 08:53:57
Hello !
Sorry if the question has already been asked but : is it possible to install NT Mod with the exe and keeping my 'bootleg graphical overhaul' of the game( char and fields ) ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2014-11-20 09:14:21
This is the same question of mine ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-20 15:28:20
You mean with the optional NT .exe? I'm not sure, I've never used Bootleg. To answer both questions, the mod itself can run with any custom models, so long as the extra models used by the NT Mod for new enemies are left intact (if these are deleted due to a graphic mod's installer then the mod will soft-lock when it tries to load an enemy model that's no longer there). So it depends on the graphical mod installer; my own installer is easy to use, but basic in that it overwrites the entire .lgp files rather than just adding/changing the files that are new. Anything that changes default-story bosses, field screens (but not field script/dialogue), the battle backgrounds, and/or the characters should be fine.

So the first step would probably be installing the NT Mod, and then applying graphical mods on top of it. If the installers for those graphical mods are more precise than mine, they should only alter specific files while leaving everything else alone. I've seen people playing the NT Mod with graphical mods on top so it's definitely possible. The models can also be added manually by decompiling the char.lgp or battle.lgp and then moving the HD models in that way, overwriting the old ones before recompiling it (ULGP seems to be the tool for that).

As far as the prototype .exe goes, it should run fine with whatever mods are installed but if you installed something like the Menu Overhaul or anything else that alters the ff7.exe then I'm not sure how that'll go. I think the best thing as far as that goes is to try it out. If it doesn't work, swap over to a normal ff7.exe and patch that with Menu Overhaul, etc. instead. The NT Mod was actually specced with a default .exe in mind; the new one is just an optional add-on and I'm not even sure if it's balanced (the materia bonuses/penalties are quite heavy and I predict it'll make the game a lot harder).

Edit: @Kalderasha, I just got the HextLaunch thing working. I'm compiling a .txt file with all the hacks I've found on the threads which can be enabled/disabled by adding or removing a '#'.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2014-11-20 16:15:36
oh this looks complicate x)
best way is to try so but i don t want to restart all moded i instaled it took me so long time to worth it ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-20 17:18:19
The NT Mod will (hopefully) be added to Bootleg and 7H in the future, which will make it much more simple.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2014-11-20 17:27:35
Hop this will come in lo longer timer :)
And i hope too bootleg finaly add some cid hd char because there is not hd char for him yet
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Vgr on 2014-11-20 17:33:45
It'll most definitely be in Bootleg. The frame for it is already there (as is for most of the mods), only need to add the install parser for it.

@levantine - I don't create mods; Bootleg only installs existing mods from other people. If someone makes it it'll be in, but I won't make it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2014-11-20 17:50:24
Thx for answer, and what about the mod that make the fps to 60 in your bootleg? :)
There is already hd char for cid but this is in advent children mod and i suppose that u wont put thoose graphics in your bootleg no?
So maybe i should ask for making hd char for cid on the forum
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Vgr on 2014-11-20 18:34:02
The 60FPS mod will be in. As for the Advent Children models, I cannot, since they're ripped (it's illegal).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2014-11-20 20:11:14
Yeah i knew but it cost nothing to ask ^^
Thx
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: EQ2Alyza on 2014-11-20 21:22:41
There are two Cid mods that I know of which are legal, Kaldarasha and cmh175.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2014-11-20 21:42:47
ah, in my bootleg there is no proposition, maybe i have an older version ^^
anyway i will wait for the update would contain threat mod and 60 fps :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Vgr on 2014-11-20 23:49:15
ah, in my bootleg there is no proposition, maybe i have an older version ^^
anyway i will wait for the update would contain threat mod and 60 fps :)

The current release is old. The next version will not be out before a long while.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2014-11-21 07:34:17
Ah so in your future upadate you will put a lot of new in :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2014-11-21 08:14:42
And i hop there would be models for cid in your upadate :)

Hope too update will coming soon, can t w8 ^^

Thx again for answer, you all do a nice work !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-11-22 15:43:49
how do i know your patcher worked?

cloud didnt start at level 1
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-22 17:45:06
The starting level was changed back to it's original (Lv.6) for the mod a while ago. The quickest way to tell is to open the magic menu after starting a new game; if Cloud has Fire as well as Ice and Bolt then the patcher has worked. Another way to tell is in the next screen, after naming Barret, he asks you which music option you want instead of telling you how to run.

Finally, opening the equip menu and looking at your Bronze Bangle can confirm if the patcher has worked; it should three Materia slots now instead of none: two linked and one single.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-11-23 06:54:48
barret is supposed to be low magic, right?

why does he have the highest magic out of the starter 3 lol he even gained 2 mag when he leveled up

nevermind, i used a trainer to set everybody's exp to 99999 and he ends up with less magic than cloud or tifa on average.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-23 16:53:22
The curves used have a little variation going through but on the whole they end up where they were intended. I checked Barret's Magic curve against Cloud and Tifa; he actually keeps pace with Cloud all the way until Lv.20+ (even though his maximum possible Magic is only 45 compared to Cloud's 85). What I might do is swap Tifa and Barret's Mag curve; gives her that option to use Magic a little better early in the game when her limits and attacks aren't standing out as much (whereas Barret has long range weapons).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: ProtoX on 2014-11-23 19:45:09
i've always had tifa as the ex-skill user , cloud magic swordsman, aerith healer( swaped with vincnet or cid depending on how i fell)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Ljubic on 2014-11-23 19:52:17
Thanks for pulling out the patcher for the old exp rate so fast but im not able to patch the game with it. It always says that there are no files to patch even if I installed the mods even a second time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-11-23 22:48:31
The curves used have a little variation going through but on the whole they end up where they were intended. I checked Barret's Magic curve against Cloud and Tifa; he actually keeps pace with Cloud all the way until Lv.20+ (even though his maximum possible Magic is only 45 compared to Cloud's 85). What I might do is swap Tifa and Barret's Mag curve; gives her that option to use Magic a little better early in the game when her limits and attacks aren't standing out as much (whereas Barret has long range weapons).

i'd rather see a boost to physical damage early than have yet another magic user. magic is just so overpowered early game that physical attacks outside of limits are almost pointless.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-24 01:43:35
i've always had tifa as the ex-skill user , cloud magic swordsman, aerith healer( swaped with vincnet or cid depending on how i fell)

I always looked at Tifa as a special damage-dealer because of Powersoul and Master Fist myself; great in challenge runs, speedruns, or difficulty mods.

Thanks for pulling out the patcher for the old exp rate so fast but im not able to patch the game with it. It always says that there are no files to patch even if I installed the mods even a second time.

I'll fix that up, it might be that I've made a mistake when putting the patcher together or that the files being patched are too similar to 0EXP ones (that's happened before; the patching tool is a bit basic). I'll make a new patcher tonight and test it out a few extra times to make sure.

i'd rather see a boost to physical damage early than have yet another magic user. magic is just so overpowered early game that physical attacks outside of limits are almost pointless.

I could have a shot at finding a better STR curve that gives a little more early on for Tifa. It's tough to get physical hits dealing more damage that early in the game though because of the way Level factors into the damage formula for physical hits. I'll see what's there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-11-24 13:23:28
during the nibelheim flashback in kalm... sephiroth doesn't do anything lol

dragon owned my face in, too

i wanted to see what happens if you lose and it didnt take long with no healing spells and those silly hp totals

talking to the npc in the house 2 houses below cloud's house also bugged the game out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-24 13:37:22
You should have control of Sephiroth in the flashback. Was there something up with their HP as well? It should be at least a few thousand; Seph's default was set to 7000 to account for the Materia he had.

I'll check that NPC too, it's probably a crossed variable somewhere.

Edit: I'm not sure what's happened with your game. While Seph's HP was lower than I intended, both characters were invincible through their AI which means something's not right with your kernel if that dragon was able to actually kill your flashback party (either it's a really old NT kernel or it got bugged somehow). The NPC two houses down from Cloud's house (the woman in green with the two kids?) didn't cause any problems either that I could find. I gotta know if you have other mods installed or if you downloaded the NT Mod a while ago (or if you got it from an older version of 7H or something; the NT Mod in that one was ancient).

I'd recommend giving the scene hotfix patch a whirl (700kb) just to be on the safe side, and maybe the flevel hotfix patch as well (110MB). When that NPC bugged out, what happened exactly? Did the game just soft-lock when you talked to her or did something else happen?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-11-24 14:49:40
yeah... nevermind. it was because of ochu. i restarted with ochu turned off and sephy is controllable.

and the scene didnt crash either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-24 15:30:54
Oh, so that's what it was. No worries, it turned up the problem of Seph not having enough MaxHP in any case; I'll adjust the Materia he has.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: DLPB_ on 2014-11-24 16:24:39
Hmm Ochu has a control sep option also and it should work?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-24 22:32:25
Not sure, it's odd that the flags making Sephiroth invincible would be gone too. Maybe it's just a clash between the trainer and the mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-11-25 09:00:02
holy ferning crap dont go on the beach near junon

these mobs have got to be bugged..? i hacked my defenses to 255 and they still do 400 damage

all that hassle for a carbon bangle -_-
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: steelass117 on 2014-11-25 13:34:53
hmm that does sound odd  :o iv'e been having trouble with the first jenova fight XD it's a damn pain

 you can steal a carbon bangle from an enemy in the shinra tower ..i think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-11-25 13:52:17
i mean i went through all the hassle of doing 1 damage at a time for like 30 turns because i didnt have anybody that could do less than that lol

just to find out all you get for morphing one is a carbon bangle
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: steelass117 on 2014-11-25 14:37:17
hmm i'm not sure then, that is loads of damage from a random encounter  :-o i only really have trouble with the bosses

when you hacked the game did you put up your magic defense as well ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-25 15:08:34
The new enemy near Junon, Bludown, was bugged; it's stats seem to have reset to 255 (which is what a blank enemy has for default) after editing. I've fixed it up for the next patch and changed it's morph to a Four Slots. I'll be putting up the patch later today.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: steelass117 on 2014-11-25 15:23:13
quick work :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-25 17:00:27
That's the files updated. The scene hotfix repairs the Bludown enemy but I'd recommend giving the field hotfix patch a whirl too; I restructured some of the variables used later in the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: steelass117 on 2014-11-25 19:13:49
one question: what does the hero drink actually do now?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-26 05:37:16
Nothing at the moment; I might add a Wall + Haste effect to it for now (the only effect they have at present is to trigger AI in certain enemies). The original Hero Drinks are going into the mod at some point, but not until the NG+ is put in.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-11-26 06:25:22
hahahaha at the fortune telling machine in gold saucer

also im at the prison and i seem to remember usually having 2 enemy skill materias at this point. did i miss it or did you change its location

oh wow. i shoulda spent more time looking for rare encounters. what a nice morph i wish i knew existed 3 or 4 hours ago lol (crystal bangle)

finally got a stat source. i was wondering if you had removed all of them since i hadnt found any yet. or maybe the luck source you get in nibel is one you forgot to remove?

is the safe boss supposed to just end the battle with no results screen or did i mess something up
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-26 15:30:36
Someone finally found the fortune teller joke.

I removed all but one of the Enemy Skill Materia as a way of balancing them out.

Not all the Morphs are that good (for regular enemies it just tends to be either their item drop or steal) but some are worthwhile.

Yeah, I was supposed to remove all the sources from the game. I want to use them for team progression when the player hits max level in the New Game + campaign, dishing them out from enemies and the like.

And yeah, the Mansion Safe boss has a thing where he respawns if killed before he can transform. The only way to end the battle is to make him transform first then kill him. Both forms have different weapons to steal if I remember right.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-11-26 16:20:27
.. ah damn. i never tried stealing when it was in its last form. was too busy trying to not die.

i noticed the fort condor prizes changed and now im kicking myself for missing 2 of em. i bet you get some nice strawberries from it

when does the zolom stop flushing you away? im level 33 and still cant fight it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-27 00:56:45
It was set to Lv.70; I'm going to give the thing an overhaul and a brand new item to drop when I get the next big update finished. He doesn't have Beta anymore, that was moved to Jemnezmy (Temple, one-time encounter) and Stilva (Gaea's Cliff). Pollensalta has it too in the Crater, in case it's missed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Robgatti on 2014-11-28 01:26:45
Sega, where can I find the second Enemy Materia, I've already started a new run because I thought I had forgot it somewhere aha.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-28 03:54:16
I'm afraid there is no second E. Skill Materia, I removed all but the first one as a balance thing. I was going to make the 2nd and 3rd available later as part of extra stuff I'm putting into v1.3 of the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-11-28 10:37:40
are your changes gonna require a game restart at some point?

im 20 hours in and starting to lose interest so i'd like to know
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-28 14:16:41
No, it's mostly stuff that would be accessed from Disc 3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-11-29 15:07:13
where is the protect ring in the snowfield area i cant find it :S
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-29 16:26:37
I've not heard of there being a Protect Ring in the snowfield area. All the items I know of are:

-) Added Cut (NT Mod, changed to Sneak Attack): From the mountain area, use the top-right path
-) All Materia: Inside cave in the pseudo-world map snow area (the one where landmarks can be used)
-) Safety Bit: Inside central cave of Map, after passing the jumping block puzzle
-) Potion (NT Mod, changed to Ether): Screen before ice floe jumping puzzle
-) Elixir: Far left area of Map, inside a small cave
-) Mind Source (NT Mod, changed to T/S Bomb): Forest area

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-11-29 16:54:51
sorry i meant gaea's cliff.

changelog lists it in gaea's cliff but i havent found it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-11-29 17:14:07
I just checked the flevel and it looks like I swapped it out for a Stardust at some point but forgot to update the changelog. I better do a sweep of it to make sure everything's up to date. Sorry about that, bud.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-12-03 14:52:21
so i beat my first extra battle today.

talk about a pain in the ass boss. it's the upgraded sweeper of the one that attacks you when leaving midgar. backrows and  sadness and barriers oh my
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-03 15:18:12
Yeah, those Extra Battle guys were specced for end-game parties but now that the item requirements are gone for unlocking them, they're pretty much available once the Saucer re-opens. Remember to talk to the security guard for a Materia drop if you haven't already; I think it's Added Cut for beating the first guy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: PotatoHandle on 2014-12-03 22:22:25
'Ello Chief! Finally got back into playing the mod last night, got to the airship, really enjoyed the new fight at Jenova-Death. \o/

Couple of things to report; a friend of mine has been routinely mastering Exit materias before I've even got my first Transform mastered, it seems it masters at about 7,500 AP despite displaying as 190k. (Haven't got one to 7.5k myself yet though.)

Also I'm trying to breed some chocobos, and the Vlakrados' don't have anything to steal. Am I supposed to get the 500GP reward from the Gold Saucer instead?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-03 22:51:25
I'll shut his Exit smuggling ring down so fast his head'll spin.

The Vlakarodos still has Carob nuts, just got to beat his head in and he'll drop it after battle. They can be obtained from the Saucer as well, but it's probably cheaper to just kill a Vlak for it. I watched about 1hr of the broadcast, planning to watch the rest later. Still getting some great notes from your run, just ironing out anything that looks annoying or needs tightening up.  By the by, hope you're feeling a bit more rested and comfortable now from that surgery, bud.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Rukenu on 2014-12-04 16:03:16
Hi Sega, actually im streaming your mod via Steam, if you want some feedback from it you're welcome, i have some minor visuals bugs but just because i'm on the steam version instead of the converter and i've changed some battles/field models.

Another thing it's when i want to upgrade from 1.2 to the hotfix you have on the first post, it makes the models back again in to the originals and it's a bit complicated unpack and pack again all the lgp files ^^.

My Steam Id it's Rukenu, as i said, you're welcome.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-04 16:29:21
Hey bud, I tracked down what I think is your Steam Profile but I can't get in to watch this stream of yours (assumong you are streaming, there's a button that says 'watch game' but doesn't seem to do anything).

I'm guessing you're using graphical mods? The patcher I use for the NT Mod has the drawback of overwriting all the files in the .lgp archives rather than just the ones it makes changes to. I don't have a background in computing so I have to rely on pre-made programs like Patchmaker for now. I scouted around a while back for a better alternative but didn't have much luck. If it ever appears on 7H then it'll likely be a lot easier.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Rukenu on 2014-12-04 18:36:55
You were on the stream so i realize that you resolve the problem, for another guys having the same problem, activate the beta mode of steam on the parameters tab.

It will be really good if you can manage the archives what replaces the patcher, anyway i did a backup of my data folder for futures versions o/.

By the way, i forgot that in some points of the early games, i had to play the mod in a vanilla version of the Steam game, without any mod except the yours, for example, in the motorbike minigame, and when i "get" Aeris from a Phoenix Dawn, in this one, i had to able Aeris on my Phs and party via Black Chocobo, i think it's a model problem, there istn any pop up from the error, just the screen turn black or freeze, then i have to stop the application, there is a windows with a "An unknow error has occurred" message, but as i said, i think it's about models problems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: PotatoHandle on 2014-12-05 01:36:03
Quick bug report; the 3rd Battle Arena has a back-attack in it. I think the 4th fight, looks pretty weird and does some really confusing things to your row, hehe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-05 02:04:52
It will be really good if you can manage the archives what replaces the patcher, anyway i did a backup of my data folder for futures versions o/.

By the way, i forgot that in some points of the early games, i had to play the mod in a vanilla version of the Steam game, without any mod except the yours, for example, in the motorbike minigame, and when i "get" Aeris from a Phoenix Dawn, in this one, i had to able Aeris on my Phs and party via Black Chocobo, i think it's a model problem, there istn any pop up from the error, just the screen turn black or freeze, then i have to stop the application, there is a windows with a "An unknow error has occurred" message, but as i said, i think it's about models problems.

Refining the patching process is definitely on the list, it'd save people who want to use other mods with NT a lot of hassle.

So the mini-bike game and certain scenes only function if you have the NT Mod installed and leave other graphical mods off? I'll check those two things you mentioned just in case they've become broken for any reason but it might be worth trying out those scenes with just the graphical mods installed and no NT Mod; that way you can determine if it's a clash between the mod and the graphical models or if it's a problem isolated to the graphical models themselves.

Quick bug report; the 3rd Battle Arena has a back-attack in it. I think the 4th fight, looks pretty weird and does some really confusing things to your row, hehe.

I must've used the wrong formation; I'll re-check them.

By the way, I noticed that a crash (an unhandled exception, worryingly) happened after the fight for the Alexander summon. That particular event where the party collapses rather than gets a game over if they lose that fight is actually in the default game (except few people see it because the default enemy guarding Alexander is a plain ol' Snow). I'd assumed it was fine because it's default script, but it looks like I need to check in on it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: PotatoHandle on 2014-12-05 02:08:06
Actually I've had a few crashes recently all after windowing out. So I doubt it's related to the Alexander fight, might be something funny with my install, but yeah, it's only been recently.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-05 04:03:59
If it's from windowing out, then it might be something to do with Steam. FF7 Steam is supposed to 'freeze' when you lose focus for the window and only resumes when the window is focused again (whereas in 1998 it just keeps playing; handy for not sitting through an FMV or long automated cut-scene).

As for what might be causing it, I'm not sure. I did some quick searching and found some people are saying that being opted in for the Steam Beta caused issues back when the game released; I imagine you've opted in for the Steam Beta to access Steam streams? It's a long-shot, but if being in the Steam Beta has interfered with the game before then it might be doing it again. I'm in the Beta too, so I'll do some testing with FF7 Steam to make sure it's stable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: LetCreativityPlay on 2014-12-05 20:14:38
So strange, I'll try out the beta too, and ask Paranoid to the same, she's been playing it more of late. She has had similar out of window crashes too, but it was once or twice. I'll report if anything comes up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-05 22:06:20
Cheers, bud. It's likely bad news either way; if it's an issue in the mod then it'll take some time to isolate. But if it's interference from the Steam Beta then that'll be an ongoing issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: jackrakan124 on 2014-12-08 06:48:07
I've come across an issue with the gongaga turks. for some reason there hp levels are very low (50ish).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-08 13:20:37
I remember testing the scene they appeared in, and when I'm doing field script tests around bosses I'll usually set their HP low. And more often than not, I'll forget to restore their HP. I'll update the hotfix patch for it (scene patch: 700KB).

Edit: That's the new Scene Hotfix uploaded.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-12-11 12:01:07
i read on your ID topic you have some menu to fight disc 1 bosses again

that in 1.2 or 1.3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-11 19:33:28
It's in the current version, if you've reached the bottom of the North Crater and returned then the menu can be accessed through the trooper hanging around in the Chocobo Pen of the Highwind.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: ohhhhyeahohhellyeahbaby on 2014-12-11 19:52:47
I began playing this mod after hearing a recommendation elsewhere. I just got to Nibelheim and things have been pretty smooth so far, I've only lost to that agitated mother bird on Mt. Corel. Overall, I think it's really good and is a very fresh take on an old game. Some thoughts:

- Some of the bosses just kind of go on forever. I realize that's probably what you were going for, Sega Chief, but at times it feels a little bit excessive. Much of the time it's not bad at all and feels just right, but fights like Jenova Vector, the third Guard Scorpion fight and the new Shinra guys in front of the Shinra mansion just seem excessively long. With Jenova, I understand that it's thematically appropriate given that it's supposed to be a big deal, but it took me about 20 minutes to kill the thing. It was fairly challenging and well thought out, but it just kind of went on so long that it became a bit old. Ditto with the Shinra guys I mentioned. Cave of the Gi boss took me about 30 minutes since I couldn't seem to kill either flame fast enough to avoid their healing. Probably could have done so if I approached it differently though.

- Random encounters on the other hand are almost universally good. Some actually seem to be a bit toned down from the previous game (weird little plant guys in the Junon forests) and when they're more challenging than before, it's never to excess. I really like how the more standardized elemental weaknesses makes coming up with strategies for specific monster formations both intuitive and satisfying.

- I really like the rebalanced magic and E. Skill. It's kind of amazing having Demi and Quake in particular actually be worth using. Same with the earlier summons too, really gives them some much need umph. I had a bit of trouble getting to level 2 spells (didn't get any until the end of the Corel prison sequence) but once I gained access to them things have been very smooth. Am I right in assuming that the AP inflation for materia leveling matters less the further in I get? I kind of assumed it was done to create a power curve, like what you did with EXP.

- Motor Drive's description of "Gotta go fast" is inspired.

- Just thinking ahead here: is Remove really worth going for? I completely forgot Exit materia is even a thing that exists in the game, so when I saw Yuffie had it I marveled at the 140000 or AP needed to learn it. I can't even recall it being good in the original game, did it get buffed in some way?

- Finally, is the game balanced around having up barriers at all times? In fights like the Shinra dudes at Nibelheim, it seems to be almost a straight-up requirement. Thinking about it, I imagine barriers really make this game a pain in the ass to balance given how effective they are.

Beyond that, I look forward to what comes ahead!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-12 00:09:06
Hey bud, cheers for the feedback. Certain boss fights are undergoing some work for v1.3 to make them less prone to getting players bogged down or to be more intuitive on the first attempt. What my testing wasn't able to take into account properly was my prior knowledge of the bosses I'd made, but now that I've got a good bit of feedback on them I can hopefully make them a little better.

For spells, I tried to aim for Level 2 to unlock roughly around Gongaga to Cosmo Canyon.  They'll actually prove fairly useful all the way up until Disc 3 if used with support Materia and magic-boosting equipment but E. Skills like Beta, Aqualung, and Trine can help bridge the gap between Level 2 and Level 3 spells if need be. Level 3 spells might not unlock until Disc 3, depending on whether AP-boosting equipment is used. However, Contain and some other high level stuff can be unlocked early if you can beat the Extra Battle bosses at the Gold Saucer (they're available when it re-opens but they're specced for end-game parties; no GP is needed to fight them though, and there's no Game Over to worry about).

As for Remove, it's apparently buggered so it'll master much sooner than displayed (less than 10k I think), unless the problem was isolated to one person's game but I doubt it. Remove itself is basically a 100% death spell which can be really handy for farming items, EXP, limits, etc. As far as mastering Materia goes, it's generally best to try and reach the North Crater on Disc 3; Movers give a tonne of AP and Magic Pots now only require an Ether instead of an Elixir.

And the way I did it was I used Barriers when speccing boss fights but not for random encounters. There may be some bosses that are a little too strong either because of a throw-back to the old 1.1 EXP curve or due to them using player-spells (which were buffed a bit). Barriers themselves are %-based damage reduction which is pretty tough to account for; especially when Back Row and Sadness come into it. One thing I should say is that some bosses going into Disc 2 use the Shield status; keep Debarrier handy, if a boss suddenly becomes immune to physical attacks and absorbs elemental magic then Shield is likely in effect (or use a fast ATB, that can cripple Shield fairly quickly).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-12-12 12:23:51
Tifa killed the helper soldiers in the whirlwind maze boss fight.

random selection limit breaks ftw
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-12 12:43:52
Yeah, you gotta watch out for that. Multi-target attacks like Summons will hit them too, and when they die the boss will start hitting your team with that extra attack (I forget the name).  They're actually there to hinder your team, rather than help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: olearyf2525 on 2014-12-12 21:14:31
Hi Sega Chief I've really wanted to try your mod but I'm using 7th heaven for mods is there any way to get your mod to work? Also if I do get it to work when I'm done with it will I need to uninstall/ re-install everything if I want to use a different mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-12 21:25:43
You might be in luck, Alyza just put the IRO together for NT. If all goes well with my testing tonight (I can't test using 7H directly, so I've unpacked the IRO to test the files manually to make sure they're okay and up to date) then hopefully it'll be available in a few hours or so.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: olearyf2525 on 2014-12-13 10:15:10
You might be in luck, Alyza just put the IRO together for NT. If all goes well with my testing tonight (I can't test using 7H directly, so I've unpacked the IRO to test the files manually to make sure they're okay and up to date) then hopefully it'll be available in a few hours or so.
Oh awesome :D.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-13 13:04:48
That's the IRO file up and available for download from this thread's main page; if you run into problems like the wrong encounters loading up, crashes, etc. then let me know. Still quite new to IRO patches so there's always a chance I've done something wrong.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: genesis063 on 2014-12-17 02:42:01
Hey Sega sorry for the late congratulations for your new release.  Since you have the new IRO ready to go I will see about getting it and playing your mod soon.  Also if you like to include another extra hard boss you can include my new character Kyte for a cameo if you like.  You could use his ability to change his appearance and attack like Angeal did.  He actually is one of the basis for Kyte's power making him different from his big brother.  Not saying I am requesting him be in just some ideas if you like to update and spice it up.  Well anyway can't wait to check this one out bro.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-17 03:12:12
Cheers, bud. I'm actually trying to fill rosters for the Junon Leagues just now, so Kytes would be handy for that. Does he have a battle model already that I can use?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: genesis063 on 2014-12-17 22:21:12
You can take from mine it was intended to use Cloud's animations and have him use the other color uniforms.  I ended using red and use the soldiers helmet.  The reason I didn't use Cloud's was because I didn't know how to program the animations in like I see some people doing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-17 22:42:46
The reason I didn't use Cloud's was because I didn't know how to program the animations in like I see some people doing.

You mean like which animations to set in Proud Clod when using a player character for an enemy? If that's the problem, I'll share my notes for it and the AI you should set for pre-battle (when they take damage, it soft-locks the game but setting their 'hurt' animation to their evasion one fixes it).

This is the AI:
Code: [Select]
12 2060
10 402C
80
60 01
90
12 2060
10 402A
80
60 01
90
12 2060
11 4088
80
60 08
90
12 2060
10 402A
80
60 01
90

Works for all player characters I've tested it with so far, including Sephiroth.

Animations (for attacks)
-) 14: Attack
-) 1B: Deathblow
-) 1E: Enemy Skill Spell

There are others, you can have every command but not sure if they're all functional when used as an enemy (and I've misplaced my notes).






Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: genesis063 on 2014-12-17 23:33:16
Actually as soon as I read this post I remembered you sent me a pm about it before too.  I am currently at work and can't take the time needed to tell what his full moveset would be like.  I'll pm you once I get off with how his should go.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Zara9 on 2014-12-18 15:57:27
hey sega cheif

i can't wait for when you release 1.3 and NG+ for this mod soon

keep up the great work
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: CloudStrife668 on 2014-12-20 16:25:15
can someone send me a clean flevel.lgp please I can install the mod without one
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-21 00:40:23
The installer should be able to handle most patched flevels as well as the default one, unless there's something unusual going on. Is the installer not working with your current flevel?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Covarr on 2014-12-21 18:53:43
can someone send me a clean flevel.lgp please I can install the mod without one
For legal reasons, we cannot send unmodified game files from the original game. This is copyrighted data.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2014-12-22 23:11:48
@Sega Chief
I've been having a lot of fun with this mod so far. The emphasis on party roles, mobs, early materia access, unique armor/weapon properties, combat consumables, and scaling boss tactics bring back the nostalgia for me. It reminds me of the tight design decisions present in FF5, but at an even higher level thanks to normalizing values (equipment by tier, element overhaul, etc). Thank you for all your hard work. You rock.  :)

I've gotten to Rocket Town and there are a few questions I have regarding my experience up to this point.

******Spoilers!*******


Also, I, for one, like the HP values you've given to bosses so far. It rewards players for exploiting the roles to their maximum potential (Speed Support abusing items, Physical DPS abusing Throw or Deathblow, Magic DPS abusing reflect). For players that don't care to optimize everything, Slow + Haste see their maximum value here, ensuring that players of all skill levels advance through these fights at a good clip. Kudos to you for the early Time materia. *thumbs up*
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: LetCreativityPlay on 2014-12-22 23:23:45

  • Fort Condor is still a pain to get back to. Are there any plans to add in a way to reach the mini game expediently? Like via a Fort Condor runner in certain towns?


If Sega made a Fort Condor runner, I'd buy him tickets for a Distant Worlds show and buy him a couple of drinks  :mrgreen:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Alby4t5 on 2014-12-22 23:33:23
Just thought I'd post this in the event it hasn't been taken care of yet or not, but in Cloud's flashback I can't play the piano. I read that it was a problem in 1.0, but I'm using version 1.2 and having the same issue. Is there a way around this or a way to fix it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-22 23:47:11
@Sega Chief
I've been having a lot of fun with this mod so far. The emphasis on party roles, mobs, early materia access, unique armor/weapon properties, combat consumables, and scaling boss tactics bring back the nostalgia for me. It reminds me of the tight design decisions present in FF5, but at an even higher level thanks to normalizing values (equipment by tier, element overhaul, etc). Thank you for all your hard work. You rock.  :)

Thanks for taking the time to prepare that feedback, it's very encouraging that you feel the mod is as tight as FF5; I remember that game's fights challenging me the most in the FF series. I try to make everything useful and keep innate weaknesses in the enemies to exploit; there are still improvements to make but I'm going to keep at it until it's perfect.

About the list:
-) The first Beginner's Hall had a dialogue revision very early in the mod's development, but this hasn't been updated or brought across to the Respectable Inn yet (it's on the checklist for 1.3, though; I'm adding in as many tricks as possible or maybe some NT Boss info so that it's worth visiting).

-) The Gongaga Turks were left with low HP due to some debugging I was doing in that area recently and I forgot to restore their HP after fixing the issue; the current hotfix patch corrects this.

-) Limits can only be tweaked with an .exe patch; I've prepared an experimental .EXE for use with the NT Mod but it's strictly optional and will never be mandatory to play the mod due to clashes with other mods like Menu Overhaul that can arise. I tweaked Limits in this .exe, for instance making Braver stronger than Cross Slash and giving it a Debarrier effect while tweaking power, effects, etc. for the OP and weaker limits.

-) Adding the ability to see enemy buffs/debuffs to Sense would be great, but I'm not sure if it's feasible and would definitely require an .EXE modification of some kind. I could however add a pre-action AI to certain enemies not already using one that displays text detailing the Steal, Morph, and Drop of the enemy. Would be a bit of work, and I can't add that to bosses that already make use of pre-battle AI, but it could be an interesting addition to Sense or a command re-purposed to trigger this. I'll start some tests.

It's interesting that you've been using Throw, it doesn't seem to be used very often but it has a lot of potential. I've seen a lot of different strategies being used in tackling this mod's fights which makes me happy; I randomised the drops from bosses fought from Disc 1 to the beginning of Disc 2 as well so that different playthroughs might go differently based on what equipment a player got.

If Sega made a Fort Condor runner, I'd buy him tickets for a Distant Worlds show and buy him a couple of drinks  :mrgreen:

Consider it done, I'll make an NPC or perhaps assign a party member to handle Fort Condor return trips. Talk to them in town, and they'll transport you there. Expect that in v1.3, maybe a repeatable mini-game for Gold Saucer assuming it's all handled through the flevel.

Just thought I'd post this in the event it hasn't been taken care of yet or not, but in Cloud's flashback I can't play the piano. I read that it was a problem in 1.0, but I'm using version 1.2 and having the same issue. Is there a way around this or a way to fix it?

I'd forgotten that was an issue, I think it's because the field uses a separate 'Young Cloud' group during the flashback which is visually identical to 'real' Cloud (the current piano looks for party leader in the NT Mod, but Young Cloud likely doesn't have a handler added when he's 'party leader'; I'll repair it if that's the case).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2014-12-23 00:17:12
It's interesting that you've been using Throw, it doesn't seem to be used very often but it has a lot of potential. I've seen a lot of different strategies being used in tackling this mod's fights which makes me happy; I randomized the drops from bosses fought from Disc 1 to the beginning of Disc 2 as well so that different playthroughs might go differently based on what equipment a player got.
Every time I make the pilgrimage back to Fort Condor, I buy Striking Staff x9 and steal every Boomerang I can along the way as a sort of pick-me-up.  :P
With a Crystal Bangle + Power Wrist, throwing those weapons net a little under 1k damage up till Rocket Town without grinding anything. It's a great go-to materia for boss slaying and it was my primary method of attaining Vincent ASAP alongside several Right Arms. Also, thank you for that well-placed HP <-> MP materia. That last trek to Fort Condor before getting the Tiny Bronco was filled with Summon spam. I'm impressed at how well a "summoner" build works in your mod.

Oh, so that's why I got a Relic Ring just for beating your new and improved Aps. That's hilariously awesome. <3

EDIT: Four minor things came up on my way up to Gaea's Cliff.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-27 01:48:57
Just saw your edit there:

-) I wasn't able to give Ramuh Materia the Paralysis status through the Wall Market tool; I think doing so would require an .exe edit, but if it's not an option in the tool then there must be some obstacle to doing this.
-) For Gigas Armlet, I forgot to set the Armor slots to visually reflect the AP growth. Thing is, I can't remember if it's supposed to be None or changed to 1x. It'll be fixed for 1.3, I'll likely just give it AP growth.
-) I've heavily revised enemy drops, steals, and morphs for 1.3. 99% of mobs will have something: a drop, two common steals, a very rare steal, and a Morph item. Certain enemies don't follow this rule, such as areas where the player is locked in and has no access to a rest point (Reactor 1 & 5 for instance).
-) If EXP given has become 0, then it might be that you've hit Lv.40; regular enemies were set up with AI recently that will set EXP given to 0 if any characters present in the battle are Lv.40 or above. Certain repeatable bosses and the like will continue to give EXP up until lv.50-70 depending on how strong they are; it was a fail-safe added recently to help end-game stuff stay on a curve. If it proves unpopular, it'll be patched out but it should keep things interesting for thorough players who like to 100% the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: genesis063 on 2014-12-27 09:16:39
Hey bro just streamed your mod and got through to sector 5 reactor.  The scorpion boss just took me by surprise with the tail attack.  Can't wait to see what you have in store next.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2014-12-27 12:00:06
Ah, yeah, since I was the last one to post before, I decided to edit everything in to avoid double posting.

-) For Gigas Armlet, I forgot to set the Armor slots to visually reflect the AP growth. Thing is, I can't remember if it's supposed to be None or changed to 1x. It'll be fixed for 1.3, I'll likely just give it AP growth.

Personally, I like having access to armor that has slots with no materia growth. I do NOT want certain materia to reach the next level at the point I'm at (screw Mug). In fact, I bought an extra steal materia thinking I'd need the spare just in case one leveled up.  :-P
A lot of the materia I wanted to improve have already sat in the double growth slots anyway, and there are plenty of those.

-) If EXP given has become 0, then it might be that you've hit Lv.40; regular enemies were set up with AI recently that will set EXP given to 0 if any characters present in the battle are Lv.40 or above. Certain repeatable bosses and the like will continue to give EXP up until lv.50-70 depending on how strong they are; it was a fail-safe added recently to help end-game stuff stay on a curve. If it proves unpopular, it'll be patched out but it should keep things interesting for thorough players who like to 100% the game.
That explains everything. Cloud hit 40 just before Great Glacier. I had been cycling through the other party members, spending time to make sure I had stolen from and morphed every enemy at least once before abusing Exit (now with Sneak Attack) or the Summoner build to quickly take care of mobs, and everyone besides Cloud is 38 or below. I definitely like it now that I know what it is. There should be no issue with this fail-safe as I feel that many players that experiment with your mod know how to appreciate it. I do wish for something like adding a star next to the level (Chrono Trigger style) to denote a plateau in overall power, though I don't know how feasible that would be considering other menu mods. It would let players know what they've achieved while feeling like a pat on the back for players that have never encountered this system or are unfamiliar with how to interpret it. Additionally, having an NPC in the Respectable Inn explain these things would help round out the level of polish.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-27 14:03:00
Hey bro just streamed your mod and got through to sector 5 reactor.  The scorpion boss just took me by surprise with the tail attack.  Can't wait to see what you have in store next.

Thanks for giving the mod a shot, mind to save the game often though. Every boss has a new trick or two up their sleeve, the random enemies too.

Personally, I like having access to armor that has slots with no materia growth. I do NOT want certain materia to reach the next level at the point I'm at (screw Mug). In fact, I bought an extra steal materia thinking I'd need the spare just in case one leveled up.  :-P
A lot of the materia I wanted to improve have already sat in the double growth slots anyway, and there are plenty of those.

That explains everything. Cloud hit 40 just before Great Glacier. I had been cycling through the other party members, spending time to make sure I had stolen from and morphed every enemy at least once before abusing Exit (now with Sneak Attack) or the Summoner build to quickly take care of mobs, and everyone besides Cloud is 38 or below. I definitely like it now that I know what it is. There should be no issue with this fail-safe as I feel that many players that experiment with your mod know how to appreciate it. I do wish for something like adding a star next to the level (Chrono Trigger style) to denote a plateau in overall power, though I don't know how feasible that would be considering other menu mods. It would let players know what they've achieved while feeling like a pat on the back for players that have never encountered this system or are unfamiliar with how to interpret it. Additionally, having an NPC in the Respectable Inn explain these things would help round out the level of polish.

I guess a Zero growth armor needs to be in there somewhere. Gigas will be 0x then, like the original.

A star or similar might be out of the question, but I could fix up the Respectable Inn with all the information at least. I might need to change up the NPCs inside it though, so that people see they're new and become more likely to actually talk to them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-12-27 14:39:54
Quote
I guess a Zero growth armor needs to be in there somewhere. Gigas will be 0x then, like the original.

please no. please please please no.

pick something else. tifa desperately needs that gigas bracelet to stay relevant. other than cheesing powersoul+ death sentence, which i hate doing because it's cheap as all fuck, physicals at the time you get that are still dragging ass considerably, (limits notwithstanding)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-27 15:36:31
please no. please please please no.

pick something else. tifa desperately needs that gigas bracelet to stay relevant. other than cheesing powersoul+ death sentence, which i hate doing because it's cheap as all fern, physicals at the time you get that are still dragging ass considerably, (limits notwithstanding)

1x for Gigas it is then. I'll see what I can do for early weapons, but the physical formula is like a see-saw.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Zara9 on 2014-12-27 18:17:55
hey, would it be poissable for you to add in omega weapon in this game
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2014-12-27 20:10:53
please no. please please please no.

pick something else. tifa desperately needs that gigas bracelet to stay relevant. other than cheesing powersoul+ death sentence, which i hate doing because it's cheap as all fern, physicals at the time you get that are still dragging ass considerably, (limits notwithstanding)

@selius
Why does Tifa need growth on Gigas to be relevant??? None of the materia she would want to use benefit from gaining AP or being linked to support materia (meaning Edincoat works perfectly if you need some kind of growth + strength combo), and they will level up stupidly fast once you reach disk 3 anyway (triple growth weapons, baby). I don't understand your logic at all, here. Halp.  :'(
You also definitely don't need Powersoul to do damage. She scales like a monster and so many aspects of the mod help facilitate that. Without going into specific limit, equipment, and materia combinations, you already have her fast strength growth (best in the game). You will do damage at a far faster rate than if you had death sentence + powersoul, from way before you even get that combo going, if you know what you're doing. Even a simple elemental materia will already have her dealing damage much faster and more efficiently than Aeris or Vincent with an appropriately leveled spell, and that's without any real set-up. There are also so many ways to abuse Motor Drive that it's mind boggling. Tifa is fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-27 21:40:46
hey, would it be poissable for you to add in omega weapon in this game

I guess so. Unless you mean the one that appeared in FF7 Dirge; that might be a bit...big. But you never know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2014-12-28 12:57:35
@selius
Why does Tifa need growth on Gigas to be relevant???

because gigas has linked slots and edincoat doesnt. that 10 extra str counts for a lot. everything you're saying to do is something i've already tested.

and motor drive FUCKING SUCKS. FUCK giving haste to a boss. FUCK IT. i learned my lesson fighting the powersoul keeper when he kept double turning and i finally noticed that the damn weapon adds haste to the enemies it hits.

yes, i know she scales like a boss late game. but you can't change elemental materia mid battle, you can certainly change elemental spell casts.



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-28 13:37:16
I think the trick with the Motordrive is that while it does inflict Haste on strike, it also gives +50 to Dex when equipped which is like having auto-haste except you can also still use Haste to make yourself even fasterer. Combine that with a Shinra Beta/Carbon Bangle and a ChocoFeather and you've got yourself the fastest thing alive. The Haste on strike is like a counter-balance to it, but there's ways to prevent it from being inflicted on an enemy. I'd personally use it for a support build rather than actually attacking with it though.

The Elemental in weapon can be quite effective because critical hits can double the damage again, but they're quite rigid because like you said you can't change them mid-battle which makes it hit & miss going through areas where enemies will have different elemental weaknesses. I consider that to be the balance with spells there; attacks are faster and have no cost, but they're not as versatile.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: seijuro on 2014-12-28 18:37:55
Hey Sega Chief, great job on the mod. Loving it.

I just installed the latest 7th Heaven and selected your New Threat mod under the drop down menu of the default Gameplay/Story menu they have built in.
I played it all yesterday and got up to the sector 5 reactor right before the boss. No problems, ran great.

Seconds ago, I just downloaded  your new 1.2 IRO file, deactivated the old New Threat mod under 7th Heaven's drop down menu and activated your new one.

Now, I opened up my save game file and I'm at sector 5, right about to fight 'Plasmabuster' (great boss btw) and guess what, it's Ultra Weapon at condor tracks! I tried activating/deactivating the old and new/etc. but it's always Ultra Weapon... and also the random battles sometimes crash.

Did I do something wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-28 20:10:05
It sounds like the scene.bin and kernel have become desynched somehow, but they're synched in the folder I use to make the IRO. It might be an idea to right-click on the both NT IROs and uninstall them altogether before re-installing and activating the new one. They've maybe clashed with each other somehow, that would explain why the old one's scene + kernel has suddenly become desynched as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Zara9 on 2014-12-28 20:33:11
Hey sega Chief

when i tried your Mod without using your iro file

the Graphics are fine at the start of the game

but when i try your iro file 7th heaven file at the start of the game

the Graphics goes all weird
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2014-12-29 00:49:46
Are you talking about that black background problem again on the second field screen? As far as I'm aware that's something that can pop up from time to time, even in the default Steam game. It should be harmless too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: EQ2Alyza on 2014-12-29 14:36:17
It sounds like the scene.bin and kernel have become desynched somehow, but they're synched in the folder I use to make the IRO. It might be an idea to right-click on the both NT IROs and uninstall them altogether before re-installing and activating the new one. They've maybe clashed with each other somehow, that would explain why the old one's scene + kernel has suddenly become desynched as well.

There is no way two (or more) IROs can clash with each other so long as they are not activated simultaneously before launching the game. If seijuro says the Catalog version worked before but now does not when trying to activate it again, then something wonky is going wrong on their end that neither of us know about.

@seijuro - The Catalog version is the same as the current released files, so there was no need to change whatever you did.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Zara9 on 2014-12-29 17:10:34
Hey sega chief

the black boarder only appears at the start of the game

and no where else in the game right

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: seijuro on 2014-12-29 18:54:55
There is no way two (or more) IROs can clash with each other so long as they are not activated simultaneously before launching the game. If seijuro says the Catalog version worked before but now does not when trying to activate it again, then something wonky is going wrong on their end that neither of us know about.

@seijuro - The Catalog version is the same as the current released files, so there was no need to change whatever you did.

Crap, you might be right. I was thinking the New Threat mod in the Catalog subscriptions was NOT updated (or didn't update), so I opted to update it myself through Sega Chief's IRO file. I probably screwed something up internally.  :'(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: EQ2Alyza on 2014-12-29 19:10:23
Check the 7H thread at the bottom of the OP for the Updates Report. If you downloaded the Catalog version before December 14th, uninstall it from 7H and redownload the new version. NT 1.2 is located in Gameplay - Difficulty and Story.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Celice on 2015-01-01 06:21:11
Hello, I am new to FFVII mods and am confused by this installation. The tutorial video does not explain what to do with the additional hotpatches and extra downloads. For example,

What is the IRO patch for? It has a more recent date than the main mod download.

Do we need to install the hotfix patch or the chibi patch after the main mod? The chibi mod for example tells me only to install it if I downloaded the main mod before October 15. So is it already integrated in the latest patch, and the download redundant? Or do I need to make sure I apply the patch after using the main installer?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-01 14:29:42
Righto, here's the skinny on it:

The Main Installer is just for playing the mod with any standard installation of FF7 (Steam, old 1998 PC, etc). It already includes the new field models by default, so no worries about using that separate patch for them. That was more for making those field models available to people if they wanted to use them but not the NT Mod; it's not a proper hotfix patch, strictly speaking (I'll revise the wording of it). The Main Installer is quite straightforward to use; just run it and direct it to the folder called 'data' in your FF7 folder.

The hotfix patches are specifically for fixing issues that arise with the Main Installer's files after it's release, the idea being that rather than having people download the entire main installer again to fix one file it would be better to have a series of smaller patches that fix what needs fixing. The Scene Hotfix patch, for instance, is only 700KB. These are used in exactly the same way as the Main Installer; just point to the data folder of FF7 and it should take care of the rest. The only Hotfix patch required at present is the Scene Hotfix; the other files are all up to date in the Main Installer.

Old hotfix patches, like the Flevel Hotfix, are for people who had the NT Mod installed before the Main Installer was updated. That's why they have the same date as the Main Installer (I'll restructure the lay-out to avoid confusion).

Finally, the IRO File is completely separate from the Main Installer and the hotfix patches. This is specifically for use with a mod-loader program called 7th Heaven (usually called 7H for short). It's a very versatile program that's great for loading different mods together and avoiding clashes between them. It also lets modders use and swap in different assets and affords greater freedom in what we can do with the game. It requires that users convert their copy of FF7 Steam though, which results in the loss of Steam saves and achievements. If you're interested in using different mods together though then it's worth checking out.


So to sum up:

-) Main Installer first

-) Hotfix patches after it (Scene Hotfix only at the moment)

-) Use the IRO only if you're playing FF7 through the 7H Mod-Loader

Any questions, or bug reports, just let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: RedManMark86 on 2015-01-02 16:23:41
Hey Sega,

I was just wondering when I hit level 21 is meant to make the experience over 10,000 to get to level 22?

also how is 1.3 coming along?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-02 22:40:18
Hi bud, yeah that's the new EXP arc. Every ten or so levels there's a hard cap which is tough to break through with just random encounters (bosses tend to give enough to shear away most of it). The benefit of it though is that most players finish up Disc 2 at roughly Lv.40-50 which sorted out a big problem with balancing the game to fit with thorough players and rush players.

1.3 is steadily coming together. The new sidequest is coming along and it's functioning, got most of the new enemies made for it and all the revisions are in. Nothing major that would void previous playthroughs, just some general maintenance and tweaks. I'm also going to start implementing additional stuff for the 7H version because it can swap in files while the game is running.




Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Celice on 2015-01-03 04:22:51
Thanks for the reply. Just wanted to make sure before I started up. Mod is working fine now :)

However, I notice Cloud is a much darker purple now! Was this intended?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-03 12:38:07
Yeah, that's the new field models; they were made by Kalderasha to better resemble the promo art. He suggested I use them and I thought they looked quite swish.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: ZaruenKosai on 2015-01-04 02:02:28
Firstly this mod looks quite interesting..   but i have some stuff in bootleg i like to use.


So just to be clear... If i want to install some other stuff from bootleg..

I install your mod first with the installer.
Install other stuff with bootleg ( avoiding game-play mods.)

curiously...  is the problem, with menu overhaul cleared up?

or is bootleg something you do not recommend using in conjuncture with your mod?



I know there was already a few posts about this sort of thing but it seems like a lot has been updated since those posts so its possible the answers may no longer be the same. I apologize if i'm just bringing up something that's been asked to death.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-04 02:50:41
I'm not sure if it is compatible with Bootleg, I've had people tell me that they weren't able to get the game working after installing NT and then applying Bootleg mods on top of it. If you do try it, then NT would likely have to be installed first otherwise it's installer will just overwrite whatever mods that Bootleg has put in (the NT installer is a rudimentary freeware program).

So like you said, it's:
-) Install the NT Mod first using the Main Installer.
-) Install the other stuff through Bootleg but avoid gameplay/flevel-altering mods (Hardcore mod, Aeris revival, Reunion, Nightmare, etc.)

Have you considered giving 7H, the new mod-loader program, a try? It's very good for running mods together (NT is currently supported in it, as is Menu Overhaul and various HD models, textures, etc.). It does require converting a Steam release, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Celice on 2015-01-04 04:01:59
Do you know which file the field models are in, so I can use the originals?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-04 11:18:23
All the field models are in the char.lgp. If you swap in a default char.lgp, the mod will still work but two oddities will appear involving Young Cid and a duplicate red-haired NPC. I replaced these two models with a new variant of Shinra soldier to appear in field screens but with a default char.lgp they'll instead appear as Young Cid and the red-haired NPC (the one who runs the weapon shop in Sector 7). That being said, they only appear in one or two field screens and it'll be fixed up for 1.3 because I recently figured out how to add new field models rather than replacing them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2015-01-05 02:57:36
Commando: 1st will soft lock the game after making a basic attack. The model remains adjacent to its target after the attack and no further actions can be made while the game is expecting the enemy's action to resolve. This was tested on both Active and Wait. Occurs at any point going up to the Sister Ray.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-05 13:04:09
I've been trying to replicate that but not had much success, they've been attacking without issues on my end. If I can't isolate the problem then I'll just remove their 2x-Cut attack.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2015-01-05 21:34:49
The only other notable things are that Cloud has the Cover materia, his model is from whitERaven's model revision, Aeris is in the party (also whitERaven's model), and Red XIII has the pre-emptive and enemy away materia. Even then, this is a bit dubious since I've unequipped my materia and used PHS to switch party members to those without new models. I still get the same result, regardless of hit or miss, and I'm pretty sure the empty box isn't affecting this. I can't think of anything else that could cause this since I haven't activated additional mods except alternate music, models for several main characters, and world map textures. I doubt any of the sidequests I've done could cause this.

If this is only my problem, I don't think you should remove 2x-Cut from the enemy. I can circumvent the battle via Exit, so it's not a game-breaking issue on my end.

EDIT: Thank you, Sega Chief.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-05 22:17:41
No worries, I found the issue. One of the Commando enemies (there's two separate entries for them) had the wrong attack set in their AI. The new scene patch on the front page should fix the issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Zara9 on 2015-01-05 22:37:34
Hey sega chief

i found another problem

on the front page of your post on here

it saids the hot patch has been updated on november 5th 2015

is it spose to say, jan 5th 2015

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: genesis063 on 2015-01-05 22:55:46
Also for those using my Sephiroth story mod install it on top of NT mod.  Avoid using the scene.bin ones as those will conflict and the flevel may have big conflicting issues.  As such I recommend using both of them through 7h if you can get it to work on your comp.  At some point I may go back and apply my changes with your with your approval of course to give better compatibility.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-05 23:47:26
Hey sega chief

i found another problem

on the front page of your post on here

it saids the hot patch has been updated on november 5th 2015

is it spose to say, jan 5th 2015

thanks

Ah, so it does; I'll change that. Cheers for letting me know, bud.

Also for those using my Sephiroth story mod install it on top of NT mod.  Avoid using the scene.bin ones as those will conflict and the flevel may have big conflicting issues.  As such I recommend using both of them through 7h if you can get it to work on your comp.

How extensive are your flevel edits? Even through 7H, it might not be possible to combine both mods very easily without running into some kind of problem at one point or another. I've had to make a lot of additions and adjustments to certain NT fields to make some things work so my worry is that these will be either overwritten (which could lead to soft-locks or the loss of NT content) or new dialogue/events added by your mod might not be displayed correctly.

At some point I may go back and apply my changes with your with your approval of course to give better compatibility.

What are you going to do exactly? Are you making adjustments to one of the mods so they can be used together or are you actually combining the two to make a unique mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: genesis063 on 2015-01-06 00:05:24
I edit just about every field in the flevel.  The only ones not touched are the fields and scenes left out do to animation incompatibility basically ones that could not be substituted like the cpr and the dolphin jump scene.  So the field of Cloud and Sephiroth are swapped and I replaced Cloud's head with the Soldier battle head resized.  For battles the scorpion is replaced with the red dragon.  I want to replace the third Jenova battle with the blue dragon.  Also Kyte replaces Jenova in the temple and crater.  So what I for going back and editing is just for adjustments to make them be able to run together.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-06 01:03:48
Alright, well if you need info about NT files I'll help where I can. I'm in the middle of getting 1.3 up and running so things are a bit up in the air at the moment.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: genesis063 on 2015-01-06 01:17:01
I feel you bro no worries.  There is no telling when i'll get around to it myself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2015-01-08 01:16:51
Coin targets all allies and enemies. Was testing it out and nuked myself pretty handily. Was this intentional?

EDIT: Cool, thanks for the clarification. I was confused since the targeting never indicated it would hit the party and I wasn't sure if the flavor text meant you wanted to weaken the ability overall or ensure the damage was met both ways.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-08 01:22:13
You get what you pay for.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: RedManMark86 on 2015-01-09 09:55:13
Sega Chief I have just realised that you gave me thanks on your front page and I am actually touched, thanks man but honestly this is such a great mod I want to get as many people playing it as possible :)!

Progressed quite far in your mod now, at the keystone bit and now no fights will give me experience because Cloud has hit level 40 :( At what point will I start gaining experience again?

Out of interest when you fight Reno and Rude when they paralyse you down to two people and if you kill them at the same time are you meant to get no drops? I literally spent about 20 times reloading and killing them to always get nothing but the steals.

Also is Lost Number meant to just woosh me away like a speck of dust when i kill it or is it possible to actually kill it?

And as always how is 1.3 coming along? Also any idea when you will update your changes because it is really hard for me to tell when I'm missing a good item or not as I'm following the normal guide whilst playing this to track the changes :)

P.S. Loved the fight outside the Shinra Mansion, was quite funny :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-09 13:18:36
Hey bud, I noticed you'd been helping people out with 7H installations and mod compatibility and I appreciated the assistance. I don't usually run the game with mods like that installed so someone lending a hand with that is always appreciated.

Certain Disc 2 bosses give EXP past Lv.40 (and these can be re-fought on Disc 3 whenever you want), but every Extra Battle, Lv.4 Limit boss, and other additional boss will give EXP past Lv.40. This is being revised for 1.3, where later Disc 2 enemies will be raised up to give EXP up to Lv.50 instead. The majority of players finish below Lv.50 so I think that might be a better cap to set. I'm also going to set Crater enemies to give EXP up to Lv.60.

Regarding the Turks, and enemies in general, remember that if you steal an item from an enemy, they will no longer be able to drop an item.

Lost Number is a remnant from older versions where the transformation trigger was a lot more complicated. I kept it that way basically because it was a sneaky counter to poison strategies that are usually employed against Lost Number to prevent him transforming...except someone got around it by hitting him while he was close to death from poison, triggering the transform, and then finishing him off on the next attack. I've got a replacement for the AI sorted out, should be quite interesting.

But speaking of 1.3, it's slowly coming together but the keyword there is slowly. There's a lot of AI kinks to iron out and I also need to do a test playthrough to get save files and unearth any glitches/problems which'll take me a couple of days. There'll be a new ReadMe and Changes list released with 1.3, to replace the not so great current documents. I've also re-organised Beginner's Hall & Respectable Inn for useful tutorials and what-not, just in case people drop in on it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-01-09 18:50:43
Hey Sega Chief I absolutely love this mod it turned a boring month into good fun. I have a couple questions and concerns I was hoping you'd be able to provide some insight on.

Enemy Skill Locations
Some things have changed around completely which is fine but I'm totally lost sometimes. I managed to snag Beta in Temple but I haven't been able to find Aqualung (a monster that normally spawns at the wutai mountain area has it according to battle square but I can't find this monster anywhere) Meanwhile I couldn't get Godo to use Trine but got it from some dogs in return to Midgar tunnels. Manipulated Beach Plugs i try to have them use Big Guard on me but it doesn't take either.

Lack of a Readme? Its been being updated for a while I guess it's not ready yet but some stuff seriously confused me before I started watching let's plays of the mod.

Missing Materia
I am a complete FF7 rookie in that I had never heard of or realized backrow sadness strats or knew of the w-item glitch or explosively powerful endgame materia combos so pardon if Im wondering where all my fun toys are.

Made it to bottom of crater, have only done Cid's optional boss. Missing the following not counting materia caves (I know mega all is in materia cave where hp-mp should be)
Contain Full Cure Shield Ultima
Double Cut, W-Magic, W-Summon, W-Item,
Only have found 1 Enemy Skill
Added Cut, Counter, Final Attack, Long Range
Speed Plus, HP Plus, Luck Plus, Magic Plus

Specifically the only ones I care about are Contain and Double Cut

Difficulty of Turks: You only get 1 added effect materia to slot a mystify into and it takes a damn long time to level up, why so much confusion and berserk?

Endgame XP Issues: you stop gaining XP at certain intervals if one character in the party caps out so it makes swapping them around to hit the cap difficult, esp since you cant change your party leader or use PHS at the bottom of the northern crater (It forces you back to cloud if you try to move to party select area)

Why does the endgame stuff seem so hard? I'm level 50 have 3000 HP And do 1000 physical attacks and 3000 with aeris using Comet (9999 with a couple summons sometimes), Why are all the lets plays abusing planet protector and coin, I wasn't able to really get either until disc2 and even then you (rightfully) decided to nerf coin, but you made it so you had to use aeries to use it which is kind of odd, can you try to de incentive planet protector?

King Bub' and his minions are an extremely weird fight I cannot get past for the life of me, I understand the lucky 7's but I dont understand the random healing and invulnerability, why don't they glow yellow when peerless? Is there a trick I'm missing to this?

Also a strange bug best I can explain it is, Tifa + Fury Brand + Level 3 Limit + Battle Square Special battle = Zero Limit guage with infinitely avaialable limit breaks.
Coin and Planet Protector

PS I had to hack in ribbons after spending a couple hours wiping to the final turk fight, did you change ribbon so you cant get regen/haste or is that vanilla

Sorry for the long post. thanks!

Edit: Thank you for all of the tongue in cheek humor, esp. for all the chests and dummied out items and the commandos. I nearly screamed when I did the Jenova WAR Fight also. Top Notch!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2015-01-09 20:09:00
@RedManMark86 You rock. Keep it up.

@cicadian See below.
********SPOILERS**********

Enemy Skill Locations
Manipulated Beach Plugs i try to have them use Big Guard on me but it doesn't take either.

My memory is fuzzy on how I snagged Big Guard. If Manipulate doesn't work, try confusion or Reflect. This'll be easier for me to answer if you just say what E Skills you have.

Missing Materia
Contain Full Cure Shield Ultima
Double Cut, W-Magic, W-Summon, W-Item,
Only have found 1 Enemy Skill
Added Cut, Counter, Final Attack, Long Range
Speed Plus, HP Plus, Luck Plus, Magic Plus
Full Cure and Added Cut are found in the first few extra battles. Counterattack is found in the chocobo races.

Difficulty of Turks: You only get 1 added effect materia to slot a mystify into and it takes a damn long time to level up, why so much confusion and berserk?
Spam Resist or Vaccine if status ailments become an issue. Most fights that revolve around status immunities can be won with just that.

Why does the endgame stuff seem so hard? I'm level 50 have 3000 HP And do 1000 physical attacks and 3000 with aeris using Comet (9999 with a couple summons sometimes), Why are all the lets plays abusing planet protector and coin, I wasn't able to really get either until disc2 and even then you (rightfully) decided to nerf coin, but you made it so you had to use aeries to use it which is kind of odd, can you try to de incentive planet protector?
You can get by without doing that. You just need to set up a good tank. Well, except against Zack. That needs a different strat. I'm impressed with Planet Protector + Coin, though. I knew that might be the issue, but I just couldn't get the time to grind for that strat (her limit requirements are pretty high and work + AGDQ2015 doesn't leave me with much time). Coin, as is, should only be used if you're low on MP, facing a lot of enemies, and need a 1000 damage spread. Conceivably, you could also trigger Counter Magic Cure or Final Attack Life, but that's still more grinding. Otherwise, yeah, you'd need to abuse that.

King Bub' and his minions are an extremely weird fight I cannot get past for the life of me, I understand the lucky 7's but I dont understand the random healing and invulnerability, why don't they glow yellow when peerless? Is there a trick I'm missing to this?
Certain textures and effects don't load due to the mods you put on. To beat King Bub', you may just want to bypass the minions like I did by throwing stuff at him till you win. 8 inch canon also works. Just make sure you slow the minions so you have a chance.
EDIT: Woops, turns out it's Shield, which has no visual cue.

Also a strange bug best I can explain it is, Tifa + Fury Brand + Level 3 Limit + Battle Square Special battle = Zero Limit guage with infinitely avaialable limit breaks.
Happens without Fury Brand. Also, Special Arena will crash if you activate Vincent's Chaos limit. Be warned.

PS I had to hack in ribbons after spending a couple hours wiping to the final turk fight, did you change ribbon so you cant get regen/haste or is that vanilla
You can just equip peace rings and casts Resist on the Turks. If you use Resist on yourself (which is what I assume Ribbon does now, since I don't have any Ribbons) you can bypass the lack of regen if you have a good healer, and haste if you equip +Dex armor/accessories (casting haste beforehand or equipping Sprint Shoes also works). The Turk fight is a battle of attrition that you're pretty much guaranteed to win if you do this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-09 20:30:12
(Looks like I spent so long typing this that Bowser beat me to it :I)

Hi bud, glad you enjoyed the mod but apologies for causing some confusion during your playthrough. I did have a ReadMe at one point documenting some of the changes so people could pin-point the new locations for things faster but it wasn't very concise and it's likely out of date now (assuming it's still up, I think I took it down). Thing is, I can't update it properly until 1.3 of the mod is out as I'll be making lots of tweaks. That's currently in the works, but I still need time to finalise the update.

[Enemy Skills]
Beta, Aqualung, and Trine were a serious problem in that they're much stronger than Fire2, Ice2, etc. but can be obtained before or round about the time when these spells become available. To counter that without altering these Skills too much, I moved them to new enemies located in places where I felt they'd be most useful to give the player a boost to their magic arsenal while they work toward Fire3, etc.

Aqualung is with an enemy called Garuda on Da Chao, an area inside Wutai. These guys will use Aqualung after 4-5 of their turns have elapsed (make sure to have protection like Reflect, a Typhoon Ring, or MBarrier just in case).

Trine is supposed to be available from a new enemy called Thundercracker on Mt. Nibel (the path areas), but it looks like I've made a mistake and it doesn't currently use this Skill. This'll be fixed for 1.3.

Big Guard should be learned as normal, though. I'll have to investigate that one, sounds like a bug or an oversight on my part.


[Missing Materia]
First off, the enemies in the mod weren't specced with either Sadness or back-row strategies in mind; story bosses were tested while using Barrier and MBarrier. The idea was that the defensive set-ups usually adopted for hard-type mods wouldn't be necessary here, so that players could get inventive and try out different things. That being said, small tweaks may have knocked this out of balance a bit; I'm currently midway through a test-play of 1.3 to address any issues that have popped up due to these tweaks and further refine enemy strength, etc.

As for the missing Materia, most of these are all won from the Extra Battle in Battle Square. On Disc 2, when Cloud re-joins the party, two new NPCs will appear in the Gold Saucer's Battle Square. One of these NPCs (a male Gold Saucer attendant) has a menu of ten new bosses to fight, while the other (a security man in a navy uniform) gives the player Materia rewards depending on which of these bosses have been beaten:

Page 1
Barbariccia GT: Added Cut
Bomb King: Full Cure
Gil Turtle: Contain
Variablis: Shield
Love Buster: Ultima

Page 2
Mystery Tank: W-Summon
Abyss: W-Magic
Nyctalopian Dragon: Double-Cut
Tyrant: Command Counter
??????: W-Item

Final Attack is still won through the Special Battle, accessed through regular Battle Square. Special Battle becomes available when the player has reached the bottom of North Cave and returned (this sets the Game Moment to 1998, which I've used as a trigger to unlock certain end-game stuff). The attendant should trigger some dialogue about the Special Battle when you talk to her, and from then on you'll have the option to participate in Regular Battle or Special Battle. Note that it costs 10GP to fight in Special Battle.

Long Range, HP Plus, Speed Plus, Magic Plus, and Luck Plus are currently absent from the game, as are Sources. I'm planning to use these as pick-ups for New Game+ progression. There's also only one Enemy Skill Materia available in the entire game; this has proved to be a great balance for E. Skills against regular spell Materia so there's no plan to add more in the future.

[Turks & Berserk/Confusion]
A running theme with Turks fights is the use of Berserk and Confusion, usually with some other surprise up their sleeve. However, I've noticed recently that people are having trouble mustering status defence against Berserk and Confusion. My guess is that I've removed or changed an important Peace Ring drop or similar and this has had the knock-on effect of leaving players particularly exposed to these kinds of attacks. I'm planning to make at least one Peace Ring 'unmissable' so that it makes the Turks & Jenova WAR fights closer to their intended difficulty.

[EXP Caps]
I added a Lv.40 cap to the majority of regular enemies (where the actual cap is Lv.70) but this hasn't proved to be a popular idea. I think a problem is that the mod originally was supposed to gun for fast gameplay, and to take as much edge out of grinding as possible. What I'll do is set up North Cave as a very lucrative zone for getting EXP to hit Lv.60, then the remaining ten levels can come from the extra end-game bosses. I'll also lift that Lv.40 cap to Lv.50 across the board; I think that'll work out better.

[End-game difficulty]
I think this comes back to tweaks having a knock-on effect for other things, and is one of the reasons I'm currently doing a full test-play of 1.3 so that all the imbalances that have appeared can be corrected. I've also made enhancements to the majority of end-game bosses for 1.3, so that they're less RNG-based (attack patterns), have a greater variety of weaker attacks (to reduce spam of their stronger abilities), and stat tweaks.

King Bub is a weird fight, but it was recently changed from Peerless to Shield which (unfortunately) has no visual indicator. This was a quickfix to prevent a stalemate of Peerless, but I've since found a way to de-fang Peerless and make it susceptible to Debarrier and Dispel which is a game-changer. As for beating this guy, you should use Debarrier+All to get rid of Shield and then smack the Royal Guard with any attack that hits all targets to get rid of the 7777's effect. Alternatively, you could heal them first (to remove 7777's) and then use Debarrier+All to start attacking.

[Infinite Limits D:]
That sounds like a crazy bug; hopefully it's limited to Special Battle only. Not 100% sure I'd be able to fix it if that was the case (Battle Square is a bit...odd when there's three people fighting in it instead of just one) but I'm fine with it because it sounds awesome.

As for Ribbons, I took a leaf out of the Hardcore mod's book and set it up so that Ribbon prevent all statuses, including good ones. It always made me think twice before equipping it when playing the HC Mod.

Sorry for the long post. thanks!

Sorry for the long reply :p Thanks for the feedback, bud.

@Bowser, that's a pain that Vincent causes a crash in Special Battle with Chaos. If that's the case and I can't fix it then I might need to either re-spec Special Battle for a solo character or make some special work-around for it. I'd better test Vincent's Chaos with regular battle as well though, just in case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-01-09 21:06:22
ah thank you and bowser for the wonderful long and detailed posts, i feel a lot better about picking this mod back up this week now that i know where to go form here
sorry if my post was a little hard to read i was pretty tired, this girl's been doing too much AP grinding! I really have no complaints there's just too much fun to be had. keep it up and I look forward to 1.3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2015-01-10 00:52:24
@cicadian NP. Good luck.

Taking a break from endgame. I wanted to throw out a few requests. These might not work out, though, especially since I have no clue what changes will be in v1.3 and what might be feasible given how time intensive it is to implement certain changes.

In no particular order:

That's all I got. Thanks for your time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-10 01:24:19
Alright, let's see:

-) An auto-regen accessory is possible, but not easy to implement. I try to keep hard hacks out of the mod, or at the very least make them optional. That being said, I could maybe set something up through the character AI. It depends on what triggers I can get the game to recognize through the accessory's available equip effects (and which can't be triggered through other means).

-) I could add character AI that responds to Berserk. A risk is that the spell needs to be equipped before they can actually be used, but if these commands can be activated through AI without the need of Materia then a pseudo-'Rage' system would be feasible. I've an idea for getting the game to activate this Rage state only when a certain accessory is equipped, so this could work out...but only if spells can be used from AI without the need of Materia.

-) A Holy-element weapon would be handy, yeah. As far as spells go, I've replaced the Roulette Enemy Skill with a new one called 'Alpha' that's learned from the Alpha Zolom. It has a hefty base-power on it, and should be a decent end-game Holy spell along with Alexander. I'll see about adding an innately Holy-element weapon or two as well.

-) I could set up a modified shop but it would need to be used with the NT Mod's custom (and optional) .EXE (which is currently being tested and tweaked in a playthrough). I could set up an impromptu 'shop' that sells these items in a way similar to how you can buy GP at Gold Saucer from that dude; this way, the items can be acquired through shopping even without the .exe patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Vgr on 2015-01-10 01:35:26
Pretty sure AI doesn't care which materias are equipped. I saw somewhere that Sephiroth could use his magics without the Materia equipped. Don't remember where.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-10 01:42:06
That's great news if that's the case. An accessory that has the character spit out random attacks would be quite interesting, sort of like a Berserk but for magic and maybe enemy attacks. I'll experiment with it tomorrow after work; thanks for the info.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2015-01-10 02:05:00
I could set up an impromptu 'shop' that sells these items in a way similar to how you can buy GP at Gold Saucer from that dude; this way, the items can be acquired through shopping even without the .exe patch.

That would be excellent. I agree with trying to keep the .exe optional, so rock on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-01-10 16:23:59
Hey quick question about Gil Turtle, he casts something pretty nasty after he drains my mana, and magic hammer does 0mp damage to him, should I be going into this fight with no mana or try to dump it all before he drains it himself?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-10 16:56:01
Gil Turtle basically tries to steal your MP which allows him to cast his super-strong attacks. Keeping your MP low while blitzing his is the key to this one; Aeris has a weapon called Wizer Staff that can attack MP directly (but has a low base power). If you boost up her STR with things like a Gigas Armlet, Earth+Elemental (in the weapon), and a Champion Belt you could maybe take out his MP that way, and make use of Ghost Hands that can be obtained from the Rilfsak (flying leaf enemy) in the Ancient Forest through stealing.

Also, the Sleep status should work against Gil Turtle; that can slow him down immensely.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-01-10 17:14:19
thanks for this, i just find it weird that he uses savings jar and takes only 27mp from me through the entire fight then can cause a market crash, i'm currently trying lucky pill + hero drink II + yellow wave and I'll try what you said if that doesn't work.

By the way, where can I get more Yellow Wave items? I don't like using one off items if I can't help it!
EDIT: Gil Turtle is causing a market crash after absorbing ZERO MP
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2015-01-10 19:55:27
@cicadian Ah, so you've hit the same problem as I have. You will have to abuse Sadness + Wall on your tank to survive KotR or make use of Shield/Gospel Spark. Follow up with Life + All. To make things easier, you can also take in Final Attack + Life, but that's your call.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-01-10 20:12:49
I think it's a non issue maybe? I tried the MP damaging weapon Aeris has instead of magic hammer (which does 0 MP damage) and he couldnt do the market crash after trying to hoard savings. I think he must start with a base MP "savings" that is already above what I assume is uh... 250 MP to cast
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-10 21:59:36
Yeah, he starts with 999MP and he shouldn't be able to start using Market Crash until he's below 1/2HP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-01-10 22:46:06
last question hehe
Nyctalopian Dragon Meltdown is knocking out all 3 party members from combat, intended? What does Cyberdyne Ray do, sometimes it damages sometimes not but it never shows damage numbers?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-10 23:34:21
Meltdown effectively ends the fight, to prevent it try hitting Nycta with the Slow status. This'll prompt him to use Reactor Cooldown which erases Slow but also ends the countdown. As for Cyberdyne, it is a bit erratic with the way it behaves but I like the animation too much to change it  :-X
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-01-11 22:22:09
Some bugs to report

Christopher and Gighee game soft locks in combat if you kill Gighee and let Christopher sit around too long, this may be in base game?

Tifa sidequest? With or without Tifa as party leader and after talking to New Threat crewman I have been to every screen in Nibelheim/Shinra Mansion/Mt. Nibel/Mt. Nibel Reactor and seen no bossfight or sidequest

Junon Leagues softlock: Cleared every encounter in Amateur Junon League with Tifa (party leader) Game was stuck at this screen after the victors of the last round (Kotch) Wave 2 were announced.
(http://i.imgur.com/FMq9pVv.jpg)

Probably not a bug but I haven't figured out the mechanics yet: Love buster casting perma-confusion (Spinning corpses lol) on party members and you can give them commands but they always use them on opposite targets (Ah! Can I target opposite for desired effect? Or is it a bug.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2015-01-11 22:25:18
Probably not a bug but I haven't figured out the mechanics yet: Love buster casting perma-confusion (Spinning corpses lol) on party members and you can give them commands but they always use them on opposite targets (Ah! Can I target opposite for desired effect? Or is it a bug.)
You need to survive without worrying about status immunity, so set up an elemental attack and absorb strat for safety. After that, equip your best equipment for damage and bum rush Love Buster with your strongest materia combinations or limit breaks. Blow everything. Mime your strongest stuff if you have to. Don't cast any buffs, just smash its face immediately. Hold nothing back.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-11 23:19:38
I'll see about getting those bugs fixed. I renovated the variables used by the mod a few weeks ago and it's likely I've missed one somewhere for the Junon Leagues. As for Gighee + Christopher, I fixed that recently (he was trying to use Cure2 instead of Cure3) but not sure if I added it to the hotfix patch yet. I'll update it just to be sure.

Love Buster is a tad unusual. I was messing around with status-defence ignoring attacks. They usually cause some odd effects.

Edit: Ah, plain forgot. I have to keep the .IRO up to date now as well. That definitely doesn't have the Christopher AI fix.

Edit2: Think I found the issue, about to fix it. Also forgot to respond to the Tifa Lv.4 Limit thing. It should be triggered by Tifa playing the piano, but there was a different problem in that area recently that's likely interfered with it. I'll get it fixed up, test it out, and make an update.

Edit3: The new files are currently being uploaded. It'll be the last large-scale update for v1.2 of the mod (hotfixes will still be maintained if any soft-locks or similar pop up) before v1.3 replaces it. I tested out Junon Leagues for a win/lose result and it seems to be okay now; I think the issue was that a loop could occur if the last bits of script for Wave 2 finished at a certain time during another script's cycle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2015-01-12 02:00:17
@Sega Chief
I recall in your change log for v1.2 that you re-purposed the joke weapons into kills = power. Tried testing the damage for Nailed Bat using kill values between 768 and 5000 via save editor and there doesn't seem to be any change. Was wondering if you scrapped that idea or if it's using a different calculation from the old Death Penalty.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-12 02:33:37
Yeah, it was found that they didn't work properly. I've not decided what to do with them for 1.3; default option is to make them high-attack like they are in the vanilla game but they could also be given some kind of theme, maybe Holy-element, an early triple AP weapon with one slot, something like that to make them not just stand out but be viable options too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2015-01-12 02:59:16
Yeah, it was found that they didn't work properly. I've not decided what to do with them for 1.3; default option is to make them high-attack like they are in the vanilla game but they could also be given some kind of theme, maybe Holy-element, an early triple AP weapon with one slot, something like that to make them not just stand out but be viable options too.
Actually, as it is, it still uses a damage calculation that affects Morph. When I first got the Nailed Bat, I noticed the Morph damage was very good. If you keep it like that, it'll see much use throughout later versions of the mod for purposes of Morphing bosses and such. I've also been meaning to ask you if an MP Attack weapon or materia was possible, something like what's seen in older FF games or in FF9. If you could apply that to the joke weapons, maybe with additional caveats, that would be amazing.

I personally think that an early triple AP slot would be redundant. The reward for players willing to stick to double AP weapons is already impressive.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-12 03:44:37
I did not know that they ignored Morph's damage reduction, that's a great theme for those weapons. I'll keep them as is.

There's already the Wizer Staff and Magic Hammer for damaging MP, but I could add a third option somewhere; maybe another spell and weapon for it. I'll boost up the Ghost Hands a bit too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2015-01-12 04:31:10
There's already the Wizer Staff and Magic Hammer for damaging MP, but I could add a third option somewhere; maybe another spell and weapon for it. I'll boost up the Ghost Hands a bit too.
Whoops! I should have clarified. MP Attack in FF5 and 6 caused your attacks to become automatic crits at the expense of 10-20 MP per attack (Rune Axe, Rune Blade, Organix, Ragnarok, Light Bringer, Final Trump, and Punisher). MP Attack in FF9 caused your basic attack to expend 1/8 your max MP to deal 50% extra damage on the attack.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-12 04:42:22
Ah, right; could be tough, likely needs a hard-hack or character AI that can track your equipped weapon somehow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-01-12 19:17:25
I updated this morning and no problems yet Haven't checked out Tifas LB quest, Junon League soft locking less, though It seems to happen if I spam START as fast as possible.

Oh yeah, that uh.. Brawler Rank fight with the Christopher and Gighee clone, Kill the horse first and after a few turns the person sits there and does nothing soft locking the game.
If it helps I remember seeing him use 3 attacks, a regular hit, regen, and deathblow

this is kind of fun bug testing
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-12 19:31:38
Heh, well I copied over Christopher and Gighee's AI to those two enemies. So I guess it stands to reason that the same problem would be there  :-X

As far as the Junon Leagues go, I reckon it's because the Main script that handles the button prompts runs on a loop in the background while the rest of the scenes play out (a variable flips which temporarily disables the commands). But if someone were mashing Start then I guess it can get 'caught' while it's transitioning over, even if it is just a split second. I'll experiment with some ways to buffer it and prevent it from happening.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-01-14 14:46:28
Was trying out Yuffie's sidequest, died, reloaded, left with this...
My save was outside of Wutai, can I fix this with a save editor?
(http://i.imgur.com/N74YyD8.jpg)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-14 15:18:22
That's the save problem that can happen with different party leaders on the world map. Let's say you have Tifa as party leader, but Cloud is also in the party, his model will display on the world map. However, if you open the Menu and PHS him out, then save the game (without closing the menu), the game will load you at x0, y0 coords when you next load that save file because Cloud is no longer present when it recalls his last world map position for the save file.

If you add Cloud back into the party via a save editor, then it should fix the problem and you'll be loaded at the correct coords when loading the file. Otherwise, setting your position onto a Highwind screen and then talking to the pilot will put you in the Highwind for the world map so you can 'escape' the x0, y0. I've an idea for a fix which involves 'locking' Cloud and Tifa in the PHS if either Tifa or Cid are party leader, but it's not implemented yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: ManuBBXX on 2015-01-14 20:05:44
It's better installing this mod before or after Reunion if I want both ?
Because I just installed NT Mod afrter Reunion and it owerwrited all the Reunion benefits( models, traductions, etc.. )
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-14 21:12:35
It's better to install NT first; it overwrites files rather than just inserts them. Then patch Reunion on top of it, and hope for the best.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2015-01-14 21:38:44
@ManuBBXX
Whenever R02 comes out, it'll be packaged with its own difficulty mod, so you'll have to be mindful of that as that will alter the battle.lgp file in a way that will most likely conflict with NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: ManuBBXX on 2015-01-14 21:50:49
Thanks Sega chief, I installed Reunion after NT and it appears to be ok.
I just fought the first 2 shinra soldiers, but is it normal they hit at 7 and die with just one sword hit ?
So okay, I used to playhardcore mod, but it seems as easy as original game.  :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: EQ2Alyza on 2015-01-14 22:25:26
The Reunion and New Threat both alter the flevel.lgp, so I image there's going to be issues using installers regardless of the order they are installed. You may have fought one battle, but perhaps it's because one of the mods didn't alter that scene so it'll turn out okay. I can't image you'll run through the entire game without hitting any scenes that aren't altered by both.

If you wind up with problems later on, using 7H for at least one of them will be the only option since it's able to chunk the flevel into separate parts that won't interfere with each other.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: ManuBBXX on 2015-01-14 22:51:14
Thank you EQ2Alyza !
So if i run Reunion, and then play NT mod loaded by 7H it's gonna be ok ?
For the yarlson field textures, can I put them in mod/Reunion/field folder, or I have to load it with 7H too ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-14 23:28:32
The very first enemies in the game are 'MP Trainees'; they're identical to the MP enemy encountered everywhere else in the Reactor but have less HP so that they die in one-hit. Damage-wise, they hit for 23 on a front row character, and about 12 on a back row character, maybe a little less with their baton attack. This mod was specced so that hanging back in the back row with Sadness on isn't (hopefully) required. Because of that, you can hit harder with physical attacks, use Limits more often, and play more aggressively which makes play a fair bit faster.

But like Alyza said, there'll be clashes sooner or later; 7H is a safe way to combine mods and avoid those clashes. And like Bowser said, there's also going to be a difficulty mod attached to Reunion at some point which will definitely be incompatible with other mods that alter the scene and/or kernel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Kaldarasha on 2015-01-15 05:37:42
Thank you EQ2Alyza !
So if i run Reunion, and then play NT mod loaded by 7H it's gonna be ok ?
For the yarlson field textures, can I put them in mod/Reunion/field folder, or I have to load it with 7H too ?

For 7H we have come to the agreement to call the folder for textures simply 'Textures'. All the abstract names has ended into manual editing anyway. So Dan hasn't made his opinion on it I think he will still change the path to Reunion in the next release. Rename it simply to Textures and place all your files you want in it. I prefer to have them installed directly there instead to use them through 7H.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: ManuBBXX on 2015-01-15 07:42:29
Okay, so if I understand well( and I'm not sure cause my bad english comprehension ^^ ), when I installed Reunion, I rename Reunino folder to textures( the same as configured for 7H ), and all my battlr, field, magic, world... folders come in Textures folder, like before in Reunion.
And too, I can simply install and activate NT mod from 7H and play both NT and reunion
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Kaldarasha on 2015-01-15 07:51:55
The retranslation wont work together with NT. Sega has to make an update for it. But the rest will work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: ManuBBXX on 2015-01-15 11:58:49
Thanks Kaldarasha.
So with NT mod level of difficulty, there is no need to make a strategy of use a lot of magic / summon for beating ennemies ?
We can stay in front line instead of back line / sadness like we have to in hardcore mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Kaldarasha on 2015-01-15 12:53:11
I have only played an early version of the mod and then only the bombing mission, but as much I have seen and read about it I would say it starts easy and the gets harder and harder without to become to unfair.

A small question by me is it possible to add an purple aura (like regen) on the character as long as a limit is executed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: EQ2Alyza on 2015-01-15 14:07:47
Okay, so if I understand well( and I'm not sure cause my bad english comprehension ^^ ), when I installed Reunion, I rename Reunino folder to textures( the same as configured for 7H ), and all my battlr, field, magic, world... folders come in Textures folder, like before in Reunion.
And too, I can simply install and activate NT mod from 7H and play both NT and reunion

Close. When you use the Game Converter from STEP 1 of the 7H tutorial, it creates a mods\Textures folder. So when you install Reunion, move everything from mods\Reunion to mods\Textures. Be sure to have the Aali Modpath pointing to mods\Textures when you setup the Workshop -> Settings, which I have written in the 7H tutorial as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-15 15:33:33
Thanks Kaldarasha.
So with NT mod level of difficulty, there is no need to make a strategy of use a lot of magic / summon for beating ennemies ?
We can stay in front line instead of back line / sadness like we have to in hardcore mod

Random fights were specced to be facing a front row party (no barriers) and to last only 1-2 minutes, max. Boss fights I aimed for about 8-12 minutes, against a front row team using Barriers. If you run into trouble, a back-row sadness team might fare better but there are certain bosses where this set-up could actually hinder you. The mod was built around being aggressive; most enemies have an elemental weakness or two and will be vulnerable to status ailments.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: ManuBBXX on 2015-01-16 07:38:10
Ookay, so it's just a little more difficult than normal game, but it aims to be played agressively and quickly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: seijuro on 2015-01-16 17:17:38
Ok, so I always have New Threat mod selected in the gameplay tab, so I'm not sure if this is the cause of the problems I've been having.
I’ve been trying to help install NT mod and all the HD upgrades on my buddies’ computer but I ran into a few problems though and I can’t figure out a solution as to how/why/etc... so I am in need of some help.

• Windows 7 Tower: Uninstalled FF7 and then 7th Heaven, and then freshly re-installed it. Downloaded all the new mods via catalog subscriptions. Everything works great EXCEPT the field graphics mod (6.8GB one). I see it activated in the "Active Mods" list. In-game the field graphics are pixelated and looks like nothing happened/activated. I keep activating/deactivating it but…. nothing happens. Everything else works fine though.

• Macbook Pro bootcamp running Windows XP (yes really): The downloader keeps crashing on this machine when I’m downloading the field graphics update (once again, the 6.8GB one). Does OS have to do anything with the download?

OR

Is there a simple external link where I can just do a single download of the field graphics mod .IRO file, then after done downloading, just drag & drop inside the folder? I literally tried a bunch of times downloading it. When it gets to half way, the whole program crashes.

• Game doesn’t load movies even though the path to movies is correct in the settings…. maybe my own error? I made sure path is correct.

• Is there a way to disable glitch error notifications in the game? Don't see a setting in the menu at all.

There's probably more but I'll get back to you guys. Thanks in advance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-16 18:31:43
This is sounding more like 7H trouble than NT trouble. It's maybe the size of the download that's causing trouble, it's the biggest one at 6.8GB. As for movies, that might be something to do with the conversion process.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: RedManMark86 on 2015-01-17 01:56:25
This is a very common problem if someone had bootleg installed first, so did your friend have bootleg installed first?

If one mod doesn't work in 7H it will cause nearly all of them not to work and the FLevel will go out of sync, easy way to check this is to do the first battle and see if the text is messed up or it isn't the first two soldiers but something crazy... And trust me I have seen some crazy things in my time.

also I tend to find uninstalling final fantasy doesn't help as other registry keys always get left. you need to uninstall and delete everything. Then open registry editor and search your registry for any mention of final fantasy and delete it... then install it all over again from scratch and your problems will usually be fixed
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-01-20 04:05:09
Sega do you have a public twitter or a steam I can contact you on for regular bug checks? I've found some real oddities I haven't always posted and am planning a second play through once I figure out how to beat the ?????? boss and the 2 weapons

current questions: Is junon league currently just limited to the 2 brackets? Why is Tifa so overpowered with her HP steal weapon? At least Cloud's hp steal sword has weak attack and few materia. Lastly did I miss any items by forgetting to do the Turtles Paradise sidequest? You said sources were currently removed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-20 12:55:53
I'm not on Twitter, but I do have a Steam account under 'Sega Chief'. The more bugs you let me know about, the more I can get ironed out for 1.3's release; feel free to add me on there.

The Junon Leagues is currently only two brackets, I'm adding a third to 1.3. I'll give the HP Steal weapons a look over. And from the Turtle's Paradise sidequest, you get the following: Megalixir, Light Curtain, Lunar Curtain, Sun Curtain, Astral Curtain, SS Mine, and a Gospel Spark. All these items are available elsewhere so they're not missable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: ProtoX on 2015-01-24 00:45:16
loving this new mod dude its giving me a new take on this game so far no problem as of yet
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-24 13:58:20
Cheers, bud; I've got the update for it coming soon so if you spot any problems or have suggestions let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Zara9 on 2015-01-28 13:41:32
hey sega chief

how much more longer until we can test out NG+
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-28 14:28:22
NewGame+ is the last planned addition for the mod, that won't be appearing until v1.5 which I'm aiming to be the last major update for the mod (once everything else is in and has been refined). I've worked on it now and then, but mostly for testing and to find out what I can do with it and how to work around certain problems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: LetCreativityPlay on 2015-01-29 01:58:46
When do you plan to include ultimate weapons and sources?  :mrgreen:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-29 03:35:34
I'm going to make the last boss drop all of them, then the ending credits will play  :x
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: RedManMark86 on 2015-01-29 11:50:55
I'm going to make the last boss drop all of them, then the ending credits will play  :x

Was that sarcasm my Scottish friend as I'm pretty sure the ultimate weapons are there earned through your new quests on disc 3 and a couple of others in different ways? As for sources sure they are planned for new game plus?

I was actually going to post something equally sarcastic yesterday but held my fingers :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-01-29 13:49:42
Yes, ults will be begrudgingly dropped for new stuff put into Disc 3. Sources are being kept back for NG+.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: selius on 2015-01-31 12:21:21
NewGame+ won't be appearing until v1.5

 :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2015-02-01 19:01:21
I will do a new playthoug, when 1.3 version could be donwload ? :)
I ask you because you said that it is remanded to wait the 1.3 until to start
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-02-01 19:42:36
Hey I know you're probably busy but could you run another balance pass on the enemies faced ~before~ the boss fight in return to Junon (Tifa gas chamber etc) for parties that have an underleveled Barret and Cait Sith? Maybe add a vendor if you're intent on leaving the AI and damage levels as is.

Take your time on the update, cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-01 19:54:00
You got it, I think I added a save point to that area but a vendor could be added too. I'll tweak the enemies that appear too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Zara9 on 2015-02-07 16:49:41
hey

how many more days until v 1.3 of the new threat mod is ready to be downloaded

just curious
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-07 17:52:31
It'll be within the next three days; I don't have a shift at work until Wednesday.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2015-02-08 19:57:19
Will the update be in the 7h heaven the next three days too ?
Is it very important to start a new play when the 1.3 coming or can i continue my actual save ? ( i just played 1 or 2 hours so no problem to start a new but it's hard to wait the 1.3)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: EQ2Alyza on 2015-02-08 20:08:41
I would wait for 1.3 to be released. I'll have it in the 7H Catalog ASAP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2015-02-09 06:27:30
Ok i'll wait for the 1.3 so, thx for your answer
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Zara9 on 2015-02-10 19:24:47
hey sega chief

am i going to be able to download v 1.3 of this mod today

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-10 19:30:01
Not today, I'll see if I can get it together for tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-02-10 20:01:39
do your best we can wait!

im planning on doing some kind of video lets play for 1.3 so im getting really excited
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-10 20:12:52
I'd appreciate that; it's very close to completion, though. Today I was getting the ReadMe and other materials together; got some fixes and checks to do after that to make sure that the new sidequest doesn't interfere with the  start of the game in any way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-11 16:51:43
It seems that the EXP arc is a bit more unstable than I realised; at around Lv.61 it starts to get unpredictable and becomes even more so going through Lv.80 and onwards. I may need to either go back to using the traditional EXP arcs which could potentially cause some visual glitches to occur with the player's EXP gauges (until they level up once, then it should correct itself); while the visual glitch itself is seemingly harmless & temporary, the reason I stopped using the original EXP arcs in the first place was because players were leveling too fast in v1.1 and finding themselves overpowered just by playing normally (as in, with little or no grinding).

Since then, the EXP given by enemies has been adjusted and a Lv.70 cap was put into the enemy AI but I'm not sure if it's enough to keep the Lv.40-50 range I'm aiming for players to reach Disc 3 at. When 1.3 is released, I'd appreciate people keeping an eye on their levels and telling me when exactly they reach Lv.50 and a little about their playstyle (for instance if you fought everything once, or never ran from battles, or ran from most battles, etc.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2015-02-11 16:58:23
I'll keep an eye on the exp and tell you my playstile when i start my new playthoug ;)
Can we hope to see the 1.3 tomorrow or need you some more days ? :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-11 17:13:22
Cheers bud, I'd appreciate that.

I'm really wanting to get it finished tonight. The last battles have all just passed tests and checks, so it's just that last bit of field testing to get done. I need to speedrun Midgar real quick to make sure none of the major events are being interfered with by the new scripts. I also want to put a countdown in for the finale of the sidequest, so I need to grab scripts from the Reactor or Corel Train and get them applied to the relevant fields.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-02-11 17:46:22
I just set up my streaming and youtube stuff last night, should provide a good example for you when the time comes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Bowser9 on 2015-02-11 18:12:02
I just set up my streaming and youtube stuff last night, should provide a good example for you when the time comes.
Hmm, would it be okay to post links to your stream and youtube here?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-11 18:14:56
Of course it'd be fine; it's related to the mod and whatnot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-02-11 19:50:56
Hello again everyone I'll reply again when the update releases and everything is working properly, I have everything set up on my end as well as I can at the moment.
My stream can be viewed here at the appropriate time
http://www.twitch.tv/cicadian

I just finished my test stream where I was making sure everything works, my mic was too low and I had a friend watching. Recently got over the flu as well!

Currently using a makeshift modification of the NT1.2 banner mostly for fun
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-11 20:33:09
The elastoplast with 1.3 on it was quite funny; BTTV picked up some of the old chat posts. Seems that LCP paid you a visit too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: LetCreativityPlay on 2015-02-11 21:01:51
I'm glad to see your mod popping around and getting some love, much deservingly so.  :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-11 21:26:01
Take that damn christmas hat off; it's February.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-12 00:29:09
Edit: Found the problem, it's late though so I'll need to upload tomorrow.

Edit2: The problem is easily fixed, but I'm about to start a 9hr shift and there's not enough time to get the patch generated + uploaded. My next shift is at 4.30pm tomorrow which should give me tonight and the next morning free to get it all wrapped up.

Edit3: NEARLY. THERE.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-02-14 03:14:13
wooooooooo
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Rukenu on 2015-02-14 20:21:48
Cant wait to play your update, bud, THE HYPE IS REAL.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-14 23:27:37
Cheers, bud; just making sure that it's working before release and adding in some finishing touches.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Rukenu on 2015-02-14 23:35:15
Dont worry bro, take your time, just one question, 1.3 will still replacing the field.lgp and the another files? just for backup the files before install it c:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-14 23:38:32
Aye, it'll still replace the same files as before:

-) scene.bin
-) kernel.bin & kernel2.bin
-) flevel.lgp
-) char.lgp
-) battle.lgp

The rest are untouched.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Kaldarasha on 2015-02-15 09:27:13
No world_us.lgp?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-15 13:01:53
I decided to leave it out to keep the size of the patcher down.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: ficedula on 2015-02-15 16:22:15
Sega Chief: I've released a tool here (http://forums.qhimm.com/index.php?topic=15948.msg224082#msg224082) that you might find useful for writing AI functions: if you could take a look and let me know if you have any suggestions for features you'd find useful, that'd be good ;)

Cheers
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-15 19:56:52
Sure thing, bud; I'll give it a whirl.

Edit: I might not be able to give proper feedback, I'm afraid. I can't actually use the tool because I don't know any scripting languages.

I was hoping it would be something like the concept that was discussed a while back where the user selects 'chunks' to quickly build an AI but typing up all the terms, etc. by hand would likely take longer than just coding it into PrC (which is just numbers).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2015-02-16 05:13:38
Just to be curious, how about your advancement with the 1.3? :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: ficedula on 2015-02-16 06:47:44
Sure thing, bud; I'll give it a whirl.

Edit: I might not be able to give proper feedback, I'm afraid. I can't actually use the tool because I don't know any scripting languages.

I was hoping it would be something like the concept that was discussed a while back where the user selects 'chunks' to quickly build an AI but typing up all the terms, etc. by hand would likely take longer than just coding it into PrC (which is just numbers).

Eh, for simple scripts I guess not. Where it'll help out is if you want an enemy to do something complex like:

Something like that'd be a pain to code up manually. But for just writing an enemy with one attack that always uses that one move, yeah, the raw bytecode isn't going to be long anyway.

(It will let you include functions written by other people, too, once they've been written, but nothing like that exists yet of course since it's only been out a day... ;) )
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-16 12:17:20
Just to be curious, how about your advancement with the 1.3? :)

It's going well; I fixed the problem with the EXP arc by making my own. I can now get a lot more control over the stat curves as a whole by manually editing each arc rather than just picking from what's already there; I may spend a few hours plotting that out.

Eh, for simple scripts I guess not. Where it'll help out is if you want an enemy to do something complex like:
  • Use attack A directly after being attacked by something magic
  • If all of my allies are dead, 25% chance of using Life on one of them
  • Or, there's a 50% change of using attack B when on less than 50% HP
  • Otherwise alternate between attacks C and D

Something like that'd be a pain to code up manually. But for just writing an enemy with one attack that always uses that one move, yeah, the raw bytecode isn't going to be long anyway.

(It will let you include functions written by other people, too, once they've been written, but nothing like that exists yet of course since it's only been out a day... ;) )

Yeah, I guess it would be; and being able to share AI between users would be great. Splicing chunks into PrC can get a bit messy sometimes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Zara9 on 2015-02-16 12:18:58
hey Sega chief

is this mod going to be released this week

and its my birthday week this week also
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-16 12:21:38
I see what you're angling for; it'll definitely be done sometime this week.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2015-02-16 16:29:10
Thanks for your answer SC, i will continue to check this topic everyday them :p
Good luck for your work :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-17 00:49:22
That's it completed, I'm just going through all my old notes and getting rid of the old ones and looking for quick things here and there to add in. Made a few revisions, like the CPR event only taking one breath (I always hated how long CPR would take), a few refinements, and, well, this: http://youtu.be/SLL3UB-WeVA

1.3 will be uploaded and made available within the next few hours, unless some kind of cataclysm occurs. I've test-played through Midgar and various other areas to ensure that there's no serious problems popping up that could cause crashes/soft-locks/other issues, and enemies have been tested extensively to make sure that their AI is working and everyone is present and correct. The EXP arc issue was also resolved, so the arc is now repaired without the sudden 'jumps' that would occur between Lv.61 and 81.

Last thing that needs doing is preparing a 'database' that details equipment locations, etc. I'll be doing that as the patch and other materials upload. But yeah, thanks for your patience and hopefully it'll have been worth the wait.

Edit: 1.3 of the NT Mod is now live (properly this time). God-willing, there won't be anything overlooked but let me know pronto if you notice anything out of the ordinary.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Zara9 on 2015-02-17 03:16:07
hey sega chief

thanks for working so hard on this mod for us

and how come you did not upload your mod to mediafire this time for just curious

and keep up the great work
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-17 03:37:11
Cheers, bud. I hope you enjoy it.

As for the change in hosting site, somebody told me that they couldn't get the file from Mediafire, so I swapped to Mega instead. Let me know if there's any trouble downloading it from there, though. I can always put it on Mediafire as well if need be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: EQ2Alyza on 2015-02-17 04:18:57
Chrome tends to block a lot of MEGA downloads from this site, so I have to use Firefox to get them. You can always look into Google Drive and be able to monitor the download stats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-17 05:17:02
Just went on Google Drive and must have used it before; I found a tonne of NT Alpha files/patches sitting on it. I'll put the new version on there so you don't need to swap browsers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: levantine on 2015-02-17 05:25:53
Nice thanks for all this work ! :)
Just need to wait the 7th heaven version and i could start this :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-17 05:32:52
Yeah, about that; what do you need from me for 7H, Alyza? Another list of modified fields, etc?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: EQ2Alyza on 2015-02-17 06:18:48
Well, I prefer the files separated, otherwise I just use the installer on a fresh install and pull out the files needed. The battle.lgp is the big one trying to find which files were modified.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: cicadian on 2015-02-17 08:07:37
Sega I streamed all night and got to the segment where you buy the batteries, think your new quest is causing a problem I can't proceed past the wall and hanging wire. I sent you some messages on steam of my highlights of these bugs, check my twitch if you didn't get anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Zara9 on 2015-02-17 09:46:25
hey Cicadian

i think you were spose to buy the batteries first

and then talk to the chlidren to climb the wire

try that
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Sega Chief on 2015-02-17 13:14:49
I just checked the area, with and without batteries, and it seems to be functioning normally. My best guess is that a stray variable might be the culprit; I'll check your twitch highlights, Steam seems to be down at the moment.

Edit: Saw the highlight, seems a variable got triggered out of place. Specifically, it was Biggs' talk script just before going into Reactor 5.

Edit 2: I've replaced the variable with something else. I'll update the files.

Edit 3: And that's the Dragon Fang from Honey Bee Inn  fixed too. Re-uploading the installer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
Post by: Zara9 on 2015-02-17 15:38:01
hey sega chief

you forgot to change your topic title to say this insted

[FF7PC-98/Steam] New Threat Mod (v1.3)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-17 15:41:57
I've got a habit of doing that, it seems like; thanks for letting me know, bud.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-02-17 15:54:28
Waiting the 7th heaven version with impatient :)
Thx again for your work SC :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-17 15:55:26
I posted a link for an IRO on the first page, but if you're playing through Alyza's catalogue then it might be a better idea to wait for that. I'm still not 100% sure if I should be posting a link for a separate IRO file here or not.

Edit: Installer is back up. Seeing how early it is after release, I just updated the Installer itself rather than make a hotfix patch this time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-02-17 17:37:55
Yeah 'm using the catalog so i will wait for alyza update of his catalog :/
Thx an other time for your answer SC :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-02-17 20:38:14
hey sega chief

just curious, why is the NT download link being removed alot for?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: EQ2Alyza on 2015-02-17 20:40:47
It says [Updating] so he's fixes bugs he finds along the way :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-17 20:43:17
Some issues popped up. The first was a dodgy trigger for the Wire you use to climb into the Shinra HQ building + a respawning item in the Honey Bee Inn. Currently, it's down because an encounter with Mirage Weapon can be fought in the first three screens of the game. Why didn't I notice that when I was playing? Because if you run through these first three field screens without straying too far from the path, you won't run into an encounter until the 4th screen which is safe.

I'd normally release a hotfix patch but it's Day 1 so I want to avoid confusing first time players about whether they have to use the Hotfix patches after using the main installer or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-02-17 23:29:04
Alright since most of the glaring issues seem to be out of the way, I wanted to do what I said and say I'll be streaming often until I've torn this thing down to the ground. You can view my streams and past recordings at twitch.tv/cicadian , I hope everyone takes the time to actually play this though its a lot of fun.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-02-18 00:42:05
hey sega chief

i just thought of a idea

my idea is this, why don't you add a small mini boss battle with the 2 turks in the sierra elevator before the party gets arrested

what do you think about that idea

and can you add the ff7 boss battle music to the hella gunner and thousand gunner battle

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-18 01:16:15
Could do, would be an early Rude battle. And I can set the Gunners to use the boss theme; they've always used the regular battle music for whatever reason.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: atro city on 2015-02-18 01:21:14
I always figured they used the battle music because there are a lot of bosses in a short period of time, and the boss battle theme would get redundant if it was used for every one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-18 01:55:34
That's what I was thinking.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-02-18 10:38:36
If i use your instaler on my game and after launch the 7th heaven will this worth to play at the nt 1.3 and usind my mods i configured on my 7th heaven?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-02-18 14:00:25
Hey sega chief

i am at the air buster boss fight

i did 9999 damage to him about 10 times and he is still not dead

can you lower the HP on the air buster boss fight please

it destoryed Barret in a couple of hits

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-18 16:12:09
If i use your instaler on my game and after launch the 7th heaven will this worth to play at the nt 1.3 and usind my mods i configured on my 7th heaven?

I don't think it'll work properly, but it's worth a shot. Make sure to back your files up before trying it though.

Hey sega chief

i am at the air buster boss fight

i did 9999 damage to him about 10 times and he is still not dead

can you lower the HP on the air buster boss fight please

it destoryed Barret in a couple of hits

thanks

Your party must be over Lv.40 for Air Buster to take that amount of abuse. I recycled him for use as a quick Disc 3 mini-boss and his AI is set to detect if any of the player's characters in the battle are over Lv.40; if they are, his 3000HP is raised to 200,000HP and his other stats get a significant boost as well.

Considering the new EXP arc, I think it'd likely be impossible to hit Lv.40 naturally in this short space of time using only Reactor No.1 & Reactor No.5 enemy encounters. Did you use a save editor or was there an EXP exploit somewhere?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-02-18 16:14:06
hey

I used DLPB ff7 trainer program to get my party members to level 99 at the start of the game
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rukenu on 2015-02-18 16:21:38
If i use your instaler on my game and after launch the 7th heaven will this worth to play at the nt 1.3 and usind my mods i configured on my 7th heaven?

Probably as Saga said it wont work properly, probably your models will be overwritten  for the NT, but maybe if you pull them to the top in the load order would work.

The best option it's wait for the IRO file or wait until Alyza update the catalog, it should be soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-18 16:41:21
hey

I used DLPB ff7 trainer program to get my party members to level 99 at the start of the game

Be careful when using that trainer with NT; it can cause some problems to occur with new NT events.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-02-18 17:42:58
Thx for answers guys, as i thibk it is better to wait an iro file or an upadte of the catalog but it's harder and harder to wait for start playing that's why i asking to use the instaler and after launch 7th heaven x)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: EQ2Alyza on 2015-02-18 17:48:47
I will be updating the Catalog with NT 1.3 this week (I hope). Just make sure to uninstall your current Gameplay - Difficulty and Story and download a new one because I will be changing the file formats for better use of updates in the future.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: ManuBBXX on 2015-02-18 19:47:40
NT Mod don't come with his own level of difficulty ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-18 22:02:24
I will be updating the Catalog with NT 1.3 this week (I hope). Just make sure to uninstall your current Gameplay - Difficulty and Story and download a new one because I will be changing the file formats for better use of updates in the future.

Thanks, Alyza; I really appreciate the support for NT.

NT Mod don't come with his own level of difficulty ?


Not sure what you mean. I respecced every enemy stat, attack, AI, and player stat, equipment, items, and spells. It took a long time, but I fine-tuned everything to make it fit a difficulty curve with some unique challenges throughout to keep people on their toes. Though with the many different ways I've seen people playing it, it's more like they're keeping me on my toes at this point  :wink:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-02-18 22:07:36
hey sega chief

what kind of problems can the ff7 trainer do to your ff7 NT on v 1.3 with your new sidequest stuff
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-19 02:45:51
I'm not 100% sure; but there was a guy from a while back using it who experienced a few problems. The Nibel Flashback had a messed up Sephiroth for instance, and a few of the sidequests wouldn't trigger correctly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-02-19 11:16:32
Thx for answer alyza, i hope this update will coming fast it's hard to wait to finaly start the nt mod with beotiful graphics :)
Waiting for your message for unstal and reinstal all my mods them
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: daniel0409 on 2015-02-20 04:23:50
Hello!Sega Chief!
I've played your NT mod 1.3 for days,this is the best mod I've ever seen.But now I got stuck.Now that Cloud, Tifa and Barret is going to climb up to the Shinra to save Aeris.When I walk to the pillar in Wall market,Cloud keep saying"We're still missing people"and I can't climb up.Is there anything I missed?I've bought the bettaries.Please response if you have time.Thanks!And I am sorry for my bad english!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-20 04:35:59
Hello!Sega Chief!
I've played your NT mod 1.3 for days,this is the best mod I've ever seen.But now I got stuck.Now that Cloud, Tifa and Barret is going to climb up to the Shinra to save Aeris.When I walk to the pillar in Wall market,Cloud keep saying"We're still missing people"and I can't climb up.Is there anything I missed?I've bought the bettaries.Please response if you have time.Thanks!And I am sorry for my bad english!

Yeah, there was a 'day 1' problem in the mod involving that wire. Rather than make a hotfix patch, I instead re-uploaded the installer with the problem fixed. The installer that's currently up has the updates in it; try downloading it and re-applying the patch. If the problem is still there after this, let me know and I'll get it repaired ASAP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: daniel0409 on 2015-02-20 06:32:15
Thanks for your fix!Now I can climb it up!!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: indrema on 2015-02-20 21:56:59
I have a problem at the start of the game, in the area after naming Cloud and Barret in the random fight appear the ultimate weapon!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rukenu on 2015-02-20 23:09:05
I have a problem at the start of the game, in the area after naming Cloud and Barret in the random fight appear the ultimate weapon!

It's because you're using an old 1.3 installer, download it again from the first post, it would fix it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-20 23:09:32
Yeah, same thing again. It was something I overlooked when I first uploaded the installer; I fixed it the same day and then reuploaded the installer rather than making a hotfix patch. Try downloading the installer again and re-applying it to your game, that should get rid of the problem (but let me know if it doesn't).

It's because you're using an old 1.3 installer, download it again from the first post, it would fix it.

Looks like I got beaten to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: indrema on 2015-02-21 11:33:51
Yeah, same thing again. It was something I overlooked when I first uploaded the installer; I fixed it the same day and then reuploaded the installer rather than making a hotfix patch. Try downloading the installer again and re-applying it to your game, that should get rid of the problem (but let me know if it doesn't).

Looks like I got beaten to it.
Cool, work! TNX
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-02-21 14:09:46
hey sega chief

can you update your youtube video to show us what dro disc 3 sidequest is all about please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sayuri on 2015-02-21 20:02:59
Hi there!
Just passing by to say that at the begining of Disc 2, just before the reunion when Seph attacks your team, I get a fight with Mimic and not the fight that I believe is supposed to be against Sephiroth. Is it working as intended ? Cause it's one hell of a hard fight, I can't even get a turn in >.<. Also in that fight I got a case when Mimic attack their group with the Confuse/Berserk AoE and it softlock (fight is still running but no actions are taken by either sides), quite weird.
Anyway, the mod itself is really great hoping it gets only better :).

PS: Had to mention that I had this issue with the 17th Feb version then applied the patch of the 21th Feb and I still have it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-21 21:00:00
Hey bud,

There was a shift around in the fights used to make space for enemy formations. Unfortunately, I just remembered that before I put it out for release I loaded in some old NT fields to get rid of unused stuff that didn't make the cut, and these field screens would have been referencing the old battle instead of the new one (it was something that slipped my mind when I did it). I'll update the patches + installer right away.

I'll double-check the scene.bin as well to find out where this softlock is coming from. I thought I'd caught it.

Edit: Seems that the cause itself was Flaythrower, which was a surprise; I figured I'd found the problem when Statis Lock wasn't set properly. Changing the attack's animation seems to have fixed the issue as the battle continued normally when the new Flaythrower (renamed to Clone Breath) was used. I'll update the patches and installer, sorry for the hassle everyone.

Edit 2: The modifed Scene & Flevel hotfix patches (v2) have been uploaded and linked on the 1st page. Hopefully that does the trick.

Edit 3:
hey sega chief

can you update your youtube video to show us what dro disc 3 sidequest is all about please

I could make a new video showing where everything is, sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sayuri on 2015-02-22 03:33:03
Hi again!
I tried after patching, it did the trick for getting the right fight but there is now an issue with that fight, this time Sephi doesn't attack at the start in the same manner as the Mimic fight.
Hopefuly this time it's the good one :D.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-22 03:59:01
That fight is busted too? Alright, I'll check it out. (Someone shoot me)

Edit: Checked Sephiroth's AI; he has somehow managed to acquire Vincent's AI. Another patch it is then :I

Edit 2: The new scene.bin hotfix patch is up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sayuri on 2015-02-22 07:17:59
That fight is busted too? Alright, I'll check it out. (Someone shoot me)

Edit: Checked Sephiroth's AI; he has somehow managed to acquire Vincent's AI. Another patch it is then :I

Edit 2: The new scene.bin hotfix patch is up.

Everything is now working :D. Thanks a lot !

Edit : In Junon, the materia Comet can be picked up infinitely, it says you're full of materia but you still pick it up without the materia disapearing.
Edit 2 : In Gelnika, Unknown and Unknown 2 are being bugged in the same manner, don't know if the others are bugged too, didn't encountered them yet (I guess I'm unLucky to find all of those case in my walkthrough). It happens right after they do a move that trigger a weird change of camera.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-22 13:07:53
I think you're the first person to mention finding the Junon Comet Materia (otherwise someone would have reported that they were getting infinite pick-ups of it by now). That was put there as a fail-safe in case people failed the Corel Train segment way back in the first release of the mod. Should be simple enough to fix that up.

The Unknowns were given an AI revision for this release so something must have gone wrong there, probably an attack not set properly. I'll get the Gelnika sorted ASAP. Appreciate these bug reports by the way, and thanks for being patient.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: EQ2Alyza on 2015-02-22 14:00:21
I'm going to hold off on the 7H update until we finish ironing out the bugs. If you wouldn't mind sending the patches my way via PM, that would be great :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-22 14:28:59
No problem; I've been doing another round of testing and found a few other things that needed fixed (along with some niggling issues that've been bugging me since the beginning, like the bad scrolling on the Highwind). I'll get it all tied up and then send them across.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sayuri on 2015-02-22 15:45:01
I think you're the first person to mention finding the Junon Comet Materia (otherwise someone would have reported that they were getting infinite pick-ups of it by now). That was put there as a fail-safe in case people failed the Corel Train segment way back in the first release of the mod. Should be simple enough to fix that up.

The Unknowns were given an AI revision for this release so something must have gone wrong there, probably an attack not set properly. I'll get the Gelnika sorted ASAP. Appreciate these bug reports by the way, and thanks for being patient.

I don't mind it at all, love all this bug finding, kinda like my only way of giving any contribution to the mod :).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-02-22 16:28:43
hey sega chief

great job on finding all the bugs on this mod

and can you put updating on this title please, Video Installation Tutorial + Gameplay Trailer
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-22 16:33:21
Every bug fixed is a step closer to the end.

That's the updated files up now (I'm calling these patches 'v3' to distinguish them from the ones made earlier today). Here's what was fixed:

Scene
-) Enemies 'Unknown 1 & 2' AI set correctly
-) Serpent enemy given new AI overhaul (long overdue)

Flevel
-) Corrected Great Glacier map issue on one field screen (the secret one which leads into Snow's Cave for Alexander Materia)
-) Corrected a minor issue with Highwind scrolling when transitioning to the bridge with a different party leader
-) Refined the counter-measure against the party leader swap - World Map saving issue by locking Cloud and Tifa in PHS depending on who has been made party leader (should now be impossible to make the glitch occur, even if done intentionally)
-) Fixed an issue where having different party leaders when triggering the Dark Cave sidequest could lead to wrong dialogue and a softlock
-) Fixed a Question text alignment issue with the Brawler Bracket in the Junon Leagues sidequest
-) Very minor text issue where a quotation mark was out of place for the Special Battle unlocking dialogue

hey sega chief

great job on finding all the bugs on this mod

and can you put updating on this title please, Video Installation Tutorial + Gameplay Trailer

I wouldn't say all of them; there's always another bug. But for now, we've cleared out some critical ones and corrected some niggling minor ones so we'll hopefully be clear for a while.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: indrema on 2015-02-22 20:11:14
Hi Sega Chief, IMO Air Buster boss is wrong oriented, can you check?
And, TNX for this great mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-22 20:48:53
You mean his turning and facing? That's unfortunately how he was in the vanilla game as well and might be a limitation of his design; I tried to fix it once but wasn't successful (if anyone has been able to fix Air Buster's turning facing then please get in touch, I'd be interested in that fix). The thing to remember is that the direction he's visibly facing isn't necessarily the actual direction he's facing. He'll instead be 'facing' whoever attacked him last with a physical attack.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-02-23 20:33:10
Hey I'm having trouble finding Lv4 Suicide, is it still on Mu/Trickplay? I can't find any Mu and Trickplay isn't using it.
Also Black and White Megaphones appear to not be using their listed effects, I can try using them again. I know for sure at least that the Barrier one was not working.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-23 22:14:54
It's still on Mu; they're a rare encounter in the chocobo ranch area (try running around on the darker grass rather than the light green, that might be what it is). Trickplays don't have L4 Suicide, but I could give them this skill the next time I make a patch. I'll look into the weapons as well and maybe give them a different effect if needed.

Quick note; a message isn't playing for the Dark Cave sidequest that could make things unclear. Before trying to climb the wire up to Shinra HQ, remember that you need to find all of your party members first (the message was a prompt for that).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-02-23 22:25:13
hey sega chief

how hard did you make the dark cave sidequest
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-23 23:17:48
I was specced against lv.70 parties so it'll be pretty tough. While maybe one or two of the Extra Battle monsters are slightly tougher in terms of raw power the Dark Cave as a whole is quite vicious. If you're planning to tackle it, I'd recommend waiting until you're at least Lv.60 with some decent equipment and to make a separate save file just in case you have trouble clearing it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-02-24 20:46:35
hey sega chief

do i need to uninstall ff7 from steam to install your new updates on your ff7 NT Mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-25 01:08:37
No, all you need to do is run the patcher. A re-install isn't necessary.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-02-25 17:22:05
hey sega chief

is there anyway you could add sephiorth as a playable party member on your mod please

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-25 17:37:30
I could, but it would be awkward both mechanically and from a story perspective. Sephiroth himself isn't 'complete' and lacks a lot of animations like Item use and probably Slash-All, Deathblow, etc. Not to mention he'd need to overwrite Vincent so handlers would be needed to cover that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sayuri on 2015-02-26 22:07:52
Hi again !
Just passing by to say that I'm finding myself enjoying all the new stuff now that I am in Disc 3, I was so frustated amused by all those fake materias all around the normal walkthrough, nice jokes overall (poor Scorpion Boss too). Also isn't there an error with some LB like Cid Lv3 Big brawl ? It just doesn't seem to do any damage sometimes (like there is no numbers/sounds trigger at all) and one of the extra battles (the one with the ships, I really can't remember the names >.<), dunno if it's intended but some of the enemies doesn't die/disapear.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-26 22:31:56
Big Brawl seems a bit strange. I've noticed that sometimes it doesn't seem to pop numbers properly; thing is, the mod doesn't alter the .exe in any way (unless the 7H version was given the experimental .exe patch but not sure) so I'm not sure if that's always been there for the PC version or if it's just something that's popped up for the mod. Satellite Beam seemed a bit strange sometimes too. And whetever you do, avoid using Hyper Jump if possible as that's definitely known to cause occasional crashes on any version of the game, including vanilla.

The ship battle must be acting up; I maybe missed something in the AI for the death counter. I'll get it fixed up; is the battle rendered unwinnable or do the 'defeated' ships just kind of hang out?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sayuri on 2015-02-27 10:11:35
Big Brawl seems a bit strange. I've noticed that sometimes it doesn't seem to pop numbers properly; thing is, the mod doesn't alter the .exe in any way (unless the 7H version was given the experimental .exe patch but not sure) so I'm not sure if that's always been there for the PC version or if it's just something that's popped up for the mod. Satellite Beam seemed a bit strange sometimes too. And whetever you do, avoid using Hyper Jump if possible as that's definitely known to cause occasional crashes on any version of the game, including vanilla.

The ship battle must be acting up; I maybe missed something in the AI for the death counter. I'll get it fixed up; is the battle rendered unwinnable or do the 'defeated' ships just kind of hang out?

The fight is winnable and they do hang out/wait for their boss getting killed ^^, it just takes some useless hits from multi attacks and kinda mess with the target cursor.

Edit: While I was looking for Tifa's sidequest (wich I still don't know where to look for), if Tifa is currently leading the party, in her house her sprite don't show up, like you're invisible, thank god mister cursor is here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-27 13:38:34
Thought I'd fixed that one. I'll look at it again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sayuri on 2015-02-27 14:29:55
Last post for me today, seems like lucky pill doesn't work unless it doedn't work against the last extra battle. Sorry for giving you more work :'(.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-02-27 21:09:46
hey sega chief

is there anyway you could enable the save anywhere feature on your mod please

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-02-27 21:51:00
Last post for me today, seems like lucky pill doesn't work unless it doedn't work against the last extra battle. Sorry for giving you more work :'(.

Lucky Pill isn't working? Bit mysterious, it's been working since 1.2 and wasn't changed for 1.3 (also seems normal in the kernel). Did your characters get hit with the Resist status or have Ribbons equipped by any chance? Those would block the status from being applied by the item.

hey sega chief

is there anyway you could enable the save anywhere feature on your mod please

thanks

I think so, would need a bit of testing so I know which screens are safe to have always-save on and which aren't. One problem might be Tents, as they'd become an inexpensive source of full party healing so I'd need to look into that and see what can be done.

Edit: Update just went up with the latest version of the files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sayuri on 2015-02-28 08:11:50
Ok, my bad, must be that Auto-crit isn't compatible with some other buff, when it "didn't work" agaisnt last extra battle I used Cloud with Force Stealer with Haste + berserk followed by lucky pill in between those two then resist/vaccine (with remedy/esuna when Cloud had been hit by all those negative status).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-02 14:43:50
hey sega chief

will your NT Mod work with the Reunion mod

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-02 14:58:46
It most likely won't from what I've seen. I've been cleaning up the NT's flevel though so at some point in the future I might put out a special version of NT that uses the retranslated dialogue from Reunion. I ran it by DLPB and he seemed cool with it. But for now I'm working on the Arrange version of the NT mod which uses an .exe patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-02 15:19:36
You could work nt mod with reunion thanks to 7th heaven, just need to wait the updating of the 7th heaven's catalog and nomaly the two mods should run perfectly; whereas without 7th heaven, i don't know if it's possible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: ManuBBXX on 2015-03-02 18:46:30
7H is so coooool  ;) 8)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: indrema on 2015-03-02 19:59:41
I have installed Reunion over NT and ATM is work well  :-D.
But Ive some problem to defeat the first Jenova, Ive a lv21 party and I make less damage than energy her can drain.How I can do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: EQ2Alyza on 2015-03-02 21:02:37
It most likely won't from what I've seen. I've been cleaning up the NT's flevel though so at some point in the future I might put out a special version of NT that uses the retranslated dialogue from Reunion. I ran it by DLPB and he seemed cool with it. But for now I'm working on the Arrange version of the NT mod which uses an .exe patch.

I'm creating patches for it right now (Wall Market + Proud Clod features). So far I've run into snags, but I think it's because I'm doing it late at night after working all day and doing family stuff afterwards. By that time, I'm pretty tired and lose my focus quick. I'll let you know how things come soon enough :)

Are there any dialogue changes/additions in NT?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-02 21:19:07
There's quite a lot of new text, and some changes were made here and there to existing dialogue (most of the story text is intact though). Are you needing a list of which fields have alterations?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: EQ2Alyza on 2015-03-02 21:56:21
That list would be great, yes.

Have you seen these script fixes from the Reunion mod? Have you done anything with them in NT?

Code: [Select]
                ancnt1 / ancnt4: Corrects Vincent's animation

blin67_2:  Fixes Tifa infinite Love Points bug

canon_2: Fixes story skipping glitch

chrin_1b: Aerith missing dialogue in dream sequence
reinstated Cloud/Aerith no longer turn to face
Reno by accident. Other changes to fix Cloud/
Aerith interaction with Reno

chrin_2: Fixes issue that led to removal of Gongaga cut-scene

condor2: Losing cut-scene properly scripted and localized

cosin1_1: Fixes Barret infinite Love Points bug

del1: Allows player to talk to NPC on boat

delinn: Fixes incorrect behaviour with Barrett cutscene

elminn_1: Inserts missing Barret dialogue
if not in party when receiving PHS

elmin4_2: Fixes old man's dialogue so that all three are shown

fr_e: Possibly to correct animation speed during FMV

fship_4: Fixes menu access bug after talking with Yuffie

gongaga: Tifa/Aerith Love Points
check is now >40 and not >120

goson: Fixes the mayor's dialogue to show up correctly

hyou8_2: Fixes infinite Elixir issue

jtemplb: Aerith/Cloud now correctly exclaim at the same time

las2_1: Removes stupid "secret cow"
             added with 2012 version

lastmap: FMV is now full length and not chopped

min51_1: Some TV dialogues originally
had little chance of being seen

mrkt2: Fixes jittery scrolling on first entry to Wallmarket

mtnvl3: Second soldier's dialogue is now accessible

nmkin_2: Door will now open and shut for Jessie

ncorel: Allows player to talk to NPC at shop

psdun_2: Enables Aerith's dialogue when skipping Kalm

sichi: When proceeding north,
         you are not returned to world map

sky: Scene can no longer hang due to bad async

trnad_2: Missing Cloud scene reinstated

trnad_4: MP Turbo materia is now blue instead of yellow

EDIT 2: I spoke to DLPB about the Beacause portion of his Reunion mod. Toughscript is stopping its field map patching at around 195/729 or 196/729. It's tough to say for sure because it closes too quickly to see the exact number and there is not form of logging. DLPB says that Toughscript will do this when there is an error in the field script. I would like to work with you on getting Reunion Beacause to install over top of it and get it working together with New Threat. If we can get that flevel to be patched correctly, then using WallMarket and Proud Clod to patch the kernels and scene bin files is easy enough to teach you.

Is that asking too much?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-02 23:03:50
Let's see:

Code: [Select]
ancnt1 / ancnt4: Corrects Vincent's animation
-) Also fixed

blin67_2:  Fixes Tifa infinite Love Points bug
-) Was aware of it but never got round to it.

canon_2: Fixes story skipping glitch
-) Also fixed

chrin_1b: Aerith missing dialogue in dream sequence
reinstated Cloud/Aerith no longer turn to face
Reno by accident. Other changes to fix Cloud/
Aerith interaction with Reno
-) Wasn't aware these were errors. I've got a big change on this screen as it's used for an alternate ending screen.

chrin_2: Fixes issue that led to removal of Gongaga cut-scene
-) If this is the scene/convo with Barret in Gongaga, then also fixed.

condor2: Losing cut-scene properly scripted and localized
-) I think I reformatted the dialogue here because it didn't fit the windows properly.

cosin1_1: Fixes Barret infinite Love Points bug
-) Didn't know there was one.

del1: Allows player to talk to NPC on boat
-) Nope.

delinn: Fixes incorrect behaviour with Barrett cutscene
-) Wasn't aware there was an error here.

elminn_1: Inserts missing Barret dialogue
if not in party when receiving PHS
-) This was missing? I remember seeing this dialogue naturally. Maybe PS1?

elmin4_2: Fixes old man's dialogue so that all three are shown
-) No, but I've revised the script/text to handle three new battles here.

fr_e: Possibly to correct animation speed during FMV
-) Not done anything here but add Aeris.

fship_4: Fixes menu access bug after talking with Yuffie
-) Never knew that was a thing. Just added the command to fix it now.

gongaga: Tifa/Aerith Love Points
check is now >40 and not >120
-) I think I adjusted that check as well.

goson: Fixes the mayor's dialogue to show up correctly
-) Also fixed.

hyou8_2: Fixes infinite Elixir issue
-) Definitely fixed

jtemplb: Aerith/Cloud now correctly exclaim at the same time
-) Oh! Didn't know they were supposed to :O

las2_1: Removes stupid "secret cow"
             added with 2012 version
-) 1998 flevel so that's 'fixed' by default. Maybe I'll add an actual secret cow level...?

lastmap: FMV is now full length and not chopped
-) Didn't notice it was chopped. Script was adjusted here to handle Aeris.

min51_1: Some TV dialogues originally
had little chance of being seen
-) I'll check those out some time.

mrkt2: Fixes jittery scrolling on first entry to Wallmarket
-) Nothing I noticed.

mtnvl3: Second soldier's dialogue is now accessible
-) Nope.

nmkin_2: Door will now open and shut for Jessie
-) Have not fixed ghost Jessie's ability to phase through doors.

ncorel: Allows player to talk to NPC at shop
-) Not sure what this means; was a talk script busted?

psdun_2: Enables Aerith's dialogue when skipping Kalm
-) Oh yeah, this one. Don't think I fixed that one.

sichi: When proceeding north,
         you are not returned to world map
-) Wasn't aware that you could exit by the north, I always exited via the south.

sky: Scene can no longer hang due to bad async
-) Didn't know it could hang.

trnad_2: Missing Cloud scene reinstated
-) That when he says the line that Rufus and co. are here? Nah.

trnad_4: MP Turbo materia is now blue instead of yellow
-) Yeah, that always annoyed me too so I changed it to blue.

Edit 2: I read the post on the Reunion thread. If it's because of a script change (the scrolling thing) then how would I go about fixing that? That field (195) has some changes on it that are needed for some things to work like party leader swap + a countdown associated with the dark cave sidequest. I could apply the scrolling fix to that field manually, but wouldn't TS just crash there again anyway?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: EQ2Alyza on 2015-03-03 00:03:11
That's what I'm not sure about. Toughscript doesn't have any kind of error logging, so you'll need to edit it and send that field map to me. I can put it into the flevel and test the Reunion install again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-03 00:13:41
Ok, I'll compare it to a default field and then prepare a fresh one using the latest Makou tool.

Edit: I just tried running Reunion (the text + script fixes) over an NT data folder and it seems to have patched correctly. Thing is, it overwrites all the NT stuff.

What I don't understand is, how is this installer that was designed for the default flevel going to patch over a mod that has different script and different text without messing things up? One thing for example is how Reunion deletes all the blank/unused entries for text so those are all different, which I've got to assume means that anything added by NT for text is just going to be deleted or at least misplaced too?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-03 17:32:21
I have installed Reunion over NT and ATM is work well  :-D.
But Ive some problem to defeat the first Jenova, Ive a lv21 party and I make less damage than energy her can drain.How I can do?

Sorry bud, missed this post originally. Try using the Earth spell for 2x damage, or combine it into someone's weapon with Elemental for 2x physical attacks.

So NT + Reunion does work? I'm a little curious (and concerned) now; when I patched Reunion over NT, it overwrote all of the NT field code.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-03-04 10:04:08
Hey Chief! I'm as far as Rocket Town now, and on the way past Nibel I noticed that the Nibel wolves' "howling ability" is a lot of fun. Status effects like 'toad' still affect them when they revive, they are still "sense"d and (sadly) cannot be morphed for more tents. They do, however, give more EXP/AP for each KO, and so can be a nice way to grind a few levels if you are so cheesily inclined. With "haste" on the reviving buddy, the process approaches sonic speeds! Now I'm not sure how much of this was intentional, as monster-summoning battles are a staple of the series (for grinding), but I thought I'd share!
Really enjoying the changes, and I've been pleased with the number of battles that have caught me out a bit, but not actually killed me before I could adapt (like Powersoul Keeper), and I LOVE the Force Stealer! (Life steal is one of my most favourite effects ever- I love the Blood Sword)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-04 13:59:53
Yeah, Nibel Wolves (and Bandersnatches AKA Icicle Wolves) have AI that add their EXP onto a value whenever they're killed again. If they're proving handy for farming EXP I could add a new type for the Crater or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: indrema on 2015-03-04 19:01:16
Sorry bud, missed this post originally. Try using the Earth spell for 2x damage, or combine it into someone's weapon with Elemental for 2x physical attacks.

So NT + Reunion does work? I'm a little curious (and concerned) now; when I patched Reunion over NT, it overwrote all of the NT field code.
I'm alteady use Earth but do not remove more than 350hp, I will try it again.
I have apply NT on vanilla installation and reunion on NT, I've assumed it work cause do not crash.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-04 22:14:16
It's not really so much about crashes, but about missing content new to NT. For instance, did you fight the Turks in the Mythril Mines? There should have been a new mini-boss fight with Rude and Elena in there. But if that fight was missing, then there's a good chance that at some point you might encounter either a crash or the wrong boss (Jenova Death for instance).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: indrema on 2015-03-05 17:30:15
It's not really so much about crashes, but about missing content new to NT. For instance, did you fight the Turks in the Mythril Mines? There should have been a new mini-boss fight with Rude and Elena in there. But if that fight was missing, then there's a good chance that at some point you might encounter either a crash or the wrong boss (Jenova Death for instance).
Yes I've fight with Rude and Elena in Mythril Mines, but fom Reunion I install only some contents (in this case v. 03b):
      Options
         Version
            Old PC (1998)
      MENU OVERHAUL
         Without Break-9999HP patch
         Graphics
            World Map
               Based on original graphic
            Controller icons
               Playstation
            FeliX's credits background
      PATCHES
         Tweaks
            Battle
               Faster animation
               Faster enemy death
               Faster battle numbers
               Increase Sense limit
               No battle boxes
               No command box
            Field
               Default run
               Disable mouse support
               Gypt
         Cheats
            Invincible
            Lucky Cait
            Lucky Tifa
            No random battles
            Save/PHS anywhere
      OTHER
         Script fixes for flevel.lgp
         Fixes field fps to 30, instead of 32
         Change straight apostrophes in text to curly

Anyway for me the first Jenova boss remain too strong...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-05 23:25:42
I put together a vid guide to give you a hand with Jenova Vector: http://youtu.be/vyK1MT5-42o

The video description runs through her attacks, weaknesses, and methods for dealing with each phase. One key thing to make use of is Barrier, your party's Row (casters should be in the back; only physical hitters with no long range weapon should ever be in the front row), and some of your new(ish) Materia like Gravity and Choco/Mog.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: indrema on 2015-03-06 10:05:43
I put together a vid guide to give you a hand with Jenova Vector: http://youtu.be/vyK1MT5-42o

The video description runs through her attacks, weaknesses, and methods for dealing with each phase. One key thing to make use of is Barrier, your party's Row (casters should be in the back; only physical hitters with no long range weapon should ever be in the front row), and some of your new(ish) Materia like Gravity and Choco/Mog.
WOW, I do it ;). TNX.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-03-08 00:49:06
Hey whats the current location of Stilva/Magic Breath? Did a lot of needless wandering in Gaea's Cliff tonight expecting I'd miss it if I pressed on too soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-08 03:04:02
Stilva is in the blue interior areas of Gaea's Cliff, specifically he should appear in the room where the Icicles land to form platforms. He might appear on other Gaea screens but that's the screen where he should appear for sure; however, he doesn't have Magic Breath anymore, just Beta. Magic Breath can be gotten from Malboros in the Crater.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: varzael on 2015-03-08 19:24:53
Hello Sefa Chief! I've run into a crash after installing the new patch and starting a new game. It occurs at the first scene: it crashes right when exit the first area (train station) to go to the next. A message came up saying something about 2 files so I upload them in case it helps (crash.dmp file). Btw, the game is of the classic version (4CD) and no other mod is installed.

PS: Before starting anew I had reached Wall Market. I can't say enough,your modification is blowing my mind away, thank you very much for the work you've put through :D

PS2: what the? Seems I can't find the button to upload stuff here. Once I get through this I'll post the crash.dmp file.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-08 20:35:28
Have you installed any other mods? The 2nd field screen uses a new field model (zzzy), that might have been overwritten/lost if you applied any mods that alter the way they look on field screens.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: ProtoX on 2015-03-09 03:39:39
might i suggest that if you can make a separate download for the new models that are required for this mod instead of automatically adding them to a full lgp file thus allowing the user to put them in the direct folder or having them apply the new models to there lgp file manually using luskys or krammers lgp program.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-09 05:40:27
Good idea, I'll get that together.

Edit: https://mega.co.nz/#!mhlS3ZRC!IbY3zHSpDp5CHYKwEdxyjEYD5sKLPYt3vLUAZlQbRHw

Let me know if that's what you're after; those two folders should contain only the battle and field models that are altered for NT and nothing else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-09 20:08:07
Hi, i'm actually playing to the nt 1.2 (because no iro for the 1.3 in the 7th heaven's catalog yet :/ )
I am at the wutai's quest, and i just wanted to know because of playing 1.2 what i have missed and what i will miss (speak about fights, or items, materias...) that are in the 1.3 and aren't in 1.2?
Oh and i wanted to know is there any crash if i keep aerith in my team in disc 2 and 3 or all would be okay with her?
Thx for answer :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: ProtoX on 2015-03-09 21:59:35
yes these are what i needed
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-09 23:10:02
Hi, i'm actually playing to the nt 1.2 (because no iro for the 1.3 in the 7th heaven's catalog yet :/ )
I am at the wutai's quest, and i just wanted to know because of playing 1.2 what i have missed and what i will miss (speak about fights, or items, materias...) that are in the 1.3 and aren't in 1.2?
Oh and i wanted to know is there any crash if i keep aerith in my team in disc 2 and 3 or all would be okay with her?
Thx for answer :)

There aren't huge differences between 1.2 and 1.3, but there are a few:
-) Ultimate Weapons won't be available (acquired on Disc 3, unmissable)
-) Item drop/steals/Morphs are different; nothing's missable, but they were much better organised for 1.3
-) The dark cave sidequest, accessed on Disc 3, doesn't exist on 1.2 (can't be missed and will be accessible when updating to 1.3)
-) Extra Battle and Materia Cave bosses were swapped around a little and some were heavily tweaked to make the fights better
-) An early level cap of 40 may exist in the 1.2 version you have, which coupled with paltry EXP rewards may make it difficult to reach Lv.60 and onwards. The EXP arc will also be a little buggy going past Lv.61 and will start to jump up by 5 levels in places.
-) Equipment stats, etc. are different and not as focused on certain stats in 1.2; they're a bit all over the place and make it tricky to make dedicated builds for each character early on in the game.
-) Certain new Enemy Skills might not be available. Angel Whisper and Roulette were changed so that they had a more unique function (Angel Whisper was too similar to Full Cure and Life2, while Roulette was pretty much trash compared to the other instant death options like Remove).

Also, Aeris is fully functional for Disc 2 & 3; I added in all the field code, etc. required to make it work. I tweaked dialogue in one or two places as well to cover this, but it basically reads the same. One scene is very slightly different, from Bugenhagen's observatory, but again it's functionally identical to the original.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-10 07:24:25
Thx for your answer, is there any text file that speak about materia location, morph and steal's monsters?
Hope the catalog will be updating fast for updating my game in 1.3 and i see differences that you list
Anyway, i take a lot of pleasure with your mod , i will speak about my experience when i have the chance of playing to the 1.3 :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-10 13:31:40
There is a database, but it's for an unreleased version of 1.3; I haven't updated the files yet: https://mega.co.nz/#!D0FUWZLL!jv_ZZ_W30-x3XmNls83MJAp2ySSOuDzMp206aG8KOZ4

Materia locations should be the same, but the items, etc. will be different in 1.2.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-10 17:47:20
Thx will look at this, in the hope that 1.3 will coming fast in the 7th catalog :)
I played different ff7 mod, no doubt that in my opinion nt is the best one :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-10 18:17:25
There is no counter attack materia ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-10 22:37:13
There is, did I forget to add it to the database? I'll double-check it now. Counter-Attack is now available only from Chocobo Racing either as an A-Rank prize or from that big prize you get for winning 15 S-Rank races.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Proxy on 2015-03-10 23:36:55
So, loving the changes so far, and figured I'd throw out some thoughts.  (I just got to Cosmo Canyon)

Full disclosure, I did not read all the preceding pages.  There were too many.  So there is a chance some of what I'm about to mention is already known.  Anyway...

1. The text that appears during fights when someone speaks goes by way too fast.  If I am not expecting it I don't get a chance to read it.  For example, I recently defeated a boxer enemy, and I have no idea what happened at the end of that fight, but someone said something.  I wonder if this is something on my end, because this is a very noticeable issue.

2. The fight with Reno and Rude where a unit is paralyzed was strange.  I tried to use remedy on the paralyzed unit and also tried to attack him to break it.  I don't remember what happened with the remedy, but attacking caused my ordered unit to attack reno instead.  I'm guessing I'm allowed to target him for the action, but not actually allowed to perform the action on him.  If this is the case, it might be less confusing to simply have the unit removed from battle completely, like the Zolom's tail whip.

3. Dyne did not attack me after his first attack.  A message kept popping up saying "MP depleted" or something to that effect.

4.  Most accessories are borderline useless.  This was also true in vanilla FF7.  Immune to sleep/darkness/whatever?  Those situations are so specific that they won't help unless you already lost because of that ailment and are retrying the fight.  Additionally, those effects can already be accomplished via materia + added effect (I would assume, I never used it, because as previously mentioned, useless).

5.  This is my personal gripe but: stat modifiers on materia.  Without modifiers, characters have some (not much) variation between each other stat-wise.  Barret is not as competent as Aeris at magic, but is still useable for casting if you need him (especially for spells which are infrequently cast or don't care about the magic stat).  He compensates with higher HP and attack.  With the modifiers on, putting materia on Barret will turn him into Aeris stat-wise, removing what little differentiation there was between them.  Off the top of my head I can't think of any negative consequences for taking these modifiers out.  Do you have any reason for keeping them in?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-03-11 04:07:56
as a fellow fan i want to reply to this post real quick to say that the accessories with status immunities are sometimes make or break for fights if you're a filthy casual like me, for instance today i did the gelnika reno/rude fight and the other day JENOVA-WAR and i absolutely had to use a peace ring and addedeffect-mystify combo to beat it. A lot of the misc status/elemental accessories also add stats now to make them competitive with throwing a champion belt on everyone

also some input for the materia gripes, the modifiers exist as a way to make magic casters even more powerful and round out or even give utility to tanky characters at a HP sacrifice, a lot of encounters now open with some pretty powerful attacks further emphasizing the need for preventative measures over damage output. i regularly run with a physical attacker and a multipurpose caster and offensive caster, sometimes even utilizing HP-MP, dont forget that in late game you can attain quite a few +1 STR materia to balance or even swing the other way. if any changes to materia should be made there should be -HP +Dex or -MP +SPI etc but this starts to get ridiculously messy when you make utility casters and their stats are all over the place, not to mention armor has stats on it now too!

ps when you get to the end of temple of the ancients i think you'll understand why the balance changes are the way they are, also make sure you keep destruct materia on someone at all times ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-11 06:09:54
So, loving the changes so far, and figured I'd throw out some thoughts.  (I just got to Cosmo Canyon)

Full disclosure, I did not read all the preceding pages.  There were too many.  So there is a chance some of what I'm about to mention is already known.  Anyway...

1. The text that appears during fights when someone speaks goes by way too fast.  If I am not expecting it I don't get a chance to read it.  For example, I recently defeated a boxer enemy, and I have no idea what happened at the end of that fight, but someone said something.  I wonder if this is something on my end, because this is a very noticeable issue.

2. The fight with Reno and Rude where a unit is paralyzed was strange.  I tried to use remedy on the paralyzed unit and also tried to attack him to break it.  I don't remember what happened with the remedy, but attacking caused my ordered unit to attack reno instead.  I'm guessing I'm allowed to target him for the action, but not actually allowed to perform the action on him.  If this is the case, it might be less confusing to simply have the unit removed from battle completely, like the Zolom's tail whip.

3. Dyne did not attack me after his first attack.  A message kept popping up saying "MP depleted" or something to that effect.

4.  Most accessories are borderline useless.  This was also true in vanilla FF7.  Immune to sleep/darkness/whatever?  Those situations are so specific that they won't help unless you already lost because of that ailment and are retrying the fight.  Additionally, those effects can already be accomplished via materia + added effect (I would assume, I never used it, because as previously mentioned, useless).

5.  This is my personal gripe but: stat modifiers on materia.  Without modifiers, characters have some (not much) variation between each other stat-wise.  Barret is not as competent as Aeris at magic, but is still useable for casting if you need him (especially for spells which are infrequently cast or don't care about the magic stat).  He compensates with higher HP and attack.  With the modifiers on, putting materia on Barret will turn him into Aeris stat-wise, removing what little differentiation there was between them.  Off the top of my head I can't think of any negative consequences for taking these modifiers out.  Do you have any reason for keeping them in?

Alright, so:

1. There's a setting in your Config Menu called 'Battle Message Speed'; if you've set this all the way up, then in-battle text will fly by in a split second rather than displaying for a couple of seconds. Adjusting this should fix the issue (midway is the default).

2. That's a status 'ailment' called imprisoned which handles units being removed from battle. I found that it 'locks' a character's damaged animation when used with an attack that doesn't eject the character from battle so I used it in this particular battle to create a 2v2 fight. It doesn't appear again, except for the Carry Armor battle when a party member is grabbed (like in default).

3. Odd that nobody reported that before. I'll check him out and see what's happened.

4. The idea with accessories that cover status ailments (and with Added Effect) is to give players more of an edge against bosses they have trouble with or to keep certain characters 'safe' while wandering around certain areas (Confusion on a caster tends to be bad news). But the problem with that in a mod with altered enemies is that players are effectively 'blind' going into fights, so it's not possible to have these equipped ahead of time without guessing. So one thing I've started to do is apply stat boosts to these accessories themselves to make them a bit more viable for blind runs. The changes to the elemental rings seem to have worked out quite well, so I'll be rolling it out to the ailment accessories as well. I think the pure stat-boost accessories might undergo some changes as well to bring a bit of extra diversity in.

5. I don't really agree that Materia equip effects can shorten the gap between characters very easily (maybe at lower levels it would though). You could put the same magic-orientated Materia load you have on Barret and give it to a dedicated caster instead for a lot more damage. The different stat bonuses in a character's weapon also widens that gap; Aeris and Vincent have weapons that boost Magic while Barret's looking at either a long range weapon or a +50Vit/Spr boost. I'll double check the stat trees though; I recently learned how to make my own stat trees rather than using the ones already in the kernel so I can customise them much more easily now.

But as far as Materia equip effects themselves go, the biggest problem I have with them is actually the opposite; they don't change stats enough. With the default equip effects, you can easily set up some pretty OP combos with little to no drawbacks. These equip effects though are stored in the game's .exe and while I do have a .exe patch that has changed these bonuses/penalties (among some other things), there are compatibility issues with other mods that use .exe edits (not to mention balance issues with NT enemies, etc.) that would come up if this was added to the mod as-is which is why it's not currently part of the mod. Instead I've got an Arrange mode in prototype that's going to be designed specifically for use with the .exe patch.

as a fellow fan i want to reply to this post real quick to say that the accessories with status immunities are sometimes make or break for fights if you're a filthy casual like me, for instance today i did the gelnika reno/rude fight and the other day JENOVA-WAR and i absolutely had to use a peace ring and addedeffect-mystify combo to beat it. A lot of the misc status/elemental accessories also add stats now to make them competitive with throwing a champion belt on everyone

also some input for the materia gripes, the modifiers exist as a way to make magic casters even more powerful and round out or even give utility to tanky characters at a HP sacrifice, a lot of encounters now open with some pretty powerful attacks further emphasizing the need for preventative measures over damage output. i regularly run with a physical attacker and a multipurpose caster and offensive caster, sometimes even utilizing HP-MP, dont forget that in late game you can attain quite a few +1 STR materia to balance or even swing the other way. if any changes to materia should be made there should be -HP +Dex or -MP +SPI etc but this starts to get ridiculously messy when you make utility casters and their stats are all over the place, not to mention armor has stats on it now too!

ps when you get to the end of temple of the ancients i think you'll understand why the balance changes are the way they are, also make sure you keep destruct materia on someone at all times ;)

I've been making quite a few equip effects that alter stats like Dex, Spirit, etc. to better personalise certain Materia. If yourself or anyone else wants in on the closed beta for Arrange when it's ready then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-11 07:32:23
In data base counter attack location Is n/a that s why i ask where can i find it :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-11 14:30:43
I see, I better fix that.

Counter Attack materia is won from the Chocobo Races. Either as a random prize or as part of the prize pack you get for winning 15 S-Rank Races with your own chocobo.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-03-11 15:00:18
Counter Attack is only available in Rank A in my experience, once you win your 3 matches you're out of luck if you didn't get it. You can only then get the one from winning 15 S races. Tried for an hour to get a Precious Watch btw, consider removing the less powerful prizes (phoenix down, throwing items) from Rank S if you want to speed up time spent racing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-11 16:30:45
Counter Attack is only available in Rank A in my experience, once you win your 3 matches you're out of luck if you didn't get it. You can only then get the one from winning 15 S races. Tried for an hour to get a Precious Watch btw, consider removing the less powerful prizes (phoenix down, throwing items) from Rank S if you want to speed up time spent racing?

The chocobo prizes are hard-coded into the .exe itself, so it'd need an .exe patch to change them. I can alter what items are awarded on the field screen, but it wouldn't be ideal if the old names are being displayed in the minigame itself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-11 18:05:35
Race chocobo... I will not get counter attack before a long time lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-11 18:10:40
Anyway, i got the time for go to disc 2 and 3, i'm waiting for the 1.3 in the catalog as far as i can lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Proxy on 2015-03-11 23:55:05
5. I don't really agree that Materia equip effects can shorten the gap between characters very easily (maybe at lower levels it would though). You could put the same magic-orientated Materia load you have on Barret and give it to a dedicated caster instead for a lot more damage. The different stat bonuses in a character's weapon also widens that gap; Aeris and Vincent have weapons that boost Magic while Barret's looking at either a long range weapon or a +50Vit/Spr boost. I'll double check the stat trees though; I recently learned how to make my own stat trees rather than using the ones already in the kernel so I can customise them much more easily now.
I probably could have elaborated more.  The +/-C to Str/Mag/etc is irrelevant.  When an accessory can give +50 Vit, losing a couple from materia doesn't mean anything.  In fact, the lack of effect of those would be a reason to remove them.
The +/-C% on HP/MP however, is very relevant.  A couple +/-10% materias can turn a high HP/low MP tank to a low HP/high MP caster, for no apparent reason.

But as far as Materia equip effects themselves go, the biggest problem I have with them is actually the opposite; they don't change stats enough. With the default equip effects, you can easily set up some pretty OP combos with little to no drawbacks. These equip effects though are stored in the game's .exe and while I do have a .exe patch that has changed these bonuses/penalties (among some other things), there are compatibility issues with other mods that use .exe edits (not to mention balance issues with NT enemies, etc.) that would come up if this was added to the mod as-is which is why it's not currently part of the mod. Instead I've got an Arrange mode in prototype that's going to be designed specifically for use with the .exe patch.
Could you elaborate on this a little more?  Are you saying you want stat penalties for materia instead of just changes, or do you just want to magnify the changes?  Currently, there is no drawback for equipping Ifrit, your stats don't get worse, they just change.  Stat penalties would be more like "In exchange for gaining the ability to summon Ifrit, you lose 20 Str."
If stat penalties is what you were going for, I think that sounds like a good idea.  It would encourage only equipping materia that is needed, instead of throwing random materia into spare slots just to gain AP on them.
If that's not what you were getting that, then I don't think I understood what you are trying to say.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: ProtoX on 2015-03-12 03:56:14
i've beaten the game with this mod i must say it was a nice challenge i would report bugs but its stuff thats already been said with it so i will wait untill the final release of this mod to test again
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-12 07:24:12
i've beaten the game with this mod i must say it was a nice challenge i would report bugs but its stuff thats already been said with it so i will wait untill the final release of this mod to test again

I gotta say, that was quick. It'll be a while before the mod reaches it's final release, but there's an Arrange mode I'm working on that might be worth a whirl in a few weeks when it's done. It'll be using the .exe patch and I'm going to adjust some of the mod's content to freshen things up for returning players. Cheers for playing the mod, bud; glad you enjoyed it.

I probably could have elaborated more.  The +/-C to Str/Mag/etc is irrelevant.  When an accessory can give +50 Vit, losing a couple from materia doesn't mean anything.  In fact, the lack of effect of those would be a reason to remove them.
The +/-C% on HP/MP however, is very relevant.  A couple +/-10% materias can turn a high HP/low MP tank to a low HP/high MP caster, for no apparent reason.

I agree with that, the default materia equip effects as far as the regular stats go are pretty inconsequential. In NT, some might seem a bit out of place (like the -1 to Luck that I think Steal or Sense has). That's because each Materia has been assigned a particular 'set' of equip effects that won't pay off until the .exe patch is applied, which was originally just going to be an optional extra rather than the basis for the alternate mode called Arrange. Now that the .exe patch is going to be designed for a separate set of files, I can probably adjust the ones in the Regular NT back to what they were or I could run some tests and see how things go with 'blank' equip effects for everything.

Could you elaborate on this a little more?  Are you saying you want stat penalties for materia instead of just changes, or do you just want to magnify the changes?  Currently, there is no drawback for equipping Ifrit, your stats don't get worse, they just change.  Stat penalties would be more like "In exchange for gaining the ability to summon Ifrit, you lose 20 Str."
If stat penalties is what you were going for, I think that sounds like a good idea.  It would encourage only equipping materia that is needed, instead of throwing random materia into spare slots just to gain AP on them.
If that's not what you were getting that, then I don't think I understood what you are trying to say.

That's basically what I'm aiming to do; I want to make Materia set-ups something that have to be considered carefully and which makes spammable/throw-away combos like 5x Counter Attack or a Mime chain either impractical or at the very least unstable. If the player is going to use Quadra-Magic + Bahamut ZERO with W-Summon along with other things like Command Counter + Mime then I want there to be serious drawbacks to that which need to be taken into account and that's where heftier stat penalties come in. The initial impressions I got from people running the .exe patch a while ago was very promising so now I want to run with it and make an alternate version of NT that's been designed around it, along with other adjustments possible through the .exe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: ProtoX on 2015-03-12 16:35:27
I gotta say, that was quick. It'll be a while before the mod reaches it's final release, but there's an Arrange mode I'm working on that might be worth a whirl in a few weeks when it's done. It'll be using the .exe patch and I'm going to adjust some of the mod's content to freshen things up for returning players. Cheers for playing the mod, bud; glad you enjoyed it.
Well i've gotten so used to jrpgs now that its almost to dam easy to figure things out without a guide
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Alfarjamie on 2015-03-13 09:28:17
so the IRO on 7th heaven for 1.2 you cannot get ultimate weapons ever? or?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-13 10:05:56
No, but save 1.2 are compatible with 1.3, and the 1.3 could be updating in the catalog as soon as this weekend :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Alfarjamie on 2015-03-13 10:30:35
well ive been streaming this mod daily on twitch hopefully it will be updated by the time i get to disc 3 then lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-13 10:41:12
I am at the end of disc 1 so no problem for me but i can understand you and i hope too this coming this week :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-13 15:44:36
The Ultimate Weapons aren't missable in any case, same with the other stuff added in for 1.3. Wherever you are in your run, they should all still be obtainable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-13 20:44:43
hey sega chief

just a quick question, is there anyway you could add ultros as a boss on your ff7 NT mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-13 22:29:50
Could be tricky, but we'll see.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-13 23:18:50
Ultros :D
I saw in videos that in nt there is special battle with special music (like ultimecia music in dark cave), i use an anxious mod music, with this mod activate are thoose special music still here or have i to desactivate my music's mod to have thoose special music in thoose secial battles?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-13 23:23:21
The music used is still the normal tracks so it should work fine; it might be that the video had been given different music in editing (if it's LCP's vids then that's definitely the case, he heavily edits his videos).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-14 12:45:21
hey Sega chief

after you beat the crab in the dark cave sidequest

when you get into a random battle battle, the boss music plays insted of the regular random battle music

can you fix that problem please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-14 13:32:33
Ah okay, well i suggest you when tou have the tie for to make your own play list for your mod (for example put ff8 battle boss for the boss, ff9 battle random for random´s battle, take music from other game lile chrono cross for replacing music in ff7...) that's could be funny :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-14 15:31:19
hey Sega chief

after you beat the crab in the dark cave sidequest

when you get into a random battle battle, the boss music plays insted of the regular random battle music

can you fix that problem please

I forgot about that; it's easy enough to fix so I'll include it whenever the next update goes out.

Ah okay, well i suggest you when tou have the tie for to make your own play list for your mod (for example put ff8 battle boss for the boss, ff9 battle random for random´s battle, take music from other game lile chrono cross for replacing music in ff7...) that's could be funny :p

Could do that, I guess. But it would have to be a strictly optional thing. There was a way to get rotating BGM like in N7 for more tracks, but I've no idea how that was accomplished; it was an .exe hack, I think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Kaldarasha on 2015-03-14 17:08:52
Quote
Could do that, I guess. But it would have to be a strictly optional thing. There was a way to get rotating BGM like in N7 for more tracks, but I've no idea how that was accomplished; it was an .exe hack, I think.

You can do that with 7H. If we know the var for the battle it would be quite easy to replace music by a specific battle. I have already looked for interesting music to enhance a few scenes.

Speaking of enhancements:
Instead of fighting against Zack/Zax why not figth with him against the Shinra soldiers like in CC?
I have made already the battle model of him... I don't wan't to go into the details here but in the end Cloud will learn Omnislash from this memory.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-14 17:29:11
You can do that with 7H. If we know the var for the battle it would be quite easy to replace music by a specific battle. I have already looked for interesting music to enhance a few scenes.

The battles have vars?

Speaking of enhancements:
Instead of fighting against Zack/Zax why not figth with him against the Shinra soldiers like in CC?
I have made already the battle model of him... I don't wan't to go into the details here but in the end Cloud will learn Omnislash from this memory.

Not a bad idea, would be more interesting than the 1v1 I've got at the moment.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-14 22:57:15
hey sega chief

is there anyway you could lower the price on the gold saucer lifetime pass please

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-03-15 16:03:55
http://www.twitch.tv/cicadian/c/6326513

bug report: beat super saver boss, decided to talk to the shop anyways, game soft locked
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-15 16:27:39
Looks like a countdown timer interfered with it; I'll restore that scene to an earlier version and block access to the stores for the event it's related to.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-15 16:29:28
hey

is there anyway i could lower the price of the gold saucer lifetime pass on your ff7 NT mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-15 16:48:57
I suppose so.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-15 16:50:16
hey sega chief

how can i lower the price then

what program do i need to download to do that
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-15 17:41:40
Hey,
i just beat jenova death, but cloud and aerith have still their 1.2 limits is it normal?
In other way, tifa have already her 3.1 limit
i'm still in nt 1.2, maybe do you change that in 1.3?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: indrema on 2015-03-15 17:43:20
After install March scene hotfix I cant spell recovery magic anymore. The materia are correctly configurate but are not usable in game or in menu.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lionsmane on 2015-03-15 18:34:21
Hey Sega I'm loving the mod so far,

Do you have any news on when the iro for 1.3 should be ready? I just left Midgar and don't want to miss too much of your updates from 1.2 to 1.3

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-15 18:51:08
The .IRO is handled by Alyza in her catalog; last I heard was that there was a problem getting Reunion's translated script to compile properly on it but because Touph Script doesn't have error-handling I've no idea what the actual problem is that needs to be fixed, just that it crashes when it reaches certain field screens.

After install March scene hotfix I cant spell recovery magic anymore. The materia are correctly configurate but are not usable in game or in menu.

Someone had this problem recently, it appears that using certain spell orders can cause them to vanish from menus. Try using the default spell order setting for now while I look into getting it fixed/setting it back to normal.

Hey,
i just beat jenova death, but cloud and aerith have still their 1.2 limits is it normal?
In other way, tifa have already her 3.1 limit
i'm still in nt 1.2, maybe do you change that in 1.3?

It's normal, but I should probably change it. When I was looking at ways to 'balance' limit breaks without the .exe patch, the only thing that came to mind was adjusting how much HP damage is required to fill the gauge and adjusting how many kills are needed to learn each Limit level. Unfortunately, I've probably set the count for Cloud and Aeris too high, but I think I reduced it again for 1.3.

hey sega chief

how can i lower the price then

what program do i need to download to do that

You need Makou Reactor. Download the program and then right-click on the program's .exe and set it to run as Admin. Then open the game's flevel (located in the field folder) and go to field 496 (called 'gldst'). The Group NPC No. 15, called 's1' has the gold ticket price. Click on her talk script, and then click 'expand the tree' to show the entire script. Go to line 65 (should be blue) and double-click it; change that 30,000 to whatever price you want and click OK. The next thing to change is line 72; double-click this and change that 30,000 to your new price as well.

The dialog will read the same (30,000) but mechanically the game will check for and extract the new price. Click the save icon and hopefully it should save the changes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-15 19:32:09
About 1.3 message from alyza :
I wanted to get Reunion Beacause to work with New Threat and all the other gameplay mods, but I'm having difficulty getting the battle scenes to show the correct encounters. I think I'm going to put this project on hold and keep working on that for another update down the road. So you should see the Catalog update as soon as this weekend.
Weekend passed but no news, but it seems that 1.3 will coming in a couple of days in the catalog now :)

Thx for answer about limits, hope i will unlock fast limits for cloud and aerith now lol, and hope that you reduce kills needed for unlocking in 1.3 :p
In other hand, my tifa is at 3.1 limit and she fuck all bosses as hell x)

About some character, are there still useless in end game with their limits ?
(Vincent is uncontrolable, red 13 have only 5 hits dmmage and caith sith´s roulet is useless too in my opinion in end game)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: levantine on 2015-03-15 19:37:30
Oh an other question :
I still have lvl 2 materia fire earth... Is it as difficult as in 1.2 to get lvl 3 materia in 1.3?
Title: Re: [REL/FF7] New Threat Mod v1.1
Post by: Gatchaman on 2015-03-15 19:43:02
(Old quote, I know) ;)

-) Great Glacier: Fixed an issue with the map recording/recalling group Cloud's position/direction rather than party leader #0. Fixed that and Snow's turn script to face party leader BUT found an interesting issue on the World Map. If Cid or Tifa are behind Icicle Inn and they approach, the game has a script to 'bounce' them away and prevent entry. Sort of same thing with Great Glacier, it just blocks access when either these two are displayed on the world map. It can be fixed by PHSing Cloud in as he'll replaced either on the world map but this could be a problem for the period of time when he's missing. So gonna fix that up.


Just popped in to say this caught me out- wandering around with Tifa as party leader doing odd stuff [[EDIT]: Cloud is in the lifestream, this wasn't clear when I first wrote this], decided to go back to Great Glacier to get the materia I'd left behind, and I managed to ignore the villager's warning about not going boarding, and do it anyway (as Cloud). The bouncy wall stopped me from getting back to Icicle Inn on the way back. I was able to enter the Glacier through boarding, obviously, but once I left I couldn't get back inside. (Holzoff did successfully stop me from going up to the Cliff, though)
Luckily I've been keeping regular saves, so this wasn't a big problem!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lionsmane on 2015-03-15 19:51:21
Hmmm now I'm torn between doing a fresh install and running the mod exe with other mods by hand or waiting for the 7h update. Sega, does nt include any character or npc model upgrades? 

Thanks again
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-15 19:57:56
About 1.3 message from alyza :
I wanted to get Reunion Beacause to work with New Threat and all the other gameplay mods, but I'm having difficulty getting the battle scenes to show the correct encounters. I think I'm going to put this project on hold and keep working on that for another update down the road. So you should see the Catalog update as soon as this weekend.
Weekend passed but no news, but it seems that 1.3 will coming in a couple of days in the catalog now :)

Thx for answer about limits, hope i will unlock fast limits for cloud and aerith now lol, and hope that you reduce kills needed for unlocking in 1.3 :p
In other hand, my tifa is at 3.1 limit and she fern all bosses as hell x)

About some character, are there still useless in end game with their limits ?
(Vincent is uncontrolable, red 13 have only 5 hits dmmage and caith sith´s roulet is useless too in my opinion in end game)

Thanks for the info; I need to try and learn more about how 7H works these days so I can help out more with it and avoid causing problems.

Tifa's reels are part of what people don't like about the character, hence the 'Lucky Reels' mod for her limits. For NT, they have a very short charge to make up for it and thanks to her boosted strength it seems they've done the trick.

The other characters, however, are a bit trickier without hard edits. Red's Cosmo Memory has the shortest charge of any Lv.4 Limit but it'll never be as useful without changes. Vince I tried to set up his limits so all three were on each Limit level with different charge times but it didn't work out as each character can only have so many Limits. Cait Sith I gave him his Transform Reel outcome as an extra Lv.1 Limit but Lv.2 and beyond seem to be hard-coded to start up Slots, unfortunately.

(Old quote, I know) ;)
Just popped in to say this caught me out- wandering around with Tifa as party leader doing odd stuff [[EDIT]: Cloud is in the lifestream, this wasn't clear when I first wrote this], decided to go back to Great Glacier to get the materia I'd left behind, and I managed to ignore the villager's warning about not going boarding, and do it anyway (as Cloud). The bouncy wall stopped me from getting back to Icicle Inn on the way back. I was able to enter the Glacier through boarding, obviously, but once I left I couldn't get back inside. (Holzoff did successfully stop me from going up to the Cliff, though)
Luckily I've been keeping regular saves, so this wasn't a big problem!

Oh-ho, looks like I forgot to do something about that. It's very peculiar, I can't really think why there'd be a handler on the world map to prevent access to a town for a particular party member (unless it's accessing some script accidentally like, say, the wee script that runs to move you away from the Highwind when Diamond Weapon is about to surface).

What's supposed to happen is that the dude outright prevents you from boarding when Tifa or Cid are party leader, but this was changed to cover the Disc 3 stuff. It'd probably be unusual for players to try and get back to the Glacier during that period of time, but I'd better do something about it (and I'll actually do it this time :x)

Hmmm now I'm torn between doing a fresh install and running the mod exe with other mods by hand or waiting for the 7h update. Sega, does nt include any character or npc model upgrades? 

Thanks again

It comes with an unreleased field model set for the story characters that Kalderasha made. They're basically the original chibi-style, but edited to look a lot more closer to their promotional art (for instance, Cloud's outfit is darker rather than a light purple and Kald cut some details into it like the belt, an actual shoulder pauldron, etc.). As for battle models, they haven't been changed.

But about the mod's .exe, that's a prototype that hasn't been specced to the mod properly. In other words, the game will likely get very hard due to the Materia penalties. Arrange is going to be a properly specced mod that works better with the .exe, but that's a few weeks away from being released.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-03-15 20:18:07
Another bug! Still running around as Tifa during Cloud's lifestream surfing time, I've gone upstairs in Tifa's house in Nibelheim to get the Elemental materia from the piano, which all works fine- but Tifa isn't visible while upstairs.
 Piling on the work for you! (As stated before, and as you can guess from the fact I'm still playing, I'm really enjoying your mod, Chief!)
EDIT: Also, I just got spooked by a model of Cloud standing in his house! Talking to him, he says "It's just like my house, But something's off." Yeah, dude, you're not supposed to be here!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-15 20:30:56
Another bug! Still running around as Tifa during Cloud's lifestream surfing time, I've gone upstairs in Tifa's house in Nibelheim to get the Elemental materia from the piano, which all works fine- but Tifa isn't visible while upstairs.
 Piling on the work for you! (As stated before, and as you can guess from the fact I'm still playing, I'm really enjoying your mod, Chief!)
EDIT: Also, I just got spooked by a model of Cloud standing in his house! Talking to him, he says "It's just like my house, But something's off." Yeah, dude, you're not supposed to be here!

Are you playing 1.2 of 7H? I think I fixed that for 1.3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-15 20:51:47
hey sega cheif

big error glitch, when i use the summons on your NT mod

the summons names do not show up at top of the screen when the party members summons them
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lionsmane on 2015-03-15 20:58:55
Hmm so you're saying that the 7h version is more stable than the main installer? I guess I'll wait it out with 7h then
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-15 21:32:15
They're more or less the same; just some teething problems to iron out.

hey sega cheif

big error glitch, when i use the summons on your NT mod

the summons names do not show up at top of the screen when the party members summons them

I'm testing summons now but they're displaying the name of their attacks correctly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-15 21:40:27
hey sega chief

sorry for keep on bothering you like this

about i have another problem

i beat air buster on your dark cave side quest

and after the fight, he gave me the wrong keycard

he gave me keycard 68 insted of keycard 66

and when i have the keycard 68, it won't allow me to go through the door on the 68th floor either
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-15 21:48:54
It's actually Keycard 66 he drops, but I've made a mistake with the text (just changed it); you should have access to Floor 66 which will let you reach Floor 67 through the stairs. When you get there, take the elevator at the very back to reach Floor 68 (like you did originally when playing through the Shinra HQ for the first time) and look for Hojo. Beating that boss should open up Floor 69.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-15 21:50:18
hey Sega chief

i did not have access to floor 66, it was grayed out
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-15 21:50:52
Can you reach it from the stairs instead of the elevator?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-15 21:53:14
hey sega chief

i will pm you my VOD okay
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-15 22:09:14
I watched the VOD; you have to talk to Hojo inside the capsule (where you fought Sample HO512 and met Red XIII). Beating that boss unlocks the stairs for Floor 68 and 69.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-03-15 22:14:51
Are you playing 1.2 of 7H? I think I fixed that for 1.3.
I'm playing 1.3 from your installer- not using 7th Heaven.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-15 22:22:41
I'm playing 1.3 from your installer- not using 7th Heaven.

That's very strange. I made changes there and tested them; I guess I missed something?

Status Report  :-X

-) Talking to Cloud as Cloud in his house (...): Should be fixed, I imported a default field screen and ran around in there.

-) Vanishing Tifa in her house: She appears to be visible on Disc 2 & 3 in my game; not sure what could have happened.

-) Icicle Inn Thing: I'm doing two things here; first, I'm restoring the handler that prevents Tifa and Cid from going down to the Great Glacier while Cloud isn't in the party. The second thing is setting up the big ice helter-skelter (the one that lets you leave Great Glacier immediately) so that it drops you inside Icicle Inn instead.

-) Spell Order: This has been fixed; I found a set-up that's not too disorganised and which uses the original's numbering. One oddity I learned about the default game is that while the game lists three types of magic, it actually groups them into four. The fourth group is the 'extreme' magic, Contain, Ultima, FullCure, Comet/Comet2, and Shield. No matter what spell order you pick, these remain at the bottom. What I'd tried to do with the previous patch was place these spells in the three groups that are moved around (Attack, Restore, and Indirect) which is what likely caused some spells to vanish with certain configurations. I've learned my lesson and put them back to how they were  :|

-) Keycard Fiasco: While it's possible to progress through here as-is, it's confusing as all hell so I've made the following change.
When heading up through Shinra HQ, Air Buster now gives Keycard 66 AND 68. This unlocks the doors for the stairwell. I've also added the handler for the elevator so that can be used too.

When defeating Hojo on Floor 68 (he's in the specimen container where Sample HO512 is fought), Floor 69 is unlocked. Unfortunately, there's no actual key-item called Keycard 69 so instead I've added a message and chime informing the player that all floors have been unlocked. That should take care of it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lionsmane on 2015-03-16 00:19:09
if im changing from 1.2 with 7h to 1.3, do i need to have my old saves back in their right folder before running the 1.3 installer? or will they work and run 1.3 properly if i just drop them into the save folder after installing 1.3? i might have goofed
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-16 00:23:28
Save files should work with anything, unless the format for them have been changed by 7H somehow (the installer shouldn't touch them one way or another, but keep a back-up folder of them just in case). One thing though, I don't know if the regular NT installer will be able to correctly patch an installation that's been converted by 7H (I think the folders are laid out differently).

As for compatibility, they should be okay. You might see some visual glitches with EXP if you're high level (40+) that will resolve themselves when you level up with that character once.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lionsmane on 2015-03-16 00:27:27
Ah I just saved my save files but did a fresh install before running your nt main installer so I should be fine. Thanks for the quick replies man you rock
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-16 00:30:19
hey sega chief

you forgot to update your patch files with the new keycard changes and stuff
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-16 00:32:13
Ah I just saved my save files but did a fresh install before running your nt main installer so I should be fine. Thanks for the quick replies man you rock

No prob, bud. Hope it works out, but get in touch if there's problems.

hey sega chief

you forgot to update your patch files with the new keycard changes and stuff

I haven't finished with all the fixes yet; I want to get them all done in the one go. You can still complete the Dark Cave sidequest without the patch; look for Hojo on Floor 68. In any case, the patch will be complete soon.

Edit: That's the patches up:

Fixed the following:
-) Talking to Cloud as Cloud in his house (...): Fixed for good this time  :x

-) Vanishing Tifa in her house: I couldn't find an issue here, so we'll need to see what happens.

-) Icicle Inn Thing: The helter-skelter now leads back to Icicle Inn directly which avoids the weird 'blocking' problem and also acts as a nice short-cut. Tifa and Cid can no longer access the Great Glacier while Cloud is out of action.

-) Spell Order: This has been fixed + tested; it appears that spell order doesn't update until the menu is closed and then re-opened which is what tricked me the last time.

-) Keycard Fiasco: Fixed it up & tested.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: SenMithrarin85 on 2015-03-16 13:06:44
Hey, Sega! Let me just thank you for this awesome mod! I have noticed some issues that may or may not have been mentioned before:

1) There is a new npc in the first area of fort condor (cave section as soon as you enter from world map) that cannot be interacted with. Is this intended?
2) There is a dialogue typo that does not exist without this mod. The infamous "this guy are sick" when Aeris talks about the guy in the pipe. Your mod reads "this guy am sick" with unmodded steam it is "this guy is sick".
3) When you beat the guard scorpion in the corel prison junkyard screen (fight that triggers after examining the dead guy on the ground), the music you used for the fight continues to be used for normal encounters afterwards insead of regular battle music.
4) I like the new chibi models you used, but cloud's model on the world map is still the vanilla one with light purple clothes rather than the dark purple ones on the kalderasha model. Can you possibly correct this?
5) This may be my fault, but I can no longer tell (without prior knowledge) which of Barret's weapons are long-range. It doesn't say in the weapon description anymore from what I can see.
6) This is just a general question. When you release a patch, do they include prior fixes or just new ones? Example: you put out patches on the 11th and 13th of march, and again on the 16th of march. Do the 16-3 patches contain the fixes released on the 11-3 and 13-3 or do I need to keep the old patches too? Sorry if I haven't explained myself very well  :(

Thanks and keep up the great work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lionsmane on 2015-03-16 16:00:50
Has anyone had luck using this mod after installing with bootleg?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-16 16:35:05
Hey, Sega! Let me just thank you for this awesome mod! I have noticed some issues that may or may not have been mentioned before:

1) There is a new npc in the first area of fort condor (cave section as soon as you enter from world map) that cannot be interacted with. Is this intended?
2) There is a dialogue typo that does not exist without this mod. The infamous "this guy are sick" when Aeris talks about the guy in the pipe. Your mod reads "this guy am sick" with unmodded steam it is "this guy is sick".
3) When you beat the guard scorpion in the corel prison junkyard screen (fight that triggers after examining the dead guy on the ground), the music you used for the fight continues to be used for normal encounters afterwards insead of regular battle music.
4) I like the new chibi models you used, but cloud's model on the world map is still the vanilla one with light purple clothes rather than the dark purple ones on the kalderasha model. Can you possibly correct this?
5) This may be my fault, but I can no longer tell (without prior knowledge) which of Barret's weapons are long-range. It doesn't say in the weapon description anymore from what I can see.
6) This is just a general question. When you release a patch, do they include prior fixes or just new ones? Example: you put out patches on the 11th and 13th of march, and again on the 16th of march. Do the 16-3 patches contain the fixes released on the 11-3 and 13-3 or do I need to keep the old patches too? Sorry if I haven't explained myself very well  :(

Thanks and keep up the great work!

Alrighty-

1) This guy is a placeholder for something I want to implement in the future; basically, it'd eliminate the need to back-track to Fort Condor for each iteration of the mini-game (basically you'd talk to an NPC set in a town to be warped back to Condor and this guy will warp you back to where you were once the minigame is done). I should have probably set him to be invisible until this is completed.

2) But these guy are sick.

3) Aye, that's me forgetting to set the battle music back to the regular theme. It corrects itself if you leave the screen and return.

4) I basically didn't add the world map in order to keep the installer size down + avoid potential conflicts with people using world map mods. But I could make a small optional patch for it; I'll try and upload that today.

5) If it has any suggestion of a projectile in it's name (i.e gun, bazooka, Launcher, Ray, etc.) then it's long range. That being said, a few are a little ambiguous to an extent. Heavy Vulcan or Missing Score for instance. The thing is, I removed the Long Range from the text in order to clear space in the kernel for other things. I might have some head-room left to add it back in, though.

6) Aye, all the fixes are compiled together. It's basically the latest version of the files that're being patched in, rather than just individual fixes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-03-16 16:46:48
for the guns just annote them "LR" instead of Long Range, im sure most players would know what that means

heads up special battle crash #2 this time with the robot golem guy after mongo
http://www.twitch.tv/cicadian/c/6333795
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-16 16:52:39
hey sega chief

while i was fighting bottomswell in the dark cave sidequest yesterday

my game softlocked on me on that boss fight
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-16 17:10:07
for the guns just annote them "LR" instead of Long Range, im sure most players would know what that means

heads up special battle crash #2 this time with the robot golem guy after mongo
http://www.twitch.tv/cicadian/c/6333795

I guess Battle Square isn't stable enough with a full party. I'll set Special Battle to be a regular 'boss-rush' kind of thing without the reels or BP; it'd be a bit tough for a solo character.

hey sega chief

while i was fighting bottomswell in the dark cave sidequest yesterday

my game softlocked on me on that boss fight

I'll check it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-16 17:13:06
hey sega chief

it did not freeze for me with that full party at the special battle arena side quest

i went all the way to the champion without the game softlocking
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-16 17:16:57
hey sega chief

it did not freeze for me with that full party at the special battle arena side quest

i went all the way to the champion without the game softlocking

Yeah, sometimes it'll be fine but sometimes it'll crash. I can't figure out what the cause is, and it seems that it can happen at any time, so I'm assuming it's got something to do with how Battle Square works with the party (some odd effects have been going on when the full party is there instead of just a solo character). I can easily set it up so that the reels aren't present which would likely eliminate the issue altogether. I can set a fixed BP prize for the end as well.

As for the dark cave boss, I found the problem. A 0102 should have been a 0101. I'll upload the patch just now.

Edit: That's the hotfix patch uploaded with the Jormungandr fix in it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lionsmane on 2015-03-16 22:03:11
Has anyone had luck using this mod after installing with bootleg?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-17 00:02:17
hey sega chief

after beating mirge weapon 1 last time at the final end of your dark cave side quest

it softlocks and nobody appears at the battle scean at all, after mirge weapon is dead
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-03-17 02:06:55
Fresh new game started. I'll be taking my time with this run.

Testing out morph and was surprised at the morph item for Aero Combatant. Just to make sure, are they supposed to morph into Bird Wing? That's a pretty amazing item to be farm-able so early in the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-17 03:39:20
hey

I need some help on how to get past the glitch part at the end of the dark cave side quest please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-03-17 07:06:00
on a whim i got convinced to check out the dark cave thing off camera, if you select no when you get the choice to go in or not the sequence bugs out slightly but will still go through, i didn't get further than the first like 2 minutes though so i look forward to doing it soon
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-17 07:18:37
Has anyone had luck using this mod after installing with bootleg?

I'm not sure, I think most of the time it doesn't work properly.

hey sega chief

after beating mirge weapon 1 last time at the final end of your dark cave side quest

it softlocks and nobody appears at the battle scean at all, after mirge weapon is dead

I thought I'd gotten that fixed. There's a handler in it to make him fly off the first time, but to die properly the second time. I'll look at it again.

Fresh new game started. I'll be taking my time with this run.

Testing out morph and was surprised at the morph item for Aero Combatant. Just to make sure, are they supposed to morph into Bird Wing? That's a pretty amazing item to be farm-able so early in the game.

That is a bit too good; not sure why I've went with that. I'll change it to something a little more appropriate for that stage of the game.

on a whim i got convinced to check out the dark cave thing off camera, if you select no when you get the choice to go in or not the sequence bugs out slightly but will still go through, i didn't get further than the first like 2 minutes though so i look forward to doing it soon

I'll check the 'No' handler again.

Edit: New scene patch is up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-17 10:19:10
hey sega chief

is the mirge weapon fixed now on your dark cave side quest
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-17 15:07:02
i just need to know if the mirge weapon battle is fixed yet
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-17 15:35:58
am i doing something wrong on his mod

because it keeps on breaking on me all the time now
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Covarr on 2015-03-17 18:20:47
Zara9, Sega Chief hasn't even logged on since you posted your question. He hasn't seen it yet, no need to keep asking.

If you have anything to add to a post, please use the edit button instead of posting again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-17 18:44:17
I already posted a new scene.bin patch that should fix the problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-17 19:46:12
hey sega cheif

now the third form of mirge weapon is not showing up and it softlocked on me again
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-17 19:51:30
Aw man, really? I wonder what's happened to that fight. I'll need to take a more thorough look at it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-17 19:52:59
hey sega

how many forms does that boss have

and is there anyway you could put that boss to have 1 form for now temp please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-17 19:59:55
They're actually two separate bosses, not forms.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-17 20:01:47
hey

is there anyway you could just put that 1 mirge weapon on here, without the 2 separate bosses temp please

because it would help me out alot

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-17 20:46:37
how can i beat this mirge weapon when it keeps glitching out
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-17 21:05:54
Just be patient. I'm fixing it.

Edit: Nearly there; just giving it a test run. There'll be two patches this time, one for the scene and one for the flevel. They'll be up in 10-15mins.

Edit2: Upload for the flevel patch is uncommonly slow for some reason just now, it'll take a little longer.

Edit3: New patches are up, hopefully they put these issues to rest. Make sure to use both the scene + flevel hotfixes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-17 23:15:45
hey sega chief

its all fixed and working now

thanks for your help

and sorry for my outburts today on here
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-17 23:16:53
Don't worry about it.

Edit: For the guy who asked before (and anyone else who wants to use it), this is a patch for the world map to use Kalderasha's chibi models on it instead of default ones: https://mega.co.nz/#!W90i1KxY!O1mwV95WXfviT_1kfydv-PirfVrZlvNgbmWFwb6pQI0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lionsmane on 2015-03-18 04:39:58
idk what it is, but I always find it impossible to install the game properly without bootleg or 7h.

I've been trying the last few days and it looks like im going to have to throw in the towel until alyza can configure the 1.3 iro.

Looking forward to it, what i played of 1.2 was awesome!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Proxy on 2015-03-18 07:44:19
I was gonna hold off on a reply until I had a bunch of stuff, but one thing has been irritating me greatly.  The encounter rate.  Way too many enemies.  I just visited Rocket Town and have not seen Enemy Away yet.  This is probably a materia that could be dropped early on in the game to ease enemy encounter woes without any drawbacks.

A couple other things:
1. Palmer's step mine never did anything, it just said "but there was no step counter" or something to that effect.
2. I fought Palmer twice, and stealing from him in the second fight yielded a different item.  I don't know if this is a bug, I just don't recall enemies having different potential items you could steal.
Hopefully if it's not a bug, then the items you can steal aren't good, because it would suck if you lucked into stealing a bad item instead of a good one.
3. I'm not sure how sense works, but I think it gives misleading results.  Many times I base my attack on what sense returns, and it yields poor results.  I think I have seen enemies take no damage (or worse, heal) from elements they are supposed to be weak to, and Titan seems to miss against guys who are weak to earth (Titan just misses a lot in general).
4. The Materia Keeper, or whatever his new name is, cast a spell which caused several effects on himself, one of which being death sentence.  After his time was up it was revealed that he is immune to death.  So what was the point?  I had kinda thought it was a "You win this fight by not dying for a period of time" situation, but nope.
5. Vincent did a crazy jig upon seeing Sephiroth/Jenova at the mansion (He was supposed to walk calmly like my other companion).  This one was amusing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-03-18 09:25:19
@Proxy
It is explained in the readme that you can steal 1 of 2 common items or a rare item from almost every enemy (at the cost of not getting an item drop in the results screen). The higher your level relative to the enemy you're trying to steal from, the higher your chances of obtaining a common item, and the lower your chances of obtaining the rare one. You can combine Steal with Morph to ensure a constant stream of good items at the expense of your time and effort. Do note that you can morph bosses for interesting and/or powerful items as well.

I've been regulating my level by running away from fights I don't care about and have seen moderate success in obtaining rare steals. This is no replacement for power leveling, though, so most people concerned only with beating the game can ignore steal for the most part. Sense hasn't actually failed me, and there is a list of enemy types and how their resistances interact with each other in the readme.

@Sega Chief
You changed Suicide lv4 to Suicide lv5, so I'm a bit confused as to how to obtain Chocobuckle from the lv16 Chocobo. Will keep cracking at it a little longer, but I'm running dry.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-03-18 12:31:46
@Bowser9 hey i ran into that when i was streaming, grab a south wutai island chocobo, they're 30, SC knows chocobuckle is currently hard to get early on despite it being a low level wind attack now, it was an oversight and might get changed later.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-18 15:57:19
I was gonna hold off on a reply until I had a bunch of stuff, but one thing has been irritating me greatly.  The encounter rate.  Way too many enemies.  I just visited Rocket Town and have not seen Enemy Away yet.  This is probably a materia that could be dropped early on in the game to ease enemy encounter woes without any drawbacks.

A couple other things:
1. Palmer's step mine never did anything, it just said "but there was no step counter" or something to that effect.
2. I fought Palmer twice, and stealing from him in the second fight yielded a different item.  I don't know if this is a bug, I just don't recall enemies having different potential items you could steal.
Hopefully if it's not a bug, then the items you can steal aren't good, because it would suck if you lucked into stealing a bad item instead of a good one.
3. I'm not sure how sense works, but I think it gives misleading results.  Many times I base my attack on what sense returns, and it yields poor results.  I think I have seen enemies take no damage (or worse, heal) from elements they are supposed to be weak to, and Titan seems to miss against guys who are weak to earth (Titan just misses a lot in general).
4. The Materia Keeper, or whatever his new name is, cast a spell which caused several effects on himself, one of which being death sentence.  After his time was up it was revealed that he is immune to death.  So what was the point?  I had kinda thought it was a "You win this fight by not dying for a period of time" situation, but nope.
5. Vincent did a crazy jig upon seeing Sephiroth/Jenova at the mansion (He was supposed to walk calmly like my other companion).  This one was amusing.

Okay-doke:

The encounter-rate wasn't changed for the mod, it's standard for FF7. I could place a new Enemy Away in, say, Mythril Mines where it can be retrieved by players who have already passed through that area.

1. All of Palmer's attacks are derivatives of FF6 Lore abilities (that game's blue magic). Palmer himself is generally considered to be something of a joke boss, so I had a bit of fun with it. The Step Mine attack is a wee joke; in speedruns, encounter manipulation is often attributed to the 'step counter' but the game doesn't actually track steps, it uses a 'danger value' to trigger encounters.

2. The majority of enemies have a 'Drop, Common Steal, Common Steal, Rare Steal' set up for their four possible items, with certain bosses having a roulette of four steals. The only time steals won't be set is if a boss has a missable item that I want the player to get (like the unique Fairy Tale weapon for instance).

3. I'll check out Sense to make sure it's giving the correct information for elemental weaknesses.

4. Powersoul Keeper, who drops the Powersoul weapon, uses Powersoul mechanics on two of his attacks (the beam and Soul Combo). The Powersoul formula on these attacks multiplies damage by 4x when he's under the Death Sentence status ailment, which is why he inflicts himself with this status midway through the fight.

5. The PC game has a fair few instances where the wrong animations are used for some characters. There's the infamous one on the Altar when Vincent goes a bit crazy because he's been given Cloud's animations. Cid also uses some of Cloud's anims which makes his feet flap up at a 90' angle. While I fixed most of the ones I saw during editing, there's still a few lurking about; I'll take a look and change it to something a bit more...appropriate.

@Bowser9 hey i ran into that when i was streaming, grab a south wutai island chocobo, they're 30, SC knows chocobuckle is currently hard to get early on despite it being a low level wind attack now, it was an oversight and might get changed later.

Yeah, I was intending for Chocobuckle to be available when you first get to the ranch but I clean forgot about the change to L5. I'll have a look at the Chocobo's AI and read around; it's hopefully not related to the grade of chocobo (wonderful, great, etc.) and if not then I can just change all their levels to be a multiple of 5 without incident.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-03-18 19:16:06
@Cicadian
Thanks. Also, good job with the stream. I was able to watch some of the past videos, though I missed disc 1.

@Sega Chief
Haha that's awesome you gave Palmer the FF6 lores and the step counter joke. I never noticed since my last play through I didn't take my time with Palmer at all. Never change, man.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-03-18 19:41:09
just in case you wanted to see how i got to where i am now i currently have some of Disc2 uploaded (disorganized, will finish tonight probably) and all of disc1 in a playlist for reference and balance checks

https://www.youtube.com/watch?v=ZmCTFt5DBIw&list=PLrBL5qh1IgRDh9aeErRvnCk0MLU0FGmW2
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-18 19:49:28
hey sega chief

how is adding ultros coming along on your hack

and keep up the great work
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-19 18:53:32
hey

I really like this mod alot

what other new features are gonna be added to this mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-19 20:10:14
As far as the regular NT game goes, it's down to fixes, balancing, and tweaks. The only real size-able bit of content left is the New Game+ for 1.5, but there's likely going to be stuff added in during the interim:

-) Finish Junon Leagues sidequest by adding in the remaining brackets.

-) Add bosses to the Crater, and maybe even try for a 'team swap' mechanic like FF6 has so the player has to guide three parties down to the bottom.

-) Implement day/night, changing weather for towns; expand out NPC scripts and add party members into each town to be talked to (like in Costa del Sol on Disc 1). Basically, giving the game's towns a bit of an overhaul and bringing them to life some more. I'm hoping Roden can help out with it.

-) Expand the Event Square in some fashion; original plan was for an auction house but I don't personally like Auctions too much. Someone suggested a music/movie theatre like FFX has.

-) Additional sidequests; Kalderasha suggested some which I liked the sound of. These would appear here and there, dotted throughout the game. Some improvements to the existing ones will likely be made as well.

-) New Game+
Using a party that has either cleared NT (or starting from scratch with a buffed up pre-made one if folk want to jump into it right away), this is a campaign through the game with a lot of the story elements removed/replaced. The player starts from the Sector 7 bar and has to first escape Midgar before making their way to the Crater to stop Meteor.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-19 20:15:31
hey sega chief

is there anyway you could make it, so you can have either 1 party, 2 party members or 3 party members out at once

like how they did it on ff6

and is there any chance for you to add the ff7 boss battle music on ruby weapon and emerland weapon please

and how can i add the ff7, or ff6 boss battle music on my own on your mod?

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: atro city on 2015-03-19 20:38:59
-) Add bosses to the Crater, and maybe even try for a 'team swap' mechanic like FF6 has so the player has to guide three parties down to the bottom.

Hopefully it won't be exactly like FF6 where unless you switch your teams constantly through the game and take time to grind them up to speed, you end up with 4 or 5 all-star characters to split between the teams and the rest are complete dead weight. Right now I'm playing the final dungeon of FF6's Brave New World mod and most of the characters in my 3 parties get one-shotted by everything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-19 21:06:02
hey sega chief
is there anyway you could make it, so you can have either 1 party, 2 party members or 3 party members out at once
like how they did it on ff6
and is there any chance for you to add the ff7 boss battle music on ruby weapon and emerland weapon please
and how can i add the ff7, or ff6 boss battle music on my own on your mod?

I could look into that, but it would take some time as certain events look for three party members. As for making the boss music play for the two Weapons, I'm afraid that's out of my hands as the Makou editor doesn't cover the world map.

Hopefully it won't be exactly like FF6 where unless you switch your teams constantly through the game and take time to grind them up to speed, you end up with 4 or 5 all-star characters to split between the teams and the rest are complete dead weight. Right now I'm playing the final dungeon of FF6's Brave New World mod and most of the characters in my 3 parties get one-shotted by everything.

The crater isn't really set up for something like that, and it isn't long enough to justify doing it either. It'd be more like the scenario thing when Sabin falls off the raft; just get all three parties down to the bottom. One reason I'd have for trying to set this up is that the Bizarro fight is always three-party in NT so this would fit in with that quite nicely and be less out of the blue.

You'll be in trouble with the Kefka fight, I reckon; I can't remember exactly, but I think he selects four random party members like Ultimecia does at the end of FF8.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-19 21:24:47
hey sega chief

Kefka on ff6 allows you to choose your party member to fight him with
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lionsmane on 2015-03-20 03:36:22
is there a quick way for me to be able to tell i correctly installed 1.3? like an item towards the beginning of the game that i wouldnt have in 1.2 or default equipment or something?
For example, Barret just joined me and he has no magic/spells. Is this normal? I'm basically just looking for an indication that I'm playing 1.3 properly. Sorry for all the questions!

thanks ahead of time!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-03-20 06:11:25
@Lionsmane
You'll know once you name Barret. The game will ask you if you wish to keep the standard battle music or use field music for encounters. If you have a good eye, you will also know you've installed NT correctly if Cloud's model has no mouth and darker clothes compared to his original PC field model.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-20 07:45:04
hey sega chief

Kefka on ff6 allows you to choose your party member to fight him with

Oh. Whoops. I haven't reached him yet in my playthrough ^^'

@Lionsmane
You'll know once you name Barret. The game will ask you if you wish to keep the standard battle music or use field music for encounters. If you have a good eye, you will also know you've installed NT correctly if Cloud's model has no mouth and darker clothes compared to his original PC field model.

Pretty much this; Cloud will have a darker uniform that looks more like the game's original promotional art and Barret will ask you about music options. You should also start with Fire, Ice, and Bolt materia on Cloud while Barret has an Assault Gun rather than a Gatling Gun as his starting weapon (Gatling was converted into a triple AP weapon that can be found later in the game).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-03-21 05:06:10
Ah so after wiping on Binah all night i got a little smug and said screw it.
http://www.twitch.tv/cicadian/c/6364941
you better sit down sega chief
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-21 06:43:47
And this is why we can't have nice things.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-21 20:25:28
hey sega chief

is there anyway, you could put a choice in to see if people can choose to keep aeries on disk 2 and 3 please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-21 23:22:47
That's already in my notes for 1.4.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-22 01:25:58
hey

i have idea for v 1.4 of your mod

i was thinking that your dark cave sidequest should end at the north creator

with 2 sephiorth fights
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Riketz Karlom on 2015-03-22 02:05:02
So, I originally came to this site for FF8 visual mods, but this totally blew my socks off. Currently playing 1.2 (Due to 7th Heaven needing to update the mod list) and loving it so far. From 1.3's description, it seems like I can comfortably coast along til disc 2-ish before absolutely needing to update.
Also, I got incredibly lucky with Ziegfried outside of Fort Condor, managing a Morph victory in the first encounter. Then, your wave-crashing demon in Junon quickly put me in my place. It is incredibly refreshing to play a challenging version of this game, especially with all the amazing tweaks and features 7th Heaven allows.
Just wanted to say, awesome stuff. I'm hoping for the day this mod borrows a little from Reunion's translation for the the most enhanced FF7 experience possible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-22 05:20:54
hey

i have idea for v 1.4 of your mod

i was thinking that your dark cave sidequest should end at the north creator

with 2 sephiorth fights

I'm happy with the way Dark Cave ends at the moment. I'll be concentrating on developing NPCs and other unique events for it in future, but the general progression is staying as-is.

So, I originally came to this site for FF8 visual mods, but this totally blew my socks off. Currently playing 1.2 (Due to 7th Heaven needing to update the mod list) and loving it so far. From 1.3's description, it seems like I can comfortably coast along til disc 2-ish before absolutely needing to update.
Also, I got incredibly lucky with Ziegfried outside of Fort Condor, managing a Morph victory in the first encounter. Then, your wave-crashing demon in Junon quickly put me in my place. It is incredibly refreshing to play a challenging version of this game, especially with all the amazing tweaks and features 7th Heaven allows.
Just wanted to say, awesome stuff. I'm hoping for the day this mod borrows a little from Reunion's translation for the the most enhanced FF7 experience possible.

Thanks for the feedback, cheers me up when I get something like this. The mod isn't perfect by a long-shot, but I'm feeling that it's slowly getting to where I want it to be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-03-22 07:46:21
Hey Chief, just checking in with a status report. I'm currently enjoying sweet world map music at the end of disc 2 (putting off the midgar raid), breeding chocobos, playing in the battle square, attempting materia caves (I've got quadra magic!), and getting Vincent's limit break. All in all they're having a jolly old time neglecting to save the world.

A couple of little things I've noticed:
1. The Ghost ship extra battle is misnamed as "Bomb King"
B)For some reason, the yellow huge materia 'talk' box has a format error where the selections scroll up once too many, leaving the first option too high and a blank space in the last spot (It WORKS fine, though! If you account for the shift)
[iii] I had a crash using coin on the Godberries, but I haven't tried again so I'm not sure if it's coin, the enemies, a combination, or was just bad luck (I don't know if this is just a PC thing, like I've heard about Beta and Hyper Jump).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-22 13:50:26
I've fixed the first two but it's not in the patch yet. The third is new though, I'll go do some runs with Coin and other attacks that use all-field targeting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-03-22 15:54:35
im experiencing some odd issues when ive been playing
1. planet-all link doesnt link hydro but does link pearl, so you can cast a holy spell on all targets (likely not intended?)
2. holy absorb from materia link does not absorb pearl damage (i nearly killed myself testing this)
3. shout absorb on everyone via the 3 bahamut materia does not absorb the master materia bahamut summon in kalm town
4. kotr sometimes doesnt say "Ultimate End" when casting
feedback: can you do something to the godberry fight to make it so it does not take 30 minutes to do in the way you intended (constantly cycling debarrier, dispel, esuna, cating offensive magic on yourself, osmose and attacking once per turn with one character, if you're lucky), maybe bring the godberry count down to 3, or 4. Also for new players maybe add a start of the round message for them, when i go right sticks and stones may not break my bones, when i go left i am rubber you are glue, i dont know, something, mime is incredibly powerful but are you sure gating it with a sanity check is the wisest idea? (yes I know about dual working on them!)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-22 16:31:51
1) I've left some flags on for Pearl by accident (ones that let it be linked to All), so that can be fixed up easily enough.

2) Funny thing, but on that note I also forgot to set the Holy flag for Pearl so it's currently non-elemental ^^'

3) I'll need to look into that. Not sure why the summon's element would bypass an elemental defence but there's a few things it could be. I'll need to isolate what's causing that to happen.

4) That must be what Zara mentioned before. That might be out of my hands because everything is more or less the same for KOTR in the kernel.

5) I might have to reduce the number of Berries anyway, Coin does crash the game when used in that fight perhaps because of either the counter-attack AI or the number of targets (9 in all) potentially causing trouble for the command's animation. Pandora's Box seems to work okay though, which has the same targeting flags.

About Box in that fight, for a good time go into it and cast Reflect on yourself and then give all the Berries Reflect too. Then cast Box.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-03-22 20:46:41
sega whats the down low on morphing variablis? between the constant status effects, high damage, elemental change and the fact you cant junction elemental attack to the weapons that do higher morph damage it seems very unlikely it would take under a few hours just to get it done right
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-22 22:23:00
That's likely an oversight on my part; thinking about it, the only reasonable way to get that guy Morphed is using a non-elemental weapon like Max Ray but the defence makes that tricky as well. Variablis himself isn't very popular and a hard spike compared to the others so I'll give him a once-over so that physical/non-elemental attacks are much more viable and damage he deals is down.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lionsmane on 2015-03-23 02:42:27
Quick question,

I just got aerith and she is level 1. Is that normal?

When Tifa joined my party she was actually a couple levels higher than cloud and barret.

Thanks ahead of time!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-23 02:47:14
Doesn't sound it; Cloud starts at Lv.6 and then hits Lv.7 after the first mandatory fight with two MP Trainees. Then Barret joins +1 level above the average and Tifa joins two levels above the average. Aeris should be +1 level above the party average as well, not Lv.1.

Let me know if any other oddities pop up. This is 1.2 still, right?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lionsmane on 2015-03-23 03:07:13
hmm. No I'm running 1.3 I believe.

Also, she has a spell called "osmose" which she didn't have when I played 1.2 for a bit.

I've fought like 3-4 battles in sector 6 and shes already almost to level 10 though.

**It might be important for me to note that I installed the game using tifas 7th heaven tutorial (using NO gameplay mods or menu overhaul through 7h however) and patched the game with your nt main installer.

I couldn't get the game to install properly any other way though. Could this be why that happened with Aeriths lvl?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-23 03:46:18
If Osmose is there and it's the main installer, then I guess the kernel is patched. Did you start from a pre-made save file? (as in, a 1.2 save file from the 1st reactor?) That might be it, as the EXP arc is slightly different so it maybe confused it slightly. Seems to have corrected itself, though if she's lv.10 now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lionsmane on 2015-03-23 14:11:26
Nah I actually am starting from a new game because I accidently deleted my old saves  8) haha. Yeah I mean the rate at which she's catching up to cloud seems like it's fixing itself I just wanted to ask/make you aware.

Thanks again
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-03-23 19:36:17
@Sega Chief
Thanks for making shrapnel and dazers available on the boat ride to Costa del Sol. It is hilariously helpful.
There's been a weird ATB glitch that I forgot to mention back in 1.2 where, when having the Exit materia equipped, characters would randomly reset their ATB at the start of an encounter as though they were back attacked. At first I thought it was just an issue with reaching the level cap back when I was at Great Glacier, which I then promptly forgot about it thanks to Sneak Attack + Exit, but I was brutally reminded during Cloud's solo trip to Fort Condor after fighting Illuyankas.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-23 21:28:22
That's in the original game too, I'm not sure why it does this but it might be some kind of work-around they put in to prevent some kind of potential issue with the Escape spell.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: rgmarks on 2015-03-25 00:10:21
Thanks for the mod, really nice. I need to know if this compatible with millenia cloud weapon mod, that modifies the sword textures. My version is steam. Thanks.
Edit: i would like to know if the mods of the "reunion" are compatible? Specifically the "memory patches" and "menu overhaul'.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: genesis063 on 2015-03-25 00:32:37
You can make it easier by using 7th heaven as the one on the top of the list gets priority of the files they have.  If however you want to them to go together like the naming to be like in reunion you may need to tweak it by loading reunion changes to the kernel and copy over the new ones from New Threat.  Note as well this is not fully compatible with my mod as it overwrites the three items I used to create Masamune like how the ultimate weapons are made in this mod.  I will work to make it compatible down the line as long as Sega is okay with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-25 01:43:55
Thanks for the mod, really nice. I need to know if this compatible with millenia cloud weapon mod, that modifies the sword textures. My version is steam. Thanks.
Edit: i would like to know if the mods of the "reunion" are compatible? Specifically the "memory patches" and "menu overhaul'.

Like Genesis said, 7H is the way to go for getting mods to run together. I think the memory patches + menu overhaul can work with NT, I remember seeing a few playthroughs using at least menu overhaul with it. As far as modifying battle characters/weapons go, that should definitely be compatible; NT doesn't change any of those files. If using without 7H, it tends to be best to install NT first then patch other mods on top of it or to add files manually to the .lgp archives.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: rgmarks on 2015-03-25 02:03:59
Thank you, now im gonna download this 7th heaven. i have to follow these instructions to install?   http://forums.qhimm.com/index.php?topic=15520.0


Are they up to date?

Edit: Nevermid, i just saw that u pointed this tutorial, so its work. Thanks anyway, gonna try this mod manager.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: genesis063 on 2015-03-25 04:13:55
Yes it is a great tool especially since the source files remain unchanged.  Great when a mod is acting up and you make note of it and deactivate it until it gets fixed.  Just see if it isn't mentioned yet and if not post it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: indrema on 2015-03-25 22:36:38
Is the ancient temple dragon defeateble?
My party is lv33, I can remove over 6000 HP whit Levithan, but he can recharge over 4000 HP every two turn...
TNX
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-25 23:45:21
The way the fight goes is this: After a few turns, Brass will use Alloy Blast which reduces the player party to 1HP; the fight then transitions into Phase 2 when X-ATM turns up and starts fighting with Brass Dragon. The player's job here is to try and juggle between keeping themselves and X-ATM alive while wearing down Brass Dragon. If X-ATM is destroyed, Brass will wipe the player party. You'll also want to make sure X-ATM doesn't have the Petrified or the Slow-Numb statuses for very long as Brass will start to attack your party instead.

Some things that help here is to give X-ATM Barrier + MBarrier, and to throw some healing at it once in a while. If it's HP falls too low, it'll give a warning message and you'll want to get it healed immediately. As for your party, assuming that X-ATM isn't under Slow-Numb or Petrify then Brass will only use Zinc Wing (physical attack) or Alloy Ray (inflicts Petrify, single-target) on them.

Now for Brass Force; all Dragons in NT have a counter-attack that's triggered whenever they're struck by a Limit Break. If you avoid using Limit Breaks on Brass then he shouldn't use Brass Force at all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-26 03:07:48
hey sega chief

is there anyway you could ultros as a fun boss to beat at the gold saucer battle arena please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-26 03:13:39
I'll do what I can; I could maybe sort of do it if I use a Malboro as the base.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-03-26 15:49:46
Hey Chief, I'm delving down into the North Crater in my game now, and I've encountered an issue with "Christopher" in the left path "nesty" kind of area. He managed to lock the game up somehow by not completing his action- he kind of did a funny dance and then the battle didn't progress any further. I'm in WAIT atb mode and the party's bars aren't filling up (says 'wait' above) and they aren't completing previously issued commands. I also can't escape, but I can trigger the escape animation. It was in a battle with one Christopher and a Kighee (?).
I haven't tried to recreate the bug yet.
Luckily I'd saved at the bottom before going back up the left path, so I didn't lose much! Otherwise it's all going great. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-26 16:12:16
That issue came up before, one of his attacks had the wrong ID (was 100% sure I'd fixed it). Is this 1.2 from 7H or the 1.3 main installer?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-03-26 16:36:11
This is from the 1.3 .exe, with the latest patches added.  :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-26 23:04:09
This is a goddamn mystery. Maybe someone is sneaking in through my window at night and reverting changes secretly. It's an easy fix to make, it's just that I could have sworn I'd done it already. I'll double-check it for the next patch; it's a soft-lock, so rule is that'll be going up tonight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-03-27 17:07:42
Hey chief! Little notes:
1.The weaponsmith soft locks the game if you talk about Ultima Weapon and then say 'Not now' (I didn't have the materials, anyway)
2.With Tifa as party leader in the Temple of the Ancients New Threat sidequest, she calls "someone" by their default name rather than the player-inputted name in the dialogue before the battle. (Trying to avoid spoilers just in case!)
Cheers.
3.I'm also getting a soft lock in the battle for Cloud's ultimate limit with the skill 'Moogle Power'. I'm not sure if me having counter attack interrupting the 4xCut is messing something up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-27 22:49:23
Cheers for the info, I'll add those fixes in.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-03-30 00:27:39
Hey Chief! Just wanted to let you know that Vincent brooding in Kalm made me crack up, that is all. ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-30 01:19:37
Someone finally found it!! \o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-03-30 01:34:00
hey sega chief

is there anyway you could setup guild quests on your mod 1 day please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-30 03:30:45
Guilds? I dunno how much mileage could be gotten out of that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lopes on 2015-03-30 12:15:02
Hey guys and Sega ofc.
I have a question/doubt... From what i have seen, in disc 2 or 3, we are supposed to see a npc in highwind near the pilot right? I cant see him and i cant see the npc to change leaders in disc 3. Something isnt right :s
I have installed it the right way... Can it be because ive used bootleg or 7H before? I think i cleaned the registry entries and all.
Ive played the game untill after midgar raid 2 times already xD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-03-30 12:22:58
Lopes- you have to reach the bottom of the North Crater for most of the NT stuff to show up!  :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lopes on 2015-03-30 12:27:40
For real? I am so stupid xD
Than you very much! Here i go again :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-03-30 12:30:01
Haha! Enjoy it! (And watch for Malboros!)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Lopes on 2015-03-30 12:30:28
I will, ty :)
Once again thank you :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-03-30 13:04:04
It happens quite often, I'll maybe add a message to that effect in-game or (for the next version) change the triggers for it so that a trip to the bottom of the north cave isn't required anymore.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: genesis063 on 2015-04-05 16:36:32
Hey bro just say a stream and Dio says Ancient Forest making people think it is not in the city of the ancients area.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-05 20:01:38
Yeah, it's in my notes; I haven't updated the mod yet though, unfortunately.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: indrema on 2015-04-07 20:00:43
The way the fight goes is this: After a few turns, Brass will use Alloy Blast which reduces the player party to 1HP; the fight then transitions into Phase 2 when X-ATM turns up and starts fighting with Brass Dragon. The player's job here is to try and juggle between keeping themselves and X-ATM alive while wearing down Brass Dragon. If X-ATM is destroyed, Brass will wipe the player party. You'll also want to make sure X-ATM doesn't have the Petrified or the Slow-Numb statuses for very long as Brass will start to attack your party instead.

Some things that help here is to give X-ATM Barrier + MBarrier, and to throw some healing at it once in a while. If it's HP falls too low, it'll give a warning message and you'll want to get it healed immediately. As for your party, assuming that X-ATM isn't under Slow-Numb or Petrify then Brass will only use Zinc Wing (physical attack) or Alloy Ray (inflicts Petrify, single-target) on them.

Now for Brass Force; all Dragons in NT have a counter-attack that's triggered whenever they're struck by a Limit Break. If you avoid using Limit Breaks on Brass then he shouldn't use Brass Force at all.
TNX! Your mod rullez.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-07 22:23:37
\\News on Next Update//

Work is going into making the next update a pretty major one, with the following fixes/changes either already implemented or in testing. As far as the test/prototypes go, I'd be interested in hearing people's thoughts about them.

Bug-fixes
-) Wall Market scroll fix (never actually noticed this, but there is a stutter when entering Wall Market for the first time as it scrolls down to show the market; this is an issue in default game). Cheers to DLPB for posting the fix to this on another thread. I've also amended some other minor script errors relating to things like love points, etc. based on his notes that were posted on this thread earlier.

-) Christopher enemy soft-lock; for whatever reason, this guy somehow reverted to using (or trying to use) an old spell rather than his new one. A version 'slip' might be to blame, but I've tested it out and made sure that the fix has persisted this time.

-) Re-checked all of Gerolt's weapon dialogues to remove a soft-lock from attempting to craft Ultima Weapon without all the required materials (it was a logic loop due to a label not jumping far enough).

-) Dio's Disc 3 Dialogue fixed; he now says Sleeping Forest instead of Ancient Forest which caused some headaches when trying to find the new Dark Cave sidequest.

-) Removed Reels from Special Battle; as the full party thing was causing unpredictable problems, I've set Special Battle to occur without Reels. It also gives 20,000BP as a fixed prize at the end, on top of Final Attack, etc.

-) Fixed Coin, which caused a crash when used on too many targets. Not too wild about the idea of people running around with Coin again though, so watch this space.


Revisions/Content

-) The Lv.70 cap, a sloppy counter-measure against overpowered physical attacks (which failed anyway) is now being replaced by a much more discreet and effective solution. There will be no level cap following the next update.

-) Changing Weather/Time: Step 1 of expanding the towns & locales of FF7, this is based on Roden's video which had progressing time and changing NPC scripts. I'm only planning t implement two 'states' of time; Daytime (normal) and Evening along with the potential to rain now and then. Doesn't sound like much, but it'll serve as the basis for changing NPC scripts depending on the time of day and the weather.

Step 2 is adding the main cast to each town in a similar way to how they appear in Costa Del Sol (Kalm and Disc 2/3 Wall Market are already done for this), and then Step 3 is expanding NPC scripts themselves. No matter what though, shops will always be open regardless, and crucial NPCs will always be available.

-) Refining Dark Cave sidequest: This is quite threadbare to my mind at present, so I'll be doing some work on it. Changes will be fairly minor to begin with, just dialogues and maybe some refinements to the AI enemies use here to buff up.

-) Vitality and Spirit tend to fall behind the other stats in terms of how useful boosts to them are in reducing damage, this is why they tend to have higher boosts than the others on equipment (which creates higher overheads which are tougher to balance end-game as natural Vit/Spr and Armor defensive ratings start to creep up). However, a new AI function doubles the effectiveness of these stats for the player party only which allows me to greatly reduce the defence bonuses for Armor and Accessories without sacrificing their effectiveness.


Testing/Prototypes

-) Character-specific 'Ultimate Armor': at present, there's 7-8 pieces of Armor that have been, for way too long, 'set aside' for use in the New Game+ that's being made at the end of NT's development. It's probably about time to change this, and make these armors available now. Some have already 'leaked through' due to there not really being enough left over to dish out as rewards for beating end-game monsters.

An idea I had for it was to tailor each of the 8 armors to be used by a specific character, and perhaps develop some kind of sidequest around them. What would people think about that? It'd mean armors like Mystile, Imperial Guard, Ziedrich, etc. only being available to one character.

-) Difficulty settings: Due to the way the new damage fix works, it's on the cards to create an in-game difficulty setting that adjusts enemy strength/AI. This may be pushed back to 1.4 depending on how it pans out. But the thing here is that it'd be possible to add other options, such as challenge conditions like No EXP, etc. Any ideas for what you'd like to see as options that could be toggled in-game?

-) Alternate character stat-building: At present, the character's stats are based on traditional trees that have an upper limit of 100 and steadily rise as you level up. The alternate system would have player stats be static throughout, with the player deciding which stats to develop so that they can 'build' and customise each character. This'll likely need to be tested by people in Arrange first, but just mentioning it as a potential development for NT 'Original' if it proves popular.

If I've forgotten anything, let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Chalkie on 2015-04-08 00:03:04
Possibly one of my favourite mods for FF7 so far. I haven't played through the game in ages and the whole new bosses and quests thing makes it feel like a whole new game. Not that far into the playthrough so don't know if this has changed, but just wondering if it's possible to change events and stuff so that Yuffie joins the party within the story, rather than doing the whole searching through the forest etc thing.

Maybe a certain point in the game the battle is triggered as a boss and she joins after that... Like for example when you exit Mirthil Cave for the first time rather than being transported to the world map you end up on the field where the whole original Yuffie joining you event happens, and as you walk through it you get jumped. I dunno.

Amazing work anyways!

(PS moogles as NPC's?)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Doully on 2015-04-08 00:43:44
Greetings from Scotland <:

Signed up just to say I'm having a blast with this mod and pretty chuffed to see the amount of work (still) being put into it. It's very appreciated.

Looking forward to see what is to come!

Currently having a bash at disc 3 content and being constantly challenged! Really really appreciate the little things such as more character dialogue in Kalm (disc 2 onwards) and Wall Market and I'm glad to see that's being considered for other towns as well. Added a further layer of immersion to a game I know inside and out.

Up to level ~65 for my main group (<3 exp plus) and have a black chocobo. Getting there very gradually! Still a tonne of things to go through.

Some of the bugs I've encountered:

-An attack in Cloud's level 4 limit break side-quest was causing the game to lock up. (I can't remember the name. Star something?)

- The machine after Cid's level 4 limit break side-quest would lock up the game after the battle. I learned this the hard way by clicking it after a pretty lengthy fight!

- I may have somehow gotten my hands on two ultimate weapons by stealing from two different disc 2 bosses via the airship. I don't think this was intended? I also managed to get a third ultimate weapon extremely easily using shop bought weapons as ingredients which didn't match up entirely with the database.

- Bomb King in extra battle actually ended up being Vorpar. Just think a name change was needed on the list :)

Just some issues I've come across but all in all really enjoying the game and it's clear that a mountain of work has went into this.

One additional question: I'm at the point where I'm missing just one item needed to create an ultimate weapon (such as the feather dropped by ultimate weapon). Is there anywhere I should be looking for these in particular?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-08 02:17:58
Possibly one of my favourite mods for FF7 so far. I haven't played through the game in ages and the whole new bosses and quests thing makes it feel like a whole new game. Not that far into the playthrough so don't know if this has changed, but just wondering if it's possible to change events and stuff so that Yuffie joins the party within the story, rather than doing the whole searching through the forest etc thing.

Maybe a certain point in the game the battle is triggered as a boss and she joins after that... Like for example when you exit Mirthil Cave for the first time rather than being transported to the world map you end up on the field where the whole original Yuffie joining you event happens, and as you walk through it you get jumped. I dunno.

Amazing work anyways!

(PS moogles as NPC's?)

Yuffie joining through a mandatory event has actually been hovering on and off the cards for a long time, specifically because people hate looking for her in the Junon area (encounter rate is at it's lowest there, unless it's level/story progress dependent) and because I need the player to have at least 8 people for the Bizarro fight at the end of the game (which is now always a three party fight).

Potential scenarios for it were:
-) Joins in Midgar (needs the most work, but would be a nice wee twist for things)
-) Joins in Kalm (I saw Cloudiar have an event here)
-) Joins in Chocobo Ranch or Fort Condor

There's a problem with each of these that have so far stopped me from working on it properly. Midgar was dropped due to the work involved at the time, and because there never seemed to be a good time for it to happen. Kalm was dropped because Cloudiar has something here already and he's a) protective of his work, and b) there's a language barrier there that might turn a misunderstanding into a pretty bad situation, like what happened with Nightmare7. And the Ranch/Condor are both optional areas, which is a pain. Mythril Mines wasn't a contender either, due to the Turks scene that happens in there. I think all in all I'd probably go for the Midgar one in the end.

I could add Moogles as NPCs, I guess. I personally dislike the little bastards but I could hide a few here and there, or y'know set up a Mognet thing.

Greetings from Scotland <:

Signed up just to say I'm having a blast with this mod and pretty chuffed to see the amount of work (still) being put into it. It's very appreciated.

Looking forward to see what is to come!

Currently having a bash at disc 3 content and being constantly challenged! Really really appreciate the little things such as more character dialogue in Kalm (disc 2 onwards) and Wall Market and I'm glad to see that's being considered for other towns as well. Added a further layer of immersion to a game I know inside and out.

Up to level ~65 for my main group (<3 exp plus) and have a black chocobo. Getting there very gradually! Still a tonne of things to go through.

Some of the bugs I've encountered:

-An attack in Cloud's level 4 limit break side-quest was causing the game to lock up. (I can't remember the name. Star something?)

- The machine after Cid's level 4 limit break side-quest would lock up the game after the battle. I learned this the hard way by clicking it after a pretty lengthy fight!

- I may have somehow gotten my hands on two ultimate weapons by stealing from two different disc 2 bosses via the airship. I don't think this was intended? I also managed to get a third ultimate weapon extremely easily using shop bought weapons as ingredients which didn't match up entirely with the database.

- Bomb King in extra battle actually ended up being Vorpar. Just think a name change was needed on the list :)

Just some issues I've come across but all in all really enjoying the game and it's clear that a mountain of work has went into this.

One additional question: I'm at the point where I'm missing just one item needed to create an ultimate weapon (such as the feather dropped by ultimate weapon). Is there anywhere I should be looking for these in particular?



Ah, a fellow Scot! Glad you're enjoying the end-game, I always feel that's where things need the most improvement for NT due to balance issues. Thanks for the bug reports, I forgot to mention the Lv.4 sidequest fixes in my notes. The steals are something I'm actually going to have to tweak because the rares aren't as rare as I thought, and folk have been telling me that they feel it spoils it a little bit when they get something very strong early-game. I'll have a look at what's available from the shops too, I often lose track of what can be bought from Junon, etc. on Disc 2/3.

The special items required (some are key items) are found in the Dark Cave sidequest, one of the Materia Caves, certain Lv.4 sidequests, and from  the Kalm Traveler.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-04-08 03:49:13
Hey again Chief! I've been enjoying working through the extra battles, and I'm making progress with the materia caves. Got a couple of final weapons. (I noticed I've picked Red's up somewhere from a steal or drop- not sure where)
Cloud has hit the level cap, but I've managed to get him up to Lv71 from some battles giving fixed EXP (SPOILER:Like X-Guard Scorpion turning up AGAIN in Corel when you talk to the guy up front) I was going to try and identify which ones were doing this, but I'm glad I didn't as you're getting rid of the cap!  :D

About the stuff-
-) Character-specific 'Ultimate Armor': at present, there's 7-8 pieces of Armor that have been, for way too long, 'set aside' for use in the New Game+ that's being made at the end of NT's development. It's probably about time to change this, and make these armors available now. Some have already 'leaked through' due to there not really being enough left over to dish out as rewards for beating end-game monsters.
An idea I had for it was to tailor each of the 8 armors to be used by a specific character, and perhaps develop some kind of sidequest around them. What would people think about that? It'd mean armors like Mystile, Imperial Guard, Ziedrich, etc. only being available to one character.
This sounds good to me- I'm a big fan of the diverse stats across the party, as well as weapon utility (255% hit, status effects, blood sword), and special armours would make this even more cool! And how could I say no to more quests?
Not sure how tricky it would be to implement, but I had an idea reading this of an accessory which allows the character to equip someone else's exclusive armour at the expense, obviously, of an accessory! (Maybe it could be given by the crossdressmaker in Wall Market when you return, as there are implications to this ability...)


-) Difficulty settings: Due to the way the new damage fix works, it's on the cards to create an in-game difficulty setting that adjusts enemy strength/AI. This may be pushed back to 1.4 depending on how it pans out. But the thing here is that it'd be possible to add other options, such as challenge conditions like No EXP, etc. Any ideas for what you'd like to see as options that could be toggled in-game?

This sounds quite useful, and would increase replayability a ton. No EXP makes sense, maybe also a "Low EXP" where only bosses or mandatory fights give EXP to allow limited growth but remove the need to run from every random encounter (always feels cheap to me- those monsters should die!) to stay low.
A possible way to decrease difficulty would be to increase AP gain/decrease the AP cost of materia, allowing stronger spells earlier, but MP becomes an issue... I'm not fully convinced, but hey- it might help ya! Maybe learn limits faster?


-) Alternate character stat-building: At present, the character's stats are based on traditional trees that have an upper limit of 100 and steadily rise as you level up. The alternate system would have player stats be static throughout, with the player deciding which stats to develop so that they can 'build' and customise each character. This'll likely need to be tested by people in Arrange first, but just mentioning it as a potential development for NT 'Original' if it proves popular.

My gut feeling is that this removes some of the coolness that is character diversity, by allowing anyone to be anything again- but without weapons to support these stats, the 'unexpected' builds would be less useful than the 'standard' ones. I feel like it would also allow fools like me to make terribly unbalanced min/max builds leaving the mod to face a wide array of party abilities to challenge.
That said, it sounds like a really interesting thing to do technically, and I'm certain that some people would love such control over the system, especially in limited level challenges or whatever- so providing it as an option wouldn't be a bad thing. It's just not my cup of tea. :)

RE:Yuffie joining event, I agree it sounds like a good solution to the 8 party members final battle problem, as well as saving on frustration trying to get her near Junon. I'm sure you'll find a good place to squeeze her in, from the care and attention to detail I've seen already in new dialogue and events! (I loved Kalm and Wall Market disc 3, and am excited to hear of more!)
And weather and time varying in towns are sick!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-08 04:24:14
Hey again Chief! I've been enjoying working through the extra battles, and I'm making progress with the materia caves. Got a couple of final weapons. (I noticed I've picked Red's up somewhere from a steal or drop- not sure where)
Cloud has hit the level cap, but I've managed to get him up to Lv71 from some battles giving fixed EXP (SPOILER:Like X-Guard Scorpion turning up AGAIN in Corel when you talk to the guy up front) I was going to try and identify which ones were doing this, but I'm glad I didn't as you're getting rid of the cap!  :D

Yep, no more cap. It was a sloppy counter-measure and it didn't really do the trick anyway.

Hey again Chief! I've been enjoying working through the extra battles, and I'm making progress with the materia caves. Got a couple of final weapons. (I noticed I've picked Red's up somewhere from a steal or drop- not sure where)
Cloud has hit the level cap, but I've managed to get him up to Lv71 from some battles giving fixed EXP (SPOILER:Like X-Guard Scorpion turning up AGAIN in Corel when you talk to the guy up front) I was going to try and identify which ones were doing this, but I'm glad I didn't as you're getting rid of the cap!  :D

About the stuff-
-) Character-specific 'Ultimate Armor':
This sounds good to me- I'm a big fan of the diverse stats across the party, as well as weapon utility (255% hit, status effects, blood sword), and special armours would make this even more cool! And how could I say no to more quests?
Not sure how tricky it would be to implement, but I had an idea reading this of an accessory which allows the character to equip someone else's exclusive armour at the expense, obviously, of an accessory! (Maybe it could be given by the crossdressmaker in Wall Market when you return, as there are implications to this ability...)

I don't think that can be done, at least not without something like 7H; it's a good idea, though.


-) Difficulty settings:

This sounds quite useful, and would increase replayability a ton. No EXP makes sense, maybe also a "Low EXP" where only bosses or mandatory fights give EXP to allow limited growth but remove the need to run from every random encounter (always feels cheap to me- those monsters should die!) to stay low.
A possible way to decrease difficulty would be to increase AP gain/decrease the AP cost of materia, allowing stronger spells earlier, but MP becomes an issue... I'm not fully convinced, but hey- it might help ya! Maybe learn limits faster?

Low EXP could work a lot better than No EXP; might be too tough to make it through on the starting levels.


-) Alternate character stat-building:

My gut feeling is that this removes some of the coolness that is character diversity, by allowing anyone to be anything again- but without weapons to support these stats, the 'unexpected' builds would be less useful than the 'standard' ones. I feel like it would also allow fools like me to make terribly unbalanced min/max builds leaving the mod to face a wide array of party abilities to challenge.
That said, it sounds like a really interesting thing to do technically, and I'm certain that some people would love such control over the system, especially in limited level challenges or whatever- so providing it as an option wouldn't be a bad thing. It's just not my cup of tea. :)

How it would work is that there's only specific ways that characters can be built, mostly boosting their key stats but with the option to take a weaker boost in order to cover their secondary or weak stats; here's an example. Every time a character 'ranks up' (maximum of 4-5 times), the player picks one of three source packs for the character. Here's what Barret & Aeris would have available (for comparison):

Barret
-) Str +10, Dex +10
-) Str +5, Vit +10
-) Vit/Spr +15

Aeris
-) Mag +15
-) Mag +10, Spr +15
-) Mag +5, Vit/Dex +10

I've got this set-up in Arrange currently so that these sources have to be spent on the character before the script will continue (otherwise it displays a message and puts you back into the menu until all the given sources are used). It's less automated than leveling so it would need to check out with Arrange first, but it's on the cards if it works out.

I agree that it could be potentially tough to balance, with certain options being more potent than others/trivializing the game if they're not set up correctly. But at the moment I feel that the character stats are actually quite similar and it's only the stats from weapons that are properly diversifying them at the moment. The system for this source-based character development is up and running in the Arrange Beta, but it's still early days for the actual boosts themselves and it might not be to everyone's liking. If that proves to be the case, it'll stay in Arrange.

RE:Yuffie joining event, I agree it sounds like a good solution to the 8 party members final battle problem, as well as saving on frustration trying to get her near Junon. I'm sure you'll find a good place to squeeze her in, from the care and attention to detail I've seen already in new dialogue and events! (I loved Kalm and Wall Market disc 3, and am excited to hear of more!)
And weather and time varying in towns are sick!!

Always happy to hear positive feedback about new dialogue, I usually worry a lot when adding any and spend quite a lot of time even over 'simple' lines to try and get them sounding right. As for Yuffie, I'm sure something will come to mind. It'll be either Midgar or Kalm.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-04-08 05:09:49
Aha! That system sounds pretty good- more of what you want from that character and no constant fiddling, just some distinct choices! Would you get these events to happen through level ups or story progress? Would be satisfying to get some stat boost for character-specific events (and manages the stat progression for bosses a bit), as well as encouraging a bit of musical chairs with the party slots to try out new things (I found the weapons were already getting me to do this). Although certain characters get a lot more screen time than others, so it would need thinking about.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: ManuBBXX on 2015-04-08 12:11:49
Would like so much enjoying this mod !
But I run with 7H, and there is only 1.2 support so far I know..  ???
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-04-08 13:00:50
any update on the fix for master materia bahamut damage not being absorbed with elemental-shout linked on armor? (i might be wrong but i swear ive absorbed shout attacks in the past with this)
and flagging pearl damage as holy/remvoing all link capability from it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-08 13:17:16
any update on the fix for master materia bahamut damage not being absorbed with elemental-shout linked on armor? (i might be wrong but i swear ive absorbed shout attacks in the past with this)
and flagging pearl damage as holy/remvoing all link capability from it

Yeah, I fixed the Pearl thing (element + link flags) but I haven't looked at the summon attack being used by that enemy yet.

Would like so much enjoying this mod !
But I run with 7H, and there is only 1.2 support so far I know..  ???

I can work with 7H files now, and Elyza has some time-off coming up so hopefully we can start working toward making NT more compatible with other mods and get 1.3 into the catalog.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-08 14:42:43
hey sega chief

there is 1 softlock problem on your mod still

when someone talks to the NPC standing next to the piller on your new dark cave sidequest, it softlocks the game
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-08 15:12:32
I didn't know about that one; I'll add it to my notes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-04-08 16:43:16
Hi Sega Chief, I've noticed your message but I can't answer, I'm not allowed to send PM.
So I come there to thanks you and... not asking other question here i won't spam your thread.
Your answer in PM is sufficient for now I'll experimente
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: rgmarks on 2015-04-08 21:35:17
Really nice and polished mod, im in just the beggining and i was wondering how much difficult this mod adds to the game. Lets say that the vanilla game is "very easy" on difficulty, what would be new threat?  "normal"? "hard"? "very hard"?
Edit: And how it compares to "gjoerulv's Hardcore mod" ?
thanks and sorry the bad english.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-08 22:31:02
It's tough to say, we'll say normal for the most part with a few hard fights here and there (but it depends on the player's approach, their experience with the game, and how adaptable they are; even something as simple as ATB settings can change the game drastically). One problem right now though is that the level cap doesn't really do the job it was originally intended to do (which can result in the game slipping right back to very easy when you're doing end-game stuff at Lv.60+) but the replacement will sort it out once the update is finished.

As far as a comparison goes, NT and Hardcore have different pacing; Hardcore was designed to push a player's knowledge of the vanilla game to the limit as the enemies there are designed to combat the myriad of OP mechanics at the player's disposal. A lot of the later bosses are also more like 'puzzles', and overall the mod is a long, grueling, but ultimately rewarding experience (and a player generally comes away with a much better understanding of the game's battle system by the end of it).

NT on the other hand is about speed and adjusting mechanics to try and find a stable curve that's accessible to more people; the main 'feature' of NT, though, is freshening the game up for people who are already very familiar with it. The goal was to make fights different and challenging, but intuitive and benign enough that they could be figured out quickly and beaten. That being said, there's a few fights in NT that can be quite tricky.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: rgmarks on 2015-04-08 22:40:38
wow, nice, i think i get it now. Good to know, im gonna wait for the next update of new threat, any idea when its coming out?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-08 23:31:19
Tough to say, there's still a few things to do; within two weeks is the most likely.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-04-09 00:25:25
Oh yeah, reading about pearl reminds me that you can still cast it while turned into a frog- not sure if that's included already in your fix.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-09 00:37:51
Oh yeah, reading about pearl reminds me that you can still cast it while turned into a frog- not sure if that's included already in your fix.

Can you? That's quite interesting; I wonder if that's to do with the flag or the actual animation used itself. If it's the animation, then might not be much to be done about it. But I think the Frog status cancels the Magic command at least, although it could still be used with Magic Counter/Final Attack (assuming Planet Materia hasn't been mastered).

By the by, here's a screencap of the 'evening' shade I've went with. Let me know if it looks evening-y enough:

http://imgur.com/fnE1cqL&XdLwAdE#1

And a cap of the regular screen for comparison:

http://imgur.com/fnE1cqL&XdLwAdE#0

Edit: Had to jump through a few hoops, but NT will now have a Normal and Expert difficulty setting that will be set at the very start of the game (just after Barret runs off). Expert will boost enemy parameters, half EXP, and unlock stronger attacks. It'll also affect certain things on the field too, so keep an eye out if you play it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-04-09 04:47:17
I think in the base game you are still able to cast 'Toad' while under the status effect (to turn you back), and it looks like 'Pearl' has taken on this property in the change. The new 'Lagomorph' spell can't be cast while a toad (I just checked), maybe it would be a suitable candidate to switch with 'Pearl' if you can't change the property?

Oh yeah, and that colour looks good! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-09 15:02:23
hey sega chief

are you gonna add store hours to this mod as well
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-09 15:29:58
hey sega chief

are you gonna add store hours to this mod as well

No, shops and any important NPCs will be always be available.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Mirenheart on 2015-04-11 05:54:23
Heya Sega Chief, it's been a while. I was that odd guy who watched your FF7 Gjoerulv's Hardcore Mod videos while playing through the mod, and I commented on the videos as I got to the bosses. I had mentioned that Demi worked on several of those bosses.

I finally decided to pick this mod up and play it through. Almost instantly, I'm having a problem. When using Cure+All, the spell seems to be reflecting off my characters, and I have no idea why. I tried looking around some for info on it, but I ant find any. Would this possibly have something to do with the ALL materia itself? or maybe the luck -2 it gives perhaps? or is it just chance that ive only used Cure against enemies that cast reflect on me?

Specifically this has happened in various random battles in the second reactor and against the Buster boss after it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-11 11:39:11
You're being given the Reflect status by certain enemies in the Reactor. Special Combatants use an attack called Beta Wave after several of their turns have elapsed, which inflicts the Reflect status (a kind of prelude to what the boss uses; they can usually be killed before they use this). Plasma Buster himself opens with Rainbow Bomber which sticks Reflect onto the entire party. For that, healing items are the way to go as they're a little more potent in this mod (300HP when using a potion in-battle). If you don't have enough of those, they can either be dropped by the local enemies or you can get rid of Reflect either by bouncing a spell off the afflicted character four times (Bolt would likely be the best choice) or if the character is killed and revived (last resort).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-11 11:50:36
Hey

would anyone know how to make a patch on genesis063 mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-11 12:07:50
hey

keep up the great work on this mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: SenMithrarin85 on 2015-04-11 13:25:55
Hey, Sega. Just wondering if you could give my friend some advice. He's attempting to defeat the Bomb King, Gil Turtle and Godberry bosses and is at a loss. Could you give some advice about them? Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-11 14:57:41
I'm on my lunch break just now; when I finish my shift at 22:00 tonight I'll run through the info on those bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-04-11 18:45:56
Hi SegaChief
What kind of issue can happen if I mix your patch with my own scene.bin/kernel.bin ?
My guess is that some battle would be broke since the scene.bin are different, but I could still edit the scene that make problem.
But maybe there is some other issue that can be expected.
I've look the Let's play from LetCreativityPlay on Youtube; your mod is very well made and Im wondering if I can mix up your fflevel and battle.lgp with different scene/kernel
My main reason is that I won't loose the change I made on kernel/scene but still want have the stuff you made :d (the lazyness ll kill me a day)

PS: i got the french version of the game in case that help.

EDIT: well I'm aware this request sound "egoist" and you probably don't had the time before for try this and maybe you don't know what can happen. I'm going to experiment it anyway and give you feedback about if you want.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-11 21:37:47
Hi SegaChief
What kind of issue can happen if I mix your patch with my own scene.bin/kernel.bin ?
My guess is that some battle would be broke since the scene.bin are different, but I could still edit the scene that make problem.
But maybe there is some other issue that can be expected.
I've look the Let's play from LetCreativityPlay on Youtube; your mod is very well made and Im wondering if I can mix up your fflevel and battle.lgp with different scene/kernel
My main reason is that I won't loose the change I made on kernel/scene but still want have the stuff you made :d (the lazyness ll kill me a day)

PS: i got the french version of the game in case that help.

EDIT: well I'm aware this request sound "egoist" and you probably don't had the time before for try this and maybe you don't know what can happen. I'm going to experiment it anyway and give you feedback about if you want.

I wasn't ignoring you; if you read my post above, I said I was going to be at work until 22:00 (10pm). Now, regarding what you're doing there are two serious things that are likely to happen (assuming you're working from a default scene/kernel and not NT ones):

1) You are going to get crashes when the game tries to load encounters that don't exist or which have no data in your scene.bin. Earliest this could potentially happen is in the 1st Reactor when you free Jessie's leg, but you might get a working debug fight for that and avoid the issue. You'll definitely encounter a crash sooner or later though.

2) Certain items are given out by enemies/events that are new, but they'll have 'blank' data in your kernel. Not sure how this will go down; I don't know if they'll cause a crash or not.

As far as using french files goes though, it should be compatible with the flevel, etc.

Hey, Sega. Just wondering if you could give my friend some advice. He's attempting to defeat the Bomb King, Gil Turtle and Godberry bosses and is at a loss. Could you give some advice about them? Thanks.

This might depend on which version he's playing; if it's 7H then it'll be 1.2, but if it's the normal installer then it'll be 1.3. There were some changes to these enemies between versions; I'll go with the 1.3 version of these enemies but if it is 1.2 then let me know.

Spoilers follow; to see the text, highlight it.

-) Gil Turtle

This guy's main trick is that he tries to store up MP so he can use a 'burst' of Contain spells when he's below half HP, or to use Foreclosure which can trigger anytime when a counter rises above 3; this counter will increase whenever Gil turtle has an 'inactive' turn. He only has 400MP total, so if you can keep this down it'll cripple these attacks. To do this, you might need to consider MP-damaging attacks and to keep your own party's MP as low as possible, to prevent Turtle from draining your MP to restore his own.

As far as your attacks go, you'll want to use Earth in some way (either as + Elemental in the weapon, or the spell) and having a Reflect Ring can help bounce back his own Contain spells for some extra damage if you rely on items to heal. He has 35,000HP overall and the Sleep status works on him, so try hitting him with that if you need some breathing space.

-) Bomb King

The King appears with four enemies called Vassal Bombs that will remove a party member from the battle if their HP reaches 0 and they detonate. So in addition to keeping your own party alive, you'll need to juggle keeping these Bombs alive too. The kind of attacks King will use also depends on how you hit him; if you favour physical attacks, he'll use physical attacks as well. If you use Magic, he'll favour Chain Detonation which hits everything on the field + has a chance to inflict Dual Drain. You can counter Dual Drain on the Bombs by either casting Dispel or Regen on them, or by applying Resist to them through either the Resist spell or a Vaccine item; Dual Drain is 'invisible' normally, but you can keep an eye on the Bombs' HP using Sense as they each have lower than 30,000HP.

The Bomb King has about 134,000HP, and will periodically counter magic damage with the Beta enemy skill. You can either Silence him to prevent this counter, or you could maybe equip fire absorption to have it heal you instead; if you do go with magic damage, then make sure to keep the Bombs' HP topped up, keep an eye out for them getting inflicted by Dual Drain, and watch out for an alternate version of Chain Detonation which, like Aps' Sewer Tsunami, will hit your party for back-attack damage. Barrier is definitely recommended, along with equipment for high physical defence. For damage, the Earth element is effective again but don't use anything with the Shoot element (some of the Bahamut summons will have this element).

-) Goldberry (the current name is a typo)

This is a complicated one. The fight is opened with Chef's Curse which sets a flag to have the party absorb the Restorative element. ThGoldberries have a chance to counter damage with one of 5 different variations of Golden Grudge:
#1) Inflicts damage equal to number of escapes, inflicts Poison, Confu, Mini, Dual, and Death Sentence.
#2) Inflicts 1/8th of current MP as damage, inflicts Reflect
#3) Increases the size of the target (no negative effects)
#4) Inflicts damage equal to half of the target's Max HP
#5) Inflicts damage equal to 3/4 of the target's Current HP

But the bamfoolery doesn't end there. When a Goldberry moves right, they get the Reflect status. When they move left, they get the Peerless status which doesn't display until they are struck. When they move forward, both these statuses are removed. You can also remove these faster by casting Debarrier on them.

To kill them, the best/fastest method, but riskiest, is to sweep the Goldberries with strong multi-target magic and then trying to recover from the counter-attack. If your friend beats Bomb King first and gets Quadra Magic, they can use that with a Summon or a spell like Ultima. For healing, use elemental damage/absorption (for instance, if you set your party up to absorb Fire damage you can use Fire spells to heal up; Goldberries don't have any attacks that Barriers will help with, so MBarrier isn't needed).

Hope that helps.

Edit: My effort to hide the text was an abject failure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-04-11 23:49:33
Quote
I wasn't ignoring you

I did not said this, it's a misunderstood, look like I've to work my english more. Sorry about that.

Anyway thanks for the answer.

1)Ok it was I tought, so basically when a crash appear due to this, the thing to do is to check the encounter call with Makou Reactor and then check out on Proud Clod.

For example if you call the battle 1008 with Makou, then I've to check the scene, which is 3F0 in PrC and make sure that scene is a working battle. Right?

2)Well I tried this, it don't crash the game, the item are just "dummy" and are unusable but sellable in shop :D
In fact I already made custom item to replace the blank space in wall market. It could be funny to see what item I can found.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-12 03:34:54
1)Ok it was I tought, so basically when a crash appear due to this, the thing to do is to check the encounter call with Makou Reactor and then check out on Proud Clod.

For example if you call the battle 1008 with Makou, then I've to check the scene, which is 3F0 in PrC and make sure that scene is a working battle. Right?

2)Well I tried this, it don't crash the game, the item are just "dummy" and are unusable but sellable in shop :D
In fact I already made custom item to replace the blank space in wall market. It could be funny to see what item I can found.


Pretty much. Whenever a crash occurs as a battle tries to load, you'll need to check the field screen (the encounter table if it was a random battle, the scripts if it was a boss battle) and then change it to something that exists in your scene.bin. The way I work out which scene a battle is in is by dividing the number by 4; so battle 1008 would be 1008/4 = Scene 252. Each scene contains four formations, so if you have a remainder left over from the division then:

1008/4 = 252.0 (1st formation)
1009/4 = 252.25 (2nd formation)
1010/4 = 252.50 (3rd formation)
1011/4 = 252.75 (4th formation)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-04-12 08:22:26
For Bomb King, one of the things that helped me out a bunch was the little bombs being vulnerable to 'Remove', I think I probably got Quadra Magic a bit earlier than I would have otherwise as a result. Not sure if this option is intentional, as it seems I missed out on a cool battle as a result!  ;) (the thought of healing them didn't occur to me- I figured it might be a time limiting thing like some of the other bosses) thinking about it now, 'Finishing Touch' would probably be super effective!

I'll have another stab at the Goldberries next, as I've cleared the extra battles (lots of fun). Did you say the 'Hero's Medal' was there to trigger a tougher final battle?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-12 13:02:35
For Bomb King, one of the things that helped me out a bunch was the little bombs being vulnerable to 'Remove', I think I probably got Quadra Magic a bit earlier than I would have otherwise as a result. Not sure if this option is intentional, as it seems I missed out on a cool battle as a result!  ;) (the thought of healing them didn't occur to me- I figured it might be a time limiting thing like some of the other bosses) thinking about it now, 'Finishing Touch' would probably be super effective!

I'll have another stab at the Goldberries next, as I've cleared the extra battles (lots of fun). Did you say the 'Hero's Medal' was there to trigger a tougher final battle?

Yeah, the medal triggers a different version of the final battle. There's a save point just before it though, so no worries.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-04-12 19:20:56
Hm, somehow the installer won't patch the fflevel.lgp . It patched scene.bin kernel.bin kernel2.bin battle.lgp char.lgp as well.
I did try all the link provides in the first post, I'll try to restart my pc right now maybe it's the problem (my bad there is some windows update that wait for a restard damn : d )

At first it said me some files was protected in writing, I did double check, there is none file that are in "read only" .
Going to reboot the PC.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-12 19:37:04
Make sure that the installer is set to Admin, is unblocked, and has full writing permissions; to set writing permissions, go into properties then security tab and for Users, edit the permissions for full control. Alternatively, you could make a copy of the data folder and put it on your Desktop; that way it won't be in a protected folder like Program Files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-04-12 19:41:09
Was going to edit . The PC reboot did not change anything.
I never install games in Progam Files for this reason. My FF7 is on C:\Square Soft, Inc\Final Fantasy VII

Quote
  to set writing permissions, go into properties then security tab and for Users, edit the permissions for full control.

Let's try.

EDIT:

(http://image.noelshack.com/minis/2015/15/1428869457-screen0001.png) (http://www.noelshack.com/2015-15-1428869457-screen0001.png)
So I did notified this option (I've never seen this before) and clicked on unlock.

(http://image.noelshack.com/minis/2015/15/1428869454-sans-titre.png) (http://www.noelshack.com/2015-15-1428869454-sans-titre.png)
(http://image.noelshack.com/minis/2015/15/1428869457-sans-titre2.png) (http://www.noelshack.com/2015-15-1428869457-sans-titre2.png)
Then I did check this.

(http://image.noelshack.com/minis/2015/15/1428869467-screen0004.png) (http://www.noelshack.com/2015-15-1428869467-screen0004.png)
(http://image.noelshack.com/minis/2015/15/1428869472-screen0005.png) (http://www.noelshack.com/2015-15-1428869472-screen0005.png)
Also got a look for data. I did the thing you adviced , put the files in desktop. I also desactived my antivirus in case he was the thing that break. (you can see on the screen the avira is closed).

(http://image.noelshack.com/minis/2015/15/1428869474-lasttry01.png) (http://www.noelshack.com/2015-15-1428869474-lasttry01.png)
(http://image.noelshack.com/minis/2015/15/1428869479-lasttry02.png) (http://www.noelshack.com/2015-15-1428869479-lasttry02.png)
But It won't patch fflevel anyway.

EDIT2: same result by putting the installer and the data folder in the public deskop.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-04-12 23:09:41
So I tried to make a fresh installation, in C:\Games\FF7 then did make sure all files are not in read only and got the writting permissions.
Then I downloaded Firefox for Redownload the installer on it, in case Chrome just fkced up.

Then I tried again and same problem the fflevel won't patch, It look like the installer don't recognize the fflevel I got.
I won't say stupid things but maybe it's cause I've the fflevel designed for french version? But in this case it should not success on other files, it's odd.
Unfortunaly, I don't have an english copy of the game to check if it's the issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-12 23:29:17
First off, if you have a custom scene & kernel (or any other files) you shouldn't be using the main installer. It'll overwrite everything. As for the flevel, it might either be the install location that's throwing it off or the flevel is too different/in a different location due to being the french one. Is the flevel in this address:

data/field/flevel.lgp

...or is it in a differently named folder because it's a different language version? Your scene/kernels should be in a folder with a different name too (not lang-en, it'll be lang-fr or something).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-04-12 23:49:14
Don't worry for my custom scene, i'd backup.
The folder location is the same. C:\Games\FF7\data\field
In fact all the folder got english name.

Also forgot to said that i'm with an Original 1998 game version, so I don't have the folder lang-en /lang-fr etc .
There is a screen of what my FF7 folder look like with Aali custom driver

http://image.noelshack.com/fichiers/2015/16/1428882528-sans-titre.png

EDIT: just noticed that you call the file flevel.lgp
In C:\Games\FF7\data\field my file is named fflevel.lgp

EDIT2: so yeah I did rename my file fflevel.lgp in flevel.lgp and It did the trick, the installer got it and patched it.
This is the issue.

EDIT3: the game crash now with the file named flevel.lgp  , but just had to rename it in fflevel.lgp and it work.
You should notify this on the first post, in case someone get the same problem. : X

EDIT4: the hotfix patch for the flevel have the same issue (well it's not really an issue, just some unexpected stuff), it won't patch a file named "fflevel.lgp" but he is fine with "flevel.lgp"
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-13 00:19:35
Ah, so that's what it was. When you wrote fflevel the first time, I thought it was a typo. So the different regions have different names for their files on the 1998 version; I better add that info to the thread.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-04-13 00:31:54
I'm glad that my "problem" give you some new information  :-D
Im going to start a new game and enjoy your mod aswell, cya bud' :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-13 01:45:16
Hope you enjoy it, bud; if you run into any trouble, let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Mirenheart on 2015-04-13 06:11:34
not sure if this was mentioned yet, but manipulating Beach Plugs seems to have a problem with Big Guard. as for them its still a multitarget skill, but the actual skill itself is only single target.
This causes big guard to randomly target, which has led me to about 10 minutes of rage trying to get big guard to be used on the one person who actually had Enemy Skill, and continually failing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-13 12:55:58
That's bizarre, I'll try editing the flags for the skill in the scene but I'd assumed it would pull that info from the kernel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-13 13:20:04
hey sega chief

will the tifa bootleg mod work with your mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-13 17:28:32
I don't think it works properly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Mirenheart on 2015-04-13 22:46:26
Thought I'd bring something else up. I got a Luck Source in Nibelheim from one of the caped guys on the second floor of the southern most house, and from the one in the kitchen of the inn. I remember you saying you removed all the sources for the moment, so I wasnt sure if this was intentional or if you simply missed it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-13 23:52:22
It's been mentioned before, but I don't know if I forgot about it (again) or if it's still present in the 1.2 7H version. I'll double-check the main installer files in any case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-14 00:37:55
hey sega chief

how can i install your mod on 7th heaven
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-14 01:13:24
Currently it's done through Alyza's catalog, it's under the Gameplay modifications category.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: natepley on 2015-04-14 02:09:05
Hi Sega Chief,

I've talked with you before on the Insane Difficulty forums.  I was the guy with a long list of ideas for modding FF7 including adding some elemental spells, reintroducing tonberries and ochus, displaying weapon bonuses, etc.  I played your mod up to Junon, but I haven't really been playing games at all since then.  Life is taking me in other directions for now.  But I do get on these forums and read about the progress you're making.  I can't wait to play the mod again soon!

Last night I woke up with another idea about how to change AP growth so that players can only equip materia that they want to use and don't have to worry about loading up on materia for AP grinding.  I'm not sure if it's possible, but it seems like it could be cool.  It's related to your idea for changing how characters grow their stats through events rather than experience.

What if players gained/upgraded new spells (Fire -> Fire2) through events or quests, rather than having to keep Fire materia equipped for the entire game to keep leveling it up.  If an event leveled up the materia, then players would only equip Fire when they really wanted to use it.  Events could also be used to power up summons.  At least in the PSX version, I assume that different discs of the game could have different strength levels for the same attack, so in disc 3 Choco Mog could be stronger than in disc 1 (I think this is the case) so it could still be a viable attack throughout the game.  Not sure if something like this could be used in the PC version.

Thanks for being open to hearing my ideas and I hope they're helpful!  I don't know if they're possible or would be popular, but I think they'd be pretty cool!

Nathan
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Mirenheart on 2015-04-14 02:12:58
It's been mentioned before, but I don't know if I forgot about it (again) or if it's still present in the 1.2 7H version. I'll double-check the main installer files in any case.

ahh, I used the "Main Installer - 11th March 2015" version
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-14 03:18:37
Hi Sega Chief,

I've talked with you before on the Insane Difficulty forums.  I was the guy with a long list of ideas for modding FF7 including adding some elemental spells, reintroducing tonberries and ochus, displaying weapon bonuses, etc.  I played your mod up to Junon, but I haven't really been playing games at all since then.  Life is taking me in other directions for now.  But I do get on these forums and read about the progress you're making.  I can't wait to play the mod again soon!

Last night I woke up with another idea about how to change AP growth so that players can only equip materia that they want to use and don't have to worry about loading up on materia for AP grinding.  I'm not sure if it's possible, but it seems like it could be cool.  It's related to your idea for changing how characters grow their stats through events rather than experience.

What if players gained/upgraded new spells (Fire -> Fire2) through events or quests, rather than having to keep Fire materia equipped for the entire game to keep leveling it up.  If an event leveled up the materia, then players would only equip Fire when they really wanted to use it.  Events could also be used to power up summons.  At least in the PSX version, I assume that different discs of the game could have different strength levels for the same attack, so in disc 3 Choco Mog could be stronger than in disc 1 (I think this is the case) so it could still be a viable attack throughout the game.  Not sure if something like this could be used in the PC version.

Thanks for being open to hearing my ideas and I hope they're helpful!  I don't know if they're possible or would be popular, but I think they'd be pretty cool!

Nathan

I'd quite like a way of having Materia/spells be learned without player's feeling a need to load up on Materia, but we only have one set of files to work with on PC rather than three discs (or nine, if I remember what I read on Roden's thread correctly) like the PSX version. We do have 7H, though so it's not impossible to buff spells as you go through the game.

As far as learning spells through events go, I don't think I can add AP to a Materia from the field. I can have Materia be picked up with a pre-set amount of AP already on it (there's a Lv.3 Destruct Materia in the dark cave sidequest, for instance) which can maybe offer something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: natepley on 2015-04-14 06:13:26
I'd quite like a way of having Materia/spells be learned without player's feeling a need to load up on Materia, but we only have one set of files to work with on PC rather than three discs (or nine, if I remember what I read on Roden's thread correctly) like the PSX version. We do have 7H, though so it's not impossible to buff spells as you go through the game.

As far as learning spells through events go, I don't think I can add AP to a Materia from the field. I can have Materia be picked up with a pre-set amount of AP already on it (there's a Lv.3 Destruct Materia in the dark cave sidequest, for instance) which can maybe offer something.

Thanks for your quick answer!

I guess if I knew that, whenever the author of the mod felt it was time for the player to have bolt 2, I'd receive/win/find a level 2 lightning materia (then maybe later a shop that sells level 2 materia), then I wouldn't need to always have my lightning materia equipped unless I wanted to use bolt or pair it with Elemental materia.  Once I get my level 2 lightning materia, I could either save my level 1 materia to raise with AP later or sell them.  This kind of system could make a physical tank with slotless equipment much more useable without the regret of missing out on AP.

As for the summons, I really don't know anything about 7H so I'll take your word for it.

From your answer it sounds like something similar to what I imagined could be possible.  That's exciting.  I'll keep following your progress till I'm ready to pick up a controller again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-14 13:30:03
I'm rebuilding the Arrange beta at the moment, so I'll have a shot at implementing this into it and see if it works out or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: natepley on 2015-04-14 13:59:52
Sweet!  I'll keep reading the forums to see what happens!  Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-14 14:18:35
hey sega chief

where in the Gameplay modifications category on 7th heaven can i find your mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-14 15:13:00
You need to install the gameplay categories first, then configure it to enable NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-14 17:25:41
hey sega chief

how can i configure 7th heaven to enable your NT mod on it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-14 21:55:08
Well, once you've downloaded it through the Catalog, activate it in the Library tab (click Search first to make it appear). Then go to Active Mods and a button there will say Configure. You can select New Threat from a drop-down list in there. After you're done, click Launch Game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-14 21:56:39
hey sega chief

what is the iro link to this Catalog?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-04-14 22:12:33
I just noticed that I did not uptaded the ff7.exe , not sure if it is needed too , actually I'm running it with the ff7.exe from gjoerulv - mostly for the change he made for the limit break - so I don't know, did I need a new ff7.exe for the shops?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-14 23:11:57
hey sega chief

what is the iro link to this Catalog?

When you open 7H, go to the Catalog tab and click 'Search'. This will display the catalog by default. If nothing is shown, then you haven't set up 7H properly.

I just noticed that I did not uptaded the ff7.exe , not sure if it is needed too , actually I'm running it with the ff7.exe from gjoerulv - mostly for the change he made for the limit break - so I don't know, did I need a new ff7.exe for the shops?

The NT Mod's .exe patch is optional; actually, it's more like a prototype than an actual part of the mod itself. It isn't required in any case, and the mod should work with other .exes like Gjoerulvs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Patrick on 2015-04-15 02:42:46
Hi Sega Chief
Thank you so much for the mod! I've been playing it for the past month have been having a great time!  I'm in the endgame, and have cleared most of the new Battle Square bosses and am currently attempting to take on the Goldberries.  I just had a couple of questions/comments so far, if you wouldn't mind and have the time...
1) There is a new NPC standing at the ropeway entrance to Fort Condor. He seems to have no real purpose, am I missing something here?
2) The Lv 70 cap is great, but is there a way to give experience points to lower level members even after the party leader has reached max level?  Not like it's a real problem, but with 9 members, I would have kept Tifa and Cid at lower levels if I knew that this mechanic existed. 
3) The new cactuar boss dropped the 7777 needles, but I never received the X-ATM core after the new fight by the corel reactor.  Should I keep looking?
Thanks again for making the mod, I'll be sure to follow future progress!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Mirenheart on 2015-04-15 02:51:39
after fighting some Recon Team, I discovered the ULTIMATELY HUGE MATERIA.

(http://i.imgur.com/pxxV3LW.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-15 13:26:42
Yeah, that can happen sometimes (it's a rare game issue; cause unknown). The famous one is where Cloud will appear giant and upside down in North Corel, in a screen just besides the reactor, but it can happen in other places as well. As far as Materia goes, I think I've seen the Gravity Materia dropped by Gi Nattak go 'huge' as well. Leaving and then re-entering the screen ought to fix it, though picking up the Materia ought to get rid of it too.

Hi Sega Chief
Thank you so much for the mod! I've been playing it for the past month have been having a great time!  I'm in the endgame, and have cleared most of the new Battle Square bosses and am currently attempting to take on the Goldberries.  I just had a couple of questions/comments so far, if you wouldn't mind and have the time...
1) There is a new NPC standing at the ropeway entrance to Fort Condor. He seems to have no real purpose, am I missing something here?
2) The Lv 70 cap is great, but is there a way to give experience points to lower level members even after the party leader has reached max level?  Not like it's a real problem, but with 9 members, I would have kept Tifa and Cid at lower levels if I knew that this mechanic existed. 
3) The new cactuar boss dropped the 7777 needles, but I never received the X-ATM core after the new fight by the corel reactor.  Should I keep looking?
Thanks again for making the mod, I'll be sure to follow future progress!

Cheers for playing the mod, bud:

1) That NPC was a placeholder for a Fort Condor 'warp' that's going in, to save people from back-tracking from the other continent for each iteration of the minigame. Basically, that guy would warp you back to the town you came in from. He was supposed to be set as invisible, but I clean forgot. He should be harmless enough though.

2) I'm not a big fan of the level cap for that reason; it's quite messy and due to passive party EXP you can have characters all over the place . As of the next patch, the level cap is going to be removed in favour of something much more discreet.

3) The Core is actually dropped by a different iteration of X-ATM Scorpion, not the one fought for Barret's Lv.4 limit. It's also unmissable where it is, so no worries about losing it permanently.

\\Edit: Update Progress//

-) AI has been fully implemented for different difficulty settings. When starting the game, you'll have a choice of three difficulties to pick from. Each difficulty above normal boosts enemy level, defence, decreases EXP gain, and unlocks some special attacks/AI for certain enemies. The earliest example is the Grunt enemy in the 1st Reactor, who will pick up an attack similar to the Beta Wave used by Special Combatants in the 5th Reactor. This is all handled in-game, from a single scene + kernel. There will also be some key changes to the game's events depending on the setting so keep an eye out.

As far as the whole update goes, next on the list is fleshing out the Dark Cave sidequest; it feels a bit bare-bones to me at the moment and could be a lot better. After that's done, we're good to go.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-04-15 18:47:06
Ooh, that update sounds exciting! I've thoroughly enjoyed my time with the mod so far (Up to 90hrs now!) and another run with the difficulty ramped up (now I'm more used to it) sounds like something I'll look forward to coming back to!

EDIT: I finally managed to defeat the Goldberries!! By the skin of my teeth, too. I'm glad that the 'previous' materia caves' materia both came in handy- it's very satisfying.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-15 19:08:40
hey sega chief

are you gonna add more bosses on your dark cave side quest?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-15 21:57:59
Ooh, that update sounds exciting! I've thoroughly enjoyed my time with the mod so far (Up to 90hrs now!) and another run with the difficulty ramped up (now I'm more used to it) sounds like something I'll look forward to coming back to!

EDIT: I finally managed to defeat the Goldberries!! By the skin of my teeth, too. I'm glad that the 'previous' materia caves' materia both came in handy- it's very satisfying.

That's good to hear; I want to load up some twists into the difficulty modes so they're not just a straight-up enemy boost, so hopefully they'll make a replay worth the while.

hey sega chief

are you gonna add more bosses on your dark cave side quest?

I won't rule that out, but I'm focusing more on developing the scenario more than anything else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: krell55 on 2015-04-16 21:16:04
quick question is NT from 7th Heaven v1.2 and is their a readme for 1.2 if it is
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-16 21:25:49
Yeah, 7H's version of it is currently 1.2 still; I don't think the readme for it survived but I'll look for it.

Edit: I think this is it: http://www.mediafire.com/view/m3dgjp1jwuxph54/NT_Mod_Manual_1.2.txt
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: krell55 on 2015-04-16 21:43:34
Well that was fast. You wouldn't happen to know where accompanying database is 8-).
If not don't worry about it and thanks for the hard work on the mod and taking the time to answer my questions.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-16 21:56:42
Sorry, bud; that database appears to be gone. However, the Proud Clod tool (PrC) can open up the game's scene.bin (located in the data/lang-en/battle folder) and shows what enemies are carrying as Drops, steals, and Morphs. Not ideal, but should be handy (and it shows enemy weaknesses too).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Doully on 2015-04-18 04:02:20
Update on my previous post:

Have plowed through a fair bit of disc 3 content on and on and off basis during the last 2 weeks. Have had to put the controller down and take extended breaks for my sanity a good number of times but getting there   :-). A certain number of tonberry(tonberries?) guarding a certain materia proved more difficult than emerald and ruby combined but quadra magic and a bit of luck can get you places thank god. Definitely a much more rewarding experience having to really test yourself and not trample over everything with KoTR and mime!

Still have the last battle arena boss to go, and the dark cave having come off a long session and taking out the KoTR materia boss on my third attempt. Trying not to spoil but all I'll say is thank god for Phoenix and final attack because he has a devastating attack that pops up towards the end that had me on the brink of tears :p.

Derp moments so far: - pretty much all of the kalm traveller's extra battles decimating me. I can't explain my reaction to the reward for the earth harp fight with any dignity unfortunately lol. Still mustering up the courage to go fight the chocobo again.

- Having a horrid time in the battle arenas with luck and blowing 14k on a Zeio nut I would also steal from a goblin about an hour later. I should never assume :p. Felt a fanny.

- Getting caught speaking to Barret's catastrophe npc again proved interesting!

Happy to say I haven't really encountered any other bugs thus far and looking forward to the last few areas of content.

Small wee note: I missed the sword from rocket town in disc 1. Does this mean no masamune? :<





Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-18 13:08:46
Apologies for any psychological damage.

I'll add the Yoshiyuki to an enemy somewhere so that it's no longer missable. The Masamune itself I've been meaning to test as a 'utility' Ultimate Weapon that can be used by all the characters as an alt, just need to check that it can be used without any problems (each character has a different number of weapon models; when Vincent uses it, it takes on the appearance of his default weapon Quicksilver). I'll also replace that Zeio Nut prize with something else, to save people wasting their GP; that's likely a left-over from a time when Goblins didn't carry it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Owlteria on 2015-04-18 13:45:39
Hey Sega Chief,

Awesome mod so far. I just beat Gi Kattan, it was great battle! I'm on my way to the Nibelheim reactor now and I found two bugs or something.
1. I've read you removed all sources in the game, but is the luck source an exception? Because I found 2 luck sources in Nibelheim, the clones in the black capes drop them.
2. Clouds field model becomes invisible when I enter his home in Nibelheim. I still have control and I'm able to run through the screen, though. Not sure if this is an issue of the NT mod or of 7H in general. But I thought I tell you just to be safe.

Still, this mod is amazing. Very refreshing and I can't wait to play the extra events for the 4th limits.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-18 13:49:27
Yeah, someone mentioned recently that there were still sources kicking around in Nibelheim. They'll be gone in the next patch, but a point or two in Luck or Spirit won't cause any harm. The vanishing Cloud was due to a scripting error on my part; it'll be gone from the main installer pending the update but the 7H version is still on v1.2. It should be mostly harmless though. Tifa may also 'vanish' when entering her own house later on as a party leader.



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bukharin377 on 2015-04-18 17:43:21
Sorry if it's already been said somewhere and I'm just blind lol, but I really like the idea of different difficulty options - would you say the difficulty of the mod currently is normal? So that there would be an option to make the game easier than it is right now, and then one to make it harder? Playing on normal and then doing a new game+ on the hardest difficulty would be great for replay value in my opinion  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: krell55 on 2015-04-18 18:03:15
I just got the chokobo summons and i noticed it only has one star so it cannot be mastered what does this mean for the master summon materia from huge materia. Also you removed sources from drops but we can still farm them later once we get conformer from gelka? Sorry if these question have been answered already.(using 7H ::))
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-18 21:55:23
I was thinking of using Master Summon as a prize for something in the New Game+ expansion. As for Source farming, that was removed fairly early, I think 1.1 was when it was removed. There's a plan to re-introduce sources in a different way for 1.4 after the new system gets a trial run in NT Arrange.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-18 21:56:50
hey sega chief

how much longer until 1.4 is released?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-18 22:38:06
Couldn't put a date on it, I'm concentrating on 1.3 right now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Mirenheart on 2015-04-19 04:04:41
So, one problem i've noticed is that when you use the auto-sort for items, all the damage items are mixed up in weird ways. Is there a possibilty of making the items get ordered in a way that makes more sense, like, ordered in terms of damage LV and such? and possibly changing the BATTLE autosort option to put all the damaging items first, with healing and such after it?

The odd way the items are sorted really puts me off and has me waste alot of time crawling through the menu to find the one I want. and doing a custom order would take forever with all the items that are there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-19 15:11:02
It's always been like that for FF7, I think. Don't know if I can adjust the actual sorting criteria, the only category that seems to work properly is 'Type' which orders the inventory based on their actual item index. I'll ask around and see how it's handled.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Doully on 2015-04-19 21:47:18
Seem to be having an issue after the Hell Armor boss in the Dark Cave sidequest. Cloud is frozen on the spot as soon as the countdown begins. Have jiggled about with party members to see if that makes any difference but no luck :<
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-20 00:22:15
That's odd, I'll have a look at it.

Edit: Couple of questions-

-) Which screen does the soft-lock occur on?

-) Does the softlock occur right after fighting Hell Armor or is it after fighting the next boss on the Floor 70 balcony?

-) Do any events play, or does a timer just appear and all movement is locked?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Doully on 2015-04-20 02:58:22
Thanks for getting back to me.

The screen doesn't freeze like a normal soft-lock but instead Cloud can't move as the timer continues to go down and the screen continues to shake from the event. Have not fought any other boss after Hell Armor.

It's the balcony where you fight Rufus and dialogue works fine until the timer appears. Strangely, as the dialogue starts and the other party members appear, the 2 party members do a strange quickened up run off of the screen and re-appear as the timer appears running back towards Cloud. They continue to keep running on spot as the timer goes down.

Hope this was enough info and cheers for looking into it.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Mirenheart on 2015-04-20 07:47:44
I almost always sort by type, but even then, everything is sorted really weird.
Sorting by Type and Battle (seem to sort in the same exact way):
Healing Items
Status Recovery items
Hyper/Tranqu
Speed Drink
Hero Drink II
Vaccine
level 1 shoot items
level 2 shoot items
Status inflicting items2
Elemental Damage items
Drain Items
barrier/mbarrier/reflect items
Level 4 elementalitems
Impaler
Dirty Bomb
Moltov
level 3 shoot
level 4 shoot
Grvity items
Dazers
level 4 holy item
Chocobo greens
tent,
chocobo nuts
battery
Oversoul shard
syncher
lucky pill
Wall/shield/peerless items
level 5 shoot items
Weapons
Armor
Accessories
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: DarkMatta on 2015-04-20 16:09:52
I've go this installed. However, I don't know if this is the cause but I installed this just before the final boss and even though Aerith is standing with the rest of the party (and when I exit she is on the airship),  I cannot select her to put into my party via PHS.

EDIT: I went back onto the world map and she now appears on the PHS screen but I can't select her.

Have I gone wrong somewhere?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-20 17:04:38
Thanks for getting back to me.

The screen doesn't freeze like a normal soft-lock but instead Cloud can't move as the timer continues to go down and the screen continues to shake from the event. Have not fought any other boss after Hell Armor.

It's the balcony where you fight Rufus and dialogue works fine until the timer appears. Strangely, as the dialogue starts and the other party members appear, the 2 party members do a strange quickened up run off of the screen and re-appear as the timer appears running back towards Cloud. They continue to keep running on spot as the timer goes down.

Hope this was enough info and cheers for looking into it.


It sounds like an event is triggering prematurely for some reason; I started a playthrough of Dark Cave last night so I can see where the problem pops up. Once I've isolated it, I'll likely put out the entire update itself so you're not stuck there for too long.

I almost always sort by type, but even then, everything is sorted really weird.
Sorting by Type and Battle (seem to sort in the same exact way):
Healing Items
Status Recovery items
Hyper/Tranqu
Speed Drink
Hero Drink II
Vaccine
level 1 shoot items
level 2 shoot items
Status inflicting items2
Elemental Damage items
Drain Items
barrier/mbarrier/reflect items
Level 4 elementalitems
Impaler
Dirty Bomb
Moltov
level 3 shoot
level 4 shoot
Grvity items
Dazers
level 4 holy item
Chocobo greens
tent,
chocobo nuts
battery
Oversoul shard
syncher
lucky pill
Wall/shield/peerless items
level 5 shoot items
Weapons
Armor
Accessories

Yep, that's look like Type sorting. I guess I'm that used to seeing the order of items by Type that it seems normal to me now. I think the only way I can 'fix' it is by re-arranging items for a major version update, so it'll have to be 1.4 when this gets fixed. What I'd likely have to do is 'swap' each item so they occupy a different Index slot that's closer to their 'peers'. Problem is, this'll cause havoc for pre-existing save files and their inventory. Watch this space though.

I've go this installed. However, I don't know if this is the cause but I installed this just before the final boss and even though Aerith is standing with the rest of the party (and when I exit she is on the airship),  I cannot select her to put into my party via PHS.

EDIT: I went back onto the world map and she now appears on the PHS screen but I can't select her.

Have I gone wrong somewhere?


What's happened here is that when she dies, she's removed from PHS but still has a flag to lock her into the party (this is from the Temple of the Ancients event). In NT, she's added back in Forgotten City with these flags changed but because you've played past that point with the default game these flags haven't been changed which is why she's still locked on your save file.

It's usually best that NT is played from the start with a new game, rather than a pre-existing save file made on the default game. There'll be a lot of variables and other things that are untriggered due to this as well that might cause problems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-20 17:14:16
hey sega chief

i have a great request for your mod

my request is this, is there anyway you could add kyte as a playable party member on your mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-20 17:19:34
If I ever made another playable character, it would either be Mr. Dolphin or Mr. Hangman. Or 'Not-Aeris', as someone suggested on ID.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: DarkMatta on 2015-04-20 17:30:45
What's happened here is that when she dies, she's removed from PHS but still has a flag to lock her into the party (this is from the Temple of the Ancients event). In NT, she's added back in Forgotten City with these flags changed but because you've played past that point with the default game these flags haven't been changed which is why she's still locked on your save file.

It's usually best that NT is played from the start with a new game, rather than a pre-existing save file made on the default game. There'll be a lot of variables and other things that are untriggered due to this as well that might cause problems.

I was before Aerith died, not realising she would be brought back, but turned it off in 7H due encountering crashes. I wanted to bring her back to level her up.

I assume now then there is no other way at all via your or someone else's mod to bring her back?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-20 18:26:41
hey sega chief

when i used knights of the round metria before on bottomwell on your dark cave side quest

knights of the round did not work on that boss
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Doully on 2015-04-20 18:41:18
It sounds like an event is triggering prematurely for some reason; I started a playthrough of Dark Cave last night so I can see where the problem pops up. Once I've isolated it, I'll likely put out the entire update itself so you're not stuck there for too long.


Thanks a lot!  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-20 18:57:59
I was before Aerith died, not realising she would be brought back, but turned it off in 7H due encountering crashes. I wanted to bring her back to level her up.

I assume now then there is no other way at all via your or someone else's mod to bring her back?

I think a save editor can do it. All you need to do is disable that PHS 'locked' flag; a tool like Black Chocobo could do it.

hey sega chief

when i used knights of the round metria before on bottomwell on your dark cave side quest

knights of the round did not work on that boss

Seems that the elements on the Summon were causing it to be short range. I've removed these and made it non-elemental again. This'll be in the next patch.

\\Edit: Issue in Dark Cave Sidequest Solved//

Figured it out; a handler was supposed to be there to remove the Key to Sector 5 from the player inventory before starting it up (this is used for an event trigger, which is why it starts up prematurely and causes a soft-lock). For players already stuck, a temporary NPC will be set up that removes this Key Item from the inventory. I'll probably place them somewhere in Shinra HQ.

Edit2: Scratch that, no NPC needed. Just laid it out slightly differently.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Mirenheart on 2015-04-21 05:47:47
I was just confused by the odd ordering of the battle items, if no one else has a problem with it, then I can live without it, jsut thought I'd bring it up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-21 14:42:37
I was just confused by the odd ordering of the battle items, if no one else has a problem with it, then I can live without it, jsut thought I'd bring it up.

NFITC1 gave me some info on how it works, I'll be sitting down at some point when making 1.4 and seeing if I can shuffle items around a little.

As far as the impending update goes, it's 99% done and ready to go but I want to release all the parts together and there's still some new AI/Attacks to be added for the difficulty modes. Last minute tweaks are done though; the enhanced defensive stats are looking quite promising, small increases in Vit/Spr (defence/magic defence) are making tangible differences to the amount of damage being taken. I also went ahead and set these 8 armours as character-specific; most haven't been placed yet and weren't available prior to the patch anyway. Bear in mind that they'll sport different stats and effects to what they did originally. If people could also tell me which of these armours they currently have (if any) then I'd appreciate it. I know of Mystile, Dragon Armlet, and one or two others being drops already but it's just for my notes:

-) Imperial Guard: Cloud
-) Warrior Bangle: Barret
-) Ziedrich: Tifa
-) Fourth Bracelet: Aeris
-) Dragon Armlet: Red XIII
-) Mystile: Yuffie
-) Shinra Alpha: Vincent
-) Aegis Armlet: Cid

Cait Sith can equip any of these armours, but he can't equip either the Escort Guard or the Minerva Bracelet which are on an equivalent threshold. That's how things are right now, anyway. Could reverse that instead. Or call the whole thing off and have them available to everybody again. Let me know what you think.

I've got work today and tomorrow, so if I don't manage to get the update live by tonight then it'll be Thursday (that's my day off :3); this is also last call for any last minute additions or suggestions for balancing, etc. If there were bugs giving you grief then mention them too just in case they've slipped my mind.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-04-21 14:58:45
When the update goes up I'll be finishing my stream over the next week or two so I really look forward to it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-04-21 16:36:31
if you're changing the stats on ziedrich so its tifa only please add a hefty str bonus
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-21 21:52:23
When the update goes up I'll be finishing my stream over the next week or two so I really look forward to it!

Ah, you're alive.

if you're changing the stats on ziedrich so its tifa only please add a hefty str bonus

Will do. I'm trying to tailor each one so that they fit the character.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Yuffie1983 on 2015-04-21 22:07:41
I had a bug were when I was fighting a battle with say 4 enemy's I was only killing 2 of them  and the battle was ending but I was still getting the exp amount as if i killed all 4 seems very strange.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-22 00:28:27
That does seem strange. Do you remember what the monsters looked like, or where the battles took place? Were they boss fights?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Yuffie1983 on 2015-04-22 16:13:14
That does seem strange. Do you remember what the monsters looked like, or where the battles took place? Were they boss fights?

Yeah it was pretty much at the start of the game on the first two bombing missions and it was happening in the trains graveyard sewers and on the route to wall market, any of the enemy's around there, I got to the shinra building part to rescue Aries but I have not gone any further I am now going to wait for the update of the mod and a update for 7th heaven as well. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-04-22 20:11:55
If people could also tell me which of these armours they currently have (if any) then I'd appreciate it. I know of Mystile, Dragon Armlet, and one or two others being drops already but it's just for my notes:

Yeah, I've only found the Dragon Armlet so far in 1.3.

Cait Sith can equip any of these armours, but he can't equip either the Escort Guard or the Minerva Bracelet which are on an equivalent threshold. That's how things are right now, anyway. Could reverse that instead. Or call the whole thing off and have them available to everybody again. Let me know what you think.

I think that sounds good as is. If you wanted something specific to him maybe you could give him the Chocobracelet? Its luck bonus as well as high evade/ magic evade is pretty powerful (I've been using it on him and it's hilarious to watch him be missed by some quite powerful attacks reasonably consistently).
I have also been making use of 'Osmose' a lot- you might want to see if you think it's too strong. (I get that it's a delicate balance between over-powered and useless, mind). This is where your 'stronger materia penalties' would be handy!

Enjoy your day off!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-22 21:56:41
Yeah it was pretty much at the start of the game on the first two bombing missions and it was happening in the trains graveyard sewers and on the route to wall market, any of the enemy's around there, I got to the shinra building part to rescue Aries but I have not gone any further I am now going to wait for the update of the mod and a update for 7th heaven as well. 

First time I've ever heard of an issue like that. Have any other mods been applied in the past? Also, is it the 7H or Main Installer you've been playing from?

Yeah, I've only found the Dragon Armlet so far in 1.3.

I think that sounds good as is. If you wanted something specific to him maybe you could give him the Chocobracelet? Its luck bonus as well as high evade/ magic evade is pretty powerful (I've been using it on him and it's hilarious to watch him be missed by some quite powerful attacks reasonably consistently).
I have also been making use of 'Osmose' a lot- you might want to see if you think it's too strong. (I get that it's a delicate balance between over-powered and useless, mind). This is where your 'stronger materia penalties' would be handy!

Enjoy your day off!

I think Osmose solves a lot of problems with Ether shortages. One thing I could maybe do is tweak the MP held by random enemies; there was rarely a plan in mind when setting their max MP unless they had access to a strong attack of some kind (and most bosses just carry 3000). Could balance Osmose slightly that way.

Chocobracelet is available from Chocobo Racing as a random prize which might not be too practical; it'd be much more readily available (and from Disc 1) than the others. That being said, if it doesn't drop from the 15 won S-Rank races then it could be tricky to get...except it would be annoying too due to the RNG of getting specific prizes from races so not sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Yuffie1983 on 2015-04-23 15:46:52
First time I've ever heard of an issue like that. Have any other mods been applied in the past? Also, is it the 7H or Main Installer you've been playing from?

I think Osmose solves a lot of problems with Ether shortages. One thing I could maybe do is tweak the MP held by random enemies; there was rarely a plan in mind when setting their max MP unless they had access to a strong attack of some kind (and most bosses just carry 3000). Could balance Osmose slightly that way.

Chocobracelet is available from Chocobo Racing as a random prize which might not be too practical; it'd be much more readily available (and from Disc 1) than the others. That being said, if it doesn't drop from the 15 won S-Rank races then it could be tricky to get...except it would be annoying too due to the RNG of getting specific prizes from races so not sure.

I was playing it from 7th heaven mod with just about all graphical overhauls on it was a clean install as well using the 1998 version of the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-23 17:27:10
Right, so thinking about it the best explanation that comes to mind for it is that, like the kernel, the scene is 'chunked' in some way and if Enemy AI is separated from enemy formations then that would mean there could be extra/reshuffled enemies on the field with no AI (meaning there's a problem or conflict with the 7H installation/mod order). NT adjusted some of the enemy formations to account for time + enemy strength. When an enemy is present with no active AI, they are visible on screen but are treated as 'dead'; do these extra enemies attack or do they remain passive throughout the battle?

There's always a chance that the graphical mods (or something inside one of them) has caused a clash somewhere if it affects other files like the scene or kernel but that's probably much less likely.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Mirenheart on 2015-04-23 20:05:28
Decided to toss out a couple ideas for future stuffs that I would find interesting.

so, Plus Materias. Is there a way to change how they work, so instead of giving 50% over 5 levels, they give something like 25% for a single level, that way you can add one into the game and not worry about more being made through growth? like the summon materia?

Maybe even change them us some so they're more unique and can be used in a more intelligent manner than hording more stats. Like, change Magic Plus, so it gives a 30% boost to magic, and a -15% decrease to Strength and Vitality, and change Luck Plus to be a strength equivalent of that, +30% strength, -15% to magic and spirit.
And Speed plus could be changed to like, +25% Spirit/Vitality, +10% Dex, -35% strength/magic.
(the %'s dont have to be exact, just a suggestion.)

and then, like, add them to the final dungeon maybe (as long as they cant be found by your party members that you send down the paths, a thing that got me 3 MP Plus materia). This would allow you to set up character roles more powerfully at the cost of something else, and would work well on cloud who's so flexible.

The HP materia could just straight up be +25% HP, and maybe just keep MP Plus exactly as it is now since having lots of those isn't really a big deal.


Another idea I'd like to see is the ability to fight various WEAPONs again in some arena. Like, after the NEW THREAT content unlock at the bottom of the cave, you can go to an arena somewhere, maybe an NPC found in the desert. where you can fight WEAPONs that you've fought and beaten previously, and by doing so, you can win Source items like that, or other goodies maybe.

And if you can make the models, or get someone to help you make models, maybe add in other WEAPONS that aren't normally fought in the game, like Sapphire WEAPON that gets blown up at Junon, or Jade WEAPON from the Before Crisis game. and maybe even a couple unique ones of your own design.

One thing I always wanted to do was fight Sapphire, cause it's my favorite one. and I was always dissapointed because no matter how hard I looked in guides and online, i couldn't find anything about a secret way to fight him that worked.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-23 21:38:28
Decided to toss out a couple ideas for future stuffs that I would find interesting.

so, Plus Materias. Is there a way to change how they work, so instead of giving 50% over 5 levels, they give something like 25% for a single level, that way you can add one into the game and not worry about more being made through growth? like the summon materia?

Maybe even change them us some so they're more unique and can be used in a more intelligent manner than hording more stats. Like, change Magic Plus, so it gives a 30% boost to magic, and a -15% decrease to Strength and Vitality, and change Luck Plus to be a strength equivalent of that, +30% strength, -15% to magic and spirit.
And Speed plus could be changed to like, +25% Spirit/Vitality, +10% Dex, -35% strength/magic.
(the %'s dont have to be exact, just a suggestion.)

and then, like, add them to the final dungeon maybe (as long as they cant be found by your party members that you send down the paths, a thing that got me 3 MP Plus materia). This would allow you to set up character roles more powerfully at the cost of something else, and would work well on cloud who's so flexible.

The HP materia could just straight up be +25% HP, and maybe just keep MP Plus exactly as it is now since having lots of those isn't really a big deal.


Another idea I'd like to see is the ability to fight various WEAPONs again in some arena. Like, after the NEW THREAT content unlock at the bottom of the cave, you can go to an arena somewhere, maybe an NPC found in the desert. where you can fight WEAPONs that you've fought and beaten previously, and by doing so, you can win Source items like that, or other goodies maybe.

And if you can make the models, or get someone to help you make models, maybe add in other WEAPONS that aren't normally fought in the game, like Sapphire WEAPON that gets blown up at Junon, or Jade WEAPON from the Before Crisis game. and maybe even a couple unique ones of your own design.

One thing I always wanted to do was fight Sapphire, cause it's my favorite one. and I was always dissapointed because no matter how hard I looked in guides and online, i couldn't find anything about a secret way to fight him that worked.

I actually made the decision to remove Plus Materia a while before I realised I could change the incremental %-boosts to stats they give. Only reason they haven't gone back in is because things seemed to tick over without them well enough. I think they'd best match up with what I've got planned for 1.4 though, so they might re-appear in that.

As for fighting Weapons again, I could easily add that. Expanding it with other Weapons would take a bit of time (naturally) but that can be done too. Though if I was adding Sapphire and Jade as optional bosses, I'd need to spot a good base for them first and then try to build a model from in-game parts that looks sort of like them. That being said, I'll need to actually go look at a pic of Jade; no idea what that one looks like ^^'

Edit: On closer inspection, Jade appears to be a stealth bomber with arms. Well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-23 22:46:45
Been a while coming, but the update is finished:

Edit: Something seems to be wrong with the installer; give me a bit of time to look into it and the link will go back up in an hour or so.

Edit2: Repaired! https://mega.co.nz/#!69ETwLrS!Gp4dj5SaT8WXC68EvbQs65xXwSTCDoF4mD5dFL_yCUw

That's the main installer (all in one); the hotfix patches are still processing.

Here's the update notes:

\\New Features//
-) Difficulty Settings: Two new difficulty modes were added above Normal. Expert is for returning players who felt NT was too easy, while Anti-Anima was made specifically for one person (but feel free to give it a whirl). Enemy stats are bolstered and some have special AI (attacks, property flags, etc.) unlocked when playing on these modes; the earliest you'll see an example of the new AI is fighting the 1st boss.

-) Level cap has finally been removed, and it's successor (LV-Synch) has been implemented into Character AI. A 2x boost to defensive stats has also been put in; the defensive stats on armour/accessories/etc. have been adjusted to account for this. This is so that smaller boosts to these stats will be worth much more. Let me know if damage is being reduced too much, though.

-) A prototype of Stage 1 for expanded towns has been implemented. When resting at an Inn, you may notice that the time of day changes in certain towns. This doesn't affect anything else at present, and was included with this update for feedback more than anything else (i.e., if it's too distracting). New NPC scripts are being planned based around time of day or current weather.

-) Character-specific Ultimate Armour: For now, 8 end-game armours that are currently absent from the mod (they were set aside for NG+, new content, etc.) have been set to be character-specific like ultimate weapons.

\\Balancing/Bug-Fixing//

-) Soft-lock on F70 for the Dark Cave was resolved; key items weren't being removed which was causing a scene to trigger prematurely, causing the problem.

-) Sniper CR has been respecced as an end-game weapon and can be morphed from Malboro in the North Crater (not the Icy Oscar on Gaea's Cliff).

-) Disc 2 Boss Battle menu no longer gives EXP/AP/Items.

-) Added Yoshiyuki as a regular drop to the Soldier M-Class in Junon (around the alarm area).

-) Replaced Zeio Nut in Battle Square prizes with a Hero Drink II; Zeio Nut is found on Goblins like before.

-) Disc 2/3 Junon Shops were adjusted to remove end-game gear from their inventory.

-) Gongaga Turks re-balanced; no longer inflicts Berserk on attacks, and Wire will target the party member with the highest HP at the start of battle (easier to know who will be the target + highest HP is less likely to be laid down with any essential Materia).

-) A potential progression break in Shinra HQ was fixed; the F65 chest will now be locked until the keycard is taken from the mayor.

-) Nibelheim black-caped NPCs no longer give out sources.

-) Special Battle in Battle Square no longer utilises the reels which caused infrequent crashes due to having a full party. A fixed BP award of 20,000 is awarded when beating Special Battle.

-) Christopher enemy has a wrong attack ID specced which caused a soft-lock; this has been resolved (again).

-) Gerolt (Weapon Shop where Mythril is traded in) has had a logical loop or two fixed in his script when players would try to build an Ultimate Weapon when all the required materials aren't in their inventory.

-) A typo in Dio's Disc 3 dialog has been amended; he now correctly states Sleeping Forest instead of Ancient Forest (which was confusing people about the location of the Dark Cave sidequest).

-) A soft-lock on the orange Pillar NPC's dialog was amended.

-) The scrolling problem in Wall Market was fixed; thanks to DLPB for posting his method for fixing it on the forums.

There were likely others; if you don't see something you suggested, let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-24 00:31:13
hey sega chief

you forgot to add in the bug fix i told you about knights of the round with bottomswell in your dark cave sidequest
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-24 00:32:56
I added that in, but forgot to mention it; that summon will now hit that boss properly. Unfortunately, the missing name of the summon attack when it's used is something I couldn't fix. Not sure what's happened there.

By the way, if you downloaded the installer already then hang-ten for a bit. There was something wrong with it (forgot to add the battle.lgp) so making a new one just now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-24 01:15:00
hey sega chief

can you also upload that file to mediafire please

because that mega download site takes forever for me to get your NT file
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-24 03:05:36
I'll set it up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Mirenheart on 2015-04-24 05:43:25
Ultima weapon is still supposed to be Cloud's ultimate weapon right? cause I seem to have stolen it from the Proud Clod ( or whatever the name you gave it was) boss...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-24 13:56:23
It's his rare steal; can give a bit of a head-start on gathering up ult weapons.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Yuffie1983 on 2015-04-24 17:50:35
Right, so thinking about it the best explanation that comes to mind for it is that, like the kernel, the scene is 'chunked' in some way and if Enemy AI is separated from enemy formations then that would mean there could be extra/reshuffled enemies on the field with no AI (meaning there's a problem or conflict with the 7H installation/mod order). NT adjusted some of the enemy formations to account for time + enemy strength. When an enemy is present with no active AI, they are visible on screen but are treated as 'dead'; do these extra enemies attack or do they remain passive throughout the battle?

There's always a chance that the graphical mods (or something inside one of them) has caused a clash somewhere if it affects other files like the scene or kernel but that's probably much less likely.

They attack, but it only happens when there are 3 or more foes on screen it does not happen with anything less. So I kill 2 in a 4 enemy battle win the battle but still 2 foes left and aquire the exp and ap as if I killed all 4.

Also can this latest update Mr Chief be made into a IROS file for use with 7th heaven.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Doully on 2015-04-24 18:26:25
Woohoo!

Thanks for the update! Managed my way out of the rest of the dark cave and even took down ? ? ? ? ? ? ? at the battle arena earlier today. Success!

Funnily enough I had a much rougher go with the bosses at the bottom of the crater than anything else. Might need to go back and level some folk up for the bizarro fight as I barely scraped by, having to separate my main party out. Made for an extremely lengthy final fight!

Unfortunately I ran into a similar bug as the Dark Cave side-quest after the Safer fight with only half the party showing up after the fight and a  running loop of just Aeris running off the screen and Cloud unable to move (just before the 1 v 1 fight with Sephiroth). Venus Gospel was also unobtainable for some reason despite having all the ingredients (two of each required lance just in case).

Was essentially finished the game anyway so it's not a big deal for me and I hate to bring up bugs right after the update.

Might have a go at the new expert mode over the weekend! Keep up the good work :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-24 21:59:14
They attack, but it only happens when there are 3 or more foes on screen it does not happen with anything less. So I kill 2 in a 4 enemy battle win the battle but still 2 foes left and aquire the exp and ap as if I killed all 4.

Also can this latest update Mr Chief be made into a IROS file for use with 7th heaven.

So it's not that then if they're attacking as normal. Very mysterious. As far as an IRO goes, I'll have a look into it but I'll need to learn how to chunk the scene + kernel. Hopefully there's a function for it in 7H, like with the flevel.

Woohoo!

Thanks for the update! Managed my way out of the rest of the dark cave and even took down ? ? ? ? ? ? ? at the battle arena earlier today. Success!

Funnily enough I had a much rougher go with the bosses at the bottom of the crater than anything else. Might need to go back and level some folk up for the bizarro fight as I barely scraped by, having to separate my main party out. Made for an extremely lengthy final fight!

Unfortunately I ran into a similar bug as the Dark Cave side-quest after the Safer fight with only half the party showing up after the fight and a  running loop of just Aeris running off the screen and Cloud unable to move (just before the 1 v 1 fight with Sephiroth). Venus Gospel was also unobtainable for some reason despite having all the ingredients (two of each required lance just in case).

Was essentially finished the game anyway so it's not a big deal for me and I hate to bring up bugs right after the update.

Might have a go at the new expert mode over the weekend! Keep up the good work :>

I think the ending might have been messed up by me moving Aeris to a different location; she was standing too close to Barret originally and I was meaning to move her somewhere else on that screen for a while. Slipped my mind to check if the new location was okay, but I guess it isn't ._. Thanks for letting me know; I'll fix it up ASAP and double-check Venus Gospel's item conditions.

Congrats on clearing the game though; hope you enjoy Expert.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Mirenheart on 2015-04-25 09:11:10
so, I went to mess around in the battle arena, and found that I can only fight the first battle of the normal battles, and then I go through the victory screens and leave the battle, only getting 10 BP.

fighting in the special battle (which unlocked as soon as I got there), I ran away from it and instantly gained 20000bp. fighting through the whole battle however seems to work fine

not sure its meant to work like this...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-25 12:23:30
It's, ah, not supposed to go like that, no. Well, I better fix that pronto.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Mirenheart on 2015-04-25 12:27:40
Is there a trick to morphing Extra Battle bosses like Gil Turtle? because beyond a bunch of number crunching and no use of damage over time types, or just getting extremely lucky, it seems extremely unlikely that i'd be able to morph them without the use of sense.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-25 12:33:42
There are certain weapons that ignore the Morph damage penalty which simplifies it a lot. Conformer is the well known one, but I was told that the 'Ancient' weapons (Nail Bat, Rocket Punch, etc.) also ignore the penalty.

Think I fixed the Battle Square problem; the updated installer + hotfix patches will be going up later today.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Mirenheart on 2015-04-25 12:56:58
I know that, I had Cid equipped with the Mop, but even then, he'd only do like, 200 damage to the gil turtle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-04-25 12:57:42
Ive run into a problem with the dragon fight in Temple of the Ancients area.  After X-ATM Scorpion appears and you finish the fight the game crashes while loading the field you were in for no apparent reason.  It says something about progtam tried to reference memory x at 00000000x0 "The memory could not be read.
Have tried multiple times and it crashes every time
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-25 13:03:21
Ive run into a problem with the dragon fight in Temple of the Ancients area.  After X-ATM Scorpion appears and you finish the fight the game crashes while loading the field you were in for no apparent reason.  It says something about progtam tried to reference memory x at 00000000x0 "The memory could not be read.
Have tried multiple times and it crashes every time

Are you running 7H or the Main Installer? Are there any other mods installed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-04-25 13:07:27
Main installer with no other mods installed
(I did install the hotfixes that were available like Gongaga Turks HP fix)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-25 13:15:49
Alright, I'm investigating it now.

Edit: I didn't get the error going through the fight, unfortunately. I've not had any error reports about it from other players either. Maybe it's something to do with the way the old hotfix patches were applied?

A problem here is that it'll take time to test whether the fix works or not because of the length of the battle. So what we could do is, if you download and apply the recent NT update (should just patch over your current install; doesn't need any hotfixes yet) I'll prepare a special scene hotfix that'll set that battle to be over very quickly; that way you can check to see if the field screen is still malfunctioning or not without having to go through the full fight every time.

Edit 2: So if we give that a try, here's what to do: Download the latest Main Installer and install it; it should patch over the previous NT build with no issues (but let me know if any errors pop up, particularly with the flevel). Once that's in, apply this patch: https://mega.co.nz/#!P1NT0CbJ!jzo2X7b0XusedUdRybJP9FzCg9_unDiUjwW6q-Yp2_M

That will set the 2nd Brass Dragon form's HP to 286, so you should be able to one-shot him. That'll end the battle much quicker and let you check if the field/script is working properly again. If not, then there's a few work-arounds we could try instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-25 14:32:31
I know that, I had Cid equipped with the Mop, but even then, he'd only do like, 200 damage to the gil turtle.

I missed this post. Yeah, it's maybe a bit too much of a pain to be number-crunching some of these guys. I'll have another go at it myself and if I can't find an effective morphing strategy with the current assets then I'll consider moving these to item drops instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-04-25 14:41:02
It works!  Updating with the latest main installer must have fixed it.
Other than that bug, it has been a great mod with the bosses being much more strategy based with weakness/strengths.  Another part I liked was X-ATM scorpion and how he appears throughout the game. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-25 14:47:58
That's a relief; one of the old hotfix patches must have done something screwy. Glad you're enjoying the mod, bud; Scorp is my favourite FF7 character but you maybe guessed that already :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-25 15:28:39
Alright, got the hotfix patches done. In addition to patching to the latest version, they also introduce a few additional fixes:

Scene: https://mega.co.nz/#!L9VHyBBC!n_STdP9vaHlMLE3Qo_jl0lPv_K0B-1vuqNeOhvlbl98
Field: https://mega.co.nz/#!W08A1QbK!eQAYOb4noFC1C71i-pvYBx1OeIdDiT5gpJZ_Kpwdbsk

Fixes (25th April)
-) Aeris position/walking fixed for last screen in North Crater
-) Fixed up Battle Square & Special Battle

Stuff to do:
-) Fix Venus Gospel craft
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-25 23:55:47
hey sega chief

i have a neat request add for your mod

my request is you should add a early metaria keeper boss fight in the sewers on your mod after don drops the party members into the sewers after the aps boss fight
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-26 00:22:06
That might be a bit much; besides, I've got the boss there later on in Disc 3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Loseless on 2015-04-26 10:15:54
Hey Chief, just a dumb question: if the birds need to be down to 1/32 of their HP, and L4 Suicide is now L5 Suicide, does this mean we have to randomly hit every bird until we, by chance, leave it at critical to get it to cast Chocobuckle?? The only chocobos I know to be at a level multiple of 5 are near Wutai.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-04-26 12:32:20
There seems to be an issue with the Forgotten Capital area at the end of disc 1.  After you sleep and it turns to night time when you try to enter the giant seashell then continue the game soft locks, the screen goes black while changing fields and the music is still playing in the background but the new field never loads.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Loseless on 2015-04-26 12:53:40
What's a guy with a green shirt doing at the entrance of Fort Condor? The bastard won't even talk to me.

Also, the prize for the first battle is the Echo comb, although in the menu it's called Howl Comb.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-26 13:14:00
Hey Chief, just a dumb question: if the birds need to be down to 1/32 of their HP, and L4 Suicide is now L5 Suicide, does this mean we have to randomly hit every bird until we, by chance, leave it at critical to get it to cast Chocobuckle?? The only chocobos I know to be at a level multiple of 5 are near Wutai.

I changed every Chocobo to have a level which is multiple of 5 so any of them will do. Hopefully.

There seems to be an issue with the Forgotten Capital area at the end of disc 1.  After you sleep and it turns to night time when you try to enter the giant seashell then continue the game soft locks, the screen goes black while changing fields and the music is still playing in the background but the new field never loads.

I'll have a look at it. Sounds like there's a logic loop somewhere that prevents the screen from displaying properly.

What's a guy with a green shirt doing at the entrance of Fort Condor? The bastard won't even talk to me.

Also, the prize for the first battle is the Echo comb, although in the menu it's called Howl Comb.

That NPC was supposed to be invisible until I finished a feature that would make it so you don't need to back-track to Fort Condor for the mini-game (an NPC in a town would teleport you there, and that green-shirt guy would teleport you back). As for the text, that's an old mistake I keep forgetting to change. Howl Comb used to be called Echo Comb but the effect was changed from Silence to Berserk.

Edit: The field screen in Forgotten City may be a serious problem. No changes appear to have been made to it recently but it's suddenly non-operational. I'll be trying a few things to get it working again.

Edit2: Got the field working, but it's visually corrupted. Good thing I keep back-ups :I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Loseless on 2015-04-26 13:32:59
I read somewhere in the thread that you intended to change the chocobo's levels to multiples of 5, but I sensed one near the farm and it was still at 16, hence my question.

And another thing: could you stop other party members from leveling up? I've been dreaming about something like that for a decade and half.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-26 13:37:45
I read somewhere in the thread that you intended to change the chocobo's levels to multiples of 5, but I sensed one near the farm and it was still at 16, hence my question.

And another thing: could you stop other party members from leveling up? I've been dreaming about something like that for a decade and half.

I just checked the scene; what I've done is, I've made every chocobo around the ranch area a multiple of 5 (with one in Junon); I thought I'd done that with every single one but it seems not.

As for party EXP, you mean the passive EXP they get? That's likely a .exe thing but you never know, might be something that could be dummied out or reduced to 0 in some way.

Edit: Fixed the issue with the broken field screen, but I'm a little worried about the actual integrity of the file now if something like this could happen. I'd recommend saving often, just in case any other screens have given up the ghost.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-04-26 13:50:20
hey sega chief

is there anyway you could put kyte as the end of disk 1 boss insted of jenvoa life

because that would be fun to fight kyte at the end of disk 1
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-26 13:55:37
Absolutely not.

Edit: Another flevel patch is uploading. Sorry for these being so close together, it tends to be like this so soon after a major update. But in addition to the broken field screen, I took the opportunity to repair a few other issues:

-) Fixed Venus Gospel item requirements
-) Changed text from Echo Comb to Howl Comb
-) Made the mute green-shirt NPC in Fort Condor invisible (for now)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Loseless on 2015-04-26 14:20:10
Thanks for the info. The passive exp thing is kind of annoying for me. I usually like to steal weapons and armor, as well as learning limit breaks with everyone. If people level up at the same pace, it kind of steals the fun away from it. Otherwise, I end up being over-leveled.

It's one of those things that could be optional.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-26 14:28:30
It's the way the game was programmed, not an NT thing (low level runs usually have to plan around it). The only time it doesn't give passive EXP is if the party member in question is 'unavailable' (Aeris is a good example, Cloud & Tifa also don't gain passive EXP while they're in Mideel). Problem is, you can't swap Materia, etc. when characters are unavailable which would make things a tad clunky. I'll ask around about it.

Flevel patch is up: https://mega.co.nz/#!S80n3JaZ!_s0qOI02C9o9Fhw5CgmHfslu3XN7EHMudXXnYfdbNEQ
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Owlteria on 2015-04-28 03:12:33
Holy sh**, I love this mod. I beat the Brass Dragon in the Ancient Temple and wow...best fight so far :D So much fun with the pet scorpion! And now I'm stuck at double Devil's Gate, omg...I can't thank you enough for this mod, Sega Chief.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-04-28 23:18:41
New threat mod v 1.3 April 2015 review

I have just completed your New Threat mod, on the whole I enjoyed it, I have suggestions for improvements which are in quick note form so you can read them easier and quicker.

The notes are in the game’s play order, it’s just me commenting on things I felt needed improvements, keep in mind it's still better than the original games difficulty, that's for sure, except for the last 3rd of the game, but that is mentioned below.

I will be referring to the original boss names most of the time, I realise you renamed many or all of them but I didn't take note of the names at that time, and I also prefer the original names and I don’t see why you would change them as their visual design remains the same, and their names relate to their visual design, not their gameplay.

Each improvement section will have a title; if you can reply about those sections by referencing that title that would be very helpful.

Also I do not like Final Fantasy VII’s magic levelling system and only equip magic when needed, So I will be noting at what points I upgrade my magic for boss battles via a save file editor, this is to help you decide at what points to give that level of magic to gamers if you decide to go through with the request that natepley made on page 42 of this forum thread, I really hope you do that as I hate the magic levelling system in this game, I would also request to lock AP gain and remove useless materia such as life1¸ and make other materia like life2 something cool and hard to find, which is better than equipping say life1 forever until it becomes useful with life2.

I completed the game in mid april 2015, via 7th heaven’s loader, you have stated that it may be 1.2 that I am using, however when I started the game I got a text from barret asking if I want normal or field battle music which implies I’m on V1.3.

Anyway on to the suggestions for improvements:


Skip Aerith mothers flashback:

I suggest an option to skip Aerith's Adopted mothers explanation on how she found her, since it is similar to the other short 4 minute flashbacks such as cloud/tifa promise, and cids rocket flight attempt, it can be scripted out like this, but unlike those flashbacks I think adding some summary text would be useful so the original script flows better.

Elmyra "...Not her real mother. Oh... it must have been 15 years ago..."
"...during the war. My husband was sent to the front. Some far away place called Wutai."

Aerith’s Origin scene…(choose one of two options)
Original cutscene (4 minutes)
Condensed form
Option 2 selected:
"One day, I went to the station because I got a letter saying he was coming home on leave, but instead I saw a heavily wounded woman with a small child, she told me to take care of her, I did and we were happy for many years, the turks came asking for aerith, they claimed she was an ancient and that she would help the shinra find the promise land, Aerith denied it and since then we tried to avoid the turks as much as we could. "

Game continues as normal:

Cloud "It's amazing how she's avoided the Shinra for all these years..."

please feel free to rewrite what I said above, it’s mostly a placeholder text as an example of what could be said, rather than a straight skip, which ironically works okay for cloud/tifa promise and cid rocket flight attempt because the game itself sums it up after both those cases.

I would also advise that the flowers blooming in the church music plays instead of aerith’s theme when you enter the house, and only if the gamer chooses the original scene does the music get replaced with aerith’s theme, overall I think that theme works better at the more pivotal point later in the game anyway.


Air Buster boss fight: Sleep Duration

i felt that sleep lasted too long, I would reduce it by 15%, for reference sleep was not an issue from this point onward as you had sleep curative items and no boss used it anyway, so if you modify this it won’t affect the rest of the game.

New Save point under corneo’s place:

the new save in sewers under Corneo's place is a welcome change, but the save is placed out of the way of a party member you would usually talk to before reaching that save point, once you speak to that party member it starts the boss fight, it would be best if you had to save your game, then once you have, when you speak to that person it begins the boss fight, otherwise most people would speak to the party member first before the save,  your mod might already do this, as I did save before speaking to that party member, but if it doesn’t I would look into it.

Armour issue – Iron Bangle:

The first shop I went into had super powerful armour that increased my defence from 12 to 50, it was called iron bangle, and after it took a very long time before I saw any other armour/weapon improvements in any shops, don’t know if that’s how you designed it, but usually after visiting new towns they have better weapons and armour, in your mod this didn’t seem to be the case for quite a while.

Shinra HQ Merchant request:

in shinra HQ, when Aerith is your party leader, just before the elevator you may have added a woman that allows you to save, I don’t see the point in this as the game prompted you to save just 1 minute before, but anyway that person should be a shop keep instead, or better yet both, when I was there I had no phoenix downs and only 5 potions, so I had to use save editor to give me 40 of each so I could survive the next 3 bosses which happen all in a row with no shop keepers in between these boss fights, simply put the game screwed me over, also FF6 was pretty bad for this so don’t feel so bad about it.

Rufus and Dark Nation Boss Fight:


it's too easy, when using bio on Rufus it deals 100 per round, then it’s a case of doing nothing for 18 rounds, instant win, I suggest no bio weakness for rufus, no fire weakness for his dog, and lower both their HP's by 1/3rd , playing it this way gives a big challenge, as you protect/heal yourself, rely on limit brakes and focus all attacks on Rufus only, this was the way I killed this boss without using fire/bio!

OR the battle needs reworked in another way, it just seems cheap to wait for 'light nation' to run out of magic which totally changes the balance of the battle, and it also seems silly watching him waste MP on useless attacks, assuming it is changed so that he can always heal, maybe he can heal half as much as he does currently, and at the same rate, he still has weakness to fire and Rufus can have his bio weakness, and you can kill light nation first with fire.

Rollerball Boss Fight Conflict with model replacer:


In 7th Heaven I replaced his model with bloodshots model, however this may have conflicted with your mod, as now the camera is way off and I can't even see the boss, see the picture below

http://i.imgur.com/0NcAwJO.jpg

I would request that you use or at least allow bloodshots model, it looks way better than the original, I realise you may not want to use it due to its colour but if you could allow the option that would be great.

Also this may not have been an issue with bloodshots replacement, I didn’t have the time to test my system with his models disabled to see if everything worked, so it’s just a guess at this point.

Allow boss model replacers

In general I would like you to allow boss model replacers like diamond, guard scorpion & rollerball to be made working with your mod, air buster was also done as well but it does not appear to be in 7th heaven currently, I realise you may have re coloured them, and you have artistic leeway, but I well that the hard work made by the model replacer artist is so great I’d much rather see that.

Skipping the Nibelheim flashback cutscenes:

For this scene, given its importance to the story, I would prefer it be summed up in a few lines of dialogue when choosing to skip the cutscenes, this would be a significant improvement, it would also flow much better with the script that happens after the flashback.

here is an example of what could be said:

 "After the war it was SOLDIER's duty to put down any resistance against the Shinra."
"...........that was 5 years ago."
"I was 16........"

- Nibelheim
1.   original Nibelheim flashback scene (45 minutes long)
2   '...i don’t feel like the long version' - 2 paragraph roundup.

Option 2 selected;
"Sephiroth and I went to my hometown to take care of the malfuctioning reactor & dispose of any creatures that were produced as a result of that malfunctioning'

'Tifa was our guide, we made it to the reactor and saw that monsters were being produced, the name JENOVA was on the main chamber of the room, Sephiroth said his mother’s name was JENOVA, we then retired back to town.'

'Sephiroth began reading up on JENOVA research in Nibelheim’s Shinra mansion, in Gasts note it was said that 'an organism found in a 2000 year old geological stratum was called Jenova, it was confirmed to be an ancient, the JENOVA project was then approved and mako production began'

'After spending many days in the Shinra mansion, Sephiroth began to act strangely, he said “Long ago, disaster struck this planet, The Planet was saved by sacrificing the Cetra. An Ancient named Jenova was found 2000 years ago, The Jenova Project was founded with the goal to produce people with the powers of the Ancients, Professor Gast, leader of the Jenova Project , produced me from that project.

he then burned down the village, made his way to the reactor, I went after him, I engaged him in battle and...

{Script continues as normal}

....and that's the end of my story.


Something like that would be so great, it would be very much appreciated, as usual the above is merely placeholder sample text, it can be rewritten to sound better.

Merchant addition to Myrith Mine

A merchant should be added at the very start of myrith mine, after the midgar zolom section, but before the turks fight, the situation is that you dismount the Chocobo, then save on the map, but have no way to recover yourself or stock up on items, if you try to backtrack to kalm for an inn or shopkeeper, you will fight the midgar zolom and he will warp you at the cave entrance, so you really are stuck here and could potentially have a broken save file, this is a new issue created due to the new boss fight added.

alternatively you could change the midgar zolom script so that when you backtrack from myrith mines the zolom warps you to the start of the marsh instead, to me this make much more sense, and I think it's something you should do anyway even if this issue was not present, but since it is present I highly suggest this be done.


Added boss fight: turks in myrith mines:
I don't think the turks music fits well in a battle scene, that’s just how I feel.

I understand that rude likes Tifa, and so when he has a chance so harm her he instead goes '.....' when tifa is the only party member left, but I Think the fact that he ignores her about 30 times then strikes once is misleading to the gamer as they will likely think he will never strike her until he does and it’s too late, maybe that can be reworked so the player doesn’t abuse that, or misreads that like he will never hit her, something like him damaging her with a lot less damage than usual, or something cooler.

Once Elena is defeated the battle becomes way too easy, it shifts the power too much, instead make it so he changes tactics when Elena decides not to fight, I believe his last red cure makes him go berserk? if so then that’s good, maybe he could cast haste at the same time? so with that the gamer will think 'oh now it will be an easy fight now that I defeated Elena, ...oh he’s doing another red cure...oh wait its berserking him...and now haste...oooh better pay attention now'.

As far as defeating him first, I’m not sure what she should do, but it should be something to keep the difficulty up, I never did it that way so I don’t know what would happen.

Item/weapon shop in under junon incorrect text:
at the town in under junon the item shop guys says 'if you want a weapon you better buy it', then it goes to the item shop selection, when pressing the menu button it claims I am in a weapon store, so there is inconsistency there.

Dirty bomb addition:

Can only assume dirty bomb is your doing? I just thought I’d Remind you I hate FF7’s magic system anyway, and would prefer to use items to inflict poison, or even slow an enemy rather than use materia, but anyway in the game you equip bio so you can inflict poison, the downside to that is that it takes away your strength/H and it takes up ATB time to cast in battle, whereas items do not, this is as designed, from now on I discarded bio materia and use this dirty bomb in its place.

Also for some reason this dirty bomb almost never appears again in item shops, it should always appear in items shops from now on, it doesn’t prove anything to have to backtrack in order to stock up on more of them.

Overall I would like to not have to have bio, demi, and slow as magic but as items instead, towards the end of this article I will offer my advice on what magic should be there and not there, should you decide to do some magic controlling in your mod.

Tifa limit Break targeting: bottomswell boss

when using Tifa’s limit break, one of the auto targets is one of those ‘aquapolo ‘ balls  the boss puts on you, not the best as it’s immune to physical attacks, I realise Tifa’s targeting is as designed, but I think changing it may be a good idea, you would have to think it over as a possible thing to do.

This becomes a far bigger issue that relates directly to your mod on the brass dragon boss, as she starts targeting your guest fighters, but it’s mentioned here in a slightly different context.

Bottomswell Boss illuya wave warning

I would like a better and longer clue as to when he will do illuya wave, if a special animation can’t be done, something like a simple battle message stating ‘preparing..’ can be shown, then 4 seconds later in ATB time he does the illuya wave move, currently I see no clue when he will do it.

Rework or skip the CPR mini-game
Reworking the CPR mini game with Priscilla would be nice, making it like Tidus’s limit break could be one starting point to making it decent, but skipping it all together would also be very acceptable and overall better than the original game.

For skipping it, it can be easily scripted as

"Just take a deep breath, hold it in. Then breathe into her."
 "Hurry up and do it!"

Screen darkens
(Cloud gives Priscilla mouth to mouth resuscitation.)

{Script continues as normal}

Priscilla "Uh... ugh..."
"Hey hey! Priscilla, are you alright?"

Materia shop in under junon:

in under junon I would like to have a materia shop, after finding out Bottomswell weakness was bolt I only had one bolt materia and gave myself bolt via a save editor, a materia shop would also help me confirm that barrier is a non-common materia at this point, which It was.

Note that this point may be invalid, there may be a materia shop here after all, I can’t check easily now.

Hi potions appearing too early in under junon:

in under junon the shopkeeper sells Hi-potions, this is a far too early point in the game to be selling them, this is implied further by the fact that the next shops do not sell hi potions(the ship merchant, north corel etc.) they don't go on sale again until Nibelheim, which seems the perfect time to introduce them.

Jenova birth weakness to holy:

If the party cannot obtain holy magic, is there any point to it being shown as a weakness when sensing, or I take it this is more for story than it is battle, if so maybe this weakness should be removed anyway.

Chocobo boss in Mt. Corel

When fighting him it kept petrifying me, but I had no items or bracelets to fix that at that current point in the game, in fact you only get the cures for petrify in North Corel JUST after that boss, meaning you have to backtrack again to fight it

Also the game doesn’t let you backtrack and try to fight the boss fight, it’s a one-time only opportunity, I would also prefer all boss fights to be forced and scaled to the level of the party at that time.

My solution for both of these is to provide petrify curative items in under Junon, if you offered remedy at an earlier point in the game that would solve it, I have a separate request for that further down in this article. And you can script the boss fight to be forced quite simply by A party member saying a single line of text, something like ‘hey, what’s that over there’ then the game taking control of cloud and moving up.

barrets flashback skipping cutscene:

sadly skipping this scene provides issues with the script that happens after the cutscene, given that the cutscene only lasts 90 seconds I’m thinking the best way would be to not give the gamer the option to skip the cutscene, both cids rocket flight attempt and cloud/tifas promise are longer at 4 minutes, but even when skipping it works in the game quite well given what cloud and Shera say afterwards.

I think the point of skipping these cutscenes is to make the game go a bit smoother as you said, however in this case the cutscene only being 90 seconds, coupled with the mismatched dialogue afterword’s, it may be best to leave it in.

Cait Sith bribe:

Making Cait Sith giving you 100GP to convince cloud to join with him is a good idea, may I suggest more text be added so that it makes it more believable, the original script of the game was really bad for this.

Dyne boss fight:

He was way too easy, just casting bio then defending and basic curing, he needs reworked.

yuffie banish all spell
I tried to get Yuffie at this point, she cast some spell which ejected me out of the battle, is that spell something to do with my party level not being powerful enough like what midgar zolom does, overall I don’t really like that spell as it took me out of the fight, and I have to circle round the forest until I can find her again.

But I know you are planning on forcing Yuffie at some point, which is something I 100% agree with, turning her into a more challenging boss fight as well would be very smart, I have provided my own ideas for that at the very bottom of this artical.

reno and rude at gogondo 1st opportunity

I found this battle way too hard at this point, I did complete it later when I got the tiny bronco, but I would have preferred the battle to be specked out as if it had to be done there and then as a forced battle, the original game was pretty bad for this boss fight as you could do it at various points in the game when you have different party levels.

Stinger’s weakness to Molotov grenades:

the 'stinger' mini boss in the Cave of the Gi within Cosmo Canyon is far too weak to those molotov grenades, it almost seemed like a cheat, like how you could killed undead boss's with phoenix down (I'm looking at you FF6 & 8).

For a this boss I would suggest raising it’s magic defense so that  molotov grenades deals half the damage it currently does, it dealt 700 for me each time, you will likely have to look into other things to rebalance the fight, but it would be hard to balance the fight for parties with and for parties without those grenades, to fix that providing those grenades after the previously forced boss encounter would be a smart move.

Materia/Power Soul Keeper boss:


Can you make this boss fight a forced boss fight like the original game was?

Assuming you fight the boss at this point in the game, which I would recommend:
The boss needs 20% less HP and a greater time between power soul charge and blast, with these two things done this would be one of the best boss fights in the Final Fantasy series, keep in mind by that point I didn't have haste and only had one party member with barrier materia, so that is standard playthrough,.

Overall i couldn't kill him at that point in the game, but that is only due to his HP and the time between the power blast move.

I noticed in rocket town you got haste and barrier materia becomes common, but then again that means only 1 Materia has mbarrier as that’s level 2, but that is the issue with FF7's magic system.

I later found out it was in Gogondo that you got haste, so if you rebalance the turk fight there, and it becomes forced, and I get haste there, then maybe this boss fight may be more doable, but I'd still like lower HP.

For this boss fight I used save editor to give myself 2x barrier level 2 magic, I think I may have over specked myself in that regard, but that is what I needed to survive this boss fight to almost defeat him.

Palmer boss fight:

after looking at a video playthrough I found out that using debarrier got rid of his force field, I totally didn't get that, I don't know if there is a more intuitive way to tell the player to do that, as it's not really a standard shield as it has very odd properties such as draining poison and summons, but maybe this is something you can look into maybe?

Gogondo turks Boss Fight Retry:

heading back to the gold saucer I decided to give the Turks in Gogondo another go, I would advise NOT being able to target the 'incapacitated' member as that may confuse some gamers, and they may try to cure that party member somehow, when using all with barrier it doesn’t target that member, so you really shouldn't be able to target items on that person, basically it’s the same thing as what ruby weapon does with banishing someone, it just looks different visually, while what the Turks does looks cool, gamers tend to think if it looks different it must be different to a banish, and thus must be curable, but it is in fact identical, if you made it something that lasted, say, 30 rounds then it would actually be different, and kind of cool new move in the world of final fantasy.

However this boss fights is specked out for 2 party members, and I’m happy with that.

Anyway I defeated them easily now, it’s too hard the first chance you get to fight them, but then it’s a bit too easy the second chance you get to fight them,

As mentioned previously I would advise having it forced, and on the first chance, then rebalancing it accordingly, but keep the same strategy, this would also allow access to haste at an earlier and better point in the game.

Extra boss fight – titan:

in Gogondo when you 'reach' for the titan Materia it would be good to have a boss fight, I was half expecting it after the chocobo boss fight for the treasure in mt. corel in conjunction with the ‘will you reach for it yet/no’ prompt.

I was thinking maybe fighting Titan himself, this would be similar to other Final Fantasy’s, maybe he can say 'you have to prove your worth if you wish me to join you', the only issue with that is that it isn’t really consistent with the rest of the Final Fantasy VII world, but in either case I thought I’d throw out that idea in case you wanted to add another boss fight in there.

Skip date option:

it would be nice to have the option to skip the gold saucer date, you can choose between the two options when asked for a date.

Person:
‘are you ready?’

Cloud:
'yeah we have the time' (original) – 6 minutes
'okay, but make it a short one' (skip cutscenes)

And if you select the second one as soon as you jump into the station area you see Cait Sith, and the game takes it from there.

Brass Dragon Boss battle:

I decided to give myself bolt2 via a save file editor at this point, I think the boss was specked out for me to have level 2 magic at this point, I was level 21 as well.

if barrier has 'all' to it and I target my guest it also gives it to the dragon boss, same for summons & even tifas limit brake (yes she will attack my guest!), I don't think this is correct.

During the battle it would be cool if Cloud said something more meaningful about ATM's guest appearance, something like 'hey, looks like Shinra left something to help us out', that would explain its presence as when it turned up I had no idea why it was there until I thought about it for a bit.

If I give my guest an elixir, does it fully recover its MP? because if so that may change the balance of the boss fight quite a bit, I did notice that x-potions worked as well, but I don't see that as being too much of an issue, if the elixir’s do recover it's MP, you would have to double check that's how you designed it to play out, or if you think it makes it too easy, because I really liked the idea of it losing its MP and then becoming weaker during the last 3rd of the battle, then it was up to me to finish him with bolt2, as up until this point i was concentrating on keeping my guest alive, If you don't want to allow elixers or ethers on him I’m not sure how you would do it, but I would prefer it to not be doable.

Maybe you could come up with a news spell just for this boss, called reflact, and it ‘bounces’ items from party members onto the opposite target, so it’s basically like reflect but for items, it’s the only way I can see ethers and elixir’s not being used on the guest in this fight.

Demon’s gates boss battle – FAR TOO HARD:

I had major problems with this boss fight, it was FAR too difficult, and he needs seriously rebalanced.

I actually grinded for a full hour fighting encounters in this area, in doing so from 21 to 31, to give myself a better chance with him, there was absolutely no way to go beyond 31 with the EXP I was getting from these encounters.

I gave myself 3xCure2’s via a save file editor which I felt was fair as that is what you would naturally have at this point if you equip 3 cures on everyone from the start, what wasn’t natural is I also gave myself 3x mastered alls for this boss fight, even with that I still couldn’t defeat him.

I gave everyone a star pendant so I don't get that silence problem that the boss gives me, the game naturally had that accessory anyway

The furthest I got was Killing one of the demon gates,  i died on the remaining one, it must have been about a 30 minute battle, bolt2 dealt 500 damage, clouds limit break does 300, a general physical attack is about 80, this may be due to back row, I can’t remember.

when one is left, it seems to have some sort of haste and high defence, i doubt I could dispel his haste like state, I never tried, but overall it was a good idea to put that in.

oddly enough when only one demons gate is left you need to hit him once with physical attack before magic deals any damage to him, seems a bit strange.

overall this boss is mega broke in terms of difficulty, and needs reworked significantly, reducing his level by 10 may solve it.

Side attack targeting for offensive magic

in the demons gate fight in new threat mod I find it annoying that offensive magic targeting goes between the enemies and includes my party, I’d rather it didn't let me choose to cast fire onto my party, it’s just because I am trying to deal equal damage to both enemy targets, you could make it so that my party acts like it is on the far right of the screen, and the boss on my right is in the middle.

Although this is an issue in the original game, the problem doesn’t really show itself because no boss fight has any side attacks, so I am keeping this point here.

Jenova DECAY Boss in forgotten city:

I used a save file editor to give 3 members quake 2 at this point.

I found this boss a bit too easy, not sure what you could do to buff it up, I guess his attacks are percentage based for the most part, there are rings for petrify and you have haste so it’s easy to deal with this boss, maybe you can think on something else that could add more difficulty to this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-04-28 23:39:27
Remove ‘Insert Disc 2’ Message

I would advise getting rid of the 'insert disc 2' message along with the save prompt, but if you want to keep the save prompt you can.

No good weapons for Aerith:


The weapons store’s from now on have new weapons with higher stats and a high amount of magic slots for everyone except Aerith, I think that would need fixed to rebalance things out, otherwise your worse off with her than any other party member.

If you can't add new weapons simply upgrading her exiting weapons to have more slots and be more powerful may be a decent enough option.

Turks Boss Fight Icicle Town


This boss battle is FAR too easy, probably the easiest battle out in the whole game, it needs majorly re-balanced.

I understand there is some special move that Elena does that makes it so she drains a lot of things, but I think there should be a way to tell visually that she is infected with it, kind of like how you know someone is in berserk status.

Gaea's Cliff Crystal Fights x4:

overall these forced encounters are terrible, it’s the same thing 4x over, I was hoping you would fix the original game with some smart ideas, consider this an opportunity to make the game a lot better, I would advise to completely change these fights somehow, each one should have some sort of twist from the previous one (and not just more bats), that is what most gamers would expect, but alas the original was quite bad in that regard.

Also when the game offers to drop down to the next room after each fight, that should not be offered until you have defeated the last crystal and opened the chest on the way back.

Note: I gave myself fire2x3 for inside Gaea's Cliff via save file editor.

Schizo boss fight:

blue beams are 'magic', red beams are ‘physical attack' ,according to the protect/shell defence graphics, not sure if that's right or makes sense, maybe you could change the red beam animation to a real melee attack animation.

Overall I’d say he was tad too easy, but that may be in part that I gave myself mastered alls to try and defeat demons gate, and with those alls so i can barriers and cure all party members.

At this point I’m still at level 31, have been since that dragon brass boss.

Sephiroth/Jenova battle whirlwind maze:


I gave myself demi level 2 via save file editor, seemed reasonable, I don't know if you want to spec it out so that gamers can have that at this point in time, since it makes the Sephiroth part of this battle a little too easy, I would say allowing demi 1 is more suitable for this boss, he was made too easy with demi 2.

For reference I’m level 32 now.

what does relic ring do?

Escaping junon text add to know where to go:

Make it so that Cait Sith starts running forward then right to the airport, and the original text is shown while he is running, and you run after him.

If you can’t do that, then just change the text so the gamer knows where to go.

Cait Sith "OK, OK time for Plan B. Let's head right to the airport!"   original 'Let's run to the airport!" '

Extra boss fight Tifa vs. Scarlet.

a 1 on 1 boss fight between scarlet and Tifa when Tifa escapes Junon could be added, it could even have a bit of a twist as they could both not have any materia and can 'slap' each other and use items only, if you can't easily add a slap animation standard punches would do fine.

Game tells you where to go next - mideel:

At this point there should be some text explaining to go to mideel, the game doesn't tell you.

Mideel stocks Remedies - finally:
in mideel we finally have access to remedy's, I think by the time you are in shinra HQ Remedies should be the norm, and don't bother selling the other curative items that just cure 1 abnormal status, there was no status issue I couldn't cure except for sleep at the very start with air buster.

new airship merchant field model change:

the black cape merchant on the airship has a wield model which I don’t think blends in well with his surroundings, maybe you could change him to look like something that would be there naturally.

Physical Attacks as good as magic

for the first time during this play through attacks aren’t useless anymore, they deal as much as magic, I don’t know  if that is as designed, but I thought I’d mention it anyway.

Huge Materia north Corel timer:

I ran out of time trying to defeat the scorpion, I think the timer was too short, I would add on 5 minutes.

50,000 gil worthless rock

I bought the worthless rock from the kid for 50,000 gil in North corel, I swear I don’t see anything new in my inventory such as the ultimate Materia, I may be mistaken though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-04-29 01:26:59
Fort Condor Skip RTS mini game:

An option to skip the RTS mini game and get to the boss fight right away would be nice, it could be scripted something like;

Guy: 'would you like us to command the units or yourselves'

Cloud: 'we'll command the troops, and any trouble we'll take the entrance’ (original game).
Cloud: 'you take care of the troops; we'll defend the main entrance’ (skip RTS mini-game) 

Ultimate Weapon animation in field

I would prefer the animation be cut short by about 2 seconds, as it seems silly him blocking the cameras view for two seconds, it can cut to the battle just when the weapon is half way diving into the party.

https://www.youtube.com/watch?v=Ctnn9TR4GW0

If you could make it that the encounter starts at 5:41 and not 5:43 that would be great.

Cloud Subconscious Restoration scene roundup:

I would like just a few short sentences to round up the important parts of what happened.

Two options can be provided to the gamer, they can read as follows:
clouds subconscious restoring scene:
- original scene (40 minutes)
- Skip cutscenes, paragraph summary.

Option 2 selected:

Cloud can think to himself:
while our minds were joined in the lifestream, Tifa and I figured out that I was there in nibelheim but was disguised under a SOLDIER's mask so she didn't know my identity.

Zack, a new friend I made from gogondo town, was there as well, he was the First class SOLDIER I aspired to be like, I was ashamed I was a mere SOLDIER grunt so I kept my mask on in front of Tifa.

as for the battle between me and sephiroth, Zack fought him well but was ultimately defeated by sephiroth, I managed to catch sephiroth off guard, wound him, and throw him into the lifestream to his death.

Zack and I along with all the other survivors were experimented on by Hojo, he injected Sephiroth's genetic material and infused them with Mako, turning us into Sephiroth Clones, luckily Tifa managed to escape unharmed.

Carry Armor boss

I gave myself bolt3 via save editor for this boss, don’t know if he is specked out for party members to have level 3 magic at this point.

I gave 2 party members protect ring, I’m guessing some boss beforehand dropped them, they gave protect/shell automatically, seems this boss always gets rid of them with some move, but with the ring they keep its status always I believe.

I just killed him and no more, but could only muster it with 2x protect rings (only way to have protect/shell), and bolt 3 for 3 party members, and also I have mastered alls with cure2 from the overly difficult demon gate’s boss.

I’m level 34; encounters in the area don’t give me enough EXP to level up anyway.

Skip submarine mini game:

An option to skip the submarine mini game would be nice, it’s pretty awful gameplay wise, it can be completed in under 10 seconds if you know what to do, but if you lose the ship within the first 30 seconds it’s a horrible mini game to complete from that point on, so with those points in mind it really is a worthless mini game, very unlike the motorbike and snowboarding mini game, it seems the submarine one is quite poorly implemented, and the option to skip would be much appreciated.

Sunken Shinra ship

Went into the Sunken shinra ship at this time, turks were there, died immediately, overall I think this should be re-balanced out so they could be defeated at this time, mainly since this fight is not available once you have cleared the return to midgar story section.

Also the items that are available in this place are less powerful than the ones in the original game, so it makes sense that you could defeat the turkes here at this point, and better handle the encounters as well, it would also be nice if the game gave a clue as to this location as something that could be done at the moment, with that being said I don’t see how you can force this fight on the gamer, and there is no punishment for ignoring it, as you can freely access that room at a later date without having to do the turks fight.

So these is quite a lot to think about there, I am of the opinion that all boss fights should be forced and specked out for a party and magic level of the time that it is forced, however due to the location of this boss it’s hard to do so, I welcome your input.

Remove easy encounter after tseng in rocket town boss fight:

After defeating tseng at rocket town, the next encounter shouldn’t be there, it’s really boring/easy, suggest to remove it, as it’s anticlimactic, this is part of the original game.

Better sword for cloud

I was surprised to find the merchant on the highwind at this point had a new better sword for cloud and only cloud, was this something new that you added?

Instantly force weapon battle:

Standing on the world map waiting on weapon walking slowly to Midgar is boring,  it would be best if the battle was forced instantly, on the airship they could say something like 'okay let's land and fight', then it cuts to the fight, I’m not sure at what point the last save point was offered in the game, but if it was too far from this point, which I doubt, but if that is the case the game can offer a save/menu customization and a re-confirmation to ‘land and fight now?’

I gave each party member quake3 and cure3 via save editor; I managed to defeat him at level 35.

Limit level bug
I’m still limit level 1 for each party member, I this a bug or is there is something I’m missing?

HUGE bug: bugenhagen just before the return to midgar
when visiting Bugenhagen at my character gets stuck and messed up, I have to choose ‘go back down’ from a hidden 4th option to continue the game, I don’t know if this is your mod or not but I will mention it here first and if you can’t replicate it I’ll post it elsewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-04-29 01:32:07
Turks boss fight in the return to midgar
This battle gives too much confusion and berserk to party members, at this point in the game I do not have any rings to protect me from that, casting reflect doesn’t seem to reflect the confusion spell than happens on my party.

I decided to use a save editor to give 2 members ribbons, i think for this boss fight 2 members should have confusion protection at least, that should even things out, using ribbons means that haste and protect/shell is disallowed on me so I’m worse off than I would be with Peace rings which would protect me from confuse and berserk, and allow haste and protect/shell.

I defeated the boss with those ring additions, I would say that it was too easy now, I think the game should allow 2 members to not be confused and 1 members not be berserked via rings, but you would have to make your own rings for that, if you give 2 members ribbons or peace rings that over powers you a bit, and 1 member won’t be enough.

Add merchant before proud clod

There should be a merchant before prod cloud, because gamers won’t stock up on hi-potions thinking that cure is better, but prod cloud gives permanent/incurable reflect to the party, almost making the battle unwinnable if you chose to enter Midgar with little to no potions.

Heading south in the return to Midgar

The original game allowed you to run south down multiple samey corridors in order to find the W-item Materia, since you have removed this special Materia from this location I would advise you to stop the player from going down this route as it serves no purpose, something like a simple stop and cloud saying ‘that’s not the way to go’ would be fine.


Prod cloud Boss Battle

At level 36
Gave everyone magic +20 rings
Used quake 3, I dealt 1500 damage per magic cast.
Used haste, regen, protect & shell at the start.

when he does that Materia move which permanently gives your party members reflect.
use curative items only.

Using this strategy, its HP is still too high and should be reduced by 20%, then the boss fight is perfect.


Hojo Boss Fight

This fight has a similar issue to the turks boss fight, but with some confusion protection it should be doable, providing you gave the rings to help out on the turks fight this fight will be fine.

on his 3rd form there seems to be a bug, he does a move and the game says it deals 4 damage to a party member, but he gets 800 heal points from it, then you look at how much damage has been done to the party member and it is indeed 800.

Jenova.SYNTHESIS Boss Fight

Far too hard, the game would need to provide everyone with peace rings due to this confusion/bersek thing, and with using haste I might be able to put down some moves at the start.

I decided to buff everyone up from 40 to 60 via save editor! So I’m majorly cheating here.

i think i overpowered myself, but the boss still has way too much HP, you need to reduce HP by 30%, the battle shouldn’t be taking this long, you shouldn’t' have 30+ minute battles.

To summarise:
If you reduce the main jenovas HP by 30%,
make sure all party members have peace rings,
make sure all jenovas can be slowed

that would at least be a good start

Bizzaro.Sephiroth

I’m not even going to bother with this boss, the only way I defeated him was with ultima and MP turbo and a hacked/over levelled party, this boss needs major reworking.

Safer.Sephiroth

I think this boss may not be that bad, but I couldn’t really test it with different party levels as it happens right after bizzaro Sephiroth.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-04-29 01:33:45
'new threats' boss fights.

Overall there needs to be some explanation in the text that you need to bring a relevant party member along with you to these locations, I got stuck in forgotten city just not understanding why nothing new was there.

I tried cosmo canyons, got killed pretty quick, far too hard. I’m level 38.
tried nibelheim, couldn't figure out what to do, I suggest making more clear instructions.
Tried Midgar, needed a key and the game didn’t explain where to go, I suggest adding some text to him to say to go to bone village along with some other tips which may be required.
Tried north Corel, spoke to everyone there, i don’t see a new package for barret? I think better insturctions are required.
Went to gold sauces, dio said something about waiting for something to then join an expedition, but nothing seemed to happen.
kalm: ah I take it I have to defeat those weapons, well if it’s nothing new boss wise I would like to know beforehand.
temple of ancients: yeah that looks cool but far too powerful.


at that point i stopped trying the new threats bosses, i think they are cool, just wish they were more scaled to the natural level i am in the game, which is around 40.

Later on I hacked a save file to bump my levels from 40 to 65 and I went to defeat a few of the new threat bosses

forgotten city:

I would advise reducing the boss’s HP by 30% as the battle was simply too long, but with a party level of 60, it’s a decent but overly long match, allow 2 members to have confusion protection as well, it seems rings are the only way to protect from the confusion anyway, they seem incurable with items.

bug: once I kill red XIII's new threat, if i leave the room, then come back to it replays the story as if it is the first time I have came into the room, then the game crashes.



Okay and that is the end of my suggestions for improvements on this mod in game play order, the next few points apply to the game as a whole.

yuffie as mandatory member idea

when you’re searching for a Chocobo to pass the Midgar zolom, when you enter a battle with the chocobo you can have yuffie there, and you have to defeat her and keep the chocobo occupied. and maybe that’s the only way to get the chocobo?

this would give a real challenge/twist to getting the chocobo along with a boss fight as such, which would appear to be better than simply going into a standard encounter with a chocobo in it.

I would also advise to scrap the whole losing yuffie while trying to recruit her thing.

Preserving original boss names

I would like the option to preserve the original boss names, I prefer the original names and I don’t see why you would change them as their visual design remains the same, and their names relate to their visual design, not their gameplay.

An example is rollerball sounds better than 'rubicante gt', I realise you have artistic leeway in this, but did you have something against the original names?

I don’t know how ‘beacause’ would affect this, as they may have changed some boss names, if so I would prefer beacuses translation.


General advice on the magic system rebalance – remove ‘all’ Materia

This is for the case that you do natepley’s suggestion on changing the magic system of Final Fantasy VII, I would like to add to that that you remove ‘all’ materia and instead give certain magic the ability to have multiple targets or not, this is similar to final fantasy dimensions.

So in this case the only magic that can have single target only is
haste, life1, life2, slow, spot, reflect , esuna & berserk.
if you feel that cure is too powerful with multiple targets then I would suggest to make cure itself less powerful and keep it multiple targets, you can reduce the time that protect/shell last or how strong it is if you feel it’s overpowering to have it target all party members, regen can be single target only depending on how powerful you feel it is.

Adding new magic
'dispel' which combines debarrier and Despell, this makes the game more modern.
'blink' as a new spell from FF dimensions,
‘nullblaze’ etc., which can have similar properties as final fantasy dimensions
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-29 02:57:08
So much feedback  ;D

Alright, let's work through this. You are definitely on 1.2 though, the music option has been present for a while now and some of the bugs/problems I've noticed in this feedback relate to that version. I think in future though it might be easier on the thread to compile it all into a Notepad.

-) Elmyra's Flashback Skip
There is actually a skip for this already in the current NT build. It was designed to blend into the dialogue, unlike older skips.

-) Sleep Adjustment
I think it'll take an .exe modification to do that, and I try to avoid those if I can in order to keep the mod compatible with others.

-) Sewer Save Point
Sometimes I miss possible problems like that because I've been working with the game quite a lot. I think that was my first ever additional save point, but it has a small harmless problem in that reloading from that save plays the jump down/falling into sewers segment again. I'll see what I can do.

-) Iron Bangle
Up until the current NT build, defensive stats are quite poor in making a huge difference to your set-up. Iron Bangle's defence seems high, but in practice it won't reduce damage a whole lot; the reason it was buffed so high here was to make it a viable 'defence' option over the Materia slots given by Bronze and the STR/MAG stat gains given by Titan and Mythril.

-) 69th Floor NPC
That NPC was added because the current save point takes place before you equip your party to deal with the imminent boss. I also wanted the player to be able to fight some battles and gather items, so she has a Inn function as well to restore HP/MP. It was just a convenience thing, just in case.

-) Rufus & Dark Nation
This fight was changed for 1.3, but it's still quite genteel. The reason for this is because Cloud fights it solo, and there's no way to get more items + EXP if Cloud isn't strong enough. I basically wanted to avoid people getting stuck here, seeing as it's sandwiched between Gunners + Motorball.

-) Model Compatibility
I actually want NT to be as compatible as possible, so it's disappointing to see that happen. Not sure why the camera would be off, I didn't make any changes/adjustments to Motorball's position or the camera data (same with the other bosses, for the most part).

-) Nibelheim Flashback Skip
Yeah, this was a very early skip that doesn't integrate into the scene at all. I'm going to look at a way to make it blend in a lot more.

-) Mythril Mines Merchant
Could do, I actually wanted to bring in a pseudo-revival for the travelling merchant that was allegedly cut from the game (it was something to do with the 'letter for daughter' sidequest, and started in Gongaga I believe). Could have him pop up here as the first instance.

-) Mythril Mines Turks
Could add AI when the other gets KO'd, I suppose.

-) Under Junon Store
That guy actually never sold weapons to begin with; he sold Grenades I think, but his inventory was terrible so I replaced it with one that was selling Echo Screens for the upcoming boss fight. I'll change the name of the store + dialogue though. As for Materia, could maybe add somebody else to this store to sell that.

-) Dirty Bombs
These replace the Eye Drop item, the effect for which was moved to Echo Screen (renamed to Echo Drop). I changed it to an attack item because Eye Drops were far removed from the other status healing items in the index, positioned instead next to some attack items so I turned it into a 100% Poison-dealing item and fixed that particular problem with poison-status RNG at the same time. And as PotatoHandle says, it's always a good time to get dirty.

-) Tifa's Slots: Targeting
It's one of those things I'm not sure I can fix, I'm afraid; Tifa's Slots select a random valid target and have no actual targeting interface like other attacks do (the waterpolo thing is a problem in vanilla/default too). I did seriously consider removing certain fights that make use of guest fighters for that reason, but then I figured what the hell.

-) Illuya Wave
I might be able to add a warning of some kind, I'll see what I can do.

-) CPR Skip
In the latest build, this minigame was set up so that one breath, regardless of how long it was held for, will resolve it. Because it's a waste of goddamn time.

-) Jenova Birth's Holy Weakness
One thing I did was 'future-proof' enemies against changes made later, so I made sure elemental weaknesses/resistances were consistent regardless of which part of the game they appeared in. I then consider what the player has in their arsenal and spec for that on top of it, to make sure there's weaknesses to make use of. While there's no Holy attack at this point, there might be one added at a later date so I'm covered.

-) Mamatolis' Petrify
There's an item store in Costa Del Sol. When talking to the proprietor, he specifically tells you to buy Softs, which are the town's specialty (this is the game advising you to carry Softs to deal with the impending Soft-Numb & Petrify statuses). Not something I added either, this has been in default game too. Enemies up on North Corel, like Cokatolis, also carry Soft for steals.

-) Barret's Flashback Skip
I wasn't aware of an issue here if choosing to skip the dialogue. I'd better investigate.

-) Cait Sith GP
That's a very good idea, that would let players tackle some of the Gold Saucer stuff without spending gil/time beforehand; I usually skip Saucer's minigames on the first visit due to that.

-) Dyne Boss
Yeah, a lot of people have said he's too easy. I was a bit too cagey with the 1v1 fights.

-) Mystery Ninja Fight
Originally, Yuffie would cause a crash if she successfully escaped from the battle (opening the menu afterwards or getting into a battle triggers it). The new remove from battle thing is a 'fix' for that, ending the battle safely (the fight is trickier, which makes her escaping a dangerous possibility). Hopefully we won't need this once that event is done.

-) Gongaga Turks
This fight is getting a bad reputation for being very tricky, but heavy on RNG due to the Wire attack used at the beginning. In the latest build, it was made more predictable (Wire goes for highest HP party member) and Berserk/Confuse was removed from their attacks.

-) Stingers
I'm fine with them being a push-over, or for items like Molotovs being effective against them; so long as some use is coming from those items. Never liked Stingers.

-) Powersoul Keeper
This guy is slightly ahead on the curve as he's carrying the Powersoul weapon; a very effective weapon for Tifa that can decimate a lot of enemies. The weapon has since been nerfed slightly for the latest build though, so maybe Keeper could be placed closer on the actual progression curve. I don't think I'll make him mandatory though.

-) Palmer
Forcefield is basically the Shield status, the name of this 'attack' and the others coming from FF6 Lore/Blue Magic spells. I basically set up Palmer to be a joke fight, but still with a bit of an edge of danger (Blowfish for instance). I could maybe change Forcefield so that it only gives Wall instead.

-) Possible Titan Boss
I'm not sure, Titan is quite close to the other summons and there's already a boss fight just before it with the Turks.

-) Skip Date
Could do, but I've already got a clusterfuck of code in the Saucer so I might not be able to do it safely. I'll look into it though. Could be as simple as a dialog option as to whether or not Cloud answers the door when the date knocks.

-) Brass Dragon Fight
There's no issue with restoring X-ATM's MP; I don't think he uses any, but I might be wrong. In any case, maybe an extra line of dialogue could help there.

-) Demon Gate
Lv.21 is very low for that point of the game, most people are hitting that at around Junon. Are you running from every random encounter, or are you fighting now and then? It might be something to do with low EXP yield in the 1.2 build. In any case, most people tend to go through Gate without mentioning it or saying it was easier than they expected. I'll review vids of 1.2 playthroughs to see what he's like.

-) Targeting
It is quite bad in FF7, I prefer more modern games that follow a list of available targets; FF7 is based on where the camera and actors are, which can make it cumbersome to find the right target. I'm not sure there's anything I can do about it though, outside of optimising enemy placements, camera, etc.

-) Jenova Life
This boss was a nightmare in it's hey-day, but suffered from two crippling problems. 1) The unique feature in this fight is 'blind' for the player and will likely catch them out the first time, and 2) She was sitting at the other side of a lengthy event + FMV. Not fun to sit through for repeat attempts. Jenova was nerfed down to using %-based formulas and status ailments as a result; she's quite easy now, but the fight still retains some uniqueness.

-) Remove Disc 2 Message
I developed this mod using the 1998 version 9which asks for Discs, despite not actually needing them on a full install aside for verification), but I clean forgot that these messages would still be there for Steam, 7H, etc. I'll edit the message to something more appropriate as a catch-all.

-) Aeris' Weapons
She's a tricky one, because she has less weapons overall like you mentioned and most of these are tied to 'tiers' bought from stores. I tried to compensate by having Jenova WAR drop her renovated end-game weapon Fairy Tale going into the latter half of the game to try and have her keep up at Costa/Mideel weapon tiers, and I renovated Wizard Staff to be a MAG-boosting end-game weapon though that's harder to find. Boosting existing weapons could work, but with the danger of making other magic users obsolete.

-) Icicle Inn Turks fight
This depends on a lot of things, so I'd say the difficulty here is relative. The effect being given to her and the soldiers is Shield, which will last a long time on slower speeds with Wait ATB but will wear off almost immediately on higher speeds with Active ATB. It also depends if the player brings in Destruct/Holy Torch or some kind of non-elemental damage-dealing/status magic. It's more of a mid-boss than an actual one and it gives some people trouble, while others breeze through it.

-) Icicle Fights
You know, you're right. The Icicle fights were never too hot; maybe something interesting can be done there. I've had an idea just now for it, so that'll be changed up for v1.4.

-) Schizo
They actually used to have different attack animations, but due to glitches that could occur with them I swapped over to 'safe' ones instead. I could change them up again.

-) Seph/Jenova War
I didn't want the first part of it to drag on too long, which is why he has relatively low HP + no gravity immunities; originally, he had a fair bit of HP and the fight as a whole could drag out as a result, as War's AI was already quite heavy with multiple attacks + the supporting allies' attacks. The Relic Ring was specced as an alternative Curse Ring; it boosts stats and provides some immunities to certain elements + statuses, but at the cost of absorbing the Restorative element and some other penalties.

-) Cait Sith Airport
I can change the script and add that dialogue, sure.

-) Tifa vs. Scarlet
I think someone requested that before. If I can make a Scarlet battle model then I guess so. Maybe I could steal appropriate Kalderasha's field model...

-) Where to go next? > Game Script
I left 99% of the game's text and overall story-flow unaltered, but the game has proven over the years that it has fundamental problems (not just the localisation, but the way it was laid out too). At the moment, I'm taking a slightly bolder step in making small tweaks and enhancements to the way the story plays out and the dialogue. There are several key moments in the game where it does a very poor job of directing the player so I'll look into (subtly) improving these instances.

-) Making Remedies available/the norm earlier
I'm not sure, one thing I tried to do was make the regular status-healing items more competitive with Remedy by having them heal the entire party of the status (and have them double-up on certain statuses rather than just the one, like Echo Drops covering Silence + Darkness), rather than being single-target like the Remedy. Also, if Remedy isn't available until later then I can make use of it as a valuable item for drops/chests for the earlier parts of the game. I'll look into status healing balance though; the way I've got it set up at present could likely be improved.

-) Airship Merchant's field model
Could change it, but I kinda like it. I had a black cape dude selling items in the Whirlwind Maze to prevent a possible long-winded back-track to the shop in Icicle Inn, so I moved him onto the Highwind after that as it's onboard merchant.

-) Phys Attacks vs. Magic Attacks
The relationship between these two is a goddamn nightmare. Magic scales early, but physical attacks (at higher levels) leave spells completely in the dust for the vanilla game. I always felt spells should have an edge though due to their longer animation + MP cost, but I also want to keep physical attacks viable. Tough to juggle.

-) Corel Train
This is a very tough segment to balance for time due to it being 'blind' the first time. The timer is long enough, but likely only if the player has a rough idea of which elements to bring in with them. What I could do is have some new dialogue that mentions something about the security detail on the train, which would act as a heavy clue as to which elements will work best (Lightning & Water in this case, due to all but one of the enemies being mechanical).

-) North Corel: 50,000gil Rock
I think I moved Comet to this town, replacing Ultima (which is now called Planet Materia in the latest patch and is won from Extra Battle in Battle Square). I'll check the scrip to see that Comet is actually given, although there is a high chance that I've gotten up to mischief and actually made it a useless rock that he sells :I

-) Fort Condor skip
That would be for the Huge Materia? Could do that, but no promises.

-) Ult Weapon = Camera-Hog
I know what you mean just by description; there's a moment when he blocks the entire camera and I think he turns around (though it's tricky to see with him being so close). I'll look into it, depends how the script is laid out.

-) Cutscene Skip: Mideel
I was thinking about that recently, that the old cutscene skips are maybe a bit too abrupt. The newer ones are integrated better into the scene, like the Midgar Train monitor and the Promise scenes. I'll definitely look into re-doing these so they mesh better.

-) Carry Armor
This guy was a sight to behold back in the day, but he's been progressively adjusted to try and account for the RNG of having a character being grabbed. It should be doable with tier 2 spells,

-) Submarine Mini-game
I could skip it, but it'd be a bit awkward as it determines whether or not you sink the red sub + get the Huge Materia. Dan has been working on fixing this minigame but if you ask me it's always going to be pretty bad.

-) Gelnika
No, you're right about the imbalance here. Originally, the Gelnika is quite tough but has some great gear sitting around as a result. However, in NT a lot of this equipment was moved elsewhere so it has a fairly normal progression as far as item acquisition goes but the enemy strength is still sitting on the same 'spike' as the original Gelnika, so they're disproportionately tough as a result (same with the boss). I'll revisit the place and see what I can do.

-) Last Rocket Battle
Yeah, the solo Grunt enemy. I'll see what I can do about removing/replacing it.

-) Highwind Merchant: Sword
He stocks Mideel equipment, should have weapons for every character (except Aeris). Unless he had something else on him? I'll double-check.

-) Fight Diamond Sooner
Risky, this is a world map event which might not conclude correctly if his fight is triggered from the Highwind instead. That being said, I think his script is actually triggered from a field screen (which I can edit/copy) but I'd need to be careful of any operations happening on the world map when running into him as these can't be viewed as easily.

-) Limit Levels
I set the kill requirements a little higher; I set them lower again, but it seems they're maybe still too high?

-) Bugenhagen's Observatory
I'm guessing this is something to do with me messing around with the text boxes on this screen (it's likely misaligned). I'll investigate this and get it corrected; do your characters have custom names, and if so are they longer than the default ones? That's a potential source of trouble I found out about recently.

-) Turks: Berserk/Confu
A theme of the 'red turks' that's carried over since the very early builds (before the mod was even called NT), was that they use Berserk-inflicting attacks. However, things have changed a lot since then so there's been a problem with players not being able to protect themselves from aggressive use of these statuses (Peace Rings are tricky to find in current NT builds). One thing to remember though is that Added Effect + Mystify Materia will protect against both statuses, if accessories aren't an option.

-) Proud Clod merchant
That's a good idea; the only shop is awkward to get to (up in Shinra HQ). I'll maybe add a vendor beside the save point that goes into the train tunnels and have him relocate to the next save point once Clod is defeated.

-) Goin' South for W-Item
But if I block that off, how will people get the shiny Sense materia I left down there for them :I

-) Hojo
I'll have a look for that attack; I'm guessing it's Absorb, the Drain HP/MP flag is a tad buggy (I think). If that's not the attack, then I'll root around until I find it.

-) Jenova Synthesis, Bizarro, & Safer
These bosses are actually the hardest in the entire mod, and were designed to be tackling parties that had completed a lot of the other content added for Disc 3 (so a Lv.60 party isn't actually far off what I specced it against). But with an artificially leveled team, there's a good chance you'll be missing quite a few things like Equipment & Materia. The stat trees are also different in NT, but these aren't read by the save editor so you might have been fighting with 'default' stat characters (until they level up in-game that is, then it corrects).

It's not recommended to go for these bosses right after reaching Disc 3; Jenova Synthesis was supposed to act as a 'gateway' to the last two battles, which is why the two additional enemies were added behind it to test the player party's ability to juggle with dealing damage, handling status ailments, and keep themselves healed. This is because Bizarro, being a three-party fight, requires a lot of preparation and equipment to match properly. That being said, I'll ask some of the other long-time NT players about these fights and get some specific feedback from them. Bizarro can be a big time-sink if even one of the three parties aren't on par.

-) Boss Names
I've nothing against the original boss names, they were only renamed to accompany the change to their attacks, AI, look, etc. It's something that's carried over from the original focus of the mod, which was remixing boss fights. I didn't give them new names because I thought the old names were bad or anything.

-) End-Game bosses (NT)
There's two long-standing problems with NT's end-game content. 1) It can be unclear where to go or what to do, and 2) The fights aren't scaled for coming straight onto Disc 3 and looking for them, they were scaled for Lv.50-60 parties that have gathered a modest arsenal of the end-game equipment and Materia (from Extra Battle, the Crater, etc). Problem with that is, players don't know what's been scaled for when and they're naturally going to go for new content because it's, well, new. I didn't take these into consideration at the time, which is why I want to revamp the way end-game works in NT. That'll take time, though. If you're playing 1.2, then I suspect these problems (particularly leveling up) will be quite difficult.

-) Yuffie Recruitment
A good suggestion, but the problem is we're on the world map and we need to prevent this encounter from appearing twice. I can't produce script for the world map as there's no dedicated editor at present. For the time being, I need to go with making an actual event on the field.

-) All Materia/Spell-Specific targeting
I could implement something like this, actually. I'll maybe run a prototype of it and see how it goes.

-) Adding New Spells
As of 1.3 (main installer, not in 7H yet) there have been some new spells added but they're mostly attack spells. Combining Debarrier and Dispel into one spell is definitely an option, but I quite like having a cheap spell that removes all protective magic (in 1.3, it also removes Shield and Peerless in addition to Barrier/MBarrier) instead of Dispel which costs a bit more. It'll be on the cards though. As for Blink, I think that would require some somersaults in character AI to get a new 'status' working but could be done. NulBlaze, etc. might be a bit trickier, but same thing; could be done with some AI; spells like that could kill Fire Rings, etc. though.

Whew.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Doully on 2015-04-29 18:21:22
Yeah I'm of the opinion that tackling anything in the crater at level 40 is insanity with NT.

I'll throw in my 2p on the fights at the centre of the planet. Bearing in mind I had a tough first attempt with all three of these but going in a second time with experience (and more importantly, levelled materia - done easily in the swamp room in the crater with triple AP weapons) proved a lot less taxing. Characters were level 70 (exp plus made this a doddle), escort guards/minerva bands/ribbons and ultimate weapons for two of my main three barring Cid. I actually don't think these were necessary but I do still think getting materia mastered was vital. I guess that isn't ideal for folk against the use of magic but oh well.

Jenova Synthesis, Bizarro, & Safer:

Jenova Synthesis: Ribbons made the two adds a lot less effective. Those without ribbons, resist > all would work just as fine. Strong materia such as planet/contain and physical attacks worked well. Chuck a reflect on Jenova if you don't want her healing and stick with physical attacks. I noticed one of the adds could be confused as well.

Bizarro: Hardest out of the bunch but more so a mechanic issue than anything. A lot of people (simply used to smashing him in vanilla with KoTR or Ominslash) don't know that cores need to be destroyed by each party. Make sure each party has a member that can cast cure-all. Planet materia works best here. Multi-hitting, strong damage. An hour tops in the swamp room needed to get enough planets among three parties imo. Quadra magic, w-magic, mp turbo etc. will help but not necessary.

Safer: No issues if you can beat the previous two. Dispel is your friend.

I personally really enjoyed the toughness of these battles. FF as a series is pretty guilty of delivering weak final bosses and I was definitely taken down a few pegs having assumed that if I could beat Ruby, Emerald and the arena bosses that the crater would be peasy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-29 18:46:08
That's what I was aiming for; if the last few story bosses are scaled below everything else then it can make the finale of the game anti-climactic. Bizarro was also a great opportunity to make a uniquely tough fight using his vanilla mechanics that often go unused either due to high player damage pushing through the torso or some other factor creating a 1-2 party fight instead. Glad you enjoyed them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-04-29 19:27:35
There seems to be a random issue with battles in NT, randomly and rarely the game simply crashes after a battle (and even more rare before)
Here's what a crash looks like:
 (http://i.imgur.com/uBi6Xsi.jpg)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-04-29 21:54:22
yikes, what OS are you running
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-29 22:49:39
Not really sure what's going on there, I've not had any reports of random crashing outside of actual problems in the fight (say, an attack not being set properly). Steam had an issue now and then with alt-tabbing out, but that was a problem with FF7 in general.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-04-30 04:37:30
-) Elmyra's (Aerith adopted mothers) Flashback Skip:

Oh okay I will look forward to seeing it (or not as the case may be!), did you manage to keep flowers blooming in the church playing providing I skip the cutscene?

-) Air Buster boss fight: Sleep Duration

Okay it’s not a big deal, I manged to defeat him anyway, I thought maybe you extended the time as it seemed way too long to me, If I recall correctly air buster put cloud to sleep and it must have lasted for half the battle, if it happens next time I will note the time for the records.

-) New Save point under corneo’s place:

Yeah you’d need to check to see if it does do that, you could have a save prompt message instead, or just don’t allow the boss fight until you save the game.

-) Armour issue – Iron Bangle:

Ah okay, I was just surprised to go to many new towns and never upgrade armor, that was my only concern, and that maybe it was a mistake on your part, but if it’s the way it was meant to be then that’s okay

-) Shinra HQ Merchant request - 69th Floor NPC:

Yes I see the convenience in that, so if you die you can load a save without having to re-organise your party, but could you add shopkeep ability to the NPC as I said I had no phoenix downs and potions back then which meant I could never win the next few boss fights.

-) Rufus and Dark Nation Boss Fight:

I can understand the idea that cloud can’t go back and level himself if he’s too low for this fight, that is a good point, I will try out a newer revision to see if things are maybe a little tougher anyway.


-) Rollerball Boss Fight Conflict with model replacer:

As I said I can’t confirm if it is that or not, it may be some other conflict, I should be able to try that out on the next play through though, I will simply choose not to replace that model.

-) Allow boss model replaces

But does your mod allow for compatibility, if I choose guard scorpion to be replaced will it actually replace you ATM in all the places it’s meant to, same goes for rollerball etc, because on my playthrough I didn’t see the new guard scorpion as your new model is different, diamond weapon also wasn’t replaced.

-) Nibelheim Flashback Skip:

Okay good, I look forward to seeing something like that been added, even if the text isn’t perfect.

-) Mythril Mines Merchant

It was more to solve the issue of a broken save file, I consider is a small issue anyway, FF6 used to screw you over all the time, another way to solve it is for you to not be allowed to save your game on the world map in that tiny area between the marsh and the mine entrance, or even better just when you dismount your chocobo there you cut straight to that killed zolom cutscene, but if you did that the mine entrance would have to be blocked as soon as you entered, which makes no sense
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-04-30 04:43:35
-) Added boss fight: turks in myrith mines:

Yeah that would make a big difference, and if your happy with the music and rude ignoring tifas that’s fine to, it is your mod after all and you can’t change every little detail if you prefer another option.

-) Item/weapon shop in under junon incorrect text:

Yeah that small change would keep everything in line with what it’s meant to be.

-) Dirty bomb addition:

Okay just thought you should be aware that bio magic is now kind of useless due to this item, I’m not complaining, if anything maybe you should get rid of bio materia then?

-) Tifa limit Break targeting: bottomswell boss

I wouldn’t remove the guest fighters just because tifa will harm them with her limit break, but due to that this is something you may have to look into deeper, or think of some clever work around, maybe something like if the guest fighter takes damage from tifa it will only received 0 damage, so in that case the attack will still occur, but just not harm it.

-) Bottomswell Boss illuya wave warning

That would be good, it was the only issue I had with the fight.

-) Rework or skip the CPR mini-game

Thank Christ, have no idea what square were thinking when this mini game was made.

-) Materia shop in under junon:

Okay cool.

-) Hi potions appearing too early in under junon:

You didn’t mention anything about dirty bombs not appearing in shops again from that point on, can you not sell them as common items after this point, or is it exclusive to under junon for some reason
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-04-30 04:47:31
-) Jenova birth weakness to holy:

Okay so your thinking on adding a holy attack in later, gotcha.

-) Chocobo boss in Mt. Corel

Ah off course, I usually see costa del sol as a resort type town and forget that it stocks items.

-) barrets flashback skipping cutscene:

Okay cool, I’d forget the skip anyway, its only 90 seconds!

-) Cait Sith bribe:

Huh, no I said what you added was a good idea, did you not add cait sith giving your party 100GP to join them? That is what my game had added in, maybe it was the mini games – wonder square mod?

-) Dyne boss fight:

Cool, so you will make it more difficult in later revisions?

-) yuffie banish all spell/Mystery Ninja Fight

Ah I see, when you say event, are you referring to the forced yuffie encounter that will happen instead, if so I really look forward to that.

-) reno and rude at gogondo 1st opportunity

Ah with this I may be able to defeat them at the 1st opportunity then.

-) Stinger’s weakness to Molotov grenades:

off course, it’s your mod afterall, but if you don’t like them maybe you could replace them with another mini boss battle that you actually like instead of leaving the original there as a push over mini boss fight.

-) Materia/Power Soul Keeper boss:

Okay I’ll try to beat him while I’m there on next playthrough, I don’t understand the concept behind an optional boss given that you can visit the same boss with different levels if it’s optional, but it's your mod so...

-) Palmer boss fight:

No, having the shield is cool, I just didn’t even know it existed, later on we hope to put debarrier and despell together as ‘dispell’, which is what final fantasy did after VII anyway, and in this case it makes it an even easier choice to cast that so best to leave as is.

-) Gogondo turks Boss Fight Retry:

As mentioned previously I will be trying to defeat them on first try in newer builds.

-) Extra boss fight – titan:

Yeah was just an idea.

-) Skip date option:

Well he’d still need to answer the door, as he has to leave the room and find cid, and wont the game be expecting him to be with someone, however you structure it I’m sure it will be good.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-04-30 04:51:22
-) Brass Dragon Boss battle:

About 2/3rd way through the battle he stops using his special attacks, an in game battle message pops up saying so, I kind of liked the idea of him not being able to fully defeat brass dragon, an extra dialogue box explaning why he’s there would be cool.

-) Demon’s gates boss battle – FAR TOO HARD:

Well as I said I grinded for 1 hour to level 31, and at level 31 I died at the boss fight after fighting him for half an hour, which is way too long for a boss fight anyway, so something is majorly up, I also had no chance of getting to level 32+ as the EXP requirements from 31 to 32 were huge, but going from 30 to 31 wasn’t soo bad.

As mentioned before there may have been an issue with the magic vs. physical attack attributes, I was dealing only 100 on melee attacks and 500 on magic attacks, something like that may also be the cause of the difficulty.

-) Side attack targeting for offensive magic

Yeah maybe you would have to do some hack to make it work, maybe even put both the demons gate targeting in the left side of the screen, even though visually they are on both sides, although it may not look nice when targeting it’s better than trying to deal equal damage to each boss by alternating attacks between the two, and I think that is the best strategy to beat this boss, if something doesn’t get done about this I will likely not bother trying to defeat him that way and just kill one demons gate first, just because alternating attacks is so frustrating.

-) Jenova DECAY Boss in forgotten city:

What do you mean by blind, is that like darkness, whatever it is is there not some curative item you should have for it by then, as far as the boss fight coming before long cutscene, that is a huge problem with all boses in FF7, I have a fix request for that which I will share at the end of this post, if you implement that it will make this a non-issue, also as it is rollerball has the worst case for dyeing and repeating content as you need to go through the whole motorbike mini game again, I will be suggesting to make a save promt after the bike mini game but before the roller ball boss in a later post.

With these things in mind I still think adding maybe a slow or stop attack here and there would bring more challenge to the boss.

-) Remove ‘Insert Disc 2’ Message

That would be great, and yeah FF8 on steam is the same as well, but I don’t think it prompts you to insert a disc, I think for FF8 changing ‘disc 2’ to ‘chapter 2’ would fare much better, as I recall the game would say things like ‘end of disc 1’ and it would say ‘disc 2’ on the save files, anyway if your looking into FF8 that might be a cool thing to add as well, if you can’t remove the prompts for final fantasy VII then changing ‘disc’ to ‘chapter’ might be a decent solution, it at least sounds better.

-) No good weapons for Aerith:

Ah I see I Didn’t pay attention to that drop, I simply looked at the stores and it said they had no new weapons and aerith was stuck using 4 slots, if I attempted to equip her I would have seen I could have used that weapon which has a decent amount of slots for that part of the game, what about armour though, is there any reason why she can’t just use the same type of armour that another party member can use, maybe she can, I don’t know I can’t load up my FF7 installation at the moment.

Slots will matter less if you implement that auto all on most magic feature, bringing final fantasy VII more in line with final fantasy dimensions.

-) Turks Boss Fight Icicle Town

Hmm…I didn’t really bring anything special along, I just waited for her shield to wear off and she was an easy defeat once that happened, I think she and her comrades were all weak to poison so once I threw a dirty bomb it was a case of waiting to win.

-) Gaea's Cliff Crystal Fights x4:

Okay I look forward to playing through the newer revision with this section being reworked.

-) Schizo boss fight:

Ah okay as long as you are aware that one of the animations doesn’t match up with what’s been done.

-) Sephiroth/Jenova battle whirlwind maze:

Yes I think it was good, but for Sephiroth I wouldn’t want anyone to have demi2 yet, as long as that can’t be done everything would be good.

-) what does relic ring do?

Lol could you be more specific, what stats does it boost, what immunities, I did notice that healing actually harmed the wearer, but I didn’t try items, when I equipped it I kind of forgot about it and I wondered why curing was dealing damage to that party member, I thought maybe somehow the zombie status crept into your mod!

-) Escaping junon text add to know where to go/ Cait Sith Airport

That would be great, seriously almost every player would go the wrong way at that point.

-) Extra boss fight Tifa vs. Scarlet.

Yeah if you were thinking on adding a new boss that would fit into the script there would be the likely place.

-) Game tells you where to go next – mideel/Where to go next? > Game Script

Okay thanks, this happens about 4 times in this game, when you first get the tiny bronco, I’m pretty sure the game doesn’t tell you at all to go to the gold saucer, maybe someone in Wutai might tell you, but I’m not sure, most people end up going to Wutai as the next logical step in the game world, however that is far from the truth, some text pointing the gamer in the right direction would be nice.

The second time is the explanation of the temple of the ancients location, its completely not explained that you are supposed to navigate through the small rivers of the west continent in order to be able to reach that, I was thinking an explanation on the world map which would also show the gamer how the camera button shows a bird’s eye view of the area as that view is the best way to navigate through that section.

The third time is when returning to Midgar at the end of ‘chapter 2’,  I believe the game doesn’t tell you to head north and fight the turks, if you head south you end up going down 10+ empty repetitive corridors with nothing useful at the end.

The Fourth time is the one I mentioned before.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-04-30 04:55:02
-) Mideel stocks Remedies - finally:

I didn’t know I could multi target the party with status healing items, status healing has always ben silly in final fantasy, in FF8 for example you have remedy from the start, then about 8 other ones that heal just one status, but there is no point in having the other 8 once you are selling remedy, I really think it should just be remedy from the start and single target only, maybe you can make it so it misses every once and a while to rebalance, it’s just that overall scrolling through a list of 10 curative items can be silly, why not just have one.

But whatever you decide to do it’s your decision as it’s your mod, I’m just offering a suggestion, this particular issue is a very small one anyway, it’s more an issue of inventory management more than anything.

-) new airship merchant field model change:

Well if you like it then keep it, I just think he looks out of place, I don’t think I saw that merchant in whirlwind maze on my run through in V1.2, I guess if I met him there first, it would flow better on the highwind.

-) Physical Attacks as good as magic

It is tough, but I’m pretty sure my playthrough up until that point had magic being 4x more powerful than attacks, on next playthrough I will note my level, and damage dealt with each boss using attacks and magic

-) Huge Materia north Corel timer:

It may have been due to my lower than expected level, although I don’t see how I could have levelled up much more at the time, basically the timer ran out just as I met ATM! Maybe the levelling would be more sorted out in later revisions, I was on 1.2 at the time.

-) 50,000 gil worthless rock

Yeah I’m sure I got nothing, nothing in key items for sure, and in general inventory, I wasn’t looking for comet, if it is meant to be comet though, is there a reason you don’t want to game to just tell you what you got?

-) Fort Condor Skip RTS mini game:

Yeah it’s for the huge materia, these suggestions are in game order so the huge materia in this location is next up, okay I’ll take note of what you said, I always just put that game on auto and fast and wait until the boss comes up to the top anyway.

-) Ultimate Weapon animation in field

Okay great, and yeah looks really stupid.

-) Cloud Subconscious Restoration scene roundup:

Okay I’ll look forward to seeing how these new skips are done.

-) Carry Armor boss

Ah okay so I overpowered myself with tier3 magic, maybe in later revisions I will be a higher level and so things will be balanced out more.

-) Skip submarine mini game:

Yeah If you think it will always be bad maybe finding something  to give you an instant win could work, maybe when you start the game you automatically fire on it, and 1 hit kills it, that could be a temporary fix for now, this would mimic what you did with the CPR mini game, the only issue with that is some people may actually want to play the mini game, but we know those people are crazy anyway.

-) Sunken Shinra ship/Gelnika
Cool, yeah the dungeon is hard but the loot is more normal now, I don’t know if you want to nerf the turks down a little bit as well.

-) Remove easy encounter after tseng in rocket town boss fight:

Removing it would be best, as any regular fight after that boss fight would be anticlimactic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-04-30 04:58:10
-) Better sword for cloud

Maybe mideel got something new in at the same time, on next playthrough I’ll take note of what I bought in mideel each time, along with the names of all the weapons.

-) Instantly force weapon battle/Fight Diamond Sooner

I see that it’s tricky, but don’t you think its silly just standing in front of Midgar for 2 minutes while watching him move slowly towards you for 2 minutes, such odd design.

-) Limit level bug/Limit Levels

Oh right my kill level was on average about 60 between my party members, maybe this will all be sorted on newer revisions, as I said there was next to no point in trying to level up as encounters barely gave enough experience from brass dragon onwards, the northern crator encounters may have given EXP I don’t know I did run away from all of them.


-) HUGE bug: bugenhagen just before the return to midgar

No I always use standard names, not only that but during the scene cloud was about 10x the size he should have been and I could only see his feet which took up most of the screen.

-) Turks boss fight in the return to midgar

Ah off course if the game gives you mystify and added effect guess you could use that, I would prefer the game gave you accessories instead as I find it offers a better layout of your inventory and character status menus.

I would offer 2 rings with confusion ward and 1 ring with berserk ward for this fight, in addition I would also remove the added effect materia, at least that way you as the developer have more control over what the gamer can protect themselves from, but off course it’s your mod and keeping it as is would be fine, next time I will look to see how many added effect materia’s I have at that time, but in general I hate giving myself magic that I won’t use in battle.

-) Add merchant before proud clod

As long as the merchant is easily available before the proud clod fight then that would be great.

-) Heading south in the return to Midgar/knowing where to go

Yeah I know that was quite funny, but I guess now it’s bad game design for the game to let you go down the wrong path so many times and get nothing for it, but it was still funny for anyone familiar with the W-item of the original game.

But overall I agree with you about the w-item placement, it should be something given to you as a reward for doing some tough boss battle, not as a reward for going down the wrong way at some point in the game, at what point do you get the W-item materia in your mod?

-) Prod cloud Boss Battle

What do you think about reducing clod prod’s HP, seriously that battle lasted almost half an hour and I still died, this was 1.2 and at level 36, but again I couldn’t really level up with the encounters on offer in the area… I think.

-) Hojo Boss Fight

I don’t think any battle message came up when he did the move, but it was a clear visual bug.

-) final 3 story bosses:

Oh right I see how you made it there, in that case I think it would be best for your mod to reveal and open up the ‘new threats’ bosses before going down to the bottom of the north crator, and also to offer an order in which to take on the new threats, each new threats boss can give the player a decent amount of EXP so that they level up, assuming there is are 6 bosses that level you up by 3 levels each time then that would take you from level 40 to level 58, and in addition you get better weapons and armour I assume, along with level 4 limit breaks.

If its specced like that, that would be really cool, just make sure I can defeat them within 20 minutes or so, when I tried red XII’s and aerith new threat boss on level 40 I got hammered.

-) 'new threats' boss fights.

I really look forward to trying that when it becomes available, maybe you can make it that the game only lets you do one threat at a time, and on each threat it will give you enough EXP to level up a few times.

-) for yuffie as mandatory member idea

So your saying when you plan to add a mandatory recruit of yuffie it has to be on the field, what would be cool is someone designing a whole new battle map for the yuffie fight, maybe it can be triggered just before myrith mines when the party is looking at the Midgar zolom defeated by Sephiroth, yuffie can jump out onto the field and yell ‘surprise’ then a battle map is loaded with yuffie fighting the party, in the battle map you can see the defeated zolom in the background, rendered in 3D off course.

-) Preserving original boss names

Ah I see, maybe giving the gamer the option of the original names is something you can think on adding later, it’s not really a big issue at the moment, its just that for some boss names, like jenova.BIRTH I prefer to keep the original names as I’m sure they mean something to the developers of the original game.

I really like the name roller ball as well, I think it fits better anyway, and if it can be done I’d like the boss model replacer in anyway which makes it look like the original.

But it’s a small thing anyway, and I’m not sure at what point you can offer it to the player, and even if you would be willing to offer such a thing, at a later date off course when all the important things have been added to this mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-04-30 04:59:26
-) General advice on the magic system rebalance – remove ‘all’ Materia

That sounds great, would totally love that addition to the game, the whole all materia was a terrible idea, although I’m not sure how you would offer it to the gamer as an option, as some people may prefer to keep it how it was originally.

If it does get implemented I would rethink the units of time that protect and shell lasts, how powerful cure and regen, and how much protection protect and shell give, you don’t want to overpower yourself with this, but ideally remove the annoyance of the all materia.

-) Adding a new magic

Yes I would love ‘dispel’ to be added that does both in one, not sure how you would offer both options to the player though, I hope you do take over the materia in the game, then you can give a materia that does dispel only.

Blink would be cool, I haven’t thought about how that would balance out the game though, but I would make it single target only.

Yeah nulblaze is a pretty smart thing as well, the other issue is trying to figure out how to represent that in the battle hud, check final fantasy dimensions for how that did it, it looked good there, by kill fire rings do you mean it would make them useless or that it would remove them or something, I also can’t remember what null blaze along with shell did in final fantasy dimensions, arguably that would reduce the magic attack by 75%, so you’d need to take that into account.


Other general improvements mods

I’m going to request two things be added to this game that would make a huge difference, it’s not related to your mod, but I’ll put it here first so you can give thoughts.

-) Game Over Screen with modern options

when you die at a boss you get the options
1 retry,             this will load you right at the boss fight as you entered it.
2 edit part & retry,       this will load the menu first, then when you cancel it loads the boss fight
3 load save.         This will bring up the load save menu, and focus on last used save.

This will make a huge difference to the game, it brings it more in line with kingdom hearts actually, skies of arcadia offers a ‘retry’ as well, it really is the best option for the game.

if you die at an encounter it can just bring you to 3 the load save screen, and focus on last used save, so you don’t have to select slot 1, save 1 etc, in this case you skip the intro, continue?, slot 1, save 1 process.


-) rollerball Boss Fight pre-save:

There should be an option to save you game once the mini game is finished, after the save prompt the game will put you to the menu to let you change party details, then the fight can begin, losing this boss battle and having to go through the mini game all over again is a horrible design flaw which was part of the original game.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-04-30 12:54:44
Its the original version of the game, not steam so idk what the battle issue is.  Could it be something to do with my graphics drivers?  Barret's head appears white too in the field (unsure if this is a bug with the mod or game).  Without NT it appears normally.   However I don't get what graphics drivers have to do with switching in and out of battles
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-30 14:34:03
Its the original version of the game, not steam so idk what the battle issue is.  Could it be something to do with my graphics drivers?  Barret's head appears white too in the field (unsure if this is a bug with the mod or game).  Without NT it appears normally.   However I don't get what graphics drivers have to do with switching in and out of battles

It could very well be drivers if Barret's head is missing, and the random crashes could be a result of some kind of instability. What graphics card + version of Aali's driver are you using? FF7 tends to run much better from integrated on-board cards rather than dedicated cards if you can set that up (it's easy for certain cards to switch which is used to run the game, but maybe more awkward with others).


@Rufus

I forgot on some points that you were playing on 1.2, so some features I talked about aren't actually in your game yet. The multi-target status-healing items for instance weren't added until a little time after 1.3's release (I'd clean forgot that I'd added 100GP when Cait Sith joins, though). As for compatibility, I understand what you mean now; X-ATM Scorp uses about 5-6 battle models to show the progressive upgrades/damage it takes over the course of the game, so only the first one would be replaced if a HD model was applied.

I think the cleanest solution would be to decompile NT's LGP and then take the HD Scorp model's 'AA' file, this is sort of like a 'master' file that pulls the rest of the model together, and then copy-paste it to replace each of Scorp model's AA files in NT. If this file was copied several times, and they were renamed to each of Scorp's other iterations (UGAA, UJAA, UKAA, and TAAA) then the HD files would be pulled by these 'master' files to construct the Scorp model in every fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-04-30 19:15:37
Graphics card is RemoteFX vGPU running Direct3D hardware accelerated with the nvidia Riva 1.02 patch.
Not running Aali driver since it uses OpelGL and OpenGL isn't supported by RemoteFX
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-30 19:31:46
That's probably the source of the random crashes; I found the original 1998 game to be very unstable when running without Aali's driver. As for the white-head issue for Barret's field model, that's probably related to using an NVIDIA card; I remember there being a tonne of trouble for people following an NVIDIA driver update with white/missing textures about a year or two ago.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: genesis063 on 2015-04-30 19:35:52
Keep in mind you'll need to pull each one.  Then you'll have to replace the needed parts and add the textures in as some models misses parts.  Else they will all look the same no matter what you do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-04-30 20:36:47
So replacing the master file isn't enough? I was hoping it was like field models; oh well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-05-01 01:42:30
Hey, I reckon that 100GP was from one of the arm-grabber machines in Gold Saucer, at least I think I got a bunch of GP there first time I used it- if it turns out not to be from Cait Sith himself, that could be your answer!

I also don't think the 'all' materia should be removed- it's the most common blue materia and is a big part of what makes linked materia slots valuable. If all magic can be targeted 'all', things like four slots lose a disadvantage versus linked armours. That's all. Mega all loses a lot of its charm, too!

And as for Demon's Gates being too tough, I managed to beat them on my second try, around level 30-35. (playing 1.3, mind) I'm pretty sure I used sadness/barrier to reduce damage. Maybe a summon to get a burst of damage off? Though I guess it would be a bunch more difficult if you were lower level and using limited materia, as you said.

I also made frequent use of enemy skills in my playthrough- giving access to a variety of attacks for just one materia slot. (I think reducing the number of these materia to one was a great choice, as it remains useful, but you can't rely on it alone.) I'd recommend you try using it more next time, Rufus, as it's very versatile. and you don't have to level it/ it doesn't harm your stats at all!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-01 02:29:53
never thought of giving myself sadness, that would be a great idea given that limit breaks are not even as powerful as magic attacks.

using 1.2 when trying that boss I was level 31, to get to level 32 i would have to do 15 encounters, i barely got 4 encounters worth of EXP from the boss when I defeated him (i had to cheat to do it)

for the 'all' materia, yeah it would be an option whether to play the game like that, It's just to bring FF7 more in line with Final fantasy dimensions, You wouldn't be able to all everything, certain things would be single target like life2 etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Murasame on 2015-05-02 10:04:01
Hey Sega Chief,

Installed this mod and from the little I've had the chance to play, I'm really enjoying it. I appreciate the amount of work you put into this.

I'm really not tech savvy with this stuff so could you confirm for me how to install the hotfix scene.bin and flevel patches? I know in your original post you say to put them over the top of the main installation but yeah, I don't want to end up doing something that screws the files. I'm not at home just now so I can't look at the files if it's something obvious. Explaining it to me like I'm an 8 year old is acceptable. And just to confirm, these patches contain the changes that remove level cap etc and won't interfere with a current NT save, right?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-02 15:22:04
Righto:

The main installer patches the following files:

-) Char.lgp (field models)
-) Flevel.lgp (field screens & script)
-) Battle.lgp (battle models)
-) Scene.bin (Enemy Data & Formations)
-) Kernel.bin & Kernel2.bin (Equipment, character stats, spells, etc.)

The files that see the most changes are the Scene.bin & Flevel.lgp, so to cut down on bandwidth for people playing NT these have their own Hotfix patch whenever something needs fixed quickly. That saves people from downloading the main installer over and over, and also preserves mods they might have applied to the Battle.lgp and Char.lgp (the installer is quite robust and overwrites everything).

Hotfix patches are applied in the exact same way as the Main Installer; select the data folder and patch. They have a high degree of compatibility and can be applied regardless of how old the NT installation is, and even if other changes have been made to it on the user's end. Save files should remain compatible, but if the NT installation is very old (say, 1.2 or earlier) then you might notice some oddities with the EXP bar; these tend to iron out on a level up.

The current patches contain the latest features; no level cap, etc. If you're worried about screwing up the files, then make a copy of the following folders and restore them if something goes wrong:

-) Field
-) Battle
-) Kernel
-) Lang-en (if Steam version; the 'en' may change if playing from a different language)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-05-02 17:00:46
But RemoteFX vGPU isn't an NVIDIA card.  I installed the 0.7 version of Aali custom graphics driver and the game locks up whenever a spell is cast in battle (Icicle Area turks Elena fight when she casts the initial attack).

EDIT: Also whats with the level 41 70.000 exp required to lvl up?  Its usually around 10-15 thousand to lvl up
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Murasame on 2015-05-02 21:51:52
Alright, got it. Thanks a lot. I noticed though that Cloud still says there's a level cap in the beginner's hall. I think the patches installed alright. Is that just an oversight?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-02 21:59:37
But RemoteFX vGPU isn't an NVIDIA card.  I installed the 0.7 version of Aali custom graphics driver and the game locks up whenever a spell is cast in battle (Icicle Area turks Elena fight when she casts the initial attack).

EDIT: Also whats with the level 41 70.000 exp required to lvl up?  Its usually around 10-15 thousand to lvl up

I'm afraid I've not got much experience with graphical set-ups. Not sure why Aali's driver would cause a crash either; I could make a special scene.bin patch to skip you past that battle if it's causing trouble? The animation she uses for the first attack is the Fascination one (used by Jemnezmy, etc). Are other battles working or is it just this specific fight which is causing the crash for you?

About the EXP, I use a custom EXP curve that has 'spikes' built into it every ten levels. 11, 21, 31, 41, etc. each require a lot more EXP to push through than before; the idea being that randoms give enough EXP to reach these spikes while bosses help cut past the spike itself; it helped me a lot with balancing enemies because I could better predict where player parties were going to be, level-wise. When you hit a spike, the best thing to do is push on to the next bosses; the Crater (on 1.3) has been set up to help blast through levels, so has the additional content.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-05-03 07:51:05
How did you set up the custom battles?  Like the battle with Vincent in the basement  ProudClod?  Then how do you call your custom battle from ingame?  Proud Clods battle numbers and Makou Reactors battle numbers don't match up

Also, its all battle spells that cause Aali driver to lock up, so I reverted to the original Direct3D Accelerated mode where crashes happen rarely.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-03 14:04:03
Here's how battle numbers work; there's 255 scenes, but each scene contains four formations and they each have a hex ID. Problem is, Makou uses decimal. To find a battle in the scene as given by Makou, you need to divide it by four (so Battle 1000/4 identifies the battle as being in Scene 250). This'll give you the number of the Scene in which the battle appears.

For the actual formation itself: If it's a whole number, then it's the first formation in that scene. If it's #.25, then it's the 2nd battle, .50 for the third battle, and .75 for the fourth/last formation in that scene. For an example, if the battle is 1001 then it'll resolve as 250.25, which means Scene 250/Formation 2.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-05-03 18:40:11
There seems to be a text bug in Fort Condor, after you beat the Shinra at fort condor and talk to the old man that gives you the Huge Materia item Cid says "Lets check on the little fella" (he means Cloud) but when the other 2 team members reply one says
Sephiroth: You mean cloud?
when obviously Sephiroth isn't talking
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Murasame on 2015-05-03 21:58:43
For the party leader swapping option on disc 3, is there any plans to make it possible for anyone to be the field leader? Just curious.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-04 06:21:51
There seems to be a text bug in Fort Condor, after you beat the Shinra at fort condor and talk to the old man that gives you the Huge Materia item Cid says "Lets check on the little fella" (he means Cloud) but when the other 2 team members reply one says
Sephiroth: You mean cloud?
when obviously Sephiroth isn't talking

That's odd, but it's probably I added a name for the text box and clicked the wrong one.

For the party leader swapping option on disc 3, is there any plans to make it possible for anyone to be the field leader? Just curious.

It's possible, but the problem is the world map as it's only designed to show one of three party members (Cloud, Tifa, and Cid). It could be added for 7H, and maybe even for the regular installer depending on how stable it is. It'd need a tonne of work to navigate around scripts, but it's on the cards. Maybe even possible for much earlier in the game so it's not just an end-game feature.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Murasame on 2015-05-05 23:10:37
I thought the world map models might have been a problem. Even if Cloud was always on the world map and the other characters could be used in dungeons/towns, that would be really cool.

Have just made it up to Nibelheim but here's some of my observations of some of the things that I've noticed (nothing game breaking at all) :

In the Air Buster fight, you might have done this as a punishment for improper healing, but when one character is left, the tranq gunning can be a bit long. I think either out right killing the party or reducing the sleep effect (I'm not sure if this is a set time in every fight, no other enemy thus far has left me alone long enough to see) would be preferable. This is just my opinion though; it's your mod off course.

In the Rufus fight, Light Nation used its Hydro move on Rufus himself halfway through the fight which essentially clinched my premature victory.

In Nibelheim, in both the flashback and present day, there's a model of Tifa stuck in her room. (Nice touch tweaking Cloud and Sephiroth's stats and making Sephiroth controllable btw)

The evening effect in towns disappears after the menu is visited.

This last one I don't know if it's just due to altering of how stats work but I've had summons miss my target relatively often, is that intentional to avoid spamming? Also related to battle, I'm pretty sure my Cloud has killed a large amount of enemies but he is still stuck at level 1 limit breaks. Did you change the requirements or am I just misremembering (which is possible; I haven't played the game for a few years)?

Also, is it possible to have the battle/field BGM some sort of option in the menu so it is interchangeable at will? Like I said, I know nothing about the details of this stuff so I don't know if this would require more trouble than it's worth.


So yeah, really nothing game breaking at all and I'm really enjoying the mod thus far. I hope I don't sound negative, if I listed all the things I like about this mod too, the post would be overly long and sycophantic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-05 23:39:27
I'll maybe set the tranq gun to be physical damage again, that way it won't 'lock' the character if they're last man standing.

That's an oversight on my part, I think he's trying to use a spell like Poisona but several were re-purposed to add some end-game elemental attacks to the player's arsenal, like Hydro. I'll change/disable it for the next update.

That Tifa model in her house is like a ghost; every time I remove it, it comes back a little while later. Not sure why; I'll definitely get it this time. (definitely)

I can fix that I think, but it means setting something up that'll be running in the background which might interfere with certain scenes. I could use the current set-up for rain instead and code in a separate switch for time of day. Thanks for letting me know.

Seems that a number of summons have been set to have 75% accuracy instead of 255 (which is problematic, as level also affects magic accuracy). Might be I started changing that to experiment with it then forgot to restore it. I'll set it back to 255.

I'm not sure if it's possible to have it in the actual menu, but what I could maybe do is have Save Points display an option to change it (maybe a button prompt like Square) to switch the music option. Whenever a save point is touched by the player, it displays a message so I could have it display a second window with the prompt.

Cheers for the feedback + error reports, I'll have these corrected fairly soon.

\\Edit: Plan for Next Update//

Currently, I've been reviewing the difficulty settings and I think I've approached it wrong (saw a stream of AA; it wasn't pretty). What I'm going to do is condense it down into two 'difficulties' as originally planned, but instead of calling one 'harder' than the other I'm going to instead put both versions of the mod together: Original and Arrange (not released). This'll kill two birds with one stone, and I'll only have one set of game-files to manage rather than two. Arrange fits more with what I wanted to do with another difficulty setting anyway, which was more about re-shuffling the game about a bit rather than just upping stats (that and AA difficulty has proven to be very poorly optimised; there's likely bugs associated with both that need to be turfed out as well). Both modes will be compatible with the pending .exe patch in any case.

I'm not 100% convinced about the changing time of day either (it needs to be re-done anyway to get around the menu problem). I think I might disable that for now and instead go with the rain. I want to start with expanding the NPC scripts in any case, starting with the player party and then working on the actual NPCs themselves at a later date. There's a subtle script revision going on too, just fixing up certain things here and there. While I'm doing that, I'll be keeping an eye on how things are laid out for potentially making party leader swap available much earlier.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-06 01:54:48
having original difficulty sounds interesting, so will that be identical to the original game, and if so how will you handle the added bosses and the new threats bosses.

have you had much time to look into my suggestions made before hand, especially about the Modern game over screen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-06 02:07:22
What I mean with Original is it would be standard NT; not the actual default game. I'll maybe call it Standard instead.

I've got all the suggestions filed away, and ordered in priority. A retry option for certain bosses that are at the end of lengthy scenes is high on the list as it's an inherent problem in mods like this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-06 02:53:29
it's a problem in the entire final fantasy series.

so strange how low profile games like skies of Arcadia has this basic option, yet Final fantasy does not.

I would recommend the Return of the Dark Sorcerer, its basically the ff6 equivalent of the new threat mod, has new bosses, new moves etc. it also uses different music from other games (uses zelda 1's dungeon music dungeon music, secret of mana mountain music for a mountain locations etc.)

Anyway, in that mod when you die it shows a cool cutscene of what would happen in the game if you did die, kind of like Chrono trigger, then afterward it places you right at the last save location you were in, no load save game screen, it just places you right there at the save point.

Thought it was kind of neat.

so on the difficulty there will be standard NT, then 'arrange', so was the 1.2 one i played through closer to standard or was it closer to arrange.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-06 04:32:18
ROTDS is maybe going a bit too far as a comparison; it's very heavy on story modification and references (I'm aiming more for what FF6 BNW did with the game). Cool idea for certain fights causing a unique 'game over' scene, but I was thinking more along the lines of an option to re-try certain bosses instead of going through a lengthy cutscene again. The ones on the list just now are:

-) Motorball (might be tough/unstable)
-) Red Dragon, Mural Room
-) Jenova Life, Altar

Those tend to be 'problem' bosses that appear at the end of a long sequence. There's others that appear at the end of such scenes, but they don't seem to cause as many problems.

The current 1.3 version, 7H's 1.2, and all previous versions should be considered Original. Arrange will be a little different; not necessarily harder, just different.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-06 05:14:37
hmm, not harder, but different, sounds interesting, could you clarify more, just need to know which one to choose on my next playthrough, I guess the arrange version is where you have the most leeway, but you felt it might be too much for people so standard is scaled back in some way.

and would it be 1.4 that will have this option, or a later revision.

I think it might be a good idea for barret at the start to say 'welcome to new threat mod V1.4',I think barret mentioned new threat mod at the start when choosing battle music preference, adding the version number at the end of text would give player a clear notice what version they are on.

but yeah I wouldn't add a cutscene, just a simple menu that says' retry?' at the game over screen, or even in replace of the game over screen.

is there any reason it can't be done for all bosses, Also I was thinking when you reloaded the boss fight you would have a hard time telling what status the party was when it went into the boss fight, and in that case just full HP/MP would be fine.

haven't tried BNW, but i Think that doens't add new bosses, ROTDS however does, but yeah its not a complete comparison, maybe new therat mod is a bit in between ROTDS  and BNW.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-06 15:08:48
What Arrange would do is change up certain bosses, unlock different enemy attacks, reorganize item placements, and maybe add a few twists into story events for new encounters (provided it doesn't cause too many problems). Original is scaled back in the sense that I've cut certain things or scaled them back to maintain a balanced difficulty curve or to keep the story events (largely) intact. Arrange would just be a different take on the mod. This'd be 1.3 still, there's a lot of features I want to get done before I make the jump to 1.4.

It could be all the bosses, I was just thinking in terms of time. A handler would need to be added to each one which might interfere with certain scenes. The ones I want to do for now are the tricky fights, but I could roll it out to every boss in the future if need be.

Good idea with adding the version number, I could maybe do that with the opening text box.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-05-06 16:05:44
Hi SegaChief!

I've noticed few issue with AI in order:
Sweeper in reactor 1 and 5 , Combatant Grenade, Mighty Grunt.

These guys attack themselves with Machine Gun attack.
The issue is in the targetmask, they search for an opponent with near-death statut, so with a team full HP they just don't find a target.

Also another issue (maybe not?) is the fact I can see the yellow materia drop after Sample:H0512 fight (usually E.Skill) but when I go for it the materia is not in the next screen, so I can't loot it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-06 17:07:32
Wasn't aware of that one, I'll revise the AI. Usually what should happen is they select a random target if none with the desired criteria are present. As for the Materia, I removed the Enemy Skill from there because Red now starts with it equipped (and I want there to only be 1 E. Skill Materia for balance purposes) but it must still be popping up, at least visually, through the script. I'll amend that too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-05-06 17:59:45
All right then.

Oh for the Sweeper issue, it's different then Mighty Grunt, since they use Search Scope, they keep in memory with a Local Var the last target, but in the AI the mistake is that you call another Local Var instead of the used one. (something like 1B0 instead of 1C0 , didn't remember well, I did fixed it)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-06 18:23:08
Ah right, thanks for letting me know; just had a look, Sweeper Type-5 is setting the target to LocalVar 00F0 but looking for 00C0 when attacking. No idea when that happened.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-05-06 19:31:55
How do I find out the model ID for a certain enemy I'm looking for?  I mean the AAAA or AABB models, is there a list?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-06 19:54:38
A quick way is to search for the enemy name in PrC to get the scene(s) it appears in and then check the Enemy Management/Enemy Stats tab to get the Model ID (the lgp code will be written in red next to the hex number). If you can't find some, let me know and I'll track them down or if you don't know the name then describe it to me/where you fought it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-05-06 20:33:08
The model I'm looking for isn't fought as an enemy in the original game so I couldn't find it by looking at other scenes
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-06 21:01:00
Could you tell me the name of it? I'll search for it in NT's scene.bin.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 00:19:27
Since you are filing for improvements on FF7 here are a few more suggestions you can maybe look into as well, these also have nothing to do with your mod, if any of them ever get implemented I would prefer them to come up in tweaks that can be switched on and off, that way other people can get access to them when doing a standard playthrough of the game.


-) Almost widescreen (3:2 support) – mod request.

I would like to request that the game be offered in the wider aspect ratio of about 3:2, actually 1.55:1 to be exact, this is to mimic the aspect ratio of the backgrounds and the FMVs, the backgrounds and FMV would therefore not have any black bars underneath or above them, instead a small amount of pillarboxing would be in effect for modern widescreen displays.

The Battle’s OAR was also quite close to 3:2 when you take into account the new battle menu being less taller than the original, the solution in this case would be to move the battle HUD up and ‘crop’ the bottom, I use the word ‘crop’ in quotes because nothing is really truly cropped as you weren’t intended to see that part anyway, this would actually look much more correct than it currently is in 4:3 with the overhauled battle menu,


see the Sephiroth battle picture for reference,

http://i.imgur.com/IrMT0Rpl.jpg

http://i.imgur.com/eZ9yPbpl.jpg

note how much more correct it looks in 3:2.

For the world map, simply cropping the bottom, or equally cropping the top/bottom to fit the new frame would be acceptable, I’m only assuming you can’t expand the viewport.

The fort condor mini game has the same aspect ratio as the static backgruonds, but its letterboxed equally on the top and bottom, but the same rules apply, just remove the black bars on top/bottom to fill the 3:2 frame in a custom windowed resolution that matches that aspect ratio.

Overall I would prefer to run this in a customised windowed resolution that exactly matches the 1.55:1 frame, but if that is too much for just now it can simply be a 1.55:1 image inside a 16:9 frame.

If this sounds like too big a task, simply just moving the battle HUD up would fix it for me, I use windowed borderless gaming and I could simply make the window larger than my display and crop the bottom off at the same time, this would practically solve the problem and would require not much work to be done.

This would make a huge impact in the way that I play the game, currently the game image size is very small in the field, which is currently a 3:2 image letterboxed inside a 4:3 window, which is then displayed on a widescreen monitor.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 00:21:40
-) heal HP/MP at save points ala FFX

Heal HP/MP at save points ala FFX, given that tents are cheap there is no reason not to do this automatically, it should not harm the balance of the game at all, it should also revive KO’d party members.


-) Autosave and the removal of manual saves:

I request that when you pass through a save point, by pass through I mean something similar to the way FF6 works along with the ‘ding’ sound effect; it automatically saves to slot 1/save1, save 1 and only that save file.

This means you only have 1 save file per playthrough, combined with the heal HP/MP at save points (ala FFX) you would never have reason to go back in the game as the game would never screw you over at any point.

Adding this ability would remove the load save game page when dying at boss fights, instead it would just load the one and only save file available.

Note: You may have to look into coding in the case of someone wanting to do multiple playthrough’s of the game at the same time, but generally no one would do that outside play testing.


-) Reduced encounters and disable run away options

I would like to request an option to reduce encounters by 30% or 50%, and can be independently applied to field and/or the overworld, an option to not allow you to run away as well should be added, Ideally the runaway animation shouldn’t even show, in addition an option to disable encounters on the world map could be added.

I would prefer to play the game with encounters in the field reduced by 30%, not being able to run away, and no encounters on the over world map.

I saw that the Field Editor - Makou Reactor could be used to change encounter rate of each field by a certain %, so that may be a good place to start.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 00:22:26
-) Text colour change for spoken character

Similar to final fantasy tactics I think having a different text colour for the person speaking would be a good idea.

(http://img4.wikia.nocookie.net/__cb20100907095932/finalfantasy/images/c/cb/Fftactics.gif)

Maybe the colour red won’t sit as well as it does in Final Fantasy Tactics, but I’m sure having some distinction between speech and who’s talking could be done.

-) Auto targeting phoenix downs

When I select phoenix downs it does not auto target a KO’d party member.

-) Wasted space in dialogue boxes

There seems to be a lot of trailing spaces in dialogue boxes most of the time, see pictures for examples.

-) Magic order:
The ability to choose how magic is displayed in the battle menu would be useful, and even be able to hide some magic that is equipped, examples include hiding life or poisona but keep life2 and esuna in view, hide fire1 and only show fire2, in the case of wanting to use added effect with mystify you may not want to see the magic),

-) Large gaps in menu for magic/summons

Most of the time there are large gaps in the magic battle menu, why can’t it just truncate all these empty rows and show only what is available to select.

-) Overworld map toggle big and small
When on the overworld map, just have the option to make map big or small, no option to totally switch off the map.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 00:23:06
-) Memory for targeting:

When fighting the Sample:H0512 boss fight, I don't like how the cursor doesn't automatically focus on him on the next move when I have attacked him once already, perhaps a mod that allows 'memory' of targets could be added, as everytime I want to target the boss I have to press up and left at the same time.

If it is so much work to add this, then you could instead just focus on this boss first for this one boss fight, that would solve the problem as the problem only applies do this boss fight.

-) Bug – all ability lost when magic not cast.

when fighting Bottomswell, I set my character to cast barrier to all, then the boss cast silence on me, my character did the magic animation but didn’t deplete MP, but next time I go to cast spell I have used up my 'all' ability, implying that I did cast the spell.

-) In game explanation about All

I think that the game should have a real explanation about switching from all to single target by pressing page up/down, this really needs to be explain in game and during combat, similar to how FFX explains rikkus steal ability.

-) Auto Battle

Find some way to increase the games sped and only allow it during battle would be great.

-) Instant kill button

This is for when your party is dying and you want to load your game, currently the option is to just wait for our party to die and inflict damage on current party members to speed it along, but it would be better to press an instant kill button which will force a game cover screen.

If the auto battle mod is done then this is much less an issue.

-) Memory not carrying over between battles

this game doesn’t have 'memory' that spans past one battle, for example is I have party all cast offensive magic during battle one, then for battle 2 I hold down the confirm key and they don’t do that, they just attack,

Final fantasy VI does have memory between battles, so really Final Fantasy VII should have this.

-) Default names only

I request that the game does not prompt you to name a character, some mild script changes may have to be made to accommodate the lack of an inputted name, yuffies character naming may need to be looked into as you have a choice to name her at some point and she escapes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 00:23:51
-) Disable Yuffies side quest

This will disable yuffies side quest so you can freely enter wutai with Yuffie before the final dungeon without having your Materia stolen and having to be forced to go into the side quest.

-) Easy Yuffie to join party

Make it so Yuffie joins you much easier than the original game, as it’s a frustrating part of the game without a guide, and I don’t like using guides in games, I would say simply defeating her in a tough battle should be all you need to get her to join you.

-) Elena’s Reaction at the return to Midgar (end of chapter 2) bug
I cast Regen on the whole turks party, then Elena reacted by saying 'ouch that hurts' then moved back.


-) Reflecting offensive magic on all party members

Casting reflect on all party members, then multi-targeting all party members with offensive magic seems to cast the magic 3x with no longer ATB or MP cost, to me this seems like cheating, an option to turn this action into one offensive spell when it’s done would be nice.

-) Automatic saving and no save points

The game automatically saves when you are just before a boss battle, just finished a boss battle, enter a town and maybe leave a town, in this case no save points appear ever.

-) Full recovery before fighting a boss fight

The game automatically recovers your party before a boss fight, this happens once in FF4 when fighting rubicant, I think this should be as standard, as no one would not do this before a boss fight anyway.

-) KO’d party members get revived after battle

Just like Chrono Trigger party members get revived after a battle if they are downed.

-) HP regnenrates by walking

Just like xenoblade chronicles party members heal as they walk in the field.

-) Full Recovery after every boss fight

It’s unknown if this would be helpful much, it would be better to play through the game will full recovery before boss fight, regenerate HP while walking & revive KO’d party members, something like that may be enough to walk through dungeons without having to go in the menu
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 00:24:37
-) Auto arrange items set by your preference

When you get a new item it is still shown at the end of the list, instead it should be arrange by your last arranged preference automatically.

-) Ability to have overworld music in battle only.

Given the length of the overworld music this may be an interesting option for people who want normal battle music in the field, but don’t want battle music in the overworld.

-) Pausing game while Tifa slots

I can’t check what the game does when you pause the game while Tifa’s slots are moving, if it stops the slots it could cause an issue where the user could cheat, if the slots keep moving while paused then it’s a non issue.

-) One victory screen

Similar to FFX-2 we should only have one screen which shows exp. and items obtained, also there should be no option to not take everything.

(http://img3.wikia.nocookie.net/__cb20101114023915/finalfantasy/images/b/b8/Battle_results_ffx2.png)

-) Victory fanfare only at boss fights

This might be a good option to give people especially if we make the victory screen a one screen entry.

-) Lower kill rate needed for limit breaks to level

This can maybe be put in as an option, it just seems that generally I don’t get very high limit breaks towards the end of the game, where I generally should be getting high limit breaks.

-) Memory on limit breaks

If I select clouds cross slash, on my next limit break it should remember that and focus on that instead of braver each time.

-) Classic battle HUD

an option to have the classic battle hud would be nice, I saw some great looking screenshots of the classic battle HUD with high resolution text font and it did look great.

This might conflict with the widescreen mod, so it’s a very low priority.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-07 02:21:48
I said before that if you've got a big chunk of text to put down, it might be better putting into a notepad or similar instead of making four separate posts.

-) Aspect Ratio & Visuals
The NT Mod doesn't handle any of these, it only concentrates on gameplay files and leaves it up to the player to install any additional mods that change the way the game looks (DLPB's Menu Overhaul for instance). I can't offer technical support on something I didn't make or package with NT, and I'm not going to take their mods and integrate them into NT either; stuff like that killed Tenko's N7 mod when updates broke it's dependencies.

The only thing relating to visuals that'll appear in NT are field & battle models built using in-game parts. I'm leaving additional graphical mods up to the player's discretion though I intend to update/release NT files that are easier to combine with graphical mods for people who want them.

-) heal HP/MP at save points ala FFX
Nope; that's what Tents are for. It's easy to do, I'm just not doing it.

-) Autosave and the removal of manual saves:
That'd probably require a serious amount of coding to get working, but removing manual saves altogether sounds like a terrible idea. I tend to use every single slot during runs so I can revisit certain areas/fights either for testing or practice.

-) Reduced encounters and disable run away options
I'll start the player off with Enemy Away and Enemy Lure instead; then they can decide. As for disabling escape, I don't really see the point + it'd be a pain to implement.

-) Text colour change for spoken character
I don't think this'll work too well with FF7. I think part of the reason they did it in FFT

-) Auto targeting phoenix downs
Targeting is quite rudimentary in this game; I don't know if anyone has ever tackled it, but it'd likely require coding to fix (assuming it's even feasible).

-) Wasted space in dialogue boxes
That'll usually be to make space for additional text when the window is used again. Some of it will likely be caught when I go over the game's dialogue for a tune-up.

-) Magic order:
You can change magic order to some extent based on the criteria of Restore, Attack and Indirect. A fourth category exists however that will always appear at the bottom regardless of sorting. I've tried configuring that before but it resulted in missing spells. As for hiding/showing certain spells, that's not happening.

-) Large gaps in menu for magic/summons
Not much I can do about that either, I'm afraid. Each spell has a set slot it needs to appear in. Newer games are much more dynamic with how spells are ordered.

-) Overworld map toggle big and small
Are you sure? The default game and a standard NT installation allows you to do this already; it toggles between small, large, and off. Has a graphical mod you've installed disabled this?

-) Memory for targeting:
Memory is out of my hands, but I can shuffle enemies in certain fights so that important targets are the initial placement for the cursor. I'm not sure if his Row position will affect this though, so no promises.

-) Bug – all ability lost when magic not cast.
That's another coding problem. Might be fixable seeing as W-Item had half of it's problem solved by DLPB, but I don't know.

-) In game explanation about All
I guess it can happen. I'll add it to the text when you pick up the first All Materia from Beginner's Hall.

-) Auto Battle
It might be possible to do this, but it'd require a weird set-up in character AI that may or may not work. Alternatively, equip three Fury Rings.

-) Instant kill button
As above, or you can soft-reset. It should be CTRL + R.

-) Memory not carrying over between battles
Whether FF7 should or shouldn't have this, it was programmed without it. Due to the game's structure as separate kernels, I don't know if it'll be possible to get it to remember between battles.

-) Default names only
While that can be done quite easily, people like to rename their characters so that's definitely out.

-) Disable Yuffies side quest
Absolutely not.

-) Easy Yuffie to join party
This might be rendered moot if a new mandatory recruitment scene is set up. But it'll remain as-is for now.

-) Elena’s Reaction at the return to Midgar (end of chapter 2) bug
I could change the response. I think she says that when one of the other Turks casts Wall or curative magic on her too.

-) Reflecting offensive magic on all party members
Nah, I think it's quite cool and there's some drawbacks to it that round things out slightly. I probably couldn't change it even if I wanted to, anyway.

-) Full recovery before fighting a boss fight
Can't do this, as certain strategies involve having KO'd party members such as Yoshiyuki's power boost.

-) KO’d party members get revived after battle
Edit: This is the same issue as above, but I'll maybe do it for bosses in locations where random encounters are still present.

-) HP regenerates by walking
Interesting idea; I think it can be done but again some strategies depend on low HP like Powersoul/Masterfist.

-) Auto arrange items set by your preference
I can't have it auto-arrange (I think) without some kind of coding hack. It only takes a second to arrange it by type anyway...unless you have MO installed and the menu takes several seconds to open, that is.

-) Ability to have overworld music in battle only.
Yeah, I think it can be done; I accidentally did this through the Mythril Mines once. I'll see if I can set that up again but make it specific to the music option.

-) Pausing game while Tifa slots
If people want to manipulate Slots in any way, then that's fine by me. Same thing with save editors, exploits, etc. Some folk play with a mod that converts every Reel outcome to Yeah! for instance.

-) One victory screen
I think that's beyond what I could ever do.

-) Victory fanfare only at boss fights
This might be a good option to give people especially if we make the victory screen a one screen entry.

-) Lower kill rate needed for limit breaks to level
That's planned for the next update, I might go back to the original values or something close to it.

-) Memory on limit breaks
Another short-coming with the game's engine, but very minor in the grand scheme of things.

-) Classic battle HUD
This one confused me. The NT Mod doesn't make any changes to the HUD, so it's already using the 'classic' battle HUD. Unless there's some kind of hi-res version of the classic HUD kicking around? I'd leave that to the player's discretion again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 03:48:35
-) Almost widescreen (3:2 support) – mod request.

Ah yes I just wanted to mention it to you anyway, I would have been surprised if you did anything with this as the fix would likely be done in a completely different code set to your NT mod.

-) heal HP/MP at save points ala FFX

Okay that’s fine, I might request this mod elsewhere, maybe it will work with NT.

-) Autosave and the removal of manual saves:

Ah okay so it would be hard to do, I will take that on board, as I said before this option would affect people that are play testing like yourself who may want manual saves, as mentioned this would be an option you can toggle on and off so nothing is ever getting removed.

It’s likely I will request this mod elsewhere to see what response I get.


-) Reduced encounters and disable run away options

I had enemy away, it didn’t make much of a difference I found, only when it was mastered, in which case it made too much of a difference, I think I may request this mod elsewhere as there is a tweak in 7th heaven to switch off encounters, but not reduce.


-) Text colour change for spoken character

The colours looked cool when it said ‘new threats’ at the final dungeon, but yeah I don’t know how it would appear in FF7, but having some distinction between voice and character spoken would be cool.


-) Auto targeting phoenix downs

Yeah it’s a clear issue, maybe it is something that square couldn’t do for some reason.

-) Wasted space in dialogue boxes

I’m not sure about that, really it’s all over the place in the game, it looks quite terrible

See picture
http://i.imgur.com/4QFhUfX.jpg
I’m pretty sure here he the full width of that text box is never used.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 03:54:17
-) Magic order:

Oh I was referring to a fully customised order, as in I can have fire in slot 1, cure in slot 2, ice in slot 3 etc, kind of like how you can customise your items list, would something like that be possible.

-) Large gaps in menu for magic/summons

That blows, FF7 is pretty messed up.

-) Overworld map toggle big and small

Sorry that was my poor wording, what I meant to say is I would like no option to switch the map fully off, instead I just want to option to toggle between small and large map.

-) Memory for targeting:

Ah okay, if you could look into that boss it would be good, so in that case it will focus on him as he is the most important, is the most important determined by HP or something?

-) Bug – all ability lost when magic not cast.

Okay thanks, I will see if I can find an appropriate place to flag this bug.

-) In game explanation about All

That’s a good start, I’m surprised the game didn’t mention this more clearly in the game, even being able to ‘un’-all magic - as in going from all targeting to single target- was unknown to me when I first played the game.

-) Auto Battle

No I don’t want berserk on everyone, auto battle should do the last used command and speed up the game at the same time, so basically speeding up the game would work, as I can just hold down the OK button.

-) Instant kill button

I was wondering about that, I tried doing it the way it was on PSX by holding down all those buttons, but yeah I will give it a go next time.

-) Memory not carrying over between battles

Well I would say the final fantasy series should have this, but square are a bit crap at implementing it, it seems some of the final fantasy games have memory fully working, and others do not.

I find this super important so I will mention this feature request of sorts in another section of the forum, I just wanted to know what you thought of it.

-) Default names only

Oh, okay well if its easy maybe I may request elsewhere, I would prefer FF7 be more like modern FF games where you stick to the original character names only.

-) Disable Yuffies side quest

Awe okay, maybe I will ask elsewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 04:01:13
-) Easy Yuffie to join party

Okay, I certainly hope we don’t have to go through any of that for your mandatory yuffie code.

-) Elena’s Reaction at the return to Midgar (end of chapter 2) bug

Really wow that makes no sense, you may need to double check with DLPB in case it conflicts with ‘beacause’, or maybe get his because to implement a fix for it as well.

But for changing the text, I'm not sure what that could be, what could she say that has nothing to do with the attack but then she changes her rows, maybe it would be easier to remove the whole speech thing.

-) Reflecting offensive magic on all party members

What are the drawbacks, is it just that it targets any enemy, but yeah I may mentioned this elsewhere as a tweak, most of these requests are just optional tweaks to the game that I think people can toggle on and off, I just felt this was one of those thing that seemed quite bad, I don’t know what final fantasy dimensions does if you try the same thing as you have a party of 5, what if ff7 had 4 party members, then that would mean the magic would be cast 4 times, to me it seems like something square overlooked.

-) Full recovery before fighting a boss fight

I’m not sure I understand, I don’t think I have fought that boss, I may request this mod elsewhere as I think it’s a cool idea.

-) KO’d party members get revived after battle

Are you saying your mod already does this, if so I must have forgotten or something.

-) HP regenerates by walking

I think the Cat's Bell does it, but I never used it, if it does work you could use the code there I guess.

-) Auto arrange items set by your preference

You could say the same thing about tents at save points ;) but yeah your right, you just need to manually do it, but it just takes seconds, still a valid point I think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 04:03:58
-) Ability to have overworld music in battle only.

Its just a small idea, people may prefer that as the overworld themes is 6 minutes long and people might not like the battle music breaks due to that?

I know barret asks you at the start about battle music, but what other points in the game does it ask you that again.

-) Pausing game while Tifa slots

Yeah I know, I will have to check to see what happens, I think the slots keep going anyway, in which case cheating can’t be done.

-) One victory screen

Okay, I think I may request this elsewhere as I think it would be much better to have it as one screen.

-) Victory fanfare only at boss fights

what did you think of this idea, I think it would be cool maybe, I only mentioned because return of the dark sorcerer was like this and I think, its a very small idea.

-) Lower kill rate needed for limit breaks to level

Okay, I look forward to that.

-) Memory on limit breaks

While true I like things to be the best they can be, I may request this mod elsewhere.

-) Classic battle HUD

Oh right of course I forgot, I was using the menu overhaul and just wanted to know if you could get the high res hud working, there was one high res classic hud, but I don’t think it works anymore.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-07 04:19:54
I think the problem with text space might be a bit exacerbated by the custom windows + font. DLPB's Reunion is optimised to use this font + window style but it's likely that problems will spring up when using it with default FF7 dialogue/NT. That being said, there's still plenty of dead space in FF7's text boxes. Hopefully I can improve it a little when I'm working through the text, though I better double-check how much space Reunion fonts need; if it's less space then no problem, but if it needs more then I'll need to leave some space to keep it compatible.

The drawback of having reflect on everybody is that you can't use most restorative/protective magic while it's up, making it tough on item supply. A streamer tried to set up for Reflect on most boss battles but found it to be a bit cumbersome in most cases.

The game has the option to toggle battle music on the Highwind through an NPC, but I could maybe set that up at save points instead with a button prompt that appears along with the save point message. Be better for people who don't like the choice they made as a few don't understand initially what the option is doing.

Elena's reaction isn't really a bug, it's just an oversight. In the original game, none of the Turks use support abilities on each other but there can be instances when healing items, etc. could be used on Elena either by accident (mis-selection, Confusion, etc.) or intentionally if trying to take out all three Turks simultaneously/keep them alive for stealing items. I'll probably just remove it or change it to something more neutral.

Victory fanfare only on boss fights technically happens with the field music option (I think the fanfare doesn't play for random battles when that's active, could be wrong).

-) KO’d party members get revived after battle
I made a mistake responding to this; I copy-pasted all your suggestions into an empty post and then started working through all of them but I must have missed this one. What I meant to type was, this is the same issue as having the party fully restored before the boss battle; a strategy might rely on them being KO'd or low HP. I'll maybe do this with boss battles that are in dangerous spots though, like Schizo; it'd suck to get killed on the way to a save point due to low HP after taking out the boss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 05:13:37
-) Elena’s Reaction at the return to Midgar (end of chapter 2) bug

cool, just thought you should be made aware of it.

-) Reflecting offensive magic on all party members

Well it’s like having 3x cut for all magic spells, but you have to use potions instead of cure, it doesn’t make much of a difference unless you have mastered all with cure and were planning to rely on that in battles.

I think the perfect compromise would be to make it so that it deals the lesser damage as if it was being cast to 3 separate enemies; this is probably how it’s supposed to work anyway.

For example I cast bolt on 1 enemy, it deals 1000, I cast bolt on 3 enemies, it does 600x3, if I cast reflect on my party then cast bolt on all 3 members it reflects 600 x3 to the boss.

This makes way more sense than what it currently does, which would be 1000x3!

-) KO’d party members get revived after battle

Oh right I understand what you are saying now, because the boss possess party members you might actually want a party member to be KO’d, well, hmm, not sure what to say but I think maybe this could be a toggle’ble option, I was thinking it would be under tweaks in 7th heaven, I’m guessing your not familiar with 7th heaven much but basically there is a cool tweaks mod, and I think that this would fit perfectly in here.

-) Ability to have overworld music in battle only.

Oh no don’t add something to the save point message, I really don’t want an extra menu I have to cancel out of every time I want to save, I can only assume you can’t put it in the configuration menu, maybe you could have it in an item store, or that traveling merchant you were thinking on adding?

-) Victory fanfare only at boss fights

ah yes but I meant if you were to have normal battle music in the field,, it is something that would make more sense if you only had one victory menu as well, as I was basically hoping to streamline the whole victory animations/menus to hurry the game along.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-05-07 06:48:46
Quote
A fourth category exists however that will always appear at the bottom regardless of sorting. I've tried configuring that before but it resulted in missing spells. As for hiding/showing certain spells, that's not happening.

I've an idea about it, I've to try it now but there is :
Let's use these 2 dummied magic 54 and 55. Add them for exemple to Comet in modifier 1 and 2, change original attack to modifier  3 and 4 instead then set the AP required for level 2 and 3 to 0 so that Comet start with 3 spells but 2 are missing in the battle menu.

Not a problem the idea is to call the attack with Comet and Comet2 with the Additional Effect 18h then 54 to Effect Modifier for Comet.
Since the materia Comet contain the 2 dummied magic, the game would not crash to cast them after Comet.
And yeah the 55 dummied magic should be a clone of original Comet2 so that we don't loose the original multiple hits effect and then the Comet2 become a huge meteore that hit every one before casting multiple comet.  :lol:
Or do it on any other spell to add a cool attack. Can be nice.

Quote
Memory for targeting:
Memory is out of my hands, but I can shuffle enemies in certain fights so that important targets are the initial placement for the cursor. I'm not sure if his Row position will affect this though, so no promises.

Like if there is Cloud A/Cloud B/Cloud C. The cursor start on Cloud A. So if you change Cloud A by Sephiroth, the cursor start on him. Thats it? The row position definetly not change the initial cursor. You can make Cloud A/Sephiroth row 3 or whatever it 'll always be the first targeted. It's just about the position of the enemy in the formation.

 But as for the Sample fight, I don't like the idea to do that we target him first, the player has to focus him, I think it's a part of a gameplay mecanich.
A good idea to make this battle more hard is to make the Sample impossible to hit with short range attack until we get ride off his minions.

Quote
-) HP regenerates by walking
Interesting idea; I think it can be done but again some strategies depend on low HP like Powersoul/Masterfist.

Heh the accessory Cat's bell already do this. We don't need to have this all the time, do we?


Quote
-) Victory fanfare only at boss fights
This might be a good option to give people especially if we make the victory screen a one screen entry.
Actually it's a little weird to have the fanfare when at the start of the game we choose the field battle music. The weird thing is that the fanfare don't come all the time.


Quote

-) heal HP/MP at save points ala FFX

Okay that’s fine, I might request this mod elsewhere, maybe it will work with NT.

You can still do it with Makou, it's not hard at all to do. Just add a simple commande like this :
http://www.noelshack.com/2015-19-1430982759-hpmpsave.png
to the whole save points, find them easily with search function with SAVE. And that's it you got your FFX save point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: genesis063 on 2015-05-07 07:07:03
So replacing the master file isn't enough? I was hoping it was like field models; oh well.
Hell I wish it was that easy.  Here is crash course on how they work.  Each model has their own set of parts and bones.  This is why it is really hard to just add parts or swap animations.  They share the animation bone just like field ones except those can share parts and bones which is why Cloud and Zack field can work with just about any basic animation with just about any pack.  Also for the hp and mp like FF10 that is easy just very tedious as there are a lot.  I believe I set it on talk or maybe on contact or after the save text.  Shouldn't matter though I was planning to come out with something on that along with my battle sim on the high wind and plan to maybe be like a source grind like in KH2.5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 07:11:41
yes you could simply change the boss fight so you need to destroy his minions first, that would also solve it, although I was under the impression that he resurrected them if they were destroyed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-05-07 07:17:57
yes you could simply change the boss fight so you need to destroy his minions first, that would also solve it, although I was under the impression that he resurrected them if they were destroyed?

It is the case. So ye the fight would be more intensive if we have to fight these guys for hit him with short range attack.
Would be crazy to add him a magic counter too but it's sound trash . ;p

Quote

-) Reduced encounters and disable run away options

I had enemy away, it didn’t make much of a difference I found, only when it was mastered, in which case it made too much of a difference, I think I may request this mod elsewhere as there is a tweak in 7th heaven to switch off encounters, but not reduce.

I personaly edited this myself to set only 1 level for Enemy Away/Enemy Lure (like Underwater Materia)
To remove the AP needed you have to set this at 65535 or more and the Wall Market tool will set it to blank by default if you click on another Materia.
Then remove all Materia Type Modifier expect the 1 and 2 and set the 2 at 100 (assuming it's not in hex i don't know, otherwise 63 should be the right value?).
 You should never see any encounter like No-Enc in FF8. To half the encounter rate then set it to 50?
See the screen for the exemple: http://image.noelshack.com/fichiers/2015/19/1430984400-enemylure.png
Not sure if it's work since I only tested with a value at 14 like the original purpose. I have to try it for the sake of knowledge.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 07:43:17
yeah if you had to destroy them, then you could attack him for a while, but then he regenerated them, and you had to destroy them again, it could be kind of cool.

well you could just make him generally immune to magic, I guess limit breaks would still work on him including tifas limit break.

but I can't think on any boss that had an issue with short range attacks without him being high up or floating or something, I don't know if it's possible to change the bosses status like that on the fly, also barret would still be able to attack him regardless

maybe something else could be done that forces you to destroy them first, maybe the minions could cast shield on the boss very similar to the palmer fight, and at that point you wont have debarrier, but in this case shield could be timed,...hmm seems I am going into something quite complicated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 07:49:22

-) heal HP/MP at save points ala FFX

You can still do it with Makou, it's not hard at all to do. Just add a simple commande like this :
http://www.noelshack.com/2015-19-1430982759-hpmpsave.png
to the whole save points, find them easily with search function with SAVE. And that's it you got your FFX save point.


Wow, thanks for letting me know how it's done, I have never made a mod before but maybe this will be my first.

I'm surprised it's not been implemented already, tents are a waste of time, its like 'buy a tent for 10gil and fully recover at any save point' for ff1-9, then when 10 came along it finally realised how stupid they were and just gave everyone full recovery at all save points.

I noticed you can change encounter rate as well, which I like, I will need to look into the tool, but I wonder how my changes would affect other mods, wont anything I do conflict with NT mod, or would I install NT mod then I open up the files with makou, then edit the new fields with my extra changes then save that.


-) HP regenerates by walking
Interesting idea; I think it can be done but again some strategies depend on low HP like Powersoul/Masterfist.

Heh the accessory Cat's bell already do this. We don't need to have this all the time, do we?


yes I mentioned the Cat's bell earlier, but no it would be optional, as I said at the very top of the post when I made these suggestions these would be tweakable.

example

KO'd members automatically revive after battle - like chrono trigger     on/off
Modern Save Points recovery ala FFX                                                 on/off
recover HP while walking ala xenoblade chronicles                              on/off
no encounters on world map                                                            on/off
encounter rate reduced by 30%                                                       on/off
disable run away ability                                                                  on/off

but I was thinking it would be presented in the same way that gameplay tweaks is in 7th haeven where people choose 'lucky tifa' etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-05-07 10:32:30
Quote
I'm surprised it's not been implemented already, tents are a waste of time, its like 'buy a tent for 10gil and fully recover at any save point' for ff1-9, then when 10 came along it finally realised how stupid they were and just gave everyone full recovery at all save points.

I'd like to removeTent from all shop, so that they're only available on chest/enemy drop.

Quote
I noticed you can change encounter rate as well, which I like, I will need to look into the tool, but I wonder how my changes would affect other mods, wont anything I do conflict with NT mod, or would I install NT mod then I open up the files with makou, then edit the new fields with my extra changes then save that.

You can do lot of thing with Makou. The only thing you have to be worried if you change yourself the flevel.lgp from NT mod is that for next release/next hotfix all your change 'll be canceled since SegaChief doesn't know about it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-07 10:41:46
why remove tent, that will make no difference balance wise, phoenix downs and potions are practically free anyway, removing tents would only make the game worse as you need to spend more time in the menu.

yes im guessing i will have to wait for NT mod latest revision, then change the flevel with makou, and I would have to do this everytime a new version of NT mod is out.


okay I had a look at that code for the save point, it works really well, I even removed the message so I just run through the save file like ff6, and I get my party recovered, its basically like ff6 and ffX save poitns rolled into one, this combined with the save anywhere tweak makes a big difference to gameplay

BUT, when i search for all other cases of save points I get a lot, maybe over 100 different ones, the even bigger issue is I take it I will need to mod it all over again when another NT mod revision is made.

so really this method isn't viable, is there some other way around this, maybe a way to change the functionality of all save points in one go, or maybe another way to do this all together.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-05-07 13:37:47
The models I was looking for was Barret Aeris and Dyne
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-07 13:43:16
Aeris: RVAA (all character-based models start at RSAA (Character under Frog status) and end at SMAA (Chaos)

Dyne: EHAA

Barret has four separate battle models that correspond to the different attack animations he has with certain weapons:

-) SBAA: Melee
-) SCAA: Bullet-based Ranged
-) SDAA: Cannon-based Ranged
-) SEAA: Microlaser Ranged
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-05-07 18:17:37
Ive tried to get to RVAA with PrC but by putting numbers in the box the closest i could get is 01CF which gives RVDA how do I convert the letters to numbers? same with EHAA and SCAA
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-07 21:48:59
Oh, I've misled you by accident. In PrC it lists the DA file, not the AA; sorry about that. In Kimera, we usually load the AA file for the entire model but in PrC it does it by the DA file. 01CF is correct for Aeris.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-09 00:43:14
Quick update:

I'm currently working through the AI of every enemy in NT; the AI groups I used are quite old now, so I'm tightening them up and adding Arrange functionality for selected enemies so they have some additional attacks/AI to run through when that setting is selected. I also skipped some of the more complex enemies during initial development but I'm more confident with AI now to revisit these and clean up the majority of their scripts.

In addition to that, I'm taking the opportunity to 'shrink' the scene.bin and have started cleaning up duplicate enemy entries that aren't really adding much to the game. In their place, I'm either adding new low-key enemies to bolster the ranks or leaving the spaces empty for a future date.

There's some issues with the current build that need to be highlighted:
-) Difficulty Modes; While Expert is likely functional, AA is poorly optimised due to a bad decision on my part to boost enemy Magic Defence which renders a large number of fights too tedious. Save files started on Expert or AA will be compatible with the update that rolls out Original/Arrange in their place (using the same variables); but I recommend steering clear of AA for now.

-) Walter highlighted some AI issues with enemies using certain flags to direct their attacks. I'll hopefully have these cleaned up for the update, but in the meantime if you see an enemy decide to hit itself then that's why it's doing that :I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-09 01:48:02
Good to hear progress is being made, at what point do you plan to call it 1.4?

and is there some issue that the latest version is not on 7th heaven, and when 1.4 does come out will it be on 7th heaven at the same time.

A change log would also be great I i can check that the parts that have been done have actually been done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-09 02:12:43
This isn't an update to 1.4, it's just maintenance fixes for 1.3 and some small additions here and there. I want v1.4 to be a 'completed' mod, with all of NT's features and content not just implemented but bug-free and working as intended. The mod will be sitting on 1.4 for a while, because the last addition going into NT for v1.5 (the last planned major update) is the most ambitious part of the project.

But for now, I'm focusing on improving 1.3. As for the IRO, Alyza's quite busy right now with her job and NT tends to be in a constant state of flux so it's likely best it stays as-is on 7H for now until I've gotten things settled a bit.

A change-log is something I should have been keeping from the start; I could put a loose one together based on versions then start doing it by date for recent updates.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-09 03:35:36
care to tell what is in the plan for 1.5 ;D

I just can't see it being more ambitious than it already is, maybe in that version yuffie and vincet become forced party members and tough bosses in their own right, maybe also even more new threat bosses, the ones I played seemed great anyway.

also if your expecting me to NOT do the end story bosses prior to the new threat bosses as you need to EXP, I think you should maybe make that understood to the gamer somehow, thus my frustration at beating hojo at level 40 then jenova/sephiroth being inpossible at level 42, this was on 1.2 as well so things may be different.

it may even be a good idea to not allow the final battle to be accessible until the new therats are dealed with, I'm not talking about the ruby weapon etc. I mean just like fighting Zack, aerith's mime etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: puffypez on 2015-05-09 12:04:44
Hey tried finding it on here but couldn't just want to ask, i skipped powersoul keeper and went straight to rocket town to fight palmer, but after defeating him the game kind of froze at the end of the battle as it wouldn't load the battle scene where palmer taunts the party runs away and gets hit by the lorry.  It literally kept my ATB at wait and was just playing the boss battle theme.

Is this because i skipped the boss battle with the powersoul keeper???
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-09 18:12:13
Hey tried finding it on here but couldn't just want to ask, i skipped powersoul keeper and went straight to rocket town to fight palmer, but after defeating him the game kind of froze at the end of the battle as it wouldn't load the battle scene where palmer taunts the party runs away and gets hit by the lorry.  It literally kept my ATB at wait and was just playing the boss battle theme.

Is this because i skipped the boss battle with the powersoul keeper???

No, it's got nothing to do with Keeper; it's an AI error in Palmer. I just checked, and it looks like I forgot to add an attack to Palmer's animation pool; he got a new one for the difficulty modes update. I'll make a quick patch for it.

care to tell what is in the plan for 1.5 ;D

I just can't see it being more ambitious than it already is, maybe in that version yuffie and vincet become forced party members and tough bosses in their own right, maybe also even more new threat bosses, the ones I played seemed great anyway.

also if your expecting me to NOT do the end story bosses prior to the new threat bosses as you need to EXP, I think you should maybe make that understood to the gamer somehow, thus my frustration at beating hojo at level 40 then jenova/sephiroth being inpossible at level 42, this was on 1.2 as well so things may be different.

it may even be a good idea to not allow the final battle to be accessible until the new therats are dealed with, I'm not talking about the ruby weapon etc. I mean just like fighting Zack, aerith's mime etc.

I've got something big planned for 1.5. In the meantime, I'm just working through ideas for features and seeing what can be implemented and what can't. At the moment I'm wanting to do something with Gold Saucer's Event Square; it basically lies derelict after the date scene for the entire game so something could be done here; a movie/music theater was a suggestion someone made.

As for the progression curve on Disc 3, I'm about to start a new playthrough of NT so that I can correct balance, progression, etc. 1.2 is a bit different compared to 1.3, but it's been a while since I went through anyway so it's time to see where things are at.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Yuffie1983 on 2015-05-09 18:32:39
No, it's got nothing to do with Keeper; it's an AI error in Palmer. I just checked, and it looks like I forgot to add an attack to Palmer's animation pool; he got a new one for the difficulty modes update. I'll make a quick patch for it.

I've got something big planned for 1.5. In the meantime, I'm just working through ideas for features and seeing what can be implemented and what can't. At the moment I'm wanting to do something with Gold Saucer's Event Square; it basically lies derelict after the date scene for the entire game so something could be done here; a movie/music theater was a suggestion someone made.

As for the progression curve on Disc 3, I'm about to start a new playthrough of NT so that I can correct balance, progression, etc. 1.2 is a bit different compared to 1.3, but it's been a while since I went through anyway so it's time to see where things are at.

I think someone came up with it before but the idea of auction was a good idea. Anyway I was wonder could this mod work if I was to use Bootleg and then install this mod afterwards or will it get messed up. Or could it be used with &th heaven and then installed afterwards.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-09 21:49:08
Yeah, an auction was one of the ideas. Cloudiar made one before, I think, so it's definitely possible. Problem is, I don't like auctions  >:(

I honestly don't know about the Bootleg thing; I think a lot of people tried but it didn't work out very well. As for 7H, maybe if you installed it and then applied mods on top it could work out...but you'd need to be careful not to replace any of the critical files like the kernel, scene, and certain parts of the flevel. Before doing anything though, make sure to back-up your FF7 Data folder in case something goes awry. That way you can swap it back in easier if it doesn't work out.

Edit: New patches are up. I didn't want to update just yet, not until I'd finished the overhaul of enemy AI & Balance, but a critical bug with Palmer needed fixing so up it goes. I think if you're playing the game on it's Normal difficulty then you don't necessarily need to update but if you do encounter trouble with Palmer when he dies then the patch will fix it.

Edit2: The damn battles in the Train Graveyard (the early ones with Sweeper, Mono-Drive, and Guard Hounds) weren't set properly. I'll (quickly) update the scene hotfix again.

Edit3: That's that fixed; forgot to change the Sweeper's ID in formations to the new 'junk' one I used in Gongaga.

Edit4: ...except that Junk Sweeper model is the 'type 2' sweeper model and has fewer animations than the type 1 sweeper which means it causes a soft lock when it tries to use Anim 5 (because it doesn't have one). Gimme a sec-

Edit5: Fixed it this time; all tested. New scene hotfix patch is up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: natepley on 2015-05-10 04:43:41
Hi Sega Chief,

I had an alternate idea for how players could get new spells without having as many materia equipped as possible all the time.  The idea of finding materia with ap already on them would work, but requires players to replace their existing materia.  So I thought of a way that would allow the player to level up his or her own materia without equipping it when they don't want to use it.  You could set up either  forced optional events when you think a player should gain a new spell.  I'll give an imaginary example because that's easier to communicate:

You decide that before fighting bottomswell is when players should gain bolt 2, and level 2 cover.  You put an NPC in Junon that tells you he can upgrade your magic, but you have to do what he says.  He tells you to equip your lightning materia and cover materia but remove all the others.  Once you do that, you enter a battle with him in which you just cast bolt on him or something and then the battle is over.  He gives you the exact amount of AP to level up those 2 materia.  Done.

To make it a little more interesting the NPC could be like a Magic Pot enemy and demand that you give him an item.  This item could be something that you have to win from a tricky or difficult normal enemy.  Maybe buff the Zemzelet a bit and make his drop the item you need to give the NPC.  That would make it kind of like a mini-quest to upgrade your materia.

The weakness to this solution would be that it relies on trusting the player to actually remove his or her other materia (a reward of 1500 ap would be hard to pass up).  But if players wanted to cheat and make it easy for themselves, I kind of feel that that's up to them.  They can choose whether or not to follow the rules and really play NT like it's supposed to be.

Anyways, I think that either solution could work.  I hope this latest idea is helpful, and I'm looking forward to seeing what you do with your mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-05-10 06:36:12
Gold Saucer's Event Square

The theater for movie and music is good idea!
(can be an issue for original 1998 version since the movie are played on different Disc. but not a real problem I think).
Make a Boss at Disc 2 on this Event Square, like after Junon's Escape before the team know where Cloud is.
Then after defeating this new boss the player unlock the theater and 100 GP or maybe a cool armor/items.
Make movie free to watch but they 're unlocked after seeing them in game. Music could cost GP to unlock but are free to listen.
Also, you can add some PNJ like the one for Boss Rush in the Highwind. Plus why not a save point?

The auction ala FFIX why not :D

Another suggestion about Event Square:
Would be fun if the player can re-play the date scene but with a "new threat scenario" at Disc 3 before entering North Cavern.
The participation would cost GP (or Gils?), and give a reward depending of the player's choice.
The Dragon could be a new threat enemy too :D


About Save Point :
A mini-quest that consist to find all the Save Point in the game (except from North Cavern).
It's mostly for the fun of the completion, a reward is not necessary, maybe an useless key-item :P
In the mythril cave the PNJ give you information and say how many Save Point the player is missing.
Then hide some Save Point in the game and/or make one that attack the player on contact.
Not a hard battle ofc and the fake Save Point become a real one after the fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-10 07:33:28
I'd love FF7's magic system to be fixed such as what natepley suggests, I have a much simpler idea to give the gamer materia though.

my Idea is to give materia at the end of boss fights, so you can get esuna after a boss fight as an example, for the cases of bolt2 well the gamer would simply unequip their bolt1 for bolt2, its not too unlike ff8 where you can move level 2 magic to people and remove level 1 magic from others, something like this only happens at a few points in the whole game, its likely you will get fire2/bolt2/ice2/Quake2 all at the same time, I would also suggest everyone getting 3 of each.

A materia like life2 is something you can get after defeating aerith mime in the new threat boss, that way defeating bosses would be really cool as you get materia that really makes a difference,whereas vanilla ff7 was really crap in that you got life2 by just equiping life as soon as possible and just leveling up the materia which is just a boring way to give you awesome materia.

for materia like 2x cut that can come from maybe the last new threat boss, I think there should be only 1 materia like that and you can't level it to 4x cut, but I'll make that your decision, I don't even know where 2x cut is in your NT mod.

but yeah doing this would make the game WAY better, possibly the best final fantasy magic obtaining system to date.

-------
I don't see the point in movie/music player, I'd never use it, but I wouldn't be bothered if it was there or not.

-------
an FF9 auction, not sure on that, overall I would prefer the whole money system was rebalanced better, maybe it should be discarded entirely, or used only for the auction? and in that case shops sell items for free, because things are soo cheap in final fantasy they might as well be free.

-------
I don't know what you mean by replaying the date scene, would you get another boss fight, and how would this play into the story, well i think fighting a boss fight it that play thing would be cool, but a battle map would have to be made.

-------
finding the save points seems useless, but I guess some people like that kind of thing.

-------
another cool thing could be to have midgar zolom as a new threat boss, in this case he wont eject you out of battle, he can also give you cool materia, I don't know how midgar zolom is scaled in NT mod, I never went back to try to defeat him later in the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: puffypez on 2015-05-10 13:41:43
Yay palmer boss fight works now! Neat attack Btw! Thank you   :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-10 13:52:29
Hi Sega Chief,

I had an alternate idea for how players could get new spells without having as many materia equipped as possible all the time.  The idea of finding materia with ap already on them would work, but requires players to replace their existing materia.  So I thought of a way that would allow the player to level up his or her own materia without equipping it when they don't want to use it.  You could set up either  forced optional events when you think a player should gain a new spell.  I'll give an imaginary example because that's easier to communicate:

You decide that before fighting bottomswell is when players should gain bolt 2, and level 2 cover.  You put an NPC in Junon that tells you he can upgrade your magic, but you have to do what he says.  He tells you to equip your lightning materia and cover materia but remove all the others.  Once you do that, you enter a battle with him in which you just cast bolt on him or something and then the battle is over.  He gives you the exact amount of AP to level up those 2 materia.  Done.

To make it a little more interesting the NPC could be like a Magic Pot enemy and demand that you give him an item.  This item could be something that you have to win from a tricky or difficult normal enemy.  Maybe buff the Zemzelet a bit and make his drop the item you need to give the NPC.  That would make it kind of like a mini-quest to upgrade your materia.

The weakness to this solution would be that it relies on trusting the player to actually remove his or her other materia (a reward of 1500 ap would be hard to pass up).  But if players wanted to cheat and make it easy for themselves, I kind of feel that that's up to them.  They can choose whether or not to follow the rules and really play NT like it's supposed to be.

Anyways, I think that either solution could work.  I hope this latest idea is helpful, and I'm looking forward to seeing what you do with your mod.

The problem right there is trust; I don't trust anybody  :-D

I like the idea, though. Materia is basically a grind, and it's always been a hard grind in FF7. I've tried to set up basic Materia to level up at certain points in the game, but unlike level there's too much variation to do it reliably; encounters fought, AP growth of equipment, whether or not player has Materia equipped, etc.

In Karifean's Super Boss Rush mod, he tried to set up a field-script check that would look for banned Materia in the player's inventory and remove them but I don't think it worked (the commands seemed to be there, but it was non-functioning or had been interpreted wrong by the tool). So I think the only way to make instanced fights for AP work is to 'trust' the player, but if they make a mistake or keep their other Materia on then it's going to fall apart.

So I think dropping the actual leveled Materia might be the way to go, maybe combine it with the current system if these drops were limited (so for instance, only one Bolt2 Materia would drop from an event; for a second or third, you'd need to be building one with AP; keeps 2x & 3x growth equipment and high AP monsters relevant). That way I could ensure every player has at least the bare minimum needed to effectively tackle enemies/bosses as they progress, with the option there to better equip yourself if you decide to keep some Materia on for AP. It also gives people some extra gil if they decide to sell their older/newer Materia instead.

Or would combining the two be a bad idea? They'd undermine each other to an extent. One thing I really liked in the Nightmare mod was that Materia was quite rare and expensive, so when you found one of the new Materia drops it was a big deal. What I could do is set up variables, etc. so that Materia becomes much rarer and hard to obtain when playing on Arrange (disabling Materia shops, shifting around placements, etc).

I could get some decent mileage out of it for small side events too. The more critical pieces would probably be dropped after certain boss fights or mandatory story events, but I could tuck some optional pieces away here and there.

Gold Saucer's Event Square

The theater for movie and music is good idea!
(can be an issue for original 1998 version since the movie are played on different Disc. but not a real problem I think).
Make a Boss at Disc 2 on this Event Square, like after Junon's Escape before the team know where Cloud is.
Then after defeating this new boss the player unlock the theater and 100 GP or maybe a cool armor/items.
Make movie free to watch but they 're unlocked after seeing them in game. Music could cost GP to unlock but are free to listen.
Also, you can add some PNJ like the one for Boss Rush in the Highwind. Plus why not a save point?

The auction ala FFIX why not :D

Another suggestion about Event Square:
Would be fun if the player can re-play the date scene but with a "new threat scenario" at Disc 3 before entering North Cavern.
The participation would cost GP (or Gils?), and give a reward depending of the player's choice.
The Dragon could be a new threat enemy too :D


About Save Point :
A mini-quest that consist to find all the Save Point in the game (except from North Cavern).
It's mostly for the fun of the completion, a reward is not necessary, maybe an useless key-item :P
In the mythril cave the PNJ give you information and say how many Save Point the player is missing.
Then hide some Save Point in the game and/or make one that attack the player on contact.
Not a hard battle ofc and the fake Save Point become a real one after the fight.

There's a lot of possibilities; a theater mode might be the easier thing to do, but it'd be nice to make lots of different things available in Event Square. But what's a PNJ?

Yay palmer boss fight works now! Neat attack Btw! Thank you   :D

Glad to hear it; sorry for the trouble.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-05-10 13:59:01
hey sega chief

how is the ultros boss fight coming along on your mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-10 14:24:13
lol ultros?

what battle map is he on, the same one as bottomswell would probably work well for him.



on the materia thing I think you should just remove AP and chuck it out the window, I'm not sure what the point is in going half way like you are saying about giving people a base amount of materia, and the people that keep materia equipped 24/7 will have more than someone that does not.

I would just make it like other final fantasy's, you can decide 'oh okay now everyone is on level 2 magic' and you can give it out at boss fights, or shops can sell level 2 everything, because otherwise the issue is a party member may only have level 1 magic, the other 2 party members will have level 3 magic, the level 1 magic party member is just wasting his time casting magic and so can only attack.

so ideally at the end of the game I could walk into cosmo canyon and buy cure3 to use with a new threat boss, not like cure1 where id be like 'wft this is useless unless I grind AP for 2 hours'

I would say to rebalance the fact that you wont be hoarding materia like you would in the original game I would double the weighting of materia, for example magic materia will now reduce twice the HP amount, and give double the magic count, alternatively you could just put more weighting on the negative effects, and keep the positive traits the same.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: natepley on 2015-05-10 14:30:12
Quote
In Karifean's Super Boss Rush mod, he tried to set up a field-script check that would look for banned Materia in the player's inventory and remove them but I don't think it worked (the commands seemed to be there, but it was non-functioning or had been interpreted wrong by the tool). So I think the only way to make instanced fights for AP work is to 'trust' the player, but if they make a mistake or keep their other Materia on then it's going to fall apart.

If it's possible for the game to check for materia that aren't supposed to be equipped, perhaps the NPC that you fight could eject you from battle like the Zolom does if you equipped materia you aren't supposed to.  If he sees you've equipped fire in addition to bolt, he ejects you (or even kills you!).  Or possibly, he could have an attack like Emerald Weapons big move that deals damage based on how many materia you have equipped.  If you're supposed to equip a bolt and cover on each person, that's a max of 2 materia per person.  Maybe his attack could kill anyone equipped with 3 or more materia.

Not sure if these ideas are possible but if they are, it could be cool.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-10 16:47:41
hey sega chief

how is the ultros boss fight coming along on your mod?

It's on the backburner until the mod's fundamentals are fixed.

lol ultros?

what battle map is he on, the same one as bottomswell would probably work well for him.

There isn't one; Zara suggested adding Ultros into NT and I had a look into it, but it's complicated because any enemy I make needs to use a pre-existing one as a base. I can change the look, but not the animations (animations can be changed, but it's very time-consuming so I generally try to avoid it outside of small tweaks to unused ones that look a bit jittery).

on the materia thing I think you should just remove AP and chuck it out the window, I'm not sure what the point is in going half way like you are saying about giving people a base amount of materia, and the people that keep materia equipped 24/7 will have more than someone that does not.

I'm considering setting up both alongside each other because it's a drastic step to remove AP altogether and it'd force players to use what the game gives them, rather than letting them choose which Materia to develop.

If it's possible for the game to check for materia that aren't supposed to be equipped, perhaps the NPC that you fight could eject you from battle like the Zolom does if you equipped materia you aren't supposed to.  If he sees you've equipped fire in addition to bolt, he ejects you (or even kills you!).  Or possibly, he could have an attack like Emerald Weapons big move that deals damage based on how many materia you have equipped.  If you're supposed to equip a bolt and cover on each person, that's a max of 2 materia per person.  Maybe his attack could kill anyone equipped with 3 or more materia.

Not sure if these ideas are possible but if they are, it could be cool.

The battle AI can't check for Materia (I think) and it doesn't seem like the field script can either, though Makou lists some functions that make it seem like it can. Doing it with a battle = ejecting the player, etc. seems a tad too fiddly and there's that room for mistakes/abuse where they don't get the AP they need or they get it onto other Materia.

What I might do is separate the Materia systems into Original and Arrange. Original would use traditional AP & stores, while Arrange would use the proposed system of dropping Materia 'upgrades' instead. It could all be handled through field variables fairly easily, and I can add script to the Materia stores where perhaps one-off purchases can be made.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-10 18:29:36
\\Progress Update//

So I started my playthrough last night, and one thing that's quickly become painfully clear is that the mod is in dire need of a renovation for enemy stats & attacks; the changes made since 1.1 have taken a serious cumulative toll and as things currently stand, enemies aren't keeping up anymore, at least early on in the game. Aps in particular was a bit of an eye-opener; he was landing attacks for 30-40 damage compared to his original 150 or so. We'll see how it pans out later, but I'll be fine-tuning every single enemy as I go through each area.

Edit: Found a small issue; a deactivated battle is still used in Floor 1 of Shinra HQ when choosing to enter the building through the front door. Fortunately, it seems harmless enough; just two Grenade Combatants called 'Blank' who can't attack. I've changed the battle to it's identical but working counterpart. That'll be present in the next update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-05-10 20:27:23
PNJ is the french acronyme for NPC. My mistake, sorry, i'm more familiar with PNJ then NPC.
It means Personnage Non Jouable as NPC means No Playable Character :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-10 20:38:59
I see! I'll remember that; speaking of, I'd better get that Fort Condor PNJ up and working finally.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-05-10 22:33:31
Quote
Or would combining the two be a bad idea

Yes.

there's nothing wrong with the current materia system.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-11 06:08:12
other people would disagree but lets stick to new threat mod content instead of making statements like that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-11 06:28:40
I wouldn't say FF7's Materia system is perfect, but it is quite solid. I'll work something out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: ohhhhyeahohhellyeahbaby on 2015-05-14 07:03:27
Sega Chief,

I've restarted the game under what I think is the most recent update. It's going very well so far and I'm attempting it a little differently than the first time I played, I'm grinding a tiny bit rather than rushing from place to place so it's been fairly smooth, albeit a little more time consuming.

Couple bugs I've found:

- Some NPCs seem to be missing dialogue or have it displayed improperly. For instance, in the building with the big spiral staircase in Kalm, the NPC there doesn't say anything. No dialogue window comes up and she'll turn towards the PC as if she was speaking normally. I have also had instances where dialogue choices haven't displayed properly, usually in the form of spilling over to the next line. The only one I can recall off-hand was the fellow in the house who tells you about the keystone, the issue occurred when I tried to give him mytheril.

- The battle square doesn't appear to work at all. When I spoke to Dio I was able to go through his challenge no problem, but if I speak to a receptionist and attempt to fight, I'm instead sent to the same battlefield found around Midgar, fighting a sweeper and one of those red motorcycle guys who are encountered around there. I've tried the battle square four different times with four different characters and the same issue persists.

Other than that it's been pretty seamless, haven't had any crashes that I can recall, and nothing else seems to have gone wrong.

One last thing too: I personally don't think the materia system ought to be changed too much, if only to avoid overly messing with the spirit of the original game. I agree that it's not a perfect system and may potentially involve some grinding, but I like the fact that it gives the option of grinding if the player considers it necessary. I feel that altering it too much could also result in a lack of flexibility, which seems to go against how you've designed this mod in the first place.

I do think that redesigning and shuffling around abilities isn't a bad move though, like tossing osmose in with Heal and remove with Destruct. Exit seems awful lonely though!

edit: whoops, totally missed the suggestion of using the two materia systems based on what difficulty you play, seems like the best compromise.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-14 12:48:44
Yeah, I've just passed through Kalm in my playthrough and fixed that NPC; he had some left-over script from a scrapped event that was interfering with it. I've set it back to normal. I'm also re-working the dialogue boxes to catch any alignment issues.

As for battle square is this with the Main Installer + Flevel hotfix patch applied? If so, then it seems that something slipped through the gap for the correct battle mode flag. I can hopefully correct that easily enough. Glad to hear there were no other issues popping up.

As far as Materia goes, I won't be doing anything too drastic with Original; maybe a few side events here and there where the player can nab a pre-leveled Materia drop. I think I'll go with a 'rare' Materia system for Arrange though, could be quite interesting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-14 16:23:38
yeah as mentioned I would make life2 & 2x cut a rare materia you get after defeating a new threat boss, it should be the special materia needed for defeating the last story bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: ohhhhyeahohhellyeahbaby on 2015-05-14 20:24:01
I hadn't actually installed the hotfix, doing so has solved the Battle Square issue, thanks. Looking forward to seeing what else has changed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-14 21:38:44
Ah, I see; the hotfix patches are mostly for just repairing any issues that pop up. It should be mostly the same.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Doully on 2015-05-15 11:02:36
yeah as mentioned I would make life2 & 2x cut a rare materia you get after defeating a new threat boss, it should be the special materia needed for defeating the last story bosses.

I'm pretty sure that already is the case with 2X cut?

I can see why some would perceive Life2 as overpowered though. It kind of is but it is just your bog standard full-heal/resurrect kind of spell.

I'm on the side of maintaining the materia system as is personally. My spellcasters were no more powerful than my melee characters with Dragon Force///Lucky girl and I think the balance is just right.

School holidays soon and no work for 2 months. Looking forward to getting stuck into an updated version! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-15 23:28:00
School holidays soon and no work for 2 months. Looking forward to getting stuck into an updated version! :)

It'll have Arrange mode in it, so that might be worth checking out for a different take on the mod.

\\McUpdate//

So according to feedback, a common headache caused in a FF7 playthrough is hunting through Junon's forests for Yuffie (this is where she has the lowest chance to turn up, unless it's based on level). While this isn't strictly an NT issue, it's still something worth tackling.

There's also a potential problem on the horizon with the Bizarro encounter in this mod, which forces a three-party fight; at present, if the player doesn't recruit at least one optional character before entering this fight then they'll become stuck, as they won't have enough people to form three parties (the game demands three characters for the first two teams). Not a likely scenario, but it has happened to at least one person which makes it something to be fixed.

So to remedy both problems, I've set up a new event at Kalm which immediately follows the flashback and which will add Yuffie to the party. There's a small amount of evidence that Yuffie was going to be recruitable before passing through the Mythril Mines anyway, if theories about the position of the unused TRAP field and the impossible Zolom/Mythril Mines dialogues are anything to go by.

Just going to fine-tune it then continue my balancing playthrough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-16 01:33:52
is this the forced yuffie feature you were thinking of adding, or is it more of a dirty hack for now.

would you not have to find someway to force vincent as well?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-16 03:28:23
It's a fully-functioning event, just a bit rough around the edges and in need of tweaks. I kept a copy of the original flevel fields too, just in case it proves unpopular. And only one of the two optional characters is needed for the Bizarro fight to function at the moment, so there's no need to make Vincent's recruitment mandatory just now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-16 08:37:40
wow cool, okay can't wait.

but i think vincent should be a boss you fight in order to get him, not sure if Vincents theme should be the music to use, but it's at least an idea.

for his new threat maybe lucricia could be a boss fight, when you visit her in those caves, but maybe vincent already has a new threat boss already, I don't know.

but I do like the idea of the new threat bosses giving people ultimate weapons or limit breaks, kind of reminds me of ff6 when recruiting your party members, only unlike ff6 this is actually cool and not totally lame.

I'd really like a readme explaining what I get for doing the new threat bosses and any other extra bosses, as well as where rare materia like 2x cut and w item is, i know you think that would spoil things, but i'd like that option and i think others would as well.

personally i think w item materia is overpowered, as you can phoenix down and potion in one move, so i would remove it, but i'm not expecting you to feel the same, i just wanted to say how much i hate that materia, its also not in any other final fantasys further solidifying my thought that its an overpowered command.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Aquarii on 2015-05-16 14:11:10
Hi,

my Game freezes, when i enter the Cave in the Ancient Wood (Sidequest), after Cloud and Barret finished their first dialogue in Midgar. I have installed the newest patches.
Error Message: An unknown exception has occurred.

Greetz Aquarii
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-16 15:15:06
I'll look into just now and see what I find.

Edit: Encountered the error, now I need to figure out what the cause is. It's likely something to do with the new difficulty modes option that was added to the script here; it'll have interfered with it somehow. Once it's fixed, I'll upload a field hotfix patch for it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-05-16 15:16:52
hey sega chief

what are your plans for the dark cave side quest

are you gonna anything new to your dark cave sidequest
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-16 15:34:34
Looks like I fixed that problem; I think adding the new script in caused two short-jump labels to no longer reach their targets. Changed them to long-jumps and gave it a few runs, seems to be okay now. I'll upload the hotfix for it just now, should take an hour or so.

what are your plans for the dark cave side quest
are you gonna anything new to your dark cave sidequest

Just general scripting improvements, really.

Edit: The new flevel patch has been uploaded; it only contains the fix, not the new stuff I've been working on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Doully on 2015-05-16 22:02:23
wow cool, okay can't wait.

but i think vincent should be a boss you fight in order to get him, not sure if Vincents theme should be the music to use, but it's at least an idea.

for his new threat maybe lucricia could be a boss fight, when you visit her in those caves, but maybe vincent already has a new threat boss already, I don't know.

but I do like the idea of the new threat bosses giving people ultimate weapons or limit breaks, kind of reminds me of ff6 when recruiting your party members, only unlike ff6 this is actually cool and not totally lame.

I'd really like a readme explaining what I get for doing the new threat bosses and any other extra bosses, as well as where rare materia like 2x cut and w item is, i know you think that would spoil things, but i'd like that option and i think others would as well.

personally i think w item materia is overpowered, as you can phoenix down and potion in one move, so i would remove it, but i'm not expecting you to feel the same, i just wanted to say how much i hate that materia, its also not in any other final fantasys further solidifying my thought that its an overpowered command.

Give 1.3 a go.

Many of your suggestions are already implemented.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-16 22:34:13
I may do when the next major patch gets released, or when 1.4 comes around, not sure yet, I want to feel a more different experience from what I did last month with the 1.2 completion.

I did read the 1.3 readme, but as I said there is still no explanation of 2x cut and w item locations, and as I mentioned much earlier I couldn't figure out what to do with barret and tifas new threat boss, i'd also like to know how ruby weapon comes into play and what you get for all that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-17 06:30:45
The location of items, Materia, etc. are detailed in the Database that can be found next to the ReadMe link on the main page (or at least, they should be). It's use is limited with 1.2, but most Materia is in the same place in 1.3 so it'll be handy for that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-17 07:47:54
Oh right, I see, I see it now.

yeah thankfuly piosona and esuna have melded together,I don't think I saw that in my 1.2 though.
as we talked about before debarrier and despell should be put together as dispell for the same reasons, but i know you want it seperate.

Oh right so you are making cure ignore mbarrier, well I was on 1.2 and that wasn't the case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-17 09:18:11
Poisona is still kicking around on 1.2; it heals Dual in addition to Poison, but in the end it was too situational, didn't have a unique animation, and was basically out of the running when Antidotes were around (which are one of the cheapest items at 80gil). Osmose, it's replacement, is much handier and solved a problem where players might end up without any Ethers early-game.

Debarrier could be merged into Dispel, but it's not on the cards just now. If I was adding another new spell in, though, then it'd be on the list of candidates.

I'm actually considering returning Cure back to normal. People were saying that Cure spells were useless whenever MBarrier was up, but to be honest I haven't found that complaint to hold water. I also don't like using a fixed formula for Cure which 1.3 currently does (it was the only way I could find to make it ignore MBarrier); makes it basically an item that needs MP to use, and isn't subject to split penalties either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-17 15:17:24
never heard of dual until that post, according to this article it does nothing.

http://finalfantasy.wikia.com/wiki/Dual

did you make it do something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-17 16:28:36
Dual is paired with another status called 'Dual-Drain', which doesn't appear in a character's listed status ailments in-battle. My understanding of it is that if you inflict Dual-Drain without the Dual status, the game crashes so they need to be inflicted together. Dual-Drain has the opposite effect to Regen, and is only seen once in the default game when fighting with Bottomswell; specifically when he casts Waterpolo on someone.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Aquarii on 2015-05-17 17:31:40
Hi Me again,

How do i get Tifas Final Heaven in Nibelheim?

Greetz Aquarii
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-17 19:00:22
Board the Highwind and head for the Operations Room; a new NPC is opposite the original one. Talk to this guy and change your party leader to Tifa. Now head for Nibelheim and play the piano as normal; she'll find the letter from Zangan like in the default game, but some additional text is here directing the player to the Nibelheim Reactor. Head up there (Tifa must still be party leader) and go inside. A new boss is waiting in front of the Jenova door. Kill that guy for the Limit Break.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-17 22:53:34
man you need to explain in the game that i had to change party leaders, how was i meant to know that? i just wandered around the whole area with tifa in my party and nothing happened.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-17 23:02:31
Yeah, I probably should. I thought the new NPC on the Highwind's deck mentioned or alluded to it in some way, but I just checked and he's about as vague as it's possible to be. I'll add script, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-05-17 23:08:55
hey sega chief

your mod is becoming more popplour now
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-18 07:11:02
also didn't know what to do with barrets one, I'm very sure i spoke to everyone in the village.

I was a bit confused about dios thing, ! think he said to come back later, am i meant to do the other new threats before doing that one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-18 14:44:49
Well, the first thing is to unlock it all by reaching the bottom of the North Crater and then returning (the last place just before the point of no return, when the party meets up again: http://i.ytimg.com/vi/w2Ju3zJfk8E/maxresdefault.jpg

A phone-call from the Highwind confirms that the new content is unlocked; it's an old trigger I'm going to revise soon. As for Dio, 1.2 doesn't have the Dark Cave sidequest which is why he has that dialogue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-18 16:20:00
i did go to the bottom to unlock the new threats, hopefuly that will be changed though as you said.

i did go to red XIII's and aerith's one, but barret's never happened, I'm sure i spoke to everyone in town.

watched a video playthrough, oh okay barrets is at the reactor, do any of the towns people tell you to go there?

and atm scorpion again, with no battle music, i thought it would be dyne,maybe he survived that fall, he already did survive the first one, I don't know, but something better would be in order, cloud, aeriths and cait siths were soo cool, so i wouldn't change them.

is there no way you could import a ff8 boss model into ff7 for barrets boss, that way you wont have to create a whole new boss model, you could also use some ff8 music quite easily, or maybe that's not allowed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-18 16:31:29
Yeah, the Scorp battle's music was a bit screwed up due to the sound effects that play just prior to it. I think I sorted it out for 1.3 (this is one of those times I regret not keeping a change-log). There should be a new NPC near the entrance of North Corel who directs the player up to the Reactor, he only appears once the content is unlocked.

As for importing models, I dunno. If Kimera can read and work with FF8 model parts like FF7 ones then maybe? It'd depend on whether the textures used by FF8 enemy models can be converted into ones usable by FF7, as FF8 models are mostly textured while FF7 ones are shaded polygons and very few textures.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-18 18:32:04
just thought it would be a cool and easy way to add a new boss without you having to make a truly new boss,  I don't know if you could carry the move sets and animations along with it.

but it was just an idea to try a different boss for barret, but if you're happy with barrets boss then I guess it's okay.

but it may be a cool idea in case you wanted to add yet a new boss somewhere.

do you think you could explain the whole ruby/emerald weapon superbosses and what things you get from them for your mod.

-) Kalm Traveler reworking

I would like to request the kalm traveler get reworked, mostly in his image and location, it just seems so bizzare and not in line with the big quest to deal with the superbosses, honestly it feels very strange to take on the superbosses, win and some standard guy gives you the amazing mastered materia, you think to yourself, how the hell can this guy have this materia yet we couldn't even get this.

I'm not sure how it could be reworked, one idea is that it could be in nebielhiem mansion, in a secret shinra safe, with highly experimental materia written on it. and maybe the emerald weapon drops a key, and you use that key to unlock the safe, then you get the mastered materia.

for ruby weapon, i never understood the chocobo thing, I don't see how it's useful, and can be obtained in other ways, so a second drop could maybe be mastered MP/HP+ materia? with the 9999/999 break lifted that could be useful.

For the underwater materia, yeah the original game is pretty bad for that, I think you should get it by defeating another new boss added by yourself, ideally the new boss should be on the sunken ship, that would make the most logical sense, the boss itself can drop the materia if that can be done.

but honestly, with your new threat bosses I don't see where the emerald weapon sits, i guess you defeat hojo at level 40, you then defeat the 8 or so new threat bosses putting you at level 60, then maybe the superbosses?, in which case now you do the last remaining story bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-18 19:00:45
Ruby and Emerald have actually been down-tuned in this mod, and while they're tougher than quite a few of the enemies in this mod they're not the toughest on the roster. The items they drop, Earth Harp and Desert Rose, are given to the old man in Kalm like before but instead of getting Master Materia and a Gold Chocobo you instead get two very tough fights (and a third for the Guidebook, which used to get you Underwater Materia). Two of these fights, the Guidebook and the Desert Rose, use a rare Enemy Skill at the end when they're defeated. The Earth Harp fight is for getting an item needed for Red XIII's ultimate weapon (1.3 only, though the item can still be obtained).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-18 19:19:30
ah okay so you get 3 mini bosses basically, and with them your saying you get a rare enemy skill for two of the bosses, and you get another way to get red XIII's ultimate weapon with the 3rd one.

well i agree with getting rid of the mastered materia, that should not be allowed in the game, but I think instead you should give out mastered HP+ and MP+ for defeating these , this would be a really cool thing given that in the world of new threat mod you can't get HP+.

if you think mastered is soo much that's okay, maybe you can put a special lock on it so its permanently level 1, it may only increase HP by 500 on a 8000 party member, but it would be something cooler than an enemy skill, but of coures its up to you if you think enemy skill is better.



we should figure out some better place and character for this person to be, maybe at the icicle in town, where ilfalna used to live, a secret safe could be there, this safe could be ifalnas safe that is brought down to each surviving cetra, you unlock the safe with the items the weapons would drop when they were defeated.

or some other proper story/explanation as to why you would be able to use something you got from the weapons to get those items, not just some passerby with no real connection to the story like the original game.

Overall I think it should be laid out like, get underwater materia from new boss in sunken ship, defeat the two weapons , give the two lunar harp to kalm traveller for key to Midgar key item, then give desert rose to kalm traveller for HP/MP+ materia locked to a certain level, I wouldn’t add the extra bosses in, simply because I think its weird to fight a superboss, then get a drop, then you give the key item to someone in exchange for another mini boss fight, especially when that boss fight doesn’t have a battle map that matches the location.

That’s how I’d do it ,BUT it’s your mod so you can do what you want.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-18 19:52:30
Two more requests of sorts.

-) Overworld enemies leveling with you

I suggest once you get the highwind the overworld enemies level with you, this is because once you have full world access in the game encounters become far too easy in the Midgar area, so if they level with you, there is a reason to fight and get decent experience.

-) Better ‘Midgar key’ drop

I suggest you get this from one of the super bosses, this would prevent you from doing cids new threat boss unless the superboss is defeated, but it sounds like a cool idea.

In fact if the kalm traveler gives you the Midgar key for the lunar harp, it might make more sense, as it’s something he may genuinely have.

or at least find some better way to give the player the Midgar key, as the original game doesn’t make it clear where to go to get it.



-------

could you also explain about the ultimate weapons, when I look on your database it just says Gerols weapons shop, but where is that weapon shop.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-18 20:33:08
Two more requests of sorts.

-) Overworld enemies leveling with you

-) Better ‘Midgar key’ drop

In fact if the kalm traveler gives you the Midgar key for the lunar harp, it might make more sense, as it’s something he may genuinely have.
or at least find some better way to give the player the Midgar key, as the original game doesn’t make it clear where to go to get it.


I had an experimental AI that boosted enemies after a certain point, but I didn't really see many enemies being worth fighting again. I think Corel is one of the few places where you need to back-track through but it's only something like 2-3 battles if you rush through. The enemies using the AI for a boost felt lop-sided, and weren't much challenge anyway.

What you need to remember is that a lot of people are very familiar with this game. Moving something from it's established location tends to raise questions (a common question I get is usually about the location of 'X' materia/item, etc. because a lot of those locations were altered). There is a process for finding that key; in the default game (and NT because it's unchanged) you 'discover' the key by trying to re-enter Midgar on foot, finding the new NPC there, working out that he dropped his key in Bone Village, and then using the surveyors there to eventually find it.

Same thing with the Kalm Traveler, lot of players know that when they get the Earth Harp and the Desert Rose they're to take these items to him to trade for Master Materia and a Gold Chocobo; NT mixes up the rewards a bit, keeping that sidequest mostly intact because it doesn't need any in-game player direction (for the most part). Moving the places where you turn these items in would need some kind of event that points players to these locations. NT has something like that for it's content with the NPC on the Highwind's bridge but it's not very efficient.

Trading in old Key Items for other ones might work, but it depends on the triggers for certain events. If the Sleeping Forest checks for that Harp in your inventory whenever you first enter it, then it needs to stay in the Inventory. You can't have multiple key items either, because they're handled by variable switches not an actual item. What I can do is overhaul the way the game directs the player to extra content, and I'll have it maybe point to pre-existing stuff as well just to cover all the bases.

As for HP+ and MP+, MP+ should be in the game already; it's on one of the branching paths in the Crater (left-down I think). HP+ and the others could be made into special one-time drops now that I know how to adjust the bonuses they give and make them 1-star, etc. but I'd like to maybe reserve those for NG+.

Edit: The Weapon Shop is basically this one, the blue house near Gongaga: http://oyster.ignimgs.com/mediawiki/apis.ign.com/final-fantasy-vii/d/db/Seller.jpg
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: goodmorninpluto on 2015-05-18 21:54:44
Thank you for this mod!
This gave me motivation to finally buy steam version and start another playthrough of this brilliant game.
I like the mod so far, however I encountered something strange - Aps Senior HP was 12500 in-game which led to 20 minute long fight. I checked its HP on some videos of 1.3 on youtube and within Proud Clod tool, and in both cases it says 2250. I am using 1.3 with hotfixes. Dunno what to make out of this and kinda worried that this HP error gonna prevail on following bosses =/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: HeaN on 2015-05-19 04:30:04
I really need to say your mod is epic. I spend around 60hours on it :)
I will try to be active to report any bugs I can catch.


First one i got is that after the hot fixes (10th-16th may) it rains everywhere for me :D even inside buildings. :P
(http://i.gyazo.com/80edfa9cf06ea81ab2f17840bc34718f.jpg)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-19 06:20:19
Thank you for this mod!
This gave me motivation to finally buy steam version and start another playthrough of this brilliant game.
I like the mod so far, however I encountered something strange - Aps Senior HP was 12500 in-game which led to 20 minute long fight. I checked its HP on some videos of 1.3 on youtube and within Proud Clod tool, and in both cases it says 2250. I am using 1.3 with hotfixes. Dunno what to make out of this and kinda worried that this HP error gonna prevail on following bosses =/

Yeah, I noticed that recently myself. I've no idea how he got that ridiculously high HP value into his AI because I haven't tweaked it in a long time; only Aps appears to be affected from what I've seen so far (his stats, and some other enemies, are set through AI because he appears as the 8th battle in the pre-Bronco Battle Square, and enemies in Battle Square were getting a stat boost which was too much considering the mod's tweaked enemy strength).

I should probably upload a scene patch early; I've only done up to Kalm in the re-balance playthrough I'm currently doing but 12000 is too much to leave it as it is.

I really need to say your mod is epic. I spend around 60hours on it :)
I will try to be active to report any bugs I can catch.

First one i got is that after the hot fixes (10th-16th may) it rains everywhere for me :D even inside buildings. :P

Glad you're enjoying it, but it seems I've made a mistake with rain; that's handled by a variable switch so if I've enabled it somewhere but not disabled it for indoors, it'll just keep raining. Think of it as your own personal raincloud following you about (I'll get that fixed up pronto).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-19 07:52:21
-) Kalm Traveler reworking

Well im just making suggestions, to me the original game seems pretty poor about this sidequest/superbosses in terms of prizes, where you get them, and who gives them to you, but if you wanted to change it the location and person giving the prizes, the same new threat NPC could direct the player to it, and just pretend it’s a new threat boss/quest in some way.

One suggestion could be where you gave the key of the ancients to Bugenhagen, you could go there and see bugenhagen’s ‘spirit’ he can say ‘if you can vanquish the Weapons laid by the ancients, you will receive a special rare materia not seen in centuries’, that would give the player a lot of excitement, once defeated he would give the party locked HP+.

-) Overworld enemies leveling with you

Yeah story wise you don’t need to backtrack, but its just when moving around the map generally, I was just thinking of getting the levels to at least be the same, that way no complex AI would need changed, this makes it so you aren’t a level 50 party hanging in Midgar area then fight level 10 enemies that die in one hit.

-) Better ‘Midgar key’ drop

Sorry I meant trade EARTH harp for the key, I just thought it was something that the kalm traveler could genuinely have, which makes more sense than vanilla mastered materia or NT where he throws a mini boss fight at you where the battle map is outside the house.

But the original Midgar key location was okay, I think wetalked about changing is dialogue as it was preety ambiguous where to go, but it can still be there.


I have two other suggestions

-) Highwind can land on rock

I suggest you allow the highwind to land on rock, in this case you can land right outside cosmo canyon, I’m not sure if doing this would break the game by giving you access to areas your not suppose to.

-) Ultimate weapon ‘shop’

Okay so its beside the house near gogondo in the world map, but does your mod say that’s where to go,maybe your new threat NPC could mention it if you haven't bought a weapon from him, if you have bought at least one weapon from him it could be removed from his dialogue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-19 08:23:21
I'm not having Bugenhagen turn up as a ghost; Red XIII might cry.

While it would be nice to land a little closer to certain locations, it'd probably need an .exe hack of some kind. That and it'd make any chocobo below Gold kind of pointless.

I'm gonna rework the NT NPCs anyway, so no worries. That, or I'll put a big neon sign over the weapon shop guy's house saying 'HERE BE GOODIES'.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: HeaN on 2015-05-19 09:43:08
I wonder. Somewhere I read the max cap is set to Lv70?!



Aerith is Lv71 :P Maybe another bug?
(http://i.gyazo.com/e1b144c0513212db41e80413c093b923.png)

anyways I don't think that the mod is unbalanced. It feels just perfect. You shouldn't change too much in my opinion :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-19 10:26:53
Nah, I removed the level cap recently. It wasn't working very well and I found a much more discreet solution to the physical attack formula issue that occurs once you start to reach higher levels.

As far as balance goes, I won't do anything too extreme. I'm just tightening it up a bit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: goodmorninpluto on 2015-05-19 11:08:58
Finished Midgar, now on my way to Junon.
I had to replay bike minigame three times before taking on the boss - was it intended or glitch? If it was intended, I think some kind of message is needed here, otherwise it's confusing.
I'm trying to learn Chocobuckle, but I guess it's impossible right now - looking at your database, it says that it costs 24 mp now, while these poor chocobos near Farm got around 13-16. I just get the message "Chocobo MP was depleted" when they try to cast it, and then tey run away :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-19 11:41:54
Wait, what? The highway game repeated itself three times? I've never heard of that happening before; is this with the latest flevel patch?

I'll fix that MP issue; I changed the chocobo levels recently so they could all use Chocobuckle, but I clean forgot the lower down ones might not have enough MP.

Edit: I might have figured it out; was there a new option to save the game by pressing switch when you were on the bike tutorial/party set-up screen? Looking at it, there's a way for the game to 'loop' if the save menu is used. I missed it in testing because I saved the game and then reloaded the save to check that it was working (which had the script perform it's loop then, rather than doing it after the minigame). I'll put up a set of patches tonight, after I've got some things sorted out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: HeaN on 2015-05-19 12:37:46
You should setup an Paypal Donation Account :P

Anyway there is another bug at the Materia Caves. :P Once you enter them you get your materia instant and then the fight begins.

I don't know if it should be like that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-19 13:02:11
No, it should be that you examine the Materia itself as normal then the fight starts. I'd better have a look at it.

You should setup an Paypal Donation Account :P

Edit: I'll put a donation button thingie on the front page. If it goes awry or someone starts yelling at me then I can always take it back down again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: HeaN on 2015-05-19 14:48:54
Why should someone say something if you add an donation button?! LOL Youre bringing fun back to FFVII and I think you deserve donations for this :P
I'm just amazed how much work someone put into things like that :P That must be pain in the ass and ALOT of testing..


BTW if you need any help or got any coding related questions i can answer, just ask me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Covarr on 2015-05-19 15:34:00
Donations are fine, as long as you're not actually charging for anything associated with Square Enix IPs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-19 18:40:11
I don't know about that, I don't think people are not allowed to make money off mods, wasn't there recently an issue with steam paid mods for skyrim.

I mean the people that remade half life 1 I think weren't allowed to make any money off it, even though a lot of work was put into it.

but now recently it has been given the green light by valve and they can make money off it, but only because the license fees are payed to whoever payed for the half life 1 license, i think, this is all guess work.

but in this case it is a tough issue, another similar mod called deus ex revision is coming out soon, i don't know if they are allowed to accept donations, i would assume not though, but a lot of work has been done there, as in completely changing all the maps and paths of the game, it's practically an entirely new experience.

there was also an oblivion mod which was a whole different game, using the same engine and assets of oblivion, it was in german with english subs,  i didn't see a donate button but i would assume that would be illegal as they are re using oblivion tool set engine along with a lot of its assets (character model designs, trees, grass etc.), many people say its even better than oblivion, so i would assume people would want to donate.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Covarr on 2015-05-19 19:49:13
With donations, you are donating to the person; the mod is incidental. At least, that's the theory.

Honestly, modding is such a nebulous gray area that unless the company in question speaks out, the best you can do is what you hope won't make 'em mad. In theory, Square Enix could issue this site a cease and desist order for absolutely everything, because we don't really have their permission for any of it. They won't do that because of our staunch policies regarding pirated software, and because we do everything in our power not just to stay off their radar, but to actively encourage FF7 and FF8 sales, but if anyone here were to start charging for a mod, they would likely change their minds for the sake of protecting their IP.

As far as donations, many mods of popular games DO accept donations. Usually this is okay as long as they don't lock any content behind a donation. Sega shut down a Streets of Rage remake that asked for donations, but that's the only case I can think of where this has been a problem for anyone. And even then, that was a remake not a mod, and therefore more damaging to their potential sales.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-19 20:08:30
hmm seems in skyrim people can charge for mods, given that this is a donation that should make things even better.

 i guess it can be okay then, given the information provided above, I just thought that you weren't allowed to profit off a company's work.

example in the new threat case:
high profile big budget game gets made by square
a modder changes a lot of things and makes money from it.

now you see in that case some would think the modder would actually need to pay some of that money to square, as without squares big budget game, he couldn't mod the game which he made money from.

but on the flip side you are not causing any harm to square whether this mod is made or not, there is no loss of profit for them, which is why i wondered how the half life 1 remake was allowed to be given out free when the original was sold on steam.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-19 20:54:36
What is this I've come home to; I'll pitch in too.

First of all, the Skyrim scandal was caused by free mods being placed behind a 'paywall' and Steam/Bethesda taking the lion's share of the proceedings. While it's fair that both should get some of the fee from the transaction (Steam for hosting, Bethesda because it's their IP) a lot of people felt that the modder's contribution wasn't being weighted enough. There was also a lot of other issues complicating it, such as mods that depended upon other mods to function, and the ethical questions of taking content that was previously free to access and making people pay for it all of a sudden; I think people who had downloaded the mods when they were free actually had to pay to access them again too.

Same thing is revolving around the Half Life 1 'remake', Black Mesa. That's a fan project that's available for free (or an older build of it is) but now it's being featured on the Store page of Steam with a price-tag. The key thing to remember here is that these all used COMPULSORY payments; you needed to pay money to get them, with the added problem of them being free to access in the past.

Donations are different because they're not required to access the content being offered. If the mod was being sold, as in you couldn't get access to it without giving the modder money, then there would be a legal issue because someone is making money from a company's IP without their consent. That's why the majority of mods are distributed for free for anybody who wants them. You also need to remember that donations are not lucrative at all in most cases; you'd be lucky to see even $5 a month, even with a relatively well-known project. If you look at the endorsement system on Nexus (it's basically a 'like' system where mods can get a good reputation), you'll see that there's a big discrepancy between the number of downloads and the number of 'endorsements' (where people rate the mod they downloaded and played); assuming that the majority of people won't take the step of clicking a button to say they liked a mod (Nexus often posts reminders if you have mods that you've not endorsed yet), you've got to assume that they get even less actual donations.

As far as Square Enix goes, they're quick to protect their IP from anybody looking to make money from it (that live-action web series on kickstarter and the 3D-printed models being good examples) but they (hopefully) understand that mods help to drive sales for their games. I think they hosted some Thief modding competition a few months back, which is a positive sign, and while this might be incorrect I think they used Aali's graphics driver (or a modified version of it) for the Steam release. Short of it is, so long as you're not forcing people to pay for it then it tends to be fine. That being said, if any problems arise (or if people aren't comfortable with that donate button being there on the front page of this thread) then I'll remove it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-19 21:37:46
yes the skyrim thing has no relation, I just misread the title of an article and didn't pay attention to the fact that there were payed mods on skyrim anyway, when i played oblivion there wasn't any paid mods so i assumed skyrim was the same.

well that is why i don't understand the HL1 remake, how can you remake 80% of a game and give it out for free, wont that harm sales of the original game, but it gets away with it due to the age of he title, game companies care less about a game the older it gets, so its more about damaging loss of sales.

but somehow it got the seal of approval and now money is rightfully being asked for the game, they are using that money for the extra levels at the end and for multiplayer, the free one will always be free.

in the case of the morrowind remake in skyrim engine, that's different because you need to own both copies of the game for it to work, so yeah i was expecting the HL1 remake to only work if you had HL1 original and say HL2, as that would be totally fair in my mind, to my surprise it was totally free and you just needed to download the SDK as well.


I am happy with a donate button, for my oculus rift i used flawlesswidescreen program to hack in a FoV of 120 to play games, that website has about 4 donate buttons and people do donate a lot of money to it, the kind of people that have those triple monitor setups, so in some ways this is similar to that, in that he is making money from making games run in triple monitors.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-19 23:01:56
Not sure what the exact situation is with the Black Mesa mod; I think it uses Half Life 2's engine, though.

\\NT Update//

Almost finished a set of patches to correct the following problems; they're based on my current files, so some new features might be sneaking in early.

Bug-fixes
-) Sorted out the eternal rain, and replaced sunset 'time of day' with 'overcast & raining' instead; also sorted a problem where the screen tint would be lost when opening the menu/finishing a battle and added handlers to temporarily stop raining when indoors.

-) Sorted out the potential loop that can occur when using the new save option during the Highway minigame.

-) Tackling a problem with Materia in the caves triggering their battles immediately rather than when being examined (pending)

-) Sorted out Aps' HP, and various AI glitches related to the now defunct difficulty modes up to the Mythril Mines (difficulty options were replaced with Original & Arrange modes; the changes made by Arrange are functioning to a limited extent within enemy AI, but consider this to be 'in development' for now).

Features
-) A new event plays in Kalm, where Yuffie will be recruited as a mandatory party member: https://youtu.be/gbMC4e8AkCc
The PHS event is no longer present; this instead plays out when leaving Midgar for the first time and forming your first party; for players 'caught in the gap', several locations including Mythril Mines will discreetly unlock the PHS command (it still needs the world map/save point to enable). Players who have already completed Kalm, or who have yet to clear the Highway minigame, before applying the patch will not be affected.

-) Weather is now toggled when resting at an Inn in certain towns. I've opted for a lighter blue hue + rain over the rather garish 'sunset' hue. This'll be used for toggling NPC scripts in towns at a later date.

-) Midgar, Kalm, and the Chocobo Ranch have been re-specced. This is part of an ongoing playthrough I'm doing to tighten the mod up again; it's went through a lot of changes, some subtle others major, since the original balancing run was done so it's high time to get it done.

-) Did some minor work on the game's dialogue and text boxes. Consider this to be in development too.

I'll have the patches ready in a couple of hours or so.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: atro city on 2015-05-20 00:01:13
As far as Square Enix goes, they're quick to protect their IP from anybody looking to make money from it (that live-action web series on kickstarter and the 3D-printed models being good examples) but they (hopefully) understand that mods help to drive sales for their games. I think they hosted some Thief modding competition a few months back, which is a positive sign, and while this might be incorrect I think they used Aali's graphics driver (or a modified version of it) for the Steam release. Short of it is, so long as you're not forcing people to pay for it then it tends to be fine. That being said, if any problems arise (or if people aren't comfortable with that donate button being there on the front page of this thread) then I'll remove it.

I hate to be the dissenting voice here.  While ethically I very much support the idea of optional donations for modders, at the same time it would really suck if this got a C&D out of the blue because it's shaping up to be the best FF VII mod by a long shot. You can argue that accepting donations is within legal bounds, but at the end of the day Square-Enix has the nuclear option, they have used it in the past, and if they decide to use it again you're pretty much screwed. I don't think it's right, but it is what it is.

Realistically speaking, I don't think Square-Enix would shut down a FF VII mod. But if it were me, and I had put as much work into a mod as you have, I wouldn't risk it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-20 00:12:31
I hate to be the dissenting voice here.  While ethically I very much support the idea of optional donations for modders, at the same time it would really suck if this got a C&D out of the blue because it's shaping up to be the best FF VII mod by a long shot. You can argue that accepting donations is within legal bounds, but at the end of the day Square-Enix has the nuclear option, they have used it in the past, and if they decide to use it again you're pretty much screwed. I don't think it's right, but it is what it is.

It should be okay; it's very rare for a mod to get any kind of legal action from a company unless it's distributing actual game files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-05-20 00:41:32
hey sega chief

can you add the original ff7 boss battle music to the yuffie quest after the kalm flashback please

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-20 00:46:01
Oh, don't worry. The music in the video isn't used in-game; that's just something I added in editing because I hadn't gotten the audio for the event 100% yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-05-20 00:50:29
hey sega chief

i see you taught the boss fight yuffi ruby weapon whrilsand move, very funny

and are you also gonna add in the 3 turks talking after yuffie joins the party
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-20 00:55:47
It's called Warp Bomb in the files, my idea of a joke.

You mean that additional scene Cloudiar has with the Turks? No, that's something to do with OVA's story revision; my goal was to just produce a Yuffie recruitment event. Remember that they're two separate things; I coded mine completely from scratch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-20 00:57:22
Wow, that Yuffie event was awesome, I think it's totally great and you solved that horrible issue or her escaping as well!

only 1 thing i would change is when yuffie stops in the room, she kinda stops twice right below a pipe and I can't see her, i would move her more to the right.

I couldn't really assess the difficulty of the boss fight, i hope it is challenging but you will really need a boss retry if you die at her as wont you have to go through quite a lot of dialogue if you watched the flashback cutscene, as the game is not expecting you to have a boss fight right after the flashback it may have not promted a save point soon enough.


What's OVA by Cloudiar?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-20 01:15:55
Yeah, that bugged me at the time; the pipe is kind of obstructing it a bit there. I forgot to change it though. Should be quick enough to fix though.

The fight is something I'm thinking about; a loss there would really suck. Fortunately, the scripts are segregated into different parts so it should be easy in this case to make a retry handler. I'll add it in before I generate these patches.

OVA is a mod by Cloudiar which introduces some intricate script changes and new events into the game throughout Midgar (and beyond). It also changes the game's script, but one thing to note is that Cloudiar is Spanish and there's no English translations of it that I'm aware of. It used to be hosted here, but not sure.

A bunch of these new events should be on his YT channel. A lot of these scripts were also used in the Nightmare 7 mod...but there was an argument about it between Cloudiar and Tenko which is why N7's actual flevel isn't hosted here. From what I saw in N7, the scripts are quite impressive though I don't know how much is Cloudiar, and how much is Tenko.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-20 01:36:54
oh okay, so the only way to play it is in spanish, well never mind then, also how do you know what's going on, do you know spanish, that would be an odd coincidence, or am i missing something here.

oh right so using nightmare 7 i will get some of this added stuff, i heard that was only disc 1 and never going to be updated for the rest of the game, oh well.

really looking forward to seeing the mandatory vincent recruit as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-20 01:53:57
I don't know Spanish; but you can sort of figure out what's happening in that scene and I think N7's custom scripts/dialogue end going out of Midgar.

As for a mandatory Vincent recruitment event, that might either not be necessary or it'll essentially be identical to the current one with the exception that you have to clear Shinra Mansion before heading for Mt. Nibel. It'll remain optional for the foreseeable future, though.

Edit: Patches are up; treat them as WIPs (or Betas) because I've still got a lot of work to do; they're only up to fix certain crucial errors.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: racompave on 2015-05-20 04:14:48
Hi Sega Chief.

I've just installed the new patches, excellent mod so far, but it seems there's a bug on Cloud's flashback.

Sephiroth's ATB gauge just keep's recharging over and over again, you can't select commands or do anything (when you fight against the Dragon).



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-05-20 06:25:27
Hey SegaChief!  About Yuffie;

What the point with Yuffie's Affection value (usually 30+ in original after recruiting) for the Date Event?
Maybe I'm missing it, but would be nice to let the player choose the scene and get ride off these affection values, don't know.

What did you change about her level's recruitment? Same as original (she got level/stats from the enemy)?

That's probably only me but I don't really like the 5vs1, she has no chance. Why not just make Nanaki mandatory for this fight?
(EDIT: another random idea : make that only Nanaki caught up Yuffie so it 'll turn into 1vs1 and then Cloud&Cie comes after the fight)

Also since she's mandatory, if you remove the extra character and then the other Mystery Ninja you can gain some place in your scene.bin .
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-20 11:02:37
yeah that might  be a cool trick to the player, could be 1 on 1 with nanaki, then the gamer will think 'oh im about to die im totally screwed' then the others can turn up, im not sure if you can script the battle so that she never defeats nanaki at first, but appears to deal a lot of damage, but it would be a cool feeling none the less.

overall i thought it was really cool to see 5 ff7 party members in a battle scene, but i hope the battle is still a challenge.

Overall, I think it's great as is, and you can probably move onto others things in the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-20 12:05:14
Hi Sega Chief.

I've just installed the new patches, excellent mod so far, but it seems there's a bug on Cloud's flashback.

Sephiroth's ATB gauge just keep's recharging over and over again, you can't select commands or do anything (when you fight against the Dragon).

I forgot to mention that; some kind of odd bug has turned up there very recently that's not proving easy to identify or fix. The flashback should progress even if you lose that battle, though. Hopefully I can work something out with it, I'm just a bit baffled with it at the moment. I had a bit of trouble with the kernel recently, some compression was corrupting a lot of the text. As a result, Mythril Clip was renamed to Red Clip due to it bugging out when it's called Mythril Clip for some reason (I think, space-wise, it's been pushed past its limits which might explain the bugged Sephiroth AI; I need to do a test and remove the other character AI I've added to see if that's the issue).

Hey SegaChief!  About Yuffie;

What the point with Yuffie's Affection value (usually 30+ in original after recruiting) for the Date Event?
Maybe I'm missing it, but would be nice to let the player choose the scene and get ride off these affection values, don't know.

What did you change about her level's recruitment? Same as original (she got level/stats from the enemy)?

That's probably only me but I don't really like the 5vs1, she has no chance. Why not just make Nanaki mandatory for this fight?
(EDIT: another random idea : make that only Nanaki caught up Yuffie so it 'll turn into 1vs1 and then Cloud&Cie comes after the fight)

Also since she's mandatory, if you remove the extra character and then the other Mystery Ninja you can gain some place in your scene.bin .


She basically just needs to have more than the others. However, each character starts out with a pre-determined value. Aeris starts with 50, Tifa with 30, Yuffie with 10, and Barret with a paltry 5. In the past I considered putting all these values at 0, would make getting the 'rare' dates a lot easier.

She joins at Lv.17, which is roughly around where players will be in most cases after leaving Midgar. She also gains the same bonuses to the affection value that she originally got when you selected the correct answers to recruit her in the default game. Her stats are different like every other NT character; she's got sky-high DEX and decent STR and MAG, but her defensive stats + HP/MP are quite bad; she's a glass cannon, basically.

As for the 5v1, it's not a guaranteed win; you still need to approach it with some kind of caution because of her high damage output. But you also need to be aggressive because she'll use Warp Bomb to eliminate a party member at the end of her AI cycle, and if this happens twice then you'll be in a bit of trouble. I had actually considered a 1v1 with Red instead (to distance it from Cloudiar's event a little) but I'm not a big fan of solo fights so I just went with the big ol' rush. There's not going to be another opportunity to have a battle with five characters in it (due to party composition starting to vary, etc) so gotta run with the ball when you've got it.

And yeah, this'll clear up a fair few spaces in the scene.bin. It's kind of a shame that nobody (to my knowledge) ever saw the secret Mystery Ninja battle against her and Mystery Sidekick but hey ho.

Edit: Annnnnd the AI for Sephiroth has mysteriously decided to start working again. And by that I mean it's decided to stop thinking that he actually has AI, which is the problem. I think the problem was the way I deleted it the last few times; might need to delete each line manually, rather than the whole group. Actually kind of disappointed now; I had this big plan to add a 'friendly' enemy Sephiroth with AI to replace him and then use the 'empty' character slot for something like, I dunno, a temporary Sweeper joining the party or something until you reach Nibelheim. I'll quickly update the scene patch, once I've checked this kernel over.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: powerincarnate on 2015-05-20 13:53:51
I keep getting a glitch where the battle is about to start and the game freezes before the battle fully loads when trying to get Yuffie in Kalm. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-20 14:31:00
Ah, I've forgot to distribute the battle.lgp file. I clean forgot that the Barret used there is actually a new model. Give me a sec-

Edit: Sorry about that: https://mega.co.nz/#!mwUVER5D!oOWoWBxJa3qaf1IA_PCbza2hs_y2cLHJdlnnuH_2n3g

Should be same installation as other hotfixes; just point it at the data folder. For those using alternate battle models, the new one in this .lgp is WG or WH, one of those ( the last one listed).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: HeaN on 2015-05-20 16:10:12
I wonder if it's possible to make an psx version of the new threat mod :P

Good evening everybody ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-20 16:36:03
I've been keeping notes on something like that, and the best direction to take would be to make a different version of the NT mod that takes advantage of the natural strengths of that version. For a start, it'd be a lot more insular so I wouldn't have to worry about compatibility with other mods, so that could translate to all the .exe hacks that are at present only in beta for the PC version of NT; I'd also have up to 9 discs to work with which can each store their own set of files. This could be used for a lot of different purposes, such as branching the story, different party leaders (9 characters, 9 discs :o), scaling difficulty in NG runs like Dark Souls, etc.

There's also some cool tricks I've seen where enemies can be made into controllable party members. I don't know the particulars on that, but there's some interesting possibilities there too. As far as the mod's gameplay goes, I'd likely make a pared down version of NT for it. A lot of the new enemies would be either omitted or scaled down in some way; it depends on the space constraints in the scene + kernel (assuming they're more stringent than the PC ones). That's the biggest limitation of the PS1 files; they can't be too large, and player/enemy models aren't easily altered (the PS1 modders have to do it by Hex, rather than tools like Kimera; props to them, I say).

But then limitations have a way of focusing your attention better, so it could work out into something worthwhile. Once I've got the mod settled here, I'll start making moves toward a re-geared PS1 version of NT...assuming I'm capable of actually doing it, of course; I've very little programming experience and no formal education in it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: HeaN on 2015-05-20 17:04:10
You should focus on things you need to finish :P

Every f*cked up pc can run ffvii so why is there a need for psx :D I was just wondering if files management is similar :D


sorry for my english :D

And good work ! :)  I just pwned Abyss and now I got my sexy Ribbon <3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-05-20 20:12:20
Good work HeaN! As soon as I noticed Abyss dropped a ribbon, I went back and beat him twice more to get a whole team's worth! :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-20 20:13:42
stop bullying abyss ;_;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-05-20 20:38:41
I really enjoyed his fight, too. A lot of the extra battles needed a little special attention to setting up to get through, for me.
Love Buster seemed a bit easy, though, if you avoid getting stuck in sleep. He's the one I really picked on, for AP.

EDIT: Also, damn, I mean, that's a lot of commas...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: HeaN on 2015-05-20 20:54:53
I was grinding to Level 99 just fighting Love Bubster :P

BTW I don't know if you realized but this little f*cker gives you items for every extra boss you beat :P

(http://i.gyazo.com/6f6d630cd2654830ed2633545d5734f6.jpg)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-20 20:58:40
Yeah, he dishes out a special Materia based on which boss you've beaten. It's only supposed to be once though, for instance he'll give you one W-Magic Materia after defeating Abyss for the first time. Unless he's dishing out an unlimited supply of them...?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: HeaN on 2015-05-21 05:05:47
Naah. Everything is working correctly :) The breaker gives you the materia only once :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: FrozenExcalibur on 2015-05-21 11:03:15
I went through all the trouble trying to morph variablis only to discover ultima weapon is weaker than buster sword
Omnislash with Buster Sword = 800 per hit
Omnislash with Ultima Weapon = 500 per hit with 5600 hp

Edit : just go ahead and retried Ultima Weapon with Ominislash with 7261 hp
still doing 500+ damage

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: racompave on 2015-05-21 13:58:58
It keeps raining everywhere in certain locations ( Nibelheim, Cosmo Canyon).

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-21 14:59:01
I went through all the trouble trying to morph variablis only to discover ultima weapon is weaker than buster sword
Omnislash with Buster Sword = 800 per hit
Omnislash with Ultima Weapon = 500 per hit with 5600 hp

Edit : just go ahead and retried Ultima Weapon with Ominislash with 7261 hp
still doing 500+ damage

Limit Breaks use a 'default' attack formula that ignores the weapon's attack formula; as Ultima Weapon has a base power of 0, it likely means it loses out when using them. When using regular physical attacks, Ultima Weapon should deal more damage.

Ult Weapons have always been a bit of a tricky issue; the default ones with their base power (usually about 90-100 + the special formula) have no trouble hitting for max damage a lot of the time. The two routes I can go with them are to either reduce base power (which the Hardcore mod did) and keep the special formula, or to keep the base power and remove the special formula instead, replacing it with some kind of other effect like Drain HP, inflict status, or character-stat boosts.

It keeps raining everywhere in certain locations ( Nibelheim, Cosmo Canyon).

The rain is triggered on a switch; try resting at an Inn, that should switch it off. If it doesn't, let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: racompave on 2015-05-21 15:15:10
Limit Breaks use a 'default' attack formula that ignores the weapon's attack formula; as Ultima Weapon has a base power of 0, it likely means it loses out when using them. When using regular physical attacks, Ultima Weapon should deal more damage.

Ult Weapons have always been a bit of a tricky issue; the default ones with their base power (usually about 90-100 + the special formula) have no trouble hitting for max damage a lot of the time. The two routes I can go with them are to either reduce base power (which the Hardcore mod did) and keep the special formula, or to keep the base power and remove the special formula instead, replacing it with some kind of other effect like Drain HP, inflict status, or character-stat boosts.

The rain is triggered on a switch; try resting at an Inn, that should switch it off. If it doesn't, let me know.

Took a nap at Nebelheim, it didn't work ( it's raining indoors as well ).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-21 15:18:20
Dammit, I better check the switches. I'll upload a patch for it fairly soon.

Edit: Forgot to ask, is this happening with the flevel hotfix patch (May 20th) applied?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: racompave on 2015-05-21 15:24:45
Yep, I have the most recent update installed.

Thanks, looking forward to it.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-21 15:26:13
Yeah, I've seen that Nibelheim doesn't have the switch at it's Inn and a fair few fields are using a faulty method for turning off rain indoors. I'll do a sweep and try to catch all of them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: FrozenExcalibur on 2015-05-21 16:25:02
Limit Breaks use a 'default' attack formula that ignores the weapon's attack formula; as Ultima Weapon has a base power of 0, it likely means it loses out when using them. When using regular physical attacks, Ultima Weapon should deal more damage.

Ult Weapons have always been a bit of a tricky issue; the default ones with their base power (usually about 90-100 + the special formula) have no trouble hitting for max damage a lot of the time. The two routes I can go with them are to either reduce base power (which the Hardcore mod did) and keep the special formula, or to keep the base power and remove the special formula instead, replacing it with some kind of other effect like Drain HP, inflict status, or character-stat boosts.

The rain is triggered on a switch; try resting at an Inn, that should switch it off. If it doesn't, let me know.

went ahead and did some testing with ultima weapon

buster sword : 500 dmg normal attack
ultima weapon with 7k hp : about 1000 damage normal attack ( no hp reduction materia )
heaven cloud : 1300 damage

i think i'm just gonna stick to heaven cloud since ultima weapon is kinda meh for me
is there anyway to get another ragnarok tho?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: HeaN on 2015-05-21 16:58:34
I don't have any problems with rain. I go to rest and it switches to normal weather :P

Trying to get Ultima Weapon now with morphing -.- but it's pain in the ass cause...I can't sense the enemy...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-21 17:08:06
went ahead and did some testing with ultima weapon

buster sword : 500 dmg normal attack
ultima weapon with 7k hp : about 1000 damage normal attack ( no hp reduction materia )
heaven cloud : 1300 damage

i think i'm just gonna stick to heaven cloud since ultima weapon is kinda meh for me
is there anyway to get another ragnarok tho?

Hmm, looks like I'll need to re-do some of those Ult weapons; if they're not dealing as much damage as weapons with stat boosts on them then they're not worth using. I'll give them a re-design tonight and see what I can do; I'll likely go with a high base-power + an effect though I'll test it with their special formulas as well.

Is that Variablis you're trying to morph? Here's a method: throw a Vaccine at him to give him the Resist status, this'll cripple his Barrier Pulse counter-attack (he uses this when hit with non-elemental magic Comet, Comet2, or Ultima). Then hit him with one of those spells, preferably Ultima, used by a character with a heavily boosted Magic stat; Variablis has very low Magic Defence so it should hopefully reach close to max damage. He has 41,000HP so 4-5 hits should bring him down to a point where he can be Morphed; use either one of the Ancient/Joke weapons (Nail Bat, etc.) to Morph him, or Yuffie's Conformer if you have it. If you have any Cactuar Needles then two of these can be used to reduce his HP by (almost) 2000 so if the four castings of Ultima landed for 9999 damage then he'll only have a few hundred HP left.

Alternatively, Bahamut and Neo-Bahamut might be good choices; I think they're Shoot element.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-21 17:11:48
When it rains in towns does it rain on the world map, because if it doesn't I'm not sure that would make a lot of sense.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: FrozenExcalibur on 2015-05-21 17:18:41
is there any way to guess variablis element weakness tho
kinda defeat the point if u can just hit him with comet/ultima
i never even manage to hit his weakness once , not even once
i like the idea of boss changing element weakness but if i cant even hit one element spell , it just doesn't feel right
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-21 17:20:53
Nah, it doesn't apply to the world map. I'm just trying it out to see how it goes, the plan being to use it as part of expanding NPC scripts in towns.

Edit: An flevel patch is up; 21st May. This should hopefully make the weather changes more stable and prevent them from appearing indoors.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-05-21 18:51:01
Hey sega chief

is there anyway you could make it thinderstorm and make it snow on your mod please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-21 20:52:22
Lightning maybe, with a small pulse in the screen's hue, but snow is limited to the Great Glacier because the field screens use an overlay there. Rain is triggered by a variable, instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-21 21:06:50
so I need to know when 1.4 will be out along with the change log :P

I realize the version number is insignificant, but i prefer to do my next run through on the next official version, so i have a better basis of comparison from 1.2.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-22 00:03:41
It's difficult to say when it'll be done. I usually get called into work for cover shifts in the morning, evening, or through the night which makes it tricky to plan a schedule properly. There's four things that are needing to be done before I'll 'upgrade' the version number to 1.4:

-) Re-balance the game with a playthrough to account for changes since 1.1 (this is in progress; I'm not planning to make any major changes to the battle system after it's complete).

-) Fine-tune the game's script/dialogue & expand NPC scripts in towns; my goal here is to repair some of the damage done by the re-localisation that was done during the PC port, clean up the windows/text errors (admittedly some of them are my own fault :I), and to get rid of inconsistencies.

-) Complete/Refine NT's side-content; this won't take as long as it sounds, because the basic infrastructure has already been implemented for a lot of it.

-) Fix any remaining bugs/glitches that arise as a result of the above three; the idea going into 1.4 is that it's as bug-free as possible. Because the mod is constantly being developed, there's usually a steady stream of new bugs that pop up but with the mod 'finished' this'd be the ideal time to sweep them all away.

I'm going to guess that it'll take about a month to get all this done. I've already been working on these over the last few weeks and if all goes well we'll be sitting with a stable and finished NT Mod. Then it'll be onto developing that New Game+ campaign, which'll be a separate mod that can be played either from scratch with a new party or with a pre-existing NT Party that's completed the story in NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-22 03:16:31
oh that's okay, i can wait a month or two.

but how will this new game+ thing work out, i take it levels will be reset, and if so what exactly would you carry over, to me it doesn't seem likely that that would work out very well.

you can't exactly carry levels over, as you'd be too powerful, if you carry materia over, your magic will be way more powerful than your attacks,so yeah not exactly sure on what would happen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: powerincarnate on 2015-05-22 03:29:54
Another little bug i've seen, when in battle, the target sign keeps flashing and isn't able to be turned off?  I've tried pressing all buttons, but it stays on and flashing.  Any idea what's going on??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-22 03:42:17
oh that's okay, i can wait a month or two.

but how will this new game+ thing work out, i take it levels will be reset, and if so what exactly would you carry over, to me it doesn't seem likely that that would work out very well.

you can't exactly carry levels over, as you'd be too powerful, if you carry materia over, your magic will be way more powerful than your attacks,so yeah not exactly sure on what would happen.

Here's the plan, see:

The NG game starts in Tifa's Bar in Sector 7; from there, you need to reach the Crater and beat up Safer. The enemies will all be remixed and specced against end-game teams (Lv.70+). The first objective is to escape Midgar itself, which'll be a similar scenario to the Dark Cave sidequest; from there, you'd be loosely following the same progression through areas as the regular game, eventually reaching the northern continent with the Bronco to head for the Crater. It'll be like a gauntlet; minimal story, and more about surviving.

A lot of the towns and areas you pass through will be deserted, shops & Inns will be few and far between, and there'll be a lot of new events and unique challenges to make your way through. Areas that aren't compulsory to visit will contain bonus loot and bosses to take on, to encourage players to explore. This is going to be a big project which'll likely require a new separate set of files; for that reason, I'm thinking of making it a stand-alone mod that can be played without a finished NT save file; I can set the Kernel to have characters start at a high level and with a reasonable inventory of items, equipment, and Materia (though likely nowhere near as much as what a finished NT file would have).

It'll take a while to finish something like this, though; that's why I want to 'complete' NT before moving onto it.

Another little bug i've seen, when in battle, the target sign keeps flashing and isn't able to be turned off?  I've tried pressing all buttons, but it stays on and flashing.  Any idea what's going on??

Sounds odd, I'll check my game just now and see if it's happening there too.

Edit: Seems to be okay on my end. Do you have a controller plugged in? The game can take input from multiple sources at once, and if the target flag is flashing then it might mean that a button binded to it is being held down accidentally (or might be malfunctioning). For instance, if I hold my controller's shoulder button down then the target flag flashes while I input commands using a keyboard. Could it be something like that?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-22 09:20:27
wow sounds awesome

but i would say to not call it a new game+, because it doesn't really have anything to do with that, not sure what to call it, maybe a 'boss rush story mode'?

i think it would be best if you don't allow the import a save file as i think you should have control over what the player has and doens't have in this boss rush story mode, but it's up to you off course.

even if i have a completed NT mod save file, i will be starting it with the party that is given if i don't import a file, as i prefer to review the balances/difficulty that you have given me, as this is something you can test and spec against.

Honestly importing a save file is almost like choosing an easy mode or hard mode depending on how much you played the NT mod save.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-22 14:23:09
I've already decided it's going to be set up for a continuation of an NT save file. As for balancing, just leave that to me; I'd be balancing it against a 'new' team for the first few areas, maybe the initial Midgar Escape, but after that it's going to be specced against a completed save file.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-05-22 14:26:02
hey

is there anyway you could make it poissable for the party members to use the black materia in battle
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-22 15:45:58
Nope, it's a key item not a Materia. Besides, you need a lot of spiritual energy to use it ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-22 20:57:55
I've already decided it's going to be set up for a continuation of an NT save file. As for balancing, just leave that to me; I'd be balancing it against a 'new' team for the first few areas, maybe the initial Midgar Escape, but after that it's going to be specced against a completed save file.


okay but then wont i be under or overpowered if i choose a 'new' team once i pass that area?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-22 21:50:25
The Midgar area will help new teams catch up a little, but a completed save file is always going to have an edge over it. I don't really consider this to be a problem, as much as a challenge in it's own right.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Aquarii on 2015-05-22 22:10:49
Hi,

I don´t believe it but the Game freezes again, when i enter the Dark Cave. Same Error+Message and yes, i installed the newest patches. ;D
 
Greetz Aquarii
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-22 22:22:54
Ah! I know what's happened. When I was developing the new Yuffie event, I used the back-up flevel to make the fix for that. But I forgot to carry the fix over to the (now) current flevel as well. My bad, I'll go and make the change.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: powerincarnate on 2015-05-22 23:05:39
Here's the plan, see:

The NG game starts in Tifa's Bar in Sector 7; from there, you need to reach the Crater and beat up Safer. The enemies will all be remixed and specced against end-game teams (Lv.70+). The first objective is to escape Midgar itself, which'll be a similar scenario to the Dark Cave sidequest; from there, you'd be loosely following the same progression through areas as the regular game, eventually reaching the northern continent with the Bronco to head for the Crater. It'll be like a gauntlet; minimal story, and more about surviving.

A lot of the towns and areas you pass through will be deserted, shops & Inns will be few and far between, and there'll be a lot of new events and unique challenges to make your way through. Areas that aren't compulsory to visit will contain bonus loot and bosses to take on, to encourage players to explore. This is going to be a big project which'll likely require a new separate set of files; for that reason, I'm thinking of making it a stand-alone mod that can be played without a finished NT save file; I can set the Kernel to have characters start at a high level and with a reasonable inventory of items, equipment, and Materia (though likely nowhere near as much as what a finished NT file would have).

It'll take a while to finish something like this, though; that's why I want to 'complete' NT before moving onto it.

Sounds odd, I'll check my game just now and see if it's happening there too.

Edit: Seems to be okay on my end. Do you have a controller plugged in? The game can take input from multiple sources at once, and if the target flag is flashing then it might mean that a button binded to it is being held down accidentally (or might be malfunctioning). For instance, if I hold my controller's shoulder button down then the target flag flashes while I input commands using a keyboard. Could it be something like that?

Yeah, I'm using a PS3 Sixasis controller.  It ended up being my R2 was stuck somehow where it was still depressable and barely stuck, so I didn't notice it was stuck.. after you said it was fine on your end, I went investigating it and low and behold it was stuck. 

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-22 23:08:48
No prob; my PS3 controller's left analog locks sometimes now so I've ran into the problem a few times.

And the new flevel patch is up, Aqua.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: HeaN on 2015-05-23 11:12:56
I hope there will be more new threads for challenge :)

EDIT: Somewhere I got the "Limited Moon" from Red XIII ?! Something needs to be wrong here.... I will delete it ofc :P

(http://i.gyazo.com/99a78d7071294c03c0483f4bfc066f76.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: racompave on 2015-05-23 13:10:49
I'm getting a black screen in one of the areas at Forgotten City. It freezes completely the game and I need to reboot.

I'm playing with the latest flevel update ( 22nd May ).

Edit: I went to that area again and I didn't get the crash. I think this happens if you go to that particular screen after sleeping at one of the houses there ( crash produced by the weather system? )
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: HeaN on 2015-05-23 13:37:26
The Ultima Weapon of cloud sucks balls-.- Sorry.. xD ...I switch to Buster Sword
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: racompave on 2015-05-23 14:02:11
About the previous crash:

So, I found out that resting in that house is mandatory to progress in the game because it unlocks the stairs that you have to take to go where Aeris is.

The think is, if you go to any of the other screens after sleeping in that house, you will get a black screen no matter what, making impossible to progress further in the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-23 16:15:44
Looks like I've missed a post here:

is there any way to guess variablis element weakness tho
kinda defeat the point if u can just hit him with comet/ultima
i never even manage to hit his weakness once , not even once
i like the idea of boss changing element weakness but if i cant even hit one element spell , it just doesn't feel right

You're right, Variablis was designed with the Number024 boss and Magimaster from FF6 in mind, but those bosses allowed Scan to be used to track his weakness. What I forgot about at the time was that Sense doesn't function at over 30,000HP, and that elemental weaknesses set through AI aren't tracked either (it looks at the scene where the enemy is stored for elemental weaknesses, which are static). It's likely I'll re-wire it entirely and make it completely different.

I hope there will be more new threads for challenge :)

EDIT: Somewhere I got the "Limited Moon" from Red XIII ?! Something needs to be wrong here.... I will delete it ofc :P

I think certain bosses and enemies can drop Ultimate Weapons as a rare steal in some cases. It's something that needs to be corrected, I'll eventually find them as I'm going through each enemy individually right now for a re-balance (which includes their held items). And regarding certain Ultimate Weapons, I'll change tact and make them much better.

About the previous crash:

So, I found out that resting in that house is mandatory to progress in the game because it unlocks the stairs that you have to take to go where Aeris is.

The think is, if you go to any of the other screens after sleeping in that house, you will get a black screen no matter what, making impossible to progress further in the game.

I'll remove weather from that area entirely, and then run through to test it.

Edit: Seems to be something was knocked out of whack with the default screen tint that's here during the Altar event (when the screen is darkened) so whenever this effect is activated it locks. Just trying to locate the cause by comparing it to a default.

Edit2: I think I've figured out the cause, I'm going through each Forgotten City field and correcting the numbered labels for them; the jumps seem to have been 'auto-corrected' or auto-wronged', rather.

Edit3: That's the patch uploading. I'll need to watch out for that in future, it seems that if a label jump has no target then Makou will create a new label to try and cover it but scripts vary wildly so odds are it can create an infinite loop (and if this happens in an Init script then the field won't really load at all).

Edit4: New flevel patch is up, sorry for the hassle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: racompave on 2015-05-23 18:02:48
Thanks Chief, I appreciate your dedication.

This is one of the best (if not the best) gameplay mods of FF7 out there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-24 01:58:27
Cheers, bud; I appreciate that. If there's any other problems, let me know.

Next thing I'll start on is a temporary re-spec for these Ultimate Weapons, something to make them worth getting. I'll fine-tune them when I grab them in the playthrough I'm doing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: FrozenExcalibur on 2015-05-24 04:54:34
looking forward for the re-spec ultimate weapon
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-24 15:31:54
New scene patch is up (24th), that re-specs the Ultimate Weapons to be stronger.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: HeaN on 2015-05-24 19:10:41
Finally :) I was really waiting for this :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: FrozenExcalibur on 2015-05-24 19:34:23
i don't get how the new ultima weapon formula work
but it was definitely stronger than before
and worth using now
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-24 20:41:36
The ultimate weapons are using the original formulas, with a few differences.

Cloud/Ultima Weapon: Same as before, power decreases as his HP gets lower (the sword will slowly turn from white to blue, as a visual indicator of the amount of power lost). Note that it's the % of your HP remaining, not the actual amount; a Cloud with 300/300HP would deal more damage with it than a Cloud with 5000/9999HP.

Barret/Missing Score: Power is based on the total AP of all the Materia equipped to the weapon; Mastered Materia like Quadra, Mime, etc. tend to give the best bonuses. Does very little damage with no Materia/low AP.

Tifa/Premium Heart: Changed. Basically the same as Ultima Weapon, but uses MP instead. The more MP you use, the less power it has.

Aeris/Princess Guard: Changed. This heals targets, and grants the Shield status.

Red/Limited Moon: Changed. This deals more damage based on how high your Limit gauge is. Best used with a filled Limit Lv.4 and commands like Deathblow or Mug (as attack is disabled when Limit is available).

Yuffie/Conformer: Deals more damage based on target's Level; also ignores the penalty on Morph attacks.

Cait Sith/HP Shout: Changed. Deals damage equal to the difference between maxHP and currentHP (so an ???? effect).

Vincent/Death Penalty: Changed. This now has the Yoshiyuki effect, and will gain a damage boost whenever another party member is KO'd (if both are KO'd, then damage is increased again).

Cid/Venus Gospel: Changed. Has no special damage formula, but drains damage as HP.

They also carry some stat bonuses, usually in-between the bonuses given by the other end-game weapons.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-24 23:38:17
would you say in 2 months time 1.4 will be out long with the special 'arrange' mode.

as overall i think 'arrange mode' -which i think the name should be changed to 'boss rush' mode or something - would be my prefered way to play the game given my familiarity with the story, I'd rather just head straight into the boss fights and have minimal story.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-25 06:09:25
Arrange is going to be close to Original, but with twists in it. NG+ is going to be a minimal story + survival campaign.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-25 13:37:57
oh yeah, of course, forgot about that.

maybe 'survival mode' sounds like a good name, it think it reminds me of say a fighting game where you have 'story mode' or 'survival mode'.

i hope you manage to incorporate every boss in this mode though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Murasame on 2015-05-25 23:49:44
*DARK CAVE SPOILERS TO FOLLOW*

 for anyone who doesn't want to be spoiled about the new sidequest






So I've been going through this section and I've really enjoyed the challenging boss fights thus far. Hell Armour was one of the toughest fights I've had in this game but it was so worth it when I finally heard that enemy death sound effect.

I have to concede though, Viragea is throwing me a huge curve ball. Its attacks aren't so much the problem but I can't figure out its immunities. After I beat Mirage Weapon it takes attacks fine. It doesn't seem to be immune to slow numb but once paralysed the fight continues; I have to chuck a soft at it to continue things. But about midway (guessing) through the fight, it grows and seems to absorb all my elemental attacks and physical attacks deal 0 damage.

If all that is intentional then by all means keep the secret to beating him a secret. I was just wondering if you somehow rendered this beast as insurmountable as he seems ;_;



Also some side notes about things in general (like last time, nothing game breaking)l :

-Viragea's attacks hit "twice" (i.e the damage shows, a small animation shows and the damage is shown again) but it only hits once. Assuming this isn't a psychological thing to emphasise my hopelessness in my fight, it's there.

-Cloud's Buster Sword isn't present on his field model in the section before the Jenova Decay and Zack boss fights

-Visiting Don Corneo's mansion with Tifa as the party leader has a Cloud model stuck in Corneo's desk (Haven't tested with Cid but I'm willing to assume it's probably the same)

- I've noticed that some attacks that rendered my party members down to a very small amount of health have still killed them regardless of some health remaining? An example is my Yuffie currently has about 3400/3700 HP, she'll take an attack worth about 3300 and still die. This isn't limited to instant kill attacks but I'm fond of regen and I've noticed the line underneath HP representing the HP bar can go a little crazy after such an attack. Not sure if that's a possible source?

- This one is just off the cuff but I noticed you mentioned the ATM core is unmissable, I've combed the planet looking for it, got Barret's Catastrophe but still can't find it. The Heaven's Cloud is similarly AWOL, gone from the gelnika. I'm not asking for the straight answer but a hint maybe? ):

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-26 00:21:35

Also some side notes about things in general (like last time, nothing game breaking)l :

-Viragea's attacks hit "twice" (i.e the damage shows, a small animation shows and the damage is shown again) but it only hits once. Assuming this isn't a psychological thing to emphasise my hopelessness in my fight, it's there.

-Cloud's Buster Sword isn't present on his field model in the section before the Jenova Decay and Zack boss fights

-Visiting Don Corneo's mansion with Tifa as the party leader has a Cloud model stuck in Corneo's desk (Haven't tested with Cid but I'm willing to assume it's probably the same)

- I've noticed that some attacks that rendered my party members down to a very small amount of health have still killed them regardless of some health remaining? An example is my Yuffie currently has about 3400/3700 HP, she'll take an attack worth about 3300 and still die. This isn't limited to instant kill attacks but I'm fond of regen and I've noticed the line underneath HP representing the HP bar can go a little crazy after such an attack. Not sure if that's a possible source?

- This one is just off the cuff but I noticed you mentioned the ATM core is unmissable, I've combed the planet looking for it, got Barret's Catastrophe but still can't find it. The Heaven's Cloud is similarly AWOL, gone from the gelnika. I'm not asking for the straight answer but a hint maybe? ):


Virage was an opportunity to do something a little different, using several unused ideas and a couple of 'glitches' I found while putting the mod together; he's intended to be more confusing and intimidating than he actually is. The 'mixing' attack animations are an example of that. I'll send a PM with some notes/strategies for him.

For the others:
-) Cloud's buster sword on his field model mysteriously vanished a while ago, likely due to me messing around with something when preparing new field models (one of the new ones used his parts as a base). It's something I've been meaning to get round to; it's relatively harmless, but it's needing fixed.

-) That Corneo's mansion thing has been reported before, but I clean forgot about it. I think I can amend it fairly quickly, though. Thanks for reminding me.

-) Ah, Regen! There's a mechanical shortcoming with this status (and on Dual Drain, which is the opposite of Regen) that I call the 'snap-back' effect. Basically, when an attack animation starts the game will perform it's calculation right then and there; problem is, Regen will be restoring your HP while the animation plays so, when the attack finishes, the damage will be deducted based on what your HP used to be. This creates a confusing sight where the character will have apparently survived the attack and their HP will still be increasing...but then they'll suddenly drop down dead. That's what the line going crazy under your HP is doing; it's trying to correct the character's current HP based on a) the damage it took when the attack animation started up and b) factoring in HP gained by regen in the meantime.

-) It is unmissable, so no worries.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-05-26 00:24:52
hey sega chief

can you send me a pm about how to beat Virage please

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-26 01:17:19
I sent one to you too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Murasame on 2015-05-26 01:22:36
I appreciate your help. I'll take a few more stabs at him tomorrow and if I'm well and truly stumped I'll take a fuller peek at the notes you sent me. Thanks a lot. I wouldn't usually ask for advice on a boss but I just don't want to have to give up the 4 hours I've spent in the sidequest and all the materia and limit mastering I've gained in the process.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-26 04:07:07
I appreciate your help. I'll take a few more stabs at him tomorrow and if I'm well and truly stumped I'll take a fuller peek at the notes you sent me. Thanks a lot. I wouldn't usually ask for advice on a boss but I just don't want to have to give up the 4 hours I've spent in the sidequest and all the materia and limit mastering I've gained in the process.

No prob.

\\NT update//

Big change on the horizon, and it's to do with character stats & builds. Right now, and this is true of the default game even more, the characters in NT are quite samey with their stats and due to the pre-made stat arcs I've used there are times when characters intended to be proficient in a stat are overtaken by their rivals (Tifa, a physical hitter, having a higher magic stat than Aeris for instance on certain levels). While these are 'hidden' to an extent by stat boosts given by equipment it's not ideal, and definitely not what I'd originally hoped for. Character 'builds' are also limited entirely to equipment.

The ill-fated Arrange prototype tried to address this and create a system where the player would decide which directions to develop a character, with each character having a static set of stats that wouldn't change on level-up. This would make characters less reliant on equipment + limits for individuality, and allow a player more freedom in making dedicated builds for characters. It was supposed to get a trial run in the prototype, but it got KO'd by a serious balancing flaw caused by an early version of the current level synch + several technical issues.

This isn't being rolled out yet, but it's in the works. I think it'll make developing a team more involving for the player, and as part of it I've got a plan to add a quick set of 'Save Point' options that are triggered with a button press (Square/Switch for instance) to do things like toggle the music behaviour, use the new stat-boost system, etc. Currently, whenever you touch a save point a dialogue appears informing you that Save has been enabled. This text box is the perfect opportunity to have those options be available to trigger; it'd be 100% seamless as multiple dialogue boxes can be open on screen at once. I'll make a vid of it in action once the prototype is done.

As far as save compatibility goes, it'd be 100% compatible. Stats can only go up, not down.

Another thing I've got to do is get the optional .exe patch finalised and to start distributing the link for it on the main page. I also need to make a hext-compatible file for it, so it can be used with DLPB tools (and 7H I think).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-26 11:59:25
how about you touch a save point, dialogue comes up, you press Square/Switch which then takes you to save 1-9 entry box.

that would make saving go a lot faster.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-05-26 12:06:15
hey sega chief and Rufus

here is a better idea, how about a save point that allows you to press square/switch with a tent option also to heal your party members also
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-26 13:09:25
a simple 'press square to save' then it goes to last known save file aka slot 1, save 1 and focuses on the last save, then you press confirm on the file and it saves.

or better yet make it like FFX

press confirm key at a save point then it comes up with dialogue 'save?' then you press confirm or can cancel out,  so no the silly 'save message' like what ff7 gives you.

although to make it exactly like ffX you would need to make save points have a real detection script so i can't run through it and such, but i think it would be much better.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-26 15:31:46
I'll consider it; I've a few prototypes to test.

Edit: Here's a video showing some of the prototype/beta features: https://youtu.be/TtNd4QVaAWE

They're still under development, but I'm hoping to implement them at some point. The Extended Save Console allows for control over certain NT features like Battle Music Behaviour, Weather Effects, and conveniences such as Quick-Tent and Un-equip Party.

The second feature which ties into this 'console' is the Rank-Up system that was originally in the Arrange prototype that met an untimely end due to balancing problems. This would combo with 'static' character stats that do not increase when leveling up; instead, the player decides how to develop the character's stats through the use of Source Packs.

A Rank-Up itself would be unlocked through gathering Source Points (SP); these are gained by every character whenever you defeat a story boss, with characters who actually participated in the battle gaining a small bonus on top of it. Certain story events and dialog options will also result in SP for certain characters. When enough is gathered in, the character will Rank-Up and get a Source Pack to choose from when the player next visits the Rank-Up screen.

I've not decided yet how visible to make SP, whether it should be done invisibly and something to check in on periodically to see if anyone ranked up, or if it should be more direct and show the player how much SP they need to reach the next rank. I don't want it to get in the way of the story boss fights (could be distracting), so I might need to add some kind of method to check it somewhere.

Anyways, let me know what you think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: FrozenExcalibur on 2015-05-27 07:26:32
Hello Sega Chief, my game seem to freeze before the area where u fight mirage weapon, after mirage weapon fight, and leaving the area.
the game freeze up 3 time on 3 different occasion.

also is it normal for mirage weapon to not fight back at all after casting slow and bad breath on it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: natepley on 2015-05-27 10:05:14
The SP thing sounds pretty cool.  I like the idea of characters with very different stats and I also like the idea of characters strength not being determined by how much grinding a player has done.  (Sorry if I'm bringing this up too often, but) I think a similar system could be used (at least sometimes) for materia growth.  You gain some kind of points through story events and then at the special save menu, you can receive leveled up materia once you have enough points.
Also, I was thinking that since morphing seems to be quite important in your mod, increasing the HP limit of Sense might be nice.  I feel like if you're going to spend both a materia slot and a turn on Sense, then it should actually work on enemies strong enough that you'd want to Sense them in the first place.  In the original game, I always felt Sense was so useless because Sensing weak enemies was a waste of time and Sensing strong enemies wasn't possible.
Anyways, I'm enjoying reading your updates, and I'm looking forward to 1.4.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-05-27 11:39:00
I think ideally sense would work as long as the enemy's HP was below a certain value, so for stronger enemies you'd have to whittle away at them a bit first, but I don't think that would be an easy change to implement, going from what was said about Variablis and drawing the information from the battle set up rather than current information.
I think that not knowing the hp for some enemies would be important as part of the challenge, and with morphing them I've solved it by either being cautious (ie slow) and only using gravity /morph to take them down, or by estimating their total hp in one fight and morphing in the next.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-27 13:49:49
the save menu is cool, quick tent is awesome, given that tents are cheap this is basically the same thing as ffX full restore at save points.

id prefer the interface to be much smaller though,  having text boses take up the entire screen isn't ideal.

but yeah an 'instant save' button would go a long way, just press the button and go to the save menu in slot 1 instantly, preferably focus on last save.

SP sounds great, so leveling up will only affect HP and MP, but for stats like strength and magic you need to rank up, then you choose 3 or so options, but does it have to go through that menu where you see the sources being applied to the party member?

I think ranking up at the end of a boss battle could be fine, the message box 'rank up' could happen then you can choose between 3 options for each party member that has been ranked up, would also give you a chance to hear the victory fanfare music more often.


I have yet another idea

-) ReBalance with no menu access in dungeons

How about when in dungeons you can’t access the menu, that means no easy phoenix downs/potions/ethers when out of battle, this coupled with regen while walking in field and revived party members when downed could make things way better, it would be harder, but much cooler.

Only thing is changing materia and equipment, you couldn’t really do that, maybe you can make it so you can do that at save points.

Some things will have to be re-thought out, but it’s a pretty cool starting point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-27 14:29:31
Hello Sega Chief, my game seem to freeze before the area where u fight mirage weapon, after mirage weapon fight, and leaving the area.
the game freeze up 3 time on 3 different occasion.

also is it normal for mirage weapon to not fight back at all after casting slow and bad breath on it?

Would this be in the Church? There's maybe an encounter in that area that's been removed or changed if there's crashes happening in there. I'd better have a look and see what I can find. As for Mirage's AI, I'll double-check it to see if there's some kind of flaw in it that would cause it to remain passive throughout the fight.

Edit: Had a look at both, but encounters appear to be disabled in the Church for this event. Mirage's AI is fairly basic as well, so there's not really anything in there that'd prevent fighting back if hit by Slow or Bad Breath except for maybe Silence. I'll do some tests with that status to see if that's what derailed him, though I thought it only affected Kernel-based spells (he has one of these, maybe it clashes with the way his AI works and renders him 'stuck').

As for the crashes, did you tab out/lose focus of the Steam game window at any point? That version has a chance to crash whenever you click away while in Window mode or when tabbing out/opening the Steam overlay.

@Nate/Gatchaman
I think it's possible to boost the Sense limit up to 65535, but it glitches out when reading anything above that (the value rolls over, which makes it difficult to follow). There's a tool you can try out however called Ochu by DLPB; it reads the game's memory in real-time and I think it can keep track of how much HP the enemy you're fighting has. It also has some other cool features like being able to adjust the FPS of Field, Battle, and World Map.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-05-27 14:33:32
Oh nice, if there's a tool to handle that issue already, then you don't have to worry about working it into the mod default. Great stuff.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: FrozenExcalibur on 2015-05-27 17:18:48
i give it another try later see if the freeze happen again

Edit: it magically work now , and slow+bad breath still seem to bug out mirage weapon

Edit2:Hojo little ghost is trying to revive him but fail to do so due to MCellular Guard

Edit3:i somehow manage to make hell armor MP depleted by staying alive.

Edit4:welp , the mirage weapon before VIREAGE can bugged in the same way as well ,currently stuck on VIREAGE
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-27 21:17:04
Mirage's problem isn't a bug, so much as an oversight on my part. I thought that Silence only affected kernel spells but it seems that it affects anything that consumes MP. I'll need to take that into consideration when setting Silence as a weakness in future.

As for Virage, it's a tricky fight but you can give yourself an edge by nullifying/absorbing Gravity. Also take Debarrier or Dispel in with you (if you need a leveled Destruct Materia, there's a Lv.3 one sitting in the AVALANCHE hideout; I think it's possible to backtrack to there from where you are). Also, Virage is weak to Holy and can be Slowed, Stopped, and put to Sleep; also, keep an eye out for Shield (nulls physical attacks and absorbs magical ones) and especially Regen. You need to take these statuses off him ASAP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: FrozenExcalibur on 2015-05-28 02:56:26
Mirage's problem isn't a bug, so much as an oversight on my part. I thought that Silence only affected kernel spells but it seems that it affects anything that consumes MP. I'll need to take that into consideration when setting Silence as a weakness in future.

As for Virage, it's a tricky fight but you can give yourself an edge by nullifying/absorbing Gravity. Also take Debarrier or Dispel in with you (if you need a leveled Destruct Materia, there's a Lv.3 one sitting in the AVALANCHE hideout; I think it's possible to backtrack to there from where you are). Also, Virage is weak to Holy and can be Slowed, Stopped, and put to Sleep; also, keep an eye out for Shield (nulls physical attacks and absorbs magical ones) and especially Regen. You need to take these statuses off him ASAP.

i'm pretty sure this isn't intended but , he can be petrified???

also ,i'm not sure what happen but the game soft lock on something that happen on VIRAGE

http://imgur.com/Adw7sUQ
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-28 03:50:54
Hmm, maybe petrification wasn't such a hot idea, assuming that's what caused that to happen. I'll test that again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: FrozenExcalibur on 2015-05-28 07:00:11
i'm pretty sure the one that i petrify him and the one that got soft-locked is different try
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Murasame on 2015-05-28 11:56:49
I'm trying to open the item database but for some reason it's just a bunch of gibberish symbols. I'm trying to open in excel. Is there another program I should be using?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-28 14:17:53
i'm pretty sure the one that i petrify him and the one that got soft-locked is different try

I'll root around and see if I can pinpoint the cause.

I'm trying to open the item database but for some reason it's just a bunch of gibberish symbols. I'm trying to open in excel. Is there another program I should be using?

It was made using Apache's Open Office; I would have thought they'd be compatible, but I guess not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: FrozenExcalibur on 2015-05-28 15:27:46
not sure if this would help but , tifa is using limit break that time and it soft-lock
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-28 16:16:51
not sure if this would help but , tifa is using limit break that time and it soft-lock


Thanks for that info; try using a different character in the meantime and I'll test this with Tifa's Limits once I get back from work tonight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: HeaN on 2015-05-28 19:24:50
looks like the .iro files are outdated in the 7th heaven mod. Any updates?!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-28 22:01:03
I think 7H is a version behind (1.2); Alyza is getting some time off soon for the summer so hopefully something'll happen at that time. I could try making an .IRO in the meantime, but it might be best to work on getting NT as close to 1.4 as I can. There's still quite a lot to do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-28 22:36:04
I think it would be best if you made that more clear on the main page of this thread, when i enabled new threat mod in 7th heaven i assumed it was the latest, most would, unless said otherwise on the main page at least.

and yeah really looking forward to the boss rush/survival mode when it comes out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-28 23:17:19
Good idea, I updated the main page with that info.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Murasame on 2015-05-29 11:44:23
For the rank up system, does it not mean that bosses could potentially be beaten with a little too much ease? In the Youtube video you posted it had Aerith gaining 20 magic sources as early as Wall Market; would that not render the next few hours of the game way too easy? I get that it's optional but I do like the idea of building characters a certain way. I just don't know if Mr. Smile forcing 20 magic sources down Aerith's throat is excessive? I know you said the source points are gained from bosses and story events so it's true I don't know how often a rank up would be available. Just thought I'd mention it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-29 13:10:46
That video was just a demonstration of what the system was; if you look at it again, the source pack I picked didn't match up with what sources I actually got (20 Magic was what the old source pack gave, from the Arrange Beta). That's because I'm still fine-tuning what sources should be given per rank and how many ranks there should be. For what I'm setting up, 20 Magic per rank would be far too high so you won't be seeing that in the finished version; 5-10 is around the range I'm going for, there's an upper limit on each stat I'm trying to work within and I need to take boosts from equipment and Materia into consideration as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-05-29 13:29:30
Sounds like an awful lot of balancing! I don't envy you, Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: atro city on 2015-05-29 14:25:09
Does the rank up happen for every character or just the ones you use?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-29 15:12:59
Every character will gain SP throughout the game, regardless of how often they're used, but characters in the party will nab a small bonus so they develop slightly faster.

Here's an example (these aren't the actual numbers, mind):

Let's say you defeat Materia Keeper. All 9 characters get +10SP, even if they've not joined the party yet (so Vincent and Cid will get this SP too). The party you used to defeat Keeper was Cloud, Barret, and Tifa. These three will get an extra, say, +5 on top of the +10 everyone else got. We can add other modifiers too; Keeper is an optional boss in NT, so we could add checks to see when you beat him; if you beat him early then you'd get more SP compared to coming back on Disc 3 when you'd be overpowered for the fight.

SP can rise in story scenes as well, or by talking to party members and listening to one-off dialogue (I need to be careful to avoid repeatable SP though). Completing a character's LV.4 Limit sidequest or building their Ultimate Weapon will also have an SP boost associated with it. It's going to be very much a 'background mechanic' though; I'm not planning on having 'SP gained' messages or anything like that, or players feeling that they've got to juggle which party members to take along to maximise SP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-29 15:43:41
sounds amazing, but I don't see why the active party members should get more SP, that will just make things worse when your forced to have a certain party member you don't usually have, i think they should all get equally the same SP, as essentially SP points is like a custom leveling up where you choose what stats get stronger, in the original game all party members end up the same level when they join the party etc.

but can i check that you still get levels and levels affect only HP amount or something? or do you use SP to give you HP as well?

I hope this will be included in survival mode as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: atro city on 2015-05-29 16:02:09
sounds amazing, but I don't see why the active party members should get more SP, that will just make things worse when your forced to have a certain party member you don't usually have, i think they should all get equally the same SP, as essentially SP points is like a custom leveling up where you choose what stats get stronger, in the original game all party members end up the same level when they join the party etc.

I agree, plus having active party members get more SP and EXP would be a double whammy. It would also discourage switching your party around even more than it already is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-29 16:23:45
Yeah, you're right. Passive EXP's 50% loss is a pain in the ass for keeping a team up to date...hmm.

Alright, what I'll do is scrap that plan and make SP gains flat for all mandatory fights, etc and only have bonus SP for when characters complete their Lv.4/Ult weapon stuff, or when you talk to them during the story. How's that sound?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: racompave on 2015-05-29 19:23:10
Hi Sega Chief, I just obtained Omnislash and there's some ideas I want to share:

###########################SPOILERS AHEAD#####################################################


########################################################################################################




First thing I want to say is that the battle against Zack was just magical, and it was the most epic combat I had in any RPG game.

I also loved the fact that if you are equipped with the Buster Sword, the pre-battle dialogue changes. However, I won the battle with the cheapest possible method, I just casted Bio3 on him and he died in 4 or 5 turns. This guy should be inmune to Poison, in fact I didn't cast Bio3 until my fifth try or so, cause I assumed he was indeed inmune to Poison.

About his attack repertory, I think he should be capable of using your own limits against you ( like Omnislash), but I loved the rest of them ( Consecutive Cuts, Grand Braver, Meteorain, Apocalypse, the one with the anime girl appearing... LOL  :-D).

And finally, I have to say that It would be interesting to boost the strength of the Buster Sword after the fight in order to make it usable again, at least to equal the strength of Ultima Weapon but with different characteristics.

#######################################################################################################

By the way, where the heck is Heaven's Cloud?  :-D :-D

Is the last item I need to fabricate Ultima Weapon.



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-29 19:45:22
Glad you liked it. Yeah, there was something I didn't know about Poison at the time when I made a lot of these fights; the ticks of damage it causes are also Poison element, so they're dealing double damage too. It means the fight is over in as few as 16 ticks instead of 32 + the damage the player is laying down. In the revision I'm working on, I'll likely make these guys take half damage from Poison instead (so it'd be 64 ticks instead of 16) and combine it with anti-Poison measures. Should make it a little better + keep the elemental consistency enforced.

He originally did use Omnislash if you took too long to kill him during the final phase. Also happy someone found that hidden Buster Sword dialogue, I just figured it'd be a wee easter egg. As for a Buster buff, I was wanting to do something like that but it would need either 7H or one of the pre-existing weapons to be 'sacrificed' for it. Gjoerulv had a good idea for it, I think he gave it Death Penalty's formula but set up Cloud's kills in such a way that very few people noticed the difference when using it. That way it got progressively stronger over the game as Cloud racked up more kills, could do something like that?

Heaven's Cloud is Morphed from a tricky Extra Battle boss called Variablis. The reason this one is tricky is because I made the boss mechanics without really thinking about how well suited it would be for this game. It mimics Number024 and Magimaster from FF6 in changing it's elemental defences, but the two glaring flaws with that is Sense doesn't work on bosses with more than 30,000HP and I don't think elemental weaknesses are tracked when they change through AI.

The present strategy for him is to use a Vaccine on him, then hit him with a super-charged Ultima (either through MP Turbo and/or a high Magic stat) four times and to then use two 'Cactuar Guns' to inflict close to 2000 damage. This leaves him with very little HP and perfect for a Morph using either a Conformer or one of the 'Ancient' weapons (Nail Bat, etc.) which I was told ignore the Morph damage penalty to some extent. Variablis himself is going to be completely overhauled for the update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-29 23:24:55
well its your mod, you can choose what you please with the SP thing, just think how bad FF8's draw system is for stat building hehe.

but overall I think it would be best if everyone got equal SP, i don't see how it could work any other way as how would you scale things back for certain playthroughs with different party members.

not sure at what points you mean when talking to them in the story, i guess your basically asking the player which one to increase its stats, sortof like a choice, im not sure if that's such a good idea either as then the player would feel forced to keep whichever one he chose in that situation, and for the choices where the player can't choose to talk to a certain party member , he wont get to use them, but its your choice at the end.

its most likely the player will be doing everyones new threat boss anyway to get the party read to take on the final story bosses, you can give SP points for that particular character for each of the boss fights, but its most likely you will expect the player to do all of them anyway, so it wouldn't much either way.

yeah half the new threats bosses are really cool, but i hope barrets and cids get replaced with something better, i never got to see tifas.


what is with this new boss towards the end of this video

https://www.youtube.com/watch?v=PGjA1Zu0VZA

I don't remember encountering it in 1.2.



Also I would suggest blocking off the final story bosses until the new threats are taken care of, including the weapons, and then you will be strong enough to do the final story bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Aquarii on 2015-05-29 23:28:22
Hi me again,

After i defeated Safer Sephiroth, the Game freezed/stopped working in the Moment when Sephiroth called Cloud. Background-video(rain)+Audio was still working.
No Error message.

Greetz Aquarii
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-05-29 23:47:15
Yup, I liked that dialogue too! As soon as I saw him comment on my choice of sword I knew I had to check it with the Buster, and was disappointed I couldn't beat him with it (mostly because it took too long and I got stuck in the mog power soft lock), but I'm sure it's possible if the bug is fixed (if slow).
I enjoyed the battle so much that I've actually gone back to play Crisis Core again, I hope you're pleased! :P
Adding a slow growth to the Buster Sword would be very cool for keeping it relevant - more weapon options is more fun, right? And it's so iconic, I'm sure at least a few people would like to use it.

I kind of agree that all the boss battle SP should be given to all the characters equally, but I like the idea of giving the characters some individual SP for giving them attention in story sequences, or for their sidequests. So maybe you could award individual bonus SP for completing the battle square and the Junon leagues with a character too, if someone feels their character is underdeveloped. Makes up for neglecting them!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-30 06:36:33
well its your mod, you can choose what you please with the SP thing, just think how bad FF8's draw system is for stat building hehe.

but overall I think it would be best if everyone got equal SP, i don't see how it could work any other way as how would you scale things back for certain playthroughs with different party members.

not sure at what points you mean when talking to them in the story, i guess your basically asking the player which one to increase its stats, sortof like a choice, im not sure if that's such a good idea either as then the player would feel forced to keep whichever one he chose in that situation, and for the choices where the player can't choose to talk to a certain party member , he wont get to use them, but its your choice at the end.

its most likely the player will be doing everyones new threat boss anyway to get the party read to take on the final story bosses, you can give SP points for that particular character for each of the boss fights, but its most likely you will expect the player to do all of them anyway, so it wouldn't much either way.

yeah half the new threats bosses are really cool, but i hope barrets and cids get replaced with something better, i never got to see tifas.


what is with this new boss towards the end of this video

https://www.youtube.com/watch?v=PGjA1Zu0VZA

I don't remember encountering it in 1.2.

Also I would suggest blocking off the final story bosses until the new threats are taken care of, including the weapons, and then you will be strong enough to do the final story bosses.

That video was from v1.1 of the mod; Bio-Troopers replaced Thunder Gunner there and TG was moved to the Elevator battle.

Hi me again,

After i defeated Safer Sephiroth, the Game freezed/stopped working in the Moment when Sephiroth called Cloud. Background-video(rain)+Audio was still working.
No Error message.

Greetz Aquarii

I can hazard a guess at what caused that, probably someone got stuck when they walked off-screen (maybe). But it was raining in the crater? Maybe I forgot to add the variable switch to the entrance, but I thought I had. Sorry for the soft-lock, that's probably the worst place to get one.

Yup, I liked that dialogue too! As soon as I saw him comment on my choice of sword I knew I had to check it with the Buster, and was disappointed I couldn't beat him with it (mostly because it took too long and I got stuck in the mog power soft lock), but I'm sure it's possible if the bug is fixed (if slow).
I enjoyed the battle so much that I've actually gone back to play Crisis Core again, I hope you're pleased! :P
Adding a slow growth to the Buster Sword would be very cool for keeping it relevant - more weapon options is more fun, right? And it's so iconic, I'm sure at least a few people would like to use it.

I kind of agree that all the boss battle SP should be given to all the characters equally, but I like the idea of giving the characters some individual SP for giving them attention in story sequences, or for their sidequests. So maybe you could award individual bonus SP for completing the battle square and the Junon leagues with a character too, if someone feels their character is underdeveloped. Makes up for neglecting them!


The Soldier 1st hype is real :p.

Oh yeah, the Junon Leagues could be good for SP. I need to overhaul that place slightly though, it takes a little too long to get through it all. I could try a test or three with the Buster Sword then, see if I can make it scale or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-30 07:06:06
oh right i never took the elevator, i guess this means i missed a boss fight?

maybe you can make it that the game doens't let you use the stairs so no one can miss the boss fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-30 07:14:54
oh right i never took the elevator, i guess this means i missed a boss fight?

maybe you can make it that the game doens't let you use the stairs so no one can miss the boss fight.

No, not THAT elevator; I meant the one with Hundred Gunner and Heli-Gunner. Thunder Gunner turns up with Heli-Gunner in that fight, at least in 1.3 (though I think he's there in 1.2 too).

Edit: Figured out the problem with the ending; I could kick myself. It might be tricky just now to update the flevel because the save points are being modified but if I get that done and disable the rank-up feature on it (at least until that's been properly specced) then I'll be able to get this ending fixed and upload the patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-30 07:43:58
oh right.

I think it would be a cool idea to maybe change what happens if you take the stairs, as the original game seems a bit boring.

maybe you could make it that cloud runs automatically up the stairs, and you need to do a rythm game to keep it going.

okay that sounds hard to implement, so not that exactly, but something unique and different like that as the original game is clearly lacking in that area.


Kind of like how you may be fixing the Gaea's Cliff crystals mini boss fights, in that you are improving the original game.

Personally, if I was controlling that section i'd remove the stairs option because its boring, but i would prefer to rework it somehow as the dialogue is kindof cool, but not good enough on its own to have it as a different option to the elevator.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-30 07:51:16
Boring, he says. Taking the stairs is like one of the most iconic scenes in the game, and a proud tradition. You can't tamper with that, it's taboo.

Good thing you reminded me about the Icicles though. I forgot about that.

Edit: Fixed the ending, just going to wrap up these save points and then a patch can be put out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-30 08:34:46
will survival mode come out at the same time as 1.4?

I would say I'm only interested in doing a new playthrough in survival mode!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-30 09:10:52
I've said a few times that I'm only starting work in earnest on New Game+ once the NT Mod has reached a point where I'm happy to call it 'finished' and upgrade it to 1.4. When the current re-balance + features are done, I'll likely call it 1.35 because the changes have been quite vast since 1.3 initially released. It's important I focus on the now and make the mod as good as possible with everything I can fit into it.

Edit: Forgot to mention something, I had an idea a while back about giving characters some kind of innate ability. For instance:

Barret: Gains +1 Vitality/Spirit when attacked (maximum of +20)
Tifa: Random counter-attack chance against physical attacks (separate from Counter-Attack materia)
Aeris: Party gets 2x HP from healing
Red XIII: Strength/Magic rises by +1 every turn (maximum of +15-20)
Yuffie: Has a random chance to evade a physical attack, separate from normal evasion (sort of like how Cactuars work)
Cait Sith: Some kind of randomised 'Rage' system using spells + buffs (like Gau, sorta)
Vincent: Innate Fire, Bolt, Poison, and Death resistance (based on his Limit forms)
Cid: When present in battle, all characters have their Luck stat doubled

Just stuff like that. What do you guys think, any ideas? Too broken? I couldn't think of one for Cloud :I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-05-30 09:47:16
I don't have any good ideas for Tifa but i am definitely saying hell no to her counters. i dont want her to do things out of my control when im tryin to morph things. i can remove counter attack materia.

i'll suggest a few anyway, though:

doubled crit chance of the "attack" command.

random chance to attack twice

stacking defense down debuff when she deals physical damage.

random halve damage from an enemy's physical attack (ffxi guarding skill esque)


cloud: strength/magic up when critical
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-30 09:59:53
Yeah, I was thinking that about counter attacks maybe not being optimal in every scenario, like for stealing and whatnot. Double-Attacks might cause the same problem though if you're trying to reduce enemy HP safely or knock someone out of confusion, etc.

I was actually thinking of giving Cloud a stacking defensive debuff, maybe 1% each time. It should go on the weapon too, which would save on AI space. Could give that to Tifa instead though, and maybe use the boost to STR and MAG when Cloud is in critical HP (although Tifa has weapons which power up when near-death too; maybe that'd fit better for her?)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-05-30 10:23:28
if you incentivize having her at low health too much it becomes the only way to play her.

i can choose to not use her to lower an enemy's health that im trying to morph, though. i'm fine with either way, but it seems more tifa-esque to do a "flurry of attacks to render an enemy off guard" hence why i suggested the defense down debuff for her. she's got the 2nd highest dex
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-30 11:01:08
I didn't think of it like that; I guess we'll go with Tifa having the defence-crippling attacks and Cloud has the critical-HP thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-05-30 13:37:56
Doubling luck and healing for the party seem a bit powerful, but those effects are good otherwise.
Even something like 150% healing makes it super effective, what I see happening is it being a way for Aeris and friends to conserve their MP by using lower level heal spells- her magic stat is so high (maybe not, if you build her differently), that cure magic will already be healing a bunch more than other party members'.
But yeah, I'm sure you'd balance this nicely through testing, and they're both nice effects mechanically and for personality.

some ideas:
A nice effect might be a Dexterity boost with every action (with a limit, of course), like the character is slow to 'warm up'.
I also like the idea of Vincent having innate resistances - maybe other characters could have strengths and/or weaknesses (possible to override with equipment?)
You might be able to make the 'bonus' attacks from innate counter attacks and double cuts HP% based to stop them interfering with morphing or steals. Still could be annoying for breaking confusion.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: atro city on 2015-05-30 14:48:55
I've said a few times that I'm only starting work in earnest on New Game+ once the NT Mod has reached a point where I'm happy to call it 'finished' and upgrade it to 1.4. When the current re-balance + features are done, I'll likely call it 1.35 because the changes have been quite vast since 1.3 initially released. It's important I focus on the now and make the mod as good as possible with everything I can fit into it.

Edit: Forgot to mention something, I had an idea a while back about giving characters some kind of innate ability. For instance:

Barret: Gains +1 Vitality/Spirit when attacked (maximum of +20)
Tifa: Random counter-attack chance against physical attacks (separate from Counter-Attack materia)
Aeris: Party gets 2x HP from healing
Red XIII: Strength/Magic rises by +1 every turn (maximum of +15-20)
Yuffie: Has a random chance to evade a physical attack, separate from normal evasion (sort of like how Cactuars work)
Cait Sith: Some kind of randomised 'Rage' system using spells + buffs (like Gau, sorta)
Vincent: Innate Fire, Bolt, Poison, and Death resistance (based on his Limit forms)
Cid: When present in battle, all characters have their Luck stat doubled

Just stuff like that. What do you guys think, any ideas? Too broken? I couldn't think of one for Cloud :I

Would this be easily viewable by the player on the menu or somewhere they can always access? Other than double healing being completely busted, that's the only issue I can think of.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-30 14:50:56
oh yeah sorry i already asked that ,this mod is soo huge and there are soo many things that have been said i just forgot.


Anyway, yeah, having that extra thing is kind of cool, a pretty awesome idea really.

FF4 the after years had a cool system where by the time of day would affect magic and attacks, example one part of the day could be offensive magic+, offensive weapon lowered etc.

http://finalfantasy.wikia.com/wiki/Moon_Phase

something like that can be thought of as similar to your suggestion, but instead of it being something you choose by sleeping in a tent you can just make it so it's a magic spell or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: atro city on 2015-05-30 14:55:33
oh yeah sorry i already asked that ,this mod is soo huge and there are soo many things that have been said i just forgot.


Anyway, yeah, having that extra thing is kind of cool, a pretty awesome idea really.

FF4 the after years had a cool system where by the time of day would affect magic and attacks, example one part of the day could be offensive magic+, offensive weapon lowered etc.

http://finalfantasy.wikia.com/wiki/Moon_Phase

something like that can be thought of as similar to your suggestion, but instead of it being something you choose by sleeping in a tent you can just make it so it's a magic spell or something.

I don't know, that seems kind of arbitrary and in my opinion would add unnecessary complexity. As time goes on a possible issue with this mod could be feature creep, and players may be dismayed by the addition of dozens of new rule sets and mechanics.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-30 15:56:46
same can be said for SP and special character abilities, this is just another thing that's like that.

I would say all 3 of things could be done, the moon phases added a lot of complexity to bosses, it basically changed the boss fight for each moon phase, with that being said the moon phases is more like the special character abilities.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-30 16:39:38
I'll only add something if I feel there's good reason for it. A common complaint I heard about FF7 is the lack of diversity of the characters in-battle and that character development itself is quite linear. I built equipment with specific stat boosts and effects to help with that, but it doesn't fix it on its own. That's why I think letting the player build the character's stats directly, rather than relying on pre-determined stat arcs, is the other half to the solution.

Innate character abilities aren't quite part of the plan yet, but I thought they'd be an interesting extra. I can add the info in to Beginner's Hall, etc. and can have a text box describe the character's innate ability when they join the party. Double Luck shouldn't be too much of an issue in most cases, though it could be very strong when applied to Cait Sith who has the potential Luck stat of the party. 2x Healing is kind of an all-or-nothing deal due to the way elemental resistance flags work (I can only make it 2x, 1/2, nullify, or absorb); I could make this something else entirely instead, if need be.

As for making weather/time of day affect battles I'd thought about making certain elements stronger in certain weather but I abandoned the idea very quickly basically because I have no way to represent these in-battle. Feature-creep is something I should keep an eye on, I've added a lot of things in a short space of time. Hopefully though they'll all come together to make a better whole, but I'll cut anything that isn't pulling it's weight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: atro city on 2015-05-30 16:49:51
same can be said for SP and special character abilities, this is just another thing that's like that.

I would say all 3 of things could be done, the moon phases added a lot of complexity to bosses, it basically changed the boss fight for each moon phase, with that being said the moon phases is more like the special character abilities.

The difference is that changing abilities based on time of day serves no clear purpose that I can think of and goes against the concept of elegant design, whereas the other two serve the purpose of allowing for character diversity and customization without seeming too arbitrary in the process.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-05-30 18:56:48
it serves the purpose of changing the boss fights, its a cool idea, it was used in a final fantasy game, it has strong merit.

it doens't have to be time of day, it can just be anything, its just a smart idea to make offensive magic less powerful, but attacks more powerful, based on say a spell.



for the 2x healing maybe you can rebalance it by making her stats weaker, so although she is a very powerful healer she herself is now a much weaker character, that would be cool.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-05-30 19:17:19
I really like the idea of a weak magic but strong healer. Though Aeris is THE magic user in the current version of the game (for me, at least), so it could mess up the character balance. Having strong magic stat would be even more special. I think Vincent would have the highest magic, maybe, with Cloud, Cait, and Yuffie (?) having reasonable magic.
I'm not sure if I'd go through with this if I were Chief, but I'd definitely be interested to see how different my party would look without Aeris being such a nuclear submarine of a caster- she's been in pretty much all of my late-game fights.

Thinking about it, I've mostly used her for maximum damage with W-Magic, Quadra Magic = Ultima/Pearl/Break etc, as well as her limits (though I'm avoiding using 'peerless', or even 'fury brand', because they're so OP)
I've also used Cait Sith with the chocobracelet for getting through Nemesis in the Battle Square ("Miss!"), Cid's lucky lucky weapon and double cut for great justice, Vincent as a great secondary caster, Yuffie for SPEED, and a decent sprinkling of the other characters- nobody's been neglected too badly, I don't think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-30 22:21:21
Broke my bloody toe coming in from work ;-;

I don't want to start nerfing characters for the sake of this extra ability thing. I'll think of something, but too distracted right now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-05-30 23:03:11
Aaah! Broken toe isn't nice - look after it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-05-30 23:10:29
Gonna be tough; tomorrow is the busiest day of the year. We're doing a full stock-take D:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: EQ2Alyza on 2015-05-31 15:36:04
I've said a few times that I'm only starting work in earnest on New Game+ once the NT Mod has reached a point where I'm happy to call it 'finished' and upgrade it to 1.4. When the current re-balance + features are done, I'll likely call it 1.35 because the changes have been quite vast since 1.3 initially released. It's important I focus on the now and make the mod as good as possible with everything I can fit into it.

Edit: Forgot to mention something, I had an idea a while back about giving characters some kind of innate ability. For instance:

Barret: Gains +1 Vitality/Spirit when attacked (maximum of +20)
Tifa: Random counter-attack chance against physical attacks (separate from Counter-Attack materia)
Aeris: Party gets 2x HP from healing
Red XIII: Strength/Magic rises by +1 every turn (maximum of +15-20)
Yuffie: Has a random chance to evade a physical attack, separate from normal evasion (sort of like how Cactuars work)
Cait Sith: Some kind of randomised 'Rage' system using spells + buffs (like Gau, sorta)
Vincent: Innate Fire, Bolt, Poison, and Death resistance (based on his Limit forms)
Cid: When present in battle, all characters have their Luck stat doubled

Just stuff like that. What do you guys think, any ideas? Too broken? I couldn't think of one for Cloud :I

I like the idea so far. I'm not so worried about what the innates do because I know you'll do a good job figuring out the balance. What I really like is "how" the innates are activated. With the exception of Cid, I'm seeing abilities that fit the three basic roles of offensive, defensive, and support:

- Abilities that are activated by dealing damage (melee or magic).
- Abilities that are activated when receiving damage.
- Abilities that are amplified support (buffs, debuffs, heals).

This helps balance class roles among the characters and would give me an opportunity to choose other party makeups based on what enemies I'll be facing rather than who has the best weapons/limit breaks (because we know those are PERFECTLY balanced in vanilla game :P). I don't think Cid's fits the mold though because there is no RNG/Turn-based element involved in it. Having the ability work straight from the start of the fight and automatically double something would almost lock him in place as first party member for most party makeups I might want to play.

I would aim for all innate abilities to have some kind of %chance to activate if possible, with a maximum that it can stack. So for instance, Barret's current suggestion could be 10% chance on hit to gain a +5 Vitality/Spirit stack, up to 5 stacks. Offensive abilities could stack offensive stats, or simply perform a critical/double hit. When anything stacks though, I would like to see them wipe if the character dies and revives in combat.

No idea if any of this can be done. I'm just letting my excitement ramble on 8-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-05-31 20:14:43
Having the effects wipe out if you get KO'd makes sense, also adds value to keeping your guys alive rather than just reviving repeatedly!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Murasame on 2015-05-31 20:42:32
To add to the soft lock at the crater Aquarii mentioned, I just got there myself and the same happened to me. When the scene first loaded only Cloud, Aerith, Cait Sith and Red were visible. As everyone walks away Yuffie and Vincent jumped into shot but that was it. Tifa wasn't there at all. If memory serves, it's her line at that moment (after the white flash and Cloud stops walking). Dunno if that's a possible cause?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-01 02:09:03
To add to the soft lock at the crater Aquarii mentioned, I just got there myself and the same happened to me. When the scene first loaded only Cloud, Aerith, Cait Sith and Red were visible. As everyone walks away Yuffie and Vincent jumped into shot but that was it. Tifa wasn't there at all. If memory serves, it's her line at that moment (after the white flash and Cloud stops walking). Dunno if that's a possible cause?

Yeah, I made a mistake when I was tuning something in that scene. I forgot to restore some of the character's set position coordinates after I was done working on it. I've fixed it now, but I can't update the patcher until I've got these extended save points sorted out. They've been implemented, but I still need to run up to each one and make sure I've set them up properly. Once that's done, I can update the patch; it'll likely be tomorrow.

I like the idea so far. I'm not so worried about what the innates do because I know you'll do a good job figuring out the balance. What I really like is "how" the innates are activated. With the exception of Cid, I'm seeing abilities that fit the three basic roles of offensive, defensive, and support:

- Abilities that are activated by dealing damage (melee or magic).
- Abilities that are activated when receiving damage.
- Abilities that are amplified support (buffs, debuffs, heals).

This helps balance class roles among the characters and would give me an opportunity to choose other party makeups based on what enemies I'll be facing rather than who has the best weapons/limit breaks (because we know those are PERFECTLY balanced in vanilla game :P). I don't think Cid's fits the mold though because there is no RNG/Turn-based element involved in it. Having the ability work straight from the start of the fight and automatically double something would almost lock him in place as first party member for most party makeups I might want to play.

I would aim for all innate abilities to have some kind of %chance to activate if possible, with a maximum that it can stack. So for instance, Barret's current suggestion could be 10% chance on hit to gain a +5 Vitality/Spirit stack, up to 5 stacks. Offensive abilities could stack offensive stats, or simply perform a critical/double hit. When anything stacks though, I would like to see them wipe if the character dies and revives in combat.

No idea if any of this can be done. I'm just letting my excitement ramble on 8-)

I think any stat alterations are, handily enough, wiped when the party member is KO'd but if not I could add it to Death Counter AI where the original stats are restored (stats tend to be stored in variables so I can just push them back in, hopefully).

I figured Cid's innate wasn't too bad because most characters only have about 20-30 Luck anyway, but even if it didn't apply to his own high Luck then Cait would still be sky-rocketed to 200+ or thereabouts. I can make them trigger to a %, sure. Should I add a quick text string showing when it triggers? Would that be too distracting?

Edit: Alright, the new flevel patch is up. It brings in extended save points and fixes an issue with the ending scenes not playing out correctly. As for the extended save points, they have an option currently to visit the Rank-Up screen but this is currently disabled because it's not complete yet. Pressing that button should do nothing, but if I've missed one then expect to be teleported to the Rank-Up screen and then unceremoniously dumped in the Nibelheim Reactor :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Loseless on 2015-06-01 18:07:51
Hey guys, I need a little help....

I was messing around with some older versions of the mod and I screwed up. I deleted my old backup of the scene, kernel and kernel 2 files (the game's originals, not the mod ones) and I kind of need them for comparing some things. I don't have the game with me here and can't reinstall, so I was wondering if anyone has these three original files and wouldn't mind sending me them. Otherwise I'm pretty much stuck.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Aquarii on 2015-06-01 18:52:17
Hi,

How can i get the golden chocobo because i want the KotR Materia :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-01 21:27:49
Hi,

How can i get the golden chocobo because i want the KotR Materia :P

Same way as before; grab a Great + Good and breed them with a carob nut (racing them to Rank A can boost probability) for either a green or blue choco. Then after fighting a set number of battles they'll be able to breed again; aim for the opposite colour + gender of your first special chocobo (so if you got a green male the first time, aim for blue female the second time). Race these to A, then breed the Green + Blue with a Carob nut for a Black chocobo. Now catch a Wonderful of the opposite gender, race 'em to A or S, and then breed them with a Zeio Nut. And boom. Zeio Nuts are gotten from Goblins on Goblin Island, Carob Nuts are dropped by a red dragon called Vlak found in green areas of the Icicle Area on the world map.

There's a tonne of guides online for chocobo breeding too; I'd check them out if you haven't done this before. It's more or less the same procedure in NT than it is in the default game.

Hey guys, I need a little help....

I was messing around with some older versions of the mod and I screwed up. I deleted my old backup of the scene, kernel and kernel 2 files (the game's originals, not the mod ones) and I kind of need them for comparing some things. I don't have the game with me here and can't reinstall, so I was wondering if anyone has these three original files and wouldn't mind sending me them. Otherwise I'm pretty much stuck.

I've a patcher that can restore the game to it's default state: https://mega.co.nz/#!P59iDADZ!_tqb7dQiZgyH0TMOC5cjK-DTRe98aVfU8vO4T2AEs7w
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-06-01 21:28:42
hey sega chief

the people could also use the ff7 save editor to get the gold chocboo the easy way right
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Loseless on 2015-06-01 21:34:10
Thanks Chief. Remind me to hug you one of these days.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-06-02 05:33:58
Sweet, new flevel patch with the extended save points. Time for another quick vacation in the world of New Threat. Thanks, Sega Chief.

Edit: On innate abilities @Sega Chief.

I feel that they should help reinforce the character's intended role by rewarding players for playing well and surviving. In that regard, your initial ideas are pretty great. Here are my thoughts and suggestions. Most of this is without % chance or a critical health requirement, but I'm fine with either if it makes things fun.

Cloud: An all-rounder is tricky, and the fact that he's the party leader for the majority of the game means the innate ability should be straight forward. Maybe a mild bonus to party Dex or Spr, like a stack system granting a +1 each turn, max +20 (or more every other turn depending on how the turn counter works). Makes long fights a little faster and safer assuming you aren't constantly losing characters.

Barret: The proposed Vit and Spr stack when attacked is pretty great. I'm wondering, though, if it would be possible to have his innate be based on row placement. It'd be interesting if Barret, a normally one dimensional tank, had an in-battle offensive and defensive wind-up mode. Front row = str & mag; back row = vit and spr. Go full tank, or go bruiser.

Tifa: She should get some kind of Dex bonus/stack if she uses the attack command and hits an elemental weakness. If that's not feasible, then a str bonus/stack while at full health would be a nice mix-up to her typical "critical HP" shenanigans. If you find some way of making the innate ability based on Rank Up, she could have a party leader version that grants a stack of Str to the party each turn.

Aeris: Get a stack of Mag every turn while at full hp or when you remove a negative status. I still like the idea of healing x2, though.

Red XIII: Attacking should grant a debuff stack of some kind. Maybe Mag or Spr debuff. If debuffs would be too much since they don't go away if Red XIII gets KOd, hitting an elemental weakness with magic could restore a small amount of MP back.

Yuffie: Attacking should grant a debuff stack of some kind. Maybe Str or Vit debuff. If debuffs would be too much since they don't go away if Yuffie gets KOd, hitting an elemental weakness with an attack or magic could remove a negative status effect from Yuffie.

Cait Sith: That Rage system would be crazy hype! You are a god if you pull it off. If not, I'd settle for something simple, like getting a stack of Vit/Spr for casting spells.

Vincent: Innate resistance when in a limit form is great. If it's just one element, maybe it should be immunity since you're still losing control of Vincent? Well, I tend not to rely on limits in the NT Mod anyway, so I'd prefer if the innate ability wasn't restricted to the limit break form. Something like recovering a little HP when hitting an elemental weakness with magic, or gaining a buff if a negative status is successfully resisted.

Cid: Luck boost sounds awesome. Luck stacks every turn up to a max would be the happy middle ground, but I'm totally cool with 2x luck. Cid for party president.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-06-02 11:42:24
About row changing - it could be cool (or overpowered) for Barret to sit in back row getting tough, before hopping into the front row to punch stuff hard while keeping his toughness!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-02 14:21:14
I like that idea of Barret's bonuses changing depending on which Row he's in. I think I can set that up, depending on how handy the game is with checking a character's row (Grunt's default AI should provide what I'm after). I'd have the bonus gained from one row be reset when receiving a bonus from the other Row (so if you build his Vit/Spr to max stacks in the back row, these are reset when receiving the first Front Row stack).


Tifa: She should get some kind of Dex bonus/stack if she uses the attack command and hits an elemental weakness. If that's not feasible, then a str bonus/stack while at full health would be a nice mix-up to her typical "critical HP" shenanigans. If you find some way of making the innate ability based on Rank Up, she could have a party leader version that grants a stack of Str to the party each turn.

There's an idea; I have a few empty variables that can be used for in-battle purposes. Changing/upgrading the innate based on Rank-Up could add an interesting dimension to it beyond stats. It depends how easy it is to implement though, at present I only know how to set these in an actual battle (Arrange is triggered through an alternate first battle with Trainee MPs that have the AI to flip the variable). If I can figure out how to get it to work from a Field trigger then I could do some things there.

Stacks at MaxHP is a good idea too to avoid the critical HP scenario, although MaxMP could offer some possibilities. Maybe a temporary boost to Magic while sitting at MaxMP which is lost after casting the first spell?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-06-02 15:53:54
Max MP bonus sounds fun, and could be a pretty big bonus as it doesn't become too powerful until you either have MP Absorb (which rarely covers the cost of the spell anyway) or lots of ethers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-02 16:17:31
Max MP bonus sounds fun, and could be a pretty big bonus as it doesn't become too powerful until you either have MP Absorb (which rarely covers the cost of the spell anyway) or lots of ethers!


Oh yeah, MP Absorb would be pretty great with that. I was just thinking of something like +10/15 or something, or could do something else entirely with it like better defences or whatnot.

Anyways, good news; the early prototype for Barret actually worked without a hitch. Got his Strength to rise 5 times after he was attacked while he was in the front row. Now I need to code in the back-row part of it; my only concern is that the kernel might go over it's size limit while implementing all of them, but I've made a back-up just in case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-06-02 17:16:53
I may have mentioned this before but I still think FF8's limit break system was the best risk/reward system out there, in that case it only activates when low on HP rather than by damage taken.

I think you said it couldn't be done anyway.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-02 17:25:42
FF8's limit break system is easily the most broken aspect of that game; it's so easily abused that it forms the foundation for most speedruns + the No Junction run and can pretty much ruin the game if you let it. There is little risk associated with it; all you need is at least one guy with critical HP, the other two supporting him/her by keeping themselves healthy while chucking a Phoenix Down/similar at the critical party member if they get KO'd.

If I use an innate triggered by critical/max HP then it'll be for an appropriately small bonus as opposed to, say, a potential 7 hit Renzokuken + 17 hits from Lionheart on tap.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rufus on 2015-06-02 17:29:50
maybe you could take the FF8 idea and just nerf it a little, maybe make it less likely to activate, so you need to keep mashing the 'switch character' button until it activates, in addion there can be a cool down period whereby after doing a limit break it will take soo many clicks/turns before it can be reactivated with low HP.

BTW I have a 52 page document about the new threat mod requests, its basically all I have posted here, seems FF7 needs a lot of work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Aquarii on 2015-06-02 19:02:08
Same way as before; grab a Great + Good and breed them with a carob nut (racing them to Rank A can boost probability) for either a green or blue choco. Then after fighting a set number of battles they'll be able to breed again; aim for the opposite colour + gender of your first special chocobo (so if you got a green male the first time, aim for blue female the second time). Race these to A, then breed the Green + Blue with a Carob nut for a Black chocobo. Now catch a Wonderful of the opposite gender, race 'em to A or S, and then breed them with a Zeio Nut. And boom. Zeio Nuts are gotten from Goblins on Goblin Island, Carob Nuts are dropped by a red dragon called Vlak found in green areas of the Icicle Area on the world map.

There's a tonne of guides online for chocobo breeding too; I'd check them out if you haven't done this before. It's more or less the same procedure in NT than it is in the default game.

I've a patcher that can restore the game to it's default state: https://mega.co.nz/#!P59iDADZ!_tqb7dQiZgyH0TMOC5cjK-DTRe98aVfU8vO4T2AEs7w
That´s the Problem. I just get a yellow or black chocobo. The golden one doesn´t appear.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-02 20:07:27
That´s the Problem. I just get a yellow or black chocobo. The golden one doesn´t appear.

Ah, there's a glitch with that. I think you need to talk to a specific parent first in order to have any chance of getting a Gold: https://www.youtube.com/watch?v=PpSdTxFRlfU

When speaking to them for the breeding, always speak to the Black Chocobo first. And try to get them both to S-Rank for the best chance of success.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Aquarii on 2015-06-02 20:57:11
Ah, there's a glitch with that. I think you need to talk to a specific parent first in order to have any chance of getting a Gold: https://www.youtube.com/watch?v=PpSdTxFRlfU

When speaking to them for the breeding, always speak to the Black Chocobo first. And try to get them both to S-Rank for the best chance of success.
I tried it several times but it still doesn´t work :o

Another Question:  Is junon league currently just limited to 2 or 3 brackets?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: powerincarnate on 2015-06-02 22:11:56
Outside that digging city, where we go to the ancient forest, when I fight that red dragon, two times now when I do Cid's hyper jump limit (level 2) it works, but then after several tries, the game freezes in the middle of that limit.  Has this happen to anyone else??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-06-02 22:27:04
Yeah, the hyper jump animation is glitched on PC FFVII, I'm not sure if there's any easy fixes, I just avoid using that limit! =P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-02 23:29:38
Yeah, the hyper jump animation is glitched on PC FFVII, I'm not sure if there's any easy fixes, I just avoid using that limit! =P

Unfortunately, that's correct; when using Aali's driver, Hyper Jump has a chance to crash the game and I think it's the same on Steam (not sure, but it's likely). I could maybe replace the Limit with something else, but it wouldn't be ideal.

I tried it several times but it still doesn´t work :o

Another Question:  Is junon league currently just limited to 2 or 3 brackets?

Junon Leagues is currently only two brackets. I don't think it's a guaranteed Gold, even with the S-Ranks + avoiding the script glitch. You might need to reset your RNG after each attempt; when loading the save file, fight a random battle to change it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-06-03 07:10:50
Installed the flevel hotfix. Game soft locks when I touch a save point, complete with a bunch of gibberish in the text boxes. Happens regardless of which mode I'm on or whether I have the menu overhaul or not. Gonna try another clean install and see if things change.

Edit: Still no good. Hmmm. If I hit menu fast enough, I can save, but the game will still soft lock unless I quit and reload. Loading at a save point doesn't trigger the extended options.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zartemis on 2015-06-03 09:12:50
How long do you reckon until the gameplay balance is finished? The rank up system hooked me just based on concept, and I'd love to be able to stream this and give it some face time even as someone who's never finished FF7 completely and only got through like, Disc 1 of Gjoerulv's hardcore mod (in a semi-race, no less.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-03 13:38:11
Installed the flevel hotfix. Game soft locks when I touch a save point, complete with a bunch of gibberish in the text boxes. Happens regardless of which mode I'm on or whether I have the menu overhaul or not. Gonna try another clean install and see if things change.

Edit: Still no good. Hmmm. If I hit menu fast enough, I can save, but the game will still soft lock unless I quit and reload. Loading at a save point doesn't trigger the extended options.

I tested every single one but maybe I missed one? Which save point is it?

How long do you reckon until the gameplay balance is finished? The rank up system hooked me just based on concept, and I'd love to be able to stream this and give it some face time even as someone who's never finished FF7 completely and only got through like, Disc 1 of Gjoerulv's hardcore mod (in a semi-race, no less.)

It'll take me a couple of weeks, I still need to finish my playthrough.

Edit: Found the busted save point, it's the very first one. I'd actually not intended to change that one but I must have pasted in the script there and forgotten about it. Goddammit. I'll fix the patch today.

Edit 2: Patch is up, I just went ahead and turned the 1st Reactor save point into an Extended one. But, eh, now that I'm writing this I may have forgotten to dummy out the Rank-Up option which is going to teleport the player to the Nibelheim Reactor if they use it.

...I'd recommend saving your game before you (inevitably) use it out of curiosity.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Aquarii on 2015-06-03 17:44:32
Junon Leagues is currently only two brackets. I don't think it's a guaranteed Gold, even with the S-Ranks + avoiding the script glitch. You might need to reset your RNG after each attempt; when loading the save file, fight a random battle to change it.
Still not working^^
Seems like a dead end.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-03 18:05:42
You've definitely got a Wonderful yellow to breed with the Black, right?

Maybe I should just add a sidequest that rewards a Gold at the end of it ;I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-06-03 19:21:51
Haha, thanks for the quick response, Sega Chief. I'll let you know how great the trip to Nibelheim is. I'm guessing I'd better test it with every save point unless it's some kind of global element that effects all extended save points? I don't mind testing it again once you do have Rank Up in place (hah).

On the idea of a quest to get a Gold Chocobo, assuming you're seriously considering it, maybe you could do a chain fetch quest that uses NPCs placed in some of the Materia Caves? Possibly only after obtaining the materia.

Edit: Yup, took the challenge at the first save and ended up in the Nibel reactor. Huzzah. Funny thing is that leaving the room sends you straight to the cut-scene at the second mako reactor bombing mission. Game just dumps you right before you would activate the bomb, since that's where the cut-scene should leave you.

Also, any ETA for the Arrange beta test for materia bonuses and penalties?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rukenu on 2015-06-03 21:29:26
A 7th iro version of the 1.3 update would be awesome, pretty sure that there are some people waiting for the next update of the catalog only for this o/. (OFC NOT ME /IRONY)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-04 00:57:19
I'll see what I can do. I think I need to chunk the kernel and maybe the scene or summat.

Edit: @Bowser, that's kind of interesting. I might try it myself then.

I'll need to have a look at the .exe and see what kind of shape it's in. It might be ready to go as-is, but it's likely a tweak or three is needed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-06-04 04:09:13
Thought just occurred to me. Is there any way to get a "Load Game" option onto the extended save points?

Edit: Found another battle soft lock. Here are the details:
 - Train Graveyard
    - Ghost + Horned Rat + Deen Glow formation
    - During the round, Ghost and Deen Glow completed their attacks successfully.
    - Horned Rat was up next, but the game soft locked. I was on wait ATB, so maybe it was waiting for an attack.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-04 13:45:56
That'll be Cripshay, it'll likely be a new attack that he's not had an animation set for. I've been introducing a fair few new ones for Arrange and whatnot. I'll get a patch together.

As for getting Load Game onto the extended menu, I don't know. I'll check the menu commands, though I can imagine it'd play havoc with the game's RAM issues.

Edit: Scene patch is up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-06-05 14:25:32
I'm having trouble continuing the game after the Demon's gate fight. After I win the battle, the scenes with the black materia and sleeping forest play out as they should, except when the sleeping forest scene ends the game loops to the Midgar bike minigame rather than to Cloud waking up in Gongaga... I have tried several ways to get past this and cannot figure out what's wrong, it happens every time. Any help would be really appreciated, please!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-05 15:10:13
Sounds like there's a flaw in the field script I've made; the game uses several 'black' (debug) screens to handle certain transitions and bits of script. I'll check it out now and make a fix.

Edit: I think I've figured it out. Just going to test it now.

Edit2: Y'know, just realised that my save files for that area aren't current so I can't actually test if this works or not. I'm reasonably confident that it does though, I added the missing variable trigger both to the highway scene and the demon's gate scene as well. I'll get the patch generated just now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-06-05 15:40:45
Awesome man, I am in love with the mod so far and absolutely cannot wait to continue... I may have skipped out on work yesterday to play... As soon as the patch is up, I will apply it and see if I can finally advance. Really appreciate the hasty response!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-05 15:45:23
I dunno if it's a good idea to skip work, but that'd make for a good tag-line: 'NT; it'll make you stop going to work'

While the patch is uploading I'm going to set up a special jump so I can quickly test the fix. That way I can be 99% sure it's okay.

Edit: Just given it a test, and it looks like I've caught what it was. Basically, when the save point is used on the Highway minigame, it flipped a variable so that if the game is closed/game over'd and reloaded it displays the bike menu again properly. Problem is, it didn't account for players continuing on without closing the game/wiping to the boss and in testing I reloaded the save to make sure it was working so I missed it completely. The patch I'm uploading should solve it, regardless of where players are in the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-06-05 15:54:04
^^^^^Awesome. My anticipation grows...

Haha, not a bad line! Confession, I 'worked from home' yesterday so technically I didn't skip, I was about 03% as productive as at the office though :-)

Side question - do you know where Steam saves the local save files (Windows 7) when not Cloud saved? Couldn't find 'em through a quick search and would like to make some backup files just in case. Many thanks again, Chief
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-05 16:18:26
That's the new patch up, flevel 5th June Hotfix.

As for steam saves, they tend to be here:

C:\Users\Sega Chief\Documents\Square Enix\FINAL FANTASY VII Steam\user_3960564

Your user number + name will vary, naturally. One thing though. This game has a terrible save verification 'feature' that will delete save files if they don't pass a check with the FF7 Launcher. To get around this, make sure to have the FF7 Launcher open BEFORE copy-pasting in new save files, save-editing, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-06-05 16:22:14
Awesome awesome awesome. Going to run through this at lunch now, will let you know my results!!

Edit: Hey Chief I was able to get through to Gongaga just fine using the Vanilla data folder (which I was not able to do before), no loop to the Midgar bike scene - so I think I should be good once I get through the double demon gate fight again with the NT data/mod enabled. That fight is a battle of attrition haha. Will post my results in a few... But my HUGE thanks in advance!

Edit II: Made it through the fight (NT enabled) and saved outside of Gongaga no problem. Can't tell you how pumped I am for the work day to end now!! Haha. I will let you know for sure if anything else comes up. I haven't seen anything in my play through out of line other than the now fixed bike loop. Thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-05 17:58:20
If it doesn't work then let me know and I'll set you up with a special patch that directly bypasses the issue + skips the demon gate fight. That way you can progress while I sort out whatever the problem is. I'm fairly sure the hotfix should sort it out though; it turns the var off to prevent the looping.

\\NT News//

So I'm just about done coding in the new innate abilities. Was hit by a bit of a curve-ball when the script size turned out to be half what I thought it would be (seems to be 4000-ish for Scene, 2000-ish for kernel) but it made me consider other things and I ended up with some neat alternatives. Let me know what you think of these:

\\Cloud//
Mimesis: Copies one party member's innate ability at random. I thought this one would tie in with Cloud's character; you could even go a step further and say that it ties in with Zack's gimmick in CC where he'd 'copy' other people's limit breaks for his DMW reel and that Cloud is copying Zack's ability to copy- never mind.

\\Barret//
Conflict stacks: When Barret is attacked physically, he gains one of two different stacks depending on which Row he's in. If he's in the Back Row, he gains a defensive buff of +8 to Vit & Spr (up to a maximum of 5 stacks for 40 Vit/Spr). In the Front Row, he gains stacks of +4 Attack (again, maximum of 5 stacks for +20 Attack). If Barret gains a stack of one type, it nullifies all stacks of the other type. So if you have 5 Defensive stacks and then move to the front and gain one Attack stack, he'll lose all his defensive stacks.

\\Tifa//
Focus stacks: When above 3/4HP, Tifa will gain a stack of +3 attack every time she takes physical damage (no limit on stacks). These stacks are lost, however, if her HP dips below 3/4. It's supposed to be a counter to the critical HP mechanics that two of her weapons have; Powersoul and Masterfist.

\\Aeris//
Afterburner: When Aeris' MP falls into the last 1/4, she gets a temporary buff of +20 Magic which is reset whenever her MP rises back above 1/4. I couldn't find the AI flag to enable for 2x Healing :l

\\Red XIII/
Warm-Up: As the battle progresses, Red's Str and Mag will very slowly increase (+1 each time) for a maximum buff of +15.

\\Yuffie//
Perfect Dodge: Whenever Yuffie is hit by a physical attack, she temporarily gains 255% evasion against physical attacks. This is cancelled if she is hit by any kind of magical attack, including healing spells.

\\Cait Sith//
Rage System: When under the influence of a status ailment, Cait can have a special AI script 'Rage' triggered by using the Morph command on him. The Rage used depends on the status ailment. (This is still up in the air, because of the size limitation that's reared it's head. I've got a hefty chunk of space to work with, so hopefully it'll be enough to get this working; I don't think I'll be able to make a Rage for every status ailment, just the more common ones).

\\Vincent//
Chaos Link: A passive innate, Vincent enjoys Fire, Lightning, and Poison immunity as well as starting each battle with the Deathforce status. These represent his four Limit forms (where Chaos utilises instant KO attacks and Hellmasker inflicts status ailments like Poison with Nightmare).

\\Cid//
Highwind Luck: Whenever Cid is knocked down into critical HP, he gains a temporary boost of 2x to his Luck stat. This wears off and resets when he is no longer at 1/4HP or below.

Let me know what you think of these. You may have also noticed by now that I have trouble naming things. Please help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-06-05 18:13:59
I like all of these ideas for innates, two questions: Does Cloud copy a current party member's (1 out of 2 battle party characters) ability, or a random team member (1 out of 5 or 7 or however many total char's you have)? And how would you know which char's ability he's picked up?

And just a personal thought/suggestion: I would love to see Cloud or Cid gain a limit fill increaser caused by X or when below X hp level or something... but that's just me :-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-06-05 18:22:31
hey sega

are you taking out the limit breaks on your Mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-05 18:55:54
I like all of these ideas for innates, two questions: Does Cloud copy a current party member's (1 out of 2 battle party characters) ability, or a random team member (1 out of 5 or 7 or however many total char's you have)? And how would you know which char's ability he's picked up?

Ideally it'd be whoever is in the battle, that makes it a little less random and eliminates a problem of copying innates from people who haven't joined the party yet.

hey sega

are you taking out the limit breaks on your Mod

Nope.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-06-05 20:49:03
Sup SegaChief.

Did you make these innates things for characters with WallMarket in the AI ?
Since I changed lots of things on kernel.bin (the one that NT uses) for my personnal liking , can I just copy-past the AI script or is there a special trick to do before?


Little suggestion: Add an innate for Sephiroth too :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-06-05 22:21:07
*Small Bug: Hey Chief, after disc 1 concludes and it asks if you want to save the game on the in-between disc 2 screen, the hand cursor was set to 'no' below 'yes' with no ability to move the cursor upward to 'yes', but the cursor could move down and point to nothing... No big deal. I hit 'no' not the blank and it skipped to the next screen without offering a save option. Thought I would point it out -
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-05 22:49:48
Sup SegaChief.

Did you make these innates things for characters with WallMarket in the AI ?
Since I changed lots of things on kernel.bin (the one that NT uses) for my personnal liking , can I just copy-past the AI script or is there a special trick to do before?

Little suggestion: Add an innate for Sephiroth too :D

I'm afraid WM has no copy-paste function like Proud Clod, values need to be entered manually. I'd add an innate for Sephy maybe for fun, but space is a serious issue.

*Small Bug: Hey Chief, after disc 1 concludes and it asks if you want to save the game on the in-between disc 2 screen, the hand cursor was set to 'no' below 'yes' with no ability to move the cursor upward to 'yes', but the cursor could move down and point to nothing... No big deal. I hit 'no' not the blank and it skipped to the next screen without offering a save option. Thought I would point it out -

No worries, I just misaligned it. I'll correct it for the next patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zartemis on 2015-06-06 03:43:35
If it doesn't work then let me know and I'll set you up with a special patch that directly bypasses the issue + skips the demon gate fight. That way you can progress while I sort out whatever the problem is. I'm fairly sure the hotfix should sort it out though; it turns the var off to prevent the looping.

\\NT News//

So I'm just about done coding in the new innate abilities. Was hit by a bit of a curve-ball when the script size turned out to be half what I thought it would be (seems to be 4000-ish for Scene, 2000-ish for kernel) but it made me consider other things and I ended up with some neat alternatives. Let me know what you think of these:

\\Cloud//
Mimesis: Copies one party member's innate ability at random. I thought this one would tie in with Cloud's character; you could even go a step further and say that it ties in with Zack's gimmick in CC where he'd 'copy' other people's limit breaks for his DMW reel and that Cloud is copying Zack's ability to copy- never mind.

\\Barret//
Conflict stacks: When Barret is attacked physically, he gains one of two different stacks depending on which Row he's in. If he's in the Back Row, he gains a defensive buff of +8 to Vit & Spr (up to a maximum of 5 stacks for 40 Vit/Spr). In the Front Row, he gains stacks of +4 Attack (again, maximum of 5 stacks for +20 Attack). If Barret gains a stack of one type, it nullifies all stacks of the other type. So if you have 5 Defensive stacks and then move to the front and gain one Attack stack, he'll lose all his defensive stacks.

\\Tifa//
Focus stacks: When above 3/4HP, Tifa will gain a stack of +3 attack every time she takes physical damage (no limit on stacks). These stacks are lost, however, if her HP dips below 3/4. It's supposed to be a counter to the critical HP mechanics that two of her weapons have; Powersoul and Masterfist.

\\Aeris//
Afterburner: When Aeris' MP falls into the last 1/4, she gets a temporary buff of +20 Magic which is reset whenever her MP rises back above 1/4. I couldn't find the AI flag to enable for 2x Healing :l

\\Red XIII/
Warm-Up: As the battle progresses, Red's Str and Mag will very slowly increase (+1 each time) for a maximum buff of +15.

\\Yuffie//
Perfect Dodge: Whenever Yuffie is hit by a physical attack, she temporarily gains 255% evasion against physical attacks. This is cancelled if she is hit by any kind of magical attack, including healing spells.

\\Cait Sith//
Rage System: When under the influence of a status ailment, Cait can have a special AI script 'Rage' triggered by using the Morph command on him. The Rage used depends on the status ailment. (This is still up in the air, because of the size limitation that's reared it's head. I've got a hefty chunk of space to work with, so hopefully it'll be enough to get this working; I don't think I'll be able to make a Rage for every status ailment, just the more common ones).

\\Vincent//
Chaos Link: A passive innate, Vincent enjoys Fire, Lightning, and Poison immunity as well as starting each battle with the Deathforce status. These represent his four Limit forms (where Chaos utilises instant KO attacks and Hellmasker inflicts status ailments like Poison with Nightmare).

\\Cid//
Highwind Luck: Whenever Cid is knocked down into critical HP, he gains a temporary boost of 2x to his Luck stat. This wears off and resets when he is no longer at 1/4HP or below.

Let me know what you think of these. You may have also noticed by now that I have trouble naming things. Please help.

The more I read, the more I want the gameplay balances to be done. I'm trying to talk a friend into a dual/co-op stream playthrough thing.

For Aeris, maybe Lifeburst or Manaburst? She's not a very tech-origin character, so you want a more magical or natural name for that maybe.

For Red XIII, Warm-Up's pretty good, Rising Spirit works too, I like the idea of working off of his warrior legacy.

I don't like Cait enough to know much, so Rage works. Don't judge me.

Maybe Kain's Star or Star of Kain for Cid? Being watched by the stars is often considered a term of favored protection, and I can't resist throwing in a dragoon reference.

I like everything above that, though Mimesis could also afford to be Mirror for simplicity's sake.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-06 06:43:31
Cheers for the name suggestions; some of the innates might need pop-ups to indicate that they've triggered or worn off. I'll have the battle overhaul done soon, just sidetracked myself slightly with the rank-up + innates but I'm using DLPB's Ochu tool to get through field screens much faster than normal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-06-06 10:02:10
Re: \\NT NEWS//

\\Cloud//
Flavorful and powerful. I'd never know what it is unless it's something easy to trigger like Barret's, Red XIII's or Yuffie, but it makes it exciting to think what you could do with this. Bruiser Cloud with a team of Barret + Red XIII. Tank Cloud with a team of Yuffie and Vincent. Lucky Cloud with a team of Cait Sith and Cid... Just the steps people can take to ensure an innate that works for their Cloud makes me grin. I am more excited for Cloud than I have ever been.

\\Barret//
You da man!

\\Tifa//
I don't have a good feeling about this. Having the 3/4 HP trigger only when she takes physical damage makes this innate very tricky to use. You'd only benefit against weaker enemies that won't outright send you below 3/4 HP, or you "charge" Tifa by taking steps to attack her yourself. I'd recommend an innate +3 attack stack to start, if above 3/4 HP, followed by the trigger condition. Another suggestion is to have her gain a stack when she dodges an attack. This can create an interesting risk - reward mechanic because, typically, the high evasion armors have the worst damage reduction. One stray hit and you automatically lose the stacks.

\\Aeris//
Thumbs up. Can lead to an interesting burst damage combo later in the fight, especially with doublecast.

\\Red XIII//
I want him in my party so much now. More than I have ever wanted him in my party. Good.

\\Yuffie//
A ninja tank is born. A quick-support, physical-tank. Much hype.

\\Cait Sith//
Once I have an understanding of what these Rages will be, Cait Sith will be on my team more than any other character. I love messing around with stuff like this.

\\Vincent//
Wow, Vincent has the potential to be ironclad in elemental resistance. He would have the potential to be extremely rewarding for defensive players (like me).

\\Cid//
A great innate that can keep Cid alive in an unexpected situation, especially late game where Luck boosting equipments can be quite powerful. This may come in handy faster than other innate abilities, especially against tougher fights, which makes this innate oddly more reliable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-06 12:28:31
I wanted to give Tifa the defence-reduction on her attacks but the flag for it was missing from WM's weapon settings (so I'm assuming it's not possible to do it that way). I could do it through a formula though, I think. Problem is, % might be dangerous due to the game rounding up on any decimal (so enemies with very little defence could end up with a lot more) and I don't think subtraction works properly; it just seems to add the value on instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Walter253 on 2015-06-06 19:57:40
Quote
I'm afraid WM has no copy-paste function like Proud Clod, values need to be entered manually. I'd add an innate for Sephy maybe for fun, but space is a serious issue.

So it has to be entered manually, can I type values in order I see them or is there an order to do?
In the worst case, I still can redo what I've done, doesn't matter.

As for space issue, did you tried to shortcut names and description? I think (not sure about that) 1 letter is equivalent to 1 byte, so if you need like 100 bytes more, then remove some text ?
Example: some magic has "LvX - " in their description, you can remove this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-06-07 13:19:12
\\Cloud//
Flexible
Is this set on battle start and does it change during battle? Do we get a notification which one he has?  I'm assuming it only picks from the 2 party members you bring with you and not the ones recruited.

\\Tifa//
High Spirits
I really don't like this one. Is HP Plus materia in the game? last i played it wasnt avaialable. unless im remembering wrong damage values are pretty high in NT. almost everything would give the bonus and immediately cancel it. I'd have to save scum to make sure her HP, Vit and Spr always fall on the highest point of the curve and using high slot low defense armor just became worthless. Gaining stacks when she avoids an attack above 3/4 health, not losing the stacks, and having a cap is better. Alternatively change the passive to work off of half health with no cap but stack slower. As it stands, Barret simply has a flat out better passive entirely. You'd spend the entire battle healing her. Fun, fun.

\\Barret//
Cool Under Pressure
sounds broken as fern. would help a lot early game when phys doesn't scale well, but mid game when we start getting the high str armors he will be a monster. 40 vit and spr don't mean much overall for most of the game anyway, but attack scales exponentially.

\\Aeris//
Focus
2x healing woulda been a bit strong, anyway. this is a much better choice

\\Red XIII/
Warm-Up is good
I like this, gives incentive to using +dex stuff

\\Yuffie//
PD is also good
Would be a neat thing, lots of enemies have magical attacks, and im pretty sure every boss has a magical all hitting attack to keep it from being too broken

\\Cait Sith//
Should Just ferning Die
Can we just remove the ferning guy? >_>

\\Vincent//
The Monster In Me
He's passively immune to fire, lightning and poison? and i still won't use him lol  fern uncontrollable characters

\\Cid//
Desperate Blows or Second Wind
Not a very good one overall statistically or thematically imo .  he's not a very lucky guy if you think about it. plus I always figured him to be a tough son of a buttercup type, something like a free auto life once per battle if he dies would be cool.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: HeaN on 2015-06-07 16:50:26
Hey there. It's me again. I found a dangerous bug wich could remove all your Materia :P

It's about the new saving feature.
Once you have that much materia that you cannot remove your current one from your character like in this example: (http://i.gyazo.com/9c31195a0f84369e0fdeffd0d2290fd7.jpg) you should not try to "unequip your party", this would result in lost materia :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-07 20:06:19
So it has to be entered manually, can I type values in order I see them or is there an order to do?
In the worst case, I still can redo what I've done, doesn't matter.

As for space issue, did you tried to shortcut names and description? I think (not sure about that) 1 letter is equivalent to 1 byte, so if you need like 100 bytes more, then remove some text ?
Example: some magic has "LvX - " in their description, you can remove this.

I'd type them as you see them, line by line. One thing though, If strings are updated automatically so it's best to think of them as pointing at something. If the 70 #### points to the end of the script, then input the current number that points to the end of the script. Otherwise they'll be directing to the wrong places.

As for space, it seems that the kernel AI has it's own 'segment', though I'm not sure.

\\Cloud//
Flexible
Is this set on battle start and does it change during battle? Do we get a notification which one he has?  I'm assuming it only picks from the 2 party members you bring with you and not the ones recruited.

\\Tifa//
High Spirits
I really don't like this one. Is HP Plus materia in the game? last i played it wasnt avaialable. unless im remembering wrong damage values are pretty high in NT. almost everything would give the bonus and immediately cancel it. I'd have to save scum to make sure her HP, Vit and Spr always fall on the highest point of the curve and using high slot low defense armor just became worthless. Gaining stacks when she avoids an attack above 3/4 health, not losing the stacks, and having a cap is better. Alternatively change the passive to work off of half health with no cap but stack slower. As it stands, Barret simply has a flat out better passive entirely. You'd spend the entire battle healing her. Fun, fun.

\\Barret//
Cool Under Pressure
sounds broken as fern. would help a lot early game when phys doesn't scale well, but mid game when we start getting the high str armors he will be a monster. 40 vit and spr don't mean much overall for most of the game anyway, but attack scales exponentially.

\\Aeris//
Focus
2x healing woulda been a bit strong, anyway. this is a much better choice

\\Red XIII/
Warm-Up is good
I like this, gives incentive to using +dex stuff

\\Yuffie//
PD is also good
Would be a neat thing, lots of enemies have magical attacks, and im pretty sure every boss has a magical all hitting attack to keep it from being too broken

\\Cait Sith//
Should Just ferning Die
Can we just remove the ferning guy? >_>

\\Vincent//
The Monster In Me
He's passively immune to fire, lightning and poison? and i still won't use him lol  fern uncontrollable characters

\\Cid//
Desperate Blows or Second Wind
Not a very good one overall statistically or thematically imo .  he's not a very lucky guy if you think about it. plus I always figured him to be a tough son of a buttercup type, something like a free auto life once per battle if he dies would be cool.


-) Cloud
I'm still working out how to do it properly. Ideally I want it to be someone in the current party but I'm having trouble getting their ID over to the appropriate script without it getting too large.

-) Tifa
I'm still working on getting something organised that reduces the target's defence but it's been tricky due to Subtraction not seeming to work correctly. Past the update though, there will be no changes in stats when leveling up; that's instead handled by the Rank-Up system where the player assigns stat growth instead (so there's no need to min-max levels, except maybe for HP/MP). Setting it to be triggered by an evaded attack would likely make it very difficult to gain consecutive stacks too. Long story short though, this one doesn't seem popular so it's not going to appear in the update. If I can't get the defence reduction to work, then I'll put some more ideas to people here.

-) Barret
Defensive stats were buffed recently, and are now twice as effective. +40 on Vit + Spr should make a tangible difference, but I wanted the front row one to be tempting enough to have players pull Barret to the front sometimes. Due to the change in the way stats are grown, I can now balance things up much more easily so hopefully I can avoid it getting too overpowered when combined with other +STR gear and a STR focused build.

-) Cait Sith
Let's do the opposite: https://youtu.be/OJ9zEqHxLZE

-) Vincent
I think it'll come in handy for situations where there's maybe a few too many things to defend completely against later on in the game, or for freeing up armour/accessory/slots that would otherwise go to elemental defence. As for the Limits, there's not much I can do; although I've been meaning to try out kernel spells on the Limit bar to see if he can use them. Could cast, say, Flare instead of handing control over to Galian Beast for example. I'm fairly sure it'd still require MP though :l

-) Cid
I've actually got Cid pegged as a luck-orientated guy because of that Lady Luck emblem he has on the Highwind. It's also a great stat for a front row fighter because of the crits + additional evasion it gives. It was a toss-up between Tifa and Cid for who was going to get the high luck stat, but in the end I figured Tifa would have Dex and Cid would be a lot slower (although I'll admit that the idea of a Dragoon-esque fighter with low Dex doesn't sit too well with me).

Hey there. It's me again. I found a dangerous bug wich could remove all your Materia :P

It's about the new saving feature.
you should not try to "unequip your party", this would result in lost materia :D


Dammit, I didn't even think of that. A warning message could maybe help with that, but it might be that I have to remove that particular option and replace it with something else instead. Not sure what, though; maybe an SP check to compliment Rank-Up?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-06-07 20:52:31
-) Tifa
I'm still working on getting something organised that reduces the target's defence but it's been tricky due to Subtraction not seeming to work correctly. Past the update though, there will be no changes in stats when leveling up; that's instead handled by the Rank-Up system where the player assigns stat growth instead (so there's no need to min-max levels, except maybe for HP/MP). Setting it to be triggered by an evaded attack would likely make it very difficult to gain consecutive stacks too. Long story short though, this one doesn't seem popular so it's not going to appear in the update. If I can't get the defence reduction to work, then I'll put some more ideas to people here.

Yeah, sadly this seems tricky to implement without being fiddly. Maybe making it based off of her attacking rather than being attacked could work, or maybe getting some bonus for every consecutive attack that breaks if she does anything BUT attack (Berserker/ Combo Strikes/ Kung Fu Rhythm), again, I have no idea of how tough these would be to implement.

-) Cait Sith
Let's do the opposite: https://youtu.be/OJ9zEqHxLZE

I love this so much!

-) Vincent
I think it'll come in handy for situations where there's maybe a few too many things to defend completely against later on in the game, or for freeing up armour/accessory/slots that would otherwise go to elemental defence. As for the Limits, there's not much I can do; although I've been meaning to try out kernel spells on the Limit bar to see if he can use them. Could cast, say, Flare instead of handing control over to Galian Beast for example. I'm fairly sure it'd still require MP though :l

I think this bonus is perfect - it's both useful and thematic. I also really love Vincent regardless of his limits, so it's extra cool for me.

Dammit, I didn't even think of that. A warning message could maybe help with that, but it might be that I have to remove that particular option and replace it with something else instead. Not sure what, though; maybe an SP check to compliment Rank-Up?

Being able to check SP would be nice, I think. I wouldn't mind both having notifications when you get some, as well as being able to check quickly when you're saving.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-08 03:57:45
Having serious trouble getting the game to compare MP with MaxMP, which knackers Aeris' innate. Tried doing it with variables instead but they don't seem to be picking up the value from it. Might need an alternative.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-06-08 05:29:27
Could you maybe give her something with row changing as well? Extra power in the front row at the cost of being in more danger! Maybe an MP Turbo effect. Could be supported by cover materia on other characters a bit too easily, mind. Her surprisingly gung ho attitude suits this type of offensive magery, I think.
 
Maybe a variable elemental defence? Half damage from the last element she's been damaged by! Too powerful, maybe, or might be bad when she's taking half healing 'damage'. This was more a throwaway idea, I don't think it suits her much.

Plain status immunities, like Vincent, but statuses? Or holy resistance /hidden weakness? Cetra blood could explain a lot of things.

Maybe auto - sense on enemies while she's in the party? I find sense very useful, and it would save me time, but other people may value it much less. Her life - senses would explain this one, or maybe the planet is whispering to her from the strategy guide... (rubbish one for Cloud to copy, mind)

Would it perhaps be possible for her to Summon more than once per battle? Turning her into a summoner character is neat, though a bit boring (and useless for a good while at the beginning of the game).

That's all I've got (for now), see if it sparks any ideas off for ya!

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zartemis on 2015-06-09 00:14:02
Having serious trouble getting the game to compare MP with MaxMP, which knackers Aeris' innate. Tried doing it with variables instead but they don't seem to be picking up the value from it. Might need an alternative.

If you need help conceptually, think of what you'd do for post-mansion Sephiroth, then reverse it. She's selfless, a bit flirty, a flower girl, a healer...maybe something to boost the party's defenses? Aerith, Barret, Cloud sounds like a wall team, doesn't it? Centered around the healer anyway.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-09 03:09:11
Thanks you two, I think I might have an idea for something. Just need to see if it works or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-06-09 19:11:20
Hey Chief, Source Points (SP) have not been implemented yet, correct? Every time I ever hit 'Rank Up' at the super save crystals nothing happens... just wanted to make sure I wasn't missing out on anything currently. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-09 19:45:23
It's not in yet, no. I had to dummy out that command and removed the script where it sends you to the SP screen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-12 00:38:27
I managed to get the Rage prototype working; when hit by Morph under the Poison status, Cait Sith swapped to his auto-AI once his current turn had been picked and processed.

The way it'll work is that when hit by the Morph command (which has had it's target data updated to enable ally targeting), Cait will pick up an auto-buff or two, gain unlimited MP, and then start using several attacks based on the Rage. With the exception of his 'default' Rage, each one requires a status ailment to be present to activate, with a descending order of priority to handle multiple ailments. Here's the Poison one:

-) Poison Rage
Gains 'absorb Poison' flag; poison ticks will heal him instead of damage
75% chance: Uses Bio2 on all enemies
25% chance: Uses Bio3 on one enemy
Physical Attack against Random Target

I'm running dangerously low on script-space, but the other innates are done so it's all about getting as much in there as possible and streamlining the others where possible.

Edit: That's it up to the hilt on space. I added four Rages which should be quite interesting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-06-12 03:38:21
@Sega Chief
Thank you and good job. It's going to be interesting testing everything, especially to make sure Cloud mimics properly. If Yuffie can hit herself to trigger perfect dodge, it's gonna put a smile on my face for all of time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: powerincarnate on 2015-06-12 04:22:44
I'd type them as you see them, line by line. One thing though, If strings are updated automatically so it's best to think of them as pointing at something. If the 70 #### points to the end of the script, then input the current number that points to the end of the script. Otherwise they'll be directing to the wrong places.

As for space, it seems that the kernel AI has it's own 'segment', though I'm not sure.

-) Cloud
I'm still working out how to do it properly. Ideally I want it to be someone in the current party but I'm having trouble getting their ID over to the appropriate script without it getting too large.

-) Tifa
I'm still working on getting something organised that reduces the target's defence but it's been tricky due to Subtraction not seeming to work correctly. Past the update though, there will be no changes in stats when leveling up; that's instead handled by the Rank-Up system where the player assigns stat growth instead (so there's no need to min-max levels, except maybe for HP/MP). Setting it to be triggered by an evaded attack would likely make it very difficult to gain consecutive stacks too. Long story short though, this one doesn't seem popular so it's not going to appear in the update. If I can't get the defence reduction to work, then I'll put some more ideas to people here.

-) Barret
Defensive stats were buffed recently, and are now twice as effective. +40 on Vit + Spr should make a tangible difference, but I wanted the front row one to be tempting enough to have players pull Barret to the front sometimes. Due to the change in the way stats are grown, I can now balance things up much more easily so hopefully I can avoid it getting too overpowered when combined with other +STR gear and a STR focused build.

-) Cait Sith
Let's do the opposite: https://youtu.be/OJ9zEqHxLZE

-) Vincent
I think it'll come in handy for situations where there's maybe a few too many things to defend completely against later on in the game, or for freeing up armour/accessory/slots that would otherwise go to elemental defence. As for the Limits, there's not much I can do; although I've been meaning to try out kernel spells on the Limit bar to see if he can use them. Could cast, say, Flare instead of handing control over to Galian Beast for example. I'm fairly sure it'd still require MP though :l

-) Cid
I've actually got Cid pegged as a luck-orientated guy because of that Lady Luck emblem he has on the Highwind. It's also a great stat for a front row fighter because of the crits + additional evasion it gives. It was a toss-up between Tifa and Cid for who was going to get the high luck stat, but in the end I figured Tifa would have Dex and Cid would be a lot slower (although I'll admit that the idea of a Dragoon-esque fighter with low Dex doesn't sit too well with me).

Dammit, I didn't even think of that. A warning message could maybe help with that, but it might be that I have to remove that particular option and replace it with something else instead. Not sure what, though; maybe an SP check to compliment Rank-Up?

How did you get that menu overhaul, which is seen in Tifa's various mods with the new threat 1.3 since Tifa's final heaven only support 1.2.  I would like to use that updated menu and perhaps character models with new threat, but without the behemoth that is tifa's bootlet or final heaven. 

Thanks,
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-06-12 04:25:09
@powerincarnate
Install Reunion by selecting only the menu overhaul options. Then, install New Threat. You should be good to go.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: powerincarnate on 2015-06-12 04:52:35
It says, menu overhaul not supported on the steam version of ffVII and was deselected
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-12 05:01:20
I'm going to have a go at making an .IRO for use with 7H when the 1.35 update is complete; hopefully, I'll be able to make a proper one this time now that I've got 7H itself working properly on my PC.

@Sega Chief
Thank you and good job. It's going to be interesting testing everything, especially to make sure Cloud mimics properly. If Yuffie can hit herself to trigger perfect dodge, it's gonna put a smile on my face for all of time.

Unfortunately, actors can't trigger their own counter-attack scripts :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-06-12 07:20:26
so cait can't morph himself?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-12 14:24:10
Unfortunately not, I'd experiment with making a pre-action script for it but the space just isn't there.

Edit: New flevel hotfix patch is up; fixes an annoying issue on Floor 59 with the save point there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zartemis on 2015-06-14 06:02:54
I grow more excited by the day. The streams demand mod blood. THE HILLS RING WITH THE SOUND OF 'oh dangit I died again'! On that note, what are Cait's 4 rages, and what's left in the 'to change' log?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-14 10:27:03
leave my mod's blood alone D:

Cait's rages are:

-) Poison
Gains absorb Poison flag (poison status will heal him instead of damage)
Uses Bio2 on all enemies

-) Fury
Gains Auto-Barrier
Uses 2x-Cut on random target

-) Silence
Attack & Magic drop to 10
Uses Mime command each turn

-) Sadness
Gains Auto-MBarrier
Uses physical attack, random target
Uses Defend command immediately after

Although when checking that, it seems that Cid's AI got corrupted in some way. Bit worrying. I deleted it and seems to be okay now, but I'll need to figure something out or pare down the script size maybe so it can fit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-16 03:13:06
\\Update//

So FF7 got a remake announced.

Fuck.

That being said, it's not hitting until 2017 or later and we've no idea what shape it'll take. Might be an updated version of the current engine, or it might be something brand new. Either way, I'm going to finish NT; I'll be damned if SE are going to make a better FF7 than me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-06-16 06:47:04
I'll be damned if SE are going to make a better FF7 than me.

this was already a foregone conclusion. squeenix hasnt made a game worth a god damn in ,what, 14 fucking years now.

not to belittle your awesomeness by comparison, but i have next to no faith they won't royally fucking screw it up
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-06-16 09:29:11
@Sega Chief
There's no way they'd actually make FF7 fun to play, especially not compared to a mod that offers a foundation comparable to FF5's. It will be fun to watch, but to play? Hah. I'm ready to just hold one button again

Also, I like how Sony basically said they made Squeenix get off their butts to do this. About time (praise Hojo).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-16 13:40:09
Yeah, there's a lot of uncertainty about this. Nomura is the director this time, so I'm expecting a clusterfuck in terms of story + scenario when he inevitably leans on people to shoehorn in whatever new obsession he picks up during development (Gackt, leather jackets, etc.) As for the actual gameplay itself, I can't see them making the same battle system again so it'll probably be an ARPG/modified version of FF15's engine but you never know; I've got this curiously optimistic feeling that it might be turn-based. Not sure why.

Anyhoo, I'm having second thoughts about Cloud copying the other character's innate; it gets tough to keep track of who has what. Any ideas for a replacement?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-06-16 14:10:35
hey sega chief

is your mod 100% playable. or does it still have alot of bugs on it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-16 14:49:27
The overhaul isn't finished yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-06-16 15:02:45
Any ideas for a replacement?

ideas hooooooooooo. YRMV

bonus str based on mag stat
bonus mag based on str
limit gauge randomly increases by a random percentage
random take mp damage when hp damage would kill him
suffer less penalty for All magicked magics.
random set  enemy ct to 0 on physical attack
heal status at battle end
retain a % of limit bar when using limits
randomly impale random enemy randomly with random hair spike.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: atro city on 2015-06-16 15:29:55
randomly impale random enemy randomly with random hair spike.

I wholly endorse this. Cloud needs a rhino charge.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-16 17:33:13
Rhino charge it is then. I'll change Barret's ultimate weapon to a melee one that uses Cloud's head + hair spike for overflow damage too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: OOOFloW on 2015-06-16 21:16:55
Just a quick question. In my games i like to date yuffie, to do so i usually give her the wrong answer to max her score. (4 right, 1 wrong) each right choise will give +2 towards dating yuffie, with a maximum of 30 (some guide told me). After the new Kalm quest to get yuffie, is she set to that max 30?

ps  awesome mod sir, beyond impressed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-16 21:22:23
Cheers, bud. Yeah, I covered that. She should get the same points when recruited in NT as she does from the normal recruitment scene.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: OOOFloW on 2015-06-16 22:56:34
Cheers, bud. Yeah, I covered that. She should get the same points when recruited in NT as she does from the normal recruitment scene.

If you recruit her normally and give 5 right answers, 2 points each, then you get 10 points towards dating her.
Answering 4 correct 1 wrong gives you +8 but lets you repeat till 30 points.
If it's just 10 points like a normal recruitment then it is gonna be very hard to date Yuffie.

http://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/2385 (http://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/2385) The guide i base this 30 points on.....(search for "meeting yuffie"). I hope to reach the date scene tomorow, lots of side questing still to do, and i will follow every dialogue option towards dating yuffie. I have never been able to succeed without the 30 points trick. Will post update :)

*Edit to include actual question. So does NT give 10 points, 30 points, or are these points not a thing, and i should not need worry?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-06-16 22:59:31
@Sega Chief

Two ideas for Cloud.

- Whenever he takes physical damage, gain a stack of Str/Vit. Whenever he takes magic damage, gain a stack of Mag/Spr. Erase the stack whenever he is damaged by the other type. If problematic, erase the stacks when healed or only allow the stacks while no party member is dead.
- Whenever Cloud kills an enemy, gain a temporary bonus to Dex.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-17 00:27:36
If you recruit her normally and give 5 right answers, 2 points each, then you get 10 points towards dating her.
Answering 4 correct 1 wrong gives you +8 but lets you repeat till 30 points.
If it's just 10 points like a normal recruitment then it is gonna be very hard to date Yuffie.

http://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/2385 (http://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/2385) The guide i base this 30 points on.....(search for "meeting yuffie"). I hope to reach the date scene tomorow, lots of side questing still to do, and i will follow every dialogue option towards dating yuffie. I have never been able to succeed without the 30 points trick. Will post update :)

*Edit to include actual question. So does NT give 10 points, 30 points, or are these points not a thing, and i should not need worry?

I wasn't aware it could be repeated to an extent. I guess in that case it's likely that it only gives +10. But I think I set it up so that all characters start on 0, so there's less ground to make on Aeris & Tifa.

#Sega Chief

Two ideas for Cloud.

- Whenever he takes physical damage, gain a stack of Str/Vit. Whenever he takes magic damage, gain a stack of Mag/Spr. Erase the stack whenever he is damaged by the other type. If problematic, erase the stacks when healed or only allow the stacks while no party member is dead.
- Whenever Cloud kills an enemy, gain a temporary bonus to Dex.

Oh, it could be like Barret's stacks but slightly different. Could do something like that, I quite like that one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-06-17 01:52:47
Just under 50 hours in and I got my first 'New Threat' Limit Break from North Corel, have to say I am absolutely loving NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-17 03:04:26
Congrats! Although I guess this means you beat up Scorp :l
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-06-17 06:33:28
I'm sorry chief, but I'm afraid there might be a little risk of Scorp being beaten up during a playthrough of NT... Just a little.

For Cloud, maybe:
-make it so he always copies the character that's in slot 1? (The 'leader') Still a problem when HE's in slot 1, mind.
-gets a (stacking?) bonus when he takes an action while at full health, but loses it upon taking damage? (confidence in his abilities/ persona)
-has a lower default MAG stat, but gains a static MAG boost in-battle based on the AP of his equipped materia? (mako blood synergy with materia) This would be nice, I think, as you could use his strong default STR-VIT-HP stats, or use materia and suffer the penalties, but get more benefit. One immediate problem, though, is equipping command materia and other non-penalty materia could be very strong.

That's all I got for now!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: OOOFloW on 2015-06-17 09:22:27
I wasn't aware it could be repeated to an extent. I guess in that case it's likely that it only gives +10. But I think I set it up so that all characters start on 0, so there's less ground to make on Aeris & Tifa.
This might be good, because Yuffie used to be hard to date :)

Also small bug (i think)  The save crystal in Junon, in the building right after you exit the hallway towards the submarine, an inn, is still the old version of the save crystal.

Also the elevator door on floor 59 towards the glass elevator (just after the scorpion boss) was buggy for me. It seemed to be broken when the map was loaded a 2nd time. After the boss battle it didnt work, i saved > loaded, it worked. Then after I went to floor 60, I went back to floor 59 to save, and it was broken again, had to load to get it to work again.

Both nothing major, and maybe i did something wrong...  but yeah :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: chaos447 on 2015-06-17 09:42:03
Hi is 1.3 IRO ever coming? I thought I was playing 1.3 because of:

Quote
FF7 NT Mod v1.3 - IRO Version (for use with 7H only)

The NT Mod has an IRO version supported in EQ2Alyza's catalog for the mod loader 7th Heaven. For more information about 7H, check out the related Qhimm Forum thread here: http://forums.qhimm.com/index.php?top...

But apparently this was a typo? I backup'd my files that were working. Tried using the 1.3 installer and it doesn't locate the battles properly. I'd love to play 1.3 but I really want to be able to use other mods such as the Avalanche GUI and hi-texture mods.

What exactly is going on with the 1.3 IRO? Am I doing something wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Traison on 2015-06-17 11:00:30
Apologize if this has been asked before. Is this mod meant to be played with 9999 cap hp or 9999 break hp?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-06-17 11:40:23
@Traison
9999 cap. It is actually very difficult to reach 9999 damage in this mod without end game materia or certain attack boosting cheese, and even then the mod is balanced around the damage cap being around.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zartemis on 2015-06-17 12:43:32
Did someone call for CONCEPTS? Sorry I'm late, been MMO grinding. For Cloud's Innate...there are a few directions we could take this. Let's look at his primary character traits:
- For a good majority of the game, he's 'the Soldier 1st Class, Cloud Strife'. Even if this turns out not to be true later...
- He is still afflicted with Mako, as most SOLDIER are.
- SOLDIER's jam is 'get the job done', and to say his desire to be SOLDIER as well as Zack's memories can't instill some of that into him might be a bit of a stretch.
- Cloud's fighting style as shown by Advent Children isn't as immediately decisive as say, Sephiroth's. Sephiroth only has two cases where he doesn't immediately end a fight: He's messing about (see Angeal and Genesis fight from Crisis Core, and in fact most of his fights), or he simply can't, usually due to letting his opponent gain momentum and traction.
- Since Cloud is his opposite, this naturally leads to...

Some sort of building, offensive effect, perhaps stemming from his equipped materia to reference his Mako poisoning and SOLDIER days. In almost every fight Cloud has, he takes a beating, then pushes in and ends the fight decisively with a strong attack. Zack's protective nature (and his eventual guilt and desire to make it up to Zack) could possibly manifest this as gaining stacks when party members besides himself take damage, or simply building them FASTER when this occurs. Thoughts?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-17 14:34:51
I'm sorry chief, but I'm afraid there might be a little risk of Scorp being beaten up during a playthrough of NT... Just a little.

For Cloud, maybe:
-make it so he always copies the character that's in slot 1? (The 'leader') Still a problem when HE's in slot 1, mind.
-gets a (stacking?) bonus when he takes an action while at full health, but loses it upon taking damage? (confidence in his abilities/ persona)
-has a lower default MAG stat, but gains a static MAG boost in-battle based on the AP of his equipped materia? (mako blood synergy with materia) This would be nice, I think, as you could use his strong default STR-VIT-HP stats, or use materia and suffer the penalties, but get more benefit. One immediate problem, though, is equipping command materia and other non-penalty materia could be very strong.

That's all I got for now!


I think I'm going to use a modified version of Barret's innate which relies on the type of damage rather than Row.

This might be good, because Yuffie used to be hard to date :)

Also small bug (i think)  The save crystal in Junon, in the building right after you exit the hallway towards the submarine, an inn, is still the old version of the save crystal.

Also the elevator door on floor 59 towards the glass elevator (just after the scorpion boss) was buggy for me. It seemed to be broken when the map was loaded a 2nd time. After the boss battle it didnt work, i saved > loaded, it worked. Then after I went to floor 60, I went back to floor 59 to save, and it was broken again, had to load to get it to work again.

Both nothing major, and maybe i did something wrong...  but yeah :)

Yeah, I forgot to do that one. I'll update it when the patch goes out.

As for the save point on Floor 59, the latest flevel hotfix patch should sort that out. It's installed in the same way as the main installer; just direct it to the game's data folder and it should sort that problem out. What was happening was that the extended save point script wasn't actually being closed down properly, so it's interfering with Cloud's other scripts on that screen (when he takes the keycard, stepping into the elevator after examining the door, etc).

Hi is 1.3 IRO ever coming? I thought I was playing 1.3 because of:

But apparently this was a typo? I backup'd my files that were working. Tried using the 1.3 installer and it doesn't locate the battles properly. I'd love to play 1.3 but I really want to be able to use other mods such as the Avalanche GUI and hi-texture mods.

What exactly is going on with the 1.3 IRO? Am I doing something wrong?

I think the mod was going to be updated to 1.3 on 7H, but there was a problem getting it to work with the retranslation so it didn't go ahead. I'm going to try and make an IRO for v1.35 when I've finished it.

Did someone call for CONCEPTS? Sorry I'm late, been MMO grinding. For Cloud's Innate...there are a few directions we could take this. Let's look at his primary character traits:
- For a good majority of the game, he's 'the Soldier 1st Class, Cloud Strife'. Even if this turns out not to be true later...
- He is still afflicted with Mako, as most SOLDIER are.
- SOLDIER's jam is 'get the job done', and to say his desire to be SOLDIER as well as Zack's memories can't instill some of that into him might be a bit of a stretch.
- Cloud's fighting style as shown by Advent Children isn't as immediately decisive as say, Sephiroth's. Sephiroth only has two cases where he doesn't immediately end a fight: He's messing about (see Angeal and Genesis fight from Crisis Core, and in fact most of his fights), or he simply can't, usually due to letting his opponent gain momentum and traction.
- Since Cloud is his opposite, this naturally leads to...

Some sort of building, offensive effect, perhaps stemming from his equipped materia to reference his Mako poisoning and SOLDIER days. In almost every fight Cloud has, he takes a beating, then pushes in and ends the fight decisively with a strong attack. Zack's protective nature (and his eventual guilt and desire to make it up to Zack) could possibly manifest this as gaining stacks when party members besides himself take damage, or simply building them FASTER when this occurs. Thoughts?

I'm going to try and do some kind of party-wide thing. Last resort is an innate similar to Barrets where stats are raised in response to type of damage taken (rather than current battle row).

Something else I've been doing is another round of tuning on weapons, paying particular attention to accuracy and critical bonuses (armour got some small tweaks to overall defence and evasion given). The biggest change is probably to Aeris' weapons because she's probably the worst suited to being physical attacker. She now has two 'types' of weapons; one type restores HP on strike, the other grants a defensive buff on strike (similar to how Measures worked in FF12). I also 'unlocked' the targeting for certain commands like Slash-All so that they can work with that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: OOOFloW on 2015-06-17 17:32:55
As for the save point on Floor 59, the latest flevel hotfix patch should sort that out. It's installed in the same way as the main installer; just direct it to the game's data folder and it should sort that problem out. What was happening was that the extended save point script wasn't actually being closed down properly, so it's interfering with Cloud's other scripts on that screen (when he takes the keycard, stepping into the elevator after examining the door, etc).

Thanks, yeah i noticed the same with the save point at Aps, and at the start of mt coral traintracks. Also is this the place for these bug reports?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-06-17 21:39:02
You're "unlocking" slash-all? What a G. I love your plans for Aeris' weapons, too. How MP efficient haha.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-17 21:53:34
Thanks, yeah i noticed the same with the save point at Aps, and at the start of mt coral traintracks. Also is this the place for these bug reports?

Yeah, bug reports are fine here. I'll double-check all the save points again and get the little extra code they need to shut down properly. If you spot any more, let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-06-17 22:22:13
hey sega chief

after you beat the guard scription on your mod

and when i touched your new ff7 NT save point, the timer stayed at the bottom of your save point text screen
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-17 23:34:58
Yeah, I encountered that when I was doing trial runs today. I've taken care of it, but it's not in the patches yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-06-18 10:34:43
hey sega chief

sorry for all of these bug reports

but when car 1 got locked on your way to airbuster, cloud went through the car locked door when it was locked down
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: OOOFloW on 2015-06-18 12:50:58
To avoid conflict with other mods etc, I reinstalled my game (steam version) > ran NT1.3 > ran Flevel patch.

At the save point at the start of mt. Coral (on the traintracks). if you select Remove Materia, it removes it, but also gives you a ton of Materia i never had (Odin, Bahamut, MP turbo x3, Gravity, Revive, Full-Cure, Contain, Comet and All. All of them at MASTER AP). It doesnt seem like i lost any.

This was on a newgame aswell as other saves i loaded and went to this save point.*

*edit tried a few saves that i had backed up. This doesnt seem true for all.... not sure which have the problem and which not. I think maybe before doing the falling down maybe? I can send a save file if it would help
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-18 13:47:31
hey sega chief

sorry for all of these bug reports

but when car 1 got locked on your way to airbuster, cloud went through the car locked door when it was locked down

That's an issue that exists with the default game; I saw a video where someone was able to 'escape' the first train car after it was locked down.

To avoid conflict with other mods etc, I reinstalled my game (steam version) > ran NT1.3 > ran Flevel patch.

At the save point at the start of mt. Coral (on the traintracks). if you select Remove Materia, it removes it, but also gives you a ton of Materia i never had (Odin, Bahamut, MP turbo x3, Gravity, Revive, Full-Cure, Contain, Comet and All. All of them at MASTER AP). It doesnt seem like i lost any.

This was on a newgame aswell as other saves i loaded and went to this save point.*

*edit tried a few saves that i had backed up. This doesnt seem true for all.... not sure which have the problem and which not. I think maybe before doing the falling down maybe? I can send a save file if it would help

It looks like you've gotten Sephiroth + Young Cloud's Materia. I tested several save points before and after the Nibelheim flashback to make sure that their Materia couldn't be unequipped and placed in the player's party but it looks like it can happen under certain conditions. I'll need to add some kind of handler where it'll only unequip Cait Sith + Vincent if they've been recruited.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-06-18 20:15:04
Can someone point me to where I can find any kind of info regarding the new additions to 1.3 - It's been a hell of a long time since I've played NT (had to remove some stuff because of computer issues - but since the news of the ff7 remake, I decided this needed to be played again).

 Cheers :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: OOOFloW on 2015-06-18 21:16:52
small bugs...

- Tifa seems stuck in a wall in her room in Nibelheim and can't be talked to (my first visit)
- save point in Cid's house also gives Sephiroths materia when Vincent not unlocked (not unlocking vincent this playthrough, for testing purposes. (related question, if save points are being redone is it worth for me to test "remove" option at every save point? Or will the handler / update automaticly fix all broken save points)


Lastly a random brainfart
Could you use the FMV where Aeris is drowned for a quest? The quest to get Holy materia back. It should require underwater materia (equiped on Aeris) and going back to the lake. I guess best time for this quest would be just after exiting midgar/before entering Northern cave. Not sure how this would work with '98 version that needs disc 1 for the FMV though... but yeah that would be awesome lol :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-18 21:58:53
Can someone point me to where I can find any kind of info regarding the new additions to 1.3 - It's been a hell of a long time since I've played NT (had to remove some stuff because of computer issues - but since the news of the ff7 remake, I decided this needed to be played again).

 Cheers :)

Yo!

What's gone in since 1.3 was released is the following:

-) The Lv.70 cap was removed, and replaced with something that is much more discreet to tackle the problem high Level can cause with physical damage formulas. Characters can now Level to Lv.99, and there's no Disc 1/2 Lv.40 cap either.

-) Enemies/Bosses on Disc 3 now give a great deal more EXP

-) New spells were added, replacing older obsolete ones:
Osmose: Drains MP out of a target, available from the Heal Materia. Replaces Poisona.
Hydro: Contain-level spell, water element. Appears on Ultima Materia (renamed to Planet Materia).
Pearl: Contain-level spell, Holy element. Appears on Planet Materia.

Stasis Lock: Enemy Skill, replaces Angel Whisper. Adds Stop, Shield, Resist to a single target. Learned from Pollensalta.
Alpha: Enemy Skill, Holy element (similar to Beta, Trine, etc). Replaces Roulette. Learned from the Midgar Zolom.
Antipode: Enemy Skill, Fire/Ice element. Inflicts Slow. Replaces Flamethrower.

Osmose solves an old problem with Ether consumption, and is available when Aeris joins the party. It also makes Heal Materia less of a wasted slot until Esuna pops. Hydro and Pearl were added to lend players some high-level spells in this element. Same thing with the Enemy Skills, I replaced ones like Roulette that were highly situational & which lacked a unique animation. I also consolidated some spells down to make space. Frog and Mini are now one spell, called Lagomorph, while Death was replaced directly with Remove (which basically had the same effect, but a 100% success rate). Others were tweaked, like Chocobuckle being made into an early-game wind-elemental spell.

-) New Random Enemies
A number of new randoms were added into most areas of the game, though some are tricky to encounter. They tend to have slightly better EXP/AP/Gil and items. The Mango Fang found in wasteland areas around the Temple of the Ancients (world map) is an example.

-) New Yuffie Recruitment Event
To address a potential problem with the forced three-party fight against Bizarro at the end (which could occur if no optional characters are recruited), and a common complaint about finding Yuffie in the forests outside Junon, a new event was added at Kalm where Yuffie is fought & brought in as a mandatory character. It's very close to the original event, just triggers from Kalm instead: https://youtu.be/gbMC4e8AkCc

-) Extended Save Point Script
Still a few teething troubles, but the majority of it is in place. It can be seen here, along with a sneak-peek at an upcoming major change: https://youtu.be/TtNd4QVaAWE

-) Dark Cave Sidequest added
This is triggered from Dio in his Museum in Battle Square on Disc 3 (after triggering scene at the bottom of the North Crater).

Upcoming Changes (v1.35)

A very big change to the way characters are developed + an overhaul for enemies to account for it is currently underway, which will upgrade the mod to v1.35 when finished.

-) Rank-Up system: Characters will have static stats throughout the game (except for Level, which affects most formulas, and HP/MP). Instead, the player decides which stats to develop for the character and can make focused (or unfocused if you like) builds for each one.

-) Character Innates: These are in-battle attributes that trigger automatically to lend a bit more individuality to each character and create a little extra depth in the way you set up a party and plan a strategy for a fight. Some will raise defensive stats when the character is attacked, others will instead boost attacking ones under certain conditions. Cait Sith has a unique 'Rage' mechanic, much like Gau's Rages from FF6.

-) Character/Enemy Overhaul: To better fit the above changes (and the myriad of changes/tweaks since 1.3 was released), every enemy in the game is being fine-tuned; their attacks, stats, AI, etc. This is the part I'm currently working on.


small bugs...

- Tifa seems stuck in a wall in her room in Nibelheim and can't be talked to (my first visit)
- save point in Cid's house also gives Sephiroths materia when Vincent not unlocked (not unlocking vincent this playthrough, for testing purposes. (related question, if save points are being redone is it worth for me to test "remove" option at every save point? Or will the handler / update automaticly fix all broken save points)

Lastly a random brainfart
Could you use the FMV where Aeris is drowned for a quest? The quest to get Holy materia back. It should require underwater materia (equiped on Aeris) and going back to the lake. I guess best time for this quest would be just after exiting midgar/before entering Northern cave. Not sure how this would work with '98 version that needs disc 1 for the FMV though... but yeah that would be awesome lol :D

I've been engaged in a long and bitter war with Tifa randomly appearing in her house since 1.1. Seems that whenever I change the code there and test it out, somehow she pops back up following the update. I'll get to the bottom of this. One day.

I think every save point will have the issue until Vincent is recruited. Y'see, he 'replaces' Sephiroth in the game's kernel when he's recruited. What I could maybe try doing is making this happen earlier, then making him 'unavailable' again (at least in PHS). That could sort out the Sephiroth Materia problem (same thing with Cait Sith, but he overwrites Young Cloud). I'd pick up Vincent if you want to recruit him, I'll implement a fix for the next patch.

It's funny you should mention a sidequest for Holy Materia later in the game...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: OOOFloW on 2015-06-18 22:13:53

I think every save point will have the issue until Vincent is recruited. Y'see, he 'replaces' Sephiroth in the game's kernel when he's recruited. What I could maybe try doing is making this happen earlier, then making him 'unavailable' again (at least in PHS). That could sort out the Sephiroth Materia problem (same thing with Cait Sith, but he overwrites Young Cloud). I'd pick up Vincent if you want to recruit him, I'll implement a fix for the next patch.

It's funny you should mention a sidequest for Holy Materia later in the game...

I see... i might have spoken to soon i guess, i will have to play more :). I restarted my game, after i first had issues, before i posted more bug reports, but i'll do my best to go through most the game. I am enjoying how you changed the Fort Condor rewards, I actually make an effort to get them again :).

And since i do like brainstorming....  :)  Maybe make vincent a new forced recruitment also? Like have cloud wake up in the bed at shinra mansion (as he does in the flashback) after sephiroth throws him the Destruct magic. Vincent could have been awaken by the stur/sounds/sephiroth. Would also kinda fix the save point issue if it is troublesome lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-18 22:36:05
I dunno about making Vincent mandatory, there's some tricky stuff with the basement key and whatnot. But that's definitely an option; the only way out of Nibelheim and into the mountains (besides using 'THAT TRICK') is through the back of town, which can be blocked by a line. The copies/clones/dudes hanging about mention that Sephy is inside the Mansion when you talk to them so that'd be a strong basis for having Cloud refuse to leave Nibelheim via the north exit until he's explored the mansion...but I'd like to keep it optional if possible.

I can probably fix the save point problem with a better If condition. At the moment it only covers Yuffie, but I should be able to add something in easily enough. It's just copying it to all the scripts... ,_,

As for Fort Condor, I'm planning to activate an NPC who will let players teleport there and then back again, rather back-tracking each time. Should encourage more players to make the return trip, and it'll also make some previously inaccessible battles available.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-06-19 00:25:26
Quote
Yo!

What's gone in since 1.3 was released is the following:

-) The Lv.70 cap was removed, and replaced with something that is much more discreet to tackle the problem high Level can cause with physical damage formulas. Characters can now Level to Lv.99, and there's no Disc 1/2 Lv.40 cap either.

-) Enemies/Bosses on Disc 3 now give a great deal more EXP

-) New spells were added, replacing older obsolete ones:
Osmose: Drains MP out of a target, available from the Heal Materia. Replaces Poisona.
Hydro: Contain-level spell, water element. Appears on Ultima Materia (renamed to Planet Materia).
Pearl: Contain-level spell, Holy element. Appears on Planet Materia.

Stasis Lock: Enemy Skill, replaces Angel Whisper. Adds Stop, Shield, Resist to a single target. Learned from Pollensalta.
Alpha: Enemy Skill, Holy element (similar to Beta, Trine, etc). Replaces Roulette. Learned from the Midgar Zolom.
Antipode: Enemy Skill, Fire/Ice element. Inflicts Slow. Replaces Flamethrower.

Osmose solves an old problem with Ether consumption, and is available when Aeris joins the party. It also makes Heal Materia less of a wasted slot until Esuna pops. Hydro and Pearl were added to lend players some high-level spells in this element. Same thing with the Enemy Skills, I replaced ones like Roulette that were highly situational & which lacked a unique animation. I also consolidated some spells down to make space. Frog and Mini are now one spell, called Lagomorph, while Death was replaced directly with Remove (which basically had the same effect, but a 100% success rate). Others were tweaked, like Chocobuckle being made into an early-game wind-elemental spell.

-) New Random Enemies
A number of new randoms were added into most areas of the game, though some are tricky to encounter. They tend to have slightly better EXP/AP/Gil and items. The Mango Fang found in wasteland areas around the Temple of the Ancients (world map) is an example.

-) New Yuffie Recruitment Event
To address a potential problem with the forced three-party fight against Bizarro at the end (which could occur if no optional characters are recruited), and a common complaint about finding Yuffie in the forests outside Junon, a new event was added at Kalm where Yuffie is fought & brought in as a mandatory character. It's very close to the original event, just triggers from Kalm instead: https://youtu.be/gbMC4e8AkCc

-) Extended Save Point Script
Still a few teething troubles, but the majority of it is in place. It can be seen here, along with a sneak-peek at an upcoming major change: https://youtu.be/TtNd4QVaAWE

-) Dark Cave Sidequest added
This is triggered from Dio in his Museum in Battle Square on Disc 3 (after triggering scene at the bottom of the North Crater).

Upcoming Changes (v1.35)

A very big change to the way characters are developed + an overhaul for enemies to account for it is currently underway, which will upgrade the mod to v1.35 when finished.

-) Rank-Up system: Characters will have static stats throughout the game (except for Level, which affects most formulas, and HP/MP). Instead, the player decides which stats to develop for the character and can make focused (or unfocused if you like) builds for each one.

-) Character Innates: These are in-battle attributes that trigger automatically to lend a bit more individuality to each character and create a little extra depth in the way you set up a party and plan a strategy for a fight. Some will raise defensive stats when the character is attacked, others will instead boost attacking ones under certain conditions. Cait Sith has a unique 'Rage' mechanic, much like Gau's Rages from FF6.

-) Character/Enemy Overhaul: To better fit the above changes (and the myriad of changes/tweaks since 1.3 was released), every enemy in the game is being fine-tuned; their attacks, stats, AI, etc. This is the part I'm currently working on.



Thanks for the update chief, sounds awesome - gonna enjoy this for sure
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-06-19 14:31:42
I seemed to have run into an issue - I've got to the train graveyard and for some reason during one of the battles (it seems to be with this enemy setup with a deenglow, cripshay and ghost) the game hangs - the animation is still running but no ones doing anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-19 20:06:44
The scene hotfix patch should fix that issue; it's available through the front page. Let me know if the problem still occurs, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-06-19 20:11:57
hey sega chief

your new save points unequiped all of my materia
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-19 21:44:51
Did you use the Remove/Unequip Party option while at the save point? That unequips all Materia and accessories currently equipped to the party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-06-21 18:11:09
What tool do you use to make the main installer and Hotfix patches?  I'm interest in using a similar setup for Q-Gears
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-21 18:45:39
It's a free program called 'Patchmaker' by Clickteam: http://www.clickteam.com/patch-maker
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-06-21 20:42:57
Which version of the program do you use?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-06-21 20:50:07
Hey Chief, I'm just looking for some late game stuff. I have made my way through a good chunk of 'new threat' content, but have yet to find: the disc 2 bosses are supposed to be re-playable somewhere? Still haven't found double-cut, contain, or full-cure materia, and where are most of the weapons needed to synthesize ultimate weapons?? Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-06-21 21:33:45
@Webbhead08
Check the Highwind's chocobo stable for past bosses.
Check the Battle Square at the Gold Saucer for special bosses and rewards.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-22 06:13:49
Ah! Wait! Due to a, uh, mishap on my part I may have forgotten to remove two debugging lines I used for testing from one of the NPCs in the Highwind's Chocobo stable, namely the technician guy. The shinra trooper in black is okay to talk to, he has the Disc 2 boss menu but talking to the other guy will send you to the end of the game :l

The weapons you need are in two places; enemies in the Crater carry one half of them, while the Extra Battle bosses (Battle Square) have the rest. You'll need to make use of Morph to obtain them. Variablis has so far proven to be far and away the most difficult to Morph due to his high defence, but he'll be completely reworked for 1.35. If you have trouble morphing him, let me know.

To get the Materia you mentioned, all you need to do is defeat some of the Extra Battle bosses once and then talk to the navy NPC close by to get a one-time Materia reward; each boss gives a different one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-06-22 21:27:34
So I've just reached gongaga and got completely destroyed by Rude and Reno any help would be great.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Doully on 2015-06-22 21:40:31
So I've just reached gongaga and got completely destroyed by Rude and Reno any help would be great.

It's a pretty rough fight for that part of the game. Dirty bombs work great on the turks even despite Reno's poisona and keeping up barrier will make healing less of a hassle. If you have any berserk proof accessories then you're over the worst of it really.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-06-22 21:57:24
Thanks :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-23 17:48:19
Sorry, missed your post Lappers; thanks for helping him out Doully.

\\NT Update//

So I got hit with a series of consecutive night-shifts at work this week, with the threat promise of a couple extra later on which in addition to the launch of FF14's expansion has slowed things down a bit. That being said, a new issue was brought to my attention on another forum that Mystery Ninja encounters can still be found despite recruiting Yuffie; and that a wild Red XIII appears in them! D:

It appears to be a variable that's triggered from the world map itself when the encounters are triggered that stops them from happening again; potentially tricky to fix if I can't identify what I need to do with the variable in question. But then I had an idea; what I'm going to do instead of trying to fix it, is re-purpose it. This is an opportunity to introduce a 'roaming' optional boss that can be encountered sometimes in certain forests until it's defeated. After the battle, it'll likely warp players to the Yougan field where Yuffie is normally recruited but I'm going to add a handler there that keeps the screen dark, plays some dialogue, and then dishes out a special piece of Materia and/or other goodies. I'm leaning toward using Hellrider V2 (renamed to Ziegfried in NT) for this.

Whaddya think?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-06-23 18:28:04
hey sega cheif

I kinda like that idea alot
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-06-23 19:36:13
@Sega Chief
You got my Suikoden 3 feels. Do it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-06-23 23:27:40
I'm definitely for that :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Tom on 2015-06-24 20:00:10
Wild Red XIII? How? I wanna find him
Is he a boss in any point in the game?  I don't think he is coded as an enemy in the whole game
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-06-25 00:42:48
Yeah that's sweet- I enjoy Ziegfried/ Gilgamesh style characters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-25 06:35:50
Wild Red XIII? How? I wanna find him
Is he a boss in any point in the game?  I don't think he is coded as an enemy in the whole game

It's a mistake, not a boss. I didn't count on the game loading up Mystery Ninja formations for the World Map if Yuffie was recruited into the party after a battle triggered from a field screen, rather than the world map itself. But because I've replaced Lv.21 Mystery Ninja with Red XIII for the mandatory encounter, he now appears in her place if these last two formations in that scene are loaded (the rest will likely be normal as these are separate scenes and I've not deleted them). The 'Wild Red' cannot be targeted, and because Mystery Ninja isn't on the field his targeting will default to the player party. He can only be encountered if the party is in the range to find a Lv.21 Mystery Ninja.

Yeah that's sweet- I enjoy Ziegfried/ Gilgamesh style characters.

It should fit together nicely. At present, Ziegfried just kind of wanders about the Junon area so this'll give him a bit more of an angle to fighting him. It can be the first of a few new miniquests that give special Materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-06-26 20:54:46
Hey Chief, found a small bug in North Crater today - can't remember the enemie's name but the long purple haired witch/caster, when she cast Beta my game froze, and then crashed 2 or 3 seconds later during the white flash part of the spell animation, just thought I would mention it

-Web
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-27 01:58:27
I remember hearing about infrequent crashes occurring when using the Beta spell (similar to Hyper Jump). I don't know if there's much I can do, but I could change the animation if this happens frequently enough to discourage active use of the E. Skill; I've not had a Beta crash myself, but then I don't use Enemy Skills very often.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-06-27 20:32:21
It was only the one time so far, I will let you know if it happens again - Web
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: PotatoSho on 2015-06-28 17:29:22
Hello Sega Chief,

First of all, thanks for making such an enjoyable mod to play.

I would like to report a couple bugs/potential oversights I've encountered so far throughout my normal gameplay (if it matters, I'm playing with the standalone game downloaded from SE's store):

Returning to Wall Market in CD3, Tifa as party leader, the conversation with Barret seems to be missing a few dialogue lines
Everytime I'm doing the fight for Cloud's limit break, my opponent uses Mog Power, nothing happens and I am locked in the fight until I restart the game.
Also not sure if it is intended or not but on several occasions the witch in the Junon Leagues (I think?) did not block my cures with Hrimfrost.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-28 20:42:33
Hello Sega Chief,

First of all, thanks for making such an enjoyable mod to play.

I would like to report a couple bugs/potential oversights I've encountered so far throughout my normal gameplay (if it matters, I'm playing with the standalone game downloaded from SE's store):

Returning to Wall Market in CD3, Tifa as party leader, the conversation with Barret seems to be missing a few dialogue lines
Everytime I'm doing the fight for Cloud's limit break, my opponent uses Mog Power, nothing happens and I am locked in the fight until I restart the game.
Also not sure if it is intended or not but on several occasions the witch in the Junon Leagues (I think?) did not block my cures with Hrimfrost.

Thanks for the bug reports; those are two new ones. Should be easily fixed. The Mog Power one is known, I'm planning to correct it when I overhaul that fight. I'm aiming for sometime in the week after next for releasing 1.35.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Yuffie1983 on 2015-06-29 17:01:32
When 1.35 comes out do you think it would possible to make in a IRO type file so it can be used with 7TH Heaven please ;D. I did as well try NT 1.30 with 7TH Heaven latest version by installing the NT mod first and then configuring 7TH Heaven but it always came messed up, the first battle was never with 2 third class soldiers I was fighting Elena from the TURKS and getting killed in 1 hit. Any this new release is looking awesome so I will wait till it released to try it again. Also thank you for your hard work and commitment to this mod. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-29 17:40:31
I'm gonna have a shot at making an IRO for 1.35; I've got 7H working so I'll be able to test it at least, unlike before when I tried (unsuccessfully) to make my own IRO  :cry:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Yuffie1983 on 2015-06-29 18:13:22
I'm gonna have a shot at making an IRO for 1.35; I've got 7H working so I'll be able to test it at least, unlike before when I tried (unsuccessfully) to make my own IRO  :cry:

Thanks Chief would be a lot easier to run with other mods, I have tried as well to make an IRO harder than I thought it would be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: RedManMark86 on 2015-06-29 23:50:15
Hi Yuffie, if you look back in this thread I tell people how to install NT 1.2 with 7th Heaven so you can use it and also the NT mod... The process will be the same for 1.3

It has to be done in a specific order using the gameconverter twice if I remember correctly.

I haven't installed 1.3 as I'm waiting for 1.35 or for when the new rank up system is implemented, if this happens to be 1.3 then I will actually do my work around method and post it again but if you search this thread you should find my instructions :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-06-30 01:53:09
I'm aiming for sometime in the week after next for releasing 1.35.

nice. can't wait
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Yuffie1983 on 2015-06-30 16:20:52
Hi Yuffie, if you look back in this thread I tell people how to install NT 1.2 with 7th Heaven so you can use it and also the NT mod... The process will be the same for 1.3

It has to be done in a specific order using the gameconverter twice if I remember correctly.

I haven't installed 1.3 as I'm waiting for 1.35 or for when the new rank up system is implemented, if this happens to be 1.3 then I will actually do my work around method and post it again but if you search this thread you should find my instructions :)

Yeah I going to wait for 1.35, I did see the your workaround and I thank you for it :-). But since 1.35 is pretty close I will hold off because the I like the look of re-balancing the Chief is doing along with the rank up system.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-06-30 17:43:12
Hey Chief just wanted to double check - Vorpar and Mystery Tank can not be morphed (I hope) correct? Thanks as always -
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-06-30 18:34:00
The Mystery Tank can't be Morphed, but Vorpar morphs into a Grow Lance.

\\NT Update//

I got a few days off and have been making some good progress in getting the time-consuming/soul-destroying stuff done. The Rank-Up system is now complete, with all the script in place and functioning. I boosted the number of ranks per character from 4 to 8, and they now display as '1/8', 2/8, etc. so you know how many ranks remain.

SP comes from defeating bosses, and every single character gets some regardless of whether they have been recruited yet or not. Additional SP is accumulated from several sources, including dialog/event choices. The Junon Leagues sidequest has also been given a repeatable SP bonus for the participating character, so that Ranks can be maxed out for every character no matter what.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: RPD490 on 2015-07-01 03:13:32
Okay, love this mod to death, so I started over again. I figured I give the Arrange mode a shot, even though its under construction, and everything is good except for two bugs, though I don't know if has anything to do with what I did (e.g Change the spell names from their old names to the current ones ((Fire3 to Firaga, so on)) but in the Wall Market, when I am in the middle of doing the crossdressing sequence, if I talk to anyone in Wall Market, like the guy that gives you the Membership Card, you can't exit out of the dialogue, it just freezes there and no input are registering. The game is still running normally but you are stuck in the text box. After bypassing that with Black Chocobo so I get the Card to progress and going all fine, but when you get to the Sewer, you can't climb the ladder. I press every button on keyboard and controller, it doesn't seem like I can climb up the ladder and didn't give me this issue during the whole Sector 5 Reactor sequence when I could climb normally, its just here.

I might go back and start over with the Original Mode to see if it still occurs, but I just wanted to be sure if this is just some of the bugs that are in the Arrange mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-01 05:11:43
If I recall, both those areas contain save points and there's been some teething trouble where the script isn't closed down properly due to an oversight on my part (it's easily fixed, but it's a tricky time to release a patch at the moment). My best guess is that their scripts are interfering with Cloud's other scripts (the inputs used to trigger the different options are stored with his field group), that would explain the sewer ladder problem. Reloading the save and then avoiding the save point should provide a temporary solution.

The NPC with the Membership Keycard is a different story, as no scripts are triggered with Cloud for this but the NPC does have an oddity of some sort with his scripts; he seems to reset the window he uses to talk with. Maybe this is the cause? I'll do some experimenting with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-07-01 21:03:51
Hey Chief - when do you reckon you'll have 1.35 up and running?  Absolutely loving this mod, just finished wutai (in vanilla 1.3) currently grinding a little - morph is an absolute godsend, been farming x potions and turbo ethers from enemies near mideel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-01 21:40:08
I'm aiming for sometime next week; I got a few days off so I made a good bit of progress over the last couple of days.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-07-02 14:42:13
Hey Chief, I just completed the Dark Cave content, which was awesome, except I definitely lost some of my materia. I didn't/don't have enough inventory space to unequip all materia from everyone, and once finding characters during Dark Cave I don't think their materia was re-added to my inventory or something. I wouldn't even mind too much re-leveling the missing materia, except my Enemy Skill and some summons are gone...

Also, I never found Vincent during Dark Cave, and now he is absent from my PHS, do I need to re-enter to gain him back? And is completion is the only way out? Thanks as always. Love love love the new content.

Oh and during the escape sequence, the elevators on the 66th floor froze my game when trying to enter them (no big deal) but thought I would mention
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-07-02 14:44:38
hey webhead08

you find Vincent in don manison when you had to find tifa in don basement
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-07-02 14:47:51
Ah thanks good to know - still can't find where to get the Ragnorak either!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-02 14:50:41
Yeah, the Unequip Materia function on save points doesn't account for remaining space which can lead to lost Materia; it's going to be replaced with something else for the update. What I can do is make an emergency patch that'll add the missing Materia back to your inventory by way of a 'debug' NPC if you like, otherwise a save editor can do the trick (just watch for Steam's save verification; if you modify a save file while the game's launcher is open it should be fine though; make backups before making any changes with Black Chocobo).

I think the Vincent thing is an oversight on my part. At some point I think I removed the requirement for him or Yuffie to be found in order to advance because they were optional characters and might not be present at all, but it looks like I forgot to re-add them via PHS following the sidequest's conclusion. What I'll do is add a discreet handler that checks for Dark Cave's completion + a variable that's critical to Vincent's recruitment and if both conditions are met he'll be re-added to the PHS; I'll add this to one of the Highwind screens.

I'll check the Floor 66 elevator, but was it an actual freeze or did Cloud get stuck walking on the spot? Those elevators have always had this problem where Cloud could become stuck if the confirm key is hit too many times, or if he tries to enter at certain angles. That being said, I'll see if I can't add some kind of 'unstuck' button or maybe a script could run parallel to the 'entering elevator' script that counts down and then auto-warps the player into the elevator after a pre-determined amount of time. If it's an actual freeze/crash though (error message), then let me know.

Edit: Ragnarok should be obtained by morphing the Iron Giant enemy, which can now be encountered randomly on the Left-Down path (the path where Mega-All used to be acquired in the default game).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-07-02 15:01:45
If it won't take you long to do the NPC debug maneuver, that would be amazing. I wouldn't necessarily mind re-doing the dark cave content again, except it took me around 5 hours and I would love to keep heading forward to the game's completion. It looks like I had Yuffie and Aeris with lots of materia equipped heading into dark cave and their's is what was lost I think, if that helps at all.

I have black chocobo editor and am loosely familiar with it, although haven't actually touched it in ages but I can go that route as well.

66th floor elevator probably froze from me mashing OK, game was running with music but no inputs were working so the game was endlessly looping. Sounds like the old bug.

And one last question - Shield materia?! I thought I got it from beating one of the extra battle square bosses, but I have definitely never seen it in my inventory, where is it?! haha

**Edit: I will actually replay the Dark Cave, I will be able to have Cloud's ultimate weapon this time around which should prove fun. I will de-equip materia appropriately before heading in and snag vincent too so I should be set. Sorry for the hassle Chief, I'm sure I will be back with more - Web


Thanks Chief.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-02 17:03:58
Well, if you're sure. As for Shield, remember to talk to the NPC wearing a blue uniform standing close to the Extra Battle NPC; after you beat an Extra Battle monster, he dishes out the Materia reward for it. Actually, it might be time to revise that and consolidate all the script into the one NPC. Be a lot neater and saves confusion.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: chaos447 on 2015-07-03 04:50:40
Will 1.35 come with an .iro? Really bummed I can't play 1.3 on 7H, and now it's worse because I'll be 2 updates behind :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: EQ2Alyza on 2015-07-03 05:28:20
You won't be 2 updates behind. I'm waiting for 1.35 to update in 7H :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Yuffie1983 on 2015-07-03 17:32:48
You won't be 2 updates behind. I'm waiting for 1.35 to update in 7H :)

You beautiful beautiful lady I could kiss you, sweet so an update of both 7TH Heaven with the latest version ot the new threat mod with it nice something to look forward too thank you both chief and EQ2Alyza.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-07-05 20:47:58
Now I;m debating whether to carry on with 1.3 or wait a few more days for 1.35  :|

Also with regards to the rank up system, does this mean we can't grind any more or is the rank up system as well as.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-06 06:57:25
Leveling up is still there as normal, it's just that character stats won't change when you go up in level; these can only be raised through Rank Up.

Level itself is quite important in formulas though, so in addition to the increased HP/MP you'll be dealing more damage, enjoy better success with Steal/Manip, more likely to hit/evade with magic attacks, etc. if you raise your character's levels.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-07-06 08:42:33
Awesome :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bukharin377 on 2015-07-06 18:50:14
Probably discussed previously but what exactly is the rank system and how does it differ to the standard leveling up?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-06 20:54:24
So how it'll work is, you'll still gain levels as normal and higher levels = more HP/MP and more damage (level is used in damage formulas and more besides). Where Rank Up comes in is with the character's actual stats like Strength, Magic, etc. These now stay static and won't increase when leveling up, instead players boost these stats through Rank-Up.

Whenever a boss is defeated, or certain story events are completed, each character gains SP. When SP passes certain thresholds, the character gains a Rank and when you next visit the Emporium you choose which stats to improve for the character.

There are 8 ranks per character and they each give the same three options to boost that character's stats. So for instance the options could be:

1) Strength/Magic/Vitality +10
2) Strength +20, Dexterity +10
3) Magic/Spirit +15

You can take any option at each Rank, so you could pick Option #1 three times and then Option #2 five times, or you could just pick Option #3 eight times, etc. The idea is that you can build a character in different ways, either pushing certain stats all the way or rounding out weaknesses, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-07-06 21:17:34
hey Sega chief

will the ff7 gamesave editor break your new Rank-UP script if someone uses the max states option on it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-06 22:36:08
hey Sega chief

will the ff7 gamesave editor break your new Rank-UP script if someone uses the max states option on it

If you go into the Rank-Up screen with either maxed items or maxed stats from a save editor (or anything else that makes it impossible to use all the sources in your inventory) then you'll get stuck. That can be avoided by not visiting the Rank-Up screen, but to be honest it kind of defeats the purpose of the feature if people hack themselves max stats to begin with.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: cicadian on 2015-07-06 22:38:20
Hey sorry for my absence I've been super busy with company and I have been employed for a couple months. I'm finally getting back in the spirit to wrap up my 1.3 stream though, a little late perhaps but the show must go on. Heads up: I'm down to one monitor now so my chat feedback will be lacking.
All that is left: Clearing final bosses, Nemesis (I hacked in a hero medal), Dark Cave.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bukharin377 on 2015-07-06 23:03:12
The system is a very interesting concept I like the ability to build the way i like! Yet, would it not be possible to give players the freedom to earn sp through battle because earning at specific points throughout seems a tad limiting and static?

Looking forward to this update has it any other new features excluding abilities (have they been finalised and implemented?) and the ranking system?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-06 23:17:49
Hey sorry for my absence I've been super busy with company and I have been employed for a couple months. I'm finally getting back in the spirit to wrap up my 1.3 stream though, a little late perhaps but the show must go on. Heads up: I'm down to one monitor now so my chat feedback will be lacking.
All that is left: Clearing final bosses, Nemesis (I hacked in a hero medal), Dark Cave.

About the dark cave, while it's possible to leave without finding either Vincent or Yuffie it can result in them becoming absent from the PHS (I think visiting the bottom of the Crater should fix it, but I'm planning to add a special handler to fix it up for anyone who has already encountered this oversight).

Welcome back, scotian person ;I

The system is a very interesting concept I like the ability to build the way i like! Yet, would it not be possible to give players the freedom to earn sp through battle because earning at specific points throughout seems a tad limiting and static?

Looking forward to this update has it any other new features excluding abilities (have they been finalised and implemented?) and the ranking system?

SP is also earned through story events, dialog options, etc. and who you take into those boss battles will gain a small bonus of it. I've got it set up that Junon Leagues + Battle Square also give SP to participating characters. Getting SP in random battles would need some battle variables set up that are added on at a later date, could be a bit tricky to organise.

As for new features going into this update (besides Rank-Up and the Extended Save Point Script), there's not too many but the 2nd gameplay mode called 'Arrange' will (hopefully) be complete and ready to go for the release as well. This makes enemies slightly tougher, unlocks some new attacks/AI for them, and I'm wanting to expand that to the field screens as well with some event changes to keep people on their toes. I'd say that everything in the kernel, equipment, spells, etc. is now finalised; currently working on doing the same for every enemy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: chaos447 on 2015-07-07 00:52:04
You won't be 2 updates behind. I'm waiting for 1.35 to update in 7H :)

=O =O =O

That's double awesome. You're an amazing modder. This NT project might be the most extensive, innovative mod on this site. Can't wait to play the new update :D

Any ETA on when it will be available?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-07 01:19:36
Cheers, bud. It'll be sometime this week; if it's not done by Wednesday, then it'll be staggered back to the weekend because I've got another two nightshifts in my rota this week.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Yuffie1983 on 2015-07-07 16:49:39
Cheers, bud. It'll be sometime this week; if it's not done by Wednesday, then it'll be staggered back to the weekend because I've got another two nightshifts in my rota this week.

Night shifts suck I remember doing those for 7 years hated them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-08 00:22:39
Night shifts suck I remember doing those for 7 years hated them.

They're not great; money is better than day-shifts but a lot of stress because the store is very disorganised and we have no night-duty manager either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: EQ2Alyza on 2015-07-08 05:58:07
Cheers, bud. It'll be sometime this week; if it's not done by Wednesday, then it'll be staggered back to the weekend because I've got another two nightshifts in my rota this week.

I'm very much looking forward to this. I've completely skipped updating the 7H Catalog with 1.3 since 1.35 seems significant enough and just around the corner from release :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-08 19:31:22
Yep, almost done. I'm doing extensive bug testing/fixing at the moment to get rid of as many potential headaches as possible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-08 19:44:57
"Almost done" The hype is real.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-08 20:45:37
Yo Sig! Yeah, unless something drastic happens then we'll be seeing 1.35 land sometime over the next few days.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bukharin377 on 2015-07-08 20:46:05
Yay  :) Going to start a new game for 1.35!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: chaos447 on 2015-07-08 21:05:51
Will 1.2 saves be compatible? Or should I just restart because I missed too much anyway?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-09 06:13:28
The saves will be compatible, but you might see a visual glitch on your EXP gauge (this goes away once the character levels up once). There's the alternative Arrange Mode for a 2nd playthrough if you're interested.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-07-11 06:49:31
My body is ready for Arrange.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: RedManMark86 on 2015-07-11 12:12:48
waiting for these release is like waiting for Christmas lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Doully on 2015-07-11 15:32:44
My body is ready for Arrange.

Indeed. Really looking forward to the update.

On standbye until then!

(http://cdn.triangleoffense.com/wp-content/uploads/2014/07/waiting-the-coffee-to-get-colder_245.gif)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-07-11 15:40:09
You guys aren't the only ones waiting on the edge of their seats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-12 16:00:43
Quick heads-up, I came down with some kind of virus on Friday night but feeling a little better today. I'll see if I can't get this update wrapped up over the next couple of days or so.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-07-12 18:22:13
Yo, thanks for working so hard, but get well soon. Your personal health always comes first.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-12 22:42:27
Get well soon Sega Chief.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-14 17:55:47
Quick heads-up, almost there. I get a day off on Wednesday so my aim is to wrap it up for Thursday evening before I'm in work again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Yuffie1983 on 2015-07-14 19:07:29
Quick heads-up, almost there. I get a day off on Wednesday so my aim is to wrap it up for Thursday evening before I'm in work again.

Cheer Chief, hope you are feeling better now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bukharin377 on 2015-07-14 22:48:22
Can't wait to get into FFVII again when this comes out
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-07-15 05:34:05
What a beast.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-16 20:08:31
I implemented the 'fix' for the Mystery Ninja encounter; now Ziegfried will be encountered randomly in the world map's forests, and defeating him will net you an early MP Absorb Materia.

Got some end-game bosses to re-spec and then we're good to go. But another night-shift looms :l
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rukenu on 2015-07-16 20:15:31
So, we won't have the update tonight, the wait is killing me xDD, thank's for your effort on the mod o/.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-16 20:23:18
More waiting... Curse you night shift.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-07-17 07:23:03
But another night-shift looms :l

sadface
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-18 00:36:30
Last thing to fix now is Ultimate Weapon's HP; for whatever reason, he flew off after one hit in the Mideel event but I've not been able to spot any key differences in his AI. Going to check the vars he uses for HP and see if I've made a mistake somewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: chaos447 on 2015-07-18 05:14:34
The suspense is killing me D:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-18 05:21:51
The suspense is killing me D:

Sorry for the wait, folks. A stitch in time saves nine D: (also seems that Ulty's HP is now OK from what I can tell; not sure why he jumped ship early in Mideel but behaviour looks normal for 'the chase').
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-18 10:46:15
C'mon, c'mon I'm getting the shakes. Seriously though take all the time you need Sega Chief. Better to wait and have a good update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-18 19:41:32
Alright, so tentatively going to say the 1.35 update is complete and uploading it now. I've liked how the rank-up builds turned out, each character felt like they had a key strength to make use of and the innates are background enough to not be distracting but still useful for an extra edge. That being said, I went with the 'default' rank ups for each character (option 1) so be interesting to see what kind of builds people come up with.

\\Major Changes//

-) Rank-Up has been implemented. It's advised to start from a new game to get the best benefit of this as each character has static starting stats now and the vars being used to track their SP for rank ups has been implemented. That being said, current save files will still work fine so if you're currently midway through the mod then no worries. A fix was also added to prevent Rank-Up from triggering during the Nibelheim Flashback.

-) Enemy Overhaul: To better cover the extensive changes in character/equipment strength that have arisen over time, every enemy was given a once-over in their stats + attacks to make them a better fit with the new progression curve. Arrange AI was also added to certain monsters and bosses; another feature of Arrange enemies is that they have a higher level but also give 1.3x the EXP which should make for a slightly tougher but faster game. Lv.4 Limit Bosses and some others were given a slight nerf to HP and now give appropriate EXP; Soldier: 1st's AI was also reworked to eliminate a glitch that could occur with one of his DMW results. Variablis has had his elemental shift AI removed while an oversight in Vorpar's AI which caused him to become tougher, rather than weaker, when his allies were killed was also corrected.

-) Weapons and Armour were given a once-over. For weapons, the 'cap' on weapon power is now 50 instead of 100, to prevent high STR builds from being trivialised by hitting the 255 cap (easy to do when a 70+ weapon is equipped), while weapon accuracy was also made more consistent across each weapon type. Armour was given a slight increase in defensive capabilities, with the evasion values re-worked.

-) AP Requirements for certain standard Materia, such as Fire, etc. were lowered to have them unlock faster. Outside of using 2x AP Growth Armour, Tier 2 spells should be considered 'standard' all the way up until Disc 3 (and will deal roughly 2000 damage from an 'average' stat caster when hitting an elemental weakness).

-) In order to curb early-game nuking, Summons had their base power lowered but as a pay-off will now ignore Magic Defence.

-) Aeris' weapons now restore HP on strike and are set to target allies by default (meaning they will target enemies instead when she's confused). However, some weapons were intended instead to give a status buff but the rate of this doesn't appear to be 100%. As a last minute fix, every staff (with the exception of Guard Stick & Umbrella) now restores HP on strike even if not explicitly mentioned in the weapon description.

-) The Date Scene, due to the vars now being used for Rank Up, is now a much more even race and the player should be wary of the following if going for a specific date:
#1: To make up for her absence in Midgar, Yuffie gains a significant boost to SP when completing the Wutai sidequest + the Da Chao segment; be wary of completing these before the date scene.
#2: If one of the four characters is a higher Rank than the others, it means they're in the lead. Use this as a rough monitor to see if you're on track for the date you're gunning for.

-) Remove Materia was disabled; thje option is still listed in the extended save menu but will now not do anything. It'll need a bit of work to either remove/replace it with something else so I'm leaving that for the 1.4 patch that'll be focusing mostly on the game's flevel.

-) Various Bug-Fixes
Quite a lot of these, from misaligned text boxes to small script errors. Also, Ultimania Espio gave permission to let me use her Disc 2/3 Aeris animations for the train, para jump, etc. resulting in a nice improvement there. I've also shrunk down a lot of superfluous formations in the Glacier and some in Junon which were major drags for time in the past. Cloud's field model also has his sword back for certain scenes, which is nice.

Upload nearly done, I'll update the main page when it's finished.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: kitchen_pwns on 2015-07-18 20:37:50
Can't wait to try it.

Any idea how long till 7H gets 1.35?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-18 20:40:59
I'm not sure, the release of this update was a week late so it depends if Alyza is busy or not. If she is, then I'll be having a go at making an IRO for this tomorrow. I've got a week off work starting Monday so plenty of time to try and get one made :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-18 20:55:49
Yes, yes!! All of my yes! Gonna download now. (I'm excited in-case you couldn't tell :3 )
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Rukenu on 2015-07-18 20:57:53
Now wait to the 7th update/file, thanks mate, can't wait to play it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: EQ2Alyza on 2015-07-18 20:58:59
I'll look
Can't wait to try it.

Any idea how long till 7H gets 1.35?

I'll be working on it tonight. It doesn't take long to do gameplay updates :)

The download link is a very...interesting image lol. Is that an error or are we still waiting on the upload?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-18 21:00:12
The link on the first post for the main file is wrong Chief, it links to an image.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: kitchen_pwns on 2015-07-18 21:03:46
I'll look
I'll be working on it tonight. It doesn't take long to do gameplay updates :)


awesome! Can't wait to try it  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-18 21:04:11
Whoops, I must have overwritten the clipboard when I sent that to a pal. Updated it ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-07-18 22:30:32
Great news! Downloading this now. It'll be good to see the new features!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-18 23:53:18
Almost forgot, the custom .exe will be 'officially' released tomorrow as well. It's basically just an optional thing for adjusted limit breaks, materia equip effects, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zartemis on 2015-07-19 01:58:06
Question of the hour: Are there any mods this is NOT compatible with? Namely graphical ones and such? I like muh pretties.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-07-19 01:58:52
You're amazing, Sega Chief. I can't express to you how much I've loved this mod and the changes that have been made to it over the short time I've been around. Here's to another blitz through the world of New Threat.   :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-19 02:10:14
Question of the hour: Are there any mods this is NOT compatible with? Namely graphical ones and such? I like muh pretties.

The mod is compatible with any graphical mods (battle, field, etc.) but be wary of using installers that overwrite the entire .lgp archive otherwise the assets that NT needs to function will be lost (if those installers only insert the files instead, or if it's through 7H/manually put together with a .lgp compiler, then it should be fine). Changing the field backgrounds should be okay as well.

As far as I know, it's not compatible with the Reunion's dialogue changes because there's quite a few field screens where the script has been shuffled about to make certain things possible like swapping party leaders, new events, etc. You'd also get things like some of the new spells being called 'Poison-Null' instead of, say, Hydro or Pearl for more confusion (NT replaces Poisona with Osmose on that Materia).

You're amazing, Sega Chief. I can't express to you how much I've loved this mod and the changes that have been made to it over the short time I've been around. Here's to another blitz through the world of New Threat.   :-D

Cheers, bud; just hope people enjoy the new system. Let me know if there's any problems, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-07-19 02:35:44
i've been trying to find a list of what exactly arrange does, but im not having much success.

should probably just play on normal anyway.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: OnAnotherLeve1 on 2015-07-19 02:41:31
This has been the first mod I've ever played and its really been incredibly enjoyable replaying ff7 this way.  Good stuff!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-19 03:13:04
For the moment, Arrange does the following:

-) It boosts the level of each enemy; this means they'll inflict more damage and be more evasive against magic attacks.
-) Enemies give 1.3x the EXP.
-) It 'unlocks' a special attack or AI for certain enemies (on average, one per 'area' and roughly half the bosses have something new).

The plan is to complete Arrange for the 1.4 update, where I'll be working on the flevel.

This has been the first mod I've ever played and its really been incredibly enjoyable replaying ff7 this way.  Good stuff!

Cheers, bud; hope it pans out well. Let me know if you run into any issues.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-07-19 05:04:16
so, what's tifa's current passive?

im getting focus stacks but i have no idea what im doing to get them

also just fought a random battle in train graveyard with 2 hounds, killed one hound and the battle ended
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-19 05:41:28
Oh, I forgot to post the finalised list of innates:

-) Cloud: The copy thing took a tonne of space and was causing mass confusion due to it also copying the name of the character when listing the trigger (so it was tough to follow who had what). Instead, he now has a chance to get a Fortify stack that boosts his level when he takes magical damage/effects.

-) Barret: Same as before; defensive stacks when hit in the back row, strength stacks when he's in the front row with both overriding each other.

-) Tifa: Whenever the Sense command is used by any character, she gets a one-off boost to STR called a Focus stack. Originally, the idea was going to be spacing these out into multiple stacks and using something like the Defend command instead but I had trouble getting it to recognise when she used the command, rather than just anybody, which derailed it a bit.

-) Aeris: Slowly regenerates MP, 1 MP per 'tick'.

-) Red XIII: Slowly builds Strength and Magic over time (similar to the Behemoth enemy in NT), but loses these stacks if KO'd.

-) Yuffie: When hit by a physical attack, has a chance to raise physical evasion to 255%; this effect is lost if she is hit by any magical attack/effect.

-) Cait Sith: Rage system made it into the final build. Use the Morph command on Cait Sith when he is under one of these four statuses:

Poison: Absorbs Poison (poison ticks will heal him too), will use Bio2 on all opponents.

Fury: Gains Barrier, will start to use 2x-Cut on random targets

Silence: Attack & Magic set to 10, will start to use Mime command

Sadness: Gains MBarrier, will attack a random target and then Defend

-) Vincent: Will nullify Fire, Bolt, and Poison; also starts each battle with the Death Force status.

-) Cid: When in critical HP, and hit by a physical attack, Cid's Luck stat will double one time.

Edit:
 
also just fought a random battle in train graveyard with 2 hounds, killed one hound and the battle ended

Sounds odd; I think I changed the name of those graveyard enemies (I replaced the Sweeper there with a 'junked' version) but I can't recall if I did something to the formation or AI as well. I'll have a look.

Edit 2: Fought the encounter and checked the formation/AI but didn't see anything out of place. Are you playing on Arrange?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-07-19 05:48:17

-) Tifa: Whenever the Sense command is used by any character, she gets a one-off boost to STR called a Focus stack. Originally, the idea was going to be spacing these out into multiple stacks and using something like the Defend command instead but I had trouble getting it to recognise when she used the command, rather than just anybody, which derailed it a bit.


oh. well, strawberries. it's a long time til we get added cut aint it.

seems to be a pretty hefty amount. im guessing 30 str?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-19 05:53:49
The thing to remember is that Tifa doesn't have to use Sense; any of the party can use the command and she'll get the bonus (which is kind of the reason why my idea for using Defend as a way to build stacks kind of went out the window; but if I ever figure it out/the kernel magically expands to give more space then you never know).

Added Cut is unlocked by beating Barbariccia GT in the Extra Battle; so Disc 2 post-Mideel at the earliest, I think. Although it'll be tougher than story bosses at that point. I might move it back earlier so that hybrid STR/MAG builds can make earlier use of it.

But let me know if any other irregularities pop up. Only thing I can think of as far as that Guard Hound glitch goes is a dodgy install, mod conflict (somehow), or the Arrange AI though it's fairly basic and shouldn't cause the enemy to stop functioning altogether.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-07-19 06:04:14
@Sega Chief
For reference, when is the first instance of SP? I'm just making my way to the 2nd reactor (in Arrange) and I realized I wouldn't know if an SP trigger didn't go off.

Also, Cloud can gain a stack of Fortify from spells such as Barrier and MBarrier. I think this is hilarious and fun.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-07-19 06:07:51
yeah, i can't reproduce that hound glitch. had 2 more battles with em where it went fine.

playing on normal.

the only thing was, is that tifa was the first to act, and she instagibbed it with a crit. battle end.

i have no other mods installed. im too stupid to figure out bootleg or 7h. i really want some updated models and graphics too :/

are the text changes recent or was i just not paying attention the first time i played through o.O

i like the touch ups. some lines just made no sense

aeris' starter weapon is useless. healing a whole 20 hp before barrier. and your allies dodge it to boot.

game over'd twice from a hell house. running away from these retarded ferning things from now on

it seems barret gains sp if you tell don cornholio that you like him lol. when i got popped down into the sewers after having said that, i could rank him up. without saying it i can't.

mostly pointless bug: if you give tifa 216+ str, and activate focus, her str goes down to 1 or something. she does like 7 dmg. (focus adds 40 for the entire battle)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-19 15:34:23
@Sega Chief
For reference, when is the first instance of SP? I'm just making my way to the 2nd reactor (in Arrange) and I realized I wouldn't know if an SP trigger didn't go off.

Also, Cloud can gain a stack of Fortify from spells such as Barrier and MBarrier. I think this is hilarious and fun.

You gain SP whenever a boss is defeated but there are some other places where it accrues; throughout Midgar and up until the Gold Saucer date, dialog options will give Barret, Tifa, Aeris, and Yuffie 1-2 extra points each time. I think in total it all adds up to 1 whole extra rank or so for one of them, assuming you focus on that character.

And yeah, I noticed that with Fortify too; I left it as is because, y'know.

yeah, i can't reproduce that hound glitch. had 2 more battles with em where it went fine.

playing on normal.

the only thing was, is that tifa was the first to act, and she instagibbed it with a crit. battle end.

i have no other mods installed. im too stupid to figure out bootleg or 7h. i really want some updated models and graphics too :/

are the text changes recent or was i just not paying attention the first time i played through o.O

i like the touch ups. some lines just made no sense

aeris' starter weapon is useless. healing a whole 20 hp before barrier. and your allies dodge it to boot.

game over'd twice from a hell house. running away from these retarded ferning things from now on

it seems barret gains sp if you tell don cornholio that you like him lol. when i got popped down into the sewers after having said that, i could rank him up. without saying it i can't.

mostly pointless bug: if you give tifa 216+ str, and activate focus, her str goes down to 1 or something. she does like 7 dmg. (focus adds 40 for the entire battle)

Originally, Aeris' healing weapons were set to Cure formulas but she was healing up about 5-700 each time which was a bit much. If she has her STR built through Rank-Up I think it might start to catch up a bit, and could be handy when used with things like Slash-All.

The Hell House? I suppose they could be dangerous when fighting them with two people.

How did you get Tifa to have 216+ strength that early in the game? Or is this from a more advanced save file? Either way, I'll add a fail-safe for the stat if it's rolling over, something that catches it if it goes over the threshold (though it shouldn't be possible to reach the threshold for Strength/Magic under the new system).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-07-19 15:52:03
i was just trying to find out the focus amount since you didn't tell me how much it was and found that out.

figured if i put her strength to a ~230ish number i'd be able to see when damage stopped increasing.

go figure morphing a hell house gave me a nice tifa wep.

will characters hit rank 8 typically? now im worried i didn't choose the right options for tifa on some of my aeris dialogue choices...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Murasame on 2015-07-19 15:57:24
Hey SC,

I was thinking about going through a second playthrough with the new 1.35 changes on arrange. I know that hasn't been tweaked as fully as normal though. To your knowledge, is a full playthrough possible on it without any major, game breaking bugs etc?

I've been busy  the past couple months with IRL stuff so I've fallen behind on a lot of the re-balancing that 1.35 brings so I apologise if this was explained in pages past but I just want to double check, is double cut supposed to hurt both allies and enemies now?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Yuffie1983 on 2015-07-19 16:01:48
Hey Chief thank you for the update I was wondering have you been able to make this into a IRO file for 7th heaven installation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-19 17:12:43
i was just trying to find out the focus amount since you didn't tell me how much it was and found that out.

figured if i put her strength to a ~230ish number i'd be able to see when damage stopped increasing.

go figure morphing a hell house gave me a nice tifa wep.

will characters hit rank 8 typically? now im worried i didn't choose the right options for tifa on some of my aeris dialogue choices...

Well, gotta keep some secrets; even if it's only for a few hours before someone works it out :p

Don't worry, a scenario where characters can't reach Rank 8 isn't possible. Between Dark Cave and the extra bosses, you'll likely reach Rank 7/8 with ease. If anyone doesn't reach Rank 8, then there's repeatable SP to be gained from Junon Leagues or the regular Battle Square (Leagues give about 5 for tier 1, 10 for tier 2 and you only need 30 SP per rank; just remember to send the character that needs the SP).

Hey SC,

I was thinking about going through a second playthrough with the new 1.35 changes on arrange. I know that hasn't been tweaked as fully as normal though. To your knowledge, is a full playthrough possible on it without any major, game breaking bugs etc?

I've been busy  the past couple months with IRL stuff so I've fallen behind on a lot of the re-balancing that 1.35 brings so I apologise if this was explained in pages past but I just want to double check, is double cut supposed to hurt both allies and enemies now?

Arrange should work, it's just not as extensive as I want it to be. At the moment it only affects enemy AI/attacks. As for Double-Cut, that shouldn't be hurting allies but I think I unlocked the targeting so that it could be used on allies if the player targets them. Has something gone wrong with it?

Hey Chief thank you for the update I was wondering have you been able to make this into a IRO file for 7th heaven installation.

Alyza is working on updating the 7H version of the mod, I sent across the new files used in 1.35 today.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Yuffie1983 on 2015-07-19 18:21:08
Cheers Chief for the heads up I will till the 7th heaven update, but really looking forward to playing this and thank you for all your hard work. ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-19 18:26:49
Hey Sega Chief, I found some minor bugs:

At the beginners hall when talking to that guy next to the dog, as you go through the tutorial topics Barret's animation gets faster and faster. It gets pretty crazy by the end.

Also at the save point before plasmabuster the rank up option doesn't do anything, I don't think you could rank up then anyway but still. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-19 18:54:45
Oh, that's not a bug. In the original game, if you go through all of the tutorials with the guy Barret's animations will get faster and faster (probably to show him becoming more and more exasperated). In NT, the tutorials are done via field text rather than a Menu script so it's likely just more noticeable.

I probably forgot to enable the rank up for that save point; but you're right. Earliest rank up I think comes after Reno though Tifa, Barret, or Aeris might be able to rank up a little sooner.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Murasame on 2015-07-19 19:02:39
The 2x cut when it's selected has the cursor alternate between all allies and all enemies at some speed. I've tried timing it to hit all opponents but it'll still sometimes result in the character first slugging an ally before sending the second hit to an enemy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-19 20:21:11
That wasn't intended, it looks like I've set the flags wrong. I'll correct it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-19 20:35:20
I probably forgot to enable the rank up for that save point; but you're right. Earliest rank up I think comes after Reno though Tifa, Barret, or Aeris might be able to rank up a little sooner.

If you mean the first Reno fight then I can confirm that you can rank up before that. I just got to Wall Market and both Barret and Aeris have gone up one rank. Barret right after the church & Aeris when I got to Wall Market.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-07-19 21:09:23
@MetaSieg
Wut? The first rank up I could perform, and I checked at every opportunity, was after defeating Apps Senior (and only for Cloud and Barret, no one else). I'm not sure if this is some acceptable range of deviation or I screwed something up while playing Arrange.

EDIT: Hurr durrr... I finally realized why. Since the start of this playthrough I've been screwing around (heck, I even named Aeris -> NoRefunds, lol) and dumping everyone except Barret down the drain in their dialogue options. That would explain why I'm behind. Son-of-a-
*facepalm*
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-07-19 22:36:09
hahaha yeah i missed the morph materia and ended up redoing a large section of the game i had played just picking the first answers.

... then i had to redo it again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-19 23:13:09
@Bowser9

Yeah I'm guessing that's why, I've been trying to be as positive in the dialog as I can.
Y'know that saying "Nice guys finish last"? Well look at me now! Lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-20 01:42:34
About that 2x-Cut targeting issue someone mentioned: https://mega.co.nz/#!D49zTQYB!eNvd7z-lEcKq79J4nK33VQlenmZN3sHadftcZd3WKl0

That's a scene hotfix patch which should hopefully take care of it; I restored 2x-Cut's original target flags.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-07-20 15:03:33
you can't morph an enemy and still get their drops can you?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-20 16:32:54
I don't think so, no. But you can steal items and then Morph.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Yuffie1983 on 2015-07-20 18:51:42
Hey I got a thought, when this 1.35 new threat gets released with the new version of 7th heaven will it come with all the hot fixes as well. Also should the mod need more updates when released with 7th Heaven is released how will we go about updating it, in the usual manner via an installation from you or an update via 7th heaven mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-20 19:43:54
I'm not actually sure; I'd assume it needs to be updated in the catalog.

Edit: Also, thanks to the guy who made a donation back on the 5th. I should probably check Paypal more often ._.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-20 22:09:16
Got another bug for ya Sega Chief:

The save option for the bike minigame after Shinra HQ soft-locks the game, the music still plays but the controls don't respond and your left stuck at the slot select screen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-20 22:20:02
Being stuck on the slot select save screen is a new one on me. Are you sure the controller didn't bug out or something? I'll double-check it just now.

Edit: Tried it out, but seems okay. Has anyone else encountered this problem?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-07-20 22:35:30
works fine for me. i didnt even notice you could save there, lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-20 22:38:24
@Sega Chief

I just tried it twice and it's working OK, guess the game must have locked up on it's own. Sorry for the false alarm.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-20 23:06:10
@Sega Chief

I just tried it twice and it's working OK, guess the game must have locked up on it's own. Sorry for the false alarm.

No prob, bud; it happens.

works fine for me. i didnt even notice you could save there, lol

Looks like I need to make that more prominent :I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-07-20 23:12:34
lol, so much for trying to morph a Hell House it constantly commits suicide with bad plumbing.  Also to note that as soon as I spoje to a random NPC in Wall Market the game soft locked on me
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zartemis on 2015-07-20 23:55:40
Hell House's AI will fire Bad Plumbing D: at it's back until it's triggered by taking damage from the party. At which point, Bad Plumbing D: switches attack sides and it proceeds to go ham on you. It's morphable, just difficult. Now VICES on the other hand. HUUUURGH. That escape.

Also MORPH BOSSES. Just...don't trust anything. Morph and Steal anything that so much looks at you funny. You know how annoyed I was when I realized I missed the chance to Morph the elevator bosses in Shinra HQ?

P.S. I stream on Hitbox. This is all I stream lately. I'd feel grimy linking, and I tend to have people on Mumble with me, but if you're interested just look up Zartemis on Hitbox. I should start uploading the vids too, though they're not yootoob quality so *shrug*

Edit: To elaborate further on the morphing/stealing thing, and don't read what follows if you want surprises with your item-collecting adventures, Saboteur Grunts give something p.good, Soldier 3rd can morph and be robbed for Mythril Sabers for Cloud, Moth Slashers cough up Carbon Bangles on Morph, a returning friend early on in the Shinra Building gives up Grand Glove, Heavy Grunts have Atomic Scissors from Morph or Steal (can't remember). I know I managed to snag a Mythril Claw for Tifa before the tower too, and the Dex bonus is sexy. Don't know what I missed beyond the elevator boss morphs, but always be on the lookout. Trust nothing, even if one boss doesn't Morph, there is no apparent rhyme or rhythm. SEGA CHIEF IS A MADMAN. SEGA CHIEF FOR PRESIDENT 2015 I DON'T KNOW.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-21 01:37:18
Here is a question: Is SP awarded to characters not in the active party? I'm guessing SP gotten from dialog is but what about bosses and such? I'd like to know if I'm gonna have to shuffle the party a lot to keep everyone's ranks up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-21 01:44:17
lol, so much for trying to morph a Hell House it constantly commits suicide with bad plumbing.  Also to note that as soon as I spoje to a random NPC in Wall Market the game soft locked on me

I wonder if that's the same issue as the dude giving out the membership card. I'd better check all the NPCs on that screen for anything affecting dialog windows; that was the source of it last time. As for Hell House, that's kinda funny; I didn't think of that at the time, but if the Plumbing wave is hitting everyone on the field then I guess it would derail a Morph attempt.

Hell House's AI will fire Bad Plumbing D: at it's back until it's triggered by taking damage from the party. At which point, Bad Plumbing D: switches attack sides and it proceeds to go ham on you. It's morphable, just difficult. Now VICES on the other hand. HUUUURGH. That escape.

Also MORPH BOSSES. Just...don't trust anything. Morph and Steal anything that so much looks at you funny. You know how annoyed I was when I realized I missed the chance to Morph the elevator bosses in Shinra HQ?

P.S. I stream on Hitbox. This is all I stream lately. I'd feel grimy linking, and I tend to have people on Mumble with me, but if you're interested just look up Zartemis on Hitbox. I should start uploading the vids too, though they're not yootoob quality so *shrug*

Edit: To elaborate further on the morphing/stealing thing, and don't read what follows if you want surprises with your item-collecting adventures, Saboteur Grunts give something p.good, Soldier 3rd can morph and be robbed for Mythril Sabers for Cloud, Moth Slashers cough up Carbon Bangles on Morph, a returning friend early on in the Shinra Building gives up Grand Glove, Heavy Grunts have Atomic Scissors from Morph or Steal (can't remember). I know I managed to snag a Mythril Claw for Tifa before the tower too, and the Dex bonus is sexy. Don't know what I missed beyond the elevator boss morphs, but always be on the lookout. Trust nothing, even if one boss doesn't Morph, there is no apparent rhyme or rhythm. SEGA CHIEF IS A MADMAN. SEGA CHIEF FOR PRESIDENT 2015 I DON'T KNOW.

The Morphs and Rare Steals tend to be unusual, it's to make it worthwhile because Morphing itself can be time-consuming. Certain bosses can't be Morphed though, particularly ones with death AI handling (like Rufus for example). There is some logic behind the allocation; SOLDIER enemies tend to carry a sword, while the Moth Slasher carries Carbon Bangles because they carried them in the default game and I'd expect people familiar with the original to look for Carbons again.

I'll check out your streams; it's good data to see how players are, well, playing.

Here is a question: Is SP awarded to characters not in the active party? I'm guessing SP gotten from dialog is but what about bosses and such? I'd like to know if I'm gonna have to shuffle the party a lot to keep everyone's ranks up.

Not to worry, every character gets an equal chunk of SP when a boss is defeated. This includes characters not currently recruited yet, so mind to visit a save point to get their stats up to speed when they join.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-07-21 01:59:08
highway boss can drop a platinum bangle. early double materia armor

morphing him gets you a str/dex+15 accessory. i picked the platinum bangle as i was using aeris as my tank and she needed the def
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-21 02:04:06
@Sega Chief

Great thanks for that. I like to shuffle my party a bit anyway but now I won't have to worry about it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-21 02:21:06
lol, so much for trying to morph a Hell House it constantly commits suicide with bad plumbing.  Also to note that as soon as I spoje to a random NPC in Wall Market the game soft locked on me

I've been trying to locate the source of the soft-lock but no luck so far. Do you remember which NPC it was and whether or not you'd been to the save point on that screen yet? I'll search the script next.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-07-21 06:13:20
@lappers84
The process to morph Hell House, at least in Arrange, is:
 - Have it fire off the first Bad Plumbing D: and make sure Barrier + sadness is up so you don't accidentally get wrecked. Back row reduces the damage since it's physical, amusingly enough.
 - Use Braver.
 - After it transforms, let it fire off 2 more Bad Plumbing D:
 - Depending on the RNG, it might kill itself or be left with anywhere from 1-8 HP left. Good luck.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-07-21 07:23:22
I've been trying to locate the source of the soft-lock but no luck so far. Do you remember which NPC it was and whether or not you'd been to the save point on that screen yet? I'll search the script next.

I checked the Save Point in Wall Market then just just randomly I spoke to the NPC near the materia store just north of said save point before it locked up on me.

@lappers84
The process to morph Hell House, at least in Arrange, is:
 - Have it fire off the first Bad Plumbing D: and make sure Barrier + sadness is up so you don't accidentally get wrecked. Back row reduces the damage since it's physical, amusingly enough.
 - Use Braver.
 - After it transforms, let it fire off 2 more Bad Plumbing D:
 - Depending on the RNG, it might kill itself or be left with anywhere from 1-8 HP left. Good luck.


Thanks Bowser :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-07-21 16:44:06
anybody had any luck with the rare encounter near fort condor?

siegfried i think it was called? i can't seem to encounter it. either really rare now or removed
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-07-21 16:54:51
Ziegfried (I think it's spelt) has now taken over the Yuffie encounter, so you'll find him roaming the forests of the world with the same chances that Yuffie used to have.
Near Junon the chance of spotting Yuffie (and now Ziegfried) in the forest is pretty low, like 1/8. It might just take a while!
Good luck!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zartemis on 2015-07-21 18:09:16
I found Zieg on-stream. Roughly Yuffie chances, and it didn't go well...for him, anyway. It was awkward. Worth it though, trust me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-21 18:14:44
Two more minor bugs for you Sega Chief:

At the end of the Mythril Mines where you encounter the turks, Barret says something like 'Looks like we've got company". This line is repeated whenever you enter the room even after the turks are gone. I went in and out of the room a few times and it always pops up.

The next one is for the weather effects, at Junon (the little village area) the rain effect happens both outside and in the buildings.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-21 18:47:16
Two more minor bugs for you Sega Chief:

At the end of the Mythril Mines where you encounter the turks, Barret says something like 'Looks like we've got company". This line is repeated whenever you enter the room even after the turks are gone. I went in and out of the room a few times and it always pops up.

The next one is for the weather effects, at Junon (the little village area) the rain effect happens both outside and in the buildings.

The first is a debugging thing I forgot to remove; when I reached Fort Condor I realised that the original vars being used to trigger ranks weren't 'clean' so ranks were being repeated/skipped. I quickly set up a new one to test and used some dialog in the Mines to check the new ones were okay. It'll be gone from the next patch.

Similar deal with the second; I need to turn off the variable that displays the rain effect whenever the player goes indoors (all indoor fields are supposed to have it) but I must have missed those screens/thought that it wouldn't be possible to carry the rain effect to those areas. Thanks for the reports, I'll quickly repair them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-21 23:34:02
More issues with the rain effect, it's not only that village but all of Junon and the boat as well. Also the option to disable weather effects doesn't seem to work, I've tried it at two save points (the one at Junon and the one on the ship) and neither change anything, it'll say weather on/off but nothing else happens.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-22 00:40:13
It'll be the variable not getting turned off; those Junon screens likely don't have handling to deal with it because I didn't think it could be carried to them. As for the weather switch, it's the same thing; if the screen doesn't have handling for it then the variable will remain on. It should work once a screen is entered that has the weather handling on it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: MetaSieg on 2015-07-22 01:37:13
@Sega Chief

Alright thanks for the info. Hopefully no more weather shenanigans will happen. Not that I'll be able to see them once I get to another save point lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-07-22 03:05:51
after beating ziegfried (who only has 15 hp for some reason?) i got a message saying i got an mp absorb materia, yet i have an mp plus materia instead

encountered him again, same deal. nice exp and ap but mp plus is meh. i want my crystal bangle morph back :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-22 03:15:21
...

may have forgotten to raise his HP after testing the MP Absorb drop code. Now I know what Zartemis meant.

Also, I think I'll change the text to MP Plus and make that the drop rather than MP Absorb; that's found in a chest in Wutai anyway so MP Plus will likely be more valuable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zartemis on 2015-07-22 07:36:00
Okay, I've started putting up the FF7:NT videos proper on my hitbox. Weirdest thing I've run into so far was Barret, who was functioning as my Morpher, dealing 0 damage on any Attack or Morph to the first Jenova enemy. Is she immune to shoot? WHO KNOWS.

Dyne was...anti-climactic. I don't know if it was INTENDED to be a better, more manly man-with-gun-arm duel, but I remembered after the second go that besides Barret being in my main party? He was wearing a Protect Vest, which halves Shoot Damage. Not a DANG thing that poor man could do hurt me.

Let's not discuss how tired I was when I spent around 20m trying to get Harpy to Aqualung me. Just...no. Don't try to learn E.Skills when you're tired kids.

Junon tourny CURBED me at L25, and Zolom-senpai still won't notice me. Wish there were a better way to tell when someone had a Rank Up available. Or when Zolom would acknowledge my desire to hug it to death.

Also, you know what you did with that returning boss, Sega. If it comes back again, I will have a small conniption fit. I almost like him for his tenacity, but he's also starting to get to me. Glass cage of emotion, etc.

Also, throwing Morph that early on, as discussed with a lad on stream, was cruel beyond reason. My playtime is FAR too long for my urge to see what everything turns into lest I miss something game-breaking somewhere. Summons feel...really strong, but far too hefty in MP cost. Maybe they'll be viable earlier, but between the urge to morph and their MP cost, it almost seems like a wasted slot without some decent stats on them.

I love the taxi in Junon, I just wish it was, you know, a taxi. It can only pick you up from one place, and that makes me sad. Also it feels a tad mean that you gave Aerith Cloud's requirements for LB. I can sorta rationalize why, but it feels like she could afford to be a bit lower.

Need to test if Umbrella can make my Morph Adventures less suffering, but the lack of materia slots will destroy my soul even thinking about it. Rock and a hard place. Also I think something muffed up, because Buster Sword's power is above Mythril Saber's and even Hardedge's I think. I was wondering why Cloud as an all-rounder didn't get a STR weapon or some melee love, but looking at the database I think something went tipsy now.

Next stream, I think I'm going to go grab Aerith's level 2 limit break set then see if the Battle Square will traumatize me as hard as Junon Adventurer Hall did. I like the customization Rank Up provides, but it feels...slow. Maybe we could afford more ranks at a slightly increased frequency or something? At least maybe display SP somewhere so we can feel excited building towards the next big bump in power like XP does traditionally. Something.

Final Notes: Once I hit the Barret Affection XP glitch in Cosmo, I'll finally get to show the fella I named Red XIII after that he's not terrible in this mod. Soon, the reckoning will be nigh. Unlimited Dex Works comes for you. Not that it wasn't already with W Machine Gun's +50 DEX, but...well. Soon. Oh and big props on the increased boss frequency(keeps it FRESH), but some of them could stand to be a bit less...punching-bag-y. Either that or I'm unintentionally good. Hard to tell. Fort Condor still sucks. My Dio voice is fantastic. Highwind fuel can't melt Junon Cannon. Flowergirl Aerith for president.

Edit notes before bed: Buster Sword at 24 attack, Mythril Saber at 17, Hardedge at 21, Force Stealer at 18. Progression does not feel like progression in these weapons, even if they seem to fit branches in the all-rounder tree. Bug or intentional?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: selius on 2015-07-22 08:11:44
is the enemy away materia you get from the rufus send off the only way to get it?

also, i thought there was supposed to be an npc that brings you to fort condor whenever a new battle can be fought? i missed 2 battles apparently already
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-22 15:57:19
is the enemy away materia you get from the rufus send off the only way to get it?

also, i thought there was supposed to be an npc that brings you to fort condor whenever a new battle can be fought? i missed 2 battles apparently already

Enemy Away is still dropped as a chocobo racing prize, either randomly or in that big prize pack you get for winning 15 S-Rank races (which is easy enough to do with a Gold or Black Chocobo). As for the Fort Condor NPC, that's not set up yet; this patch was more focusing on the battles. One thing about Condor is that some of the battles are actually unreachable, due to them triggering at times when it's not possible to return.

Okay, I've started putting up the FF7:NT videos proper on my hitbox. Weirdest thing I've run into so far was Barret, who was functioning as my Morpher, dealing 0 damage on any Attack or Morph to the first Jenova enemy. Is she immune to shoot? WHO KNOWS.

Dyne was...anti-climactic. I don't know if it was INTENDED to be a better, more manly man-with-gun-arm duel, but I remembered after the second go that besides Barret being in my main party? He was wearing a Protect Vest, which halves Shoot Damage. Not a DANG thing that poor man could do hurt me.

Let's not discuss how tired I was when I spent around 20m trying to get Harpy to Aqualung me. Just...no. Don't try to learn E.Skills when you're tired kids.

Junon tourny CURBED me at L25, and Zolom-senpai still won't notice me. Wish there were a better way to tell when someone had a Rank Up available. Or when Zolom would acknowledge my desire to hug it to death.

Also, you know what you did with that returning boss, Sega. If it comes back again, I will have a small conniption fit. I almost like him for his tenacity, but he's also starting to get to me. Glass cage of emotion, etc.

Also, throwing Morph that early on, as discussed with a lad on stream, was cruel beyond reason. My playtime is FAR too long for my urge to see what everything turns into lest I miss something game-breaking somewhere. Summons feel...really strong, but far too hefty in MP cost. Maybe they'll be viable earlier, but between the urge to morph and their MP cost, it almost seems like a wasted slot without some decent stats on them.

I love the taxi in Junon, I just wish it was, you know, a taxi. It can only pick you up from one place, and that makes me sad. Also it feels a tad mean that you gave Aerith Cloud's requirements for LB. I can sorta rationalize why, but it feels like she could afford to be a bit lower.

Need to test if Umbrella can make my Morph Adventures less suffering, but the lack of materia slots will destroy my soul even thinking about it. Rock and a hard place. Also I think something muffed up, because Buster Sword's power is above Mythril Saber's and even Hardedge's I think. I was wondering why Cloud as an all-rounder didn't get a STR weapon or some melee love, but looking at the database I think something went tipsy now.

Next stream, I think I'm going to go grab Aerith's level 2 limit break set then see if the Battle Square will traumatize me as hard as Junon Adventurer Hall did. I like the customization Rank Up provides, but it feels...slow. Maybe we could afford more ranks at a slightly increased frequency or something? At least maybe display SP somewhere so we can feel excited building towards the next big bump in power like XP does traditionally. Something.

Final Notes: Once I hit the Barret Affection XP glitch in Cosmo, I'll finally get to show the fella I named Red XIII after that he's not terrible in this mod. Soon, the reckoning will be nigh. Unlimited Dex Works comes for you. Not that it wasn't already with W Machine Gun's +50 DEX, but...well. Soon. Oh and big props on the increased boss frequency(keeps it FRESH), but some of them could stand to be a bit less...punching-bag-y. Either that or I'm unintentionally good. Hard to tell. Fort Condor still sucks. My Dio voice is fantastic. Highwind fuel can't melt Junon Cannon. Flowergirl Aerith for president.

Edit notes before bed: Buster Sword at 24 attack, Mythril Saber at 17, Hardedge at 21, Force Stealer at 18. Progression does not feel like progression in these weapons, even if they seem to fit branches in the all-rounder tree. Bug or intentional?

1) The two enemies that Jenova Vector spawns look identical but they have different immunities. One is immune to physical attacks and gives Jenova immunity to physical attacks until it's killed, the other is the same deal but with magical attacks. That's likely why Morph failed on one of them.

2) The Dyne fight has always been a little lackluster, and I'm still a little stumped about what to do for it. It's 1v1, which doesn't help, and Barret is very slow + not great with magic which can be a problem when it comes to Cure and MBarrier. I guess I'm worried about Dyne's damage being too high in case it creates an unwinnable scenario, or drags the battle out a lot longer.

3) Harpy doesn't have Aqualung anymore; I think that E. Skill is now carried by Acrophies and maybe Garuda. Godo might have it as well (went with water theme there instead of an electric one because of the Leviathan Materia you get for winning).

4) Junon Leagues are pretty tough at a low level. They were originally only supposed to be unlocked at about Disc 2, but I was convinced to just unlock them from the get-go. The pre-Bronco Battle Square shouldn't be as tough, and the enemy roster for it isn't as random anymore so it'll be easier to adjust your set-up to tackle it.

5) Did that mini-boss turn up again? I'd been hoping it would only show up once; let me know if you've fought it multiple times because if that's the case then I'll need to make an adjustment to the drops.

6) I put Morph in early because I wanted to ruin as many lives as possible to give people an interesting alternative to steal. As for summons, they're tricky to balance because they can easily nuke a boss if they're too strong. What I ended up doing was giving them the ability to ignore magic defence but with a lower base power, so they'll always hit good damage but not obscene amounts of damage.

7) Maybe, I guess it's because she carries some very potent effects on her Limits. Fury Brand essentially sets Lv.4 Limits to a Lv.2 meter, and Planet Protector/Great Gospel give the dreaded Peerless status.

#8 Weapon-wise, Aeris isn't going to be great unless she's been going down Track #3 with her rank ups for a strength boost. The other 'Morph' weapons will be showing up soon though, like the Nail Bat and such. For Morphing, consider using spells like Demi or Laser to quickly whittle down enemy HP (just remember that Laser deals damage equal to MaxHP rather than CurrentHP, meaning it can kill).

About the weapon strength, the Buster Sword has a higher base power than the first few weapons so it can fit as an early 'melee option' (with the draw-back of having few materia slots) while the Mythril Saber is for boosting Cloud's spells and the Hard Edge is for letting him Cover a bit more effectively with more defence. As for the Force Stealer, it has a very potent effect in that it drains damage as HP which will be very useful in Battle Square when he's fighting solo. It'll be around Cosmo Canyon (Butterfly Edge and onwards) where the Buster Sword will start to become obsolete as weapons will start to have higher base power. Same thing with the early armour like Titan Bangles and Mythril Armlets; Silver Armlets, etc. will replace them entirely.

9) The unequip materia option might be a good place to display current SP, or at least display a message showing if a rank is available. It didn't make it into this release because it's potentially complicated to add it in because of checks that would need to be made but it's definitely something that would improve rank up overall. As for the speed of it, that's a limitation with Sources being used from the menu; if I could raise a character's stats automatically then it'd be a lot faster but I don't think I can, sadly.

10) I think I fixed that glitch with Barret's affection points, along with the others. Surprised people would think Barret isn't very good, he has versatile stacks and solid Strength with a long-range weapon. Give him Cover and maybe Fury then watch the Big Shots roll out. Or maybe Dex is finally getting the attention it deserves as a game winner? Who knows.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-22 16:28:12
An issue arose with the Great Glacier enemies; two were using the wrong model, which resulted in Lessalopoloths masquerading as Frozen Nails and Ice Golems, robots in disguise, as Icicle Wolves. Strange how much chaos four little wrong numbers can cause. This patch will also correct Ziegfried's HP, and the 2x Cut target flags.

The hotfix patch is applied in the same way as the main installer; just direct it to the data folder and you're done. No reinstalls required. Hopefully.

https://mega.co.nz/#!qoM1DS4J!02z7qaWZiusOXLb3gMTWmYlttoD7DprG901iTTp8VkY
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zartemis on 2015-07-22 20:55:59
Oh no, I meant Vector herself, not the tiny addfriends. I didn't even try to morph them. Raggafraggin.

I'd say Dyne could benefit from feeling a bit more like an actual boss. Give him a rhythm, with some downtimes for Barret to recover between barrages. If you take the cutscene beforehand as a thing, Dyne's a faster, lighter-hitting Barret, but he also seems...ill. Not just mentally, but physically as well, possibly not eating well. So he'll rage out, lash, pelt you with a barrage, then stop to catch his breath. Barret's his even match, slower, but durable and much stronger. He'll take the hits, knit himself up a bit, and pressure Dyne down with heavy, well-placed hits. Not sure how that translates mechanically entirely, but hopefully that spawns ideas. But if you watch the video...Desperado looks cool, gets you hyped...and then does pretty much nothing. All that pelting and doing effectively nothing you can't pretty much walk off means there's no real weight to the fight.

Yeah, I figured out Harpy when I woke up. The shame was strong. Lack of water damage alternatives suck early on when you run into stuff like Zemzelett with his TONS OF HEALTH.

I wandered about the forest a lot, and did not find a round 2 with Ziegfried, but RNG is RNG. I was kinda hoping to since I sold that MP Plus and have since reconsidered on its potential uselessness what with maybe trying to make Aerith a summoner-type.

Speaking of summons, it just feels like they're a bit too hefty on the MP, especially early on. Blowing a third of your MP on a single nuke feels...dicey. Considering heals and the basic elemental advantages now present, it's hard to find a spot where I can press even Choco-Mog and still scream 'WORTH IT'.

I get it, I do. It just seems cruel is all.

Flowergirl best Aerith path, but saving that for playthrough 2 where it'll be full yolo strats. I figured what the weapons (save Hardedge, would've never made Cloud tank so it just seemed like a ghetto upgrade from Buster) were on Cloud's stuff. Glad I was right, though it won't stop my grumbling on even considering the two-slot Buster Sword just for like, 3 extra AtkPwr. As to morphing, it's not that it's HORRIBLE, but the amount of things that kinda giggle at Demi and my own personal brand of stupid just lead to me dumbface charging at things waving morph like a baseball bat. It worked out somehow.

Eeee, if the barret affection glitch is fixed I might have to be careful. The guy I named Barret after wanted to see the Barret date. And I meant showing Red didn't suck, not Barret. Barret's great. Especially with W Machine Gun. Oh the places we'll go with +50 Dex and a lack of morals.

I notice we didn't talk about Zolom-senpai.

Battle Square turned out...iiiiinteresting. As in 'aw man I used all my items welp time to not come back even if I want the cursed ring a bit'. Maybe later. Got some nice Diamond Bangles though. I'll probably stream more after my FF14 raids today.

Also, as a mention on the condor battles, it's about 5 of them that are unreachable, some are just at d*ckish times. There's one before you get in the water for the dolphin, for example, and then one after you get in the water but before you climb the tower. There's one where you have to park the buggy out of cosmo canyon, walk there, trigger cosmo canyon, then go back and ride the buggy ALL THE WAY BACK or you'll miss it. Fort Condor was programmed by like, Gen Urobuchi or someone truly evil.

And for the record, Zolom still does not acknowledge me at level 30. One day. One day.

Edit: Oh, and I've started making the recordings public on my hitbox and culling the chatter on my streams a little bit to focus on the game more. DATA FOR THE DATA GODS, FUN FOR THE FUN THRONE. Has the database on page 1 been updated? And I'd love to see the formulas for limit breaks there too, if they've been changed any.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-22 21:53:36
Oh, was it Vector. Maybe the physical immunity enemy was still alive; I'll have a look just in case, but the AI code should be the same from previous versions.

That's a good idea with Dyne; downtime. Fast bursts vs. a heavier tankier character with breaks for the player to get some turns. I'll see what I can do with that.

Ah good, so Ziegfried didn't show up again? That means the 'problem' I caused with the mandatory Yuffie fight is closed down, was worried he was still popping up after being defeated. Also, dunno why you'd sell an MP Plus; they go for the amount of AP that's stored on the Materia and don't get a unique sale price until they're mastered. But ho-hum, there's another MP Plus in the Crater. On Disc 3.

For summons, they're essentially a panic button if a fight goes awry (pincer attack for instance). They can also be used to apply statuses to a boss while hurting them, Shiva is handy for Slow for instance. A good combo is maybe to have Heal + All equipped to a summoner, so they can regain some of the lost MP after a cast. Although I can't remember if Osmose can be chained to an All effect.

Ah, I see. Red XIII is an all-rounder like Barret except he has a bit more Dex and Magic to work with. He'd be great as a healer because his Cures will pack a little more punch and he can get his turns in a bit faster for emergencies. Like Cloud, he has some unique weapons lying around like the Plus Barrette which absorbs MP on strike, rather than HP. Red also gets a boost to SP when Cosmo is finished so he should get a rank out of that.

The Zolom will notice you when he deigns to notice you, and not a second sooner.

I'll check out those stream highlights, see how things have been going battle-wise.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Webbhead08 on 2015-07-22 23:27:22
Hey Chief, (this is from a non-updated gamed, trying to finish out 1.3 pre-rank system)  - I had asked earlier, and am still having trouble morphing Vorpar with Yuffie/Conformer, tried twice in a row, definitely landed a 'Morph' final blow but Vorpar died a normal death, not sure if the morph animation should trigger when things are working proper. Just want that grow lance to complete Cid's final weapon and then close out the last bosses and final portion of the game before firing up a new run through. What do you think?

Also, Osmose + All would not target all enemies for MP absorb for me earlier in the game (again pre-rank update).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-23 00:23:45
If Osmose + All doesn't work pre-patch, then it likely won't for 1.35 either; I didn't change many of the spells targeting flags.

As for Vorpar, if the killing blow was a Morph attack and he didn't transform then something must be wrong. The only reliable method I can think of is throwing a Vaccine at him to inflict Resist, hitting him with four blasts from a spell that will deal 9999 damage (Ultima for instance; or did he have 30,000HP? In that case, it'd be three blasts), and then throwing a Cactuar Gun item before going for the Morph.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-07-23 02:29:24
@Zartemis
I have yet to get back there in this patch, but I recall that HP <-> MP is at Mt Nibel. Once that happened, Summoner Aeristhsths was born. Hilarity ensued.

Also, good to know that weapons are tiered now like the armors. It makes the math for Rank Up that much easier to manage. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-07-23 18:06:33
huh, so apparently I've been playing v1.3 and not 1.35 (probably should have noticed that when I started a new game.  So I decided to re download 1.35 but apparently it will only let me install 1.3.  I'm clearly missing something. :/

Interestingly enough playing on arrange mode I'm getting the 1.3x exp from enemies that I assumed v1.35 came with
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-23 18:39:13
huh, so apparently I've been playing v1.3 and not 1.35 (probably should have noticed that when I started a new game.  So I decided to re download 1.35 but apparently it will only let me install 1.3.  I'm clearly missing something. :/

Interestingly enough playing on arrange mode I'm getting the 1.3x exp from enemies that I assumed v1.35 came with

Some elements of arrange were implemented, but not finished yet in 1.3.

So what's happening with the installer? Is it not working/reporting that the files are already up to date?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-07-23 18:45:09
Something like that yeah - it's definitely 1.35 installer, but when I open it it says it will install 1.3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-23 20:06:27
In that case, it's probably a text error; I maybe forgot to change the text from 1.3 to 1.35; it should install 1.35 in any case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-07-23 20:18:34
I don't know chief, I installed it again and decided to start the game, when picking new game the text box said welcome to NT mod 1.3.  Was browsing Zartemis' stream and noticed his clearly showed 1.35 when starting his new game.  So no idea why it would do that, just to note also I'm playing the mod on steam.

edit: Going to completely delete the backup data file and start completely afresh.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-07-23 20:40:40
I figure I'll try installing the hotfix scene patch and the flevel patch (although there's no link to the latter) - maybe that will work
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-23 22:31:43
Not sure why that would happen; make sure the installer has admin writing permissions, etc. and maybe move the FF7 data folder onto the Desktop, patch it, and then move it back as an extra pre-caution. The installer might not actually be getting through security. Otherwise, installing to a default set of files ought to do the trick.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-07-23 23:44:11
it's working now, I made the stupid mistake of trying to install the mod onto the copied data folder and not the original.  Although you were right in that there was a text error when opening the NT installer in that it still mentioned that you would be patching 1.3.

Any who, now I can start for real.  Thanks for the help :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-07-24 00:11:49
@lappers84 Just making sure, but you have "run as admin" set in the compatibility tab for the client, right? I run into problems when I don't do this.

EDIT: Whoops, another page was available while I was typing. Got ninja'd by Sega Chief.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: lappers84 on 2015-07-24 00:42:49
lol, I did both of those anyway before I realised my error.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Proxy on 2015-07-24 01:52:36
Is there an ETA on Arrange's completion?  I stopped playing the mod once I heard about it, deciding to wait instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-24 02:14:54
It's going to be a long time; likely more than a few months, when the 1.4 patch is completed. For that patch I'll be focusing on the game's flevel; event scripting  and so on. I'll likely be adding in some scenario & event changes for different fights to make Arrange a little more different.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Meta on 2015-07-24 04:33:55
I don't know if this has been addressed yet, but there's a little problem with the cursor on the end of part 1 screen (I don't know if this happens on the other two parts)
When it asks you if you want to save, the cursor starts in 'No' you can't select 'Yes', and there's an invisible option out of the window like shown in this screenshot: http://i.imgur.com/i9X1wen.jpg (http://i.imgur.com/i9X1wen.jpg)
I just pressed No and the game kept going without saving. I didn't try the invisible option because I don't know if it could have crashed the game and lose all the progress.

Anyways, I'm enjoying the mod so far, you are doing a great job Sega Chief. I hope there are more updates and content coming.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zartemis on 2015-07-24 07:35:09
More stream highlights:

Turks are nerds and I have unlimited cosmic power. For them, it was a boss fight. For me, it was Tuesd-...oh hay a barret event at the intersection. Neat. I'll just go to Gongaga Village. Nice inn rest, time to le- ...is this not the Barret event we had five seconds ago? Yes, yes it was past me. And we'll see it a dozen more times passing through.

Boxer has dialogue. Why would you crush my heart like this, I wanted a boxing goblin in my party. I mean, sure, Work Glove, BUT I WANTED A GOBLIN.

I ran into Zero enemies once. Then it took me like so long to find another pack of them I thought they were a hazy dream the first time.

...WHY DOES THIS MORPH INTO A BATTERY. WHY. WHY IS GLUTTON CASTING SOMETHING WITH 80 MP AND NOT HAVING ENOUGH. WHAT. WHERE IS COSMO CANYON? WH- oh it's a leeeeft.

BACK TO FORT CONDOR. HIT REWIND ON THE TAPE.

okay we're back. Barret glitch fixed, but he's so far ahead in affection it doesn't matter. Possibly because of the earlier glitch. Current events lead to a name change and a lowering of affection. Well the latter was mostly to correct the glitch and bring him in line with the others. He might not win now. We'll worry about it later.

Barret is replaced with Red XIII and - oh he's dead. Hmn. Well it's okay we have a few Phoeni- oh he's dead again. This is going to happen a lot, isn't it.

YEAH FIGURED OUT GI NATTAN SWEET V- oh he doesn't morph. I might've missed a drop. Better go back and - nope. No drop. RAEG. Oh well. Better continue. Wait wasn't there an item in the boss chamber? I'll just go back after the cutscene and - NOPE. RAAAAAEG.

and then back to fort condor.

Maybe Zolom-senpai will notice me next stream. Why did you make it so he doesn't notice you anyway?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Gatchaman on 2015-07-24 10:50:21
Hey Chief, one thing I've noticed is that renaming characters sometimes leads to dialogue leaking out of boxes, if the name is longer than the default! Not a massive problem, by any means, but if you're going to be going through events again soon, you might be able to pick up on some.
I will try and remember where things are if I spot any more, to let you know!

Otherwise, I'm enjoying the new set up so far - fun decisions with rank up, more materia than slots, and the character traits are cool. I like Aeristh 's ability a lot because it allows her to get small spells off regularly 'for free', looking forward to seeing her with summons.
Tying 'cure' to MAG again is good, I think. I liked the cutting through barrier effect, but allowing characters to be stronger at heals is another way to make them different.

Any sign of the .exe patch? Or is it still being tweaked?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-24 13:58:41
I don't know if this has been addressed yet, but there's a little problem with the cursor on the end of part 1 screen (I don't know if this happens on the other two parts)
When it asks you if you want to save, the cursor starts in 'No' you can't select 'Yes', and there's an invisible option out of the window like shown in this screenshot: http://i.imgur.com/i9X1wen.jpg (http://i.imgur.com/i9X1wen.jpg)
I just pressed No and the game kept going without saving. I didn't try the invisible option because I don't know if it could have crashed the game and lose all the progress.

Anyways, I'm enjoying the mod so far, you are doing a great job Sega Chief. I hope there are more updates and content coming.

Oh that, I forgot to re-align it. It should function okay, like it won't cause a crash. It's just that the text is one line longer above it, so the game is setting the selections in the wrong place. I'll correct it now so I don't forget again later.

More stream highlights:

Turks are nerds and I have unlimited cosmic power. For them, it was a boss fight. For me, it was Tuesd-...oh hay a barret event at the intersection. Neat. I'll just go to Gongaga Village. Nice inn rest, time to le- ...is this not the Barret event we had five seconds ago? Yes, yes it was past me. And we'll see it a dozen more times passing through.

Boxer has dialogue. Why would you crush my heart like this, I wanted a boxing goblin in my party. I mean, sure, Work Glove, BUT I WANTED A GOBLIN.

I ran into Zero enemies once. Then it took me like so long to find another pack of them I thought they were a hazy dream the first time.

...WHY DOES THIS MORPH INTO A BATTERY. WHY. WHY IS GLUTTON CASTING SOMETHING WITH 80 MP AND NOT HAVING ENOUGH. WHAT. WHERE IS COSMO CANYON? WH- oh it's a leeeeft.

BACK TO FORT CONDOR. HIT REWIND ON THE TAPE.

okay we're back. Barret glitch fixed, but he's so far ahead in affection it doesn't matter. Possibly because of the earlier glitch. Current events lead to a name change and a lowering of affection. Well the latter was mostly to correct the glitch and bring him in line with the others. He might not win now. We'll worry about it later.

Barret is replaced with Red XIII and - oh he's dead. Hmn. Well it's okay we have a few Phoeni- oh he's dead again. This is going to happen a lot, isn't it.

YEAH FIGURED OUT GI NATTAN SWEET V- oh he doesn't morph. I might've missed a drop. Better go back and - nope. No drop. RAEG. Oh well. Better continue. Wait wasn't there an item in the boss chamber? I'll just go back after the cutscene and - NOPE. RAAAAAEG.

and then back to fort condor.

Maybe Zolom-senpai will notice me next stream. Why did you make it so he doesn't notice you anyway?

So that Barret event is repeatable, eh? Well, looks like you found a loophole. It's a previously 'dummied out' scene that didn't trigger due to a variable being used earlier in the game that this one relies on. But if it repeats then it seems like it has no handler to get that variable switch turned off again. Oh well.

No Boxer for you. But maybe Gambler will join the party. There are some extra enemies running around like the Zero thief; they tend to have slightly better drops on them. I've made a mistake with Glutton; he used to cast I think Mini or Frog, but one of those got converted to Pearl and the other was condensed down into a spell that inflicts Mini + Frog called Lagomorph; it looks like he has Pearl instead. Probably just as well he couldn't cast it, that's an end-game spell.

Gi Kattan should drop a Heavy Ring when killed, which absorbs Earth and Gravity attacks while giving a Vit boost. For stealing, he's got a Slash Lance, Jem Ring, and a rare chance at a Relic Ring. He has no Morph, though. The Heavy Lights should drop a T/S Bomb.

The Zolom was set up that way because it has a strong Enemy Skill but is also immune to Poison with some hefty stats in it. There was a problem in early builds where people would sit on Zolom trying to kill it, so I figured I'd push them along by adding an AI check to prevent the fight until they were a higher level. You need at least one person over Lv.30 (he randomly selects one party member, checks their Level, and then the AI plays out from there).

Hey Chief, one thing I've noticed is that renaming characters sometimes leads to dialogue leaking out of boxes, if the name is longer than the default! Not a massive problem, by any means, but if you're going to be going through events again soon, you might be able to pick up on some.
I will try and remember where things are if I spot any more, to let you know!

Otherwise, I'm enjoying the new set up so far - fun decisions with rank up, more materia than slots, and the character traits are cool. I like Aeristh 's ability a lot because it allows her to get small spells off regularly 'for free', looking forward to seeing her with summons.
Tying 'cure' to MAG again is good, I think. I liked the cutting through barrier effect, but allowing characters to be stronger at heals is another way to make them different.

Any sign of the .exe patch? Or is it still being tweaked?

That's something I'm working on, I'm re-sizing windows to leave a sufficient gap for a max-size name. 50 fields down, 700 or so to go ;-;

Yeah, I didn't like the fixed formula heals. It made them too similar to Items and I always thought that taking MBarrier into consideration with it was a part of the strategy.

As for the .exe patches, they're done. So I'll put together a patcher for them today. Just be warned, they'll make the game slightly harder:
-) Limit Break effects adjusted. Less power overall, but more effects on them/useless ones revamped.
-) Enemy physical attacks can now be long-range.
-) Materia Equip bonuses/penalties adjusted (revamped from previous build).

One thing, they aren't specifically for Arrange like previously planned either. They can be used with either mode and should be considered optional.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-24 17:15:19
Here's the custom .EXE release: https://mega.co.nz/#!m0NEGSCY!4H1iMoTfu-M8objEOoQT4FtIFEjKNo1g7Yy75ef_Lho

The install method for this might be slightly different. Instead of the data folder, you're looking to point it to the Final Fantasy VII folder so that it can find the .exe (both versions). If you've renamed that folder to something like ff7 and the install doesn't work/can't find the .exe, then consider making a new folder on the desktop called Final Fantasy VII, dropping your .exe in there, and then running the patcher over it.

Also, before doing anything make sure to keep a back-up copy of your .EXE file; that way you can revert the changes if something goes wrong/want to use the default .exe again without needing to reinstall the entire game.

Features are:
-) Revamped Limit Breaks
-) Respecced Materia Equip Bonuses/Penalties
-) Long Range enemy physical attacks re-activated

Any feedback concerning these .exes is appreciated, but bear in mind that they are optional add-ons and will make the game slightly tougher. Also, they can be used with the default game/other mods so long as those mods DO NOT depend on .exe adjustments.

Also, the World Map model patch has been made a little more prominent on the front page; this basically updates Cloud, Tifa, and Cid to reflect their Field model counterparts.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Meta on 2015-07-24 18:48:06
I found a bug, if you try to rank up in this field: http://i.imgur.com/cMvQu67.jpg (http://i.imgur.com/cMvQu67.jpg) you'll get teleported to this area and get stuck: http://i.imgur.com/ODAgyka.jpg (http://i.imgur.com/ODAgyka.jpg)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Bowser9 on 2015-07-24 19:18:39
@Sega Chief
Aw yeah! I don't remember what all the limit breaks did, but I recall the plans you had for tiered bonuses/penalties on materia. Can't wait to try it out. Thanks, man.

EDIT: Very nice! I love the changes made to materia, though the Vitality increase on normal attack spells baffle me. It does feel like Sense + Sense + Cover + Cover is way too tanky for the early game (lmao Barret has 14 str, 0 mag, 98 vit, and 87 spirit before Shinra HQ disc 1), but you do make up for it by being forced to use items or demi for damage. Steal giving a +/- 20 to dex/luck respectively is hilarious. This is a min-maxer's wet dream. Great stuff!  :)

Big note for people like me using Reunion's menu overhaul! When you modify your exe, the menu overhaul will no longer be compatible with New Threat. Please make your decision to run the exe mod carefully.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: LostLamb on 2015-07-24 20:08:00
Wrong link for exe. patch
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Sega Chief on 2015-07-24 20:32:39
I found a bug, if you try to rank up in this field: http://i.imgur.com/cMvQu67.jpg (http://i.imgur.com/cMvQu67.jpg) you'll get teleported to this area and get stuck: http://i.imgur.com/ODAgyka.jpg (http://i.imgur.com/ODAgyka.jpg)

Damn, sorry about that bud. I must have entered the wrong field for the jump. I'll get it fixed up.

@Sega Chief
Aw yeah! I don't remember what all the limit breaks did, but I recall the plans you had for tiered bonuses/penalties on materia. Can't wait to try it out. Thanks, man.

EDIT: Very nice! I love the changes made to materia, though the Vitality increase on normal attack spells baffle me. It does feel like Sense + Sense + Cover + Cover is way too tanky for the early game (lmao Barret has 14 str, 0 mag, 98 vit, and 87 spirit before Shinra HQ disc 1), but you do make up for it by being forced to use items or demi for damage. Steal giving a +/- 20 to dex/luck respectively is hilarious. This is a min-maxer's wet dream. Great stuff!  :)

Big note for people like me using Reunion's menu overhaul! When you modify your exe, the menu overhaul will no longer be compatible with New Threat. Please make your decision to run the exe mod carefully.

If people want me to have a shot at making an .exe for use with MO then let me know. I'll grab the .exe for it and apply the changes to it.

Wrong link for exe. patch

Cheers for letting me know, bud; I updated the main page link.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
Post by: Zara9 on 2015-07-24 21:59:05
hey sega chief

you forgot to change your thread title to say new threat mod 1.3.5
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-25 01:09:29
I always forget to do that; fixed it now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zartemis on 2015-07-25 04:27:01
Hmmmnnn. I'm debating that mod. Because on one hand, Hammerblow a strawberries (some patch notes on the LB changes would help). But on the other hand all the materia shuffling would probably make the game feel brand new and I might save it for run 2 since I'm already on Arrange.

Also, might be streaming either later today or in the morning(for me) tomorrow. Part of me is disappointed knowing that for sure I can fight Zolom-senpai. The other part is frothing at the mouth and demanding world-serpent blood. I'll get back to you on which one wins.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-25 04:48:24
Hmmmnnn. I'm debating that mod. Because on one hand, Hammerblow a strawberries (some patch notes on the LB changes would help). But on the other hand all the materia shuffling would probably make the game feel brand new and I might save it for run 2 since I'm already on Arrange.

Also, might be streaming either later today or in the morning(for me) tomorrow. Part of me is disappointed knowing that for sure I can fight Zolom-senpai. The other part is frothing at the mouth and demanding world-serpent blood. I'll get back to you on which one wins.

In the .EXE, Hammerblow now deals damage if it's instant-death effect doesn't go off, making it an option against bosses. The .exe changes will make the game slightly harder overall, so watch out for that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Reckless on 2015-07-25 10:02:47
Hey, Been secretly hidden waiting for 1.35 to come out and finally got a chance to play it, I have been enjoying it so far but I keep running into an issue that forces me to reset the game. The beginning of disk two when in Great Glacier, I keep running into a 2 pack of Bandersnatch(wolves) and it keeps soft-locking the game, everyone gets their initial ATB gauge filled, but after commands are set no actions take place and it's just a never-ending stare-down between my party and the wolves. the camera locks itself in place during this as well (models are still active/moving and I can still turn on targeting and help menus.) I have ran into a group of three wolves and everything seemed fine, it's only when hitting a specific group of two this bug occurs.(Steam Version/First 1.35 installer you released last week)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: LostLamb on 2015-07-25 12:34:56
Uh I really really want MO compatible exe.
Or possibility to inject data in exe.
I m using bootleg 040 because of incompability with 7th heaven mod organizer (can't. load it properly )
7h heaven inject data in exe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-25 13:38:14
Hey, Been secretly hidden waiting for 1.35 to come out and finally got a chance to play it, I have been enjoying it so far but I keep running into an issue that forces me to reset the game. The beginning of disk two when in Great Glacier, I keep running into a 2 pack of Bandersnatch(wolves) and it keeps soft-locking the game, everyone gets their initial ATB gauge filled, but after commands are set no actions take place and it's just a never-ending stare-down between my party and the wolves. the camera locks itself in place during this as well (models are still active/moving and I can still turn on targeting and help menus.) I have ran into a group of three wolves and everything seemed fine, it's only when hitting a specific group of two this bug occurs.(Steam Version/First 1.35 installer you released last week)

There's a hotfix patch for that issue; download the scene.bin hotfix patch from the front page of the thread and apply it in the same way as the main installer (direct it to the data folder). It should patch over the installation and correct it.

Uh I really really want MO compatible exe.
Or possibility to inject data in exe.
I m using bootleg 040 because of incompability with 7th heaven mod organizer (can't. load it properly )
7h heaven inject data in exe.

I'll see what I can do. I'll install a Reunion/MO .exe and see if I can apply the changes. Hopefully it should work okay.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: LostLamb on 2015-07-25 16:33:41
Thanks  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Murasame on 2015-07-26 13:47:48
Hey Chief, there's a slight bug when returning to the park or sector 7 as Tifa or Cid, their models are invisible. You can still navigate fine with the finger but I just thought I'd let you know. Also if you try to go into the bar as Tifa, the game hangs. Haven't tried with Cid yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-26 13:52:04
It shouldn't be possible to return to Sector 7 as Tifa or Cid, which means that the 'pre-plate' version of the park is loading up instead of the actual one with the wreckage. I'd recommend avoiding Sector 7 with Tifa or Cid as party leader, those field screens weren't scripted to handle them as party leader. I'll need to check why/how it was possible to get back there with them in the lead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Murasame on 2015-07-26 13:57:10
Yeah, I thought it would be something to do with that. I think it must be something to do with the dark cave being triggered. The fight on the church rafters can be done again as well.

I don't seem to be able to enter the rank up menu anymore. I have the most up to date fixes, does it just not let you go when you don't have any rank ups to get?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-26 14:02:54
Rank Up shouldn't be locked either. Tell me the scenario; have you completed Dark Cave and then revisited Midgar or is this during the Dark Cave sidequest? Or has all this happened before attempting Dark Cave?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Murasame on 2015-07-26 14:05:31
I completed dark cave and revisited Midgar, basically done everything possible up to the end game. I might try a new game and see if the rank up works that way since I'm attempting to open it at the end of the game just now, tried it with the save points in wall market and sector 6 with no luck and I got them to work before so I dunno what went wrong.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-26 14:13:34
Is it letting you visit the Rank Up screen or is nothing happening when the button is pressed? Also, do save points outside of Midgar work?

As for Dark Cave, I'll look into the trigger for loading the 'wrecked' park over the other one. There must be something I've overlooked.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Murasame on 2015-07-26 14:18:08
Nothing's happening when I press the button, I tried the save points in Cosmo Canyon and Junon too and it was the same story. Nobody else seems to be having the same problem though which is weird.

Edit: So I reinstalled the via the main installer and that seems to have fixed it, crisis averted. Cheers (:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-26 14:26:05
If that's the case, then it sounds like the game reverted to it's 1.3 build; outside of a malfunctioning controller, that's the only real reason I can think of for the button input not doing anything.

As for the Dark Cave thing, I think I found the cause. The bit being used to load the old park wasn't being turned back off following the DC's completion. I've added this to Cloud's last script, but I'm also going to put it in the Highwind Chocobo Pen's Init script, so if you're interested in fixing it up just pop in there following the flevel patch and it'll flip the variable off.

Edit: Here's the flevel hotfix patch: https://mega.co.nz/#!u5FSEKxJ!CulvMFh4tT7LOFJpQXwSnkRqK3J6rMxvDDF_cTqc0Eo

It corrects the following:

-) Wrong jump on Rank Up for Junon Field (#397)

-) Rain problems in Junon screens

-) Adds var operation to end of Dark Cave sidequest to prevent revisiting Sector 7 (this fix will also be applied automatically if players visit the Highwind's Chocobo Stable, as a temporary work-around for players who already finished Dark Cave).

-) Removed screen tint from Costa Del Sol

-) Realigned Save text for the Disc Swap

-) Fixed Cait Sith's Rank option where it would drop Mind Sources instead of Luck Sources.

-) Ongoing: Realigned some windows (Mideel, Cloud's memory, Corel train, and Crater).

-) Fixed an issue where a scene involving Barret could be repeated for infinite SP.

-) Changed Ziegfried Materia drop text from MP Absorb to MP Plus.

-) Removed two instances of Debugging script, one being the text that plays in Mythril Mines.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-07-26 21:42:21
Aerisths' basic attack will target allies by default. Apparently this affects steal. If she tries to steal, you can only select from party members, which obviously does nothing. Not a big deal, though, since you just never use steal with Aerisths.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-26 22:08:02
Really? I'll see if I can't correct it anyway though. Probably can't though :l
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: LostLamb on 2015-07-27 00:19:45
Any chance for MO exe. compatibility  patch
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-27 00:30:57
hmmmm Maybe I'm blind... but I cant find the IRO link in the OP?

And the EXE seems to only work if I let it patch my existing files?

Can I just let the EXE run in an empty folder, then pack it into an IRO?

-edit-

nvm. I see how they did it now.

http://i.imgur.com/kn57W5a.jpg
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-27 00:57:37
Any chance for MO exe. compatibility  patch

I'm not sure if I can on this end; MO doesn't seem to install to Steam, and I've already got a 7H installation for my 1998 version so not sure if I can apply Reunion safely there either. I'd need an MO .exe from someone.

hmmmm Maybe I'm blind... but I cant find the IRO link in the OP?

And the EXE seems to only work if I let it patch my existing files?

Can I just let the EXE run in an empty folder, then pack it into an IRO?

-edit-

nvm. I see how they did it now.

http://i.imgur.com/kn57W5a.jpg

Careful with that, I think the current 7H game is v1.2 rather than 1.35; I think Alyza is in the process of updating the catalog at the moment and it seems 1.35 has been done. But I think the catalog will be updated all in the one go.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: pullozma on 2015-07-27 03:43:48
Hi Sega Chief. Made an account to thank you for this awesome hack!!

Oh and to ask a question. I'm attempting to use the .exe patch that you just released, and it doesn't seem to be working. I pointed it to the "Final Fantasy VII" folder (where ff7.exe is) just as you said and it still says that there are no files to update. I even tried the folder on the desktop method, but that didn't work either. What else could be the cause?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-07-27 07:14:16
@pullozma
It should work if you point 1 step higher. Point it at the square(enix) folder.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-07-27 08:25:15
yeah i was getting this error too pullozma, just point to one step higher, like bowser said. Its really easy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zartemis on 2015-07-27 14:37:42
Stream Update!

Fuck Mt. Nibel. No, really. Hate that place. But let's start at the beginning.

ZOLEM-SENPAI! YOU NOTICED M- ow. ow. OW. I'll come back later. You're clearly in the middle of something. Poison and Slow is just cruel, let alone keeping the 'remove two party members' dance with only one Enemy Skill materia to go around. You're on such a back foot with him that taking him at L30 barely seems PLAUSIBLE. I'm sure you could, but it would not be a gentle or fun task. Did see Alpha though, wonder if there's an Omega.

I'm not SURE I got the Heavy Ring drop from Gi Kattan but I know I have at least one so w/e. Wasn't there supposed to be something in his room after you curbed him? Eh, whatever.

Moooooving along. Welcome to Nibelheim where everything is the same and nothing is different. We're the Shinra Mansion Door Guard Group, (SMDGG for short) and we're here to make you feel welcome and good about yourself by turning ourselves into your boots. Enjoy your stay with your Shinra-worker styled boot covers! I did actually enjoy that battle. I can inflict a boss-like encounter with statuses, and generally pub them and feel good? Massive ego boost.

Inside the mansion was less tender. Dorky Faces seem to suck more now. Never found a Jersey for ???? I think, and stopped caring. The Lost Number rep boss did exactly what I thought it would when it didn't do what it usually did. TBH though, the safe was the real boss, I still got both steals. What's the point of the forced eject though? +1 Odin get. ...no Cosmo Memory? Nothing? Sadness.

Hey Vin-...what are you doing. No please, I can still use Demi. Don't do thi- okay then. Nice gun though. OW. Sephiroth beaned me with a materia I'll probably never use because I have one already. Let's not talk about how I died to a Dorky Face gang, that never happened. On to Mount Ni-

RAEG.

I hate navigating Mt. Nibel. So much. The enemies aren't too bad, a couple are interesting, the dragon is a DICK and mocking me with an E.Skill I can't have yet (though it would make early physical users a thing in my all-rounder+Aerith party and that just can't happen, rite?). Materia Keeper was a RIOT, but I didn't wipe and only had like, maybe 3 seconds of feeling any loss of control in the battle at all. If it was a litmus test, I didn't feel it. Again, the terrain proved to be the real boss. L5 Suiciding some mobs for free ether morphs is still great, but I'm going to projectile vomit when I go back in next stream to get Trine.

I'd love love love an updated database spreadsheet as much as I hate spoiling myself on things. It's just such a good resource. MORE FUN NEXT TIME!

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Lopes on 2015-07-27 16:19:45
Hey guys and Sega ofc.
Should i play the nt mod with the exe.mod or without it? Will i experience too much differences or it is more or less the same? Im familiar/experienced with the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: pullozma on 2015-07-27 18:21:27
yeah i was getting this error too pullozma, just point to one step higher, like bowser said. Its really easy.
@pullozma
It should work if you point 1 step higher. Point it at the square(enix) folder.
Thanks guys! Worked like a charm. Although I have the steam version, so instead of the "square" folder it was the "common" folder, but it worked anyway.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-27 19:35:22
Thanks for helping out Pullozma, fellas; I was back at work today. Seems I was wrong about pointing it at the FF7 folder in both cases, I better add that to the front page somewhere.

Hey guys and Sega ofc.
Should i play the nt mod with the exe.mod or without it? Will i experience too much differences or it is more or less the same? Im familiar/experienced with the game.

All of the mod's content is unchanged with or without the .exe, but you'll find battles to be slightly different/harder due to the adjusted Limits, Materia Equip bonuses, and the occasional long range physical attack from an enemy. If in doubt, I'd leave it out.

Stream Update!

fern Mt. Nibel. No, really. Hate that place. But let's start at the beginning.

ZOLEM-SENPAI! YOU NOTICED M- ow. ow. OW. I'll come back later. You're clearly in the middle of something. Poison and Slow is just cruel, let alone keeping the 'remove two party members' dance with only one Enemy Skill materia to go around. You're on such a back foot with him that taking him at L30 barely seems PLAUSIBLE. I'm sure you could, but it would not be a gentle or fun task. Did see Alpha though, wonder if there's an Omega.

I'm not SURE I got the Heavy Ring drop from Gi Kattan but I know I have at least one so w/e. Wasn't there supposed to be something in his room after you curbed him? Eh, whatever.

Moooooving along. Welcome to Nibelheim where everything is the same and nothing is different. We're the Shinra Mansion Door Guard Group, (SMDGG for short) and we're here to make you feel welcome and good about yourself by turning ourselves into your boots. Enjoy your stay with your Shinra-worker styled boot covers! I did actually enjoy that battle. I can inflict a boss-like encounter with statuses, and generally pub them and feel good? Massive ego boost.

Inside the mansion was less tender. Dorky Faces seem to suck more now. Never found a Jersey for ???? I think, and stopped caring. The Lost Number rep boss did exactly what I thought it would when it didn't do what it usually did. TBH though, the safe was the real boss, I still got both steals. What's the point of the forced eject though? +1 Odin get. ...no Cosmo Memory? Nothing? Sadness.

Hey Vin-...what are you doing. No please, I can still use Demi. Don't do thi- okay then. Nice gun though. OW. Sephiroth beaned me with a materia I'll probably never use because I have one already. Let's not talk about how I died to a Dorky Face gang, that never happened. On to Mount Ni-

RAEG.

I hate navigating Mt. Nibel. So much. The enemies aren't too bad, a couple are interesting, the dragon is a d*ck and mocking me with an E.Skill I can't have yet (though it would make early physical users a thing in my all-rounder+Aerith party and that just can't happen, rite?). Materia Keeper was a RIOT, but I didn't wipe and only had like, maybe 3 seconds of feeling any loss of control in the battle at all. If it was a litmus test, I didn't feel it. Again, the terrain proved to be the real boss. L5 Suiciding some mobs for free ether morphs is still great, but I'm going to projectile vomit when I go back in next stream to get Trine.

I'd love love love an updated database spreadsheet as much as I hate spoiling myself on things. It's just such a good resource. MORE FUN NEXT TIME!


The Zolom is pretty tough, but Alpha is a very strong skill; holy element too, which is kinda rare. There is a new way to protect yourself against this attack, and you very likely have the components in your inventory, but I'm not telling :p

I think I removed the Demi drop basically because Red XIII starts the game with one equipped. I forgot about the Destruct that Sephiroth throws though, having two is likely obsolete. I'll change what he throws at some point. Mid-bosses tend to be a bit more flexible with statuses/elemental weaknesses and the like. I also had two new battles + Lost Number all in the one place so I tuned the two new ones down considerably to ease progress. The forced Eject is part of a mechanic in that battle; if Lost Number dies to Poison, he respawns but this causes a problem where the battle will cycle endlessly so the two forms he can morph into will eject the party when beaten; I divided the EXP he would have given between the other two battles there.

Sounds like Mt. Nibel was a fun place to be. At least Thundercracker can't use Trine of his own volition anymore.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Lopes on 2015-07-27 19:39:43
Thanks Sega Chief. Guess ill play without the modded exe.
Keep up the good work :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-07-27 23:00:07
Contrary to Zartemis' experience, I've had a ton of success with Str/Dex team comps thanks to the updated materia bonuses/penalties. Such ridiculous min-maxing. A level 17 Yuffie with 90+ str and 160+ dex before Junon was probably some of the most fun I've had. Tifa is sometimes more ridiculous, due to the hilarity of Focus and elemental advantage letting her hit early damage spikes that (with critical hits) magic users could only dream of (without grinding). Throw remains A grade boss stomping material, and has been elevated to even more god-like damage thanks to the changes made. Thank you, Sega Chief. You had me smiling like an idiot all weekend.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zartemis on 2015-07-27 23:24:35
Contrary to Zartemis' experience, I've had a ton of success with Str/Dex team comps thanks to the updated materia bonuses/penalties. Such ridiculous min-maxing. A level 17 Yuffie with 90+ str and 160+ dex before Junon was probably some of the most fun I've had. Tifa is sometimes more ridiculous, due to the hilarity of Focus and elemental advantage letting her hit early damage spikes that (with critical hits) magic users could only dream of (without grinding). Throw remains A grade boss stomping material, and has been elevated to even more god-like damage thanks to the changes made. Thank you, Sega Chief. You had me smiling like an idiot all weekend.

Is that so? My primary concern was that Elemental was a bit on the weird side to utilize because of the prominent and varied elemental weaknesses, and the fact that magic could consistently output really high numbers. It might be that my party is favoring all-rounders, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-07-27 23:39:55
@Zartemis
*Note* Again, reminding folks that I used the exe patch for changes to limits, materia bonuses/penalties, and enemy long range flags.

It's been made easier to stack str vs. magic since Sega Chief removed how most magic materia would boost your magic stat. Devoting a character to a variety of attack spells will actually stunt your potential damage output in favor of versatility. Even so, Aerisths min-maxed towards abusing one attack spell (or just E. Skill) will still have trouble out-performing Tifa's raw damage due to ability score (again, str/dex is key) + materia + equipment synergy, and it just continues to floor me how flexible everything is. Morph has never been so easy to pull off. I've never had a problem with consistent damage, physical or magic, even in previous runs. Now, with menu grinding, the sky's the limit; you just gotta be prepared for the risks. ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-28 01:04:39
Contrary to Zartemis' experience, I've had a ton of success with Str/Dex team comps thanks to the updated materia bonuses/penalties. Such ridiculous min-maxing. A level 17 Yuffie with 90+ str and 160+ dex before Junon was probably some of the most fun I've had. Tifa is sometimes more ridiculous, due to the hilarity of Focus and elemental advantage letting her hit early damage spikes that (with critical hits) magic users could only dream of (without grinding). Throw remains A grade boss stomping material, and has been elevated to even more god-like damage thanks to the changes made. Thank you, Sega Chief. You had me smiling like an idiot all weekend.

I've said this before, but it is nice to see someone using Throw. Very overlooked Materia in my opinion, though potentially expensive to use; great boss buster. Elemental is something that can raise a physical hitter's damage above a caster, assuming crits + right build, but it's drawback is that it's quite rigid moving through an area with diverse enemy groups. Again, it comes into it's own for bosses if you don't mind losing elemental protection.

I'm kinda worried curious what damage is going to look like when you two reach the end-game and have access to all the stat boosting gear + end-game spells/weapons ^^'
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zartemis on 2015-07-28 01:31:13
I still need to make the last couple streams public but I think my biggest hit so far has been around 3.6k with an earth-weakness Titan drop from Aerith (who is perpetually loaded down with an unreasonable amount of red materia). I also need to play with party setup a bit more because I've been rotating people in and out. As I have plans though, my final comp will PROBABLY be Cloud/Aerith/Cid or Cloud/Tifa/Cid for this run, likely the former. Playthrough 2 will probably see Cloud/Tifa/Vincent if I get that far.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: selius on 2015-07-28 03:02:39
i'm not using the modded exe but tifa is outdamaging everyone before junon pretty handily.

hell, the junon fish fucker died in 2 limits from her. 4k limit > 4k limit (love you aeris)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-28 03:38:37
4k? What are her stats + equipment? Sounds a lot higher than what I was getting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: selius on 2015-07-28 08:21:53
level 22, grand gloves, plat bangle, power wrist, 86 str

full yeah level 2 limits 1k x4
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zartemis on 2015-07-28 08:23:09
Brief update!

Spent some time trying to get Thundercrackers to cast Trine. I am bad at fumbling through triggers when the desire sensor is watching me. No Trine, only sadness.

Fumbled about in Rocket Town, and am now convinced the man frantically tapping his foot with the drill arm in his kitchen is some kind of murderer.

Also finding Mr. Smile in someone's bathroom is both hilarious and weird. And then I had to make the trip back to Fort Condor...for five X-Potions. More Zolom-senpai attempts next time, but I'm pretty tired tonight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-28 08:35:02
@Sega Chief

I am making an IRO file version of 1.35 (will be testing it today). If functional, do you want it to add to your OP? (it gives full credit to you and links back to the OP in the description)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lappers84 on 2015-07-28 09:21:39
level 22, grand gloves, plat bangle, power wrist, 86 str

full yeah level 2 limits 1k x4

Where did you find the plat bangles and power wrists?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: selius on 2015-07-28 09:40:32
plat bangle is an item drop from the highway boss after the bike chase. don't steal or morph.

power wrist is a morph from the 2nd stage of the elevator fight
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-28 09:59:26
is this a bug? I sometimes come across an endgame level enemy in the first Mako Reactor that uses cross scissor against barret for 762 and blood cross against cloud for 1.3k. Unable to Escape either.

Mob name: Souther
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: jaycekelly on 2015-07-28 10:46:17
Hey, tried starting a new game on Arranged, first boss is way overtuned, lock-on laser does almost more than double my health, tried grinding up like 4 levels but that didn't help. Decided to start on non arranged even though I'd rather not. Just thought I'd let you know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-07-28 11:02:55
@lappers84
You can also get Platinum Bangle as a treasure for completing the coupon puzzle in Shinra HQ, I believe. Because of that, it's better to morph Rubicante GT into the early Fire Ring, especially if you're playing on Arrange (you'll have another chance for a Fire Ring at Fort Condor if you go back after beating Illuyankas). You can also steal Power Wrist (or Earrings) from Rufus, in case you're like me and decided to take the stairs to save a ton of time.

@jaycekelly
It's definitely possible. Did it on my second try (before the exe patch was released, which would probably make the fight out-of-this-world and would most likely require the 4 level grind). I didn't gain more than 1 level before entering that fight. Make sure you know that Magnetic Scope drags you into the front row if you're in the back row. Keep everyone topped off and, most importantly, defend while the tail is up. That's about it. After that, you'll be cutting it close to escape. I had about 5 seconds left on the clock when I exited the final area.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: selius on 2015-07-28 12:12:06
you get a four slots from the coupon puzzle

oh yeah, the power wrist may have come from rufus after all.

my mistake

and i meant the elevator bosses that you fight without cloud and tifa. the 2nd stage of the fight with the 2 enemies. you get a dex +35 accessory. i can't remember what the other one gives
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-07-28 12:21:36
@selius
I got the Platinum Bangle without getting it from Rubicante GT, and it was before Red XIII. It's either the 3rd coupon or something random from the Sector Planning puzzle (now just treasure). I got Shinra Beta from the X-ATM. Four Slots should still be a part of the coupon rewards. You can also steal Four Slots from Rubicante GT (because of this, I have 2 Four Slots). G0624-opt didn't drop anything since I stole a Talisman from it and I'm sure I had it equipped during that fight. I can't think of anywhere else I could have gotten the Platinum Bangle from.
Hmm, +35 Dex? Sounds like a Bolt Ring. You must be talking about the Gunner series of bosses. You get W Machine Gun, Bolt Ring, and Bird Wing if you morph all 3 of them. If you get it as a drop for that fight, that's great. I actually don't recall ever getting that drop, so I've always tried to morph them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: selius on 2015-07-28 12:56:45
i definitely only have one platinum bangle and i got it from rubicante as a drop.

i have to guess you got it from a drop from a boss i morphed
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-07-28 13:02:51
@selius
The only bosses I haven't morphed  up to the end of Shinra HQ were Reno (not morphable), X-ATM (because Shinra Beta called for me), G0624-opt (not morphable), and Rufus (not morphable). It's also possible it was a rare steal and I forgot to record it on notepad with all the other enemy data I've kept track of.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-28 13:45:26
level 22, grand gloves, plat bangle, power wrist, 86 str

full yeah level 2 limits 1k x4

Ah, 4 limit hits; I thought that 4k was just from Beat Rush + Somersault. A Power Wrist explains the rest.

Brief update!

Spent some time trying to get Thundercrackers to cast Trine. I am bad at fumbling through triggers when the desire sensor is watching me. No Trine, only sadness.

Fumbled about in Rocket Town, and am now convinced the man frantically tapping his foot with the drill arm in his kitchen is some kind of murderer.

Also finding Mr. Smile in someone's bathroom is both hilarious and weird. And then I had to make the trip back to Fort Condor...for five X-Potions. More Zolom-senpai attempts next time, but I'm pretty tired tonight.

To get Thundercracker to use Trine, you have to Manipulate him. He used to use it of his own volition, but it was wiping out parties without warning :x

is this a bug? I sometimes come across an endgame level enemy in the first Mako Reactor that uses cross scissor against barret for 762 and blood cross against cloud for 1.3k. Unable to Escape either.

Mob name: Souther

Is this the IRO you made? It sounds like flevel encounters haven't been loaded up. You need to chunk the flevel into several parts to get all the necessary info; the field script, the encounter table, etc. Souther appears because he occupies a slot that is used by the default encounter table (I've been efficient with scene.bin space, y'see).

Hey, tried starting a new game on Arranged, first boss is way overtuned, lock-on laser does almost more than double my health, tried grinding up like 4 levels but that didn't help. Decided to start on non arranged even though I'd rather not. Just thought I'd let you know.

Arrange requires a little more to make it through. For the first boss, his attacks are telegraphed (until his tail goes up) meaning the targeted character should use the Defend command in order to mitigate the damage. You also need to keep an eye on your Row, as Magnetic Scope will change it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-28 14:53:56
@sega chief

could you update your Loose files link? would be able to upload a fully functional IRO then.

also, now I have chunks seperated out like 1, 3, 7 (noticed this is how you had it on version 1.2).

Think this will work now?

-edit-

seems to work. grinded for about 30 mins. no southers. got the timer at the start of scorpion fight. got the extra scorpion fight.

the only thing that would make this iro better is if it had ONLY the files that were modified in battle.lgp and char.lgp. right now i have to put New Threat towards the bottom of my load order so my graphic mods will still take.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-28 15:36:51
@sega chief

could you update your Loose files link? would be able to upload a fully functional IRO then.

also, now I have chunks seperated out like 1, 3, 7 (noticed this is how you had it on version 1.2).

Think this will work now?

I just got word from Alyza that the 7H IRO was updated in the Catalog, but just in case here's the IRO itself that she sent me: http://www.mediafire.com/download/py4dyfta41c4o7z/New_Threat_-_v1.35.iro

I'll update the loose files link on the front page once I've gotten all the files identified and sorted out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-28 15:41:31
oh...well then...I guess i did all that for nothing XD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-28 15:49:04
I appreciate it all the same, there's a few people who have been waiting on the IRO release.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-28 16:07:05
uhm...I do have a question...

in the Beginner hall... when you talk to the guy with the dog... what THE HELL is Barret doing with his hands? O.O;

it looks like he's jackin it.... is that...intentional? o.O;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-28 16:16:59
so..i read everything in the beginner hall..it does not mention anything about these "Stacks" i keep getting. What are they?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-28 16:34:23
uhm...I do have a question...

in the Beginner hall... when you talk to the guy with the dog... what THE HELL is Barret doing with his hands? O.O;

it looks like he's jackin it.... is that...intentional? o.O;

No, he's getting impatient. It was in the original game too, when Cloud goes through all the tutorials (the game is scripted to make him go faster and faster, but it's more noticeable because the menu tutorials were swapped out in favour of field text). I could change the animation, I guess?

so..i read everything in the beginner hall..it does not mention anything about these "Stacks" i keep getting. What are they?

The Hall doesn't have any info on the stacks (because I forgot). Here's what they are:
-) Cloud: Fortify stacks raise his level, which increases his damage, success with Steal/Manip formulas, and his magic attack accuracy. It has no upper cap, but triggers infrequently.

-) Barret: When hit with physical damage, he gains a stack depending on whether he is in the front or back row. Front, he gets a boost to his attack (up to five stacks). Back, he gets a boost to Vitality and Spirit instead. If he gains one kind of stack, then it cancels out the other type of stack; so if he has five defence stacks and gains an attack stack, then the five defence stacks are wiped out.

-) Tifa: When using the Sense command, she gains a one-time boost to her attack.

-) Aeris: Slowly regenerates MP.

-) Red XIII: Gains stacks over time, boosting Attack and Magic (up to 20).

-) Yuffie: When hit by a physical attack, she has a chance to gain 255% physical evasion. But this is lost if she takes any kind of magical damage/effect.

-) Cait Sith: Rage system. When inflicted with Poison, Silence, Fury, or Sadness the player can use Morph on him to trigger one of four Auto-AIs. Poison will have him absorb Bio (meaning he will be healed by the poison ticks, like a kind of regen) and will cast Bio2 each turn. Sadness will have him attack a random target and then Defend immediately after. Silence drops his Attack and Magic to 10, but he'll use Mime each turn. And Fury has him gain Barrier and use Slash-All.

-) Vincent: A passive innate, he'll negate Fire, Lightning, Poison, and will start battles with 'Death Force'; a status that prevents instant KO (reflects his Limit forms).

-) Cid: When at critical HP, his Luck stat will be doubled one time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-28 16:39:52
so these Stacks are PER ENCOUNTER right?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-28 16:40:55
No, he's getting impatient. It was in the original game too, when Cloud goes through all the tutorials (the game is scripted to make him go faster and faster, but it's more noticeable because the menu tutorials were swapped out in favour of field text). I could change the animation, I guess?

Maybe its more noticable for me because Im using that Barret mod by .... i think.. Jin?? idk.. the one with the rotating AC style gun.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-07-28 17:01:43
Superb mod, loving so far. But i have a question, the arrange mode is complete? Its worth to play it now? And if so, im playing on normal mode, can i swap the mode and choose the arrange on a ongoing game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-28 17:08:20
so these Stacks are PER ENCOUNTER right?

Yeah, they don't carry over. As for AC models, that might be why it looks odd.

Superb mod, loving so far. But i have a question, the arrange mode is complete? Its worth to play it now? And if so, im playing on normal mode, can i swap the mode and choose the arrange on a ongoing game?

I'm afraid that there's no switch between modes mid-way through the game as of yet. As for functionality, it's worth a whirl if you've been through NT before. Otherwise, I'd go for Original.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-28 17:27:58
its this one. http://forums.qhimm.com/index.php?topic=12464.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-07-28 19:33:22
Hey Chief! I saw this mod on LetCreativityPlay's channel a few weeks ago after randomly browsing YT looking for something to watch while I ate my supper. Decided to try it out and I wanted to say that I registered here so I could tell you personally that this is the best mod for any game I've ever played (and I've played plenty of mods)! I understand you're open to feedback and that you take it to heart, so don't mind me if I start showing up every now and then to speak my personal thoughts on the mod. Right now, to get to my first point, is the database you currently linked for download still seems to have some items missing from it (certain components required to make some Ulitmate Weapons, for example). I'm sure you're probably aware of this, and if you have already addressed it, could you point me in the right direction for this information? Also, to any moderators out there, I don't really use forums but I have read the rules, etc., so if this is the wrong spot to ask or whatnot please forgive me.

Keep up the good work on NT, Chief! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-28 21:01:43
Yo, bud; welcome to Qhimm!

Alright, so the database is currently out of date. It was written for early 1.3 but there's been the 1.35 update + a bunch of item shuffling since then and I'm supposed to update it very soon. If you need info in the meantime, just ask. Let's go through the Ultimate Weapon components first; the 1st set of weapons you need are all found in the Crater, by Morphing the more dangerous enemies wandering around like Dragon Zombie and Master Tonberry. The 2nd set comes from Morphing Extra Battle monsters found in Battle Square.

If you need more specific info, let me know and I'll go through the game's files to track them down. But the majority of them should be where they were originally, unless the database is REALLY out of date :x
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-07-28 22:17:49
Yo, bud; welcome to Qhimm!

Alright, so the database is currently out of date. It was written for early 1.3 but there's been the 1.35 update + a bunch of item shuffling since then and I'm supposed to update it very soon. If you need info in the meantime, just ask. Let's go through the Ultimate Weapon components first; the 1st set of weapons you need are all found in the Crater, by Morphing the more dangerous enemies wandering around like Dragon Zombie and Master Tonberry. The 2nd set comes from Morphing Extra Battle monsters found in Battle Square.

If you need more specific info, let me know and I'll go through the game's files to track them down. But the majority of them should be where they were originally, unless the database is REALLY out of date :x

Thank you for the welcome, it means a lot. :)

I'm fairly certain I'm playing 1.35, cause like I mentioned I just downloaded NT like hardly two weeks ago. I wish I'd alt-tabbed to see this a few minutes ago, I was just in the Crater mastering Double Cut :o. Again, cheers for the reply. :)

Since we're on the topic of the Crater, I guess now's as good a time as any for my first bit of personal feedback to you. Really liking the options of having different party leaders (as I'm sure most of us are ;p), and this isn't a really big deal more like an observation, but when I'm descending the Crater as Tifa she has some choppy animations (Like when she's in the rooms where you fight the Movers, for example, and you pass through the water to get to the room where Shield originally is, she always lands doing the roll like when she falls during the escape from Junon). It doesn't happen with every jump you have to make on the way down but it's prevalent enough for me to have to ask if this is known and/or intentional? Again, not really a big deal but I ask more out of personal curiosity. ;p

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-28 22:36:52
It's intentional, and now that I think about it the reason was because I couldn't find her proper 'landing' animations (I was a bit frazzled maybe) so I ended up going for the tumble animation she has when falling onto the Junon Cannon (it made me chuckle at the time if I recall). The choppy animations are likely due to the ones she's using not being suited to the frame instructions that the script has; I could go over the area again and refine it. But if you want to see REAL choppy animations then I 'recommend' going to the Gold Saucer for the minigames as either Tifa or Cid :p

I think my favourite animation faux pas though was Aeris' old sky-diving one which was basically Sephiroth's 'falling off a bridge' one. She'd run up to the rail, clamber really slowly over it, and then plummet like a stone.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-07-28 23:11:44
It's intentional, and now that I think about it the reason was because I couldn't find her proper 'landing' animations (I was a bit frazzled maybe) so I ended up going for the tumble animation she has when falling onto the Junon Cannon (it made me chuckle at the time if I recall). The choppy animations are likely due to the ones she's using not being suited to the frame instructions that the script has; I could go over the area again and refine it. But if you want to see REAL choppy animations then I 'recommend' going to the Gold Saucer for the minigames as either Tifa or Cid :p

I think my favourite animation faux pas though was Aeris' old sky-diving one which was basically Sephiroth's 'falling off a bridge' one. She'd run up to the rail, clamber really slowly over it, and then plummet like a stone.

I'm gonna have to go check that out, for sure. ;p

It seemed strange to me because the second screen of the actual descent (I think you know which it is, you put a Battery there :o) she has normal jump/land animations, so I didn't know if it was a bug or not. Also, Aerith's sky-dive was real lolz, you more or less put it word for word how I told it to my friend. xD

So I recently just moseyed my way back down into the Crater for some Morphing, which monster would I be looking for if I was seeking that component for the Premium Heart (I think it was a Micro Motor? Something like that I'm sure you know what I refer to ;p)? And again thank you for taking the time to not only make a badass mod, but also to answer my inquiries. I've got 46 hours clocked on NT so far and I haven't regretted a single moment! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-28 23:37:57
OMG THE SECURITY CAPTAIN CHOCOBO! LOL   ;D

------Feature Request--------

this may have been asked already, but, is it possible to make Sense continue to hold information gathered AFTER the battle is over? Like a Mob Database or something?


----possible bug-----

I have the music set to Battle music (NOT field music), but in Sector 5 Reactor, where the Save point is right before setting the bomb, I'm getting Field Music while in Battle still. In the very next room, the one where you plant the bomb and fight 2 Bio Soldiers and 3 Red guys, it goes back to Battle Music.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-29 00:18:13
I'm gonna have to go check that out, for sure. ;p

It seemed strange to me because the second screen of the actual descent (I think you know which it is, you put a Battery there :o) she has normal jump/land animations, so I didn't know if it was a bug or not. Also, Aerith's sky-dive was real lolz, you more or less put it word for word how I told it to my friend. xD

So I recently just moseyed my way back down into the Crater for some Morphing, which monster would I be looking for if I was seeking that component for the Premium Heart (I think it was a Micro Motor? Something like that I'm sure you know what I refer to ;p)? And again thank you for taking the time to not only make a badass mod, but also to answer my inquiries. I've got 46 hours clocked on NT so far and I haven't regretted a single moment! :D

One of the three items for each weapon is actually a special drop/key item that can only be obtained either from a Lv.4 Limit boss, a Materia Cave, or from the Dark Cave sidequest (none are missable, however). Micro Motor is obtained from the Dark Cave sidequest, one of the bosses has it.

OMG THE SECURITY CAPTAIN CHOCOBO! LOL   ;D

------Feature Request--------

this may have been asked already, but, is it possible to make Sense continue to hold information gathered AFTER the battle is over? Like a Mob Database or something?


----possible bug-----

I have the music set to Battle music (NOT field music), but in Sector 5 Reactor, where the Save point is right before setting the bomb, I'm getting Field Music while in Battle still. In the very next room, the one where you plant the bomb and fight 2 Bio Soldiers and 3 Red guys, it goes back to Battle Music.

So you found him then  ;D

I don't know if I can do that with Sense, unfortunately. Maybe if there were enough variables for each type of repeatable monster that could be activated permanently in-battle + a way to get whatever it is that defines a monster as having been Sensed, but it's unlikely to do just with AI.

As for that music bug, I'll have a look at that field screen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-29 00:25:14
So you found him then  ;D

does he have anything special? i looked through the Database file but didnt see anything about him.

I don't know if I can do that with Sense, unfortunately. Maybe if there were enough variables for each type of repeatable monster that could be activated permanently in-battle + a way to get whatever it is that defines a monster as having been Sensed, but it's unlikely to do just with AI.

hmmm I am wondering HOW the game Remembers the HP DURING the fight, maybe that holds the key?? Cause if you toggle Assist in the battle, then sense, it will constantly show the enemies current/maximum health. So for atleast the duration of the battle, its storing that information somewhere. Mayhaps its possible to dump said info/store it permanently.

As for that music bug, I'll have a look at that field screen.

it appears to be ONLY that one room with the save point in it, the next room, and the room with the gap you have to jump across all go back to Battle music. Would you like my Save File?


---possible bug??----

is the Techno Soldier supposed to be that Brown color?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-07-29 00:26:56
One of the three items for each weapon is actually a special drop/key item that can only be obtained either from a Lv.4 Limit boss, a Materia Cave, or from the Dark Cave sidequest (none are missable, however). Micro Motor is obtained from the Dark Cave sidequest, one of the bosses has it.

So you found him then  ;D

I don't know if I can do that with Sense, unfortunately. Maybe if there were enough variables for each type of repeatable monster that could be activated permanently in-battle + a way to get whatever it is that defines a monster as having been Sensed, but it's unlikely to do just with AI.

As for that music bug, I'll have a look at that field screen.

Cheers, I may or may not have been trolling around for the past hour or so Morphing everything possible ;p

Do the Oversoul Shards have any other function in this version of NT besides being used to construct Masamune?

Also, it's not directed at me but the screen that AverageJoeFF7Fan speaks of, the music did not shift to the Battle Theme for me either when I was there, but since I noticed now and then throughout the story the Field music will play regardless due to story setting I thought it was normal there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zartemis on 2015-07-29 01:27:05
Are you sure Thundercracker IS manip-able? I used it on him a fair few times, but it never took.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Robo Jesus on 2015-07-29 04:35:31
Are you sure Thundercracker IS manip-able? I used it on him a fair few times, but it never took.
I've been wondering this myself. I have Cait Sith at level 45, something like 140~ Luck, and using that character still haven't been able to manipulate that damn bird.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-29 09:39:40
does he have anything special? i looked through the Database file but didnt see anything about him.

hmmm I am wondering HOW the game Remembers the HP DURING the fight, maybe that holds the key?? Cause if you toggle Assist in the battle, then sense, it will constantly show the enemies current/maximum health. So for atleast the duration of the battle, its storing that information somewhere. Mayhaps its possible to dump said info/store it permanently.

it appears to be ONLY that one room with the save point in it, the next room, and the room with the gap you have to jump across all go back to Battle music. Would you like my Save File?


---possible bug??----

is the Techno Soldier supposed to be that Brown color?

That dude drops an early Chocobracelet if he's beaten; has no Steal/Morph though.

Yeah, there must be a flag but what I'm wondering is whether or not it can be set through enemy/character AI. If it can, then that'd be a step in the right direction. But then the next hurdle is finding enough variables that can be operated inside a battle to handle every reoccurring enemy in the game...

I don't need the save file, just knowing which field screen it is will let me take care of what's likely an oversight with the switch.

Brown colour? He's orange in NT as far as I know. All the bosses have a new colour.

Cheers, I may or may not have been trolling around for the past hour or so Morphing everything possible ;p

Do the Oversoul Shards have any other function in this version of NT besides being used to construct Masamune?

Also, it's not directed at me but the screen that AverageJoeFF7Fan speaks of, the music did not shift to the Battle Theme for me either when I was there, but since I noticed now and then throughout the story the Field music will play regardless due to story setting I thought it was normal there.

Oversoul Shards are only used to build Masamune, but then Masamune can be equipped by all of the characters...

Are you sure Thundercracker IS manip-able? I used it on him a fair few times, but it never took.

I've been wondering this myself. I have Cait Sith at level 45, something like 140~ Luck, and using that character still haven't been able to manipulate that damn bird.

I have goofed. I checked him and the Manipulate flag hasn't been checked. I'll need to correct that later today with the patch I'm planning to make.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lappers84 on 2015-07-29 10:45:55
Just got to Gongaga and beat Rude and Reno easily (though I probably should have stolen from them - only got a Turbo Ether) Morphed a Heavy Tank for a gold armlet, and even morphed Boxer :D  Tifa is looking a bit OP now
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Robo Jesus on 2015-07-29 11:06:41
Just got to Gongaga and beat Rude and Reno easily (though I probably should have stolen from them - only got a Turbo Ether) Morphed a Heavy Tank for a gold armlet, and even morphed Boxer :D  Tifa is looking a bit OP now
Nearly every enemy and boss has a Common/Uncommon/Rare steal. Reno's rare steal is quite worth it, as is Rude's (though that particular steal is one you can also get via Dyne or the Battle Square).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lappers84 on 2015-07-29 12:00:50
Nearly every enemy and boss has a Common/Uncommon/Rare steal. Reno's rare steal is quite worth it, as is Rude's (though that particular steal is one you can also get via Dyne or the Battle Square).

Yeah, I'm just never sure whether to steal or not, in case the drop is decent.  Hey Sega, do you know whether the database posted is altered much for this version??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Robo Jesus on 2015-07-29 12:32:50
Yeah, I'm just never sure whether to steal or not, in case the drop is decent.  Hey Sega, do you know whether the database posted is altered much for this version??
Stealing doesn't affect enemy drops. Morphing however does.

EDIT; Also, are you talking about the "Mod Database"? If it says "[1.3]" in the title, the document is slightly out of date. For example, some of the items have been changed around in certain ways. Like the Carbon Bangle now gives four slots instead of three, as one example.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-29 12:38:02
That dude drops an early Chocobracelet if he's beaten; has no Steal/Morph though.

T.T; wut

i killed him but got nothing. and he never shows up again.

---Feature Request----

I know this is probably an unpopular opinion, but I'm going to ask anyway, can we get an option somewhere to have 100% drop rates against 1 time encounters? I like a challenging game, not an RNGing game.

XD


----edit----

well now im even more frustrated. i reloaded an older save, went through the whole train scene, went to go fight the chocobo again, and this time, he didnt show up.

so here's what i did. I went to the part where the 2 guards are, stoped, turned around to the previous field, did some equipment/materia organizing, came back to the 2 guards and now the chocobo event doesn't trigger.

---edit2---

redid everything again, got the chocobo, got him to around 400 health while I had 3 limit breaks, poped all 3 limit breaks immediately so I could be absolutely sure I killed him, but he still ran away. or is the running away part of his Death Animation?

---edit3---

killed him 9 times now. no items other than Hi Potion. Don't think this one works.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lappers84 on 2015-07-29 13:47:03
Stealing doesn't affect enemy drops. Morphing however does.

EDIT; Also, are you talking about the "Mod Database"? If it says "[1.3]" in the title, the document is slightly out of date. For example, some of the items have been changed around in certain ways. Like the Carbon Bangle now gives four slots instead of three, as one example.

Huh.  From my experience so far whenever I've stolen anything I never gotten a drop.  And regarding the database, I was wondering if there was a list of possible steals and morphs
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-07-29 15:48:40
Hey Chief!

Progress Update: I've been going around in preparation for the Dark Cave sidequest, doing some of the Lv4 Limit Break events and whatnot. Just got done fighting Django as of this post, and two things I wanna mention in case it hasn't been prior. First, from watching the fight in a previous version of NT (It was LetCreativityPlay's 1.2 playthrough on YT) Django has the proper animation when he does Terra Rave, he merely moved himself in front of his targets and the attacks went off in his standing animation. Second, after defeating him and attempting to leave, the game softlocked on me. :0 I'm gonna attempt it again, and I'll edit this post with the outcome, whether it advances normally or if I get softlocked again. I don't know if it's because Tifa is party leader or not but thus far since I have assigned her when it was first possible there hasn't been an issue. This is actually the first time I've been softlocked throughout my entire playthrough of NT so I just wanted to touch base, see if maybe it's just a one time glitch or if it's an actual problem.

EDIT: Reloading from the save point you put right before the fight, the game softlocks the moment I try to enter the next screen. Reloaded a few times, same result every time. :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-07-29 16:05:18
Just got to Gongaga and beat Rude and Reno easily (though I probably should have stolen from them - only got a Turbo Ether) Morphed a Heavy Tank for a gold armlet, and even morphed Boxer :D  Tifa is looking a bit OP now

yeah i felt this way too, she do 70% or more of damage of the party. The sense mechanic is kinda OP. Just my 2c.

Edit: After hitting end game i can say that this comment makes no sense. Tifa is a glass cannon. She can do MUCH damage but die easily.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-29 16:25:47
T.T; wut

i killed him but got nothing. and he never shows up again.

---Feature Request----

I know this is probably an unpopular opinion, but I'm going to ask anyway, can we get an option somewhere to have 100% drop rates against 1 time encounters? I like a challenging game, not an RNGing game.

XD


----edit----

well now im even more frustrated. i reloaded an older save, went through the whole train scene, went to go fight the chocobo again, and this time, he didnt show up.

so here's what i did. I went to the part where the 2 guards are, stoped, turned around to the previous field, did some equipment/materia organizing, came back to the 2 guards and now the chocobo event doesn't trigger.

---edit2---

redid everything again, got the chocobo, got him to around 400 health while I had 3 limit breaks, poped all 3 limit breaks immediately so I could be absolutely sure I killed him, but he still ran away. or is the running away part of his Death Animation?

---edit3---

killed him 9 times now. no items other than Hi Potion. Don't think this one works.

Yeah, I just investigated. The Chocobracelet has a 100% drop rate...but I've screwed up and used the Chocobo's escape action to end the battle which means that the drop (and presumably the EXP & AP) doesn't actually drop. Whoops :I

Huh.  From my experience so far whenever I've stolen anything I never gotten a drop.  And regarding the database, I was wondering if there was a list of possible steals and morphs

If you steal an item, nothing will drop. But I think you can Morph + Steal, or Morph & get an item drop. I think.

Hey Chief!

Progress Update: I've been going around in preparation for the Dark Cave sidequest, doing some of the Lv4 Limit Break events and whatnot. Just got done fighting Django as of this post, and two things I wanna mention in case it hasn't been prior. First, from watching the fight in a previous version of NT (It was LetCreativityPlay's 1.2 playthrough on YT) Django has the proper animation when he does Terra Rave, he merely moved himself in front of his targets and the attacks went off in his standing animation. Second, after defeating him and attempting to leave, the game softlocked on me. :0 I'm gonna attempt it again, and I'll edit this post with the outcome, whether it advances normally or if I get softlocked again. I don't know if it's because Tifa is party leader or not but thus far since I have assigned her when it was first possible there hasn't been an issue. This is actually the first time I've been softlocked throughout my entire playthrough of NT so I just wanted to touch base, see if maybe it's just a one time glitch or if it's an actual problem.

EDIT: Reloading from the save point you put right before the fight, the game softlocks the moment I try to enter the next screen. Reloaded a few times, same result every time. :(

Alright, so the screen that connects the back of the cave where Django is and the Save Point screen isn't loading up properly/soft-locks? And this is now happening before you fight Django so you can't reach him anymore? Also, what's happening with Terra Rave? Is the animation not playing correctly for you?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-29 16:29:04
Yeah, I just investigated. The Chocobracelet has a 100% drop rate...but I've screwed up and used the Chocobo's escape action to end the battle which means that the drop (and presumably the EXP & AP) doesn't actually drop. Whoops :I

XD I figured it was something about that Running away bit.

Let me know when you release a fix. got my save sitting right there...just grinding away some xp at the ghost trainyard.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-07-29 18:29:37
Yeah, I just investigated. The Chocobracelet has a 100% drop rate...but I've screwed up and used the Chocobo's escape action to end the battle which means that the drop (and presumably the EXP & AP) doesn't actually drop. Whoops :I

If you steal an item, nothing will drop. But I think you can Morph + Steal, or Morph & get an item drop. I think.

Alright, so the screen that connects the back of the cave where Django is and the Save Point screen isn't loading up properly/soft-locks? And this is now happening before you fight Django so you can't reach him anymore? Also, what's happening with Terra Rave? Is the animation not playing correctly for you?

Yes. You know how you put the save point right before you initially fight the Gi Nattak? That screen softlocks the moment I try to advance. It stops me like it's going to attempt to play out when Bugenhagen would give his word of caution. Since the first softlock I haven't even been able to fight Django again, but yes Terra Rave's attack animations do not play out; he merely stands in front of the target that will be receiving damage for the hit(s). I've tried about 10 times now and still nothing. :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-29 18:54:43
XD I figured it was something about that Running away bit.

Let me know when you release a fix. got my save sitting right there...just grinding away some xp at the ghost trainyard.

Will do, it'll likely be put in with the flevel patch instead of the scene one.

Yes. You know how you put the save point right before you initially fight the Gi Nattak? That screen softlocks the moment I try to advance. It stops me like it's going to attempt to play out when Bugenhagen would give his word of caution. Since the first softlock I haven't even been able to fight Django again, but yes Terra Rave's attack animations do not play out; he merely stands in front of the target that will be receiving damage for the hit(s). I've tried about 10 times now and still nothing. :/

Alright, I'll isolate the problem and get it fixed. As for Terra Rave's animation...that's actually standard, I couldn't get enemy models to use Limit animations.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-29 19:15:43
---Feature Request/Idea---

not sure if you've already done something like this, since I havnt gotten there yet (i'm waiting on that chocobo fix XD ), but I think it would be neat if you could do something with Jessie when you meet her again during the Pillar scenario.

If you recall, it was Jessies blunder that caused the Sector 5 Train incedent. She apologizes to Cloud and even says "I'll make something special for you when I get back to the hideout", but we never learn what that special something is. Maybe expand on this? Maybe its some new armor? Maybe its a materia? Maybe a weapon? An Accessory? Or just a nice item, like a Turbo Ether or something? Or maybe when you meet her again she says something about it like "Sorry I didnt get to finish it..."


What do you think? Or has this been done already?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-07-29 19:50:03
Will do, it'll likely be put in with the flevel patch instead of the scene one.

Alright, I'll isolate the problem and get it fixed. As for Terra Rave's animation...that's actually standard, I couldn't get enemy models to use Limit animations.

Really? I remember seeing it actually go off in LetCreativityPlay's video where he does all the Lv4 Limit sidequests...huh. Maybe I'm suffering from too much lack of sleep on that note, but nonetheless, the only real issue was the softlocking. Sorry for the additional headache I know you've put so much into NT.

EDIT: I stand corrected, definitely just rewatched that video...lack of sleep's a real killer sometimes. ;p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-29 23:06:09
Alright, so I fixed the Django problem; he lost his activate menu/movement script when I added the SP additions. What I've not been able to replicate though is the soft-lock you've encountered in the screen where Gi Nattak is fought. Does the screen load up or does it stay black? Also, can you leave the Cave of the Gi?

I'm also looking into the scene with Cloud's memory and encountered the soft-lock toward the end. Also noticed some music problems while the scenes play, likely caused by the field music option.

Edit: Fixed the Cloud's memory scene (one of the pauses in dialog was causing it), as well as the music problem so the correct music tracks will play throughout the scene. Going to have another look at the Cave of the Gi.

---Feature Request/Idea---

not sure if you've already done something like this, since I havnt gotten there yet (i'm waiting on that chocobo fix XD ), but I think it would be neat if you could do something with Jessie when you meet her again during the Pillar scenario.

If you recall, it was Jessies blunder that caused the Sector 5 Train incedent. She apologizes to Cloud and even says "I'll make something special for you when I get back to the hideout", but we never learn what that special something is. Maybe expand on this? Maybe its some new armor? Maybe its a materia? Maybe a weapon? An Accessory? Or just a nice item, like a Turbo Ether or something? Or maybe when you meet her again she says something about it like "Sorry I didnt get to finish it..."

What do you think? Or has this been done already?

Y'know, I could maybe do that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-30 01:51:29
what kind of item do you think she should have been working on? maybe since its a whole new addition to the main story line, maybe it should be a whole new item? like your own personal Armor that ONLY cloud can wear?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-07-30 03:42:42
Alright, so I fixed the Django problem; he lost his activate menu/movement script when I added the SP additions. What I've not been able to replicate though is the soft-lock you've encountered in the screen where Gi Nattak is fought. Does the screen load up or does it stay black? Also, can you leave the Cave of the Gi?

I'm also looking into the scene with Cloud's memory and encountered the soft-lock toward the end. Also noticed some music problems while the scenes play, likely caused by the field music option.


Yo Chief,

It's neither of those. Like I was saying when you first go there in Disc 1, you know how Bugen stops the party and warns them of the danger before you actually proceed into the room, how you actually lose control of the character because of the text? It's like that, except obviously Bugen isn't there and there isn't any text. The help finger disappears if I have it on and so do the red arrows, so Tifa is just kind of stuck standing there right as she tries to actually /enter/ the room where you would fight Gi Nattak, since you have to pass that into Seto's room to fight Django. Sorry if I wasn't clear, hopefully that explains it a little better? :(

EDIT: While waiting I went ahead and made a separate save before I went to check out the Dark Cave sidequest, am I not supposed to be able to climb the wire at Wall Market to reach the Shinra Building? Red XIII's the only party member I'm missing. :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-07-30 08:35:30
@Sega Chief
I've been thinking about this for a while. Is it possible to make the Silver Barrette sell-able? Some kind of flag you could change?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Robo Jesus on 2015-07-30 09:34:07
Ok, I just got to disk two. Hmm, I'm kinda conflicted. I understand why you did what you did, but, hmm, it feels kinda cheap, on both ends (vanilla game and the mod here). One because the vanilla game didn't even address the issue you brought up here, but also because the way it was done feels cheap and kinda dumb/idiotic, from both ends (vanilla for not addressing that issue and in the mod here with Sephiroth not addressing that potential and being a d*ck to ensure it didn't happen, which kind makes the situation here come across as very mediocre). And that's not touching on the fact that dead bodies float (Link#1 (http://cheezburger.com/7572785920), Link #2 (https://www.fanfiction.net/s/2565520/1/Because-Dead-Bodies-Float)). :P

Hmm, thinking about it, I get the feeling that you could have your metaphorical cake and eat it too, at least here in this situation. I'll have to explore the idea and develop it a bit more, I think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-30 09:34:34
New Armor - Jessie's Momento. 0=0 0=0 +5 str/mgk. Basically the combination of the Titan/Mythril Bangle with 1 extra slot that is also connected. Not game breaking. But also not bad/useless.

Thoughts?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Robo Jesus on 2015-07-30 09:37:34
New Armor - Jessie's Momento. 0=0 0=0 +5 str/mgk. Basically the combination of the Titan/Mythril Bangle with 1 extra slot that is also connected. Not game breaking. But also not bad/useless.

Thoughts?
Needs more cowbell. :P

More seriously though, hmm, I think that it won't see much use considering players will be able to grab much better armor less than an hour afterwards in the Shinra building unless it has reasonable def/mdef. Yes, the linked slots are useful, but by that point all you really have to link to them is an All and an Element, and most players will be moving those about. Hmm.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-07-30 11:34:42
I think it would be fine to get an S-mine or something from her (she likes bombs and monitors! You know, flashy stuff. :)), saves spending a whole armour on a unique, missable, underpowered item. Could be good for getting through a tough boss in Midgar.
I guess it's an easy way to channel the spirit of AVALANCHE right into Reno's smug face.

Also, Chief, I've just left Midgar on Arrange /exe patch. Doing alright so far, the difficulty has been enjoyable. Had to retry a couple of battles (mostly from hanging about trying to morph then getting stuck in healing cycles).
Learning Enemy Skill mid battle as soon as Red shows up is beautiful. So satisfying.
I loved the elevator battles. Speedy Barret with VIT out the ears in the front row building up his attack every turn. Aeristh healing /lightning spells, Red healing /barrier /grenades. No long range sled fang :'(. Makes sense though! Always was confusing.
Rufus may not bleed or cry, but I was crying because of his resistances!! I had to blow a bunch of lv2 magic items on him to take him down, because of some awkward elemental choices. Didn't have to reset though!
And I love Rubicante healing you at the start of the fight ;). Tifa with lightning element attack was chewing through his hp like no ones business! Cloud with bolt /cure, Red with cure /barrier/cover, and we were OK.

I'm enjoying the changes to materia stats. Really makes you think about who gets what! So far I've been ranking up across different options for everyone, too, so that's working well. Gotta love those DEX boosts!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-30 12:35:59
I think it would be fine to get an S-mine or something from her (she likes bombs and monitors! You know, flashy stuff. :)), saves spending a whole armour on a unique, missable, underpowered item. Could be good for getting through a tough boss in Midgar.
I guess it's an easy way to channel the spirit of AVALANCHE right into Reno's smug face.

true enough. but that would feel very useless IMO. like I am always getting those items to throw at enemies, but I never use them, theres no need to. So I think it would end up being another useless item.

Its Jessie's last gift to Cloud to make up for her mistakes. It should be...special... dont you think?

--edit--

Actually now that I think of it, it could be a special Bomb item. Remember how she was saying that her Reactor 1 Bomb was too big, and she "did just like the computer told her to". Maybe she makes Cloud a Bomb, but it ends up being like ridiculously strong. 1 time use, maybe even 9999 dmg to all enemies on the field. Save it for a super special occasion. That sort of thing.

So far I've been ranking up across different options for everyone, too, so that's working well.

I keep reading about this "ranking up" thing. What is everyone talking about? is that Arrange only? Or are you simply referring to Leveling up?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Robo Jesus on 2015-07-30 13:01:12
true enough. but that would feel very useless IMO. like I am always getting those items to throw at enemies, but I never use them, theres no need to. So I think it would end up being another useless item.

Its Jessie's last gift to Cloud to make up for her mistakes. It should be...special... dont you think?
I use items all the time, but they have to be, you know, useful. A couple S-mines/SS-mines as an example would be useful early in. And having more than one would allow players to mess around with them to see how useful they actually are.






And yeah, Sega Chief, the more I look over the Aeris death and resurrection scene in this mod, the more ridiculous it looks. No, don't get me wrong, I like the idea of having Aeris and her oh-so-useful limitbreaks around, but the way it was done here is just so damned mediocre and sub-par compared to how it could be. The main issue here that makes it look so damned silly is Cloud's reactions as he bemoans her passing before then shrugging and using a pheonix down. The initial thought I have is to just tweak that scenario, but the story-teller in me thinks you could reuse every vanilla canon scene and still have the end result of 'Aeris' around afterwards.

How?

Well, the train of thought I have at the moment goes something like this. In the game, Aeris is 'killed' by Sephiroth (I'd add in a line of him saying he made sure that she can't be revived (linked materia as an example) as well, to avoid the 'why didn't they just revive her question).

So how does that allow the party to 'keep' Aeris?

Simple.

Jenova.

In the game's story, Jenova is described as having the ability to take any shape or form, as well as grab memories of those nearby. And here Sephiroth is, using a piece of Jenova to move about on the surface shaped like Sephiroth, with Aeris in a magically special place as she's trying to disrupt what Sephiroth is doing, and physically incapacitated. Thus, you can easily end up with an Alex Mercer type situation using that fragmented, damaged Jenova piece, taking on Aeris' shape and memories, easily allowing the players to retain 'Aeris' while still having Aeris dead and Cloud's initial reactions unchanged and still valid. And that's not touching on the potential plot hooks for 'Aeris' to have to fight through a situation in order to remain 'Aeris' and not become another Puppet or threat like all the other Jenova pieces.

But yeah, however you go about it, at the moment the scene we have is kind of ridiculously silly. At the very least, make some dialogue tweaks, or hell, ponder the above, but whatever you do, don't leave it like it currently is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-07-30 13:40:05
I think the way Aeristh is handled in this is fine, myself - we've all played the game before, we know the 'true' story. This mod is just for fun, not a replacement of that.
It's not worth trying to justify it beyond "we wanna keep her around for gameplay /fun", messing with pseudo scientific reasons would just raise more issues. JENOVA impersonating her sounds pretty horrible, too.
I have enjoyed the little in jokes. Things like "This guy be sick" and the W-item materia. I see the abrupt revive as another one, it's just lampshading! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-30 15:03:14
all the ___________________ makes it very hard to even understand what you're saying O.O;

-edit-

nvm.. i just woke up. ignore me XD i can read it now
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Robo Jesus on 2015-07-30 16:57:38
I think the way Aeristh is handled in this is fine, myself - we've all played the game before, we know the 'true' story. This mod is just for fun, not a replacement of that.
It's not worth trying to justify it beyond "we wanna keep her around for gameplay /fun", messing with pseudo scientific reasons would just raise more issues. JENOVA impersonating her sounds pretty horrible, too.
I have enjoyed the little in jokes. Things like "This guy be sick" and the W-item materia. I see the abrupt revive as another one, it's just lampshading! :)
With the changes made here, it's not handled fine at all. The scene used here is fine in vanilla, because Aeristh remains dead. Here, she doesn't, and because she doesn't, and more importantly how it's handled here, it makes the scene come across pretentiously. How it's fixed isn't as important as the fact that it is an issue that needs fixing.

And useful constructive criticism involves pointing out what's wrong and a few suggestions for how to fix it. The stuff in the spoilers is just the story-teller in me musing, but the scene needs tweaked in order to fix the issues in it. And likely all that is needed is just some dialogue changes in that scene so it's not so, well, pretentious. Because that scene was just too ridiculous with how it tried to keep both the vanilla dialogue and the change made. It doesn't work well here. At all.

So, Sega needs to get rid of the vanilla dialogue and replace it with something else, or, if he wants to keep that vanilla dialogue, he needs to use the situation differently so the scene actually works (like what I pointed out in my spoilered musings).

Because many of the scenes and alterations and references he's made so far have worked, and worked quite well, because all they required is a working knowledge of the English language. This particular scene though? Yeah, it doesn't quite work here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-30 17:45:18
what kind of item do you think she should have been working on? maybe since its a whole new addition to the main story line, maybe it should be a whole new item? like your own personal Armor that ONLY cloud can wear?

Probably a weapon, that way it's for Cloud. Although a grenade would be funny. I can't add new armour/weapons/accessories in though, it has to be a pre-existing one that gets edited. Might go for an item.

Yo Chief,

It's neither of those. Like I was saying when you first go there in Disc 1, you know how Bugen stops the party and warns them of the danger before you actually proceed into the room, how you actually lose control of the character because of the text? It's like that, except obviously Bugen isn't there and there isn't any text. The help finger disappears if I have it on and so do the red arrows, so Tifa is just kind of stuck standing there right as she tries to actually /enter/ the room where you would fight Gi Nattak, since you have to pass that into Seto's room to fight Django. Sorry if I wasn't clear, hopefully that explains it a little better? :(

EDIT: While waiting I went ahead and made a separate save before I went to check out the Dark Cave sidequest, am I not supposed to be able to climb the wire at Wall Market to reach the Shinra Building? Red XIII's the only party member I'm missing. :o

Right, I'm with you now. I had a look at that screen too though, and couldn't replicate the problem there either. What I'll do is add an extra check for Game Moment to make sure that event line is cleared. My concern is that the only way it could trigger is the var got reset or Game Moment has (somehow) fallen back down to a Disc 1 value. Whichever it is, I'll get it fixed.

As for Dark Cave, you need the following party members to advance up the wire:
Aeris
Red XIII
Cait Sith
Cid

Vincent and Yuffie should be skippable (this was set up back when they were both optional characters, rather than just Vince being optional). As for Red XIII's location, try heading for the Train Graveyard.

@Sega Chief
I've been thinking about this for a while. Is it possible to make the Silver Barrette sell-able? Some kind of flag you could change?

Ah right, I've heard of that issue (Ribbon and Water Rings were affected as well, right?) I think i checked the kernel once but the sell flags were all correct. It must be some other problem that I might not be able to fix as easily. What I could do is set up an NPC somewhere who will 'buy' these items from the player using field script rather than the shop script.

I think it would be fine to get an S-mine or something from her (she likes bombs and monitors! You know, flashy stuff. :)), saves spending a whole armour on a unique, missable, underpowered item. Could be good for getting through a tough boss in Midgar.
I guess it's an easy way to channel the spirit of AVALANCHE right into Reno's smug face.

Also, Chief, I've just left Midgar on Arrange /exe patch. Doing alright so far, the difficulty has been enjoyable. Had to retry a couple of battles (mostly from hanging about trying to morph then getting stuck in healing cycles).
Learning Enemy Skill mid battle as soon as Red shows up is beautiful. So satisfying.
I loved the elevator battles. Speedy Barret with VIT out the ears in the front row building up his attack every turn. Aeristh healing /lightning spells, Red healing /barrier /grenades. No long range sled fang :'(. Makes sense though! Always was confusing.
Rufus may not bleed or cry, but I was crying because of his resistances!! I had to blow a bunch of lv2 magic items on him to take him down, because of some awkward elemental choices. Didn't have to reset though!
And I love Rubicante healing you at the start of the fight ;). Tifa with lightning element attack was chewing through his hp like no ones business! Cloud with bolt /cure, Red with cure /barrier/cover, and we were OK.

I'm enjoying the changes to materia stats. Really makes you think about who gets what! So far I've been ranking up across different options for everyone, too, so that's working well. Gotta love those DEX boosts!

Escaped Midgar on EXE Arrange, eh? Yeah, I changed the Range flag of Limit Breaks (except for projectile ones like Blade Beam, Big Shot, etc); small tweak but makes a difference. Tifa seems to be the MVP of this patch, lot of people are saying she's hitting the hardest. A speedy Barret sounds interesting, he could be very dangerous with those attack stacks if he has enough speed to get the turns in.

true enough. but that would feel very useless IMO. like I am always getting those items to throw at enemies, but I never use them, theres no need to. So I think it would end up being another useless item.

Its Jessie's last gift to Cloud to make up for her mistakes. It should be...special... dont you think?

--edit--

Actually now that I think of it, it could be a special Bomb item. Remember how she was saying that her Reactor 1 Bomb was too big, and she "did just like the computer told her to". Maybe she makes Cloud a Bomb, but it ends up being like ridiculously strong. 1 time use, maybe even 9999 dmg to all enemies on the field. Save it for a super special occasion. That sort of thing.

I keep reading about this "ranking up" thing. What is everyone talking about? is that Arrange only? Or are you simply referring to Leveling up?

When you're at a Save Point, there should be a extended menu on-screen with options like Quick-Tent, Rank Up, etc. If you visit the Rank Up screen (L2/CAMERA button) then you can get Sources to upgrade your character's stats with. Each character gains SP throughout the game that lets them rank up, with 8 ranks in all. I'm not going to say the mod will be impossible to beat without using the ranks, but it will likely get very tough.

I use items all the time, but they have to be, you know, useful. A couple S-mines/SS-mines as an example would be useful early in. And having more than one would allow players to mess around with them to see how useful they actually are.

And yeah, Sega Chief, the more I look over the Aeris death and resurrection scene in this mod, the more ridiculous it looks. No, don't get me wrong, I like the idea of having Aeris and her oh-so-useful limitbreaks around, but the way it was done here is just so damned mediocre and sub-par compared to how it could be. The main issue here that makes it look so damned silly is Cloud's reactions as he bemoans her passing before then shrugging and using a pheonix down. The initial thought I have is to just tweak that scenario, but the story-teller in me thinks you could reuse every vanilla canon scene and still have the end result of 'Aeris' around afterwards.

How?

Well, the train of thought I have at the moment goes something like this. In the game, Aeris is 'killed' by Sephiroth (I'd add in a line of him saying he made sure that she can't be revived (linked materia as an example) as well, to avoid the 'why didn't they just revive her question).

So how does that allow the party to 'keep' Aeris?

Simple.

Jenova.

In the game's story, Jenova is described as having the ability to take any shape or form, as well as grab memories of those nearby. And here Sephiroth is, using a piece of Jenova to move about on the surface shaped like Sephiroth, with Aeris in a magically special place as she's trying to disrupt what Sephiroth is doing, and physically incapacitated. Thus, you can easily end up with an Alex Mercer type situation using that fragmented, damaged Jenova piece, taking on Aeris' shape and memories, easily allowing the players to retain 'Aeris' while still having Aeris dead and Cloud's initial reactions unchanged and still valid. And that's not touching on the potential plot hooks for 'Aeris' to have to fight through a situation in order to remain 'Aeris' and not become another Puppet or threat like all the other Jenova pieces.

But yeah, however you go about it, at the moment the scene we have is kind of ridiculously silly. At the very least, make some dialogue tweaks, or hell, ponder the above, but whatever you do, don't leave it like it currently is.

I'll explain my position on this and why the event turned out the way it did. When I approached this part of the game during my initial run/development of the first NT build, I had a thought that it would be a nice surprise to have Aeris tag along going into Disc 2 and that it would let players have this character to use against the myriad of new bosses and other challenges in the mod. The work involved + the damage it could do to the game's story should have put me off, but I eventually convinced myself to do it when I read through the game's Disc 2/3 script and realised that only one scene in the game would actually prove to be problematic from a story perspective; others only needed a word changed here, or a sentence restructured there. The rest were just tough mechanically due to the way the script is organised seemingly at random for different fields but that proved to be a good learning experience because I was still very shaky with field scripting at the time.

So after that was done I had to tackle the remaining issue of the actual 'revive' event. I'm not given to mushy scenes, and I didn't want to cook up some cringeworthy nonsense either. Ultimately, NT is a celebration of the game's diverse battle mechanics which I've always enjoyed exploring and the quirky story that was produced in a different time. Like Gatchaman said, I wanted the mod to be 'for fun' and a lot of the off-beat moments in it like the third battery (a dilemma in perfect games), the Boxer enemy's final dialog, etc. were put there as small nods to old rumours and other things that have popped up in the time that the game has been around.

I've never personally been a fan of the whole 'just use a Phoenix Down' thing itself, but I knew it would catch people out and there was a great moment when I was watching someone stream NT at that point of the game, with the chat 'suggesting' that the streamer use a Phoenix Down on Aeris; the reaction when Cloud actually did this moments later was quite fun to watch. On the whole, I think it's a nice way to do it; no fluff, no fuss, no amateur-hour dramatics. No creepy alien people hanging around with the party. Just a straight shot when you're least expecting it.

As for vanilla dialogue, I've actually been (discreetly) working through the flevel on a field-by-field basis. Some of the more eagle-eyed players might have noticed that certain scenes have had their dialogue redone slightly. The goal with that is just to make it 'click' better without straying too far, and repairing some of the weird text boxes along the way. I guess at some point I'll reach the field screens where this wee scene takes place; I can consider my options at that time, though I think I promised a few people the option to make the entire thing optional at some point. That'll likely affect things.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-07-30 18:03:10
Probably a weapon, that way it's for Cloud. Although a grenade would be funny. I can't add new armour/weapons/accessories in though, it has to be a pre-existing one that gets edited. Might go for an item.

Right, I'm with you now. I had a look at that screen too though, and couldn't replicate the problem there either. What I'll do is add an extra check for Game Moment to make sure that event line is cleared. My concern is that the only way it could trigger is the var got reset or Game Moment has (somehow) fallen back down to a Disc 1 value. Whichever it is, I'll get it fixed.

As for Dark Cave, you need the following party members to advance up the wire:
Aeris
Red XIII
Cait Sith
Cid

Vincent and Yuffie should be skippable (this was set up back when they were both optional characters, rather than just Vince being optional). As for Red XIII's location, try heading for the Train Graveyard.


Ah, I see. I couldn't make heads or tails of it, either, cause it seemed like it was one of those cases where the problem only affects you and hasn't for anyone else, as I'm sure that's happened to almost any one of us in our life at some point. :o I'll get back on it here shortly and check the yard, cheers for that, too. :)

EDIT: When trying to use the elevators on the 66th floor, the game softlocks before you even enter the elevator (You hit OK as usual to open the doors to go in....then you lose control and can't regain it). I noticed this during Disc 1 when you're there to rescue Aerith, and it happened again in the Dark Cave portion. Also, that final boss at the top.....a little strong, that's all I'm gonna say. ;p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Robo Jesus on 2015-07-30 18:36:33
I'll explain my position on this and why the event turned out the way it did. When I approached this part of the game during my initial run/development of the first NT build, I had a thought that it would be a nice surprise to have Aeris tag along going into Disc 2 and that it would let players have this character to use against the myriad of new bosses and other challenges in the mod. The work involved + the damage it could do to the game's story should have put me off, but I eventually convinced myself to do it when I read through the game's Disc 2/3 script and realised that only one scene in the game would actually prove to be problematic from a story perspective; others only needed a word changed here, or a sentence restructured there. The rest were just tough mechanically due to the way the script is organised seemingly at random for different fields but that proved to be a good learning experience because I was still very shaky with field scripting at the time.

So after that was done I had to tackle the remaining issue of the actual 'revive' event. I'm not given to mushy scenes, and I didn't want to cook up some cringeworthy nonsense either. Ultimately, NT is a celebration of the game's diverse battle mechanics which I've always enjoyed exploring and the quirky story that was produced in a different time. Like Gatchaman said, I wanted the mod to be 'for fun' and a lot of the off-beat moments in it like the third battery (a dilemma in perfect games), the Boxer enemy's final dialog, etc. were put there as small nods to old rumours and other things that have popped up in the time that the game has been around.

I've never personally been a fan of the whole 'just use a Phoenix Down' thing itself, but I knew it would catch people out and there was a great moment when I was watching someone stream NT at that point of the game, with the chat 'suggesting' that the streamer use a Phoenix Down on Aeris; the reaction when Cloud actually did this moments later was quite fun to watch. On the whole, I think it's a nice way to do it; no fluff, no fuss, no amateur-hour dramatics. No creepy alien people hanging around with the party. Just a straight shot when you're least expecting it.

As for vanilla dialogue, I've actually been (discreetly) working through the flevel on a field-by-field basis. Some of the more eagle-eyed players might have noticed that certain scenes have had their dialogue redone slightly. The goal with that is just to make it 'click' better without straying too far, and repairing some of the weird text boxes along the way. I guess at some point I'll reach the field screens where this wee scene takes place; I can consider my options at that time, though I think I promised a few people the option to make the entire thing optional at some point. That'll likely affect things.
Makes sense, and yeah, I have noticed a few of the text tweaks here and there. And this isn't a major issue, more of a "That one scene makes no sense, but the rest is fine" sort of comment. It's not a big issue, but when you do get to it, it goes need some tweaking so it, you know, doesn't seem so... odd.

Your mod has actually made me smile and laugh throughout it at various points (I literally cackled like a loon during the Scorp appearance before fighting Dyne). I damn well love what you've done here, and the battle aspects are fun as hell (I started the game in full NT conversion mode because I wanted to see what you did). I wouldn't be speaking up or spending time going through things and commenting if I didn't feel it wasn't worth it (and I'm sure as hell not going to complain for the sake of complaining). :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-07-30 19:58:04
@Robo Jesus
Thanks for continuing to think well of the mod. Lots more to explore and request. Afterall, it's not every day you meet someone as nice and well mannered as Sega Chief.

@Sega Chief
Yes, please! Gold Saucer is a great spot for that sort of NPC, alongside the NPC that sells Fire Fangs, Shrapnel, War Gongs, etc. Get them all in the same corner of a room alongside the planned Fort Condor Runner and it'll be a cool kid's party.  ;)

I never got around to saying this till now, but thanks for condensing Transform into the Legomorph spell. I've been using status effects a ton in random battles lately due to the safety it provides when stealing and morphing. The level gap between my characters and enemies in Arrange is so large now that I require 6 attempts on average to get a steal, and that can be really bad when you're a greedy son of a gun like me. Having the ability to frog/small a bunch of enemies is just refreshing and therapeutic after all the trouble.

Also, I thought something was "off" about certain scene dialogue. Glad to know you're adding more of your sensibilities to the game. I really like the way you think, as well as your sense of humor. You have my respect for sticking to your guns with Aerisths. No need for over-dramatic angst bait, convoluted "Jenova is the culprit" plot lines, or "HOJO WAS RIGHT ALL ALONG" excuses. Haha. :D

EDIT: Hojo is always right, btw. All along.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-30 20:59:29
Makes sense, and yeah, I have noticed a few of the text tweaks here and there. And this isn't a major issue, more of a "That one scene makes no sense, but the rest is fine" sort of comment. It's not a big issue, but when you do get to it, it goes need some tweaking so it, you know, doesn't seem so... odd.

Your mod has actually made me smile and laugh throughout it at various points (I literally cackled like a loon during the Scorp appearance before fighting Dyne). I damn well love what you've done here, and the battle aspects are fun as hell (I started the game in full NT conversion mode because I wanted to see what you did). I wouldn't be speaking up or spending time going through things and commenting if I didn't feel it wasn't worth it (and I'm sure as hell not going to complain for the sake of complaining). :-D

No worries, I'm always on the look out to improve things so don't hesitate to mention anything.

Yes, please! Gold Saucer is a great spot for that sort of NPC, alongside the NPC that sells Fire Fangs, Shrapnel, War Gongs, etc. Get them all in the same corner of a room alongside the planned Fort Condor Runner and it'll be a cool kid's party.  ;)

I never got around to saying this till now, but thanks for condensing Transform into the Legomorph spell. I've been using status effects a ton in random battles lately due to the safety it provides when stealing and morphing. The level gap between my characters and enemies in Arrange is so large now that I require 6 attempts on average to get a steal, and that can be really bad when you're a greedy son of a gun like me. Having the ability to frog/small a bunch of enemies is just refreshing and therapeutic after all the trouble.

Also, I thought something was "off" about certain scene dialogue. Glad to know you're adding more of your sensibilities to the game. I really like the way you think, as well as your sense of humor. You have my respect for sticking to your guns with Aerisths. No need for over-dramatic angst bait, convoluted "Jenova is the culprit" plot lines, or "HOJO WAS RIGHT ALL ALONG" excuses. Haha. :D

EDIT: Hojo is always right, btw. All along.

Cool kid's party, eh? I'll maybe add him to the Saucer then.

Lagomorph solved a couple of problems; Frog Song always kind of made Frog itself a little moot unless you were using it with All but the two spells were always a little squared off against each other in effects.

Hojo is a tad eccentric. And he seems to forget plot points at the drop of a hat.

Edit: Quick scene hotfix patch, this corrects an issue with Mug's targeting: https://mega.co.nz/#!SpVy1aKS!4VFBX8Opcu84lDQU80UT9E9FFqkg2YkXumUuV1oIiHA
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-30 21:22:11
Any  idea when you might be releasing a hotfix for that chocobo? I'm up to 3x lvl 2 fire/bolt/ice/cure/all/cover, so each of my chars has a full set of lvl 2 magic and they are all on lvl 3 limit breaks now. lol  XD

oh, and 99 iron bangle/grenade/assault gun. cause of reasons.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-30 22:17:56
I'm putting the flevel patch together at the mo; you might be, eh, a tad overleveled though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-30 22:23:25
XD im close to lvl 3 All. I refuse to progress without my shiny bracelet! o.o;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-07-30 22:23:37
Lagomorph solved a couple of problems; Frog Song always kind of made Frog itself a little moot unless you were using it with All but the two spells were always a little squared off against each other in effects.

Hojo is a tad eccentric. And he seems to forget plot points at the drop of a hat.

Edit: Quick scene hotfix patch, this corrects an issue with Mug's targeting: https://mega.co.nz/#!SpVy1aKS!4VFBX8Opcu84lDQU80UT9E9FFqkg2YkXumUuV1oIiHA

Lagomorph also felt like a solid design choice because it fed into a logical progression of status effect "spell power." You get it pretty much just as your double growth armors have unlocked Silence and Slow. Having it pretty much available as soon as you hit Gold Saucer felt incredibly natural and rewarding. It encourages the sort of forward momentum that keeps most players moving instead of stopping to grind out a spell they want. Also, thanks for the tight response on all the hotfixes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-30 22:30:27
XD im close to lvl 3 All. I refuse to progress without my shiny bracelet! o.o;

Patch uploading; I just hope it's not too late ,_,

Lagomorph also felt like a solid design choice because it fed into a logical progression of status effect "spell power." You get it pretty much just as your double growth armors have unlocked Silence and Slow. Having it pretty much available as soon as you hit Gold Saucer felt incredibly natural and rewarding. It encourages the sort of forward momentum that keeps most players moving instead of stopping to grind out a spell they want. Also, thanks for the tight response on all the hotfixes.

I was a bit worried about Lagomorph but I think it alleviates the general problem with having too many niche spells locked behind AP requirements. It also lets us have a shiny new elemental spell to use at the end of the game :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-30 22:40:06
too late. lvl 3 All. XD only another 12k AP for lvl 4 o.o;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-30 23:05:28
Dammit: https://mega.co.nz/#!mh0BSDIZ!OxbZzCT-MhhlaA1LWgDCqgWr5ZerBwJ9NXQIks1crS0

That's the flevel patch :(

It contains the Cave of the Gi, Cloud's Memory, Chocobracelet, etc. fixes. But let me know if the contingency for Cave of the Gi doesn't work Belial; I wasn't able to trigger the softlock on my end, so I added an extra 'clear line' command trigger to clean up the event.

Edit: One thing to note: the Chocobracelet drops from the field event now, rather than the battle itself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-07-31 00:05:07
Dammit: https://mega.co.nz/#!mh0BSDIZ!OxbZzCT-MhhlaA1LWgDCqgWr5ZerBwJ9NXQIks1crS0

That's the flevel patch :(

It contains the Cave of the Gi, Cloud's Memory, Chocobracelet, etc. fixes. But let me know if the contingency for Cave of the Gi doesn't work Belial; I wasn't able to trigger the softlock on my end, so I added an extra 'clear line' command trigger to clean up the event.

Edit: One thing to note: the Chocobracelet drops from the field event now, rather than the battle itself.

You got it, Chief. I kept a separate save file from before I went into the Dark Cave, just in case this fix came sooner than expected, which it did so cheers! By the way, did you catch on my last post the edit I made about the Shinra Bldg. stuff in the Dark Cave? I probably should have just made that part a separate post, so my bad on that end. ;p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-31 00:41:15
Just saw the edit, I think that might be the old elevator problem that's in the original game as well. Basically, if you mash Confirm too much (or enter the elevator at the wrong angle) you can be 'trapped' in a similar way to the ladder glitch and end up walking endlessly. I'm going to try and tackle this at some point and try to either reorganise the script to make it more stable or add some kind of fail-safe that loads the elevator field after a certain amount of time passes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-07-31 01:31:40
Just saw the edit, I think that might be the old elevator problem that's in the original game as well. Basically, if you mash Confirm too much (or enter the elevator at the wrong angle) you can be 'trapped' in a similar way to the ladder glitch and end up walking endlessly. I'm going to try and tackle this at some point and try to either reorganise the script to make it more stable or add some kind of fail-safe that loads the elevator field after a certain amount of time passes.

Ah damn, now that you mention it I totally forgot about it....my mistake. Good news is the patch worked for the Cave of the Gi! No problems going to and from Django, and I even let him kill me at first to make sure if the player wipes fighting him and they gotta restart that they can with no worries. Completely fixed :D

As always, awesome job homie. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-31 02:54:56
---possible bug/not a big deal but thought id tell you anyway---

the first time "Rank Up" actually worked for me, was at the save point where Biggs is waiting by the ladder in Sector 5. When using Rank Up I noticed that once its over, the game kind of puts you at the nearest Exit point. So for this area, its the ladder sequence. This in itself is perfectly fine, the strange thing happens when you try to go to the save point again. It like puts you in a constant animation loop of Cloud trying to climb a ladder that isnt there. If you push "Confirm" to make all the various Save messages dissapear, the animation stops, so its not a big deal. Just some quirky thing I noticed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: OnAnotherLeve1 on 2015-07-31 03:01:47
Hey I was having trouble finding the weapons required to craft the ultimate weapons, I had just found earlier in the forum that you have to morph enemies in the Northern Crater as well as the battle arena extras.  Any chance you could tell me what monsters have each weapon?  I tried reading the database but I'm not sure if there's a certain program to view it because I got all strange symbols.  In particular I'm looking for yuffie, cid, and obviously cloud's.  Thanks, its been a lot of fun playing through this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-31 04:38:35
---possible bug/not a big deal but thought id tell you anyway---

the first time "Rank Up" actually worked for me, was at the save point where Biggs is waiting by the ladder in Sector 5. When using Rank Up I noticed that once its over, the game kind of puts you at the nearest Exit point. So for this area, its the ladder sequence. This in itself is perfectly fine, the strange thing happens when you try to go to the save point again. It like puts you in a constant animation loop of Cloud trying to climb a ladder that isnt there. If you push "Confirm" to make all the various Save messages dissapear, the animation stops, so its not a big deal. Just some quirky thing I noticed.

Yeah, I remember encountering that. I left it basically because it seemed harmless and I wanted to press on with the run. I'll get around to fixing that at some point, just not sure what's causing it.

Hey I was having trouble finding the weapons required to craft the ultimate weapons, I had just found earlier in the forum that you have to morph enemies in the Northern Crater as well as the battle arena extras.  Any chance you could tell me what monsters have each weapon?  I tried reading the database but I'm not sure if there's a certain program to view it because I got all strange symbols.  In particular I'm looking for yuffie, cid, and obviously cloud's.  Thanks, its been a lot of fun playing through this.

I think it's because the database was made with Open Office, it seems to glitch up for some people.

Cloud's weapons can be obtained by Morphing Iron Giant (Crater, Left-Down path - he was added to the enemy roster and is no longer exclusive to the final descent) & Variablis (Extra Battle.

Yuffie: Dragon Zombie (Crater, Right Path) - Barbariccia GT (Extra Battle)

Cid: Crater Dragon (Crater, first area) - Vorpar (Extra Battle)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-07-31 06:24:37
Yo Chief,

Status update: just cleared out the Dark Cave, aside from minor glitching (like Vincent going from laying to standing, then repeating it when he tells Cloud to hurry to the church during the countdown timer's start) everything went smoothly. Now, my next question's about the Premium Heart, since earlier I asked you about the Micro Engine, which was in the Cave. How does the mechanic around its power work this time around? The database says it's dependent upon her MP instead of the Limit Gauge like in the vanilla game, but it seems like a serious downgrade from the God's Hand I had to use to make it. What's the story? :o

Oh, and once again, that was an insane boss endurance at the top of the Shinra Bldg.! Those clowns were really strong...! ;p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-31 13:09:17
Yo Chief,

Status update: just cleared out the Dark Cave, aside from minor glitching (like Vincent going from laying to standing, then repeating it when he tells Cloud to hurry to the church during the countdown timer's start) everything went smoothly. Now, my next question's about the Premium Heart, since earlier I asked you about the Micro Engine, which was in the Cave. How does the mechanic around its power work this time around? The database says it's dependent upon her MP instead of the Limit Gauge like in the vanilla game, but it seems like a serious downgrade from the God's Hand I had to use to make it. What's the story? :o

Oh, and once again, that was an insane boss endurance at the top of the Shinra Bldg.! Those clowns were really strong...! ;p

Congrats on clearing DC! The Premium Heart's special damage formula should out-pace the God Hand whenever Tifa is at full MP; it also has stat boosts on it: Vit/Spr +15, Dex +30.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-07-31 17:10:22
Congrats on clearing DC! The Premium Heart's special damage formula should out-pace the God Hand whenever Tifa is at full MP; it also has stat boosts on it: Vit/Spr +15, Dex +30.

Hey thanks, it was a lot of fun, all things considered (that boss after the 2nd Mirage Weapon fight...yeowza!). ;p

Also, about the stat bonuses on the Premium Heart. I just swapped it for another weapon that provides no bonuses, then re-equipped it and didn't see the increases to Vit/Spr/Dex. Or is it weird and only applies the stat bonuses in combat? :o

EDIT: I've finally for the first time since I started NT gotten the Rank Up to work. Definitely an interesting system, and will give me the power I need since I've played this far just working off the raw stats the characters possess/equipment modifiers. If I haven't gotten it to work until now, will I be unable to use Rank Up any further than I have just now? I was awarded 2 ranks for Tifa, and 1 for Yuffie/Aerith/Red XIII, and the explanation in-game said SP were awarded for participating in story events and something else (my controller kinda spoofed out and advanced before I could read that last tidbit :o).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-07-31 20:17:03
Hmmm, maybe Rank Up should be mentioned before the Materia Tutorial for added clarity?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-31 20:20:04
or added into the various FAQ's in the beginner hall. Also Stacks, mention of Stacks would be good XD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-07-31 21:39:48
@AverageJoeFF7Fan
The Rank Up FAQ should just be part of the save point guy. That doesn't mean it shouldn't be mentioned before the Materia Tutorial.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-07-31 21:49:56
true, but you cant actually DO the rank up until atleast Sector 5, there are many savepoints before that though, so I was wondering what it was/did long before I was able to actually use it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Murasame on 2015-07-31 22:33:22
Hey there Chief,

Encountered a strange little bug with the Nibel flashback.

I killed off Sephiroth just because I felt like it and then uh...Cloud died. So I game over'd. Had a file outside of Kalm so it was fine. I got into a fight on the world map and afterwards I was back at the place I died in the flashback. The game then hung when Sephiroth and co. were supposed to materialise from Cloud's body. Not that anyone besides me will actually die here but still >.<

Also, a question about the world map model patch; you said it's been done to make the models reflect their field model counterparts but beyond the darker purple Cloud I don't see any differences. Is that all it is or is there more?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-07-31 23:01:58
(bit drunk, apologies if any doesn't make sense)

Hey thanks, it was a lot of fun, all things considered (that boss after the 2nd Mirage Weapon fight...yeowza!). ;p

Also, about the stat bonuses on the Premium Heart. I just swapped it for another weapon that provides no bonuses, then re-equipped it and didn't see the increases to Vit/Spr/Dex. Or is it weird and only applies the stat bonuses in combat? :o

EDIT: I've finally for the first time since I started NT gotten the Rank Up to work. Definitely an interesting system, and will give me the power I need since I've played this far just working off the raw stats the characters possess/equipment modifiers. If I haven't gotten it to work until now, will I be unable to use Rank Up any further than I have just now? I was awarded 2 ranks for Tifa, and 1 for Yuffie/Aerith/Red XIII, and the explanation in-game said SP were awarded for participating in story events and something else (my controller kinda spoofed out and advanced before I could read that last tidbit :o).

This sounds odd; those bonuses should be applied the second the weapon is equipped + be visible in the stat screen. Are you sure you're playing 1.35? The stuff about not getting rank up to work until now makes me wonder. Unless the mod was fully up to date when you started play, you'll be missing SP from earlier boss fights. You should have been getting your first rank ups from Shinra HQ and onwards.

true, but you cant actually DO the rank up until atleast Sector 5, there are many savepoints before that though, so I was wondering what it was/did long before I was able to actually use it.

I'll update the tutorials in Beginner's Hall and Junon's version of it; I should have done that prior to release but it slipped my mind.

Hey there Chief,

Encountered a strange little bug with the Nibel flashback.

I killed off Sephiroth just because I felt like it and then uh...Cloud died. So I game over'd. Had a file outside of Kalm so it was fine. I got into a fight on the world map and afterwards I was back at the place I died in the flashback. The game then hung when Sephiroth and co. were supposed to materialise from Cloud's body. Not that anyone besides me will actually die here but still >.<

Also, a question about the world map model patch; you said it's been done to make the models reflect their field model counterparts but beyond the darker purple Cloud I don't see any differences. Is that all it is or is there more?

D: Sounds like you encountered a natural 'wrong warp' glitch. Basically, the PC version of the game has memory problems. In the original PS1 game the RAM was so limited that each 'module' would overwrite each other when loaded. But PCs don't have this issue, so information can be retained from, say, Game Over and save files (like Yuffie Warping). Anyways, if you load up a save file under certain conditions after getting killed then you'll be warped to the place where you last died. It's a trick used in speedrun categories and the like.

As for the world map patch, it's basically to make three world map models (cloud, tifa, and cid) the same as their field map models. Someone asked about it a while back; it's a fairly minor thing, that's why it's not part of the main installer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Murasame on 2015-07-31 23:17:45
Ah, the infamous Yuffie warp. In that case, I retract my bug report c:

Ah okay, cheers. I'm not tech savvy enough to uninstall so I wanted to make sure first.

Also, I have a suggestion for the flashback scene. I'm a fan of sections of games where you control guest party members like this so I wonder if it'd be possible to prolong the enjoyment  by making a custom boss fight for Cloud and Sephiroth  by having the makonoid monster (that breaks out of its container in the reactor) a boss of some sort? I know pre-existing battle models would be a problem though but yeah. Just an idea. I know most will probably just skip this part so it might not be worth it; but I kind of enjoy it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-07-31 23:22:47
(bit drunk, apologies if any doesn't make sense)

This sounds odd; those bonuses should be applied the second the weapon is equipped + be visible in the stat screen. Are you sure you're playing 1.35? The stuff about not getting rank up to work until now makes me wonder. Unless the mod was fully up to date when you started play, you'll be missing SP from earlier boss fights. You should have been getting your first rank ups from Shinra HQ and onwards.

I'll update the tutorials in Beginner's Hall and Junon's version of it; I should have done that prior to release but it slipped my mind.



Positive, homie. None of the Save Points I ever tried up til after the patch you just gave us would ever let me into Mr. Smiley's Emporium. For example, I think you had in an earlier version that one of Tifa's weapons had the HP drain effect on it? Think it was the Kaiser Knuckles but you'd know better than I. They don't in this, and I am positive I clicked to download 1.35. Verified it before I even downloaded it and my Steam copy of VII (yes I bought it just so I could play this mod, couldn't find my old 98 copy and I had the cash to spare, sue me ;p). I don't think I would have had the issue in the Cavern of the Gi otherwise, cause the patch definitely fixed that for me (I know you couldn't replicate my issue but for real it definitely fixed it :o).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-01 00:22:32
Ah, the infamous Yuffie warp. In that case, I retract my bug report c:

Ah okay, cheers. I'm not tech savvy enough to uninstall so I wanted to make sure first.

Also, I have a suggestion for the flashback scene. I'm a fan of sections of games where you control guest party members like this so I wonder if it'd be possible to prolong the enjoyment  by making a custom boss fight for Cloud and Sephiroth  by having the makonoid monster (that breaks out of its container in the reactor) a boss of some sort? I know pre-existing battle models would be a problem though but yeah. Just an idea. I know most will probably just skip this part so it might not be worth it; but I kind of enjoy it.

That actually happens in Gjoerulv's Hardcore mod, he has you fight a Makonoid monster (palette swap of Sample H0512) when the container busts open. I guess I could follow suit and add something there; imitation is the sincerest form of flattery, right?  ;)

Positive, homie. None of the Save Points I ever tried up til after the patch you just gave us would ever let me into Mr. Smiley's Emporium. For example, I think you had in an earlier version that one of Tifa's weapons had the HP drain effect on it? Think it was the Kaiser Knuckles but you'd know better than I. They don't in this, and I am positive I clicked to download 1.35. Verified it before I even downloaded it and my Steam copy of VII (yes I bought it just so I could play this mod, couldn't find my old 98 copy and I had the cash to spare, sue me ;p). I don't think I would have had the issue in the Cavern of the Gi otherwise, cause the patch definitely fixed that for me (I know you couldn't replicate my issue but for real it definitely fixed it :o).

Well, the previous build which was still 1.3 had the Rank Up option visible but pressing the button wouldn't do anything. I reckon that either the button you had mapped to L2/Camera was 'broken' or mis-mapped in some way, or you had that previous build. If they're working now after using the flevel patch then maybe it was an old flevel you had...but that wouldn't explain how you made it through the Great Glacier without a crash, outside of some serious luck on enemy encounters.

So I'm wondering too, what if that line event problem you encountered was an old glitch from an older build? Would explain it, at least.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-08-01 00:57:04
That actually happens in Gjoerulv's Hardcore mod, he has you fight a Makonoid monster (palette swap of Sample H0512) when the container busts open. I guess I could follow suit and add something there; imitation is the sincerest form of flattery, right?  ;)

Well, the previous build which was still 1.3 had the Rank Up option visible but pressing the button wouldn't do anything. I reckon that either the button you had mapped to L2/Camera was 'broken' or mis-mapped in some way, or you had that previous build. If they're working now after using the flevel patch then maybe it was an old flevel you had...but that wouldn't explain how you made it through the Great Glacier without a crash, outside of some serious luck on enemy encounters.

So I'm wondering too, what if that line event problem you encountered was an old glitch from an older build? Would explain it, at least.

Maybe. Your guess would be as good as mine on the event problem. That was the first time in the mod that I'd had an issue. Honestly I've had this controller for quite some time so it's more than likely that it just wasn't registering. :o I dunno I don't really think it'll be a problem, because like I said I've made it this far on just the raw stats, so we'll see. It was really nice to finally see it in action, though, I really like the build ideas you provided from what I did see. :)

EDIT: So I've cleared Carmine Weapon, but Viridian isn't where Ruby normally is, and I've cleared Ultra Weapon, every character sidequest save Cloud's, and the Dark Cave. Any ideas, Chief? :o

2nd Edit: Just did Cloud's fight with Zack, the only thing that seemed off was that the DMW would say something like "Doesn't register" or something among those lines, don't remember exactly what it says (super tired and about to hit the hay) but it kinda seemed like it would pass his turn when it happened. Is that normal?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: gjoerulv on 2015-08-01 09:24:42
Wow, this has become really popular huh? I haven't read all 70+ pages... Um, is this mod still in the works?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: selius on 2015-08-01 10:10:49
yeah. and it's getting better every release
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-01 13:01:49
Maybe. Your guess would be as good as mine on the event problem. That was the first time in the mod that I'd had an issue. Honestly I've had this controller for quite some time so it's more than likely that it just wasn't registering. :o I dunno I don't really think it'll be a problem, because like I said I've made it this far on just the raw stats, so we'll see. It was really nice to finally see it in action, though, I really like the build ideas you provided from what I did see. :)

EDIT: So I've cleared Carmine Weapon, but Viridian isn't where Ruby normally is, and I've cleared Ultra Weapon, every character sidequest save Cloud's, and the Dark Cave. Any ideas, Chief? :o

2nd Edit: Just did Cloud's fight with Zack, the only thing that seemed off was that the DMW would say something like "Doesn't register" or something among those lines, don't remember exactly what it says (super tired and about to hit the hay) but it kinda seemed like it would pass his turn when it happened. Is that normal?

There's some tricks to his activation, fighting random battles/visiting towns, etc. to get him to appear after fulfilling the other conditions: http://www.gamefaqs.com/boards/197341-final-fantasy-vii/65783838

Zack's DMW counters go through some special attacks as his HP drops past certain points; the text is taken from the Crisis Core game which would display whenever the slots lined up.

Wow, this has become really popular huh? I haven't read all 70+ pages... Um, is this mod still in the works?

Sempai finally noticed me ^^

The mod is 'complete' in a sense, but there's still a lot of stuff that I want to do for it. v1.35 is where the Rank Up system came in to let players develop character stats rather than the game doing it with the kernel arcs. 1.4 is more of an flevel patch, I'm working on events, shortcuts, fixes, and new content. When 1.4 is done, that's when I'm starting work on a New Game+ mechanic for the last version 1.5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-08-01 15:20:21
The mod is 'complete' in a sense, but there's still a lot of stuff that I want to do for it. v1.35 is where the Rank Up system came in to let players develop character stats rather than the game doing it with the kernel arcs. 1.4 is more of an flevel patch, I'm working on events, shortcuts, fixes, and new content. When 1.4 is done, that's when I'm starting work on a New Game+ mechanic for the last version 1.5.
can haz lvl 99 cap?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-01 15:42:13
You should be able to freely level up to Lv.99 in this build, the 70 cap was removed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-08-01 17:47:10
sweet XD

when I first read about the lvl 70 cap I was like "how am i spos to beat emerald/ruby ? o.O"
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-08-01 18:00:11
@Sega Chief
Ah, yeah, the beginner hall still says the level cap is 70.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-08-01 18:14:17
There's some tricks to his activation, fighting random battles/visiting towns, etc. to get him to appear after fulfilling the other conditions: http://www.gamefaqs.com/boards/197341-final-fantasy-vii/65783838

Zack's DMW counters go through some special attacks as his HP drops past certain points; the text is taken from the Crisis Core game which would display whenever the slots lined up.

Sempai finally noticed me ^^

The mod is 'complete' in a sense, but there's still a lot of stuff that I want to do for it. v1.35 is where the Rank Up system came in to let players develop character stats rather than the game doing it with the kernel arcs. 1.4 is more of an flevel patch, I'm working on events, shortcuts, fixes, and new content. When 1.4 is done, that's when I'm starting work on a New Game+ mechanic for the last version 1.5.

Ah, got it. I'll give it a go when I'm back from a party and let you know if I'm still having trouble getting him to spawn. I actually don't have too much left to do in NT, I believe. Just got to kill the Godberries (yeowza :o), Viridian, and then go complete the game (unless I've missed a boss but I'm pretty sure I've gotten everyone thus far, including Nemesis)!

By the by, I totally like the idea of Masamune being an alternate "Ultimate" for everyone. ;p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: ZaruenKosai on 2015-08-01 21:12:51
can this be put into bootleg and installed that way?or do i have to install bootleg mods first and than install this mod over those without bootleg?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-01 21:44:52
can this be put into bootleg and installed that way?or do i have to install bootleg mods first and than install this mod over those without bootleg?

I don't think it can, there's been trouble with Bootleg installs before. If you're putting other mods in, then NT would have to go in first due to it's installer that just overwrites everything, and then apply the other mods on top (assuming those other mods have a installer that inserts only it's own files).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-08-02 08:55:56
Hey chief, a quick question, your mod is compatible with millenia custom models for cloud swords? I have the steam version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-02 11:43:58
It should be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-08-02 13:09:56
i ask this because i saw some guy here talking about masasume alternate ultimate weapon. i didnt get it, but ok.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-08-02 20:39:45
i ask this because i saw some guy here talking about masasume alternate ultimate weapon. i didnt get it, but ok.

Yeah that was me. ;p

It's because in NT, Chief's made the Masamune an alternate "weapon" that any character can equip, it just shows their basic weapon during battle (Like I have it on Tifa, for example, and it just shows her using the Leather Glove). It's a really powerful weapon in NT, adds another sort of option for an end game weapon instead of their own Ultimate Weapon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lappers84 on 2015-08-02 21:26:34
So reached the temple of the ancients and got completely destroyed by brass dragon.  I'm guessing keeping xatm alive is key.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-02 23:02:41
Yep; give him a Barrier and maybe chuck an X-Potion or Cure2 his way now and then. I think you can track his HP with sense, but he'll let you know if he's fallen below 1/4 HP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-08-02 23:08:06
Hey Chief,

The Viridian not spawning thing was indeed just the old Ruby not spawning thing, got that cleared up. Haven't seen/found a use for the Relic Ring yet, what's the story on it? ;p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-08-03 00:14:36
Yeah that was me. ;p

It's because in NT, Chief's made the Masamune an alternate "weapon" that any character can equip, it just shows their basic weapon during battle (Like I have it on Tifa, for example, and it just shows her using the Leather Glove). It's a really powerful weapon in NT, adds another sort of option for an end game weapon instead of their own Ultimate Weapon.

ah thanks, now i get it.  =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-08-03 00:19:49
how do you GET the Masamune?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Robo Jesus on 2015-08-03 00:37:08
Haven't seen/found a use for the Relic Ring yet, what's the story on it? ;p
You can test it out in normal battles. Try casting some spells or element attacks on the character wearing it and see what it does. ;D :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-08-03 00:51:53
how do you GET the Masamune?

You remember that "Weapon" shop in the vanilla game where you give the Mythril to the dude for Great Gospel? Chief's repurposed him so that he's the smithy that forges all of the Ultimates, and he just so happens to be able to craft it for some fairly specific materials. ;p

You can test it out in normal battles. Try casting some spells or element attacks on the character wearing it and see what it does. ;D :P

Yeah I had it on for a while but I admit I didn't give it as proper of an experiment as I should. Cheers. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-08-03 02:01:45
Umm, Chief... about the .exe flashback sequence...

Quote
(http://i.imgur.com/Pwh36d6.png)

Yeah...
Sephy has ever so slightly diminished in power because he's loaded down with all that materia. (Something like -110% HP)

I'm sure I can still make it through (lots of hit-all spells), and there's always the option of skipping the whole sequence anyway, but this was too funny not to bring up! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: chaos447 on 2015-08-03 03:39:08
Holy crap Sample: H0512 is tough!!

I need to grind before I fight him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-03 04:11:31
Umm, Chief... about the .exe flashback sequence...

Yeah...
Sephy has ever so slightly diminished in power because he's loaded down with all that materia. (Something like -110% HP)

I'm sure I can still make it through (lots of hit-all spells), and there's always the option of skipping the whole sequence anyway, but this was too funny not to bring up! :D

I think that happened before too with the .EXE + materia penalties; I forget they're loaded down with end-game spells + summons ._.

Holy crap Sample: H0512 is tough!!

I need to grind before I fight him.

The trick with Sample is to kill the OPTs accompanying him; these will reduce his defence each time they die and when they're revived it's with considerably less HP making it easier to sweep them out again. Doing this a few times will render Sample much more vulnerable to damage. The Star Pendant from floor 63 can help too, or Bio + Elemental in a character's armour.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-08-03 12:11:27
Sephy still takes the dragon out in one slice, and we made it through the other chumps next time I tried with a little space comet (foreshadowing!) and an Odin summon.
Yuffie has joined the party! And seems to have INFINITE SPEED (not really, but she's getting to levels hitherto unknown, like 100+). This is before ranking up, too, just with equipment. Being able to get a plus twenty DEX from a steal materia means I've even put it on Aeristh at one point! I bought another one in Kalm, but didn't go mad. Is there much penalty to having zero luck? Cause that's what's happening, a lot! :P
Oh yeah, I was thinking about rank up - do I have to get to Fort Condor to rank up now? That's the nearest save point, I think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-08-03 12:48:59
@Sega

I'm curious, why do you use .EXE modifications? Is there a reason you cannot do it another way? I've seen people modify Materia without touching the .EXE.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-03 13:15:30
Sephy still takes the dragon out in one slice, and we made it through the other chumps next time I tried with a little space comet (foreshadowing!) and an Odin summon.
Yuffie has joined the party! And seems to have INFINITE SPEED (not really, but she's getting to levels hitherto unknown, like 100+). This is before ranking up, too, just with equipment. Being able to get a plus twenty DEX from a steal materia means I've even put it on Aeristh at one point! I bought another one in Kalm, but didn't go mad. Is there much penalty to having zero luck? Cause that's what's happening, a lot! :P
Oh yeah, I was thinking about rank up - do I have to get to Fort Condor to rank up now? That's the nearest save point, I think.

That's the next save point, yeah. As for 0 Luck, it basically means you won't be able to get any Lucky Dodges and your critical hit rate will be dependent on your weapon's rate (it'll be 1-2% on average).

@Sega

I'm curious, why do you use .EXE modifications? Is there a reason you cannot do it another way? I've seen people modify Materia without touching the .EXE.

It depends what kind of changes you're looking for. You can change the spells, AP, name, which bonus/penalty set they use, etc. without the .EXE but actually editing the values that are given for bonuses and penalties requires an .exe edit due to these being stored there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-08-03 13:24:58
ah I see.

what else does your .EXE patch do? (wondering if I should start from scratch or keep going with my save)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-03 13:52:01
It makes adjustments to Limit Breaks as well, another thing stored in the .EXE. Some of the useless ones were given an overhaul while others were downtuned in power.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-08-03 17:20:20
@sega

how do i get it to install? it says on the OP to put the install directory target one folder up from the .EXE's location folder, but it seems to not be working.

Wut du?

random folder-> Final Fantasy 7 -> .EXE

and I choose Random Folder and it doesnt work. I tried Final Fantasy 7 folder and it doesnt work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-03 21:48:15
The installer is wrong, it has to be the folder above the one I stated. So it'd be Squaresoft for the 1998 game, and 'common' for a steam install.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-08-03 21:53:08
thats what im saying. i did it like you said. it doesnt work.

is it looking specifically for a Certain NAME of folder? cause i installed mine to a second HDD in its own folder.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-03 21:59:19
It just wants a target folder of any name so long that it contains a sub-folder specifically called Final Fantasy VII; if that folder was called, say, FF7 instead then it might fail.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-08-03 22:01:09
ok. got it now. my folder was named Final Fantasy 7


a quick rename and it works
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-08-03 23:50:13
-----Typo's/dont think its NT related but maybe you can fix it anyway----

when you first encounter Aeris/th if you try to go to where the Sick guy is she will stop to talk to you for a moment and say "This guy am sick." It should read "This guy is sick."

Another thing that has always bugged me, and I don't think I've seen ANY mod that changes this, is the very first boss battle with the Scorpion. Cloud says "Barret watch out! Attack while his tail is up! He's going to do a counter attack!" When I was young and was playing this game for the very first time I thought "oh..ok.. I'm supposed to attack it while the tail is up." NOPE WRONG BAD IDEA. Can you maybe change that to say DONT attack it while its tail is up?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-03 23:59:48
-----Typo's/dont think its NT related but maybe you can fix it anyway----

when you first encounter Aeris/th if you try to go to where the Sick guy is she will stop to talk to you for a moment and say "This guy am sick." It should read "This guy is sick."

Another thing that has always bugged me, and I don't think I've seen ANY mod that changes this, is the very first boss battle with the Scorpion. Cloud says "Barret watch out! Attack while his tail is up! He's going to do a counter attack!" When I was young and was playing this game for the very first time I thought "oh..ok.. I'm supposed to attack it while the tail is up." NOPE WRONG BAD IDEA. Can you maybe change that to say DONT attack it while its tail is up?

Heh heh heh.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-08-04 02:18:09
"Barry! Don't! Attack while his tail's up, it's gonna. Counterattack with its laser!"

"Off Course!!"
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-08-04 02:23:17
Guys, sorry if i cant ask this type of question here but the Millenia sword mod topic is closed. Someone can help me on how to install the custom swords mod? It looks like its easy, with the installer and all, but it asks to point to some folder in the installation, which one? Its possible on the steam version that i have?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-08-04 02:35:12
Guys, sorry if i cant ask this type of question here but the Millenia sword mod topic is closed. Someone can help me on how to install the custom swords mod? It looks like its easy, with the installer and all, but it asks to point to some folder in the installation, which one? Its possible on the steam version that i have?

?? just use the 7th heaven mod pack. its got every battle weapon on these forums. (i think)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-04 02:35:40
Guys, sorry if i cant ask this type of question here but the Millenia sword mod topic is closed. Someone can help me on how to install the custom swords mod? It looks like its easy, with the installer and all, but it asks to point to some folder in the installation, which one? Its possible on the steam version that i have?

It probably installs to the Battle folder, where the battle.lgp is. Unless it wants the Battle.lgp to be decompiled or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-04 03:23:06
Updated the flevel patch; the encounter table in Junon (weapon attack) was using deleted encounters so that's been patched up. Not a dranatic change, but it is a soft-lock if it happens.

Edit: Patch is up
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: AverageJoeFF7Fan on 2015-08-05 06:21:10
I just watched a video with some interesting facts about FF7. Apparently Yuffie's Conformer, if used to attack an ally, will only deal 1 point of damage with no sound or Number shown. Does it still do this in NT?

-edit-

wow..theres alot of bugs in this game i didnt know about this whole time..

https://www.youtube.com/watch?v=Jt4NDbyKv_o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lappers84 on 2015-08-05 09:09:06
Updated the flevel patch; the encounter table in Junon (weapon attack) was using deleted encounters so that's been patched up. Not a dranatic change, but it is a soft-lock if it happens.

Edit: Patch is up

I guess that's why I'm getting a black screen when entering a battle when near the airport
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-05 16:52:19
Quick wee thing; and I hope the person in question sees this (trying to avoid using their real name, but I don't know their Internet handle either); you made a donation a while back but it seems to have been set up as a recurring payment which I'm not sure was intentional. Let me know if this was an accident and I'll refund it back to you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zartemis on 2015-08-07 13:06:03
I'm BACK. Between FF14 and working on remodeling a FF tabletop system, sometimes I ain't got no time or no motivation. And then there's today, where I ran screaming back from Fort Condor to Rocket Town (I really hate the ship ride from Junon to Costa and vice versa now), testing manip on the Thundercrackers (it isn't in the Flevel patch, tears shed), pubbed Palmer (WHY DOES EVERYONE HAVE A KAMEHAMEHA NOW), grabbed Kjata (what, no boss?), traded Mythril to the weapons dealer (There was only one real choice this playthrough), and bodied the Wutai sidequest (really, the trash all over the place was harder than Rapps. Slowing attacks with no materia? HITLER). Next time, I reap some E.Skill, and go to try out Alpha Zolom and Battle Square again. Probably the latter before the former. Is the L4 Limit Sidequest available on this Disc? I think Aerith and Cloud are ready for theirs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-07 15:07:28
I think I have the manip flag for that enemy enabled in the new scene patch, I'll upload and link it.

The Wutai enemies are tricky because you're running through there with no materia initially, but you'll have Materia later. I decided to go with speccing for a geared team in the end. Rapps on the other hand can only be fought by a team with no Materia (unless you have so much of it that Yuffie leaves you some), so I had to be careful there; he has numerous glaring weaknesses to exploit, including low magic defence for the tier3 spell items you find/buy in town + Gravity hurts him so any Demiballs/T-S Bombs accumulated. And Palmer is, well, Palmer.

The Lv.4 Limits aren't available until Disc 3; they're unlocked when the player heads down to the bottom of the North Cave and triggers the scene there where the party reunites after splitting up (this is where the Game Moment variable is set to it's highest value pre-final boss; 1998, so I decided to use this as a catch-all to avoid clashes, etc. with the new content but I have plans to make things available earlier).

Battle Square will have changed since you got the Tiny Bronco; the enemy formations + prizes. Also, the 'forced' Battle Square you compete in for Dio's Keystone has had the awards at the end changed to something more worthwhile than a Protect Vest :l

Edit: That's that scene patch up
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2015-08-07 16:54:31
Not seeing a link for the new scene patch August 7th, 2015.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-07 18:02:34
Oh, the patch was made on the 3rd August so I listed that as the date for it. The old one was 30th July. Sorry for the confusion, I'll use the current date in future.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-08-08 01:58:35
Hey Chief, I'm not 100%, but I think on my last playthrough I was able to fight Vincent's lv4 limit boss on disc 2. Not that it was unwelcome, but it might be worth checking if that's not how it should be!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-08 03:24:42
It's the original event, more or less, so I left the triggers as is.

Edit: I remember now, see the way that event works is that you go there, trigger the flashback, and then the game does this thing similar to chocobo breeding where you have to 'wait' (and by wait I mean get into battles, etc.) in order to progress it to the next step. So keeping it locked until Disc 3 proved to be bad time-wise.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zartemis on 2015-08-08 08:11:08
Is it really supposed to be that many materia? I got left with more than enough to make due. I think a Fire, a Bolt, an Ice, 2-3 Restores, a Steal...yeah, I just kinda rolled through. It wasn't full setup, and I'm BAD at the game, but I cruise-control'd it.

YESSSS time to waste a ton of MP then complain about E.Skill being expensive while secretly loving all of those skills even more.

I dummied out on B.Square post bronco a bit last night. I'm just honestly not sure how I really feel about the rewards, cuz I didn't database them and nothing made me go, like, I NEED DAT. I think there was one thing in pre-Bronco B.Square that I just raging face-slammed for, don't remember what it was though. I know I grabbed one or two Diamond Bangles, some Sun Curtains and other junk, and the 32k item.

My limitsssss nooooo *melts*

Yeah I'll bum that scene patch and then get going either tomorrow or the day after. Tomorrow's my tabletop (the one I'm remodeling) though so I'll probably be wasted after, and I'm nursing a rad infection next to the nail on my middle finger, so we'll see how things pan out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Robo Jesus on 2015-08-08 14:12:16
I've found with that many of the random encounters, the Transform materia, along with the Frog Song and the items that make critters small/frog, are damn useful. And using the Added Effect with materia like Transform, along with some other materia/bangle/accessory setups are damn life-savers with those random encounters and certain bosses as well. Added Effect and Element Materia remain so damned useful, so long as you use them intelligently for the situation.

I do need to check to see if the Battle Square gives out anything interesting/useful in disk 1 before/after getting the airplane-boat and compare it to what's given out on disk 2/3 though, as that was something I didn't bother too much with due to the low levels on my characters/materia, and a lack of certain accessories at the time. :shrugs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-08 14:55:12
I think most players, myself included, just kind of miss out the first Battle Square because it requires going back into the Gold Saucer after clearing the Desert Prison; and then it requires the entry fee, GP, etc. In NT I've tried to make it a bit more attractive by keeping the enemy groups consistent (it'll be the same eight each time), changed the rewards, and dished out 100GP when Cait Sith joins.

The rewards for each iteration are:

Pre-Bronco
-) Spider Web: 100
-) Speed Drink: 200
-) T/S Bomb: 400
-) Ether: 800
-) S-Mine: 1600

-) Sun Curtain (Wall): 2000
-) Diamond Bangle: 4000
-) Peace Ring: 8000
-) Reflect Ring: 16000
-) Curse Ring: 32000

Post-Bronco
-) Speed Drink: 100
-) Hourglass: 200
-) Ether: 400
-) S-Mine: 800
-) 8-Inch Cannon 1600

-) Astral Curtain (Shield): 2000
-) Crystal Bangle: 4000
-) Touph Ring: 8000
-) Circlet: 16000
-) Champion Belt: 32000

Highwind
-) Dazers: 100
-) Ether: 200
-) 8-Inch Cannon: 400
-) Sun Curtain: 800
-) Astral Curtain: 1600

-) Vaccine: 2000
-) SS-Mine: 4000
-) Hero Drink II: 16000
-) Mystery Prize (roulette): 32000

The Mystery Prize is a roulette of:
Edgar's Item Set
-) SS-Mine x10
-) Fletch Rockets x5
-) Shinra Bomb x3

Edge's Throwing Set
-) Stardust x5
-) M-Tentacles x5
-) Rising Sun x30

Steiner's Armor Set
-) Escort Guard
-) Minerva Band
-) Gigas Armlet
-) Protect Ring

Dio's Special Set
-) Yellow Wave (reduces an enemy's stats)
-) Lucky Pill (gives auto-crit status to one character)
-) Gospel Spark (gives Peerless status to one character)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zartemis on 2015-08-08 16:26:33
CURSE RING! That was what I went back for. I used it for a bit, but it felt wayy too unviable in boss fights (okay real talk Alpha Zolom broke me of trying to use it) so I stowed it. I had no idea what it did trying to use it at first, and it was sorta neat. Might go back to it again, but I kept trying to use it on front-rows to make physical damage more of a thing, and you can imagine about how well that went.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-08-08 17:36:36
@Zartemis
Curse Ring isn't a real jump for physical damage unless you're abusing Tifa's Powersoul. I always skip Curse Ring in the NT Battle Square rewards since you get Death Sentence in Cave of Gi (sometimes you just feel like Powersoul-ing Deathblows for 8k) and it's more than possible to snatch one later on in disc 2. Most of the time I'd rather abuse tier 3 spells + All + Reflect Rings for ridiculous damage versus sinking those battle points for 1 Curse Ring lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-08 21:46:25
A streamer called Potatohandle did that with the Reflect Rings; triple Reflect with an all-target spell is very peachy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zartemis on 2015-08-08 23:23:12
You know, all that reminds me of in truth is the time I got caught in a LONG reflect-loop trying to see if Nibel Dragon was manip-able for Dragon Force. I was ALMOST ready to reset before the loop ended. I thought a reflected spell would pierce reflect. I was a fool then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-09 14:24:17
Just updated the .EXE patch; it revises the Materia Bonus/Penalties and corrects an issue with the 1998 one where some of them were glitched.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Robo Jesus on 2015-08-09 17:42:56
Just updated the .EXE patch; it revises the Materia Bonus/Penalties and corrects an issue with the 1998 one where some of them were glitched.

Yes, that does fix a large number of issues there. I like some of the changes, but the sheer number of materia that have "VIT -10" is a bit daunting (Poor Aeris, zero Vitality, no wonder you died ;D :-P). Also, some of the materia, such as the Master ones, do not list any stat changes, even though they definitely do have a number of them there, though fixing that is likely to be a pain in the butt.


Anyways, I just noticed that there are about 13~ unused items still left to be used. And the game has no "Mass healing" save for Restore+All, Megalixers, and certain Limits. Would it be possible to add in an item that acts like a Hi-Potion for the entire party?


And I have to ask, is it normal for my party's HP to only be in the 2500~ range (before Materia usage) when at level 60? I haven't been cheating, but I'm unsure if you tied HP growth to VIT or changed the HP growth formulas or whatnot. And given that, I'm left wondering what exactly is going on with things there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-08-09 20:40:44
Just updated the .EXE patch; it revises the Materia Bonus/Penalties and corrects an issue with the 1998 one where some of them were glitched.
Thanks, Sega Chief. Looking forward to seeing what the new bonuses and penalties are.

Edit: Early on, this'll kill Cloud in Arrange haha.  -30 vit from the start of the game is a pretty hefty penalty, though you should be able to unequip them from the first save point. Other than that, I don't really have any problems. Defensive players will simply forgo mass magic/command use and offensive players won't care about 0 vit if it means stacking those reinstated Magic bonuses (go wild, Zartemis). Definitely an exe update that puts you on your toes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-08-09 22:05:08
Heya Chief,

Meant to post this question a few days ago but got busy: I've given the usual items to the Kalm Traveler, normally when you give him the Earth Harp in the vanilla game you get Master Command/Summon/Magic, are you not supposed to get them even after you've given him Guidebook, Earth Harp, and Desert Rose? 'Cause he did mention the Master Materia, but it was in the rainbow Limit text. Presuming it's a hard no. ;p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-09 23:50:05
The hardest of no's :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BelialLion on 2015-08-10 00:02:14
The hardest of no's :p

Curses! ;p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zartemis on 2015-08-10 03:45:07
Thanks, Sega Chief. Looking forward to seeing what the new bonuses and penalties are.

Edit: Early on, this'll kill Cloud in Arrange haha.  -30 vit from the start of the game is a pretty hefty penalty, though you should be able to unequip them from the first save point. Other than that, I don't really have any problems. Defensive players will simply forgo mass magic/command use and offensive players won't care about 0 vit if it means stacking those reinstated Magic bonuses (go wild, Zartemis). Definitely an exe update that puts you on your toes.

Don't tempt me bruv. I'll have to run a second game simultaneously if you do, and no one wants that. Not while I'm still trying to figure out why 7th Heaven and Bootleg both VIGOROUSLY disagree with me modding things.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-10 11:12:36
Thanks, Sega Chief. Looking forward to seeing what the new bonuses and penalties are.

Edit: Early on, this'll kill Cloud in Arrange haha.  -30 vit from the start of the game is a pretty hefty penalty, though you should be able to unequip them from the first save point. Other than that, I don't really have any problems. Defensive players will simply forgo mass magic/command use and offensive players won't care about 0 vit if it means stacking those reinstated Magic bonuses (go wild, Zartemis). Definitely an exe update that puts you on your toes.

I clean forgot, I changed the actual Materia things in the kernel as well to accompany this. I'll need to put that patch up pronto; the -10 Vit thing is a bracket that was moved to other Materia.

Edit: That's the scene patch up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-08-10 19:18:57
I clean forgot, I changed the actual Materia things in the kernel as well to accompany this. I'll need to put that patch up pronto; the -10 Vit thing is a bracket that was moved to other Materia.

Edit: That's the scene patch up.

Just to confirm.

- All tier 1 magic attack Materia (earth, fire, etc) no longer have -Vitality but have -5 Dex.
- All tier 1 Materia like Time, Heal, Revive, and Barrier do have -10 Vit and -4 Str.
- All tier 1 Magic Materia give +2 Mag, +5 Mag def, -02% MaxHP, and +02% MaxMP.
- All/Elemental/Added Effect materia now has -4 Str/Mag, -10 Dex, and -05% MaxMP.
- MP Plus now has Max HP -25%.
- Morph/Deathblow have +4 Str, -5 Vit, -02% MaxMP.
- Manipulate/Sense/Steal/Throw now share +10 Dex, -10 Luck, and -04% MaxMP (RIP Sense tank, hello Sense support).
- Tier 1 Summons now have +5 Str/Mag in exchange for -10 Vit/Mag def and -05% MaxHP/MaxMP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-10 22:24:42
I think that's right, cheers for the list.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-08-10 22:50:58
Just to confirm.

- All tier 1 magic attack Materia (earth, fire, etc) no longer have -Vitality but have -5 Dex.
- All tier 1 Materia like Time, Heal, Revive, and Barrier do have -10 Vit and -4 Str.
- All tier 1 Magic Materia give +2 Mag, +5 Mag def, -02% MaxHP, and +02% MaxMP.
- All/Elemental/Added Effect materia now has -4 Str/Mag, -10 Dex, and -05% MaxMP.
- MP Plus now has Max HP -25%.
- Morph/Deathblow have +4 Str, -5 Vit, -02% MaxMP.
- Manipulate/Sense/Steal/Throw now share +10 Dex, -10 Luck, and -04% MaxMP (RIP Sense tank, hello Sense support).
- Tier 1 Summons now have +5 Str/Mag in exchange for -10 Vit/Mag def and -05% MaxHP/MaxMP.

This list is just for arrange? Im playing on normal NT and fire, ice, etc still gives me -10vit
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-08-10 22:53:42
@rgmarks
I am playing on Arrange. The change to materia isn't meant for only Arrange, so if something like that is happening, then something is wrong.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-10 23:31:57
Remember to use the newest Scene Hotfix; it changed a few of the materia equip sets.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-08-10 23:45:03
Remember to use the newest Scene Hotfix; it changed a few of the materia equip sets.
yeah im using the patch on the first page, the exe patch. Something wrong..
Just to clarify, i just downloaded and this is happening
Edit: Oh im sorry, i just saw the scene patch, my bad!

Edit: Hey sega chief, the date confused me, on the 1st page it says 3rd august(that i already patched), and when i downloaded it says 10 august.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-11 00:34:33
Wrong date is my fault, I corrected it now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lappers84 on 2015-08-12 12:20:49
Hey Chief, so I've reached the final area and unlocked the extra quests.  A couple of things to point out - Firstly a strange glitch occured (only seemingly a couple of times) as I was hopping down to the first area of the crater (where the save crystal is) Cloud performs an extra hop, all of a sudden I couldn't hop to the next ledge and couldn't access my menu.

Another thing to point out are a couple of dialogue boxes were reversed.  The first one before parachuting into Midgar when it asked you to either choose your party and continue on the options are switched, the same again happened when the save option at the end of the disc came up yes and no were switched.

Apart from that absolutely loving this version.  In fact I found some old saves from v1.1 and when I loaded the save it had all the updates from this version (I wanted to carry on from the current save though) - just not sure where to go from here, too much to do in this mod :) (think I might grind for a bit in the Gelnika)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-12 15:19:33
I'll sort those out; the extra hop sounds dangerous though so I'll concentrate on that first.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lappers84 on 2015-08-12 16:58:53
Will you be posting a database of steals and morphs at some point?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: mztikk on 2015-08-12 18:25:11
Hi hi,
when i install this through 7H the first two soldiers encounter after the intro is yuffie any way to fix this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-12 21:46:19
Will you be posting a database of steals and morphs at some point?

Yeah, I'm working on updating it at the moment. I've some days off work starting now so expect to see it soon.

Hi hi,
when i install this through 7H the first two soldiers encounter after the intro is yuffie any way to fix this?

That'll be a scene + kernel issue; if they aren't synched with each other then the wrong encounters start loading. The cause might be that 7H wasn't set up properly, that's a common issue that can happen with it. Are you running NT through Alyza's 7H catalog?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-08-12 22:19:15
hey sega

does 7th heaven work on windows 10 yet
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: mztikk on 2015-08-12 23:20:56
Yeah, I'm working on updating it at the moment. I've some days off work starting now so expect to see it soon.

That'll be a scene + kernel issue; if they aren't synched with each other then the wrong encounters start loading. The cause might be that 7H wasn't set up properly, that's a common issue that can happen with it. Are you running NT through Alyza's 7H catalog?

The catalogue from this iros://Url/http$pastebin.com/raw.php?i=yhR721Kh which is of Alyza's guide yes.
7H is working, played the hardcore mod, its only NT which is giving me problems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-13 00:43:53
hey sega

does 7th heaven work on windows 10 yet

I don't know, you'd have to ask someone who maintains 7H. But from what I hear, FF7 itself has trouble running on Windows 10 (the 1998/Converted version anyway).

The catalogue from this iros://Url/http$pastebin.com/raw.php?i=yhR721Kh which is of Alyza's guide yes.
7H is working, played the hardcore mod, its only NT which is giving me problems.

I'll load up the catalog and check the IRO, then we'll work it out from there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Covarr on 2015-08-13 00:45:27
But from what I hear, FF7 itself has trouble running on Windows 10 (the 1998/Converted version anyway).
As I understand, the issue is with installing, not with playing the game. The Steam version converts just fine, and old installs work just fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-13 01:23:48
As I understand, the issue is with installing, not with playing the game. The Steam version converts just fine, and old installs work just fine.

Ah right, thanks for the info. I decided not to upgrade so I've no idea what's happening with Windows 10 + FF7, besides what I saw on other threads.

I don't know, you'd have to ask someone who maintains 7H. But from what I hear, FF7 itself has trouble running on Windows 10 (the 1998/Converted version anyway).

I'll load up the catalog and check the IRO, then we'll work it out from there.

I checked out the catalog but it appears to still be the 1.2 version of NT. I don't think the catalog has been updated yet.

Alyza did send me a link for the 1.35 NT IRO though, give this a try: http://www.mediafire.com/download/py4dyfta41c4o7z/New_Threat_-_v1.35.iro

To install it, go to the Library tab and click 'Import'; then select 'From IRO Archive' and select the downloaded NT IRO. It should hopefully work fine. To combine it with other mods in the catalog, active the ones you want and then shuffle the load order in the Active Mods tab; I'd recommend pushing NT 1.35 to the bottom of the list (or to the top if that doesn't work).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2015-08-13 02:42:43
As I understand, the issue is with installing, not with playing the game. The Steam version converts just fine, and old installs work just fine.

This is what I've read also. I don't have Windows 10 to see what's going on.

Ah right, thanks for the info. I decided not to upgrade so I've no idea what's happening with Windows 10 + FF7, besides what I saw on other threads.

I checked out the catalog but it appears to still be the 1.2 version of NT. I don't think the catalog has been updated yet.

Alyza did send me a link for the 1.35 NT IRO though, give this a try: http://www.mediafire.com/download/py4dyfta41c4o7z/New_Threat_-_v1.35.iro

To install it, go to the Library tab and click 'Import'; then select 'From IRO Archive' and select the downloaded NT IRO. It should hopefully work fine. To combine it with other mods in the catalog, active the ones you want and then shuffle the load order in the Active Mods tab; I'd recommend pushing NT 1.35 to the bottom of the list (or to the top if that doesn't work).

Correct, the Catalog is still 1.2. I've already stopped FAQ help for the current Catalog until I've released 2.0. There is no point in spending time to fix issues when it's so close to the next release.

I believe that NT 1.35 is missing a hotfix or two from August.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-13 03:06:17
This is what I've read also. I don't have Windows 10 to see what's going on.

Correct, the Catalog is still 1.2. I've already stopped FAQ help for the current Catalog until I've released 2.0. There is no point in spending time to fix issues when it's so close to the next release.

I believe that NT 1.35 is missing a hotfix or two from August.

Ah right. Hotfix-wise, I think it should be alright so long as the Great Glacier fix was in there. That was the big one next to the Junon Weapon Raid encounter problem. I'll see if I can't update it and re-upload it, just so there's an IRO for people to use while the catalog is updated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2015-08-13 05:51:10
Sounds good :) It takes less than a couple minutes to drop the files in and create a new IRO, but you monitor your own project much better than me. I'll leave the IRO download links to you until 1.4.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: mztikk on 2015-08-13 07:26:37
Ah right, thanks for the info. I decided not to upgrade so I've no idea what's happening with Windows 10 + FF7, besides what I saw on other threads.

I checked out the catalog but it appears to still be the 1.2 version of NT. I don't think the catalog has been updated yet.

Alyza did send me a link for the 1.35 NT IRO though, give this a try: http://www.mediafire.com/download/py4dyfta41c4o7z/New_Threat_-_v1.35.iro

To install it, go to the Library tab and click 'Import'; then select 'From IRO Archive' and select the downloaded NT IRO. It should hopefully work fine. To combine it with other mods in the catalog, active the ones you want and then shuffle the load order in the Active Mods tab; I'd recommend pushing NT 1.35 to the bottom of the list (or to the top if that doesn't work).

Thank you very much good sir. I noticed with the 1.2 version, changing the load order fixed the yuffie glitch but then some other glitches appeared like fighting sephiroth as a random encounter or the mod completely not working so i guess load order is important.

edit: With the 1.35 version and load order at the bottom the game crashes but at the top the mod seems to be working fine but field models don't load and battle models are glitchy :s gonna try around a bit with the load order and see whats working.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2015-08-13 15:10:12
Can you post your APP.log to see what was happening before the crash? A DebugView (https://technet.microsoft.com/en-us/Library/bb896647.aspx) log may help also.

If you're using Menu Overhaul from the Catalog, I think it has an accidental flevel plugged into it. So if it's before NT, then it'll definitely clash and cause issues. Load order priority goes from top to bottom, and Gameplay mods also have some of the most important files that must be loaded from the top for priority (flevel, kernels, scene.bin).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: mztikk on 2015-08-14 08:47:48
Can you post your APP.log to see what was happening before the crash? A DebugView (https://technet.microsoft.com/en-us/Library/bb896647.aspx) log may help also.

If you're using Menu Overhaul from the Catalog, I think it has an accidental flevel plugged into it. So if it's before NT, then it'll definitely clash and cause issues. Load order priority goes from top to bottom, and Gameplay mods also have some of the most important files that must be loaded from the top for priority (flevel, kernels, scene.bin).
Well, I can't get it to crash anymore because i shuffled around my load order, now it doesn't crash at the bottom and i don't know what it was before, but yes, i had menu overhaul.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Rukenu on 2015-08-14 16:43:53
Not sure if it's in purpose, but when i unequiped all the characters via the Save Point, it gives me Barrier, Revive and Heal from Aerith even if I have not met her yet.

I'm in No.5 Reactor save point, before the battle with the Air Machine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-14 17:09:57
Not sure if it's in purpose, but when i unequiped all the characters via the Save Point, it gives me Barrier, Revive and Heal from Aerith even if I have not met her yet.

I'm in No.5 Reactor save point, before the battle with the Air Machine.

The Unequip Party option is supposed to be disabled in the current build; it's going to be replaced with something else due to the two major problems it causes (namely, unequipping Sephiroth + Young Cloud's Materia + Accessories for you to use & that it can permanently lose unequipped Materia if there's not enough space left in your inventory for all of it). I'd recommend not using the option, just in case I've missed any more Save Points that didn't have it dummied out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-08-16 04:48:40
Hey Sega Chief, i was just wondering if you could make a separate EXE with just the modifications to the limit breaks, it sounds neat, but without the materia changes, because i think they are very restrictive, maybe in a second playthrough im gonna try it. Well, can it be done or its too much trouble and work?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-16 12:39:05
Should be able to get one together by tonight. I'll send it to you once it's done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-08-16 15:57:01
Wow man, many thanks!

Edit: Maybe you could list the changes on these limits? =D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zedes on 2015-08-16 23:39:13
Great work on this mod, I've been playing it for about 18 hours and I love what you've done! I've got a few questions though.

I don't know if it's intentional, but limit break attacks for all my characters except tifa are extremely weak, doing about 50-90 damage at level 20. Is this because of the stat changes when loading them up with materia on Arrange mode? Notably, they often do less than that same character's basic attack. Tifa though does about 500 for each of her two attacks with a YEAH and about 300 with a HIT.

Also, is there a page or document that lists the changes you've made to the limit breaks using the custom .EXE? I've gotten to all the level 1 limits and they seem the same, other than the previously mentioned weakness.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-17 02:59:10
Wow man, many thanks!

Edit: Maybe you could list the changes on these limits? =D

Sure thing, though judging from the next comment some changes might be in order.

Great work on this mod, I've been playing it for about 18 hours and I love what you've done! I've got a few questions though.

I don't know if it's intentional, but limit break attacks for all my characters except tifa are extremely weak, doing about 50-90 damage at level 20. Is this because of the stat changes when loading them up with materia on Arrange mode? Notably, they often do less than that same character's basic attack. Tifa though does about 500 for each of her two attacks with a YEAH and about 300 with a HIT.

Also, is there a page or document that lists the changes you've made to the limit breaks using the custom .EXE? I've gotten to all the level 1 limits and they seem the same, other than the previously mentioned weakness.

It sounds like some adjustments are needed for the Limits if they're hitting that low. I'll post the actual effects + base power for each limit here soon (I really need to get that documentation updated pronto).

Edit: Here's a special .EXE patch that only changes the Limit Breaks for rgmarks (though anyone is free to use it): https://mega.nz/#!zxFUWCqQ!jaPXMYUNTyRIv0l-fDnbw1R0i4xczrdBug8mgiKqqvA

Now I'll put info together on the limits.

Edit2: Here it is http://pastebin.com/AJHeFgem
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-08-17 03:43:30
many thanks man! You are the boss! Let me try this..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-08-17 04:12:48
I've never had issue with Cloud and Barret's level 1 limits dealing less damage than their basic attacks. Tifa was hitting for 800 with "YEAH" by level 20.

Ahahaha. I never knew Tifa had status effects on a few of her limits. She destroyed everything she touched, or it was a boss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-17 05:04:11
I don't rightly understand how her Limits got stronger with the patch; the base power was lowered...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-08-17 06:35:16
@Sega Chief
Ah, it was probably a result of stacking Strength. By level 20, I was out of Midgar, had Power Wrist, always went for Focus, and the old exe had Morph, elemental, etc. grant +4 str/mag. All of that, plus Rank Up, made it so Tifa was doing about the same damage with her limit as I've seen her do in my previous NT runs. She goes down in just 2 hits, though. Sometimes even 1, depending on the boss. I've had a few resets here and there in Arrange.

To clarify, I'm not trying to say her limit is stronger than the base suggests. I was just voicing that none of my limits did less damage than my basic attack. I'm curious as to what happened with Zedes' game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: chaos447 on 2015-08-17 06:44:26
*slow claps*

Bravo. Bravo on the Brass Dragon fight. That was honestly the most creative and awesome fights I've ever had in any RPG game, let alone Final Fantasy 7. This whole mod has been an amazing experience. Can't wait to see what else is in store  :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-08-17 08:28:12
Hey Chief, on the way through the Mythril Mines, in the area where the Turks appear, Barrett likes to shout about how something's up EVERY time I enter it. Keep an eye out on your way through the message clean up! (It's not a problem at all, you can easily close the box and it doesn't interfere with the Turks' scene)

Still on .exe patch, and I updated the data folder today! (17th Aug). The team from Kalm through to Fort Condor was:
Cloud - balanced attacker: Elemental=Fire attack, Poison materia, Morph, enc-up for stats and more fightin'! Buster Sword (Attack!), Carbon Bangle (DEX) and Protect Vest (VIT for front rowing).
Red - mage/support, healing, Matra Magic, Quake, Barrier=All, and Osmose to keep him going! Back rowing mostly. Got a nice clip from a passing wolf along the journey, too. Red also had a Carbon Bangle, and liked to Limit everyone up to Haste status. (We like that DEX eh? Speaking of which...)
Yuffie - Oh my word that's fast. Yuffie transcended any normal role, she had so many turns. She was on something like 160+ DEX!! +30 from her weapon, +30 from a Shinra Beta, and +60 from command materia! To rub it in she had Time=Added Effect on her weap, so she's slowing and stopping enemies all over the shop, making the difference obscene, and can even take a mid-turn opportunity to Haste herself! Very very fun.
I had her using Sense to set up for Morph, using Steal while I'm waiting for Morphs to tick down their last few hits, hitting anything and everything to slow/stop 'em. She was also given Cover so I could see how her Perfect Dodge works out! Caught a few hits for Cloud :L - Sadness means she was decently tanky at this level, just low HP.

So yeah, I've reached Fort Condor, land of the save crystal, and am wondering if I even need to boost her DEX any more, as she's so quick already... but also, I'm trying to think of any reason why that should stop me!! :evil:

(Time to restart and only pick the Rank Ups that give the most DEX! Everybody Super Sonic Racing!)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-17 13:14:31
@Sega Chief
Ah, it was probably a result of stacking Strength. By level 20, I was out of Midgar, had Power Wrist, always went for Focus, and the old exe had Morph, elemental, etc. grant +4 str/mag. All of that, plus Rank Up, made it so Tifa was doing about the same damage with her limit as I've seen her do in my previous NT runs. She goes down in just 2 hits, though. Sometimes even 1, depending on the boss. I've had a few resets here and there in Arrange.

To clarify, I'm not trying to say her limit is stronger than the base suggests. I was just voicing that none of my limits did less damage than my basic attack. I'm curious as to what happened with Zedes' game.

Ah, okay. I think you mentioned this to me before, but I forgot.

*slow claps*

Bravo. Bravo on the Brass Dragon fight. That was honestly the most creative and awesome fights I've ever had in any RPG game, let alone Final Fantasy 7. This whole mod has been an amazing experience. Can't wait to see what else is in store  :D

Cheers, bud; that reminds me though, I need to add a retry option to that fight because it's a little different and it appears at the end of a lengthy cutscene.

Hey Chief, on the way through the Mythril Mines, in the area where the Turks appear, Barrett likes to shout about how something's up EVERY time I enter it. Keep an eye out on your way through the message clean up! (It's not a problem at all, you can easily close the box and it doesn't interfere with the Turks' scene)

Still on .exe patch, and I updated the data folder today! (17th Aug). The team from Kalm through to Fort Condor was:
Cloud - balanced attacker: Elemental=Fire attack, Poison materia, Morph, enc-up for stats and more fightin'! Buster Sword (Attack!), Carbon Bangle (DEX) and Protect Vest (VIT for front rowing).
Red - mage/support, healing, Matra Magic, Quake, Barrier=All, and Osmose to keep him going! Back rowing mostly. Got a nice clip from a passing wolf along the journey, too. Red also had a Carbon Bangle, and liked to Limit everyone up to Haste status. (We like that DEX eh? Speaking of which...)
Yuffie - Oh my word that's fast. Yuffie transcended any normal role, she had so many turns. She was on something like 160+ DEX!! +30 from her weapon, +30 from a Shinra Beta, and +60 from command materia! To rub it in she had Time=Added Effect on her weap, so she's slowing and stopping enemies all over the shop, making the difference obscene, and can even take a mid-turn opportunity to Haste herself! Very very fun.
I had her using Sense to set up for Morph, using Steal while I'm waiting for Morphs to tick down their last few hits, hitting anything and everything to slow/stop 'em. She was also given Cover so I could see how her Perfect Dodge works out! Caught a few hits for Cloud :L - Sadness means she was decently tanky at this level, just low HP.

So yeah, I've reached Fort Condor, land of the save crystal, and am wondering if I even need to boost her DEX any more, as she's so quick already... but also, I'm trying to think of any reason why that should stop me!! :evil:

(Time to restart and only pick the Rank Ups that give the most DEX! Everybody Super Sonic Racing!)

Sounds like you've got a team there. Yuffie's main thing is her speed, but Red XIII and Tifa can get some decent Dex built up and I imagine some of the Rank builds for the 'slow' characters could do the same. You might need to keep an eye on defence though, I don't think a lot of the Dex builds were paired with Defensive stats. Sadness will help cover that, but at the cost of a lot of Limits.

If you push Dex higher, then you can move away from Dex accessories/armor without losing too much from the stat; that'll be important when Carbon starts to show it's age or you need space in your Materia slots for something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Tlenodawca on 2015-08-17 17:07:20
Hi, I'm new here.

I think that I got bug. After defeating Mirage Weapon, countdown starts. Everything is OK, untill I encounter X-ATM fight. When countdown is over (in battle), game warps me to the entrance of Reactor 1. The same thing happens when I beat X-ATM and escape Midgar.

Any solutions? Or it is made on purpose?

And sorry for bad english, it's not my native language.

P.S Great job with mod! Looking forward for new updates and stuff!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-17 17:20:25
I think there's an issue with the timer at the moment. But it shouldn't be warping you back to Reactor 1 if you escape through the Sector 5 exit as normal, it should be taking you back to the Dark Cave entrance. I'll get a proper fix for it together soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zedes on 2015-08-18 02:18:10
Harpy doesn't have aqualung anymore? Wuh oh, how am I going to get it now :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: chaos447 on 2015-08-18 02:21:31
Is there a way to beat Lambda Calcule? I just got ejected from the battle...I'm assuming I did it wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-18 02:46:44
Harpy doesn't have aqualung anymore? Wuh oh, how am I going to get it now :o

I think Garuda has it up on Da Chao. If not him, then it'll be the Acrophies enemy round the back of the Forgotten City.

Is there a way to beat Lambda Calcule? I just got ejected from the battle...I'm assuming I did it wrong?

That's normal, the thing with that fight is that it cycles and repeats if you beat him with Poison. To win, you have to make him transform and then defeat it. There's no EXP, but both forms have different steals up for grabs (and Odin drops too).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: chaos447 on 2015-08-18 03:15:12
Well thankfully I'm very OCD when it comes to stealing everything so I'm glad I was able to grab them.

Annoying fight, even at lvl 35. Just out of curiosity, when did you ideally want the player fighting them? I tried when I first came to Nibelheim and it was impossible. Right before the City of the Ancients I went to get Odin because I knew I wouldn't have another shot for awhile and it was still a tough fight, but I'm satisfied that I was able to beat him despite 5-6 tries.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: chaos447 on 2015-08-18 04:21:46
No idea if this has to do with the mod, but I'm in an endless loop with the shining orb in one of the houses in the Forgotten Capital. Cloud keeps saying "...Ugh again?" and talks about the orb, and then the dialog repeats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Jvc21 on 2015-08-18 06:28:06
Is it possible to get the manual for the mod? The one on the link doesn't work..

Thanks in advance~!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-18 12:58:14
Well thankfully I'm very OCD when it comes to stealing everything so I'm glad I was able to grab them.

Annoying fight, even at lvl 35. Just out of curiosity, when did you ideally want the player fighting them? I tried when I first came to Nibelheim and it was impossible. Right before the City of the Ancients I went to get Odin because I knew I wouldn't have another shot for awhile and it was still a tough fight, but I'm satisfied that I was able to beat him despite 5-6 tries.

About Lv.30 is roughly the level that players should be reaching Nibelheim. The first fight to get into the Mansion can be eased with the use of Poison, Silence, and Earth/Wind protection (a Heavy Ring or Choco/Mog + Elemental). The 2nd fight with Lost Number can be helped along with Slow and making sure to have plenty of firepower for the side you choose to fight; if you take him below half HP with a physical attack you'll be fighting the 'Magic' side and vice versa. If you're playing on Arrange then I imagine the Physical side is more dangerous, so I'd aim to fight the Magic side and take in some heavy physical hitters like Barret or Tifa. And the third fight should be easy enough so long as MBarrier is being used and you have some Remedy/Esuna handy.

No idea if this has to do with the mod, but I'm in an endless loop with the shining orb in one of the houses in the Forgotten Capital. Cloud keeps saying "...Ugh again?" and talks about the orb, and then the dialog repeats.

I'll investigate that.

Is it possible to get the manual for the mod? The one on the link doesn't work..

Thanks in advance~!

I'm still writing the new manual, but I'll give you the link for the current one: https://mega.nz/#!r5ND3AJQ!exRmDY-l42-p4wa4atw9P98XtT9mFxPoweHSE2gWhYA
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-08-18 20:09:20
@Chaos447
Yeah, like Sega Chief said, go for the Magic version. Make sure to Osmose the boss before that point and you can clear the boss (well) before level 30, no problem. You can also experiment with paralysis and slow to buy the time you need to ham string the boss.

@Sega Chief
Cait Sith's Mime Rage is hilariously awesome and Transform makes dreams come true lol. Makes certain Arrange fights much much safer, especially if you're a morph maniac.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Authen on 2015-08-21 05:43:15
I want to start off by saying this mod of yours is fantastic and i've loved practically every second of playing through it. I always wanted a "remixed" FF7 to play through, and with the sidequests, custom battles and bosses, etc., this one takes the cake and then some.

Had a question about v1.35's Rank-Up system, though; I started off with and got up to the end (cleaned out the Crater, just have yet to fight Sephiroth as i'm doing all the extra stuff) in v1.3 of New Threat. Now that v1.35's out and i've updated, I realized that I don't really have the SP that I would have upon playing through from the start in v1.35. Is there any way to accumulate SP in end-game? Perhaps the Disc 2 Boss re-fights, or the Extra Battle fights? I certainly plan on re-playing through the mod at some point, just not anytime soon, so i'm hoping there is a way to still experience the Rank-Up system with my current end-game file.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-08-21 07:23:14
@Authen
Glad you enjoyed your run of NT.  ;D
You can gain SP by grinding the Junon League, which you can find at the Beginner's Hall in Junon. Hope you enjoy your rank ups, and if you haven't tested out each character's unique ability, I hope you get the chance to do so in the future.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-21 14:29:33
I want to start off by saying this mod of yours is fantastic and i've loved practically every second of playing through it. I always wanted a "remixed" FF7 to play through, and with the sidequests, custom battles and bosses, etc., this one takes the cake and then some.

Had a question about v1.35's Rank-Up system, though; I started off with and got up to the end (cleaned out the Crater, just have yet to fight Sephiroth as i'm doing all the extra stuff) in v1.3 of New Threat. Now that v1.35's out and i've updated, I realized that I don't really have the SP that I would have upon playing through from the start in v1.35. Is there any way to accumulate SP in end-game? Perhaps the Disc 2 Boss re-fights, or the Extra Battle fights? I certainly plan on re-playing through the mod at some point, just not anytime soon, so i'm hoping there is a way to still experience the Rank-Up system with my current end-game file.

Hi bud,

SP can be accumulated by clearing either tier of Junon League or by sending them through Normal Battle Square; you'll get 5 SP for Battle Square and the first tier of the League, 10 for the 2nd League tier. You need 30 for each rank up.

Thing is, your team's stats will be much higher than the 'static' ones that 1.35 uses because of the old 1.30 leveling system. That being said, it's an opportunity to put together an OP team with maxed stats so go wild with it, I'd say.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Authen on 2015-08-21 18:13:37
Hi bud,

SP can be accumulated by clearing either tier of Junon League or by sending them through Normal Battle Square; you'll get 5 SP for Battle Square and the first tier of the League, 10 for the 2nd League tier. You need 30 for each rank up.

Thing is, your team's stats will be much higher than the 'static' ones that 1.35 uses because of the old 1.30 leveling system. That being said, it's an opportunity to put together an OP team with maxed stats so go wild with it, I'd say.

Ahh, I see. Well, I may Rank-Up just once to maintain a sort of balance with the old leveling system and the new Rank-Up benefits and see how that turns out.

Much appreciated for the hasty response, and i'm looking forward to following this mod and all its future expansions!

--oh, and there is one rather nasty bug I stumbled upon last night. Although I somewhat brought it upon myself, after beating the Bomb King, I re-examined the glowing Blue Materia stone, aaaand...the game softlocked on me. I couldn't move, open my menu, or anything, so I was forced to reload my save. To be more precise for reenactment purposes or so on, I had simply pressed [CONFIRM] right after the battle; no movement or anything. Just thought I should bring that to light incase it hadn't already been revealed, though.


EDIT:

@Authen
Glad you enjoyed your run of NT.  ;D
You can gain SP by grinding the Junon League, which you can find at the Beginner's Hall in Junon. Hope you enjoy your rank ups, and if you haven't tested out each character's unique ability, I hope you get the chance to do so in the future.

Oh, I didn't see that at first. Thanks to you too for the helpful information!   :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-21 20:16:08
Yeah, I spotted a problem with the Materia Caves recently. I think I tried to fix a problem DLPB mentioned where you could sometimes examine the Materia and not get it, but I didn't finish it so I ended up dummying out...except the fix used a group that bumped the remaining groups down a notch so the scripts were running in the wrong place. If you patch the game with the latest Installer then it should correct it but let me know if you've done this already and the bug appeared anyway.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: coolgeek on 2015-08-22 11:40:38
Hi, I'm new here.

I think that I got bug. After defeating Mirage Weapon, countdown starts. Everything is OK, untill I encounter X-ATM fight. When countdown is over (in battle), game warps me to the entrance of Reactor 1. The same thing happens when I beat X-ATM and escape Midgar.

Any solutions? Or it is made on purpose?

And sorry for bad english, it's not my native language.

P.S Great job with mod! Looking forward for new updates and stuff!

Hi,

I play in NT v1.30 and I face the same issue. Do you plan to release a hotfix for 1.30 too ?

btw, really great mod, already 70+ hours on it, and still not finished all the cave (mime and KotR left), need final weapons, putting everyone to lvl 99, put final limits on them, fight both weapons.

Currently stuck in the dark cave without save outside of it :(

don't want to restart from scratch  :'(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-22 12:55:37
I don't really support older versions of the mod, but honestly 1.3 and 1.35 aren't that different if you're already at the end of the game. I'd recommend upgrading to 1.35 if you can; there's other bug fixes in it besides those caves.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: coolgeek on 2015-08-22 13:02:40
I began with 1.3, I would like to finish it with this version

I will try to go throught the dark cave with 1.35 then

will let you know if it solve the issue

thanks for the fast reply !

edit: upgrade to 1.35 solved the issue. thanks again chief !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Nateer on 2015-08-23 09:11:25
Hi!

First off by saying what a great mod this is. All the effort u have put in - really impressive!

But i am not just writing to say that, cause the thing is that i encoutered a problem. I just completed the Django fight in cosmo canyon,but after the fight is done the game freezes.
I got no clue why, and i've tried to beat him several times with various characters and it still hungs up.

Any clues why this happens??

Regards
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-23 14:56:54
Hi!

First off by saying what a great mod this is. All the effort u have put in - really impressive!

But i am not just writing to say that, cause the thing is that i encoutered a problem. I just completed the Django fight in cosmo canyon,but after the fight is done the game freezes.
I got no clue why, and i've tried to beat him several times with various characters and it still hungs up.

Any clues why this happens??

Regards

This was an oversight in the old build. I'd accidentally removed the activate move/menu flags when putting the Rank Up points in for beating the boss there. It should have been corrected in the latest build; I'd recommend downloading the latest Main Installer and re-installing NT. Unless you're playing the .IRO version?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Tlenodawca on 2015-08-23 23:14:18
Hi,

I play in NT v1.30 and I face the same issue. Do you plan to release a hotfix for 1.30 too ?

btw, really great mod, already 70+ hours on it, and still not finished all the cave (mime and KotR left), need final weapons, putting everyone to lvl 99, put final limits on them, fight both weapons.

Currently stuck in the dark cave without save outside of it :(

don't want to restart from scratch  :'(
I think that I got a solution for this. After beating X-ATM you must have at least 30 sec to reach the exit. Just did it with 32 secs before countdown ends.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Nateer on 2015-08-24 07:41:15
This was an oversight in the old build. I'd accidentally removed the activate move/menu flags when putting the Rank Up points in for beating the boss there. It should have been corrected in the latest build; I'd recommend downloading the latest Main Installer and re-installing NT. Unless you're playing the .IRO version?

Re:

Thanks alot, it worked out! Thought i had the most recent update but i was wrong.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zedes on 2015-08-24 12:49:39
mfw Tifa's limit kills all my NPC allies in the whirlwind maze Jenova fight  :'(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-24 13:52:21
mfw Tifa's limit kills all my NPC allies in the whirlwind maze Jenova fight  :'(

Yeah, that was a problem I ran into with ally NPCs; any random or multi-target spells would hit them. But then I started thinking that this itself added a little to the unique challenges posed by that kind of fight. Although if I'm being honest Tifa's reels are a sore point for me because once she has a full Limit gauge she can't use her attack command anymore...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-08-24 14:00:37
hey sega cheif

you could always move the limit command to the bottom of the attack command

so if someone gets there limit bar filled they can still use there normal attack
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-24 14:59:30
I don't think I can do that bud. While the editor can (seemingly) change which menu pops when you select a command, they're hard-coded to an extent which means they'll still behave as normal. What I tried to do in the past was make a 'skip' Limit which would restore the character's HP/MP or just outright cancel the Limit gauge but there's apparently hard-coded Limit to how many a character can have at a given time too; too many and it becomes impossible to learn/use later Limits.

What I could do is just set the fight so that the NPCs are non-targetable and get rid of the Cell Smash mechanic, giving Jenny a small tweak to compensate.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-08-24 15:40:43
hey sega chief

i saw someone in the past make a ff7 trainer to make the limit break command apppear at the bottom

and did make motor ball not heal everyone anymore
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-24 17:23:22
Really? I'll ask about and see if that's possible then. I imagine it needs an .exe hack though.

As for Motor Ball, I changed it so that his initial attack does damage but he heals everyone with a fire-attack; made more sense than being fully restored by getting run over. It also makes the reference a bit more prominent.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zedes on 2015-08-25 02:56:21
It's not an easy problem to solve. Luckily Tifa was strong enough that once the NPCs were gone, another limit break finished off the boss. I really like the idea of helpful NPCs in battles, it's too bad that some fight mechanics make it difficult to work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: coolgeek on 2015-08-25 15:23:57
Hi

I think I found a soft lock in the last battle against jenova (the one just before sephiroth, in the northen carven)

Jenova seems to be stopped with the animation of taking damage, but the ATB bar stay in "wait" status. My party seems to be fine, but I can't do anything

I used quadra magic + ultima, w-magic, ultima + turbo mp with Aerith

tested with 1.30 and 1.35

edit: no problem if I focus on a single target at a time (even with quadra magic / w-magic / turbo mp)
edit2: same soft lock with pinnacle sephiroth

edit3:
(http://www.kirikoo.net/images/14Anonyme-20150825-185418.png)
\o/

thanks so much for this wonderfull time I had to play with this mod !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-25 22:50:57
Hi

I think I found a soft lock in the last battle against jenova (the one just before sephiroth, in the northen carven)

Jenova seems to be stopped with the animation of taking damage, but the ATB bar stay in "wait" status. My party seems to be fine, but I can't do anything

I used quadra magic + ultima, w-magic, ultima + turbo mp with Aerith

tested with 1.30 and 1.35

edit: no problem if I focus on a single target at a time (even with quadra magic / w-magic / turbo mp)
edit2: same soft lock with pinnacle sephiroth

edit3:
\o/

thanks so much for this wonderfull time I had to play with this mod !

Conglatullations! Glad you enjoyed it.

As for the two soft-locks, those are issues in the default game that can occur when using Quadded Ultima on enemies with multiple parts when you have another Ultima combined with other Materia: http://finalfantasy.wikia.com/wiki/Quadra_Magic_Ultima_Glitch

That being said, this shouldn't occur with MP turbo; it should only affect HP/MP Absorb.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: chaos447 on 2015-08-26 05:48:31
Can't figure out if this is a problem with the mod or with 7th Heaven.

It keeps crashing everytime I get into a battle at the Junon Airport following the Weapon attack. Tried finding the problem via APP.log, but I'm stumped. Perhaps you have an idea?

Code: [Select]
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: ATI Technologies Inc. AMD Radeon HD 7800 Series 4.4.13283 Compatibility Profile Context 14.501.1003.0
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 3840x2160, output resolution 3840x2160, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: E:\Games\FFVII\steamapps\common\FINAL FANTASY VII\data\movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
[00000150] INFO: E:\Games\FFVII\steamapps\common\FINAL FANTASY VII\data\movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.605000, frames: 219
[00000366] set music volume: 127
[00000462] set music volume trans: 127->0, step=60
[00000527] END OF CREDITS!!!
[00000527] Entering MAIN
[00000527] set music volume: 127
[00000527] Exiting MAIN
[00000527] START OF MENU SYSTEM!!!
[00000632] END OF MENU SYSTEM!!!
[00000632] Entering MAIN
[00000636] Exiting MAIN
[00000636] Field Start
[00000693] GLITCH: missed palette write to external texture field/junair/junair_15
[00000865] INFO: E:\Games\FFVII\steamapps\common\FINAL FANTASY VII\data\movies\junair_u.avi; h264/null 1280x896, 15.000000 FPS, duration: 4.267000, frames: 64
[00001027] Field Quit
[00001027] Entering MAIN
[00001027] Exiting MAIN
[00001027] Entering FRAME_INITIALIZE SWIRL
[00001027] Exitting FRAME_INITIALIZE SWIRL
[00001030] Swirl sound_effect1
[00001030] stop_sound
[00001030] End of Swirl sound_effect1
[00001109] Entering FRAME_QUIT SWIRL
[00001109] Exitting FRAME_QUIT SWIRL
[00001109] Entering MAIN
[00001111] Exiting MAIN
[00001111] [BATTLE] Entering FRAME_INITIALIZE
[00001111] [BATTLE] Scene# 942
[00001111] [BATTLE] Exitting FRAME_INITIALIZE
[00001111] ERROR: unhandled exception
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: coolgeek on 2015-08-26 06:07:26
As for the two soft-locks, those are issues in the default game that can occur when using Quadded Ultima on enemies with multiple parts when you have another Ultima combined with other Materia: http://finalfantasy.wikia.com/wiki/Quadra_Magic_Ultima_Glitch

That being said, this shouldn't occur with MP turbo; it should only affect HP/MP Absorb.

yeah, you're right. I had absorb HP/MP equipped too. Didn't know there was this glitch / bug. thanks for pointing it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-26 13:08:08
Can't figure out if this is a problem with the mod or with 7th Heaven.

It keeps crashing everytime I get into a battle at the Junon Airport following the Weapon attack. Tried finding the problem via APP.log, but I'm stumped. Perhaps you have an idea?

Code: [Select]
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: ATI Technologies Inc. AMD Radeon HD 7800 Series 4.4.13283 Compatibility Profile Context 14.501.1003.0
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 3840x2160, output resolution 3840x2160, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: E:\Games\FFVII\steamapps\common\FINAL FANTASY VII\data\movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
[00000150] INFO: E:\Games\FFVII\steamapps\common\FINAL FANTASY VII\data\movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.605000, frames: 219
[00000366] set music volume: 127
[00000462] set music volume trans: 127->0, step=60
[00000527] END OF CREDITS!!!
[00000527] Entering MAIN
[00000527] set music volume: 127
[00000527] Exiting MAIN
[00000527] START OF MENU SYSTEM!!!
[00000632] END OF MENU SYSTEM!!!
[00000632] Entering MAIN
[00000636] Exiting MAIN
[00000636] Field Start
[00000693] GLITCH: missed palette write to external texture field/junair/junair_15
[00000865] INFO: E:\Games\FFVII\steamapps\common\FINAL FANTASY VII\data\movies\junair_u.avi; h264/null 1280x896, 15.000000 FPS, duration: 4.267000, frames: 64
[00001027] Field Quit
[00001027] Entering MAIN
[00001027] Exiting MAIN
[00001027] Entering FRAME_INITIALIZE SWIRL
[00001027] Exitting FRAME_INITIALIZE SWIRL
[00001030] Swirl sound_effect1
[00001030] stop_sound
[00001030] End of Swirl sound_effect1
[00001109] Entering FRAME_QUIT SWIRL
[00001109] Exitting FRAME_QUIT SWIRL
[00001109] Entering MAIN
[00001111] Exiting MAIN
[00001111] [BATTLE] Entering FRAME_INITIALIZE
[00001111] [BATTLE] Scene# 942
[00001111] [BATTLE] Exitting FRAME_INITIALIZE
[00001111] ERROR: unhandled exception

It's a deleted battle scene that was left in the game's files in an earlier build; it was patched for the Main installer but the 7H one must be behind it. I'll look into making a patch with the latest set of files and sending it to Alyza for the catalog.

Also, thanks to 'HH' for the donation on the 22nd.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Authen on 2015-08-26 23:16:49
Just fought the Bomb King in the Materia Cave again to see if I could get Quadra Magic without softlocking.

Unfortunately, it softlocked again. However, I did discover a slight detail I was wrong about last time: trying to re-examine the stone wasn't what softlocked the game. It just straight-up softlocks after the battle, rendering you unable to move, menu, or anything. So I couldn't have tried re-examining it if I tried.

I'm assuming everything pre-battle went right; you examine the rock, get Quadra Magic, then the presence is noticed and suddenly you're in a battle.

Regardless, just simply wanted to update and inform you that I have tried it once more and it's still messed up. Only thing that might be different from others is that I installed v1.35 over v1.3 and continued my save file instead of starting over, but i'm sure other people did that aswell. So no clue what's up with that.

One last note: I'm using the Steam 2012 version of Final Fantasy 7, which I forgot to specify last time, incase that changes anything.

Looking forward to the upcoming v1.35 manual!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-27 01:24:39
Thanks for letting me know, I'm wondering what's causing that; I don't know if this is happening to everyone, a few people seem to have cleared everything in the mod so there's a couple of possibilities. You used the latest 1.35 installer right? The one dated August 17th?

Edit: I might have it. I checked the scripts against default fields, there's some differences I missed. Those are probably the cause.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-27 03:24:56
I've updated the ReadMe, which is available on the front page. It now contains info about Rank Up options and Innates under the Character headings. There's also an Flevel hotfix patch up for the Materia Cave issue; next, I'd better work on a 7H patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Kaldarasha on 2015-08-27 18:33:48
Hey Sega Chief this might interest you:
http://forums.qhimm.com/index.php?topic=16309.msg231665#msg231665
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-28 00:36:05
Oh, Hextlauncher. I think that's the cleanest way forward for .exe modifications but it's getting people to use it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Authen on 2015-08-28 06:04:07
Posting to report that the softlock is no longer present, and i've successfully obtained Quadra Magic materia!  :-D

The patch is much appreciated, by the way; definitely helped out.

Also, on a side note: quick question about Ho-Chu in the Ancient Forest. How exactly are you meant to morph it when it goes berserk with all those status effects and heals after every hit? Does it require raising your Strength really high via equipment (and the Morph penalty-ignoring weapons ofcourse) and utilizing Auto-Crits? Or am I missing something and should re-evaluate my approach?

Thanks in advance~
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Kaldarasha on 2015-08-28 06:53:16
Oh, Hextlauncher. I think that's the cleanest way forward for .exe modifications but it's getting people to use it.

Well, with the Reunion mod installed it will be there anyway. But the main reason for this is to use the exe patch with an iro mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-28 12:57:35
Posting to report that the softlock is no longer present, and i've successfully obtained Quadra Magic materia!  :-D

The patch is much appreciated, by the way; definitely helped out.

Also, on a side note: quick question about Ho-Chu in the Ancient Forest. How exactly are you meant to morph it when it goes berserk with all those status effects and heals after every hit? Does it require raising your Strength really high via equipment (and the Morph penalty-ignoring weapons ofcourse) and utilizing Auto-Crits? Or am I missing something and should re-evaluate my approach?

Thanks in advance~

Good to hear that the caves are working properly now.

You're thinking about it the wrong way with Ho-Chu; you don't necessarily want to try and fight through all his status effects + HP restoration, you want to prevent it from ever happening in the first place. If you use Berserk on him early on then he'll only be able to use Whip Sting and you won't see Oytugh Soul, etc. A War Drum item can do the honors if you don't have the Berserk spell unlocked; otherwise, combining Mystify Materia with Added Effect in a character's weapon will confer Berserk even if this spell isn't unlocked on the paired Materia yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-08-28 16:17:45
hey sega chief

i have a request for your mod

can you add in more boss battles with rufus please

because you get to only battle rufus once and i want to battle him more than once now please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-28 16:24:31
I'll see what I can do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-08-28 17:13:15
While we're requesting, there should DEFINITELY be a fight where  you can fight as Reeve versus Scarlet and Heidegger, when he's getting thrown in jail. Make a whole new player character (what do you mean, "there's a limit"?), model, and enemies, Chief - I expect nothing less!!
Also playable secret Palmer character, and driveable ShinRa truck on the world map.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-28 19:01:19
But Reeve is just a businessman; best he'd be able to do is have a slap match with Scarlet.

Secret Palmer playable character sounds enticing though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Kaldarasha on 2015-08-28 19:08:17
Quote
a slap match with Scarlet

I vote for this!

Maybe 'Slap-that-B*tch' as a new minigame.

Maybe a jail outbreak of Reeve would be more possible. Another Cait Sith could help him with that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-28 19:21:45
Another Reeve scene or two might help the story a little bit. I'll add it to my to-do list.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Kaldarasha on 2015-08-28 19:49:48
I have this idea along time, but how about a replacement character for Aerith in the later game.
The idea is to use a rescued Sephiroth copy witch is posses by two spirits of the planet (I call him Zorreth/Sorreth) as a guardian for Cloud. This will serve AC a little bit...

I have to do something different, but I could make that new character.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-08-28 20:59:25
It would be good for the story to get more insight into Reeve, and see exactly how autonomous Cait is (contentious! I like to think he has his own personality when he's not being directly controlled, as his voice goes all goofy).
And a businessman could be pretty effective with "coin", heh, heh, heh...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Authen on 2015-08-28 21:03:26
Good to hear that the caves are working properly now.

You're thinking about it the wrong way with Ho-Chu; you don't necessarily want to try and fight through all his status effects + HP restoration, you want to prevent it from ever happening in the first place. If you use Berserk on him early on then he'll only be able to use Whip Sting and you won't see Oytugh Soul, etc. A War Drum item can do the honors if you don't have the Berserk spell unlocked; otherwise, combining Mystify Materia with Added Effect in a character's weapon will confer Berserk even if this spell isn't unlocked on the paired Materia yet.

Oh, yeah...kinda disappointed in myself for not thinking of that. Much appreciated, Chief~

By the way, are the Disc 2 Refights meant to have the normal Field Battle music? Any way to give each fight the intended music? JENOVA's theme is too good to not play during those fights lol.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-28 23:02:50
I have this idea along time, but how about a replacement character for Aerith in the later game.
The idea is to use a rescued Sephiroth copy witch is posses by two spirits of the planet (I call him Zorreth/Sorreth) as a guardian for Cloud. This will serve AC a little bit...

I have to do something different, but I could make that new character.

Could be an interesting optional addition for the 7H version; I'm working on making the Aeris thing optional at the moment so we'll see where we are when that's done. I've a lot of scripts to check and add handlers for but they're mostly straightforward; just the Crater that'll be a pain again.

It would be good for the story to get more insight into Reeve, and see exactly how autonomous Cait is (contentious! I like to think he has his own personality when he's not being directly controlled, as his voice goes all goofy).
And a businessman could be pretty effective with "coin", heh, heh, heh...

I suppose he would have coin wouldn't he? And as head of Urban Development, he'd have Landscaper as his Limit :p

Oh, yeah...kinda disappointed in myself for not thinking of that. Much appreciated, Chief~

By the way, are the Disc 2 Refights meant to have the normal Field Battle music? Any way to give each fight the intended music? JENOVA's theme is too good to not play during those fights lol.


I didn't actually realise they had no boss music; I usually play with the music off. I'll get that corrected for the next patch. I'd better replace that Jenova 1.0.5 as well, it's been hanging around for too long.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zedes on 2015-08-30 13:12:02
Bug report.
I decided to try out Junon leagues with Tifa. During wave 2, I checked standing for the first time, then hit [SWITCH], and the standings screen went away, not nothing came up to replace it. I waited for awhile, and Tifa continued to punch the air but nothing happened. I pressed all the buttons in various orders, and eventually just reset.
Also, I got Kynos to play NT again, he hasn't gotten past the Guard Scorpion yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-30 13:17:39
Maybe it's a clash; by pressing Switch while the standings screen was up, perhaps it tried to load another window but got jammed. The JL is a bit flimsy script-wise; I'll need to revise it and maybe try a different structure for it.

Also, this is terrible news. Playing it again, you say? Couldn't get past Guard Scorpion? It'll probably turn people in his stream away from the mod :l

Edit: Just watched the segment, it was as awful as I thought it would be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zedes on 2015-08-30 15:46:32
In hindsight it was probably not a good idea to get him to play it when he hadn't slept for like 30 hours, but he said he'll give it another try later this week. A lot of people did ask for the mod page, so I linked them this thread.
Also, are there any ribbons in this mod? I haven't found any in the usual places.
EDIT:
New bug report
I got into the elevator battle at the start of the underwater reactor sequence, and the screen stayed black once the battle was initiated. The music was playing, but there was no visual for several minutes, so I reset.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-08-30 18:55:22
Oh man yeah, Kynos was dead! He was just attack attack attack on autopilot. Got ejected, hilarious.
People seemed interested though, and we gave a decent explanation of what it was, I think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-30 19:01:34
In hindsight it was probably not a good idea to get him to play it when he hadn't slept for like 30 hours, but he said he'll give it another try later this week. A lot of people did ask for the mod page, so I linked them this thread.
Also, are there any ribbons in this mod? I haven't found any in the usual places.
EDIT:
New bug report
I got into the elevator battle at the start of the underwater reactor sequence, and the screen stayed black once the battle was initiated. The music was playing, but there was no visual for several minutes, so I reset.

The elevator battle? Maybe it's missing? Odd though, if that were missing then people would have encountered it by now. I'll test it out and see if I can spot the problem.

Also yeah, he was pretty frazzled. Can't believe he was considering an FF9 race right after it all. Cheers for explaining/linking the mod to people.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-30 22:12:15
Just a heads-up, I got one of the tools I use working again so I'm ready to start a round of patches to refine certain things, fix some additional bugs, and get some balancing done. So I'm inviting people to offer their thoughts and opinions on possible changes to Rank Up, equipment, characters, item drops, etc. I'm also preparing a 7H patch to make sure it's completely up-to-date.

Let me know what you think needs boosted/nerfed or other changes you'd like to see within battles.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: selius on 2015-08-30 22:49:00
more rank up choices. (str dex lck for tifa) (dex mag lck for cloud)  maybe some special unlockable one time stat package for each character, but still have it count as 1/8 of the choices.

i get that you're trying to enforce archetypes for all the characters but that's not what i thought the point of it was.

equipment-wise i'd like to see aeris' staves made less sucktastic. 100% hit rate to inflict single target barrier/mbarrier is not op. you also have to pick a very inferior stat package to make the heals worthwhile.

change the 1st or 2nd sense materia you get to something else. i thought it was odd that you get 2 senses like that.  i suggested added cut earlier. deathblow would also work, but may be too strong at that point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-08-30 23:28:44
Having two sense materia can be helpful with Tifa in the party, as well as another DEX bump. I can see why you'd want something else, but I wanted to show my appreciation for common sense! :P
I do think, maybe, that 20 DEX on command materia might be a little powerful, but I haven't got far in the game yet to be certain. I think the negative hp on summons is a bit strong a penalty (the only time I've tried it so far got me down to the minimum of 10HP), but again, might be worthwhile if summons are strong enough, and I've not played far enough to be confident in my position.

I agree the staff attacks could be a bit more powerful, but using them to proc 'on hit' effects is cool, so I'd keep it. Maybe make the weapons have a great hit % to make sure nobody evades the help!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-30 23:59:58
more rank up choices. (str dex lck for tifa) (dex mag lck for cloud)  maybe some special unlockable one time stat package for each character, but still have it count as 1/8 of the choices.

i get that you're trying to enforce archetypes for all the characters but that's not what i thought the point of it was.

equipment-wise i'd like to see aeris' staves made less sucktastic. 100% hit rate to inflict single target barrier/mbarrier is not op. you also have to pick a very inferior stat package to make the heals worthwhile.

change the 1st or 2nd sense materia you get to something else. i thought it was odd that you get 2 senses like that.  i suggested added cut earlier. deathblow would also work, but may be too strong at that point.

I'll see what I can do for another Rank option; I'll try to cover what's missing from the current ones.

I'm re-working Aeris' weapons just now. I've replaced the Restore HP formula with a magic-based one, and changed several weapons back to Physical damage (I might need to re-do the Rank Up that affects Strength to make it more viable). The problem with the status procs is that they're not 100% by default and I don't seem to have the means to change them (the base accuracy on the weapon doesn't seem to affect it, even at a 255% chance); they'll need to be treated as an extra bonus rather than the main feature of the weapon.

I'll change the 2nd Sense to something else. I don't think it's as useful without the .exe patch; there's quite a few Materia that could go there in it's place that'd be interesting to get early on.

@Gatchaman, a summon or two shouldn't be taking you down to 10HP; are you using the latest version of the .exe patch? I updated them a week or two ago due to a problem with one of them relating to Summon bonuses/penalties.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-08-31 00:09:13
Re: Summons - yeah, this was a while ago, glad to hear it's fixed!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zedes on 2015-08-31 00:52:08
I'll be honest in that I'd love an Aerith beatdown build to be viable.
As for balance, I'm having issues with the materia cave bosses and I had to leave and come back to the powersoul keeper and Lambda Calcule bosses until I was much stronger to beat them, but all that is probably due to my own non-optimal playing and building of my characters, I'm having lots of fun regardless.It would be neat if something like underwater materia was specifically a beatdown character stat buffer, something like +10 STR +5 DEX.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-08-31 01:45:40
So I'm inviting people to offer their thoughts and opinions on possible changes to Rank Up, equipment, characters, item drops, etc. I'm also preparing a 7H patch to make sure it's completely up-to-date.

Let me know what you think needs boosted/nerfed or other changes you'd like to see within battles.

I consider NT's equipment, item, enemy, and materia balance to be pretty amazing, so I won't have much to bring up.

Looking through my notes. In no particular order:

- I'd like Fort Condor to mix it up with rewards like Holy Torches instead of the stream of Remedies (10th, 11th, 12th).
- I miss the Sneak Glove's bonus to a stat (though I guess it makes sense if you got it as early as outside of Kalm).
- Any chance Chocobuckle could be given a little power boost?
- Braver and Big Shot could use a tiny boost in the exe. Low priority, since from a vanilla-NT early-game perspective, the damage is still fairly balanced.
- People in this thread complained about Hell House being too hard to morph. Just thought I should bring this up as a reminder in case it's still an issue.
- Destruct in Shinra Mansion should probably still be changed to something else. I just can't think of what would fit as thematically as Destruct.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-31 02:37:12
I'll be honest in that I'd love an Aerith beatdown build to be viable.
As for balance, I'm having issues with the materia cave bosses and I had to leave and come back to the powersoul keeper and Lambda Calcule bosses until I was much stronger to beat them, but all that is probably due to my own non-optimal playing and building of my characters, I'm having lots of fun regardless.It would be neat if something like underwater materia was specifically a beatdown character stat buffer, something like +10 STR +5 DEX.

End-game balance is a tricky one. Unlike story bosses, there's no clear-cut route for what the player should tackle first. This has been a problem since the first build, but I'm not sure how to tackle it just yet. I could give Underwater Materia one of the stronger Bonus/Penalty sets, or make it a custom one for the .exe patch. For a strength-build on Aeris, I'll revise the rank up option for it a bit.

I consider NT's equipment, item, enemy, and materia balance to be pretty amazing, so I won't have much to bring up.

Looking through my notes. In no particular order:

- I'd like Fort Condor to mix it up with rewards like Holy Torches instead of the stream of Remedies (10th, 11th, 12th).
- I miss the Sneak Glove's bonus to a stat (though I guess it makes sense if you got it as early as outside of Kalm).
- Any chance Chocobuckle could be given a little power boost?
- Braver and Big Shot could use a tiny boost in the exe. Low priority, since from a vanilla-NT early-game perspective, the damage is still fairly balanced.
- People in this thread complained about Hell House being too hard to morph. Just thought I should bring this up as a reminder in case it's still an issue.
- Destruct in Shinra Mansion should probably still be changed to something else. I just can't think of what would fit as thematically as Destruct.

The Fort Condor rewards are tricky; I think there's a point where it just refers the same prize over and over after a certain point. I could try and expand the prize script a bit to cover the additional battles.

I'll reinstate bonuses for HypnoCrown & Sneak Glove. I'll review Chocobuckle's base power, but I think it's already a little ahead regular tier 1 spells. It was supposed to be acquired early, around the Ranch or Junon area but I forgot to set the Chocobo levels to account for the change from lv.4 to Lv.5 Suicide. I'll give Lv.1 Limits a little shot in the arm in the .exe too.

Thanks for reminding me; I think it might have been on Arrange, his AI was mishandled so he constantly uses Bad Plumbing. I'd better get that fixed. I'll also reduce the physical defence of his second form, to be on the safe side. It also doesn't have to be Materia that Sephiroth throws in the basement. I'll consider some possibilities.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-08-31 06:30:05
So funny thing, but I may have accidentally used a Reunion .exe as the base for the Steam NT .exe base by mistake. Doesn't seem to have any other impact besides changing some Menu text but I'll be using a default .exe for the next one just in case it causes problems down the road.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-08-31 14:53:54
Since you are asking for advices, i just got the submarine and i think the bosses until this point need some boosts in their damage capabilities. The last boss that gave me trouble was Bass Dragon. Well, maybe im a hardcore maniac and like to suffer. =) Great mod overall, im just getting to end game, so maybe im gonna get my ass kicked now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-08-31 19:40:31
@rpgmarks
In Arrange, especially with the exe, the damage is pretty good. I recommend playing on that mode despite it being unfinished. Vanilla is still balanced towards new players, which is a direction that I whole-heartedly appreciate and support. The boss damage in disc 2 is suitable for someone going through the game at a brisk pace, with the odd rare steal and morph here and there, and not aiming for anything in particular with Rank Up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-08-31 22:04:58
Yeah maybe its because im playing the "not arrange" version and without the exe patch, just the limit breaks change patch. But i just got my ass handed to me by the lucretia boss, so maybe now the real challenge begins.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-08-31 23:10:47
@rgmarks
Yeah, that's a nice bonus boss. Definitely winnable on a first attempt, assuming you buffed your tank in time. You shouldn't have much difficulty winning most of these fights even from this point forward. Most of the bonus bosses are pretty fair.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: genesis063 on 2015-09-01 00:39:33
How is my Kyte boss Someone recently who tried it got wrecked by his base form.  Anyone done the Dark Cave part yet and got a video of it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-01 02:20:42
This guy played through it: https://www.youtube.com/watch?v=EHlEsic0RgM

One thing to note is that I made a mistake with the 2nd form's AI so it attacked itself instead of the enemy when berserked; I repaired it shortly after I saw this video.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-09-01 03:48:48
There is a way to prevent "manipulate"?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-09-01 05:02:04
@rgmarks
Hmm, Hypnocrown should also prevent manipulate. You could also just love tap whoever was manipulated or cast Resist.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-09-01 05:22:16
@Bowser9
How do i "love tap" someone? Im not familiar with this term.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-09-01 05:44:54
@rgmarks
No prob. I meant you should just physically attack the manipulated target. Use someone that deals low damage with their basic attack, like a tank or support.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: windmagesoren on 2015-09-01 11:29:23
I just downloaded the mod yesterday, and man, this is what I needed to re-experience FF7. It's hard enough that I'm not just blindly mashing buttons, but easy enough that I'm not crying. Not yet, at least.

Couple of things I noticed while playing on Steam on Windows 10, most recent patch and the hotfix:
Super excited to see what the rest of the game has in store for me. Keep up the good work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-01 13:20:40
I just downloaded the mod yesterday, and man, this is what I needed to re-experience FF7. It's hard enough that I'm not just blindly mashing buttons, but easy enough that I'm not crying. Not yet, at least.

Couple of things I noticed while playing on Steam on Windows 10, most recent patch and the hotfix:
  • Jessie did this thing where she kind of just... slid up the ladder in the reator, after the second Scorp fight. Right after we fought the scorp, she ran off and I got into a random encounter, and she wasn't doing her climbing animation. Not sure if that's just an error in this port or not.
  • Because of the new models, all of Barret's animations are off. He gestures and throws and hits with his gunarm, and threatens to shoot people with his flesh arm.
Super excited to see what the rest of the game has in store for me. Keep up the good work!

That'll be the thing where Jessie is climbing a ladder but the player will get a random encounter or similar; when the game loads up the field again, it doesn't refresh Jessie's animation. This was in the default game as well, and should be harmless.

Barret's animations shouldn't be any different from the default game; the field model has the gun-arm on the same side as the vanilla one. There are a few times when in vanilla he'll use his gun-arm to do stuff like throw you your money for the bombing mission; those'll have carried over into NT. I don't remember any instances of him trying to shoot with his other arm, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-09-01 14:04:12
@rgmarks
No prob. I meant you should just physically attack the manipulated target. Use someone that deals low damage with their basic attack, like a tank or support.
But man, i tried hitting the manipulated character on lucretia boss and they did not lose the manipulate stat. So its a bug? Or its supposed to be like this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-01 16:37:54
It should come off when you hit the manipulated character, unless they were hit with the fourth attack of Combo which inflicts Resist.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-09-01 17:05:04
Ooh, manip and resist is cruel! I guess dispel (or death :evil:) is the answer?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-01 17:22:41
Assuming that was the cause; you'd maybe need to be unlucky for the 4th hit of combo to land on a Manipulated target but if it does then Dispel will be needed. Or a KO.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-09-01 17:32:46
Assuming that was the cause; you'd maybe need to be unlucky for the 4th hit of combo to land on a Manipulated target but if it does then Dispel will be needed. Or a KO.

Ahhh ok, living and learning =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-09-01 21:11:12
It should come off when you hit the manipulated character, unless they were hit with the fourth attack of Combo which inflicts Resist.
Hey chief, look at this, on genilka there is a enemy "Unknown 3" he hit me with "creepy touch" and manipulate one of my chars, i immediatly hit that char with a normal hit but the char dont lose the manipulate, something wrong?

Edit: I just manipulated Pollensalta on crater, and i keep hitting her with normal hits and morph hits until she died, and she never lost the manipulated status. Do you think there something wrong on my game? Im using your special patch that alters just the limit breaks.

Edit 2: Where can i find the "Iron Man"? I need to morph him =/

Edit 3: Trying to kill Protoroth but after the Illusion Field" my chars that dont have protection against frog/small gets stuck on this status, i used cornucopia to cure and didnt affect them. They die and i revive them, but they revive as frogs. This "Illusion Field" makes them permanet frog/small? And no, im not using resist.. Wait, this move has resist effect on it??? omg

Edit 4: Well, Aeris and Tifa were frogs and i used a holy torch on Tifa, and with aeris i used a cornucopia immediatly and BOTH(not only Tifa) of them were cured from frog/small. This is supposed to be like this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zedes on 2015-09-02 04:11:34
Small bug report. In the parachute into midgar part, there's a dialog option to "Start" or "Change Party members". Start leads to the party change screen whereas CPM starts the parachuting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-02 06:33:09
Hey chief, look at this, on genilka there is a enemy "Unknown 3" he hit me with "creepy touch" and manipulate one of my chars, i immediatly hit that char with a normal hit but the char dont lose the manipulate, something wrong?

Edit: I just manipulated Pollensalta on crater, and i keep hitting her with normal hits and morph hits until she died, and she never lost the manipulated status. Do you think there something wrong on my game? Im using your special patch that alters just the limit breaks.

Edit 2: Where can i find the "Iron Man"? I need to morph him =/

Edit 3: Trying to kill Protoroth but after the Illusion Field" my chars that dont have protection against frog/small gets stuck on this status, i used cornucopia to cure and didnt affect them. They die and i revive them, but they revive as frogs. This "Illusion Field" makes them permanet frog/small? And no, im not using resist.. Wait, this move has resist effect on it??? omg

Edit 4: Well, Aeris and Tifa were frogs and i used a holy torch on Tifa, and with aeris i used a cornucopia immediatly and BOTH(not only Tifa) of them were cured from frog/small. This is supposed to be like this?

The Unknown 3's creepy touch inflicts Manipulate + Resist; some other enemies also use combos where Resist is added to complicate the status ailment. To deal with it, Dispel can get rid of Resist and let you heal any other status ailments that were inflicted as normal. Resist is also lost when the target dies, though statuses like Frog are retained through KO. This is what's happening with Illusion Field as well.

I'll check Pollensalta, sounds odd she'd remain Manipulated when attacked physically but there's likely an explanation.

Iron Man can be found on the Left-Down path, the last few screens of this path.

Small bug report. In the parachute into midgar part, there's a dialog option to "Start" or "Change Party members". Start leads to the party change screen whereas CPM starts the parachuting.

Someone's mentioned that, I'll reverse the options.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-09-02 08:17:18
Thank you, i have another question? There is some in game information regarding the items necessary for the ultimate weapons? I only got the gospel spark by chance, i was just walking  and saw that light and found it. But the others items? How can i find it? Or do i have to explore by my own? If that is the case its ok. =D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-02 15:10:15
You'll find the majority of the other items by beating bosses in the mod (but not the Extra Battle ones).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lappers84 on 2015-09-02 16:26:13
Speaking of items from enemies - I noticed that the unknowns in the crashed gelnika (can't remember which one) had a save crystal as a rare steal (pretty funky) :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zedes on 2015-09-02 16:48:08
sense materia in the return to midgar  :x  :x  :x
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-02 18:40:32
sense materia in the return to midgar  :x  :x  :x

:D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: chaos447 on 2015-09-03 04:21:17
Forgive me if this has been answered, but I just received the Champion Belt. It says it prevents [Auto-Crit]. So I'm assuming this negates Deathblow, or it prevents the enemy from using automatic critical hits?

Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-03 06:09:21
What it does is make the wearer immune to a status called 'Lucky Girl' which was originally only given by one of Cait's Reels on his Slots limits. In NT, some items (and in the .exe patch certain other Limits) can give this status but rather than list it as 'Prevents Lucky Girl', which might not make sense to people who don't know about this status, I went with 'Prevents Auto-Crits' instead. Deathblow will work as normal. Maybe I should rethink the wording of the Champ Belt.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lappers84 on 2015-09-03 10:20:04
Kudos Chief on how pure evil you are regarding the level 4 limit bosses - I just can't seem to beat them, even at level 80.  Any hints would be awesome.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-09-03 11:34:26
@lappers84
Well, for starters, make sure you experiment with all sorts of materia and party (limit) combinations. Test out what kind of spell combos work best for your play style. If all else fails, you could always aim for lucky 7s.  :wink:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-09-03 12:36:23
I really could use some help with Aeris mimic boss, im tried everything and those flares just keeps spamming gravity 3 curing her for 9999. A hint maybe? =D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-09-03 13:42:55
I'm not sure if this works, it's been a while since I fought her, but I think you might be able to cast reflect on her, then set up to be sneaky and set Element immune /absorb to gravity. Then she heals you! Or at least doesn't heal herself. (heavy boots accessory does this, I think, if you don't have the elemental materia leveled up)
You may also be able to cast reflect on your party to bounce the flares back.
Another strategy could be to try and wear out her MP, maybe? Still need to survive long enough to do it, so... magic defence equipment, sadness, and Magic Barrier to beef up your survivability! :D

Good luck! Let us know how you get on!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-09-03 15:15:43
I'm not sure if this works, it's been a while since I fought her, but I think you might be able to cast reflect on her, then set up to be sneaky and set Element immune /absorb to gravity. Then she heals you! Or at least doesn't heal herself. (heavy boots accessory does this, I think, if you don't have the elemental materia leveled up)
You may also be able to cast reflect on your party to bounce the flares back.
Another strategy could be to try and wear out her MP, maybe? Still need to survive long enough to do it, so... magic defence equipment, sadness, and Magic Barrier to beef up your survivability! :D

Good luck! Let us know how you get on!

Well, i watched on youtube some people fighting her but apparently the fight changed on the new version, she has 2 adds that keeps healing her with gravity 3. I tried "reflect" on her to prevent the heal from gravity but the adds gravity penetrates the reflect and just heal her. I dont die on this fight, but i cant kill her. I managed to deplete one of the adds MP, but the other seems to have so much more MP(infinite?). I just moved on and dont know how to kill her.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-03 16:33:33
Well, i watched on youtube some people fighting her but apparently the fight changed on the new version, she has 2 adds that keeps healing her with gravity 3. I tried "reflect" on her to prevent the heal from gravity but the adds gravity penetrates the reflect and just heal her. I dont die on this fight, but i cant kill her. I managed to deplete one of the adds MP, but the other seems to have so much more MP(infinite?). I just moved on and dont know how to kill her.

The two Flares are like a damage check. The best thing to do is wait until one is sent away for 'Take Over' (it'll remain on the screen, unlike the Nattak fight, but will become 'still' and inactive) and then try to burst down the remaining Flare with a round of strong attacks, maybe Summons or Limits. If it can't fully heal from Demi3 then you can keep pushing on it until it dies. When the other Flare comes back from Take Over, it'd be the same thing again; burst it down. If you've been able to get Quadra Magic from the Blue cave or W-Magic from Extra Battle then that can greatly boost your nuking potential. The key, though, is to make sure everyone acts as the same time; if a Demi3 goes off after the first hit then it will effectively cancel that attack out. If all three attacks land one after the other, though, then the Demi3 heal will be much less effective as it's based on the add's current HP.

This means you want to be stable against Mimic's attacks in the meantime so you can focus more on attacking. A White Cape, Hades + Added Effect, or Peace Ring can help defend against status ailments, while MBarrier will likely reduce down all but one of her magic-based attacks. When you've got the Flares taken care of, Mimic herself is weak to Holy damage so Pearl, Alpha, or Holy + Elemental in someone's weapon would be good choices. I can post a video taking care of the boss if you'd prefer a visual guide.

Kudos Chief on how pure evil you are regarding the level 4 limit bosses - I just can't seem to beat them, even at level 80.  Any hints would be awesome.

Besides the Mimic notes above, I'd say Super Saver System is a good place to start. It's the weakest out of all the bosses, unless I've missed something about it. They've low defence/HP, weak to Bolt/Water, and only inflict a handful of statuses like Berserk and Death Sentence (though the Reflect might be a pain). And the Highwind Limit it drops is one of the strongest in the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-09-03 17:00:46
Ahhh i tried to kill one of the flares quickly but i thought that they counterred with gravity 3, my mistake. Just a coincidence that it did gravity soon after i attacked. Ok man, no need for a vid. Im gonna try right now, you already helped me great time! Thanks! @Sega Chief
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zedes on 2015-09-04 00:21:40
Is this supposed to happen? https://gyazo.com/65f6cf14a64f278e6e06a6abe76815fd
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-09-04 00:53:23
Another question =). Where can i get aqualung on late game? I get hit by it on the battle square, but my char dont get the message in battle that learned, but i did not completed the battle. I need to complete it?

Edit: Cloud in front of wallmarket, hilarious haha
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-09-04 02:58:12
@rgmarks
Garudo in Wutai would be the simplest.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-09-04 05:40:44
@rgmarks
Garudo in Wutai would be the simplest.
Hey man, thanks, for some reason i was guessing that aqualung was learned from the da chao boss, not the common enemy Garuda. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-04 06:12:01
Is this supposed to happen? https://gyazo.com/65f6cf14a64f278e6e06a6abe76815fd


 :o
Never seen that before. It looks like what happens when textures aren't found on a model (they usually have a pure white 'base' that they get overlayed onto) but the Highwind model shouldn't have any textures on it, unless it's a modded one? Does that happen every time you load up the game?


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zedes on 2015-09-04 07:26:15
No mods other than yours. the highwind looked fine until I got to disk 3. Loaded up the game a few more times and it still looks like this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-04 18:49:40
It'll be the rocket-version of the Highwind that's went wrong then. Maybe the model in world_us.lgp got corrupted somehow? The file isn't touched by the regular installer. You could try patching it with the optional World Map patch that NT has; it's just for making the three character models for Cloud, Tifa, and Cid to reflect their field models but it might fix your bright white Highwind as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-09-04 19:19:46
Edit: was already answered! Missed this page! B)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Rukim on 2015-09-05 05:53:55
Hey sega chief i was wondering if u have another link to the database because the one in the OP is down.
And how do you get barrier?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-05 15:14:05
Mega seems to be down in general just now, I can't access it (which means the other NT file links are also down for the time being). Here's an alternate link for that database in the meantime, but bear in mind that it's out of date: http://www.mediafire.com/download/i3b883gbrtkza1b/FF7_-_New_Threat_Mod_Database_%5Bv1.3%5D.ods

As for Barrier, Aeris should join the party with it equipped.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Kaldarasha on 2015-09-05 16:29:31
Use The Nexus to upload the mod as seconed place.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zedes on 2015-09-09 19:25:03
What's the best late-game place to grind AP?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rgmarks on 2015-09-09 22:24:06
What's the best late-game place to grind AP?
I think its in north crater, look for the area that has the Mover enemies, kill them with ignore defense attacks.
Give ethers for the Magic pots and get some AP too. =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-13 00:03:18
Serious problem; the installer link currently up has somehow gotten older 1.3 files in it rather than 1.35. Going to fix it just now but this isn't good :l

Edit: I'm not sure how, but an older installer for 1.3 has replaced the Main Installer 17th August file on Mega. The reason this is confusing me is because the template I use is continually updated for each patch and I rename the file for it's latest date before generating it. Also, the files on my PC that are used to generate the patch are all up to date. The only thing I can assume is that Mega has somehow replaced the new file with an older installer but kept the new name, perhaps due to similarities in the file? That's the only thing I can think of.

In any case, I'll be sweeping out all the NT files kept on Mega and probably swapping over to Mediafire again. I'll also need to double-check uploads in future just in case something like this happens again.

Edit2: Actually, not so sure now that the installer was out of date. Bit confused. I'll just gut everything anyway and upload a new set of files to be sure; there's overdue fixes needing to go in anyway.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-09-13 00:18:05
Worry...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yapt on 2015-09-13 08:34:44
Hi sega
Ive just grinded through to level 70 (which i now see is no longer max level) however my characters only have 2-3000 hp with no materia on making it hard to progress, the streamers on youtube seem to have twice that. Have I missed something? Also is there a method for morping enemies I cant sense?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-13 14:14:06
The HP values were adjusted down to sit at around 3000-4000 for most characters at Lv.70-99; if streamers have 2x that then they're likely playing an older build or maybe doing something with the .exe patch which has different materia equip bonuses/penalties (one or two pieces had small HP+ effects, but probably not enough to cover a 2x boost to HP so it's more likely an older build with different character stats).

Morphing enemies without Sense is tricky, and it's something I should change in the future. What I could do is move the weapons/armor off Morph on high HP enemies and into new content of some kind (or just make them reliable drops/steals instead). Alternatively, the .exe patch raises the Sense limit to 60,000HP (or thereabouts) which will help with a few of them. Best method I have for Morphing an enemy when Sense isn't an option is to hit it with the same high-damage attack and count how many casts/attacks it takes before it dies; then on the second run use that attack but stop one short, before trying to Morph it with Yuffie's Conformer which shouldn't have a damage reduction when used with Morph.

The initial idea behind it was that to Morph an extra battle boss you needed to be a little stronger than normal to keep control of the fight as you move them down to Morph range, which would be a gateway to those weapons + Ultimate Weapons that can be crafted from them. I think in practice it just causes headaches when Sense can't be used so I'll be looking to change it in the near future.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-09-13 14:28:43
hey sega chief

when are the new threat mod install files are going to be uploaded again
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Webbhead08 on 2015-09-13 14:31:18
Hey Chief, was going to fire up another NT run, and see that the link is down? I played about 2 months ago (pre SP/ stacks) - anyway to access the newest version??

As always, awesome work, and thanks so much. -Web
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-13 14:33:41
I'm working on some key updates for it at the moment, one including a fix for the softlock in the Blue, Red, and Yellow Materia Caves (just finished that). I'll try to have them back up tonight once they're generated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-09-13 16:21:07
Yeah, I enjoyed how some of the boss/ tough enemy morphs give you good equips, even if they WERE un-sense-able, because it's like a reward for mastering the battle. I managed to get it with some, but needed to pull out all the stops and just finish the battle with others.
I guess from a balance perspective though, it just means more powerful parties will get more power boosts to stay above average, while weaker ones miss out (and might need to grind to progress). I think that having good drops, steals, morphs, and field prizes gives plenty of opportunities for different players to get their power levels up to scratch, though.
Having stats and hp regulated by your story progress keeps you competitive anyway, I think. Most of the rewards will be bonuses in things you can build teams around, or just increasing options if you already have some powerful stuff. (rather than being more powerful on top) It's only late game where you may be ultimate weapon hunting where morphing becomes unavoidable, so maybe, as was suggested, having some/rare drops in addition to morphs could relieve some pressure on that front. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-13 20:51:20
I hear you, Gatch.

Just done fixing a few other things. The Dark Cave countdown will now just do a white-out effect rather than the Reactor explosion thing; not sure why I used that originally. But I also put something experimental in there; it should be harmless enough, as the alternative is just a plain old Game Over, but don't overwrite your current save file with it or anything; it could take a while to get back :I

I think that's everything for now. I'll put the files up and then generate an IRO patch as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-13 21:47:58
New installer upppppp-
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-16 14:35:55
This is the 7H.iro with the most recent version of the files. Let me know if it doesn't work properly (as in, the wrong battles are loading up): http://www.mediafire.com/download/s5rfpk9s5xpr6fo/NT_1.35_September.iro
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-09-16 22:47:14
Hey Chief, I've been continuing on with (the latest) .exe Arrange and I'm on my way to Corel from Costa Del Sol now.

JENOVA Vector was a lot of fun. I used Aeristh and Barret with Cloud for the fight. Barret building attack+ stacks with Cannon Ball in front row, and Cover, Aeristh alternating between Quake and heals, and Cloud on (Haste/Potion/Attack) support duty. Kept the damage flowing steady with about 400-700 damage per turn, depending on how much we needed recovery. Had a couple of KOs but nothing overwhelming- constant pressure.
Her spawning attack didn't seem to work though... she started the battle with some recovery attack, but no other enemies appeared. There was no sign of anything spawning for the rest of the battle, either, even though I wasn't very speedy. Was this changed from previous versions?

The other thing I just noticed was a battle near the Corel Reactor (2 Bloatfloats and Bagnadrana in the middle, back) seems to have the enemy rows backwards from the way they appear- the two Bloatfloats are (Back Row) even though they seem to be in front. I just wanted to mention now before I forget!

EDIT: I also really like the rain effect, but I've just noticed it carries over into the Rank Up screen with Mr Smile (at least on the Corel rollercoaster save point). Not the worst thing ever, but I don't reckon it would be too hard to change... would it? :S
I was wondering if you could make it rain in battles, too, or whether that was just in the flashback battle background (is it even raining then? Am I imagining? I don't know!) rather than an overlay.

EDIT 2: Barret and Yuffie is the perfect team for snatching baby chocobo treasure! There's absolutely zero remorse in this party! :L
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-17 14:54:58
Hey Chief, I've been continuing on with (the latest) .exe Arrange and I'm on my way to Corel from Costa Del Sol now.

JENOVA Vector was a lot of fun. I used Aeristh and Barret with Cloud for the fight. Barret building attack+ stacks with Cannon Ball in front row, and Cover, Aeristh alternating between Quake and heals, and Cloud on (Haste/Potion/Attack) support duty. Kept the damage flowing steady with about 400-700 damage per turn, depending on how much we needed recovery. Had a couple of KOs but nothing overwhelming- constant pressure.
Her spawning attack didn't seem to work though... she started the battle with some recovery attack, but no other enemies appeared. There was no sign of anything spawning for the rest of the battle, either, even though I wasn't very speedy. Was this changed from previous versions?

The other thing I just noticed was a battle near the Corel Reactor (2 Bloatfloats and Bagnadrana in the middle, back) seems to have the enemy rows backwards from the way they appear- the two Bloatfloats are (Back Row) even though they seem to be in front. I just wanted to mention now before I forget!

EDIT: I also really like the rain effect, but I've just noticed it carries over into the Rank Up screen with Mr Smile (at least on the Corel rollercoaster save point). Not the worst thing ever, but I don't reckon it would be too hard to change... would it? :S
I was wondering if you could make it rain in battles, too, or whether that was just in the flashback battle background (is it even raining then? Am I imagining? I don't know!) rather than an overlay.

EDIT 2: Barret and Yuffie is the perfect team for snatching baby chocobo treasure! There's absolutely zero remorse in this party! :L


It's probably an AI problem with the Arrange trigger; the two mobs are supposed to spawn at the start of the battle rather than later on but I guess I missed something. I'll add a rain-cancel to the Rank Up screen too which should fix that problem. Only that Kalm Flashback battle has the rain in it, I don't think it can be transferred/switched on and off to the other battle backgrounds.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-09-17 17:38:27
Sweet! I've kept saves so I can go back and fight her properly once it's changed.
I thought as much for the rain, but like I said - it looks cool! Atmospheric.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-17 19:28:52
I've had an odd report from a few people where it seems that certain files are out of date despite being double-checked in the folders used by my patch generator to be 100% up-to-date. Given that I had some memory trouble recently that affected one of the other tools I use recently, I'm wondering if something similar isn't happening.

To anyone who has a save file just before the Corel Train sequence, could you boot it up with the latest NT patch and check that the field screen where Cid operates the levers to catch up to the train is loading correctly? Apparently, a new animation file used there couldn't be found for one user but when I checked the char.lgp + loaded it up myself it was all working correctly. It might just be a security thing affecting the installer, but I'd like to make sure that the new installer that's up is patching the game as intended.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-09-17 20:50:00
Just tried to run through... but "Time wasting action" was indeed, too successful- I ran out just as the driver went down! >.<

Let's have another go...

EDIT: Got it! Wait, you said "to catch up to the other train"...
D'oh!
Well, I can confirm that BOTH train lever-operating scenes work OK on the latest patch (including .exe patch) on my copy, downloaded 13th September.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-18 02:29:12
Strange, but if that's the case then the cause must lie on the user's end. Not entirely sure why it would happen though; I would think that a security issue would stop the installer altogether rather than just certain files. Or maybe they're running the installer compressed in it's zip folder? I can only guess.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Naitsir on 2015-09-19 22:34:27
Hey Sega Chief,

I'm really enjoying your mod. Nice balance so far (just got the tiny bronco), morphing enemies feels so rewarding. I just have a small question regarding Ziegfried, I fought him once but couldnt morph him, so I reloaded, but now I cant spawn him again (No Mp Plus for me..), I nearly tried every forest. Shouldnt he replace the Yuffie event and as such more likely spawn in later forests?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-19 23:42:08
He should do, but it works differently on the world map. The in-game timer supposedly has an effect on what fight you get which can make some encounters seem much rarer than they actually are if you're unlucky.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yapt on 2015-09-20 00:24:23
Is there a  guide on the ultimate weapons? Ive been looking for the 7777 needles for the conformer? I have beaten the pagoda and the mystery guy in the sparkly room
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-20 12:44:37
The 7777 needles is won from the boss in the Purple Materia Cave. A lot of the other ones come from the Dark Cave sidequest.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Azuredragon653 on 2015-09-22 05:32:06
I'm clearly missing something, but I don't know what. My characters are all in the mid 60s prepared to fight the last Jenova but they have only 3000 health with no materia equipped. I went into the fight and got demolished before I could cast anything. I looked up some videos of other people and they have well over 6000 health at the end of the game (though they don't show their levels). I'm sure you have done changes since they made their videos, but I still can't imagine that my health should be that low.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-22 15:18:39
There was a change made to the HP arcs, but it sounds like they might be coming in too low on that Lv30-70 bracket from what I'm hearing. I could tweak it up a bit higher; the change would take effect as soon as the character levels up once. I'll have a patch for it soon once I've ran some tests.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Azuredragon653 on 2015-09-22 15:36:24
There was a change made to the HP arcs, but it sounds like they might be coming in too low on that Lv30-70 bracket from what I'm hearing. I could tweak it up a bit higher; the change would take effect as soon as the character levels up once. I'll have a patch for it soon once I've ran some tests.

Without a patch, will my health start to go up quickly once I get above 70?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-22 19:48:37
From my tests, it seems that only Barret & Cait Sith will start to gain more HP. The others seem to peak at 3500-4000 even at Lv.99.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-23 14:17:09
Just wanted to say thanks to ML, SA, and JP for the donations.

Edit: That's the new HP/MP values done. After patching, characters will update to the new arcs when they level up once (the game is quite robust when it comes to this sort of thing, thankfully). I'll put the patch up once I've made sure they're working.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-23 23:41:46
Alright, here's the patch: http://www.mediafire.com/download/n1ald6c47hsd335/NT_Mod_HotFix_Scene_-_24th_September_2015.zip

That's an adjustment of HP/MP values for all the characters, which will take effect once the character levels up once with the patch applied. They seemed a bit low once heavy Materia set-ups were involved so this should provide a bit more freedom for what can be equipped/used.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Azuredragon653 on 2015-09-24 04:41:28
Alright, here's the patch: http://www.mediafire.com/download/n1ald6c47hsd335/NT_Mod_HotFix_Scene_-_24th_September_2015.zip

That's an adjustment of HP/MP values for all the characters, which will take effect once the character levels up once with the patch applied. They seemed a bit low once heavy Materia set-ups were involved so this should provide a bit more freedom for what can be equipped/used.

Before Materia penalties:

Cloud (level 66) - 3084 health
Tifa (level 70) - 2576 health
Red (level 62) - 3031 health

Cloud (level 67) - 3234 health
Tifa (level 71) - 2576 health
Red (level 63) - 3054 health

So Cloud gained a good amount, but Tifa didn't gain anything and Red's amount was pitiful.

I've double checked that the patch is applied; when I try to apply it again, it says it's already been done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-24 17:29:48
That's odd, the values should be for Lv.70:

Cloud: 5651-5343
Barret: 6413-6024
Tifa: 5586-5275
Aeris: 4990-4686
Red XIII: 5633-5315
Yuffie: 5005-4728
Cait Sith: 6143-5799
Vincent: 5067-4785
Cid: 5921-5560

I'll check the patcher.

Edit: The files seem to be correct, and the installer's put the right files in when I tested it out. That being said, the patchers have been a bit erratic for a couple of people recently. I'll PM you with a potential fix.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-24 23:26:39
After testing, it seems that leveling up doesn't adjust HP in the same way it does for other stats/EXP, etc. The only solution I can think of in that case is to apply the new scene patch and then use a save editor like Black Chocobo to level down/up each character by 1 in order to get their HP/MP onto the appropriate arc (the new ones use the default HP/MP arcs as a base up to Lv.70). Not ideal, but I don't think there's any other way short of a new game.

Edit: Except that plays havoc with the EXP arc. Not sure what to do; we might be stuck with the current HP/MP values for now until the next build. I'll need to pull the patch down too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sethiiroth on 2015-09-27 19:05:11
Softlock during cutscene in dark cave after opening chest with sector 5 key in it. Any patch for this issue?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-27 22:41:56
Which version of the mod is it; the regular installer or the 7H one? When did you download it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sethiiroth on 2015-09-28 02:32:05
Just the basic installer, no 7h. Freezes looking at the black materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-28 13:31:21
I just checked it, and for whatever reason the wrong event is triggering which is interfering with the actual one. It must be some variable change that's snuck it's way in, I'll get to the bottom of it and put a patch up once I've fixed it.

Edit: I think I've fixed it, just testing it now.

Edit2: http://www.mediafire.com/download/11apu0lz43b4n43/NT_Mod_HotFix_flevel_28th_September_2015.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sethiiroth on 2015-09-28 15:44:19
Fixed, thank you very much.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sethiiroth on 2015-09-28 16:02:31
Alright hahaha so 10 seconds later, found another issue. The second form of the following boss is not immune to petrify. Quad cast break stoned him, nothing happens. Soft lock haha
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-09-28 16:52:43
hey sega cheif

I was thinking you could add in a mini boss fight when someone gets the keycard in the chest at the sierra building

and how is the ultros adding into your mod coming along
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rkarker08 on 2015-09-28 19:41:39
Enjoying the mod a ton right now :). Noticed a slight oversight that I'm not sure is a known issue yet. During the DC sidequest where you get the micro engine. If you go into the model of midgar room after getting the micro engine and examine the model, it will ask you if you want to place the "midgar parts". If you say yes it removes the micro engine from your key items. Was this intended?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-28 21:48:35
Alright hahaha so 10 seconds later, found another issue. The second form of the following boss is not immune to petrify. Quad cast break stoned him, nothing happens. Soft lock haha

Ah right, was it an actual soft-lock though? You see, that boss is unique because it has several 'invisible' versions of itself using different attacks/support abilities autonomous to the 'visible' main form. Did the ATB gauges freeze or were you still able to attack?

Enjoying the mod a ton right now :). Noticed a slight oversight that I'm not sure is a known issue yet. During the DC sidequest where you get the micro engine. If you go into the model of midgar room after getting the micro engine and examine the model, it will ask you if you want to place the "midgar parts". If you say yes it removes the micro engine from your key items. Was this intended?

That's an oversight. Some of the new key items replaced the old Midgar Parts ones but I clean forgot that the code for placing the 'parts' is still there. You might need to reload the save, I'm afraid; or I could add a special temporary handler to add the lost Key item(s) back to your inventory?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sethiiroth on 2015-09-28 22:48:00
I did the same thing as well for the pulse ammo and micro engine. Lost them both and just saved after clearing dc... :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-28 22:52:46
In that case, I'll set up a special temporary NPC on the Highwind that can restore these Key Items. I'll see if I can't get that patch done tonight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-09-28 23:07:00
hey

i would like to request for a special boss to be added with you get the keycard in the chest in the sierra building please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: rkarker08 on 2015-09-28 23:21:55
That's an oversight. Some of the new key items replaced the old Midgar Parts ones but I clean forgot that the code for placing the 'parts' is still there. You might need to reload the save, I'm afraid; or I could add a special temporary handler to add the lost Key item(s) back to your inventory?
Nah I saved before fighting the boss as I expected a challenge :D. I made sure that the micro engine was the item that disappeared before posting the bug report.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sethiiroth on 2015-09-28 23:49:41
I would very much appreciate that, sega. Thank you
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-29 04:19:44
Here's the special flevel patch: http://www.mediafire.com/download/kkxwlyf7c82mlyu/NT_Mod_HotFix_flevel_28th_September_2015_%28Special%29.zip

The NPC that will restore the potentially missing Key Items can be found on the Highwind, the navy-blue engineer in the Chocobo Pen located to the right of the Operations Room. Just talking to him should do it; check your Key Items in inventory afterwards.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2015-09-29 04:27:27
Do I need to include this flevel hotfix in the Catalog, or is this just for those already started with your mod and at this spot?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-09-29 07:35:20
hey

can i get that boss added to that keycard chest in the sierra building please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-29 14:14:09
Do I need to include this flevel hotfix in the Catalog, or is this just for those already started with your mod and at this spot?

It has a fix for the Midgar Model puzzle to prevent the loss of Key Items in the first place which should be handy. It also has the more important fix for the wrong scene soft-lock in Dark Cave, if the previous flevel patch hasn't been applied already. If the previous patch wasn't put into 7H, then it's definitely worthwhile.

hey

can i get that boss added to that keycard chest in the sierra building please

Why do you want a boss there?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: chaos447 on 2015-09-30 02:53:56
So I applied the hotfix for the mug problem, still targeting myself somehow. But then again I'm using the 1.35 IRO for 7th Heaven, so it's probably overwriting the flevel. Any way to go about fixing this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-09-30 03:13:43
That would be a kernel thing, rather than the flevel. Is Aeris using Mug by any chance? Her weapons are set to target allies by default. The 7H version would definitely overwrite any patches that are applied, as well. But the Mug fix was a good while ago; maybe it slipped the net for 7H?

Try this one: http://www.mediafire.com/download/s5rfpk9s5xpr6fo/NT+1.35+September.iro
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: chaos447 on 2015-09-30 03:47:28
Thanks. No Tifa was using it, but you're right 7H was most likely overwriting it.

Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sethiiroth on 2015-10-01 05:25:32
Is there an up to date item list somewhere?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-01 13:19:44
Not yet, I've been working on one on and off but progress has been slow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: windmagesoren on 2015-10-02 17:05:23
So I've been playing a lot, and um... it hasn't stopped raining, ever. When I go inside any of the houses in the City of the Ancients, or do anything, it just doesn't stop raining. I tried turning off the weather effects, but it kept raining.

What should I do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-02 19:10:13
Try resting at an Inn and then going out into the next screen (Kalm for instance). That should hopefully disable the variable that handles it. Once it's disabled, deactivate the effect at a save point and it shouldn't turn on again.

Although this means that there's another screen somewhere that allows for the rain effect to be carried out onto screens that shouldn't have it. I'll need to deal with that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Feinne on 2015-10-03 22:10:34
I occasionally get bored and browse insanedifficulty and look at the mods there and saw this one. Thought it might be interesting to try, but I noticed the file in the link to the item database is missing and can't be downloaded. Will that be fixed at some point?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sethiiroth on 2015-10-04 03:00:38
Where is the New game + installer?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-04 15:27:22
I occasionally get bored and browse insanedifficulty and look at the mods there and saw this one. Thought it might be interesting to try, but I noticed the file in the link to the item database is missing and can't be downloaded. Will that be fixed at some point?

I'm about to start a week's holiday once my night shift tonight is done so I'll be working on finally getting that updated database finished; the one floating around right now is out of date and doesn't have correct information on it which is why it's down just now.

Where is the New game + installer?

There isn't one yet. My plan is to finalise everything in NT for the 1.4 build and then start work on a New Game+. It'll be functional as a stand-alone mod that can be played as a New Game (albeit with easier starting areas & a stock selection of equipment and starting at a pre-determined level) but the purpose would be to have NT save files carry on over into it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sethiiroth on 2015-10-04 16:31:45
Oh perfect, so glad I did not ng save over my main file. I'm having a lot of trouble finding weapons for the ultimate weapon exchange, is there like an area of something where those drop? For example, oritsuru, looked like I missed the drop from hojo, any possible way of recovering it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-04 17:13:25
You can Morph Oritsuru from Zombie Dragons in the Crater; a lot of the strong solo monsters down there will morph into a weapon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sethiiroth on 2015-10-04 21:11:21
Gotcha. Also, is the leagues complete or is it only to brawler still? I've completed a couple times but the rest will not unlock
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-05 06:32:54
There's still only two leagues, I'm afraid; that piece of content fell by the wayside a little. I'll have it finished for the 1.4 build, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sethiiroth on 2015-10-05 18:51:52
I see, looks like it's time to play the waiting game. Any ballpark idea when 1.4 will be on its way?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-05 19:02:35
It'll be a few months, at least. There's a lot of new field events to make.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sethiiroth on 2015-10-06 00:25:46
Gotcha, rather have quality over quickness anyway. I'd look for another mod to play in the meantime but this one has made every other one looks so poor that I'll just wait instead. Best of luck on 1.4!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: chaos447 on 2015-10-06 01:21:27
The item database is offline. Any reup?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-06 01:24:08
I'm making a new up-to-date one; I think the current one was made for 1.2 or maybe even earlier.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-06 23:49:36
Big thanks to SS for the donation; was a bit shocked when I saw it, to say the least  :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-08 05:03:13
D:

http://www.mediafire.com/download/cgm5bd1v7dvm5hc/NT_Database.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-10-08 07:52:25
lol Thanks, Sega Chief. You da man. =D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-10 03:30:11
I just found out that Variablis still has his pre-battle AI that makes him immune to elemental damage + physicals. Patch incoming :l
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-13 16:48:15
\\NT News//

I'm on my lunchbreak and there's not enough time to do much, while there's too much time to not do anything, so a quick update on the mod and the work going toward 1.4 should fit the bill.

Right now I'm working on a series of new events that'll fit into the game's main story, and by that I mean they'll be placed in the areas that sit along the progression of the story-line. Some are mandatory, but the majority will be optional; the goal is to flesh out 'dead' areas that either have no events or which have left decent stuff just lying around for you to pick up. I don't want to waterlog the game with these though, so I'll be careful not to stop you every two minutes :3

Another thing I've been doing is letting scope creep take hold and working through the dialogue/text of the game. This is mostly just to get them neatened up in their text-boxes (some span the entire screen for a short line, for instance) but I have been...meddling a little bit. I'm also rolling out the 'Costa' thing by having your party turn up in the towns you visit so you can talk to them. A bit like how they were dotted around in Costa Del Sol when you visit for the first time. For an example of that, try visiting Kalm or Wall Market in the current build (and karma to anyone who can find Vincent in Kalm).

On the battle side of things, I'll be revising some of the innates used by the characters (Tifa is getting a 'grit' ability to replace that Sense-based one), adding a fourth Rank option (but focusing the other options down to two stats instead of three), and respeccing for a higher HP pool which unfortunately couldn't be applied for this build due to HP behaving differently to the other stats.

Right, break's almost up. I'll get that Variablis patch up tonight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-10-13 21:25:02
Kalm Vincent's appearance has great comedic timing, iirc. I like all of their placements - suits the characters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-15 01:03:56
I couldn't remember who it was that had found him; guess it was you :p

I've decided I'm going to overhaul the Rank system for 1.4. At the moment it feels too autonomous and opaque; there's no in-game way to measure where your 'SP' is for the next Rank, and no mention of when SP is accumulated or how much. It also gathers in for every character in the same amount, so the only variance comes from chunks given by certain story events which puts some characters at a disadvantage.

So what I might try instead is having ranks be bought using items that will drop from bosses or be found in different areas of the game. The player then decides which character(s) to buy Ranks for, with early ranks being quite cheap while higher ones are more expensive. That way they can choose to either develop their team evenly or focus on certain characters.

By doing that, players will have a much better idea of when they can buy ranks which saves them from having to continually check in at the Rank-Up screen. Let me know what you think, and any ideas for improvements/a better system.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-10-15 16:48:37
How about another dialogue box with the save point pop ups to show how many points characters have? Would that be too much info to process? If not, you could easily see when characters are at the next upgrade without going in to see Mr Smile. Maybe coloured text to emphasise when someone has enough.
"Cloud     25/20"(yellow or whatever)
"Barret    10/30"
"Tifa        18/20"
Etc, down the side of the screen?
I'm assuming it could show the limit for the next bonus? I don't know whether you've got the same requirement for every level up, if the points get discarded when spent, or need to reach a higher level, or whatever. It might be the case of the player having to know they get a level up every twenty points or something, and keeping track themselves... But anyway, that's the idea.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: selius on 2015-10-17 07:12:30
if the new system works the way i think it will:

sounds like a good way to dead end myself spending every upgrade item on tifa.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-19 00:33:06
That could be a problem if people dead-end themselves by building only one character. Maybe there's an alternative.

I definitely want whatever ends up getting used as 'currency' to be visible though; that checking in and out must be annoying & a pace-breaker. I should have realised that at the time but I was eager to get the system out.

By the by, someone told me to set up a twitter so I did. I can't really remember 100% why, but it was something to do with keeping up to date on, eh, updates. I'll aim to tweet once per day; no promises it'll always be NT-related, but might be a handy way to get some quick info on how things are going/failed experiments without cluttering the thread? Seems like a bad idea to me but giving it a go: https://twitter.com/SegaChief
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EarthPhantomTS on 2015-10-20 09:17:23
Hey there, new girl here!  Made an account JUST to comment on this mod!  So you should feel special :P!

Anyway, I'm right at Mt. Corel right now, and I'm having quite a bit of fun so far, but I've got a few questions.

First of all, you said in the Readme that enemies have 2 steals at 32 chance, and one steal after those at 8 chance.  That's simple enough.  My question though is, you do realize that once characters get above...say...58 levels higher than the enemy, they'll always get the first steal with that setup, right?  Or did you change the steal formula somewhat?  Cause you said, in the Readme, that when the LvlFactor is 40, those numbers give a 25% chance at each common steal, and a 6% chance at the rare steal if both common steals fail.  That would imply that the chance is out of 100 rather than 63 in this mod.

So, my question is, is the Steal formula changed slightly, or not?

Also, it seems like the Item List is still not 100% updated.  I downloaded it just this week, so I have the latest version, but I already found things switched around a bit from what it says.  Like, I found a Peace Ring instead of a Fire Ring in the Costa Del Sol Villa basement, and the materia in the Mythril Mines is a Pre-Emptive Materia, not a Gil Plus Materia (not that I might having an early Pre-Emptive Materia, but still...).  Am I the one with a weird version?  Or is the spreadsheet not quite up to date?

Alright, here's the patch: http://www.mediafire.com/download/n1ald6c47hsd335/NT_Mod_HotFix_Scene_-_24th_September_2015.zip

That's an adjustment of HP/MP values for all the characters, which will take effect once the character levels up once with the patch applied. They seemed a bit low once heavy Materia set-ups were involved so this should provide a bit more freedom for what can be equipped/used.

Also, on this, does it matter if I apply this, if I've already got the latest version of the mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Kaldarasha on 2015-10-20 15:48:46
Is it possible to add an HP penalty if a character gets K.O.? The penalty should of course be curable with a rest in an Inn or by the use of a tent.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-20 16:40:48
Hey there, new girl here!  Made an account JUST to comment on this mod!  So you should feel special :P!

Anyway, I'm right at Mt. Corel right now, and I'm having quite a bit of fun so far, but I've got a few questions.

First of all, you said in the Readme that enemies have 2 steals at 32 chance, and one steal after those at 8 chance.  That's simple enough.  My question though is, you do realize that once characters get above...say...58 levels higher than the enemy, they'll always get the first steal with that setup, right?  Or did you change the steal formula somewhat?  Cause you said, in the Readme, that when the LvlFactor is 40, those numbers give a 25% chance at each common steal, and a 6% chance at the rare steal if both common steals fail.  That would imply that the chance is out of 100 rather than 63 in this mod.

So, my question is, is the Steal formula changed slightly, or not?

Also, it seems like the Item List is still not 100% updated.  I downloaded it just this week, so I have the latest version, but I already found things switched around a bit from what it says.  Like, I found a Peace Ring instead of a Fire Ring in the Costa Del Sol Villa basement, and the materia in the Mythril Mines is a Pre-Emptive Materia, not a Gil Plus Materia (not that I might having an early Pre-Emptive Materia, but still...).  Am I the one with a weird version?  Or is the spreadsheet not quite up to date?

Also, on this, does it matter if I apply this, if I've already got the latest version of the mod?

The spreadsheet still has some things that need correcting; there's a lot of stuff that's been slowly changed here and there over the months and I haven't kept a record of it all (the Peace Ring in the Costa basement, for instance, was a complete surprise to me but I can vaguely remember why I might have done that). I'll update it with the info you provided.

As for the steal chance, I had it in mind when I set it up; it's based on the Vagyrisk Claw problem in the original game. If you encounter those enemies at too high a level, the 'rare' Claw became impossible to steal. With NT, I've made the rare steal easier to get if you're at a lower level so as to encourage players to keep moving through the game, but everything that can be 'rare' stolen is available later in the game anyway (nothing's missable, outside of the player actively rejecting an item in the Battle Results screen which shouldn't really ever happen); they were basically just intended to only appear maybe once or twice per playthrough to potentially change how things go early on. People have purposefully farmed rare steals (with success) but I wouldn't recommend it.

You can apply that patch, but it likely won't raise your character's MaxHP to the intended levels. Use it by all means, though; it should make a difference if you're still on Disc 1.

Is it possible to add an HP penalty if a character gets K.O.? The penalty should off course be curable with a rest in an Inn or by the use of a tent.

I think it might be, but I'm not sure if the actual MaxHP value can be updated on the command menu itself. I had an experimental enemy attack that actively reduced MaxHP and while it did this successfully, the actual value on the MaxHP appeared unchanged (which I thought would be too confusing with such a critical stat, so I made it affect MP instead).

As for getting that to persist out of battle, I reckon it would take an .EXE hack of some kind and a pretty sophisticated one. The game won't let MaxHP drop even if a Kernel is swapped out for one using a different HP curve (same thing with the other stats, though who knows; Sadness and Fury might be able to have stat drops attached to them?).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EarthPhantomTS on 2015-10-20 16:44:02
The spreadsheet still has some things that need correcting; there's a lot of stuff that's been slowly changed here and there over the months and I haven't kept a record of it all (the Peace Ring in the Costa basement, for instance, was a complete surprise to me but I can vaguely remember why I might have done that). I'll update it with the info you provided.

As for the steal chance, I had it in mind when I set it up; it's based on the Vagyrisk Claw problem in the original game. If you encounter those enemies at too high a level, the 'rare' Claw became impossible to steal. With NT, I've made the rare steal easier to get if you're at a lower level so as to encourage players to keep moving through the game, but everything that can be 'rare' stolen is available later in the game anyway (nothing's missable, outside of the player actively rejecting an item in the Battle Results screen which shouldn't really ever happen); they were basically just intended to only appear maybe once or twice per playthrough to potentially change how things go early on. People have purposefully farmed rare steals (with success) but I wouldn't recommend it.

You can apply that patch, but it likely won't raise your character's MaxHP to the intended levels. Use it by all means, though; it should make a difference if you're still on Disc 1.

Okay, thank you!  Yeah, on the steal thing, I guess that's alright.  As long as you knew what you were doing ;).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-10-21 13:00:52
hey Sega chief

can you add boss battle music to the erland and ruby boss battles on your mod please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-21 19:59:30
hey Sega chief

can you add boss battle music to the erland and ruby boss battles on your mod please

The situation hasn't changed for that, I'm afraid. There's no World Map editor so it'd be difficult to change that on my end without some help. It'd also add another .lgp to the installer, though I don't think it's a particularly large one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-21 22:04:16
Just finished Cait Sith's new innate ability; at every post-action moment, his HP will be increased by the current value of his MP. This'll hopefully scale quite nicely throughout the game, as his base MP gets higher. It also suits his tank role, as he won't be able to be chipped down by weaker attacks and require less healing when Covering, etc. It also has the built in drawback of healing less and less as he uses more of his MP.

Might do something similar with Aeris' innate now that this is up and running. Nothing drastic, just something to have it scale through the game so it remains useful toward the end. Maybe based on her max MP divided by a big modifier.

Edit: Yuffie's Innate was adjusted; now it works in a similar way to Barret's innate. When she gets hit with a physical or magical attack, her evasion against that type of damage is doubled. She can't have both bonuses at the same time though; gaining one will cancel out the other (so if she has the phys evade bonus and gets hit by a spell, she'll lose it and gain the magic evade bonus instead).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: ajural on 2015-10-23 11:35:03
Played through this mod (up to north crater), though I missed the september 24th update, so my hp was super low for the whole time. (why isn't it linked on page 1?)

Some silly things happened though, like in the battle against Jenova WAR, I had Yuffie in my party, perfect dodge activated, and she was able to dodge literally everything Jenova could throw at her, but the battle took forever anyways, because "Nemain" raised Jenova's defense way too much after a while. After like 30 minutes of battling, I just gave up and restarted, because Yuffie could only deal 1 damage, and everyone else just died instantly if I tried to revive them.

Also, with how the new Cait Sith ability looks, it could make the Jenova DECAY battle very easy, as the challenge in that battle seems to be being unable to heal.

Aeris' innate starts pretty strong, but becomes pointless after a while, but it seems like you're working on that, so I'm happy.

Especially in the early game Tifa seems waaaay too strong, easily hitting for 1k with each of her limit hits, while the others are sitting at 200 - 300 damage until limit level 3 or so. She easily beats even the glass cannon in damage, while being almost as fast and much bulkier. Her innate is also really strong, almost as strong as Red XIII's, but it activates after just 1 use of sense, and not after 15+ turns in battle. I decided to not use her after Junon because I felt she was game breakingly overpowered.

Maybe it was because my hp was so low due to not having the update, but I really didn't know how to tackle the endgame content. I wasn't strong enough to beat any of the bosses for the limit breaks, and my attempts in the special bosses in Gold Saucer were also fruitless, even after quite a bit of pot/bouncy ball grinding in the north crater. None of my characters got to max job rank, although I didn't do the dark cave quest, maybe that would've gotten me the remaining points, I dunno.

Overall, it was a fun experience, didn't encounter any bugs (except the one I mentioned on your youtube channel about Kjata), and I'm really looking forward to future changes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-24 00:25:22
Played through this mod (up to north crater), though I missed the september 24th update, so my hp was super low for the whole time. (why isn't it linked on page 1?)

Some silly things happened though, like in the battle against Jenova WAR, I had Yuffie in my party, perfect dodge activated, and she was able to dodge literally everything Jenova could throw at her, but the battle took forever anyways, because "Nemain" raised Jenova's defense way too much after a while. After like 30 minutes of battling, I just gave up and restarted, because Yuffie could only deal 1 damage, and everyone else just died instantly if I tried to revive them.

Also, with how the new Cait Sith ability looks, it could make the Jenova DECAY battle very easy, as the challenge in that battle seems to be being unable to heal.

Aeris' innate starts pretty strong, but becomes pointless after a while, but it seems like you're working on that, so I'm happy.

Especially in the early game Tifa seems waaaay too strong, easily hitting for 1k with each of her limit hits, while the others are sitting at 200 - 300 damage until limit level 3 or so. She easily beats even the glass cannon in damage, while being almost as fast and much bulkier. Her innate is also really strong, almost as strong as Red XIII's, but it activates after just 1 use of sense, and not after 15+ turns in battle. I decided to not use her after Junon because I felt she was game breakingly overpowered.

Maybe it was because my hp was so low due to not having the update, but I really didn't know how to tackle the endgame content. I wasn't strong enough to beat any of the bosses for the limit breaks, and my attempts in the special bosses in Gold Saucer were also fruitless, even after quite a bit of pot/bouncy ball grinding in the north crater. None of my characters got to max job rank, although I didn't do the dark cave quest, maybe that would've gotten me the remaining points, I dunno.

Overall, it was a fun experience, didn't encounter any bugs (except the one I mentioned on your youtube channel about Kjata), and I'm really looking forward to future changes.

Cheers for the feedback, bud. This pretty much confirms some of the general problems in the mod that I'm working to tackle right now. The reason the HP patch isn't on the front page is because it doesn't affect current playthroughs (I thought it would auto-correct HP on the next level up, like it does for other stats, but unfortunately this doesn't seem to be the case).

As far as the end-game content goes, I'm working to get rid of Extra Battle and instead have some of those enemies appear in areas along the main scenario (some will be cut, others redesigned). Limit sidequests are going to be started much earlier with extended scenarios (some radically different from their original ones) in Disc 1 with the option to finish in Disc 2, so that they don't just all appear out of nowhere on Disc 3. As far as balancing goes, I'm plotting out a 'grind-free' route that'll have players arrive at Disc 3 maybe in the Lv.60-70 range instead of Lv.40-50, with the Materia + equipment locked behind Extra Battle worked back into the game's main scenario.

The approach I took originally with Disc 3 hasn't really been ideal, when all's said and done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Doully on 2015-10-25 00:00:03
Hiya from Kirkcaldy.

I'm actually gasping on getting another run through of this but I realise you're really hard at work in making an update. Could ye give me a rough estimate on when I should look forward to 1.4? Absolutely nae rush on that note either! I'll be pretty much M.I.A between now and Christmas due to work anyway but really looking forward to what's to come. On the note of Christmas, definitely will be lobbing ye a wee donation as well. This is a fantastic game mod.

Doully

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-25 00:30:38
Hiya from Kirkcaldy.

I'm actually gasping on getting another run through of this but I realise you're really hard at work in making an update. Could ye give me a rough estimate on when I should look forward to 1.4? Absolutely nae rush on that note either! I'll be pretty much M.I.A between now and Christmas due to work anyway but really looking forward to what's to come. On the note of Christmas, definitely will be lobbing ye a wee donation as well. This is a fantastic game mod.

Doully

Thanks, pal; appreciate it! I'll be aiming to get 1.4 done as soon as possible, but I'm thinking that I'll be busy at work going through December so I'm reluctant to say it'll be done in time for Christmas (though it would have a nice sense of timing to it). Important thing is making sure that everything is air-tight; I don't want a repeat of that HP problem, for instance. We'll go with around New Year's as a target, but if too many things go wrong during scripting then it'll be held up for a little longer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Tom on 2015-10-26 18:09:58
In the shinra elevators battle with thousand gunner and airhawk add some kind of timer like 500 meters remaining or 70 floors remain to give the impression that the elevator is falling because thousand gunner is overweight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-10-28 16:19:49
hey sega chief

the save point in the first floor of sierra mason is very huge

can you fix that problem please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: ajural on 2015-10-28 16:51:16
Not sure if it's intentional or not, but because of the "level cap" (If ((Self.Level > 44)){   Self.Level <- 44} )
the level based attacks are working strangely, making L2 Germinate (Variablis) always hit, and all L5 and L3 attacks will always miss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-28 17:37:24
hey sega chief

the save point in the first floor of sierra mason is very huge

can you fix that problem please

It'll be fixed for 1.4.

Not sure if it's intentional or not, but because of the "level cap" (If ((Self.Level > 44)){   Self.Level <- 44} )
the level based attacks are working strangely, making L2 Germinate (Variablis) always hit, and all L5 and L3 attacks will always miss.

I didn't think of that. The only thing I really kept in mind with it was the Steal/Manip chances; thanks for letting me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: zaironbobobo on 2015-10-28 22:36:54
Eww, i ended the game without arrange mode so i decided to start it in arrange mode, now im at disc 3 and i went to the special battles in gold saucer. Any info on why the barbariccia GT boss (i guess the same for the other bosses) that was giving me 50k exp each time i killed him is only giving me 3500 more or less in arrange? it's on purpose or i have done something wrong?

Thx.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EarthPhantomTS on 2015-10-29 00:54:47
hey sega chief

the save point in the first floor of sierra mason is very huge

can you fix that problem please

Oh yeah!  I actually got a laugh out of that!  I vote it not be fixed :-P!

Not sure if it's intentional or not, but because of the "level cap" (If ((Self.Level > 44)){   Self.Level <- 44} )
the level based attacks are working strangely, making L2 Germinate (Variablis) always hit, and all L5 and L3 attacks will always miss.
I didn't think of that. The only thing I really kept in mind with it was the Steal/Manip chances; thanks for letting me know.

I'd just like to point out that it's not really any different from the original game.  Just that, with 99 as the max level, any L3 attack always works, and L2, L4, and L5 attacks always fail.  So you don't need to "fix" anything here I don't think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: ajural on 2015-10-29 09:07:23
I'd just like to point out that it's not really any different from the original game.  Just that, with 99 as the max level, any L3 attack always works, and L2, L4, and L5 attacks always fail.  So you don't need to "fix" anything here I don't think.

But that's true for level 99 only, while for this mod we're talking about every level from 44 to 99 being immune to L3 and L5, and always getting hit by L4 and L2, so MUCH earlier.
And even for level 99 in the original game, it still made sense, because you actually were 99, it didn't silently cap you at level 92 and cause a bit of confusion why certain L attacks hit even though they shouldn't and vice versa
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: bankai7 on 2015-10-29 09:19:41
Hi there,

I'm playing the Nt mod version, and it just happen that there are items needed for the best weapons which i can't find in the game. For example Ragnarok's, wizard staff, and so on. If there is, could someone tell me where please? I'm on disc 3.

Thanks in advance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EarthPhantomTS on 2015-10-29 11:10:32
But that's true for level 99 only, while for this mod we're talking about every level from 44 to 99 being immune to L3 and L5, and always getting hit by L4 and L2, so MUCH earlier.
And even for level 99 in the original game, it still made sense, because you actually were 99, it didn't silently cap you at level 92 and cause a bit of confusion why certain L attacks hit even though they shouldn't and vice versa

Oh, okay.  Didn't understand you at first ^^;!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-29 14:06:59
Eww, i ended the game without arrange mode so i decided to start it in arrange mode, now im at disc 3 and i went to the special battles in gold saucer. Any info on why the barbariccia GT boss (i guess the same for the other bosses) that was giving me 50k exp each time i killed him is only giving me 3500 more or less in arrange? it's on purpose or i have done something wrong?

Thx.

I think I've made a mistake with the EXP multiplier; it seems that there's a limit on how much can be earned in a fight before it 'overflows' back down to a low number (this is especially noticeable when EXP Plus is equipped). Because the Disc 3 enemies give quite a high base of EXP, Arrange is now giving much much less as a result; I could make a quick patch tonight that gets rid of the EXP multiplier for Disc 3 enemies? Quick-fix, but it should do the job.

But that's true for level 99 only, while for this mod we're talking about every level from 44 to 99 being immune to L3 and L5, and always getting hit by L4 and L2, so MUCH earlier.
And even for level 99 in the original game, it still made sense, because you actually were 99, it didn't silently cap you at level 92 and cause a bit of confusion why certain L attacks hit even though they shouldn't and vice versa

I'll need to do something about it, but what I'll likely do is just ditch L? attacks altogether; I've never been overly fond of them.

Hi there,

I'm playing the Nt mod version, and it just happen that there are items needed for the best weapons which i can't find in the game. For example Ragnarok's, wizard staff, and so on. If there is, could someone tell me where please? I'm on disc 3.

Thanks in advance.

The majority of Crater enemies will morph into one of the weapons needed (Ragnarok, etc.) The rest come from Morphing Extra Battle bosses. As for the third and final item, these are obtained from specific enemies usually as a drop. A lot of them are in Dark Cave (unmissable), one was dropped by Ultimate Weapon, one by Cait Sith's L4 Limit Boss, another by Aeris' L4 Limit Boss, etc.

It's not a great way to do it, though. I'm reworking the locations for them all in 1.4; I think the Crater enemy Morphs will stay, but as Extra Battle is getting broken up and removed the weapons/Materia from that will likely be placed back so they can be picked up and be dished out in actual sidequests.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: bankai7 on 2015-10-29 14:39:03
Thanks a lot for the complete answer :)

I've just tried dark cave and oh god, couldn't keep at it. By the way i take the chance to ask you if there is a chance to have hp plus materia on this version? MP plus i already got it, but what could come really in hand, would be the first one.

Also, a doubt about Junon leagues, i can make the 2 first dificulty modes, the 3rd and next ones aren't available, is there a specific way to access it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-29 19:43:15
Thanks a lot for the complete answer :)

I've just tried dark cave and oh god, couldn't keep at it. By the way i take the chance to ask you if there is a chance to have hp plus materia on this version? MP plus i already got it, but what could come really in hand, would be the first one.

Also, a doubt about Junon leagues, i can make the 2 first dificulty modes, the 3rd and next ones aren't available, is there a specific way to access it?


HP Plus was removed in the first build, but it would be pretty handy now considering the HP situation. There's nowhere to obtain it in-game, however (only a save editor can add it back in). I'd made a patch to try and fix the HP issue but it unfortunately didn't take for save files that had already made significant progress through the game; I'd expected it to correct on a level up like the EXP or the other stats but unfortunately it doesn't seem to work the same way.

The Junon Leagues are incomplete; only the first two brackets were made, with the rest kind of falling by the wayside. I'm renovating them just now to make them faster to play through overall (less competitors, about 4 or 5) but with all the brackets implemented and the lower ones being do-able much earlier in the game. I was also thinking of moving the NPCs that trigger it over to the base of Fort Condor, so that the teleport NPC that helps with backtracking to do the Fort Condor minigames much faster/easier, can also provide fast access to Leagues at the same time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: bankai7 on 2015-10-29 21:22:33
Yeah you bet, i mean, Cloud is lv 94 with 3200 +- hp.. ahah for example, like that i can't handle the guardians on the caves and the sidequest boss's, even with Final atack and quadra magic. W -summon without KOR, can't find it much usefull, aparently.

That's a shame, well, anyways, you're doing your best. Excelent job, keep at it ;)


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-10-29 21:26:34
@Sega Chief
Saw the Youtube update. Grit sounds awesome. Reminds me of Breath of Fire 2. RIP focus and its early game damage spike, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-29 21:51:14
@Sega Chief
Saw the Youtube update. Grit sounds awesome. Reminds me of Breath of Fire 2. RIP focus and its early game damage spike, though.

Oh yeah, I better mention the new Innates for 1.4; here's the changes:

Barret: Slightly better defence boost per stack

Tifa [New] - Grit: When KO'd, she'll auto-revive with 1HP, retaining buffs + Limit gauge.

Aeris [New] - Geo(mancer) Stance: When using Defend, Aeris will absorb Fire, Ice, Bolt, Earth, Water, Wind, and Holy. This might be extended to cover Poison, Gravity, and Hidden (which is treated as the opposite of Holy in this mod) if Kernel space allows.

Red XIII: Boost can go up to 50, but builds slower.

Yuffie [New] - Reactive Evade: When hit by a damage type, Yuffie gains an evasion bonus against that damage type (physical or magical). She can only have one of them active at any time, and gaining one will cancel the other. It isn't 255% like Perfect Dodge, but it does give a noticeable boost.

Cait Sith [New] - MPgen: As much as I liked the idea of a Rage system, it was too cumbersome and space limitations ultimately killed it. The new innate compliments his role as a potential tank; once a tick, he'll gain HP back equal to his Current MP.

Vincent [New] - MP Regen: He's inherited Aeris' passive MP regen, except it now recovers 5MP per tick instead of 1MP. Still working on a way to make it based off his level (his true level, rather than the adjusted Synch one) but MP values seem a bit finicky when it comes to accepting other values. If anyone with AI experience knows why this is or a potential solution then it'd be appreciated.

Cid [New] - Luck Boost: Still not decided on this one, he gains +5 Luck as a battle goes on. I still need to test if this can go to 510 or if the stat is capped to 255. Might reinstate the old one, but trying to go for smaller script size and I was advised to avoid using ones that encourage keeping characters at low HP. Let me know what your thoughts are.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: selius on 2015-10-30 02:18:08
does tifa passive purge off debuffs?

revive at 1 hp then die to poison
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-30 02:20:03
Oh yeah, didn't think of that. I'll add two lines to take off Dual-Drain & Poison to avoid that. I'd better check some of the others like Death Sentence and Regen too just in case something weird happens.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-10-30 09:08:47
I'm wondering if Cait Sith's will be too strong, I guess we'll see. If he's regenerating 100+ hp per tick, he's going to be incredibly tough. Maybe I'm misunderstanding something or just overestimating.
If it is too powerful, capping his max hp could limit how much he can absorb in one attack, or giving him lower defences/ defence options could increase the damage he takes (high hp loss AND gain)!

I think putting the regen Innates on 'later' characters is a good way to work out the balance a bit to avoid them being too powerful when hp/mp values are so small in the very early game.

With Vincent, could you use his limit level to scale the regen? Might clash with your idea to use his limits to reduce their charge time, if that is /gets implemented, though. (could potentially be a cool trade off, though)

Cid is still tricky to 'spot', I think. It's hard to know if your string of good luck is the stats helping, or if you're actually lucky! With equipment bonuses on his weaps and stuff it will make Cid appear strong all round though, and without using the same abilities as others. I think it's a good way of getting offence /defence bonus with one stat. Not as obvious as some of the others, but a decent bonus.
I agree that not making it encourage low hp will be good for players that like to be at full power (max hp, max stats, rather than trade offs), but I enjoy the riskiness (especially because with luck bonus you can get the thrill of dodging attacks which should kill ya).

Tifa's is elegant, and it avoids making her even beefier in attacking. I think it'll be a few people's favourite.

The others all sound great, especially Barret - I love his tankiness /damage option! More toughness is welcome!

I'm still quite early in my 3.5 run, just got the buggy, I think. I'll install the hp patch and keep on with it now I've got some time to play!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Tom on 2015-10-31 16:13:27
Is there any way to display a non second timer while in battle, like not 00:00 but something like 000 or 0000? Then is it possible to display text next to the timer?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-10-31 16:39:21
You'd probably need to change it in the .exe or something, it seems like the kind of thing to be hard-coded. As for displaying text next to a timer, an AI can print text that displays on screen briefly but if you want something to permanently show there then again it's an .EXE job.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-01 01:06:05
Getting Rank Up to work with displaying the current SP and what's needed for a Rank from a Save Point rather than having to jump into the actual Rank Up area itself to check proved to be less of a headache than I expected. Way it'll work is it displays all of the characters and a #/30 next to it; if the SP value is above 30, then a Rank can be bought. It'll deduct 30 from the variable whenever a rank is bought.

But I'll have to figure out what to do about the Date scene due to this change; it's not great if points for that are being deducted. Either I'll migrate the values to a new set of variables (at the cost of precious space), or I could have the player choose directly which date to get? It'd be a dialogue box similar to the one in the cell up on Floor 67 of Shinra HQ, when Cloud approaches the door and is prompted: 'I wonder how 'X' is doing'.

What do you guys think?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: zaironbobobo on 2015-11-01 15:02:59
personally im ok with that, anyways when you play the game you actually know about the date thing, and you avoid being trolled by the game. Im in arrange mod and i was trying to get tifa to date, somehow ended up with yuffie, like wtf, not even in the party or whatever, i prefer to choose with a dialogue than being trolled haha.

By the way, ¿how is the exp patch for arrange going? see you!

EDIT: eww, you have to play tifa song in nibelheim with her as party leader to trigger the limit fight? and its a whole new song or the old one that have like some variations over the internet? lol.
someone feel free to paste the key input there, thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-01 19:31:38
It's the same song as the original:

[Cancel], [Switch], [Menu], ([Page Up]+[Menu]), ([Page Up]+[Switch]), [Cancel], [Switch], [Menu], ([Page Up]+[Cancel]), [OK], [Cancel], [Switch], [Cancel]

If you're on a controller, then Switch is 'Square' and PageUp is 'R1'; for the '+' paired inputs, hold R1 then press the paired key to alter the note.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: zaironbobobo on 2015-11-01 19:43:54
yeah, thanks,that was the input i was doing, somehow at the 20th try it worked, duh, i guess having to do at some speed was the issue. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-11-01 20:39:32
hey sega chief

the save option on the disk change is still broken on your mod

i could not move the hand pointer to yes at all
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-01 21:48:25
Oh yeah, that. I'll catch it this time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-11-01 22:00:22
Getting Rank Up to work with displaying the current SP and what's needed for a Rank from a Save Point rather than having to jump into the actual Rank Up area itself to check proved to be less of a headache than I expected. Way it'll work is it displays all of the characters and a #/30 next to it; if the SP value is above 30, then a Rank can be bought. It'll deduct 30 from the variable whenever a rank is bought.

But I'll have to figure out what to do about the Date scene due to this change; it's not great if points for that are being deducted. Either I'll migrate the values to a new set of variables (at the cost of precious space), or I could have the player choose directly which date to get? It'd be a dialogue box similar to the one in the cell up on Floor 67 of Shinra HQ, when Cloud approaches the door and is prompted: 'I wonder how 'X' is doing'.

What do you guys think?

I love Mr. Smiles, though.  :-\

Choosing directly who to date loses some of the charm of suddenly realizing where you screwed up your affection values, but I'm open to your proposed change if it means saving space. What will happen to the original dialogue options throughout disc 1? Will they still contribute to rank up?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-01 23:01:57
Rank Up is still done through the same way, it's just that you can check beforehand at a save point if you've got enough SP tallied to rank anyone up rather than having to jump back and forth.

The dialogue options will still accrue SP if we go with the pick your date option.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-11-01 23:53:07
hey sega chief

is there going to be patch out tomorrow or this week

to fix that save game disk change problem
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-02 13:23:41
I was just going to leave it until 1.4 is released; it shouldn't obstruct progress, it's just misaligned text.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-11-02 15:02:55
For the date scene just fix it so everyone gets Barret- it'll save lots of space! :P

(edit: and I'm fine with there being a dialogue choice)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-02 18:56:45
Everyone's getting the elusive Cid date. Spoiler: Cloud doesn't survive it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-11-02 22:12:07
hey sega chief

the coin throw on your mod is 100% broken as well

when you target the enemy with coin throw, it throws the coins at the party members insted

1 more thing, the hero drink 2 is broken as well
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Bowser9 on 2015-11-03 00:57:41
@Zara9
You get what you pay for.

Hero Drink 2 is awesome.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-03 01:00:47
You get what you pay for.

Hero Drink 2 is awesome.

Pretty much. They look useless, but they can be very useful if you find a way to get around their, uh, 'enhancements'.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-11-03 11:45:03
hey

why does the coin throw hit my party members insted of the enemy on your mod for
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-03 12:41:08
Coin isn't an attack that I can really balance; it ignores defence, can hit for 9999 damage, and has almost limitless ammunition if you sell some All Materia. By having it hit everything on the field instead of just the enemies, it becomes much tougher to use safely. You can only really use Coin while under the Peerless/Invincible status; the Planet Protector and Great Gospel limits, or the Gospel Spark item, can apply this status. This limits Coin use to a small window of time, instead of just whenever.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-11-03 13:33:52
hey sega chief

there is yet another glitch on your mod

when cloud gets the red sub, he stands up on the sub insted of sitting down in it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-03 14:09:36
I'll look into it and fix the sitting animation if it isn't triggering.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: zaironbobobo on 2015-11-03 14:29:09
found a minor bug thing, nothing dangerous lol. when you have tifa as party leader (i guess with cid too) if you talk in the highwind with yuffie its still cloud dialogue, nothing big, just so you know
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-03 16:49:48
No prob, I can fix that easily enough; cheers, bud.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: zaironbobobo on 2015-11-03 19:21:49
Oh, i would like to suggest that after the, let's say... 10th time you go to gold saucer from corel, you can somehow skip that idiot video of you departing or arrving, i mean, if it's possible ofc haha. like talking to a dude and he tells you, for 10000 gil i bring you there instant...im in, LOL

EDIT: lol the yahcobo boss, the more i give him greens the less dmg im able to do to him xD even if the text shows a decrease on the defs
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-03 21:53:00
Oh, i would like to suggest that after the, let's say... 10th time you go to gold saucer from corel, you can somehow skip that idiot video of you departing or arrving, i mean, if it's possible ofc haha. like talking to a dude and he tells you, for 10000 gil i bring you there instant...im in, LOL

EDIT: lol the yahcobo boss, the more i give him greens the less dmg im able to do to him xD even if the text shows a decrease on the defs

Skipping that FMV should be easy enough. I can have the guy at the ticket office (who has no real bearing on the tram itself, he's just there for text) quick-warp you to any of the Saucer's zones provided you have a Gold Ticket. I'll need to make a one-time event where he brings this to the player's attention while they have a ticket, but the Fort Condor Teleport NPC didn't take up as much variable space as planned so I've got a few spare.

Yahcobo's AI is getting rebuilt; what I'll do is take a slightly different approach with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: bankai7 on 2015-11-04 12:53:13
Hello people.

Can someone please tell me where can i get the heaven's cloud? I've already morphed all the monsters in the northern crater but there is none to be morphed in one HC.

I've seen a video from sega chief and he has 3.7k hp against mammot with Cloud, i have with lv 99 3.5k with the same materia.. wonder what didnt go alike, for that. It makes quite an important diffrence, considering the mammot's damage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-04 13:22:17
The Heaven's Cloud is morphed from an Extra Battle boss called Variablis; problem is, he has elemental immunities that weren't removed when I disabled his Barrier Shift AI in an earlier patch.

As for the HP/MP, for 1.35 I tried setting HP lower but the general consensus is that it's too low. It'll be boosted back up to 5-6k mark for the 1.4 build.

Here's a scene patch to fix Variablis: http://www.mediafire.com/download/zs4tpqm22bulc8a/NT_Mod_HotFix_Scene_-_3rd_November_2015.zip

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: bankai7 on 2015-11-04 15:49:08
Ah that sounds familiar, in fact. I'm gonna take a look on that.
I'm gonna install it then. Cheers Chief.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-11-05 16:08:25
hey

did you guys fix the midgar skip glitch on your mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-05 16:29:37
I fixed that so you can't talk to him early and skip the Midgar Raid, but I might remove it because speedrunners like to use it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-11-05 18:22:40
hey sega chief

the final battle with the first sephiroth is broken

he keeps on recorvoring full health
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-05 18:37:57
hey sega chief

the final battle with the first sephiroth is broken

he keeps on recorvoring full health

That's intended; his Torso part is healed for Recovery in order to make it much harder to rush through the fight without taking out the limbs first. To beat Bizarro, you have to use all three teams:

1) You'll start with Team 1; have them destroy Bizarro's Left or Right Arm. An option to swap parties will appear: Select 'Yeah, a little' to swap to another team.

2) You'll now have control over either Team 2 or Team 3; have them destroy Bizarro's Head, then the Arms, and finally the Core (don't swap parties when prompted until this is done, select 'Not really' whenever it appears). When the Core is dead, you need to swap over to the final team. If the prompt doesn't appear after killing the Core, then wait until the Head revives and kill that to get the prompt to reappear.

3) With the final team, do the same as before; kill the Head, the Arms, and finally the Core. When that's done, swap parties again until you get control over Team 1 (the one with Cloud in it).

4) This team can ignore the Head; kill the Arms, and then the Core. When this part of the Core dies, the boss will be unable to heal it's Torso. At that point, attack the Torso until it's destroyed. The fight will then progress onto Safer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-11-05 18:41:59
Hey sega chief

i can't beat your mod that way

can you make a patch for me to fix it so his Torso does not fully recover please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-11-05 18:59:12
help me

i do not know what to do here on this sephiroth fight
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-05 19:30:19
Alright, I'll make you a patch; give me 15-20mins.

Edit: http://www.mediafire.com/download/oyma18afdc9drnr/NT_Mod_HotFix_Scene_-_Special.zip

That's a special patch that reverts the healing on Bizarro's torso from Recovery to a regular formula. It should be much easier to push through the fight and ignore the three-party mechanic. Note that this isn't an 'official' patch and won't be part of later builds so only download and use it if you want to have an easier Bizarro fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Kilen on 2015-11-06 04:01:34
Oh yeah, I better mention the new Innates for 1.4; here's the changes:

Barret: Slightly better defence boost per stack

Tifa [New] - Grit: When KO'd, she'll auto-revive with 1HP, retaining buffs + Limit gauge.

Aeris [New] - Geo(mancer) Stance: When using Defend, Aeris will absorb Fire, Ice, Bolt, Earth, Water, Wind, and Holy. This might be extended to cover Poison, Gravity, and Hidden (which is treated as the opposite of Holy in this mod) if Kernel space allows.

Red XIII: Boost can go up to 50, but builds slower.

Yuffie [New] - Reactive Evade: When hit by a damage type, Yuffie gains an evasion bonus against that damage type (physical or magical). She can only have one of them active at any time, and gaining one will cancel the other. It isn't 255% like Perfect Dodge, but it does give a noticeable boost.

Cait Sith [New] - MPgen: As much as I liked the idea of a Rage system, it was too cumbersome and space limitations ultimately killed it. The new innate compliments his role as a potential tank; once a tick, he'll gain HP back equal to his Current MP.

Vincent [New] - MP Regen: He's inherited Aeris' passive MP regen, except it now recovers 5MP per tick instead of 1MP. Still working on a way to make it based off his level (his true level, rather than the adjusted Synch one) but MP values seem a bit finicky when it comes to accepting other values. If anyone with AI experience knows why this is or a potential solution then it'd be appreciated.

Cid [New] - Luck Boost: Still not decided on this one, he gains +5 Luck as a battle goes on. I still need to test if this can go to 510 or if the stat is capped to 255. Might reinstate the old one, but trying to go for smaller script size and I was advised to avoid using ones that encourage keeping characters at low HP. Let me know what your thoughts are.

Heya -- thanks for the mod!  I didn't make it too far in 1.35 before my computer died, so I haven't seen the late game. 

I just want to put in a request to swap these innates around -- give Sith the geo stance, Vincent the MP->HP regen, and Aeris the MP regen.  (assuming you can get it to regen something like floor(maxMP/60) or so)  I just really enjoyed the early game where I had one character with a steady supply of MP, and I'd hate to see that disappear.  If Vincent's limits still have him 'berserk' (dunno if so), it'd be a way to make him more self-sustaining during it.  Not sure how useful the defend innate is -- could any regulars comment on it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-06 13:08:33
Heya -- thanks for the mod!  I didn't make it too far in 1.35 before my computer died, so I haven't seen the late game. 

I just want to put in a request to swap these innates around -- give Sith the geo stance, Vincent the MP->HP regen, and Aeris the MP regen.  (assuming you can get it to regen something like floor(maxMP/60) or so)  I just really enjoyed the early game where I had one character with a steady supply of MP, and I'd hate to see that disappear.  If Vincent's limits still have him 'berserk' (dunno if so), it'd be a way to make him more self-sustaining during it.  Not sure how useful the defend innate is -- could any regulars comment on it?

That does make sense. Vincent's trouble in his Limit form is that he can't restore his own HP unless he's being hit by the element he absorbs, and he won't be using MP in those forms so it could make them a lot more viable in longer/serious fights if he had the MP > HP restore (kind of fits the character too). I gave Aeris the Geo Stance because I read in the dev notes that each character was going to have a 'job' and hers was a Geomancer, which made sense. Thing is, that'd be a better fit for a Tank character who'll be using Defend a lot, and the MP regen would help a caster a lot more.

And with that said, I've found Geo to be handy so far; if you've got a big elemental hit coming up like Rolling Fire or Tsunami, you don't have to worry about her getting mowed down as ranged magical attacks tend to be the thing that a back-row caster will bite the bullet to. I'm betting it'll be great in a set-up that revolves around Magic Counter, etc. or when you have several things to protect your team against and can't quite cover them all. Cait Sith with the MP Regen could be a good fit too because his magic stat isn't as high as Aeris or Vince; between those two, if one had an MP regen then I can see it pushing the other onto the sidelines. That's not as much of a factor if Cait has it, because he can't nuke as hard with spells.

If you're worried about early MP, then remember that Aeris comes equipped with the Heal Materia and that Poisona was changed to an MP Draining spell; I set up each boss to dish out a decent chunk of MP in case battles last a little longer. I'm still open to swapping Geo onto Cait and giving Aeris the MP regen again, but I'll need to get toward the end of this test run before I can be sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-11-06 13:34:45
hey sega chief

on your 1.4 update of your mod

can you fix it so the dark cave sidequest automaully starts when you reach the bottom of the nortern cave please

because its annoying to walk to the golden saucer, then talk to dro and walk all the way back to the airship and then fly to the sleeping forest
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-06 15:44:58
I can't have it start automatically; it's too long for that. I'll think of something; I was going to change the activation conditions for it anyway.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-11-06 21:02:50
hey sega chief

your dark cave side quest softlocked on me today

when i beat the final boss on your dark cave side quest and then went into the eleavtor, my game soft locked
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-06 21:20:15
Was it this: http://steamcommunity.com/app/39140/discussions/0/540738050800091352/

If it was that, then it's not associated with the sidequest. The scripts that handle glass elevators in Shinra HQ can break if you try to enter them from an odd angle, or if you mash the Confirm button. It was a problem in the original game, and the same thing can happen when dismounting ladders. Best way to avoid it is to be directly in front of an elevator and to only press the Confirm button once.

I've tinkered with those elevator scripts in the past to make them more stable; I could revisit it. But if the crash happened inside the elevator when you were choosing which floor to go to, then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-11-06 22:02:56
hey sega cheif

when you climb back down the rope is invisable on your dark cave side quest
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-07 00:25:52
Yeah, the Wire is invisible when coming back down for some reason. I never got around to finding out why, but I guess I should.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-09 12:52:55
So thanks to NFITC1's help with getting the battle var to write the value, Rank Up SP is now obtainable from random battles and not just boss fights. The old system was a bit 'fake' in that it just added on a set amount of points after each boss with the only variation coming from dialog options and the occasional one-off story event. Now it's something that can be built directly by the player like EXP; the current plan is to have enemies check your real level (not the synched one) and if it's lower than theirs they'll dish out SP. To cover that, each Rank will need to cost more than 30 because the lowest SP value that can go out is, well, 1. Gonna go with *edit: 100, that way I'll have the range to give an area's 'tough' enemy/enemies substantially more SP than the weaker chaff ones.

The hard EXP caps at Lv.11, 21, 31, etc. are going to be really useful for balancing this  :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-11-10 14:09:24
Will there still be a limit to the total number of rank ups you can get?
I'm already daydreaming of KO'ing those out of party to get more SP/EXP, and hunting for the most efficient encounters. All 255 stat party possible?? ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-11 01:47:19
It's still 8, but I can increase it if needed. I want to avoid natural 200+ stats though; I need a generous overhead to allow for equipment boosts. The AI checks each active character's level in order, so tactically KO'ing them to reduce EXP won't work here; this isn't FF8  :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-11-11 15:26:32
Aha! Good, sounds like things are under control.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: anti_ohme on 2015-11-11 20:21:32
Hey guys

Can someone point me in the direction of some sort of boss guide? I am freaking out at the Goldberries, and that little cactus ***** . Thanks, LOVE the mod by the way. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-12 21:44:37
The cactus guy will grow in size whenever he's hit by magic, and eventually this will prompt a counter-attack that ends the battle. But physical attacks are tough to use on him, so best way to handle it is by getting Quadra Magic which'll roughly double the damage of a spell overall (unless it  still hits for 9999 damage per blast) and only counts as one spell. MP Turbo is also good for getting the most out of your limited Magic hits (I can't remember how many it was before he 'enraged'). Beware of Spirit Needles though; it invisibly reduces your character's MaxMP so get those nuke casts out as early as possible.

As for the Goldberries, you can heal your party by absorbing elemental damage. If you can get Pandora's Box then that'd be ideal as if you absorb Hidden (combine Elemental with any non-elemental materia) or equip certain armor/accessories then you can cast this with impunity to damage them while healing your party. It might reflect back, but that'll work in your favour due to the absorption. If a character is killed at any point, then try using the Phoenix summon to revive them instead of the usual means. You can also up your survival odds at the start by popping Planet Protector/Great Gospel to begin and then casting your multi-target spell nukes with impunity. They should have 42,000HP each so if you can land 7000-9999 damage per cast then you should be able to get the fight into a position where you can win. The only problem is if they move a certain way then some of them will temporarily pick up the Peerless status but if someone casts Debarrier + All before the cast (maybe with W-Magic for Debarrier + All followed by a Quadra Ultima) then you can blitz that protection to ensure the spell hits all of them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: anti_ohme on 2015-11-13 13:45:54
Thanks man! One more question, how much HP does variablis have? trying to morph it is proving nigh on impossible!!

ty
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-13 14:04:49
Variablis had his immunity flags left on (my bad) when that part of his AI was supposed to be disabled. He has 41,000HP; best way to do it is to hit him with a high-damage spell to get 9999 damage done; doing that four times and then using a Cactus Gun (for very close to 1000 damage but not quite) will leave him with very little HP; after that, use Barret's Max Ray (which is non-elemental) to try and get the Morph done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-11-17 16:06:28
Hi there, Sega Chief.

Loving the mod, it's easily my favorite mod, for my favorite game. :)

You mentioned something about adding a lot of events in 1.4. Will I be able to experience these events/sidequests, if I progress in the game (Almost out of Midgar, so far), by going back to the areas in which they occur, or would I be better off simply waiting, before continuing?

Thanks in advance. o /
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-17 19:52:22
I'm afraid that this time the new patch is placing events that'll be playing off story progression so there will be stuff missed by playing 1.35. On the other hand, some of the Disc 3 content like Extra Battle is getting worked back into the story so this is the last build where you can fight these bosses at their current strength.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-11-17 20:42:26
Alright. Think I'll hold off with progressing, until 1.4 then. :>

Thanks for the quick response!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: anti_ohme on 2015-11-18 16:32:11
Hey man

I just got cloud's ultimate weapon (after a gruelling day of trying to morph variablis)!

My cloud is lvl 86, but his hp is only about 2500, and in turn his ultimate weapon is pretty useless. I havent found any HP plusses, and was wondering if there is a way to boost his hp some how? I feel like i've hit a wall and none of my characters are getting any stronger - not strong enough to face the next set of bosses (goldberries, the ?????, Zack, etc etc etc)

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-18 18:19:25
HP is the biggest problem in the current build (especially on Arrange + .EXE); the arcs didn't work out as well as I'd hoped and a patch wasn't able to correct it like I'd been able to do with EXP arcs in the past. Your best bet for Zack is to open with a Sneak Attack + Shield to protect against the initial volley of physical attacks, apply protective magic, and then work from there; counter attack/magic counter should also prove very useful there. Goldberries are best dealt with by opening with planet protector/Great Gospel and then using Debarrier + All before casting Quadra-Ultima (W-Magic could cast both in the same turn); this should get rid of any Peerless on them and let you avoid most of the counter-attacks that'll come back; use ATB Wait to have Peerless last as long as possible and get the most out of it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-11-19 14:58:39
This is my first mod. I'm loving every bit of it, especially the little changes. I won't say which ones because I don't want to spoil them for people.

I'm afraid that this time the new patch is placing events that'll be playing off story progression so there will be stuff missed by playing 1.35. On the other hand, some of the Disc 3 content like Extra Battle is getting worked back into the story so this is the last build where you can fight these bosses at their current strength.

I have a question about this. If we beat the 1.35 mod and install this, can we use 1.4 on the new game +?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-19 18:03:26
Yeah, but your team will likely have reduced MaxHP/MP going forward due to the arcs I've used for this build.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-11-19 19:13:57
Yeah, but your team will likely have reduced MaxHP/MP going forward due to the arcs I've used for this build.

What about offering some HP Plus and MP Plus materia to counter the arcs?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-19 22:50:07
I could put them in through a patch, but they won't be there for 1.4 because the HP will have been corrected.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-11-20 09:05:24
A minor bugreport. :)

(http://i.imgur.com/nmWY3WP.jpg)

In the Mythril Mines, where you're ambushed by the turks, Barret will say his line, whether or not he's in the party. If you leave the screen and return, he will do so again.
I'm unsure whether or not this happens everytime you're in the Mines, or simply on the first runthrough.


Edit: Encountered another bug on my way to Corel.

I went up the stairs and back down, and this happened:
(http://i.imgur.com/boQ3Jv4.png)

Is there a post somewhere, with all the current bugs, so I don't spam up the thread with "reposts"?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: iloveyou771 on 2015-11-20 09:57:35
i have the same encounter here too so i wonder if its the flevel.lgp problem :o?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-20 13:22:33
The first is an old debug routine that I thought I'd put into a patch, but I guess not. The second one is also known but is a bit more mysterious and a problem that existed in the default game as well (for PC at least); it can happen in several places, including Bugenhagen's Observatory, the second screen of the game, and I can't recall where else.

As for sub-threads, it's tricky on Qhimm because we don't have sub-boards for them so a bug thread would probably get buried after a while. There's a sub-board for NT on Insane Difficulty.com which has multiple threads, including one for bugs. That helped separate the posts up a bit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: HeaN on 2015-11-22 12:43:50
Hey there! It's a while since I was looking at this thread. I see you are at 1.35 now :D I was thinking about playing your mod again on Stream. But I also wonder if it's worth waiting for 1.4?:D


Regards and nice work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-22 19:02:37
In a month or two, I'll have 1.4 ready; as we get closer to that, I'd maybe consider waiting but it's up to you of course.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: HeaN on 2015-11-23 17:15:49
1-2Months means no christmas present, sad :(


NVM! Take your time! ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Aerith-san on 2015-11-29 14:11:19
Sorry if this was already reported but is this supposed to happen on both the menu and the victory screen?

(http://i.imgur.com/6ntiyCS.png)

I'm using Cloud, Aeris and Red XIII on disc 1. Red XIII doesn't seem to be affected but Cloud and Aeris have this annoying bug. It keeps me throwing me off because I think that the character already leveled up even though it didn't.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-29 17:13:42
That should only happen if the EXP arcs are changed after loading a save file made with different EXP arcs. That could be caused either by using a non-NT save file to start the game, or by updating NT from a much older build to 1.35 (the EXP arcs were adjusted from 1.2 to 1.3 and then again to 1.35 if I remember right). That should hopefully correct itself and vanish once the character levels up once. Save editors might also cause it as they use the default EXP arcs when determining levels.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Aerith-san on 2015-11-29 17:26:28
Oh yeah, I started the game without the NT mod, then decided I wouldn't be able to survive without Aeris and installed NT just to keep Aeris alive after disk 1. ._.

Thanks anyway, I'll try to level up. Even in the vanilla game (with just the mouth removal patch) it seems to stay there. Oh well.

By the way, did I read incorrectly or does NT also allow to remove the battle music so when I enter into battles on the world map it still plays the main theme? If so where can I toggle it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-29 18:51:20
Any Save Point should have the option to toggle the music from 'Battle' to 'Field'; if they don't, then it's likely an older out-of-date version like 1.2 or 1.3. There should be a bunch of options appearing whenever you touch a save point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Aerith-san on 2015-11-29 19:13:40
Thanks. Also, uhh, sorry for annoying you with one more question, but I installed NT to D:\Steam\steamapps\common\FINAL FANTASY VII yet it seemed to install as well on my backup located on D:\FINAL FANTASY VII?... In the installer I pointed to the Steam path but apparently it reflected on my backup as well. What the hell is going on?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-29 21:54:11
Not sure why that be the case, but it might be because the target folder had the same name in the same directory; that or you maybe made backups with modded files. I usually just keep a copy of the Data folder in the same folder, but under a different name ('Data - Default', for instance). If you need the vanilla files restored then I have a patcher for it to save a reinstall: https://mega.nz/#!i50xQRaZ!_tqb7dQiZgyH0TMOC5cjK-DTRe98aVfU8vO4T2AEs7w
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Aerith-san on 2015-11-30 17:57:38
Oh, thank you. I made sure I did a backup of the game before installing the NT mod... maybe it was the name and the installer got confused or something... anyway thanks for the patcher! Going to try to use it now for the backup.


EDIT: had to patch it on the Steam version, I see my backup which is under a different name (D:\FINAL FANTASY VII - Backup) and... you guessed it, vanilla game. The hell. I'm thinking it's related to Steam...

EDIT2: I toggled between both 'Field' and 'Normal' and they still play the random battle music, at least in the world map. Hm. Is this a glitch? I have v1.35 iirc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-11-30 22:03:49
EDIT: had to patch it on the Steam version, I see my backup which is under a different name (D:\FINAL FANTASY VII - Backup) and... you guessed it, vanilla game. The hell. I'm thinking it's related to Steam...

EDIT2: I toggled between both 'Field' and 'Normal' and they still play the random battle music, at least in the world map. Hm. Is this a glitch? I have v1.35 iirc.

Steam can sometimes be a bit finicky when it comes to addresses.

Oh, I should have mentioned. It only works with Field screens, not the world map; there's no editor for the World Map script, and I think it's dependent on the .EXE in any case. Would have been nice to have the world map themes playing for those fights and as I was typing that I remembered something that might make it possible. I'll look into including the world map fights as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: seijuro on 2015-12-01 02:51:25
Hey Sega Chief, I haven't played in a while but is version 1.35 recommended to play right now or should I wait for 1.4 in a month or two? Will version 1.4 be that big of a difference game play wise or is it more just bug fixes?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-01 03:56:17
1.4 will be the biggest update so far so I'd recommend waiting; 1.35 was a hold-over from 1.3 to get the rank system in and some feedback on both that and other features/changes. It was also to try and patch up the battles but they really needed an overhaul and I messed up the end-game HP/MP quite badly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Aerith-san on 2015-12-01 12:08:06
Steam can sometimes be a bit finicky when it comes to addresses.

Oh, I should have mentioned. It only works with Field screens, not the world map; there's no editor for the World Map script, and I think it's dependent on the .EXE in any case. Would have been nice to have the world map themes playing for those fights and as I was typing that I remembered something that might make it possible. I'll look into including the world map fights as well.

I backupped the data folder only, guess I'm going to deal with that.

I didn't know the world map didn't have an editor... here goes my idea of of building FFVI on the VII engine xD I'd like it to not alter the exe since I want the Steam trophies and all... and honestly running a W95 game on W8 doesn't seem to be a good idea >.>"

Anyway is it worth grinding in this mod? I used the Rank Up thing and I kind of like it, however I'm sure I need to grind for the TotA. Do the stats go up when I level up or is the level thing just a number that doesn't affect anything? Maybe I should restart the game but still... Also Rocket Town seems like it's loading too fast, like it has the Quick Loading cheat on, is this a bug? Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-01 14:26:36
I backupped the data folder only, guess I'm going to deal with that.

I didn't know the world map didn't have an editor... here goes my idea of of building FFVI on the VII engine xD I'd like it to not alter the exe since I want the Steam trophies and all... and honestly running a W95 game on W8 doesn't seem to be a good idea >.>"

Anyway is it worth grinding in this mod? I used the Rank Up thing and I kind of like it, however I'm sure I need to grind for the TotA. Do the stats go up when I level up or is the level thing just a number that doesn't affect anything? Maybe I should restart the game but still... Also Rocket Town seems like it's loading too fast, like it has the Quick Loading cheat on, is this a bug? Thanks.

The SP used for rank up goes up whenever you beat a boss monster (and when certain dialogue options are picked but these gains are much smaller) and it's generally best to keep moving forward. I'd only grind if you get well and truly stuck on something but remember to try different things like elements and status ailments as each boss tends to have some weakness or other.

As for Rocket Town loading faster, that's likely the weather effect. Because the screen is tinted, it doesn't do the normal fade-in which makes it seem like it loaded in faster.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Aerith-san on 2015-12-02 21:53:03
Thanks, seems like it fixes itself.

I got up to Jenova-DECAY and the mod has been good so far, I might restart the game just to enjoy it to its full potential. :P Though is this just a bug with the PC version or what? After Aerith's Death during her funeral it seems to play Flowers Blooming in the Church... I am not sure because I played the PSX version the first time I played FFVII.

EDIT: Nevermind, I guess I was too quick. I can't believe that o_O
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: ZeroTheOverlord on 2015-12-03 08:48:19
1.4 will be the biggest update so far so I'd recommend waiting; 1.35 was a hold-over from 1.3 to get the rank system in and some feedback on both that and other features/changes. It was also to try and patch up the battles but they really needed an overhaul and I messed up the end-game HP/MP quite badly.

oh so i may have to go back to the start? (i'm just at the shinra building) and just to ask, do i post bugs and such i found here? ^^|
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-03 14:03:50
oh so i may have to go back to the start? (i'm just at the shinra building) and just to ask, do i post bugs and such i found here? ^^|

Sure, bug reports go here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: ZeroTheOverlord on 2015-12-03 16:30:36
i tried looking for a different forum that's why i was wondering


nvm about the "gitch" i thought i saw, i found a youtube vid you posted sega chief about the reno fight and in a comment it talked about the same "glitch" (it was with the Pyramid animation staying on barret even tho the effect of Interrocage was gone) :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-12-03 17:43:03
Sega Chief I just wanted to tell you a lot of the small things and conversations you added to the game made me laugh. I won't list them because I don't want to give away spoilers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Aerith-san on 2015-12-03 19:22:46
So I am on Disk 2 already and I noticed I didn't get the Steam achievment for "Complete Part I"... is this a bug?

Also another question, let's say I want to use this mod at the same time as The Reunion (more specifically using the Beacause retranslation), can the use of that mod affect the lines in this mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-03 19:39:48
Sega Chief I just wanted to tell you a lot of the small things and conversations you added to the game made me laugh. I won't list them because I don't want to give away spoilers.

I've added some more; part of 1.4 is a review of the game's text and I saw some additional 'opportunities', let's call them.

So I am on Disk 2 already and I noticed I didn't get the Steam achievment for "Complete Part I"... is this a bug?

Also another question, let's say I want to use this mod at the same time as The Reunion (more specifically using the Beacause retranslation), can the use of that mod affect the lines in this mod?

It's probably because of the altered field script, some story-related ones might not trigger. The Materia one is impossible to get outside of using a save editor due to some pieces like Long Range being unavailable. But in all honesty I don't look at the achievements for this game being altogether very valuable or interesting compared to what's on offer in other games (the FF8 Contrived Finish is a good one; maybe not difficult due to the way Level affects the enemies but at least they put some effort into coming up with something that has you replay the game in a different way; a lot of the FF7 ones are either the very basic 'Use X' or the time-consuming 'Max out Y').

As for pairing with other mods, NT isn't compatible with Reunion because of the altered field script. Trying to patch Reunion over NT tends to crash because I've been moving around scripts to make certain things work and as you've seen there's additional scripts to handle new content. I'm going over the text for the 1.4 build; mostly just fixing the grammar, diction, and text alignment but I'm leaving nuances and quirks intact whether they're correct or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Roden on 2015-12-03 23:03:35
So when is 1.4 hitting? Sorry to ask again :P I'd like to give it a shot, around now seems a good time, some of the vids on your youtube channel look really cool/creative! Hopefully can also give some feedback :)

I never actually played the Steam version of FF7 before, so it will be an interesting experience. I was going to play the new translation project, but I want to finish FF7 international first before trying that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-04 01:02:27
So when is 1.4 hitting? Sorry to ask again :P I'd like to give it a shot, around now seems a good time, some of the vids on your youtube channel look really cool/creative! Hopefully can also give some feedback :)

I never actually played the Steam version of FF7 before, so it will be an interesting experience. I was going to play the new translation project, but I want to finish FF7 international first before trying that.

I'm aiming for mid-January so it's still a little ways away.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Roden on 2015-12-04 14:52:37
I see, no worries, I can wait. I'm doing a class run now for FF7i, I did one for j-org and it was fairly easy, so I'll have to ramp it up somehow. I hope that will adequately prepare me for your mod :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Moonreii on 2015-12-04 20:21:07
Hey,
So I've been playing through the mod and I decided to look at the database to see if there were any discrepancies. Certain items didn't appear, like a second enemy skill materia, but that's been explained.

I'm using 7th Heaven to play your mod, but it seems like the enemy skill changes you have listed in your database aren't present in the game, ie; I have flamethrower and magic hammer instead of Antipode and Vital Hammer.

Do you have any idea why that might be happening? Are the changes included in the .iro?
Thanks


EDIT: I just realised that the spells are IN the game, but the names haven't been changed for some reason on the UI. I tried disabling Menu Overhaul, but that didn't seem to do much. They have the same effect (I think), because Magic Hammer doesn't give me MP back anymore (which is sad.).

Not sure if this is secular to me, but it might be worth looking in to?

Great mod by the way, really fun. Keep up the good work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-04 22:05:28
Not sure, are you using the one from the Catalog or the stand-alone one from this thread? The Catalog one is an older build (I think). Do you have Osmose on the Heal Materia? That's basically the replacement for Magic Hammer. As for the names, maybe it's a conflict of some kind? If MO was installed it might have altered the .exe or something, though spell names should be pulled from the Kernel so I don't think it's that (unless Touph Script for the Beacause retranslation is being run and changing the text of each file; that could explain it maybe).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-07 21:44:38
\\NT News//

SE added an option to disable random encounters in their PS4 release. Not to be outdone in this imaginary arms-race, I've decided to scrap the weather thing and replace it with an option to do the same. The weather thing hasn't worked out too well; tonnes of headaches, rain leaking into fields indoors where they're not supposed to, instant screen transitions due to shading, said shading vanishing whenever you get into a battle or open the menu, etc. It's not polished enough and I don't think I can make it polished, so a random encounter enable/disable thing might be the ticker for it's replacement on the extended save menu. Should be handy for back-tracking, exploring, or challenge-runs (if you were so inclined).

That leaves an issue for Enemy Away; I'm leaving it in basically because I think it's a chocobo racing prize and while changing those prizes can be done, the actual prize text within the minigame can't be without modding up the .EXE which I want to keep optional so that stays in.

I'm also going to see about adding a music theatre to Event Square; might be a bit redundant considering that you can just listen to the soundtrack online these days, but I'll put some other things in there too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Aerith-san on 2015-12-07 21:58:17
Hm. This is going to sound silly but is it possible so any music you listen to in the "music teathre" can stay for the entire game, even outside the Event Square, until you close the game or something? Can't really explain it :/


I know you can just open an external music player and done, but... Just an "idea"...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-07 22:10:19
That's doable if I add a check into each field's init group, but the script itself to handle every song would likely get too long for all the possible files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-12-08 03:28:44
The problem with Enemy Away can easily be solved by changing its function without changing its name! Just make the materia shoo away enemies (but not too far), putting them in the back row - that way they'll have weak physicals, muhahaha!
I was mostly joking, but it would be interesting to hear if this was possible, and now I'm thinking about this kind of thing, I'm wondering if it could give the character who equips it "Out of Reach!" for avoiding non-Long Range enemy attacks, as you added them in the exe patch. (though if someone doesn't patch the exe, the materia then either stops working, or becomes incredibly powerful, or some third, mystery, option)

Edit- Enemy Away will still have some value as is, as being able to flip the encounters on /off with materia rather than just at save points is more controlled (say, for finding certain enemies deep in a hostile dungeon, or getting home safe when you've run out of mp and items), and save points themselves can be quite sparse once you start saving on the world map. So I wouldn't worry about it being redundant.

And I'm glad to see such swift progress in feature escalation! Can't wait for your voice acting patch, I hope you put on different voices for the characters! :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-08 21:46:07
The problem with Enemy Away can easily be solved by changing its function without changing its name! Just make the materia shoo away enemies (but not too far), putting them in the back row - that way they'll have weak physicals, muhahaha!
I was mostly joking, but it would be interesting to hear if this was possible, and now I'm thinking about this kind of thing, I'm wondering if it could give the character who equips it "Out of Reach!" for avoiding non-Long Range enemy attacks, as you added them in the exe patch. (though if someone doesn't patch the exe, the materia then either stops working, or becomes incredibly powerful, or some third, mystery, option)

Edit- Enemy Away will still have some value as is, as being able to flip the encounters on /off with materia rather than just at save points is more controlled (say, for finding certain enemies deep in a hostile dungeon, or getting home safe when you've run out of mp and items), and save points themselves can be quite sparse once you start saving on the world map. So I wouldn't worry about it being redundant.

And I'm glad to see such swift progress in feature escalation! Can't wait for your voice acting patch, I hope you put on different voices for the characters! :P

Voices, yes. Different, no.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Ethario on 2015-12-09 20:42:40
Hey man I just found out about this mod and you already blew my mind at the changelist (100+ NEW BOSSES WHAT). I was wondering if I should wait untill you release 1.4 or do you think I should jump right in.

Keep on doing what you doing !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-10 00:48:24
Hey man I just found out about this mod and you already blew my mind at the changelist (100+ NEW BOSSES WHAT). I was wondering if I should wait untill you release 1.4 or do you think I should jump right in.

Keep on doing what you doing !

Yo, bud. It might be a bit more by the time the update is done. I'm not 100% sure that I kept the changelog fully up to date either; I'm preparing a notepad with more detailed info on what's been changed/added area by area that'll go out with the 1.4 release. As for whether to wait for the latest version or not, release is for mid-January or thereabouts so about 1 month. The thing with 1.4 is that it'll be changing up the roster quite a bit and shifting around the Disc 3 bosses to be used/redesigned for new sidequests and the like that'll appear during Disc 1 and Disc 2. It's also refined a lot of the new systems NT uses like Source Points (you trade SP for one of four predefined sets Sources to develop character stats in different ways) and ironed out some old bugs.

So I'd recommend waiting for 1.4; it's more or less the final build so there won't be any drastic changes once it's out. There's a New Game+ add-on I've got planned but because it'll be using a separate set of files and be organised to be used as a stand-alone mod, I'm treating the upcoming version of NT to be the finished one (save for bug-fixes, of course).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Rufus on 2015-12-10 07:30:54
look forward to 1.4.

and yeah for enemy encounters i'd much rather have a reduced encounter rate maybe setup in the same menu, i am thinking by about 30%.

i'd always love to play FF games with reduced encounters BUT you can't run away, that makes way more sense than anything i've seen in the real games.

I know you will say just use enemy away materia, but in my experience that materia is less than ideal in the amount of encounters you get based on it's level.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-10 10:45:02
A while back, I said that I'd wait for 1.4, to progress past Midgar, but I couldn't help myself, as the more I read about the mod, the more I had to play it!

I think I'm almost done, I have the purple materia cave, the red materia cave, the dark cave sidequest and Nemesis left. :>

Not sure I can beat Nemesis with the current hp values, but even if that's the case, I look forward to replaying the mod once the next patch hits. It's going to be a blast!

Not sure I can ever go back to the default game after playing NT. <3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-10 14:53:10
look forward to 1.4.

and yeah for enemy encounters i'd much rather have a reduced encounter rate maybe setup in the same menu, i am thinking by about 30%.

i'd always love to play FF games with reduced encounters BUT you can't run away, that makes way more sense than anything i've seen in the real games.

I know you will say just use enemy away materia, but in my experience that materia is less than ideal in the amount of encounters you get based on it's level.

What I could do is look at how Enemy Away works and then have it drop as a 1-Star Materia with the preferred reduction being it's standard value (30%, 50%, etc). Same with Enemy Lure, which would be used for finding fights faster so I may as well make that a fixed high value too.

Not sure I can ever go back to the default game after playing NT. <3

:3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-12-10 21:33:15
hey sega chief

how many years did you start working on this mod so far
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Rufus on 2015-12-10 23:08:24
good idea sega chief however for some reason i always found it really bad even with a 1 star level, i could be wrong though, i seem to remember always starting a new game then adding in enemy away with 0 star then 1 star or 2 star to see the difference and i think i didn't like any of them, but that could be all in my mind though, when it was mastered it the encounter rate was far too low, and when it had zero stars it wasn't strong enough.

i also like the idea of not being able to run away as well so addign that would be freakin' awesome, seems stupid to let your party run away from enemies, what is the point of an encounter rate anyway if you allow people to run away? it effectly turns into a brief pause in the game.

Another idea could be giving the player some real punishment for running away, in the other FFs you lost money when you ran away, but it just makes sense to not allow it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Ethario on 2015-12-11 01:11:58
Hey Guys I was playing the PC version of FF7 but noticed slots seem broken (slower than usual ?). Is there an accepted known fix for this that wouldn't conflict with the gameplay overhaul mods ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-11 03:47:57
hey sega chief

how many years did you start working on this mod so far

I think it's coming up to one year now from when I made a thread for NT's release here on Qhimm. Probably add a few months before that for it's initial development.

good idea sega chief however for some reason i always found it really bad even with a 1 star level, i could be wrong though, i seem to remember always starting a new game then adding in enemy away with 0 star then 1 star or 2 star to see the difference and i think i didn't like any of them, but that could be all in my mind though, when it was mastered it the encounter rate was far too low, and when it had zero stars it wasn't strong enough.

i also like the idea of not being able to run away as well so addign that would be freakin' awesome, seems stupid to let your party run away from enemies, what is the point of an encounter rate anyway if you allow people to run away? it effectly turns into a brief pause in the game.

Another idea could be giving the player some real punishment for running away, in the other FFs you lost money when you ran away, but it just makes sense to not allow it.

What I can (hopefully) do is adjust the actual potency of the encounter effect in both Materia and set that for it's 1-star effect, that way it doesn't get too 'strong' when it levels up. Escape is important for getting out of an encounter that's not gone your way, or if a player has been in an area for a while and no longer wants to go through the randoms; while I usually fight what I run into, I've never been in the 'can't run' camp.

Hey Guys I was playing the PC version of FF7 but noticed slots seem broken (slower than usual ?). Is there an accepted known fix for this that wouldn't conflict with the gameplay overhaul mods ?

The PC version's battle menu runs at 15fps, as opposed to the silky smooth 60fps of the PS1 version. You get used to it after a while, but I find that a keyboard feels better for navigating it over a controller. There's a prototype mod floating around that might change it and it's an .EXE hack too so it'll work fine with NT, but I think it has side-effects. I'll see if I can find it.

Edit: I think this is it: http://forums.qhimm.com/index.php?topic=15403.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-11 15:43:22
Progressing through the Dark Cave currently. I grabbed the Sector 5 key, but in the next screen, there's a dialogue with barret and some unknown dude, Barret is however nowhere to be seen, meaning I cannot move (Barret?), it seems like there's nothing I can do.

Is this a bug of some sort, or am I simply missing something?

I tried to keep it vague to prevent spoilers, but I can upload a screenshot if need be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-11 20:47:30
Oh, that's a bug I had to fix with a patch. Try applying the flevel hotfix patch available from the front page of this thread. It's applied in the same way as the main installer. If you're playing 7H though (or if you apply the hotfix and it's still busted), then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Miksy91 on 2015-12-13 15:13:38
Hi,

I downloaded your mod a few weeks ago and have enjoyed the hack in general. I had fun playing until the end of Disc 2, and didn't have much trouble getting through Midgar and defeating Hojo. But after that, it feels like I'm either not strategizing (if you spell it like that) well, or I'm supposed to grind a lot for no good reason. The average level of my party is now 52 or 53 and I have already been at the bottom of North Cave. I have tried a couple of "New Threats" and although they haven't felt unbeatable, it feels like I would either have to plan out well beforehand how to beat them (like GarlandTheGreat does in all kinds of challenge videos in Youtube), or back to North Cave to grind some more (up to lv60 maybe?).

I'm not sure what is intended at this point, but I personally see the difficulty level of the game raising here too much. And I feel like I'm not the only one who has the same feeling behind this part of the game, so could you simplify this part of the mod a little bit? If you want to keep the enemies the same in the version you have been making, you could make another, easier part of the same mod too. That shouldn't be too much work.
I'd personally enjoy playing a bit easier version of this mod a lot more, and like I said, I don't think I'm the only one. Many players of this mod probably like challenges and enjoy the mod as it is, but there are also those that would much rather see all the neat stuff you have implemented without having to worry about being able to (due to difficulty raise on the way).

I'm a rom hacker myself, and have noticed that making big, creative changes to an existing game makes people really want to play the game and experience the neat things the hacker/modder has implemented. But a sad turnoff for them is when they notice the difficulty level of the mod is way higher than that of the original game and simply can't progress due to the difficult increase. I don't think you should do the same mistake with this mod since the new stuff is creatively done and you're good at modding the game :)
But yeah - you could still keep the game as it is, but having an easier version out there for rest of the game (and maybe earlier parts as well totally wouldn't hurt).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-13 16:11:11
Oh, that's a bug I had to fix with a patch. Try applying the flevel hotfix patch available from the front page of this thread. It's applied in the same way as the main installer. If you're playing 7H though (or if you apply the hotfix and it's still busted), then let me know.

It worked beautifully, thank you. o/ Cheesed the following boss, and somehow managed to kill Binah!
Only thing left now is Nemesis. :D

Also, I talked to an NPC in Corel and "stuff happened" ;), anymore of these hidden around the world that I've missed?

Edit: Nemesis was somehow easier, than both Binah and the endboss in the Dark Cave. Next stop, Sephiroth (and Jenova)!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-14 01:52:06
Hi,

I downloaded your mod a few weeks ago and have enjoyed the hack in general. I had fun playing until the end of Disc 2, and didn't have much trouble getting through Midgar and defeating Hojo. But after that, it feels like I'm either not strategizing (if you spell it like that) well, or I'm supposed to grind a lot for no good reason. The average level of my party is now 52 or 53 and I have already been at the bottom of North Cave. I have tried a couple of "New Threats" and although they haven't felt unbeatable, it feels like I would either have to plan out well beforehand how to beat them (like GarlandTheGreat does in all kinds of challenge videos in Youtube), or back to North Cave to grind some more (up to lv60 maybe?).

I'm not sure what is intended at this point, but I personally see the difficulty level of the game raising here too much. And I feel like I'm not the only one who has the same feeling behind this part of the game, so could you simplify this part of the mod a little bit? If you want to keep the enemies the same in the version you have been making, you could make another, easier part of the same mod too. That shouldn't be too much work.
I'd personally enjoy playing a bit easier version of this mod a lot more, and like I said, I don't think I'm the only one. Many players of this mod probably like challenges and enjoy the mod as it is, but there are also those that would much rather see all the neat stuff you have implemented without having to worry about being able to (due to difficulty raise on the way).

I'm a rom hacker myself, and have noticed that making big, creative changes to an existing game makes people really want to play the game and experience the neat things the hacker/modder has implemented. But a sad turnoff for them is when they notice the difficulty level of the mod is way higher than that of the original game and simply can't progress due to the difficult increase. I don't think you should do the same mistake with this mod since the new stuff is creatively done and you're good at modding the game :)
But yeah - you could still keep the game as it is, but having an easier version out there for rest of the game (and maybe earlier parts as well totally wouldn't hurt).

This post of yours highlights the biggest problem in the current NT build; the end-game on Disc 3 is a cluster of stuff with no clear direction and a big spike in difficulty due to the bosses being specced for different levels of strength (and not helped by a mistake I made with HP/MP arcs which left players with too little Max HP). The new build I'm making right now for mid-January is completely restructuring Disc 3 and distributing the bosses there into new events and sidequests that will be found throughout Disc 1 and 2 instead. The idea is to make NT less top-heavy and streamline it; there's too many end-game boss fights clumped together.

Another part of the plan is to get the player party to hit Lv.70+ by the time they've cleared Hojo in the Midgar Raid from a 'normal' playthrough; I'm progressively upping the EXP given by enemies in each new area which should have the added benefit of encouraging people to keep moving for better EXP/AP gains rather than sitting in an older area for too long. That should help eliminate a lot of end-game grinding and have parties ready to tackle any Disc 3 bosses straight off the bat instead of having to set up shop in the Crater to grind out levels. Materia is a bit more awkward to judge, so what I'll do is set up one screen on the Left-Up path (the hatchery path) to only spawn Movers + Magic Pots for super-quick AP gain, just so people can quickly get what Materia they need for a plan.

I think these two things together should greatly improve NT's end-game, and having more new events/sidequests going through the main story should work out as the game flags a little bit in certain places; I just need to be careful where I put them because I don't want to get in the player's way or create bloat. I'm mostly focusing on pre-existing optional scenes and 'dead' areas that have no events in them. Hopefully it works out, and there should be enough going in there to pique even a returning NT player's interest.

It worked beautifully, thank you. o/ Cheesed the following boss, and somehow managed to kill Binah!
Only thing left now is Nemesis. :D

Also, I talked to an NPC in Corel and "stuff happened" ;), anymore of these hidden around the world that I've missed?

Edit: Nemesis was somehow easier, than both Binah and the endboss in the Dark Cave. Next stop, Sephiroth (and Jenova)!

There may or may not be many secrets in NT that have not been discovered yet. There may or may not be more of them in the 1.4 build. Also, sounds like you're going through these guys like a steam-roller. Considering the low HP problem in 1.35, that's pretty impressive :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-14 06:31:38

There may or may not be many secrets in NT that have not been discovered yet. There may or may not be more of them in the 1.4 build. Also, sounds like you're going through these guys like a steam-roller. Considering the low HP problem in 1.35, that's pretty impressive :3

Oh, HP was an issue a lot of times, but there's nothing that a good setup can't fix. That and Aerith <3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Miksy91 on 2015-12-14 11:08:43
This post of yours highlights the biggest problem in the current NT build; the end-game on Disc 3 is a cluster of stuff with no clear direction and a big spike in difficulty due to the bosses being specced for different levels of strength (and not helped by a mistake I made with HP/MP arcs which left players with too little Max HP). The new build I'm making right now for mid-January is completely restructuring Disc 3 and distributing the bosses there into new events and sidequests that will be found throughout Disc 1 and 2 instead. The idea is to make NT less top-heavy and streamline it; there's too many end-game boss fights clumped together.

Another part of the plan is to get the player party to hit Lv.70+ by the time they've cleared Hojo in the Midgar Raid from a 'normal' playthrough; I'm progressively upping the EXP given by enemies in each new area which should have the added benefit of encouraging people to keep moving for better EXP/AP gains rather than sitting in an older area for too long. That should help eliminate a lot of end-game grinding and have parties ready to tackle any Disc 3 bosses straight off the bat instead of having to set up shop in the Crater to grind out levels. Materia is a bit more awkward to judge, so what I'll do is set up one screen on the Left-Up path (the hatchery path) to only spawn Movers + Magic Pots for super-quick AP gain, just so people can quickly get what Materia they need for a plan.

I think these two things together should greatly improve NT's end-game, and having more new events/sidequests going through the main story should work out as the game flags a little bit in certain places; I just need to be careful where I put them because I don't want to get in the player's way or create bloat. I'm mostly focusing on pre-existing optional scenes and 'dead' areas that have no events in them. Hopefully it works out, and there should be enough going in there to pique even a returning NT player's interest.
Sounds you are going to have this problem pretty well worked out :)
Out of curiosity, since you mentioned the "low HP problem" with this version in this same post when you quoted to Mithrain, if I had played an earlier version than 1.35, would I have more HP right now? Cloud is the character with the highest level in my party (lv 57) and his HP right now is around 2800 without having any materia equipped. Barret has a lot more HP though (4000 - 5000), but he is kinda an exception in that matter (which is probably a purpose of course).
But the low HP problem has been quite an issue in the end. I for example tried the normal battle in battle square with Yuffie and got often killed at the latest to the couple of frogs and the dragon-like specie that is with them (which are probably the fourth battle or so). If I didn't run into bad handicaps like removing accessory (was using Curse Ring) or magic materia, I happened to get for example HP 1/2 which put the HP under 1100. The frogs could do an attack that did over 600 damage to the back row (without MBarrier set on) which could kill me in two hits. So it's not like I couldn't have gotten further if I was more lucky with the handicaps. But the battle square was just an example where low HP was an issue.

But yeah - sounds like next release is going to be better-balanced, but also more fun to play. One thing that can make players lose interest (could have happened to me with the current version, but apparently did not) is to have totally new events showing up only quite rarely (like the normal game up to Disc 3 is right now), but just like you mentioned here, this problem will be no more in next release either (at least, not in such a notable manner).

By the way, are you planning to, or have you already added new stuff that won't be accessable in Disc 3 in current release to the current, "local" version you're making? I'm just curious because if version 1.4 (or maybe some release after that if you plan on continuing further) will have new stuff to offer which I wouldn't be able to see in version 1.35 even if I played it through, I might start this mod over again sometime next year.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-14 14:12:51
Sounds you are going to have this problem pretty well worked out :)
Out of curiosity, since you mentioned the "low HP problem" with this version in this same post when you quoted to Mithrain, if I had played an earlier version than 1.35, would I have more HP right now? Cloud is the character with the highest level in my party (lv 57) and his HP right now is around 2800 without having any materia equipped. Barret has a lot more HP though (4000 - 5000), but he is kinda an exception in that matter (which is probably a purpose off course).
But the low HP problem has been quite an issue in the end. I for example tried the normal battle in battle square with Yuffie and got often killed at the latest to the couple of frogs and the dragon-like specie that is with them (which are probably the fourth battle or so). If I didn't run into bad handicaps like removing accessory (was using Curse Ring) or magic materia, I happened to get for example HP 1/2 which put the HP under 1100. The frogs could do an attack that did over 600 damage to the back row (without MBarrier set on) which could kill me in two hits. So it's not like I couldn't have gotten further if I was more lucky with the handicaps. But the battle square was just an example where low HP was an issue.

But yeah - sounds like next release is going to be better-balanced, but also more fun to play. One thing that can make players lose interest (could have happened to me with the current version, but apparently did not) is to have totally new events showing up only quite rarely (like the normal game up to Disc 3 is right now), but just like you mentioned here, this problem will be no more in next release either (at least, not in such a notable manner).

By the way, are you planning to, or have you already added new stuff that won't be accessable in Disc 3 in current release to the current, "local" version you're making? I'm just curious because if version 1.4 (or maybe some release after that if you plan on continuing further) will have new stuff to offer which I wouldn't be able to see in version 1.35 even if I played it through, I might start this mod over again sometime next year.

For 1.4, HP is around 5000 for the lowest and 7500 for the highest depending on variance, with 6000 being a rough average. All the enemies are being respecced to go with this, which'll be more noticeable later on.

As for differences, 1.4 will have a lot of new content going through the game that 1.35 didn't have, but on the flip-side 1.35 will have had a lot more end-game bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-14 15:05:58
Will certain bosses, like the ones currently accessible in the Gold Saucer, be farmable for that juicy EXP, in 1.4? :>

Also, this may be a silly thing to ask, but is it possible to give Shield a visual effect somehow? Perhaps a glow of some sort, similiar to berserk/invincibility?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-14 15:42:19
Will certain bosses, like the ones currently accessible in the Gold Saucer, be farmable for that juicy EXP, in 1.4? :>

Also, this may be a silly thing to ask, but is it possible to give Shield a visual effect somehow? Perhaps a glow of some sort, similiar to berserk/invincibility?

I'll be keeping EXP sky-high for anything on Disc 3, though I need to make an adjustment as Arrange tries to multiply that EXP which results in an overflow (which results in very little EXP). As for Shield, a visual effect would be very useful but I'm not sure how I would pull it off; an .EXE edit could do it, but I'll need to ask someone.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-12-14 16:06:36
This may or may not be doable, but the biggest issue I had with the original game was the lack of a wind and water materia. The only way to add those elements to an attack is with summon materia. Usually you'll want those elements on a melee character so equipping a summon materia go gain those elements will weaken your melee characters where as just a normal magic materia wouldn't.

One the flip side, I love how you made Gravity, Sense, and Morph actually usable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-14 17:07:15
I'll be keeping EXP sky-high for anything on Disc 3, though I need to make an adjustment as Arrange tries to multiply that EXP which results in an overflow (which results in very little EXP). As for Shield, a visual effect would be very useful but I'm not sure how I would pull it off; an .EXE edit could do it, but I'll need to ask someone.

Dear Santa.... :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2015-12-14 19:39:20
This may or may not be doable, but the biggest issue I had with the original game was the lack of a wind and water materia. The only way to add those elements to an attack is with summon materia. Usually you'll want those elements on a melee character so equipping a summon materia go gain those elements will weaken your melee characters where as just a normal magic materia wouldn't.

One the flip side, I love how you made Gravity, Sense, and Morph actually usable.

There was actually a reason as too why there was no water materia there was no actual enemy that was weak to water not even the fire based ones so there was no real need for them to put one in. As for the Wind materia, most flying creatures were weak against wind but you could never attack them with melee weapons without the use of long range materia. Plus also there was only 2 flying boss battles in the game. So I think that was why those 2 element were not made as a materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-14 22:20:15
This may or may not be doable, but the biggest issue I had with the original game was the lack of a wind and water materia. The only way to add those elements to an attack is with summon materia. Usually you'll want those elements on a melee character so equipping a summon materia go gain those elements will weaken your melee characters where as just a normal magic materia wouldn't.

One the flip side, I love how you made Gravity, Sense, and Morph actually usable.

What I could do is put those two elements onto some of the remaining Magic Materia; they aren't an exact fit considering the spell roster on them but it would at least give those options. If Independent Materia can correctly display an attributed element then that's another option; Underwater Materia could carry Water, and something else could take Wind. I'll take a look at it anyway.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-15 05:53:16
Speaking of having materia display stuff, I don't know if this is a bug or simply a technical limitation, but Master Magic doesn't state any stat-increases/decreases.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-15 14:07:49
Oh, are you using the .EXE? Those three Materia don't display stat gains for some reason, but I think it's to do with whether or not the Materia has a listed effect or not. If it doesn't, then no text is shown in their box. I should probably either remove the stat modifiers from them or find a work-around.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-15 16:00:15
Hum hum, I think I'm using the .EXE, although I'm not actually sure. :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2015-12-16 01:25:22
How can I use this with 7th heaven, is there a way?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-16 02:33:20
It should be in Alyza's catalogue under the gameplay category, but I'm not sure what version it is. I have an IRO for 1.35 though: http://www.mediafire.com/download/s5rfpk9s5xpr6fo/NT_1.35_September.iro

So what you'd do is open 7H, go to the Library tab and then click 'Import'. Select 'From IRO archive' and you should be able to load this iro into the mod loader to be used with whatever else you select from the catalog.

Unless you meant the .EXE? I think you can just patch it as normal (make a back-up first) but may be wrong; I've not actually tried it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-12-16 13:48:09
I'm stuck on the Mime Materia Cave boss. Any hints on how to defeat it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: dragonmaster0283 on 2015-12-16 14:24:59
Hey quick question.  Love the mod and all the changes.  I'm thinking of attempting a speed run to do before the 1.4 version comes out.  I've see the issues of people talking about the HP issues.  Is it a problem in the current 1.35 version where I need to add the patch from september to correct or it is fixed in the current 1.35 version.  This is for a fresh install.  Thanks and thanks for making the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-16 14:30:08
I'm stuck on the Mime Materia Cave boss. Any hints on how to defeat it?

Octo-casting Ultima works quite well :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-12-16 14:37:55
Octo-casting Ultima works quite well :>

I don't have those :(. I was having trouble in the battle arena.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2015-12-16 14:40:25
Thank you Sega Chief.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-16 14:43:44
I don't have those :(. I was having trouble in the battle arena.
If this is still the case, buy a crap-ton of Ethers and head to the Northern Cave and start power-farming Movers & magic pots to improve your setup (While using that shiny x3 AP gear, mind you).
You'll find that materia such as Added Effect is immensely helpful in this mod. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-16 14:50:51
Hey quick question.  Love the mod and all the changes.  I'm thinking of attempting a speed run to do before the 1.4 version comes out.  I've see the issues of people talking about the HP issues.  Is it a problem in the current 1.35 version where I need to add the patch from september to correct or it is fixed in the current 1.35 version.  This is for a fresh install.  Thanks and thanks for making the mod.

The HP patch I made for it a while back will work, the problem was that it didn't help people who had already started like I thought it would (HP/MP doesn't auto-correct to a new curve like the other stats do): http://www.mediafire.com/download/n1ald6c47hsd335/NT_Mod_HotFix_Scene_-_24th_September_2015.zip

Apply that before starting a new game and the HP/MP should be updated to the 1.4 values. As far as a speedrun goes, the Midgar Raid skip with Hojo was fixed but I think that was the only one. The rest of the speedrun tricks should still work, including Yuffie Warping.

I don't have those :(. I was having trouble in the battle arena.

I think it's best to focus on the earlier Materia Caves + some of the Battle Square fights before going for the Yellow or Red Cave. Ultima is won from Love Buster, and Quadra Magic is found in the blue cave.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-12-16 14:55:04
hey sega chief

yuffie warping won't work on your mod because you get yuffie right away now after kalm flashback remember
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-12-16 15:15:25
I think it's best to focus on the earlier Materia Caves + some of the Battle Square fights before going for the Yellow or Red Cave. Ultima is won from Love Buster, and Quadra Magic is found in the blue cave.

Thanks! I'll go that route.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-16 15:52:10
hey sega chief

yuffie warping won't work on your mod because you get yuffie right away now after kalm flashback remember

It'll still work because the warp is related to the Battle ID, rather than the actual enemy itself. When the game loads any of the 12 or so Mystery ninja formations it jumps you to a field screen; it's this jump that makes the warp possible. I actually found the cause for mystery ninja battles still appearing after getting Yuffie into your party (the trigger was in Mythril Mines) but seeing as I've already made a new miniboss for the area I don't feel like disabling them, even if it does make Yuffie Warps possible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2015-12-17 03:01:43
Is Beacause automatically included with New Threat? Because i seem to have a different translation even though I never installed Beacause/Reunion. Or maybe it's some other 7th Heaven IRO, not sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-17 03:27:36
Nope; if the text seems different it'll be a combination of the PC version having slightly different text to the PS1 version + some on the fly revisions I made here and there. I don't know how much was changed in 1.35, I've been slowly reworking the text and fixing the text boxes intermittently for a while now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2015-12-17 03:38:26
Nope; if the text seems different it'll be a combination of the PC version having slightly different text to the PS1 version + some on the fly revisions I made here and there. I don't know how much was changed in 1.35, I've been slowly reworking the text and fixing the text boxes intermittently for a while now.

Just little things like that I've been noticing, since I've played the games so many times. I don't mind, I just wasn't sure how it happened.

EDIT: Okay so the ps1 script says Biggs-"Think how many of our people risked their lives, just for this code...". I just replayed the beginning and it says "Wasn't easy getting these codes. Had to risk our lives to get 'em." I can't find a copy of the PC script so I don't know if this is a PC change or what.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-17 04:17:17
I actually can't remember either; I guess we'll never know :I

Unless somebody finds out :l
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2015-12-17 04:31:15
I actually can't remember either; I guess we'll never know :I

Unless somebody finds out :l

Oh okay no problem, was just curious if I screwed something up with 7th heaven and somehow got Reunion Beacause which I don't want, thank you for the quick responses :) and the awesome mod.

Edit: Okay so after reading some of the Reunion thread I see that he changed the dialogue with the Guardian Scorpion and changed the name of phoenix downs among other things which didn't change for me so it seems like I didn't screw anything up with the 7th heaven and other mods and it's just a pc script change or new threat change.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2015-12-19 05:56:23
Not that far into the mod, but really loving it so far, when I was on the way to the sector 5 bombing, I was thinking "if this guy is good he'll put something at the end of the train tracks maybe a chest or a new fight" sure enough got a hilarious fight :-p. I really liked how in the opening mission time was actually running short too, especially when I restarted and lost cloud during the Scorpion fight, which really made me escape with like 45 seconds left. I actually got worried when I got into a random battle with 1:20 or so left. Really great work so far the only thing is the tutorial area didn't tell me how often we get the level ups, is it every 5 levels, so like lvl 15 is the first? Or I'm  a bit confused on the sp level up system. Also I noticed a ton more dialogue changes, but they seem to be for the better and help clarify things, I also noticed some options which I'm guessing were skips but I didn't choose them. Really cool so far, I played the hardcore mod and I liked it too but it was more grinding/item management based, this seems more tactical than grindy but some item management too! :D

Edit: Oh I really like the touched up models too, I prefer the Chibi/originals style, I just wish they still had their mouths, it doesn't look weird when the camera is far away but when you walk right up to the camera it's pretty noticeable that slit/line for their mouths are gone.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-19 14:05:43
Found this while looking through the thread, looking for the hp fix/patch.

I'm still open to swapping Geo onto Cait and giving Aeris the MP regen again, but I'll need to get toward the end of this test run before I can be sure.

Necroquoting I know, but "do want". Although I'm just generally not a fan of using defend to absorb elements, as it doesn't seem all that useful once you reach endgame. :>

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-19 15:51:32
Not that far into the mod, but really loving it so far, when I was on the way to the sector 5 bombing, I was thinking "if this guy is good he'll put something at the end of the train tracks maybe a chest or a new fight" sure enough got a hilarious fight :-p. I really liked how in the opening mission time was actually running short too, especially when I restarted and lost cloud during the Scorpion fight, which really made me escape with like 45 seconds left. I actually got worried when I got into a random battle with 1:20 or so left. Really great work so far the only thing is the tutorial area didn't tell me how often we get the level ups, is it every 5 levels, so like lvl 15 is the first? Or I'm  a bit confused on the sp level up system. Also I noticed a ton more dialogue changes, but they seem to be for the better and help clarify things, I also noticed some options which I'm guessing were skips but I didn't choose them. Really cool so far, I played the hardcore mod and I liked it too but it was more grinding/item management based, this seems more tactical than grindy but some item management too! :D

Edit: Oh I really like the touched up models too, I prefer the Chibi/originals style, I just wish they still had their mouths, it doesn't look weird when the camera is far away but when you walk right up to the camera it's pretty noticeable that slit/line for their mouths are gone.

I'll improve the explanation for SP in the new version. The way it works is that whenever you defeat a boss (in 1.4 this will also include random enemies with a higher level than your party) your characters gain SP. When they have enough SP, they can buy one of 3 sets of sources to improve their stats (increased to 4 sets to choose from in 1.4). This lets you develop each character's stats in different ways. The maximum times you can do this per character is 8 (to stop stats being capped out).

Kalderasha made that model set; I added some tweaks after he donated them. I decided to remove all the mouth textures for a PS1-style, but after 1.4's release I'll see if I've still got my old files kicking around to make a special char.lgp for you that has those textures added back in.

Found this while looking through the thread, looking for the hp fix/patch.

Necroquoting I know, but "do want". Although I'm just generally not a fan of using defend to absorb elements, as it doesn't seem all that useful once you reach endgame. :>

I'll make sure it's useful end-game D:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-12-21 15:53:04
I'll improve the explanation for SP in the new version. The way it works is that whenever you defeat a boss (in 1.4 this will also include random enemies with a higher level than your party) your characters gain SP. When they have enough SP, they can buy one of 3 sets of sources to improve their stats (increased to 4 sets to choose from in 1.4). This lets you develop each character's stats in different ways. The maximum times you can do this per character is 8 (to stop stats being capped out).

One thing I can think that needs improvement on this is to let us look at our characters stats before we select what set to use. A lot of times I forget to check my stats before hand.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-21 17:17:50
One thing I can think that needs improvement on this is to let us look at our characters stats before we select what set to use. A lot of times I forget to check my stats before hand.

Good idea; I'll add an option to check the Menu so you can see the character's stats before picking a source-set.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Murasame on 2015-12-21 18:52:57
Good idea; I'll add an option to check the Menu so you can see the character's stats before picking a source-set.

On that note, would it be possible to have the option to see what sets you've chosen previously? I've been keeping track using a note on my phone but in game would be easier :v
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-21 22:16:52
Should be able to, I'll need to figure out an efficient way to track them that doesn't use too many variables.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2015-12-22 09:10:06
I'll improve the explanation for SP in the new version. The way it works is that whenever you defeat a boss (in 1.4 this will also include random enemies with a higher level than your party) your characters gain SP. When they have enough SP, they can buy one of 3 sets of sources to improve their stats (increased to 4 sets to choose from in 1.4). This lets you develop each character's stats in different ways. The maximum times you can do this per character is 8 (to stop stats being capped out).

Kalderasha made that model set; I added some tweaks after he donated them. I decided to remove all the mouth textures for a PS1-style, but after 1.4's release I'll see if I've still got my old files kicking around to make a special char.lgp for you that has those textures added back in.
Thank you Sega Chief
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-12-22 18:58:45
When 1.4 comes out, can we just run the setup and install it over the version of 3.5 we are running now or will we need a fresh version of FFVII?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-22 20:11:40
It should just patch right over the top of the old one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2015-12-22 22:08:54
Would you ever consider making a difficulty mod for ff8? I know there is a bunch of texture mods which I downloaded, but I would really enjoy something that balanced junctioning and battles in general a bit better.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-23 06:30:46
Yeah, I think FF8 could really flourish if the right adjustments could be made to it's various systems. Shard seems to be working on a tool that can better translate the field script which would be a big step toward making custom scripts like NT has. On the battle side of things, people have been working towards deciphering the battle system a bit more thoroughly which might pay off for an enemy/formation editor. I guess what we'd need as well is some kind of way to adjust Junction bonuses but I think someone has done that already.

So my checklist for starting an FF8 mod project would be:
-) A way to adjust Junction bonuses from various magics.

-) A way to change the item type and quantity given by Card Mod; being able to do this would let us better control high level Magic while also keeping Card Mod available from early on in the game (they don't take into account that rare cards which morph into 100x of a high level item are farmable to an extent as they reappear after refining in the Card Queen's deck).

-) A method to either remove level-scaling from enemies or to impose level caps on weaker enemies to restrict EXP and access to high level spells. I'd also need to change the items gained from those enemies, and the spells they have for Draw; if level-scaling is unfeasible then I could rebalance around that at least; the idea would be to keep things limited to what is useful at that stage of the game and keep high-end stuff restricted until later, to encourage the player to push on rather than grind.

-) A field editor that can adjust the spells gained from Draw Points, the items found on the field, and/or adjust the level of enemy encounters (if the level is set through the field; just covering all the bases).

-) Some unknown measure for bringing Limit Breaks in check. This is a big problem that I can see causing a lot of headaches in any mod due to how powerful and easily abused they are. Even if you set the danger/crisis criteria right down to the edge, the usual method of abusing it would still work due to the really low HP that party members revive with from using a Phoenix Down. The base power and effects of the Limits would need to be changed, though some like Rinoa's Angel Wing are still going to cause problems (you can empty her magic list so she only has Meteor and then rain merry hell down on enemies with it). There'd need to be a fair bit of brainstorming to come up with a working solution to all the Limits.

I think with those five things in place you could set something up that's nicely paced with a little work and experimentation. Maybe when this update is done and the dust settles, I'll start dabbling with the FF8 tools ._.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-23 11:09:53
Maybe when this update is done and the dust settles, I'll start dabbling with the FF8 tools ._.

Unless we keep you busy with this!

Have you ever considered a bestiary sort of thing for NT? Similiar to this, for example; https://www.youtube.com/watch?v=28eVNchNk00 :>

Edit: I have no idea if it's even possible to do, I just wanted to "collect" more stuff. :> Gives one an incentive to seek out the more annoying/rare encounters and actually defeat them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-12-23 13:54:47
What are you thoughts about putting a item shop in the battle arena? The items could cost more than a normal shop as a penalty for not having enough items. It sucks if you run out of items and have to lose your battle points if you leave.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-23 15:34:02
Unless we keep you busy with this!

Have you ever considered a bestiary sort of thing for NT? Similiar to this, for example; https://www.youtube.com/watch?v=28eVNchNk00 :>

Edit: I have no idea if it's even possible to do, I just wanted to "collect" more stuff. :> Gives one an incentive to seek out the more annoying/rare encounters and actually defeat them.

I dunno, every fight would need a variable switch added to it and I'm not sure if there's enough to go round. But I could try making a powerpoint or something that has a pic of every monster + stats/location attached to it?

What are you thoughts about putting a item shop in the battle arena? The items could cost more than a normal shop as a penalty for not having enough items. It sucks if you run out of items and have to lose your battle points if you leave.

I'll add an item vendor to the battle square.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-12-23 16:36:01
I dunno, every fight would need a variable switch added to it and I'm not sure if there's enough to go round. But I could try making a powerpoint or something that has a pic of every monster + stats/location attached to it?

If there are not enough variables, you could maybe just create a boss monster bestiary. Morphing a monster without being able to sense it's HP and it being immune to Gravity makes it extremely difficult.

BTW, what are the batteries for?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-23 16:54:19
Batteries were for making a certain monster available in Extra Battle back when there were item requirements for unlocking them. Now they serve the important function of redacted
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: aquecoucou on 2015-12-23 23:01:27
Hello, I'm currently playing 1.35. I must say I like how you redesigned it, and you are for sure a genius. I haven't gone that far yet so I'll repost later about my experience.

Also I've tested with & without .exe patch. I really don't like the .exe patch because the rework of materias force you into a dps + tank + mage team while without patch (playing in Advance tho) still allows you to go with a hybrid team where any member can go both STR/MAG (Cloud + Yuffie + Nananki for example). I'll retry later as well when I'll be further in the game but for the moment I feel like the .exe patch forces me into specific teams while Advance let me with a lot of combinations open.

I'm mainly posting because I have a question about the DeathBlow materia. According to your 1.35 database it should be found in Sector 7 where I didn't find it at all. So I wanted to know if I missed it and need to restart a game or if the database is wrong and I get it somewhere else. Also after digging a bit I found that DB materia was on Tifa in 1.2 when "recruiting her" which isn't the case in 1.35 so :
- Was it on Tifa and you just changed location from "Tifa" to "Sector 7" in the database which is where we got Tifa but have relocated the materia somewhere else and then the database isn't correct
- Is the materia still on Tifa when you recruit her and I didn't get it (mostly a bug then ?)
- Is the materia really located in sector 7 and I missed it ?

Anyway, you did a great job there and I can't wait to see what you planned for 1.4 & 1.5 :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-23 23:08:45
It's maybe been removed; I can't really remember placing Deathblow down anywhere. I'll look over the .EXE patch again and see if I can come up with something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: aquecoucou on 2015-12-23 23:21:13
Thanks in advance then, I have another question I just noticed the 1.35 level hotfix. What would it change as my game is already started ? It seems you have talked about a wrong HP/MP curve, is it significant ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-24 01:12:02
My understanding is that the further you are through the game (and your Levels) the less benefit you'll get from the patch; that's why it hasn't really been made available like a normal patch (on the main page, etc). Without the patch you'll be using 1.35's current HP/MP curves which don't give you a great deal of either overall (about 3000 or so for HP, which goes down when Materia enters the picture). In 1.4 I've implemented curves closer to the original game; max HP ends at 5500-7000 for that one and enemy strength is going to be much more closely tuned to these arcs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: aquecoucou on 2015-12-24 13:46:39
Hey, it's me again :D Gonna bother you again since there's no actual full guide. As my question have a spoiler on an addition of the mod, don't read between the lines if you haven't done it yet.


_______________________________________________
According to the databse + from what I've read there is only one MP plus materia which we should get in the crater, yet the ziegfried fight (located in a forest near condor) rewarded me one, is it a random materia and is the fight redoable ?
_______________________________________________

And by the way, from what you wrote earlier in the thread you relocated some E. skills because they were too strong when we should only have a lower tier magic. The problem is that you can steal high tier magic to some mobs. For example in mithril mines before the turk fight there is an ark dragon spawning in the northen room. You can keep stealing a flame veil producing Fire 3 while your fire materia is still level 1.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-24 14:17:39
Yeah, he's a fairly recent addition and I changed the Materia he drops to an MP Plus; I guess I forgot to update the thing. I've also figured out how to turn off those battles so it won't be repeatable in the future.

Items are slightly different; they're consumable so I put some more of those about the place (the steal rate for items like that should be quite low compared to the other steals they have). I've revised the item lists though for 1.4 so there aren't as many of them available early on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-24 20:03:53
I dunno, every fight would need a variable switch added to it and I'm not sure if there's enough to go round. But I could try making a powerpoint or something that has a pic of every monster + stats/location attached to it?


Sounds like sarcasm, but in the event that it isn't; I'm sure someone would love that, although an updated database-thingy would be just as good. :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-24 20:53:54
Sounds like sarcasm, but in the event that it isn't; I'm sure someone would love that, although an updated database-thingy would be just as good. :>

I was being serious! I can take a screenshot of each enemy individually thanks to the Kimera tool, and probably use a template for each slide to have the important info on the right, maybe some notes on it's AI behaviour/Attacks, with the image on the left ;-;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: dragonmaster0283 on 2015-12-28 12:16:32
Hey just wanted to give an update on my progress with the game (v1.35 with the HP patch applied).  Been loving all the changes you've done to the game and its really well done.  Given the game a fresh uplift from the base game and I'm having tons of fun playing it.   The HP values post patch seem perfect for the fights.

The brass dragon fight was really well done and much kudo's for it. One fix for that fight though as X can be petrified by the dragon's slow-numb and thus take 0 damage from all of brass's attacks and being petrified doesn't flag him as dead in the dragon's eyes so he doesn't use the full wipe move.  This happened on my 2nd attempt of him (first one didnt know to keep him alive).

Currently level 68-70, 3 limits gotten and only 1 materia cave gotten.  Man these fights are rough.  Aeris Limit fight took 30 mins as she would not keep both the flames locked long enough for me to kill one so I basically osmosed all 9999 mps from each one after i made myself immune to gravity.  The bomb king wasn't too bad after I exploited the fact that the little bombs can be finishing touched out of existence without them blowing up since killing them with demi (they weak to gravity) still causes them to blow up.  Still trying to figure out the other materia cave bosses and how they work but that is what makes it fun. 

I assume things like the Aegis Armlet, Imperial Guard, Warrior Bangle, Fourth Bracelet and Ziedrich come from the extra fights in the battle arena since they are ???? on the list.  I also assume that the 4 magic materia (fullcure, planet,shield,contain) and 4 command materia (double-cut, and the 3 W's) come from them as well since I did chocobo racing to S and didnt see them, they are not part of the GP buys, and dont see them on the battle arena awards list.

Also a question as well regarding master materia.  Mainly the master summon materia (if it is possible to get).  I notice with all the summon materia, even though they only have 1 star they are not showing that they are "Mastered" but just gaining AP.  One did show up as mastered (choco/mog) but the rest like my Bahamut-Zero only gaining AP.  Is this an issue with getting the master materia (or even can you get them)?

But great game and looking forward to v1.4.  You've done an awesome job on the whole thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-28 13:40:29
I'll add a handler for the Brass Dragon fight to cover Slow-Numb, and I'll add a text that hints at the fight's mechanic.

Full Cure, Planet, Shield, Contain, etc. are all Extra Battle prizes (talk to the NPC in navy blue whenever you kill an Extra Battle monster for the first time), but several Armours weren't implemented into the game yet. There was a plan to save these for the New Game+ portion but I've decided to reintroduce everything for the 1.4 build instead.

Sounds rough Osmosing those lanterns down. These can be Berserked which I think prevents them from healing up their group as much. I also forgot about the Finishing Touch thing for the small bombs; I could add a handler onto BK himself to cover it maybe.

I wasn't supposed to leave Master Magic/Command/Summon available (another thing planned for NG+) but at some point Bugenhagen's Observatory was restored back to it's default scripts. I'm going to tinker with a possible Materia Creation system using the Huge Materia and possibly either the player's current Materia inventory or some other value like SP (something to use it for after maxing out the Rank Up system) at some point but details are sketchy until I've explored what's possible. I've fixed the Summon Materia in 1.4 to all drop at Mastered instead of continually accruing useless AP like Underwater Materia (I don't think they affect Missing Score).

Cheers for the feedback, bud; if you run into anything else then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: dragonmaster0283 on 2015-12-28 14:30:25
Sure thing.  One thing I forgot to mention.  I kinda locked myself out of Wutai by not doing it on disk 1 or 2 (I forgot :P).  So Id assume the only missables I can't get are the HP and MP absorbs and whatever is in that one chest the lady is blocking.  I did climb the pagoda and got leviathan and got the stuff from the da cho fire cave but wondering if anything other is majorly missable.  Big oops on my part though.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-28 14:49:18
I forgot that Wutai 'auto-completes' once you reach Disc 3. I think HP Absorb is available from the Crater, but not sure if MP Absorb is. I'll check and make sure to add it to the Crater as well just in case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-28 14:52:06
The brass dragon fight was really well done and much kudo's for it. One fix for that fight though as X can be petrified by the dragon's slow-numb and thus take 0 damage from all of brass's attacks and being petrified doesn't flag him as dead in the dragon's eyes so he doesn't use the full wipe move.  This happened on my 2nd attempt of him (first one didnt know to keep him alive).

Seeing this made me remember the final boss of the Dark Cave. If memory serves, I think I accidentally petrified it by spamming break, forcing me to use a soft on it, in order to keep damaging it.
Not sure if this is intentional or whatever, but I figured it was worth a mention, in the event that it wasn't.

Also, out of curiosity, will you be adding some superbosses for 1.4 as well? :> Would love some repeatable challenges, much like Nemesis, even if it just rewarded you with a Medal or token of some sort.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-28 15:57:46
I've a few drafts for superbosses that may or may not go into Disc 3...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: dragonmaster0283 on 2015-12-28 16:29:18
Would love to see a boss fight akin to the elementals fight in FF4 (my fav ff).  Kinda like how the the hardcore mod has the fight with multiple phases with an killable enemy every phase.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-28 16:39:11
Or perhaps the superbosses from FFV or the "elemental guardians" from FF1? :>

Edit: Just encountered a couple of oddities, while doing my 2nd playthrough of NT (with the HP fix this time, for easymode fun!)

Aerith being found in Kalm, while she's supposed to be at the forgotten City, and getting an errormessage upon grabbing Kjata, saying something about having the maximum amount of materia & that I should discard some.

Please use the "Modify" button at the top right of your posts when you need to add something, instead of double-posting. ~Vgr
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-28 21:46:31
Would love to see a boss fight akin to the elementals fight in FF4 (my fav ff).  Kinda like how the the hardcore mod has the fight with multiple phases with an killable enemy every phase.

Well, I just got done making a Lich GT for a new event (he turned out quite well, I think). I was going to drop the Barbariccia variant because it's essentially just a palette swap but I could try tinkering with the model if there's time. Although that would mean there'd need to be a Cagnazzo :l

Or perhaps the superbosses from FFV or the "elemental guardians" from FF1? :>

Edit: Just encountered a couple of oddities, while doing my 2nd playthrough of NT (with the HP fix this time, for easymode fun!)

Aerith being found in Kalm, while she's supposed to be at the forgotten City, and getting an errormessage upon grabbing Kjata, saying something about having the maximum amount of materia & that I should discard some.

The Kjata Materia bug was reported a while back, but I think I forgot to provide a fix for it. I'll make sure it's patched for the 1.4 release. And the Aeris thing is an oversight; I'll need to add something like a game moment check to stop that from happening. Good thing you caught that.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2015-12-28 22:38:05
hey sega chief

is ultros gonna be added in 1.4
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-29 01:28:00
I dunno, nothing seems to work as a base model.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Kaldarasha on 2015-12-29 07:09:14
How about these beach tentacle monster? Maybe the final jenova model...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-12-29 08:17:04
Does equipping the sneak glove give you a better chance at stealing rare items? If I remember correctly in the vanilla, if you equipped the sneak glove it would be harder to get rare items.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-29 09:01:17
Does equipping the sneak glove give you a better chance at stealing rare items? If I remember correctly in the vanilla, if you equipped the sneak glove it would be harder to get rare items.

I believe that in order to get the rare steal, you have to "fail" (?) the common steals or something, like the game rolls for the common ones first, and if those fail you have a shot at the rare one.
And the sneak glove, if memory serves, increases the odds of the common steals, so I doubt it helps at the rare ones. :<
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-29 13:27:12
How about these beach tentacle monster? Maybe the final jenova model...

It's not so much that; I can't really sculpt from scratch so I need to use/reshape existing parts and there's not a lot about that can fit the bill for the head.

I believe that in order to get the rare steal, you have to "fail" (?) the common steals or something, like the game rolls for the common ones first, and if those fail you have a shot at the rare one.
And the sneak glove, if memory serves, increases the odds of the common steals, so I doubt it helps at the rare ones. :<

That should be correct; I based it on the problematic Vagyrisk Claw steal from the vanilla game: http://finalfantasy.wikia.com/wiki/Bagrisk
The idea was that rare steals were to just be an occasional bonus that could pop up from time to time, with everything being available later on anyway. I've had to review that for bosses though, because there's people who feel compelled to re-attempt for these steals over and over so I've removed the rare steals from them as a kind of intervention :I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-12-29 15:06:32
That should be correct; I based it on the problematic Vagyrisk Claw steal from the vanilla game: http://finalfantasy.wikia.com/wiki/Bagrisk (http://finalfantasy.wikia.com/wiki/Bagrisk)
The idea was that rare steals were to just be an occasional bonus that could pop up from time to time, with everything being available later on anyway. I've had to review that for bosses though, because there's people who feel compelled to re-attempt for these steals over and over so I've removed the rare steals from them as a kind of intervention :I

The only time I feel compelled to redo bosses SPOILER






was in the dark cave when I stole THE rare item from Tifa then died.



They really need to add a spoiler tags >:(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-29 15:12:27
That is pretty unfortunate, considering what that rare steal actually is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-12-29 18:53:07
That is pretty unfortunate, considering what that rare steal actually is.

So the better item is the normal steal?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-29 22:10:54
No, it's unfortunate because the rare steal is Tifa's ultimate weapon and you died after getting it the first time is all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-30 13:59:51

That should be correct; I based it on the problematic Vagyrisk Claw steal from the vanilla game: http://finalfantasy.wikia.com/wiki/Bagrisk
The idea was that rare steals were to just be an occasional bonus that could pop up from time to time, with everything being available later on anyway. I've had to review that for bosses though, because there's people who feel compelled to re-attempt for these steals over and over so I've removed the rare steals from them as a kind of intervention :I

Does this mean you've removed the rare steals from all bosses (?), or simply the earlier ones in the game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-12-30 14:15:34
Playing the dark cave and love it. Ever thought about adding a quest in the future, that would split your party and let you use all members like the phoenix cave in ff6? It makes mastering materia and saving armor important throughout the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-30 17:37:18
Does this mean you've removed the rare steals from all bosses (?), or simply the earlier ones in the game?

All the rare steals were removed from bosses (and the Morph) so you can focus on fighting the boss; I've shifted around a lot of the drops/steals as well.

Playing the dark cave and love it. Ever thought about adding a quest in the future, that would split your party and let you use all members like the phoenix cave in ff6? It makes mastering materia and saving armor important throughout the game.

That sidequest was originally going to be three parties in three different locations, but I didn't have a very clear idea on what was going to happen so I went with Midgar instead. I could maybe do something a little more ambitious with the new game+ along those lines.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: aquecoucou on 2015-12-31 09:01:15
Oh, about removing the morph I 'm 99% sure I morphed Jenova when you encounter it in the ship between Junon and Costa. Can't remember what it gave tho but was probably an armor or an acc.

Edit: Btw, is NG+ planned for 1.4 or is it still for 1.5 ? And if it's planned for 1.4, will we be able to full clear 1.35, then patch to 1.4 to start in NG+ or will we need to refull clear 1.4 before ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2015-12-31 09:20:01
All the rare steals were removed from bosses (and the Morph) so you can focus on fighting the boss; I've shifted around a lot of the drops/steals as well.


As much as I enjoyed getting items a bit prematurely from bosses (such as 2 ribbons in the temple of the ancients!), I'm okay with this. It really was tiresome at times, as many, myself included, always go for the best items the earliest, which really can be a hassle in the current patch.

Really looking forward to seeing how the item "distribution" will be in 1.4 :> When you get X, Y and what not. This could potentially change how one deals with certain bosses/enemies. o/

Edit: Is Cid's x3-weapon (scimitar) still at the underwater reactor, like the database states? Doing another playthrough, at Hojo, but I don't have it somehow. :> (Can't recall where I got it the last time Oo)
Edit # 2: Never mind, found it in the crater. o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-31 15:06:42
Oh, about removing the morph I 'm 99% sure I morphed Jenova when you encounter it in the ship between Junon and Costa. Can't remember what it gave tho but was probably an armor or an acc.

Edit: Btw, is NG+ planned for 1.4 or is it still for 1.5 ? And if it's planned for 1.4, will we be able to full clear 1.35, then patch to 1.4 to start in NG+ or will we need to refull clear 1.4 before ?

NG+ is being made as an extension to NT so it'll be appearing as the 1.5 update; it'll be a stand-alone mod so I can work with a separate set of files and keep things a bit less cluttered.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2015-12-31 16:04:50
Cagnazzo can be a hidden boss when you revisit the underwater reactor, or in the sunken plane, or on Mr Dolphin's beach, maybe! Anything wet and out of the way. Don't know what reward you could get though... Maybe one of the special armours, like his turtle shell.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-31 18:27:57
B-But that means I gotta make another Motorball ;-;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2015-12-31 18:37:57
I found a bug. In the dark cave when you find Vincent he doesn't disappear after rejoining the party. If you exit the area return and talk to him the game freezes after the dialog.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2015-12-31 20:04:35
Oh yeah, that one. I think I forgot to look at it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: aquecoucou on 2016-01-01 09:54:29
Happy new year guys. And everyone know a year always start with a bug :

(1.35, Advance, no .exe patch)  :

(http://i.imgur.com/yRqkADj.jpg)

I got this picking up Kjata materia while having a ton of free space. Not much a problem since Kjata appears on my materia inventory, but ..

(http://i.imgur.com/VuNfmpa.jpg)

Leaving the screen and comming back allow me to pick another one. There's no limit.

You can't exploit it by selling (1 Gil) but you can equip all of these on one character to reach a high magic cap (Cait Sith built with materia tank and 8 slots weapon ?). The magic stat given would even be higher with the .exe patch.

Edit : At the end of disc 1 I had a bugged text box :

(http://i.imgur.com/4mtD0YF.jpg)

I could only choose "No" or an invisible option under it. No skipped the save, so no clue of what would have happened if I picked the other option.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-01 14:53:28
No worries, both bugs have been reported + fixed for the 1.4 build. I think for the text box, the way the variable check works means that both options will just act like you picked No (each line has a value, with a specific value being needed to open the Save menu; any other value just has the script run along as normal).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2016-01-01 19:06:17
Happy new year guys. And everyone know a year always start with a bug :

(1.35, Advance, no .exe patch)  :

(http://i.imgur.com/yRqkADj.jpg)

I got this picking up Kjata materia while having a ton of free space. Not much a problem since Kjata appears on my materia inventory, but ..

(http://i.imgur.com/VuNfmpa.jpg)

Leaving the screen and comming back allow me to pick another one. There's no limit.

You can't exploit it by selling (1 Gil) but you can equip all of these on one character to reach a high magic cap (Cait Sith built with materia tank and 8 slots weapon ?). The magic stat given would even be higher with the .exe patch.

Edit : At the end of disc 1 I had a bugged text box :

(http://i.imgur.com/4mtD0YF.jpg)

I could only choose "No" or an invisible option under it. No skipped the save, so no clue of what would have happened if I picked the other option.

I really like your purple/dark menu window, whats the RGB for it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: knacko on 2016-01-02 01:56:04
I think a "reasonable but fast-paced level of difficulty" might be a bit of an understatement.

The battle after setting the charge for the No.5 reactor, has wiped me over a dozen times, and I haven't even killed over half of the enemies in the battle. The bio-troopers (2) and the special combatants (3) are level 26 to my team's level 11. Their hits are averaging about 90 damage on my 350-400 life. There isn't a way to really farm at this point in the game - there isn't an area with enemies and a store to refill the potions accessible at the same time.

Any tips? I'd imagine I'm going to have to restart the game to progress past this point anyways.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-02 06:05:15
@olearyf    About Window Colors, basically black in upper left and bottom right corner(all colors to zero/0) and for violet i played with about 130-150 with red & blue, depends which brightness you want. Looks great.


@Sega chief
Hey chief are you gonna make a guide walk faq on where to find what materia wps acc eqpmt, who has what items etc,  what exact changes will be in enemy skill & materias...?

BEAUTIFUL mod, i was blown out with all the stuff you shoveled into it. And yes im 1 of those that don't wanna aeris revived, beacause all reasons mentioned above, but she can just sit in the phs boot for all i care, its small price to pay for all the booty you give us! Thx! PS I mean besides that xsl & txt, will there be a walk for your mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-02 11:17:46
I think a "reasonable but fast-paced level of difficulty" might be a bit of an understatement.

The battle after setting the charge for the No.5 reactor, has wiped me over a dozen times, and I haven't even killed over half of the enemies in the battle. The bio-troopers (2) and the special combatants (3) are level 26 to my team's level 11. Their hits are averaging about 90 damage on my 350-400 life. There isn't a way to really farm at this point in the game - there isn't an area with enemies and a store to refill the potions accessible at the same time.

Any tips? I'd imagine I'm going to have to restart the game to progress past this point anyways.

That bossfight you're at, is one of the harder bossfights for the first portion of the game. (at least from my experience). You're better off trying to just nuke one of the front enemies down as soon as possible (spells, grenades, limits, etc.), as they're an absolute pain. Once the first one is down, the fight is considerably easier. However, if you've spent a lot of potions and is severely lacking, you might be SOL.
Just give it your all, as you can flee from the rest of the battles during that mission.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2016-01-02 13:11:39
I think a "reasonable but fast-paced level of difficulty" might be a bit of an understatement.

The battle after setting the charge for the No.5 reactor, has wiped me over a dozen times, and I haven't even killed over half of the enemies in the battle. The bio-troopers (2) and the special combatants (3) are level 26 to my team's level 11. Their hits are averaging about 90 damage on my 350-400 life. There isn't a way to really farm at this point in the game - there isn't an area with enemies and a store to refill the potions accessible at the same time.

Any tips? I'd imagine I'm going to have to restart the game to progress past this point anyways.

Yea that's the first place I died, you just have to focus fire one right away, maybe have one person just heal every turn until you get two of them down from what I remember. It's not that they're strong it's just that there's 5 of them and they outgun/outturn you until you kill a few. If you have a save before, maybe try to go into the fight with your limits already full, use grenades if you need more dmg, have barret use Cover from the backrow and serve as somewhat of a tank because when he's in the backrow he gets those defensive stacks. Also try to go into the fight as close to full health as possible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-02 14:28:28
I think a "reasonable but fast-paced level of difficulty" might be a bit of an understatement.

The battle after setting the charge for the No.5 reactor, has wiped me over a dozen times, and I haven't even killed over half of the enemies in the battle. The bio-troopers (2) and the special combatants (3) are level 26 to my team's level 11. Their hits are averaging about 90 damage on my 350-400 life. There isn't a way to really farm at this point in the game - there isn't an area with enemies and a store to refill the potions accessible at the same time.

Any tips? I'd imagine I'm going to have to restart the game to progress past this point anyways.

Did you pick Arrange mode and/or have the optional .EXE patch in? This fight gets much more dangerous even with just one of those in effect, due to the higher Level + the long-range flag on the majority of their attacks; Arrange itself is needing a heavy tune-up due to it making the early game too hard but being largely unnoticeable by the end.

If you need Potions/Downs then your best bet is to head up to the top room via elevator (the one which has a button you press to open the doors to progress on to the boss fight) and fight Blood Tastes there. They're weak to Fire/Ice and have 232HP, but more importantly they have a good chance to drop Potions and Phoenix Downs. You can also get grenades from the proto-machine guns, but that fight is likely dangerous on Arrange/with the .EXE patch.

As for the fight, Oleary has some good advice; an early salvo of Limits should flatten some of the Special Combatants early on but if you have that optional .EXE patch in then the power of these Limits will likely be less + be subject to range modifiers. Focusing down the S. Combatants is probably the best play as they have less HP and will use a reflect-inflicting attack after a certain number of turns called Beta Wave. Having someone Cover + Defend, one heal, and one attacking could work but if the damage coming at you is too high then you might need to be more aggressive to start off with instead. One thing to note is that if you do have the .EXE patch installed then Barret's Mindblow should inflict Confuse + Berserk (in addition to it's normal MP-draining) which could turn the fight right around; use it on one of the Bio Troopers and hopefully it'll work.

But I guess this highlights an issue with this Reactor; the player's item supply can run out and trap them. I'll either adjust the drop rates to be much higher or add some kind of vendor down there. If you do start again, make sure it's on Original mode or consider ditching the .EXE patch if you have it applied; both that and Arrange still need a lot of work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-02 16:09:31
Quick question to put to people; I'm thinking about making a certain number of 'filler' Materia drop as 1-Star mastered. Reason being that I generally find them to be a loose end and their benefit might not outweigh having them in your Materia set-up for a long time to get them the AP needed to level up; they tend to be either situational or an after-thought. The list is:

Chocobo Lure (Max)
Pre-Emptive (About Lv.3-4 effect)
Enemy Away (Max)
Enemy Lure (Max)
EXP Plus (Lv.1 Effect)
Gil Plus (Lv.1 Effect)

These are all obtained from field script rather than shops, and only sell for 1gil even when mastered. If the proposed change is made, you'd be getting the full effect of these right off the bat. EXP Plus is being set to Lv.1 so that I can use higher EXP yields on enemies without risking overflow, but I'll need to check if the effect stacks and/or if more than one can be obtained from Gold Saucer (or elsewhere). Gil Plus would be at Lv.1 because poverty to keep the economy going a little longer until Materia like All starts hitting max level for selling. I can set both EXP/Gil Plus to use the full Lv.2 effect instead if that's preferred, but I'll need to run tests with high EXP to find out what the overflow value is so I can avoid it.

Another set of Materia planned to be made 1-star/mastered are the rare ones that I think would be better balanced as unique one-off pieces. I reckon this could prove unpopular, though:

Mime
W-Magic
W-Item
W-Summon
Final Attack (1 use only)

Nothing's set in stone yet, all I have is an alternate kernel where I tested these changes and the effects all seem to be okay. The only issue was that Mime appeared as greyed out, like it' was locked, when viewed in the party menu (but functions normally in-battle). Let me know what you think.

All that aside and in the same vein as above, some news is that I'm bringing back the missing Plus Materia (HP/Speed/Luck/Magic) but they'll be 1-Star, unique/mastered, and have a set boost for 25% to their respective stat; the problem before was that a stacked bonus of +100% was too much variance for me to balance enemies or plot out progression but if they're one-off Materia and the boost can only be 25% then that should be a lot more stable and easier to take into consideration. MP Plus, which was already in the game, has been aligned with the other Plus Materia so it'll be more useful early on by giving +25% MP instead of only +5% at Lv.1.

Long Range continues to be missing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-02 17:33:20
Agree on all, would still love that long range though..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-02 22:00:28
Excellent changes to the materia, as I feel the same way about them.

What will be the drawbacks to these plus-materias? If you've decided yet anyway.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-02 22:14:10
Excellent changes to the materia, as I feel the same way about them.

What will be the drawbacks to these plus-materias? If you've decided yet anyway.

The only real drawback is that there's only one of each available and they won't be found until toward the end of the game (except for MP Plus, which can be obtained as early as the Junon area on the world map).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: selius on 2016-01-03 02:27:29
depends on at what point we receive these.

getting magic plus early unbalances the magic/phys even more.

the OCD in me will hate having characters at different levels due to exp plus, but i suppose having tifa several levels above everyone else will balance that out.

and is it possible to turn mug into an attack replacing command? always seemed like a better way to have it than having to keep low level steal materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2016-01-03 02:37:22
Found some bugs. One is on the Carry Armor type boss in the dark cave. If you use Quad Ultima + Ultima MP Absorb the game hangs. Also, after I get the sector 5 key, I'm teleported to the north cave and after the dialog the game hangs. I can't get passed that point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-03 03:38:58
depends on at what point we receive these.

getting magic plus early unbalances the magic/phys even more.

the OCD in me will hate having characters at different levels due to exp plus, but i suppose having tifa several levels above everyone else will balance that out.

and is it possible to turn mug into an attack replacing command? always seemed like a better way to have it than having to keep low level steal materia.


Most of the Plus won't drop until very late in the game, by which point physical attacks will be able to more than hold their own with Ultimate Weapons/advanced Limits backing them up.

Another way of looking at EXP Plus (and how I tend to use it) is catching up other characters to Cloud's level, as he invariably tends to end up higher level due to getting full EXP for the majority of the game. If you got your hands on a couple, then you could manage them to keep your party's levels much more in line with each other.

I think it's possible to separate Mug and Steal, but it's an .EXE hack and it had some problems if I remember right. Though if Slash-All/Double-Cut can replace Attack with no problems then maybe Steal/Mug can do it too? The risk would be that Steal would also replace Attack, which means separating the commands onto different Materia.

Found some bugs. One is on the Carry Armor type boss in the dark cave. If you use Quad Ultima + Ultima MP Absorb the game hangs. Also, after I get the sector 5 key, I'm teleported to the north cave and after the dialog the game hangs. I can't get passed that point.

The first is a problem with the game's engine; it occurs whenever a Quad-Cast of Ultima + Absorb is used against any enemy with multiple parts: http://finalfantasy.wikia.com/wiki/Quadra_Magic_Ultima_glitch

And despite what the Wiki says, I can confirm that it does occur against against Jenova Synthesis :l https://youtu.be/C1U3OvCojBA?t=2m35s

As for the second problem, that was (hopefully) addressed in the flevel hotfix patch. Try applying that and seeing if it still occurs, unless you're on the 7H version in which case let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Chronoseth on 2016-01-03 10:15:57
Another set of Materia planned to be made 1-star/mastered are the rare ones that I think would be better balanced as unique one-off pieces. I reckon this could prove unpopular, though:

Mime
W-Magic
W-Item
W-Summon
Final Attack (1 use only)

I think it'd be a good idea to add Quadra Magic to this list as well: it was a large factor in trivializing the Extra Battle bosses and final battles for me. Cloud and Vincent spamming quadded W-Magic Tornado while Tifa mimed the spell tore through Safer Sephiroth before his third turn. I didn't expect such an easy battle after the nightmare that was the Dark Cave's final boss. D:

By the way:
Spoiler: show
Am I supposed to be able to steal Mystile from goblins? Getting multiples isn't really helpful, but it feels weird to get an end-game item midway through disc 2.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-03 11:50:28
Speaking of Mystile; it says that it's "Yuffie equip", but Cait Sith is able to use it as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-03 15:23:55
I think it'd be a good idea to add Quadra Magic to this list as well: it was a large factor in trivializing the Extra Battle bosses and final battles for me. Cloud and Vincent spamming quadded W-Magic Tornado while Tifa mimed the spell tore through Safer Sephiroth before his third turn. I didn't expect such an easy battle after the nightmare that was the Dark Cave's final boss. D:

By the way:
Spoiler: show
Am I supposed to be able to steal Mystile from goblins? Getting multiples isn't really helpful, but it feels weird to get an end-game item midway through disc 2.


Safer was a bit easier because he appears after Bizarro with no save point/menu prep but for the new build I'm going to try something there, hopefully it works out and we can have a more climactic showdown to round things off.

As for Mystile & Goblin, I can't remember giving them that as a steal unless it's their rare steal? I'd better double-check all the distribution of the end-game armours, etc. in any case.

Speaking of Mystile; it says that it's "Yuffie equip", but Cait Sith is able to use it as well.

Cait Sith doesn't have his own specific end-game armour so I set him to be able to use any of the other 8 character's armour. He can't use either of the gender-specific armours though (Escort Bangle or Minerva Armlet). On that note, how do people feel about character-specific armour? Should I just unlock them all again so anyone can use them?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-03 17:53:01
On that note, how do people feel about character-specific armour? Should I just unlock them all again so anyone can use them?

If the armour stays in their current forms, then you might as well. That being said, I would love to see character-specific armour, if only they had some kind of special effect.

Not sure what type of special effect I'd want to see, as I don't know the limitations you're working with.

Something to compliment their ultimate weapons perhaps, although that might limit choice when it comes to endgame.

Other suggestions could be:

- MP Attack effect (like the ability from FF IX) - spending MP on attack, to boost the physical damage.
- Some type of counter "attack" effect? Perhaps reacting to a specific status somehow.
- Percentage-based increase to a given stat, either befitting of their "role" or perhaps something that converts a stat into another? (For example turning Aerith into a STR-based support-healer.)
- Increased Limit-gain rate.
- Gain MP when hit by attacks and/or spells.
- Something to create a summoner-role perhaps, not sure how to go about this. Might just be something for Master Summon, should that make it back into the game.
- Perhaps an armor that gives a damage(?) boost, as long as you use different damagesources each round.


Edit: Doing my 2nd playthrough these days (Quite a difference with the intended hp stats  :-o ), and I find myself getting incredibly annoyed with the Mystery Prize from the Battle Arena. Killing Gilgamesh 20 times in order to try and get Dio's Special Set, only to be bombarded with numerous copies of endgame armour, throwables and other attack items.
I'd GLADLY pay the point-cap, to avoid the RNG.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-03 23:12:51
If the armour stays in their current forms, then you might as well. That being said, I would love to see character-specific armour, if only they had some kind of special effect.

Not sure what type of special effect I'd want to see, as I don't know the limitations you're working with.

Something to compliment their ultimate weapons perhaps, although that might limit choice when it comes to endgame.

Other suggestions could be:

- MP Attack effect (like the ability from FF IX) - spending MP on attack, to boost the physical damage.
- Some type of counter "attack" effect? Perhaps reacting to a specific status somehow.
- Percentage-based increase to a given stat, either befitting of their "role" or perhaps something that converts a stat into another? (For example turning Aerith into a STR-based support-healer.)
- Increased Limit-gain rate.
- Gain MP when hit by attacks and/or spells.
- Something to create a summoner-role perhaps, not sure how to go about this. Might just be something for Master Summon, should that make it back into the game.
- Perhaps an armor that gives a damage(?) boost, as long as you use different damagesources each round.


Edit: Doing my 2nd playthrough these days (Quite a difference with the intended hp stats  :-o ), and I find myself getting incredibly annoyed with the Mystery Prize from the Battle Arena. Killing Gilgamesh 20 times in order to try and get Dio's Special Set, only to be bombarded with numerous copies of endgame armour, throwables and other attack items.
I'd GLADLY pay the point-cap, to avoid the RNG.

I can't make effects like that, I'm afraid. If there was a way for the AI to track what Armour ID you had on or something then could do it that way, but there isn't as far as I know.

I'll change that roulette on the Battle Square prizes so there's no RNG involved with it; it was a bad idea on my part.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-04 03:47:05

I can't make effects like that, I'm afraid. If there was a way for the AI to track what Armour ID you had on or something then could do it that way, but there isn't as far as I know.

I'll change that roulette on the Battle Square prizes so there's no RNG involved with it; it was a bad idea on my part.
Yeah, I figured I was asking a bit much with those suggestions/ideas. :>, glad to hear about the roulette fix!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-04 09:11:50
Yeah, I figured I was asking a bit much with those suggestions/ideas. :>, glad to hear about the roulette fix!
Too bad 4 d armour though those where some amazing ideas mithrain! :-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2016-01-04 15:22:14
Safer was a bit easier because he appears after Bizarro with no save point/menu prep but for the new build I'm going to try something there, hopefully it works out and we can have a more climactic showdown to round things off.

As for Mystile & Goblin, I can't remember giving them that as a steal unless it's their rare steal? I'd better double-check all the distribution of the end-game armours, etc. in any case.

Cait Sith doesn't have his own specific end-game armour so I set him to be able to use any of the other 8 character's armour. He can't use either of the gender-specific armours though (Escort Bangle or Minerva Armlet). On that note, how do people feel about character-specific armour? Should I just unlock them all again so anyone can use them?

I stole a Mystile from a Goblin yesterday. I love the idea of character specific armor. How about giving a piece of Genji Equipment from Gilgamesh?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-04 21:12:51
I stole a Mystile from a Goblin yesterday. I love the idea of character specific armor. How about giving a piece of Genji Equipment from Gilgamesh?

Would have to be some kind of mid-tier item (as he's easily farmable; even killable before he gets a single attack off), which would be odd, considering he's closer to endgame.  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: ketchupy on 2016-01-06 02:16:46
Hello there,
I just post this to thank you so much for this new threat mode. I have been playing ff7 over and over for 10 years or so, and you gave a second life to this awesome game, so that I rediscover the game while keeping its best original features.
I just discovered the moding world with you, I did not know it existe before, and it is great. I am currently enjoying kicking some vlakorados' asses. They were pretty important in the originalgame but pretty easy to fight, in spite of the huge amount of HP. You gave that monster the credit it deserves, and it is only one of the great features you added, as I  discover everytime I play.
I knew the game by heart, but this new exploration aspect where one should better know the monsters he faces is really awesome.
Thanks again
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-06 03:24:09
Glad you're enjoying it, bud; good luck with the Vlakorados' and keep an eye out for the new release 1.4 soon; there'll be a lot of new content in it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-06 06:02:31
Same here segachief your work is awesome, thank you from the bottom of my heart. Iirc 1.35 will be in new 2.0 catalogue right? And 1.4 will pe patched afterwards?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-06 14:18:26
Same here segachief your work is awesome, thank you from the bottom of my heart. Iirc 1.35 will be in new 2.0 catalogue right? And 1.4 will pe patched afterwards?

I'm actually not sure; 1.4 will be patched onto it later though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-01-06 14:45:27
1.35 is in Catalog 2.0, and 1.4 will be patched in after its release.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-06 14:45:50
So its ok to start playing now, and patch it when it comes out? There are no major overhauls for 1.4 to mess up my game if its patched midway?
Im asking so i know i can start playing as soon as 2.0 out, if the patch wont make me have to start from the beginning.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-06 16:55:11
1.4 is a major overhaul; depending on how far you get into 1.35, I can't guarantee that something won't go wrong later or be missed permanently.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: selius on 2016-01-06 16:55:41
i suggest waiting for 1.4 as even if sega gave you the go ahead, there may be things he forgot.

it's a rather comprehensive mod after all
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-06 18:05:41
Had a bug with the Dark Cave tonight, as I was going to go in and wreck the bosses. :>

If I declined to enter the cave, after talking to the NPC at the entrance, cloud turned around as expected and what not, I could however not move him or anything, but the rest of the NPCs along with the music, carried on like normal.

Also had to sell a bit of materia to enter the Dark Cave, without worrying about losing crucial materia, which isn't all that fun, but I suppose I may have more materia than the average player at this point. :>

Edit: Not sure if I've mentioned this before, but you can encounter Cid in the wallmarket bar, before re-obtaining his services, making him appear both here and in Tifa's bar.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-06 18:30:37
1.35 is in Catalog 2.0, and 1.4 will be patched in after its release.
Thx alyza, so i guess it's ok to convert fresh steam game, use the same 1.50 7h, play with 1.0 and just delete 7h cache when 2.0 is out, redl a new catalogue? Dont want to do umpteenth install all over of not neccessary.
1.4 is a major overhaul; depending on how far you get into 1.35, I can't guarantee that something won't go wrong later or be missed permanently.
Ok thx, ill try a speed run with invincibility to test that beacause script till then. :-) any idea when it will be done approximately?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-06 19:16:50
I'm hoping to be done by mid-January, but anything can go wrong (mysteriously, nothing has yet which is a first). Boss AI can consume time if it doesn't work as planned, field script can become overly complicated/glitch out, etc. I lost some time re-doing the sources for the SP System yet again but I'm happy with it now.

Small update; just got done creating new scenes throughout Mt. Corel and Gongaga. The ones for Corel are mostly disabled/fragmented scenes that I recreated using Shademp's videos as a point of reference, but some are new and all of them have been reworked in some way to make them blend better into the game. There was a reason some of these scenes were deactivated in the first place :I

I also went and used the alternate draft of the Costa Del Sol scene; Shademp mentioned in his video that it was a lot longer which is true, so I speeded up the helicopter and streamlined some of the code to make it roughly as quick as the original. I did this because it features the greatest punch in the entire game makes slightly more sense story-wise. And because I could.

Next is Mt. Nibel. I'd been leaving this one off because it's a complicated area with two sets of flashback scenes already taking place there at different points in the game. Hopefully it'll go smoothly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-06 20:27:35
Wow beautiful thats very close. :-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-06 22:18:54
Testing out some videocapture software mentioned by Segabro, with the intention of making some (possibly playthrough?) videos of 1.4 when it launches.

Found this little amusing abillity while doing so.  ;D

https://www.youtube.com/watch?v=ZtLCJkJIjqs
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-06 22:20:49
GUYS 2.0 IS UP! Check update &  reports thread!
Sorry that i meant 7h thread! :-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-06 22:34:57
Testing out some videocapture software mentioned by Segabro, with the intention of making some (possibly playthrough?) videos of 1.4 when it launches.

Found this little amusing abillity while doing so.  ;D

https://www.youtube.com/watch?v=ZtLCJkJIjqs

There's a small history behind that ability. It was originally listed as the go-to for 'secret' enemy attacks but it had no set animation and cost 65535 MP to use (although if it didn't then the game would crash). Turns out it had an unused + working animation for the attack, it was just never set up. I think I saw someone else had found it too (probably Gjoerulv).

GUYS 2.0 IS UP! Check update &  reports thread!
Sorry that i meant 7h thread! :-)

Oh my.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-06 22:38:12
Segachief your turn next! GOD I LOVE YOU GUYS!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-06 22:48:00
Okay, so on the suggestion of my friend I just looked up what toss my salad means and I may have made a horrible mistake with that attack name :l
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-01-07 03:53:25
Okay, so on the suggestion of my friend I just looked up what toss my salad means and I may have made a horrible mistake with that attack name :l

:lol: Oh dear, change it now!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-07 09:49:10
Okay, so on the suggestion of my friend I just looked up what toss my salad means and I may have made a horrible mistake with that attack name :l

(http://www.thequotepedia.com/images/21/we-dont-make-mistake-we-just-have-happy-accidents-mistake-quote.jpg)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2016-01-07 13:31:33
Okay, so on the suggestion of my friend I just looked up what toss my salad means and I may have made a horrible mistake with that attack name :l

Lol. Kudos to your friend. BTW since you're adding in deleted scenes, do you plan on adding all the additional Honey Bee Inn content?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Kaldarasha on 2016-01-07 13:34:54
A little bit crimson here... a little bit there...  only to highlight a few things. Don't over do it. Just a little. :mrgreen:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-07 13:59:20
A little bit crimson here... a little bit there...  only to highlight a few things. Don't over do it. Just a little. :mrgreen:

We should have gotten Bob Ross involved with the FF7 modding scene; he could have made new field backgrounds for us  :wink:

Lol. Kudos to your friend. BTW since you're adding in deleted scenes, do you plan on adding all the additional Honey Bee Inn content?

The Honey Bee Inn is actually gone forever from the PC (and NTSC/PAL?) copies of the game entirely; it was several field screens that only exist on the Japenese Original (JORG) version, and as far as I know there's no way to import a field screen from a PS1 flevel to a PC flevel. It's kind of a shame, I think there was a scene where Cloud bumps into President Shinra (in King regalia) and they both kind of agree to not mention seeing each other in that place. That and Wedge's younger brother is hanging around in there too. I can't remember exactly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2016-01-07 17:52:57
I didn't realize that. Is there any other deleted content that is only in the PSX?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-07 18:20:01
For completely deleted, there's only a few bits and bobs. There was a unique battle background which used a sunset + Shinra Logo as the floor for debug fights in JORG, but it's gone now (replaced with a black void). Beyond that it's mostly just scrubbed text that's only pointed to by fragments of old scene code and the pre-release tech demo shows some more deleted stuff (Cloudiar remade some of these early Midgar scenes such as Biggs needing to be rescued during the Reactor 1 escape).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2016-01-07 18:39:25
I was reading about the Biggs scene. They should've left that in. Would've made the whole 10 minute escape more challenging.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-07 18:48:20
I'd been thinking about it a couple times but there's already that 2nd X-ATM fight and people were mentioning escaping with only seconds to spare so an extra thing to take care of might be a bit much.

Edit: Oh, could do it for Arrange; instead of Jessie, you save Biggs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2016-01-07 19:23:51
What about adding more time on the clock?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-07 19:32:16
I dunno; ten minutes is kinda the only time it can be. I can't have it be '12 and a bit minutes to detonation!'
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2016-01-07 19:58:27
What about adding two more X-ATM fights, one for rescuing Jessie and one for rescuing Biggs, and do away with the timer all together? It could be explained by a remote detonation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-07 20:08:51
Remove the TIMER?

BLASPHEMY
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: JonJon412 on 2016-01-07 20:59:38
Okay, so on the suggestion of my friend I just looked up what toss my salad means and I may have made a horrible mistake with that attack name :l

How you ruined my innocent mind internet :(

Looking forward to the 1.4 Segaman!

(http://i107.photobucket.com/albums/m303/TJMP/cheers.gif)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-07 23:51:25
Hey Sega I have a couple quick questions.
The first being is I use the 7th Heaven mod manager and use NT mod through that, I was wondering if it is using 1.3?
Also, when one of my characters hit level 40 and that character is in my main party, everyone stops gaining exp. I just finished the sequence with the Tiny Bronco getting show down when Cid joins your party, was wondering if that was a mod messing with another one or just a weird bug?
Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-08 06:13:17
That's 1.3; I can't remember exactly, but I think it was using the old level cap of 40 for Disc 1-2. Are you using the latest 7H catalog? It was updated very recently and should have 1.35 on it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-08 08:18:42
@segachief While waiting for 1.4, i always wondered about that clouds 6-7lvl start game. What happened to him before that how did he reach that lvl? I know we have crisis core, but it mostly tells Zacks story? I see you're more than capable of making wonders with this game, so would a pre ff7 clouds story be possible? Like acquiring his first limit, bolt materia etc?

And is there still a lvl 40/70 cap in 1.4?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-08 08:36:16
@segachief While waiting for 1.4, i always wondered about that clouds 6-7lvl start game. What happened to him before that how did he reach that lvl? I know we have crisis core, but it mostly tells Zacks story? I see you're more than capable of making wonders in this game, so would a pre ff7 clouds story be possible? Like acquiring his first limit, bolt materia etc?

And is there still a lvl 40/70 cap in 1.4?

There's some discussion about that now and then. Where Cloud got his starting Materia from, his level, the irregular pieces of armour he wears, etc. My understanding of it is that Cloud probably did actually work as a mercenary briefly before ending up with AVALANCHE, which would likely account for all of the above.

The counter-argument comes from a new scene added into the NA/EU releases of the game where Cloud appears to be too sick to actually do anything like that until Tifa comes across him at the train station (this scene isn't present in the JORG version of the game). Stuff like this can happen a lot when making stories; a small change later creates unforeseen inconsistencies earlier on, etc. There might be more detailed info about this in those lore things (ultimanias?) but I can't remember.

There is no Level cap in 1.4; there is an AI calculation that affects level once it's past Lv.44 but I'm changing that to be less static, so that it still allows levels beyond 44 to affect damage output.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-08 08:42:48
Thx for the detailed answer, didnt have the patience to go through the whole thread, still with ppl being pissed of with dlbps reunion,(idiocy lvl infinite) there would be ppl reacting to this as well if it was made, maybe even now there are some that dislike this? :O
With that in mind id still love to see/play that part. Just my thoughts.
Great removing that lvl cap, thx! (^o^)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-08 11:01:13
That's 1.3; I can't remember exactly, but I think it was using the old level cap of 40 for Disc 1-2. Are you using the latest 7H catalog? It was updated very recently and should have 1.35 on it.

I believe I am using the latest catalog, I did the check subscriptions now check and it said it got the updated list. I'm using the sub link provided in the 7th Heaven installation readme.  Also I haven't notice a rank up system in 1.35 as in I haven't been able to choose what stat I level, unless I'm not doing it right or I am supposed to use an item or something.
I might be using an older version as you stated about it being 1.3 and not 1.35. Any suggestions?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2016-01-08 14:59:41
I have more of a technical question. What are your limitations when modding? Like for example, adding another playable character besides the original nine, or adding an unlimited amount of new monsters or materia. I know on the PSX side you're limited to the size of the iso. Does the same principle apply for the PC version?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-08 16:07:51
I believe I am using the latest catalog, I did the check subscriptions now check and it said it got the updated list. I'm using the sub link provided in the 7th Heaven installation readme.  Also I haven't notice a rank up system in 1.35 as in I haven't been able to choose what stat I level, unless I'm not doing it right or I am supposed to use an item or something.
I might be using an older version as you stated about it being 1.3 and not 1.35. Any suggestions?

You should be seeing this option (and it should be enabled) at every save point: https://youtu.be/TtNd4QVaAWE

If that option (Camera button/L2) isn't working then it must have been disabled, which means 1.3. If the option isn't there at all, and Save Points are normal, then we might still be on 1.2...

I have more of a technical question. What are your limitations when modding? Like for example, adding another playable character besides the original nine, or adding an unlimited amount of new monsters or materia. I know on the PSX side you're limited to the size of the iso. Does the same principle apply for the PC version?

For PC, there's a finite number of slots for Materia, spells, equipment, items, enemies, formations, etc. There's actually 255 character slots but only the original 9 are usable, with Cait Sith and Vincent sharing their slots with Sephiroth and Young Cloud. The .exe would need to be heavily altered to allow for another character; as the save map would need to somehow account for another set of stats, look-ups for the battle model, etc.

We can swap in temporary characters using 7H, but that's about it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-08 18:08:14
I can confirm the 1.35 for the 2.0 catalogue, mr smile was there. Rank up options were there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-08 19:35:02
You should be seeing this option (and it should be enabled) at every save point: https://youtu.be/TtNd4QVaAWE

If that option (Camera button/L2) isn't working then it must have been disabled, which means 1.3. If the option isn't there at all, and Save Points are normal, then we might still be on 1.2...

Well it appears 1.2 is activated for me and not 1.35. Maybe I have the wrong catalog or something? I'm using that link that was in the installation guide for 7th heaven unless there is something else I'm missing, possibly another link to get a new catalog, or maybe a mod is conflicting? It would be under Game-play difficulty and settings mod correct?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-08 19:38:19
I guess it could be a conflict? Do you have anything else in there that alters either field screens or the game's dialogue installed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-08 19:50:27
I guess it could be a conflict? Do you have anything else in there that alters either field screens or the game's dialogue installed?

Sorry this is such a pain, I have these mods installed.
Animations of both field and world from Bloodshot + Kaldarasha
Battle Models "Characters" from Kaldarasha
Battle Models "Enemies" from various authors
Battle Textures from EQ2Alyza
Field Models "Characters" from Kaldarasha, Team Avalanche, Slayersnext and Grimmy
Field Textures from Omzy
Gameplay tweaks but I only have increased sense limit, Lucky cait sith and tifa, and save/phs anywhere (< possbile confliction???)
Media movies from Rumbah
Media Music and Sounds using new soundfx and ost remastered
Menu Background and Avatars from JordieBo and Minmin along with a new game over screen and start menu (authors unknown)
Menu Overhaul with break 9999 limit (authors unknown)
Minigames Chocobo Race and Fort Condor from PRP and Strayoff
Spell Textures with grimmy upscale, gold transparent gold (authors unknown) and limit break texture from Mike
World Models Characters, Enemies and Vehicles from PRP, Costa07, and Kaldarasha
FINALLY, World Textures from Felix Leonhard+Ste41k+Grimmy

I know I more then likely have overloaded it but would any of these make it to where I couldn't get past level 40 or is that still in 1.35?

Thanks for the help Sega I know this is alot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-08 20:11:40
Best bet is to deactivate everything except NT; then add each extra mod one at a time; loading the game with each new mod applied so you can check to see if the save point script is present. If it vanishes and gets replaced with default script, then you'll have found the conflicting mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-08 20:21:58
Ok I had it all working except not when I try NT with a new game in arranged mod, it crashes each time I try to go up the stairs after the train scene where everyone goes to blow the 1st reactor.

 It says this is the app.log

[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GTX 780M/PCIe/SSE2 4.5.0 NVIDIA 361.43
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: C:\Games\Final Fantasy VII\data\movies\eidoslogo.avi; vp8/vorbis 1280x960, 30.000000 FPS, duration: 11.133000, frames: 334
[00000183] set music volume trans: 127->0, step=60
[00000248] END OF CREDITS!!!
[00000248] Entering MAIN
[00000248] set music volume: 127
[00000248] Exiting MAIN
[00000248] START OF MENU SYSTEM!!!
[00000580] END OF MENU SYSTEM!!!
[00000580] Entering MAIN
[00000584] Exiting MAIN
[00000584] Field Start
[00000695] : [00000695] : [00000695] : [00000695] : unhandled exception

I tried this with no mods and the game works fine but if I enable NT it crashes each time, I have tried it with NT only without any other mods.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-08 23:52:43
@sega chief
I just tried to play your nt mod - same here it crashes and in app.log i get this message at the end:
ERROR: failed to find file char/ZZZY.HRC (LGP) (path: )
ERROR: offset error: ZZZY.HRC
ERROR: could not open file ZZZY.HRC

What does this file refer to? all i could find in google was this:
http://finalfantasy.wikia.com/wiki/User:JBed/FFVII/Characters - but ther is no zzzy file, im guessing its custom made?

i tried deactivating all mods and still it crashes, only when i disable also game mod nt and switch to regular ff7.exe it plays normal. i tried saving w normal past first stairs, saving b4 talking to assault tema and reactivating nt mod and when i try to load that savegema it crashes immediately?

like RynxXK5 stated:
Ok I had it all working except not when I try NT with a new game in arranged mod, it crashes each time I try to go up the stairs after the train scene where everyone goes to blow the 1st reactor.

so its not any other mod at least from my trials.

Im loading all mods from iros except battle field world and spell textures, those are copied manualy from waifus package.

Edit: But when i load a previously saved normal game in nt mod active it loads and plays normaly, both field and battle. maybe that scene is causing some error? will tru to play wo nt mod to past it and check back.
Edit 2: hah success i saved just past that scene in normal mod, loaded scene after in nt mod and no crash. but if i try to come back to previous scene it crashes again... so i asume something there messes up the game, not any char model as i thought previously...

PS on a sidenote is there a way to quick load a game or save file, its tedious to quit - lauch - menu load, every time i wanna check smtn.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-09 00:56:29
@sega chief
I just tried to play your nt mod - same here it crashes and in app.log i get this message at the end:
ERROR: failed to find file char/ZZZY.HRC (LGP) (path: )
ERROR: offset error: ZZZY.HRC
ERROR: could not open file ZZZY.HRC

What does this file refer to? all i could find in google was this:
http://finalfantasy.wikia.com/wiki/User:JBed/FFVII/Characters - but ther is no zzzy file, im guessing its custom made?

i tried deactivating all mods and still it crashes, only when i disable also game mod nt and switch to regular ff7.exe it plays normal. i tried saving w normal past first stairs, saving b4 talking to assault tema and reactivating nt mod and when i try to load that savegema it crashes immediately?

like RynxXK5 stated:
Ok I had it all working except not when I try NT with a new game in arranged mod, it crashes each time I try to go up the stairs after the train scene where everyone goes to blow the 1st reactor.

so its not any other mod at least from my trials.

Im loading all mods from iros except battle field world and spell textures, those are copied manualy from waifus package.

Edit: But when i load a previously saved normal game in nt mod active it loads and plays normaly, both field and battle. maybe that scene is causing some error? will tru to play wo nt mod to past it and check back.
Edit 2: hah success i saved just past that scene in normal mod, loaded scene after in nt mod and no crash. but if i try to come back to previous scene it crashes again... so i asume something there messes up the game, not any char model as i thought previously...

PS on a sidenote is there a way to quick load a game or save file, its tedious to quit - lauch - menu load, every time i wanna check smtn.

So I need to just advance a few scenes and I'll be ok to activate the mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-09 00:57:21
Well im just gonna try that now to see, hopefully thats all i takes for now. ;-)

Edit yep so far so good...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-09 01:28:00
Only question is what version would we get, standard or arranged.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-09 01:33:23
Well im playing past the scorpion guard and it looks like standard at least I think so. Iirc arranged is much tougher. Im not getting killed easily so i guess its still normal nt mod.

All of that will be washed away when 1.4 arrives and we get new bugs and crashes anyway! ;-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-09 06:18:58
Just off night-shift; looks like some stuff to catch up on so let's see:

@sega chief
I just tried to play your nt mod - same here it crashes and in app.log i get this message at the end:
ERROR: failed to find file char/ZZZY.HRC (LGP) (path: )
ERROR: offset error: ZZZY.HRC
ERROR: could not open file ZZZY.HRC

We're missing a new field model from that screen; in the dark cave sidequest, you go through this screen again and have an encounter with the Turks. This means that the ZZZY model, and perhaps the others as well, are either missing from the 7H IRO for NT or the Char.lgp isn't being patched.

Only question is what version would we get, standard or arranged.

As far as any build before 1.4 goes, always go for standard/original. Arrange needs rebalanced.

Edit 2: hah success i saved just past that scene in normal mod, loaded scene after in nt mod and no crash. but if i try to come back to previous scene it crashes again... so i asume something there messes up the game, not any char model as i thought previously...

Hold yer horses folks. Every time you start a new game in FF7, initial settings for characters are loaded from the kernel. In other words, if you start a new game without NT installed then it means you're going to be starting off with end-game weapons for Barret, Tifa, and Aeris (I turned their starting weapons into triple AP ones and gave them their next-in-tier instead to start) and you'll be missing some Materia when those characters join your party; you'll have no Barrier from Aeris, and Enemy Skill will be unobtainable because Red XIII won't join with it equipped.

It'd be better to leave NT for now until the source of this char.lgp problem is identified. I'll let Alyza know about it so she can check NT's char.lgp files in the catalog and we'll go from there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-09 06:50:25
Just off night-shift; looks like some stuff to catch up on so let's see:

We're missing a new field model from that screen; in the dark cave sidequest, you go through this screen again and have an encounter with the Turks. This means that the ZZZY model, and perhaps the others as well, are either missing from the 7H IRO for NT or the Char.lgp isn't being patched.

As far as any build before 1.4 goes, always go for standard/original. Arrange needs rebalanced.

Hold yer horses folks. Every time you start a new game in FF7, initial settings for characters are loaded from the kernel. In other words, if you start a new game without NT installed then it means you're going to be starting off with end-game weapons for Barret, Tifa, and Aeris (I turned their starting weapons into triple AP ones and gave them their next-in-tier instead to start) and you'll be missing some Materia when those characters join your party; you'll have no Barrier from Aeris, and Enemy Skill will be unobtainable because Red XIII won't join with it equipped.

It'd be better to leave NT for now until the source of this char.lgp problem is identified. I'll let Alyza know about it so she can check NT's char.lgp files in the catalog and we'll go from there.

Copy so let NT get updated before I try to play it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-09 07:04:38
Yeah, but I PM'd a temporary fix for the problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-09 09:44:08
Hey no worries im just killing time before 1.4 anyway, will restart once it comes out. :-)
And anyway this helps in ironing bugs allong the way. ;-)

Edit: haha thx segachief i just saw it now, thought you meant ryxx. I replaced it and it helped with 2nd crash in the game where cloud and aeris escape to the roof just after last aeris fight w turks. :-) didn't bother checking intro scene probably works as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-01-09 12:12:25
The NT crash is fixed and updated to Catalog version 2.1. Here is the post for it in the 7th Heaven forums: http://forums.qhimm.com/index.php?topic=16622.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-09 16:20:39
The NT crash is fixed and updated to Catalog version 2.1. Here is the post for it in the 7th Heaven forums: http://forums.qhimm.com/index.php?topic=16622.0

:3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2016-01-09 23:33:11
:3

Hey Chief, I've been wondering for awhile not sure if it's new threat or menu overhaul or some interaction between them but in battle there is spaces between my magic. Like for example if I equip cloud with Fire and Ice magic there is three spaces between each. So I have to hit down three times through empty spaces, if that makes sense? Kinda hard to describe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-09 23:42:07
Oh, in the battle menu? That might be Menu Overhaul; I think it changes the way spell lists are displayed. In the regular game, spells should be condensed down to an extent (but there might be spaces off to the right of a spell; it's sorted by Materia equipped rather than spells actually available, I think).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-10 05:07:06
It seems The Reunion- Beacause and Menu Overhaul currently conflicts with NT 1.35, every time I attack with cloud in a battle in sector 1 the game crashes immediately after the dmg pops up.

App
Code: [Select]
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GTX 780M/PCIe/SSE2 4.5.0 NVIDIA 361.43
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: C:\Games\Final Fantasy VII\data\movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
[00000008] set music volume trans: 127->0, step=60
[00000073] END OF CREDITS!!!
[00000073] Entering MAIN
[00000073] set music volume: 127
[00000073] Exiting MAIN
[00000073] START OF MENU SYSTEM!!!
[00000255] END OF MENU SYSTEM!!!
[00000255] Entering MAIN
[00000259] Exiting MAIN
[00000259] Field Start
[00000259] : [00000298] Entering MAIN
[00000300] Exiting MAIN
[00000300] START OF MENU SYSTEM!!!
[00000879] END OF MENU SYSTEM!!!
[00000879] Entering MAIN
[00000881] Exiting MAIN
[00000881] Field Start
[00000920] Entering MAIN
[00000922] Exiting MAIN
[00000922] START OF MENU SYSTEM!!!
[00001413] END OF MENU SYSTEM!!!
[00001413] Entering MAIN
[00001415] Exiting MAIN
[00001415] Field Start
[00001673] Field Quit
[00001673] Entering MAIN
[00001673] Exiting MAIN
[00001673] Entering FRAME_INITIALIZE SWIRL
[00001673] Exitting FRAME_INITIALIZE SWIRL
[00001676] Swirl sound_effect1
[00001676] stop_sound
[00001676] End of Swirl sound_effect1
[00001755] Entering FRAME_QUIT SWIRL
[00001755] Exitting FRAME_QUIT SWIRL
[00001755] Entering MAIN
[00001757] Exiting MAIN
[00001757] [BATTLE] Entering FRAME_INITIALIZE
[00001757] [BATTLE] Scene# 301
[00001757] [BATTLE] Exitting FRAME_INITIALIZE
[00001818] [BATTLE] Begin main battle loop
[00001925] : unhandled exception
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-01-10 05:21:03
Beacause and New Threat are not compatible. They both edit too much of the same scenes in the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-10 06:00:17
Beacause and New Threat are not compatible. They both edit too much of the same scenes in the game.

Copy thanks for the fast reply,  are there any menu overhaul options that are compatible?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-01-10 07:22:57
Do you mean The Reunion - Beacause and Menu Overhaul category?

Beacause - Not compatible. If you are using the 7H Catalog correctly, then when you select New Threat, it will disable Beacause automatically.
Menu Overhaul - Compatible. Be sure to use the ff7_nt.exe with it.
Break 9999 Limit - Not recommended. It could ruin the experience of New Threat.
Hand Indicator - Compatible.
No Battle Boxes - Compatible. Be sure MO is enabled. Looks funky when MO is disabled.
No Command Box - Compatible. Be sure MO is enabled. Looks funky when MO is disabled.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-10 11:30:39
@Sega chief
Hey chief are you gonna make a guide walk faq on where to find what materia wps acc eqpmt, who has what items etc,  what exact changes will be in enemy skill & materias...?

BEAUTIFUL mod, i was blown out with all the stuff you shoveled into it.
[/quote]

AMAZING what youve done with the game! Thank you!

Im playing till shinra hq so far in 1.35. What you have done so far is amazing, the game MAKES you morph, steal and USE those items. Though reno in pizza blowing mission when aeris is kidnapped is real easy if tedious... Is there a way to remove refraction/mirror spell pyramid or not?

One q i still dont have poison and many enemies are weak to it. Did i just miss it or i didnt reach game point to get/buy it yet?

Isthere 1.35-1.40 changes list i missed or you didnt make it/publish it yet?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-10 14:01:03
You'll find Poison Materia in it's original location, the treasure chest up on Floor 67 of the Shinra HQ. You can inflict Poison earlier using a new item called Dirty Bombs which can be bought in item stores (Wall Market for instance); they replaced Eye Drops.

You can get rid of Refraction's Reflect by bouncing your spells off the afflicted character four times; they'll bounce onto Reno rather than back at the caster.

I'm putting together a change-log for the 1.4 build; it'll list everything that's new/different, and why it was put in. I'll make a proper database for all the equipment, possible character stats, etc. as well.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-10 15:00:13
Do you mean The Reunion - Beacause and Menu Overhaul category?

Beacause - Not compatible. If you are using the 7H Catalog correctly, then when you select New Threat, it will disable Beacause automatically.
Menu Overhaul - Compatible. Be sure to use the ff7_nt.exe with it.
Break 9999 Limit - Not recommended. It could ruin the experience of New Threat.
Hand Indicator - Compatible.
No Battle Boxes - Compatible. Be sure MO is enabled. Looks funky when MO is disabled.
No Command Box - Compatible. Be sure MO is enabled. Looks funky when MO is disabled.

Yes I meant the catagory, I only have menu overhaul (the second tab) enabled and have the Break 9999 Limit (3rd tab) enabled. The 1st tab for beacause was always blocked out and I'm using the NT.exe
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-01-10 15:04:07
Yep, Beacause will get blocked when using NT. You can unblock it by deselecting NT. Beacause will work with the Vanilla game or any of the options that have + The Reunion added to them in Gameplay - Difficulty and Story. Beacause is not compatible with NT, N7, Jessie Mod, and Sephiroth Story Mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-01-10 15:28:13
You'll find Poison Materia in it's original location, the treasure chest up on Floor 67 of the Shinra HQ. You can inflict Poison earlier using a new item called Dirty Bombs which can be bought in item stores (Wall Market for instance); they replaced Eye Drops.

You can get rid of Refraction's Reflect by bouncing your spells off the afflicted character four times; they'll bounce onto Reno rather than back at the caster.

I'm putting together a change-log for the 1.4 build; it'll list everything that's new/different, and why it was put in. I'll make a proper database for all the equipment, possible character stats, etc. as well.

Do not usually like asking this, but when is 1.4 coming out. Just that I started 1.35 and at the Reno fight at the top of the pillar. Just wondering if was worth me continuing on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-10 15:45:07
@yuffie segachief, alyza answered that q for me earlier in one of the pages, segachief said at mid February IF nothing goes wrong(and it usualy does-his words ;-)  ), plus the patch time, my estimation at February end? Not so soon for us impatient ffers.  :-) im doong shinra hq atm, and im using this playthrough to familiarize myself with the fantastic nt mod. Chief said its major overhaul so its likely well have to start over, so as not to miss any important stuff.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-01-10 15:51:33
@yuffie segachief, alyza answered that q for me earlier in one of the pages, segachief said at mid February IF nothing goes wrong(and it usualy does-his words ;-)  ), plus the patch time, my estimation at February end? Not so soon for us impatient ffers.  :-) im doong shinra hq atm, and im using this playthrough to familiarize myself with the fantastic nt mod. Chief said its major overhaul so its likely well have to start over, so as not to miss any important stuff.

Thank you for that I would not normally ask, I just did not want to waste time if a new version was coming out. ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-10 15:53:50
Have to change my arrogant "estimation"  into "hope". ;-)

Ps thx segachief, it helps to have reference. :-)

This makes me already think differently in terms of tactics, i see using all+barrier and all+poison throughout the game. And, AND, Aeris is no waaaay more useful, providing free healing w staff, i take back my opinion that i would have liked her to stay dead.
Though some char stats still seem illogical, like tifa being stronger than cloud and barret. I know its game and role balancing, but its just something that cant fit into my head, like cloud wielding that tone sword and barret im in the gym morning till evening looks. :-P

But, maybe thatll change later. :-)

This nt mod is something i believe should be default settings in the game, along with beacause and mo, everything else, like hardcore mod extras. It just makes one realy appreciate the game and all its little details. I never, bit i mean never used those attack items like vampire fang etc, which now im discovering for the first time, and its like brand new dlc even though it was there all the time, bit never used bc the game was so easy.

@yuffie  here is the page, lower half of the page onwards:

http://forums.qhimm.com/index.php?topic=14938.2375
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-10 16:02:51

I'm putting together a change-log for the 1.4 build; it'll list everything that's new/different, and why it was put in. I'll make a proper database for all the equipment, possible character stats, etc. as well.

(http://static4.fjcdn.com/comments/3434206+_5d4be6c7b4a196e5dc6528b1b09b8b7a.png)

Also Lionheart82 & Yuffie1983, he didn't say mid-february. :)

I'm hoping to be done by mid-January, but anything can go wrong (mysteriously, nothing has yet which is a first). Boss AI can consume time if it doesn't work as planned, field script can become overly complicated/glitch out, etc. I lost some time re-doing the sources for the SP System yet again but I'm happy with it now.

The HYPETRAIN is real.

(http://i.imgur.com/mmUh3tW.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-10 16:14:43
Ahh sorry mithrain, my bad, meant mid january, was writting in haste. So hopefuly by jan end well see 1.4 :-O
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-10 16:20:41
Yep, Beacause will get blocked when using NT. You can unblock it by deselecting NT. Beacause will work with the Vanilla game or any of the options that have + The Reunion added to them in Gameplay - Difficulty and Story. Beacause is not compatible with NT, N7, Jessie Mod, and Sephiroth Story Mod.

Yea the thing is i had those selected and it was still crashing (not the reunion stuff but tge second category). I'll test again and let you know but i only those two selected from those catagories.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-01-10 16:28:44
This nt mod is something i believe should be default settings in the game, along with beacause and mo, everything else, like hardcore mod extras. It just makes one realy appreciate the game and all its little details. I never, bit i mean never used those attack items like vampire fang etc, which now im discovering for the first time, and its like brand new dlc even though it was there all the time, bit never used bc the game was so easy.

Just so you know, NT will not be compatible with Beacause...probably ever. From what we understand at this point, it can only be done manually, which is way too time consuming of a project. MO will work just fine though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-10 16:43:24
I know alyza, thanks, you answered me that q a while back, was just stating my thoughts, that w those 3 together, the FF7 game would be perfect game, 10/10, and with these updated graphics a mobile 10/10 also, if not pc. PC version is waiting for a remake, so we'll see how that turns out. :-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-01-10 16:49:29
Ahh okies. Sorry for repeating myself then. The forums have been pretty flooded lately, and it has me bouncing everywhere. I sometimes lose track of what's been said.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-10 16:54:27
Ahh okies. Sorry for repeating myself then. The forums have been pretty flooded lately, and it has me bouncing everywhere. I sometimes lose track of what's been said.
Don't be, thank you for being everywhere and being proactive. :-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-10 17:06:23
You'll find Poison Materia in it's original location, the treasure chest up on Floor 67 of the Shinra HQ.

You can get rid of Refraction's Reflect by bouncing your spells off the afflicted character four times; they'll bounce onto Reno rather than back at the caster.

Ps my suggestion is to toughen reno a bit, i was only frustrated with the battle bc i wanted to morph him and smtn allways messed it up, someones counter, critical instead of normal hit before morph etc, but otherwise hes a pushover. I know hes just messing around, delaying time for the bomb to go off, but still, compared to other beefed up enemies he just has a lot of hp. Again just my thoughts and feedback.

You did mention that all bosses will be non-stealable, but how about morphing? Are some morphable or none also?

Thx for poison tips, im guessing the game would be too easy with poison all from the start.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-10 17:25:12
You did mention that all bosses will be non-stealable, but how about morphing? Are some morphable or none also?

All the rare steals were removed from bosses (and the Morph) so you can focus on fighting the boss; I've shifted around a lot of the drops/steals as well.

(And yes, I stalk this thread far too much at this point.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-10 17:27:16
Thx mithrain, just keep on stalking. ;-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-01-10 18:14:42
Ps my suggestion is to toughen reno a bit, i was only frustrated with the battle bc i wanted to morph him and smtn allways messed it up, someones counter, critical instead of normal hit before morph etc, but otherwise hes a pushover. I know hes just messing around, delaying time for the bomb to go off, but still, compared to other beefed up enemies he just has a lot of hp. Again just my thoughts and feedback.

You did mention that all bosses will be non-stealable, but how about morphing? Are some morphable or none also?

Thx for poison tips, im guessing the game would be too easy with poison all from the start.

Were did you get morph materia at that point in the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-10 18:17:30
Were did you get morph materia at that point in the game.

The garden at Aerith's house. Where Cover is, in the original version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-01-10 18:43:33
The garden at Aerith's house. Where Cover is, in the original version.

strawberries  >:( >:(, I missed it, I picked up the ether but missed the materia. Can I still get if I am at the part of fighting Reno before the plate is destroyed.

Ignore me, I realized I can go back and get it when I see Aerith's mum before infiltrating the Shinra HQ : :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-10 18:48:29
strawberries  >:( >:(, I missed it, I picked up the ether but missed the materia. Can I still get if I am at the part of fighting Reno before the plate is destroyed.

Hum hum, not that I know of. But Reno can't be morphed anyway, so just go ahead and slap the shit out of him and grab it afterwards.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-10 18:56:32
Just so you know, NT will not be compatible with Beacause...probably ever. From what we understand at this point, it can only be done manually, which is way too time consuming of a project. MO will work just fine though.

Copy so i just wanna make sure im only using mo, it says menu overhaul from the reunion or something in the menu catagory option 2 correct?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2016-01-10 19:22:04
(http://static4.fjcdn.com/comments/3434206+_5d4be6c7b4a196e5dc6528b1b09b8b7a.png)

Also Lionheart82 & Yuffie1983, he didn't say mid-february. :)

The HYPETRAIN is real.

(http://i.imgur.com/mmUh3tW.png)

lol :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-10 20:03:36
Copy so i just wanna make sure im only using mo, it says menu overhaul from the reunion or something in the menu catagory option 2 correct?
Yep MO option in retranslation/beacause works with nt mod, it has been patched just recently. If you select nt beacause is unavailable anyway and i suppose vice versa.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-10 21:11:19
1.4 is on the way; what might delay the estimate now is how work looks next week. There's a very suspicious block of empty shifts and someone on night-shift is on holiday for that week. May need to hide my phone.

Reno, along with every other boss and enemy, has been tweaked and/or overhauled for the new build. The fight wasn't changed drastically, but you can check it out here: https://youtu.be/792zRdzXXKw

The Turks have finally lost their red suits from the very first build :l

Bosses in general are losing their Morph + Rare Steal; this is to remove any temptation from going for those in-battle and let players focus on just fighting the boss instead. Let me know if this is a problem and you want them brought back or something.

(http://i.imgur.com/mmUh3tW.png)

I like how he says it maybe once during the entire game and then it's treated like his catchphrase all of a sudden. I maybe peppered it into the game's dialogue a couple more times because of that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-01-10 21:13:29
Hey there...

Something seems off with my install. This is way harder than the hardcore mod.
The 10 mins limit in the first reactor for the boss, the second battle and 4 random battles made me game over the first time... And the battle in the second reactor just over killed me... very fast...
My chars do 40 damage with limits... Is Cloud supposed to start with 1 dex? These awefull stats will start improving when? Leveling up does not change them (as stated in the read me) and I still haven't received points to "rank up".

Am I missing something?

Best regards,
João
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-10 21:31:59
Ah, looks like we've got a combination of Arrange and the .EXE. If I remember right, the .EXE had a problem with Limit Break damage but I thought I'd updated it. Also, that .EXE changes the materia status bonuses/penalties on Materia but this was made before the Rank Up was brought in and character starting stats were changed (that's why the Dex has hit rock bottom).

I'd recommend not using NT's .EXE and playing it on Original mode; I need to do a lot of balancing to Arrange mode and probably to make a new .EXE to make it more compatible with the mod. Fair warning, I'm also working on the mod's overhaul, 1.4, which'll be out later this month.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-01-10 21:51:32
What a shame... I was looking forward to play the new content...
The rank up system seems far-fetched. They could level up with new curves for stats, but depending on the main story kinda makes you run for it... Going half way to an FFX-like stats customization doesn't cut it for me.
Everything else seems great. Loved the new 10 minutes to escape and the second battle. The specific abilities for each char also... and pretty much everything else really.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2016-01-10 22:08:09
What a shame... I was looking forward to play the new content...
The rank up system seems far-fetched. They could level up with new curves for stats, but depending on the main story kinda makes you run for it... Going half way to an FFX-like stats customization doesn't cut it for me.
Everything else seems great. Loved the new 10 minutes to escape and the second battle. The specific abilities for each char also... and pretty much everything else really.

I actually really liked the Sphere grid and ffx stats customization, actually a game came out a few years ago which was pretty successful which basically copy and pasted the sphere grid called path of exile, a diablo-ish clone. I got bored of it pretty quick but it's redeeming feature was the sphere grid, it allows a lot of customization. That's what chief's system does to an extent, a lot of customization options. Actually I really liked ffx-2's battle system too despite loathing many aspects of that cash in/fan service. I've heard plenty of people complain about the voice acting of 10, getting rid of the over world map, the look of Tidus, I agree with these things to an extent, but I've never seen someone not like the sphere grid before :).

That's not saying I don't think the sphere grid could be improved, I think it might have been in the international version from what I've seen, everyone starts in the middle and the loops/circles of pre-reqs you have to go through are gone. Sounds pretty good to me.

I'm actually playing persona 4 and persona 3 fes for the first time right now, and I'm really loving how your stats/resistances are affected by your personas I think Ni no kuni was like this too. I just love stat customization I guess, I was a kid growing up with diablo 2 Lord of Destruction as well. So maybe I am a bit biased to the old ways :D

Actually one of the things that pissed me most off about ff7 before I found out about mods was that there was intended to be a tradeoff when you equipped magic materia, your physical stats, like strength and vitality were supposed to take a hit, whereas other support materias were supposed to boost your stats. In the base game I mean they do that but the impact is so small it doesn't seem to matter. Why make a mechanic if it can be ignored? I'm not far into new threat but it seems like Chief corrected this problem I had which is why I really like this mod so far along with the new bosses and tweaked old bosses. I actually took all my magic materia except cure off Barret and put support materia on him, and he serves as my tank sort of. I always liked the Job system too, ever since Tactics where I found out about it. Having roles is kind of a step towards the job system which I think is why I managed to beat x-2, the dress spheres were basically jobs if I remember right.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-10 22:14:55
What a shame... I was looking forward to play the new content...
The rank up system seems far-fetched. They could level up with new curves for stats, but depending on the main story kinda makes you run for it... Going half way to an FFX-like stats customization doesn't cut it for me.
Everything else seems great. Loved the new 10 minutes to escape and the second battle. The specific abilities for each char also... and pretty much everything else really.

It'll be more periodic than FFX's system; something that only happens once in a while. The two major problems with the current build is that there's no way to track SP directly and that the option is available from the get-go, even though it's not going to be of any use until a little later. The plan for 1.4 is to let SP be won from random encounters in addition to bosses and to only unlock the option itself after the party leaves Midgar. After that you'll only be visiting the screen now and then to give your team an upgrade.

We'll see if it pans out for the new build or not; if it doesn't then I'm not averse to just ditching it altogether. There is a lot to be said for the convenience of automatic stat gain, but I'm hoping that this system can get players more involved with how they build their team.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2016-01-10 22:30:31
Just watched your youtube video of the 1.4 Rufus battle. Is that the music from NFL Gameday?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-10 22:44:03
...maybe.

Edit: No wait, it's job search from no more heroes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-10 22:45:29
Think I have all my issues worked out and thank everyone for the help. Maybe I could help now as well, couldn't you technically use a save game editor to give cloud a few sources to boost his dex til 1.4 hits?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-10 22:49:03
I don't think that's a good idea; the save editor works off the default stat arcs so changing stats at all might reset them to those arcs. It's likely better if I just finalise an .EXE, but I'll need to do a balance run of Arrange + EXE before I can do that properly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-10 23:04:04
@segachief
1) i agree to leave steal and morph out of boss fights, i already had frustrations with reno, easiest boss so far just to morph him, dont want to imagine my frustrations if i had to morph a Weapon... -_O

It seems reno is somewhat harder now, thats good.

Rank Up:
2) i feel constrained by very few choices or stat choice that i dont need forced into other stats that i need. I feel it could be improved more, maybe give us individual stats choice of +5 and or +10? Instead of grouping several together. Like we have 30 sp to spend and we can choose 5 or 10 sp for any stat we want. Though that could lead to overstack of some stats i see now, but maybe there can be limits added, like 10 can be chosen one rank up and that stat cant be chosen next rank up. Or 2 next rank ups.
I myself dont want luck imposed, instead prefer to choose vit or dex etc

3) As for leaving it after midgar, how would we survive no rank up decision? Im sure you have something planned, but i feel comfortable with the current rank up system active feom the start.

4) And i like the idea of getting sp through random battles as well. In that case sps could be ie 1, 2, 3 and 5/10 could be reserved for bosses.

5) Also if possible there can simply be a notification system when we earn any sps to rank up? If its implementable i to this game...

6) But if more frequent sp gain is made, i feel that rank up check wouldnt be so tedious. Also you could remove the second message, or combine both of them together? It is irritating to have to see both messages wo rank up unnecessarily.

Sorry if I went overboard... Want to help with suggestions and contribute however I can.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-01-10 23:12:43
@segachief i agree to leave steal and morph out of boss fights, i already had frustrations with reno, easiest boss so far just to morph him, dont want to imagine my frustrations if i had to morph a Weapon... -_O

It seems reno is somewhat harder now, thats good.

Rank Up: i feel constrained by very few choices or stat choice that i dont need forced into other stats that i need. I feel it could be improved more, maybe give us individual stats choice of +5 and or +10? Instead of grouping several together. Like we have 30 sp to spend and we can choose 5 or 10 sp for any stat we want. Though that could lead to overstack of some stats i see now, but maybe there can be limits added, like 10 can be chosen one rank up and that stat cant be chosen next rank up. Or 2 next rank ups.

If you are at the similar point to were I am at have you got Tifa Mythril Claw and Clouds Hardedge yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-10 23:21:31
Yes yuffie i did and much more, still at shinra hq, it a treasure house of stealing and morphing! :-) maybe even a little too much, i feel im getting spoiled with all the equipment i can loot here, but on the other hand i do have to WORK for it, so its not easy equipment upgrade or money selling loot.
On the other hand im very rarely or never getting drops and i suspect its because of previous two actions. Maybe it was even mentioned that stealing prevents drops iirc? Not sure...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-10 23:37:57
Rank Up: i feel constrained by very few choices or stat choice that i dont need forced into other stats that i need. I feel it could be improved more, maybe give us individual stats choice of +5 and or +10? Instead of grouping several together. Like we have 30 sp to spend and we can choose 5 or 10 sp for any stat we want. Though that could lead to overstack of some stats i see now, but maybe there can be limits added, like 10 can be chosen one rank up and that stat cant be chosen next rank up. Or 2 next rank ups.
I myself dont want luck imposed, instead prefer to choose vit or dex etc

As for leaving it after midgar, how would we survive no rank up decision? Im sure you have something planned, but i feel comfortable with the current rank up system active feom the start.

I've specced everything against a current progress party, so don't worry about not being able to keep up with enemies. It'll roughly be equivalent to how it is now. A lot of monsters from Cosmo onwards have had serious buffs compared to their 1.35 counterparts but, again, the player party matches that because they're being pushed faster on levels and Materia. I'm aiming to have you all 70+ on a normal run by the time you beat Hojo and hit Disc 3 so that you can jump straight into Disc 3 content from the get-go.

I did think about making it a direct transfer for sources where you just pick what you want instead of choosing between sets. Currently, the way it's set up in the 1.4 prototype is that the character gets +5 to every stat on each rank, then you pick one of four sets to bolster several stats further. I wrote down the possible max-stat combinations here:

http://pastebin.com/TxCw7xDb

Sorry it's a little rough, they were drafted up for reference rather than display; the stats on the left are the starting stats. Stats in the middle are the 'neutral' stats from the +5 gains only. And the stats on the right show the highest possible stats from using each of the four sets for that character (again, mind that this is a prototype). You'd also maybe combine sets; so four Set 1s, two Set 3s, and then two set 4s for instance which would be more of a mix. Every set contains either a Strength or Magic boost in it this time though, so that the character doesn't become too weak in offence.

Yes yuffie i did and much more, still at shinra hq, it a treasure house of stealing and morphing! :-) maybe even a little too much, i feel im getting spoiled with all the equipment i can loot here, but on the other hand i do have to WORK for it, so its not easy equipment upgrade or money selling loot.
On the other hand im very rarely or never getting drops and i suspect its because of previous two actions. Maybe it was even mentioned that stealing prevents drops iirc? Not sure...

If you steal an item, you can't get the enemy's drop. You can still get the drop when Morphing though (drops are uncommon in 1.35 in any case).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-10 23:47:09
Ok thx segachief i was slightly anxious on that. On the other hand im also anxious that im leveling too fast, and will reach lvl99 till end game, when sephiroth is almost unbeatable at least in original game.

Having 4 sets is already little better, multiple choices give us creativity and freedom to pick and choose, and that's really rewarding in nt mod.
Its fine even wo drops, being able to steal and morph all those strawberries in shinra hq is so much! O_o though it maybe in the line with the game difficulty since already on floor 67 or 68, after capturing, enemies are tougher so you are on point with scaling and joggling all that enemies equipment leveling stuff. Kudos! :-D

Ps i wrote more than you quoted, just in case you missed, if notification system is possible for sp gains or rank up, it would be great.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-10 23:59:54
Ok thx segachief i was slightly anxious on that. On the other hand im also anxious that im leveling too fast, and will reach lvl99 till end game, when sephiroth is almost unbeatable at least in original game.

I dunno about that.

Ps i wrote more than you quoted, just in case you missed, if notification system is possible for sp gains or rank up, it would be great.

There are notifications for SP gain; as for rank up, you can check your progress to the next one from any save point using the new function (there's no need to visit the actual rank screen itself anymore).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-11 00:09:03
Great! :-)

Ummm, so how do i check rank up on world map, im at kalm now, now save points soon...?

Edit nevermind fort condor is here. ;-)
PS yuffie i just added you to my party! ;-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-11 09:01:46
http://pastebin.com/TxCw7xDb

Quote
str 33 -> 73 -> 153
Seems I'll be able to almost hit 255 str on Cloud in 1,4, hoo! Although I'll miss the STR/DEX/MAG "spec". :>
Will endgame be buffed with more damage/defense, to counter these basestat-gains, or will we be stronger than our 1.35 counterparts?

Anyway, will the .EXE thingy also be updated, or do we simply use the old one?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-01-11 13:20:47
It'll be more periodic than FFX's system; something that only happens once in a while. The two major problems with the current build is that there's no way to track SP directly and that the option is available from the get-go, even though it's not going to be of any use until a little later. The plan for 1.4 is to let SP be won from random encounters in addition to bosses and to only unlock the option itself after the party leaves Midgar. After that you'll only be visiting the screen now and then to give your team an upgrade.

We'll see if it pans out for the new build or not; if it doesn't then I'm not averse to just ditching it altogether. There is a lot to be said for the convenience of automatic stat gain, but I'm hoping that this system can get players more involved with how they build their team.

Can't you make the choices mandatory at the level up? Or give the points to rank up at each level up? Spending so much time without improving the chars seems so dull...

I'm gonna postpone my ff7 re-play until 1.4 is out then. Using 7th heaven with ff7_nt.exe, btw.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-11 14:56:56
I agree to a degree with you, existenze, it is kinda drag to not get any stat boosts, and that's why segachief is working on getting sps from randoms. Hopefully it will be much better than now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-01-11 15:09:21
Points from random battles will enable chars to reach the max stat limit very fast from farming (unless they severely decrease with level differences).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-11 15:11:33
You're right on both points. Maybe if only certain enemies dropped them and only set amount of times at that?
It could prevent farming somewhat, especially if we knew how many times they dropped sps? Or they could drop them only of defeated certain way or certain number of times...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-11 16:13:46
Seems I'll be able to almost hit 255 str on Cloud in 1,4, hoo! Although I'll miss the STR/DEX/MAG "spec". :>
Will endgame be buffed with more damage/defense, to counter these basestat-gains, or will we be stronger than our 1.35 counterparts?

Anyway, will the .EXE thingy also be updated, or do we simply use the old one?

The .EXE will be reworked (again) with the Limits left much closer to their original base strength; I also added range modifiers to them which wasn't a great idea. And I'm in the process of redoing every single enemy and boss at the moment to be a better match for the player team.

Can't you make the choices mandatory at the level up? Or give the points to rank up at each level up? Spending so much time without improving the chars seems so dull...

I'm gonna postpone my ff7 re-play until 1.4 is out then. Using 7th heaven with ff7_nt.exe, btw.

The stat gain going through Midgar is actually pretty inconsequential in the default game, to the point where it could be considered invisible; I think you maybe see 40 damage from Cloud going to about 60-65 between Reactor 1 and the Midgar Escape depending on your level:
https://youtu.be/BVgL3yDdTZ0?t=15m11s

The Levels you gain aren't just for better HP/MP either; Level plays an important role in both types of damage formula so a Lv.21 character will hit harder than a Lv.11 character even with the exact same stats for instance. And because that rate of EXP is much higher in NT (you'll be approaching Lv.20-21 by the end of Midgar) you're going to see higher increases in your damage, combined with the higher stat bonuses on equipment you'll be picking up.

You're right on both points. Maybe if only certain enemies dropped them and only set amount of times at that?
It could prevent farming somewhat, especially if we knew how many times they dropped sps? Or they could drop them only of defeated certain way or certain number of times...

I've mentioned before (I think?) that SP from randoms is going to be limited by your Level. If any of your active party members exceed the Level of the enemy, then it won't give any SP (special low EXP monsters like Mandragora also don't give SP at all); this is to prevent accidentally over-farming it before you unlock the option. When you've got 100 (the max it can hold is 255), you can buy a Rank with it; you can also only buy 8 ranks per character. It'll be impossible to max out your stats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-11 16:25:09
Ah ok, yeah you probably did, thays good in preventing farming and letting us play the game for the game itself.
Some thoughts on innates. Som are pretty weird, or not so usefull imho, like cid getting lucky when near death or tifa upgrading when using sense? So practically cid will rarely upgrade and even when he does it will be luck? If im not missing something isnt luck just a dum stat? And even when I use sense its just once, twice a battle, so it's very small, rare upgrade, compared to barrets for example. How about changing it to steal or restore instead? Yuffies i like its logical, goes with her.

I just remembered i got mastered chocobo summon. Its nice not to have to bother to master it for longest time, but i feel on the other hand that it would be satisfying to just put few hundreds or a few thousands ap to master it. Like this it feels like i got ultimate weapon that i didnt work for, and since your mod is all about satisfaction you get when you earn something... :-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-01-11 16:30:49
The .EXE will be reworked (again) with the Limits left much closer to their original base strength; I also added range modifiers to them which wasn't a great idea. And I'm in the process of redoing every single enemy and boss at the moment to be a better match for the player team.

The stat gain going through Midgar is actually pretty inconsequential in the default game, to the point where it could be considered invisible; I think you maybe see 40 damage from Cloud going to about 60-65 between Reactor 1 and the Midgar Escape depending on your level:
https://youtu.be/BVgL3yDdTZ0?t=15m11s

The Levels you gain aren't just for better HP/MP either; Level plays an important role in both types of damage formula so a Lv.21 character will hit harder than a Lv.11 character even with the exact same stats for instance. And because that rate of EXP is much higher in NT (you'll be approaching Lv.20-21 by the end of Midgar) you're going to see higher increases in your damage, combined with the higher stat bonuses on equipment you'll be picking up.

I've mentioned before (I think?) that SP from randoms is going to be limited by your Level. If any of your active party members exceed the Level of the enemy, then it won't give any SP (special low EXP monsters like Mandragora also don't give SP at all); this is to prevent accidentally over-farming it before you unlock the option. When you've got 100 (the max it can hold is 255), you can buy a Rank with it; you can also only buy 8 ranks per character. It'll be impossible to max out your stats.

So now at the moment I am in the Shinra building, I more than likely over leveled. Just about to fight the boss after you get Red XIII and I am at level 38.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-11 16:36:51
HOW DID YOU GET THAT LEVEL!? :O ^o^ did you steal that jenova jam and jenova dried ham from uncle Hojos fridge again!? Just admit it!
 I just reached Condor and im STILL only lvl 20-21.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-11 16:39:39
The .EXE will be reworked (again) with the Limits left much closer to their original base strength; I also added range modifiers to them which wasn't a great idea. And I'm in the process of redoing every single enemy and boss at the moment to be a better match for the player team.

It's almost as if you're able to read my mind sometimes.  :D Limitbreaks were almost a bad thing to get/use once you hit endgame, at least for Cloud, who pumps out nearly 50k damage per round, as Omnislash couldn't even get close to that amount.

Edit: Got any numbers to share, in regards to limit-break strength, for comparison-reasons? :) Just for Omnislash, for example. (Old, 1.35, & 1.40)

Any differences in regards to materia stat gain/loss in the .EXE?
I asked if you were able to give Shield a visual effect, a while back. Any news on that front? :)

edit#2: Doing some damage-tests, to determine who I want to accompany Cloud & Aerith in 1.4. Yuffie (equipped with Conformer) dealt about 6k per hit with counter attacks @ Nemesis, but for some reason she did half that with her 4x cut. Any idea why? It doesn't seem as if other characters suffer the same penalty.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-11 16:51:42
Just saw the new yuffie sequence (new to me anyways). Freakin brilliant Sega!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-11 16:53:46
Ah ok, yeah you probably did, thays good in preventing farming and letting us play the game for the game itself.
Some thoughts on innates. Som are pretty weird, or not so usefull imho, like cid getting lucky when near death or tifa upgrading when using sense? So practically cid will rarely upgrade and even when he does it will be luck? If im not missing something isnt luck just a dum stat? And even when I use sense its just once, twice a battle, so it's very small, rare upgrade, compared to barrets for example. How about changing it to steal or restore instead? Yuffies i like its logical, goes with her.

I just remembered i got mastered chocobo summon. Its nice not to have to bother to master it for longest time, but i feel on the other hand that it would be satisfying to just put few hundreds or a few thousands ap to master it. Like this it feels like i got ultimate weapon that i didnt work for, and since your mod is all about satisfaction you get when you earn something... :-)
Oh and to add to the poverty nick, im already rich fort condor and about 30k, all those easy steals and morphs are easy farming money, maybe now we have too much. ;-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-01-11 18:14:23
HOW DID YOU GET THAT LEVEL!? :O ^o^ did you steal that jenova jam and jenova dried ham from uncle Hojos fridge again!? Just admit it!
 I just reached Condor and im STILL only lvl 20-21.

The art of grinding, years of playing Warcraft. Yeah 18 hours into the game and my Barrier materia is not far of from Wall as is some of the elemental materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-11 18:39:23
With the speed you are progressing you're gonna start playing 1.4 before it's even out! ;-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-01-11 18:44:48
Just saw the new yuffie sequence (new to me anyways). Freakin brilliant Sega!

Did you see the Chocobo bit when you go on the second bombing mission that was funny too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2016-01-11 18:52:38
Did you see the Chocobo bit when you go on the second bombing mission that was funny too.
yea :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Snap006 on 2016-01-11 19:20:35
I thought Yuffie was overpowered in 1.35. She was quick, could hit hard either physically or magically, plus she made up for her lack of vitality by being a back row character.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: RynxXK5 on 2016-01-11 21:25:34
yea :)

Going awol lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-11 22:08:28
Ah ok, yeah you probably did, thays good in preventing farming and letting us play the game for the game itself.
Some thoughts on innates. Som are pretty weird, or not so usefull imho, like cid getting lucky when near death or tifa upgrading when using sense? So practically cid will rarely upgrade and even when he does it will be luck? If im not missing something isnt luck just a dum stat? And even when I use sense its just once, twice a battle, so it's very small, rare upgrade, compared to barrets for example. How about changing it to steal or restore instead? Yuffies i like its logical, goes with her.

I just remembered i got mastered chocobo summon. Its nice not to have to bother to master it for longest time, but i feel on the other hand that it would be satisfying to just put few hundreds or a few thousands ap to master it. Like this it feels like i got ultimate weapon that i didnt work for, and since your mod is all about satisfaction you get when you earn something... :-)

Innates were revised for the new build already. Tifa's new ability is called 'Grit' and once per battle she will auto-revive from KO with 1HP (effect is instantaneous). She retains any status effects/limit charge/queued action/ATB prior to the KO, but this is a double-edged sword as statuses like Dual-Drain or Poison will likely kill her again almost immediately. I've found it to be very useful so far, and enables some great clutch moments.

Aeris was given a 'Geo-Stance' effect to her Defend command; while Defending, she will absorb most elemental damage with the exceptions being Gravity, Poison, and Hidden (I think). It comes in handy for turning large hits like Motorball's Rolling Inferno to your advantage. Someone suggested I transfer this over to Cait Sith instead, but still on the fence about that.

Yuffie's innate was changed to give physical or magical evasion depending on what kind of damage/effect she was hit with last. The boost is limited now to something like 30%, instead of the rather broken perfect dodge which set evasion to 255%.

Cait Sith's rage system was dropped, basically because there wasn't enough space to properly implement it, was unwieldy, and of limited used. His new one is much more useful for tanking; he has a 1/3 chance to gain HP equal to half of his current MP value after each action, and this can push his HP past it's maximum value. Naturally this could pose balancing problems, but the random chance on it keeps it under control and sustained battles where MP use is high will keep it fluctuating.

Vincent was given the MP regen that Aeris used to have; I was going to experiment with it, but for now it's a fixed +5MP per pre-battle action. I'd like this to scale with his level somehow, but pushing variables into MP seems finicky for whatever reason and I'm low on kernel AI space.

Cid was given something similar to Barret, but without a limit on how many 'stacks' he can get. His General Counter (which triggers on most actions that target him) will give him +5 Luck each time. Not the most exciting, but I can see it really making a difference in longer fights when he starts lucky dodging attacks and landing constant crits.

Luck is a very strong stat if you can raise it to a decent amount; there are only two checks associated with it, but they can turn a battle right around. The first check is Lucky Hit, which makes your physical attack an undodgeable critical hit. The second check is Lucky Dodge, which lets you dodge any physical attack without fail regardless of it's accuracy. In terms of priority (enemies get them too), Lucky Hit will ignore a Lucky Dodge because the game doesn't do the second check if the first one succeeds. The chance itself for both is Luck/4, so with a Luck stat of, say, 150 you have a 38% chance (the game rounds up) to land a critical hit or to dodge whatever physical attack comes your way, on top of any normal evasion you have.

So now at the moment I am in the Shinra building, I more than likely over leveled. Just about to fight the boss after you get Red XIII and I am at level 38.

:l

It's almost as if you're able to read my mind sometimes.  :D Limitbreaks were almost a bad thing to get/use once you hit endgame, at least for Cloud, who pumps out nearly 50k damage per round, as Omnislash couldn't even get close to that amount.

Edit: Got any numbers to share, in regards to limit-break strength, for comparison-reasons? :) Just for Omnislash, for example. (Old, 1.35, & 1.40)

Any differences in regards to materia stat gain/loss in the .EXE?
I asked if you were able to give Shield a visual effect, a while back. Any news on that front? :)

edit#2: Doing some damage-tests, to determine who I want to accompany Cloud & Aerith in 1.4. Yuffie (equipped with Conformer) dealt about 6k per hit with counter attacks @ Nemesis, but for some reason she did half that with her 4x cut. Any idea why? It doesn't seem as if other characters suffer the same penalty.

I'll likely set Limits back to their original base power; I need to do some tests to find out what their max damage output is with the new stats/equipment vs. a 4x-cut/counter attack chain. I'll likely bolster the more niche Limits like Mindblow with more effects like before, though.

Not sure about the 4x-Cut thing. I'll look into it. As for the Shield visual effect, not had much luck so far. Someone more familiar with coding the .EXE like DLPB would need to tackle it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-11 22:20:51
Wow thx for the detailed answer segachief, yeah, those are great improvement! Dont really care about Vincent though, only because of his idiotic limits, otherwise he is great character to have, shame... I got a thought that he could get hp regen instead of mp, would make him more sustainable and self sufficient. Unless he uses spells with mp when transformed? Dont remember.
Same w cait sith, never bothered using him bc of his limits.
Other characters - great!

I like both new and old aeris innates, that with attack healing is realy breathing new life into her.

Tjx for the luck explanation, yeah i can see now why it's important.

Hahaha Yuffie you dumbfounded the chief! 8-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-11 22:33:31
Think I have all my issues worked out and thank everyone for the help. Maybe I could help now as well, couldn't you technically use a save game editor to give cloud a few sources to boost his dex til 1.4 hits?

I don't think that's a good idea; the save editor works off the default stat arcs so changing stats at all might reset them to those arcs. It's likely better if I just finalise an .EXE, but I'll need to do a balance run of Arrange + EXE before I can do that properly.
Well there goes my idea to transfer stats according to my preferences. :-$

1.4 is on the way; what might delay the estimate now is how work looks next week. There's a very suspicious block of empty shifts and someone on night-shift is on holiday for that week. May need to hide my phone.

Reno, along with every other boss and enemy, has been tweaked and/or overhauled for the new build. The fight wasn't changed drastically, but you can check it out here: https://youtu.be/792zRdzXXKw

The Turks have finally lost their red suits from the very first build :l

Bosses in general are losing their Morph + Rare Steal; this is to remove any temptation from going for those in-battle and let players focus on just fighting the boss instead. Let me know if this is a problem and you want them brought back or something.

(http://i.imgur.com/mmUh3tW.png)

I like how he says it maybe once during the entire game and then it's treated like his catchphrase all of a sudden. I maybe peppered it into the game's dialogue a couple more times because of that.

Drop that phone! (-:

Maybe turks suit could be offered as alternative in battle models enemies?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-12 01:14:23
Wow thx for the detailed answer segachief, yeah, those are great improvement! Dont really care about Vincent though, only because of his idiotic limits, otherwise he is great character to have, shame... I got a thought that he could get hp regen instead of mp, would make him more sustainable and self sufficient. Unless he uses spells with mp when transformed? Dont remember.
Same w cait sith, never bothered using him bc of his limits.
Other characters - great!

I like both new and old aeris innates, that with attack healing is realy breathing new life into her.

Tjx for the luck explanation, yeah i can see now why it's important.

Hahaha Yuffie you dumbfounded the chief! 8-)

Cait Sith's Dice can be quite strong early on because they ignore defence and can multiply up for some damage that's well ahead of the curve. I've added Transform onto his Lv.1 Limits as well, which was a rare outcome on his Slots; it basically merges the entire party to make one big super-Cait Sith. Not necessarily useful, but could be fun or pay off in certain situations. As for Slots...bleh.

Vincent's Limits on the other hand suffer from being situational in a game where there's no many situations they can be handy in. If they absorb an element, then odds are they're going to be healing the enemy too with the same element (Diamond vs. Galian beast, for instance, can easily result in dead-lock).

No real solution for that beyond making sure there's some more fights where they can come into it, and tweaking them slightly in the EXE. I'd tried setting up a second option in each Limit Level but it didn't work out. The forms can be splashed into most random encounters though, at the very least.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-12 01:24:59
I didn't mean for vincents limits to absorb elements from attacks but to have simple hp regen, just like restore materia regen. And i suppose its not possible to have him sane, ie not berserking when transformed?


 Also i see cmd grand horn cant be stolen from anymore, and i suppose neither morphed? You made him boss as well? This means that we can just ignore canon options and go for the minigame every time?

@Yuffie world and battle textures are really much better than satsukis but others i still like satsukis better. Thx for the info! :-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-13 01:52:53
Work shifts for this week are locked in, and NT doesn't seem likely for mid-January as planned. Someone on night-shift has booked two weeks holiday together (maybe more, not asked him) and I'm already in for Thursday, Friday, Saturday, with five to be confirmed next week. It's unfortunate, but can't plan for these things in advance.

In slightly better news, the Gold Saucer shortcut that someone suggested was implemented and I've made some good progress on the game's  dialogue script, fixing minor errors in event scripts that I've noticed along the way. Next thing to do is Cid's new sidequest which starts from Rocket Town; it should be fairly easy & quick to implement. I'll probably have the item shop in Wall Market drop something else instead.

I've went and made Shinra Mansion a mandatory area, though. This is to set up a new event that takes place on Mt. Nibel; I imagine most people stop there to get Vincent anyway, but just a heads-up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-13 09:43:12
By cids sidequest you mean his ultimate weapon/limit or story sidequest? Im drooling just thunking that well get new quests within the main game. B-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-01-13 14:56:24
I'm sure your boss will understand if you take a laptop to work... Just show him this 100 page thread.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-13 15:12:27
I'm sure your boss will understand if you take a laptop to work... Just show him this 100 page thread.

Yeah, it's really gotten kinda long. I'm sure 90% of the thread is bug reports, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Chronoseth on 2016-01-13 16:06:05
edit#2: Doing some damage-tests, to determine who I want to accompany Cloud & Aerith in 1.4. Yuffie (equipped with Conformer) dealt about 6k per hit with counter attacks @ Nemesis, but for some reason she did half that with her 4x cut. Any idea why? It doesn't seem as if other characters suffer the same penalty.
Seems that for some reason 4x cut is using the half-damage penalty for being in the back row, even when equipped with a long-range weapon. I'm noticing the same thing with Barret.

Another weird thing I've noticed is that Comet2 seems to miss quite often. Against most enemies it always seems to miss at least once, and bosses often evade half or more of the hits. The spell completely useless; it rarely outdamages Comet, yet costs almost twice as much MP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-01-13 16:13:21
Work shifts for this week are locked in, and NT doesn't seem likely for mid-January as planned. Someone on night-shift has booked two weeks holiday together (maybe more, not asked him) and I'm already in for Thursday, Friday, Saturday, with five to be confirmed next week. It's unfortunate, but can't plan for these things in advance.

In slightly better news, the Gold Saucer shortcut that someone suggested was implemented and I've made some good progress on the game's  dialogue script, fixing minor errors in event scripts that I've noticed along the way. Next thing to do is Cid's new sidequest which starts from Rocket Town; it should be fairly easy & quick to implement. I'll probably have the item shop in Wall Market drop something else instead.

I've went and made Shinra Mansion a mandatory area, though. This is to set up a new event that takes place on Mt. Nibel; I imagine most people stop there to get Vincent anyway, but just a heads-up.

Hey Mr Chief, there was a mod in the works sometime back that used the gold saucers event square as a auction hall. Do something like that could be implemented into this mod. Like the one in FF9.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-13 16:33:12
Seems that for some reason 4x cut is using the half-damage penalty for being in the back row, even when equipped with a long-range weapon. I'm noticing the same thing with Barret.

Oh cool, you figured it out. Hopefully this is something Segabro can fix. \o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-13 16:47:52
Seems that for some reason 4x cut is using the half-damage penalty for being in the back row, even when equipped with a long-range weapon. I'm noticing the same thing with Barret.

Another weird thing I've noticed is that Comet2 seems to miss quite often. Against most enemies it always seems to miss at least once, and bosses often evade half or more of the hits. The spell completely useless; it rarely outdamages Comet, yet costs almost twice as much MP.

I'll check the target flags for 4x-Cut; I think it uses it's own set rather than the weapon flags because unlike 2x-Cut it has that random target thing going on, if I remember right. I'll also revise Comet2 if it's not delivering on it's higher MP cost; I'll up the hits from 4 to 6, change the accuracy, and do some tests to get the base power right.

Hey Mr Chief, there was a mod in the works sometime back that used the gold saucers event square as a auction hall. Do something like that could be implemented into this mod. Like the one in FF9.

I've seen that, one of Cloudiar's works. The whole thing is part of a modding project he says will be ready in a year or two. I actually based my Yuffie recruitment scene in Kalm on his video of it; I had to recreate it from scratch though, because he hasn't released any of the materials. The only example of Cloudiar's actual scripting that's in a public domain is in Nightmare7, but a spat between him and that mod's author made him a little more cagey with releases.

Anyway, he accepted that the scene I'd built was my own work but asked me not to recreate any of his other scenes at least until his own mod was ready. That and I don't like auction houses anyhow.

If you're interested, here's his Yuffie Kalm scene: https://youtu.be/xG0PaxArpso
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: natepley on 2016-01-14 13:54:53
Hey Sega Chief!  I'm back!  Thanks for your help!  I'm enjoying reading about your progress and once 1.4 is out and I've got some time on my hands, I'll start another playthrough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-14 15:49:42
Any chance of limit-break descriptions being updated in 1.4, by the way? :>
Also, Barret's Missing Score, any chance of simply reducing the benefit from AP to half, and restoring the 4 removed sockets?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-14 16:07:53
A problem with limit descriptions is that they're stored in the kernel, while the .EXE patch is completely separate from it. What I could do is bundle the .EXE Patch with an additional scene/kernel patch that updates the descriptions maybe.

As for Missing Score, that's something that would have to be done in the .EXE as well. The formulas are all held in there. I could run some tests to come up with an alternative that makes it safe to have an 8-slot Score again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-14 16:25:28
Cheers for the quick response, always happy to see feedback being utilized. :>

1.4 Hyyyyype!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-14 19:55:20
Hey Sega Chief!  I'm back!  Thanks for your help!  I'm enjoying reading about your progress and once 1.4 is out and I've got some time on my hands, I'll start another playthrough.

Ah, missed that. Good to see you're back on Qhimm; Covarr sorted it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: narf2010 on 2016-01-14 20:10:46
Hi there.

I have played a lot to the NT mod and now I would like to try the custom mod that modify the values in the materia system.  The thing is that when I install it and then try to launch the game, Steam is automatically launched and I am redirected to the steam page of FF7.

Is this mod compatible with the version you can buy on Square Enix website or is it only with the Steam version?

I can't wait for version 1.4. You're doing an amazing job!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-14 20:17:33
Ive asked alyza two times but she didnt know first time, second time she didnt answer, probably too busy working on new release. Maybe you could help answer this q. Can i ask you: is it possible to have teleportation ingame, built into nt mod? In bootleg there was trainer, in it one of the options was to teleport party into certain available areas of the game. Is it possible to bring that feature in?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-14 20:24:53
Hi there.

I have played a lot to the NT mod and now I would like to try the custom mod that modify the values in the materia system.  The thing is that when I install it and then try to launch the game, Steam is automatically launched and I am redirected to the steam page of FF7.

Is this mod compatible with the version you can buy on Square Enix website or is it only with the Steam version?

I can't wait for version 1.4. You're doing an amazing job!

I'll be at work in about 30mins, but what's your set-up? Were you playing the 1998 version before through 7H? NT's 'normal' installer and the .EXE patch should be compatible with both the 1998 and Steam versions but I haven't tried the 7H versions of them that Alyza made yet.

Ive asked alyza two times but she didnt know first time, second time she didnt answer, probably too busy working on new release. Maybe you could help answer this q. Can i ask you: is it possible to have teleportation ingame, built into nt mod? In bootleg there was trainer, in it one of the options was to teleport party into certain available areas of the game. Is it possible to bring that feature in?

There's sort of something like that in there; an NPC will appear at certain moments and let you fast-warp to and from Fort Condor for the minigame rather than back-tracking all the way. As for something more general, it would need to be through NPCs. I don't know though, it depends on the field script of the possible destinations.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-14 20:33:21
Well the reason I asked is ie i didnt get ghost hand in train station in midgar in clean walk so i used trainer teleportation feature to get it after. I could get it by black chocobo editor, but it felt like cheating even though i would have fought regular enemies for it and not give myself any weapons or materia ahead. Yeah, if you could implement that ie through save menu at save points it would be great, and also a feature to be able to teleport only to places you have already been or/and are available atm in the game, would prevent players somewhat from cheating while making game less walking traveling to distant areas and more action packed.

It would be great if it was implemented first in tweaks and cheats, so nt was not dependent on for such feature...
 
Edit: oh and another idea came to mind, regarding fort condor battles now that you mentioned them. Are you gonna enable all 15/16 battles? Bc some are unavailable since chars are captured by shinra while fort is attacked etc... It would be a great opportunity to put more goodies in the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: narf2010 on 2016-01-14 22:05:25
I'll be at work in about 30mins, but what's your set-up? Were you playing the 1998 version before through 7H? NT's 'normal' installer and the .EXE patch should be compatible with both the 1998 and Steam versions but I haven't tried the 7H versions of them that Alyza made yet.

Thanks for the quick anwer.
I have the lastest version (2012 remake, the one with the achievements) that I got from Square Enix website. NT is working perfectly fine, I just can't launch the game once the custom mod is installed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: NewDude on 2016-01-15 02:11:02
Hey, first off wanna start out that I've been playing this mod for about a month now off and on, and I love it.  Thanks for putting in so much effort!

Now for the problem(?)  I'm fighting Diamond Weapon outside of Midgar, and I've challenged it I don't know how many times with different strategies, and they all just turn into long fights that last 15+ minutes until my inevitable death.  I don't know if I'm making progress or not, so I decided to check online to see how others were doing it.  I saw a YouTube video where Proud Clod appears and helps?  That hasn't happened to me, and I'm not sure if that's the way to beat the fight, if there's a glitch, or if I'm just a baddie.

Any input would be great, thanks a bunch!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-15 04:00:15
Hey, first off wanna start out that I've been playing this mod for about a month now off and on, and I love it.  Thanks for putting in so much effort!

Now for the problem(?)  I'm fighting Diamond Weapon outside of Midgar, and I've challenged it I don't know how many times with different strategies, and they all just turn into long fights that last 15+ minutes until my inevitable death.  I don't know if I'm making progress or not, so I decided to check online to see how others were doing it.  I saw a YouTube video where Proud Clod appears and helps?  That hasn't happened to me, and I'm not sure if that's the way to beat the fight, if there's a glitch, or if I'm just a baddie.

Any input would be great, thanks a bunch!

If memory serves, he (it?) should be weak to Earth (and maybe hidden?), so you should slap your highest earth materia on your caster (assuming you have one) and combine earth with elemental on your phys. attackers weapons, so they do double damage. I also think slow works on him/it.
He/it utilizes fire damage in some way. So if you use elemental-fire in your armour, or gear that nullifies (or even better, absorbs). He may also use an attack that slows you, which you should be able to counter with dispel and/or haste.

Outside of this, just use physical attacks and spells when needed, iirc, when he opens his core, he can only be hit by spells, and he should go down fairly easily. Edit: while also doing damage control, naturally (healing/buffing).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: NewDude on 2016-01-15 04:15:03
If memory serves, he (it?) should be weak to Earth (and maybe hidden?), so you should slap your highest earth materia on your caster (assuming you have one) and combine earth with elemental on your phys. attackers weapons, so they do double damage. I also think slow works on him/it.
I also think that he/it utilizes fire damage in some way. So if you use elemental-fire in your armour, or gear that nullifies (or even better, absorbs). He may also use an attack that slows you, which you should be able to counter with dispel and/or haste.

Outside of this, just use physical attacks and spells when needed, iirc, when he opens his core, he can only be hit by spells, and he should go down fairly easily. Edit: while also doing damage control, naturally (healing/buffing).

Thanks!  So I assume the Proud Clod thing doesn't happen then?  Also, my physical attacks do 0 damage so does Earth Element make it do damage instead?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-15 05:36:36
Thanks!  So I assume the Proud Clod thing doesn't happen then?  Also, my physical attacks do 0 damage so does Earth Element make it do damage instead?
The proud clod thing does not happen, no. Unless I'm becoming senile.
If you're doing 0 physical damage straight off the bat, I may be remembering the whole core thingy wrong. It might be magic until he opens it, and then physical hits are effective.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-15 06:39:05
Well the reason I asked is ie i didnt get ghost hand in train station in midgar
 
Edit: oh and another idea came to mind, regarding fort condor battles now that you mentioned them. Are you gonna enable all 15/16 battles? Bc some are unavailable since chars are captured by shinra while fort is attacked etc... It would be a great opportunity to put more goodies in the game.

Nothing is missable in NT, short of selling Ultimate Weapons. Ghost Hands can be acquired from other enemies/locations; the small secret cave up on Mt. Corel where the dude and his bulldozer are has a treasure chest with some inside. There'll be enemies around that carry them too.

As for Fort Condor, I was going to have a go at making those disabled battles available but execution would be important. We don't want something like this happening:

(https://pbs.twimg.com/media/CS1aE6rWoAQc--8.png)

But we'll see; Kynos told me that those battles were fully functioning, so...

Thanks for the quick anwer.
I have the lastest version (2012 remake, the one with the achievements) that I got from Square Enix website. NT is working perfectly fine, I just can't launch the game once the custom mod is installed.

Oh I see; it's the 2012 version. I'm not 100% sure then, I've only got the 1998 and Steam versions which might have a different .EXE (perhaps the 2012 version has some kind of DRM in it?). I might need to try and get my hands on a 2012 .EXE and apply changes to it, unless it's identical and there's just some security thing happening with SE.

Hey, first off wanna start out that I've been playing this mod for about a month now off and on, and I love it.  Thanks for putting in so much effort!

Now for the problem(?)  I'm fighting Diamond Weapon outside of Midgar, and I've challenged it I don't know how many times with different strategies, and they all just turn into long fights that last 15+ minutes until my inevitable death.  I don't know if I'm making progress or not, so I decided to check online to see how others were doing it.  I saw a YouTube video where Proud Clod appears and helps?  That hasn't happened to me, and I'm not sure if that's the way to beat the fight, if there's a glitch, or if I'm just a baddie.

Any input would be great, thanks a bunch!

Sounds like you found my old Proud Clod vs. Diamond Weapon vid; that's not an NT thing, just a proof-of-concept for 'friendly' enemies that assist the party in battle. Here's the skinny on 1.35's Diamond Weapon:

32,000HP
Earth: 2x
Wind: 1/2
Holy: Absorb
Hidden: 2x

First off, this guy is fast with 180 Speed so applying Slow to him should be a priority. He works to the same AI as Demons Gate so at 25% HP increments he'll open his chest and prepare to use his big attack on the next turn so if you see that chest open, it means you've knocked off another 25% of his HP. He'll also counter-attack during this, so be wary of attacking.

He starts the battle immune to physical damage, and then flips this immunity when the chest opens; becoming immune to magical damage instead. You can have a mixed offence if you want, but the chest will only be open for a couple of turns so it might be best to just have a magic-focused setup. You'll be getting Revenge-Stamped by using physical attacks in any case.

Like Mithrain said, Earth and Hidden are effective here so Quake spells and a Titan cast are the order of the day. Hidden is a tough element to find magic for at this stage of the game, as the only two player-spells that use it are Shadow Flare and Pandora's Box. If you've picked up S. Flare from maybe Extra Battle (could be tough to acquire though) then it'll pay dividends here. Otherwise, focus on blasts of Quake combined with MP Turbo or similar.

Diamond's attacks are a mix of physical stamps which can deal high damage (but if you're using Magic to attack then stick to the back row) and magic projectiles that can inflict Slow-Numb or outright Petrify so keep some Soft handy or prep your team to protect against this status. You can also negate both Amber Shot and Amber Raze by equipping a Bahamut Summon with Elemental Materia in your armor (these attacks are Shout element, which is on all three Bahamut materia). Amber Blast can be negated by protecting yourself from Fire but this should only be used when the chest is open so Shout would be the handier protection to have.

WEAPON Flash, his big attack, is used on the next turn after the chest opens. It deals damage equal to 50% of your character's MaxHP so to survive it they all need to be over 50% HP. It also has a Dispel effect, so you'll need to reapply buffs when it hits. fI you're going with a magic-based offence then it's best to stop attacking and focus on healing your party past 50% of their MaxHP and maybe keeping a turn on stand-by so you can heal and/or replace Barrier/MBarrier, etc. after Flash hits. You should only see Flash happen three times in this entire fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-15 07:05:06

 You can also negate both Amber Shot and Amber Raze by equipping a Bahamut Summon with Elemental Materia in your armor (these attacks are Shout element, which is on all three Bahamut materia).

Despite having done 2 playthroughs, using bahamut to guard against Shout had not occured to me at all. :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-15 08:15:06
What is this hidden element besides those enemy skills you already have? Is there a list for it? Great description of diamond weapon, thx! Will those elemental affinotoes stay the same for 1.4?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-15 16:06:59
What is this hidden element besides those enemy skills you already have? Is there a list for it? Great description of diamond weapon, thx! Will those elemental affinotoes stay the same for 1.4?

Hidden is an unnamed element that was originally used as a 'non-elemental' flag in the JORG version of the game. Though the problem was partially fixed (Materia still needs an element set to it), the dev team likely didn't have the time to re-do the Kernel without messing up the look-up tables so the game shipped with a lot of attacks carrying this element (Carry's Lapis Laser being a notable example). This meant you could defend against these attacks by combining Elemental w/ any 'non-elemental' Materia.

In the NA/EU/INT versions, Hidden was removed from a lot of these attacks but some still remain like Ultima Beam. In NT, Hidden is used as an opposite to Holy so a lot of the demonic looking enemies, Jenova, etc. will resist Hidden.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: olearyf2525 on 2016-01-15 16:58:01
Thanks for the quick anwer.
I have the lastest version (2012 remake, the one with the achievements) that I got from Square Enix website. NT is working perfectly fine, I just can't launch the game once the custom mod is installed.

From what I remember the 2012 Square Enix store version had insanely annoying always online some form of advanced SecuROM DRM, also a three download limit, and a third party downloader where if you lost your key you couldn't re-download which is what happened to me when I got a new comp. My point being that the DRM is probably messing with New Threat in some way. I would just buy the steam version when its on sale or if you're pissed about the situation and have your key call Square and ask if you can get a steam key since you bought their store version, maybe they will let you, probably not but who knows.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-15 18:04:22
Thx chief! :-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-01-15 18:16:14
A quick question how many battles roughly does it take to rank up. Thank you in advanced for any reply's. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-15 19:47:15
From what I remember the 2012 Square Enix store version had insanely annoying always online some form of advanced SecuROM DRM, also a three download limit, and a third party downloader where if you lost your key you couldn't re-download which is what happened to me when I got a new comp. My point being that the DRM is probably messing with New Threat in some way. I would just buy the steam version when its on sale or if you're pissed about the situation and have your key call Square and ask if you can get a steam key since you bought their store version, maybe they will let you, probably not but who knows.

I remember there being a big uproar when the Steam version was released; basically SE pulled support for the 2012 version but didn't offer anyone a free steam key to replace their 2012 purchase. In any case, NT works with the 2012 version but the optional .EXE patch doesn't; I'll likely need to make changes to a 2012 .EXE and see if it works or not; but DRM checks might derail it anyway.

A quick question how many battles roughly does it take to rank up. Thank you in advanced for any reply's. :D

Tough to say; it depends on how quickly you're gaining levels as randoms will stop giving SP when you exceed their Level. The majority of enemies will give 1SP, but the tougher ones in an area will give 2-3. Bosses give a little more and will always give SP regardless of Level.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2016-01-15 19:57:24
hey

how is 1.4 of NT coming along
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-15 20:21:50
I'm getting there, but it's tough to say how much extra time is needed.

On the plus side, I found a head part that would actually be perfect for an Ultros battle model. So assuming it combines well with the base model I had in mind, might be able to make this fight after all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-15 20:25:16
What is this ultros? New boss? O_o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-15 20:43:30
I dunno, it wasn't part of the plan. If it works out I'll fit it in somewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-15 20:44:12
I dunno, it wasn't part of the plan. If it works out I'll fit it in somewhere.
Lol that answer. ^_^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: NewDude on 2016-01-15 22:10:46
Thanks for the help all! Once I realized he was vulnerable to Physical Attacks when his core was open, I just went ham with Limit Breaks.

2 things I wanted to report if they haven't previously been brought up:

1) After the battle, Aerith said something when she wasn't in the party while the weapon walked away.  My party consisted of Cloud, Red XIII, and Yuffie.
2) Right before you jump into Midgar, with the whole gang up on deck with Parachutes, it asks if you want to change your party. I said yes. Changed Party. Afterwards I said "Ready" and it brought me to the PHS screen again.  I had to say "Change Party" finally in order to advance the game.

Keep up the good work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-16 16:36:06
I'll fix those two up just now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-16 18:22:36
Hey segachief i just saw sapphire weapon on YouTube, do you have something like that in your mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-16 18:50:27
Nah, that guy got his head blown off. He's dead as shit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-16 20:13:07
Nah, that guy got his head blown off. He's dead as strawberries.
Lol, but can we also make him strawberry? ☺
Or you mean the mod is dead?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-16 20:38:20
You mean resurrect something that was clearly killed in one of the game's FMVs? Couldn't possibly do that!

The mod isn't dead as far as I know, just a stand-alone thingie. There's an alternate modding community for this game that stays off the radar 'cause of copyright and the like. Check out Grimmy on YT; he's also the guy who made that Jessie in Reactor 1 thing for 7H.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-16 23:05:01
Hahaha well i DID play this game a long time ago, i completely forgot that it was kikled by cannon, is that what you are talking about? Wasn't it diamond weapon though...? Never mind if its dead its dead. ☺
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: iloveyou771 on 2016-01-17 00:59:57
is it something like re-fight the boss again after kill it the first time?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-01-17 01:05:37
Sapphire is killed in the water at Junon. The canon blows its head off.

Diamond is the one that charges Midgar after the canon has been relocated. You intercept Diamond and fight it before the canon finally kills it in the FMV.

FYI, when you see "strawberries" or "fern" highlighted text, it means the forums censored a curse word.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-17 11:00:46
Lol i know that's why I was using it. :-) well fighting sapphire once would be great if possible to fit into script somehow. Just thinking aloud.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-01-17 17:34:33
You mean resurrect something that was clearly killed in one of the game's FMVs? Couldn't possibly do that!

The mod isn't dead as far as I know, just a stand-alone thingie. There's an alternate modding community for this game that stays off the radar 'cause of copyright and the like. Check out Grimmy on YT; he's also the guy who made that Jessie in Reactor 1 thing for 7H.

You say that Mr Chief, but Aries was killed in one of the FMV sequences and she has been brought back to life through mods what is the difference with Sapphire Weapon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-17 20:18:27
Hey segachief i just stole protect vest from jenova arm in cargo ship to costa del sol! Wasn't the deal to remove all steal/morph from bosses? Or is it a bug? I actually saved just after that fight, maybe that caused some bad trigger to load default Jenova...? And when i fought it a second time i got 2 ifrits! :O And whats this halves Shoot description? Halves my ranged chars attack or enemies? Or something else?

Oh and a random thought, dont remember what does the shinra pres villa serve for except free sleep? Forgot. Can you make a new quest around it maybe? Since it has no use anyway. ^_^
Maybe do things for the manager, quests instead of paying him?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-18 07:06:39
Hey segachief i just stole protect vest from jenova arm in cargo ship to costa del sol! Wasn't the deal to remove all steal/morph from bosses? Or is it a bug? I actually saved just after that fight, maybe that caused some bad trigger to load default Jenova...? And when i fought it a second time i got 2 ifrits! :O And whats this halves Shoot description? Halves my ranged chars attack or enemies? Or something else?

Oh and a random thought, dont remember what does the shinra pres villa serve for except free sleep? Forgot. Can you make a new quest around it maybe? Since it has no use anyway. ^_^
Maybe do things for the manager, quests instead of paying him?

Y'know, changes I make in the 1.4 prototype don't manifest themselves in the 1.35 build. All the bosses in the currently available build will still have steals and morphs on them. How did you get two Ifrits though? I'd like to hear more about that.

As for Shoot, it's one of five physical elements that were functioning in the original game but which only ever came into play when the Shield status was up (and even then, there was no real mechanic that made use of the physical elements separately). The five physical elements are Cut, Hit, Shoot, Punch (used for piercing/stabbing attacks like spears), and Shout. NT makes a little more use of these elements; having Shoot protection is handy because a lot of enemies will be using machine-gun/projectile-based attacks. You can also defend against Shout using Bahamut + Elemental. There's nothing in the player arsenal that can help with Cut, Hit, or Punch though.

I was renovating the Shinra Villa; my idea is for it to have some NPCs appear inside when you buy it who dispense free items periodically like Megalixirs and attack items maybe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: iDerek759 on 2016-01-18 07:40:39
Sega Chief, your ideas never cease to amaze me! I love New Threat so much I can't even go back to playing on Vanilla anymore.  :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-18 08:01:46
Sega Chief, your ideas never cease to amaze me! I love New Threat so much I can't even go back to playing on Vanilla anymore.  :-D

:3

I got a lot more in store coming in 1.4; there's still a lot to improve in the 1.35 build.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-18 09:02:01
Thx, anything you do to add extra is great! B-)

well basically i saved just after beating jenova and taking ifrit, before going out the door. Then i shut down ff7. Next time i wanted to continue, the game went back into engine room with that sailor/soldier still alive, the one that triggers the jenova battle.

I thought i loaded the previous save game file but no, it was the latest. So i beat it again and get another ifrit. Didnt try to reproduce the results but i believe it can be repeated as much as I want. Not interested though. If i wanted cheats, would just turn invincible. I CAN replay that again if you want, just to see if im right, if you need it.

Basically (im almost sure) its a save anywhere glitch i believe that certain areas have, im not supposed to save in that room, so the game activates that battle scene every time i load.

BUT, the chest up the stairs stayed looted, it wasnt reset to closed/full, just fyi. So only the scene resets, not the items.

Oh yeah how about the option for them to exchange some materias for rarer or items for rarer? Something like that? Instead of farmong monsters for rare drops ie?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-18 17:51:22
Well, that sort of thing is going to happen if you use a trainer; don't report them as bugs. What's happened to you there is the game hasn't completed the scene (which you normally can't leave the field and re-enter until it's done, at which point it's impossible to actually return at all). When you load a save using the trainer, it's not like an emulator; it's more like an actual save file which means it drops you into the field and activates the field's Init scripts, etc. This causes problems with the If strings, some of which are designed to have a temporary loop as you progress through the scene until you advance it to the next stage.

Bottom line is; never use that save anywhere function during a scene. Only use it when you're in a safe field; one that doesn't have any scenes currently playing and which you can exit/re-enter at any time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-18 18:13:34
Ah that so, ok will do. :-) thx.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-01-18 18:53:44
Almost done with FFX... Hopping to play NT 1.4 when I'm done. Please fix the problems I reported in my first post (the 1 dex and low damage with limits). Also hopping for a quick 7th heaven compatibility :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-18 19:15:00
No worries, Arrange Mode and the .EXE will be revised for the new build.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-19 10:43:29
Got a rough idea of when 1.4 is ready, Segabro? :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-19 15:22:38
Sorry, bud; I'll need to see where I am after this week before I can tell. I don't know what next week is going to be like, shift-wise but I hear that my old manager is coming back from his knee op which means his stand-in will be going back onto night shift (if that happens, I won't be needed as much for cover shifts).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-19 16:35:52
No worries. I figured I'd ask, in case you had some idea. :) I just wanted to clear my schedule for the release-day and a few days ahead, if you knew when. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-19 16:38:25
I'll post advance notice as soon as possible; I wasn't expecting work to continue being so busy coming out of the Christmas week.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-19 18:33:23
I'll post advance notice as soon as possible; I wasn't expecting work to continue being so busy coming out of the Christmas week.
Just as with Alyza, take your sweet time, we'll be waiting. ;-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Rasca on 2016-01-20 06:55:24
Hey, Sega Chief, I'm currently playing GalenMyra's Hardtype and I really want to try this out. How would you say thisd compares in terms of difficulty?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: selius on 2016-01-20 09:22:25
this isnt so much a difficulty mod as it is a the bosses are different, learn new strategies

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-20 09:49:26
Imho its a difficulty that should've been there from the start. It makes game challenging in a stimulating way, makes you think, plan, strategize. Makes you fight for and appreciate every victory, item, equipment. Im blown away with the level of love, detail, thought, put i to this. As segachief said earlier its not just upped difficulty, enemies are stronger you are weaker, its made challenging but with a purpose and reward, not torture. Apsolutrly worth trying! :-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-01-20 13:00:22
Just save a lot... There will be difficulties where there were none...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Rasca on 2016-01-20 13:05:15
Imho its a difficulty that should've been there from the start. It makes game challenging in a stimulating way, makes you think, plan, strategize. Makes you fight for and appreciate every victory, item, equipment. Im blown away with the level of love, detail, thought, put i to this. As segachief said earlier its not just upped difficulty, enemies are stronger you are weaker, its made challenging but with a purpose and reward, not torture. Apsolutrly worth trying! :-)
this isnt so much a difficulty mod as it is a the bosses are different, learn new strategies

I assume then that's it's somewhat easier.

It's cool though, I was not looking for difficulty, but content. But anything tougher than vanilla is welcome.

Thanks.

Just save a lot... There will be difficulties where there were none...

I'm going to fern up mismanage my saves eventually, I guarantee it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-20 13:06:58
It is iirc from segachiefs talks about it. And as for extra content its there in truckloads. :-) even this 1.35, let alone the major 1.40 revision. (^o^)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Rasca on 2016-01-20 13:24:58
It is iirc from segachiefs talks about it. And as for extra content its there in truckloads. :-) even this 1.35, let alone the major 1.40 revision. (^o^)

Has he given a list of 1.40 changes? I've seen a few posts here and there, but this thread is huge.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-20 13:26:08
Hahaha yeh it is. He hasnt yet it will be out when new version is out as well iirc. So no nothing yet.
Btw this is not hardcore difficulty, its a healthy challenge, makes you think what you do, not sweat and curse if you male a mistake. If you die in battle, you use Phoenix down, hi/potion, and go on with it. Its satisfactory level up in difficulty.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-20 17:00:13
Has he given a list of 1.40 changes? I've seen a few posts here and there, but this thread is huge.

I'm keeping a change-log this time in a notepad that goes over all of the changes, what they are, and why they were implemented so don't worry about trawling the thread.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-01-20 18:58:18
Hello Mr Chief, can I ask something are all the enemy skills in the game obtainable from the original enemies you got them from. I.E Aqualung from Jenova Life, Harpy. Or has changed. Thank you for your response.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-20 19:28:32
The skills still available from their original hosts are:

-) Frog Song
-) L5 Suicide (L4 Suicide)
-) Vital Hammer (Magic Hammer)
-) White Wind
-) Stasis Lock (Angel Whisper)
-) Big Guard
-) Death Force
-) Antipode (Flamethrower)
-) Laser
-) Matra Magic
-) Bad Breath
-) ? ? ? ? (the one that deals damage equal to your missing HP)
-) Goblin Punch (also available from inside Gongaga)
-) Chocobuckle
-) L5 Death
-) Death Sentence

Beta, Aqualung, and Trine were moved further back; Beta from Stilva, Aqua from Garuda, and Trine from the new Thundercracker enemy on Mt. Nibel. You can learn Alpha (formerly Roulette) from the Midgar Zolom. Shadow Flare is used by some of the later Extra Battle bosses like Tyrant. Pandora's Box & Dragon Force are learned from 2 of the 3 special fights that are now available from the Kalm Traveler; the bosses holding them use these skills on your party when they're defeated (for Box, having someone capable of absorbing Hidden is a very good idea).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-01-20 19:36:42
The skills still available from their original hosts are:

-) Frog Song
-) L5 Suicide (L4 Suicide)
-) Vital Hammer (Magic Hammer)
-) White Wind
-) Stasis Lock (Angel Whisper)
-) Big Guard
-) Death Force
-) Antipode (Flamethrower)
-) Laser
-) Matra Magic
-) Bad Breath
-) ? ? ? ? (the one that deals damage equal to your missing HP)
-) Goblin Punch (also available from inside Gongaga)
-) Chocobuckle
-) L5 Death
-) Death Sentence

Beta, Aqualung, and Trine were moved further back; Beta from Stilva, Aqua from Garuda, and Trine from the new Thundercracker enemy on Mt. Nibel. You can learn Alpha (formerly Roulette) from the Midgar Zolom. Shadow Flare is used by some of the later Extra Battle bosses like Tyrant. Pandora's Box & Dragon Force are learned from 2 of the 3 special fights that are now available from the Kalm Traveler; the bosses holding them use these skills on your party when they're defeated (for Box, having someone capable of absorbing Hidden is a very good idea).

Thank you very much for the quick and detailed response, very big help. ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-01-20 20:54:04
Hey there.
Can I ask you if there are some save editing features that are incompatible with NT? I'm guessing stat editing and likewise... If there is some bug that needs compensating or fixing (without updating and starting over), for example, can we use black chocobo?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-21 06:27:55
I think you can use it, so long as you avoid changing the following:

-) Character Lv/EXP (NT uses custom arcs, but Black Chocobo uses it's own built-in arcs which are set to default values. Even leveling up/down will auto-adjust EXP, etc.

-) You can add stats via 'sources used' but be wary of adding too many and then visiting the Rank-Up screen; in the current build, if you can't spend them all (as in, you end up with 255 in a stat) then you get stuck in an endless loop.

-) Equipment/Items can be adjusted with no problems.

-) Materia can be added/edited, just remember that NT uses adjusted AP. Mastered will always mean Mastered though so no problems should pop up there. Disabled Materia still have their original functions so Long Range, Stat Plus, etc. can be used. Worst that can happen with this is that you set a Materia to, say, Lv.2 and then in-game it's still Lv.1 or something but if you master it then it won't adjust down (Mastered is considered a maxed out value).

-) I don't think it has any variable editing outside of the experimental section, but be careful about using anything like that anyway.

Beyond that, should be fine. I think adding chocobo stables is actually quite touch and go, even if adding them to a vanilla game. There's a bunch of variables attached to them. Safest bet is to buy all the stables normally and then add the desired chocobo to them with the editor if you want to do that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Rasca on 2016-01-21 06:34:10
I'm keeping a change-log this time in a notepad that goes over all of the changes, what they are, and why they were implemented so don't worry about trawling the thread.

Cool.

I'll keep myself busy until 1.40. Take it easy!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: HeaN on 2016-01-22 15:11:38
I'm still waiting the 1.4 :D So excited. I think you need some more donations to get motivated!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Ginko88 on 2016-01-23 09:45:07
Hi there,

I've got the same issue than narf2010. The NT mod works fine until i try to patch the .exe file. I've tried on both 98 and 2012 version and the game just won't start with the modified .exe.  :-(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-23 17:04:28
Odd that the 98 version wouldn't work with it. Only thing I can think of is either 7H interfering, or maybe it's because the '98 version I made the .EXE with was patched with Aali's Driver + 1.02 patch? I remember there being executables (FF7.exe and FF7Config.exe) in both of those that overwrite the original ones which come with the game; maybe the NT FF7.exe won't work with an original unpatched FF7Config.exe? Those'd be my best guess.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Ginko88 on 2016-01-24 12:21:51
yep my 98 version has the 1.02 patch (ff7.exe and config) and the last aali's driver version(0.8b) .
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-24 16:40:08
Then I've no idea; unless you're launching it with 7H or it's a different language, maybe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Ginko88 on 2016-01-25 09:21:09
Ah maybe it is because i play on a french 98 version, i'll try to get an eng one. Thx for the help and thx for this mod, great work !   ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-01-25 09:34:12
Hey there.

Can you run 7th Heaven with the exe from NT? Or do we absolutely need the exe from the conversion install?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-01-25 12:31:42
Hey there.

Can you run 7th Heaven with the exe from NT? Or do we absolutely need the exe from the conversion install?

They're the same.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-01-25 15:59:58
Isn't there a change to support the menu overhaul?

And the mod itself is also the same or are there some other compatibility changes?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-25 16:58:03
A while back you mentioned that we were getting the "missing" plus-materias. Will we also be able to obtain Long Range again? :>

Also, where's the next videos? :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-25 18:05:38
Isn't there a change to support the menu overhaul?

And the mod itself is also the same or are there some other compatibility changes?

It should be the same overall; I'm not sure what the situation is with the .EXEs, but I think it'd be best to avoid using it in any case. It has balancing problems.

A while back you mentioned that we were getting the "missing" plus-materias. Will we also be able to obtain Long Range again? :>

Also, where's the next videos? :D

Plus Materia yes, Long Range maybe. Big maybe.

Vids take a couple of hours to get done. Hours that could be spent on NT :v
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-01-25 18:33:41
Vids take a couple of hours to get done. Hours that could be spent on NT :v
Ah right. Never mind that then, carry on. o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-01-25 20:59:19
So we should play NT without the exe?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-01-25 22:04:10
From what existenze mentioned.
If i understood correctly does that mean that nt 1.40 will be incompatible with MO? Segachief you said it has balancing problems and should be avoided? Can you clarify?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dyrak on 2016-01-26 04:10:17
Hi Sega Chief.

Here is a bug report. I didn't read the 100+ of this thread so maybe it has already been reported.

Bug: It seems that if your Strength gets >255, then it comes back down to 0.

Facts: What happened to me is that Tifa has like 242 STR. When she hits, she does normal damages. Then if I put some materias on het that boost het STR such that it is over 255, she now hits for 1 damage.

I am playing on the steam version zith the NT mod (advanced) and the custom mod for materias.
Hope this can help.

BTW, I LOOOOVE this mod!!! It's by far the best FF7 mod I have tested so far. Thank you for all your work. Can't wait for the 1.4 :-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dyrak on 2016-01-26 04:13:28
Hi Sega Chief.

Here is a bug report. I didn't read the 100+ of this thread so maybe it has already been reported.

Bug: It seems that if your Strength gets >255, then it comes back down to 0.

Facts: What happened to me is that Tifa has like 242 STR. When she hits, she does normal damages. Then if I put some materias on het that boost het STR such that it is over 255, she now hits for 1 damage.

I am playing on the steam version zith the NT mod (advanced) and the custom mod for materias.
Hope this can help.

BTW, I LOOOOVE this mod!!! It's by far the best FF7 mod I have tested so far. Thank you for all your work. Can't wait for the 1.4 :-)

Oh and the same thing appears if Tifa has like 245 STR and she gets the bonus from the Sense materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-26 06:32:49
So we should play NT without the exe?

From what existenze mentioned.
If i understood correctly does that mean that nt 1.40 will be incompatible with MO? Segachief you said it has balancing problems and should be avoided? Can you clarify?

The .EXE I made was an experiment to adjust materia equip bonuses/penalties, enable enemies to use the long-range flag on some of their physical attacks (machine guns, for instance) and the strength/effects of Limit Breaks. It's not really a part of NT (it can be used with the vanilla game as well), more of an optional add-on for it. Problem is, NT has changed gradually over time and so the .EXE no longer meshes too well with it; I also messed up Limits and made them far too weak to be useful.

What isn't balanced is the Arrange Mode within NT, and what can often happen is that people will play NT on Arrange Mode with the .EXE installed which makes for a pretty horrible experience (the Gunner bosses in the Shinra HQ elevator are a good example). When I've finished Arrange properly in 1.4, it'll be much more like I originally intended it to be; a remixed version of standard NT, slightly more difficult with a few events and items changed around. Something for a 2nd playthrough, rather than a 1st time run.

Hi Sega Chief.

Here is a bug report. I didn't read the 100+ of this thread so maybe it has already been reported.

Bug: It seems that if your Strength gets >255, then it comes back down to 0.

Facts: What happened to me is that Tifa has like 242 STR. When she hits, she does normal damages. Then if I put some materias on het that boost het STR such that it is over 255, she now hits for 1 damage.

I am playing on the steam version zith the NT mod (advanced) and the custom mod for materias.
Hope this can help.

BTW, I LOOOOVE this mod!!! It's by far the best FF7 mod I have tested so far. Thank you for all your work. Can't wait for the 1.4 :-)

Yo bud, I think it was mentioned but appreciate it all the same. I've added some checks to the innates to prevent them rising over a certain value (though Tifa's one was changed completely).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-01-26 08:10:57
I thought arrange mode was actually the big part of the mod, the new stuff and all. Am I wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-26 08:11:56
Everything's in original mode; arrange in the current build just makes enemies hit a little harder and use slightly different attacks. I'll need to change those descriptions/the name of Original to make it clearer; quite a few people have thought Original meant the default game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-01-26 09:11:46
Everything's in original mode; arrange in the current build just makes enemies hit a little harder and use slightly different attacks. I'll need to change those descriptions/the name of Original to make it clearer; quite a few people have thought Original meant the default game.

I wasn't confused by the descriptions. This is how I interpreted it.

On a side note, would you like me to omit the NT exe from the 7H tutorial since it doesn't mesh well anymore with NT?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-26 18:12:28
Yeah, that might be best for now. I'll make a new one at some point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-01-26 19:32:34
So in original mode and without the exe, you still play 99% of the intended mod...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-26 19:36:05
Yep.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-01-26 20:08:10
99% of awesomeness seems pretty good.
Can't wait for 1.4...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: natepley on 2016-01-27 02:22:49
I had an idea and a question.  Idea first:

To make sure no one gets confused about "original" and "arrange" you could instead call them "new threat" and "new threat + arrange".  That might make it more clear.

My question is: why is it called "arrange"?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-27 06:12:35
Right, so originally I had them called Normal and Hard but I then realised that pretty much everyone would play NT on Hard mode. Around about that time, I'd been playing RE2 on PC which has two modes; Original and Arrange. These are basically enemy layouts, etc. from the NA and Japanese games, slightly different (and I think they're 'flipped' depending on which region you're playing in; original for them would be Arrange for us, etc.)

So I got to thinking that if I called them Original and Arrange in NT that'd solve the problem of people being drawn to hard mode for the first playthrough. I also started thinking that rather than having it be a hard mode, it could be some kind of alternate version of the mod sorta like how it works for RE2; different placement of items, alternate enemy attacks/formations, etc. While a lot is possible, time is the problem; only thing enabled in Arrange for the current build is a boost in enemy damage, EXP given, and some alternate attacks/AI set up. It's a bit limited at the moment, nowhere near what I wanted to do for it. Calling it Arrange also did not help draw people away from using it on their 1st NT run ,_,
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: NeoDraconis on 2016-01-27 21:48:45
Any suggestions for what I should use with New Threat on 7th Heaven Mod Pack? I am just unsure which bits would conflict with the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-01-28 04:34:31
When NT is activated, 7H will automatically disable what isn't compatible with NT. Just be sure to fix your LOAD ORDER to what I suggested in the written tutorial.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dyrak on 2016-01-29 03:46:22
Here is an other bug report. I don't know if it's related to the mod though.

At the very last battle against Sephiroth (the 1-on-1 Omnislash fight), I can't do anything wiith Cloud. His ATB gauge is full (and so is the overdrive one) but I don't have the Attack/Limit command available (the action windows doesn't show).
It's quite frustrating to spend like 1h against the final boss (+ the time to find out what to do!) and not being able to Omnislash his face ^^
At least, now I know that Sephiroth attacks are a HP% : I am stuck at 3 hp and he continues to hit me for 0  ;D

I haven't finish all the New Threat and materia caverns but I really enjoyed your mod and will start over again with the 1.4. Thanks for your work Chief ! 8)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-29 12:48:19
Ah, that's annoying. Not sure what's happened there but I'll fix it one way or another.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dyrak on 2016-01-30 21:22:46
Yo, a few (new?) bug reports:

1/ In the dark cave when meeting Vincent in the basement, if you go out of the room and then come back and talk to him again, the game soft locks.
2/ In the dark cave against the boss in the president office (Hell something, the mechanical one with 2 big arms): if you cast Ultima + Quad Magic + Absorb MP, the game soft locks after the second 2. The boss is stuck in an ackward pose and the 2 last Ultima are never casted. Nevermind, I just saw that one has already been reported.

3/ In the dark cave, after getting the Key to sector 5, the game soft locked on the 2nd form of the boss. After it transformed, I casted Slow + Osmose on him. Then he casted Gravity-something and then the ATB gauge is stuck on Wait and nothing happens. I wasn't able to reproduce it though so maybe it was just my game.

4/ I tried to place Midgar parts in the Shinra building during DC quest. I lost the micro engine key item (thanks for the patch you proposed 85 :-) ) and the game froze wheen I tried to put a 2nd part. (From what I understood we are not supposed to do it anyway but I prefer reporting it just in case)

4/ With Aeris' Princess Guard, you can't target the ennemis with Steal and she attacks your team instead of the ennemies when she is confused (which is pretty cool but I don't think that's what's supposed to happen).


Thanks for your work Chief! I really enjoyed the Dark Cave sidequest :-)

PS: I managed to steal Missing Score on the very last boss f the DC quest (X-ATM the "bro-bot" :p ). Is that intended?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-01-31 06:20:24
Yeah, that boss needs reworked. I didn't realise how unstable it was until bug reports started coming in about him; I've redone that entire fight as part of Dark Cave's overhaul. The Vince thing was reported, and I think the Midgar Parts was fixed in a patch (although it might be 1.4 where I've stripped out the mechanics for that field screen; can't remember which).

Some commands use the weapon's targeting data which I missed so when I made healing weapons for Aeris I kinda forgot that it would interfere with Steal; I'm going to try tampering with the command's targeting data to get around it. Though it means Enemy Launcher won't be able to steal from absolutely everything on the field anymore :I

And yeah, that steal is intended; it's a rare steal too, so pretty good acquisition. It won't be possible to steal ult weapons in 1.4 though due to a lot of bosses having their steals narrowed down to preclude rare steals.

Regarding Mr. Brobot, I'm still loving the gif that Iwa dude made of it: https://twitter.com/Iw4zaru
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-01 08:37:45

Some commands use the weapon's targeting data which I missed so when I made healing weapons for Aeris I kinda forgot that it would interfere with Steal; I'm going to try tampering with the command's targeting data to get around it. Though it means Enemy Launcher won't be able to steal from absolutely everything on the field anymore :I


This alone almost tempts me to make a 3rd playthrough, just to abuse the fuck out of that "feature". :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-01 20:33:11
This alone almost tempts me to make a 3rd playthrough, just to abuse the fern out of that "feature". :>

I don't think I've seen Enemy Launcher being used much; it's basically designed for Blender strats (hurt enemy, heal allies) and affecting all targets with commands like an early Mega-All. Not super potent because of it's attack power, but nice and unique considering how it's sandwiched in the weapon lists.

Bit of an announcement to make on NT-

NT 1.4 is running late, but I'm not compromising on anything this time because it is going to be the last big overhaul (1.5 is a new game+ thing which isn't going to affect the base NT game). While I generally see a positive reaction to the Aeris thing when it happens, there's usually a couple of people who aren't too happy about it, usually for either story reasons or the method I do it by. And seeing as I've been redoing the game's dialogue and tweaking the events to enhance the story a bit, I can't really avoid dealing with this issue now (that and I think I promised Kalderasha that I'd make the option  :mrgreen: )

Yuffie has checks to see if she has been recruited for larger scenes where everyone appears; because she's now a mandatory recruitment, and because Vincent can be set up as one as well without needing to fight any bosses, that means I can swap this check over to use for Aeris instead. That way if you DON'T want her to stick around for the rest of the game for story-reasons, you'll have that option.

This'll take a bit of extra time, specifically because I need to try and combine two different scenes into one field (Bugenhagen's Observatory) which might be tricky. I also need to come up with some kind of non-intrusive means for making this choice. What do you all think about this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-02-01 20:48:39
I don't get it... You're / you've implementing / ed an aerith revival option, but she does not interact with the story in the remaining game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Kaldarasha on 2016-02-01 20:56:36
Quote
NT 1.4 is running late, but I'm not compromising on anything this time because it is going to be the last big overhaul (1.5 is a new game+ thing which isn't going to affect the base NT game). While I generally see a positive reaction to the Aeris thing when it happens, there's usually a couple of people who aren't too happy about it, usually for either story reasons or the method I do it by. And seeing as I've been redoing the game's dialogue and tweaking the events to enhance the story a bit, I can't really avoid dealing with this issue now (that and I think I promised Kalderasha that I'd make the option  :mrgreen: )

We still could make a new character.
Spoiler: show
 What do you think of a Sephiroth copy which is obsessed by the souls of Aerith and Zack?
He could be rescued by Barret while the Junon outbreak.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2016-02-02 00:53:53
I'd say just put a question in at the very beginning of the game, if that's possible, like the arrange/ normal mode. That way the choice is "out of universe".
If that's not possible, I guess you could have a dialogue box during the event with something like -
"There's no saving her... (<Aeris> Dies)"
"She's still breathing... (<Aeris> Lives)"
That seems to be 'gentle', as well as making the choice very clear.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: iDerek759 on 2016-02-02 05:57:25
I'd say just put a question in at the very beginning of the game, if that's possible, like the arrange/ normal mode. That way the choice is "out of universe".
If that's not possible, I guess you could have a dialogue box during the event with something like -
"There's no saving her... (<Aeris> Dies)"
"She's still breathing... (<Aeris> Lives)"
That seems to be 'gentle', as well as making the choice very clear.

I actually really like this idea.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-02-02 06:46:30
I like the idea segachief and since you are already on it might as well implement it however you think its best. It might be good to put that choice at the beginning of the game(it might be easier for you to change many things ingame as youll be clear what you need to focus on as opposing to have to keep game rich with both options), but then people might change their mind later and want to experience aeris alive so as mentioned above the option to choose keeping her after seph scene is also great idea. I would go with that later one if its not hard to implement.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-02 07:02:11
I don't get it... You're / you've implementing / ed an aerith revival option, but she does not interact with the story in the remaining game?

Most of the Disc 2 scenes are 'modular'; that is, the script checks who is in the party and then activates a small script for them to interject into scenes where Cloud, Tifa, or Cid (whoever's the main character at the time) are doing most of the talking. The majority of Disc 2's scenes are all modular like this, even important ones like activating the Keystone at the Forgotten City. Aeris herself isn't actually mentioned much in the game's story after her death which means a lot of scenes can remain intact, as all the characters are really doing is reacting to events as they unfold (weapon, Shinra's Huge Materia plan, etc.)

And then you hit the post-Rocket scene where the party have a 'what now' moment and try to decide what to do next to tackle Meteor. This is where it became problematic, because the whole point of this scene is the party remembering Aeris and then deciding to try and figure out what her plan was for stopping Sephiroth/Meteor. This can't work if she's, well, there but I was able to come up with a clean solution that fits. Once that one scene was fixed, there were no more problems. The ending FMV is maybe against it, but it's quite abstract so I'm just gonna say I get away with it :I

We still could make a new character. He could be rescued by Barret while the Junon outbreak.

A new character would be a bit sketchy. I think if there was one, it would need to use Aeris' animations/weapons/limits. Actually, no, if there is a new character it would have to be Guard Scorpion somehow <3

I'd say just put a question in at the very beginning of the game, if that's possible, like the arrange/ normal mode. That way the choice is "out of universe".
If that's not possible, I guess you could have a dialogue box during the event with something like -
"There's no saving her... (<Aeris> Dies)"
"She's still breathing... (<Aeris> Lives)"
That seems to be 'gentle', as well as making the choice very clear.

I like the idea segachief and since you are already on it might as well implement it however you think its best. It might be good to put that choice at the beginning of the game(it might be easier for you to change many things ingame as youll be clear what you need to focus on as opposing to have to keep game rich with both options), but then people might change their mind later and want to experience aeris alive so as mentioned above the option to choose keeping her after seph scene is also great idea. I would go with that later one if its not hard to implement.


I think I would probably go with an in-universe one. Alright, we'll do that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-02-02 08:56:23
Say, can you choose 3 members and stick with them for the hole game, or will NT force me to switch between options? Is the characters guide in the 1.35 read me still valid to 1.4?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-02 11:41:30
I think I would probably go with an in-universe one. Alright, we'll do that.

If you're referring to the suggestion by Gatchaman, I hope you'll add a confirmation box. I tend to spamclick through some of the dialogue. :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-02 17:21:06
Say, can you choose 3 members and stick with them for the hole game, or will NT force me to switch between options? Is the characters guide in the 1.35 read me still valid to 1.4?

You don't have to use every party member, you can stick with the same party of three for the majority of the game like in the default game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Gatchaman on 2016-02-02 19:04:28
Yeah, an "are you sure?" would be essential! Especially if it's post-JENOVA.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-02-03 11:28:33
Hello has anyone please got a save game file for new threat 1.35 on disk 2 were they have just got the Highwind please. I accidentally deleted my save file  :( :'( and do not really want to start again till 1.4 comes out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: seijuro on 2016-02-03 19:20:31
Hey when the new NT 1.4 comes out, will the catalog automatically update within 7th Heaven? Or do we have to manually update it ourselves?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-03 20:15:48
I think the plan is to update it in the catalog as well. I'll be sending Alyza the new files when 1.4 is finished.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dark_Ansem on 2016-02-03 20:37:47
I'll wait then. But this is going to be 1st mod to install.

By any chance, your modified EXE also unlocks enemy attack visuals? the ones that were unavailable before for modding?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-02-04 04:05:13
Hey when the new NT 1.4 comes out, will the catalog automatically update within 7th Heaven? Or do we have to manually update it ourselves?

You will get an update message when you open 7H. Then you just click the Update button and it'll download/install it.

I think the plan is to update it in the catalog as well. I'll be sending Alyza the new files when 1.4 is finished.

Will there be any files in 1.4 that have since been removed from 1.35? I have to use the advanced patch tool with 7H if files are removed between updates, and it requires manually typing in file names of those removed. I will need a list of those if so (I know, I know...bleh!). If all the same files are simply edited and/or added between 1.35 and 1.4, then I can use the regular patch tool and won't need any extra work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-04 06:36:13
I'll wait then. But this is going to be 1st mod to install.

By any chance, your modified EXE also unlocks enemy attack visuals? the ones that were unavailable before for modding?

Enemy attack visuals? I don't think you need to modify the .EXE for those. NT makes use of a lot of unused enemy animations for attacks and spell animations as well (except for that War Cry one, it has a similar effect to the Vincent Mug glitch in that it skips the next animation due to be played).

You will get an update message when you open 7H. Then you just click the Update button and it'll download/install it.

Will there be any files in 1.4 that have since been removed from 1.35? I have to use the advanced patch tool with 7H if files are removed between updates, and it requires manually typing in file names of those removed. I will need a list of those if so (I know, I know...bleh!). If all the same files are simply edited and/or added between 1.35 and 1.4, then I can use the regular patch tool and won't need any extra work.

I've made sure not to remove anything so that it doesn't need the advanced edit; you're safe, for now  :evil:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dark_Ansem on 2016-02-04 08:58:56
Thanks a lot!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dark_Ansem on 2016-02-05 22:04:43
Any chance of the Darkness status being useful against enemies in this mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-05 22:17:34
Nah, I'd need to put AI in or something to transfer over the Fury status whenever Darkness is detected. Instead I just made the Ink item inflict Fury instead of Darkness. Bad Breath can inflict Darkness, but only a very few monsters will react to that status in any way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dark_Ansem on 2016-02-06 19:56:50
I've been reading the XLS. Now apparently flare can inflict "dual": did you actually discover what it does?

Can I also ask why Shadow Flare and Pandora's Box now are of the Hidden Element, instead of being non-elemental?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-06 20:13:17
Dual's function has been known for a long time; it's basically an anti-regen that decreases your HP instead of raising it. It's actually two-statuses with an invisible/unnamed one (called Dual-Drain or Seizure) doing the actual work while Dual itself does nothing except appear in the status ailment box when using certain items. But DD/Seizure can't work if Dual isn't inflicted, unless it's in the Bottomswell fight.

Hidden element is a functioning element that was (almost) removed from the original game. To an extent, the game has a limitation where Materia needs to have an element (it can't be non-elemental) so Hidden was used for that. Problem was, a lot of enemy attacks in the JORG version carried this element and some attacks still carry it in the later US/EU releases like Ultima Beam so you could use a 'non-elemental' Materia with elemental to block those attacks.

For NT, I decided to use Hidden as a counter to Holy; every enemy that looks demonic or has some sort of association with Jenova (SOLDIER enemies, Hojo's experiments, etc.) will be resistant to Hidden but weak to Holy. Hidden is effective against all the Weapon bosses like Diamond, etc as well. That means giving the player some Hidden-element attacks for their arsenal, and Shadow Flare/Pandora's Box fit the bill quite well. You can also deal Hidden element damage by combining any non-elemental Materia with Elemental in your weapon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dark_Ansem on 2016-02-06 20:16:31
Ah, I like that reasoning a lot: perhaps you'd consider renaming it as "Darkness", "Shadow" or "Evil"?

So now the "Dual" status has a purpose in gameplay: I like that. excellent.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-06 20:46:52
I prefer Hidden because it sounds more mysterious  8-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-06 21:59:02
Any updates on the possibility of having Shield getting a visual effect? :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-07 06:21:33
Sorry, bud; I'll need to ask the dudes who know assembly better than I do. It's beyond me at the moment. I'm betting that Dan's the man for the job, it'd be a good fit with Reunion's scope I think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-02-07 07:59:48
So... Cofcofetacofcof....
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-07 16:57:31
Not sure, I've still got a fair bit to do. I moved over to night shift permanently at work which changed things a bit. I'm towards the end of the game though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dark_Ansem on 2016-02-07 17:00:04
Not sure, I've still got a fair bit to do. I moved over to night shift permanently at work which changed things a bit. I'm towards the end of the game though.

only night shifts?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-02-09 20:46:28
Not sure, I've still got a fair bit to do. I moved over to night shift permanently at work which changed things a bit. I'm towards the end of the game though.

Only Night shifts, are you mad dude. :-o :?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-10 06:11:47
Well, it's 1.3x pay + an unsociable hours bonus. And I technically don't have to get up early in the morning :I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-02-10 07:44:13
If it works for you it works for us! :-)

Sent from my Xperia ZR using Tapatalk

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Tavarcio on 2016-02-10 09:02:38
Is there a way to install only those awesome models? It's not like I don't like the mod but I haven't played ff7 in a while and I wanted to play a regular game before trying game changing mods, that said, I really liked those models and I wouldn't mind doing a playtrough with them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-10 18:07:42
You mean the field models? I'll see what I can do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Tavarcio on 2016-02-10 18:30:59
Yes, the models. I saw way back in the thread that you could patch a copy of the data folder then grab some specific folders from that patched copied data folder and paste them in the actual data folder of the game.

I know I probably explained all of that backwards but I think you get the gist of it. Could you just do that for the field model files? I dont know what they're called so I haven't really tried it tho.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-10 18:33:01
Yeah, I'm making a char.lgp just now. The thing is that I replaced Young Cid and some duplicate NPC with two new ones before I realised I could make new designations starting from zzzz, so this one I'm making will have those two field models restored for use with default scenes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Tavarcio on 2016-02-10 18:41:26
You rock dude, thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Daniel7plainview on 2016-02-11 22:45:29
Sup guys, I Just started playing new threat 1.35 and its been flawless so far. I just realized that aerith has mp regen and ive been searching the forums to figure out what the other characters innate abilities are but to no avail. Can someone fill me in on that or maybe a link to some sort of official 1.35 changelog?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-11 23:06:00
Alright, update on NT; I've a week's holiday coming up that starts after next week so that's almost certainly the time when 1.4 will be finished and released. I've been trickling time into it when I can, and now approaching the last areas of the game (about five left: Underwater Reactor, Ancient Forest, Gelnika, Midgar Raid, and Crater).

I've also got to go through the script and get that Yuffie flag swapped over for Aeris, tweak some of the new sidequests and events, then revise the Arrange AI. I'm probably just going to ditch the Original/Arrange naming because it's confusing; not sure what the replacements will be (suggestions welcome) but the new Arrange description will make it very clear that it is a harder version of the mod w/ a warning confirmation for both modes when selecting.

I'm just worried that people will default to it like last time if I call it 'Hard Mode' :I

But so far everything seems to be holding up. Enemy physical attacks fell away going into Disc 2 but I reinforced them and added some additional tricks to buffer them a bit; EXP gains scale much more sharply now so pushing into new areas should be much more rewarding than stopping to grind up (standard enemies give 7-8k, compared to about 2000 in Temple of the Ancients for an example).

So 28th for release, a mere month overdue  :-X

Sup guys, I Just started playing new threat 1.35 and its been flawless so far. I just realized that aerith has mp regen and ive been searching the forums to figure out what the other characters innate abilities are but to no avail. Can someone fill me in on that or maybe a link to some sort of official 1.35 changelog?

The 1.35 Innates are:

Cloud: Gains boost to Level when hit by magical damage, this raises phys/mag damage, increases Steal/Manip success, etc.

Barret: Gains defence if hit by a physical attack while in the back row, but gains Strength instead if he's in the front row (up to five stacks). He can't have two different stacks though, so gaining a defensive stack will revert all strength stacks to 0 and vice-versa.

Tifa: When Sense is used, she gains a Strength boost

Aeris: MP Regen

Red XIII: As the battle goes on, he slowly gains Attack and Magic up to a maximum of +30

Cait Sith: Rage System, if Morph is used on him while he is either under Poisoned, Silenced, Sadness, or Fury then an auto-AI will kick in with it's own special moveset. Silence has him use Mime, for instance.

Yuffie: If hit by physical damage, she'll gain 255% evasion until hit by magic.

Vincent: Innate immunity to Fire, Bolt, Poison, and Death status.

Cid: When critical HP, his Luck is doubled.

These innates are a bit shaky, though. A lot of them have been revised or changed completely for the upcoming 1.4 build.

That reminds me, I added new text that details a joining character's Innate ability but I'd better add that information somewhere it can be accessed at any time. Maybe Beginner's Hall, Junon's Respectable Inn, and a new guy on the Highwind itself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: iDerek759 on 2016-02-12 00:04:03
Alright, update on NT; I've a week's holiday coming up that starts after next week so that's almost certainly the time when 1.4 will be finished and released. I've been trickling time into it when I can, and now approaching the last areas of the game (about five left: Underwater Reactor, Ancient Forest, Gelnika, Midgar Raid, and Crater).

I've also got to go through the script and get that Yuffie flag swapped over for Aeris, tweak some of the new sidequests and events, then revise the Arrange AI. I'm probably just going to ditch the Original/Arrange naming because it's confusing; not sure what the replacements will be (suggestions welcome) but the new Arrange description will make it very clear that it is a harder version of the mod w/ a warning confirmation for both modes when selecting.

I'm just worried that people will default to it like last time if I call it 'Hard Mode' :I

But so far everything seems to be holding up. Enemy physical attacks fell away going into Disc 2 but I reinforced them and added some additional tricks to buffer them a bit; EXP gains scale much more sharply now so pushing into new areas should be much more rewarding than stopping to grind up (standard enemies give 7-8k, compared to about 2000 in Temple of the Ancients for an example).

So 28th for release, a mere month overdue  :-X

The 1.35 Innates are:

Cloud: Gains boost to Level when hit by magical damage, this raises phys/mag damage, increases Steal/Manip success, etc.

Barret: Gains defence if hit by a physical attack while in the back row, but gains Strength instead if he's in the front row (up to five stacks). He can't have two different stacks though, so gaining a defensive stack will revert all strength stacks to 0 and vice-versa.

Tifa: When Sense is used, she gains a Strength boost

Aeris: MP Regen

Red XIII: As the battle goes on, he slowly gains Attack and Magic up to a maximum of +30

Cait Sith: Rage System, if Morph is used on him while he is either under Poisoned, Silenced, Sadness, or Fury then an auto-AI will kick in with it's own special moveset. Silence has him use Mime, for instance.

Yuffie: If hit by physical damage, she'll gain 255% evasion until hit by magic.

Vincent: Innate immunity to Fire, Bolt, Poison, and Death status.

Cid: When critical HP, his Luck is doubled.

These innates are a bit shaky, though. A lot of them have been revised or changed completely for the upcoming 1.4 build.

That reminds me, I added new text that details a joining character's Innate ability but I'd better add that information somewhere it can be accessed at any time. Maybe Beginner's Hall, Junon's Respectable Inn, and a new guy on the Highwind itself.


Yes! So looking forward to 1.4! You the man SC!  8)
Now I had a suggestion regarding the character's innate text details, is it at all possible just to integrate it into the Extended NT Save Menu itself? I only ask this cause I remember you saying you'd be scrapping the weather effects for the next build because it was a bit of a hassle managing the effects in all the fields without any bugs and whatnot. Having someone in the Highwind isn't a bad idea either, I was just spit-ballin' another idea lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-12 00:56:29
I've already replaced the weather switch with a Random Encounter toggle; it's a new feature in the PS4 version so I figured I'd bring it to NT. Should be handy if people just want to grab loot in an area/back-tracking, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: iDerek759 on 2016-02-12 01:13:42
Oh I see, that's pretty cool. Nice addition!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Daniel7plainview on 2016-02-12 04:08:48
Wow thanks man. I guess i'll just wait for the 1.4 edition since it seems like you are adding alot of cool stuff. I really like your idea to put info about the mod in beginner's hall or just somewhere in the game because as someone who just found this mod, the only thing i had to go off of was the original version's read me on google docs and this giant 100+page forum. Also, if there is a page to support this project with donations or something it would be my pleasure.
P.S.
Found donations link, thanks man, this $h!t is so dope.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-12 04:27:14
Thanks, bud; much appreciated.

One of NT's weaknesses is the documentation for it. I haven't got a change-log, the readme doesn't go over everything/is out of date, the database is a bit shoddy, and the front page of the thread is woefully out of date as far as info goes.

I'm working toward getting all that sorted though; and as someone pointed out, it'd make more sense if I just put all those documents into a folder together with the Main Installer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Tavarcio on 2016-02-12 05:14:17
So I gave in and installed the whole mod and I gotta said it has revived FF7 for me! Couple of things tho, as much as I like the field models of the main party, I'm not so crazy about some of the enemy models, like the turks wearing dark orange or the airbu.. I mean plasmabuster new colors.

Also, I've read that there are a few new sidequests for new weapons and stuff, don't know how to feel about this... Are they mandatory? Could you just play the game without them? Not that I think you guys couldn't do a great job with those but, I don't know, I'm not super crazy about them. Everything that falls off the game's accepted canon is heresy to me (I'm looking at you revived Aerith)

Some of the new encounters I really digged tho, it was awesome to see the Robotic Scorpion Guard thingie attack you a second time, it felt like something they would put in the remake.

Anyhow, these are all petty nitpicks, I'm really enjoying the mod, I love how every character has pros and cons and special traits like Aerith mp regen. This was one of the main reasons I haven't had the patience to go back to FF7, how every character plays more or less the same. I like it when characters have an specific role, it makes you think more before forming a party and just makes the game more fun in my opinion.

From what I read tho, it seems that version 1.4 its close so I don't know if I should just stop playing and wait for it (I just got Aerith so I'm at a pretty early stage in the game).

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-02-12 07:32:58
My rec is keep playing as you will learn more about game mechanics, when 1.4 comes.  :-)


Also segachief some name suggestions: NT Normal/New Start/New Game - NT Arrange/New Game+...
How about putting short description in confirmation box asa can fit so ppl know what they are choosing. Also highlight "No" on confirmation box so they have to think twice and not choose by mistake.
Sent from my Xperia ZR using Tapatalk

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-12 14:16:26
So I gave in and installed the whole mod and I gotta said it has revived FF7 for me! Couple of things tho, as much as I like the field models of the main party, I'm not so crazy about some of the enemy models, like the turks wearing dark orange or the airbu.. I mean plasmabuster new colors.

Also, I've read that there are a few new sidequests for new weapons and stuff, don't know how to feel about this... Are they mandatory? Could you just play the game without them? Not that I think you guys couldn't do a great job with those but, I don't know, I'm not super crazy about them. Everything that falls off the game's accepted canon is heresy to me (I'm looking at you revived Aerith)

Some of the new encounters I really digged tho, it was awesome to see the Robotic Scorpion Guard thingie attack you a second time, it felt like something they would put in the remake.

Anyhow, these are all petty nitpicks, I'm really enjoying the mod, I love how every character has pros and cons and special traits like Aerith mp regen. This was one of the main reasons I haven't had the patience to go back to FF7, how every character plays more or less the same. I like it when characters have an specific role, it makes you think more before forming a party and just makes the game more fun in my opinion.

From what I read tho, it seems that version 1.4 its close so I don't know if I should just stop playing and wait for it (I just got Aerith so I'm at a pretty early stage in the game).

Nah, that's fine. 1.35 Air Buster is pretty hideous, and the Red Turks are a holdover from the very first build. They were given black uniforms for the 1.4 build (might go back to original blue though), while Air Buster now looks like this: https://youtu.be/r0l1G9bhvq8

The sidequests are more for Lv.4 Limits than weapons, and they aren't very narrative heavy. Usually just a quick scene and a fight; they aren't mandatory in any case.

My rec is keep playing as you will learn more about game mechanics, when 1.4 comes.  :-)


Also segachief some name suggestions: NT Normal/New Start/New Game - NT Arrange/New Game+...
How about putting short description in confirmation box asa can fit so ppl know what they are choosing. Also highlight "No" on confirmation box so they have to think twice and not choose by mistake.
Sent from my Xperia ZR using Tapatalk

I've added a confirmation when selecting a mode, and the Hard Mode has a warning message before selecting it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Tavarcio on 2016-02-13 07:53:47
Question, is it worth it to grind, even a little bit, for levels and stuff? I guess since the lvl cap is 70, you lvl up a bit slower right? Btw, I just got my first game over, the house-that-transform-into-a-hellish-robot wiped the floor with me. Far from hating it, I actually loved it, let's be honest, after FF3, final fantasy games are not exactly hard, sure, there are the special bosses, but the meat of the game is actually not that difficult.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-02-13 15:47:55
Great SC! Id prefer black turks, they look more badass, blue is blehhh...

@Tavarcio afai remember SC said lvl cap will be removed in 1.4 so no stress leveling up.

Sent from my Xperia ZR using Tapatalk

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-13 17:44:53
Question, is it worth it to grind, even a little bit, for levels and stuff? I guess since the lvl cap is 70, you lvl up a bit slower right? Btw, I just got my first game over, the house-that-transform-into-a-hellish-robot wiped the floor with me. Far from hating it, I actually loved it, let's be honest, after FF3, final fantasy games are not exactly hard, sure, there are the special bosses, but the meat of the game is actually not that difficult.

I've tried to set it up so a grind isn't necessary, but fighting what encounters you bump into is a good idea; running from everything might leave you underpowered. The level cap has actually been removed in 1.35 so you can hit 99; I added an AI check that caps Level in damage calculations instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: JLOUTLAW on 2016-02-13 18:35:01
Been lookin at the NT mod the past couple weeks. Will it work with mods like Grimmys World Map, Battle Scene retex, Omzys field retex or HD battle and field models? And will the patch change the music as well?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-13 18:52:45
It should do. I'd run it all through 7H though to ensure compatibility.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: mexico on 2016-02-14 18:06:25
Hi Sega! Remember me? :D

I want to start your mod but I hesitate between the Original and the Arrange. I like difficulty so I want to take the Arrange but it seems to be incomplete. Do you have an idea of the date it will be released?

And congratulations for your work, it begins to be famous in France. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-14 18:16:58
Hi Sega! Remember me? :D

I want to start your mod but I hesitate between the Original and the Arrange. I like difficulty so I want to take the Arrange but it seems to be incomplete. Do you have an idea of the date it will be released?

And congratulations for your work, it begins to be famous in France. :D

Yo, bud! I saw that Acro was doing a playthrough of the French retranslation + your mod installed, it's looking pretty good. As for NT, I've a new build in development, v1.4, that'll fix up a lot of the balance issues in the current one. I'm hoping to get it finished for the end of this month, as I've got a week's holiday starting on the 21st.

As for Arrange, all this does is add some levels onto enemies, multiplies the EXP they give by 1.5 (but this overflows on Disc 3 enemies/bosses that give over a certain amount of EXP, causing them to give very little EXP instead), and unlocks some alternate attacks for them to use (earliest example being that Guard Hounds will use Poison Tentacle instead of regular Tentacle). If you do play the current version of NT, then I highly recommend playing it on Original; it's not perfect, but it's more balanced than Arrange.

Yeah, a streamer called Ysangwen played through the mod on Twitch and it's generated a fair bit of interest. Problem is that the installer doesn't work on the french version of the game without first renaming one file and one folder; lang-fr > lang-en, and fflevel.lgp > flevel.lgp respectively. Before patching, rename these folders to the names mentioned, apply the main installer, and then rename the folder + file back to their french names.

I'll be setting up different versions of the installer to handle the different file names when I'm putting 1.4's installer together. I think I put the info into the installer itself, but I'd better put the info up on the main thread as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: mexico on 2016-02-14 18:29:28
Yo, bud! I saw that Acro was doing a playthrough of the French retranslation + your mod installed, it's looking pretty good.

Oh man I'm surprised you know that! :O

So the Original is as difficult as the Arrange?

For the install, I patched the 2012 edition and juste changed the language on "lang" and it seems to be working.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-14 18:32:44
Oh man I'm surprised you know that! :O

So the Original is as difficult as the Arrange?

For the install, I patched the 2012 edition and juste changed the language on "lang" and it seems to be working.

Original is more or less the same as Arrange in terms of difficulty. If you got the option to pick modes when starting a new game then the flevel.lgp must have been patched correctly; if Cloud started with Fire, Ice, and Bolt Materia then the scene.bin + Kernel is patched too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: mexico on 2016-02-14 18:36:35
OK so I begin on the Original. :D

And yes, it seems to be working. If I see a problem, I'll tell you that. You can say that for the persons who have the 2012 edition, it's quite a simple issue. ;)

Thank you man, see you! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-14 18:46:15
Alrighty, good luck!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: JT on 2016-02-15 02:37:56
Hey Sega Chief!

Thanks for the excellent mod ( So far :P ).
I have a quick question regarding the upcoming 1.4. Should I hold out of this patch or will it be safe to just continue playing on the current patch until the release date and then update? I cant play too often so will probably still be on disk 1. Will this affect me much?

Thanks again
JT
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-15 06:12:29
The update is extensive enough in scripting changes that it will likely be a good idea to start a new game when playing 1.4. It's not going to be done for another week or two though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: JLOUTLAW on 2016-02-15 15:10:39
Ok so I used the 7th heaven to install new threat. now most things seem to work, for instance the new magic spells and monster ai and strength and lowered attack power of my characters..... but im not seeing the new npc's that are supposed to appear in the north cave, highwind, battle saucer etc. I'm also not seeing all the new save points that were supposed to have been added. What do you suggest I do?

Also I tried playing from a save file i had right before the guard scorpion. the battle was the same except there wasnt time counting down during the battle. and also the save point didnt vanish like it has in videos ive seen. what do you think happened and have you ever seen or heard of this before and how do you fix it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-15 18:57:06
Sounds like parts of the flevel haven't been patched, specifically the scripts. Did you combine it with any other mods that affect field screens?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: JLOUTLAW on 2016-02-15 19:54:20
these are the mods i have activated:

team avalanche fields
animations
battle model characters enemies weapons
battle textures
field model characters npcs objects
difficulty: new threat
gameplay tweaks and cheats
media music and sound
menu avatars and backdrops
the reunion: menu overhaul and beacause

beacause is not activated because it says there an issue with gameplay tweaks difficulty. which is new threat.
menu overhaul is active
break 9999 limit is on

minigames: motorbike chase, chocobo, condor, wonder square
world models enemies characters textures vehicles

and in my direct i have some models not included in the 7th heaven for both field and battle\


do you think i should just apply the new threat patch to the ffvii.exe made by 7th heaven or will that corrupt it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-15 20:02:14
Looks like Reunion's Beacause; it's not supposed to be possible (or easy at least) to activate NT and Beacause at the same time because they're incompatible with each other. When selecting one, the other should have deselected. In any case, that's the likeliest cause.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: JLOUTLAW on 2016-02-15 20:11:14
beacause is not activated because it says there an issue with gameplay tweaks difficulty. which is new threat.
menu overhaul is active
break 9999 limit is on

minigames: motorbike chase, chocobo, condor, wonder square
world models enemies characters textures vehicles

and in my direct i have some models not included in the 7th heaven for both field and battle\


do you think i should just apply the new threat patch to the ffvii.exe made by 7th heaven or will that corrupt it?

just noticed ive been using FFVIIBC.exe. Switching to FFVIIMO.exe for an experiment. will report results.

ok so that didnt change anything either. Neither did totally deactivating both menu overhaul and beacause and just using the normal ffvii.exe. all the hd mods work but the scripts for new threat still aren't kicking in. Should there be a ffviinew threat.exe installed by the 7th heaven installer?


Update. Patched the FFVII Data file using the manual New Threat Install. Still no difference. i cant figure out whats goin on......
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-15 20:50:17
The .exe doesn't affect scripts, those are stored on field screens so anything affecting the field like backgrounds, etc. might be to blame. I'd try loading NT on it's own and seeing if a difficulty selection option textbox appears when selecting New Game (if it does, the scripts are installed). Then applying mods one at a time until you see what deactivates them. I'm betting the minigame/world map/Battle/Menu/Music stuff is fine, but maybe Team Avalanche's Fields, Animations, or anything from the field model category?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: JLOUTLAW on 2016-02-15 21:16:01
Ok so following your advice i set about deleting field files from my direct folder, and deactivating any mods that alter field imagery. Started new game and the option to choose normal or arrange kicked in. Thank you so much for all your help and advice. Been looking forward to playing this mode just with the HD graphics lol. I appreciate it!!!!   


One last thing.... thought you should know when i try to download files from your mediafire site, they never download. they go into this forever reloading and never actually download the file. Whether its Google Chrome, Firefox, or IE. I was only able to download via my cell phone then transferring to my laptop.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: mexico on 2016-02-15 21:39:15
Hey Sega!

Found a mistake here I think:

(http://image.noelshack.com/fichiers/2016/07/1455575902-ff7-en-2016-02-15-23-34-38-43.png)

The "it's" may be "its" no?

Another problem:

(http://image.noelshack.com/fichiers/2016/07/1455577012-ff7-en-2016-02-15-23-56-08-40.png)

That window didn't open at the save point but it openned at the moment I climp the ladder.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-16 02:05:10
Thanks for giving me something new to FFVII. :) I've been having a blast with this mod, and -- for the most part -- I think it's the perfect difficulty for me. Until disc 3, there have only been a select few times where I felt stuck, but I always seemed to pull through in the end. I never thought I had to go out of my way to level grind (gil grinding, on the other hand...). Battles depended more on preparation and strategy over raw levels. It forced me to really pay attention to stats and materia I got away with ignoring in the original. I actually made sure not to grind too much since I thought it'd make things too easy, not to mention there's supposed to be a level cap (though not really -- my Cloud's currently around level 80). You made sure magic was relevant for the whole game. It always disappointed me in the original, because physical attacks just outperformed magic by end-game... although I think this mod has the opposite problem: magic is so important that I barely use physical attacks. Oh well. Kudos for letting me see what FFVII could be.

... Theeeeen I got to disc 3. During my lurking, I noticed a post that discussed how unbalanced disc 3 seemed to be. After playing through it for a while, I have to say... yeesh. I'm really glad 1.4 is supposed to address these issues, because I'm at my tipping point here. Disc 3 is BRUTAL. It's challenging, all right, but not necessarily in the fun way. I got a few oversoul shards and defeated about 3/4 of the extra battles in the Battle Arena, and a lot of those were perfectly satisfying victories, but good grief, the sheer amount of preparation and trial-and-error it took to defeat a single boss was way beyond anything I had to fight on discs 1 and 2. They hit hard and a lot of them have so many status ailments to defend against that I really wish I found a Ribbon somewhere. Not to mention just how many battles there are. Victories or no, it gets exhausting after a while.

I didn't really understand the complaint about the lack of HP until I started doing the New Threats and the extra battles. I think I only really started to understand what they meant until just yesterday and today, when I took a shot at Dark Cave... and eventually had to opt out by reloading a save right before I entered the cave -- I sorta anticipated this happening. Even though Cloud is around level 80, with a party full of top-tier materia from the extra battles, I'm just not hacking it. I beat the Turks + Powersoul'd Tifa, which was a nightmare that took multiple tries through trial and error -- including one more when the elite soldier battle immediately afterwards Death Sentenced my whole party, with no clue they'd have such attacks and with no time to Death Force anyone because of the big group's long attack animations ate up the counter. And did I mention there was no save spot after that Turk battle? That was halfway close to a rage quit moment for me.

But okay, I managed that, got to the slums, found Yuffie and Vincent, then tried my shot at the Armor Keeper for Red XIII, and the serpent at the Honeybee Inn. Y'know, bosses being able to use multiple, heavy-hitting attacks in one turn wouldn't be so bad... if I had the HP to survive it. Which only my Barret does. And this is with everyone in back row + Sadness + vit-raising equipment + Wall + Regen. Cait Sith has even healthier HP, except that I can't even get to him until I beat the serpent dude, which is just too much for me. I literally don't know what to do for these battles. It's the first time I've ever felt truly, legitimately stuck in this mod. If anyone wants to share some tips, that'd be great, but in the meantime I guess I can try for more of those oversoul shards. Key word there is "try." Zack is a monster. Somehow I seem to be doing even WORSE than after I grinded and got all that superpowered materia. Probably because the only materia that seems to do reasonable damage, also seems to drag Cloud's HP. Yeah. It's that HP issue again.

I can't wait for 1.4 to come out. It's frustrating because it's been such an awesome ride until now, but it seems like I've been pulling my hair out more often than not with all these near-impossible boss fights. I'm sure you've heard these complaints before, and you'll be correcting them, but I just felt like venting. Because, c'mon, after feeling like a champ for getting through all the challenges up until now, getting smacked around like this don't feel good, y'know?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-02-16 05:13:15
Ok so following your advice i set about deleting field files from my direct folder, and deactivating any mods that alter field imagery. Started new game and the option to choose normal or arrange kicked in. Thank you so much for all your help and advice. Been looking forward to playing this mode just with the HD graphics lol. I appreciate it!!!!   


One last thing.... thought you should know when i try to download files from your mediafire site, they never download. they go into this forever reloading and never actually download the file. Whether its Google Chrome, Firefox, or IE. I was only able to download via my cell phone then transferring to my laptop.

If you had flevel fields in your direct folder, than that was your problem. I'm not exactly sure what you mean by "field imagery" but I assume you mean field textures. Field texture mods do not associate themselves with the field scripts found inside the flevel, so they will have absolutely no affect on NT. Looking at your active mods you listed above, none of them alter the flevel aside from NT. This leads me to believe it was most definitely your direct folder causing the issues.

7H is setup to deactivate everything that would interfere with NT, so there's no possible way to have NT issues if setup correctly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-16 06:35:17
Ok so following your advice i set about deleting field files from my direct folder, and deactivating any mods that alter field imagery. Started new game and the option to choose normal or arrange kicked in. Thank you so much for all your help and advice. Been looking forward to playing this mode just with the HD graphics lol. I appreciate it!!!!   


One last thing.... thought you should know when i try to download files from your mediafire site, they never download. they go into this forever reloading and never actually download the file. Whether its Google Chrome, Firefox, or IE. I was only able to download via my cell phone then transferring to my laptop.

Well, that's good to hear. I think some download sites cause problems for certain people; I swapped over to Mega for a while but then something happened and I drifted back over to Mediafire. I'll maybe use both in the future, once 1.4 has been updated with any necessary patches (hopefully not many).

Hey Sega!

Found a mistake here I think:

(http://image.noelshack.com/fichiers/2016/07/1455575902-ff7-en-2016-02-15-23-34-38-43.png)

The "it's" may be "its" no?

Another problem:

(http://image.noelshack.com/fichiers/2016/07/1455577012-ff7-en-2016-02-15-23-56-08-40.png)

That window didn't open at the save point but it openned at the moment I climp the ladder.

I have a bad habit of writing it's for the possessive. Part of 1.4 is a sweep of the game's entire text, though, so there should be less mistakes in the new build. As for that script thing, the extended save point scripts are usually stored with Cloud's group model; I must have done it wrong there if his script for climbing that ladder is opening that text box.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-16 10:21:29
You made sure magic was relevant for the whole game. It always disappointed me in the original, because physical attacks just outperformed magic by end-game... although I think this mod has the opposite problem: magic is so important that I barely use physical attacks.

For the start of the game, at least up to somewhere on (early?) disc 2, magic is definitely really strong, but I wouldn't say that physical attacks are lacking too much behind. It all depends on your setup. As for endgame, magic is indeed really strong, especially once you unlock octo-casting planet/contain, paired with MP turbo. But once you start unlocking ultimate weapons (especially Ultima Weapon) and you start fiddling with your setup, you can load up on strength/agility giving materia (at least with the custom .exe), as well as counters/4x-cut, to make physical king again (and if that isn't enough; Lucky Pill & Yellow Wave <3).

I really wish I found a Ribbon somewhere. Not to mention just how many battles there are. Victories or no, it gets exhausting after a while.
Ribbons won't allow barriers/haste(/shield?) so you wouldn't want one, anyway. :) Added Effect materia and regular status accessories are your friends. o/



But okay, I managed that, got to the slums, found Yuffie and Vincent, then tried my shot at the Armor Keeper for Red XIII, and the serpent at the Honeybee Inn. Y'know, bosses being able to use multiple, heavy-hitting attacks in one turn wouldn't be so bad... if I had the HP to survive it. Which only my Barret does. And this is with everyone in back row + Sadness + vit-raising equipment + Wall + Regen. Cait Sith has even healthier HP, except that I can't even get to him until I beat the serpent dude, which is just too much for me. I literally don't know what to do for these battles. It's the first time I've ever felt truly, legitimately stuck in this mod. If anyone wants to share some tips, that'd be great, but in the meantime I guess I can try for more of those oversoul shards. Key word there is "try." Zack is a monster. Somehow I seem to be doing even WORSE than after I grinded and got all that superpowered materia. Probably because the only materia that seems to do reasonable damage, also seems to drag Cloud's HP. Yeah. It's that HP issue again.

Have you tried using shield? Most people appearantly ignore it, as it was incredibly useless in the original version. But here, it's really, really good. You can freecast it with Princess Guard.
Edit: Did you also try fiddling with Elemental/Added Effect Materia?
As for Zack, combine a Shield materia with Sneak attack, perhaps even combine a Wall-level barrier materia with one, too. Load up on counters (I think the cap is 5?), materia with +STR/agi. If you find yourself needing healing, but not wanting to actually do any direct healing, you can combine a Mug-level steal with a HP absorb, and I think that if you slap another Mug-level steal together with a countercommand, it should counter with the HP absorb, too.



Double-post removed. ~EQ2Alyza
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-16 14:47:32
For the start of the game, at least up to somewhere on (early?) disc 2, magic is definitely really strong, but I wouldn't say that physical attacks are lacking too much behind. It all depends on your setup. As for endgame, magic is indeed really strong, especially once you unlock octo-casting planet/contain, paired with MP turbo. But once you start unlocking ultimate weapons (especially Ultima Weapon) and you start fiddling with your setup, you can load up on strength/agility giving materia (at least with the custom .exe), as well as counters/4x-cut, to make physical king again (and if that isn't enough; Lucky Pill & Yellow Wave <3).
Ribbons won't allow barriers/haste(/shield?) so you wouldn't want one, anyway. :) Added Effect materia and regular status accessories are your friends. o/



Have you tried using shield? Most people appearantly ignore it, as it was incredibly useless in the original version. But here, it's really, really good. You can freecast it with Princess Guard.
Edit: Did you also try fiddling with Elemental/Added Effect Materia?
As for Zack, combine a Shield materia with Sneak attack, perhaps even combine a Wall-level barrier materia with one, too. Load up on counters (I think the cap is 5?), materia with +STR/agi. If you find yourself needing healing, but not wanting to actually do any direct healing, you can combine a Mug-level steal with a HP absorb, and I think that if you slap another Mug-level steal together with a countercommand, it should counter with the HP absorb, too.

I mean, physical attacks aren't USELESS. Barret has actually become a respectable physical brawler, but I tend to use him in more of a tank-y supportive role, so it doesn't get to shine as often. It's just that a lot of these bosses are too dangerous for me to leave on the screen for long, so I find myself wanting to deal heavy damage with magic to kill them hard and fast. I already do the quad-casting with Contain or Planet, but I haven't tried octo-casting yet. What worries me about that strategy (aside from how I'd need to grind to master another Quadra Magic) is that three Contains or Planets on a single character could plummet their already-low HP to some dangerous levels. The only character who could probably get away with that is Cait Sith, who has a lot of HP and is a fairly good spellcaster, but his low dex is a concern and he's not even available for certain fights. I do have 2x-cut (haven't leveled it to 4x-cut yet) and a Counter, so I could look into that strategy. I honestly didn't want to rely on quadra magic or counter attack spamming, since I thought I could make strategies that didn't rely on 'gimmicks' like those, but I might not have a choice for some of these fights. Even if I'm getting tired of grinding materia. XD

I know that Ribbons also negate positive status effects, but I figured I could grin and bear it for certain bosses. That Abyss malboro thingy in the extra battles, for instance. I already find myself depending on Elemental and Added Effect materia, but keep in mind that I have finite materia slots and materia (again, I'm tired of grinding to get more of it), and some of these bosses have so many ailments to cover that there literally isn't enough room to adequately deal with them without sacrificing something else that's critical, like a materia setup or an accessory. Of course, Ribbons wouldn't be an eternal thing I'd keep equipped like I did in the original game, but it might be nice to have for certain specialized occasions. I hope I didn't miss my chance to get one, because I think I did.

I do use Shield from time to time, but it feels... kinda cheap. XD Like, I don't want to have to rely on a strategy that makes you nearly invincible to most things except physical attacks. And when it doesn't feel cheap, then it isn't the answer. In some fights it's the physical attacks that are the problem (like the Armor Keeper in the Dark Cave), or else it's some other gimmick of the boss that Shield can't counter, like ejecting two of your party members (like the New Threat boss in Wutai), or the Bottomswell-esque thing in the Honeybee Inn doing that bubble trick that's immune to magic and has a lot of HP. Buuut I probably shouldn't be complaining about cheap strategies. A lot of these end-game bosses ARE cheap, so I guess I'll just have to do what I can. Looks like it's back to grinding. Joy. I'm gonna look forward to that room in 1.4 that's supposed to have nothing but Movers and Magic Pots.

Also... where do you unlock the ultimate weapons? ^^; I already got the Dark Matter from the Temple of the Ancients fight (you know things are bad when two Safer Sephiroth-esque enemies wind up being one of the EASIER fights), but I never figured out what to do with it. Actually, as I'm typing this I'm suspecting that I have to take it to that weapons dealer near Gold Saucer/Gongaga. Is that where to go? Because a few ultimate weapons would be great.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-16 15:08:00
You do indeed have to go to the Weapons Dealer near Gongaga. You'll need two weapons and a catalyst for each of them.
For cloud; it's Ragnarok, Heaven's Cloud and Zenogias Feather (Ultima weapon drop or rare steal from sephiroth in the crater (disc 2))

To find out where to find these items, you should be able to find a slightly outdated item database on page 1 in this thread.

Edit: You can even craft Masamune, which is usable on every character (Using each characters default weapon skin, though), with 100% crit chance, meaning it almost cannot miss. (Hint hint high-evasion mobs).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-16 17:15:55
omg dat database. :o I really should've consulted that thing much earlier. It confirmed that I can achieve a Ribbon-like effect with Hades + Added Effect (I thought it was just poison) so yay! Thanks for the tips. It gave me some ideas so I think I can give this thing another whirl.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Tavarcio on 2016-02-16 18:20:36
Sega Chief, one last request, is it possible to create a char.lpg file that only changes the models of the main characters? Cloud and company, not for me really, I'm going to wait until 1.4 comes out, but a friend of mine is interested in it. I know its a pain and I don't want to waste any more or your time but I would really appreciate it, cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-16 19:05:50
Thanks for giving me something new to FFVII. :) I've been having a blast with this mod, and -- for the most part -- I think it's the perfect difficulty for me. Until disc 3, there have only been a select few times where I felt stuck, but I always seemed to pull through in the end. I never thought I had to go out of my way to level grind (gil grinding, on the other hand...). Battles depended more on preparation and strategy over raw levels. It forced me to really pay attention to stats and materia I got away with ignoring in the original. I actually made sure not to grind too much since I thought it'd make things too easy, not to mention there's supposed to be a level cap (though not really -- my Cloud's currently around level 80). You made sure magic was relevant for the whole game. It always disappointed me in the original, because physical attacks just outperformed magic by end-game... although I think this mod has the opposite problem: magic is so important that I barely use physical attacks. Oh well. Kudos for letting me see what FFVII could be.

... Theeeeen I got to disc 3.

Yep. The level cap was removed for the 1.35 build and replaced with something more internal that helps keep Level at a 'tipping point' between Magic and physical attacks. If Level rises beyond a certain point, then the physical formula starts to pull ahead exponentially.

The HP curve is a huge problem in the current build, but it's been fixed for 1.4; characters have around 5-7000HP instead of 3000.

Even if I'm getting tired of grinding materia. XD

Not to mention that there's too much grind on Disc 3 at present as well. I've specced enemies to give bigger leaps in EXP and AP going through the game, with the goal being to hit Disc 3 on a natural Lv.70+ with a lot of Materia approaching max level and the stronger ones made available earlier instead of being gated off (Added Cut was restored to it's original position, for instance).

Sega Chief, one last request, is it possible to create a char.lpg file that only changes the models of the main characters? Cloud and company, not for me really, I'm going to wait until 1.4 comes out, but a friend of mine is interested in it. I know its a pain and I don't want to waste any more or your time but I would really appreciate it, cheers!

The only change made to other NPCs in the char.lgp was the removal of the :O mouth texture; was there something in there that I forgot to revert to default?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Tavarcio on 2016-02-16 19:24:37
Ok now I'm confused, char.lgp changes everything right? even the enemy models right? If it doesnt and only changes cloud and co then I feel foolish  :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-16 20:23:46
Char.lgp handles field models, battle.lgp handles battle models. NT can't be played without its battle.lgp, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-17 01:31:12
Uhhhh so the ultimate weapons quest thing might be a no-go for me, too. Frankly, I have no idea how I'm supposed to Morph bosses for their drops while both trying to survive and not being able to see their HP so that I don't accidentally kill it... which I just did when trying to morph a Heaven's Cloud from Variablis. Like, what's even the trick to doing it? Now I'm glad that 1.4's gonna take away boss morph drops. I won't be expected to do it!

EDIT: Never mind, I finally got it. Geez that was frustrating, but hey, it was worth it. Ultima Weapon is a beast.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-17 06:38:35
Ah, the Disc 3 Morphs. Possibly the worst idea that went in and it's been around since 1.2 or maybe earlier. There was a period of time when Heaven's Cloud was unobtainable because Variablis was immune to physical damage and, well, Morph uses the weapon formula.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-17 07:23:05
While on the topic of morphing for weapons. Is it intended that you cannot run from Ochu in the Ancient Forest?

Edit: And offtopic; did you fix the 4x-cut bug with back row? :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Tavarcio on 2016-02-17 12:58:59
Well I feel foolish... Btw, is there really a battle agaisnt 2 safer sephiroths before getting to the actual sephiroth? if that's true, what do you fight in the final battle if you already fought 2 safer sephiroths?

Also, I was thinking about how challenging some of the fights are, I remember getting wiped out by that house-monster thing. Knowing this, how hard are the Ruby and Emerald Weapon fights?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-17 15:32:07
It's not a battle against two actual Safer Sephiroths, it's Cait Sith's New Threat quest at the Temple of the Ancients. They're a pair of bosses that are similar in design and AI, but they don't seem to be as strong as the Safer Sephiroth in the original game (and probably not as strong as the real one in NT, but I haven't tried fighting him yet). It's something you gotta see to believe. I literally paused the game, stared at the screen for a few seconds, and thought, "Yup. This is happening."

I haven't tried Ruby and Emerald yet, and honestly I might just skip them completely until 1.4. The New Threats and the Dark Cave are challenge enough. Emerald and Ruby terrify me.

And oh man, that Ochu thing freaked me out. I thought it was a boss fight or a scripted event because I couldn't run. I got destroyed, prepared myself... and never ran into it again. :P I was halfway expecting one to pop out after getting to the Apocalypse treasure box, but, haha, I am grateful nothing attacked me. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-17 18:10:44
While on the topic of morphing for weapons. Is it intended that you cannot run from Ochu in the Ancient Forest?

Edit: And offtopic; did you fix the 4x-cut bug with back row? :>

Probably not, I'll change the escape flag.
Well I feel foolish... Btw, is there really a battle agaisnt 2 safer sephiroths before getting to the actual sephiroth? if that's true, what do you fight in the final battle if you already fought 2 safer sephiroths?

Also, I was thinking about how challenging some of the fights are, I remember getting wiped out by that house-monster thing. Knowing this, how hard are the Ruby and Emerald Weapon fights?

Ruby and Emerald actually have less HP and stats overall than their vanilla counterparts. In the default game, they were specced to fight parties with 9999HP, high stats, and all the trimmings but in NT those caps aren't as reachable so they needed to be brought down a bit. The two bosses that you unlock after beating them, though, are a bit stronger.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-17 18:38:32
They unlock new bosses?! :o Oh dear. Hmm, if Ruby and Emerald are weaker than in vanilla, then that might also explain why Ultimate went down so suspiciously fast on my damage output. Okay, Ruby and Emerald are less terrfying now. Whee.

Speaking of bosses, I've been having problems with the Mime materia cave fight. They're a bunch of Tonberry enemies that use [Something] Grudge attacks. Granted, most of my attempts at that fight have been half-hearted, but I can't think of a strategy because I can't tell what values the Grudge attacks are drawing from. I mean, it might not help much even if I did know, it'd still be nice to know where the damage is coming from just so it's less confusing. I have the same problem with the battle for the Dragon Force enemy skill. The Imperial Guards' attacks as far as I know just seem to be completely random, either doing manageable damage or OHKOing my party for 7777 damage, so I have no idea how to guard against their attacks. Is there something I'm missing, or is it indeed completely random?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-17 18:57:56
They unlock new bosses?! :o Oh dear. Hmm, if Ruby and Emerald are weaker than in vanilla, then that might also explain why Ultimate went down so suspiciously fast on my damage output. Okay, Ruby and Emerald are less terrfying now. Whee.

Speaking of bosses, I've been having problems with the Mime materia cave fight. They're a bunch of Tonberry enemies that use [Something] Grudge attacks. Granted, most of my attempts at that fight have been half-hearted, but I can't think of a strategy because I can't tell what values the Grudge attacks are drawing from. I mean, it might not help much even if I did know, it'd still be nice to know where the damage is coming from just so it's less confusing. I have the same problem with the battle for the Dragon Force enemy skill. The Imperial Guards' attacks as far as I know just seem to be completely random, either doing manageable damage or OHKOing my party for 7777 damage, so I have no idea how to guard against their attacks. Is there something I'm missing, or is it indeed completely random?

The Guards have 7778 max HP, which means they'll get the Lucky 7's effect whenever Royal Decree is used on them (it inflicts 1HP damage). You can prevent that by healing them again, a Cure-All maybe, and set their damage back to normal. A Sneak Attack combined with anything non-elemental, like Ultima or Comet, should get through the Shield status that they get from Decree and have the same effect.

The tonberries are set up to be confusing by nature, with a set of identically named counter-attacks that have different effects. They also get Peerless when moving left, and reflect when moving right (peerless' gold glow won't appear until the enemy is struck); they lose both of these whenever they move forward. Fastest method is to nuke them with quadded Ultima and then hope that the counter-attack wave doesn't hurt too much, otherwise target them individually (starting with A), using Debarrier followed by strong single-target damage. Their signature knife attack forces the Petrify status on, so you want to avoid having status defence against Petrify otherwise the status will be locked permanently onto the character.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-17 19:49:41
Mwahahahaha. Now I know the secrets. >:D Good thing I asked because those fights would've been a nightmare to navigate on my own. Though, the precise 7777's in the Imperial Guards should've tipped me off to what was going on, but OH WELL DRAGON FORCE HERE I COME

EDIT: OH NEVER MIND I DECIDED TO GO AFTER ARMOR KEEPER IN THE DARK CAVE INSTEAD AND I LITERALLY CAN'T EVEN

No, really, I can't even. How did you even. And please don't say something like spam Ultima + Quadra Magic + MP Turbo because no one will have the HP to survive anything for long with that setup. Shield doesn't block anything either.

How did you even.

EDIT EDIT: OKAY NEVER MIND I FREAKIN' FINALLY MANAGED TO KILL IT BUT EVEN THOUGH I KILLED IT I STILL SAY THAT FIGHT WAS IMPOSSIBLE LIKE SERIOUSLY WHAT THE CRAP GUYS OUCH THAT HURT

EDIT EDIT EDIT: O HEI I FOUND A GLITCH. I sure hope nothing important was in that treasure chest in the Armor Keeper fight room, because I left the room to save because I was paranoid about dying to monsters a gazillion levels under me and having to do that fight all over again, and when I came back the Armor Keeper was back on the field but I can't interact with it and it's blocking the shiny box and it's mocking me, guys, it's mocking me and I really really really hate that Armor Keeper.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-19 05:52:54
Mwahahahaha. Now I know the secrets. >:D Good thing I asked because those fights would've been a nightmare to navigate on my own. Though, the precise 7777's in the Imperial Guards should've tipped me off to what was going on, but OH WELL DRAGON FORCE HERE I COME

EDIT: OH NEVER MIND I DECIDED TO GO AFTER ARMOR KEEPER IN THE DARK CAVE INSTEAD AND I LITERALLY CAN'T EVEN

No, really, I can't even. How did you even. And please don't say something like spam Ultima + Quadra Magic + MP Turbo because no one will have the HP to survive anything for long with that setup. Shield doesn't block anything either.

How did you even.

EDIT EDIT: OKAY NEVER MIND I FREAKIN' FINALLY MANAGED TO KILL IT BUT EVEN THOUGH I KILLED IT I STILL SAY THAT FIGHT WAS IMPOSSIBLE LIKE SERIOUSLY WHAT THE CRAP GUYS OUCH THAT HURT

EDIT EDIT EDIT: O HEI I FOUND A GLITCH. I sure hope nothing important was in that treasure chest in the Armor Keeper fight room, because I left the room to save because I was paranoid about dying to monsters a gazillion levels under me and having to do that fight all over again, and when I came back the Armor Keeper was back on the field but I can't interact with it and it's blocking the shiny box and it's mocking me, guys, it's mocking me and I really really really hate that Armor Keeper.

That's kinda funny that he came back; the treasure chest contains a Minerva Band, which you may already have. It's definitely obtainable in other locations at least. If I do leave AK in this location, I'll address that oversight with his field model respawning.

One thing before you progress though, toward the very end of this sidequest there's a glitch with the script that's fixed in the flevel hotfix patch; make sure you apply it before tackling the final segment: http://www.mediafire.com/download/11apu0lz43b4n43/NT+Mod+HotFix+flevel+28th+September+2015.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-02-19 07:31:45
Lol dracozombie please finish your sentences, our chief is freaking out here! ^o^
We dont want him going cloud on us just before finishing 1.4! :-O

Sent from my Xperia ZR using Tapatalk
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Arikadoo on 2016-02-19 12:44:55
Hi Sega Chief, just wanted to say your mod is the best, got in love with it after the battles in Reactor 1.

I was wondering if you could tell us where to find ultimate armors for the entire party, i've already got yuffie's and barret's (this one was weird, I remember stealing it from someone in junon leagues first battles).

Also I just defeated Yahcobo but it didnt drop Dragon Armlet, same thing happened when I defeated VIRAGE and it didnt drop Shinra Alpha, ( Dark Cave was a pain, I started it too soon haha, good thing I stole Tifa's ult weapon there, and just recently crafted Princess Guard). Also, there is some issue with the description in equipment menu for the escort and Mineva band in the kernel2 of November 3rd, but i think i solved it by using kernel2 from pre patches, hope i didnt ruin anything.

Have to say , I loved resetting the game for some rare steals and morphs (though i think if you hard reset and rush to the enemy you want to steal, you have high chances of getting it, Because i got ribbon in 3 attempts i hard reseted from brass dragon , i was trying to morph him and failing so hard beacuse of the new ally lol)

Now, I'm waiting for 1.4, I'm excited for the new innates and changes.
Thanks for this awesome mod, :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-19 22:52:09
Ultimate armours are a bit all over the place, it was something that was implemented later and I missed a few drops here and there. As for Virage and Yahcobo, I think it may be because they both end the battle in unique ways which may mean no rewards get dished out. I'll need to review that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-20 05:16:33
Er, in the Dark Cave I can't climb up the wire to take me to Shinra HQ. I already recruited Red XIII, Cait Sith, Cid, Yuffie, and Vincent. Do I need to do something else, or is this a glitch? Or is it related to that patch you linked me, even though I thought you only needed it if you downloaded the client before the date it says.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-20 05:36:24
I think you're missing Aeris; she's in the rafters of the Church. At the moment, I think the only two characters you don't need are Yuffie and Vincent.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-20 05:56:19
Ah, yup, just found her. I've been to the church but I didn't know you could get to the part of the rafters where Aeris is until I stumbled upon it by accident.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-02-20 12:58:49
Hey. Don't forget the mega read me / faq with the changes from vanilla game. It's not like I don't enjoy a good search and find on a new game, but on a game you already know upside down it's tough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-21 03:00:25
Why oh why does the ViagraVirage sometimes freeze the game randomly? The music and character animations still play, but no one can take any action and I have to restart the fight AGAIN. And that assumes he doesn't just destroy me with all those status effects and hard-hitting attacks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-21 06:26:09
Why oh why does the ViagraVirage sometimes freeze the game randomly? The music and character animations still play, but no one can take any action and I have to restart the fight AGAIN. And that assumes he doesn't just destroy me with all those status effects and hard-hitting attacks.

I was trying to use an animation glitch that allows two to play at the same time but it's since proven to be unstable. It'll be gone from the next build; to make this fight faster, use the Holy element for 2x damage; Restore + Elemental in the weapon, the Pearl spell (on Planet/Ultima Materia), Alexander, and the Alpha Enemy Skill should be effective. I think the crucial thing though is to prevent him from getting statuses like Regen and Auto-Crits; try applying the Resist status to him early on and keep Dispel handy to counter some of his nastier status combos like Deep Sleep (Sleep, Dual-Drain, and Resist).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: mexico on 2016-02-21 15:35:44
Hi!

Is it normal that I can't select the ennemies vith the steal materia ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-21 15:45:40
I was trying to use an animation glitch that allows two to play at the same time but it's since proven to be unstable. It'll be gone from the next build; to make this fight faster, use the Holy element for 2x damage; Restore + Elemental in the weapon, the Pearl spell (on Planet/Ultima Materia), Alexander, and the Alpha Enemy Skill should be effective. I think the crucial thing though is to prevent him from getting statuses like Regen and Auto-Crits; try applying the Resist status to him early on and keep Dispel handy to counter some of his nastier status combos like Deep Sleep (Sleep, Dual-Drain, and Resist).

But otherwise is there no actual way to prevent the glitch from happening? Also, Holy + Elemental on weapon is a bad idea because it'll fully recover Mirage Weapon in the previous fight, and my Turbo Ether supply is almost out. Also also, the Resist strategy is hit-or-miss because Virage usually uses Fantasia (or whatever it is that lets him absorb elements) in the beginning of the fight, before I can do anything (he's another one of those multiple-moves-in-one-turn jerks), which makes Holy + Elemental in weapon an even worse idea. Because of this, I wound up casting Resist AFTER Fantasia, so he's locked into absorbing every element except Ultima, except my characters don't have the MP for that kind of consistent casting -- I'm already splitting my MP Pluses up among characters as it is, and even if I had more, I don't have enough materia slots for them without sacrificing something else I really need. And as I said, my Turbo Ether supply is running out.

Oh and even when I try to do the Resist thing, he'll just keep using Fantasia to reapply that buff while at the same time completely smashing my characters -- if I use an Added Effect + Status defense for one thing, I'll be vulnerable to something else equally debilitating. Depending on what combination of multi-moves he decides to use, my characters literally have no time to react. I swear, MULTIPLE-MOVES-IN-ONE-TURN JERK GO DIE IN A DISHWASHER PLZ
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-21 16:21:21
Hi!

Is it normal that I can't select the ennemies vith the steal materia ?

Happens if you're using Aerith (with a healing weapon?).


But otherwise is there no actual way to prevent the glitch from happening? Also, Holy + Elemental on weapon is a bad idea because it'll fully recover Mirage Weapon in the previous fight, and my Turbo Ether supply is almost out. Also also, the Resist strategy is hit-or-miss because Virage usually uses Fantasia (or whatever it is that lets him absorb elements) in the beginning of the fight, before I can do anything (he's another one of those multiple-moves-in-one-turn jerks), which makes Holy + Elemental in weapon an even worse idea. Because of this, I wound up casting Resist AFTER Fantasia, so he's locked into absorbing every element except Ultima, except my characters don't have the MP for that kind of consistent casting -- I'm already splitting my MP Pluses up among characters as it is, and even if I had more, I don't have enough materia slots for them without sacrificing something else I really need. And as I said, my Turbo Ether supply is running out.

If all else fails, you can cheese it with Sleep and ultimaspam.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-21 17:04:55
... It's... vulnerable to sleep?

HOLY STRAWBERRIES IT IS VULNERABLE TO SLEEP

Mwahahaha take that you piece of --

NO NO YOU ARE ASLEEP YOU CANNOT CAST TARTATUS WHILE YOU ARE ASLEEP YOU CANNOT INSTA-RECOVER FROM PEARL BECAUSE YOU ARE ASLEEP AND YOU CANNOT CAST THE THING THAT LETS YOU RESIST THE OTHER THING

Gaiz this dungeon isn't fun anymore
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-21 17:15:07

Gaiz this dungeon isn't fun anymore

https://www.youtube.com/watch?v=WTsDqIcpHUc

Edit: https://twitter.com/SegaChief/status/700563276833251328

1.4 Hyyyyyype!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-21 18:54:43
HYYYYYYPE

Great, because I've decided to pull back from Dark Cave (again). I managed to get far but a lot of it was more frustrating for me than anything else. With 1.4 around the corner I might as well wrap up the main game and maybe get the ultimate weapons and lv. 4 limits that I can. For ultimate weapons, though, I noticed that some of the catalysts, like the Micro Engine for Premium Heart, were found in the Dark Cave... which I *cough* tactfully retreated from. Is there another place to find the catalysts, or are some of my party members just gonna have to go ultimate weapon-less until 1.4? I also read somewhere that the X-ATM Core for Missing Score is supposed to be unmissable, but I have yet to find it. I even went back to try and steal AND morph it from the X-Atmo rematch in Corel, which turned out to be unnecessary pain for me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-21 19:25:14
Hi!

Is it normal that I can't select the ennemies vith the steal materia ?

Steal still uses the weapon's target data, so if Aeris has a weapon equipped that targets allies she won't be able to steal from enemies. I've corrected this for the 1.4 build.

HYYYYYYPE

Great, because I've decided to pull back from Dark Cave (again). I managed to get far but a lot of it was more frustrating for me than anything else. With 1.4 around the corner I might as well wrap up the main game and maybe get the ultimate weapons and lv. 4 limits that I can. For ultimate weapons, though, I noticed that some of the catalysts, like the Micro Engine for Premium Heart, were found in the Dark Cave... which I *cough* tactfully retreated from. Is there another place to find the catalysts, or are some of my party members just gonna have to go ultimate weapon-less until 1.4? I also read somewhere that the X-ATM Core for Missing Score is supposed to be unmissable, but I have yet to find it. I even went back to try and steal AND morph it from the X-Atmo rematch in Corel, which turned out to be unnecessary pain for me.

Those are the only places to get them, I'm afraid. If you're preparing for the last story bosses, then I'd buy up and grow enough of the essential Materia to outfit three parties (Restore, Barrier, etc.) Same thing with equipment, items, etc. You can also get some more Turbo Ethers by feeding Ethers to Magic Pots. There's a new opportunity to save between Jenova and Bizarro as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-21 19:54:29
I'm back to materia grinding, so no problem in getting enough to fill three parties. In the final battle, will this be necessary? In the original game I was able to through all three fights with a single party, but knowing this mod it might be a better idea to divide things up. Yeah, I knew about the Turbo Ethers from Magic Pots (that's where my supply came from), but MP Turbo + high level spells means my characters can burn through those things fast. If it weren't for Cloud's Ultima Weapon + 4x-Cut, I'd need even more because of how much I otherwise rely on magic.

Luckily I at least managed to snag Ultimate Weapon, and now Princess Guard, which I consider the 'important' ones. tbh Barret's Pile Banger with its +50 vit/spr wound up saving the day more than Missing Score probably could have. Fights like Armor Keeper made me bleed out every possible stat I can get just to survive.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-21 23:02:00
I'm back to materia grinding, so no problem in getting enough to fill three parties. In the final battle, will this be necessary? In the original game I was able to through all three fights with a single party, but knowing this mod it might be a better idea to divide things up. Yeah, I knew about the Turbo Ethers from Magic Pots (that's where my supply came from), but MP Turbo + high level spells means my characters can burn through those things fast. If it weren't for Cloud's Ultima Weapon + 4x-Cut, I'd need even more because of how much I otherwise rely on magic.

Luckily I at least managed to snag Ultimate Weapon, and now Princess Guard, which I consider the 'important' ones. tbh Barret's Pile Banger with its +50 vit/spr wound up saving the day more than Missing Score probably could have. Fights like Armor Keeper made me bleed out every possible stat I can get just to survive.

The Bizarro fight is always a three-party fight so having enough stuff to reasonably equip your other teams is essential. Team 1 will be the ones that go through to fight Safer, so give them your best stuff if possible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-22 03:50:17
Mmkay. Before that, I'm going after the Weapons. I was pleasantly surprised by how easily Ruby went down; after how much I got mauled in Dark Cave, it was a relief to kick something else's ass for a change. Of course, since Ruby and Emerald unlock other fights, I'm guessing those aren't the hard ones. But for Emerald, I can't peg what Kcatta emit Storm draws its damage from (thank god it's not from your materia). I know it's "time attack," but does it draw from your ATB gauge or something? The first time he used it, it knocked out Cloud but missed Tifa, but I can't tell if it didn't affect her or if she just dodged it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-22 07:09:07
It's based on the in-game timer; if your timer reads 29hrs, 30mins then it'll do 2930 damage; the max it can do is 9959 (the timer 'stops' at this in the menu, though I think it actually keeps counting; not sure). It's also a physical attack meaning it can be Lucky Dodged with the Luck stat, maybe regular evasion as well depending on what I set the accuracy to.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-23 03:39:18
It's based on the in-game timer

whywouldyoudosuchathing
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-23 13:29:38
Every day, this thread has several hundred more views/reads. I can't help but wonder how many of them are mine.


(https://media.giphy.com/media/Rd5l69fsp3w5i/giphy.gif)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-23 16:54:19
One of these days, the page will show a little message saying 1.4 is finished. Maybe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: JonJon412 on 2016-02-23 21:40:28
One of these days, the page will show a little message saying 1.4 is finished. Maybe.

If it comes or not, I still appreciate all the help you've given me all this time.

I still watch the guide videos you did of it from time to time, cheers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-24 02:18:33
I too am grateful for the help with my Disc 3 pain. 1.4 hype whoooooo
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: NeoDraconis on 2016-02-24 04:13:33
I am waiting for 1.4 before getting started so I can enjoy some lovely documentation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-24 09:07:21
There will be much documentation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: NeoDraconis on 2016-02-24 10:57:33
With any game as big as Final Fantasy 7 I tend to need such documentation or I will miss things often. :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Nikkolas on 2016-02-25 00:04:45
Will 1.4 be significantly different than the one I played?

Really want to replay FFVII again and while I loved your mod and am eternally grateful for all the help you gave me, I'd be interested in seeing new things.

Also since you probably don't remember me, I last played the NT mod in October of 2014.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Webbhead08 on 2016-02-25 00:53:05
Hi All - I wanted to see what everyone thought about playing New Threat with the NT Custom .exe Patch. I played 1.3 extensively last summer without the patch, (and am a long time ff7 fan) but have yet to play the mod with the Rank-Up and other new features of 1.35. Hoping to hear some comments and thoughts about playing through with the custom .exe patch or not! Thanks in advance!

-Web
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-25 05:12:55
How does one get around Emerald's time attack storm thingy? He's otherwise completely manageable except for that one attack that totally wipes out my party (my timer's pushing 70... shaddap). I know it can be dodged, and sometimes my characters do, but whether they do depends on luck and that's not a strategy I can rely on. Speaking of luck, I was thinking of bringing Yuffie into the fight in the hopes of activating her lucky dodge innate, but she's so squishy it's hard to keep her alive until Emerald even starts using Emit Kcatta. There's also how Yuffie's lucky dodge will cancel if she's hit with magic effects, and most of Emerald's attacks are magic-based. Besides, getting lucky dodge to activate at all is... well, luck. Which I don't feel like depending on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-25 07:25:25
Hi All - I wanted to see what everyone thought about playing New Threat with the NT Custom .exe Patch. I played 1.3 extensively last summer without the patch, (and am a long time ff7 fan) but have yet to play the mod with the Rank-Up and other new features of 1.35. Hoping to hear some comments and thoughts about playing through with the custom .exe patch or not! Thanks in advance!

-Web

I personally prefer the custom .exe, as it allows greater customization of my characters, in the form of bigger penalties/boni, allowing me to stack certain stats, such as dex/str/mag to basically whatever extent I please. Granted, this also means that if you simply load up all your characters with a full inventory of materia, you might be gimping yourself, due to the penalties. :)

Edit: if you're trying to decide whether or not to use the custom .exe, based on the materia-list in the database, don't. As it's quite outdated, it seems. o/

How does one get around Emerald's time attack storm thingy? He's otherwise completely manageable except for that one attack that totally wipes out my party (my timer's pushing 70... shaddap). I know it can be dodged, and sometimes my characters do, but whether they do depends on luck and that's not a strategy I can rely on. Speaking of luck, I was thinking of bringing Yuffie into the fight in the hopes of activating her lucky dodge innate, but she's so squishy it's hard to keep her alive until Emerald even starts using Emit Kcatta. There's also how Yuffie's lucky dodge will cancel if she's hit with magic effects, and most of Emerald's attacks are magic-based. Besides, getting lucky dodge to activate at all is... well, luck. Which I don't feel like depending on.

One way is to simply bruteforce it, absolutely wreck it before it even has a chance to use it. Considering the time you've spent already, you might(/should?) have the materia/gear needed to accomplish that. :) I think I used cloud & Cid primarily as my physical attackers. Not sure if Aerith did anything but support, she might have been octo-casting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-25 07:32:33
Will 1.4 be significantly different than the one I played?

Really want to replay FFVII again and while I loved your mod and am eternally grateful for all the help you gave me, I'd be interested in seeing new things.

Also since you probably don't remember me, I last played the NT mod in October of 2014.

Long time no see, Nikk; I remember you. 1.4 has a different progression curve that puts you on Disc 3 at roughly around Lv.70+, some of the sidequests are different and start earlier in the game, and I streamlined some things like Junon Leagues and Extra Battle to mix their enemies more into Disc 1 & 2.

Hi All - I wanted to see what everyone thought about playing New Threat with the NT Custom .exe Patch. I played 1.3 extensively last summer without the patch, (and am a long time ff7 fan) but have yet to play the mod with the Rank-Up and other new features of 1.35. Hoping to hear some comments and thoughts about playing through with the custom .exe patch or not! Thanks in advance!

-Web

I need to fix the custom .exe patch; it isn't a good fit with NT at the moment due to the HP problem in 1.35 and weak Limit damage.

How does one get around Emerald's time attack storm thingy? He's otherwise completely manageable except for that one attack that totally wipes out my party (my timer's pushing 70... shaddap). I know it can be dodged, and sometimes my characters do, but whether they do depends on luck and that's not a strategy I can rely on. Speaking of luck, I was thinking of bringing Yuffie into the fight in the hopes of activating her lucky dodge innate, but she's so squishy it's hard to keep her alive until Emerald even starts using Emit Kcatta. There's also how Yuffie's lucky dodge will cancel if she's hit with magic effects, and most of Emerald's attacks are magic-based. Besides, getting lucky dodge to activate at all is... well, luck. Which I don't feel like depending on.

Lucky Dodge isn't the innate, her evasion against physical/magical attacks itself is raised to 255%; if hit by a critical hit (or Lucky Hit as it can be called) then this standard evasion won't help. Time Attack Storm has 255% physical accuracy as well, so even with that on it won't be a sure thing. To use Lucky Dodge, you need a high Luck Stat; try swapping party leaders to Cid and using him, Cait Sith, and Yuffie in that fight. Bolster Cid and Cait's Luck with whatever equipment you can find (Amulet should raise it by 75, and certain armours do as well; you want to be pushing 200 Luck on both of them for a solid chance of dodging this attack consistently). If you have Final Attack, you can put that on Cait or Cid to give yourself a safety net as well.

As for damage, physical attacks are likely the way to go so Cid can cover that as well. Load him with Bolt + Elemental in his weapon, and either 2x-Cut or Mug + Added Cut (4x-Cut randomly targets enemies so when his eyes open it'll make Cid less effective, so stick with 2x or an Added Cut set-up). He only has 180,000HP and low defence, so if you're aggressive enough you might even be able to kill it before his eyes open. If his eyes do open, the he'll start counter-attacking any damage that isn't Limits or Bahamut Summons with Revenge Stamps.

One thing to note though is that if you kill all four eyes when they open, Emerald will be knocked out of his 2nd-phase AI and won't use Storm at all so that's another possible solution; you could prevent the attack altogether. For that, you'll want to either have a multi-target Limit Break ready (Fury could be handy for that) or Bahamut Summons to avoid the counters, or go after the eyes individually with 2x-Cut and Bolt3.

Finally, if you bring Aeris along you could pop Planet Protector or Great Gospel when his eyes open to give yourself some temporary invincibility for a little extra time in destroying the torso/eyes. Slow can make Peerless last longer, but avoid using Haste as it'll make it tick off faster.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-25 09:46:20
I need to fix the custom .exe patch; it isn't a good fit with NT at the moment due to the HP problem in 1.35 and weak Limit damage.
Will it be released simultaneously with 1.4?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-25 12:16:23
I'll try.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: DLPB_ on 2016-02-25 22:15:46
You're kind.  In Weapon, that move is game over.    :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-26 07:08:54
You're kind.  In Weapon, that move is game over.    :-D

That because of the timer being extended? Or did you actually make it Cait Sith's Game Over? D:

Still looking forward to the full release of Weapon :I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-26 07:35:00
Is "Weapon" another FF7 mod? :> My google-fu only yields skin/model replacements, if so. o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-26 08:46:23
Dan's Reunion project has multiple parts to cover every aspect of the game; most people know it for the retranslation, called Beacause, but there's also another section called Weapon that's looking into the gameplay. So far I think it's just the minigames that have been fixed up/released, but I remember he altered the game's formulas at one point and was streamlining how they work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zedes on 2016-02-26 09:08:07
Dan's Reunion project has multiple parts to cover every aspect of the game; most people know it for the retranslation, called Beacause, but there's also another section called Weapon that's looking into the gameplay. So far I think it's just the minigames that have been fixed up/released, but I remember he altered the game's formulas at one point and was streamlining how they work.

Does the retranslation include a guy who are sick?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-26 09:59:57
Only a guy who is sick, I'm afraid.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-27 11:26:14
Well, a serious problem has finally emerged. I found a series of scripting flaws in Dark Cave which will need a fair amount of work to repair. I'm going to temporarily close that sidequest for 1.4's release so I can get the time I need to properly re-do it; because of the way I've done it, I can't overhaul it the way I wanted to so it needs to be rewritten. Fortunately, it's kind of insular and end-game so nobody is going to miss it by advancing too far (unless they, y'know, beat the final story bosses and finish the game).

I'm doing the same with Arrange but for different reasons; I want the initial feedback/big-reports to be focused on the default normal mode, rather than split between that and Arrange. I need to do a test-play of it in any case to set it up properly.

As for what remains to be done, I just need to implement some revamped pre-battle AI for enemies to handle SP & general mechanics then test out some sidequests to make sure they're functioning at all times. There's a thing I want to do with the final boss as well to make it more...tense.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-27 12:08:10
Don't worry too much about the Dark Cave and Arrange, most of us just want to start trying out the new stuff. :>

Also, I hate to be "that guy" but do you have any idea when you'll be releasing it? (And hopefully the custom.exe)
Wouldn't want to miss it, been ridiculously hyped ever since my first playthrough of 1.35 :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-27 13:01:39
I was hoping tomorrow but there's still niggling bits and pieces left over that need done; the documentation needs finished too and I really want that to be with the installer when it goes up this time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-02-27 15:20:50
Don't worry too much about the Dark Cave and Arrange, most of us just want to start trying out the new stuff. :>

Also, I hate to be "that guy" but do you have any idea when you'll be releasing it? (And hopefully the custom.exe)
Wouldn't want to miss it, been ridiculously hyped ever since my first playthrough of 1.35 :D
Dont sweat it mithrain were all those guys. ;-) and also most of us juat wanna go with mod.
As the saying goes chief, hurry slowly. B-)

Sent from my Xperia ZR using Tapatalk

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: selius on 2016-02-27 17:09:22
I was hoping tomorrow

be still my beating heart.

did you do anything to chocobo raising? more colored chocobos, or higher speed caps, or i dont know, just anything to spruce the game up a bit?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-28 07:52:40
I put in a short-cut to get a gold chocobo faster; could experiment with the minigame later, though. New colours would be interesting, though it would be purely cosmetic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-29 05:10:55
It's... it's like a sick joke.

I finally beat Emerald, and now I gotta figure out how to beat the Master Materia, especially that Summon one that seems like it can summon two things in the same turn. Not only is there a big risk of a dual-cast Bahamut + Alexander (it's happened more times than you'd think), I gotta sit through all those summon animations. tbh, the amount of waiting is also the primary reason I'm not even bothering with the Mime materia tonberries anymore.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-29 05:55:00
It's... it's like a sick joke.

I finally beat Emerald, and now I gotta figure out how to beat the Master Materia, especially that Summon one that seems like it can summon two things in the same turn. Not only is there a big risk of a dual-cast Bahamut + Alexander (it's happened more times than you'd think), I gotta sit through all those summon animations. tbh, the amount of waiting is also the primary reason I'm not even bothering with the Mime materia tonberries anymore.

Never had the summon materia do any dual-casts. Perhaps that happens if you're taking forever killing it? if so, I could give you a few pointers (although Sega would be better qualified at that, he might be busy with 1.4).



I put in a short-cut to get a gold chocobo faster; could experiment with the minigame later, though. New colours would be interesting, though it would be purely cosmetic.

Hype intensifies. Hopefully this shortcut doesn't make the chocobo terribad at racing like the (vanilla) ruby-weapon reward. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-02-29 06:01:34
Uuuuuuuugh why does victory have to be so pyrrhic.

Technically the guy wasn't lying when he said he was indeed giving me Master Materia... guess I forgot that actual Master Materia isn't in NT.

I feel sad.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-29 06:31:39
Uuuuuuuugh why does victory have to be so pyrrhic.

Technically the guy wasn't lying when he said he was indeed giving me Master Materia... guess I forgot that actual Master Materia isn't in NT.

I feel sad.

(http://i.imgur.com/q7ix0ix.png?1)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-29 06:35:15
(http://i.imgur.com/q7ix0ix.png?1)

Well, it wasn't supposed to be but I messed up and forgot you could make it :I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-29 06:44:42
To be fair, Master Magic is near useless due to the massive penalties involved.
Only Master Command is semi useful, as you can offset the Dex/agi penalty with a sneak glove. It does require a large amount of grinding, 1 million AP for the mime.

Edit: This is with Custom.exe, naturally. Might be super amazing in the default NT mod.
Edit2: Didn't mean to sound like a whine, my point was just that it doesn't impact custom.exe playthroughs all that much. :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-29 07:07:48
Oh yeah, they have customised bonus/penalty tiers. Might be a bit extreme though, it was things like 50% and 64stat modifiers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Nikkolas on 2016-02-29 07:38:35
Long time no see, Nikk; I remember you. 1.4 has a different progression curve that puts you on Disc 3 at roughly around Lv.70+, some of the sidequests are different and start earlier in the game, and I streamlined some things like Junon Leagues and Extra Battle to mix their enemies more into Disc 1 & 2.

Interesting... I really want to replay FFVII but I'm tempted to try gjoerulv'Hardcore Mod before I replay this. The HM be something completely new, ya know?

off course, the posts I'm reading in here makes a lot of things sem very different about the modern version of NT. This mod has undergone quite a number of revisions. I was recommending your mod to people elsewhere back when I played it and one guy said he had tried an even earlier incarnation than I had, where you apparently were making liberal use of some status effect you came up with, or so he claimed.

I also recall you saying  Comet2 was OP when I spammed it against Nemesis. I just couldn't see any other way to do real damage.

Have you suped up some of the bosses? Emerald and Ruby were actually among the easiest parts of NT when I played it. Emerald especially was destroyed by having Bolt Elemental weapons on Cloud and Yuffie as I recall.

In any event, maybe I can just do Hardcore than replay this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-29 08:32:17
Interesting... I really want to replay FFVII but I'm tempted to try gjoerulv'Hardcore Mod before I replay this. The HM be something completely new, ya know?

off course, the posts I'm reading in here makes a lot of things sem very different about the modern version of NT. This mod has undergone quite a number of revisions. I was recommending your mod to people elsewhere back when I played it and one guy said he had tried an even earlier incarnation than I had, where you apparently were making liberal use of some status effect you came up with, or so he claimed.

I also recall you saying  Comet2 was OP when I spammed it against Nemesis. I just couldn't see any other way to do real damage.

Have you suped up some of the bosses? Emerald and Ruby were actually among the easiest parts of NT when I played it. Emerald especially was destroyed by having Bolt Elemental weapons on Cloud and Yuffie as I recall.

In any event, maybe I can just do Hardcore than replay this.

I'd heartily recommend the hardcore mod; so long as you approach it with a survival mentality, it can be very rewarding. I'd recommend grabbing Barret and then spending some time fighting the enemies on the catwalk outside the Reactor as they have a good drop rate for potions and ethers. Once you're able to keep a stable stock of 10 or so potions (you'll be using some to heal) and are up to about Lv.6-7 you'll be ready to tackle El Scorpio.

Yeah, NT has undergone a lot of overhauls. It's nice to see that the Dual-Drain build still lives on in infamy.

I'm re-buffing Comet2 for the new build, I'd made it useless next to actual Comet. It'll be back to 6-shots, and a rise in base power.

Emerald and Ruby are still fairly easy as 'super'-bosses go even in this new build, might be more apt to call them mid-bosses. I could soup them up a bit if people fancy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-29 09:08:14
Beefing up Emerald (and possibly ruby) would be welcome, as they were pushovers compared to some of the other endgame bosses, such as the extra battle thingy.
Some kind of status(counters?) perhaps, for Emerald? or simply higher basestats.
Spoiler: show

(inb4 angry PMs, saying I caused a 1.4 release delay!)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Chronoseth on 2016-02-29 10:08:16
Emerald and Ruby are still fairly easy as 'super'-bosses go even in this new build, might be more apt to call them mid-bosses. I could soup them up a bit if people fancy.
IMO Ruby is fine in 1.35 (whirlsand can go **** itself), but Emerald was far too easy. The only real danger is its eye rays, but they're almost entirely nullified by ribbons, and Emerald doesn't do enough damage for the lack of barriers to be a concern. Making them do something like drain a lot more MP or forcibly inflict dual-drain would make the battle more interesting.

Oh, exploiting Emerald's gravity vulnerability also makes the battle hilariously easy and short. Maybe make it counter Demi with reflect?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-29 10:38:00
Do you mean, that you want Emerald to throw Demi back at the party, using reflect? Doesn't seem like it can be reflected in FF7 (or perhaps just NT).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Chronoseth on 2016-02-29 11:04:30
Do you mean, that you want Emerald to throw Demi back at the party, using reflect? Doesn't seem like it can be reflected in FF7 (or perhaps just NT).
... I forgot about that.

It definitely needs to do something to counter Demi if it keeps its gravity vulnerability, though. The damage dealt by quadded demi is ridiculous.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-02-29 11:15:31
If you think that damage is stupid. Try a suped-up Cloud, with 4x-cut and numerous counters. With his damage buffed even further by Lighting-elemental in his weapon, lucky pill and yellow wave. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-29 11:54:17
The original default emerald weapon actually has no resistance to Gravity either; but that's countered slightly by it's 800,000HP pool. For this build, Emerald has more HP than before at 280,000 but it's still not likely enough to guard against W'd quadded Demi so I'll make him resistant to that element and lower his Magic Defence a little to compensate.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Rasca on 2016-02-29 12:43:20
The original default emerald weapon actually has no resistance to Gravity either; but that's countered slightly by it's 800,000HP pool. For this build, Emerald has more HP than before at 280,000 but it's still not likely enough to guard against W'd quadded Demi so I'll make him resistant to that element and lower his Magic Defence a little to compensate.

How useful is Demi in general?

It feels like this kind of magic (or statuses and such) are always useless in most games because the only enemies you should use them against are inmune to them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-02-29 15:23:08
You'll find plenty of uses for it here; most enemies don't resist it, and flying/airborne enemies take 2x damage from it meaning they can be killed by Demi2 or higher. Morph tables were changed too so you can get yourself some decent gear earlier on, which Demi helps with. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Yuffie1983 on 2016-02-29 16:17:58
I'd heartily recommend the hardcore mod; so long as you approach it with a survival mentality, it can be very rewarding. I'd recommend grabbing Barret and then spending some time fighting the enemies on the catwalk outside the Reactor as they have a good drop rate for potions and ethers. Once you're able to keep a stable stock of 10 or so potions (you'll be using some to heal) and are up to about Lv.6-7 you'll be ready to tackle El Scorpio.

Yeah, NT has undergone a lot of overhauls. It's nice to see that the Dual-Drain build still lives on in infamy.

I'm re-buffing Comet2 for the new build, I'd made it useless next to actual Comet. It'll be back to 6-shots, and a rise in base power.

Emerald and Ruby are still fairly easy as 'super'-bosses go even in this new build, might be more apt to call them mid-bosses. I could soup them up a bit if people fancy.

Yeah I think Ruby and Emerald should be souped up A LOT they are meant to be super bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Rasca on 2016-03-01 07:41:33
You'll find plenty of uses for it here; most enemies don't resist it, and flying/airborne enemies take 2x damage from it meaning they can be killed by Demi2 or higher. Morph tables were changed too so you can get yourself some decent gear earlier on, which Demi helps with.

Nice.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Webbhead08 on 2016-03-01 15:26:11
Question(s) about Fort Condor: Are there prizes / items to be won from playing and winning the mini-game now? I was on auto-pilot and just waited to lose, and defeat monster, to gain the huge materia during the story as I don't recall there ever being anything of worth to win back in Vanilla. I doubt I would/will spend any significant time at the mini-game but if there are some valuable goodies that would be handy info. Thanks in advance! -Web
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-01 17:59:06
I revised all the prizes, and there's a special prize if you manage to clear the Fort Condor sideline without letting Shinra win a single time (they have 15000gil to start, to cover battles that can't be accessed, and a new NPC appears in certain places to let you fast-travel to and from Condor).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: renzai on 2016-03-01 20:10:07
Sega Chief,

I started a new run for the first time and I guess I had a controller fix mod installed so some of the patch did not apply successfully.  Originally I couldn't access the rank up menu.  I ended up reinstalling and repatching at the train graveyard save point.  I read somewhere the first rank up is around here or the pillar but I've made it to the shinra HQ save without being able to rank up so far.  I can access the menu now just fine.

Did I miss the points previous to the train GY because of the bad install?  Should I worry about being under powered later because of not being able to rank up yet?

Tried to search on here and insanedifficulty but couldn't find anything after putting in some effort. Thanks for your help and enjoying this greatly so far.  The 2nd scorp and chocobo commander both surprised me and made me laugh my ass off.  And the 2nd reactor button scene which i failed of course ;-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: OSACHIE on 2016-03-01 20:31:04
 :-( Dont know if im to late cause your one download link for version 1.35 from media fire is broken - is v1.3 that different? that one works on the insane difficulty site - but id rather get this one - very intrested in trying your mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-01 20:45:03
You might as well wait for 1.4, OSACHIE. It's due any day now, with numerous major changes from 1.35 (and by extension, 1.3). :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: OSACHIE on 2016-03-01 22:05:50
Thank you for the info - be much better,Cant Wait - also i downloaded the Ultimate Pc version, then noticed i got wrong one and got the unmodified version (original 1998),so id be all good but did it matter? what is ultima edition? and does it work with this mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-02 11:49:34
Sega Chief,

I started a new run for the first time and I guess I had a controller fix mod installed so some of the patch did not apply successfully.  Originally I couldn't access the rank up menu.  I ended up reinstalling and repatching at the train graveyard save point.  I read somewhere the first rank up is around here or the pillar but I've made it to the shinra HQ save without being able to rank up so far.  I can access the menu now just fine.

Did I miss the points previous to the train GY because of the bad install?  Should I worry about being under powered later because of not being able to rank up yet?

Tried to search on here and insanedifficulty but couldn't find anything after putting in some effort. Thanks for your help and enjoying this greatly so far.  The 2nd scorp and chocobo commander both surprised me and made me laugh my ass off.  And the 2nd reactor button scene which i failed off course ;-)

You'll be fine, if you want to reclaim missing points then sending characters into Battle Square can nab you some extra. You'll just be hitting ranks a little later than normal.

Thank you for the info - be much better,Cant Wait - also i downloaded the Ultimate Pc version, then noticed i got wrong one and got the unmodified version (original 1998),so id be all good but did it matter? what is ultima edition? and does it work with this mod?


The ultima edition is a modified 1998 Original with some dodgy hacks installed into it. When modding, it's always best to use either the steam or original 1998 version.

Update: Been sick since yesterday but I managed to fine-tune the SP AI and all I have to do is copy-paste that into each enemy. Then we're good to go.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-02 14:10:10
Update: Been sick since yesterday but I managed to fine-tune the SP AI and all I have to do is copy-paste that into each enemy. Then we're good to go.

(https://image.spreadshirtmedia.com/image-server/v1/designs/11785279,width=178,height=178,version=1329647643/Mother-of-God.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Covarr on 2016-03-02 14:28:02
Thank you for the info - be much better,Cant Wait - also i downloaded the Ultimate Pc version, then noticed i got wrong one and got the unmodified version (original 1998),so id be all good but did it matter? what is ultima edition? and does it work with this mod?

Did you BUY the game? We have a rule at this site about not helping with pirated copies.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-02 16:03:43
I very much doubt you'll get an answer, Covarr. :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-03-02 17:22:13
True ff7 fans must have mint ff7 disks, multiple isos to keep the disks mint, the square and the steam versions, just to be sure if one shuts down.

Edit
BTW, if you need an ER nurse I can always take a flight there just to be sure 1.4 sees the light... Don't want hundreds of fans to start having heart attacks and flood my hospital.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: OSACHIE on 2016-03-03 06:17:33
Did you BUY the game? We have a rule at this site about not helping with pirated copies.

Lol Yes I own Two sets of Original Final Fantasy 7 one greatest hits and original - i also have A ultima edition on cd as well (that ones got japenese writing on it and says disc a b c instead) i had the Pc version installed a long time ago - i have Steam with a couple of good games i bought(final fantasy online) so no worries i meant Ripped - The only mod i have ever tried and that was applying it to my iso's was final fantasy 7 Hardtype which i am currently only half way though( i suggest ppl atleast try it) - i just stumbled on this page and read all the changes he has done - at first i thought a new threat was a new Weapon ( the machine Bosses at end of game) but who knows mabye that could be later on - i think it would be dope to fight like a ice weapon mabye ontop of the ice cliffs :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: selius on 2016-03-03 07:25:39
all I have to do is copy-paste that into each enemy. Then we're good to go.

the hype is real
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-03 09:39:36
the hype is real
It really is. Been spamming the crap out of F5 since his last post. Almost tempted to start another 1.35 playthrough, just to blow off some steam or something. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-03 09:45:08
True ff7 fans must have mint ff7 disks, multiple isos to keep the disks mint, the square and the steam versions, just to be sure if one shuts down.

Edit
BTW, if you need an ER nurse I can always take a flight there just to be sure 1.4 sees the light... Don't want hundreds of fans to start having heart attacks and flood my hospital.

Saying that, I had to abandon my 1998 installation for the Steam one recently. Something changed, maybe an intel hd optional update, and now it won't run at all. I'll sort it out once 1.4's out.

I don't think we'll quite be seeing anything like ER floods if 1.4 never releases but no worries; I'll see if I can't get that AI pasted across the board today then I'll put the installer together.



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-03-03 10:00:54
Is full 7th heaven compatibility a sure thing or will it take some time to make it work?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-03 10:19:36
Should be same as before.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-03 10:31:55
Speaking of mods. Any recommendations to complement New Threat?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Rasca on 2016-03-03 10:46:28
Speaking of mods. Any recommendations to complement New Threat?

This. I'm pretty new to this modding thing, and just because NT caught my attention, but now that I'm on it... Can you guys recommend something? Specially quality of life stuff or to make it nicer to look at without disrupting the original feeling.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: EQ2Alyza on 2016-03-04 04:47:56
If you are going to wait to use 1.4 with 7th Heaven, then I'd recommend all the Kaldarasha models, all the satsuki textures, and whatever fits your taste for movies and music. Even if there may be a few better model options to choose, e.g. New Bloodshot Tifa, I still prefer consistency across my game. That is why I prefer Kaldarasha for ALL models and satsuki for ALL textures.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BertShadow on 2016-03-04 19:28:03
Sega Chief.

I have a problem on FF7 new threat mod 1.35 that i don't understand. I'm on disc 3 and I didn't see any changes in the Highwind: no menu of disc 2 bosses, I can't find the armorsmith to create the ultimate weapons. Furthermore, i have seen a video where a NPC was in the airship and talks you about the secrets and the localizations of the 4th limits of the characters, and that NPC isn't in my ship. Do you know where i can find this things?

On the other hand, I tried to looked up for some materias but the game laughtes in my face every time, I am talking about: Super Pg, Super Pm, Cut X2, Items X2, and the others Enemy Skills. Do you know where i can find those materias.

Thanks for everything, and i do apologise about my English, I am Spanish, sorry.

Cheers!

PD: BTW, i love this mod, i had surprises and very good times playing it, especially on disc 1. Good work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-04 19:57:29
I'm not Sega Chief naturally, but I'm really bored, while spamming F5, so I'll try to help anyway. o/

Sega Chief.

I have a problem on FF7 new threat mod 1.35 that i don't understand. I'm on disc 3 and I didn't see any changes in the Highwind: no menu of disc 2 bosses, I can't find the armorsmith to create the ultimate weapons. Furthermore, i have seen a video where a NPC was in the airship and talks you about the secrets and the localizations of the 4th limits of the characters, and that NPC isn't in my ship. Do you know where i can find this things?

On the other hand, I tried to looked up for some materias but the game laughtes in my face every time, I am talking about: Super Pg, Super Pm, Cut X2, Items X2, and the others Enemy Skills. Do you know where i can find those materias.

Thanks for everything, and i do apologise about my English, I am Spanish, sorry.

Cheers!

PD: BTW, i love this mod, i had surprises and very good times playing it, especially on disc 1. Good work.

About missing NPCs, being the armorsmith and the dudes on the Highwind. Have you gotten down to the bottom of the Northern Crater (at the point of no return)? Cloud recieves a call at that point, informing you of the "New threats". I would think that would trigger their spawn.

There should be a document on the first page, an excel spreadsheet, called the database or something like that. It lists most (if not all) materia/spells, and where to get them. However, the "Super pg", aka. HP Plus (?) is not ingame, at least not in 1.35.
The "Super pm" aka. MP Plus, can be obtained from an encounter that replaces Yuffie-battle on the worldmap, as well as found in the crater.

If you are going to wait to use 1.4 with 7th Heaven, then I'd recommend all the Kaldarasha models, all the satsuki textures, and whatever fits your taste for movies and music. Even if there may be a few better model options to choose, e.g. New Bloodshot Tifa, I still prefer consistency across my game. That is why I prefer Kaldarasha for ALL models and satsuki for ALL textures.
Do you happen to have any screenshots of the Satsuki textures? My google-fu is weak, appearantly. Thanks for the input, by the way!

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: dragonmaster0283 on 2016-03-04 19:59:17
Sega Chief.

I have a problem on FF7 new threat mod 1.35 that i don't understand. I'm on disc 3 and I didn't see any changes in the Highwind: no menu of disc 2 bosses, I can't find the armorsmith to create the ultimate weapons. Furthermore, i have seen a video where a NPC was in the airship and talks you about the secrets and the localizations of the 4th limits of the characters, and that NPC isn't in my ship. Do you know where i can find this things?

If I remember, the "new threats" npc that spawns and starts all of the new content (lv4 limits, weapons, etc.) Happens just before you go past the point of no return in the north crater near the bottom of it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-04 20:42:25
Sega Chief.

I have a problem on FF7 new threat mod 1.35 that i don't understand. I'm on disc 3 and I didn't see any changes in the Highwind: no menu of disc 2 bosses, I can't find the armorsmith to create the ultimate weapons. Furthermore, i have seen a video where a NPC was in the airship and talks you about the secrets and the localizations of the 4th limits of the characters, and that NPC isn't in my ship. Do you know where i can find this things?

On the other hand, I tried to looked up for some materias but the game laughtes in my face every time, I am talking about: Super Pg, Super Pm, Cut X2, Items X2, and the others Enemy Skills. Do you know where i can find those materias.

Thanks for everything, and i do apologise about my English, I am Spanish, sorry.

Cheers!

PD: BTW, i love this mod, i had surprises and very good times playing it, especially on disc 1. Good work.

The others have covered it, but just to confirm:

To activate the Disc 3 content, go down to the bottom of the North Cave (this area: https://i.ytimg.com/vi/w2Ju3zJfk8E/maxresdefault.jpg)

Most of the Plus Materia were removed, only MP Plus survived (though they'll be returning in the 1.4 update). There's also only one Enemy Skill Materia in the entire game, it was the best way to balance it without nerfing the skills themselves.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BertShadow on 2016-03-04 23:28:55
The others have covered it, but just to confirm:

To activate the Disc 3 content, go down to the bottom of the North Cave (this area: https://i.ytimg.com/vi/w2Ju3zJfk8E/maxresdefault.jpg)

Most of the Plus Materia were removed, only MP Plus survived (though they'll be returning in the 1.4 update). There's also only one Enemy Skill Materia in the entire game, it was the best way to balance it without nerfing the skills themselves.

Thanks Chief and everyone for the support.

I'm doing the new threat things now. I have a lot of questions that i tried to answer myself searching in this thread. The first and the most important is: the life of the bosses in Gold Saucer, specially Variablis, Vorpar and Love Buster, because i can't sense them and so, morphing them is hard, and i need that weapons to craft the ultimate ones. So, Sega-san, please, i need to know the HP of that bosses.

On the other hand, I've notice about the third item and I don't have any idea where to find the nonweapon items needed to craft the ultimates, for example, zenogias feather. I have the feeling that in will find them in the dark cave, but i want to be sure.

I want to now too why i need two batteries and two oversoul shards (the scorpion Boss Form 989966573 gave me when he surrender).

Again, thanks, sorry for my english and please, mercy XD, is my first time modding this game despite having played the original game a lot of times.

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-05 06:59:01
(the scorpion Boss Form 989966573 gave me when he surrender).

:3

Here are the HP Values and what they morph into:
-) Barbariccia: 42,000 (Magic Shuriken)
-) Gil turtle: 35,000 (Wizard Staff)
-) Variablis: 41,000 (Heaven's Cloud)
-) Love Buster: 77,000 (Pile Banger)
-) Abyss: 132,000 (Oversoul Shard)
-) Nyctalopian Dragon: 155,000 (Outsider)
-) Tyrant: 163,000 (Spring Gun Clip)

Mystery Tank has no morph, and Abyss morphs into a Oversoul Shard which is used for building a Masamune. A lot of the third items will come from fights like Ultimate Weapon (Zenogias Feather), Lv.4 Limit sidequests, Dark Cave, etc. You can get Batteries from Golem enemies, mostly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-05 07:46:27
Batteries had some kind of use in previous patches, correct? What about now? At least I can't recall finding any real use for them, apart from the boxes on the way to Shinra Building the first time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-05 10:50:25
I don't think they have any at the moment.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BertShadow on 2016-03-05 15:04:42
Sega Chief-san, i have a request for you.

Look, i love this mod and i know a comunity, a spanish language comunity with tons of fans of FF7 and I'd like to present your mod in that comunity.

Of course, If you give me permission, I would add a link to this site and I would refer always to you as the creator of all this.

I will wait the answer.

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-05 15:06:57
That'd be really cool, but wait until I've got the 1.4 update released; that'll avoid any confusion about old bugs, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BertShadow on 2016-03-05 20:46:53
Now I have tasted the secret bosses of this mod, the Junon leagues, etc I will wait to 1.4. The reason is the low health of the characters and the fact that i can't raise the stats of my character any longer. Is impossible for me to beat Zack, I've tried. Same for the Junon Leagues.

I love all the the new stuff that is in this mod but, in the end, all of this is spotted because the strenght of the bosses and the poor weakness of the characters, specially speaking in HP stat. Only Barret escape of all this, but he is a turtle and alone he can't do a thing.

I would love to see more HP in the characters in the 1.4 versions, I would love to see my characters hitting harder than only 1500 per physical attack. In the Readme text is written that the physical attacks would be stronger than the magic in late game. My experience tell me: no. Only Cid hits like a truck, I think that Yuffie and Tifa would hit a lot too, but, The magic is very powerfull here and this mod creates somekind of reliance in magic what makes another problem: the HP penalty and the low MP.

Maybe, the version that I have to play was the 1.3, now is too late. Only thinking about to survive the attacks of, for example, Variablis, which shout down one of my characters randomly (if its barret is gg, load game), spray status, prevents you to cast wall, haste o regen and, in the top of all this, morph it, XD. Is too hard for me. I can't imagine how powerfull would be Nemesis in this version, I can't figure how powerfull would be the ?? ?? ?? league in the Junon Leagues. I would never figure it because i can't ever success in the low levels of this optional areas.

This night i will try the dark cave. this is my last shoot in this version, if i can't success here i will surrender.

Cheers! I spect good things about 1.4

PD: I just kill right now Variablis. Thanks Highwind Limit. I am recovering my faith in my game XD.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-03-05 22:20:24
I definitely agree with the reliance on magic. The ReadMe actually said magic would always be stronger than physical attacks. In fact, physical attacks were usually so ineffective for me (especially with bosses) that I barely used them. It's only until recently that I started using them, but only with Cloud, and that's only because of Ultima Weapon + 4x-cut, and learning Dragon Force from the Kalm Traveler. It's very effective damage, if you can keep Cloud alive.

Trust me, the HP problem gave me hell, too, but it doesn't become a big issue until Disc 3. I find myself using Barret and Cait Sith whenever I can because they're the only two that can survive a lot of things. I used to use Tifa and other characters a lot, but starting from Disc 3 they just don't have the HP and defense to survive for long, and their damage output doesn't justify the effort it takes to keep them alive. Sure, Tifa has her Powersoul + Death Sentence damage boost, but it's a specialized strategy and the materia/equipment it takes to make it work takes up space from other protection that I need more. Materia slots are at a premium, and status ailments are such a problem that all my characters usually waste their armor slots for Added Effects + status defense (accessories will usually be used for other important things, like elemental defenses or status ailments that materia can't cover). There are a lot of things to defend against and not enough room to adequately deal with them all, so it's a matter of picking your poison.

I have yet to beat Zack, too. I'm sure there's a way to do it, but I haven't found it yet. For tougher bosses I've found that using Shield helps me, if you have the MP for it. MP Turbo from the blue materia cave near Mideel is a must, too. Go camp out in the Northern Crater and go materia grind on Magic Pots and Movers. Level up your high-powered materia and some MP Pluses... and Added Effects. Seriously. Get as many as you can. Enough for at least three per character. Status ailments are such a huge problem for many fights, especially in Dark Cave, that you need a lot of status ailment protection. Hades + Added Effect offers a lot of protection. I usually give it to Barret or Cait Sith since they can handle the HP penalty.

1.4 is supposed to fix the HP problem, and Disc 3 more balanced overall, and I'll be very grateful for that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BertShadow on 2016-03-06 01:03:44
What the hell is happening here with Hochú!!!

I mean, i was walking through the forest after beteanig Ultima Weapon and BOM, monster that hits you 7000 per hit, What....The...Hell... Someone, pls, help! It has to be a boss fight, I can't escape this monster.

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-06 02:24:37
What the hell is happening here with Hochú!!!

I mean, i was walking through the forest after beteanig Ultima Weapon and BOM, monster that hits you 7000 per hit, What....The...Hell... Someone, pls, help! It has to be a boss fight, I can't escape this monster.

Cheers!

Step #1: Use materia to lower the encounter-rate.
Step #2: Get every item in the forest without meeting it once.
Step #3: win at life and/or profit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-03-06 02:50:46
Haha. Hochu freaked me out, too. I think not being able to run from it is supposed to be a glitch, but luckily it seems to be an uncommon encounter.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: dragonmaster0283 on 2016-03-06 05:41:53
Hochu shall not be named for me.  Dunno how many times i ran thru there with encounter lowered, so many times ran into one at the very end.  Had one right before the exit in the cave and was like ARRRGH.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BertShadow on 2016-03-06 11:32:33
Step #1: Use materia to lower the encounter-rate.
Step #2: Get every item in the forest without meeting it once.
Step #3: win at life and/or profit.

Where I can find that materia?? I mean the materia Enemy away. In the wikia says that it is a prize in Chocobo Racing but, in this mod everything is possible.

Cheers!! Thanks for helping.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-06 12:38:24
I honestly can't remember. You get it before the end of disc 1, I think? At least I'm fairly sure that it isn't hidden. Might actually be in the Cave after City of the Ancients, as a replacement for the missing Speed Plus.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-03-06 17:22:42
Yeah I totally forgot where Enemy Away was, but in case you missed it I think you can indeed win it from Chocobo Racing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: renzai on 2016-03-06 20:43:23
Guess I'll be "THAT GUY" lol

Any word on when you might have everything all put together?

Hit pause on my first play through at CD2 point waiting for the patch =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-03-06 22:15:00
Okay, Dark Cave attempt #4, so after mauling everything with Shield, W-Magic, and brute force levels (Cloud recently passed the 90 threshold), I'm at ViagraVirage again... and I still can't figure it out. What's the secret here? And don't just say 'spam Shield' because I'm already bringing Aeris + Princess Guard + Slash-All (keeping her alive is challenge enough). Putting him to sleep doesn't work, either, because for whatever glitchy-or-not reason it seems he can still do things like Fantasia and Enfeeble even when asleep. Or petrified. Seriously, he cast Enfeeble after accidentally petrifying him with Break, which put the battle at a stand-still since he couldn't act. I had to give him a Soft. He thanked me with a combination of Mirage Ray and slow-numb in the same turn.

EDIT: Wooow okay so apparently the secret was to spam Freeze instead and keep him Stopped as much as possible. I love how I always seem to be able to win only after I publicly complain about losing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-07 04:27:53
EDIT: Wooow okay so apparently the secret was to spam Freeze instead and keep him Stopped as much as possible. I love how I always seem to be able to win only after I publicly complain about losing.
Pseudo-brainstorming tends to help :> Ready for 1.4 then, or do you still have nemesis/Binah left?


@ Renzai
Quote
1.4's getting there. I was sick for a week which delayed it again, but I was well enough to paste in the new AI check for each enemy today.
A quote by Segabro on YT, a day ago. (https://www.youtube.com/watch?v=V-jAfH3W1b0 (https://www.youtube.com/watch?v=V-jAfH3W1b0))
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-03-07 04:39:47
Nemesis is on my to-do list, but who's Binah? XD And isn't beating Ruby and Emerald supposed to unlock even moar bosses to die against?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-07 04:41:28
Binah is the KOTR-boss :). And yeah, the Emerald & Ruby weapon unlocks two additional fights in Kalm.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-03-08 02:20:40
Ohhh yeah, that dude. He destroyed me and I never got around to fighting him again. By those extra Kalm fights, do you mean the chocobo and those master materia fights? I already took care of the master materia (and was very saddened by the lack of actual master materia...), and I'm not interested enough in Pandora's Box to figure out the chocobo.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-08 08:13:48
Not like you're missing out on much, if you decide to completely skip Binah.
The only summon that seems to be worth actually using is Hades, for certain fights (*cough* turks *cough*). A handful of summons are useful beyond that, combined with support materia.
While leveling they can help you access juicy on-hit status effects, or protection.

Ramuh - Paralysis (which is the only source if this status, apart from possibly items?)
Titan - Slow-numb (Same as above)
Alexander - Death Sentence
Hades - Multiple status effects. (Often used with Added effect in armor, creating the infamous ghetto-ribbon)
All Bahamut types - Shout element - The only protection (apart from shield?) in the game, against shout type attacks.

And these are just the more unique ones, there's also other status effects worth using.

Also, in regards to the chocobo.

Segabro posted this like 2 years ago, probably the same, still:

Quote
-) Gysahl - Attack = 220, defence = 32
-) Krakka - Defence = 220, attack = 137
-) Tantal - Magic = 220, MagDefence = 32
-) Pahsana - Magic = 137, MagDef = 240
-) Curiel - Speed = 240, Luck = 0
-) Mimmit - Speed = 64, Luck = 240
-) Reagan - Evasion = 240, MagEvasion = 0
-) Sylkis - Evasion = 0, MagEvasion = 240

His stats are fairly high in all areas to begin with, so for physical attacks I'd throw a Gysahl and Sylkis to reduce his defence and evasion. You'd maybe want to reduce his Luck too with a Curiel and using a Pahsana to reduce his Magic Attack if you don't plan to use magic attacks yourself.

(Yes, I'm super bored, semi-spamming this thread. :( )
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-08 10:27:58
Yahcobo is getting a bit of a change-around because I'm not convinced that certain stats are actually changing properly. I found recently that Luck seems particularly tricky to change, and Dex has always been a bit of an unknown but worse than that some stats seem to be changeable once, and then need to be changed by a different method thereafter. I've redesigned the fight because of that, though Greens still play a part.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-09 09:49:04
Currently d*cking around in my latest savefile, trying to do stupid things.
My latest idea is to see if I can solo Nemesis with Cid, while doing absolutely nothing.
Seems like that's very much possible.

Great success: https://www.youtube.com/watch?v=30kzfcXLGh8

Cloud, too!
Great success #2: https://www.youtube.com/watch?v=9T3tOXx9gV0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-09 15:07:12
D:<

This is pretty much why I capped Counter Attack's chance at 50% for the new build :l
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-09 17:38:23
Isn't it already at 50%, in the current build?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-09 17:43:18
I dunno  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-09 17:45:30
Oh you! But at least during these two fights, they didn't counter 5 times (the cap?) every time, sometimes just twice. So I assume it's already at 50% or something, in 1.35. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-03-09 19:45:31
Can confirm that Counter Attack is most likely only 50 percent in the current build.

Mithrain, you just found a way to totally cheese a boss I was having trouble with and you are my hero. For extra cheese, I wonder if it's possible to get a Dragon Force or a Lucky Pill on Cid/Cloud so they can wail on Nemesis even faster. Also (correct me if I'm wrong, I didn't watch the whole videos XD), how come Nemesis never cast Ultima? Is it a counter attack of sorts? Because that's the one attack that prevents me from beating him.

I'm also quite mind-blown that your party's HP is so high. o.o My Cloud's pushing level 90 now, but with all the materia I have on him (I use him as a main or backup caster depending on my party setup), he barely crosses the 3000 mark.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-09 20:13:48
You can find out all about Nemesis on the FFX Wiki :p

He casts Ultima as a counter to Limit Breaks (and to the Steal command, I think). Mith's HP is likely higher too if he got his hands on that patch I had out briefly to fix 1.35 HP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-09 21:51:36
I did indeed grab the hp-fix patch for the playthrough used here, it was quite different from my first one with the super low hp pools. :> (Nemesis can be cheesed with low hp too, though)

@Dracozombie
And I also think Nemesis counters items (yellow wave anyway?) with Ultima, if memory serves. But yeah, you could use dragonforce/luckypill for autocrit, if you neglect using ribbon. That can be solved with a cast of resist though. Provided you get the luckycrit up first, and THEN resist, assuming Nemesis doesn't cast Ultra Spark before that (you can luckily reset if he does :) ).
The only issue with that, would be the possibility of Resist expiring. I have no idea how long it lasts, but I assume it has a set duration.

Offtopic: Finally bothered to try the Junon league thingymabob. Getting savecrystals from the 2nd cup is fucking win. Are more cups added in 1.4?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-10 22:53:42
Save Crystals, eh?

About that, I'm currently tearing out the scripts for it in the North Crater and adding in a bunch of Save Points to certain points on each path; there's something special I want to do with the item and its unique property of returning from the Menu/flipping a variable :l

Resist lasts indefinitely until Dispelled, as does Auto-Crits.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-10 23:02:37
Lovely. Are we getting a savepoint in the place with magic pots/movers? I seem to recall you saying you were increasing the spawnrate of those mobs as well, so it would be awesome to have one there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-10 23:29:57
There's a save point at the entrance, one on each of the three paths, and a final one near the point of no return that's handled by the teleport NPC.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: lionheart82 on 2016-03-12 20:12:04
No posts for 1 day from anyone, not even segaboss? I smell smtn cooking in tha kitchan! -_o

Sent from my Xperia ZR using Tapatalk

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: BertShadow on 2016-03-12 23:48:14
Currently d*cking around in my latest savefile, trying to do stupid things.
My latest idea is to see if I can solo Nemesis with Cid, while doing absolutely nothing.
Seems like that's very much possible.

Great success: https://www.youtube.com/watch?v=30kzfcXLGh8

Cloud, too!
Great success #2: https://www.youtube.com/watch?v=9T3tOXx9gV0

How do you have such levels of HP?? I'm lvl 80 and Cloud is with 2700HP

How?!

Cheers
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-13 04:53:18
1.35 has a problem with its HP arcs; I put out a patch but it turned out that it couldn't help games in progress, only new games that had been started with the patch applied.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Dracozombie on 2016-03-13 19:48:21
Mind posting a link to that patch? I didn't see it on the front page. I know that 1.4 is hopefully and awesomely around the corner, but I'm losing steam doing disc 3 stuff so I figured I could restart a new game with a proper HP curve to tide me over. Granted, HP didn't become a problem until disc 3, and with my pace 1.4 will come out long before I even get there, but it's worth a playthrough to see what the HP is supposed to be like.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Zara9 on 2016-03-14 07:25:37
hey sega

how much more longer until 1.4 is ready to be played
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-14 09:04:19
Mind posting a link to that patch? I didn't see it on the front page. I know that 1.4 is hopefully and awesomely around the corner, but I'm losing steam doing disc 3 stuff so I figured I could restart a new game with a proper HP curve to tide me over. Granted, HP didn't become a problem until disc 3, and with my pace 1.4 will come out long before I even get there, but it's worth a playthrough to see what the HP is supposed to be like.

I think it might be this one; it's the last one that was made http://www.mediafire.com/download/zs4tpqm22bulc8a/NT_Mod_HotFix_Scene_-_3rd_November_2015.zip

hey sega

how much more longer until 1.4 is ready to be played

Just a couple of days.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-14 12:39:51
Just a couple of days.
Is the Dark Cave script thingy fixed for when you release 1.4? :) Or have you been copy-pasting the SP AI for almost 2 weeks? ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-14 16:24:19
Nah, that's still messed up. It's the other sidequests I've been adjusting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-03-18 08:28:01
Hey...
No news for such a long time.
Is the multi-team thing I saw in a psx demo somewhere in this thread implemented in NT? And day/night stuff?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Mithrain on 2016-03-18 10:26:29
That was an entirely different mod, eXistenZe. I believe it was called "Final Fantasy 7: Guardian of Time" or something similar.

Also.

Just a couple of days.

(http://vignette4.wikia.nocookie.net/dragcave/images/7/7f/I-am-monitoring-this-thread.jpg/revision/latest?cb=20100624001721)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Kaldarasha on 2016-03-18 16:43:06
What do you think to limit the random encounters to a certain number per field (or level)? This might be a good idea for the  second run of the game. I have bought Cthulhu Saves the World, which is doing so and really like this idea because it motivates to clear an area and it limits the grinding in an intelligent way. You could give as a reward items and for some hard fields a source to increase the stats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: eXistenZe on 2016-03-18 17:32:39
That's not very ff lore friendly... Only ff12 had it. And even in that one they were respawn by moving areas. Random battles have always been a major part of FF games. Both good and bad.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-18 21:08:23
What do you think to limit the random encounters to a certain number per field (or level)? This might be a good idea for the  second run of the game. I have bought Cthulhu Saves the World, which is doing so and really like this idea because it motivates to clear an area and it limits the grinding in an intelligent way. You could give as a reward items and for some hard fields a source to increase the stats.

I really liked that encounter system when I played Cthulu; the only one better than it is maybe Earthbound which auto-wins the fight if you're too strong for it. I was thinking about doing something like it, but I put the random battle switch in instead. An incentive for clearing an area is good though, I didn't think of that. I'd need to test if I have enough variables accessible within battle to track each area though.

Hey...
No news for such a long time.
Is the multi-team thing I saw in a psx demo somewhere in this thread implemented in NT? And day/night stuff?

I actually have that prototype; Roden kindly sent it across and I was poking around in its guts. The day-night thing was removed from NT because the way I did it wasn't very good, but I am looking to make a PS1 mod of some kind after NT, and...

Also, putting the NT installer together now. Just need to get the names of different language files/folders for the flevel and lang folder so I can set the patcher up properly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
Post by: Sega Chief on 2016-03-19 00:44:03
v1.4 is now live and available from the download page.

So couple of things; first of all, all the documentation, the 7H IRO, and optional files (going to add the .exe later when I've made a new one specifically for this build) are included in the download.

Second, I'm about to go on a week's holiday starting Sunday which is very bad timing because typically there are bugs to be fixed when a major update gets made but I won't be able to fix them for like 7-8 days. So in the event that people have trouble with their installations or if a serious problem occurs that prevents progress, please help hold the fort and let people know what the situation is. If there's anything to fix by the time I get back, I'll be right on it.

Bugs to watch for are sudden changes in your SP meter (seen through the Extended Save Menu), sudden teleportation, scripts firing up in the wrong places, bosses dying in one hit/becoming inactive, soft-locks (game still running but cannot move), hard crashes (desktop with an error message), and others. Some bugs are native to the game itself (like the ladder glitch for instance, or Quake3's bizarre texture problem that can happen with repeated use) so if you spot a bug report that you recognise as being a problem with the game itself then let them know.

Feedback is also important, as the change to enemies has been quite radical due to the increased EXP you'll be getting; expect to hit Disc 3 at around Lv.70-80. I also buffed some spells like Cure3 and Comet2, as well as the Summons, so let me know how all that works out.

Third, as was mentioned before, Arrange Mode and Dark Cave were disabled temporarily so I can properly set up the former and re-do the latter. The option for Arranged should be locked/greyed out while Dark Cave should be inaccessible. Let me know if this isn't the case.

But beyond that, hope you enjoy the 1.4 update. Do not visit the Midgar diorama outside of visiting hours.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Gatchaman on 2016-03-19 02:31:06
Woohoo! I'll be checking this out over the weekend then. I'll give some feedback later, once you're back from your hols (enjoy 'em!).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-19 02:48:26
I've spotted one thing; there's a variable trigger for testing on an NPC in Junon's Respectable Inn (the one accessed by ladder). It makes Tifa's L4. Limit Boss available to fight there and locks out the piano portion of it. It's a small thing, just one line, but it still needs to be patched. I'll update everything tomorrow + flevel patch so I can take care of any other early bugs that might appear.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: VenomSWR on 2016-03-19 03:08:59
Hey, hum, new here, but I guess I found some glitch(es) at the beginning of the game...

First, I play with the French version and installed the patch like this is instructed (renaming the folder & the file), but you need to rename them back afterwards (or the game just crashes), and it doesn't even display French dialogues (not a problem, just pointing it out, I don't actually know if a translation is even intended).

Second, I played through the first checkpoint and accidentally pressed L3 button and it took me to this deal-making creatur (forgot the name, sorry ><)it did the dialog with him, I left off and then, I was warped to the reactor flashback in Reactor N°5 with Tifa & Barrett, but I couldn't access materias or even see Tifa with me in the menu (she wasn't in the Boss fight)... I don't know if that's intended too but doesn't seem like it... Sorry if it's a known bug or something :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-19 03:19:22
The files aren't translated, it's just to get the installer to patch files with different names; they'll all be in English once they're patched unfortunately. In the folder with the instructions, Step 5 mentions the need to rename the files back to their original names after the installation and that the language will be changed to English.

The second thing is a bug though; Rank Up isn't supposed to be available until after you leave Midgar, and if it's teleporting you to a different part of the game as well then it needs to be fixed. Thanks for letting me know.

Edit: Looks like all of the Midgar Save Points still have the Rank teleport script (except for one). It's easy enough to fix; in the meantime, everyone try and avoid pressing L2 when using one of the Midgar Save Points. I'll have the patch up tomorrow night, by which time I'm sure some other bugs'll have popped up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-03-19 05:53:01
i need that old version of this mod please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Gatchaman on 2016-03-19 07:09:03
Oh! So that nobody else makes the same mistake I did - be sure to revert to the normal .exe before starting your new game!
I was still using the experimental 1.35 .exe patch and found myself with a 1 Dex Cloud!
Still managed to get out of the reactor in time with default battle/ message speed, and getting Cloud booted from the boss battle, though (twenty seconds to spare!).
 
I've reached sector seven and saved to switch back the executable version. Seems fine, should be OK, right?

I noticed the save points also had fun names for the characters' SP totals, and a couple of text box formatting problems from having custom names. (the text box where Cloud introduces himself is not big enough to contain "Gatchaman", for example, so there's a line break)
I like the intro dialogue boxes for the innate abilities! Barret's works OK with the custom names until the last message, though, where in the body of the text it still displays his default name.
Tifa's uses her custom name, but breaks over the line if she's got a long name.
So yeah, nothing major... YET  :evil:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: eXistenZe on 2016-03-19 10:45:22
There were some doubts about the MO exe changing some in-game values (limits and stats). Has anyone confirmed that?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-19 12:07:34
Oh! So that nobody else makes the same mistake I did - be sure to revert to the normal .exe before starting your new game!

How does one do that again?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-19 12:29:40
That's disappointing about the names; I tried to leave a margin to cover max-character names but I guess it isn't enough. An idea I had though was to change Makou's held name for each character to something with a max name and then just run it's auto re-size for the entire thing; that should hopefully solve the problem in no time. I held off doing it though in case it doesn't work/bugs out.

As for a normal .exe, if you don't have a back-up of your original one then you can use this patch to restore it: https://mega.nz/#!i50xQRaZ!_tqb7dQiZgyH0TMOC5cjK-DTRe98aVfU8vO4T2AEs7w

Unfortunately, it default restores the whole thing so you'll need to run the NT Installer again afterwards.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Yuffie1983 on 2016-03-19 12:59:59
That's disappointing about the names; I tried to leave a margin to cover max-character names but I guess it isn't enough. An idea I had though was to change Makou's held name for each character to something with a max name and then just run it's auto re-size for the entire thing; that should hopefully solve the problem in no time. I held off doing it though in case it doesn't work/bugs out.

As for a normal .exe, if you don't have a back-up of your original one then you can use this patch to restore it: https://mega.nz/#!i50xQRaZ!_tqb7dQiZgyH0TMOC5cjK-DTRe98aVfU8vO4T2AEs7w

Unfortunately, it default restores the whole thing so you'll need to run the NT Installer again afterwards.

Hey Chief thanks for this release has this update been connected to 7th Heaven yet or or is that still in the process.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-19 13:27:45
if we can't rank up til we leave midgar that's gonna make the fights pretty hard o.o

i hope you modified the midgar bosses with that in mind
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Gatchaman on 2016-03-19 14:27:52
Yeah it's balanced for it, selius- you get a good few levels quite quickly so you can always grind one or two out for some HP (try the reappearing Shin-Ra security at the bottom of the train tunnel  :D ).

Yuffie1983- I don't use 7th Heaven, but I'm pretty sure the necessary file is included in the mega download with the main installer!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-03-19 14:56:01
So not to rush you or anything, but is there a date for when we can expect the optional EXE patch (want the improved limit breaks and whatnot) as well as Arrange mode??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-19 16:26:12
Hey Chief thanks for this release has this update been connected to 7th Heaven yet or or is that still in the process.

I sent the new files to Alyza and hopefully there aren't any problems with the modified files, etc. I put an IRO in with the download, but I think my IROs have been wonky in the past.

if we can't rank up til we leave midgar that's gonna make the fights pretty hard o.o

i hope you modified the midgar bosses with that in mind

I fine-tuned every single enemy & boss in the game. A lot of them had some AI tune-ups as well so there's more patterned AI as opposed to the older random MOD AI that could make some fights a crapshoot. I'm hoping that Ranks occur roughly around the areas I planned them for; let me know when and where you get rank ups for each character though because having random fights give SP will likely give this a lot of variance even with the level check (and report any problems like SP suddenly getting fixed to 100 or 0; you can check it on post-Midgar save points).

Quick note; random enemies will stop giving SP if any of your party members are a higher level than them. I think I was supposed to hide the SP Gained message for Midgar enemies just to avoid questions about what SP is/used for until it's properly introduced but I may have copy-pasted the version of the AI that has the text anyway so...yeah.

So not to rush you or anything, but is there a date for when we can expect the optional EXE patch (want the improved limit breaks and whatnot) as well as Arrange mode??

The .exe patch can be made fairly quickly, the time is in testing it and making sure it's balanced (the old one had issues); I can't start on it until next week though. I also want to do some interesting things with Arrange to make it more than just a 'slightly harder enemies' mode; that might take a little more time but first I need to spend a couple of days reworking Dark Cave so I can make it available again ASAP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-19 16:31:12
you can check sp on midgar save points fine

it's just talking to all smiles zero fun guy that screws you
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-19 16:34:46
I looked at the flevel this morning, I think it's only one or two of the early ones that have the script for checking SP. The rest should be blanked out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Draykon on 2016-03-19 17:47:13
I patched from 1.35 to 1.4 and continued my existing save at end game. I've noticed that I am taking a LOT more damage now. Cloud only has about 2600 HP and he is taking 1200+ per hit, but I was fine in 1.35. Do I need to start a new file because of how the Rank system has changed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-03-19 18:43:53
Chief sega-san senpai, few questions.

1. I have to start a new game for this patch? I will do it anyways.

2. Is the Hp problem solved?

3. Zack will be such Op as the 1.35 version? I spect no, please.

4. Any changes in the enemy skills materia?

5. What are the new things of the 1.4 version?

6. Can I talk about your mod in that spanish forum that I talked to you weeks ago?

Thats all, thanks for everything Chief.

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-03-19 20:47:07
Ok so I got this really weird bug, after I talked to the mako mutant guy who ranks you up I magically appeared in the Nibelheim flashback to be then taken to the 2nd reactor you need to blow up, did I installed something wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Doully on 2016-03-19 20:51:10
Buzzing to get stuck into 1.4 but I think I'll wait until the easter holidays to properly invest some time into this. Cheers for the hard work SC.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-19 22:18:33
Haven't actually tried 1.4 yet (yes, really) been a bit busy with stuff. Do I need anything, but the 1.4 patch itself, and the patch thingy to revert to standard .exe?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-19 22:48:08
I patched from 1.35 to 1.4 and continued my existing save at end game. I've noticed that I am taking a LOT more damage now. Cloud only has about 2600 HP and he is taking 1200+ per hit, but I was fine in 1.35. Do I need to start a new file because of how the Rank system has changed?

I don't know if it's advisable to carry on from a 1.35 save file; there's a lot of new variables for events and you might miss out on gear. Also, your HP from 1.35 definitely will not hold up against 1.4 enemy attacks. It'd be best to start a new game.

Chief sega-san senpai, few questions.

1. I have to start a new game for this patch? I will do it anyways.

2. Is the Hp problem solved?

3. Zack will be such Op as the 1.35 version? I spect no, please.

4. Any changes in the enemy skills materia?

5. What are the new things of the 1.4 version?

6. Can I talk about your mod in that spanish forum that I talked to you weeks ago?

Thats all, thanks for everything Chief.

Cheers!

Yeah, a new game is best; pre-existing save files won't have the right materia/equipment when your characters join, among other problems.

HP is solved; you'll have a lot more by end-game now even with a full Materia load.

Zack will probably be a lot easier now.

Not many changes, nothing major just base power adjustments and the like.

I listed as many as I could in the changelog.

Sure, go ahead. Remember to mention the installation thing with renaming key files for installation then renaming them back. Actually, I'd appreciate it if you could write out some instructions in Spanish so I can add them to the install note in the download folder. I'll ask people for a french and german version of that (hopefully Kynos for the german, and someone else for the french).

Ok so I got this really weird bug, after I talked to the mako mutant guy who ranks you up I magically appeared in the Nibelheim flashback to be then taken to the 2nd reactor you need to blow up, did I installed something wrong?

No, it's an oversight. When I was fixing save point scripts, I copy-pasted a fixed one into all the save points but it had the script for rank-up + SP checking in it which means you can access these much earlier than intended (Rank Up isn't supposed to be available until the Mythril Mines). I'm releasing a patch tonight to fix this issue.

Haven't actually tried 1.4 yet (yes, really) been a bit busy with stuff. Do I need anything, but the 1.4 patch itself, and the patch thingy to revert to standard .exe?

It just patches over whatever you have in the data folder; as for the .exe, if you don't have the default one then you can use the default restore first to get yourself a default .exe before using the NT installer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-03-19 22:56:38
So to fix it I just need to use the patch youre uploading tonight and presumably star the game over (I dont mind, it was the first save before the scorpion guard)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-19 23:19:47
I'm not sure; but if the game warped you forward past Reactor 1 and sector 7 then that might be wise to avoid variable trouble later on.

Here's the flevel patch folks: http://www.mediafire.com/download/e81dzdlan7po7wt/Flevel_Patch_19th_March.zip

It's applied like the main installer; remember to rename your flevel.lgp before applying and to rename it back after it's done.

I'll update the main installer with this patch as well, then I'll be gone for a week in some country or other :l

Main Installer updated. And with that, I'll be gone for 7 days; here's hoping nothing breaks in the meantime.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-20 12:20:48
That's disappointing about the names; I tried to leave a margin to cover max-character names but I guess it isn't enough. An idea I had though was to change Makou's held name for each character to something with a max name and then just run it's auto re-size for the entire thing; that should hopefully solve the problem in no time. I held off doing it though in case it doesn't work/bugs out.

As for a normal .exe, if you don't have a back-up of your original one then you can use this patch to restore it: https://mega.nz/#!i50xQRaZ!_tqb7dQiZgyH0TMOC5cjK-DTRe98aVfU8vO4T2AEs7w

Unfortunately, it default restores the whole thing so you'll need to run the NT Installer again afterwards.

Just did this, twice. Cloud still starts off with 1 agility (dexterity). Is this normal? It seems not, as his other stats are quite a bit higher.

Guess I may have to simply re-install the entire game :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Gatchaman on 2016-03-20 13:07:20
I just checked- Cloud's initial stats with his starting materia should be:
Str 33
Dex 16
Vit 28
Mag 30
Spr 32
Luk 14

Edit to avoid double posting:
In the first reactor, in the screen with the save point, the formation with two Grunts and a Sweeper- The Sweeper seems to have very little HP- only one attack was enough to take it out. I thought it was a bit tougher the first time through (without the new flevel patch), so maybe something has changed? Either way, seems off. The "SP Gained" message still appears when it's killed, too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-20 16:58:46
Just did this, twice. Cloud still starts off with 1 agility (dexterity). Is this normal? It seems not, as his other stats are quite a bit higher.

Guess I may have to simply re-install the entire game :>

If you're using steam, try to check integrity, it should redownload correct files. (I uninstalled/reinstalled to be sure tho).

What is happening with Arrange mode in 1.4 ? I know it's locked until a later patch but to be honest, the game seems really easy in 1.4 (or at least the beginning). Just to give an example, the chocobo fight in tunnel (where you get chocobracelet) felt something around 4 times easier than arrange in 1.35. Maybe it's just the beginning which is easier.

In my opinion iron bangle gives way too much defense for the early game. It should be divided by two. Also the cure strength up might be a bit too much. The up was needed because spamming potion was more worth, but now healing items feel useless when a cure at lv 10 outpower a potion on the whole team.

I really appreciate we got sense materia sooner, even if it's more about comfort. Regarding the new ultimate weapon (not going to spoil the name) is it also a quest ? Or is it the same way than in vanilla to get it ?

Oh and, I also noticed a little problem when talking to tutorial NPC in sector 7. You can ask about innates to the first NPC but his only answer is that the level is capped at 70.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-03-20 19:34:06
I have noticed a few bugs up until Mythril Mines.
*The text box that tells you if u want to save, enter menu etc when you are about to fight Rufus didnt disappear when he started talking.

*After saving before the bike mini game you get thrown into the fight with Rubicante, but after completing you still have to do the race and then fight the boss again.

*When fighting Rude and Elena, Turk Cure does not inflict berserk, thus making it impossible to beat since i dont have a way to burst 1000 dmg ( doing no random encounter run).

Anyway, have fun on your week off Sega, the bugs will be waiting...=)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bukharin377 on 2016-03-20 20:45:52
Hi, if I already have custom model replacements installed is there a way of installing this so that they aren't affected? Really looking forward to playing the latest version :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JonJon412 on 2016-03-20 22:52:10
I've never played this mod before, I just downloaded it and I wanna game it but...

I don't really know how to apply the mod with the rest of the 7TH stuff which is what I wanna do, not the single patch installer which is contained in the folder.

How do I go about this? Every past mod is already there in the mods folder and is registered in the mod listing but this one won't appear even if I have the folder in the same directory, I chose it on the installation tab on the BFE and add it but don't see it anywhere.......what I am doing wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dracozombie on 2016-03-20 23:03:34

*When fighting Rude and Elena, Turk Cure does not inflict berserk, thus making it impossible to beat since i dont have a way to burst 1000 dmg ( doing no random encounter run).

Anyway, have fun on your week off Sega, the bugs will be waiting...=)

I was actually just about to comment on this. I was tearing my hair out on how to bypass Rude's 1000 HP heal every other turn, but then you reminded me that Turk Cure was supposed to self-inflict Berserk. Yeah, I'm stuck too. Luckily I saved back at the chocobo ranch so maybe I can buy a green or steal an item that inflicts Berserk or something.

Laser actually deals some hefty damage, around 700 to Elena and 800 to Rude, but not even that's enough to brute force Turk Cure. Nothing deals close to that damage except for Choco/Mog.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-20 23:32:25
Rude is IMMUNE to berserk, so stealing a War Gong will not help you (this also explains why Turk Cure does not berserk him).

You can however burst down Reno, if you inflict confuse (loco weed) when he's about to start spamming his healing spell.

...
..
...
You thought it was going to be that easy?
Guess again. At that point Reno will become untargetable, start spamming Turk Cure on your party, keeping you alive, keeping you berserked. But that is not all, Elena is spamhealed too, keeping you in a loop. :(

Edit: Cheesed it.
Spoiler: show
https://www.youtube.com/watch?v=a3rNjm2xxfw&feature=youtu.be
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Brumthor on 2016-03-21 02:16:13
After some tries, i manage to defeat Rude, but the battle didn't end... So Rude spammed turk cure on a random character endless.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dracozombie on 2016-03-21 02:20:11
Mithrain: King of cheese and cheese is delicious and so's the video.

You're lucky Elena didn't confuse anyone. In all my fights, even the one I just won, Elena always managed to charm someone (usually the one casting Laser) right before a single Laser finishes her off. This fight definitely boiled down to some luck, and I sure hope that Rude being immune to berserk is an oversight and not something we have to legitimately cheese our way through.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-21 02:30:38
I suppose having ridiculous dexterity/agility helps. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dracozombie on 2016-03-21 03:24:00
btw is anyone else seeing weird stuff in their SP menu? I'm seeing Cloud listed twice and also seeing Sephiroth with 128/100 SP. Cid is listed also with 128/100 despite not even being in my party yet (I only just got to Junon). The characters I actually have so far seem okay from what I can tell, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-03-21 03:45:43
Caught a bug for NT 1.4:

Right after you leave Aeris' house to goto Wall Market in the beginning of the game, if you go back to her house to sleep/heal up (after grinding the area for a while), the game locks after the song plays.

EDIT:
Actually, seems like the game locks up everytime you go to sleep. Locked up on me again when I went to sleep at the Wall Market Inn...

(Fresh install, only have a handful of mods activated  thru 7H)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-21 11:20:34
(http://images.akamai.steamusercontent.com/ugc/475500450727312845/F181CCDDD05B37E8C2855B61F0B8FC14D989F102/)

Anyone gotten their hands on Ramuh, here in 1.4? It seems he is no longer located in the room with the jockeys. I can't help but wonder if that's a bug, or if I somehow missed it earlier.

NEVER MIND, guess I worried prematurely, as it's given as you finish the race. >.>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: dragonmaster0283 on 2016-03-21 12:47:09
Caught a bug for NT 1.4:

Right after you leave Aeris' house to goto Wall Market in the beginning of the game, if you go back to her house to sleep/heal up (after grinding the area for a while), the game locks after the song plays.

EDIT:
Actually, seems like the game locks up everytime you go to sleep. Locked up on me again when I went to sleep at the Wall Market Inn...

(Fresh install, only have a handful of mods activated  thru 7H)

I haven't had any issues with sleeping.  I've slept twice in Wall Market and didn't lock.  Maybe a mod conflict as I only have NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-03-21 17:41:02
Hmm it might be.

I have a good amount of mods activated thru 7H. If anyone has an idea why it locks when sleeping let me know since SegaChief is out... using Tents only can be pretty expensive :/

I haven't had any issues with sleeping.  I've slept twice in Wall Market and didn't lock.  Maybe a mod conflict as I only have NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-03-21 19:02:38
Just beat Rude and Elena using Confuse as my weapon!

And yes it might seem cheesy for normal mode, BUT i actually think fights like these should be the standard for Arrange.
Why? For arrange i think you should actually have to lose a few boss fights before getting your setup right and understanding what to actually do.

Now i dont know what Sega has in plan for Arrange, but utilizing the materias/Items/chars to their fullest as you get them (Yuffies Added materia + Choco summon for confuse) is according to me the best approach.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-03-21 20:16:48
Someone knows if its possible to beat the killer robot in the 65th floor of Shinra HQ?

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-21 20:23:14
Someone knows if its possible to beat the killer robot in the 65th floor of Shinra HQ?

Cheers!
Not on your first time through the Shinra HQ, at least.

Also, has anyone else gotten to the Temple of the Ancients? Did the Brass Dragon bossfight also just..not happen? The dialogue happened as per usual, but suddenly I had a bahamut materia in front of me, having done nothing to earn it. (I suppose this may be the same case, as my previous post regarding Ramuh, but what the hell, figured I'd ask before I went to bed. o/)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cheffdonty on 2016-03-21 22:42:42
It's a blast! Played the mod till 4AM last night! At work I had some regrets...

Regardless, I noticed the Elena/Rude glitch at the Mythral Mines. The one that a few other members have mentioned already. Seemingly, the only way to deal with the couple is to inflict confusion onto Rude to stop him from his rapid heal spamming, then finishing him with laser before he hits himself and ends confusion. When that happens though, he goes nuts and starts using Turk Cure on random targets. Turk Cure causes your team to be frenzied, and he does this so fast that you're likely to not have a shot to defeat Elena before he frenzies everyone. If that happens, it'll result in a soft lock. (unless you have a character who can basic attack for more than 800 damage I guess)

Here's a video I found online of it.

https://www.youtube.com/watch?v=B6nRltN2SJQ
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-03-21 23:42:43
Okay, I'm nearby the Mythrill mines and the glitch turks battle. So, the secret is to use Confuse in Rude's head, isn't it?

I have to ask, this is the only battle were Rude is glitched, because.... well, Reno and Rude battle would be nearby impossible if Rude is glitched.

I want to know, also, what type of SP build is recomended for Cloud, Barret and Cid, please, if someone can only advise about it?

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dracozombie on 2016-03-22 02:23:51
Yup, so far the consensus seems to be Confusion + Laser spam. I don't know where the glitch is coming from, but I've noticed it only seems to happen when people try to kill Rude first before Elena (correct me if I'm wrong). I dunno, by default I always went after Elena first so I never ran into that frenzy glitch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-03-22 02:34:58
Elena and Ruda defeated!!!

Because glitch issues, this battle is the harderst i fought up to now. The problem is Turk Cure, as everybody says, it's a problem because Ruda and Elena are inmune to Berserker, so, Ruda can spam this ability to an endless lupe becoming impossible to defeat Ruda in the end. Well, first of all, poison is now useless againts Turks YAI!! Cause Elena heals up the poison with antidote, so the main ability to inflict damage is Laser, taking away 700 Hp to Elena and 800 to Ruda. The trick to stop Ruda's healing madness is ChocoboMog, in other words, confuse him.

First, I tried to wipe out Ruda first, but, when you eliminate Ruda the "Ruda's Healing Madness" intensifies even more, doing it every single turn, and even worst, Ruda will start to healing your team, yes, but he also inflict berserker status, so: you can't die, but, Elena neither so...Freeze game, restart the game.

And now I will explain how I defeated this pair of bullstrawberries healers.

The thing is, you need to defeat the two turks fast, to do this you have to alternate lasers attack into the two enemies until they reach the 1000 HP line. never, NEVER pass the 1000HP line or the "Ruda's healing madness" will start and you would be f***k. When Ruda and Elena are nearby the 1000Hp you have to summon Chocobo Mog in order to confuse Ruda. After this you have to act quickly. Laser Elena into the death and pray to god for Ruda not punches his head and cures himself the confusion.  When Elena is death is probably that Ruda will be out of the confusion status so... you have to burst him into the death, How? you asked, well, three steps:

1. Laser him.
2. Throw him something like fire vesel (fire3) or the objet that inflicts (posion2).
3. Limit.

If you do this three things faster faster, he will die. With bit of luck off course.

I do apologise about my english, it is not my mother language but I have the need to write this because I would hope that a lot of people would be trap here, because a glitch, because the turks in this version could be a little bit powerfull. To everybody: stay calm, do everything correctly and the victory would be yours!

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cheffdonty on 2016-03-22 04:51:43
Elena and Ruda defeated!!!

Because glitch issues, this battle is the harderst i fought up to now. The problem is Turk Cure, as everybody says, it's a problem because Ruda and Elena are inmune to Berserker, so, Ruda can spam this ability to an endless lupe becoming impossible to defeat Ruda in the end. Well, first of all, poison is now useless againts Turks YAI!! Cause Elena heals up the poison with antidote, so the main ability to inflict damage is Laser, taking away 700 Hp to Elena and 800 to Ruda. The trick to stop Ruda's healing madness is ChocoboMog, in other words, confuse him.

First, I tried to wipe out Ruda first, but, when you eliminate Ruda the "Ruda's Healing Madness" intensifies even more, doing it every single turn, and even worst, Ruda will start to healing your team, yes, but he also inflict berserker status, so: you can't die, but, Elena neither so...Freeze game, restart the game.

And now I will explain how I defeated this pair of bullstrawberries healers.

The thing is, you need to defeat the two turks fast, to do this you have to alternate lasers attack into the two enemies until they reach the 1000 HP line. never, NEVER pass the 1000HP line or the "Ruda's healing madness" will start and you would be f***k. When Ruda and Elena are nearby the 1000Hp you have to summon Chocobo Mog in order to confuse Ruda. After this you have to act quickly. Laser Elena into the death and pray to god for Ruda not punches his head and cures himself the confusion.  When Elena is death is probably that Ruda will be out of the confusion status so... you have to burst him into the death, How? you asked, well, three steps:

1. Laser him.
2. Throw him something like fire vesel (fire3) or the objet that inflicts (posion2).
3. Limit.

If you do this three things faster faster, he will die. With bit of luck off course.

I do apologise about my english, it is not my mother language but I have the need to write this because I would hope that a lot of people would be trap here, because a glitch, because the turks in this version could be a little bit powerfull. To everybody: stay calm, do everything correctly and the victory would be yours!

Cheers!

Thank you Bert, I shall try this for myself! Very grateful to you for sharing this strategy. I think your post is very concisely written and helpful.

That being said, I think something about this fight really should be changed. "Ruda's Healing Madness" softlock glitch really needs to be worked out. It should also be noted that the players capacity to confuse Rude up to this point is pretty limited. Keep in mind that Choco/Mog or Elena's loco weed are the only obvious ways to do it, and if he punches himself free, the fight becomes deadlocked. Choco/Mog and the loco weed are only one use each, after all.

I know I'm a noobie here, but I would suggest any one of these potential fixes, if I may be so bold:


Alas, it's not my mod. If none of those changes are fit to be implemented, "Ruda's Healing Madness" could surely be solved by taking Rude out of the fight when his HP reaches 0.

Well, just wanted to share my piece. Thanks to Bert for the inspiration.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-22 05:07:50
https://www.youtube.com/watch?v=QQNsr7OutLQ

As you can see here, this is the prototype of the aforementioned fight, here they are affected by berserk. So It's no doubt a bug/oversight, that the release version of 1.4 has the duo be immune to berserk. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-03-22 08:02:46
I think I am going to wait until someone has finished a playthrough of the 1.4 version and then a little later for the more troublesome bugs to be dealt with before starting myself. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-22 10:10:00
I think I am going to wait until someone has finished a playthrough of the 1.4 version and then a little later for the more troublesome bugs to be dealt with before starting myself. :)

I'm at the Whirlwind Maze, and the only troublesome bugs I've encountered, are the issues with the Turks' Berserk immunity, a missing bossfight in the temple, and the Fort Condor NPC in the City of the ancients not working.

You can safely begin a playthrough, I think. :> (if you can live with these things I mentioned, anyway.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-22 12:59:24
anybody making a drop/steal list for bosses?

or do they only drop one item?

only seem to get a talisman from the hojo boss fight while rescuing aeris.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-22 13:28:47
Concerning the Turks fight I found another way around which doesn't rely on Added effect+Confusion RNG.

Basically you don't need to burst down Elena, you might need to burst Reno depeding on your luck (but it's 100% reproducible)

Needed materias : enemy skill (with laser), chocobo mog (optional but recommended, I didn't use it tho), sense

Fight prototype : Start the fight by buffing your team (barrier/haste) and steal Elena (Loco weed). Get Elena down to ~1300 hp (use laser for more damage). Use the stolen loco weed on Reno to confuse him (100% confuse). Finish Elena.
You then have two options :
-Reno breaks out of confusion -> Get him down to 1200 hp, then you must do 1200 damage in 2 two characters turns : Laser + Chocobo mog /// Laser + Deadly waste /// Laser + Limit break
-Reno doesn't break out of confusion -> Kill him by using magic, no need to burst

Additional tips :
-Elena can confuse you, with a really bad timing it could ruin your fight. When you have to burst down a turk always keep a character ready to break confusion (Morph materia is really good for that)
-Deadly waste is an item casting Bio 2 damaging turks for 600 to 750 damage. If you didn't escape fights at the 2nd reactor you should at least have one, use chocobo mog instead if you don't have one
-You can match elemental materia with poison on a weapon to deal more with melee attacks
-I didn't test but Tifa limit break should have the best damage output at this point if you don't fail it.

Here is a video of my fight : https://www.youtube.com/watch?v=K96AyGdr5Rk

Fun fact, Elena still use antidotes on Reno when reaching 0 HP.

Btw, how come you already have white wind & L5 suicide in your enemy skill at this point Mithrain ? Is there another mob than the owl thingy to get white wind ?

anybody making a drop/steal list for bosses?

or do they only drop one item?

only seem to get a talisman from the hojo boss fight while rescuing aeris.

If i'm correct there is only one drop for bosses (at least from what I've noticed in past versions & what SC said). Bosses have different items to steal tho. I was thinking about doing a list but it requires a lot of work. Also first bosses can't be morphed (until Jenova if I remember correctly).

Something that can help players, when you get out of Midgar, on the rocky ground you can have a battle with 3 mobs (a wolf, a sweeper and a bike), the bike can be morphed into a Carbon Bangle which is a cool armor at this point. (Yuffie has one)

Edit; from what I remember in 1.35, last boss (Godo) in Wutai Pagoda had a nice armor & accessory to steal, and the fight can be done an infinite number of times (steal, die, steal, die, ..).
Heavy tank (a gongaga monster) was also morphed in a crystal (or diamond ?) armor in 1.35. Not sure if it's still the case in 1.4 but it's really worth a try.

I really hope Sega Chief will bring back the database (there was one for 1.35 but it seems he deleted all links, and I don't have it anymore else I would have edited it)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-22 15:07:58
nvm
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-22 15:32:11
Btw, how come you already have white wind & L5 suicide in your enemy skill at this point Mithrain ? Is there another mob than the owl thingy to get white wind ?

White Wind: I snatched a Mirror from the Plasma Buster (?), which I used on Rufus.
L5 Suicide: Mu enemies near the farm.

anybody making a drop/steal list for bosses?

or do they only drop one item?

only seem to get a talisman from the hojo boss fight while rescuing aeris.

I could cook together a list of helpful steals/morphs, if there's more interest. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-03-22 15:34:41
White Wind: I snatched a Mirror from the Plasma Buster (?), which I used on Rufus.
L5 Suicide: Mu enemies near the farm.

I could cook together a list of helpful steals/morphs, if there's more interest. :)

I'm not as far as you guys but I did steal a JEM RING from Eligor in the Train Graveyard last night.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-22 15:53:24
White Wind: I snatched a Mirror from the Plasma Buster (?), which I used on Rufus.

Dang, I just noticed it's the only boss so far I didn't steal and I forgot it has been used in Reno fight. Welp it could have been useful but not that much when thinking about it. Ty for the info though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-22 15:56:53
Dang, I just noticed it's the only boss so far I didn't steal and I forgot it has been used in Reno fight. Welp it could have been useful but not that much when thinking about it. Ty for the info though.

Can't steal from it, as you get steal later. It was a drop. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-22 16:30:05
Ah right, that's why xD. So I guess it means I was unlucky, w/e.

Anyway, I had a heavily bugged fort condor on my first visit.
-> Couldn't talk at the very first npc (first screen, at entrance)
-> Went in, did the battle
-> Wanted to leave condor, couldn't (was stuck on second screen)
-> Talked to the supposed warp npc who asked me if I was ready to warp back
-> Said yes, nothing happened still stuck
-> Entered 3rd screen, leaved it, can finally leave second screen
-> Very first npc not there anymore

Edit: OMG, the Ziegfried fight is so epic. Thank you so much Sega Chief !

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-22 17:56:41
It seems grinding will be a lot faster this time around...

(http://images.akamai.steamusercontent.com/ugc/475500989315714554/7658E832FF984831178CC31E651C3B38F03141CE/)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-03-22 19:25:02
Gonna keep waiting, don't want to miss a boss fight, want to be able to steal/morph every possible boss. Build up a nice stockpile of items that can not be purchased. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cheffdonty on 2016-03-22 19:41:24
Gonna keep waiting, don't want to miss a boss fight, want to be able to steal/morph every possible boss. Build up a nice stockpile of items that can not be purchased. :)
If I recall correctly, the mod is designed so that there are no missable items. I bet you can steal/morph everything in the game from regular enemies.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-22 20:06:24
If I recall correctly, the mod is designed so that there are no missable items. I bet you can steal/morph everything in the game from regular enemies.

This is correct, and if you can't, it's found in chests or as drops.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-22 21:08:31
It seems it's even more true in 1.4 since Ramuh has been moved to not be missed. Which makes me wonder about Alexander.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-22 21:48:44
It seems it's even more true in 1.4 since Ramuh has been moved to not be missed. Which makes me wonder about Alexander.
Alexander was never missable (at least I'm pretty sure you could always re-enter the glacier), it is still in the same location. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-23 00:32:41
Alexander was never missable (at least I'm pretty sure you could always re-enter the glacier), it is still in the same location. :)
Oh actually you're right, I remember I missed it on my first (playstation) playthrough and I never found the way to go back. Checking Internet, I just discovered you can. It's amazing to learn such things that many years later :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-03-23 02:43:27
Congratulations Chief for the first JENOVA boss fight! It was hard, challenging but not impossible. I see that, even with the graitfull HP and MP boost, the boss battles are harder that the 1.35 version, which is good.

I'm nearby Gongaga, someone knows if Ruda is, AGAIN, inmune to berserk, you know, to prepare myself to struggle the Ruda's Healing madness.

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-23 13:03:13
Northern crater bugged, meaning you cannot get to the bottom and unlock the new threats. ;<
Silver Match bugged, meaning you cannot unlock the extra fights at the gold saucer. ;<

Oh well, time for more Path of Exile, until segabro gets back. o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lopes on 2016-03-23 15:00:50
Hello :)

Is there a list with steal/morph items?
Also, are those items missable?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: dragonmaster0283 on 2016-03-23 15:15:24
Hello :)

Is there a list with steal/morph items?
Also, are those items missable?

Missable, I don't believe so.  Pretty much steal and morphs up until end game can be items you can buy or find later.  Generally its a way to get an item earlier then normal and use it to help.  There were some missables if you don't do Yuffie's Wutai Event before disk 3.  But Sega said he fixed it where you could find the Absorb materias in the norther crater.  (Not talking about the Pagoda events as thats still doable, its the event where Yuffie steals the materia.   That event is not doable in Disk 3.

Course of the couple of Huge Materia that require you to not fail are still missable if you fail the events (Rocket Town Launch and North Coral Train Events)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lopes on 2016-03-23 16:43:10
Thank you for your help :)
Guess i wont bother that much :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-03-23 17:15:43
What is the point of huge materia if there is no master materia?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-23 18:26:24
What is the point of huge materia if there is no master materia?
Bahamut Zero for one. The Bahamut materias are the only defense you can really get for the Shout element, making them situational, but still useful in their own right.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-23 20:38:16
so you can get a 2nd enemy away materia, anybody know what he set it to, and if they stack
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-23 20:43:49
a 2nd enemy away materia...From huge materia? I don't quite follow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-23 20:59:39
2nd place prize for rufus send off

tifa starts with one, + ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-03-23 22:54:17
Bahamut Zero is a given though. o.O The big thing with Huge Materia was always Master Materia, and Bahamut Zero was a nice little side gift.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-24 00:02:32
Bahamut Zero is a given though. o.O The big thing with Huge Materia was always Master Materia, and Bahamut Zero was a nice little side gift.

Yup, and even if you miss Bahamut Zero cause you failed a Huge Materia event, you still can dig it in Bone Village.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-03-24 02:24:51
Anyone knows where the Gi Champion is?

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-03-24 07:17:41
It seems grinding will be a lot faster this time around...

(http://images.akamai.steamusercontent.com/ugc/475500989315714554/7658E832FF984831178CC31E651C3B38F03141CE/)

Did you manage to get past this boss without fighting him in anyway? Kinda ruins it for me to be instant lvl 99 after that point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-24 09:09:08
You get at least one forced encounter with it during the story, and another during some optional shit. But yeah, you  can flee from it. I had to reset after killing it as well, it was just silly how easy it was killed, I mean shit, you can kill it as soon as you get the buggy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-24 11:23:02
Edit : I'm editing cause it might be intended. Is the fight in the sleeping man cave supposed to happen or did SC forgot to remove it ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-24 13:10:38
It's very much NOT intended. If you decide to kill it, you will see why. (Make sure you save beforehand, you will want to have a game to load from)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-24 13:21:46
Is it really possible ? I mean doesn't it hit for 9999 ignoring defenses ? Welp I'll give it a try later if it's possible :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dyrak on 2016-03-24 14:24:06
Hi Chief!

Is it possible to install 1.4 directly from 1.35 or do I need to reinstall the whole thing?

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-03-24 16:21:29
I havent really gotten that far into 1.4, but does anybody know Clouds innate or is it not implemented yet?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-24 19:45:27
Hi Chief!

Is it possible to install 1.4 directly from 1.35 or do I need to reinstall the whole thing?

Thanks!

Segabro is having a few more days off/vacation I believe. But yes, you can install directly ontop of 1.35, however; if you had the custom.exe enabled, you're better off reinstalling ff7 first. (Sega linked to a patch to fix it, but that didn't work for me.)

I havent really gotten that far into 1.4, but does anybody know Clouds innate or is it not implemented yet?

Should be the same as in 1.35, that being said, I can't recall if I ever saw a battle message stating it had procced.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lex9227 on 2016-03-24 20:16:48
There is a huge glitch, I'm in Nibelheim and when I'm going to fight with the soldiers appears a claw with a message that said "Level Check Debug" , I found the way to kill him but when I do it give me 99999999 of exp, I dont want to be so early with this level there something that I could do to dont have this glitch or avoid it of something else? I am at level 37
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-03-24 20:21:33
There is a huge glitch, I'm in Nibelheim and when I'm going to fight with the soldiers appears a claw with a message that said "Level Check Debug" , I found the way to kill him but when I do it give me 99999999 of exp, I dont want to be so early with this level there something that I could do to dont have this glitch or avoid of something else? I am at level 37

I'm in the same point, but i Can¡t kill the claw, instead, he kills me XDD. So, if you want to go inside the Mansion you have to beat that monster and, off course, grinder like a monster. I don't want it. Someone knows how I fix it??

F**k! If you run away the REAL battle againts the soldiers starts

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-03-24 20:38:43
Segabro is having a few more days off/vacation I believe. But yes, you can install directly ontop of 1.35, however; if you had the custom.exe enabled, you're better off reinstalling ff7 first. (Sega linked to a patch to fix it, but that didn't work for me.)

Should be the same as in 1.35, that being said, I can't recall if I ever saw a battle message stating it had procced.

I hope its not, since Sega did mention in one of his 1.4 boss run vids, that he has something special in mind for Clouds innate.
Edit: Sega mentions it in a comment, in his Aps boss fight.

I'm in the same point, but i Can¡t kill the claw, instead, he kills me XDD. So, if you want to go inside the Mansion you have to beat that monster and, off course, grinder like a monster. I don't want it. Someone knows how I fix it??

Cheers!

Just flee this fight, thats what i did.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-24 22:22:50
I hope its not, since Sega did mention in one of his 1.4 boss run vids, that he has something special in mind for Clouds innate.
Edit: Sega mentions it in a comment, in his Aps boss fight.

The readme file has been updated for 1.4 as the Tifa & Aerith innates were updated but ... Cloud's innate is missing.

I'm 100% sure there was nothing mentioning Cloud's innate in 1.4 unlike other characters. Even the different tutorials in sector 7. I can't even recall what was Cloud's innate in 1.35 :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: varzael on 2016-03-24 23:35:51
Folks, I'm having a weird issue,

after applying the "revert-to-1.35-exe" patch and applying the 1.4 patch, FFVII won't start: it launches into a black screen, the sound of the Squaresoft logo sounds (chocobos' gallopping) and then nothing. It won't even accept a minimize or ctrl+alt+del and only a hard reset is possible.

After that, I uninstalled, re-installed and applied the 1.4 from scratch and the same thing happened again. The 1.35 was running fine however... Might you have any idea as to what could be causing this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miacis on 2016-03-25 00:31:40
Hello there, I'm yet another newcomer to this mod for 1.4. So far, I'm quite liking it, and I wanted to share a couple remarks to the author:

* It seems that exiting the save screen before the motorcycle minigame will trigger the Rubicante GT fight immediately (then boot you back to the prep/controls screen).

* I'll say that Aeris's healing staves are super good and between that and potions restoring 300 HP, it's quite hard to consider using up MP on single Cures during boss fights.

* I am a bit sad that the fancy Set/Build names from the 1.35 ReadMe are now gone. It was good flavor and I hope they come back eventually.

This would be my second playthrough ever of FF7, and it's been pretty enjoyable so far. It makes me feel smart for preparing well without making me search through spreadsheets and FAQs, so kudos on that.  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-03-25 02:37:01
It's possible to defeat Powersoul Keeper the first time you go to Mount Nibel?? I said it because, after been dominating the battle, the boss became crazy and wipe out my party with one hit (6.000 to Tifa, deal with it).

In defeated it in the version 1.35 the first time I went to Mount Nibel but, this time looks crazy the boss.

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-25 02:40:09
It's possible to defeat Powersoul Keeper the first time you go to Mount Nibel?? I said it because, after been dominating the battle, the boss became crazy and wipe out my party with one hit (6.000 to Tifa, deal with it).

In defeated it in the version 1.35 the first time I went to Mount Nibel but, this time looks crazy the boss.

Cheers!

It's very much possible, yes. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-03-25 03:47:38
It's very much possible, yes. :)

How?

I know it possible but I had 9 fails againts him. The first battle he didn't cause me death in my group, sometimes the AoE attack kills Tifa and sometimes not. The f***cking same with Soul Combo, sometimes kills me Cloud or Tifa, sometimes not. Is pure RNG this battle!

I'm level 40 and Tifa with his Leve 3 limit, I'm not bad at level... something is wrong and I want to know.

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-25 04:56:11
I honestly cannot remember exactly how it went. Just know that you can poison and slow. That and exploit its weakness to earth, by slapping earth element into your phys attackers' weapons. Do this, and keep barriers/healing up during the rapephase it has and you'll be golden.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-03-25 05:47:11
How?

I know it possible but I had 9 fails againts him. The first battle he didn't cause me death in my group, sometimes the AoE attack kills Tifa and sometimes not. The f***cking same with Soul Combo, sometimes kills me Cloud or Tifa, sometimes not. Is pure RNG this battle!

I'm level 40 and Tifa with his Leve 3 limit, I'm not bad at level... something is wrong and I want to know.

Cheers!

When he goes into rage phase, make sure to remove all debuffs from him apart from slow, since he deals 2x for each. For an ex. i made sure that his doom countdown was near the end when i got him to around 7-5k hp, and then i removed poison aswell. Another tip is use yuffie ( and Cid if you get him and then return i guess) since yuffie can dodge almost 100% of the time, aswell as Cid when you get his luck up during battle.

PS: Am playin a minimal exp run, aka just boss fights and mandatory fights. I beat him with a lvl 28 -30 party so it is possible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-03-25 06:10:01
When he goes into rage phase, make sure to remove all debuffs from him apart from slow, since he deals 2x for each. For an ex. i made sure that his doom countdown was near the end when i got him to around 7-5k hp, and then i removed poison aswell. Another tip is use yuffie ( and Cid if you get him and then return i guess) since yuffie can dodge almost 100% of the time, aswell as Cid when you get his luck up during battle.

PS: Am playin a minimal exp run, aka just boss fights and mandatory fights. I beat him with a lvl 28 -30 party so it is possible.

THAT! That is the data I needed.

Tomorrow will die. Thanks so much.

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Damned on 2016-03-25 06:30:14
Got to see a couple of videos of this mod by GarlandtheGreat on Youtube. I must say I am very impressed by this and would like to recommend a few improvements to truly make this the ultimate conversion mod.

1. I'm sure everyone on this site is aware of the original translation's rather mediocre quality. The Reunion mod fixes this, however it is sadly not compatible with your mod. I would suggest, whenever you make your last version of this mod, to ensure that it is 100% compatible with The Reunion (At least the translation part). This would fix a major flaw in the original game and make this mod just that much more enjoyable.

2. Since your mod already spruces up the graphics a tad (Which you said was the original goal of this mod via altering palettes correct?), how about the sound effects as well? There is already a sound effects project going on that, sadly, seems to have been abandoned, but perhaps you, or someone else who is an audio expert, could continue the project...

http://forums.qhimm.com/index.php?topic=10237.0

3. The chest in the attic in Kalm that says something along the lines of "Locked...can't open it". I believe originally it was planned to have a Golem Summon Materia inside the chest, but the sidequest got cut. If the chest isn't already being used, perhaps a sidequest could be added that gives a key to open that chest and obtain the materia as a reward.

4. Perhaps in the new game plus, you could add back the Master Magic / Summon / Command materia, just so the Materia Overlord (Just about the only achievement where any amount of effort is needed.) could be acquired? Perhaps another suggestion would be to add in custom made achievements and a cool reward could be obtained once all of them are completed.

At the very least, please consider points 1 and 2. To prove to you how passionate I am about FFVII, and about how serious I am with wanting to see the re-translation + remastered SFX in this game, I am willing to donate a considerable amount of money via your donate link if that is what it would take.

Please at the very least respond back to my post even if you don't wish to incorporate any of what I said above. If anyone else has any thoughts they would like to share on my ideas, by all means, feel free to do so.

EDIT: Altered my suggestions after researching the Steam version and how to mod music a bit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-25 07:39:19
sega's already made script modifications so im pretty sure you havent actually played the thing

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Gatchaman on 2016-03-25 08:34:39
Hey Damned - I'm not sure what you've seen already, but check out "Anxious Heart" under audio mods on this same forum to change the music in the game (compatible with most other mods, including this one). It has a few remixes already included, but if you want to use other tracks, you can probably swap them in the files if you take a look around.
The default settings replace the MIDI tracks with .ogg files, which is worth it even if you can't figure out a way to get your favourite remixes!
I don't think swapping the music in-game in a menu would be a remotely easy thing to do, but AH gives everybody control over the songs they want anyway.

There are other graphics mods on this forum too, lots of which should be compatible with this one (if you install in the right order), but I'm not so up on this stuff as I prefer to keep the default graphics.

I hope this is helpful.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Damned on 2016-03-25 15:04:13
I took a look at that "Anxious Heart" and it appears that it only offers SOME remixed tracks, not all. Not to mention, it doesn't touch sound effects either. Lastly, I'm not sure how exactly I would swap them, as from what limited research I have done, apparently the tracks need to be edited manually to loop properly. The most I have ever played around with audio software is converting tracks from one format to another using Foobar2000. I have no idea how to do anything beyond that. Thinking back on what I said, I do agree programming a menu would probably not be worth it, perhaps the arranged tracks SFX could be offered the same way that optional world model mod could be, with already properly formatted files to just drop into the music folder.

In the worst case scenario, I could always ask Bitsymphony to make properly edited files to drop into my music folder. He is such a nice guy (For one he actually PMs you back when you PM him on Youtube, truly a rarity!) I'm sure he would be willing to if I ask him.

I'm also serious about my monetary contribution if that is what it would take. Just thought I would restate that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: eXistenZe on 2016-03-25 15:17:54
Wait for 7th heaven to be updated and try it. It has sound effects mods. And dozens of other compatible mods. For now it's nt 1.35, but he will update it.

And NT script that keeps field music instead of battle music is a major change to the whole music experience.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Damned on 2016-03-25 15:31:30
I thought the only SFX mod was the one I linked to. May I ask for a link to these other ones?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Grumpy_Edge on 2016-03-25 19:26:11
Awesome work as always Chief! Enjoy your vacation/easter.

Few things, I believe I have the latest patch however the save point in the sewer before/as you fight Aps allows access to SP which I believe is before the actual point it becomes active (Mythril Mines?).

Aeris' Striking Staff has 'Attack - Barrier' on the status page, however only seemed to have gotten this to activate once on the party and multiple times on the enemy. Is the chance percentage based? or is it to do with defences? (I unequiped everything and couldn't get it to work) or am I missing something completely?

Also I love how each new piece of equipment makes each character more diverse, and not just plain outclasses older stuff.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-25 21:22:49
is it even possible to morph a bomb before you have yuffie's conformer?
edit: it is. laser and tifa with work glove cuz work glove doesnt have reduced morph penalty. measly fire fang tho


also, what else uses antipode, ark dragon doesnt seem to be in mythril mines anymore? or im having terrible luck with 30 encounters and none yet
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-26 07:19:42
is it even possible to morph a bomb before you have yuffie's conformer?
edit: it is. laser and tifa with work glove cuz work glove doesnt have reduced morph penalty. measly fire fang tho


also, what else uses antipode, ark dragon doesnt seem to be in mythril mines anymore? or im having terrible luck with 30 encounters and none yet
About bomb; Put it to sleep if possible, and bombard it with magic, it should not be able to counter with it's growth spell then, same dealio with the boxer mob.
About Ark Dragon; It's only found in the room with exp plus (formerly long range).


When he goes into rage phase, make sure to remove all debuffs from him apart from slow, since he deals 2x for each.

I knew how Powersoul worked, but I did not know this. Goddamn I feel retarded.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-26 13:45:46
Anyone was able to enter Shinra manor ?

I get soft locked each time during the shinra fight. When he comes to captain's turn, she tries to use a special attack, the camera get centered on her, ATB goes in wait mode and nothing happens. Tried 3 times, happened 3 times.

(http://images.akamai.steamusercontent.com/ugc/475501085816038438/DC06643386C5ABD882271CEC125A581914FB73AA/)

Edit: Got past it. It seems to happen only when captain is poisoned. I guess she tries to use an anti-poison skill but results in a soft lock
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-03-26 20:05:16
Hi all.

Amazing mod but Tifa is really overpower. I play 1.35 and i do like  1k2 1k31 1k4 and 1k5 at level 30 =D ( cloud only do 800 +*/- and ONE time).

A question: Is it possible to "reset" rank up on a characters ?

Thanks all =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-03-26 20:19:23
Hi all.

Amazing mod but Tifa is really overpower. I play 1.35 and i do like  1k2 1k31 1k4 and 1k5 at level 30 =D ( cloud only do 800 +*/- and ONE time).

A question: Is it possible to "reset" rank up on a characters ?

Thanks all =)

Yeah in 1.35 she is, but not in the current 1.4.
And for resetting Rank up....you are out of luck.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-26 21:11:10
Yeah in 1.35 she is, but not in the current 1.4.
And for resetting Rank up....you are out of luck.

Literally resetting is not possible, no. You can however use Ochu (program) to alter stats on your toons, if you so please. (If you have the self-control ;) ). I use it to speed up the game whenever trivial shit is going on (grinding, moving in the field, max encounter rate, etc.).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-26 23:16:03
no, she's still stupid op in 1.4.

you can get a power wrist from the boat trip.

gold armlet from the dyne fight.

she has the easiest level 3 limit unlocks.

work glove by morphing the goblin in gongaga. dirty bomb then potion him before poison ticks, antidote him just before the last tick kills him and immediately morph.


im literally ONLY winning fights because she does 8k+ every time her limit gauge fills. powersoul keeper died in like 30 seconds. limit > limit > grit > limit
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-03-27 02:27:12
So, I just got to this mod in my playlist--although I only have v1.35.

Question:  Is v1.4 playable or are there a lot of bugs people are noticing so far?  I only ask because I'd really love to start playing this, but I'd rather not have to restart later if there's a bunch of bugs that still need working out.

Also, is 1.35 worth playing through, or are there serious overhauls to 1.4?  I tried reading through the changelog but there didn't seem to be many mentions about what was different between 1.35 and 1.4 (at least from what I saw).

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-27 02:47:02
i liked 1.35 better. 1.4 is playable but i dont like most of the changes.

there's plenty of bugs but nothing that is game stopping

the rude/elena fight in mythril mines has to be cheesed through but the 2nd time you fight him he's not immune to berserk so it's fine

make sure you have a shriveler item (you can buy em in gongaga i think) or a transformation materia on at least 2 characters for when you go to nibel, there is a level debug enemy before you fight the soldiers to get into the mansion. mini him and heal your people back up, then run away

the yin/yang mob in nibel basement should be run away from immediately.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-03-27 03:08:55
Thanks for the quick feedback!  I was mostly worried about the Rank-Up stuff being overhauled a bit between 1.35 and 1.4.  I really like the concept, but I don't want to play with a sub-par version of the system is all!

Also, the 1-time materia (summons, plus-materia, etc) are still in 1.35?  Or was that all something implemented in 1.4?

Sorry to be a bit needy, I'll probably end up waiting for SegaChief to come back and patch everything anyways, but i'm kinda curious
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-27 04:36:57
do you enjoy hard games or easy ones

1.4 is much much harder than 1.35.

Quote
But as far as strategy and set-ups go, there's hundreds of effective strategies that have emerged from
players gunning through the mod so far. There's no 'correct' way to play, and the NT Mod was never
billed as being a 'Hard-type' mod. It was designed to present a fun and reasonable challenge to both
experienced players and newcomers alike,

this is a lie. im more or less what you'd call a semi-pro of ff7. i know ff7. and 1.4 is ferning hard until you assemble broken setups. a newcomer to the game would probably find the patch overly frustrating. unless they're a masochist. then they'd love it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-27 08:34:40
do you enjoy hard games or easy ones

1.4 is much much harder than 1.35.

this is a lie. im more or less what you'd call a semi-pro of ff7. i know ff7. and 1.4 is ferning hard until you assemble broken setups. a newcomer to the game would probably find the patch overly frustrating. unless they're a masochist. then they'd love it.

This isn't a lie. You can actually beat the game using any team given any set of stats. The only thing which will differ is the strategy used and the time needed.

You don't like the actual mod because a setup is broken ? Play with another setup, anyway in the end any setup can be overpowered.

Mobs are actually way more easier than in 1.35 (comparing to the Arrange mod), bosses are a bit easier but more strategy dependent.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-03-27 09:16:56
Is there a cheap way to beat the Corel train chase? Since i am playing a low lvl run, i cant seem to keep up with dmg and healing to beat it under 10 min. I get to the last dude just about when the time runs out. Tactics i have tried;

*I have Cid with lightning elemental on weapon and lots of STR/LUK for dmg. MP Turbo + Lightning and Enemy skill ( Lazer for a few mobs at the start of the train) on Yuffie. Aerith with Demi for the first few mobs and Earth + healing for sustain.

*Barret with the unfocused weapon + Lightning element. Vincent with a few support spells and lightning element to weapon and ofc Cid with the same setup as above. All of them have Bolt accessories so that Barret can heal the party when he attacks.

Anymore ideas would be appreciated since i want to try with as low level as possible. Might just have to go grind for bolt 3 or something otherwise =).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-27 09:28:44
you can buy the bolt3 items in wutai

maybe try that if you got some cash to burn

protip: the 4 mandy battle outside of the chocobo ranch gives a very small amount of exp and 128 ap. if you're tryin to keep your levels super low and still have decent materia
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-03-27 10:45:55
Even in FF7 vanilla, tifa is broken imo.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-03-27 17:21:32
For everyone who can't go through the shinra mansion in Nibelheim:

1. Run for your life in the first battle.

2. DON'T, just don't poison the captain, he will be bugged and you can't win.

This patch is a little bit harder in terms of bosses, but, the mobs are easy easy. You have more HP and PM so you can even summon in random fights. The proof is that I can win the first Square Battle without any problem when in 1.35 I can't even passed the third round.

Another example: Godo's boss Fight.

I thought that he only casts you confuse, so I gear myself in order to counter that, but, I have been rekt by his Frog song, slow and aqualungs attack. Then, I crashed to another wall in form of counter attack for the enemy part when he is about 6.000HP where he heals up about 1200 HP. So my strategy was: Big guard in order to reflect him all the slow and frog stuff, and when the boss was about 6000HP, summon Titan to reduces his counter healing attack, in the end I defeated it.

In the 1.35 version the boss don't cast you Aqualung, slow or frog song, only Trino which is walled by Magic Barrier. Ah, his physicall attacks fails always and the healing is not so much in comparation of the damage you deal. So, the 1.35 is easier, but only because he didn't need any strategy.

So, if the game is harder but only because you have to think means that it's well designed.

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-27 17:38:42
Adding some more feedback for when Sega will be back :

- Cid's innate is actually unclear :

According to the readme,
Quote
\\Character Innate: Luck Boost//

Cid's Luck stat will slowly increase over the course of a battle, helping his critical hit rate and his Lucky Dodge rate.

while in game, the text box says Cid gains luck when attacked up to 510. The readme is correct for each other innate, so was Cid forgotten ?

- There is two (or three?) blank text box right after the explanation of Cid's innate. It could be missing dialogues.

- Wutai is way too easy. Without over-leveling, Rapps was defeated in few dozen of seconds. He just used Aero 2 once during whole fight. Pagoda is also way more easier than in 1.35, especially the second, third and last fight. I needed 2 turns for the second fight (deathblow), 4 turns for third fight (deathblow + one cure), and last fight was just bio  and then deathblow for 10 turns :/

Also, capping max SP to 255 is a bit annoying because when you recruit Cid, he is already capped to 255 which means he can only get two ranks at this point, while other characters already have  3 or 4 ranks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-03-27 17:44:07


Also, capping max SP to 255 is a bit annoying because when you recruit Cid, he is already capped to 255 which means he can only get two ranks at this point, while other characters already have  3 or 4 ranks.

The thing is, not kill the Powersoul keeper before Cid. That is because the boss gives you 100 SP when is defeated. All of us failed in the same way I see.

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-27 19:37:40
I'm back from holiday!

*checks thread*

Oh dear.

Anyhoo, I'll be looking to get a patch together by Monday evening. Seems that some of these issues are very dire, but probably not difficult to fix in most cases; my worry is the damage done to playthroughs, like the EXP debug encounter popping up. Haven't looked through it all properly yet, there's a lot of pages :I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-03-27 19:49:38
I'm back from holiday!

*checks thread*

Oh dear.

Anyhoo, I'll be looking to get a patch together by Monday evening. Seems that some of these issues are very dire, but probably not difficult to fix in most cases; my worry is the damage done to playthroughs, like the EXP debug encounter popping up. Haven't looked through it all properly yet, there's a lot of pages :I

Ohh ye, the savior is back! Hope you had fun. A question, i have a lot ( and i mean alot) of feedback, how do you want it if at all Sega? Pm i guess?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-27 19:55:28
PMs can help break up the posts if it's a lot of text (I've got a lot of backlog to check through at the moment for all the reported bugs); but if it's just a paragraph or two then feel free to post it in the thread.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-03-27 19:57:08
Ohh i have a lot to report! =)

Both bugs and opinions on different aspect of the mod. But ill make sure to write it properly in a PM in a few days, and if you find time to check it out, please do =).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-27 21:39:02
I'm back from holiday!

*checks thread*

Oh dear.

Anyhoo, I'll be looking to get a patch together by Monday evening. Seems that some of these issues are very dire, but probably not difficult to fix in most cases; my worry is the damage done to playthroughs, like the EXP debug encounter popping up. Haven't looked through it all properly yet, there's a lot of pages :I

Welcome back :) I was wondering if Yuffie's innate is working as intended because magical buffs seems to remove physical stacks and add a magical one. Barrier, haste, .. The problem is using these buffs her magic evasion can be easily boosted, so when it comes to a magical boss, Yuffie is over god tier.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-27 22:46:30
but she loses it all once the boss hits her with a physical attack
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-27 22:50:24
but she loses it all once the boss hits her with a physical attack

There are few bosses who use more magic than physical (and don't have a physical AoE)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-28 01:15:51
I've checked through all the posts and made a list of bugs to fix + notes on balance suggestions people have made; I've just finished reading everything posted here since my last post a week ago, and big thanks to everyone taking the time to report bugs + feedback and the kind words.

The Turks fight in Mythril Mines is definitely not functioning as intended and was probably caused by my tampering with the AI right before release when I was making Turk scripts consistent between each encounter. The giant enemy crab is also not supposed to pop up unannounced and it is very unfortunate that the last experiment I set it up for was to test the limits of EXP gain from enemies :c

Welcome back :) I was wondering if Yuffie's innate is working as intended because magical buffs seems to remove physical stacks and add a magical one. Barrier, haste, .. The problem is using these buffs her magic evasion can be easily boosted, so when it comes to a magical boss, Yuffie is over god tier.

I would have thought it'd be the other way around; it was originally the physical evasion that was an issue over the magical one due to Dexterity (which she has a lot of) adding onto the p.evasion stat. You can do the same thing with Barret's stacks as well and get them to trigger through beneficial spells from your party; the problem is that the counter scripts for characters aren't fussy with who it came from and coming up with a solution would be put more strain on the already cramped space for Character AI in the Kernel.

The thing is, not kill the Powersoul keeper before Cid. That is because the boss gives you 100 SP when is defeated.

100 SP is definitely not normal, it should be the same as the other bosses. Might be a debug thing, but I set SP to 100 directly rather than added it on when I was testing different rank strengths vs. bosses. I'll see when I look at the field screen. Either way, I need to make adjustments so that most are reaching Cid with less than 255.

Adding some more feedback for when Sega will be back :

- Cid's innate is actually unclear :

According to the readme,
while in game, the text box says Cid gains luck when attacked up to 510. The readme is correct for each other innate, so was Cid forgotten ?

- There is two (or three?) blank text box right after the explanation of Cid's innate. It could be missing dialogues.

- Wutai is way too easy. Without over-leveling, Rapps was defeated in few dozen of seconds. He just used Aero 2 once during whole fight. Pagoda is also way more easier than in 1.35, especially the second, third and last fight. I needed 2 turns for the second fight (deathblow), 4 turns for third fight (deathblow + one cure), and last fight was just bio  and then deathblow for 10 turns :/

Also, capping max SP to 255 is a bit annoying because when you recruit Cid, he is already capped to 255 which means he can only get two ranks at this point, while other characters already have  3 or 4 ranks.

In most cases, it'll be the documentation that's wrong because I'm most actively working with the game's files rather than the text/dialogue. It was changed to be an increment that can go no higher than 255; this'll likely need to be changed so that it's more active and useful.

I'm finding Rapps tricky to get right, it seems; I'll take a second look at him.

Even in FF7 vanilla, tifa is broken imo.

I dunno about that (unless you're using Powersoul) but Tifa comes up a lot as being OP in NT. The grit innate is probably not helping as it can cancel out a Death Sentence which lends itself very well to Powersoul's mechanics (and is just useful in general).

Is there a cheap way to beat the Corel train chase? Since i am playing a low lvl run, i cant seem to keep up with dmg and healing to beat it under 10 min. I get to the last dude just about when the time runs out. Tactics i have tried;

*I have Cid with lightning elemental on weapon and lots of STR/LUK for dmg. MP Turbo + Lightning and Enemy skill ( Lazer for a few mobs at the start of the train) on Yuffie. Aerith with Demi for the first few mobs and Earth + healing for sustain.

*Barret with the unfocused weapon + Lightning element. Vincent with a few support spells and lightning element to weapon and ofc Cid with the same setup as above. All of them have Bolt accessories so that Barret can heal the party when he attacks.

Anymore ideas would be appreciated since i want to try with as low level as possible. Might just have to go grind for bolt 3 or something otherwise =).

That's a tricky one, because 1.4's Disc 2 was essentially set up to try and level you up as fast as possible. Enemies all start dishing out exponentially higher EXP than they do on Disc 1 (starting from Temple of the Ancients and onwards) with the goal being to try and have you at roughly Lv.70 with all your essential spells mastered out or well on their way to avoid grinding on Disc 3 and have a more natural transition into
Disc 3 content. There's status ailments you can use on each enemy that should simplify things; the Gas Ducters at the start can be hit with Instant KO, Wolfmeister can be hit with Petrify/Slow-Numb if you use Titan + Fast ATB, Eagle Gunner can be hit with Stop (for a more uninterrupted battle; try using Added Effect + Time on someone's weapon ), ???? can be heavily damaged/killed using Neo-Bahamut to inflict Dual-Drain, and the Train Driver has the usual Poison weakness for a fast fight.

@Damned
Getting it compatible with Reunion's relocalisation seems to be the big thing, and there's challenges to that but it's not impossible. It's looking though like it'll need to be done the hard way in which case the best thing for that is to wait until both mods are complete before attempting it. I think Beacause (the name of Reunion's relocalisation) is pretty much finished now, but NT still has a little way to go. As far as SFX goes, I've not been a big fan of what I've heard on that front so far; but because the SFX are a very specific part of the game's files, it would be fairly easy either through 7H or through a separate installer to combine that with NT, Reunion, or any other mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-03-28 01:29:43
@Sega Chief
It's good to have you back. Looking forward to the 1.4 era of this thread. We're already off to a great start. ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-28 01:34:02
@Sega Chief
It's good to have you back. Looking forward to the 1.4 era of this thread. We're already off to a great start. ;D

Oh, yes. The greatest of starts.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-28 02:40:00
Just a quick heads-up to make sure I've got everything reported so far:

\\Bugs//
Sweeper: HP still debug value

NPC dialogue in Beginner's Hall, still mentions 70 level cap when asking about Character Innates (other text boxes also incomplete); Barret's animation when Cloud is explaining things also needs to be changed :l

Menu box pre-rufus fight didn't disappear for fight (?)

Save Problem with Rubicante has reappeared (?)

Rude's Turk Cure doesn't inflict Berserk on him/will cast it even when dead, Elena has same problem

Check Inns at Aeris House + Wall Market, locks
   -Might be due to conflicting mods, like audio, according to another user; problem doesn't seem to be common

Brass Dragon fight didn't trigger (debug routine; was removed to test Continue function for fight)

Fort Condor Teleport NPC is obstructive when visiting on foot, prevents leaving, etc.

Fort Condor NPC in Temple of Ancients non-operational

North crater bugged (prob bosses there), check triangles

Extra Battle bugged, check flags

Debug monster fight when talking to soldiers

Aps sewer save point still has rank scripts :I

Softlock on soldier fight when poisoned, check Esuna on Captain

Powersoul Keeper gives 100SP when killed; is definitely wrong if this is the case

Fix Aeris problem with getting stuck due to having no attacks (was supposed to do this before release)

Long/max names using more than one capital letter can cause soft-locks on AskQuestion text boxes, notably the F68 scene when picking character for Sample HO fight.


\\Balance//
Iron Bangle, too much defence?
Guard Captain seems weak compared to 1.35
Get Huge Materia functioning again
Replace Enemy Away prize in Junon
Bring back source-set names...maybe
Sidequest/Use for locked chests in Kalm
Change Bomb's Morph into something better
Tifa nerf?
Boost up Rapps; check power of Da Chao enemies
255 SP cap before Cid; 3-4 ranks reported number, may be due to Powersoul Keeper
1.4 enemies choke out niche set-ups in favour of power set-ups?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-28 03:33:55
Just a quick heads-up to make sure I've got everything reported so far:

\\Balance//
Iron Bangle, too much defence?
Guard Captain seems weak compared to 1.35
Replace Enemy Away prize in Junon
Change Bomb's Morph into something better
Tifa nerf?
Boost up Rapps; check power of Da Chao enemies
1.4 enemies choke out niche set-ups in favour of power set-ups?

1. it's fine. 2 UNLINKED materia slots is enough of a penalty, seriously.
2. 3 lasers and he dies. i didnt find the fight overly difficult, but it can go bad really quick with the insane damage dual does
3. jem ring would be nice for all the petrify shit you have to deal with when getting off the ship
4. doesnt have to be better, but it's just a pain in the ass to morph for a measly fire fang
5. work glove is already the lowest powered no slots wep. morphing things without it sucks. please dont nerf it too bad. powersoul is not why she's broken. work glove is
6. rapps has seriously bad defense relative to most bosses
7. enemies all hit too god damn hard. it makes most setups extremely subpar when killing them off becomes the best way to deal with overwhelming damage income
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Damned on 2016-03-28 04:09:16
Getting it compatible with Reunion's relocalisation seems to be the big thing, and there's challenges to that but it's not impossible. It's looking though like it'll need to be done the hard way in which case the best thing for that is to wait until both mods are complete before attempting it.

Understood. I agree it would be best to wait until your last version of New Threat. Beacause is huge, and I would imagine it would be a headache making it work constantly every time you update your own mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-28 09:32:44
Welcome back, Segabro. I have few bugs that hasn't been mentioned so far. :)

I'll just copy/paste from my notepad document that I made, so there will be a few things mentioned already.

Spoiler: show
- Aerith still appearing in kalm, after the temple
-Bloodsicle not immune to death mechanics (Odin, for example), only listing this as the normal icicles are, might be intentional?
- Brass dragon fight did not occur, at all.
- Sephiroth (disc 2) still has a raresteal, despite being a boss.(as did several
bosses after that (storywise)).
- W-item found in midgar once more
- Save point outside Shinra HQ seems a bit bigger than normal.
- Another savepoint on floor 64 has the same issue.
-Invisible walls left behind each of the pathway bosses in the crater.
- The caitsith tank @ Silver match in the Gold saucer, has 2 parts that are unkillable. Looking through Ochu for the enemy stats, it seems that the unkillable pieces has taken (?) -94000 and -104000 damage respectively (at the start of the fight). This means the other fights are impossible to access.
- Tseng still using his red suit (at least the field model does, can't remember if he does in battle).
- Fort condor NPC in City of the ancients does not work.
- Possible bug? Tseng seems kind of odd @ Rocket Town. Spam-reviving his buddies, unless both die close to each in other timewise, and if that's done, he will spam life/revive on himself (I think it was, been a few days)
- Possible bug? Think I saw a white screen kind of thing, in the scene after defeating Pearl weapon. Not sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-28 10:46:46
1. it's fine. 2 UNLINKED materia slots is enough of a penalty, seriously.
2. 3 lasers and he dies. i didnt find the fight overly difficult, but it can go bad really quick with the insane damage dual does
3. jem ring would be nice for all the petrify strawberries you have to deal with when getting off the ship
4. doesnt have to be better, but it's just a pain in the ass to morph for a measly fire fang
5. work glove is already the lowest powered no slots wep. morphing things without it sucks. please dont nerf it too bad. powersoul is not why she's broken. work glove is
6. rapps has seriously bad defense relative to most bosses
7. enemies all hit too god damn hard. it makes most setups extremely subpar when killing them off becomes the best way to deal with overwhelming damage income

1. That's true; it gives an early opportunity to build for defence as well.
2. I was talking about the chocobo in the train tunnels rather than the soldier fought in Nibelheim, but that sounds like a problem too; I'll slap some gravity protection on there.
3. Jem Ring for coming off the cargo ship can be arranged; I'll set it to Jenova Birth's drop or maybe to Mamatolis.
4. If it's a pain in the ass to morph it, then the item given needs to be better; Bombs are naturally difficult to morph because of that self-destruct AI they have. I'll give Grenade something better as well.
5. I was thinking more along the lines of Tifa in general; she's got high damage output with those early multi-hit Limits. Powersoul isn't really an issue that can be tackled without either removing it or adding an element to it that would make it useless for boss fights (but that's really the only place people would bother setting it up for use in the first place). I wasn't aware Work Glove was causing balance problems; I'll take a look at it, but it's a no-slots weapon which prevents using Elemental Materia for a 2x damage boost, so...
6. That's to catch teams that have no Materia going into the fight; if he had high physical defence and the player didn't have enough magic items for the fight (the ones supplied along the way aren't enough on their own) then it could become a grind for gil to buy more of those items. I'll come up with a solution eventually.
7. I'll check enemy damage area-by-area when I've got this patch done; any areas in particular that stood out? Also, what was your level + party going through those areas?

Getting it compatible with Reunion's relocalisation seems to be the big thing, and there's challenges to that but it's not impossible. It's looking though like it'll need to be done the hard way in which case the best thing for that is to wait until both mods are complete before attempting it.

Understood. I agree it would be best to wait until your last version of New Threat. Beacause is huge, and I would imagine it would be a headache making it work constantly every time you update your own mod.

We were trying to find a way to automate it with a tool, but it kept crashing. As a project it'd take a few weeks to do manually, but NT + Reunion is a common question/request so I'll be giving it a go at some point.

Welcome back, Segabro. I have few bugs that hasn't been mentioned so far. :)

I'll just copy/paste from my notepad document that I made, so there will be a few things mentioned already.

Spoiler: show
- Aerith still appearing in kalm, after the temple
-Bloodsicle not immune to death mechanics (Odin, for example), only listing this as the normal icicles are, might be intentional?
- Brass dragon fight did not occur, at all.
- Sephiroth (disc 2) still has a raresteal, despite being a boss.(as did several
bosses after that (storywise)).
- W-item found in midgar once more
- Save point outside Shinra HQ seems a bit bigger than normal.
- Another savepoint on floor 64 has the same issue.
-Invisible walls left behind each of the pathway bosses in the crater.
- The caitsith tank @ Silver match in the Gold saucer, has 2 parts that are unkillable. Looking through Ochu for the enemy stats, it seems that the unkillable pieces has taken (?) -94000 and -104000 damage respectively (at the start of the fight). This means the other fights are impossible to access.
- Tseng still using his red suit (at least the field model does, can't remember if he does in battle).
- Fort condor NPC in City of the ancients does not work.
- Possible bug? Tseng seems kind of odd @ Rocket Town. Spam-reviving his buddies, unless both die close to each in other timewise, and if that's done, he will spam life/revive on himself (I think it was, been a few days)
- Possible bug? Think I saw a white screen kind of thing, in the scene after defeating Pearl weapon. Not sure.


-I forgot to fix that with Aeris; someone mentioned it on a stream but it slipped my mind.
-It's not intended; I'll add Death immunity to the bloodsicle.
-I'll check those steals again; I was going through them all to remove rares from bosses but I must have missed a few.
-I think W-Item is supposed to be available from there now; but I think I then put it on Extra Battle again but forgot to change the Midgar Raid drop. I'd better check that out.
-I think those save points were always slightly bigger to catch the player's eye.
-So it's the fight itself that's bugged, not the script. It was copied over from Grosspanzer so one of the enemy IDs must be off in the AI; I'll get that sorted.
-I'll check the field model + battle model, and correct that AI. Seems I've knocked all the Turks out of whack with that 'revision' I made at the last minute :l
-That's an issue with the 1998 game that's carried over into NT because I used that flevel as the base. Only way to fix it I think is to import over a Steam field and use that instead. Same thing with the last screen before the Bizarro fight.

The rest I've got in the notes; cheers, bud.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-03-28 11:02:12
The Phoenix down on aerith ....  ruin so much the plot
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-28 11:10:39
5. I was thinking more along the lines of Tifa in general; she's got high damage output with those early multi-hit Limits. Powersoul isn't really an issue that can be tackled without either removing it or adding an element to it that would make it useless for boss fights (but that's really the only place people would bother setting it up for use in the first place). I wasn't aware Work Glove was causing balance problems; I'll take a look at it, but it's a no-slots weapon which prevents using Elemental Materia for a 2x damage boost, so...
7. I'll check enemy damage area-by-area when I've got this patch done; any areas in particular that stood out? Also, what was your level + party going through those areas?


tifa's limits are non-elemental. even if ya add an element to it, chances are her limits are gonna ignore it. work glove is just such an insane damage spike relative to all her other weapons up until disc 2 it's basically your disc 1 nuke.

my levels going through every area matches the level of the mobs in them. i had to run away A LOT to maintain this. the biggest offender i would have to say is starting at nibelheim the damage intake starts getting really stupid. i was running away less to preserve my level and more that the damage the mobs were doing was making most fights not worth it.

and then yin/yang in the basement game over'd me in short order. i dont know what the fuck that thing's deal is. hits a character for 300 yet they die at full health

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-28 11:28:15
The Phoenix down on aerith ....  ruin so much the plot

I'm implementing an option to not do that in the future. I was trying to get it in for 1.4's release but there's a lot of field script to work through.

tifa's limits are non-elemental. even if ya add an element to it, chances are her limits are gonna ignore it. work glove is just such an insane damage spike relative to all her other weapons up until disc 2 it's basically your disc 1 nuke.

my levels going through every area matches the level of the mobs in them. i had to run away A LOT to maintain this. the biggest offender i would have to say is starting at nibelheim the damage intake starts getting really stupid. i was running away less to preserve my level and more that the damage the mobs were doing was making most fights not worth it.

and then yin/yang in the basement game over'd me in short order. i dont know what the fern that thing's deal is. hits a character for 300 yet they die at full health

I'll check it out; might be the formula.

As far as character level vs enemy level goes, the EXP given is supposed to push you up past their level fairly quickly. I'll check the damage from there onwards, but it could be a couple of things like ATB setting, lower than expected HP due to high escape rate, team composition, that sort of thing. I'll have a look at yin/yang as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-28 11:40:04
Shinra mansion in Nibelheim is the only area (yet) I had some difficulty with classic mobs. Dorky faces spams too much negative magics. Ghirofelgo is fine. I didn't force fights so I haven't seen any Jersey. Lost number only had one stage unlike in 1.35 which made him easier. Black bats are fine, Ying/Yang deals a lot of damage.

I didn't have much problems with normal encounters anywhere else (I'm currently at the Temple). Even the dragon in Mt. Nibel was fine (not too easy, not impossible. In 1.35 I couldn't beat it the first time I encountered one).

Globally I think normal encounters should have a 20-30% damage boost to match with the new HP/MP curves, maybe slightly less depending on zones.

Edit; I'll mention I run an all-rounder team with Cloud / Yuffie / Red XIII, not using any summon materia, not using any duplicate materia (only one cure, ..) except for "All" materia. These characters have a low VIT/SPR but "high" STR/MAG/DEX and I didn't overlevel since I'm running straight through the game. When I recruited Cid, I replaced Red XIII, Cid being 2 ranks lower I still have no problem with normal encounters. (Having him STR/LCK/SPR)

Edit: It reminds me that at the beginning, Yuffie level 1 limit (Greased Lightning) had a way better damage output that Red XIII (Sled Fang) / Cloud (Cross slash) limits while she had less STR. If I remember correctly she had a 800 damage output while Red & Cloud were around 600.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miksu on 2016-03-28 12:17:43
So, the Turks fight is bugged. (Elena and Rude) Is there a workaround for time being until the fix comes out? It's funny to watch that I'm soft locked on berserks while rude heals my characters and Elena, when her's HP gets to low.

Oh and also "Enemy Lure" materia's description says "Reduced" not "Increased", but that's small thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-28 12:50:38
confuse rude so he doesnt turk cure.

easiest way is learning chocobuckle. choco/mog summon also inflicts it at high rate.

get them both to 1200ish hp, then summon choco/mog and use limits

even though the message says chocobo is the only way across the marsh, it is absolutely possible to run across. it's just annoyingly difficult.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miksu on 2016-03-28 13:02:50
confuse rude so he doesnt turk cure.

easiest way is learning chocobuckle. choco/mog summon also inflicts it at high rate.

get them both to 1200ish hp, then summon choco/mog and use limits

even though the message says chocobo is the only way across the marsh, it is absolutely possible to run across. it's just annoyingly difficult.

Yeah, I probably should focus Elena down first while Rude is Confused. What I did was that I confused Rude with Choco/Mog and focused him down, but after he "died" he started spamming Turk Heal like no day tomorrow. Thanks. I try that. :)

Edit: Done. It worked. But yeah, once it gets fixed it is a much easier.

Also this mod is great. :) Good job!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-28 13:19:09
Shinra mansion in Nibelheim is the only area (yet) I had some difficulty with classic mobs. Dorky faces spams too much negative magics. Ghirofelgo is fine. I didn't force fights so I haven't seen any Jersey. Lost number only had one stage unlike in 1.35 which made him easier. Black bats are fine, Ying/Yang deals a lot of damage.

I didn't have much problems with normal encounters anywhere else (I'm currently at the Temple). Even the dragon in Mt. Nibel was fine (not too easy, not impossible. In 1.35 I couldn't beat it the first time I encountered one).

Globally I think normal encounters should have a 20-30% damage boost to match with the new HP/MP curves, maybe slightly less depending on zones.

Edit; I'll mention I run an all-rounder team with Cloud / Yuffie / Red XIII, not using any summon materia, not using any duplicate materia (only one cure, ..) except for "All" materia. These characters have a low VIT/SPR but "high" STR/MAG/DEX and I didn't overlevel since I'm running straight through the game. When I recruited Cid, I replaced Red XIII, Cid being 2 ranks lower I still have no problem with normal encounters. (Having him STR/LCK/SPR)

Edit: It reminds me that at the beginning, Yuffie level 1 limit (Greased Lightning) had a way better damage output that Red XIII (Sled Fang) / Cloud (Cross slash) limits while she had less STR. If I remember correctly she had a 800 damage output while Red & Cloud were around 600.

I guess it's differences in teams and how much fighting was done. The ranks thing with Cid being behind is a problem though; I'll need to come up with something.

That's all the reported bugs fixed; I'll be putting a patch together now after I've had a think about how to get Cid even with everyone else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bukharin377 on 2016-03-28 13:48:30
Surely it would be more effective to just make SP be given out more rarely in the case of defeating an enemy you are a higher enemy on rather than none at all? Otherwise it creates the incentive of doing as little battling as per to get the most SP.

Loving the mod so far! I wouldn't say Tifa is OP maybe it's just she was so terrible in the original haha
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-28 14:04:12
Surely it would be more effective to just make SP be given out more rarely in the case of defeating an enemy you are a higher enemy on rather than none at all? Otherwise it creates the incentive of doing as little battling as per to get the most SP.

Loving the mod so far! I wouldn't say Tifa is OP maybe it's just she was so terrible in the original haha

That's something I was worrying about; but the old system was very static and wasn't really in the player's hands at all. I don't know if avoiding battles results in more SP overall as enemies give disproportionately more EXP as you advance which would fast-track low level teams. Maybe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-03-28 14:28:36
That's something I was worrying about; but the old system was very static and wasn't really in the player's hands at all. I don't know if avoiding battles results in more SP overall as enemies give disproportionately more EXP as you advance which would fast-track low level teams. Maybe.

I think the static approach is better, since you can really adjust fights around the exact stats. The possibility to "grind" for power is according to me a no no, which is why i liked the idea of rank up in the first place.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-28 14:30:52
doing that is more effort than it's worth.

you'd have to kill off cloud every boss battle and switch your lowest 2 into the group. and it's 100 battles of doing it.

there are assorted low exp battles sprinkled into various places but they tend to be the lowest encountered group

and as for my opinion. i prefer the old method. this way grates into my ocd typicality. i'd rather sp be something gained for going out of your way to do various things rather than a reward handed to you for running away half the time
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-28 14:40:22
i'd rather sp be something gained for going out of your way to do various things rather than a reward handed to you for running away half the time

I very much agree with this. KH2 did this quite well, I think. Giving you "level ups" for bossfights/events done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-28 15:15:04
omg dat reward for no fort condor losses

to stronk

me am win teh gaem n0w
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-03-28 15:20:17
omg dat reward for no fort condor losses

to stronk

me am win teh gaem n0w

Did you actually get something specific, for winning all the fort condor stuff? I just kept getting useless consumeables after the first 5-6 battles.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-28 15:28:34
i got a lot of gil for selling the remedies.

:P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-28 15:32:33
I might not see the problem correctly but why don't you simply remove the 255 cap ? That would be the easiest solution to have Cid's rank to match with any other character

I'm right before the brass dragon fight, I'll wait for the patch to compare it with the 1.35 one :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-28 16:08:00
I think the static approach is better, since you can really adjust fights around the exact stats. The possibility to "grind" for power is according to me a no no, which is why i liked the idea of rank up in the first place.

It's a bit of a grey area as far as grinds go; the idea is that the EXP given should counter the SP gained, with the higher EXP yields of later monsters keeping any extra SP gained by dodging fights early on to a minimum.

omg dat reward for no fort condor losses

to stronk

me am win teh gaem n0w

Try not to waste it on any trivial fights like the final boss.

I might not see the problem correctly but why don't you simply remove the 255 cap ? That would be the easiest solution to have Cid's rank to match with any other character

I'm right before the brass dragon fight, I'll wait for the patch to compare it with the 1.35 one :)

I think I could, but it means using a different set of variables and they might need to be larger ones that occupy two addresses for values higher than 255. Maybe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dracozombie on 2016-03-28 16:21:34
I might prefer the static SP growth too (welcome back, btw!). Getting SP from randoms actually concerned me because I'm always worried that Cloud will inadvertently gain too many levels and prevent my lower level characters from gaining SP. Not to mention that it's too similar to the vanilla method of grinding for strength when NT prioritizes strategy over raw power. It forced me to really think and plan instead of gaining levels to compensate, and it wound up becoming more fun than I thought. Assigning SP at fixed intervals made it feel like a reward for reaching a certain point in the game, not because you killed a bunch of mooks along the way. That's normal for RPGs, and I don't necessarily mind it at all, but after 1.35 did the fixed method, 1.4 seems to make SP gain less special.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-28 16:49:54
We'll run with it for a bit; if it's generally unpopular I'll go back to the static method but with higher SP gains from event/dialogue decisions + sidequests so that it's still player-dependent. Or we could just eliminate SP altogether and just have ranks be unlocked when certain bosses are eliminated + important character specific events are completed.

Edit: Patches are up for Flevel and Scene, plus updated the Main Installer with the new files. For those using the French, Spanish, or German versions of FF7 Steam remember to rename your flevel.lgp file and lang-## folder before applying the flevel hotfix and scene hotfix. You only need the hotfix patches if you downloaded NT before today.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-03-28 17:18:43
We'll run with it for a bit; if it's generally unpopular I'll go back to the static method but with higher SP gains from event/dialogue decisions + sidequests so that it's still player-dependent. Or we could just eliminate SP altogether and just have ranks be unlocked when certain bosses are eliminated + important character specific events are completed.

Oh I would absolutely love that!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bukharin377 on 2016-03-28 18:11:29
We'll run with it for a bit; if it's generally unpopular I'll go back to the static method but with higher SP gains from event/dialogue decisions + sidequests so that it's still player-dependent. Or we could just eliminate SP altogether and just have ranks be unlocked when certain bosses are eliminated + important character specific events are completed.

Sounds a bit FFXIII to me, which is never a good thing :o Perhaps the current system is best in the limited options your working with.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: eXistenZe on 2016-03-28 18:28:19
Is there an updated IRO?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-28 19:14:55
Sounds a bit FFXIII to me, which is never a good thing :o Perhaps the current system is best in the limited options your working with.

I hated the crystarium with a passion; trying to avoid something like that if I can.

Is there an updated IRO?

Damn, I forgot; sorry. I'll upload one separately tomorrow. I've got work in less than two hours.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-03-28 19:15:46
Sounds a bit FFXIII to me, which is never a good thing :o Perhaps the current system is best in the limited options your working with.

To be fair, that part of FF13 was not really the problem with the game. Dont let the bad memories of the game cloud your opinions on different systems/mechanics. I for one want difficulty that is tightly balanced (at least in Arrange mode) where pre battle is just as important as mid fight.

Just randomly engaging fights and "managing" to beat it with no regards to setup isnt something i want in a game i have completed multiple times.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-03-28 20:53:44
If you make the grinding completely irrelevant for the sake of "tight" balance, then you'll end up with Paper Mario Sticker Star. Sure, that game might be more fun for YOU, but for a majority of people that liked the Thousand Year Door, who'd explore all the options and do all the things, it was a big slap in the face.

As I understand it, the goal of NT isn't to only service that narrow group of individuals that plays FF7 once or twice EVERY YEAR since the original release of the game, or that always goes for low-level runs with optimal strategy. It's also meant as an acceptable mod for first time players and people new to JRPGs, and that's why I like NT. It's what makes this mod special compared to all the other difficulty mods for FF7 (and JRPGs in general), and it always fills me with joy to find all the tactics Sega Chief has implemented in order to teach new players how to play a game that was originally "hold X to win"; all with that signature humor of his.

As long as there's a counterbalance in the system, like with the experimental Arrange materia values, equipment penalties, and element/status affinities, there's already plenty in place to consider before level and SP comes into play. So hopefully, if SP must be addressed, it will be easy to find a happy balance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cheffdonty on 2016-03-28 21:20:28
I don't really understand all this "SP" or "rank" stuff, but...

It seems to me that there's some kind of penalty to the late game for grinding in the early game, at that doesn't seem right. One of the coolest things about this mod is how it enhances mob strength and AI and just generally makes normal encounters more interesting. The mod makes grinding fun! Don't take it out on poor Cid.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lex9227 on 2016-03-28 22:03:45
hey Sega Chief I want to say thank you for that amazing mod you have made

and when I got the tiny bronco the seaship and they show me how to used it the game freeze there, I do not know if I am the only one with that glitch
help!!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-03-28 22:17:57
I'd like to vote for SP being gained in random battles along with the static amounts given at various events.  I think it's highly reasonable to adjust the random battle SP in a away that does not break things, while still allowing those of us who play in an old school way (ie me) can still get some benefit from grinding.

I'm sure if you manage the static event awards, players won't lose much, if anything at all, from the stat balance.  Just please don't make it like Crystareum (sp?) where you get rank ups only after set events---I really, really hated that nonsense.  Having control over my characters' stat growth is one of the reasons I was drawn to this mod...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-03-28 23:04:54
@Sega Chief
Thanks for the latest patch. There ain't no gettin' off this Japanese bullet train.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miacis on 2016-03-28 23:23:21
@Sega Chief: The Fort Condor QoL changes are wonderful and you are a wonderful person for having those.

@SP/Rank talk:
I'm one of dem casuals and while I'd find a nice balance of event SP + (lesser) combat SP to be the most aesthetically pleasing, I can get behind either extremes as well.
Even if SP is purely event-based, grinding rewards you with HP, items, money and limits. Even if SP is purely combat based, progression unlocks materias, equipment and characters.

Really, as long as Cid doesn't get into a position where he's noticeably behind, the way SP is gained doesn't seem that big of a problem to me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-03-29 05:09:02
Hey SegaChief, not sure if you caught this when I mentioned this earlier but for some reason the game freezes everytime I goto sleep. Fades to black, song plays, then it just stays black and nothing happens.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-03-29 05:23:10
Some sleeping at Inns is mentioned here: http://forums.qhimm.com/index.php?topic=14938.msg239108#msg239108

If you're using 7H over top of the main installer, than I'd strongly recommend waiting until we get the final patches together. After that, it 'll be updated to the Catalog. 7H is only tested to be played on clean, unmodded games, so I have my suspicions that 7H is overwriting files in the game folder that are from the main installer which are needed for NT to function.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-29 07:00:27
I don't really understand all this "SP" or "rank" stuff, but...

It seems to me that there's some kind of penalty to the late game for grinding in the early game, at that doesn't seem right. One of the coolest things about this mod is how it enhances mob strength and AI and just generally makes normal encounters more interesting. The mod makes grinding fun! Don't take it out on poor Cid.

That wasn't the intention, but you might be right. And I just want Cid to be co-current with the rest of the party so he's a viable pick off the bat.

hey Sega Chief I want to say thank you for that amazing mod you have made

and when I got the tiny bronco the seaship and they show me how to used it the game freeze there, I do not know if I am the only one with that glitch
help!!!

NT doesn't adjust the World Map file, so this might be due to either another mod that affects the world map or it might be the annoying Steam crash that can sometimes happen whenever the window loses focus/clicking away from the game to the desktop. Do you use 7H with NT or is it just on its own?

I'd like to vote for SP being gained in random battles along with the static amounts given at various events.  I think it's highly reasonable to adjust the random battle SP in a away that does not break things, while still allowing those of us who play in an old school way (ie me) can still get some benefit from grinding.

I'm sure if you manage the static event awards, players won't lose much, if anything at all, from the stat balance.  Just please don't make it like Crystareum (sp?) where you get rank ups only after set events---I really, really hated that nonsense.  Having control over my characters' stat growth is one of the reasons I was drawn to this mod...

A hybrid of both is likely the best way forward.

@Sega Chief: The Fort Condor QoL changes are wonderful and you are a wonderful person for having those.

@SP/Rank talk:
I'm one of dem casuals and while I'd find a nice balance of event SP + (lesser) combat SP to be the most aesthetically pleasing, I can get behind either extremes as well.
Even if SP is purely event-based, grinding rewards you with HP, items, money and limits. Even if SP is purely combat based, progression unlocks materias, equipment and characters.

Really, as long as Cid doesn't get into a position where he's noticeably behind, the way SP is gained doesn't seem that big of a problem to me.

I'll figure something out.

Hey SegaChief, not sure if you caught this when I mentioned this earlier but for some reason the game freezes everytime I goto sleep. Fades to black, song plays, then it just stays black and nothing happens.

I couldn't replicate the problem; I'd suspect a 7H clash if you're using that, something to do with game audio. Some processes use the audio to complete certain events (chocobo dance at the ranch, for instance) and interfering with them can cause problems. Do you have any audio mods installed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HeaN on 2016-03-29 12:15:28
I just saw 1.4 got released and I was like "THIS IS CHRISTMAS". I was waiting for 1.4 since december and now I can finally play the dream ;)

I'am really excited to start playing it. And tonight it will happen, live on stream :D (twitch.tv/heanforce)

SegaChief you got my full respect for doing all this work. More people should donate you, because you deserve the work!

Sorry for my bad english :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-29 13:23:45
anybody else getting crashes on mideel area world map random encounters?

post cloud recovery

yeah, i think one of the encounters for grass area is bugged. i can get into some battles, but crashes at some point
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-29 13:59:03
Brass dragon fight is stil bugged. I'll explain it in a spoiler, so don't click it if you never did it in New Threat.

Spoiler: show


The fight is actually the same than in 1.35 (might be a bit longer tho). After some turns, Scorpion appears and help you but .. once the fight is won, you get to the xp/gil screens and right after these screens a new fight begin immediatly featuring Brass Dragon & Scorpion (already spawned at the first turn). I'm not sure what happens if you win the second fight since I ran out of softs.

Edit; Won the second fight, earned again xp/gil, no third fight.

I also noticed two other things:
-Healing Scope of Scorpion also ressurects dead characters (not sure if intended)
-You can steal infinite number of Megaelixirs / Ribbons doing the following method : 1- Steal Brass dragon once Scorpion appears 2- Die 3- Do not reload but choose the retry option 4- Repeat whole process

What happens when you retry is that your characters are put back to full life but keeps what they stole during the fight. (I didn't check but I guess it also means they lose what was used during fight such curatives.)


I'll give it another try but I think it will lead to the same result.

Edit : check the spoiler for the edit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-29 14:34:05
I just saw 1.4 got released and I was like "THIS IS CHRISTMAS". I was waiting for 1.4 since december and now I can finally play the dream ;)

I'am really excited to start playing it. And tonight it will happen, live on stream :D (twitch.tv/heanforce)

SegaChief you got my full respect for doing all this work. More people should donate you, because you deserve the work!

Sorry for my bad english :)

Good luck with your stream, bud.

anybody else getting crashes on mideel area world map random encounters?

post cloud recovery

yeah, i think one of the encounters for grass area is bugged. i can get into some battles, but crashes at some point

I'll check them out.

Brass dragon fight is stil bugged. I'll explain it in a spoiler, so don't click it if you never did it in New Threat.

That's a pain; I'll take a second look at it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-29 17:10:43
Next set of patches are up, dated for 29th March. These fix the Brass Dragon battle, a broken AI script on a Mideel encounter, and some other things. The IRO was also updated within the Main Installer folder.

Edit: I forgot about the old sleeping man near Junon. He's still got that debug encounter on him.

Edit2: And apparently the Zero thief enemy near Gongaga can cause a crash if he manages to successfully escape from the battle and the player opens their Menu afterward (not unlike the Mystery Ninja problem in vanilla FF7 PC if she ever manages to actually escape).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-29 19:05:36

Edit2: And apparently the Zero thief enemy near Gongaga can cause a crash if he manages to successfully escape from the battle and the player opens their Menu afterward (not unlike the Mystery Ninja problem in vanilla FF7 PC if she ever manages to actually escape).

I can't find one, is that a rare/special encounter ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-29 22:53:12
I can't find one, is that a rare/special encounter ?

Uncommon, I guess. They appear in the grassy areas around Gongaga.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HeaN on 2016-03-30 01:01:24
SegaChief. While playing i found a bug in the sewers! :P

I don't know how or why but I cannot access "Rank Up" and "Check Stats"...tried everything? Is that normal?

https://i.gyazo.com/f6d98341d756071b8a426957fb19b07e.png

thanks in advance
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-30 01:06:45
Rank Up isn't supposed to be accessible until you reach the Mythril Mines; if you have the patch applied then I guess this down to me not changing the text on this save point to the greyed out ???? like the other Midgar save points have. If you were able to access rank up through midgar save points, though, then make sure the latest flevel hotfix patch (and scene hotfix) are applied).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HeaN on 2016-03-30 01:58:27
I was not able to. It was the only save point where it was "visible". All others are greyed out. I couldn't even access it. So it's all fine. Just visual ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-30 02:31:35
I was not able to. It was the only save point where it was "visible". All others are greyed out. I couldn't even access it. So it's all fine. Just visual ;)

No worries, then.

\\NT News//

So now that we've got the first round of patching out of the way, it's time to get some things done. I'll be working through the following in (roughly) this order over the next couple of weeks.

-) Dark Cave sidequest
I need to restructure this and get it available again. It was slapped together originally but the revised one will be a bit more cohesive. I've already started on this one and everything's already there, so won't take too long. This is a Disc 3 piece of content so it's unmissable; don't worry about finishing a playthrough before it's available.

-) Custom .EXE Patch + Arrange Mode
I'll be looking to release these together as people have tended to use both in the past. The .EXE will change Materia Equip bonuses/penalties and Limit Breaks as before, but this time to better suit 1.4 and avoid making the mistakes of older .EXE patches (bad limit damage, stats dropping to 0, etc.) As for Arrange Mode, I'm dropping the idea of it being 'alternate' and just making it a hard mode; it'll buff enemies and do absolutely nothing else out of the ordinary at all.

-) Optional Aeris
It'll be relatively easy to do by swapping some scripts about with Yuffie to put that now defunct 'if X exists' to good use without having to adjust the entire thing. I didn't think I'd be listing 'dead Aeris' as a feature but here we are.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-03-30 03:27:09
I couldn't replicate the problem; I'd suspect a 7H clash if you're using that, something to do with game audio. Some processes use the audio to complete certain events (chocobo dance at the ranch, for instance) and interfering with them can cause problems. Do you have any audio mods installed?

You're absolutely right. I have custom .ogg's in the /music folder but the custom sleep song (yado.ogg) was the culprit. I replaced it with the Original 'yado.ogg' OST version and wa-la! No more freeze when going to sleep!

You may have ran into this already but there was one more tiny bug I found (not so much a bug, I guess). When talking to certain people, the dialogue box takes a while for it to pop up. Example: the NPC in the blue shirt and purple pants in the Tailor shop at Wall Market. Whenever I initiate a convo with him it takes about 20-30 seconds for the dialogue box to appear...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-03-30 03:37:14
Not a huge thing SC, but during the battle on the bridge with the Plasma-robot boss (sorry, the name escapes me--its the one where your party surrounds it though) the bosses graphics are goofed up.

The backside (ie its weakpoint) was actually the front and vice versa.  I don't know why it's displaying like this, but it led to a very glitchy-looking fight.  Everything functioned the way it was supposed to other than which way the boss was facing when it was not in action.  Everything else ahs looked goo so far once I figured out how to get my controller setup correctly!

Not sure how worth your time it is, but it's there!

One other question too--as far as leveling and SP gains, is overleveling in Midgar going to massively impact my SP after leaving?  I only ask because I played like I normally do an fought all the random battles I encountered, which eventually led to me passing the first stopgap of level gains by Wall market (level 12, after which my exp required returned to roughly the level I'd expect).  I'm generally keeping off random battles now, but will this be an issue for me?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: penetrice on 2016-03-30 04:02:10
Hey there!  Not really sure why but I keep freezing at the bomb king.  Four attempts and there doesn't seem to be a rhyme or reason as to why he's freezing the battle, but it won't continue.  The actual game doesn't freeze though, the atb just stops.  I can still try and run away and it says that i cant flee.  Any help would be greatly appreciated, and otherwise awesome mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Chronoseth on 2016-03-30 09:01:43
This is a weird one: moving across the tracks on Mt. Corel, I ended up fighting a bomb which I managed to morph into a fire ring. When I got to the bridge just outside the town, though, the bombs there gave the usual fire fangs as their morph. I tried going back to the tracks to morph another bomb to make sure I'm not crazy, but I can't seem to get that battle now. ???

Someone else mentioned this a while ago, but is the Striking Staff supposed to cause Barrier on hit? It did that in 1.35 as well, but it's counterintuitive for a weapon with very high attack and a name which implies it's for hitting things to give enemies a buff which halves the damage.


Regarding balance, magic feels ridiculously strong compared to physical attacks in the early parts of the game (I've just now gotten to North Corel, so I can't judge late-game magic yet). Keeping MP topped off is a non-issue with a few Heal materia and tents, and magic has huge advantages from the many All materia you can find and sitting in the back row. It doesn't help that all of Cloud's early weapons have mediocre attack. Tifa and Red XIII can be made into very strong physical hitters with the right equipment, but that still doesn't beat the AoE nukes and adaptability that magic gives you.

Unrelatedly, Kalm Fangs are assholes. Getting back attacked by them immediately after leaving Midgar is a great way to suddenly game over and lose progress. >:( Levrikons are similarly much more dangerous than every other enemy in the area.

And about a certain angry Cokatolis...
Spoiler: show
The Mamatolis really ought to be immune to sleep. Using the spell makes the battle very long, boring, and more or less impossible to lose.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-30 09:07:46

Someone else mentioned this a while ago, but is the Striking Staff supposed to cause Barrier on hit? It did that in 1.35 as well, but it's counterintuitive for a weapon with very high attack and a name which implies it's for hitting things to give enemies a buff which halves the damage.

It should be the Prism staff. I'll check it as soon as I can. The VIT Staff (Prism) should cause barrier (but doesn't seem to be 100% on each hit) while the SPR Staff (Aurora rod) should cause MBarrier (was 100% when I used it, not sure if I was lucky). So I guess if the Striking staff is causing barrier, it's not intended, but let's wait SC before concluding :)

Edit: Yup, Prism = barrier, Aurora = MBarrier.

Also, I got a question regarding Jenova at the end of Disc 1 (possible bug) :
Spoiler: show
When Jenova use her undead skill (Ishtar curse) at the very beginning of the fight, it seems to only affect Cloud since I still can heal Yuffie / Cid. When she uses it again, it affects all characters. Is that intended ? Because the skill visual effect seems to hit whole party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: eXistenZe on 2016-03-30 10:19:24
How does aerith behave after the revival? Is she a silent npc all the way or had some scripts added in the scenes where other chars comment something or dialog?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-30 10:48:07
How does aerith behave after the revival? Is she a silent npc all the way or had some scripts added in the scenes where other chars comment something or dialog?
She already had dialogues in Vanilla because she was supposed to die later.

Found another bug, it concerns the Gaea dragon (encountered in Gaea's cliff, at the last save point before the dragon boss fight (schizo in vanilla).
The gaea dragon will soft lock when trying to use a specific skill, but I don't know which one. Similar to the previous captain fight when poisonned, camera centers on a character, ATB goes to wait mode and nothing happens. (Gaea dragon doesn't need to be poisoned to happen)

Reproduction steps :
- No idea at all xD.
It happened twice. First fight it happened after 3 turns, even before the first use of dragon force. Camera locked Cid.
Second fight, it happened when fight was almost done, camera locked whole team.

Also, I'd like to mention that the fight is really hard since Gaea Dragon has some weird ATB spamming a Gale each turn + sometimes doing a random attack or a dragon force. Even if you slow it and haste your party, its ATB keeps up with yours. When you can't cure anymore whole party with the "all" materia, it's pretty much an insta death. I think Gaea Dragon has either too much hp either too much damage. I may not have found the proper trick tho. Also is the Gale skill an elemental one ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-30 10:55:09
shit. you can probably reflect him to learn dragon force cant ya

why did i not think of that sooner
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-30 10:59:42
strawberries. you can probably reflect him to learn dragon force cant ya

why did i not think of that sooner

I'm pretty sure that enemies skill can't be reflected in vanilla. I'll give it a try.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-30 11:05:54
i've all reflected my party to triple cast beta plenty enough times to say that, yes, enemy skill is reflectable now
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-30 11:21:30
You're absolutely right. I have custom .ogg's in the /music folder but the custom sleep song (yado.ogg) was the culprit. I replaced it with the Original 'yado.ogg' OST version and wa-la! No more freeze when going to sleep!

You may have ran into this already but there was one more tiny bug I found (not so much a bug, I guess). When talking to certain people, the dialogue box takes a while for it to pop up. Example: the NPC in the blue shirt and purple pants in the Tailor shop at Wall Market. Whenever I initiate a convo with him it takes about 20-30 seconds for the dialogue box to appear...

Glad to hear that's fixed, but the conversation pause is a new one; not heard of that before. I'll investigate it.

Not a huge thing SC, but during the battle on the bridge with the Plasma-robot boss (sorry, the name escapes me--its the one where your party surrounds it though) the bosses graphics are goofed up.

The backside (ie its weakpoint) was actually the front and vice versa.  I don't know why it's displaying like this, but it led to a very glitchy-looking fight.  Everything functioned the way it was supposed to other than which way the boss was facing when it was not in action.  Everything else ahs looked goo so far once I figured out how to get my controller setup correctly!

Not sure how worth your time it is, but it's there!

One other question too--as far as leveling and SP gains, is overleveling in Midgar going to massively impact my SP after leaving?  I only ask because I played like I normally do an fought all the random battles I encountered, which eventually led to me passing the first stopgap of level gains by Wall market (level 12, after which my exp required returned to roughly the level I'd expect).  I'm generally keeping off random battles now, but will this be an issue for me?

That's a problem with that model in general which was there in the default game; Air Buster's facing won't always match up with where he's visually facing; his 'true' facing will be whoever attacked him last (or if he attacks someone). I tried a couple of times to fix it with AI, but I never got anywhere.

Leveling won't be much of an issue; bosses all give out a set amount of SP and you get some from certain story events as well.

Hey there!  Not really sure why but I keep freezing at the bomb king.  Four attempts and there doesn't seem to be a rhyme or reason as to why he's freezing the battle, but it won't continue.  The actual game doesn't freeze though, the atb just stops.  I can still try and run away and it says that i cant flee.  Any help would be greatly appreciated, and otherwise awesome mod!

Sounds like a soft-lock, I'll check his attack animations and make a scene patch.

This is a weird one: moving across the tracks on Mt. Corel, I ended up fighting a bomb which I managed to morph into a fire ring. When I got to the bridge just outside the town, though, the bombs there gave the usual fire fangs as their morph. I tried going back to the tracks to morph another bomb to make sure I'm not crazy, but I can't seem to get that battle now. ???

Someone else mentioned this a while ago, but is the Striking Staff supposed to cause Barrier on hit? It did that in 1.35 as well, but it's counterintuitive for a weapon with very high attack and a name which implies it's for hitting things to give enemies a buff which halves the damage.

Regarding balance, magic feels ridiculously strong compared to physical attacks in the early parts of the game (I've just now gotten to North Corel, so I can't judge late-game magic yet). Keeping MP topped off is a non-issue with a few Heal materia and tents, and magic has huge advantages from the many All materia you can find and sitting in the back row. It doesn't help that all of Cloud's early weapons have mediocre attack. Tifa and Red XIII can be made into very strong physical hitters with the right equipment, but that still doesn't beat the AoE nukes and adaptability that magic gives you.

Unrelatedly, Kalm Fangs are apricotholes. Getting back attacked by them immediately after leaving Midgar is a great way to suddenly game over and lose progress. >:( Levrikons are similarly much more dangerous than every other enemy in the area.

And about a certain angry Cokatolis...
Spoiler: show
The Mamatolis really ought to be immune to sleep. Using the spell makes the battle very long, boring, and more or less impossible to lose.


There are two entries for the Bomb enemy and I only remember editing one of them. I'll correct that for the patch to fix Bomb King; same thing with the Striking Staff.

The physical attack side of things starts to pick up once Deathblow comes in, and it can be combined with the Command Counter sitting on Mt. Corel's train tracks; you can also give it a push with Elemental and Added Effect for 2x physical damage and some statuses like Stop that wouldn't normally be accessible at that time. As for front row vs back row, you'll see a lot more Limits by being in the front which can get fights done and dusted a lot faster.

Back Attacks are a pain, but this links into Front Row vs Back Row again; another benefit of having a front row fighter is that they'll start back attacks in the back-row and be a bit safer from that initial 2x hit that the enemies will get using their physical attacks. There's a lot fewer pincer fights in NT, but some still exist so keep a Smoke Bomb handy as a panic button.

It should be the Prism staff. I'll check it as soon as I can. The VIT Staff (Prism) should cause barrier (but doesn't seem to be 100% on each hit) while the SPR Staff (Aurora rod) should cause MBarrier (was 100% when I used it, not sure if I was lucky). So I guess if the Striking staff is causing barrier, it's not intended, but let's wait SC before concluding :)

Edit: Yup, Prism = barrier, Aurora = MBarrier.

Also, I got a question regarding Jenova at the end of Disc 1 (possible bug) :
Spoiler: show
When Jenova use her undead skill (Ishtar curse) at the very beginning of the fight, it seems to only affect Cloud since I still can heal Yuffie / Cid. When she uses it again, it affects all characters. Is that intended ? Because the skill visual effect seems to hit whole party.


It's only supposed to be single-target now, affecting one party member and then being used again if that party member dies. If it afflicted both surviving party members on the second use, then that's not intended. As for the visual effect, I'll change it so that it appears single-target.

How does aerith behave after the revival? Is she a silent npc all the way or had some scripts added in the scenes where other chars comment something or dialog?

She's got the full set of scripts that the other party members have, so she'll comment on things during events like they do.

She already had dialogues in Vanilla because she was supposed to die later.

Found another bug, it concerns the Gaea dragon (encountered in Gaea's cliff, at the last save point before the dragon boss fight (schizo in vanilla).
The gaea dragon will soft lock when trying to use a specific skill, but I don't know which one. Similar to the previous captain fight when poisonned, camera centers on a character, ATB goes to wait mode and nothing happens. (Gaea dragon doesn't need to be poisoned to happen)

Reproduction steps :
- No idea at all xD.
It happened twice. First fight it happened after 3 turns, even before the first use of dragon force. Camera locked Cid.
Second fight, it happened when fight was almost done, camera locked whole team.

Also, I'd like to mention that the fight is really hard since Gaea Dragon has some weird ATB spamming a Gale each turn + sometimes doing a random attack or a dragon force. Even if you slow it and haste your party, its ATB keeps up with yours. When you can't cure anymore whole party with the "all" materia, it's pretty much an insta death. I think Gaea Dragon has either too much hp either too much damage. I may not have found the proper trick tho. Also is the Gale skill an elemental one ?

Gale is an elemental skill, Wind-element probably. I'll get that softlock fixed and look into rebalancing him a little bit. Note that all dragons will use Dragon Force as a counter against Limit Breaks specifically, so to avoid seeing that you want to avoid hitting him with Limits; if you have physical attackers along, have them use alternatives like Added Cut or Deathblow to keep attacking. Otherwise, dose him up with Resist so that he doesn't get the Regen from Dragon Force or alternatively have a Dispel queued to minimise it's impact.

strawberries. you can probably reflect him to learn dragon force cant ya

why did i not think of that sooner

Dragon Force isn't reflectable anymore; you learn it by beating up a special enemy in Kalm. Other enemy skills can be though, like Pandora's Box.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-30 11:53:41
Here's the patch: http://www.mediafire.com/download/zx8dzmrurnwtcv9/NT_Mod_HotFix_Scene_-_30th_March_2016.zip

Edit: Also, thanks to 'AH' for the donation :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-03-30 12:15:48
Hey SC, I would like to say the mod is really well done thus far. A couple of issues I have encountered that I'm not sure if you know of:
In Corel, when talking to the old man in the first screen with Barret, Yuffie and Cloud, Cloud would just walk into Barret resulting in a soft lock.
The fight with the captain in front of shinra mansion pits you vs the debug claw.

I also have a few questions. How does the undead status effect work and how do you prevent it? For the fight where you get alexander, is there a way to stop the charm that she throws at the start?

Thanks in advance for your answers and I'd like to see more fixes to this already awesome mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-30 13:40:30
Hey SC, I would like to say the mod is really well done thus far. A couple of issues I have encountered that I'm not sure if you know of:
In Corel, when talking to the old man in the first screen with Barret, Yuffie and Cloud, Cloud would just walk into Barret resulting in a soft lock.
The fight with the captain in front of shinra mansion pits you vs the debug claw.

I also have a few questions. How does the undead status effect work and how do you prevent it? For the fight where you get alexander, is there a way to stop the charm that she throws at the start?

Thanks in advance for your answers and I'd like to see more fixes to this already awesome mod.


Must be a positioning thing; I think you can talk to the old man from different angles which could potentially throw it off. I'll see if I can put a counter-measure in there somewhere. For the debug claw, that's been fixed in the flevel patch; make sure to download and install both that and the scene hotfix patch (same install procedure as the main installer, unless you're on 7H).

Undead isn't so much a status as it is a flag; it sets a character to absorb/nullify the Restorative element which prevents healing. There's no way to dispel it, but you can still heal with other elements. If you go into the battle absorbing Ice, you can use Ice magic to heal the afflicted party member. I think Elixirs still work too, in a pinch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-30 15:30:27
elixirs instakill the character

i used a megalixir cuz shit was goin wrong and ended up makin it going wrongerer
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: eXistenZe on 2016-03-30 16:32:30
Hey there.
Is the last version (30) already safe to play? No major bugs?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-03-30 16:42:48
I downloaded today's patch and whilst fighting the dragon in gaea's cliff, I got a freeze and an exception error for ff7, which crashed it. This happened when I got it quite low and during Cid's "Hyper Jump" limit break. Was today's patch not a fix to this soft lock?
EDIT: It happened again, this time at the start of the fight when I used Hyper Jump.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-30 16:50:41
I downloaded today's patch and whilst fighting the dragon in gaea's cliff, I got a freeze and an exception error for ff7, which crashed it. This happened when I got it quite low and during Cid's limit break. Was today's patch not a fix to this soft lock?

Oh, was the Limit Break Hyper Jump by any chance? FF7 PC (although it's Aali's driver I think) has a problem with it where it'll randomly crash when it's used. This carried over to the Steam version as well, which suggests they're using something based on that driver. There's no known fix, unfortunately.

Hey there.
Is the last version (30) already safe to play? No major bugs?

Seems to be; all bugs reported so far were fixed and Mithrain reached the North Crater.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-03-30 16:54:53
Ah, so it's just with Hyper Jump? Thanks for the fast response. I guess I'll just not use it and it should be fine ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: eXistenZe on 2016-03-30 17:53:10
Nice. Going to try it then. Is there any missable aditional content? Or time sensitive quests?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-30 17:58:44
Nothing missable, but some things have steps that are undertaken early. After getting the Bronco, try going back to Cid's House with him in the party and talking to the kid there. 3 fights are available through that which unlock after certain points in the story (last one being Disc 3 for the Lv.4 Limit).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DynamixDJ on 2016-03-30 20:56:47
That's a problem with that model in general which was there in the default game; Air Buster's facing won't always match up with where he's visually facing; his 'true' facing will be whoever attacked him last (or if he attacks someone). I tried a couple of times to fix it with AI, but I never got anywhere.
Have you tried toggling the various attack types? 07 is used on Air Buster only, perhaps type 3, 5 or 6 may correct this error (remember that 05 has been incorrectly labelled in Pr Cl as a Pincer Attack)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-03-31 00:48:19
First off I want to say how great I think this mod is, I haven't had this much fun with this game in quite awhile. Now I am not sure if this is a common problem or not but in Mt. Nibel I have been trying to defeat the "Powersoul Keeper" and I just simply cannot beat him no matter what I try. He continuously uses "powersoul charge" over and over again and I cannot damage him since he keeps restoring his HP. He isn't killing me really, but he just keeps spamming powersoul charge and I just can't seem to find out why. If someone could help me out I would appreciate it very much.   
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-03-31 02:39:03
I could cook together a list of helpful steals/morphs, if there's more interest. :)

*Raises hand* I for one would love to see this list for NT 1.4 (which is so far, amazing btw)

Feel free to add to that list if it exists too, SegaChief  8)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-31 03:00:04
First off I want to say how great I think this mod is, I haven't had this much fun with this game in quite awhile. Now I am not sure if this is a common problem or not but in Mt. Nibel I have been trying to defeat the "Powersoul Keeper" and I just simply cannot beat him no matter what I try. He continuously uses "powersoul charge" over and over again and I cannot damage him since he keeps restoring his HP. He isn't killing me really, but he just keeps spamming powersoul charge and I just can't seem to find out why. If someone could help me out I would appreciate it very much.   

you could berserk him. if your tank is durable enough with barrier/backrow/sadness it makes the fight easy enough until he goes stupid rage mode
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-03-31 03:18:06
So, I wanted to apply the new hotfix patch to my current game.  Is this going to mess anything up with my save?  Also, do I just direct the exe to the data file like the original patching exe?

Sorry if this is spelled out somewhere, but I'm a bit of a noob at using this particular patching program.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-03-31 05:27:52
@magictrufflez
It will not affect your save. Direct the exe to the data file like always.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-31 06:17:38
Have you tried toggling the various attack types? 07 is used on Air Buster only, perhaps type 3, 5 or 6 may correct this error (remember that 05 has been incorrectly labelled in Pr Cl as a Pincer Attack)

I don't think it's the type of battle that's the problem; it's more to do with his AI to 'correct' his facing when he uses his Turn (and the animation itself) not updating his 'true' facing. That being said, it's worth a shot; I've not tried changing the type of side-attack used.

*Raises hand* I for one would love to see this list for NT 1.4 (which is so far, amazing btw)

Feel free to add to that list if it exists too, SegaChief  8)

You could use the Proud Clod tool (PrC) for that; open the mod's scene.bin with it and then use the search function to find a specific enemy and check its steals, drops, etc. You can also review its stats, attacks, AI, as well.

First off I want to say how great I think this mod is, I haven't had this much fun with this game in quite awhile. Now I am not sure if this is a common problem or not but in Mt. Nibel I have been trying to defeat the "Powersoul Keeper" and I just simply cannot beat him no matter what I try. He continuously uses "powersoul charge" over and over again and I cannot damage him since he keeps restoring his HP. He isn't killing me really, but he just keeps spamming powersoul charge and I just can't seem to find out why. If someone could help me out I would appreciate it very much.   

Active ATB is useful here, because it wears down the Countdown he gets very quickly and reverts his damage back to normal. Berserk won't work either, he can only apply it to himself (the ability has a flag on it called status ignore that lets him gain Berserk despite being immune to it). To get through the healing, apply Poison to him early on (he only takes 50% damage from it though), use Debarrier/Dispel to get rid of his Wall, and make use of Earth attacks to deal double damage. You can also save your Titan summon for when he starts to use Powersoul Charge in order to push through this phase faster, but make sure his MBarrier is dealt with before using it. Limits will also be handy so consider dropping Sadness (if you're using it) for Fury instead, just beware of the accuracy loss that goes with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-31 08:53:01
Active ATB is useful here, because it wears down the Countdown he gets very quickly and reverts his damage back to normal. Berserk won't work either, he can only apply it to himself (the ability has a flag on it called status ignore that lets him gain Berserk despite being immune to it). To get through the healing, apply Poison to him early on (he only takes 50% damage from it though), use Debarrier/Dispel to get rid of his Wall, and make use of Earth attacks to deal double damage. You can also save your Titan summon for when he starts to use Powersoul Charge in order to push through this phase faster, but make sure his MBarrier is dealt with before using it. Limits will also be handy so consider dropping Sadness (if you're using it) for Fury instead, just beware of the accuracy loss that goes with it.
If you play with a dispel materia, remember to slow him again after each dispel, it will delay its next powersoul charge. Remember that his damage is x2 for each status, meaning if you can't tank it while it's slowed + poisoned you gonna have a hard time damaging him over his heals. If you still can't beat him, rethink your party the following way :
-One mage who can cure when needed and then spam Quake 2
-One STR char who can haste/slow/barrier/dispel when needed, and then attack each turn
-Either a second STR char whith elemental + Titan linked in his weapon (if you agree to play with summons) or if you play her, Yuffie with the same setup, a high %attack weapon and spamming DeathBlow under haste.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-31 11:07:33
I can't find any information about the "L2 Holy" attack.

It's used by cuahl when defeated (in Gaea's cliff). The problem is that it instant one shot my whole party. MBarrier doesn't seem to reduce the damage, reflect doesn't reflect. In Vanilla cuahl has two differents attacks depending if you hit with physical or magical. Going full physical or full magical still results in a L2 Holy at the end :\

(http://images.akamai.steamusercontent.com/ugc/455235530363518168/17E82F29B31E83C851BF5976CBF74EDFA50A0A29/)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-03-31 11:10:27
@aquecoucou
Get a character to an odd level. Otherwise, consider draining their MP to 0 first. I don't recall if they were vulnerable to transform, silence, or berserk, but those are worth a shot, too.

You can also tank the attack with 2 star elemental materia + any holy.

Barring all that, if you still want to push through, assuming you have enough Ink, you can fury them and hope they miss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-03-31 11:51:11
I noticed that the fight against Tseng in Rocket Town is a little bit weird. For some reason, he started shooting himself, and getting extra turns just to shoot himself. Is that intended or is the AI bonkers?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-31 12:23:49
@aquecoucou
Get a character to an odd level. Otherwise, consider draining their MP to 0 first. I don't recall if they were vulnerable to transform, silence, or berserk, but those are worth a shot, too.

You can also tank the attack with 2 star elemental materia + any holy.

Barring all that, if you still want to push through, assuming you have enough Ink, you can fury them and hope they miss.
I'm pretty sure both Cloud & Yuffie were at lv 51, I guess I didn't check the proper save then :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-03-31 16:19:28
First off I want to say how great I think this mod is, I haven't had this much fun with this game in quite awhile. Now I am not sure if this is a common problem or not but in Mt. Nibel I have been trying to defeat the "Powersoul Keeper" and I just simply cannot beat him no matter what I try. He continuously uses "powersoul charge" over and over again and I cannot damage him since he keeps restoring his HP. He isn't killing me really, but he just keeps spamming powersoul charge and I just can't seem to find out why. If someone could help me out I would appreciate it very much.
Personally I find Poison helps counteract the healing he does each time he uses Powersoul Charge. Keep in mind once he goes Berserk that Poison ticks for 0 Damage. I find Earth=Elemental or Titan=Elemental in a Longe Range character Weapon such as Barret or Yuffie can help chop his Health down (Yuffie seems to have good success rate with Deathblow).

I personally found that slowing him down while Death Sentence ISN'T running can give you a bigger window for going on the offensive and that leaving his Haste buff alone when it is running means Death Sentence doesn't last too long.

One thing to be wary of is when he drops below 25% Health (6750 HP) as he will gain a noticeable damage bonus and this is where I save my ALL Materia charges for Barrier so that there's less chance of being absolutely wrecked. I also recommend that once he goes Berserk, wait until Death Sentence runs out before dropping him below 25% Health otherwise he'll be able to absolutely rip through Barrier + Back Row + Sadness.

This is personally what worked for me but if you find something better then let me know, this mod is actually making me try different things besides Time=Added Effect spam.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-03-31 16:24:34
One thing I have noticed when playing through this mod is throughout Disc 1 on the Main Western Continent (Costa Del Sol, Corel, Gongaga etc). Antidotes seem to be somewhat lacking, I checked the item shops and Gongaga, Cosmo Canyon, Nibelheim and Rocket Down seem to all be out of Antidotes. Was there a shipping error or is there a reason they aren't that readily available for purchase?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: penetrice on 2016-03-31 17:20:24
I'm having trouble with the tyrant on the way down in the crater and was wondering if you could give me any tips on beating it.  I have no problems during the first phase of the fight, and then it uses overthrow and starts 1 shotting my team, even with them all being backrowed/tranquilized.  On top of that it gains shield to absorb earth, which is how i've been doing most of my damage to it.  Is there a specific strategy to use that im not seeing? Like do i have to dispel it or something :O?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-03-31 17:57:49
Leftover Opts in sunken Gelnika cause a zoom in softlock. I do not know what was the trigger of this, potentially one of its skills.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-31 18:09:00
If you play with a dispel materia, remember to slow him again after each dispel, it will delay its next powersoul charge. Remember that his damage is x2 for each status, meaning if you can't tank it while it's slowed + poisoned you gonna have a hard time damaging him over his heals. If you still can't beat him, rethink your party the following way :
-One mage who can cure when needed and then spam Quake 2
-One STR char who can haste/slow/barrier/dispel when needed, and then attack each turn
-Either a second STR char whith elemental + Titan linked in his weapon (if you agree to play with summons) or if you play her, Yuffie with the same setup, a high %attack weapon and spamming DeathBlow under haste.

It's actually 2x for Critical/Near-Death status, and 4x for Death Sentence; Master Fist is the one that gives 2x for negative statuses. I don't think enemies can enter near-death status though. Having him slowed/poisoned won't increase the damage he deals, so use those freely (just remember that Slow will make the Countdown tick slower as well).

I can't find any information about the "L2 Holy" attack.

It's used by cuahl when defeated (in Gaea's cliff). The problem is that it instant one shot my whole party. MBarrier doesn't seem to reduce the damage, reflect doesn't reflect. In Vanilla cuahl has two differents attacks depending if you hit with physical or magical. Going full physical or full magical still results in a L2 Holy at the end :\

It's a holy-elemental attack, so you can defend against it using Restore/Revive + Elemental in your armour. But this reminds me of a issue someone raised about the Level Synch where it would make some Level-based attacks always hit; I'll change it in the next patch.

I noticed that the fight against Tseng in Rocket Town is a little bit weird. For some reason, he started shooting himself, and getting extra turns just to shoot himself. Is that intended or is the AI bonkers?

The AI is going bonkers. I'll get Tseng's terrible aim fixed in the next patch.

One thing I have noticed when playing through this mod is throughout Disc 1 on the Main Western Continent (Costa Del Sol, Corel, Gongaga etc). Antidotes seem to be somewhat lacking, I checked the item shops and Gongaga, Cosmo Canyon, Nibelheim and Rocket Down seem to all be out of Antidotes. Was there a shipping error or is there a reason they aren't that readily available for purchase?

I'll contact the manufacturer and get some more ordered in for you.

I'm having trouble with the tyrant on the way down in the crater and was wondering if you could give me any tips on beating it.  I have no problems during the first phase of the fight, and then it uses overthrow and starts 1 shotting my team, even with them all being backrowed/tranquilized.  On top of that it gains shield to absorb earth, which is how i've been doing most of my damage to it.  Is there a specific strategy to use that im not seeing? Like do i have to dispel it or something :O?

Tyrant has an enrage mechanic wherein his stats will steadily rise as the battle goes on and he'll use Overthrow to give himself some serious buffs. Every three turns, he'll use Rising Rage which has no effect in itself but will add +1 to a counter he has for Overthrow. When this counter is at 4 or more, the next physical or magical attack you make against him will trigger Comet3 followed by Overthrow. This puts you in a bad spot because you'll need to heal up from Comet3 but also do something about the buffs he just gave himself.

Overthrow gives Fury, Haste, Shield, Berserk, and Lucky Girl/Auto-Crits all of which can be Dispelled otherwise use Debarrier to get rid of Shield and Slow to get rid of Haste. Some of his attacks can be defended against; Protect Vests will halve the damage of Comet3 (Shoot element), while Shadow Flare can either be nulled/absorbed with the Hidden element (non-elemental Materia + Elemental in the armour, or a Relic Ring/Guardian Ring/Escort Guard) or Reflected back at him.

Leftover Opts in sunken Gelnika cause a zoom in softlock. I do not know what was the trigger of this, potentially one of its skills.

I think I missed that one; I'll fix it this time.

Edit: Patch is up, 31st March scene hotfix.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: penetrice on 2016-03-31 18:43:13
Ah ok, finally got him down  ;D .  Great fight!  Also noticed when i got to the bottom of the crater, the npc that is supposed to teleport you to the highwind gives 3 options: save game, return to highwind, and maybe later.  In actuality you can only choose between the latter two, but the return to highwind option actually leads you to save game, and the maybe later option returns you to highwind.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-31 18:46:51
Ah ok, finally got him down  ;D .  Great fight!  Also noticed when i got to the bottom of the crater, the npc that is supposed to teleport you to the highwind gives 3 options: save game, return to highwind, and maybe later.  In actuality you can only choose between the latter two, but the return to highwind option actually leads you to save game, and the maybe later option returns you to highwind.

He's sly like that. I'll get his options fixed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-03-31 19:45:28
Just wondering, are SP capped at 255? I'm currently going through the game without using any sources and was wondering how the cap would impact my ability to increase my stats incase I change my mind.

Potential idea:
If the game can check who's ranked up, could something be added to check if someone has gone through the game without the use of performance enhancing drugs... er, I mean Sources. There have been a couple of annoying enemies but I'm still clean.

Question regarding a certain enemy: In the Temple of the Ancients Clock Room, down the VIII path there is a chest with a Megalixir and 2 8-Eyes. I was able to defeat them through use of Laser and Demi spam and having Characters Max HP at an odd number but they seem rather tedious to fight, they attack with that looks like Max HP based attacks but nullifying/absorbing Gravity seems to have no effect on them. They are also significantly faster than most other enemies, counter-attack everything and are immune to alot of status effects, is there a simpler trick to beating them that I am missing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-31 21:00:01
Way it works is, you spend 100SP to get a Rank which translates to:

+5 Sources for every stat
+10 Sources for three stats (choice of four combinations)

So:
Key stats: +15
Sub Stats: +5

And you can get 8 Ranks, so you need 800SP for each character to max them out. 255 is just the limit of how much SP can be stored; the var can't store a higher value than that, unless I use a bigger one which takes up more space.

The game can tell who has how many ranks to an extent; a variable tracks what rank the character is on so this could be used to trigger alt encounters, AI, etc.

The 8-Eyes can be hit for significant damage using the Leviathan summon, or as you mentioned Gravity magic. I could make their attacks Gravity-based too if that helps.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-03-31 21:35:31
So I won't actually lose out on the ability to gain stats, just i'll have to grind more to make up for the SP I wouldn't be getting due to being at the 255 cap. Good to know I won't permanently lose out even if it means more effort in the long run.

So the game could identify every character being at Rank 0 at a certain point then. Or is Rank 1 the lowest? Either way let me know if you'll consider doing an alternate event based on lack of drug use (Sources are the street name for Drugs, we all know it).

I haven't done the Wutai part of the game so I won't have the Leviathan Summon. My issue with the 8 Eyes isn't so much their Non-Gravity Max HP based attacks but their speed, constant counters and no real way to Crowd Control them. Rather than straight up call for a nerf, I ask you review their attacks and AI and make any changes if you feel it would be appropiate.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: eXistenZe on 2016-03-31 21:50:15
Cof cof updated iro cof cof...
Or an easy way to apply the exe patches to the hiro (no extract allowed with 7zip).
Can't wait for the 7th heaven update. Hope there is no incompatibility with the other mods...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-31 21:59:07
Either way let me know if you'll consider doing an alternate event based on lack of drug use (Sources are the street name for Drugs, we all know it).

Whose to say I haven't already?

Cof cof updated iro cof cof...
Or an easy way to apply the exe patches to the hiro (no extract allowed with 7zip).
Can't wait for the 7th heaven update. Hope there is no incompatibility with the other mods...

Oh yeah, the IRO needs done. Alyza is going to update the catalog IRO once things are settled down, but I reckon the game-busting ones have been ousted (and she's busy at the mo). I'll update the makeshift IRO in the meantime.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-31 22:12:27
Way it works is, you spend 100SP to get a Rank which translates to:

+5 Sources for every stat
+10 Sources for three stats (choice of four combinations)

So:
Key stats: +15
Sub Stats: +5


Actually, it's +5 for every stat, +10 for 2 stats and +5 for a third stat which results in 2 stats at +15, one at +10 and others at +5. Btw, when thinking about it, it's sums up at 8*9*55 = 3960 sources. Thanksfully it's in the long run because pressing 4k times the same button to increase stats would have driven us insane ^^

Now that I know there might be an event for running the game at rank 0, I already know what my next run will be seeing how great the fort condor battles reward is if you don't miss any out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-03-31 22:13:55
I was wondering what sort of damage formula is used for the "Attack" command, as it seems very underwhelming. Everyone on my team, including Cid (whose magic is like slightly over 1/3 of what his STR is) does more damage with level 2 spells than Attack. On the other hand the Deathblow also misses too much to be reliable physical damage. Is magic meant to be the 100% time go to, or is my gear just weak (strongest weapon I currently have is apocalypse) and I'm struggling with the Pearl Weapon and the four materia caves, I got close to killing King Bomb once but I ran out of ethers and perished a long death.

On another note, it's not possible to select the "do nothing" option when talking to the Corel NPC that teleports you into saucer areas with the gold ticket, so you always have to trek back if you by mistake talk to the NPC or decide not to go to the saucer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-03-31 22:25:30
I was wondering what sort of damage formula is used for the "Attack" command, as it seems very underwhelming. Everyone on my team, including Cid (whose magic is like slightly over 1/3 of what his STR is) does more damage with level 2 spells than Attack. On the other hand the Deathblow also misses too much to be reliable physical damage. Is magic meant to be the 100% time go to, or is my gear just weak (strongest weapon I currently have is apocalypse) and I'm struggling with the ...

If you compare Attack to a spell, you have to compare it on an enemy who isn't weak to your spell used. Else if you use the weakness, use elemental + magic materia to compare. STR chars are handy for many situations, not only to Auto attack. Taking the Cid example, you can build him STR/LCK which will catch up the magic damage by critting. There are a lot of good materias for STR oriented characters and keep in mind they will have way more HP since they don't have any magic materia equipped.
I don't know your setup so I can't help you much more but I might suggest you getting Cover, two or three Counterattack materias on Cid, link a deathblow with command counter and such on. I'm unsure if it's possible on NT but Steal (level 2) materia + Added cut should allow you to hit twice a turn (I'm also unsure if x4 materia is available, if it is, x4 will be better ofc)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-03-31 22:33:33
Actually, it's +5 for every stat, +10 for 2 stats and +5 for a third stat which results in 2 stats at +15, one at +10 and others at +5. Btw, when thinking about it, it's sums up at 8*9*55 = 3960 sources. Thanksfully it's in the long run because pressing 4k times the same button to increase stats would have driven us insane ^^

Now that I know there might be an event for running the game at rank 0, I already know what my next run will be seeing how great the fort condor battles reward is if you don't miss any out.
I will say I've been very impressed with the Fort Condor rewards. Everything so far has been useful and if I haven't missed anything then I've just done Fort Condor Battle 11 for Remedy x10, just after waking the Sleeping Forest with the Lunar Harp in Bone Village.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-31 22:41:06
Actually, it's +5 for every stat, +10 for 2 stats and +5 for a third stat which results in 2 stats at +15, one at +10 and others at +5. Btw, when thinking about it, it's sums up at 8*9*55 = 3960 sources. Thanksfully it's in the long run because pressing 4k times the same button to increase stats would have driven us insane ^^

Oh, is it? Whoops. I can't even remember my own nonsense ^^'

I was wondering what sort of damage formula is used for the "Attack" command, as it seems very underwhelming. Everyone on my team, including Cid (whose magic is like slightly over 1/3 of what his STR is) does more damage with level 2 spells than Attack. On the other hand the Deathblow also misses too much to be reliable physical damage. Is magic meant to be the 100% time go to, or is my gear just weak (strongest weapon I currently have is apocalypse) and I'm struggling with the
Spoiler: show
 Pearl Weapon


On another note, it's not possible to select the "do nothing" option when talking to the Corel NPC that teleports you into saucer areas with the gold ticket, so you always have to trek back if you by mistake talk to the NPC or decide not to go to the saucer.

I'll fix that NPC. As for Attack, you need to make some preparations to beef up your physical damage output. Consider using some of the following:
-) Elemental Matera + [Element] in the weapon, 2x damage
-) Added Cut + Command/Spell for additional damage (Deathblow and Mug are the common ones, for a makeshift 2x-Cut).
-) STR boosting equipment: Power Wrist, Gigas Armlet, Edincoat, anything that raises it.
-) Front Row for short-range attackers (Back Row imposes a 50% damage penalty to physical attacks).
-) Counter Attack and Command Counter can be used to generate more free physical attacks.

Another thing to consider is the defence of the enemy; some will have noticeably higher physical defence or magical defence. Pearl Weapon has 200 Defence vs 170 Magic Defence, but both these stats drop to 55 when his chest-plate opens for his big attack. Put a non-elemental Materia like Barrier or Cover or something into Cloud's weapon and then combine it with Elemental for 2x damage (doesn't work for his Limits, which use separate formulas/elements).

The general balance of Physical vs. Magical is that physicals are fast-animation and cost no MP while spells take some time + MP to use. Physicals though can generate more hits overall and have the ability to land 2x damage from criticals, with stacking counter attacks, command counter, Added Cut, 2x-Cut/4x-Cut, and Limits. It's easier to build the STR stat as well thanks to the Weapon value adding onto the character's strength.

Where Magic comes in is with the versatility that's available at a given time and it's higher damage overall. By contrast, the support Materia for Magic isn't quite as potent. Quadra only doubles the damage output because it halves the base damage dealt with the drawback of only being effective for as many charges it has (5x max), while MP Turbo and Magic Counter can both drain MP at a quick rate. I think the potential damage is higher for Magic though, which is the way it should be. There needs to be a pay-off for using that MP and setting up all the Materia for the spells.

I've been told by some that physical attacks are too strong but then other players will tell me that Magic seems to be the end-all. In the vanilla game, there is a definite point when physical attacks will outstrip magical ones and it's based on Level and the availability of Materia that will multiply it's damage output. In NT, Level gets synched at 44 and those Materia are shuffled around a bit with all the equipment changes so I'd say it's in constant flux; there'll be times when physicals have an edge but others when magic has it. It depends when you unlock stronger spells, find weapons & Materia, and what characters you happen to be using for certain stretches of the game.

I will say I've been very impressed with the Fort Condor rewards. Everything so far has been useful and if I haven't missed anything then I've just done Fort Condor Battle 11 for Remedy x10, just after waking the Sleeping Forest with the Lunar Harp in Bone Village.

Well, I'm glad; someone said they were useless consumables and only useful for selling ;-;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-03-31 22:48:59
Well, I'm glad; someone said they were useless consumables and only useful for selling ;-;
The funny thing is when it comes to item use, I am extremely cheap which is why I absolutely love Osmose as a spell, that with Magic Counter can allow me some bonus MP back when attacked. However since I am doing a no drugs (Sources) run, at some point I am going to need those items badly due to my party being significantly weaker than normal.

Speaking of MP costs, I encountered a Hungry in the Corel Valley just before the Forgotten City. It had 100/100 MP but it kept saying it's MP was depleted, what exactly is it trying to cast because whatever it is, it costs more than it's Max MP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-03-31 23:28:23
The funny thing is when it comes to item use, I am extremely cheap which is why I absolutely love Osmose as a spell, that with Magic Counter can allow me some bonus MP back when attacked. However since I am doing a no drugs (Sources) run, at some point I am going to need those items badly due to my party being significantly weaker than normal.

Speaking of MP costs, I encountered a Hungry in the Corel Valley just before the Forgotten City. It had 100/100 MP but it kept saying it's MP was depleted, what exactly is it trying to cast because whatever it is, it costs more than it's Max MP.

That little bastard isn't still trying to cast Pearl, is he? I could have swore I changed it to Lagomorph. Oh well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-03-31 23:52:35
physical is useless up until you complete tifa's holy trinity.

then by that time she's fucking wrecking shit so hard you forget she was worthless for the bulk of the first disc
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-04-01 01:15:32
Nah, Throw is love. Throw is life.

Also, Tifa is not useless in early disc 1. Her first "upgrade," courtesy of Hell House, gives her +30 dex at the cost of some str. She attacks/chucks things like Bolt Plumes, Fire Fangs, and Vampire Fangs (obtainable in Midgar easy) so quickly, it out-classes anything you can do with other characters/materia for a good while. Once you get to +50 dex + Haste, it's over.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-01 02:04:35
How do I download the new New Threat v4.0 from 7th heaven?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-01 02:28:27
How do I download the new New Threat v4.0 from 7th heaven?

It's not in the catalog yet; there's a makeshift IRO supplied with the Main Installer though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-04-01 02:35:11
Nah, Throw is love. Throw is life.

Also, Tifa is not useless in early disc 1. Her first "upgrade," courtesy of Hell House, gives her +30 dex at the cost of some str. She attacks/chucks things like Bolt Plumes, Fire Fangs, and Vampire Fangs (obtainable in Midgar easy) so quickly, it out-classes anything you can do with other characters/materia for a good while. Once you get to +50 dex + Haste, it's over.

why, sure, i'll spend 2 hours farming useless strawberries when i can move on with the game.

throw also costs money. money i was always strapped for until disc 2 when i realized all those crystal swords i stole sold for a hell of a lot of money. glad i took the time to swipe em.

30 dex just means she hits for junk damage more often. doesnt mean much when spells are doing triple her per turn damage for a paltry amount of easily restored mp.

if you say her damage is good, did you overlevel?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-04-01 03:23:19
Nah, it's never 2 hours for the morphs, and you only ever need to morph maybe 5 of any type of creature that morphs into those items while you run to the next boss, which is insanely easy with Tifa and high dex. If you're spending that long to morph things... then yeah, don't use Morph or the item strategy unless you're comfortable with it. Max speed settings, counting hits, etc; it's not for everyone.

Why are you strapped for Gil? Sell all your Phoenix Downs and Ethers and just chuck the cheap rods. Or don't. It's clear you don't like Throw, but I haven't had any issues with it, so I'm calling it out as a valid strategy. I also just have a long history of geeking out over it. Sega Chief knows.  ;)

I wasn't talking about pure physical attack damage. You misread my post. However, if I had to use just physical attacks, there are plenty of setups for str/dex that will give a turn advantage, starting from Shinra HQ, which isn't that much slower in real time compared to magic so I'll do it just to change things up.

How dare you; I never over level in NT. Ever. I love rare steals to the point where I always run away from fights if I haven't already killed the enemies therein at least once (so I can fill out my morph/steal list).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-01 03:32:17
It's not in the catalog yet; there's a makeshift IRO supplied with the Main Installer though.

I have to be honest..... I don't understand what you mean. Is the file in the 7th heaven or is it in the new threat main download?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-04-01 03:34:35
@JLOUTLAW
Ah, Sega Chief must be referencing the old mediafire upload that included a bunch of things. The current link just as the installer, so you'll have to wait.

EDIT: Whoops, it's part of the zip archive.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-01 03:37:08
why, sure, i'll spend 2 hours farming useless strawberries when i can move on with the game.

throw also costs money. money i was always strapped for until disc 2 when i realized all those crystal swords i stole sold for a hell of a lot of money. glad i took the time to swipe em.

30 dex just means she hits for junk damage more often. doesnt mean much when spells are doing triple her per turn damage for a paltry amount of easily restored mp.

if you say her damage is good, did you overlevel?

https://youtu.be/23x9DN6AL94

Jenova's defensive values:
Physical Def: 104
Magical Def: 118
Difference of 14 (negligible, enemy defence stats aren't doubled like they are for the party in NT)

Total Damage Output for Tifa and Aeris, set up to maximise their roles as STR and MAG damage-dealers, using Elemental for Tifa and Quake for Aeris to get 2x damage and both at the intended area soft-cap of Lv.21. I've included values that take out the Node damage from it (the small enemies that spawn later):
Code: [Select]
Aeris
1161 (Shiva Summon)
424
420
414
436
422
436
412
463 + 175 + 0 (Antipode, all enemies)
124 (Fire, on Node enemy)
430
422
436
430
434
436

14 Attacks overall (16 if counting Nodes)
= 6713 w/o Node damage
= 7475 w/ Node damage

Tifa
324
336
324
320
332
415 + 437 (Limit)
334
334
324
593 + 656 (Limit, struck Node enemy)
407 + 454 (Limit)
318
322
326
318
336
672 (crit)

16 Attacks overall (17 if counting Nodes)

= 6533 w/o Node damage
= 7782 w/ Node damage

For traversing areas with random enemies, the best thing to do is fit your physical attacker up either with a common element (Fire/Ice/Bolt) to clear out weaker enemies faster or give them something a bit more niche to deal with tougher enemies (Holy, Earth, etc). Early on, I tend to use a physical attacker for mop-up if a spell doesn't kill a weak random rather than waste a second cast on it.

But there's nothing wrong with the physical damage so long as you set up for it. Each individual hit will usually be weaker, but the Limits help cover for that (so long as you're not sitting in the back row with sadness, that is).

I have to be honest..... I don't understand what you mean. Is the file in the 7th heaven or is it in the new threat main download?

If you download the Main Installer, there will be a couple of folders inside. The one called 7H contains the IRO I made for people to use while we get the bugs squashed for Alyza's catalog update to NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-04-01 03:43:30
That's awesome, Sega Chief. It's nice to see the numbers compared side to side like that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-01 07:36:48
Nah, Throw is love. Throw is life.
Was wondering, what is the best way you found to stack gils when needed ? So far, using a Gil plus materia, I'm farming raptors in front of bone village, they die quickly enough and drop 27k gil per fight but it's an uncommon encounter.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-04-01 08:55:40
@aquecoucou
Huh, if you're just looking for more consistent cash flow at your current point in Disc 1, you can just farm at Wutai's Hokage Rock. TBH, with Gil Plus you could farm anywhere the story takes you. You could even grind a bunch of spare materia and make a killing just off of the returns, but... I mean, if you really needed/wanted to?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-04-01 10:34:44
I have to say, I have no problems with Tifa and her damage output. She consistently deals damage on par with that of the spell casters and even more with the DeathBlow materia. Also her limits tend to just pump out damage incredibly fast since I really don't use a tank. Tifa is generally always in my party along with Aerith. The two of them plus Cloud have got me to the Temple of the Ancients without a problem (besides my little love/hate relationship with Powersoul Keeper).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-04-01 12:35:16
Thanks for the answers guys. I was also wondering, what do I link elemental with if a monster is not weak to any element? Do I link a non-elemental materia or will my damage still go up with a random element they're not strong to?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-01 13:23:46
There is no non-elemental Materia; when they were making the game, they ran into a snag where every Materia needed to have an element so they dumped the non-elemental ones into using an element called 'Hidden'. NT makes use of the Hidden element for enemies and attacks, so if you combine a Materia with no listed Element then your attacks gain the Hidden element. The Weapon monsters and any Holy-element monster will be weak to Hidden, but Jenova bosses and anything associated with it will resist this element.

Your damage stays the same if you have an element set to your weapon but the enemy has no weaknesses/resistances to it. The trick for physical attackers is to pick an element that will help for the random fights that take the longest/cause the most trouble. Fire/Ice is generally good for a lot of the common enemies that appear in larger numbers; when in doubt, use Fire/Ice because there will always be an enemy on the route that has this weakness (unless it's a Shinra facility, in which case Bolt can be handy).

Edit: Almost forgot, as part of a small difficulty upgrade I'm making a change to the button press in Reactor No. 5: https://youtu.be/dOoIyU1J-cY
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-04-01 15:14:13
So when a monster is not weak to anything, it's better to use a different materia or just put elemental in armor with whatever they throw at you, right? Also, I was wondering what causes the bombs in the Bomb King fight to explode, sometimes they take 2 attacks (including the one by King Bomb), sometimes they don't explode at all, and it's been largely confusing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Yuffie1983 on 2016-04-01 15:45:04
There is no non-elemental Materia; when they were making the game, they ran into a snag where every Materia needed to have an element so they dumped the non-elemental ones into using an element called 'Hidden'. NT makes use of the Hidden element for enemies and attacks, so if you combine a Materia with no listed Element then your attacks gain the Hidden element. The Weapon monsters and any Holy-element monster will be weak to Hidden, but Jenova bosses and anything associated with it will resist this element.

Your damage stays the same if you have an element set to your weapon but the enemy has no weaknesses/resistances to it. The trick for physical attackers is to pick an element that will help for the random fights that take the longest/cause the most trouble. Fire/Ice is generally good for a lot of the common enemies that appear in larger numbers; when in doubt, use Fire/Ice because there will always be an enemy on the route that has this weakness (unless it's a Shinra facility, in which case Bolt can be handy).

Mr Chief will the IRO packaged with the installer work with other mod, like graphical ones.

Edit: Almost forgot, as part of a small difficulty upgrade I'm making a change to the button press in Reactor No. 5: https://youtu.be/dOoIyU1J-cY
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-01 15:46:44
So when a monster is not weak to anything, it's better to use a different materia or just put elemental in armor with whatever they throw at you, right? Also, I was wondering what causes the bombs in the Bomb King fight to explode, sometimes they take 2 attacks (including the one by King Bomb), sometimes they don't explode at all, and it's been largely confusing.

It's very rare that an enemy will have no elemental weakness, but there are a couple that don't. You can't guarantee what random encounter you'll fight next (sort of), but there's no harm in keeping it on. Unless it's a boss with no elemental weakness, in which case it'd be better to use it for defence/not at all.

Bomb King has an attack called Ignite Fuse, which inflicts the Dual-Drain status. You need to dispel this off, or use Regen on the affected Bomb to cancel it out.

Mr Chief will the IRO packaged with the installer work with other mod, like graphical ones.

It should do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DynamixDJ on 2016-04-01 15:58:41
There is no non-elemental Materia; when they were making the game, they ran into a snag where every Materia needed to have an element so they dumped the non-elemental ones into using an element called 'Hidden'. NT makes use of the Hidden element for enemies and attacks, so if you combine a Materia with no listed Element then your attacks gain the Hidden element. The Weapon monsters and any Holy-element monster will be weak to Hidden, but Jenova bosses and anything associated with it will resist this element.

For those that don't know, Hidden can also be utilized in the main game of FFVII. Equipping Elemental with a non-elemental Materia (excluding all support Materia and Restore) onto your armour will grant resistance to the Hidden Element, in which only one attack uses - Ultimate Weapon's Ultimate Beam. There are several more enemy attacks that use Hidden, however none of them cause actual damage, so you cannot defend against it (Status changing attacks).

Trivially, in the Jap original game there were a total of 15 attacks that caused damage which used the Hidden, or "10th" Element which you could defend against, however all but one (Ultimate Beam) had the hidden element changed to one of the 5 physical elements (Cut/Hit/Shoot/Shout/Punch).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-01 17:19:00
I read somewhere that Carry Armour's Lapis Laser was hidden element in the J-ORG version; that would have made a big difference to challenge runs if it had survived the trip overseas. I think the Marine's (or was it Attack Squad) Smoke-Shot also survived and still carries Hidden; you can avoid the status this attack inflicts with Hidden protection. I think. Maybe.

Edit: Big thanks to DH for the donation; my memory remains foggier than a chocobo sage, however.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-04-01 17:23:38
Holy shit, you guys were right. I have never used added cut before, but I have got Added Cut = Steal (level 2) linked and with 2x counter and command counter deathblow Cid just got 5 crits in a row for a total of 20~k damage. I guess elemental also plays a big part of that damage output, but hell he hits hard and is constantly under shield so he won't die.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DynamixDJ on 2016-04-01 18:13:22
I read somewhere that Carry Armour's Lapis Laser was hidden element in the J-ORG version; that would have made a big difference to challenge runs if it had survived the trip overseas. I think the Marine's (or was it Attack Squad) Smoke-Shot also survived and still carries Hidden; you can avoid the status this attack inflicts with Hidden protection. I think. Maybe.
I may test for this when I get home, but I highly suspect that you are wrong.

Did you know that there are various enemies such as the Sahagin that are weak to the physical elements, such as Punch? Although the effect would be "can't miss", not x2 damage.
Also, the Corvette takes double damage from Confusion, and Palmer takes double damage from Sleep. Not sure what's going on in Pr Cl though, the resistances state Reflect and Manipulate, respectively, although I know from testing that their weaknesses are Sleep/Confu, and Terence's Enemy Mechanics FAQ confirms this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-01 18:44:15
I may test for this when I get home, but I highly suspect that you are wrong.

Did you know that there are various enemies such as the Sahagin that are weak to the physical elements, such as Punch? Although the effect would be "can't miss", not x2 damage.
Also, the Corvette takes double damage from Confusion, and Palmer takes double damage from Sleep. Not sure what's going on in Pr Cl though, the resistances state Reflect and Manipulate, respectively, although I know from testing that their weaknesses are Sleep/Confu, and Terence's Enemy Mechanics FAQ confirms this.

(http://i64.tinypic.com/mw2yjq.png)

This is from a default Steam FF7 scene.bin.

NFITC1 mentioned somewhere that the PrC tool has some of the statuses mixed up in the elemental bit, so it's the tool that's wrong.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-01 18:57:23
That's the first time I hear about the Cut/Hit/Shoot/Shout/Punch. I always thought there was only Cut/Hit/Shoot. (Learned of Shout because of Bahamuts in NT).

Also, I never found the reason of it, but all Aerith limits have the Hidden element. Did you change it in NT Sega Chief ?

I was also wondering, you previously said linking Elemental = Cover would result in hidden, did you change it ? Because according to the wikia [http://finalfantasy.wikia.com/wiki/Hidden_(element) (http://finalfantasy.wikia.com/wiki/Hidden_(element))], it shouldn't work (but works with "Plus" materias).

Put a non-elemental Materia like Barrier or Cover or something into Cloud's weapon and then combine it with Elemental for 2x damage (doesn't work for his Limits, which use separate formulas/elements).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-01 19:06:12
That's the first time I hear about the Cut/Hit/Shoot/Shout/Punch. I always thought there was only Cut/Hit/Shoot. (Learned of Shout because of Bahamuts in NT).

Also, I never found the reason of it, but all Aerith limits have the Hidden element. Did you change it in NT Sega Chief ?

I was also wondering, you previously said linking Elemental = Cover would result in hidden, did you change it ? Because according to the wikia [http://finalfantasy.wikia.com/wiki/Hidden_(element) (http://finalfantasy.wikia.com/wiki/Hidden_(element))], it shouldn't work (but works with "Plus" materias).


NT uses physical elements to an extent; along with Bahamut's Shout, Protect Vests will halve Shoot damage. Cut, Hit, and Punch don't have any weaknesses/resistances associated with them. As for Aeris' Limits, I didn't change them to Hidden; that's probably a default .EXE thing. Elemental should work with any of them; in the Kernel, every Materia has an Element with Hidden being the 'default' one if there's no obvious element for it. That being said, give it a try with Cover and let me know if it doesn't.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DynamixDJ on 2016-04-01 21:09:12
I was also wondering, you previously said linking Elemental = Cover would result in hidden, did you change it ? Because according to the wikia [http://finalfantasy.wikia.com/wiki/Hidden_(element) (http://finalfantasy.wikia.com/wiki/Hidden_(element))], it shouldn't work (but works with "Plus" materias).
I wouldn't really take anything on Wikia as gospel. To my knowledge ALL non-elemental Materias will pair with Elemental to grant "Hidden", with the exception of other Support Mateiras, and Restore (and Possibly Full Cure???). As Sega mentions, if Cover does not grant Hidden please be sure to let us know. In fact, I may just test this for myself.

@Sega - yes, while Smoke Bullet does indeed carry the Hidden Element property (as does a number of Status changing attacks), the Attack Strength is 0, so the move doesn't inflict any actual damage, and as far as I am aware of, Hidden (elemental) protection will not nullify Status changes. I'm not 100% sure, but i am 99.9% sure of this, and I'd probably put money on it  ;)

-Edit- Ok, I've just been looking around for other Status changing attacks that use the Hidden Element, and I've found a few, the Dorky Breath's "Funny Breath" being one of them. Looking at the differentiation between Funny Breath and Smoke Bullet, I can see that Smoke Shot is a physical attack, whereas Funny Breath is a magical attack.

Are you suggesting that a physical Status changing attack can be blocked by pairing Elemental with whatever Element that status changing attack holds (similar to how poison works)? Ok, now I HAVE to test. I'll report back.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-01 21:51:26
@Sega - yes, while Smoke Shot does indeed carry the Hidden Element property (as does a number of Status changing attacks), the Attack Strength is 0, so the move doesn't inflict any actual damage, and as far as I am aware of, Hidden (elemental) protection will not nullify Status changes. I'm not 100% sure, but i am 99.9% sure of this, and I'd probably put money on it  ;)

-Edit- Ok, I've just been looking around for other Status changing attacks that use the Hidden Element, and I've found a few, the Dorky Breath's "Funny Breath" being one of them. Looking at the differentiation between Funny Breath and Smoke-Shot, I can see that Smoke Shot is a physical attack, whereas Funny Breath is a magical attack.

Are you suggesting that a physical Status changing attack can be blocked by pairing Elemental with whatever Element that status changing attack holds (similar to how poison works)? Ok, now I HAVE to test. I'll report back.

Oh, you were meaning the status-blocking thing? I'm not 100% sure myself, I think I threw it on a set-up once in NT and the attack missed. Might have just been a natural miss, but I was assuming it was similar to how Poison works (though that might be hard-coded and unique, like Earth). I also read in one of the FAQs that absorbing an element meant that the statuses it inflicts are actually healed off you instead but I've not tested that at all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DynamixDJ on 2016-04-01 22:44:18
Oh, you were meaning the status-blocking thing? I'm not 100% sure myself, I think I threw it on a set-up once in NT and the attack missed. Might have just been a natural miss, but I was assuming it was similar to how Poison works (though that might be hard-coded and unique, like Earth). I also read in one of the FAQs that absorbing an element meant that the statuses it inflicts are actually healed off you instead but I've not tested that at all.
Holy [swear]ing [swear], I don't [swear]ing believe it!!!!! I (we) have just discovered a new way of using Hidden that none of the sources document!!!

Ok, I battled with the Attack Squad, and all of their Smoke Bullets failed to cast Darkness, with perpetual "misses". So I unequipped the Mystile, toned all of my characters down to Lv 15 (and removed all Source bonuses), and gave the players a Lv 1, 2 & 3 Elemental. Guess what? Same result, except the Lv1 Elemental did not nullify Darkness (as you would expect).

So, does this just work with "Hidden" physical attacks, or does it also work with magical attacks too? Over to Nibelheim I went to fight the Dorky faces. YES!!! Not once did Curses or Funny Breath inflict player 2 or 3 with Silence or Confusion. The "miss" sign pops up, which would normally suggest that one is vulnerable but the attack missed, but we all know there are cracks in the coding, and we've just found another one! Nice work!!!!

I'm now going to go on a scavenge to find all "Hidden" attacks in the game, and then I'll do some more tests. My walkthrough (http://www.neoseeker.com/final-fantasy-vii/faqs/1733032-dynamixdj.html) is now going to be getting mulled over I feel, as I know have a much better strategy to offer for at least the Shinra Mansion. I'm excited to see how many other areas Hidden can now be taken advantage of   :) :D ;D

Oh, and there was no HP restore with the Mastered Elemental. I suspect that only applies when you are Poisoned, as the poison damage has the Poison Element, so you heal yourself every time the poison kicks in.

-edit- I'v just tried it with the Cover Materia too, same result!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-01 23:43:27
Holy [swear]ing [swear], I don't [swear]ing believe it!!!!! I (we) have just discovered a new way of using Hidden that none of the sources document!!!

Ok, I battled with the Attack Squad, and all of their Smoke Bullets failed to cast Darkness, with perpetual "misses". So I unequipped the Mystile, toned all of my characters down to Lv 15 (and removed all Source bonuses), and gave the players a Lv 1, 2 & 3 Elemental. Guess what? Same result, except the Lv1 Elemental did not nullify Darkness (as you would expect).

So, does this just work with "Hidden" physical attacks, or does it also work with magical attacks too? Over to Nibelheim I went to fight the Dorky faces. YES!!! Not once did Curses or Funny Breath inflict player 2 or 3 with Silence or Confusion. The "miss" sign pops up, which would normally suggest that one is vulnerable but the attack missed, but we all know there are cracks in the coding, and we've just found another one! Nice work!!!!

I'm now going to go on a scavenge to find all "Hidden" attacks in the game, and then I'll do some more tests. My walkthrough (http://www.neoseeker.com/final-fantasy-vii/faqs/1733032-dynamixdj.html) is now going to be getting mulled over I feel, as I know have a much better strategy to offer for at least the Shinra Mansion. I'm excited to see how many other areas Hidden can now be taken advantage of   :) :D ;D

Oh, and there was no HP restore with the Mastered Elemental. I suspect that only applies when you are Poisoned, as the poison damage has the Poison Element, so you heal yourself every time the poison kicks in.

-edit- I'v just tried it with the Cover Materia too, same result!

Avoiding Funny Breath would be handy; confusion is a huge pain and those Smoke Bullets are really annoying as well. Smoke Bullet was the only one I knew of that had Hidden on it though, besides Ultima Beam.

On the subject, there's a wee secret with the Dorky Faces. Dunno if it's guide-worthy, but might be a nice factoid when writing about the area: https://youtu.be/qpN5qJbb7io
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Yuffie1983 on 2016-04-01 23:54:04
If you are using the 7TH heaven Iro how do you go about patching the game with hot fixes and the Flevels and to keep it up to date. Thanks for any help in advanced.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DynamixDJ on 2016-04-02 00:09:12
Avoiding Funny Breath would be handy; confusion is a huge pain and those Smoke Bullets are really annoying as well. Smoke Bullet was the only one I knew of that had Hidden on it though, besides Ultima Beam.

On the subject, there's a wee secret with the Dorky Faces. Dunno if it's guide-worthy, but might be a nice factoid when writing about the area: https://youtu.be/qpN5qJbb7io
I actually noticed Ascend when I was looking into the Dorky Face, but I didn't question it as I thought it was an unnamed attack. Speaking of which, how do you toggle an attack name's appearance when used? I can't seem to find this anywhere.

But yeah, that move is definitely cool, and is most definitely guide-worthy, well, my guide anyway; I'm trying to go to another level with it. i intend to (eventually) sit down with the AI script for every single enemy, to then translate it into plain, normal understandable English (to the non-technically minded). I would have picked that move up myself, but it's nice to know about it in advance!!

Also, I have defense against Funny Breath for 2 characters by that point in the game (Added Effect & Peace Ring), now I have a third defence for Confu, provided that the Elemental is Lv 2 by that point, which I really can't remember if it should be or not (without copious amounts of grinding)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-04-02 00:23:00
Is the second and third fight with Cid's Protege meant to be so easy? The love buster died in one hit and so did the dragon. One bolt 3 with 2300~ damage managed to kill the dragon and it just felt a bit cheap.
EDIT: After checking in PrC it has 255 health, I'm sure that's a mistake.
Also, I can't seem to get the encounters for Yuffie's and Cloud's level 4 limits. I am on Disc 3 and for some reason the Cid one was the only one I was able to get.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HeaN on 2016-04-02 00:24:15
Spoiler Alert! Just wanted to say THANK YOU SegaChief for this USELESSS Enemy! Hate you!

SPOILER ALERT (https://www.twitch.tv/heanforce/v/58070925)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-02 00:29:41
Nullifying statuses from Hidden attacks could also be handy in Mt. Corel against the Cokatolis (petrify smog) and would let you keep your softs.

Edit: Ah yeah but you won't get an Elemental lv 2 at this point :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-02 00:30:38
If you are using the 7TH heaven Iro how do you go about patching the game with hot fixes and the Flevels and to keep it up to date. Thanks for any help in advanced.

You can't, I'm afraid. I need to update the IRO on my end. There is a patch thing, but I dunno how it works.

I actually noticed Ascend when I was looking into the Dorky Face, but I didn't question it as I thought it was an unnamed attack. Speaking of which, how do you toggle an attack name's appearance when used? I can't seem to find this anywhere.

But yeah, that move is definitely cool, and is most definitely guide-worthy, well, my guide anyway; I'm trying to go to another level with it. i intend to (eventually) sit down with the AI script for every single enemy, to then translate it into plain, normal understandable English (to the non-technically minded). I would have picked that move up myself, but it's nice to know about it in advance!!

Also, I have defense against Funny Breath for 2 characters by that point in the game (Added Effect & Peace Ring), now I have a third defence for Confu, provided that the Elemental is Lv 2 by that point, which I really can't remember if it should be or not (without copious amounts of grinding)

Elemental won't reach Lv.2 naturally by that point, if I remember right. Although maybe with Platinum Bangles you can; it's been a long time since I played vanilla outside of a challenge run.

Is the second and third fight with Cid's Protege meant to be so easy? The love buster died in one hit and so did the dragon. One bolt 3 with 2300~ damage managed to kill the dragon and it just felt a bit cheap.

Sounds like someone left debug HP values in again :v
I'll patch both it and the IRO tonight.

Spoiler Alert! Just wanted to say THANK YOU SegaChief for this USELESSS Enemy! Hate you!

SPOILER ALERT (https://www.twitch.tv/heanforce/v/58070925)

Someone on another stream got super paranoid when he approached the second web blocking the back of the cave and started talking about 'what if there's a giant red super spider in this web?! D:' so I made a red super stinger and then didn't put it on one of the webs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-04-02 00:35:55
Spoiler Alert! Just wanted to say THANK YOU SegaChief for this USELESSS Enemy! Hate you!

SPOILER ALERT (https://www.twitch.tv/heanforce/v/58070925)

that enemy's not useless. iirc it has a rare steal and a super rare steal.

dont remember exactly what the super rare steal was but it was something i really needed at the time
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-04-02 00:40:28
Hm, is the "where is the thing" file in the documentation up to date, because I'm having problems getting some of the events like
Spoiler: show
Cloud's in Shinra Mansion and Yuffie's when talking to Godo


On another note, what is the deal with the Curator? Is that even beatable or is it just a joke boss?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JBedford128 on 2016-04-02 00:40:56
Speaking of which, how do you toggle an attack name's appearance when used?
http://forums.qhimm.com/index.php?topic=16155.0 (http://forums.qhimm.com/index.php?topic=16155.0)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-02 00:57:15
Hm, is the "where is the thing" file in the documentation up to date, because I'm having problems getting some of the events like
Spoiler: show
Cloud's in Shinra Mansion and Yuffie's when talking to Godo


On another note, what is the deal with the Curator? Is that even beatable or is it just a joke boss?

I'll double-check their flags.

And the deal with the curator is that you do not enter the Midgar Diorama outside of visiting hours.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DynamixDJ on 2016-04-02 02:43:47
http://forums.qhimm.com/index.php?topic=16155.0 (http://forums.qhimm.com/index.php?topic=16155.0)
Thanks!! The last hour of learning has been interesting!

I've stood down on listing every attack that uses Hidden, as it's too big of a shift in focus from the current projects I've got on the go, but I do plan on making an "Attack Data Chart" at some point; that'll be the time to look further into Hidden!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JBedford128 on 2016-04-02 03:32:46
I once worked on something that generated enemy ability information. These have Hidden element:
Dorky Face's Curses
Hell Rider VR2's Electromag
Dorky Face's Funny Breath
Demons Gate's Petrif-Eye
Cokatolis's Petrify Smog
Attack Squad's + Marine's Smoke Bullet
Gagighandi's Stone Stare
Bagrisk's Stone Strike
Ultimate Weapon's Ultima Beam

In the JORG version:
Ultimate Weapon's アルテマビーム (Ultima Beam)
Flower Prong's エネルギー吸収 (Energy Siphon)
Garuda's おどり (Dance, both of them)
Bandit's かつあげ (Hold-up)
Griffin's くじゃく (Peacock)
Sea Worm's, Land Worm's サンドストーム (Sandstorm)
Joker's ジョーカー (Joker)
Bagrisk's ストーンストライク (Stone Strike)
Joker's スペード (Spade)
Attack Squad's スモーク弾 (Smoke Bullet)
Joker's ダイヤ (Diamond)
Twin Brains', Chekhov's にらみ (Stare Down)
Dorky Face's のろいの言葉 (Curses)
Bloatfloat's バキューム (Vacuum)
Godo's ビーストソード (Beast Sword)
Dorky Face's ファニーのいき (Funny Breath)
Unknown's ブラスター (Blaster)
Kyuvilduns's へばりつき (Lay Flat)
Grenade's, Bomb's ボム爆発 (Bomb Blast)
Yang's ヤン自爆 (Suicide Yang)
Dragon Rider's ライダーブレス (Rider Breath)
Carry Armor's ラピスレーザー (Lapis Laser)
Twin Brain's, Chekhov's 吸収 (Absorb)
Bandit's 強奪 (Mug)
CMD. Grand Horn's, Bagnadrana's 毒ブレス (Poison Breath)
Killbin's 物理攻撃 (x)
8 eye's 眼力 (Eyesight, all four of them)
Demons Gate's 石化アイ (Petrif-Eye)
Cokatolis's 石化スモッグ (Petrify Smog)
Gagighandi's 石化にらみ (Stone Stare)
Desert Sahagin's 砂鉄砲 (Sandgun)
Hell Rider VR2's 磁場転換 (Electromag)
Flower Prong's 花粉 (Pollen)
Serpent's 龍宮の舞 (Dragon Dance)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-02 07:28:36
Now that I know there might be an event for running the game at rank 0, I already know what my next run will be seeing how great the fort condor battles reward is if you don't miss any out.
As someone doing the Rank 0 run, I would have to say the most difficult thing so far has been stopping the Train with the Mega-Materia from crashing into North Corel. Nothing like uttering the phrase "Hurry the f**k up!" while X-ATM Scorpion is "Processing...". After quite a few tries I finally managed it with 7 seconds left on the clock.

As a reference point, after saving North Corel from further destruction, I had Cid at Level 48, Vincent at Level 50 and Yuffie at Level 51 and that was after obtaining alot of EXP during the whole thing. With the EXP rates in 1.4 I'm not sure what level the enemies for this section of the game are designed around, I've fought a few random battles here and there (Mainly for gathering some Enemy Skills) but haven't done any real grinding so to speak.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-02 09:50:52
Just decided to check on something. With the final Fort Condor battle, if you let the enemy invade you'll fight a miniboss called CMD. Grand Horn. Now this boss isn't too tricky (Large amount of HP, Moderate Strength Physical and Earth attacks and a Poison Breath attack. Can still cause problems for Front Row characters), however is it intended that he gives you absolutely nothing for beating him? Nothing to Steal, 0 EXP, AP and Gil for defeating him aswell.

Is it possible you can look into this because I have known bosses to be cheap on the spoils of victory, but this is just... wow...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-04-02 10:43:38
you're not ever supposed to let them reach the fort

you dont even get the prize for defending if you let them reach it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-02 11:19:45
Gelnika save point have [Switch] Unequip party instead of Check SP. It stills let you check your SP tho.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-02 11:22:09
you're not ever supposed to let them reach the fort

you dont even get the prize for defending if you let them reach it
What I'm talking about is that in vanilla FF7 if you let them reach the fort on the last Fort Condor battle and fight CMD. Grand Horn you get the Imperial Guard armour as a drop. In this mod there is no such drop.

I also ran the last Fort Condor battle both with and without letting them reach the fort. Since Sega Chief has a sense of humour, regardless of whether they reached the fort or not. You get given a "potent item" (It's a Potion) along with the Mega-Materia. The only difference as of now is that letting them reach the fort takes significantly longer and you fight against a Damage Sponge who doesn't have the decency to drop anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-02 11:46:37
Tell you what, I'll give CMD. Grand Horn a good drop.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-04-02 12:19:44
Tell you what, I'll give CMD. Grand Horn a good drop.

(http://vignette2.wikia.nocookie.net/en.futurama/images/d/da/Fry_Looking_Squint.jpg/revision/latest?cb=20110701192358)


also. W-magic might be bugged.

(http://images.akamai.steamusercontent.com/ugc/455235530371896493/2A8B8BC6E5666C2E9C68AE709F022DD63BA9B952/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:768&composite-to=*,*|1024:768&background-color=black)

As I cannot find it in my inventory. But at least it's friendly.

Also noticed that Aerith can now wield Cid's Flayer. Is this intended? Kind of cool either way, making Aerith able to dish out the lucky girl effect for free, and giving her a substantial luck boost.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-04-02 12:28:52
hey

is the dark cave side quest enable yet on the 1.4 version of this NT mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-02 12:41:48
also. W-magic might be bugged.
As I cannot find it in my inventory. But at least it's friendly.
Also noticed that Aerith can now wield Cid's Flayer. Is this intended? Kind of cool either way, making Aerith able to dish out the lucky girl effect for free, and giving her a substantial luck boost.

Flayer was intended, but W-Magic was supposed to be obtainable there. I'd just generated all the patches too :l

hey

is the dark cave side quest enable yet on the 1.4 version of this NT mod

Not yet, but it's what I'm working on at the moment.



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-04-02 13:20:15
Does this mean that I'm screwed regarding the w-magic, or can I somehow add it myself through Ochu?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-02 14:17:10
It's actually there in that room; there's two pick-ups, the one in the centre (gives a gospel spark, incorrect text of 'W-Magic') and to the north-eastish under the foliage is another materia that's W-Magic.

https://youtu.be/KZCes-NPVTs
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-02 17:14:18
Were some changes made to the Keelhaul Armour fight?

I Noticed that instead of both arms being invulnerable, the main body and 1 arm is invulnerable. Also i'm a bit iffy on what his resistances/weaknesses are, all I know is both arms and the body have >30000 HP and he's maybe weak to Lightning/Water, Immune to earth (Arms only? Needs confirmation).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DynamixDJ on 2016-04-02 18:14:33
I've just spotted your post Jbed - nice 1! You've helped me again!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-02 18:45:04
Were some changes made to the Keelhaul Armour fight?

I Noticed that instead of both arms being invulnerable, the main body and 1 arm is invulnerable. Also i'm a bit iffy on what his resistances/weaknesses are, all I know is both arms and the body have >30000 HP and he's maybe weak to Lightning/Water, Immune to earth (Arms only? Needs confirmation).

You need to destroy each arm in turn, then the torso will become vulnerable. Just be wary, his attacks will change as each arm is lost and when his torso reaches a certain HP threshold (4 phases in total). The arms are immune to earth, but the torso isn't.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-02 19:06:56
You need to destroy each arm in turn, then the torso will become vulnerable. Just be wary, his attacks will change as each arm is lost and when his torso reaches a certain HP threshold (4 phases in total). The arms are immune to earth, but the torso isn't.
Fair enough, I guess I'll have it sorted if I can recover from Ruby Laser. Just curious, how much Health does each Arm + Torso have? Also what level/gear do you typically expect someone to have when they meet him?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-02 19:34:08
Accidental Post
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-04-02 19:50:39
Fair enough, I guess I'll have it sorted if I can recover from Ruby Laser. Just curious, how much Health does each Arm + Torso have? Also what level/gear do you typically expect someone to have when they meet him?
I'm not Sega, obviously. But I guess the intended level is around the 60 mark, as the boss itself is level 62. I think I killed it at around 54ish.

edit: 50k for each arm, 78k for the body.


It's actually there in that room; there's two pick-ups, the one in the centre (gives a gospel spark, incorrect text of 'W-Magic') and to the north-eastish under the foliage is another materia that's W-Magic.

https://youtu.be/KZCes-NPVTs

The location featured in that movie has nothing in my game, at least. :X Perhaps someone else who've been there, could chip in, whether or not they got it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-02 20:30:30
New boss for NT's Extra Battle to replace the placeholder one with the ships, but first he's gotta fight this dude: https://youtu.be/jWL6Gud1KvA

But now I gotta go to work :I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-02 20:41:48
New boss for NT's Extra Battle to replace the placeholder one with the ships, but first he's gotta fight this dude: https://youtu.be/jWL6Gud1KvA

But now I gotta go to work :I

Awesome! Cant wait for it!

Random question, how can i get the info in the items and equips myself? Doing excel calcs on the optimal rank up stats in combination with what gear is available. Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-02 21:11:03
I'm not Sega, obviously. But I guess the intended level is around the 60 mark, as the boss itself is level 62. I think I killed it at around 54ish.

edit: 50k for each arm, 78k for the body.
I may need to call in some advice for this one then, Highest Characters are Cloud, Vincent and Yuffie at levels 51,51 and 53 respectively. Everyone else is around the mid 40s. As for Defence I'm mostly covered as I think several of his attacks use the Shoot element and Protect Vests can halve that.

However I'm struggling to put out a reasonable amount of damage. I would have liked to use Neo Bahamut=Added Effect on my Weapon to inflict Dual status but I'm not sure it works. Also not sure if Keelhaul Armour is Immune to Dual or not (Probably is), so I doubt using the Summon itself would inflict it either.

This fight is almost making me wanna go back to stopping the runaway train heading for North Corel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-02 21:31:15
I may need to call in some advice for this one then, Highest Characters are Cloud, Vincent and Yuffie at levels 51,51 and 53 respectively. Everyone else is around the mid 40s. As for Defence I'm mostly covered as I think several of his attacks use the Shoot element and Protect Vests can halve that.

However I'm struggling to put out a reasonable amount of damage. I would have liked to use Neo Bahamut=Added Effect on my Weapon to inflict Dual status but I'm not sure it works. Also not sure if Keelhaul Armour is Immune to Dual or not (Probably is), so I doubt using the Summon itself would inflict it either.

This fight is almost making me wanna go back to stopping the runaway train heading for North Corel.

I guess it'll become tricky from there at rank 0 because of bosses having way more health (so longer fights). Having Vincent doesn't help because of his limits being pointless against bosses. If you still want to play with him, then he will obviously be your MAG nuker having the highest one at rank 0.

A quick setup would be (only mentioning what is mandatory) :
- Cloud : Command Counter = Deathblow (could be on Yuffie as she should have a higher %atk), Counter Attack, Elemental = Ramuh (in weapon), Cover, FullCure (you don't need MAG, it costs lot of MP but Cloud won't use any other magics)
- Yuffie : Restore = All, Barrier = All, Haste =All, Elemental=Leviathan, Counter Attack (if you have more than one), Enemy-Skill (Aqualung will deal water damage)
- Vicent : Lightning, Heal (Osmose to keep up MP), a ton of magic materias to boost his MAG stat

I really doubt you have Steal lvl 2 (Mug), so linking it with added cut would be pointless. Linking deathblow with added cut is not recommanded with your team because of Cloud having a not so high accuracy, and Yuffie will be healing more than using Deathblow.

Equipments :
All three should have a crystal bangle to get 6 materias slots linked and str/mag. Cloud need a STR/DEX accessory (Fire ring is really good, it will also absorb the topaz laser). Yuffie need a hybrid STR/MAG accessory while Vincent need a MAG one (earring ?).

As mentioned above, Topaz Laser will hit for fire damage, I'm unsure for the other lasers, so if you struggle in the last phase, remove crystal bangles and get some nullifying armors.

I'm checking if I forgot some materias, I'll edit.

Edit : You might want to link Lightning = Turbo MP to boost damage. You should have a Bolt 3 at this point, and enough gils to get ethers. (Quick reminder, Turbo Ether gives you back all your MP, cost 100 GP each [10 000 Gils at Gold Saucer]). Also I can't remember if I had 3 or 4 Counter Attack materias (Thanks to Cid weapon doubling AP), so basically 1st on Cloud, 2nd on Yuffie, all others on Cloud.

Edit 2 : I have no idea about the Dual status. It can't be poisoned for sure, slow didn't work when I tried (I only tried once, might have been unlucky).

I had the feeling the fight was globally easier than in 1.35 but way more longer, which seems a nice balance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-03 03:20:41
SC--I visited the Diarama outside of visiting hours during my first trip to Shinra (and was of course stomped immediately).  However, after I was annihilated, I restarted outside battle with all my characters at 0 HP and still dead.

I assume this is a bug?  I didn't think this could happen...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-03 06:36:46
I may need to call in some advice for this one then, Highest Characters are Cloud, Vincent and Yuffie at levels 51,51 and 53 respectively. Everyone else is around the mid 40s. As for Defence I'm mostly covered as I think several of his attacks use the Shoot element and Protect Vests can halve that.

However I'm struggling to put out a reasonable amount of damage. I would have liked to use Neo Bahamut=Added Effect on my Weapon to inflict Dual status but I'm not sure it works. Also not sure if Keelhaul Armour is Immune to Dual or not (Probably is), so I doubt using the Summon itself would inflict it either.

This fight is almost making me wanna go back to stopping the runaway train heading for North Corel.


A large part of Carry's arsenal uses the Shoot element; investing in some Protect Vests (I seem to be plugging Protect Vests a lot recently) can help a lot, as they'll halve the damage.

SC--I visited the Diarama outside of visiting hours during my first trip to Shinra (and was off course stomped immediately).  However, after I was annihilated, I restarted outside battle with all my characters at 0 HP and still dead.

I assume this is a bug?  I didn't think this could happen...

Not really a bug, I just forgot to set party HP afterwards to 1 or something. You can have a dead party naturally too, if you swap in dead people via PHS but you automatically lose the next fight you get into (a trick used in Yuffie Warp speedruns for quickness).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-03 07:08:29
Mediafire betrayed me and did not upload the patches overnight while I was at work, and so I have gone back to Mega temporarily. Main Installer is currently up, with the updated IRO inside. Hotfix patches are going up next to get current installations up to speed.

Edit: Patches up as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-04-03 09:52:17
2 questions:

- Where can i find an IRON MAn in 1.35 ? To get some weapon for cloud (data mine say you get one on an iron man, and a second by morphing it)

- I play 1.35, should i patch for 1.4 or wait some debug ?

Thanks all
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-04-03 10:31:49
level 50 goblins in goblin island are worth sp no matter your level
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-03 10:48:21
A large part of Carry's arsenal uses the Shoot element; investing in some Protect Vests (I seem to be plugging Protect Vests a lot recently) can help a lot, as they'll halve the damage.
Does Cid's Dynamite reduce the chance for him to use Arm Grab like with Carry Armor in Vanilla? He seems to almost always use it straight after killing a character before I can revive it. Arm grab is essentially Dead Character I can't Revive yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-03 11:49:39
Does Cid's Dynamite reduce the chance for him to use Arm Grab like with Carry Armor in Vanilla? He seems to almost always use it straight after killing a character before I can revive it. Arm grab is essentially Dead Character I can't Revive yet.
Never mind, everyone except Yuffie and Vincent are on their default Level 1 Limit Breaks.

In the end managed to beat him by blasting him with as much fire-power as possible (Blast it with Summons and a couple of SS-Mines I Picked up, can't remember where you get SS-Mines, those things are great in a pinch) so the first arm dies and prevents further use of Arm Grab. After that it was alot more controlled and got things taken care of. Using Protect Vests kinda highlighted just how low my character stats are, still no drugs though.

So the game could identify every character being at Rank 0 at a certain point then. Or is Rank 1 the lowest? Either way let me know if you'll consider doing an alternate event based on lack of drug use (Sources are the street name for Drugs, we all know it).
Whose to say I haven't already?
I really hope it's worth it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-03 12:39:23
Ok guys, I need all the tips i can get on how to beat the Curator. I get wiped before i can even you my first action. Is there something am missing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-04-03 13:02:05
Ok guys, I need all the tips i can get on how to beat the Curator. I get wiped before i can even you my first action. Is there something am missing?

Get Tifa =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-03 13:05:53
Get Tifa =)

I have, she dies at the second barrage.

Tbh i may be underleveled, since Cloud has 3600 with magic materia build, and the first lazer deals 3400.
Might try using Phoenix with Tifa i guess.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-03 13:08:32
2 questions:

- Where can i find an IRON MAn in 1.35 ? To get some weapon for cloud (data mine say you get one on an iron man, and a second by morphing it)

- I play 1.35, should i patch for 1.4 or wait some debug ?

Thanks all

Iron Giants can be encountered on the last screen of the Left-Down path in the North Crater. I'd finish up on 1.35 and then start a new game if you want to try 1.4.

I really hope it's worth it.

Of course it will be. Good luck with Pearl Weapon.

Ok guys, I need all the tips i can get on how to beat the Curator. I get wiped before i can even you my first action. Is there something am missing?

Yeah, you're missing the fact that visiting hours are between 8.00 and 17.00.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-04-03 13:31:42
Iron Giants can be encountered on the last screen of the Left-Down path in the North Crater. I'd finish up on 1.35 and then start a new game if you want to try 1.4.

Heaven's Cloud: Iron Man, Morph
Ragnarok: Iron Man, Drop


So you can't have this weapon till the almost last screen of the game ? oO

I've patch to test and exept losing some stats cause there is a few more bonus in 1.4 rank up  i don't miss  anything else right ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-03 13:35:17
Heaven's Cloud: Iron Man, Morph
Ragnarok: Iron Man, Drop


So you can't have this weapon till the almost last screen of the game ? oO

I've patch to test and exept losing some stats cause there is a few more bonus in 1.4 rank up  i don't miss  anything else right ?

I think Ragnarok drops from Proud Clod as well; it's more to give you a repeatable source for those weapons because they're consumed in a craft for an Ultimate Weapon. As for patching over to 1.4, you'll take a stat hit but also a HP hit and I don't know if a 1.35 party can take those hits. Beyond that, there's also variable triggers and the like so I don't know how stable your save file will be; I can't guarantee there won't be problems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-03 14:53:51
Iron Giants can be encountered on the last screen of the Left-Down path in the North Crater. I'd finish up on 1.35 and then start a new game if you want to try 1.4.

off course it will be. Good luck with Pearl Weapon.

Yeah, you're missing the fact that visiting hours are between 8.00 and 17.00.

Damn if i only knew that beforehand.....On a serious note, it this joke boss or am i just not visiting at the right hours.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-04-03 14:58:24
Hm, It seems I still can't interact with either the tubes in shinra mansion or Godo during disc 3. I don't know what's causing this but I've not done anything in northern cave. I also just killed Ultimate weapon but it doesn't seem to have changed anything. Godo says the usual thing he says about getting materia, whereas the shinra mansion tubes say the usual specimen message. No special encounters/text is triggered.

EDIT: Ok, I'm stupid. After getting to the bottom of the cave they unlock.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-03 15:07:44
level 50 goblins in goblin island are worth sp no matter your level

Can this be left in?  I think having a set mob at the end to power grind SP as an option would be the ideal solution to the SP accumulation debate.  You could set the SP value to 1 or something real low so power levelers like myself still have an option for SP at the end if we need it

(plus I could feel better about needing some extra levels in the Shinra building--thank you for allowing me to turn off random battles!)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-04-03 16:19:25
Hm, I'm struggling with the abyss fight in North Crater and I can't get out of the area. How do you beat him? He has that breath that game-overs you if used. How do you stop this move? Compared to the Cloud/Sephiroth yin/yang fight Abyss seems very difficult.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-03 16:21:44
I think Ragnarok drops from Proud Clod as well; it's more to give you a repeatable source for those weapons because they're consumed in a craft for an Ultimate Weapon. As for patching over to 1.4, you'll take a stat hit but also a HP hit and I don't know if a 1.35 party can take those hits. Beyond that, there's also variable triggers and the like so I don't know how stable your save file will be; I can't guarantee there won't be problems.
Ragnarok is also a rare steal from Wolfmeister. I got it in one my failed attempts to stop the runaway train with the Mega-Materia in my no-drugs playthrough. I successfully stopped the train (7 Seconds left on the clock) on a run where I stole something else instead but at that point I was just glad to succeed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-03 17:14:30
I have a requestion regarding combining support materia with various summons.

Ramuh + Added Effect - Why doesn't this allow me to inflict or protect from Paralysis?
Kjata + Elemental - Although it could be troublesome if used improperly, how come it doesn't allow me to attack with or protect from Fire, Ice, Lightning and maybe Earth?
Bahamut, Neo Bahamut & Bahamut Zero + Elemental - Does this allow you to inflict or protect from Shout or Hidden? (I'm suspecting it's the latter).
Bahamut + Added Effect - Does this allow you to Remove Barriers on attack or protect yourself from DeBarrier? (I'm guessing no).
Neo Bahamut + Added Effect - Does this allow you to inflict or protect from Dual? (Under Status it isn't listed so i'm guessing no. Really wishing I'm wrong).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-04-03 17:21:54
Hm, I'm struggling with the abyss fight in North Crater and I can't get out of the area. How do you beat him? He has that breath that game-overs you if used. How do you stop this move? Compared to the Cloud/Sephiroth yin/yang fight Abyss seems very difficult.

You hit it with Silence, which causes it to remove bad statuses from it (and your party!), but also losing it's stored "breath".


Ragnarok is also a rare steal from Wolfmeister. I got it in one my failed attempts to stop the runaway train with the Mega-Materia in my no-drugs playthrough. I successfully stopped the train (7 Seconds left on the clock) on a run where I stole something else instead but at that point I was just glad to succeed.

Also a raresteal from trashmobs near Hojo, some Soldier enemies.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-04-03 17:27:09
Thanks Mithrain, I'll try it. The bastard has wiped me like 4-5 times now. Time to finally take revenge.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-03 17:40:12
Tell you what, I'll give CMD. Grand Horn a good drop.
Just loaded up my other save file and fought him. Fantastic item to give him, 10/10 would fail Fort Condor again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-03 20:21:30
Can this be left in?  I think having a set mob at the end to power grind SP as an option would be the ideal solution to the SP accumulation debate.  You could set the SP value to 1 or something real low so power levelers like myself still have an option for SP at the end if we need it

(plus I could feel better about needing some extra levels in the Shinra building--thank you for allowing me to turn off random battles!)

Yeah, that's fine.

Hm, I'm struggling with the abyss fight in North Crater and I can't get out of the area. How do you beat him? He has that breath that game-overs you if used. How do you stop this move? Compared to the Cloud/Sephiroth yin/yang fight Abyss seems very difficult.

That was a problem with that boss actually, the mechanic just isn't apparent at all. I'll maybe ditch it.

I have a requestion regarding combining support materia with various summons.

Ramuh + Added Effect - Why doesn't this allow me to inflict or protect from Paralysis?
Kjata + Elemental - Although it could be troublesome if used improperly, how come it doesn't allow me to attack with or protect from Fire, Ice, Lightning and maybe Earth?
Bahamut, Neo Bahamut & Bahamut Zero + Elemental - Does this allow you to inflict or protect from Shout or Hidden? (I'm suspecting it's the latter).
Bahamut + Added Effect - Does this allow you to Remove Barriers on attack or protect yourself from DeBarrier? (I'm guessing no).
Neo Bahamut + Added Effect - Does this allow you to inflict or protect from Dual? (Under Status it isn't listed so i'm guessing no. Really wishing I'm wrong).


There was no flag for paralysis in the kernel when setting Materia equip-effects, but I wanted Ramuh to have it on his attack so unfortunately I had to let it be. For Kjata, Materia can only have one element on it and I didn't want to favour one element over the others; could change it to Earth though as that's the attack Kjata manifests himself in order to perform. Bahamuts are all Shout element; there's no debarrier/dispel effect for connecting it to Added Effect. Neo-Bahamut can't give Dual either because there's two flags needed for that, and one of them is missing from the kernel editor.

Just loaded up my other save file and fought him. Fantastic item to give him, 10/10 would fail Fort Condor again.

Ask and ye shall receive.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-04-03 21:59:14
Isn't Omega a bit too strong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-03 22:29:59
I dunno. I haven't fought it yet  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-03 22:39:08
Isn't Omega a bit too strong?
I dunno. I haven't fought it yet  ;D
He's somewhat based off FF8's Omega Weapon with a couple of changes. 1,161,000 Health but he has a fixed attack pattern. I think for the purposes of this mod his moveset goes along the lines of L5 Death to start then Meteor, Medigo Flame, Gravija, Terra break, Light Pillar, Ultima, back to Meteor with a Physical Slash (Which I have yet to see) as a counter-attack (In FF8 Ultima comes before Light Pillar).

Probably the biggest difference between New Threat Omega and FF8 Omega is that this one is ALOT, ALOT, I MEAN ALOT faster. If you watch some youtube videos of FF8 Omega you can see people getting several turns in before Omega's next attack.

In the current New Threat build he absorbs most elements but seems to take damage from Gravity attacks so Laser will always deal 9999, and L5 Suicide is a cheap way to deal some hefty damage to him. Triple Reflecting Demi spells can also be effective. He also appears to be vulnerable to Paralysis aswell but Dazers seems to miss a chunk. I haven't survived long enough on Active ATB to know if he's vulnerable to Dual or not. He's immune to Haste so I can't make Dual more effective using that method, assuming Haste affects Dual the same way it does regen and also assuming Omega is vulnerable to Dual, which it almost certainly isn't.

POTENTIAL ERROR: With the Extra battle, the Gold and Platinum battle options are greyed out but you can still access them, had a rather nasty suprise of Nemesis Ultra Sparking me to death. Keep in mind the levels of my characters are around the high 50s with no rank ups (Doing a run through without using the drug dealer in the Mythril Mines).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-03 23:17:39
Can confirm he's beatable.

So the options are still available even before they're unlocked? Whoops. Also, he wasn't supposed to be vulnerable to gravity; I think it was listed as something he absorbed in FF8 so I'll get that fixed. As for statuses, with the exception of Frog and Mini, anything that didn't exist in FF8 can be used on Omega here; so Dual-Drain and Paralysis will work.

Actually, I left Manipulate on by accident :l

Edit: Making some revisions to Omega, getting Terra Break to deal 0 damage if you're defending, use his physical attack, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miksu on 2016-04-03 23:34:10
Spoiler: show
(http://i.imgur.com/yTsxuFH.jpg)
What is that "??????"? I don't mind spoilers... It just seems weird.
Also what does Relic Ring do? "Mysterious artifact". I have a feeling that it's useless. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-04-03 23:45:33
hey sega chief

while you are fixing up omega weapon

remember to remove the sword on him or else people might think he is ulimite weapon
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-04 00:00:19
What is that "??????"? I don't mind spoilers... It just seems weird.
Also what does Relic Ring do? "Mysterious artifact". I have a feeling that it's useless. :D

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

hey sega chief

while you are fixing up omega weapon

remember to remove the sword on him or else people might think he is ulimite weapon

Ah, but Ultimate Weapon doesn't have a sword in FF7 so we have to assume that Omega borrowed it from him.

Edit: Got the thing for Terra Break working, but need to decide if it's triggered by one character defending or all three need to be Defending. Leaning toward all three.

Edit2: Threw a wee patch up; changes Gravija to Demi3, Terra Break change (all three characters need to defend after Demi3 to avoid the damage), changed up the elemental resistances (I think) and re-enabled the physical attack.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-04-04 12:38:32
Relic Ring gives Auto-Wall (like a Protect Ring), +20 to Strength & Magic, as well as defending against Dual-Drain and Manipulate (used by some bosses). It will also absorb Hidden...but also Restorative; so if you use it, make sure to have some alternate means of healing (absorb Fire, for instance, using an Elemental Materia).

Ah, but Ultimate Weapon doesn't have a sword in FF7 so we have to assume that Omega borrowed it from him.

Edit: Got the thing for Terra Break working, but need to decide if it's triggered by one character defending or all three need to be Defending. Leaning toward all three.

Edit2: Threw a wee patch up; changes Gravija to Demi3, Terra Break change (all three characters need to defend after Demi3 to avoid the damage), changed up the elemental resistances (I think) and re-enabled the physical attack.

Installed the Scene.bin hotfix and the flevel hotfix. Trying to kill Omega, but he freezes after the demi cast, which I believe is when he's supposed to cast Terra break?

Also, got a w-item from Nemesis the other day, leaving me with 2 of those in my possession. So I'm guessing the midgar drop was not intentional afterall? :>

I really enjoyed the little dialogue after the Nyctalopian dragon fight, giving a bit of backstory to Cid's Highwind limitbreak. o/

Edit: It also still seems that Yuffie suffers a damage penalty, when using 4x-cut from the back row.
edit 2: One of the patches says it also fixes the w-magic drop. I went down there again, but no w-magic in sight. :<
edit 3: The New Threat dude on the Highwind still tells you to go to Midgar for Cid's old mission.
Edit >9000: (http://images.akamai.steamusercontent.com/ugc/455235530380448254/888C0FBF023773BAA3CB3FB27BEA41A227B2717C/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:768&composite-to=*,*|1024:768&background-color=black)
Brawler league bugged, giving rewards from the Tifa-solo league.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-04 13:12:36
I'm completly stuck at Curator as well. What annoys me the most is that the boss is located in a place you can't get back to in Disc 3. I found a way around to survivre the few first attacks (but once again, if I knew it before I would have farmed more of these >.>). Second thing that is annoying is its high crit chance. A character with no magic materia (so no -x% hp) will either die or left with 100 hp after a crit. It implies any mage can't survive a crit, and even his AoE can crit. Maybe I'm really dumb and I miss something but otherwise i simply have no idea.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-04-04 13:21:00
maybe i should fight the guy, im still lazing around doing the chocobo thing

got my gold chocbo and ran to the quadra magic cave, then got shit stomped by the boss.

lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-04-04 13:56:14
I'm completly stuck at Curator as well. What annoys me the most is that the boss is located in a place you can't get back to in Disc 3. I found a way around to survivre the few first attacks (but once again, if I knew it before I would have farmed more of these >.>). Second thing that is annoying is its high crit chance. A character with no magic materia (so no -x% hp) will either die or left with 100 hp after a crit. It implies any mage can't survive a crit, and even his AoE can crit. Maybe I'm really dumb and I miss something but otherwise i simply have no idea.

Ignore it. It drops literally nothing. It's placed there, as people who were doing the Dark Cave sidequest (in the previous patch(es)), went in there clicking the miniature model. This was a problem as Segabro had repurposed the midgar parts into Weaponcrafting-catalysts, and people would then lose these items clicking it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-04 14:01:03
Installed the Scene.bin hotfix and the flevel hotfix. Trying to kill Omega, but he freezes after the demi cast, which I believe is when he's supposed to cast Terra break?

Also, got a w-item from Nemesis the other day, leaving me with 2 of those in my possession. So I'm guessing the midgar drop was not intentional afterall? :>

I really enjoyed the little dialogue after the Nyctalopian dragon fight, giving a bit of backstory to Cid's Highwind limitbreak. o/

Edit: It also still seems that Yuffie suffers a damage penalty, when using 4x-cut from the back row.
edit 2: One of the patches says it also fixes the w-magic drop. I went down there again, but no w-magic in sight. :<
edit 3: The New Threat dude on the Highwind still tells you to go to Midgar for Cid's old mission.
Edit >9000:
Brawler league bugged, giving rewards from the Tifa-solo league.

Must be the damage-one; I thought I had both set up correctly but the first one must have fallen off somehow.

I changed it back to the original set-up for W-Item, but I guess you slipped the noose on that one D:<

Yuffie has a damage penalty on 4x-Cut in the back-row? I think someone mentioned that but I clean forgot. Does it happen with the other characters and their ranged weapons? (Cid's Javelin, Red's Hairpin, Barret & Vince, etc.)?

I spotted last night that the trigger for both drops is the exact same for whatever reason. I'll use a new one for the W-Magic.

Wonder why that happens; I'll have a look at the script and sort it out.

I'm completly stuck at Curator as well. What annoys me the most is that the boss is located in a place you can't get back to in Disc 3. I found a way around to survivre the few first attacks (but once again, if I knew it before I would have farmed more of these >.>). Second thing that is annoying is its high crit chance. A character with no magic materia (so no -x% hp) will either die or left with 100 hp after a crit. It implies any mage can't survive a crit, and even his AoE can crit. Maybe I'm really dumb and I miss something but otherwise i simply have no idea.

You've missed nothing. It is as it appears. The diorama is off-limits.

Edit: Scene is patched to fix that Omega softlock. Flevel patch will take a little longer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-04 15:12:28
You've missed nothing. It is as it appears. The diorama is off-limits.

Let me correct that :

Quote
You've missed nothing. It is as it appears. The diorama is currently off-limits.

I've found a new way around for all his attacks right now. So far I've destroyed both arms and done 40k damage to the torso. I failed because I misscasted resist on my team when I wanted to cast something else xD. I'm unsure how many HP the torso have but if it isn't infinite (aka full healing when almost dead) or if it doesn't have a suicide attack doing 9999 ignoring Shield it can be done :)

(http://images.akamai.steamusercontent.com/ugc/455235530380589771/777A8E3F428CBFD5A0E3244C5033B9B5A43D8B14/)

This fight also learned me that some attacks can ignore the Shield status, is there also a flag to ignore evasion ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-04 15:22:51
This fight also learned me that some attacks can ignore the Shield status, is there also a flag to ignore evasion ?

Well, now I'm a little worried ^^'

There is a formula that does that (item damage formulas) and maybe a flag but I don't think I used either; 255% accuracy on magic attacks means it's going to hit, though, and the laser attacks have that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-04 15:26:10
Let me correct that :

I've found a new way around for all his attacks right now. So far I've destroyed both arms and done 40k damage to the torso. I failed because I misscasted resist on my team when I wanted to cast something else xD. I'm unsure how many HP the torso have but if it isn't infinite (aka full healing when almost dead) or if it doesn't have a suicide attack doing 9999 ignoring Shield it can be done :)


This fight also learned me that some attacks can ignore the Shield status, is there also a flag to ignore evasion ?

And that new way would be? Not like my OCD wants me to beat him, i just need to know for....for... research, yes research. ( I tricked aque so good, muahahha).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-04 15:37:22
Can confirm he's beatable.

So the options are still available even before they're unlocked? Whoops. Also, he wasn't supposed to be vulnerable to gravity; I think it was listed as something he absorbed in FF8 so I'll get that fixed. As for statuses, with the exception of Frog and Mini, anything that didn't exist in FF8 can be used on Omega here; so Dual-Drain and Paralysis will work.

Actually, I left Manipulate on by accident :l

Edit: Making some revisions to Omega, getting Terra Break to deal 0 damage if you're defending, use his physical attack, etc.
In FF8 I think Gravity didn't heal him but straight up missed or dealt 0. He definitely shouldn't be vulnerable to it but he definitely doesn't absorb it.

Is there a difference between Dual and Dual Drain? Because Neo Bahamut specifically says it has a chance to inflict Dual.
Also does L5 Suicide count as a Gravity attack or a % Formula attack? Under Enemy Skills it doesn't say Gravity Skill like Laser, ?? ?? and Vital Hammer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-04 15:46:22
And that new way would be? Not like my OCD wants me to beat him, i just need to know for....for... research, yes research. ( I tricked aque so good, muahahha).

To survive the first few attacks before you get a turn, you need to start the fight with protect rings (Auto-Wall), if you stole a ribbon from Brass Dagon, it could be also used on one of your character depending how they can tank the opening attacks. Sadness helps a lot to reduce damage as well. From there, juste haste your team, get a character who keep shielding your team, get one spamming Bolt 3 and the last one to attack a lot with elemental + lightning (and lot of counter attacks :D).

If you run out of ether (though I used something like 2 elixirs and 2 Turbo Ethers) you can steal Turbo Ethers from the "panther" in the tunnel just in front of Shinra HQ.

Going further on the fight, he'll use new attacks such "Harsh warning" which will damage for 9999 one character and ignoring your Shield Status, just use a fullCure on the character and reshield him. He used it only once and seems to be usable only by the arms which means it's not a threat anymore once only torso is left.
You might need 2 or 3 tries to get lucky with the arm grab (it can be used at the beginning right after his opener but it's pretty rare).

In the last phase he has two new attacks which are annoying : Coral laser and Timed warning.
Coral laser won't damage much but inflicts death, shield will again prevent the damage and status.
Timed warning is more tricky because it causes damage ignoring shield (low damage tho, around 1.2k) and inflicts Slow + Stop even when shielded. It's an annoyance only if it affects the character who shield the team. I haven't tested yet but there is an accessory preventing time statuses, equip it on shielding character and it should be fine.

I just checked with the Prod Cloud tool, both arms got 99k hp, torso have around 350k.Since both arms sum up at 200k I'm pretty sure Torso can be done even if it's a bit longer because of the stop status on your attacking character.

There is only last attack from what I've seen with PrC tool which is called "Rainbow laser", the only attack the boss haven't done to me yet. From what I saw with the tool, it should damage a lot but shouldn't pierce shield. I might be wrong, but if it doesn't ignore shield, the boss is definitely doable ^^

Edit: I think I'm going to go through story as I want to see all the additions of the mod. I'll retry this boss later, keeping a save file at Shinra HQ.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-04 15:58:58
In FF8 I think Gravity didn't heal him but straight up missed or dealt 0. He definitely shouldn't be vulnerable to it but he definitely doesn't absorb it.

Is there a difference between Dual and Dual Drain? Because Neo Bahamut specifically says it has a chance to inflict Dual.
Also does L5 Suicide count as a Gravity attack or a % Formula attack? Under Enemy Skills it doesn't say Gravity Skill like Laser, ???? and Vital Hammer.

L5 Suicide has no element, just a formula-%; it'll hit Omega. As for Dual & Dual-Drain, they're technically the same status; Dual does nothing on it's own except appear in the status tool-tip bar when selecting status-curing items/magic while Dual-Drain will crash the game if applied without Dual.

To survive the first few attacks before you get a turn, you need to start the fight with protect rings (Auto-Wall), if you stole a ribbon from Brass Dagon, it could be also used on one of your character depending how they can tank the opening attacks. Sadness helps a lot to reduce damage as well. From there, juste haste your team, get a character who keep shielding your team, get one spamming Bolt 3 and the last one to attack a lot with elemental + lightning (and lot of counter attacks :D).

If you run out of ether (though I used something like 2 elixirs and 2 Turbo Ethers) you can steal Turbo Ethers from the "panther" in the tunnel just in front of Shinra HQ.

Going further on the fight, he'll use new attacks such "Harsh warning" which will damage for 9999 one character and ignoring your Shield Status, just use a fullCure on the character and reshield him. He used it only once and seems to be usable only by the arms which means it's not a threat anymore once only torso is left.
You might need 2 or 3 tries to get lucky with the arm grab (it can be used at the beginning right after his opener but it's pretty rare).

In the last phase he has two new attacks which are annoying : Coral laser and Timed warning.
Coral laser won't damage much but inflicts death, shield will again prevent the damage and status.
Timed warning is more tricky because it causes damage ignoring shield (low damage tho, around 1.2k) and inflicts Slow + Stop even when shielded. It's an annoyance only if it affects the character who shield the team. I haven't tested yet but there is an accessory preventing time statuses, equip it on shielding character and it should be fine.

I just checked with the Prod Cloud tool, both arms got 99k hp, torso have around 350k.Since both arms sum up at 200k I'm pretty sure Torso can be done even if it's a bit longer because of the stop status on your attacking character.

There is only last attack from what I've seen with PrC tool which is called "Rainbow laser", the only attack the boss haven't done to me yet. From what I saw with the tool, it should damage a lot but shouldn't pierce shield. I might be wrong, but if it doesn't ignore shield, the boss is definitely doable ^^

The Torso has two phases; you'll see Rainbow Laser when it's below 50% HP.

But I'll need to warn you now; there is nothing awaiting you at the end of this endeavor but madness. And a scaled model of Midgar.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-04 16:03:31
L5 Suicide has no element, just a formula-%; it'll hit Omega. As for Dual & Dual-Drain, they're technically the same status; Dual does nothing on it's own except appear in the status tool-tip bar when selecting status-curing items/magic while Dual-Drain will crash the game if applied without Dual.

The Torso has two phases; you'll see Rainbow Laser when it's below 50% HP.

But I'll need to warn you now; there is nothing awaiting you at the end of this endeavor but madness. And a scaled model of Midgar.

I know there is probably nothing (welp we are never truly sure :p) that's why I'm going to finish the mod, keeping a save at this place to load it after and take my time to beat it :)

Yeah because I forgot to mention, but my best try (40% damage to torso with both arms dead) took something around a hour. I think that now I know the strategy it could be highly reduced (plus I can optimise more my build). It means that if you go through unlucky tries it can be time consumming ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-04-04 16:32:02
Eh, Chief, did you say you fixed the NPC at the bottom of the crater? It still does the same thing where you can't not leave and the two options are messed up (save isn't clickable, leave to highwind is save and nothing is leave to highwind)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-04-04 18:00:14
In 1.35, is 2x (double cut) materia jas been removed ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-04-04 18:15:59
In 1.35, is 2x (double cut) materia jas been removed ?
It's given to you by one of the extra-battle npcs in Gold Saucer. I think you need to beat to Nyctalopian dragon to obtain it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-04 18:18:43
Eh, Chief, did you say you fixed the NPC at the bottom of the crater? It still does the same thing where you can't not leave and the two options are messed up (save isn't clickable, leave to highwind is save and nothing is leave to highwind)

I adjusted it, but I guess it didn't do the trick. I'll look at it again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-04 18:36:53
Does Dual/Dual Drain cease to work if an enemy is under Manipulate when you inflict it or Manipulated after inflicting it? Just been testing the first release of the new Gold Match Extra Battle on Active ATB and it still doesn't wanna seem to die. After a while I chucked an antidote at it and it didn't miss (Meaning it cured the Dual, it wasn't Poisoned).

I didn't think Manipulate affected Dual although it's possible I'm wrong. When this thing eventually dies i'll put it in a different save game (Like with my Level 99 Party after defeating : | when it was outside the Shinra Mansion). I'll almost certainly have to wait a little while before I can defeat it Post-Patch, since as of now I won't be able to survive Ultima.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-04-04 18:39:43
It's given to you by one of the extra-battle npcs in Gold Saucer. I think you need to beat to Nyctalopian dragon to obtain it.

Ok ty =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-04-04 21:15:39
What are some things that inflict dual and dual-drain?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-04 21:32:34
Ok, did some quick test runs on the Extra Battle Gold Match, by the way you can still access Gold and Platinum without beating Silver.

Slash - Still haven't seen this attack, should be base power 16 like other Physicals.
Meteor - Appears to be unchanged. Out of curiosity, what did you set the base power to (FF8 Meteor = 20 Base Power I think)?
Medigo Flame - Still reduces HP to 1. While it was fixed at 9998 in FF8, it's not really suitable for that to carry over this mod. Perhaps changing the damage formula to Target's Max HP - 1 may be possible, otherwise you have 2 attacks in a row that CANNOT KILL anyone.
Gravija/Demi3 - Has had a name change but the Demi3 animation against multiple targets replicates Gravija pretty much identically. No issues here.
Terra Break - I had to remove Sadness from my characters to check the numbers for this, but the damage it deals is right on the money with it's FF8 Counterpart. Only issues are it's meant to be 16 hits (Not alot can be done about that though) and it shouldn't be dealing Critical Hits.
Light Pillar - Will obliterate a single target as expected. Light Pillar is still coming before Ultima though.
Ultima - Heavy Magical Damage, you'll want some protection or means of dodging to survive this. Only issue is it should come before Light Pillar, not after.

Gravity Attacks vs Omega - These are now healing him where in FF8, Gravity attacks either miss or deal 0 Damage. Omega definitely doesn't absorb them.
Omega's Speed - My characters have relatively low Speed themselves so it's hard to make judgements, but L5 Death seems to effectively be a Sneak Attack to open. With FF8 Omega it's possible for him to do a regular Physical attack before L5 Death. (FF8 Omega DEX/Speed stat = 61).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-04 21:36:54
What are some things that inflict dual and dual-drain?
I think for players it's limited to the Neo-Bahamut Summon. It only has a chance to inflict Dual and there's no obvious tell for when an enemy is inflicted with Dual, the only way you can find out if it stuck is to either Sense it and track it's HP, or for 30000+ Health enemies chuck an antidote at it (assuming it isn't poisoned) and see if it misses or not. Even then you'll be curing the status you're trying to find out if you inflicted or not doing so.

I wanted to be able to inflict Dual with my weapon attacks but Neo-Bahamut + Added Effect doesn't work like that because from what I've been told, one of the flags needed to make it happen is missing from the kernel editor.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-04 22:01:41
Edit2: Threw a wee patch up; changes Gravija to Demi3, Terra Break change (all three characters need to defend after Demi3 to avoid the damage), changed up the elemental resistances (I think) and re-enabled the physical attack.
Since Gold Match is still accessable before beating Silver. Tested this out and Terra break wrecked my party even with all my characters defending, defending still reduced it by 50% but definitely didn't avoid the damage.

Speaking of the Silver match, gave it a go. I know my characters aren't that strong but is it essentially just a damage sponge that spits out bad status effects or is there a trick to damage him quickly? Unfortunately because there's 3 immune body parts I can't resort to triple reflecting Bolt3 so trying to fight him takes a long time (How much Health does it have?).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lopes on 2016-04-04 23:47:48
Hello guys :)

I think i found a bug. I have fought Ziegfried 1 time, saved the game, continue playing and Ziegfried appeared again. Wich means 2 rewards.

Will load the save so i wont abuse the bug.

It is a bug right? :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DynamixDJ on 2016-04-04 23:57:56
L5 Suicide has no element, just a formula-%; it'll hit Omega. As for Dual & Dual-Drain, they're technically the same status; Dual does nothing on it's own except appear in the status tool-tip bar when selecting status-curing items/magic while Dual-Drain will crash the game if applied without Dual.
How does this apply to {Vanilla} would I be correct in assuming that "vanilla" is the expression adopted for the original title?
Anyway, I have listed "Seizure" in my guide as the reverse-Regen effect, and Dual as a dummied out Status, that when activated via a hack its name will display in the "Status field" in-battle. Is this technically correct, or have I got it backwards, and what else (if anything) does Dual do?

Also, what background is that Pic of the Curator? Is it used in .... Vanilla? What ID is it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-04-05 01:31:41
How does this apply to {Vanilla} would I be correct in assuming that "vanilla" is the expression adopted for the original title?
Anyway, I have listed "Seizure" in my guide as the reverse-Regen effect, and Dual as a dummied out Status, that when activated via a hack its name will display in the "Status field" in-battle. Is this technically correct, or have I got it backwards, and what else (if anything) does Dual do?

Also, what background is that Pic of the Curator? Is it used in .... Vanilla? What ID is it?

I am not sure of the ID but I am fairly sure that is the background for the Carry Armor in the vanilla game
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DynamixDJ on 2016-04-05 01:33:15
Ah! I believe you are correct!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2016-04-05 04:24:50
I think for players it's limited to the Neo-Bahamut Summon. It only has a chance to inflict Dual and there's no obvious tell for when an enemy is inflicted with Dual, the only way you can find out if it stuck is to either Sense it and track it's HP, or for 30000+ Health enemies chuck an antidote at it (assuming it isn't poisoned) and see if it misses or not. Even then you'll be curing the status you're trying to find out if you inflicted or not doing so.

I wanted to be able to inflict Dual with my weapon attacks but Neo-Bahamut + Added Effect doesn't work like that because from what I've been told, one of the flags needed to make it happen is missing from the kernel editor.

You could also use Synthesis Cell.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-05 06:05:04
Does Dual/Dual Drain cease to work if an enemy is under Manipulate when you inflict it or Manipulated after inflicting it? Just been testing the first release of the new Gold Match Extra Battle on Active ATB and it still doesn't wanna seem to die. After a while I chucked an antidote at it and it didn't miss (Meaning it cured the Dual, it wasn't Poisoned).

I didn't think Manipulate affected Dual although it's possible I'm wrong. When this thing eventually dies i'll put it in a different save game (Like with my Level 99 Party after defeating : | when it was outside the Shinra Mansion). I'll almost certainly have to wait a little while before I can defeat it Post-Patch, since as of now I won't be able to survive Ultima.

Ordinarily, any enemy will die at roughly the same time under Dual-Drain as the rate of hp loss is based on the afflicted target's MaxHP. However, past an unknown point this will no longer be the case for enemies with extraordinarily high HP. A single dose of Dual-Drain won't be enough to kill it outright, and one thing to remember with this status is that while Dual-Drain will eventually drop off like Regen, the Dual status will remain; so the HP loss probably wore off and the antidote only healed off the Dual instead.

Ok, did some quick test runs on the Extra Battle Gold Match, by the way you can still access Gold and Platinum without beating Silver.

Slash - Still haven't seen this attack, should be base power 16 like other Physicals.
Meteor - Appears to be unchanged. Out of curiosity, what did you set the base power to (FF8 Meteor = 20 Base Power I think)?
Medigo Flame - Still reduces HP to 1. While it was fixed at 9998 in FF8, it's not really suitable for that to carry over this mod. Perhaps changing the damage formula to Target's Max HP - 1 may be possible, otherwise you have 2 attacks in a row that CANNOT KILL anyone.
Gravija/Demi3 - Has had a name change but the Demi3 animation against multiple targets replicates Gravija pretty much identically. No issues here.
Terra Break - I had to remove Sadness from my characters to check the numbers for this, but the damage it deals is right on the money with it's FF8 Counterpart. Only issues are it's meant to be 16 hits (Not alot can be done about that though) and it shouldn't be dealing Critical Hits.
Light Pillar - Will obliterate a single target as expected. Light Pillar is still coming before Ultima though.
Ultima - Heavy Magical Damage, you'll want some protection or means of dodging to survive this. Only issue is it should come before Light Pillar, not after.

Gravity Attacks vs Omega - These are now healing him where in FF8, Gravity attacks either miss or deal 0 Damage. Omega definitely doesn't absorb them.
Omega's Speed - My characters have relatively low Speed themselves so it's hard to make judgements, but L5 Death seems to effectively be a Sneak Attack to open. With FF8 Omega it's possible for him to do a regular Physical attack before L5 Death. (FF8 Omega DEX/Speed stat = 61).

Slash is used at the end of it's AI cycle. I could add a bit of AI to have it randomly attack now and then; how does this work in FF8? Does he always attack physically after each special attack or is it random?

Megiddo is a tough one. I could set the damage to use the in-game clock instead maybe.

Defending against Terra Break worked in testing, but changing the condition to check all three characters are defending must have broken it. I'll do some tests and change it back to single-character defending if need be and I'll remove the crit-check from it. The 16th hit might actually be calculated, but not shown visually on-screen; that's what usually happens when no. of hits exceed what the animation can show.

Oh, is Light Pillar AFTER Ultima? I read the Wiki wrong :I I'll swap them over.

I'll set Gravity element to nullify and see what I can do with L5 Death; it is used in the pre-battle AI to keep it out of the way of the Main AI, but if there's a possibility for a physical attack before it then I might need to move it.

I think for players it's limited to the Neo-Bahamut Summon. It only has a chance to inflict Dual and there's no obvious tell for when an enemy is inflicted with Dual, the only way you can find out if it stuck is to either Sense it and track it's HP, or for 30000+ Health enemies chuck an antidote at it (assuming it isn't poisoned) and see if it misses or not. Even then you'll be curing the status you're trying to find out if you inflicted or not doing so.

I wanted to be able to inflict Dual with my weapon attacks but Neo-Bahamut + Added Effect doesn't work like that because from what I've been told, one of the flags needed to make it happen is missing from the kernel editor.

Flare from Contain will also inflict Dual-Drain; and Synthesis Cells like Mithrain mentioned.

Hello guys :)

I think i found a bug. I have fought Ziegfried 1 time, saved the game, continue playing and Ziegfried appeared again. Wich means 2 rewards.

Will load the save so i wont abuse the bug.

It is a bug right? :p

What version of the mod are you playing? Is it the 7H catalog IRO? This was an old issue in 1.35 where a variable wasn't being flipped.

How does this apply to {Vanilla} would I be correct in assuming that "vanilla" is the expression adopted for the original title?
Anyway, I have listed "Seizure" in my guide as the reverse-Regen effect, and Dual as a dummied out Status, that when activated via a hack its name will display in the "Status field" in-battle. Is this technically correct, or have I got it backwards, and what else (if anything) does Dual do?

Also, what background is that Pic of the Curator? Is it used in .... Vanilla? What ID is it?

It's the same for the vanilla/default game; Dual does nothing on its own but seems to be needed for Dual-Drain/Seizure to function correctly. It has no other known function, though a theory is that it was an early prototype for a 'Double' effect where two spells could be cast at once, like W-Magic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lopes on 2016-04-05 08:59:15
Quote
What version of the mod are you playing? Is it the 7H catalog IRO? This was an old issue in 1.35 where a variable wasn't being flipped.

Im playing the latest, normal 1.4 version and the fixes. Up to 4 April
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-05 14:20:26
But I'll need to warn you now; there is nothing awaiting you at the end of this endeavor but madness.

YOU NEVER HAVE BEEN SO RIGHT

How come you could came up with the idea of adding him def and mdef each time he does a ****** rainbow laser ! But no, that's not enough, you must be under sadness and wall as well at the time of the laser or your whole team will wipe. Oh gosh, I hate this boss. Can anyone here believe that Cid, a FULL STR char is hitting 150 at lv 81 ?!

I'm not done with it. Even though its def and mdef have been increased from what I counted I did something like 100k out of the 180 (being under 50% of 360). Since none of my characters use the "Attack" command during the fight, I'll come with all three limit break ready and burst it down as soon as I reach the first rainbow laser. I just have to hope he doesn't use Rainbow Laser the same second that wall status go off >.>

(Ah yeah, I have changed my mind, I'm not continuing the mod until I have killed this boss :D)

Edit: I'm unsure if you can do anything for it and I forgot to ask so many times but could you look at Cid's limit break "Big Brawl" ? The steam version makes it very bugged and I only found one thread about it with no valuable answer. What happens is that sometimes the limit won't display any damage. It can happen anytime, on any ennemy. A quick example was the Turk Fight in Midgar Tunnels. The first time I used it, Cid was doing 800 on each attack. When I did it again (same boss, second fight after a wipe) the limit did the same exact animation except there was no sound on each hit and no damage was displayed. I can't tell if the damage is done and not displayed or simply not done at all. Only thread I found : http://steamcommunity.com/app/39140/discussions/0/540733523750867651/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-05 15:08:08
Im playing the latest, normal 1.4 version and the fixes. Up to 4 April

I'll look into it, then.

YOU NEVER HAVE BEEN SO RIGHT

How come you could came up with the idea of adding him def and mdef each time he does a ****** rainbow laser ! But no, that's not enough, you must be under sadness and wall as well at the time of the laser or your whole team will wipe. Oh gosh, I hate this boss. Can anyone here believe that Cid, a FULL STR char is hitting 150 at lv 81 ?!

I'm not done with it. Even though its def and mdef have been increased from what I counted I did something like 100k out of the 180 (being under 50% of 360). Since none of my characters use the "Attack" command during the fight, I'll come with all three limit break ready and burst it down as soon as I reach the first rainbow laser. I just have to hope he doesn't use Rainbow Laser the same second that wall status go off >.>

(Ah yeah, I have changed my mind, I'm not continuing the mod until I have killed this boss :D)

Edit: I'm unsure if you can do anything for it and I forgot to ask so many times but could you look at Cid's limit break "Big Brawl" ? The steam version makes it very bugged and I only found one thread about it with no valuable answer. What happens is that sometimes the limit won't display any damage. It can happen anytime, on any ennemy. A quick example was the Turk Fight in Midgar Tunnels. The first time I used it, Cid was doing 800 on each attack. When I did it again (same boss, second fight after a wipe) the limit did the same exact animation except there was no sound on each hit and no damage was displayed. I can't tell if the damage is done and not displayed or simply not done at all. Only thread I found : http://steamcommunity.com/app/39140/discussions/0/540733523750867651/

Found your white whale, eh?

Big Brawl does that sometimes; the damage should be calculated as normal though, even without the numbers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-05 15:12:54
Slash is used at the end of it's AI cycle. I could add a bit of AI to have it randomly attack now and then; how does this work in FF8? Does he always attack physically after each special attack or is it random?
It appears to be random, I think it's effectively a flow chart where there's X% Chance to use Slash and Y% Chance to use something from it's pre-determined attack pattern. I wouldn't say it's 50-50 (Possibly 25% Chance to use Slash) but I don't know the actual numbers. What I do know is I've seen it use Slash before L5 Death and I've also seen it use Slash twice in a row.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-05 16:23:46
off course it will be. Good luck with Pearl Weapon.
Ok, this guy is a TANK. I'm guessing he's weak to Earth and possibly Hidden but most of my attacks barely tickle him. If his Health is anything like Keelhaul Armor (178000 Total, 78000 Body, 50000 x 2 Arms) then this is going to be extremely painful. It looks like he's immune to most status effects, I tried casting Slow on him but he seemed to counter that with his multi-target laser twice in quick succession.

I thought this guy was originally Topaz Weapon in the NT mod? I'm guessing alot changed in 1.4
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-04-05 20:22:55
Ok, this guy is a TANK. I'm guessing he's weak to Earth and possibly Hidden but most of my attacks barely tickle him. If his Health is anything like Keelhaul Armor (178000 Total, 78000 Body, 50000 x 2 Arms) then this is going to be extremely painful. It looks like he's immune to most status effects, I tried casting Slow on him but he seemed to counter that with his multi-target laser twice in quick succession.

He's pretty tanky. 182000 HP and more defense than magic defense. He's weak to hidden and earth as you said, but he is indeed weak to slow. I had a bit of a problem with him, but it was a long fight as opposed to a hard fight. Try to keep alive (back row, sadness and wall) whilst chipping away at him slowly, eventually you'll whittle him down. Once he opens his chest his resists drop so just throw everything you have at him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-05 20:35:23
He's pretty tanky. 182000 HP and more defense than magic defense. He's weak to hidden and earth as you said, but he is indeed weak to slow. I had a bit of a problem with him, but it was a long fight as opposed to a hard fight. Try to keep alive (back row, sadness and wall) whilst chipping away at him slowly, eventually you'll whittle him down. Once he opens his chest his resists drop so just throw everything you have at him.
Finally managed to kill him, Operation: Furious Dice was a success (At one point rolled 6,6,6,4 for a whopping 6600 Damage) and helped bypass his insane defences, I'm guessing from what I've seen he opens his chest up based on 25% Health thresholds, If I was to do this again I'd probably take the time to level a bit and have more damage options. Burnt through a couple Turbo Ethers but otherwise the only real issues were unlucky foot stamp crits and the occasional double magic blast.

Holy profanities, that's alot of EXP, AP and Gil.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-05 21:48:32
Thanks. Thank you Sega Chief, tonight I learned an important life lesson ... : NOTHING IS OFF LIMITS

(http://i.imgur.com/gjRwNcn.jpg)

I knew the reward was worth it :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-05 21:52:01
Thanks. Thank you Sega Chief, tonight I learned an important life lesson ... : NOTHING IS OFF LIMITS

(http://i.imgur.com/gjRwNcn.jpg)

I knew the reward was worth it :)
So is it a Battery or a Potion? This is Sega Chief we're talking about.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-05 22:07:26
So is it a Battery or a Potion? This is Sega Chief we're talking about.
Not going to spoil it, I'm pretty sure some players want to find it out by themselves. It's none of those, the item is really useful this time ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Yuffie1983 on 2016-04-05 22:43:52
Hello Mr Chief, I was wondering the NT IRO packaged with the 4th of April update say it is 1.35 is that just a mistake. Also I take it other gameplay mods in 7th heaven need to be turned off. And one more thing does it need to be put in alphabetical order the mod, in the load order described in the tutorial.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-05 22:58:20
Now in the process of hunting down Ultimate Weapon for some Reflect Rings (Ground) and Circlets (Aerial). Ultima Beam doesn't appear to be Hidden Elemental in this mod but on the plus side he'll use Shadow Flare in every battle except the first one at Mideel meaning I can learn the Enemy Skill without too much difficulty. Shadow Flare is also Hidden Elemental so reflecting it back at him does alot of damage since WEAPONS are weak to Hidden, as such I'm expecting him to have more HP than Heinz.

Off Topic: What's up with the spawn mechanics for Ziegfried? Been looking for him in Forests so I can get the MP Plus Materia but haven't had any luck finding him, I figured he'd have same spawn rates as Mystery Ninja but even in the Rocket Town area forests he just doesn't want to show.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-05 23:09:20
Off Topic: What's up with the spawn mechanics for Ziegfried? Been looking for him in Forests so I can get the MP Plus Materia but haven't had any luck finding him, I figured he'd have same spawn rates as Mystery Ninja but even in the Rocket Town area forests he just doesn't want to show.
In both 1.35 and 1.4 I got him to spawn at the very tiny forest a bit after Fort Condor (going to Junon). In both 1.35 and 1.4 he spawned the first fight in the forest, didn't try to encounter him more than once.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-06 06:29:10
Thanks. Thank you Sega Chief, tonight I learned an important life lesson ... : NOTHING IS OFF LIMITS

If ever a truer word was said, I've not heard it.

Ok, this guy is a TANK. I'm guessing he's weak to Earth and possibly Hidden but most of my attacks barely tickle him. If his Health is anything like Keelhaul Armor (178000 Total, 78000 Body, 50000 x 2 Arms) then this is going to be extremely painful. It looks like he's immune to most status effects, I tried casting Slow on him but he seemed to counter that with his multi-target laser twice in quick succession.

I thought this guy was originally Topaz Weapon in the NT mod? I'm guessing alot changed in 1.4

He's a hefty dude. I changed the colour scheme because it was a bit garish; the new one looks a lot cleaner. He'll randomly counter Magic when his chest is closed with Pearl Raze, and randomly counter physical damage when his chest is open. He does indeed open his chest at 25% thresholds; it's a slightly modified version of Demon Gate's AI that I used.

Hello Mr Chief, I was wondering the NT IRO packaged with the 4th of April update say it is 1.35 is that just a mistake. Also I take it other gameplay mods in 7th heaven need to be turned off. And one more thing does it need to be put in alphabetical order the mod, in the load order described in the tutorial.

Prob a mistake, I compiled it with 1.4 files so should be good to go. If the new game text mentions 1.4 then it's fine, otherwise let me know. As for load order, I think it's based on type. Gameplay mods should be last/lowest priority so that graphical mods can go on top.

Now in the process of hunting down Ultimate Weapon for some Reflect Rings (Ground) and Circlets (Aerial). Ultima Beam doesn't appear to be Hidden Elemental in this mod but on the plus side he'll use Shadow Flare in every battle except the first one at Mideel meaning I can learn the Enemy Skill without too much difficulty. Shadow Flare is also Hidden Elemental so reflecting it back at him does alot of damage since WEAPONS are weak to Hidden, as such I'm expecting him to have more HP than Heinz.

Off Topic: What's up with the spawn mechanics for Ziegfried? Been looking for him in Forests so I can get the MP Plus Materia but haven't had any luck finding him, I figured he'd have same spawn rates as Mystery Ninja but even in the Rocket Town area forests he just doesn't want to show.

He should only spawn once, but the spawn-rate reportedly increases as you progress through the game. If he's not appearing for you at all, then I wonder if this is related to that other bug report where the guy said Ziegfried was showing up repeatedly. I'll check the trigger, but it wasn't touched for this build.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-06 10:15:36
Spoiler incoming, just to be sure I'm not missing something.

Spoiler: show

After beating Curator, you get back keycard to 66th and 68th floor, yet you still can't go back to 68th floor. I know it's intended in the Vanilla game, but you didn't add anything in 68th floor right ? Or you simply forgot to re-open the door ? I really have a doubt since you get both of these keycards.


Edit : Grosspanzer enemy is bugged (can be found in the screen after Proud Clod boss). It's a multi staged one, Grosspanzer.Big must be defeated, then Grosspanzer.Small A can be damaged. Once Grosspanzer.Small A is defeated, none of Grosspanzer.Small B and Grosspanzer.Mobile can be damaged, even with their weakness elements (water, lightning). The only way to end the fight is either to escape or to die.

Edit 2 & 3: Is 'Alpha" enemy skill base power correct ? It feels like a really weak spell being the only "Holy" one. I mean it costs more MP than Trine or Beta and will do less damage on an enemy weak to Holy than a Bolt 3 (enemy having neutral resistance to lightning). I was quite surprised during the Hojo fight, him being weak to holy/wind (contain not yet available) and absorbing gravity made it a bit boring when he was immune to physical. Alpha was hitting for 1.2k while Bolt 3 would hit for 2.5-3k.
Also got a question regarding Highwind NPC, isn't the captain supposed to let you rebattle Disc 2 bosses ? I'm at Disc 3 and he still sleeps.

Edit 4 :
Spoiler: show
Cid's third fight (Snuffle) have a weird behavior when using "Drake Salvo". I'm not sure what happened but it seems to have two salves, the first one killed two full life characters while missing a lot on the third, second salve seemed to heal but the characters were already dead and somehow Cid was dead but still standing. Not sure if intended or if anything has gone wrong.

Also got a last question, is there anything to do in order to trigger the craft of final weapons ? The NPC still have the dialogues saying he was a master and such.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-06 15:08:32
Spoiler incoming, just to be sure I'm not missing something.

Spoiler: show

After beating Curator, you get back keycard to 66th and 68th floor, yet you still can't go back to 68th floor. I know it's intended in the Vanilla game, but you didn't add anything in 68th floor right ? Or you simply forgot to re-open the door ? I really have a doubt since you get both of these keycards.


Edit : Grosspanzer enemy is bugged (can be found in the screen after Proud Clod boss). It's a multi staged one, Grosspanzer.Big must be defeated, then Grosspanzer.Small A can be damaged. Once Grosspanzer.Small A is defeated, none of Grosspanzer.Small B and Grosspanzer.Mobile can be damaged, even with their weakness elements (water, lightning). The only way to end the fight is either to escape or to die.

Edit 2 & 3: Is 'Alpha" enemy skill base power correct ? It feels like a really weak spell being the only "Holy" one. I mean it costs more MP than Trine or Beta and will do less damage on an enemy weak to Holy than a Bolt 3 (enemy having neutral resistance to lightning). I was quite surprised during the Hojo fight, him being weak to holy/wind (contain not yet available) and absorbing gravity made it a bit boring when he was immune to physical. Alpha was hitting for 1.2k while Bolt 3 would hit for 2.5-3k.
Also got a question regarding Highwind NPC, isn't the captain supposed to let you rebattle Disc 2 bosses ? I'm at Disc 3 and he still sleeps.

Edit 4 :
Spoiler: show
Cid's third fight (Snuffle) have a weird behavior when using "Drake Salvo". I'm not sure what happened but it seems to have two salves, the first one killed two full life characters while missing a lot on the third, second salve seemed to heal but the characters were already dead and somehow Cid was dead but still standing. Not sure if intended or if anything has gone wrong.

Also got a last question, is there anything to do in order to trigger the craft of final weapons ? The NPC still have the dialogues saying he was a master and such.


I'll adjust the flags for Grosspanzer. As for Alpha, I adjusted down the base power for the unholy trinity of Beta, Aqualung, and Trine for this version which meant Alpha went down as well. I could just put that back up to it's old base power of 50-ish. As for the Boss Rematch thing, I took that out; it was stopping me from putting one-time drops on them. I'll check that attack; if it's too buggy, then it'll need to be replaced.

As for the ult weapon crafting, that's on the same trigger as before; try going to the bottom of the North Crater, getting the phone call confirming game moment = 1998, and then heading back.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-06 15:38:22

As for the ult weapon crafting, that's on the same trigger as before; try going to the bottom of the North Crater, getting the phone call confirming game moment = 1998, and then heading back.

Ah yeah I forgot we needed the call. I just went down to the first screen. Thanks ! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-06 20:52:46
He's a hefty dude. I changed the colour scheme because it was a bit garish; the new one looks a lot cleaner. He'll randomly counter Magic when his chest is closed with Pearl Raze, and randomly counter physical damage when his chest is open. He does indeed open his chest at 25% thresholds; it's a slightly modified version of Demon Gate's AI that I used.
I will agree that Pearl Weapon looks alot more aesthetically pleasing. I didn't see him dealing that many counters since Operation: Furious Dice meant I was mostly dealing Physical attacks that ignored VIT. I guess it also explains why I got Counter-Attacked when slowing him down (Is Pearl Raze the multi-target laser attack).

When his chest opens, is damage against him multiplied or does he suffer a drop in VIT and SPR. I'd like to know if I do another run through to see if it's worth saving Summons for that point (No point holding back if it's only a VIT/SPR drop since Summons ignore MDef).

I think it might be worth pushing foward to the North Crater section of the game so I can get some Ribbons. Don't have nearly enough Status protecting items for some of the sidequests I'd like to do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-07 06:17:38
I will agree that Pearl Weapon looks alot more aesthetically pleasing. I didn't see him dealing that many counters since Operation: Furious Dice meant I was mostly dealing Physical attacks that ignored VIT. I guess it also explains why I got Counter-Attacked when slowing him down (Is Pearl Raze the multi-target laser attack).

When his chest opens, is damage against him multiplied or does he suffer a drop in VIT and SPR. I'd like to know if I do another run through to see if it's worth saving Summons for that point (No point holding back if it's only a VIT/SPR drop since Summons ignore MDef).

I think it might be worth pushing foward to the North Crater section of the game so I can get some Ribbons. Don't have nearly enough Status protecting items for some of the sidequests I'd like to do.

It's a drop in defensive stats, so Summons won't afford extra damage there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Yuffie1983 on 2016-04-07 16:23:52
Hello Mr Chief, I reinstalled 7TH heaven yesterday and all the mods. I downloaded the 3RD of April update for NT in it, placed the IRO in the library folder of 7th Heaven set everything else up. Here is the problem start the game with just the new NT IRO and have all other gameplay mods turned off. The game is in vanilla mode not NT, so I tried again but this time with game mods set to NT in the drop down with the new NT mod still in the library and I get the 1.35 version of the mod. Am I doing something wrong  ???
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-07 16:27:30
Maybe I put the wrong files into the IRO? I'll check.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-04-07 18:14:04
So i was playing 1.35 in the second difficulty, quite challenging and really really interesting ! ( i'm before teh attack on midgard to stop Hojo).

I start 1.4 today and my god the game is SO EASY :O
Event the Mecha soldier was a challenge before

I think i will stay on 1.35 for now
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HeaN on 2016-04-07 18:30:59
Hey dude. I'm just asking myself why the heck in some fights I lose HP like its "ANTI-Regen" or smthing. This sh1t is really pissing me off. And I don't know how I could fix this. If all my party members got this status, im literally fcked.


Thanks in advance, hean
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-07 18:46:25
Hey dude. I'm just asking myself why the heck in some fights I lose HP like its "ANTI-Regen" or smthing. This sh1t is really pissing me off. And I don't know how I could fix this. If all my party members got this status, im literally fcked.


Thanks in advance, hean
It's a Status effect known as Dual or Dual-Drain and as you said works like a Reverse Regen. In this Mod, Antidotes now cure both Poison/Dual (Shops seem lacking in Antidotes in places, Sega Chief is speaking to the manufacturers about it) and I think Esuna cures it aswell. As far as I know the only thing that stops enemies inflicting Dual on you is Resist (Unconfirmed) and the Relic Ring but that causes you to Absorb the Restorative Element (Behave like undead enemies and take damage from healing items/magic, you'll need another means of healing).

On the plus side you can inflict this on enemies aswell. The Neo-Bahamut Summon and Flare spell (Contain Materia) have a chance to inflict Dual as do items called Synthesis Cells.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-07 19:37:05
Not to sound pressuring, am simply wondering, how is the Dark cave quest coming along? ( As well as the Arrange mod and exe patch)?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-07 20:44:18
It's a Status effect known as Dual or Dual-Drain and as you said works like a Reverse Regen. In this Mod, Antidotes now cure both Poison/Dual (Shops seem lacking in Antidotes in places, Sega Chief is speaking to the manufacturers about it) and I think Esuna cures it aswell. As far as I know the only thing that stops enemies inflicting Dual on you is Resist (Unconfirmed) and the Relic Ring but that causes you to Absorb the Restorative Element (Behave like undead enemies and take damage from healing items/magic, you'll need another means of healing).

On the plus side you can inflict this on enemies aswell. The Neo-Bahamut Summon and Flare spell (Contain Materia) have a chance to inflict Dual as do items called Synthesis Cells.

Quick correction, Esuna doesn't cure Dual sadly but is very useful for the "paralysed" status that you will often encounter. Neo bahamut + added effect in an armor should prevent the status as well. Remedy will remove it too but you'll prefer antidotes since it's cheaper.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-07 20:47:49
So i was playing 1.35 in the second difficulty, quite challenging and really really interesting ! ( i'm before teh attack on midgard to stop Hojo).

I start 1.4 today and my god the game is SO EASY :O
Event the Mecha soldier was a challenge before

I think i will stay on 1.35 for now

No worries, I'll tempt you over when I've finished the new and improved Arrange Mode for 1.4.

Hey dude. I'm just asking myself why the heck in some fights I lose HP like its "ANTI-Regen" or smthing. This sh1t is really pissing me off. And I don't know how I could fix this. If all my party members got this status, im literally fcked.


Thanks in advance, hean

Dual-Drain (aka Anti-Regen/Seizure) can be stopped through several methods; you can use an Antidote to heal it off, or use Dispel to get rid of it. You can also use Regen to cancel it out in a pinch, or use Slow (even Stop) on the afflicted character to stop their HP ticking down so fast. There's also some accessories that can block the status. You could also prevent it altogether by using the Resist status from either the spell of the same name, or a Vaccine item.

Not to sound pressuring, am simply wondering, how is the Dark cave quest coming along? ( As well as the Arrange mod and exe patch)?

Getting there; Dark Cave will be first, followed by the .EXE patch and Arrange.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Meta on 2016-04-07 22:14:47
Question, why did all the limits explanations get replaced with target info?
I forget from time to time what do some limits do and this caused me a bit of trouble on my journey.
Also, what is "Mulit-hit" (http://images.akamai.steamusercontent.com/ugc/273966218636394084/7D6B2701617B9850F8570E12039C3AE397C214BB/) supposed to mean? ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-07 22:58:52
I replaced them because the custom .EXE at the time changed some of the effects but having two kernels for two different explanations would have been very tricky. So instead I changed it to be target-info instead; multi-hit means it lands multiple attacks per use (Omnislash = 15 hits for instance). Multi-target means it affects more than one target, like an All effect.

Edit: Updated the Main Installer with some fixes like W-Magic and the wrong text in Junon Leagues (seems the correct prize was being dished out though). I also adjusted Omega's AI (again) and hopefully fixed Grosspanzer. I'm also hoping this is the last set of patches that need to be made before I can get Dark Cave finished.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-04-08 05:42:03
No worries, I'll tempt you over when I've finished the new and improved Arrange Mode for 1.4.

Oh i's shure you will, you'r work is amazing =)

Ps: Imo, all rpg should be as challenging as 1.35 arrange mod *-*
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-08 06:59:25
Quick correction, Esuna doesn't cure Dual sadly but is very useful for the "paralysed" status that you will often encounter. Neo bahamut + added effect in an armor should prevent the status as well. Remedy will remove it too but you'll prefer antidotes since it's cheaper.
I think Neo Bahamut + Added Effect doesn't actually work. I asked Sega Chief about it and I think he said that one of the flags needed to make it work is missing from the kernel editor. Unfortunately the most desirable things I would pair with Added Effect don't actually work, namely Dual and Paralysis (Ramuh + Added Effect doesn't work either).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miacis on 2016-04-08 09:10:59
During the Gongaga Turks fight, is Reno supposed to counter even Rude's MBarrier with Turk Light?

I'm playing the 04/02 IRO version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-04-08 11:28:50
@Miacis
It happens even in the latest installer, so it's not just the IRO.

I think it's hilarious.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-04-08 13:15:31
Heu guys, in 1.35 where did i can find the "Heaven's Cloud" weapon ? To craft the ultimate weapon of cloud =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-08 15:34:08
During the Gongaga Turks fight, is Reno supposed to counter even Rude's MBarrier with Turk Light?

I'm playing the 04/02 IRO version.

Goddammit, Reno.

Heu guys, in 1.35 where did i can find the "Heaven's Cloud" weapon ? To craft the ultimate weapon of cloud =)

Heaven's Cloud is obtained in 1.35 by Morping Variablis in Extra Battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Yuffie1983 on 2016-04-08 15:40:24
During the Gongaga Turks fight, is Reno supposed to counter even Rude's MBarrier with Turk Light?

I'm playing the 04/02 IRO version.

How did you get the IRO to work the one uploaded 4TH of April, because it is not working for me. Plus is it 1.4 version of it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-08 16:33:34
I updated the IRO in the main installer DL; should be dated for the 7th.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-04-08 17:34:59
Heaven's Cloud is obtained in 1.35 by Morping Variablis in Extra Battle.


Ah I already try this fight. Can't do anything my characters spend them time control by the boss.

Edit: Well, he's dead, now i will uset he power of exel to try to morph it


Edit 2: After 6 fight, he NEVER get the same hp max. Sometime more, sometime less.
 (exemple: max hp 38556-  46578-  41151-)
Did you REALLY have put random hp on a boss we need  to morph ? Really ? ........... I have to find you now

Edit3: Confirmed, he has random hp. Segachief you are satan
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Grumpy_Edge on 2016-04-09 08:55:46
Got soft-locked in Mt. Corel with Cloud constantly running into Tifa after speaking with the NPC on the first screen.

I also had Barrett in my party, if that makes any difference.

http://imgur.com/gMMqbw1 (http://imgur.com/gMMqbw1)

Edit: Will happen with any party that involves Barrett, regardless of their position in the team.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-09 14:52:45
Damnit Sega! I tried so hard to do the Cat's Bell => 7777 HP trick, but you seem to have patched it! xD well well, have to beat the bosses the "legit" way it seems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-09 15:29:24

Ah I already try this fight. Can't do anything my characters spend them time control by the boss.

Edit: Well, he's dead, now i will uset he power of exel to try to morph it


Edit 2: After 6 fight, he NEVER get the same hp max. Sometime more, sometime less.
 (exemple: max hp 38556-  46578-  41151-)
Did you REALLY have put random hp on a boss we need  to morph ? Really ? ........... I have to find you now

Edit3: Confirmed, he has random hp. Segachief you are satan

There is no boss with random HP; he's got 41000HP. Smack him with four 9999 damage hits, then a Cactuar Gun for something like 990 damage, then finish with a Morph.

Got soft-locked in Mt. Corel with Cloud constantly running into Tifa after speaking with the NPC on the first screen.

I also had Barrett in my party, if that makes any difference.

http://imgur.com/gMMqbw1 (http://imgur.com/gMMqbw1)

Edit: Will happen with any party that involves Barrett, regardless of their position in the team.

I tested the combinations at the time; I must have changed something. I'll get it fixed.

Damnit Sega! I tried so hard to do the Cat's Bell => 7777 HP trick, but you seem to have patched it! xD well well, have to beat the bosses the "legit" way it seems.

That's actually a thing present in the vanilla game; with Cat's Bell, it'll skip the 7777 mark and go to 7778 or something like that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-09 15:31:30
There is no boss with random HP; he's got 41000HP. Smack him with four 9999 damage hits, then a Cactuar Gun for something like 990 damage, then finish with a Morph.

I tested the combinations at the time; I must have changed something. I'll get it fixed.

That's actually a thing present in the vanilla game; with Cat's Bell, it'll skip the 7777 mark and go to 7778 or something like that.

yeah sorry for that, but it doesnt matter, found another way to get it =)!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-09 16:32:27
yeah sorry for that, but it doesnt matter, found another way to get it =)!
Now all Sega Chief has to do is give it some Coin treatment, problem solved.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-04-09 21:12:15
There is no boss with random HP; he's got 41000HP. Smack him with four 9999 damage hits, then a Cactuar Gun for something like 990 damage, then finish with a Morph.

If only i could do 9999 *-*
I'm 50 on my party and I don't even have 3k hp.

Atm I try to get a Ragnarok on Iron man in the crater ( i didn't get one on Proud Clod), but I guess I have to morph it too  :/ ( I hate  this mechanic so much )


PS: Jenova at the special battle in battle square almost do no damage ( in 1.35)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-04-09 21:17:27
I love the morph mechanic. Sega Chief made it easier than ever before thanks to the change to the joke weapons. You can also just use Yuffie's Conformer for max damage if you only care about end-game morphing (which is in vanilla as well).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-04-09 21:18:22
I love the morph mechanic. Sega Chief made it easier than ever before thanks to the change to the joke weapons. You can also just use Yuffie's Conformer for max damage if you only care about end-game morphing (which is in vanilla as well).

Morphing on ennemy you CAN'T sense is a pain.


Wait, joke weapon morph ennemy ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-10 01:01:51
Please ignore the PM I sent earlier. I figured it out lol. Cant wait to play NT, been waitin quite a while now. Between this and FFIX on Steam it's gonna be some great gamin!!!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miacis on 2016-04-10 01:34:39
Shera doesn't know how to words. The "Hear the whole story" and "Quick summary" options for Cid's flashback appear to give the opposite results.
Soon after, there are a couple of text goof-ups on why Luck is important (https://i.imgur.com/wFd4N3A.png). The next textbox is also affected, then the two afterwards are just a empty, awkward silence.

Palmer's fight was dope, though.

Wait, joke weapon morph ennemy ?
They ignore the Morph damage penalty.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-10 06:21:40
Please ignore the PM I sent earlier. I figured it out lol. Cant wait to play NT, been waitin quite a while now. Between this and FFIX on Steam it's gonna be some great gamin!!!!

Oh, whoops. I sent a reply already.

Shera doesn't know how to words. The "Hear the whole story" and "Quick summary" options for Cid's flashback appear to give the opposite results.
Soon after, there are a couple of text goof-ups on why Luck is important (https://i.imgur.com/wFd4N3A.png). The next textbox is also affected, then the two afterwards are just a empty, awkward silence.

Palmer's fight was dope, though.
They ignore the Morph damage penalty.

I'm surprised the text options are mixed up; I'd better check that. As for the text alignment, that might be because I started to rewrite it then forgot to finish it. Cid's innate is a bit up in the air at the moment because I'm starting to suspect it doesn't actually work :l
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-10 07:50:19
Just coming towards the end of the Raid on Midgar. When fighting Hojo I can deal with the First Form no problems, the Second Form is ok if Right Hand doesn't Crit and even then I can recover easily enough, however the Third Form is somewhat annoying. Cellular Guard seems to make him invulnerable and neither DeBarrier or DeSpell removes it, I maybe figured that you simply had to wait for it to wear off and damage him again but he recast Cellular Guard with NO DELAY between it running out and him casting it, assuming it actually ran out and wasn't just refreshed.

What am I missing here? More than anything this just seems irritating, this is the first time I can honestly say I'm not having fun with this mod.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-10 07:59:02
Just coming towards the end of the Raid on Midgar. When fighting Hojo I can deal with the First Form no problems, the Second Form is ok if Right Hand doesn't Crit and even then I can recover easily enough, however the Third Form is somewhat annoying. Cellular Guard seems to make him invulnerable and neither DeBarrier or DeSpell removes it, I maybe figured that you simply had to wait for it to wear off and damage him again but he recast Cellular Guard with NO DELAY between it running out and him casting it, assuming it actually ran out and wasn't just refreshed.

What am I missing here? More than anything this just seems irritating, this is the first time I can honestly say I'm not having fun with this mod.

Nuke him until he casts Cellular MGuard (immune to magic). When he casts one, it cancels the previous one. Also he is weak to wind & holy if it can help to kill him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-10 08:37:33
Nuke him until he casts Cellular MGuard (immune to magic). When he casts one, it cancels the previous one. Also he is weak to wind & holy if it can help to kill him.
So he switches between Physical and Magical Immunity. Bad oversight on my part (I facepalmed as soon as I saw "MGuard") i'll admit, but it's still not fun. It's not as bad as I thought and I did make an error.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-10 09:22:52
Hojo never seems to go down well. I'll see what I can do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-04-10 09:54:55
Shera doesn't know how to words. The "Hear the whole story" and "Quick summary" options for Cid's flashback appear to give the opposite results.
Soon after, there are a couple of text goof-ups on why Luck is important (https://i.imgur.com/wFd4N3A.png). The next textbox is also affected, then the two afterwards are just a empty, awkward silence.

Palmer's fight was dope, though.
They ignore the Morph damage penalty.

I love you all
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: eXistenZe on 2016-04-10 13:43:33
Is there any way to get a clear font without MO?
Mine is all crispy...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-10 14:02:39
Hojo never seems to go down well. I'll see what I can do.
He also seems to be biased towards Cellular Guard over Cellular MGuard. Takes 1-2 Physical Hits of around 1300 for Hojo to switch to Cellular Guard but takes several Alpha castings all for around 1500 damage before he switches to Cellular MGuard.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-10 14:20:39
Random question, how the heck do you guys beat Love Buster in NT 1.4? My chars all deal 2 dmg:
Tried to dispel the effect of Romance bomber but to no avail. Help?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Usukane on 2016-04-10 14:53:56
I've followed the install guide, and when I go to open game via 7th Heaven it keeps saying "plz insert game disk 1, 2 and 3"
I copy&paste game from steam to my SSD to call it FF7DISC1. I can open the game via FF7_Lanucher.exe (NOT MODDED) but not thru 7th Heaven. (NOT MODDED meaning I launch game thru the modded files but its not modded if you get what i mean LOL)


~Steam version of the game, NEVER used any modding tools before this
(http://i835.photobucket.com/albums/zz273/DJDarkrai/ff7disk123_zpshalizg0j.png) (http://s835.photobucket.com/user/DJDarkrai/media/ff7disk123_zpshalizg0j.png.html)


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-04-10 15:40:22
hey sega cheif

can you add in the option to always do 9999 damage on your mod so people can that option on or off please

and can you also add in always do limit break on or off option as well please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-04-10 15:54:50
I've followed the install guide, and when I go to open game via 7th Heaven it keeps saying "plz insert game disk 1, 2 and 3"
I copy&paste game from steam to my SSD to call it FF7DISC1. I can open the game via FF7_Lanucher.exe (NOT MODDED) but not thru 7th Heaven. (NOT MODDED meaning I launch game thru the modded files but its not modded if you get what i mean LOL)


~Steam version of the game, NEVER used any modding tools before this
(http://i835.photobucket.com/albums/zz273/DJDarkrai/ff7disk123_zpshalizg0j.png) (http://s835.photobucket.com/user/DJDarkrai/media/ff7disk123_zpshalizg0j.png.html)

http://forums.qhimm.com/index.php?topic=15520.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-10 17:00:29
Random question, how the heck do you guys beat Love Buster in NT 1.4? My chars all deal 2 dmg:
Tried to dispel the effect of Romance bomber but to no avail. Help?

You can hit him with Gravity attacks; try using Laser, Demi2/3, or gravity items like T/S Bombs when conventional damage starts to become too low. Defence-ignoring attacks like Summons will also still work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-04-10 17:08:44
hey sega cheif

can you add in the option to always do 9999 damage on your mod so people can that option on or off please

and can you also add in always do limit break on or off option as well please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-10 18:21:20
I wouldn't know how to do that, to be honest.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Yuffie1983 on 2016-04-10 18:41:31
I've followed the install guide, and when I go to open game via 7th Heaven it keeps saying "plz insert game disk 1, 2 and 3"
I copy&paste game from steam to my SSD to call it FF7DISC1. I can open the game via FF7_Lanucher.exe (NOT MODDED) but not thru 7th Heaven. (NOT MODDED meaning I launch game thru the modded files but its not modded if you get what i mean LOL)


~Steam version of the game, NEVER used any modding tools before this
(http://i835.photobucket.com/albums/zz273/DJDarkrai/ff7disk123_zpshalizg0j.png) (http://s835.photobucket.com/user/DJDarkrai/media/ff7disk123_zpshalizg0j.png.html)

You need to down load the ghost ISO, and mount it with something like Daemon tools, the download is in the 7th heaven tutorial guide.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: eXistenZe on 2016-04-10 19:03:41
Game crashing at the beguining when they have to press the three buttons at the same time. After I try and miss the first time, no message appears...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-10 23:36:36
I know what's caused that; I'll repair it.

Edit: That's it patched; there was a serious problem there where game moment and a var were being set.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lynx_7 on 2016-04-11 06:07:49
Right now the only thing stopping me from picking this up is the lack of compatibility with the Reunion (mostly the Beacause translation) and the whole "Aerith lives" business which I'm not a big fan of. I believe you said you weren't planning on making the former happen until NT reaches its final version, but as for the latter, is there any possibility of making a version where that specific plot point is kept intact? If so, can we expect it anytime soon?
And just as a suggestion, if it isn't too much trouble (it probably is, so feel free to just ignore this lol), maybe you could release the next revision (or another future one that you're relatively happy with) to be compatible with the ReunionR04C and keep that as an alternative for people that want to experience both NT and Reunion together until you release the final version of your own mod. That way you could keep updating it as you are now while still offering a compromised alternative for folks like me :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-11 07:52:12
Hojo never seems to go down well. I'll see what I can do.
Got past the fight and now making my way through the Northern Cave. As for feedback regarding Hojo:

First Form:

- Why does Poodler Prime take Poison damage where Bad Rap Prime Absorbs it? Seems to be none of them should be vulnerable to Poison.
- When either Bad Rap or Poodler is out of the way, Hojo exclusively uses ?? ?? Vial which is Hidden Elemental. As such he can be rendered harmless until the next phase with Escort Guard or Materia=Elemental Combinations in armour.

Second Form:

- Prophetic Hojo exclusively uses Mako Spit once Right Arm is dead. This means with Poison protection on all your characters you have another harmless phase while you chop down his Left Arm or main body. The loss of Right Arm removes 75% of his moveset (He no longer uses his Physical attack as expected but he also stops using Transmute Gas and Rabid Gale).
- Physical attacks from Right Arm seem to fluctuate alot regarding Critical Hits.

Final Form:

- Physical attacks such as Combo and his unnamed Life Steal attack seem to have abnormally high crit rates.
- Cellular Guard and Cellular MGuard seem a bit funny about how they work, is it number of hits or damage dealt that makes Hojo decide which one to switch to? Do Limit Breaks also affect it? He seems to be biased towards Cellular Guard over Cellular MGuard, despite damage or number of hits.
- Phantasm is a hard hitting Hidden Elemental attack which if you're protecting from it like with ?? ?? vial poses little threat, however he has enough other attacks that can pose a threat that this isn't an issue. It's still heavily punishing for anyone not protecting from Hidden.


Summary:

The first two forms are a drawn out prelude to the final form which poses the only real threat. Periods of harmlessness from bosses coupled with high HP pools result in a rather mind-numbing chop down of the first two forms. Once you reach the final form you have the fustration of the inconsistencies of Cellular Guard and Cellular MGuard. The attacks themselves in the final form are fine except for the feeling of RNG screwing you over regarding the Critical Hit chance of his Physical attacks.

Recommendations:

- Give first form Hojo something other than ?? ?? Vial to deal damage to the party. Perhaps a couple different elemental and status vials to keep us on our toes. First Form Hojo and his pets HP Pools are fine as they are as L5 Suicide can efficiently deal with them.
- When Right Arm dies, keep it's ability to use Transmute Gas and Rabid Gale. You'd obviously expect his Physical attack to be disabled but with only Mako Spit to attack us once that arm dies, a party of Poison protected characters render this form harmless. Consider reducing the HP pool to counterbalance the ability to maintain himself as a threat throughout the form.
- During the Final Form, make the use of Cellular Guard and MGuard a bit more consistent about when they are used. It should hopefully make the fight less fustrating, if Cellular Guard and MGuard were based on how much damage of a certain type taken then it could potentially work as a means of determining the Boss HP without Sense.

-----------

Off Topic: Noticed this in the Extra Battle: Gold Match but it appears that even if your Level is a multiple of 5, L5 Death doesn't seem to work at all. I also think you can still access matches which are not unlocked.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: eXistenZe on 2016-04-11 07:56:24
Also there is a problem reported a while back that is not fixed. There is an extended menu part that shows when cloud climbs the latter at the second reactor after the save point near where jessie explains the card problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-11 10:36:22
So, I'm farming in crater to craft the ultimate weapons. I must say it's not fun at all. The fights are fine, AI is fine, stats are fine; but having to morph enemies between 103k and 150k HP which cannot be sensed when your higher STR char will do 100 damage when using morph + elemental weakness (it also means you can't use counter attack materias, else you might kill it before morphing) is a real pain. Even more when you have to count any single damage done to not overkill :\. Going with Yuffie's conformer would ease these fights, but you also have to morph an enemy to get her weapons :\

Adding the morph item as a drop would be a fine soluton, or maybe swap a steal item with a morph item (preferably accessory/armor such poison ring & dragon armlet since these are the rare steals of crater). Saying that reminds me due to the "new" steal formula based on the level and crater mobs being 90+, it's really hard to steal. Haven't tried with the glove yet tho

Edit :

Code: [Select]

LVdifference = 40 + User's LV - Target's LV

LV Factor = 512 x LV Difference
    -------------------
   100

Chance = Itemchance x LV Factor
----------------------
   256
Is this formula still correct ? After calculating, my team being ~85 and Crater Dragon being 93, I should have 20.48% chance to steal a common item (10.24 for the rare, 5.12 very rare). Cid used at least 20 mugs (maybe 22, I'm pretty sure since I counted the damage) and stole nothing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: biggs223 on 2016-04-11 11:49:01
Hello, so i began to play the mod and everything is fine but for some reason the save point between the train station and the sector 7 of the slum (the one right near the pillar) teleport me to the end of the game where i am asked to create a ng+ save. Hope i was clear enough, english isn't my primary language.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-11 15:42:45
Hello, so i began to play the mod and everything is fine but for some reason the save point between the train station and the sector 7 of the slum (the one right near the pillar) teleport me to the end of the game where i am asked to create a ng+ save. Hope i was clear enough, english isn't my primary language.

That's a debug routine that's snuck its way in. I'll remove it immediately.

Also there is a problem reported a while back that is not fixed. There is an extended menu part that shows when cloud climbs the latter at the second reactor after the save point near where jessie explains the card problem.

I've had a look at it but I'm not sure what's causing it. I'll have a shot at it later.

Right now the only thing stopping me from picking this up is the lack of compatibility with the Reunion (mostly the Beacause translation) and the whole "Aerith lives" business which I'm not a big fan of. I believe you said you weren't planning on making the former happen until NT reaches its final version, but as for the latter, is there any possibility of making a version where that specific plot point is kept intact? If so, can we expect it anytime soon?
And just as a suggestion, if it isn't too much trouble (it probably is, so feel free to just ignore this lol), maybe you could release the next revision (or another future one that you're relatively happy with) to be compatible with the ReunionR04C and keep that as an alternative for people that want to experience both NT and Reunion together until you release the final version of your own mod. That way you could keep updating it as you are now while still offering a compromised alternative for folks like me :P

The plan is to make it so that it uses flags that were originally reserved for Yuffie and Vincent being optional characters, that way there doesn't need to be an alternate version; it can handle both. That's coming in after I've finished this sidequest + Arrange Mode.

As for Reunion, I can't just make NT work with it; I need to sink in a lot of time to make all the changes manually.

Got past the fight and now making my way through the Northern Cave. As for feedback regarding Hojo:

First Form:

- Why does Poodler Prime take Poison damage where Bad Rap Prime Absorbs it? Seems to be none of them should be vulnerable to Poison.
- When either Bad Rap or Poodler is out of the way, Hojo exclusively uses ?? ?? Vial which is Hidden Elemental. As such he can be rendered harmless until the next phase with Escort Guard or Materia=Elemental Combinations in armour.

Second Form:

- Prophetic Hojo exclusively uses Mako Spit once Right Arm is dead. This means with Poison protection on all your characters you have another harmless phase while you chop down his Left Arm or main body. The loss of Right Arm removes 75% of his moveset (He no longer uses his Physical attack as expected but he also stops using Transmute Gas and Rabid Gale).
- Physical attacks from Right Arm seem to fluctuate alot regarding Critical Hits.

Final Form:

- Physical attacks such as Combo and his unnamed Life Steal attack seem to have abnormally high crit rates.
- Cellular Guard and Cellular MGuard seem a bit funny about how they work, is it number of hits or damage dealt that makes Hojo decide which one to switch to? Do Limit Breaks also affect it? He seems to be biased towards Cellular Guard over Cellular MGuard, despite damage or number of hits.
- Phantasm is a hard hitting Hidden Elemental attack which if you're protecting from it like with ?? ?? vial poses little threat, however he has enough other attacks that can pose a threat that this isn't an issue. It's still heavily punishing for anyone not protecting from Hidden.


Summary:

The first two forms are a drawn out prelude to the final form which poses the only real threat. Periods of harmlessness from bosses coupled with high HP pools result in a rather mind-numbing chop down of the first two forms. Once you reach the final form you have the fustration of the inconsistencies of Cellular Guard and Cellular MGuard. The attacks themselves in the final form are fine except for the feeling of RNG screwing you over regarding the Critical Hit chance of his Physical attacks.

Recommendations:

- Give first form Hojo something other than ?? ?? Vial to deal damage to the party. Perhaps a couple different elemental and status vials to keep us on our toes. First Form Hojo and his pets HP Pools are fine as they are as L5 Suicide can efficiently deal with them.
- When Right Arm dies, keep it's ability to use Transmute Gas and Rabid Gale. You'd obviously expect his Physical attack to be disabled but with only Mako Spit to attack us once that arm dies, a party of Poison protected characters render this form harmless. Consider reducing the HP pool to counterbalance the ability to maintain himself as a threat throughout the form.
- During the Final Form, make the use of Cellular Guard and MGuard a bit more consistent about when they are used. It should hopefully make the fight less fustrating, if Cellular Guard and MGuard were based on how much damage of a certain type taken then it could potentially work as a means of determining the Boss HP without Sense.

-----------

Off Topic: Noticed this in the Extra Battle: Gold Match but it appears that even if your Level is a multiple of 5, L5 Death doesn't seem to work at all. I also think you can still access matches which are not unlocked.

The 2nd form's AI is a pain; I might try and rewrite it. I'll re-do all three fights actually.

So, I'm farming in crater to craft the ultimate weapons. I must say it's not fun at all. The fights are fine, AI is fine, stats are fine; but having to morph enemies between 103k and 150k HP which cannot be sensed when your higher STR char will do 100 damage when using morph + elemental weakness (it also means you can't use counter attack materias, else you might kill it before morphing) is a real pain. Even more when you have to count any single damage done to not overkill :\. Going with Yuffie's conformer would ease these fights, but you also have to morph an enemy to get her weapons :\

Adding the morph item as a drop would be a fine soluton, or maybe swap a steal item with a morph item (preferably accessory/armor such poison ring & dragon armlet since these are the rare steals of crater). Saying that reminds me due to the "new" steal formula based on the level and crater mobs being 90+, it's really hard to steal. Haven't tried with the glove yet tho

Edit :

Code: [Select]

LVdifference = 40 + User's LV - Target's LV

LV Factor = 512 x LV Difference
    -------------------
   100

Chance = Itemchance x LV Factor
----------------------
   256
Is this formula still correct ? After calculating, my team being ~85 and Crater Dragon being 93, I should have 20.48% chance to steal a common item (10.24 for the rare, 5.12 very rare). Cid used at least 20 mugs (maybe 22, I'm pretty sure since I counted the damage) and stole nothing.

It is still correct, but what I've not considered is the level synch vs. the enemy level; so it's actually Lv.44 you're trying to steal with vs. their Lv.90+. I'll need to reconsider the drop rates. As for Morphing, the Ancient weapons (Nail Bat etc.) are supposed to ignore the damage penalty from Morph. I'll try to get some kind of system together where the enemy will respond to the Morph command and help ease the process a bit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-11 15:59:37

It is still correct, but what I've not considered is the level synch vs. the enemy level; so it's actually Lv.44 you're trying to steal with vs. their Lv.90+. I'll need to reconsider the drop rates. As for Morphing, the Ancient weapons (Nail Bat etc.) are supposed to ignore the damage penalty from Morph. I'll try to get some kind of system together where the enemy will respond to the Morph command and help ease the process a bit.

Ah yeah, forgot the level synch thing. I didn't know Ancient weapon could bypass the morph modifier, well I guess it's fine then. Thanks :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-11 16:36:21
I updated the patches + Main again; I try to avoid making updates so close together, but the two issues were quite serious.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-04-11 16:48:51
hey sega chief

how many more days until the dark cave side quest is back on your mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-11 19:26:32
I dunno, still working on it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-11 20:40:54
Just reached the bottom of the Northern Crater, here's what I got regarding items from other party members, Cloud went Left/Down to begin:

Tifa - Gigas Armlet - Right
Cid - Elixir x5 - Left/Up
Barret - Protect Ring - Left/Up
Red XIII - MP Plus - Left/Up
Yuffie - MP Plus - Left/Up
Cait Sith - Unknown - Left/Down
Vincent - Unknown - Left/Down
Aeris - Unknown - Right

Can anyone fill in the blanks? I'm curious as to what some of the other items are.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-04-12 02:04:14
I updated the patches + Main again; I try to avoid making updates so close together, but the two issues were quite serious.

Just curious Sega Chief, these patches/hotfixes that get rolled out, I'm assuming these are also being applied to the IRO version inside the main installer also correct?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kilen on 2016-04-12 02:49:17
Just curious Sega Chief, these patches/hotfixes that get rolled out, I'm assuming these are also being applied to the IRO version inside the main installer also correct?

Looking at the timestamps on the files, it looks like he's updating the IRO files before the standalone patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-04-12 03:23:28
Fort Condor runner seems to not work at Cid's house.

EDIT: Appears to affect the runner for every town but Junon. He says you need 4000 gil to hire troops and then nothing happens. This is after using the latest installer.
Also, it seems Cid needs a disproportionately large amount of exp compared to everyone else in order to gain levels.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-04-12 03:35:06
Looking at the timestamps on the files, it looks like he's updating the IRO files before the standalone patch.

Oh nice, alright cool. I wasn't sure since I strictly use the IRO version to test with graphical mods inside 7th Heaven.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-12 03:42:45
SC---I just finished Rocket Town (seriously, I cannot thank you enough for the ability to turn off random battles).

I believe someone mentioned the scene-skip options being reversed in functionality already, but did anyone mention Cid's janky dialogue after you finish up and get the Tiny Bronco?  There are a lot of blank text boxes as well as some not-so-good-looking text editing (the last letter of a line being bumped to the next line).

For the record, I do not have the latest flevel hotfix added (this was the April 3rd one), but everything else should be up to date.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-12 06:11:33
Just reached the bottom of the Northern Crater, here's what I got regarding items from other party members, Cloud went Left/Down to begin:

Tifa - Gigas Armlet - Right
Cid - Elixir x5 - Left/Up
Barret - Protect Ring - Left/Up
Red XIII - MP Plus - Left/Up
Yuffie - MP Plus - Left/Up
Cait Sith - Unknown - Left/Down
Vincent - Unknown - Left/Down
Aeris - Unknown - Right

Can anyone fill in the blanks? I'm curious as to what some of the other items are.

I set it so that the items they find are always the same regardless of the path they took:
Cait Sith: Lucky Pill (gives one character 'Lucky Girl' status AKA auto-crits)
Vincent: Curse Ring
Aeris: Circlet

Just curious Sega Chief, these patches/hotfixes that get rolled out, I'm assuming these are also being applied to the IRO version inside the main installer also correct?

Yeah, I updated the IRO with this latest main installer. Some of the older ones didn't have an updated IRO but I'm making sure to do it from now on.

Fort Condor runner seems to not work at Cid's house.

EDIT: Appears to affect the runner for every town but Junon. He says you need 4000 gil to hire troops and then nothing happens. This is after using the latest installer.
Also, it seems Cid needs a disproportionately large amount of exp compared to everyone else in order to gain levels.

I'd better get to the bottom of this. It was working during the test run but I must have overlooked something that's causing this to happen.

SC---I just finished Rocket Town (seriously, I cannot thank you enough for the ability to turn off random battles).

I believe someone mentioned the scene-skip options being reversed in functionality already, but did anyone mention Cid's janky dialogue after you finish up and get the Tiny Bronco?  There are a lot of blank text boxes as well as some not-so-good-looking text editing (the last letter of a line being bumped to the next line).

For the record, I do not have the latest flevel hotfix added (this was the April 3rd one), but everything else should be up to date.

I keep forgetting to finish that text; I think I was going to change Cid's innate at the time so I left off the text but never got around to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-04-12 06:56:36
So with this new IRO that's being included in the main installer, should I report any bugs/glitches I find in it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GrieverVIII on 2016-04-12 07:54:49
The 8 Eyes in the Temple of the Ancients. Oh my god how do you kill them. I'm assuming they must be bugged because the blue light move deal 50% MAX HP, whereas videos I've seen on youtube (of previous versions) have that attack only doing 50% current HP. Makes them incredibly brutal to fight especially seeing as they don't seem to die instantly to Poison as they allegedly do in the base game (according to the wiki).

Edit: Naturally as soon as I post this I figure out how to do it: Demi 2 twice followed by a Laser, spamming Cure 2/All every turn to make sure everyone lives.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-12 09:31:02
So with this new IRO that's being included in the main installer, should I report any bugs/glitches I find in it?

Yep; just keep in mind any other mods you have enabled with it though and mention them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-04-12 12:31:51
I still haven't been able to encounter Sigfried (I think that was his name, the one that replaces the yuffie fight in forests). I remember someone mentioning the encounter rate is higher the later you get into the game but I am at the midgar raid and still haven't been able to get him to spawn.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miacis on 2016-04-12 13:06:28
Unless the GS Date/pre-date was altered in this latest patch, these should still apply:
Choosing Cid in the menu: an unfinished textbox (http://i414.photobucket.com/albums/pp228/Miacisj/Others/NT2.png)
Tifa date: two textboxes appearing at the same time (http://i414.photobucket.com/albums/pp228/Miacisj/Others/NT1.png).
And the Barret date ends with a softlock after the mandatory look-out scene on the ferris wheel. They just stay there doing nothing while colored lights flash.

Is Alpha Zolom designed to be beaten around the obtention of the Tiny Bronco? I'm not sure if I should feel omnipotent or merely adequate with my fancy holy-elemental spell. Or maybe overleveled.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-04-12 14:00:24
he boots you out of the fight if you're not a high enough level.

if you can actually fight him, you are good
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miksu on 2016-04-12 14:45:52
I found a bug at Gongaga Reactor, if you do not fight the optional boss (Lich GT) there while the first visit and then come back while you are controlling Tifa (After obtaining The Highwind). When you go there Tifa just says "Ruined reactor?" and camera goes slightly up and then back to Tifa and then it soft locks itself.

Might be because I'm not controlling Cloud and events do not trigger right or something like that.

Edit: Also happens with Cid. I tried without and with my mods, no difference. (7H)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-12 15:36:50
I set it so that the items they find are always the same regardless of the path they took:
Cait Sith: Lucky Pill (gives one character 'Lucky Girl' status AKA auto-crits)
Vincent: Curse Ring
Aeris: Circlet
I sent Aeris Right while Cloud, Cait Sith and Vincent all went Left/Down. Looks like Aeris is holding out on me.

The Extra Battle Gold Match seems to be back to the old placeholder of the ships, did something happen to the new addition? Funny enough when I went in Barret landed on 7777 HP just as Regen and Dual cancelled eachother out, what are the odds?

Shadow Flare when cast by enemies appears to be Non-Elemental instead of Hidden-Elemental, tried a couple of means of Hidden protection and it still hits me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-12 17:30:11
I still haven't been able to encounter Sigfried (I think that was his name, the one that replaces the yuffie fight in forests). I remember someone mentioning the encounter rate is higher the later you get into the game but I am at the midgar raid and still haven't been able to get him to spawn.

The encounter rate for it can be finicky; world map encounter rates work slightly different to how field ones do, as far as I know. The forests that have the encounter are Junon area, Gongaga area, and Rocket area; might be all forests, but those are three I know for certain.

Unless the GS Date/pre-date was altered in this latest patch, these should still apply:
Choosing Cid in the menu: an unfinished textbox (http://i414.photobucket.com/albums/pp228/Miacisj/Others/NT2.png)
Tifa date: two textboxes appearing at the same time (http://i414.photobucket.com/albums/pp228/Miacisj/Others/NT1.png).
And the Barret date ends with a softlock after the mandatory look-out scene on the ferris wheel. They just stay there doing nothing while colored lights flash.

Is Alpha Zolom designed to be beaten around the obtention of the Tiny Bronco? I'm not sure if I should feel omnipotent or merely adequate with my fancy holy-elemental spell. Or maybe overleveled.

It's the chosen name; it's too long for the box because I didn't leave enough space for custom character names. I found a function in the field editor though that lets me set default character names so I'm currently resizing them all. The soft-lock is a bit of a concern though; I'll need to re-do that field screen or load in an older one.

I found a bug at Gongaga Reactor, if you do not fight the optional boss (Lich GT) there while the first visit and then come back while you are controlling Tifa (After obtaining The Highwind). When you go there Tifa just says "Ruined reactor?" and camera goes slightly up and then back to Tifa and then it soft locks itself.

Might be because I'm not controlling Cloud and events do not trigger right or something like that.

Edit: Also happens with Cid. I tried without and with my mods, no difference. (7H)

I thought that scene was locked out in vanilla post-disc 1; I'll adjust the flag for it.

I sent Aeris Right while Cloud, Cait Sith and Vincent all went Left/Down. Looks like Aeris is holding out on me.

The Extra Battle Gold Match seems to be back to the old placeholder of the ships, did something happen to the new addition? Funny enough when I went in Barret landed on 7777 HP just as Regen and Dual cancelled eachother out, what are the odds?

Shadow Flare when cast by enemies appears to be Non-Elemental instead of Hidden-Elemental, tried a couple of means of Hidden protection and it still hits me.

Might be a script priority thing; I'll have a look at it. The Shadow Flare thing is a bit odd; maybe it's using the scene flags instead of the kernel or it might be due to ignore defence. I'll test it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-12 18:26:45
I recently defeated X-ATM Scorpion at the Corel Reactor (Nice Princess Bride reference btw), I got Catastrophe but I didn't get the X-ATM core from it. I got a Warrior Bangle and then I went and talked to the guy in Corel and he says he fixed it up, sure enough I had to fight it AGAIN and after I beat it got another Warrior Bangle. So I thought maybe now i'd get it but it seems that talking to him just makes it attack you again for a repeating boss fight and a farming source for Warrior Bangles.

Where is my X-ATM Core?

----------

What happened to the Extra Battle Gold Match? I was eager to try out a strategy with one of Barret's Weapons but it's back to the old placeholder of the ghost ships.

----------

With Carmine Weapon, is there any way to counter it's Kcatta Emit storm as I've taken my time playing the game and amassed 70 Hours and as such it hits 7000 on each character with no obvious way to defend against it without restarting the game and playing faster. Is there a way to stop him from using this?

I have no idea if this would be possible but could it be programmed so that casting Slow on your party halves the damage, casting Stop on your party makes it hit 0 and casting Haste on your party would double the damage it deals? That way for people who like to take their time it isn't just an instant kill.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-04-12 22:12:14
Okay, so I actually came across 2 bugs relatively close to each other. 1st right after the Plasmabuster fight, when the scene supposedly plays out with him exploding on the bridge, the FMV immediately cuts to the 1st reactor video explosion right when AVALANCHE is escaping. The field models and everything remain intact, but the entire background is replaced with that 1st reactor explosion sequence. I thought that was pretty interesting lol.

2nd, After Cloud plummets to the sector 5 slums and lands in the church, I wake up...and to my surprise, find this lovely friend greeting me when I wake up.  :-D
(http://puu.sh/ofj2e/3a4e566954.jpg)

Now I double checked by playing through the same area of the game twice to see if I could duplicate the same bugs again, and sure enough, they are still in there. This is the updated IRO from April 11th so I'm not sure if these bugs are even present in the main installer, but I just thought I'd let you know.

These are the current mods I have loaded in 7th Heaven as well, just for reference.
(http://puu.sh/og3ev/c7b010c87f.png)
(http://puu.sh/og3kf/c2c2ef8c6b.png)

Sorry for the uber long post Sega Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-12 22:14:23
2nd, After Cloud plummets to the sector 5 slums and lands in the church, I wake up...and to my surprise, find this lovely friend greeting me when I wake up.  :-D
(http://puu.sh/ofj2e/3a4e566954.jpg)
That. Is. Fantastic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-04-12 22:25:23
I think its Reunion thats doing it. Plus the load order seems very screwed up. Also I think the minigame stuff should be excluded considering New Threat modifies that stuff as well from my knowledge. Still that is amusing, if only you could get that as a party member or maybe as a summon. XD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-04-12 22:52:16
I guess the other option I could try doing would be is to deactivate all mods and just try running NT 1.4 on it's own and see if the bugs remain present. It may be Reunion though, not sure, since I know Reunion alters the materia equip effects I believe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-04-12 23:15:58
So I gave the guy the mythril and all he gave me was a dragon claw or something, Sega, did you change the location of great gospel just to be a dick?  :-[ lol jk, or is it supposed to be found somewhere else? Maybe down the line on disk 2 or something, but then again, why would you? By that time aerith is supposed to be living on that big farm where she has a lot of space to roam around and she's very happy don't worry about her.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-12 23:29:38
I recently defeated X-ATM Scorpion at the Corel Reactor (Nice Princess Bride reference btw), I got Catastrophe but I didn't get the X-ATM core from it. I got a Warrior Bangle and then I went and talked to the guy in Corel and he says he fixed it up, sure enough I had to fight it AGAIN and after I beat it got another Warrior Bangle. So I thought maybe now i'd get it but it seems that talking to him just makes it attack you again for a repeating boss fight and a farming source for Warrior Bangles.

Where is my X-ATM Core?

----------

What happened to the Extra Battle Gold Match? I was eager to try out a strategy with one of Barret's Weapons but it's back to the old placeholder of the ghost ships.

----------

With Carmine Weapon, is there any way to counter it's Kcatta Emit storm as I've taken my time playing the game and amassed 70 Hours and as such it hits 7000 on each character with no obvious way to defend against it without restarting the game and playing faster. Is there a way to stop him from using this?

I have no idea if this would be possible but could it be programmed so that casting Slow on your party halves the damage, casting Stop on your party makes it hit 0 and casting Haste on your party would double the damage it deals? That way for people who like to take their time it isn't just an instant kill.

The X-ATM Core comes from Dark Cave.

I messed up on this flevel; it has a few problems in it, like that placeholder fight still being there for Gold Match.

I'll deal with Time Attack Storm by giving it an element or something; or maybe a low accuracy. At the moment it's a physical attack so it can be dodged using the Luck stat. I like that slow/haste idea though.

Okay, so I actually came across 2 bugs relatively close to each other. 1st right after the Plasmabuster fight, when the scene supposedly plays out with him exploding on the bridge, the FMV immediately cuts to the 1st reactor video explosion right when AVALANCHE is escaping. The field models and everything remain intact, but the entire background is replaced with that 1st reactor explosion sequence. I thought that was pretty interesting lol.

2nd, After Cloud plummets to the sector 5 slums and lands in the church, I wake up...and to my surprise, find this lovely friend greeting me when I wake up.  :-D
Sorry for the uber long post Sega Chief!

This mod is going to be the death of me. Both those bugs are NT specific.

So the first bug is probably because a line of code pre-loads the FMV which somehow carries over into the next screen. That means I'll need to get rid of it, which is easy enough to do.

As for the second one, that's out of my control. I can't tell that pesky machine what to do anymore (I'll make it invisible).

So I gave the guy the mythril and all he gave me was a dragon claw or something, Sega, did you change the location of great gospel just to be a d*ck?  :-[ lol jk, or is it supposed to be found somewhere else? Maybe down the line on disk 2 or something, but then again, why would you? By that time aerith is supposed to be living on that big farm where she has a lot of space to roam around and she's very happy don't worry about her.

I probably moved it for some reason or other. It'll turn up eventually.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-04-13 01:33:32
The X-ATM Core comes from Dark Cave.

I messed up on this flevel; it has a few problems in it, like that placeholder fight still being there for Gold Match.

I'll deal with Time Attack Storm by giving it an element or something; or maybe a low accuracy. At the moment it's a physical attack so it can be dodged using the Luck stat. I like that slow/haste idea though.

This mod is going to be the death of me. Both those bugs are NT specific.

So the first bug is probably because a line of code pre-loads the FMV which somehow carries over into the next screen. That means I'll need to get rid of it, which is easy enough to do.

As for the second one, that's out of my control. I can't tell that pesky machine what to do anymore (I'll make it invisible).

I probably moved it for some reason or other. It'll turn up eventually.

So it's NT specific, alright cool. Cause yeah, no other graphic mods are conflicting with it. I love 7th Heaven like you can't believe and being able to have NT coincide with it is like the best thing ever.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Humanoid Typhoon on 2016-04-13 05:24:36
Hi there I just started playing the New Threat mod and found a couple of bugs.

Spoiler: show
 Um Aeris, how did that get through the doorway?  :-o

(http://i.imgur.com/db7kL2V.jpg)


Also just before this, after beating the techno soldier and returning from battle to the field view it played the fmv of the first reactor blowing up. Cloud, Tifa and Barret's field models were still working normally during this scene. (Cloud getting caught in techno soldier explosion and hanging from walkway.). It returned to normal after the first reactor fmv ended.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-13 05:32:41
Hi there I just started playing the New Threat mod and found a couple of bugs.

Spoiler: show
 Um Aeris, how did that get through the doorway?  :-o

(http://i.imgur.com/db7kL2V.jpg)


Also just before this, after beating the techno soldier and returning from battle to the field view it played the fmv of the first reactor blowing up. Cloud, Tifa and Barret's field models were still working normally during this scene. (Cloud getting caught in techno soldier explosion and hanging from walkway.). It returned to normal after the first reactor fmv ended.

Yeah, this is what iDerek was reporting. I've just got the patch together though for non-7H installs:
https://mega.nz/#!uxkXhSRD!fotp-wS7lGAmDwkBAje6GDziakJAGLyB7B7tcJdOvas

I'm going to try making a new kind of patch for the IRO tomorrow, so that it doesn't require the full main installer DL.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-04-13 05:43:08
You da man SC!  8-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Humanoid Typhoon on 2016-04-13 06:49:25
Yeah, this is what iDerek was reporting. I've just got the patch together though for non-7H installs:
https://mega.nz/#!uxkXhSRD!fotp-wS7lGAmDwkBAje6GDziakJAGLyB7B7tcJdOvas

I'm going to try making a new kind of patch for the IRO tomorrow, so that it doesn't require the full main installer DL.

Oops sorry, I just skipped to the last page to quickly jot it down for you so I could get back to playing it.  :-D Awesome work on the quick update though. Thanks a bunch!

While I have your attention though, i'd like to say great job on this mod! I've spent 6 hours and i'm not even up to the sewers yet because i've been morphing things.  8) I'll definitely be keeping an eye out for the New Game + and Hard mode update after I finish this play-through.

EDIT: Just found another bug after installing the hotfix. Not sure if it's known or not but I searched the thread and nothing came up.

Anyway, I just reached the pillar and watched the part where wedge fell from the top. When it came back to field view he disappeared from the ground and reappeared running from the bottom of the screen to the left the same as he does when you get back from the first reactor.
Spoiler: show
 (http://i.imgur.com/dggyGQZ.jpg)


Not sure if it matters but i'm running the Steam version of FF7 without any other mods.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-13 16:16:51
I should have kept Dark Cave devs on the separate flevel like I'd been doing before; seems like it's interrupted the event handling on that screen. I'll take a look at it; was the scene soft-locked or could you progress?

Edit: Found the cause and fixed the script. If it doesn't soft-lock though then I might leave off a patch until later.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-13 20:25:19
The X-ATM Core comes from Dark Cave.

I messed up on this flevel; it has a few problems in it, like that placeholder fight still being there for Gold Match.

I'll deal with Time Attack Storm by giving it an element or something; or maybe a low accuracy. At the moment it's a physical attack so it can be dodged using the Luck stat. I like that slow/haste idea though.
Then it seems some of the information from the "where is the thing" readme file isn't matching up, it says X-ATM Core is from finally defeating X-ATM Scorpion (Pretty sure I did as I got Catastrophe from it) and that Pulse Ammo is from defeating Tseng in Rocket Town (I received a Weapon for Vincent but not the Pulse Ammo).

If you choose to proceed with the slow/haste idea (If that's at all possible), could you review other playtime based attacks? I think Speedstroke from Kaktuar functions the same as Time Attack Storm.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-14 06:15:19
Then it seems some of the information from the "where is the thing" readme file isn't matching up, it says X-ATM Core is from finally defeating X-ATM Scorpion (Pretty sure I did as I got Catastrophe from it) and that Pulse Ammo is from defeating Tseng in Rocket Town (I received a Weapon for Vincent but not the Pulse Ammo).

If you choose to proceed with the slow/haste idea (If that's at all possible), could you review other playtime based attacks? I think Speedstroke from Kaktuar functions the same as Time Attack Storm.

That's missing? Damn, I must have forgot to place it. That means I'll need to move it elsewhere. As for the Core, I think that was supposed to be moved to the X-ATM fight for Barret's thingie but it's still sitting in the Dark Cave sideline. I can sort something out, though; had an idea.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-14 10:43:55
More feedback about crater :
-Protoroth is the easiest of all 3 bosses and by far. Maybe I missunderstood the other two (I'll explain in the spoiler)
-Allemagne (Hatchery screen, not sure for other scenes) level 4 death kills level 99 characters (level synch ?)
-Captain NPC dialog still bugged (Can't remember if you fixed it), only 2 out of 3 options are available. Not a big deal tho.
-W-item is correctly found as the materia (upper of the screen), but middle item is still labeled as W-magic

Ribbon accessory has a "weird" behavior. I can't remember if it was the case in Vanilla, but Ribbon is supposed to prevent "Sadness" status. You still can have it by using tranquilizers (I guess it works with Hyper/Fury status). And even if your character dies, it will ressurect with the "Sadness" status still on.

Spoiler: show

Due to the very low defensives stats of each Protoroth (especially Sephiorth one), it can be done very quickly while the boss have a very low damage input. Sephiroth part took me 3 turns with Cid (9999 * 2 *3) + two set of counter attacks (using 6 materias).
The cloud part even though absorbing Fire/Ice/Lightning/Earth can be hit 9999 with the contain materia (wind element) and ~7k with Alpha, being just a matter of turns under haste + wall.

Abyss fight was really boring, needed 3 ribbons , wall status, and tons of healing to keep up with the high damage + having a character who keep silencing.
Tyrant fight (I might have missunderstood) but I couldn't kill him before his frenzy status, so I needed all my party under "Shield" status.

So yup, Protoroth was really easy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2016-04-14 11:15:57
Well I've been watching and reading this topic for a long long time, long before 1.4 came out, and now that I've played through most of the mod its time to share my thoughts and bug reports on it. But before I do that I really want to congratulate you and your team Sega Chief for creating this incredible mod. This mod truly is a piece of a work and you should all take a lot of pride in how this thing is turning out. Wonderful work!

Few comments, questions, and bug reports in the random order that it comes to me.

- I agree with the earlier sentiment that the Hojo fight needs a little rework. I think it should be a really big fight so the health numbers are fine in my opinion, but he needs a few new moves for sure. As it stands, Resist makes the fight rather simple.

- I also want to share my thoughts on Keelhaul. I thought the idea of the fight was ok in theory and it certainly makes sense for Curator, but to only damage one piece at a time was somewhat time consuming. The fight took me over 25 minutes, not that I did myself any favours mind you. Made a few mistakes (like having Counter-Manipulate on for some dumb reason)but I did go after the elemental weaknesses and it still took quite a bit of time. Not sure if this is where you want it, but hey, my thoughts here, I think this fight could use a bit of a switch up.

- A friend told me about Siegfried after I had long passed it the first time. I came back in Disc 3 with the Highwind to try and find him but so far he has not been found. Can he be found on Disc 3?

- Talking to the Sleeping man brought up the Debug Crab fight, not sure if that's been mentioned and/or fixed.

- Is there a specific reason why we can only obtain one Contain materia but multiple Planet materias? My guess is some sort of balance reason but I thought I'd ask anyways.

- Three materias that I noticed (Final Attack, Phoenix, and Bahamut ZERO) all come unmastered with 0 AP just like how Underwater works. They're still only 1-Star and therefore cannot be leveled so no worries about that. Not sure if that's a bug or unintended but there you go.

- This may sound like an odd question, but was the wind sound effect always so loud? I'm referring to the wind noise like when you are on Da-Chao or right before you fight Hojo. For whatever reason the wind sound effect was extremely loud in my run.

That's missing? Damn, I must have forgot to place it. That means I'll need to move it elsewhere. As for the Core, I think that was supposed to be moved to the X-ATM fight for Barret's thingie but it's still sitting in the Dark Cave sideline. I can sort something out, though; had an idea.

Piggybacking off of this question and answer, I can also confirm Tseng did not drop Pulse Ammo and that Love Buster did not drop the Micro Engine either. Now, I have defeated The Curator(Good googly moogly what a battle...) and he dropped the Micro Engine, however this was on a separate file I made so I could move on and come back later. Was the Micro Engine moved somewhere else other then Curator? Did I need to continue on with that file where I defeated him to keep the Engine? Was Love Buster not dropping it a bug?

Also in regards to the X-ATM Core, if you go back and talk to buddy who informs you of the side quest in the first place, he'll mention that the town has a new worker or helper or whatever and you'll hear the Scorpion closing in just like the fight previous. Wait a little longer and you'll get into a fight with it yet again. Is this intended? You can do this over and over again it seems.

Sorry about that length of this first post of mine, and I'm sure I'll have other comments and questions as I remember them, but until then fantastic job here!

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-14 12:18:36

Piggybacking off of this question and answer, I can also confirm Tseng did not drop Pulse Ammo and that Love Buster did not drop the Micro Engine either. Now, I have defeated The Curator(Good googly moogly what a battle...) and he dropped the Micro Engine, however this was on a separate file I made so I could move on and come back later. Was the Micro Engine moved somewhere else other then Curator? Did I need to continue on with that file where I defeated him to keep the Engine? Was Love Buster not dropping it a bug?


Ah yeah, this guy is totally right. Since I continued my save where i beat the Curator, I indeed have the Micro Engine listed in "Key items". I totally forgot about it. If you plan on moving the Micro-Engine, why not making the Curator accessible from disc 3 (maybe in the same way Condor TP NPC works) ? Although the Curator fight being the hardest in the mod, it might be a bad idea in terms of balance.

Edit: Got 2 small problems :
-Can't start the accessory vendor quest in Junon (maybe you deleted it ? I saw it in the documentation file, talked to all npc, no quest)
-Going  in Junon league will result as placing characters in your party in alphabetical order. Meaning if you go with Cid, he will be placed first, Cloud being switched to the middle. Using PHS Cloud can't be moved back to top position. I guess going to highwind and switching leader would fix this but it's quite an annoyance if we have to back in highwind each time.

Edit 2 : Dorky faces can't be morphed by melee characters ? They can attack/counter attack/steal/mug but they can't morph. "Can't be reached"
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: eXistenZe on 2016-04-14 15:03:00
After the last update, the game soft locks after the battle at the second reactor. And after I load the save, cloud starts walking backwards on the bridge 5 steps or so. Save anywhere tweak related?

[edit]
Nevermind. It is the save anywhere cheat messing up.

New bug though. Big yellow guard scorpion messing the flowers in the first church scenes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-14 17:29:33
Hmm ..

Spoiler: show

Isn't the mistery prize reward at battle square a waste ? 32000 only for yellow wave when you need 9 oversoul shards for a craft being at 20k each, I just feel like I've wasted so much time doing twice the special battle while I could have already purchased 2 shards >.>. Well maybe it's worth, depending on how yellow wave works, does it simply set the defences to 0 or just reduce these ?

Also, (I will try later) but if we can redo the first junon league for the same reward (aka an oversoul shard), it would be faster to farm it instead of battle square.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-14 17:33:08
More feedback about crater :
-Protoroth is the easiest of all 3 bosses and by far. Maybe I missunderstood the other two (I'll explain in the spoiler)
-Allemagne (Hatchery screen, not sure for other scenes) level 4 death kills level 99 characters (level synch ?)
-Captain NPC dialog still bugged (Can't remember if you fixed it), only 2 out of 3 options are available. Not a big deal tho.
-W-item is correctly found as the materia (upper of the screen), but middle item is still labeled as W-magic

Ribbon accessory has a "weird" behavior. I can't remember if it was the case in Vanilla, but Ribbon is supposed to prevent "Sadness" status. You still can have it by using tranquilizers (I guess it works with Hyper/Fury status). And even if your character dies, it will ressurect with the "Sadness" status still on.

Spoiler: show

Due to the very low defensives stats of each Protoroth (especially Sephiorth one), it can be done very quickly while the boss have a very low damage input. Sephiroth part took me 3 turns with Cid (9999 * 2 *3) + two set of counter attacks (using 6 materias).
The cloud part even though absorbing Fire/Ice/Lightning/Earth can be hit 9999 with the contain materia (wind element) and ~7k with Alpha, being just a matter of turns under haste + wall.

Abyss fight was really boring, needed 3 ribbons , wall status, and tons of healing to keep up with the high damage + having a character who keep silencing.
Tyrant fight (I might have missunderstood) but I couldn't kill him before his frenzy status, so I needed all my party under "Shield" status.

So yup, Protoroth was really easy.


The two drops in the crater are supposed to be W-Magic and a Gospel Spark; W-Item is acquired elsewhere. The drops themselves should be fine, but the text seems to be off, and one of them was using the same trigger as the other which I fixed up in a patch. The Sadness thing is the same with Peace Rings in vanilla; if you apply the status in a menu, it'll lock the status to you in battle if you have an accessory on that 'protects' against the status. I'll give the Crater bosses a once over when there's time and fix that L4 Death.

Well I've been watching and reading this topic for a long long time, long before 1.4 came out, and now that I've played through most of the mod its time to share my thoughts and bug reports on it. But before I do that I really want to congratulate you and your team Sega Chief for creating this incredible mod. This mod truly is a piece of a work and you should all take a lot of pride in how this thing is turning out. Wonderful work!

Few comments, questions, and bug reports in the random order that it comes to me.

- I agree with the earlier sentiment that the Hojo fight needs a little rework. I think it should be a really big fight so the health numbers are fine in my opinion, but he needs a few new moves for sure. As it stands, Resist makes the fight rather simple.

- I also want to share my thoughts on Keelhaul. I thought the idea of the fight was ok in theory and it certainly makes sense for Curator, but to only damage one piece at a time was somewhat time consuming. The fight took me over 25 minutes, not that I did myself any favours mind you. Made a few mistakes (like having Counter-Manipulate on for some dumb reason)but I did go after the elemental weaknesses and it still took quite a bit of time. Not sure if this is where you want it, but hey, my thoughts here, I think this fight could use a bit of a switch up.

- A friend told me about Siegfried after I had long passed it the first time. I came back in Disc 3 with the Highwind to try and find him but so far he has not been found. Can he be found on Disc 3?

- Talking to the Sleeping man brought up the Debug Crab fight, not sure if that's been mentioned and/or fixed.

- Is there a specific reason why we can only obtain one Contain materia but multiple Planet materias? My guess is some sort of balance reason but I thought I'd ask anyways.

- Three materias that I noticed (Final Attack, Phoenix, and Bahamut ZERO) all come unmastered with 0 AP just like how Underwater works. They're still only 1-Star and therefore cannot be leveled so no worries about that. Not sure if that's a bug or unintended but there you go.

- This may sound like an odd question, but was the wind sound effect always so loud? I'm referring to the wind noise like when you are on Da-Chao or right before you fight Hojo. For whatever reason the wind sound effect was extremely loud in my run.

Piggybacking off of this question and answer, I can also confirm Tseng did not drop Pulse Ammo and that Love Buster did not drop the Micro Engine either. Now, I have defeated The Curator(Good googly moogly what a battle...) and he dropped the Micro Engine, however this was on a separate file I made so I could move on and come back later. Was the Micro Engine moved somewhere else other then Curator? Did I need to continue on with that file where I defeated him to keep the Engine? Was Love Buster not dropping it a bug?

Also in regards to the X-ATM Core, if you go back and talk to buddy who informs you of the side quest in the first place, he'll mention that the town has a new worker or helper or whatever and you'll hear the Scorpion closing in just like the fight previous. Wait a little longer and you'll get into a fight with it yet again. Is this intended? You can do this over and over again it seems.

Sorry about that length of this first post of mine, and I'm sure I'll have other comments and questions as I remember them, but until then fantastic job here!

Wish I had a team ;-;

-) I can make all the parts of Carry Armour vulnerable from the start; the AI phases should hold up, as they take priority over each other.

-) Ziegfried is the same as a Mystery Ninja encounter; I heard that the encounter rate for these is supposed to increase as you get further into the game. Stick to the Junon, Gongaga, or Rocket Area forests. If it turns out something's up and he's not showing (I'll sweep the flevel for the trigger in case it's flipped twice for whatever reason) I could add it as a late-game event that only shows up if he isn't fought by then, so that MP Plus can be dropped.

-) Giant enemy crab? Best to apply the flevel patch; that was removed from one of them.

-) Multiple Planet Materia? Should only be one drop, with more coming after you Master it. Is the drop farmable?

-) I'll set them to drop as Mastered; it's exactly the same, but looks nicer.

-) I've noticed a few times that sound effect volume seems to either drop significantly or rise a bit. Identifying the sources of them though will be tricky. If I do some tests I could maybe try adding a line to each event that uses a persistent sound effect that stabilises it as a catch-all.

-) Yeah, it was intended to refight it as many times as you want (the scorp will never die). As for key item placements, I've forgotten to move them around for the new build which means I need to move them all to places that are unmissable. Unless I implement a thing I was thinking about.

Ah yeah, this guy is totally right. Since I continued my save where i beat the Curator, I indeed have the Micro Engine listed in "Key items". I totally forgot about it. If you plan on moving the Micro-Engine, why not making the Curator accessible from disc 3 (maybe in the same way Condor TP NPC works) ? Although the Curator fight being the hardest in the mod, it might be a bad idea in terms of balance.

Edit: Got 2 small problems :
-Can't start the accessory vendor quest in Junon (maybe you deleted it ? I saw it in the documentation file, talked to all npc, no quest)
-Going  in Junon league will result as placing characters in your party in alphabetical order. Meaning if you go with Cid, he will be placed first, Cloud being switched to the middle. Using PHS Cloud can't be moved back to top position. I guess going to highwind and switching leader would fix this but it's quite an annoyance if we have to back in highwind each time.

Edit 2 : Dorky faces can't be morphed by melee characters ? They can attack/counter attack/steal/mug but they can't morph. "Can't be reached"

Oh yeah that, I deactivated it in the end but didn't remove it from the documentation. It was going to be delivering letters to different Shinra personnel.

Can you not use Order to move characters around in the party? Or do you mean that Cid gets set to be party leader if he's used for Junon Leagues?

I'll look into the Dorky Face thing; seems very strange that they can't be Morphed due to a range thing, but can be attacked normally.

After the last update, the game soft locks after the battle at the second reactor. And after I load the save, cloud starts walking backwards on the bridge 5 steps or so. Save anywhere tweak related?

[edit]
Nevermind. It is the save anywhere cheat messing up.

New bug though. Big yellow guard scorpion messing the flowers in the first church scenes.

The current patch fixes the scorp issue.

Hmm ..

Spoiler: show

Isn't the mistery prize reward at battle square a waste ? 32000 only for yellow wave when you need 9 oversoul shards for a craft being at 20k each, I just feel like I've wasted so much time doing twice the special battle while I could have already purchased 2 shards >.>. Well maybe it's worth, depending on how yellow wave works, does it simply set the defences to 0 or just reduce these ?

Also, (I will try later) but if we can redo the first junon league for the same reward (aka an oversoul shard), it would be faster to farm it instead of battle square.


Yellow Waves reduce enemy defences by 50% or so. I'll tweak the drop for the Mystery Prize, maybe make it one of those key items I need to place.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-14 17:40:22
Is it possible to place the missing Key Items like X-ATM Core and Pulse Ammo where they were supposed to drop but have a "Lost and Found" NPC in Bone Village for those who fought those battles after the appropiate patch? The idea is the NPC can check for various things to see if you are eligible to claim certain items.

Example: X-ATM Core
X-ATM Core can be claimed from Lost and Found under the following circumstances:

You must have defeated X-ATM Scorpion at the end of Barret's Sidequest (When you obtain Barret's L4 Limit Manual).
You must currently not have X-ATM Core or the Missing Score in your inventory.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-14 18:06:47
I would like to add a thing to the missing items list. I did all lvl 4 limit "quests" and have only received 6 Oversouls. I think Cid, Tifa and the last one i don't remember (maybe Aerith). If its intended, i sure wouldn't like to grind 81k battle points for the last three.

Also the Turks fight in Gelnika disappeared for me when i returned there in disc 3. I went there when i received the sub, lost to Reno and Rude to just try the fight before sleep => moved on with the story the next day and returned in disc 3. And "POOF" they were gone. Not sure if its the same in vanilla but hey i missed a boss battle nevertheless.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-14 18:25:05
Can you not use Order to move characters around in the party? Or do you mean that Cid gets set to be party leader if he's used for Junon Leagues?
Cloud is still the leader, that's why he can't be moved around. I mean when looking from top to bottom it's :
-Cid
-Cloud
-Yuffie

I can swap Cid & Yuffie from top and bottom but I can't move Cloud since he's the leader which means he needs to stay in the middle of the party. Going to highwind, asking Cloud to be your party leader fixes the problem.

I would like to add a thing to the missing items list. I did all lvl 4 limit "quests" and have only received 6 Oversouls. I think Cid, Tifa and the last one i don't remember (maybe Aerith). If its intended, i sure wouldn't like to grind 81k battle points for the last three.
I just tested, you can farm the first junon league and will be rewarded with an oversoul shard each time. (I don't know about the other leagues since I haven't done these yet). So yup, it makes the Battle Square quite pointless. A STR char with few counter attack materias will clear the league in something like 3 minutes while going through the special battle (Gold Saucer) will take something around 30 minutes exploiting all weaknesses/statuses to not even have a full shard (20k/22k).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2016-04-14 20:03:10
Wish I had a team ;-;

Well the compliment still stands :D

-) I can make all the parts of Carry Armour vulnerable from the start; the AI phases should hold up, as they take priority over each other.

-) Ziegfried is the same as a Mystery Ninja encounter; I heard that the encounter rate for these is supposed to increase as you get further into the game. Stick to the Junon, Gongaga, or Rocket Area forests. If it turns out something's up and he's not showing (I'll sweep the flevel for the trigger in case it's flipped twice for whatever reason) I could add it as a late-game event that only shows up if he isn't fought by then, so that MP Plus can be dropped.

-) Giant enemy crab? Best to apply the flevel patch; that was removed from one of them.

-) Multiple Planet Materia? Should only be one drop, with more coming after you Master it. Is the drop farmable?

-) I'll set them to drop as Mastered; it's exactly the same, but looks nicer.

-) I've noticed a few times that sound effect volume seems to either drop significantly or rise a bit. Identifying the sources of them though will be tricky. If I do some tests I could maybe try adding a line to each event that uses a persistent sound effect that stabilises it as a catch-all.

-) Yeah, it was intended to refight it as many times as you want (the scorp will never die). As for key item placements, I've forgotten to move them around for the new build which means I need to move them all to places that are unmissable. Unless I implement a thing I was thinking about.

- Keelhaul may have just been me being an idiot and overstepping what I said a tad. Would be good to hear some others thoughts on it.

- I'll keep trying to find Zieg on Disc 3, might just be a case of not enough Cid Luck. I'll report back.

- Good that the crab was reported earlier. That came as quite a shock the first time(Good thing I saved frequently)

- In regards to Planet, yeah that's what I meant. Sorry I wasn't clear. So it is intended to get the one from where it is obtained and then leveled to Master to be split? So the only one Contain is a balance deal?

- Sound effect thing was just me being curious. No worries there.

- And good to know about Scorp. Thought I had borked something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-14 20:12:51
Meh ._.

Junon leagues still bugged. I forgot Mithrain reported it. Second league gives you the Meteor cup reward, you can't join 3rd and 4th league as these stay greyed out, meaning you can't join Meteor cup being the last league. Also notice something, after last match of 2nd league, there was a match "Rudra vs Armstrong", Armstrong isn't even on second league, but is on first league. So, do you have any plan for these leagues or there's just nothing to put there ? I really like the design of all unique enemies in these league. It also might be a good solution for pulse ammo / Core for those who missed these if you have no plan ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-14 21:42:08
Is it possible to place the missing Key Items like X-ATM Core and Pulse Ammo where they were supposed to drop but have a "Lost and Found" NPC in Bone Village for those who fought those battles after the appropiate patch? The idea is the NPC can check for various things to see if you are eligible to claim certain items.

Example: X-ATM Core
X-ATM Core can be claimed from Lost and Found under the following circumstances:

You must have defeated X-ATM Scorpion at the end of Barret's Sidequest (When you obtain Barret's L4 Limit Manual).
You must currently not have X-ATM Core or the Missing Score in your inventory.

That's a better idea than what I was going to do; I was gonna put a reset switch in that reactivates all the sidequests, etc.

I would like to add a thing to the missing items list. I did all lvl 4 limit "quests" and have only received 6 Oversouls. I think Cid, Tifa and the last one i don't remember (maybe Aerith). If its intended, i sure wouldn't like to grind 81k battle points for the last three.

Also the Turks fight in Gelnika disappeared for me when i returned there in disc 3. I went there when i received the sub, lost to Reno and Rude to just try the fight before sleep => moved on with the story the next day and returned in disc 3. And "POOF" they were gone. Not sure if its the same in vanilla but hey i missed a boss battle nevertheless.

Yeah, they disappear from the Gelnika at a certain point. I think it's after the Midgar Raid when they vanish, because that's the last encounter with them. As for Shards, I think you can get them from Leagues as well. There might be a Morph somewhere as well, but I'd need to check.

Cloud is still the leader, that's why he can't be moved around. I mean when looking from top to bottom it's :
-Cid
-Cloud
-Yuffie

I can swap Cid & Yuffie from top and bottom but I can't move Cloud since he's the leader which means he needs to stay in the middle of the party. Going to highwind, asking Cloud to be your party leader fixes the problem.
I just tested, you can farm the first junon league and will be rewarded with an oversoul shard each time. (I don't know about the other leagues since I haven't done these yet). So yup, it makes the Battle Square quite pointless. A STR char with few counter attack materias will clear the league in something like 3 minutes while going through the special battle (Gold Saucer) will take something around 30 minutes exploiting all weaknesses/statuses to not even have a full shard (20k/22k).

I'll definitely revise the Special Battle prize then.

Well the compliment still stands :D

- Keelhaul may have just been me being an idiot and overstepping what I said a tad. Would be good to hear some others thoughts on it.

- I'll keep trying to find Zieg on Disc 3, might just be a case of not enough Cid Luck. I'll report back.

- Good that the crab was reported earlier. That came as quite a shock the first time(Good thing I saved frequently)

- In regards to Planet, yeah that's what I meant. Sorry I wasn't clear. So it is intended to get the one from where it is obtained and then leveled to Master to be split? So the only one Contain is a balance deal?

- Sound effect thing was just me being curious. No worries there.

- And good to know about Scorp. Thought I had borked something.

Planet was only supposed to drop once; I'd better double-check the script. I guess it's sorta harmless though.

Meh ._.

Junon leagues still bugged. I forgot Mithrain reported it. Second league gives you the Meteor cup reward, you can't join 3rd and 4th league as these stay greyed out, meaning you can't join Meteor cup being the last league. Also notice something, after last match of 2nd league, there was a match "Rudra vs Armstrong", Armstrong isn't even on second league, but is on first league. So, do you have any plan for these leagues or there's just nothing to put there ? I really like the design of all unique enemies in these league. It also might be a good solution for pulse ammo / Core for those who missed these if you have no plan ^^

The 3rd/4th Leagues don't actually exist; as for the end, that should be a text-only error; the actual prizes given are correct (at least from what I could see). But I thought I'd corrected that text; maybe it was one of the changes that slipped when I started using the dark cave dev flevel for patches again. I'll check it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-15 03:51:59
Lis aka Tifa to Josh aka Cloud..

Lis:      "Josh! Is Rufus...?"
Josh:  "Nah, but I stole his shotgun."
Lis:      ".........why?"
Josh:  "Because I can can."
Lis:      "...
                  Just come on!"

Lmfao very nice surprise cutscene Sega Chief. Been loving this mod!!! By the by, is the Shotgun equippable?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-15 03:57:26
It's one of Vincent's weapons; you can buy them from Rocket Town as well. The Shotgun is special in that it targets all enemies.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-15 04:25:12
I saw in the status that's why I was hoping it was useable. Although Vincent's never really been a powerhouse for me and even the characters who are powerhouses normally are quite a bit weaker physically......except Tifa. She's a bad ass and already has learned her level 2 limits and I literally just left Midgar!!! By the way... nice callback to FF8 if you opt to put the 2 gals with Cloud and stick Barrett with Red XIII. Although in the next patch I would have Barrett say "have a nice time...." just like Squall does in FFVIII. Welp on to Kalm!!!

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-15 06:04:46
Bug Reports:

- If Cid is the Party Leader on Disc 3, you are unable to place Cloud and Tifa in your party. If Tifa is the Party Leader on Disc 3, you can place both Cloud and Cid in your party. However on the World Map you will be moving around as Cloud and on Field Maps you'll be moving around as Tifa.

- I went to the Piano in Tifa's House on Disc 3 and read the letter, how does one "mete" out some kind of justice for the town?

-----

Personal Requests:

- I found the Robot Dragon in this release of NT, it needs to be renamed "Puff" immediately.

- Whenever you make a scene or flevel patch, is it possible you could give a more detailed list of the changes made?

EXAMPLE:
Instead of just saying "Omega Weapon revisions" could you detail what those revisions are:

-) Omega Weapon:
          - Terra Break is now 16 Base Power like other Physical Attacks (Down from 32).
          - Terra Break now ignores your Physical Defence stat.
          - Slash is now 16 Base Power like other Physical Attacks (Down from 40).
          - Corrected Omega Weapon's attack pattern so that Ultima comes before Light Pillar.
          - L5 Death will now correctly kill party members with levels divisable by 5 (If not protected from Sudden Death).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-15 10:25:41
Counter attacks seems to not trigger all enemies "counter" techniques (I would say Counter attacks since Godo will keep healing on counter attacks). You might want to check "Soldier :1st" AI (Cloud lv 4 limit).

I know some of his techniques such "Courage Boost!" and "Healing wave" are triggered when he is affected by statuses (poison, slow, ..) but it "seems" (85% sure)  that attacks like "Air strike" and "Apocalypse" are counter attacks under X% hp (or at least it's what I felt when attacking him after having done 50%). I redid the fight but only using counter attacks as the damage source, and the fight was pretty easy since he was only using laser / comet / meteor shots / Chain Slash / Megaflare. I have no clue if it's intended or not. I don't think it's related to magic since Air Strike was triggered right after the time I used Mug = Added Cut.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-15 14:43:54
SC--one balance note for you while I'm playing through after getting the Tiny Bronco:  I don't know if you intended this or not, but I can reach the Mideel area in the Bronco, and all the enemies seem to be super susceptible to Odin (which was relatively easy to get).  With your exp boosts to late-game enemies, it's not inconceivable that I could be even higher level when finishing "disc 1" than I ever was in the original (I think my record was ~60ish).

Was this intended?  Or just a bit of an area access oversight?  I think if you just lower the exp payout for these enemies it would be pretty much fixed, but I thought I'd mention it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-04-15 15:03:51
if you do that, nothing you fight for the next 20 hours will give you sp

not that you'd need it at that point anyway but eh
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-15 15:23:11
Bug Reports:

- If Cid is the Party Leader on Disc 3, you are unable to place Cloud and Tifa in your party. If Tifa is the Party Leader on Disc 3, you can place both Cloud and Cid in your party. However on the World Map you will be moving around as Cloud and on Field Maps you'll be moving around as Tifa.

- I went to the Piano in Tifa's House on Disc 3 and read the letter, how does one "mete" out some kind of justice for the town?

-----

Personal Requests:

- I found the Robot Dragon in this release of NT, it needs to be renamed "Puff" immediately.

- Whenever you make a scene or flevel patch, is it possible you could give a more detailed list of the changes made?

EXAMPLE:
Instead of just saying "Omega Weapon revisions" could you detail what those revisions are:

-) Omega Weapon:
          - Terra Break is now 16 Base Power like other Physical Attacks (Down from 32).
          - Terra Break now ignores your Physical Defence stat.
          - Slash is now 16 Base Power like other Physical Attacks (Down from 40).
          - Corrected Omega Weapon's attack pattern so that Ultima comes before Light Pillar.
          - L5 Death will now correctly kill party members with levels divisable by 5 (If not protected from Sudden Death).

The world map has this limitation where it will display the character model with the highest priority; Cloud, Tifa, then Cid. I'll look into why Cloud/Tifa can't be placed into Cid's party though and try to fix it. I'll quickly redo those lines; I was in a rush. As far as patch details go, it's tough remembering specific changes.

Counter attacks seems to not trigger all enemies "counter" techniques (I would say Counter attacks since Godo will keep healing on counter attacks). You might want to check "Soldier :1st" AI (Cloud lv 4 limit).

I know some of his techniques such "Courage Boost!" and "Healing wave" are triggered when he is affected by statuses (poison, slow, ..) but it "seems" (85% sure)  that attacks like "Air strike" and "Apocalypse" are counter attacks under X% hp (or at least it's what I felt when attacking him after having done 50%). I redid the fight but only using counter attacks as the damage source, and the fight was pretty easy since he was only using laser / comet / meteor shots / Chain Slash / Megaflare. I have no clue if it's intended or not. I don't think it's related to magic since Air Strike was triggered right after the time I used Mug = Added Cut.

Counter Attacks don't trigger counter scripts, otherwise you'd end up with unending chains. I could try shuffling the counter-script he has into his pre-battle instead; that'd get around it.

SC--one balance note for you while I'm playing through after getting the Tiny Bronco:  I don't know if you intended this or not, but I can reach the Mideel area in the Bronco, and all the enemies seem to be super susceptible to Odin (which was relatively easy to get).  With your exp boosts to late-game enemies, it's not inconceivable that I could be even higher level when finishing "disc 1" than I ever was in the original (I think my record was ~60ish).

Was this intended?  Or just a bit of an area access oversight?  I think if you just lower the exp payout for these enemies it would be pretty much fixed, but I thought I'd mention it!

My plan is to set an AI flag for Mideel enemies to give less (or maybe not even appear) if the player is on Disc 1. As for the rest, I could have a look at setting status immunity flags a bit more.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-15 16:57:11
Was planning to farm for a second masamune for Cloud (first is on Cid). Decided to craft Cloud's ultimate weapon first. Go out to do some tests, Cloud outdamaging Cid without a critical hit being 50 atk behind. Won't craft a second masamune xD. It can sound broken, but after further testing, the damage output decreases fast when Cloud's HP start to drop, so it seems balanced.

Did anyone found the "shortcut" for the gold chocobo or am I looking for something that doesn't exist ? I'd like to know before spending hours into breeding for nothing if there's another way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-15 17:31:58
Oh the shortcut; it's supposed to be in the Sage's house but there was a problem with it that caused a crash when you tried to race with it. I need to study the Kalm traveller one a bit more and see if I'm missing something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-15 21:43:23
Oh the shortcut; it's supposed to be in the Sage's house but there was a problem with it that caused a crash when you tried to race with it. I need to study the Kalm traveller one a bit more and see if I'm missing something.

Wouldn't let it as a reward from Kalm traveller be easier ? Linking it to the "guidebook" reward before/after fight ?

Well anyway, I started breeding, I really like the new models of chocobos being darker. I just had a really hard time the first time a Green one was born, I just couldn't tell if it was a blue or green one. When the blue one is born I saw the difference. But tbh, the green one tends to look blue, especially on the "dark screen" (screen where you see the born chocobo).

Also had a question regarding the "Ancient forest", did you remove the cave or did I go full retard ? When going on the last screen, taking the path to the cave (right direction, at the end of the screen) instead of entering the cave, my party is put back on world map, the same way it would once leaving the cave.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-16 00:53:19
Wouldn't let it as a reward from Kalm traveller be easier ? Linking it to the "guidebook" reward before/after fight ?

Well anyway, I started breeding, I really like the new models of chocobos being darker. I just had a really hard time the first time a Green one was born, I just couldn't tell if it was a blue or green one. When the blue one is born I saw the difference. But tbh, the green one tends to look blue, especially on the "dark screen" (screen where you see the born chocobo).

Also had a question regarding the "Ancient forest", did you remove the cave or did I go full retard ? When going on the last screen, taking the path to the cave (right direction, at the end of the screen) instead of entering the cave, my party is put back on world map, the same way it would once leaving the cave.

Might be best putting it back on the Kalm Traveler. As for the darker shades, that's a PC thing. I don't know if I can correct it or not, but I'll give it a go at some point.

The last cave was removed. I'm using it elsewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miacis on 2016-04-16 01:37:28
Some more entries to my New Threat Trip Report: [EDIT: Huh... I appear to still be using the April 7th IRO. Although I saw no mention of these issues on the thread, they might have been fixed since then...]

- Godo entered a a strange routine 2/3 through the battle, countering everything I tried with his Cure-Esuna-Bubbles move for about as much health as I could deal per turn. That lasted for something like 10-15 times before it started dropping off in healing for no obvious reason. Either something weird is afoot, or there is some gimmick to this attack I do not comprehend. If it's the latter, I'd suggest giving it some name that hints at its function.

- The Brass Dragon fight was incredibly hype, although marred by a little irritation. Since the timers still tick during item-using animations, I've had a couple of game overs because my assist was petrified for a millisecond before a soft cloud of Soft hit him. And then the dragon still one-shots everybody. And Grit triggers during the game over because off course it does. Maybe adding a second "Is partnerbro petrified?" confirmation check a second or two after the first check would make it smoother? It's kind of a minor thing compared to the others.

- Whatever Hungry is trying to cast in the Sleeping Forest, it does not have enough MP for it.

- The first of the two Fort Condor NPCs in Forgotten Capital appears to be invisible? (http://i414.photobucket.com/albums/pp228/Miacisj/Others/NT7.png~original)

- The Magnade enemies in the Great Glacier did some very strange things, hitting themselves with their unnamed attack, and losing their shields pretty much instantly.

- The Gaea Dragon can be morphed into a Crystal Bangle, just like the Wild Thing 2000 right outside of Icicle Inn. The former is a dragon, while the latter is earlier and can be L5 Suicided, so they could probably use a different Morph item.

(- Although I understand the balance reasons behind it, having the Icicles immune to gravity misses so much thematic potential...)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GrieverVIII on 2016-04-16 02:07:11
Any strategies for the Mega-Materia segment at North Corel? Even with Lighting-Elemental in one weapon and Ramuh-Elemental in another so as to do heaps of damage while not having to waste time casting spells, I can't quite finish the damn thing without crashing. The enemies are damn hard, and this is with Yuffie spamming Death Blow with 100% accuracy (or near enough to make no difference).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-16 02:50:50
Some more entries to my New Threat Trip Report: [EDIT: Huh... I appear to still be using the April 7th IRO. Although I saw no mention of these issues on the thread, they might have been fixed since then...]

- Godo entered a a strange routine 2/3 through the battle, countering everything I tried with his Cure-Esuna-Bubbles move for about as much health as I could deal per turn. That lasted for something like 10-15 times before it started dropping off in healing for no obvious reason. Either something weird is afoot, or there is some gimmick to this attack I do not comprehend. If it's the latter, I'd suggest giving it some name that hints at its function.

- The Brass Dragon fight was incredibly hype, although marred by a little irritation. Since the timers still tick during item-using animations, I've had a couple of game overs because my assist was petrified for a millisecond before a soft cloud of Soft hit him. And then the dragon still one-shots everybody. And Grit triggers during the game over because off course it does. Maybe adding a second "Is partnerbro petrified?" confirmation check a second or two after the first check would make it smoother? It's kind of a minor thing compared to the others.

- Whatever Hungry is trying to cast in the Sleeping Forest, it does not have enough MP for it.

- The first of the two Fort Condor NPCs in Forgotten Capital appears to be invisible? (http://i414.photobucket.com/albums/pp228/Miacisj/Others/NT7.png~original)

- The Magnade enemies in the Great Glacier did some very strange things, hitting themselves with their unnamed attack, and losing their shields pretty much instantly.

- The Gaea Dragon can be morphed into a Crystal Bangle, just like the Wild Thing 2000 right outside of Icicle Inn. The former is a dragon, while the latter is earlier and can be L5 Suicided, so they could probably use a different Morph item.

(- Although I understand the balance reasons behind it, having the Icicles immune to gravity misses so much thematic potential...)

I had some trouble with Godo at the time; I'll probably get rid of his healing nonsense (it's his vanilla AI to use this under half HP).

I know what you mean with Brass; I'll see what I can do.

I forgot to fix the Hungry thing; they're trying to use Mini, but this was changed into a spell called Pearl. Probably a lucky thing they didn't have enough MP, Pearl is pretty strong.

I think what's happened there is you're talking to him through the floor; I think it's also possible to open the chest to the right of him from the upper floor as well. For whatever reason, depth doesn't work the same way in that field. I've just had an idea for how to fix it though; I'll add a handler to the ladder that toggles on/off when you climb it, temporarily disabling the NPC + Chest talk script.

Just before release, I made an enemy based on Magnade and noticed that it wasn't functioning quite right despite using it's AI, etc. I might need to grab a default one and try to repair it with that.

I'll change the Morph item; I think I'll give Gaea something with a bit more oomph.

Gravity damage back for the Icicles? Sure, why not.

Any strategies for the Mega-Materia segment at North Corel? Even with Lighting-Elemental in one weapon and Ramuh-Elemental in another so as to do heaps of damage while not having to waste time casting spells, I can't quite finish the damn thing without crashing. The enemies are damn hard, and this is with Yuffie spamming Death Blow with 100% accuracy (or near enough to make no difference).

The trick to a successful train run (and this applies to the other difficulty mods as well) is trying to find a way to cut down on the enemy's turns. Every enemy on the NT Corel Train is weak to a status that lends itself to this:

Spoiler: show

Gas Ducters: Slow, Stop, Instant KO, Petrify (quite weak with 7000HP, so just normal damage might be better here.)

Wolfmeister: Slow, Berserk, Dual-Drain
The Berserk status will stop him using attacks with an animation, like Big Guard and Atomic Ray, assuming you can handle the hits. He has high physical defence but very little magic defence, so sticking with Bolt3 might be faster over physical attacks here.

Eagle Gun: Slow, Stop
Getting Stop onto Eagle Gun will make the fight much faster; you can get Stop on either with Time + Added Effect or the Stop spell/Hourglass item. Note that Stop lasts longer if the enemy is also afflicted with Slow.

X-ATM: Slow, Dual
Considering his HP, Neo-Bahamut might be your best choice to inflict Dual-Drain and get him whittled down quickly. If you do use Dual, avoid using Slow and instead give him Haste to make it even more efficient. If you decide not to use Dual, then Slow is essential for cutting down on his turns, which have sluggish animations.

Train Driver: Slow, Poison
Getting Poison on early is a smart move, because he takes double-damage from the ticks as well as the element itself. A Dirty Bomb can inflict Poison 100% of the time, or Bio3 if you have that. He'll likely go down quickly once this status is on, but again Slow will reduce the rate at which ticks come off while Haste will increase it.


Hope that helps.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GrieverVIII on 2016-04-16 03:16:47
The trick to a successful train run (and this applies to the other difficulty mods as well) is trying to find a way to cut down on the enemy's turns. Every enemy on the NT Corel Train is weak to a status that lends itself to this:

Spoiler: show

Gas Ducters: Slow, Stop, Instant KO, Petrify (quite weak with 7000HP, so just normal damage might be better here.)

Wolfmeister: Slow, Berserk, Dual-Drain
The Berserk status will stop him using attacks with an animation, like Big Guard and Atomic Ray, assuming you can handle the hits. He has high physical defence but very little magic defence, so sticking with Bolt3 might be faster over physical attacks here.

Eagle Gun: Slow, Stop
Getting Stop onto Eagle Gun will make the fight much faster; you can get Stop on either with Time + Added Effect or the Stop spell/Hourglass item. Note that Stop lasts longer if the enemy is also afflicted with Slow.

X-ATM: Slow, Dual
Considering his HP, Neo-Bahamut might be your best choice to inflict Dual-Drain and get him whittled down quickly. If you do use Dual, avoid using Slow and instead give him Haste to make it even more efficient. If you decide not to use Dual, then Slow is essential for cutting down on his turns, which have sluggish animations.

Train Driver: Slow, Poison
Getting Poison on early is a smart move, because he takes double-damage from the ticks as well as the element itself. A Dirty Bomb can inflict Poison 100% of the time, or Bio3 if you have that. He'll likely go down quickly once this status is on, but again Slow will reduce the rate at which ticks come off while Haste will increase it.


Hope that helps.

Sounds good. I have access to all of those spells. I'll give it a go, thanks.

Edit: Finally managed it after about a dozen tries. That was some next level bullstrawberries. I guess you can technically fail without it being game over though so it's alright that it's hard. Btw, is there any way to actually tell if Dual-Drain was afflicted?

Edit 2: Seriously that was more intense and stressful than Penance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-16 05:20:06
So the battle script for Netzech, how does it work? Sometimes he does one magitek bomb, sometimes 3 in a row even without his minions up (guess what, 3 in a row mostly kills my casters even with Wall up, wierd huh?). Same with the other abilities, what triggers all of it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-16 06:10:22
The trick to a successful train run (and this applies to the other difficulty mods as well) is trying to find a way to cut down on the enemy's turns. Every enemy on the NT Corel Train is weak to a status that lends itself to this:

Spoiler: show

Gas Ducters: Slow, Stop, Instant KO, Petrify (quite weak with 7000HP, so just normal damage might be better here.)

Wolfmeister: Slow, Berserk, Dual-Drain
The Berserk status will stop him using attacks with an animation, like Big Guard and Atomic Ray, assuming you can handle the hits. He has high physical defence but very little magic defence, so sticking with Bolt3 might be faster over physical attacks here.

Eagle Gun: Slow, Stop
Getting Stop onto Eagle Gun will make the fight much faster; you can get Stop on either with Time + Added Effect or the Stop spell/Hourglass item. Note that Stop lasts longer if the enemy is also afflicted with Slow.

X-ATM: Slow, Dual
Considering his HP, Neo-Bahamut might be your best choice to inflict Dual-Drain and get him whittled down quickly. If you do use Dual, avoid using Slow and instead give him Haste to make it even more efficient. If you decide not to use Dual, then Slow is essential for cutting down on his turns, which have sluggish animations.

Train Driver: Slow, Poison
Getting Poison on early is a smart move, because he takes double-damage from the ticks as well as the element itself. A Dirty Bomb can inflict Poison 100% of the time, or Bio3 if you have that. He'll likely go down quickly once this status is on, but again Slow will reduce the rate at which ticks come off while Haste will increase it.


Hope that helps.
Additional Advice:
Spoiler: show

Wolfmeister:
He's also weak to Slow-Numb and Petrify, The Titan Summon has a chance to instantly Petrify him and let you move on to the next match but it's not guaranteed. Another alternative is to chuck a Vagyrisk Claw or Hero Drink II at him and then cast haste on him so the 30 units of time until Petrify go by quicker.

Eagle Gun:
While Stop will help you not take any damage from him, he's susceptible to Gravity and castings of Demi spells and Laser will help significantly chop his health away.

X-ATM:
As previously mentioned, Neo-Bahamut to inflict Dual-Drain is probably the best method for dealing with X-ATM quickly, as well as casting haste on him make sure you have your ATB set to active so that the Dual-Drain effect doesn't get interrupted as much. It helps alot.

Train Driver:
Gravity will once again shine here along with Poison, Demi and Laser can rip through his HP nicely, L5 Suicide may also deal significant damage (needs confirmation, I think it worked when I did it).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-16 06:11:36
In the Shinra Mansion, when you read the note that gives you the hints for the Safe Combination. There's a 5th row which says The fifth row has been blank and underneath it is written (melody). I assume you need to play something on the broken piano but past that I don't have a clue.

-----

I completed the Sidequest for Tifa's L4 Limit Break. As far as I know Vargas starts with extremely high defensive stats and they drop as you perform each of Tifa's Limit Breaks on him, it's a cool mechanic however... He has a very large Health Pool (Not always fun by the way) but the fight is heavily trivialised by his vulnerability to Poison (Ticks 9999's), Gravity doing sizeable damage even with just the standard Demi Spell and L5 Suicide hitting him for 9999's for most of the fight.

Is he supposed to be relatively simple because I saw that Tifa said "So much for that" upon defeating him? It does seem that Vargas is a bit soft in the head. Furthermore he's a big fella, how did he fit through the door of Tifa's Room to leave that note?

-----

Since I've reached the bottom of the North Cave I'm now doing sidequests for L4 Limits and stuff, as part of the Limit Break Kills grinding process I decided to head down to Mideel with Precious Watches (Triple AP) and use the Flash command for some instant kills. Now the whole hit and miss deal with Flash wouldn't normally be an issue however I found that using Flash + Restore Rod (Aeris Weapon, 255% Acc) means you pretty much instant kill everything in the area without missing (except for the Hippogriffs).

While I can understand not wanting too much grind in a game this does seem somewhat broken for anything without immunity to Sudden Death. Personally I would recommend if possible, to cap the Accuracy on Flash so it doesn't hit every time with Max Acc Weapons (Restore Rod, God's Hand, Sniper CR etc.), I'd rather not suggest making everything immune to Sudden Death since while I don't want to have this as a universal solution, I also don't want it to be useless either otherwise there's no point of having it in the game.

-----

What on earth is up with the Goldberry fight (Firstly why are there 6 of the bastards)? I go into the cave and pick up the Mime Materia which triggers the fight. There are 6 Goldberries and they start the fight by making you absorb the Restorative element (Dying and then being revived via Phoenix doesn't get rid of it). It is safe to say I haven't discovered a suitable strategy for this fight, among the Max HP Formula attacks (Not Gravity), Current HP Formula attacks (Not Gravity), Dual etc. it's painful to say the least.

There are some other issues with the fight, such as my characters growing to ridiculous sizes (all hail the 30 Feet Tall Vincent). I also tried to see if Aeris' Pulse of Life Limit Break would ignore the whole Restorative Element thing and... It said Recovery but it just meant my character was lying dead on the floor with full HP (4575/4575 HP and Red HP Bar).

I also somehow ended up with all my characters dead on the floor but with two of them they had 263 and 148 HP remaining. The game does not go to Game Over and the Goldberries just stand there staring at the corpses of my Party Members.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GrieverVIII on 2016-04-16 07:13:47
After the events in Mideel, when Cloud is talking to the party in the Operation Room, he says that all members of SOLDIER are injected with Jenova cells. If this is a change you've just chosen to make then fair enough, but I think SOLDIER is just made with Make showers and training, and the wiki didn't mention anything about SOLDIER having Jenova cells. Just thought I'd mention it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-16 07:27:34

While I can understand not wanting too much grind in a game this does seem somewhat broken for anything without immunity to Sudden Death. Personally I would recommend if possible, to cap the Accuracy on Flash so it doesn't hit every time with Max Acc Weapons (Restore Rod, God's Hand, Sniper CR etc.), I'd rather not suggest making everything immune to Sudden Death since while I don't want to have this as a universal solution, I also don't want it to be useless either otherwise there's no point of having it in the game.

-----

What on earth is up with the Goldberry fight (Firstly why are there 6 of the bastards)? I go into the cave and pick up the Mime Materia which triggers the fight. There are 6 Goldberries and they start the fight by making you absorb the Restorative element (Dying and then being revived via Phoenix doesn't get rid of it). It is safe to say I haven't discovered a suitable strategy for this fight, among the Max HP Formula attacks (Not Gravity), Current HP Formula attacks (Not Gravity), Dual etc. it's painful to say the least.

There are some other issues with the fight, such as my characters growing to ridiculous sizes (all hail the 30 Feet Tall Vincent). I also tried to see if Aeris' Pulse of Life Limit Break would ignore the whole Restorative Element thing and... It said Recovery but it just meant my character was lying dead on the floor with full HP (4575/4575 HP and Red HP Bar).

I also somehow ended up with all my characters dead on the floor but with two of them they had 263 and 148 HP remaining. The game does not go to Game Over and the Goldberries just stand there staring at the corpses of my Party Members.

Would capping accuracy be that useful since there's still a lot of other ways to instant kill, like Odin for example ? (fight would be a bit longer tho).

I wonder if there's a way to avoid the status preventing the use of restorative. I'm not at this point yet, but so far the only idea I have is that you could try a "Sneak attack" = "Heal" to cast resist on your party. It might not work if the AI is the same as the Curator (Curator will hit first, you will use sneak attack, curator will do his second attack before anyone can play a turn). The other solution would be to shield your team but it would be again useless if they have non-elemental, non-physical damage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-16 08:53:43
Would capping accuracy be that useful since there's still a lot of other ways to instant kill, like Odin for example ? (fight would be a bit longer tho).

I wonder if there's a way to avoid the status preventing the use of restorative. I'm not at this point yet, but so far the only idea I have is that you could try a "Sneak attack" = "Heal" to cast resist on your party. It might not work if the AI is the same as the Curator (Curator will hit first, you will use sneak attack, curator will do his second attack before anyone can play a turn). The other solution would be to shield your team but it would be again useless if they have non-elemental, non-physical damage.
Part of it is the whole cost/time part of things. Odin has a rather long animation and like all summons cost a significant amount of MP, where with Flash and a 255% Acc Weapon, it's extremely quick and costs 0 MP. Out of the things that can inflict instant death it absolutely stomps on everything else in terms of effectiveness, speed and cost.

Heal + Sneak Attack doesn't work, the AI is indeed the same as Curator in that it gets the move in before anyone can Sneak Attack. I think all their attacks are Non-Elemental and some use both Current HP and Max HP Formulae. Not to mention they can inflict Dual-Drain and some of them get Peerless under conditions I'm not too sure of.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-16 11:20:51
So the battle script for Netzech, how does it work? Sometimes he does one magitek bomb, sometimes 3 in a row even without his minions up (guess what, 3 in a row mostly kills my casters even with Wall up, wierd huh?). Same with the other abilities, what triggers all of it?

It looks like i got to take a break from NT for a while, Netzechariah made me so mad. After countless of strats and tries i manage to find a rhythm to fight him (involving wasting a lot of megaelixirs, luck and whatnot). Around 30 min later with "intense" combat i manage to beat him.....but wait there is more. The last challenge showed itself just as i though i was dealing the final blow.

The secret ability that the boss hasn't shown up until then was a last resort attack that was sure to put a kink in my plans.No matter the preparation i could have not prepared myself for the ultimate ability called.....wait for it.....

Spoiler: show
"Soft-Lock" of Mechanical Doom!!!


Any tactics i can use to beat this hidden deadly attack?  ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-04-16 12:17:24
After the events in Mideel, when Cloud is talking to the party in the Operation Room, he says that all members of SOLDIER are injected with Jenova cells. If this is a change you've just chosen to make then fair enough, but I think SOLDIER is just made with Make showers and training, and the wiki didn't mention anything about SOLDIER having Jenova cells. Just thought I'd mention it.

That's in the vanilla. If it bothers you, you'll have to stick with Reunion, though I'm not sure how different that line is. I've been playing nothing but NT and so Reunion is just sitting on my backlog.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-16 12:56:35
Heal + Sneak Attack doesn't work, the AI is indeed the same as Curator in that it gets the move in before anyone can Sneak Attack. I think all their attacks are Non-Elemental and some use both Current HP and Max HP Formulae. Not to mention they can inflict Dual-Drain and some of them get Peerless under conditions I'm not too sure of.

The fight might be broken. I can only reach a 25% winrate depending on RNG. The only way I can actually beat them is using Cloud Omnislash with his ultimate weapon + Cid Highwind with masamune and finally have Yuffie with Conformer doing a slash-all to finish (will deal 9999 to all).

I did some tries to test stuff around :
-They are pretty slow to reach you in melee, and will only use a technique that will petrify once timer is done (not a big threat at all)
-Their counter attacks will apply on each hit if you're using a multi-hit command (slash-all, added-cut = mug, double cut,..) except on multi-hit limit breaks (each one will only attack once)
-Their pool of counter attacks is the following (all are single target):
*Very low damage + a lot of statuses (poison, mini, confu, ..)
*2/3 of your CURRENT HP (not totally sure about the rate, but can't kill you)
*1/2 of your MAX HP (not sure, according  to the tool it might depend of the number of escape)
*Removing few MP + casts reflect on the character targeted

-The peerless status seems totally random (have seen it only twice) but can't be dispelled
-Using an All = Dispel on them (and even though there is nothing to dispel) will make all counter attack
-Shield is useless
-Magic is useless (high M def and will trigger counter attacks)
-They are immune to all negative statuses except fury.

Edit: KotR might be the only 100% solution success since they have low HP. But according to deha0002 we can't have the materia due to the current softlock problem :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GrieverVIII on 2016-04-16 13:25:34
That's in the vanilla. If it bothers you, you'll have to stick with Reunion, though I'm not sure how different that line is. I've been playing nothing but NT and so Reunion is just sitting on my backlog.

Is it really? Well, my mistake. I haven't played the vanilla in quite a while and the line just seemed wrong to me, so I assumed it was changed. Perhaps it was later reconned out of the story? I'm not sure. Perhaps I'm just wrong and all SOLDIERs do have Jenova cells.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-16 13:36:30
The fight might be broken. I can only reach a 25% winrate depending on RNG. The only way I can actually beat them is using Cloud Omnislash with his ultimate weapon + Cid Highwind with masamune and finally have Yuffie with Conformer doing a slash-all to finish (will deal 9999 to all).

I did some tries to test stuff around :
-They are pretty slow to reach you in melee, and will only use a technique that will petrify once timer is done (not a big threat at all)
-Their counter attacks will apply on each hit if you're using a multi-hit command (slash-all, added-cut = mug, double cut,..) except on multi-hit limit breaks (each one will only attack once)
-Their pool of counter attacks is the following (all are single target):
*Very low damage + a lot of statuses (poison, mini, confu, ..)
*2/3 of your CURRENT HP (not totally sure about the rate, but can't kill you)
*1/2 of your MAX HP (not sure, according  to the tool it might depend of the number of escape)
*Removing few MP + casts reflect on the character targeted

-The peerless status seems totally random (have seen it only twice) but can't be dispelled
-Using an All = Dispel on them (and even though there is nothing to dispel) will make all counter attack
-Shield is useless
-Magic is useless (high M def and will trigger counter attacks)
-They are immune to all negative statuses except fury.

Edit: KotR might be the only 100% solution success since they have low HP. But according to deha0002 we can't have the materia due to the current softlock problem :D
How much HP does each Goldberry have? I'd like to test a couple of things out on these guys and knowing how much HP they have will let me know if it's worthwhile or not.

Now I've been doing a No-Rank up run of the game so I'm not sure what kind of stat defecit I have at this point. I imagine most other people wll have significantly stronger characters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-16 14:07:35
How much HP does each Goldberry have? I'd like to test a couple of things out on these guys and knowing how much HP they have will let me know if it's worthwhile or not.

Now I've been doing a No-Rank up run of the game so I'm not sure what kind of stat defecit I have at this point. I imagine most other people wll have significantly stronger characters.

52 000 each.
A tip is to get ProudClod.exe and you can check the stats and drops of all enemies.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: IvoryValor on 2016-04-16 14:40:13
Hello, I'm really interested in trying this mod. I have the steam version of FF7 and have been trying to get the patcher to work. I've tried, and it just doesn't run, I just get my cursor with the circle next to it until I close the folder. I've tried running it in compatibility mode, as well as an administrator(Crashes Windows Explorer entirely.)

Could someone please help me?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-16 16:25:41
So the battle script for Netzech, how does it work? Sometimes he does one magitek bomb, sometimes 3 in a row even without his minions up (guess what, 3 in a row mostly kills my casters even with Wall up, wierd huh?). Same with the other abilities, what triggers all of it?

It should be similar to Jenova Birth's/Vector's AI; I did not know that Tail Laser/Magitek Bomb could be used three times though, I thought the max was two. What I could try and do is remove the random checks in there and leave it with the 'one per party member' check for the single-target attacks and 1 Magitek Bomb.

Additional Advice:

I always forget about Gravity.

In the Shinra Mansion, when you read the note that gives you the hints for the Safe Combination. There's a 5th row which says The fifth row has been blank and underneath it is written (melody). I assume you need to play something on the broken piano but past that I don't have a clue.

-----

I completed the Sidequest for Tifa's L4 Limit Break. As far as I know Vargas starts with extremely high defensive stats and they drop as you perform each of Tifa's Limit Breaks on him, it's a cool mechanic however... He has a very large Health Pool (Not always fun by the way) but the fight is heavily trivialised by his vulnerability to Poison (Ticks 9999's), Gravity doing sizeable damage even with just the standard Demi Spell and L5 Suicide hitting him for 9999's for most of the fight.

Is he supposed to be relatively simple because I saw that Tifa said "So much for that" upon defeating him? It does seem that Vargas is a bit soft in the head. Furthermore he's a big fella, how did he fit through the door of Tifa's Room to leave that note?

-----

Since I've reached the bottom of the North Cave I'm now doing sidequests for L4 Limits and stuff, as part of the Limit Break Kills grinding process I decided to head down to Mideel with Precious Watches (Triple AP) and use the Flash command for some instant kills. Now the whole hit and miss deal with Flash wouldn't normally be an issue however I found that using Flash + Restore Rod (Aeris Weapon, 255% Acc) means you pretty much instant kill everything in the area without missing (except for the Hippogriffs).

While I can understand not wanting too much grind in a game this does seem somewhat broken for anything without immunity to Sudden Death. Personally I would recommend if possible, to cap the Accuracy on Flash so it doesn't hit every time with Max Acc Weapons (Restore Rod, God's Hand, Sniper CR etc.), I'd rather not suggest making everything immune to Sudden Death since while I don't want to have this as a universal solution, I also don't want it to be useless either otherwise there's no point of having it in the game.

-----

What on earth is up with the Goldberry fight (Firstly why are there 6 of the bastards)? I go into the cave and pick up the Mime Materia which triggers the fight. There are 6 Goldberries and they start the fight by making you absorb the Restorative element (Dying and then being revived via Phoenix doesn't get rid of it). It is safe to say I haven't discovered a suitable strategy for this fight, among the Max HP Formula attacks (Not Gravity), Current HP Formula attacks (Not Gravity), Dual etc. it's painful to say the least.

There are some other issues with the fight, such as my characters growing to ridiculous sizes (all hail the 30 Feet Tall Vincent). I also tried to see if Aeris' Pulse of Life Limit Break would ignore the whole Restorative Element thing and... It said Recovery but it just meant my character was lying dead on the floor with full HP (4575/4575 HP and Red HP Bar).

I also somehow ended up with all my characters dead on the floor but with two of them they had 263 and 148 HP remaining. The game does not go to Game Over and the Goldberries just stand there staring at the corpses of my Party Members.

One of life's mysteries I guess.

Vargas was put together last minute; the idea was to lower his defence with a Limit (in FF6, you beat Vargas using one of Sabin's Blitzes) but the other idea was to have a high HP pool that needs a combination of Poison + high-damage attacks to whittle down (9999 ticks means you can have more than the usual 16 or 32 ticks for the fight) but I guess it doesn't mesh. I'll be looking to improve on it at some point, and I also need to fix up the Magnade AI in general; I think a sword flies out when he uses Dropkick? That's an animation error enemies use when they can't find a proper animation ID for the attack.

Flash I think uses the weapon accuracy and if it has it's own accuracy then it'll be in the .EXE somewhere, like Deathblow. As Flash is a very late command (later Disc 2 or so and needs a lot of AP?) and most North Crater enemies (should) be immune to Death, I don't mind enemies in the other areas being farmed quite so much; they've ran their course by that point.

That sounds interesting with the Goldberries; I remember a test where I found you could make a character 'immortal' by having them be at 0HP but with the Death status removed (but not their MaxHP, otherwise it caused a crash; it was a prototype that ended up being the MaxMP reducing Spirit Needles). One of the attacks does increase the size of the party member slightly, but doesn't actually have any other effect. If it's possible to create a situation where the game is soft-locked, though, then I might need to revise the fight again.

After the events in Mideel, when Cloud is talking to the party in the Operation Room, he says that all members of SOLDIER are injected with Jenova cells. If this is a change you've just chosen to make then fair enough, but I think SOLDIER is just made with Make showers and training, and the wiki didn't mention anything about SOLDIER having Jenova cells. Just thought I'd mention it.

I think early in the game they say it's just Mako and surgery, but later on Cloud reveals the truth about it (from the original PSX script):

Cloud
         "You see, someone in SOLDIER isn't simply exposed to Mako energy."
         "Their bodies are actually injected with Jenova cells......"
         "For better or for worse, only the strong can enter SOLDIER."
         "It has nothing to do with the Jenova Reunion."
         "But weak people...... like me, get lost in the whole thing."

Would capping accuracy be that useful since there's still a lot of other ways to instant kill, like Odin for example ? (fight would be a bit longer tho).

I wonder if there's a way to avoid the status preventing the use of restorative. I'm not at this point yet, but so far the only idea I have is that you could try a "Sneak attack" = "Heal" to cast resist on your party. It might not work if the AI is the same as the Curator (Curator will hit first, you will use sneak attack, curator will do his second attack before anyone can play a turn). The other solution would be to shield your team but it would be again useless if they have non-elemental, non-physical damage.

It's set with a flag, so resistances won't work. However, you can heal using any element so long as you absorb it; so if you all absorb Fire then you  could use Flare/fire-element physical attacks to heal. Problem is that the player party's defences are treated as doubled in-battle so you might need to stick with something that ignores defence.

Part of it is the whole cost/time part of things. Odin has a rather long animation and like all summons cost a significant amount of MP, where with Flash and a 255% Acc Weapon, it's extremely quick and costs 0 MP. Out of the things that can inflict instant death it absolutely stomps on everything else in terms of effectiveness, speed and cost.

Heal + Sneak Attack doesn't work, the AI is indeed the same as Curator in that it gets the move in before anyone can Sneak Attack. I think all their attacks are Non-Elemental and some use both Current HP and Max HP Formulae. Not to mention they can inflict Dual-Drain and some of them get Peerless under conditions I'm not too sure of.

They gain Peerless or Reflect depending on if they move Left or Right. These two statuses are removed if they move forward. However, in both cases the enemy isn't visually updated with the Peerless status until they're attacked, so you gotta remember....

It looks like i got to take a break from NT for a while, Netzechariah made me so mad. After countless of strats and tries i manage to find a rhythm to fight him (involving wasting a lot of megaelixirs, luck and whatnot). Around 30 min later with "intense" combat i manage to beat him.....but wait there is more. The last challenge showed itself just as i though i was dealing the final blow.

The secret ability that the boss hasn't shown up until then was a last resort attack that was sure to put a kink in my plans.No matter the preparation i could have not prepared myself for the ultimate ability called.....wait for it.....

Spoiler: show
"Soft-Lock" of Mechanical Doom!!!


Any tactics i can use to beat this hidden deadly attack?  ;)


That's really disappointing that it broke; might be the adds not being cleaned up properly or maybe an attack that wasn't set. I could set up a secret backdoor so you can get the KOTR Materia rather than fight it again? I'll get it fixed ASAP in any case.

Hello, I'm really interested in trying this mod. I have the steam version of FF7 and have been trying to get the patcher to work. I've tried, and it just doesn't run, I just get my cursor with the circle next to it until I close the folder. I've tried running it in compatibility mode, as well as an administrator(Crashes Windows Explorer entirely.)

Could someone please help me?

What version of Windows is it? Might be that the patcher program is either too old, or that there's some kind of security issue at play. I'll arrange an alternative either way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: IvoryValor on 2016-04-16 17:14:44
What version of Windows is it? Might be that the patcher program is either too old, or that there's some kind of security issue at play. I'll arrange an alternative either way.

I'm running Windows 10, and I tried compatibility for 7 and 8. Also, Thank you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-04-16 22:13:35
Hey SC, I was wondering, does Aerith gets revived in the mod? Since apparantely you don't get Great Gospel the normal way, maybe you get it down the line? for that she would have to be alive which feels like heresy to me lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-04-16 22:15:52
@Tavarcio
Nah, you'll discover the truth soon. No refunds.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-16 22:19:03
Wow, I really had a bad freeze during the
Spoiler: show
Master materia fight


One of my character was counter attacking and the gaming literally froze. No music, no fps, rain not falling anymore, kill signals not working (ctrl+q / alt+f4). I'll give it another try tomorrow, I have no idea if the game just messed up or if it's because of the fight. Never happened during my 160 hours on steam (vanilla or NT).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-16 22:57:29
SC--I think this might be some kind of graphical glitch, but the Griffons in the Cosmo Canyon area move REALLY slow.  Their graphics move even slower in battle than most slowed monsters, and there is a significant lag in any battle they're in when they act.  It also doesn't seem like they're actually slowed, because they seem to take a normal amount of turns.

Other monsters sharing the same template don't seem to be graphically slowing down like this, so I assume it's something specific to this monster?

EDIT:  Also, the major plot change at the end of disc 1 was pretty bad.  I understand why you did it SC, and I even applaud your super obscure reference to that related internet rumor, but I really, really hope you overhaul that portion of things.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-04-16 23:21:25
Yeah, I had to haste Griffon if it ever took to the air.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-04-17 04:02:52
Also, the major plot change at the end of disc 1 was pretty bad.  I understand why you did it SC, and I even applaud your super obscure reference to that related internet rumor, but I really, really hope you overhaul that portion of things.

Are you referring to the Aeris bit? I believe its eventually going to be optional whether she survives or not. To be honest I doubt I will ever return to Vanilla once New Threat is complete, specifically because of the fact of that choice.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-17 06:41:04
I'm running Windows 10, and I tried compatibility for 7 and 8. Also, Thank you.

Okay, I've got a temporary solution in mind that I'll PM to you later tonight when I've got the next update done; it'll take time to find a solution but I think there are people who have tested the NT installer on Windows 10 and got it to work so there must be a way. That or I'll look for a new patcher that's a bit more modern.

One of my character was counter attacking and the gaming literally froze. No music, no fps, rain not falling anymore, kill signals not working (ctrl+q / alt+f4). I'll give it another try tomorrow, I have no idea if the game just messed up or if it's because of the fight. Never happened during my 160 hours on steam (vanilla or NT).

Sounds different to the usual ones, did you lose focus on the game window at all/click away? That can sometimes cause the game to freeze. I'll check over the enemies to see if there's anything amiss. Maybe something there disagrees with counter-attacking? I'll test it and see.

SC--I think this might be some kind of graphical glitch, but the Griffons in the Cosmo Canyon area move REALLY slow.  Their graphics move even slower in battle than most slowed monsters, and there is a significant lag in any battle they're in when they act.  It also doesn't seem like they're actually slowed, because they seem to take a normal amount of turns.

Other monsters sharing the same template don't seem to be graphically slowing down like this, so I assume it's something specific to this monster?

EDIT:  Also, the major plot change at the end of disc 1 was pretty bad.  I understand why you did it SC, and I even applaud your super obscure reference to that related internet rumor, but I really, really hope you overhaul that portion of things.

Griffons had a change before 1.4 released to do with a modelling error of some kind that I grabbed from someone (Kald or DLPB, something to do with the tail feathers) and then I changed the texture thingies on them to fix a transparency issue. I didn't notice anything wrong with the enemy during the test run, but it might be that I made this change afterwards and missed it. I'll encounter the enemy in any case and see what's up.

Regarding 'that', it wasn't really done at the time for plot reasons. When I was first making NT, I got to that point of the game and started thinking about whether it would be worthwhile to try and have a 9th character be available with those unique healing-based limits. What it essentially boils down to is that I didn't have any feedback/input at the time (the mod hadn't been released), I thought it would be interesting to have that 9th character there + a challenge to help me get better at field scripting (I could do very little of it at the time), and I guess there was a pinch of mischief there as well if we're being honest. It wasn't in the release notes or feature list when I put the mod out, I figured it'd be a nice surprise.

When feedback came in, some were happy about it, some weren't. What I hadn't thought of at the time was that people would be playing the game for the story and only have the mod there to add an edge for the battle side of things. I'd been doing challenge runs of the game beforehand, like Low Level and things like that, so the story wasn't really in my mind that much anymore. But now's the time to implement something that'll suit everyone; after I've refurbished the dark cave sidequest and got Arrange Mode finished, that'll be most of the major scriptwork done so I can start bumping some scripts about and make this an optional feature instead of a mandatory one.

Although watching NT streams where chat is saying things like 'lol why doesn't he just use a phoenix down' and then seeing their reaction when he actually does use one is always gold :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-17 07:48:31

Sounds different to the usual ones, did you lose focus on the game window at all/click away? That can sometimes cause the game to freeze. I'll check over the enemies to see if there's anything amiss. Maybe something there disagrees with counter-attacking? I'll test it and see.


Froze again at the second turn while buffing my team. I highly suspect the rain is the problem, as before the main freeze locking the game, there are 2-3 small freezes where rain doesn't fall but music is still ongoing. Usually if I lose focus, alt/tab, click away I don't have any problem, when I have one, the game simply close with a message, nothing similar. (I didn't lose focus during the fight) but it will only happen when a fight/scene is loading, nothing to do with the current problem ^^.

Also noticed something weird that I didn't see yesterday : Once Carmine Weapon is defeated, as soon as you go back to Kalm traveller (and without talking to him), there will be a materia on the ground (purple), labelled as "W-summon". Checking my materias, it's a underwater one with some AP on it.

Edit: The materia has 0 AP, the one with AP on it is the one I used during the fight (it gained AP as you forgot to set it to "Master" as someone mentioned before. I'll post screenshots in a spoiler to not waste a lot of space on the forum page.

Spoiler: show

(http://images.akamai.steamusercontent.com/ugc/451859178976122628/36061F876DA3FC013A7CE099FC89406DECFA1FF6/)
(http://images.akamai.steamusercontent.com/ugc/451859178976122919/64317B55E56DBEA6B74BF135FA7FE8CE5F01B76B/)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-17 13:35:52
Quote
That's really disappointing that it broke; might be the adds not being cleaned up properly or maybe an attack that wasn't set. I could set up a secret backdoor so you can get the KOTR Materia rather than fight it again? I'll get it fixed ASAP in any case.

Nah its fine, you don't need to do that, i'll just wait for Arrange + .Exe and start fresh when it arrives.
Have fun bug fixing and whatnot =)!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-17 13:37:43
I wonder if there's a way to avoid the status preventing the use of restorative. I'm not at this point yet, but so far the only idea I have is that you could try a "Sneak attack" = "Heal" to cast resist on your party. It might not work if the AI is the same as the Curator (Curator will hit first, you will use sneak attack, curator will do his second attack before anyone can play a turn). The other solution would be to shield your team but it would be again useless if they have non-elemental, non-physical damage.
Just defeated the bastard things and there is a way to stop them from making your characters absorb Restorative...mostly.

When you begin the fight, only party members that are alive will be afflicted with Chef's Curse. Start the fight with 2 party members dead and you can then Revive them normally and heal them normally aswell, as for the Party Member that starts the fight alive they will only be reviveable via Phoenix, best give that to one of your other party members so they can Revive them if need be. As for your party member that absorbs Restorative, giving them the Relic Ring is a great idea as it prevents them from being afflicted with Dual-Drain.

As for dealing damage, Summon + Quadra Magic will help deal significant damage and allow you more casts (Quadra Magic charges exist seperately from the 1 standard Summon Charge per battle).

Vincent with Alexander (Reasonable Damage for Animation Time) + Quadra Magic along with Magic boosting gear (Outsider, Escort Guard/Crystal Bangle, Earring/Circlet) will allow for significant damage, I've been doing a No-Rank Up playthrough of the game and Vincent was hitting around 3400-3600 * 4 per cast. The Downside is that all of the Goldberries will then Counter-Attack and probably kill someone, but if you started the fight with him dead you can Revive him via normal methods. If you're not worried about Animation Times, consider using Bahamut ZERO + Quadra Magic for very high damage per turn. Goldberries have 52000 HP and high Magic Defence so using Summons to ignore that Magic Defence works very well.

Now the remaining issue is Golden Knife, it inflicts Slow-Numb and bypasses Status immunities, when the target becomes Petrified I'm not entirely sure it's curable either. It may require Dispel then Soft to work (I don't think I had Resist on my characters).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GrieverVIII on 2016-04-17 14:43:43
Shit man there's a huge difficulty spike when you return to Midgar ouch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-17 15:12:38
There's a UI issue with the Mime Materia. When viewing the effects it says:

Dexterity + 02
Luck - 02
MaxMP + 96%

The Dexterity and Luck work as normal but the MP increase isn't there. My guess is that the MP increase isn't supposed to be listed but functions properly (Doesn't give the boost). When viewing the Mime materia the Mime option is greyed out yet when in battle it's available and functions as intended.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-17 17:28:54
After getting rid of the Bastardberries for the Mime Materia, now moving onto Kaktuar...

Each turn you attack him he seems to get bigger until he uses Cactageddon which is essentially a Game Over in much the same way as Lethe Breath (Abyss) and Reactor Meltdown (Snuffles Mk II). You can prevent Abyss from using Lethe Breath but is there also a way to stop the use of Cactageddon and Reactor Meltdown or is it just a DPS race to kill them before they eject your entire party?

Kaktuar's main annoyance is Speedstroke which deals damage based off the ingame clock, as I like to take my time this attack will pretty much kill any party member outright. As far as I know there's no way to avoid this (without restarting the game and playing through it faster). Spirit Needlles drains your MP but I think it also reduces your Max MP during the fight. Not too sure but that's very nasty if it does.

I'm guessing I am missing something with the Kaktuar fight, I'm hoping it isn't just a DPS test.

-----

Sega Chief there's also something you will want to look into, check your messages. It's quite important.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-17 18:05:30
After getting rid of the Bastardberries for the Mime Materia, now moving onto Kaktuar...

Each turn you attack him he seems to get bigger until he uses Cactageddon which is essentially a Game Over in much the same way as Lethe Breath (Abyss) and Reactor Meltdown (Snuffles Mk II). You can prevent Abyss from using Lethe Breath but is there also a way to stop the use of Cactageddon and Reactor Meltdown or is it just a DPS race to kill them before they eject your entire party?

Kaktuar's main annoyance is Speedstroke which deals damage based off the ingame clock, as I like to take my time this attack will pretty much kill any party member outright. As far as I know there's no way to avoid this (without restarting the game and playing through it faster). Spirit Needlles drains your MP but I think it also reduces your Max MP during the fight. Not too sure but that's very nasty if it does.


There is a way for both fights. One is more trickier. Concerning Snuffles, you need to slow him and after the next action of one of your character, he will uses "Reactor Cooldown" removing the timer and the slow debuff.
Kaktuar is just a "no magic fight". He will only grow when you use magic. Physically DPS him and you'll be fine (you can add Elemental = Leviathan for extra damage since he is weak to water).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-17 18:14:41
Froze again at the second turn while buffing my team. I highly suspect the rain is the problem, as before the main freeze locking the game, there are 2-3 small freezes where rain doesn't fall but music is still ongoing. Usually if I lose focus, alt/tab, click away I don't have any problem, when I have one, the game simply close with a message, nothing similar. (I didn't lose focus during the fight) but it will only happen when a fight/scene is loading, nothing to do with the current problem ^^.

Also noticed something weird that I didn't see yesterday : Once Carmine Weapon is defeated, as soon as you go back to Kalm traveller (and without talking to him), there will be a materia on the ground (purple), labelled as "W-summon". Checking my materias, it's a underwater one with some AP on it.

Edit: The materia has 0 AP, the one with AP on it is the one I used during the fight (it gained AP as you forgot to set it to "Master" as someone mentioned before. I'll post screenshots in a spoiler to not waste a lot of space on the forum page.

I've not seen that Materia appear before. There's not supposed to be anything dropped there at all, much less W-Summon of all things so not sure why there's text there for it. I actually have no memory of doing it at all, though it couldn't have been anyone else :I I'll sweep it away.

Nah its fine, you don't need to do that, i'll just wait for Arrange + .Exe and start fresh when it arrives.
Have fun bug fixing and whatnot =)!

Okay doke; I'll try not to keep you waiting too long.

Just defeated the bastard things and there is a way to stop them from making your characters absorb Restorative...mostly.

When you begin the fight, only party members that are alive will be afflicted with Chef's Curse. Start the fight with 2 party members dead and you can then Revive them normally and heal them normally aswell, as for the Party Member that starts the fight alive they will only be reviveable via Phoenix, best give that to one of your other party members so they can Revive them if need be. As for your party member that absorbs Restorative, giving them the Relic Ring is a great idea as it prevents them from being afflicted with Dual-Drain.

As for dealing damage, Summon + Quadra Magic will help deal significant damage and allow you more casts (Quadra Magic charges exist seperately from the 1 standard Summon Charge per battle).

Vincent with Alexander (Reasonable Damage for Animation Time) + Quadra Magic along with Magic boosting gear (Outsider, Escort Guard/Crystal Bangle, Earring/Circlet) will allow for significant damage, I've been doing a No-Rank Up playthrough of the game and Vincent was hitting around 3400-3600 * 4 per cast. The Downside is that all of the Goldberries will then Counter-Attack and probably kill someone, but if you started the fight with him dead you can Revive him via normal methods. If you're not worried about Animation Times, consider using Bahamut ZERO + Quadra Magic for very high damage per turn. Goldberries have 52000 HP and high Magic Defence so using Summons to ignore that Magic Defence works very well.

Now the remaining issue is Golden Knife, it inflicts Slow-Numb and bypasses Status immunities, when the target becomes Petrified I'm not entirely sure it's curable either. It may require Dispel then Soft to work (I don't think I had Resist on my characters).

So dead characters can't have flags attached to them; I better remember that. As for attacks that ignore a status immunity, if you are immune to it then it's the same behaviour as Sadness/Fury when wearing a Ribbon/Peace Ring and you give yourself the status in the menu; it 'sticks' to the character and can't be removed easily. So the trick to getting past the Slow-Numb there is to not be immune to petrify or slow-numb.

There's a UI issue with the Mime Materia. When viewing the effects it says:

Dexterity + 02
Luck - 02
MaxMP + 96%

The Dexterity and Luck work as normal but the MP increase isn't there. My guess is that the MP increase isn't supposed to be listed but functions properly (Doesn't give the boost). When viewing the Mime materia the Mime option is greyed out yet when in battle it's available and functions as intended.

I remember seeing that, but forgot to look into it. The greyed out name is due to it being 1-Star, but it fortunately functions as intended. As for the incorrect equip-effect though, I'm not sure why that's happened. Hopefully it's just a case of changing the equip effect, otherwise I'll bump it up to being a mastered 2-Star again if it's something to do with that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-17 18:49:07
There is a way for both fights. One is more trickier. Concerning Snuffles, you need to slow him and after the next action of one of your character, he will uses "Reactor Cooldown" removing the timer and the slow debuff.
Kaktuar is just a "no magic fight". He will only grow when you use magic. Physically DPS him and you'll be fine (you can add Elemental = Leviathan for extra damage since he is weak to water).
Kaktuar seems to evade almost all of my Physical attacks, even with 255% Acc weapons like God's Hand. I'm guessing he has a collosally high Luck stat or something. I imagine DPsing with Physicals only will take a while given the number of Misses that'll happen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: IvoryValor on 2016-04-17 20:31:29
Okay, I've got a temporary solution in mind that I'll PM to you later tonight when I've got the next update done; it'll take time to find a solution but I think there are people who have tested the NT installer on Windows 10 and got it to work so there must be a way. That or I'll look for a new patcher that's a bit more modern.

Thank you so much... sorry I didn't reply sooner, I was at a friend's house. ^_^;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-17 21:46:21
Kaktuar seems to evade almost all of my Physical attacks, even with 255% Acc weapons like God's Hand. I'm guessing he has a collosally high Luck stat or something. I imagine DPsing with Physicals only will take a while given the number of Misses that'll happen.

It'll be 177 or something in that region. But Lucky Hit overrides Lucky Dodge, so a character with high Luck as opposed to high Accuracy should fare better.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-17 22:08:01
Kaktuar is just a "no magic fight". He will only grow when you use magic. Physically DPS him and you'll be fine (you can add Elemental = Leviathan for extra damage since he is weak to water).
Eventually got him down with the aid of Tifa's Godhand, Leviathan + Elemental, Lucky Pill (Cut down on battle time), 4x Cut, Counter Attacks and alot of Patience in what was a very hit or miss strategy (Can't believe how many misses I had with a 255% Acc Weapon, especially galling when getting a Perfect Limit Break (Yeah! x7 and about 2 of them hit). I wanted to try and use Master Fist instead but it just didn't have the Accuracy.

AI seemed to change this time around, Kaktuar didn't use Speedstroke at all and instead opted for something called Succulent Ray and always on Tifa, never any other target. Once I got Resist on Tifa I was good to go as long as I kept her alive, for some reason Manipulate + Added Effect in Armour doesn't give the Status Resistance.

I also found out that Curse Ring halves Restorative and Prevents Regen, will have to watch out for that in future.

3/4 Materia Caves down and I've heard that the boss in the Round Island cave is currently soft-locking. I think i'll leave him alone for now. At least this last boss properly gave the Key Item he's supposed to drop (Love Buster isn't dropping Micro Engine, X-ATM Scorpion isn't dropping X-ATM Core, Tseng isn't dropping Pulse Ammo).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-17 22:10:39
It'll be 177 or something in that region. But Lucky Hit overrides Lucky Dodge, so a character with high Luck as opposed to high Accuracy should fare better.
So in future playthroughs I guess Cid with Flayer + Platinum Bangle + Amulet then. Wow that's 248 Luck with no Rank-Ups, will need to do further field testing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-17 23:00:02
Yo Sega Chief, got a couple of questions for research purposes, not all are related to eachother:

- How much HP does Netzechariah have?
- You said Dual-Drain wears off for enemies with abnormally large HP pools, it wouldn't happen to be > 262,144 would it and could you test it?
- Do you have an ETA for the next flevel hotfix and the Dark Cave sidequest?
- Is it possible to make it more obvious when a target is affected by Dual-Drain (Maybe make it glow like with Berserk, Poison, Manipulate, Peerless but have it purple or something)?




Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-17 23:27:54
Yo Sega Chief, got a couple of questions for research purposes, not all are related to eachother:

- How much HP does Netzechariah have?
- You said Dual-Drain wears off for enemies with abnormally large HP pools, it wouldn't happen to be > 262,144 would it and could you test it?
- Do you have an ETA for the next flevel hotfix and the Dark Cave sidequest?
- Is it possible to make it more obvious when a target is affected by Dual-Drain (Maybe make it glow like with Berserk, Poison, Manipulate, Peerless but have it purple or something)?

I never found out what the specific number was, but that seems to be the in the general ballpark for it.

I'm working on the patch just now, hoping to have it uploaded before tomorrow morning. Dark Cave is taking a little longer due to bugfixing the other issues that are appearing but I'm getting there.

There was a discussion about this for Shield and it looks possible to set a status to have it's own colour, but I don't have the know-how to do it; it's an .EXE change.

Edit: I think that's everything. Going to check the last couple of pages again for any remaining issues.

Edit 2: Uploading patched files at the mo (I'll get that alternate solution to you once they're up, IvoryValor). The changes are:
X) Ending Behaviour changed:
   No Hero Medal = Normal Final Seph Fight, Ending FMV + Credits
   Hero Medal = Special Final Seph Fight, NT Ending Card
   [Secret] = [Secret] (overrides other two endings)
X) Large mechanical thing removed from Church :I
X) Icicles can be hit with Gravity again
X) Changed Gaea Dragon's Morph
X) Crash on Materia fight? Temporarily changed Battle Background while
   I figure this one out
X) Brawler Cup text
X) Netz softlock at end & reduced possible bombs from 3 to 2.
X) Mime has wrong info on equip effect; tried setting it to drop as a normal 2-star Materia.
X) Pre-emptive now working, not a duplicate of Chocobo Lure.
X) Fixed merged text (compression issue) of Enemy Lure & Enemy Away
X) Party reform after leagues (attempted)
X) Planet drop (no issue found?)
X) W-Summon (actually Underwater Materia) drops from Kalm traveller; added deactivation to it's main script
X) Hungry MP issue/wrong ability
X) Magnade AI; reverted to default
X) Griffon slow anim issue
X) W-Magic Drop (mastered it)
X) Teleport NPC Crater, Checked it again: Seems fine
X) L4 Death allemagne; - changed to L?? Death & L?? Flare
X) Final Attack, Bahamut Zero, Phoenix; drop as mastered

Might be more that I made over the last two nights as well.

Edit 3: Main is up, getting the hotfixes together now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-04-18 11:20:53
There's the issue I mentioned of the Fort Condor runner not working, save Junon's runner. He just tells you to bring 4000gil to hire troops.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2016-04-18 16:21:41
Patched using the main installer since hotfixes aren't out yet. Tested again the fight, scene has changed (black) but I still crash, so the rain wasn't the problem it seems :\

I would like to know if I'm the only one who experience this (mainly asking who are at disc 3, have beaten Carmine Weapon and can do this fight)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-18 16:56:13
After the Mimic fight in the Forgotten City, it gives you an incorrect message about receiving the "Planet" materia. off course it doesn't give it to you and it's still only avaliable after Extra Battle: Gold Match (Which needs the appropiate flevel patch, it's still the placeholder as of now). It seems to simply be an incorrect text box, nothing gamebreaking.

From the looks of things, having your party nullify/absorb Gravity and casting Reflect on the Lusus Flares seems to be the best way to stop them from healing themselves with Demi3 Spam despite their HP (22500 isn't so little when they heal themselves every turn). Once you buff your party with Haste/Sadness/Regen/Resist it's a mini survival/waiting game until you can target both Flares and cast Reflect on them. Alexander (The Summon, not the Meerkat) + MP Turbo with Mime + Counter if you get hit by any Nullified Demi3's proves to be very effective at depleting enemy HP across the board. Having a character with ~90+ Magic with MP Turbo can allow Alexander to hit around 6500 on the Lusus Flares and 9999 on the Mimic (Weak to Holy), therefore you should be able to kill the Lusus Flares before their Reflect charges are depleted.

Once the Lusus Flares are down it's just a matter of how many Mimes you can get away with before you have to heal your party. Clone Breath looks to be Gravity Elemental, Mimesis appears to be a Current HP Formula attack but not Gravity and Lusus mark simply makes a Flare untargetable for a period of time. Fake Quake is designed to catch anyone out using Earth + Elemental in their armour as it's not an Earth attack, probably Non-Elemental.

By the way, is Fake Quake Non-Elemental or does it have an Element tied to it? All I know for sure is it's definitely not Earth and probably not Hidden.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: penetrice on 2016-04-19 03:44:01
Playing the game through again, and a boxer in gongaga just used chain bomb and it broke the game with an error message and then closed the game lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-19 06:09:38
After the Mimic fight in the Forgotten City, it gives you an incorrect message about receiving the "Planet" materia. off course it doesn't give it to you and it's still only avaliable after Extra Battle: Gold Match (Which needs the appropiate flevel patch, it's still the placeholder as of now). It seems to simply be an incorrect text box, nothing gamebreaking.

From the looks of things, having your party nullify/absorb Gravity and casting Reflect on the Lusus Flares seems to be the best way to stop them from healing themselves with Demi3 Spam despite their HP (22500 isn't so little when they heal themselves every turn). Once you buff your party with Haste/Sadness/Regen/Resist it's a mini survival/waiting game until you can target both Flares and cast Reflect on them. Alexander (The Summon, not the Meerkat) + MP Turbo with Mime + Counter if you get hit by any Nullified Demi3's proves to be very effective at depleting enemy HP across the board. Having a character with ~90+ Magic with MP Turbo can allow Alexander to hit around 6500 on the Lusus Flares and 9999 on the Mimic (Weak to Holy), therefore you should be able to kill the Lusus Flares before their Reflect charges are depleted.

Once the Lusus Flares are down it's just a matter of how many Mimes you can get away with before you have to heal your party. Clone Breath looks to be Gravity Elemental, Mimesis appears to be a Current HP Formula attack but not Gravity and Lusus mark simply makes a Flare untargetable for a period of time. Fake Quake is designed to catch anyone out using Earth + Elemental in their armour as it's not an Earth attack, probably Non-Elemental.

By the way, is Fake Quake Non-Elemental or does it have an Element tied to it? All I know for sure is it's definitely not Earth and probably not Hidden.

Fake Quake is non-elemental.

Playing the game through again, and a boxer in gongaga just used chain bomb and it broke the game with an error message and then closed the game lol.

I've had a lot of trouble with that attack in the past; no idea why it keeps breaking. I'll just get rid of it altogether.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GrieverVIII on 2016-04-19 08:08:45
Is there any way to tell if Dual is on an enemy who can't be Sensed? Also have you considered making Sense stronger to show what status effects enemies are weak to, and work on bosses? I just beat Proud Clod, though it took foreevvveerrr, and I kept think there must have been something I was missing, but I don't really know how I can figure out what works and what doesn't.
I also think it'd be a good idea to add an indicator for Reflect. It's super annoying when enemies give you the Reflect status and you don't realise. Also, any reason Dual isn't healed by Esuna?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-19 09:17:01
It'd need an .EXE hack of some kind to give the enemy a colour to indicate that it's on; it was discussed on a thread, but I couldn't figure it out.

There's two 'types' that statuses fall under, by my reckoning; ailments and magical effects. In the default game, Dispel and Esuna (mostly) handle different statuses. Esuna will get rid of Poison but not Slow, while Dispel handles things like Stop and Reflect but not Darkness and Silence. I don't think they share any common statuses. Dual wasn't handled by either, but it's the opposite of Regen which is handled by Dispel, so I put it down as a magical effect. But I also put it onto Antidotes, so you'd have an early option to tackle it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-19 13:42:22
I know most of the script is left intact from the original, but how many changes were actually made to it in NT?  I just finished the events in the North on "disc 2", but the plot seems...much more coherent than I remember from the original.  Especially with the all the mentions of Jenova rather than just a laser focus on Sephiroth.  This is a good thing, but I just hope my memory isn't THIS bad that I couldn't remember some of these pretty important plot points (I last played the original all the way through a few years ago).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-19 17:29:10
Just did the fight for the Dragon Force Enemy Skill. It doesn't boost Def and MDef anymore and Hero Drinks no longer appear to boost Def and MDef either, seems like you really don't want us temporarily boosting stats. Either that or...

Spoiler: show
Hero Drink II is secretly a marketing ploy that's designed to have it suck in most circumstances so that Sega Chief can bring back "Hero Drink Classic" at extortionate prices and make billions of Gil.


As fo the King Bub fight, I've noticed that Royal Decree is hitting the Royal Guards for 4 Damage leaving them on 7774/7778 HP and gives them Shield status. I'm guessing it's supposed to hit 1 so they go Lucky 7's on our asses, out of curiosity does Lucky 7's ignore Shield status (Guessing it doesn't ignore Peerless)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-19 17:42:07
I maybe spruced up the dialogue a little bit for 1.4. There's a few areas though that were done in 1.3-1.35, and some others that weren't done at all, but eventually I'll get to all of it. I won't be able to finish it properly until I've taken care of a certain 'problem' I caused.

Just did the fight for the Dragon Force Enemy Skill. It doesn't boost Def and MDef anymore and Hero Drinks no longer appear to boost Def and MDef either, seems like you really don't want us temporarily boosting stats. Either that or...

Spoiler: show
Hero Drink II is secretly a marketing ploy that's designed to have it suck in most circumstances so that Sega Chief can bring back "Hero Drink Classic" at extortionate prices and make billions of Gil.


As fo the King Bub fight, I've noticed that Royal Decree is hitting the Royal Guards for 4 Damage leaving them on 7774/7778 HP and gives them Shield status. I'm guessing it's supposed to hit 1 so they go Lucky 7's on our asses, out of curiosity does Lucky 7's ignore Shield status (Guessing it doesn't ignore Peerless)?

There was a Hero Drink Classic in the mod in early builds, but it was removed again because billions of gil weren't forthcoming.

Yeah, it's supposed to be 1 damage to set up 7777 but I'm guessing the increase in Level has upped his damage slightly. I'm not so sure about the player's Lucky 7's, but enemy attacks are more or less still the same, just using a different formula, so Shield should still work. Peerless will work either way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-19 17:48:51
I maybe spruced up the dialogue a little bit for 1.4. There's a few areas though that were done in 1.3-1.35, and some others that weren't done at all, but eventually I'll get to all of it. I won't be able to finish it properly until I've taken care of a certain 'problem' I caused.

There was a Hero Drink Classic in the mod in early builds, but it was removed again because billions of gil weren't forthcoming.

Yeah, it's supposed to be 1 damage to set up 7777 but I'm guessing the increase in Level has upped his damage slightly. I'm not so sure about the player's Lucky 7's, but enemy attacks are more or less still the same, just using a different formula, so Shield should still work. Peerless will work either way.
Would that "certain problem" be the problem I informed you of or is that a different issue?

I Knew it!

I guess in a properly working battle for that fight, King Bub will open with Royal Decree, Aeris could use Princess Guard + Slash-All to Shield the team and then survive until the next Royal Decree to remove their Lucky 7's. I suppose you could Dispel Royal Decree and inflict Confu on the Guards but they'd just K.O themselves and more would spawn via King Bub.

Do you have any more info regarding a feature for missing Key Items? If I had them I could obtain a couple more Ultimate Weapons and I really don't like the prospect of Morphing North Crater enemies right now, especially since they cannot be sensed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-19 19:33:08
By the way does anyone know where to get Choco Feathers past Disc 1? I remember stealing them from something but I think it was in Corel Prison and I can't go back there.

EDIT: Never mind, Wutai item shop has it for anyone else who wasn't sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-20 13:04:35
SC--This is a really, REALLY small thing, but I just noticed it last night.

It seems that with NT's changes at the end of Disc 1, the appropriate Steam achievement does not activate for completing that part of the game.  Obviously that won't get fixed until you get to the plot-stuff you said you wanted to tweak, but I'm just throwing it out there in case no one brought it it up yet.  (sorry, I'm a bit OCD about achievements on games I like)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-20 14:04:04
SC--This is a really, REALLY small thing, but I just noticed it last night.

It seems that with NT's changes at the end of Disc 1, the appropriate Steam achievement does not activate for completing that part of the game.  Obviously that won't get fixed until you get to the plot-stuff you said you wanted to tweak, but I'm just throwing it out there in case no one brought it it up yet.  (sorry, I'm a bit OCD about achievements on games I like)

It's been mentioned before, but I'm not sure what the 'hooks' for the achievements to trigger from actually are or what might have been changed to stop it from triggering in this particular part. Unless it's the FMV that's no longer played? If it's that then I'll have that sorted out at some stage. In the meantime, if you kept a copy of the default data folder/are using 7H then you can try loading up the default game you can quickly load your pre-boss save and (probably) trounce it to get the achievement.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dark_Ansem on 2016-04-20 14:05:49
Is it intentional that the text message during the Guard Scorpion battle is still "wrong"?

Could you add two new item properties: MP Rage (turns a % of damage received into mp) and an accessory property which cuts MP usage of summons and spells by x% (like Chrono trigger)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-20 14:55:03
I fixed the it's/its on that line; as for the content of the line, well...you should maybe take everything Cloud says with a pinch of salt.

I wouldn't know how to set up an accessory like that (it'd have to be an .EXE thing, but accessories like Cat's Bell might be a good place to start) and MP Rage would depend on whether I can get the game to track the damage taken, divide it, then apply it to the character through their AI which might be too bulky for the kernel's space limitations.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dark_Ansem on 2016-04-20 15:00:24
I fixed the it's/its on that line; as for the content of the line, well...you should maybe take everything Cloud says with a pinch of salt.

I wouldn't know how to set up an accessory like that (it'd have to be an .EXE thing, but accessories like Cat's Bell might be a good place to start) and MP Rage would depend on whether I can get the game to track the damage taken, divide it, then apply it to the character through their AI which might be too bulky for the kernel's space limitations.

Thanks. please bear it in mind for future updates if you want :p

On a sidenote, could you consider incorporating in your mod an integral translation, truer to the original?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-20 16:18:21
Thanks. please bear it in mind for future updates if you want :p

On a sidenote, could you consider incorporating in your mod an integral translation, truer to the original?

If I can encourage even just one new player to attack Scorp while the tail is up, then that's what I'm gonna do.

I probably won't put it into NT as a standard feature, but I will make an off-shoot version that uses Reunion's Beacause when both mods are finished.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-20 18:43:18
- L2 Confu inflicts Confusion on any target not immune, regardless of their level.
- Comet2 says it's Non-Elemental and hits 4 times yet when cast I see 6 Hits of damage.
- Big Brawl and attacks which share the animation for Satellite Beam (Air Strike, Cyberdyne Ray etc.) don't show damage numbers upon hit, the damage is still dealt however. Big Brawl in particular is quite funny to watch.

-----

Did you make changes to the base power of Limit Breaks? It looks some Multi-Hit Level 4's are being out-performed by Multi-Hit Level 3's, it might be my imagination but I'd just like to double check.

-----

I don't remember this being the case in vanilla FF7 but in this mod Dexterity seems to significantly improve your Att% Stat where as I thought it only affected your Def%. I've noticed High Dexterity and Low Luck characters having near 100% Success Rates with Deathblow and Flash.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-20 20:02:42
- L2 Confu inflicts Confusion on any target not immune, regardless of their level.
- Comet2 says it's Non-Elemental and hits 4 times yet when cast I see 6 Hits of damage.
- Big Brawl and attacks which share the animation for Satellite Beam (Air Strike, Cyberdyne Ray etc.) don't show damage numbers upon hit, the damage is still dealt however. Big Brawl in particular is quite funny to watch.

-----

Did you make changes to the base power of Limit Breaks? It looks some Multi-Hit Level 4's are being out-performed by Multi-Hit Level 3's, it might be my imagination but I'd just like to double check.

-----

I don't remember this being the case in vanilla FF7 but in this mod Dexterity seems to significantly improve your Att% Stat where as I thought it only affected your Def%. I've noticed High Dexterity and Low Luck characters having near 100% Success Rates with Deathblow and Flash.

Is that Mimic's L2 confuse?

Comet2 was upgraded to 6 hits, just forgot to change the description on it.

Limits are unchanged without an .EXE patch; I guess they aren't suited for use as enemy attacks, but I'm a little reluctant to drop the Satellite Beam. Big Brawl is more of a problem though; Cid's Limits just seem to generally malfunction on PC.

It's the case in FF7 Vanilla too that Dex boosts your accuracy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: penetrice on 2016-04-20 21:11:10
Just curious, were there any changes made to vincent's limits?  I thoroughly enjoyed using him in vanilla, and plan on using him this play through, but they seem a tad underpowered (unless i'm doing something wrong O.o), just want to know if it's worth using his limits, or if i should just leave him in a perpetual state of limit throughout the game while taking advantage of his excellent magic stat? :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-20 21:43:57
Is that Mimic's L2 confuse?

Comet2 was upgraded to 6 hits, just forgot to change the description on it.

Limits are unchanged without an .EXE patch; I guess they aren't suited for use as enemy attacks, but I'm a little reluctant to drop the Satellite Beam. Big Brawl is more of a problem though; Cid's Limits just seem to generally malfunction on PC.

It's the case in FF7 Vanilla too that Dex boosts your accuracy.
It's Hippogriff's L2 Confu in the Mideel Area.

Is each Comet2 hit 1.875x Base Power like in Vanilla or is it lower to take into account the extra hits. Original = 1.875x for 4 Hits for 7.5x Base Power, is Comet2 in this mod 1.25x for 6 Hits for the same 7.5x Base Power or is it the original 1.875x for 6 hits for 11.25x Base Power?

As far as player Limit Breaks go, Big Brawl is the only one I've seen any issues with. I like seeing enemies make use of Satellite Beam but I am not sure how long it would take to fix the issue (if fixable).

I could have sworn it was only Def%, thanks for clearing that up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-20 21:55:18
Any tips for quickly dealing with the Eyes for Carmine Weapon, Lucky Dodge only goes so far and Time Attack Storm deals over 8000 HP damage because I like to take my time. In other words I am pretty much screwed if it hits all my party members.

What's the best strategy for Morphing North Crater enemies, I'm specifically refering to Iron Man, Armoured Golem, King Behemoth, Crater Dragon, Dragon Zombie and Master Tonberry. All of them have over 30000 HP so sensing is out of the question.

What will happen regarding people missing certain Key Items that haven't dropped (X-ATM Core, Pulse Ammo, Micro Engine etc.) and also where does one obtain the Red Crystal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: dazheel on 2016-04-20 22:17:23
Hey SegaChief thanks for the awesome mod, really enjoy playing it  but i got a few issues right now :

- Can't start the "Dark Cave" sidequest, I'm at the end of the game and basically cleared almost all of the mod content but Dio is nowhere to be found, i searched for him in all the Gold Saucer at different points of the story but he seems to have just disappeared after the Key of the ancients event, any ideas ?

- This one may be on my end but i can't do the Yahcobo fight right now, 5sec after the beginning of the fight the game crashes with the "An unknown exception has occured" message. Also tried with a different setup/party with no success

This is on 1.4 with the 18th april hotfix

Oh and a quick feedback :

- I was stuck on the Nitz fight too because of the softlock problem, the hotfix worked perfectly and I could finally beat it, still i don't know if it's intended but i couldn't kill the adds that he spawned, they seem to be vulnerable for like 1 turn then they just become impervious to all source of damage, also the boss kept using "Deployment' through the fight resulting in a miss on the bots.

- Final X-ATM fight has no music
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2016-04-21 00:46:21
Took a while but I'm back with the report. I'm sure some of these have been reported and/or fixed already, so if they have been, apologies.

- The enemy Valron in the Rocket Town area forests locked up for me once. Not sure what did it but he was flying, went to the ground then the battle just held there if that helps. They also try and cast something they do not have enough MP for even at full.

- I found the above bug trying to find Zieg, who I still could not find after an hour+ looking around all the forests of the land. Could still be a case of horrible luck but I think I'm gonna have to request a double check on this one. However, a buddy of mine managed to get not 1, but 2 MP Plus materias from the teammates in the Crater. I do not know if the prizes are randomized or where you send whom where matters. I can ask and see if he remembers if it would help if this is a bug?

- W-Magic and Mime also drop 1-Star like Underwater instead of mastered. Should also mention Mime comes greyed out, insinuating that we can't use the ability until we level it up. We can so no worries about it being usable, it's just a visual glitch. One last thing about Mime, it comes with an "MP+96%" bonus. You don't actually get the bonus MP stat wise, just in writing on the materia itself.

- The fight you get from handing in the Earth Harp locked up on me a few times. I'm trying to avoid spoilers so I don't want to say but uhh..
Spoiler: show
If you cast Resist on your team and Command then uses Manipulate, it locks up. Also if you inflict Berserk on Command it can lock the game up sometimes as well. If it doesn't lock then Command, when berserked, will only attack its teammates instead of you. Can't imagine that is intended?


Spoiler: show
 - During the battle for Cloud's level 4 limit break, if you W-Magic cast Bio and it poisons, then follow with Resist, the enemy will get stuck in a never ending loop trying to cure it. This forces a reset of the game.


- During the fight with Netz, if you kill "Byte" the game locks up. You can kill "Bit" no problem. Also as dazheel mentioned somewhat quickly they become immune to damage with no indicator or seemingly intended way to deal with it. Is that intended and if it is, is there some way to deal with them?

- After beating the bosses from handing in the Earth Harp and Guidebook, I went outside to save and came back and found a second Underwater materia. Also when I picked it up it said it was a W-Summon.

Can confirm another dazheel report. Yahcobo locks up immediately for me as well. No clue what the issue is here.

- Questions and comments now. The man in the cockpit of the Highwind mentions Cid can repair the gun in Wall Market if he leads the party, I tried this with several different party configurations but to no avail. Am I missing something?

- Vincent's level 4 limit battle and maybe Red XIII's could use a bit of a buff in my opinion. Could be good discussion, see what others think.

X) Planet drop (no issue found?)

- Planet works fine, what I meant was we can get multiple Planets through AP but only one Contain as it comes mastered. I don't think Contain is stronger then Planet overall so Contain should be able to be mastered if Planet is I think.

Think I got it all. Thanks again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: PmP7x on 2016-04-21 01:19:35
Possible soft lock?

Got the gold ticket to the golden saucer
used the quick warp while it is closed on disc 2
Cant get out past dio
Not sure if there is a way out or if I'm stuck.

Thanks

Also unable to find Zieg as above.

<3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-21 06:42:36
Just curious, were there any changes made to vincent's limits?  I thoroughly enjoyed using him in vanilla, and plan on using him this play through, but they seem a tad underpowered (unless i'm doing something wrong O.o), just want to know if it's worth using his limits, or if i should just leave him in a perpetual state of limit throughout the game while taking advantage of his excellent magic stat? :P

Vincent's Limits will be beefed up a little (specifically the physical attacks) when I've got the new .EXE patch made. The magic abilities on his Limits tend to hit very hard, but the physical attack is very weak.

It's Hippogriff's L2 Confu in the Mideel Area.

Is each Comet2 hit 1.875x Base Power like in Vanilla or is it lower to take into account the extra hits. Original = 1.875x for 4 Hits for 7.5x Base Power, is Comet2 in this mod 1.25x for 6 Hits for the same 7.5x Base Power or is it the original 1.875x for 6 hits for 11.25x Base Power?

As far as player Limit Breaks go, Big Brawl is the only one I've seen any issues with. I like seeing enemies make use of Satellite Beam but I am not sure how long it would take to fix the issue (if fixable).

I could have sworn it was only Def%, thanks for clearing that up.

The base power of Comet2 is unchanged, just has two extra hits.

Any tips for quickly dealing with the Eyes for Carmine Weapon, Lucky Dodge only goes so far and Time Attack Storm deals over 8000 HP damage because I like to take my time. In other words I am pretty much screwed if it hits all my party members.

What's the best strategy for Morphing North Crater enemies, I'm specifically refering to Iron Man, Armoured Golem, King Behemoth, Crater Dragon, Dragon Zombie and Master Tonberry. All of them have over 30000 HP so sensing is out of the question.

What will happen regarding people missing certain Key Items that haven't dropped (X-ATM Core, Pulse Ammo, Micro Engine etc.) and also where does one obtain the Red Crystal.

So each eye has 36,000HP with middle-ground Defence and Magic Defence. They take double damage from Hidden, Bolt...and Wind for some reason. I guess because it levitates, but that's more floating in the water than flying; must have been a long night when I put in wind weakness. They absorb Water, null Earth/Gravity, and Absorb Holy.

Pandora's Box would be ideal to hit them all at once, but that's locked behind a boss. Shadow Flare could be a good high-damage substitute, or a Bolt/Hidden-Elemental physical attacker. Quadded-Ramuh might deal a good chunk of damage if the caster has a good Magic stat; Summons ignore Defence and don't suffer from split-damage like most normal spells do.

There is another thing you can do though; an odd trigger in his AI from his vanilla scripts involving Summons. If you use any of the three Bahamut summons on him when his eyes are open, he will not use Time Attack Storm; instead he'll use Carmine Beam which deals %-based damage (16/32). That can give you a way to avoid it, in a pinch. You can also Slow the Eyes along with Emerald; a Slow-All should buy you some extra time to get them down.

Morphing the Crater enemies has been reported as being too difficult due to their high HP pools. The plan is to add a handler that, when they're struck by the Morph command at low HP, they report their current increment of HP (so when Iron Man is below 4/32 of his HP and he's hit with Morph, it'll say 'Current HP <= 18375. When he's below 1/32 of his HP, it'll report 'Current HP <= 4594'. It's not perfect by any means, but it'll give people a rough idea of when to hold off on the heavier attacks.

I'll be sorting the issue of missing key items out by moving the missing ones to unmissable locations. Junon Leagues, Dark Cave, and maybe a new event or two to cover what's missing.

Hey SegaChief thanks for the awesome mod, really enjoy playing it  but i got a few issues right now :

- Can't start the "Dark Cave" sidequest, I'm at the end of the game and basically cleared almost all of the mod content but Dio is nowhere to be found, i searched for him in all the Gold Saucer at different points of the story but he seems to have just disappeared after the Key of the ancients event, any ideas ?

- This one may be on my end but i can't do the Yahcobo fight right now, 5sec after the beginning of the fight the game crashes with the "An unknown exception has occured" message. Also tried with a different setup/party with no success

This is on 1.4 with the 18th april hotfix

Oh and a quick feedback :

- I was stuck on the Nitz fight too because of the softlock problem, the hotfix worked perfectly and I could finally beat it, still i don't know if it's intended but i couldn't kill the adds that he spawned, they seem to be vulnerable for like 1 turn then they just become impervious to all source of damage, also the boss kept using "Deployment' through the fight resulting in a miss on the bots.

- Final X-ATM fight has no music

Dark Cave is currently down for some heavy maintenance. I needed to re-do some of the scripts there to fix a problem that clashes with the new 1.4 scripts and to get it ready for the Aeris Unrevival project (new official name for NT's first 'unfeature').

I'll check the Yahcobo fight. Maybe the kernel synch is a bit off or something.

Deployment is only supposed to be used once, so I'll have a look at why it's still triggering. The bots are vulnerable to damage for that first turn so they can be properly revived before getting their flags set, but I'll see if I can't come up with a more efficient way to do it; maybe make them untargetable or something after they pop up.

And the X-ATM fight hasn't had music for a while now; I clean forgot to fix it, despite many reports about it throughout 1.3 and 1.35 ^^'

Took a while but I'm back with the report. I'm sure some of these have been reported and/or fixed already, so if they have been, apologies.

- The enemy Valron in the Rocket Town area forests locked up for me once. Not sure what did it but he was flying, went to the ground then the battle just held there if that helps. They also try and cast something they do not have enough MP for even at full.

- I found the above bug trying to find Zieg, who I still could not find after an hour+ looking around all the forests of the land. Could still be a case of horrible luck but I think I'm gonna have to request a double check on this one. However, a buddy of mine managed to get not 1, but 2 MP Plus materias from the teammates in the Crater. I do not know if the prizes are randomized or where you send whom where matters. I can ask and see if he remembers if it would help if this is a bug?

- W-Magic and Mime also drop 1-Star like Underwater instead of mastered. Should also mention Mime comes greyed out, insinuating that we can't use the ability until we level it up. We can so no worries about it being usable, it's just a visual glitch. One last thing about Mime, it comes with an "MP+96%" bonus. You don't actually get the bonus MP stat wise, just in writing on the materia itself.

- The fight you get from handing in the Earth Harp locked up on me a few times. I'm trying to avoid spoilers so I don't want to say but uhh..
Spoiler: show
If you cast Resist on your team and Command then uses Manipulate, it locks up. Also if you inflict Berserk on Command it can lock the game up sometimes as well. If it doesn't lock then Command, when berserked, will only attack its teammates instead of you. Can't imagine that is intended?


Spoiler: show
 - During the battle for Cloud's level 4 limit break, if you W-Magic cast Bio and it poisons, then follow with Resist, the enemy will get stuck in a never ending loop trying to cure it. This forces a reset of the game.


- During the fight with Netz, if you kill "Byte" the game locks up. You can kill "Bit" no problem. Also as dazheel mentioned somewhat quickly they become immune to damage with no indicator or seemingly intended way to deal with it. Is that intended and if it is, is there some way to deal with them?

- After beating the bosses from handing in the Earth Harp and Guidebook, I went outside to save and came back and found a second Underwater materia. Also when I picked it up it said it was a W-Summon.

Can confirm another dazheel report. Yahcobo locks up immediately for me as well. No clue what the issue is here.

- Questions and comments now. The man in the cockpit of the Highwind mentions Cid can repair the gun in Wall Market if he leads the party, I tried this with several different party configurations but to no avail. Am I missing something?

- Vincent's level 4 limit battle and maybe Red XIII's could use a bit of a buff in my opinion. Could be good discussion, see what others think.

- Planet works fine, what I meant was we can get multiple Planets through AP but only one Contain as it comes mastered. I don't think Contain is stronger then Planet overall so Contain should be able to be mastered if Planet is I think.

Think I got it all. Thanks again.

Might be an AI thing for Valron; I made adjustments to his scripts in the Nibelheim area then copied them over, but might have missed the actual abilities themselves if they were changed. I'll get him sorted out.

If MP Plus is dished out by an ally in the Crater, then it's probably an oversight on my part. You used to get MP Plus from the Crater before the Zieg thing was set up. I'll get the variable checked for it and if I can't find a cause then I'll add that event players can trigger themselves later to get the fight (and MP Plus).

The Materia fight seems to be causing a lot of problems; the fight itself sounds very buggy though the AI should have been fairly straightforward. Maybe it's a problem with the models + animation they use? Movers animations affect each other so that they move like a group, but they're all different IDs so maybe it's tripping the script up. Although the Manip-Resist thing does bring to mind an older bug report involving Rudra I think. I'll do some tests with Manip & Resist.

I didn't think of that with Resist; that might bugger up Reno as well, and a few other bosses. I'll sort it out.

The two bots that spawn in the Netz fight are supposed to be invulnerable and there to harry the player's team. The brief moment where they can take damage though is a bit misleading, and it's a flaw in the script I made. I'll try to iron it out.

I set a thing to the Main script of that Materia to try and have it removed from view altogether, but if it's in the latest patch then I guess it didn't work. I'll remove the model group altogether and the scripts referring to it.

I forgot to change that text. Cid's old Lv.4 Limit thing was obtained from the weapon shop, but now it's obtained by talking to the kid that appears in his house after your party 'commandeers' the Tiny Bronco. There's three fights that unlock at certain points of the game, but if you're on Disc 3 then they'll all be available.

Red and Yuffie have the weakest Lv.4 Limits because they only hit once, whereas the others hit multiple times. Vincent's Chaos is also pretty weak because it doesn't have the benefit of a hard-hitting elemental attack like Galian and Gigas. The .EXE patch I'm making will let me tune these up a bit.

Ah, so that's the thing. I'll set Contain to drop a star short of being Mastered so that multiple copies are available.

Possible soft lock?

Got the gold ticket to the golden saucer
used the quick warp while it is closed on disc 2
Cant get out past dio
Not sure if there is a way out or if I'm stuck.

Thanks

Also unable to find Zieg as above.

<3

I didn't think of that for the Gold Saucer teleport; I'll set the script to disable it during that segment of the game. Did you save your game while you were in there? I could disable Dio's collision in the next patch temporarily if you need to get out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dark_Ansem on 2016-04-21 09:49:50
BUG: there is a guard scorpion in the church during the first aeris meeting. It is there only in the close-up scene. The top-down church view does not have it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-21 14:40:27
I was going to wait for Arrange before i started playing NT again, but damn it i have to play anyway.
Just a few questions:
* If i start a new game now, will all keyitems (and such) be placed on the right boss/event?
* Is there a way to grind Rank up at "endgame" if i try to go for a "no rank up" run? Would be kinda lame to fight 545 goblins for the rest SP if need be.
* Is all materia that are supposed to be "copy-able" fixed? Such as contain.

Anyway keep it up SC, and who knows, another donation might come you way when you introduce Arrange + .EXE  ;).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-04-21 15:07:39
pretty sure the extra battles in disc 3 give chunks of sp

still faster to genocide goblins in most cases tho

plus you can breed chocobos while you do it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-21 15:20:08
Vincent's Limits will be beefed up a little (specifically the physical attacks) when I've got the new .EXE patch made. The magic abilities on his Limits tend to hit very hard, but the physical attack is very weak.

So each eye has 36,000HP with middle-ground Defence and Magic Defence. They take double damage from Hidden, Bolt...and Wind for some reason. I guess because it levitates, but that's more floating in the water than flying; must have been a long night when I put in wind weakness. They absorb Water, null Earth/Gravity, and Absorb Holy.

Pandora's Box would be ideal to hit them all at once, but that's locked behind a boss. Shadow Flare could be a good high-damage substitute, or a Bolt/Hidden-Elemental physical attacker. Quadded-Ramuh might deal a good chunk of damage if the caster has a good Magic stat; Summons ignore Defence and don't suffer from split-damage like most normal spells do.

There is another thing you can do though; an odd trigger in his AI from his vanilla scripts involving Summons. If you use any of the three Bahamut summons on him when his eyes are open, he will not use Time Attack Storm; instead he'll use Carmine Beam which deals %-based damage (16/32). That can give you a way to avoid it, in a pinch. You can also Slow the Eyes along with Emerald; a Slow-All should buy you some extra time to get them down.

I'll be sorting the issue of missing key items out by moving the missing ones to unmissable locations. Junon Leagues, Dark Cave, and maybe a new event or two to cover what's missing.

Dark Cave is currently down for some heavy maintenance. I needed to re-do some of the scripts there to fix a problem that clashes with the new 1.4 scripts and to get it ready for the Aeris Unrevival project (new official name for NT's first 'unfeature').

I didn't think of that with Resist; that might bugger up Reno as well, and a few other bosses. I'll sort it out.

Red and Yuffie have the weakest Lv.4 Limits because they only hit once, whereas the others hit multiple times. Vincent's Chaos is also pretty weak because it doesn't have the benefit of a hard-hitting elemental attack like Galian and Gigas. The .EXE patch I'm making will let me tune these up a bit.
Would you consider revamping a bunch of other Limit Breaks aswell? I have some ideas but would like your opinion regarding effectiveness/balance/practicality etc. If you're interested I can send you a PM.

Finally managed to beat Carmine Weapon with my No Sources Party. Also found a method that will work regardless of playtime but requires a bit of luck regarding the attacks Carmine Weapon uses and who it attacks, in a regular party that uses the Rank Up system this will be significantly easier.

For those who have tried and failed and are out of ideas, read the spoiler text but keep in mind it's not a foolproof strategy and may require several tries. Those who want to think of a strategy themselves can ignore this:
Spoiler: show

Master Fist is Master Race. Tifa in the Front Row with Master Fist, Warrior Bangle for the Physical Damage Reduction and Curse Ring to make up for the stat defecit. You'll want 4x Cut, Plenty of Counter Attacks, Hidden-Elemental in your Weapon and Destruct-Added Effect in your Armour. Begin the fight by having a character cast Dragon Force on Tifa or use a Lucky Pill on Tifa for the Auto-Crits and also give Tifa a Hero Drink II, the negative Status effects will power up Master Fist to ridiculous levels even if you've never used the Rank Up system.

To make sure Tifa doesn't gain any more undesired status effects, you'll want to remove Slow-Numb with a Soft and then use a Vaccine/Resist on he so she's Locked with Poison/Silence/Slow/Darkness/Sadness/Death-Sentence for extraordinary Damage capabilities. Be warned that Carmine Shoot will Dispel Resist but in the ideal scenario, Carmine Weapon will use Foot Stamp more than Carmine Shoot.

When the Eyes get activated you'll want people under Resist status so that Carmine Beam cannot inflict Dual-Drain. I'm not sure the Bahamut Summons stop Carmine Weapon using Time Attack Storm but I think it definitely makes it much less likely like it does with Aire Tam Storm in Vanilla FF7 but I threw one in to help damage the Eyes a bit with one of my other party members, just incase.

Each Time an Eye attacks Tifa, due to the Status Effects she's under and the Counter Attacks she is stacked with she'll do heavy damage in retaliation. Now the Eyes aren't guaranteed to hit Tifa but you can get in a couple of 4x Cuts aswell to damage the Eyes and Carmine Weapon. When Carmine Weapon uses Kcatta Emit Storm it will almost certainly screw everyone over if you have alot of playtime like myself however thanks to Tifa's Innate Ability \\Grit// she will survive with 1 HP. Heal her up and with her probably being the only live party member at this stage she will counter attack each eye and probably kill it.

Once the eyes are down it's mainly just healing up after Carmine Shoots and Foot Stamps and with all the counter damage that Master Fist was doing, Carmine Weapon was down before it could revive the Eyes again. Carmine Weapon appears to have around 270000 - 280000 HP but I could be a bit off.


Then after the fight was over:
Spoiler: show

I decided to try my hand at the Master Materia fight, which proceeded to crash the game and has no background.

At some point I am going to have to try and deal with Viridian Weapon and Netzechariah, I have a couple of things to try out so I'm hoping they'll work but I am admittedly dreading Netz.

As for Resist, for the fight in Cloud's Sidequest I personally found it useful for stopping my opponent from gaining the bonus from Courage Boost, allowing me to continue damaging it via Gravity, was still a painful fight though as damaging too fast (Gravity + Quadra Magic) resulted in me getting hit rather hard, rather fast.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-04-21 15:37:09
I thought you were going to make Aeris' revival optional? I don't think I will play the game again to just watch her die again. o.o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-04-21 17:10:06
I'm at the Gongaga town right outside the reactor (latest 18th April Build) and Boxer used Goblin Punch on me and it said I learned the Enemy Skill but then it doesn't show up on my list. Is this intentional or a bug?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-21 17:38:10
BUG: there is a guard scorpion in the church during the first aeris meeting. It is there only in the close-up scene. The top-down church view does not have it.

That should be corrected in the current Main Installer files.

I was going to wait for Arrange before i started playing NT again, but damn it i have to play anyway.
Just a few questions:
* If i start a new game now, will all keyitems (and such) be placed on the right boss/event?
* Is there a way to grind Rank up at "endgame" if i try to go for a "no rank up" run? Would be kinda lame to fight 545 goblins for the rest SP if need be.
* Is all materia that are supposed to be "copy-able" fixed? Such as contain.

Anyway keep it up SC, and who knows, another donation might come you way when you introduce Arrange + .EXE  ;).

Because people have already cleared the game and certain places can't be revisited, it means I have to place the key items in unmissable locations so you won't miss any once everything's patched up on that front.

Yeah, Rank can be grinded up; most Crater enemies are Lv.90+ and you can get it for individual characters from Junon Leagues as well. Goblins appear to be farmable as well.

Not yet, but like with the key items I'll need to place it down somewhere so that players who are already past there can get another one.

Would you consider revamping a bunch of other Limit Breaks aswell? I have some ideas but would like your opinion regarding effectiveness/balance/practicality etc. If you're interested I can send you a PM.

As for Resist, for the fight in Cloud's Sidequest I personally found it useful for stopping my opponent from gaining the bonus from Courage Boost, allowing me to continue damaging it via Gravity, was still a painful fight though as damaging too fast (Gravity + Quadra Magic) resulted in me getting hit rather hard, rather fast.

Nice to see Master Fist getting some use; it's stronger than Powersoul overall, but trickier to use. I generally tweak every Limit when I make an .EXE; I like to make Braver stronger than Cross Slash for instance. This time though I'm keeping their base power as-is & long-range to avoid the problem before where they were too weak and made some bosses very difficult to fight (like Hundred Gunner).

I thought you were going to make Aeris' revival optional? I don't think I will play the game again to just watch her die again. o.o

It will be optional; I just like the idea of listing 'Aeris doesn't get revived' as a feature.

I'm at the Gongaga town right outside the reactor (latest 18th April Build) and Boxer used Goblin Punch on me and it said I learned the Enemy Skill but then it doesn't show up on my list. Is this intentional or a bug?

It might be due to the way the fight ended; if he disables himself then it can cause enemy skills to not be learned. That enemy needs a fix in any case because he's still causing crashes with his self-destruct attack.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-21 18:16:45
Just to clarify, are SP gains nulled if you use instant death attacks (like Odin)?  There were a few Mideel enemies that were higher level than me that I've killed via Odin, but I didn't get SP.  The Goblins too.  Is this working right?

After a bit of testing on the farmable goblins, it seems there's a weird thing where the first goblin killed won't award you SP, but every subsequent one will (as long as you kill it through damage, not insta-kill).  I think the same goes for the DUal Horns you can run into on the island too.  This seems kind of odd--would pumping their level up to 99 (or 100 if you can to ensure everyone always gets SP) be a way to make this permanent and not slightly glitchy?  Or does raising enemy levels mess with other stuff too?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-04-21 19:35:10
Ah. :) Well as long as its a choice I have no complaints. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-21 20:09:11
Just to clarify, are SP gains nulled if you use instant death attacks (like Odin)?  There were a few Mideel enemies that were higher level than me that I've killed via Odin, but I didn't get SP.  The Goblins too.  Is this working right?

After a bit of testing on the farmable goblins, it seems there's a weird thing where the first goblin killed won't award you SP, but every subsequent one will (as long as you kill it through damage, not insta-kill).  I think the same goes for the DUal Horns you can run into on the island too.  This seems kind of odd--would pumping their level up to 99 (or 100 if you can to ensure everyone always gets SP) be a way to make this permanent and not slightly glitchy?  Or does raising enemy levels mess with other stuff too?

The SP script has a flaw; when you go past Lv.44, the AI is supposed to check your pre-synch level against it's own, then it synchs you. Problem is, pre-battle scripts trigger one after the other so the first enemy does the check then synchs. But then the second enemy checks your SYNCHED level, and so does the third enemy, and so on. In other words, every enemy formation with enemies above Lv.44 are going to give EXP after the first enemy. I'm going to see what I can do to adjust it. But this only really happens midway through Disc 2, so it's not a huge disaster.

As for Odin, I'm not sure. Maybe the death scripts are disabled by the attack because they get sliced in two? We'll call that a handy counter-balance to using Odin.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-21 20:33:28
Nice to see Master Fist getting some use; it's stronger than Powersoul overall, but trickier to use. I generally tweak every Limit when I make an .EXE; I like to make Braver stronger than Cross Slash for instance. This time though I'm keeping their base power as-is & long-range to avoid the problem before where they were too weak and made some bosses very difficult to fight (like Hundred Gunner).
And through more Master Fist usage Viridian Weapon is down aswell but I will admit that I chugged through a few X-Potions and Elixirs on this one. Master Fist after being buffed up and once Death-Sentence ran out was hitting for around 2400-2500 Crits, 2900-3000 at low HP.

The main thing I like about Master Fist over the Powersoul is that you have linked slots on the Master Fist allowing you to do Elemental Combos for extra damage, the thing that annoys me about it is Darkness "Buffing" it since the extra damage you would gain from having one more negative Status would be offset by the loss of accuracy, you also can't remove Darkness without removing Silence aswell.

-----

I agree with the premise of having Braver doing more damage than Cross-Slash as Cross-Slass inflicts Paralyze, the idea being you choose which is more ideal for the situation between the extra damage or the Status effect. Personally I'd change up a couple of Limit Breaks to make them a bit more interesting, for example Climhazzard looks like it should be a Piercing attack, not to mention it wouldn't be too OP as it's single target and we only have 1 Defence ignoring Physical Attack in the game (i.e. Gauntlet).

Giving more Limit Breaks status effects may also give people a reason not to camp whichever Limit does the most damage depending on the situation. As Examples:

Climhazzard: Piercing
Landscaper: Slow-Numb
Blood Fang: Dual
Satellite Beam: DeBarrier
Earth Rave: Give it anything!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-21 20:49:05
Clim as piercing sounds good. What I've done in the past is made All Creation inflict a myriad of status ailments and reduce enemy stats (but only slightly, about 10% or so) while Cosmo Memory was turned into a buff spell.

I'm overhauling the Kalm Traveler script; he'll be giving the Gold Chocobo for a Guidebook (so it's relatively easy to access) and the two enemy skills for the other two items. I've also tracked down the Ziegfried problem; scenes in the game were using a different trigger to disable the mystery ninja encounter.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-21 21:04:32
Clim as piercing sounds good. What I've done in the past is made All Creation inflict a myriad of status ailments and reduce enemy stats (but only slightly, about 10% or so) while Cosmo Memory was turned into a buff spell.

I'm overhauling the Kalm Traveler script; he'll be giving the Gold Chocobo for a Guidebook (so it's relatively easy to access) and the two enemy skills for the other two items. I've also tracked down the Ziegfried problem; scenes in the game were using a different trigger to disable the mystery ninja encounter.
Does this mean the Master Materia fight issue will be fixed? That fight crashes my PC and because the Kalm Traveler prioritises Earth Harp over the Desert Rose I can't do the fight for Pandora's Box. If you're going to make the Gold Chocobo that easy to access then I guess it should have terrible racing stats like in Vanilla, making people easily access the Materia Caves isn't an issue because of each respective Boss Fight in there. Will Guide Book still give you access to the Dragon Force Enemy Skill? Granted it isn't the defence booster I know and love but you turned it into a different kind of useful.

Going to try my luck against Netzechariah now you've fixed the soft lock issue (and probably die a painful death). Out of curiosity is Knights of the Round a Hidden Elemental Summon like in previous NT builds or is it Non-Elemental again? I've also heard it received a significant accuracy drop and that strikes can actually miss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-21 22:15:08
The goal is to set up the script so that you choose what to hand over, and to make the Master Materia drop happen after delivering all three items.

KOTR is non-elemental with 30 base power (same as Comet2) but ignores defence. The accuracy was dropped to 75% per strike, so it's less reliable than before.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-21 22:26:18
The goal is to set up the script so that you choose what to hand over, and to make the Master Materia drop happen after delivering all three items.

KOTR is non-elemental with 30 base power (same as Comet2) but ignores defence. The accuracy was dropped to 75% per strike, so it's less reliable than before.
If I am understanding this correctly:

Guide Book: Gold Chocobo (Terrible Stats but easy access to Materia Caves).
Desert Rose: Yahcobo fight + Pandora's Box Enemy Skill
Earth Harp: King Bub fight + Dragon Force Enemy Skill
All 3 Items returned: Master Materia fight + Master Materia

So then Knights of the Round is 13 hits for 1.875x Base Power whilst ignoring Magic Defence. That would mean potential damage is 24.375x Base Power with average damage being 18.28125x Base Power due to the accuracy drop. I'm guessing the goal is to make the Summon powerful but not a universal answer to everything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-21 22:52:53
You can breed a Gold with a Wonderful and get a 2nd Gold that'll have better stats, as I understand it. Either way, should be a faster process assuming you can Morph Ghost Ship. It'll take some time though because the script has to be restored manually; wish I'd kept a back-up of it on this flevel, can't copy-paste scripts across flevels. The rest of the script is done; just going to check these fights and fix the other battle-related problems.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-22 02:39:05
Sorry to bother everyone with a possibly dumb question again:

Is it possible to run the updated installer over my current game to get the additional patches SC made, or would I need to uninstall/reinstall the game completely to get the new changes applied to my current game?  Provided I wouldn't have to totally start over in the first place?  I only ask because SC was super efficient and updated the installer rather than just make new hotfix patches, and I just want to make sure this won't mess up my whole game...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-04-22 02:49:19
... Personally I breed em the hard way cause its actually fun. I actually tend to leave that pitiful golden chocobo in my pens once I have him. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: IvoryValor on 2016-04-22 03:45:28
Um... SC, I don't mean to be rude or annoying, but do you have that alternate solution to me not being able to even open the patcher? I'm just curious... Not mad at all. Text sucks for emotion... ^_^;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-22 05:20:13
Um... SC, I don't mean to be rude or annoying, but do you have that alternate solution to me not being able to even open the patcher? I'm just curious... Not mad at all. Text sucks for emotion... ^_^;

Yeah, I've got something in mind; was just holding off until this round of patches was done.

Sorry to bother everyone with a possibly dumb question again:

Is it possible to run the updated installer over my current game to get the additional patches SC made, or would I need to uninstall/reinstall the game completely to get the new changes applied to my current game?  Provided I wouldn't have to totally start over in the first place?  I only ask because SC was super efficient and updated the installer rather than just make new hotfix patches, and I just want to make sure this won't mess up my whole game...

You can just run the patcher/hotfixes over anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-22 12:54:59
Morphing the Crater enemies has been reported as being too difficult due to their high HP pools. The plan is to add a handler that, when they're struck by the Morph command at low HP, they report their current increment of HP (so when Iron Man is below 4/32 of his HP and he's hit with Morph, it'll say 'Current HP <= 18375. When he's below 1/32 of his HP, it'll report 'Current HP <= 4594'. It's not perfect by any means, but it'll give people a rough idea of when to hold off on the heavier attacks.

I'll be sorting the issue of missing key items out by moving the missing ones to unmissable locations. Junon Leagues, Dark Cave, and maybe a new event or two to cover what's missing.
Do you have a rough idea of when the handler will be functional, also at least for Iron Man I now know how much HP he has. I also found out that the Armoured Golem isn't immune to Sudden Death, as such I tried to Morph him using Odin + Added Effect but sadly it doesn't work and it also means I can't use Shadow Flare on him due to the chance of instant K.O.

-----

I'd personally be more on board with a "Lost and Found" vendor in Bone Village but as long as they are obtainable in a non-missable way then it shouldn't be a problem. Speaking of Ultimate Weapon ingredients:

Zenogias Feather: Ultimate Weapon - Obtained
X-ATM Core: X-ATM Scorpion - Doesn't Drop
Micro Engine: Love Buster - Doesn't Drop
Gospel Spark: Various Locations - Obtained
7777 Needles: Kaktuar - Obtained
Dark Matter: Cait Sith's Sidequest - Obtained
Pulse Ammo: Tseng - Doesn't Drop
LuvLuv G: Dark Cave - Down for Maintenance
Red Crystal: Not a damn clue - Asking Sega Chief

If all the drops worked properly I would have the X-ATM Core, Micro Engine and Pulse Ammo and be on 7/9 Tertiary Ingredients for Ultimate Weapons. On a side note where is the Red Crystal?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dark_Ansem on 2016-04-22 13:00:11
Bug: once wedge falls off the pillar his model disappears from the ground but a random running npcs becomes "him".
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: IvoryValor on 2016-04-22 15:05:16
Yeah, I've got something in mind; was just holding off until this round of patches was done.

Ah, my apologies
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-22 16:11:47
Do you have a rough idea of when the handler will be functional, also at least for Iron Man I now know how much HP he has. I also found out that the Armoured Golem isn't immune to Sudden Death, as such I tried to Morph him using Odin + Added Effect but sadly it doesn't work and it also means I can't use Shadow Flare on him due to the chance of instant K.O.

-----

I'd personally be more on board with a "Lost and Found" vendor in Bone Village but as long as they are obtainable in a non-missable way then it shouldn't be a problem. Speaking of Ultimate Weapon ingredients:

Zenogias Feather: Ultimate Weapon - Obtained
X-ATM Core: X-ATM Scorpion - Doesn't Drop
Micro Engine: Love Buster - Doesn't Drop
Gospel Spark: Various Locations - Obtained
7777 Needles: Kaktuar - Obtained
Dark Matter: Cait Sith's Sidequest - Obtained
Pulse Ammo: Tseng - Doesn't Drop
LuvLuv G: Dark Cave - Down for Maintenance
Red Crystal: Not a damn clue - Asking Sega Chief

If all the drops worked properly I would have the X-ATM Core, Micro Engine and Pulse Ammo and be on 7/9 Tertiary Ingredients for Ultimate Weapons. On a side note where is the Red Crystal?

Red Crystal is currently dropped by the Materia fight.

Bug: once wedge falls off the pillar his model disappears from the ground but a random running npcs becomes "him".

Should (hopefully) be taken care of in the current patch.

Also, the new patches are up; main was updated, IRO, and hotfixes too. Couples things; I'm going to go ahead with the lost & found thing and add an NPC who can dish out stuff/reset events that were missed for bugs and whatnot. This includes Ziegfried, which was missable due to a flag being turned off in certain events. That way I can stick with the plan for key item distribution.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-04-22 21:10:18
@SegaChief
Wrong link for the main installer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: IvoryValor on 2016-04-22 21:53:16
Yeah there was a guard scorpion in the church when talking to Aeris... But when I clicked on 'I don't mind' after the 'I feel like talking' bit, she ran to check on her flowers, then hit a wall(Probably the scorpion)on route to the next bit and couldn't proceed, so I had to close the game. This scene is only completable if you pick the other option, since she takes a different path
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-23 04:31:46
That's still there? I'll look at it again.

Edit: Updated the flevel hotfix patch
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: PmP7x on 2016-04-23 06:02:59

I didn't think of that for the Gold Saucer teleport; I'll set the script to disable it during that segment of the game. Did you save your game while you were in there? I could disable Dio's collision in the next patch temporarily if you need to get out.

Nope. The teleport guy said the saucer is closed, so I kind of figured not to get stuck in there.

Thanks


Absolutely awesome fucking mod btw.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-23 12:01:15
That's still there? I'll look at it again.

Edit: Updated the flevel hotfix patch
The creation is turning against it's master! We all knew it was a matter of time before it rose up against it's oppressor.

-----

What are the HP Values of Armoured Golem, Master Tonberry, Dragon Zombie and Crater Dragon? I don't see any reasonable way to Morph any of these enemies without severe trial and error (Odin + Added Effect with Morph doesn't allow you to Morph enemies vulnerable to K.O. such as Armoured Golem). As for Iron Man, after explaining your plans regarding morphing crater enemies I was able to work out his Max HP and Morph him accordingly.

Pollensalta and King Behemoth have much more consistent methods and the Pollensalta doesn't need Morphing as Fairy Tale is purchaseable from a vendor in Junon.

I haven't tried morphing Malboro or Mover since I already have Outsider and God's Hand. At some point i'll see if they can be reliably morphed without knowing their HP values.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2016-04-23 13:29:21
Red and Yuffie have the weakest Lv.4 Limits because they only hit once, whereas the others hit multiple times. Vincent's Chaos is also pretty weak because it doesn't have the benefit of a hard-hitting elemental attack like Galian and Gigas. The .EXE patch I'm making will let me tune these up a bit.

While it would actually be quite awesome if you could mod and change some of the more useless limit breaks in the game, that wasn't what I meant(but am now looking forward to!) What I meant was the boss fights that guard these limits breaks. I don't know if others agree but I thought these two fights in particular stood out as needing a buff.

Ah, so that's the thing. I'll set Contain to drop a star short of being Mastered so that multiple copies are available.

Nice, thanks a bunch!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-23 15:03:07
While it would actually be quite awesome if you could mod and change some of the more useless limit breaks in the game, that wasn't what I meant(but am now looking forward to!) What I meant was the boss fights that guard these limits breaks. I don't know if others agree but I thought these two fights in particular stood out as needing a buff.

Nice, thanks a bunch!
I'm speaking from a no-rank up perspective but I found Red XIII's Sidequest boss to be reasonably strong and very fast (Plus anyone who's played Ehrgeiz will know why he's called what he is). If any of the boss fights was trivial I would say it was Tifa's sidequest boss. The Aeris sidequest boss is annoying due to one of it's attacks being bugged. Yuffie's I thought was ok given it's up to you to make sure you deal single target damage or face certain consequences.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-23 16:27:31
Nope. The teleport guy said the saucer is closed, so I kind of figured not to get stuck in there.

Thanks


Absolutely awesome ferning mod btw.

Cheers, bud.

The creation is turning against it's master! We all knew it was a matter of time before it rose up against it's oppressor.

-----

What are the HP Values of Armoured Golem, Master Tonberry, Dragon Zombie and Crater Dragon? I don't see any reasonable way to Morph any of these enemies without severe trial and error (Odin + Added Effect with Morph doesn't allow you to Morph enemies vulnerable to K.O. such as Armoured Golem). As for Iron Man, after explaining your plans regarding morphing crater enemies I was able to work out his Max HP and Morph him accordingly.

Pollensalta and King Behemoth have much more consistent methods and the Pollensalta doesn't need Morphing as Fairy Tale is purchaseable from a vendor in Junon.

I haven't tried morphing Malboro or Mover since I already have Outsider and God's Hand. At some point i'll see if they can be reliably morphed without knowing their HP values.

The HP values are:
Dragon Zombie - 153,000
Iron Man - 147,000
Master Tonberry - 129,000
Behemoth King - 168,000
Armored Golem - 115,000
Mover - 55,000
Malboro - 99,400
Pollensalta - 77,000
Crater Dragon - 103,000

While it would actually be quite awesome if you could mod and change some of the more useless limit breaks in the game, that wasn't what I meant(but am now looking forward to!) What I meant was the boss fights that guard these limits breaks. I don't know if others agree but I thought these two fights in particular stood out as needing a buff.

Nice, thanks a bunch!

Ah, right. I'll have a look at them then.

I'm speaking from a no-rank up perspective but I found Red XIII's Sidequest boss to be reasonably strong and very fast (Plus anyone who's played Ehrgeiz will know why he's called what he is). If any of the boss fights was trivial I would say it was Tifa's sidequest boss. The Aeris sidequest boss is annoying due to one of it's attacks being bugged. Yuffie's I thought was ok given it's up to you to make sure you deal single target damage or face certain consequences.

Tifa's new one was very last-minute, so I'm not surprised it's a bit shoddy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-04-23 22:44:04
"we don't a level 4 revive but this would do" WHAT?????????? So I guess I have to play the game with her haha
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-23 22:45:45
"we don't a level 4 revive but this would do" WHAT?????????? So I guess I have to play the game with her haha
Her Ultimate Weapon is very useful with a certain ability, I'm glad she's around.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-04-23 22:47:25
This feels like heresy even tho it makes complete sense to use a phoenix down but still, the mod has been so much damn fun that I'll continue just to see how you guys wrote her into it haha
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-24 03:03:29
The Corel Train is absolutely ridiculous now...I finished off the last boss with 8 seconds left, and when my party popped out on the screen with the train, it literally read zero.  That's kinda BS SC.

Also, is the final Fort Condor battle even winnable?  And does it matter even if I don't?  I beat CMD Grand Horn, got the expected reward, and it doesn't look like there were any penalties, but did I maybe miss something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-04-24 06:20:24
every enemy on corel train has a blatant weakness. you're just not bothering with it

final fort condor battle is a backrow/sadness/barrier battle. it hits hard but doesnt have much health really
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-24 06:23:24
This feels like heresy even tho it makes complete sense to use a phoenix down but still, the mod has been so much damn fun that I'll continue just to see how you guys wrote her into it haha

Flying sickness figures into it.

The Corel Train is absolutely ridiculous now...I finished off the last boss with 8 seconds left, and when my party popped out on the screen with the train, it literally read zero.  That's kinda BS SC.

Also, is the final Fort Condor battle even winnable?  And does it matter even if I don't?  I beat CMD Grand Horn, got the expected reward, and it doesn't look like there were any penalties, but did I maybe miss something?

More dramatic when the clock is almost down, don't you think?

The final fort condor battle as in the actual minigame? Those minigames are all default ones; it's actually quite difficult/expensive to beat the later stages of the minigame 'properly' if you set up defences, guard lanes, etc.

Most just use an exploit where you place one soldier down, start the battle, then place a soldier further down the map (the territory marker gets pushed down for each new soldier placed until you reach the enemy line) then spawn about 2-3 soldiers for both lanes and just quickly rush the two solo enemies that spawned and the battle is over within a minute with no casualties.

Thing is as well, there's no difference between beating the fight normally or killing CMD Grand Horn if they reach the shed. However, I did program in a special reward if you manage to clear the Fort Condor minigame without letting them get beaten a single time (involves either doing every instance, or leaving them enough money to handle instances you miss; they start with several thousand gil as well to cover instances you can't get back for during the Weapon Raid on Junon).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-24 12:35:50
The final fort condor battle as in the actual minigame? Those minigames are all default ones; it's actually quite difficult/expensive to beat the later stages of the minigame 'properly' if you set up defences, guard lanes, etc.

Most just use an exploit where you place one soldier down, start the battle, then place a soldier further down the map (the territory marker gets pushed down for each new soldier placed until you reach the enemy line) then spawn about 2-3 soldiers for both lanes and just quickly rush the two solo enemies that spawned and the battle is over within a minute with no casualties.

Thing is as well, there's no difference between beating the fight normally or killing CMD Grand Horn if they reach the shed. However, I did program in a special reward if you manage to clear the Fort Condor minigame without letting them get beaten a single time (involves either doing every instance, or leaving them enough money to handle instances you miss; they start with several thousand gil as well to cover instances you can't get back for during the Weapon Raid on Junon).

Yeah, I meant the minigame--I actually had no idea about that exploit.  In fact, I always thought you had to clear every enemy that was going to ever spawn during a round, up to the commander.  I'm glad I still get my stuff by beating Grand Horn--I did that with little problem.  I am kinda mad I went through the trouble of keeping those scrubs financed the entire game, but I missed out on the "special prize" just because of the last battle (they gave me a prize, but it was certainly not a special one).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-24 17:10:58
When I talk to the Kalm traveler he won't let me hand in my Desert Rose or Earth Harp. He says I don't have them but I checked my inventory multiple times and I definitely do. Either way as such I can't access the King Bub or Yahcobo fight.

As for the Guidebook I handed that in under the old system and he recognised that as being handed in without issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-24 19:51:15
Yeah, I meant the minigame--I actually had no idea about that exploit.  In fact, I always thought you had to clear every enemy that was going to ever spawn during a round, up to the commander.  I'm glad I still get my stuff by beating Grand Horn--I did that with little problem.  I am kinda mad I went through the trouble of keeping those scrubs financed the entire game, but I missed out on the "special prize" just because of the last battle (they gave me a prize, but it was certainly not a special one).
I hate to break it to you but that WAS the special prize. After receiving feedback that CMD. Grand Horn should drop something for beating him Sega Chief decided to give him a "potent item".
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-25 03:18:06
SC--not sure if you meant to leave this in, but all the monsters around Mideel proper in the jungles give SP regardless of level.

Also an interesting note, Instant KO kills (like Odin) do not count towards a characters kill count to earn new limit breaks.  I think you were right when you said you thought counts were linked to the normal death animation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-25 03:20:30
Odin must do something unique that overrides it; I wonder if Remove does the same? It also uses a special animation that removes the enemy from the fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-25 13:38:13
Odin must do something unique that overrides it; I wonder if Remove does the same? It also uses a special animation that removes the enemy from the fight.

I just confirmed that, at least for voiding SP gains, Remove acts the same as Odin.  Although I agree with what you said earlier, that I think at least voiding SP gains is a decent balance with these, because they are incredibly powerful abilities.  From what I can tell, only the strongest enemies and bosses are immune, and it seems to hit with a 100% rate for everything else.

As a power gamer, I can't believe I'm going to say this, but maybe instituting something like in Dragon Quest where instant death skills like that yield zero rewards has some merit?  Just something I thought of while farming some AP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-25 16:43:53
Odin must do something unique that overrides it; I wonder if Remove does the same? It also uses a special animation that removes the enemy from the fight.
Flash doesn't appear to remove SP gains (It says SP gained when I kill certain stuff with it but that may be because all my characters are still Rank 0). Enemies killed by Flash still award Gil and Items upon death and they also count towards the killcount for learning Limit Breaks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-25 16:47:30
I just confirmed that, at least for voiding SP gains, Remove acts the same as Odin.  Although I agree with what you said earlier, that I think at least voiding SP gains is a decent balance with these, because they are incredibly powerful abilities.  From what I can tell, only the strongest enemies and bosses are immune, and it seems to hit with a 100% rate for everything else.

As a power gamer, I can't believe I'm going to say this, but maybe instituting something like in Dragon Quest where instant death skills like that yield zero rewards has some merit?  Just something I thought of while farming some AP.
I think Odin has a 15/16 chance to Inflict Death on enemies and Remove is 100% for anything not immune, however Remove will not award you Gil or Items. You still seem to get EXP and AP for killing stuff with Remove.

One thing that stands out is the Flash command on Weapons with 255% Accuracy like God's Hand, Sniper CR, Restore Rod, Princess Guard etc. Flash will cut your accuracy in half but you'll still almost always hit enemies with Flash unless they have decent Dexterity/Luck and your Dexterity really sucks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-25 17:10:26
Dunno if there's much I can do about Flash but I could take a look.

Both hotfixes updated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Jessen on 2016-04-25 17:32:24
Does Cloud have a hidden "Character Innate" bonus ? from what i can tell he's the only one who lacks it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-25 18:21:59
Does Cloud have a hidden "Character Innate" bonus ? from what i can tell he's the only one who lacks it.

He has one according to Sega, but i havent found it yet.
If you do find it, PM cause i really wanna know xDxD!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NxK on 2016-04-25 19:47:02
So, I also had the Kalm Traveller not recognizing the items in my inventory.
I realized by using Makou Reactor that the issue was that in the variable check, 5 0 was being used instead of 5 5.
Also, for the Guide Book, there was an == check (there should be an >= one), which led me to nothing happening at all, as I had 2 Guide Books.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-25 20:40:10
So, I also had the Kalm Traveller not recognizing the items in my inventory.
I realized by using Makou Reactor that the issue was that in the variable check, 5 0 was being used instead of 5 5.
Also, for the Guide Book, there was an == check (there should be an >= one), which led me to nothing happening at all, as I had 2 Guide Books.

The latest patches, 25th April, should fix the wrong variable issue except for the == check on the guidebook (and the other two items, but it shouldn't be possible to have multiple copies of them anyway outside of save editing and maybe Extended W-Item). If you need to get rid of a guidebook and it won't sell in a store, then it can be used in-battle as an item (I'll get the check corrected in the next set of patches).

Edit: Mind the scene patch as well; there was a problem with the Safer fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NxK on 2016-04-25 21:16:24
That's good. I used the 22nd April patch before. I will use the latest one then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-25 21:38:16
The latest patches, 25th April, should fix the wrong variable issue except for the == check on the guidebook (and the other two items, but it shouldn't be possible to have multiple copies of them anyway outside of save editing and maybe Extended W-Item). If you need to get rid of a guidebook and it won't sell in a store, then it can be used in-battle as an item (I'll get the check corrected in the next set of patches).

Edit: Mind the scene patch as well; there was a problem with the Safer fight.
Downloaded the 25th April patches and still bugged with the Kalm Traveler. Instead of telling me I dn't have the Desert Rose or Earth Harp (I have both) nothing happens at all. He doesn't say anything regardless of which one I select. With Guidebook he still says we already traded but with Earth Harp and Desert Rose he just flat out ignores me.

Is it bugged because I already have the Dragon Force Enemy Skill or something (I handed in Guidebook under the old system). Seems the game really doesn't want me getting that last Enemy Skill.

Also can you still get Master Materia by taking the Mastered versions of regular Materia to the Huge Materia in Bugenhagen's observatory? I tried it with the 7 Command Materia but it doesn't want to work (Mime has 294000 AP and doesn't read as mastered even though both Stars are coloured.

Other than additional damage being dealt, is there a tell for if L3 Def-Less actually hit the target or not. On targets that aren't a multiple level of 3 it doesn't say "Miss" or anything and there's no obvious tell for if it hits (enemy doesn't flinch or anything like when hit with Sudden Death attacks). Also will the animation for L3 Def-Less be changed as the clock doesn't really fit now that it's been changed from Stasis Lock?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-26 03:00:31
Im at Junon. Just beat Illuyaskas......tough boss by the way, normal attacks wouldnt hit him at all!!!! Saved priscilla got Shiva. The Fort Condor NPC appeared and said there was a new battle to be fought. But he wont teleport me there.....
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-26 06:50:55
That's good. I used the 22nd April patch before. I will use the latest one then.

I heard you had to fix a bug on stream because I missed two of the checks for the patch; sorry about that, bud.

Downloaded the 25th April patches and still bugged with the Kalm Traveler. Instead of telling me I dn't have the Desert Rose or Earth Harp (I have both) nothing happens at all. He doesn't say anything regardless of which one I select. With Guidebook he still says we already traded but with Earth Harp and Desert Rose he just flat out ignores me.

Is it bugged because I already have the Dragon Force Enemy Skill or something (I handed in Guidebook under the old system). Seems the game really doesn't want me getting that last Enemy Skill.

Also can you still get Master Materia by taking the Mastered versions of regular Materia to the Huge Materia in Bugenhagen's observatory? I tried it with the 7 Command Materia but it doesn't want to work (Mime has 294000 AP and doesn't read as mastered even though both Stars are coloured.

Other than additional damage being dealt, is there a tell for if L3 Def-Less actually hit the target or not. On targets that aren't a multiple level of 3 it doesn't say "Miss" or anything and there's no obvious tell for if it hits (enemy doesn't flinch or anything like when hit with Sudden Death attacks). Also will the animation for L3 Def-Less be changed as the clock doesn't really fit now that it's been changed from Stasis Lock?

I checked it just there. The script is still using the wrong var to check for items in my flevel (5-0 instead of 5-5) which explains why he's not saying anything.

The script for making Master Materia was removed, but I've not come up with a replacement yet to make getting all the Huge Materia together worthwhile (Bahamut ZERO can be obtained from Bone Village if missed, so even that's not exclusive to it). I was thinking of doing something unusual with it, like turning them into Music/Movie/Boss theaters  (one lets you select the music in the game, one does movies, maybe one for older boss fights) but I'm not 100% on there being much point to that because you can just go into the game's files and play those anyway, while most bosses won't be much use against a Disc 2/3 party.

Actually, thinking about it there's a fair few possibilities to do something new with those Materia. Could have one give you the option to reset the game but retain your stats/equipment like an impromptu NewGame+, but this depends on how functional the debug command that does it actually is (it might not reset all the game's flags properly or something; I imagine Sephiroth > Vincent, Young Cloud > Cait Sith might pose issues too).

As for L3 Def, I'll use a different animation and maybe try to get it to display Miss if the effect doesn't apply.

Im at Junon. Just beat Illuyaskas......tough boss by the way, normal attacks wouldnt hit him at all!!!! Saved priscilla got Shiva. The Fort Condor NPC appeared and said there was a new battle to be fought. But he wont teleport me there.....

It's about time I got to the bottom of this Fort Condor NPC problem; he works fine in my save files, which makes it tricky to spot what's causing the problem for everyone else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-26 13:24:22
Thanks. You've made a great mod, very challenging. Like I messaged you when i first started, you gave me more game overs in just the first reactor than ive ever had in all my other years playing it combined.

As for the idea of boss fights in the crystal....maybe you could make it like a gauntlet mode with souped up bosses....bosses from disk 1 with up to 20 times their normal stats. And maybe you get a prize for beating them all one after another....?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Jessen on 2016-04-26 13:25:36
He has one according to Sega, but i havent found it yet.
If you do find it, PM cause i really wanna know xDxD!

hmm. dunno what to think about a hidden passive like that xD having power is more fun if you know you have it imo :) havn't noticed anything special about him but im only just reaching junon so got plenty of time left to figure it out before i'm able to ditch cloud and use 3 passives i know :)  will post if i come across anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NxK on 2016-04-26 13:31:18
I heard you had to fix a bug on stream because I missed two of the checks for the patch; sorry about that, bud.

Don't worry, it was quite nice to figure out what was broken and fixing it myself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-26 14:25:56
hmm. dunno what to think about a hidden passive like that xD having power is more fun if you know you have it imo :) havn't noticed anything special about him but im only just reaching junon so got plenty of time left to figure it out before i'm able to ditch cloud and use 3 passives i know :)  will post if i come across anything.

Sorry to break it to you, but it appears Sega has hidden it quite late in the game. I have beaten alot of the endgame content and i have yet to find it. I agree that it makes Cloud (not really bad) but boring.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Jessen on 2016-04-26 14:33:33
Sorry to break it to you, but it appears Sega has hidden it quite late in the game. I have beaten alot of the endgame content and i have yet to find it. I agree that it makes Cloud (not really bad) but boring.

exactly, boring is the right word to describe it compared to the interresting passives we have to play with :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: IvoryValor on 2016-04-26 16:07:35
Im at Junon. Just beat Illuyaskas......tough boss by the way, normal attacks wouldnt hit him at all!!!! Saved priscilla got Shiva. The Fort Condor NPC appeared and said there was a new battle to be fought. But he wont teleport me there.....

HOW
HOW DID YOU BEAT HIM
I can't do it. I've tried so many times, nothing I do is working, and the one time I DID beat him, he just Illuya Waved me and I died!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-26 16:39:20
HOW
HOW DID YOU BEAT HIM
I can't do it. I've tried so many times, nothing I do is working, and the one time I DID beat him, he just Illuya Waved me and I died!
What seems to be the issues you are having? Is it down to dealing damage to it or surviving it's attacks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: IvoryValor on 2016-04-26 16:59:32
What seems to be the issues you are having? Is it down to dealing damage to it or surviving it's attacks.

...Yes. Both damaging and surviving... I had the most success with Cloud, Tifa, and Barret. Barret was my main damage dealer with Elemental-Bolt in his weapon, but... I dunno, I almost feel like I'm grossly underpowered.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-26 17:24:11
...Yes. Both damaging and surviving... I had the most success with Cloud, Tifa, and Barret. Barret was my main damage dealer with Elemental-Bolt in his weapon, but... I dunno, I almost feel like I'm grossly underpowered.
I would suggest using Choco/Mog + Elemental in Barret's Weapon as Illuyankas is also Weak to Wind and that can let you put Bolt on a character with a much higher Magic stat (Preferably Cloud or Aeris) then ideally you can kill the Aquapolo's in 1 hit whenever they imprison a charcter. If you want to keep dealing Physical damage to the boss, have both Barret and Yuffie in your party as they are the only 2 long range characters you have at this point.

For surviving since Illuyankas can only be hit by magic and long range weapons, all of your characters should be in the back row so the take 50% less damage from Physical attacks, having all your characters with Sadness will mean they all take about 30.86% less Damage from both Physical and Magical attacks aswell. It's slightly riskier but putting Barret in the front row means he can gain a damage buff upon being hit if you're able to keep him alive.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-26 17:29:36
...Yes. Both damaging and surviving... I had the most success with Cloud, Tifa, and Barret. Barret was my main damage dealer with Elemental-Bolt in his weapon, but... I dunno, I almost feel like I'm grossly underpowered.

Yeah, I'd go in with at least one magic-heavy character to spam bolt magic and Choco-Mog, a long-range fighter with bolt attached to their weapon, and one person dedicated to buffs and healing, with a bolt materia too in case they get a free turn.

This setup worked pretty well for me--I didn't have much of a problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: IvoryValor on 2016-04-26 17:30:29
I would suggest using Choco/Mog + Elemental in Barret's Weapon as Illuyankas is also Weak to Wind and that can let you put Bolt on a character with a much higher Magic stat (Preferably Cloud or Aeris) then ideally you can kill the Aquapolo's in 1 hit whenever they imprison a charcter. If you want to keep dealing Physical damage to the boss, have both Barret and Yuffie in your party as they are the only 2 long range characters you have at this point.

For surviving since Illuyankas can only be hit by magic and long range weapons, all of your characters should be in the back row so the take 50% less damage from Physical attacks, having all your characters with Sadness will mean they all take about 30.86% less Damage from both Physical and Magical attacks aswell. It's slightly riskier but putting Barret in the front row means he can gain a damage buff upon being hit if you're able to keep him alive.

...How do I keep forgetting about the Back row...? Alright, I'll give it another go...

EDIT: Killed him and survived, but Barret died right at the end. may as well not even have been part of the battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-26 19:35:59
Thanks. You've made a great mod, very challenging. Like I messaged you when i first started, you gave me more game overs in just the first reactor than ive ever had in all my other years playing it combined.

As for the idea of boss fights in the crystal....maybe you could make it like a gauntlet mode with souped up bosses....bosses from disk 1 with up to 20 times their normal stats. And maybe you get a prize for beating them all one after another....?

See, I'd like to avoid just doing more fights but if it comes down to it could make the boss fight menu return for one of the Materia to support every boss in the game but with a var boosting their stats up. That leaves three Materia to figure out a function for, though.

Don't worry, it was quite nice to figure out what was broken and fixing it myself.

In that case I'll be sure to include many more broken script puzzles for you to enjoy in the future.

exactly, boring is the right word to describe it compared to the interresting passives we have to play with :)

Alright, then; I'll sort it out.

...How do I keep forgetting about the Back row...? Alright, I'll give it another go...

EDIT: Killed him and survived, but Barret died right at the end. may as well not even have been part of the battle.

Cargo Ship of dreams ahoy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-26 19:41:50
In the Gold Saucer Battle Square on Disc 3. Is the Mystery Prize for 32000 BP always the same thing or can it be different things?

Spoiler: show

Upon spending 32000 BP I received the following:

Yellow Wave x3
Lucky Pill x3
Gospel Spark x3
Oversoul Shard x3

If it's a fixed reward then I may be spending a significant amount of time at the Battle Square (along with Chocobo Square to top up GP). I have a suitable strategy for obtaining BP and I am starting to get good at being able to select the handicap I want on the slots.

Side Note: During my time at the Battle Square, had a slight jaw drop moment as an enemy just happens to land on 7777 HP and wipe me instantly. I don't want to know what the odds of that happening are.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-26 20:03:04

Alright, then; I'll sort it out.


I mean, activating it in the last Hojo fight would be cool. The whole party dies and the Cloud gets his innate + revs party. This might give you a cool way of "fixing" the Hojo fight. He may add reflect or something when everyone rezzes to force dispels and whatnot. Another way could be in new game + or something.

I actually like that it's hidden and that it can be unlocked on the 3rd disc. Not a big fan of learning it right before you beat the game (if that is the case atm).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Jessen on 2016-04-26 20:41:49
Alright, then; I'll sort it out.

awesome :) only finger i could put on the mod so far.

also, thx for creating this mod and letting us enjoy the game with a fresh touch  :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: IvoryValor on 2016-04-26 21:09:48
Cargo Ship of dreams ahoy.

DID THE CARGO SHIP. Didn't game over, but I had to basically cherry-tap Jenova-VECTOR to death with a hasted Yuffie and a slowed VECTOR.
Methinks I need to level. big time
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-26 21:24:47
DID THE CARGO SHIP. Didn't game over, but I had to basically cherry-tap Jenova-VECTOR to death with a hasted Yuffie and a slowed VECTOR.
Methinks I need to level. big time
Part of it may be how levelling works in this mod. When your character levels up only their HP/MP stats increase, your stats like Strength, Vitality, Magic, Spirit, Dexterity and Luck don't actually increase. You increase those by using the "Rank Up" Sega-Chief has placed into the game where you use Sources to boost your stats after gaining enough SP. SP is gained from defeating enemies as you progress through the game.

I've been playing the game without using the Rank Up system and it's forced me to think outside the box for certain battles. Keep in mind that Weapons/Armour/Accessories have been reworked to have more of an impact on your party members.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-26 23:53:44
In the Gold Saucer Battle Square on Disc 3. Is the Mystery Prize for 32000 BP always the same thing or can it be different things?

Spoiler: show

Upon spending 32000 BP I received the following:

Yellow Wave x3
Lucky Pill x3
Gospel Spark x3
Oversoul Shard x3

If it's a fixed reward then I may be spending a significant amount of time at the Battle Square (along with Chocobo Square to top up GP). I have a suitable strategy for obtaining BP and I am starting to get good at being able to select the handicap I want on the slots.

Side Note: During my time at the Battle Square, had a slight jaw drop moment as an enemy just happens to land on 7777 HP and wipe me instantly. I don't want to know what the odds of that happening are.

It used to be a random pick of four sets, but people weren't happy about trying to get the Dio Set so I just made that the only set.

DID THE CARGO SHIP. Didn't game over, but I had to basically cherry-tap Jenova-VECTOR to death with a hasted Yuffie and a slowed VECTOR.
Methinks I need to level. big time

Jenova's elemental weaknesses aren't immediately apparent, and one of them is often missed as an option because few people would actually notice it. It's a large enemy, so Earth works well while Wind is halved but the other thing is that all Jenova/Demon monsters are weak against Holy and for NT I put the Holy element onto Restore, Heal, and Revive (some others too) so you can get this element onto your attacks. Remember that Sense can spot elemental weaknesses for you.

Part of it may be how levelling works in this mod. When your character levels up only their HP/MP stats increase, your stats like Strength, Vitality, Magic, Spirit, Dexterity and Luck don't actually increase. You increase those by using the "Rank Up" Sega-Chief has placed into the game where you use Sources to boost your stats after gaining enough SP. SP is gained from defeating enemies as you progress through the game.

I've been playing the game without using the Rank Up system and it's forced me to think outside the box for certain battles. Keep in mind that Weapons/Armour/Accessories have been reworked to have more of an impact on your party members.

As far as higher levels go, you gain a damage boost for physical and magical attacks (until Lv.44 for balance reasons regarding the physical attack formula) along with higher HP/MP. Stats have to be raised using SP or equipment.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-27 01:58:28
SC--A few graphical glitches for you during the Diamond Weapon fight:

Quake 3 seems to sometimes get its textures jacked up for some reason.  Every once in awhile, instead of the rock/earth look to it, its all a jumble of letters/numbers/shapes.  It seems to be specific to this battle, because I've never seem it happen before.

Also, after the battle, I think DW's shadow passes over the party, but in my case it was a blank white screen that went over instead.

Just thought I'd mention them if no one else had yet--nothing game breaking for sure, but they're there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: pearpoke on 2016-04-27 03:01:01
apologies if this has been answered somewhere, but are some bosses morphable? i know about one (or more?) battle square bosses being morphable, but as far as one-time events should i even try my luck?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Jessen on 2016-04-27 05:25:32
I mean, activating it in the last Hojo fight would be cool. The whole party dies and the Cloud gets his innate + revs party. This might give you a cool way of "fixing" the Hojo fight. He may add reflect or something when everyone rezzes to force dispels and whatnot. Another way could be in new game + or something.

Another option is to have it unlock once the different clouds merge in his subconscious and he regains his memory. Easy i know but could make sence. This could be combined with cloud having a lesser passive from start until he awakens his "true" passive
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-27 05:31:49
SC--A few graphical glitches for you during the Diamond Weapon fight:

Quake 3 seems to sometimes get its textures jacked up for some reason.  Every once in awhile, instead of the rock/earth look to it, its all a jumble of letters/numbers/shapes.  It seems to be specific to this battle, because I've never seem it happen before.

Also, after the battle, I think DW's shadow passes over the party, but in my case it was a blank white screen that went over instead.

Just thought I'd mention them if no one else had yet--nothing game breaking for sure, but they're there.

Yeah, that happens with the default game too; not sure if it's PC-specific or Aali's Driver, but the game seems to have a problem when it loads certain spell effects (ones with transparencies?) more than once during a battle. Quake3 will grab textures from the menu it seems like, while Atomic Ray, Oil Shot, Ultima Beam, and maybe others will gradually fade out with each use and change in appearance.

The white fade thing is a problem that's carried over from the 1998 flevel; I built NT on the original game's files, not sure if FF7 Steam had been released yet. Been meaning to get round to importing a Steam field for that screen (there's also a similar problem that occurs on the screen just after falling post-Jenova Synthesis battle).

apologies if this has been answered somewhere, but are some bosses morphable? i know about one (or more?) battle square bosses being morphable, but as far as one-time events should i even try my luck?

Some bosses are morphable, but it's mostly the repeatable ones and not the story ones.

Another option is to have it unlock once the different clouds merge in his subconscious and he regains his memory. Easy i know but could make sence. This could be combined with cloud having a lesser passive from start until he awakens his "true" passive

Seems good to me. Might do that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-27 08:37:09
Decided to give Netzechariah a proper attempt and it was going well up until the point where Mammon Machine just absolutely wrecked my party. Do I have to somehow survive Mammon Machine, stop it from happening or kill it before Mammon Machine can be used?

Also is Deployment used upon reaching a certain HP Threshold or is it based on number of turns?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: asierus on 2016-04-27 10:50:23
there is a black robo scorpion sitting on aeris flowers on church when you first time visit it
 lol xd it dissapears when camera changes to reno scene. this thing is following me !  :D im using lattest version new game and steam version of game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-27 12:22:33
HOW
HOW DID YOU BEAT HIM
I can't do it. I've tried so many times, nothing I do is working, and the one time I DID beat him, he just Illuya Waved me and I died!

A few things. First I was around level 25 by the time I got there. Not sure if that means I'm overleveled or what but my guys were all pushing 1000 HP.  I had Barrett with a long range gun and elemental choco mog paired on his weapon. He was my main attacker. Tifa was a combo of damage maker and magic User. She either spammed bolt or used a four hit limit to deal some serious damage. Cloud was mostly magic support. He would use Haste to speed us all up, and then constantly heal and add the barriers as well as be the one to break the bubbles  around the main attackers with my 2nd Bolt materia. That's basically all he is good for because neither his normal attacks or limits can hit Illuyaskas and also his attack magic doesn't seem as strong as Tifa's. He also used sense so you can get a sense of how close to death Illuyaskas is. Keep your 2 type of barriers up. Once he's down to about 1000 HP, ease up a turn. Go into defend mode and give Tifa a hyper to give her fury. Once she gets her limit break, use tranquilizer on her re-up your barriers cure your fighters and let her blast Illuyaskas with her limit to end the battle!!!


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lopes on 2016-04-27 18:32:01
Can someone post the rank 1 (or zero? dont know) stats for each character please?
I might change the stats of my characters, i chose the first rank option for everyone but i guess i want to try other combinations.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Jessen on 2016-04-27 19:06:55
Can someone post the rank 1 (or zero? dont know) stats for each character please?
I might change the stats of my characters, i chose the first rank option for everyone but i guess i want to try other combinations.
in order: str - vit - mag - spr - dex - lck
Cloud: 33 - 28 - 27 - 32 - 16 - 14
Barret: 36 - 48 - 9 - 37 - 8 - 12
Tifa: 46 - 12 - 23 - 18 - 42 - 9
aeris: 22 - 11 - 42 - 32 - 13 - 25
Red XIII: 31 - 24 - 32 - 23 - 28 - 12
yuffie: 37 - 8 - 38 - 11 - 44 - 12
Cait sith: 16 - 36 - 13 - 36 - 11 - 33
vincent: 21 - 40 - 42 - 24 - 11 - 14
Cid: 42 - 36 - 8 - 12 - 9 - 43

Its also found in one of the documents when you download the mod :)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-27 19:08:56
Can someone post the rank 1 (or zero? dont know) stats for each character please?
I might change the stats of my characters, i chose the first rank option for everyone but i guess i want to try other combinations.

I have made an excel file for all char with indepth Rank up options, as well as the stats that weapons (+ ultimate weapons) provide, so that i can decide everything before i play Arrange mode for realz. If its possible to send it on here (or via google doc), i can do it if you like?.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Jessen on 2016-04-27 19:14:24
I have made an excel file for all char with indepth Rank up options, as well as the stats that weapons (+ ultimate weapons) provide, so that i can decide everything before i play Arrange mode for realz. If its possible to send it on here (or via google doc), i can do it if you like?.

would be great with the info about weapons :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lopes on 2016-04-27 19:18:41
Thank you for the info :)
I checked the documents but i guess i checked too fast :p
Well i guess you could upload them to some DL page like Mega, Mediafire etc
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-27 20:03:46

Here you go, It might not be user friendly since i just did it for myself + a few number are written in swedish. But i think you can get a hang of it.

Spoiler: show
http://www.mediafire.com/download/9fz3s1cmeuw6qse/FF7_NT_stats.ods
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-27 20:23:17
That's pretty cool; much more detailed than that notepad file I pitched together.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-27 21:30:13
Do you have an ETA for when the Kalm Traveler is going to be fixed? Still can't hand in my Desert Rose/Earth Harp and I would really like to see Pandora's Box without having to watch re-runs of Sleepy Hollow Season 3.

With the Netzechariah fight, he does a move called Mammon Machine which means the absolute devastation of my party. What do I need to do to prevent this:

- Kill him before he uses Mammon Machine
- Somehow Survive him using Mammon Machine
- Stop him from casting Mammon Machine by alternate means

I figure it's one of the following but I'm not entirely sure what. I can't maintain my damage output with Tifa once he Ascends and despite being a Physical Attack, Mammon Machine completely bypasses Shield so surviving it that way is also out of the question.

Side Note: First time fighting it I misread it as "Mammoth Machine", leading to the thought of "You and I must have different definitions of Mammoth...".
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2016-04-27 23:19:38
Another option is to have it unlock once the different clouds merge in his subconscious and he regains his memory. Easy i know but could make sence. This could be combined with cloud having a lesser passive from start until he awakens his "true" passive

I really really like this idea actually, it makes sense in a story based way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-04-27 23:35:49
I really really like this idea actually, it makes sense in a story based way.

I can already think of the perfect place to include it.
Spoiler: show
When Cloud gives his speech to the entire party about what really happened to him 5 years ago. After they all agree, "there ain't no gettin' off of this train we on!" When he does that silly stretch animation would be perfect! lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-28 06:07:05
Do you have an ETA for when the Kalm Traveler is going to be fixed? Still can't hand in my Desert Rose/Earth Harp and I would really like to see Pandora's Box without having to watch re-runs of Sleepy Hollow Season 3.

With the Netzechariah fight, he does a move called Mammon Machine which means the absolute devastation of my party. What do I need to do to prevent this:

- Kill him before he uses Mammon Machine
- Somehow Survive him using Mammon Machine
- Stop him from casting Mammon Machine by alternate means

I figure it's one of the following but I'm not entirely sure what. I can't maintain my damage output with Tifa once he Ascends and despite being a Physical Attack, Mammon Machine completely bypasses Shield so surviving it that way is also out of the question.

Side Note: First time fighting it I misread it as "Mammoth Machine", leading to the thought of "You and I must have different definitions of Mammoth...".

ETA is tonight; I've got the fix made, just need to generate the patches and upload them which takes time.

You need to kill him before he uses it altogether. Way it should work is, whenever you hit him it adds 1 to a counter up to 13. Then he uses deployment (but he needs to complete one attack cycle first) and resets the counter back to 0. 2nd time it goes past 13, he flies up and uses Overclock. Then the third time is Mammon Machine so you've got 39 attacks total to bring the guy down if you play it safe and don't attack very often during his attack phase. However, you can get more than 13 hits in before he finishes an attack cycle but this'll be risky. You can also deal damage freely with Counter Attacks too without raising the counter.

Let me know if he's behaving differently in the fight itself.

I can already think of the perfect place to include it.
Spoiler: show
When Cloud gives his speech to the entire party about what really happened to him 5 years ago. After they all agree, "there ain't no gettin' off of this train we on!" When he does that silly stretch animation would be perfect! lol


Oddly enough, that's the exact moment I was thinking of having it pop with the innate explanation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Fauve on 2016-04-28 07:02:39
Hey Sega, I just want to make sure of something. Since I'm downloading this mod for the first time, I don't have to install the hotfixes as well?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-28 09:12:31
They're needed at the moment but if you can wait until tonight I'll have a few extra issues fixed with updated hotfix patches (including a potential soft-lock involving a certain scorpion in a flower patch).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-28 13:43:41
I have a question about the Kalm Traveller too--is he supposed to only activate on "Disc 3"?  I have a guidebook, but he just keeps talking about how he doesn't have much to worry about these days...

I'm also sending you a PM about the possible [SECRET] that changes the ending SC
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-28 17:30:34
ETA is tonight; I've got the fix made, just need to generate the patches and upload them which takes time.

You need to kill him before he uses it altogether. Way it should work is, whenever you hit him it adds 1 to a counter up to 13. Then he uses deployment (but he needs to complete one attack cycle first) and resets the counter back to 0. 2nd time it goes past 13, he flies up and uses Overclock. Then the third time is Mammon Machine so you've got 39 attacks total to bring the guy down if you play it safe and don't attack very often during his attack phase. However, you can get more than 13 hits in before he finishes an attack cycle but this'll be risky. You can also deal damage freely with Counter Attacks too without raising the counter.

Let me know if he's behaving differently in the fight itself.
To clarify a couple of things:

- Is it 39 Hits or 39 Turns? Because if it's 39 Hits then Overclock putting haste on him is just a trap to get you to waste a turn.
- Does 4x Cut count as 4 Hits or 1 Hit?
- Do Limit Breaks count as 1 Hit or the Number of Hits they contain? (Catastrophe = 10 Hits)
- Does hitting Magitek Bit or Byte add to Netzechariah's counter?
- If I'm right Netzechariah has something in the region of around 780,000 HP, can you clarify this? (Testing in previous build)
- Does Mammon Machine do damage based off the ingame clock? (Noticed it doesn't quite do 9999)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-28 18:10:16
I have a question about the Kalm Traveller too--is he supposed to only activate on "Disc 3"?  I have a guidebook, but he just keeps talking about how he doesn't have much to worry about these days...

I'm also sending you a PM about the possible [SECRET] that changes the ending SC

It was changed to Disc 3 only, but I'll roll the Game Moment check back so that it's as soon as you get the Highwind.

To clarify a couple of things:

- Is it 39 Hits or 39 Turns? Because if it's 39 Hits then Overclock putting haste on him is just a trap to get you to waste a turn.
- Does 4x Cut count as 4 Hits or 1 Hit?
- Do Limit Breaks count as 1 Hit or the Number of Hits they contain? (Catastrophe = 10 Hits)
- Does hitting Magitek Bit or Byte add to Netzechariah's counter?
- If I'm right Netzechariah has something in the region of around 780,000 HP, can you clarify this? (Testing in previous build)
- Does Mammon Machine do damage based off the ingame clock? (Noticed it doesn't quite do 9999)

-39 player actions that can trigger a counter-attack script.
-4x-cut and other multi-hit abilities count as 1 action; the W-Materias however seem to be two separate actions.
-Hitting the adds doesn't add to the counter either.
-He has 820k HP.
-It is, the hits would have been 9999 but I went with the time formula instead because Mammon Machine is a reference to Chrono Trigger.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-28 22:29:51
It was changed to Disc 3 only, but I'll roll the Game Moment check back so that it's as soon as you get the Highwind.

-39 player actions that can trigger a counter-attack script.
-4x-cut and other multi-hit abilities count as 1 action; the W-Materias however seem to be two separate actions.
-Hitting the adds doesn't add to the counter either.
-He has 820k HP.
-It is, the hits would have been 9999 but I went with the time formula instead because Mammon Machine is a reference to Chrono Trigger.
The bastard is finally down. By my calculations he would have used Mammon Machine in about 2 more turns, needless to say without the explaination of his AI or knowing his Max HP I wouldn't have stood a chance. This is still with Rank 0 Characters so I had to take a couple of risks here and there.

Spoiler is for my methodology so those who want to work out a strategy for themselves don't have to see it.
Spoiler: show
Setup:

Cloud Equip: Masamune, Escort Guard, Curse Ring (As much Strength as possible, Gigas Armlet not viable due to lack of 6 Linked Materia slots).
Cloud Weapon Materia: Mime + Double Cut, Barrier + All, Revive + All
Cloud Armour Materia: Hades + Added Effect, Mystify + Added Effect, Destruct + Added Effect

Aeris Equip: Princess Guard, Minerva Band, Choco Feather (Princess Guard + Slash-All puts Shield on the entire team after "Deployment").
Aeris Weapon Materia Equip: Revive + All, Restore + All, Heal + All, W-Magic + Slash-All (1 Star)
Aeris Armour Materia Equip: Phoenix + Elemental, Gil PLUS + Gil PLUS, HP Plus + Gravity

Tifa Equip: Master Fist, Shinra Alpha, **** I forgot to equip an Accessory after giving Cloud the Curse Ring. I'm an idiot.
Tifa Weapon Materia Equip: Leviathan + Elemental, Double Cut + Enemy Skill, Counter Attack + Counter Attack
Tifa Armour Materia Equip: Transform + Added Effect, Mystify + Added Effect, Counter Attack + Counter Attack, Counter Attack + Counter Attack

Items used:
Yellow Waves
Hero Drink II
Soft
Elixirs
Megalixirs
Graviballs
T/S Bombs
Lucky Pills

Make sure you start the fight with Tifa in the Front Row and an empty Limit Bar (So she can do 4x Cut without trouble) and make sure Cloud has a full L4 Limit Bar (This will be vital). The first part is pray that Magitek Corruptor doesn't hit Aeris and get the following setup as quickly as possible: 2 Yellow Waves on Netzechariah, Dragon Force on Tifa, Hero Drink II (After Dragon Force), Wall (Cast on Party).

At the start of the fight Netzech tends to follow this pattern: Magitek Corrupter, Magitek Ray x3 (1 per party member), Magitek Bomb x2 (Hits all targets), Magitek Shoot x3 (1 per party member), Tank Purge (DeBarrier effect). Then he will do nothing until 13 actions (not including Counter Attacks) have been used against him at which point he will use Deployment and phase 2 of the fight will begin.

If you got Dragon Force/Hero Drink II/Yellow Waves set up properly then Tifa should do several Critical Hits on the boss for heavy damage and also counter for heavy damage whenever hit by various moves. Keep the party alive any way you can but be careful not to let Tifa get Petrified and use a Soft on her ONLY when the timer above her head starts to get low so you can make use of the extra damage of having Slow-Numb with the Master Fist.

Once Netzechariah stops attacking during the first phase (the period before he's allowed to use Deployment) Tifa can then proceed to hit Netzechariah with 4x Cut and the Master Fist bonuses for some hefty (barely adequate) damage. Once Netzechariah uses Deployment have Cloud use Wall, Aeris use Slash-All on the party to grant Shield to everyone and stop using 4x Cut with Tifa.

With Deployment, Magitek Bit and Byte enter the fray and they need to be dealt with, this is done by having Tifa use Graviballs and T/S Bombs on Magitek Bit and Byte, Aeris using W-Magic with Demi and Demi2 and Cloud Miming Aeris's W-Magic since they take normal damage from Gravity attacks.

Now that you've used Shield on the party you'll now absorb a good chunk of Netzechariah's elemental attacks. This has several benefits because absorbing Tidal Wave will actually DeSpell Tifa's Death Sentence from Hero Drink II and also cure her Silence, this allowed her to use Laser to finish off the Magitek Bit/Byte when Demi2 stops doing 9999 and absorbing Geocrush will actually grant Recovery to whoever it targets instead of K.O. Just make sure to heal up when hit by Magitek Ray/Bomb/Shoot from Magitek Bit/Byte when they happen.

Either way once Magitek Bit/Byte are down, Netzechariah should have finished his attack pattern and you'll have some breathing room. You should also at this point have 26 Attacks to finish off the remainder of his health. After 13 Attacks he'll Ascend (Be unreachable for standard Melee attacks) and use Overclock which grants him Haste (This is a trap to get you to waste a turn DeSpelling it) and 13 Turns after that he'll use Mammon Machine and tear your party to shreds.

With 26 Attacks to go you'll need to put out some heavy damage per attack and this is where that Full L4 Limit Bar Cloud has comes in. I forgot that Masamune gives 100% Critical Chance so I gave a Lucky Pill to Cloud (The Auto-Critical hits of Omnislash can still go Critical and deal x2 Damage, unless this got changed or something). Since you used 2 Yellow Waves at the start of the fight Netzechariah should have no defence at this point, now you'll want to use Omnislash and MIME THE EVERLOVING **** OUT OF IT.

With Escort Guard and Curse Ring Cloud has 80 Strength and the +100 Attack of Masamune gives Cloud 180 Attack Power. Even with Yellow Waves I was only doing ~1600-~1700 per hit or rather ~25000 per Limit Break. This means that with the point where Magitek Bit/Byte died I needed Netzechariah to have less than 650,000 HP (26 x 25000 HP) and fortunately thanks to the 4x Cut + Master Fist antics of Tifa along with Counter Attacks at the start he had around 596000 HP when he used Deployment. Meaning I was able to constantly Mime Omnislash and have about 2 turns to spare when he finally dropped.

I also found that if you use Gospel Sparks or Planet Protector/Great Gospel, one can survive Mammon Machine but he then counters every attack on him after that with Mammon Machine meaning if you can't keep Peerless going for as long as you need you're screwed. It may however buy you a few extra turns if you think you'll fall short of the mark a bit.
Spoiler: show

Why does he say "Yah has remembered" upon being defeated? Is that a reference I'm not getting?


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-28 23:56:53
The bastard is finally down. By my calculations he would have used Mammon Machine in about 2 more turns, needless to say without the explaination of his AI or knowing his Max HP I wouldn't have stood a chance. This is still with Rank 0 Characters so I had to take a couple of risks here and there.

Pretty impressive doing that sourceless; nice work.

Edit: Patches updated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-29 15:17:20
Will you be updating the build download? I see its still April 22nd yet the patches are for the 29th
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-29 15:41:01
I'll try and get that done tonight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-29 16:43:51
Pretty impressive doing that sourceless; nice work.

Edit: Patches updated.
Knights of the Round feels like one of those things that "If you're able to obtain it, you don't need it." But it's nice to have Ziedrich and the Magitek Ashes though. First off I've noticed that Ziedrich also halves Restorative making it a bit of a double-edged sword, but on the plus side Ziedrich + Curse Ring doesn't nullify Restorative but rather has it remain at half. Also what do Magitek Ashes actually do, I was secretly hoping from the "Fortifies the Party" description that it would temporarily buff my teams stats but rather it seems to give Peerless, Shield, Regen and maybe Resist?

Just went to the Lost and Found vendor. Why does it put you in a fight with a Tonberry? You can steal Turbo Ethers from it, gain Elixirs as drops and Morph it into a Megalixir. Even if you aren't missing any key items you get put in the Tonberry fight so you can potentially farm these rather easily. Glad to have the X-ATM Core and Pulse Ammo back but I didn't see anything regarding Cloud's Innate Ability or the Micro Engine for Tifa's Ultimate Weapon.

As far as finishing the game goes I actually have only a few things left:

- Turn in Earth Harp for Dragon Force (Necessary for Master Materia, despite already having Dragon Force)
- Turn in Desert Rose for Pandora's Box
- Complete Kalm Traveler Sidequest for Master Materia
- Defeat Nemesis in the Gold Saucer Platinum Battle (With a Sourceless party that probably ain't gonna happen...)
- Acquire remaining Ultimate Weapons for each character
- Complete the Dark Cave Sidequest
- Finish the game and defeat Sephiroth (All characters Level 99, could be problematic).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-29 17:20:20
It's the wrong fight; I forgot to +1 on the enemy formation. The crab fight that's supposed to trigger activates the AI for it, otherwise it's the unbuffed +10 innate instead of +30 for Cloud.

Don't worry about being Lv.99; I removed the checks from Bizarro and Safer's AI.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-29 18:18:52
Random opinion on innate changes;

*Cid getting Auto-Crits makes his stat choice from rank ups and gear (aka alot of luck) mostly obsolete.
I suggest that Cid gets luck and str over time that he loses when he uses an attack command. This way you can make sure that build him either as a burst damage dealer (where you dont deal that much dmg if you are too fast) or luck tank (if you let luck build up).

*As for Cloud, the starting +10 is fine since its not supposed to be "activated" properly. But the +30 for me is kinda Red XIII's territory. I suggest a few things 1) If possible Cloud could have limit fill from magic and attacks by a little amount or 2) the opposite of Yuffie (maybe) in the sense that he gains STR when using magic and MAG when using physical attacks. This brings a bit of "all-rounder" aspect to Cloud.

And 3) Cloud could get a "charge" each time he gets hit by a magic/physical attack. Magic increases his Mag and SPR by +X and Physical increases STR and VIT by the same amount, making him still gain something as a caste/physical dmg dealer no matter what benefit he gets.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-29 22:53:28
Random opinion on innate changes;

*Cid getting Auto-Crits makes his stat choice from rank ups and gear (aka alot of luck) mostly obsolete.
I suggest that Cid gets luck and str over time that he loses when he uses an attack command. This way you can make sure that build him either as a burst damage dealer (where you dont deal that much dmg if you are too fast) or luck tank (if you let luck build up).

*As for Cloud, the starting +10 is fine since its not supposed to be "activated" properly. But the +30 for me is kinda Red XIII's territory. I suggest a few things 1) If possible Cloud could have limit fill from magic and attacks by a little amount or 2) the opposite of Yuffie (maybe) in the sense that he gains STR when using magic and MAG when using physical attacks. This brings a bit of "all-rounder" aspect to Cloud.

And 3) Cloud could get a "charge" each time he gets hit by a magic/physical attack. Magic increases his Mag and SPR by +X and Physical increases STR and VIT by the same amount, making him still gain something as a caste/physical dmg dealer no matter what benefit he gets.

You might be right, I was thinking of doing a Row-based Barrier (front) MBarrier (Back) instead but hesitated because MBarrier can be undesirable sometimes. The problem with Luck is that I'm not 100% convinced I can actually change the stat. The burst damage thing would be tricky to implement as well, as I don't have a way to have the game distinguish who is using the command in pre-action AI which was why Tifa's Sense boost thing could be triggered by anybody.

Red and Cloud are like flip-sides of each other; Red gains attack stats as the battle progresses while Cloud loses his initial burst after a while. But I like the idea of alternating attack types though; gives an incentive to have a balanced phys + mag build and makes it a bit more strategic (I'd ran out of ideas beyond stat/status gains). It would need to be whenever anyone uses a physical/magic attack but it'd still work regardless.

Edit: So I made the changes suggested (Reactive Guard for Cid and Mimesis for Cloud), and space-wise it was within bytes of being too much. Maybe that's a sign.

So the way they'll work is:
-) When Cid is in the front row and he takes damage, he gains Barrier. If he's in the back row, he gains MBarrier.

-) After a story point, Cloud will gain +25 to Strength or Magic based on the last player command used. If Attack/Limit/Deathblow, etc. are used then he gains Strength. If it was Magic, etc. then he gains Magic. He can't have both boosts at the same time.

One thing forgot to mention for Red, the total boost he can get now is +50 instead of +30; that change was made when 1.4 first released I think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-30 02:50:15
OK, I seem to have run into a problem.  How am I supposed to collect the Gold Chocobo from getting the Guidebook to the Kalm Traveler?  He jsut sits at the staircase telling me his scripts aren't ready (I'm on "Disc 3" now, so that's not the problem).  Is there supposed to be some way to get the Shinra guys out of my airship stable I'm totally missing?

Also, the Hidden element--doesn't any purple materia paired with an elemental materia give me some level of resistance to it?  I've brawled with Ultimate Weapon a few times, and this doesn't seem to be doing anything to mitigate the damage he's doing with his hidden element attacks--am I doing something wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-30 03:26:10
OK, I seem to have run into a problem.  How am I supposed to collect the Gold Chocobo from getting the Guidebook to the Kalm Traveler?  He jsut sits at the staircase telling me his scripts aren't ready (I'm on "Disc 3" now, so that's not the problem).  Is there supposed to be some way to get the Shinra guys out of my airship stable I'm totally missing?

Also, the Hidden element--doesn't any purple materia paired with an elemental materia give me some level of resistance to it?  I've brawled with Ultimate Weapon a few times, and this doesn't seem to be doing anything to mitigate the damage he's doing with his hidden element attacks--am I doing something wrong?

You can't get it just yet because I haven't prepared the scripts. I've unfortunately deleted the original choco scripts and I can't copy-paste a new set from the default flevel (it won't carry across two flevels) so I need to do it all manually which'll take some time.

Ultimate Weapon doesn't use the Hidden element anymore, Weapons are Holy-element monsters in NT and are weak to Hidden. I think his beam is probably non-elemental.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-04-30 05:15:30
Edit: So I made the changes suggested (Reactive Guard for Cid and Mimesis for Cloud), and space-wise it was within bytes of being too much. Maybe that's a sign.

So the way they'll work is:
-) When Cid is in the front row and he takes damage, he gains Barrier. If he's in the back row, he gains MBarrier.

-) After a story point, Cloud will gain +25 to Strength or Magic based on the last player command used. If Attack/Limit/Deathblow, etc. are used then he gains Strength. If it was Magic, etc. then he gains Magic. He can't have both boosts at the same time.

One thing forgot to mention for Red, the total boost he can get now is +50 instead of +30; that change was made when 1.4 first released I think.

I actually like this alot ( in regards to the limitations ofc).
Cid being a dmg dealer already has the dmg needed from weapons and stats, thus giving him barrier when he needs to be in the front row makes it perfect for safe dmg dealing, and Mbarrier when u want to build him as a tank! Just one thought, does barrier go through Resists if its applied before Cid gets hit?

As for Cloud it might work really well, since he could be amplify whatever strat you are using. Alot of casters? Well he gets stronger cause of it, alot of physical? Same there. And if it changes depending on previous action, order of commands make a bigger difference for achieving better results.

Also kinda fits with the story a bit, he "identifies" himself with other people , thus gaining "their" benefits. So anyway well done Sega, I (atleast) am satisfied with the innates atm  :-D.

Edit: When i think about it, this innate (Clouds new one) might need slight buff if its possible to add more stats being affected. Since adding more then 25 Str/Mag might make it to strong when it comes to pure dmg, adding 25 Str and Vit when physical command is used and 25 Mag and Spr for magics might make it quite good in terms of balance but not pushing any aspect to much in one direction.

Ofc only if its possible to add more lines for the stat gains in the code. Just a thought.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-04-30 13:54:39
You can't get it just yet because I haven't prepared the scripts. I've unfortunately deleted the original choco scripts and I can't copy-paste a new set from the default flevel (it won't carry across two flevels) so I need to do it all manually which'll take some time.

Ultimate Weapon doesn't use the Hidden element anymore, Weapons are Holy-element monsters in NT and are weak to Hidden. I think his beam is probably non-elemental.
Speaking of Hidden + Elemental. I tried putting HP Plus + Elemental (Mastered) in a characters armour and it didn't let them absorb Hidden. Is this just specific to HP Plus or do all Purple Materia fail to grant Hidden Elemental?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-04-30 14:06:01
is the Junon League bugged? It says I got final heaven and 1 million (puts pinky close to mouth) gil but its not showing in my inventory, did I do something wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-30 14:53:47
also what exactly does HP plus do in this mod? it didnt raise their HP when i put one on a character.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-30 16:48:16
I actually like this alot ( in regards to the limitations ofc).
Cid being a dmg dealer already has the dmg needed from weapons and stats, thus giving him barrier when he needs to be in the front row makes it perfect for safe dmg dealing, and Mbarrier when u want to build him as a tank! Just one thought, does barrier go through Resists if its applied before Cid gets hit?

As for Cloud it might work really well, since he could be amplify whatever strat you are using. Alot of casters? Well he gets stronger cause of it, alot of physical? Same there. And if it changes depending on previous action, order of commands make a bigger difference for achieving better results.

Also kinda fits with the story a bit, he "identifies" himself with other people , thus gaining "their" benefits. So anyway well done Sega, I (atleast) am satisfied with the innates atm  :-D.

Edit: When i think about it, this innate (Clouds new one) might need slight buff if its possible to add more stats being affected. Since adding more then 25 Str/Mag might make it to strong when it comes to pure dmg, adding 25 Str and Vit when physical command is used and 25 Mag and Spr for magics might make it quite good in terms of balance but not pushing any aspect to much in one direction.

Ofc only if its possible to add more lines for the stat gains in the code. Just a thought.

I'm not sure about Resist vs. a flag-induced status; I think it might work regardless, which would be pretty cool, but I've not tested that.

Speaking of Hidden + Elemental. I tried putting HP Plus + Elemental (Mastered) in a characters armour and it didn't let them absorb Hidden. Is this just specific to HP Plus or do all Purple Materia fail to grant Hidden Elemental?

It might be that Independent Materia don't work with Support? I read a long time ago that purple Materia does give an elemental combination for Hidden, but maybe that source was wrong. Do any of the other purple Materia work with Elemental? It seems from JOUTLAW's post that something's up with HP Plus-

also what exactly does HP plus do in this mod? it didnt raise their HP when i put one on a character.

It should raise HP by 25%, like MP Plus does. If this isn't the case then I'll need to look at it right away. Been having trouble with Purple Materia effects since 1.4 went out.

is the Junon League bugged? It says I got final heaven and 1 million (puts pinky close to mouth) gil but its not showing in my inventory, did I do something wrong?

Is it still showing the wrong text? You'll have gotten the intended reward, but for whatever reason the text being shown seems to always be the one for Meteor Invitational. If it was Brawler you completed, then you'll have gotten:
Yellow Wave x1
Lucky Pill x1
Astral Curtain x3
Shinra Bomb x1

Are you playing on the IRO or from the main installer (with or without patches)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DynamixDJ on 2016-04-30 17:18:47
I can't copy-paste a new set from the default flevel (it won't carry across two flevels)

You can now  ;D ;D

http://forums.qhimm.com/index.php?topic=9658.msg240509;topicseen#msg240509
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-30 17:37:41
You can now  ;D ;D

http://forums.qhimm.com/index.php?topic=9658.msg240509;topicseen#msg240509

D: I forgot to check back in that thread. Looks like everyone's getting a gold chocobo sooner rather than later.

also what exactly does HP plus do in this mod? it didnt raise their HP when i put one on a character.

I tried equipping HP Plus and it raised HP by 25%; are you using the main installer or the IRO?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-30 17:52:08
IRO. im scared to use the main installer along with 7th heaven
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-30 20:08:18
IRO. im scared to use the main installer along with 7th heaven

Yeah, don't do that.

So it's maybe a problem in the IRO then; what other mods are in there?. Bad news is I can't test the IRO at the moment because my 1998 copy got fubarred by some driver update or other a while ago. Good news is that Alyza is about to update the catalog so NT 1.4 will be in that soon and hopefully be a little more stable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-30 20:22:57
dynamic cloud weapons
jessie mod
T A Fields
Field Model Objects
Animations
Battle model weapons
Battle model characters
Battle model enemies
battle textures
field model main
field model NPC
Field textures 1
FFVII NT 1.4 Apr 22
Gameplay tweaks
media-music
menu avatars and backdrops
all the minigames mods
spell textures
Reunion- Beacause and Menu Overhaul
World map texes character vehicles enemies
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-04-30 20:39:05
I'm guessing Gameplay Tweaks, Beacause, or Menu Overhaul might be responsible if they affect the kernel in any way (this includes Kernel text changes).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-30 20:41:27
thanks ill test and see
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-30 21:24:05
Tried several different changes. not one worked. hp plus still doesnt raise my HP
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Xandi on 2016-04-30 21:40:12
I can confirm this using main installer and curent patches.  Hp plus adds a 25% boost to hp but also has a -25% hp penalty when equipped.

Btw. Great job on this mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-04-30 21:45:19
so its a simple fix. delete the -25 % HP for the materia and itll raise HP up by 25 % lol. Also..... how do we get Clouds in-ate if were only on disc 1 with no acccess to the highwind?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-04-30 21:53:55
Oh nevermind I just installed the patch and it worked fine. May I ask, why did Cloud said something like "I feel like I'm forgetting something" when I was in Junon heading to the underwater reactor. I can't remember if this was something that was in the original game or is a New Threat thing. I haven't played ff7 in almost 10 years now so I can't really remember everything with 100% clarity.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-04-30 22:59:11
You can't get it just yet because I haven't prepared the scripts. I've unfortunately deleted the original choco scripts and I can't copy-paste a new set from the default flevel (it won't carry across two flevels) so I need to do it all manually which'll take some time.

Thanks SC--I honestly just don't want to go through hours upon hours of chocobo breeding for the umpteenth time in my life.  I will definitely be uber appreciative when those scripts are fixed!

A quick question about endgame armor--those armlets that seem to be only rare steals in the final dungeon, are there other ways to get them?  I feel like I've been doing a good job exploring/clearing things out without getting chocobos, but I haven't found any of those armlets other than the Imperial Armlet (as that was a drop from a mandatory battle).

I feel ready to go an try and get a few of these if I have to (at least 1 of each so I can maybe finally take off the Crystal gear), since MP Absorb + Contain has increased the quality of endgame life so much.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-05-01 01:21:32
dynamic cloud weapons
jessie mod
T A Fields
Field Model Objects
Animations
Battle model weapons
Battle model characters
Battle model enemies
battle textures
field model main
field model NPC
Field textures 1
FFVII NT 1.4 Apr 22
Gameplay tweaks
media-music
menu avatars and backdrops
all the minigames mods
spell textures
Reunion- Beacause and Menu Overhaul
World map texes character vehicles enemies


I'm guessing Gameplay Tweaks, Beacause, or Menu Overhaul might be responsible if they affect the kernel in any way (this includes Kernel text changes).

If we're talking about kernel changes only, then it can be two possibilities:

1) Beacause
2) Field Models - Red Werewolf / WereXIII

Also, when posting mod load order, use the Profile Details button in 7H that way we can actually see what options are turned on/off.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-05-01 02:20:23
Sorry bout that. I have beacause off and i dont use Were13. I like the new Kela Advent Children one, heres the Profile Button log:

Code: [Select]
Miscellaneous - Dynamic Cloud Weapons
ID: 5d6a46f7-b0b0-43b1-88cb-f54de763c5b1
Version: 2.0
CloudSword = 1
Sword = 1
Dynamic = 1
HQW = 0
Miscellaneous - Jessie Mod
ID: 1e2e93b2-5e26-4364-9b00-d316c618813b
Version: 2.0
jessie = 1
Field Models - Objects
ID: 7f1274cf-3bf8-4ae6-a722-d2f374c902fc
Version: 2.0
huge_materia = 1
materia = 2
potions = 2
save_point = 3
FF7 NT v1.4 22nd April
ID: 7c5dc39d-548c-4094-8fdd-1a3458c15b3b
Version: 1.4
gameplay = 1
Miscellaneous - Team Avalanche Fields
ID: 72152e09-7b5c-4942-8465-afa154e20b08
Version: 2.0
field_ta = 1
Animations
ID: 653bb2b6-3999-4bb0-bc21-2ae299bb7b87
Version: 2.1
f_animation = 1
w_animation = 1
60fps = 0
fba = 0
fbn = 0
fed = 0
fs = 0
Battle Models - Weapons
ID: fe92e17c-f60d-4cf5-9c79-889f93d1edcb
Version: 2.0
weapons_aerith = 3
weapons_caitsith = 1
weapons_cloud = 3
weapons_sephiroth = 1
weapons_yuffie = 1
Battle Models - Characters
ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
Version: 2.0
models_aerith = 2
models_barret = 5
models_caitsith = 1
models_cid = 2
models_cloud = 7
models_redxiii = 2
models_sephiroth = 1
models_tifa = 2
models_vincent = 3
models_yuffie = 2
Battle Models - Enemies
ID: 267ef1d2-599c-4f4d-860c-b838f402c587
Version: 2.1
models_diamond = 1
models_frogs = 2
models_scorpion = 1
models_jenova = 1
models_joker = 1
models_life_form = 1
models_motorball = 1
models_ruby = 2
models_soldiers = 1
models_sweeper = 1
Battle Textures
ID: ad83c8b5-249d-41f9-84a4-cd35200da6af
Version: 2.0
battle_bg = 2
Field Models - Main Characters
ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
Version: 2.0
models_aerith = 6
models_barret = 3
models_caitsith = 1
models_cid = 4
models_cloud = 0
models_redxiii = 2
models_sephiroth = 1
models_tifa = 3
models_vincent = 4
models_yuffie = 3
Field Models - Non-Player Characters
ID: d329bc05-3dc0-4f35-94aa-632986f47194
Version: 2.3
models_base = 1
models_biggs = 2
models_jessie = 2
models_wedge = 2
Field Textures - Part 1
ID: 5ee78f47-6a2d-4981-8be5-c9afa763b965
Version: 2.0
field_bg = 1
Field Textures - Part 2
ID: 63c6df8c-971a-47f0-aac5-da4290f36058
Version: 2.0
field_bg = 0
Gameplay - Difficulty and Story
ID: af709876-588e-4865-84e3-0ac0bd662fb2
Version: 2.1
gameplay = 0
Gameplay - Tweaks and Cheats
ID: 3dbdfa3b-d97f-4cfc-9db8-223dbe0152bc
Version: 2.1
ar = 1
cf = 1
dm = 0
isl = 1
i = 0
li = 0
lcs = 0
lt = 1
nrb = 0
spa = 0
sc = 0
sbo = 1
Media - Music and Sound
ID: 2bdd4a94-4b06-46ca-af0a-37b9dfef25aa
Version: 2.0
music = 9
sound = 1
Menu - Avatars and Backdrops
ID: aec06415-0f12-410b-ac43-f4e89e363729
Version: 2.1
avatars_aerith = 1
avatars_barret = 1
avatars_cait_sith = 1
avatars_chocobo = 1
avatars_cid = 1
avatars_cloud = 1
avatars_cloud_young = 2
avatars_red_xiii = 5
avatars_sephiroth = 1
avatars_tifa = 0
avatars_vincent = 1
avatars_yuffie = 1
game_over = 1
prelude = 1
start_menu = 2
Minigames - Chocobo Race
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Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-01 06:22:44
I can confirm this using main installer and curent patches.  Hp plus adds a 25% boost to hp but also has a -25% hp penalty when equipped.

Btw. Great job on this mod!

Ah, this might be the .EXE thing. I'm not 100% sure on the story, but in 7th Heaven there's some sort of hybrid .EXE of Menu Overhaul + an older NT .EXE that gets used when you combine the two mods (I think?) which changes materia equip effects being applied. Problem is, I've changed the brackets used for the 1.4 build; I dropped the 1.3 .EXE so I can build a new one that's a better fit with 1.4, but I think it's still being used for 7H NT + MO?

Alyza, if this is the case, is it possible to drop the merged .EXE from 7H and instead just use the MO one for now? The NT .exe was always optional, and it's not a good fit with the current build anymore.

so its a simple fix. delete the -25 % HP for the materia and itll raise HP up by 25 % lol. Also..... how do we get Clouds in-ate if were only on disc 1 with no access to the highwind?

It's out of my hands; I can't edit catalog files. The IRO I package NT with is different from the 7H Catalog one Alyza makes. As for the innate, I had to downsize it to being only available from Disc 2 onwards (when Cloud is recruited back into the party) because of the limited kernel space.

Oh nevermind I just installed the patch and it worked fine. May I ask, why did Cloud said something like "I feel like I'm forgetting something" when I was in Junon heading to the underwater reactor. I can't remember if this was something that was in the original game or is a New Threat thing. I haven't played ff7 in almost 10 years now so I can't really remember everything with 100% clarity.

It's a vanilla scene, and supposed to hint at the removal of the Junon Cannon (which is being transported to Midgar). It's missing from the skyline behind him when he says it.

Thanks SC--I honestly just don't want to go through hours upon hours of chocobo breeding for the umpteenth time in my life.  I will definitely be uber appreciative when those scripts are fixed!

A quick question about endgame armor--those armlets that seem to be only rare steals in the final dungeon, are there other ways to get them?  I feel like I've been doing a good job exploring/clearing things out without getting chocobos, but I haven't found any of those armlets other than the Imperial Armlet (as that was a drop from a mandatory battle).

I feel ready to go an try and get a few of these if I have to (at least 1 of each so I can maybe finally take off the Crystal gear), since MP Absorb + Contain has increased the quality of endgame life so much.

I'm not sure about their locations, they were placed last-minute with a checklist to try and make everything available. If you're going for them, then avoid using Sneak Glove as this may hamper your chances (the first two 'common' steals have to fail in order to get a shot at the Rare steal).

If we're talking about kernel changes only, then it can be two possibilities:

1) Beacause
2) Field Models - Red Werewolf / WereXIII

Also, when posting mod load order, use the Profile Details button in 7H that way we can actually see what options are turned on/off.

I think it's actually an .EXE change; the HP Plus isn't broken, it's just got a Materia penalty on it that was originally intended only for MP Plus in an older version of the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-05-01 07:07:42
I need to remove the ff7_nt.exe from the install guide. I don't know if JLOUTLAW is using it though.

That aside, he's using the IRO that is in your OP...not the one from the Catalog. I don't know what's up :|
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-01 07:31:58
Was there not like an NT + MO .exe somewhere in the catalog though?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-05-01 08:39:40
It's in the game converter. We're talking about the same exe :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-05-01 13:40:24
I'm not using the New Threat Exe from the 7th heaven. I'm using the IRO. I put the NT April 22 IRO file in the 7th Heaven folder and then set it to New Threat through 7th heaven that way. Also.....is there a new character in NT? Because Ive noticed at the Save point when i go to the rank up menu theres a tenth slot below the others with ?????????
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-01 14:40:28
I'm not using the New Threat Exe from the 7th heaven. I'm using the IRO. I put the NT April 22 IRO file in the 7th Heaven folder and then set it to New Threat through 7th heaven that way. Also.....is there a new character in NT? Because Ive noticed at the Save point when i go to the rank up menu theres a tenth slot below the others with ?????????
I don't think a 10th character would be possible, given that Sephiroth shares the same character slot as Vincent and Cait Sith shares the same character slot as Young Cloud I don't think having any more than 9 would be viable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-01 19:03:33
With Ziedrich when it says "Halves All Elements", is that supposed to include halving Restorative to stop it from being overpowered or is it an oversight? It also appears that having 2 seperate things that halve an element (E.G Ziedrich and Curse Ring both halving Restorative) doesn't nullify or quarter it but rather it remains at half.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-05-01 20:02:49
Does anyone have any advice on how to maybe make getting steals in the final dungeon a bit easier?

I know they were made to be difficult to get, but I just feel like I'm missing something.  My Level 99 characters have tried stealing for ~20 min in a single fight and have literally gotten nothing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-01 20:41:27
I'm not using the New Threat Exe from the 7th heaven. I'm using the IRO. I put the NT April 22 IRO file in the 7th Heaven folder and then set it to New Threat through 7th heaven that way. Also.....is there a new character in NT? Because Ive noticed at the Save point when i go to the rank up menu theres a tenth slot below the others with ?????????

Yeah, but if the materia equip bonuses/penalties have been altered then that's an .EXE change. There's no .exe alterations that I can see in the makeshift IRO I've made, so it must be coming from something else. Is it MO maybe?

With Ziedrich when it says "Halves All Elements", is that supposed to include halving Restorative to stop it from being overpowered or is it an oversight? It also appears that having 2 seperate things that halve an element (E.G Ziedrich and Curse Ring both halving Restorative) doesn't nullify or quarter it but rather it remains at half.

It's intended to nullify every element, including Restorative. These don't stack either, because they're flags. If there's more than one flag though then they can combine (so if you have Absorb + Half, then I think you absorb it but it's reduced by 50% and same goes for Absorb + Weak, you absorb 2x the damage). Null and Half will override each other though based on which one is read first/last (not sure which).

Does anyone have any advice on how to maybe make getting steals in the final dungeon a bit easier?

I know they were made to be difficult to get, but I just feel like I'm missing something.  My Level 99 characters have tried stealing for ~20 min in a single fight and have literally gotten nothing.

So I ran it through the formula:

LV Difference = 40 + 44 (user level) - Target level (90)
= -6

LV Factor = (512 x LV Difference) / 100
=  5.06

Chance = (Item Chance x Lv Factor) / 256
= 0.625% chance for a common item :l

So that's not what I had in mind and it'll need to be greatly adjusted. However, with a Sneak Glove the Lv Difference is always set to 100, so the chance increases exponentially:

LV Factor = (512 x LV Difference) / 100
= 512

Chance = (Item Chance x Lv Factor) / 256
= 12.5%

So it's better to have the Sneak Glove equipped after all, at least for the time being. I'll need to gradually increase the steal chance for enemies going past Lv.44 in order to account for the increasing gap in Level so that it's more like 3-50% or so.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-01 20:58:33
Yeah, but if the materia equip bonuses/penalties have been altered then that's an .EXE change. There's no .exe alterations that I can see in the makeshift IRO I've made, so it must be coming from something else. Is it MO maybe?

It's intended to nullify every element, including Restorative. These don't stack either, because they're flags. If there's more than one flag though then they can combine (so if you have Absorb + Half, then I think you absorb it but it's reduced by 50% and same goes for Absorb + Weak, you absorb 2x the damage). Null and Half will override each other though based on which one is read first/last (not sure which).

So I ran it through the formula:

LV Difference = 40 + 44 (user level) - Target level (90)
= -6

LV Factor = (512 x LV Difference) / 100
=  5.06

Chance = (Item Chance x Lv Factor) / 256
= 0.625% chance for a common item :l

So that's not what I had in mind and it'll need to be greatly adjusted. However, with a Sneak Glove the Lv Difference is always set to 100, so the chance increases exponentially:

LV Factor = (512 x LV Difference) / 100
= 512

Chance = (Item Chance x Lv Factor) / 256
= 12.5%

So it's better to have the Sneak Glove equipped after all, at least for the time being. I'll need to gradually increase the steal chance for enemies going past Lv.44 in order to account for the increasing gap in Level so that it's more like 3-50% or so.
Since we don't have access to Dark Cave yet I don't know this but what are the stats regarding Mystile? Is it like a Magical version of the Aegis Armlet or does it do something else? Also will the Micro Engine be added to the Lost and Found vendor?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-01 21:39:37
Since we don't have access to Dark Cave yet I don't know this but what are the stats regarding Mystile? Is it like a Magical version of the Aegis Armlet or does it do something else? Also will the Micro Engine be added to the Lost and Found vendor?

Also Knights of the Round Summon has no name when you cast it, instead of Ultimate end it just reads [                  ] where the attack name goes while casting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-01 21:50:34
Since we don't have access to Dark Cave yet I don't know this but what are the stats regarding Mystile? Is it like a Magical version of the Aegis Armlet or does it do something else? Also will the Micro Engine be added to the Lost and Found vendor?

It's heavy on both forms of evasion, but has no defensive stats on it I think. Micro Engine will probably drop inside Dark Cave. The KOTR thing seems to be a problem that's popped up during kernel editing; I've had issues in the past where text became corrupted after saving, or somehow grabbed text from previously opened kernels; KOTR's attack was renamed to Crusader, somehow, and in-game displays no text. I've tried changing it but to no avail. I'm counting myself lucky that the kernel still works at all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-01 22:46:06
Regarding the Gold Saucer Special Battle... I'm guessing "It's Hop-less to Resist is a typo"? Either way there's only one thing to say about our final opponent:

What... The... Hell?

I wouldn't have it any other way but that was still surreal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-05-01 23:54:30
Well like i said earlier i took out the menu overhaul and reunion and beacause. still no change. its not too big a deal if its only mine i reckon. Not really sure what caused the -25%HP on it but ah well. So if i dont use the main installer how will i be able to apply the patches for the scene and flevel? Do I have to wait til the IRO in the file gets updated to April 29th or later?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-05-01 23:58:05
At what point of the game should you take on Lucrecia? She's tearing me up with Cloud at lvl 72 and the rest of the party at 65ish
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-05-02 00:10:37
So I ran it through the formula:

LV Difference = 40 + 44 (user level) - Target level (90)
= -6

LV Factor = (512 x LV Difference) / 100
=  5.06

Chance = (Item Chance x Lv Factor) / 256
= 0.625% chance for a common item :l

So that's not what I had in mind and it'll need to be greatly adjusted. However, with a Sneak Glove the Lv Difference is always set to 100, so the chance increases exponentially:

LV Factor = (512 x LV Difference) / 100
= 512

Chance = (Item Chance x Lv Factor) / 256
= 12.5%

So it's better to have the Sneak Glove equipped after all, at least for the time being. I'll need to gradually increase the steal chance for enemies going past Lv.44 in order to account for the increasing gap in Level so that it's more like 3-50% or so.

Thanks SC--when I did my own rough calculations based on the formula, I was getting somewhere in the ballpark of ~25-30% for my level 99 characters, which made the repeated failures, even for common items, somewhat suspect to me.

I'll go back to trying to get the steals with the sneak glove and see if that gives me any results!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-02 00:49:19
Regarding the Gold Saucer Special Battle... I'm guessing "It's Hop-less to Resist is a typo"? Either way there's only one thing to say about our final opponent:

What... The... Hell?

I wouldn't have it any other way but that was still surreal.

It's special.

Well like i said earlier i took out the menu overhaul and reunion and beacause. still no change. its not too big a deal if its only mine i reckon. Not really sure what caused the -25%HP on it but ah well. So if i dont use the main installer how will i be able to apply the patches for the scene and flevel? Do I have to wait til the IRO in the file gets updated to April 29th or later?

Yeah, the IRO is updated within the Main Installer. I'll try and get that done tonight.

At what point of the game should you take on Lucrecia? She's tearing me up with Cloud at lvl 72 and the rest of the party at 65ish

I guess it depends on what equipment is available, but I'd wait until Disc 3 and get some of the stronger pieces together. I think she uses Manipulate status, which you can defend against using some accessories (Hypnocrown and Guardian Ring, I think) and is weak to Holy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-05-02 01:00:01
Also the Fort Condor NPC is still not teleporting me to and from Fort Condor. Ive had to run from Junon to Fort Condor and back alone twice to do the 2 battles so far.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-02 02:48:32
Also the Fort Condor NPC is still not teleporting me to and from Fort Condor. Ive had to run from Junon to Fort Condor and back alone twice to do the 2 battles so far.

I'll get it fixed (eventually).

I'm in the process of repairing my FF7 1998 install so I can get to using 7H again. I noticed after the Game Converter install that there's now several .EXE files in there, one for MO and a few others for what I'm assuming to be other mods like Sephiroth Story (SS?). Is it possible that your 7H game is loading one of these .EXEs instead of the default one? That'd explain why the Materia equip effect is different even though the mods themselves aren't enabled. I think.

Anyways, going to finish this up and then I'll start on getting a patch together.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-05-02 03:06:55
i have mine set in 7th heaven to use the MO.exe the one for menu overhaul. i tried just using the normal ff7.exe but everything in the menu looked messed up and the hp plus still had a 25 percent penalty.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-05-02 03:31:43
Wow..... ok odd. I deactivated everything and i think ive found the source of the issue. the MO.exe itself seems to change the materia effects. Running it off of Bec.exe or FFVII.exe seems to fix the problem. My HP rose from almost 1300 to almost 1700. I wonder if that will make the Fort Condor NPC teleport work now too.....
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: KorinFlakes on 2016-05-02 09:59:04
I'm having an issue with the field music. I decided to test it out (must have saved after), didn't like it so I changed it back....But it didn't work. Tried restarting, disabling the mod, saving a new game and loading it after re-enabling it, doesn't want to change back to battle. Only way to fix it is load up my other save file from before I changed it. But that save was from so many hours ago, I really don't want to have to play through all of that again.

Any fixes for this issue?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-02 10:50:29
Decided to give JENOVA JUNO a go and it looks like killing either JENOVA LUPER or LANUV either before the main body or at the same time as the arms seems to soft-lock the game. There are many things I can overcome but soft locks just aren't one of them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-05-02 11:54:26
I'm having an issue with the field music. I decided to test it out (must have saved after), didn't like it so I changed it back....But it didn't work. Tried restarting, disabling the mod, saving a new game and loading it after re-enabling it, doesn't want to change back to battle. Only way to fix it is load up my other save file from before I changed it. But that save was from so many hours ago, I really don't want to have to play through all of that again.

Any fixes for this issue?

i had that pop up once. when it happened, i changed it to "normal" at the save menu and then ran 2 screens away, that changed it back for me....
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-02 17:30:11
I'm having an issue with the field music. I decided to test it out (must have saved after), didn't like it so I changed it back....But it didn't work. Tried restarting, disabling the mod, saving a new game and loading it after re-enabling it, doesn't want to change back to battle. Only way to fix it is load up my other save file from before I changed it. But that save was from so many hours ago, I really don't want to have to play through all of that again.

Any fixes for this issue?

I think the way it works is that it doesn't update until you've entered a new screen.

Decided to give JENOVA JUNO a go and it looks like killing either JENOVA LUPER or LANUV either before the main body or at the same time as the arms seems to soft-lock the game. There are many things I can overcome but soft locks just aren't one of them.

Did you use Quadded Ultima with HP or MP Absorb by any chance? http://finalfantasy.wikia.com/wiki/Quadra_Magic_Ultima_glitch
Despite what the Wiki says, it does occur against Jenova Synthesis (and anything else with multiple parts).

If that wasn't used, then I'll have a look at the AI and see what's going on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-02 17:35:21
I think the way it works is that it doesn't update until you've entered a new screen.

Did you use Quadded Ultima with HP or MP Absorb by any chance? http://finalfantasy.wikia.com/wiki/Quadra_Magic_Ultima_glitch
Despite what the Wiki says, it does occur against Jenova Synthesis (and anything else with multiple parts).

If that wasn't used, then I'll have a look at the AI and see what's going on.
Actually I was Miming Shinra Bombs for consistent unsplit damage to all enemies. Didn't have HP or MP Absorb equipped at all and didn't use Ultima. I think the game seems to be a bit iffy about LUPER and LANUV dying first which for some people probably wouldn't happen as they like to buff themselves with Peerless.

When LANUV and LUPER die before the main body they don't actually vanish like most other enemies but they teleport to somewhere else on the battlefield, often ending up in midair.

There's also a typo just before you venture down into the final part of the game, namely "They're coming out in f".
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-02 18:02:02
Actually I was Miming Shinra Bombs for consistent unsplit damage to all enemies. Didn't have HP or MP Absorb equipped at all and didn't use Ultima. I think the game seems to be a bit iffy about LUPER and LANUV dying first which for some people probably wouldn't happen as they like to buff themselves with Peerless.

When LANUV and LUPER die before the main body they don't actually vanish like most other enemies but they teleport to somewhere else on the battlefield, often ending up in midair.

There's also a typo just before you venture down into the final part of the game, namely "They're coming out in f".

Hmm, not sure; I was watching a stream recently where Lanuv and Luper died first unless I'm remembering it incorrectly. I imagine it's tied to the arms in some way though, that's where the problem is likely coming from. As for the typo, it might be due to a long name causing the text to run on but I don't think there's any mention of a long name in that particular line. I'll have a quick look at it.

In slightly better news, I figured out why the Fort Condor Teleport NPC was tripping up for some people so that'll hopefully be up and running once it's patched.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-02 18:27:46
Hmm, not sure; I was watching a stream recently where Lanuv and Luper died first unless I'm remembering it incorrectly. I imagine it's tied to the arms in some way though, that's where the problem is likely coming from. As for the typo, it might be due to a long name causing the text to run on but I don't think there's any mention of a long name in that particular line. I'll have a quick look at it.

In slightly better news, I figured out why the Fort Condor Teleport NPC was tripping up for some people so that'll hopefully be up and running once it's patched.
Just tested the fight again while letting LANUV and LUPER keep their buffs and it's definitely something to do with the arms. Maybe this fight can't handle more than one thing dying at the same time or something?

I guess I'll try single targeting Jenova JUNOA and see if that just finishes the fight like that or if it still soft-locks. Either way the fight still needs to be looked into.

EDIT: Single targetting Jenova JUNO's main body results in her dying normally and progressing to the next fight.

By the way does using Knights of the Round on Jenova JUNO buff Sephiroth's HP in the next phases?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-02 20:16:51
No, all the checks/conditions that raise HP/Stats were removed from the AI including the KOTR one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-02 21:09:56
No, all the checks/conditions that raise HP/Stats were removed from the AI including the KOTR one.
Good to know, hopefully this means when you fix the Jenova soft-lock I won't have to spend time farming for healing/damage items (I'm not going to use the W-Item glitch despite the temptation to just ROFLstomp the final fights, although you were absolutely right to make W-Item tricky to obtain).

Or alternatively I might just allow the arms to gain Peerless and then hit Jenova with powerful Multi-Target attacks. I'll test this now to see if killing LANUV and LUPER without killing the arms avoid any soft-lock issues.

EDIT: I was right, the soft-lock issue seems to be exclusively the arms. I was able to kill LANUV and LUPER before the arms and avoid any soft-locking.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: anti_ohme on 2016-05-03 17:59:55
Hey @SegaChief!

Trying to get catastrophe but after the dialogue on the bridge, I cant seem to exit the bridge screen - at either end... Sorry if this is a known thing.... I installed the hotfixes first then updated to 1.4

Just came from the mimic fight for Aeris and it all worked great so not sure if its something my end or whaaat.

Thanks bro!

ohme
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DynamixDJ on 2016-05-03 18:17:06
It's intended to nullify every element, including Restorative. These don't stack either, because they're flags. If there's more than one flag though then they can combine (so if you have Absorb + Half, then I think you absorb it but it's reduced by 50% and same goes for Absorb + Weak, you absorb 2x the damage). Null and Half will override each other though based on which one is read first/last (not sure which).

Is this entirely true? Have you changed the mechanics around, or is this true for vanilla? I did some digging into this a while ago, and I ran some tests against the Icicle and the Sea Worm, both of which have multiple elemental properties. I'n not 100% sure on this, but I'm fairly confident that the priority order goes:

Nuliffy
Absorb
Halve
Double

Meaning, if the nullify flag is ticked, then the other elemental properties are then ignored, and if the Nullify check fails but Absorb is up, then Halve and double are disregarded.

I would like a second opinion though!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-03 20:32:09
Is this entirely true? Have you changed the mechanics around, or is this true for vanilla? I did some digging into this a while ago, and I ran some tests against the Icicle and the Sea Worm, both of which have multiple elemental properties. I'n not 100% sure on this, but I'm fairly confident that the priority order goes:

Nuliffy
Absorb
Halve
Double

Meaning, if the nullify flag is ticked, then the other elemental properties are then ignored, and if the Nullify check fails but Absorb is up, then Halve and double are disregarded.

I would like a second opinion though!!

See, I'm not 100% sure. I would have said that Nullify overrides it as well but someone on the thread mentioned having a Half and a Nullify equipped (Armour and Accessory) and that the Half effect won out. It left me wondering if it works differently for characters because they're loading the elemental resistances from several different places (as in, do Armour elemental resistances take priority over Accessories?)

Hey @SegaChief!

Trying to get catastrophe but after the dialogue on the bridge, I cant seem to exit the bridge screen - at either end... Sorry if this is a known thing.... I installed the hotfixes first then updated to 1.4

Just came from the mimic fight for Aeris and it all worked great so not sure if its something my end or whaaat.

Thanks bro!

ohme

When you say you updated to 1.4, do you mean you were playing on 1.35 up until this point? 1.4 has a few new scenes that use new triggers which won't have been flipped in a normal playthrough. If that's the case, you might need to approach the bridge from the opposite way (from the Costa Del Sol side) in order to get this scene to trigger normally (and make sure that Cloud is your party leader). It's generally recommended to start a new game when there's been a major update; let me know if you still can't get past the bridge though and I'll add a special Disc 3 check to the previous screen to disable the bridge event altogether.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DynamixDJ on 2016-05-03 21:20:25
See, I'm not 100% sure. I would have said that Nullify overrides it as well but someone on the thread mentioned having a Half and a Nullify equipped (Armour and Accessory) and that the Half effect won out. It left me wondering if it works differently for characters because they're loading the elemental resistances from several different places (as in, do Armour elemental resistances take priority over Accessories?)

Interesting notion, however I think when the checks are performed it doesn't matter where the resistance comes from, it just sees that there is resistance, and the priority check plays out. I may have the priority incorrect as I was going from memory, it could be that it goes Absorb, Halve, Nullify, Double.... I've just had a quick look at TFerguson's FAQ:

Quote
In summary, the various resistances have the following priority:
  Death Weakness
  Recover
  Immune
  Absorb
  Weak/Resist
  Normal

I hypothesis that the person who mentioned that Halve won out was incorrect. Again, I experimented on the Sea Worm, and not once did I notice two resistances work against/with each other. I'm just not 100% sure though.....
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ohhhhyeahohhellyeahbaby on 2016-05-04 00:55:24
I ran into a bit of a snag when trying to get the Mega Materia from the train at Corel and wasn't able to stop the thing. Got to the train driver and ran out of time as soon as the fight started. I thought I was hustling too but alas.

Anyway, I recall what happens when you mess up the train section in vanilla, but I'm wondering if it's different in the mod. Is it worth reloading and trying again or does it not really matter?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-04 01:25:48
The overall consequences aren't too severe; you can just dig up Bahamut ZERO from Bone Village later and Comet can be found in a different location as well so it isn't missable. I'll PM the location of the 2nd Comet Materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ohhhhyeahohhellyeahbaby on 2016-05-04 01:39:20
Fantastic, thanks for the info.

There's a couple other things I was wondering, regarding the Norther Crater, is there an approximate level I should probably be at? I ask because I have people who seem to be close to pushing level 70 which (if memory serves) is verrrry different from how it works in vanilla. I've also only had one character make it to rank 4, though others are approaching that: is that par for the course given where I am? And if not the case, what would be the best way to gain SP?

EDIT: did you restore the weird speechless guy dummied out in Sector 5? He's weird.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-05-04 02:32:40
SC--I've been working on final weapons/sidequests, and seem to have run into 2 issues:

--I have all the necessary items in my inventory to create the HP Shout (Battle Trumpet, Starlight Phone, DM), but when I try to get the smith to make it, he says I don't have all the correct items.  Is there a different version of one of these somewhere I should be looking for, or is this bugged?

--Lost and found guys seems to just want to give me more Pulse Ammo, even though I already got one from him and used it already.  Is this how he's supposed to function?

EDIT:  And another thing--during the fight to get the DM, the boss used both Lvl 3 Flare and Lvl 4 Death.  My entire Party is level 99, and the flare did not hit, but the death did---are the level numbers in the skill display a typo?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-04 02:53:02
Fantastic, thanks for the info.

There's a couple other things I was wondering, regarding the Norther Crater, is there an approximate level I should probably be at? I ask because I have people who seem to be close to pushing level 70 which (if memory serves) is verrrry different from how it works in vanilla. I've also only had one character make it to rank 4, though others are approaching that: is that par for the course given where I am? And if not the case, what would be the best way to gain SP?

EDIT: did you restore the weird speechless guy dummied out in Sector 5? He's weird.

Lv.70-80 is the range intended for hitting Disc 3; rank-wise, I'm not sure but I set myself up to be about Rank 6 for going down into the Crater. As far as gaining SP goes, there was an unintended AI bug that I've decided to keep where enemy formations of two or more enemies will always give SP going past lv.44.

Your best bet is to find a large enemy formation that is above Lv.44 (Mideel perhaps) and sweep them; if there's six enemies in the formation, you'll get 5 SP. If there's 5, you'll get 4 SP, and so on. Also remember that SP is like EXP; active party members get the full amount while those not in the party only get 1/2. Junon Leagues also gives a chunk of SP to the participating character if you want to build/catch-up someone specific.

SC--I've been working on final weapons/sidequests, and seem to have run into 2 issues:

--I have all the necessary items in my inventory to create the HP Shout (Battle Trumpet, Starlight Phone, DM), but when I try to get the smith to make it, he says I don't have all the correct items.  Is there a different version of one of these somewhere I should be looking for, or is this bugged?

--Lost and found guys seems to just want to give me more Pulse Ammo, even though I already got one from him and used it already.  Is this how he's supposed to function?

I'll re-check the triggers to make sure there's nothing amiss. As for the Lost & Found, I didn't want to use a fresh set of switches to make it only trigger once and there shouldn't be much harm in getting multiple copies of it after use.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lopes on 2016-05-04 16:19:44
Hey guys :)

I need help, i messed up a little with Black Chocobo, a ff7 save editor...

Can anyone please tell me the MATERIA that is supposed to be MASTER/UNIQUE?
Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lopes on 2016-05-04 17:14:56
Also can someone explain me the BOSS in shinra building?

He says something about the hours but i dont get it... he just kills me fast  :cry:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-04 18:11:49
Hey guys :)

I need help, i messed up a little with Black Chocobo, a ff7 save editor...

Can anyone please tell me the MATERIA that is supposed to be MASTER/UNIQUE?
Thanks

A save editor will probably mess up a lot of things if you're not careful. As far as unique/master Materia goes:
-) All Summons are 1-Star and drop as Mastered
-) There is only one Enemy Skill Materia in the entire game
-) Long Range is not dropped anywhere in the mod
-) Speed Plus, Luck Plus, and Magic Plus are not currently dropped but are planned to be made available in the Dark Cave sidequest.
-) Mime, Final Attack, Underwater, W-Item, W-Magic, W-Summon, Enemy Lure, Enemy Away, Pre-Emptive, Gil Plus, EXP Plus, MP Plus, Chocobo Lure, and HP Plus are 1-Star and drop as Mastered.

Try to avoid changing character level, as Black Chocobo will auto-adjust their stats to fit the default stats and EXP will likely be messed up too.

Also can someone explain me the BOSS in shinra building?

He says something about the hours but i dont get it... he just kills me fast  :cry:

Ignore him; the puzzle on that floor was removed and all the chests now give items instead. The chest in the stairwell that contains Keycard 66 is also unlocked and can be opened without having to enter the Midgar model room.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lopes on 2016-05-04 18:27:18
Thank you very much Sega :D

Luckily i didnt change their levels with it, i asked some posts above about their stats. I used it to change them and try different combos.
Thank you :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Murasame on 2016-05-04 21:41:51
I seem to have run into a problem after installing 1.4. After beating Plasma Buster, the game seems to hang and I get box popping up saying "An unknown exception has occurred".

The first time it happened, Aeris' church theme was playing, the two times after that it was just a black screen. Has that happened before to anyone else?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-05 06:18:57
So the game reaches the Church scene (where the screen is black and Cloud is coming to) then the crash occurs? Are you using any graphic mods through 7H or the like? Might be that the game is reaching that field screen and then encountering a field model ID that's missing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-05-05 07:21:31
Yeah I am going to start this mod once the Dark Cave is back in and had say... three days for bug finding and fixing? Going to be using 7H though. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Murasame on 2016-05-05 11:02:53
Nah, I wasn't using anything like that. I uninstalled and reinstalled the game and used the main installer which seems to have fixed it. Odd. I noticed after reinstalling that P. Buster's model wasn't the current one when I was getting the freeze, I don't know what was up but, in any case, it's fixed now.

Ran into the Aerith/Scorp problem in the church but I see the flevel patch should fix it. I'll try later when I get home.

I've been out of the loop a while, what's up with the Dark Cave being taken out? A big overhaul?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-05 14:58:08
Nah, I wasn't using anything like that. I uninstalled and reinstalled the game and used the main installer which seems to have fixed it. Odd. I noticed after reinstalling that P. Buster's model wasn't the current one when I was getting the freeze, I don't know what was up but, in any case, it's fixed now.

Ran into the Aerith/Scorp problem in the church but I see the flevel patch should fix it. I'll try later when I get home.

I've been out of the loop a while, what's up with the Dark Cave being taken out? A big overhaul?
Dark Cave is undergoing heavy maintenance right now, Sega Chief doesn't currently have an ETA on when it will be ready but I'm still looking foward to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-05-05 15:16:35
Can we get an ETA on when to expect an updated NT IRO from the main page? It's still at April 22.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-05 21:31:43
http://www.mediafire.com/download/iz8sbu6z1bv297y/FF7_NT_1.4_5th_May.iro

Might be best if I just keep this file separate again, so that it doesn't need to go up with the rest of it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Murasame on 2016-05-05 22:00:20
I feel I should credit you for the adjustments to the vanilla script in 1.4. The dialogue for the new events in older versions were also great, I haven't gotten far enough to see if they're changed yet. Anyway, you've kept the spirit of the original while you altered it so very well done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-06 00:18:18
I feel I should credit you for the adjustments to the vanilla script in 1.4. The dialogue for the new events in older versions were also great, I haven't gotten far enough to see if they're changed yet. Anyway, you've kept the spirit of the original while you altered it so very well done.

Cheers, bud; the thing with the PC version is that Eidos changed the script slightly and the formatting was pretty bad so I decided to have a stab at it. Midgar and the Highwind scenes were done a while ago so they might need brushing up a bit and I think I got up to Temple of the Ancients or thereabouts before I put 1.4 out.

Edit: Put in an all-nighter (getting too old for that  :'() and Dark Cave is almost done. It's a lot closer now to how I originally envisioned it; not 100%, but closer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-05-06 14:29:53
Edit: Put in an all-nighter (getting too old for that  :'() and Dark Cave is almost done. It's a lot closer now to how I originally envisioned it; not 100%, but closer.

Dark cave almost done? Looks like ill have to prepare my bank card for a donation =).

I have not even tried Dark cave when it was first released, but am excited for the "remake"!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-06 22:31:27
Cheers, bud; the thing with the PC version is that Eidos changed the script slightly and the formatting was pretty bad so I decided to have a stab at it. Midgar and the Highwind scenes were done a while ago so they might need brushing up a bit and I think I got up to Temple of the Ancients or thereabouts before I put 1.4 out.

Edit: Put in an all-nighter (getting too old for that  :'() and Dark Cave is almost done. It's a lot closer now to how I originally envisioned it; not 100%, but closer.
Dark Cave hype is real, looking foward to it as I only started playing this mod at V1.4 so it's new content for me. It should also be a chance to obtain some goodies aswell.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-05-07 16:41:50
Looking forward to the Dark Cave as well. Gonna be a while before I get there. I'm just about to fight Dyne. Speaking of..... that damn XATM Scorpion's got 9 lives!!!! I love how Barrett's like "It's that _____ SCORPION BOT again!!!" and Cloud's like "He better stay down this time!" I get the feeling he's not done yet though lol. Almost feels like the chicken from Family Guy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2016-05-07 19:02:39
Dark Cave hype is real, looking foward to it as I only started playing this mod at V1.4 so it's new content for me. It should also be a chance to obtain some goodies aswell.

My sentiments and situation exactly, got ants in my pants in anticipation for the Dark Cave and all that awaits inside!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Yapt on 2016-05-08 01:25:42
Anyone got any tips for proud clod? He seem to get multiple turns after a couple of mako cannons
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-05-08 17:04:53
I'm guessing the bomb king and kaktuar are end game bosses right? I'm at the point where I need to return to the forbbiden city to get the holy materia and bomb king hits pretty hard and kaktuar just tornadoes my ass out of the fight!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-08 17:59:47
I'm guessing the bomb king and kaktuar are end game bosses right? I'm at the point where I need to return to the forbbiden city to get the holy materia and bomb king hits pretty hard and kaktuar just tornadoes my ass out of the fight!
They are optional bosses that guard the Materia inside the Materia Caves. With HP<->MP being moved to the Powersoul Keeper the Purple Materia Cave now holds the Mega-All Materia. The idea is the Materia in the Materia Caves is far to useful for anyone to just come along and take it, especially with Knights of the Round. So each Materia Cave now has a boss fight guarding it so you have to earn it.

Kaktuar grows bigger whenever he is hit with Magical Attacks, if he gets hit by too many Magical Attacks he uses "Cactageddon" which removes your party from the battle and flags them as dead, resulting in a Game Over. To avoid this limit the use of your offensive magic and hit him with some Physical Attacks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-08 19:38:53
Anyone got any tips for proud clod? He seem to get multiple turns after a couple of mako cannons

It's similar AI to the original; when he's below 50% HP he gets a higher chance to use double attacks each turn. I'd recommend saving any limited use attacks (like Summons or Quadra Magic) for until he uses Mako Cannon to speed through the last of his HP faster. Destroying the Jamar Armour should be the first thing to do as well to reduce his Defence. Element-wise, Bolt, Water, and Earth are effective while Wind only deals half-damage. You can reduce a lot of his attacks by 50%m, including Mako Cannon, by wearing a Protect Vest (halves Shoot element) and Type-J Ray can be defended against using the Hidden element (combine Elemental with a non-elemental Materia; but see the list below).

About Hidden element; Skirmish did some testing and found the following:

Hidden Elemental Testing with Mastered Elemental Materia:

The following linked with Elemental WILL grant the Hidden Element:
Planet
Shield
Contain
Destruct
Time
Comet
Barrier
Mystify
Seal
Enemy Skill
Manipulate
Deathblow
Morph
Throw
Sense
Steal
Double Cut
Slash-All
HP<->MP
Underwater
Counter Attack
Mega-All

The following linked with Elemental WILL NOT grant the Hidden Element:
Exit
Transform
Heal
EVERY SUPPORT MATERIA
Mime
W-Item
W-Summon
W-Magic
Cover
Pre-Emptive
Chocobo Lure
Enemy Lure
Enemy Away
Gil PLUS
EXP PLus
HP PLUS
MP PLUS
Knights of the Round
Bahamut-ZERO
Neo-Bahamut
Kjata
Bahamut
Odin

Which is very interesting as it doesn't seem to follow any particular pattern. I wonder how the game decides to link Materia, by their index ID in the .EXE maybe?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Yapt on 2016-05-09 07:24:30
Cheers for the tips sega. Beat on the first try
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: jpzchaos14 on 2016-05-09 09:47:44
Sega Chief, I know and think you've heard these questions so many times, but for the sake of pete's sake I will ask.
For starters, I just discovered the NT version, through Tifa's Final Heaven Modding: http://forums.qhimm.com/index.php?topic=15520.0
The FF7 copy I have is from Steam 2013, and I have decided that I wanna replay the game with a bit of challenge, I think NT is the best way to replay the game again.
I just realized that the version of the NT using the 7thHeaven.exe modder only has NT version 1.1.
I see that you've recently released v1.4.

As of now, I have the Steam copy,
and have Tifa's Final Heaven Modding installed.

Questions:
Is it possible to launch NT v1.4 while still passively using "Tifa's Final Heaven Modding"?
In any case, will NT v1.4 be updated to the "Tifa's Final Heaven Modding"?
Is there a new manual for v1.4 that thoroughly explains every modd changes in NT v1.4?

I do have some suggestions for the NT like (Renaming Spell Names Fire3 -> Firaga, having "Super Nova" Materia, and Sapphire Weapon Boss)
but since I am new to the NT version, I still know little about it.
Maybe these suggestions have already been applied or not. So...
Mind if you can help clear things for a bro like me?
Feel free to correct me if I am wrong about certain things, because like I said, new to all this,
and I'm learning everything as much as I can.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-09 10:18:50
Questions:
Is it possible to launch NT v1.4 while still passively using "Tifa's Final Heaven Modding"?
In any case, will NT v1.4 be updated to the "Tifa's Final Heaven Modding"?
Is there a new manual for v1.4 that thoroughly explains every modd changes in NT v1.4?

I do have some suggestions for the NT like (Renaming Spell Names Fire3 -> Firaga, having "Super Nova" Materia, and Sapphire Weapon Boss)
but since I am new to the NT version, I still know little about it.
Maybe these suggestions have already been applied or not. So...
Mind if you can help clear things for a bro like me?
Feel free to correct me if I am wrong about certain things, because like I said, new to all this,
and I'm learning everything as much as I can.

As far as I'm aware, NT is being updated in the catalog (it should currently be 1.35 though, not 1.1; maybe the text wasn't updated?)

If you download the Main Installer from the front page of this thread, it contains several folders with documentation (changes in the mod, where certain things have been moved to, etc) and an up-to-date IRO for use with 7th Heaven.

First off, you can find the steps to get 7th Heaven running here if you haven't already: http://forums.qhimm.com/index.php?topic=15520.0

To load an IRO with 7th Heaven (usually called 7H), open it up and go to the Library tab. There should be a button called 'Import'. Click that and a box will appear with three more tabs; click 'From IRO Archive' and then the '...' to select the NT IRO file that comes with the Main Installer folder. The mod should appear in the Library list once it's loaded; click on 'Activate' below it, then go to the Active Mods tab in the top-left and sort out the mod load order (NT should be moved to the bottom of the list, below graphical mods and the like).

If 7H doesn't work for whatever reason, then the mod has its own stand-alone installer that will patch over the game's files. Make sure to back-up FF7's 'data' folder before using this, as patching the game and then trying to use 7H over the top of it will cause problems.

The spell names are the same as the old ones; Fire3, etc. and there isn't a Sapphire Weapon but there are plenty of new bosses and monsters to run into, including a few that are recreations of bosses from other FF games like FF8's Omega Weapon and FFX's Nemesis. There's some new spells as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-05-09 18:53:14
Where do you get Morph materia at? I think I missed it  :-\
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-09 19:52:39
Where do you get Morph materia at? I think I missed it  :-\
I think it takes the place of the Cover Materia in the garden at Aeris's house.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: jpzchaos14 on 2016-05-10 08:48:16
As far as I'm aware, NT is being updated in the catalog (it should currently be 1.35 though, not 1.1; maybe the text wasn't updated?)

If you download the Main Installer from the front page of this thread, it contains several folders with documentation (changes in the mod, where certain things have been moved to, etc) and an up-to-date IRO for use with 7th Heaven.

First off, you can find the steps to get 7th Heaven running here if you haven't already: http://forums.qhimm.com/index.php?topic=15520.0

To load an IRO with 7th Heaven (usually called 7H), open it up and go to the Library tab. There should be a button called 'Import'. Click that and a box will appear with three more tabs; click 'From IRO Archive' and then the '...' to select the NT IRO file that comes with the Main Installer folder. The mod should appear in the Library list once it's loaded; click on 'Activate' below it, then go to the Active Mods tab in the top-left and sort out the mod load order (NT should be moved to the bottom of the list, below graphical mods and the like).

If 7H doesn't work for whatever reason, then the mod has its own stand-alone installer that will patch over the game's files. Make sure to back-up FF7's 'data' folder before using this, as patching the game and then trying to use 7H over the top of it will cause problems.

The spell names are the same as the old ones; Fire3, etc. and there isn't a Sapphire Weapon but there are plenty of new bosses and monsters to run into, including a few that are recreations of bosses from other FF games like FF8's Omega Weapon and FFX's Nemesis. There's some new spells as well.

OMG! Just read the documentation, and I must say I'm quite impressed!
Alotta cool challenges and changes.
I'm surprised that "Super Nova" is not in the changelog though. Would have been sweet if you added that!
I'm curious though, how do you guys change dialogues and naming of stuff ingame..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-11 20:58:05
Is there any other means of getting the Touph Ring and Champion Belt besides Battle Square on Disc 1? Touph Ring looks to be a risky Tank Accessory (Halves Restorative, Vit/Spr +40).

Will be trying various methods for Disc 1 Battle Square and will see if Champion Belt is worth the effort. If there is another way to get these Accessories then let me know, if not then they are technically missable as far as I know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kryalis on 2016-05-11 22:43:46
Do you think in the next version (if there will be a next version) you could include an optional file where you can replace Cloud's Battle model with that special high res one he has at the end when facing sephiroth?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-05-11 23:54:05
Is there any other means of getting the Touph Ring and Champion Belt besides Battle Square on Disc 1? Touph Ring looks to be a risky Tank Accessory (Halves Restorative, Vit/Spr +40).

Will be trying various methods for Disc 1 Battle Square and will see if Champion Belt is worth the effort. If there is another way to get these Accessories then let me know, if not then they are technically missable as far as I know.

I can confirm there is another Touph Ring somewhere--I currently have 2, and only 1 was from the Battle Square.  I forgot where I got it though, but I'm pretty sure it was a chest, because I haven't morphed much outside the final dungeon.

I'd be curious to see what the Champion's Belt does too.  I always got a few in the original because I never had more than 1 Ribbon, and I liked the stat boosts.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-12 06:12:30
Do you think in the next version (if there will be a next version) you could include an optional file where you can replace Cloud's Battle model with that special high res one he has at the end when facing sephiroth?

Problem with that model is that it's hi-res whereas the other character models aren't, making it stand out. I think it's slightly bigger in proportion as well. I'll test it and see.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-12 09:09:40
I can confirm there is another Touph Ring somewhere--I currently have 2, and only 1 was from the Battle Square.  I forgot where I got it though, but I'm pretty sure it was a chest, because I haven't morphed much outside the final dungeon.

I'd be curious to see what the Champion's Belt does too.  I always got a few in the original because I never had more than 1 Ribbon, and I liked the stat boosts.
Champion's Belt prevents Auto-Crit status but gives +25 Str/Vit. So it's best used for a Physical hitter with high luck, in other words on paper it's a good accessory for Cid but since I don't think his passive will activate while wearing it it's best used with a high Luck stat, if his passive bypasses status immunities (needs confirmation) then it would potentially be great.

It's potentially good for other Physical based characters earlier in the game where you don't have access to the Auto-Crit status making the immunity to it redundant, I think it also serves as the best Strength boosting Accessory besides the Curse Ring. However I will say that 32000 BP is pretty steep considering the Curse Ring outclasses it massively when used properly and any character that looks to benefit from Auto-Crits later in game would be much better off with the Auto-Crit status rather than the Strength increase, even with a Rank 0 Party.

As far as Accessories go it's kind of interesting but not really worth grinding Disc 1 Battle Square for unless you want to obtain it as a collector's item (Currently don't know location of Champion's Belt from Disc 2 onwards).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-05-12 12:32:20
Speaking of the Cursed Ring, is there a way to cheese your way out of the curse?  Like, will Added Effect + Destruct or Odin prevent the auto death from affecting you?  My FF7 life might become less complicated if this is the case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-12 18:22:34
Speaking of the Cursed Ring, is there a way to cheese your way out of the curse?  Like, will Added Effect + Destruct or Odin prevent the auto death from affecting you?  My FF7 life might become less complicated if this is the case.
Yes, Added Effect + Destruct/Odin will prevent Sudden Death. I think you can also use the Death Force Enemy Skill to prevent the Sudden Death from hitting you aswell. However I think Added Effect + Destruct/Odin won't allow you to re-apply Death Sentence once it expires if you're planning on using Powersoul.

Keep in mind the Curse Ring Prevents Regen and Halves Restorative so it's risky to use.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-12 22:09:08
I've been going over a couple of things and I think I know why certain enemy moves don't obey the rules they are supposed to. I'm talking about the Level specific moves and the reason they behave weirdly is very likely down to the Level Syncher placing the party at Level 44.

L2 Confu (Hipogriff) will always hit a Level Synched party for this reason.
L5 Suicide (Mu/Trickplay) and L5 Death (Parasite/Omega Weapon) will always miss the party for this reason.
L3 Def-less (Mimic) will always miss the party for this reason.
This also explains why old moves such as L4 Death (Allemange) and L2 Holy (Cuahl, I think that's how it's spelt) would always hit.

Just curious, how do Level ?? moves work as I know Allemange now uses Level ?? Flare and how would it be affected by a Level 44 Synched party. As of now the level based moves combined with the level synching in this mod do not mix well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-12 22:43:53
I've been going over a couple of things and I think I know why certain enemy moves don't obey the rules they are supposed to. I'm talking about the Level specific moves and the reason they behave weirdly is very likely down to the Level Syncher placing the party at Level 44.

L2 Confu (Hipogriff) will always hit a Level Synched party for this reason.
L5 Suicide (Mu/Trickplay) and L5 Death (Parasite/Omega Weapon) will always miss the party for this reason.
L3 Def-less (Mimic) will always miss the party for this reason.
This also explains why old moves such as L4 Death (Allemange) and L2 Holy (Cuahl, I think that's how it's spelt) would always hit.

Just curious, how do Level ?? moves work as I know Allemange now uses Level ?? Flare and how would it be affected by a Level 44 Synched party. As of now the level based moves combined with the level synching in this mod do not mix well.

Lv?? Attacks don't have a level modifier, they're just regular attacks replacing the Lv.4 ones they used to have.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kryalis on 2016-05-13 17:38:11
Problem with that model is that it's hi-res whereas the other character models aren't, making it stand out. I think it's slightly bigger in proportion as well. I'll test it and see.
Alright you have a point nvm. I guess I can just add it myself in my own files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-13 19:02:45
If you do, then find all the SI files in the decompiled battle.lgp, copy-paste them out of there, rename them to RT, and then copy-paste them back in to overwrite the default RT files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-05-14 03:50:24
Is there something specific I need to do to activate the item terminal in the Wall Market?  Is this a thing I can do right now?

The docs say Cid's Lvl 4 Limit is there, but that's not right because I got it elsewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-14 08:30:00
It's an error in the document; the new one was added late on but I didn't update the text doc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kryalis on 2016-05-15 13:56:56
Hey man, first I just want to say that this mod is amazing and I really enjoyed it. If there is ever a new update to the New Threat mod then I have to address a couple errors that I came across whilst playing it, and an idea of what could be included.
First I would just like to ask that you please change Tseng's suit colour to black like the rest of the turks instead of red, because it just doesn't seem right and doesn't suit him along with them. Also I'm not sure if your aware of this but the "allies" that help you in battle can actually be attacked, I mean if you have an ability that can attack all enemies in the battle (take slash-all for example) it will also attack and harm your ally, so I think this should be looked over, I mean you could simply fix just by simply not using that attack but it is very useful and people are really going to want to use it.
Speaking of allies here is my idea, you know during the Wutai sidequest where you have you get your materia back from Yuffie? Well I was thinking at the point where you have to fight Rapps (the thing that Don summons to attack you), Reno and Rude will be allies in that fight and will help you, it seems like a good point to have allies and it'll probably be cool to have them fighting beside you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Naphta on 2016-05-15 17:08:26
Thank you so much!
I'm standing in the beginners hall right now and read all the stuff that awaits me
revisiting ff7 once again under this circumstances will be great I played ff8 requiem and I loved to develop battle strategies in this old game I like so much
this mod seems to be even better I'm really excited
Looking forward to new versions and will let you know if I find errors, bugs etc.
Spoiler: show
 Barret knocking down cloud after explaining materia was hilarious

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-15 17:11:07
Hey man, first I just want to say that this mod is amazing and I really enjoyed it. If there is ever a new update to the New Threat mod then I have to address a couple errors that I came across whilst playing it, and an idea of what could be included.
First I would just like to ask that you please change Tseng's suit colour to black like the rest of the turks instead of red, because it just doesn't seem right and doesn't suit him along with them. Also I'm not sure if your aware of this but the "allies" that help you in battle can actually be attacked, I mean if you have an ability that can attack all enemies in the battle (take slash-all for example) it will also attack and harm your ally, so I think this should be looked over, I mean you could simply fix just by simply not using that attack but it is very useful and people are really going to want to use it.
Speaking of allies here is my idea, you know during the Wutai sidequest where you have you get your materia back from Yuffie? Well I was thinking at the point where you have to fight Rapps (the thing that Don summons to attack you), Reno and Rude will be allies in that fight and will help you, it seems like a good point to have allies and it'll probably be cool to have them fighting beside you.

Is that the field model for Tseng or the battle model? Either way, I'll get it sorted out.

For allies, the problem was that in order to get other enemies to attack them they needed to remain targetable. I think some can't be targeted (the Yuffie battle for instance) but for others they can be, like the Brass Dragon fight. Multi-target attacks are problematic there because they will hit them, but Tifa's Limits are the bigger issue as they randomly target and there's one battle with allies in Whirlwind Maze where she's a mandatory party member. I think I changed that fight so they couldn't be targeted though, not sure.

That's a good idea with Reno + Rude; the Rapps fight is quite hard to come up with a thing for because the player won't have a lot of Materia (if any) to make use of. Maybe I could plan a fight around that somehow.

Thank you so much!
I'm standing in the beginners hall right now and read all the stuff that awaits me
revisiting ff7 once again under this circumstances will be great I played ff8 requiem and I loved to develop battle strategies in this old game I like so much
this mod seems to be even better I'm really excited
Looking forward to new versions and will let you know if I find errors, bugs etc.

Cheers, bud; hope it pans out. Glad you found that thing too, it's an easter egg of sorts (people very rarely give the Materia tutorial to Barret because it's so long).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-15 19:28:44
Is that the field model for Tseng or the battle model? Either way, I'll get it sorted out.

For allies, the problem was that in order to get other enemies to attack them they needed to remain targetable. I think some can't be targeted (the Yuffie battle for instance) but for others they can be, like the Brass Dragon fight. Multi-target attacks are problematic there because they will hit them, but Tifa's Limits are the bigger issue as they randomly target and there's one battle with allies in Whirlwind Maze where she's a mandatory party member. I think I changed that fight so they couldn't be targeted though, not sure.

That's a good idea with Reno + Rude; the Rapps fight is quite hard to come up with a thing for because the player won't have a lot of Materia (if any) to make use of. Maybe I could plan a fight around that somehow.

Cheers, bud; hope it pans out. Glad you found that thing too, it's an easter egg of sorts (people very rarely give the Materia tutorial to Barret because it's so long).
I can confirm that it's the field model that has the red colour and that Tifa's Limit Breaks will still target your NPC allies in the Whirlwind Maze area.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Murasame on 2016-05-15 19:49:42
Would making the allies for fights like the Brass Dragon count as a pincer attack fight stop all-attacks hitting them? I dunno if that's possible but just a thought. Good shout on the Turks as allies for Rapps though, that'd be cool.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kilen on 2016-05-15 20:50:35
Heya!

I'm considering starting up the mod again (got to Junon in 1.35, then 1.4 came out).  Is the current IRO release relatively stable to play, or should I wait for an update? 

RPGLB just finished up, so I'm itching to get back to a classic game.

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirDrD on 2016-05-15 21:08:22
Thank you. This mod has put new life into this game. So far in progress I have just left Midgard, and fought the Turks in the cave. Some things I have liked:
- The distinction between the characters, does make each character feel different. What I disliked most about the base game was that all that seemed to matter was the material
- The weapons and armor. The choice of equipment really matters, more then any other game I have seen. The choice changes the use of the character. Did I want steel, titan, or mithral armlets? Should Tifa keep the weapon that does more damage, or the one that raises dexterity? Those were all hard choices.
-The special encounter where Jessie fights with you, was a nice easter egg.
- The special designed boss fights. The fight where you first get Red, and you fight a boss that starts off with extreme high defense but keeps getting weaker, combined with Red getting stronger through out the fight was genius. The fight in the elevators where one of the helicopters gets healed from lighting, was an unexpected challenge, especially since I gave Barret elemental and lightning materia in his weapon, Red's demi was ineffective against it, and Aeris was struggling to keep up with healing. I did win that fight on the first try, but I did need to adjust my strategy.
- That was a much better introduction to Yuffie.
- I noticed a lot of interesting dialog change. Did Barret always &%$#?%@ that much? or was that added in?
- Best moment of all:
            Tifa:  "Jessie said we need to hit these three switches at the exact same time."
                     (I pull the switch totally out of sync)
           Barret: "@?#@?#@ close enough."   
                       (and the door opens anyway.)  That was hilarious.   

------------------------
The main thing that I would like to see changed is the difference between the first row and the back row. It seems to me that the difference between the two rows is too much, and it seems like a better strategy is to almost always keep characters in the back row and spam magic. Even melee favoured characters like Tifa, seem to be able to better this way. She has enough MP to spam spells like lighting during long battles. I do keep her in the front row and fight with fists usually for role playing reasons, but it doesn't seem like the best strategy. I do think the back row defense should only be about a 25% bonus. And their needs to be more advantages to the front row, such as limit breaks suffering the same range penalty as default attacks. Or if the front row gave a bit of an ATB speed boost, then it would make even choosing whether to put casters in the front or the back a bit of a choice.  In general I think the game would  be more fun if the front row is usually the better choice, with the back row available for special occasions or builds. Even Aerius generally being considered better on the front row would be more fun. She can use spells most of the time, but then hitting someone with her stick is always a possible choice.  But right now, that front row is the scary line of doom.
And the basic spells might not use enough MP. Life drains MP fast, and  with extended cure spells I can run out. But with lighting and fire, I don't usually have to pay attention to MP at all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kryalis on 2016-05-15 21:42:49
Is that the field model for Tseng or the battle model? Either way, I'll get it sorted out.

For allies, the problem was that in order to get other enemies to attack them they needed to remain targetable. I think some can't be targeted (the Yuffie battle for instance) but for others they can be, like the Brass Dragon fight. Multi-target attacks are problematic there because they will hit them, but Tifa's Limits are the bigger issue as they randomly target and there's one battle with allies in Whirlwind Maze where she's a mandatory party member. I think I changed that fight so they couldn't be targeted though, not sure.

That's a good idea with Reno + Rude; the Rapps fight is quite hard to come up with a thing for because the player won't have a lot of Materia (if any) to make use of. Maybe I could plan a fight around that somehow.

Alright cool man. But when you claimed to have changed the fight in Whirlwind Maze where you have the two soldier allies so they couldn't be targeted, your wrong on that one because I just went back onto that fight and they could still be attacked, so you may want to look into that (I can understand that this all may be hard to program and all that shizzle, but this is a real good mod and when people encounter problems that are going to annoy them, they are going to want it fixed so I'm just pointing this out for you).
And to answer your question, it's Tseng's field model, his battle model has a black suit though. Also while your at changing Tseng's suit colour, you might as well change Vincent's suit colour to black as well (and I mean him in those flashbacks you receive when he goes to speak to Lucrecia).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-15 23:05:25
Heya!

I'm considering starting up the mod again (got to Junon in 1.35, then 1.4 came out).  Is the current IRO release relatively stable to play, or should I wait for an update? 

RPGLB just finished up, so I'm itching to get back to a classic game.

Thanks!

It's been pretty stable so far; no bug reports for a while. I think the IRO available from here is slightly more up to date than the main installer currently is.

Thank you. This mod has put new life into this game. So far in progress I have just left Midgard, and fought the Turks in the cave. Some things I have liked:
- The distinction between the characters, does make each character feel different. What I disliked most about the base game was that all that seemed to matter was the material
- The weapons and armor. The choice of equipment really matters, more then any other game I have seen. The choice changes the use of the character. Did I want steel, titan, or mithral armlets? Should Tifa keep the weapon that does more damage, or the one that raises dexterity? Those were all hard choices.
-The special encounter where Jessie fights with you, was a nice easter egg.
- The special designed boss fights. The fight where you first get Red, and you fight a boss that starts off with extreme high defense but keeps getting weaker, combined with Red getting stronger through out the fight was genius. The fight in the elevators where one of the helicopters gets healed from lighting, was an unexpected challenge, especially since I gave Barret elemental and lightning materia in his weapon, Red's demi was ineffective against it, and Aeris was struggling to keep up with healing. I did win that fight on the first try, but I did need to adjust my strategy.
- That was a much better introduction to Yuffie.
- I noticed a lot of interesting dialog change. Did Barret always &%$#?%@ that much? or was that added in?
- Best moment of all:
            Tifa:  "Jessie said we need to hit these three switches at the exact same time."
                     (I pull the switch totally out of sync)
           Barret: "@?#@?#@ close enough."   
                       (and the door opens anyway.)  That was hilarious.   

------------------------
The main thing that I would like to see changed is the difference between the first row and the back row. It seems to me that the difference between the two rows is too much, and it seems like a better strategy is to almost always keep characters in the back row and spam magic. Even melee favoured characters like Tifa, seem to be able to better this way. She has enough MP to spam spells like lighting during long battles. I do keep her in the front row and fight with fists usually for role playing reasons, but it doesn't seem like the best strategy. I do think the back row defense should only be about a 25% bonus. And their needs to be more advantages to the front row, such as limit breaks suffering the same range penalty as default attacks. Or if the front row gave a bit of an ATB speed boost, then it would make even choosing whether to put casters in the front or the back a bit of a choice.  In general I think the game would  be more fun if the front row is usually the better choice, with the back row available for special occasions or builds. Even Aerius generally being considered better on the front row would be more fun. She can use spells most of the time, but then hitting someone with her stick is always a possible choice.  But right now, that front row is the scary line of doom.
And the basic spells might not use enough MP. Life drains MP fast, and  with extended cure spells I can run out. But with lighting and fire, I don't usually have to pay attention to MP at all.

Back Row is a problem because it's a %-based decrease to incoming physical damage that doesn't have a drawback for anyone using either a long-range weapon or spells. As damage numbers scale up, the benefit of it increases so by late-game it's very tough to balance around.

But there should be a way to change it in the .exe, along with the other things you mentioned (and more). Limit Breaks can be given a range flag, and enemies can have their use of long-range flags re-enabled for projectile attacks. Adjusting the modifiers on buffs/debuffs isn't something I've done before, but I'll be looking to change them if possible. 30% or thereabouts would be better for Barrier, maybe 15% for Row, and 5-10% for Sadness so that it's more of a negative status than the go-to for damage mitigation.

Alright cool man. But when you claimed to have changed the fight in Whirlwind Maze where you have the two soldier allies so they couldn't be targeted, your wrong on that one because I just went back onto that fight and they could still be attacked, so you may want to look into that (I can understand that this all may be hard to program and all that shizzle, but this is a real good mod and when people encounter problems that are going to annoy them, they are going to want it fixed so I'm just pointing this out for you).
And to answer your question, it's Tseng's field model, his battle model has a black suit though. Also while your at changing Tseng's suit colour, you might as well change Vincent's suit colour to black as well (and I mean him in those flashbacks you receive when he goes to speak to Lucrecia).

I thought I'd changed it, but I guess not. Maybe it was Cell Smash I disabled.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-05-15 23:31:54
SC--some things I've run across that you might want to take a look at at some point:

--In the "New Threats" menu endgame, the ""Midgar" option talks about Rocket Town.  I think this might still be left over from Cids lvl 4 Limit being in the vending machine.

--In savepoints in the final dungeon, there's this weird thing that happens, where if you toggle random encounters, it doesn't put the middle box back in the extended save menu.  Everything works fine, but for some reason this small graphical glitch does exist in at least the Hatchery savepoint (I think it does the same thing for the save menu on the other 2 paths as well).

--The Goldberry battle....sweet baby jesus.  That was really, really ridiculous, but I eventually power-gamed them out of existence (Quadra Magic Bahamut Zero and Neo Bahamut from a 250 Mag hero plus 1 use of Catastrophe).  However, one really weird thing that kept happening was that every time they would use the Golden Grudge that inflicts small, my character would grow gigantic first before being "shrunk" down to what was then normal size.  It still had the exact same effect as intended, but it was a really confusing animation.

--I may have misread what you said about Master Materias, but are they still supposed to be available from materia blending?  As of right now, I can get infinite Master Commands, and I have blended 1 Master Magic.  I was under the impression that huge materia no longer did that, but was I wrong?

--Quadra Magic...officially kind of breaks the Summon Materia balance I think.  I should have checked whether Summons can be "Quadra'ed" multiple times, but I can confirm you get at least 1 Quadra Summon, and then you still have a singular Summon afterwards as well.  I'm not sure if this was meant to be left in, but it does change the Summoning Dynamic a bit.  I personally don't mind this being in there, but I just wanted to point it out if you weren't aware of it yet.


I think there were some other small things too I forgot about, but if I run across them again or remember them, I'll let you know!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-05-16 01:23:45
@SrDrD

Decreasing the benefits of back row wouldn't do much for variety. People will still put the characters with low HP in the back, even if it's a 15% damage reduction to physical attacks, because they will get nuked by physical attackers. People will still have to rely on full cover + healer set up to balance out the nerfs unless they know every battle beforehand. You'd still put Tifa in the back row anyway, because 15% reduction is still better than 0%, and you're content with even Tifa's magic damage output in that situation.

Nothing would change if you nerfed the back row.

If you want to shake up the risk reward of strategical decisions, the best options are to use characters that actually interact with their row in some way, such as Barret. Conversely, if you want a reason to keep all mages in the front row as a strategical choice, you could ask Sega Chief to do something actually crazy, like doubling all MP cost in the back row, or halving restoratives in the back row. Then you're forced to be perfect in your decision making. These are just examples, but surely you can see why just nerfing back row damage mitigation changes nothing about how the game's mechanics intend for you to protect your squishies.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-05-16 01:43:58
As someone who's pretty much at the end of the mod, I personally think the row mechanics are pretty balanced throughout the game.  Some encounters are harder than others with/without using it, and there are some situations where you obviously always take advantage (Yuffie, Aeris, Vincent, some encounters like Iron Men).  Hell, I don't go anywhere without applying sadness to my whole party too, just to make sure I'm prepped for any surprises.

Bowser is totally right about nerfing the damage reduction to 25% though--there are characters that are naturally going to get completely wrecked with only that kind of a reduction, especially endgame.  Even with my whole level 99 party in the back row and sadness applied, Iron Men can 1-shot casters before barrier goes up, and can easily 2-shot even my heavy hitters.

The beginning section I believe was balanced the way it is because you don't have access to stat gains yet--don't worry, it gets rougher soon, and you'll be praising the sun for that back row.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Murasame on 2016-05-16 02:25:27
I think I must be the only one who actually likes trying to time the button press in the No. 5 reactor :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-05-16 02:26:31
I just got to Temple of the Ancients. At the clock hall. I went to door #VIII, got the megalixer in the chest, then got hit with a fight with 8eye's. They do this light attack which hits me like almost 1000hp each time, and that's their main move!  Is this a glitch or are they supposed to be hard as hell?  I get whacked every time. If so any tips to beat them?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-16 02:34:01
SC--some things I've run across that you might want to take a look at at some point:

--In the "New Threats" menu endgame, the ""Midgar" option talks about Rocket Town.  I think this might still be left over from Cids lvl 4 Limit being in the vending machine.

--In savepoints in the final dungeon, there's this weird thing that happens, where if you toggle random encounters, it doesn't put the middle box back in the extended save menu.  Everything works fine, but for some reason this small graphical glitch does exist in at least the Hatchery savepoint (I think it does the same thing for the save menu on the other 2 paths as well).

--The Goldberry battle....sweet baby jesus.  That was really, really ridiculous, but I eventually power-gamed them out of existence (Quadra Magic Bahamut Zero and Neo Bahamut from a 250 Mag hero plus 1 use of Catastrophe).  However, one really weird thing that kept happening was that every time they would use the Golden Grudge that inflicts small, my character would grow gigantic first before being "shrunk" down to what was then normal size.  It still had the exact same effect as intended, but it was a really confusing animation.

--I may have misread what you said about Master Materias, but are they still supposed to be available from materia blending?  As of right now, I can get infinite Master Commands, and I have blended 1 Master Magic.  I was under the impression that huge materia no longer did that, but was I wrong?

--Quadra Magic...officially kind of breaks the Summon Materia balance I think.  I should have checked whether Summons can be "Quadra'ed" multiple times, but I can confirm you get at least 1 Quadra Summon, and then you still have a singular Summon afterwards as well.  I'm not sure if this was meant to be left in, but it does change the Summoning Dynamic a bit.  I personally don't mind this being in there, but I just wanted to point it out if you weren't aware of it yet.


I think there were some other small things too I forgot about, but if I run across them again or remember them, I'll let you know!

I'll repair those save points in the crater + Highwind text. Master Materia is not available through fusion, going to do something else with that.

I was informed in a stream recently that Quadra raises the summon limit; a fix may not be possible without the .EXE patch, but we'll see. I haven't explored possibilities yet though I suspect it's hard-coded which Materias can be combined with Quadra.

I just got to Temple of the Ancients. At the clock hall. I went to door #VIII, got the megalixer in the chest, then got hit with a fight with 8eye's. They do this light attack which hits me like almost 1000hp each time, and that's their main move!  Is this a glitch or are they supposed to be hard as hell?  I get whacked every time. If so any tips to beat them?

They have very high defences but a Summon will cut through it, particularly Leviathan (they're weak to water, but halve other elements). If Leviathan isn't an option then use Aeris' Seal Evil Limit to open the fight and inflict Stop; then you can wear them down with Gravity to kill them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Yapt on 2016-05-16 02:36:05
Wheres the ribbon gone? I just morphed a master tonberry and got a starlight phone. Is there any up to date documentation?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirDrD on 2016-05-16 05:52:28
@SrDrD

Decreasing the benefits of back row wouldn't do much for variety. People will still put the characters with low HP in the back, even if it's a 15% damage reduction to physical attacks, because they will get nuked by physical attackers.

It is okay if people put just the low HP characters in the back. But the problem is that it seems like the best strategy to keep all the characters in the back. Tifa was modded with the highest strength in the game, but it feels like the best way to use her is to invest in magic stats and equipment for her, and have her spam magic in the back row. The front row is just too deadly compared to the back. And it is just more fun if she is played like the martial artist she is supposed to be.

Anyway, I think the best way to handle things will probably also be the most complicated to implement. The purpose of the back row was probably meant so the tougher fighters can protect the weaker mages, which are kept at the back. And this is needed so that all characters should not need high vitality and Hp. But that should only work if the mages are in fact behind the fighters.  If the fighters move to the back row too, that means from a tactical/technical standpoint that the back row is really now the front lines.And it would no longer make sense that the mage gets damage reduction. So ideally I would say:
- If two characters are in the front row, and one is in the back, the one in the back gets 50% damage reduction.
- If one is in the front, the two characters in the back get 25% reduction.
- If all three are in the front, then all three can be considered to be in an aggressive formation, and it would be fun if they had some sort of small physical attack and magical attack damage bonuses.Or maybe a slightly faster ATB growth for some kickass action.
- If all three are in the back, it can be considered a defensive formation,  without the benefit of a front row to protect them. And they should get both the benefits, and the penalties of what makes sense for a defensive formation. Something like a small defense bonus, but also a small ATB penalty would make sense.

This is probably too complicated too mod, but it would allow  for the strategic importance of tough front line characters, more  squishy back row characters, and a variety of options and builds. And a long range material could probably get modded back in.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-05-16 08:59:13
Honestly speaking I think the back row should be left as is. This mod is plenty difficult as it is and I feel like nuking the benefits of the back row would hamper the actual mod. I have no issue leaving Tifa in the front row dealing damage since we got the nice hp boost in this version. Typically my party consists of Tifa, Cloud, and Aerith with only Tifa dealing physical damage while Aerith and Cloud dish out some nice magical damage/support. I do actually give Tifa fullcure, demi, and maybe barrier from time to time as well. Even in the back row Aerith can still be one shoted by most endgame enemies even with barrier. I mean if you really don't like the backrow simply don't use it. I like Tifa or my main physical damage dealer (Cid as a nice sub or even Barret from time to time) to soak up damage to get their limits faster without having to resort to using fury for the nasty hit reduction. I feel like it gives the game a nice sense of aesthetic since frontline fighters receive the brunt of enemy attacks.   
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-16 10:27:18
Wheres the ribbon gone? I just morphed a master tonberry and got a starlight phone. Is there any up to date documentation?

I made a mistake with the master tonberries; there are three entries for that enemy, and only one has the updated steal/drop/morph list. If you go to the last screen of the Left-Down path, the Master Tonberry that appears there morphs into a Ribbon.

It is okay if people put just the low HP characters in the back. But the problem is that it seems like the best strategy to keep all the characters in the back. Tifa was modded with the highest strength in the game, but it feels like the best way to use her is to invest in magic stats and equipment for her, and have her spam magic in the back row. The front row is just too deadly compared to the back. And it is just more fun if she is played like the martial artist she is supposed to be.

Anyway, I think the best way to handle things will probably also be the most complicated to implement. The purpose of the back row was probably meant so the tougher fighters can protect the weaker mages, which are kept at the back. And this is needed so that all characters should not need high vitality and Hp. But that should only work if the mages are in fact behind the fighters.  If the fighters move to the back row too, that means from a tactical/technical standpoint that the back row is really now the front lines.And it would no longer make sense that the mage gets damage reduction. So ideally I would say:
- If two characters are in the front row, and one is in the back, the one in the back gets 50% damage reduction.
- If one is in the front, the two characters in the back get 25% reduction.
- If all three are in the front, then all three can be considered to be in an aggressive formation, and it would be fun if they had some sort of small physical attack and magical attack damage bonuses.Or maybe a slightly faster ATB growth for some kickass action.
- If all three are in the back, it can be considered a defensive formation,  without the benefit of a front row to protect them. And they should get both the benefits, and the penalties of what makes sense for a defensive formation. Something like a small defense bonus, but also a small ATB penalty would make sense.

This is probably too complicated too mod, but it would allow  for the strategic importance of tough front line characters, more  squishy back row characters, and a variety of options and builds. And a long range material could probably get modded back in.

I do like the idea of the number of people in each row determining the modifiers, but like you say it'll be tricky to mod correctly. AI can implement an effect of some kind, though not the actual %-damage reduction and I'm already out of space in the kernel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-05-17 16:35:34
They have very high defences but a Summon will cut through it, particularly Leviathan (they're weak to water, but halve other elements). If Leviathan isn't an option then use Aeris' Seal Evil Limit to open the fight and inflict Stop; then you can wear them down with Gravity to kill them.

Thanks man, that did the trick! I just beat Brass Dragon and then I fought some Black Commando's and stole a Crystal Sword, Organics and also a Diamond Bangle, is that normal? Or did I get lucky?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-05-17 18:57:04
I've been getting a crash when I go into a battle in the scaffold leading up to Hojo, I'm not sure why tho.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-05-17 18:58:52
Should I just equip the enemy way materia and head up to Hojo?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kryalis on 2016-05-17 19:08:07
How in the hell do I beat the Grosspanzer.Mobile? No matter what attack or spell I use it either receives 0 damage or my attacks miss it. It's practically invincible as no matter what I do I can't kill it. What is the way on killing it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-05-17 19:15:35
How in the hell do I beat the Grosspanzer.Mobile? No matter what attack or spell I use it either receives 0 damage or my attacks miss it. It's practically invincible as no matter what I do I can't kill it. What is the way on killing it?

If memory serves, you have to kill individual parts in specific order?  As is, I believe there is 1 part that will take damage, kill it and then another becomes vulnerable, and so on until all are done for.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-17 23:08:02
How in the hell do I beat the Grosspanzer.Mobile? No matter what attack or spell I use it either receives 0 damage or my attacks miss it. It's practically invincible as no matter what I do I can't kill it. What is the way on killing it?

If memory serves, you have to kill individual parts in specific order?  As is, I believe there is 1 part that will take damage, kill it and then another becomes vulnerable, and so on until all are done for.

There was a problem with it though, and I can't recall if I fixed it or not where killing the large turret could leave the rest of the machine invincible due to the way the two small turrets are handled in the AI.

I've been getting a crash when I go into a battle in the scaffold leading up to Hojo, I'm not sure why tho.

That'll be either a missing model or enemy formation; any mods being used for enemies through 7H? I recall grosspanzer having one in that catalog somewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-05-18 04:31:56
Why does a monster sound like a weird cellphone plan?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-05-18 06:29:36
Trying this out and it's been a great mod so far. But one part is just defeating me. I'm on disc two where you have to get the Mega-Materia from the Corel Train but the Guard Scorpion either stalls for too long leading me to run out of time or it kills me since I'm too focused on killing it before the time runs out.

Am I doing it wrong or do I just suck?

EDIT: Never mind. Was able to do it by inflicting Dual on Scorp and going all out with Lightning/Water/Earth elemental attacks to kill it, then using poison and level 3 magic to take out the driver.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-05-18 08:56:11
Not sure if this is NT mod related but Vincent's Live Wire attack via Death Gigas doesn't show the orange electricity blasts like it's supposed to. Is this a graphical glitch via the mod or maybe 7th Heaven?

ALSO, I was fighting near the forests of Fort Condor and encountered a guy riding a warg, who
who then dropped an MP Plus materia after you kill him. I forgot to save, tried running into the same
Forests again but he doesn't appear. Is there a certain way to encounter him again?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-18 09:17:48
Why does a monster sound like a weird cellphone plan?

Cellphones are an integral part of the FF7 universe.

Not sure if this is NT mod related but Vincent's Live Wire attack via Death Gigas doesn't show the orange electricity blasts like it's supposed to. Is this a graphical glitch via the mod or maybe 7th Heaven?

ALSO, I was fighting near the forests of Fort Condor and encountered a guy riding a warg, who
who then dropped an MP Plus materia after you kill him. I forgot to save, tried running into the same
Forests again but he doesn't appear. Is there a certain way to encounter him again?

Live Wire should display correctly though it has some unique effects going on that might be tripped up by mods. Are you using that hi-res spell texture mod or anything for battle models?

He appears at random like the original mystery ninja encounter; there was an issue where a flag was being turned off during certain events though on the cargo ship + cosmo canyon but that should be gone from the latest flevel hotfix.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-05-18 13:07:09
Trying this out and it's been a great mod so far. But one part is just defeating me. I'm on disc two where you have to get the Mega-Materia from the Corel Train but the Guard Scorpion either stalls for too long leading me to run out of time or it kills me since I'm too focused on killing it before the time runs out.

Am I doing it wrong or do I just suck?

EDIT: Never mind. Was able to do it by inflicting Dual on Scorp and going all out with Lightning/Water/Earth elemental attacks to kill it, then using poison and level 3 magic to take out the driver.

An alternate method for that horrible train sequence:  jack up all your text speeds (battle speed optional, but it can work if your characters are tough enough).  You will still have to move somewhat quick through the battles, but doing this effectively reduced SC's stalling shenanigans to zero and give you a bit more room for error.  I believe I finished the last boss with more than a minute left, which let me comfortably complete the sequence.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kryalis on 2016-05-18 15:57:20
How do you trigger the flashback of Zack and Cloud escaping thus you get to fight Zack and obtain Cloud's ultimate weapon and limit break? Because I'm on Disc 3 and I went to the Nibelheim Basement and no cut scene or anything had triggered, even if I examine the tubes or anything in the room it won't trigger anything, is there something I'm missing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-05-18 16:07:23
How do you trigger the flashback of Zack and Cloud escaping thus you get to fight Zack and obtain Cloud's ultimate weapon and limit break? Because I'm on Disc 3 and I went to the Nibelheim Basement and no cut scene or anything had triggered, even if I examine the tubes or anything in the room it won't trigger anything, is there something I'm missing?

Have you gone all the way down too the bottom of the Northern Crater yet? At the very bottom where you reunite with your party, there is a scene that triggers most if not all new content for the endgame.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kryalis on 2016-05-18 16:28:54
Have you gone all the way down too the bottom of the Northern Crater yet? At the very bottom where you reunite with your party, there is a scene that triggers most if not all new content for the endgame.
Ah, right. Thanks for correcting me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-18 19:52:59
You will still have to move somewhat quick through the battles, but doing this effectively reduced SC's stalling shenanigans to zero and give you a bit more room for error.

I am fond of shenanigans.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirDrD on 2016-05-18 21:11:19
I do like the idea of the number of people in each row determining the modifiers, but like you say it'll be tricky to mod correctly. AI can implement an effect of some kind, though not the actual %-damage reduction and I'm already out of space in the kernel.
I was expecting that was wishfull thinking. It would be cool though, and give the feeling that the fighters in the front row are protecting the back row characters. Anyway as I am progressing through the game, and I specialize Tifa more on strength and speed, and can do more to raise her vitality, it does make more sense to use her as melee.  (For progress I just left the gold saucer for the first time.) But for cloud, who I am keeping the stats balanced, he does seem to do better with magic then melee. And this is with his original weapon still, not the ones that give magic bonuses. It is easy enough to cast some element that enemies are weak too, so it almost always does more damage then melee.  And he seems to have more then enough MP to cast continuously. I think it is the amount of MP that he has that is the balance issue. I think it should almost be halved. But I am not taking into account that melee attacks are faster, and can critical hit. So maybe melee does give better damage output, but it is just harder to notice. And maybe it will be balanced better once I get him his first sword upgrade.

For the back row vs front row, I don't think the back row damage reduction should be reduced. It is there to make low vitality character viable. But there needs to be more front row advantages. There should of course be fights designed to be fought from the back, but the players should feel more handicapped in those fights. (My vote would be to give short range too many of the limit breaks. Tifa's should be short range, but Cloud can have a mixture of short and long range limit break options. Such as braver being long range, but cross slash short range) And some of the enemies attacks (particularly the ones that effect the whole party) should be set as ranged so they do just as much damage to the back as the front row, but have damage reduced to match what they do currently to the back row.

And Saga Chief, as you suggested else where I do think sadness damage reduction should be reduced. It should be a bad status effect that players don't want, not a good one. And barriers should be an aid, but not feel so essential. Haste and slow are spells help, but they are not required. Barriers should also help, but not be required.

And there is that defend option, which me along which probably most players, completely forget about. But it would be cool if knowing when to use defend in some fights is needed too survive instead of players abusing back row, sadness, and barriers. You might have even designed some fights that way, but we haven't noticed because we forget about defend. It would require enemies having either predictable sequences, or the most powerful attacks having a long recharge time. To get people thinking in terms of defend, it would help if there was in combat dialog the first time such a fight occurs, with Cloud mentioning something about it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirDrD on 2016-05-18 22:35:47
The following is some other random ideas that I have. They are not ones that I expect to get implemented, as  they would likely interfere with the balance that has been built into the mod, but hopefully might inspire something anyway.

I have never like the way spell progression works, such as with fire1, fire2 and fire3.  As well as not being creative, they make it feel like leveling up material is more important then the characters stats. I really think that 'fire' should be a bit more dependent on the mag stat, so that fire2 and 3 are not needed.By the  time a character would normally get to fire3, 'fire' should be doing the same damage 'fire3' would based on the mag stat increase.

I would like to see instead of fire1,2 and 3, they are changed to allow for more variety, with different ones doing different things, and none of them becoming obsolete. So instead of those, we could have:
Fire1 =>Flame Strike: shoots fire at a single target from a distance, . (LIke the fire spells work now)
Fire2=>Flaming Hands: A close range version of flame strike, but is faster to cast.
Fire3=>Fire Dart: A long distance spell that has the advantage of both of the above, but is the least efficient in  MP consumption.

Ice1=>Icy Breath: A close distance ice spell
Ice2=>ICe Dart: A long distance ice spell that does slighlyt  less damage then  Icy breath, but can work from a distance
ICe3=>Freeze: Does the most damage, and from a distance,has  a chance to slow, but uses the most MP, and is slowest to cast.

I don't like the names of the above, (they don't seem very Final Fantasy-ish), but I do like the idea of each set having at least one short distance version, that is most efficient in either speed, MP, or damage.The fact is Final Fantasy VII is a game that incorporates magic into  fighting, so warriors usually do both. And even Aeris is more physically tough then white mages in usual FF games.   It makes sense for there to be short range spells, if that is possible to mod. And I always thought that even if Cloud has caster build, he is a warrior and has a large sword. Their should be an incentive for him to cast from the front, as that's what it looks like he should be doing and it is what his personality is like.   And like I said, I don't like the idea of spells becoming obsolete, and the materia level mattering more then the users magic stat.

But such as approach would also require characters gaining a lot less MP as they level, since Magic stat matters for damage more then higher level spells that consume more MP. I think a formula of 50 + Spirit would be about the right amount.

And as I said at the beginning of this post, this is mostly wishfull thinking. But maybe at least there is some way to give some sort of casting advantage to the front row.  :mrgreen:





Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Murasame on 2016-05-18 22:48:57
Can anyone refresh my memory where the Precious Watch is? In 1.35, I thought I stole it from the X-ATM in Junon when Barret is the leader but I'm not getting it now. Is it a rare steal or is it else where?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-05-18 23:15:01
Can anyone refresh my memory where the Precious Watch is? In 1.35, I thought I stole it from the X-ATM in Junon when Barret is the leader but I'm not getting it now. Is it a rare steal or is it else where?

Unless it's a rare steal from someone, the only one I found was in the Final Dungeon.

I am fond of shenanigans.

The first time I made it through the last 2 bosses and had to sit there and wait for those text boxes to take eternity to finish up, I about lost my mind.  Especially when the Scorp literally says he's trying to waste my time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-05-19 06:11:33
Two things:

1) I defeated Tseng in Rocket Town but have no Pulse Ammo. I even spoke to him afterwards but nothing happened there.
2) Any tricks to the Curator battle? I'm not sure if my party's just too weak but he obliterates me too quickly.

Can anyone refresh my memory where the Precious Watch is? In 1.35, I thought I stole it from the X-ATM in Junon when Barret is the leader but I'm not getting it now. Is it a rare steal or is it else where?

I stole it from Reno in the final Turks battle when returning to Midgar.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-19 06:39:52
I was expecting that was wishfull thinking. It would be cool though, and give the feeling that the fighters in the front row are protecting the back row characters. Anyway as I am progressing through the game, and I specialize Tifa more on strength and speed, and can do more to raise her vitality, it does make more sense to use her as melee.  (For progress I just left the gold saucer for the first time.) But for cloud, who I am keeping the stats balanced, he does seem to do better with magic then melee. And this is with his original weapon still, not the ones that give magic bonuses. It is easy enough to cast some element that enemies are weak too, so it almost always does more damage then melee.  And he seems to have more then enough MP to cast continuously. I think it is the amount of MP that he has that is the balance issue. I think it should almost be halved. But I am not taking into account that melee attacks are faster, and can critical hit. So maybe melee does give better damage output, but it is just harder to notice. And maybe it will be balanced better once I get him his first sword upgrade.

For the back row vs front row, I don't think the back row damage reduction should be reduced. It is there to make low vitality character viable. But there needs to be more front row advantages. There should off course be fights designed to be fought from the back, but the players should feel more handicapped in those fights. (My vote would be to give short range too many of the limit breaks. Tifa's should be short range, but Cloud can have a mixture of short and long range limit break options. Such as braver being long range, but cross slash short range) And some of the enemies attacks (particularly the ones that effect the whole party) should be set as ranged so they do just as much damage to the back as the front row, but have damage reduced to match what they do currently to the back row.

And Saga Chief, as you suggested else where I do think sadness damage reduction should be reduced. It should be a bad status effect that players don't want, not a good one. And barriers should be an aid, but not feel so essential. Haste and slow are spells help, but they are not required. Barriers should also help, but not be required.

And there is that defend option, which me along which probably most players, completely forget about. But it would be cool if knowing when to use defend in some fights is needed too survive instead of players abusing back row, sadness, and barriers. You might have even designed some fights that way, but we haven't noticed because we forget about defend. It would require enemies having either predictable sequences, or the most powerful attacks having a long recharge time. To get people thinking in terms of defend, it would help if there was in combat dialog the first time such a fight occurs, with Cloud mentioning something about it.


Melee is dependent on Level for it's damage output, using it twice in the calc, and what occurs is that as you get higher in Level the increase to physical damage rises exponentially. Early-game, spells have a definite edge as they can output more damage with lower base-power even without the aid of a Weapon attack stat like Strength gets. But when you start to push past Lv.30, Lv.40, Lv.50 that's when physicals start to jump ahead and magic needs much higher base power to just keep up (for comparison, tier 1 spells use a base power of 8 and will out-damage physicals with double the base power at 16 but by the end spells need 70+ base power to compete with that same 16 when higher level is involved).

Physical hitters early on won't hit as hard as a spell, but you can help them along using Elemental Materia, some STR+ equipment, and Added Effect to have them mop up enemies that survive +All spells or to disrupt larger enemies with a debilitating status. It's round about Great Glacier when physicals will start to catch up to Magic, because you'll get hands to Added Cut (an impromptu 2x-Cut with Deathblow or Mug until you find the actual 2x-Cut Materia). But in order to preserve the balance between physicals and magical, Level will be treated in-battle as Lv.44 once characters go past this threshold. I think this is roughly where the 'sweet-spot' is for physicals before they start to scale too hard for Magic to keep up with.

The following is some other random ideas that I have. They are not ones that I expect to get implemented, as  they would likely interfere with the balance that has been built into the mod, but hopefully might inspire something anyway.

I have never like the way spell progression works, such as with fire1, fire2 and fire3.  As well as not being creative, they make it feel like leveling up material is more important then the characters stats. I really think that 'fire' should be a bit more dependent on the mag stat, so that fire2 and 3 are not needed.By the  time a character would normally get to fire3, 'fire' should be doing the same damage 'fire3' would based on the mag stat increase.

I would like to see instead of fire1,2 and 3, they are changed to allow for more variety, with different ones doing different things, and none of them becoming obsolete. So instead of those, we could have:
Fire1 =>Flame Strike: shoots fire at a single target from a distance, . (LIke the fire spells work now)
Fire2=>Flaming Hands: A close range version of flame strike, but is faster to cast.
Fire3=>Fire Dart: A long distance spell that has the advantage of both of the above, but is the least efficient in  MP consumption.

Ice1=>Icy Breath: A close distance ice spell
Ice2=>ICe Dart: A long distance ice spell that does slighlyt  less damage then  Icy breath, but can work from a distance
ICe3=>Freeze: Does the most damage, and from a distance,has  a chance to slow, but uses the most MP, and is slowest to cast.

I don't like the names of the above, (they don't seem very Final Fantasy-ish), but I do like the idea of each set having at least one short distance version, that is most efficient in either speed, MP, or damage.The fact is Final Fantasy VII is a game that incorporates magic into  fighting, so warriors usually do both. And even Aeris is more physically tough then white mages in usual FF games.   It makes sense for there to be short range spells, if that is possible to mod. And I always thought that even if Cloud has caster build, he is a warrior and has a large sword. Their should be an incentive for him to cast from the front, as that's what it looks like he should be doing and it is what his personality is like.   And like I said, I don't like the idea of spells becoming obsolete, and the materia level mattering more then the users magic stat.

But such as approach would also require characters gaining a lot less MP as they level, since Magic stat matters for damage more then higher level spells that consume more MP. I think a formula of 50 + Spirit would be about the right amount.

And as I said at the beginning of this post, this is mostly wishfull thinking. But maybe at least there is some way to give some sort of casting advantage to the front row.  :mrgreen:

I considered going down the route other mods have taken where the core elemental spells are changed to be more unique rather than just higher base power versions of each other. Problem is, the base power for these spells is static and Level plays a big role in the damage calculation for it; if the base power is too high, it'll rip early-game to pieces but if it's too low then it won't be effective for late-game.

Short range spells might be possible; it has the flag for it, but the damage formula for magic itself might not be coded to make the check for that range flag. I'd need to test it out. As for application, it might be interesting to have some 'melee' spells in the Enemy Skill section; perhaps something for Beta, Trine, Aqualung? I'll need people's thoughts on it first, though.

The first time I made it through the last 2 bosses and had to sit there and wait for those text boxes to take eternity to finish up, I about lost my mind.  Especially when the Scorp literally says he's trying to waste my time.

On a not so unrelated note, Arrange Mode is quietly coming along. I have such sights to show you.

Two things:

1) I defeated Tseng in Rocket Town but have no Pulse Ammo. I even spoke to him afterwards but nothing happened there.
2) Any tricks to the Curator battle? I'm not sure if my party's just too weak but he obliterates me too quickly.

I stole it from Reno in the final Turks battle when returning to Midgar.

There's a NPC on the Highwind that'll appear on Disc 3 after visiting the bottom of North Crater (near the chocobo pen) that can give Pulse Ammo if it was missed. Make sure the latest flevel hotfix patch is installed. There may be an accidental fight with a Tonberry involved.

Tifa can be handy for the Curator as she'll survive the initial blast no matter what (a Sneak Attack/Magic Counter + Phoenix would be a good opener if the other party members can't survive). Protect Rings can also be handy for getting through it as you'll start with Wall. I think the beam itself is Shoot element, so Protect Vests will halve the damage as well (along with a lot of the other attacks it has). As for the rest, you'll need to use whatever tools and tricks you have at your disposal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-05-19 12:48:08
Short range spells might be possible; it has the flag for it, but the damage formula for magic itself might not be coded to make the check for that range flag. I'd need to test it out. As for application, it might be interesting to have some 'melee' spells in the Enemy Skill section; perhaps something for Beta, Trine, Aqualung? I'll need people's thoughts on it first, though.

I would be interested to at least give melee enemy skills a try.  I was extremely underwhelmed with the majority of the elemental attack enemy skills--I tended to opt for just using proper magic attacks.  Outside of Shadow Flare, I really only used the support enemy skills like white wind or death force, with some situational exceptions.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-05-19 14:40:42
While we are on the subjects of enemy skill and arrange mod, i thought i might add a few thoughts.

Enemy skill:
Even though i know this might not even be possible ( from what ive seen by using ProdClod and Wallmarket) but having spells be affected by both STR and MAG would be awesome. Then you could finally go caster with lets say, Tifa and Cid.

Other then that wishful thinking, there are a few things;
Frog Song doesnt really feel good since we have Lagomorph. Not sure how to "fix" it but it feels like Frog Song need some love.
Big Guard feels too weak (used it twice since it was changed over diff NT versions), but if it could go through resist, now that would make it awesome for many fights. Ofc this would probably mean a large increase in MP.

Arrange mode:
So Sega, whats the plan? Are you going with the straight up increase in stats or adding more depth to it? I know my opinion might differ from the rest of the NT players, but i personally feel that Arrange boss fights should be in line with what we had at the start of 1.4.

I am talking about the Rude and Elena fight, where Rude was Berz immune, and you had to use you newly acquired Choco summon (+ Added effect) or stealing Conf item. This i thought would be amazing for Arrange, where you probably have already played normal and know in general what is waiting for ya, while forcing you to think both before and during fights.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirDrD on 2016-05-19 18:27:05
I haven't used enemy skill much myself.  It doesn't seem to fit in with the game very well. And it seems a bit hard to balance with the regular spells.

How I myself would use it would just be to add variety to the game. I would actually like to see it available at the very beginning. Like perhaps have Barett start with it. Then I would give it to one of either Cloud, Barett or Tifa, and have that be the only magic material that, that character uses throughout the game.  It would be used to make that character distinct, and add variety rather then min maxing. And it would be much easier to balance the skills among each other rather then with the basic magic system.

So that's one thought. The enemy skill material could give  a good bonus to both strength and magic, but disables the magic command when equipped. And yeah, having a  lot of the skills it has be close range would be interesting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-05-19 19:31:22
Oh I'm not using any mods other than NT Sega
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-05-19 20:02:55
Changing the 2.5 level Enemy Skills into melee may not change anything in terms of whether it's used from the front or back row. The people that actually use Enemy Skill would still use it with reflect strats for massive damage without the need for +All.

Honestly, Enemy Skills feel pretty good right now. I've got no comment on the changes proposed by SirDrD because I'm an old FF fan. I've mentioned previously of how New Threat evokes the difficulty and diversity of FF5, and that's still true right now. I hold FF5's design as the best the FF series has ever achieved in terms of rewarding players for their decision making. Hell, a first-timer could win with with menu grinding alone as long as they used even half the jobs correctly. That's some serious flexibility awarded to intelligent players. So far, I haven't felt like anything was out of place or rigid in New Threat. I've been able to experiment with a crazy variety of strats and limitations. Barring super bosses, there really hasn't been an issue, and that's to be expected. New Threat is a blast to play every time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-19 21:18:15
Oh I'm not using any mods other than NT Sega


I'll have a look then. Might be a missing model somewhere. You can disable random encounters using the save point to make it up the stairs to Hojo if need be, unless this is the catalog 1.35 version.

While we are on the subjects of enemy skill and arrange mod, i thought i might add a few thoughts.

Enemy skill:
Even though i know this might not even be possible ( from what ive seen by using ProdClod and Wallmarket) but having spells be affected by both STR and MAG would be awesome. Then you could finally go caster with lets say, Tifa and Cid.

Other then that wishful thinking, there are a few things;
Frog Song doesnt really feel good since we have Lagomorph. Not sure how to "fix" it but it feels like Frog Song need some love.
Big Guard feels too weak (used it twice since it was changed over diff NT versions), but if it could go through resist, now that would make it awesome for many fights. Ofc this would probably mean a large increase in MP.

Arrange mode:
So Sega, whats the plan? Are you going with the straight up increase in stats or adding more depth to it? I know my opinion might differ from the rest of the NT players, but i personally feel that Arrange boss fights should be in line with what we had at the start of 1.4.

I am talking about the Rude and Elena fight, where Rude was Berz immune, and you had to use you newly acquired Choco summon (+ Added effect) or stealing Conf item. This i thought would be amazing for Arrange, where you probably have already played normal and know in general what is waiting for ya, while forcing you to think both before and during fights.

Plan is for something in-depth; lot of events triggering that wouldn't fit well with a first-time NT run. It won't be stat gains for enemies either; there's more than one way to skin a cat.

I haven't used enemy skill much myself.  It doesn't seem to fit in with the game very well. And it seems a bit hard to balance with the regular spells.

How I myself would use it would just be to add variety to the game. I would actually like to see it available at the very beginning. Like perhaps have Barett start with it. Then I would give it to one of either Cloud, Barett or Tifa, and have that be the only magic material that, that character uses throughout the game.  It would be used to make that character distinct, and add variety rather then min maxing. And it would be much easier to balance the skills among each other rather then with the basic magic system.

So that's one thought. The enemy skill material could give  a good bonus to both strength and magic, but disables the magic command when equipped. And yeah, having a  lot of the skills it has be close range would be interesting.

Locking Materia to a character is doable, but it requires a lot of set-up to make it happen (enough that it would have to be a separate mod built around the idea of character-specific abilities). Armour needs to be set to have zero slots and the Materia option in the menu disabled, along with any unequip calls made in the flevel script removed. Might be something for another project though.

Changing the 2.5 level Enemy Skills into melee may not change anything in terms of whether it's used from the front or back row. The people that actually use Enemy Skill would still use it with reflect strats for massive damage without the need for +All.

Honestly, Enemy Skills feel pretty good right now. I've got no comment on the changes proposed by SirDrD because I'm an old FF fan. I've mentioned previously of how New Threat evokes the difficulty and diversity of FF5, and that's still true right now. I hold FF5's design as the best the FF series has ever achieved in terms of rewarding players for their decision making. Hell, a first-timer could win with with menu grinding alone as long as they used even half the jobs correctly. That's some serious flexibility awarded to intelligent players. So far, I haven't felt like anything was out of place or rigid in New Threat. I've been able to experiment with a crazy variety of strats and limitations. Barring super bosses, there really hasn't been an issue, and that's to be expected. New Threat is a blast to play every time.

FF5 was pretty good for boss fights; I did more thinking getting through that game than I did with most other FF titles.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirDrD on 2016-05-19 22:11:18
Locking Materia to a character is doable, but it requires a lot of set-up to make it happen (enough that it would have to be a separate mod built around the idea of character-specific abilities). Armour needs to be set to have zero slots and the Materia option in the menu disabled, along with any unequip calls made in the flevel script removed. Might be something for another project though.

Oh, sorry, I think what I said was misunderstood. I wasn't really suggesting character-specific abilities, just commenting on something I would like to try for myself.  Where I would myself  put enemy-skill on a character who doesn't have other casting materia, just for variety, and watch that character advance with abilities. If some of the abilities are sub par that also poses the challenge of finding the best ways to make use of it, and force other strategies of getting through parts of the game.  And although in my own playstyle I do theme the materia that goes on each character I do understand that  character specific abilities are not what this mod is.    At most I was suggesting that balancing enemy skill with other materia will be difficult. It could be considered to be there for players who want an alternative to the basic casting system. So redundant enemy skill abilities are ok.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-05-20 00:48:10

Live Wire should display correctly though it has some unique effects going on that might be tripped up by mods. Are you using that hi-res spell texture mod or anything for battle models?

He appears at random like the original mystery ninja encounter; there was an issue where a flag was being turned off during certain events though on the cargo ship + cosmo canyon but that should be gone from the latest flevel hotfix.

I do have the the hi-res battle textures turned on in 7thHeaven, maybe it's the load order that's making the electricity not appear you think?

Also I've fought a bunch of battles in the Fort Condor forests but he has yet to show up :\
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-05-20 11:18:28
Found something that doesn't seem intentional during the Hojo battle. If you have Resist on the party during the second form and have taken out his right arm, Hojo only casts Mako Spit and because of Resist it constantly misses. Does he have any other attacks or is he meant to inflict ailments on everyone first before using other attacks?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-05-20 15:00:59
Not sure if this is a glitch but the Fort Condor NPC doesn't teleport back to Fort Condor after he says "you need 4000 gil for troops". He just stands there....Is something else supposed to happen?

This happened at Gongaga after Temple of The Ancients and now Forgotton Capital (he's blocking a treasure chest)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-20 16:49:24
Found something that doesn't seem intentional during the Hojo battle. If you have Resist on the party during the second form and have taken out his right arm, Hojo only casts Mako Spit and because of Resist it constantly misses. Does he have any other attacks or is he meant to inflict ailments on everyone first before using other attacks?

His AI is a bit limited; I'm going to re-do it from scratch so he has more abilities to use whenever a limb is gone.

Not sure if this is a glitch but the Fort Condor NPC doesn't teleport back to Fort Condor after he says "you need 4000 gil for troops". He just stands there....Is something else supposed to happen?

This happened at Gongaga after Temple of The Ancients and now Forgotton Capital (he's blocking a treasure chest)

Is the latest flevel patch installed? I can't remember if the fix is in the current files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-05-20 16:51:00
Hey sega chief

you forgot to add a NT 1.4 picture on the first page of this thread

and how is the Dark cave side quest coming along
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-20 16:54:18
Hey sega chief

you forgot to add a NT 1.4 picture on the first page of this thread

and how is the Dark cave side quest coming along

I decided to remove it; was taking up space.

I'm working on the DK sidequest just now; it's mostly adding small touches like ambience, dialogue, and fixing music triggers atm.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-05-20 21:15:52
Is the latest flevel patch installed? I can't remember if the fix is in the current files.

Yeah, I have both of the latest patches installed (29th April). He doesn't seem to teleport after he says "bring 4000 gil for troops".
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: badeco on 2016-05-20 21:24:47
any have complete list  of monsters ,drop, morph and steal?in document text have  but  is not complete  :-\
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirDrD on 2016-05-20 23:16:07
I was looking through the materia list earlier, and it got me thinking on a few things.   There is a lot of interesting materia that helps physical combat, but they don't appear until later in the game.  The early part of the game has mostly magical type materia. But since physical powers are weaker at the beginning, it would not unbalance things to have more of the physical materia a lot earlier.  This would include ones like counter attack. More elemental materia wouldn't hurt, and more of the ones that apply's status effects to weapons, or command counter. Is there a reason counter attack is received so late? Since there is just a percentage chance that counter attack works,  it is less  powerful then 'all' and the barrier materia.

I really enjoy the challenges in this mod. But a role playing aspect is also important to me. And another reason I like this mod is because of the increased distinctness of characters that was added to this mod over the base game. I like the SP system, and how we can build characters the way we want.  I like to see Cloud have builds and win battles in a way that makes sense for Cloud, etc. More physical materia options earlier in the game would help with that. It would give options, while not imposing restrictions, and not unbalancing anything. Shops in particular would be nice if most did not just sell magic materia, but had some options to help build physical characters.
----
And Cloud in early concepts was supposed to be a mystic knight. Which I suppose meant being able to use magic and elemental attacks with his sword. He wasn't supposed to attack and cast separately. They were supposed to be combined. And the cut scenes make him look that way, and his graphics make him look that way.  I would really like to play Cloud as much as possible as the Mystic Knight it looks like he is supposed to be. The two materia that are most Mystic knight like are 'elemental' and 'Added-Cut'. Added-Cut in case I got the name wrong is the materia that allows for a physical attack with the materia it is paired with.  It is not is received until late, and is considered by that point less good then other options, yet it is more Cloud-like then any other materia.  I would therefore like to see Cloud's starting materia  being a lighting materia  linked with an elemental material, and a fire materia linked with Added-Cut.  This would give Cloud a strong 'Mystic Knight' feel.    I do not think it would change early game difficulty that much as against robots most of us probably just cast lightning anyway, and 'all + restore' is arguably more powerful. It can easily get balanced by less 'ether' being available. Or Added-Cut could give a 10% MP penalty, or something  The idea is to make Cloud fit the role he seems he should fight, help increase the utility of fight line fighting, but not impose restrictions. Cloud with added-cut just sounds fun too me.

----
And at the time when the deathblow materia becomes available,  and spamming 'quake 2 - all'  is easy to do,    getting a 'slash-all' material would not be overpowered. I am at his point right now, and regular  melee attacks are feeling pitifully weak compared to other options.  And since Red being a fast moving beast would make thematic sense to put it on, putting it in the cave where he finds out about his father would be a good story place to have it.  It would feel like he gets out that cave with a character fitting power boost. Of course people wouldn't necessarily put it on Red, but close to where you can get deathblow makes sense to also have 'slash-all', so those caves for a location works.





Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-21 02:41:31
Yeah, I have both of the latest patches installed (29th April). He doesn't seem to teleport after he says "bring 4000 gil for troops".

I guess it's not in yet; might be in the IRO I made though, I remember that being slightly more advanced because I uploaded it separately last time. Was holding off for Dark Cave before updating everything in the Main/hotfixes.

I was looking through the materia list earlier, and it got me thinking on a few things.   There is a lot of interesting materia that helps physical combat, but they don't appear until later in the game.  The early part of the game has mostly magical type materia. But since physical powers are weaker at the beginning, it would not unbalance things to have more of the physical materia a lot earlier.  This would include ones like counter attack. More elemental materia wouldn't hurt, and more of the ones that apply's status effects to weapons, or command counter. Is there a reason counter attack is received so late? Since there is just a percentage chance that counter attack works,  it is less  powerful then 'all' and the barrier materia.

I really enjoy the challenges in this mod. But a role playing aspect is also important to me. And another reason I like this mod is because of the increased distinctness of characters that was added to this mod over the base game. I like the SP system, and how we can build characters the way we want.  I like to see Cloud have builds and win battles in a way that makes sense for Cloud, etc. More physical materia options earlier in the game would help with that. It would give options, while not imposing restrictions, and not unbalancing anything. Shops in particular would be nice if most did not just sell magic materia, but had some options to help build physical characters.
----
And Cloud in early concepts was supposed to be a mystic knight. Which I suppose meant being able to use magic and elemental attacks with his sword. He wasn't supposed to attack and cast separately. They were supposed to be combined. And the cut scenes make him look that way, and his graphics make him look that way.  I would really like to play Cloud as much as possible as the Mystic Knight it looks like he is supposed to be. The two materia that are most Mystic knight like are 'elemental' and 'Added-Cut'. Added-Cut in case I got the name wrong is the materia that allows for a physical attack with the materia it is paired with.  It is not is received until late, and is considered by that point less good then other options, yet it is more Cloud-like then any other materia.  I would therefore like to see Cloud's starting materia  being a lighting materia  linked with an elemental material, and a fire materia linked with Added-Cut.  This would give Cloud a strong 'Mystic Knight' feel.    I do not think it would change early game difficulty that much as against robots most of us probably just cast lightning anyway, and 'all + restore' is arguably more powerful. It can easily get balanced by less 'ether' being available. Or Added-Cut could give a 10% MP penalty, or something  The idea is to make Cloud fit the role he seems he should fight, help increase the utility of fight line fighting, but not impose restrictions. Cloud with added-cut just sounds fun too me.

----
And at the time when the deathblow materia becomes available,  and spamming 'quake 2 - all'  is easy to do,    getting a 'slash-all' material would not be overpowered. I am at his point right now, and regular  melee attacks are feeling pitifully weak compared to other options.  And since Red being a fast moving beast would make thematic sense to put it on, putting it in the cave where he finds out about his father would be a good story place to have it.  It would feel like he gets out that cave with a character fitting power boost. off course people wouldn't necessarily put it on Red, but close to where you can get deathblow makes sense to also have 'slash-all', so those caves for a location works.

I can bump Added Cut into Midgar with an MP penalty on it or something (or set up to take a MP penalty if the optional .EXE patch is combined with it). Elemental is available fairly early, but again could be moved back. An issue might be having Elemental + [Bolt], Added Cut + [Bolt] together for a 2x effective elemental spell followed by a 2x effective physical attack...but that would also make a hybrid build viable and make a case for melee/front row spell casters to make better use out of the Added Cut follow-up. Hmm.

Slash-All might have to be left where it is though; I don't think it imposes a damage penalty/split damage on the attack. If I can make that happen though then I'd have no issues with making it available on Disc 1 so I'll tinker with the flags. If it does work, then it might also be possible to toggle between single target and multi-target like with spells but won't know until I try it in-game.

Shops are tough because they have set inventories that can only be edited via the .EXE, and the tool for it is very unreliable due to it's age. The last time I tried to use it, I got one use after which it wouldn't work again. I can vary up the Materia shop inventories maybe, try and make status magic from Costa available for purchase a little earlier instead of the almost duplicate Materia stores in the Sector 5 Slums vs. Wall Market.

What do you guys think? Would it be more interesting to have options like Added Cut, Command Counter, etc. available from Midgar or am I front-loading the game too much?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-05-21 03:43:19
Ended up with a soft lock on disc 3. Tifa was party leader and I went to Junon to enter the Meteor Cup for her level 4 limit. It loads but when I push start to end preparations on the truck it just stays on that screen with the animations still playing, but I can't do anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirDrD on 2016-05-21 03:46:18

Slash-All might have to be left where it is though; I don't think it imposes a damage penalty/split damage on the attack. If I can make that happen though then I'd have no issues with making it available on Disc 1 so I'll tinker with the flags. If it does work, then it might also be possible to toggle between single target and multi-target like with spells but won't know until I try it in-game.


Well just for comparison purposes. Right now I just arrived in Neifleheim, and Cloud is level 35. Damage that can be done with melee attacks is roughly 200 to 300 without deathblow.  But damage on spells where  is about 700 to 1000. (most are at level 2).   And 'all' is at least at level 2 , and the options of summons are available.   Slash-all with a proper elemental element would still be behind in damage, and the character would not be able to be in the back row. So I don't think there would be a problem having slash-all unaltered at this point.    But this could have been related to the number and type of random encounters I had.    Other players at this point might not have the spells advanced as far, and might have closer magic to physical damage rates.   
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-05-21 05:34:25
I can bump Added Cut into Midgar with an MP penalty on it or something (or set up to take a MP penalty if the optional .EXE patch is combined with it). Elemental is available fairly early, but again could be moved back. An issue might be having Elemental + [Bolt], Added Cut + [Bolt] together for a 2x effective elemental spell followed by a 2x effective physical attack...but that would also make a hybrid build viable and make a case for melee/front row spell casters to make better use out of the Added Cut follow-up. Hmm.

Slash-All might have to be left where it is though; I don't think it imposes a damage penalty/split damage on the attack. If I can make that happen though then I'd have no issues with making it available on Disc 1 so I'll tinker with the flags. If it does work, then it might also be possible to toggle between single target and multi-target like with spells but won't know until I try it in-game.

What do you guys think? Would it be more interesting to have options like Added Cut, Command Counter, etc. available from Midgar or am I front-loading the game too much?

I like the idea of "hybrid" builds early on, but i dont think adding "Added Cut" or "Slash-All" will really do anything. Just as it was mentioned before, if i am to put my char in the front row for Phy damage, it has to be worth it, and since Added Cut doesnt really have anything to combine with except spells, i can just as well just stay in back row and cast spells. Going from 150 bolt dmg to 150 + (25-50) dmg is not worth the extra materia slot used and the row change.

When it comes to slash all, same principle applies, low dmg that is getting split. The only time i can see end-game command type materia yearly in the game, is if there was a way to make completely new yellow materia from scratch.

On the otherhand, if we were able to have one materia with Boltstrike,Firestrike and Icestrike that somehow benefits from phy and/or STR then the hybrid front row build might work without to many materia slots used and a reason to mix str/mag on gear/rank up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Skirmish on 2016-05-21 06:12:58
Doing my second playthrough and just got past the Huge Materia at Corel Reactor section again, I like the idea of each boss on the train having a weakness so that you can stop the train in time if you play it tactically. However there is a glaring issue I faced during this and that is the X-ATM Scorpion.

I feel that due to X-ATM Scorpion's rather high HP the only real way to defeat X-ATM Scorpion within a reasonable time-frame is to inflict Dual via the use of Neo-Bahamut. The problem is that Neo-Bahamut only has a chance to inflict Dual and if it doesn't get inflicted there's pretty much no way to stop the train in time, Neo-Bahamut + Added Effect in your weapon doesn't work because the kernel doesn't have the appropiate flags to inflict/protect from Dual with the Added Effect Materia, heck it won't even work for Paralysis and Ramuh.

This leads to the X-ATM Scorpion fight being effectively completely down to RNG based on whether you inflict that one status effect which just results in player fustration, especially if they were lucky enough to steal Ragnarok or Oritsuru from Wolfmeister/Eagle Gun on that attempt. It's even worse considering you have to go through 4 mandatory battles (including Corel Reactor Troops) and a cutscene for each attempt making any time you weren't lucky enough to inflict Dual extremely punitive.

The Runaway Train section of the game is mostly rather well done as you actually feel like you're against the clock but I would seriously consider adjusting the X-ATM Scorpion fight as currently it's a punishing RNG fest that really takes the fun out of that section of the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-21 13:22:43
Ended up with a soft lock on disc 3. Tifa was party leader and I went to Junon to enter the Meteor Cup for her level 4 limit. It loads but when I push start to end preparations on the truck it just stays on that screen with the animations still playing, but I can't do anything.

Yeah, a guy on ID reported this issue; the problem I'm having with fixing it is that I can't seem to replicate the issue. I'd recommend trying to enter with different party composition (with Cloud as party leader for instance) to see if that gets it to work. It might be that I have to rescript the leagues from scratch to work this problem out of it (there's stability problems with the leagues script in general too).

Well just for comparison purposes. Right now I just arrived in Neifleheim, and Cloud is level 35. Damage that can be done with melee attacks is roughly 200 to 300 without deathblow.  But damage on spells where  is about 700 to 1000. (most are at level 2).   And 'all' is at least at level 2 , and the options of summons are available.   Slash-all with a proper elemental element would still be behind in damage, and the character would not be able to be in the back row. So I don't think there would be a problem having slash-all unaltered at this point.    But this could have been related to the number and type of random encounters I had.    Other players at this point might not have the spells advanced as far, and might have closer magic to physical damage rates.   

I think Tier 2 magic is supposed to unlock round about the Cosmo Canyon-Nibelheim area, maybe earlier if 2x AP equipment is being used. What I'd do with physical attacks around that area is attach a common element to them, say Elemental + Ice/Wind/Earth, and that'll proc 2x damage against any randoms that appear which are weak to that element (bugs/beasts tend to be weak to Fire and Ice, while Wind deals with anything airborne; you can also attach two elements to a weapon if you use multiple Elemental for additional coverage). So that 2-300 will jump to 4-600 and then you've got Deathblow/Crits to double that again to 8-1200.

I like the idea of "hybrid" builds early on, but i dont think adding "Added Cut" or "Slash-All" will really do anything. Just as it was mentioned before, if i am to put my char in the front row for Phy damage, it has to be worth it, and since Added Cut doesnt really have anything to combine with except spells, i can just as well just stay in back row and cast spells. Going from 150 bolt dmg to 150 + (25-50) dmg is not worth the extra materia slot used and the row change.

When it comes to slash all, same principle applies, low dmg that is getting split. The only time i can see end-game command type materia yearly in the game, is if there was a way to make completely new yellow materia from scratch.

On the otherhand, if we were able to have one materia with Boltstrike,Firestrike and Icestrike that somehow benefits from phy and/or STR then the hybrid front row build might work without to many materia slots used and a reason to mix str/mag on gear/rank up.

I think you'd see a bigger return on it if you add front row and elemental to the physical attack; Bolt would deal about 2-300 damage to a target weak to it, then the follow-up added cut would likely deal something close to 200 damage as well; so it'd be an extra chunk of damage at the expense of safety. Slash-All could also be handy for giving physical attackers a sweep option that casters have, not strong enough to murder the entire enemy group but perhaps handy for mopping up. If you had a group of Whole Eaters and Fire + Elemental with Slash-All you could probably get rid of them all fairly quickly. The drawback to all this is Materia slots, which are much more limited early on; but then that could be where the Four Slots armour comes into it.

I'm not sure what to do for Firestrike, etc. I can't make a Materia that executes an attack with an element on it's own.

Doing my second playthrough and just got past the Huge Materia at Corel Reactor section again, I like the idea of each boss on the train having a weakness so that you can stop the train in time if you play it tactically. However there is a glaring issue I faced during this and that is the X-ATM Scorpion.

I feel that due to X-ATM Scorpion's rather high HP the only real way to defeat X-ATM Scorpion within a reasonable time-frame is to inflict Dual via the use of Neo-Bahamut. The problem is that Neo-Bahamut only has a chance to inflict Dual and if it doesn't get inflicted there's pretty much no way to stop the train in time, Neo-Bahamut + Added Effect in your weapon doesn't work because the kernel doesn't have the appropiate flags to inflict/protect from Dual with the Added Effect Materia, heck it won't even work for Paralysis and Ramuh.

This leads to the X-ATM Scorpion fight being effectively completely down to RNG based on whether you inflict that one status effect which just results in player fustration, especially if they were lucky enough to steal Ragnarok or Oritsuru from Wolfmeister/Eagle Gun on that attempt. It's even worse considering you have to go through 4 mandatory battles (including Corel Reactor Troops) and a cutscene for each attempt making any time you weren't lucky enough to inflict Dual extremely punitive.

The Runaway Train section of the game is mostly rather well done as you actually feel like you're against the clock but I would seriously consider adjusting the X-ATM Scorpion fight as currently it's a punishing RNG fest that really takes the fun out of that section of the game.

It's possible to beat the train without dual-drain but what I'll do is reduce X-ATM's HP and set Neo-Bahamut to a 100% proc for Dual.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-05-21 14:44:00
Honestly I feel that physical characters are pretty much solid in the early game without added cut or slash all. That being said I wouldn't mind having slash-all earlier or even added cut earlier. I would like to see it around maybe Gongaga or Cosmo Canyon though. I feel like getting them both in Midgar would kind of be over powered. I currently really like the balance of magic vs physical. Magic really did need the boost it received and thats the only reason why it seems OP compared to physicals early on. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: natepley on 2016-05-21 15:18:31
A while back I had an idea related to the issue of making physical attacks with elements or added effects.  What if weapon and armor slots already had elemental and/or added effect built in.  So if you put an ice materia on your weapon, you'd gain the ice element on your attack or if you put ice on your armor, you'd have protection from ice damage but maybe weakness to fire.  This would eliminate the need for elemental and/or added effect materias.  Or maybe this would only work in some slots or some pieces of equipment.  I'm not sure if this is possible or could be balanced, but it might be interesting and would make the player more conscious of what materia they equip where.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Baskra on 2016-05-21 20:18:56
i made a post in the trouble shooting but found this

i saved just before pearl weapon (died as expected ^_^) reloaded now pearl weapon dont load up so im softlocked on the story (i do have a save from before you talk to bugenhagen and go to forgotten city so not too bad)

BUT theres also the stopping the next scene from loading by entering the menu when you do that on the same frame (really easy to do) you can run past the marker that takes you into the next page or world map and possibly (i havent found any point by accident YET) but it may be possible to get completely out of bounds

p.s. amazing mod i am loving getting rekt by most enemies ^_^ i hope i see more updates and more stuff to do with this mod :D thanks for making this

baskra
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-05-21 23:33:26
Me again. Defeated Mimic (fun battle by the way) and the game told me I got Planet Materia. I check my Materia list and Planet's not there. I have space for more Materia so I'm not sure what's happened there.

EDIT: Wait, never mind. The Gravity Materia that was created after I mastered one isn't there either so turns out I must have hit the limit despite there being space underneath my Summon materia for more.

EDIT 2: Off course! I'm a muppet. The spaces in the list are for the materia I have equipped. Okay ignore this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-05-22 02:28:53
Ended up with a soft lock on disc 3. Tifa was party leader and I went to Junon to enter the Meteor Cup for her level 4 limit. It loads but when I push start to end preparations on the truck it just stays on that screen with the animations still playing, but I can't do anything.

Have you completed the other 2 Competitions with Tifa?  I also go this soft lock, but when I went back and completed the first 2 leagues, which I had not done before, then the Meteor Cup worked exactly as intended.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-05-22 02:38:40
Have you completed the other 2 Competitions with Tifa?  I also go this soft lock, but when I went back and completed the first 2 leagues, which I had not done before, then the Meteor Cup worked exactly as intended.

I've won the first League, but with Cloud. I'll try them with Tifa.

EDIT: That worked. Looks like you need to complete the other leagues with Tifa first.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-22 06:34:44
Honestly I feel that physical characters are pretty much solid in the early game without added cut or slash all. That being said I wouldn't mind having slash-all earlier or even added cut earlier. I would like to see it around maybe Gongaga or Cosmo Canyon though. I feel like getting them both in Midgar would kind of be over powered. I currently really like the balance of magic vs physical. Magic really did need the boost it received and thats the only reason why it seems OP compared to physicals early on. 

Could maybe do that; Deathblow seems the stronger of the two so maybe that can be pushed back to Disc 2 (I think it becomes available in shops about then).

A while back I had an idea related to the issue of making physical attacks with elements or added effects.  What if weapon and armor slots already had elemental and/or added effect built in.  So if you put an ice materia on your weapon, you'd gain the ice element on your attack or if you put ice on your armor, you'd have protection from ice damage but maybe weakness to fire.  This would eliminate the need for elemental and/or added effect materias.  Or maybe this would only work in some slots or some pieces of equipment.  I'm not sure if this is possible or could be balanced, but it might be interesting and would make the player more conscious of what materia they equip where.

Aspected Materia slots would be pretty great; I could customise the weapons a bit more. Unfortunately it's not something I can do :c

i made a post in the trouble shooting but found this

i saved just before pearl weapon (died as expected ^_^) reloaded now pearl weapon dont load up so im softlocked on the story (i do have a save from before you talk to bugenhagen and go to forgotten city so not too bad)

BUT theres also the stopping the next scene from loading by entering the menu when you do that on the same frame (really easy to do) you can run past the marker that takes you into the next page or world map and possibly (i havent found any point by accident YET) but it may be possible to get completely out of bounds

p.s. amazing mod i am loving getting rekt by most enemies ^_^ i hope i see more updates and more stuff to do with this mod :D thanks for making this

baskra

Diamond Weapon has a few problems where you can 'lose' him permanently and not be able to progress the story, like running into him just as a random encounter starts.

You can get past the map exits by opening the menu just as you approach it. A good place to do it is on the first screen of Da Chao; you can actually go up all the routes and if it's during the Wutai sidequest then you can trigger some unseen dialogue by talking to the otherwise inaccessible Reno.

Me again. Defeated Mimic (fun battle by the way) and the game told me I got Planet Materia. I check my Materia list and Planet's not there. I have space for more Materia so I'm not sure what's happened there.

EDIT: Wait, never mind. The Gravity Materia that was created after I mastered one isn't there either so turns out I must have hit the limit despite there being space underneath my Summon materia for more.

EDIT 2: Off course! I'm a muppet. The spaces in the list are for the materia I have equipped. Okay ignore this.

So did you get Planet Materia or was it lost? I don't think there's a check for maxed Materia for that particular drop. Let me know if it was lost and I'll sort it out.

Have you completed the other 2 Competitions with Tifa?  I also go this soft lock, but when I went back and completed the first 2 leagues, which I had not done before, then the Meteor Cup worked exactly as intended.

Could this be the cause, maybe? I'll check the triggers and whatnot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-05-22 06:44:29
So did you get Planet Materia or was it lost? I don't think there's a check for maxed Materia for that particular drop. Let me know if it was lost and I'll sort it out.

It was lost. Had to re-load an older save and sell some materia to make space and fight the boss again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Schwahn on 2016-05-22 07:30:52
Hey Sega,

Just had a game crash.

Fighting Tseng right in front of the rocket.

Defeated the two goons, but the fight was draggin on. Used Cid's Hyper Jump Limit Break (which had been missing) and then the game crashed in the middle of it.

Quick feedback - Sense not working on targets over 30k is REALLY annoying. I understand if you want to protect weaknesses or something. But not being able to at least see their else is rather frustrating. I don't know if it is possible to show health and nothing else. but Sense gets pretty useless later in the game.

Edit - Crashes every time I use Hyper Jump now.

Edit #2 - Why does Esuna / Remedy not cure stop?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-22 07:51:33
Hyper Jump is a serious problem with FF7 PC in general due to a problem of some kind with Aali's Graphics Driver which is commonly used with the 1998 version and which is thought to have been used (albeit modified slightly) for the Steam version release. There's not much anyone can do; it'd be up to Square Enix to fix it but if it is Aali's driver then it's unlikely. The only thing to be done about Hyper Jump is to save the game, give Cid the Fury status, and then take it into random battles to try and grind for his 2-2 Limit or 3-1 Limit so you can avoid using it altogether.

I didn't give enemies more than 30,000HP to hide their weaknesses; if I could, I'd have Sense work on everything regardless of HP but the highest we can set it through hacking is 65,000 or somewhere in that region (any higher and it overflows, displaying a wrong value). Damage scaling also means that bosses need to start having higher HP pools in order to last more than a minute, as there's only so much that defensive values can do.

In the original FF7 (and for NT), status effects are split up into two loose classifications; ailments and magical effects. Esuna would heal ailments, while Dispel would remove magical effects:

Ailments
-) Sleep, Poison, Confusion, Silence, Sadness, Fury, Frog, Mini, Slow-Numb, Petrify, Berserk, Paralysis, Darkness.

Magical Effects
-) Haste, Slow, Stop, Regen, Barrier, MBarrier, Reflect, Dual-Drain, Shield, Death Sentence, Manipulate, Peerless, Death Force, Resist, 'Lucky Girl' (Auto-Crits).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-05-22 08:24:53
I personally think Added Cut and Slash All being included within Midgar is a bit over-tuned in terms of front-loading attacks per turn + elemental optimization. However, at the same time it's an incredible tool for characters like Cloud or Barret whom may otherwise be relegated to tanking or support. Tifa, too, I guess, but, as you know, I never considered her damage output to be a problem. My personal feelings aside, it seems like a worthwhile change.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: badeco on 2016-05-22 15:49:41
Love buster(in cid house) have any bug?im  on cd 2,during battle, after love buster loss 20~25k hp, all me magic and attack hit 1-2 damage and boss start  healing 2k+hp. first battle works fine vs death machine, but in second battle  im stuck.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Schwahn on 2016-05-22 16:21:17

I didn't give enemies more than 30,000HP to hide their weaknesses; if I could, I'd have Sense work on everything regardless of HP but the highest we can set it through hacking is 65,000 or somewhere in that region (any higher and it overflows, displaying a wrong value). Damage scaling also means that bosses need to start having higher HP pools in order to last more than a minute, as there's only so much that defensive values can do.

In the original FF7 (and for NT), status effects are split up into two loose classifications; ailments and magical effects. Esuna would heal ailments, while Dispel would remove magical effects:

Ailments
-) Sleep, Poison, Confusion, Silence, Sadness, Fury, Frog, Mini, Slow-Numb, Petrify, Berserk, Paralysis, Darkness.

Magical Effects
-) Haste, Slow, Stop, Regen, Barrier, MBarrier, Reflect, Dual-Drain, Shield, Death Sentence, Manipulate, Peerless, Death Force, Resist, 'Lucky Girl' (Auto-Crits).

Sounds like I didn't use these abilities nearly ever in the original game and am a complete dingus now that they are rather important in the mod.

Thanks for the clarifications. And the Hyper Jump thing sounds lame.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-05-22 16:34:47
Im stuck at kaktuar, I can't seem to hit him with physical attacks but when I do he doesn't get any smaller  :(
Also what is that clusterf*ck with all the tornberries???
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirDrD on 2016-05-22 16:43:17
I personally think Added Cut and Slash All being included within Midgar is a bit over-tuned in terms of front-loading attacks per turn + elemental optimization. However, at the same time it's an incredible tool for characters like Cloud or Barret whom may otherwise be relegated to tanking or support. Tifa, too, I guess, but, as you know, I never considered her damage output to be a problem. My personal feelings aside, it seems like a worthwhile change.

No one has suggested moving Slash All to Midgar. That would be overpowered there. My suggestion for Slash-All was to have it available at about the time of Cosmo canyon. At this point players will have characters available with all-2 and summons , which means they have the potential to hit all enemies with magic at least three times. Slash-all is reasonable to have at an option at this time.
And I don't want to see things at the beginning over-tuned in terms of front-loading attacks per turn + elemental optimization, just have more options available to build melee heavy characters. Right now it easy to argue that the materia options at the beginning are over-tuned in terms of magic casting, as physical ones don't arrive till later in the game. But I wouldn't want to see front-loading attacks becoming the dominant option either just a viable one. I would just like more physical options available for role playing reasons, and to add variety. The game has been played  a while with the same material progression, that a change would be refreshing.





Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Schwahn on 2016-05-22 17:08:43
No one has suggested moving Slash All to Midgar. That would be overpowered there. My suggestion for Slash-All was to have it available at about the time of Cosmo canyon. At this point players will have characters available with all-2 and summons , which means they have the potential to hit all enemies with magic at least three times. Slash-all is reasonable to have at an option at this time.
And I don't want to see things at the beginning over-tuned in terms of front-loading attacks per turn + elemental optimization, just have more options available to build melee heavy characters. Right now it easy to argue that the materia options at the beginning are over-tuned in terms of magic casting, as physical ones don't arrive till later in the game. But I wouldn't want to see front-loading attacks becoming the dominant option either just a viable one. I would just like more physical options available for role playing reasons, and to add variety. The game has been played  a while with the same material progression, that a change would be refreshing.

I think just throwing Double-Cut earlier in the game would be valuable enough. I feel like Green+ALL is the AoE advantage that magic gives you. While physical attacks can help you focus targets down. In my current run, to really be able to take advantage of physical power with people like Tifa. I am having to load them with Cover/Counter materia. If she had double-cut, ti would make her more effective than just a beat-stick and returns the hits
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-22 18:36:38
It was lost. Had to re-load an older save and sell some materia to make space and fight the boss again.

I'll have the Materia spawn on the ground instead, with an appropriate inventory check.

Love buster(in cid house) have any bug?im  on cd 2,during battle, after love buster loss 20~25k hp, all me magic and attack hit 1-2 damage and boss start  healing 2k+hp. first battle works fine vs death machine, but in second battle  im stuck.

That boss uses stat-lowering/raising attacks and was tuned down from an old Disc 3 Extra Battle fight; the stat thing is probably too much though. I'll adjust the fight;  your best bet for now is to use defence-ignoring attacks like the enemy skill '????' or save some Summons for when his defence gets too high.

Im stuck at kaktuar, I can't seem to hit him with physical attacks but when I do he doesn't get any smaller  :(
Also what is that clusterf*ck with all the tornberries???

Luck is a very handy stat for that fight as the Lucky Hit check (Luck/4) skips any other evasion checks and is made at the start of the physical attack's damage calculation so Cid/Cait Sith set up to push their Luck past 200 with equipment should be able to land hits at least half the time. As for Magic, I think you can hit him 13 times before he uses Cactageddon (might be less) so if you make sure to only use heavy-hitting nukes like Summons or Ultima/Contain/Comet2 you can land 12 strong magic hits to help things along and then do the rest of the damage with Limits/physicals.

No one has suggested moving Slash All to Midgar. That would be overpowered there. My suggestion for Slash-All was to have it available at about the time of Cosmo canyon. At this point players will have characters available with all-2 and summons , which means they have the potential to hit all enemies with magic at least three times. Slash-all is reasonable to have at an option at this time.
And I don't want to see things at the beginning over-tuned in terms of front-loading attacks per turn + elemental optimization, just have more options available to build melee heavy characters. Right now it easy to argue that the materia options at the beginning are over-tuned in terms of magic casting, as physical ones don't arrive till later in the game. But I wouldn't want to see front-loading attacks becoming the dominant option either just a viable one. I would just like more physical options available for role playing reasons, and to add variety. The game has been played  a while with the same material progression, that a change would be refreshing.

I think it was me that suggested putting Slash-All in Midgar; if I can get it to deal split-damage then I wouldn't have any qualms about putting it in that early. Added Cut as well, because there aren't any physical damage commands (except for Morph, but this is very weak) to combine it with for an early 2x-Cut meaning it would need to go with either a non-damage command like Steal, or with a spell. That'd help get hybrid builds off the ground early on.

I'm going to try all this out and see how it goes; the more I think about it, the more I like the idea.

I think just throwing Double-Cut earlier in the game would be valuable enough. I feel like Green+ALL is the AoE advantage that magic gives you. While physical attacks can help you focus targets down. In my current run, to really be able to take advantage of physical power with people like Tifa. I am having to load them with Cover/Counter materia. If she had double-cut, ti would make her more effective than just a beat-stick and returns the hits

Double-Cut would be a bit much; it effectively doubles physical damage output. Slash-All and Added Cut should open it up a bit more.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-05-22 18:41:15
I think just throwing Double-Cut earlier in the game would be valuable enough. I feel like Green+ALL is the AoE advantage that magic gives you. While physical attacks can help you focus targets down. In my current run, to really be able to take advantage of physical power with people like Tifa. I am having to load them with Cover/Counter materia. If she had double-cut, ti would make her more effective than just a beat-stick and returns the hits

One problem arises thou, what should be then be striving for in the end game? Since 2x-Cut and Slash all seem to be the endgame phy materia, adding them early makes STR builds even more deprived of good endgame materia. The thing that people seem to forget, is that Physical attacks are free and magic is not. I do agree that magic becomes the go-to for many situations, but a simple increase in both MP cost and MP drain from Osmose should fix it quite nicely.

Edit: What i mean with that is that casters should waste turns both casting spells and draining MP, while phy attackers do it for free with no downtime. What could be done is giving an extra mastered Steal materia for Mug + Added Cut. Then you have the 2x-Cut some might need early.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-05-22 18:57:33
Thank you SC, however, I've ran into a bit a problem. I got the gi cave key from Bugenhagen but its not letting me open the cave door so I checked my inventory and its not showing up. I checked the "where is the thing" file that comes with the mod and it says Red XIII 4th limit break can be found in the gi cave
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Baskra on 2016-05-22 22:03:27
Is there a trick to beating pearl weapon feel like a noob for asking but man feels like i taken 100K damage off it blasted through so much magic constant healing and barriers that it seems like it dont die (he opened his chest 3 times and took 4/5 4000  damage each turn from tifa and 3/4 4500 lightining 3 and a dive from cid for 4000 every chest opening) and on the third blast the then went on to attack 4 times in a row straight after his attack and ruined 40 mins of grinding him down

i have no idea if he has a weakness cause scan wont work really frustrating (done the battle 4/5 times with same result FeelsBadMan )
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-05-22 22:31:46
Is there a trick to the Robot Dragon? I can't kill it before Reactor Meltdown and I'm not sure if you can prevent that attack.

Thank you SC, however, I've ran into a bit a problem. I got the gi cave key from Bugenhagen but its not letting me open the cave door so I checked my inventory and its not showing up. I checked the "where is the thing" file that comes with the mod and it says Red XIII 4th limit break can be found in the gi cave

Have you been to the bottom of the crater? I believe you can get the key before doing so but you need to go down to the bottom (where your party re-unite after taking the multiple paths) and get the phone call from Highwind. After that, put Red into your party and the gate should be open.

Is there a trick to beating pearl weapon feel like a noob for asking but man feels like i taken 100K damage off it blasted through so much magic constant healing and barriers that it seems like it dont die (he opened his chest 3 times and took 4/5 4000  damage each turn from tifa and 3/4 4500 lightining 3 and a dive from cid for 4000 every chest opening) and on the third blast the then went on to attack 4 times in a row straight after his attack and ruined 40 mins of grinding him down

i have no idea if he has a weakness cause scan wont work really frustrating (done the battle 4/5 times with same result FeelsBadMan )

Pearl Weapon is weak to Earth and Hidden elements. Elemental + Earth for your physical attackers and Quake 3 on a mage is recommended. And I believe Steal works for the Hidden Element, but mages can't cast it at that point of the game (or can you get Shadow Flare on disc 2?) A good strategy is to cast Titan early in the battle since it'll ignore Pearl's high defences. Save your limits (if possible) for when he opens his chest and when he does unleash your strongest attacks. Just keep your Barriers up and HP near max when his chest is open so you survive.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-22 22:53:54
One problem arises thou, what should be then be striving for in the end game? Since 2x-Cut and Slash all seem to be the endgame phy materia, adding them early makes STR builds even more deprived of good endgame materia. The thing that people seem to forget, is that Physical attacks are free and magic is not. I do agree that magic becomes the go-to for many situations, but a simple increase in both MP cost and MP drain from Osmose should fix it quite nicely.

Edit: What i mean with that is that casters should waste turns both casting spells and draining MP, while phy attackers do it for free with no downtime. What could be done is giving an extra mastered Steal materia for Mug + Added Cut. Then you have the 2x-Cut some might need early.

2x-Cut will never be early-game. Slash-All I'm looking at on the condition that I can make split-damage happen for it.

Thank you SC, however, I've ran into a bit a problem. I got the gi cave key from Bugenhagen but its not letting me open the cave door so I checked my inventory and its not showing up. I checked the "where is the thing" file that comes with the mod and it says Red XIII 4th limit break can be found in the gi cave

Are you on Disc 3 and have you visited the bottom of the North Crater? I've maybe set up the flags to check for that too by mistake.

Is there a trick to beating pearl weapon feel like a noob for asking but man feels like i taken 100K damage off it blasted through so much magic constant healing and barriers that it seems like it dont die (he opened his chest 3 times and took 4/5 4000  damage each turn from tifa and 3/4 4500 lightining 3 and a dive from cid for 4000 every chest opening) and on the third blast the then went on to attack 4 times in a row straight after his attack and ruined 40 mins of grinding him down

i have no idea if he has a weakness cause scan wont work really frustrating (done the battle 4/5 times with same result FeelsBadMan )

All of the Weapon monsters are aspected to the Holy element and will take 2x damage from the Hidden element; you can get this with the following combinations (tested by Skirmish):
The following linked with Elemental WILL grant the Hidden Element:
Planet
Shield
Contain
Destruct
Time
Comet
Barrier
Mystify
Seal
Enemy Skill
Manipulate
Deathblow
Morph
Throw
Sense
Steal
Double Cut
Slash-All
HP<->MP
Underwater
Counter Attack
Mega-All

Hidden element spells might be tough to come by, but you can also deal 2x damage with Earth against Pearl Weapon because of it's size so Quake, Titan, and Kjata should be useful (avoid using Wind though as this will be halved). For defence, you'll want to cover the Slow-Numb/Petrify status and when the chest opens ensure that every character's HP is over 50% to survive Weapon Flash, with some more defensive buffs ready to replace the ones lost to the Dispel effect.

For stats, Pearl has 182,000HP and decent defences. You'll want to get Slow on him ASAP and pace out your attacks as he has a chance to counter your Magic attacks when his chest is closed with Pearl Raze, or to counter physical attacks when his chest is open with Revenge Stamp (so don't throw in a weak spell/physical if it isn't worth the possible counter; let your focused damage dealers do the work instead to get the best trade-off). When hitting Pearl with physical attacks during the chest phase, be careful if a character's HP dips below 50% to a random counter-attack as Weapon Flash will kill them.

Whenever the chest opens, it means he has lost 25% of his HP so you'll only see the chest open 3 times max (unless his AI sets him to start the battle by opening his chest, which means you'll see it four times). If you saw it open 3 times in your last attempt then you were very close to killing him, I'm afraid to say. One thing to watch though is that as he falls below 75%, 50%, and 25% HP he becomes more likely to use Pearl Shot twice (or was it Pearl Blast) instead of once. For that reason, it might be worth saving your Summons like Kjata for when he hits 25% HP to make this more dangerous phase shorter, or to be a bit more cautious about attacking in case you get a counter-attack + a double Shot altogether.

Summary
-) Use Earth and Hidden, avoid Holy and Wind
-) Protect against Petrify
-) Chest opens at 75%, 50%, and 25% HP; becomes more aggressive at lower HP.
-) Save summons/nukes for 25% HP phase (after Weapon Flash is used)
-) Watch for random counter-attacks against magic attacks (chest closed) and physical attacks (chest open).
-) Keep HP above 50% for Weapon Flash & be ready to restore defensive buffs (MBarrier is the more important).

Is there a trick to the Robot Dragon? I can't kill it before Reactor Meltdown and I'm not sure if you can prevent that attack.

Have you been to the bottom of the crater? I believe you can get the key before doing so but you need to go down to the bottom (where your party re-unite after taking the multiple paths) and get the phone call from Highwind. After that, put Red into your party and the gate should be open.

Pearl Weapon is weak to Earth and Hidden elements. Elemental + Earth for your physical attackers and Quake 3 on a mage is recommended. And I believe Steal works for the Hidden Element, but mages can't cast it at that point of the game (or can you get Shadow Flare on disc 2?) A good strategy is to cast Titan early in the battle since it'll ignore Pearl's high defences. Save your limits (if possible) for when he opens his chest and when he does unleash your strongest attacks. Just keep your Barriers up and HP near max when his chest is open so you survive.

Ah, so it is the crater trigger that's locking the cave of the gi? I'll remove that check for the next patch so that it's just the key (which doesn't show in the inventory, it's actually just a script flag).

The robot dragon can be prevented from going into Meltdown by inflicting Slow on it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-05-22 23:23:13
I'm not sure, I pretty much went back into the world map at the start of disc 3 to do the stuff I haven't done like ultimate weapons (still haven't found that weapon crafting guy, I'm guessing he's the one that gives you Aerith's limit break 4 in the original game) so I don't think I've been to the bottom
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-05-22 23:27:18
Oh sorry Sunny D I didn't see your message, I'll try going to the bottom then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-05-23 11:42:36
On the subject of things being over-tuned, I don't consider the materia in Midgar to be over-tuned ATM. The mod managed to balance Midgar boss encounters appropriately and the ATB system is, frankly, extremely boring without Barrier and Time thrown into the mix (a hold-over issue from FF4). Relative to party balance, they serve as a counter to Cloud and Barret's poor Dex. The pace would be glacial if New Threat wasn't somewhat generous with magic and item effectiveness in the early game.

As for Added Cut, my concern for the early game probably doesn't mean anything. Post Gongaza with Added Cut, though. Physical builds are going to have dazzling levels of damage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-05-25 15:57:00
Defeated Love Buster but don't have the Micro Engine. Yet when I speak to the Lost and Found NPC I just get a battle with a Tonberry. Also the "Where is the thing?" document doesn't mention where to get Gospel Spark for Princess Guard.

EDIT: Never mind. My mind went blank and I forgot what the Gospel Spark was. Turns out I had them already.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-05-27 04:32:28
Sorry for the double post.

Finished the mod and saw the new ending (with Hero Medal). Must say I was a little disappointed with Keter Sephiroth. Felt that it was too easy after Pinnacle Sephiroth. Probably doesn't help that I fought the final bosses after I defeated all the optional bosses. Overall though it was a great mod and I do look forward to updates, especially looking forward to trying the Dark Cave when it's ready.

A few bosses I wouldn't mind seeing in future updates. No idea if they'd actually be possible to incorporate:

- Other FF bosses. Maybe add Ozma from IX (could use a changed Mover model), Garland from I (could use any of the models from KotR and a modified Chaos model for well, Chaos) to name two.
- Fighting KotR themselves (or even just the final knight in the summon). That's what I expected when approaching the materia cave.
- Minerva from Crisis Core. No idea what model you could tweak for this though.

Speaking of KotR, whenever you summon them the text box appears but it's empty instead of saying Ultimate End.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-27 14:42:53
Sorry for the double post.

Finished the mod and saw the new ending (with Hero Medal). Must say I was a little disappointed with Keter Sephiroth. Felt that it was too easy after Pinnacle Sephiroth. Probably doesn't help that I fought the final bosses after I defeated all the optional bosses. Overall though it was a great mod and I do look forward to updates, especially looking forward to trying the Dark Cave when it's ready.

A few bosses I wouldn't mind seeing in future updates. No idea if they'd actually be possible to incorporate:

- Other FF bosses. Maybe add Ozma from IX (could use a changed Mover model), Garland from I (could use any of the models from KotR and a modified Chaos model for well, Chaos) to name two.
- Fighting KotR themselves (or even just the final knight in the summon). That's what I expected when approaching the materia cave.
- Minerva from Crisis Core. No idea what model you could tweak for this though.

Speaking of KotR, whenever you summon them the text box appears but it's empty instead of saying Ultimate End.

Keter is a pain because of the fight before it; there's a great potential there for a tense showdown because of that, but at the same time a huge risk for turning the player away if they lose. Tuning it is also difficult because I've no idea what the player could be going in with by that point; might be maxed/ideal, might be somewhere midway. The Jenova Synthesis fight maybe needs adjusted to act as a better 'check' so undergeared parties don't end up wasting their time down there if I beef up Safer.

Ozma would be nice and easy because it's just a ball. I did have a plan way back to make dark summon fights like in FFX but rigging up the models to a battle model proved too tricky for me in the end. The text thing has been an issue for a while now; I'm not sure what caused it, but I likely can't fix it without starting over with a fresh kernel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-05-27 21:39:20
Keter is a pain because of the fight before it; there's a great potential there for a tense showdown because of that, but at the same time a huge risk for turning the player away if they lose. Tuning it is also difficult because I've no idea what the player could be going in with by that point; might be maxed/ideal, might be somewhere midway. The Jenova Synthesis fight maybe needs adjusted to act as a better 'check' so undergeared parties don't end up wasting their time down there if I beef up Safer.

Ozma would be nice and easy because it's just a ball. I did have a plan way back to make dark summon fights like in FFX but rigging up the models to a battle model proved too tricky for me in the end. The text thing has been an issue for a while now; I'm not sure what caused it, but I likely can't fix it without starting over with a fresh kernel.

Makes sense about Keter. Pinnacle was a difficult battle so against Keter I was extra careful in case I died from Supernova or something. Still, the battle didn't ruin the mod at all in any way.

Ah, guess that would be difficulty. Especially for some summons having body types that make it harder to rig to something pre-existing. I look forward to future updates.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-05-28 11:52:48
Ok the goldberries fight is really starting to get on my nerves.
it takes forever between turns
I'm not sure why soft or dispel doesnt seem to cure petrify, even when someone turns to stone and I use soft
why sometimes a party member becomes large
why I can't use cure
why do the goldberries sometimes gain invincibility
This is the first time I've felt I'm fighting a kinda of a cheap enemy, I don't know, maybe I suck but its not really that intuitive, I can't really figure out what the hell is happening with characters growing in size and soft not working. Also, where is the weapon crafting guy? In the "where is the thing" file says he's near Gongaga but I can't seem to find him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-28 13:30:18
The weapon crafter is in a small house near Gongaga on the World Map: http://guidesarchive.ign.com/guides/2301/images/seller.jpg

For the Goldberries, they inflict Slow-Numb + Resist which means you need to Dispel the Resist off first then use a Soft; but the attack also ignores status-defence so if you go in with protection against petrify/resist those statuses can become 'locked' onto the character when they're forced on so avoid equipping Jem Rings, etc.

Chef's Curse prevents the use of Restorative at the start of the battle, but you can get around it either by using a different element to heal (i.e absorb fire, use fire magic to heal the party) or by entering the battle with some party members KO'd and then reviving them (I think someone mentioned that this works).

When a Goldberry moves right or left, they gain Reflect or Peerless respectively. When they move forward, either effect will be removed from them (you can also remove it using Debarrier but this has a chance to trigger a Golden Grudge counter attack). And about Golden Grudge, there's 5 different types; #1 inflicts damage equal to the number of escapes the party has made + inflicts Poison, Confusion, Mini, Dual, and Death Sentence. #2 inflicts 4/32 of your current HP as damage and applies Reflect. #3 does nothing, except it makes the party member grow in size as little. #4 deals damage equal to 1/2 of the target's MaxHP. And #5 deals damage equal to 3/4 of the target's current HP.

Fastest way to beat them is with a powerful Magic nuke combined with Quadra Magic, like Bahamut ZERO though you might need to open up with Debarrier+All first to make sure it hits all of them. They only have 52,000 HP each so if you can get this combo off and survive the wave of counter-attacks then you'll be in a good position to wrap up the fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-05-28 13:53:11
Ok I'll try that, thanks. Other thing, it seems that I can't regain MP in the kaktuar fight, is that supposed to happen? Is it like a handicap? Also, when I talk to the guy inside that house, he doesn't say anything about crafting weapons, he just says he's a master blacksmith or whatever, do I need to go down the crater until Cid calls me?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-28 15:44:36
Yeah, head down into the crater first. I'll remove as many of these crater checks as I can for the next patch; they cause too much hassle.

Kaktuar has an attack called Spirit Needles which sets your current MP to be your MaxMP  :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: badeco on 2016-05-28 17:35:19
Hi sega , questions: LuvLuv G have  only  in Dark cave? i want for Venus Gospel; and enemy skill Stasis Lock is  in cd 3?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-28 18:56:37
Yes to both.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Schwahn on 2016-05-28 20:00:49
Anyone have any advice on how to beat Hojo on the Sister Ray?

I just spent 35 minutes smashing my face against him just to lose (FeelsbadMan)

His second form seems to have a TON of life and is a straight up boring fight after you kill the right arm (which is the only REAL damage)

His 3rd form can be extremely frustrating. His Combo can kill a character in the back row WITH Barrier. Then once he hits whatever life % he starts using Cellular Barrier and Cellular MBarrier. Which can't be dispelled or debarriered. But don't really seem to have any rhyme or reason on which one he prefers. I hit him with 10 spells before he switched to MBarrier but 2 attacks and he went right back to Barrier(FeelsBadMan).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-28 20:22:59
There's an adjustment in the works to make the 2nd phase shorter + more varied when a limb is destroyed. In the meantime, you can speed things up by using Holy/Earth elemental attacks on Hojo's second form and Holy/Wind element on the 3rd. You can get Holy onto a weapon by combining Elemental with Restore/Revive and a few others.

The first thing to do with the 3rd form is to cripple that speed of his with Slow. To handle Combo, it'd be worth having a dedicated tank with Cover + Counter Attack to soak up most of the hits; Barret or Cait Sith should be good choices for this, as Barret will be gaining defence as he soaks up hits while Cait Sith can outright dodge Combo hits if his Luck stat is nice and high. Cid can also do it, if he's been built for Vitality + Luck. I think you also get Shield Materia from beating Diamond Weapon; if you've got that spell available (Shield needs to be leveled up though), then you can use it to completely negate Combo hits altogether.

For magic, I think Comet might be the best bet as there aren't any high-power Holy/Wind spells available just yet (Contain drops from Hojo, and Planet is gotten from a Disc 3 boss). Alexander should hit for plenty of damage though. He has a chance to swap Guards whenever he's hit so if you're leaning heavier on physical attacks and he uses Cell Guard, you can make him swap back using low-MP spells if you want to keep that back for healing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-05-28 20:43:04
Hmm i am trying to donate again but this time it doesnt work? Just says the amount is "protected" and waiting confirmation. Any changes on your part Sega?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-05-28 23:45:58
So I'm at the part where the party splits up, now is where I can go up to get the items I need?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-29 06:23:46
Hmm i am trying to donate again but this time it doesnt work? Just says the amount is "protected" and waiting confirmation. Any changes on your part Sega?

None that I'm aware of; I just checked and there's a donation that's come through from you on the 27th (much obliged for that, by the way). Maybe it stops you from you making too many consecutive payments to the same person for security.

So I'm at the part where the party splits up, now is where I can go up to get the items I need?

No, it's right at the bottom when the party reunites. This is when the Game Moment variable gets set to 1998, which I thought would be a good catch-all trigger for new content at the time when I first made NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-05-29 06:49:16
None that I'm aware of; I just checked and there's a donation that's come through from you on the 27th (much obliged for that, by the way). Maybe it stops you from you making too many consecutive payments to the same person for security.

Keep up the good work more are to come!!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-05-30 00:32:41
I think you also get Shield Materia from beating Diamond Weapon; if you've got that spell available (Shield needs to be leveled up though), then you can use it to completely negate Combo hits altogether.

Umm...for the record, Shield dropped as a Mastered 3-star materia for me, like Full Cure.  I assumed this was to prevent me from getting more than 1 Master Magic through materia blending, but were these supposed to work differently?

And just to be clear, materia blending is supposed to still be available right now, just not in the future when you decide what to do with the huge Materia SC?  I only ask because I was able to do it with Magic and Command materias, and I assume Summon as well, but I think your response led me to believe you didn't think blending was available with the current fixes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-30 02:42:15
I think I disabled materia blending; it wasn't supposed to be available before but I forgot to change the field script or something.

They're supposed to drop as 1-star, unless I had a mad-cap idea at the time to make them unique. I'll get it sorted out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Schwahn on 2016-05-30 06:25:53
Hey Sega,

Did you ever consider starting s subreddit or anything for the mod?

It would seem a bit easier to organize/track than a 150 page thread.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4) - Database or Manual link disabled
Post by: soulcrom on 2016-05-30 14:10:32
The Manual Link is broken:
http://www.mediafire.com/download/dzbq6cqq2c27ard/FF7+NT+Manual.doc

And also the database of the materia locations or something that you provided in your yt channel is also broken.

Pardon me if a new link was provided at this replies, but with 149 its hard to check it.

The mod is awesome, I was trying to find everything on my own, but im in late game and I cant find KOTR materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-30 14:43:01
Hey Sega,

Did you ever consider starting s subreddit or anything for the mod?

It would seem a bit easier to organize/track than a 150 page thread.

This is true, yes. I'll look into some options so I can collect bug reports/feedback together and people can keep track of what's what.

The Manual Link is broken:
http://www.mediafire.com/download/dzbq6cqq2c27ard/FF7+NT+Manual.doc

And also the database of the materia locations or something that you provided in your yt channel is also broken.

Pardon me if a new link was provided at this replies, but with 149 its hard to check it.

The mod is awesome, I was trying to find everything on my own, but im in late game and I cant find KOTR materia.

Ah right, those are old things; everything now comes with the Main Installer link (there should be a documentation folder inside it). I'll update the old links listed on the YT vids.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: soulcrom on 2016-05-30 18:51:35
Ah right, those are old things; everything now comes with the Main Installer link (there should be a documentation folder inside it). I'll update the old links listed on the YT vids.

Thank very much for the fast reply, you sure won a happy donation when my next paycheck arrives ;)

I found the documentation: "FF7 NT - Changelog / Rank Up - Possible Character Stats / Readme / where is the thing"

But in any of it there is describing the KOTR summon materia, I got only "Knights of Round: Base 30x13, 250MP - 75% base accuracy per hit" in the Changelog .txt file.

Sorry if it is my fault, but I can't find it. I got surprised that the KOTR was not in its cave like the other cave materias. I should expect this as having the KOTR summon in early 2nd disc would broke the balance that you so hard tried to achieve, but was a pain having to do the chocobo even with the no race guide.

But i will accept, as only if I can find where and or how to obtain that summon as I cant obtain the omnislash limit early 1st disc and 2nd x']
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-30 18:57:28
KOTR is supposed to be in the cave, just like the original game. If it wasn't there then something has gone wrong. Let me check the field script and see how this might have happened.

Edit: Field script seems OK, nothing that would disable the variable check or otherwise interfere with it. When you first entered the cave, was there a red glowing triangle like this one inside?: http://www.angelfire.com/freak/finalfantasy777/KOTRcavern.jpg

If there was no red triangle when you first went in, then it means the variable has been flipped elsewhere. If there was one, and you examined this and got nothing, then it might be due to a rare glitch that can occur where examining the Materia in one of the caves (except for the purple cave which has a different set up for the scripts) can cause the script to be skipped and no Materia given.

I should warn you now as well that KOTR is protected by a boss fight that will be difficult to win on Disc 2. All the Materia caves should have a boss fight protecting them as well; did you encounter those, or did the game let you pick up the Materia without any fight triggering? Just to make sure everything's patched correctly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: soulcrom on 2016-05-30 20:53:45
KOTR is supposed to be in the cave, just like the original game. If it wasn't there then something has gone wrong. Let me check the field script and see how this might have happened.

Edit: Field script seems OK, nothing that would disable the variable check or otherwise interfere with it. When you first entered the cave, was there a red glowing triangle like this one inside?: http://www.angelfire.com/freak/finalfantasy777/KOTRcavern.jpg

If there was no red triangle when you first went in, then it means the variable has been flipped elsewhere. If there was one, and you examined this and got nothing, then it might be due to a rare glitch that can occur where examining the Materia in one of the caves (except for the purple cave which has a different set up for the scripts) can cause the script to be skipped and no Materia given.

I should warn you now as well that KOTR is protected by a boss fight that will be difficult to win on Disc 2. All the Materia caves should have a boss fight protecting them as well; did you encounter those, or did the game let you pick up the Materia without any fight triggering? Just to make sure everything's patched correctly.

Thank you once more! The object was there at the far top of the glowing white/redish light. I hited confirm button crazy but i didnt found it later. Now I wandered around more and the scripted message showed up, the materia was to me given and the fight started wonderfuly.

I uploaded a screenshot from the light covering the object, in my personal website: (http://www.alvarobrayanalmeida.eu/soulcrom/KOTR_materia_1.jpg)

(I could not see your image/link, it keeps redirecting to http://www.angelfire.lycos.com/doc/images/rloadblock.jpg, and I dont remember wich was the object like when I played ffvii back then) , but It may be probably be because of all the mods I am using from 7th Heaven, the light must be messed up or the object is missing texture or not visible, yet being able to trigger the event.

Sorry the trouble once more, im loving this mod! It bugs me so much not being able to broke the game using the KOTR now and omnislash, but its so much more enjoyable playing with the new balance, otherwise I would be pouding every enemy and that is no fun at all like quick attacks in FFX.

Its a very well deserved of praise your work man, keep it up! Greetings from Portugal, Lisbon!  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-05-31 06:20:41
So it was that glitch. The image I tried to post was of the same field screen you've posted; I guess the website it came from blocked it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Nikkolas on 2016-06-04 03:29:53
Hey SC, I'm finally ready to revisit the NT Mod. As I noted several pages ago now, it seems to be extensively different from when I played it.  It makes starting the whole thing all over again well worth it.

However, looking over your list of fixes while I was downloading everything, I'm curious about one particular addition. What are "Innates" for characters? From the description it doesn't sound like Chrono Cross Elements.

edit:
Huh, I thought the Locked difficulty setting was something reserved for once you beat the mod once. I guess not? I am glad I held onto my old save files in any case. Also glad they work on the Steam version.


EDIT 2:

Oh, Innates are explained right there when the character joins. That's very considerate. AAn intriguing mechanic. I was thinking of using Barret as a tank like I did in Hardcore Mod but now I don't know!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-04 10:45:27
Hey SC, I'm finally ready to revisit the NT Mod. As I noted several pages ago now, it seems to be extensively different from when I played it.  It makes starting the whole thing all over again well worth it.

However, looking over your list of fixes while I was downloading everything, I'm curious about one particular addition. What are "Innates" for characters? From the description it doesn't sound like Chrono Cross Elements.

edit:
Huh, I thought the Locked difficulty setting was something reserved for once you beat the mod once. I guess not? I am glad I held onto my old save files in any case. Also glad they work on the Steam version.


EDIT 2:

Oh, Innates are explained right there when the character joins. That's very considerate. AAn intriguing mechanic. I was thinking of using Barret as a tank like I did in Hardcore Mod but now I don't know!

Welcome back, Nik. Innates are abilities that help give a character something unique to offer a fight as opposed to just equipment and stats. As for the locked difficulty, that's for a brand new overhauled Arrange.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-05 16:41:52
I've started another run through FF VII, this time with the new threat mod, and so far it has been nothing short of amazing.

But I have a question: are there many new bosses that are easy to miss? I just fought Captain Chocobo (or whatever was his name) right after jumping off the train and seeing how this one was easy to miss, I want to know whether there are more bosses/special enemies like that that may be missable. I don't what to miss anything!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-05 16:58:53
There aren't many; I guess Mamatolis on Corel Tracks would be one but most people go up there to get the treasure from the bird's nest anyway.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Nikkolas on 2016-06-06 08:07:07
Huh, I see I am already missing stuff. I had no idea about Captain Chocobo.

I'm nearing the end of Shinra HQ and I'm curious about a couple things.

1. Is the "Curator" a special boss for later when you have the option of returning to the HQ when you are stopping Hojo? I tried fighting it, thinking that's how I get the Keycard. Needless to say, it did not go well.

2. I pride myself on my memory of this game's dialogue and plot. Have you altered the script? Stuff like "Midgar is not sustainable so that's another reason to destroy Sector 7" and Hojo saying he intended Red to FIGHT Aerith and not...ya know...are both things I'm almost positive I've never read in any script of this game, PC or PSX.

In any event, things are getting challenging and different and that's what I love. Had to fight X-ATM a second time when he came out of nowhere before the second set of elevators. I didn't Game Over or anything but I dislike wasting resources and using more than one Phoenix Down in a fight like that is a waste IMO. I ended up using a few Phoenix Downs against the specimen thing, anyway. Game is getting serious, I gotta get serious, too.

edit:

Oh! A couple more questions.

3. What does "SP gained" mean?

4. Why does Magic-all sometimes reflect onto enemies?\

edit 2:

Tifa: Is Rufus...?
Cloud: Nah but I stole his shotgun.
Tifa: ...why?
Cloud: Because I can.

You're the best, SC.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: xenofears on 2016-06-06 12:23:35
Hi, thanks for all your hard work on this.

One possible bug to report, the second vanilla boss the buster thing on the bridge, his turn graphics aren't working right. Though this could be an issue with the graphics mods I have installed....

Another issue I am having is my characters seem to be getting reflect status. I didn't think to check their armor... is this an inherit status perhaps? I definitely didn't notice it in the description.

Thanks again!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-06-06 12:37:12
Oh! A couple more questions.

3. What does "SP gained" mean?

You'll find out about SP soon enough. You get a good explanation too so don't worry about feeling lost.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-06 14:13:37
Huh, I see I am already missing stuff. I had no idea about Captain Chocobo.

I'm nearing the end of Shinra HQ and I'm curious about a couple things.

1. Is the "Curator" a special boss for later when you have the option of returning to the HQ when you are stopping Hojo? I tried fighting it, thinking that's how I get the Keycard. Needless to say, it did not go well.

2. I pride myself on my memory of this game's dialogue and plot. Have you altered the script? Stuff like "Midgar is not sustainable so that's another reason to destroy Sector 7" and Hojo saying he intended Red to FIGHT Aerith and not...ya know...are both things I'm almost positive I've never read in any script of this game, PC or PSX.

In any event, things are getting challenging and different and that's what I love. Had to fight X-ATM a second time when he came out of nowhere before the second set of elevators. I didn't Game Over or anything but I dislike wasting resources and using more than one Phoenix Down in a fight like that is a waste IMO. I ended up using a few Phoenix Downs against the specimen thing, anyway. Game is getting serious, I gotta get serious, too.

edit:

Oh! A couple more questions.

3. What does "SP gained" mean?

4. Why does Magic-all sometimes reflect onto enemies?\

edit 2:

Tifa: Is Rufus...?
Cloud: Nah but I stole his shotgun.
Tifa: ...why?
Cloud: Because I can.

You're the best, SC.

1. Curator is a special boss that can't be defeated by that point of the game under ordinary circumstances. You return here a couple of times later on when you might have a bit more of a chance.

2. I'm going over the game's script; I think I'm up to Wutai's Pagoda.

3. SP will be explained later.

4. If you were in Reactor No.5, some of the enemies there have attacks that inflict Reflect (Air Buster's Mirror Bomber, and the Special Combatant's Beta Wave).

Hi, thanks for all your hard work on this.

One possible bug to report, the second vanilla boss the buster thing on the bridge, his turn graphics aren't working right. Though this could be an issue with the graphics mods I have installed....

Another issue I am having is my characters seem to be getting reflect status. I didn't think to check their armor... is this an inherit status perhaps? I definitely didn't notice it in the description.

Thanks again!

Air Buster's AI & Animations have a problem where his visual facing won't be his 'true' facing. I tried to fix this for NT but I couldn't figure it out so the tactic for dealing with this should be the same as the default game; whoever attacked him last (or whoever he attacked last) should be considered his 'true' facing.

As for Reflect, that's being applied by either Mirror Bomber (Air Buster's opening attack) or the Beta Wave attack by Special Combatants.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: xenofears on 2016-06-06 16:24:20
Hmm ok... seems kind of weird to throw out reflect at that stage of the game when you have no way to counter or dispel it and have no indication it happened... unless I am overlooking something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-06 17:59:56
You do have a counter against Reflect; it's only real function at this stage is to block Cure (specifically Cure+All), but you have Potions which can restore 300HP in-battle as a viable alternative. The idea with Reflect here was to get people looking at their healing items a bit more before they progress further, because usually Potions get ignored in the default game (in NT, they're more useful for longer due to that fixed 300HP heal, especially with MBarrier becoming available soon).

As for indicating when Reflect gets applied, I renamed Air Buster's opening attack to Mirror Bomber but I should rename Beta Wave to Mirror Wave as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: jpzchaos14 on 2016-06-06 20:55:28
Quick question, if ever you make a v1.5 and I install it while I'm in the middle of progress in v1.4, will it affect the save I'm playing?
Affect as it add-in the updates while the save was created from v1.4
Compare this question if so happen I started the game with v1.3 and updated the game with 1.4.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-07 06:11:54
Hard to say, I don't have a clear-cut plan for 1.5; I'm only bumping NT up to that designation when I'm 100% happy with everything and all the bugs have been sorted out. I might drop the new game+ thing I was going to do for it; what I had planned there would work better as a separate mod.

Save-files should be fine between 1.4 and 1.5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Nikkolas on 2016-06-07 10:12:18
The secret of SP was pretty interesting! I won't mention it since it seems I'm not the only person here playing this for the first time. Well, this iteration.

I made sure to have Yuffie with me when we looked at the dead Zolom 'cuz I knew you would have to input new dialogue for her. "Geez, Louise!" was good.

When I played NT back in 2014, I remember it being a major struggle to get gil. I believe someone called it "the Poverty Simulator"? Unless I remember incorrectly, money is a lot more plentiful in this version.

Jenova VECTOR was a nice fight but I think you might have made a typo. This is during the recap after the boss:

"I don't much about Jenova. But it's clearly a monster of some kind. Sephiroth said she was an "Ancient", but with what we've seen I'm not so sure..."

I would guess it's supposed to be "I don't know much about Jenova..."

Or maybe it's just informal slang or something, I dunno. Just thought I'd ask.

 But yeah, the extra dialogue and some changed scenes really adds up to something impressive. Now I can experience new story content in addition to gameplay. As much as I love FFVII, I do tend to skip most of the dialogue now and focus just on the gameplay ya know? I can't do that anymore or I might miss something funny or interesting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: xenofears on 2016-06-07 12:09:13
Is there a way to see what statuses are on your characters and enemies? During battle that is. Its been a while since I played FF7... given the emphasis this mod surely has on status effects, it would be a nice feature to add if it doesn't exist.  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-07 14:48:06
The secret of SP was pretty interesting! I won't mention it since it seems I'm not the only person here playing this for the first time. Well, this iteration.

I made sure to have Yuffie with me when we looked at the dead Zolom 'cuz I knew you would have to input new dialogue for her. "Geez, Louise!" was good.

When I played NT back in 2014, I remember it being a major struggle to get gil. I believe someone called it "the Poverty Simulator"? Unless I remember incorrectly, money is a lot more plentiful in this version.

Jenova VECTOR was a nice fight but I think you might have made a typo. This is during the recap after the boss:

"I don't much about Jenova. But it's clearly a monster of some kind. Sephiroth said she was an "Ancient", but with what we've seen I'm not so sure..."

I would guess it's supposed to be "I don't know much about Jenova..."

Or maybe it's just informal slang or something, I dunno. Just thought I'd ask.

 But yeah, the extra dialogue and some changed scenes really adds up to something impressive. Now I can experience new story content in addition to gameplay. As much as I love FFVII, I do tend to skip most of the dialogue now and focus just on the gameplay ya know? I can't do that anymore or I might miss something funny or interesting.

'Geez, louise!' is actually present in the original game; it was just impossible to see because Yuffie is usually unobtainable before that point of the game. Thanks for letting me know about that missing word on the Cargo Ship too; I'll add it in.

Is there a way to see what statuses are on your characters and enemies? During battle that is. Its been a while since I played FF7... given the emphasis this mod surely has on status effects, it would be a nice feature to add if it doesn't exist.  :)

Only some statuses have a visual cue; all of them can be seen though if you select a status-healing item and then hover the cursor over a party member; a small box should appear displaying the character's name and toggling through all of the statuses they're currently under (not ideal, but it can help with the 'invisible' ones like Reflect).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: mexico on 2016-06-07 18:26:38
I made sure to have Yuffie with me when we looked at the dead Zolom 'cuz I knew you would have to input new dialogue for her. "Geez, Louise!" was good.

This was translated in "Louise supeeer!" in french, which means totally nothing, thanks to the translators....

Sega, do you think the 1.5 will be the last version ? I'm thinking about translate it in french but I'm waiting for a final version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-07 19:02:12
There aren't many; I guess Mamatolis on Corel Tracks would be one but most people go up there to get the treasure from the bird's nest anyway.
Okay then, thanks.

Another question - how much (if at all) have you changed the fort condor battles? I mean, are the prizes after each battle different than in the orignal? Do the battles happen at the same time as in the orginal or is the time frame for some of them different?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-07 21:57:35
This was translated in "Louise supeeer!" in french, which means totally nothing, thanks to the translators....

Sega, do you think the 1.5 will be the last version ? I'm thinking about translate it in french but I'm waiting for a final version.

Louise supeeer! I've heard that the european translations for the game were...special. Please form a political party of three.

A translation would be epic; but it'd be best to wait for the mod to be completely finalised. I don't know when that would be, but as it'd just be optimizations and last-call revisions to what's already in there it'll probably be done sometime this year.

Okay then, thanks.

Another question - how much (if at all) have you changed the fort condor battles? I mean, are the prizes after each battle different than in the orignal? Do the battles happen at the same time as in the orginal or is the time frame for some of them different?

The minigame itself is the same, but the prizes given are different. You also get 300gil per surviving soldier which makes the overall cost a bit cheaper.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-08 03:29:55
Another person on Steam told me that they thought reflect was a glitch/wasn't sure where it was coming from. I'm going to admit defeat and remove that mechanic from Reactor No.5 altogether ;-;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: mexico on 2016-06-08 06:24:45
A translation would be epic; but it'd be best to wait for the mod to be completely finalised. I don't know when that would be, but as it'd just be optimizations and last-call revisions to what's already in there it'll probably be done sometime this year.

Well, the real problem here is the flevel. For the rest, it's just some copy/paste and translation of the new attacks of the mod. For the flevel, I think I will apply all your modifications to the french flevel, it should be easier. Is ther some files you think you won't change ? So I could begin this work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Nikkolas on 2016-06-08 07:39:49
So in all my many runs of FFVII, both modded and vanilla, I've never, ever used Cait Sith. (shocking, I know) However I want to try something new and given how you've thoroughly made each character their own special thing, I figured now was as good a time as any to try out CS.

Only, unless I missed something, I didn't get an Innate explanation for him/it?

And hardest boss yet was just now, the Lich or whatever it was guarding Titan. Status effects beat out damage every time for making a boss challenging. Leech of the Land was quite a genius move, I must say. Frustrating but genius. Cloud was eating dirt when Cait Sith brought it home at last but who cares. He already got his 2/8 Rank Up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-08 11:30:17
Another person on Steam told me that they thought reflect was a glitch/wasn't sure where it was coming from. I'm going to admit defeat and remove that mechanic from Reactor No.5 altogether ;-;

I kinda liked it. I mean, I had no idea where was it coming from, but I liked it in a "nice trolling" kind of way, lol. The idea is not bad, it just isn't clear enough for the player to get what is going on. Maybe simply triggering the reflect effect animation after the attack would fix the problem (if it's possible to do)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-08 13:38:04
Well, the real problem here is the flevel. For the rest, it's just some copy/paste and translation of the new attacks of the mod. For the flevel, I think I will apply all your modifications to the french flevel, it should be easier. Is ther some files you think you won't change ? So I could begin this work.

It's unlikely that the scene or kernel will be changed from here on out, and if they are then it would be something minor like a base power change here or a flag there. One thing to watch for with translating the kernel though is the text compression; it's already at its limits as far as size goes so it'd be a good idea to save now and then, create back-ups, and quickly check for any text errors that might appear after each save.

So in all my many runs of FFVII, both modded and vanilla, I've never, ever used Cait Sith. (shocking, I know) However I want to try something new and given how you've thoroughly made each character their own special thing, I figured now was as good a time as any to try out CS.

Only, unless I missed something, I didn't get an Innate explanation for him/it?

And hardest boss yet was just now, the Lich or whatever it was guarding Titan. Status effects beat out damage every time for making a boss challenging. Leech of the Land was quite a genius move, I must say. Frustrating but genius. Cloud was eating dirt when Cait Sith brought it home at last but who cares. He already got his 2/8 Rank Up.

Cait Sith's innate is that he will randomly regenerate HP equal to his CurrentMP (or half his CurrentMP, I forget). His main thing is that he can build his Luck stat really high, which is great for tanking physical attacks by outright dodging them or for attacking to get lots of crits. He also learns Transform on Limit Level 1 which can come in handy sometimes (but is mostly for fun).

I kinda liked it. I mean, I had no idea where was it coming from, but I liked it in a "nice trolling" kind of way, lol. The idea is not bad, it just isn't clear enough for the player to get what is going on. Maybe simply triggering the reflect effect animation after the attack would fix the problem (if it's possible to do)?

I could call the attack Reflect Wave but I can't get the Reflect animation to proc when it's used, I don't think; the way the game is, I can have it read from animation indexes that are stored above but not below; so a player spell can use an enemy animation, but an enemy animation can't be set to use a player spell animation. I was thinking of just dropping Reflect from that area entirely.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: xenofears on 2016-06-08 17:04:14
Maybe just put the status box that pops up when you use a healing item on screen all the time?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: mexico on 2016-06-08 17:08:28
It's unlikely that the scene or kernel will be changed from here on out, and if they are then it would be something minor like a base power change here or a flag there. One thing to watch for with translating the kernel though is the text compression; it's already at its limits as far as size goes so it'd be a good idea to save now and then, create back-ups, and quickly check for any text errors that might appear after each save.

OK so I'll begin with the scene and the kernel. Could you advise me by PM if you change something please ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-06-08 19:33:33
Another person on Steam told me that they thought reflect was a glitch/wasn't sure where it was coming from. I'm going to admit defeat and remove that mechanic from Reactor No.5 altogether ;-;

I loved it and the sudden change kept the battle interesting by forcing the item mix-up. I personally don't want to see it go away and would be fine with the name change, but I know it's bound to continue to confuse people who aren't as gung-ho. How about adding dialogue like when Guard Scorpion raises its tail?

Barret: "Just great. Looks like we got hit with a reflect barrier. We did pack potions, right?"
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-08 20:30:50
Maybe just put the status box that pops up when you use a healing item on screen all the time?

It wouldn't have anywhere to go except for in front of the menu bar; the screen is already cramped.

I loved it and the sudden change kept the battle interesting by forcing the item mix-up. I personally don't want to see it go away and would be fine with the name change, but I know it's bound to continue to confuse people who aren't as gung-ho. How about adding dialogue like when Guard Scorpion raises its tail?

Barret: "Just great. Looks like we got hit with a reflect barrier. We did pack potions, right?"

I'll go with the name change for the attacks and if I still get 'glitch' reports then Reflect is getting dropped from that Reactor altogether.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-06-09 01:42:40
Just to toss my 2 cents in, I thought the reflect schtick was a nice touch.

I just say let people figure it out.  It's easy enough to deal with once you know what's going on, and it's not like you don't have save points pretty close to the bosses that utilize it.  Especially early game when players are still getting a feel for the mod, I think the reflect shenanigans minus hand-holding are a good way to prepare them for the horrors to come.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: mexico on 2016-06-09 06:54:55
Sorry Sega but you didn't answer to my question. ^^'
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-09 07:02:32
Sorry Sega but you didn't answer to my question. ^^'

I'll PM if I make any changes to those files; it might be best to stick with just the kernel for now though. I remembered I have a lot of changes still to make for the scene.bin.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: mexico on 2016-06-09 16:24:20
OK thanks, so I'll begin with the kernel and I'll be waiting for the rest. ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-09 20:11:45
Another question - while talking to the three lying guys at Corel Prison, some red message popped up, something about waiting for music or something like that, i don't remember (my memory sucks, lol) I assume it's some kind of hint, but I'm clueless about what it means. Is this some end game sidequest or should I try to figure out what it means right now?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: mexico on 2016-06-09 21:40:13
I have already a problem Sega. ^^' I can't open your kernel2.bin with teioh, how do you open it ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Nikkolas on 2016-06-10 00:37:54
Well, the Gi boss was as annoying this time as it was last time. Luckily, I now know the power of Morph. Get Bird Wings from Morphing those...Griffons I think it was right outside Cosmo Canyon and you can take out those Heavy Lights in one turn and also do some real big damage to Kattan. I only had one though so I backtracked all the way out of tGi Cave and CC to get one more. I also only survived with one character but a win is a win and I really hate that fight. Nothing on you SC, some fights are just like that.

I just beat the new Lost Number. I honestly didn't really figure out the fight, I'm afraid. Only Barret seemed to do any real damage after he got into his second phase. Cloud only ever did 1s, Cait Sith could do okay damage with Dice, but it was really all on Barret to needle him to death with Deathblows and Limits while Cloud and Cait Sith were pretty much only on healing duty.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-10 03:12:05
Another question - while talking to the three lying guys at Corel Prison, some red message popped up, something about waiting for music or something like that, i don't remember (my memory sucks, lol) I assume it's some kind of hint, but I'm clueless about what it means. Is this some end game sidequest or should I try to figure out what it means right now?

It's related to something but best not to worry about it.

I have already a problem Sega. ^^' I can't open your kernel2.bin with teioh, how do you open it ?

I've never used Teioh; the kernel I've got has been through so many changes and problems that I wouldn't be surprised if it had some corruption in it (KOTR text doesn't display for instance which hints at underlying problems). I use Wall Market for all my revisions.

Well, the Gi boss was as annoying this time as it was last time. Luckily, I now know the power of Morph. Get Bird Wings from Morphing those...Griffons I think it was right outside Cosmo Canyon and you can take out those Heavy Lights in one turn and also do some real big damage to Kattan. I only had one though so I backtracked all the way out of tGi Cave and CC to get one more. I also only survived with one character but a win is a win and I really hate that fight. Nothing on you SC, some fights are just like that.

I just beat the new Lost Number. I honestly didn't really figure out the fight, I'm afraid. Only Barret seemed to do any real damage after he got into his second phase. Cloud only ever did 1s, Cait Sith could do okay damage with Dice, but it was really all on Barret to needle him to death with Deathblows and Limits while Cloud and Cait Sith were pretty much only on healing duty.

Lost Number is just the same as before; he morphs into a physical or magic form depending on what type of damage you hit him with when hew went under Half HP. I've actually just got done with some enhancements to this boss; he's been bugging me since forever.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-10 05:19:54
Hey SC, just wanted to let you know I spotted another minor text bug.

Spoiler: show
(http://puu.sh/pnlnH/430d61bdb7.png)


That's it, lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-10 14:21:19
Fixed, just a text box size thing; thanks for letting me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-06-10 16:10:29
One thing that crossed my mind regarding the EXE patch.
If possible, i think it would be better to adjust how you gain each limit break. Personally i think you should lower the amount of monster kills (pretty low 10-20 kills) and increase the limit break usage needed for receiving new limit breaks. This will allow low level runs to actually have limit breaks past Cross Slash.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: mexico on 2016-06-10 16:53:14
I've never used Teioh; the kernel I've got has been through so many changes and problems that I wouldn't be surprised if it had some corruption in it (KOTR text doesn't display for instance which hints at underlying problems). I use Wall Market for all my revisions.

Well, I've never found the way to change texts in Wall market, can you tell me please ?

Also, you have a custom exe for your mod right ? I'm not sure how I can translate this thing...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-06-11 14:50:14
One thing that crossed my mind regarding the EXE patch.
If possible, i think it would be better to adjust how you gain each limit break. Personally i think you should lower the amount of monster kills (pretty low 10-20 kills) and increase the limit break usage needed for receiving new limit breaks. This will allow low level runs to actually have limit breaks past Cross Slash.

This, I think, is a really bad idea to have built into the mod for everyone.  As someone who does a bit of grinding when he plays, lowering the kill count for gaining limit breaks will mean access for super-powered lvl 3's way early.  Like, it wouldn't be difficult to have access to Meteorain, Meteodrive, or Angermax before I left Midgar with those kill counts.

I personally feel the same way the FF6 BNW guys (and I'm sure a number of others) do about this--balancing a mod around LLG's basically makes your mod a LLG mod and kind of ruins it for everyone else.

A potential solution to this problem is making an item causing 0 XP gains accessible from the beginning, and then LLG players could grind kills for limits and level where they felt they needed to.  This is what BNW did (they actually eventually instituted a "No XP" switch in the options menu), and it's worked fairly well from what I understand.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-06-11 15:39:34
This, I think, is a really bad idea to have built into the mod for everyone.  As someone who does a bit of grinding when he plays, lowering the kill count for gaining limit breaks will mean access for super-powered lvl 3's way early.  Like, it wouldn't be difficult to have access to Meteorain, Meteodrive, or Angermax before I left Midgar with those kill counts.

I personally feel the same way the FF6 BNW guys (and I'm sure a number of others) do about this--balancing a mod around LLG's basically makes your mod a LLG mod and kind of ruins it for everyone else.

A potential solution to this problem is making an item causing 0 XP gains accessible from the beginning, and then LLG players could grind kills for limits and level where they felt they needed to.  This is what BNW did (they actually eventually instituted a "No XP" switch in the options menu), and it's worked fairly well from what I understand.

Yeah, thats why i talked about the exe patch, not the NT mod itself =). And by applying it to the EXE patch, Sega can actually balance the limit breaks for utility across the different levels and not just have straight dmg boosts. So gaining early Lvl -3 limit breaks might not be that OP.
Another thing is, after playing FF7 NT like 7 times until the end, i am not a fan of 0 XP items just so i can keep my lvl low, we kinda have the no encounter setting already. And am not a fan of grinding +100 mobs at midgar then another +100 at choco ranch and ano... (you get the point) if more limit breaks offer variety to combat.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: xenofears on 2016-06-11 16:01:02
Yes you have to keep it balanced. It is not a LLG mod (AFAIK). The balance and difficulty should be based around playing it normally... IMHO.

So far I am enjoying the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-11 16:18:25
One thing that crossed my mind regarding the EXE patch.
If possible, i think it would be better to adjust how you gain each limit break. Personally i think you should lower the amount of monster kills (pretty low 10-20 kills) and increase the limit break usage needed for receiving new limit breaks. This will allow low level runs to actually have limit breaks past Cross Slash.

I can change Limit Break kill/usage requirements and the HP% damage needed to fill them at each level through the Kernel; the actual damage/effects of the Limits themselves are stored in the .EXE so I can make these changes if needed. As far as kills go for a low level run, I could help out by adding an enemy here or there that gives 0EXP; Mango Fangs on the Temple Area (wasteland areas on the tip of the isle) already give 0 EXP for instance (I think). I'd be reluctant to just lower the kills needed specifically for low level games, as there was another player on ID saying he had Limit Level 3 for Tifa by the time he reached Junon or thereabouts (though that might have been a grind heavy run).

Well, I've never found the way to change texts in Wall market, can you tell me please ?

Also, you have a custom exe for your mod right ? I'm not sure how I can translate this thing...

If you double-click the name of any item, spell, etc. in Wall Market then a text box should appear allowing you to change the Name and Description. Note that the 'save' function in this tool is called 'Create Kernel & Kernel2.bin'; the wording is a little different to what you'd normally expect.

This, I think, is a really bad idea to have built into the mod for everyone.  As someone who does a bit of grinding when he plays, lowering the kill count for gaining limit breaks will mean access for super-powered lvl 3's way early.  Like, it wouldn't be difficult to have access to Meteorain, Meteodrive, or Angermax before I left Midgar with those kill counts.

I personally feel the same way the FF6 BNW guys (and I'm sure a number of others) do about this--balancing a mod around LLG's basically makes your mod a LLG mod and kind of ruins it for everyone else.

A potential solution to this problem is making an item causing 0 XP gains accessible from the beginning, and then LLG players could grind kills for limits and level where they felt they needed to.  This is what BNW did (they actually eventually instituted a "No XP" switch in the options menu), and it's worked fairly well from what I understand.

Yeah, thats why i talked about the exe patch, not the NT mod itself =). And by applying it to the EXE patch, Sega can actually balance the limit breaks for utility across the different levels and not just have straight dmg boosts. So gaining early Lvl -3 limit breaks might not be that OP.
Another thing is, after playing FF7 NT like 7 times until the end, i am not a fan of 0 XP items just so i can keep my lvl low, we kinda have the no encounter setting already. And am not a fan of grinding +100 mobs at midgar then another +100 at choco ranch and ano... (you get the point) if more limit breaks offer variety to combat.

The plan with the .EXE patch as far as Limits go is to lower base power but add effects like the previous one. The problem with the previous model though is that it lowered base power too much and left Limits underpowered. Off the top of my head, this is what I'd be looking to do for Cloud:

Braver: Normal Damage
Cross Slash: Slightly less base power, but inflicts Paralysis (100%)

Blade Beam: Multi-target damage, long range
Climhazzard: Lower base power, but Piercing Damage (ignores defence)

Meteorain: No crits, long range
Finishing Touch: No change, but base power might be adjusted for Non-KO hit if it's too weak

Omnislash: Not sure, need to test damage threshold and compare it to other Lv.4s

I'd also be making Sled Fang Long Range this time, to avoid a potential problem in the Hundred Gunner fight. But I'd be willing to drop range and just keep all Limits long range if it doesn't feel right (I don't think it felt right the last time I tried it). If the .EXE is made into a part of the mod and not just an optional extra then I'd be able to adjust the Limit reqs/charge accordingly but I'm still on the fence about that.

Yes you have to keep it balanced. It is not a LLG mod (AFAIK). The balance and difficulty should be based around playing it normally... IMHO.

So far I am enjoying the mod.

And ultimately that's what I need to be focused on; I can sneak a bone in here or there for LLG players, but it can't be anything that would undermine a first-time normal playthrough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-06-11 16:31:40
I can change Limit Break kill/usage requirements and the HP% damage needed to fill them at each level through the Kernel; the actual damage/effects of the Limits themselves are stored in the .EXE so I can make these changes if needed. As far as kills go for a low level run, I could help out by adding an enemy here or there that gives 0EXP; Mango Fangs on the Temple Area (wasteland areas on the tip of the isle) already give 0 EXP for instance (I think). I'd be reluctant to just lower the kills needed specifically for low level games, as there was another player on ID saying he had Limit Level 3 for Tifa by the time he reached Junon or thereabouts (though that might have been a grind heavy run).


Adding mobs that die in one hit and deals no dmg (or i dont know, nothing to time consuming atleast) might be a good idea. Maybe even just add it to Arrange since (from my understanding) Arrange will most likely be the second+ run, where normal could cater towards fresh NT runs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-06-11 19:35:00
If it's that important to support Limit Break variety in NT speedruns, you could try adding a Limit Tutor NPC at key points. Talking to that NPC will check the player's time against Sega Chief's staff record and will unlock the corresponding level of limit (unless it's already unlocked via trainer). =\

I mean, just thinking about Excalibur 2 in FF9 and all. It doesn't have to be restricted to limits, or be as well hidden; depends on what you think would be fun. Something to consider if it's an option and you think it has potential, Sega Chief.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: mexico on 2016-06-11 22:30:51
Thanks Sega, I can begin now. ;)

Edit: well, as I expected, that doesn't work because of the french text which is much longer than the english text. :( Do you think that it could work if I use french kernel and then apply your modifications ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-12 06:06:59
If it's that important to support Limit Break variety in NT speedruns, you could try adding a Limit Tutor NPC at key points. Talking to that NPC will check the player's time against Sega Chief's staff record and will unlock the corresponding level of limit (unless it's already unlocked via trainer). =\

I mean, just thinking about Excalibur 2 in FF9 and all. It doesn't have to be restricted to limits, or be as well hidden; depends on what you think would be fun. Something to consider if it's an option and you think it has potential, Sega Chief.

I dunno if it can work that way. With the exception of a special script for Cloud's Omnislash in prep for the final battle, Limits need to be learned in-battle as far as I know.

Thanks Sega, I can begin now. ;)

Edit: well, as I expected, that doesn't work because of the french text which is much longer than the english text. :( Do you think that it could work if I use french kernel and then apply your modifications ?

Sure, that could work too. It doesn't need to be 100% translated either; if you have to leave stuff out or reword it to make it fit then no worries.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nainje on 2016-06-12 09:32:18
Hi Sega Chief ! I wanted to say hello and huge thanks for this amazing expérience you offered with your work here. 8-)

For those who want to know, I'm using 7th heaven and after I set my mods order, I did a clean install of the NT mod 1.4 + the latests updates and for now it works really fine.
I did this cause the last update 7th heaven gives me is only the 3.5, I wanted the best from the best :-D

So... I wanted to know one more thing... is the lv70 cap been removed ? I saw it on the forum and I must admit it was the only real bad point... Personnaly I patched the .exe to break the 9999 damages and HP limits :mrgreen:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: mexico on 2016-06-12 13:00:22
Sure, that could work too. It doesn't need to be 100% translated either; if you have to leave stuff out or reword it to make it fit then no worries.

OK, and if I suppress the help texts (I think nobody needs these ^^), will I gain space in the kernel ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: xenofears on 2016-06-12 13:20:38
Could you put the text from the beginners hall (especially the status effects, as it seems like you changed some,) into a text file somewhere? I made a save to keep but overwrote it by accident.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-12 14:43:11
Hi Sega Chief ! I wanted to say hello and huge thanks for this amazing expérience you offered with your work here. 8-)

For those who want to know, I'm using 7th heaven and after I set my mods order, I did a clean install of the NT mod 1.4 + the latests updates and for now it works really fine.
I did this cause the last update 7th heaven gives me is only the 3.5, I wanted the best from the best :-D

So... I wanted to know one more thing... is the lv70 cap been removed ? I saw it on the forum and I must admit it was the only real bad point... Personnaly I patched the .exe to break the 9999 damages and HP limits :mrgreen:

It's been removed, yeah. Let me know how it goes with the break damage limit/9999 break; which attacks you can get past 9999, for instance. It'll let me give people a better answer when they ask me if the mod can cope with 9999+ stuff or not.

OK, and if I suppress the help texts (I think nobody needs these ^^), will I gain space in the kernel ?

Yep, a lot of the space is from those help texts. The equipment in particular; most of them don't have text in the original at all. One thing to note is that if you remove the text entirely, an odd thing can happen where in-game some garbage text will appear for the item description instead. Best thing to do is try to have something in there, even if it's just a . or a number representing the stat gain.

Could you put the text from the beginners hall (especially the status effects, as it seems like you changed some,) into a text file somewhere? I made a save to keep but overwrote it by accident.

I'll put something together.

http://pastebin.com/QyCyKzqt

Looking at it though, I'd better get that text revised soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nainje on 2016-06-12 15:24:03
I can already answer this question : Yes it works, today I threw a X-potion on the friendly Scorp boss that help us against the brass dragon and I healed him with more than 25000 hp per potion  ;D

If you managed to add a new game + campaign it would be great to break the lv 99 cap, but it sounds pretty hard job 8)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-12 16:18:32
What do you get for choosing Barret for the date? The box disappeared before I had the chance to read it and I don't see anything new in the menu.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-12 20:17:30
I can already answer this question : Yes it works, today I threw a X-potion on the friendly Scorp boss that help us against the brass dragon and I healed him with more than 25000 hp per potion  ;D

If you managed to add a new game + campaign it would be great to break the lv 99 cap, but it sounds pretty hard job 8)

I had a plan to do a New Game+ but I figure it'd just be easier to make it a stand-alone mod that can be played either with a pre-existing NT party or with a pre-made generic party (so that it can be played even without a save file).

What do you get for choosing Barret for the date? The box disappeared before I had the chance to read it and I don't see anything new in the menu.

Should be a Microlaser; I went over that script recently, I think they weren't dropping correctly.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: xenofears on 2016-06-12 22:36:39
Thanks that is very helpful to keep as a reference. Are there major changes I should know about?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-13 00:50:14
Not really, just that the character stats thing might not be 100% anymore.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: exsilverx on 2016-06-13 12:07:47
Hey Sega, thanks for this awesome mod. I have a question though, I fiddled a bit with my Kernel (and kernel2) via Wallmarket prior to the patch, and it seems like the text to a lot of the content, like materia and equipment, are not updated (Lv 1. Skill for Heal is "Death" instead of "Osmore", although it does drain MP instead of inflicting death)

Since this is my first playthrough, I feel like I'm missing a lot of important information. Do you have the raw data files that I can just copy into my data folder? Thank you so much.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: xenofears on 2016-06-13 12:12:40
I am in the Mythril Mines and I think laser is bugged. I was able to kill one of those solo flying enemies with demi followed by laser. It deals over 1000 damage against them... something like 3/4 max hp.

The attack worked against the turks too. 1/3 max hp damage. Seems very powerful...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2016-06-13 12:47:33
I am in the Mythril Mines and I think laser is bugged. I was able to kill one of those solo flying enemies with demi followed by laser. It deals over 1000 damage against them... something like 3/4 max hp.

The attack worked against the turks too. 1/3 max hp damage. Seems very powerful...
Nope, Laser is working perfectly. Laser was changed to be able to kill what it hit. Creatures weak against Gravity can also be killed by the "Demi" spells. ^_^


Anyways, I seem to have encountered a bug on disk three. The Weapon Master guy who crafts said weapons seems to state that he's unable to make Cait Sith's "Ultimate" weapon due to lacking the required items, even though the three listed items are things I have. I think that the "List" in the coding is different from what's being stated in the text or whathaveyou. I haven't encountered this issue with any of the other "Ultimate" weapons though (still haven't gotten the items needed for Yuffie, Red, Cid, and Barret's weapons yet, though if I find any issue I will speak up), only seem to be having this issue with Cait Sith's HP Shout.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-13 19:59:09
Hey Sega, thanks for this awesome mod. I have a question though, I fiddled a bit with my Kernel (and kernel2) via Wallmarket prior to the patch, and it seems like the text to a lot of the content, like materia and equipment, are not updated (Lv 1. Skill for Heal is "Death" instead of "Osmore", although it does drain MP instead of inflicting death)

Since this is my first playthrough, I feel like I'm missing a lot of important information. Do you have the raw data files that I can just copy into my data folder? Thank you so much.

Sounds like the kernel2 might be out of whack. I'll arrange something.

Nope, Laser is working perfectly. Laser was changed to be able to kill what it hit. Creatures weak against Gravity can also be killed by the "Demi" spells. ^_^


Anyways, I seem to have encountered a bug on disk three. The Weapon Master guy who crafts said weapons seems to state that he's unable to make Cait Sith's "Ultimate" weapon due to lacking the required items, even though the three listed items are things I have. I think that the "List" in the coding is different from what's being stated in the text or whathaveyou. I haven't encountered this issue with any of the other "Ultimate" weapons though (still haven't gotten the items needed for Yuffie, Red, Cid, and Barret's weapons yet, though if I find any issue I will speak up), only seem to be having this issue with Cait Sith's HP Shout.

I think it's a wrong check or something. When the flevel is (inevitably) updated this issue should be fixed too; was holding off until dark cave was done, but time is marching on so I'll need to fire up new patches soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: exsilverx on 2016-06-14 03:53:26
Thank you so much. I want to add that in my specific case, copying the files and overwriting them don't work for some awkward reason. Opening the Kernel.bin from Wallmarket before copying the file yields all the updated names, but once that same file is copied into the data folder, and before booting the game, it immediately displays the wrong names. I also tried creating kernel2 before updating them all together, still no luck.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: mexico on 2016-06-14 06:35:10
I have problems with your kernel2 Sega. Lots of blackscreens... myst6re will look at it to see if he can repair it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: natepley on 2016-06-14 15:01:28
I personally like doing more than 9999 damage with hits, but I know you designed your mod without break damage limit in mind.  I was wondering, though, if break damage limit could be applied to some attacks but not others.  For example, if Red's, Yuffie's, and Vincent's level 4 limits could break damage limit, they would be closer to the power of other characters final limits.  Bahamut Zero could break damage limit making him much more powerful than the first Bahamut.  Not sure if that's possible, but maybe it could be useful.  Also, would it be possible to make the damage limit 10,000?  That would be so much more satisfying than 9999 without throwing off the game balance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-14 18:20:59
Thank you so much. I want to add that in my specific case, copying the files and overwriting them don't work for some awkward reason. Opening the Kernel.bin from Wallmarket before copying the file yields all the updated names, but once that same file is copied into the data folder, and before booting the game, it immediately displays the wrong names. I also tried creating kernel2 before updating them all together, still no luck.

I have problems with your kernel2 Sega. Lots of blackscreens... myst6re will look at it to see if he can repair it.

The only thing I can think of is maybe a security issue; as in, the file needs to be unblocked through Properties because it came from another computer. That or it's in the wrong place; which version are you playing, Silver? Steam, 1998, or 7th Heaven?

As far as repairs go, Myst6re might be able to identify the problem but NFITC1 made the tool itself. Are you opening the Kernel.bin with the tool, or the kernel2.bin? I usually just open the Kernel itself and it seems to open both files in the folder.

I personally like doing more than 9999 damage with hits, but I know you designed your mod without break damage limit in mind.  I was wondering, though, if break damage limit could be applied to some attacks but not others.  For example, if Red's, Yuffie's, and Vincent's level 4 limits could break damage limit, they would be closer to the power of other characters final limits.  Bahamut Zero could break damage limit making him much more powerful than the first Bahamut.  Not sure if that's possible, but maybe it could be useful.  Also, would it be possible to make the damage limit 10,000?  That would be so much more satisfying than 9999 without throwing off the game balance.

That's definitely an advantage of break 9999; you can push certain otherwise underpowered attacks right up and make them viable again. On the other hand, working within the confines of 9999 let's me keep a better handle on %-based damage reduction effects and shrinks the amount of variance I have to keep in mind when speccing attacks/enemy HP & stats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: mexico on 2016-06-14 18:35:09
As far as repairs go, Myst6re might be able to identify the problem but NFITC1 made the tool itself. Are you opening the Kernel.bin with the tool, or the kernel2.bin? I usually just open the Kernel itself and it seems to open both files in the folder.

I open the Kernel and save with "Create Kernel.bin and kernel2.bin". Some modifications works well but others causes black screen at the start of the game. I'll see with myst6re what he can do with this. For Neo-Midgar he did a special kernel2 without limits. Maybe he can do the same for your kernel2.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: exsilverx on 2016-06-14 22:55:19
The only thing I can think of is maybe a security issue; as in, the file needs to be unblocked through Properties because it came from another computer. That or it's in the wrong place; which version are you playing, Silver? Steam, 1998, or 7th Heaven?

It's the steam version, I believe. I dropped the files in the folder lang-en. Like, all the moves work and are updated, it's just that the text isn't updated for some reason. I tried using a patch (.wm) using WallMarket, but that didn't work either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-14 23:25:21
I open the Kernel and save with "Create Kernel.bin and kernel2.bin". Some modifications works well but others causes black screen at the start of the game. I'll see with myst6re what he can do with this. For Neo-Midgar he did a special kernel2 without limits. Maybe he can do the same for your kernel2.

An expanded kernel2 sounds interesting; I wonder if that means more AI can be put in, or if it's just for text.

It's the steam version, I believe. I dropped the files in the folder lang-en. Like, all the moves work and are updated, it's just that the text isn't updated for some reason. I tried using a patch (.wm) using WallMarket, but that didn't work either.

If placing the files directly into the game hasn't worked either, then the only thing I can think of is that the file isn't trusted by the PC and needs to be unblocked through Properties, that or Steam is doing some weird half-assed file verification thing and restoring the default kernel2 but not the other files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: exsilverx on 2016-06-15 03:21:03
If placing the files directly into the game hasn't worked either, then the only thing I can think of is that the file isn't trusted by the PC and needs to be unblocked through Properties, that or Steam is doing some weird half-assed file verification thing and restoring the default kernel2 but not the other files.

Can you tell me how to specifically do so?

On another note, I was going to just rename all of the stuff manually out of frustration, and found out that no matter which Kernel.bin (yours, the original, or copied) was thrown in the lang-en folder, it would update all the functions but never the names or descriptions of anything. Maybe it's a WallMarket bug? How are the descriptions linked to the folder location and not the file itself? I don't know computers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-15 03:24:24
The kernel and kernel2 need to be together in the same folder as far as I know. To unblock a file that isn't trusted, right-click on it (the kernel2.bin in this case) and select Properties. At the bottom of the small window that should appear, under Attributes, will be a button that says 'unblock'. If this isn't there, then it means the file is already unblocked.

For modding, the Kernel and kernel2.bin need to be in the same folder, as far as I know. Kernel2 is the text, kernel is the data (I think).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: exsilverx on 2016-06-15 06:36:43
Nope, it's already unblocked.

*SIGH* I'm going to hate you for making such a great mod where I have to copy paste all of the description.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: xenofears on 2016-06-15 11:58:19
Is haste supposed to last the entire battle? I dont remember the behavior in vanilla. Lunatic high seems to produce a permanent status (barring KO)... very powerful.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-15 13:12:28
Nope, it's already unblocked.

*SIGH* I'm going to hate you for making such a great mod where I have to copy paste all of the description.

;-; there must be another way

Is haste supposed to last the entire battle? I dont remember the behavior in vanilla. Lunatic high seems to produce a permanent status (barring KO)... very powerful.

Yeah, Haste & Slow are permanent effects; all statuses behave as they did in the vanilla game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: natepley on 2016-06-15 16:55:44
That's definitely an advantage of break 9999; you can push certain otherwise underpowered attacks right up and make them viable again. On the other hand, working within the confines of 9999 let's me keep a better handle on %-based damage reduction effects and shrinks the amount of variance I have to keep in mind when speccing attacks/enemy HP & stats.

So break damage  limit can't be applied selectively?  It's all or nothing?  Like, in FF8, certain attacks could break the limit, like Quistis's best limit break, but most attacks were capped at 9999.  Could All Creation break the limit, while demi remains capped at 9999?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-15 17:06:13
It'd be all or nothing, but some attacks won't be capable of breaking it anyway because of the Level synch/enemy defences.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-06-15 20:36:13
hey sega chief

can you add the super nova spell on your mod please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: myst6re on 2016-06-15 22:42:39
"I open the Kernel and save with "Create Kernel.bin and kernel2.bin". Some modifications works well but others causes black screen at the start of the game. I'll see with myst6re what he can do with this. For Neo-Midgar he did a special kernel2 without limits. Maybe he can do the same for your kernel2."

An expanded kernel2 sounds interesting; I wonder if that means more AI can be put in, or if it's just for text.

The kernel2 limit is still here, I use black magic to reduce its size. And for you question Sega Chief, there only texts in the kernel2, isn't it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-06-16 00:23:09
Is the Dark Cave coming in the next update? Or is it still TBA?

hey sega chief

can you add the super nova spell on your mod please

I believe the Super Nova animation causes the game to soft lock when used by player characters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-16 03:16:46
The kernel2 limit is still here, I use black magic to reduce its size. And for you question Sega Chief, there only texts in the kernel2, isn't it?

Ah, it's just the kernel2 for texts that was expanded? Ah well.

Is the Dark Cave coming in the next update? Or is it still TBA?

I believe the Super Nova animation causes the game to soft lock when used by player characters.

Dark Cave is still in dev, and the supernova animation does softlock the game if used outside the Safer battle background (as far as I know).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-06-16 07:40:29
hey

how much longer until the dark cave sidequest is released on your Mod

because i was waiting since april of this year of when your NT 1.4 Version of your Mod first came out
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-06-16 10:02:12
why did sega chief have to disable his dark cave sidequest for so long on his mod for
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-16 13:46:30
why did sega chief have to disable his dark cave sidequest for so long on his mod for

I'm re-doing it from the ground up, but I take breaks now and then to work out new ideas and make sure I'm going in the right direction.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-16 20:26:23
edit: nevermind, delete
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-06-17 09:50:43
sega chief

is there anyway you could just put the v1 of dark cave sidequest on this v 1.4 of this mod please

so people can play v1 of the dark cave sidequest while you work on v2 of the dark cave sidequest please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-06-17 10:53:04
sega chief

is there anyway you could just put the v1 of dark cave sidequest on this v 1.4 of this mod please

so people can play v1 of the dark cave sidequest while you work on v2 of the dark cave sidequest please

I doubt he'll do that. There has to be a reason he's redoing the entire sidequest. Either there are some major bugs in the existing version or he feels that it isn't up to standard and wants to get it right. Just have a little patience.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-18 14:28:07
Ok, I'm stuck... I can't beat the Junon boss(during weapon's raid) and I can't level up my characters. There is no save point available, there is no shop available, and I have very little potions and ethers left. I can't grind because I need them for the boss fight. I left some of my best materia on other characters which I don't have access to now because the game gave me an option to save in a place where there is no save point available, and since I use only one slot to save, I don't have an earlier one to load. And if that's not enough, I'm forced to play with underleved characters I have never used before. They don't even have lvl 2 limits.


Okay, my situation is not THAT bad, but the fact remains that it could have been. I believe that part of the game needs to be rebalanced, because you can f**k yourself over pretty easy. I'm short on supplies and have to play with two underleveled character, and I can't for the life of me beat that boss. And the situation could have been much worse as I have just described. A shop is a must before that battle, same as the option to take away all materia from absent party members. I know there is a save point earlier that allows that, but the problem is you can't go back to it, because the game lets you save before the boss, which is basically a trap-save if you're using only one slot.

edit: of course, 2 hours of playing and I beat him only after complaining to someone, lol.
But honestly, you might want to consider adding a shop and a save point over there, because you really can screw yourself over.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-06-18 15:01:27
FYI--I believe you still have access at that point to everyone (except Cloud's) materia through the "exchange" option in the materia section of the menu.  IIRC, you don't actually ever need to swap anyone in and out of your party for materia for most of the game, if not the entirety of it.

Just in case anyone else was having a similar problem at other similar junctures.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-18 15:31:02
Ok, I'm stuck... I can't beat the Junon boss(during weapon's raid) and I can't level up my characters. There is no save point available, there is no shop available, and I have very little potions and ethers left. I can't grind because I need them for the boss fight. I left some of my best materia on other characters which I don't have access to now because the game gave me an option to save in a place where there is no save point available, and since I use only one slot to save, I don't have an earlier one to load. And if that's not enough, I'm forced to play with underleved characters I have never used before. They don't even have lvl 2 limits.

Okay, my situation is not THAT bad, but the fact remains that it could have been. I believe that part of the game needs to be rebalanced, because you can f**k yourself over pretty easy. I'm short on supplies and have to play with two underleveled character, and I can't for the life of me beat that boss. And the situation could have been much worse as I have just described. A shop is a must before that battle, same as the option to take away all materia from absent party members. I know there is a save point earlier that allows that, but the problem is you can't go back to it, because the game lets you save before the boss, which is basically a trap-save if you're using only one slot.

edit: off course, 2 hours of playing and I beat him only after complaining to someone, lol.
But honestly, you might want to consider adding a shop and a save point over there, because you really can screw yourself over.

Well, I can't say I'm 100% sympathetic; you've got like 150 save slots to use or something  :-X

I'll add a shop anyway and make it into a proper re-usable save point; I was being lazy when I tagged it onto that event script. And an unequip everybody to start off the Junon event. And a thing where you can equip Cait Sith, Barret, and Yuffie all together before the whole weapon raid starts.

FYI--I believe you still have access at that point to everyone (except Cloud's) materia through the "exchange" option in the materia section of the menu.  IIRC, you don't actually ever need to swap anyone in and out of your party for materia for most of the game, if not the entirety of it.

Just in case anyone else was having a similar problem at other similar junctures.

Might not have access to it; when characters are made unavailable, their materia slots can't be seen at all even in Exchange. Don't know if that's the case there, but it might be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-06-18 15:33:55
Hey Sega chief

can you please just add v1 of your dark cave side quest on this v 1.4 of this Mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DudeOMG on 2016-06-18 15:46:53
Thank you very much for such a well done mod to this already amazing game.

I have two problems I have come across.  I apologize if these have been answered elsewhere, I didn't find anything.  The first, I am unable to locate the HP plus materia.  I have been up and down the tyrant path with no success.  I did find a translucent looking materia on one of the paths that I don't have in my materia menu.  I cant remember the name of it and I was on like version 1.35 or something.

Second, I morphed Iron Giant and received Ragnorak instead of Heaven's Cloud.  I have killed him and Mugged him a bunch with the only drop being an Elixir.  Where can I get heaven's cloud?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-18 16:06:57
Well, I can't say I'm 100% sympathetic; you've got like 150 save slots to use or something  :-X

I'll add a shop anyway and make it into a proper re-usable save point; I was being lazy when I tagged it onto that event script. And an unequip everybody to start off the Junon event. And a thing where you can equip Cait Sith, Barret, and Yuffie all together before the whole weapon raid starts.

Might not have access to it; when characters are made unavailable, their materia slots can't be seen at all even in Exchange. Don't know if that's the case there, but it might be.
Aw, man. I feel stupid now. I totally forgot about the "exchange" option in the menu. Just checked and it works. You can easily take materia from other party members.
Nevertheless, I still feel a shop and a Save Point are necessery here to avoid frustration  in case someone needs to level up(and since you're forced to use certain characters, you might have to)

As for the number of slots - IMO in a well-desinged game you shouldn't worry about getting permanently stuck :P The whole mod is well-desinged and well-balanced, so I felt no reason to make back-up saves on other slots. Guess there had to be a small exception sooner or later :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-18 16:09:20
double post, sorry
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-06-19 11:34:41
i didnt use barret or cait sith ever either

i got through the first couple battles with swift bolt items i bought in wutai.

i actually liked that part because i got to farm sp since everybody in party was under the enemies' level
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-19 11:42:42
Hey SC, I think I may have spotted another typo in the dialogue.

Spoiler: show
(http://puu.sh/py641/3f7dc2507a.jpg)

Wouldn't it say, "I don't know much about Jenova."


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-19 12:16:13
Damn, I'm stuck again... I can't stop the damn train, there's not enough time. I'm trying to dish out damage as fast as I can, casting reflect on the party and spamming 3x bolt3 and 3x quake3 + physical attack. I don't even heal or cast buffs except reflect and haste. I sped up the game and battle message to max in options, but it's still not enough.

Any tips or strategies :(?

What will I miss if I don't manage to get that huge materia?

bonus question: what do you get for doing the fort condor sidequest
bonus question 2: hero drink II and relic ring - what do they do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-19 13:08:54
Thank you very much for such a well done mod to this already amazing game.

I have two problems I have come across.  I apologize if these have been answered elsewhere, I didn't find anything.  The first, I am unable to locate the HP plus materia.  I have been up and down the tyrant path with no success.  I did find a translucent looking materia on one of the paths that I don't have in my materia menu.  I cant remember the name of it and I was on like version 1.35 or something.

Second, I morphed Iron Giant and received Ragnorak instead of Heaven's Cloud.  I have killed him and Mugged him a bunch with the only drop being an Elixir.  Where can I get heaven's cloud?


HP Plus isn't in 1.35 as far as I can remember, it was only added to 1.4 in place of Mega-All's default location on the left-down path (that bit where you have to grab the materia while jumping past it).

Also, if this is 1.35 then Iron Man will morph into Ragnarok instead of Heaven's Cloud; this is morphed from Variablis in Extra Battle.

Hey SC, I think I may have spotted another typo in the dialogue.

Wouldn't it say, "I don't know much about Jenova."[/spoiler]

Yeah, someone mentioned it on ID. It'll be fixed in the Dark Cave patch.

Damn, I'm stuck again... I can't stop the damn train, there's not enough time. I'm trying to dish out damage as fast as I can, casting reflect on the party and spamming 3x bolt3 and 3x quake3 + physical attack. I don't even heal or cast buffs except reflect and haste. I sped up the game and battle message to max in options, but it's still not enough.

Any tips or strategies :(?

What will I miss if I don't manage to get that huge materia?

bonus question: what do you get for doing the fort condor sidequest
bonus question 2: hero drink II and relic ring - what do they do?

I think the problem there is you're using magic, which has a longer cast time than a physical attack does. Only Wolfmeister has much higher physical defence than the others, so I think that it'd be best to favour physicals for this section (remember to combine them with Elemental for Bolt or Water, or to use Cid's Trident for innate Lightning/Water). You can also use status ailments to give yourself some time saves.

Spoiler: show

Gas Ducters
These can be killed quickly with some elemental physical attacks, but you can also insta-KO them with Death, Remove, etc.

Wolfmeister
Weak to Water, Earth, and Bolt; you can petrify this guy, or set him with Berserk so that he uses faster physical attacks instead of spell animations. For Petrify, consider using Titan.

Eagle Gun
This guy can be Stopped, which'll let you whale on him with physical attacks like Deathblow without missing.

X-ATM Scorpion
Before starting the train, set your Battle Message speed to fast to skip through his time-wasting death text. To beat him quickly, you can use Neo-Bahamut for a chance to set Dual-Drain; otherwise, set him with Slow, yourselves with Haste, and stick with physical attacks. Wait ATB trick can be handy here for minimising his turns (Yuffie and Red XIII would also be fast characters handy for this but take whoever is highest level).

Train Driver
Poison is the way to go here. Get that on with a Dirty Bomb or Bio 2/3.


You miss nothing. Bahamut-ZERO can be dug up from Bone Village if you don't get it from all four gathered Huge Materia.

As for the Fort Condor bonus, it's a
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-19 14:33:44
Thanks man, dual-drain on X-ATM did the trick. The battle with him ended so fast I had almost two minutes spare time when the train stopped, lol.

Seems like your post was cut and the answer to my other questions didn't make it. Or maybe you did that on purpose? :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-19 14:55:50
Probably a technical issue because of the spoiler tag or something. The Fort Condor prize is a p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-06-19 15:26:34
Probably a technical issue because of the spoiler tag or something. The Fort Condor prize is a p

Yeah the P%&¤"#was awesome! didnt known you could even make stuff like that in the kernel. Anyway GJ with providing us with an amazing reward.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-19 15:48:22
So it's some kind of "funny" prize :P? Or maybe it's just a potion? :P Hope I didn't miss anything cool/funny. I must have screwed up the quest somewhere along the line, because I got nothing save for huge materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DudeOMG on 2016-06-19 15:48:36
HP Plus isn't in 1.35 as far as I can remember, it was only added to 1.4 in place of Mega-All's default location on the left-down path (that bit where you have to grab the materia while jumping past it).

Also, if this is 1.35 then Iron Man will morph into Ragnarok instead of Heaven's Cloud; this is morphed from Variablis in Extra Battle.

I guess the issue is that I upgraded to 1.4 right after i got through that part of the crater Iron Man still morphed into Ragnarok.  So I cannot get the HP Plus and haven't gotten drops from any of the monsters in there.  Are they just extremely rare?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-19 17:18:48
The drops shouldn't be extremely rare, but I guess considering the enemy HP it would be tough to farm for them. I'll boost the drop rate.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DudeOMG on 2016-06-19 17:25:22
Eh, I really don't think that drop rate is an issue I don't mind farming for them if they exist.  I have killed each one at least 10 times.  I wonder if I just screwed something up on the upgrade from 1.35 to 1.4.  I still get the 1.35 morphs and no drops but everything else seems to be as 1.4 should be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-06-19 17:58:30
hey sega chief

when battling guard scrition on rector 1

when its tail goes up, the message should say if you attack while its tail its up, its going to counterattack by knocking 1 of your party members out of battle
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-19 19:47:33
hey sega chief

when battling guard scrition on rector 1

when its tail goes up, the message should say if you attack while its tail its up, its going to counterattack by knocking 1 of your party members out of battle

Well, you shouldn't be attacking when Scorp's tail goes up regardless. Having either Barret or Cloud getting knocked out of the fight is just a nice little twist SC added into NT, which for me, I personally enjoy. Keeps you on your toes  :wink:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-20 15:57:19
Another day, another question.

Is Tseng supposed to do nothing but counter attack? Does he have regen on himself?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-20 16:26:28
Sounds like his AI is broken. I'll check the patch file.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-20 18:26:52
The second time around he was using his moves normally. I lowered the battle message speed from maximum, maybe that was the cause.

Anyway, could you tell me how much HP does he have? Dude seems to be pretty resistant to all kinds of damage, so the whole fight takes a while. I grow impatient and go too much on the offesne and die because of that :v Knowing how far till the end would help me a lot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-20 18:34:23
The second time around he was using his moves normally. I lowered the battle message speed from maximum, maybe that was the cause.

Anyway, could you tell me how much HP does he have? Dude seems to be pretty resistant to all kinds of damage, so the whole fight takes a while. I grow impatient and go too much on the offesne and die because of that :v Knowing how far till the end would help me a lot.

He has 74,000. If you need to mitigate damage, then equipping a Protect Vest should halve the damage from a lot of his attacks, including Turk Comet (shoot element).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dahaka on 2016-06-20 22:25:12
Mitigating the damage wasn't a problem. It's just that I felt the battle had gotten tedious after a while and I just tried to heal less and attack more to end it faster and that led to my doom.
It's just my experience, but you might consider trimming down his HP or lowering his magic defense. Not because he's too hard, but because the fight gets pretty easy to manage once you get to know what all of his attacks do, and then it just goes on and on to the point of becoming tedious. So far this is the only boss fight that imo overstayed its welcome.

But as I have said, that was just my experience. Maybe others didn't feel that way :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: xenofears on 2016-06-21 02:59:24
Can you get descriptions for the limits in the game? All it does is say single or multi target.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: exsilverx on 2016-06-21 04:31:45
Oh my god ... you better implement Cid as a date after tricking me like that.  :-[
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2016-06-21 05:57:46
Oh my god ... you better implement Cid as a date after tricking me like that.  :-[
Sadly it appears we aren't up to Cid's high standards. ;) :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-21 06:20:27
Mitigating the damage wasn't a problem. It's just that I felt the battle had gotten tedious after a while and I just tried to heal less and attack more to end it faster and that led to my doom.
It's just my experience, but you might consider trimming down his HP or lowering his magic defense. Not because he's too hard, but because the fight gets pretty easy to manage once you get to know what all of his attacks do, and then it just goes on and on to the point of becoming tedious. So far this is the only boss fight that imo overstayed its welcome.

But as I have said, that was just my experience. Maybe others didn't feel that way :)

Wait until you meet Hojo's second form; you've yet to meet tedious  :P (gonna revise him, I'll do the same with Tseng).

Can you get descriptions for the limits in the game? All it does is say single or multi target.

I think I trimmed down the descriptions for those into single/multi-target because I was having issues with text space elsewhere. I could try varying them a little, but it'll be tough/risky considering how temperamental the kernel already is.

Oh my god ... you better implement Cid as a date after tricking me like that.  :-[

You say I should implement it. But are you sure you're ready for that date? Can anyone ever truly be?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Doll on 2016-06-21 15:29:36
I'm playing for the first time. really love the mod so far. I've encountered a few oddities..

http://i.imgur.com/dc388vK.png (http://i.imgur.com/dc388vK.png)

This was very funny but I'm not sure if it's supposed to happen. There was nothing I could do to interact with it... Is Guard Scorpion the "new threat"..

The NPCs that are supposed to transport me to and from Ft. Condor don't work. The guy who's supposed to take me there just tells me how much gil to bring and the dialogue box closes. Trying to exit from Ft. Condor, if I talk to the npc that is supposed to transport me back, nothing happens and also an invisible barrier prevents me from walking out of the fort unless I exit and enter the screen.

The "SP gained" messages I was getting from beating certain enemies in the early game were kind of distressing. Because I had no idea how SP worked, I wasn't sure if I was missing something by not grinding those enemies for a certain amount of time or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-21 15:42:56
I'm playing for the first time. really love the mod so far. I've encountered a few oddities..

http://i.imgur.com/dc388vK.png (http://i.imgur.com/dc388vK.png)

This was very funny but I'm not sure if it's supposed to happen. There was nothing I could do to interact with it... Is Guard Scorpion the "new threat"..

The NPCs that are supposed to transport me to and from Ft. Condor don't work. The guy who's supposed to take me there just tells me how much gil to bring and the dialogue box closes. Trying to exit from Ft. Condor, if I talk to the npc that is supposed to transport me back, nothing happens and also an invisible barrier prevents me from walking out of the fort unless I exit and enter the screen.

The "SP gained" messages I was getting from beating certain enemies in the early game were kind of distressing. Because I had no idea how SP worked, I wasn't sure if I was missing something by not grinding those enemies for a certain amount of time or something.

I've got the first two issues fixed, just need to put the patch together (I'm still trying to get Dark Cave done first; might just have to bite the bullet and do it now). As for SP gained, they weren't supposed to appear until Mythril Mines but I copy-pasted the AI and forgot to remove it for Midgar enemies. You're not missing anything, they're just tallied invisibly at first so you have SP to spend when the system is introduced properly later.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Doll on 2016-06-21 15:56:41
Oh I see. Looks like I was late to the party. thanks for the prompt response. :V

I think Guard Scorpion should stay there. In every new town, he should be hiding somewhere. Zack is replaced with guard scorpion. Guard scorpion date at gold saucer. Guard scorpion is superimposed over meteor in all fmvs..hoo boy

I never realized how ridiculous some of the windows for ft. condor battles were. At least they're worth doing now. I started hooting and hollering when I saw the rewards I was getting.

edit: oh...oh no!!!!!!! http://i.imgur.com/sbeqPP5.png (http://i.imgur.com/sbeqPP5.png)

I'm enjoying the difficulty spike after leaving mythril caves. jenova battle was really satisfying.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-21 20:22:47
Seems you've been visited by the lucky giant Cloud. For whatever reason, the PC version of the game has this thing where once in a blue moon the controlled character will appear at max size, which causes it to invert. It can happen in Bugenhagen's Observatory as well. Leaving and re-entering the screen fixes it, and the glitch should be harmless too as far as I know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-22 03:36:08
That's crazy, lol. I have yet to experience the giant Cloud and I've modded my steam version from head to toe countless times  :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nainje on 2016-06-22 14:23:45
What is crazy...is the fact I just can't go through the second wind storm in the north crater at the 2nd CD, it always throw me back then I have to fight the bird who cast aero...again and again  ;D :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-22 15:29:45
What is crazy...is the fact I just can't go through the second wind storm in the north crater at the 2nd CD, it always throw me back then I have to fight the bird who cast aero...again and again  ;D :o

I don't know if this is true of the PSX version, but on PC the animation can become desynched with the actual field script after getting knocked back. If that happens, the best thing to do is leave the screen and come back to refresh it. As for timings, you want to run into the tail-end of the green pulse rather than waiting for it to be completely clear. I could have a go at modifying it though so that it knocks you forward instead, meaning you only need to fight once.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nainje on 2016-06-22 17:48:35
I'll try to leave the screen to retry... I thought the sync was pretty strange and I never have to face it in the PSX version.
This spot is very usefull to Lv up and boost the materias AP with the tomberrys. Is it the place where you can find the hp plus materia and morph some specific enemy into weapon ? :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-22 18:11:16
I'll try to leave the screen to retry... I thought the sync was pretty strange and I never have to face it in the PSX version.
This spot is very usefull to Lv up and boost the materias AP with the tomberrys. Is it the place where you can find the hp plus materia and morph some specific enemy into weapon ? :-D

HP Plus is in the Crater (left-down path), along with the enemies that drop/steal/morph end-game weapons (but that's going to be changed soon so it's less of a headache to get them).

In other news, a while ago someone mentioned that the wind effect on the Mako Cannon was too loud. Well, I figured out how to adjust the volume of that down (along with any other overly loud sound-effects) so it shouldn't be so loud in future. If there's any other trouble spots with loud sound effects you guys find then let me know and I can adjust those too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nainje on 2016-06-22 18:47:00
Okkkkkkkk Sega, I thought I could find HP plus at the 2nd cd, I was wrong :mrgreen:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-23 02:54:16
I'm sorry SC, I'm such a grammar nazi! I found another typo if this hasn't already been reported.

Spoiler: show
(http://puu.sh/pCzQO/1b8811e768.jpg)

There needs to be a space between If and Spirit Energy, lol. That is all, I'm just nit-picking at this
point, but I want your mod to be as polished as it can be! I love it too much.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-23 03:04:19
I'm sorry SC, I'm such a grammar nazi! I found another typo if this hasn't already been reported.

Ah, thanks; if you find any more, let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: OnAnotherLeve1 on 2016-06-23 03:37:38
Been enjoying the 1.4 changes quite a bit since I last played 1.35, keep up the great work Sega Chief.
I have a question about the boss curator in the shinra building.  He's very challenging first off and it seems to be a very long fight, so I wanted to know, are you still able to fight him after the return to midgar section?  I know in the original you can't return to the building so I wasn't sure, it's been a while since I played the last patch.
I read some posts and see the dark cave isn't in this yet.  Just wanted to let you know that was probably by far the coolest addition and I know you're working on it for good reasons.
I also saw that you plan on making the ultimate weapons a bit easier to obtain (mostly by knowing which enemies to morph).  It's pretty cool to utilize morph since it wasn't very useful in the original game, but I had no idea my first time playing and probably wouldn't have guessed you had to morph enemies as part to obtain ultimate weapons.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-23 03:53:59
Been enjoying the 1.4 changes quite a bit since I last played 1.35, keep up the great work Sega Chief.
I have a question about the boss curator in the shinra building.  He's very challenging first off and it seems to be a very long fight, so I wanted to know, are you still able to fight him after the return to midgar section?  I know in the original you can't return to the building so I wasn't sure, it's been a while since I played the last patch.
I read some posts and see the dark cave isn't in this yet.  Just wanted to let you know that was probably by far the coolest addition and I know you're working on it for good reasons.
I also saw that you plan on making the ultimate weapons a bit easier to obtain (mostly by knowing which enemies to morph).  It's pretty cool to utilize morph since it wasn't very useful in the original game, but I had no idea my first time playing and probably wouldn't have guessed you had to morph enemies as part to obtain ultimate weapons.

Curator can be fought on the 2nd visit but it's still very tough; someone did beat it though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2016-06-23 07:14:40
It's been quite a bit since I've made any posts here, and like most others now I figure I'm waiting for Dark Cave before I run through the mod again. Before that though I should drop off some more bugs I found along the way. Again if these have been mentioned already apologies in advance:

- I somehow managed to get into a 2nd fight with the Master Materia. This time however there was no background, just a black screen. When I won again, I received a W-Summon materia. I have a clip of it but I don't remember what I did to trigger it. I think it had something to do with going outside of the area where you fight them and coming back in but I cannot say for certain.

- In the final battle with Sephiroth, it's possible to lose your materia if you have too much. Everyone who had any for Pinnacle gets it removed and if you have too many for your 200 I think it was limit, it just vanishes and you can't use it for Sephiroth. I don't know if it's possible to fix this short of not having their materia removed?

- I'm sure this one has been mentioned but just to be safe, in the Jenova fight in the Northern Crater, you can get a soft lock by killing Jenova's arms. Don't remember if it's both arms or just the one but I ran into this problem a time or two.

- I never got the Micro Engine from the guy in the Highwind. Is that a bug or did I just miss something here or do something wrong?

I have a question about the boss curator in the shinra building.  He's very challenging first off and it seems to be a very long fight, so I wanted to know, are you still able to fight him after the return to midgar section?  I know in the original you can't return to the building so I wasn't sure, it's been a while since I played the last patch.

Curator can be fought on the 2nd visit but it's still very tough; someone did beat it though.

I'm going to assume that posting videos would be seen as promoting and I imagine that's frowned on. But if you search Youtube for me and/or The Curator I'm sure my video of it will come up. I went into VERY long and extensive detail about what to do and how to win on the video description, so if you're looking for info it's there. Or if you are just interested in what's behind him that's also included in my video. The entire winning fight was uploaded and it is rather long, but if you want to get any ideas about Curator it's there to help.

This does raise a question though that I should've asked beforehand though. It's already done but do you mind or care that I uploaded videos of your mod to YouTube? My channel is nothing and it was made entirely so a couple buddies could see some other game footage from my point of view. But when I started playing this mod I uploaded the bosses and it got some views. I wasn't overstepping anything was I? I credited you in every video obviously, but if this isn't appreciated or anything I'd actually feel pretty miserable about it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: OnAnotherLeve1 on 2016-06-23 14:51:23
This does raise a question though that I should've asked beforehand though. It's already done but do you mind or care that I uploaded videos of your mod to YouTube? My channel is nothing and it was made entirely so a couple buddies could see some other game footage from my point of view. But when I started playing this mod I uploaded the bosses and it got some views. I wasn't overstepping anything was I? I credited you in every video obviously, but if this isn't appreciated or anything I'd actually feel pretty miserable about it.
[/quote]

I actually did watch parts of your video just to see any strategies.  I still wanted to try and figure it out on my own a bit, but man was I getting destroyed by this guy and my characters were higher level then yours.  I tried using resist and I got extremely far into the fight (prob about 30 minutes) until he cast rainbow ray and wiped out my party.  Then I saw in your video you were able to cast mbarrier so you just kept up with using esuna a bunch instead of casting resist.  I only had 2 protect vests at this point and wasn't sure if I could return here (on disc 3 technically) after I got that and maybe grinded a bit more, or if this was the last chance I had to fight the boss.  Having a protect vest helps you mitigate a lot of his damage.  I should have used deathblow-added cut on cid instead of deathblow-counter command for sure, I saw that's what you had on tifa I believe. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-23 14:56:25
It's been quite a bit since I've made any posts here, and like most others now I figure I'm waiting for Dark Cave before I run through the mod again. Before that though I should drop off some more bugs I found along the way. Again if these have been mentioned already apologies in advance:

- I somehow managed to get into a 2nd fight with the Master Materia. This time however there was no background, just a black screen. When I won again, I received a W-Summon materia. I have a clip of it but I don't remember what I did to trigger it. I think it had something to do with going outside of the area where you fight them and coming back in but I cannot say for certain.

- In the final battle with Sephiroth, it's possible to lose your materia if you have too much. Everyone who had any for Pinnacle gets it removed and if you have too many for your 200 I think it was limit, it just vanishes and you can't use it for Sephiroth. I don't know if it's possible to fix this short of not having their materia removed?

- I'm sure this one has been mentioned but just to be safe, in the Jenova fight in the Northern Crater, you can get a soft lock by killing Jenova's arms. Don't remember if it's both arms or just the one but I ran into this problem a time or two.

- I never got the Micro Engine from the guy in the Highwind. Is that a bug or did I just miss something here or do something wrong?

I'm going to assume that posting videos would be seen as promoting and I imagine that's frowned on. But if you search Youtube for me and/or The Curator I'm sure my video of it will come up. I went into VERY long and extensive detail about what to do and how to win on the video description, so if you're looking for info it's there. Or if you are just interested in what's behind him that's also included in my video. The entire winning fight was uploaded and it is rather long, but if you want to get any ideas about Curator it's there to help.

This does raise a question though that I should've asked beforehand though. It's already done but do you mind or care that I uploaded videos of your mod to YouTube? My channel is nothing and it was made entirely so a couple buddies could see some other game footage from my point of view. But when I started playing this mod I uploaded the bosses and it got some views. I wasn't overstepping anything was I? I credited you in every video obviously, but if this isn't appreciated or anything I'd actually feel pretty miserable about it.

I'll check the master materia thing again; maybe the var switch isn't being flipped unless it was cross-over from a patch; I renovated the place after 1.4 was released.

I could just not remove the Materia and then the player can exchange/remove them through the Materia menu.

I've not tackled the soft-lock yet for that boss; I'll probably just renovate the whole thing and ditch the totem idea.

The lost/found NPC wasn't set up 100% correctly; he triggers a fight with a tonberry instead of the debug crab to get Cloud's innate working for instance. It'll be sorted for the next (eventual) patch.

Promoting streams/YT stuff related to NT here isn't any problem at all; everybody wins as far as I'm concerned.

I actually did watch parts of your video just to see any strategies.  I still wanted to try and figure it out on my own a bit, but man was I getting destroyed by this guy and my characters were higher level then yours.  I tried using resist and I got extremely far into the fight (prob about 30 minutes) until he cast rainbow ray and wiped out my party.  Then I saw in your video you were able to cast mbarrier so you just kept up with using esuna a bunch instead of casting resist.  I only had 2 protect vests at this point and wasn't sure if I could return here (on disc 3 technically) after I got that and maybe grinded a bit more, or if this was the last chance I had to fight the boss.  Having a protect vest helps you mitigate a lot of his damage.  I should have used deathblow-added cut on cid instead of deathblow-counter command for sure, I saw that's what you had on tifa I believe. 

There we go, see; vids promote discussion and whatnot so keep them coming.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kaldarasha on 2016-06-24 07:11:57
Hey Sega what do you think, this might be a cool track for the dark cave quest?
http://steamcommunity.com/app/39140/discussions/0/351660338682276675/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-24 09:57:38
I have always wanted to secretly slip in a new song in place of the unused Comical.ogg...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-06-24 22:58:03
Curator can be fought on the 2nd visit but it's still very tough; someone did beat it though.

I'm proud to say I came close--from the explanation of his tactics a previous poster put up, I can tell I had him at ~25%.

What really got me was the instant kill moves.  If I had death protection on everyone before I went in, I probably could have beaten him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Murasame on 2016-06-25 10:53:51
How much HP does each part of Protoroth have? I wouldn't normally ask, I just uh..messed up because I only sent Cloud and Aeris together so I only have a party of 2 to deal with him. I managed to chip off around 120 thousand from Type C before I died.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-06-25 15:57:11
How much HP does each part of Protoroth have? I wouldn't normally ask, I just uh..messed up because I only sent Cloud and Aeris together so I only have a party of 2 to deal with him. I managed to chip off around 120 thousand from Type C before I died.

148,000 HP each I believe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Murasame on 2016-06-25 21:42:21
148,000 HP each I believe.

Whew, thanks. Managed to get through it.

Edit: I've found that the game can soft lock if you visit Priscilla's house as Tifa. Haven't tried with Cid but I assume it'd be the same.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: hank87364 on 2016-06-26 21:01:51
Sega Chief - firstly want to say, excellent mod. I never dipped my toes much into the modding community for any game besides Elder Scrolls before, and even then it was mostly just for cosmetic changes. I never was a fan of content overhauls. However, I can safely say that your New Threat Mod changed that. This is by far the best mod I've played. With FFVII being my favorite game of all time, it was great getting to experience a somewhat new, fresh take on the game I've loved since 1997 when I was 8 years old. So thanks for that and keep up the excellent work! :)

Now onto a couple questions - I started this back in Q3/4 of 2015 and finally got to Disc 3/Northern Crater which has unlocked a lot of the new content. So I'm on NT 1.35 Sept 2015. It was challenging throughout, but now it seems like no matter where I go, or who I fight, I'm getting my ass kicked. Zack? Destroyed. Protoroth? Same. Aeris/Mimic? Can't do enough damage. I went to check out some videos to see if I could get any hints on how people are tackling these, and ran across people with what seems like a 2-3 times more max HP than I do. Is there an HP Plus materia in this version? It feels like I'm super weak for being ~Level 60.

My Cloud has got around 3000HP with little to no magic materia equipped. Aeris, my main magic user (plus I like using her because of the fact you can't use her this deep into the main game) - little over 1500... Tifa has about 2000. I'm almost getting one-shotted by some of these guys, and things still aren't much better when everyone's in the back row depressed.

Am I doing something wrong here (besides everything)? It doesn't feel like I'm nearly strong enough to take on anything, and levels don't seem to do much. Any advice on where to go/how to get stronger at the end game. Also, is there any issue with upgrading my version to 1.4 from 1.35?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-26 22:00:28
Whew, thanks. Managed to get through it.

Edit: I've found that the game can soft lock if you visit Priscilla's house as Tifa. Haven't tried with Cid but I assume it'd be the same.

Thanks for the reminder; I'll fix that just now before it slips my mind again.

Sega Chief - firstly want to say, excellent mod. I never dipped my toes much into the modding community for any game besides Elder Scrolls before, and even then it was mostly just for cosmetic changes. I never was a fan of content overhauls. However, I can safely say that your New Threat Mod changed that. This is by far the best mod I've played. With FFVII being my favorite game of all time, it was great getting to experience a somewhat new, fresh take on the game I've loved since 1997 when I was 8 years old. So thanks for that and keep up the excellent work! :)

Now onto a couple questions - I started this back in Q3/4 of 2015 and finally got to Disc 3/Northern Crater which has unlocked a lot of the new content. So I'm on NT 1.35 Sept 2015. It was challenging throughout, but now it seems like no matter where I go, or who I fight, I'm getting my ass kicked. Zack? Destroyed. Protoroth? Same. Aeris/Mimic? Can't do enough damage. I went to check out some videos to see if I could get any hints on how people are tackling these, and ran across people with what seems like a 2-3 times more max HP than I do. Is there an HP Plus materia in this version? It feels like I'm super weak for being ~Level 60.

My Cloud has got around 3000HP with little to no magic materia equipped. Aeris, my main magic user (plus I like using her because of the fact you can't use her this deep into the main game) - little over 1500... Tifa has about 2000. I'm almost getting one-shotted by some of these guys, and things still aren't much better when everyone's in the back row depressed.

Am I doing something wrong here (besides everything)? It doesn't feel like I'm nearly strong enough to take on anything, and levels don't seem to do much. Any advice on where to go/how to get stronger at the end game. Also, is there any issue with upgrading my version to 1.4 from 1.35?


The 1.35 build had a serious problem with MaxHP; it wasn't high enough. I tried to address it in a patch, assuming that it would behave in the same way as EXP, but unfortunately it wasn't the case and people were still being left with sub-3000HP after equipping their Materia. The intended max was 5000-7000; it is possible to beat these bosses with the original 1.35 HP but it needs serious preparation and some knowledge of the enemy attacks, AI, etc.

So you're not doing anything wrong, it's a balance problem with that particular version. As for a solution, the only viable one is to use a save editor and either add roughly 2000 MaxHP to each character or to add in some Mastered HP Plus Materia to raise their HP; if doing this though, make sure to do it while the game's Launcher is open and to then load the edited save file(s) and re-save with them in order to get around the Steam version's bizarre save-verification. I can provide detailed info on specific bosses too if you like.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: hank87364 on 2016-06-27 01:49:00
The 1.35 build had a serious problem with MaxHP; it wasn't high enough. I tried to address it in a patch, assuming that it would behave in the same way as EXP, but unfortunately it wasn't the case and people were still being left with sub-3000HP after equipping their Materia. The intended max was 5000-7000; it is possible to beat these bosses with the original 1.35 HP but it needs serious preparation and some knowledge of the enemy attacks, AI, etc.

So you're not doing anything wrong, it's a balance problem with that particular version. As for a solution, the only viable one is to use a save editor and either add roughly 2000 MaxHP to each character or to add in some Mastered HP Plus Materia to raise their HP; if doing this though, make sure to do it while the game's Launcher is open and to then load the edited save file(s) and re-save with them in order to get around the Steam version's bizarre save-verification. I can provide detailed info on specific bosses too if you like.

Thanks for the heads up - my next question was which FFVII save editor, and how does one go about using it, but downloading the Black Chocobo save editor and making those changes was very simple and straightforward.

I'll give some of the bosses another shot now that I don't get killed in one hit, or have to focus entirely on reviving/healing every turn. I'll let you know how it goes and if I need any tips.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-06-27 16:34:03
I'm new to the modding community and since i found this one iv'e been extremely excited to see all it has to offer. However, I have the most up to date version, nothing can be updated with what is said to fix the scorpion in the church, yet Aerith is still bashing her head into that thing for hours on end. Is there something i have done wrong or is there another fix?
Thanks in advance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sethiiroth on 2016-06-27 18:56:53
Any reason my kalm traveler just tells me stuff about meteor? Are there prereqs for traveler battles?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-27 19:15:25
I'm new to the modding community and since i found this one iv'e been extremely excited to see all it has to offer. However, I have the most up to date version, nothing can be updated with what is said to fix the scorpion in the church, yet Aerith is still bashing her head into that thing for hours on end. Is there something i have done wrong or is there another fix?
Thanks in advance.

I figured this out recently; the main installer as-is does not have the Scorpion in it, but the flevel patch accidentally adds it in. Apparently one of the two dialogue options prior to the soft-lock will have her not run into the scorpion, but a safer method is to run the Main Installer again (overwriting the flevel patch) then re-apply the patch once you're past this scene. I should have put a replacement flevel patch up by now but I kept trying to get the new sidequest finished first.

Any reason my kalm traveler just tells me stuff about meteor? Are there prereqs for traveler battles?

The new pre-req is to reach the bottom of the North Cave (setting the game moment variable to 1998 which was used as the trigger for a lot of the Disc 3 stuff) and then returning. I'll likely remove this requirement for the next patch, along with some others.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sethiiroth on 2016-06-27 20:41:11
Ok perfect, that worked, but I now have the earth harp and rose but kalm doesn't take them? Says I don't have em?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-27 20:44:23
Is the flevel patch applied? There was a renovation for that event a while ago. If the patch is applied and it isn't working, then I'll get it sorted out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sethiiroth on 2016-06-27 21:04:33
I did a fresh install of 1.4, would the flevel come with that?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sethiiroth on 2016-06-27 21:14:22
I even applied the flevel patch as well, still nothing on the kalm
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sethiiroth on 2016-06-27 21:36:58
Also, was the bone village sidequest taken out? It's not there for me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-06-27 21:48:21
I could be misunderstanding, but I installed this 2 days ago, and all i did was run the main installer. I never applied a patch manually, and now if i run the flevel patch, it says there's nothing to update, which is the same outcome from running the main installer again. I apologize if I'm a bit illiterate in this kind of thing, but I REALLY hope to get the help I need to make this work.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sethiiroth on 2016-06-27 22:16:34
Also only have 3 boss battles at arena, so where do I get heavens cloud, ribbons etc?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-28 06:13:16
I even applied the flevel patch as well, still nothing on the kalm

Then it seems that I'll need to

Also, was the bone village sidequest taken out? It's not there for me.

Bone village sidequest? You mean digging for items? That wasn't touched, so it should still be there. Unless you mean the Dark Cave sidequest that's nearby; that's been deactivated for an overhaul.

If the Kalm Traveler isn't accepting items then I guess it means that fix wasn't in the flevel patch that was uploaded; I'm long overdue to make a new set of patches, so expect to see them up by tonight with numerous fixes.

I could be misunderstanding, but I installed this 2 days ago, and all i did was run the main installer. I never applied a patch manually, and now if i run the flevel patch, it says there's nothing to update, which is the same outcome from running the main installer again. I apologize if I'm a bit illiterate in this kind of thing, but I REALLY hope to get the help I need to make this work.

That sounds unusual, as the current Main Installer flevel should be different from the flevel hotfix patch one. I'm about to make a new flevel patch anyway, so if this new one that's going up can't be installed either then I'll organise a more direct fix for your game.

Also only have 3 boss battles at arena, so where do I get heavens cloud, ribbons etc?

These weapons are now morphed from the North Crater enemies like Iron Giant, King Behemoth, etc. One of the weapons is stolen, the other is morphed; word of warning though, you might want to use a Sneak glove to have a better chance at getting the steal weapon as the level difference makes it tough to get. The Morph can also be tricky due to the high enemy HP; I've got a plan to implement that'll make this easier to do though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sethiiroth on 2016-06-28 06:29:41
Where is morph??? Did I completely miss it lol?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-28 06:52:46
Morph was in Aeris' garden, by her house where Cover used to be. You can still get it if you dig up the Sector 5 key from Bone Village, then access Midgar from the ground.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-28 21:04:52
Putting the flevel patch together for tonight. I've been fixing things over the last few weeks but not keeping a note on it;

-) Prior to Junon Raid, player can equip Barret, Cait Sith, and Yuffie altogether so they don't need to do it later.
-) Added proper Save Point + Shop option (instead of Rank Up for this specific save point only) to Junon Raid when Yuffie joins.
-) Fixed the Rocket Town cutscene skip options (options had opposite intended effects)
-) Lost & Found NPC on Highwind updated with correct battle (to activate Cloud's Innate) + key items
-) Various typos fixed in scenes
-) Adjusted volume on sound effects on Mako Cannon scene
-) Fort Condor Teleport NPC's money check script (finally) fixed
-) Ziegfried encounter on field screen
-) Game no longer softlocks when visiting Priscilla with Tifa or Cid as party leader on Disc 3
-) Requirement to start Kalm Traveler sidequest returned to original
-) Various text alignments using max-length names to avoid text-box problems with long custom names (likely more to be made, but all reported instances should be fixed now)
-)  The scorpion has finally been eradicated from the church, for real this time
-) Micro Engine drop added to Love Buster; is also available from Lost & Found NPC on Highwind if enemy was already killed
-) Gold Chocobo script enabled
-) Unequip party member options removed from late-game to prevent loss of Materia
-) Changed the Fort Condor 'all battles won' prize to something worthwhile
-) Item checks for crafting Ultimate Weapons scoured and should be working now

That's what I've done today anyway + could remember from before. If I've missed anything/not mentioned it, then let me know so I can check if it was fixed or not. The patch will be generated and uploaded a few hours from now to give people some time to report unmentioned bugs/make quick suggestions. I'll be trialing some early access to Materia like Added Cut and Slash-All to see if a hybrid build can be utilised earlier in the game; I've an idea for how it could work.

Plan for the scene.bin/enemy patch
-) Implement Morph plan for North Crater enemies (if this fails, I'll re-work it so that one weapon is a drop and the other is a steal).
-) SP Gained text removed from all Midgar enemies (done)
-) Hojo overhaul (in progress)
-) Various boss overhauls/tweaks based on playthrough; Lambda Calcule, Gi Kattan, and COMMANDO squad affected (done)
-) Adjust enemy strength of Junon League Bracket #1 so it can be challenged properly on Disc 1 after getting the buggy (rewards will be adjusted accordingly, with something from each enemy as well).
-) Adjust SP script for all enemies above Lv.44 so that they can work with the Level Synch
-) Corel Train adjustment
-) SOLDIER & COMMANDO enemies had their AI and attacks overhauled so they have some consistency/more attack options
-) Wrong attack issue on Hungry enemy
-) Final Battle (alt) tuned for a solo character, rather than 2 like it was originally.

This might be a couple of days, the 2nd and 3rd Hojo scripts are being rewritten from the ground up. Again, if I haven't mentioned something then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-28 21:31:06
Putting the flevel patch together for tonight. I've been fixing things over the last few weeks but not keeping a note on it;

-) Prior to Junon Raid, player can equip Barret, Cait Sith, and Yuffie altogether so they don't need to do it later.
-) Added proper Save Point + Shop option (instead of Rank Up for this specific save point only) to Junon Raid when Yuffie joins.
-) Fixed the Rocket Town cutscene skip options (options had opposite intended effects)
-) Lost & Found NPC on Highwind updated with correct battle (to activate Cloud's Innate) + key items
-) Various typos fixed in scenes
-) Adjusted volume on sound effects on Mako Cannon scene
-) Fort Condor Teleport NPC's money check script (finally) fixed
-) Ziegfried encounter on field screen
-) Game no longer softlocks when visiting Priscilla with Tifa or Cid as party leader on Disc 3
-) Requirement to start Kalm Traveler sidequest returned to original
-) Various text alignments using max-length names to avoid text-box problems with long custom names (likely more to be made, but all reported instances should be fixed now)
-)  The scorpion has finally been eradicated from the church, for real this time
-) Micro Engine drop added to Love Buster; is also available from Lost & Found NPC on Highwind if enemy was already killed
-) Gold Chocobo script enabled
-) Unequip party member options removed from late-game to prevent loss of Materia
-) Changed the Fort Condor 'all battles won' prize to something worthwhile
-) Item checks for crafting Ultimate Weapons scoured and should be working now

That's what I've done today anyway + could remember from before. If I've missed anything/not mentioned it, then let me know so I can check if it was fixed or not. The patch will be generated and uploaded a few hours from now to give people some time to report unmentioned bugs/make quick suggestions. I'll be trialing some early access to Materia like Added Cut and Slash-All to see if a hybrid build can be utilised earlier in the game; I've an idea for how it could work.

Plan for the scene.bin/enemy patch
-) Implement Morph plan for North Crater enemies (if this fails, I'll re-work it so that one weapon is a drop and the other is a steal).
-) SP Gained text removed from all Midgar enemies (done)
-) Hojo overhaul (in progress)
-) Various boss overhauls/tweaks based on playthrough; Lambda Calcule, Gi Kattan, and COMMANDO squad affected (done)
-) Adjust enemy strength of Junon League Bracket #1 so it can be challenged properly on Disc 1 after getting the buggy (rewards will be adjusted accordingly, with something from each enemy as well).
-) Adjust SP script for all enemies above Lv.44 so that they can work with the Level Synch
-) Corel Train adjustment
-) SOLDIER & COMMANDO enemies had their AI and attacks overhauled so they have some consistency/more attack options
-) Wrong attack issue on Hungry enemy
-) Final Battle (alt) tuned for a solo character, rather than 2 like it was originally.

This might be a couple of days, the 2nd and 3rd Hojo scripts are being rewritten from the ground up. Again, if I haven't mentioned something then let me know.

Nice work, SC! The dedication to this project is awesome as always.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-29 00:40:59
Nice work, SC! The dedication to this project is awesome as always.

Cheers, bud :3

That's the flevel patch up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-06-29 01:10:53
SC, are you still doing the steal formula changes to make endgame steals more realistic?  I didn't see anything in the flevel bit about that

Sorry if I'm jumping the gun and that's for the scene patch!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-29 01:33:15
Steal stuff is indeed for the scene patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sethiiroth on 2016-06-29 01:51:48
Seriously one of the hardest workers I've seen. Response time and coverage and everything, I'm actually a technician for Apple and the support I get from my own company is not this efficient, they need to take some notes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sethiiroth on 2016-06-29 01:59:15
Also earlier I commented on the bone village side quest, I was talking about the sleeping forest sidequest where you climb up the vine
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-29 02:08:18
Seriously one of the hardest workers I've seen. Response time and coverage and everything, I'm actually a technician for Apple and the support I get from my own company is not this efficient, they need to take some notes.

You say that, but it's been about two months since I last made a patch for the mod ^^'

Also earlier I commented on the bone village side quest, I was talking about the sleeping forest sidequest where you climb up the vine

Ah right, that's temporarily down for an overhaul. It was available in 1.35 but I wasn't happy with it. On that note, I finished the new battle model for that sidequest. Should be a fight to remember :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sethiiroth on 2016-06-29 03:33:50
Oooohhhh, when can we expect it to be back up? I actually really enjoyed it in 1.35
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-29 03:44:12
Oooohhhh, when can we expect it to be back up? I actually really enjoyed it in 1.35

Several weeks ago ;-;

I'm getting there, slowly but surely.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sethiiroth on 2016-06-29 03:48:23
Is a majority of this project just you doing the work? If so, time constraints shouldn't even be relavant, I've put 1500+ hours into speed running this game and have multiple ff7 tattoos, and this mod alone has rekindled the fire and passion for this game that I used to have. This mod is truly a blessing, so keep on doing what you do, that's all we ask. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-29 05:29:51
Is a majority of this project just you doing the work? If so, time constraints shouldn't even be relavant, I've put 1500+ hours into speed running this game and have multiple ff7 tattoos, and this mod alone has rekindled the fire and passion for this game that I used to have. This mod is truly a blessing, so keep on doing what you do, that's all we ask. :)

Just little old me, but the community have helped a bunch with technical info; and feedback/bug-reports from players too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-06-29 05:42:18
I feel like I may just be stupid when it comes to modding XD I downloaded the most recent flevel patch and when i run it, it still says there's nothing to update. Am i doing something wrong???

Edit:
I scrapped everything, and reinstalled the base game on steam, redownloaded the mod from page 1 of this thread which clearly states both patches need to be applied, and still when i try to apply them, it says the directory contains no files to update. I have never felt so stupid when it comes to games, help me please :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2016-06-29 06:59:34
I keep encountering a soft-freeze at the Church Roof. I'm utterly unable to move Cloud and Aeris to the wodden beam that leads to the church roof. I'm unsure if this is an issue due to the patch, or one of those random things from the vanilla game I've just had the bad luck to encounter (this is the third encounter I've had with it though, hence why I'm making a post about it now). And no, I have no other mods to my game here. Just New Threat and the latest patch update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-06-29 10:52:08
Will you be updating the 7th Heaven IRO as well?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-06-29 14:58:57
Putting the flevel patch together for tonight. I've been fixing things over the last few weeks but not keeping a note on it;

-) Prior to Junon Raid, player can equip Barret, Cait Sith, and Yuffie altogether so they don't need to do it later.
-) Added proper Save Point + Shop option (instead of Rank Up for this specific save point only) to Junon Raid when Yuffie joins.
-) Fixed the Rocket Town cutscene skip options (options had opposite intended effects)
-) Lost & Found NPC on Highwind updated with correct battle (to activate Cloud's Innate) + key items
-) Various typos fixed in scenes
-) Adjusted volume on sound effects on Mako Cannon scene
-) Fort Condor Teleport NPC's money check script (finally) fixed
-) Ziegfried encounter on field screen
-) Game no longer softlocks when visiting Priscilla with Tifa or Cid as party leader on Disc 3
-) Requirement to start Kalm Traveler sidequest returned to original
-) Various text alignments using max-length names to avoid text-box problems with long custom names (likely more to be made, but all reported instances should be fixed now)
-)  The scorpion has finally been eradicated from the church, for real this time
-) Micro Engine drop added to Love Buster; is also available from Lost & Found NPC on Highwind if enemy was already killed
-) Gold Chocobo script enabled
-) Unequip party member options removed from late-game to prevent loss of Materia
-) Changed the Fort Condor 'all battles won' prize to something worthwhile
-) Item checks for crafting Ultimate Weapons scoured and should be working now

That's what I've done today anyway + could remember from before. If I've missed anything/not mentioned it, then let me know so I can check if it was fixed or not. The patch will be generated and uploaded a few hours from now to give people some time to report unmentioned bugs/make quick suggestions. I'll be trialing some early access to Materia like Added Cut and Slash-All to see if a hybrid build can be utilised earlier in the game; I've an idea for how it could work.

Plan for the scene.bin/enemy patch
-) Implement Morph plan for North Crater enemies (if this fails, I'll re-work it so that one weapon is a drop and the other is a steal).
-) SP Gained text removed from all Midgar enemies (done)
-) Hojo overhaul (in progress)
-) Various boss overhauls/tweaks based on playthrough; Lambda Calcule, Gi Kattan, and COMMANDO squad affected (done)
-) Adjust enemy strength of Junon League Bracket #1 so it can be challenged properly on Disc 1 after getting the buggy (rewards will be adjusted accordingly, with something from each enemy as well).
-) Adjust SP script for all enemies above Lv.44 so that they can work with the Level Synch
-) Corel Train adjustment
-) SOLDIER & COMMANDO enemies had their AI and attacks overhauled so they have some consistency/more attack options
-) Wrong attack issue on Hungry enemy
-) Final Battle (alt) tuned for a solo character, rather than 2 like it was originally.

This might be a couple of days, the 2nd and 3rd Hojo scripts are being rewritten from the ground up. Again, if I haven't mentioned something then let me know.

Just a random question; Were you going to change Cid's and Cloud's innates? (The barrier for Cid and changing STR/MAG for Cloud)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-29 16:19:52
Will you be updating the 7th Heaven IRO as well?

Yeah, but it looks like an issue needs sorting out first with this church roof.

I keep encountering a soft-freeze at the Church Roof. I'm utterly unable to move Cloud and Aeris to the wodden beam that leads to the church roof. I'm unsure if this is an issue due to the patch, or one of those random things from the vanilla game I've just had the bad luck to encounter (this is the third encounter I've had with it though, hence why I'm making a post about it now). And no, I have no other mods to my game here. Just New Threat and the latest patch update.

I'll investigate and get it sorted out. I suspect it'll be interference from Dark Cave as there's a scene here later.

I feel like I may just be stupid when it comes to modding XD I downloaded the most recent flevel patch and when i run it, it still says there's nothing to update. Am i doing something wrong???

Edit:
I scrapped everything, and reinstalled the base game on steam, redownloaded the mod from page 1 of this thread which clearly states both patches need to be applied, and still when i try to apply them, it says the directory contains no files to update. I have never felt so stupid when it comes to games, help me please :(

Is your installation for the English version of the game or is it german/spanish/french? If it's a g/s/f install, then you need to rename the flevel (inside the field folder) and lang-xx folder to 'flevel.lgp' and 'lang-en' respectively; a german flevel will be called 'gflevel', a french flevel called 'fflevel', etc. and cause the installer to miss it during installation. Once you've renamed these files to their english equivalents, run the installer again and it should find them this time; then rename the patched files back to their original names so your game will read them.

If it is an English install then I'll send you an alternative solution once I've got this church roof thing sorted out.

Just a random question; Were you going to change Cid's and Cloud's innates? (The barrier for Cid and changing STR/MAG for Cloud)

I think they're staying as-is, though if something better comes to mind for Cid that can fit into the kernel (I'm at the hilt for AI space) then his might change.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-06-29 16:29:53
It's an English install, and thank you I really appreciate it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-29 16:56:10
http://www.mediafire.com/download/a4um7b7fedmr62c/NT_Mod_HotFix_flevel_29th_June_Mk.2.exe.zip

There's the fixed flevel to repair that church roof problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nainje on 2016-06-29 17:26:56
Wow Sega...Just tried Hojo at the end of the 2nd CD...and...well... What I have to say is : WHAT THE FUCK ????!!!!!
The battle took ages just to reach the final morph of him and... I was not able to deal any damage ?? He instant killed my three Characs at nearly lv 90.
For now, this is the most violent defeat I lived on this mod, I thought this battle was really great until the final form that really pissed me of I must admit...A long way to reach this humiliating defeat  :-o :mrgreen:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-29 18:47:18
Wow Sega...Just tried Hojo at the end of the 2nd CD...and...well... What I have to say is : WHAT THE fern ????!!!!!
The battle took ages just to reach the final morph of him and... I was not able to deal any damage ?? He instant killed my three Characs at nearly lv 90.
For now, this is the most violent defeat I lived on this mod, I thought this battle was really great until the final form that really pissed me of I must admit...A long way to reach this humiliating defeat  :-o :mrgreen:

Hojo's on the list for an overhaul; the fight takes too long and the 3rd form can sweep a team quite quickly. For the 2nd form, focus on killing the right arm and then the left arm, keeping either Resist or some kind of poison-protection on to render him harmless. You can boost your damage by using Holy-element attacks (restore/revive + Elemental).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nainje on 2016-06-29 19:30:31
In fact I've allready get myself ready and use holy attacks on him, the fact is...in his 3rd form, I just can't deal any damage on him with usual magics even with his absolute physic guard, I always get a "miss" or 0, so He stays forever invincible and gently rape my team  :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-06-29 20:18:48
I think they're staying as-is, though if something better comes to mind for Cid that can fit into the kernel (I'm at the hilt for AI space) then his might change.

Ahh thats a shame, since i personally think Cid, Cloud and Vincent need an overhaul on their innates.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-06-29 20:52:17
I've seen very different innates for several characters, is there an up to date list of all the innates anywhere?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-06-29 21:25:27
I've seen very different innates for several characters, is there an up to date list of all the innates anywhere?

Yeah, i agree that most are different, but these three chars in particular (Cloud,Cid and Vincent) either A) don't provide variety/or pigeonholds them into certain categories (Vincents mana reg more or less forces him to be a caster).B) Doesn't add any real benefit when looking at the Rank up stat options combined with the gear chars have (Cid getting Auto-crits when he has ton of luck from rank up and from weapons) or C) not being original/fitting to that char (Cloud being more or less Red XIII without the ramp up).

I do think that the kernel might have limitations and that Sega has more important things to fix/add when it comes to NT. But having the idea that they might need rework if its possible kernel- and time wise, then why not make the best possible outcome of this mod. Just my two cents.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-29 22:06:48
In fact I've allready get myself ready and use holy attacks on him, the fact is...in his 3rd form, I just can't deal any damage on him with usual magics even with his absolute physic guard, I always get a "miss" or 0, so He stays forever invincible and gently rape my team  :-D

The guard should be aspected to either physical or magic damage; if he blocks magic hits, then swap to physical attacks until he changes it again.

I've seen very different innates for several characters, is there an up to date list of all the innates anywhere?

The current innates are:

Cloud: Gains a strength or magic boost of +25 whenever an action of the same type is performed by the party (if someone attacks, he gains the strength boost, if someone uses summon he gains Magic, etc.) Only activates after he's been recruited again from Mideel.

Barret: Gains defensive stacks when hit by damage in the back-row, gains attack stats when hit in the front row. Stacks of both types can't be held together and gaining a stack of one type resets the other.

Tifa: Once per battle, will recover from a KO with 1HP automatically with Limit, statuses, ATB, etc. intact.

Aeris: When using Defend, she absorbs most elemental damage in addition to the usual 50% physical damage reduction

Red XIII: Slowly gains Strength and Magic as the battle progresses.

Yuffie: Gains a boost to physical/magical evasion when hit by an attack/effect of the corresponding type.

Cait Sith: Will periodically gain HP equal to half of his current MP.

Vincent: Passively regenerates MP.

Cid: When hit by damage, he'll gain Barrier if in the front row or MBarrier if in the back row.

Yeah, i agree that most are different, but these three chars in particular (Cloud,Cid and Vincent) either A) don't provide variety/or pigeonholds them into certain categories (Vincents mana reg more or less forces him to be a caster).B) Doesn't add any real benefit when looking at the Rank up stat options combined with the gear chars have (Cid getting Auto-crits when he has ton of luck from rank up and from weapons) or C) not being original/fitting to that char (Cloud being more or less Red XIII without the ramp up).

I do think that the kernel might have limitations and that Sega has more important things to fix/add when it comes to NT. But having the idea that they might need rework if its possible kernel- and time wise, then why not make the best possible outcome of this mod. Just my two cents.

I could swap Cait Sith's innate onto Vincent which would combo well with his Limit forms that don't use MP; that'd let me think of something for Cait Sith instead of Vincent. That or I could maybe enhance Vince's Limit forms by adding automatic buffs that get refreshed while he's running through his AI in them though that'd mean having to use those forms to get any benefits.

The root of the problem is that I'm flat out of ideas for what Cloud or Cid could have as innates, and limited by the space. I could maybe load something onto the enemy scripts instead, maybe a 'mark for death' effect when attacked by a specific character that lowers their defensive stats a little though enemies that change their defence (like Guard Scorpion) would be problematic. Cid needs something attack-based I think, while for Cloud I'd veer more toward a party-buff or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: renzai on 2016-06-29 22:31:19
Suggestions below for innates just to get the brain juices flowing, but I have no idea what is feasible or not, no modding experience.

1: Faster charging limit? IE if sad then limit charges as normal, if normal, it charges like you had fury

2: Charging limit gauge based on another character using a limit

3: Charging limit based on party members taking damage also

4: Mechanic to alternate between physical and magical attacks, such as after a physical attack, next spell cast consumes 50% less mana, and after a spellcast, next physical has luck increased by 50%

5: Critical hits always leech (hp or mp)

6: Automatic character postioning in correct row, IE if casting a magic spell, automatically move to back row.  If attacking with physical, character is automatically moved to front row
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-29 22:46:35
I'm just curious SC, I know the dual status effect can be afflicted on party members, but can it be applied to enemies as well? I only ask cause what if Cloud had some innate ability to where like, whenever he's put into 'critical' state/yellow HP, he has a chance to inflict the dual status on enemies? Almost like he's causing bleeding damage that you might see in other RPG games?
I know that's not really a party buff per say, but Cloud's like a wannabe SOLDIER, so it would seem fitting I think. Of course, obviously this would negate from bosses cause then that would just be too easy, lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-29 23:31:50
Suggestions below for innates just to get the brain juices flowing, but I have no idea what is feasible or not, no modding experience.

1: Faster charging limit? IE if sad then limit charges as normal, if normal, it charges like you had fury

2: Charging limit gauge based on another character using a limit

3: Charging limit based on party members taking damage also

4: Mechanic to alternate between physical and magical attacks, such as after a physical attack, next spell cast consumes 50% less mana, and after a spellcast, next physical has luck increased by 50%

5: Critical hits always leech (hp or mp)

6: Automatic character postioning in correct row, IE if casting a magic spell, automatically move to back row.  If attacking with physical, character is automatically moved to front row

I'm just curious SC, I know the dual status effect can be afflicted on party members, but can it be applied to enemies as well? I only ask cause what if Cloud had some innate ability to where like, whenever he's put into 'critical' state/yellow HP, he has a chance to inflict the dual status on enemies? Almost like he's causing bleeding damage that you might see in other RPG games?
I know that's not really a party buff per say, but Cloud's like a wannabe SOLDIER, so it would seem fitting I think. off course, obviously this would negate from bosses cause then that would just be too easy, lol.

Some ideas came to mind:

Cloud
-) Once per battle, using the Defend command gives the Peerless status (so it'd be a temporary invincibility to be used tactically). If not Peerless, then some other temporary buff, maybe even affects the entire party.

Cid
-) When attacked in front row (or back row, or while Defending maybe), character counters with/has a chance to counter with Deathblow. Having it on a trigger like Row or Defend means that it can be 'disabled' for Morphing/Stealing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-29 23:52:06
Some ideas came to mind:

Cloud
-) Once per battle, using the Defend command gives the Peerless status (so it'd be a temporary invincibility to be used tactically). If not Peerless, then some other temporary buff, maybe even affects the entire party.

Cid
-) When attacked in front row (or back row, or while Defending maybe), character counters with/has a chance to counter with Deathblow. Having it on a trigger like Row or Defend means that it can be 'disabled' for Morphing/Stealing.

Hmm, Cid's innate sounds pretty cool. I'm just curious though, for Cloud's wouldn't it be a bit redundant once your party get's a hold of the magitek ashes item you implemented in the game? I just see not many people using the defend command with Cloud once they obtain the more sweeter end-game items, lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-06-30 00:05:32
Don't forget about me in the sea of posts XD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-30 00:32:22
Hmm, Cid's innate sounds pretty cool. I'm just curious though, for Cloud's wouldn't it be a bit redundant once your party get's a hold of the magitek ashes item you implemented in the game? I just see not many people using the defend command with Cloud once they obtain the more sweeter end-game items, lol.

Ashes (and Gospel Sparks) were supposed to be a very late-game and a limited use item outside of W-Item duping; I think Ash can only be acquired from the super boss Binah (renamed to Netzerachiah because the dudes making FF14 decided to name their small-ass Sephirot adds 'binahs' :l ). But Sparks can be farmed, I think.

I see what you're saying; maybe if it was something unique then that applied to the party. But the obstacle to navigate with that is not interrupting characters with their own stat gains (Barret's would be reset back to his original strength, for instance, when gaining defence stacks).

Don't forget about me in the sea of posts XD

I sent a PM about a possible flevel fix; and the innate list currently in 1.4 was posted earlier:

The current innates are:

Cloud: Gains a strength or magic boost of +25 whenever an action of the same type is performed by the party (if someone attacks, he gains the strength boost, if someone uses summon he gains Magic, etc.) Only activates after he's been recruited again from Mideel.

Barret: Gains defensive stacks when hit by damage in the back-row, gains attack stats when hit in the front row. Stacks of both types can't be held together and gaining a stack of one type resets the other.

Tifa: Once per battle, will recover from a KO with 1HP automatically with Limit, statuses, ATB, etc. intact.

Aeris: When using Defend, she absorbs most elemental damage in addition to the usual 50% physical damage reduction

Red XIII: Slowly gains Strength and Magic as the battle progresses.

Yuffie: Gains a boost to physical/magical evasion when hit by an attack/effect of the corresponding type.

Cait Sith: Will periodically gain HP equal to half of his current MP.

Vincent: Passively regenerates MP.

Cid: When hit by damage, he'll gain Barrier if in the front row or MBarrier if in the back row.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-30 00:46:08
Ashes (and Gospel Sparks) were supposed to be a very late-game and a limited use item outside of W-Item duping; I think Ash can only be acquired from the super boss Binah (renamed to Netzerachiah because the dudes making FF14 decided to name their small-ass Sephirot adds 'binahs' :l ). But Sparks can be farmed, I think.

I see what you're saying; maybe if it was something unique then that applied to the party. But the obstacle to navigate with that is not interrupting characters with their own stat gains (Barret's would be reset back to his original strength, for instance, when gaining defence stacks).

I sent a PM about a possible flevel fix; and the innate list currently in 1.4 was posted earlier:

Gotcha, I see what you're saying in terms of the obstacles about screwing with other characters stat gains. So it's an innate you definitely want to effect the entire party though, yeah?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-30 01:01:24
Gotcha, I see what you're saying in terms of the obstacles about screwing with other characters stat gains. So it's an innate you definitely want to effect the entire party though, yeah?

Doesn't have to be party-wide, just an idea I was considering. If it was a buff of some kind then it wouldn't interfere but like you said items might make that moot late-game. Something affecting Limit gauges like Renzai said could be nice too; I'll ask around.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-30 01:22:57
Doesn't have to be party-wide, just an idea I was considering. If it was a buff of some kind then it wouldn't interfere but like you said items might make that moot late-game. Something affecting Limit gauges like Renzai said could be nice too; I'll ask around.

What if you pulled a page out of FFX with the Overdrive options, and instead of charging Cloud's limit gauge when receiving damage, he charges his limit gauge when dealing physical damage? Since Cloud primarily is the DPS role, it could work, but I don't know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-06-30 01:30:25
Hmm, I'll throw some around for Cloud/Cid/etc.

- charging limit up (or a certain number of units) in a single battle triggers something, like hp/mp recovery for the character or allies
- combat resistance to slash, hit, and/or shoot if defending in the front row (good panic button or front tank for bruiser/counter build)
- first time revived in combat, gain haste/regen
- combat critical bonus, like improving crit rate of allies in front row (lol if Cid had this)
- while all allies are alive, benefit from a level bonus (might screw up or help things like Goblin Punch)
- 1x mega-all

For Vincent, Cid's and Cait Sith's current passive would work. You could also try a combat bonus to physical and/or magical evasion after attacking, though that may overlap a little with Yuffie.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-30 03:28:20
What if you pulled a page out of FFX with the Overdrive options, and instead of charging Cloud's limit gauge when receiving damage, he charges his limit gauge when dealing physical damage? Since Cloud primarily is the DPS role, it could work, but I don't know.

Overdrive mechanics could be interesting; if his gauge filled when allies take damage might be a good one as well and a counter to Yoshiyuki.

Hmm, I'll throw some around for Cloud/Cid/etc.

- charging limit up (or a certain number of units) in a single battle triggers something, like hp/mp recovery for the character or allies
- combat resistance to slash, hit, and/or shoot if defending in the front row (good panic button or front tank for bruiser/counter build)
- first time revived in combat, gain haste/regen
- combat critical bonus, like improving crit rate of allies in front row (lol if Cid had this)
- while all allies are alive, benefit from a level bonus (might screw up or help things like Goblin Punch)
- 1x mega-all

For Vincent, Cid's and Cait Sith's current passive would work. You could also try a combat bonus to physical and/or magical evasion after attacking, though that may overlap a little with Yuffie.

Limit Level is an opcode I have (though it might not be confirmed, it's ? in the notes I've got and I haven't used it at all); if that's the case, then I could set up Vincent with something based on which Limit Level/monster form is set.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-06-30 05:19:46
The current innates are:

Cloud: Gains a strength or magic boost of +25 whenever an action of the same type is performed by the party (if someone attacks, he gains the strength boost, if someone uses summon he gains Magic, etc.) Only activates after he's been recruited again from Mideel.

Barret: Gains defensive stacks when hit by damage in the back-row, gains attack stats when hit in the front row. Stacks of both types can't be held together and gaining a stack of one type resets the other.

Tifa: Once per battle, will recover from a KO with 1HP automatically with Limit, statuses, ATB, etc. intact.

Aeris: When using Defend, she absorbs most elemental damage in addition to the usual 50% physical damage reduction

Red XIII: Slowly gains Strength and Magic as the battle progresses.

Yuffie: Gains a boost to physical/magical evasion when hit by an attack/effect of the corresponding type.

Cait Sith: Will periodically gain HP equal to half of his current MP.

Vincent: Passively regenerates MP.

Cid: When hit by damage, he'll gain Barrier if in the front row or MBarrier if in the back row.

I could swap Cait Sith's innate onto Vincent which would combo well with his Limit forms that don't use MP; that'd let me think of something for Cait Sith instead of Vincent. That or I could maybe enhance Vince's Limit forms by adding automatic buffs that get refreshed while he's running through his AI in them though that'd mean having to use those forms to get any benefits.

The root of the problem is that I'm flat out of ideas for what Cloud or Cid could have as innates, and limited by the space. I could maybe load something onto the enemy scripts instead, maybe a 'mark for death' effect when attacked by a specific character that lowers their defensive stats a little though enemies that change their defence (like Guard Scorpion) would be problematic. Cid needs something attack-based I think, while for Cloud I'd veer more toward a party-buff or something.

ahhh, well those innates are fine according to me, i thought you had the old ones (Cloud gaining 40 STR/MAG and Cid with Auto-Crits on hit). The barrier innate is fine for Cid, since he more or less is a melee but can now chose between tank or dps, instead of forcing him to be a damage dealer.

Same with Cloud, if his innate is the changing one, it fits both his char (identity crisis) as well as it quite interesting in how to use it. My assumption to your last reply to one of my posts, was that they were the old ones still.

As for Vincent i actually think making limit buff might be a good idea, since he is a "monster" that focuses on shape shifting. And if anyone is going to have affects when party members die/get hurt, i think it should be either Vincent or Cloud, since it fits those chars most. In any case, keep up the good work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-30 05:33:27
Overdrive mechanics could be interesting; if his gauge filled when allies take damage might be a good one as well and a counter to Yoshiyuki.

Oh snap, you're right with the Yoshiyuki. That could actually be really cool.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-06-30 14:50:43
Overdrive mechanics could be interesting; if his gauge filled when allies take damage might be a good one as well and a counter to Yoshiyuki.

Though i think chars with limit break variety could have this innate (maybe after the application of the exe patch?). Since adding this innate to a char with purely dps limit breaks, kinda forces him/her into a phys dmg dealer role.

This could work with Vincent, Red or even Caith because of their different types of limit breaks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: goldengoat on 2016-06-30 15:59:16
So I've hit an issue where the game freezes when I head to in front of the Honey Bee Inn.
I'm on the latest patch (29th June mk2) for this and it happens on my first visit to Wall Market.

Unsure if anybody else has hit this issue yet though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-30 16:43:20
So I've hit an issue where the game freezes when I head to in front of the Honey Bee Inn.
I'm on the latest patch (29th June mk2) for this and it happens on my first visit to Wall Market.

Unsure if anybody else has hit this issue yet though.

I'll get on it.

Edit: New patch up. Wasn't able to identify the cause, so I assumed it was a corrupted field and replaced it with a back-up. Seems to be OK now.

Edit2: Scratch that, I forgot to remove a debug line from the first save point that teleports you to the church rafters ._.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-06-30 20:27:43
hey sega chief

what do you think about adding a guild system jobs in the dark cave side quest
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-30 20:30:42
What if Cloud gained his limit instantly whenever another party member get's K.O.ed? it would seem like a cool idea, but I'm wondering if this can then be exploited by players killing the other party members to achieve limit status all the time, lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-30 20:46:34
hey sega chief

what do you think about adding a guild system jobs in the dark cave side quest

I don't think that would fit too well; it's designed as a quick self-contained thing whereas a guild job system would be more for main-game content (maybe for a separate mod altogether).

What if Cloud gained his limit instantly whenever another party member get's K.O.ed? it would seem like a cool idea, but I'm wondering if this can then be exploited by players killing the other party members to achieve limit status all the time, lol.

I'd exploit that out of the ears. Be drowning in Limits.

That's the finished flevel patch up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-30 20:52:37
I'd exploit that out of the ears. Be drowning in Limits.

Yeah, I'd do the same...lol, welp! Still at the drawing board...

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: goldengoat on 2016-06-30 20:53:15
I'll get on it.

Edit: New patch up. Wasn't able to identify the cause, so I assumed it was a corrupted field and replaced it with a back-up. Seems to be OK now.

Edit2: Scratch that, I forgot to remove a debug line from the first save point that teleports you to the church rafters ._.
Thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-30 21:09:28
Okay, what if maybe Cloud gained the 'Regen' effect while using defend 1 time, per battle? He has Mako flowing inside him/was inside the lifestream so....maybe? lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-06-30 21:20:10
Okay, what if maybe Cloud gained the 'Regen' effect while using defend 1 time, per battle? He has Mako flowing inside him/was inside the lifestream so....maybe? lol

Could do; Regen is the last spell learned on Restorative (for NT) so it's a fairly late spell w/ a higher MP cost. Maybe couple it with another status?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-06-30 21:23:25
Could do; Regen is the last spell learned on Restorative (for NT) so it's a fairly late spell w/ a higher MP cost. Maybe couple it with another status?

Regen + Barrier? Would that work? Or....Resist?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2016-06-30 21:28:29
Coupled with another status? You mean like sadness, resist, or the like? Unless you're talking about a negative status, in which case that's a head scratcher.

EDIT: Ninja'd by iDerek
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2016-07-01 05:51:33
Ok, hit another game-crash area. Disc 1, right about to climb up the wire to reach Shinra HQ. After you pass the area with the kids talking about how Avalanche dropped the plate as you're climbing up the wire, the game screen turns black, it starts playing battle music, and it freezes. Again, no other mods on my setup beyond New Threat. And yes, I am using the June 30th patch you uploaded here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-07-01 14:19:44
Regen + Barrier? Would that work? Or....Resist?

Wouldnt really recommend either tbh. Regen, while being a end-tier healing spell, is nothing more then a different take on Caiths current innate and it becomes more or less useless after you get Regen normally.
Resist might cause more problem since it can apply resist when you dont even want it. Scenarios can be bosses that have high phyc dmg or abilities that more or less forces the Defend command (Omega weapon).

If by any chance you could toggle Resist (Defend activates it, a different action removes it) then maybe, but sometimes you might want to keep resist thus making even that possibility unlikely.

I am not really sure why we need to change Clouds innate if it is the changing 25 STR/MAG? The only "bad" innate atm is Vincent, while the rest range from fine to really good. Ofcourse that stats/effects might need buffs/nerfs on some innates, but (according to me) Vincent is the only one that needs a whole new concept for his innate.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-01 16:22:18
Ok, hit another game-crash area. Disc 1, right about to climb up the wire to reach Shinra HQ. After you pass the area with the kids talking about how Avalanche dropped the plate as you're climbing up the wire, the game screen turns black, it starts playing battle music, and it freezes. Again, no other mods on my setup beyond New Threat. And yes, I am using the June 30th patch you uploaded here.

That's a concern, because I don't think that screen was altered at all recently and it's the 2nd to suddenly stop loading. I can restore it from the back-up like the other screen, but it makes me wonder how many more of these there are and why they've went kaput.

Edit: Ah, looks like I was wrong. Those fields have been altered to make a different music track play during the dark cave sidequest but it's caused a thing where the original song will start playing from the beginning when changing screens (instead of just continuing). I didn't get a black screen crash though, but this might be because I'd already climbed the wire and avoided whatever script trigger is causing the problem (if you got battle music, then something's up).

In any case, the script needs cleaning up.

Edit2: Updated the patch, I reckon the problems will be isolated to Midgar because that's where a lot of the scripting is taking place. I ran through the wire fields from Reno up to Shinra HQ and it seems to be OK but let me know if it still doesn't load.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: mexico on 2016-07-01 17:15:41
So Sega, you think you will modify the kernel ? I got some trouble to translate it but I finally found a way. The result is that I probably won't be able to modify it after that (couldn't open it with Wall Market). So I have to be sure that you won't modify it ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-01 17:20:16
I don't know if I can guarantee that; whenever the scene.bin gets modified heavily it needs to be resynched with the kernel which alters it I imagine + I need to do some work on character innates.

Here's what we could do instead; if you translate the text down into notepad files (one notepad per section: magic, items, etc.), and with each item name/description in the order that they appear in the lists (so you don't need to write down the english names) then I can copy-paste the french texts into the finished kernel whenever that comes to pass.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: mexico on 2016-07-01 17:33:14
No, that doesn't work, I have crashs when I do that. The way I found is patching it with Néo-Midgar, the result is that editors can't open it when it is patched. So I think it will be better to wait till you're absolutely sure you won't change it. ;) PM me when it's the case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-01 19:33:46
No, that doesn't work, I have crashs when I do that. The way I found is patching it with Néo-Midgar, the result is that editors can't open it when it is patched. So I think it will be better to wait till you're absolutely sure you won't change it. ;) PM me when it's the case.

Okay-doke; I'll drop you a PM when the time comes.

Edit: I'll get the IRO updated and uploaded later tonight (sorry about the wait, just worried about more bugs in the flevel appearing).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sethiiroth on 2016-07-03 21:03:00
So hey sega, my game is consistently soft locking while fighting jenova?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sethiiroth on 2016-07-03 22:07:14
Found a work around for it. Also is NG+ not available yet?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-03 23:30:27
So hey sega, my game is consistently soft locking while fighting jenova?

Found a work around for it. Also is NG+ not available yet?

So I take it Jenova Synthesis (last one) was causing problems? It was reported that killing the arms could cause a soft-lock, likely due to there being those two additional enemies in the fight. It's on my checklist for the scene patch.

NG+ I'm not too sure about now. Every draft I've got would make more sense as a stand-alone mod than something scripted on top of NT. Although if the absolute reset debug line is an actual total reset and doesn't throw up any serious problems then I could maybe do something with that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-07-04 15:02:19
Little something I noticed today. When speaking to the kid in Cid's house, sometimes Cid will get stuck on the potted plant by the door when walking to his point, meaning you can't do anything and have to reset the game. I don't have a video or a gif of that moment but I have a screenshot of where Cid gets stuck.

(http://i.imgur.com/OULlbck.png)

I never encountered it during my first playthrough but Cid was my party leader when I did those fights.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-04 20:32:55
Little something I noticed today. When speaking to the kid in Cid's house, sometimes Cid will get stuck on the potted plant by the door when walking to his point, meaning you can't do anything and have to reset the game. I don't have a video or a gif of that moment but I have a screenshot of where Cid gets stuck.

I never encountered it during my first playthrough but Cid was my party leader when I did those fights.

It's too cramped a space, and I haven't put in any real handling for where Cloud is when you talk to the kid. New plan is to move it out into the backyard and trigger it from when you get the Highwind onwards and the Bronco vanishes (only way to explain the Bronco sitting out there as it's part of the field background itself). Should be a lot more space and I can use Palmer's position, etc. to trigger it more safely. Though having Air Buster in that tiny house was fun.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sethiiroth on 2016-07-05 03:24:49
Yes, killing arms first or dealing too much damage to all of jenova would cause soft lock, had to individually kill each piece one by one, starting with the two side jenovas. And If NG+ doesn't sound right to you, why not do an alternate timeline like you did with the sleeping forest sidequest or something along those lines?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-05 13:19:03
Yes, killing arms first or dealing too much damage to all of jenova would cause soft lock, had to individually kill each piece one by one, starting with the two side jenovas. And If NG+ doesn't sound right to you, why not do an alternate timeline like you did with the sleeping forest sidequest or something along those lines?

That was going to be the plan; it was going to start in Sector 7, Meteor had been summoned already, and you needed to escape a monster-infested Midgar to make your way across the continents to the North Crater (with Whirlwind Maze connecting to the actual Disc 3 crater and some other connections between areas elsewhere). Along the way you'd find safehouses like the Church or Gold Saucer where characters that hadn't been picked to start out with could be picked up. Fight-wise, it was to start out at around Lv.70 or so and quickly boost your party to Lv.99 for NG+, starting you off with a Lv.70 team and a modest arsenal of gear if you were playing from New Game instead.

Had a few notes for events, and a system where you could call in remnant Shinra forces to make an area less dangerous/decrease the encounter rate but it'd be limited to three areas or something. The whole idea was to have almost no story and just be a kind of Mercenaries mode like from Resident Evil 3; about 10hrs in length.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2016-07-06 11:59:31
There's something in the game or, to be more exact, something that didn't happen that I've been wondering about. I've seen in Youtube videos in past builds that there is a boss battle in order to get the Gold Chocobo from the Kalm Traveler, but when I got to it, I got it without the fight.So my question is, was that fight removed from the mod, or did something wrong happen with my game? By the way, loving the mod so far!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-06 22:09:39
There's something in the game or, to be more exact, something that didn't happen that I've been wondering about. I've seen in Youtube videos in past builds that there is a boss battle in order to get the Gold Chocobo from the Kalm Traveler, but when I got to it, I got it without the fight.So my question is, was that fight removed from the mod, or did something wrong happen with my game? By the way, loving the mod so far!!

I think I removed it so that there wasn't an extra roadblock to getting the Gold Chocobo without breeding one. That fight will likely turn up elsewhere when I've figured out where to put it.

Edit: I'm looking to get this revision for Hojo done today and the scene patch uploaded. I'll be putting an IRO together shortly after (and I'll send you it as a special patch, SoS, if you're still playing).

Edit2: Scene patch is up; it overhauls Hojo, Lost Number, that soldier fight outside Shinra Mansion, and SOLDIER enemies in general. I think Gi Kattan was tweaked as well.

Edit3: Gotta go to work soon (working five days in a row due to a scheduling mishap :I), but expect the updated IRO to be up tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-07-09 11:43:03
I am in fact and I would appreciate that greatly, just got to where disk 2 starts though so I've passed a couple of those. In the "where is the thing" file, there is no location for Added cut yet it doesn't appear to be where it is in the normal game. Will I miss it if I leave the glacier?

Edit: I reloaded the game and it showed up this time so no worries, not sure what happened.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-09 16:33:29
I am in fact and I would appreciate that greatly, just got to where disk 2 starts though so I've passed a couple of those. In the "where is the thing" file, there is no location for Added cut yet it doesn't appear to be where it is in the normal game. Will I miss it if I leave the glacier?

Edit: I reloaded the game and it showed up this time so no worries, not sure what happened.

I sent a PM with the special patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2016-07-09 18:05:23
Just a quick question. The new item "Yellow Wave" is supposed to reduce the enemy's defenses by a certain amount, but can you use multiple yellow waves to significantly reduce the enemy's stats, or are all subsequent yellow waves wasted after the first one? I'm trying to use these to defeat a certain boss in the game (Netzechariah to be more exact) and was wondering this, as I don't want to use more than I need to.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-09 20:19:16
They'll reduce defences down by 25% of the original value each time, much like how a Hero Drink works; four will reduce them to 0 Defence.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-07-10 00:26:25
Has anyone else had trouble with Gaea Dragons? I feel like I'm missing a component of the battle because they just keep healing and healing. Any suggestions?

Edit: I figured it out =D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-07-11 04:40:26
I'm assuming what I just encountered was a bug but I'm not certain. I was doing Junon League Brawler Cup and the first enemy uses Obsession first turn. I was using Tifa and her health dropped from dual insanely fast, but when she hit 0, it said grit was triggered though she remained at 0 hp and now the battle appears to have soft locked. for several minutes, I have been at 0 hp, getting no turns, but still alive.The enemy keeps acting, but nothing kills me.

Edit: The dual effect finally ended after an extended period of time and now I'm at 0 hp but am not dying, and still getting turns, so it seems I'm unkillable in this scenario.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-11 06:10:59
I'm assuming what I just encountered was a bug but I'm not certain. I was doing Junon League Brawler Cup and the first enemy uses Obsession first turn. I was using Tifa and her health dropped from dual insanely fast, but when she hit 0, it said grit was triggered though she remained at 0 hp and now the battle appears to have soft locked. for several minutes, I have been at 0 hp, getting no turns, but still alive.The enemy keeps acting, but nothing kills me.

Edit: The dual effect finally ended after an extended period of time and now I'm at 0 hp but am not dying, and still getting turns, so it seems I'm unkillable in this scenario.

Interesting, I've experimented with 0HP characters in the past and they tend to be invincible until their HP is raised past 0 again. Were you getting no turns due to the Manipulate status? That attack also inflicts this status which might account for the no turns. As for the invulnerability, I'll test if this is always the case due to Dual-Drain and add a line to remove this status if Tifa gets KO'd.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Murasame on 2016-07-12 15:59:32
Where could I find Iron Men? I'm trying to gather things for ultimate weapons and can't find him. In the vanilla game he was only past the point of no return according to the wiki.

Also where could I find the Planet materia? IIRC the where is the thing doc said it was won from the silver match at gold saucer but I got final attack instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-12 21:09:52
Where could I find Iron Men? I'm trying to gather things for ultimate weapons and can't find him. In the vanilla game he was only past the point of no return according to the wiki.

Also where could I find the Planet materia? IIRC the where is the thing doc said it was won from the silver match at gold saucer but I got final attack instead.

Iron Giants were added to the encounter list of the Left-Down path in the Crater (the screen where you used to have to jump/grab Mega-All).

Planet Materia's location was moved; it's obtained from the Forgotten City altar in Disc 3 (need to visit the bottom of North Cave beforehand though, to set the Game Moment to 1998). I don't think I intended to put Final Attack in for the Silver Match though, that should be for the Special Battle. I'll have a look.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Murasame on 2016-07-12 22:18:21
Ah, nice. Thanks.

I could have been wrong about Final Attack. I did both the silver and special matches so I might have got 'em mixed up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-07-13 04:37:32
Yeah i think the manipulate is what caused the lack of turns, though it lasted much longer than i expected. Once i hit 0 hp i never healed, just let it ride and death never happened.
About chocobo racing, sometimes, maybe 50% of the time the races move at super speed. Is there any way to enable that so it always happens?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-13 08:27:31
Yeah i think the manipulate is what caused the lack of turns, though it lasted much longer than i expected. Once i hit 0 hp i never healed, just let it ride and death never happened.
About chocobo racing, sometimes, maybe 50% of the time the races move at super speed. Is there any way to enable that so it always happens?

Not that I know of, but people were trying to fix this bug so maybe they'll be able to make it always happen as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2016-07-15 09:51:52
I'm not sure if this has already been discussed, so be safe I'll bring it up now. When trying to fight Lucrecia behind the waterfall in Disc 3, the game would softlock when approaching Lucrecia with Tifa as party leader. Tifa will walk up to her but nothing else will happen. I did this twice and both times it softlocked. When I switched my party leader back to Cloud, the scene progressed as it should, and the battle began. I'm not sure if this happens with Cid as the leader (as I didn't test it), but I'm assuming so.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-15 10:06:43
I'm not sure if this has already been discussed, so be safe I'll bring it up now. When trying to fight Lucrecia behind the waterfall in Disc 3, the game would softlock when approaching Lucrecia with Tifa as party leader. Tifa will walk up to her but nothing else will happen. I did this twice and both times it softlocked. When I switched my party leader back to Cloud, the scene progressed as it should, and the battle began. I'm not sure if this happens with Cid as the leader (as I didn't test it), but I'm assuming so.

I think it was mentioned, but I didn't get around to it. Must be similar to the Priscilla thing; I should be able to fix it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-07-15 11:47:23
Returned to Corneo's Mansion with Cid as party leader and I saw Cloud standing in Corneo's desk.

http://i.imgur.com/rWZ6Eq8.jpg
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-07-15 14:36:13
Is there a new NT IRO? im only seein the one from May
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-15 17:38:09
Returned to Corneo's Mansion with Cid as party leader and I saw Cloud standing in Corneo's desk.

http://i.imgur.com/rWZ6Eq8.jpg

Heh, forgot about that one.

Is there a new NT IRO? im only seein the one from May

Not yet, been having trouble with 7H.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cheffdonty on 2016-07-15 20:35:30
New Threat Rules! All hail Sega Chief!
Title: NT First Battle MASSIVE issue.
Post by: Xidwen on 2016-07-15 22:07:16
I have the Square Enix version of the game, the remaster released, bought directly from Square's website. I downloaded NT just a few moments ago, had no issues with the install. However, as i was encountered by the first two enemies, it sent Cloud to a battle field that was outside, on a grassy plains, with three very powerful enemies (that are not the MP) that kill me in one attack. I don't understand why it's doing this, and I'd like some help so I can enjoy this mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-16 02:22:14
I have the Square Enix version of the game, the remaster released, bought directly from Square's website. I downloaded NT just a few moments ago, had no issues with the install. However, as i was encountered by the first two enemies, it sent Cloud to a battle field that was outside, on a grassy plains, with three very powerful enemies (that are not the MP) that kill me in one attack. I don't understand why it's doing this, and I'd like some help so I can enjoy this mod.

That's a kernel - scene.bin synching problem. Most likely cause is that one or the other hasn't been patched (probably the kernel) due to either some kind of security issue or maybe a different language installation (an extra step is needed to make it work with French, German, or Spanish versions). Are you running the main installer unblocked + as admin, and is it the english version of FF7 you have?

Edit: New IRO is up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Xidwen on 2016-07-16 03:17:21
That's a kernel - scene.bin synching problem. Most likely cause is that one or the other hasn't been patched (probably the kernel) due to either some kind of security issue or maybe a different language installation (an extra step is needed to make it work with French, German, or Spanish versions). Are you running the main installer unblocked + as admin, and is it the english version of FF7 you have?

Edit: New IRO is up.

I'm running everything unblocked and running as an admin. I'm running it on windows 7, in english.
I should probably mention that I used Wallmarket to edit a few minor things, very few. (Made all Cloud's weapons look like the Buster Sword, slightly altering base stats, and changing HP divisors for Limits) Would changing those be the thing causing my issue, and is there a way to revert it back to normal without having a backup of kernel.bin or kernel2.bin?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-16 05:08:16
Any changes you make to the kernel need to be checked against the scene.bin. To do this, you need to run the PrC tool (proud clod) and open the game's scene.bin in the lang-en/battle folder. Without making changes, click File then Create/Save and it'll prompt a check of the game's kernel. Confirm and direct the tool to the kernel (I think the default is for the 1998 FF7 PC kernel location but it should let you direct it to the Steam version's kernel if it can't find this). If it finds that they're unsynched, then select yes and it'll adjust them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Xidwen on 2016-07-16 05:43:03
Alright, I did that and PRC said that everything looks to be in order, and the scene.bin has been successfully saved. However, I ran the game and the same scenario occurred.  https://s31.postimg.org/6ik9abna3/FF7_EN_2016_07_16_01_38_20_163.jpg (https://s31.postimg.org/6ik9abna3/FF7_EN_2016_07_16_01_38_20_163.jpg)
This is the image that appears when the first battle occurs. I followed your instructions down to a T and even still this is occurring.



Edit: The creature does about 1500 damage to Cloud, and attacks before i can choose an action.

Edit: I attempted creating the scene.bin before i installed the mod using my clean backup data, and after doing another installation of the mod. The same battle still occurs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-16 18:28:00
This happened before recently for another user; for whatever reason, certain files wouldn't patch correctly (usually the kernel). I'll send a PM.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Xidwen on 2016-07-16 19:35:01
I'm not able to send you a PM, but I've got it fully working. I didn't update both kernels at first, so i got another fight, but now it fully works, and I can now fully enjoy this awesome mod.

So, changing the kernel now with Wallmarket should be okay now and shouldn't mess up the game?


Also, if I change the sword models to all be the Buster Sword, will this battle (not going to say it just in case it may be a spoiler) https://i.ytimg.com/vi/0HQZQmNqj5E/maxresdefault.jpg (https://i.ytimg.com/vi/0HQZQmNqj5E/maxresdefault.jpg) , will both swords end up being the Buster Sword, because although it doesn't make sense in canon, it'd be kinda cool.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Xidwen on 2016-07-17 02:16:59
 I assume this isn't supposed to happen? Lol
 (https://s31.postimg.org/jx488yoaz/FF7_EN_2016_07_16_22_15_47_520.jpg[/url)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-17 06:34:18
I'm not able to send you a PM, but I've got it fully working. I didn't update both kernels at first, so i got another fight, but now it fully works, and I can now fully enjoy this awesome mod.

So, changing the kernel now with Wallmarket should be okay now and shouldn't mess up the game?


Also, if I change the sword models to all be the Buster Sword, will this battle (not going to say it just in case it may be a spoiler) https://i.ytimg.com/vi/0HQZQmNqj5E/maxresdefault.jpg (https://i.ytimg.com/vi/0HQZQmNqj5E/maxresdefault.jpg) , will both swords end up being the Buster Sword, because although it doesn't make sense in canon, it'd be kinda cool.

That battle model is separate from Cloud's files, so no worries; it'll still appear like that even if you change all of Cloud's weapons into buster swords. However, you can change that one into a Buster Sword as well if you replace the model part NXBA with a Buster Sword (just delete NXBA, then copy-paste RTCK and rename the copied file to NXBA).

I assume this isn't supposed to happen? Lol

 (https://s31.postimg.org/jx488yoaz/FF7_EN_2016_07_16_22_15_47_520.jpg[/url)

That better not be with the latest flevel patch applied ._.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-07-17 08:20:50
That better not be with the latest flevel patch applied ._.

You can rest easy SC, I went back to that area again using the lastest IRO file, and sure enough, Guard Scorp is nowhere to be found!  8-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-17 11:48:35
You can rest easy SC, I went back to that area again using the lastest IRO file, and sure enough, Guard Scorp is nowhere to be found!  8-)

Thank God.

I assume this isn't supposed to happen? Lol

 (https://s31.postimg.org/jx488yoaz/FF7_EN_2016_07_16_22_15_47_520.jpg[/url)

If you haven't, use the latest flevel hotfix patch available from the front page (it's installed in the same way as the main installer). But let me know if this is installed and the scorp showed up ._.'
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Xidwen on 2016-07-17 14:45:09
That battle model is separate from Cloud's files, so no worries; it'll still appear like that even if you change all of Cloud's weapons into buster swords. However, you can change that one into a Buster Sword as well if you replace the model part NXBA with a Buster Sword (just delete NXBA, then copy-paste RTCK and rename the copied file to NXBA).


Could you maybe PM me with what exactly all of this means and how to do this? I'm still very much a noob at FF7 modding and doing stuff of this level.


Also another noob question: When am I able to start being able rank up my characters?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-17 18:56:08
Could you maybe PM me with what exactly all of this means and how to do this? I'm still very much a noob at FF7 modding and doing stuff of this level.


Also another noob question: When am I able to start being able rank up my characters?

I sent a PM; as for rank-up, that becomes available once you finish the Mythril Mines.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FrancoiseHarpie on 2016-07-17 22:10:12
Hello there !

I am having fun with 1.4 (haven't played it since 1.2) but it seems I can't update Flevel and Scene : the patcher tells me there's no file to update. I'm playing the English version.

I was able to get to Northern Crater. If I manage to update these files, will i miss anything or is everything available through Lost&Found ?

Thanks in advance for your help !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-18 06:14:31
Maybe a security thing? The patches tend to fall afoul of security more often because they're newer than the main installer one and won't be as trusted by anti-virus software. If you kept back-ups of the default flevel + lang-en folders then you could try swapping those in and then trying to run the patchers again (mind to unblock + run as admin in Properties for both of them). If that doesn't work, let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-18 06:38:02
On the subject of Guard Scorp, when I was protecting Aeris in the church, a much more powerful version (As in 2k damage) of Guard Scorpion attacked me during one of the random battles in the attic. I had to go through this part (and the boss prior to it) three times before I could get it.

Is this a bug, intentional, or do I have a conflict from when I installed Reunion for faster enemy death animations and menu cleanup (and only these, nothing else)? I understand it changes a few things and it might've affected random battles, but this is the only conflict I've seen so far, so I'm blaming that but also double-checking.

To be exact, it's one where Cloud says "Yeesh!" when the fight starts. I don't know how to check the individual instances of formations so I can't give more info just now (that and I'm running out the door to go to work but I can use the internet at work).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FrancoiseHarpie on 2016-07-18 07:06:21
This is what I did :

- Moved the FFVII folder to a different location (as Program Files is quite security-heavy) and unchecked the Read-only box for everything
 - Temporary deactivated all agents of my anti-virus program
- Swapped both files with their backups
- Ran both patchers as admin.

I still got the same message
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Murasame on 2016-07-18 13:15:08
Sorry to bother with this again. I've been to the bottom of the crater, I went to the altar in the Forgotten city and beat the new boss down there. I didn't get Planet materia afterwards and I clicked around to see if it was on the ground but still found nothing. :(

Edit: noticed the new patch on the front page. Will I have to re-load and beat the boss again for it to drop?

Double edit: ughhh. I done goofed and saved over the wrong file, my next closest save is 4 hours away. I don't think I can get it now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-18 17:53:07
On the subject of Guard Scorp, when I was protecting Aeris in the church, a much more powerful version (As in 2k damage) of Guard Scorpion attacked me during one of the random battles in the attic. I had to go through this part (and the boss prior to it) three times before I could get it.

Is this a bug, intentional, or do I have a conflict from when I installed Reunion for faster enemy death animations and menu cleanup (and only these, nothing else)? I understand it changes a few things and it might've affected random battles, but this is the only conflict I've seen so far, so I'm blaming that but also double-checking.

To be exact, it's one where Cloud says "Yeesh!" when the fight starts. I don't know how to check the individual instances of formations so I can't give more info just now (that and I'm running out the door to go to work but I can use the internet at work).

It's a bug, he's not supposed to appear there. If the kernel has been changed in some way, then the wrong encounters will start loading as the look-up tables are out of synch. Might be interference from Reunion but I've no idea if what you've installed from it alters the kernel (or scene.bin). Something you can do though is download the PrC tool (proud clod) and open the game's scene.bin in the lang-en folder (or battle if it's a 7H/1998 version) and then clicking file/save (or 'create' if it's an older version); it'll give you a prompt to check the kernel (direct it to the one in the lang-en folder if needed) and will offer to resynch them if they're incorrect. Make sure to run as admin:

http://forums.qhimm.com/index.php?topic=8481.0

This is what I did :

- Moved the FFVII folder to a different location (as Program Files is quite security-heavy) and unchecked the Read-only box for everything
 - Temporary deactivated all agents of my anti-virus program
- Swapped both files with their backups
- Ran both patchers as admin.

I still got the same message


So it's not security and the paths are probably fine too if it's the English version. I've no idea; I'll send you a PM.

Sorry to bother with this again. I've been to the bottom of the crater, I went to the altar in the Forgotten city and beat the new boss down there. I didn't get Planet materia afterwards and I clicked around to see if it was on the ground but still found nothing. :(

Edit: noticed the new patch on the front page. Will I have to re-load and beat the boss again for it to drop?

Double edit: ughhh. I done goofed and saved over the wrong file, my next closest save is 4 hours away. I don't think I can get it now.

I made a mistake, it seems to have been moved to the Gold Match in Extra Battle (I just checked the files).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-18 18:23:29
I already decided to do a full reinstall since Reunion's absolute minimum install was likely causing some other problems and to just live with the menu issues (I don't think that it was right to be Lv22 at Rufus considering I didn't grind and a showcase vid stated that you were expected to be around 20 at Jenova, and some battles felt far too easy), but I'll keep that in mind for next time. Reason I was thinking "intentional" was because of Scorp's refusal to leave the Church and that you turned it into a more extreme running gag but you picked the wrong scorpion.

To make you feel better, when I reflected a cure/all onto the guys at the reactor, I didn't think "bug", I thought "That's genius". Then I realized that the triple reflect trick was nerfed when I interpreted that as being the proper tactic. The amount of thought you put into this mod is quite exceptional. Especially Cloud's level in Nibelheim. If he had those stats in the original game, it would've been one of the best foreshadowings of the generation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FrancoiseHarpie on 2016-07-18 19:19:47
The hard way seems to have solved the issue. I'm now able to see the Lost & Found guy.

Thank you again Sega Chief for your help !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: itx on 2016-07-19 01:39:03
Hello, can i find somewhere a full guide, or a list of all things that changed from the original game?

Really good work Sega Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-19 06:35:30
I already decided to do a full reinstall since Reunion's absolute minimum install was likely causing some other problems and to just live with the menu issues (I don't think that it was right to be Lv22 at Rufus considering I didn't grind and a showcase vid stated that you were expected to be around 20 at Jenova, and some battles felt far too easy), but I'll keep that in mind for next time. Reason I was thinking "intentional" was because of Scorp's refusal to leave the Church and that you turned it into a more extreme running gag but you picked the wrong scorpion.

To make you feel better, when I reflected a cure/all onto the guys at the reactor, I didn't think "bug", I thought "That's genius". Then I realized that the triple reflect trick was nerfed when I interpreted that as being the proper tactic. The amount of thought you put into this mod is quite exceptional. Especially Cloud's level in Nibelheim. If he had those stats in the original game, it would've been one of the best foreshadowings of the generation.

Triple Reflect shouldn't be nerfed in any way, I think it's just that some spells work better than others (and Air Buster traditionally has high magic defence from the original game, the highest of any enemy in fact; but maybe I could remove that and give him normal magic defence so double reflect can be used there?)

Cheers, bud. I was thinking to myself that it'd make more sense if Cloud was a lot stronger during his initial re-telling of what happened. A little easter-egg for people playing through the flashback instead of skipping it.

The hard way seems to have solved the issue. I'm now able to see the Lost & Found guy.

Thank you again Sega Chief for your help !

Let me know if there are any other problems. I'll need to find a new patching method or something, the current one just seems to be failing more and more recently.

Hello, can i find somewhere a full guide, or a list of all things that changed from the original game?

Really good work Sega Chief!

In the Main Installer folder there should be a document called Changelog; that's an (incomplete) list of as much as I could remember changing. Some will be a nice and hopefully welcome surprise, others might not be; let me know if anything catches your eye that you don't like.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-19 07:50:49
Triple Reflect shouldn't be nerfed in any way, I think it's just that some spells work better than others (and Air Buster traditionally has high magic defence from the original game, the highest of any enemy in fact; but maybe I could remove that and give him normal magic defence so double reflect can be used there?)

I'll have to double check it then, because it seemed to only reflect single-target twice rather than three times at full power. Might've just been in a panic since that fight is pretty hard due to throwing two curveballs back to back.

Edit: After getting the whole party under reflect status in the second reactor, I cast Fire1/all on the party. It reflected onto three random targets.

Air Buster doesn't need any real changes. If you understand how his turning mechanic works, he's easier than most random encounters due to his x5 damage multiplier on back attacks. If anything I would have exploiting that weakness trigger something pretty nasty so it's not done so lightly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-19 21:34:52
For some reason, Elena appears to have an unusually low amount of HP (http://i.imgur.com/GkzOQgn.png) in her first battle, 41 instead of what I assume is meant to be 4100. Is this on my end? Only other mod I have installed is the 60fps battles mod which only edits battle animations and never touches the scene.bin.

I reinstalled FF7 to double-check and it remains the same. To go step-by step of what I did...

- Installed the PC version, then the 1.2 patch
- Set up Aali's Open GL plugin
- Backed up the Data folder
- Ran the new threat installer and both hotfixes, pointing at C:\PROGRAM FILES (X86)\SQUARE SOFT, INC\FINAL FANTASY VII\DATA
-- Installer was taken from the original post in this thread
- No warnings over write-protected files
- Open up Proud Clod to check, Elena still has 41HP
- Everything had admin permissions as far as I'm aware, and this instance didn't have the 60FPS mod data.

So I'm sure that something is going wrong somewhere along the line.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-20 06:14:23
For some reason, Elena appears to have an unusually low amount of HP (http://i.imgur.com/GkzOQgn.png) in her first battle, 41 instead of what I assume is meant to be 4100. Is this on my end? Only other mod I have installed is the 60fps battles mod which only edits battle animations and never touches the scene.bin.

I reinstalled FF7 to double-check and it remains the same. To go step-by step of what I did...

- Installed the PC version, then the 1.2 patch
- Set up Aali's Open GL plugin
- Backed up the Data folder
- Ran the new threat installer and both hotfixes, pointing at C:\PROGRAM FILES (X86)\SQUARE SOFT, INC\FINAL FANTASY VII\DATA
-- Installer was taken from the original post in this thread
- No warnings over write-protected files
- Open up Proud Clod to check, Elena still has 41HP
- Everything had admin permissions as far as I'm aware, and this instance didn't have the 60FPS mod data.

So I'm sure that something is going wrong somewhere along the line.

No, no; I've done something silly again. If I'm testing an AI or a post-battle scene then I'll sometimes set HP to a lower value (so 41 instead of 4100) and then forget to set it back again. I'll sort it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-20 08:43:44
Quote
No, no; I've done something silly again.

It would probably be easier to just make them suceptible to instant death.

Also, the installer and the OP are contradictory. The OP says you require the hotfixes yet the hotfixes say that certain patches have already been put into the main installer. When I reinstalled this morning and checked Elena's HP each step I noticed it said that on the installer itself. Might want to clarify which takes priority.

Another issue I noticed. When I killed the Midgardsormer for the fun of it (Yes Mrs. Puff, I cheated by having Peerless, I just wanted to see it in action), the XP TNL started acting oddly. As I'm aware, it jumps up very sharply at around Lv20 to requiring around 14k. When I killed him and gained the XP, the TNL dropped down to a few thousand allowing me to gain 2-3 levels across the party per kill. I was fairly close to leveling at the time. Is this caused by a second XP lookup table only invoked when large amounts of XP are gained?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-20 09:05:04
It would probably be easier to just make them suceptible to instant death.

Also, the installer and the OP are contradictory. The OP says you require the hotfixes yet the hotfixes say that certain patches have already been put into the main installer. When I reinstalled this morning and checked Elena's HP each step I noticed it said that on the installer itself. Might want to clarify which takes priority.

Another issue I noticed. When I killed the Midgardsormer for the fun of it (Yes Mrs. Puff, I cheated by having Peerless, I just wanted to see it in action), the XP TNL started acting oddly. As I'm aware, it jumps up very sharply at around Lv20 to requiring around 14k. When I killed him and gained the XP, the TNL dropped down to a few thousand allowing me to gain 2-3 levels across the party per kill. I was fairly close to leveling at the time. Is this caused by a second XP lookup table only invoked when large amounts of XP are gained?

I'll check the text. The main installer is currently quite old so the patches are needed to get it completely up-to-date.

There are spikes in the exp curves every ten levels or so (11, 21, 31, and so on); they're combined with increasing exp from enemies area to area with a big increase starting up from Temple of the Ancients onwards to act as a safeguard against grinding that can occur when exploring, etc. They also let me judge where a party's level will roughly be for balancing purposes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-20 09:26:55
So the curve spikes up for a few levels and then mellows out in a nonlinear fashion?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-20 20:00:05
Pretty much; the idea is that enemies in an area won't be able to easily push you past those caps but enemies/bosses in a later area will. You can still get through it, but it makes more sense time-wise to keep going than to stop and grind.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-20 22:32:22
Makes sense. You definitely know what you're doing with the design choices in this, especially the idea of consistent and uniform elemental affinities. I just beat Jenova Vector and it took me a good while to bring her down because of her massive HP and my pitiful damage. I'm certain that two Elementa=Earths would've made short work of her, but I have a bad habit of ignoring my options unless something completely pastes me, which I predict within the next few hours of play.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-21 07:30:27
Makes sense. You definitely know what you're doing with the design choices in this, especially the idea of consistent and uniform elemental affinities. I just beat Jenova Vector and it took me a good while to bring her down because of her massive HP and my pitiful damage. I'm certain that two Elementa=Earths would've made short work of her, but I have a bad habit of ignoring my options unless something completely pastes me, which I predict within the next few hours of play.

One thing about all Jenova-type enemies (SOLDIER, Jenova bosses, anything demonoid, etc.) is that they're all weak to the Holy element. Normally this isn't available until much later in the game from Alexander, but I added the element onto Restore/Revive Materia and some others so that it can be used with physical attacks at least. If you're short an Earth, then you can use Restore + Elemental instead to get that 2x physical damage going. The problem is that this isn't well advertised; I might need to try and add something in-game to call attention to the element being assigned to Restore Materia at least so that players know it's there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-07-21 07:43:12
One thing about all Jenova-type enemies (SOLDIER, Jenova bosses, anything demonoid, etc.) is that they're all weak to the Holy element. Normally this isn't available until much later in the game from Alexander, but I added the element onto Restore/Revive Materia and some others so that it can be used with physical attacks at least. If you're short an Earth, then you can use Restore + Elemental instead to get that 2x physical damage going. The problem is that this isn't well advertised; I might need to try and add something in-game to call attention to the element being assigned to Restore Materia at least so that players know it's there.

What if you mentioned something about it in the training room above the weapon shop upstairs in Sector 7?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-21 08:28:20
What if you mentioned something about it in the training room above the weapon shop upstairs in Sector 7?

Infodumps don't really help people all that much. For things like this, a more practical or direct example would be better. As far as I'm aware there are two Elemental materia in Midgar, one in the Mayor's office, another somewhere I forget. If my awareness is right, this scenario could work.

A side boss can be added at a point like Jenova's escape, have a Shinra soldier comment about how they threw literally everything they had at it and it's only harmed by Holy. Because their weapons can't link materia and they only had one holy elemental item, the party will have to do it. Then have him fork over an Elemental (and a Restore if you don't have it for some reason), explain how it works and how to tell what materia has what element.

If my awareness is wrong, this boss could be placed elsewhere and the second Elemental moved appropriately.

This gives the player an explanation followed by a practical example that is needed to proceed. It also reinforces the idea that elemental affinities are king.

Alternatively, have a random NPC say he had the idea to link Restore to Elemental on his weapon so he could heal his allies with physical attacks (a concept which is already established with Aerith), but it backfired and he has no friends anymore, but he has an easier time fending off ghosts from the train graveyard at least.

First is more direct, second needs interpretation and experimentation. Downside to the first is that people who don't freaking read will think "This boss is bugged nothing hurts it". Downside to the second is that people will come to the conclusion of "Restore = Element only hurts undead".
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-21 12:14:14
Downside to the first is that people who don't freaking read will think "This boss is bugged nothing hurts it". Downside to the second is that people will come to the conclusion of "Restore = Element only hurts undead".

I can guarantee this will come to pass.

I'll add a couple of freaked out soldiers during the monster break-out in Shinra HQ and have them mention it; new NPCs tend to stick out to most players, and there aren't really any during that particular segment so they'll be hard to miss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-21 21:31:29
Yeah an NPC saying that element+restore > Jenova's monsters would be a lot simpler. Now for some bug reports.

AI bug: If you poison a land worm in the corel desert, it repeatedly tries to counter with Psyche Up, but as it doesn't seem to work (works as intended on Dyne) it traps it in an AI loop, making it an easy kill.

Typo: When Aerith calls you after the Chocobo race, she says "We'll be waiting outsider, Cloud."

Also, in the southernmost area of the Train Graveyard, a barrel in the top left contains an "Echo Screen" instead of an "Echo Drop".

Another bug: When heading to the rail tracks, a PHS call doesn't seem to function properly, Cloud just answers the phone and nothing happens, and the game progresses normally. My party was Yuffie and Red XIII.

Minor inconsistency: The zombie powder spell of Lich GT doesn't impose a weakness to Holy despite it turning the enemies "undead".
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-22 09:05:34
Yeah an NPC saying that element+restore > Jenova's monsters would be a lot simpler. Now for some bug reports.

AI bug: If you poison a land worm in the corel desert, it repeatedly tries to counter with Psyche Up, but as it doesn't seem to work (works as intended on Dyne) it traps it in an AI loop, making it an easy kill.

Typo: When Aerith calls you after the Chocobo race, she says "We'll be waiting outsider, Cloud."

Also, in the southernmost area of the Train Graveyard, a barrel in the top left contains an "Echo Screen" instead of an "Echo Drop".

Another bug: When heading to the rail tracks, a PHS call doesn't seem to function properly, Cloud just answers the phone and nothing happens, and the game progresses normally. My party was Yuffie and Red XIII.

Minor inconsistency: The zombie powder spell of Lich GT doesn't impose a weakness to Holy despite it turning the enemies "undead".

I'll sort those out, the Holy weakness on Attack Squad might be trickier though as I'm using the Wutai ones and I can't set weaknesses through AI (only absorb or null, the former of which is what's needed for taking damage from restorative).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-22 12:42:34
Couldn't you use Solder 2nds? I recall those being made weak to Holy. Bit of a hack, but pretty much everything in FF7 is a hack of some sort. Since you can get X-potions from Gold Saucer for 80GP and Cait gives you 100, and you'll likely have some elixirs or x-potions at this point...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FrancoiseHarpie on 2016-07-22 15:46:01
When fighting the enemy Pollensalta in Northern Crater, the game soft-locked after she used the skill L3 Def-loss. I got a continuous red-flashing screen and no more inputs could be made.

Got this 3 times total in one hour of gameplay. Is it something due to the PC version like with Beta and Hyper Jump, or anything else ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-23 09:25:35
Couldn't you use Solder 2nds? I recall those being made weak to Holy. Bit of a hack, but pretty much everything in FF7 is a hack of some sort. Since you can get X-potions from Gold Saucer for 80GP and Cait gives you 100, and you'll likely have some elixirs or x-potions at this point...

There are scenes within the scene.bin that hold info for three enemies; I inserted Lich GT into the one containing Attack Squad so I'd need to move it + all the attacks elsewhere then re-do the flevel for a different encounter number. That being said, it's not impossible so next time I'm in there I'll check to see if there are any spaces kicking about with the SOLDIER enemies.

When fighting the enemy Pollensalta in Northern Crater, the game soft-locked after she used the skill L3 Def-loss. I got a continuous red-flashing screen and no more inputs could be made.

Got this 3 times total in one hour of gameplay. Is it something due to the PC version like with Beta and Hyper Jump, or anything else ?

Might be; some animations don't like being used with certain target criteria (Drain/Aspil won't work properly with multi-target for example). I'll get this sorted.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FrancoiseHarpie on 2016-07-23 10:44:31
It seems L3 Def-Loss only triggers when you use a Limit technique against her, and it always locks the game when that happens on my end. Guess not using any offensive Limit is some way to avoid this.

Besides, I've looked up in Proud Clod, L3 Def-Loss isn't even present in Salta's skill pool.
And I can't drive her to use Stasis Lock. Could it be that Salta was meant to use Stasis Lock instead of L3 Def-Loss as a counter to Limit Techniques ?

Edit : Indeed when I used Manip. on her Stasis Lock appears in the window, but once I select it, it's L3 Def-loss that's performed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-07-23 16:23:49
I found some bugs in the Mythril Cave. First of all, when fighting Elena and Rude, I scanned Elena before attacking only to find out she had a measly 41HP. I beat her with one attack before taking on Rude. Afterwards, I went north to the Rank Up room. After reading the explanation, I chose upgrades for my characters. Whatever I picked, I always got five more sources for every stat then I should have. For example, I picked Cloud's +5 to all stats option and got ten sources of each type. I tried not using the extra ones because that seemed cheap, but the game didn't let me progress until I  'drank my medicine'.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-07-23 16:29:56
I found some bugs in the Mythril Cave. First of all, when fighting Elena and Rude, I scanned Elena before attacking only to find out she had a measly 41HP. I beat her with one attack before taking on Rude. Afterwards, I went north to the Rank Up room. After reading the explanation, I chose upgrades for my characters. Whatever I picked, I always got five more sources for every stat then I should have. For example, I picked Cloud's +5 to all stats option and got ten sources of each type. I tried not using the extra ones because that seemed cheap, but the game didn't let me progress until I  'drank my medicine'.

The rank up is working as intended. You get 5 of each source every time but can choose additional sources in specific stats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-07-23 16:32:25
Quote
The rank up is working as intended. You get 5 of each source every time but can choose additional sources in specific stats.

Ah, good to know. I don't think the explanation stated anything about getting sources for every stat as well as the ones you choose, so I assumed it was a bug.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-23 18:32:07
It seems L3 Def-Loss only triggers when you use a Limit technique against her, and it always locks the game when that happens on my end. Guess not using any offensive Limit is some way to avoid this.

Besides, I've looked up in Proud Clod, L3 Def-Loss isn't even present in Salta's skill pool.
And I can't drive her to use Stasis Lock. Could it be that Salta was meant to use Stasis Lock instead of L3 Def-Loss as a counter to Limit Techniques ?

Edit : Indeed when I used Manip. on her Stasis Lock appears in the window, but once I select it, it's L3 Def-loss that's performed.

That's interesting it appears as Stasis Lock in the manip. window. What happened was, I changed the kernel spell entry for Stasis lock into L3 Def-Loss and because the attack is looked up in the kernel, I didn't see a reason to change the scene entry for the attack. I guess it checks the scene for the manip. box name. Def-Loss is the intended counter though; it replaced Stasis Lock.

Ah, good to know. I don't think the explanation stated anything about getting sources for every stat as well as the ones you choose, so I assumed it was a bug.

I figured it'd be a good way to stop some stats being left rock-bottom if they all got a base-line boost. I'll try and update the info in-game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-24 10:47:38
I found some bugs in the Mythril Cave. First of all, when fighting Elena and Rude, I scanned Elena before attacking only to find out she had a measly 41HP.

He's already aware of this bug, he nerfed her for testing purposes and forgot to change her back. You can edit her stats in Proud Clod if you want her to function as intended. I'll talk you through it.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SwordofAeons on 2016-07-25 12:23:58
I'm getting a hard crash following the Air Buster fight using the 7H version from July 15th.  The cutscene with the fall will play, but after it fades to black and Cloud is meant to wake up in the church, it freezes on the black screen.  I had originally activated some other cosmetic mods, but the crash persists even when booting with a naked New Threat.

Here's my save file right before the fight: https://drive.google.com/folderview?id=0ByVm1e2MFeP4OEJQeWR5WEJ4cFk&usp=sharing (https://drive.google.com/folderview?id=0ByVm1e2MFeP4OEJQeWR5WEJ4cFk&usp=sharing)

Anybody else made it to the church with the 7H version?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-07-25 13:35:32
What is a naked New Threat?

I'll load your save and see if I can duplicate, but you need to post your Profile Details so that I can enable an identical mod loadout.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SwordofAeons on 2016-07-25 15:47:24
What is a naked New Threat?

I'll load your save and see if I can duplicate, but you need to post your Profile Details so that I can enable an identical mod loadout.

Hmm, I can't find where the profiles are saved.  If you can point me to the likely location, I'll upload the file.  In the meantime, here's a pastebin with the Profile Details output: http://pastebin.com/qKibbata (http://pastebin.com/qKibbata)

The save was created with those mods, but I also tried a profile with only New Threat enabled and with various different OpenGL settings.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-25 19:31:28
If I had to guess, it's maybe the char.lgp files? Let me check my IRO files.

Edit: ZZZW.hrc is in the IRO I put together, so not sure. I'll play the IRO itself to that point and see what happens.

Edit2: 7H has died for me again; can't even get it to boot up for whatever reason it's broken this time.

I'm suspecting it's not finding that new field model when it loads the entire field (the model itself is supposed to be invisible and isn't used until later, but the game still looks for it when loading the field). It's in the IRO files I put together though, so I would have said it had something to do with conflicting cosmetic mods; except they use unique designations so a) there wouldn't have been a clash, and b) you've tried it without other mods installed so I don't know why it's having the problem.

Other possibility is a corrupted field. I'm going to need to fix my copy of 7H again to find out.

Edit3: I'd appreciate it if anyone with the current 7H version could load up a save before air buster and see if that church field loads up for them after. Might take me a few hours to get this install of mine sorted out.

Edit 4: Forgot to mention; I've fixed the issues reported thus far (scripting, typos, etc). The biggest change was that I ditched L3 Def-Less and replaced it with an attack called Mustard Bomb instead; this is a strong non-elemental spell that affects a single target and inflicts Haste + Dual-Drain (100% chance). Figured it'd be a handy end-game spell for quickly killing standard mobs (but the MP cost is high at 188). That particular spell slot, to replace Angel Whisper, has always been a bit problematic but I'm thinking this'll settle it.

I also repaired that scene at the start of Mt. Corel; there weren't enough handlers for different party compositions (I didn't account for Red XIII), but I've added all the possible party combinations in now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-07-25 21:02:22
Edit3: I'd appreciate it if anyone with the current 7H version could load up a save before air buster and see if that church field loads up for them after. Might take me a few hours to get this install of mine sorted out.

I can confirm that after fighting Air Buster the church field does infact load up correctly. I know for sure it does because I recently ran through that part of the game again to double check to make sure Guard Scorp. was no longer hanging around in the church. This is with the current NT 1.4 15th July IRO build.

Edit: Also, forgot to mention I'm using the stand alone IRO mod file I imported manually and not loading NT 1.4 15th July through the Gameplay - Difficulty and Story mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-25 21:15:55
I'm going to say that the field model isn't being found by 7H for whatever reason.

Was the IRO updated in the catalog to the 15th July one? I thought it was still an older one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-07-25 21:26:10
I'm going to say that the field model isn't being found by 7H for whatever reason.

Was the IRO updated in the catalog to the 15th July one? I thought it was still an older one.

Yeah, Alyza just rolled out an update for it like a few days ago, so it should be updated to the current 15th July build as of now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SwordofAeons on 2016-07-26 06:17:46
Edit: Also, forgot to mention I'm using the stand alone IRO mod file I imported manually and not loading NT 1.4 15th July through the Gameplay - Difficulty and Story mod.

Ah, this is something I didn't think to try!  Using the stand-alone I was able to successfully start the church scene after Air Buster.  Looks like it was either a corrupted download or an error in the catalog;  I'll make a post on the 7H thread to get that checked.  Thanks a bunch everyone!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-07-26 10:04:27
I didn't update the 7H Catalog with any of your models because I wasn't aware they needed to be loaded for models outside the main characters. I will include them in the next update and hopefully that's the issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FrancoiseHarpie on 2016-07-26 14:38:50
By the way, are you going to fix the leftover (but practical) Master Tomberry encounter in the last screen of the left-up path ?
This one is a lifesaver when you spent your only Ribbon for the Masamune and don't want to bet on an abysmal steal chance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Spotty Len on 2016-07-26 14:52:47
Hi there, I came close to ragequitting, but I finally beat the Curator during my 2nd visit to the Shinra building. However, he didn't drop anything after the fight ended (which, according to a video I checked later, isn't normal), and he respawned right after I left the room. I don't think there is anything worthwhile when you get to beat him (unless that Micro Engine does something later), so I was thinking of just ignoring the Museum room and continue with the story, but I'd rather have confirmation I'm not missing out on anything.

I'm playing the Steam version, and I only applied the latest New Threat mod (and fixes that came after that), so I really don't know why it keeps coming back, considering it died for good in the video I checked afterwards.

I also came across a problem during the fight. Tifa got her Grit triggered while she was grabbed by the Right Arm, but the arm didn't let her go when she died again, and kept her until it died, still damaging her and charging her Limit Break, even though she was KOed. It happened to me a few times in my previous fights.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-26 16:42:09
By the way, are you going to fix the leftover (but practical) Master Tomberry encounter in the last screen of the left-up path ?
This one is a lifesaver when you spent your only Ribbon for the Masamune and don't want to bet on an abysmal steal chance.

I'm looking to set things up so that it's more convenient to get everything; Master Tonberry will probably have it's drops made consistent but I'll have it be the place to get Ribbons again just like the original game.

Hi there, I came close to ragequitting, but I finally beat the Curator during my 2nd visit to the Shinra building. However, he didn't drop anything after the fight ended (which, according to a video I checked later, isn't normal), and he respawned right after I left the room. I don't think there is anything worthwhile when you get to beat him (unless that Micro Engine does something later), so I was thinking of just ignoring the Museum room and continue with the story, but I'd rather have confirmation I'm not missing out on anything.

I'm playing the Steam version, and I only applied the latest New Threat mod (and fixes that came after that), so I really don't know why it keeps coming back, considering it died for good in the video I checked afterwards.

I also came across a problem during the fight. Tifa got her Grit triggered while she was grabbed by the Right Arm, but the arm didn't let her go when she died again, and kept her until it died, still damaging her and charging her Limit Break, even though she was KOed. It happened to me a few times in my previous fights.

I think it was a leftover from the original script (used to be an Air Buster fight in Dark Cave) that the microengine dropped but wasn't moved elsewhere when 1.4. Curator is completely optional and doesn't drop anything; the only thing to be found is in the diorama room behind him, but... (good job on beating him, btw)

Grit is maybe conflicting with the Imprisoned status, unless he has that thing the older boss had where he won't let go of a KO'd party member. I'll check and see what I can do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Spotty Len on 2016-07-26 17:32:09
I think it was a leftover from the original script (used to be an Air Buster fight in Dark Cave) that the microengine dropped but wasn't moved elsewhere when 1.4. Curator is completely optional and doesn't drop anything; the only thing to be found is in the diorama room behind him, but... (good job on beating him, btw)
I just went back and checked... what an evil man you are. :P

Grit is maybe conflicting with the Imprisoned status, unless he has that thing the older boss had where he won't let go of a KO'd party member. I'll check and see what I can do.
I tried various setups and it only happened to me when Tifa was targetted. Maybe I was just lucky it didn't happen with other characters, but it only happened with her for me.

Anyway, thanks for your quick answer. Playing the game again with this mod was really enjoyable so far.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-27 10:57:26
I have to say this mod is the second-greatest improvement to Final Fantasy 7.

The first greatest is replacing the intro movie with the one where Cloud jumps onto the moving train to save 1 minute and 47 seconds on a new game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-27 11:33:15
Then let's go one better; if you rename your Movie folder in FF7 to 'nmovie' or any other name then FMVs won't be found in-game and will be skipped completely. Some might break the game later on (don't know which), but you can rename the individual movies to avoid that too if need be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-27 14:29:07
Absence of movies causes the intro to softlock, and changing it causes the music to not play until you kill the MPs. I've not tested with other FMVs but I'm sure that the scripting that goes on during them requires one to be playing.

I don't mind the FMVs, FF7 only has about 47 minutes worth, and a lot of them are used for elevators, animated backgrounds, or are very brief to begin with. I'd estimate that the battle swirl, camera panning, and victory pose are the largest time wasters of a full playthrough. Watching a vid of the first battle and timing it, those combined take up 14 seconds, plus monster death animations which take up 2-3 seconds a head. I don't know how many battles a full playthrough has but I'm certain it exceeds 200.

That would be an interesting analysis, a tally of how much time is spent looking at time-wasters in videogames as opposed to playing it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: jeremyhall2727 on 2016-07-27 15:22:09
Thank u for all the hard work
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: KiSC on 2016-07-27 17:30:52
I apologize if I'm missing the answer to this, but I'm under the impression that leveling up allows us to distribute a sort of stat points in order to build our team the way we want. However I am level 22 and I have yet to see a way to distribute points. They just level up as they always have.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2016-07-27 18:06:45
I know i might be boring with the same questions, but god damnit i have the right to do so!  :wink:

How is Dark Cave/Arrange coming along? Is the Innate's up to date with what was discussed way back (Cid's Barrier, Cloud changing STR/MAg etc)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-27 18:22:45
I apologize if I'm missing the answer to this, but I'm under the impression that leveling up allows us to distribute a sort of stat points in order to build our team the way we want. However I am level 22 and I have yet to see a way to distribute points. They just level up as they always have.
After the boss in Mithril Mines, go through the north exit to the room and examine the broken save point.

The scene takes about 40 seconds to resolve so don't think the game softlocked or anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: KiSC on 2016-07-27 18:36:33
After the boss in Mithril Mines, go through the north exit to the room and examine the broken save point.

The scene takes about 40 seconds to resolve so don't think the game softlocked or anything.

Thank you very much. I should try to stay low level to get the most of it if assume.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-27 20:15:39
Your level is irrelevant. You gain SP by killing certain enemies, usually the strongest ones in the area.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-28 06:54:22
Absence of movies causes the intro to softlock, and changing it causes the music to not play until you kill the MPs. I've not tested with other FMVs but I'm sure that the scripting that goes on during them requires one to be playing.

I don't mind the FMVs, FF7 only has about 47 minutes worth, and a lot of them are used for elevators, animated backgrounds, or are very brief to begin with. I'd estimate that the battle swirl, camera panning, and victory pose are the largest time wasters of a full playthrough. Watching a vid of the first battle and timing it, those combined take up 14 seconds, plus monster death animations which take up 2-3 seconds a head. I don't know how many battles a full playthrough has but I'm certain it exceeds 200.

That would be an interesting analysis, a tally of how much time is spent looking at time-wasters in videogames as opposed to playing it.

Really? It worked when I tried it for the Steam version at least, but if you tried it with that and it was a no-go then that's curious; I wonder what's different.

Thank u for all the hard work

No prob, bud. There's more to come.

I know i might be boring with the same questions, but god damnit i have the right to do so!  :wink:

How is Dark Cave/Arrange coming along? Is the Innate's up to date with what was discussed way back (Cid's Barrier, Cloud changing STR/MAg etc)?

I haven't implemented the new innates yet; I need to synch it up with an flevel patch so the text description is consistent. Shouldn't take long though, like a few hours maybe. Dark Cave has it's assets altogether, just need to get the new opening events done and do a full test playthrough. I've a week's holiday coming up which'd be a good time to get it all done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Spotty Len on 2016-07-28 09:50:27
Sorry to bother again, but I got an issue regarding Red XIII's Sidequest. I went to see Bugenhagen again, I got the message stating I got the Gi Cave Key and the Seraph Comb, but I still can't open the door again. This (http://i.imgur.com/1fFkoHC.jpg) is all I get.

I don't know if you need to have the key in your Items or if it just a flag, but it is not there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-28 10:26:19
Really? It worked when I tried it for the Steam version at least, but if you tried it with that and it was a no-go then that's curious; I wonder what's different.
I use the Platinum PC release, so it's probably a small change in how FMVs are handled.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-07-28 11:24:30
Sorry to bother again, but I got an issue regarding Red XIII's Sidequest. I went to see Bugenhagen again, I got the message stating I got the Gi Cave Key and the Seraph Comb, but I still can't open the door again. This (http://i.imgur.com/1fFkoHC.jpg) is all I get.

I don't know if you need to have the key in your Items or if it just a flag, but it is not there.

Have you gone down the Crater yet to where the party is gathered for the last time? That triggers the sidequests even if you get the key beforehand.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Spotty Len on 2016-07-28 11:38:38
Have you gone down the Crater yet to where the party is gathered for the last time? That triggers the sidequests even if you get the key beforehand.
Woops, I didn't expect that. I figured they were active, since I managed to get Highwind for Cid. Thanks for the info.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-28 14:01:54
Thought I'd give some brutally honest boss feedback from what I've done so far since I re-addicted myself to Fallout 3.

Spoiler: show
X-ATM is well improved. The fact that he launches you out of battle instead of mega damage is a very nice "Oh Hell" moment. I always set off his counter on purpose to get some limit breaks in but this time? Nope.

The quintet of Shinra soldiers when you set up the second bomb is really challenging and hits you with plenty of curveballs. The fact that this is such a brutal fight with basic enemies is what I like to see.

Plasma Buster is, overall, quite weak if you know how his turning works, but still a pushover if you don't. Tranq Shot really just prolongs the battle instead of making it more challenging.

Aps Snr. doesn't put up much of a fight at all. He feels the same and Aerith's healing staff means it's just a case of healing all the time. Tsunami inflicting something like Confusion on top of Poison would make the fight really messy, or having him absorb water instead of nullify it.

Reno is somewhat easy but to be fair, a chunk of his difficulty comes from having to do the Don's shag pad mansion, the sewers, train graveyard, and the support tower with little room to breathe. Also his new pyramid attack is bugged slightly, the dark pyramid persists long after it has worn off.

I am curious, does he use Pyramid in later battles? You'd think that such an effective tactic would be used more often.

Thousand Gunner and the two helis was quite evil on your part. Anyone with a brain would equip Barret with elemental=lightning and you accounting for that in the second half was nothing short of a crime against humanity. If you go into this fight without fire or ice equipped, your only choice is limit breaks which really makes the battle drag on longer than it should. Can you get hypers at this point? That would be a useful mitigation to the counter.

Sample G0624 was quite well done in terms of his gimmick, but Matra Magic shuts him down and leaves him open to all kinds of brutalizing.

Rufus has a bit too much HP. It just boils down to chipping his HP away when you kill Light Nation and healing when needed. Since Light Nation keeps Rufus alive with healing magic quite well, him using Healing Wind on-death seems a bit redundant.

Rubicante GT was tough but also fun, and all but mandates using Aerith and Barret/Red's passives. Without Geo Stance being used, you spend more time healing than fighting. Just one less person to heal after his attack makes a huge difference.

Elena and Rude (after patching Elena's HP) was decent but also rather lackluster. Turk Cure doesn't really change things for the better since you can just barrier or back row and maybe grind out a few limit breaks.

Illuyankas was a royal pain in the ass due to Aquapolo inflicting dual and imprison. Their immunity to physical attacks was just evil, especially since he imprisoned the one person who had attack magic.

Jenova, where do I start, this fight was very challenging on Active. Doing it again with a holy-elemental attack made it much more tolerable. Her pods only seem to add longevity to the fight than actually changing things up though. Hurling ailments all over the place devoured my actions quite well. To me, a good boss is one that doesn't give you a window to attack.

XATM's third appearance was a surprise, and him absorbing lightning once again slapped me in the face by laughing at preparation. I love it when you do that. Dyne doing the same thing by countering poison was also clever.

Reno wiring up Cloud and leaving the fight to be 2-on-2 was just sadistic. I had Cloud rigged up with Recover, Counter, Cover, Element=Poison, and BAM. Only Red was able to do damage since Aerith was using the healing staff. I deserved that.

Lich GT is probably my favorite fight so far. Though the Attack Squad can be torn down with X-Potions from Gold Saucer or Elixir use, that tactic requires grinding (which goes against the spirit of the mod in the first place) or using a powerful item. He was legit tough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-28 14:20:35
Sorry to bother again, but I got an issue regarding Red XIII's Sidequest. I went to see Bugenhagen again, I got the message stating I got the Gi Cave Key and the Seraph Comb, but I still can't open the door again. This (http://i.imgur.com/1fFkoHC.jpg) is all I get.

I don't know if you need to have the key in your Items or if it just a flag, but it is not there.

Yeah, I'm trying to remove that crater condition from as many things as I can so that everything can be accessed a little earlier. That event especially because it does actually trigger but then can't be resolved until the Crater is successfully navigated (which makes no sense).

I use the Platinum PC release, so it's probably a small change in how FMVs are handled.

That might be it, if it's the old 1998 PC version.

Thought I'd give some brutally honest boss feedback from what I've done so far since I re-addicted myself to Fallout 3.

Spoiler: show
I can try some things with Air Buster, maybe reinstate his Big Bomber attack in some form. Tackling his AI for turning, etc. will likely be a big undertaking though and expanding his moveset may prove difficult.

Aps was set to absorb Water in either the original NT builds or the first Arrange mode, which made things a bit more tug o' war. This fight is more like the first proper test of Barrier, as Tsunami can hit the entire team pretty hard if it isn't up.

The thing with Reno is that I tried to use the Pyramid animation to trick players into attacking their disabled party member at the start of the fight before bringing in actual Pyramids but it just comes across as a glitch instead. I've an idea though to replace this with something a little different; there's one spare enemy slot in this particular scene for two types of Pyramid maybe. Reno uses an altogether more effective tactic in a later fight, albeit only once at the start of that particular fight.

Hypers are available before this point (the lady next to the elevators on Floor 69 might sell them but not sure). Thunder Gunner has overall weaker defensive stats than the other two robots to compensate; Grenades should be an effective means to take him out as well. I could add some to the chests on Floor 65 so that there's a better chance of some being available for this fight.

That's the thing I wanted with this fight, for the enemy skills being used against you to be useful when turned back on him. Matra shuts down the weakened OPTs, letting you quickly put the battle to bed. I think Laser kills off the OPTs outright as well but that's more for use against Heli-Gunner and Thunder-Gunner.

I can downtune Rufus' HP a little, that or I'll adjust Light Nation's healing/death counter.

The Mythril Mines Turks couldn't be too tough, because they're usually ran into after grabbing everything in the Mines and then going forward expecting a normal cutscene. The fight is a surprise, and I wanted them to be consistent with later encounters (sort of like establish a baseline for what they do and then build on it each time you encounter them later on).

That's why having multiple copies of a spell or just a back-up caster can come in handy; dedicated roles are handy because they can output more damage but if one person gets disabled in some way then it can cripple the team if they don't have

I've not actually tried the mod on Active ATB; I always found that it takes a lot of the fight out, like Barriers and other statuses (I played through Gjoerulv's Hardcore mod on Active and it made a lot of the fights slobberknockers because I couldn't practically lean on mitigation to survive hits). I could scrap the physical/magical immunities that the pods give and just have them be extra enemies that spawn.

Ah, so you reached Reno #2 then? :3

Lich GT is one of the newer bosses; I was worried about making it too tough but then remembered it was technically optional.


Thanks for the feedback, bud. I couldn't go back to Fallout 3; I tried a couple of times.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-28 14:39:07
Yeah, I'm trying to remove that crater condition from as many things as I can so that everything can be accessed a little earlier. That event especially because it does actually trigger but then can't be resolved until the Crater is successfully navigated (which makes no sense).

Is there a technical reason why Crater has to be cleared?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-29 06:12:09
It was just convenient to use the Game Moment value it sets.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-07-29 07:56:58
I figured as much.

You said on Insane Difficulty that you plan to have the NG+ be a "World of Ruin style scenario". If you're still planning on this, could we have some elaboration on what you're going to amuse us with?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-29 19:10:43
I figured as much.

You said on Insane Difficulty that you plan to have the NG+ be a "World of Ruin style scenario". If you're still planning on this, could we have some elaboration on what you're going to amuse us with?

The original idea was to have a kind of start from Sector 7 then work your way through a pared down scenario going to the Crater. The way it is though, it'd probably work better as a stand-alone mod with the option to use pre-existing NT save files with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Spotty Len on 2016-07-29 22:03:36
When fighting the enemy Pollensalta in Northern Crater, the game soft-locked after she used the skill L3 Def-loss. I got a continuous red-flashing screen and no more inputs could be made.
I just got the same problem when fighting Mimic in the Forgotten City.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-30 02:26:49
I'll have a patch up soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Royaken on 2016-07-30 08:49:57
Hey there! I am actually just now trying out FF7 on PC because I was tired of using the psx emu on my comp and I saw your new threat mod and loved 98% of it. I was wondering if you might add a feature to NOT save Aerith? to me the game doesn't feel right with her alive. I was also wondering how I would go about putting the turks back to their blue outfits. Very new to the modding thing xD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-07-30 12:15:02
Hey there! I am actually just now trying out FF7 on PC because I was tired of using the psx emu on my comp and I saw your new threat mod and loved 98% of it. I was wondering if you might add a feature to NOT save Aerith? to me the game doesn't feel right with her alive. I was also wondering how I would go about putting the turks back to their blue outfits. Very new to the modding thing xD

It's been requested a fair few times and since I started re-doing the PC game's text I've been seeing the need for it more and more. It'll probably materialise along with Arrange mode as I'll be going through field event scripts.

For blue Turks, you need to decompile NT's Battle.lgp and a default battle.lgp, then transfer over the default battle model files for Reno, Rude, and Elena (overwriting the NT files) before recompiling the NT battle.lgp for use with the game. Luksy's ULGP tool can handle all this. As for the files you need:

BWAA~BWDA
LMAA~LMDA
LKAA~LKDA
LLAA~LLDA

That should cover all of them; there were some more in the default game but I shrunk the number used down by a bit.

Hey there! I am actually just now trying out FF7 on PC because I was tired of using the psx emu on my comp and I saw your new threat mod and loved 98% of it. I was wondering if you might add a feature to NOT save Aerith? to me the game doesn't feel right with her alive. I was also wondering how I would go about putting the turks back to their blue outfits. Very new to the modding thing xD

It's been requested a fair few times and since I started re-doing the PC game's text I've been seeing the need for it more and more. It'll probably materialise along with Arrange mode as I'll be going through field event scripts.

For blue Turks, you need to decompile NT's Battle.lgp and a default battle.lgp, then transfer over the default battle model files for Reno, Rude, and Elena (overwriting the NT files) before recompiling the NT battle.lgp for use with the game. Luksy's ULGP tool can handle all this. As for the files you need:

BWAA~BWDA
LMAA~LMDA
LKAA~LKDA
LLAA~LLDA

That should cover all of them; there were some more in the default game but I shrunk the number used down by a bit.


Now, got something to ask everyone. The Materia placements are a bit all over the place at the moment, so I was looking at revising them. I was considering Added Cut and/or Slash-All for Disc 1 so that hybrid builds could make use of it a bit sooner, and setting placements for the remaining Stat Plus Materia. I also want to move Materia like Contain and Shield away from their current places.

\\Materia Placements//
-) Command Counter: Mt. Corel Train Tracks
-) Magic Counter: Cave of the Gi/Chocobo Racing
-) MP Turbo: Jenova Death drop (Whirlwind Maze)
-) Final Attack: Special Battle prize (Gold Saucer) [X]
-) Added Cut: Great Glacier -> Cargo Ship (replacing All Materia)
-) Quadra Magic: Blue Materia Cave [X]

Command Counter is easy to place because for a lot of the game it's mostly harmless (you can only really combine it with Sense or Steal initially, with Deathblow coming in as an infrequent counter-attack). Magic Counter as well doesn't proc often and like all the Counter Materia in NT is capped at 50% chance when mastered. Final Attack seems fine too, using it's original drop location and Quadra Magic is safeguarded by a boss. MP Turbo could maybe stand to be moved elsewhere, but I'm not sure. Added Cut is the big question mark here.

-) Neo-Bahamut: Whirlwind Maze
-) Typhoon: Ancient Forest
-) Hades: Gelnika

The Summons are all in their original locations, albeit with a couple of script adjustments to make them more unmissable like Ifrit and Ramuh. A couple stand out in my mind as just lying around at random though; the three I've mentioned above could stand to be dropped by a boss instead. So Jenova Death for Neo-B (means moving MP Turbo elsewhere), a Hochu at the exit of Ancient Forest (something needs to replace the original drop up in the canopy), and something like 'Unknown 4' for Gelnika's hangar.

-) Mega-All: Purple Materia Cave
-) HP Plus: North Crater
-) MP Plus: Mystery Encounter (World Map forests)
-) Speed Plus: No placement
-) Magic Plus: No placement
-) Luck Plus: No placement
-) Long Range: No placement
-) Underwater: White Chocobo (Mideel)
-) HP/MP Swap: Materia Keeper (Nibelheim)

There's three unplaced Plus Materia that can be used here; I was thinking of using at least one for Junon Leagues. Long Range is something I'm not 100% about including at all.

-) Slash-All: Ancient Forest -> Gongaga
-) Double-Cut: Silver Match, Gold Saucer
-) Deathblow: Gongaga -> Forgotten City (replacing old Enemy Skill placement there)
-) W-Magic: Crater, Left-Up Path -> Silver Match
-) W-Summon: Kalm Traveler, Earth Harp -> Gold Match
-) W-Item: Platinum Match, Gold Saucer
-) Mime: Yellow Materia Cave [X]

Deathblow is quite powerful, and I was wondering about moving it further back into the game and placing Slash-All down for it instead (but not sure); otherwise, could keep Deathblow where it is and place Slash-All in Forgotten City instead? I was thinking of placing W-Magic, W-Summon, and W-Item down as the prizes for each Extra Battle match so there's a little more consistency; then I'd put Planet/Ultima down in the Crater and Double-Cut with the Kalm Traveler.

-) Full Cure: Cosmo Canyon
-) Shield: Diamond Weapon
-) Contain: Hojo
-) Comet: Corel Train
-) Ultima (Planet): Gold Match, Gold Saucer -> Crater, Left-Up Path

Shield and Contain could stand to be moved but I could live with them staying where they are, Full Cure as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-08-01 10:10:20
Added Cut being available earlier would be a good thing. An amount of late-game materia in FF7 simply pales in comparison to raw numbers, and some of it is gotten so late you don't get to sit down and think "This would be good", you end up thinking "This would've been good ten hours ago". It's a legitimately powerful materia, but can also save good amounts of time and streamline steal-grinding.

To play devil's advocate, it would make Aerith ridiculously powerful against undead enemies due to the healing staff's raw power. Combine it with cure and she will rip them to shreds. On the plus side, this means that you have a powerful setup to use against powerful undead like the Attack Squad that doesn't involve grinding for X-potions at Gold Saucer which I feel is within the spirit of the mod.

Given a choice between Slash All and Deathblow, I'd pick Slash All. Deathblow is better for the lategame where you have access to high-accuracy weapons so it's actually worth a damn.

Remember, the balance of the entire game is in your hands. You can balance enemies around available options, and not the other way around. On the subject of Added Cut, did you fix the anomalies where it doesn't play nice with Manipulate and Coin Toss, and the oddities with Master Command?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-01 11:57:04
Added Cut being available earlier would be a good thing. An amount of late-game materia in FF7 simply pales in comparison to raw numbers, and some of it is gotten so late you don't get to sit down and think "This would be good", you end up thinking "This would've been good ten hours ago". It's a legitimately powerful materia, but can also save good amounts of time and streamline steal-grinding.

To play devil's advocate, it would make Aerith ridiculously powerful against undead enemies due to the healing staff's raw power. Combine it with cure and she will rip them to shreds. On the plus side, this means that you have a powerful setup to use against powerful undead like the Attack Squad that doesn't involve grinding for X-potions at Gold Saucer which I feel is within the spirit of the mod.

Given a choice between Slash All and Deathblow, I'd pick Slash All. Deathblow is better for the lategame where you have access to high-accuracy weapons so it's actually worth a damn.

Remember, the balance of the entire game is in your hands. You can balance enemies around available options, and not the other way around. On the subject of Added Cut, did you fix the anomalies where it doesn't play nice with Manipulate and Coin Toss, and the oddities with Master Command?

I haven't made any mechanical adjustments to Added Cut; does something happen when used with Manipulate/Coin Toss? The latter should be okay in any case, as Coin Toss was set to hit everything on the field (including the party) and Master Command is temporarily AWOL along with the other two.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-08-01 12:29:08
If I recall, the Throw command cannot be used with Added Cut if the materia has unlocked Coin Toss, and pairing it with Manipulate results in you manipulating and immediately attacking afterwards which completely misses the point. The latter is only an issue with Master Command so if that's AWOL it's not an issue right now.

The other oddity with Master Command is if you use Item you'll attack whoever you used it on, which does more harm than good unless you have an elemental thing going.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Royaken on 2016-08-02 19:55:01
Hey thanx for the reply a few days ago! Sorry being late on that. I am now experiencing my 1st issue with the game crashing. I am on the cargo ship and was about to fight Jenova for the 1st time and the MOMENT it goes to load the battle I get a "an unknown exception has occurred" error message pop up and the game crashes. I downloaded the mod very recently so it was after the dates shown on your fixes. The music was also still playing when the message came up. Any ideas? I really wanna play this game but can't get past that part.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SwordofAeons on 2016-08-02 20:10:39
Hey thanx for the reply a few days ago! Sorry being late on that. I am now experiencing my 1st issue with the game crashing. I am on the cargo ship and was about to fight Jenova for the 1st time and the MOMENT it goes to load the battle I get a "an unknown exception has occurred" error message pop up and the game crashes. I downloaded the mod very recently so it was after the dates shown on your fixes. The music was also still playing when the message came up. Any ideas? I really wanna play this game but can't get past that part.

Any chance you're running the 7th Heaven version?  I was getting that same issue and tracked the problem down to a mod conflict.  Disabling everything except for New Threat allowed me to progress past the fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Royaken on 2016-08-03 01:56:49
No, not running 7th heaven. I got it to work though. Turns out it was my own fault. long explanation xD. Sorry to bug anyone about it. I am having one other issue though. I was excited to hear about the feature that has that random guy from condor show up whenever there's another battle so he can take you and also bring you back. But when I speak to him and tell him I'm ready, he just says to make sure I bring money and then nothing happens. If I walk to condor on my own and then leave after the battle, he offers to take me. When I say yes, nothing happens and then I cannot leave, I can only go back up into condor. Thoughts?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: azraelwings on 2016-08-03 06:18:02
Hey Saga Chief / Everyone,

So recently, after spending the last year lurking on the New Type forum at Insane Difficulty, I finally bought the steam version with the sole purpose of playing this game. I had rather high expectations, having seen a lot of the development - if only from afar - and started the game that same night. I was hoping that I would find something that I could really dig my teeth into; something that would offer me a new and, hopefully, exciting replay of a classic.

I was not disappointed.

The game really does wonders for a battle system was a crap shot in the dark, that taught all of us that in dealing with your problems, you stabbed them. If movement persisted, stab them again. Status aliments were a terrible game of 'who's in my mouth', and generally were to be avoided - unless you knew exactly what you were doing. Finally, everyone's usefulness in the game was based on if any of their limits contained multiple attacking functions. In the end, you were left with a game that was entertaining to pick up, but monotonous, and rather unrewarding, to master.

This game, and the rank up system is fantastic. I'm a huge fan of turn based fighting systems, and New Type fills a place in my soul that's needed good company for a while now. It's wonderful seeing some of the certain aspects of the game that acted more as passing concepts in vanilla actually put in time and be worth something in this version - such as character role casting. And don't even get me started on the ability to skip story sequences, just thank fucking god. It's good shit, all of it...

But - and there always seems to be a but - there are a few issues that I've encountered. I'll openly admit, as a retired beta tester, I tend to have a rather critical eye when I look at games. There are a number of scenes where the syntax that is used isn't quite right. There are a few scenes were the dialog has become strange, which is caused due to a scene(s) that have be altered previous or after the aforementioned strange scene. I'm unsure if this is an issue that you're truly concerned with fixing, and I'd be rather surprised if a person was ever playing this game without playing the original, but I thought that it was worth mentioning.

Another issue, I encountered in a house in Kalm were I became sprite locked; it was left of the inn, in the house with an old man in a rocking chair. I entered the house, talked to the man, and immediately after I let his dog out of the closet, I got locked in place. This is the first time that I've played any version other than the PSX version, so it may be due to the it being the steam version and not the mod.

The problem with the Condor warping agent appears to have been brought to your attention. Not really a big issue, seeing as this is something that is readily remedy by the player.

There are some other things but, again, I'm not exactly sure if you're looking for critical analysis of New Type. And, if so, what information is really relevant to you. If you're actually interested, I'd wouldn't mind running through the game to provide you with in-depth notes. I reached out on Insane's New Type forum but, as it seems you're more active here, I thought that I'd post here as well.

Either way, I wanted to say kudos on a wicked game. Hope to see more of this soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-03 12:15:52
No, not running 7th heaven. I got it to work though. Turns out it was my own fault. long explanation xD. Sorry to bug anyone about it. I am having one other issue though. I was excited to hear about the feature that has that random guy from condor show up whenever there's another battle so he can take you and also bring you back. But when I speak to him and tell him I'm ready, he just says to make sure I bring money and then nothing happens. If I walk to condor on my own and then leave after the battle, he offers to take me. When I say yes, nothing happens and then I cannot leave, I can only go back up into condor. Thoughts?

Might be you need the hotfix patches; they're available from the front page of the thread and are installed in the same way as the Main Installer. If these are applied though and the problem is still there, let me know.

Hey Saga Chief / Everyone,

So recently, after spending the last year lurking on the New Type forum at Insane Difficulty, I finally bought the steam version with the sole purpose of playing this game. I had rather high expectations, having seen a lot of the development - if only from afar - and started the game that same night. I was hoping that I would find something that I could really dig my teeth into; something that would offer me a new and, hopefully, exciting replay of a classic.

I was not disappointed.

The game really does wonders for a battle system was a crap shot in the dark, that taught all of us that in dealing with your problems, you stabbed them. If movement persisted, stab them again. Status aliments were a terrible game of 'who's in my mouth', and generally were to be avoided - unless you knew exactly what you were doing. Finally, everyone's usefulness in the game was based on if any of their limits contained multiple attacking functions. In the end, you were left with a game that was entertaining to pick up, but monotonous, and rather unrewarding, to master.

This game, and the rank up system is fantastic. I'm a huge fan of turn based fighting systems, and New Type fills a place in my soul that's needed good company for a while now. It's wonderful seeing some of the certain aspects of the game that acted more as passing concepts in vanilla actually put in time and be worth something in this version - such as character role casting. And don't even get me started on the ability to skip story sequences, just thank ferning god. It's good strawberries, all of it...

But - and there always seems to be a but - there are a few issues that I've encountered. I'll openly admit, as a retired beta tester, I tend to have a rather critical eye when I look at games. There are a number of scenes where the syntax that is used isn't quite right. There are a few scenes were the dialog has become strange, which is caused due to a scene(s) that have be altered previous or after the aforementioned strange scene. I'm unsure if this is an issue that you're truly concerned with fixing, and I'd be rather surprised if a person was ever playing this game without playing the original, but I thought that it was worth mentioning.

Another issue, I encountered in a house in Kalm were I became sprite locked; it was left of the inn, in the house with an old man in a rocking chair. I entered the house, talked to the man, and immediately after I let his dog out of the closet, I got locked in place. This is the first time that I've played any version other than the PSX version, so it may be due to the it being the steam version and not the mod.

The problem with the Condor warping agent appears to have been brought to your attention. Not really a big issue, seeing as this is something that is readily remedy by the player.

There are some other things but, again, I'm not exactly sure if you're looking for critical analysis of New Type. And, if so, what information is really relevant to you. If you're actually interested, I'd wouldn't mind running through the game to provide you with in-depth notes. I reached out on Insane's New Type forum but, as it seems you're more active here, I thought that I'd post here as well.

Either way, I wanted to say kudos on a wicked game. Hope to see more of this soon.

The thing about the dialogue is that the PC version was made slightly different to the PSX game, and they created as many new issues as they solved. I've also had a few players who either never finished the original FF7, were just playing it for the first time, or hadn't played it in years/only played it once and they mentioned that it was tough without a guide sometimes to figure out what was going on in the story, or where they were supposed to go next.

So I decided to have a stab at rewriting bits of it. I'm up to about Rocket Town in the current build, and I think I did the Highwind fields + some other loose ones because they appear at the top of the field list. The idea was to tweak a couple of scenes and make it more clear where you're going and what's happening. I also try to mention some of the important story details earlier in mandatory scenes, rather than leaving them in optional scenes like the default game does; for instance, Black Materia gets mentioned for the first time on the cargo ship instead of an optional encounter with Dio in Speed Square.

When it's all done, I'm going to redraft it for the final release and then see where we are. I am very interested in feedback on specific lines though; it's a very contentious thing to change so it needs to be made as strong as possible. I've just been occupied with the gameplay side of things to get the time I need to complete it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-08-04 13:50:02
SC, it's been awhile since I was at this point in the game, but when I just saw your post about feedback for the script changes, 1 bit suddenly came back to me for some reason:

Near the beginning of the game, right after falling off the bridge and getting Aeris, there's a bit in the slum before her house that really stood out to me as not good.  You can go into that giant pipe on the left side of town and talk to a guy with a tattoo, and Aeris' dialogue when you try and talk to him sounds REALLY bad.  I remember it really standing out, but I guess I forgot to mention it!

I know it was awhile ago that I was at that part, so apologies if you fixed it already!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-04 18:10:09
I don't think the dialogue inside the pipe was changed at all; this is the scene text from the flevel:

{AERIS}
“This is the one…
   Won't you help him?”

{CLOUD}
“Listen{, }I'm no doctor.”

{AERIS}
“No{, }I guess not…”

{AERIS}
“Hey…that man has a tattoo.
   I think it's the number 2.”

I checked it against the dialogue from a PS1 copy of the game and it's almost identical, just a punctuation change here or there. I generally try to leave it alone if it's close to the original PS1 dialogue and it serves a function of some kind (in this case, alluding to the numbered Sephiroth followers in black capes who pop up later in the game).

Unless you meant this line, said just prior to going into the pipe itself:

{AERIS}
“This guy am sick.”

:3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Royaken on 2016-08-05 00:37:18
1st of all, let me say thank you again for the help I've been receiving here. I keep forgetting to reply when a fix is given and works. Installing the fixes on the 1st page helped my condor teleport issue and I appreciate the help! I am now AFTER that running into a new issue. On the later Condor battles, more specifically the one that matters(Huge Materia) About half way through the battle I get the error message I got before "An unknown exception has occurred." This is a story point and I can go no further without this being addressed. Any ideas?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-05 01:04:18
1st of all, let me say thank you again for the help I've been receiving here. I keep forgetting to reply when a fix is given and works. Installing the fixes on the 1st page helped my condor teleport issue and I appreciate the help! I am now AFTER that running into a new issue. On the later Condor battles, more specifically the one that matters(Huge Materia) About half way through the battle I get the error message I got before "An unknown exception has occurred." This is a story point and I can go no further without this being addressed. Any ideas?

Is this during the minigame itself or fighting the CMD. Grand Horn in an actual battle?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Royaken on 2016-08-05 22:36:31
It's during the mini game. I finally got past it, but after several different tries. I didn't do anything different, just kept going until it didn't occur. Not sure what caused it, but I apologize for wasting anyone's time with this. Also, Sega Chief, I can't send personal messages, but I needed to ask you something not in this forum. Is there a way I can reach you? My profile says I can't send personal messages. I'm sure you don't wanna hand out your email address, so if I could give you mine let me know. It DOES pertain to this mod, but it's something I'd rather ask you 1 on 1 if you don't mind. I also have a Skype if that would help. Thanx in advance!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-06 13:33:34
I got your message bud and sent a reply. As for the Fort Condor thing, the mod's installer doesn't touch the actual minigame file itself so not sure why it was crashing. Must be something to do with the game itself, or the install:

http://steamcommunity.com/app/39140/discussions/0/846961716480456654/

Seems that other people have been running into this issue; doesn't seem to be NT-specific though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2016-08-06 14:38:59
Taking long to reply to everything as usual.

Promoting streams/YT stuff related to NT here isn't any problem at all; everybody wins as far as I'm concerned.

Oh good, would've felt bad.

There's three unplaced Plus Materia that can be used here; I was thinking of using at least one for Junon Leagues. Long Range is something I'm not 100% about including at all.

Placing those unplaced materias would be cool and I'm sure the bonuses wouldn't be too strong provided the % is knocked down pretty good. 25% to start for sure, may even need to be lower. Seeing that though, and knowing this mod for what it is, you could also add/change a materia into something new, a counter-part to Magic Plus: "Physical Plus" or something. A materia that raises physical attack power. Taking that further you could also do defense raising ones: "Spirit Plus" and "Vitality Plus". Could be neat if you have enough materia to edit, I don't think you can just straight create new materia, no? If not, you'd be hard pressed to get all that or any of it in really.

However, if there is one materia in which you COULD change and put into the mod if it hasn't already been changed, it's Long Range. I say this because I LOVE what this mod is aimed to be, so I say this as vigorously as I can. DO NOT put Long Range back into this mod. Long Range would change the dynamic of what this mod is supposed to be way too much in my opinion. A backrow Cid with M.Barrier would just be way too overpowered for example. I would change Long Range or keep it out altogether. For what my opinion is worth, not much.

Deathblow is quite powerful, and I was wondering about moving it further back into the game and placing Slash-All down for it instead (but not sure); otherwise, could keep Deathblow where it is and place Slash-All in Forgotten City instead? I was thinking of placing W-Magic, W-Summon, and W-Item down as the prizes for each Extra Battle match so there's a little more consistency; then I'd put Planet/Ultima down in the Crater and Double-Cut with the Kalm Traveler.

Deathblow could be moved back if you wanted, because people are right, you don't hit with it often enough early on to really make it useful enough to use consistently over regular attack. Either solution is fine I think. Either moving Added Cut back or Slash-All back. I would say moving Added Cut back and keeping Deathblow where it is would be the slightly better option however because you'd get a lot more "DPS" as it were out of Slash-All so early where more enemies are common instead of one big one. The counter argument is bosses get a little easier though, so either way... Either option works.

In regards to Planet being moved to the crater, I agree that would be good. I would also suggest moving Contain there as well. Shield could also be placed there if it isn't, I forget where it is normally. Putting them as drops from the bosses down there could work. Moving the W-Materias to the Extra Battles also sounds like the right idea to me. The only problem I have is with Double-Cut. As soon as it drops people will go to Master it understandably so where you place this is key. 4x-Cut becomes the go-to for damage and Magic cannot compete until Quad Magic at least, so Quad Magic maybe should come first? Or Double-Cut coming with a Strength penalty maybe? I think Double-Cut could be in the crater if it came with a Strength reduction of some numeration. But I do think Quad Magic should be obtained first, wherever it is. Something to think about.



Final thoughts for me right now is in regards to Passives. I like the idea of passives being something tangible and somewhat controllable. For example the way Barret's Passive works is perfect in my mind because you get control how it plays out. Back Row is something different from Front Row. My suggestion for Cloud's passive would be to use Barret's passive theme and change Barret's passive slightly. Make Cloud's passive offensive, so Front Row he gets attack stacks, Back Row, he gets Magic stacks. Then change Barret's to Front Row Vitality stacks, and Back Row Spirit stacks. Makes Barret fit his "theme" of being a defensive tank more fitting and gives Cloud users more control over how he plays.

Things like that, give the users an either/or and more control on passives wherever you can in my opinion.



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lukey_Bug on 2016-08-10 18:58:58
So I was having trouble with the parachute into Midgar scene where Cloud was vanishing into a building and I could not progress. I got past it by disabling all of my mods and then re-enabling them at the entrance to the sewers. But now whenever I try to enter the Shinra building it freezes up. Specifically, I can get into the building but if I enter a random battle, after the first action it freezes, with no error report.

Using the stairs, I get to the 60th floor entrance after only three screens; and using the elevator it starts as if I'm back in the random number scene with the battles, but it then freezes as well. These give me error messages, but nothing is being written to the log.

I've tried disabling field models, battle models, textures, etc, but I still get the same errors. I don't know if there is anything worth getting here at this point, so if I can skip this section without missing out on anything good, I will.

Thanks for any help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-10 19:07:31
So I was having trouble with the parachute into Midgar scene where Cloud was vanishing into a building and I could not progress. I got past it by disabling all of my mods and then re-enabling them at the entrance to the sewers. But now whenever I try to enter the Shinra building it freezes up. Specifically, I can get into the building but if I enter a random battle, after the first action it freezes, with no error report.

Using the stairs, I get to the 60th floor entrance after only three screens; and using the elevator it starts as if I'm back in the random number scene with the battles, but it then freezes as well. These give me error messages, but nothing is being written to the log.

I've tried disabling field models, battle models, textures, etc, but I still get the same errors. I don't know if there is anything worth getting here at this point, so if I can skip this section without missing out on anything good, I will.

Thanks for any help.

Sounds like variables have been mucked up, maybe even Game Moment. There's not much in Shinra HQ now; the HP Shout was removed and I think anything else isn't missable/can be obtained later. Would it be possible to get a copy of your save file so I can have a look at it? For Steam it should be in C:\Users\(user name)\Documents\Square Enix\FINAL FANTASY VII Steam\user_## (or just the save folder if it's the 7H/1998 version).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lukey_Bug on 2016-08-10 20:06:20
http://www.4shared.com/document/bJylMHtVba/metadata.html

I hope this is the right file. It's where you said it should be. Also, I redid the parachute jump with all mods active and it worked. But the Shinra building is still glitched.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-11 00:05:20
Afraid not, it's the 'save##.ff7' files I need. They relate to each of the 10 Save Folders available in game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2016-08-11 19:55:03
im all for putting added cut as soon as possible. preferably in midgar. in place of the 2nd sense materia
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lukey_Bug on 2016-08-11 23:32:41
Alright, I'll see if I can find it. Tried looking in my 7th Heaven folder but didn't see anything about saves. I'll have a go at it tomorrow after work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-08-12 00:27:39
I've encountered a minor bug when ranking up at the save point in Holzoff's cabin. After leaving the rank up screen, Cloud lays on the ground unconscious for a few seconds before waking up, same as when you pass out in the snow at the Great Glacier.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-12 01:19:01
im all for putting added cut as soon as possible. preferably in midgar. in place of the 2nd sense materia

Seems like a good place for it.

I've encountered a minor bug when ranking up at the save point in Holzoff's cabin. After leaving the rank up screen, Cloud lays on the ground unconscious for a few seconds before waking up, same as when you pass out in the snow at the Great Glacier.

That's an old one, I basically left it because it doesn't soft-lock the game but I'll have a shot at fixing it now.

Also, this one slipped the net but thanks to L.T for the donation last month.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-08-12 02:14:19
Sega Chief.... I need help.

Look I can't beat Tseng in Rocket Town. I don't know if it is my fault or the game but, i can't beat him, is impossible. He dodges the 95% of all my attacks including magics, I don't know what to do against him. I ask you, please, Is something I missed? Because I am going well with the game and in design terms this battle is broken, is not fun, something is wrong here!

I'm waiting for the answer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-12 02:37:30
Sega Chief.... I need help.

Look I can't beat Tseng in Rocket Town. I don't know if it is my fault or the game but, i can't beat him, is impossible. He dodges the 95% of all my attacks including magics, I don't know what to do against him. I ask you, please, Is something I missed? Because I am going well with the game and in design terms this battle is broken, is not fun, something is wrong here!

I'm waiting for the answer.

He consistently dodges spells? That doesn't sound right at all. I'll check him out.

Edit: Best guess is the pre-action script isn't functioning correctly. I disabled it for now and set evasion to 0: http://www.mediafire.com/download/0634t2e1f33px2z/NT_Mod_HotFix_Scene_-_12th_August_2016.7z

There's a couple of changes in this scene/kernel patch that were planned for the 1.45 release, such as a replacement for L3. Defless and some other tweaks. Shouldn't be anything disruptive though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SenMithrarin on 2016-08-12 18:58:06
So I am having a bug at the part where you recruit Yuffie.
Just after the party members left the area with only Aerith, Yuffie just look as if she is running back and forth on the same place she is standing on...it is honestly quite amusing.
Here is a pic, although it would be much more clearer in a gif. (I think this is a soft lock? Can't do anything while this happens)
(http://i.imgur.com/2DnOksa.png)
Also great mod by the way, love it so far.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-08-12 23:55:19
He consistently dodges spells? That doesn't sound right at all. I'll check him out.

Edit: Best guess is the pre-action script isn't functioning correctly. I disabled it for now and set evasion to 0: http://www.mediafire.com/download/0634t2e1f33px2z/NT_Mod_HotFix_Scene_-_12th_August_2016.7z

There's a couple of changes in this scene/kernel patch that were planned for the 1.45 release, such as a replacement for L3. Defless and some other tweaks. Shouldn't be anything disruptive though.

Thanks Sega, again, you are always there.

See ya!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-13 00:38:58
So I am having a bug at the part where you recruit Yuffie.
Just after the party members left the area with only Aerith, Yuffie just look as if she is running back and forth on the same place she is standing on...it is honestly quite amusing.
Here is a pic, although it would be much more clearer in a gif. (I think this is a soft lock? Can't do anything while this happens)
Also great mod by the way, love it so far.

Is this with the latest flevel patch applied? I think a problem can occur with collision depending on when the text boxes are closed by the player (as the scene will progress when they are), so I deactivated model collision itself to hopefully prevent it.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SenMithrarin on 2016-08-13 05:20:48
Is this with the latest flevel patch applied? I think a problem can occur with collision depending on when the text boxes are closed by the player (as the scene will progress when they are), so I deactivated model collision itself to hopefully prevent it.

Yeah, it is applied.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-13 14:47:26
I'll need to try something else then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-08-13 14:52:00
Hey sega chief

can you pm me your v 1.3 of your NT mod please

since this 1 is still to buggy for me to play

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-08-14 11:03:12
Zara, help him bug fix v1.4. That would benefit everyone, including SC and yourself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-08-15 12:29:32
Does someone know the HP of the Cait Sight tank thing of the silver match in Gold Saucer? Because I tried it in the end of Disc 2 and I can't been able to beat it because... because ethers are not unlimitedXD.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-08-15 16:07:03
Does someone know the HP of the Cait Sight tank thing of the silver match in Gold Saucer? Because I tried it in the end of Disc 2 and I can't been able to beat it because... because ethers are not unlimitedXD.

140,000 for the Cannon
95,000 for the Turrets
105,000 for the Treads
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-15 17:50:31
So I just learned today that Deactivating Contact for a field model doesn't seem to prevent them from getting stuck when using the Move  function for automatic movement. Explains that niggling problem with the Yuffie scene at least, I'll need to adjust the timings on some/one of the dialogue windows so that it's impossible for them to get in each other's way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-08-16 05:40:57
I've found a minor bug in the Materia Caves. After saving in front of the Purple Materia Cave, I tried fighting the Kaktuar and got annihilated. I loaded my save and went to the Yellow Materia Cave, and found the purple materia from before, floating in the air, unobtainable. You can't see it in the screenshot, but I could pass under it. When I first entered the yellow cave, I saw it lying there, but ignored it for the time because I wanted to see the Yellow Materia Cave boss. After dying (of course), I loaded my save and the fake materia had disappeared. I tried re-entering the cave a few times because I thought this was some kinda rare thing like the GP selling guy in the orginal FF7. After that didn't work, I experimented a bit and I was able to replicate the bug easily, so this wasn't a one time thing. It's also possible in the Blue Materia Cave (and probably the Red Materia Cave as well), using the same procedure as before. Although this isn't a serious bug by any means, I thought I'd report it, because why not.

Screenshots: http://puu.sh/qCZjn/7e31759c6a.jpg (http://puu.sh/qCZjn/7e31759c6a.jpg) http://puu.sh/qD0FK/7a5602871a.jpg (http://puu.sh/qD0FK/7a5602871a.jpg)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-08-16 09:21:43
Okeeey... I am forced again to write here for some questions about 1.4 version of this mod.

The battle of Proud Cloud, wtf? no, seriosly, wtf? My party is level 77 and my magics (bolt 3 or Earth 3) deals him around 1500 and the physical attacks even reach 1000 per hit. So, what's happening? Is this boss Hp and defences aburdly high? After 30-40 minutes of battle I died because one of his cannons, which damage is very high, not so high if you protect behind a wall, but, BUT, this boss also inflicts status ailments and that, THAT is a problem because i can't use wall and resist in the same battle for too long because, this fucking bullshit of boss can kill you in one shoot after wall is off with his cannon. He can paralize, poison, sleep, transform and even manipulate you, this, dealing of course with his ""normal"" attacks which deals 2000 around of damage per hit whit barrierXD.

So, questions, How many Hp does this boss have? Any strategies to beat him? Are the rest of bosses same hard, fucking hard?

In my opinion Chief-sama, you need to fix this, because I played FF7 like a normal human: One Magic DPS, One Tank, One Physical DPS, without repeating any materia, etc etc etc... and this type of bosses makes me mad because are required to go further the story, the game and the evolution of the characters, because you only gain 10 Sp per boss. I understand if they were optional, but this kind of bosses are stupid, not even funny, you know, if after 40 minutes of battle the boss manipulates me one, sleep the other and then shoot the fucking cannon, what can i do? Understand me when i said that i am mad.

I am sorry if I am being too rough, but I don't know how to go further with my characters (Cid is on level 4 of his Sp evolution, Barret on level 5...) I don't know what I am doing wrong, so i need help, seriosly.

Thats all, thanks for everything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-16 15:58:20
I've found a minor bug in the Materia Caves. After saving in front of the Purple Materia Cave, I tried fighting the Kaktuar and got annihilated. I loaded my save and went to the Yellow Materia Cave, and found the purple materia from before, floating in the air, unobtainable. You can't see it in the screenshot, but I could pass under it. When I first entered the yellow cave, I saw it lying there, but ignored it for the time because I wanted to see the Yellow Materia Cave boss. After dying (of course), I loaded my save and the fake materia had disappeared. I tried re-entering the cave a few times because I thought this was some kinda rare thing like the GP selling guy in the orginal FF7. After that didn't work, I experimented a bit and I was able to replicate the bug easily, so this wasn't a one time thing. It's also possible in the Blue Materia Cave (and probably the Red Materia Cave as well), using the same procedure as before. Although this isn't a serious bug by any means, I thought I'd report it, because why not.

Screenshots: http://puu.sh/qCZjn/7e31759c6a.jpg (http://puu.sh/qCZjn/7e31759c6a.jpg) http://puu.sh/qD0FK/7a5602871a.jpg (http://puu.sh/qD0FK/7a5602871a.jpg)

A while ago I tried to tackle a rare problem that could happen with Materia Caves Yellow/Blue/Red when you examine the crystal in that the event would trigger but not give you the Materia properly. It was a glitch in the original game and my plan was to copy the purple materia cave's set-up and make it be an actual object you talk to rather than event lines. For whatever reason, I gave up on it halfway through and tried to dummy out the materia models I'd copied over but it seems you've found a way to make them appear. They should be harmless, but I'll do a proper clean-up with fresh Materia Cave fields for 1.45.

Okeeey... I am forced again to write here for some questions about 1.4 version of this mod.

The battle of Proud Cloud, wtf? no, seriosly, wtf? My party is level 77 and my magics (bolt 3 or Earth 3) deals him around 1500 and the physical attacks even reach 1000 per hit. So, what's happening? Is this boss Hp and defences aburdly high? After 30-40 minutes of battle I died because one of his cannons, which damage is very high, not so high if you protect behind a wall, but, BUT, this boss also inflicts status ailments and that, THAT is a problem because i can't use wall and resist in the same battle for too long because, this ferning bullstrawberries of boss can kill you in one shoot after wall is off with his cannon. He can paralize, poison, sleep, transform and even manipulate you, this, dealing of course with his ""normal"" attacks which deals 2000 around of damage per hit whit barrierXD.

So, questions, How many Hp does this boss have? Any strategies to beat him? Are the rest of bosses same hard, ferning hard?

In my opinion Chief-sama, you need to fix this, because I played FF7 like a normal human: One Magic DPS, One Tank, One Physical DPS, without repeating any materia, etc etc etc... and this type of bosses makes me mad because are required to go further the story, the game and the evolution of the characters, because you only gain 10 Sp per boss. I understand if they were optional, but this kind of bosses are stupid, not even funny, you know, if after 40 minutes of battle the boss manipulates me one, sleep the other and then shoot the ferning cannon, what can i do? Understand me when i said that i am mad.

I am sorry if I am being too rough, but I don't know how to go further with my characters (Cid is on level 4 of his Sp evolution, Barret on level 5...) I don't know what I am doing wrong, so i need help, seriosly.

Thats all, thanks for everything.

I can more than understand that; no fight should be taking more than 20mins at most so I'll definitely review him. But his defences are supposed to fall if his Armour is destroyed beforehand (the lower target, called Jamar Armour or Proud Armor). Was this part of the boss killed and damage output on the torso remained more or less the same? If that's the case then it's an AI bug. I can shrink the statuses too; defence-wise, try Protect Vests to reduce the damage from Shoot attacks by 1/2; should work against Mako Cannon, any machine gun attacks, and generally anything that fires a beam/projectile.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Spotty Len on 2016-08-16 16:37:37
I can more than understand that; no fight should be taking more than 20mins at most so I'll definitely review him. But his defences are supposed to fall if his Armour is destroyed beforehand (the lower target, called Jamar Armour or Proud Armor). Was this part of the boss killed and damage output on the torso remained more or less the same? If that's the case then it's an AI bug. I can shrink the statuses too; defence-wise, try Protect Vests to reduce the damage from Shoot attacks by 1/2; should work against Mako Cannon, any machine gun attacks, and generally anything that fires a beam/projectile.
IIRC, his defenses didn't drop for me either. I dealt with it and just beat him anyway, but killing Jamar Armour didn't change anything for me. I could go back and try again, I think I kept a save file not far from the boss.

By the way, now that I think about it, I recall a problem with a random encounter in the same area, with the Grosspanzer enemy. Killing the two turrets and the main unit didn't make the last part vulnerable to attacks. I tried everything from Dispel to Ailments (I even waited a few minutes just to see if it was just a timed condition), but he just kept attacking without taking any damage.

EDIT : I just went and checked, and killing Proud Armour indeed does nothing.

By the way, I think the boss was fine, especially compared to his original appareance where it is a pushover. Mako Cannon is really dangerous, but it is also very slow to start, leaving enough time to Heal and maybe Defend. As for his other attacks, I feel like his damage isn't that dangerous if you manage to keep Wall up. And Aerith is very nice for this battle, since Planet Protector takes care of any problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-16 18:29:39
I'll see if I can a scene patch done for both before I go to work tonight.

Edit: http://www.mediafire.com/download/g6lhg2qn3sv684k/NT_Mod_HotFix_Scene_-_16th_August_2016.zip

That removes the immunity flags from the turrets/treads on Grosspanzer and drops Proud Clod's base defence/mdef by 100 (along with small drops to base power in the magic attacks and removal of Manip from Source Jammer) until I've figured out fixes for both.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Chronoseth on 2016-08-17 04:29:34
Is there any way to tell when Omega Weapon is about to use Terra Break? It seems like it would be survivable if I got the chance to use some Gospel Sparks or defend, but as far as I can tell it has a random attack order.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-17 06:17:26
It should follow the same attack order as the FF8 enemy:
-) L5 Death (only used once)
-) Meteor
-) Megiddo Flame
-) Gravija
-) Terra Break
-) Ultima
-) Light Pillar (then restarts at Meteor)

Physical attacks are used at random between these attacks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Chronoseth on 2016-08-17 07:59:10
Physical attacks are used at random between these attacks.
Thanks, that was the thing throwing me off. I finally managed to beat it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lukey_Bug on 2016-08-17 20:34:28
Hey another problem I ran into is trying to start the Meteor Cup. When I enter, pressing start just locks the game up. Tifa just punches the air and the truck driver shakes his head for ever. Disabled all mods except NT but didn't resolve it.

Oh, and I figured out my earlier problem. I had to overwrite with the save converter again for some reason.

But this is really annoying since Tifa is a core member of my team. Thanks for any help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-08-17 22:53:21
Hey another problem I ran into is trying to start the Meteor Cup. When I enter, pressing start just locks the game up. Tifa just punches the air and the truck driver shakes his head for ever. Disabled all mods except NT but didn't resolve it.

Oh, and I figured out my earlier problem. I had to overwrite with the save converter again for some reason.

But this is really annoying since Tifa is a core member of my team. Thanks for any help.

I had the same issue with Meteor Cup myself during my playthrough. I had to do the previous two cups with Tifa and it worked fine afterwards.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lukey_Bug on 2016-08-17 23:11:00
Thanks, I'll try that tomorrow. I hope that's the problem. Also, how do you unlock the two cups in between meteor and the other? I thought it was event based but apparently that wasn't the case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-18 05:29:12
I've really gotta sort Junon Leagues out; it's kinda been abandoned for a long time and tacking on this new thing hasn't helped matters. I likely need to rescript the thing, make it more efficient (not to mention tighten up the encounters). Once Dark Cave is done I'll spend some time getting that finished.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: magictrufflez on 2016-08-19 00:31:31
Thanks, I'll try that tomorrow. I hope that's the problem. Also, how do you unlock the two cups in between meteor and the other? I thought it was event based but apparently that wasn't the case.

Granted, I haven't played through this with the latest patches, but if you try fighting in the meteor cup without finishing the other cups, you will freeze things.  When I played through and beat the other cups (1 by 1, unlocking them as you go) meteor cup played through just fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DrKirre on 2016-08-19 16:24:54
I have a bit of an odd issue occurring with this mod. Yesterday it worked just fine, I had a good time replaying everything up to reactor #2. Get to it, save and quit for the evening. Today, however? Not only is my save back in Reactor 1 (weird, but whatever), but nothing from this mod, and this mod specifically, is active. It's loaded in 7th heaven, every other mod I'm running works, but New Threat just doesn't apply. Please assist!

EDIT: Upon starting a new game, it asks what kind of New Threat run I want as normal; however, upon entering gameplay, none of the gameplay changes from New Threat are active. This is weird...

EDIT2: This is frustrating - it's seemingly random, now, whether the mod "works" or not. Sometimes when I start a new game the stats and spells are right, sometimes they're wrong. Loading from a save always gives me wrong. It's even in the item descriptions! I have no idea why this is happening or how to fix it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-08-19 18:02:25
I'm currently at the raid of Midgar and I've applied the new hotfix for Proud Clod. I was dealing about 6000 damage with Bolt3, but after destroying his armor, I was dealing about 7500. I guess destroying the armor does decrease his defense after all.

Also, what is up with enemies on the Sister Ray, right before Hojo? They all have insane amounts of health, deal big damage, and the SOLDIER dudes come in groups of up to three. Are these enemies for level grinding or something? Because they seem way too strong for normal random encounters and take ages to kill. And while I'm at it, how would you go about morphing these guys? Using sense doesn't work because their health is too high, so would I just have to keep track of their HP outside of the game if I wanted their stuff? That seems pretty convoluted.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-19 19:42:28
I have a bit of an odd issue occurring with this mod. Yesterday it worked just fine, I had a good time replaying everything up to reactor #2. Get to it, save and quit for the evening. Today, however? Not only is my save back in Reactor 1 (weird, but whatever), but nothing from this mod, and this mod specifically, is active. It's loaded in 7th heaven, every other mod I'm running works, but New Threat just doesn't apply. Please assist!

EDIT: Upon starting a new game, it asks what kind of New Threat run I want as normal; however, upon entering gameplay, none of the gameplay changes from New Threat are active. This is weird...

EDIT2: This is frustrating - it's seemingly random, now, whether the mod "works" or not. Sometimes when I start a new game the stats and spells are right, sometimes they're wrong. Loading from a save always gives me wrong. It's even in the item descriptions! I have no idea why this is happening or how to fix it.

My guess is that something has gone awry with the way 7H has been set-up ; if a save file has been reverted/lost then I'm guessing it's the Steam version in some way. 7H is supposed to create a brand new installation separate from Steam, but it sounds like the game is still looking to the Steam game for save files and, presumably, other important files as well. This could mean that the registry wasn't set up correctly or that some form of file security/verification is at work.

This'll seem drastic but you might need to start over and uninstall FF7 entirely so you can start clean. When FF7 Steam is installed, run the Game Converter (with admin permissions so it can get into the registry and make the needed changes), and install the new 7H game directly to C:// rather than program files. When running 7H for the first time, make sure to set the directories it looks into for files are the new files, not the Steam ones. 7H should also be run with full permissions, just in case; anti-virus could also be the culprit because I think the tool injects altered files during run-time which might be running afoul of it.

I'm currently at the raid of Midgar and I've applied the new hotfix for Proud Clod. I was dealing about 6000 damage with Bolt3, but after destroying his armor, I was dealing about 7500. I guess destroying the armor does decrease his defense after all.

Also, what is up with enemies on the Sister Ray, right before Hojo? They all have insane amounts of health, deal big damage, and the SOLDIER dudes come in groups of up to three. Are these enemies for level grinding or something? Because they seem way too strong for normal random encounters and take ages to kill. And while I'm at it, how would you go about morphing these guys? Using sense doesn't work because their health is too high, so would I just have to keep track of their HP outside of the game if I wanted their stuff? That seems pretty convoluted.

Another mystery then, because the defence I set Proud Clod to is actually lower than the adjusted value that the armour would set it at when killed; if damage went up, then that means there's some kind of oddity with the opcodes used to adjust defence.

The Sister Ray is about two screens in length and encounters there are usually missed so I set them up to be above the usual curve as pseudo-optional encounters. Morphing with high HP is a problem that's going to be tackled; my plan is to add a script that displays the max HP (and possible steals/items) of enemies with over 30,000HP in response to the Sense command itself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DrKirre on 2016-08-19 21:14:08
For testing, I have reinstalled clean a few times and on my non-c, non-Steam drive. It seems to work as long as NT is loaded on the very top of the list ; having the load order set as listed in the 7h install guide kills it, and even if the only things above NT are the model or texture mods, it doesn't function. What weirded me out about the save not working right is that it (now lost, unfortunately)  definitely was my  New Threat save -  Cloud had all three elements equipped despite only having two slots, Barrett was named Mr.T, and the save point script was functioning. I will try installing to Z: this time and completely re-check everything. Are there any files or logs or something that I could generate to send you, perhaps?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-08-19 21:20:16
For testing, I have reinstalled clean a few times and on my non-c, non-Steam drive. It seems to work as long as NT is loaded on the very top of the list ; having the load order set as listed in the 7h install guide kills it, and even if the only things above NT are the model or texture mods, it doesn't function. What weirded me out about the save not working right is that it (now lost, unfortunately)  definitely was my  New Threat save -  Cloud had all three elements equipped despite only having two slots, Barrett was named Mr.T, and the save point script was functioning. I will try installing to Z: this time and completely re-check everything. Are there any files or logs or something that I could generate to send you, perhaps?

Well that's not true, because I have NT 1.4 loaded in 7th Heaven for me manually and it's even loaded on the very bottom, and it works flawlessly so... ¯\_(ツ)_/¯
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DrKirre on 2016-08-19 21:23:08
I should have been more clear -  that's what's happening here, on my end. It shouldn't be, I know that for sure, but that's how it is. With any luck D: will work for it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-08-19 22:00:51
I should have been more clear -  that's what's happening here, on my end. It shouldn't be, I know that for sure, but that's how it is. With any luck D: will work for it.

Oh ok, I see. Yeah, NT has usually worked for me with graphic mods and whatnot when it's loaded at the very bottom, nothing conflicts with any of my recent playthroughs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-08-19 22:50:04
Another mystery then, because the defence I set Proud Clod to is actually lower than the adjusted value that the armour would set it at when killed; if damage went up, then that means there's some kind of oddity with the opcodes used to adjust defence.

The Sister Ray is about two screens in length and encounters there are usually missed so I set them up to be above the usual curve as pseudo-optional encounters. Morphing with high HP is a problem that's going to be tackled; my plan is to add a script that displays the max HP (and possible steals/items) of enemies with over 30,000HP in response to the Sense command itself.

Good to know about the morph thing, thanks for the answers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-08-19 23:50:26
Just so you know, load order priority within 7H is from top to bottom. It seems odd that loading NT at the bottom fixed your issue, meaning that everything above takes priority over any of the shared files between said mods and NT. You got rid of your issue by getting rid of components from NT...hmm.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-08-20 00:37:01
Just so you know, load order priority within 7H is from top to bottom. It seems odd that loading NT at the bottom fixed your issue, meaning that everything above takes priority over any of the shared files between said mods and NT. You got rid of your issue by getting rid of components from NT...hmm.

Yeah, I can't really figure out why that's the case. Because all field events/scenes/scripts play out normally as if I was running NT 1.4 on it's own. But since I'm running all the graphic mods above it as well, it's like the NT isn't even aware I'm running graphic mods at all, which, I guess is ok? lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-08-20 04:44:00
Well anything that has Textures in the title will not share files with the any option from the Gameplay - Difficulty and Story category, so it doesn't matter where those load.

It's mods that share the flevel.lgp, scene.bin, and kernel.bin that could throw off the NT mod. I suppose the Field Models as well, since SC says the char.lgp from NT is a necessity. NT needs to load above all those.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-08-20 06:46:28
Well anything that has Textures in the title will not share files with the any option from the Gameplay - Difficulty and Story category, so it doesn't matter where those load.

It's mods that share the flevel.lgp, scene.bin, and kernel.bin that could throw off the NT mod. I suppose the Field Models as well, since SC says the char.lgp from NT is a necessity. NT needs to load above all those.

Yeah, I know for a fact for enemy battle models I have none of those running in 7th Heaven so nothing would conflict with the battle scenes. but I have NPC character models running with NT and nothing has conflicted with it at all, I know this for a fact cause I've made it to as far as the Crater and the game never crashed for me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BertShadow on 2016-08-20 11:34:02
I'll see if I can a scene patch done for both before I go to work tonight.

Edit: http://www.mediafire.com/download/g6lhg2qn3sv684k/NT_Mod_HotFix_Scene_-_16th_August_2016.zip

That removes the immunity flags from the turrets/treads on Grosspanzer and drops Proud Clod's base defence/mdef by 100 (along with small drops to base power in the magic attacks and removal of Manip from Source Jammer) until I've figured out fixes for both.

First of all, thanks for all, second, i have to apologise  about my last post, it was too raugh.

About the patch, now the battle is a lot funnier because he can kill you but, you can kill him before you're MPs goes to 0.

One thing more, I want to know the HP of this enemies if it's possible:

-Iron Giant.
-Master Tomberry.
-Mover.
-Armored Golem.
-King Behemot.
-Pollensalta.
-Crater Dragon.
-Dragon Zombie (or Zombie Dragon).
-Malboro.

That's all, I want it because.... Morph XD.

Thanks for all, Sega.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Spotty Len on 2016-08-20 13:55:56
Is the second to last area in the Ancient Forest supposed to send you outside instead of the Cave area? I couldn't find any info on a change to that.

Nevermind, found my answer, sorry about that.

EDIT : I have another question instead.

The guy who checks if something was missed in the Highwind keeps telling me about Cloud's innate ability being ON. I'm not sure of what this is supposed to be. Like, did I miss the activation, or was it activated correctly?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Chronoseth on 2016-08-20 18:00:08
I just grabbed Mime from its materia cave, and for some reason it has the usual two stars and didn't drop mastered.

Am I right to think that's not intentional?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Murasame on 2016-08-21 12:49:06
First of all, thanks for all, second, i have to apologise  about my last post, it was too raugh.

About the patch, now the battle is a lot funnier because he can kill you but, you can kill him before you're MPs goes to 0.

One thing more, I want to know the HP of this enemies if it's possible:

-Iron Giant.
-Master Tomberry.
-Mover.
-Armored Golem.
-King Behemot.
-Pollensalta.
-Crater Dragon.
-Dragon Zombie (or Zombie Dragon).
-Malboro.

That's all, I want it because.... Morph XD.

Thanks for all, Sega.

I have some of the HP values that I painstakingly worked out. I can't attest to their 100% precision but they are very close and should let you chip away most of their health before switching to morph

Iron Giant - 147000
King Behemoth - 168400
Golem - 111500
Tonberry - 130000
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-21 14:16:09
Gotten a bit ill the last couple of days, let's see:

-Iron Giant - 147,000
-Master Tomberry - 129,000
-Mover - 55,000
-Armored Golem - 115,000
-King Behemot - 168,000
-Pollensalta - 77,000
-Crater Dragon - 103,000
-Dragon Zombie (or Zombie Dragon) - 153,000
-Malboro - 99,400

Pretty close, Murasame; you got Iron Man's HP dead on.

Is the second to last area in the Ancient Forest supposed to send you outside instead of the Cave area? I couldn't find any info on a change to that.

Nevermind, found my answer, sorry about that.

EDIT : I have another question instead.

The guy who checks if something was missed in the Highwind keeps telling me about Cloud's innate ability being ON. I'm not sure of what this is supposed to be. Like, did I miss the activation, or was it activated correctly?

Cloud was given an innate fairly late on, but it depends on a battle to flip the variable properly (doing it from the field doesn't seem to work); I can probably deactivate this now as it's only for save games that were already past the battle that does this.

I just grabbed Mime from its materia cave, and for some reason it has the usual two stars and didn't drop mastered.

Am I right to think that's not intentional?

Maybe an AP change in the kernel and forgot to update it on the field; I'll adjust it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-23 08:27:22
Update on progress, the event scripting for Dark Cave on the whole is now finally done; I've got optimisations to make to the new scenes and battle balance needs to be set which might prove tricky. I also need to do some testing on Shinra HQ and other Midgar areas to fix script clashes, someone said that it was inaccessible during the Midgar Raid on Disc 2 for instance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lukey_Bug on 2016-08-23 10:34:24
Im trying to get everyone's ultimate weapon but hit a snag with yuffie. I can't find the oritsuru anywhere. I know i never received or found it because I didn't sell any weapons at all.

I've been all over looking for it,so a location would help out a lot. Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-08-23 11:26:36
Im trying to get everyone's ultimate weapon but hit a snag with yuffie. I can't find the oritsuru anywhere. I know i never received or found it because I didn't sell any weapons at all.

I've been all over looking for it,so a location would help out a lot. Thanks

I believe that's morphing a Zombie Dragon in Northern Cave.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lukey_Bug on 2016-08-23 13:22:32
Ah, ok. Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-08-24 23:16:31
After watching a video of the Turks fight in Midgar, I got reminded that I never actually fought them. They just didn't appear for me. What's up with that?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-25 05:07:23
I would have said that maybe you ran down the tunnel and missed the event line (it's possible to skip the encounter by accident due to it not fully extending across the entire floor) but someone else mentioned this as well. I'll double-check it just to be sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Spotty Len on 2016-08-25 05:32:46
Huh. I thought it was intentional because you moved the encounter elsewhere or something, but I never fought them either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Fauve on 2016-08-27 04:36:10
Is there a way to refund sources gained from Rank ups? I think I screwed up Vincent's build by giving him too much VIT (which seems unnecessary since he's always in the back row) and would like to give him STR instead (to help power his Limit Breaks).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-27 16:55:06
Sorry bud, sources are permanent; but you can re-allocate them using a save editor. First, open the FF7 Launcher (very important) then open Black Chocobo (name of the save editor). Open the Save File you want to change, and you'll see that there's a separate value for Sources in a character's stats. You can reduce this for Vit and move them to STR instead. After saving changes, start the game (do not close the launcher or you'll lose the altered save file when you next start it) and load the save file. Make a save in-game and it'll check out with the game's save DRM from then on.

I'd recommend making a back-up save file in-game on a different slot-folder; you know how there's 10 slots containing 15 files each? If a slot doesn't check out with the save DRM then it'll be deleted, so having your current save file in another slot will keep it safe in case something goes wrong.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Fauve on 2016-08-27 20:38:38
Thanks! I'll give it a try.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-08-28 16:36:45
Just came here to say that I really enjoyed the Zack battle. It actually took me three tries to beat it, and even with proper preparation it definitely wasn't easy. The tension was real the whole way through (The battle actually took a little over 20 minutes, since I thought every action through carefully and started playing very defensively just before his Apocalypse counter), and it was awesome once I finally beat him. I haven't tried any other of the post-Northern Cave sidequests, but I hope that the battles will also be this thrilling. Great job, Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Spotty Len on 2016-08-28 22:24:47
About Netzechariah, is there any other way to beat it other than depleting its HP before reaching 39 attacks? I managed to beat him by brute forcing it with 4 Yellow Waves and a Lucky Pill, but it was kind of a cheap shot, and I can't help feeling I missed something. 22k damage per attack counter sounds like a lot to do, but I feel a bit bad wasting all those Yellow Waves to reach it.

Although, exploiting its elemental attacks to get healed was also kind of a cheap shot...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-29 00:20:55
Just came here to say that I really enjoyed the Zack battle. It actually took me three tries to beat it, and even with proper preparation it definitely wasn't easy. The tension was real the whole way through (The battle actually took a little over 20 minutes, since I thought every action through carefully and started playing very defensively just before his Apocalypse counter), and it was awesome once I finally beat him. I haven't tried any other of the post-Northern Cave sidequests, but I hope that the battles will also be this thrilling. Great job, Chief!

Let me know which fights you don't like; everything needs to be good before I leave the mod be/get hit by lightning.

About Netzechariah, is there any other way to beat it other than depleting its HP before reaching 39 attacks? I managed to beat him by brute forcing it with 4 Yellow Waves and a Lucky Pill, but it was kind of a cheap shot, and I can't help feeling I missed something. 22k damage per attack counter sounds like a lot to do, but I feel a bit bad wasting all those Yellow Waves to reach it.

Although, exploiting its elemental attacks to get healed was also kind of a cheap shot...

The only thing I consider cheap is overflow damage. The fight was specced up to need something special to bring it down. As far as elemental attacks go, I think I made one phase use mostly elemental hits so you could take the sting out of that by protecting against some of them/bring Shield in.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lukey_Bug on 2016-08-29 23:21:54
Ive found another one. Using multi hit attacks against the jenovas(north crater) causes them to freeze. Specifically I was using Ultima x4 w-magic and after the second hit they'd all freeze mid reaction. Happened a few times in a row. I was too frustrated to try just using single hits, so ill try that tomorrow. And maybe I'll try turning off enemy battle models.

Just wanted to chime in.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-08-30 02:42:31
Could somebody tell me where you get the Planet materia? I've already done a lot of the endgame sidequests but haven't found it yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-08-30 06:12:28
Ive found another one. Using multi hit attacks against the jenovas(north crater) causes them to freeze. Specifically I was using Ultima x4 w-magic and after the second hit they'd all freeze mid reaction. Happened a few times in a row. I was too frustrated to try just using single hits, so ill try that tomorrow. And maybe I'll try turning off enemy battle models.

Just wanted to chime in.

The jenova fight is semi-broken at the moment; the two 'totems' can cause a crash when the arms on the main enemy are killed but there's also another issue that exists from the default game with Quadded-Ultima; if it is used on any enemy with multiple parts while combined with HP or MP Absorb then it freezes: http://finalfantasy.wikia.com/wiki/Quadra_Magic_Ultima_glitch (the wiki incorrectly states that the issue does not exist with Jenova Synthesis). I can fix the first issue by removing the two additional enemies, but the second is a game-engine problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lukey_Bug on 2016-08-30 09:22:00
Then that may be my problem. I'll take off mp absorb. Thanks,  I never heard of that particular bug before.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-09-01 13:16:04
I'm having trouble initiating two of the Limit Break sidequests. I went to Nibelheim with Tifa in my party and played the song multiple times, I even looked it up to confirm I was playing it correctly. Cloud always says "I've heard this melody before. Dunno where, though", then he scratches his head and that's that. I also went to Wutai with Yuffie in my party and talked to Godo. I have picked up the Leviathan Scales at the Submarine Dock but Godo doesn't have anything different to say. I got all of the information on where to find the Limit Breaks in the "where is this thing" file. Have the requirements changed and is it not up to date anymore? Because I don't have any idea what to do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Lukey_Bug on 2016-09-01 14:24:33
Tifa has to be party leader, and go to the shrine room in godos house for yuffie
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-09-01 15:22:41
Tifa has to be party leader, and go to the shrine room in godos house for yuffie

Thank you. I just realized that there was actually a new airship worker in the cockpit who tells you this stuff. I was going off the "where is this thing" file the whole time, which is kind of sad considering I've done almost all sidequests.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-09-03 00:02:37
I'm trying to get all the enemy skills and I'm only missing a single one: L5 Death. As far as I know, the Parasites still have it, but they just won't use it no matter what I do. Does anyone have an idea how I can learn it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-03 17:20:12
L5 Death was changed into something else; I think the red couerls in the upper areas of the Crater (before the split up) should have it now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-09-04 05:35:39
this might have been answered already but I'm level 52 in Mideel, and none of the enemies give out EXP at all?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-04 06:08:21
I'll check the AI script; I think I set it up to give 0 if the player is under a certain level because people were using the Mideel enemies to get massive amounts of exp on Disc 1 (the exp scaling is much, much higher than before).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-07 19:35:22
Update on progress and general goings-on; I enrolled for college again this term and while things aren't intensive yet, I'll end up juggling between that and the mod if I don't get Dark Cave done soon. I've also been making small improvements to existing scenes after seeing some flaws in people's YT/Twitch vids, and a lot of the Disc 2/3 enemies + bosses are being tweaked; this needs to be in place so I can spec the DK enemies properly.

Got a request regarding this; would it be possible to get some save files from Disc 2/3 from different players? This'd let me try out fights with different team compositions/equipment availability and get a bigger a picture of how things can pan out that late in the game. The default address for steam save files is: C:\Users\User Name\Documents\Square Enix\FINAL FANTASY VII Steam\user_#######

And a big thanks to EJ and JP for the donations D:

Edit: By the by, EJ; the IRO on the front page should be up-to-date currently; let me know if you have problems setting it up to run with 7H.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-09-07 23:25:05
I have a few different save files from all over the place that you could use. All the files in light red (color of save screen) are playthroughs of 1.4 mod.  I have a file right after Aerith's death, one before Midgar raid, one before Hojo, a few inside Gaea's cliff, and various other ones you could use for disk 2. Just let me know how to get the files to you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-07 23:47:08
Sounds like what I'm looking for; any file-sharing site like mediafire would do the trick. I've got dropbox but I'll need to find out what my login is again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-09-08 00:08:03
https://www.mediafire.com/folder/12da0e5d2bzdh/Final_fantasy_7_saves

Here you are. Most of the files you would be looking for would be in saves 4,6, and 7 but feel free to use any. Just in case it's relevant I mostly use Aerith, Cloud, and Tifa.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-08 00:22:21
Thanks, bud.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Spotty Len on 2016-09-08 16:14:59
I also got saves files you can use, I saved all over the place from the start of the game. I am currently morphing monsters in the Northern Crater, so endgame stuff is mostly what you will find in save4, but all the other ones were taken in various places.

https://www.sendspace.com/file/yv8ku8
 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-08 17:24:38
Cheers; the more saves, the more data.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kilen on 2016-09-10 06:50:14
EJ here.  Excellent!  I've downloaded and installed 1.4 through 7th Heaven, I'll finally get around to this mod this weekend.  Also, if you have to choose between college or this mod, let us languish! 

Does anyone have recommendations for which music mod to install -- or to use the original OST?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Otsdarva on 2016-09-10 08:04:00
I've been having some problems finding stuff in the 1.4 endgame - particularly the HP Plus Materia, which I just straight up can't find despite scouring that path in the North Cave.

Moreover, lots of Ultimate Weapons require stuff from the Dark Cave Quest - is there an alternative source for the rewards from that?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-10 15:08:38
EJ here.  Excellent!  I've downloaded and installed 1.4 through 7th Heaven, I'll finally get around to this mod this weekend.  Also, if you have to choose between college or this mod, let us languish! 

Does anyone have recommendations for which music mod to install -- or to use the original OST?

I think DLPB's Reunion installer can change the music to several variants (mind to click everything else off though during install to avoid conflicts; the two mods can't work together right now) but I've never actually tried to use just the music patches from it with NT so mind to back up your .EXE and Data folder beforehand in case it does break.

I've been having some problems finding stuff in the 1.4 endgame - particularly the HP Plus Materia, which I just straight up can't find despite scouring that path in the North Cave.

Moreover, lots of Ultimate Weapons require stuff from the Dark Cave Quest - is there an alternative source for the rewards from that?

It should be here, where Mega-All used to be: http://squarehaven.com/games/PlayStation/Final-Fantasy-VII/guide/materia/12.jpg
It's the bit where you need to press Confirm just as you're jumping onto the middle platform as Cloud will hop past it.

There's no proper source for Dark Cave only materials at the moment, I'm afraid; the sidequest is close to completion but with everything going on and the tendency of bugs to pop up I can't say when it'll be done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: concatenate on 2016-09-11 00:59:11
First off thank you for all your work on this mod. Final Fantasy VII is a game I find myself replaying somewhat regularly since I picked it up at its PC release, and New Threat has brought me back to it yet again. I have only just left Kalm, but it is already apparent the new balance and revised mechanics are well implemented and carefully considered.

I do have a question though. Is there a list of weapon, and armor revisions? I really could swear I read through one while looking into this mod initially, but I can't seem to find it again (it is also very possible I was reading something for a different mod as I looked into a few difficulty mods at the time).

Also the link for the manual ( http://www.mediafire.com/download/dzbq6cqq2c27ard/FF7+NT+Manual.doc ) leads me to a page stating the provided key is invalid and that the file has likely been moved or deleted. Is there an alternate link for the manual?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-11 07:27:03
That manual link is quite out of date, probably for the very first build of the mod; there should be some documentation in the Main Installer folders though I don't think it goes into specific weapon/armour changes. I've been writing up a Mk.2 version of a document that lists all their locations; I could add stat info to them as well with comparisons to default equipment (where applicable).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Fauve on 2016-09-11 08:14:19
So I reached the end of Northern Crater and my party is rank 4 (Cloud is rank 5 I think). I beat Jenova, but the fight took at least 40 minutes which didn't seem right. Then I fought Bizzaro Sephiroth and lost pretty badly.

I felt that my party might be underdeveloped, so I went to go level/rank up. I went to the beginning of the Northern Crater to grind and noticed that some enemies only give 1 SP each, while the big dragon doesn't even give any SP at all. Is this normal? Or should I be grinding at a different spot for SP?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-09-11 11:32:53
So I reached the end of Northern Crater and my party is rank 4 (Cloud is rank 5 I think). I beat Jenova, but the fight took at least 40 minutes which didn't seem right. Then I fought Bizzaro Sephiroth and lost pretty badly.

I felt that my party might be underdeveloped, so I went to go level/rank up. I went to the beginning of the Northern Crater to grind and noticed that some enemies only give 1 SP each, while the big dragon doesn't even give any SP at all. Is this normal? Or should I be grinding at a different spot for SP?

Mideel is a good place for SP farming since I believe you only get SP if you fight multiple opponents at once. Mideel's enemies come in groups so you'll usually get 3SP+ per battle. Only downside is that you get no EXP once you get past a certain level.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-11 14:19:49
So I reached the end of Northern Crater and my party is rank 4 (Cloud is rank 5 I think). I beat Jenova, but the fight took at least 40 minutes which didn't seem right. Then I fought Bizzaro Sephiroth and lost pretty badly.

I felt that my party might be underdeveloped, so I went to go level/rank up. I went to the beginning of the Northern Crater to grind and noticed that some enemies only give 1 SP each, while the big dragon doesn't even give any SP at all. Is this normal? Or should I be grinding at a different spot for SP?


I think some tightening to SP is needed; ideally I'd like for players to be hitting Rank 6 or 7 when they beat Hojo so that the last rank or two can be acquired from doing the optional stuff (similar to EXP/Level, I aim to have players above Lv.70 for Disc 3). But there's an oversight in SP right now where the level synch interferes with the check and allows SP to be gained from any group of enemies that contain 2 or or more actors over Lv.44.

What I'll do is aim to fix this check for all non-Crater enemies and then remove the check itself from all Crater enemies, ramping up the SP gained from them as well. I'll maybe keep Mideel as an alternate grind-spot as well if people are comfy there.

Mideel is a good place for SP farming since I believe you only get SP if you fight multiple opponents at once. Mideel's enemies come in groups so you'll usually get 3SP+ per battle. Only downside is that you get no EXP once you get past a certain level.

Sounds like the opposite of what it should be; the idea was to make Mideel enemies give no EXP if you're under a certain level because people were quickly gaining EXP from them by taking the Bronco to the shore. I'll check it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dairuga on 2016-09-11 15:16:08
Okay, sorry if this is sounding wrong, but I have no idea where to go with this, so I figured I should try to post about it where I found the mod.
Long story short, I am on Disc 1. I am in the City of the Ancients, and am heading towards the mountain where you find Sephiroth. There are a specific set with enemies, a set of two hungries, which freezes the game for me. It is making progress hard, as it has happened thrice now , forcing me to go back to the City of the Ancients by quitting and reloading the game, and start the trek trough the frozen cave anew. I believe it is tied to one of the Hungry's actions, as it ends with no command happening, and no command being able to be input.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-11 19:40:14
I think that issue was fixed in the scene hotfix patch (available on page1 of this thread); try applying that and let me know if the issue still occurs/if you've already applied the patch and this is happening.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Fauve on 2016-09-11 21:43:23
Mideel is a good place for SP farming since I believe you only get SP if you fight multiple opponents at once. Mideel's enemies come in groups so you'll usually get 3SP+ per battle. Only downside is that you get no EXP once you get past a certain level.
Thanks I'll head over there to see if I make any progress. Not too worried about the lack of exp since my chars are in their 80s.

I think some tightening to SP is needed; ideally I'd like for players to be hitting Rank 6 or 7 when they beat Hojo so that the last rank or two can be acquired from doing the optional stuff (similar to EXP/Level, I aim to have players above Lv.70 for Disc 3). But there's an oversight in SP right now where the level synch interferes with the check and allows SP to be gained from any group of enemies that contain 2 or or more actors over Lv.44.

What I'll do is aim to fix this check for all non-Crater enemies and then remove the check itself from all Crater enemies, ramping up the SP gained from them as well. I'll maybe keep Mideel as an alternate grind-spot as well if people are comfy there.
By optional stuff you mean: the LV4 limit quests, the materia caves, the dark cave, the Weapon fights, and Kalm traveler right? These will all reward SP?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-11 22:36:26
By optional stuff you mean: the LV4 limit quests, the materia caves, the dark cave, the Weapon fights, and Kalm traveler right? These will all reward SP?

Yeah; Disc 3 stuff mostly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-09-12 08:47:48
Alrighty, so what is the deal on Abyss down at the end of the crater? I cannot seem to kill him before he uses that god awful Neurotoxic Breath of his? Is there any particular way to stop this from happening or do I somehow need to kick up my damage before he does it? I have tried near 8 times now and he is beginning to irk me. Advice is welcome
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-12 09:36:31
Alrighty, so what is the deal on Abyss down at the end of the crater? I cannot seem to kill him before he uses that god awful Neurotoxic Breath of his? Is there any particular way to stop this from happening or do I somehow need to kick up my damage before he does it? I have tried near 8 times now and he is beginning to irk me. Advice is welcome

The way it was set up is that he charges up the breath attack but you can disrupt it by inflicting a status ailment on him; then he'll use an esuna-type move on himself and this'll remove all the stacks. It's not a great AI thing, and I'll probably change it to be more intuitive at some point, but that's the way it is at the moment.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-09-12 09:49:04
The way it was set up is that he charges up the breath attack but you can disrupt it by inflicting a status ailment on him; then he'll use an esuna-type move on himself and this'll remove all the stacks. It's not a great AI thing, and I'll probably change it to be more intuitive at some point, but that's the way it is at the moment.

Heh, the one thing I didn't think of. Kinda just assumed he would be immune to most status effects. At least I know I wasn't under damaging him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-09-13 07:59:55
Not sure if this was a bug or just text that wasn't supposed to be there but after the Aerith mimic fight it told me I had received the planet Materia but I never got it in my inventory. I can always use Black Chocobo to give it to myself but I just thought I would bring it to your attention. 

Also thought I should mention it did give me the white Materia, and Great Gospel like it was supposed to do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-13 11:40:39
See, I don't know if that's because I moved it from there last minute to Gold Match, or if it was intended to be moved from Gold Match to there. 1.45 will have a finalised placement for absolutely everything so it'll be fixed for that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-09-13 12:10:18
See, I don't know if that's because I moved it from there last minute to Gold Match, or if it was intended to be moved from Gold Match to there. 1.45 will have a finalised placement for absolutely everything so it'll be fixed for that.

Ahh, either way, it's no big deal.
Now uhh, what exactly is Love Busters trick? He is the last thing I need to beat to finish off everyone's level 4 limit break (at least I think he is) and I kinda just got stalled here. Everything goes fine and yet all of a sudden I cannot damage him at all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-13 12:38:40
His attack raises everyone's defence like a hero drink, but it wasn't a good idea as it makes the fight unwinnable if you don't have defence-ignoring attacks. Try using ? ? ? ?, Pandora's Box, or Summons to get past that defence once it's buffed (use burst damage that doesn't ignore defence earlier).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Omnicide on 2016-09-14 03:46:32
Thanks for the awesome mod, sega chief. Trying out lowest level possible with it...need moar cactuar guns. This is definitely a challenge though playing it normally. I can't wait until the next update :)
Title: New Threat bug in Church Scene
Post by: Cordy on 2016-09-14 20:05:13
So I just downloaded New Threat a couple of days ago, and I've been really enjoying it. Then, for some reason, this happened.
https://www.youtube.com/watch?v=P8tkSAn6Cro

I have no idea why, but the Guard Scorpion boss replacement has invaded the sector 5 slums, and has put Aerith in a never ending loop where she can't run past its collision box, causing the game to soft lock.

If anyone else has experienced this and knows what the cause is, or how I can maybe get around this, that would be great.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-14 20:12:21
Hey Cordy

try installing the patch updates on this mod on the first page of this thread to see if that will fix your problem
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Cordy on 2016-09-14 20:18:08
Hey Cordy

try installing the patch updates on this mod on the first page of this thread to see if that will fix your problem

Thanks!!

I somehow didn't get the patches even though I only downloaded a few days ago. I really appreciate you directing me to that, and sorry if my question seemed silly [I only just saw "X) Scorp removed from church for good this time"]

I really appreciate your quick response, and I am very grateful!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-14 20:51:53
Hey Cordy

try installing the patch updates on this mod on the first page of this thread to see if that will fix your problem

Thanks for helping him out, Zara.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Spotty Len on 2016-09-16 18:18:16
All right, until the Dark Cave is out and you have more content in store for us, it is the end for me! All I am missing are two Enemy Skills (which I know one is Chocobuckle), and Cid's Ultimate Weapon, but I can't really get it for now. I really want to say a big thank you, Sega Chief. It's been a real treat to discover this game again with a new experience, and I had a lot of fun completing each of the challenges you had in mind for us. Yes, even the Curator.

Until next time, I can't wait for some new stuff. Thank you once more!

(By the way, is IT (http://i.imgur.com/AcRTiXO.jpg) supposed to be here?)

(Oh yeah, I forgot to include a message, but I donated a bit.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-16 18:39:43
All right, until the Dark Cave is out and you have more content in store for us, it is the end for me! All I am missing are two Enemy Skills (which I know one is Chocobuckle), and Cid's Ultimate Weapon, but I can't really get it for now. I really want to say a big thank you, Sega Chief. It's been a real treat to discover this game again with a new experience, and I had a lot of fun completing each of the challenges you had in mind for us. Yes, even the Curator.

Until next time, I can't wait for some new stuff. Thank you once more!

(By the way, is IT (http://i.imgur.com/AcRTiXO.jpg) supposed to be here?)

(Oh yeah, I forgot to include a message, but I donated a bit.)

Glad to hear you cleared the game, bud; and yeah, that pesky scorp is supposed to appear for the ending screen only :p

Cheers for the donation; I've been hit pretty hard with college fees and website subscriptions recently (codeacademy is £15 a month ;I) so it's very much appreciated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: concatenate on 2016-09-18 18:25:25
Very pleased with the mod so far. Had a quick question though.

Should there be a steep ramp up in experience required to advance from level 31 to level 32? Experience required for me to move from 31 to 32 for all characters was about 50,000. Once I reached 32 though required experienced dropped back to around 13,000. Is this a glitch or something implemented to prevent over-leveling?

Sorry if I missed this in a description somewhere
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-18 18:43:28
hey sega chief

my friend is using some graphics mods on his ff7 run

so will your mod work on the graphics mods he is using
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-18 19:57:59
Very pleased with the mod so far. Had a quick question though.

Should there be a steep ramp up in experience required to advance from level 31 to level 32? Experience required for me to move from 31 to 32 for all characters was about 50,000. Once I reached 32 though required experienced dropped back to around 13,000. Is this a glitch or something implemented to prevent over-leveling?

Sorry if I missed this in a description somewhere

Yeah, every ten levels has that big spike; but enemies are specced to give exponentially more EXP the further you go. It's a soft form of gating so I can spec areas to cover players who like to grind + players who rush.

hey sega chief

my friend is using some graphics mods on his ff7 run

so will your mod work on the graphics mods he is using
hey sega chief

my friend is using some graphics mods on his ff7 run

so will your mod work on the graphics mods he is using

It should do; if he's using 7H then tell him to make sure that the other mods he uses are above NT in the load order (NT's IRO should be loaded last).

If he's using stand-alone installers then he'll need to be careful as some of them can overwrite critical files. I'd recommend that he play to the first Save Point from a new game with only NT installed, then make a copy of the Data folder inside the FF7 folder as a backup before installing a graphics mod and then testing if all the scripts are intact. If he encounters a crash, ask him for which mods he used/where he got them so I can diagnose any potential clashes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-09-21 04:42:00
Not sure if this is the right place to ask this but, the game crashes right after you see the Midgar Cannon for the first time FMV. It's right after you put in the Key of The Ancients inside the Forgotten Capital. Not sure what causes this... any ideas? I have the newest patches installed, but also a bunch of graphic mods too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-09-21 09:16:27
Hey, I was wondering if it would be possible for you to play the Weapon Raid theme for Ruby and Emerald weapon instead of the regular battle theme. I think it's kinda underutilized it and would fit those battles well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-21 09:27:29
Hey Sirblackmage

i all ready asked sega chief that same message a long time ago and he told me that he can't change the ruby and Emerald weapon battle music
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-21 10:34:59
Not sure if this is the right place to ask this but, the game crashes right after you see the Midgar Cannon for the first time FMV. It's right after you put in the Key of The Ancients inside the Forgotten Capital. Not sure what causes this... any ideas? I have the newest patches installed, but also a bunch of graphic mods too.

If it's directly after the FMV, then it's likely the scene that takes place in Shinra HQ when Rufus is talking to the other execs about the Mako Cannon. If you have anything that affects field models, disable them temporarily and see if that lets you get past it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-21 11:22:28
Hey sega chief

when i try to walk on the flower bed after beating air buster and talking to aeries about inputting her name, the invisable air buster is still there

when i try to walk on the flower bed, is it safe to continue the game like that
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-21 16:39:33
Hey sega chief

when i try to walk on the flower bed after beating air buster and talking to aeries about inputting her name, the invisable air buster is still there

when i try to walk on the flower bed, is it safe to continue the game like that

It's safe; I'll see if the collision is still turned on for it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-22 12:41:55
hey sega chief

i really enjoyed your very scary part of mr smile first showing up after you beat the 2 turks after alpha zolom when going to the secret cave

was that a new thing you added to your mod, it really scared me alot, it almost made wet myself
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-22 15:17:52
Yeah, it's new; was added for the 1.4 release.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: leetdood on 2016-09-22 16:12:58
Hi all,

Sorry if this is in the wrong spot or it's been asked before. I'm brand new to modding, and I just started out on gjoerulv's hardcore mod (just got to the Chocobo Farm) and I have a few questions because I am very interested in the New Threat mod..

Is there a way to have both the hardcore mod, and the NT mod both playable, but on separate save files? Not combined, but I mean if I wanted to start the NT mod, while keeping my old save file for the hardcore mod intact? I have a feeling that it's not possible but I figured it would be worth asking.

I love the idea of all the new sidequests and moving a lot of the stronger materia and weapons to new locations, and I'm very eager to play it, but I also want to complete the hardcore mod.

BTW Sega Chief, thanks for all your YouTube videos, they are super helpful trying to get through the bosses so far. The only thing that might be worth adding to them if you ever get the chance, could be the items you can steal from them. Not necessary but just a thought :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-09-22 19:05:31
If it's directly after the FMV, then it's likely the scene that takes place in Shinra HQ when Rufus is talking to the other execs about the Mako Cannon. If you have anything that affects field models, disable them temporarily and see if that lets you get past it.

You're a legend, just did this and it worked!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: leetdood on 2016-09-22 19:56:32
Hi all,

Sorry if this is in the wrong spot or it's been asked before. I'm brand new to modding, and I just started out on gjoerulv's hardcore mod (just got to the Chocobo Farm) and I have a few questions because I am very interested in the New Threat mod..

Is there a way to have both the hardcore mod, and the NT mod both playable, but on separate save files? Not combined, but I mean if I wanted to start the NT mod, while keeping my old save file for the hardcore mod intact? I have a feeling that it's not possible but I figured it would be worth asking.

I love the idea of all the new sidequests and moving a lot of the stronger materia and weapons to new locations, and I'm very eager to play it, but I also want to complete the hardcore mod.

BTW Sega Chief, thanks for all your YouTube videos, they are super helpful trying to get through the bosses so far. The only thing that might be worth adding to them if you ever get the chance, could be the items you can steal from them. Not necessary but just a thought :)


Ah, I found that's what 7th heaven is for ... stupid me :P

Well, I suppose I'll try that, but does it matter that I installed the hardcore mode on it's own? I guess this isn't the best place to ask, but I figured that part out at least.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-09-22 22:20:27
Hey Sega, just wanted to drop by to tell you I've made a list of all the enemies' steals, morphs and drops for people that are interested to know what items they have or are looking for a specific one. It might be slightly out of date since I created it before the Proud Clod hotfix. I have noticed that the Corel Train items have changed, as well as the X-ATM fight while escaping Junon and have updated the list accordingly. I'd appreciate it if you'd tell me if anything else has changed, because It'd be annoying to go through every enemy in Hojo again (And tell me what the 'Autograph' item was changed into, please, because I kinda forgot to write that down). This list might be a bit redundant with the area names and possibly formatted badly since this is my first time really using Excel for anything halfway important, but I tried my best and I think it turned out good enough. If you think anything needs fixing, tell me so. Also, if you want to add this to the main post, that's cool, if not, that's also fine. I just want you to know that I like the mod you've created enough to have spent quite a few hours typing this all into Excel and making sure everything is the way it's supposed to be. Keep up the good work, Chief!

Link below:
https://www.dropbox.com/s/yaq74qa9rwbm8ww/NT%20Item%20List.xlsx?dl=0 (https://www.dropbox.com/s/yaq74qa9rwbm8ww/NT%20Item%20List.xlsx?dl=0)
(Thanks to my brother for helping me with the steals early on before I discovered the magic that is Hojo.)

Edit: While you're at it, information for what Ultima Weapon battle has which steals would also be great, as I didn't encounter them all while doing the quest.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-09-22 22:30:23
Hey Sega, just wanted to drop by to tell you I've made a list of all the enemies' steals, morphs and drops for people that are interested to know what items they have or are looking for a specific one. It might be slightly out of date since I created it before the Proud Clod hotfix. I have noticed that the Corel Train items have changed, as well as the X-ATM fight while escaping Junon and have updated the list accordingly. I'd appreciate it if you'd tell me if anything else has changed, because It'd be annoying to go through every enemy in Hojo again (And tell me what the 'Autograph' item was changed into, please, because I kinda forgot to write that down). This list might be a bit redundant with the area names and possibly formatted badly since this is my first time really using Excel for anything halfway important, but I tried my best and I think it turned out good enough. If you think anything needs fixing, tell me so. Also, if you want to add this to the main post, that's cool, if not, that's also fine. I just want you to know that I like the mod you've created enough to have spent quite a few hours typing this all into Excel and making sure everything is the way it's supposed to be. Keep up the good work, Chief!

Link below:
https://www.dropbox.com/s/yaq74qa9rwbm8ww/NT%20Item%20List.xlsx?dl=0 (https://www.dropbox.com/s/yaq74qa9rwbm8ww/NT%20Item%20List.xlsx?dl=0)
(Thanks to my brother for helping me with the steals early on before I discovered the magic that is Hojo.)

I just wanted to give you a big thanks for this excel file. It is organized perfectly and it is a great help. Thanks for all the effort that you put into this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-09-22 22:57:28
Quote
I just wanted to give you a big thanks for this excel file. It is organized perfectly and it is a great help. Thanks for all the effort that you put into this.
No problem, I'm glad you're finding it helpful! At first, I did this list mostly for myself and my brother, but after a while, I figured that I might as well upload it once it's finished. Good to hear that it was worth it. If you you have any ideas for improvements, say so. I'll probably do some more slight changes in the future like sorting the enemies' names for each area alphabetically to make it more easy to find the ones you need.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-23 06:27:25

Ah, I found that's what 7th heaven is for ... stupid me :P

Well, I suppose I'll try that, but does it matter that I installed the hardcore mode on it's own? I guess this isn't the best place to ask, but I figured that part out at least.

7H is best used with default files, otherwise you might get some Hardcore-specific stuff bleeding through (battle models for instance). I think for save files, the best way used to be just having separate save folders and swapping between them but that's not an option with Steam due to that inexplicable decision they made to add save file validity checks to their Launcher. Whichever route you go, make sure to start any new Gameplay mod with a New Game; the kernel has some initial stuff to set that won't be done if using a save file from, say, Reactor No.1 to start (for instance, if you had a save file made with vanilla or Hardcore in Reactor No.1 and started NT from that save file, your characters will join the party without the new Materia/equipment they should start with which will mean not having Barrier, Revive, etc. and some characters having end-game weapons when they join).

Hey Sega, just wanted to drop by to tell you I've made a list of all the enemies' steals, morphs and drops for people that are interested to know what items they have or are looking for a specific one. It might be slightly out of date since I created it before the Proud Clod hotfix. I have noticed that the Corel Train items have changed, as well as the X-ATM fight while escaping Junon and have updated the list accordingly. I'd appreciate it if you'd tell me if anything else has changed, because It'd be annoying to go through every enemy in Hojo again (And tell me what the 'Autograph' item was changed into, please, because I kinda forgot to write that down). This list might be a bit redundant with the area names and possibly formatted badly since this is my first time really using Excel for anything halfway important, but I tried my best and I think it turned out good enough. If you think anything needs fixing, tell me so. Also, if you want to add this to the main post, that's cool, if not, that's also fine. I just want you to know that I like the mod you've created enough to have spent quite a few hours typing this all into Excel and making sure everything is the way it's supposed to be. Keep up the good work, Chief!

Link below:
https://www.dropbox.com/s/yaq74qa9rwbm8ww/NT%20Item%20List.xlsx?dl=0 (https://www.dropbox.com/s/yaq74qa9rwbm8ww/NT%20Item%20List.xlsx?dl=0)
(Thanks to my brother for helping me with the steals early on before I discovered the magic that is Hojo.)

Edit: While you're at it, information for what Ultima Weapon battle has which steals would also be great, as I didn't encounter them all while doing the quest.

Wow, this'll be useful for me too; saves me going through every enemy in PrC to see where specific items can be acquired from in-battle :3. There might be some tweaks to item lists before 1.45 goes out (nothing dramatic, mostly Crater enemies); what I'll do is, I'll DL this spreadsheet and update it with the changes and send it back to you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-23 13:29:21
hey sega chief

i came across a bug today on your 1.4 mod

when i went to junion mini game tower with cloud alone before climbing up the tower, the NPC guy won't talk to me so i can't enter the cave, can you fix that for me today please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-23 14:00:28
The flevel patch should take care of it: http://www.mediafire.com/download/blu9r5rkq7d9nn3/NT+Mod+HotFix+flevel+1st+July.zip

Unless you're using the 7H version? Let me know if that's the case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-23 14:17:00
I did add in that july 1 patch sega chief and that patch did not fix it

and i am not using 7th heaven at all
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-23 20:10:12
Sega chief

how much longer until the dark cave sidequest is done, because its been 1 full year since i tried the dark cave sidequest now
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: hordequester on 2016-09-24 04:59:07
Gotta say I was enjoying this mod..right up until I started doing boss battles. It's generally just a spam fest from them while trying to keep up...them getting 2-6 moves before you get one. Gi was the worst.. spamming Demi3 and complete healing every 2 rounds. Finally pushed me to uninstall FF7 altogether.

I can see what you're going for but not my style of mod for sure. I prefer Brave New World style..more strategy less twitch. Still..thanks for the new experience.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-24 07:00:11
when is the dark cave side quest going to be done
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-24 08:08:54
Gotta say I was enjoying this mod..right up until I started doing boss battles. It's generally just a spam fest from them while trying to keep up...them getting 2-6 moves before you get one. Gi was the worst.. spamming Demi3 and complete healing every 2 rounds. Finally pushed me to uninstall FF7 altogether.

I can see what you're going for but not my style of mod for sure. I prefer Brave New World style..more strategy less twitch. Still..thanks for the new experience.

Gotta say I was enjoying this mod..right up until I started doing boss battles. It's generally just a spam fest from them while trying to keep up...them getting 2-6 moves before you get one. Gi was the worst.. spamming Demi3 and complete healing every 2 rounds. Finally pushed me to uninstall FF7 altogether.

I can see what you're going for but not my style of mod for sure. I prefer Brave New World style..more strategy less twitch. Still..thanks for the new experience.

I take exception to that; most bosses in the mod can be handled with a solid strategy. Speaking of BNW, my own playthrough of that mod was a big influence on NT; when tackling a boss in that mod, I'd usually select a few attacks that would be the most effective and gear the offence characters around that, with supports there to manage the team using specific abilities. This would usually cover most fights on the initial blind attempt, with an adjustment if something hit particularly hard and needed to be dealt with (say, more magic defence equipment and bring in another character who can use Shell). The bosses themselves in that mod usually had a similar subset of abilities; AOE, defence-ignoring attack (HP-check), a status ailment or two, maybe an elemental hit, counter-attack, etc; basically a mix to plan your set-up around.

It's a similar deal with NT; the characters were set up in a way that they each have very particular strengths and weaknesses, which combos with the SP system and the expanded mix of stat bonuses & innate weapon/armour effects; this is so you can handle problematic fights in different ways. The characters don't have unique commands like FF6 ones do, but you can make quite a few different characters builds and set-ups from early on using the innate character abilities with the wider selection of Materia and adjusted special weapons like the Enemy Launcher or Force Stealer.

The problem is that when people are playing a mod they can fall into the trap of trying to play it in the same way as the original game. They rush through, try to brute-force things, or they don't use all of the tools at their disposal because they haven't really needed to use them before. I've talked to people who have maxed out FF7, done everything, beat the Weapons, got all the Materia mastered, but didn't know what Shield did because they never had any cause to actually use it. Or I'll watch them playing and they won't use Barriers or items at all, or make use of Defend and Change, or their Elemental Materia, or status ailments (the lanterns in Gi Nattak can be Slowed and Stopped for instance; you can even insta-kill them with Death if you got a Kiss of Death item from the mobs in Cave of the Gi). Just like in FF6, probably more so in fact, this game doesn't push the player to build good fundamentals because most of the time you can recover almost everything with Cure and push through with whatever elemental spells, Limits, and later just with physical attacks on their own.

Let's look at this Nattak fight NT; this is my demo run of it: https://youtu.be/mtnuEL_Nt_I
It's similar to how I'd approach a fight in BNW or any other mod; identify the weaknesses and exploit them, while maintaining the team's stability. This fight has two lanterns healing the boss with %-based magic, so by eliminating the Lanterns the boss becomes vulnerable. But the lanterns can heal themselves and you've got damage + disrupting statuses coming in, so you can't just attack wildly; you need to coordinate your turns and party members so that you can make your attack worthwhile without putting yourself at substantial risk. Remember the innate regen + counter-attacks on bosses in BNW? That's what they're there for; to have players put consideration into their turns instead of making uncoordinated attacks that could potentially punish them for no gain.

That being said, NT isn't perfect and I hate to drive people away. I'll have another look at the Nattak fight.


when is the dark cave side quest going to be done

It'll be done when it's done; I didn't particularly care for your passive-aggressive PM, by the way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-09-24 09:50:09
The boss battles are my favorite part of this mod to be honest. It's made to where you can't just go into the fight with the same equipment and materia all the way through. Granted I ran thru most of the game with a select three (Cloud, Aerith, and Tifa) but still, the mod offers so many different unique challenges with each boss. Using the elemental materia is a very important thing in this mod. It helps physical fighters pump up the damage while vastly increases survivability with units who can't take magic damage. Once you start noticing bosses particular tricks it all comes down to good strategy and sometimes winging it does just fine too. Also, Dex is very important (at least in my opinion) I typically give dex boosting equipment to even out the turn rates. I have a particular fetish for the choco feather and bolt ring accessories for that sweet dex boost. This mod is great at keeping you on your toes and makes you think out of the box for boss strategies. I never think of using Gravity until this mod as I always assume bosses are immune to it or particular status effects. Also Slow is your best friend for many bosses if you would rather not go with the dex boosting route. There are sooooo many different ways to go thru each boss, even with different party setups. I wouldn't throw in the towel just yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-24 13:02:06
Sega chief, when you first released v 1.3 of NT it came with the dark cave side quest

so how come you had to take it out for so long on v 1.4 of NT Mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-24 14:10:30
Sega chief, when you first released v 1.3 of NT it came with the dark cave side quest

so how come you had to take it out for so long on v 1.4 of NT Mod

I didn't want to take it out for this long; but there were so many bugs to fix (and which still need to be fixed) when 1.4 was released that I couldn't get to it right away. I couldn't leave the original version accessible either because then I'd need to have a separate flevel to develop it which would need to be kept up with any edits and fixes made, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-09-24 16:01:56
Quote
Wow, this'll be useful for me too; saves me going through every enemy in PrC to see where specific items can be acquired from in-battle :3. There might be some tweaks to item lists before 1.45 goes out (nothing dramatic, mostly Crater enemies); what I'll do is, I'll DL this spreadsheet and update it with the changes and send it back to you.
Great to hear that even you are finding it helpful! That sounds like a plan, I won't complain about less work for me. :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-25 00:55:03
Thanks to ML for the donation on the 16th; just saw it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-09-25 10:47:30
Hey Sega, again, thanks for resurrecting ff7 for me. I was wondering (and I probably already know the answer to this) is there anyway to get NT on ff7 mobile? I'm guessing at this point its pretty much impossible but I would love to carry NT whenever I go!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-25 10:59:36
Hey Sega, again, thanks for resurrecting ff7 for me. I was wondering (and I probably already know the answer to this) is there anyway to get NT on ff7 mobile? I'm guessing at this point its pretty much impossible but I would love to carry NT whenever I go!

Only if you can get the FF7 Phone files extracted somehow, replace the FF7 data files with patched NT ones, and then recompile the files again. I think the phone needs to be specially 'adjusted' though to allow that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tavarcio on 2016-09-25 11:13:01
Ohhh I think I know what you mean, nevermind tho haha
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-25 18:39:22
Hey sega chief

when you are done seeing sephiorth in the pool of water in the temple of acentes, the sound glitches out and overlaps the pool sounds with the temple of acentes music after seeing sephiorth in the pool of water
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-25 23:45:24
Hey sega chief

when you are done seeing sephiorth in the pool of water in the temple of acentes, the sound glitches out and overlaps the pool sounds with the temple of acentes music after seeing sephiorth in the pool of water

I'll have a look/listen and separate the sound effects onto separate channels to terminate them at the right time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SefiCompacto on 2016-09-26 02:54:18
Hey Sega Chief

Been playing and loving the mod for a month or so now, just got to disc 3 and i was wondering, is it normal that since diamond weapon every boss has taken me at least 30 minutes? I expend most of the time healing/buffing and i deal less damage than i would hope. Don't know if my estrategies are bad or i'm underleveled. I fought hojo at rank 4/5 and lvl 7X. I'm now lvl 8X and rank 5/6 and I can only kill parasytes/gargoyles in North Crater without wasting too much time or dying. My armors are Escort Guard, Minerva Band and the one that's almost like Minerva Band and i'm using Cloud, Cid and Yuffie as my party.

Is it intended or am I missing something? I wanted to reach the end of the crater to unlock everything but I guess i'll try my luck with Gelnika first and maybe farm some rank ups in mideel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-26 12:02:20
I think 30mins is too long for a boss fight; are these the Disc 3 optional ones? I'll fight them again with some compositions and see if I can get that down to 15mins or so.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-26 13:17:03
hey sega chief

did you change the huge Materia quest to the mega Materia quest later in the game on your Mod

and sega chief when i did the saving mega-materia at the saving train part, i can't pull the levers at all at the end of the train to stop the train

i think thats a serious bug you need to fix please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SefiCompacto on 2016-09-26 14:14:56
I think 30mins is too long for a boss fight; are these the Disc 3 optional ones? I'll fight them again with some compositions and see if I can get that down to 15mins or so.
Diamond weapon and turks in midgar were around 30 mins each, proud clod around 40 and hojo took me an hour and a half (last phase especifically, didnt have a problem with the other 2)

I did all of these without elemental physical attacks, which might be part of the reason, but there are times where i just need to keep healing and aplying barriers/tranquilizers.

I didnt have a problem until this point, the game was hard but exploiting weaknesses and stuff did the trick, I feel like suddenly everything started doing too much damage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-26 16:53:24
hey sega chief

did you change the huge Materia quest to the mega Materia quest later in the game on your Mod

and sega chief when i did the saving mega-materia at the saving train part, i can't pull the levers at all at the end of the train to stop the train

i think thats a serious bug you need to fix please

It was renamed from Huge Materia to Mega-Materia; they're the same thing.

As for the levers, there is no bug there; the developers changed the way you interact with the levers at the start of the train sequence. Instead of pressing the buttons in rhythm, you have to instead press them together at the same time (either Up + Triangle, or Down + Cancel; either way works). The train will accelerate each time, but this is normal; do this twice and Cid will automatically apply the emergency brakes.

Diamond weapon and turks in midgar were around 30 mins each, proud clod around 40 and hojo took me an hour and a half (last phase especifically, didnt have a problem with the other 2)

I did all of these without elemental physical attacks, which might be part of the reason, but there are times where i just need to keep healing and aplying barriers/tranquilizers.

I didnt have a problem until this point, the game was hard but exploiting weaknesses and stuff did the trick, I feel like suddenly everything started doing too much damage.

Yeah, that's way too long; I'll sort it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-26 17:46:23
hey sega chief

i am trying to put the lucky cat sitch slot mod on your Mod, if that is poissable at all

but it tells me that i am missing the ff7.exe file
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-09-26 18:04:22
Personally I am just waiting for the Dark Cave to get readded before I jump in.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-26 18:26:44
hey sega chief

i am trying to put the lucky cat sitch slot mod on your Mod, if that is poissable at all

but it tells me that i am missing the ff7.exe file

Is this the YAMP patch made by Dziugo? Maybe it can't find the steam version's .exe because it's called FF7_en.exe instead of ff7.exe. Make a back-up copy of the .exe and rename it to just 'ff7.exe', then run the patcher and see if that works. Remember to rename the .exe back to 'ff7_en.exe' afterwards. If the patched .exe is broken, revert to the backup you made.

Personally I am just waiting for the Dark Cave to get readded before I jump in.

Not much longer on that front; battle-speccing might need redone though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-09-27 04:50:22
Just encountered an interesting bug while fighting Shake in the pagoda. After berserking him, the game constantly told me that he was out of MP. He was trying non-stop to use some spell that costs too much MP, while under the effect of Berserk no less. So yeah, He was basically doing nothing for the entire rest of the battle. I was forced to throw stuff at him to kill him because he couldn't charge my limit gauge.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-27 15:36:44
If no berserk command is set, or if it's a dummy command with no settings, then it'll be an attack which costs 65535MP resulting in failed execution; this is actually good because the game would crash if he did use it. I'll set him up with an appropriate Berserk command.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SirBlackMage on 2016-09-28 01:31:40
Oh yeah, I've seen that happen before in Garland's rare monster attacks video. It never occured to me that you actually had to set a berserk command, I just thought the enemy would automatically use a regular physical attack. So you could make an enemy that screws the player over by casting something like Ultima if you berserk him? That's kinda cool.

EDIT: By the way, I've read in an earlier post that you have to be level 30+ to fight the Alpha Zolom. Is that still true or has the level requirement been changed? Because I'm doing a run which púts me at levels I really shouldn't be at (level 20 before temple of the ancients) because of drastically reducing experience gains through the use of Hojo. I'd like to know when I can actually fight the Zolom so I can plan ahead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-28 15:25:12
hey sega chief

sorry for all of these bug reports on your mod

but i encountered another bug on your mod, when i got the red sub on your mod, cloud won't sit down at all on the red sub, he stands up all day
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-28 15:46:26
Oh yeah, I've seen that happen before in Garland's rare monster attacks video. It never occured to me that you actually had to set a berserk command, I just thought the enemy would automatically use a regular physical attack. So you could make an enemy that screws the player over by casting something like Ultima if you berserk him? That's kinda cool.

EDIT: By the way, I've read in an earlier post that you have to be level 30+ to fight the Alpha Zolom. Is that still true or has the level requirement been changed? Because I'm doing a run which púts me at levels I really shouldn't be at (level 20 before temple of the ancients) because of drastically reducing experience gains through the use of Hojo. I'd like to know when I can actually fight the Zolom so I can plan ahead.

I think it was changed; you can fight him whenever now.

hey sega chief

sorry for all of these bug reports on your mod

but i encountered another bug on your mod, when i got the red sub on your mod, cloud won't sit down at all on the red sub, he stands up all day

Red sub? I'll check that out; it might be because I had to rescript the sub scenes just in case a different party leader was present. Does this prevent progress?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-28 15:50:28
hey sega chief

nope the game can continue with that bug, but its really annoying seeing cloud stand up in the red sub
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-28 16:59:25
another bug report

when i beat ulimite weapon when he went to final location at cosom cayon, he flew away insted of casting shadow flaear at his final attack than dying
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-28 17:05:45
bug report 3

when i beat all 3 jenova at the final boss area at the northern carter, the game softlocked on me
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-09-28 18:19:41
the last time this mod was updated was back in july of this year
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-28 23:44:32
I wanted everything done in one patch rather than making quick fixes but I'll get this Jenova thing done; people have mentioned it before. I'll remove the two adds and have it just be the boss on it's own.

Edit: Being told the date since the last actual patches were put up made me realise how long it's been since I fixed anything, especially the Main Installer (almost half a year). I'll see if I can spend some time this weekend working through the backlog of reported issues and get my feet clear before finishing up Dark Cave. Expect to see an updated Main Installer + 7H IRO by Monday.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-29 17:17:25
Working through the bugs and was looking at the SP system which isn't behaving correctly going past lv.44 due to a script-clash; but thinking about it, the whole set-up itself isn't great. Difficult enemies are giving the same SP as weaker ones, which is no good, and having a level req. gives an encouragement to avoid random battles or to manipulate EXP with KO'd party members.

The revision I've drafted up so far looks like this:

-) No level requirement on any enemy.

-) Each enemy gives varying SP depending on their relative strength to others in that area; 'swarm' enemies that appear in big groups (Capparwire for instance) give 0SP, while larger/stronger enemies give much more (10-20SP).

Just a quick example draft of, say, Gaea's Cliff:
Evilhead: 0SP
Headbomber: 3SP
Zolokalter: 3SP
Cuahl: 7SP
Stilva: 17SP
Icy Oscar: 18SP
Gaea Dragon: 22SP

-) 200 SP needed for each Rank; this is to let me set wider ranges for individual enemy SP in successive areas; I'll be tweaking boss SP to account for the change as well. I still want people to be hitting around 6-7 (even 8 ) before they reach Disc 3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-09-30 04:56:21
Working through the bugs and was looking at the SP system which isn't behaving correctly going past lv.44 due to a script-clash; but thinking about it, the whole set-up itself isn't great. Difficult enemies are giving the same SP as weaker ones, which is no good, and having a level req. gives an encouragement to avoid random battles or to manipulate EXP with KO'd party members.

The revision I've drafted up so far looks like this:

-) No level requirement on any enemy.

-) Each enemy gives varying SP depending on their relative strength to others in that area; 'swarm' enemies that appear in big groups (Capparwire for instance) give 0SP, while larger/stronger enemies give much more (10-20SP).

Just a quick example draft of, say, Gaea's Cliff:
Evilhead: 0SP
Headbomber: 3SP
Zolokalter: 3SP
Cuahl: 7SP
Stilva: 17SP
Icy Oscar: 18SP
Gaea Dragon: 22SP

-) 200 SP needed for each Rank; this is to let me set wider ranges for individual enemy SP in successive areas; I'll be tweaking boss SP to account for the change as well. I still want people to be hitting around 6-7 (even 8 ) before they reach Disc 3.

I love this new revision, seems good to me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: hordequester on 2016-09-30 08:29:05
That being said, NT isn't perfect and I hate to drive people away. I'll have another look at the Nattak fight.

After reading through your reply (thanks for taking the time btw), I decided to go back and take a look at the fight a bit more objectively.. after trying for 3 days at the point I wrote that..I was not too amiable. Looking at videos online of the fight and tips..suggestions etc. No one else seemed to be getting the heal spam I was getting (I even tried copying every move from the video line by line before I wrote that). After all this...I did a fresh install using your patcher and steam version.. fights are much slower now..not getting spammed... just made it back to that boss again and it was no problem... I'm wondering if 7H borked my exe or something because everything was getting twice as many turns as videos showed.

Anyway thanks for getting me to retry it again inadvertently or not and thank you (and the folks on your contributor list) for the mod. Not sure if it came across in my last post but I dd quite enjoy the mod except for the boss fights.. so I'm glad it's working now =D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SefiCompacto on 2016-09-30 12:46:06
Can't craft HP Shout, It says i don't have all the items. And yes, I do have them lol

How do I get LuvLuv G and Pulse ammo? the "where is the thing" doc says it's in the dark cave but that's unavailable atm right? and I should already have Pulse Ammo from Tseng but i don't
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-09-30 13:43:18
Can't craft HP Shout, It says i don't have all the items. And yes, I do have them lol

How do I get LuvLuv G and Pulse ammo? the "where is the thing" doc says it's in the dark cave but that's unavailable atm right? and I should already have Pulse Ammo from Tseng but i don't

There should be a Lost and Found NPC in the Highwind (if I remember right he's outside the door where you save and change your party). Speak with him and he should give you the Pulse Ammo (you might have to fight a Tonberry first). As for LuvLuvG, you'll have to wait until Dark Cave is re-added.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-09-30 13:56:56
After reading through your reply (thanks for taking the time btw), I decided to go back and take a look at the fight a bit more objectively.. after trying for 3 days at the point I wrote that..I was not too amiable. Looking at videos online of the fight and tips..suggestions etc. No one else seemed to be getting the heal spam I was getting (I even tried copying every move from the video line by line before I wrote that). After all this...I did a fresh install using your patcher and steam version.. fights are much slower now..not getting spammed... just made it back to that boss again and it was no problem... I'm wondering if 7H borked my exe or something because everything was getting twice as many turns as videos showed.

Anyway thanks for getting me to retry it again inadvertently or not and thank you (and the folks on your contributor list) for the mod. Not sure if it came across in my last post but I dd quite enjoy the mod except for the boss fights.. so I'm glad it's working now =D

I'll have a look at the 7H version; I think the catalog IRO isn't as up-to-date as the IRO I've got on this thread, so there's a chance the Nattak you fought had higher speed maybe .

Can't craft HP Shout, It says i don't have all the items. And yes, I do have them lol

How do I get LuvLuv G and Pulse ammo? the "where is the thing" doc says it's in the dark cave but that's unavailable atm right? and I should already have Pulse Ammo from Tseng but i don't

There should be a Lost and Found NPC in the Highwind (if I remember right he's outside the door where you save and change your party). Speak with him and he should give you the Pulse Ammo (you might have to fight a Tonberry first). As for LuvLuvG, you'll have to wait until Dark Cave is re-added.

I've got a big set of bug-fixes and updates on the go which will be up by Monday (updating everything, including main installer + IRO). Some key items slipped the net but like Sunny said I've got a makeshift NPC on the Highwind to help cover these problems going between patches (he'll be deactivated once I'm certain that everyone's gotten the stuff that was missed + new updated versions have been out for a while).

What he'll basically do is check against your game progress and then look in your inventory to see if you have the key items, etc. that you would have gotten from certain fights. If they aren't there, he adds them in. It also switches on Cloud's innate, which was supposed to be flipped when Cloud rejoins the party after Mideel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-10-01 01:40:21
Once your new IRO is up this weekend, I'll update the catalog which should fix most of the issues reported.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cheffdonty on 2016-10-01 20:10:19
Does this mean 1.5? I am excited. I love the mod but couldn't figure out how to apply the patches.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-02 06:19:44
Once your new IRO is up this weekend, I'll update the catalog which should fix most of the issues reported.

Thanks, Alyza :3

Does this mean 1.5? I am excited. I love the mod but couldn't figure out how to apply the patches.

It's the prelim patch to 1.45; I'm getting serious bugs sorted out now rather than trying to wait until I've got this sidequest overhaul done. The Main Installer is woefully out of date :l
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-03 08:46:16
That's the new patches + Main Installer up; there's an updated IRO in the Main Installer download; I'll upload the IRO separately in a few hours (stuck in cool-leg at the mo :I). More detailed patch notes will be up too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-10-03 10:14:52
will the dark cave sidequest be up and running by this week as well
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-03 10:58:55
If all goes to plan, then there's a possibility.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: dedelac on 2016-10-03 17:49:14
Hello Sega Chief!

Yesterday I bought FFVII on steam just to try your mod! Once I've played too much of this game on my old PS1,  your mod looks so amazing that motivated me to play it again (it's been a loooooong time since I last played).

Thing is... I liked it very much until get stuck in this bug...

After plasma buster, when Cloud falls in church and find Aeris, she asks for help when Reno arrives. When the screen changes and you must go further into the church, Aeris starts to take care of flowers again and two "teleporting" kids shows up from nowhere. If I go towards Renno, Aeris (tending the flowers) disappears and a lot of blue soldiers appear in her place. I can even get out the church through the front door...

Reload before the fight with plasma buster doesn't help. I'm using just NT 1.4 (3rd October 2016) on a fresh install of steam version of the game.

Sorry about my english, not native speaker  :-(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-03 18:24:03
I reorganised the scripts there; must be loading the wrong one. I'll get it sorted out just now.

Edit: Fixed it, uploading the replacements.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: dedelac on 2016-10-03 18:31:17
wow
Light speed reply!
Thank you very much!   :D

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-03 19:19:21
That's the patched flevel: http://www.mediafire.com/file/8hobjxtfn886bbm/NT_Mod_HotFix_flevel_3rd_October_2016.zip

Sorry for the lost time :I

Edit: IRO is up, with the field fix above. Revised Main Installer next.

Edit2: That's everything up. Should be A-OK now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: dedelac on 2016-10-03 22:12:30
Nice work Chief!
The flevel patch fixed the church bug!

Thank you very much for your amazing job!

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-10-04 00:14:38
hey sega chief

can you post up the dark cave sidequest tomorrow please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-04 09:52:34
Of course not; there's still work to be done on it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-10-04 12:22:15
Just wanted to pop in here and say that I loved the
Spoiler: show
Gilgamesh
fight. Especially the pun in the middle of the fight about mistakes being made. I honestly had to pause the game and have a good laugh before going back to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-10-04 13:56:59
A reminder to all of our forum rules regarding the "Report to moderator" button...

http://forums.qhimm.com/index.php?topic=11578.msg160232#msg160232


Reporting Posts
We ask users that see a violation of the rules to use the report post function. This will give all moderators notice that an infraction has occured. Posting in the thread itself is not advised. eg: Do not post in a thread that was inactive for years. Just because someone else necro'd a topic doesn't mean it is ok for others to post in it. Moderators can't be everywhere at once... These are your forums, if you see a problem, report it. Please note that reporting PMs is currently broken.

Only use the report button to report actual rule infractions. Do not use it to report mods or tools that don't work, missing download links, members being unable to solve your problems despite their best effort, or updates that take longer than you hoped. If you cannot cite the exact rule being broken, chances are pretty good you shouldn't be reporting the post. Abuse of the report button will lead to warnings and potential moderation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-04 16:03:21
Just wanted to pop in here and say that I loved the
Spoiler: show
Gilgamesh
fight. Especially the pun in the middle of the fight about mistakes being made. I honestly had to pause the game and have a good laugh before going back to it.

Old Gilgamesh, not quite getting his transformation right.

A reminder to all of our forum rules regarding the "Report to moderator" button...

http://forums.qhimm.com/index.php?topic=11578.msg160232#msg160232


Reporting Posts
We ask users that see a violation of the rules to use the report post function. This will give all moderators notice that an infraction has occured. Posting in the thread itself is not advised. eg: Do not post in a thread that was inactive for years. Just because someone else necro'd a topic doesn't mean it is ok for others to post in it. Moderators can't be everywhere at once... These are your forums, if you see a problem, report it. Please note that reporting PMs is currently broken.

Only use the report button to report actual rule infractions. Do not use it to report mods or tools that don't work, missing download links, members being unable to solve your problems despite their best effort, or updates that take longer than you hoped. If you cannot cite the exact rule being broken, chances are pretty good you shouldn't be reporting the post. Abuse of the report button will lead to warnings and potential moderation.

What prompted this? Did something happen?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Jotaro on 2016-10-04 20:24:57
I'm guessing somebody reported this for the lack of v1.5 (or something else new for this), so it warranted a post here.
Unless you'd get notified for that, in which case I've got no clue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-10-04 21:39:55
A report was made asking where was the dark cave quest.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-04 22:10:38
Mystery solved.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kilen on 2016-10-05 03:37:05
Indeed, it is horrific that SC isn't spending 110% of his waking hours making free content for us.  Luckily, a stern anonymous report will show him the error of his ways.

(meanwhile, I'm just going to enjoy the heck out of this mod)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-10-06 13:49:38
Hey Sega. I saw an earlier post which talked about boss fights taking long times, and it struck me as something that I'd experienced. Diamond Weapon was the first boss that took long, but bosses such as Hojo or Prod Clod took AGES. It didn't help that if I died on Hojo, I had to fight the other 2 forms, which were never strong enough to kill me but still wasted time.

My party setup was Cid, Yuffie and Cloud, I was at around rank 4, with level 60-70 or so. The fights in that part of the game went from fun and challenging to just slug fests where you just hit the boss over and over and occasionally heal, and there were very little amounts of things that made fights faster. Even with Elemental=Weakness on Cid's weapon with added cut and a mixture of magic and summons on the other two, I had problems taking any fights in less than 20 minutes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-06 14:04:17
There's still some fine-tuning to do for the Midgar Raid segment. It might be done for the 1.45 update, otherwise it'll be soon afterwards. What I need to do is go through that segment with my test team + the other teams that were sent to me by several players, then I can make the proper adjustments.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-10-07 15:31:01
hey

is there anyway you guys could add in a extra rufus boss fight on this Mod please

and can you add back in the migar skip on your board also please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-07 16:19:44
You guys? It's just me that works on content for this mod.

I'm too busy with Dark Cave (that you've been spamming me about for the last week) to start throwing in additional fights; not sure what this Midgar skip is either, NT has never had a Midgar skip.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-10-07 21:26:44
hey

is there anyway you guys could add in a extra rufus boss fight on this Mod please

and can you add back in the migar skip on your board also please

I don't see the point in adding an additional Rufus fight. The one in Midgar is fine as is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2016-10-07 22:58:37
Hey Sega Chief! Once you're done with this mod (which probably won't be for quite awhile since new issues seem to come up often), do you have any plans about starting up any other mods?? A few weeks ago, I saw a mod that restricted you to Level 1 througout the game that was started up by you, but I guess it is no longer supported?? I wanted to try it but the download link no longer works. I would love to try any other mods that you have planned in the future!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-10-08 00:05:24
You guys? It's just me that works on content for this mod.

I'm too busy with Dark Cave (that you've been spamming me about for the last week) to start throwing in additional fights; not sure what this Midgar skip is either, NT has never had a Midgar skip.
To be fair it's uh the same guy that is asking for everything and spamming you....
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-08 06:10:19
Hey Sega Chief! Once you're done with this mod (which probably won't be for quite awhile since new issues seem to come up often), do you have any plans about starting up any other mods?? A few weeks ago, I saw a mod that restricted you to Level 1 througout the game that was started up by you, but I guess it is no longer supported?? I wanted to try it but the download link no longer works. I would love to try any other mods that you have planned in the future!

I'll see if I can get that re-uploaded again. There was another mod I made called True Necrosis; you start with 9999HP/999MP and have to make it last until the very end of the game: http://forums.qhimm.com/index.php?topic=17008.0

To be fair it's uh the same guy that is asking for everything and spamming you....

That wasn't directed at anyone else; I've been getting a lot of PMs from the same user over the last week or so.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2016-10-08 07:24:31
Thanks for the reply, Sega Chief. That True Necrosis Mod sounds interesting; I think I'll give it a shot in the meantime, and I'll definitely want to try the level one mod if you can get it up and running again.  I had seen videos of it on YouTube and thought it was pretty cool, so I'll definitely be looking forward to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: dedelac on 2016-10-08 16:27:01
Hello again Chief!
First of all... I'm loving your mod!

Spoiler: show
Amazing how you turned the scorpion (first boss) in a recurrent "comic" encounter. In a way, something like Gilgamesh.


You've been doing a wonderful work! I liked the overall difficulty so far (I'm in Shinra Mansion)... slightly more difficulty than vanilla (at least for the player accustomed to experiment with materia system).


Second... I would like to report a bug in Shinra Mansion

Spoiler: show
The fight with lambda calcule seems "broken" when he turns into "orange/blonde hair" form while poisoned.

 He uses a kind of counter move with restore health property (Calcule something - I don't remember the name, sorry) then he absorbs the poison damage but the poison damage activates the counter again (even with poison restoring him) BUT the counter seems to count as a turn WHICH activates poison damage, he absorbs the poison damage, WHICH activates the counter again and so on... an eternal cycle... even after he gets full health... and my party doesn't even got a turn to throw an antidote.

In case of the last paragraph be to bad to understand: poison damage on Lambda (absorbs) - counter move - poison damage on Lambda (absorbs) - counter move - ad infinitum - party never gets a turn.

P.S.: The issue did not happen with the "whole blue" form, but I died  :cry:

P.S.²: Of course I could try to throw the antidote just before he turns in one of his "whole" forms... but I thought you would like to know!  :D


Edit: used antidote on Lambda before the transformation... I defeated him (orange form).

Thanks in advance and I'm sorry about my english... it's far from perfect!



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-09 06:39:55
Second... I would like to report a bug in Shinra Mansion

P.S.²: Of course I could try to throw the antidote just before he turns in one of his "whole" forms... but I thought you would like to know!  :D [/spoiler]

Edit: used antidote on Lambda before the transformation... I defeated him (orange form).

Thanks in advance and I'm sorry about my english... it's far from perfect!

Thanks for letting me know; I can probably fix that up fairly quickly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: oncloudvii on 2016-10-09 16:15:13
Heya, Sega Chief. Thanks for the excellent mod! I'm enjoying the hell out of it, and I wanted to let you know that there might be a small bug in the SP system with the October 3rd patch. The new SP values for each character are all X/200 points, but it still seems like only 100 points are deducted for each Rank Up. Has anyone else noticed this?

Also battles no longer display a message confirming that SP has been received (but that may have been intentional). I'm finding that the new SP rewards are definitely better balanced, though. I'm currently at Mideel post-Lifestream flashback, for what it's worth.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-09 16:19:53
Ah, I don't remember adjusting the value deducted just the check. I'll have that fixed for the 1.45 update tonight. I got rid of the SP message on enemies for now; I was thinking of maybe adding a small pre-action script later that has the enemy display the SP they give when Sense is used (along with other info like HP for enemies/bosses that have over 30,000HP).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Insight on 2016-10-09 17:10:49
quick question: fighting of the soldiers at the phoenix reactor, do i get a special (equipment) item everytime i fight them off on the "map" where you place those ally units? if i fight them off when they reach the shed, i don't gain anything. is this on purpose?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-09 17:34:53
For every Condor engagement, you only get the item if you defeat the soldiers using units rather than fighting with your party in the shed. However, the Phoenix one doesn't give anything so you can do it either way.

There is a special handler however if you have beaten every fort condor battle without letting them get beaten once (this includes when you're unable to reach Condor; you need to leave them some money to cover these inaccessible battles; they have enough to cover several battles at the start of the game but not every single one).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Insight on 2016-10-09 17:42:41
Wow, thanks for this fast reply. Good to know :-)

A final question though: can i replace Vincent with sephiroth? Does the nt game get buggy if I do this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-09 18:22:39
FF7 will struggle in general if Sephiroth is added in place of Vincent, especially if Vincent has been recruited and his data overwrites Sephiroth.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Insight on 2016-10-09 18:34:00
Yeah, well, i can cope with this, but i will wait for an official solution on your side for recruitment then :=D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-10-09 19:12:35
i just wanted to to try out the new dark cave sidequest please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-09 19:15:51
You can try it when it's released later tonight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-09 20:20:14
Is there any actual strat to beat Curator ? I've searched here and on ID forum but found nothing. I've beat it through Shield abuse and burning 13 turbo ethers (2 mages for DPS) and 9 megaelixirs (4 or 5 of them to heal after rainbow beam), but it felt unsatisfying. The only video on YT is from april and it seems like it's way weaker with its attacks, but maybe the person focused on defense with his ranks. How does it compare to disc 3 extra bosses ?

Is there any reward for beating it (i assume no, given the no missables objective) or should i load the save prior to the fight to save my consumables ? I didn't get any key items that the guy on the mentioned video got and Curator respawned after i left the room he was blocking, it must be intentional, but mentioning anyway just in case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-09 20:25:05
Is there any actual strat to beat Curator ? I've searched here and on ID forum but found nothing. I've beat it through Shield abuse and burning 13 turbo ethers (2 mages for DPS) and 9 megaelixirs (4 or 5 of them to heal after rainbow beam), but it felt unsatisfying. The only video on YT is from april and it seems like it's way weaker with its attacks, but maybe the person focused on defense with his ranks. How does it compare to disc 3 extra bosses ?

Is there any reward for beating it (i assume no, given the no missables objective) or should i load the save prior to the fight to save my consumables ? I didn't get any key items that the guy on the mentioned video got and Curator respawned after i left the room he was blocking, it must be intentional, but mentioning anyway just in case.

The key items weren't intended to drop from him (old Dark Cave scripts) so they were removed. There's no real prize for beating Curator, except for the chest inside the diorama room.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-10-09 21:18:51
how much more longer until Dark cave is released
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2016-10-09 21:46:17
how much more longer until Dark cave is released

Dude...you seriously have like, no chill. Dark Cave side quest will be ready when it's ready.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Insight on 2016-10-09 22:20:40
i have found a bug,i think...

when i fight lambda calcule and i poisoned him and transforms into the spellcaster form, he is being healed by poison and is doing calcule clear in an endless loop.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-09 22:47:13
I'm about to upload the Dark Cave patch; I've added a fix for this Lambda AI issue too.

The way this is going to work is that, because of how temperamental this sidequest has proven in the past, I'll be keeping these patches separate to the current Hotfix ones. I'd recommend only using them once you're ready to take on Dark Cave:

It's unlocked on Disc 3, by talking to Dio after visiting the bottom of the North Cave once. Then head for Bone Village and head through the Sleeping Forest to find the excavation site, with the Cave up above and accessed via a hanging vine. The sidequest is still a little rough in places, so please report any issues with fight balancing, sound, or soft-locks/crashes.

Both patches are available from the front page of this thread and are both required to enable and operate the Dark Cave sidequest.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-10-09 23:25:57
hey

do i put the dark cave patches in the ff7 data folder
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-09 23:29:23
It's the exact same installation method as the hotfix patches; direct them to the FF7 Data folder.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nicoco59 on 2016-10-10 11:27:43
Hi Sega Chief,

I arrived to the end of disc 1 in the game and saw you how you resurrected Aerith ;) But I would like to know if you created some special scenes since she is alive in your version ? (I just arrived to Icicle village yesterday)

I was a bit disappointed to see that she didn't appear during the conversation after the fight with Jenova, or when you arrive in Icicle Inn and check the tapes in her home, it could have been interesting ^^

Anyway I'm already amazed by your work, and really enjoyed those scenes in the first reactor (with the scorpion and jesse), Yuffie's recruitment ^^, and a more challenging game.

Ah and I didn't manage to unlock that safe in Shinra's manor, I have the fourth digit missing, but I don't know how to get it oO
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-10-10 11:56:40
here is the safe codes

Just to let you know this is right in the guides......
Spoiler: show

Right 36
Left 10
Right 59
Right 97
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-10 13:36:51
Hi Sega Chief,

I arrived to the end of disc 1 in the game and saw you how you resurrected Aerith ;) But I would like to know if you created some special scenes since she is alive in your version ? (I just arrived to Icicle village yesterday)

I was a bit disappointed to see that she didn't appear during the conversation after the fight with Jenova, or when you arrive in Icicle Inn and check the tapes in her home, it could have been interesting ^^

Anyway I'm already amazed by your work, and really enjoyed those scenes in the first reactor (with the scorpion and jesse), Yuffie's recruitment ^^, and a more challenging game.

Ah and I didn't manage to unlock that safe in Shinra's manor, I have the fourth digit missing, but I don't know how to get it oO

Aeris will appear and has lines/script for every instance where other characters appear/have scripts; I tried to avoid any additional scenes where I could though, so there's no special handlers for the videos + Jenova aftermath, etc. She will react during the Nibelheim flashback up in the Whirlwind Maze and during the scene in Forgotten City where you see the White Materia on the waterfall projector but that's about it.

When entering the safe combination, also remember that you can't go past a digit otherwise it'll fail (just like a real safe, annoyingly).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Insight on 2016-10-10 21:04:26
I'm about to upload the Dark Cave patch; I've added a fix for this Lambda AI issue too.

The way this is going to work is that, because of how temperamental this sidequest has proven in the past, I'll be keeping these patches separate to the current Hotfix ones. I'd recommend only using them once you're ready to take on Dark Cave:

It's unlocked on Disc 3, by talking to Dio after visiting the bottom of the North Cave once. Then head for Bone Village and head through the Sleeping Forest to find the excavation site, with the Cave up above and accessed via a hanging vine. The sidequest is still a little rough in places, so please report any issues with fight balancing, sound, or soft-locks/crashes.

Both patches are available from the front page of this thread and are both required to enable and operate the Dark Cave sidequest.

Question to the revisited SP feature: When i hit 200+, each upgrade in rank removes only 100, not 200 SP. Is it a bug or a feature? :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nicoco59 on 2016-10-10 22:29:38
here is the safe codes

Just to let you know this is right in the guides......
Spoiler: show

Right 36
Left 10
Right 59
Right 97


Thanks :) I didn't play that part for a loonng time so I didn't quite remember where to check those numbers ^^ That "Right 97" was missing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-10 22:38:09
Question to the revisited SP feature: When i hit 200+, each upgrade in rank removes only 100, not 200 SP. Is it a bug or a feature? :)

Ah, I clean forgot. I'll update the flevel patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nicoco59 on 2016-10-10 22:46:13
Aeris will appear and has lines/script for every instance where other characters appear/have scripts; I tried to avoid any additional scenes where I could though, so there's no special handlers for the videos + Jenova aftermath, etc. She will react during the Nibelheim flashback up in the Whirlwind Maze and during the scene in Forgotten City where you see the White Materia on the waterfall projector but that's about it.

When entering the safe combination, also remember that you can't go past a digit otherwise it'll fail (just like a real safe, annoyingly).

This is cool if you still added some dialogs for her in the game, I'll check when I'll have time to play this week.

For the safe, I'll try again later but I have to pass the Whirlwind Maze first.

That reminds me, the monster which appear after you open the safe was already super strong in the original game, I hope you didn't boost it too much ;)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-10 23:21:01
This is cool if you still added some dialogs for her in the game, I'll check when I'll have time to play this week.

For the safe, I'll try again later but I have to pass the Whirlwind Maze first.

That reminds me, the monster which appear after you open the safe was already super strong in the original game, I hope you didn't boost it too much ;)

The physical side should definitely be much more manageable; Lost Blow won't be hitting for 2000 damage. Magic Side should be OK as well.

Edit: Flevel patch up with SP fix; will update IRO tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2016-10-11 04:42:26
I attempted the Dark Cave sidequest today and ran into some issues. Right before going into the cave to begin the quest, you are given a choice to either continue or turn back. When I chose to turn back, Cloud would run back but the game softlocked, and no further action could be taken. I tried this option twice and it happened both times. Also, after Barret tells Cloud to get moving after the gate in the Sector 1 Station opens (which also happens after the ghost disappears), Barret and Cloud both vanish and the game softlocks. Like the first one, I tried this twice and it happened both times. Has anyone else had these issues, or is it just me?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-11 07:16:10
I made several fixes to the dark cave prototype patches since their release but what you've ran into is an Fmv problem that happens if not on disc 1; the script should be loading this disc automatically on the steam version. Does this issue occur with the latest dk patches installed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-10-11 10:36:18
Will the IRO have the new Dark Cave in it as well? Looking forward to playing it again. You've done an outstanding job.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-11 10:41:36
It will, yeah; bear in mind that DK is still in prototype though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-10-11 12:10:44
hey sega chief

cloud and barret dissappear for me to at the start of the dark cave sidequest as well

i have all the latest patches installed
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-11 12:30:57
It must be this Disc Check thing not reliably swapping to Disc 1 properly; let me take another look at it.

Edit: Figured it out, I moved it because it caused a black flicker on-screen when executed in the script but it doesn't activate at all in its new location.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-10-11 12:37:45
hey

are you gonna upload another patch then sega chief
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-11 12:46:06
Well, yeah.

Edit: Boop http://www.mediafire.com/file/xolkywtidk3cgl3/NT_Mod_HotFix_flevel_11th_October_2016_Mk2.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-10-11 15:12:28
Hey, I'm gonna give this mod a second playthrough now that it is in 1.4, and I was wondering whether all the hotfixes are applied to the current main installer. Great job on the mod Sega, and I hope that dark cave is fun and challenging.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-11 15:57:17
The balancing in Dark Cave will be quite rough-shod, and the second half of the scenario is a little threadbare at the moment (it can be completed for the key items to use for Ult weapons and some unique armour drops like Mystile though).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: FifulX on 2016-10-11 16:15:23
Okay, so I started a new playthrough and encountered a weird glitch. The beeping noise in the first reactor persisted throughout, and even continued onto the train segment and past that. It was playing another layer of the beeping as it was "doubled" in sections the beeping was supposed to occur. It also persisted through FMV's. No idea why this glitch arose, I'm not running the Dark Cave patch, and only installed using the main installer. I had random encounters off, and had no way to get into an encounter until next reactor. I fixed it by turning the game off at the next save point (which was after the train segment)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-11 17:29:55
Okay, so I started a new playthrough and encountered a weird glitch. The beeping noise in the first reactor persisted throughout, and even continued onto the train segment and past that. It was playing another layer of the beeping as it was "doubled" in sections the beeping was supposed to occur. It also persisted through FMV's. No idea why this glitch arose, I'm not running the Dark Cave patch, and only installed using the main installer. I had random encounters off, and had no way to get into an encounter until next reactor. I fixed it by turning the game off at the next save point (which was after the train segment)

Maybe interference from the DK scripts; some sound editing was done in there to get things onto separate channels. I'll get that repaired ASAP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-11 21:08:31
Is there any way to know if an enemy is inflicted by dual-drain status, or if it's immune to it, for that matter ? I've killed two of them extra fast on lower-left path compared to the one pre-split, but i didn't use Flare on the pre-split, so i'm not sure if Sega was messing with HP and forgot to change back (that happened to Elena in the past, according to himself), if it's dual-drain working its magic or if it's intended, as the steal spreadsheet has the lower-left tonberry with morph/steal/drop swapped around.

On another note, i've read about steal being insanely hard on North Crater enemies due to the steal formula. Out of curiosity, what are the odds of getting a steal without gloves on a level 99 as i don't know their level and it's obviously above 99 ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2016-10-11 21:24:16
So I just finished the Dark Cave sidequest and ran into some small issues. When fighting Spectral Hojo, the game temporarily freezes. I noticed it happened as it was rendering itself invisible, and the game eventually worked itself out after a few seconds. As well as this, the song played during the fight would repeat a few seconds over and over again, but it also worked itself out. After defeating it, the boss is still seen inside the tube where it is fought, but it only shows once the screen used to interact with the boss is exited. A little farther into the quest when climbing down the vine used to enter the Shinra building, it is actually invisible, but it suddenly appears once reaching the very bottom. Although these things happened, I still thoroughly enjoyed the sidequest. By the way, where did the design for Mirage come from???? Is that entirely new or is it a combination of different boss designs?? I don't think I ever saw a monster like that in the game. It surprised me when I first saw it!
     
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-11 23:45:28
Is there any way to know if an enemy is inflicted by dual-drain status, or if it's immune to it, for that matter ? I've killed two of them extra fast on lower-left path compared to the one pre-split, but i didn't use Flare on the pre-split, so i'm not sure if Sega was messing with HP and forgot to change back (that happened to Elena in the past, according to himself), if it's dual-drain working its magic or if it's intended, as the steal spreadsheet has the lower-left tonberry with morph/steal/drop swapped around.

On another note, i've read about steal being insanely hard on North Crater enemies due to the steal formula. Out of curiosity, what are the odds of getting a steal without gloves on a level 99 as i don't know their level and it's obviously above 99 ?

Dual-Drain has no visual indicator, unfortunately. It can be tracked via Sense but that's no use against anything with 30,000+ HP; all enemies down there should have their correct HP values. Master Tonberry has had differing item lists in the past due to a mistake, I'm in the process of revising these lists using BlackMage's spreadsheet, updating it as I go.

The thing with the steal is that the AI has a script to use Lv.44 for damage formulas on characters which also affects Steal formulas. It's something I need to address, but not sure how yet.

So I just finished the Dark Cave sidequest and ran into some small issues. When fighting Spectral Hojo, the game temporarily freezes. I noticed it happened as it was rendering itself invisible, and the game eventually worked itself out after a few seconds. As well as this, the song played during the fight would repeat a few seconds over and over again, but it also worked itself out. After defeating it, the boss is still seen inside the tube where it is fought, but it only shows once the screen used to interact with the boss is exited. A little farther into the quest when climbing down the vine used to enter the Shinra building, it is actually invisible, but it suddenly appears once reaching the very bottom. Although these things happened, I still thoroughly enjoyed the sidequest. By the way, where did the design for Mirage come from???? Is that entirely new or is it a combination of different boss designs?? I don't think I ever saw a monster like that in the game. It surprised me when I first saw it!

That fight is a little odd due to the scripts; I'll have a shot at restructuring them to prevent that temporary hanging. The wire disappearing is something I think I've figured out, but not tested the fix yet.

Mirage might be a bit more recognisable if viewed upside-down :3

Edit: Patch is up to fix that sound issues in Reactor No.1 with SFX + wrong music. I also went ahead and made the alarm stop when you leave that screen after setting the bomb; it was kinda annoying.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-10-12 22:35:52
Been playing the Dark Cave sidequest myself. Working fine until I get to the Proud Clod lookalike boss. Every time I enter the battle I get an "Unknown error has occured" messages and the game closes. Downloaded it today using the links on the first page.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-13 00:23:39
It's the battle.lgp; the hotfixes don't have that in there, but it's needed for new battle-models. It's patched in the Main Installer download, but not the individual patches.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SunnyD on 2016-10-13 01:56:29
Oh derp. Had a feeling I had missed something. Defeated that boss and I'm assuming that's the end of the sidequest (for now at least).

EDIT: Forgot to mention this. That boss has no music playing when I fought it, that intentional or have I missed something again?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-13 13:23:40
Prob an oversight on my part; I'd set the condor minigame music to play for that fight, but I guess it didn't trigger for some reason.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2016-10-13 23:54:02
Back again to give my thoughts and bug reports on the Dark Cave sidequest. Although I'm going to need some confirmation as to which are legit problems you've heard about or encountered yourself, and which may be an installation problem or something because just from skimming these past couple of pages, I seem to have run into more problems then most. I'm also going to report things that may have already been reported so disregard those if true. I will also put most of these in spoilers because this quest just came out.

- First a warning to everyone though, if you go into the Dark Cave with either Tifa or Cid as your party lead, you will not be able to remove them for the duration of the side quest. Could a PHS window prompt be put up before entering to change/warn people of this?

Spoiler: show
- During the opening moments of the raid, if you go to the left on the bridge into the escape area outside the reactor, you hear that bomb planting sound effect. This sound effect will persist through screen switches. Going into the reactor and pushing the elevator button gets rid of the sound effect however.

- Are you supposed to be able to save at the first save point in the reactor? It doesn't give you the prompt when you step over it but it still works just like normal.

- Grenades from the "Shinra Soilder" enemy did no damage and did not explode. Essentially, nothing happened when they threw one.

- The dog enemy "Corpse Hound" did something to softlock the game for me.

- If you go backwards from the train station after the raid through the train graveyard you can find Cid in the sewers and I am assuming a boss is supposed to be there? Also falling through the hole in Conero's mansion did not spawn one either. When I found Cid in the sewers, the boss music does start, but all I got were two MP Trainee's. Random battles also had boss music so I assume there has to be a boss there normally?

- When resting in the kid's bed for 100 Gil in Sector 7 near 7th Heaven, after you wake up the battle music played. You can fix it by going back to the plate pillar and coming back.

- Found a "Lv. 3" Destruct materia in the 7th Heaven basement, but it was at level 2.

- In Wall Market, you can actually get trapped in the bathroom at the bar, forcing a reset. (Don't judge!)

- You can fight Jörmungandr in two different rooms. Not sure if intentional or not?

- In the Weapon Store near Aeris' house, you can talk to invisible store owners and buy the stuff they sell at the start of the gamel. Not sure if this was intentional or not because of the 'theme' of Dark Cave, but I couldn't get any other stores to work so I assume this is a bug.

- Red XIII is sleeping on the bed in Wall Market while none of the other teammates once found are in their Wall Market spots.

- After resting at Tifa's bar and going to the pillar for the first time, you can move around while the team is talking. If you go off screen, the game locks up.

- When going through the Dark Cave the first time, Yuffie did not spawn at all and I couldn't get her spawn no matter what I did. Going through a second time, she spawned after saving Aeris however. What exactly is the trigger for Yuffie to show up? Speaking of Aeris...

- Is Aeris supposed to have a boss guarding her? Or is the 'Man' all that's there? After I defeated him he was stuck running in place on one of the church beams and that was it.

- If Phantasm Hojo was killed before Spectral Hojo, it started spamming "Rekindle" over and over with it always missing. Similar to how Tseng was previously locked into a pattern.


Whew, ok. A lot reported there. Again, I am going to assume that some or maybe most of the problems I ran into were installation problems on my end, and if so some or most of these bug reports may be faulty. If that is the case my apologies.

So just to be clear here, downloading the top link and installing only that is all I need to do to be set, right?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-14 02:06:43
These mostly seem to be script errors, not installation errors:

Spoiler: show

-) Surprised the sidequest didn't break with Tifa/Cid as party leader; I'll get that fixed.

-) I was supposed to block access to that room but left it open as I didn't realise that sound effect plays there. I'll close it off.

-) Extended Save Points use three text boxes which I think is the limit that can be displayed at any one time; problem is, the Countdown clock needs a window as well and will appear within one of the boxes. I decided to add a script to show the old Save Point prompt rather than the full menu, but if this didn't activate then I'll need to take another look at it.

-)  Those enemy attacks must be faulty and/or not set correctly; should be quick to fix though.

-) The train graveyard is supposed to be inaccessible with the 'puzzle' reset; I'll need to see if I put the vars in the right place. As for the boss itself, most of the fights were set to use Battle #300 (MP Trainees) as a placeholder while I tested scripts; I must have missed that one when setting the actual fights in.

-) Wonder why there's battle music in the kid's Inn; I'll check it out, seems very unusual that'd be there.

-) Probably an AP change at some point made the AP on the Materia when it's picked up no longer enough for Lv.3. I'll adjust it.

-) Judging.

-) I think the two rooms you can eavesdrop on are actually the same room, or the same field rather; I'll make one of the doors inaccessible or something.

-) The stores there are triggered by event lines rather than the NPC's talk script; I had to add vars to both, but must have missed it there.

-) Maybe he was tired.

-) Probably forgot to set Deactivate Move, and reaching the event boundaries tries to trigger another script that stops you from leaving (which clashes).

-) The trigger to get Yuffie is getting Aeris; that condition probably needs dropped.

-) The Church is more or less the same as the old one; it wasn't quite finished. I need to revise the scripts there (I think the plan was to have him jump out through the hole in the roof but I never got it to work properly).

-) I didn't spot that possible loop during testing, but I think I killed them at the same time so I maybe avoided it.


Ah, what a mess :l

So just to be clear here, downloading the top link and installing only that is all I need to do to be set, right?

For the battle.lgp? The Main Installer has the one you need, but after installing it you'll then need to re-apply the hotfix patches because it overwrites everything. I'm going to take the lot of them down and get everything into the Main + IRO to get rid of this problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-10-14 12:46:57
Hey, just applied the most latest patches, and Mideel enemies still don't give Exp? Everyone's above level 60.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-14 12:49:15
I'll sort that out just now; I'm going to try and get everything updated today.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-14 17:51:21
Because of the Battle.lgp, I've removed the hotfix patches and updated the main installer + IRO instead. That way every other file is up-to-date as well. Fixed up the issues MoCheese mentioned and the 0EXP problem in Mideel (over Lv.51, they should give EXP correctly).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-10-14 18:51:28
hey

what happen to the darkcave sidequest download link on here
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-14 20:47:53
Everything's in the main installer & IRO now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bandicoot on 2016-10-15 03:20:56
Just wanted to register and say that I really enjoyed this mod. I never thought much about FF7 before and in fact found it to be a bit boring. However, I felt this had a near-perfect level of challenge (near perfect cuz the bosses started to have loads of health near the end  :P). It made me appreciate VII's gameplay systems a lot more, especially the materia system and how all the status effects were actually relevant at one point or another. This in turn made me pay more attention to the story and come to like the characters more as well. I would say FF7 is my favorite now, but ONLY with New Threat installed!

Guard Scorpion is love. Guard Scorpion is life.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-15 06:09:50
Just wanted to register and say that I really enjoyed this mod. I never thought much about FF7 before and in fact found it to be a bit boring. However, I felt this had a near-perfect level of challenge (near perfect cuz the bosses started to have loads of health near the end  :P). It made me appreciate VII's gameplay systems a lot more, especially the materia system and how all the status effects were actually relevant at one point or another. This in turn made me pay more attention to the story and come to like the characters more as well. I would say FF7 is my favorite now, but ONLY with New Threat installed!

Guard Scorpion is love. Guard Scorpion is life.

I've been thinking about the end of the game a lot, and I think the mistake I've made is trying to do a 'tight' balancing for a portion of the game where possible variance in teams is at it's highest. Expect to see enemies in this stretch of the game made less tanky; they already deal enough damage to be dangerous as it is without the high HP/Defences on top.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nicoco59 on 2016-10-15 08:59:43
Hi Sega Chief,

I got a weird bug yesterday after beating Schizo in the "Ice mountain" (don't remember it's name), right after the fight I got another battle with a Gaiea Dragon, I had no other choice but to fight as escaping couldn't be done (which is weird for this monster), the thing is : I spent nearly 30 minutes before realizing that his HP didn't drop at all !  :-o

May you check what's wrong with this monster ?  :-)

Ah and I forgot fighting / escaping this dragon before the boss battle is ok.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-15 14:19:24
This is a default game bug; after beating Schizo, any encounter on that screen will also have the no-escape flag. I'm going to try a couple of things to fix it because a few people have ran afoul of an unescapable Gaea Dragon after beating the boss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2016-10-15 15:54:17
So I updated and went through the Dark Cave again. Found a couple more issues but by and large, it seems to be good to go. Again, I'll put it under the shroud of spoilers for those that haven't played through it yet. Here's the report and an opinion piece:

Spoiler: show
- The timer during the reactor escape doesn't work anymore. It stays at 00:00 even after the bomb is planted. Also, because of this, battles that are entered end immediately with nothing happening. No EXP or Gil rewarded. No commands can be entered. The "boss" is the same thing, instant win. Also, I am not sure what happens if you just sit and wait ten minutes to see if it explodes(I wasn't brave enough to test). I think this happened because of the report I mentioned earlier about the first save point not being fully visible with all those windows being up? There's a bug further down that has a similar issue.

- To be clear, there is NOT supposed to be a boss guarding Aeris correct? Other then Yuffie, who for obvious reasons doesn't, Aeris is the only other team member that doesn't. Is the Mystery Man it?

- The Armour Keeper fight needs to be looked at for one specific reason, and maybe one subjective reason:

[Specific] - For some reason, Red XIII is a 4th party member in this fight? Not sure why? Shouldn't it be Cid?

[Subjective] - He seems to be pretty, uhhh... weak. All of his hits were doing 1 damage. I think I understand what the theme of the fight is, with "Guard Break" lowering defenses and all that, but someone with Cover, like Barret for example, can completely negate this fight.

(Onto the opinion piece from me here, but I think Barret or anyone with high Vitality in the back row using Cover may need to be looked at in regards to balance issues. This really struck home with me during the Armour Keeper fight. It seems to be TOO effective at negating physical attacks. Magic damage doesn't have a way to just be cut in half like physical attacks do by doing something as simple as moving someone to the back row. I know elements can be negated and even absorbed, but what about non-elemental? Besides which, there are so many more forms of magic attacks that guarding against them all is impossible, while every enemy in the game can just attack. Seems to be a little one sided to me.

While I would never suggest removing the back row damage reduction mechanic, what I think could use a discussion on is the Cover materia itself. Maybe make it so Cover has a VERY heavy vitality reduction attached to it, a percentage perhaps? That way it can it stay evened out throughout the game. Maybe have it only absorb half the blow while the other half still goes through to the intended target, if things like that are even possible?

I'm sure you could think of something, if you even think this is a balance issue at all that is. There is certainly something to be said about leaving it up to the player to decide if they want to use this tactic or not. I know as it stands right now though, on my next playthrough, I won't use it. I think it's too strong personally.

Anyways, that's my two cents, back to bugs...)

- Typhon has misleading text in his description. It says that it deals Wind Damage but the Gold text under his name is Gravity. Junctioning Elemental with Typhon and going to the Status menu also gives you Gravity elemental.

- After defeating Mirage and with the 20 minute escape timer going, using the save point closest to Justice(Near the church) makes the timer and save window go all screwy again.

- Justice doesn't have boss music, intentional or no?

-- And to end on some rather small nitpicky stuff --

- Camera angles on a few fights are a little wonky (Kotch, the three soilders before Amalgam).

- The "Golden Shiny Rope of Hope" or whatever the hell Barret calls it is invisible on the climb down during the escape after Mirage. Sure makes for an interesting visual though!

- The Turtle's Paradise Poster in the kid's room by Aeris' house has some custom text, the one in Shinra HQ does not.

- The hole in Don Corneo's mansion that leads to the sewers can be glitched by not jumping on the prompt then simply walking over it. Looks funny to see Cloud standing over a gaping hole! Also when you jump down, you can move around for 1 or two seconds before the game simulates you jumping down the hole like you normally do at the start of the game. Also looks funny.

-- Yeah, like I said, small nitpicky stuff --


I think that's about it in regards to bugs and/or problems that are going to be found in there. Never say never off course, but both times I went through this thing, I went in there with the sole intention of breaking it as much as I could. Seems to be very stable now other then the couple of issues I raised.


EDIT: Forgot one thing, is Cloud's innate information in the readme's that come with the install package? I couldn't find the info on it.

EDIT #2: Forgot another thing, when I went through the Dark Cave the first time, I got the Black Materia as a prize. This time I did not, was it removed or is this a bug? (Not in the spoiler section because that has been in the documentation since 1.4 launched)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: jeremyhall2727 on 2016-10-15 17:04:15
thank you for the mods bro
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-15 18:11:55
So I updated and went through the Dark Cave again. Found a couple more issues but by and large, it seems to be good to go. Again, I'll put it under the shroud of spoilers for those that haven't played through it yet. Here's the report and an opinion piece:

I'll go through these and get them sorted out. Working tonight though so it won't be until tomorrow.

thank you for the mods bro

No prob, bud
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nicoco59 on 2016-10-15 19:36:41
This is a default game bug; after beating Schizo, any encounter on that screen will also have the no-escape flag. I'm going to try a couple of things to fix it because a few people have ran afoul of an unescapable Gaea Dragon after beating the boss.

Eh I didn't even know that, and I finished this game so many times before :-o

So I'll just equip that materia and wish no ennemies attack after the boss battle..

Thanks for your answer
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-15 20:33:37
My Carmine Weapon isn't spawning with its eyes nor do they spawn/awaken mid-fight (then again it was only 3 min ingame time). Latest patch (yesterday).

While we're at it, my feedback/random thoughts about the mod now that i've played most of it:

- Magic vs Attack

I understand that the point of magic being superior because it costs MP, but right now Attack is simply too far behind during the main game. It can only relatively catch up before the transition to the tier 2 and tier 3 spells and only with elemental equipped, aside from the 1 to 3 cases where you get a weapon that is clearly ahead of the curve. Late game you even get Contain and Comet (maybe MP Turbo and MP absorb too, can't remember) through the main story while you probably have to grind for mug, 2x-cut is behind aditional content that you're not sure when you should fight so i imagine it's easy for people to ignore it until they unlock the limit 4 sidequests (even then i imagine it's too annoying to fight Cait-Sith Tank without several Added Effects).

I'd say up to Corel/Gongaga it's fine both on regular fights and boss fights given enemies HP and your MP pool, but after that enemies get too much HP compared to the physical damage output, Elemental materia becomes a double-edge sword, mostly because virtually every area having both  flying and heavy enemies, those two points combined also makes gravity heavily outshine Attack (doesn't require any M.Atk stat) and for last your MP getting high enough that you can go through one save point to another without wasting your entire mana. On disc 2 and 3 i fought most story bosses with 2 mages and was required just a few osmoses/ethers before the fight was over, and it was definitely worth over Attack or Deathblow+Added Cut. Even the endgame sidequests probably requires at the very worst 2 turbo ethers.

By endgame you can farm turbo ethers on the pots if you ever need and get W-Magic almost for free, as if Contain wasn't already overkill by itself. Meanwhile if you want your attack to catch up you have search for the material through several sidequests and deal with the annoyance of morphing material for the ultimate weapon. I may sound pissed, but it's just my way of getting my point clear, so sorry if i sound agressive.

- Buffs/Debuffs/Counters/Tank and Spank

You have played BNW, so this makes things easier. What i find interesting about BNW is that bosses have a chance to counter specific commands/spells and will buff/debuff/dispel based on a global combat timer (and not their turn), which is something it lacks here. I only found counters to Limit Break on Northern Cave and Deathblow on the Reno and Rude fight on Gelnika It makes combats more interesting because it requires some degree of decision making. On Brave New World you can have the right pieces put together and still die because you went greedy, took the wrong decision or straight up got bad RNG, which is relatively rare, but it's entertaining and makes battles intense. On New Threat you can simply Haste+All, Barrier+All and Slow (if the boss isn't immune) and instawin most story bosses just through good old tank and spank, using the strongest attacks and healing when low on HP (god bless white wind, by the way) like on "any" vanilla Final Fantasy. The only ones that i felt actually threatened by death even with the right setup were Curator and Abyss (my setup probably wasn't the greatest, but it wasn't bad either), which i felt was on a whole new level compared to the bosses found on the other paths, then again the Ribbon reward is probably the reason.

On the other hand NT is much more challenging on the preparation to fight and figuring out the proper setup, it really feels like a puzzle game, specially at end game, but the main story had a few good ones like Gi Nattak, Pagoda 1v1s, Huge Materia train enemies (in this case the proper setup to kill them in time, but then again i was being stubborn with a garbage party), Reno & Rude on Gelnika.

I'm throwing this thought just in case, but i'm aware that there may be several reasons for that, like Materia system x Class system, 3 members instead of 4, battle mechanics, specially regarding time, differences, making the mod more acessible as somehow there are people who managed to beat BNW but yet struggled and gave up on NT, etc etc.

- Tranquilizer / Back Row 50% damage reduction / ATB wait "trick"

I feel like through the main story the damage was balanced around the players not using any of those. The damage always felt really low. Wouldn't be better for balance if you remove tranquilizer (and remove the property to cause sadness from any attack that has it) and reduce the back row mitigation to 25% instead of 50% ? Hopefully in the future you or someone in the modding community manages the same sorcery they did with BNW ATB wait/active system (i have yet to play the FFX "ATB" version) so it makes things easier to standardize

God tier mod. My only complaint is that this can't be emulated so i'm forced to watch animations and talking instead of fast forward, then again i'm sure someone will get triggered by this comment. The quality of life additions like cutscene skips, fast tents, extra shops and save points kinda makes up for it.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-16 07:22:14
Eh I didn't even know that, and I finished this game so many times before :-o

So I'll just equip that materia and wish no ennemies attack after the boss battle..

Thanks for your answer

Remember that you can disable random encounters via save points as well.

My Carmine Weapon isn't spawning with its eyes nor do they spawn/awaken mid-fight (then again it was only 3 min ingame time). Latest patch (yesterday).

I'll investigate that and call an optician if need be.

- Magic vs Attack

I understand that the point of magic being superior because it costs MP, but right now Attack is simply too far behind during the main game. It can only relatively catch up before the transition to the tier 2 and tier 3 spells and only with elemental equipped, aside from the 1 to 3 cases where you get a weapon that is clearly ahead of the curve. Late game you even get Contain and Comet (maybe MP Turbo and MP absorb too, can't remember) through the main story while you probably have to grind for mug, 2x-cut is behind aditional content that you're not sure when you should fight so i imagine it's easy for people to ignore it until they unlock the limit 4 sidequests (even then i imagine it's too annoying to fight Cait-Sith Tank without several Added Effects).

I'd say up to Corel/Gongaga it's fine both on regular fights and boss fights given enemies HP and your MP pool, but after that enemies get too much HP compared to the physical damage output, Elemental materia becomes a double-edge sword, mostly because virtually every area having both  flying and heavy enemies, those two points combined also makes gravity heavily outshine Attack (doesn't require any M.Atk stat) and for last your MP getting high enough that you can go through one save point to another without wasting your entire mana. On disc 2 and 3 i fought most story bosses with 2 mages and was required just a few osmoses/ethers before the fight was over, and it was definitely worth over Attack or Deathblow+Added Cut. Even the endgame sidequests probably requires at the very worst 2 turbo ethers.

By endgame you can farm turbo ethers on the pots if you ever need and get W-Magic almost for free, as if Contain wasn't already overkill by itself. Meanwhile if you want your attack to catch up you have search for the material through several sidequests and deal with the annoyance of morphing material for the ultimate weapon. I may sound pissed, but it's just my way of getting my point clear, so sorry if i sound agressive.

There was some discussion a while back about moving some of the Materia into Midgar like Added Cut and Slash-All (assuming split variance could be added to it's damage formula); if attack is too far behind then I could look at placing 2x-Cut down on the regular path (maybe where Added Cut is right now, if that gets moved to Midgar) to help lift Physicals a bit. I do feel that physicals are more than viable when set up correctly, just maybe overshadowed by all the options you get with Magic.

- Buffs/Debuffs/Counters/Tank and Spank

You have played BNW, so this makes things easier. What i find interesting about BNW is that bosses have a chance to counter specific commands/spells and will buff/debuff/dispel based on a global combat timer (and not their turn), which is something it lacks here. I only found counters to Limit Break on Northern Cave and Deathblow on the Reno and Rude fight on Gelnika It makes combats more interesting because it requires some degree of decision making. On Brave New World you can have the right pieces put together and still die because you went greedy, took the wrong decision or straight up got bad RNG, which is relatively rare, but it's entertaining and makes battles intense. On New Threat you can simply Haste+All, Barrier+All and Slow (if the boss isn't immune) and instawin most story bosses just through good old tank and spank, using the strongest attacks and healing when low on HP (god bless white wind, by the way) like on "any" vanilla Final Fantasy. The only ones that i felt actually threatened by death even with the right setup were Curator and Abyss (my setup probably wasn't the greatest, but it wasn't bad either), which i felt was on a whole new level compared to the bosses found on the other paths, then again the Ribbon reward is probably the reason.

On the other hand NT is much more challenging on the preparation to fight and figuring out the proper setup, it really feels like a puzzle game, specially at end game, but the main story had a few good ones like Gi Nattak, Pagoda 1v1s, Huge Materia train enemies (in this case the proper setup to kill them in time, but then again i was being stubborn with a garbage party), Reno & Rude on Gelnika.

I'm throwing this thought just in case, but i'm aware that there may be several reasons for that, like Materia system x Class system, 3 members instead of 4, battle mechanics, specially regarding time, differences, making the mod more acessible as somehow there are people who managed to beat BNW but yet struggled and gave up on NT, etc etc.

I know exactly what you mean with the fights in BNW; the problem with command-specific counters is that they can be a little opaque, especially if they only activate intermittently. They could be used to help temper the pace of a fight though, Schizo's heads use a counter that builds up to 5 before being used (when a head is hit five times, it counters with a special attack). I can also set any command to be used as counter-attack criteria, but if I did this then I think I would include a text string/attack name that mentions which command activated that particular counter (or just identifying it as a counter-attack). That way they'd be much easier to identify and adjust to during a blind attempt.

As for dispel-attacks, I think I had a lot more of them in earlier builds but I was turned away from them by another mod I played where every boss seemed to have one. It was a bit of a pain getting everything back in place again, especially as Barriers already have a finite lifespan (especially under Haste). I could review that, but I like to have fast fights and feedback has generally been asking for that, especially on Disc 2/3.


- Tranquilizer / Back Row 50% damage reduction / ATB wait "trick"

I feel like through the main story the damage was balanced around the players not using any of those. The damage always felt really low. Wouldn't be better for balance if you remove tranquilizer (and remove the property to cause sadness from any attack that has it) and reduce the back row mitigation to 25% instead of 50% ? Hopefully in the future you or someone in the modding community manages the same sorcery they did with BNW ATB wait/active system (i have yet to play the FFX "ATB" version) so it makes things easier to standardize

These are a bit of a problem; when people use Back Row + Sadness it can actually backfire a little bit by making the fights slower for the player (less Limits, less physical attack options, etc.) I think the mentality usually from challenge runs or harder mods is that having these two bits of mitigation up are almost mandatory. The other issue is ATB settings; I did my testing on Full-speed Wait ATB as I feel that's the most stable one which makes status effects usable. But I can't make people use Wait, and your approach to the game needs to change when playing on Active (and I suspect Active is a popular choice because some in-game dialogue made it sound like the best option :I)


God tier mod. My only complaint is that this can't be emulated so i'm forced to watch animations and talking instead of fast forward, then again i'm sure someone will get triggered by this comment. The quality of life additions like cutscene skips, fast tents, extra shops and save points kinda makes up for it.

Cheers for all the feedback, bud; there's actually a tool you might be interested in as well called Ochu that can adjust the speed of the game: http://forums.qhimm.com/index.php?topic=14194.0

It has some other features like adjusting enemy HP, etc. which is great for debugging but the fps adjustments are the best feature as they get around the dodgy frame-limiter that the PC game has which can tank most PCs when recording.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ty_JY on 2016-10-16 08:54:50
Mod sounds interesting, however I have tried installing the 1998 pc version and your mod three times now and keep having one problem. After the three avalanche members speak with Corneo and tifa, aerith, cloud fall down the trap door ONLY tifa and aerith appear in the sewers. cloud doesnt appear and pressing buttons does nothing. it appears to freeze music still plays.  everything else works fine and i have nothing else installed. just that ff7 98 pc install disc maximum install,   ff7_opengl-0.8.1b.zip,  ff7 patch 1.02. and Install_Aali-s_opengl_driver_0.8.1b.exe

i have renderer set to "direct3d hardware acceleration and have nvdia and tnt checkmarked if that matters.  i dont have an option to choose "custom driver" like back when i played years ago.   did i  install aalis custom driver or that opengl thing wrong maybe?  i have no idea. today is my last day off work then i work five, 12 hour night shifts in a row so pretty disappointed. hope this is an easy fix.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: shadkats on 2016-10-16 10:11:09
Mod sounds interesting, however I have tried installing the 1998 pc version and your mod three times now and keep having one problem. After the three avalanche members speak with Corneo and tifa, aerith, cloud fall down the trap door ONLY tifa and aerith appear in the sewers. cloud doesnt appear and pressing buttons does nothing. it appears to freeze music still plays.  everything else works fine and i have nothing else installed. just that ff7 98 pc install disc maximum install,   ff7_opengl-0.8.1b.zip,  ff7 patch 1.02. and Install_Aali-s_opengl_driver_0.8.1b.exe

i have renderer set to "direct3d hardware acceleration and have nvdia and tnt checkmarked if that matters.  i dont have an option to choose "custom driver" like back when i played years ago.   did i  install aalis custom driver or that opengl thing wrong maybe?  i have no idea. today is my last day off work then i work five, 12 hour night shifts in a row so pretty disappointed. hope this is an easy fix.

I'm having the same problem as this person. I'm using the Steam version of FF7 with just the New Threat mod, nothing else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-16 13:00:49
Yeah, Attack can be viable on boss fights, but you still have to deal with +50% physical damage (in other words, usually more MP and turns burnt on healing), which is specially annoying for Tifa given that you will face party-wide physical attacks, misses for Cid and the low HP for Yuffie against high acc spells. Obviously nothing major, but as you said, it really is overshadowed by magic.

On regular fights it's simply too annoying, as there get to a point where you have to escape battles where enemies aren't weak to your equipped elemental and fighting without a elemental with anything besides Yuffie or Tifa using Deathblow+Added Cut, as anyone else i felt like didn't hit often enough, means you only have 2 party members instead of 3. Maybe reduce regular enemies physical defense on discs 2 and 3 areas so elemental attack isn't a must-have to do anything more than tickle to the enemies. It's possible that i'm over reacting about regular enemies (except on disc 2 Midgar Raid and Northern Crater, but i assume this last one was designed around you fishing for specific encounters and avoid everything else or simply turn battles off), as discs 2 and 3 have little and short areas, but i was always trying to check out every regular enemy i could find to see the changes and difficulty, so maybe it's not a big deal for the average player.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-16 15:22:37
Mod sounds interesting, however I have tried installing the 1998 pc version and your mod three times now and keep having one problem. After the three avalanche members speak with Corneo and tifa, aerith, cloud fall down the trap door ONLY tifa and aerith appear in the sewers. cloud doesnt appear and pressing buttons does nothing. it appears to freeze music still plays.  everything else works fine and i have nothing else installed. just that ff7 98 pc install disc maximum install,   ff7_opengl-0.8.1b.zip,  ff7 patch 1.02. and Install_Aali-s_opengl_driver_0.8.1b.exe

i have renderer set to "direct3d hardware acceleration and have nvdia and tnt checkmarked if that matters.  i dont have an option to choose "custom driver" like back when i played years ago.   did i  install aalis custom driver or that opengl thing wrong maybe?  i have no idea. today is my last day off work then i work five, 12 hour night shifts in a row so pretty disappointed. hope this is an easy fix.

I'm having the same problem as this person. I'm using the Steam version of FF7 with just the New Threat mod, nothing else.

It's a scripting problem on my end; the new sidequest that was implemented recently takes place in Midgar so the new ones were built on top of the old ones. I'll get this issue fixed ASAP; expect to see a patch up very soon.

Yeah, Attack can be viable on boss fights, but you still have to deal with +50% physical damage (in other words, usually more MP and turns burnt on healing), which is specially annoying for Tifa given that you will face party-wide physical attacks, misses for Cid and the low HP for Yuffie against high acc spells. Obviously nothing major, but as you said, it really is overshadowed by magic.

On regular fights it's simply too annoying, as there get to a point where you have to escape battles where enemies aren't weak to your equipped elemental and fighting without a elemental with anything besides Yuffie or Tifa using Deathblow+Added Cut, as anyone else i felt like didn't hit often enough, means you only have 2 party members instead of 3. Maybe reduce regular enemies physical defense on discs 2 and 3 areas so elemental attack isn't a must-have to do anything more than tickle to the enemies. It's possible that i'm over reacting about regular enemies (except on disc 2 Midgar Raid and Northern Crater, but i assume this last one was designed around you fishing for specific encounters and avoid everything else or simply turn battles off), as discs 2 and 3 have little and short areas, but i was always trying to check out every regular enemy i could find to see the changes and difficulty, so maybe it's not a big deal for the average player.

I'll review accuracy as well; I also noticed that some characters can't really make use of Deathblow at all, particularly late on.

Edit: Spotted the sewer problem, uploading patch now. Should be up in 15mins or so.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-16 15:40:09
The Junon League NPCs vanished. Is that supposed to happen after you win all leagues ?

Started the Dark Cave and for some reason all the enemies in the 1st area turns into white blob and instantly dies at the beginning of the fight, even the supposedly first boss. After that up to the 2nd boss it was fine.

The notepad mentions a Letter to SOLDIER sidequest that starts with the Accessory Vendor in Junon, but i assume that was dropped/removed as there is nothing unusual happens and the NPC on Highwind doesn't mention it either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-16 15:47:07
The Junon League NPCs vanished. Is that supposed to happen after you win all leagues ?

Started the Dark Cave and for some reason all the enemies in the 1st area turns into white blob and instantly dies at the beginning of the fight, even the supposedly first boss. After that up to the 2nd boss it was fine.

The notepad mentions a Letter to SOLDIER sidequest that starts with the Accessory Vendor in Junon, but i assume that was dropped/removed as there is nothing unusual happens and the NPC on Highwind doesn't mention it either.

Junon Leagues was disabled for the time being; it's too similar to Battle Square and I'm looking to restore that Zack flashback in Shinra Mansion while moving this to an unused Cargo ship field + making the script more stable.

There's an issue with the countdown timer; when at 0, it makes a battle end automatically which I didn't think of (same thing with boss). I'm planning to do another patch either tonight or tomorrow to get all the latest bug reports fixed up and implemented.

That sidequest was dropped in the end, but I think the old notepad file still mentions it.

Edit: Flevel Patch for the sewers issue - http://www.mediafire.com/file/dqqsfwb5h7b3f2q/NT_Mod_HotFix_flevel_16th_October_2016.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-16 20:50:28
If you save after the 2nd boss on Dark Cave and load the file, you won't be able to climb the tower. The door is graphically open, but there is an invisible barrier. Where is Yuffie ? She is the only left and i talked with everyone and went everywhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-16 21:35:19
If you save after the 2nd boss on Dark Cave and load the file, you won't be able to climb the tower. The door is graphically open, but there is an invisible barrier. Where is Yuffie ? She is the only left and i talked with everyone and went everywhere.

Thanks for letting me know; the patch will up tomorrow (with other fixes). Yuffie is found in the scrap maze, examine the yellow materia sitting on the hand-like platform near the south to trigger the event. If it isn't there, then use the flevel hotfix patch on the 1st page; I removed the 'Aeris exists' requirement from it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: shadkats on 2016-10-17 04:02:23
Edit: Flevel Patch for the sewers issue -

Can confirm the problem is fixed. Thanks mate  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2016-10-17 04:06:45
This is a default game bug; after beating Schizo, any encounter on that screen will also have the no-escape flag. I'm going to try a couple of things to fix it because a few people have ran afoul of an unescapable Gaea Dragon after beating the boss.
Not sure if this would help, but have you considered having the menu open up afterwards maybe? Would that be enough to fix that issue? :?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-17 12:35:37
Not sure if this would help, but have you considered having the menu open up afterwards maybe? Would that be enough to fix that issue? :?

Battle Mode flags don't get turned off until you've left the screen; I've added in a line that sets Battle Mode to None but if that doesn't work I could try the formation data, or teleporting the party to the same field as that might reset the flag as well. I think battle mode: none will do the trick though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ulurujamman on 2016-10-17 16:58:46
So I've been running through a game where I don't level up my stats at all (in other words, I don't use any of the SP points I get from battles), and I've noticed that SP seems to max out at 255 for each character. I'm guessing this is a limitation of the engine, given that all the stats in the game max out at 255 anyway. I was wondering, though - are points you earn past 255 wasted forever?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-17 21:34:12
I'm afraid so; a higher number can be used but two var addresses would be needed to hold a 16-bit value. SP can now be earned fairly quickly thanks to the system revision however.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-17 23:05:08
I think that's everything fixed up that was mentioned (thanks for the lists MoCheese & Purazis for the inaccessible pillar report). The Schizo random battle no-escape fix is also going in. Patches going up shortly.

Edit: Patches + IRO up, dated 18th October 2016
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ScottHighwind on 2016-10-18 01:34:11
Hello everyone I have been following the forum for awhile now and just got my account set up..... So nice to meet you guys!
Anyway I have one bug to report lol.

When you are in Midgar the 2nd time when you walk on the save point Hojo's final boss form always attacks the second you step there I got lucky and beat him but just so no one gets caught with their pants down like I did save at Shinra HQ (Thank god for all my turbo ethers and elixrs.)

But I am loving the mod it is really a challenge and it keeps me on my toes since bosses are not the only threat. Nice job SegaChief!!!!!!!!!!

Also when you load up the game gruesome shows up don't use the save point. XD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Fauve on 2016-10-18 03:21:38
Yeah, Attack can be viable on boss fights, but you still have to deal with +50% physical damage (in other words, usually more MP and turns burnt on healing), which is specially annoying for Tifa given that you will face party-wide physical attacks, misses for Cid and the low HP for Yuffie against high acc spells. Obviously nothing major, but as you said, it really is overshadowed by magic.

On regular fights it's simply too annoying, as there get to a point where you have to escape battles where enemies aren't weak to your equipped elemental and fighting without a elemental with anything besides Yuffie or Tifa using Deathblow+Added Cut, as anyone else i felt like didn't hit often enough, means you only have 2 party members instead of 3.
Yeah this was one of my issues as well going through the mod. I had to devote so many materia slots to multiple Elemental/weakness combo's to ensure that my physical attackers didn't always suck in random battles. I didn't get to use all the materias I wanted to by doing this, but it was still better than constantly having to run away from fights in order to adjust my setup (which I don't mind doing for boss fights, but for random encounters it really started to ruin the pacing).

Other than that and some issues with the SP system (which seems to have been fixed with the latest patch), this mod has been fantastic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-18 12:19:37
Hello everyone I have been following the forum for awhile now and just got my account set up..... So nice to meet you guys!
Anyway I have one bug to report lol.

When you are in Midgar the 2nd time when you walk on the save point Hojo's final boss form always attacks the second you step there I got lucky and beat him but just so no one gets caught with their pants down like I did save at Shinra HQ (Thank god for all my turbo ethers and elixrs.)

But I am loving the mod it is really a challenge and it keeps me on my toes since bosses are not the only threat. Nice job SegaChief!!!!!!!!!!

Also when you load up the game gruesome shows up don't use the save point. XD

Knew I was forgetting something; I sometimes set fights to trigger at a save point during testing and then forget to remove them. It'll be gone in the next patch.

Yeah this was one of my issues as well going through the mod. I had to devote so many materia slots to multiple Elemental/weakness combo's to ensure that my physical attackers didn't always suck in random battles. I didn't get to use all the materias I wanted to by doing this, but it was still better than constantly having to run away from fights in order to adjust my setup (which I don't mind doing for boss fights, but for random encounters it really started to ruin the pacing).

Other than that and some issues with the SP system (which seems to have been fixed with the latest patch), this mod has been fantastic.

That's the key thing to tackle right now; Disc 2/3 random encounters with some boss tuning to make the fights fit faster. As it stands they've got too much HP and are hitting hard enough to make it tricky to juggle offence with defence.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-19 01:53:25
Can't learn Blaster from Tsarcat, the character does an animation when getting hit but there is no damage (i think that's normal, can't remember from Mimic's fight) and i don't  get dual or haste (no status resistances on my characters). Is there anything else when you get outside of Dark Cave ? There is a mention of something missing, but i went to Dio and explored a bit of Midgar and talked to some NPCs, but nothing. Also didn't get Mystile there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ulurujamman on 2016-10-19 01:54:38
I don't mind that the SP is gone forever, keeps me honest. Only reason I was tempted to ask is that I've been slamming against a brick wall for the past couple of days insofar as the Corel Train Huge Materia gauntlet goes - I can just about get through the regular enemies through copious use of Laser and Demi 2, but I'm not sure I'll be able to muster enough damage to pass the boss in time...

This is my first full playthrough of the NT mod and it's been almost entirely blind - that said, I'd be really grateful if someone could let me know (without spoiling too much) whether failing the train event causes me to miss something important? I already tried paying for the shiny rock...

Additionally, is there any consistency to which boss enemies are morphable and which are not? At first I thought bosses couldn't be morphed, but then there are posts on here that suggest otherwise...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-19 02:12:18
Can't learn Blaster from Tsarcat, the character does an animation when getting hit but there is no damage (i think that's normal, can't remember from Mimic's fight) and i don't  get dual or haste (no status resistances on my characters). Is there anything else when you get outside of Dark Cave ? There is a mention of something missing, but i went to Dio and explored a bit of Midgar and talked to some NPCs, but nothing. Also didn't get Mystile there.

Blaster isn't an enemy skill, but it is missing half of it's formula. I've made the change and it'll be in the next patch. The new enemy skill, Mustard Bomb, is learned from Pollensalta; she'll use it on whoever hits her with a Limit Break. In the documentation, it probable mentions Stasis Lock instead; this skill was changed to Lv.3 Def-less briefly before ending up as Mustard Bomb. The docs that come with the mod still need to be updated to reflect recent changes, unfortunately.

Just remembered what must have happened with the Mystile; if memory serves, the way that enemy ends the fight means there's no results screen. I'll need to sort that out; Mystile will be added to the Highwind 'lost & found' NPC outside the Operations Room in the meantime, placing it in the inventory if the sidequest vars check out as completed.

I don't mind that the SP is gone forever, keeps me honest. Only reason I was tempted to ask is that I've been slamming against a brick wall for the past couple of days insofar as the Corel Train Huge Materia gauntlet goes - I can just about get through the regular enemies through copious use of Laser and Demi 2, but I'm not sure I'll be able to muster enough damage to pass the boss in time...

This is my first full playthrough of the NT mod and it's been almost entirely blind - that said, I'd be really grateful if someone could let me know (without spoiling too much) whether failing the train event causes me to miss something important? I already tried paying for the shiny rock...

Additionally, is there any consistency to which boss enemies are morphable and which are not? At first I thought bosses couldn't be morphed, but then there are posts on here that suggest otherwise...

There's nothing missable from the Corel Train, but the Materia can be tough to find. Boss Morphs are being phased out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2016-10-19 04:36:18
I think that's everything fixed up that was mentioned (thanks for the lists MoCheese & Purazis for the inaccessible pillar report).

No problem, although I bring bad news, which is off course, more bugs! Also opinions on things talked about recently, apologies for the very long read! The bugs will be in Spoilers after the opinions at the top here.

Sadness & Fury & Limit Breaks, oh my! - In regards to the Sadness damage reduction I am in half agreement, half disagreement. I think the mechanic should stay as it is because it is rather helpful for low Vitality characters that can't get numbers high enough to mitigate enough damage without having to heal them every hit. That being said, I do agree and believe Sadness and Fury could be re-balanced a little to make having either on more thought fight changing then they are right now, both in terms of numbers, and in effect. Right now as things stand, there's almost no reason to not have Sadness on. The slower Limit Break speed isn't strong enough in my opinion. So what could you do? Take Sadness for example, you could also add an effect where the character deals less damage as well. For high risk, high reward characters like Tifa and Yuffie having them take less damage while also dealing less would be something to think about. Even if the damage dealing reduction is something as "small-ish" as 10 - 15%, it would be felt and would certainly have to be taken into consideration when applying it or having bosses applying it to you. Likewise on Fury, you could make it so characters do more damage, while taking more as well. Same numbers as Sadness could be a starting point. Deal 30% more damage and take 10 - 15% more or whatever. The numbers could be worked out I'm sure and it would make people have to pay more attention to those limit bar colours. A boss putting Fury on Tifa then hitting her with a big physical attack could be devastating. Off course, doing things like this would also have to take into Limit Breaks into consideration. Personally I think they come way too quickly, even with Sadness on. With Fury, which I rarely ever use, I couldn't even imagine! If you did a system like this(If something like this could even be done), you could remove the Limit Break filling speed mechanic on Sadness and Fury and those abilities would improve or weaken Limits. Another thing this kind of system would accomplish is utilizing this as an actual weapon against bosses. All of a sudden, a new door to how the player wants to fight the enemy would be available. They could make the fight go quicker if they can handle the boss doing more damage, or they could take it slow and steady if they want to play it safer. The only serious problem I see with this relate to another issue I wanted to bring up...

The magic spell, Resist - In my opinion, this spell may need to be looked at as well. It's very strong as it is, and the reason for that is the fact that it never goes away. On bosses that rely on status effects you can effectively shut them down in one move. If Resist had a timer and a spell effect so players could know it's going, it would be another thing the player would need to be aware of. Off course, this is all riding on that fact that things like this could be changed? I have no clue. This one isn't a huge problem or anything.

Morphing - Ok, I need to speak on this one because someone brought it up in the past two pages. This might actually be my biggest problem with the mod, which is actually a great sign that the mod overall is in great shape! But this is one area that needs a big change. To put it bluntly, Morphing sucks. Here's the problem, either you spend 15 - 30 minutes a fight trying to morph those crater enemies or bosses for whatever it is you're looking for because you're too afraid to hit them with another normal move in fear you'll kill them, OR you try and shorten the time by hitting them with a normal move, killing them in the process and losing all the time you just spent! If that second thing happens, you turn the game off in frustration. If the first thing happens, you're so drained mentally that you turn the game off! At least that was the way it was with me. Morphing needs to be fundamentally changed. I read that you are removing boss morphs, which is a great first step but it needs to go further. Since we can't sense enemies, either move those weapon morphs and any other important morphs save for the Guide Book to stealing, OR give us some weaponry for ALL characters that have that Yuffie Conformer gimmick on them where they deal full damage when Morphing. A good place to start in my mind would be all the Crystal Weapons in Mideel, by that point you're through most of the game, they're easily obtainable, and there's nothing inherently special about them. This would make it so we're not pigeon holed into using a character we haven't used throughout the playthrough in order to Morph, and it gets away from the trap of people who built Yuffie into a caster and having a weak Morph because of low Strength. Do any other weapons have that gimmick on them? That's my idea, but yeah, please do something about this. I don't want to lose anymore hair in frustration.

I'd also still like to hear some thoughts on something that I raised earlier in regard to Cover:
(Onto the opinion piece from me here, but I think Barret or anyone with high Vitality in the back row using Cover may need to be looked at in regards to balance issues. This really struck home with me during the Armour Keeper fight. It seems to be TOO effective at negating physical attacks. Magic damage doesn't have a way to just be cut in half like physical attacks do by doing something as simple as moving someone to the back row. I know elements can be negated and even absorbed, but what about non-elemental? Besides which, there are so many more forms of magic attacks that guarding against them all is impossible, while every enemy in the game can just attack. Seems to be a little one sided to me.

While I would never suggest removing the back row damage reduction mechanic, what I think could use a discussion on is the Cover materia itself. Maybe make it so Cover has a VERY heavy vitality reduction attached to it, a percentage perhaps? That way it can it stay evened out throughout the game. Maybe have it only absorb half the blow while the other half still goes through to the intended target, if things like that are even possible?

I'm sure you could think of something, if you even think this is a balance issue at all that is. There is certainly something to be said about leaving it up to the player to decide if they want to use this tactic or not. I know as it stands right now though, on my next playthrough, I won't use it. I think it's too strong personally.

Cover would certainly be a more interesting materia if something like the Sadness and Fury things I mentioned above and the Vitality reduction idea on Cover were in effect. Cover may not even need a tweak with the Sadness/Fury suggestion implemented. But yeah, thoughts? I think Cover is too strong as is.

One last thing:
That's the key thing to tackle right now; Disc 2/3 random encounters with some boss tuning to make the fights fit faster. As it stands they've got too much HP and are hitting hard enough to make it tricky to juggle offence with defence.

Really drawing a blank on this one, what bosses are you referring to here? Short of bosses like Hojo, which I think has already been changed? Keelhaul which I mentioned quite a while back that I think needed a seriously overhaul. Was that ever implemented by the way? And maybe Tyrant, almost all the bosses fell into the 7 - 13 minute mark if I remember correctly. According to the video timers on my uploaded playlist anyways That is where you wanted them, no? For the record some bosses SHOULD be longer then the shot 7 - 13 area. Bosses like Hojo for example should have a longer timer because he's a bigger or more important boss fight in the scheme of the game, compared to some of the more random ones like Illuyankas or Palmer for example. Also, two of the better bosses in this mod in my opinion were Mimic/Flares, and Abyss. They were both a little longer on the timer sure, but the mechanics were great. Overall, I think the bosses are pretty dang close to where they should be, other then the ones I mentioned above.


Holy jeez, I'm a windbag. Apologies! I know the things I've suggested would probably be a ton of work to not only implement, but balance as well. But I do think the discussions are good for coming up with some ideas for sure. Anyways, FINALLY on to the bugs, which will once again be behind the spoilers for those who haven't run the Dark Cave yet. The two most critical bugs are on top.

Spoiler: show
- In Dark Cave, at the save point right by the pillar after you've rested in 7th Heaven, if you save your game and restart, there will be an invisible wall preventing you from going up the pillar. Additionally, Tifa won't allow you to leave the screen, effectively locking you in that one screen, and forcing you to load an earlier save. If you don't have an earlier save file you're stuck. I'm not sure if I did anything else to trigger this. Is this the error Purazis informed you about? Because if so, it's still there.

- In Dark Cave, during the final escape, the save point right before Brute Justice still has a little window that shows up. At first I thought it wasn't important and just looked weird, but if you go and talk to the only NPC on the screen with that glitch window still on the screen, his text window won't show up and it will softlock the game, forcing a reset.

- In Dark Cave, I actually let the Mirage 20 minute escape timer count down, and regardless if you're in a battle or on the field, if the timer gets hits 0, the screen turns white and sound effects play simulating an explosion, then battle music starts playing, then the window from the very beginning of the mod that asks you what game mode you want to play appears and you get an unhandled exception if you select anything on it. Yeah, very strange.

- In Dark Cave, the battle with Swindler can be skipped entirely by hugging the wall on the left side (Swindler's right side) and slipping behind him.

- In Dark Cave, when escaping from Midgar, during random battles, the timer isn't visible.

- In Dark Cave, after Mystery Man sets the bomb on the first reactor and you get Tifa back in your party, if you leave the screen, then go back, another Tifa and Mystery Man will be there. You cannot interact with them.

- In Dark Cave, I found another "NPC Ghost". The dressmaker in his shop, the one behind the counter. You can talk to thin air there.

- In Dark Cave, random battles still have the boss music playing in the same room as Armour Keeper.

- W-Magic, Bahamut ZERO, and Phoenix are still not mastered and acquires AP just like Underwater as a 1-Star.(Wasn't this fixed a while back? I think I remember reporting this one? Anyways, it's back if so.)


Wow, this was one long long post! Apologies again!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-19 14:50:53
Sadness & Fury & Limit Breaks, oh my! - In regards to the Sadness damage reduction I am in half agreement, half disagreement. I think the mechanic should stay as it is because it is rather helpful for low Vitality characters that can't get numbers high enough to mitigate enough damage without having to heal them every hit. That being said, I do agree and believe Sadness and Fury could be re-balanced a little to make having either on more thought fight changing then they are right now, both in terms of numbers, and in effect. Right now as things stand, there's almost no reason to not have Sadness on. The slower Limit Break speed isn't strong enough in my opinion. So what could you do? Take Sadness for example, you could also add an effect where the character deals less damage as well. For high risk, high reward characters like Tifa and Yuffie having them take less damage while also dealing less would be something to think about. Even if the damage dealing reduction is something as "small-ish" as 10 - 15%, it would be felt and would certainly have to be taken into consideration when applying it or having bosses applying it to you. Likewise on Fury, you could make it so characters do more damage, while taking more as well. Same numbers as Sadness could be a starting point. Deal 30% more damage and take 10 - 15% more or whatever. The numbers could be worked out I'm sure and it would make people have to pay more attention to those limit bar colours. A boss putting Fury on Tifa then hitting her with a big physical attack could be devastating. Off course, doing things like this would also have to take into Limit Breaks into consideration. Personally I think they come way too quickly, even with Sadness on. With Fury, which I rarely ever use, I couldn't even imagine! If you did a system like this(If something like this could even be done), you could remove the Limit Break filling speed mechanic on Sadness and Fury and those abilities would improve or weaken Limits. Another thing this kind of system would accomplish is utilizing this as an actual weapon against bosses. All of a sudden, a new door to how the player wants to fight the enemy would be available. They could make the fight go quicker if they can handle the boss doing more damage, or they could take it slow and steady if they want to play it safer. The only serious problem I see with this relate to another issue I wanted to bring up...

Adjustments to damage reduction would be coming from the .exe; I guess that's the next thing to get done. In an .exe patch, the following changes would be made:

-) Enemy physical attacks can be long-range (projectile attacks like machine guns).
-) Limit Break effects adjusted; some minor, like Braver having it's base damage swapped with Cross Slash, and some major like Cosmo Memory being turned into an ally-buffing effect.
-) Materia has more pronounced equip bonuses/penalties (but not for HP/MP, that crippled this feature last time).

There might have been more, but it's been a while since I looked at my notes.

The magic spell, Resist - In my opinion, this spell may need to be looked at as well. It's very strong as it is, and the reason for that is the fact that it never goes away. On bosses that rely on status effects you can effectively shut them down in one move. If Resist had a timer and a spell effect so players could know it's going, it would be another thing the player would need to be aware of. Off course, this is all riding on that fact that things like this could be changed? I have no clue. This one isn't a huge problem or anything.

Resist has the drawback of being expensive to cast and preventing beneficial statuses.

Morphing - Ok, I need to speak on this one because someone brought it up in the past two pages. This might actually be my biggest problem with the mod, which is actually a great sign that the mod overall is in great shape! But this is one area that needs a big change. To put it bluntly, Morphing sucks. Here's the problem, either you spend 15 - 30 minutes a fight trying to morph those crater enemies or bosses for whatever it is you're looking for because you're too afraid to hit them with another normal move in fear you'll kill them, OR you try and shorten the time by hitting them with a normal move, killing them in the process and losing all the time you just spent! If that second thing happens, you turn the game off in frustration. If the first thing happens, you're so drained mentally that you turn the game off! At least that was the way it was with me. Morphing needs to be fundamentally changed. I read that you are removing boss morphs, which is a great first step but it needs to go further. Since we can't sense enemies, either move those weapon morphs and any other important morphs save for the Guide Book to stealing, OR give us some weaponry for ALL characters that have that Yuffie Conformer gimmick on them where they deal full damage when Morphing. A good place to start in my mind would be all the Crystal Weapons in Mideel, by that point you're through most of the game, they're easily obtainable, and there's nothing inherently special about them. This would make it so we're not pigeon holed into using a character we haven't used throughout the playthrough in order to Morph, and it gets away from the trap of people who built Yuffie into a caster and having a weak Morph because of low Strength. Do any other weapons have that gimmick on them? That's my idea, but yeah, please do something about this. I don't want to lose anymore hair in frustration.

Morphing has been a big problem with enemies going past 30,000HP which is why it's being dropped as the method for acquiring end-game weapons. Stealing isn't easy either due to the level difference but I'm thinking that a Sneak Glove will sort that right out. So if one weapon is a common drop, and the other is a steal, that should work out.

I'm thinking of having Disc 1 bosses be Morphable, right up until Jenova LIFE who I think has 30,000HP. As far as weapons that ignore the Morph damage penalty go, I was told that Ancient weapons like Nail Bat do this but I can't remember if they did or not when I tried it.

I'd also still like to hear some thoughts on something that I raised earlier in regard to Cover:
Cover would certainly be a more interesting materia if something like the Sadness and Fury things I mentioned above and the Vitality reduction idea on Cover were in effect. Cover may not even need a tweak with the Sadness/Fury suggestion implemented. But yeah, thoughts? I think Cover is too strong as is.

I'm OK with Cover, it's already had its proc chance adjusted.

One last thing:
Really drawing a blank on this one, what bosses are you referring to here? Short of bosses like Hojo, which I think has already been changed? Keelhaul which I mentioned quite a while back that I think needed a seriously overhaul. Was that ever implemented by the way? And maybe Tyrant, almost all the bosses fell into the 7 - 13 minute mark if I remember correctly. According to the video timers on my uploaded playlist anyways That is where you wanted them, no? For the record some bosses SHOULD be longer then the shot 7 - 13 area. Bosses like Hojo for example should have a longer timer because he's a bigger or more important boss fight in the scheme of the game, compared to some of the more random ones like Illuyankas or Palmer for example. Also, two of the better bosses in this mod in my opinion were Mimic/Flares, and Abyss. They were both a little longer on the timer sure, but the mechanics were great. Overall, I think the bosses are pretty dang close to where they should be, other then the ones I mentioned above.

The thing with Hojo is that it comes at the end where you've already had a boss fight with Diamond Weapon, the Turks, and Proud Clod within the span of an hour or so. All these fights are 'big' fights, but they can't be left as long ones simply because they're too close together. Hojo itself is also three encounters rolled into one. The downtunes to HP that have been put in so far for these fights are more like quick fixes than actual changes. The randoms in Disc 2 also need to be made faster.

Holy jeez, I'm a windbag. Apologies! I know the things I've suggested would probably be a ton of work to not only implement, but balance as well. But I do think the discussions are good for coming up with some ideas for sure. Anyways, FINALLY on to the bugs, which will once again be behind the spoilers for those who haven't run the Dark Cave yet. The two most critical bugs are on top.

I'll get these sorted out; I need to patch the flevel anyway for this surprise Hojo fight on a save point  :-X
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-10-19 18:51:57
I might have missed this, but has anyone posted a list of all the enemy skills / locations? Also where to get the 2nd (or 3rd) enemy skill materia? My enemy skill list feels barren right now and I can't figure out where to find the rest :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-19 23:01:02
I might have missed this, but has anyone posted a list of all the enemy skills / locations? Also where to get the 2nd (or 3rd) enemy skill materia? My enemy skill list feels barren right now and I can't figure out where to find the rest :/

There is a notepad "where is the thing" where it has such list, except one or two that aren't updated, but they're end game. There is only 1 E. Skill in the game so people actually have to put some effort into the materia setup.

Resist has the drawback of being expensive to cast and preventing beneficial statuses.

For me the only drawback of Resist is when you can't finish the boss fight before your Wall wears off or just a bit after that. On top of my head only 3 fights (only Red Materia and last boss left) made me consider or actually use an Added Effect protection instead of Resist. Then again i use the ATB wait trick as much as i can on slowest or medium speed to get the maximum time out of Wall, aka, only confirm the action in queue after the previous attacks animations already happened or simply only use the 3rd character to heal or remedy when needed because i have a high dex char getting 2 to 4 turns over the enemy, not that it's a big deal, but it's something to consider because maybe the average player isn't as much of a "tryhard".

If Resist had a deBarrier or a haste dispel effect, now that's what i'd personally call a drawback.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-10-20 01:02:07
Honestly speaking, I never use the resist spell unless an extreme exception occurs. I hate not being able to have beneficial statuses on my characters. I much prefer to use buffs freely while also using added effect materias. I think resist is perfect as it is. You can also get rid of its effect by despell I do believe if it really becomes an issue (Don't quote me on that but I am fairly certain it can be removed except for certain battles).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ty_JY on 2016-10-20 01:25:12
I just got a new laptop with windows 10. ( I'm used to Windows 7). So I just wanted to confirm with you guys/gals. To get this working on the 1998 PC version all I need to do is get the ff7 1.02 patch, that ff7_opengl-0.8.1b.zip file made by aali,  and the 1.4 build  download 14th main install file for new threat?  Or do I also need that new threat scene.bin hot fix, new threat flevel hot fix and  that  Install_Aali-s_opengl_driver_0.8.1b.exe as well?

I'm sure this is considered obvious,  easy stuff for most of you but I suck at computers and always go through hours of frustration to get any mods or anything like that working.  I almost lost my mind just getting my ps3 controller to work with motion joy on on my old windows 7 laptop with epsxe and also the 98 PC ff7 game.  Now that I have to reinstall everything on this new windows 10 laptop I'm sure I'll have more trouble again.  It's all worth it though.  This mod seems awesome so far.  I got to the sewers last time.

Thanks so much In advance. Looks like I'll have to use Tom's installer.  Hope I don't screw this up. Wonder how many tries it'll take this time lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-20 03:17:05
For me the only drawback of Resist is when you can't finish the boss fight before your Wall wears off or just a bit after that. On top of my head only 3 fights (only Red Materia and last boss left) made me consider or actually use an Added Effect protection instead of Resist. Then again i use the ATB wait trick as much as i can on slowest or medium speed to get the maximum time out of Wall, aka, only confirm the action in queue after the previous attacks animations already happened or simply only use the 3rd character to heal or remedy when needed because i have a high dex char getting 2 to 4 turns over the enemy, not that it's a big deal, but it's something to consider because maybe the average player isn't as much of a "tryhard".

If Resist had a deBarrier or a haste dispel effect, now that's what i'd personally call a drawback.

I use the Wait thing as well; I don't really think of it as a trick, tbh.

Honestly speaking, I never use the resist spell unless an extreme exception occurs. I hate not being able to have beneficial statuses on my characters. I much prefer to use buffs freely while also using added effect materias. I think resist is perfect as it is. You can also get rid of its effect by despell I do believe if it really becomes an issue (Don't quote me on that but I am fairly certain it can be removed except for certain battles).

Dispel gets rid of Resist, yeah; I'm in the same camp about Resist being a double-edged sword. It can help you, but it can also hinder you.

I just got a new laptop with windows 10. ( I'm used to Windows 7). So I just wanted to confirm with you guys/gals. To get this working on the 1998 PC version all I need to do is get the ff7 1.02 patch, that ff7_opengl-0.8.1b.zip file made by aali,  and the 1.4 build  download 14th main install file for new threat?  Or do I also need that new threat scene.bin hot fix, new threat flevel hot fix and  that  Install_Aali-s_opengl_driver_0.8.1b.exe as well?

I'm sure this is considered obvious,  easy stuff for most of you but I suck at computers and always go through hours of frustration to get any mods or anything like that working.  I almost lost my mind just getting my ps3 controller to work with motion joy on on my old windows 7 laptop with epsxe and also the 98 PC ff7 game.  Now that I have to reinstall everything on this new windows 10 laptop I'm sure I'll have more trouble again.  It's all worth it though.  This mod seems awesome so far.  I got to the sewers last time.

Thanks so much In advance. Looks like I'll have to use Tom's installer.  Hope I don't screw this up. Wonder how many tries it'll take this time lol

Windows 10 can be a pain for the installer I've made; don't worry about patching it with NT until you've got the game running first. As for set-up, I don't know how it works with Tom's installer but the way I used to do it for a fresh FF7 1998 installation was:

Install the game (max)
Patch with the 1.02 patch; just drag-drop and replace/overwrite.
Patch with the opengl; drag-drop, overwrite again.
Run the config and go through the tabs, a 'self-test' should confirm it's working (this wasn't the case last time I did it however, maybe it's not in the newer versions of the driver patch?)
Test the game; if it's working (and doesn't look like it's been put through a shredder) play up until the first save point, doing your config settings along the way, and make a save in each of the 10 folders (prob not needed, but I'm superstitious).

After that, the NT Installer should just patch the game but it seems to run afoul of Windows 10 and won't do it properly. We'll cross that bridge when we get to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nicoco59 on 2016-10-20 14:54:41
Hi SegaChief,

Did you think about opening a github page for your mod ? I think it would be more convenient for you to see the bugs, and others to report them.

Also you could show a front page with the last bugfixes / additions you made.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-20 17:09:38
The descent to the final fight is messed up, the scenario gets replaced with Midgar Disc 1 FMVs for a bit on screen transition and whenever you go on and out of the menu. Same happens after the 1st Jenova fight.  It's nothing detrimental to gameplay, though. Also the save option isn't working after that fight (pressed Yes but nothing happened), probably related. Maybe if i waited for the FMV to finish i could've saved.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: seijuro on 2016-10-20 18:11:15
There is a notepad "where is the thing" where it has such list, except one or two that aren't updated, but they're end game. There is only 1 E. Skill in the game so people actually have to put some effort into the materia setup.

Where is this magical notepad? Is there a link / could you point me to where? Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-20 18:17:01
Where is this magical notepad? Is there a link / could you point me to where? Thanks!

It comes in the installer zip, inside documentation.

Spoiler: show


Frog Song: Touch Me (Gongaga Forest, World Map)

L5 Suicide: Mu, Chocobo Ranch (World Map)

Vital Hammer: Razorweed, Wutai (World Map) - Manip.

White Wind: Zemzelet, Junon (World Map) - Manip.

Big Guard: Beachplug, Corel (World Map - Beach) - Manip.

Stasis Lock:

Dragon Force: King Bub, Boss (Kalm Traveler)

Death Force: Adamantaimai, Wutai (World Map - Beach) - Manip.

Antipode: Ark Dragon, Mythril Mines

Laser: Deathclaw, Corel Prison (or Parasite, North Crater)

Matra Magic: Custom Sweeper, Kalm (World Map)

Bad Breath: Icy Oscar, Gaea Cliffs (or Malboro, North Crater)

Beta: Jemnezmy, Temple of the Ancients (or Stilva, Gaea's Cliff)

Aqualung: Garuda, Da Chao

Trine: Thundercracker, Mt. Nibel (first two screens)

Magic Breath: Malboro, North Crater

????: Jersey, Shinra Mansion

Goblin Punch: Boxer, Gongaga (trails)

Chocobuckle: Any chocobo (world map) - Use L5 Suicide after
   feeding them Mimett greens

L5 Death: Parasite, North Crater

Death Sentence: Gi Spectre, Cave of the Gi

Alpha: Midgar Zolom

Shadow Flare: Ultimate Weapon

Pandora's Box: Yahcobo (Kalm Traveller)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-20 23:07:37
Hi SegaChief,

Did you think about opening a github page for your mod ? I think it would be more convenient for you to see the bugs, and others to report them.

Also you could show a front page with the last bugfixes / additions you made.

Isn't github more for programming projects like tools? I'll have a wee look at it.

The descent to the final fight is messed up, the scenario gets replaced with Midgar Disc 1 FMVs for a bit on screen transition and whenever you go on and out of the menu. Same happens after the 1st Jenova fight.  It's nothing detrimental to gameplay, though. Also the save option isn't working after that fight (pressed Yes but nothing happened), probably related. Maybe if i waited for the FMV to finish i could've saved.

I've forgotten to put players back onto Disc 3 after Dark Cave; I'll add it to the lost&found NPC on the Highwind for the next patch to correct this issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-21 00:14:12
Latest crop of bugs are fixed, except when I checked Bahamut-ZERO, Phoenix, and W-Magic these have the correct AP needed to drop as mastered (16777215 to be exact). When you all picked these up, were they mastered or were they like Underwater Materia and able to accrue AP?

I also need to either make Vincent a mandatory recruitment or re-add optional chara checks for DK. I'd prefer to do the former, tbh; I've got to do this for Aeris soon.

Edit: Scene patch is up, it reduces the total HP of Diamond Weapon through to Hojo; his third form now has the highest base HP of this section at 100,000. Diamond and Proud had about 100k taken off them and they now sit in the 80k range; this was due to the proximity of all the boss fights throughout this segment. Midgar Raid enemies have also dropped down a fair bit of HP; this is going to be finalised once I've worked through all the enemies from the start of Disc 2.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: shadkats on 2016-10-21 04:46:06
Does anybody have any good general tips for this mod? I've gotten as far as the Chocobo Ranch and while I'm not having too much difficulty, I feel there are some things I could do that'd make things a bit easier or maybe more enjoyable.

Also, loved that bit with Yuffie in Kalm. That was a brilliant addition.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-21 06:31:21
Does anybody have any good general tips for this mod? I've gotten as far as the Chocobo Ranch and while I'm not having too much difficulty, I feel there are some things I could do that'd make things a bit easier or maybe more enjoyable.

Also, loved that bit with Yuffie in Kalm. That was a brilliant addition.

- Don't buy new weapons for all characters, only the ones you intend to stick with for a while or know that you will have to play with for story reasons
- Gravity is pretty good up until mid game when monsters becomes immune to it
- Most regular enemies and bosses have status weaknesses which makes them way easier
- Damage Enemy Skills should be learned as soon as you can, as they quickly loses their strenght due to their base power. L5 Suicide is pretty decent throughout the game, as long as you bother with Sense or trial and error, and specially useful on end game optional bosses
- Defense and m. def. are way more important than in vanilla
- Earth is very important because most bosses and relevant enemies are weak to it, so always have 1 or 2 equipped to get Quake 2 or 3 ASAP
- Aeris is pretty good for conserving MP/Gil with her healing staves (until your characters gets 2k+ HP)
- Summons ignores defenses and are guaranteed to cause their specific status effect as long as the enemy isn't immune to it
- Items that gives buffs and debuffs can be really useful, and to a lesser extent damage items
- Berserk is insanely strong, maybe not on early game, though, so never forget about this option
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: shadkats on 2016-10-21 07:52:39
- Don't buy new weapons for all characters, only the ones you intend to stick with for a while or know that you will have to play with for story reasons
- Gravity is pretty good up until mid game when monsters becomes immune to it
- Most regular enemies and bosses have status weaknesses which makes them way easier
- Damage Enemy Skills should be learned as soon as you can, as they quickly loses their strenght due to their base power. L5 Suicide is pretty decent throughout the game, as long as you bother with Sense or trial and error, and specially useful on end game optional bosses
- Defense and m. def. are way more important than in vanilla
- Earth is very important because most bosses and relevant enemies are weak to it, so always have 1 or 2 equipped to get Quake 2 or 3 ASAP
- Aeris is pretty good for conserving MP/Gil with her healing staves (until your characters gets 2k+ HP)
- Summons ignores defenses and are guaranteed to cause their specific status effect as long as the enemy isn't immune to it
- Items that gives buffs and debuffs can be really useful, and to a lesser extent damage items
- Berserk is insanely strong, maybe not on early game, though, so never forget about this option

Those are some pretty solid tips. I was surprised to see that the E.Skill Laser worked on Rude/Elena in the Mythril Mines.

Also, with Fort Condor, is it better to let the enemies overrun the hill and fight the Boss Monster, or should I participate in the minigame properly? I did a boss fight just then but I didn't appear to get any rewards for it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-10-21 08:45:09
Instead of having enemies be immune or resistant to gravity, how about having it effect them but they immediately counterattack with something somewhat nasty so it "simulates" how much time it would take to do that much damage "normally"?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nicoco59 on 2016-10-21 10:26:03
Isn't github more for programming projects like tools? I'll have a wee look at it.

It's mainly for web programming at first, but you can use it for whatever you want to host I guess.

And if you don't want to bother too much making / hosting a website for your mod I guess it's the best solution to use.

You can use git, and you'll have a trace of what you worked on (thanks to your commits), and the repo / zip file will be on Github and not Mediafire anymore.

Anyway it's just a thought, I'm a developper myself (for the web) and putting myself in your place, I would feel it's kinda complicated to see / answers / manage all those messages in the forum and communicate on your changes.

-----------------------------

Btw it's some kind of request but I would like to see more interactions (by that I mean dialogs) with your team members when you arrive to a village / city, like in Kalm or Junon. I think your idea was very interesting, and it reminded me of Star Ocean 2 where you could talk (and eventually date) your party members.

I guess it's not your top priority, but if one day you are willing to work on that, it would be interesting  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: shadkats on 2016-10-21 11:43:09
There appears to be a bug with the Sand Worm enemies in the Corel Desert. Combat kind of freezes, where nobody follows through with their attacks and nothing happens. The characters keep their idle animations going, but combat doesn't progress.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-10-21 12:57:54
There appears to be a bug with the Sand Worm enemies in the Corel Desert. Combat kind of freezes, where nobody follows through with their attacks and nothing happens. The characters keep their idle animations going, but combat doesn't progress.

Did you poison it? There was a bug that trapped it in an instruction loop if it was inflicted with poison.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: shadkats on 2016-10-21 13:09:39
Did you poison it? There was a bug that trapped it in an instruction loop if it was inflicted with poison.

Nope, no poison. It got off one attack, I think my party got off a couple, then we were just stuck staring at each other.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-21 15:18:18
Actually had the same problem. Didn't poison it either. If i recall correctly, even if you don't take any action, it'll softlock when it tries to take its second action. While we're at it, you can still skip the Reno, Rude and Elena fight during Midgar raid, not sure if it was supposed to be fixed or simply can't be fixed (ironically the guy who reported it in the past also thought it was intentional).

Bahamut-ZERO, Phoenix, and W-Magic came as mastered and it doesn't get AP like Underwater. Mime is 2 stars with 100k AP to master.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: dedelac on 2016-10-21 17:16:24
Hello!
I think some of the lvl 4 limits sidequests are not working... I got Vincent's and caith sith but even with the "where is the thing" requirements I can't get Yuffie's and Red XIII.

Spoiler: show
I received the seraph comb and the key from Bugenhagen but the key doesn't appear in inventory and the door to the cave doesn't open.

I have the item needed for Yuffie's Limit, but  her father keeps saying something like "Go with them... and take their materia!"


Ps.: I'm at disc 3.
I'm sorry if it was my mistake, and, if this is the case, I ask for help in how to get those limits  :)

Thanks in advance!

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Spotty Len on 2016-10-21 17:37:31
I had the same issue, so I guess you didn't visit the bottom of the crater either. The sidequests are activated right before you go for the final rush. :-P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: dedelac on 2016-10-21 18:01:25
Thanks Spotty!

So I just need to reach the "point of no return" and the teleporter npc will be there I believe... Ok  :-) gonna try that!
I thought it was some sort of bug because I got Vincent's 4th Limit and Ultima was roaming the sky (already defeated him).

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-21 18:29:08
Hello!
I think some of the lvl 4 limits sidequests are not working... I got Vincent's and caith sith but even with the "where is the thing" requirements I can't get Yuffie's and Red XIII.

Spoiler: show
I received the seraph comb and the key from Bugenhagen but the key doesn't appear in inventory and the door to the cave doesn't open.

I have the item needed for Yuffie's Limit, but  her father keeps saying something like "Go with them... and take their materia!"


Ps.: I'm at disc 3.
I'm sorry if it was my mistake, and, if this is the case, I ask for help in how to get those limits  :)

Thanks in advance!

Besides what the other lad said, Yuffie's Limit is in her dad's house (where you can rest), in the final room at the end of the corridor, not the Pagoda.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: dedelac on 2016-10-21 18:52:21
Thank you Purazis!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-22 17:33:16
Added a flevel fix for that Hojo fight on the save point. At some stage, I'm going to set the Lv.4 Limit stuff so that it triggers on Disc 3 instead of needing to go down to the bottom of the Crater (it was because I was unsure of what the Game Moment was for that point at the time).

I'll look at Sand Worm again and repair the soft-lock.

It's mainly for web programming at first, but you can use it for whatever you want to host I guess.

And if you don't want to bother too much making / hosting a website for your mod I guess it's the best solution to use.

You can use git, and you'll have a trace of what you worked on (thanks to your commits), and the repo / zip file will be on Github and not Mediafire anymore.

Anyway it's just a thought, I'm a developper myself (for the web) and putting myself in your place, I would feel it's kinda complicated to see / answers / manage all those messages in the forum and communicate on your changes.

-----------------------------

Btw it's some kind of request but I would like to see more interactions (by that I mean dialogs) with your team members when you arrive to a village / city, like in Kalm or Junon. I think your idea was very interesting, and it reminded me of Star Ocean 2 where you could talk (and eventually date) your party members.

I guess it's not your top priority, but if one day you are willing to work on that, it would be interesting  :)

Getting that feature in has been on the backburner for a long time; I want every town to have it. Only Kalm, Junon, and I think Wall Market have it so far but eventually it'll be every location.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ScottHighwind on 2016-10-23 07:25:36
Just out of curiosity how do I get Tifa's level 4 limit since the league doesn't exist now?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rabagast on 2016-10-23 08:48:36
My game crashes at the beginning of a specific battle on the Mako Cannon. It's only this battle. All other battles on the same screen work fine. This is what the opening of the battle looks like, as well as the error:

(http://i.imgur.com/AT0bDtU.jpg)

I have the newest hotfixes installed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-23 13:18:41
That'll be a missing enemy ID or model; I'll have a look through them.

Edit: Found it, http://www.mediafire.com/file/44313imfia2q36n/NT_Mod_HotFix_Scene_-_23rd_October_2016.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: none on 2016-10-23 19:21:45
First of all I want to say BIG THANKS for this MOD. It is really really funny mod.

But... I have a problem when I finish Corneo's Mansion, I can't follow the game because when the three chapters must fall in the trap (Aeris, Tifa and Cloud) just fall Aeris and Tifa, Cloud doesn't fall on the sewer and the fight wit boss 3 can't start! . I repeat for 3 times pass this moment but I couldnt.....

Somebody can help me? Thanks a lot!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-23 21:37:42
First of all I want to say BIG THANKS for this MOD. It is really really funny mod.

But... I have a problem when I finish Corneo's Mansion, I can't follow the game because when the three chapters must fall in the trap (Aeris, Tifa and Cloud) just fall Aeris and Tifa, Cloud doesn't fall on the sewer and the fight wit boss 3 can't start! . I repeat for 3 times pass this moment but I couldnt.....

Somebody can help me? Thanks a lot!

Download the latest installer and install over (nothing will happen to your saves). This was already fixed 1 week ago or something like that. If it's happening in the newest version, then report on this thread once again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: shadkats on 2016-10-24 05:47:11
First of all I want to say BIG THANKS for this MOD. It is really really funny mod.

But... I have a problem when I finish Corneo's Mansion, I can't follow the game because when the three chapters must fall in the trap (Aeris, Tifa and Cloud) just fall Aeris and Tifa, Cloud doesn't fall on the sewer and the fight wit boss 3 can't start! . I repeat for 3 times pass this moment but I couldnt.....

Somebody can help me? Thanks a lot!

What Purazis said. I was having this issue a few days and it was fixed with a patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: none on 2016-10-24 12:47:20
Thanks for your reply. I downloaded the last patch of this mod: V 1.4 In fact, I downloaded it yesterday morning... Do I need to reinstall it?

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-24 17:35:21
NT is kept up-to-date with accompanying hotfix patches, which can be found on the front page of this thread. These patches are applied in the same way as the main installer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-24 18:19:13
Is there any bug related to Ziegfried ? I've gone literally through 20+ encounters and nothing. Maybe the game is mixing up the data from a different playthrough so it thinks i've already fought him on the new save file ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-24 19:34:12
I'm not sure; I found that the yuffie encounter has triggers to turn it on/off at certain points which can cause it to become inaccessible. I removed the ones I found, but maybe there's more lurking about? When did you start looking for him, Junon Area or later on?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-24 19:42:19
I fought a few encounters just after Mythril Cave and then 20+ after the Bronco. I think the Encounters OFF messed up with the Ziegfried encounter, because i was getting world map encounters with encounters deactivated and then i stopped getting them after going to progress the game, which made me remember i had turned it off when i was playing before. I'll check it out another time after i finish Cave of the Gi. Just to be confirm, is it supposed to be the 1st encounter or just RNG ? Because i'm 99% sure that i got on the 1st encounter during my 1st playthrough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-24 20:04:25
It's RNG; world map encounters depend on the in-game timer and some other elements. But the formations that handle Mystery Ninja are activated/deactivated based on a variable that is turned off at certain points in the game before reactivating again; but there's a handler for them to check if Yuffie was recruited which means it can be left off due to her mandatory recruitment at an earlier point.

My plan is to do another check of the script for stuff like this and to add a fail-safe that triggers somewhere, maybe in Battle Square (I've got a spare NPC I can use).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-25 18:55:55
Yeah, it seems i dun goofed, tried at different plot times, but nothing. Should've try to get the encounter at the 1st opportunity i had access to the forest. Maybe i had Yuffie on my party while looking for the encounter, so it locked me out of it.

Anyway, few questions:

- Does the items from the blacksmith change based on plot progressin / disc / RNG ? I swear i got a Tifa and Vincent weapon before then now i got Gold Armlet / Heavy Ring.
- Can you date Cid (he denied me) ? Does the affection system affects if you get a weapon or not for your date pick ?

Random things:
- Revive gets your ally to 25% instead of 50% if used on menu
- Goblin Punch can't hit long range (not sure if intentional), same for long range weapons (not sure if it's just a shorter way of saying that it has no back row attack damage penalty)
- Limit Breaks are always non-elemental, regardless of elemental equipped, which makes damage LBs lackluster or straight up inferior to attack / deathblow (on a character/enemy that you probably won't miss)
- That feel when Zolom flushes your ass because your average party level is below 40 and you have no dank Alpha for Temple of the Ancients. Seems too high for no reason, maybe could be 35 so you can get it at a reasonable time even if you don't fight a lot of random battles.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-25 23:28:55
Yeah, it seems i dun goofed, tried at different plot times, but nothing. Should've try to get the encounter at the 1st opportunity i had access to the forest. Maybe i had Yuffie on my party while looking for the encounter, so it locked me out of it.

Anyway, few questions:

- Does the items from the blacksmith change based on plot progressin / disc / RNG ? I swear i got a Tifa and Vincent weapon before then now i got Gold Armlet / Heavy Ring.
- Can you date Cid (he denied me) ? Does the affection system affects if you get a weapon or not for your date pick ?

Random things:
- Revive gets your ally to 25% instead of 50% if used on menu
- Goblin Punch can't hit long range (not sure if intentional), same for long range weapons (not sure if it's just a shorter way of saying that it has no back row attack damage penalty)
- Limit Breaks are always non-elemental, regardless of elemental equipped, which makes damage LBs lackluster or straight up inferior to attack / deathblow (on a character/enemy that you probably won't miss)
- That feel when Zolom flushes your ass because your average party level is below 40 and you have no dank Alpha for Temple of the Ancients. Seems too high for no reason, maybe could be 35 so you can get it at a reasonable time even if you don't fight a lot of random battles.

The weapons were changed to Armour so that they didn't put Tifa ahead of the other characters by that early point of the game; Gold Armlet buffs strength while Heavy Ring is great for the Gi Nattak fight. There is also no Cid date, just a quick joke to get people's hopes up :p

Menu effects are handled differently than in-battle ones; they seem to be stored in the kernel (this is why Potions heal 100HP in menus).

Goblin Punch I think is set to be short-range, even if long-range weapons are equipped.

Limits are all handled in the .EXE; they have their own damage formulas, flags, etc. and so don't take into account the elemental attached to a weapon. I found that Limits typically out-damaged a normal physical attack, but if I'm going to make 2x-Cut and Added Cut available sooner then this is something I'll need to consider.

I found that the Zolom still had a level check script in it's general counter; I've changed this to Lv.30, you madman.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-25 23:55:47
Doesn't the blacksmith only shows up after you get the Bronco, though ? Then again i just realized that you can probably skip Cosmo Canyon entirely without repercussion since the Buggy doesn't break up anymore. That said, if you go to the blacksmith right after getting the buggy (and the ore), he won't be there, which makes things awkward for new players in case he now shows up before the Bronco (i'd guess you have to visit Gongaga or kill one or both the bosses there), same for skipping Cosmo Canyon if it's possible, as most players will probably do it because they know it's the proper order.

Are long-range weapons supposed to be actual long range or just not have back row penalty ? When i went to fight the not-Illuyankas on Dark Cave they weren't hitting him, and i found strange because there is one for Red XIII in Wutai.

EDIT: Aeris' Seal Evil can paralyze the two 8 eyes enemy that protects the Megaelixir while other methods of paralyze won't work. Not sure if intentional.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2016-10-26 00:50:28
Adjustments to damage reduction would be coming from the .exe; I guess that's the next thing to get done. In an .exe patch, the following changes would be made:

-) Enemy physical attacks can be long-range (projectile attacks like machine guns).
-) Limit Break effects adjusted; some minor, like Braver having it's base damage swapped with Cross Slash, and some major like Cosmo Memory being turned into an ally-buffing effect.
-) Materia has more pronounced equip bonuses/penalties (but not for HP/MP, that crippled this feature last time).

I love the idea of enemies having Long Range. As for the other two, Yeah nothing really big needs to change there and the Health and MP numbers are pretty much spot on in my view so I agree fully that no change there is right.

Resist has the drawback of being expensive to cast and preventing beneficial statuses.

Reading a little down though the page, it seems I'm in the minority on this one. I'm not too bothered by this one really, but I figured it was something to think about.

Morphing has been a big problem with enemies going past 30,000HP which is why it's being dropped as the method for acquiring end-game weapons. Stealing isn't easy either due to the level difference but I'm thinking that a Sneak Glove will sort that right out. So if one weapon is a common drop, and the other is a steal, that should work out.

I'm thinking of having Disc 1 bosses be Morphable, right up until Jenova LIFE who I think has 30,000HP. As far as weapons that ignore the Morph damage penalty go, I was told that Ancient weapons like Nail Bat do this but I can't remember if they did or not when I tried it.

Oh thank deity! Any change here I will fully welcome and support!

I'm OK with Cover, it's already had its proc chance adjusted.

Fair enough, agree to disagree on this one.

The thing with Hojo is that it comes at the end where you've already had a boss fight with Diamond Weapon, the Turks, and Proud Clod within the span of an hour or so. All these fights are 'big' fights, but they can't be left as long ones simply because they're too close together. Hojo itself is also three encounters rolled into one. The downtunes to HP that have been put in so far for these fights are more like quick fixes than actual changes. The randoms in Disc 2 also need to be made faster.

Oh for sure, I was saying it in general terms. For that part specifically though I don't think a down tuning of health is all that imperative. The end of Disc 2 is a pretty significant event.

I'll get these sorted out; I need to patch the flevel anyway for this surprise Hojo fight on a save point  :-X

Surprise Hojo fight?

Latest crop of bugs are fixed, except when I checked Bahamut-ZERO, Phoenix, and W-Magic these have the correct AP needed to drop as mastered (16777215 to be exact). When you all picked these up, were they mastered or were they like Underwater Materia and able to accrue AP?

I already had them in my inventory. Maybe they reverted on my installation somehow? Not sure.

Edit: Scene patch is up, it reduces the total HP of Diamond Weapon through to Hojo; his third form now has the highest base HP of this section at 100,000. Diamond and Proud had about 100k taken off them and they now sit in the 80k range; this was due to the proximity of all the boss fights throughout this segment. Midgar Raid enemies have also dropped down a fair bit of HP; this is going to be finalised once I've worked through all the enemies from the start of Disc 2.

Once I go through the mod again, I'll be sure to give my thoughts on this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-26 16:39:33
Doesn't the blacksmith only shows up after you get the Bronco, though ? Then again i just realized that you can probably skip Cosmo Canyon entirely without repercussion since the Buggy doesn't break up anymore. That said, if you go to the blacksmith right after getting the buggy (and the ore), he won't be there, which makes things awkward for new players in case he now shows up before the Bronco (i'd guess you have to visit Gongaga or kill one or both the bosses there), same for skipping Cosmo Canyon if it's possible, as most players will probably do it because they know it's the proper order.

Are long-range weapons supposed to be actual long range or just not have back row penalty ? When i went to fight the not-Illuyankas on Dark Cave they weren't hitting him, and i found strange because there is one for Red XIII in Wutai.

EDIT: Aeris' Seal Evil can paralyze the two 8 eyes enemy that protects the Megaelixir while other methods of paralyze won't work. Not sure if intentional.

You're right actually, he doesn't appear until after the Bronco is acquired. I forgot about that; I'll either change what he gives or script it so that he appears earlier. As for Jormun, Long-range weapons should be able to hit him, just like Bottomswell. I'll double-check his formation data to see what's going on there. And Seal Evil inflicts Stop rather than Paralysis so it works on the 8-Eyes.

Once I go through the mod again, I'll be sure to give my thoughts on this.

While it is a significant event, there's still too many bosses crammed together with 100k+ more HP than the ones that went before. They still have slightly more HP than previous bosses just not to such a high degree (and the randoms are having their HP tuned as well; I think their HP scaling got too far ahead of damage output).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Purazis on 2016-10-27 04:01:45
Always playing with Tifa instead of juggling characters to learn their limits and always playing with a EXP materia on her, the physical attacks now feels really good compared to my 1st playthrough. The new SP probably helps significatively as i'm at 6/8 on Cloud and Tifa on Gaea's Cliff (before Phrenia, others are at 3/8 or 4/8) compared to 5/8 Cloud at Northern Cave. Got Cid at level 33 and he was as garbage as i remembered physical characters being, but after getting levels on him and a few SP ranks he became pretty decent. Tifa, always my highest, was always -2 to +2 levels far away from bosses and usually -1 to +1 against major ones (too bad only got lucky at being the same level against Powersoul Keeper), so it's not like she is overleveled, using boss levels as a parameter, anyway. The weapon from the Gold Saucer date also probably gave that extra oomph from that point up to Icicle Inn, i remember being disappointed on my 1st playthrough because i picked Yuffie but i ditched her and her pretty strong weapon at the time because she had already got Limit lv. 3.

I retract from my previous position about physical damage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Murasame on 2016-10-30 15:50:53
Has Dark Cave's position been moved? I patched the latest flevel and scene but I can't climb the vine at the forgotten city.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-10-30 23:37:53
Has Dark Cave's position been moved? I patched the latest flevel and scene but I can't climb the vine at the forgotten city.

The first step is getting to the bottom of the north crater then speaking to Dio in Battle Square's museum (where the keystone was on display).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nicoco59 on 2016-11-01 00:02:21
I just played the Dark Cave sidequest and got stucked by a bug : during the battle against the scorpion robot, and when I think it was about to use his special skill, the battle just stopped, the characters and enemies were still moving, but I couldn't do anything at all.

I dunno if it has been already reported..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Korthac on 2016-11-01 15:19:39
I am really enjoying this mod, thanks for the great work!

Edit: I accidentally skipped the Chocobo Farm by walking across the swamp out of habit. Is this going to be a problem for me in the future?

Edit2: Nevermind got back across the long way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Valerion on 2016-11-02 09:07:33
Hi all! Been enjoying the mod all the way to the disc 3, problem is I've read win10 can mess up with the installer, maybe? So now when I get a weird occurrence I dunno if it's a known bug, a messy install or what, so just to be on the safe side I thought about doing a quick report. If any info on the post is redundant/known info, my apologies!

Without further ado and in no particular order:
Don't know if I'm leaving something out, but those are the ones I remember the most. For the most part the mod works fine, I had no softlocks or extreme problems. It's just little things that seem a bit off and make me think win10 is messing with me enjoying old modded games. Again. :P

I'm playing the Steam version. I did a clean install, then used the main installer, then both hotfixes on the front page.

At any rate, terrific job with the mod. Keep it up and have a nice day!

Edit: Or maybe I missed something in the installation process? Seemed pretty straightforward :|



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-11-02 12:52:40
Is the IRO still up to date? About to start playing it again in a few days from scratch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-11-02 17:02:53
hey sega chief

how is the new game+ stuff coming along so far
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-02 17:09:19
Hi all! Been enjoying the mod all the way to the disc 3, problem is I've read win10 can mess up with the installer, maybe? So now when I get a weird occurrence I dunno if it's a known bug, a messy install or what, so just to be on the safe side I thought about doing a quick report. If any info on the post is redundant/known info, my apologies!

Without further ado and in no particular order:
  • Barret's Enemy Launcher damages everything on the screen. Even the party. Dunno if working as intended, but this one led to some elemental drain shenanigans.
  • Battle Square seems to be handing SP out, and quite a bit. I did a few rounds pre-Bronco to get an early Cursed Ring to pair with that stylish Powersoul and a few more post-Bronco to get some more stuff and Ranks catapulted. Cloud and a few more maxed out at Glacier, the rest shortly after. Overall, I feel I'm getting too much SP; this one is the reason I think I may have messed up something on the install process. Maybe it's just me being paranoid.
  • Boxes on both Gelnika and Shinra HQ assure me I'm getting a Sensei Fist. Both give me a Farmer Glove. Now I have a spare, I guess? :P
  • Is Lost and Found NPC still supposed to be in there? If so, when should he appear? I stopped playing just before jumping into the Crater, dunno if I should trigger him somewhere/sometime.
  • Mime materia dropping as normal, not 1-star mastered. This one I know was reported, but I'm not sure if it was looked upon already.
  • Caith Sith Tank partially immortal, at least some of its parts. Another one I've seen reported but unsure if fixed.
  • Tried to learn Death Force from Adaman on Disc 1. Cloud does the victory dance and I get the notification, but afterwards no Death Force. Subsequent attempts yields same poor results. I start to wonder if my research method is as flawless as I thought. Oddly enough, after getting Highwind I returned to Wutai and learnt it succesfully. Better late than never. So far the only Enemy Skill to give me this problem
Don't know if I'm leaving something out, but those are the ones I remember the most. For the most part the mod works fine, I had no softlocks or extreme problems. It's just little things that seem a bit off and make me think win10 is messing with me enjoying old modded games. Again. :P

I'm playing the Steam version. I did a clean install, then used the main installer, then both hotfixes on the front page.

At any rate, terrific job with the mod. Keep it up and have a nice day!

Edit: Or maybe I missed something in the installation process? Seemed pretty straightforward :|

Installation is fine:
-) Enemy Launcher is designed to hit everything, including the player party. This can be used to your advantage in a couple of ways.
-) The new SP adjustment means there'll be some variation in when players max their available ranks out; there were a couple places that also give additional SP, like Battle Square, to participating characters.
-) A mix-up in item drops; Sensei Fist was the old name for the weapon, the flevel text hasn't been updated yet. Duplicate drops likely occured because I'm trying to shuffle around some of the gear. That's a mistake on my end.
-) I'll check Mime; I don't think it can be 1-star though due to it disabling the Command for some reason, that might be why it drops as normal.
-) I'd best start from scratch with that tank's AI; this has been an ongoing problem.
-) You need to win the battle to retain an Enemy Skill; did you run away after getting it initially, but kill the Adamantaimai when you returned later with Highwind/stronger party?

Is the IRO still up to date? About to start playing it again in a few days from scratch.

I'll get it up-to-date tonight.

hey sega chief

how is the new game+ stuff coming along so far

Arrange mode is coming along, then I'll need to script Aeris as optional.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-11-02 17:18:02
sega chief

what is going be different with arrange mode on your mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Valerion on 2016-11-02 21:01:53
It really has been some time since last time I played this game... indeed, I was trying to learn the skill then run like a chicken, as I felt the turtle was a bit too hard to chew fast at that time.

I did try to exploit the launcher on the Uberberries protecting the Mime materia, but I neglected Barret's dex a bit too much this time around, so accuracy was very lacking. I may give striker Barret a go next time. At least now I know I was using it as intended and not exploiting a bug.  ;D

The tank ended up being not as immortal as I thought initially. Just insanely sturdy. Adjustments will be appreciated, though. x)
 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2016-11-03 01:02:40
So a couple of weeks ago I was messing around with the tool Wall Market to edit some text for certain attacks, abilities, summons, limits, etc. and I ran into an Overflow error message when I tried saving and exiting out of the program. I saw an earlier post that you made a few months back saying that you were thinking of editing the text for the limits but that the kernel was already pretty fragile. Did that overflow message occur because I edited too much text, in relation to how much text was edited for this mod, or did I edit something that wasn't supposed to be changed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-03 03:43:53
sega chief

what is going be different with arrange mode on your mod

New events will trigger and a number of enemies will have a twist on their AI or attacks.

So a couple of weeks ago I was messing around with the tool Wall Market to edit some text for certain attacks, abilities, summons, limits, etc. and I ran into an Overflow error message when I tried saving and exiting out of the program. I saw an earlier post that you made a few months back saying that you were thinking of editing the text for the limits but that the kernel was already pretty fragile. Did that overflow message occur because I edited too much text, in relation to how much text was edited for this mod, or did I edit something that wasn't supposed to be changed?

It's tough to say; might be that it can't access the kernel2 or something to save the changes. Try adjusting the writing permissions for the tool. If you're editing an NT kernel then note that there's been trouble in the past for people trying to edit it; some kind of corruption or other issue. Might be to do with the visual basic installation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-03 17:41:26
IRO updated: http://www.mediafire.com/file/3bu68xnx03omncs/FF7_NT_IRO_3rd_November_2016.iro
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arciks11 on 2016-11-04 11:09:59
Hello

I was playing through the mod and came across a small inconsitency. There's the pair in Wall Mart that is discussing owner's Trash heap. They mentioned Sector 7 Plate falling down, however in story that hasn't happened yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-04 14:50:10
Hello

I was playing through the mod and came across a small inconsitency. There's the pair in Wall Mart that is discussing owners Trash heap. They Mentioned Sector 7 Plate falling down, however in story that hasn't happened yet.

Maybe they're time-travellers D:

I'll change the dialogue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2016-11-05 02:55:41
There's been something about this game that goes all the way back to the original version that has been bugging be for awhile. When one your characters is attacked (normally by a magical attack, but can happen with physical attacks, as well), sometimes they will face one of your other characters as though that other member hit them, even though that is not the case. Is there a particular reason why this happens? Is it an issue with how attacks and targeting were coded?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2016-11-05 06:03:55
There's been something about this game that goes all the way back to the original version that has been bugging be for awhile. When one your characters is attacked (normally by a magical attack, but can happen with physical attacks, as well), sometimes they will face one of your other characters as though that other member hit them, even though that is not the case. Is there a particular reason why this happens? Is it an issue with how attacks and targeting were coded?

Do you have a picture of this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2016-11-05 06:36:21
I don't have a picture, but I feel as though I didn't explain this properly, so I'll rephrase. There are times when an enemy attacks, and the character will face another character, do the animation for taking damage from the attack (or the dodge animation if the attack missed), and then go back to facing the enemy. So, if there is a fight with a team consisting of Cloud, Tifa and Barret battling Jenova Life, for example, there may be times where Jenova may attack Tifa with Blue Light. When that happens, sometimes Tifa will face one of the other characters, like Barret for example, do the "take damage" or "dodge" animation, and then face Jenova again. It's almost as if Tifa thinks that Barret was the one that attacked her, but in reality he didn't. It doesn't happen frequently, but it does happen enough for a lot of players to have seen it. This could happen with other enemies, as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-05 09:53:07
If I had to guess, it'll be because a character targeted another with a command beforehand;  a spell or item, or Cover perhaps (although I don't think Cover can proc during that Jenova battle against those attacks). And the facing for who 'attacked' them last doesn't get updated until after the enemy's turn has processed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Valerion on 2016-11-05 15:07:24
Using Odin on the Battle Square right before the Dyne boss fight seems to break his script for some reason. He will attack and such but his "It's that all you got" moves will not trigger. He also seems to die a bit faster, I think. Pretty specific and not gamebreaking, but it seems to work everytime.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Spotty Len on 2016-11-06 13:54:42
Using Odin on the Battle Square right before the Dyne boss fight seems to break his script for some reason. He will attack and such but his "It's that all you got" moves will not trigger. He also seems to die a bit faster, I think. Pretty specific and not gamebreaking, but it seems to work everytime.
IIRC, that is true for anything that damages him enough to bypass his first script trigger. I remember just hitting him for more than 1000HP every time and his other attacks just never happened, same for his death animation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Valerion on 2016-11-06 14:29:53
IIRC, that is true for anything that damages him enough to bypass his first script trigger. I remember just hitting him for more than 1000HP every time and his other attacks just never happened, same for his death animation.

I probably got some LV. Down on the roulette on previous attempts, so I wasn't hitting hard enough. As it started happening once I started using the summon to bypass the auto-barrier guys I thought that was the common factor.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-06 14:37:25
I didn't know that Dyne was in battle square; it's been so long since I did the enemy lists for it. I'll likely swap him out for something else, but yeah like Len mentioned you can 'skip' phases in his counter-AI with enough burst damage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rasca on 2016-11-07 11:06:21
I'm finally starting the mod today.

I'm a bit confused abount the innates, since they are being readjusted often, and I'm not sure if the Readme is up to date (I think Cloud innate is not even on the readme, actually, can't check now).

Would you mind quickly listing the current innates? Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-07 11:50:21
These are the current innates.

Spoiler: show

Cloud
-) Gains +25 to strength or +25 to Magic when a command related to that damage type is used by either himself or a party member; this only unlocks after recruiting him again in Mideel.

Barret
-) When hit with physical damage, he will gain a stacking buff to either strength or defensive stats based on whether he is in the front row or back row respectively. Gaining a buff stack of one type will cancel all stacks gained for the other type.

Tifa
-) Once per battle, Tifa will auto-revive with 1HP when KO'd, retaining command input, limit gauge, statuses, etc. (this can work against her if she has Dual-Drain or Poison, however).

Aeris
-) When using Defend, Aeris will absorb Fire, Ice, Bolt, Earth, Water, Wind, and Holy elemental attacks; Poison, Gravity, and Hidden element attacks will still deal damage.

Red XIII
-) As a battle goes on, he will slowly gain Strength and Magic up to +50.

Yuffie
-) When hit by physical damage, she will gain an evasion buff; when hit by magical damage, she will gain a magic evasion buff. Like Barret, only one effect can be active at a given time.

Cait Sith
-) Will sporadically gain HP equal to his currently remaining MP.

Vincent
-) Slowly regens MP, which can go past his MaxMP

Cid
-) When attacked in the front row, Cid will gain Barrier (if he doesn't already have it) and MBarrier if he is in the back row.


By the by, I'm working on Disc 3 enemy HP at the moment; expect to see a significant reduction in their HP following the next patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Loseless on 2016-11-07 12:45:36
I experienced something interesting that maybe related to the mod. The game froze after the party fell in Corneo's trap door. Cloud never jumped. Had to restart the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-07 12:56:39
The flevel hotfix patch fixes that problem, available from page 1 of this thread; I'll prob need to update the main installer with the fixes though, it's been happening to a lot of people.

And this is the updated scene hotfix patch for everybody; Disc 3 enemies + bosses take a big HP cut in this one, which should make fights a lot less tedious. The values haven't been fine-tuned yet, but should be a drastic improvement for now.
http://www.mediafire.com/file/r1194n6jvy5duwf/NT_Mod_HotFix_Scene_-_7th_November.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Valerion on 2016-11-07 19:54:38
Morphin shoulda be a bit easier now. Ty. ò.ó

A question on the Innates. I'm right to assume Cloud and Red's bonuses count towards the 255 stat cap?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-07 20:40:59
When they hit the caps, they should stop rising.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Valerion on 2016-11-07 21:03:03
Nice to know. I'll keep it in mind while gearing them. =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rasca on 2016-11-08 07:56:03
When they hit the caps, they should stop rising.

So, Cloud's innate stacks then?

You can just start doing stuff until both stats cap? Wow  :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Valerion on 2016-11-08 09:56:19
So, Cloud's innate stacks then?

You can just start doing stuff until both stats cap? Wow  :o

Don't think that's the case. It probably works as Yuffie or Barret's. You have one or the other active. At least Cloud has been doin respectable, but no crazy damage for me. :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rasca on 2016-11-09 09:07:26
Don't think that's the case. It probably works as Yuffie or Barret's. You have one or the other active. At least Cloud has been doin respectable, but no crazy damage for me. :P

If that's the case, it would be a bit underwelming.

Red XIII can get a 50 points boost to BOTH attack and magic, for a total of 100 if I'm not mistaken, (or for a total of 50 between the two?).

If Cloud boosts don't stack, that means he can have at most a 25 boost to one stat. That's, at most, half of what Red XIII gets. Granted, I haven't recruited him yet, so I don't know how long it takes for him to reach those boosts. Maybe it takes so long he never does, I don't know, but even then, he still has his bonus from the beginning, right? Cloud's innate is a very late game unlock, so it would be a bit disappointing if it cannot be at least as powerful as the other ones...


Oh, btw, how does one apply the hotfixes when using the iro version? I don't think I will need them for a while considering the last fixes only apply to CD3. I bet the iro itself will be updated a couple of times before I reach that considering my free time, but still, would like to know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-09 10:23:18
If that's the case, it would be a bit underwelming.

Red XIII can get a 50 points boost to BOTH attack and magic, for a total of 100 if I'm not mistaken, (or for a total of 50 between the two?).

If Cloud boosts don't stack, that means he can have at most a 25 boost to one stat. That's, at most, half of what Red XIII gets. Granted, I haven't recruited him yet, so I don't know how long it takes for him to reach those boosts. Maybe it takes so long he never does, I don't know, but even then, he still has his bonus from the beginning, right? Cloud's innate is a very late game unlock, so it would be a bit disappointing if it cannot be at least as powerful as the other ones...


Oh, btw, how does one apply the hotfixes when using the iro version? I don't think I will need them for a while considering the last fixes only apply to CD3. I bet the iro itself will be updated a couple of times before I reach that considering my free time, but still, would like to know.

Red's boosts are quite slow; the battle would need to last a while before you saw the full benefit.

The IRO is updated separately; I'll likely have that done over the next couple of days.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Valerion on 2016-11-09 10:34:04
Red's innate takes its sweet time to max out. I've seen it once I think. He hits like a truck when it does, thou. He will shine the most on long hard fights. When the clock is against you, and sometimes it will, you may be better off with chars with more immediate damage.

Cloud isn't underwhelming at all, 25 seems not like much, but remember that he has decent overall stats across the board, always depending on how you rank and gear him up, ofc. So he will tipically hit a tad lower than the specialists, while not being too bad in any area. I like to give him Mime and Enemy Skill and whatever else I feel is needed and the other two teammates don't bring already. That gives him plenty of options, while not hindering any particular stat. He fits well on pure physical, magical or mixed teams.

Also take in mind there's a plethora of stat bonuses floating around between weapons, armors and accesories, so you will most likely have your stats where you want them, for the most part. =)

Overall, after I've seen, I'd say the mod is in a very good spot balance wise. Everything feels useful one way or the other.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-11-09 13:36:24
Just waiting for everything  before arrange mode to be done before I jump in. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Loseless on 2016-11-11 15:08:38
I believe I've found an error with the rank system. When I chose to raise all of Cloud's stats by 5 I got 10 of each source instead. When it came to Barret, I chose to raise Str & Luck by 10, plus Dex by 5, yet I got 15 sources of the first two stats, 10 of dex and 5 of the remaining stats. So unless ranking up grants 5 of each source just by itself, I think the number of sources is correct.

Also, the guy at the entrance of Fort Condor that greets you until you climb up doesn't talk at all. I just got past him like he wasn't there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2016-11-11 15:28:58
I believe I've found an error with the rank system. When I chose to raise all of Cloud's stats by 5 I got 10 of each source instead. When it came to Barret, I chose to raise Str & Luck by 10, plus Dex by 5, yet I got 15 sources of the first two stats, 10 of dex and 5 of the remaining stats. So unless ranking up grants 5 of each source just by itself, I think the number of sources is correct.

Also, the guy at the entrance of Fort Condor that greets you until you climb up doesn't talk at all. I just got past him like he wasn't there.

You get 5 sources for each stat at each rank up automatically. As for the NPC he will always be there and won't do anything unless you used to him to teleport back from some other location. Later on he appears in various places to teleport you to and from from Fort Condor
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-11 18:10:02
I'm still trying to get to the bottom of the Fort Condor NPC problem; there must be a logic issue in the way I've set up the switches to prevent players from leaving after using the teleport to prevent them getting stuck.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-13 05:11:00
Heya Chief!

It's been a while since I've poked around on here! I just recently got the newest version of the mod, and I can't seem to get any music to play! :o All the other audio is working fine, just no tunes. Any ideas, homie? :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-13 13:10:26
Heya Chief!

It's been a while since I've poked around on here! I just recently got the newest version of the mod, and I can't seem to get any music to play! :o All the other audio is working fine, just no tunes. Any ideas, homie? :o

Is this 7H or Steam?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-13 16:43:40
Is this 7H or Steam?

Oh, duh, totally forgot to mention it right off the bat. (after 2 am when you've been birthday drinking xD) So it's the Steam version, apparently the game defaulted to turning the audio in config to 0, so that's sorted but I haven't gotten too far into the new version yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Fauve on 2016-11-15 05:05:02
I just got Cid on a new playthrough and noticed something strange. For his first rank up, I picked Set #1: +10STR/VIT and +5LCK, but got 15 luck sources instead of 10. Is this supposed to happen?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Loseless on 2016-11-15 21:27:37
I just ran into another bug. While on the desert I used lvl5 on the Land Worm. After that, while on its turn, she just stayed there, doing nothing, and killing the game dead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Guilou on 2016-11-16 06:28:34
I'm stuck, just reached the tornado labyrinth and have to go through it when it get calmer, but it never does ! It just simply never let me a chance to pass. Is there any things i can do except de-activates mods please ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: genesis063 on 2016-11-16 09:56:42
Are you using anything from the bootleg version?  That is a big known issue with that one.  Just keep trying to run through and eventually you'll get through.  Had to do that myself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-16 15:08:52
I just ran into another bug. While on the desert I used lvl5 on the Land Worm. After that, while on its turn, she just stayed there, doing nothing, and killing the game dead.

I'm stuck, just reached the tornado labyrinth and have to go through it when it get calmer, but it never does ! It just simply never let me a chance to pass. Is there any things i can do except de-activates mods please ?

You using any field background mods like Oz's set? NT's script for those fields is the same as the default game so it's likely a problem caused by another mod or the like. The background can also be messed up by opening/closing the menu, or after a battle; you can reset it by leaving the screen and then returning if that happens.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-16 18:44:08
Heya Chief, your old buddy here again, enjoying the new version of NT so far, but sadly I haven't been able to play it as much as I did 1.3 because of my new job but hey, gotta make that Gil (money ;p).

Just a quick question, the Carry Armor you put in front of the Midgar model room on floor 65 of the Shinra Bldg., is it possible to fight that thing or is it strictly saved for the return later on at the end of Disc 2?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-17 01:10:38
I just ran into another bug. While on the desert I used lvl5 on the Land Worm. After that, while on its turn, she just stayed there, doing nothing, and killing the game dead.

Was meaning to answer this in earlier reply after I'd checked the script but forgot; it's got a dodgy script that needs fixed.

Heya Chief, your old buddy here again, enjoying the new version of NT so far, but sadly I haven't been able to play it as much as I did 1.3 because of my new job but hey, gotta make that Gil (money ;p).

Just a quick question, the Carry Armor you put in front of the Midgar model room on floor 65 of the Shinra Bldg., is it possible to fight that thing or is it strictly saved for the return later on at the end of Disc 2?

I'd have questions if someone beat that thing on their first visit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-17 04:52:31
Was meaning to answer this in earlier reply after I'd checked the script but forgot; it's got a dodgy script that needs fixed.

I'd have questions if someone beat that thing on their first visit.


Ahhh, I presumed as much. I was curious because I tried interacting with it, and no matter where I stood, I couldn't seem to trigger anything. I've applied the patches as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-17 11:55:07
Hmm, something might be wrong then; a dialogue is supposed to start when talking to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-17 17:58:11
Hmm, something might be wrong then; a dialogue is supposed to start when talking to it.

Yeah because I remember in the last version there was something similar in its spot (unless I'm mistaken) so I was just curious.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Fauve on 2016-11-18 00:33:56
Hey Sega, I mentioned earlier that I've been getting extra luck sources with Cid when I ranked him up. Just wondering if it was intended or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-18 00:54:04
Hey Sega, I mentioned earlier that I've been getting extra luck sources with Cid when I ranked him up. Just wondering if it was intended or not.

Might be that the text wasn't changed to reflect the new changes made to sources given (or vise-versa); I'll have a look.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-18 02:51:45
Hey Chief, quick question. Have you done anything different with the Limit Breaks since the previous version? Asking more in the sense of if they're still learned along the same ways as in vanilla, and if anything at all was done to give any added effects (I vaguely remember you talking about this a while back but if I'm wrong, correct me.).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-18 03:08:33
Hey Chief, quick question. Have you done anything different with the Limit Breaks since the previous version? Asking more in the sense of if they're still learned along the same ways as in vanilla, and if anything at all was done to give any added effects (I vaguely remember you talking about this a while back but if I'm wrong, correct me.).

The kills and uses needed to unlock them were adjusted, so was the HP damage needed to fill gauges for each character. Should be faster to learn Limits.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-18 03:12:31
The kills and uses needed to unlock them were adjusted, so was the HP damage needed to fill gauges for each character. Should be faster to learn Limits.

Yeah I'm still in Disc 1, playing as work allows me, right outside of Junon (btw great rebalance of the boss there, it seemed a lot smoother than the last version; not too hard or easy it felt just right). I already have Meteor Strike on Tifa, using her with Cloud and Aerith for right now. I was just interested because I noticed that Tifa was gaining her Limits quite quickly (but not a complaint in the slightest :D).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Guilou on 2016-11-18 06:22:25
Hey thanks for the answer i passed the tornado. I now have a question please, is there a list or anything about morphing and the weapon(s) which have not the damage reducted when using it ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-19 14:24:57
Hey thanks for the answer i passed the tornado. I now have a question please, is there a list or anything about morphing and the weapon(s) which have not the damage reducted when using it ?

Weapon-wise, I think most 'Ancient' weapons don't have the penalty, namely:
-) Nail Bat
-) Rocket Punch
-) Work Glove
-) Superball
-) Trumpet Shell
-) Silver Gun
-) Mop

Yuffie's Conformer definitely doesn't have the damage penalty as well. As far as where Morph items are, I'm working on a list that'll go with the next update using SirBlackMage's spreadsheet which should make it a lot easier to find which enemy has what.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: trance7 on 2016-11-19 20:19:30
No matter how hard I try, I cannot get Ziegfried to show up. I've looked in every forested area I could find. Is it disabled beyond a certain point?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2016-11-19 21:44:13
Whom is Ziegfried?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-19 21:56:46
No matter how hard I try, I cannot get Ziegfried to show up. I've looked in every forested area I could find. Is it disabled beyond a certain point?

The mountain range right by Junon is where I got him to show up. I was just running back and forth as far top in the forested area that I could and he eventually appeared as I was just grinding (because tbh I forgot that he was around there since the last version). If you've tried that already, maybe just a continuous spout of bad luck? Sorry if that doesn't help :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: trance7 on 2016-11-21 23:11:44
I've searched in basically every forest in the game. Probably about 15 battles each. Nothing.

I'm in disc 2, right before the Midgar raid.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-21 23:43:05
There must be something after Junon that's disabling it. I found a few of these in places like Cosmo Canyon (and the cargo ship I think) where it would deactivate the battle at certain points and then reactivate it when you're due to return to the world map...provided Yuffie isn't recruited.

There must be another one somewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-22 05:04:49
There must be something after Junon that's disabling it. I found a few of these in places like Cosmo Canyon (and the cargo ship I think) where it would deactivate the battle at certain points and then reactivate it when you're due to return to the world map...provided Yuffie isn't recruited.

There must be another one somewhere.

I'll keep an eye out myself, as I kept a separate file where I didn't encounter him so I'll catch up on that one as well and see if that happens to me. I remember when I was playing on my main file that I just eventually ran into him, but I was just screwing around in that particular patch of forest (this is right after the Mythril Cave fight with Rude/Elena so in this instance I hadn't entered Junon at all yet) and using the Spriggans to quickly grind some Limit Breaks. It was probably well over 30 or so battles before that happened. So I'll see if I can't replicate that on the spare file where I hadn't encountered him yet.

As an aside, I liked how you handled the Dyne fight this time around! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: trance7 on 2016-11-22 05:38:03
Okay there are some ridiculous glitches happening to me right now. For one, the every time I run into the save point below the Sister Ray, I get a random encounter with...FINAL FORM HOJO. I am able to beat him over and over again just by running into the save point.

Also, I was excited to fight the Curator, and when I get there...he's gone. Nothing. I was able to walk into the room and grab the "treasure".

Also, the Junon League NPC is nowhere to be found. I can't play it at all. :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Guilou on 2016-11-22 06:59:53
Hey guys, now i am at cd3 and i tried to begin cloud's sidequest in shinra mansion basement because i did run check everythings and just nothing. Is there anything to do to except being cd3 to unlock access to it ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Guilou on 2016-11-22 07:14:29
Oh nevermind just found it from the googledoc readme thanks anyway awesome ideas that u've got
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-22 08:04:07
Okay there are some ridiculous glitches happening to me right now. For one, the every time I run into the save point below the Sister Ray, I get a random encounter with...FINAL FORM HOJO. I am able to beat him over and over again just by running into the save point.

Also, I was excited to fight the Curator, and when I get there...he's gone. Nothing. I was able to walk into the room and grab the "treasure".

Also, the Junon League NPC is nowhere to be found. I can't play it at all. :(

You need to apply the flevel hotfix patch; the hojo fight was placed for debugging while I made a HP adjustment and forgot to remove it. Junon Leagues was temporarily disabled for the time being while I relocate it to an unused Cargo Ship field; curator not being present is odd though, and his AI seems to have been acting up so I've some things to fix there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2016-11-23 00:17:12
oh... thats ok.... i didnt want to know who ZiegFried was anyway... thats ok...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-23 01:31:33
Yo Chief, got a question about the Shinra Mansion in Nibelheim. Apparently I missed this so when I was going back through it (looking to see if I encounter that Ziegfried lock), I noticed clue #5 on the paper that gives you the safe hints. I played the piano inside the mansion and got the trigger dialogue but was unable to find anything different of note. Did you merely add that as something you had to do to get the safe to unlock, or is something extra supposed to happen w/that?

EDIT: Asking about when you first get there still in Disc 1, sorry I shoulda specified.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: trance7 on 2016-11-23 08:04:42
oh... thats ok.... i didnt want to know who ZiegFried was anyway... thats ok...

quote from the "where is the thing" txt file:

"MP Plus: Won from Ziegfried, a forest encounter that replaces
   the Mystery Ninja encounters."
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-23 11:34:48
Yo Chief, got a question about the Shinra Mansion in Nibelheim. Apparently I missed this so when I was going back through it (looking to see if I encounter that Ziegfried lock), I noticed clue #5 on the paper that gives you the safe hints. I played the piano inside the mansion and got the trigger dialogue but was unable to find anything different of note. Did you merely add that as something you had to do to get the safe to unlock, or is something extra supposed to happen w/that?

EDIT: Asking about when you first get there still in Disc 1, sorry I shoulda specified.

The event you've found is not related to the safe, but there is some correlation to the monster that's inside the safe; its death text is different for each form and there's a purpose to that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-23 17:19:01
The event you've found is not related to the safe, but there is some correlation to the monster that's inside the safe; its death text is different for each form and there's a purpose to that.

Ah, okay. I was really curious about that. I got "19...." for its death text cause I killed the magic form (because I killed the physical form in the last version). Also, I liked that you put in an option to pick your date for the Gold Saucer event. Does everyone come with an item when they come to take Cloud out for the night, or just Yuffie? (Chose Nope for pick my date just to see what would happen).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: trance7 on 2016-11-23 17:21:57
I'm having an issue stealing from the enemies in North Crater. My party is all level 99 from fighting Hojo multiple times, and I know that negatively affects steal rate. However, now I can't seem to steal anything from any enemy in the North Crater. I spent a good 30 minutes straight just attempting steals against a Crater Dragon with no success. Am I absolutely screwed because of my levels?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-23 21:28:03
I'm having an issue stealing from the enemies in North Crater. My party is all level 99 from fighting Hojo multiple times, and I know that negatively affects steal rate. However, now I can't seem to steal anything from any enemy in the North Crater. I spent a good 30 minutes straight just attempting steals against a Crater Dragon with no success. Am I absolutely screwed because of my levels?

It's a mistake I made with AI and Level; your best bet is to use a Sneak Glove, as the odds will be too low for steals to be successful without it. I'll work on patching this tonight temporarily until I've implemented a more permanent solution.

Edit: http://www.mediafire.com/file/1clp5nspa75nrq0/NT_Mod_HotFix_Scene_-_24th_November_2016.zip

What I've done here is revised the item lists for Crater enemies. The drop rate on Weapon A is higher, and Weapon B is acquired through Morphing (still planning an AI solution for this); each enemy has a 100% steal that is NOT one of the weapons, just an item (X-Potion for instance).

I'm quite close to a big update for the mod that'll bring it closer to completion. I've rescripted some of the Lv.4 Limit sidequests (Cid, Cloud, and Aeris; still got Tifa & Yuffie Lv.4s to do) and I'm going to make a new Junon Leagues on the unused cargo ship field.

Arrange Mode is creeping along but the priority is getting the base mod completely optimised before committing to it. There's been problems plaguing the mod for a long time and it's time to get rid of them >:I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-24 03:06:21
It's a mistake I made with AI and Level; your best bet is to use a Sneak Glove, as the odds will be too low for steals to be successful without it. I'll work on patching this tonight temporarily until I've implemented a more permanent solution.

Edit: http://www.mediafire.com/file/1clp5nspa75nrq0/NT_Mod_HotFix_Scene_-_24th_November_2016.zip

What I've done here is revised the item lists for Crater enemies. The drop rate on Weapon A is higher, and Weapon B is acquired through Morphing (still planning an AI solution for this); each enemy has a 100% steal that is NOT one of the weapons, just an item (X-Potion for instance).

I'm quite close to a big update for the mod that'll bring it closer to completion. I've rescripted some of the Lv.4 Limit sidequests (Cid, Cloud, and Aeris; still got Tifa & Yuffie Lv.4s to do) and I'm going to make a new Junon Leagues on the unused cargo ship field.

Arrange Mode is creeping along but the priority is getting the base mod completely optimised before committing to it. There's been problems plaguing the mod for a long time and it's time to get rid of them >:I

I'm in the middle of Disc 2 right now, is there anything in particular you want me to keep an eye out for, as far as bugs/issues go while I'm here? Also, did you move Added Cut from the Great Glacier?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-24 03:10:27
I'm in the middle of Disc 2 right now, is there anything in particular you want me to keep an eye out for, as far as bugs/issues go while I'm here? Also, did you move Added Cut from the Great Glacier?

Added Cut should still be where it is. In terms of issues, let me know how you're finding enemy strength and the length of boss/random battles.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-24 03:43:36
Added Cut should still be where it is. In terms of issues, let me know how you're finding enemy strength and the length of boss/random battles.

Well, I'm tellin' ya, it's not ----

Okay Tifa just slapped the **** out of me, I totally found it where it's supposed to be. I coulda swore I ran over that exact screen like five times..... xD

I haven't had any real issues in terms of balance. My only gripe (and it's a small one, NT to me is like, the way that vanilla VII SHOULD have been) is everyone starts having party-targeting confusion DX. I think everything's been really well balanced as is, and you made a good call by making Dual-Drain a dangerous threat to worry about for a lot of the serious encounters.

EDIT: Minor issue, and I'm pretty sure it was somewhat prevalent in the vanilla game, but here's the thing. I decided to wait until you gain control of Tifa as party lead in Disc 2 to go to Wutai, just because I was curious, and the part when Yuffie tricks the party with the levers, I had to actually stand Tifa in front of them, and then make her /face/ the area where the cage drops to actually get the option to interact with the switches.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Coca Cola Man on 2016-11-24 11:43:43
Hey Sega Chief, first of all let me say how amazing this mod is. Just finished the temple of the ancients, those bosses were a lot of fun  ;D

However I seem to have run into a problem with the fort condor battle after it. I've completed every fort condor battle so far but this one always crashes my game with an "oops something very bad happened" error message.

the following is my APP log

Spoiler: show
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GTX 660/PCIe/SSE2 4.5.0 NVIDIA 372.90
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: c:\steamlibrary\steamapps\common\final fantasy vii\data\movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
[00000011] set music volume trans: 127->0, step=60
[00000076] END OF CREDITS!!!
[00000076] Entering MAIN
[00000076] set music volume: 127
[00000076] Exiting MAIN
[00000076] START OF MENU SYSTEM!!!
[00000668] END OF MENU SYSTEM!!!
[00000668] Entering MAIN
[00000672] Exiting MAIN
[00000672] Field Start
[00001372] Field Quit
[00001373] Entering MAIN
[00001375] Exiting MAIN
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00002318] : unhandled exception


Any Idea what might be causing this? Many thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-24 15:21:43
Well, I'm tellin' ya, it's not ----

Okay Tifa just slapped the **** out of me, I totally found it where it's supposed to be. I coulda swore I ran over that exact screen like five times..... xD

I haven't had any real issues in terms of balance. My only gripe (and it's a small one, NT to me is like, the way that vanilla VII SHOULD have been) is everyone starts having party-targeting confusion DX. I think everything's been really well balanced as is, and you made a good call by making Dual-Drain a dangerous threat to worry about for a lot of the serious encounters.

EDIT: Minor issue, and I'm pretty sure it was somewhat prevalent in the vanilla game, but here's the thing. I decided to wait until you gain control of Tifa as party lead in Disc 2 to go to Wutai, just because I was curious, and the part when Yuffie tricks the party with the levers, I had to actually stand Tifa in front of them, and then make her /face/ the area where the cage drops to actually get the option to interact with the switches.

I could change the Materia colour from it's pale blue to make it more noticeable; maybe purple and slightly larger.

I'll look for instances where confusion is multi-target and make it single target (and maybe restrict it to enemies that appear only once in a formation) though Bad Breath will be left multi-target if that's what it was.

The line for activating the cages has always been a bit tricky. I'll see about changing it in some way, maybe using an invisible field model with a talk script instead of whatever it is they're using (probably an event line).

Hey Sega Chief, first of all let me say how amazing this mod is. Just finished the temple of the ancients, those bosses were a lot of fun  ;D

However I seem to have run into a problem with the fort condor battle after it. I've completed every fort condor battle so far but this one always crashes my game with an "oops something very bad happened" error message.

the following is my APP log

Spoiler: show
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GTX 660/PCIe/SSE2 4.5.0 NVIDIA 372.90
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: c:\steamlibrary\steamapps\common\final fantasy vii\data\movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
[00000011] set music volume trans: 127->0, step=60
[00000076] END OF CREDITS!!!
[00000076] Entering MAIN
[00000076] set music volume: 127
[00000076] Exiting MAIN
[00000076] START OF MENU SYSTEM!!!
[00000668] END OF MENU SYSTEM!!!
[00000668] Entering MAIN
[00000672] Exiting MAIN
[00000672] Field Start
[00001372] Field Quit
[00001373] Entering MAIN
[00001375] Exiting MAIN
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00002318] : unhandled exception


Any Idea what might be causing this? Many thanks

The Fort Condor minigame seems to be a bit unstable; I've heard that if the game is left running too long then it'll eventually crash, an issue with the actual game itself rather than the mod, but I've not head of it crashing at start-up. Maybe it's because a normally inaccessible encounter was accessed and now it's trying to load a broken one? Are there any mods affecting minigame models being used via 7H?

In the APP log, it says it's trying to access c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\  but as far as I know, that extra data at the end doesn't exist. Shouldn't it be trying to access c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame\condor.lgp? Not sure what that 'data' at the end is referring to. Could be an access problem perhaps, some security thing might have kicked in like antivirus (though it's unlikely I think).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-24 18:27:45
I could change the Materia colour from it's pale blue to make it more noticeable; maybe purple and slightly larger.

I'll look for instances where confusion is multi-target and make it single target (and maybe restrict it to enemies that appear only once in a formation) though Bad Breath will be left multi-target if that's what it was.

The line for activating the cages has always been a bit tricky. I'll see about changing it in some way, maybe using an invisible field model with a talk script instead of whatever it is they're using (probably an event line).



Nah it definitely wasn't Bad Breath (that move should always be particularly nasty IMHO). A lot of the Snows in the Glacier were spamming Fascination like it was going out of style. I never saw them use another attack and in one formation I purposely left her standing and just waited  for about 20 some-odd minutes. Like I said I've been 100% salt free so far in this version's playthrough but just a personal observation.

As for the switches in Yuffie's house, I knew they were always kinda finicky but I don't remember it being that wonky as Tifa in vanilla (and admittedly I've never tried it as Cid). The idea you have for an invisible field model could very well work.

As an aside, do you /have/ to have Cid in the party to talk to his little assistant at his house? Trying otherwise pulled up no dialogue and I can't seem to even get a response out of anyone in the house but Shera.

EDIT: Okay, I gotta ask...what's the deal with the Carry Armor that's been guarding the diorama in the Shinra Bldg.? I'm back there during the Midgar Raid and the guy literally does not stop attacking once he gets his pre-emptive strike in with the Warning Shot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2016-11-24 18:30:56
Hey, Sega chief! I was wondering how you were going to handle aeris,specifically how you were planning to make her an optional character past disc 2. Were you going to just give an option for the player to use a Phoenix down on her when she's dead, or will you have the player fulfill a certain condition in the game prior to that event??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-24 23:58:39
Nah it definitely wasn't Bad Breath (that move should always be particularly nasty IMHO). A lot of the Snows in the Glacier were spamming Fascination like it was going out of style. I never saw them use another attack and in one formation I purposely left her standing and just waited  for about 20 some-odd minutes. Like I said I've been 100% salt free so far in this version's playthrough but just a personal observation.

As for the switches in Yuffie's house, I knew they were always kinda finicky but I don't remember it being that wonky as Tifa in vanilla (and admittedly I've never tried it as Cid). The idea you have for an invisible field model could very well work.

As an aside, do you /have/ to have Cid in the party to talk to his little assistant at his house? Trying otherwise pulled up no dialogue and I can't seem to even get a response out of anyone in the house but Shera.

EDIT: Okay, I gotta ask...what's the deal with the Carry Armor that's been guarding the diorama in the Shinra Bldg.? I'm back there during the Midgar Raid and the guy literally does not stop attacking once he gets his pre-emptive strike in with the Warning Shot.

Sounds like Snows have a bad AI script; I'll check that they're using the correct local vars.

Cid's sidequest was disabled while I re-do it; the script for it is actually finished now, and you'll be talking to a technician round the back who is repairing the Tiny Bronco. You will need to have Cid in the party (preferably leading the party) to trigger and complete it. The one I made with the kid for 1.4 didn't click for me, and I wasn't happy with it + there was a softlock with positioning that could happen.

Curator is a (very) optional super-boss. I think the best time to tackle him is during the Dark Cave sidequest on Disc 3.

Hey, Sega chief! I was wondering how you were going to handle aeris,specifically how you were planning to make her an optional character past disc 2. Were you going to just give an option for the player to use a Phoenix down on her when she's dead, or will you have the player fulfill a certain condition in the game prior to that event??

There was a discussion about it a while back where people fielded their ideas for it, which I've kept a note of. I think what I'm going to do is wait until I reach that particular point and then go with whatever feels right when I see it in action. The technical aspects will be a doddle, but getting something together that allows for both options without disrupting the scene is going to be tough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2016-11-25 00:54:19
Yeah, it does seem as though having a message when Cloud is standing over Aeris' body saying something along the lines of "Use Phoenix Down?" would totally destroy the scene. I was thinking that you would require the player to choose Aeris for the date at the Gold Saucer, since I believe this mod allows you to choose who you want for that scene. That's the best I could come up with, at least.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-25 01:01:39
Sounds like Snows have a bad AI script; I'll check that they're using the correct local vars.

Cid's sidequest was disabled while I re-do it; the script for it is actually finished now, and you'll be talking to a technician round the back who is repairing the Tiny Bronco. You will need to have Cid in the party (preferably leading the party) to trigger and complete it. The one I made with the kid for 1.4 didn't click for me, and I wasn't happy with it + there was a softlock with positioning that could happen.

Curator is a (very) optional super-boss. I think the best time to tackle him is during the Dark Cave sidequest on Disc 3.



Ahhh, I gotcha. So I'm presuming you put in some kind of warp/way to get back into the Shinra Bldg.? It's been a while since I ran Dark Cave back in v1.3 but I seem to vaguely remember going back there during it.....sorry if these are all herpderp questions.

I think I also encountered the Steal issue (I did apply the recent November patch, as well as all others) during the Turks fight in the tunnel. Had a party of Tifa/Cloud/Aerith, all 69 at the time of that fight, and I was able to steal (Mug, rather) from Rude and Reno okay enough, but Elena I just was not able to nab anything from her. I reloaded the fight a few times just chalking it up to bad rolls at first, but I just kind of let it go after the fifth round. Did she have a Minerva Bangle? Because I got an Escort Guard from Rude and a Touph Ring from Reno like he does in vanilla.

EDIT: Good Lord, you made Omega Weapon rough this time ;p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: trance7 on 2016-11-25 02:49:06
Quote
I think I also encountered the Steal issue (I did apply the recent November patch, as well as all others) during the Turks fight in the tunnel. Had a party of Tifa/Cloud/Aerith, all 69 at the time of that fight, and I was able to steal (Mug, rather) from Rude and Reno okay enough, but Elena I just was not able to nab anything from her. I reloaded the fight a few times just chalking it up to bad rolls at first, but I just kind of let it go after the fifth round. Did she have a Minerva Bangle? Because I got an Escort Guard from Rude and a Touph Ring from Reno like he does in vanilla.

The rate is low, but it's definitely possible. Keep trying.

Quote
What I've done here is revised the item lists for Crater enemies. The drop rate on Weapon A is higher, and Weapon B is acquired through Morphing (still planning an AI solution for this); each enemy has a 100% steal that is NOT one of the weapons, just an item (X-Potion for instance).

I'm concerned about the Dragon Armlet, Minerva Band, and Escort Guard being Rare Steals, and if I equip the Sneak Glove I have basically no chance at all. Is that what this hotfix will alleviate?

Also, is there any way to force the Parasites to use Lv5 Death? Since all my party members are 99, there's pretty much nothing I can do because Manipulate doesn't give it as an option and they don't seem to use it naturally if nobody has a level divisible by 5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: xDragoknightx on 2016-11-25 05:49:21

Not sure if this has been covered, but I spoke to the lost and found guy in the airship, and when it was over it said "Obtained Mystile" but I got no Mystile. Just a bit confusing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-25 13:03:53
Yeah, it does seem as though having a message when Cloud is standing over Aeris' body saying something along the lines of "Use Phoenix Down?" would totally destroy the scene. I was thinking that you would require the player to choose Aeris for the date at the Gold Saucer, since I believe this mod allows you to choose who you want for that scene. That's the best I could come up with, at least.

That's not a bad idea, but I think the canon route is the Aeris date so it might not be an option.


Ahhh, I gotcha. So I'm presuming you put in some kind of warp/way to get back into the Shinra Bldg.? It's been a while since I ran Dark Cave back in v1.3 but I seem to vaguely remember going back there during it.....sorry if these are all herpderp questions.

I think I also encountered the Steal issue (I did apply the recent November patch, as well as all others) during the Turks fight in the tunnel. Had a party of Tifa/Cloud/Aerith, all 69 at the time of that fight, and I was able to steal (Mug, rather) from Rude and Reno okay enough, but Elena I just was not able to nab anything from her. I reloaded the fight a few times just chalking it up to bad rolls at first, but I just kind of let it go after the fifth round. Did she have a Minerva Bangle? Because I got an Escort Guard from Rude and a Touph Ring from Reno like he does in vanilla.

EDIT: Good Lord, you made Omega Weapon rough this time ;p

Elena has a Minerva Band, yeah. I just finished re-doing all of the item lists for enemies + steal chances so when you next see a scene patch it'll have what I'm hoping will be the finalised lists. There's also an excel spreadsheet to go with it that lists every enemy and its items, thanks to SirBlackMage.

The rate is low, but it's definitely possible. Keep trying.

I'm concerned about the Dragon Armlet, Minerva Band, and Escort Guard being Rare Steals, and if I equip the Sneak Glove I have basically no chance at all. Is that what this hotfix will alleviate?

Also, is there any way to force the Parasites to use Lv5 Death? Since all my party members are 99, there's pretty much nothing I can do because Manipulate doesn't give it as an option and they don't seem to use it naturally if nobody has a level divisible by 5.

Dragon Armlet is dropped by an enemy called Yahcobo while Minerva/Escort are available from other locations. The rare steals have mostly been eliminated and replaced with 1-2 steals instead which should work better with Sneak Glove.

L5 Death has been deactivated and replaced with a skill that's in testing which has the effect of Fury Brand in filling party member Limit Gauges instantly but inflicts heavy damage + removes buffs when used. When it's fully tested I'll be assigning to a Crater enemy.

Not sure if this has been covered, but I spoke to the lost and found guy in the airship, and when it was over it said "Obtained Mystile" but I got no Mystile. Just a bit confusing.

Must be missing an item drop script line. I'm deactivating a lot of the lost & found stuff soon as the scripts have been updated. The Mystile is dropped by the Mirage boss in Dark Cave if memory serves.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Fauve on 2016-11-25 21:54:23
Just wrapped up disc 2. My ranks are higher than what they were on my last playthrough at this point (Cloud is currently max, everyone else is rank 6). The disc 2 end bosses were also shorter this time around. The length of the Turks and Hojo boss fights felt good, while Diamond Weapon and Proud Clod felt a little on the short side (especially the latter, it died before using a single Mako Cannon). Overall I'm enjoying the changes to the rank up system, the character stats feel much better than before. Though one pet peeve of mine is how far ahead Cloud is compared to everyone else. It makes sense since he's always in the party, but I wouldn't mind if his SP requirements were a little higher than the other party members.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-25 23:50:56
Just wrapped up disc 2. My ranks are higher than what they were on my last playthrough at this point (Cloud is currently max, everyone else is rank 6). The disc 2 end bosses were also shorter this time around. The length of the Turks and Hojo boss fights felt good, while Diamond Weapon and Proud Clod felt a little on the short side (especially the latter, it died before using a single Mako Cannon). Overall I'm enjoying the changes to the rank up system, the character stats feel much better than before. Though one pet peeve of mine is how far ahead Cloud is compared to everyone else. It makes sense since he's always in the party, but I wouldn't mind if his SP requirements were a little higher than the other party members.

My Tifa and Cloud hit max rank at the exact same time. Do you have Cloud do a majority of your actual killing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Fauve on 2016-11-26 00:24:46
My Tifa and Cloud hit max rank at the exact same time. Do you have Cloud do a majority of your actually killing?
Not 100% sure, but he was the first to reach Limit Lv3 so I assume so. Party members can receive more SP if they land the killing blow?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Chronoseth on 2016-11-26 00:51:55
Though one pet peeve of mine is how far ahead Cloud is compared to everyone else. It makes sense since he's always in the party, but I wouldn't mind if his SP requirements were a little higher than the other party members.

This is bothering me a bit, too. I did a bit of grinding to get to level 2 magic sooner and experiment with morphing, and this has resulted in Cloud being rank 5 while everyone else is rank 3 just as I've gotten to Nibelheim on disc 1.

Everyone is higher level than they really should be, but Cloud is so far ahead that he's outshining everyone else in every role. If I use Vincent and Cid when I get access to them so I can boost their ranks, Cloud will end up even further ahead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-26 01:13:15
This is bothering me a bit, too. I did a bit of grinding to get to level 2 magic sooner and experiment with morphing, and this has resulted in Cloud being rank 5 while everyone else is rank 3 just as I've gotten to Nibelheim on disc 1.

Everyone is higher level than they really should be, but Cloud is so far ahead that he's outshining everyone else in every role. If I use Vincent and Cid when I get access to them so I can boost their ranks, Cloud will end up even further ahead.

It could be. My Tifa hit Meteor Strike on Lv3 before anyone else did, so it could potentially be a factor, but it's something that Chief would know best, of course.

Edit: Whoops. Quoted the wrong post but yeah, I think personally that those who get the kill shot in might get somewhat of an edge in SP gain. Tifa and Cloud are my killers but Tifa moreso because she's always going before everyone in my party. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rabagast on 2016-11-26 03:19:49
When will Junon Leagues be available agian?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-26 06:53:06
Just wrapped up disc 2. My ranks are higher than what they were on my last playthrough at this point (Cloud is currently max, everyone else is rank 6). The disc 2 end bosses were also shorter this time around. The length of the Turks and Hojo boss fights felt good, while Diamond Weapon and Proud Clod felt a little on the short side (especially the latter, it died before using a single Mako Cannon). Overall I'm enjoying the changes to the rank up system, the character stats feel much better than before. Though one pet peeve of mine is how far ahead Cloud is compared to everyone else. It makes sense since he's always in the party, but I wouldn't mind if his SP requirements were a little higher than the other party members.

I could adjust Cloud's reqs slightly, given that's he usually present. There's a little fine-tuning needed on Clod; I think he'll be fine once the Armour problem with defence has been sorted out.

My Tifa and Cloud hit max rank at the exact same time. Do you have Cloud do a majority of your actual killing?

Not 100% sure, but he was the first to reach Limit Lv3 so I assume so. Party members can receive more SP if they land the killing blow?

Killing blow doesn't net a boost gain in SP; only being an active party member does.

This is bothering me a bit, too. I did a bit of grinding to get to level 2 magic sooner and experiment with morphing, and this has resulted in Cloud being rank 5 while everyone else is rank 3 just as I've gotten to Nibelheim on disc 1.

Everyone is higher level than they really should be, but Cloud is so far ahead that he's outshining everyone else in every role. If I use Vincent and Cid when I get access to them so I can boost their ranks, Cloud will end up even further ahead.

I could maybe try adjusting Cloud's EXP arc as well so he needs a bit more.

When will Junon Leagues be available agian?

I'm looking to get most of the work done before Christmas, so within the next few weeks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-27 04:34:36
I could adjust Cloud's reqs slightly, given that's he usually present. There's a little fine-tuning needed on Clod; I think he'll be fine once the Armour problem with defence has been sorted out.

Killing blow doesn't net a boost gain in SP; only being an active party member does.

I could maybe try adjusting Cloud's EXP arc as well so he needs a bit more.

I'm looking to get most of the work done before Christmas, so within the next few weeks.

Chief, I'm not discrediting what the other players have experienced with Cloud's SP gain, but I'm just stating what's happened to me, so if my Tifa and Cloud both hit every single rank up at the exact same time....what exactly happened? I personally don't feel like Cloud's outpushing the other members, and I've recently started yet another file and advanced quite a ways in it just to double check myself. In this recent one, Barret and Tifa were both keeping up with him, so.....I'm not really sure DX.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: alderez on 2016-11-27 06:16:44
Hey Sega just dropping in to say nice work - been working through 1.4 for a while and I've loved every minute of it.

You asked for pacing feedback and the game was pretty well balanced through Jenova DECAY.  After that it feels like things started getting a lot easier for me.  Granted I walked into a couple fights properly configured out of sheer luck (right elements/status/etc) but Jenova WAR for example was a big step down in difficulty from the past fights just in terms of damage output.

Also....

Sounds like Snows have a bad AI script; I'll check that they're using the correct local vars.

Second this one (after getting wiped a couple times I had to load my party up with anti-berserk/confu to avoid the wipe).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-27 06:26:28
Chief, I'm not discrediting what the other players have experienced with Cloud's SP gain, but I'm just stating what's happened to me, so if my Tifa and Cloud both hit every single rank up at the exact same time....what exactly happened? I personally don't feel like Cloud's outpushing the other members, and I've recently started yet another file and advanced quite a ways in it just to double check myself. In this recent one, Barret and Tifa were both keeping up with him, so.....I'm not really sure DX.

Barret and Tifa are mostly available throughout the game, and they both have extra SP coming from decisions that affect the Gold Saucer date, so I think both they and maybe Aeris have the best shot at keeping up with him for SP assuming they're used as active party members on a regular basis. It's characters who join later who're maybe going to be behind, or if players do what I do and keep mixing up their party compositions.

Hey Sega just dropping in to say nice work - been working through 1.4 for a while and I've loved every minute of it.

You asked for pacing feedback and the game was pretty well balanced through Jenova DECAY.  After that it feels like things started getting a lot easier for me.  Granted I walked into a couple fights properly configured out of sheer luck (right elements/status/etc) but Jenova WAR for example was a big step down in difficulty from the past fights just in terms of damage output.

Also....

Second this one (after getting wiped a couple times I had to load my party up with anti-berserk/confu to avoid the wipe).

WAR has had a complicated history with rebalances due to Berserk status, Peace Rings being missable, the pre-action mechanic using the two friendly enemies, and multiple attacks per turn. Maybe it's time to have an overhaul of it and try a different AI.

Snow's AI seemed okay when I checked it but just to be sure I replaced everything in it. I'll have new patches up soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-27 07:32:36
Barret and Tifa are mostly available throughout the game, and they both have extra SP coming from decisions that affect the Gold Saucer date, so I think both they and maybe Aeris have the best shot at keeping up with him for SP assuming they're used as active party members on a regular basis. It's characters who join later who're maybe going to be behind, or if players do what I do and keep mixing up their party compositions.



Yeah that makes sense. I dunno I just feel like even if I throw Vincent or Cid into the mix he's still not glaringly overpowering the rest of the team. Just my two cents. :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ohhhhyeahohhellyeahbaby on 2016-11-27 23:28:25
I was playing the mod around last March or so but had to quit due to being overly busy, but I was having a pretty great time with it. Given that it's been a while and that there's probably a list of balance changes and tweaks I think I'm going to give it another fresh go. During my last partial playthrough my only real complaint was that the SP system led to some very odd difficulty at certain points (Nibelheim in particular was really nasty, as was the Temple of the Ancients) and I was never sure if I need to be grinding, so for the most part I didn't. For the most part everything was tough but generally fair, aside from maybe the abundance of later-game confusion spam (which others have already mentioned).

I was wondering something about Hyper Jump though. Full-disclosure: I've had a series of really bad experiences with it and I understand that Hyper Jump crashes are well documented at this point. I'm not sure if it's something that would be hardcoded in, but is it possible to swap Dragon and Hyper Jump's positions in Cid's limit menu? I ask because firing off Hyper Jumps and saving immediately before and after was kind of a pain in the butt when trying to use Cid and if I could just use Dragon instead to gain Hyper Jump it would be far less painful. Again, not sure if it's technically possible and I imagine it might conflict with how you want Cid to be used, but it's just an idea I wanted to throw out.

Couple basic questions:

1. How do I get the best use out of Vincent? I gave him a try my last game and thought he was far too situational to be useful and overall inferior to my other choices.

2. Gi Cave boss: what's his deal? I can never remember exactly what it is I have to do to beat it, so the fight winds up taking me an embarrassing amount of time.

As an aside:

WAR has had a complicated history with rebalances due to Berserk status, Peace Rings being missable, the pre-action mechanic using the two friendly enemies, and multiple attacks per turn. Maybe it's time to have an overhaul of it and try a different AI.

I actually never really minded WAR, in any of the various versions of the mod that I've played. I agree it's not overly challenging, but I don't think that's necessarily a bad thing, considering the player has got Tifa thrown into the party who may be ill-equipped to handle the fight. DEATH was pretty easy in Vanilla (even for Vanilla I mean) and probably for the same reason. I'm not suggesting that the AI should be untouched, but even though it's supposed to be a very epic encounter in the game, it's placed in such a spot that I wouldn't think would lend itself well to a very high difficulty.

Looking forward to my third (er fourth? maybe?) playthrough!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-27 23:45:42
I was playing the mod around last March or so but had to quit due to being overly busy, but I was having a pretty great time with it. Given that it's been a while and that there's probably a list of balance changes and tweaks I think I'm going to give it another fresh go. During my last partial playthrough my only real complaint was that the SP system led to some very odd difficulty at certain points (Nibelheim in particular was really nasty, as was the Temple of the Ancients) and I was never sure if I need to be grinding, so for the most part I didn't. For the most part everything was tough but generally fair, aside from maybe the abundance of later-game confusion spam (which others have already mentioned).

I was wondering something about Hyper Jump though. Full-disclosure: I've had a series of really bad experiences with it and I understand that Hyper Jump crashes are well documented at this point. I'm not sure if it's something that would be hardcoded in, but is it possible to swap Dragon and Hyper Jump's positions in Cid's limit menu? I ask because firing off Hyper Jumps and saving immediately after was kind of a pain in the butt when trying to use Cid and if I could just use Dragon instead to gain Hyper Jump it would be far less painful. Again, not sure if it's technically possible and I imagine it might conflict with how you want Cid to be used, but it's just an idea I wanted to throw out.

Couple basic questions:

1. How do I get the best use out of Vincent? I gave him a try my last game and thought he was far too situational to be useful and overall inferior to my other choices.

2. Gi Cave boss: what's his deal? I can never remember exactly what it is I have to do to beat it, so the fight winds up taking me an embarrassing amount of time.

As an aside:

I actually never really minded WAR, in any of the various versions of the mod that I've played. I agree it's not overly challenging, but I don't think that's necessarily a bad thing, considering the player has got Tifa thrown into the party who may be ill-equipped to handle the fight. DEATH was pretty easy in Vanilla (even for Vanilla I mean) and probably for the same reason. I'm not suggesting that the AI should be untouched, but even though it's supposed to be a very epic encounter in the game, it's placed in such a spot that I wouldn't think would lend itself well to a very high difficulty.

Looking forward to my third (er fourth? maybe?) playthrough!

That's a good idea with Hyper Jump; I'll swap them around for the next patch.

I think Vincent is best used as a caster, but if you give him added cut and combine that with a spell then he can tag on some extra safe damage from the back row (Shotgun would be a nice way of adding to multi-target spells as it also hits all targets). His MP regenerates so he's probably a good pick for longer fights; this regen effect actually goes beyond his MaxMP so if he's a physical damage-dealer and only carrying support spells, then you can have an extra pool of MP to use when the time comes later for healing, etc. Limits are still a weak point but I think I can change it so that priority is given to the elemental attack each form has rather than the physical one; might even it out slightly.

For Gi Nattak, the two lanterns need to die first as they'll heal the boss too much. Wind element attacks like Choco/Mog can deal major damage, so that with something like a Limit or another summon (Shiva for Slow will be very useful) can give you a good start into the battle; you basically want to burst them down before dealing with the boss itself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ohhhhyeahohhellyeahbaby on 2016-11-28 00:50:11
Thanks for the tips. I'll see if I can't give Vincent a more fair shake this time around.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kaldarasha on 2016-11-28 05:45:19
The Hyper Jump bug is fixed with Aali's latest driver. Though, the Steam version is still broken.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-28 08:52:06
The Hyper Jump bug is fixed with Aali's latest driver. Though, the Steam version is still broken.

Is this a new update or has it been about for a while?

Edit: Got some good news; I think I found the problem with Ziegfried. There's a var switch that turns this encounter off when Cloud rests up in Under Junon after the Bottomswell fight. I think this is what was deactivating the encounter. I'll add a reactivation script somewhere for people who have been unable to find this fight due to this var switch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-28 22:30:58
Chief are the Carob/Zeio Nuts in the same spots or did they get moved around as well? I'll look at the text docs as well I just figured I'd ask here in case I can't find them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ohhhhyeahohhellyeahbaby on 2016-11-29 00:41:08
I've ran into a bit of a snag: after answering Don Corneo's question and getting thrown into the sewers, Tifa and Aeris land, but Cloud hasn't come down yet. I can see the bottom of his little brown shoe just barely at the top of the screen but it doesn't look like he's coming down anytime soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-11-29 05:14:52
I've ran into a bit of a snag: after answering Don Corneo's question and getting thrown into the sewers, Tifa and Aeris land, but Cloud hasn't come down yet. I can see the bottom of his little brown shoe just barely at the top of the screen but it doesn't look like he's coming down anytime soon.

http://www.mediafire.com/file/rfjfvb384j77ox3/NT_Mod_HotFix_flevel_22nd_October_2016.zip

This fixes that. :D

EDIT: Do this one too after the first one. :) http://www.mediafire.com/file/1clp5nspa75nrq0/NT_Mod_HotFix_Scene_-_24th_November_2016.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Coca Cola Man on 2016-11-29 17:25:16
Hey Sega Chief, the problem I had with fort condor seems to have fixed itself weirdly enough and I've continued all the way to the bottom of the northern crater without any further problems, amazing mod.

Just a few quick questions I have.
1. How do I get Tifa's level 4 limit? I played the piano in Nibelheim as Tifa and it told me to find Vargas in the Junon Leage, but my understanding is the Junon Leagues aren't in this version yet and when I go to Junon, there is nothing new there.
2. Is the letter to soldier sidequest still in game? Its in the documentation but again, when I went back to Junon, nothing new to do.
3. Where do I find the Shinra Alpha armor?
4. Where do I find the Mystile armor?
I checked the "where is the " documentation but neither were listed
and finally 5.
Spoiler: show
I played the piano in Nibelheim Mansion back on disc one and got the "something escaped" message, but I cant for the find anything else related to it. Have I missed something there? any clues?


many thanks again for this great mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-29 18:27:21
Hey Sega Chief, the problem I had with fort condor seems to have fixed itself weirdly enough and I've continued all the way to the bottom of the northern crater without any further problems, amazing mod.

Just a few quick questions I have.
1. How do I get Tifa's level 4 limit? I played the piano in Nibelheim as Tifa and it told me to find Vargas in the Junon Leage, but my understanding is the Junon Leagues aren't in this version yet and when I go to Junon, there is nothing new there.
2. Is the letter to soldier sidequest still in game? Its in the documentation but again, when I went back to Junon, nothing new to do.
3. Where do I find the Shinra Alpha armor?
4. Where do I find the Mystile armor?
I checked the "where is the " documentation but neither were listed
and finally 5.
Spoiler: show
I played the piano in Nibelheim Mansion back on disc one and got the "something escaped" message, but I cant for the find anything else related to it. Have I missed something there? any clues?


many thanks again for this great mod.


Tifa's Lv.4 Limit is unavailable at the moment but I'm scripting up a replacement which will result in a patch when it's done (separating it from Leagues and going with Nibel Reactor again but different script). Mystile is dropped by a boss in the Dark Cave sidequest (100% chance) and Shinra Alpha is dropped as part of Cloud's Lv.4 Limit quest.

People are finding the piano finally :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Coca Cola Man on 2016-11-29 18:36:09
Thanks for the quick reply.

Hmm so no clues for the piano, best get back to scouring Nibelheim then  ;D, When I defeated the lost number replacement he said a number at the end of the fight, I'm wondering if that has anytihng to do with it?

Also, was the Letter to soldier sidequest removed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ohhhhyeahohhellyeahbaby on 2016-11-29 21:42:22
EDIT: Do this one too after the first one. :) http://www.mediafire.com/file/1clp5nspa75nrq0/NT_Mod_HotFix_Scene_-_24th_November_2016.zip

Ah, was missing that one. I'll give it a go and see what happens.

edit: wait no, was missing the other one, that'd do it. Even mentions it in the installer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-29 22:46:24
Thanks for the quick reply.

Hmm so no clues for the piano, best get back to scouring Nibelheim then  ;D, When I defeated the lost number replacement he said a number at the end of the fight, I'm wondering if that has anytihng to do with it?

Also, was the Letter to soldier sidequest removed?

Yeah, it was removed in the end. Think it's still mentioned in the materials.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-11-30 10:36:11
Hey sega chief it's been a while since i played but im rehooked all over again. I just hit the midgar revisit and i had my sights set on the curator seeing as he destroyed me when i tried to fight him the first time through the shinra building. It was long, tedius, frustrating and overall a total pain, took me about 3 1/2 hours to get my first good attempt where i was wiped by his murderous final attack =/ i didnt like that seeing as he cant be sensed. then another couple hours i finally got him, 1 party member down and the remaining at about 200 HP after the final attack, it was exciting and a weight was lifted. Then much to my dismay, the chest inside contained..."Nothing!" is this normal? i read posts from people saying they got some engine thing, which i did not get. not to mention as soon as i left the room, he was respawned and i couldnt move without initiating the dialog with him. Can you please explain to me what the point of that fight is, and if i missed something? As it stands, it was a ginat waste of time as he gave no ap, xp, gil or items. Thanks in advance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-11-30 11:03:05
Hey sega chief it's been a while since i played but im rehooked all over again. I just hit the midgar revisit and i had my sights set on the curator seeing as he destroyed me when i tried to fight him the first time through the shinra building. It was long, tedius, frustrating and overall a total pain, took me about 3 1/2 hours to get my first good attempt where i was wiped by his murderous final attack =/ i didnt like that seeing as he cant be sensed. then another couple hours i finally got him, 1 party member down and the remaining at about 200 HP after the final attack, it was exciting and a weight was lifted. Then much to my dismay, the chest inside contained..."Nothing!" is this normal? i read posts from people saying they got some engine thing, which i did not get. not to mention as soon as i left the room, he was respawned and i couldnt move without initiating the dialog with him. Can you please explain to me what the point of that fight is, and if i missed something? As it stands, it was a ginat waste of time as he gave no ap, xp, gil or items. Thanks in advance.

He doesn't drop anything; the whole thing was mostly just for the challenge. The micro-engine drop was an accident from when an Air Buster enemy was stationed here instead as part of the Dark Cave sidequest (this key item was moved elsewhere). He's also not supposed to respawn afterwards so I'll get that fixed up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-11-30 15:56:28
Ah ok, well I'm still proud of murdering his ugly face, took forever and I never want to look at him again :) kudos on creating such a cruel SoB of a boss. When is Aerith's final limit obtainable? It doesn't say in the documentation and I wasn't able to get it when i tried before the midgar raid. Is Tifa's final limit the only one that isn't available in the current iteration? Lastly, some pieces of equipment have (flavor?) text that doesn't really say what it does, is there any place to find out what they do or is it just trial and error to see what you can find?

Edit: I also just watched a video of someone fighting the turks in the train tunnels during the midgar raid, did I screw up BAD by not fighting them in the gelnicka thus making them not appear down there? Or was the fight removed?

Edit 2: Going through the ancient forrest just now i had to fight a ho-chu and after like 2 turns, he started using his soul move berserk/heal thing after everytime i hit him, as if it was his counter. I watched a recent video of someone who did it and he only used that move 1 time shortly before he died. Is this normal and if so is it because i am doing something wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-01 01:13:49
Ah ok, well I'm still proud of murdering his ugly face, took forever and I never want to look at him again :) kudos on creating such a cruel SoB of a boss. When is Aerith's final limit obtainable? It doesn't say in the documentation and I wasn't able to get it when i tried before the midgar raid. Is Tifa's final limit the only one that isn't available in the current iteration? Lastly, some pieces of equipment have (flavor?) text that doesn't really say what it does, is there any place to find out what they do or is it just trial and error to see what you can find?

Edit: I also just watched a video of someone fighting the turks in the train tunnels during the midgar raid, did I screw up BAD by not fighting them in the gelnicka thus making them not appear down there? Or was the fight removed?

Edit 2: Going through the ancient forrest just now i had to fight a ho-chu and after like 2 turns, he started using his soul move berserk/heal thing after everytime i hit him, as if it was his counter. I watched a recent video of someone who did it and he only used that move 1 time shortly before he died. Is this normal and if so is it because i am doing something wrong?

Aeris' limit is available on Disc 3 I think, after visiting the bottom of the North Crater once. Tifa's is unavailable at the moment pending a rescript, and Cid's as well though that's been done.

There's size limitations on the kernel and I tried to keep everything as compact as possible; some effects are too complicated to describe briefly (like the Relic Ring or Curse Ring) so they've been made into flavour text instead or some effects were omitted from the more complex pieces. The Midgar Turks should appear, but the option to skip fighting them only gets made available if you did the Wutai sidequest (and possible Gelnika as well); there is a way to miss the event trigger but I tried to fix this. I guess it didn't work.

Ho-Chu seems to be activating it early, or maybe damage output is so high it's knocking him into his enrage AI early. To beat that, you can prevent it's activation entirely with the Berserk status I think. He should drop a Master Fist. In the update, he won't be a random encounter anymore but a fixed encounter; I'll look at his AI as well, I think it's a copy of Materia Keeper's scripts.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-12-01 02:08:22
Awesome thanks for the help. Is the bottom of the crater a trigger for most lvl 4 limits? I haven't done it yet and none seem available yet so far.No matter the snags, i still love this mod, it breathed new life into my favorite game in history. Keep up the awesomness!

Edit: Are you now or will you soon be finished with the full changelog? Going through blind is scary, i dont want to miss anything important!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-12-01 07:58:29
Hey Chief, is there anything we can junction to Elemental to gain Hidden on our Strength strikers?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-01 13:45:40
Awesome thanks for the help. Is the bottom of the crater a trigger for most lvl 4 limits? I haven't done it yet and none seem available yet so far.No matter the snags, i still love this mod, it breathed new life into my favorite game in history. Keep up the awesomness!

Edit: Are you now or will you soon be finished with the full changelog? Going through blind is scary, i dont want to miss anything important!

Yeah it was used as a catch-all for most new events but I'm going to roll back the requirement to just be Disc 3 or for some other things to be available earlier. The party-swap mechanic needs it though as I haven't scripted North Crater to handle different party leaders at the split-up junctions.

Hey Chief, is there anything we can junction to Elemental to gain Hidden on our Strength strikers?

Yeah, you can equip elemental to various non-elemental Materia to get the effect. Status Materia should do the trick but note that some don't work. Someone made a list a while back of which ones work and which don't.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-12-01 17:15:29
Is there anything important/missable at the split up in the crater? i knew about the exploit in the base game and i dont know if you fixed that, i just dont want to miss a great item because i didnt know it would be there =/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-01 17:23:28
In NT, all items given are fixed and I don't think they're based on what you can actually find down there. Nothing missable is dished out either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-12-01 18:25:23
And that is why i love this mod =D Missables are my biggest nemesis in gaming, love the lack thereof in this. Thanks again. I'm not sure of the specific circumstances but are you aware that summons can be used more than once per battle? At first i thought it was only if that character died then was revived, but then I was able to regardless. Maybe its when paired with quad magic, not really sure.

Edit: Is there no magic materia that gives a lvl 4 bolt spell like the ones given by planet and contain?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-02 02:07:37
Yeah, Quad seems to kill the single-use thing but I don't think that's something I can fix or get around unless I edit Summons to be incompatible with Quadra (.exe maybe).

There's a restriction on space for spells in the kernel. I think as far as tier 4 damage spells go, having a Water and Holy element spell was a priority but it cost Poisona and I think Mini/Toad needed to be condensed into one spell to get the space I needed. Remove/Death was also condensed, having the same effect, to produce space for Osmose to handle early-game MP issues.

Tier 4 spell elements that are covered are: Fire, Ice, Earth, Wind, Holy, and Water. That leaves Bolt, Poison, Gravity, and Hidden; Hidden is covered by Shadow Flare and Pandora's Box, while Gravity is 'unique' and doesn't act the same as the other elemental spells. That leaves Bolt and Poison being left out; I'll consider what options are available and see if I can change that but whatever ends up happening would need to be at the expense of current spells.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-12-02 08:55:08
Chief is it possible to still trigger Lucky Seven Fever? I was just thinking about it but I've yet to try it, mainly due to it just slipped my mind until just now (since I'm off to bed at the time of this post, just a random thought I had as I was settling in).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rabagast on 2016-12-02 12:35:36
In NT, all items given are fixed and I don't think they're based on what you can actually find down there. Nothing missable is dished out either.

When I reached the bottom of the crater after going the right path only, Red would give me an MP Plus Materia. Yuffie did too. If I ignored the characters the first time I reached the bottom and then did the other two paths before talking to them, Red would give me a Circlet instead. All the other characters gave the same things.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-02 12:58:29
Chief is it possible to still trigger Lucky Seven Fever? I was just thinking about it but I've yet to try it, mainly due to it just slipped my mind until just now (since I'm off to bed at the time of this post, just a random thought I had as I was settling in).

It can, yeah.

When I reached the bottom of the crater after going the right path only, Red would give me an MP Plus Materia. Yuffie did too. If I ignored the characters the first time I reached the bottom and then did the other two paths before talking to them, Red would give me a Circlet instead. All the other characters gave the same things.

I must have missed something in the script. I'll get fixed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-12-02 18:32:26
I just got to the bottom of northern cave and nobody gave me anything when I spoke to them. Is it when they're gathered at the point of no return? I visited all 3 paths before I spoke to them, did I miss my chance?

Edit: I think I read in a previous psot, but whats up with the piano in nibelheim after the bottom of the crater the first time? Is the Premium Heart not available right now?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-02 19:41:51
I just got to the bottom of northern cave and nobody gave me anything when I spoke to them. Is it when they're gathered at the point of no return? I visited all 3 paths before I spoke to them, did I miss my chance?

Edit: I think I read in a previous psot, but whats up with the piano in nibelheim after the bottom of the crater the first time? Is the Premium Heart not available right now?

When everyone is at the bottom they should give you one thing when you talk to them. I'm redoing tifa's sidequest so that'll be available soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-12-02 19:48:29
If I went down the other paths could that possibly get screwed up? None of them give anything, ill go try again but it seemed like it was a no go. In where is the thing, both w-magic and hp plus should be obtainable on those paths as well, I scoured all 3 paths to no avail in regards to them.

Edit: Guess i didn't quite scour enough XD my bad, found w-magic.
Edit 2: Wow great spots for both, should have looked harder the first couple times XD As for the items from talking to everyone, still no luck there.

Edit 3: I feel like I muse be doing something wrong, my damage on almost everyone feels really bad, but maybe I'm just crazy.  But a morph from tifa deals like 80 damage to a dragon zombie, when it can't be sensed, how are you ever supposed to morph rediculous enemies like that for the ultimate weapon materials? The conformer would work but you have to morph big bads to get it right? I feel like morphing 1 creature of a large stature like that would take hours to do while avoiding killing it. Am I missing something?

Edit 4: Just came across what I assume is a bug. Went to fight the mimic and early on I used resist to counter the crazy status move and when she used L3 Defence down(I think is what it was called?) they all resist it but the red flashing continues so far indefinitely and the fight will not continue. I'm going to try to do it without resist and see what happens. (I did it fine without resist and it didn't happen again)

Edit 5: I can't remember what the document i read about it said, but what is the deal with master materia? I got a master command and master magic from the huge materia, went to try again after i mastered 1 of everyhting again. The command one gave me another master, but the magic did not. Is that all intended?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-03 06:22:20
If I went down the other paths could that possibly get screwed up? None of them give anything, ill go try again but it seemed like it was a no go. In where is the thing, both w-magic and hp plus should be obtainable on those paths as well, I scoured all 3 paths to no avail in regards to them.

Edit: Guess i didn't quite scour enough XD my bad, found w-magic.
Edit 2: Wow great spots for both, should have looked harder the first couple times XD As for the items from talking to everyone, still no luck there.

Edit 3: I feel like I muse be doing something wrong, my damage on almost everyone feels really bad, but maybe I'm just crazy.  But a morph from tifa deals like 80 damage to a dragon zombie, when it can't be sensed, how are you ever supposed to morph rediculous enemies like that for the ultimate weapon materials? The conformer would work but you have to morph big bads to get it right? I feel like morphing 1 creature of a large stature like that would take hours to do while avoiding killing it. Am I missing something?

Edit 4: Just came across what I assume is a bug. Went to fight the mimic and early on I used resist to counter the crazy status move and when she used L3 Defence down(I think is what it was called?) they all resist it but the red flashing continues so far indefinitely and the fight will not continue. I'm going to try to do it without resist and see what happens. (I did it fine without resist and it didn't happen again)

Edit 5: I can't remember what the document i read about it said, but what is the deal with master materia? I got a master command and master magic from the huge materia, went to try again after i mastered 1 of everyhting again. The command one gave me another master, but the magic did not. Is that all intended?

I'll check for script weaknesses in the item hand-overs. For Morph, it's a problem because the enemy HP can't be tracked and damage is very low; try using the Ancient weapons though (the ones with no Materia slots), someone mentioned a long time ago that they ignore this damage penalty. I think the current scene patch changed the Crater enemy item lists so that one of the two end-game weapons were dropped as normal loot; getting these first will help you take on Lv.4 Limit bosses and other stuff before going for the weapons acquired through Morph, and Zombie Dragon is the best one to do first because it nets you Oritsuru (Morph) and Magic Shuriken (drop) which can both be used to make a Conformer.

The Mimic should be using Mustard Bomb instead. Have you used the latest scene hotfix patch (24th November) or is this being played through 7H.

Not sure about the Master Magic problem; I thought I'd disabled it but I just checked and all the scripts for it seem intact. I think I'll deactivate them on the next patch, I was intending to use Master Magic, command, and summon as rewards for stuff I'm working on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Coca Cola Man on 2016-12-03 09:16:18
Hey SC, I think I might have another small issue  ;D

After reading back through this thread it seems that the final cave isn't supposed to be showing up in the ancient forest and it should send you back out to the open world.

However when I ran through I was able to enter the cave and even got a second Apocalypse for my troubles. Was this changed?

I'm worried any bugs like this might stop me from uncovering a certain secret......

Edit: Also wanted to check, should it also be possible to get 2 "Sensei gloves" and 2 "Gatling guns" 1 from the Sunken Gelnika and 1 from the Shinra HQ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-12-03 14:20:40
Thanks for the info, should help me a bunch. And no i havent updated anything in a little while, im afraid ill run into the same problem as months ago when it wouldn't actually do anything but ill try that now and see what it fixes.

Edit: Everything updated fine for me this time around, but I think I may have missed something by waiting as long as i did. The guy on the highwind who gives you things you need from updates gave me the micro engine after i updated but i already got it from the love buster and got premium heart which i didn't think was supposed to happen. Did i miss something important from that fight that gave me the micro engine instead?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-03 16:07:44
Hey SC, I think I might have another small issue  ;D

After reading back through this thread it seems that the final cave isn't supposed to be showing up in the ancient forest and it should send you back out to the open world.

However when I ran through I was able to enter the cave and even got a second Apocalypse for my troubles. Was this changed?

I'm worried any bugs like this might stop me from uncovering a certain secret......

Edit: Also wanted to check, should it also be possible to get 2 "Sensei gloves" and 2 "Gatling guns" 1 from the Sunken Gelnika and 1 from the Shinra HQ?

The cave screen hasn't been used yet so I wouldn't worry about that.

The Gelnika had an issue with drops/text boxes that, if not fixed in the current flevel patch, was corrected in my current files and should be gone after the next update.

Thanks for the info, should help me a bunch. And no i havent updated anything in a little while, im afraid ill run into the same problem as months ago when it wouldn't actually do anything but ill try that now and see what it fixes.

Edit: Everything updated fine for me this time around, but I think I may have missed something by waiting as long as i did. The guy on the highwind who gives you things you need from updates gave me the micro engine after i updated but i already got it from the love buster and got premium heart which i didn't think was supposed to happen. Did i miss something important from that fight that gave me the micro engine instead?

It's not supposed to give Premium Heart; wonder what happened there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-12-03 17:10:57
Did it a while ago? It was all outdated so that could explain it. It won't make me miss anything though? In where is the thing it shows ribbons and the starlight phone for Cait Sith as master tonberry morphs. Is it random or is it innaccurate?

Edit: I morphed one and got a ribbon, killed another and got the starlight phone.

Edit 2: Are the Weapon drops from the crater enemies guaranteed? I have killed 2 iron golems and got no pile banger, and 2 behemoths no behemoth horn, is that intended?

Edit 3: I haven't obtained a mystile yet nor do i see it in any of the documents, was it remover or renamed? Or is it just hiding from me?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-12-03 20:06:36
Did it a while ago? It was all outdated so that could explain it. It won't make me miss anything though? In where is the thing it shows ribbons and the starlight phone for Cait Sith as master tonberry morphs. Is it random or is it innaccurate?

Edit: I morphed one and got a ribbon, killed another and got the starlight phone.

Edit 2: Are the Weapon drops from the crater enemies guaranteed? I have killed 2 iron golems and got no pile banger, and 2 behemoths no behemoth horn, is that intended?

Edit 3: I haven't obtained a mystile yet nor do i see it in any of the documents, was it remover or renamed? Or is it just hiding from me?

I stole a Mystile as a rare steal from the goblins on Goblin Island.

Chief, feel free to verify that one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-03 20:32:16
Did it a while ago? It was all outdated so that could explain it. It won't make me miss anything though? In where is the thing it shows ribbons and the starlight phone for Cait Sith as master tonberry morphs. Is it random or is it innaccurate?

Edit: I morphed one and got a ribbon, killed another and got the starlight phone.

Edit 2: Are the Weapon drops from the crater enemies guaranteed? I have killed 2 iron golems and got no pile banger, and 2 behemoths no behemoth horn, is that intended?

Edit 3: I haven't obtained a mystile yet nor do i see it in any of the documents, was it remover or renamed? Or is it just hiding from me?

There's an inconsistency with Master Tonberry item lists; it should be corrected in the current scene hotfix patch.

The new weapon drop rate is something like 32/63, which should translate to 50%; make sure the patch is applied though, it was lower in pre-patch.

Mystile is supposed to be dropped exclusively by a boss in Dark Cave, but-

I stole a Mystile as a rare steal from the goblins on Goblin Island.

Chief, feel free to verify that one.

Yeah, I saw that while I was redoing every enemy's item lists. Rare steals have been mostly eradicated from the new patch that's going up tomorrow. If the crater enemy adjusted item lists aren't in the current scene patch then they'll definitely be in this new one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-12-03 20:42:10
Where is and how do you start the dark cave sidequest?

Edit: Dio wasn't showing up before i updated but now he is so i figured it out now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RynxXK5 on 2016-12-05 16:22:07
Hey Chief is there a full readme/walkthrough for the changes and such? I tried the link on the 1st page 2nd post from you and it says file not found.
Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-06 00:01:23
The main installer folder should have documentation in it; not 100% up-to-date but it should outline most of what's in there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NachMan on 2016-12-06 00:35:47
This mod made me fall in love my favorite game all over again. Thanks for making it.


I just got to the dark cave and I am fighting the guard scorpion. Fight goes well, the scorpion lifts its tail. However when he is starts to lower his tail, game hangs. I saw an earlier guy memtiom this but did not see a solution.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-06 01:12:59
This mod made me fall in love my favorite game all over again. Thanks for making it.


I just got to the dark cave and I am fighting the guard scorpion. Fight goes well, the scorpion lifts its tail. However when he is starts to lower his tail, game hangs. I saw an earlier guy memtiom this but did not see a solution.

I must have missed that one; I'll prepare a fix for it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ohhhhyeahohhellyeahbaby on 2016-12-06 02:08:50
I'm having a bit of trouble with the boss in the safe in Nibelheim. I'm kind of wondering exactly what the mechanics of the fight are, is it listed in the readme? As it is I get to a certain point and then he outheals any damage I do to him, though I'm not likely to die.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RynxXK5 on 2016-12-06 02:44:15
The main installer folder should have documentation in it; not 100% up-to-date but it should outline most of what's in there.

I used 7th Heaven to install the mods and such, would that change the directory for the readme?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-06 02:59:58
I'm having a bit of trouble with the boss in the safe in Nibelheim. I'm kind of wondering exactly what the mechanics of the fight are, is it listed in the readme? As it is I get to a certain point and then he outheals any damage I do to him, though I'm not likely to die.

It's similar to the original; he has a physical side and a magic side, if his HP is reduced below half by a physical attack then the 'magic' side dies and you're left fighting the physical form (and vise-versa). The physical form should be weak to magic attacks, and the magic form weak to physical attacks so when the transformation occurs change your attacks accordingly.

I think that the two later forms also absorb Poison so either avoid using this on the initial dual form or throw him an antidote to get rid of it. You can also use Stop + Slow to buy yourself a significant amount of turns and the Magic form can be silenced to prevent several attacks being used.

I used 7th Heaven to install the mods and such, would that change the directory for the readme?

I don't know if the Catalog NT has the current versions of the readme & other documents (and the IRO itself isn't up-to-date; make sure you use the IRO available from this thread instead, use the Import function in 7H to load it in there).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RynxXK5 on 2016-12-06 03:08:17
I don't know if the Catalog NT has the current versions of the readme & other documents (and the IRO itself isn't up-to-date; make sure you use the IRO available from this thread instead, use the Import function in 7H to load it in there).

How would I do that? Should i restart? I'm right outside of rocket town.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Coca Cola Man on 2016-12-06 07:54:16
Hey SC I've sent you a PM regarding a problem I'm having.

Don't want to spoil anything here  ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-06 15:52:50
How would I do that? Should i restart? I'm right outside of rocket town.

Importing an IRO? Right so, download the IRO from this thread's front page and open up 7H. Go to the Library Tab and then click the Import button. Select 'From IRO Archive' and select the downloaded IRO (give it a name as well). Click OK and then click the Search button in the Library tab; it should display the new IRO you just imported. Activate it, then go to the Active Mods tab to configure your load order if needed. That should be it (and remember to deactivate the catalog version of the mod). I don't think they're so radically different that you need to start over; it's mostly bug fixes and optimisations.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cheffdonty on 2016-12-06 21:57:07
The shopkeep in Wall Market who gives you the diamond tiara is in some weird poses if you visit him before or after the cross-dress quest. There are also two people by Big Bro's gym who will always have their dialogue after the Sector 7 plate falls appended to their speech.

In Shinra tower, I was having some trouble using Osmose on some guards. I can't remember if they were SOLDIER 3rd class or regular mooks, but I'll play the segment again and come back with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-06 22:45:19
I'll check their scripts for oddities.

Trouble with osmose as in crashing problems or no MP coming out of them?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Coca Cola Man on 2016-12-06 22:51:48
Thanks for sorting that Sega Chief.

I've been messing around on my end game save trying out characters I rarely use like Vincent or Cait Sith (a character I had never even used in a single battle before), ready to start a new game (that's how much I'm loving this mod so far) and I just wanted to bring up a few of my opinions.

1. Cait Sith's Innate ability seems seems to conflict with his ultimate weapon formula.  I thought it might be interesting to try a high risk, high reward setup keeping him low health and relying on luck to evade damage, unfortunately this doesn't last long due to his Health regen.  While its nice to have another pseudo long range / morph weapon, maybe he could use a different formula? Or maybe I should stop trying to make broken setups  :D

2. Vincent's death penalty. I can't see a time when this weapon would be useful outside of a solo character challenge. If my two other characters are dead then it's likely I'm fighting something powerful and I'm going to want to ressurrect them asap, and the damage boost gained would be significantly less than having all three characters alive. I kind of like the idea of him using the Missing Scores formula, as he is kind of more magic focused character. The trade-off being more physical damage but less materia slots for his powerful magic stat. But then you need a different ability for Barret. Hmmm...

3. Limit breaks. The main reason I never used the above two characters is their limit breaks, or lack of as the case maybe. Is it even possible to add extra limit breaks to the game? That way Vincent could have a second option each tier that doesn't lose control of his character. Same for Cait really, I know Dice can be powerful early game but it loses its way late game, and slots is slots.
I always hated seeing a limit break come up and thinking I'll do more if I don't use it. Limit's should feel powerful and encourage the use of fury in certain circumstances, right now sadness isn't mandatory, yet it just feels that you get so much more use out of it.

4. Cid and Red's Ultimate weapons. Nothing wrong with the formula for these guys I just felt that the necessary items seem a lot harder to come by. Everyone else can get their ultimate within one(?) boss fight after reaching the bottom of the crater, however Cid needs you to go through all of the dark cave sidequest and Red requires 5 boss fights. Just seemed a little unfair to those guys  :D

Everything else in this mod has been incredible and my personal favourite addition is being able to talk to your party in Kalm/Junon, the Yuffie and Red interactions especially. More of these would be extremely welcome if possible.

Keep up the great work
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-12-07 00:10:36
Where is the guide book located in this mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-07 01:09:08
Thanks for sorting that Sega Chief.

I've been messing around on my end game save trying out characters I rarely use like Vincent or Cait Sith (a character I had never even used in a single battle before), ready to start a new game (that's how much I'm loving this mod so far) and I just wanted to bring up a few of my opinions.

1. Cait Sith's Innate ability seems seems to conflict with his ultimate weapon formula.  I thought it might be interesting to try a high risk, high reward setup keeping him low health and relying on luck to evade damage, unfortunately this doesn't last long due to his Health regen.  While its nice to have another pseudo long range / morph weapon, maybe he could use a different formula? Or maybe I should stop trying to make broken setups  :D

2. Vincent's death penalty. I can't see a time when this weapon would be useful outside of a solo character challenge. If my two other characters are dead then it's likely I'm fighting something powerful and I'm going to want to ressurrect them asap, and the damage boost gained would be significantly less than having all three characters alive. I kind of like the idea of him using the Missing Scores formula, as he is kind of more magic focused character. The trade-off being more physical damage but less materia slots for his powerful magic stat. But then you need a different ability for Barret. Hmmm...

3. Limit breaks. The main reason I never used the above two characters is their limit breaks, or lack of as the case maybe. Is it even possible to add extra limit breaks to the game? That way Vincent could have a second option each tier that doesn't lose control of his character. Same for Cait really, I know Dice can be powerful early game but it loses its way late game, and slots is slots.
I always hated seeing a limit break come up and thinking I'll do more if I don't use it. Limit's should feel powerful and encourage the use of fury in certain circumstances, right now sadness isn't mandatory, yet it just feels that you get so much more use out of it.

4. Cid and Red's Ultimate weapons. Nothing wrong with the formula for these guys I just felt that the necessary items seem a lot harder to come by. Everyone else can get their ultimate within one(?) boss fight after reaching the bottom of the crater, however Cid needs you to go through all of the dark cave sidequest and Red requires 5 boss fights. Just seemed a little unfair to those guys  :D

Everything else in this mod has been incredible and my personal favourite addition is being able to talk to your party in Kalm/Junon, the Yuffie and Red interactions especially. More of these would be extremely welcome if possible.

Keep up the great work


1. You're right, it does conflict. It was suggested a long time ago, but maybe I should swap Vincent and Cait's innates around after all. It'd mean Vincent's MP would be coming in handy even in Limit form + help him with survivability while in that form.

2. I could try something else for Death Penalty; the original formula it uses isn't great though, unless his Kills are set at a 'base' of a few hundred to bring it more in line with the other weapons but that'd require a new game to see the benefit. I could try something more conventional like Cid's weapon, but with an effect like ignore defence or something.

3. I tried to add a 'Limit Reset' to Vincent's tiers that would let him use a HP/MP restore instead of a transformation but didn't have much luck making it happen. Cait Sith's issue was that some of his Limit levels are hard-coded to call up reels rather than just an effect; I got to assign a LV1-2 Limit for him (transformation) but any more than that isn't possible without .exe edits.

I could enhance Vincent's Limits by maybe adding auto-buffs that refresh in his AI while in Limit form, and have it favour the elemental attack instead of the physical hit. As for Cait, his LV1-1 ignores defence which can be a big boon, though Transform is more there for laughs. The Mog seemed too strong for a LV1 Limit, Lucky Girl/Auto-Crits is a very strong effect, and I think Toy Soldier would just be a weaker version of Dice (Toy Box and Summon are also pretty weak + not sure if they work properly).

When the .EXE edit is made, I could enhance the Toy Box damage so that you're always getting good damage coming out of it even if you don't match up a combination but I think that might be the extent of what I can do with it.

4. I'll keep the key items where they are for now, but when I make the 1.5 update I'll see about remedying this so that no character's weapon takes longer/more to acquire than the others but it might be tricky.

I'm wanting to expand that talk to your party thing in towns; but I've gotta do the rest first. It will be in every major location by the end though. And NT is almost done. Almost ;-;

Where is the guide book located in this mod?

The ghost ship still has it. I think it requires Morph like in the original game, otherwise it's steal/drop.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-12-07 02:20:40
I don't know why I didn't see that coming... I have some confusion about a few things. Stasis Lock has no location listed so I'm not sure about that one. And the Ziedrich says its a drop fro "Binah" in the KotR cave on disc 3. Is this a typo, or dated or am I missing something as that boss is named Netzechariah currently. I ran out of materia space at a strange time but i don't think it affected anything; the master materia fight ended with master magic, master command, and w summon, so am I right to assume master summon no longer exists? The relic ring, curse ring, dragon armlet, escort guard, and minerva band (maybe other stuff) say from rare steals in the crater. I sat in a battle with Pollensalta stealing for like an hour to no avail. Do you have an approximate chance to steal those? And i saw in a recent post you said most rare steals are/will be gone, will these remain or will they be obtained elsewhere?

Edit: Or i skipped text too fast and only got w summon XD is that whats supposed to happen? Because I didn't get the master materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cheffdonty on 2016-12-07 04:42:16
Trouble with osmose as in crashing problems or no MP coming out of them?

"Grenade Combatant", and I tested this in the first fight you get into from charging Shinra HQ (That's a fight where you have just two of them)

I can use osmose just fine on one, and he will lose 48 MP, but I'm not getting any in return.

I also tested it on SOLDIER 3rd, and it works as it should on them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Starmongoose on 2016-12-07 09:20:17
I've been getting soft-locked on the Turks fight in Gongaga. It has something to do with one of Rude's attacks I think, he goes to use it and everything just stalls out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-07 14:52:40
I don't know why I didn't see that coming... I have some confusion about a few things. Stasis Lock has no location listed so I'm not sure about that one. And the Ziedrich says its a drop fro "Binah" in the KotR cave on disc 3. Is this a typo, or dated or am I missing something as that boss is named Netzechariah currently. I ran out of materia space at a strange time but i don't think it affected anything; the master materia fight ended with master magic, master command, and w summon, so am I right to assume master summon no longer exists? The relic ring, curse ring, dragon armlet, escort guard, and minerva band (maybe other stuff) say from rare steals in the crater. I sat in a battle with Pollensalta stealing for like an hour to no avail. Do you have an approximate chance to steal those? And i saw in a recent post you said most rare steals are/will be gone, will these remain or will they be obtained elsewhere?

Edit: Or i skipped text too fast and only got w summon XD is that whats supposed to happen? Because I didn't get the master materia.

Stasis Lock has changed a couple of times into a different Enemy Skill; it became LV3 Def-Less for a while, and currently it's called Mustard Bomb. It's learned from Pollensalta in the North Crater/Right Path, use a Limit Break attack on her and she should counter-attack with the skill. Binah is also the old name for Netzechariah; FF14 released a raid boss called Sephirot that summons smaller enemies called Binah, so from then on I was always reminded of the little buggers when looking at NT's Binah so I changed the name >:l

You get a Red Stone from beating the three Materia mimics (and W-Summon I think); this is used to make Red XIII's Limited Moon weapon. The rare steals are about to be removed as they're pretty much unobtainable due to an oversight with differences in level; after the item lists were drafted up, I think I implemented the level synch thing which makes it unfeasible to get these steals toward the end of the game when enemy level starts to reach the 70-90+ mark. I've finished the item list revision to get rid of this problem and make stealing more consistent throughout the game (most enemies now only have 1-2 items to steal, usually with a good chance on both unless it's equipment).

"Grenade Combatant", and I tested this in the first fight you get into from charging Shinra HQ (That's a fight where you have just two of them)

I can use osmose just fine on one, and he will lose 48 MP, but I'm not getting any in return.

I also tested it on SOLDIER 3rd, and it works as it should on them.

Haven't checked, but it might be that Grenade Combatants don't have any MP; you can only drain MP that remains in the enemy (same with HP I think) though damage will display as normal.

I've been getting soft-locked on the Turks fight in Gongaga. It has something to do with one of Rude's attacks I think, he goes to use it and everything just stalls out.

Spotted the problem; Rude has Arrange Mode AI that triggers an alternative version of Turk Spark when he's hit by magic attacks. This new attack wasn't set in his animation index though; but this would mean that the game you're playing has the Arrange flag active. Was your playthrough started back when Arrange was still an available option? In any case, I'll patch this but to avoid the issue I'd avoid using Magic attacks on Rude. Other players shouldn't encounter this issue as Arrange is currently unavailable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Starmongoose on 2016-12-07 16:06:21
Yeah, I didn't realise you had taken Arrange out! I got up to the end of Midgar and stopped playing for a while, but I picked it up again a couple of days ago. Been having a great time with it. :) I know I won't enjoy the FF7 remake square enix is going to do, but at least I have this mod. :P

I'll try not using magic on Rude, hopefully he won't use the attack on me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-12-07 22:23:16
Doing the dark cave now and I have everyone but yuffie back, can't figure out how to find her and can't get up to shinra hq yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-07 22:44:19
Doing the dark cave now and I have everyone but yuffie back, can't figure out how to find her and can't get up to shinra hq yet.

Yuffie's trigger is a yellow materia that appears in the scrapyard that links Sector 4 to Wall Market; it's near the south exit on top of a giant hand that's to the left of the usual route you take.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-12-07 22:56:34
I was afraid of that. I watched a video where that was her trigger, but the materia will not show up for me no matter what i do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-07 23:55:15
Ahhhh, think I just saw the problem; in the old build, the sewers were inaccessible so I recycled the Steal Materia's var trigger for the yuffie event but because the route goes down there now it's possible to get Steal again and lock this event.

No worries though; I'm looking to get all the files updated tonight to get some issues sorted out. I'll set it to use a unique var trigger.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-12-08 00:17:10
awesome thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-08 00:59:35
Fixed a fair few issues in the flevel and with enemies; about ready to put the update/patches together. It's not the big 1.5 update yet, but we're getting there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Soulofsteel on 2016-12-08 05:18:46
I went back and found yuffie before cid and it worked fine, and I finished the game! I can honestly say that my favorite game in history has gotten even more incredible with this mod. I just wanted to point out, when you go down the final part of northern cave, maybe because I did the dark cave sidequest right before, but the background for that whole area was midgar and more specifically the reactor exploding and cloud jumping on the train. The whole thing was rather comical and even added to my enjoyment although im still pretty sure was a bug XD hehe. Best video game experience I have ever had in my 23 years, thank you for creating this work of art. I still plan on playing it again and again throughout time and the coming updates, can't wait. Keep it up!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-08 16:10:13
I went back and found yuffie before cid and it worked fine, and I finished the game! I can honestly say that my favorite game in history has gotten even more incredible with this mod. I just wanted to point out, when you go down the final part of northern cave, maybe because I did the dark cave sidequest right before, but the background for that whole area was midgar and more specifically the reactor exploding and cloud jumping on the train. The whole thing was rather comical and even added to my enjoyment although im still pretty sure was a bug XD hehe. Best video game experience I have ever had in my 23 years, thank you for creating this work of art. I still plan on playing it again and again throughout time and the coming updates, can't wait. Keep it up!!

Yeah, that was a Disc swap problem; I forgot to add a 'Change to Disc 3' for the end of Dark Cave so it's still sitting on Disc 1; I added a Disc 3 swap to the lost & found guy though as a temporary fix until I've got these patches up. Glad you enjoyed the mod, bud; there's a little more yet to come.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Schrödinger on 2016-12-09 16:21:50
After hearing marvelous things about this mod I just went and patch my Steam FFVII and use 7H to start it. But besides that, I want to "improve" my experience with the rest of the mods available in 7h. The only thing I wanna know is about incompatibilities, for example: I know the NT has some sprites for monster in battle like the scorpion and I don't want to overwrite them.

Any help with that??

Thx and congrats for the mod! (already playing it)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-09 18:42:47
Just avoid using other gameplay mods with it like Hardcore mod, etc. These will be incompatible. I think Reunion is as well.

Things like field backgrounds, chara models, etc. should be ok; just remember to keep NT at the bottom (or was it the top?) of your load order in Active Mods.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-12-09 22:39:53
Will there be a new 7H IRO soon?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-12-10 02:59:05
After hearing marvelous things about this mod I just went and patch my Steam FFVII and use 7H to start it. But besides that, I want to "improve" my experience with the rest of the mods available in 7h. The only thing I wanna know is about incompatibilities, for example: I know the NT has some sprites for monster in battle like the scorpion and I don't want to overwrite them.

Any help with that??

Thx and congrats for the mod! (already playing it)

There are compatibility settings built into 7H. For some mods, if you enable them, it will automatically disable other mods that are incompatible. NT is one that uses this feature, so you won't have any problems so long as you do the setup correctly. Follow the written tutorial carefully, especially the Workshop -> Settings in STEP 3 and the load order in STEP 5. There is no easier way to write the setup, so unfortunately most errors reported to me are because the user made a mistake in the setup. Good luck :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: wavigravi on 2016-12-10 08:47:20
just started this great mod but having trouble with cloud not appearing in the sewers.
I read that running the patches fixes this issue but my problem is that the patches wont run on my computer clicking on either does nothing, I have tried disabling antivirus and running as administrator also redownloaded the patches and nothing has worked. Any help work be appreciated cheers.

Nevermind i fixed this, im using windows 10 going onto the applications properties and ticking unblock this file allowed me to run it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: llama1337 on 2016-12-10 12:39:33
just started this great mod but having trouble with cloud not appearing in the sewers.
I read that running the patches fixes this issue but my problem is that the patches wont run on my computer clicking on either does nothing, I have tried disabling antivirus and running as administrator also redownloaded the patches and nothing has worked. Any help work be appreciated cheers.

Nevermind i fixed this, im using windows 10 going onto the applications properties and ticking unblock this file allowed me to run it.

I having this same issue! Can you be more specific on how you fixed this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-10 15:19:37
Will there be a new 7H IRO soon?

Yeah, I'm updating everything in the one go. Going to try and upload these tonight.

I having this same issue! Can you be more specific on how you fixed this?

Installers, particularly the hotfix patches, can sometimes be flagged by the computer as being unsafe due to them being relatively new. To mark them as safe, right-click the patch's .EXE and go to Properties. Then click the Unblock button if this is visible, and maybe run as admin + set compatibility mode for Windows 7 if running this on Win10.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: wavigravi on 2016-12-10 19:25:57
I having this same issue! Can you be more specific on how you fixed this?

yer of course. All i had to do was right click on the patch then click properties and in the window that pops up i recieved a message saying windows 10 may be blocking this file as it has come from another computer. theres a small tick box to unblock the file.

hope this works for you
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Starmongoose on 2016-12-11 12:49:17
Well, it was fun while it lasted. *sad face* It crashed when I was saving in the city of the ancients and now all my saves are gone.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-11 18:27:13
I could send you one of mine? If you place it in the save folder while the launcher is open, then make a save on it in-game, it should persist.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Starmongoose on 2016-12-11 18:40:18
I wouldn't say no, that sounds great :D Do you think it's because I was running Arrange mode on a patch where there isn't one? Might have just been a weird random crash on my end though.

Either way, I'd be appreciative of it. I just found the Lunar Harp and entered the City of the Ancients if that's any help to you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-11 23:28:35
Okay, let me check my files to see if there's anything close to there.

Edit: http://www.mediafire.com/file/r6odbpxdnux5znn/save.zip

To use this, first uncompress this folder's contents and then start FF7's Launcher; place the folder's contents into the following location while the Launcher is still open:
C:\Users\[Your User Name]\Documents\Square Enix\FINAL FANTASY VII Steam\user_#####

Then click Play and load the save file. Save the game again, and this should make the save file 'permanent'. If you try to add the save file into the folder BEFORE running the FF7 Launcher then it will delete the save file instead, as it won't pass verification. Silly system, but there it is.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: alderez on 2016-12-12 01:56:19
The messages that pop up when opening the chests in the Crashed Gelnika don't match with the rewards you get (ie the weapons - avoiding names in case people don't want to know what's down there and since there are only a few treasure chests:)

BTW I assume the new patch files will post to the main page of this thread?  I saw a couple references to new builds going up but haven't seen anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Starmongoose on 2016-12-12 06:45:01
@Sega: Amazing! Thank you so much. :) I got it working. Everything looks pretty much close to what I had before, so that's great. Just need to grind some Limits back to what I had :P

I have a Protect Ring now 0.0 It's really good. I must have missed that somewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-12 08:12:14
The messages that pop up when opening the chests in the Crashed Gelnika don't match with the rewards you get (ie the weapons - avoiding names in case people don't want to know what's down there and since there are only a few treasure chests:)

BTW I assume the new patch files will post to the main page of this thread?  I saw a couple references to new builds going up but haven't seen anything.

Yeah, I'd hold off on the patches at the moment. An update was due a couple days ago but I had a few extra things to tweak.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RynxXK5 on 2016-12-12 10:44:49
So I'm trying to start the Dark Cave Quest but am unable to find Dio at his Museum.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-12 15:25:39
So I'm trying to start the Dark Cave Quest but am unable to find Dio at his Museum.

Make sure that you've applied the latest flevel + scene hotfix patches and that you've been to the bottom of North Cave at least once.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alex Zender on 2016-12-12 18:14:30
Hi all.

Is there a hard mode for in 1.4 ? ( as in 1.35)


Thanks =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-12 18:15:07
Not yet, but soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RynxXK5 on 2016-12-12 21:29:25
Make sure that you've applied the latest flevel + scene hotfix patches and that you've been to the bottom of North Cave at least once.
Copy haven't been down the northern cave yet, does this also need to happen in order to get Arieth's lvl 4 limit break? Additionally I downloaded the IRO version 8 days ago.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-13 00:56:01
A lot of the disc 3 stuff is unlocked by going to the bottom of the north crater.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2016-12-13 08:33:22
Something you and other people here may find exciting is that I am currently working on my new dll, which allows for memory changes externally using text files (like the hextlauncher uses), - and injection of dlls, but also the ability to set multiple mods by just changing one line in a file called options.ini.  For example, when this file has its main option set as "Mod=Reunion" - it will look for all major files (those that get modded by people) in folder root\mods\Reunion.

If set as "mod=NONE"  then the game would again use the default paths and files.

So you can have any number of mods and configurations set up and my dll will do the rest, automatically loaded with the game.  I've just done a test and it seems to work well.  Potentially this means the end to having to keep installing and uninstalling mods.

It would mean that you had to ship my file with your mod and just copy the needed files into the folder "mods\NTHREAT" or something, but I think this could be a very cool advancement in modding here at Qhimm.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-13 14:52:17
Hextlauncher was pretty good when I used it, so I'd be up for trying that out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kaldarasha on 2016-12-13 17:50:43
Something you and other people here may find exciting is that I am currently working on my new dll, which allows for memory changes externally using text files (like the hextlauncher uses), - and injection of dlls, but also the ability to set multiple mods by just changing one line in a file called options.ini.  For example, when this file has its main option set as "Mod=Reunion" - it will look for all major files (those that get modded by people) in folder root\mods\Reunion.

If set as "mod=NONE"  then the game would again use the default paths and files.

So you can have any number of mods and configurations set up and my dll will do the rest, automatically loaded with the game.  I've just done a test and it seems to work well.  Potentially this means the end to having to keep installing and uninstalling mods.

It would mean that you had to ship my file with your mod and just copy the needed files into the folder "mods\NTHREAT" or something, but I think this could be a very cool advancement in modding here at Qhimm.

I don't understand where this is different from 7H? Does it by pass the files as Aali's driver does it or will the files be patched at run time as 7H does it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2016-12-13 18:00:56
7H requires modified files in packs and so on?  This way means you can move between mods much more easily and have full control over any changes and tweaks at the same time from various folders.  The exe paths are modified at runtime - and without a launcher.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kaldarasha on 2016-12-13 19:34:11
The packs are only for performance. It can read folders by default, but this can (highly) increase the start up time of the game depending of how complex the mod is. I prefer the use of the folders to test files, because I do not overwrite anything and doesn't need to care about conflicting files so much and I can easily swap back if I don't like the result. If I like the result I pack and compress the files to an iro mod and speed up the loading time. On top, I'm able to let the user select what he wants to use with a preview image (but even a preview of music is possible) and I can inject files if a certain condition is full filed. The dynamic weapon mod I made for Cloud is a good example of how powerful 7H is. It's also possible to give Tifa the chosen weapon on both hands. There are tons of things possible, because of case sensitive files.

It simply would be great if we could merge all tools together to increase the functionality of 7th Heaven. This doesn't mean 7H is the ultimate tool we need to serve, but it would be easier for the user to use only one tool to mod FF7. Even the use of the gamesconverter seems to be a burden for many. It's also better to have one tool because of the rare man power we have here on Qhimm and I don't like to see work done twice and in the end one is the winner and one has done all his work for nothing. I'm confident that you will create great tool as you always do, but it couldn't hurt to take a look at 7H source code and see if you could improve it.

One last thing and which may makes your way more interesting for Steam user. 7H currently doesn't work with the re-release. And if you can bring the upscaled backgrounds to work with it (it is possible I did it with uMod but it needs a better way to get the hash codes) this may beat 7H entirely.

Whatever you do, 7H can be set to work with any moding tool (more or less it can change non FF7 related files). This was something I ask Iros for to be prepared for future mods.

Sorry Sega for this off topic discussion. But more isn't too say here from my side. It's Dan's decision, if it is good or even better (:-D) to do so, not my. I only want to point out a few things.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Schrödinger on 2016-12-16 17:40:19
I'm currently fighting "thousand gunner" and boy I'm having a hard time. I though maybe I was underleveled and needed to grind a little bit so I check a random gameplay from youtube too see their character's levels and I was really suprised when I noticed the game is "different" from mine like:

1. I can't use Red XIII limit (can't reach) but in the video they could
2. Materias affect different the stats of my characters
3. Overall I'm weaker than what I see in the videos

I took care that both the video and my game had the same version i.e. 1.4, so I don't understand what's going on. Maybe another mod is interfering? Maybe there is a minor update that changed this things? I dunno, maybe I'm just a noob, but if someone could tell me why this differences exist I'll be glad.

Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-16 19:55:31
I'm currently fighting "thousand gunner" and boy I'm having a hard time. I though maybe I was underleveled and needed to grind a little bit so I check a random gameplay from youtube too see their character's levels and I was really suprised when I noticed the game is "different" from mine like:

1. I can't use Red XIII limit (can't reach) but in the video they could
2. Materias affect different the stats of my characters
3. Overall I'm weaker than what I see in the videos

I took care that both the video and my game had the same version i.e. 1.4, so I don't understand what's going on. Maybe another mod is interfering? Maybe there is a minor update that changed this things? I dunno, maybe I'm just a noob, but if someone could tell me why this differences exist I'll be glad.

Thanks.

Sounds like the custom .exe is to blame. NT had an optional .EXE component that enabled long range enemy attacks and adjusted character Limits (albeit poorly). You'll need to get back to using a normal FF7.exe if possible. Are you using 7H or just running the game normally?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Schrödinger on 2016-12-16 21:42:27
I have the Steam version, and then I followed the 7H tutorial. I'm using several mods with 7H but yours is the only one afecting the gameplay I reckon. So, my "version" is the good one or it's the other one? I mean, I wanted to play it the way you (the creator) intended, so if I just need to git gud I I will.

PS: I'm using ff7_mo.exe because I installed the "the reunion" mod to improve the menu. could that be the problem?

PSS: An example: all materia gives me: Str -4, Mag -4, Dex -10, MP -5% ; in the video I saw https://youtu.be/QY6T-lFH9UY?t=3m58s it gices Dex -2
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-17 00:59:30
That's the issue right there, the mo.exe has been set up to include those old NT exe changes whenever NT is one of the active mods.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-12-17 01:31:43
I might have overlooked the .exe in the GC for awhile now, so I'll see if I can fix it this weekend.

Schrodinger, can I send you an updated .exe for you to test?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Schrödinger on 2016-12-17 08:37:25
Sure you can EQ, just send me a pm with the details. So, I was playing a harder game that it was supposed to be, good to know! I started to feel stupid xD

One solution could be to use the regular .exe uncheck the menu overhaul in "the reunion" mod, I just did that and I could beat the boss no problem. But I don't want to lose any materia, item, etc. or be held back in any way because of my mistake, should I start a new game from the beginning with the proper exe?

Another possibility is that Alyza fix the mo_exe to be "compatible" with nt, right? Then I could play with the menu overhaul?

Thx for your replies!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: loranger on 2016-12-17 10:35:50
Add a multiplayer part to your mod ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Starmongoose on 2016-12-17 20:12:09
The Mod is great Sega Chief :) Progress is going smoothly.

Though I think I've hit a brick wall with regards to trying to breed myself a gold chocobo. All I get are blue chocobos no matter what I do, I've tried walking in and out of the farm, feeding greens, battles, continuing the story. Blue chocobos are my life now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Coca Cola Man on 2016-12-18 00:59:59
I wouldn't bother breeding a gold chocobo yourself unless you want it for racing, as always Sega Chief has added a shortcut for the more tedious parts of the game.

Simply morph a pirate ship/ghost ship in the underwater reactor for the guide book and trade it to the Kalm traveler for a free gold chocobo.

Good luck with the materia caves  :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-18 06:18:22
The Mod is great Sega Chief :) Progress is going smoothly.

Though I think I've hit a brick wall with regards to trying to breed myself a gold chocobo. All I get are blue chocobos no matter what I do, I've tried walking in and out of the farm, feeding greens, battles, continuing the story. Blue chocobos are my life now.


Another thing you can try is talking to the chocobos in a different order. There's actually an issue of some sort with a later step (maybe getting Black or Gold) where talking to one parent first will prevent the desired colour from being produced or something. You could try catching two more random dudes (of any quality, the ones around the ranch area for instance) and breeding those with some worthless nut beforehand. If all else fails, Coca Cola Man's suggestion of morphing for a Guidebook will net you a Gold Chocobo as well though to get it race-worthy you should catch a Wonderful and breed that with the Gold to make a fast one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Starmongoose on 2016-12-18 08:23:10
You guys are blowing my mind right now!!

I just finished the Underwater Reactor bit, so I can go back and do that right now. You're a clever cookie Sega Chief.

I probably DO want to race it, so I'll breed it with a Wonderful chocobo. I have no idea what's waiting for me in the Materia Caves but I have a feeling I'm not ready. :P I'm gonna try though.

Thanks Coca Cola man too :)

EDIT: Okay, got me a Wonderful Gold Chocobo and got the prizes for winning the S Rank races. I feel at peace. I tried to get Quadra Magic and got my ass kicked. MAYBBE not yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: necromancer on 2016-12-18 17:20:42
Sorry if this was answered before, there's almost 200 pages to dig through. I Have the 1.4 version from the OP + both patches but when I defeated Tseng I didn't get any pulse ammo and there's no lost and found NPC outside the chocobo room on the highwind. Was this item moved?

EDIT: After making this post I got anxious about the patches and ran them again. After checking the flevel patch I then go in game and a new NPC is wondering around, problem solved.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HeaN on 2016-12-19 10:48:09
Add a multiplayer part to your mod ^^

This requires alot of Hardcoded modification + Additional Networking. Always thought about that. An Asynchronic Server would be np. But connecting each to game in real time. No fcking Idea :D

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NachMan on 2016-12-19 14:48:33
I am at north crater and the sense materia just craps out. Any way to increase its probability to work? I do not know which stat covers that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HeaN on 2016-12-19 15:55:01
Never got to the end of the game.

BTW in a few minutes my friend and me streaming the New Threat 1.4 together. Check it out if you want :)

http://twitch.tv/heanforce
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: necromancer on 2016-12-19 22:22:26
I am at north crater and the sense materia just craps out. Any way to increase its probability to work? I do not know which stat covers that.
I read in the tutorial hall it only works on monsters with <30k HP. So it wont ever work down there, makes for a very painful morphing process. I'd suggest getting intimate with a calculator unless someone can suggest an easier way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2016-12-19 23:02:34
You can increase to 65535 by editing exe. But that's all. It can't be made higher without a lot of messing with code.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-20 02:11:03
Now unless I've forgotten something (,_,) the new files should be ready for upload. In the imminent patches, we've got:

-) Cid's LV.4 Limit Sidequest re-done
-) Tifa's Lv.4 Limit sidequest re-done
-) Junon Leagues reinstated (3 opponents, 6 fights per bracket, 2 brackets currently)

-) Enemy item lists revised & a spreadsheet made by SirBlackMage lists every enemy's drops, morphs, steals, etc.
-) Numerous bug fixes
-) Vincent's Ultimate Weapon has been set up as Ignore Defence with a high crit%, dropped the Yoshiyuki effect from it
-) Revisions to Dark Cave bosses, particularly Amalgam
-) You can now reach the round guy

Following this patch, Arrange Mode and optional Aeris is going to be the next objective. Cloud's Lv.4 Limit event is also being worked on to reinstate the original flashback to work alongside Junon Leagues; at the moment, only the Midgal portion of it plays while I work out the scripts. The battle now has Game Over disabled and will warp the player back to the Shinra Basement if they need to back out of it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-20 03:31:06
That's the new installer + IRO links up; the new patch requires updates to the battle.lgp and some other core files so the hotfix patches were removed. Hopefully we won't need them again for a while, but keep an eye on the thread in case issues arise.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-12-20 07:07:00
Now unless I've forgotten something (,_,) the new files should be ready for upload. In the imminent patches, we've got:

-) Cid's LV.4 Limit Sidequest re-done
-) Tifa's Lv.4 Limit sidequest re-done
-) Junon Leagues reinstated (3 opponents, 6 fights per bracket, 2 brackets currently)

-) Enemy item lists revised & a spreadsheet made by SirBlackMage lists every enemy's drops, morphs, steals, etc.
-) Numerous bug fixes
-) Vincent's Ultimate Weapon has been set up as Ignore Defence with a high crit%, dropped the Yoshiyuki effect from it
-) Revisions to Dark Cave bosses, particularly Amalgam
-) You can now reach the round guy

Following this patch, Arrange Mode and optional Aeris is going to be the next objective. Cloud's Lv.4 Limit event is also being worked on to reinstate the original flashback to work alongside Junon Leagues; at the moment, only the Midgal portion of it plays while I work out the scripts. The battle now has Game Over disabled and will warp the player back to the Shinra Basement if they need to back out of it.

Yo Chief does this include the Steal fixes for all the Northern Crater enemies? Like can we actually steal from them now? ;p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-20 15:10:41
Yeah, should be able to.

Edit: I'm going to quickly replace the Installer + IRO to get rid of some issues:
-) 7th Heaven doesn't drop
-) Meteor Cup is still accessible (no script so it causes a softlock and needs to be removed)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: oncloudvii on 2016-12-20 16:49:12
Hmm. Just tried to do Tifa's sidequest, but when I get to her boss fight in the Reactor, the battle transition occurs and then the game freezes. Not sure what's going on. I'm using the IRO version, if it helps.

EDIT: Here is what the crash log says.

[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GT 640/PCIe/SSE2 4.5.0 NVIDIA 375.70
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1680x1050, output resolution 1680x1050, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: C:\FF7 Original\data\movies\eidoslogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 11.333333, frames: 170
[00000028] set music volume trans: 127->0, step=60
[00000093] END OF CREDITS!!!
[00000093] Entering MAIN
[00000093] set music volume: 127
[00000093] Exiting MAIN
[00000093] START OF MENU SYSTEM!!!
[00000251] END OF MENU SYSTEM!!!
[00000251] Entering MAIN
[00000255] Exiting MAIN
[00000255] Field Start
[00001905] Field Quit
[00001905] Entering MAIN
[00001905] Exiting MAIN
[00001905] Entering FRAME_INITIALIZE SWIRL
[00001905] Exitting FRAME_INITIALIZE SWIRL
[00001908] Swirl sound_effect1
[00001908] stop_sound
[00001908] End of Swirl sound_effect1
[00001987] Entering FRAME_QUIT SWIRL
[00001987] Exitting FRAME_QUIT SWIRL
[00001987] Entering MAIN
[00001989] Exiting MAIN
[00001989] [BATTLE] Entering FRAME_INITIALIZE
[00001989] [BATTLE] Scene# 312
[00001989] [BATTLE] Exitting FRAME_INITIALIZE
[00001990] : [00001990] : [00001990] : [00001990] WM_CLOSE
[00001990] : unhandled exception
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-20 17:01:00
Yeah, I think I caught this one before upload fortunately. The battle model was missing from the IRO, but I've added it in and the new IRO just went up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: oncloudvii on 2016-12-20 17:04:50
High five, good sir! That did it.  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2016-12-20 17:06:18
Content complete yet?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-21 06:17:18
Content complete yet?

More or less; Arrange Mode is the last significant addition to be made to the game. There's a feature here or there to be made, like optional Aeris and another bracket for Junon Leagues, but NT's development is almost over.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: BelialLion on 2016-12-21 09:43:44
Chief does the Hero's Medal do anything different this time around?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: kazoot on 2016-12-21 16:43:41
I don't know if this is a glitch or what, but when I went to rank up for the first time, I could only Rank up Tifa and Cloud? Is everyone supposed to get the same amount of SP or is everyone different? I went to a save point to check my SP, and every member had different numbers. :/ This kinda sucks as Cloud and Tifa are d pretty much definitively better than everyone else stat wise and will remain that way for a good portion of the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: trance7 on 2016-12-21 20:16:53
Crap, I just went through the Dark Cave sidequest and the Curator still wasn't there :( Any idea of what could be causing that?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-22 06:03:33
Chief does the Hero's Medal do anything different this time around?

Has the same function as before.

I don't know if this is a glitch or what, but when I went to rank up for the first time, I could only Rank up Tifa and Cloud? Is everyone supposed to get the same amount of SP or is everyone different? I went to a save point to check my SP, and every member had different numbers. :/ This kinda sucks as Cloud and Tifa are d pretty much definitively better than everyone else stat wise and will remain that way for a good portion of the game.

Everyone is different; it works a little like EXP. Active party members get more, inactive members get about half. I also built the date scene into this so when you choose dialogue options that favour certain party members they're getting bonus SP from it.

Crap, I just went through the Dark Cave sidequest and the Curator still wasn't there :( Any idea of what could be causing that?

Probably the variable determining if he appears or not has been set to On somehow. I can reset it for you if you like with a one-off flevel patch?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: trance7 on 2016-12-22 10:54:15

Probably the variable determining if he appears or not has been set to On somehow. I can reset it for you if you like with a one-off flevel patch?

That would be amazing! I'm in the process of replying the entire mod just to get to fight him, but a quick fix would be much appreciated :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-22 21:47:37
It seems that the 100% steals I set up in the Crater are not, in fact, 100% but -12% due to that level difference. A Sneak Glove will (probably) remedy that, and the items themselves are mostly consumables not equipment like before, but it does present a bit of a conundrum :l
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Fauve on 2016-12-23 02:04:58
3. I could enhance Vincent's Limits by maybe adding auto-buffs that refresh in his AI while in Limit form, and have it favour the elemental attack instead of the physical hit. As for Cait, his LV1-1 ignores defence which can be a big boon, though Transform is more there for laughs. The Mog seemed too strong for a LV1 Limit, Lucky Girl/Auto-Crits is a very strong effect, and I think Toy Soldier would just be a weaker version of Dice (Toy Box and Summon are also pretty weak + not sure if they work properly).

When the .EXE edit is made, I could enhance the Toy Box damage so that you're always getting good damage coming out of it even if you don't match up a combination but I think that might be the extent of what I can do with it.
I like the idea of buffing Vincent's and Cait Sith's limit breaks. Is possible to make it so that everyone in the party gains experience instead of just Cait Sith when he uses transform?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-23 03:34:29
I like the idea of buffing Vincent's and Cait Sith's limit breaks. Is possible to make it so that everyone in the party gains experience instead of just Cait Sith when he uses transform?

I wouldn't know how to do it mechanically; if there's a way to make him, uh, unmerge when all enemies have been killed with an AI script then that could do it but I dunno if that functionality exists.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kaldarasha on 2016-12-23 10:23:19
What does happen if cait sith dies in that form?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Starmongoose on 2016-12-23 13:17:38
God damn it.

Spoiler: show
That Sense materia instead of W-Item in the Sector 8 Underground was damn evil.


EDIT: Am I supposed to fight ..
Spoiler: show
This Hojo boss every time I pass over this save point? It seems like a bug but not sure if intented. I can fight him over and over for lots of AP and EXP. I almost died first time though cause it was right after the Valiant Clod fight and I was low on HP/MP
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rougaroux on 2016-12-24 11:55:20
Hello Chief, everyone,
First of all thanks for this awesome mod. I started playing a few days ago and i enjoyed it way too much  :mrgreen:

But... but but but
Right after the scene where Don drops Aeris, Tifa and Cloud in the sewer (to be more precise, after the cutscene with Shinra), my game gets locked:

(https://s29.postimg.org/afr7da4yb/20161224132233_1.jpg) (https://postimg.org/image/afr7da4yb/)

Tifa and Aeris drops in the sewer, but Cloud never comes... the game keeps running, the animations too (water n music) but the game answers to no controls, and the two ladies don't move at all.

Have you ever encountered this bug ?
I'm a little bit frustrated here :)

I've installed your mod one week ago, on my french FF7 steam version of the game.

Thanks in advance, and merry xmas guys !

EDIT : Nevermind ! Hotfixes ! You rock...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-24 14:45:36
What does happen if cait sith dies in that form?

It's a game over as far as I know.

God damn it.

Spoiler: show
That Sense materia instead of W-Item in the Sector 8 Underground was damn evil.


EDIT: Am I supposed to fight ..
Spoiler: show
This Hojo boss every time I pass over this save point? It seems like a bug but not sure if intented. I can fight him over and over for lots of AP and EXP. I almost died first time though cause it was right after the Valiant Clod fight and I was low on HP/MP


It's something that was left over from testing. If you download the new Main Installer/7H IRO and apply it to your game then this bug (and some others) should be resolved. Otherwise happy exp/ap farming D:

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Aquarii on 2016-12-24 19:11:01
More or less; Arrange Mode is the last significant addition to be made to the game. There's a feature here or there to be made, like optional Aeris and another bracket for Junon Leagues, but NT's development is almost over.

So NT Mod v1.5 with New Game+ will be the last Version/Update?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-24 19:17:54
So NT Mod v1.5 with New Game+ will be the last Version/Update?

Yeah; Arrange mode and optional Aeris are the two things I'm working on. New Game+ depends on whether the global reset option in debug menu works or not. If it doesn't, then I'm going to have to try and take every variable and manually reset them ,_,

Or I could go with the other plan of making a separate mod that can handle end-game save data; not sure yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2016-12-24 21:25:02
I have a random question. A few weeks ago, I found out that there is an unused song that lies in the original Japanese versions code, called comical. Is there a way to actually include the song in the steam version? Or would it be too difficult or downright impossible to do so?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-24 21:59:41
I have a random question. A few weeks ago, I found out that there is an unused song that lies in the original Japanese versions code, called comical. Is there a way to actually include the song in the steam version? Or would it be too difficult or downright impossible to do so?

The song is fully operational and has been used in NT somewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2016-12-24 23:09:51
Really??? That's interesting... i haven't heard it in the game and I've already finished it. It must be played in an obscure area, or I wasn't paying any attention at all when it played. Could you give a hint as to where it might be played??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-24 23:15:56
There's a green NPC in Sector 4, near the Church; try talking to him and see what he says.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-12-24 23:46:33
hey sega chief

is there anyway you could start the side quest on the start of disc 3 insted of letting people climb all the way down the northern crater
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-25 00:33:53
Yeah, I'm going to set the game moment condition to the start of disc 3 instead of 1998.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bullhead on 2016-12-25 05:39:42
Clouds sidequest to fight Zack and get his final limit is bugged. I have been killed and tried to select quit to leave but it would put me back into the flashback I have also defeated Zack and it would put me back into the flashback again to fight him a second time. I assume if you could easily beat him it will repeat forever.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Raskkii on 2016-12-25 17:47:51
Hello Chief, everyone,
First of all thanks for this awesome mod. I started playing a few days ago and i enjoyed it way too much  :mrgreen:

But... but but but
Right after the scene where Don drops Aeris, Tifa and Cloud in the sewer (to be more precise, after the cutscene with Shinra), my game gets locked:

(https://s29.postimg.org/afr7da4yb/20161224132233_1.jpg) (https://postimg.org/image/afr7da4yb/)

Tifa and Aeris drops in the sewer, but Cloud never comes... the game keeps running, the animations too (water n music) but the game answers to no controls, and the two ladies don't move at all.

Have you ever encountered this bug ?
I'm a little bit frustrated here :)

I've installed your mod one week ago, on my french FF7 steam version of the game.

Thanks in advance, and merry xmas guys !

EDIT : Nevermind ! Hotfixes ! You rock...

Hello! I've encountered the same issue. Could you please tell me how to fix it? Playing on english steam version. Downloaded the 1.4 mod about a week ago, the 14th October one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-12-25 18:38:00
hey Rasjjii

download the dec 20th NT update that will fix your problem
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Raskkii on 2016-12-25 19:40:34
That worked, thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2016-12-25 23:11:21
Yeesh.... That train take over is a real pain in the ass....
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-26 00:09:53
Yeah, the best bet is to go with physical attacks and aspect your attacks with Water or Lightning. The Iron Giant, Wolfmeister, might be better dealt with using magic attacks but physicals are much faster than magic hits. You can also use Slow, and sometimes Stop, to reduce the number of enemy actions and buy yourself some more time (Added Effect + Time can do this). The last fight is best dealt with using Poison attacks, like Bio2/3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2016-12-26 00:36:28
Clouds sidequest to fight Zack and get his final limit is bugged. I have been killed and tried to select quit to leave but it would put me back into the flashback I have also defeated Zack and it would put me back into the flashback again to fight him a second time. I assume if you could easily beat him it will repeat forever
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-26 02:47:27
I've a patch to go up tomorrow so I'll add this to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bestiary on 2016-12-26 03:38:37
Hello.Where i can find Behemoth Horn ? I though it was Behemoth King but i get only Spring Gun Clip from drop and morphing him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-26 03:58:46
Hello.Where i can find Behemoth Horn ? I though it was Behemoth King but i get only Spring Gun Clip from drop and morphing him.

Behemoth King should drop Behemoth Horn and Morph into Spring Gun Clip. Have you DL'd and installed the latest files? The main installer + IRO were both updated recently.

Edit: An flevel patch was uploaded to fix two issues.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bestiary on 2016-12-27 05:26:24
It works now after installing new files.Thanks!

Im in ancient forest right now and on the screen where you get Typhoon materia i got into a battle with X-ATM Scorpion with Jessie in party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-27 16:01:01
It works now after installing new files.Thanks!

Im in ancient forest right now and on the screen where you get Typhoon materia i got into a battle with X-ATM Scorpion with Jessie in party.

That'll be Battle #0; the actual one is supposed to be Ho-chu so I'll set the battle ID to the correct number.

Edit: Actually, it's not that. Very strange, there's no encounter set for it in the scripts so it must have been pulled from the encounter table. Fight 0 gets used as a 'dummy' encounter with a probability of 0, a way to dummy out entries in this table. Maybe the game forces a pincer attack from time to time. I'll set it to something else just in case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bestiary on 2016-12-28 02:06:37
Hello again.Im on my way to kill weapons.Killed Viridian but something wrong with Carmine.Cloud just one shoot him with one counter attack.
I guess he eat too much salt in that ocean so he's low on hp.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-28 06:11:52
I prob set the HP to 1 to check the Earth Harp script; I'll get that sorted with a scene patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Starmongoose on 2016-12-28 12:48:33
Am I missing something with Tifa's final limit?

I play the piano and I get her secret savings, but that's it? I read you say on another forum that you go to
Spoiler: show
the Nibel Reactor and fight outside the Jenova room, but I checked and nada. (and yes, Tifa is party leader)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NachMan on 2016-12-28 15:03:28
So I beat Zack, got the looping error. Installed the fix and I beat him. No loop, but no Omnislash, just the armor.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-28 20:35:44
Am I missing something with Tifa's final limit?

I play the piano and I get her secret savings, but that's it? I read you say on another forum that you go to
Spoiler: show
the Nibel Reactor and fight outside the Jenova room, but I checked and nada. (and yes, Tifa is party leader)


Maybe it's variable interference from the old questline; I'll need to check it when I get back from work tonight.

So I beat Zack, got the looping error. Installed the fix and I beat him. No loop, but no Omnislash, just the armor.

I'll get that sorted out with a patch; I'll make one tomorrow after I've finished my shift; what I can do is add the Omnislash as a drop to a special NPC on the Highwind that checks for variables, that way you won't need to repeat the fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-12-29 03:29:19
Did you decide...
Spoiler: show
...to take out the 2nd Guard Scorpion fight in the first reactor? As well as the timer going off BEFORE the battle with Scorp as opposed to after it? And how do I get Barrett's 2nd gun? It didnt drop from the Scorpion like normal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-29 06:24:52
No, it sounds like the flevel isn't patched. You're using the 7H version, right? Did a welcome message appear when you selected New Game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-12-29 07:17:28
No, it sounds like the flevel isn't patched. You're using the 7H version, right? Did a welcome message appear when you selected New Game?

If it's from 7H, is it patched to Gameplay - Difficulty and Story v2.32?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-12-29 07:22:27
I tried both the IRO and running it straight from 7th heaven game play and story. Same result. And yes at "New game" i did get the message about the new threat 1.4 normal or arrange. Does the game play and story need to be higher than field textures and avalanches midgar mod?

Edit: moved up the Gameplay to right under Field Textures. still no change....
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-29 08:16:08
I tried both the IRO and running it straight from 7th heaven game play and story. Same result. And yes at "New game" i did get the message about the new threat 1.4 normal or arrange. Does the game play and story need to be higher than field textures and avalanches midgar mod?

Edit: moved up the Gameplay to right under Field Textures. still no change....

So the flevel is patched, but parts of it are being overwritten by something. Try running it with just NT activated, check if the scripts are working (the guard scorp battle for instance; timer should start before the fight begins) to rule out a dodgy 7H installation; then apply other mods one at a time to ascertain which one is causing a clash.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-12-29 08:51:10
@JLOUTLAW Texture mods will not interfere with the flevel of any gameplay mod, so you don't need to worry about load order for that. I'm not sure what you mean by 'avalanches midgar mod" though. Link to its thread?

@Sega I just played through the opening bombing mission. I'm not familiar with your mod yet (waiting for it to be completed :)), so please tell me if this is correct...

Spoiler: show
The 10:00 timer started just before the battle swirl with the first Guard Scorpion. It dropped a Mythril Armlet. The second Guard Scorpion battle began after I helped Jessie with her foot. It basically did nothing to harm us and dropped nothing. Decoy for the timer?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-12-29 08:55:39
Took off damn near everything, back to bare minimum. Still no change. No timer before the scorpion, it does drop the mythril armlet, and no 2nd fight after saving Jessie. What do I do?

@JLOUTLAW Texture mods will not interfere with the flevel of any gameplay mod, so you don't need to worry about load order for that. I'm not sure what you mean by 'avalanches midgar mod" though. Link to its thread?

This mod adds HD remade field textures to the various Midgar locations at the beginning of the game.

Update: So now I uninstalled and wasn't able to reinstall the gameplay and difficulty. But I downloaded the IRO file and put that at the top and could instantly see changes. First in the conversation leading up to it, then on the side that Barrett goes to. In vanilla hes on your right but in NT he goes to your left. Then the timer starts before the battle. Not sure why I cant redownload the gameplay and difficulty mod but no biggie.

EQ2Alyza: Merged your triple posts. Gotta learn that Modify button if you're going to keep giving quick updates.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-12-29 10:00:28
By the way, I noticed mine and WhiteRaven's AC Barrett field model aren't in the 7th heaven IRO. Would you like the files to add it in?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Len on 2016-12-29 10:25:58
I prob set the HP to 1 to check the Earth Harp script; I'll get that sorted with a scene patch.
You really should consider implementing a cheat item that's in an obtuse but easily-reachable location that casts the Instadeath slot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-12-29 10:31:36
By the way, I noticed mine and WhiteRaven's AC Barrett field model aren't in the 7th heaven IRO. Would you like the files to add it in?

Sure. Do you have it converted to battle model as well?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2016-12-29 11:02:40
The battle model is already included. It's just the field model thats not in there. I'll send you the files tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2016-12-29 11:58:13
I think the Field Model is there, but I have the wrong preview image for it. It should be the last option for Barret labeled WhitERaven.

@Sega Sorry to clutter your thread with these off-topic posts. I will delete them after we get it squared away.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-29 17:56:36
I think the Field Model is there, but I have the wrong preview image for it. It should be the last option for Barret labeled WhitERaven.

@Sega Sorry to clutter your thread with these off-topic posts. I will delete them after we get it squared away.

Nah, it's fine; it's NT related.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: alderez on 2016-12-29 18:57:44
Hey Sega - a few questions/issues.  Please note I have updated to the latest build and patch - I was on the previous build for most of the game but updated before reaching disk 3.

How do you actually craft the weapons?  I go to the weapon smith but he doesn't seem to offer any options (I am at the North Crater but haven't reached the bottom...do I need to do that first)?

In addition, the party leader swap doesn't seem to work for me.  I am unable to switch Cloud out for anyone.  Again do I need to reach the bottom of North Crater (documentation says disk 3 now).

One other weird one...on the Highwind if I go to the side room (small one with a bed in it, 1 highwind crew member and 2 soldiers) and talk to the crew member it insta-teleports me back to the events at the Ancient City where Cloud says he doesn't want to continue to journey anymore.  That seems like a bug?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-29 19:05:54
Hey Sega - a few questions/issues.  Please note I have updated to the latest build and patch - I was on the previous build for most of the game but updated before reaching disk 3.

How do you actually craft the weapons?  I go to the weapon smith but he doesn't seem to offer any options (I am at the North Crater but haven't reached the bottom...do I need to do that first)?

In addition, the party leader swap doesn't seem to work for me.  I am unable to switch Cloud out for anyone.  Again do I need to reach the bottom of North Crater (documentation says disk 3 now).

One other weird one...on the Highwind if I go to the side room (small one with a bed in it, 1 highwind crew member and 2 soldiers) and talk to the crew member it insta-teleports me back to the events at the Ancient City where Cloud says he doesn't want to continue to journey anymore.  That seems like a bug?

Reach the bottom of the North Crater to activate the two things you mentioned. As for that third thing, that's a debug thing I was doing; it'll be gone from the flevel patch I'm uploading tonight. Basically I'm working on making Aeris optional which means there needs to be some work done in Ancient City to get everything working together. Thing is, while I was doing it I decided to have a shot at heavily editing the scene that happens just before the end of Disc 2; Cloud's monologue always struck me as a bit odd (and I think it takes place in the wrong building because you appear outside the entrance to the other building with the Inn once it's done) so I moved the whole thing over and rescripted it all.

Just uploaded the scene patch to fix the Emerald Weapon HP thing: http://www.mediafire.com/file/tctvm39llkc2dn0/NT_Mod_HotFix_Scene_-_29th_December_2016.zip

Edit: I fixed these issues in the flevel-
-) New trigger for Tifa's piano on Disc 3 (should help anyone who got this var triggered earlier by the old questline it replaced)
-) Omnislash added to Zack flashback + the Lost & Found NPC on the Highwind near the Operations Room can add this to your inventory if you have a) finished the flashback and b) don't have Omnislash in your inventory.
-) Removed the warp to Ancient City (left-over debug).

Next update will be finishing Junon Leagues, which has a couple new battle models being added.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dark_Ansem on 2016-12-30 07:02:58
When are you going to re-release the exe mods for limit breaks and other non-WM editable things? I really enjoyed it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: eXistenZe on 2016-12-30 10:23:53
Hey there...

Have you considered making a guide to your mod?
Specially with the missables and optional stuff.

Best regards.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Thraxis on 2016-12-30 15:56:21
Hey there...

Have you considered making a guide to your mod?
Specially with the missables and optional stuff.

Best regards.

I'll be working on a rough draft of a walkthrough after I'm done with the current run I'm on as I'm planning on doing casual speed runs since the mod is almost complete ( :( ).
Will be including pick ups, good steals/morphs, weaknesses and boss strats. Probably no screen grabs unless it's necessary. Most if not all content will be doable without the use of the SP levels nor grinding. The only thing the guide will go out of its way to recommend is grabbing the Enemy Skills and including what characters I used at the point. I'd imagine it's up sometime around the end of next month, or I could release it in chunks as I go. Will probably not include the battle arena in before the end game since I find it a major PITA.

There are already boss kill vids from 1.4 on youtube if you need specific help before then. And I fully recommend running the mod without a walkthrough as so far I haven't found a wrong way to play it. I'm just about to finish up the Huge materia part of the story and I have not pumped my chars with any stat levels and I find myself having a more challenging but still fully manageable time. If there's anything specific you want me to add in, you can PM me and I'll check it and make note of it before I end up doing the run/writing everything out.

Shout out to Sega Chief for the awesome mod and adding a pair of linked slots on the ancient weapons because holy crap my life is going to be so much easier because of that. <3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2016-12-30 16:11:53
is it all that bad that i dont save Coral? I get to the front of the train, but only with maybe a 1 min left. and by the time cid gets down with his smoking, i crash into the town. so if i dont save it what do i loose? besides the Huge Mataria and Bahamut ZERO
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Murasame on 2016-12-30 16:13:37
I'm guessing that it'd be too much of a headache to let us have complete free reign of the party makeup in disc 3? Would be fun to experiment even more with different compositions and to run around with Yuffie or Red as field leader. I understand there'd be a lot of things to workaround though in terms of sidequests etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2016-12-30 18:16:48
When are you going to re-release the exe mods for limit breaks and other non-WM editable things? I really enjoyed it!

Yeah, I'm going to put another one together soonish.

Hey there...

Have you considered making a guide to your mod?
Specially with the missables and optional stuff.

Best regards.
I'll be working on a rough draft of a walkthrough after I'm done with the current run I'm on as I'm planning on doing casual speed runs since the mod is almost complete ( :( ).
Will be including pick ups, good steals/morphs, weaknesses and boss strats. Probably no screen grabs unless it's necessary. Most if not all content will be doable without the use of the SP levels nor grinding. The only thing the guide will go out of its way to recommend is grabbing the Enemy Skills and including what characters I used at the point. I'd imagine it's up sometime around the end of next month, or I could release it in chunks as I go. Will probably not include the battle arena in before the end game since I find it a major PITA.

There are already boss kill vids from 1.4 on youtube if you need specific help before then. And I fully recommend running the mod without a walkthrough as so far I haven't found a wrong way to play it. I'm just about to finish up the Huge materia part of the story and I have not pumped my chars with any stat levels and I find myself having a more challenging but still fully manageable time. If there's anything specific you want me to add in, you can PM me and I'll check it and make note of it before I end up doing the run/writing everything out.

Shout out to Sega Chief for the awesome mod and adding a pair of linked slots on the ancient weapons because holy crap my life is going to be so much easier because of that. <3

A guide would be interesting; 1.5 is the finalised version so when that's out you can rely on none of the item locations, etc. getting changed after that.

is it all that bad that i dont save Coral? I get to the front of the train, but only with maybe a 1 min left. and by the time cid gets down with his smoking, i crash into the town. so if i dont save it what do i loose? besides the Huge Mataria and Bahamut ZERO

You don't lose anything; you can get Comet from Junon's Docks (where the Cargo Ship used to be) and Bahamut ZERO can be dug up from Bone Village if it was missed (the location to dig for it should be floating about online somewhere).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dark_Ansem on 2016-12-30 18:30:46
1.5 is out soon then?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Thraxis on 2016-12-30 18:35:48
A guide would be interesting; 1.5 is the finalised version so when that's out you can rely on none of the item locations, etc. getting changed after that.

I know things will be changing but it wouldn't be hard to go back once 1.5 comes out and edit in info.

1.5 is out soon then?

From talking before with SC I believe he wants it out in January? I might have crossed some signals there but I believe that is what the plan is. Will include the arrange mode and the optional Aeris stuff.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dark_Ansem on 2016-12-30 18:39:33
What I'd really want is a working or compatible sephiroth patch!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ryukaki on 2017-01-03 03:37:49
Hey Sega, defeated Shadow Ozma, but couldn't seem to re-enter the Dark Cave, any advice on progressing here? Just not complete? Or am I missing something? Returning the Dark Cave never prompts me to enter, all the dialogue is exactly the same as when I exited the first time.

Help!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-03 06:17:25
Hey Sega, defeated Shadow Ozma, but couldn't seem to re-enter the Dark Cave, any advice on progressing here? Just not complete? Or am I missing something? Returning the Dark Cave never prompts me to enter, all the dialogue is exactly the same as when I exited the first time.

Help!

I'm still setting that up; I thought it would be as straightforward as resetting the main flags for the sidequest but it seems that there's more to it. There was going to be two, but I'm starting to think it'd be more straightforward to just have it be the one fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ryukaki on 2017-01-03 17:10:07
I went and fiddled around with the memory and Ochu to see if I could at least get myself back into the area, re-activating the teleport trigger was easy, but I crashed after that and didn't want to dig any farther, haha.

I can see if I can dig a little bit more if you'd like, looks like just setting DC0BC5 0E8D (3, 233) back to 01 lets you back in, but I saw some discrepancies in variables from the first time you run the quest and what values are re-set to after you complete the fight with Ozma Shade.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-01-04 00:21:50
So far, really enjoying the mod. The changes are nice, and the new boss fights are awesome. The models for them look really cool. However, I have encountered a bug. I tried searching the forums for it, but it doesn't seem to be listed. I'm not sure if it's just the transform materia itself, but I have Added Effect paired with Transform, and counter equipped to Cloud. Whenever Cloud counters and Added Effect triggers, it shrinks and frogs them, but then everything stops. Timers keep going, animations and everything keep moving, but no one attacks, and the battle cannot continue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-04 01:17:25
I went and fiddled around with the memory and Ochu to see if I could at least get myself back into the area, re-activating the teleport trigger was easy, but I crashed after that and didn't want to dig any farther, haha.

I can see if I can dig a little bit more if you'd like, looks like just setting DC0BC5 0E8D (3, 233) back to 01 lets you back in, but I saw some discrepancies in variables from the first time you run the quest and what values are re-set to after you complete the fight with Ozma Shade.

It's fine, I'm going to need to do some test runs because there's a lot of variables involved.

So far, really enjoying the mod. The changes are nice, and the new boss fights are awesome. The models for them look really cool. However, I have encountered a bug. I tried searching the forums for it, but it doesn't seem to be listed. I'm not sure if it's just the transform materia itself, but I have Added Effect paired with Transform, and counter equipped to Cloud. Whenever Cloud counters and Added Effect triggers, it shrinks and frogs them, but then everything stops. Timers keep going, animations and everything keep moving, but no one attacks, and the battle cannot continue.

My best guess is that the enemy is trying to use an attack that isn't compatible with the Frog form. Do you remember which one it was, or the area you were fighting in?

Edit: Got a bunch of stuff to fix and the 3rd/final bracket of Junon Leagues to go in, unfortunately this means a full install replacement as it uses 2 new enemy models.

Issues Fixed:
-) Wrong encounters appearing in Ancient Forest
-) Wrong script trigger in Aeris' Lv.4 Limit sidequest
-) Chest was placed correctly in Ancient Forest (Apocalypse can be retrieved now)
-) Lost & Found NPC should spawn now (for players missing Omnislash)
-) 2nd Wave in Junon Leagues should trigger correctly

As for the Dark Cave thing, I'm either going to nix the idea of having the two super-bosses 'connected' to each other or move one of them into a location that isn't missable. Should be a cleaner solution to the problem.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rkude0216 on 2017-01-04 16:54:45
Hello everyone. Sega Chief, this is an amazing mod and glad I am able to play FF7 in a new skin as it is one of my favorites so thank you for your contribution to the gaming community with this one.
Anyways, I installed the Dec. 29th updates and I read posts suggesting I should be able to get Omnislash from the Highwind NPC (he disappeared sometime ago and isn't back) I did complete the Zack flashback after you fixed it and received the shinra alpha but no limit break.

Also, I am stuck with Cid's limit break as I am unable to talk to the mechanic outback. The new threat npc on the Highwind suggests I talk to the kid after selecting Midgar from his list. I had killed the kids contraptions up to the love buster previously so I'm not sure if that may be an issue. I've been playing this mod since march of last year. So I do have a good amount of changes on my play-through. So I can't really pinpoint whats going on. I did beat the Curator in midgar and got the micro engine too.

I'd really appreciate the help, I'm not super tech savy but if you need more info let me know.
Btw after the white materia mimic battle was rather glitchy, it would freeze up if I didn't run out before Red Xlll and try to proceed with the death scene. Not sure if it's fixable but if someone else runs into that issue was the only way I got out of the screen after picking up the loots.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-01-04 19:43:59
My best guess is that the enemy is trying to use an attack that isn't compatible with the Frog form. Do you remember which one it was, or the area you were fighting in?

I was fighting in the Cave of Ghi at Cosmo Canyon, and the last thing I remember it happening on was the Heg snakes. I have been doing some testing, and so far casting Lagomorph on them normally works fine. They attack as small frogs doing 1 damage, and the fight goes on. However, if Heg gets transformed because of added effect, the bug will trigger. Tried it on both the Heg, and Sneaky Step...dogs? I also went out of Cosmo Canyon and encountered some Desert Sahagins, and tested both casting and added effect and it works for both of them. The bug triggers on Grand Horns as well though. So it's not just enemies in Cave of Ghi.

Edit: I should also add that the bug is immediate. As soon as they are transformed by added effect it triggers. So if I counter goes off and triggers added effect transform, then the bug goes off, so it isn't even on their turn.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-04 21:26:49
Hello everyone. Sega Chief, this is an amazing mod and glad I am able to play FF7 in a new skin as it is one of my favorites so thank you for your contribution to the gaming community with this one.
Anyways, I installed the Dec. 29th updates and I read posts suggesting I should be able to get Omnislash from the Highwind NPC (he disappeared sometime ago and isn't back) I did complete the Zack flashback after you fixed it and received the shinra alpha but no limit break.

Also, I am stuck with Cid's limit break as I am unable to talk to the mechanic outback. The new threat npc on the Highwind suggests I talk to the kid after selecting Midgar from his list. I had killed the kids contraptions up to the love buster previously so I'm not sure if that may be an issue. I've been playing this mod since march of last year. So I do have a good amount of changes on my play-through. So I can't really pinpoint whats going on. I did beat the Curator in midgar and got the micro engine too.

I'd really appreciate the help, I'm not super tech savy but if you need more info let me know.
Btw after the white materia mimic battle was rather glitchy, it would freeze up if I didn't run out before Red Xlll and try to proceed with the death scene. Not sure if it's fixable but if someone else runs into that issue was the only way I got out of the screen after picking up the loots.

The Limit will be obtainable from the Lost & Found NPC pending tonight's update; I'd deactivated him earlier and forgot to take that part of the script out when the Omnislash issue popped up. As for the Cid thing, that's more than likely variable interference from the old questline; I'll do what I did with Tifa's one and use a fresh set of vars for it so that it can be started. The Aeris Lv4 Limit also had some interference going on with some rescripting in that area, but it was reported by a dude on Steam and I've since added a fix which will also be in the updated files tonight.

I was fighting in the Cave of Ghi at Cosmo Canyon, and the last thing I remember it happening on was the Heg snakes. I have been doing some testing, and so far casting Lagomorph on them normally works fine. They attack as small frogs doing 1 damage, and the fight goes on. However, if Heg gets transformed because of added effect, the bug will trigger. Tried it on both the Heg, and Sneaky Step...dogs? I also went out of Cosmo Canyon and encountered some Desert Sahagins, and tested both casting and added effect and it works for both of them. The bug triggers on Grand Horns as well though. So it's not just enemies in Cave of Ghi.

Edit: I should also add that the bug is immediate. As soon as they are transformed by added effect it triggers. So if I counter goes off and triggers added effect transform, then the bug goes off, so it isn't even on their turn.

Thanks for taking the time to test this. It sounds like I might need to make those affected enemies immune to those statuses if it's an immediate soft-lock with added effect. I can only guess what the underlying cause is for now, but hopefully some kind of clue will turn up if I compare files, etc. Cheers again, bud.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-01-05 01:19:06
*slight spoiler alert be warned*

Spoiler: show

Out of curiosity, are the two Cids and the red haired guy place holders for the Commando's guarding the Shinra Mansion place holders? Cause it looks pretty silly. Also, love what you did with the sleeping man in the cave where Mythral is. Gave me a good chuckle.


Use the spoiler tags for spoilers :wink: ~ EQ2Alyza
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-05 02:05:03
No, there's two field models for those in NT's char.lgp but if you're using another mod that replaces models then they'll be shown as Young Cid + a duplicate Red-haired NPC instead. They were set up before I knew I could make new field models with their own ####.hrc name. I'll prob do that before I put this new installer up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-01-05 02:17:26
Since adding the NT char.lgp to the Catalog, it is now recommended its load order be above all the Field Models categories. I forgot to make that note change in the written tutorial.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-05 13:00:29
Since adding the NT char.lgp to the Catalog, it is now recommended its load order be above all the Field Models categories. I forgot to make that note change in the written tutorial.

I didn't know the load order had changed because of that :x


This is the new main installer: http://www.mediafire.com/file/1jxc2bic9n1dfat/NT_1.4_Build_-_5th_January_2017.zip

It's got the following:
-) Ancient Forest encounter fixes + last screen chest now properly placed
-) Lost & Found NPC now visible and can be talked to; currently has a script to add Omnislash to the inventory if Cloud's Lv.4 Limit sidequest is done but no Omnislash is in the inventory and to reset Cid's Lv.4 Limit sidequest.
-) Mini/Frog disabled on Grand Horn, Sneaky Step, and Heg enemies until I've figured out why specifically Added Effect + Transform causes a softlock with these (if you find other enemies that cause this issue, let me know)
-) Junon Leagues 3rd Bracket added + 2nd Round implemented. Prizes were shuffled about (Fighter League gives Brawler League items, and Brawler League now gives a Megalixir, 3x Elixir, 100,000gil, and 10x Turbo Ether; will probably change as this seems a tad underwhelming when I write it down...)
-) Aeris Lv.4 Limit sidequest had a script problem fixed to account for changes to this field.
-) Heal Materia had the Water element added to it so it can be combined with Elemental for this effect; it means Leviathan is no longer the only Water Materia in the game.
-) Don't know if this was mentioned before, but Ancient Weapons now have two linked slots (no growth) to allow for Elemental to be used in them; should help with Morphing, though it also props them up for regular damage against other weapons.

7H IRO is made but I still need to upload it; I ran out of space on Mediafire so I need to do some spring-cleaning first :l
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-01-05 13:33:02
This is prolly not the place to ask, if its not then feel free to delete this post.

Sega Chief, what gave you the inspiration to work on this game and mod it? I'm asking cuz this is the game that made me into a gamer honestly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rkude0216 on 2017-01-05 16:18:12
Hello, and thank you for the inclusion of resetting Cid's quest. It has worked so far, but after installing the Jan 5th file, my game freezes when entering scripted battles (after text) or battles with different music. I can't say which is the cause or if either has anything to do with it.  I tried some world battles and some in the north crater and they went fine. All junon league battles, and the walmarket battle during Cid's quest gave me an ff7_en.exe error. They freeze shortly after the screen starts to load the status/action menu. I'm going to check the battle arena soon and I'll get back with that.
Regular battle arena worked fine
Special battle and the 3 boss battles all froze
Red materia cave boss froze
Ruby and Emerald weapons were fine
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-05 17:37:54
Hello, and thank you for the inclusion of resetting Cid's quest. It has worked so far, but after installing the Jan 5th file, my game freezes when entering scripted battles (after text) or battles with different music. I can't say which is the cause or if either has anything to do with it.  I tried some world battles and some in the north crater and they went fine. All junon league battles, and the walmarket battle during Cid's quest gave me an ff7_en.exe error. They freeze shortly after the screen starts to load the status/action menu. I'm going to check the battle arena soon and I'll get back with that.
Regular battle arena worked fine
Special battle and the 3 boss battles all froze
Red materia cave boss froze
Ruby and Emerald weapons were fine

Either the scene/kernel is out of whack or I've included the wrong battle.lgp. I'll check and then change the main installer in any case; I probably got files mixed up before generating the patch.

This is prolly not the place to ask, if its not then feel free to delete this post.

Sega Chief, what gave you the inspiration to work on this game and mod it? I'm asking cuz this is the game that made me into a gamer honestly.

I've always had a fascination with palette-swaps for some reason, probably because old games used to recycle enemy models/sprites with a different palette set. The NT mod was originally only going to be that, bosses with a different colour, name, and move-set.

Edit: It was the wrong battle.lgp, likely a default one. Replaced it and updated the Main Installer; 7H IRO is up now as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Onepercentofone on 2017-01-05 20:50:24
Hey guys, long time follower here. First off, my hat's off to all of you that have been working on this game. Between the gameplay tweaks, and the graphical tweaks, you guys have given me a failsafe to the upcoming official remake. I'm not much of a programmer or anything like that, but I know my way around a computer and what mods I have installed have been pretty straightforward as far as getting them to work. A big congratulations and thank you for all your hard work. Seriously. You've all earned it.

Secondly, I have a few questions that I'm not sure were answered, as I cannot find them. I started off with the Reunion mod, which was pretty cool except it didn't really add to the difficulty of the game. That's when I stumbled upon your NT mod. Personally, I like your mod better in what it does to the game's mechanics. I really like the Save Point options, and the new spells and so forth. Recently, I tried to have both mods active at the same time but it seems it doesn't really work that way. Maybe I'm doing something wrong, I don't know. Basically, what happens is the mods overwrite each other. If I install NT first, Reunion overwrites it completely, and vice versa. What I'm trying to do is take the character models that came with Reunion and put them into the NT mod. Not by editing files or replacing files, but through the installer. I deselected all boxes on the Reunion installer and only tried to install the character models, but it didn't work the way I thought it would. It didn't do anything, really. What can I do to get the updated models to work with the NT mod? I'm not using a mod loader like 7th Heaven or Bootleg or anything; when I tried that last time, the game didn't read any save files, even though they are there.

Aside from getting the 2 to work with each other, I haven't come across any issues with your mod whatsoever. You've done a fantastic job.

And I apologize if this isn't the right place to post this question, or if a similar question was already asked and answered.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-05 22:27:28
Hey guys, long time follower here. First off, my hat's off to all of you that have been working on this game. Between the gameplay tweaks, and the graphical tweaks, you guys have given me a failsafe to the upcoming official remake. I'm not much of a programmer or anything like that, but I know my way around a computer and what mods I have installed have been pretty straightforward as far as getting them to work. A big congratulations and thank you for all your hard work. Seriously. You've all earned it.

Secondly, I have a few questions that I'm not sure were answered, as I cannot find them. I started off with the Reunion mod, which was pretty cool except it didn't really add to the difficulty of the game. That's when I stumbled upon your NT mod. Personally, I like your mod better in what it does to the game's mechanics. I really like the Save Point options, and the new spells and so forth. Recently, I tried to have both mods active at the same time but it seems it doesn't really work that way. Maybe I'm doing something wrong, I don't know. Basically, what happens is the mods overwrite each other. If I install NT first, Reunion overwrites it completely, and vice versa. What I'm trying to do is take the character models that came with Reunion and put them into the NT mod. Not by editing files or replacing files, but through the installer. I deselected all boxes on the Reunion installer and only tried to install the character models, but it didn't work the way I thought it would. It didn't do anything, really. What can I do to get the updated models to work with the NT mod? I'm not using a mod loader like 7th Heaven or Bootleg or anything; when I tried that last time, the game didn't read any save files, even though they are there.

Aside from getting the 2 to work with each other, I haven't come across any issues with your mod whatsoever. You've done a fantastic job.

And I apologize if this isn't the right place to post this question, or if a similar question was already asked and answered.

The issue is that the char.lgp, where models are stored, is being overwritten whole-sale rather than having files inserted into it by both installers.

The character models used in Reunion are Kalderasha's Chaos7 ones (maybe it uses a mix with different ones, I don't know). 7th Heaven reads save files from a different folder called Save inside the FF7 folder (Steam stores save files elsewhere, in MyDocuments I think). Good news is though that the save file format is the same so you can drag-drop steam save files straight into the 7H save folder and they should work (but be wary of doing this the other way around; FF7 Steam's launcher deletes save files it doesn't recognise on start-up).

Alternatively, you'd have to mix the .lgp archives manually. This would need Luksy's ULGP tool to a) unpack the char.lgp of an NT installation and a char.lgp from a Reunion Installation, b) copy-paste the Reunion char.lgp files (all of them) into the NT char.lgp archive, c) repack the NT char.lgp and put it back into the game folders.

If using updated battle models as well, then it's the same deal but with the battle.lgp instead but ONLY copy Reunion files from RT** onwards.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rkude0216 on 2017-01-05 23:07:38
Hey Sega Chief, looks like there is an issue with Blackjacks attack animation in the junon leagues match. I only tried fighting him twice but both times the game soft freezes when the card should be coming onto screen, or his initial attack. I'm only guessing its a card attack from the camera angle change. I don't have time to try casting anything before he attacks but I can still move throughout the menu and try to run away.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-05 23:43:05
Hey Sega Chief, looks like there is an issue with Blackjacks attack animation in the junon leagues match. I only tried fighting him twice but both times the game soft freezes when the card should be coming onto screen, or his initial attack. I'm only guessing its a card attack from the camera angle change. I don't have time to try casting anything before he attacks but I can still move throughout the menu and try to run away.

That's annoying, I changed it last-minute to the one Death Joker uses to produce a card but I guess the enemy used a different variant of that enemy as a base with different animation indexes; just my luck :l

I'll throw a scene patch up just now.

Edit: http://www.mediafire.com/file/51xx2zo2vsssd8q/NT_Mod_HotFix_Scene_-_6th_January_2017.zip

If only the other files/patches were only 700kb too ;-;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rkude0216 on 2017-01-06 01:22:58
Well it seems you unbroke the junon league. Thanks for the quick replies and updates too. But as I am currently starting the Dark Cave quest, I have gotten stuck at a dog that turns white but won't disappear off the pipe blocking me from going further after finding Tifa. This spot had worked when I "checked out the side quest" while waiting for the omnislash/highwind quests to be updated.

Sorry to keep finding stuff to be fixed -.-
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-01-06 01:37:14
Sorry to keep finding stuff to be fixed -.-

That's not something to apologize for :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-06 02:36:14
Well it seems you unbroke the junon league. Thanks for the quick replies and updates too. But as I am currently starting the Dark Cave quest, I have gotten stuck at a dog that turns white but won't disappear off the pipe blocking me from going further after finding Tifa. This spot had worked when I "checked out the side quest" while waiting for the omnislash/highwind quests to be updated.

Sorry to keep finding stuff to be fixed -.-

Must be the contact range; I set it higher for each actor group in those fields but I guess I didn't add the same script for the dog as the other ones (it had it at one point, but must have been removed). Rather than make a flevel patch for one line of script, I'll just re-do the installer + IRO :I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Onepercentofone on 2017-01-06 04:21:50
The issue is that the char.lgp, where models are stored, is being overwritten whole-sale rather than having files inserted into it by both installers.

The character models used in Reunion are Kalderasha's Chaos7 ones (maybe it uses a mix with different ones, I don't know). 7th Heaven reads save files from a different folder called Save inside the FF7 folder (Steam stores save files elsewhere, in MyDocuments I think). Good news is though that the save file format is the same so you can drag-drop steam save files straight into the 7H save folder and they should work (but be wary of doing this the other way around; FF7 Steam's launcher deletes save files it doesn't recognise on start-up).

Alternatively, you'd have to mix the .lgp archives manually. This would need Luksy's ULGP tool to a) unpack the char.lgp of an NT installation and a char.lgp from a Reunion Installation, b) copy-paste the Reunion char.lgp files (all of them) into the NT char.lgp archive, c) repack the NT char.lgp and put it back into the game folders.

If using updated battle models as well, then it's the same deal but with the battle.lgp instead but ONLY copy Reunion files from RT** onwards.

I guess I should have also mentioned I am using the '98 release, not the steam edition. Sorry for that. I've found the steam release to be much more complicated to mod. 7th Heaven just didn't recognize the other saves that were there in the same folder. I started a new game, and saved it to a fresh slot. If I ran the game outside of 7th Heaven, all saves were there. But, if I ran the game through 7th Heaven, it would only recognize the one save that began with 7th Heaven.

So if I were to install Reunion, then copy the char.lgp and battle.lgp, then install NT, is it as simple as inserting those two files after the NT install?

To be honest, I'm a little scared to manually mess with the lgp files. Last time I unpacked an .lgp file, I immediately got overwhelmed by everything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-06 04:54:47
I guess I should have also mentioned I am using the '98 release, not the steam edition. Sorry for that. I've found the steam release to be much more complicated to mod. 7th Heaven just didn't recognize the other saves that were there in the same folder. I started a new game, and saved it to a fresh slot. If I ran the game outside of 7th Heaven, all saves were there. But, if I ran the game through 7th Heaven, it would only recognize the one save that began with 7th Heaven.

So if I were to install Reunion, then copy the char.lgp and battle.lgp, then install NT, is it as simple as inserting those two files after the NT install?

To be honest, I'm a little scared to manually mess with the lgp files. Last time I unpacked an .lgp file, I immediately got overwhelmed by everything.

It won't unfortunately, you need to unpack and then mix the .lgp archives; copy-replacing them as-is will cause a crash when NT needs to load assets from the reunion char.lgp or battle.lgp.

Here's an idea on what's happened with the save files on your 7H; long time back, when I tried to run FF7 1998 without being an admin (or it might have been when I tried to run it as admin, not sure) it would access a hidden set of files (including a save folder) instead of the one shown. On Win7; if you go to the FF7 directory and click on Organize then 'Folder and Search Options', you can choose to show Hidden files/folders in the View tab. That might turn up this separate save folder 7H seems to be accessing.

Edit: Installer + IRO updated
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Onepercentofone on 2017-01-06 05:07:47
It won't unfortunately, you need to unpack and then mix the .lgp archives; copy-replacing them as-is will cause a crash when NT needs to load assets from the reunion char.lgp or battle.lgp.

Edit: Installer + IRO updated

I tried it just before you replied out of curiosity. What assets would cause it to crash? Like, how can I get it to crash? It hasn't crashed yet; I'm still in Wall Market, and I ran to get in a fight to test it out. So far, it's working okay. I believe you though, you know what your doing well more than I do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-01-06 05:50:55
Edit: Installer + IRO updated

Your work is impeccable. Thank you much :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-06 12:03:30
Hi !
Welcome back here and be motivate to start a new party with your updated mod :)
I search for a long time but can't find a read me that recap  changes that you done for the game, where can i find it (i want to know for example what change you done for characters like limit changes, stats changes etc.. to planify my future team :)

Thx a lot and happy that you continue to upgrade your mod, you done an amazing work you know, hope that square see your mod and contact you !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-01-06 12:26:13
NT v1.4 Readme: https://drive.google.com/file/d/0B-Q_AObuWRSXYzdzMFBPNC1VYkE/view?usp=sharing
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Onepercentofone on 2017-01-06 13:18:10
So I ran into one of the crashes you mentioned. It happened after I rejoined Barret at the top of the plate support. After setting up the equipment, it would crash. So I followed your advice, swallowed my anxiety and went ahead with the ULGP tool. The tool itself was incredibly easy to use! Last time I tried, I used Highwind I believe, or something like that. And I had no idea what I was doing. But, thanks to your directions and the amazingly easy to use ULGP tool, it's working great! I finally have the game looking just the way I want, and your new features are awesome! Can't wait to get through the entire story and all the extra content you've implemented! Thanks for all the help!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-01-06 13:31:53
Is it safe to destroy the Carry Armors arms? I know in vanilla destroying the arms would make that cheese head spam the crap out of Lapis laser
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rkude0216 on 2017-01-06 14:23:39
Is it safe to destroy the Carry Armors arms? I know in vanilla destroying the arms would make that cheese head spam the crap out of Lapis laser

If I recall correctly you cannot damage the body without destroying the arms and he is pretty quick to grab someone, so leaving one person who isn't grabbed is probably a bad idea. I think I abused shield along with haste after destroying arms to nuke the body to stop his laser from doing damage. unless that was curator...if shield doesn't work just wall and regen
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rkude0216 on 2017-01-06 16:25:31
another possible bug with the dark cave, boss fight this time.

Spoiler: show
resuming my dark cave run, the atm scorpion fight in the reactor soft locked after his tail was up for an good amount of time. I'd assume it locked when the tail was supposed to return down. After a materia change I was able to nuke him before he could put his tail up but may be frustrating to less developed players who can't. I only attempted the fight once before the nuke, but I can retry again if you want me too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-06 18:25:29
Hi !
Welcome back here and be motivate to start a new party with your updated mod :)
I search for a long time but can't find a read me that recap  changes that you done for the game, where can i find it (i want to know for example what change you done for characters like limit changes, stats changes etc.. to planify my future team :)

Thx a lot and happy that you continue to upgrade your mod, you done an amazing work you know, hope that square see your mod and contact you !

I'll be working on the mod for the rest of the month I think; I really want to get all the loose ends tied up and stop making changes so that people can pick it up knowing that they're not going to run into glitches or have the rug pulled from under them by an impromptu balancing change.

So I ran into one of the crashes you mentioned. It happened after I rejoined Barret at the top of the plate support. After setting up the equipment, it would crash. So I followed your advice, swallowed my anxiety and went ahead with the ULGP tool. The tool itself was incredibly easy to use! Last time I tried, I used Highwind I believe, or something like that. And I had no idea what I was doing. But, thanks to your directions and the amazingly easy to use ULGP tool, it's working great! I finally have the game looking just the way I want, and your new features are awesome! Can't wait to get through the entire story and all the extra content you've implemented! Thanks for all the help!!

Yeah, the new LGP tools are quite straightforward. I don't think I've used Highwind but it's a fairly old one. Nowadays we just decompile .lgp archives, put the new files in, and then zip it back up and it's good to go. If you run into problems anywhere then let me know and I'll see if I can figure it out.

If I recall correctly you cannot damage the body without destroying the arms and he is pretty quick to grab someone, so leaving one person who isn't grabbed is probably a bad idea. I think I abused shield along with haste after destroying arms to nuke the body to stop his laser from doing damage. unless that was curator...if shield doesn't work just wall and regen

I thought that I'd disabled the AI that made Carry Armor's torso invincible until the arms were destroyed but discovered recently that this was not the case. It should be now though; you can just hit Carry Armour and leave the arms alone if you want to. Curator might have the invincible torso AI still though. As for the Torso itself, it's been set up to have it's own attack scripts so even with the arms dead it'll still be just as versatile with plenty of attacks to use. I think the attacks themselves have been set to change once an arm is dead; a hold-over from the previous draft where the arms needed to be destroyed and I used that as a trigger to change phases for the boss.

another possible bug with the dark cave, boss fight this time.

Spoiler: show
resuming my dark cave run, the atm scorpion fight in the reactor soft locked after his tail was up for an good amount of time. I'd assume it locked when the tail was supposed to return down. After a materia change I was able to nuke him before he could put his tail up but may be frustrating to less developed players who can't. I only attempted the fight once before the nuke, but I can retry again if you want me too.


I'll give his AI a check and make a scene patch for it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HeaN on 2017-01-06 21:16:22
dunno if you fixed that yet. (mk1)

watch @ https://www.twitch.tv/heanforce/v/110968338
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: alderez on 2017-01-07 16:19:04
Hey Sega - Cid's Grow Lance says long range in the description....and it normally seems to be.  But if I fight ultimate weapon and try to attack him with Cid I get the target is out of range.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-01-07 16:40:04
I'm pretty sure it's only benefit is it lets you attack from the back row.

However it doesn't have the same effect if it was slotted with, for example, the long range materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-07 18:17:46
Hey Sega - Cid's Grow Lance says long range in the description....and it normally seems to be.  But if I fight ultimate weapon and try to attack him with Cid I get the target is out of range.

I'm pretty sure it's only benefit is it lets you attack from the back row.

However it doesn't have the same effect if it was slotted with, for example, the long range materia.

That's really odd; deactivating the short range flag on a weapon should enable attacks on enemies that are normally out of reach (all of the gun weapons use the same flag for instance). I'll look into this at some point but not sure if I'd be able to fix it if there's something hard-coded to characters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Meindratheal on 2017-01-07 20:07:03
I felt like playing FF7 again and decided to give this mod a try to refresh the experience. Loving it so far, it's not too difficult (I tried the Hardcore mod before, was a bit too tough for my tastes because I'm a casual  ;D ). And the little changes here and there are awesome, just got out of Kalm and had a good laugh.

I have a question though: From what I remember, there's some items in the Kalm Flashback, and also the piano which you need to use to unlock the Elemental materia in Disc 2 in Nibelheim. I skipped the flashback, did I miss anything because of this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-01-07 23:50:53
I'm in Junon on disc 2,
Spoiler: show
when the party is captured and sent to death.
The save point there doesn't let you save, but you can change party members. I've tried reentering the area, and it doesn't fix it. Was this on purpose? Cause the first fight I got into they destroyed me, and now I'm all the way back at the last Northern Cavern save. I'm thinking not cause I was able to change Barret out for Yuffie and run around as the invisible girl.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-08 00:23:12
Hi, i saw the read me but i'm still confuse with all change you apport with characters and was wondering wich team i will choose for my party

Is caith sith red or vincent still useless at end game for example?

Have you got some example team that i can do to get good synergie together?

Thx for answer :))
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-01-08 01:01:01
Hi, i saw the read me but i'm still confuse with all change you apport with characters and was wondering wich team i will choose for my party

Is caith sith red or vincent still useless at end game for example?

Have you got some example team that i can do to get good synergie together?

Thx for answer :))

Cait Sith is pretty viable now. He's not just locked to having Dice and Slots as his Limit breaks, His tier 1 level 2 limit is now Transform, which is a nice slot outcome that fuses your allies into a giant Cait Sith boosting all of his stats a LOT. He has a lot of luck, so he'll dodge more and crit more. His high vit and spr make him very viable for a tank. Throw a cover on him and he's good to go. His ability MP conversion is fantastic for being a great tank. Throw a bunch of materia on him so he has a lot of MP and he will be pretty hard to kill.

Red XIII is better as well. He's a lot like Cloud, but not as good as Cloud, but he has a lot more Dex. His ability is also wonderful for long drawn out fights, as he just gets stronger as the battle goes on. The damage needed to get his limits has changed as well. Since level 4 wasn't the best in his arsenal, it's been made easier to get. If I'm having trouble with a boss fight that seems to take forever, throwing Red XIII in is a great boon.

Vincent has been made more of a mage now. The back row is where he'll thrive the most. His long range weapons will do full damage, and physical attacks won't do as much. He'll get blasted by magic really hard however as his SPR and Hp are kind of low, but he'll be able to sling spells as good as the best of them. His Mp Regen is fantastic for this. He can sling an amazing amount of spells at the opponent, and do really good damage with them. His limits are not the best in the world still, since you still lose control of him, but really you won't be needing to use attack much if you keep him your main spell user.

A team that I like to use a lot is Cloud, Aerith, and Yuffie.

Cloud I've been building as a more physical character, but he can still use magic well enough to help out on fights where physical attacks don't work very well. If I ever need him to be a better mage then Ill just equip him with stuff that buffs his magic up, and he'll have much more of a magical punch. With Meteorain and Finishing Touch finishing off everything else that decides it wants to survive.

Aerith is a fantastic mage. Her magical damage is super high, and with the bonus of her healing staff doing pretty high healing by attacking, she'll be the best healer in the game.
Spoiler: show
 Not to mention the upgraded version you get later on that nearly doubles the healing her attacks do
In boss fights if there is a weakness, and she has the spell, she will absolutely wreck them, but I tend to keep her as a White Mage class, as using Cure 1 on level 50's is still healing very well.

Yuffie is a great dodge tank. Her ability to gain dodge to either physical or magical, depending on what she's hit with, is super helpful. If you get the chocobracelet you can get early on, then her dodging becomes that much better. She's not as lucky as Cait Sith, but it's high enough to be able to dodge, and crit quite a lot. Her really high dex also makes sure she is one of the first to get a turn, and multiple in without the need of Haste (but it does help). She doesn't have the best vit though, so if she is hit she's hit hard, but that doesn't happen too often. An unhitable glass cannon on crack pretty dang good in my book.

I might be wrong on some of this, but this is just what I've found out by playing. I'd easily be able to swap out my characters for all the ones you listed, and still be quite a dominating team.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-08 01:14:12
Thx a lot for your answer ! it would be difficult to decide wich one i will take, maybe my last and prefer team : cloud cid and tifa (with lucky tifa limit breaks are awfull but yes i know it's a shame, but without this mod i hate random roulet limit break lol) i like and cid too :)
But maybe i should try a team more original with caith sith and something else, red xii looks cool if his last limit has changed, aerith i awsome too, but fear to have some bug in disc 2 and 3, only vincent is so so for me has we can't control him during limit break, barret is for me one of the better character in the original game but i'm not rly a fan of his skin ^^ .... fuck i don't know who i will take ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-08 06:21:11
I felt like playing FF7 again and decided to give this mod a try to refresh the experience. Loving it so far, it's not too difficult (I tried the Hardcore mod before, was a bit too tough for my tastes because I'm a casual  ;D ). And the little changes here and there are awesome, just got out of Kalm and had a good laugh.

I have a question though: From what I remember, there's some items in the Kalm Flashback, and also the piano which you need to use to unlock the Elemental materia in Disc 2 in Nibelheim. I skipped the flashback, did I miss anything because of this?

I set up every variable I could find that takes place within the Flashback to set it when the skip option is selected. Cloud should say he 'played the piano' during the scene with Sephiroth in Whirlwind Maze, etc.

I'm in Junon on disc 2,
Spoiler: show
when the party is captured and sent to death.
The save point there doesn't let you save, but you can change party members. I've tried reentering the area, and it doesn't fix it. Was this on purpose? Cause the first fight I got into they destroyed me, and now I'm all the way back at the last Northern Cavern save. I'm thinking not cause I was able to change Barret out for Yuffie and run around as the invisible girl.

That issue was reported fairly recently; I tried changing the options available at this save point for the latest set of files. Are these installed and is PHS still available at that Save? I'll compare it to the default field and try to remove it as having 3 party members/different team comp can cause the subsequent scenes to crash.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-01-08 08:33:32
Ah, there's an update in 7th Heaven that must be it. I'll take update, and next time I play I'll let you know. (or someone else will depending) I updated yesterday, so I didn't check for an update to day. I guess that's what I get for assuming.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-08 10:18:23
To come back for team question, i will maybe go with cloud tifa and aerith (hope i would not have bug with aerith in disc 2 and 3) but i can't remove the lucky tifa mod (like it said i hate random roulet limit break, but i fear that playing with this mod would put tifa over cheating and so breaking the difficult game, what is your opinion about this?)
An other question, is there new music you pu in new threat? i play with anxous hearth fan made mod, but i don t want to miss some new music if you added some of, can i still play with anxious fan made and still benefit new music that you input in new threat (if you done this of course^^)

thx for answer and sorry for my english, don t hesitate to ask me te reformul something i said ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-01-08 10:36:36
NT has one music file (comical.ogg), and it will be used so long as you have it placed above the Anxious Heart mod in the load order.

If you're using the Catalog with the New Threat option in Gameplay - Difficulty and Story, then it actually won't work right now because I messed up the folder structure. I'll fix it with an update this week.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-08 10:44:35
So i should remove anxious hearth mod to benefit new music from new threat? what about lucky tifa? this mod will break difficulty or i can still play with?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-01-08 11:08:33
If you're playing with 7H, then you don't need to remove Anxious Heart. In the "Active Mods" tab, put them in this order:

Gameplay - Difficulty and Story (New Threat)
Media - Music and Sound

The music from New Threat will overwrite and play.

About Lucky Tifa...if you want the best experience with any gameplay mod, then you really shouldn't play it with cheats. That's my opinion.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-08 11:21:33
Thx so much for all your answer, last question (for today hahaà i saw that many fields mods are updated, for you wich one should i choose to get the most better graphics?
Oh and about aerith, is there still bug if i play with her in dics 2 and 3 ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-01-08 11:37:16
Field Textures? I use satsuki because he has done all textures in the game. I like my game to look consistent.

If NT has you play her past disk 2, then there shouldn't be bugs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-08 11:43:33
Well i ended for questions today, thx so much for your answers and your work, you realise a dream's kid, ff7 is by far my favorite game, but the original version is so easy now for me, NT is really a pleasure! I juste finished midgar parts, and how i was totaly surprised after cloud's dream when.. you know someone apear... would not said more, don't want to spoil ^^
Thx a lot, will come back if i have any other questions, have a nice day !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-01-08 16:45:07
That issue was reported fairly recently; I tried changing the options available at this save point for the latest set of files. Are these installed and is PHS still available at that Save? I'll compare it to the default field and try to remove it as having 3 party members/different team comp can cause the subsequent scenes to crash.

Alright so, I updated, and the Save Point still doesn't save, and has PHS enabled. Unless the version that comes with Gameplay - Difficulty and Story doesn't have the most up to date version of NT, then the problem still persists.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-01-08 17:20:42
Gameplay - Difficulty and Story is using the latest IRO, January 6th. Have you tried putting it at the top of your load order? I seriously doubt that's the issue, but I am curious since I haven't played through NT yet with save points for testing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-01-08 17:52:19
Enabled save anywhere and made a save in the room with the broken save point for easier testing hah. I then disabled it and loaded back in (with Difficulty and Story at the top) and it's still bugged.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rkude0216 on 2017-01-08 18:13:32
I think I broke Curator today.

Spoiler: show
I fought Curator again while in the dark cave even though I beat him during the return to midgar just to see how much easier he was. Fight went on as usual while his arms were alive. My spell priority was Wall + Regen > W-magic Quadra Ultima with mp/hp absorb > Mime untill wall needed to be refreshed. after the arms had died i switch to hydro and then Curator proceeded to do...harsh warning then a stern warning and then the single laser attack and then...nothing. I was able to mime hydro untill he died.

 I had done this fight last night and got wiped to his All Creation final attack  :'( but the fight was normal as in I really struggled to stay alive, as I just went in with my general purpose trash/boss materia gear combination.

 Today is when I made a set up for him specifically, I am wondering if hydro was chain sleeping him? the only times he attacked was during left over mime ultimas and I used Tifa's limit break before proceeding with hydro spam (probably 6-8 minutes of hydro spam before he died) , only thing I can think of that would have changed from last night, unless something caused him to bug out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-08 18:41:39
Enabled save anywhere and made a save in the room with the broken save point for easier testing hah. I then disabled it and loaded back in (with Difficulty and Story at the top) and it's still bugged.

Yeah, I need to compare it with a normal save point to get it back to what it was. I tried moving the var used by a Midgar save point to it, hoping it would have PHS disabled but seems to have killed Save instead and retained PHS.

I think I broke Curator today.

Spoiler: show
I fought Curator again while in the dark cave even though I beat him during the return to midgar just to see how much easier he was. Fight went on as usual while his arms were alive. My spell priority was Wall + Regen > W-magic Quadra Ultima with mp/hp absorb > Mime untill wall needed to be refreshed. after the arms had died i switch to hydro and then Curator proceeded to do...harsh warning then a stern warning and then the single laser attack and then...nothing. I was able to mime hydro untill he died.

 I had done this fight last night and got wiped to his All Creation final attack  :'( but the fight was normal as in I really struggled to stay alive, as I just went in with my general purpose trash/boss materia gear combination.

 Today is when I made a set up for him specifically, I am wondering if hydro was chain sleeping him? the only times he attacked was during left over mime ultimas and I used Tifa's limit break before proceeding with hydro spam (probably 6-8 minutes of hydro spam before he died) , only thing I can think of that would have changed from last night, unless something caused him to bug out.


There must be a kink in the AI that can cause him to take no action; I'll see if I can spot it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HeaN on 2017-01-08 19:33:51
That's really odd; deactivating the short range flag on a weapon should enable attacks on enemies that are normally out of reach (all of the gun weapons use the same flag for instance). I'll look into this at some point but not sure if I'd be able to fix it if there's something hard-coded to characters.

Since you ignored my post, I will try it again.

I found a bug with some fights like when you got "additional party members" like the Mechanic Spider.
If you use limits like Tifas Combos or if your character attacks randomly, it is also attacking your additional members (like they are seen as enemys).

Sorry for my bad english.

Regards
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Spotty Len on 2017-01-08 20:45:20
Since you ignored my post, I will try it again.

I found a bug with some fights like when you got "additional party members" like the Mechanic Spider.
If you use limits like Tifas Combos or if your character attacks randomly, it is also attacking your additional members (like they are seen as enemys).

Sorry for my bad english.

Regards

Pretty sure it's not a "bug", as in they are technically not added in your party, they are enemies that will target other ennemies. So multi-attacks that can target the whole screen will also hit them.

It also happens during battle like Yuffie or the broken X-ATM Scorpion.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-08 21:06:50
Since you ignored my post, I will try it again.

I found a bug with some fights like when you got "additional party members" like the Mechanic Spider.
If you use limits like Tifas Combos or if your character attacks randomly, it is also attacking your additional members (like they are seen as enemys).

Sorry for my bad english.

Regards

I didn't actually understand what you were wanting to show me with the stream highlight; so it's about the targeting thing? The 'friendly enemy' has a limitation in that the game will continue to treat them as a possible target for Multi, Random, or Global target effects unless they're set to be untargetable. I'll probably need to do that at some point in the future but that X-ATM fight is a place where it won't be possible to do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: badeco on 2017-01-08 21:25:29
hello guys and Sega , i have on me PC : NT 1.4 Build - 22nd April , NT Mod HotFix flevel 29th April Mk2 and   NT Mod HotFix Scene - 29th April 2016, for update just get  NT 1.4 Build Download - 6th January 2017 (Mk.2)? others no have  link in first page here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HeaN on 2017-01-08 21:26:05
Pretty sure it's not a "bug", as in they are technically not added in your party, they are enemies that will target other ennemies. So multi-attacks that can target the whole screen will also hit them.

It also happens during battle like Yuffie or the broken X-ATM Scorpion.

Of course it's a bug in the mod. Maybe not for the original game. It affects the gameplay in a negative way.

I didn't actually understand what you were wanting to show me with the stream highlight; so it's about the targeting thing? The 'friendly enemy' has a limitation in that the game will continue to treat them as a possible target for Multi, Random, or Global target effects unless they're set to be untargetable. I'll probably need to do that at some point in the future but that X-ATM fight is a place where it won't be possible to do.

Well the fights are limited then :P Couldn't use Tifas skill's for some fights, pretty annoying but not a big deal. I was just wondering if you could fix that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-08 21:47:44
hello guys and Sega , i have on me PC : NT 1.4 Build - 22nd April , NT Mod HotFix flevel 29th April Mk2 and   NT Mod HotFix Scene - 29th April 2016, for update just get  NT 1.4 Build Download - 6th January 2017 (Mk.2)? others no have  link in first page here.

That's correct, yeah.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Rkude0216 on 2017-01-08 22:22:49
Nemesis fight may have an issue, soft locks right away. cursed ring counted to 59 before the lock. (I'm a terrible tester and only attempted the fight once, so I can change things up and check if you want me to.) I did reenter the fight naked and it looks as if he is locking when he should be taking his first action. There is a slight graphic twitch in him/camera right away

 Also if you (or anyone) could point me in the direction of the red crystal I would appreciate it. Its the only key item I haven't found for ultimate weapons and searching through videos and the forum hasn't yielded any results besides that I should be looking for a red materia boss?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2017-01-08 22:32:36
hey sega chief

is there anyway you could add a part on your NT mod to allow people to follow tifa and barrent sorry after cloud falls down after the air buster fight
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-08 22:47:23
Nemesis fight may have an issue, soft locks right away. cursed ring counted to 59 before the lock. (I'm a terrible tester and only attempted the fight once, so I can change things up and check if you want me to.) I did reenter the fight naked and it looks as if he is locking when he should be taking his first action. There is a slight graphic twitch in him/camera right away

 Also if you (or anyone) could point me in the direction of the red crystal I would appreciate it. Its the only key item I haven't found for ultimate weapons and searching through videos and the forum hasn't yielded any results besides that I should be looking for a red materia boss?

If memory serves a new enemy was added to that scene; it must have affected one of the attacks.

The Red Crystal should be obtained by handing in the Earth Harp to the Kalm Traveler; the fight that triggers drops it.

hey sega chief

is there anyway you could add a part on your NT mod to allow people to follow tifa and barrent sorry after cloud falls down after the air buster fight

I don't think there's much to follow, story-wise.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: alderez on 2017-01-09 01:24:01
I posted earlier about the Long range weapons (ie Cid's Grow Lance).  I noticed when you use 4x cut paired with a "Long Range" weapon it seems to still only deal 1/2 damage from the back row.  Is that a bug?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Optifix on 2017-01-09 02:37:50
Hey Sega, do you have any plans to put in more descriptive text for the explanations of the limit breaks? And is there anywhere I can get a description of each limit and the changes that were made?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-09 08:06:50
I posted earlier about the Long range weapons (ie Cid's Grow Lance).  I noticed when you use 4x cut paired with a "Long Range" weapon it seems to still only deal 1/2 damage from the back row.  Is that a bug?

4x-Cut doesn't look at the weapon's target flags and instead follows its own; I've been trying to find a way to make it behave more like 2x-Cut but no luck so far.

Hey Sega, do you have any plans to put in more descriptive text for the explanations of the limit breaks? And is there anywhere I can get a description of each limit and the changes that were made?

When I make the modified .EXE a part of the mod, I'll be able to change the descriptive text, if space allows.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Meindratheal on 2017-01-09 22:44:31
Hiya, two bug reports for you:

Firstly, Land Worm soft lock (I think this may have been reported before). I encountered a Land Worm in the Corel desert. Tried to manipulate (failed), cast Bio (poisoned it), think I got a normal attack off too. It used Sandstorm somewhere in the middle of this. Then on its next turn, the battle soft-locked.

Second, MP Plus materia AP is bugged. The MP Plus materia you find (I don't remember where it was but it was before Corel) is L1 with 0 AP and 0 AP to next level, not mastered, and can gain AP (like the Underwater materia in vanilla FF7).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-09 23:26:51
Hiya, two bug reports for you:

Firstly, Land Worm soft lock (I think this may have been reported before). I encountered a Land Worm in the Corel desert. Tried to manipulate (failed), cast Bio (poisoned it), think I got a normal attack off too. It used Sandstorm somewhere in the middle of this. Then on its next turn, the battle soft-locked.

Second, MP Plus materia AP is bugged. The MP Plus materia you find (I don't remember where it was but it was before Corel) is L1 with 0 AP and 0 AP to next level, not mastered, and can gain AP (like the Underwater materia in vanilla FF7).

Land Worm doesn't want to be fixed it seems like; I've tried a few times in the past, but I'm going to have to port in default AI and start over with him I think. As for the MP Plus, that's not so serious but I'll set it up so that it drops as mastered correctly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Onepercentofone on 2017-01-10 04:43:57
Ok, you got me stumped. I've ran into a few enemies that were able to do this. More specifically, the Tonberry crew in the materia cave. I guess the best way to describe it is zombie status. But as far as I can figure out, there is no way to cure it, or work around it. Great Gospel instantly kills my party, Elixers kill my party, Phoenix Downs kill my party, FullCure kills my party, Remedies miss, Debuff spells miss, and on dead characters, Fullcure misses, Phoenix Downs miss, and Phoenix misses. I've tried to equip Relic Ring, thinking Chef's Curse would reverse it, but I was wrong. I've tried even going opposite, using Kiss of Death and stuff like that of dead members, but to no avail. What's going on? Is it the "you're screwed" status? Is there no way to work around it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-10 05:30:09
It's basically a flag that has your characters 'absorb' the restorative element, which means all conventional healing inflicts damage instead. There's a few ways to get around it; one is to use elemental absorption to turn other elements into sources of healing instead (absorbing Fire let's you use Fire as a source of HP for instance); Absorb HP Materia or a weapon that drains HP like Force Stealer/Venus Gospel might work as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Onepercentofone on 2017-01-10 06:33:52
What about the MP side of things? I couldn't restore my MP, and these creatures love to attack it. The Ghost Hand only drains for like 17mp, and Osmosis drained it, but didn't put the drained amount into my bank. The Ethers also damaged my MP instead of restored it. Do I have to use MP Absorb with another materia? That kind of seriously handicaps Aeris; her physical is restorative and everything she does is MP based. I'm not trying to ruin the game, you just got me genuinely stumped! Kudos, my man. I haven't had problems like this since 1997.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-10 07:35:52
Hey is there ant way that people share their save in nt 1.4? I would be happy to find one just after midgar escape just for testing the game with an other team that the one i chose
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-10 19:42:47
What about the MP side of things? I couldn't restore my MP, and these creatures love to attack it. The Ghost Hand only drains for like 17mp, and Osmosis drained it, but didn't put the drained amount into my bank. The Ethers also damaged my MP instead of restored it. Do I have to use MP Absorb with another materia? That kind of seriously handicaps Aeris; her physical is restorative and everything she does is MP based. I'm not trying to ruin the game, you just got me genuinely stumped! Kudos, my man. I haven't had problems like this since 1997.

That's a good point, but I just remembered that all their counter-attacks bar one are based on % of the target's current or Max HP (the last attack deals damage = to party escapes but this shouldn't hit for more than a couple of hundred at most). You could use HP<->MP Materia (now dropped by Materia Keeper on Mt. Nibel) to swap your HP with MP; that way you likely won't need to restore MP for a lot longer and damage you take should be much easier to heal up using elemental magic/elemental damage items. Vincent/Cait Sith can also regenerate MP over time (I think their abilities were swapped around for the latest build).

Hey is there ant way that people share their save in nt 1.4? I would be happy to find one just after midgar escape just for testing the game with an other team that the one i chose

Here: http://www.mediafire.com/file/945yi4i750x1yu1/save07.ff7

But when using this, open FF7's launcher first then place it into the save folder (should be located in MyDocuments/Square Enix/FF7/User_#####). If you put it in there BEFORE starting the launcher then the save file will be deleted. If using the 7H version, you can probably just drop it into the save folder with no issues.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-10 20:10:33
I will try this, oh and i have a pb, since the 7th update, i can t play with your new threat mod and field models main/non player mod are now incompatible, yesterday all work perfectly, any idea?

Oh and about your saves, thx a lot i had take a look of your saves without pb, however, i search a save where cloud and his team just escaped to midgar, and the only one save with low lvl you give me is at the beginning of the wall market

And about cid passif, i saw in read me that a grant luck during battle, but in my game he has a barrier/barr M passif, is it normal?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Meindratheal on 2017-01-10 21:37:42
I think Cait Sith has a different innate ability to the one in the readme too. I noticed his MP was going up slowly over time (like Regen for MP).  I think that's supposed to be Vincent's innate?

since the 7th update, i can t play with your new threat mod and field models main/non player mod are now incompatible, yesterday all work perfectly, any idea?

See http://forums.qhimm.com/index.php?topic=17351.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-10 21:54:00
I have already Open  ff7_opengl.cfg, scroll to the bottom, change direct_mode = on, and save
And  Extra Folders has direct typed into it as show the tutorial :(
I don't understand why yesrerday all worked perfectly but today can't worth thoose mods together !

About the mod, is there any list that show what we can steal and morph for each ennemies? :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-10 22:53:34
Problem solved, i uninstall the mod that give all the list of different difficulties mods, download the iro of new threat and put it in the right folder :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-10 23:25:07
I will try this, oh and i have a pb, since the 7th update, i can t play with your new threat mod and field models main/non player mod are now incompatible, yesterday all work perfectly, any idea?

Oh and about your saves, thx a lot i had take a look of your saves without pb, however, i search a save where cloud and his team just escaped to midgar, and the only one save with low lvl you give me is at the beginning of the wall market

And about cid passif, i saw in read me that a grant luck during battle, but in my game he has a barrier/barr M passif, is it normal?

Cid's innate was changed as it was found the Luck gain wasn't working properly.

I think Cait Sith has a different innate ability to the one in the readme too. I noticed his MP was going up slowly over time (like Regen for MP).  I think that's supposed to be Vincent's innate?

See http://forums.qhimm.com/index.php?topic=17351.0

In the last set of updates, Vincent had his innate swapped with Cait Sith for a few reasons: 1) It bolstered Cait's tankiness a little too much and pushed him more toward that role, 2) Vincent's MP regen is useless when he's in Limit form but having his MP act as a HP regen means the innate still has value when using this, 3) It tied in with the idea of having Vincent be a defensively tough caster in relation to the other magic-orientated characters. I think it's a better fit this way round.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-01-11 04:13:02
Problem solved, i uninstall the mod that give all the list of different difficulties mods, download the iro of new threat and put it in the right folder :p

I disabled all the Field Models in the Catalog because right now the NT IRO comes with an entire char.lgp. I actually need just the modded files so that I can separate the Main Characters from the new Enemies. If you play with the Field Models in the Catalog, there's a chance you are going to overwrite some of NT Enemies and cause a soft lock or crash. NT is such a large mod that it really should only be played with its files and never overlap with other mods. There is is just too much changed in it to make it compatible with other mods. Perhaps in the future, but that will require some time to work on and organize all the files.

The Chibi models included in NT are redone anyways, and they look pretty good. Kaldarasha spent a lot of time on them, and Sega Chief built his mod around those files, so trying to change them is in a way throwing out all their hard work.

But, whatever....people keep finding these stupid work arounds and then posting their problems with the mods. I am completely ignoring them at this point because I don't have time to figure out problems caused by stubborn users.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-11 04:26:41
I disabled all the Field Models in the Catalog because right now the NT IRO comes with an entire char.lgp. I actually need just the modded files so that I can separate the Main Characters from the new Enemies. If you play with the Field Models in the Catalog, there's a chance you are going to overwrite some of NT Enemies and cause a soft lock or crash. NT is such a large mod that it really should only be played with its files and never overlap with other mods. There is is just too much changed in it to make it compatible with other mods. Perhaps in the future, but that will require some time to work on and organize all the files.

The Chibi models included in NT are redone anyways, and they look pretty good. Kaldarasha spent a lot of time on them, and Sega Chief built his mod around those files, so trying to change them is in a way throwing out all their hard work.

But, whatever....people keep finding these stupid work arounds and then posting their problems with the mods. I am completely ignoring them at this point because I don't have time to figure out problems caused by stubborn users.

I thought I only had modded files in the IRO (except for the duplicate models back when I didn't know I could make new designations). I'll clean the files up and reorganise them when I get some time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-01-11 04:38:17
I thought I only had modded files in the IRO (except for the duplicate models back when I didn't know I could make new designations). I'll clean the files up and reorganise them when I get some time.

Awhile back, when you sent me personal downloads for v1.35, the char folder had 1,432 files. Now I'm sure some more were added since then, but the IRO on the OP has jumped up to 12,924 files in the char folder. Perhaps a mistake by accident? I know I do this all the time when working long hours, so it's no problem :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-11 10:03:39
Oh i understand why you desactivate field models for the NT, but with what i done yesterday, the nt mod work perfectly with field models character, thx to your, answer, if i encounter a bug, i would juste desactivate my field models character and by pass the moment.
Thx for answers guys.

Nothing with it, i just discovered how to spend SP in my party, this is really a good idea to make choose wich stats you want to boost for each character for more personalisation, congrats for this idea, the problem is that i discovered it really late in the game (and sp can juste stack up to 255, not any more) so to conclude with, i loste a lot of possible boosting stats in my party, that's why i have poor stats with my 50 lvl's character, maybe i should just restart a party and take care more about this :(
Still waiting for a save just after midgar escaping, if someone got one i should be really happy to get it !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-11 17:51:54
Oh i understand why you desactivate field models for the NT, but with what i done yesterday, the nt mod work perfectly with field models character, thx to your, answer, if i encounter a bug, i would juste desactivate my field models character and by pass the moment.
Thx for answers guys.

Nothing with it, i just discovered how to spend SP in my party, this is really a good idea to make choose wich stats you want to boost for each character for more personalisation, congrats for this idea, the problem is that i discovered it really late in the game (and sp can juste stack up to 255, not any more) so to conclude with, i loste a lot of possible boosting stats in my party, that's why i have poor stats with my 50 lvl's character, maybe i should just restart a party and take care more about this :(
Still waiting for a save just after midgar escaping, if someone got one i should be really happy to get it !


So it's a Disc 1 post-Midgar save file you want; I misunderstood before. Here: http://www.mediafire.com/file/6kj3o6koeqkoz1s/save01.ff7
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-12 00:27:20
Thx for the same i will look at it :)
I was looking for customise all musics (replace original by mp3 files) but it looks very complicate to replace music in folders finally...

About your save, it looks like it was an older version to the 1.4 (for example in my save at this lvl i had ennemy away, and in your save there is no ennemy away but ennemy encounter)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-12 12:36:52
Thx for the same i will look at it :)
I was looking for customise all musics (replace original by mp3 files) but it looks very complicate to replace music in folders finally...

About your save, it looks like it was an older version to the 1.4 (for example in my save at this lvl i had ennemy away, and in your save there is no ennemy away but ennemy encounter)

It is an older save, but I think it's from the early days of 1.4 (if not, then it'll be 1.35); should be close enough to the current build.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-12 13:51:47
Yep it looks like only the materia away/ increase encounter is the difference between your save and mine at this level.
No worries for that, i could simply edit your save with jenova, delete encrease encounter materia and add the ennemy away materia
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cha0tic on 2017-01-13 01:44:46
Question, I have the steam version of this and everything works great and this mod has had my addicted to ff7 this past week!
Im on disc 3 and I got to part where tifa had to be leader and play the piano and you get a letter to go to the nibel reactor and when I go zangan is there like hes supposed to be but when the fight begins it just freezes once it passes the black screen to transition into the fight.

I have the NT 1.4 april build and patches from the 29th
I applied also patch from january 12 and still same thing happened

Also anyone know a way to get the pirate tag under my name removed? That was from years ago when I was broke and dumb and pirated the ultima version.


Edit -

Just installed the new version on the front page MK II and it works now.

Having trouble with zack, I can't beat him. I'm 82, even added 3 hp pluses and he still destroys me. Starts the fight off with a combo that without a hp plus kills me, he's so  OP.
I've seen a video from a year ago of the fight and mine doesn't begin by zacking saying its been a while, he's laying dead and cloud crawls to him. In the video hes using clouds ult weapon but when I do the fight zack has the buster sword. The combo he uses in the video does around 500 or so damage in the video without wall, I have a protect ring on which auto cast wall and zacks combo with a barrier hits around 700-900 or 1.5-2k with a crit, his comet without wall does about 5k damage with wall it does half of it, his meterorain destroys me without wall. He starts it with that combo, then I get a turn, then he cast laser then I get a turn and he cast comet. With wall or the hp pluses I don't survive with them I have around 9800 HP without it I have about 4000
And Im only holding on cause of the 3 hp pluses. Not sure if this is normal or maybe I just suck lol


I installed the new version over the older version of NT so Im gonna try to reinstall ff7 and just the new version see if that fixes it.

edit-

Still the same but ended up winning, changed my armor and finally won. Didn't get omnislash had to use the lost and found NPC.

third edit - platinum fight in extra bttles in battle square I get stuck at waiting after choosing my attacks it just stayed at waiting while no one did nothing for a minute.
Didn't get omnislash, maybe its because I never went back down the mansion so the OG cut scene never played?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-01-13 06:54:13
Also anyone know a way to get the pirate tag under my name removed? That was from years ago when I was broke and dumb and pirated the ultima version.

Go to your Steam Library and right-click -> Properties on FINAL FANTASY VII. Go to the Betas tab and type "cha0tic" into the beta access code area. Screenshot and PM it to a moderator/admin. Reference this post link when asking for the request.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Arithium on 2017-01-13 16:17:49
I don't know if anyone has reported this to you yet, but your able to softlock in the dark cave if you go back to a few of the places where you fought the bosses such as the sewers since you cannot fight it twice. You can also walk through the fence and go back up to fight jenova again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-13 16:56:01
Thanks for letting me know; I'll add some stuff to get that sorted.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Arithium on 2017-01-13 17:40:36
Thanks for letting me know; I'll add some stuff to get that sorted.
Another bug that death_unites_us found is apparently after doing a sidequest (potentially dark cave), the disc gets set back to 1 and causes graphic bugs during the final decent & end game with cutscenes.

Cid quest should tell you that cid needs to be party leader as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-13 23:32:45
Another bug that death_unites_us found is apparently after doing a sidequest (potentially dark cave), the disc gets set back to 1 and causes graphic bugs during the final decent & end game with cutscenes.

Cid quest should tell you that cid needs to be party leader as well.

:c

I'll sort those out, but I'm annoyed with myself about the Disc thing. I could have sworn I'd added a Disc 3 call, or maybe it was just to the lost&found NPC (which is now also gone, I checked the script).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cha0tic on 2017-01-14 08:25:57
Latest version for me the platinum extra battle after my selecting my move for the turns battle hangs no one attacks or does anything.

How do I fight love buster to get tifa item to craft her ultimate?

the doc says rocket town but theres nothing to do there
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-14 16:22:28
I'll get a scene patch up, was supposed to do it earlier but it slipped my mind.

The docs are slightly behind as well; Cid's thing was changed slightly and now activates from the backyard of his house (where the Tiny Bronco is), he needs to be in the party/party leader to follow the questline all the way.

Edit: But before that, I need to check if the key item was transferred across from the old one. I don't remember doing this so it might need to be added again.

Edit2: Got the patches made and uploading; I'll do a 7H IRO update as well.

Edit3: Scene + Flevel patches updated, and the IRO too:
-) Disk 3 asked for when Dark Cave finished (talk to lost & found NPC will do this when talked to as well)
-) Key Item Micro-Engine now available from Cid's Lv.4 Limit sidequest (lost & found NPC will add this if sidequest is finished)
-) Cid's option 1 on Rank=Up now gives correct number of Luck sources
-) Platinum Match animation problem fixed

For IRO users, all fixes since the last IRO have been implemented.

Just a heads-up for everyone though, I'm currently working through Arrange Mode so if you notice any problems or erratic behaviour with bosses/scripts that were previously working then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cha0tic on 2017-01-14 20:20:02
I'll get a scene patch up, was supposed to do it earlier but it slipped my mind.

The docs are slightly behind as well; Cid's thing was changed slightly and now activates from the backyard of his house (where the Tiny Bronco is), he needs to be in the party/party leader to follow the questline all the way.

Edit: But before that, I need to check if the key item was transferred across from the old one. I don't remember doing this so it might need to be added again.

Edit2: Got the patches made and uploading; I'll do a 7H IRO update as well.

Edit3: Scene + Flevel patches updated, and the IRO too:
-) Disk 3 asked for when Dark Cave finished (talk to lost & found NPC will do this when talked to as well)
-) Key Item Micro-Engine now available from Cid's Lv.4 Limit sidequest (lost & found NPC will add this if sidequest is finished)
-) Cid's option 1 on Rank=Up now gives correct number of Luck sources
-) Platinum Match animation problem fixed

For IRO users, all fixes since the last IRO have been implemented.

Just a heads-up for everyone though, I'm currently working through Arrange Mode so if you notice any problems or erratic behaviour with bosses/scripts that were previously working then let me know.

 it.

The flevel shows Jan 12 on op, did you update it and not change the date?
Just updated scene and finished the level 4 limit for cid didn't get micro engine, and I reset his side quest. Will I have to redo it for the lost and found to get the item after your fix? Or do I have to redo it since I reset

edit - just saw the link says jan 14 but the OP does not, my bad was on mobile couldnt see the link.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-14 20:27:03
The flevel shows Jan 12 on op, did you update it and not change the date?
Just updated scene and finished the level 4 limit for cid didn't get micro engine, and I reset his side quest. Will I have to redo it for the lost and found to get the item after your fix? Or do I have to redo it since I reset

edit - just saw the link says jan 14 but the OP does not, my bad was on mobile couldnt see the link.

The micro-engine (should) drop after the wall market shop fight. The prompt for reset unfortunately appears in the scripts before the micro-engine check so if that reset was used then the micro check on the lost&found NPC will likely fail; sorry about that.

Just to clarify, the scene update is for enemies only; flevel is for actual field scripts. The micro-engine key item drops as part of the field scripts, so it would need the flevel hotfix to appear.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-01-14 20:45:12
is there a way to make the game let me go back into rocket town? i am feeling that i need to get different items before i can beat Dick head Tseng. but Cid wont let me
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Meindratheal on 2017-01-14 22:01:36
Found a random little oversight. I've just finished the Temple of the Ancients, decided to go get the Mythrill. Went back into the town under Junon and noticed Aeris is still there.

The first boss in the Temple was good fun, my first thought was "oh god no" but then it was a pleasant surprise. Still really enjoying this mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-15 06:27:58
is there a way to make the game let me go back into rocket town? i am feeling that i need to get different items before i can beat d*ck head Tseng. but Cid wont let me

I could have a shot at scripting it so you can leave and come back. For now, try these:

-) Protect Vest halves Shoot-element attacks; this can make his attacks much less dangerous (Turk Comet is also Shoot element, unlike regular Comet)
-) Turk Haste applies Haste & Resist; Dispel should remove both effects.
-) Turk Flare is Fire element, so protecting from this will take his strongest magic attack out of the equation.
-) The soldiers he appears with can be hit by any status ailment; Frog/Mini should be effective, or instant-KO with Remove.
-) Tseng's AI is similar to Rude's AI; if Aeris is in the party he'll avoid attacking her, and if she's the sole surviving party member he'll default to an AI where he uses Warning Shot instead of normal attacks (depends if you can PHS her in or not).

Found a random little oversight. I've just finished the Temple of the Ancients, decided to go get the Mythrill. Went back into the town under Junon and noticed Aeris is still there.

The first boss in the Temple was good fun, my first thought was "oh god no" but then it was a pleasant surprise. Still really enjoying this mod!

I forgot about that; I'll get around to it at some point. Glad to hear you're still enjoying it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2017-01-15 18:07:22
Hello there, it has been a long time. I didn't have any time left for playing this mod last year so I dropped it (around march I think). I'm seeing that it's still in 1.4 but seems to have been patched a lot since last time I played, so I was wondering if there are new additions or if those are just fixes/rebalances. I'm actually thinking about starting a new save, is there things I should know before ? (I will do a proper install by uninstalling and deleting old folders ofc) / Any patch logs readable ?

Anyway it's great to see you keep working on it Sega Chief ! That's an amazing work you have done. It has been probably asked thousand of times - and sorry since I don't actually want to read 40 pages right now :p - but are you still planning an Arrange version or whatever it was called  (Loved the one in 1.35, was a bit sad it didn't make it to 1.4 first :D) ? Also any news about a FF 8 mod ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-15 20:00:12
Hello there, it has been a long time. I didn't have any time left for playing this mod last year so I dropped it (around march I think). I'm seeing that it's still in 1.4 but seems to have been patched a lot since last time I played, so I was wondering if there are new additions or if those are just fixes/rebalances. I'm actually thinking about starting a new save, is there things I should know before ? (I will do a proper install by uninstalling and deleting old folders ofc) / Any patch logs readable ?

Anyway it's great to see you keep working on it Sega Chief ! That's an amazing work you have done. It has been probably asked thousand of times - and sorry since I don't actually want to read 40 pages right now :p - but are you still planning an Arrange version or whatever it was called  (Loved the one in 1.35, was a bit sad it didn't make it to 1.4 first :D) ? Also any news about a FF 8 mod ?

Arrange Mode is what I'm currently working on; it's going pretty quickly. As far as a new save goes, I think it's mostly just been updates since 1.4's release so nothing special to know.

For the FF8 mod I've mostly been experimenting with the tools and drafting up design documents; ideas on how to tackle problems with the game and make certain mechanics like Summons more involved and interesting. Unlike FF7 NT I'll have an alpha build of that mod out beforehand so I can get feedback on the battle system as it'll be quite tough to pin down with the Level scaling so watch this space.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-01-15 20:17:33
Arrange Mode is what I'm currently working on; it's going pretty quickly. As far as a new save goes, I think it's mostly just been updates since 1.4's release so nothing special to know.

For the FF8 mod I've mostly been experimenting with the tools and drafting up design documents; ideas on how to tackle problems with the game and make certain mechanics like Summons more involved and interesting. Unlike FF7 NT I'll have an alpha build of that mod out beforehand so I can get feedback on the battle system as it'll be quite tough to pin down with the Level scaling so watch this space.

Oh snap, you're working on an FFVIII mod as well!? If it's going to be anything as robust as New Threat, I think we'll all be in for a real treat!   :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aquecoucou on 2017-01-15 20:20:06
Glad to hear that :) I'll keep lurking then, I'm really excited about the Arrange mode and curious about FF8 ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SuperDonkeyjack on 2017-01-15 21:19:23
It won't let me install it.

It reads "The Destination Directory doesn't contain any file to update."

Can you guys help me out?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-15 23:02:54
Are you specifying the correct folder? It should be this one: C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY VII\data

Or its equivalent in a 1998/Old installation. If the specified folder in the installer is wrongly listed then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SuperDonkeyjack on 2017-01-16 03:38:15
Thanks but now my controller doesn't work with it now. I dunno why but is the FFVII reunion translation goes with this mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: zhugeliang123 on 2017-01-16 06:08:24
I have been watching your videos on youtube and wanted to give this mod a try! Unfortunately i tried to patch my steam version of FF7 and it keep telling me there is not enough disk space. Im not too sure what that means as i have more than enough space for the patch. I tired copying the Data file onto the desktop and ran as admin to install the patcher and still got the same result. I even tried a earlier patch, April 22nd, just to see if i got a similar error and i did. is there something wrong i am doing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-16 10:00:34
Thanks but now my controller doesn't work with it now. I dunno why but is the FFVII reunion translation goes with this mod?

Not sure what you mean by that; the FF7 reunion is a separate mod. I don't know how controller support ties into it.

I have been watching your videos on youtube and wanted to give this mod a try! Unfortunately i tried to patch my steam version of FF7 and it keep telling me there is not enough disk space. Im not too sure what that means as i have more than enough space for the patch. I tired copying the Data file onto the desktop and ran as admin to install the patcher and still got the same result. I even tried a earlier patch, April 22nd, just to see if i got a similar error and i did. is there something wrong i am doing?

Maybe it's an OS issue; is it Windows 10? I'll get a temporary solution to you when I get back from college today.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: levantine on 2017-01-16 10:11:39
Hey just a litle question, in the sp menu, there is sephiroth and a ??? Character, does it means that we can play sephiroth in your mod? I suppose no but wanted to ask you ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-16 10:43:33
Hey just a litle question, in the sp menu, there is sephiroth and a ??? Character, does it means that we can play sephiroth in your mod? I suppose no but wanted to ask you ^^

No, it's a limitation with the characters; Vincent is 'Sephiroth' in the game's files until he is recruited at which point his data overwrites Sephiroth. Because the SP menu uses the stored character names, it means it'll display Seph's name instead of Vincent until then.

And this might be a good time to mention that ? ? ? ? will be used for its intended purpose in Arrange Mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-01-16 11:19:44
Hey Sega Chief, found a game breaking bug in the latest build. Upon arriving in Rocket Town for the first time, right when you get into the battle with Palmer, it'll start loading the final battle with Sephiroth, and then immediately crash.  :o  I'm using the IRO version you provided, not the one in the catalog.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-16 12:21:10
Hey Sega Chief, found a game breaking bug in the latest build. Upon arriving in Rocket Town for the first time, right when you get into the battle with Palmer, it'll start loading the final battle with Sephiroth, and then immediately crash.  :o  I'm using the IRO version you provided, not the one in the catalog.

I'll sort that when I get back.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: zhugeliang123 on 2017-01-16 14:02:45

Maybe it's an OS issue; is it Windows 10? I'll get a temporary solution to you when I get back from college today.

Yes i am running Windows 10, Thanks Sega for responding so quickly XD! I have been so eager to play this mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-16 20:54:58
Hey Sega Chief, found a game breaking bug in the latest build. Upon arriving in Rocket Town for the first time, right when you get into the battle with Palmer, it'll start loading the final battle with Sephiroth, and then immediately crash.  :o  I'm using the IRO version you provided, not the one in the catalog.

Got a patch uploading for it now.

Yes i am running Windows 10, Thanks Sega for responding so quickly XD! I have been so eager to play this mod.

Have you tried running it in compatibility mode for Windows 7/XP? I'll be getting a work-around together in the meantime (it'll be ready in an hour or so).

Edit: Flevel patch is up
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cha0tic on 2017-01-16 21:35:14
Is their a new game plus? I've seen some talk about it.

Question how are you supposed to survive the platinum Match or kotr boss since they basically use omnislash?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-16 22:02:44
Is their a new game plus? I've seen some talk about it.

Question how are you supposed to survive the platinum Match or kotr boss since they basically use omnislash?

I'm guessing you mean Omega's Terra Break? If you use Defend beforehand/have someone in Defend when he reaches this attack then it should deal 0 damage just like the FF8 version of the same attack (3rd post down): http://www.gamefaqs.com/boards/197343-final-fantasy-viii/47986998
Otherwise, Peerless from Gospel Sparks or Great Gospel Limit can do the trick. Note that only one person has to use Defend, not the whole party.

For the KOTR cave, his Mammon Machine attack gets used after he's been hit 40 times. He changes phase when 2 conditions are met a) he's completed an attack cycle, and b) 13 or more actions have been used against him. On the first phase change he'll summon the two bots. On the second he'll fly up into the air and become long range. On the third, Mammon Machine will be used and every attack after that will prompt its use. Counter-attacks do not count toward the tally (as far as I know).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cha0tic on 2017-01-16 22:11:39
I'm guessing you mean Omega's Terra Break? If you use Defend beforehand/have someone in Defend when he reaches this attack then it should deal 0 damage just like the FF8 version of the same attack (3rd post down): http://www.gamefaqs.com/boards/197343-final-fantasy-viii/47986998
Otherwise, Peerless from Gospel Sparks or Great Gospel Limit can do the trick. Note that only one person has to use Defend, not the whole party.

For the KOTR cave, his Mammon Machine attack gets used after he's been hit 40 times. He changes phase when 2 conditions are met a) he's completed an attack cycle, and b) 13 or more actions have been used against him. On the first phase change he'll summon the two bots. On the second he'll fly up into the air and become long range. On the third, Mammon Machine will be used and every attack after that will prompt its use. Counter-attacks do not count toward the tally (as far as I know).




I forgot about the defend option entirely lol, the gospel spark is good for the whole battle or just that one use when he uses terra break? How do I get around mammon machine? He's one boss that I'm stuck on. Sorry if I'm pestering for a answer I'm just clueless.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-16 22:20:04
I forgot about the defend option entirely lol, the gospel spark is good for the whole battle or just that one use when he uses terra break? How do I get around mammon machine? He's one boss that I'm stuck on. Sorry if I'm pestering for a answer I'm just clueless.

Sparks should last a while if you're using Wait ATB; if you inflict Slow on the character beforehand, then use Peerless, it'll last even longer. Handy if you load that character up on counter materia for some free hits.

Netz needs you to make every attack count; one trick you could try is not attacking until he's finished his attack cycle. After it's done, he should stop attacking until he's been hit a few times; that's your opportunity to recover and then let loose with your hardest-hitting attacks. Limits, Mime, Quadra, MP Turbo, whatever you've got. He's weak to Bolt and Water as well like most machines, so 4X-Cut with Elemental (should) return some decent results. He's got 420,000HP in him which means you'll fall just shy of getting him before 39-40 attacks if you're hitting for 9999 each time; try to use multi-hit attacks that can exceed this damage cap (and remember that W-Magic/W-Summon count as separate casts).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cha0tic on 2017-01-16 22:23:49
Sparks should last a while if you're using Wait ATB; if you inflict Slow on the character beforehand, then use Peerless, it'll last even longer. Handy if you load that character up on counter materia for some free hits.

Netz needs you to make every attack count; one trick you could try is not attacking until he's finished his attack cycle. After it's done, he should stop attacking until he's been hit a few times; that's your opportunity to recover and then let loose with your hardest-hitting attacks. Limits, Mime, Quadra, MP Turbo, whatever you've got. He's weak to Bolt and Water as well like most machines, so 4X-Cut with Elemental (should) return some decent results. He's got 420,000HP in him which means you'll fall just shy of getting him before 39-40 attacks if you're hitting for 9999 each time; try to use multi-hit attacks that can exceed this damage cap (and remember that W-Magic/W-Summon count as separate casts).


Thanks a lot man, I understand it now it's 40 turns or you die. I guess I need to do more gathering, I have 4 cut on my 3 members but we don't hit 9999 even with or ultimate weapons and at level 89.

I'll try that elemental trick, thanks again for the amazing mod you got my addicted to ff7 again. Been playing since it's came out and man I'm enjoying the crap out of it with NT!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: alderez on 2017-01-16 22:40:39
Hey Sega - I just defeated Mimic and despite it saying I received the Planet materia...it isn't in my materia inventory.  Is that a bug?  I was excited when I saw that but now don't see anything to use.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: alderez on 2017-01-16 22:58:28
I did some more searching in the threads and looks like that was previously reported (at the time you weren't sure if the message was the bug or the not receiving the materia was the bug).  Sega any feedback on intent?  I'm mostly curious if I need to hold off on my save game before the battle to make sure I don't miss the Planet materia entirely.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-16 23:58:38
I did some more searching in the threads and looks like that was previously reported (at the time you weren't sure if the message was the bug or the not receiving the materia was the bug).  Sega any feedback on intent?  I'm mostly curious if I need to hold off on my save game before the battle to make sure I don't miss the Planet materia entirely.

Omega Weapon currently drops Planet Materia; I was thinking of moving this over to Mimic but only did the text and forgot the actual Materia itself. I'll remove the text from Mimic for now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: El Grillo on 2017-01-17 08:09:37
Hi, I've just started playing the mod, and it's been really fun. I'm currently at the Shinra Building, 65th floor. When I try to fight the Carry Armor lookalike, the game loads the battle screen but not the characters/boss, and it starts playing the Junon march music. The ATB bars are partially filled, but are frozen, and I have to exit out and restart the game. I haven't had any problems up to this, is this a known issue?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-17 09:16:59
I think I tried to change Curator's model to use the correct one but must have forgotten to set it's new ID in the formation settings. I'll upload a scene hotfix patch to fix it.

Edit: http://www.mediafire.com/file/794p117e3er3xxn/NT_Mod_HotFix_Scene_-_17th_January_2017.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-01-17 09:25:38
I dunno if I should come to you for this since it's a problem with the Kaldarasha model, but it's the model that came packed with NT so I figured this would probably be the place for it. It's only a minor problem, but Barret is a missing a few features...
Spoiler: show
(put in a spoiler cause this is a cool scene and don't wanna ruin it for those rare few that haven't seen it, cool scene even with the bugs) http://imgur.com/puWBKHL (i also dunno how to use the img code apparently)
as you can see, his face is gone, and he is missing most of his gun. I've removed all the other mods I had, and the effect still persists. On good news however, the save point is fixed woo! also geebus i dunno if it's cause i might be under leveled (Barret and Cait Sith at 50 Yuffie at 55) but there is a pretty big difficulty spike in Junon at this point.

Edit: Though now thinking about it, this may have been a thing for a while and I never noticed, cause I was playing with other character models for most of the game up to this point until it was locked to these models. So this may be old news....I also never had Barret in my party unless I had to, cause Cloud, Yuffie, Aerith team too good.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-01-17 10:20:47
@strife98

If you're experiencing model issues with the IRO in 7H, then you should post your question in the 7H forum. This sounds like a load order problem. Also, the models aren't locked anymore after the latest update. If you're playing it with 7H and using other mods as well, please post this again in the 7H forum.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-01-17 11:24:08
@strife98

If you're experiencing model issues with the IRO in 7H, then you should post your question in the 7H forum. This sounds like a load order problem. Also, the models aren't locked anymore after the latest update. If you're playing it with 7H and using other mods as well, please post this again in the 7H forum.

Even if the problem persists without any other mods added? Cause I disabled all other mods besides NT and the bug was still going off.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-01-17 11:27:06
Are you using the IRO in the OP or the NT option from the Catalog?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-01-17 12:17:10
Are you using the IRO in the OP or the NT option from the Catalog?

Oh, wait, you're right my bad. I just tested out the IRO, and it worked fine. I'll go do that in the 7H forum. Sorry, wasn't aware that it was a problem with that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: El Grillo on 2017-01-17 22:26:25
Thanks for the prompt reply. I found another bug: the game locked during the Rude/Elena fight. I'm not sure what the cause was, but my last command was to cast the Enemy Skill Antipode for the second time. It worked fine the first time, but the second time, the animation didn't play. The music kept playing and the characters kept performing their idle animations, but no one got a turn, and the barrier gauges were frozen. I had to quit/restart.

EDIT: I tried the battle again without using Antipode, but the same lock happened. I had Elena down to ~2000hp, and my last input command was throwing a Deadly Wastes.

I've tried it a few more times, and it always locks, the only common factor seems to be Elena being at ~2000hp.

I changed the camera setting from Fixed to Auto and did the battle much faster with Demi/Laser, and it didn't lock. Very curious. I like leaving the camera on Fixed, but I'll make a note of it if it causes any more problems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-18 00:24:38
It sounds like the status ailment is the cause; Elena has an attack called Turk Remedy (or something like that) to remove negative statuses like Poison. I'll check and find out the specific cause of the problem.

Edit: It was actually Rude; his elemental spells were changed to use LocalVar IDs instead of the actual spell IDs themselves. One of the addressed though was being overwritten in his pre-battle with something else which was causing him to try and use an attack that didn't exist. I'll upload the patch, should only be 700kb or so. It's when he tries to use Ice (his 4th or 5th turn I think).

Edit2: if only flevel patches were this fast to do: http://www.mediafire.com/file/oby5z7b9682yv77/NT_Mod_HotFix_Scene_-_18th_January_2017.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-18 02:54:00
Spoiler: show
Remember when I said that making Aeris optional would prob be complicated and take time?

Well, I was wrong. Turns out it was super-simple; the bit I thought would cause a lot of trouble didn't.

So that's that bit done. Prob should have tried it earlier :l
It'll prob be in the next flevel patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-01-18 03:21:14
Spoiler: show
Remember when I said that making Aeris optional would prob be complicated and take time?

Well, I was wrong. Turns out it was super-simple; the bit I thought would cause a lot of trouble didn't.

So that's that bit done. Prob should have tried it earlier :l
It'll prob be in the next flevel patch.


Way to go SC! Even more options in NT! This is most excellent  8-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arclitewut on 2017-01-18 12:20:52
hey, i just began to playing this mod after i reinstalled FF VII again and setup 7th Heaven and everything.

I have the problem that every time after Techno Soldier , when the Cutscene is playing where Cloud falls into the Church  the Game crashes (it crashes after the Cutscene is done) - is there a problem when i have some mods activated and play this mod at the same time ? Thanks for the help in advance i like this mod so far btw :)

Edit : disabled all mods besides NT and i still crash everytime after the Cutscene :(

Regards
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-01-18 12:35:23
I see that you Trolled every player.... putting a sense in the tunnel where the something else should be. Crafty....

Side note i followed what you said to do with Tseng, both Cloud and Cid went down, while Aerith womened up and killed off Tsengs help, but after i revived my team, Tseng just stood there. Prolly just my side. but who knows.

Pearl Weapon was.... Fun. tricky, nothing Cid and Tifa couldn't handle while cloud kept the team at full.

Fought against Reno Rude and Elena last night. wolf that gonna be a tough fight haha.

Also side note, anyone feel bad when Diamond Weapon took that shot full on back in the day? i always felt like he had more then enough time to move but for whatever reason didnt...

Can you change weapon affects? Barret gets that Micro Laser right, I think it'd be awesome if you switched it out from shooting a bullet to a laser
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-18 20:33:25
hey, i just began to playing this mod after i reinstalled FF VII again and setup 7th Heaven and everything.

I have the problem that every time after Techno Soldier , when the Cutscene is playing where Cloud falls into the Church  the Game crashes (it crashes after the Cutscene is done) - is there a problem when i have some mods activated and play this mod at the same time ? Thanks for the help in advance i like this mod so far btw :)

Edit : disabled all mods besides NT and i still crash everytime after the Cutscene :(

Regards

Sounds like files from the char.lgp are missing; try using the IRO available from page 1 of this thread instead; you can import it into 7H using the 2nd tab (where you activate mods). Use that one instead of the catalog version and see if it works.

I see that you Trolled every player.... putting a sense in the tunnel where the something else should be. Crafty....

Side note i followed what you said to do with Tseng, both Cloud and Cid went down, while Aerith womened up and killed off Tsengs help, but after i revived my team, Tseng just stood there. Prolly just my side. but who knows.

Pearl Weapon was.... Fun. tricky, nothing Cid and Tifa couldn't handle while cloud kept the team at full.

Fought against Reno Rude and Elena last night. wolf that gonna be a tough fight haha.

Also side note, anyone feel bad when Diamond Weapon took that shot full on back in the day? i always felt like he had more then enough time to move but for whatever reason didnt...

Can you change weapon affects? Barret gets that Micro Laser right, I think it'd be awesome if you switched it out from shooting a bullet to a laser

Micro Laser does shoot a laser though, doesn't it? Or does it have an explosion sound-effect? I dunno if I can add an actual laser effect to it, that's a 'spell' while weapons just have a texture/sound for impact.

Tseng's AI needs redone; he's pretty buggy in general it seems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-01-18 20:54:39
No its a gunshot, I was wondering, maybe switching out that affect for maybe like the Roboguards laser. I mean if you cant dont worry about it, its just a lil eye candy thats all
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arclitewut on 2017-01-18 21:13:45
Sounds like files from the char.lgp are missing; try using the IRO available from page 1 of this thread instead; you can import it into 7H using the 2nd tab (where you activate mods). Use that one instead of the catalog version and see if it works.

Micro Laser does shoot a laser though, doesn't it? Or does it have an explosion sound-effect? I dunno if I can add an actual laser effect to it, that's a 'spell' while weapons just have a texture/sound for impact.

Tseng's AI needs redone; he's pretty buggy in general it seems.

alright ill try that thanks for the answer ill let you know if it worked

Edit : everything is working fine now thanks for the help
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-01-19 16:29:07
How much health does Reno, Elena and Rude have? I smacked Elena around for a good 15 min, then rude used Turk Cure, Bit a pain in the arse. Did steal the items off of Elena and Reno, Rude wouldnt give his up. I do not not wanna fight them, i want those items, but as long as the match goes i end up using 3 megaelixers 2 normal eliexers and around 45 phoenix downs.. and still some how end up losing...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2017-01-19 16:50:14
How much health does Reno, Elena and Rude have? I smacked Elena around for a good 15 min, then rude used Turk Cure, Bit a pain in the arse. Did steal the items off of Elena and Reno, Rude wouldnt give his up. I do not not wanna fight them, i want those items, but as long as the match goes i end up using 3 megaelixers 2 normal eliexers and around 45 phoenix downs.. and still some how end up losing...
I do believe that Elena has around 76,000 hp, I think Rude had the most at around 78000 and Reno was in the middle of the two somewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-01-20 13:58:33
Well flare, how'd you go about beating them? I've been stuck for 2 days? should i lvl up? most of my guys are sitting at 60

Imma have to step away from this mod for a few days. it seems no matter what i do, even slowing them down, has no affect. I need to cool off before i play this again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-20 19:17:29
Well flare, how'd you go about beating them? I've been stuck for 2 days? should i lvl up? most of my guys are sitting at 60

Imma have to step away from this mod for a few days. it seems no matter what i do, even slowing them down, has no affect. I need to cool off before i play this again.

Elena can be put to Sleep, while Reno is susceptible to Paralysis; both are extended under the effects of Slow. Rude can be hit with Confusion to keep him from hitting your party. You only need to kill one of the Turks for the entire formation to pack up and leave so picking a target to focus on would be key. Added Effect + Mystify/Seal should yield some good results with Counter Attack Materia (or Hades if you have this).

One thing to note is that Elena has a counter-attack script, while Reno will set his AI to favour whoever struck him with Magic. Rude may be the defensively toughest of the three but his Magic Defence is low and he has no counter-scripts going on except for Turk Cure which will only be used once on each Turk when they reach critical HP. You should also consider using Cloud's LV1 Limits for Cross Slash as it can be used to intermittently keep Reno pinned down.

Poison should be avoided as a status due to Reno's Turk Esuna but the element can be used. Elemental + Poison should make any physical attacks made more potent, maybe something for Barret or Cid to add some extra damage on while you whale on Rude.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-01-21 20:13:54
After relaxing, with help. Can confirm that offing only one doesnt work. Need to off all three
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-21 20:21:33
After relaxing, with help. Can confirm that offing only one doesnt work. Need to off all three

Oh. I must've changed it or something :c
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-01-21 20:26:19
Its all good. Sorry for my immature reaction, been a long week. Questions, How come i can not fight the Curator?  Why is Cid's Flayer anything but lucky? and i think the last question, whats the best way to go at the Valiant Clod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Thraxis on 2017-01-21 21:32:33
Its all good. Sorry for my immature reaction, been a long week. Questions, How come i can not fight the Curator?  Why is Cid's Flayer anything but lucky? and i think the last question, whats the best way to go at the Valiant Clod?

Almost all of Valiant Clod's attacks are "Shoot" based. So protect vests work really really really well. For a boss at the time he has lower Defense, but high str so the Vit from protect vests help as well. Weaknesses are Bolt Water and Earth. I'm not sure how well prepared you are but bringing in a party with those magics on MP Turbo or MP absorb will help a lot. Keeping your party walled especially when he (She? it? They?) attack get into the animation for the type J ray. Valiant Clod cannot be slowed or really statused in any way so just focus on having someone keep your party buffed and healed while you Take down the Armor (which cannot be hit by earth) and then clod itself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-01-21 22:42:26
Thanks for the help. Tell you right now... Hojo looks scary as hell now
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-22 06:23:09
Its all good. Sorry for my immature reaction, been a long week. Questions, How come i can not fight the Curator?  Why is Cid's Flayer anything but lucky? and i think the last question, whats the best way to go at the Valiant Clod?

Don't worry about it; frustrating fights are something I need to address, and I'd clean forgotten that I'd set up the Turks battle to require 3 KOs. This'll help me streamline the Midgar Raid 'boss-rush' significantly when I set it back to normal.

Is Curator not appearing? That happened with someone else too, must be something that's sneaked its way in at some point. I'd better track it down.

Cid's Flayer (should) give +100 Luck when equipped; its other effect is to inflict the 'Auto-Crits' status effect which isn't great when used on enemies. If it was used on party members, however...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-01-22 14:44:19
Don't worry about it; frustrating fights are something I need to address, and I'd clean forgotten that I'd set up the Turks battle to require 3 KOs. This'll help me streamline the Midgar Raid 'boss-rush' significantly when I set it back to normal.

Is Curator not appearing? That happened with someone else too, must be something that's sneaked its way in at some point. I'd better track it down.

Cid's Flayer (should) give +100 Luck when equipped; its other effect is to inflict the 'Auto-Crits' status effect which isn't great when used on enemies. If it was used on party members, however...

No its there, Just battle will not start, I run around it, click on it, and nothing happens
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iamralph on 2017-01-22 17:48:43
Hey just posting to say how much I am loving this so far... there are a few balance issues I'm concerned with but overall I'm more than happy with it and I'm not far into the game enough to know if the balance issues persist or if they are just making the first part of the game easier (most notably is the healing effects).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-22 18:38:40
Hey just posting to say how much I am loving this so far... there are a few balance issues I'm concerned with but overall I'm more than happy with it and I'm not far into the game enough to know if the balance issues persist or if they are just making the first part of the game easier (most notably is the healing effects).

Just to make sure; did you start the mod from New Game or did you load a Reactor No.1 save file to skip the intro? Sometimes people do that and they end up with Disc 3 weapons because I repurposed Gatling Gun, Leather Glove, and Guard Stick.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iamralph on 2017-01-22 21:43:34
It was a new game, I'm more thinking there are a few overpowered combos of characters (specifically thus-far Aeries/Tifa combo giving Tifa restorative magic and Aeris offensive--this could work for a lot of combos with Aeris but Tifa has the auto-rez) compared to the rest-the free heal being the biggest factor.  The balance might work out over time I'm not sure how it is later in the game.

Either way this has been a great way to play the game again after so many years so thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-01-23 23:09:21
Been playing and have two questions, I tried searching but the info I found is dated. First is why doesn't Cloud have an innate ability and second is do I need to bother with the relation ship mechanic for the Gold Saucer date?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-24 00:33:22
It was a new game, I'm more thinking there are a few overpowered combos of characters (specifically thus-far Aeries/Tifa combo giving Tifa restorative magic and Aeris offensive--this could work for a lot of combos with Aeris but Tifa has the auto-rez) compared to the rest-the free heal being the biggest factor.  The balance might work out over time I'm not sure how it is later in the game.

Either way this has been a great way to play the game again after so many years so thanks!

Ok, just checking; glad you're enjoying it.

Been playing and have two questions, I tried searching but the info I found is dated. First is why doesn't Cloud have an innate ability and second is do I need to bother with the relation ship mechanic for the Gold Saucer date?

Cloud's innate kicks in after he's picked up again in Mideel (it'll be explained in-game what it does). The gold saucer date can be chosen if you don't want to use the points system.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-01-24 02:41:31
Thanks, save me a big hassle then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: theskycaptin on 2017-01-25 04:12:38
Hey there i just got the Shinra sub and thought i would go check out the new Emerald Weapon so i saved and initiated the fight and.... i one hit killed him with a 2000 damage deathblow from Tifa. I looked up the fight on youtube and he takes a lot more punishment then that in others games.

EDIT: I applied the most recent patches and he now whoops butt like he's ment to. Sorry about that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Meindratheal on 2017-01-25 16:01:46
Is there an easy way to get a gold chocobo that doesn't involve the usual breeding? I've just got out of Mideel and I was hoping to explore the materia caves, but don't really  fancy going through the breeding process.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-25 19:03:11
Is there an easy way to get a gold chocobo that doesn't involve the usual breeding? I've just got out of Mideel and I was hoping to explore the materia caves, but don't really  fancy going through the breeding process.

If you Morph a Ghost Ship into a Guidebook, the Kalm Traveler should give you a Gold Chocobo. Note that it'll be slow as hell, but you can breed it with a Rank A/S Wonderful to try and get another Gold that'll be more race-ready.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HautSaus on 2017-01-27 05:31:44
Awesome job Chief, I'm a major fan of what you're doing here. My first playthrough I made it to the bottom of the crater and was starting to go through the NEW THREATS\Dark Cave sidequest, but I didn't like how I ranked my characters up so I decided to start a new playthrough. Only thing is, I'm seeing a lot more soft-lock issues. I don't think there were any in Midgar, but Rubicante GT did it once. Now I'm in the mythril mine with Elena and Rude, and it has locked on me every time I fight them.

My party is Cloud, Tifa, Aerith, and it's always on Rude's turn I think. Twice it's happened where the camera pans to my party/Tifa and locked, and twice it's been after he casts Turk Cure on Elena.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-27 14:07:52
Awesome job Chief, I'm a major fan of what you're doing here. My first playthrough I made it to the bottom of the crater and was starting to go through the NEW THREATS\Dark Cave sidequest, but I didn't like how I ranked my characters up so I decided to start a new playthrough. Only thing is, I'm seeing a lot more soft-lock issues. I don't think there were any in Midgar, but Rubicante GT did it once. Now I'm in the mythril mine with Elena and Rude, and it has locked on me every time I fight them.

My party is Cloud, Tifa, Aerith, and it's always on Rude's turn I think. Twice it's happened where the camera pans to my party/Tifa and locked, and twice it's been after he casts Turk Cure on Elena.

Are the patches in? Rude had an AI issue that should have been rectified with the scene patch. An error on Rubicante is new though, I'll have a look at him.

Edit: Another question: Did Rude use Fire, Ice, and Bolt or Fire2, Ice2, and Bolt2 during your fight with him?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HautSaus on 2017-01-27 18:49:22
Are the patches in? Rude had an AI issue that should have been rectified with the scene patch. An error on Rubicante is new though, I'll have a look at him.

Edit: Another question: Did Rude use Fire, Ice, and Bolt or Fire2, Ice2, and Bolt2 during your fight with him?

Yes the patches have been applied. The Rubicante thing was a fluke I think, as it only happened once when he tried to do his fire spin move(Autarch's Flame?) and I fought him after and he pulled the move off no hitch.

As far as Rude goes I've seen him use Fire, Turk Spark, Turk Cure, and his OP Clothesline attack. He gets about one turn in for every three Elena gets in. I just fought them again and had inflicted confuse on Rude with Choco-Mog. This time instead of panning to my party, the camera panned away from my party to behind them when it soft locks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-27 20:05:55
I'll need to see if I can replicate it when I get back from work; I'm not seeing anything immediately wrong in the AI, but it's probably that I've done something to the variables in there. I'll return his AI to using regular Fire, etc. and get a patch together for now.

Edit: Give this a go: http://www.mediafire.com/file/tl2eroxu51yzygf/NT_Mod_HotFix_Scene_-_27th_January_2017.zip
I removed the vars setting elemental spells and set him to just use the spell IDs directly like it did before.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-01-27 21:39:47
For the flashback could I recommend adding a save point before the mountain? You have some bug enemies that stun when they attack and they can come in a pack of five. It's pretty much game over if you run into them as you can't do anything and they slowly whittle away your HP. That or make Sephiroth immune to it. Simply preventing from grouping like that could work too.

Side note, you're evil for the boss in the Shinra building. Though I liked the conversation with Tifa after you steal from Rufus.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HautSaus on 2017-01-28 05:55:25
All right. It's still happening. I'm going to see if I can get a fresh install to see if it's been on my end this whole time. Sorry for any extra work I caused.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: El Grillo on 2017-01-28 06:16:00
I've played up to Wutai without any further incidents, been having a great time (though I struggled with Godo and ended up Osmosing him to 0mp because I couldn't figure out how else to get around his cure+esuna counter). The friendly Fort Condor transporter is such a helpful feature, I can't imagine going without it :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-28 06:18:16
For the flashback could I recommend adding a save point before the mountain? You have some bug enemies that stun when they attack and they can come in a pack of five. It's pretty much game over if you run into them as you can't do anything and they slowly whittle away your HP. That or make Sephiroth immune to it. Simply preventing from grouping like that could work too.

Side note, you're evil for the boss in the Shinra building. Though I liked the conversation with Tifa after you steal from Rufus.

I think save points might be problematic; I'll see if I can make Sephiroth immune to Paralysis like you suggested.

All right. It's still happening. I'm going to see if I can get a fresh install to see if it's been on my end this whole time. Sorry for any extra work I caused.

In that case I'll do a proper test of the fight and see if the softlocks are also present on this end. I can restore the fight properly from a back-up scene.bin if need be.

I've played up to Wutai without any further incidents, been having a great time (though I struggled with Godo and ended up Osmosing him to 0mp because I couldn't figure out how else to get around his cure+esuna counter). The friendly Fort Condor transporter is such a helpful feature, I can't imagine going without it :)

I'll see if I can revise Godo's mechanics slightly so there's other ways to beat him. The Cure/Esuna combo is maybe a little too much.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HautSaus on 2017-01-28 07:18:39
After trying it every which way I could think of, the soft-lock still occurs. Well...I suppose I could ask for help on Amalgam in the dark cave. That  thing's got me stumped. Do I have to use a Ruby WEAPON approach and leave two of my characters KOed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: theskycaptin on 2017-01-28 08:54:20
So i found a super secret boss in Ancient Forest that im not sure anyone else found (i did some googling) and after a looong battle with fingers crossed i beat him and received a blank item with "????" as the description. What is that used for?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-01-28 12:40:52
Came back after a super busy couple of weeks and picked back up at Junon on disc 2. Went to fight our recurring little friend, and noticed that Cait Sith's Limit was up. Since I had had so much trouble with him before, I decided to see how a Transform would treat him. Holy cow Cait Sith became Boss Killer 9000. He had over 10000 hp and over 1000 mp. He hit like a truck and crit a lot. And because of the 1-1 health drain ratio of the Black M-phone he healed faster then the boss could hurt him. So I decided to tweak his stuff a bit. Gave him the Wizard Bracelet for the extra materia slots. Gave him 2 counter attacks, command counter-deathblow, all the materia that increased health, and put on Silver Refracter so he couldn't be stopped, in every definition of the term. He had 11000 health, and hit for 1-2k each attack, almost 7k sometimes when he crit (which was often). At this point I figured he was unstoppable, and the boss could barely get him down to half health, and when he did Cait Sith hit him once or twice cause of the 2 counter attacks, and healed it all back and then some (command counter-deathblow never went off sadly. I need to level it more.) Only downside really is that he's the only one to get experience and AP, but that's a fine thing to sacrifice if you're having a hard time with a boss. As much as I like Yuffie, Cait Sith is taking her place in my party. Never had a game where I would voluntarily put him in, but damn if that wasn't the thing I needed to see to make that happen.

Update: Cait Sith vs Alpha Zolem
 (Warning, quite a read)
Spoiler: show
Decided to test my limits with this. I flew back to the Chocobo Ranch to see if I could get take on the Alpha Zolem, and to also hopefully get that Alpha Enemy Skill. I went in with the build before without really thinking, and I wouldn't say I got destroyed, but I didn't win. Instead of stop, he used paralysis. And the poison was whittling me down faster than I could heal. So I went back to the ol' drawing board. Tried a few things on the monsters outside. Wanted to see if I could use Hp Absorb on Counter Attack, unfortunately can't, so I had to stick with the Black M-phone which really drained my damage output. I equipped the Gem Ring to negate his Paralysis, but I still had to deal with the Poison problem. I switched out Command Counter-Deathblow with Added Effect-Poison, donzo. He still did a lot of damage, and while having those extra materia's on to give me more money and exp are nice, I can do without them. I switched out Wizard Bracelet for the fancy new Crystal Bangle I just got to buff his defense some. Mag Def would take a bit of a hit, but it was worth the change. Since I was no longer immune to Time effects from Silver Refracter I threw on Time to help get an edge in and to help since Cait Sith is incredibly slow. After that, I started the fight. Transformed, used Haste on Cait Sith, and Slow on Alpha, used a quick x-potion to heal him, and then threw him into berserk! Since his damage was still really low, I had to compensate. And since basic attacks were by far his greatest asset, and would most likely keep him alive, I figured giving up control for more damage was a pretty good idea, and for the most part it was! Alpha would bite (headbutt?) me and Cait, and Cait would punch him right back. Unfortunately, I did not know that having him in berserk would prevent counter attack from going off, and that probably cut my damage a bit, but it wasn't enough to matter too much. It was a back and forth for most of the fight until Alpha started getting angry and stretched up. Then the real fight began. The only real advantage I had on my side was that Alpha's physical attacks didn't heal him anymore, but his new attacks gave me status effects, and his new stance increased his attack and defense. I think one of the status effects was blind, cause Cait started to miss quite often at this point. It was looking pretty grim to be honest. Cait wasn't hitting hard enough to heal back all the damage from Alpha's attacks. When Cait hit about 4k health, I pretty much lost hope, but Cait had other plans in mind. After taking a headbutt(bite?) that crit, he stood up top his mighty Fat Mog robot, ran right up to that giant snake, and crit him for about 2k, landing the final blow. In what could only be described as the greatest fight I've had the pleasure to enjoy to date in FF7, I came out victorious. I took that Elixer with pride. The fight was absolutely fantastic from start to end. Much thanks to Sega Chief, one of the best times I've had with this mod so far.


Edit #2: Also, putting reflect on big guard is evil. Evil I say!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-28 15:55:39
After trying it every which way I could think of, the soft-lock still occurs. Well...I suppose I could ask for help on Amalgam in the dark cave. That  thing's got me stumped. Do I have to use a Ruby WEAPON approach and leave two of my characters KOed?

Amalgam switches between damage-type resistance and will grow in size whenever he's hit with damage that he's immune to; so if you hit him with physical, your next attack needs to be magical, and vise-versa; this is complicated by having Vincent and Red XIII there however as they'll also be attacking on their own.

So i found a super secret boss in Ancient Forest that im not sure anyone else found (i did some googling) and after a looong battle with fingers crossed i beat him and received a blank item with "????" as the description. What is that used for?

That's a wrong encounter; make sure you've applied the new patches (flevel and scene). That boss is supposed to appear elsewhere, and it was Hochu you were supposed to bump into. Congrats on beating it though; try using the item in battle.

Came back after a super busy couple of weeks and picked back up at Junon on disc 2. Went to fight our recurring little friend, and noticed that Cait Sith's Limit was up. Since I had had so much trouble with him before, I decided to see how a Transform would treat him. Holy cow Cait Sith became Boss Killer 9000. He had over 10000 hp and over 1000 mp. He hit like a truck and crit a lot. And because of the 1-1 health drain ratio of the Black M-phone he healed faster then the boss could hurt him. So I decided to tweak his stuff a bit. Gave him the Wizard Bracelet for the extra materia slots. Gave him 2 counter attacks, command counter-deathblow, all the materia that increased health, and put on Silver Refracter so he couldn't be stopped, in every definition of the term. He had 11000 health, and hit for 1-2k each attack, almost 7k sometimes when he crit (which was often). At this point I figured he was unstoppable, and the boss could barely get him down to half health, and when he did Cait Sith hit him once or twice cause of the 2 counter attacks, and healed it all back and then some (command counter-deathblow never went off sadly. I need to level it more.) Only downside really is that he's the only one to get experience and AP, but that's a fine thing to sacrifice if you're having a hard time with a boss. As much as I like Yuffie, Cait Sith is taking her place in my party. Never had a game where I would voluntarily put him in, but damn if that wasn't the thing I needed to see to make that happen.

Update: Cait Sith vs Alpha Zolem
 (Warning, quite a read)
Spoiler: show
Decided to test my limits with this. I flew back to the Chocobo Ranch to see if I could get take on the Alpha Zolem, and to also hopefully get that Alpha Enemy Skill. I went in with the build before without really thinking, and I wouldn't say I got destroyed, but I didn't win. Instead of stop, he used paralysis. And the poison was whittling me down faster than I could heal. So I went back to the ol' drawing board. Tried a few things on the monsters outside. Wanted to see if I could use Hp Absorb on Counter Attack, unfortunately can't, so I had to stick with the Black M-phone which really drained my damage output. I equipped the Gem Ring to negate his Paralysis, but I still had to deal with the Poison problem. I switched out Command Counter-Deathblow with Added Effect-Poison, donzo. He still did a lot of damage, and while having those extra materia's on to give me more money and exp are nice, I can do without them. I switched out Wizard Bracelet for the fancy new Crystal Bangle I just got to buff his defense some. Mag Def would take a bit of a hit, but it was worth the change. Since I was no longer immune to Time effects from Silver Refracter I threw on Time to help get an edge in and to help since Cait Sith is incredibly slow. After that, I started the fight. Transformed, used Haste on Cait Sith, and Slow on Alpha, used a quick x-potion to heal him, and then threw him into berserk! Since his damage was still really low, I had to compensate. And since basic attacks were by far his greatest asset, and would most likely keep him alive, I figured giving up control for more damage was a pretty good idea, and for the most part it was! Alpha would bite (headbutt?) me and Cait, and Cait would punch him right back. Unfortunately, I did not know that having him in berserk would prevent counter attack from going off, and that probably cut my damage a bit, but it wasn't enough to matter too much. It was a back and forth for most of the fight until Alpha started getting angry and stretched up. Then the real fight began. The only real advantage I had on my side was that Alpha's physical attacks didn't heal him anymore, but his new attacks gave me status effects, and his new stance increased his attack and defense. I think one of the status effects was blind, cause Cait started to miss quite often at this point. It was looking pretty grim to be honest. Cait wasn't hitting hard enough to heal back all the damage from Alpha's attacks. When Cait hit about 4k health, I pretty much lost hope, but Cait had other plans in mind. After taking a headbutt(bite?) that crit, he stood up top his mighty Fat Mog robot, ran right up to that giant snake, and crit him for about 2k, landing the final blow. In what could only be described as the greatest fight I've had the pleasure to enjoy to date in FF7, I came out victorious. I took that Elixer with pride. The fight was absolutely fantastic from start to end. Much thanks to Sega Chief, one of the best times I've had with this mod so far.


Edit #2: Also, putting reflect on big guard is evil. Evil I say!

it's good to see Transform being put to practical use; I added it to his Lv1 limits because I think it's quite a fun Limit but it does have its uses as well, if the build is right.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-28 16:39:06
So I conducted three tests of the Turks battle in the Mythril Mines but couldn't find an error:

1) I went for Elena first then Rude, using Choco/Mog to inflict Confusion.

2) Went for Elena first, avoided use of Choco/Mog, allowed both enemies to run through their entire AI cycle

3) Went for Rude first, tested Poison/Turk Antidote on both enemies in combination with Berserk & Confusion.

So not sure where the softlock is coming from. Has anyone else encountered this error with the latest set of patches?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-01-28 16:46:29
So I conducted three tests of the Turks battle in the Mythril Mines but couldn't find an error:

1) I went for Elena first then Rude, using Choco/Mog to inflict Confusion.

2) Went for Elena first, avoided use of Choco/Mog, allowed both enemies to run through their entire AI cycle

3) Went for Rude first, tested Poison/Turk Antidote on both enemies in combination with Berserk & Confusion.

So not sure where the softlock is coming from. Has anyone else encountered this error with the latest set of patches?

I've never experienced any soft lock issues with that particular fight at all. I've even seen Rude use
Turk cure on both of them and the battle has always played out for me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-28 20:11:36
I've never experienced any soft lock issues with that particular fight at all. I've even seen Rude use
Turk cure on both of them and the battle has always played out for me.

I was meaning to ask other people to test out the fight; thanks for letting me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-01-28 20:56:53
Yeah, fought them twice and no soft lock. I actually wanted Turk Cure to go off so Elena couldn't cure her poison since it makes her berserk. Quick question on Fort Condor, does losing a unit or two affect the final reward at the end of the quest chain?

EDIT: Also, the shops aren't changed in Fort Condor. They have the vanilla disc 1 inventory. Also, looking at the change log, you may want to change the best send off reward in Juno to something else from Enemy Away as that Materia seems pointless considering you can turn off random encounters at save points. I'd just take the rune armlet and cut my losses as it stands.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arclitewut on 2017-01-28 21:39:15
I had a wierd thing just happening to me with the Palmer Fight with the Mod - instead of Palmer it seems like it loaded the last Fight with Sephiroth (could recognize the music and once it loaded half of the Background from the Stage where you fight Sephiroth) otherwise it always crashed before the Fight began - Palmer says Security - Sephiroth Theme plays and then it crashes

Note: i played the Mod already once til this part and it didnt happen, i had a normal fight with him

I made a Video with exactly what happens everytime : https://youtu.be/YSDIiCQsJw8

Also i disabled every Mod besides NT aswell and had the same Result

I tried to skip the fight by disabling the Mod and reactivating it but then all of my Stats are getting completly fucked up :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: theskycaptin on 2017-01-28 21:48:36
Quote
That's a wrong encounter; make sure you've applied the new patches (flevel and scene). That boss is supposed to appear elsewhere, and it was Hochu you were supposed to bump into. Congrats on beating it though; try using the item in battle.

I double checked and i did have the updates applied. I fought Ho-Chu as well after beating this boss. Ho-Chu was from touching the final beehive right? The hidden boss was from walking into the final Venus Flytrap. I used the item in battle and i dont think it did anything. It had a Multitarget Holy animation though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miacis on 2017-01-28 22:29:22
Speaking of Palmer, is there a way to apply the hotfix patches to the IRO file (by unpacking and repacking it or something...?), and if not, may I ask for an updated IRO? I've had the bad luck of reaching Palmer right on the version when the freeze was discovered and been bummed all week I couldn't progress on this new version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-29 06:23:55
Yeah, fought them twice and no soft lock. I actually wanted Turk Cure to go off so Elena couldn't cure her poison since it makes her berserk. Quick question on Fort Condor, does losing a unit or two affect the final reward at the end of the quest chain?

EDIT: Also, the shops aren't changed in Fort Condor. They have the vanilla disc 1 inventory. Also, looking at the change log, you may want to change the best send off reward in Juno to something else from Enemy Away as that Materia seems pointless considering you can turn off random encounters at save points. I'd just take the rune armlet and cut my losses as it stands.

Losing units doesn't affect the questline for Fort Condor; the enemy reaching the shed and prompting a battle with your party does however, as does Fort Condor not having enough money to defend in your absence (3000gil per battle is what I think the fee is). They start off with enough money in NT to see off all of the battles you can't make it back for, but will need more if you don't plan on returning for every single encounter (which would be understandable, there's a lot of them).

I'll change the send-off prize to something more valuable; it's not been changed since the encounter switch was implemented and have a look at Condor's shops though I think there was a reason it was changed, not sure.

I had a wierd thing just happening to me with the Palmer Fight with the Mod - instead of Palmer it seems like it loaded the last Fight with Sephiroth (could recognize the music and once it loaded half of the Background from the Stage where you fight Sephiroth) otherwise it always crashed before the Fight began - Palmer says Security - Sephiroth Theme plays and then it crashes

Note: i played the Mod already once til this part and it didnt happen, i had a normal fight with him

I made a Video with exactly what happens everytime : https://youtu.be/YSDIiCQsJw8

Also i disabled every Mod besides NT aswell and had the same Result

I tried to skip the fight by disabling the Mod and reactivating it but then all of my Stats are getting completly ferned up :/

It's a wrong encounter; have you tried the flevel patch that's on the 1st page? If that's applied and the problem still occurs then I'll update the flevel patch (although I think I need to update it anyway to fix a problem in Ancient Forest).

I double checked and i did have the updates applied. I fought Ho-Chu as well after beating this boss. Ho-Chu was from touching the final beehive right? The hidden boss was from walking into the final Venus Flytrap. I used the item in battle and i dont think it did anything. It had a Multitarget Holy animation though.

At some point I had it so that Hochu would be fought whenever a fly trap was triggered but that formation was repurposed for that 'secret' boss. I'll check it again, remove the encounter trigger, and update the flevel patch + IRO.

Speaking of Palmer, is there a way to apply the hotfix patches to the IRO file (by unpacking and repacking it or something...?), and if not, may I ask for an updated IRO? I've had the bad luck of reaching Palmer right on the version when the freeze was discovered and been bummed all week I couldn't progress on this new version.

I'll be updating the IRO today so no worries.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arclitewut on 2017-01-29 10:35:49
I am playing with the IRO file so i guess im just gonna wait til you update it today :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: OneK on 2017-01-29 13:05:45
Hey SegaChief,

First, thanks for your amazing work, looking forward to see what you'll do with FFVIII.

Now, I have a small question, I did your 1.35 and you pointed towards a mod to modify materia stats bonuses and maluses. Can't seem to find it now. Is it compatible with 1.4?
I think I'm going to wait for the arranged version like I did for 1.3.

Thanks for your time and work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-01-29 13:09:25
What would be the best way to off 3rd form Hojo? he has an attack that deals almost 5000 damage and it goes through barriers. I'm not to sure how to decrease the damage. I can get him down where he starts popping off the Cell barriers. but then he starts throwing that high damage attack at me
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-30 00:04:41
The new IRO: http://www.mediafire.com/file/rbs5s52qkbp3kp9/FF7_NT_IRO_30th_January_2017.iro

What would be the best way to off 3rd form Hojo? he has an attack that deals almost 5000 damage and it goes through barriers. I'm not to sure how to decrease the damage. I can get him down where he starts popping off the Cell barriers. but then he starts throwing that high damage attack at me

Holy and Wind are the most effective elements here, and he can be Slowed to help you deal with his 155 Speed. Combo can be covered on each hit so if you have a back-row character with 100% cover and protection against Paralysis and Slow that should be quite effective. He has about 100,000HP total but Absorb can make the fight longer if it isn't blocked using Barrier.

Phantasm can be blocked by protecting against an element called 'Hidden'; this is obtained through Elemental + a non-elemental Materia. Guardian Ring can also block it, otherwise you'll be wanting to keep antidotes to cure the Dual-Drain it can inflict.

Meteorain and Lifestream Ray are the most dangerous attacks; Barrier and MBarrier need to be maintained which makes his other attack, Malkuth Shred, a pain because it has that debarrier effect on it. If the damage is too high, then try using Sadness to reduce the incoming damage down by another 30% (back-row can also reduce Meteorain's damage by another 50%). Characters that can be a good fit here are Barret for his high defences, Tifa for Grit, or Yuffie for Evasion.

His AI pattern is:
Skip Turn
Goner (reduces 1 character to 1HP)
Skip Turn
Meteorain (6x Physical hits)
Absorb
Skip Turn
Combo x4 (Low chance to inflict Slow-Numb, Paralysis, Slow, and Death Sentence)
Phantasm (single-target, Hidden, inflicts Sleep/Silence/Dual-Drain)
Malkuth Shred (single-target, Debarrier effect, physical)
Skip Turn
Lifestream Ray (high non-elemental Magic damage to all)
[Repeats]

When he has been affected by 8 actions, Hojo will start to use Cellular Guard/MGuard, reset the counter, and then swap to the other when 8 more actions have been taken against him. Hope that helps, if not then I can prep a video showing a run-through of it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HautSaus on 2017-01-30 06:42:18
I am using 7H.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-30 08:15:10
I am using 7H.

That'll be why the hotfixes weren't working; the hotfix patches aren't compatible with the 7H version, only the stand-alone installer. The new IRO has the fixes in it: http://www.mediafire.com/file/rbs5s52qkbp3kp9/FF7_NT_IRO_30th_January_2017.iro

I'd better add a note to the hotfix patches that they don't work with 7H.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-01-30 11:31:14
I downloaded the new IRO today. I'll update the Catalog with it in the next couple days. Please wait :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HautSaus on 2017-01-30 17:21:29
Well shit. Once again, apologies for any confusion or extra work I put on your plate.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-30 21:32:06
I downloaded the new IRO today. I'll update the Catalog with it in the next couple days. Please wait :)

Cheers, Alyza; sorry for all the updates but it's almost finished 100%.

Well strawberries. Once again, apologies for any confusion or extra work I put on your plate.

It turned up a potential problem where the patches aren't explicitly stated to be only for the stand-alone installer (now I've got that warning above them); there's likely been at least few other people who have tried to install them when using the IRO version but not posted about it so that's that covered for the future.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2017-01-31 14:45:56
hey sega chief

when i got to the part of when cloud jumped off the train to go to airbuster and when the texted came up to select jump down

the text is broken at the part of which cloud, tifa and barrent look down the hole at the train tunnels part
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: jeremyhall2727 on 2017-01-31 17:15:41
Your mod is great. It puts new life in Final fantasy 7  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-01-31 20:12:58
hey sega chief

when i got to the part of when cloud jumped off the train to go to airbuster and when the texted came up to select jump down

the text is broken at the part of which cloud, tifa and barrent look down the hole at the train tunnels part

Fixed it; the problem was caused by changing the names of the characters. If you have a long name it can break some of the text boxes when these names are mentioned; let me know if you encounter any more of these issues as there's likely still text boxes that haven't been adjusted to deal with max-size names.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-01-31 22:40:35
Sega Chief, I found another dialogue typo. I meant to send this one to you awhile back, but it must have slipped my mind  :roll:

Spoiler: show
(https://puu.sh/tI1nN/0d4ed221fb.jpg)

Nothing major, just thought I'd let you know. I'm assuming he means excited right??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-01 06:52:03
Sega Chief, I found another dialogue typo. I meant to send this one to you awhile back, but it must have slipped my mind  :roll:

Spoiler: show
(https://puu.sh/tI1nN/0d4ed221fb.jpg)

Nothing major, just thought I'd let you know. I'm assuming he means excited right??

I checked a default flevel.lgp and that typo is actually in there; maybe something that popped up for the PC port. Either way, that one's not my fault ;3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-02-01 12:17:39
I checked a default flevel.lgp and that typo is actually in there; maybe something that popped up for the PC port. Either way, that one's not my fault ;3

That typo is in the Steam version? That's hilarious  :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2017-02-01 12:45:23
hey sega chief

everytime cloud hits the save points he can walk around while the save point message is still on the screen, do you think thats a glitch on your mod

and carry armor is on disc 1 of your mod guarding the midgar puzzle room, did you forget to remove him because when i touch him nothing happens
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-01 15:49:50
hey sega chief

everytime cloud hits the save points he can walk around while the save point message is still on the screen, do you think thats a glitch on your mod

and carry armor is on disc 1 of your mod guarding the midgar puzzle room, did you forget to remove him because when i touch him nothing happens

Not really a glitch, maybe an oversight. I'll check and add disable movement to the scripts if they're missing from any save points. The carry armor guarding the puzzle room seems to be broken at the moment for some reason; should be easy to fix though.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-01 15:53:34
Carry Armor isn't broken, it's just a bit tricky to talk to, I only had luck with talking to it from the left side of the model. It is possible though. Might just need to widen the talk box trigger.

Side note, what did the last two patches change specifically, just curious. I'm guessing it's just the two hot fixes from the 16th and 18th but just want to make sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-02-01 21:27:19
I want to second what GameGeeks said. It took some finagling, but after a bit of slamming my face into him I managed to interact with him, which then proceeded with a complete stomping of said face.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-01 22:39:07
Carry Armor isn't broken, it's just a bit tricky to talk to, I only had luck with talking to it from the left side of the model. It is possible though. Might just need to widen the talk box trigger.

Side note, what did the last two patches change specifically, just curious. I'm guessing it's just the two hot fixes from the 16th and 18th but just want to make sure.

I want to second what GameGeeks said. It took some finagling, but after a bit of slamming my face into him I managed to interact with him, which then proceeded with a complete stomping of said face.

Ah, so the script works it's just the range of activation? That should be easy enough to rectify; thanks for the info, fellas!

The hotfixes were just to fix a few things like an unintended encounter in Ancient Forest and a Rude AI problem that turned out to be a misunderstanding with the IRO.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2017-02-01 23:30:33
when i load my save on your mod sega chief

the save point message box stays up after i load up my save
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-02 00:46:18
when i load my save on your mod sega chief

the save point message box stays up after i load up my save
Just press the confirm button and it should go away or is it staying even after doing that?

EDIT: Can't remember if it's in vanilla but in the Fort Condor missions you don't get all your money back if you don't lose any soldiers. You wind up coming a few hundred short. I just did the two at Juno and was short 600 for the first one and 300 for the second one. Didn't lose a soldier in either mission. It's not a big deal and I doubt most people would notice but it is a thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HautSaus on 2017-02-03 04:45:54
Just press the confirm button and it should go away or is it staying even after doing that?

EDIT: Can't remember if it's in vanilla but in the Fort Condor missions you don't get all your money back if you don't lose any soldiers. You wind up coming a few hundred short. I just did the two at Juno and was short 600 for the first one and 300 for the second one. Didn't lose a soldier in either mission. It's not a big deal and I doubt most people would notice but it is a thing.

I think it was like that in vanilla. You get 400 back for each unit still on your side, and each unit costs between 400-480, if I remember correctly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-03 05:39:53
I think it was like that in vanilla. You get 400 back for each unit still on your side, and each unit costs between 400-480, if I remember correctly.
Could be it, I tended to skip them in vanilla since the rewards weren't worth going out of your way for. Thanks for reminding me.

Side note, Sega you may want to either check the shops or update your change log. It again states you messed with the shops but on the ship the guy just sold potions and phoenix downs. Nothing to contend with Jenova's status effect. Also, the log is wrong about the send off prizes. 60-90 is a potion and the 100+ one is a rune armlet. Not sure if the potion was intentional.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-02-05 03:38:46
So I decided to restart. I feel like i'm missing just way to much crap. I watch others plays on youtube, they have Planet magic and all of this other cool stuff. I think that would be why i'm getting my ass kicked so hard core
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-05 05:41:54
So I decided to restart. I feel like i'm missing just way to much crap. I watch others plays on youtube, they have Planet magic and all of this other cool stuff. I think that would be why i'm getting my ass kicked so hard core
Just follow a guide for item location. Item locations don't really seem to be changed all that much even if the items themselves are. Ovenman on GameFaqs has a enemy skill challenge faq with a list of all enemy skills in the order you can get them. Save Trine, Beta and Aqualunge which Sega changed the location of. Aside from that do do the Fort Condor missions every time it pops up. They give helpful items now.

Side note, Sega, What does the Umbrella do? It just a melee weapon for Aerith? Original increased magic by 10 and vit by 20 but it doesn't do that anymore. It has two linked slots now so I'm not sure if you nixed the stat increases in exchange for the two slots. Though with no materia growth I'll probably never use it. Also curious what Hero Drink II does. Assuming it's just gives a bigger stat increase then the original.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-05 06:23:13
when i load my save on your mod sega chief

the save point message box stays up after i load up my save

I've been encountering the save point issues myself during my (final) test runthrough of the mod; I'm fixing these issues and other niggling problems as I go.

Could be it, I tended to skip them in vanilla since the rewards weren't worth going out of your way for. Thanks for reminding me.

Side note, Sega you may want to either check the shops or update your change log. It again states you messed with the shops but on the ship the guy just sold potions and phoenix downs. Nothing to contend with Jenova's status effect. Also, the log is wrong about the send off prizes. 60-90 is a potion and the 100+ one is a rune armlet. Not sure if the potion was intentional.

I'll check those out. I thought the send-off was dropping a useless Enemy Away as the top prize, it needs to be changed up a bit in any case.

So I decided to restart. I feel like i'm missing just way to much crap. I watch others plays on youtube, they have Planet magic and all of this other cool stuff. I think that would be why i'm getting my ass kicked so hard core

The mod is on the verge of being updated to 1.5 (along with the documentation) so it might be worth holding off until that's done. I'm trying to move some things like Planet about so that they're not locked behind bosses and can be used for them.

Just follow a guide for item location. Item locations don't really seem to be changed all that much even if the items themselves are. Ovenman on GameFaqs has a enemy skill challenge faq with a list of all enemy skills in the order you can get them. Save Trine, Beta and Aqualunge which Sega changed the location of. Aside from that do do the Fort Condor missions every time it pops up. They give helpful items now.

Side note, Sega, What does the Umbrella do? It just a melee weapon for Aerith? Original increased magic by 10 and vit by 20 but it doesn't do that anymore. It has two linked slots now so I'm not sure if you nixed the stat increases in exchange for the two slots. Though with no materia growth I'll probably never use it. Also curious what Hero Drink II does. Assuming it's just gives a bigger stat increase then the original.

Umbrella is just like the other Ancient weapons, it has high attack power and a special formula that ignores the Morph damage penalty (purportedly) and should gain strength with character kills like Death Penalty does in vanilla. It only has linked slots because someone suggested it would be beneficial to allow for Elemental.

Hero Drink II has a very specific use; it can result in massive damage, but it'll seem worse than useless at a glance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-05 06:38:13
How close is 1.5? If it's a week or so I'll wait but if it's a few months then I'll just stick with 1.4.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-05 06:48:59
How close is 1.5? If it's a week or so I'll wait but if it's a few months then I'll just stick with 1.4.

About 2 weeks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-02-05 08:19:35
About 2 weeks.

Well that's good news! But, I want to release Catalog 3.0 before then (maybe). I might have to release NT v1.5 as a Catalog 3.1 update, and I'm sure that will lead to multiple updates beyond after the public begins to play and report the bugs (let's hope there are little to none).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: manconauta on 2017-02-05 10:57:03
I'm in disk 4 and I can't swap cloud for tifa or cid, how can I do that?

edit: I checked garlandthegreat's video... there's a guy in highwind to do that but he doesn't appear in my game, wtf? also the lv.4 limit boss for yuffie doesn't appear either... is there something wrong with my game? using steam version
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-05 16:37:52
Well that's good news! But, I want to release Catalog 3.0 before then (maybe). I might have to release NT v1.5 as a Catalog 3.1 update, and I'm sure that will lead to multiple updates beyond after the public begins to play and report the bugs (let's hope there are little to none).

There probably will be updates needing made after release for any problems that arise with the new arrange mode going into it, but the more thorough I am with the test run then the less of those will be needed.

I'm in disk 4 and I can't swap cloud for tifa or cid, how can I do that?

edit: I checked garlandthegreat's video... there's a guy in highwind to do that but he doesn't appear in my game, wtf? also the lv.4 limit boss for yuffie doesn't appear either... is there something wrong with my game? using steam version

You need to reach the bottom of the North Crater and then return (a phone call confirms the unlock; it occurs when the party reunites after taking split paths just before the point of no return) as this will set the game's progression value to 1998 which was used as the unlock condition for a lot of the Disc 3 content. There's an NPC down there who can teleport you back up to the Highwind as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: El Grillo on 2017-02-05 19:00:30
Will 1.4 saves be partially compatible with 1.5, or should I take a break and wait for the release? :)

I have a question about the Tonadu enemy (I've encountered it at the Bone Village beach before tackling the Temple of the Ancients). It appears to be 100% hit by Confuse, which trivializes the battle, and the rewards seem like an order of magnitude higher than they should be (38300 EXP, 2400 AP, 14000 gil). Is this intended?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: manconauta on 2017-02-05 21:23:46

You need to reach the bottom of the North Crater and then return

Damn I feel stupid now. I wanted to do everything before going to the crater. Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-05 23:08:12
Will 1.4 saves be partially compatible with 1.5, or should I take a break and wait for the release? :)

I have a question about the Tonadu enemy (I've encountered it at the Bone Village beach before tackling the Temple of the Ancients). It appears to be 100% hit by Confuse, which trivializes the battle, and the rewards seem like an order of magnitude higher than they should be (38300 EXP, 2400 AP, 14000 gil). Is this intended?

Save files are fine going into the new one.

I'll look at Tonadu's resistances as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-06 02:28:28
Boxer's Chain Bomb needs to have a miss chance. It makes morphing it impossible. Yeah, I even try getting to so one laser and one elemental<->poison attack kills it and doing both right  back to back and he skips turn order to instantly do that move. I've enjoyed the mod so far but this is just me bashing my head against a wall over and over. It's not fun. I've tried things like frog and confuse but he's immune to status effects that could disable them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2017-02-06 05:00:37
@GameGeeks Boxer shouldn't be immune to sleep, unless that changed recently.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-06 05:57:04
@GameGeeks Boxer shouldn't be immune to sleep, unless that changed recently.
Thanks, I just picked that e. skill up. Keep forgetting frog song also does sleep.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: El Grillo on 2017-02-06 06:03:47
Hehe, an hour and a half and 27 Tonadus later, I've mastered 2 Covers and 4 Counter Attacks, my A-team is Lv61, and I have 423k gil. Normally I don't grind in these kinds of games, but I think the combination of

1) They're the only enemy that appears on the Bone Village beach
2) They appear to have a very low resistance to being confused
3) They kill themselves very quickly with Aero/Great Gale, and only break confusion with 1 out of their 5 attacks
4) Their rewards are insane compared to what I've seen so far

I really couldn't help myself :)

EDIT: Doing the battle arena now, and I'm clearly way overpowered for it. A few notes:
- Tough Ring is spelled Touph Ring. Is this intentional?
- I was caught off guard doing Dio's arena battles and reset to swap my materia/equipment. I noticed the first time that the roulette handicaps were fixed each round, but the second time it was back to random handicaps like normal
- Not sure if this is an issue from vanilla, but the game remembers my limit gauge status before starting, even if I use it during the arena battles. I unintentionally walked in with a nearly full gauge, and end up taking just enough damage to have Meteorain against Dyne.

EDIT 2: Just did the rest of the scripted Gold Saucer events, and I was equipping Aeris for the Temple when I found an Umbrella (?) in my inventory, but I don't recall ever finding one. I did choose her for the GS date, but I didn't get any notifications about it during the sequence.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-06 09:14:37
Hehe, an hour and a half and 27 Tonadus later, I've mastered 2 Covers and 4 Counter Attacks, my A-team is Lv61, and I have 423k gil. Normally I don't grind in these kinds of games, but I think the combination of

1) They're the only enemy that appears on the Bone Village beach
2) They appear to have a very low resistance to being confused
3) They kill themselves very quickly with Aero/Great Gale, and only break confusion with 1 out of their 5 attacks
4) Their rewards are insane compared to what I've seen so far

I really couldn't help myself :)

EDIT: Doing the battle arena now, and I'm clearly way overpowered for it. A few notes:
- Tough Ring is spelled Touph Ring. Is this intentional?
- I was caught off guard doing Dio's arena battles and reset to swap my materia/equipment. I noticed the first time that the roulette handicaps were fixed each round, but the second time it was back to random handicaps like normal
- Not sure if this is an issue from vanilla, but the game remembers my limit gauge status before starting, even if I use it during the arena battles. I unintentionally walked in with a nearly full gauge, and end up taking just enough damage to have Meteorain against Dyne.

EDIT 2: Just did the rest of the scripted Gold Saucer events, and I was equipping Aeris for the Temple when I found an Umbrella (?) in my inventory, but I don't recall ever finding one. I did choose her for the GS date, but I didn't get any notifications about it during the sequence.

It was touph in the original and I kept it that way out of sentimentality.

Sometimes the handicap reels will 'force' a result onto the player, and sometimes there'll be very few options on the reels. Remember that the handicaps you get affect the multiplier of the BP you get at the end so trying to get 'bad' results will work out for you sometimes; especially if they don't affect you, like Break Summon Materia while not having any Summon Materia for instance.

Not sure what you mean by Limit gauges being remembered, but it's likely the same way in Vanilla.

I think Umbrella is given if you get her for the date scene; the character that turns up gets a weapon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: El Grillo on 2017-02-06 09:29:56
To clarify about the limit gauges:

I had the 100GP from first arriving at the GS (very handy, thanks), and I decided to spend all of it in the battlee arena. Before starting the arena battles, my limit gauge would be 95% full. It would fill up during the course of the fights, and it would be full by the time I faced Dyne, where I would one-shot him with it. Upon returning to the ready room, my HP/MP/limit gauge would all be reset to what they were before the arena, which means I could rinse and repeat, using a limit break each time to quickly end the last fight. I don't remember vanilla well enough, but it's quite possible it has always been this way.

On another note, is there any way to get rid of the [Resist] status once it's been applied? I noticed that the handicap roulette-inflicted Frog/Small status would be applied despite me being in Resist, and then I wouldn't be able to use Esuna/items to restore my status back to normal. A double-edged sword, indeed :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2017-02-06 11:18:43
To clarify about the limit gauges:

I had the 100GP from first arriving at the GS (very handy, thanks), and I decided to spend all of it in the battlee arena. Before starting the arena battles, my limit gauge would be 95% full. It would fill up during the course of the fights, and it would be full by the time I faced Dyne, where I would one-shot him with it. Upon returning to the ready room, my HP/MP/limit gauge would all be reset to what they were before the arena, which means I could rinse and repeat, using a limit break each time to quickly end the last fight. I don't remember vanilla well enough, but it's quite possible it has always been this way.

On another note, is there any way to get rid of the [Resist] status once it's been applied? I noticed that the handicap roulette-inflicted Frog/Small status would be applied despite me being in Resist, and then I wouldn't be able to use Esuna/items to restore my status back to normal. A double-edged sword, indeed :)
You can get rid of the "Resist" status with the dispel magic. Also the limit thing is in the vanilla game, I believe whatever your HP, MP, status, and limit will all revert back to what it was when you first start the arena after doing one (at least it used to be that way)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: manconauta on 2017-02-06 13:00:50
I have a bug when fighting the Platinum Match in the battle square... the enemy gets stuck in his turn doing nothing and thus I need to reset. It happened all the times I tried. Tifa was the party leader, maybe it has something to do with that?

edit: tried with cloud, same result
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arclitewut on 2017-02-06 15:27:17
Is there any trick to not get hit by the breath release of the abyss?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HautSaus on 2017-02-06 15:37:06
Is there any trick to not get hit by the breath release of the abyss?
Try status affects.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Aquarii on 2017-02-06 17:33:26
Will we get "New Game +" with NT Mod 1.5 in 2 Weeks? (or in a later update)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kryalis on 2017-02-06 18:42:29
I like how you can play as Sephiroth in the Nibelheim flashback now ^.^
I would also like it if Tifa and that trooper were allies in the battles, or just the trooper.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-06 19:19:13
I have a bug when fighting the Platinum Match in the battle square... the enemy gets stuck in his turn doing nothing and thus I need to reset. It happened all the times I tried. Tifa was the party leader, maybe it has something to do with that?

edit: tried with cloud, same result

Does that happen with the scene hotfix applied (or is it the 7H version you're playing)? This issue was reported before but I can't remember if I patched it or not. I can get a patch made fairly quickly if not.

Is there any trick to not get hit by the breath release of the abyss?

I think it was you had to either inflict Darkness or Silence (probably Silence) after he's stored his breath to make him use Esuna Dance and lose all his stacks. It's a very opaque mechanic though so it's getting changed for the update.

Will we get "New Game +" with NT Mod 1.5 in 2 Weeks? (or in a later update)

I'm probably going to drop New Game+, the debug function I was hoping would reset the game doesn't do it properly and resetting every variable manually might not be feasible as the game has a lot of 'hidden' functions going on for the world map, etc. But I could always return to it and have a shot.

I like how you can play as Sephiroth in the Nibelheim flashback now ^.^
I would also like it if Tifa and that trooper were allies in the battles, or just the trooper.

Wouldn't be feasible unfortunately; the 7H version could handle it, but I'm trying to keep both that and the stand-alone installer version consistent with each other at least until the mod is finished.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-06 20:29:34
Curious, since you changed the battle square and made everything set do the levels of the enemies in it change as you level or are they pre-set and only increase after getting the Bronco and Highwind?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-06 21:17:46
Curious, since you changed the battle square and made everything set do the levels of the enemies in it change as you level or are they pre-set and only increase after getting the Bronco and Highwind?

The enemy sets change for the following events (same is true of vanilla, except the lists are more randomised):

1) Before Tiny Bronco
2) After Tiny Bronco
3) After Highwind
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-06 22:08:57
The enemy sets change for the following events (same is true of vanilla, except the lists are more randomised):

1) Before Tiny Bronco
2) After Tiny Bronco
3) After Highwind
I get that, I'm specifically talking about the enemies levels. Like say, waiting till just before heading to rocket town to get the pre-Bronco prizes and if the enemies level scales with yours. You can have the same enemy sets with different levels.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arclitewut on 2017-02-06 22:11:33
Does that happen with the scene hotfix applied (or is it the 7H version you're playing)? This issue was reported before but I can't remember if I patched it or not. I can get a patch made fairly quickly if not.

I think it was you had to either inflict Darkness or Silence (probably Silence) after he's stored his breath to make him use Esuna Dance and lose all his stacks. It's a very opaque mechanic though so it's getting changed for the update.

I'm probably going to drop New Game+, the debug function I was hoping would reset the game doesn't do it properly and resetting every variable manually might not be feasible as the game has a lot of 'hidden' functions going on for the world map, etc. But I could always return to it and have a shot.

Wouldn't be feasible unfortunately; the 7H version could handle it, but I'm trying to keep both that and the stand-alone installer version consistent with each other at least until the mod is finished.

after testing around i found out that you can just use Bad Breath (pretty ironic) :D

Also where do i find vargas ? i changed to tifa party leader, was reading the letter in her house and went to mt nibel reactor but there was only Zangan standing in the reactor saying i should be careful no one else was there
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: manconauta on 2017-02-06 23:46:44
Does that happen with the scene hotfix applied (or is it the 7H version you're playing)? This issue was reported before but I can't remember if I patched it or not. I can get a patch made fairly quickly if not.

Nope I haven't installed it. I would do it but I need to move out of the house tomorrow and I think I won't have time to try it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MuckingFuffins on 2017-02-07 00:51:43
I just downloaded and started this mod today, and I've found a game breaking bug.

First, an image: http://imgur.com/a/9R4HD

As you can see, the first boss has spawned in the church. I cannot interact with it. When Aerith goes to check on the flowers, her pathing gets her stuck on the boss's model and no further playing is possible, as she runs into the boss forever, as seen in the second photo.

It's on the steam version of FF7, if that matters. I'll have to reload a save and fight plasmabuster again to get here, then I'll see if it happens again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-02-07 00:58:20
I just downloaded and started this mod today, and I've found a game breaking bug.

First, an image: http://imgur.com/a/9R4HD

As you can see, the first boss has spawned in the church. I cannot interact with it. When Aerith goes to check on the flowers, her pathing gets her stuck on the boss's model and no further playing is possible, as she runs into the boss forever, as seen in the second photo.

It's on the steam version of FF7, if that matters. I'll have to reload a save and fight plasmabuster again to get here, then I'll see if it happens again.

This bug has already been squashed, I remember cause I was the 1st one to report it. Have you applied all the hotfixes to the main installer?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: El Grillo on 2017-02-07 01:09:59
That would be a fun place for another X-ATM encounter :)

I just finished Disk 1, the Temple of the Ancients bosses were really fun and well-done, even though I have absolutely no clue how you're supposed to Morph the dragon under the circumstances (you can't even sense its HP). I also had no idea that there were Fort Condor battles right in the middle of the Disk 1 climax, that was undeniably hilarious.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MuckingFuffins on 2017-02-07 01:14:46
This bug has already been squashed, I remember cause I was the 1st one to report it. Have you applied all the hotfixes to the main installer?

Thanks, that worked.

I was confused when the original post said,
"If you downloaded the NT Mod before the date shown above then this patch is highly recommended."
I assumed it had been applied to the main installer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-07 01:26:16
after testing around i found out that you can just use Bad Breath (pretty ironic) :D

Also where do i find vargas ? i changed to tifa party leader, was reading the letter in her house and went to mt nibel reactor but there was only Zangan standing in the reactor saying i should be careful no one else was there

The sidequest was changed, might be that it's been flagged as completed due to something that's been done earlier. I can add a reset to the Highwind's debug NPC 'lost & found' if need be; keep an eye out for an flevel patch tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-07 03:18:04
Still looking for a response on the Battle Square and level scaling.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2017-02-07 04:28:22
Still looking for a response on the Battle Square and level scaling.
The levels should be pre-set, at least the last time I checked they were
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: alderez on 2017-02-07 05:15:11
The sidequest was changed, might be that it's been flagged as completed due to something that's been done earlier. I can add a reset to the Highwind's debug NPC 'lost & found' if need be; keep an eye out for an flevel patch tomorrow.

Same issue...I never found Vargas and wonder if it also winds up causing me to miss an oversoul shard?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2017-02-07 09:23:26
@El Grillo
Dispel should be able to get rid of Resist.

EDIT: Whoops, was on the wrong page.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arclitewut on 2017-02-07 11:01:48
Same issue...I never found Vargas and wonder if it also winds up causing me to miss an oversoul shard?

you can get shards by playing the first junon league bracket ;)

Also is it normal that the HP Plus materia gives +25 % HP and is -25% HP , so speaking its completly useless - is that a troll  :-o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-07 14:43:05
The levels should be pre-set, at least the last time I checked they were
Thanks! And Arclite, try equipping it and see if it does increase your HP, might just be a visual typo.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arclitewut on 2017-02-07 14:53:01
Thanks! And Arclite, try equipping it and see if it does increase your HP, might just be a visual typo.

Nope its not a typo it actually doesnt do anything (playing the IRO Mod on 7thHeaven)

i just tried the Zack Fight to get Clouds ultimate and i just get 1 shotted everytime by the meteor combo cuz i dont have enough HP even if i use very little materia :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-07 15:17:54
Nope its not a typo it actually doesnt do anything (playing the IRO Mod on 7thHeaven)

i just tried the Zack Fight to get Clouds ultimate and i just get 1 shotted everytime by the meteor combo cuz i dont have enough HP even if i use very little materia :/
Can't help there, I just finished Gongaga. My guess though is it's meant for later. But you could also try stacking vit to reduce physical damage and trying to get a sleep off or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-07 16:02:29
Still looking for a response on the Battle Square and level scaling.

Yeah, the levels are fixed. They'll only increase, and by a fixed amount, if Arrange mode is active.

you can get shards by playing the first junon league bracket ;)

Also is it normal that the HP Plus materia gives +25 % HP and is -25% HP , so speaking its completly useless - is that a troll  :-o

Sounds like the custom .EXE from a while back is active in your game, which had harder HP penalties on Materia (and it seems like HP Plus has the set intended for MP Plus). Are you running NT with other mods like Menu Overhaul/Reunion or is it just through the catalog? The .EXE changes were ditched until I can get around to re-doing them; try importing and using the stand-alone IRO on the 1st page of this thread instead and/or disabling MO/Reunion if they're on. For the Zack fight, Shield can be very handy as well as Counter-type Materia (but if you have the materia HP penalties then it'll likely be very difficult regardless).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-07 16:20:54
Thanks, and seems you removed arrange for the time being as it's greyed out.

EDIT: May want to update the item list. I just stole a silver barrette from the griffin enemy by Cosmo Canyon. It just lists a hi potion for his steal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arclitewut on 2017-02-07 17:48:34
Yeah, the levels are fixed. They'll only increase, and by a fixed amount, if Arrange mode is active.

Sounds like the custom .EXE from a while back is active in your game, which had harder HP penalties on Materia (and it seems like HP Plus has the set intended for MP Plus). Are you running NT with other mods like Menu Overhaul/Reunion or is it just through the catalog? The .EXE changes were ditched until I can get around to re-doing them; try importing and using the stand-alone IRO on the 1st page of this thread instead and/or disabling MO/Reunion if they're on. For the Zack fight, Shield can be very handy as well as Counter-type Materia (but if you have the materia HP penalties then it'll likely be very difficult regardless).

yeah it was the Menu Overhaul Mod, but damn i just compared alot of things and there are a ton of changes stat wise on materia aswell :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2017-02-07 19:36:20
I'm probably going to drop New Game+, the debug function I was hoping would reset the game doesn't do it properly and resetting every variable manually might not be feasible as the game has a lot of 'hidden' functions going on for the world map, etc. But I could always return to it and have a shot.

Hmm.
Was there no way to save a variable that functions in the same way Grade does for the Tales of series? I'd imagine a "Grade" shop would be pretty appealing for NG+ just because you don't have to worry about manually resetting the game's flags; just making sure the points are kept and that there's a check for those points when you start a new game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-07 20:37:02
Hmm.
Was there no way to save a variable that functions in the same way Grade does for the Tales of series? I'd imagine a "Grade" shop would be pretty appealing for NG+ just because you don't have to worry about manually resetting the game's flags; just making sure the points are kept and that there's a check for those points when you start a new game.
Problem is the Tales of series are built to check for a specific save when starting a new game. FFVII is not built for it and a large chunk of code would have to be re-written for it to do so. That'd be more work then what he was trying.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2017-02-07 22:06:46
Nah, this wouldn't be a specific save, though. It'd just be a flag that gets set if you beat the game even once.

When you hit new game, check for the flag. If it's set, you get to pick and choose 1 or 2 benefits or nothing at all if you want a fresh playthrough. Obviously, this wasn't what he was trying. It's just a compromise, if necessary. The "grade" example was just a feature form an existing series that sort of got this idea across. In essence, you can make it much simpler.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-07 22:57:07
Nah, this wouldn't be a specific save, though. It'd just be a flag that gets set if you beat the game even once.

When you hit new game, check for the flag. If it's set, you get to pick and choose 1 or 2 benefits or nothing at all if you want a fresh playthrough. Obviously, this wasn't what he was trying. It's just a compromise, if necessary. The "grade" example was just a feature form an existing series that sort of got this idea across. In essence, you can make it much simpler.
Yeah, but like I said the game has no way of telling if a game is beat or not. It can't scan save files, just load them.

EDIT: You may want to put the Fort Condor NPC in Cosmo Canyon as there's a battle right before you enter the cave. And random encounter disable at save points don't work. I'm still getting random encounters. And could you make the silver barrette sellable? I have four of them and would be nice to be able to sell the extras. I'm guessing the item ID used to belong to Red's starting weapon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-08 01:51:56
Yeah, but like I said the game has no way of telling if a game is beat or not. It can't scan save files, just load them.

EDIT: You may want to put the Fort Condor NPC in Cosmo Canyon as there's a battle right before you enter the cave. And random encounter disable at save points don't work. I'm still getting random encounters. And could you make the silver barrette sellable? I have four of them and would be nice to be able to sell the extras. I'm guessing the item ID used to belong to Red's starting weapon.

There should be an NPC in Cosmo Canyon to handle the battles; he even appears during the opening of the cave itself to alert players to him being there. Did he not appear?

Random Encounter disable should be working, I usually use it when running through scripts. Which save points have you tried to use it from? There's disable/enables in the field scripts that might have interfered.

Silver Barrette is part of a glitch that makes several items unsellable for some reason (it's a lesser known problem in the original). Reason I haven't sorted that out is the editor seems to have a problem setting the sellable flag for equipment, seems to revert when the affected weapon is deselected. I could try making a back-up, changing it, and then saving the kernel with the weapon still selected and seeing if that works.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-08 02:07:55
There should be an NPC in Cosmo Canyon to handle the battles; he even appears during the opening of the cave itself to alert players to him being there. Did he not appear?

Random Encounter disable should be working, I usually use it when running through scripts. Which save points have you tried to use it from? There's disable/enables in the field scripts that might have interfered.

Silver Barrette is part of a glitch that makes several items unsellable for some reason (it's a lesser known problem in the original). Reason I haven't sorted that out is the editor seems to have a problem setting the sellable flag for equipment, seems to revert when the affected weapon is deselected. I could try making a back-up, changing it, and then saving the kernel with the weapon still selected and seeing if that works.
I didn't enter the cave. Maybe move him up the stairs by the weapon shop. I didn't want to risk getting locked into the cave. And the save points I tried where the one in Fort Condor, Junon and Cosmo Canyon. I'm using the 7H version if it makes a difference. And if you can't make it sellable could I suggest making the items like that one off? And maybe replacing the other instances of them with something else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-08 02:25:32
I didn't enter the cave. Maybe move him up the stairs by the weapon shop. I didn't want to risk getting locked into the cave. And the save points I tried where the one in Fort Condor, Junon and Cosmo Canyon. I'm using the 7H version if it makes a difference. And if you can't make it sellable could I suggest making the items like that one off? And maybe replacing the other instances of them with something else.

Oh, were the random encounters on the world map? I don't think it works there because I can't get into whatever script the world map runs on (it has to be refreshed on each screen if I remember right).

I think I put the NPC down at the bottom of the cave because the event makes you walk into the cave before handing back control, but I can see about moving him up to the surface instead.

I'll review Silver Barrette's position if I can't make it sellable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-08 02:32:45
Oh, were the random encounters on the world map? I don't think it works there because I can't get into whatever script the world map runs on (it has to be refreshed on each screen if I remember right).

I think I put the NPC down at the bottom of the cave because the event makes you walk into the cave before handing back control, but I can see about moving him up to the surface instead.

I'll review Silver Barrette's position if I can't make it sellable.
Yeah, it's the world map. In that case maybe simply make Enemy Away to reduce encounter rate to zero if you can to get around it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MuckingFuffins on 2017-02-08 05:29:49
Just want to say that I'm really enjoying this mod so far. It has made this playthrough much more challenging and strategic. I'm also really digging the changes to the script here and there

(Also, holy cow Jenova birth is sooo much harder haha)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arclitewut on 2017-02-08 13:55:03
might wanna change the model for the masamune which you can forge for the new mod i was pretty dissapointed that it had the same skin as the buster blade :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-08 14:49:29
might wanna change the model for the masamune which you can forge for the new mod i was pretty dissapointed that it had the same skin as the buster blade :P
I think it uses the default weapon for whoever equips it. And it might be that way intentionally due to every character having their own attack animations. I know in the PS version when messing with GS it worked that way.

EDIT: Did you remove Red getting a weapon at the end of Gi Cave?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-09 12:33:55
I think it uses the default weapon for whoever equips it. And it might be that way intentionally due to every character having their own attack animations. I know in the PS version when messing with GS it worked that way.

EDIT: Did you remove Red getting a weapon at the end of Gi Cave?

Yeah, the Seraph Comb is now a triple AP weapon that's given when you go see Bugenhagen on Disc 3 (after completing the Forgotten City/Ancient Key business).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-09 13:54:46
Yeah, the Seraph Comb is now a triple AP weapon that's given when you go see Bugenhagen on Disc 3 (after completing the Forgotten City/Ancient Key business).
In that case if you can't fix the sell issue of the silver barrette you could give it there and make it unique.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-09 14:09:19
I think Silvers are sold in the cosmo shop.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GameGeeks on 2017-02-09 19:41:21
I think Silvers are sold in the cosmo shop.
They are, but no reason that it can't be removed, not like you need more then one of a weapon. And in Shinra Mansion the chest containing the platinum m-phone says silver m-phone when you open it. And I'm guessing the gimmick of that weapon is it's a really early eight slot weapon? Now to figure out what weapon I want to steal from Lambda.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HautSaus on 2017-02-10 04:56:45
This might be noobish, but where is Neo Bahamut?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HautSaus on 2017-02-10 05:00:19
Awesome mod, can't stop playing it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-02-10 05:15:05
This might be noobish, but where is Neo Bahamut?

Unless it was changed since the last time I played he should be where he always is at the Whirlwind Maze in the Northern Crater on the ground after the area Tifa makes her way into the party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-02-10 14:30:09
Are we ment to get two farmers fist and Maxim guns?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-10 14:42:46
Are we ment to get two farmers fist and Maxim guns?

There was a mix-up and two ended up being placed of each. I think they replaced generic items though so nothing was lost.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: SaltyWalty on 2017-02-10 19:17:00
I was wondering, cuz you get a set in the shinra building and then another set in the sunken plane
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HautSaus on 2017-02-11 04:49:46
Unless it was changed since the last time I played he should be where he always is at the Whirlwind Maze in the Northern Crater on the ground after the area Tifa makes her way into the party.

I saw it literally right after i made this post. For some reason I remember it being in a slightly different place in Whirlwind Maze, and I walked right past it in my last playthrough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HautSaus on 2017-02-11 06:34:53
Soft lock when enemy Head Hunter near Mideel turned to frog.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-11 12:42:55
There seems to be an issue when certain specific enemies are turned into Frogs due to some unknown cause. I'll set Headhunters to be immune to Frog as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-02-11 17:22:24
There seems to be an issue when certain specific enemies are turned into Frogs due to some unknown cause. I'll set Headhunters to be immune to Frog as well.

I don't think your mod likes having things transformed. It's gained enough sentience to know that, and so it is fighting you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-11 18:17:15
It will lose D:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-02-11 19:32:52
Question.
Spoiler: show
(http://i.imgur.com/E7to1lC.png)

What?!?!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-11 19:35:25
Question.
Spoiler: show
(http://i.imgur.com/E7to1lC.png)

What?!?!

Wonder how long that's been there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: racompave on 2017-02-11 19:41:14
Hello everyone.

It's been a while since the last time I played through this excellent mod ( 1.3 if I remember well ). I was about to start a new game and I was wondering how is the mod nowadays handling bugs, since the last time some of them pissed my off a little.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-02-11 21:10:20
Geebus, so I -finally- did the Coral Reactor Big Materia part. Good god that part is hell. It wasn't until I realized Aerith with Mp Turbo hooked up to Earth hit the red giant like a friggen nuke that I realized what my strategy was. Even then I had to do it twice cause Cid couldn't help but do a victory pose after beating the last guy causing the train to crash. That fight was ridiculous, and really had me thinking.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NoahADSP on 2017-02-11 22:07:27
i´m using the 7th heaven and playing the NT mod but even tho it says its on the version 1.4 i believe it is not he most updated version. for example the materias i have reduce my vitality and magic defense a lot also summons reduce mp wich should not happen?
is the catalog outdated or what? :s
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-02-12 00:17:04
The Catalog is only 1 update behind. I'll update it now with the most recent IRO.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: El Grillo on 2017-02-12 03:37:44
I stumbled upon the Junon Leagues en route to the Underwater Reactor, and it's been interesting. I'm doing the Fighter's League right now, and the Gun enemy keeps trying to cast Turk Guard on me, and it always misses. It sounds like a buff rather than an attack, so I'm wondering if this is intentional. Also, her defeat quote is:

Tseng "I got...careless..."

EDIT: On a different note, is there an item that inflicts Small?

EDIT: Hahahaha, just fought Blackjack with Elemental Attack + Gravity from fighting Smoke, plus 5 mastered Counter Attacks. Now that was an experience (eventually won with dirty bomb + hasting him, moving to back row, and getting 4 meteorains from his Pontoons attack)!

EDIT: When I talk to the League booker and select Cancel, it says "That bracket ain't available yet." and forces me to select one of the first three options.

EDIT: I was exploring Junon and went all the way to the end of the upper level (where the Cargo Ship was in Disk 1). At the very end of the dock, I found a second Comet materia. This wasn't mentioned in the documentation, and I honestly don't remember visiting that screen in the base game. Was that always there?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arclitewut on 2017-02-12 11:39:08
any tips for the boss in sector 7 where you normally battle reno on the platform (in the dark cave). The fight where i have Red and Vincent aswell in the fight - after a while the monster just does the whirlwind like in the beginning of the ruby weapon fight twice in a row and a get a game over :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-12 16:11:54
The Catalog is only 1 update behind. I'll update it now with the most recent IRO.

I think there's an EXE edit being applied that shouldn't be in there; is it possible to remove it?

I stumbled upon the Junon Leagues en route to the Underwater Reactor, and it's been interesting. I'm doing the Fighter's League right now, and the Gun enemy keeps trying to cast Turk Guard on me, and it always misses. It sounds like a buff rather than an attack, so I'm wondering if this is intentional. Also, her defeat quote is:

Tseng "I got...careless..."

EDIT: On a different note, is there an item that inflicts Small?

EDIT: Hahahaha, just fought Blackjack with Elemental Attack + Gravity from fighting Smoke, plus 5 mastered Counter Attacks. Now that was an experience (eventually won with dirty bomb + hasting him, moving to back row, and getting 4 meteorains from his Pontoons attack)!

EDIT: When I talk to the League booker and select Cancel, it says "That bracket ain't available yet." and forces me to select one of the first three options.

EDIT: I was exploring Junon and went all the way to the end of the upper level (where the Cargo Ship was in Disk 1). At the very end of the dock, I found a second Comet materia. This wasn't mentioned in the documentation, and I honestly don't remember visiting that screen in the base game. Was that always there?

Looks like it's me that's been careless. Tseng's AI was used as a template, but I remember making a mistake with the Main AI and restarting; must've forgot to remove the other stuff the second time. Turk Guard is something Tseng uses on the enemies he appears with, so because they're not there the target AI doesn't know who to cast it on. I'm a bit nonplussed though because I fought the enemy at the time for testing and didn't see Turk Guard, etc. I did roll back the scene.bin at one stage though due to being worried about corrupted formation AI so maybe it snuck through that way.

The Shrivel item should inflict Small; you can get it from Gongaga's shops.

The menu for the League was shrunk and it bases script execution on which line was selected; Cancel is probably occupying what used to be a locked bracket, so I'll adjust the numbers used.

That 2nd Comet is in the event that the player doesn't catch the Corel Train at all and potentially loses Comet forever (this was also possible to do with Ultima in the default game; if you fail to catch up to the enemy train in the first place then you can't buy Ultima from the boy nor does he give it to you). I don't want anything to be missable.

any tips for the boss in sector 7 where you normally battle reno on the platform (in the dark cave). The fight where i have Red and Vincent aswell in the fight - after a while the monster just does the whirlwind like in the beginning of the ruby weapon fight twice in a row and a get a game over :/

You need to watch the types of attacks being used. When hit with a physical attack, the boss will become immune to it but lose Magic immunity (and vise versa). Red and Vincent make this more complicated because they will be attacking autonomously to your group and swapping the boss' immunity. It's also like the purple materia cave fight where the boss will 'enrage' if it grows too large and wipe the party.

It takes double damage from Earth and Holy, but nulls Gravity, halves Wind, and absorbs Hidden. Defensively it's quite weak (95 for both Defence and MDef) but has 279,999 HP so multi-hit attacks are the way to go. Comet2 and 4x-Cut should quickly wear it down, but don't use W-Magic as it counts as two separate casts with his AI updating between them (so the second cast won't inflict damage, unless you use that 2nd cast for healing or something).

You also want to try and use MBarrier to cut down on the drained healing he'll get from Vac-Drain, and Confusion protection is the only status you need to worry about.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: El Grillo on 2017-02-12 18:07:32
I visited Cosmo Canyon in Disk 3 and got the Seraph Comb after the cutscene, but I don't have the Gi Cave Key in my inventory, nor can I open the door, even with Red XIII in my party.

EDIT: Heh, the post-Highwind Battle Arena fights don't pull their punches. Thank goodness for Remove and sleep/poison/silence!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-02-12 20:41:17
I think there's an EXE edit being applied that shouldn't be in there; is it possible to remove it?

The only EXE edits that could be happening is if they use Menu Overhaul and/or Beacause. Both use a different EXE (ff7_mo.exe and ff7_bc.exe). In the next Catalog update, I have changed these edits to hext, so there won't be anymore need for assigning different EXEs in the Settings. If I can be told what the EXE is changing, I can test it with the new hext format to see if it's fixed when using alongside NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: F-man on 2017-02-13 10:38:40
The only EXE edits that could be happening is if they use Menu Overhaul and/or Beacause. Both use a different EXE (ff7_mo.exe and ff7_bc.exe). In the next Catalog update, I have changed these edits to hext, so there won't be anymore need for assigning different EXEs in the Settings. If I can be told what the EXE is changing, I can test it with the new hext format to see if it's fixed when using alongside NT.

I also have this problem and I think that no extra exe patching acutally happens. File ff7_mo.exe just naturally contains all changes (Limit Break and Materia Equip effects) reserved to Arrange version as you discussed about earlier in this topic: http://forums.qhimm.com/index.php?topic=16879.0
I may be wrong, but that seems unlikely as my ff7_mo.exe was edited 9.1.2016 and has Arrange changes as I checked them with HEXT TOOLS and Libre. This should be fixable.

EDIT: OK, I think I fixed it for me. HEXT TOOLS and Libre are really handy for this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NoahADSP on 2017-02-13 20:13:03
so it seems that the ffvii.exe is working just fine with the newest version of the mod. however once i turn on the overhaul mod and change it to ffvii_mo.exe it reverts back to the older version of the new threat mod not sure whats causing the problem
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-02-13 20:44:19
so it seems that the ffvii.exe is working just fine with the newest version of the mod. however once i turn on the overhaul mod and change it to ffvii_mo.exe it reverts back to the older version of the new threat mod not sure whats causing the problem

Probably because long ago when I added the ff7_mo.exe, I had Menu Overhaul installed on top of NT ff7.exe (which is no longer used now). Please wait for the Catalog update 3.0, which I hope to release this weekend. The ff7_mo.exe and ff7_bc.exe will no longer be needed and removed, and instead changes from the mods will all be added directly through hex editing within 7H.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arclitewut on 2017-02-14 17:56:44
Probably because long ago when I added the ff7_mo.exe, I had Menu Overhaul installed on top of NT ff7.exe (which is no longer used now). Please wait for the Catalog update 3.0, which I hope to release this weekend. The ff7_mo.exe and ff7_bc.exe will no longer be needed and removed, and instead changes from the mods will all be added directly through hex editing within 7H.

are there any new mods or what are the new features on the new version :P?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: El Grillo on 2017-02-15 04:58:57
Alright, I've finished Disk 2 and now have access to the Crater. I read something earlier about how the new sidequests are only unlocked when you reach the Point of No Return. Is that true? Also, should I do the Materia Caves and WEAPONs now, or later with the new optional bosses?

Some play feedback: Due to being overleveled, I've found that I don't need barriers up constantly for bosses with proper setup, and can instead put up Haste and Resist on the first turn. I also have front-row Barret set up with Enemy Launcher with a weapon element that my party absorbs, 2 Covers, and as many Counter Attacks I can fit.  It's quite fun to clear random encounters before taking any actions, at full health.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-15 15:05:28
Alright, I've finished Disk 2 and now have access to the Crater. I read something earlier about how the new sidequests are only unlocked when you reach the Point of No Return. Is that true? Also, should I do the Materia Caves and WEAPONs now, or later with the new optional bosses?

Some play feedback: Due to being overleveled, I've found that I don't need barriers up constantly for bosses with proper setup, and can instead put up Haste and Resist on the first turn. I also have front-row Barret set up with Enemy Launcher with a weapon element that my party absorbs, 2 Covers, and as many Counter Attacks I can fit.  It's quite fun to clear random encounters before taking any actions, at full health.

Good ol' blender strats; Enemy Launcher tends to get overlooked.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: El Grillo on 2017-02-15 19:42:02
Hmm, I picked up two Apocalypses from the Ancient Forest, and didn't fight a boss at the end.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-15 19:43:45
Hmm, I picked up two Apocalypses from the Ancient Forest, and didn't fight a boss at the end.

I'll fix that up for 1.5; doing a playthrough just now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-02-15 21:52:09
Been gone for quite a bit, but since it sounds like 1.5 is close to being ready to go, I figure now is the time to come on back. When 1.5 comes out I'll do the videos again since a lot of people seemed to get some help and tips out of them. Only with your endorsement though off course. I do have a couple of questions though some of these may have already been answered:

- So is 1.5 the without a shadow of a doubt, money back guaranteed, no takesies-backsies final version of the mod? Not counting bug fix patches and all that?

- When 1.5 is released, would you recommend simply purging all 1.4 content and deleting FFVII as a whole and reinstalling everything from base, or no? This is for the Steam version.

- Will Arranged and New Game+ come with 1.5 or will those be added on after the fact?

- Should we expect those much talked about .exe only changes with 1.5 or will those be added on after the fact?

- In regards to a possible "FFVIII NT"as it were, if that ever does get off the ground, which I really hope it does because I love that game flaws and all, will there be some sort of equivalent forum for it here on qhimm? I'd love to share some ideas and such with everyone in regards to what could and should be done to fix the problems that game has in a mod.

- And for one comment I read in here earlier in regards to Abyss. It may have already been patched and/or changed for 1.5 but I have to disagree with the changing of the how that fight works. I thought that was a brilliant mechanic personally. He uses Bad Breath against you so if you didn't have it beforehand, you get it there, then you use it right back on him to trigger Esuna Dance to make him lose his "breath". You could add a textbox or something else that eludes to what needs to be done in that fight instead of getting rid of it entirely? Just a thought.

- You mentioned somewhere in here that Omega Weapon's Terra Break could be circumvented with Defend? I tried that multiple times but I could never get it to work. I even mentioned this in my video's description. Was this implemented later on in an update or was it always there? Did you have to do something special to get it to trigger? If it helps any, I published the video on the 27th of April.

That's about all for now, when 1.5 hits I'll be sure to pepper you with bug reports and comments as always. Great job and Congrats on getting this thing so close to being finished!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-16 00:39:39
Been gone for quite a bit, but since it sounds like 1.5 is close to being ready to go, I figure now is the time to come on back. When 1.5 comes out I'll do the videos again since a lot of people seemed to get some help and tips out of them. Only with your endorsement though off course. I do have a couple of questions though some of these may have already been answered:

- So is 1.5 the without a shadow of a doubt, money back guaranteed, no takesies-backsies final version of the mod? Not counting bug fix patches and all that?

- When 1.5 is released, would you recommend simply purging all 1.4 content and deleting FFVII as a whole and reinstalling everything from base, or no? This is for the Steam version.

- Will Arranged and New Game+ come with 1.5 or will those be added on after the fact?

- Should we expect those much talked about .exe only changes with 1.5 or will those be added on after the fact?

- In regards to a possible "FFVIII NT"as it were, if that ever does get off the ground, which I really hope it does because I love that game flaws and all, will there be some sort of equivalent forum for it here on qhimm? I'd love to share some ideas and such with everyone in regards to what could and should be done to fix the problems that game has in a mod.

- And for one comment I read in here earlier in regards to Abyss. It may have already been patched and/or changed for 1.5 but I have to disagree with the changing of the how that fight works. I thought that was a brilliant mechanic personally. He uses Bad Breath against you so if you didn't have it beforehand, you get it there, then you use it right back on him to trigger Esuna Dance to make him lose his "breath". You could add a textbox or something else that eludes to what needs to be done in that fight instead of getting rid of it entirely? Just a thought.

- You mentioned somewhere in here that Omega Weapon's Terra Break could be circumvented with Defend? I tried that multiple times but I could never get it to work. I even mentioned this in my video's description. Was this implemented later on in an update or was it always there? Did you have to do something special to get it to trigger? If it helps any, I published the video on the 27th of April.

That's about all for now, when 1.5 hits I'll be sure to pepper you with bug reports and comments as always. Great job and Congrats on getting this thing so close to being finished!

It's the last major update; every niggling problem like bad music cues, sound effect problems, typos, etc. is getting raked through and fixed as I do a playthrough. Same thing with the enemy balancing and events; some things are being moved, others deleted. Anything that hasn't worked out very well and which can't be salvaged is getting the axe. The update can be patched on top of 1.4 and save files should be compatible but I might need to use the Debug NPC on the Highwind to fix clashes with variables; there's already a problem like that with some of the Lv.4 Limit sidequests (Tifa & Cid) in the current build. You won't need to reinstall FF7 at least.

The .EXE patch is going to be put in along with the update; probably going to use Hext Tools or the new tool DLPB made which has that built in.

I'll start a thread here for FF8 NT; I'll likely need a lot of feedback to get that project into good shape because of all the different systems the game uses like level scaling. There's a document here if you're interested in having a read/writing down ideas in the meantime: https://docs.google.com/document/d/19yxhvgv-H56vZ_JPNtMV85tHyLSDfpQtqZc7xmtHrBA/edit

I'll figure something out for Abyss.

Omega's Terra Break should deal 0 damage if Defend is used but the method I put in place to make that happen is quite sloppy; he checks for the Defend status in his pre-action AI and then loads a 0 damage version of the attack instead of the normal one. I think the timing can be missed; either way, it needs to be sorted out. I tried to make it too faithful to his FF8 counterpart when I should have just done my own thing instead. Same with FFX Nemesis, he's even more one-dimensional.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-02-16 05:34:40
I'll start a thread here for FF8 NT; I'll likely need a lot of feedback to get that project into good shape because of all the different systems the game uses like level scaling. There's a document here if you're interested in having a read/writing down ideas in the meantime: https://docs.google.com/document/d/19yxhvgv-H56vZ_JPNtMV85tHyLSDfpQtqZc7xmtHrBA/edit

Cool beans, I'm going to share some of my thoughts in there.

Omega's Terra Break should deal 0 damage if Defend is used but the method I put in place to make that happen is quite sloppy; he checks for the Defend status in his pre-action AI and then loads a 0 damage version of the attack instead of the normal one. I think the timing can be missed; either way, it needs to be sorted out. I tried to make it too faithful to his FF8 counterpart when I should have just done my own thing instead. Same with FFX Nemesis, he's even more one-dimensional.

Oh it most certainly can be missed, I must've tried like, 7 - 10 times trying to get it to work and it never did. I agree on coming up with an original idea for both, would make both fights better.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MuckingFuffins on 2017-02-17 02:03:10
Okay, so I'm playing through new threat, which has been great so far, but I've come upon some issues I'd like to report. Some of these are probably known, but I want to make sure.

First, the Full Cure materia is supposed to be in cosmo canyon shop according to the documentation, but it seems to be missing, even after reaching disc 3.

Second, All of the level 4 limit quests seem to be bugged.
For Cloud's, nothing happens in shinra mansion's basement, but there are a bunch of documents I can read.
For Aerith's, the staircase down to the alter in the forgotten city doesn't appear.
For Red XIII, I got the key to the cave of the Gi, but I still can't open the door to the cave.
For Cait Sith, I went to the ruins of the ancient temple, where a cait sith was at the bottom of the hole, but there was no way to get down to it.
For Tifa, the piano doesn't seem to do anything, even after playing the tune.

I haven't checked the other level 4 limits.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-02-17 03:35:51
Okay, so I'm playing through new threat, which has been great so far, but I've come upon some issues I'd like to report. Some of these are probably known, but I want to make sure.

First, the Full Cure materia is supposed to be in cosmo canyon shop according to the documentation, but it seems to be missing, even after reaching disc 3.

Second, All of the level 4 limit quests seem to be bugged.
For Cloud's, nothing happens in shinra mansion's basement, but there are a bunch of documents I can read.
For Aerith's, the staircase down to the alter in the forgotten city doesn't appear.
For Red XIII, I got the key to the cave of the Gi, but I still can't open the door to the cave.
For Cait Sith, I went to the ruins of the ancient temple, where a cait sith was at the bottom of the hole, but there was no way to get down to it.
For Tifa, the piano doesn't seem to do anything, even after playing the tune.

I haven't checked the other level 4 limits.

Just curious, did you reach the "point of no return", when descending the crater in disc 3? a lot of the NT quests get activated when reaching the bottom. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MuckingFuffins on 2017-02-17 04:53:17
Just curious, did you reach the "point of no return", when descending the crater in disc 3? a lot of the NT quests get activated when reaching the bottom.

No I did not. As soon as I reached the northern crater and went inside, I left because I wanted to get limits and stuff to be ready for the crater... That's probably something that should be in the documentation, instead of just saying, "on disc 3". When I get a chance, I'll head through the crater and check the quests again.

Thanks for the reply.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arclitewut on 2017-02-17 11:04:04
No I did not. As soon as I reached the northern crater and went inside, I left because I wanted to get limits and stuff to be ready for the crater... That's probably something that should be in the documentation, instead of just saying, "on disc 3". When I get a chance, I'll head through the crater and check the quests again.

Thanks for the reply.

You need to go into the crater til you hit the point of no return normally, then you get a phonecall from the Highwind where hes talking about New Threats! After that there is an npc at the bottom where you can go back to the highwind from the  bottom, after that point you can do the limit 4 quests and other stuff like Dark Cave etc ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2017-02-18 03:12:30
Is it possible to change the start of the NT side quests from the "point of no return" to possibly the start of disc 3? For instance, instead of going all the way down the crater maybe right when you are getting ready to make the climb down a NPC comes out and stops you to tell you about all the NT quests opening up?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-18 06:06:49
Yeah, I've been meaning to do that. Expect that to be in 1.5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: arclitewut on 2017-02-18 11:21:24
so is the whole Hp Materia thing etc with the new 7th Heaven and 1.5 working if you use Menu Overhaul ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dracozombie on 2017-02-19 02:18:17
Oh snap it's been a while. I'm messing around in Disc 3, and now 1.5 is going to be a thing soon. Cool. Does that include the New Game+? I forgot whether it going to be a traditional, Chrono Trigger-esque one where you keep all your levels and equipment and you get to beat up all the lowly enemies with your end-game stats, or something else. Somehow, I'm getting a picture of the ENTIRE GAME being balanced for level 99 characters, and it sounds very awesome and very painful.

I honestly wouldn't mind a few things getting moved, altered, or axed completely. I gave Omega a few half-hearted attempts, consulted GarlandTheGreat's video where you need to have the Sadness/back row AND Defend active to have any hope of surviving Terra Break (and I can never get the timing for Defend down during any circumstances), and I said, naw, screw it. It ain't worth the trouble. Same goes for Nemesis. I would not mind one bit of those two were overhauled.

But mainly I'm glad that the HP curve was fixed for the latest build, and that rank ups automatically give +5 to each stat. I can actually survive things now! And rely on party members besides Barret and Cait Sith! But ironically, it seems this build is harder than I remember. Maybe the game's balanced differently precisely because of the +5 for all stats on each rank up. Or maybe I'm just thinking of the optional bosses, which are now evenly distributed across the game instead of in one big boss rush on disc 3 and are SUPPOSED to smack you around. Or maybe I was just overconfident and underprepared and the game punished me for it. Yeah, it's probably that last one.

Oh yeah, beating Zack in Nibel Manor didn't get me Omnislash. Is it found somewhere else now, or I did I just get trolled?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-19 06:16:21
so is the whole Hp Materia thing etc with the new 7th Heaven and 1.5 working if you use Menu Overhaul ?

I'm not sure, Alyza handles the 7H Catalog but I think she was going to update it soon. 1.5 for NT isn't out yet, and I'm bogged down with end of unit assessments + a holiday abroad looming up next week.

Oh snap it's been a while. I'm messing around in Disc 3, and now 1.5 is going to be a thing soon. Cool. Does that include the New Game+? I forgot whether it going to be a traditional, Chrono Trigger-esque one where you keep all your levels and equipment and you get to beat up all the lowly enemies with your end-game stats, or something else. Somehow, I'm getting a picture of the ENTIRE GAME being balanced for level 99 characters, and it sounds very awesome and very painful.

I honestly wouldn't mind a few things getting moved, altered, or axed completely. I gave Omega a few half-hearted attempts, consulted GarlandTheGreat's video where you need to have the Sadness/back row AND Defend active to have any hope of surviving Terra Break (and I can never get the timing for Defend down during any circumstances), and I said, naw, screw it. It ain't worth the trouble. Same goes for Nemesis. I would not mind one bit of those two were overhauled.

But mainly I'm glad that the HP curve was fixed for the latest build, and that rank ups automatically give +5 to each stat. I can actually survive things now! And rely on party members besides Barret and Cait Sith! But ironically, it seems this build is harder than I remember. Maybe the game's balanced differently precisely because of the +5 for all stats on each rank up. Or maybe I'm just thinking of the optional bosses, which are now evenly distributed across the game instead of in one big boss rush on disc 3 and are SUPPOSED to smack you around. Or maybe I was just overconfident and underprepared and the game punished me for it. Yeah, it's probably that last one.

Oh yeah, beating Zack in Nibel Manor didn't get me Omnislash. Is it found somewhere else now, or I did I just get trolled?

Welcome back! It should have dropped, but the command line for it is missing. I remember fixing that though, how old is the build you're using? Are patches installed?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dracozombie on 2017-02-19 15:49:56


Welcome back! It should have dropped, but the command line for it is missing. I remember fixing that though, how old is the build you're using? Are patches installed?

Everything's up to date, patches and all. Zack trolled me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MuckingFuffins on 2017-02-20 00:05:38
I gotta ask something about Ultima weapon.
It's made from Heaven's Cloud and Ragnarok, and they both come from iron man (according to the documentation).
In vanilla, Iron man is past the point of no return.

Has the iron man been moved somewhere else, or is there some way to get back from the point of no return?

Seems impossible at the moment.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-20 00:45:24
Everything's up to date, patches and all. Zack trolled me.

I'll check into it.

I gotta ask something about Ultima weapon.
It's made from Heaven's Cloud and Ragnarok, and they both come from iron man (according to the documentation).
In vanilla, Iron man is past the point of no return.

Has the iron man been moved somewhere else, or is there some way to get back from the point of no return?

Seems impossible at the moment.

Iron Man can now be found on the Left/Down path.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ziyunchen on 2017-02-20 00:53:58
Sorry if it's already been asked. But where is the Enemy Skill materia in NT 1.4? It's not mentined in the change log or anywhere. I even watched some youtube videos and it shows RedXIII carries it when joining party. But in my game, RedXIII only carries a Sense materia.

I'm now at the end of disc 2 and haven't not seen a single E-Skill materia. I've checked all other three places where E Skill originally placed but didn't get anything.

Did I miss anything?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: F-man on 2017-02-20 01:29:21
Sorry if it's already been asked. But where is the Enemy Skill materia in NT 1.4? It's not mentined in the change log or anywhere. I even watched some youtube videos and it shows RedXIII carries it when joining party. But in my game, RedXIII only carries a Sense materia.

I'm now at the end of disc 2 and haven't not seen a single E-Skill materia. I've checked all other three places where E Skill originally placed but didn't get anything.

Did I miss anything?

In correctly modded game Red has E. Skill instead of Sense.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ziyunchen on 2017-02-20 01:59:50
In correctly modded game Red has E. Skill instead of Sense.

I patched it again along with two hot fixes, it's still Sense...I have no idea what went wrong. I run 98 version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-20 08:20:48
I patched it again along with two hot fixes, it's still Sense...I have no idea what went wrong. I run 98 version.

Did you start from a new game or a save file in Reactor No.1?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MuckingFuffins on 2017-02-21 01:11:17
Oh yeah, beating Zack in Nibel Manor didn't get me Omnislash. Is it found somewhere else now, or I did I just get trolled?

I just wanted to state that I did not receive Omnislash either, it's not just him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ziyunchen on 2017-02-21 05:31:29
Did you start from a new game or a save file in Reactor No.1?
No I started fresh. I remember running to the first save point almost gets killed by mobs...
I do have FFMusic installed though. Not sure if that has any impact.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ziyunchen on 2017-02-21 06:32:29
Did you start from a new game or a save file in Reactor No.1?
You know what? After Gold Saucer re-opened, Dio isn't in museum either.
I started playing in late Jan. But in the very beginning I did not apply those two hot fixes. Is that why? But now I installed both, still nothing.
The MOD is AWESOME by the way. Don't mean to sound complaining. I really enjoyed the overhauled game, like playing something new. Just a little things here and there I don't know what I did wrong...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-21 22:00:07
I just wanted to state that I did not receive Omnislash either, it's not just him.

I checked the flevel and the line to add it is missing. I'll try and get a patch done before I go on holiday at the end of the week.

You know what? After Gold Saucer re-opened, Dio isn't in museum either.
I started playing in late Jan. But in the very beginning I did not apply those two hot fixes. Is that why? But now I installed both, still nothing.
The MOD is AWESOME by the way. Don't mean to sound complaining. I really enjoyed the overhauled game, like playing something new. Just a little things here and there I don't know what I did wrong...

Visit the bottom of the North Cave and that should unlock the Disc 3 stuff. As for why Red didn't start with Enemy Skill, I'm not sure. Did Aeris start with Barrier, Revive, and Heal equipped?



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MuckingFuffins on 2017-02-22 01:44:20
Quick bug report.

Junon Leagues crashes the game during the brawler league when you fight Boristh, right at the start of the battle. Happens every time.

Edit: Also crashes the game upon fighting smoke in the fighter league, first battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-22 04:55:57
Quick bug report.

Junon Leagues crashes the game during the brawler league when you fight Boristh, right at the start of the battle. Happens every time.

Edit: Also crashes the game upon fighting smoke in the fighter league, first battle.

Sounds like enemy model data is missing. Try downloading the main installer/7H IRO again and installing it to get the battle.lgp up to date, it isn't covered in the 2 hotfix patches.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ziyunchen on 2017-02-22 05:43:53
Visit the bottom of the North Cave and that should unlock the Disc 3 stuff. As for why Red didn't start with Enemy Skill, I'm not sure. Did Aeris start with Barrier, Revive, and Heal equipped?
No, Aeris didn't start with those materias. I was actually wondering how people get Barrier so early when watching play through videos. Now I know...
Ok I'll get to North Cave first and see what happens. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Xylem on 2017-02-22 08:13:24
I signed up specifically to tell you what an amazing job you've done on this mod.

Thank you.  I love all the random events, ESPECIALLY the gang beating Yuffie received.  I'm not even at the end of disc 1!  So I can't wait to see what else is in store for me.

Again, thank you.  Thank you thank you thank you.  I can see myself replaying this mod a few times.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HautSaus on 2017-02-23 02:00:44
Tifa Lv. 4 limit side quest is super screwy. Last play through I fought Zangan and got the item. This playthroughI found him and he just tells me to be careful. THEN i go to the next screen to find a larger cloaked figure, that when I talk to, it takes me to the debug screen as Mr. Dolphin with another cloaked figure that prompts Battle???? that when I select takes me to a fight with Ozma Shade. I'm not sure you intended this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MuckingFuffins on 2017-02-23 04:19:40
Sounds like enemy model data is missing. Try downloading the main installer/7H IRO again and installing it to get the battle.lgp up to date, it isn't covered in the 2 hotfix patches.

That fixed it! thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-23 21:15:37
Tifa Lv. 4 limit side quest is super screwy. Last play through I fought Zangan and got the item. This playthroughI found him and he just tells me to be careful. THEN i go to the next screen to find a larger cloaked figure, that when I talk to, it takes me to the debug screen as Mr. Dolphin with another cloaked figure that prompts Battle???? that when I select takes me to a fight with Ozma Shade. I'm not sure you intended this.

Nope. I'll need to redo those Disc 3 vars and have something set up to scrub them clean automatically.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: kamekaz3 on 2017-02-24 01:21:29
Are the monsters at Mt.Corel by the reactor (the blowfish and turtle) suppose to give SP? Just wondering because I thought only bosses do.

Is there only one e.skill materia?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: El Grillo on 2017-02-24 04:27:49
As far as I know, there's only the one enemy skill.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-24 13:47:06
Are the monsters at Mt.Corel by the reactor (the blowfish and turtle) suppose to give SP? Just wondering because I thought only bosses do.

Is there only one e.skill materia?

All enemies give SP (with some exceptions, like 'swarm' enemies that appear in large 5x groups), it's just that those Corel enemies still had their 'SP Gained' message in their death script. I noticed it when I went through that area in my 1.5 playthrough and deleted the text (it was removed originally because it had a second delay on it that slowed battles down).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: nicoco59 on 2017-02-24 14:23:30
Hi @segachief

After installing the last version of your patch I tried to beat the scorpion boss in that cave (sorry don't remember the name but it was before the Ancient's city) but I encounter this bug again : when he starts using his laser tail, the fight while just "freeze" (characters are still moving and music continues but can't do anything anymore)

Did someone got this bug too ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-24 14:28:11
Hi @segachief

After installing the last version of your patch I tried to beat the scorpion boss in that cave (sorry don't remember the name but it was before the Ancient's city) but I encounter this bug again : when he starts using his laser tail, the fight while just "freeze" (characters are still moving and music continues but can't do anything anymore)

Did someone got this bug too ?

It's been reported in the past, I thought I'd fixed it but it must have slipped by or maybe there's another issue lurking in there. I'm going to make a flevel, scene, and 7H IRO patch before I leave on Sunday to try and get the reported problems fixed and re-implement the means to recover missed items/rewards from the Highwind Debugging NPC.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: kamekaz3 on 2017-02-25 19:04:39
In the brass dragon fight when I gamed over, and retried, the X-ATM spawned in the beginning of the battle instead of after a trigger. This is intended right?

Also when I killed the dragon, he used an ability which did ~9999 to my party. Tifa's ability activated staying alive with 1 hp but it still counted as a game over. Is this because I intentionally killed the X-ATM? I was thinking there might be an item drop if I killed the X-ATM myself lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-02-25 22:48:33
I'm putting the patch together now to fix the Lv.4 Limit sidequests with a reset trigger and the missing Omnislash; there's a Highwind Technician NPC on this screen, close to the Chocobo Pen (he appears after visiting the bottom of North Cave once, like the rest of the Disc 3 stuff): (http://vignette4.wikia.nocookie.net/finalfantasy/images/f/fd/Highwind-ffvii-inside.png/revision/latest?cb=20120303132259)

If Cloud's sidequest is detected as being complete, he'll give you Omnislash; there's also an option to reset the variables used for Tifa and Cid's Lv.4 Limit sidequests.
http://www.mediafire.com/file/rbt9py9da0ponsw/NT_Mod_HotFix_flevel_25th_February.zip

I'll be gone for a week, do me a favour and let people know if they swing by to ask something. When I get back I'll resume 1.5 and get that finished up; then NT will be done! D:

I'll quickly do a 7H IRO patch as well: http://www.mediafire.com/file/87iuzaz1uzlv2jb/FF7_NT_IRO_25th_February_2017.iro
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ziyunchen on 2017-02-26 01:57:05
Quick question. In the SP Overview window (Save point press square), there's a ???? name after Cid. Is that a hidden character or is it just a useless data slot?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: HautSaus on 2017-02-26 20:22:09


Yay! Thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: kamekaz3 on 2017-02-27 01:42:02
Just beat the nemesis! Did this before disc 3 so I didn't have any ultimate weapons to use. I had to rely on Tifa+Power Soul and a bunch of counter materia but the damage becomes weak after DS runs out(can't recast). It goes from like 8k~ to 2k~ but I still had to rely on her. It was even worse when Tifa builds up her Limit. I lose out on 4x cut and have to rely on Deathblow+Added cut. He counters hard if you use Limit.

I had to retry so many times just from him starting off with Ultra Spark (1HITKO) before I can cast resist. I had to use the wait ATB trick. I don't think I could of done this with active ATB unless I had the ultimate weapons and my materias mastered.
 
Lv 70 at the time, my party HP were at 5k~. If one person died it's game over. Not enough time to revive, cast wall or tranq and resist. Luckily I had enough hp just enough to survive one hit from just tranq when wall runs out so I don't have to dispell, rewall and re-resist. Every hit he have done, I would have to use either white wind, elixer, or mega elixers. I had a bunch of elixers stocked up from killing the Zolom many times so I can breed my chocobos lol.

Crazy amount of hp he has, took forever since I can't recast DS on Tifa and it's the only damage I have. In hindsight I should of used workglove, the strongest weapon I had for Tifa I had at the time since I was spending so much time out of Death Sentence anyway. The battle took forever to finish, excluding all the retries.


Why are there two Apocalypes in Ancient Forest? Is that intended?
I'm also not getting any trigger to Ho-cho battle when I step in the plant. Has this been changed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-02-27 20:55:32
I'll be gone for a week, do me a favour and let people know if they swing by to ask something. When I get back I'll resume 1.5 and get that finished up; then NT will be done! D:

Hmm, a tinge of bitter sweetness perhaps?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Xylem on 2017-03-02 04:07:49
Just got through the frog forest, in whatever version the IRO in the main post is.  There are 2 apocalypse swords, and a frozen NPC in the cave at the end?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-04 03:31:32
I am using the standalone version 1.4 with the Hotfix for the Nemesis Battle, not the iro. Just to mention that.

First of all, it's really a great mod, hard, but mostly fair. 50 hrs+ of gameplay if you want to master it all.
I really like the easy materia mastering in late game thanks to a ton of triple AP items. (Works already great on mid game, at the beach near bone village. Someone already mentioned it in this thread already)
A better info for the Triple AP Stuff should maybe be added to the Readme. I miss the names/locations and that they have equal Slots. And not to forget the Precious Watch with 8 Single Slots and Triple AP too.

Code: [Select]
[spoiler] + [list] = ugly
Bugs & stuff:

The biggest bug is the Flash/Slash/Mega-All modification you did. It really breaks the game, or at least it can, if you know how-to.
Flash combined with an element that you absorb on armor/accessoir causes full recovery every time on hit HP and MP. You know... how this Gi dies normally to a Phoenix down...? Just because he absorbs "Restorative" by default. Well, at this point you cast "Death" with an absorbed Element => Fake-Elixier is born.
I think, there was a good reason by the developers, why "Flash", "4xCut" and "Slash All" where not allowed in vanilla for attacking the party, not even while "Confuse" was active.
Double-Cut Materia works only with "Death" modifier and it only gives a random chance for "Death"-Recovery, while Flash is like a 100% Death-Trigger.
Best method to reproduce it:
I hope i timed the last screenshot well enough, to show that it was done by attacking the team, not by mega-elixiers or anything else. Anyway, try it on your own.
The only problem with this Flash-"heal" is Mime + Command Counter on any char can kill the party. So avoid it. ;p

Suggestions and annoying stuff

Also it seems like the iro Version and the other one differs a lot. I can't enter the cave at the end of the forrest, it ports me straight to world map when entering.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Thraxis on 2017-03-04 19:36:32
Quote
Without Ranking up the Chars, it gets so hard, until you can't win any random battle anymore (for example when re-entering Midgar on Disk 2 with Rank 1-3 on your chars, it's kinda impossible to play through it). The random Battle Mobs just 1hit you on lvl 70+.
In addition to the above, the difficulty at midgar raid rises so hard compared to other spots in the game, maybe decrease it a bit or give the player an info that midgar requires at least rank 5 of this SP System, to be fair at battles.

I don't know so much about that. I stopped near the middle of January since I had some stuff come up, but I was 95% done a 100% play through with 0 SP used, and while certain parts were hard, they are 100% manageable without using ANY sp at all. The only things I remember not having completed before I stopped were masamune, kotr, and one or two of the lvl 4 limits. This was also done mostly using double/triple AP gear and not really grinding except for once I got to the northern crater. I made sure to spend a decent amount of time in each location with random encounters on as I was writing a guide that I'll be hopefully finishing when 1.5 comes around detailing what to stop and farm for, how to equip for boss fights, and how to deal with annoying enemies while using 0 sp.

The Midgar raid is being tweaked last I remember, having talked to Sega Chief on steam right after completing it with 0 SP I believe my words were along the lines of "It's difficult enough to be a pain in the ass, but anyone using even just boss SP and having a decent stock of items shouldn't have a problem if they fight smart."
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-05 02:30:49
I know that it can be done without using the SP System and i am also aware of the fact that this mod is challenging, that's why i play it.
As the readme states, the SP System is made for the better character development and how much 10 str or 10 vit can change a fight is also proven.
And yeah without the SP System, it is a pain in the ass. :)
The rest so far is a lot easier compared to midgar raid.

Here is a savegame (https://mega.nz/#!mlRABY7Z!rmUlIsbLgg_tYM0HNydH5GyRyvo7Jmde8CzBFYqZpdE) for the vanilla which shows the death-recovery, as death only has 20% chance to proc on hit, use cloud often to attack the team. Even with 3x Death Added Effect it's only 20% chance or at least it feels like it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-05 19:39:04
Just got in, gonna respond to the posts in a bit; some good stuff there and I have a bunch of notes to run past people before I consider implementing some ideas I've had.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tsuna on 2017-03-05 23:54:14
Hey Sega. What exactly happens inside your mod with the flevel. It has been requested a lot that I make my project compatible with yours but mine heavily relies on flevel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-06 00:17:17
Right, here we go:

Hmm, a tinge of bitter sweetness perhaps?

I'm not sure anymore :I

Why are there two Apocalypes in Ancient Forest? Is that intended?
I'm also not getting any trigger to Ho-cho battle when I step in the plant. Has this been changed?

Just got through the frog forest, in whatever version the IRO in the main post is.  There are 2 apocalypse swords, and a frozen NPC in the cave at the end?

The two Apocalypses is because the last field, the cave, was supposed to be deactivated and used elsewhere. The line jump must still be active, I guess. As for Ho-Chu, he should be fought when picking up the last beehive right at the end but Fool has mentioned this doesn't happen if Ultimate Weapon hasn't been beaten, I'll need to check the vars to see if there's interference going on.


Bugs & stuff:
  • After completing the Nightmare Cave, the Video Playback for Crater is screwed up.
    Spoiler: show
    It plays videos from Midgar.

  • Apocalypse can be found twice at the Forrest. (2nd Screen and at the end)
  • The Boss at this Forrest only spawns if Ultima Weapon is defeated, so if you go there with a chocobo, before you fight weapon, it's a lot easier to finish it.
  • I saw someone complaining about the KotR Summon, that it shows no text. While fighting Emerald Weapon and casting it, it displayed a formular. Maybe it helps fixing it. (Screen: http://i.imgur.com/WmzReBT.jpg)
  • Spoiler: show
    Battle with Zack doesn't give Omnislash, also it doesn't show the full cutscene only the final thing close to midgar.
    - As for Omnislash, it still can be obtained by the Debug NPC at Highwind later on.
  • I am not sure about this, i mean if it happens in vanilla too, but Coin doesn't invoke "Wait" during the selection time of how much you wanna spent. Just noticed it here in this mod.
  • The one chest at the crater, which gets replaced by a save spot, can still be opened. (Map (753) las1_2: http://i.imgur.com/7Bzvj8G.png , http://i.imgur.com/agpwBet.png / Map (754) las1_3: http://i.imgur.com/YFAMDak.png ) To do so, just walk into the gate on Map las1_2, press the Menu button while the screen fades out, close the Menu, walk to the Chest and open it. It just contains a Vaccacine if i remember right, but still it should be replaced too.
  • Spoiler: show
    The ghost of this man near the Church in Midgar softlocks the game (Nightmare Cave Part), the dialog will never end (Screen: http://i.imgur.com/xdjOWOi.png)

  • If the cannon of the Super Saver System during Cid's Sidequest is destroyed first, the machine won't spawn another cannon or anything, the fight becomes pretty easy. Also, it's not mentioned that Cid must be the Party leader for this Quest to work, but during the Midgar & Gonga part he is required to trigger the events, in Rocket Town any Party(leader) will work.
  • The Halves [Restorative] effect of Touph Ring doesn't work for HP-Absorb materia (well it's fine that it doesn't work for elixirs because they work different, but it should half the HP absorb Materia too, not sure if this is a bug or a suggestion... ;))
  • Aeris' Ultimate Weapon's Shield doesn't work with Mega-All/Slash-All, kinda weird. If Aeris just attacks one Target, everything is fine and Shield works as it should.
  • Slash-All/Flash on Aeris focuses the enemy team, even if she has a healing weapon equipped, other commands like death blow or morph with Mega-All Materia focus the team.
  • Flash can instantly kill the party, if a mastered Slash-All Materia is equipped and this can also be abused, see below

The majority of these will be fixed for 1.5; the KOTR text has been a problem for a while now and is caused by the kernel I use being corrupted in some way. It still functions fine, but the KOTR text has been blank for a while (shortly after the battle text name mysteriously changed to Crusader instead of Ultimate End which I think is some kind of memory leak from a different kernel I viewed with the tool). My only real plan there is to try and make a new kernel from scratch and hope that it can hold all the changes without becoming corrupt again.

Inflicting statuses with weapons directly is something that isn't used in default FF7 but appears to be working, though the specifics behind it aren't known to me (status chance for instance). I noticed that some statuses seem to proc much more rarely than others, like Barrier/MBarrier never seemed to appear too often. The issue might be that Slash-All (and Mega-All which attaches that to the Attack command) uses its own weapon-target data rather than the weapon so it's bypassing the innate status check attached to the weapon. I reckon the same thing might happen when using 4x-Cut with a weapon like Twin Viper but I'd need to test it out to confirm.

The lack of Wait on Coin is probably to do with the unique(ish) way it displays a window for Gil selection and probably not a problem exclusive to the mod. Fixing that will need an .exe change of some kind.

The bypass on Touph Ring for HP Absorb might not be fixable either, as this is probably skipping the elemental check completely. A way to test this is having Relic Ring equipped with HP Absorb; if the character still heals from it then it's just bypassing elemental defence checks. If the character correctly takes damage from it, then it must be something to do with the way the absorbed amount is derived from the damage dealt, making the 1/2 flag irrelevant to the calculation. Either way, not sure I can force HP Absorb to halve itself when Touph Ring is equipped.

The biggest bug is the Flash/Slash/Mega-All modification you did. It really breaks the game, or at least it can, if you know how-to.
Flash combined with an element that you absorb on armor/accessoir causes full recovery every time on hit HP and MP. You know... how this Gi dies normally to a Phoenix down...? Just because he absorbs "Restorative" by default. Well, at this point you cast "Death" with an absorbed Element => Fake-Elixier is born.
I think, there was a good reason by the developers, why "Flash", "4xCut" and "Slash All" where not allowed in vanilla for attacking the party, not even while "Confuse" was active.
Double-Cut Materia works only with "Death" modifier and it only gives a random chance for "Death"-Recovery, while Flash is like a 100% Death-Trigger.
Best method to reproduce it:
  • Any char with a Weapon that has a 100% (255) Hit Chance, it doesn't matter which one it does. Aeris is best for it because the Restore Rod already got 255 Hit Chance.
  • Equip Revive Materia + Elemental to a combined Slot to have "Holy" as Attack
  • Equip a level 2 Slash-All Materia on that Char. (Screen: http://i.imgur.com/H3nfqzI.png)
  • Equip Guardian Ring on every party member, alternative Revive Materia in Combination with Elemental Lvl 3+ Materia will work too. (Screens: http://i.imgur.com/v43CBrP.png, http://i.imgur.com/yqLt91C.png, http://i.imgur.com/yl8oBrc.png)
  • Use "Flash" in Battle with this char on your Party to get recovery of HP and MP to full. (Screen: http://i.imgur.com/ror9uEM.png)
I hope i timed the last screenshot well enough, to show that it was done by attacking the team, not by mega-elixiers or anything else. Anyway, try it on your own.
The only problem with this Flash-"heal" is Mime + Command Counter on any char can kill the party. So avoid it. ;p

I wasn't aware of the Flash problems; I think I maybe saw a video on how it could be abused a long time ago but never really remembered any of the specifics to it. Being able to fully Recover from it is a big problem so I'll restore the targeting flags for it. I'm not sure why I unlocked targeting for Flash; Slash-All was unlocked for Aeris' weapons and I guess I didn't see any harm at the time for doing the same with Flash...guess I was very wrong.

Suggestions and annoying stuff
  • Since W-Item can be obtained, the Item "Magitek Ashes" is a way to overpowered...
    Spoiler: show
    Aeris' Limit lvl 4, Regen and Wall bound to an InBattle Item? C'mon...
    do it for 1 Party Member only, change the behavier of the item completly or remove it from the mod, this item just breaks the challenge.
  • Is it meant to get only one "Master Magic Materia"? 2 or 3 Magic Materias can only be obtained at Max level: Full Cure and i forgot the other one's name. But therefor no additional Master Magic can be obtained.
  • Same for Master Summon, well, it's ok that you can have only one of this Master Summon, since it is damn strong with unlimited access to all summons, but it kinda sucks that you can't have more than 1x Hades, the Ribbon is useless except for 2 or 3 bossfights and forging Masamune's. It's a lot more useful to cast Wall, Regen and Resist to have an easier start of the battle than equipping this Ribbon which also breaks Aeris Lvl 3 and Lvl 4 Ulti. Please make at least Hades "Masterable" with 1KK AP needed (or more, you can go up to 16.7kk if you want, i would farm it just to have multiple hades :D), even with 3x AP Items it needs some time to be mastered then. But it's still better for added effect materia than any other materia and it's currently lost because of the Master Summon Materia.
    • (Hades only prevents from 6 Status effects and those are not that strong that every other item could make this char absolutly overpowered as in vanilla. It only protects from Sleep, Poison, Confusion, Silence, Frog and Small. But a lot of enemys still use petrify, death, death-sentence, darkness, berserk and paralyze... so it is not that strong but more helpfull than this ribbon actually is.
  • Also summons are not so strong lateron, especially KotR is kinda weak. It's meant to be the strongest materia but doing only ~20k Damage to Emerald Weapon, while Bahamut Zero with Quattra does the same...? :(
  • Materia Destruct combined with Added Effect Materia gives Death attack/protection, which can make the early game kinda easy. I suggest to change the Death-Flag of that materia to another one you get later (Late Disc 1 as Odin gives Death-Effect too or Disc 2)
  • The Skill "Coin" is by now only good for suicide, why aren't you just removing it or change the formular to do a lot less damage? Like 1% or 2% so 600000 Gil would do 6000 Damage max (if 1 Enemy, 1000 if 6 Enemys or 9999/2000 if 2% it's still expensive but at least useful), which is not much compared to the skills & items you added. For example the extremly strong Shinra Bomb which does always 5000 Damage to every enemy.
    • Or make it global to hurt everyone on screen. Not only the party or enemys.
  • Guidebook as additional Phoenix Down? Great idea, but change the description please and make it usable from inventory.
  • The Mover at the crater give a way to much AP as they can be defeated with 2x Ultima from Vincent (if fully buffed on Magic), please give them more health (2 or 3 times as much) or reduce the given AP a bit. I know they are meant to be for farming, but 45k AP (or 135k with triple AP stuff) for a 20 Seconds battle is kinda ridiculous. Even tho they give no EXP and Gil, which is great.
  • You remember the player to do this "useless" Fort Condor Minigame, but you never remember the player to use his SP, which is one of the most important parts of this mod. Without Ranking up the Chars, it gets so hard, until you can't win any random battle anymore (for example when re-entering Midgar on Disk 2 with Rank 1-3 on your chars, it's kinda impossible to play through it). The random Battle Mobs just 1hit you on lvl 70+.
    • In addition to the above, the difficulty at midgar raid rises so hard compared to other spots in the game, maybe decrease it a bit or give the player an info that midgar requires at least rank 5 of this SP System, to be fair at battles.
  • You added an NPC to port back to the highwind from the bottom of the crater, but nothing to port down again? Aww... c'mon.
  • Give Cait Sith a better Reason for his Sidequest, maybe an Unique Armor just for him, the Cat's Bell seems perfectly from it's name, but it needs a different effect.

Also it seems like the iro Version and the other one differs a lot. I can't enter the cave at the end of the forrest, it ports me straight to world map when entering.

All the items have been reviewed in my notes so expect to see some changes on that front. Item effects and distribution were designed without W-Item duping in mind, but it's been left in the mod as an option for those who want to use it.

Master Materia has been handled badly on my part; I intended to make them inaccessible and then dole them out later as big drops from some kind of new content but it never panned out and the scripts for performing Fusion to get them was re-enabled by accident (I think there was a corruption issue on an observatory field so I restored a back-up which still had the scripts and didn't realise). In 1.5, Fusion will be used to get ONE of each type of Master Materia when all the prerequisite Materia are in the player inventory, but it will NOT consume the Materia like the default game (so you can get Master Summon but retain Hades for Added Effect, etc.). In other words, you don't lose all your Mastered Materia but you can only get 1x Master Magic, 1x Master Command, and 1x Master Summon.

The Ribbon in NT is basically a copy of the one in the Hardcore mod that defends against everything, including positive statuses. I can look into changing this accessory a bit to make it more of a fit for NT.

I can tune the effectiveness of Summons later in the game by tuning Magic Defence as they all ignore MDEF; this could keep them competitive with more conventional magic against tougher targets like I originally intended but I need to be careful as it would make standard magic attacks less effective as a result. I'll definitely tweak KOTR though if it's dealing damage comparable to a Quadded Bahamut Zero.

I've been reviewing Death immunity for random enemies throughout the game; larger/tougher enemies now carry immunity (for example, Bagnadrana and Cokatolis will be death-immune while Needle Kiss and Search Crown aren't).

Coin is supposed to be a global attack that hits everything on the field; if this isn't happening, then I must've done something at some point to 'break' it. I'll get it sorted out + change it back to normal if I can get the damage adjusted through the .EXE.

Guidebook's in-battle use is a secret of sorts.

Movers are for (almost) skipping the AP farming process by making it as fast as possible.

I've drafted some notes for the SP issue where it can be easy to have points cap out and be wasted either due to forgetting or not having regular access to Save Points throughout the game. I'll be tackling this with some discreet prompts for when a Rank Up is available and placing some new Save Points around the place; there's going to be a new one just outside Gongaga's Reactor for example (for both the new boss there and also for SP purposes). I'm changing the Fort Condor minigame overall prize as well, I've been repeating the same joke too many times.

I'm hoping to have balancing nailed down with regards to Disc 2/3 this time around; I'll try and sort out the spike in Midgar Raid.

I'll add a teleport NPC to the Highwind deck (when you land in the Crater and the rope ladder is dropped, that screen) that can warp you down either to the bottom or to the split-up junction for fast access to the Left/Right paths after the party has reached the bottom for the first time.

I can make Cat's Bell something more specific to Cait Sith, but it drops at the Chocobo Racing which will make it tricky as the prize names within the minigame are hard-coded.

Thanks for the detailed post, by the way; it highlighted quite a few important things that need fixed.

***

I gotta hit the hay now, but going to scope out some ideas I've had tomorrow that I'd like some feedback from people about.

Hey Sega. What exactly happens inside your mod with the flevel. It has been requested a lot that I make my project compatible with yours but mine heavily relies on flevel.

It's a bit of a clusterfern in there I'm afraid; lot of scripting and not all of it is used/optimal. I'll go into more detail tomorrow, I gotta hit the hay for college tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tsuna on 2017-03-06 01:16:30
Sure. In any case do I have your permission to petentially ads voices to your mod. If I cannot make it compatible I would have to release my modded version of your new threat myself but would be owned by you
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2017-03-06 02:15:13
Oh man that would be so awesome!!! New Threat in HD Sound mode!!! Quite literally an FFVII Remake!!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tsuna on 2017-03-06 03:11:32
Haha i wanna try make everything compatible if possible. Because screw doing the whole thing more than once ...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-06 04:54:46
@Tsunamix: Voices? Just for attacks/some events or a full sync of the whole game?

Thanks for the great reply and almost answering every point i mentioned. :)

Materia Stuff
Multiple Master Commands aren't that bad, on physical attackers i use normally 2, sometimes 3 Master Commands (steal as well, hp absorb, mp absorb) which makes random encounters a bit easier later on + the chance for a lot of items to the steal as well materia, you still need to get 700k AP to get at least one (the 8 slot watch can help to get it within one battle, but ok that's another story and also hardly to achieve before disk 3) and without ultimate weapons the healing isn't that big either. 300-500 hp/hit with masamune's equipped is kinda low compared to cure or regen, even with double cut materia.

Master Summon is fine with only one allowed, i absolutly agree to that and if you can keep the normal summon materias, then please add some negative effects to master summon if possible, like 25% hp loss, hardly reduced vit/spirit (max 25/stat) and/or change the unlimited access to 1 or 2. (2 because of W-Summon)

Master Magic is really hard to decide if just one or multiple should be there, i hate this switching around of the materia all the time and try to get some useful builds on all chars, therefor sometimes multiple Master Magics aren't that bad at all.
For example one Mime-Counter which never stays in team with this Flash-Healing (as for v1.4 you can't change that fact ;P), one only for summons and/or offensive magic, one for offensive/supportive magic, a magical tank, a physical tank, one or two Allrounder etc.

Status alignments & elemental attacks Flash, Slash, Vincent & Co.
Quote from: Sega Chief
I wasn't aware of the Flash problems; I think I maybe saw a video on how it could be abused a long time ago but never really remembered any of the specifics to it. Being able to fully Recover from it is a big problem so I'll restore the targeting flags for it. I'm not sure why I unlocked targeting for Flash; Slash-All was unlocked for Aeris' weapons and I guess I didn't see any harm at the time for doing the same with Flash...guess I was very wrong.
Well i think, almost no one was, i've never seen this setup in a video before and it can be useful, but requires a lot of farming in vanilla too. Just re-add the restriction for Flash and the biggest problem therefor is fixed.
Slash-All/Mega-All/4x Cut are fine as they only have a low chance to be triggered then. They are not the big problem with the Death Recover, because even 4xCut has only a 20% chance to trigger for every single hit and it's target is random, so you will never know who gets "Recovery" by using this, it might just be amazing in solo fights, but there aren't that many. With 4x Cut the chance to trigger it once is also just 25% overall. (for example Hades with 6 status effects has like 31% chance to proc at least one effect with every hit without flash)
With Vincent's Shotgun and 2x/4x Cut it can be useful, if Vincent is used as a healer, but his magic value is a lot more useful for summons and offensive magics than any other char. Also his Limits will prevent him from using Attack/2x/4x Cut as well. So it's not a big deal on him, even with a Slash-All Weapon + 4x Cut. As long as you invent nothing to prevent limit-grow on a char (except peerless) it is not useful on Vincent either. Also you could remove Materia Combination-Slots from Vincent's Shotgun, which would prevent this also as he can no longer attack with elementals with 4x hit and death. Or reduce it to only one combined Slot and he can't use it anymore either, as he needs death and elemental attack to make it work.
And as long as you are not planning to add any accessory that gives Elemental Hit-Damage and/or Death-Hit everything is fine.
Damn... so many ideas... xD

Quote from: Sega Chief
Inflicting statuses with weapons directly is something that isn't used in default FF7 but appears to be working, though the specifics behind it aren't known to me (status chance for instance). I noticed that some statuses seem to proc much more rarely than others, like Barrier/MBarrier never seemed to appear too often. The issue might be that Slash-All (and Mega-All which attaches that to the Attack command) uses its own weapon-target data rather than the weapon so it's bypassing the innate status check attached to the weapon. I reckon the same thing might happen when using 4x-Cut with a weapon like Twin Viper but I'd need to test it out to confirm.
Added Effect has a 20% Chance for each attack (calculated for every effect once per hit), same chance applies to weapons with this effect build in and a 100% chance to block on armor.
Flash works like most limits work that cause Death, it just invokes a 100% Death chance, that's all. But combined with other stuff like Hades it transfers this 100% also to those status effects.

As long as Twin Viper uses the Effect Poison and not the Element Poison everything is fine. Element always has a 100% Chance, Effect is only 20% and can't be absorbed (weird fact: it can be nullified if Element Poison is nullified), if inflicted with Poison Effect and absorbing Element Poison it works like a tweaked Regen.
Fun fact: The opposite doesn't work, if you attack with Element Poison an Enemy/Teammate that resists to Effect Poison the Attack gets nullified.

Edit: Tested it with Yuffie & Twin Viper, equipped Bio + Elemental to armor to absorb "Poison" Element and Flash at any slot => Killed & Poisoned the whole party with one hit. Game over. :)
Therefor the weapon has no combined slot, it can't be abused with it.
Ok it can be abused slightly... but this will use up to many materia slots on all chars. (Resist to Death Effect + Poison Absorb Element = 4 Slots used) and it would just be a better or additional Regen-effect.
It could've been more evil with Barret's Enemy Launcher, but thank god, Flash overrides "Unfocused" so he doesn't heal & kill everything on screen and therefor it can't be abused. Except for healing/absorbing the given Element in that Double-Slot of that Weapon, but enemys can profit of that too. So it's kinda useless. :)
Status effects are great on weapons, maybe Tifa's doesn't have to be changed (just 20% chance), but everything that can be absorbed should be replaced and only be invoked by materia if possible (except for aeris weapons with restorative element).
Bug: Barret's Enemy Launcher + Double Cut (2xCut) Softlock the game after the first hit as the 2nd attack has no target priority anymore. 4x Cut works fine as it overrides unfocused.

(Flash is after W-Item, the most game breaking thing FF7 has :D, thanks that it is only available on late disc 2, so it's fine)

Cait Sith's SideQuest
You still can use a different Item, name it Cat's Bell as well (or Cait's Bell) and give it a useful effect, like a one time full-rebirth (could be so damn useful on this tanky heroes) or imunity to all "uncontrollable" negative effects which should only be sleep, berserk, petrify, stop, manipulate and paralyzed (except the hidden ones) and change the Description/Effect of the normal bell to "It's just booby trap." or so which sends the char into Death-sentence status at battle start. But make it worth, selling it to NPCs then for like 5000 Gil. It's not that much, but it helps. Especially because of the chocobo racing.
For example get rid of the Sprint Shoes, they are not that helpful in this mod because most of the hard bosses have a sneak attacks or a greatly filled timebar and high speed and there are a lot of other items that help more during those fights.

Other stuff
The ribbon and the resist buff should just allow pearless, to make Aeris' Lvl 3/4 Limits not useless, the rest can or better should stay blocked even the hidden status-buffs like lucky crits. A great and maybe useful fact: Cids Innate bypasses the Barrier/MBarrier block from Ribbon, which is great and useful for a tanky build on him. (Maybe add that to the Readme for Cid)

I also thought of one line of your readme, that you didn't want any item to be missed, well you moved the absolutly visible Ramuh out of the Chocobo Jockey Room, but Neo-Bahamut can be missed too. I know this... i already missed this... at my very first playthrough... when i was young... damn how time passes by. :roll:

Another thing i remember right now is that Vincent's ulti lvl 4 can be aquired already at the middle of disc 2 right after you got the submarine or if you got a green chocobo. Maybe change the trigger for the fight that it is only available after you visited bottom crater like the rest of the new threat sidequests.

BizzarroWell yeah, the medal can be refused as it is a drop from Nemesis, but normally no one does, except he knows about this and wants him to be easy or add it as forced drop after the player got the W-Item, so he has to challenge Nemesis at least twice to get the Hero Medal.
The party got so much ap, free stuff and equipment from all those new threat sidequests... and everyone who plays this mod and made it that far, should have a good know how of how FF7 works to beat him with some more HP.
I just recommend it, as you give so many grinding and "free" ap during the sidequest/new threats phase (most of the bosses give a great load of AP, i think for the same reason as movers, to reduce the grinding)
Bug: I just found that the Hero's Medal does something similar to my suggestion, by searching for "New Threat Mod Hero Medal", i got this save request, but can't save w/ 1.4 standalone + nemesis fix, i can't even move the curser in the save window. I can upload the save if you want to.
Spoiler: show
But i can save before the 'final encounter' with Sephiroth with Jenova's "Ghost"(?)


About the touph ring, i wasn't sure either if it uses the restorative or just an own effect/formula (i never had to make use of that many different materia combinations before, just because of those great items/changes in the mod), well if it can't be changed it isn't that bad, as there are not many fights where you deal 5000+ damage with one hit without the Yellow Wave Item. (fun fact: HP/MP absorb on "master command" doesn't work for items but "steal as well" does...)

Big Materia Storyquest
This is more a personal request: Can you please add a boss for the red submarine, the one you can only get when failing the submarine mission at this door the dog guards in junon underground. But it should've been something funny that reminds the player on failing that pretty easy minigame over and over again during the fight.
Like sending Torpedos that deal 0 damage with recovery element, this should always produce a "Miss". With a Battle-Text Message like: "I don't get, i just do it like you did on your last mission."
This is one of the funniest part in the whole game: Screen 1 (http://i.imgur.com/IX304TK.png) Screen 2 (http://i.imgur.com/rEg5l3B.png) Screen 3 (http://i.imgur.com/dNlVLPA.png) Screen 4 (http://i.imgur.com/gjjiwdA.png) Screen 5 (http://i.imgur.com/cvuILER.png) Screen 6 (http://i.imgur.com/r74neT1.png) Screen 7 (http://i.imgur.com/kR1vcz6.png) (no red submarine on the ground :D)
Other stuff related to it:
Bug: You missed to add Aeris to that part somehow, she is missing at all following scene at Junon Underground & inside the red submarine. (Screen: http://i.imgur.com/fZgGAV8.png & http://i.imgur.com/iWSFFQZ.png)
Please check if you have updated the Script for Rocket Town & Fort Condor w/ Aeris in Party when totally failed. Same for Bugenhagen when you got no Mega Materia.
The Train Mission has by now 4 different outcomes i know you changed ultima there, i just mention it, because it's easier for me:
Have you updated all those scripts w/ Aeris?

As Phoenix and Bahamut Zero can be obtained from Bone Village by digging them up, you wouldn't miss anything important when failing all Mega Materia Missions.

Dark Cave related
Spoiler: show

Bug: Savespots work like you just started the game, no possibility to use SP System in there. The one at the Slums doesn't even allow Quick Tent. Same bug occurs during Midgar raid when you are able to revisit the Shinra building. Or with other words, it occurs for every save spot before you get access on that Leveling-System.
Bug(?): The soldiers before you jump on the train are the basic soldiers with 40 health, nothing modified on them. But only the 3 fights you can avoid. (not sure if this count's for the normal Midgar part too.)


Please... read this only if you played the mod through disc 3 at least:
Spoiler: show
Oh and on my first visit at the Shinra Building, i really wanted to know what in that Midgar Model Room was, so i changed one char's stats to max just for that fight and looked into it, yeah sometimes waiting can also be a pain in the ass... anyway... damn you...! ;)

"You received "Nothing!""

I was so... pissed! ;D


Greetings

PS: Damn, i didn't want that post to get that long again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tsuna on 2017-03-06 08:25:30
Yeah its a full game voice over mod. Not just sound effects. Its called project Echo-S. Look for it on YouTube. The link is also under my picture on here
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-06 09:24:22
Amazing work. The voices match pretty well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-06 12:47:29
Sure. In any case do I have your permission to petentially ads voices to your mod. If I cannot make it compatible I would have to release my modded version of your new threat myself but would be owned by you

Right, so an issue here would be that I'm in the process of rewriting all the text in the game (it's been an ongoing process, some parts of the game aren't done or are in 1st draft but I'm definitely more than halfway there) which means spoken dialogue samples won't match up to the text. It's not just a rewrite though, it's editing of actual scenes themselves so there's new text boxes and scripts floating around in there as well which compounds the issue of compatibility.

Materia Stuff
Multiple Master Commands aren't that bad, on physical attackers i use normally 2, sometimes 3 Master Commands (steal as well, hp absorb, mp absorb) which makes random encounters a bit easier later on + the chance for a lot of items to the steal as well materia, you still need to get 700k AP to get at least one (the 8 slot watch can help to get it within one battle, but ok that's another story and also hardly to achieve before disk 3) and without ultimate weapons the healing isn't that big either. 300-500 hp/hit with masamune's equipped is kinda low compared to cure or regen, even with double cut materia.

Master Summon is fine with only one allowed, i absolutly agree to that and if you can keep the normal summon materias, then please add some negative effects to master summon if possible, like 25% hp loss, hardly reduced vit/spirit (max 25/stat) and/or change the unlimited access to 1 or 2. (2 because of W-Summon)

Master Magic is really hard to decide if just one or multiple should be there, i hate this switching around of the materia all the time and try to get some useful builds on all chars, therefor sometimes multiple Master Magics aren't that bad at all.
For example one Mime-Counter which never stays in team with this Flash-Healing (as for v1.4 you can't change that fact ;P), one only for summons and/or offensive magic, one for offensive/supportive magic, a magical tank, a physical tank, one or two Allrounder etc.

I'm just thinking for balancing it's better to only have access to 1, but swapping about set-ups for Magic/Commands can be a bit of a pain later on so maybe multiple should be available.

Status alignments & elemental attacks Flash, Slash, Vincent & Co.Well i think, almost no one was, i've never seen this setup in a video before and it can be useful, but requires a lot of farming in vanilla too. Just re-add the restriction for Flash and the biggest problem therefor is fixed.
Slash-All/Mega-All/4x Cut are fine as they only have a low chance to be triggered then. They are not the big problem with the Death Recover, because even 4xCut has only a 20% chance to trigger for every single hit and it's target is random, so you will never know who gets "Recovery" by using this, it might just be amazing in solo fights, but there aren't that many. With 4x Cut the chance to trigger it once is also just 25% overall. (for example Hades with 6 status effects has like 31% chance to proc at least one effect with every hit without flash)
With Vincent's Shotgun and 2x/4x Cut it can be useful, if Vincent is used as a healer, but his magic value is a lot more useful for summons and offensive magics than any other char. Also his Limits will prevent him from using Attack/2x/4x Cut as well. So it's not a big deal on him, even with a Slash-All Weapon + 4x Cut. As long as you invent nothing to prevent limit-grow on a char (except peerless) it is not useful on Vincent either. Also you could remove Materia Combination-Slots from Vincent's Shotgun, which would prevent this also as he can no longer attack with elementals with 4x hit and death. Or reduce it to only one combined Slot and he can't use it anymore either, as he needs death and elemental attack to make it work.
And as long as you are not planning to add any accessory that gives Elemental Hit-Damage and/or Death-Hit everything is fine.
Damn... so many ideas... xD
Added Effect has a 20% Chance for each attack (calculated for every effect once per hit), same chance applies to weapons with this effect build in and a 100% chance to block on armor.
Flash works like most limits work that cause Death, it just invokes a 100% Death chance, that's all. But combined with other stuff like Hades it transfers this 100% also to those status effects.

As long as Twin Viper uses the Effect Poison and not the Element Poison everything is fine. Element always has a 100% Chance, Effect is only 20% and can't be absorbed (weird fact: it can be nullified if Element Poison is nullified), if inflicted with Poison Effect and absorbing Element Poison it works like a tweaked Regen.
Fun fact: The opposite doesn't work, if you attack with Element Poison an Enemy/Teammate that resists to Effect Poison the Attack gets nullified.

Edit: Tested it with Yuffie & Twin Viper, equipped Bio + Elemental to armor to absorb "Poison" Element and Flash at any slot => Killed & Poisoned the whole party with one hit. Game over. :)
Therefor the weapon has no combined slot, it can't be abused with it.
Ok it can be abused slightly... but this will use up to many materia slots on all chars. (Resist to Death Effect + Poison Absorb Element = 4 Slots used) and it would just be a better or additional Regen-effect.
It could've been more evil with Barret's Enemy Launcher, but thank god, Flash overrides "Unfocused" so he doesn't heal & kill everything on screen and therefor it can't be abused. Except for healing/absorbing the given Element in that Double-Slot of that Weapon, but enemys can profit of that too. So it's kinda useless. :)
  • Change the effect of Tifa's Weapon "Kaiser Knuckle" as they can invoke Death by default.
  • Change the effect of Yuffie's Weapon "Wind Slash" it uses Wind Elemental. (inflict slow/stop?)
  • Change the Materia Slots of Vincent's Weapon "Shotgun" from o=o o=o to o o o o.
  • Change the effect of Cid's Weapon "Trident" it uses Lightning and Water Elemental. (i have almost no idea idea what to use here instead / maybe inflict debarrier - that it can break peerless/wall etc. on enemys, would be great for that physical tank as the weapon has only 3 single slots and low atk, it can be useful for a supportive debuff build with counter-attacks & cover)
Status effects are great on weapons, maybe Tifa's doesn't have to be changed (just 20% chance), but everything that can be absorbed should be replaced and only be invoked by materia if possible (except for aeris weapons with restorative element).
Bug: Barret's Enemy Launcher + Double Cut (2xCut) Softlock the game after the first hit as the 2nd attack has no target priority anymore. 4x Cut works fine as it overrides unfocused.

(Flash is after W-Item, the most game breaking thing FF7 has :D, thanks that it is only available on late disc 2, so it's fine)

Thanks for this info + testing; the Enemy Launcher bug is a big problem, I'll likely need to either change the weapon or the behaviour of 2x-Cut to match 4x-Cut. It sounds though that Status: Death + Elemental can be used with any weapon so long as there are two linked slots on there, though a 20% chance isn't great/reliable so it might be OK.

Cait Sith's SideQuest
You still can use a different Item, name it Cat's Bell as well (or Cait's Bell) and give it a useful effect, like a one time full-rebirth (could be so damn useful on this tanky heroes) or imunity to all "uncontrollable" negative effects which should only be sleep, berserk, petrify, stop, manipulate and paralyzed (except the hidden ones) and change the Description/Effect of the normal bell to "It's just booby trap." or so which sends the char into Death-sentence status at battle start. But make it worth, selling it to NPCs then for like 5000 Gil. It's not that much, but it helps. Especially because of the chocobo racing.
For example get rid of the Sprint Shoes, they are not that helpful in this mod because most of the hard bosses have a sneak attacks or a greatly filled timebar and high speed and there are a lot of other items that help more during those fights.

Other stuff
The ribbon and the resist buff should just allow pearless, to make Aeris' Lvl 3/4 Limits not useless, the rest can or better should stay blocked even the hidden status-buffs like lucky crits. A great and maybe useful fact: Cids Innate bypasses the Barrier/MBarrier block from Ribbon, which is great and useful for a tanky build on him. (Maybe add that to the Readme for Cid)

I also thought of one line of your readme, that you didn't want any item to be missed, well you moved the absolutly visible Ramuh out of the Chocobo Jockey Room, but Neo-Bahamut can be missed too. I know this... i already missed this... at my very first playthrough... when i was young... damn how time passes by. :roll:

Another thing i remember right now is that Vincent's ulti lvl 4 can be aquired already at the middle of disc 2 right after you got the submarine or if you got a green chocobo. Maybe change the trigger for the fight that it is only available after you visited bottom crater like the rest of the new threat sidequests.

The North Crater trigger is being dropped, stuff will be unlocking as early as possible for 1.5. The text that happens at the bottom of the cave will still happen though to have 1st time players aware that there is stuff to do. Sprint Shoes I agree is pretty useless as a +50 Dex bonus (or thereabouts) is the equivalent of having Haste except you can cast Haste on top of it (and have some extra evasion); I'll probably add a Dex bonus onto it of some sort and maybe some Time-status immunities.

Bizzarro
  • make the fight a lot harder, at least for the main party
  • give the body more HP (80k for lvl 99 party after beating nemesis is a joke at the final fight) and absolutly change his fighting style when the belly-core is defeated
  • when belly down => no more restore, but a complete new skillset, maybe statchange too (physical def maybe 0, see below why)
  • after he uses heartless angel he should directly use a 100% hit attack on any party member to make sure, they have to use revive (maybe only for the 3 member partys)
  • strengthen him, you got the hero medal item... this seems like to be perfect for him used as a multiplier
    • for example: hp = hp * ((1+stack[hero medal]) * 0.5)
    • with this he could be the toughest boss in the game with up to 4kk HP, if you got a stack of 99 Hero Medals, staying concentratet for that long is hard and it can't be done by an autofighting script like on Yiasmat in FF12 ;)
    • Note: also beating nemesis 99 or 100 times isn't that easy either :D
  • the hero medal as it is, can't be sold, thrown or used in battle/menu right now, that's why i suggest it, i haven't found any use for it yet otherwise... if there is one... except unlocking the special ending (Note: see italic text below)
  • also the most players won't have more than 1 or 2 of those, so he would only have around 80-120k hp with that formular
Well yeah, the medal can be refused as it is a drop from Nemesis, but normally no one does, except he knows about this and wants him to be easy or add it as forced drop after the player got the W-Item, so he has to challenge Nemesis at least twice to get the Hero Medal.
The party got so much ap, free stuff and equipment from all those new threat sidequests... and everyone who plays this mod and made it that far, should have a good know how of how FF7 works to beat him with some more HP.
I just recommend it, as you give so many grinding and "free" ap during the sidequest/new threats phase (most of the bosses give a great load of AP, i think for the same reason as movers, to reduce the grinding)
Bug: I just found that the Hero's Medal does something similar to my suggestion, by searching for "New Threat Mod Hero Medal", i got this save request, but can't save w/ 1.4 standalone + nemesis fix, i can't even move the curser in the save window. I can upload the save if you want to.
Spoiler: show
But i can save before the 'final encounter' with Sephiroth with Jenova's "Ghost"(?)


Bizarro is a big problem (the three last story bosses are, each for different reasons) as the fight is slow and clunky especially with 3 party members. My plan is to tackle his AI again using everything I've learned since I started modding to make a more dynamic fight that adapts based on parts destroyed to avoid the problem where he's left spamming a single attack. The suggestion to have Hero Medal change the way those last bosses behave is a good idea, I removed all the modifiers from their AI for stats but I could see about reneging on this to adapt the last story bosses to be a better fit for the party the player has taken down there (for instance, a party that has went straight for them at the start of Disc 3 will be vastly different to one that has done all the optional Disc 3 content in terms of power). Not sure what you mean about this old save file though, I'll have a wee peek at that. Is it the New Game+ holding screen?

Big Materia Storyquest
This is more a personal request: Can you please add a boss for the red submarine, the one you can only get when failing the submarine mission at this door the dog guards in junon underground. But it should've been something funny that reminds the player on failing that pretty easy minigame over and over again during the fight.
Like sending Torpedos that deal 0 damage with recovery element, this should always produce a "Miss". With a Battle-Text Message like: "I don't get, i just do it like you did on your last mission."
This is one of the funniest part in the whole game: Screen 1 (http://i.imgur.com/IX304TK.png) Screen 2 (http://i.imgur.com/rEg5l3B.png) Screen 3 (http://i.imgur.com/dNlVLPA.png) Screen 4 (http://i.imgur.com/gjjiwdA.png) Screen 5 (http://i.imgur.com/cvuILER.png) Screen 6 (http://i.imgur.com/r74neT1.png) Screen 7 (http://i.imgur.com/kR1vcz6.png) (no red submarine on the ground :D)
Other stuff related to it:
  • Don't forget to "dognap the dog" ;)
  • Fort Condor permantly cuts the rope if you fail the final fight
  • Rocket makes no difference
  • It is possible to miss the train completly and Corel never gets destroyed, just wait the 10 minutes at the other train
  • If you fail all 4 big materia missions, without obtaining a single one you'll never get access to the observatory platform at Bugenhagens house
Bug: You missed to add Aeris to that part somehow, she is missing at all following scene at Junon Underground & inside the red submarine. (Screen: http://i.imgur.com/fZgGAV8.png & http://i.imgur.com/iWSFFQZ.png)
Please check if you have updated the Script for Rocket Town & Fort Condor w/ Aeris in Party when totally failed. Same for Bugenhagen when you got no Mega Materia.
The Train Mission has by now 4 different outcomes i know you changed ultima there, i just mention it, because it's easier for me:
  • Stopping the train (no crash, mega materia, free ultima)
  • Reaching the first waggon, but failed to stop it (crash, no mega materia & paying for ultima)
  • Failed to reach the first waggon (crash, no mega materia, no ultima)
  • Never reaching the other train (no crash, no mega materia, no ultima)
Have you updated all those scripts w/ Aeris?

As Phoenix and Bahamut Zero can be obtained from Bone Village by digging them up, you wouldn't miss anything important when failing all Mega Materia Missions.

I think all the scripts do have Aeris there, but the Sub fields were tricky if I remember right and I think the Red Sub ones were busted so I had to restore them from a backup. I'll double-check just in case; I'm also going to do something about the Huge Materia being missable. I'll set the Corel Train to crash if you don't catch up to it in 10mins (or I'll set the boy NPC to just appear and sell you Materia anyway although Comet might be moving elsewhere, more on that later when I get back from college). If I have some time I can mess around with the red sub scenario as well.

Dark Cave related
Spoiler: show

Bug: Savespots work like you just started the game, no possibility to use SP System in there. The one at the Slums doesn't even allow Quick Tent. Same bug occurs during Midgar raid when you are able to revisit the Shinra building. Or with other words, it occurs for every save spot before you get access on that Leveling-System.
Bug(?): The soldiers before you jump on the train are the basic soldiers with 40 health, nothing modified on them. But only the 3 fights you can avoid. (not sure if this count's for the normal Midgar part too.)


The Midgar Save Points were left as normal pre-SP ones; I think there was an issue with using the system there that I still need to figure out. There's no real DK-specific enemies populating the sidequest besides the bosses either (and a lot of them are just reused assets). Probably my least favourite thing in the mod and I'd be happy to just cut the whole thing, despite the time that got sunk into it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-06 14:00:32
I'm just thinking for balancing it's better to only have access to 1, but swapping about set-ups for Magic/Commands can be a bit of a pain later on so maybe multiple should be available.
Yeah in vanilla you mostly pick your 3 heroes and play with them the whole game, here you need different heroes for different bosses and that's really a damn good thing. <3

Thanks for this info + testing; the Enemy Launcher bug is a big problem, I'll likely need to either change the weapon or the behaviour of 2x-Cut to match 4x-Cut. It sounds though that Status: Death + Elemental can be used with any weapon so long as there are two linked slots on there, though a 20% chance isn't great/reliable so it might be OK.
It needs an Elemental and Death yes and it requires 2x2 linked Slots if the weapon doesn't have any elemental or death proc by default. FF7 veterans would dislike a randomize 2xCut, so would i.

As great as the effect on Barrets weapon is, it's not so useful as long as he doesn't heal&damage with it at the same time. Better change it's Unfocused behavior to something different. There is no weapon that invokes berserk, which kinda buffs the enemy. But it can be deadly for the team if it procs on a strong enemy with high str, but also deadly for magical enemies which don't have a high str-value.

Bizarro is a big problem (the three last story bosses are, each for different reasons) as the fight is slow and clunky especially with 3 party members. My plan is to tackle his AI again using everything I've learned since I started modding to make a more dynamic fight that adapts based on parts destroyed to avoid the problem where he's left spamming a single attack. The suggestion to have Hero Medal change the way those last bosses behave is a good idea, I removed all the modifiers from their AI for stats but I could see about reneging on this to adapt the last story bosses to be a better fit for the party the player has taken down there (for instance, a party that has went straight for them at the start of Disc 3 will be vastly different to one that has done all the optional Disc 3 content in terms of power).
Haven't you modded all 4 fights? Jenova, Bizzaro, Safer Sephiroth and Sephiroth/Jenova Solo Fight? :D

For Bizzarro that sounds amazing, it should be possible to start with the 2nd party (or just straightly switch to it) and remove this asking for "worried about the others?" - just switch to party 2 right at the beginning => let them finish => party 3 => let them finish all => main party and that fight is more dynamic and ends a bit faster.

If possible replace/shorten his acting, the extreme long & repitative animations slow the fight down that hard. The skillcast animations are just fine as he just rises an arm => done.

For the hero medals to avoid that someone gets there without having at least one => give the 3 Gatekeepers on the 3 paths in the crater each one Medal. So you can easily make sure that the player has at least 1 medal and as long as they are below 4 or 5 (just cleared the crater and/or 1 maybe 2 optional bosses outside) it should be the easiest version of the bossfight.

If each optional boss would then drop a hero's medal, this could give a good challenge lateron if the formular matches well enough as there would be at least 25 of them or more, if you add them to the Junon League too.

Not sure what you mean about this old save file though, I'll have a wee peek at that. Is it the New Game+ holding screen?
Nah, i meant the save with the setup/vars/stuff i use atm and the bugs that are in there, for example this video related bug for the cave/crater.
And the Screen i am talking about where the "Save" Option doesn't work is right before the fight with bizzarro starts. It displays a box, asking to save, if i try to move the cursor to no, i hear that moving sound but there is no movement. If i press confirm, the box closes => battle starts as it should, no saving option. Anyway, i saved short before the Jenova fight and she isn't that hard as soon as the tentacles are down. :D

I think all the scripts do have Aeris there, but the Sub fields were tricky if I remember right and I think the Red Sub ones were busted so I had to restore them from a backup. I'll double-check just in case; I'm also going to do something about the Huge Materia being missable. I'll set the Corel Train to crash if you don't catch up to it in 10mins (or I'll set the boy NPC to just appear and sell you Materia anyway although Comet might be moving elsewhere, more on that later when I get back from college). If I have some time I can mess around with the red sub scenario as well.
Yeah okay, thanks for that check on Aeris' Script.
Comet can still be found at the Junon Harbour, so there is no need to force the crash at corel or anything. Just check if Aeris is implemented in all 4 scenarios that can occur. :)

The Midgar Save Points were left as normal pre-SP ones; I think there was an issue with using the system there that I still need to figure out. There's no real DK-specific enemies populating the sidequest besides the bosses either (and a lot of them are just reused assets). Probably my least favourite thing in the mod and I'd be happy to just cut the whole thing, despite the time that got sunk into it.
The values of the SP System you use for Barret, Tifa, Yuffie and Aeris are from the Gold Saucer Dating Event and they where used in a lot of  Midgars script, maybe that's why it gives some trouble there? But as long as thats the reason why i can pick the datescene manually, i can life with it and just love it... I can be as rude to everyone as i want to and they will still date me if i want to. ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-06 14:45:37
Haven't you modded all 4 fights? Jenova, Bizzaro, Safer Sephiroth and Sephiroth/Jenova Solo Fight? :D

For Bizzarro that sounds amazing, it should be possible to start with the 2nd party (or just straightly switch to it) and remove this asking for "worried about the others?" - just switch to party 2 right at the beginning => let them finish => party 3 => let them finish all => main party and that fight is more dynamic and ends a bit faster.

If possible replace/shorten his acting, the extreme long & repitative animations slow the fight down that hard. The skillcast animations are just fine as he just rises an arm => done.

For the hero medals to avoid that someone gets there without having at least one => give the 3 Gatekeepers on the 3 paths in the crater each one Medal. So you can easily make sure that the player has at least 1 medal and as long as they are below 4 or 5 (just cleared the crater and/or 1 maybe 2 optional bosses outside) it should be the easiest version of the bossfight.

If each optional boss would then drop a hero's medal, this could give a good challenge lateron if the formular matches well enough as there would be at least 25 of them or more, if you add them to the Junon League too.

I've modded them, but the AI for Bizarro is more or less the same. It's as complicated as you'd expect with all the different parts, sides, and unique functions going on. Safer and Synthesis are safe to modify, but Bizarro is like the final exam for AI modifications. Animations are something I want to tackle too, but knowing my luck they'll be set to delay the battle for a set time so even with a faster/deleted frames I bet it'll still take the same amount of time to mill through; I think the game makes sure he finishes an Idle cycle before continuing or something.

Heading home now, assuming I've not got a shift at work to do in the evening (RIP night shift) I'll be posting some notes and ideas here for feedback tonight.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-03-06 18:37:59
Found another text alignment bug for ya SC.

Spoiler: show
(https://puu.sh/uwX5T/60475f7d60.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-06 21:24:12
Found another text alignment bug for ya SC.

Spoiler: show
(https://puu.sh/uwX5T/60475f7d60.png)


Yeah, I caught that during my playthrough. I was staring at it for like ten minutes saying 'how' over and over again.

Here's some of the proposals I had:

-) Elemental
I want to change most of the elemental defence available to only offer 50% reduction instead of Null and Absorb, with 1-Star Elemental Materia. There'd still be some armour/accessories offering null/absorb but they won't appear until much later in the game. The reason behind this is that I have a hell of a time trying to balance Boss attacks that use elements much later in the game due to the amount of ways that these attacks can be completely negated which is tough for balancing. 50% reductions, though, allow for a nice middle-ground that doesn't cripple the boss too hard. I'm pretty set on this but maybe someone can argue me out of it.

-) Junon Leagues
I hate this for two reasons: 1) it's too similar to Battle Square except much slower and less versatile with prizes, and 2) it revolves around 1v1 fights which are the hardest fights to make interesting without story context backing it up a little bit. So what I'd like to do is, at a later date, is revamp this completely and make it so that you manage a fighter rather than fight in it yourself (the battles would be organised to be super quick though, with a 3-5min countdown on them so they can't drag out). You'd customise this fighter with different parts to adjust stats/innate abilities and select which attack variants it will use in the AI cycle (so you could swap out a rocket punch with a flamethrower that inflicts statuses for instance).

Given how this might pan out, I'm not planning to do this for 1.5 but to instead keep Junon Leagues as it is for now but I'd like to hear your thoughts.

-) EXE Edits
I'm going to be rolling out a custom .EXE for 1.5 that has a gamut of NT-specific changes to Limit Breaks and Materia Equip Bonuses/Penalties. The last .EXE patch didn't do very well on this front, leaving players with barely enough HP to survive attacks and Limits that were weaker than physical attacks (somehow). I'll be keeping this in mind when making the changes but I've got a few changes that you might want to comment on:

Limits
1) Cosmo Memory and All Creation are single-hitting multi-target attacks; in the past I made Cosmo Memory into a support/buff Limit while All Creation applied status ailments to help them stand out from the multi-hit damage Limits other characters have.
2) Clear Tranquil changed from a 50% MaxHP heal to a 50% MaxMP heal with Poison, Silence, and Darkness cleared from the party.

Materia Bonus/Penalties
1) I'm avoiding HP penalties on standard Materia due to it quickly tanking characters who are magic orientated as they tend to need more stuff equipped.
2) I'm going to separate Strength penalties off Magic bonuses to make hybrids a bit easier to put together.
3) Support Materia will tend to have penalties on it to make it more of a double-edged sword rather than a splashable equip. Looking at things like HP/MP/Magic penalties on things like All, Strength loss on Added Cut, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dracozombie on 2017-03-07 00:40:36
-) Elemental
I want to change most of the elemental defence available to only offer 50% reduction instead of Null and Absorb, with 1-Star Elemental Materia. There'd still be some armour/accessories offering null/absorb but they won't appear until much later in the game. The reason behind this is that I have a hell of a time trying to balance Boss attacks that use elements much later in the game due to the amount of ways that these attacks can be completely negated which is tough for balancing. 50% reductions, though, allow for a nice middle-ground that doesn't cripple the boss too hard. I'm pretty set on this but maybe someone can argue me out of it.

Ehhh... maybe? I dunno, 50% reduction at max kinda cripples what Elemental is supposed to do. Maybe you could just limit the amount of Elemental materia we can obtain, like, there's only one or two available. Or, maybe you could set the maximum to Null rather than absorb. I suppose it's not a huuuuge deal since I use Elemental more for attack than defense anyway, but I will personally stage a revolt if you do a similar change to Added Effect. Elemental defense I can deal without; status ailment defense, no way.

-) Junon Leagues
I hate this for two reasons: 1) it's too similar to Battle Square except much slower and less versatile with prizes, and 2) it revolves around 1v1 fights which are the hardest fights to make interesting without story context backing it up a little bit. So what I'd like to do is, at a later date, is revamp this completely and make it so that you manage a fighter rather than fight in it yourself (the battles would be organised to be super quick though, with a 3-5min countdown on them so they can't drag out). You'd customise this fighter with different parts to adjust stats/innate abilities and select which attack variants it will use in the AI cycle (so you could swap out a rocket punch with a flamethrower that inflicts statuses for instance).

Given how this might pan out, I'm not planning to do this for 1.5 but to instead keep Junon Leagues as it is for now but I'd like to hear your thoughts.

1v1 fights in general tend to be some of the trickier battles, so I don't know if I could handle one involving an uncontrolled AI, even one that's well-programmed. Even with a good setup, I'm not comfortable depending completely on an AI. I don't mind the Junon Leagues, but if you don't want them to drag out, you could just implement the timer on what we already have.

Materia Bonus/Penalties
1) I'm avoiding HP penalties on standard Materia due to it quickly tanking characters who are magic orientated as they tend to need more stuff equipped.
2) I'm going to separate Strength penalties off Magic bonuses to make hybrids a bit easier to put together.
3) Support Materia will tend to have penalties on it to make it more of a double-edged sword rather than a splashable equip. Looking at things like HP/MP/Magic penalties on things like All, Strength loss on Added Cut, etc.

Now that's interesting. I don't know if you'd need to get rid of HP penalties altogether, though it's hard to go lower than 2%. I'm just so used to FFVII that it feels weird to not have some kind of HP penalty. But I guess it would make the 10% reduction from things like MP Turbo more bearable when you're already loaded up on standard magic materia. Not sure about penalties on support materia, especially when the major ones like Quadra Magic already have some hefty reductions. But Quadra Magic is major and deserves some penalties; why does All need them? All already has a built-in limit, that being how many times you can use it per battle.

Getting rid of the strength penalty would be great, though. It could just be my playstyle, but NT doesn't seem like a mod where you can afford to be too specialized. I'll be looking forward to making Cloud a real fighter-mage hybrid.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-03-07 01:05:03
-) Junon Leagues
I hate this for two reasons: 1) it's too similar to Battle Square except much slower and less versatile with prizes, and 2) it revolves around 1v1 fights which are the hardest fights to make interesting without story context backing it up a little bit. So what I'd like to do is, at a later date, is revamp this completely and make it so that you manage a fighter rather than fight in it yourself (the battles would be organised to be super quick though, with a 3-5min countdown on them so they can't drag out). You'd customise this fighter with different parts to adjust stats/innate abilities and select which attack variants it will use in the AI cycle (so you could swap out a rocket punch with a flamethrower that inflicts statuses for instance).

Given how this might pan out, I'm not planning to do this for 1.5 but to instead keep Junon Leagues as it is for now but I'd like to hear your thoughts.

Honestly, it might be better to have it set up kind of like Chocobo Races are. You can have the choice of participating yourself, or setting up an AI that you can customize. Maybe each give out different prizes, the AI one maybe giving better prizes since I would think it would be a bit harder to do. Maybe have the participated 1v1's give items that would add more customization options to your AI. I honestly really liked the 1v1's. The special enemies there were silly and enjoyable. I would hate to see it have the same thing happened to it, that happened to Blitzball in 10-2. Only thing I would suggest is more variety. Throw in some more enemies to battle. Could be some basic recolors of Shinra soldiers. Maybe make it more like a tournament brackets thing. And maybe have a different set of enemies to fight in the AI fights. Cause that would be a perfect way to implement a kind of side story where you are doing a kind of Robot Wars esque tournament, and have NPC's around Junon that you can interact with that will either help by supplying you with free basic customization options, or just chat about the Tournament. Would be a way to hint at something happening later when you first get to Junon. Maybe a couple NPC's saying how they can't wait for the AI Tournament. Have a guy set as a manager that can see potential in you and gives you a pass to get down into the Junon Leagues area where you can choose to do an AI battle, or a 1v1 to get more AI customization's. Though, saying that I know that is A LOT of work so what you suggested might be the best idea in terms of finishing in a timely manner, if it's even possible to do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miacis on 2017-03-07 02:02:14
I've been replaying this, trying to go farther than last time (up to and after Tseng!), and so I come bearing bug reports and suggestions:

Spoiler: show
- The description of Vincent's innate still says it's passive MP regeneration. Not sure if Cait Sith's was also inverted.

- The Platinum M-Phone is Nibel Mansion is neat, but for such an early item, it really eclipses all the other magicking weapons. You might want to either move it, or tweak its boosts (Mag/Dex +25 is just silly)

- You mentioned adding more save points, please please add one somewhere in Nibelheim. Going back to Cosmo Canyon after the Commando/Lambda fights was soul-crushing.

- Dragon Armlets for morphing a Gaea Dragon is a valuable reward but miiight be a bit too much too early?

- I realize you've removed the damage immunities of the Keehaul Armor because it was a bit of a mess with the script and targetting, but now the boss seemed very easy. It might need a bit more firepower. Either that, or changing his script around a bit. Maybe let both arms be damaged at first (but not the body), and only remove the immunity once both arms are down? Up to you, but it feels like the boss's gimmicks didn't get enough time to shine.

- In the Gelnika, a chest contains a Farmer Glove, but the textbox calls it a Farmer's Fist.

- I've had the Unknown 2 (flower-skull) use ???? Needle twice in quick succession (generally near the end of a fight) for a cheap, unavoidable (??) game over, which isn't too bad considering how small the Gelnika is, but is quite vexing.

- Typo here (http://lpix.org/2729742/NT1.png), alignment here (http://lpix.org/2729744/NT2.png), this guy says nothing (http://lpix.org/2729745/NT3.png), and Tseng stands back up (http://lpix.org/2729746/NT4.png) if you exit the rocket after entering it.


(PS: Did you change the chest in the submarine dock that used to contain a Scimitar? I missed it and have no idea where to dig to find what was in there.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-07 02:35:16
Ehhh... maybe? I dunno, 50% reduction at max kinda cripples what Elemental is supposed to do. Maybe you could just limit the amount of Elemental materia we can obtain, like, there's only one or two available. Or, maybe you could set the maximum to Null rather than absorb. I suppose it's not a huuuuge deal since I use Elemental more for attack than defense anyway, but I will personally stage a revolt if you do a similar change to Added Effect. Elemental defense I can deal without; status ailment defense, no way.

1v1 fights in general tend to be some of the trickier battles, so I don't know if I could handle one involving an uncontrolled AI, even one that's well-programmed. Even with a good setup, I'm not comfortable depending completely on an AI. I don't mind the Junon Leagues, but if you don't want them to drag out, you could just implement the timer on what we already have.

Now that's interesting. I don't know if you'd need to get rid of HP penalties altogether, though it's hard to go lower than 2%. I'm just so used to FFVII that it feels weird to not have some kind of HP penalty. But I guess it would make the 10% reduction from things like MP Turbo more bearable when you're already loaded up on standard magic materia. Not sure about penalties on support materia, especially when the major ones like Quadra Magic already have some hefty reductions. But Quadra Magic is major and deserves some penalties; why does All need them? All already has a built-in limit, that being how many times you can use it per battle.

Getting rid of the strength penalty would be great, though. It could just be my playstyle, but NT doesn't seem like a mod where you can afford to be too specialized. I'll be looking forward to making Cloud a real fighter-mage hybrid.

I didn't think of that, I'll see about adding the timer to the current Junon Leagues and balancing it around that timer; should make it much faster to go through.

Honestly, it might be better to have it set up kind of like Chocobo Races are. You can have the choice of participating yourself, or setting up an AI that you can customize. Maybe each give out different prizes, the AI one maybe giving better prizes since I would think it would be a bit harder to do. Maybe have the participated 1v1's give items that would add more customization options to your AI. I honestly really liked the 1v1's. The special enemies there were silly and enjoyable. I would hate to see it have the same thing happened to it, that happened to Blitzball in 10-2. Only thing I would suggest is more variety. Throw in some more enemies to battle. Could be some basic recolors of Shinra soldiers. Maybe make it more like a tournament brackets thing. And maybe have a different set of enemies to fight in the AI fights. Cause that would be a perfect way to implement a kind of side story where you are doing a kind of Robot Wars esque tournament, and have NPC's around Junon that you can interact with that will either help by supplying you with free basic customization options, or just chat about the Tournament. Would be a way to hint at something happening later when you first get to Junon. Maybe a couple NPC's saying how they can't wait for the AI Tournament. Have a guy set as a manager that can see potential in you and gives you a pass to get down into the Junon Leagues area where you can choose to do an AI battle, or a 1v1 to get more AI customization's. Though, saying that I know that is A LOT of work so what you suggested might be the best idea in terms of finishing in a timely manner, if it's even possible to do.

I'll see what I can do.

I've been replaying this, trying to go farther than last time (up to and after Tseng!), and so I come bearing bug reports and suggestions:

Spoiler: show
- The description of Vincent's innate still says it's passive MP regeneration. Not sure if Cait Sith's was also inverted.

- The Platinum M-Phone is Nibel Mansion is neat, but for such an early item, it really eclipses all the other magicking weapons. You might want to either move it, or tweak its boosts (Mag/Dex +25 is just silly)

- You mentioned adding more save points, please please add one somewhere in Nibelheim. Going back to Cosmo Canyon after the Commando/Lambda fights was soul-crushing.

- Dragon Armlets for morphing a Gaea Dragon is a valuable reward but miiight be a bit too much too early?

- I realize you've removed the damage immunities of the Keehaul Armor because it was a bit of a mess with the script and targetting, but now the boss seemed very easy. It might need a bit more firepower. Either that, or changing his script around a bit. Maybe let both arms be damaged at first (but not the body), and only remove the immunity once both arms are down? Up to you, but it feels like the boss's gimmicks didn't get enough time to shine.

- In the Gelnika, a chest contains a Farmer Glove, but the textbox calls it a Farmer's Fist.

- I've had the Unknown 2 (flower-skull) use ???? Needle twice in quick succession (generally near the end of a fight) for a cheap, unavoidable (??) game over, which isn't too bad considering how small the Gelnika is, but is quite vexing.

- Typo here (http://lpix.org/2729742/NT1.png), alignment here (http://lpix.org/2729744/NT2.png), this guy says nothing (http://lpix.org/2729745/NT3.png), and Tseng stands back up (http://lpix.org/2729746/NT4.png) if you exit the rocket after entering it.


(PS: Did you change the chest in the submarine dock that used to contain a Scimitar? I missed it and have no idea where to dig to find what was in there.)

I'll change the text on the innates in the flevel, good thing you mentioned it because I missed that.

That M-Phone (used to be Silver? I forget) was changed to be like a Disc 2 weapon but I clean forgot to check if it was dropped anywhere during the game (I only checked the shops for it). I'll get that squared away.

1x Nibelheim Save Point coming up.

I'll maybe remove that from Gaea then.

Yeah, it was going to be a big brawl with Carry Armour because it's one of the toughest bosses in the default game (especially in challenge runs where MP draining isn't on the cards) but the length of the fight prompted me to remove the immunities from it. I'm going to try and make it work, I'll test your suggestion and see how it goes; shrinking it to 2 phases of attacks instead of 3 might be the way to go.

Unknown2 prob uses a random script; I'll set it to use a pattern instead to prevent successive uses of ???? Needle (or was that attack used as a Limit Break counter? I can't remember).

The dreaded it's's's. Alignment issues should be fixed out for the most part after I've done my run; I'll see about the hobo NPC and Tseng's sudden verticality too.

According to the flevel, the chest closest to Carry currently contains a battle trumpet and the 2nd one next to the new save point (which replaced the 3rd chest) has Leviathan Scales inside. Scimitar is, for some reason, all the way down in the North Crater Left-Down path in a green chest.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-03-07 10:09:17
-) Elemental
I want to change most of the elemental defence available to only offer 50% reduction instead of Null and Absorb, with 1-Star Elemental Materia. There'd still be some armour/accessories offering null/absorb but they won't appear until much later in the game. The reason behind this is that I have a hell of a time trying to balance Boss attacks that use elements much later in the game due to the amount of ways that these attacks can be completely negated which is tough for balancing. 50% reductions, though, allow for a nice middle-ground that doesn't cripple the boss too hard. I'm pretty set on this but maybe someone can argue me out of it.

I am ALL for this change, and if it makes balancing things easier then that's just an added bonus in my mind. Elemental absorbs would be impossible to balance around if for nothing else then because no matter how strong you make an attack, if you absorb it then that attack gets taken off the enemy table and a turn is for nothing. And if you push it too far, then all you are doing is making absorption mandatory and that's just silly. Ideally the goal should be to have no AI turn as a "0 damage" turn. I'm fine with if you are overpowered for an area and an enemy does 20 damage or something weak because there should be progression, but complete negation or absorption shouldn't be possible at all without some sort of negative or hampering roadblock attached. Because the simple question then arises: "Why wouldn't I completely negate that attack or two if I can?" And it's true. If you can wipe attacks off the board simply because they are elemental, then what reason is there to never do it? You guarantee victory at the offset of killing the boss a little slower? Big deal. Meanwhile if you can only reduce damage, then it becomes a question of "risk vs. reward" while at the same time characters that do need the help are never safe even with the boost. A perfect example of this is Netz. All of those attacks did so much elemental damage at the time I fought him that absorbs almost became necessary. It should never be that way. I fully support this change. I even made this same point in the FF8 doc. The fact you can fully absorb ALL elements with ONE spell junctioned to Elem-Junc was beyond ridiculous. Either removing immunity or immunites with some negative is the way to go.

The only two things I would warn/bring up is how this works in conjunction with armours/accessories that also reduce elemental damage. I don't think you should have it to where elemental materia + an armour or accessory that reduces the same element = immunity, but maybe if you do have both on the effect could be stronger? Up to 75% reduction could be a nice middle ground for those who wouldn't want to see absorbs go away vs. those of us who think they should. I do not know if that would be possible within the coding and engine of the game, and I personally wouldn't recommend it because 75% seems to be too close to negation/absorption to me. But if you want to implement something like this if possible this may be the best way to appease everyone. I could live with this.

The other thing would be is if negation/absorption is removed, some enemy damage numbers would have to come down. That's balance stuff though.

-) Junon Leagues
I hate this for two reasons: 1) it's too similar to Battle Square except much slower and less versatile with prizes, and 2) it revolves around 1v1 fights which are the hardest fights to make interesting without story context backing it up a little bit. So what I'd like to do is, at a later date, is revamp this completely and make it so that you manage a fighter rather than fight in it yourself (the battles would be organised to be super quick though, with a 3-5min countdown on them so they can't drag out). You'd customise this fighter with different parts to adjust stats/innate abilities and select which attack variants it will use in the AI cycle (so you could swap out a rocket punch with a flamethrower that inflicts statuses for instance).

Given how this might pan out, I'm not planning to do this for 1.5 but to instead keep Junon Leagues as it is for now but I'd like to hear your thoughts.

I agree that Junon Leagues were kinda... eh. Didn't want to say anything about it since it was yours, but if you aren't happy with it I would agree that it didn't quite hit the mark. Not entirely certain that this "Robot Fight League" is the answer either, but I'd need to see it implemented first to judge. I do think that Tifa's Final Heaven should probably be removed from there, but I don't know where else you would put it? Single fights are tough to do right and usually they aren't the most fun, so having a lot of them in one spot is kinda grating. However and for spoilers sake:
Spoiler: show
Zack Fair was excellently done! So full credit there!


Was there any content or ideas that were removed from FF7 beta that's still in the code that could be re-implemented for an idea as a replacement perhaps? If not, then the "RFL" will do. While we're on minigames though, what about the Gold Saucer minigames that no one ever plays? Could these be rebalanced to be a little easier or more fun to play with some better prizes or whatever? Can anything be done to incentivize people to play them? I personally liked the motorcycle and snowboarding games but I know a lot of people didn't. Regardless of preference it would be nice to see these get some sort of use at any point in the game. This isn't a big deal though, if you'd rather they just be left there for people to play if they choose too, that's fine.

-) EXE Edits
I'm going to be rolling out a custom .EXE for 1.5 that has a gamut of NT-specific changes to Limit Breaks and Materia Equip Bonuses/Penalties. The last .EXE patch didn't do very well on this front, leaving players with barely enough HP to survive attacks and Limits that were weaker than physical attacks (somehow). I'll be keeping this in mind when making the changes but I've got a few changes that you might want to comment on:

Limits
1) Cosmo Memory and All Creation are single-hitting multi-target attacks; in the past I made Cosmo Memory into a support/buff Limit while All Creation applied status ailments to help them stand out from the multi-hit damage Limits other characters have.
2) Clear Tranquil changed from a 50% MaxHP heal to a 50% MaxMP heal with Poison, Silence, and Darkness cleared from the party.

So long as there is some reason to actually use the damn things once you hit limit level 3-2, that is all that matters in the end. By the sounds of "single-hitting multi-target" I think you mean the same as Catastrophe correct? I personally think that they should hit all targets multiple times while being a little weaker then single target limits. I say this because the attacks blast that entire side of the screen so it makes more sense to me. If you don't want to do this for balance reasons or personal preference or whatever other reason it's fine. This is another one of those "not a big deals"

Clear Tranquil sounds fine to me for a level 1.

Materia Bonus/Penalties
1) I'm avoiding HP penalties on standard Materia due to it quickly tanking characters who are magic orientated as they tend to need more stuff equipped.
2) I'm going to separate Strength penalties off Magic bonuses to make hybrids a bit easier to put together.
3) Support Materia will tend to have penalties on it to make it more of a double-edged sword rather than a splashable equip. Looking at things like HP/MP/Magic penalties on things like All, Strength loss on Added Cut, etc.

You need to be really careful with these kind of changes. If the whole point of the mod is to return to the idea of the more traditional FF style with more staunch Fighter and Mage types then having hybrids works against this for the most part. Don't get me wrong, I realize that even FF1 had the Red Mage but that was one of the bigger problems with the game in my mind. A "Wizard" that could wield the Masamune while throwing good healing spells and buffs around was overdoing it. FF7 vanilla was a game where everyone could do everything and in the end it came down to what limits were the strongest or what characters you had the most attachment to. If you start making hybrids more viable it goes right back to the "Well why wouldn't you?" territory. Making characters excel at one attack style or another forces the player to make the choice, and the choice was the best part of the mod. Mages shouldn't be great attackers anymore then Fighters shouldn't have great spell casting abilities. Mages should have lower health and defenses compared to a Fighter that takes more magic damage while having low Magic stats. A "jack of all trades, master of none" is fine so long as Fighters and Mages perform noticeably better than a Hybrid in their respective fields at all stages of the game.

The Fighter/Mage thing did raise a question in me though: How are limit break damage numbers determined? Are they all based off of strength and the weapon being wielded? If so, how do Mages fit into this setup? Do they inherently have weaker limit breaks the Fighters?

As for All, I'd leave it alone. Since everyone uses All for many different reasons(Healing, buffs, attacks, debuffs), putting penalties on it would make it a tougher thing to balance and the penalties would hit certain builds stronger then others.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-07 15:56:34
Here is some that could be changed to allow more useful Materia combinations matching the effects of the Materia description and skill:
Accessoires that block Limits:

A fix for the Enemy Launcher would be give it the "Random" and "Start as Multiple" attribute and removed "Enable Selection" now, it randomly attacks any Target, even with 2xCut. Only Slash-All, Flash, Mega-All and 4x Cut will override this behavior now. => No softlock anymore with this weapon.

Coin can also be fixed by changing "One row only" to "All Rows" it will work on all, the cursor is just focusing on the enemy team but it attacks the team as well when casted. But still, the damage is to high and it can't invoke Wait. :(

Bug: Magic "Pearl" can be used as a frog.

-) Elemental
I want to change most of the elemental defence available to only offer 50% reduction instead of Null and Absorb, with 1-Star Elemental Materia. There'd still be some armour/accessories offering null/absorb but they won't appear until much later in the game. The reason behind this is that I have a hell of a time trying to balance Boss attacks that use elements much later in the game due to the amount of ways that these attacks can be completely negated which is tough for balancing. 50% reductions, though, allow for a nice middle-ground that doesn't cripple the boss too hard. I'm pretty set on this but maybe someone can argue me out of it.
Elemental can and will always be used in different ways, some for attacking, some for defending and for healing too. And if you change the Elemental Materia in the way it is, you take a BIG feature out of the game. It takes a lot of time in the early to level it, in late game you can't balance the elementals anymore except, you fully use "cut", "shoot", "shout" & "hit"  as elementals for the enemys since there is no possibility (except zietrich) to reduce their damage or to absorb it. (Except with the Bahamut change you did i mentioned above)
As long as you use a magical formular and not physical, even "cut" & "hit" will be threated as magical attack that doesn't matter.

Materia Bonus/Penalties
1) I'm avoiding HP penalties on standard Materia due to it quickly tanking characters who are magic orientated as they tend to need more stuff equipped.
2) I'm going to separate Strength penalties off Magic bonuses to make hybrids a bit easier to put together.
3) Support Materia will tend to have penalties on it to make it more of a double-edged sword rather than a splashable equip. Looking at things like HP/MP/Magic penalties on things like All, Strength loss on Added Cut, etc.
"Support" means making stuff stronger by supporting it in a different way, if you add penalties to support stuff, you'll reduce it's worth a lot. Before you get Mega-All or Master Magic you'll sometimes have 3 or more All Materias equipped, each would then reduce your low health supporting characters health even more.
I am ALL for this change, and if it makes balancing things easier then that's just an added bonus in my mind. Elemental absorbs would be impossible to balance around if for nothing else then because no matter how strong you make an attack, if you absorb it then that attack gets taken off the enemy table and a turn is for nothing. And if you push it too far, then all you are doing is making absorption mandatory and that's just silly. Ideally the goal should be to have no AI turn as a "0 damage" turn. I'm fine with if you are overpowered for an area and an enemy does 20 damage or something weak because there should be progression, but complete negation or absorption shouldn't be possible at all without some sort of negative or hampering roadblock attached. Because the simple question then arises: "Why wouldn't I completely negate that attack or two if I can?" And it's true. If you can wipe attacks off the board simply because they are elemental, then what reason is there to never do it? You guarantee victory at the offset of killing the boss a little slower? Big deal. Meanwhile if you can only reduce damage, then it becomes a question of "risk vs. reward" while at the same time characters that do need the help are never safe even with the boost. A perfect example of this is Netz. All of those attacks did so much elemental damage at the time I fought him that absorbs almost became necessary. It should never be that way. I fully support this change. I even made this same point in the FF8 doc. The fact you can fully absorb ALL elements with ONE spell junctioned to Elem-Junc was beyond ridiculous. Either removing immunity or immunites with some negative is the way to go.
With one spell it's really to hard, but that's FF8 and a completly other way to play, also farming 100x Ultima or Apocalypse before Mid Disc 3 is also... yeah... not that easy? ;)

Anyway, on FF7 you can't absorb all 15 elements (Restorative absorbtion would deal normal damage, so don't count this)
But i got another good idea to your last sentence on that part.
@Sega Chief, you could give all Items that have Elemental Absorbtion the Ability of restoratives absorb too. So healing would become a lot harder because you have to make use of fire skills or hidden skills just to heal that ally ("Recovery" from Elixiers will still work, but potions won't). Also this would force the player to overthink his decission getting this special item. Warning: This would block Phoenix Dawns and other forms of Revival too.

In NT you can just absorb 6 Elements at a time, Vanilla allows all 8 Basic Elements at once. Don't remove main features out of the game, reducing them to make it harder is fine.
Also keep in mind that it's just 6 out of 15. (and as MoCheese noticed in FF8 you could deny/absorb 8 out of 8, even tho a LOT easier than on FF7)
Just 40% instead of 100% is fine.

You make also use of this Elemental stuff extremly on early game, almost nothing on late game where the player start to do some damage the enemys won't heal each other anymore... give for example Nemesis a Poison absorb, let him Cast Regen & Poison on himself on a lot of enemies and i had almost no fight where i got healed by one of any enemies attack so far, except if i make use of poison... earth or gravity. Those seem to be the elements you use more than anything else on the attacks. I barely got hit by Fire, Ice or Lightning Elements.
A lot of your enemies also use Poison and Absorb Poison to get healed or even Gravity (Gi Nattak and that fight is horrible ;p). Why do you wanna deny this feature to the Player?

(but if you allow Regen on an Enemy like Nemesis, allow Dual too, else he can't be killed anymore or an extrem abuse of the so called "Wait"-Trick)

Just another thought of this nerfing features stuff: Isn't it a part of a single player game to try your best to win it? Getting strong and stronger defenses? Dealing fast and more damage lateron? Adding new features that allow more possibilities to hunt down the monsters are great, forcing the player to get on one kind of build sucks. Yeah challenging Battles are amazing and you get the very hard stuff to deal high damage and build up good defenses only in late game.
Start this game with each item and each materia 3 times in your Inventory and  it's also easy as vanilla...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miacis on 2017-03-07 16:36:13
Quote
In NT you can just absorb 6 Elements at a time, Vanilla allows all 8 Basic Elements at once. Don't remove main features out of the game
Main feature or not, I do not think that it is fine to keep the ability to negate all "magic-oriented" elements, not without some serious consequences for doing so. Thematically, it seems to go against the initial philosophy of not making the endgame about physical attacks, and flavor-wise, it's just awful. If your super flying fire boss can't be super firey because Fire Rings are farmable, and can't use Wind either because Elemental-Wind exists, what else are you gonna do? Give ice spells to the fire boss? Give the boss more physical-element spells(??), so he has a chance to outrun the healing caused by his own attacks? You should not go into a boss praying for him to cast his more unique moves, but fearing his bites.

It's just silly. Elemental negation should either be the product of a unique item, or coming at some sort of price. Just look at the Relic Ring: absorbs hidden, but absorbs restorative; grants +20 Str/Mag, but is unique for... a good portion of the game. You actually need a bit of an elaborate setup to use it right, and you can't do it on your whole party.

So yeah, I'm all for changing materias or gear that [Absorbs] into [Halves] or [Quarters?], and [Blocks] for endgame or flawed items. Even if the flaw is just "Does not have any stat boosts" like the Protect Ring.

Quote
  • Amulet's Status says: Prevents [Barrier] - Lck +75, actually it blocks Barrier, MBarrier, Reflect, Shield, Peerless - A better description would be "Blocks any kind of protection."
  • Silver Refractor's Status says:  Prevents [Barrier/Time] - Spr +50, actually it blocks Barrier, MBarrier, Reflect, Shield, Peerless, Haste, Slow, Stop - A better description would be "Blocks any kind of protection and time manipulation."
Prevents [All Barriers] / Prevents [All Barriers/Time] should be concise enough. If we need to add more item text, I'd rather the character space be used on items that don't show their stat boosts (like the Platinum M-Phone, or the Cat's Bell). All three Bahamut materias (not the attacks themselves) also don't mention their DeBarrier/Dual/Dispel effect.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-07 17:46:00
Main feature or not, I do not think that it is fine to keep the ability to negate all "magic-oriented" elements, not without some serious consequences for doing so. Thematically, it seems to go against the initial philosophy of not making the endgame about physical attacks, and flavor-wise, it's just awful. If your super flying fire boss can't be super firey because Fire Rings are farmable, and can't use Wind either because Elemental-Wind exists, what else are you gonna do? Give ice spells to the fire boss? Give the boss more physical-element spells(??), so he has a chance to outrun the healing caused by his own attacks? You should not go into a boss praying for him to cast his more unique moves, but fearing his bites.
It takes a lot of time to get "absorb" with Elemental Materia as it needs Level 3 to give that, this is not easy and requires a lot of grinding if you are not having access to the farming crater and/or triple AP Stuff. Added Effect for Example is A LOT stronger, it blocks the respective status changes on level 1 completly. Also if you wanna force the player to use only magic, block all physical attacks as weapons themself use "cut", "hit" and "shoot" as element which is... in would also just change the technique the player would use. If you want an immortal boss edit his AI Script and add Physical and Magical Imunity to it or attack him only with Skills he absorbs.

"Quarters" won't be possible without changing the whole Engine of the game, as it has only access to 4 states those are "normal, half, nullify, negate" for elemental Damage Types. As for Effects counts "Block or not".

There are not many enemies that use fire attacks lateron most use demi, earth, holy and hidden and everything except the extremly good stuff (except Masamune) is farmable.

Preparing for a bossfight is also part of a game like this. So yes i would farm Fire Rings to stay alive. Take the vanilla, you get aurora ring shortly before you fight the fire/ice dragon on gaes cliff... it helps you staying alive... the final-attack of each head is still damn strong and neutral. So don't kill both at the same time or you have to start over... and over again...

The bosses here are almost equal to that, you get some useful stuff right before them, but nevertheless they are still damn strong during story play and at the beginning of the sidequests (especially the solofight-bosses!).

I do not think that it is fine to keep the ability to negate all "magic-oriented" elements, not without some serious consequences for doing so.
You can't negate all at once. And the big consequence you are talking about is already there. You need 8 Materia slots to block 4 Elements, which prevents you from using other Materia. Also the equipment with 8 Slots is late game stuff and it has low physical defense and for example Nemesis hits really hard with his Armageddon. It can wipe out the whole party if no barrier is active.

It's just silly. Elemental negation should either be the product of a unique item, or coming at some sort of price. Just look at the Relic Ring: absorbs hidden, but absorbs restorative; grants +20 Str/Mag, but is unique for... a good portion of the game. You actually need a bit of an elaborate setup to use it right, and you can't do it on your whole party.
And yes the price for Elemental Materia is just "Time", it eats a lot of it as the fights early on are hard, even with Death-Added Effect. This absorbtion is only late game stuff.

All three Bahamut materias (not the attacks themselves) also don't mention their DeBarrier/Dual/Dispel effect.
They don't have the "Effect" at moment, that's why i mentioned it to add it, the Bahamuts themself display it at the help message.
(http://i.imgur.com/2Cfd6Av.png)
Do you know how the Materia/Skill/Elemental stuff even works? Everything has 3 Parts: Materia itself posses an Element, the Skill the Materia unlocks could have a completly different Element (see Kjata or Typhoon), even so Materia can have an Effect like Hades does. If Kjata Materia would have all 4 Elements it uses in his Skill (Fire, Ice, Earth and Lightning) you could already block 50% of the visible Elements, or expect KotR with Elemental Feature... it "should" allow access to 10 Elements as the Skill(animation) uses 13 different Attacks, physical and magical punching, cutting. But every attack you see is the same skill. Or better gets calculated as the same skill.

The Restorative Block of the Cursed Ring blocks Revive from Phoenix Down and Life-Skill himself, but not from Phoenix or Life2 (you revive with 50% health and without the curse, still no life reg from cure/potions, BUT regen works as Dual from the cursed ring is off too regen is blocked by the ring itself, so just 50% life). Also Life2 is a lot earlier available than absorbing stuff.

@Sega Chief if you really remove the negate/nullify ability of elemental materia, you should make sure to cover all elements with items that can replace it. And not only 3 or 4 Elements like you do now. I know you wanna avoid something like this "Flash"-Recovery and that's good, but removing a part of the freedom this game gives to the Player isn't the best idea. Materia is the main feature and the more you progress, the stronger it gets, no matter if physical, magical or supportive to stay alive. If you wanna avoid it, remove "Flash" from the game, most ppl don't use it anyway, "Multihits are the key to Victory".

I for myself, prefer defensive materia builds that help me surviving, glasscannon's can be great too, but this mod builds on long fights... so... no.
Also i think some items should only be available VERY late like those triple AP weapons, in vanilla there are only 3 if i remember right, Apocalypse with just 3 Slots and the two others had just two slots. Having strong materia early on (like Destruct with his Death-Effect, i already mentioned) is challenge-breaking, not the late use of strong materia combinations.

Edit:
FF7 has 17 Elements one is really "hidden", let's just call it neutral Element, as it can only be used if the elemental flag of the given skill is "00", it can never be absorbed or anything. It counts as physical or magical (depending on the formular used) this Element is perfectly for skills that should never be blocked. I tested it on a fight against Bizzarro with an "extremly" overpowered Cat's Bell (http://i.imgur.com/IOte0fG.png).
He still killed me with 1 Attack, because this attack had the neutral Elemental association. No matter how the animation looks.

The only way to protect yourself from this element are your stats, barriers, shield, peerless or physical/magical evasion.

And a lot of attacks/skills Sega Chief created have the "neutral element" or no elemental association. Almost ALL attacks from Nemesis for example... only White Wind uses Restoration. Therefor you can't absorb anything on Nemesis, instead Armageddon can be evaded, but needs a damn high evasion rate as it has 150 points on the hitrate flag. Screen (http://i.imgur.com/Xk6oijW.png)

Visual Bug or missing Feature: Correct the "Restore Type" Flag for all self-made cure-pots: Maiden's Grace, Soft, Cornucopia that this Box with the Status Effects shows up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-07 23:35:28
The Fighter/Mage thing did raise a question in me though: How are limit break damage numbers determined? Are they all based off of strength and the weapon being wielded? If so, how do Mages fit into this setup? Do they inherently have weaker limit breaks the Fighters?

Well, Aeris has no offence Limits and Vincent's Limits utilise a physical and magical attack (maybe not for Chaos Saber, can't remember). Strength plays a factor in Limit damage so building that stat on characters like Cloud and Red XIII would make those abilities stronger. The weapon formula doesn't get used though. The characters this affects can be built either Strength or Magic so it doesn't matter too much.

I think hybrids would work quite well in this game, there's the Limits, Added Cut, Counters, etc. to piece it all together. Just need to be careful like you say about Hybrids becoming stronger than dedicated fighter/casters but I doubt that'll happen.

Here is some that could be changed to allow more useful Materia combinations matching the effects of the Materia description and skill:
  • Materia Ramuh's Summon can inflict Petrify but the materia doesn't have the flag set for weapon/armor combinations
  • Materia Bahamut, Materia Neo-Bahamut and Materia Bahamut-Zero use Shout as Elemental effect not Hidden as all other "unknown" elemental Materials (this may be used as a big advantage with Materia Element which could allow you to absorb any physical shout attack from the enemys
  • Materia Neo-Bahamut can inflict Dual but the materia doesn't have the flag set for weapons/armors, even tho it's not visible at the status screen
  • Materia Planet's Skills can inflict Death and Sleep but the materia doesn't have the flag set for weapon/armor combinations
  • Materia Contain's Skills can inflict Dual, Confusion, Stop and Petrify but the materia doesn't have the Dual flag set for weapon/armor combinations
  • Materia Manipulate could get the status flag of manipulate to protect against it.

The Bahamuts used to have Shout but it was causing me problems with elemental attacks again. Some others don't have the status inflicted by the summon attached to the Materia because...the flags aren't visible in the editor! I don't know if this is a mistake in the editor's design or if the flags just straight up don't exist in that part of the kernel due to space. Planet & Contain can probably have their statuses on the Materia, but Dual can't be set. Manipulate I considered but thought it might be a bit odd as the only function of the command is to inflict that status; there are some enemies now that use Manipulate so I could just add that on anyway.

Accessoires that block Limits:
  • Amulet's Status says: Prevents [Barrier] - Lck +75, actually it blocks Barrier, MBarrier, Reflect, Shield, Peerless - A better description would be "Blocks any kind of protection."
  • Silver Refractor's Status says:  Prevents [Barrier/Time] - Spr +50, actually it blocks Barrier, MBarrier, Reflect, Shield, Peerless, Haste, Slow, Stop - A better description would be "Blocks any kind of protection and time manipulation."
  • Ribbon just should allow Peerless as already mentioned in the other posts same for "Amulet" and "Silver Refractor"

The kernel has some text compression issues that come and go from time to time, the cause of which I'm not too sure of. I suspect I've exceeded the safe size of the kernel which might explain why KOTR's summon text is gone/bugged. When writing descriptions, I tried to be as concise as possible and for those accessories I listed the blocked statuses by their Materia name rather than listing them individually. Barrier is probably confusing because of the spell with the same name, so I'll need to come up with another word for it. Protective magic maybe? I'm rewriting the kernel right now to try and fix the KOTR problem and chopping down the text again.

Peerless is going to be treated as the same as protective magic. It's a very powerful status and the last thing that should be getting a free pass; if the player has equipment on that blocks Peerless and plans to use Aeris' Lv.3-2 or Lv.4 Limit then that's a clash in their set-up they should be considering.

A fix for the Enemy Launcher would be give it the "Random" and "Start as Multiple" attribute and removed "Enable Selection" now, it randomly attacks any Target, even with 2xCut. Only Slash-All, Flash, Mega-All and 4x Cut will override this behavior now. => No softlock anymore with this weapon.

Coin can also be fixed by changing "One row only" to "All Rows" it will work on all, the cursor is just focusing on the enemy team but it attacks the team as well when casted. But still, the damage is to high and it can't invoke Wait. :(

I think Multi + Random would make it behave like Comet2, probably not much use. The whole thing with Launcher was that it was supposed to be a blender weapon but if it can't be that due to the bug then it'll either need to be something else or 2x-Cut gets the random target flag that 4x-Cut has. But seeing as it'd be a bit drastic to undermine 2x-Cut for one weapon, I'll prob change Launcher to do something else; maybe just as simple as making it behave like Shotgun with multi-target. Coin was global originally but I must have changed it for some reason, maybe someone found a problem with it.

***

I've been thinking that the best way to go about this elemental issue is to go with a combination of the suggestions made so they all meet each other halfway:

1) Leave Elemental Materia as it is; 2 slots for Null/Absorb late-game
2) Reduce elemental defence on accessories and armour by one tier (so Null on rings, Half on Armlets).
3) Reinstate Shout on Bahamut Materia
4) Design end-game enemies with less elemental attacks and more unaspected/physical element ones
5) Fine-tune elemental accessory stat bonuses/effects so that stat-boost accessories are still viable picks when elemental damage is a factor (for instance, Fire Ring gives +15 Str/Dex with it's Fire Absorption while Power Wrist only gives +20STR with Berserk defence which is a double-edged thing as Berserk can be used to raise attack power).

I'll need to keep an eye on Shield and Peerless, though. Aeris can only use it once with her Limits and they need proportionately more damage to fill the gauges again (Mime isn't an issue as any command taken would overwrite Planet Protecter/Great Gospel for copying, unless physical counter attacks aren't Mimed; can't remember, though I think that Magic/Command Counter will overwrite the action to be Mimed).

Shield has it's high MP cost and, as much as I hate it, the lack of an immediate visual indicator outside of bringing up the status box is also a drawback to keep it more in check than Peerless. Non-elemental attacks can also punch through it.

About vanilla Schizo, all of his attacks are elementally aspected; Fire/Ice breath, the Tremors are Earth, and the final attacks are Bolt. With Aurora Armlet + Fire Ring and two Elemental Materia you can easily make a character invincible or at least very unlikely to die in that boss; it's an extreme example, but those are the kind of situations I want to avoid.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miacis on 2017-03-08 00:20:45
Toning down elemental protection from equipment seems reasonable too. For a game where Materias can also provide elemental mitigation, it's already very generous with the elemental protection. I'd leave the Adaman Bangle and Relic Ring untouched though, since they do have very noticeable drawbacks to them right now.

Quote from: Sega Chief
I'll prob change Launcher to do something else
Shame there doesn't seen to be a way to attach the "Eject" status to weapons. That'd be appropriate (and OP as fern) for such a weapon name. Instant-death with low accuracy...? :-P

They don't have the "Effect" at moment, that's why i mentioned it to add it, the Bahamuts themself display it at the help message.
That's what I said...? The materia description for the attack doesn't mention the effect, but the combat description does. I'm not talking about their attached Effect/Element, just the description of the summon.

Do you know
Yes. I do know. Chill. :c
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-08 04:38:20
The Bahamuts used to have Shout but it was causing me problems with elemental attacks again. Some others don't have the status inflicted by the summon attached to the Materia because...the flags aren't visible in the editor! I don't know if this is a mistake in the editor's design or if the flags just straight up don't exist in that part of the kernel due to space. Planet & Contain can probably have their statuses on the Materia, but Dual can't be set. Manipulate I considered but thought it might be a bit odd as the only function of the command is to inflict that status; there are some enemies now that use Manipulate so I could just add that on anyway.
In the scene.bin everything is fine with Bahamuts, the Attacks have their respective Flag set for Dual and so on, the kernel.bin just doesn't have the flag for combination with Added-Effect.
Skillset on scene.bin for Bahamut: http://i.imgur.com/KozvMu0.png
Statset on kernel.bin for Bahamut Materia: http://i.imgur.com/2RSCoTy.png
Materia ID 63 = Attack ID 003F
That it works in the Editor and displays everything fine here another shot of Hades Materia with his 6 Status-Effects: http://i.imgur.com/WGV3hEd.png

About vanilla Schizo, all of his attacks are elementally aspected; Fire/Ice breath, the Tremors are Earth, and the final attacks are Bolt. With Aurora Armlet + Fire Ring and two Elemental Materia you can easily make a character invincible or at least very unlikely to die in that boss; it's an extreme example, but those are the kind of situations I want to avoid.
Yeah and vanilla even has an Item that could eat those 4 Elements (Fire, Ice, Lightning and Earth if I remember right) at once and it was called Tetra-Master or something similar, never played the english version of the vanilla. So I'm not sure about the name.

I think Multi + Random would make it behave like Comet2...
Not really, he attacks 2 figures on the Battlefield with Double-Cut giving no choice to select/prefer a Team. It can hit the enemy team twice or the own team. It's kinda funny but an useless combination for real games.

You could use the Random Damage Formula (68) on the Enemy Launcher, unfocused would match this wide amount of damagevariation too, but be careful as it ignores defense. So max weapon str 15 or 12 for attacking to keep it low. Combined with "Random" and no "Enable Selection" this weapon would be depending so hard on luck. Doing a good amount of physical damage... or just nothing.

Don't add manipulate as status effect as i suggested, you could manipulate your teammates if used as weapon-effect and the game would crash as they have never a skill set. Better add it to any equipment stuff of your choice, so you make sure it only gets blocked effect.

As for the Itemdescr. renaming, Protective Magic sounds good to me.

Quote from: Miacis
Shame there doesn't seen to be a way to attach the "Eject" status to weapons. That'd be appropriate (and OP as fern) for such a weapon name. Instant-death with low accuracy...? :-P
An alternative would be give the Weapon the "Ignore Stat Def" and then just equip a "Slash-All" Materia Lvl 2 or higher. Every enemy dies with one hit. Like you would use Cait Sith's Game Over Limit.
Or this method: http://i.imgur.com/kLuqCon.png extrem low hit rate (like 11%), then only 20% chance to trigger death, no damage otherwise, no materia slots BUT if it hits it kills every enemy instantly. "Lucky Shot" with like 2% kill-rate.

Quote from: Miacis
Yes. I do know. Chill. :c
Ok, now i know too. ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-03-08 12:00:25
With one spell it's really to hard, but that's FF8 and a completly other way to play, also farming 100x Ultima or Apocalypse before Mid Disc 3 is also... yeah... not that easy? ;)

Anyway, on FF7 you can't absorb all 15 elements (Restorative absorbtion would deal normal damage, so don't count this)
But i got another good idea to your last sentence on that part.
@Sega Chief, you could give all Items that have Elemental Absorbtion the Ability of restoratives absorb too. So healing would become a lot harder because you have to make use of fire skills or hidden skills just to heal that ally ("Recovery" from Elixiers will still work, but potions won't). Also this would force the player to overthink his decission getting this special item. Warning: This would block Phoenix Dawns and other forms of Revival too.

In NT you can just absorb 6 Elements at a time, Vanilla allows all 8 Basic Elements at once. Don't remove main features out of the game, reducing them to make it harder is fine.
Also keep in mind that it's just 6 out of 15. (and as MoCheese noticed in FF8 you could deny/absorb 8 out of 8, even tho a LOT easier than on FF7)
Just 40% instead of 100% is fine.

You make also use of this Elemental stuff extremly on early game, almost nothing on late game where the player start to do some damage the enemys won't heal each other anymore... give for example Nemesis a Poison absorb, let him Cast Regen & Poison on himself on a lot of enemies and i had almost no fight where i got healed by one of any enemies attack so far, except if i make use of poison... earth or gravity. Those seem to be the elements you use more than anything else on the attacks. I barely got hit by Fire, Ice or Lightning Elements.
A lot of your enemies also use Poison and Absorb Poison to get healed or even Gravity (Gi Nattak and that fight is horrible ;p). Why do you wanna deny this feature to the Player?

You can actually farm Ultima's mid-Disc 2 using the Shumi Trick. Not that this is an optimized or even smart use of your time, granted, but yeah. Regardless, you do raise a good point when it comes to Poison Regen. For the record I don't want any of the enemies to lose the ability to absorb elements since we're not the AI and we can adjust, but that Poison thing is a very good point. It's not so much that I want to remove absorption of elements in the game perse, so much as I want to make sure that it isn't either used or needed to be a crutch. I brought up the Netz example and SC brought up Schizo as another one where the entire fight can be either be circumvented or was almost needed to win, and that should never be the case. I also don't want to see later enemies and virtually all end game monsters becoming non-elemental to avoid you circumventing their elemental attacks. Because if you turn all the later game enemies non-elemental and remove/change attacks that do deal elemental damage, you're still removing a main feature of the game, only it's on the other side of the field this time are you not?

It's tough, it really is. The choices seem to be either remove immunity which some don't want to lose as it is a main feature even though it could be used to extremely strong effect or even fight breaking effect, or leave it in and turn enemies later on in the game into less "flavourish" versions going non-elemental and making things a little more streamlined. I don't know... Like I said, it's tough.

Well, Aeris has no offence Limits and Vincent's Limits utilise a physical and magical attack (maybe not for Chaos Saber, can't remember). Strength plays a factor in Limit damage so building that stat on characters like Cloud and Red XIII would make those abilities stronger. The weapon formula doesn't get used though. The characters this affects can be built either Strength or Magic so it doesn't matter too much.

I think hybrids would work quite well in this game, there's the Limits, Added Cut, Counters, etc. to piece it all together. Just need to be careful like you say about Hybrids becoming stronger than dedicated fighter/casters but I doubt that'll happen.

Is the difference in Limit Break power between a Mage with little Strength and a Fighter with a lot of Strength all that much? I'm thinking back to my playthrough and I can't recall noticing a stark difference? And for the hybrids, good stuff.

I've been thinking that the best way to go about this elemental issue is to go with a combination of the suggestions made so they all meet each other halfway:

1) Leave Elemental Materia as it is; 2 slots for Null/Absorb late-game
2) Reduce elemental defence on accessories and armour by one tier (so Null on rings, Half on Armlets).
3) Reinstate Shout on Bahamut Materia
4) Design end-game enemies with less elemental attacks and more unaspected/physical element ones
5) Fine-tune elemental accessory stat bonuses/effects so that stat-boost accessories are still viable picks when elemental damage is a factor (for instance, Fire Ring gives +15 Str/Dex with it's Fire Absorption while Power Wrist only gives +20STR with Berserk defence which is a double-edged thing as Berserk can be used to raise attack power).

I'll need to keep an eye on Shield and Peerless, though. Aeris can only use it once with her Limits and they need proportionately more damage to fill the gauges again (Mime isn't an issue as any command taken would overwrite Planet Protecter/Great Gospel for copying, unless physical counter attacks aren't Mimed; can't remember, though I think that Magic/Command Counter will overwrite the action to be Mimed).

Shield has it's high MP cost and, as much as I hate it, the lack of an immediate visual indicator outside of bringing up the status box is also a drawback to keep it more in check than Peerless. Non-elemental attacks can also punch through it.

About vanilla Schizo, all of his attacks are elementally aspected; Fire/Ice breath, the Tremors are Earth, and the final attacks are Bolt. With Aurora Armlet + Fire Ring and two Elemental Materia you can easily make a character invincible or at least very unlikely to die in that boss; it's an extreme example, but those are the kind of situations I want to avoid.

Well I still think too many absorbs/null options are too strong, but if this the halfway compromise than go with it. I only worry that every end game enemy will either be non-elemental and materia combinations will be more streamlined, or they will become a little too easy with most of their attacks being nulled/absorbed.

(Man, balancing stuff is hard, huh?)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-08 12:09:29
In the scene.bin everything is fine with Bahamuts, the Attacks have their respective Flag set for Dual and so on, the kernel.bin just doesn't have the flag for combination with Added-Effect.
Skillset on scene.bin for Bahamut: http://i.imgur.com/KozvMu0.png
Statset on kernel.bin for Bahamut Materia: http://i.imgur.com/2RSCoTy.png
Materia ID 63 = Attack ID 003F
That it works in the Editor and displays everything fine here another shot of Hades Materia with his 6 Status-Effects: http://i.imgur.com/WGV3hEd.png

That Dual flag in the kernel is only one part of the status; there's two, Dual and Dual-Drain. Dual on its own does nothing except appear in status menus within battle, while Dual-Drain will crash the game unless it is inflicted with it's partner, Dual. I'm thinking that if the Materia only has Dual on it, then any effect inflicting Dual + Dual-Drain will only get Dual-Drain through and cause problems. I'll test it with the Dual flag on its own and see if it works or not.

Random might be too much as that's what Cait Sith's Dice uses and it tends to hit harder than his physical attacks in most cases; I think it ignores base power/Strength as well so a low attack power on it probably wouldn't slow it down. No defence ignore could keep it in check but I reckon it'll be hitting high even in its lower ranges. The damage ranges themselves depend on the level of the attacker, gaining a Dice for each 10 levels. You'd be around Lv.20+ or 30+ when Enemy Launcher hits the scene so that's 3-4 Dice with ranges of 600-5400, and 1000-9600 respectively; even with Defence Ignore off, I reckon it'll outstrip regular physical attacks completely bearing in mind it might be able to make use of Elemental for 2x (assuming the formula allows for that check). I'm going to check it anyway for curiosity sake.

Shame there doesn't seen to be a way to attach the "Eject" status to weapons. That'd be appropriate (and OP as fern) for such a weapon name. Instant-death with low accuracy...? :-P

Eject would be ridiculous; I think if it was used on an enemy they'd just freeze on the field rather than being removed from view (animations with eject like Hammerblow have data in them to correctly remove the affected enemies from view).

Is the difference in Limit Break power between a Mage with little Strength and a Fighter with a lot of Strength all that much? I'm thinking back to my playthrough and I can't recall noticing a stark difference? And for the hybrids, good stuff.

I think you'd only really notice it on Yuffie or maybe Red XIII when compared to, say, Cid if you've went with magic-builds for the former.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Asheep on 2017-03-09 01:25:30
I just fought that boss at Wutai on the fifth floor(Goto? Yuffie's dad) with Yuffie and noticed he was using a spell called aqualung.  I beated him and saved on all my save slots.(I regret doing so)  Than I started wondering about the water element and started looking it up and realized that it may be one of the few if not only water element attack other than Leviathan.  I tried to get it from the Garuda enemy in the Da Chao area but they are not using it.  I've stood there and let them spam there attacks and they're not using it.  Please help.  Did you move it?  Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Asheep on 2017-03-09 01:26:31
(I was editing and saying different things on this message post and now it feels like a mess)  Please disregard this message. (I'm not sure how to delete it)   ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-09 01:43:41
There's another water-element attack that was added to the Ultima Materia (renamed Planet as it has 3 spells on it) called Hydro. It's basically a Contain-level spell like Break and Tornado.

As for Aqualung, I think you need to Manipulate the Garuda to have it use Aqualung. If it says otherwise in the current notes then apologies.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-09 01:52:43
Random might be too much as that's what Cait Sith's Dice uses and it tends to hit harder than his physical attacks in most cases; I think it ignores base power/Strength as well so a low attack power on it probably wouldn't slow it down. No defence ignore could keep it in check but I reckon it'll be hitting high even in its lower ranges. The damage ranges themselves depend on the level of the attacker, gaining a Dice for each 10 levels. You'd be around Lv.20+ or 30+ when Enemy Launcher hits the scene so that's 3-4 Dice with ranges of 600-5400, and 1000-9600 respectively; even with Defence Ignore off, I reckon it'll outstrip regular physical attacks completely bearing in mind it might be able to make use of Elemental for 2x (assuming the formula allows for that check). I'm going to check it anyway for curiosity sake.
The speciality of this Random Flag on Weapons is, that it ignores the Str Value of the char completly, it just uses the Str Value of the Weapon for the max value, so 12 on Weapon str would be 1200 dmg max. No matter the level or any stat in game. Cait Sith's Dice Limit generate the STR Value with the dices and then make use of the random value. Just to mention it. :)

@ASheep only the Serpent (Sunken Gelnika) would use it again during battles. All other enemys that have Aqualung in their Code, won't make use of it unless you maybe manipulate them as Sega Chief said.

Otherwise you still could use Black Chocobo (http://blackchocobo.sourceforge.net/) to add it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Asheep on 2017-03-09 02:04:22
Thank you guys for the quick replies.  :D  Take care.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-09 20:27:09
So I made the Armour changes today and want to find out if I can get away with these changes or not  :-X

Spoiler: show

(http://i65.tinypic.com/2zphzsx.png)
(http://i65.tinypic.com/16k9glh.png)
(http://i68.tinypic.com/1rrbqq.png)


Those are the three major ones, as they pick up some serious drawbacks there. Mystile is the evasion armour, with its Defence weakness compounded by Shield immunity. Ziedrich defends through elements, so status defence suffers as a result with unlinked slots + Resist immunity (you'd have a toss-up between having a Ribbon but not having positive buffs or selecting a status accessory which blocks 1-2 statuses at best) but the lack of buffs is risky with reduced Restorative. Aegis was a bit tougher to fit in; in default it was a poor man's Mystile and in NT it was a physical-weighted Mystile. this time around I'm going with a Luck-based accessory with good basics on it but only four slots and Regen immunity. Utility on the three armours is also a little tougher to come by due to unlinked/fewer slots.

The effectiveness of these armours would depend on the enemy side of things. Too many non-elemental attacks would screw Ziedrich, unevadable attacks would bugger Mystile. Aegis is a little more stable with the Luck bonus but limited Slots make it a bit trickier to use. Other changes were removing the elemental leans of Warrior and Fourth to just be Strength and Magic boosters while Imperial Guard now has more of an edging over Crystal Bangle (before, Crystal was better which was lunacy as that's a store-bought armour). Dragon Armlet also changed from Fire/Ice/Bolt to Shout reduction, and the Fire/Ice/Bolt armours Halve rather than Null.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Xifanie on 2017-03-09 21:07:36
So, I started playing your mod and am not that far yet; I just reached Costa Del Sol and I think bosses take a ridiculous amount of time to kill because of their massive HP amounts, but otherwise, the mod has been hilarious and I can respect/enjoy most changes.
Spoiler: show
I never expected that awesome extra dialogue for climbing the Shinra building the hard way. And that battery... facepalms.

I will have to request that you make the changelog public; I originally downloaded the IRO version, and to get the changelog I had to download and extract the zip on a remote server (I have a monthly data cap) just to get a 47kb file.

Speaking of the changelog:
Quote from: Changelog
\\Cargo Ship//

Shop Inventory
-) The sailor's shop inventory was adjusted for the upcoming boss fight with Jenova.
He was only selling Potions and Phoenix Downs

Quote from: Changelog
\\Junon//
Send-Off Minigame
-) The prizes have been changed here as well, with a HP Plus no longer being available.
   The top prize (120+) is now a Mastered 'Enemy Away' Materia, with 2nd Prize being
   a Rune Armlet. There is no longer a consolation prize.
At 150 points, I received a Rune Armlet. Which is really good at that point in the game. I'm guessing this information is simply outdated rather than outright wrong.


I also encountered some glitches with Fort Condor:

Spoiler: show
And a random glitch where the Curator is impossible to speak to. I originally challenged the thing, lost, and then I wanted to find more about it and wanted to know its name to google it; but after being defeated I couldn't do so. Without saving, I reloaded my previous save and try to battle it again to no avail.


Keep up the good work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-09 22:05:45
So, I started playing your mod and am not that far yet; I just reached Costa Del Sol and I think bosses take a ridiculous amount of time to kill because of their massive HP amounts, but otherwise, the mod has been hilarious and I can respect/enjoy most changes.
Spoiler: show
I never expected that awesome extra dialogue for climbing the Shinra building the hard way. And that battery... facepalms.

I will have to request that you make the changelog public; I originally downloaded the IRO version, and to get the changelog I had to download and extract the zip on a remote server (I have a monthly data cap) just to get a 47kb file.

Speaking of the changelog:He was only selling Potions and Phoenix Downs
At 150 points, I received a Rune Armlet. Which is really good at that point in the game. I'm guessing this information is simply outdated rather than outright wrong.


I also encountered some glitches with Fort Condor:
  • My first time there, there was a guy standing outside, impossible to interact with
  • Talking to the Teleport guy my first time there prevented me from exiting the Fort. I had to climb the rope back up and then back down to be able to leave

Spoiler: show
And a random glitch where the Curator is impossible to speak to. I originally challenged the thing, lost, and then I wanted to find more about it and wanted to know its name to google it; but after being defeated I couldn't do so. Without saving, I reloaded my previous save and try to battle it again to no avail.


Keep up the good work!

Yeah, I'll put the files up somewhere so they can be accessed directly without needing the whole folder. Some of the information is out of date due to repairs/changes that get made, but I'll be going over all the documentation before 1.5 goes out (which is going to be a while, there's more to do than I suspected :l). I managed to fix the Fort Condor problem but it's not reflected in the hotfix patches yet; the Curator problem I think might have been fixed in the flevel patch, but I can't remember. It can't be beaten by that point in the game anyway; it's to build some expectation for what's in the locked diorama room it's guarding when you return during the Midgar Raid on Disc 2.

If bosses are taking too long to wear down, consider the following:
1) Sadness reduces damage by 30% but it tanks Limit Break output; fights can be a lot faster if you avoid using it and rely on Barriers to defend damage instead. Fury can sorta speed this up a bit more, but the reduced accuracy (30%) of other attacks can make this approach risky.
2) Haste/Slow can get you more turns, particularly on Wait ATB which is the best setting for the game's pacing (Active mangles a lot of the game's timers, making things like Barriers and Speed almost useless); Shiva can inflict it 100% of the time, assuming the enemy can have the status.
3) Back Row reduces damage by 50%, but it also reduces physical attack damage; I'd recommend having physical hitters up front with Elemental + Magic in their weapon to hit 2x damage.
4) Sense can reveal a boss' elemental weaknesses; Holy can be used by combining Restore/Revive with Elemental in the weapon (the element was applied to those Materia in NT).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Xifanie on 2017-03-10 01:00:40
If bosses are taking too long to wear down, consider the following:
1) Sadness reduces damage by 30% but it tanks Limit Break output; fights can be a lot faster if you avoid using it and rely on Barriers to defend damage instead. Fury can sorta speed this up a bit more, but the reduced accuracy (30%) of other attacks can make this approach risky.
2) Haste/Slow can get you more turns, particularly on Wait ATB which is the best setting for the game's pacing (Active mangles a lot of the game's timers, making things like Barriers and Speed almost useless); Shiva can inflict it 100% of the time, assuming the enemy can have the status.
3) Back Row reduces damage by 50%, but it also reduces physical attack damage; I'd recommend having physical hitters up front with Elemental + Magic in their weapon to hit 2x damage.
4) Sense can reveal a boss' elemental weaknesses; Holy can be used by combining Restore/Revive with Elemental in the weapon (the element was applied to those Materia in NT).
Unfortunately, that's preeetty much what I've been doing.
Survivability has never been an issue, so I've always been using Fury to spam limits that have always been remarkably weak... it takes a lot of limits at 200ish damage to take out a boss with 5000HP... that eventually heals for 1000HP. IIRC, the final boss before leaving midgard took me about 15 minutes to kill, while the robots after stealing Rufus' shotgun took me about 25min. Bottomswell took me a good 15min too... WITH poison. I haven't game over yet, unless it was intentional (to study a boss). But every boss so far has cost me so many ethers (well, 1-2 per boss) and so much time! I mean, if I can survive, well, I can survive and would be able to continue doing so for well over an hour per boss. I just don't see the point of making battles last so long when it's already been determined that I can dish out many attacks/spells/limits while keeping my party alive. I've actually been wondering if I'm supposed to be grinding lvl3 limits on everyone early game so that boss fights don't last quite as long.

This is seriously my only complaint with the mod, I love so many changes otherwise; free healing after bosses, save points at convenient locations, Fort Condor teleport and revised rewards? Yes, yes yes!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-10 03:48:24
It sounds like Limit changes from the old .EXE have been applied. Are you using the IRO from Alyza's catalog in 7H or the one I've got on this thread? I think the catalog one applies .EXE changes that were supposed to be discarded from NT that made Limits far too weak (along with other changes that didn't gel well). You should be getting about 400 damage from Lv.1 Limits rather than 200. If that's the case, try and grab the IRO from Page 1 of this thread (although you mentioned having a download limit; the IRO is about 55MB).

I've some vids up of the current build; are the numbers you're seeing for Party HP and incoming/outgoing damage look consistent with these fights? https://youtu.be/23x9DN6AL94
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Xifanie on 2017-03-10 05:21:52
No, those numbers are fine, and the length of the battle is about the same that I experienced. I was talking about Midgard, and that Tifa obviously had her rank-up towards attack.
Of course, Midgard has several bosses weak to poison, but other than those and the first two bosses (Airbuster's replacement was a joke and I always had trouble in vanilla, so the nerf was appreciated), they took a lengthy amount of time to kill.

Jenova in 8min at double speed, so 16min realtime... that's about what I experienced.

I used the IRO from this topic, but I doubt it matters at this point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-03-10 07:07:37
It sounds like Limit changes from the old .EXE have been applied. Are you using the IRO from Alyza's catalog in 7H or the one I've got on this thread? I think the catalog one applies .EXE changes that were supposed to be discarded from NT that made Limits far too weak (along with other changes that didn't gel well). You should be getting about 400 damage from Lv.1 Limits rather than 200. If that's the case, try and grab the IRO from Page 1 of this thread (although you mentioned having a download limit; the IRO is about 55MB).

I've some vids up of the current build; are the numbers you're seeing for Party HP and incoming/outgoing damage look consistent with these fights? https://youtu.be/23x9DN6AL94

The .EXE changes have long been discarded from the Catalog. It only uses your IRO from the OP directly uploaded file for file. It could be changes from the Menu Overhaul and/or Beacause .EXE, which I'm not going to bother redoing them at this point. I have hext format working for MO and Beacause in the next Catalog 3.0 update, which will eliminate the use of any .EXE besides ff7.exe. I am waiting for NT 1.5 and Reunion R06 to release first before I make those changes.

If you ever decide to release an updated .EXE for NT, I will gladly look into converting it to hext format for the Catalog :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-10 11:26:34
No, those numbers are fine, and the length of the battle is about the same that I experienced. I was talking about Midgard, and that Tifa obviously had her rank-up towards attack.
Of course, Midgard has several bosses weak to poison, but other than those and the first two bosses (Airbuster's replacement was a joke and I always had trouble in vanilla, so the nerf was appreciated), they took a lengthy amount of time to kill.

Jenova in 8min at double speed, so 16min realtime... that's about what I experienced.

I used the IRO from this topic, but I doubt it matters at this point.

Okay then, just checking that your files are consistent. If the fights feel too sluggish, there's a tool called Ochu on this site that can adjust the frame-rate of the game. I find that setting battles to run at 20fps instead of their default 15fps is a good trade between speed and sound desynch (any faster and the SFX start to get noticeable cut off). It has some other features as well that might come in handy: http://forums.qhimm.com/index.php?topic=14194.0

The .EXE changes have long been discarded from the Catalog. It only uses your IRO from the OP directly uploaded file for file. It could be changes from the Menu Overhaul and/or Beacause .EXE, which I'm not going to bother redoing them at this point. I have hext format working for MO and Beacause in the next Catalog 3.0 update, which will eliminate the use of any .EXE besides ff7.exe. I am waiting for NT 1.5 and Reunion R06 to release first before I make those changes.

If you ever decide to release an updated .EXE for NT, I will gladly look into converting it to hext format for the Catalog :)

I'll keep that in mind; thanks for removing the old .EXE changes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-10 12:17:47
New kernel is done with all the respeccing in it; the goal was to fix the KOTR summon text issue wherein it would appear either as blank or, as Fool found, a long string of gibberish in certain battles.

(http://i64.tinypic.com/s6mb1i.png)

So, it seems now that Ramuh's summon attack is being appended onto KOTR's summon attack name. But y'know close enough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Topken on 2017-03-10 13:32:43
LOL kind of fitting name for the attack tho
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-10 14:43:01
LOL kind of fitting name for the attack tho

Yeah, it could've been worse; definitely beats unterminated text strings of gibberish.

Quick update, I decided to tackle the problems in the observatory scene where Tifa, Aeris, and Yuffie won't display correctly during the FMV. I gave them the object offsets that Barret had and they're now visible while it plays. Now working on the sound which isn't triggering properly; four SFX are supposed to play in tandem with each other but it seems that only 1 is playing for some reason.

So you know what I mean, here's the PSX vs PC comparison:
PSX https://youtu.be/Qp9i4hFRH0U?t=53s
PC https://youtu.be/l6WuEu-YaZ8?t=9s
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-10 14:48:51
The armors look great and hardly nerfed as Zietrich can't protect from this "null"-Element, it should give at least 10 defstat for mag as magical defense is kinda low on all chars... but if i remember right this ff7.exe 7th heaven etc. uses doesn't have the fix for the mdef anyway (maybe +10 Spirit?). If you modify the exe, please make sure to fix the mdef-bug as the Steam Version did.

I still recommend to give Zietrich and Mystile at least one combined Slot anyway to make at least one status or element blockable/absorbable with added effect/elemental Materia. It's ofter better to equip a accessoir combined with materia to match the boss' most status debuffs than just a Ribbon that denys every helpful buff.

SP Stuff to be fixed/changed/adjusted:

I am on my 2nd playthrough right now, right before starting Gold Saucer and gonna test a modded Version of Cait's Limits (Damagevalues for the Limits are not changed but should be adjusted i think)

Here is what i changed:
Limit Level 1 => His two Basic Limits he uses, Dice + Slots
Limit Level 2 => With 2 Offensive casts of his Slots Limit
Limit Level 3 => 2 Supportive Casts (Lucky Girl + Moogle Dance) + Transformation
So he can be used instead of Aeris for healing/supporting the Party. (Screen: http://i.imgur.com/K9A094j.png)
Critrate instead of damage & status imunity can be great for an offensive Team.

Aso there is another bug on Junon: The Fort Condor porting NPC is just there if you leave & reenter the screen.

Maybe move Ifrit out of the Ship to not be missable too. (Maybe to Costa Del Sol's Beach, to view the Hojo Cutscene as well)

Greetings

Have you ever noticed that every toilett inside bars/hotels is occupied in FF7?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-10 15:26:46
The armors look great and hardly nerfed as Zietrich can't protect from this "null"-Element, it should give at least 10 defstat for mag as magical defense is kinda low on all chars... but if i remember right this ff7.exe 7th heaven etc. uses doesn't have the fix for the mdef anyway (maybe +10 Spirit?). If you modify the exe, please make sure to fix the mdef-bug as the Steam Version did.

I still recommend to give Zietrich and Mystile at least one combined Slot anyway to make at least one status or element blockable/absorbable with added effect/elemental Materia. It's ofter better to equip a accessoir combined with materia to match the boss' most status debuffs than just a Ribbon that denys every helpful buff.

SP Stuff to be fixed/changed/adjusted:
  • Cloud and Red XIII can get an average of 60 Stats / Rank other Chars are all at just 55 total statgain this 5 missing points are an overall of 40 in lategame, which could hardly change the game.
  • Cait Sith gets on 1 of the 4 choices 3x 15 + 3x 5 Sources (don't remember which one right now, but it was luck that was supposed to be 10 and not 15 to match the 55 rule?)
  • It would be great if all chars would get 55 or 60, but not this mess please. :) - Reduce Cloud and Red XIII to just 5x10 Sources and 1x 5 Sources (i recommend Luck as 5) or change all others to get 60 with all stat-sets too.

I am on my 2nd playthrough right now, right before starting Gold Saucer and gonna test a modded Version of Cait's Limits (Damagevalues for the Limits are not changed but should be adjusted i think)

Here is what i changed:
Limit Level 1 => His two Basic Limits he uses, Dice + Slots
Limit Level 2 => With 2 Offensive casts of his Slots Limit
Limit Level 3 => 2 Supportive Casts (Lucky Girl + Moogle Dance) + Transformation
So he can be used instead of Aeris for healing/supporting the Party. (Screen: http://i.imgur.com/K9A094j.png)
Critrate instead of damage & status imunity can be great for an offensive Team.

Aso there is another bug on Junon: The Fort Condor porting NPC is just there if you leave & reenter the screen.

Maybe move Ifrit out of the Ship to not be missable too. (Maybe to Costa Del Sol's Beach, to view the Hojo Cutscene as well)

Greetings

The MDEF fix should be in the 7H .exe as it utilises Aali's Driver which had this fix + the 1.02 patch built into it.

The +5 all-round option on Red and Cloud I thought would be fine as, while it does give more overall, it means they won't match characters who have focused into certain stats. I'll take the Luck off that option to make it a consistent 55 for everyone. I'm not seeing the Cait Sith option that's giving him more sources though:

Code: [Select]
[{CAIT SITH}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Set #1: +10 STR/SPR{, }+5 LCK
{CHOICE}Set #2: +10 STR/LCK{, }+5 VIT
{CHOICE}Set #3: +10 MAG/SPR{, }+5 LCK
{CHOICE}Set #4: +10 MAG/LCK{, }+5 STR
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

Resizes/Repositions the window #1 (X=42, Y=51, width=236, height=121)
Ask Question "[{CAIT SITH}] - Rank Up +5 All Stat..., }+5 STR ¶[Check Character Stats]¶" in the window #1 (and put selected answer in Var[5][84]) first line=2, last line=6
If Var[5][84] == 2 (else go to label 2)
Add 10 item(s) Power Source to the inventory
Add 10 item(s) Mind Source to the inventory
Add 5 item(s) Luck Source to the inventory
Label 2
If Var[5][84] == 3 (else go to label 3)
Add 10 item(s) Power Source to the inventory
Add 5 item(s) Guard Source to the inventory
Add 10 item(s) Luck Source to the inventory
Label 3
If Var[5][84] == 4 (else go to label 4)
Add 10 item(s) Magic Source to the inventory
Add 10 item(s) Mind Source to the inventory
Add 5 item(s) Luck Source to the inventory
Label 4
If Var[5][84] == 5 (else go to label 5)
Add 5 item(s) Power Source to the inventory
Add 10 item(s) Magic Source to the inventory
Add 10 item(s) Luck Source to the inventory
Label 5

Does it say that in your game or is it different? I checked the flevel in my patch folder but it seems to be the same.

As for Limits, I don't know if Slots will work in 1-2; it seems to be hard-coded to call Slots whenever a Limit over 2-1 is called. I was trying to add fixed Limit abilities to replace Slots so Cait could just have normal Limits like the other characters but it kept bringing up the reels and behaving erratically. If you do get it working though then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-10 16:37:22
As for the Cait Sith testing, it seems to be related to the exe and is hardcoded as you said, as it calls the same value (20 or 0x14) as every other hero does when he selects limit. Also "Slots" on Limit lvl 1 will ALWAYS call for "Game Over". Kinda gamebreaking.
He learns limit 3-3 fine, but no Box appears on Limit Level 3 if you wanna use a Limit.
You can't change him that much except maybe changing his complete Limit Level 1 to 3 different Attacks and leave Slots as it is.

Edit: Also changing Values around it, to match all other characters, doesn't seem to make any difference. As long as there is no console and debug for every command sent, you can't find it that easily. :|
But there is a big difference on Cait when he calls Limit Lvl 3: 2 Values change to 006C / 0162 (Same when calling Slots) and for every other char who calls a Limit lvl 3 to 007C / 0172. I think that those are the window values as for opening Magic they change on all chars to FFFA / 016C.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-11 09:45:52
Maybe you can fix this double Phoenix Materia too, it can be obtained twice (not sure if this works for Bahamut ZERO too).

It's quite simple: After the final Fort Condor Battle don't pick up Phoenix and just dig for it in Bone Village on Disc 3, then go back to FC and pick up a 2nd Phoenix.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-11 12:00:49
Maybe you can fix this double Phoenix Materia too, it can be obtained twice (not sure if this works for Bahamut ZERO too).

It's quite simple: After the final Fort Condor Battle don't pick up Phoenix and just dig for it in Bone Village on Disc 3, then go back to FC and pick up a 2nd Phoenix.

It keeps slipping my mind; I'll do it now and make the vars consistent with each other.

Edit: Done, I also forgot to mention that I fixed the KOTR text issue so it now displays Ultimate End correctly without appended text being visible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-11 12:37:47
The Changelog for 1.5 must be quite long. ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-11 14:21:14
It would be if I kept changelogs :l

Speaking of, here's the old 1.4 one: http://pastebin.com/mCFXvpwV
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-12 00:10:29
Keep it short like:
And everytime you change something just add it to it, no matter how big or small the change is.
New features like the SP System or the Dark Cave should be explained in a "Whats New" Section inside the Readme and shortly mentioned in the changelog

It's better than explaining everything for detail like you did on the 1.4 changelog.

Your changelog looks more like a fully explaination of all features. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-03-12 11:12:26
New kernel is done with all the respeccing in it; the goal was to fix the KOTR summon text issue wherein it would appear either as blank or, as Fool found, a long string of gibberish in certain battles.

(http://i64.tinypic.com/s6mb1i.png)

So, it seems now that Ramuh's summon attack is being appended onto KOTR's summon attack name. But y'know close enough.

Well I think we all know what needs to happen now: "Mega Giga Tera Flare" and "Steel Bladed Sword DeathBlow!" please!

(Seriously though. speaking of Steel Bladed Sword, you should think about changing it to Zantetsuken. "Steel Bladed Sword" was so lame)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: fool on 2017-03-13 03:33:28
After the Pillar Scene in the Dark Cave you can reenter the Pillar over and over again. The gate looks closed, but you can walk through it.
After entering the Script starts again as nothing happend. Screen: http://i.imgur.com/B6ebiIC.jpg

The Diner @ Wallmarket has also the default line when entering: http://i.imgur.com/uVmsYSy.jpg

Aeris won't show up at Don's Mansion: http://i.imgur.com/lHqvOJo.jpg

Missplaced Shopping NPC? : http://i.imgur.com/PCj4zJI.jpg
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2017-03-13 16:41:47
The +5 all-round option on Red and Cloud I thought would be fine as

it is fine. for the exact reason you listed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-15 14:26:03
Would anyone here be particularly against having an option called, I dunno, 'Fast Mode' or something where Boss HP is reduced by a certain %?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-03-15 16:46:44
Would anyone here be particularly against having an option called, I dunno, 'Fast Mode' or something where Boss HP is reduced by a certain %?

Very much so. However, a little more information as to why you posed the question could help. What brought this on?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-03-15 17:16:38
Would anyone here be particularly against having an option called, I dunno, 'Fast Mode' or something where Boss HP is reduced by a certain %?

If everything else is the same, then I think that'd be fantastic. It would help bug testing, make getting to certain points much faster.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-15 20:21:14
Very much so. However, a little more information as to why you posed the question could help. What brought this on?

Xifanie and other people in the past have mentioned that boss fights felt like they took forever and I started thinking about what the ideal time for a boss fight to take should be; thing is, that's dependent on the player. I think 10-15mins is roughly where it should be but not everyone will agree with that and in the end it's not me playing the mod. Having the option there should alleviate that problem a bit.

If everything else is the same, then I think that'd be fantastic. It would help bug testing, make getting to certain points much faster.

There likely won't be bug-testing after this release; I'll be fixing reported issues but that's about it. It's time to get onto other projects.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2017-03-15 20:43:20
So after this, are you moving onto FF8 and doing a mod for that as well??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-15 21:43:02
Yeah, but I'll be making some more FF7 mods on the side too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dracozombie on 2017-03-16 01:01:26
I personally didn't think the HP was that big a deal, because bosses are supposed to be a big deal, but I can understand why other players might not like it. Someone else made a good point: once you nail down a strategy, it's just a matter of surviving long enough to keep doing it. That can get a little repetitive if the boss just takes that long to die, which is why I thought the Curator was too much even for a battle that's supposed to be hilariously hard to win. 45 freakin' minutes to take that thing down.

A "Fast Mode" might not be necessary. Just trimming some of the bosses' fat would be a compromise.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NeoDraconis on 2017-03-16 01:43:21
Oh, that doesn't even come close to the multiple hours it took me to take down the final super boss of Last Dream: World Unknown on Legendary difficulty during the beta. :) That is not even taking into account the failed attempts. I think the fight lasted more than 3 hours but I don't know for sure how long it took as I didn't record it. The sense of accomplishment afterwards was worth it though! :)  I can't wait to jump into this mod once its polished.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: striderjb on 2017-03-16 06:51:06
Hey Sega Chief, thanks so much for this mod, it's my favorite mod of all time. Is there any estimate for when 1.5 will come out?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-03-16 09:51:29
Xifanie and other people in the past have mentioned that boss fights felt like they took forever and I started thinking about what the ideal time for a boss fight to take should be; thing is, that's dependent on the player. I think 10-15mins is roughly where it should be but not everyone will agree with that and in the end it's not me playing the mod. Having the option there should alleviate that problem a bit.

If that's the case than yes, I am certainly against it.

Take a look at my playlist here: https://www.youtube.com/playlist?list=PL3B-NAl8G2fMzaKwXtY5AGeop8iFJnxNn

You'll see that virtually all of the boss fights fall within the time frame of 8- 15 minutes as you think it should be, which I agree with as well. The only ones that are outside of that range are either bosses that should have more health seeing as they are more important to the story or game as a whole, or are bosses that were either bugged at the time and have been fixed, or had too much health at the time and have been shaved down some. I should also note that I was by no means getting the fights done as fast as I possibly could either. In a lot of them I had Sadness which reduces damage dealt and limit fill speed, both of which could have pushed these times much lower. Couple that with that the fact that I could have probably done my Rank Up's and materia situations better and to shave more off and you begin to see how I did not do a lot of these fights anywhere near as fast as they could be done. Hell, you can even factor in that I also had Intro and Outro's for every single video, and that probably adds up to another 15 - 20 seconds that could be taken off the total times because they're just for show, they're not apart of the actual fight themselves.

It's kinda funny actually, looking at those playtimes and with all the points I made, you could actually make an argument in the opposite direction and say that some of these bosses may need a buff in health instead of a debuff! Not that I am asking for that mind you. By and large I think you've pretty much got the boss health numbers where they should be across the board. Could they use some tweaks here and there? Perhaps? We shall see when 1.5 comes out. But I think the health numbers are in a great spot personally.

I personally didn't think the HP was that big a deal, because bosses are supposed to be a big deal, but I can understand why other players might not like it. Someone else made a good point: once you nail down a strategy, it's just a matter of surviving long enough to keep doing it. That can get a little repetitive if the boss just takes that long to die, which is why I thought the Curator was too much even for a battle that's supposed to be hilariously hard to win. 45 freakin' minutes to take that thing down.

A "Fast Mode" might not be necessary. Just trimming some of the bosses' fat would be a compromise.

This speaks more to potential enemy AI tweaks that could be added to make bosses change their attack strategies when they get lower on health than health itself. Adding those kinds of things to ALL bosses though would probably be a ton of work I imagine? And judging by what Sega said that's probably not going to happen when 1.5 hits. So yeah, I agree with the just small tweaks and changing of health numbers if necessary, but as I mentioned, I don't think it is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-03-16 10:17:32
This speaks more to potential enemy AI tweaks that could be added to make bosses change their attack strategies when they get lower on health than health itself.

This! Having the bosses change strategies when reaching the "critical" stages keeps the fight intense and actually alleviates the feeling of having the battles drawn out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ReloadPsi on 2017-03-16 13:35:23
I apologise if this was posted already, but with 203 pages it's a bit hard to verify.

I seem to have Cait Sith and Vincent's innate abilities swapped on my installation. I don't know if I need to simply reinstall it or  not.

I've tried the two fixes, but it seems I'm already "up to date."

(I've just done a clean reinstall and it's fixed issues I was having with Dark Cave's Guard Scorpion.)

Nevertheless, this mod is excellent. I never imagined I was going to play this game again, as even though I was always a fan of the game's mechanics, there was only so much playing around with them I could do. This mod really forces you to use and understand every aspect of the game and it's brilliant.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-16 17:01:22
Hey Sega Chief, thanks so much for this mod, it's my favorite mod of all time. Is there any estimate for when 1.5 will come out?

It was supposed to be a few weeks ago but I had to stop for a heady cocktail of unit assessments and a week's holiday abroad. I'm back to work on it now, but I can't really say when it'll be done. I've got the week off work again next week but not going anywhere this time so I'll use that to power ahead.

If that's the case than yes, I am certainly against it.

Take a look at my playlist here: https://www.youtube.com/playlist?list=PL3B-NAl8G2fMzaKwXtY5AGeop8iFJnxNn

You'll see that virtually all of the boss fights fall within the time frame of 8- 15 minutes as you think it should be, which I agree with as well. The only ones that are outside of that range are either bosses that should have more health seeing as they are more important to the story or game as a whole, or are bosses that were either bugged at the time and have been fixed, or had too much health at the time and have been shaved down some. I should also note that I was by no means getting the fights done as fast as I possibly could either. In a lot of them I had Sadness which reduces damage dealt and limit fill speed, both of which could have pushed these times much lower. Couple that with that the fact that I could have probably done my Rank Up's and materia situations better and to shave more off and you begin to see how I did not do a lot of these fights anywhere near as fast as they could be done. Hell, you can even factor in that I also had Intro and Outro's for every single video, and that probably adds up to another 15 - 20 seconds that could be taken off the total times because they're just for show, they're not apart of the actual fight themselves.

It's kinda funny actually, looking at those playtimes and with all the points I made, you could actually make an argument in the opposite direction and say that some of these bosses may need a buff in health instead of a debuff! Not that I am asking for that mind you. By and large I think you've pretty much got the boss health numbers where they should be across the board. Could they use some tweaks here and there? Perhaps? We shall see when 1.5 comes out. But I think the health numbers are in a great spot personally.

This speaks more to potential enemy AI tweaks that could be added to make bosses change their attack strategies when they get lower on health than health itself. Adding those kinds of things to ALL bosses though would probably be a ton of work I imagine? And judging by what Sega said that's probably not going to happen when 1.5 hits. So yeah, I agree with the just small tweaks and changing of health numbers if necessary, but as I mentioned, I don't think it is.

This! Having the bosses change strategies when reaching the "critical" stages keeps the fight intense and actually alleviates the feeling of having the battles drawn out.

The timeframe thing is a personal preference; there's no set rule for how long a fight should be, so long as extremes are avoided (1min or 1hr+ for example). It's actually not too difficult to change a Boss' attacks when they reach a certain HP threshold due to most of them having a HP check in their General Counter AI and the ability to have them read attack IDs from variables instead of directly (letting you load a different attack into the var when the conditions are met). The majority of the Disc 1/Disc 2 bosses have altered behavior after conditions are met like reduced HP or certain attacks are used, whereas a lot of the Disc 3 ones don't change at all. Maybe that's what's missing?

I apologise if this was posted already, but with 203 pages it's a bit hard to verify.

I seem to have Cait Sith and Vincent's innate abilities swapped on my installation. I don't know if I need to simply reinstall it or  not.

I've tried the two fixes, but it seems I'm already "up to date."

(I've just done a clean reinstall and it's fixed issues I was having with Dark Cave's Guard Scorpion.)

Nevertheless, this mod is excellent. I never imagined I was going to play this game again, as even though I was always a fan of the game's mechanics, there was only so much playing around with them I could do. This mod really forces you to use and understand every aspect of the game and it's brilliant.

The innates were swapped but the text wasn't (I forgot); Vincent now has the MP > HP regeneration and Cait has the passive MP regen. Vincent's one matches his Limit forms quite well because it lets that MP get used while he auto-attacks. Cait's is going to be changed so that, on top of the MP regen, he gets a much stronger MP regen while defending (+20 or something). I should mention the new innates for 1.5:

Cloud: When an ally is KO'd, he gains Wall + Regen (effect activates once - this innate only available after Cloud recovered from Mideel).
Aeris: Geo-stance covers more elements (space issue prevented this before)
Yuffie: Magic evade was dropped, physical evade set to 255% when hit by a physical but wears off after a few turns or if targeted by a magic effect. Issue with this is that accuracy gains evasion, which'll need something done to the .EXE. This problem applies
Cait Sith: Passive MP regen of +1 per tick; when defending, this becomes +20 per tick.
Vincent: HP sporadically raised by current MP as an irregular regen.
Cid: Starts battle with a STR/MAG boost, loses this for rest of battle if his HP drops below 50% at any point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ReloadPsi on 2017-03-16 17:31:42
The innates were swapped but the text wasn't (I forgot); Vincent now has the MP > HP regeneration and Cait has the passive MP regen. Vincent's one matches his Limit forms quite well because it lets that MP get used while he auto-attacks. Cait's is going to be changed so that, on top of the MP regen, he gets a much stronger MP regen while defending (+20 or something). I should mention the new innates for 1.5:

Cloud: When an ally is KO'd, he gains Wall + Regen (effect activates once - this innate only available after Cloud recovered from Mideel).
Aeris: Geo-stance covers more elements (space issue prevented this before)
Yuffie: Magic evade was dropped, physical evade set to 255% when hit by a physical but wears off after a few turns or if targeted by a magic effect. Issue with this is that accuracy gains evasion, which'll need something done to the .EXE. This problem applies
Cait Sith: Passive MP regen of +1 per tick; when defending, this becomes +20 per tick.
Vincent: HP sporadically raised by current MP as an irregular regen.
Cid: Starts battle with a STR/MAG boost, loses this for rest of battle if his HP drops below 50% at any point.

Oh okay, cool. Until now I felt like I was "cheating" by exploiting Vincent's innate in his beast mode, but now that I know you did it on purpose I shall exploit the bahoozits out of it.

It seems to have been a real struggle to settle on an ability that feels right for Cid, doesn't it? Auto-crits, reactive guard, now this. I like it though, it fits in with how he acts like he's the "old guy" of the team.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2017-03-16 17:49:00
The innates were swapped but the text wasn't (I forgot); Vincent now has the MP > HP regeneration and Cait has the passive MP regen. Vincent's one matches his Limit forms quite well because it lets that MP get used while he auto-attacks. Cait's is going to be changed so that, on top of the MP regen, he gets a much stronger MP regen while defending (+20 or something). I should mention the new innates for 1.5:

Cloud: When an ally is KO'd, he gains Wall + Regen (effect activates once - this innate only available after Cloud recovered from Mideel).
Aeris: Geo-stance covers more elements (space issue prevented this before)
Yuffie: Magic evade was dropped, physical evade set to 255% when hit by a physical but wears off after a few turns or if targeted by a magic effect. Issue with this is that accuracy gains evasion, which'll need something done to the .EXE. This problem applies
Cait Sith: Passive MP regen of +1 per tick; when defending, this becomes +20 per tick.
Vincent: HP sporadically raised by current MP as an irregular regen.
Cid: Starts battle with a STR/MAG boost, loses this for rest of battle if his HP drops below 50% at any point.

Not to sound like "Hey you changed the innates i liked!" but why change Cids and Clouds to these new ones?
Cid i thought was good with the Barriers (if the go through resist that would have been amazing) since it does not shoehorn him into a melee dps role, but adds a tank role aswell. With the current one for 1.5 + the gear + rank up options he can only be a physical dmg dealer, period which is a shame.

As for Cloud, I feel its kinda wasted, since Wall + Regen are 1) easy lategame to apply, 2) quite boring from a innate standpoint. The only thing i can see going for this new one is Cloud being a recovery bot, aka when a teammate dies, Cloud is protected to get them back up again.
 I though the switching MAG/STR was a cool idea but hey in the end it your mod, just my two cents. Ohh, another thing for Cloud could maybe be reverse Yuffie innate. When he gets hit by magic, he gains STR (to kill the casters), when he gets hit phyc he gains MAG etc.

PS: Love the fact that you switched Vincent and Cait. They no both have multiple roles. Vincent can save mp for sustain while being a phyc dmg dealer + caster and Cait can be Tank or a caster/support!

Anyway keep up the good work Sega, cant wait for 1.5! =D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2017-03-18 08:23:14
SC, was it you that notified me that Bugen's lab should play 4 sound effects simultaneously?  Anyway, to whoever did, you are right.  It's clearly broken in the PC port - but it works in PSX.  It uses akao opcode 0x23 (when playing 4 musics). I am adding this to my dll as we speak - and also updating akao documentation.  I made other errors too. The summon effects in battle also allow for multiple effects and probably use this opcode (akao) in PSX.

I'm testing with PSX, since PC is totally unreliable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-03-18 13:09:46
The timeframe thing is a personal preference; there's no set rule for how long a fight should be, so long as extremes are avoided (1min or 1hr+ for example). It's actually not too difficult to change a Boss' attacks when they reach a certain HP threshold due to most of them having a HP check in their General Counter AI and the ability to have them read attack IDs from variables instead of directly (letting you load a different attack into the var when the conditions are met). The majority of the Disc 1/Disc 2 bosses have altered behavior after conditions are met like reduced HP or certain attacks are used, whereas a lot of the Disc 3 ones don't change at all. Maybe that's what's missing?

I was referring more to the coming up with ideas part rather than the actual implementation part. I imagine you've got all the number changing and coding stuff on auto-pilot at this point. If every other boss started casting Fire2 at 30% health it'd get repetitive quite quickly though, and avoiding that kind of repetitive nature of boss AI would be a good plan. Certainly if you've got some ideas that could be added to bosses I would go ahead and test them out. Or people could share theirs as well. I'm not very creative nor do I know much about the coding, so anything I would come up with probably wouldn't be that great, but even simple changes like making a normally single target magic spell a boss casts into a multi target attack or throwing Reflect on your team at different health thresholds could elicit the desired effect for sure. Any type of "Monkeywrench" or slight strategy changes the bosses have would certainly do it.

As for any specific bosses that come to mind? Not sure about that, Tyrant perhaps?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-18 13:44:25
SC, was it you that notified me that Bugen's lab should play 4 sound effects simultaneously?  Anyway, to whoever did, you are right.  It's clearly broken in the PC port - but it works in PSX.  It uses akao opcode 0x23 (when playing 4 musics). I am adding this to my dll as we speak - and also updating akao documentation.  I made other errors too. The summon effects in battle also allow for multiple effects and probably use this opcode (akao) in PSX.

I'm testing with PSX, since PC is totally unreliable.

Yeah, it seems that some sound effects are able to play simultaneously using Akao 23 but not others. I tested it with alarm and three short SFX (jump, etc.) and they all played together, but the four in bugen's observatory seem to override each other and the 4th one is the only audible one. Also, on that particular field the channel(s) aren't cleared when the SFX has finished because the 2nd Akao 23 on that field script can't be heard at all when it triggers; adding a Play Sound #0 beforehand seems to fix this.

I was referring more to the coming up with ideas part rather than the actual implementation part. I imagine you've got all the number changing and coding stuff on auto-pilot at this point. If every other boss started casting Fire2 at 30% health it'd get repetitive quite quickly though, and avoiding that kind of repetitive nature of boss AI would be a good plan. Certainly if you've got some ideas that could be added to bosses I would go ahead and test them out. Or people could share theirs as well. I'm not very creative nor do I know much about the coding, so anything I would come up with probably wouldn't be that great, but even simple changes like making a normally single target magic spell a boss casts into a multi target attack or throwing Reflect on your team at different health thresholds could elicit the desired effect for sure. Any type of "Monkeywrench" or slight strategy changes the bosses have would certainly do it.

As for any specific bosses that come to mind? Not sure about that, Tyrant perhaps?

I think it's mostly Disc 3 bosses that are lacking adaptive AI and mechanics. I'll be keeping that in mind while I re-work them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: 4zrael on 2017-03-19 15:27:44
Hey-o, first off loooove the mod, I decided to replay FFVII in anticipation of the remake, and upon finding this, I've fallen in love with the game all over again.. phenominal work! A quick question - I've looked all over with Google and such but couldn't find my answer - I'm playing version 1.4, and reached the Shinra Mansion. I read the clue about the melody, and played it on the piano, triggering SFX, music change, and the "something has escaped" prompt... but I haven't found anything.. Beat Lamba, recruited Vincent, found Sephy, etc., but no sign of an escaped.. anything.

What gives? :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-19 16:46:52
Don't worry about it until Disc 3 :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: 4zrael on 2017-03-19 17:43:44
 :o ;D  ... was my guess as well, but I felt stuck and unwilling to leave.. XD

Thanks for the speedy reply ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dracozombie on 2017-03-20 00:47:04
Yeah, well, I'm actually on disc 3 and I'm not sure what I'm looking for here. I didn't actually get around to playing that melody until... like 15 minutes ago because someone finally brought it up, but now that I did, I checked everything in the manor including the basement lab, and I'm not finding anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Xifanie on 2017-03-20 01:23:10
A bug list would've been nice, unless there actually was one all along.

Northern Crater:
- I tried to PHS at a save point with 2 characters and I could not exit because I did not select 3. Unfortunately, I attempted this before saving; that sucked.
- I exited the crater after figuring out I was unprepared for the boss of the path that I took. After going back down, I was lazy and just wanted to try out another boss, so I sent everyone the left path, then everyone the upper path, IIRC I chose Cloud/Tifa/Yuffie but Tifa left ahead, while Aeris was all the way over to the left side of the screen, stuck, running in place forever trying to reach me.

Question: Is it possible to steal rare items at lvl 99? I solved my "bosses have too many HP" problem by overleveling (really, what helped was leveling my limits and materias), and now trying to get everyone's better weapons, I find myself dealing with several hundred steal misses without a Sneak glove (I can't steal anything at ALL), and a hundred successful normal steals with the Sneak Glove (100% steal rate). For the record I was trying to steal some Dragon Armlets, but all I ever got were Tents (Crater Dragon) and Remedies (Parasites), and only if I had the Sneak Glove equipped. It seems like the only way I can fix this is to start over or cheat.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-20 09:17:50
Yeah, well, I'm actually on disc 3 and I'm not sure what I'm looking for here. I didn't actually get around to playing that melody until... like 15 minutes ago because someone finally brought it up, but now that I did, I checked everything in the manor including the basement lab, and I'm not finding anything.

It's not in town; head up into the mountains.

A bug list would've been nice, unless there actually was one all along.

Northern Crater:
- I tried to PHS at a save point with 2 characters and I could not exit because I did not select 3. Unfortunately, I attempted this before saving; that sucked.
- I exited the crater after figuring out I was unprepared for the boss of the path that I took. After going back down, I was lazy and just wanted to try out another boss, so I sent everyone the left path, then everyone the upper path, IIRC I chose Cloud/Tifa/Yuffie but Tifa left ahead, while Aeris was all the way over to the left side of the screen, stuck, running in place forever trying to reach me.

Question: Is it possible to steal rare items at lvl 99? I solved my "bosses have too many HP" problem by overleveling (really, what helped was leveling my limits and materias), and now trying to get everyone's better weapons, I find myself dealing with several hundred steal misses without a Sneak glove (I can't steal anything at ALL), and a hundred successful normal steals with the Sneak Glove (100% steal rate). For the record I was trying to steal some Dragon Armlets, but all I ever got were Tents (Crater Dragon) and Remedies (Parasites), and only if I had the Sneak Glove equipped. It seems like the only way I can fix this is to start over or cheat.

I'll disable PHS temporarily from the menu when splitting up; the other problem sounds like a flaw in the script, just to clarify you picked Tifa but she ran off as if she hadn't been picked?

The Rare steals should have been removed from the mod by this point; they were basically unobtainable due to an oversight. I'll need to check the scene.bin when I get back from college, but I think the way it should be in the current patch is one of the weapons needed is a drop, the other is obtained either by Steal or Morph. If it is Steal, but in the 2nd steal slot, then I'll need to bump it up into the 1st slot. Sorry for the hassle, the situation with obtaining weapons from the Crater has been a mess for a while.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Xifanie on 2017-03-20 14:46:34
Alright, so I can only describe this bug as strange.

In my tests, Aeris will always replace the party member you chose in your 3rd slot. If you send her left/up, and you head that way as well, that is. (That sounds dangerous if your party leader is in that slot)

Aeris will only bug and be on the left side of the screen, where she can't walk, if it's your second time descending and choosing who goes where, and NOT if Yuffie is your 3rd party member, but WILL bug and WILL be misplaced if it's Tifa.

It's a bit annoying to go through the whole thing every time since I don't have Save Anywhere, so I'll stop my testing here. I've never had such weird things happen to me while making FFT events, but FFT also doesn't handle main characters quite the same way in events.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-20 15:08:14
Alright, so I can only describe this bug as strange.

In my tests, Aeris will always replace the party member you chose in your 3rd slot. If you send her left/up, and you head that way as well, that is. (That sounds dangerous if your party leader is in that slot)

Aeris will only bug and be on the left side of the screen, where she can't walk, if it's your second time descending and choosing who goes where, and NOT if Yuffie is your 3rd party member, but WILL bug and WILL be misplaced if it's Tifa.

It's a bit annoying to go through the whole thing every time since I don't have Save Anywhere, so I'll stop my testing here. I've never had such weird things happen to me while making FFT events, but FFT also doesn't handle main characters quite the same way in events.

On those fields are a descending list of checks that first assigns a value to a variable for each character, and based on the value of this var it will execute one of three scripts; go in direction A, go in direction B, or join party leader. To get past the other checks when it has executed the correct one, it uses label jumps. The problem is likely that one of these jumps and/or var checks has the wrong value.

But if this problem is happening on successive visits, and not the first visit, then another possibility is that the vars aren't being reset when leaving the Crater so when you go back down again, the retained values are overriding the scripts. Either way, I'll get to the bottom of it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: vincentzhl on 2017-03-21 03:00:04
Hi Chief,

I got stuck at dark cave. Screen is totally black and frozen when entering the 3rd screen of dark cave (railway station is the first screen, Shina section with vanish guy besides iron gate is the second screen).

It is so strange, I tried to reinstall FF 7 and repatch it on my Win 7 machine, the issue persists. Also I tried a different PC with Winxp system, the same issue happens. I am using NT 1.4 Build Download - 6th January 2017. Also tried hotfix of 18 Jan 2017 & 25 Feb 2017, but no luck.

Do you have any idea about it?

Cheers

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-21 03:24:16
Hi Chief,

I got stuck at dark cave. Screen is totally black and frozen when entering the 3rd screen of dark cave (railway station is the first screen, Shina section with vanish guy besides iron gate is the second screen).

It is so strange, I tried to reinstall FF 7 and repatch it on my Win 7 machine, the issue persists. Also I tried a different PC with Winxp system, the same issue happens. I am using NT 1.4 Build Download - 6th January 2017. Also tried hotfix of 18 Jan 2017 & 25 Feb 2017, but no luck.

Do you have any idea about it?

Cheers

Not sure, I'll jump in there just now and take a look.

Edit: The field appears to be operable, so we need to figure out why it's crashing for you there. Are there any other mods in play? The other possibility is a var clash that's preventing some of the field script logic from resolving. I'll go over the vars in there and see if I can spot any possible problems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Gatsrew on 2017-03-24 17:26:58
Hello Sega, I've been enjoying the mod for several weeks now!  I've encountered a couple errors so far that are preventing me from progressing at the respective tasks.  1) The Zach fight for Cloud's Limit and weapon material.  After I defeat him it drops the Shinra Alpha but doesn't play the cutscene after where he talks to me and gives me the items.  It plays the normal ending to the cutscene in vanilla game where it just pans up to Shinra.  2) The Platinum Match in Gold Saucer Extra Battles.  I've tried several times to start this fight in different combinations but it always does the same thing, it soft locks immediately.  The only variation I've been able to do is if I attach sneak attack, I can get in some hits with the paired materia before it locks.  I can chose an action for each person but then they just stand there, and if I have barriers on they continue to deplete so it shows that battle time is still going, not like its locked in an animation.  I would guess its trying to perform an attack from the enemy but can't find it?  If these have already been discussed please let me know the fixes, otherwise I'll wait to do these until you can make a hotfix.  Thank you again!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-24 18:51:17
Hello Sega, I've been enjoying the mod for several weeks now!  I've encountered a couple errors so far that are preventing me from progressing at the respective tasks.  1) The Zach fight for Cloud's Limit and weapon material.  After I defeat him it drops the Shinra Alpha but doesn't play the cutscene after where he talks to me and gives me the items.  It plays the normal ending to the cutscene in vanilla game where it just pans up to Shinra.  2) The Platinum Match in Gold Saucer Extra Battles.  I've tried several times to start this fight in different combinations but it always does the same thing, it soft locks immediately.  The only variation I've been able to do is if I attach sneak attack, I can get in some hits with the paired materia before it locks.  I can chose an action for each person but then they just stand there, and if I have barriers on they continue to deplete so it shows that battle time is still going, not like its locked in an animation.  I would guess its trying to perform an attack from the enemy but can't find it?  If these have already been discussed please let me know the fixes, otherwise I'll wait to do these until you can make a hotfix.  Thank you again!

Both are on the list for the next hotfix; I had some assignments to do but now that they're out of the way I'll get these patches finished and uploaded tonight.

Issues
-) Zack flashback not giving Omnislash
-) Platinum Match causes a softlock (attack animations)
-) North Crater (a): Scripting problems can cause the wrong party members to join and softlock.
-) North Crater (b): Can become stuck on two of the paths if the boss can't be defeated as there's no way to return (Left-Up and Right paths).
-) North Crater (c): PHS has been left enabled on save points during split-up which can cause problems with undersized parties, etc.
-) North Crater (d): Enemies have unobtainable steal lists (thought these lists had been changed, maybe it's only in my current files and not in the patches).
-) Dark Cave: Possible var conflict that prevents 3rd screen from loading (still looking into this).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Gatsrew on 2017-03-25 01:20:15
I forgot to mention one.  According to the NT Item List, Yahcobo was intended to drop the Dragon Armlet after defeat, but I never got that drop either.  I've seen you mention the steal/drops may have changed between patches so this may no longer be the case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-25 03:50:35
I forgot to mention one.  According to the NT Item List, Yahcobo was intended to drop the Dragon Armlet after defeat, but I never got that drop either.  I've seen you mention the steal/drops may have changed between patches so this may no longer be the case.

Yeah, I think Yahcobo is going to carry the Aegis Armlet for the last build.

As for the bugs, I finally found what I think was causing the problems in North Crater; Aeris' variable wasn't being scrubbed when you leave the Crater and a jump in the Left-Split path was jumping to a label that was right before Aeris' path check instead of the end of that particular 'block'. Fixed the others too, added a check for game moment to disable PHS if Game Moment is below 1998 (means it'll be back on for those 3 Crater Save Points after reaching the bottom once) and also reactivates on the NPC who greets you back onto the Highwind.

I'm going to use the 1.5 flevel for this patch, that way I won't need to replicate the bug fixes on both (and lessen the risk of, y'know, forgetting and having the problems sneak back in again). Scene patch will be using 1.4 files.

Edit: That's the patches up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-03-26 00:06:36
Hey, sorry, really amazing mod! I watched Xero play it on his first time around, and I remembered it so I could play it when I had the time. Well that time is now, and I love it! I'm almost out Shinra HQ.

I've been looking around for a while for info on the new weapons. I'm fighting the new X-ATM scorpion boss on floor 59 and trying to decide which weapon I want to steal, but I can't find anything on what stats the new weapons have... Or if I can actually buy them some other place. Considering you can only steal 1 weapon from that boss... It's giving me a headache.

I love finding things out on my own, and I've been using the files in the Documentation folder of the standalone mod .zip, but I also don't want to miss out on anything new the mod offers, and try to plan what weapons my party'll use before I miss them.

Is there any info on this somewhere?
...Or has someone written some form of mini walkthrough for this mod?

Thanks!

*EDIT*: Oh, and final question.. I am using the 7H version of the mod, what would be the best way to get this latest patch working for my game? Can I just uninstall the 7H version and install the standalone version on top of my game without losing all my progress?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-03-26 01:16:50
Oh, and final question.. I am using the 7H version of the mod, what would be the best way to get this latest patch working for my game? Can I just uninstall the 7H version and install the standalone version on top of my game without losing all my progress?

SC usually uploads the latest IRO with the current patches/hotfixes rather quickly. It's probably best just to wait for it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-26 02:49:52
Hey, sorry, really amazing mod! I watched Xero play it on his first time around, and I remembered it so I could play it when I had the time. Well that time is now, and I love it! I'm almost out Shinra HQ.

I've been looking around for a while for info on the new weapons. I'm fighting the new X-ATM scorpion boss on floor 59 and trying to decide which weapon I want to steal, but I can't find anything on what stats the new weapons have... Or if I can actually buy them some other place. Considering you can only steal 1 weapon from that boss... It's giving me a headache.

I love finding things out on my own, and I've been using the files in the Documentation folder of the standalone mod .zip, but I also don't want to miss out on anything new the mod offers, and try to plan what weapons my party'll use before I miss them.

Is there any info on this somewhere?
...Or has someone written some form of mini walkthrough for this mod?

Thanks!

*EDIT*: Oh, and final question.. I am using the 7H version of the mod, what would be the best way to get this latest patch working for my game? Can I just uninstall the 7H version and install the standalone version on top of my game without losing all my progress?

Those weapons will be available (fairly) soon so it's best just to go with whatever you get. Or you can not steal and go with the enemy drop instead, which is a piece of armour if I remember right.

SC usually uploads the latest IRO with the current patches/hotfixes rather quickly. It's probably best just to wait for it.

It'll be uploaded tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-03-26 03:04:07
Thanks so much for the quick answers, both of you. Chief, i'm psyched that you care so much about this project! I'm a programmer; just got my first job after getting the diploma, and I'm working solo on some project. It's really motivational to see people like you creating wonderful things for everyone to enjoy. It's inspiring me to care about this project I'm working on and hopefully make others happy to use my software! So much ambition in this, and it makes this game infinitely more interesting! I hadn't played it since I was a kid, and it gets everything right while not butchering my nostalgia factor.

Well, back to the game, I'm about to meet Nanaki now :)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Gatsrew on 2017-03-26 14:48:35
Hey Sega, thanks for the hotfixes for my last posts, they worked great!  I'm currently working through the dark cave storyline and found that the door going up the sector 7 tower doesn't prevent you from going up again.  If you go up it replays the scene and fights over again as if it was your first time up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-26 15:20:13
Thanks so much for the quick answers, both of you. Chief, i'm psyched that you care so much about this project! I'm a programmer; just got my first job after getting the diploma, and I'm working solo on some project. It's really motivational to see people like you creating wonderful things for everyone to enjoy. It's inspiring me to care about this project I'm working on and hopefully make others happy to use my software! So much ambition in this, and it makes this game infinitely more interesting! I hadn't played it since I was a kid, and it gets everything right while not butchering my nostalgia factor.

Well, back to the game, I'm about to meet Nanaki now :)

I'm studying to be a programmer; I was in English Literature and Creative Writing up until midway through the PhD but had to change tracks. Got the exam for the software development HNC in a few weeks and hoping to make desktop applications someday :I

Hey Sega, thanks for the hotfixes for my last posts, they worked great!  I'm currently working through the dark cave storyline and found that the door going up the sector 7 tower doesn't prevent you from going up again.  If you go up it replays the scene and fights over again as if it was your first time up.

A lot of the Dark Cave issues have been left for the moment while I focus on getting the main game sorted out. If you find anything that obstructs progress then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Gatsrew on 2017-03-26 15:27:34
Ok, will do.  I just got done beating the top floor of Shinra HQ and upon trying to use the elevator back down the character model disappeared and I couldn't move.  None of the save points in the building work either, so have to go through it all again.  Should probably just wait to do this section until it gets ironed out more then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-26 19:03:34
Is this mod compatible with The Reunion or at least the Beacause translation patch, or is that likely to break things?  I'd like to take advantage of a translation that clears up those classic 'This guy are sick' problems, but the difficulty tweaks this mod offers look really interesting
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-26 19:25:50
Is this mod compatible with The Reunion or at least the Beacause translation patch, or is that likely to break things?  I'd like to take advantage of a translation that clears up those classic 'This guy are sick' problems, but the difficulty tweaks this mod offers look really interesting

I don't think they are compatible, but I cleaned up the majority of the game's text if that helps. Just be careful about using custom names that are quite long as there are still some text-boxes that need to be re-sized to account for max-length names.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-26 19:29:24
Alright.  I'll have to see how your text compares with that one, but at least I know stuff's been re-translated/cleaned up to some degree.  I really like the idea of giving characters more distinct roles
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-26 21:58:52
Is the timer SUPPOSED to start before you even start fighting the scorpion?  He's a relatively long fight even with what seems to be a fairly optimal strategy.  I keep exploding.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Xifanie on 2017-03-26 22:32:50
Just wanted to drop that out there, but good job on the Quality of Life modifications. When making hacks, most people don't realize how important they are, but once you give it to them, they're like "WHOA! I can't believe no one thought of that before and I don't understand why it wasn't that way in the original game!"

I made a lot of hacks for FFT, and those are easily my most popular hacks. I mean, there's no reason to not want them.

Sure, I made really impressive stuff like a Synthesis Shop (link for those who care (http://ffhacktics.com/smf/index.php?topic=10108.msg194219#msg194219), v2 is way better but still being testing), but since it's a lot of trouble to think about all the items to synthesize, only 1-2 modders actually use it... (1 released and another mod still in development)

As someone who herself made a bunch of Quality of Life hacks, I really appreciate seeing someone else make efforts to do the same for their mod.
Even a tiny thing such as starting the game with an Enemy Away makes a world of difference for a lot of people, including me.
The Fort Condor teleport was brillant, though I was not impressed by all those consumable rewards. :p

Unfortunately, too many modders either just use the tools provided to make the game harder, or hackers have trouble thinking outside the box. It took years before someone else tried to create a QoL hack after I first did.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-03-26 22:40:42
I'm getting slaughtered by Thousand Gunner, Heli-Gunner and Thunder-Gunner...
I'm looking at videos of people playing 1.4, and for some reason, these bosses deal way more damage and take way less.

Here's an example. In Sega Chief's 1.4 Thousand Gunner video on Youtube, the whole party is in the back with Barrier on, and Crown Artillery deals about 40 damage to the party. In my game, I'm taking 100 damage.

As for damage, my Barret deals about 45 damage with a regular attack from the back row, and the one in Sega Chief's video deals 85.

Also, Red XIII can't use Sled Fang in my game, because I'm out of range, whereas people use it for over 300 damage in those videos...

And I remember clearly, Cloud was hitting like a total wimp too, like 30 damage.

Is this normal? I tried playing around with materias and give my magic casters all the +Magic I could find, and my fighters all the +Str materia, but it seems to have very little impact, and I take so much damage from both Heli Gunners that I barely have any time to ever attack, and even if I try constantly healing, they deal more than I can manage  :-o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-26 23:09:29
Is the timer SUPPOSED to start before you even start fighting the scorpion?  He's a relatively long fight even with what seems to be a fairly optimal strategy.  I keep exploding.

I'm getting slaughtered by Thousand Gunner, Heli-Gunner and Thunder-Gunner...
I'm looking at videos of people playing 1.4, and for some reason, these bosses deal way less damage and take way more than what I'm able to do to them.

Here's an example. In Sega Chief's 1.4 Thousand Gunner video on Youtube, the whole party is in the back with Barrier on, and Crown Artillery deals about 40 damage to the party. In my game, I'm taking 100 damage.

As for damage, my Barret deals about 45 damage with a regular attack from the back row, and the one in Sega Chief's video deals 85.

Also, Red XIII can't use Sled Fang in my game, because I'm out of range, whereas people use it for over 300 damage in those videos...

And I remember clearly, Cloud was hitting like a total wimp too, like 30 damage.

Is this normal? I tried playing around with materias and give my magic casters all the +Magic I could find, and my fighters all the +Str materia, but it seems to have very little impact, and I take so much damage from both Heli Gunners that I barely have any time to ever attack, and even if I try constantly healing, they deal more than I can manage  :-o

Have you got other mods/7H? For the Gunners, it sounds like they have long-range attacks active which is being done through the .EXE; NT dropped its .exe changes a long time ago, but it seems to be popping up in the catalog IRO version for some reason when other mods are active. The biggest give away is Sled Fang being short-range.

@Rascal: This EXE issue might be related to the scorpion fight as well if incoming damage from Rifle is too high and outgoing Limit Break damage is too low. The .exe changes aren't intended to be part of NT.

Just wanted to drop that out there, but good job on the Quality of Life modifications. When making hacks, most people don't realize how important they are, but once you give it to them, they're like "WHOA! I can't believe no one thought of that before and I don't understand why it wasn't that way in the original game!"

I made a lot of hacks for FFT, and those are easily my most popular hacks. I mean, there's no reason to not want them.
  • Cross Skip: hold cross and it flies through dialogue (I think your option to skip several portions of the story worked just fine)
  • Smart Encounters: only get random battles when you want them
  • 2nd squad is not mandatory
  • Default option is "Continue" and not "New Game" (no memory card detection, but better than nothing)

Sure, I made really impressive stuff like a Synthesis Shop (link for those who care (http://ffhacktics.com/smf/index.php?topic=10108.msg194219#msg194219), v2 is way better but still being testing), but since it's a lot of trouble to think about all the items to synthesize, only 1-2 modders actually use it... (1 released and another mod still in development)

As someone who herself made a bunch of Quality of Life hacks, I really appreciate seeing someone else make efforts to do the same for their mod.
Even a tiny thing such as starting the game with an Enemy Away makes a world of difference for a lot of people, including me.
The Fort Condor teleport was brillant, though I was not impressed by all those consumable rewards. :p

Unfortunately, too many modders either just use the tools provided to make the game harder, or hackers have trouble thinking outside the box. It took years before someone else tried to create a QoL hack after I first did.

QoLs are always handy, but sadly rare; I guess they're not as exciting :I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-03-27 00:09:36
Have you got other mods/7H? For the Gunners, it sounds like they have long-range attacks active which is being done through the .EXE; NT dropped its .exe changes a long time ago, but it seems to be popping up in the catalog IRO version for some reason when other mods are active. The biggest give away is Sled Fang being short-range.

If Menu Overhaul is being used, it could be from the ff7_mo.exe that's currently in the Catalog. I have removed all that and switched completely to hext edits in the next update, so I really hope that resolves these random clashes in compatibility we've seen reported. I can never test these things through a full playthrough due to time, so it's up to the public to catch them and report it.

Just waiting for NT 1.5 and Reunion R06 to push out the next Catalog update :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-03-27 00:29:43
If Menu Overhaul is being used, it could be from the ff7_mo.exe that's currently in the Catalog. I have removed all that and switched completely to hext edits in the next update, so I really hope that resolves these random clashes in compatibility we've seen reported. I can never test these things through a full playthrough due to time, so it's up to the public to catch them and report it.

Just waiting for NT 1.5 and Reunion R06 to push out the next Catalog update :)

That was exactly it! I turned off Menu Overhaul in 7H - "The Reunion - Beacause and Menu Overhaul" and set the .exe to the original "ff7.exe", and now my Sled Fang works and I take WAY less damage from the back row!

I was essentially dealing 1/2 damage from back row, and still taking full damage.. No wonder it was so hard. Thanks so much for being so quick again, guys!

The funny thing is the game still felt fair up to this point, these guys are the first where it becomes almost impossible to keep up with the damage. I ran from 3-4 encounters, but I was doing alright. xD

However, now my battle menu is just completely black, with only the text visible. I don't really mind, I'll just wait for the new versions to rollout, and re-activate Menu Overhaul then: it's not exactly a problem :) ... Unless you guys know how to fix that too?

Here's what it looks like.
http://imgur.com/a/GknJ0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-27 01:45:37
Sure enough, I was using Menu Overhaul as well.  Although part of my problem was that the default 7H upscaling options are a bit intense for my rig - 4k internal resolution is kinda overkill, y'know?  At least, when I'm also streaming.  I was losing frames but that wasn't slowing the timer down.  Good to know this issue exists.

FWIW, I would definitely advise checking out the Beacause script.  It's a really solid translation (although it has a few cases of awkward English in it, imo) and seeing it or something like it integrated into the New Threat script would be greatly appreciated.

EDIT:  So, when I turn off MO, I run into a different problem - all of a sudden, the materia edits New Threat is supposed to make disappear?  Sense goes back to only being +2 Dex, for example, instead of +10 Dex, -10 Luck.  Obviously that throws the intended balance out of whack as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-03-27 02:12:24
However, now my battle menu is just completely black, with only the text visible. I don't really mind, I'll just wait for the new versions to rollout, and re-activate Menu Overhaul then: it's not exactly a problem :) ... Unless you guys know how to fix that too?

Here's what it looks like.
http://imgur.com/a/GknJ0

EDIT:  So, when I turn off MO, I run into a different problem - all of a sudden, the materia edits New Threat is supposed to make disappear?  Sense goes back to only being +2 Dex, for example, instead of +10 Dex, -10 Luck.  Obviously that throws the intended balance out of whack as well.

If I were to upload a new MO IRO for testing only, would you check these issues for me? It will be with the new hext edits, so just enable them in the Configure and set your Workshop -> Settings -> FF7 EXE to use the ff7.exe installed from the 7H Game Converter.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-03-27 02:31:07
Sure thing, just tell me what/when to install and I'll give it a whirl.  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-27 03:08:05
Likewise.  I'd love to have the Menu Overhaul and also the intended gameplay of New Threat

EDIT:  Okay, did some restructuring and the new version of MO seems to be working.  The Materia changes are gone, but my understanding is that that's SUPPOSED to be the case unless you're playing on Arrange?  Also, is Arrange supposed to be missing in 1.4?  It's mentioned in the readme, but the starting screen only lets me pick Normal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-27 08:05:32
Likewise.  I'd love to have the Menu Overhaul and also the intended gameplay of New Threat

EDIT:  Okay, did some restructuring and the new version of MO seems to be working.  The Materia changes are gone, but my understanding is that that's SUPPOSED to be the case unless you're playing on Arrange?  Also, is Arrange supposed to be missing in 1.4?  It's mentioned in the readme, but the starting screen only lets me pick Normal.

Arrange was deactivated so it could be balanced properly. The .exe changes weren't specifically for either mode, but were originally planned to be for Arrange only.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-27 08:11:08
I see.  I actually really liked the more drastic materia edits, it added a fun extra layer of specialization to each character and a chance to 'break the mold' somewhat by giving a character materia that shored up weaker parts of their build.  Plus it meant that sometimes equipping a given materia was risky - I developed an early game strategy where All stayed attached to attack magic in battles, but would be quick-swapped onto my healer in menus so that they could cure-all the party for 10mp.  But I can understand wanting to refine Arrange.  Anyways, with the new Hext-format MO, things appear to be restored to normal in terms of Limit damage and the like.

EDIT: Also, Fort Condor warp guy is my hero.

EDIT 2:  The new MO test builds seems to be causing more frequent crashes.  Wouldn't call this fixed just yet.  Seems to be tied to certain attack names displaying.  Something to do with MO's text windows?  Might just live without MO for now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bkd50 on 2017-03-27 12:03:15
Hello! im really enjoying the mod so far, using the stand alone version.

maybe im just dumb, but is there anyway to know when an update is out? i use the first page of this thread (obviously) to download the game, and its hot fixes, but i hear talk of more hotfixing in the recent replies to the thread. are there anymore updates actually out or am i just being paranoid of you and everyone elses hot topic on hotfixing?

on a side note, again, im really really happy you made this mod. the first time i was introduced to it was through a streamer and a youtuber called death_unites_us (4-8 productions on youtube.) after seeing him play through only a little bit of the mod, i had to try it my self.

you did a great job.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-27 12:21:48
I see.  I actually really liked the more drastic materia edits, it added a fun extra layer of specialization to each character and a chance to 'break the mold' somewhat by giving a character materia that shored up weaker parts of their build.  Plus it meant that sometimes equipping a given materia was risky - I developed an early game strategy where All stayed attached to attack magic in battles, but would be quick-swapped onto my healer in menus so that they could cure-all the party for 10mp.  But I can understand wanting to refine Arrange.  Anyways, with the new Hext-format MO, things appear to be restored to normal in terms of Limit damage and the like.

EDIT: Also, Fort Condor warp guy is my hero.

EDIT 2:  The new MO test builds seems to be causing more frequent crashes.  Wouldn't call this fixed just yet.  Seems to be tied to certain attack names displaying.  Something to do with MO's text windows?  Might just live without MO for now.

I think MO is DLPB's creation, but as far as I know he dropped support for it.

Hello! im really enjoying the mod so far, using the stand alone version.

maybe im just dumb, but is there anyway to know when an update is out? i use the first page of this thread (obviously) to download the game, and its hot fixes, but i hear talk of more hotfixing in the recent replies to the thread. are there anymore updates actually out or am i just being paranoid of you and everyone elses hot topic on hotfixing?

on a side note, again, im really really happy you made this mod. the first time i was introduced to it was through a streamer and a youtuber called death_unites_us (4-8 productions on youtube.) after seeing him play through only a little bit of the mod, i had to try it my self.

you did a great job.

The only way is to check in with the front page of this thread and check the hotfix dates against when you downloaded the mod. There was an flevel hotfix recently to repair some issues in Dark Cave and other places; it's not major, but could be handy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Nakithepaper on 2017-03-27 12:40:18
Really loving the idea on this mod, and some of the fixes it makes to the game.  Once I can get Final Heaven to work, I am gonna really love playing with this mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-27 12:58:05
Probably a weird request, but I'd love, like, an Arrange-Lite difficulty mode that was mostly Standard but with some of Arrange's features like the more complex materia stat effects.

Or, honestly, for the materia stuff to just be rolled into Standard, maybe at a lower intensity?  Cut the effects by half, but still have the 'every materia is a double edged sword' factor to contend with, even on 'Normal'
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-27 14:42:32
Probably a weird request, but I'd love, like, an Arrange-Lite difficulty mode that was mostly Standard but with some of Arrange's features like the more complex materia stat effects.

Or, honestly, for the materia stuff to just be rolled into Standard, maybe at a lower intensity?  Cut the effects by half, but still have the 'every materia is a double edged sword' factor to contend with, even on 'Normal'

That's the plan; the .exe changes will be making a return at some stage, likely through a hext kind of deal. Dan has a new installer that works a little like 7H as well that I might be using for the stand-alone as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-03-27 19:59:22
QoLs are always handy, but sadly rare; I guess they're not as exciting :I

They may not be the most exciting things in the world, granted, but know that at least this one person damn sure appreciates those little quality of life changes. Personally, I always thought one of the best parts of this mod was the NPC that informs you when another Fort Condor battle is available and teleports you to and from.

Such a little change in reality, but it makes a big difference.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-03-27 23:13:12
If I were to upload a new MO IRO for testing only, would you check these issues for me? It will be with the new hext edits, so just enable them in the Configure and set your Workshop -> Settings -> FF7 EXE to use the ff7.exe installed from the 7H Game Converter.

I have screenshots here: http://imgur.com/a/KzabY

Alright, I tested it, here's what I got from the test (using FF7.exe and not FF7_mo.exe): It works, but not fully. Keep in mind that this is with every iro activated and in the 7th Heaven boot order, and the game was running perfectly stable so far, with 7H MO, with the exception of Long-Range stuff being all f*****.

1. Great news, The Menu Overhaul iro you sent me works fine, compatibility-wise, with New Threat.  There is no 'Long Range' conflict (ex. Red XIII can use Sled Fang in the HQ elevator fight, and damage is effectively dropped by 50% from the back row). The icons mod works too!

2. You cannot use the ''No Battle Boxes'' mod with it (even with plain Menu Overhaul). No matter where I put 'The Reunion - Beacause and Menu Overhaul' in my boot order, it would not work.

3. On top of #2, the game would simply crash on startup if ''No Battle Boxes'' was activated, unless it was at the very bottom of the load order, with only ''World Textures'' under it. That's the only place between New Threat and the bottom of the Load Order where the game would even launch, but even then, with ''No Battle Boxes'' on, it just didn't work: you get the regular MO battle menu.

4. The game crashed on startup a few times after install. It behaved strangely:
- 1st boot: was an 'Oops' error
- 2nd: 7H just launched the game without loading any mods (Square Enix logo blinks at the beginning)
- 3rd: 'LoadLibrary failed with error -1073741795: (null)'
- 4th: it just gave a regular Win7 '...is not responding' error.
- 5th boot, it worked.  ???
- 6th: 'LoadLibrary failed with error -1073741795: (null)'
- 7th: It worked again  :-\

So it's definitely shaky. Probably a lot of errors trying to load the mod library and getting either an empty one or a null object.... But I don't know how the mod interacts with 7H so it's just an idea.

5. You were right, the text sometimes doesn't fit the textboxes well. I caught an example (see attached screenshots), in the Load Save menu, top-right corner, 'Game 05' doesn't fit the box.

I'll keep running with New Threat and this Menu Overhaul, and keep you guys updated if anything else shows up, compatibility-wise. Thanks for sending me it! Beta-testing ftw.

Small question, too: I was also wondering if the battle materia menu was looking normal to you guys? (there's a screenshot of it in my imgur link) Is it going to change appearance once I get Tier-2 magic?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-27 23:24:42
I had a similar issue with the test MO iro and New Threat - I'm pretty sure those crashes are being triggered, at least some of them, by new attacks added by New Threat.  At the very least, both Aps Senior's tidal wave attack and Beta Blast were causing repeatable crashes pretty reliably.  Reported that and uploaded some saves already.  Hopefully things will get to play nice.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-28 02:33:50
I had a similar issue with the test MO iro and New Threat - I'm pretty sure those crashes are being triggered, at least some of them, by new attacks added by New Threat.  At the very least, both Aps Senior's tidal wave attack and Beta Blast were causing repeatable crashes pretty reliably.  Reported that and uploaded some saves already.  Hopefully things will get to play nice.

They aren't really new attacks, just the same animations as the old one. Both use transparency effects however which seems to give the game grief even under default conditions and which could be the culprit for these crashes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-03-28 02:45:21
Alright, I'm dropping the MO for now.. I just left Kalm with the new party member, and now any PHS use just freezes the cursor over the active party member and crashes to desktop, everytime.

It was going well for a while, but I have to get over the fact that if the game crashes 5+ times before it launches, it will probably crash in-game too.  :-[

Menu Overhaul looks so nice, too. I'll help beta test whenever you need it, EQ2Alyza! I'd love to be able to give some help getting it to work with NT :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-03-28 05:31:54
I have screenshots here: http://imgur.com/a/KzabY

Alright, I tested it, here's what I got from the test (using FF7.exe and not FF7_mo.exe): It works, but not fully. Keep in mind that this is with every iro activated and in the 7th Heaven boot order, and the game was running perfectly stable so far, with 7H MO, with the exception of Long-Range stuff being all f*****.

1. Great news, The Menu Overhaul iro you sent me works fine, compatibility-wise, with New Threat.  There is no 'Long Range' conflict (ex. Red XIII can use Sled Fang in the HQ elevator fight, and damage is effectively dropped by 50% from the back row). The icons mod works too!

2. You cannot use the ''No Battle Boxes'' mod with it (even with plain Menu Overhaul). No matter where I put 'The Reunion - Beacause and Menu Overhaul' in my boot order, it would not work.

3. On top of #2, the game would simply crash on startup if ''No Battle Boxes'' was activated, unless it was at the very bottom of the load order, with only ''World Textures'' under it. That's the only place between New Threat and the bottom of the Load Order where the game would even launch, but even then, with ''No Battle Boxes'' on, it just didn't work: you get the regular MO battle menu.

4. The game crashed on startup a few times after install. It behaved strangely:
- 1st boot: was an 'Oops' error
- 2nd: 7H just launched the game without loading any mods (Square Enix logo blinks at the beginning)
- 3rd: 'LoadLibrary failed with error -1073741795: (null)'
- 4th: it just gave a regular Win7 '...is not responding' error.
- 5th boot, it worked.  ???
- 6th: 'LoadLibrary failed with error -1073741795: (null)'
- 7th: It worked again  :-\

So it's definitely shaky. Probably a lot of errors trying to load the mod library and getting either an empty one or a null object.... But I don't know how the mod interacts with 7H so it's just an idea.

5. You were right, the text sometimes doesn't fit the textboxes well. I caught an example (see attached screenshots), in the Load Save menu, top-right corner, 'Game 05' doesn't fit the box.

I'll keep running with New Threat and this Menu Overhaul, and keep you guys updated if anything else shows up, compatibility-wise. Thanks for sending me it! Beta-testing ftw.

Small question, too: I was also wondering if the battle materia menu was looking normal to you guys? (there's a screenshot of it in my imgur link) Is it going to change appearance once I get Tier-2 magic?

1. Good!

2. When you say "The Reunion - Beacause and Menu Overhaul" are you referring to the current one in the Catalog 2.0? Or is that the Catalog 3.0 - Menu TEST.iro that I sent you? I have made so many mistakes with helping people in the past because the wording gets misunderstood, so just wanting to make sure :)

About the Battle Boxes themself...hmm, it works just fine on my end. But there is a delay added to the hext where it will not inject the code until 5000ms after the game launches. What version of 7H are you using? That delay feature is not present in older versions.

3. Can you post me your Profile Details showing me that exact load order. It doesn't need to be loaded at the bottom, although it's fine there anyways. It just has to come after New Threat, that way the changes to NT apply and aren't overridden. Load priority goes from top to bottom, top taking first priority over all else under it, and so on.

4. I have had the 4th issue where Win10 will state that ff7.exe has stopped responding. The most it has occurred was two consecutive times, where the third launch would work. It never affected anything in-game that I could notice, but then again...I have no played through the entire game with every variation of mods active/inactive alongside this Menu TEST (for obvious reasons, that would be impossible lol). I have never had any of the other issues though, which is odd. I hope this is a case of the delay feature missing with your 7H version.

5. Yes, that Game xx box on the Load Menu was there even back in the days DLPB was still supporting it. I don't know how to fix it. But I meant more along the lines of dialogue boxes, for example 5th image in the link you provided has the dialogue box width extended much further to the right than the sentence breaks occur. After the first sentence (?!), the dialogue for "If you need a break," should continue on that first line before it moves onto the second. Either that, or the dialogue box width needs to reduce to stop just beyond the way the sentence breaks are showing in that image. Both are okay for me, but right now it's just a lot of dead space in the dialogue box that takes up too much of the screen.

Small Question: It should extend rightward when you get the tier2 and tier3 versions...should ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2017-03-28 08:57:42
Ah, yes, Fort Condor Runner is my hero, too. ;D

Good stuff, Sega Chief. Caught up with the posts and read about your career path. I believe in your success.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-29 01:52:56
Where is the Gil Plus materia, exactly?  I've already made it to Gongaga and not found it, which makes me suspect I must have missed it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-29 02:12:46
I think it's in Temple of the Ancients where the Luck Plus used to be. Gold Saucer should have it in Wonder Square as a prize but doesn't unlock until later; either when the Bronco is acquired or the Highwind.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-29 02:27:47
Ah okay.  For some reason when I saw 'Early' I thought, like...  Early.  Temple of the Ancients is relatively early but I've still got a small ways to go before getting it.

I was hoping to use it to speed up my current favorite money grind - Mithril Divers in the mines are math-compatible and drop 2k gil per kill, so they've been funding my adventures.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-03-29 02:34:39
1. Good!
-snip-

2.1: I meant Catalog 3.0 - Menu TEST that you sent me! Sorry xD ...which I tested with only Menu Overhaul activated, and/or With MO + No Battle Boxes. With your 'Catalog 3.0 - Menu Test', 'No Battle Boxes' has never worked for me, and just activating it caused constant crashes on boot, and the 2 times where it did boot over 30 boots, there was no change in-game.

2.2:  I use 7H_1.54.zip that I got from the official 7H post. http://forums.qhimm.com/index.php?topic=14490.0 - ficedula version

3. Here are my details:

Spoiler: show

Miscellaneous - Dynamic Cloud Weapons
   ID: 5d6a46f7-b0b0-43b1-88cb-f54de763c5b1
   Version: 2.33
   CloudSword = 1
   Sword = 3
   Dynamic = 1
Miscellaneous - Jessie Mod
   ID: 1e2e93b2-5e26-4364-9b00-d316c618813b
   Version: 2.3
Miscellaneous - Team Avalanche Fields
   ID: 72152e09-7b5c-4942-8465-afa154e20b08
   Version: 2.0
   field_ta = 1
Battle Models - Weapons
   ID: fe92e17c-f60d-4cf5-9c79-889f93d1edcb
   Version: 2.1
   weapons_aerith = 3
   weapons_caitsith = 1
   weapons_cloud = 2
   weapons_sephiroth = 1
   weapons_yuffie = 1
Field Models - Objects
   ID: 7f1274cf-3bf8-4ae6-a722-d2f374c902fc
   Version: 2.1
   huge_materia = 1
   materia = 2
   potions = 2
   save_point = 3
Animations
   ID: 653bb2b6-3999-4bb0-bc21-2ae299bb7b87
   Version: 2.1
   f_animation = 1
   w_animation = 1
   60fps = 1
   fba = 1
   fbn = 0
   fed = 1
   fs = 1
Battle Models - Characters
   ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
   Version: 2.1
   models_aerith = 1
   models_barret = 5
   models_caitsith = 1
   models_cid = 1
   models_cloud = 7
   models_redxiii = 1
   models_sephiroth = 1
   models_tifa = 2
   models_vincent = 3
   models_yuffie = 1
Battle Models - Enemies
   ID: 267ef1d2-599c-4f4d-860c-b838f402c587
   Version: 2.1
   models_diamond = 1
   models_frogs = 2
   models_scorpion = 1
   models_jenova = 1
   models_joker = 1
   models_life_form = 1
   models_motorball = 1
   models_ruby = 1
   models_soldiers = 1
   models_sweeper = 1
Battle Textures
   ID: ad83c8b5-249d-41f9-84a4-cd35200da6af
   Version: 2.0
   battle_bg = 2
Field Models - Main Characters
   ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
   Version: 2.2
   models_cloud = 0
   models_aerith = 2
   models_barret = 11
   models_caitsith = 1
   models_cid = 2
   models_redxiii = 1
   models_sephiroth = 4
   models_tifa = 3
   models_vincent = 1
   models_yuffie = 2
Field Models - Non-Player Characters
   ID: d329bc05-3dc0-4f35-94aa-632986f47194
   Version: 2.34
   models_base = 1
   models_biggs = 1
   models_jessie = 1
   models_wedge = 1
Field Textures - yarLson
   ID: 339ca282-645f-4053-83d1-de8777f8b1bc
   Version: 2.3
   field_bg = 1
Gameplay - Difficulty and Story
   ID: af709876-588e-4865-84e3-0ac0bd662fb2
   Version: 2.391
   gameplay = 6
Gameplay - Tweaks and Cheats
   ID: 3dbdfa3b-d97f-4cfc-9db8-223dbe0152bc
   Version: 2.2
   ar = 1
   cf = 1
   dm = 0
   isl = 1
   i = 0
   li = 0
   lcs = 0
   lt = 0
   nrb = 0
   spa = 1
   sc = 1
   sbo = 0
Media - Movies
   ID: 4f61f4cf-6733-4503-93f4-ed7fdfee21a6
   Version: 2.1
   movie = 2
Media - Music and Sound
   ID: 2bdd4a94-4b06-46ca-af0a-37b9dfef25aa
   Version: 2.1
   music = 4
   sound = 1
Menu - Avatars and Backdrops
   ID: aec06415-0f12-410b-ac43-f4e89e363729
   Version: 2.1
   avatars_aerith = 1
   avatars_barret = 1
   avatars_cait_sith = 1
   avatars_chocobo = 1
   avatars_cid = 1
   avatars_cloud = 1
   avatars_cloud_young = 1
   avatars_red_xiii = 1
   avatars_sephiroth = 1
   avatars_tifa = 1
   avatars_vincent = 1
   avatars_yuffie = 1
   game_over = 1
   prelude = 2
   start_menu = 10
Minigames Collection
   ID: ee718ab3-0aa5-43b2-b7bc-82c69fcd19d0
   Version: 2.31
   chocobo_models = 1
   condor_models = 1
   motorbike_models = 3
   chocobo_textures = 1
   coaster_textures = 1
   condor_textures = 1
   motorbike_textures = 1
   snowboard_textures = 1
   wonder_square = 1
Spell Textures
   ID: b97373a2-aa9f-40e3-9a3d-aeaa846391d4
   Version: 2.1
   magic = 2
   coin = 12
   limit = 9
World Models - Characters
   ID: a5b9a2f3-c9e3-4cbb-947a-1489ebeeb921
   Version: 2.1
   cid_world = 2
   cloud_world = 12
   tifa_world = 4
World Models - Enemies
   ID: 0d0cc481-4cc3-4e7e-9529-fa7077b38615
   Version: 2.0
   diamond = 1
   emerald = 1
   ruby = 1
   ultima = 1
World Models - Vehicles
   ID: 0e056cf4-7b37-49e1-aa9e-c57bc73db954
   Version: 2.0
   buggy = 1
   chocobo = 1
   highwind = 1
   submarine = 1
   tiny_bronco = 1
Catalog 3.0 - Menu TEST
   ID: c0cc6846-ec72-48c3-971a-a276c69b8830
   Version: 1.0
   beacause = 0
   menu = 2
   icons = 1
   nbb = 1
World Textures
   ID: 35e0906d-7da4-4da2-b10d-87149d291a38
   Version: 2.0
   world_bg = 3


Reminder : the rest of the game is perfectly fine (0 crashes so far) with this 7H mod setup. It only starts messing up when MO is turned on :(

I had un-installed your IRO, and after re-importing your IRO with No Battle Boxes on again, it never booted in 7 boots. So, I gave up on further tests.


With ONLY Menu Overhaul option active, it was crashing when I tried PHS from the World Map yesterday (Maybe because Yuffie joined the party : I tested it right after walking out of Kalm with her in my party), so I'm gonna turn it back off for now, trying to play the game a bit :p But I'm making backups of all my saves, so if we want to test any particular area, I will probably have a save for it.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-03-29 12:43:13
2.1: I meant Catalog 3.0 - Menu TEST that you sent me! Sorry xD ...

Check your PMs please. I hope what I sent you will resolve the issues :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-29 23:00:43
Yuffie's innate is incredible - managed to get myself a Curse Ring for later.  Having a ton of fun with the mod so far.  I've been streaming my experiences with it over on Twitch, if you'd like to watch someone who's not a speedrunner take a run at your mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-29 23:41:40
Could do; what's your Twitch channel name?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-29 23:55:38
therascalqueen.  About 30 hours of video, although the first segment (everything to about Corneo, actually) was with the MO bug, and there were some other problems that I had mostly fixed by the third session (weird upscaling-induced lag, mostly)

Made it to the end of Nibelheim, decided to try and pick up all the prizes I could before they change post-Tiny Bronco, mostly the Curse Ring.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-03-30 04:34:08
Check your PMs please. I hope what I sent you will resolve the issues :)

I PMed you back (twice) but it shows my 'Sent Messages' as empty, just let me know if you got them.
The jist of it:
- 7H 1.56 beta + MO 3.0 beta work and eliminated the 'No Battle Boxes' bug
- My PHS is still fucked
- I tested by removing everything lower than NT in the load order except for MO, and so I was lazy and didn't test by removing everything except NT and MO, and I'll do that tomorrow probably

PM me if you need more info
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-03-30 05:48:54
I got your PMs, don't worry :)

You should be able to see your sent from the Inbox. Your replies will be attached below the initial PM I sent.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-30 12:01:46
By the way, Gold Saucer fights still give SP.  Is that intentional?  Seems weird given they don't progress anything else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-03-30 15:06:14
Way back when, SP was only given at fixed intervals from boss fights rather than from random encounters. Battle Square and Junon Leagues were there to give SP and get characters maxed out if they hadn't done so through the fixed SP for whatever reason or as an alternative to getting it from optional bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-30 15:43:34
Ah, okay, just wondering.  Was worried about maybe pushing my stats higher than intended with Battle Square grinding.  Pretty sure BS would be a necessary (or at least useful) tool in a Low Level Run of this mod, then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-03-31 02:02:44
Also I'd generally agree, going back over previous comments, that damage/HP might be a bit high.  Not too much - I could see a 10-20% reduction honestly giving the game a really satisfying pace while still being challenging.  If you did want to do a 'fast mode' kind of thing, I'd say aim for 25% HP reduction, but otherwise just trim a bit of fat - I find I'm consistently 'solving' fights and then having a few extra minutes of just repeating the routine until they fall over.

EDIT:  Bought my villa, where's my guy with the items?  I'm still on disc 1, if it's relevant - found a nice Mideel grinding strat.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-02 22:04:03
Did the villa not spawn anybody? I'll check into that.

Spoiler: show

One thing for everybody, I'm being told that the fix for North Crater doesn't work; if Aeris is sent Left, it will soft-lock the game. Send her Right instead for the time being until I can properly test and implement a solution for 1.5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-04-03 01:47:28
Periodically checking up on this thread, it reminded me of something that perplexed me. I was climbing Mt. Corel, and when I got to the Mako Reactor up there, monsters that I killed on that screen would pop up the 'SP GAINED' message as I killed them. I didn't think twice about it, thinking that it was only past that point that SP gains were unlocked. After progressing a bit more and not getting the SP gains, and reading the last msg's in this thread, I'm wondering if that was supposed to happen.

IIRC, the 'SP GAINED' message only showed up directly on the Mako Reactor screen, and nowhere else. Sadly, I can't tell you if the monsters did give me SP or not. I wasn't really in a beta testing mindset when it happened, I thought it was a feature. lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-03 03:02:24
Yeah, it was a fragment of the old message that used to play whenever a monster gave SP; now that the level restriction is gone, it's redundant to have it so I removed it. I missed the ones in Corel though, I noticed them too when I went through that area.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-04-04 01:02:11
Boxer is literally cancer to Morph :x

After many tries just trying to wear him down, I tried poisoning him with a Dirty bomb and hasting him, so that he stays small, and trying to get the poison damage to do the right amount of damage so my Tifa can morph him, but he always has just enough HP so that I can't morph him, and if I hit him, he just wipes me out of the field every single time...

25 fights later, no Work Glove -.-
I'm gonna try hitting him randomly with one of my characters and see if Poison ticks bring him in Morph dmg range... Seriously, I don't even know what Work Gloves do, yet I spent the last hour trying to get them ._. I really think there should be a database giving the new weapons' stats, it would really help people informed decisions on what to grind for, but at the same time, I do enjoy finding SOME things out on my own. This Boxer is just REALLY frustrating to morph. Good job Sega  :evil:

Maybe there's a better way? A Morph strat that I didn't think of?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-04-04 02:07:06
Alright, my strat worked, but I had to use a calculator to do it right.

OBJECTIVE: We want to figure out how to Poison an enemy, and have its remaining HP be lower than what your Morph attacker does, so you can kill the enemy and Morph them!

That means we have to hit Boxer a couple of times before his HP drops too low, to have him take enough damage so that Poison can take its course and have him left with low enough HP that Morph can kill him in 1 hit, before he kicks you out of the fight!

I'm going to do a little math here, but it's extremely simple, so don't tune out. I'll break it down. For those unfamiliar with it, there's a mathematical operator called 'MOD', which works like this, Let's take, for example, the expression:

9 (MOD) 4

- Mod gives you the remain after you subtracted a number by the dividing number, numerous times, until you can't anymore, and then, it gives you what is left. In the example, 9 / 4 works like this : You take out 4 as many times as you can, until you can't anymore.

The remaining number is the 'mod' result.

- 9 mod 4 basically does this: it will take out 4 out of 9, and check if there's anything left. 9-4 = 5. 5 is greater than 4, so you can remove 4 again out of it. 5-4 = 1. 1 is smaller than 4, so that means that you can't remove 4 out of 1 anymore. So, the result of (9 mod 4) is 1. It essentially equates (9 - (2x4) = 1).

- The Poison effect always does the same damage to the enemy. Morph also always does the same damage to the enemy, if you ignore crits.

- That means that you can use a monster's HP and do a (mod) of its HP by Bio's damage. That'll tell you how much HP it will have when it's used the Poison damage until just before it ticks 1 more time and kills the enemy.

- So the process is this:

1. Poison the enemy (Dirty Bomb, or Bio)
2. Check how much HP the enemy has
3. Check how much damage the Poison effect does every tick
4. Check how much damage your Morph attack does
5. Check (Enemy's HP (MOD) Poison Dmg)
6. Hit the enemy with any attack so that the (MOD) result is lower than the Morph damage).

For example, You check Boxer's HP (2250). You poison a Boxer, and it does 144 dmg per tick. You do this equation: 2250 MOD 144. Just type '2250 mod 144' in google, it'll give you the result : 90 HP.

1. After a few poison ticks, Boxer's HP will be at 90 HP.
2. Tifa's Morph attack does 35 dmg.
3. So, what's an easy way to deal damage to bring a monster with 90 HP below the damage that Morph does?

Any way is good. The simple way here, is just to hit it twice with Tifa's Morph, which does 35 dmg.
90HP minus (35 dmg x 2), to lower it's HP to 20.

That way, when Boxer takes that last Poison tick of 144 damage, it's HP won't be 90, it'll be 20. Then, you can just last-hit it with Tifa's Morph again, and take it out before it knocks your party out of the battle.

The (MOD) operator will save the day in a situation like this, to calculate the last hit of a Morph. Learn it, love it, use it :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-04 10:01:10
Hey sega chief(or anyone who can answer as well)

I started playing nt again after the long break and I have a few questions.

No bugs, smooth game play but is clouds limit intentionally weak or is that a bug? Tifa like rules w 200 per hit while he drags 70-80 for first and 50 for 2nd break...?

Is 1.5 comming out soon and if yes will it be continuable or mustrestartable?

I remember finding some xls w extensive in depth info on nt te first time i searched, but now nothing....? Is there any text in depth guide or info?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-04-04 14:16:17
Are you also using Menu Overhaul?  There's a glitch right now where the Menu Overhaul exe packed with 7th Heaven contains data from an older version of New Threat, which causes limit breaks to be weaker than they should.  If you're also seeing Materia with really extreme stat changes, that's probably what's happening.

There's a decent amount of documentation in the .7z release, I want to say there's a way to get to it from the 7th Heaven release as well but I'm not sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-04 14:46:26
Yes ive seen documents in nt rar installer if you mean that? And yes i use mo but haven't noticed xtrm mtra stats. Will trywo mo and see.

Also were bosses unmorphable iirc?

Thx rascalqueen. Also do you know where are new limits descriptions and comparisons? As other info im sure i had them b4, but cant find them now. Or maybe all those i found for mere vanilla game and they are non-existent for nt version...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-04 17:08:54
Boxer is literally cancer to Morph :x

After many tries just trying to wear him down, I tried poisoning him with a Dirty bomb and hasting him, so that he stays small, and trying to get the poison damage to do the right amount of damage so my Tifa can morph him, but he always has just enough HP so that I can't morph him, and if I hit him, he just wipes me out of the field every single time...

25 fights later, no Work Glove -.-
I'm gonna try hitting him randomly with one of my characters and see if Poison ticks bring him in Morph dmg range... Seriously, I don't even know what Work Gloves do, yet I spent the last hour trying to get them ._. I really think there should be a database giving the new weapons' stats, it would really help people informed decisions on what to grind for, but at the same time, I do enjoy finding SOME things out on my own. This Boxer is just REALLY frustrating to morph. Good job Sega  :evil:

Maybe there's a better way? A Morph strat that I didn't think of?

Work Glove is found in a treasure chest in the Temple of the Ancients.

Alright, my strat worked, but I had to use a calculator to do it right.

OBJECTIVE: We want to figure out how to Poison an enemy, and have its remaining HP be lower than what your Morph attacker does, so you can kill the enemy and Morph them!


I'm going to do a little math here, but it's extremely simple, so don't tune out. I'll break it down. For those unfamiliar with it, there's a mathematical operator called 'MOD', which works like this, Let's take, for example, the expression:

9 (MOD) 4

- Mod gives you the remain after you subtracted a number by the dividing number, numerous times, until you can't anymore, and then, it gives you what is left. In the example, 9 / 4 works like this : You take out 4 as many times as you can, until you can't anymore.

The remaining number is the 'mod' result.

- 9 mod 4 basically does this: it will take out 4 out of 9, and check if there's anything left. 9-4 = 5. 5 is greater than 4, so you can remove 4 again out of it. 5-4 = 1. 1 is smaller than 4, so that means that you can't remove 4 out of 1 anymore. So, the result of (9 mod 4) is 1. It essentially equates (9 - (2x4) = 1).

- The Poison effect always does the same damage to the enemy. Morph also always does the same damage to the enemy, if you ignore crits.

- That means that you can use a monster's HP and do a (mod) of its HP by Bio's damage. That'll tell you how much HP it will have when it's used the Poison damage until just before it ticks 1 more time and kills the enemy.

- So the process is this:

1. Poison the enemy (Dirty Bomb, or Bio)
2. Check how much HP the enemy has
3. Check how much damage the Poison effect does every tick
4. Check how much damage your Morph attack does
5. Check (Enemy's HP (MOD) Poison Dmg)
6. Hit the enemy with any attack so that the (MOD) result is lower than the Morph damage).

For example, You check Boxer's HP (2250). You poison a Boxer, and it does 144 dmg per tick. You do this equation: 2250 MOD 144. Just type '2250 mod 144' in google, it'll give you the result : 90 HP.

1. After a few poison ticks, Boxer's HP will be at 90 HP.
2. Tifa's Morph attack does 35 dmg.
3. So, what's an easy way to deal damage to bring a monster with 90 HP below the damage that Morph does?

Any way is good. The simple way here, is just to hit it twice with Tifa's Morph, which does 35 dmg.
90HP minus (35 dmg x 2), to lower it's HP to 20.

That way, when Boxer takes that last Poison tick of 144 damage, it's HP won't be 90, it'll be 20. Then, you can just last-hit it with Tifa's Morph again, and take it out before it knocks your party out of the battle.

The (MOD) operator will save the day in a situation like this, to calculate the last hit of a Morph. Learn it, love it, use it :)

I was going to remove Boxer's Morph item given the difficulty of getting it but seeing as this amount of work went into figuring out a way, I'll leave it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miacis on 2017-04-04 18:50:34
Can't Boxers just be put to sleep, then Demi'd...? I think that's how I did it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2017-04-05 04:52:25
@Miacis That's also how I did it, though I used a combination of Laser and other spells. It might have been made immune at some point after we did it. In any case, I'm glad someone got the poison -> Morph down for Boxer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: 4zrael on 2017-04-05 23:20:33
Hello, I'm sorry if this has been asked before, but a question - I have just completed the Ancient Forest area and came upon TWO Apocalypse swords, and an NPC towards the end who couldn't be interacted with (similarly, I had just recently revisited Midgar and found an NPC like this on a map just past the church).

...is this intended? What's missing?

I am pretty sure I'm on v.1.4, but the 7H version. Also, no lvl 70 cap as I had read..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-05 23:31:10
Hello, I'm sorry if this has been asked before, but a question - I have just completed the Ancient Forest area and came upon TWO Apocalypse swords, and an NPC towards the end who couldn't be interacted with (similarly, I had just recently revisited Midgar and found an NPC like this on a map just past the church).

...is this intended? What's missing?

I am pretty sure I'm on v.1.4, but the 7H version. Also, no lvl 70 cap as I had read..

Don't worry about it; that last screen wasn't supposed to be used anymore but I've not moved it yet. The level cap was removed a while back.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: 4zrael on 2017-04-06 00:52:23
Aha, ok, cool, thanks for the swift reply :D

Great mod, by the way, can't say it enough! ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-06 09:22:25
Right, it was mo that messed with dmg & equipment. Thx rq.

Sent from my Xperia ZR using Tapatalk

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-06 15:27:53
Im buying smtn, and got an idea, when buying equipment can you make equiped wpn/arm show onscreen along with the buying one so they can be compared? Wishful thinking but hey.

Sent from my Xperia ZR using Tapatalk

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-06 22:08:58
Im buying smtn, and got an idea, when buying equipment can you make equiped wpn/arm show onscreen along with the buying one so they can be compared? Wishful thinking but hey.

Sent from my Xperia ZR using Tapatalk

That'd be beyond what I can do just now, I'm afraid; it'd be useful though due to the stats, effects, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: resinate on 2017-04-07 01:12:44
any chance you could add in PPF files for the 3 discs. i wanna play this on psp/emu if possible. dont like steam version of the game
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-07 03:55:55
any chance you could add in PPF files for the 3 discs. i wanna play this on psp/emu if possible. dont like steam version of the game

The mod can't run on the PSX version; the file formats are different and there are limitations on file size that would need to be worked around.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-07 09:42:08
Just figured great way for safe battle escape! Hold r1l1 asa battle begins and enter magic menu while still holding it. Most times after you exit, youll escape immediately. No dmg from enemies that way. Dunno if it was in ps version or whatever...

Got to dyne. Wouldn't it be great to replace him for cait sith! Barret would be a happy camper and cs would be outta way w his ugly but

In mt corel, the plateau that is reached at the beginning of the bridge, winding backwards to the ledt and up(and going back to first screen) monsters give away helluva SP! Is that a glitch or a hidden treasure trove?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-07 13:58:40
They give a normal amount, it's just that the SP Gained message wasn't removed from them; most enemies give SP now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-04-07 22:35:15
Spoiler: show
- Pick your date:...

Aw, really!?! I skipped all those Aerith moments to be with Tifa for the first time ever, all for naught!

Also, ..."Prepare to get REKT!!!"
My sides = launched into orbit.
 


I'd be pissed, but this is actually great, it lets me experience all of them without doing so many playthroughs. Cool thing you added in there, Chief! Also, after doing all options, I'm happy that 'Nope' still leads you back to the intended result, just for confirmation that everything I did this far worked out to the correct result. Nice catch!

on to the Work Glove

Finally, as a follow-up to my Boxer strat to Morph him for Work Gloves, this weapon is freakin' amazing. There is definitely a great window to Morph it off Boxer before it's actually picked up later in-game.

It has huge Attack power, and also has a single 2-link materia socket. That means you can just link an Elemental + whatever element materia you need to destroy most enemies real fast. For example:

1) I used a ton of summons to drop Lambda Calcule's HP low enough so that he would transform into a Magic type.
2) Then, I just used a single Tifa Limit Break to annihilate it, doing 2k+ per Limit Break wheel, because I had Work Glove + (Elemental+Earth) equipped on it, and Lambda Calcule is weak to Earth.

You can also just Berserk her (with something like a Fury Ring), and watch her go to town with her awesome speed, and basically shred through any monster.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Necro on 2017-04-07 23:50:17
Hey, I'm sort of new to how 7H patching works. I know the basics from the tutorial and I could get by if I were starting fresh, but I had a question regarding this mod in particular.

I used the standalone exe first, but now I'm wanting to switch over to the 7H version since it has better compatibility (I think? Not sure if I just misunderstood something) and I want those interface mods and stuff.

My question is since I'm already at the Prison and don't want to restart, should I just keep going or would making the switch to 7H version let me keep playing from here?

Also wanted to post it here since the ID forum won't let me post for some reason. I get a soft lock when fighting sandworms in the desert. I can just turn off battles to skip them, but that isn't very fun. I'm on 1.4. Also bummed that there won't be a Dark Cave until the next patch.

edit: Oh should I mention I'm using the steam version? Not sure if it matters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-04-08 01:37:30
Gilgamesh, I beat Lambda Calcule in a much easier way - math.  If you wait and keep watch with Sense, he'll eventually make himself vulnerable, however briefly, to Level 5 Death and you can just haste-spam that.

Though yeah the Work Glove is really potent on your way to the Powersoul.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-04-08 04:13:50
Interesting, I didn't know his level changed as you fought him.

I tried fighting his Physical form, boosting Tifa with a Fury Ring and a ton of physical damage, but when he turned into his Physical form, his healing spell turned me off of that strat (seriously? 7500 heals every couple turns? I couldn't even come close to putting a dent into him.) so I tried his Magical form, with the Tifa '6 Yeahs' Limit Break, and cleared him out easy, also stealing a Razor Ring off him in the process, so I'm happy with the way my fight went. It was pretty easy, since I made sure to level up Tifa's Limit along the story, and you can't really turn down a 12k+ attack.  :mrgreen:

How does Lvl 5 Death work? Lambda Calcule's level changes during the fight?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-04-08 04:45:13
Yeah, every action changes his level.  Usually it's just +2, I think.  You can hit him with Suicide whenever it hits a 5, and it'll do capped damage.  And yeah his magic mode is way easier to deal with.

I just recently finished Jenova Decay.  Don't be fooled by her being level 50 - she does not respond well to math.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-08 13:58:24
Hey, I'm sort of new to how 7H patching works. I know the basics from the tutorial and I could get by if I were starting fresh, but I had a question regarding this mod in particular.

I used the standalone exe first, but now I'm wanting to switch over to the 7H version since it has better compatibility (I think? Not sure if I just misunderstood something) and I want those interface mods and stuff.

My question is since I'm already at the Prison and don't want to restart, should I just keep going or would making the switch to 7H version let me keep playing from here?

Also wanted to post it here since the ID forum won't let me post for some reason. I get a soft lock when fighting sandworms in the desert. I can just turn off battles to skip them, but that isn't very fun. I'm on 1.4. Also bummed that there won't be a Dark Cave until the next patch.

edit: Oh should I mention I'm using the steam version? Not sure if it matters.

You can carry your save files over from the steam version as they use the same format for 7H. Go to this address: C:\Users\[User Name]\Documents\Square Enix\FINAL FANTASY VII Steam\user_###### and copy-paste out all the files called save.##. When you've done the 7H conversion, drop these saves into the save folder of the newly made 7H FF7 directory.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Necro on 2017-04-08 14:22:19
Great. I wasn't sure if it would break saves or not. My modding experience comes from fallout and skyrim where every little change will break a save game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
Post by: lionheart82 on 2017-04-08 18:12:24
Well, the thought of marrying you is givin' me the chills so there'll be no skip for cross-dressing. As for the game being over in five minutes, to be honest the player party doesn't actually have much of a positive impact in the story's events overall. In fact, the game would probably unfold in a much more positive way if the team stayed put in Sector 7 and had a drink or three.

Their general contribution to the game's events essentially boil down to this:

-) Killed a bunch of people blowing up the first Reactor
-) Killed a bunch of people blowing up the fifth Reactor
-) Trashed the roof of a Church
-) Made a bunch of people feel insecure about themselves in Wall Market
-) Killed a bunch of people by prompting Shinra to bring down the Plate
-) Saved/Messed up a Parade and saved/doomed the network that was televising it
-) Killed a trigger-happy felon (okay that's one point for the home team, I guess)
-) Dragged Vincent out of his stupor so he could emote at people
-) Got the Bronco wrecked by gunfire
-) Solved the Temple puzzle, thereby accelerating Sephiroth's plans
-) Got Aeris back-stabbed
-) Got the Black Materia back before handing it over anyway
-) Potentially saved the inhabitants of Fort Condor (okay, another point there)
-) Potentially stopped a coal train from flattening a few tents and two shops in North Corel
-) Potentially shot down and horribly drowned the crew of the Red Submarine
-) Sabotaged Shinra's probably legit plan to blow up Meteor with a Materia Bomb (granted, the Rocket doesn't work even if the party gets none of the Huge Materia but seeing as the party didn't have an alternative plan to this it seemed a bit like vandalism)
-) Got a projector working again in the Forgotten City
-) Saved Midgar from a Sister Ray explosion (one point for that)
-) Killed Sephiroth in the Crater and gave Holy the opportunity to have the Opposite Effect

The closing caption of this game should be: Mistakes were made, but it all worked out in the end.

just started going through the forum from beginning, lol this. rehashes the game in few funny points, reminded me of ff7 in 7 minutes yt video :-)


Quote: Bosses up to about Gi Nattak had a sort of roulette on equipment drops; it was to help make people's playthroughs a little bit different and add some spice to it. There were some quite rare things like a Fire Armlet and even a Curse Ring to get from some of them. Curious thing is, they don't break the game too much at that level.

1)This - Did i just f myself by tring to morph most bosses till now? Is that reason they didnt give me any drops sides gil, or at least most of them? dont rmmbr if they were morphable so just tried to morph most, never got crap... :-( And trying maybe excluded regular drops in vanilla game or nt iirc...?
Edit: yeah, got an itemfrom gi nattak just now, waiting for segachief to confirm so i can chokobuckle myself... All those bosses items i missed...

2)Oh and was there renaming option in the game? Named red Nanaki but now it seems unnatural.

3)Does this thread have search function, like searching jenova to get tactics for her etc? So many info went since last i visited and its shame. started running through the whole thread for copying info and realized its gonna take a year, especialy that prolly some of earliest info is outdated. Like, boxer info a page back is great but i already got into gongaga gi cave and either i wait or reload earlier save etc etc.

I got the idea to consolidate all that into one big in depth guide w categories like bosses tactics, morph & steal quality drops (weapons, equipment...), but realized its a big bite.

4) Iirc i got enemy skill materia w laser and matra magic already present, was that a bug or intended?

I read somewhere that white wind can be learned by rufus dog if i cast mirror on myself that i obtain from train graveyard, but i didnt have steal then, thought i just missed it and later found it, so how was that possible? maybe these were for vanilla and nt diferences?

5) Quote: CLOUDs \\Character Innate: Fortify//
His innate ability is one of the most potent in that it has a chance to raise his Level whenever he is
the target for a magic-based ability. Level is tied to damage output and other formulas that make the
fighter generally more effective in battle and unlike the others he has no cap on how many stacks of
this buff he can receive.

so hes basicaly getting chance to get better dmg as time goes in battle when hes hit by magic? or what. I saw all others innates when getting them except his.

6) cant find that extra encounter in gi cave, ive reached gi nattak already? Did i miss smtn or what? Is it back in the first part of the cave? Hints?
So i just went back 2 d first part and still cant find it...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JonJon412 on 2017-04-08 22:00:01
Hello guys, I just wanna know...

Is the location of the enemy-skill materia in a place where you might miss it? It wasn't where it was on vanilla so I ask just in case I might go too far where I cannot go back.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2017-04-08 22:55:11
Hello guys, I just wanna know...

Is the location of the enemy-skill materia in a place where you might miss it? It wasn't where it was on vanilla so I ask just in case I might go too far where I cannot go back.

impossible to miss. comes pre equipped on a character.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JonJon412 on 2017-04-09 00:29:46
impossible to miss. comes pre equipped on a character.

Thank you :D

I'll continue without worrying, I manage to beat everything on the Hardcore mod I believe I can do this one too :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Necro on 2017-04-09 02:37:00
Finally reached a boss that I'm just stuck on. I'm not crazy experienced with FF VII which is probably why.
The Jenova fight that turns you undead. I'm getting rocked in it.

I managed to brute force the dude in the safe already, but this one takes finesse. Any tips? Like if you can cure the undead status?

Managed to scrape by. Tifa had 54 HP left and was poisoned. Just got lucky with the Yeahs on her slots really, I didn't do anything particularly different.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2017-04-09 04:41:13
Hey Sega chief!! So I just got back into the game and just got out of the Corel prison. But the area right before dyne, the one with the save point and the broken down cars, did not have the guard scorpion. Was this encounter removed from the mod?? I was actually looking forward to fighting it again, since I am attempting a walk through without using SP for sources.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-09 10:22:16
Guys can anyone help me with qs? Sega is prolly busy atm, but surely others have been/done and know the anwer?


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-09 14:03:01
1)This - Did i just f myself by tring to morph most bosses till now? Is that reason they didnt give me any drops sides gil, or at least most of them? dont rmmbr if they were morphable so just tried to morph most, never got crap... :-( And trying maybe excluded regular drops in vanilla game or nt iirc...?
Edit: yeah, got an itemfrom gi nattak just now, waiting for segachief to confirm so i can chokobuckle myself... All those bosses items i missed...

2)Oh and was there renaming option in the game? Named red Nanaki but now it seems unnatural.

3)Does this thread have search function, like searching jenova to get tactics for her etc? So many info went since last i visited and its shame. started running through the whole thread for copying info and realized its gonna take a year, especialy that prolly some of earliest info is outdated. Like, boxer info a page back is great but i already got into gongaga gi cave and either i wait or reload earlier save etc etc.

I got the idea to consolidate all that into one big in depth guide w categories like bosses tactics, morph & steal quality drops (weapons, equipment...), but realized its a big bite.

4) Iirc i got enemy skill materia w laser and matra magic already present, was that a bug or intended?

I read somewhere that white wind can be learned by rufus dog if i cast mirror on myself that i obtain from train graveyard, but i didnt have steal then, thought i just missed it and later found it, so how was that possible? maybe these were for vanilla and nt diferences?

5) Quote: CLOUDs \\Character Innate: Fortify//
His innate ability is one of the most potent in that it has a chance to raise his Level whenever he is
the target for a magic-based ability. Level is tied to damage output and other formulas that make the
fighter generally more effective in battle and unlike the others he has no cap on how many stacks of
this buff he can receive.

so hes basicaly getting chance to get better dmg as time goes in battle when hes hit by magic? or what. I saw all others innates when getting them except his.

6) cant find that extra encounter in gi cave, ive reached gi nattak already? Did i miss smtn or what? Is it back in the first part of the cave? Hints?
So i just went back 2 d first part and still cant find it...

1) Drops shouldn't be locked out if Morph is used; they might be if Morph kills the enemy though.

2) I was going to add an option after Cosmo Canyon to change Red XIII's name to Nanaki, if the player wants to.

3) I dunno if Qhimm's search function works; I generally type what I'm looking for into Google with 'qhimm' at the end.

4) Red likely learned these during the battle with Sample HO512; the OPTs in that fight can use both these skills. White Wind is learnable early if you have a means of producing Reflect but given the changes to Air Buster's drops I don't think it's possible any more.

5) That's an old innate description; his current one is that he gains a Strength or Magic buff based on which type of damage the other party members previously used.

Finally reached a boss that I'm just stuck on. I'm not crazy experienced with FF VII which is probably why.
The Jenova fight that turns you undead. I'm getting rocked in it.

I managed to brute force the dude in the safe already, but this one takes finesse. Any tips? Like if you can cure the undead status?

Managed to scrape by. Tifa had 54 HP left and was poisoned. Just got lucky with the Yeahs on her slots really, I didn't do anything particularly different.

Holy works on all the Jenova monsters, so combining Restore/Revive with Elemental in a weapon should yield 2x damage. I think that boss was particularly weak to magic though so Quake2 should get a good result. As for the special zombie status in that fight, you can still heal using elemental damage; if you absorb the element you can use it to restore HP in a pinch.

Hey Sega chief!! So I just got back into the game and just got out of the Corel prison. But the area right before dyne, the one with the save point and the broken down cars, did not have the guard scorpion. Was this encounter removed from the mod?? I was actually looking forward to fighting it again, since I am attempting a walk through without using SP for sources.

It was moved elsewhere; it's now found on Mt. Nibel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-09 14:11:42
1) which i did, killed allofem with morph. Would it be too much to ask you for boss item drops till gi nattack? Or pm if its not for public? Im too far into the game to refight from game start. If not never mind.
3) it did give additional results but still no search within thread. Thx anyway.
4&5) thx!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-04-09 17:27:15
Jenova Decay is rough.  My recommendation is, bring Vincent - Vincent's innate will heal him even while zombified.  If you have sufficiently leveled elemental materia, hooking everyone up to absorb lightning or fire lets you use Beta/Trine as appropriate as strong team heals.  Decay is mostly a gradual grinder though - her actual damage output is pretty bad.  Also, don't use Level 5 Suicide.  Maybe try it once, if you saved right beforehand, just to see what happens - it's pretty good.

And yeah for phys characters, Elemental+Holy or Elemental+Earth is good for damage, if you can spare it after making sure everyone absorbs an element for healing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GilgameshGG on 2017-04-09 18:44:33
I'm climbing Wutai Pagoda, and looking at the NT Item List, it seems Shake can be morphed into Sprint Shoes. The only problem is, how the heck do you hit him physically, without using a Limit Break?!

I can't seem to hit him with any physical attack, let alone Morph. Granted, Yuffie is only lvl 38, with 118 W.Atk% and 126 Dex... But how high exactly is Shake's Evasion? Can you even hit him physically at all? What's the threshold...

-EDIT- : Oh my God, I just hit him.. Once in 20 hits. This is gonna be fun...
-EDIT 2-: Nevermind, I did it!

Yuffie Lvl 38
WPN: Twin Viper (Attack% 118)
ARM: Carbon Bangle (+15 Dex)
ACC: Bolt Ring (+35 Dex)

Pumping up my Dex to 126, and I could hit him every 7-8 hits. When I was under 100 Dex, I couldn't hit him once. Sweet Sprint Shoes are mine :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-09 22:00:46
Lol that was fun!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-09 22:26:52
1) which i did, killed allofem with morph. Would it be too much to ask you for boss item drops till gi nattack? Or pm if its not for public? Im too far into the game to refight from game start. If not never mind.
3) it did give additional results but still no search within thread. Thx anyway.
4&5) thx!

It should be in the documentation folder, there's a spreadsheet in there with listed drops.

I'm climbing Wutai Pagoda, and looking at the NT Item List, it seems Shake can be morphed into Sprint Shoes. The only problem is, how the heck do you hit him physically, without using a Limit Break?!

I can't seem to hit him with any physical attack, let alone Morph. Granted, Yuffie is only lvl 38, with 118 W.Atk% and 126 Dex... But how high exactly is Shake's Evasion? Can you even hit him physically at all? What's the threshold...

-EDIT- : Oh my God, I just hit him.. Once in 20 hits. This is gonna be fun...
-EDIT 2-: Nevermind, I did it!

Yuffie Lvl 38
WPN: Twin Viper (Attack% 118)
ARM: Carbon Bangle (+15 Dex)
ACC: Bolt Ring (+35 Dex)

Pumping up my Dex to 126, and I could hit him every 7-8 hits. When I was under 100 Dex, I couldn't hit him once. Sweet Sprint Shoes are mine :D

Shake (probably) has maxed out evasion but you can hit him physically using a Luck check; this is your Luck/4 for what's called a Lucky Hit where a critical hit will land. This will also supersede a Lucky Dodge check (same formula) by the enemy; this calculation is only made if a Lucky Hit calculation did not return true. At 255 Luck you will have a roughly 60% chance to always land physical hits/dodge physical hits, it's a great stat to consider.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Necro on 2017-04-10 00:02:20
Jenova Decay is rough.  My recommendation is, bring Vincent - Vincent's innate will heal him even while zombified.  If you have sufficiently leveled elemental materia, hooking everyone up to absorb lightning or fire lets you use Beta/Trine as appropriate as strong team heals.  Decay is mostly a gradual grinder though - her actual damage output is pretty bad.  Also, don't use Level 5 Suicide.  Maybe try it once, if you saved right beforehand, just to see what happens - it's pretty good.

And yeah for phys characters, Elemental+Holy or Elemental+Earth is good for damage, if you can spare it after making sure everyone absorbs an element for healing.
I ended up just powering through without any elemental healing and hoping that my whole crew wasn't zombified too fast. I got a bunch of lucky Yeahs with Tifa (entered with full limit, and got another one right before she died) that helped me scrape by.

I just got to part two, and Barret and Cait are waaaaay behind, and I used all my attack items on the boss immune to physical damage, so now I'm stuck on an embarrassing fight with two soldiers after the execution thing. I've never touched Cait because I hate his design and character. Barret I just think has an underpowered skill compared to the rest of the cast. Aeris and Tifa are my main party just for the utility, but Yuffie is so busted it's hard not to put her in any difficult fight I have trouble with.

I do have Beta but I was never good enough to win against the zolom. I'm still using lvl 2 materia so when I break out, I think I need to really buckle down and grind materia.

What happens if you suicide Jenova though? I imagine it would just Recover no? I found out the hard way that Sephiroth absorbed death element after I found a kaiser knuckle right before him and put it on Tifa and her counterattack kept "instant killing" him for full HP. -_-


EDIT: I forgot to mention. You absorb an element by maxing out Elemental right then pairing it right? Or is it maxed out Fire Matera+Elemental?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-04-10 00:06:15
Maxed Elemental for Absorb.  Did you not get the Powersoul from Mount Nibel?  You're unfortunately too far at this point to get the Curse Ring/Power Soul combo going, but you can kind of fake it with Death Sentence.

If you hit Jenova with Level 5 Suicide, she has a pretty unique counter sequence.  It's fun to watch, but it's pretty much a guaranteed wipe unless you're very lucky.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Necro on 2017-04-10 01:15:38
Maxed Elemental for Absorb.  Did you not get the Powersoul from Mount Nibel?  You're unfortunately too far at this point to get the Curse Ring/Power Soul combo going, but you can kind of fake it with Death Sentence.

If you hit Jenova with Level 5 Suicide, she has a pretty unique counter sequence.  It's fun to watch, but it's pretty much a guaranteed wipe unless you're very lucky.
I did actually get the Powersoul but I may be too inexperienced to see it's value. I have a hard time keeping Tifa low enough to really make good use of it since she just dies if I try.
Right now I'm just trying to grind up to at least lvl 3 on my basic materia, and get enough to buy a couple chocobo stables.

My main issue right now is a lack of gil, lack of AP, and lack of knowledge about where to find certain things as well as just not knowing all the tricks people who have played for years know.
I'm gonna give the Zolom another shot and see if I can take him. and if so, how decent the AP is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-04-10 03:24:27
If you have Odin, my recommendation is just to hook Tifa up with Odin and HP<->MP Swap and go to whatever section of Mideel you can reach - there's a small pennisula you can get to with the Tiny Bronco, or a much larger section with the airship.  Just spam Odin, she's guaranteed to survive at least one hit per fight so you can almost always get him to go off.  Easy grinding for cash/AP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Necro on 2017-04-10 03:59:55
If you have Odin, my recommendation is just to hook Tifa up with Odin and HP<->MP Swap and go to whatever section of Mideel you can reach - there's a small pennisula you can get to with the Tiny Bronco, or a much larger section with the airship.  Just spam Odin, she's guaranteed to survive at least one hit per fight so you can almost always get him to go off.  Easy grinding for cash/AP.
That's a good idea. Do you know what the reward is for winning every Ft. Condor fight? I already missed one without realizing it so now I'm just curious.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-04-10 05:45:07
Nah, haven't gotten there yet.  I've won all the ones up to this point, so hopefully I'll find out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Necro on 2017-04-10 07:31:12
The Platinum Extra match at the battle arena is bugged. Game soft locked as soon as it started. He never did anything and it never let me hit him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2017-04-10 09:37:53



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2017-04-10 09:40:54
Maxed Elemental for Absorb.  Did you not get the Powersoul from Mount Nibel?  You're unfortunately too far at this point to get the Curse Ring/Power Soul combo going, but you can kind of fake it with Death Sentence.

If you hit Jenova with Level 5 Suicide, she has a pretty unique counter sequence.  It's fun to watch, but it's pretty much a guaranteed wipe unless you're very lucky.

     I just have to say that I tried this method as well, and WOW does she NOT like that, at all. Miraculously, though, I managed to win, but just barely though. The last character standing, Yuffie, had only 154 HP left at the end. And sorry for the empty post just before this one; I must have pressed the wrong key and it posted.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Necro on 2017-04-10 13:17:00
Wow the materia cave bosses are insanely difficult. I think These are for max level parties or someone way better than I am. Goldberries got me good and the Kaktuar rocked me hard.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-10 14:22:27
Goldberries got me good and the Kaktuar rocked me hard.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-10 14:25:31

Hey sega just occurred to me is it possible to get load option in menu or at save point just like you made other option available? Its time consuming to exit and relaunch 7H just to load different save? Its a hassle. Or is alyza better to ask of that feature? I miss save and load state of epsxe...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Necro on 2017-04-10 15:24:00
Can anyone tell me where to go after beating Diamond outside of Midgar?
They said to check out the Crater now but the barrier is still up bouncing me off. "Something buzzed by."
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-10 15:54:40
Great NT enemy for AP farm Nibelheim town grass area gives 300AP – Valron(winged blue demon)
Perfect to level up all those material after finishing Rocket Town. I killed Cloud so he doesn’t get xp and the other 2 members got lots of ap wo getting a ton of xp along. Also good opportunity to level up Limits, just before Temple.
4750/500, weak Holy

Heeeeeeey wth is going on with yuffies wutai entry scene!? I got som materia that wasnt stolen! Is that supposed to be or its a glitch?
I got 1 poison, 3 heals, 6 restores, 3 lighting/ice/fire, 1 sense, 2 steals.

Did i have more than the game thought i should've?

Edit: tried that scene once more and materia left is literally the same, so its not a bug? Or it a repeated bug?
Edit: well went through wutai w those. Oh well.

Chief, one critic. Its fine that you made collecting turtle paradise flyers unnecessary, but i think a reward for those that do collect all should be in place, whatever it was?

One compliment. If i was blown away by anything so far, its the date thing. Thank you from the bottom of my heart. ♥
It really means a lot!
All the stuff and work is amazing but, this is out of league.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-10 21:49:01
Hey sega just occurred to me is it possible to get load option in menu or at save point just like you made other option available? Its time consuming to exit and relaunch 7H just to load different save? Its a hassle. Or is alyza better to ask of that feature? I miss save and load state of epsxe...

I guess it would be a pain; 7H takes a little longer to load if I remember right. I don't know how to add that functionality to the Menu, but I think Dan implemented a soft-reset hack (but it had a drawback of some kind). Otherwise, what I could do is somehow force a Game Over so that you end up back at the Start screen.

Can anyone tell me where to go after beating Diamond outside of Midgar?
They said to check out the Crater now but the barrier is still up bouncing me off. "Something buzzed by."

Sounds serious; the Barrier is supposed to be gone after seeing the 'Sister Ray Fires' FMV. I can sort this out for your save game with a patch but I wonder what the underlying cause was. Were any of the scenes missing after you beat Diamond Weapon?

Heeeeeeey wth is going on with yuffies wutai entry scene!? I got som materia that wasnt stolen! Is that supposed to be or its a glitch?
I got 1 poison, 3 heals, 6 restores, 3 lighting/ice/fire, 1 sense, 2 steals.

Did i have more than the game thought i should've?

Edit: tried that scene once more and materia left is literally the same, so its not a bug? Or it a repeated bug?
Edit: well went through wutai w those. Oh well.

Yuffie can only steal a certain amount of Materia and will leave some behind based on certain criteria.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2017-04-11 01:29:37
Hey sega just occurred to me is it possible to get load option in menu or at save point just like you made other option available? Its time consuming to exit and relaunch 7H just to load different save? Its a hassle. Or is alyza better to ask of that feature? I miss save and load state of epsxe...

ochu has a force game over button. i use it to speed the game up too. wonderful program
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Necro on 2017-04-11 03:49:53
Sounds serious; the Barrier is supposed to be gone after seeing the 'Sister Ray Fires' FMV. I can sort this out for your save game with a patch but I wonder what the underlying cause was. Were any of the scenes missing after you beat Diamond Weapon?
Uh not that I'm aware. I killed him outside Midgar, then it played a scene with them shooting the barrier. There was a weird white pixel wall that moved across the screen when I won the fight. I watched a youtube video of someone beating it and they got the same white wall effect with no problems though.

I actually tried grabbing a save editor that I had seen him using in the video but I don't know how to actually use it. I was just going to set the flag for the barrier being down before I gave up haha.
Will the patch work for the exe version or will I need to migrate to 7H?

edit: Looks like rolling back my event flags worked. I had to kill Diamond again but it worked this time. I did get an extra shield materia and another bucket full of EXP and AP though. I can't say I'm complaining though.
for reference, I was 1568 and rolled back to 1566. 1567 was some kind of unused scene I think?


The Curator is impossible to beat. I'm glad I checked youtube for what I'd be missing out on because I probably would have quit playing. Well played.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-11 09:44:11
ochu has a force game over button. i use it to speed the game up too. wonderful program
Ok i dl it and unzip ut it says ff7 not detected, when both unzipped in generic folder or contents copied into main ff7 folder. Is there specific address i should copy it to?
Edit: nvm i just didnt have the game active and playing.

Edit: where is the condor teleport man after cait scene in gold saucer? Couldn't find him anywhere and had to traverse normaly to fort.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-11 14:20:04
Uh not that I'm aware. I killed him outside Midgar, then it played a scene with them shooting the barrier. There was a weird white pixel wall that moved across the screen when I won the fight. I watched a youtube video of someone beating it and they got the same white wall effect with no problems though.

I actually tried grabbing a save editor that I had seen him using in the video but I don't know how to actually use it. I was just going to set the flag for the barrier being down before I gave up haha.
Will the patch work for the exe version or will I need to migrate to 7H?

edit: Looks like rolling back my event flags worked. I had to kill Diamond again but it worked this time. I did get an extra shield materia and another bucket full of EXP and AP though. I can't say I'm complaining though.
for reference, I was 1568 and rolled back to 1566. 1567 was some kind of unused scene I think?


The Curator is impossible to beat. I'm glad I checked youtube for what I'd be missing out on because I probably would have quit playing. Well played.

I'll add a failsafe to the event in case this happens to other people.

Edit: where is the condor teleport man after cait scene in gold saucer? Couldn't find him anywhere and had to traverse normaly to fort.

I only added in the teleport NPC when it would be impossible/time-consuming to get there manually. That bit of the game you have the Bronco, and Fort Condor is quite close to the Temple.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-11 16:06:09
Hahaha good to know, would've kept searching him, rest of battles. Searched the whole gold saucer looking.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JonJon412 on 2017-04-11 21:01:16
Out of curiosity I got a question...

I'll give you an example, just before the Dyne fight, there's this fight when you focus on the guy that's lying down right, but when I got into battle, the 3 enemies do nothing, they just stay there and take damage, just like the monsters I got while helping Jesse and when I tried to take the Phoenix Downs from the nests...

Is this supposed to be like this or has the game glitched on me?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-12 22:28:52
Out of curiosity I got a question...

I'll give you an example, just before the Dyne fight, there's this fight when you focus on the guy that's lying down right, but when I got into battle, the 3 enemies do nothing, they just stay there and take damage, just like the monsters I got while helping Jesse and when I tried to take the Phoenix Downs from the nests...

Is this supposed to be like this or has the game glitched on me?

It sounds like you're getting debug battles which is worrying because those battles have been overwritten completely for NT, and in turn means that your scene.bin isn't patched. If that's the case, then there's a chance you've been fighting default enemies this entire time.

In the very first boss battle, did Guard Scorpion appear black/gold and have the new name of X-ATM Scorpion? Did it use Magnetic Scope instead of Search Scope?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2017-04-13 02:35:01
I found something odd that occurred in Mt Nibel the other day. I was fighting a group of two Screamers and a Twin Brain. I went after the Twin Brain first and all of a sudden when I tried to target it I could not. I assumed that maybe he died without doing the death animation. I tried using a multi-target attack like Antipode to target it, and sure enough he was not shown as a target since no cursor appeared on him. The two Screamers died like normal, though, and the battle ended when they died.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-04-13 06:08:11
Sega Chief, two questions

1. any ETA on 1.5?
2.  Do you plan to integrate the Beacause script in some fashion?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-13 11:49:02
I found something odd that occurred in Mt Nibel the other day. I was fighting a group of two Screamers and a Twin Brain. I went after the Twin Brain first and all of a sudden when I tried to target it I could not. I assumed that maybe he died without doing the death animation. I tried using a multi-target attack like Antipode to target it, and sure enough he was not shown as a target since no cursor appeared on him. The two Screamers died like normal, though, and the battle ended when they died.

Prob an AI thing, I'll check him out.

Sega Chief, two questions

1. any ETA on 1.5?
2.  Do you plan to integrate the Beacause script in some fashion?

No ETA I'm afraid; I'm just past the Corel Train though.

NT 1.5 will have a completed re-write, but I'll need a break before looking at making a special version with Beacause script in it assuming Dan gives the go-ahead. The eventing between both mods is different so the only safe way to do it would be manually which will take time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alucard Chris on 2017-04-13 16:43:09
Hi Sega Chief, thank you so much for the great Mod i love it. But now i have a big Problem with the Rank up System. I cant use it no more.

When i enter it, Mr Smile says Aint no Rank up in this Mode. Then the Game Freezes but the Musik and Background Animation still works, i cant quit or exit now. I must close the Game with Alt+F4.

There is a Picture from the Message Mr Smile says https://ibb.co/fMUh6Q

I play the Game with 7thHeaven, i allready deactivated all other mods and stuff but it still dont work.

Please help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-13 18:18:42
QUOTE: No ETA I'm afraid; I'm just past the Corel Train though.

NT 1.5 will have a completed re-write, but I'll need a break before looking at making a special version with Beacause script in it assuming Dan gives the go-ahead. The eventing between both mods is different so the only safe way to do it would be manually which will take time.
QUOTE END

Wow that probably what most of us want, at least i would've wanted that very much, whenever it was finished. I allways wanted to try beacause but i allways ended up plaing nt beacause of new stuff, tactics, harder difficulty etc, compared to just different and improved language, which if i even oalyed would be w invincibility mod, just to read different dialogue.

It would also be with improved difficulty in some areas and enemies,by then i presume. Like in temple, that chest optional enemy was insanely difficult for me w constant fire attack every turn almost whereas wutai pagoda was ridiculously easy if you knew to prepare and even wo it.

Hopefully dan will give you consent and or cooperation on that project!

Sent from my Xperia ZR using Tapatalk
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: contenance on 2017-04-13 21:45:13
Hi there,

at first: The game is pretty tough for me to be honest (im actually at the railway heading to corel). Anyway it is a nice challenge, i am getting a bit nostalgic :) and the fights have much more action. All in all its great work so far!

What I am actually wondering about is the materia system.
There are enough sources for in depth explanation around the vanilla materia system. Since there are a lot of changes in NT, is there any valuable source about materia you can recommend? Or can i use the vanilla sources for that?


Regards
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-13 23:48:19
Hi Sega Chief, thank you so much for the great Mod i love it. But now i have a big Problem with the Rank up System. I cant use it no more.

When i enter it, Mr Smile says Aint no Rank up in this Mode. Then the Game Freezes but the Musik and Background Animation still works, i cant quit or exit now. I must close the Game with Alt+F4.

There is a Picture from the Message Mr Smile says https://ibb.co/fMUh6Q

I play the Game with 7thHeaven, i allready deactivated all other mods and stuff but it still dont work.

Please help.

Looks like you've managed to get the Arrange flag turned on. I'll need to prep a patch to get it turned off again; at what point of the game are you?

Hi there,

at first: The game is pretty tough for me to be honest (im actually at the railway heading to corel). Anyway it is a nice challenge, i am getting a bit nostalgic :) and the fights have much more action. All in all its great work so far!

What I am actually wondering about is the materia system.
There are enough sources for in depth explanation around the vanilla materia system. Since there are a lot of changes in NT, is there any valuable source about materia you can recommend? Or can i use the vanilla sources for that?
Regards

The locations are slightly different but nothing should be missable. Vanilla sources for materia should usually be consistent with NT materia locations but some have been moved about. There should be a document in the Main Installer folder that has a list of where everything is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-04-14 02:46:20
Just finished off Phrenia.  Weirdly, he almost felt easier than ol' Schizo.  That might just be me being overleveled and packing the Powersoul Curse Ring combo - I am level 60 rn
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alucard Chris on 2017-04-14 03:26:10
Quote
Looks like you've managed to get the Arrange flag turned on. I'll need to prep a patch to get it turned off again; at what point of the game are you?

Yes that would be great, but how i turned the arrange Mode on ?

I start played the Game without 7thHeaven and patched/ installed your Mod vers. 1.4 manually, it works fine. Later i switched to 7thHeaven because of the other mods, i installed a new Version and used my Old saves "the last Save was in the Cave of GI". After hours of play i noticed the Bug. Maybe 7thH has something to do with it ?

The first Time i saw it, was after Mt. Nibel when you enter the Rocket Town. I used the Save Point in Cids House.

Is there a way to turn the Arrange Mode off, or how can i fix this Problem and use my last Save again ? I saw that the arrange Mode was disabled or no longer supported from your side because of bugs, what for bugs ? And are my Save now complete different or changed because of the Arrange Mode, sry i dont know the changes in arrange ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-04-14 05:46:05
Yes that would be great, but how i turned the arrange Mode on ?

I start played the Game without 7thHeaven and patched/ installed your Mod vers. 1.4 manually, it works fine. Later i switched to 7thHeaven because of the other mods, i installed a new Version and used my Old saves "the last Save was in the Cave of GI". After hours of play i noticed the Bug. Maybe 7thH has something to do with it ?

7H shouldn't have caused this. It is exact files copied from the OP here, so perhaps there was an oversight in the IRO version. Or your previous 1.4 installer had it enabled before you switched over to the 7H version. There may have been an update between the installer and 7H version that is now baked into your saves.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alucard Chris on 2017-04-14 06:56:45
Quote
7H shouldn't have caused this. It is exact files copied from the OP here, so perhaps there was an oversight in the IRO version. Or your previous 1.4 installer had it enabled before you switched over to the 7H version. There may have been an update between the installer and 7H version that is now baked into your saves.

I tested my Saves, when i open my old FF 7 without 7thH i cant use the new Saves, they are not visible in their slots. But the old ones work, now i load the Cave of GI Save and open up the Rank up System. It Works.

Then i close the old FF 7 and open the new one with 7thH, now i see all Saves the old ones and new ones. I load up the same Save "Cave of GI" and open up the Rank up System, and i get the Error Aint no Rank up in this Mode.

So i think this is not a Savegame Problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-14 12:16:40
I tested my Saves, when i open my old FF 7 without 7thH i cant use the new Saves, they are not visible in their slots. But the old ones work, now i load the Cave of GI Save and open up the Rank up System. It Works.

Then i close the old FF 7 and open the new one with 7thH, now i see all Saves the old ones and new ones. I load up the same Save "Cave of GI" and open up the Rank up System, and i get the Error Aint no Rank up in this Mode.

So i think this is not a Savegame Problem.

I think that's cause 7H uses a different save folder; the Steam save folder is in: C:\Users\(yourusername)\Documents\Square Enix\FINAL FANTASY VII Steam\user_######
whereas 7H save files are kept in the actual install location for the game files. Otherwise it's maybe some kind of security thing; I noticed recently that my save editor can't 'see' my new files, but instead sees my old ones from a ways back.

Arrange Mode causes no permanent damage; it's just a single flag that can be toggled on and off. It's probably crept in from debugging onto one of the save points.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alucard Chris on 2017-04-14 12:42:12
Hmmmm okay weird.

Quote
Arrange Mode causes no permanent damage; it's just a single flag that can be toggled on and off. It's probably crept in from debugging onto one of the save points.
Do you have any solution how to disable the flag ?
Is there a data or document in the Game Folder who store such settings like arrange mode, if yes then i will edit or replace it with a working one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-14 13:49:53
I'll make a new IRO.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-14 13:51:19
Hey chief! I just found this hilarious series of ff7 videos, it would be fun if you could implement it into nt!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alucard Chris on 2017-04-14 14:11:19
I'll make a new IRO.

Thank you very much, i will wait for it  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-14 14:12:28
Here's the IRO: http://www.mediafire.com/file/vidp2b30curmvpm/FF7_NT_IRO_14th_April_2017.iro

The save point chime should deactivate the Arrange Mode flag.

Hey chief! I just found this hilarious series of ff7 videos, it would be fun if you could implement it into nt!

What vids?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-14 14:13:30
https://www.youtube.com/watch?v=Dyd1mReG8wk&t=15s

Sent from my Xperia ZR using Tapatalk

Sorry didnt paste the first time...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Alucard Chris on 2017-04-14 15:40:11
Here's the IRO: http://www.mediafire.com/file/vidp2b30curmvpm/FF7_NT_IRO_14th_April_2017.iro

The save point chime should deactivate the Arrange Mode flag.

Great Job Chief, it works. Thank you so much  :) :)
But i tested it at the Save Point in Rocket Town Cids House, where is the Save Point Chime ?

And is there a way to Reset the Game, without Exit to Windows and start it up again. Like on PS "L1 L2 R1 R2 Start Select" ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-14 16:07:27
Lol i asked that already both chief and alyza. No reset option as of yet, but they told me to use ochu to force game over, it works. Untill its done in a better/easier/direct way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kaldarasha on 2017-04-14 17:54:32
Install R05 (without the 60FPS mode) and use 7H on top of it. The hotkeys can then be used for faster and reset as on PSX.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-14 18:39:48
Great Job Chief, it works. Thank you so much  :) :)
But i tested it at the Save Point in Rocket Town Cids House, where is the Save Point Chime ?

And is there a way to Reset the Game, without Exit to Windows and start it up again. Like on PS "L1 L2 R1 R2 Start Select" ?

What I mean is, when you touch the Save Point and hear a chiming sound effect it means the flag has been turned off; I added the script line for it right below that SFX prompt. Sounds like it worked though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ayoyo on 2017-04-14 19:43:26
Yo sega, seeing as you're not as active on the insane diff forums, made an account here.. I've been planning on providing you with a bug report and general feedback from my playthrough on the off chance it'd be even remotely helpful or interesting, and I'm really close to beating the game all the way through, but a weird bug with platinum match is barring the way. The fight starts normally and I can issue the first commands, but after that, nothing happens. Everything just stands in place. I can even attempt to flee and it shows the escape animation with the can't escape notification, but the boss never takes an action and neither do my guys. I haven't had any other bugs like this on my playthrough, that's why it feels so weird that this one fight alone doesn't work.. any ideas?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-14 23:47:28
The scene hotfix patch here on Page 1 of this thread should fix it. If not, let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ayoyo on 2017-04-15 10:24:14
Now I feel silly for disregarding those hotfixes; I suppose what threw me off was the "install if you downloaded the NT mod before the date shown" note, seeing as they pointed to january or march and I first downloaded earlier this month.

It fixed the nemesis fight and I beat him, but upon returning to northern crater something odd happened that wasn't there before. When I start making my way down the stone steps (after the screen where the new threat phone call happened), it shows some fmv's from the beginning of the game, such as the explosion of the reactor after escaping the timer, as background, and cloud's model kind of floats on top of it. The game is still functional and I can make my way downwards and the encounters still happen, but it looked so weird that I tried installing the other hotfix, but to no avail. Sound familiar?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-15 17:29:55
Sounds like the game has set Disc 1; did you do Dark Cave?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ayoyo on 2017-04-15 17:31:00
Yea. Before applying the hotfixes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-15 18:00:23
Hey chief im back from gaeas cliff, giving seph black materia and getting highwind. Im in fort condor and the man says theyve had 5 battles and have 0 gil. Is this normal or did i somehow miss 5 of them??? Ive done immediately every battle i got notified of. If i did will i miss some important reward at end of all battles?

It would really suck if i did and i went through so much effort to do them all.

Oh and theres a bug whenever i go bavk from battles, exit with teleport guy is blocked by invisible barrier and i have to climb up and back down, so i can get out normally.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ayoyo on 2017-04-15 18:16:31
Hey chief im back from gaeas cliff, giving seph black materia and getting highwind. Im in fort condor and the man says theyve had 5 battles and have 0 gil. Is this normal or did i somehow miss 5 of them??? Ive done immediately every battle i got notified of. If i did will i miss some important reward at end of all battles?

It would really suck if i did and i went through so much effort to do them all.

Chiming in because I was in the same boat as you. I looked it up and it's in the original game also; those 5 battles can't be fought (there's 1 or 2 fights like that in the later parts of the game also) and apparently the fort needs a certain amount of gil to fend Shinra off on their own. Meaning, you'd have to know about it beforehand and contribute gil. If you didn't know about it, you're kinda screwed. And as far as I know, there's nothing in the game that clues you in on this little factoid. I was pissed, too, because I really wanted to see what the special prize was and took good care to fight every battle right away&legitimately, just to have the game basically tell me "Oh, you weren't aware of this? Sucks to be you, don't it?"

It wouldn't be that bad if you could just go back to an earlier save and give them some gil before the plot railroad begins, but it's a huge chunk that you'd have to replay. It's one of those old school rpg "deal with it, greenhorn" things.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JonJon412 on 2017-04-15 18:46:46
It sounds like you're getting debug battles which is worrying because those battles have been overwritten completely for NT, and in turn means that your scene.bin isn't patched. If that's the case, then there's a chance you've been fighting default enemies this entire time.

In the very first boss battle, did Guard Scorpion appear black/gold and have the new name of X-ATM Scorpion? Did it use Magnetic Scope instead of Search Scope?

I feared that, I do remember the color of the Scorpion being black/gold, but I don't think I've seen enemies any different than vanilla, wow it has been vanilla all this time what a bummer...I knew it was too easy.

Is there anything I can do to fix this without having to patch everything again?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: contenance on 2017-04-15 20:46:11
The locations are slightly different but nothing should be missable. Vanilla sources for materia should usually be consistent with NT materia locations but some have been moved about. There should be a document in the Main Installer folder that has a list of where everything is.

Sorry, maybe you got my point wrong. I am aware that the materia locations are slightly different to vanilla :)

What i meant is the behaviour of the materia. Since you have made some changes to the game mechanics i am interested in information about materia combinations for example. You know, like the damage reduction when you use elemental dmg materia in combination with "all" materia or using knights of the round with quadra magic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-16 00:17:10
Hey chief im back from gaeas cliff, giving seph black materia and getting highwind. Im in fort condor and the man says theyve had 5 battles and have 0 gil. Is this normal or did i somehow miss 5 of them??? Ive done immediately every battle i got notified of. If i did will i miss some important reward at end of all battles?

It would really suck if i did and i went through so much effort to do them all.

Oh and theres a bug whenever i go bavk from battles, exit with teleport guy is blocked by invisible barrier and i have to climb up and back down, so i can get out normally.

The original plan was to make every battle available but there's a few in the span of a very short space of time for the Junon Weapon Raid, so I changed it so that the money Fort Condor has when you visit them should be enough to cover the inaccessible battles.

The bug is an oversight on my part. I think it was corrected in the latest flevel patch.

Chiming in because I was in the same boat as you. I looked it up and it's in the original game also; those 5 battles can't be fought (there's 1 or 2 fights like that in the later parts of the game also) and apparently the fort needs a certain amount of gil to fend Shinra off on their own. Meaning, you'd have to know about it beforehand and contribute gil. If you didn't know about it, you're kinda screwed. And as far as I know, there's nothing in the game that clues you in on this little factoid. I was pissed, too, because I really wanted to see what the special prize was and took good care to fight every battle right away&legitimately, just to have the game basically tell me "Oh, you weren't aware of this? Sucks to be you, don't it?"

It wouldn't be that bad if you could just go back to an earlier save and give them some gil before the plot railroad begins, but it's a huge chunk that you'd have to replay. It's one of those old school rpg "deal with it, greenhorn" things.

I set them to start with enough money to cover those battles (I think) but if not I'll raise their starting money. That way, if you attend every accessible battle, you won't need to give them a dime. You can actually get Condor done without spending a single gil if you only use Fighters as the payback on each surviving unit was raised to 400gil (equal to a Fighter).

I feared that, I do remember the color of the Scorpion being black/gold, but I don't think I've seen enemies any different than vanilla, wow it has been vanilla all this time what a bummer...I knew it was too easy.

Is there anything I can do to fix this without having to patch everything again?

I don't know, I suspect 7H wasn't set up correctly or isn't being allowed to function properly by some issue like security/anti-virus (it injects files at run-time which can make anti-virus tetchy). There are several tests to look for when running NT from a new game to check that it was patched properly:
1) When starting New Game, a text box will appear confirming build version and asking for difficulty selection (though only Normal/Original is available just now) (flevel check).
2) The first battle, open the help bar and check the names of the first two enemy soldiers you fight; they should be called MP Trainees instead of just MPs (scene check).
3) Open the menu and check Cloud's available magic. If he has started with Fire equipped in addition to Ice and Bolt then kernel has been patched (kernel check).

Sorry, maybe you got my point wrong. I am aware that the materia locations are slightly different to vanilla :)

What i meant is the behaviour of the materia. Since you have made some changes to the game mechanics i am interested in information about materia combinations for example. You know, like the damage reduction when you use elemental dmg materia in combination with "all" materia or using knights of the round with quadra magic.


Here are the changes: proc-rates for things like Cover and Counter-Attack. Cover starts at 20% and raises in 10% increments for a max of 50% chance (but they can be stacked onto each other so two mastered Covers on a character = 100% proc chance). All counter Materia starts at 10%, and rises by 10% each time for a max of 50% chance. Sneak Attack was changed so that it now maxes out at 100% chance instead of 80%. Final Attack has a max of 2 charges (but might be 1 charge now, not sure). A number of Materia were set to be 1-Star and/or to drop as Mastered so that they are unique and only one is available (Summon Materia, for instance). The relation between Support Materia and others is the same.

Some new spells replace old ones. Lagomorph is Frog + Mini combined together. Pearl and Hydro are Contain-level spells for Holy and Water element that appear on the Ultima Materia (renamed to Planet Materia); has Ultima spell on it too. Death was removed in favour of the spell Remove which had the same effect. Poisona was dropped in favour of Osmose for MP regeneration. A lot of the Enemy Skill effects were changed too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: WarDamnAlto on 2017-04-16 03:05:29
Absolutely loving the mod!!  Quick question, and I apologize if I've missed it, but does Cloud have an innate in the most recent version?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-04-16 10:26:15
Absolutely loving the mod!!  Quick question, and I apologize if I've missed it, but does Cloud have an innate in the most recent version?

Cloud does have an Innate, but it doesn't become active until he rejoins the party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JonJon412 on 2017-04-16 19:52:00
I don't know, I suspect 7H wasn't set up correctly or isn't being allowed to function properly by some issue like security/anti-virus (it injects files at run-time which can make anti-virus tetchy). There are several tests to look for when running NT from a new game to check that it was patched properly:
1) When starting New Game, a text box will appear confirming build version and asking for difficulty selection (though only Normal/Original is available just now) (flevel check).
2) The first battle, open the help bar and check the names of the first two enemy soldiers you fight; they should be called MP Trainees instead of just MPs (scene check).
3) Open the menu and check Cloud's available magic. If he has started with Fire equipped in addition to Ice and Bolt then kernel has been patched (kernel check).

1) I do get the box that indicates to choose the difficulty, but only 1 is available since the other one is locked.
2) I don't see that help bar anywhere, unless is the target switch, I didn't get to see any names at all.
3) Nope, only bolt and Ice.

Maybe is because I installed the NT Mod first and then I patched with 7H, I'll delete everything and try it but doing the 7H first to see if it works.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-16 20:51:16
Sega a bug: after ft condor materia battle when party (cid, barret, yuffie) talk to old man they mention seeing cloud and within the convo theres a line from vincent even though hes not in the party. Dont remember h line but can replay if you want?

Also when revisiting church w aeris, she's still in the church talking of fixing the roof and chill. Also i cant get through the passage even though theres red arrow. Suppose that all is normal?
 The first guy past the church screen cant be talked to, and at save point i dont have rank up and check option, i guess it wasnt possible at that game time progress so you programmed save point that way?

Lol Horneos mansion is open! An idea you could make a cross dressing mini game/theatre/competition/comedy w boys n girls there w some kind of reward? Would sure be fun.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JonJon412 on 2017-04-16 22:04:58
SegaChief and/or whoever can help me:

I ran the 7TH Heaven prior to running the NT installation, after it was done I did install the NT Mod and it patched successfully, I could tell because I could see the names of the soldiers, Cloud had the fire materia and I saw Barret inanete ability working for the first time, however...

One of the main reason I wanna play it is because of the graphical mods at work, seemed that when I ran the NT mod after 7TH Heaven it overwrote whatever the 7TH Heaven did in the graphical deparment(at least in the player, models,weapons,textures etc)

Is there any way I can patch the "already patched NT Mod" without damaging anything within the Mod itself? The first time I tried I installed the NT Mod first then ran the 7th Heaven Mod but that as you read earlier did not work.

Any advice my friend?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-04-16 22:37:43
7H is not an installation. It's a memory injector tool, so none of the actual game files get replaced at any time while using it. The injection only takes place after you click the Launch Game button, and it will release from memory once you close out the game. If you're using NT from 7H, there is no need to use the NT installer at any point.

You should read the FAQ for 7H about how to start a fresh install. It will clean up your registry keys as well. Then, install FF7 and only use 7H. When you do that, check the points that SC told and report back if you see them or not. Don't use the NT installer at any point while doing this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-17 00:42:02
1) I do get the box that indicates to choose the difficulty, but only 1 is available since the other one is locked.
2) I don't see that help bar anywhere, unless is the target switch, I didn't get to see any names at all.
3) Nope, only bolt and Ice.

Maybe is because I installed the NT Mod first and then I patched with 7H, I'll delete everything and try it but doing the 7H first to see if it works.

Like Alyza said, if using 7H, you shouldn't use the stand-alone NT installer at all. IROs are what handle mods for 7H, and they change the game files when running FF7 via 7H.

Sega a bug: after ft condor materia battle when party (cid, barret, yuffie) talk to old man they mention seeing cloud and within the convo theres a line from vincent even though hes not in the party. Dont remember h line but can replay if you want?

Also when revisiting church w aeris, she's still in the church talking of fixing the roof and chill. Also i cant get through the passage even though theres red arrow. Suppose that all is normal?
 The first guy past the church screen cant be talked to, and at save point i dont have rank up and check option, i guess it wasnt possible at that game time progress so you programmed save point that way?

Lol Horneos mansion is open! An idea you could make a cross dressing mini game/theatre/competition/comedy w boys n girls there w some kind of reward? Would sure be fun.

I encountered the Vincent line problem and fixed it in the 1.5 files I have.

When visiting certain towns, the characters will appear in set places. The back of the Church can't be visited usually, though it retains the red arrow. Rank Up features were disabled on Midgar save points, but those options should re-enable when Game Moment is high enough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-17 01:28:03
Great, so 1.5 isnt on 7h iro yet i suppose?

Oh and which materia would you suggest to master? Im using double growth equipment mastered most materia at least once, am thinking command and magic counter, hp/mp absorb would be most useful... What about elemental, added cut/effect?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-17 05:06:40
Great, so 1.5 isnt on 7h iro yet i suppose?

Oh and which materia would you suggest to master? Im using double growth equipment mastered most materia at least once, am thinking command and magic counter, hp/mp absorb would be most useful... What about elemental, added cut/effect?

AP yields increase dramatically as you advance through the game, so you'd be best developing Materia that has lower AP requirements early on then using the higher AP later in the game to get the more expensive bits of Materia leveled. Elemental and Added Effect give you more defensive options when preparing for bosses later on so they're good picks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ayoyo on 2017-04-17 09:37:25
Couldn't find a way to fix the weird, albeit funny, bug in the latest part of the dungeon with every background being replaced by disc 1 fmv's, so we decided to just finish the game and embrace the bizarreness. This mod was a frigging blast to play along with a friend old-school style; all weekend long laying on the couch, taking turns, with tons of beer.. all that good stuff. I believe we plowed through all the new content, or at least all we could find... The whole playthrough clocked in at ~120hrs, which must be easily above average, I'm sure, but we were just having so much fun with it.

During a long playthrough like this, you're bound to discover some.. oddities. Not to mention, we've always enjoyed trying out weird stuff that may or may not be conventional and crash the game. We took notes of the things that crashed the game for us, as well as our general thoughts on some technical aspects of the mod. While it's still fresh in my mind, I'd be glad to send some of these notes to you Sega, if you're at all interested in the feedback. Let me know if it's OK; and where you want 'em sent. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-17 13:14:22
Couldn't find a way to fix the weird, albeit funny, bug in the latest part of the dungeon with every background being replaced by disc 1 fmv's, so we decided to just finish the game and embrace the bizarreness. This mod was a frigging blast to play along with a friend old-school style; all weekend long laying on the couch, taking turns, with tons of beer.. all that good stuff. I believe we plowed through all the new content, or at least all we could find... The whole playthrough clocked in at ~120hrs, which must be easily above average, I'm sure, but we were just having so much fun with it.

During a long playthrough like this, you're bound to discover some.. oddities. Not to mention, we've always enjoyed trying out weird stuff that may or may not be conventional and crash the game. We took notes of the things that crashed the game for us, as well as our general thoughts on some technical aspects of the mod. While it's still fresh in my mind, I'd be glad to send some of these notes to you Sega, if you're at all interested in the feedback. Let me know if it's OK; and where you want 'em sent. 

Of course I'm interested in feedback; Qhimm has a PM function or making a post here with a link to pastebin/a download link to whatever file you've stored the notes in would be fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-17 23:40:53
...

Has the main installer had an unwrapped background image this entire time?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: VanStolin on 2017-04-18 01:55:49
Hello everyone.  Love the mod Sega Chief.  Was going to wait on 1.5 since you said you had finalized item placements, but I guess I can just restart after it's out.  But for now, I have a question.  I've been watching Death Unites Us, playthrough of the mod before I started playing and he encountered the X-ATM in the Corel Prison, just outside the place where you fight Dyne.  But when I played, it wasn't there.  Was it moved or is this a bug?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JonJon412 on 2017-04-18 02:09:43
7H is not an installation. It's a memory injector tool, so none of the actual game files get replaced at any time while using it. The injection only takes place after you click the Launch Game button, and it will release from memory once you close out the game. If you're using NT from 7H, there is no need to use the NT installer at any point.

You should read the FAQ for 7H about how to start a fresh install. It will clean up your registry keys as well. Then, install FF7 and only use 7H. When you do that, check the points that SC told and report back if you see them or not. Don't use the NT installer at any point while doing this.

Like Alyza said, if using 7H, you shouldn't use the stand-alone NT installer at all. IROs are what handle mods for 7H, and they change the game files when running FF7 via 7H.

Thanks for replying guys, it's a long story.....but I got 7TH mixed with the old Bootleg Front End, which is what I've been using this whole time.

Although I downloaded 7TH and everything seemed to be working fine, I got the error while downloading from the catalog, but I don't think its making any progress it is just stuck and won't go anywhere, not sure if it is working because I've been waiting for a while here's a pic of it:

http://i196.photobucket.com/albums/aa125/412412q/error.jpg?t=1492395001

Any ideas or something I'm not doing right?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: VanStolin on 2017-04-18 02:56:17
Thanks for replying guys, it's a long story.....but I got 7TH mixed with the old Bootleg Front End, which is what I've been using this whole time.

Although I downloaded 7TH and everything seemed to be working fine, I got the error while downloading from the catalog, but I don't think its making any progress it is just stuck and won't go anywhere, not sure if it is working because I've been waiting for a while here's a pic of it:

http://i196.photobucket.com/albums/aa125/412412q/error.jpg?t=1492395001

Any ideas or something I'm not doing right?

Same thing happening for me.  Seems the download server isn't up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: onegaminus on 2017-04-18 04:15:35
Hey SegaChief.

I believe I have the most recent IRO for the NT mod, from April 14th. Everything has worked smoothly except one thing. I'm trying to do the Dark Cave sidequest. At the first conversation, after Barret says that the others are gone, and Cloud turns to him, the game just seems to softlock. The game still animates, but Cloud just stands there staring at Barret. Nothing seems to be happening. This kind of thing has happened a couple times before, where the game seemed to be loading before the next person spoke, but it didn't take longer than 20 seconds, while after several minutes there's been no luck. I've also deactivated all field models as someone else mentioned doing that and it fixed a similar issue.

I am sure there is some kind of info (I've seen something around called a bin?) I could send to help you on this subject, but I have no idea what it is or where I could access it.

I am really loving the mod and it is the best thing I think anyone's made for FF7. Thanks so much for the hard work. You've breathed new life into this and I'm not sure I'll ever be able to play FF7's vanilla version after all the fun stuff here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-18 11:48:45
You've said it good man. My sentiments exactly. Btw where is dark and purple cave, im at huge materia quest atm, is it available yet or later?

Sent from my Xperia ZR using Tapatalk

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-18 13:19:01
Hello everyone.  Love the mod Sega Chief.  Was going to wait on 1.5 since you said you had finalized item placements, but I guess I can just restart after it's out.  But for now, I have a question.  I've been watching Death Unites Us, playthrough of the mod before I started playing and he encountered the X-ATM in the Corel Prison, just outside the place where you fight Dyne.  But when I played, it wasn't there.  Was it moved or is this a bug?

X-ATM is being moved from the Desert Prison to Mt. Nibel, so no worries.

Hey SegaChief.

I believe I have the most recent IRO for the NT mod, from April 14th. Everything has worked smoothly except one thing. I'm trying to do the Dark Cave sidequest. At the first conversation, after Barret says that the others are gone, and Cloud turns to him, the game just seems to softlock. The game still animates, but Cloud just stands there staring at Barret. Nothing seems to be happening. This kind of thing has happened a couple times before, where the game seemed to be loading before the next person spoke, but it didn't take longer than 20 seconds, while after several minutes there's been no luck. I've also deactivated all field models as someone else mentioned doing that and it fixed a similar issue.

I am sure there is some kind of info (I've seen something around called a bin?) I could send to help you on this subject, but I have no idea what it is or where I could access it.

I am really loving the mod and it is the best thing I think anyone's made for FF7. Thanks so much for the hard work. You've breathed new life into this and I'm not sure I'll ever be able to play FF7's vanilla version after all the fun stuff here.

I'm not sure what could be causing that. Maybe it's a missing animation file for that field? Although you would have likely encountered a soft-lock well before now if that was the issue. Field model mods, animation mods, or field background mods may be responsible.

You've said it good man. My sentiments exactly. Btw where is dark and purple cave, im at huge materia quest atm, is it available yet or later?

Sent from my Xperia ZR using Tapatalk

Dark Cave is started from Dio in Battle Square's museum, then head for Bone Village and make your way through the Sleeping Forest to find some people milling about; you're climbing the vine there to reach the cave above.

Purple Materia Cave is close to the initial entrance to Mt. Corel (costa del sol side), it's an island covered by a desert; you'll need a special Choboco to reach it. The Mountain Chocobo can reach it if you land the airship behind the cave and then go over the mountain to get to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: onegaminus on 2017-04-18 20:44:12

I'm not sure what could be causing that. Maybe it's a missing animation file for that field? Although you would have likely encountered a soft-lock well before now if that was the issue. Field model mods, animation mods, or field background mods may be responsible.

Well I'll try all that. I have added extra materia to my file through my save editor, so that, for example, all three characters would be able to have Deathblow Materia on them. Could that have caused any issue you can think of?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: onegaminus on 2017-04-18 20:52:32
Okay, nevermind my last reply.

I went back and disabled even more mods. I disabled the option to save/PHS anywhere, and I also chose to disable the option that makes for smoother running animations. I also disabled "always run" although I don't know if that would have made any difference either.

Anyway, SegaChief, maybe it was one of those! Excited to keep playing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-19 03:23:18
so im already in sub and dont remember if i missed cids scimitar or is it placed somewhere else? cant chack it, already saved over that game and cant go back?

and where the hell is that student of cids for his l4 break? or is it in disc 3 only? im finished rocket launching searched whole town and nuthin.

forgotten citys path to the altar is also blocked and cant get ther for her l4?

godo also repeats same get thur maurrhia sentence when talked to w yuffie in party and yes i got levi scales.

i only managed to activate vincent fight but am not yet strong enough to beat the bast...bitc...kahem lucrecia.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: onegaminus on 2017-04-19 04:16:21
so im already in sub and dont remember if i missed cids scimitar or is it placed somewhere else? cant chack it, already saved over that game and cant go back?

and where the hell is that student of cids for his l4 break? or is it in disc 3 only? im finished rocket launching searched whole town and nuthin.

forgotten citys path to the altar is also blocked and cant get ther for her l4?

godo also repeats same get thur maurrhia sentence when talked to w yuffie in party and yes i got levi scales.

i only managed to activate vincent fight but am not yet strong enough to beat the bast...bitc...kahem lucrecia.

So the scimitar itself has been moved to the northern crater. You'll find it in there.

Additionally the level 4 limit quests don't activate until you get to the bottom of the northern crater. There's an npc there that will take you back up to the highwind. Talk to the new NPCs on the highwind to learn more.

I don't know how you could be doing the battle against lucrecia if you only have the sub so far.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: onegaminus on 2017-04-19 04:20:33
I've had yet another bug. The game locks up after you fight mirage and Cloud says we should use the sector 5 keycard to leave Midgar. He turns to Yuffie and... nothing. Guess I'll try to mess with the mods again lol.

This sidequest is really cool though. I don't know how you did all of it. Makes me wish other modders would do more stuff like this!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-19 05:36:06
thx onegaminus.

 - I don't know how you could be doing the battle against lucrecia if you only have the sub so far. -

i got no race bred gold chocobo, which i rode 1. time to cave, fought a number of battles, went 2. time after getting sub, got lucrecia battle, to strong atm, left it for later.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: onegaminus on 2017-04-19 05:50:36
thx onegaminus.

 - I don't know how you could be doing the battle against lucrecia if you only have the sub so far. -

i got no race bred gold chocobo, which i rode 1. time to cave, fought a number of battles, went 2. time after getting sub, got lucrecia battle, to strong atm, left it for later.

I'm just really surprised that the battle is even available before really opening up the "new threat" content.

FYI for when you do Cid's lvl 4 limit quest, and you have to find that kid, I had to have Cid as the party leader to do so. There's a guy on the right side of the Operations Room on the highwind that lets you pick Cloud, Tifa or Cid as your lead person. This means that late game you can actually have parties with Cloud completely absent, which you might need based on how you rank up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: onegaminus on 2017-04-19 06:48:50
Hopefully this will help someone.

As to the previous problem, I had to turn off the battle models for who I had with me at the time when I fight Mirage. I also had the field models for these characters also turned off, but I do find it bizarre that the battle models seemed to be the ones which showed up after the battle as the models which were in the field.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-04-19 07:07:37
I'm currently trying to math out if there's a way for Cait Sith to achieve 255 in all stats through Transformation.  You don't need much Luck, at least - Cait Sith can cap out at around 153 iirc
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-19 08:35:52
Dunno onegaminus, havent gotten to disc 3 yet... Hope its not a bug on my game, but an available feature.
i got 2. apocalypse at ancient forest second to end screen, from the chest that says and no one attacked!, i got 1. recently, i think from gelnika...? is that a bug?

also at very last screen of ancient forest thers an unmoving guy(supposedly?), that cant be interacted, was he supposed to be shopkeeper?
i can send screenshot but how do i choose pic from computer?

edit: nvm heres imgur url:
http://imgur.com/VpiZTTE

edit: lol, felt guilty to grab loot from gelnika and forest using no battles field option in ochu, so used enemy away and sneak attack+exit and it worked perfectly! funny stuff. even when encountered, cloud just throws sneaky exit and runs away.  8)  :evil:  :mrgreen:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: onegaminus on 2017-04-19 21:20:43
Dunno onegaminus, havent gotten to disc 3 yet... Hope its not a bug on my game, but an available feature.
i got 2. apocalypse at ancient forest second to end screen, from the chest that says and no one attacked!, i got 1. recently, i think from gelnika...? is that a bug?

also at very last screen of ancient forest thers an unmoving guy(supposedly?), that cant be interacted, was he supposed to be shopkeeper?
i can send screenshot but how do i choose pic from computer?

edit: nvm heres imgur url:
http://imgur.com/VpiZTTE

edit: lol, felt guilty to grab loot from gelnika and forest using no battles field option in ochu, so used enemy away and sneak attack+exit and it worked perfectly! funny stuff. even when encountered, cloud just throws sneaky exit and runs away.  8)  :evil:  :mrgreen:

I ended up with two also at that point. Had the same thing happen with that guy. I actually never had Ochu even show up when I was hit by those plants. Just hurt me and spit me out
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-19 22:58:27
so im already in sub and dont remember if i missed cids scimitar or is it placed somewhere else? cant chack it, already saved over that game and cant go back?

and where the hell is that student of cids for his l4 break? or is it in disc 3 only? im finished rocket launching searched whole town and nuthin.

forgotten citys path to the altar is also blocked and cant get ther for her l4?

godo also repeats same get thur maurrhia sentence when talked to w yuffie in party and yes i got levi scales.

i only managed to activate vincent fight but am not yet strong enough to beat the bast...bitc...kahem lucrecia.

So the scimitar itself has been moved to the northern crater. You'll find it in there.

Additionally the level 4 limit quests don't activate until you get to the bottom of the northern crater. There's an npc there that will take you back up to the highwind. Talk to the new NPCs on the highwind to learn more.

I don't know how you could be doing the battle against lucrecia if you only have the sub so far.

Vincent's Lv.4 boss is basically triggered on the original script where you'd visit the Cave for his flashback and then return after a set number of battles to find Death Penalty & Chaos. I just added an encounter trigger to it was all. It's one of the few that can be accessed before Disc 3.

I've had yet another bug. The game locks up after you fight mirage and Cloud says we should use the sector 5 keycard to leave Midgar. He turns to Yuffie and... nothing. Guess I'll try to mess with the mods again lol.

This sidequest is really cool though. I don't know how you did all of it. Makes me wish other modders would do more stuff like this!

I'm not too fond of the sidequest myself. I kinda wish I'd went a completely different direction with it, but here we are. The original script was going to be something similar to Cyan's mind in FF6 where you worked through several unrelated areas with odd effects in place to get to the end. It would have been in 3 separate parts with 3/9 characters in each, all meeting up at the end for the finale. The first part was going to be Cloud, Tifa, and Vincent as Turks going through Whirlwind Maze with Reno & Rude, 2nd was a Phantom Train with Cid, Yuffie, and Red XIII, 3rd was never drafted in any way. If you peek at the Whirlwind Maze files you'll find some fragments of those prototype scripts.

As for your bug, I'm not sure but I think this issue popped up in the past as well. I'd advise trying different party comps; I used Barret & Tifa (I think) for the test run so they'll likely be the most stable.

thx onegaminus.

 - I don't know how you could be doing the battle against lucrecia if you only have the sub so far. -

i got no race bred gold chocobo, which i rode 1. time to cave, fought a number of battles, went 2. time after getting sub, got lucrecia battle, to strong atm, left it for later.

Cid's Lv.4 Limit was changed slightly; when you've returned from the bottom of North Crater, talk to Shera and then go round back. The sidequest is now handled by a technician working on the Tiny Bronco.

I'm currently trying to math out if there's a way for Cait Sith to achieve 255 in all stats through Transformation.  You don't need much Luck, at least - Cait Sith can cap out at around 153 iirc

I think he gains the base-average of the party for each stat, which is then given a modifier:

Attack = Atk + [100% * Atk]
Magic = Mag + [20% * Mag]
Defence = Def + [20% * Def]
M.Defence = MDef + [20% * MDef]
Dexterity = Dex - [50% * Dex]
Evasion = Def% - [20% * Def%]
M.Evasion = MDef% - [50% * MDef%]
Luck = Lck

So for Luck, you're going to need 255 on every character to get that average. Of bigger concern are the Dexterity and Evasion stats, which are given a penalty for their modifier. Def% also doesn't use Dexterity bonuses when calculated, only the raw stat average given by armour.

Attack 'adds' itself, so you need an average of 127-128. Magic, Defence, and MDefence need something in the 210-220 range to reach 255. I suspect that Dexterity can't be left at 255 due to the subtraction being made to it. The evasion stats can't reach the maxes either, though Yuffie's innate being active could lift it up a little.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: contenance on 2017-04-20 08:48:21

Here are the changes: proc-rates for things like Cover and Counter-Attack. Cover starts at 20% and raises in 10% increments for a max of 50% chance (but they can be stacked onto each other so two mastered Covers on a character = 100% proc chance). All counter Materia starts at 10%, and rises by 10% each time for a max of 50% chance. Sneak Attack was changed so that it now maxes out at 100% chance instead of 80%. Final Attack has a max of 2 charges (but might be 1 charge now, not sure). A number of Materia were set to be 1-Star and/or to drop as Mastered so that they are unique and only one is available (Summon Materia, for instance). The relation between Support Materia and others is the same.

Some new spells replace old ones. Lagomorph is Frog + Mini combined together. Pearl and Hydro are Contain-level spells for Holy and Water element that appear on the Ultima Materia (renamed to Planet Materia); has Ultima spell on it too. Death was removed in favour of the spell Remove which had the same effect. Poisona was dropped in favour of Osmose for MP regeneration. A lot of the Enemy Skill effects were changed too.

Great, thank you! That is what i have been looking for.

Have you also made changes to "Barrier"? I am pretty sure that the "Reflect" effect of this materia bounces spells back two times. After trying around a bit with this materia (Currently at Lambda Calcule) I have noticed that the materia bounces spells back more that two times. This is pretty annoying when I want to use cure ony my party and there is still one or more charges left of the reflect spell.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-20 09:52:37
Lol yeah the reflect happens 4 times on both sides each, so 9th time it affects enemy if you hit it first with a spell. Dunno if your whole party would be affected by all+cure that way try it,off course aim cure at enemy first so it ends up on you.

Sent from my Xperia ZR using Tapatalk

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-20 10:22:40
Great, thank you! That is what i have been looking for.

Have you also made changes to "Barrier"? I am pretty sure that the "Reflect" effect of this materia bounces spells back two times. After trying around a bit with this materia (Currently at Lambda Calcule) I have noticed that the materia bounces spells back more that two times. This is pretty annoying when I want to use cure ony my party and there is still one or more charges left of the reflect spell.

FF7's reflect behaviour is as follows:
-) Reflect given as a spell will have 4 charges/bounces in it.

-) When a single-target spell is bounced, it will hit a random target on the opposite 'team'.

-) When a multi-target spell is reflected by more than one actor (for instance, if your entire team has Reflect on and Fire+All was used on you) then each iteration of that spell will be reflected and cast separately. This can be used as a strategy to triple your spell damage output.

-) If the recipient of the bounced spell also has Reflect then it will be bounced back and forth until a target receives the damage.

-) For permanent Reflect effects such as Reflect Ring, spells can only be bounced once per turn in order to avoid permanent loops, but-

-) The Resist status affects Reflect, in that it will not deplete the number of bounces the effect has. So if you give someone Resist on top of Reflect then they essentially have unlimited Reflect...but without the 1 bounce per turn limitation of permanent Reflect effects. This can cause a crash if both you and the target have Reflect + Resist and a spell is bounced between you, as the target of that spell can never be resolved. The game will freeze the instant you confirm the spell target.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: onegaminus on 2017-04-20 15:21:57
Viridian Weapon is kicking my ass. Any tips?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: vertigom2 on 2017-04-20 17:53:33
Loving the mod, just finished the Dark Cave sidequest and all I have left is Jenova/Sephiroth. One problem, I never got the Pulse Ammo or X-ATM core, and the lost and found technician only asks to fix Cid/Tifa's already completed limit quests. I'm confused as I'm up to date with all the hotfixes and all my search results are telling me that this was fixed and just to talk to the technician, which isn't helping.

Edit: Also, I got to Safer Sephiroth, got my ass kicked, then had the game continue as if I had won
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-21 13:47:24
Viridian Weapon is kicking my ass. Any tips?

Not at home at the moment, but all Weapon bosses should be weak to Hidden. You can get this element onto weapons using Elemental + non-elemental Materia (some don't work mind), and for spells Shadow Flare carries Hidden on it. Viridan's AI is unchanged from Ruby Weapon (this has changed for 1.5 though), so the usual gamut of tricks can be used; you can keep a party of 3 by going in with 2 of them KO'd and then reviving them. The tentacles counter-attack damage dealt to the boss (so be careful when attacking) and there's a slew of statuses and elements that can be guarded against to simplify things. For damage, you'll want to have access to the North Crater so you can build Materia on the Left-Up path (Magic Pots accept Ethers now instead of Elixirs, and both they and Movers give much more AP than before for fast Materia mastering).

Loving the mod, just finished the Dark Cave sidequest and all I have left is Jenova/Sephiroth. One problem, I never got the Pulse Ammo or X-ATM core, and the lost and found technician only asks to fix Cid/Tifa's already completed limit quests. I'm confused as I'm up to date with all the hotfixes and all my search results are telling me that this was fixed and just to talk to the technician, which isn't helping.

Edit: Also, I got to Safer Sephiroth, got my ass kicked, then had the game continue as if I had won

Core should have been dropped by X-ATM in Barret's Lv.4 Limit fight. Pulse Ammo should have been obtained during the Dark Cave sidequest. If they're missing, then it's likely because I've been shuffling things about too much and dropped them out of the script by accident. The technician is my debugger NPC that checks for var flags and gives out stuff that wasn't dropped when it should have; there's been a lot of script changes in NT recently and some of the rewards weren't placed properly. I'll check the Safer thing, probably a battle mode thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2017-04-21 21:01:10
I saw you recently updated the NT IRO? What is new in this one? Also whats this I see about a soft reset? I've been wondering about that for a while now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kaldarasha on 2017-04-21 21:31:09
I saw you recently updated the NT IRO? What is new in this one? Also whats this I see about a soft reset? I've been wondering about that for a while now.

Install R05 and then NT on top of it. Then you can use the soft reset as it is on the psx version (ATM it forces game over).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: JLOUTLAW on 2017-04-21 21:55:22
Where do I get Reunion05? The one showing up in my 7th heaven is R03
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Covarr on 2017-04-21 22:06:10
R05 is not in 7thHeaven. EQ2Alyza is waiting to update the 7H version from R03 until R06 is available, because it's just on the horizon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kaldarasha on 2017-04-21 22:09:15
http://forums.qhimm.com/index.php?topic=14914.0

I would install both mods without 7th Heaven. Not sure if Dan has altered the model loader.
We do wait for R06, since it will come with it own mod injecting. When it's released, we can better plan how to go on with 7th Heaven.

Edit
What Covarr said. Despite that R06 will have a true soft reset.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: onegaminus on 2017-04-22 03:48:44
Well, I just finished the game with this mod! Man I gotta say, I had a great time with it.

One big question I had was: why not have the final cinematic? I mean, I know it kind of breaks the plot flow a bit, but I still would have loved to see it at the very end. It also surprised me that the credits were cut out too.

Other than that, the surprise at the final, final fight was really cool and a lot of fun. It was also nice to beat this game while being pretty overpowered for once. I went ahead and did all the side stuff so the final bosses were cake, and I really like that option got left in.

I know you're putting the finishing touches on the mod, but maybe make them truly difficult in the hard version? It's just a thought.

That said SegaChief, thanks for all the hard work. Really. This breathes new life and love into one of my top 5 games all time and my absolute favorite FF. You're the man, man.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-22 14:15:26
Well, I just finished the game with this mod! Man I gotta say, I had a great time with it.

One big question I had was: why not have the final cinematic? I mean, I know it kind of breaks the plot flow a bit, but I still would have loved to see it at the very end. It also surprised me that the credits were cut out too.

Other than that, the surprise at the final, final fight was really cool and a lot of fun. It was also nice to beat this game while being pretty overpowered for once. I went ahead and did all the side stuff so the final bosses were cake, and I really like that option got left in.

I know you're putting the finishing touches on the mod, but maybe make them truly difficult in the hard version? It's just a thought.

That said SegaChief, thanks for all the hard work. Really. This breathes new life and love into one of my top 5 games all time and my absolute favorite FF. You're the man, man.

I'm reinstating the last FMV and the last few bosses are getting the most work done to them; I'd like the mod to go out with a big bang, so having a good last few battles is right up there on the priority sheet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-22 16:23:15
ive reached sector 8 during midgar raid mission and game crashes if i try to climb down first ladder. i switched off ochu, turned off all mods save music, same result. Help? here are applog and crash save files: 

https://app.box.com/s/yrnvp9e06fo8xh0d17wwys95xryd3r7x

also first save icon before descending into sector 8 also didnt work, just fyi.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cha0tic on 2017-04-22 17:53:27
Any idea when 1.5 is coming out sega?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: WarDamnAlto on 2017-04-22 18:14:19
So, I've just made it to Nibelheim, and a friend playing alongside me says he has Deathblow.  Did I miss it?  I think I got an Added Cut in Gonzaga where it normally is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-22 22:08:55
ive reached sector 8 during midgar raid mission and game crashes if i try to climb down first ladder. i switched off ochu, turned off all mods save music, same result. Help? here are applog and crash save files: 

https://app.box.com/s/yrnvp9e06fo8xh0d17wwys95xryd3r7x

also first save icon before descending into sector 8 also didnt work, just fyi.

I'll check the scene and work from there.

Any idea when 1.5 is coming out sega?

It'll be soon; I'm about to do Midgar Raid.

So, I've just made it to Nibelheim, and a friend playing alongside me says he has Deathblow.  Did I miss it?  I think I got an Added Cut in Gonzaga where it normally is.

In the flevel patch, I used the 1.5 flevel to avoid having to implement two separate sets of fixes for everything. This means you've got some 1.5 placements in your game; Deathblow was swapped with Added Cut.

Edit: No crash occurred when I went down the first ladder in the Midgar Raid. Disable every mod including that music mod and then try the ladder again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-23 00:44:31
well if i disable all mods then 7H gives me message - no mods have been activated. i have to enable at least 1 mod for 7H to launch, thats why i left music, seemed least obvious to cause problem. tried launching ff7.exe directly, same effect. any suggestions?

here are my 7H settings screens maybe the culprit is there? they are in this folder in pics:

https://app.box.com/s/yrnvp9e06fo8xh0d17wwys95xryd3r7x

thx for the help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-04-23 04:23:43
Did you install New Threat separately, instead of installing it through 7H?

Because if so, that's your problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ice30 on 2017-04-23 11:24:29
Hi im trying to install this mod for the steam version using the standard installer and when I get into the game it's like nothing has been patched (don't get difficulty dialogue box coming up at the beginning after selecting new game either). The patcher says that it ran successfully and I even tried copying my data folder to the desktop to patch it there and it still didn't work after I copied that data folder into my install directory. I am running an english version so I didn't need to rename any files\folders.

If I try to run the patcher again it says that it won't patch over an already patched game.

Thanks for any help, I just bought ff7 on steam to play this mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-23 13:06:10
No all mods are through 7h. The only thing I can think of is i have certain graphics in folders copied instead of satsukis gfx mod in iro, so ill try removing it from mods textures folder and see. It wasnt a problem so far afaik.

Sent from my Xperia ZR using Tapatalk

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-23 13:56:18
Hi im trying to install this mod for the steam version using the standard installer and when I get into the game it's like nothing has been patched (don't get difficulty dialogue box coming up at the beginning after selecting new game either). The patcher says that it ran successfully and I even tried copying my data folder to the desktop to patch it there and it still didn't work after I copied that data folder into my install directory. I am running an english version so I didn't need to rename any files\folders.

If I try to run the patcher again it says that it won't patch over an already patched game.

Thanks for any help, I just bought ff7 on steam to play this mod.

Run file validation to have Steam reset the game to default, then try setting the installer to run as admin and make sure anti-virus isn't obstructing the installer .exe as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ice30 on 2017-04-23 14:12:53
Run file validation to have Steam reset the game to default, then try setting the installer to run as admin and make sure anti-virus isn't obstructing the installer .exe as well.

Thanks Sega. I kind of assumed my AV wasn't the problem because after a recent update it hasn't been working yet little did I know it was still running some processes in the background. I fully uninstalled my AV, rebooted and tried again and it worked perfectly. Thanks a lot for your help and all your hard work on the mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: lionheart82 on 2017-04-23 16:52:54
Lol it was the textures crashing the game after all, for whatever reason. But OMG those old graphics, i was shocked. Got so used to using updated gfx textures, i forgot how blurry the original was!

http://imgur.com/1A8liTz

Thx guys for helping eliminate probable causes.

Edit: so i got team avalanche gui to work, just copied folders from their zip to mods-textures folder and fonts etc is very beautiful. No letters juming out of boxes.
But theres no invisible boxes no lije there was before, dunno if it was ochu working and ir doesn't now or i got some mod todo it. Note to self - write down what you mod next time.

Anyways guys use team avalanche gui it updates menus a lot. If you cant find it ill upload it and send link, i hope that's, um, legal/allowable?

PS it's NOT 7h iro, just to be clear.

Edit: - received Sense Materia. - "Terrific"
Edit2: Midgar Raid loot expectations vs reality - hilarious

EDIT 3: Bug? - so i got to this part:
-) Red XIII's Lv.4 Limit
Visit Bugenhagen while he's dying to get a Key that unlocks the
Cave of the Gi. Head for the back of the cave.

I cant open gi cave door even though i got gi cave and seraph comb from Bugen, do i have to go to North Crater for option to activate/door to open?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2017-04-25 01:25:45
I stumbled upon a little oddity while the playing the mod again the other day. During the Weapon raid at Junon you have the ability to change you're party members at the new save point that you put in right before fighting X-ATM Scorpion again. I went to change Yuffie out for Aeris and I saw Tifa as a choice for the PHS!! I wanted to put her in to see what would happen but I figured it would just soft-lock the game, so I left her out. I'm sure that was just an oversight, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: WarDamnAlto on 2017-04-25 02:01:20
This may be a designed change or already mentioned, but Rank Up #4 for Cloud (+5 to all but Luck) still gives me an additional 5 Luck sources, so 10 total for all stats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cha0tic on 2017-04-25 02:23:49
One last question about 1.5 sega what are the big changed between that and 1.4?
And will 1.4 saves be compatible with 1.5?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-25 14:06:17
Thanks Sega. I kind of assumed my AV wasn't the problem because after a recent update it hasn't been working yet little did I know it was still running some processes in the background. I fully uninstalled my AV, rebooted and tried again and it worked perfectly. Thanks a lot for your help and all your hard work on the mod!

Seems risky to not have AV at all; can't you place FF7 in its exception lists or something? Or temporarily disable it rather than uninstall the whole thing?

Lol it was the textures crashing the game after all, for whatever reason. But OMG those old graphics, i was shocked. Got so used to using updated gfx textures, i forgot how blurry the original was!

http://imgur.com/1A8liTz

Thx guys for helping eliminate probable causes.

Edit: so i got team avalanche gui to work, just copied folders from their zip to mods-textures folder and fonts etc is very beautiful. No letters juming out of boxes.
But theres no invisible boxes no lije there was before, dunno if it was ochu working and ir doesn't now or i got some mod todo it. Note to self - write down what you mod next time.

Anyways guys use team avalanche gui it updates menus a lot. If you cant find it ill upload it and send link, i hope that's, um, legal/allowable?

PS it's NOT 7h iro, just to be clear.

Edit: - received Sense Materia. - "Terrific"
Edit2: Midgar Raid loot expectations vs reality - hilarious

EDIT 3: Bug? - so i got to this part:
-) Red XIII's Lv.4 Limit
Visit Bugenhagen while he's dying to get a Key that unlocks the
Cave of the Gi. Head for the back of the cave.

I cant open gi cave door even though i got gi cave and seraph comb from Bugen, do i have to go to North Crater for option to activate/door to open?

I guess so, the key itself doesn't actually exist; the door opens based on that event being completed, but I suppose game moment might have been added to the trigger as well meaning you'd need to reach the bottom of North Crater and return before it opens. My bad.

I stumbled upon a little oddity while the playing the mod again the other day. During the Weapon raid at Junon you have the ability to change you're party members at the new save point that you put in right before fighting X-ATM Scorpion again. I went to change Yuffie out for Aeris and I saw Tifa as a choice for the PHS!! I wanted to put her in to see what would happen but I figured it would just soft-lock the game, so I left her out. I'm sure that was just an oversight, though.


PHS is supposed to be disabled for that portion of the game. I'll need to set the Save Points there to not have PHS available.

This may be a designed change or already mentioned, but Rank Up #4 for Cloud (+5 to all but Luck) still gives me an additional 5 Luck sources, so 10 total for all stats.

I'll check that.

One last question about 1.5 sega what are the big changed between that and 1.4?
And will 1.4 saves be compatible with 1.5?

Saves will be compatible; I'll need to produce a changelog when it's done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2017-04-26 22:10:24
I just finished the Mega-Materia mission in Fort Condor, and something strange happened. I was talking to the old man after the mission and my party, comprising of Cid, Yuffie and Aeris, started talking about wanting to go see Cloud and Tifa in Mideel. Yuffie said her line, and then Vincent said something, even though he's not in the party. It seemed like he took Aeris' place for a second, but she eventually said her line in the end. Does Vincent have a hidden talent of voice-throwing?


By the way, was the term Huge Materia changed to Mega Materia for the mod, or is that present in the vanilla version as well?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-26 23:21:39
I just finished the Mega-Materia mission in Fort Condor, and something strange happened. I was talking to the old man after the mission and my party, comprising of Cid, Yuffie and Aeris, started talking about wanting to go see Cloud and Tifa in Mideel. Yuffie said her line, and then Vincent said something, even though he's not in the party. It seemed like he took Aeris' place for a second, but she eventually said her line in the end. Does Vincent have a hidden talent of voice-throwing?


By the way, was the term Huge Materia changed to Mega Materia for the mod, or is that present in the vanilla version as well?

It's a dodgy label jump; I noticed it in my run and fixed it.

I heard that the French version of Huge Materia was something like 'Mega Materia' and liked the sound of it. The PC version has it as Huge Materia like PSX.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tanoshii on 2017-04-27 01:59:23
So I've been playing through this mod a bit and I recently finished Mt Nibel.  One of the things I saw was that you wanted to balance physical attacks with magic since you felt magic was useless in the end game.  I think you've went too far the other way.  As it stands, there is never a reason for any character to be in the front row and to use physical attacks.  I have my Tifa setup as a pure physical damage dealer with +STR/DEX equipment and she still deals less damage than if she simply stood in the back row and cast magic.  That seems pretty wrong.  There isn't really any point in building anybody as a physical damage dealer right now.  If I was going to start over, I would make every character a mage probably.  It seems the mod wants you to play with everybody in the back row, with sadness and as a mage.  Unless I've missed something completely or that physical damage catches up at some point.  A side effect of this, it makes random encounters tedious as well, since you are always having to cast magic.  MP isn't even really a constraint either considering you can Osmose it right back or simply melee with Aeris.

Anyway, I was hoping things would be more balanced since you can pick how you want to develop your characters, but I personally don't think that's the case.  Maybe it works out in the end, but where I'm at it just doesn't.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Thraxis on 2017-04-27 03:57:52
So I've been playing through this mod a bit and I recently finished Mt Nibel.  One of the things I saw was that you wanted to balance physical attacks with magic since you felt magic was useless in the end game.  I think you've went too far the other way.  As it stands, there is never a reason for any character to be in the front row and to use physical attacks.  I have my Tifa setup as a pure physical damage dealer with +STR/DEX equipment and she still deals less damage than if she simply stood in the back row and cast magic.  That seems pretty wrong.  There isn't really any point in building anybody as a physical damage dealer right now.  If I was going to start over, I would make every character a mage probably.  It seems the mod wants you to play with everybody in the back row, with sadness and as a mage.  Unless I've missed something completely or that physical damage catches up at some point.  A side effect of this, it makes random encounters tedious as well, since you are always having to cast magic.  MP isn't even really a constraint either considering you can Osmose it right back or simply melee with Aeris.

Anyway, I was hoping things would be more balanced since you can pick how you want to develop your characters, but I personally don't think that's the case.  Maybe it works out in the end, but where I'm at it just doesn't.

It eventually evens out, especially with "broken" set ups like Tifa w/ cursed ring & power soul using counters and elemental weaknesses. Early on it's not so great, but I promise you I had to bar myself from using Tifa in my no SP/low randoms test run because she still made the game pretty easy with that setup. You also have to remember that using magic has it's own cost, where as physical is "free" (aside from putting yourself in more danger in the front row). As well as magic having levels which bring that cost up (along with damage per turn) where as physical stays free (and damage even gets lowered depending on set up). Just my thoughts on the matter.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-27 05:06:00
So I've been playing through this mod a bit and I recently finished Mt Nibel.  One of the things I saw was that you wanted to balance physical attacks with magic since you felt magic was useless in the end game.  I think you've went too far the other way.  As it stands, there is never a reason for any character to be in the front row and to use physical attacks.  I have my Tifa setup as a pure physical damage dealer with +STR/DEX equipment and she still deals less damage than if she simply stood in the back row and cast magic.  That seems pretty wrong.  There isn't really any point in building anybody as a physical damage dealer right now.  If I was going to start over, I would make every character a mage probably.  It seems the mod wants you to play with everybody in the back row, with sadness and as a mage.  Unless I've missed something completely or that physical damage catches up at some point.  A side effect of this, it makes random encounters tedious as well, since you are always having to cast magic.  MP isn't even really a constraint either considering you can Osmose it right back or simply melee with Aeris.

Anyway, I was hoping things would be more balanced since you can pick how you want to develop your characters, but I personally don't think that's the case.  Maybe it works out in the end, but where I'm at it just doesn't.

Back Row and Sadness in particular slow the game down immensely; the mod doesn't require these unless the following are in play:
-) ATB Active/Full Speed is being used (this setting renders statuses like Barrier almost unusable and eliminates the benefit of high Dex)
-) The 7H Catalog version is being used with Menu Overhaul which can enable some unintended effects such as long-range enemy physical attacks, heavier Materia penalties, weak Limits, etc.

Physical damage has a lower output hit-per-hit but it's faster vs. Magic animations and the damage itself is propped up by both Critical Hits and Limit Breaks; but if Sadness is on, then Limit output gets throttled and you lose a big chunk of that damage. The idea is that physicals are fast but not versatile; you can only lock one (or two) elements onto a weapon using slots and most Limits are pure damage-dealers. Magic on the other hand can bring different elements to different enemy groups, but is slower to use and whittles HP when equipped (particularly Summons). Equipment drops/purchases play a part as well; if you get a Gold Armlet instead of a Silver Armlet or a Power Wrist instead of an Earring then that can lean things for a small chunk of the game.

To get physicals working, you need Elemental, front row (if they're not ranged), and to avoid Sadness for Limits. Even Aeris, who was being specced on her 'default' magic build for my test run, can hit high physical numbers with the right set-up:

(http://i66.tinypic.com/33vzsdk.png)

For a more proper demonstration, I ran some tests in that area with Tifa vs. Aeris using the equipment I had available. It was fairly even in stat gains; Gold Armlet vs. Silver Armlet, Tier 2 spell vs. Cosmo Weapon, both having elemental 2x bonus, standard def vs. mdef balance (leans to higher Mdef for early game, slowly see-saws toward Phys defence by the end). For tilts, If Aeris had an extra +15 Mag from an Earring instead of a Star Pendant then she would have likely made an extra 100-150 per cast. Tifa, on the other hand, would have lost something like 50-100 damage if her Power Wrist was instead a Headband; like I mentioned, drops can create a tilt in certain places until it evens out again.

Fight starts at 0:43, rest is showing set-up:
https://youtu.be/52Xfqy_GhwU

In the vid clip, I show the damage output of both characters; Tifa is dealing comparable damage to a caster with tier 2 spells, is faster, and has Limits/Crits that can augment her damage. As a trade-off, she's on the Front Row which means she's more at risk from a KO; to avoid that, mitigation from Defend, Barrier, etc. can make this less dangerous. I kept the fight going into the 'powersoul' phase of the boss, which is very physical-damage heavy to show that frontline fighters can survive there (it's an extreme example though, PKeeper hits much harder physically than a conventional boss during this phase). So my advice would be to place more trust in front row fighters and let them do their thing without Sadness; if you have trouble with incoming damage, then make sure ATB is on Wait, maybe adjust the speed, and keep Barrier+All handy if you need that extra mitigation to make it safer. I try to make randoms not need Barrier, but there's a lot of unknown factors like RNG, party set-up, enemy formations, etc.

On the subject of Summons, magic-built characters tend to lose out on their Limits which mostly require Strength. I think of Summons as a versatile 'Limit' for casters that are elemental and can be used at any time, keeping up the versatility theme; at the cost of high MP consumption and being one-use per battle (also the HP reduction is a lot heavier at -10%). While MP can be recovered using Osmose/items, it consumes a turn that could have otherwise been used for offence/defence. A turn that a mage is using to replenish MP is a turn a physical hitter is using to deal damage.

I ran a similar test a while ago (should be an older post on this thread) where I tallied Tifa and Aeris' damage for a Jenova Birth/Vector fight and was quite surprised that they both turned out almost the same amount of damage despite the use of Summons, limited physical options, etc. So I don't agree that there's a heavy magical bias in the game, I think that it can appear that way, which is worrying, but on the whole both types are equally as viable as the other and I'd encourage a balanced approach so that fights feel more dynamic and faster.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2017-04-27 06:10:36
While we're on the subject of optimization, there's something I've been needing a little help with, myself. I'm now doing a no SP run and it seems as though using magic attacks are the only reliable form of damage. Putting Tifa or Cloud in the front-row just seems to be a sure way of getting them killed, since they have no stat boosts from the SP system to help them. I've been using Elemental Materia to help with the physical damage a bit for specific fights, but it still doesn't do as well compared with magical damage. The only way I can think of utilizing physical damage is by giving Tifa the Powersoul, but given how fragile the party already is, it takes awhile to set up the barriers, use Slow on the enemy (possible Haste on the party), and then set up Tifa w/Death Sentence and maybe Berserk. Having her at critical health just doesn't seem like an option. So, is there something I'm missing with this set-up, or is there no other way but to abuse Tifa's weapons? If it helps, I am right before getting the Mega Materia at Rocket Town.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-04-27 08:49:31
The trick to Powersoul Tifa is the Curse Ring, which you can get from the Disc 1 Battle Square.  Saves you the trouble of Death Sentencing her, and gives her a significant boost to all stats that would probably be even more noticeable without rank-ups.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2017-04-27 10:33:01
The trick to Powersoul Tifa is the Curse Ring, which you can get from the Disc 1 Battle Square.  Saves you the trouble of Death Sentencing her, and gives her a significant boost to all stats that would probably be even more noticeable without rank-ups.

I didn't know that the Curse Ring boosted stats, nor did I know where it was. I've been wondering where to find it for awhile now. I'll try it and see what happens.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-04-27 11:40:49
Sega, Arrange will be coming back with 1.5, right?  It's honestly my preferred approach to New Threat - the extra Materia modifiers and overhaul to Limit Breaks is really nice.  I still can't figure out why they would have made Mindblow Gravity and thus useless against most bosses...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-04-27 14:43:03
It might just be my play style, but in both vanilla and new threat I always went with a physical build, except for on Aeris. I'd always equip things that boosted my attack, or gave me elemental advantages, and I almost always stayed in the front lines unless a character like Barret or Vincent had a long range weapon, then it would only make sense to use that advantage and put them in the back to save them on some damage. I also always play on active, even though stuff like Barriers won't be super effective, it gives a bit more challenge and quick thinking (especially in New Threat). There would be times where I would throw out some magic here and there, but that was mostly Bio, healing spells, and enemy skills (mainly big guard, white wind, and matra magic if i'm grinding limits at Junon/Fort Condor forests.) I've noticed in New Threat it's a bit harder to do that, but still very possible. I mean sure, if I hit someone with a physical attack that doesn't have the elemental weakness needed on it, yeah, magic will do more damage. It's really in how you spec yourself. Of course, I'm also the type of person to grind for hours till I get to around the point I can one or two shot every normal enemy, so take this how you will.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-27 16:41:55
While we're on the subject of optimization, there's something I've been needing a little help with, myself. I'm now doing a no SP run and it seems as though using magic attacks are the only reliable form of damage. Putting Tifa or Cloud in the front-row just seems to be a sure way of getting them killed, since they have no stat boosts from the SP system to help them. I've been using Elemental Materia to help with the physical damage a bit for specific fights, but it still doesn't do as well compared with magical damage. The only way I can think of utilizing physical damage is by giving Tifa the Powersoul, but given how fragile the party already is, it takes awhile to set up the barriers, use Slow on the enemy (possible Haste on the party), and then set up Tifa w/Death Sentence and maybe Berserk. Having her at critical health just doesn't seem like an option. So, is there something I'm missing with this set-up, or is there no other way but to abuse Tifa's weapons? If it helps, I am right before getting the Mega Materia at Rocket Town.

No SP needs a different approach, like a challenge/restriction run. You should look more into status ailments to give yourself an edge over enemies and scout out opportunities for easy EXP/AP that you can farm.

Sega, Arrange will be coming back with 1.5, right?  It's honestly my preferred approach to New Threat - the extra Materia modifiers and overhaul to Limit Breaks is really nice.  I still can't figure out why they would have made Mindblow Gravity and thus useless against most bosses...

Yes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-04-27 23:21:31
Back Row and Sadness in particular slow the game down immensely; the mod doesn't require these unless the following are in play:
-) ATB Active/Full Speed is being used (this setting renders statuses like Barrier almost unusable and eliminates the benefit of high Dex)
-) The 7H Catalog version is being used with Menu Overhaul which can enable some unintended effects such as long-range enemy physical attacks, heavier Materia penalties, weak Limits, etc.

Physical damage has a lower output hit-per-hit but it's faster vs. Magic animations and the damage itself is propped up by both Critical Hits and Limit Breaks; but if Sadness is on, then Limit output gets throttled and you lose a big chunk of that damage. The idea is that physicals are fast but not versatile; you can only lock one (or two) elements onto a weapon using slots and most Limits are pure damage-dealers. Magic on the other hand can bring different elements to different enemy groups, but is slower to use and whittles HP when equipped (particularly Summons). Equipment drops/purchases play a part as well; if you get a Gold Armlet instead of a Silver Armlet or a Power Wrist instead of an Earring then that can lean things for a small chunk of the game.

To get physicals working, you need Elemental, front row (if they're not ranged), and to avoid Sadness for Limits. Even Aeris, who was being specced on her 'default' magic build for my test run, can hit high physical numbers with the right set-up:

(http://i66.tinypic.com/33vzsdk.png)

For a more proper demonstration, I ran some tests in that area with Tifa vs. Aeris using the equipment I had available. It was fairly even in stat gains; Gold Armlet vs. Silver Armlet, Tier 2 spell vs. Cosmo Weapon, both having elemental 2x bonus, standard def vs. mdef balance (leans to higher Mdef for early game, slowly see-saws toward Phys defence by the end). For tilts, If Aeris had an extra +15 Mag from an Earring instead of a Star Pendant then she would have likely made an extra 100-150 per cast. Tifa, on the other hand, would have lost something like 50-100 damage if her Power Wrist was instead a Headband; like I mentioned, drops can create a tilt in certain places until it evens out again.

Fight starts at 0:43, rest is showing set-up:
https://youtu.be/52Xfqy_GhwU

In the vid clip, I show the damage output of both characters; Tifa is dealing comparable damage to a caster with tier 2 spells, is faster, and has Limits/Crits that can augment her damage. As a trade-off, she's on the Front Row which means she's more at risk from a KO; to avoid that, mitigation from Defend, Barrier, etc. can make this less dangerous. I kept the fight going into the 'powersoul' phase of the boss, which is very physical-damage heavy to show that frontline fighters can survive there (it's an extreme example though, PKeeper hits much harder physically than a conventional boss during this phase). So my advice would be to place more trust in front row fighters and let them do their thing without Sadness; if you have trouble with incoming damage, then make sure ATB is on Wait, maybe adjust the speed, and keep Barrier+All handy if you need that extra mitigation to make it safer. I try to make randoms not need Barrier, but there's a lot of unknown factors like RNG, party set-up, enemy formations, etc.

On the subject of Summons, magic-built characters tend to lose out on their Limits which mostly require Strength. I think of Summons as a versatile 'Limit' for casters that are elemental and can be used at any time, keeping up the versatility theme; at the cost of high MP consumption and being one-use per battle (also the HP reduction is a lot heavier at -10%). While MP can be recovered using Osmose/items, it consumes a turn that could have otherwise been used for offence/defence. A turn that a mage is using to replenish MP is a turn a physical hitter is using to deal damage.

I ran a similar test a while ago (should be an older post on this thread) where I tallied Tifa and Aeris' damage for a Jenova Birth/Vector fight and was quite surprised that they both turned out almost the same amount of damage despite the use of Summons, limited physical options, etc. So I don't agree that there's a heavy magical bias in the game, I think that it can appear that way, which is worrying, but on the whole both types are equally as viable as the other and I'd encourage a balanced approach so that fights feel more dynamic and faster.

It was stuff like this that I was mentioning a few pages back that I believe show that, by and large, enemy health numbers and our relative power levels when we fight them are pretty bang on balance wise. Balancing the game around 'Active' compared to 'Wait' makes much more sense to me, and you brought up some points that I didn't even mention. Yeah, a super speed Tifa on 'Wait' would be an absolute destroyer with an almost permanent Barrier setup. Yikes! Sadness and Barrier/Slow do indeed make the game slower overall for sure, especially in regards to Limits. That not only reduces the damage Limits do, it not only lowers the amount of times you actually get limits, but it also takes much longer to acquire stronger limits too! Combine your points with the ones I mentioned a while back and even more so than before, I still contend that you can make a better argument in the opposite direction, and say bosses could use some buffing instead of debuffing. Now I'm not calling for that mind you, because like I mentioned, I think you've got the mod balanced pretty damn well for everything that needs to be taken into account. Across the board, I think you've got it, I really do. Tweaks could be done to a myriad of things, I'm sure. Boss health or attack patterns and damage dealt, stats of monsters or status weaknesses, whatever, but I don't see any big changes needing to be done in regards to 1.4 currently is.

Now in regards to Arranged Mode, what should players expect if they have never played this mode before? Obviously it wasn't in 1.4 and some posters were here before 1.4 so they saw it then, but what has changed? Or is it still generally the same? If I remember correctly you've said something that Arranged enemies have different AI's and better stats/health or something like that? In combination to what Rascal Queen mentioned about Materia modifiers and Limit Break overhauls?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-28 00:06:55
It was stuff like this that I was mentioning a few pages back that I believe show that, by and large, enemy health numbers and our relative power levels when we fight them are pretty bang on balance wise. Balancing the game around 'Active' compared to 'Wait' makes much more sense to me, and you brought up some points that I didn't even mention. Yeah, a super speed Tifa on 'Wait' would be an absolute destroyer with an almost permanent Barrier setup. Yikes! Sadness and Barrier/Slow do indeed make the game slower overall for sure, especially in regards to Limits. That not only reduces the damage Limits do, it not only lowers the amount of times you actually get limits, but it also takes much longer to acquire stronger limits too! Combine your points with the ones I mentioned a while back and even more so than before, I still contend that you can make a better argument in the opposite direction, and say bosses could use some buffing instead of debuffing. Now I'm not calling for that mind you, because like I mentioned, I think you've got the mod balanced pretty damn well for everything that needs to be taken into account. Across the board, I think you've got it, I really do. Tweaks could be done to a myriad of things, I'm sure. Boss health or attack patterns and damage dealt, stats of monsters or status weaknesses, whatever, but I don't see any big changes needing to be done in regards to 1.4 currently is.

Now in regards to Arranged Mode, what should players expect if they have never played this mode before? Obviously it wasn't in 1.4 and some posters were here before 1.4 so they saw it then, but what has changed? Or is it still generally the same? If I remember correctly you've said something that Arranged enemies have different AI's and better stats/health or something like that? In combination to what Rascal Queen mentioned about Materia modifiers and Limit Break overhauls?

There's been some confusion here; I balance the mod around Wait ATB, not Active ATB. Enemies aren't universally being buffed, they're just being adjusted for 1.5 parties.

Arrange Mode increases enemy Level, activates AI flags, and enables new attacks for them to use. Away from battles, it changes item placement and you'll see events unique to that mode.

The .EXE changes will be used for both modes to keep consistency.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tanoshii on 2017-04-28 05:45:25
Hey, thanks for the reply!  So from your video, you are getting the same results as I do except you have Added Cut (wonder where I missed that) and your Tifa does a tiny bit more damage than mine but even with Sadness + Back row I do way more damage with magic.  The reason I was using Sadness isn't damage related, but the fact that bosses (as in that one from the video and the one in the manor previous to it) hit so damn hard and so fast you have to be in the back row with Sadness to not get reckt.  I've talked to some other people and they said it was just poor balancing in this area and it gets back to normal later, so I'll just wait for that.  I'm not even under leveled either.  Somehow I was at or just above the level you are in the video.

Also, I don't see melee hits being faster at all.  Since your ATB recharge is dependent on DEX and the ATB is paused during casts anyway, where does melee=fastest come from?  Unless you're saying that the ATB is just that much faster after a melee hit, which I don't see at all.  Maybe on active it works out that way.

However, it seems as though the best/only way to have a physical damage dealer is the elemental materia+weakness on the weapon.  While that is definitely probably ideal, it means you have to start a boss fight, sense to find out its weakness and then reset to change your materia around or use a guide for bosses weaknesses.  I was trying to play through blind though :P

Finally, I am enjoying the mod quite a bit.  Even though I do have some issues with a few things, I think its overall great. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RascalQueen on 2017-04-28 08:45:22
There's a trick there, though.  Unless a large boss is Earth, which so far has only been Lich in Gongaga, they're almost always weak to Earth.  Flying bosses are always weak to Wind.  Every Jenova fight is weak to Holy.  Every robot fight is weak to Water and most are weak to Lightning.  Any human bosses are weak to Poison.

Elemental is much easier to use in New Threat because elemental weaknesses are tied to identifiable qualities of the boss.  And save points are more plentiful, especially near bosses, for a reason.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-28 10:15:02
Hey, thanks for the reply!  So from your video, you are getting the same results as I do except you have Added Cut (wonder where I missed that) and your Tifa does a tiny bit more damage than mine but even with Sadness + Back row I do way more damage with magic.  The reason I was using Sadness isn't damage related, but the fact that bosses (as in that one from the video and the one in the manor previous to it) hit so damn hard and so fast you have to be in the back row with Sadness to not get reckt.  I've talked to some other people and they said it was just poor balancing in this area and it gets back to normal later, so I'll just wait for that.  I'm not even under leveled either.  Somehow I was at or just above the level you are in the video.

Also, I don't see melee hits being faster at all.  Since your ATB recharge is dependent on DEX and the ATB is paused during casts anyway, where does melee=fastest come from?  Unless you're saying that the ATB is just that much faster after a melee hit, which I don't see at all.  Maybe on active it works out that way.

However, it seems as though the best/only way to have a physical damage dealer is the elemental materia+weakness on the weapon.  While that is definitely probably ideal, it means you have to start a boss fight, sense to find out its weakness and then reset to change your materia around or use a guide for bosses weaknesses.  I was trying to play through blind though :P

Finally, I am enjoying the mod quite a bit.  Even though I do have some issues with a few things, I think its overall great. :)

That's the issue; unless you know what a boss is weak to beforehand, then it can be difficult to set-up properly the first time. I tried to counter this a bit by having weaknesses be based on common properties (for instance, all large enemies will be weak to Earth) but it's not 100%. As a general rule, go with Earth unless it's a Jenova boss in which case go with Holy; you can get Holy element onto weapons using Restore or Revive. If it's a mechanical boss, then Bolt and Water are the way to go. That being said, sometimes it's not possible to know beforehand given the changes to some of them especially when it's a new encounter.

Lost Number hits much harder than intended, particularly Ruin3 from the Magic side which is unsurvivable without full mitigation. I've fixed that for 1.5 but it's not in the current files yet.

Powersoul Keeper on the other hand is a special boss that's behaving as intended; the idea with that was to lock up the Powersoul weapon behind an optional boss that was ahead of the curve. Beating it needs a bit of planning and some timing with your strongest attacks to push through the 2nd phase when he's healing himself.

When I said physical attacks were faster, I meant in terms of animations. It'd be pretty draining to sit through Summon animations for every battle, particularly the later Summons which take longer and longer to resolve. A balanced set-up is as much for the player's sanity than anything else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2017-04-29 01:18:40
@Tanoshii
Throw is also an excellent option for strength builds if you just want to plaster a boss in NT without consideration for element. Requires that you steal from enemies as you go and avoid selling old weapons (I sold ethers/remedies instead), which some people would rather avoid. In my case, I abused the fact that NT makes stealing and MP absorption pretty quick. So, despite stealing from each encounter once (max) my last playthrough, everything went quickly thanks to the changes made in NT and my elemental-physical load-out. Writing down the enemy type weaknesses mentioned in the revamped Beginner's Hall really helps. After that, it's just abusing the shorter animations, which meant a lot of time saved overall. Pretty much everything Sega Chief explained above. Of course, if you were to grind a bit, magic should be doing more damage per action. Limit grinding ends up taking a bit longer, so that's normally not a factor. The parity between weapon tiers and spell tiers can shift depending on your play style. Typically, the faster you go and obtain equipment/elemental/summons, the easier it is to see and maintain parity.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2017-04-29 11:32:18
One quick question; does the Added Effect materia work on Summon Materia?? I want to fight Omega Weapon repeatedly to farm a couple of Gospel Sparks and I know that he is susceptible to Paralysis, so I wanted to pair Ramuh with Added Effect to see if it would work. I went to the status screen after pairing the two together and I didn't see the Paralyze status lit up in the Attack section, but when I paired Added Effect with Time Materia the three statuses Haste, Slow and Stop were highlighted. I'm wondering if Added Effect-Summon Materia can be paired together.

On another note, I remember you saying that using the Defend command negates Terra Break, but I tried it and it didn't work. Is this a bug or was this feature removed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-29 13:46:36
One quick question; does the Added Effect materia work on Summon Materia?? I want to fight Omega Weapon repeatedly to farm a couple of Gospel Sparks and I know that he is susceptible to Paralysis, so I wanted to pair Ramuh with Added Effect to see if it would work. I went to the status screen after pairing the two together and I didn't see the Paralyze status lit up in the Attack section, but when I paired Added Effect with Time Materia the three statuses Haste, Slow and Stop were highlighted. I'm wondering if Added Effect-Summon Materia can be paired together.

On another note, I remember you saying that using the Defend command negates Terra Break, but I tried it and it didn't work. Is this a bug or was this feature removed?

Summons do work with Added Effect, but some of the flags are missing from Materia in the editor so I couldn't enable Paralysis on that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Livesey on 2017-04-29 18:00:13
I've had a few soft locks during battles in my playthrough.
Soft lock during a sandworm fight in Corel Prison and during the Platinum Extra Battle in Gold Saucer, Haven't found a work arounf yet, though it happens as soon as the battle starts I can input commands but they do not happen and the boss never takes a turn, also cannot flee.

I've noticed weapons are required to craft the ultimate weapons, Are these weapons missable at all? just reached disc three and can't find them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-04-29 19:25:59
I believe the weapons needed to craft ultimates are located in the North Crator.
They need to be morphed by various enemies down there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-29 22:57:16
I've had a few soft locks during battles in my playthrough.
Soft lock during a sandworm fight in Corel Prison and during the Platinum Extra Battle in Gold Saucer, Haven't found a work arounf yet, though it happens as soon as the battle starts I can input commands but they do not happen and the boss never takes a turn, also cannot flee.

I've noticed weapons are required to craft the ultimate weapons, Are these weapons missable at all? just reached disc three and can't find them.

Are the two hotfix patches installed? Or are you playing the 7H version?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Livesey on 2017-04-29 23:26:40
Playing on the Steam version, not using 7H.
Hot fixes aren't installed, had assumed the above patch came with them, I'll install them and update you.

Edit: Hot fixes have fixed the Platinum match fight. Unsure about the land worm.

Great mod btw. Omega  Weapon and the KOTR guardian Are crazy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ManuBBXX on 2017-04-30 08:48:59
Sega, the 1.5 will be an update from existing 1.4, or a total overhaul, for you ?
And, not NT mod directly related, but can we dream of an integration of beacause retranslation with next NT ?

Cause I use to play with beacause, and it's hard to return back to the normal 'poor' translation IMO  :o :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-04-30 13:27:26
Sega, the 1.5 will be an update from existing 1.4, or a total overhaul, for you ?
And, not NT mod directly related, but can we dream of an integration of beacause retranslation with next NT ?

Cause I use to play with beacause, and it's hard to return back to the normal 'poor' translation IMO  :o :-D

1.5 is the finalising of all the mod's features; enemy/character balance, text/dialogue, extra content, etc. I'll be looking to put together a Beacaused version of NT once Dan has finalised his mod; it's been requested quite a few times. NT does have a re-write but it's not a translation, just a clean-up I've written.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cha0tic on 2017-05-01 17:32:08
Sega, my last play through I didn't find hp plus I modded it in.
Are there any in the game and more then one?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-01 22:13:52
There's one now; it's in the North Crater, left-down path and replaced the Mega-All usually found down there (Mega-All is now in the Purple Materia Cave and HP<>MP is dropped by Materia Keeper).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cha0tic on 2017-05-01 22:18:48
Alright cool, whats the average health around disc 3? If I recall I was around 5000 hp around the end of disc 3 without the modded in Hp plus. All I remember is HP was pretty low,  I assume its made to be that way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-02 02:08:45
MaxHP for each character is reached at Lv.81 (including variance range):

Cloud: 6133-6521
Barret: 7058-7535
Tifa: 5275-5586
Aeris: 4873-5177
Red XIII: 5568-5886
Yuffie: 4992-5269
Cait Sith: 6301-6708
Vincent: 5203-5485
Cid: 6638-7087
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: cha0tic on 2017-05-02 04:28:21
May I ask why those numbers? What exactly made you cap them at that. Or is there already somewhere where you explained it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-02 13:02:54
My rationale for it is that higher numbers are a nightmare to balance when %-based damage-reductions are present; Back Row, Sadness, Barriers, and Elemental Defence are all capable of shrinking damage down by 30-50% each and their effects stack.

To trouble a character with 9999HP, you need attacks that deal damage somewhere in the region of several thousand HP. Apply %-based reductions to these attacks that are dealing higher numbers, and you get a scaling return on these reductions that become more and more effective as you progress through the game. Lower cap numbers means the scaling return on mitigation isn't as pronounced.

Using the cap for stats is arbitrary anyway, and it homogenizes characters/builds; they should only be reachable, if at all, through the very extremes. You can get 255 in some stats with some characters in NT but only by building the characters a certain way and then augmenting them with specific pieces of equipment.

That works the other way as well. Enemy balancing can be done much more moderately when extreme values aren't in play. If every character is capable of 9999HP and 255 in their stats, then you end up in a lose-lose situation where you either spec the end-game/super bosses to handle those stats, making them a requirement, or you spec them normally in which case they're a pushover.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-05-03 00:28:47

My rationale for it is that higher numbers are a nightmare to balance when %-based damage-reductions are present; Back Row, Sadness, Barriers, and Elemental Defence are all capable of shrinking damage down by 30-50% each and their effects stack.

To trouble a character with 9999HP, you need attacks that deal damage somewhere in the region of several thousand HP. Apply %-based reductions to these attacks that are dealing higher numbers, and you get a scaling return on these reductions that become more and more effective as you progress through the game. Lower cap numbers means the scaling return on mitigation isn't as pronounced.

Using the cap for stats is arbitrary anyway, and it homogenizes characters/builds; they should only be reachable, if at all, through the very extremes. You can get 255 in some stats with some characters in NT but only by building the characters a certain way and then augmenting them with specific pieces of equipment.

That works the other way as well. Enemy balancing can be done much more moderately when extreme values aren't in play. If every character is capable of 9999HP and 255 in their stats, then you end up in a lose-lose situation where you either spec the end-game/super bosses to handle those stats, making them a requirement, or you spec them normally in which case they're a pushover.

Makes me really curious how your FF8 mod is going to work that then. I'm not sure if it'd be easier or harder since everything scales with Squall and magic having such a huge change on stats, but it's got me super interested in it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ice30 on 2017-05-03 12:22:56
Hey Sega, loving the mod so far. I've got a bug to report...

When doing the send off ceremony for Rufus at Junon, it is no longer possible to receive the enemy away materia as per your documentation. I kept doing it over and over and getting the listed second prize (Rune armlet) until I finally got a program that slows down the game so that I could make sure I was doing everything 100% perfect and I still only received the second prize.

Not that I particularly wanted the mastered enemy away materia anyway as you start out with it, I was just wondering why I had not received it the first time because I thought I nailed the ceremony so thats why I kept trying.

Anyway loving everything else cheers
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-03 14:20:06
Makes me really curious how your FF8 mod is going to work that then. I'm not sure if it'd be easier or harder since everything scales with Squall and magic having such a huge change on stats, but it's got me super interested in it.

It's going to be like a house of cards; if one thing is wrong then it'll all be wrong. The new FF8 tools allow for a greater degree of editing than before, but some things like Cards will need to be done via Hex. I'll have an alpha build up of it fairly soon after 1.5 is released so I can get some early feedback. The main ideas of it are:

Tackling Low Level
-) GF abilities are locked behind GF level rather than abilities learned, meaning that the characters will have to level to see them.
-) Bosses give EXP, potentially with a system to revive characters at end of fight so that it can't be dodged with KO.
-) Randoms don't give upgraded magic when they hit Level thresholds, the stronger magic is gated further into the game with later monsters/items
-) Stat growth weighted more on level arcs instead of Magic junctions

GF vs Magic
-) Like FF7 NT Summons, they'll ignore Spirit/Magic Defence whereas Magic is more conventional. However, GFs will LOSE affinity when used meaning they'll become less and less efficient if they're spammed too much. Magic, on the other hand, will greatly improve GF affinity. The idea would be you'd 'charge' the GFs using conventional attacks and then save them up for a tough fight. GFs, with the exception of some Support GFs like Carbuncle, also have much less HP on the whole so timing is needed when using them to avoid getting them KO'd.

Character Builds
-) FF8 has 'sources' like FF7, meaning I could script something similar to Rank Up assuming I'm able to do so using the field editor (most of the field op-codes aren't deciphered yet though; it's not as supported as the FF7 one). I'll likely hold off on this feature for the alpha build but I'd like to try and implement it at some point.

Items/Card
-) You can break the game's balance very quickly with items and refine abilities. I don't want to remove or gate card-mod/refine abilities as they could be used to eliminate stock grinding, etc. so getting the relationship between card/item availability & refine results correct will be a big step forward.

Enemy Balance
-) Like you mentioned, level scaling is a big challenge because it's much tougher to adjust than static stats. There'll be a lot of trial and error with this; I'll probably go with several 'sets' of stats that I'll apply to all enemies so I can properly judge how they develop late-game and where the attack strength of their abilities needs to sit at. I'm not sure yet if I'll remove the max level cap from bosses for scaling or not as doing so would prevent a player from grabbing a few extra levels to push through a tough boss and potentially get them stuck.

Hey Sega, loving the mod so far. I've got a bug to report...

When doing the send off ceremony for Rufus at Junon, it is no longer possible to receive the enemy away materia as per your documentation. I kept doing it over and over and getting the listed second prize (Rune armlet) until I finally got a program that slows down the game so that I could make sure I was doing everything 100% perfect and I still only received the second prize.

Not that I particularly wanted the mastered enemy away materia anyway as you start out with it, I was just wondering why I had not received it the first time because I thought I nailed the ceremony so thats why I kept trying.

Anyway loving everything else cheers

The rewards were changed because Enemy Away isn't the greatest thing to get, particularly with the new toggle switch for random encounters. I'll be updating the documentation to accompany 1.5's release. Sorry for the hassle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ice30 on 2017-05-03 15:37:06
The rewards were changed because Enemy Away isn't the greatest thing to get, particularly with the new toggle switch for random encounters. I'll be updating the documentation to accompany 1.5's release. Sorry for the hassle.

That's fine mate, sometimes I am too conscientious :) over 20 hours in and only at Junon lol gotta be my slowest play through yet.

Looking forward to your FF8 stuff its sounding good. I just finished stock FF8 (3rd or 4th run ever) not too long ago. On the subject, not too sure if it's possible but if drawing strong spells from bosses would be more dangerous (ie counter attacks) it would be amazing. I'm sure you're aware the biggest complaint about ff8 is the draw system so i'm looking forward to seeing if there's something you can do about it if it's possible. Also I would love to skip the Laguna sequences and not lose out, they break the pacing so much (except maybe the red dragon fight which is really fun).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: XandridFire on 2017-05-03 18:09:23
Hello, I have a question and plz forgive me if you get this alot, is this compatable with psx versions? If not will it ever be? Also are there any other mods that are like this that is? Again please forgive me if you get this alot
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Girl next door on 2017-05-03 19:10:53
Hey Sega !

mexico has done a great mod, well rebalanced with new bosses, new sidequests: http://ff7.fr/forum/index.php?page=post&ids=365501 (http://ff7.fr/forum/index.php?page=post&ids=365501) here's the best example, the final battle against Ultimecia: https://youtu.be/h23rL7xlEE4 (https://youtu.be/h23rL7xlEE4) . If you need some help, I'm sure mexico would be really happy to help you.  ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-05-03 22:43:17
There's been some confusion here; I balance the mod around Wait ATB, not Active ATB. Enemies aren't universally being buffed, they're just being adjusted for 1.5 parties.

Arrange Mode increases enemy Level, activates AI flags, and enables new attacks for them to use. Away from battles, it changes item placement and you'll see events unique to that mode.

The .EXE changes will be used for both modes to keep consistency.

The mod is balanced around 'Wait'? Really? Like, REALLY really? Wow.. I would've lost a ton of money on that bet. Jeez, I wonder how much my thoughts would change if I ever actually played it on 'Wait'.

As for Arranged, sounds great, can't wait to play it. In regards to the .EXE changes though, I'm confused. When you say the changes are used for both modes, you are referring to Normal and Arranged, correct? If so, then that means the mod will come with both a normal launcher and the updated .EXE? Did I get that right?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-03 22:56:47
That's fine mate, sometimes I am too conscientious :) over 20 hours in and only at Junon lol gotta be my slowest play through yet.

Looking forward to your FF8 stuff its sounding good. I just finished stock FF8 (3rd or 4th run ever) not too long ago. On the subject, not too sure if it's possible but if drawing strong spells from bosses would be more dangerous (ie counter attacks) it would be amazing. I'm sure you're aware the biggest complaint about ff8 is the draw system so i'm looking forward to seeing if there's something you can do about it if it's possible. Also I would love to skip the Laguna sequences and not lose out, they break the pacing so much (except maybe the red dragon fight which is really fun).

I can maybe do skips for those sequences like how NT has skips for the flashback scenes. Counters for bosses should be do-able, so long as they can be made to recognise Draw as a command. The AI editing is a bit touch and go at the moment.

Hello, I have a question and plz forgive me if you get this alot, is this compatable with psx versions? If not will it ever be? Also are there any other mods that are like this that is? Again please forgive me if you get this alot

I'm afraid not, it's PC only. It'd be impossible to port the mod as-is to PSX as well due to differences in file format, size restrictions, etc. That being said, I could make a 'lite' version for the PSX game; it'd probably use stock enemy models for the new encounters though and I'd prob need to do some trimming on top of that.

Hey Sega !

mexico has done a great mod, well rebalanced with new bosses, new sidequests: http://ff7.fr/forum/index.php?page=post&ids=365501 (http://ff7.fr/forum/index.php?page=post&ids=365501) here's the best example, the final battle against Ultimecia: https://youtu.be/h23rL7xlEE4 (https://youtu.be/h23rL7xlEE4) . If you need some help, I'm sure mexico would be really happy to help you.  ;)

I didn't know he'd made an FF8 mod as well! I'll definitely check this out.

The mod is balanced around 'Wait'? Really? Like, REALLY really? Wow.. I would've lost a ton of money on that bet. Jeez, I wonder how much my thoughts would change if I ever actually played it on 'Wait'.

As for Arranged, sounds great, can't wait to play it. In regards to the .EXE changes though, I'm confused. When you say the changes are used for both modes, you are referring to Normal and Arranged, correct? If so, then that means the mod will come with both a normal launcher and the updated .EXE? Did I get that right?

The launcher remains untouched, just the .exe gets altered. I'll be looking into alternate patching methods though so that this doesn't leave people with a NT .exe when they try to play other mods/default.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Gilawaffle on 2017-05-03 23:59:21
First of all, I am about 13 hours into version 1.4 of this mod. This mod has breathed new life into my favorite childhood game, and despite some of the challenges I am facing, I am having a BLAST. That being said...

I just picked up Vincent and I was excited that his innate trait was pass MP regeneration. So I'm out in Nibel farming some experience to catch him up, but I am noticing that every once in a while, his HP (not MP) is regenerating significantly.

I am just wondering if this is intentionally a change in his innate trait, or if I have discovered a bug?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-04 00:47:51
First of all, I am about 13 hours into version 1.4 of this mod. This mod has breathed new life into my favorite childhood game, and despite some of the challenges I am facing, I am having a BLAST. That being said...

I just picked up Vincent and I was excited that his innate trait was pass MP regeneration. So I'm out in Nibel farming some experience to catch him up, but I am noticing that every once in a while, his HP (not MP) is regenerating significantly.

I am just wondering if this is intentionally a change in his innate trait, or if I have discovered a bug?

His trait was swapped with Cait Sith; he gains HP intermittently equal to his current MP (makes his MP useful when he's in Limit form and ties into the 'slow, tough caster' template). Cait Sith on the other hand has the passive MP regen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Gilawaffle on 2017-05-04 00:50:47
His trait was swapped with Cait Sith; he gains HP intermittently equal to his current MP (makes his MP useful when he's in Limit form and ties into the 'slow, tough caster' template). Cait Sith on the other hand has the passive MP regen.

Thanks for the heads up. I think this actually kind of makes more "lore" sense for Vincent as well. Something about being a basically vampire and regenerating HP seems...right.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dracozombie on 2017-05-04 01:15:47
Not gonna lie, I had no idea this mod was balanced around Wait either. I've always kept the settings on Active and normal speed. There was ONE boss that I lowered the battle speed on because he was that horrible, but that's it.

For anyone who has time, what's the real significance between Active vs Wait (and I guess Recommended too, which apparently is not recommended)? I already know what it does, but strategy-wise, what's so important that it makes Wait the 'intended' setting?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2017-05-04 01:21:45
It's going to be like a house of cards; if one thing is wrong then it'll all be wrong. The new FF8 tools allow for a greater degree of editing than before, but some things like Cards will need to be done via Hex. I'll have an alpha build up of it fairly soon after 1.5 is released so I can get some early feedback. The main ideas of it are:

Tackling Low Level
-) GF abilities are locked behind GF level rather than abilities learned, meaning that the characters will have to level to see them.
-) Bosses give EXP, potentially with a system to revive characters at end of fight so that it can't be dodged with KO.
-) Randoms don't give upgraded magic when they hit Level thresholds, the stronger magic is gated further into the game with later monsters/items
-) Stat growth weighted more on level arcs instead of Magic junctions

GF vs Magic
-) Like FF7 NT Summons, they'll ignore Spirit/Magic Defence whereas Magic is more conventional. However, GFs will LOSE affinity when used meaning they'll become less and less efficient if they're spammed too much. Magic, on the other hand, will greatly improve GF affinity. The idea would be you'd 'charge' the GFs using conventional attacks and then save them up for a tough fight. GFs, with the exception of some Support GFs like Carbuncle, also have much less HP on the whole so timing is needed when using them to avoid getting them KO'd.

Character Builds
-) FF8 has 'sources' like FF7, meaning I could script something similar to Rank Up assuming I'm able to do so using the field editor (most of the field op-codes aren't deciphered yet though; it's not as supported as the FF7 one). I'll likely hold off on this feature for the alpha build but I'd like to try and implement it at some point.

Items/Card
-) You can break the game's balance very quickly with items and refine abilities. I don't want to remove or gate card-mod/refine abilities as they could be used to eliminate stock grinding, etc. so getting the relationship between card/item availability & refine results correct will be a big step forward.

Enemy Balance
-) Like you mentioned, level scaling is a big challenge because it's much tougher to adjust than static stats. There'll be a lot of trial and error with this; I'll probably go with several 'sets' of stats that I'll apply to all enemies so I can properly judge how they develop late-game and where the attack strength of their abilities needs to sit at. I'm not sure yet if I'll remove the max level cap from bosses for scaling or not as doing so would prevent a player from grabbing a few extra levels to push through a tough boss and potentially get them stuck.


I actually have the Requiem Mod for FF8 installed, and I found it rather enjoyable for the most part. However, one of the major problems that it runs into later in the game is that because physical damage was significantly nerfed and magical attacks were greatly buffed, it relies far too much on magic. It eventually becomes a tedious process of casting Meltdown on the enemy (oftentimes several times as the hit rate is reduced), casting Double/Triple on your party and spamming Flare, with healing sessions in between. You can use limits for damage if you really want to, but they've pretty much have all been nerfed in a significant way, and magic is the better means of dealing damage. The spell Aura doesn't always land, and even has a chance of causing Death if it does. There really is no other viable alternative, so it gets extremely uninteresting once you realize that's pretty much the only thing you can do. I know this is probably a "Duh" thing for you, given how balanced you made this mod, but having one strategy completely outclass everything else just doesn't make for a fun mod. Making it so that there is something you need to do differently with almost every boss battle/random encounter so that one strategy isn't completely favored over another is what makes the experience more enjoyable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Girl next door on 2017-05-04 03:07:28
I didn't know he'd made an FF8 mod as well! I'll definitely check this out.

I'm not sure it can be played if you don't speak french, there are lots of changings even in texts. But I thought about the mod you prepare, I know for sure that mexico has done a lot of hexedits so he can be of any help.  ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2017-05-04 10:17:26
Not gonna lie, I had no idea this mod was balanced around Wait either. I've always kept the settings on Active and normal speed. There was ONE boss that I lowered the battle speed on because he was that horrible, but that's it.

For anyone who has time, what's the real significance between Active vs Wait (and I guess Recommended too, which apparently is not recommended)? I already know what it does, but strategy-wise, what's so important that it makes Wait the 'intended' setting?

It's been explained before, but for Active in general:

Wait, on the other hand:


For the most part, optimizing ATB speed, Wait, and using Active vs enemies with temporary buffs isn't necessary to beat the game. It's just an extra strategy that you can employ to swing things in your favor or make a disadvantage less severe. Recommended is not recommended, as you said, but it will do some of the work to extend the benefit of temporary buffs so that they benefit more actions. You can still use it and win.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-04 16:45:18
I actually have the Requiem Mod for FF8 installed, and I found it rather enjoyable for the most part. However, one of the major problems that it runs into later in the game is that because physical damage was significantly nerfed and magical attacks were greatly buffed, it relies far too much on magic. It eventually becomes a tedious process of casting Meltdown on the enemy (oftentimes several times as the hit rate is reduced), casting Double/Triple on your party and spamming Flare, with healing sessions in between. You can use limits for damage if you really want to, but they've pretty much have all been nerfed in a significant way, and magic is the better means of dealing damage. The spell Aura doesn't always land, and even has a chance of causing Death if it does. There really is no other viable alternative, so it gets extremely uninteresting once you realize that's pretty much the only thing you can do. I know this is probably a "Duh" thing for you, given how balanced you made this mod, but having one strategy completely outclass everything else just doesn't make for a fun mod. Making it so that there is something you need to do differently with almost every boss battle/random encounter so that one strategy isn't completely favored over another is what makes the experience more enjoyable.

I can see why he would do that though; Limits are brutally strong in this game. I'll try and avoid this if I can, but Double/Triple will be tricky to balance around.

I'm not sure it can be played if you don't speak french, there are lots of changings even in texts. But I thought about the mod you prepare, I know for sure that mexico has done a lot of hexedits so he can be of any help.  ;)

Hex edits are going to be a make or break for an FF8 mod at the moment so hopefully he'll be willing to lend some advice/notes.

It's been explained before, but for Active in general:
  • Active on faster speeds mitigates differences in ATB speed, such as via high Dex or Haste, allowing you to enter your action during enemy animations.
  • Time sensitive buffs like Barrier and Shield deteriorate constantly, thus benefiting fewer attacks. Enforces parity since this also goes for enemy Barriers and Shields. You can still Slow your own tank to extend the duration of buffs at the expense of actions.
  • Acts as a difficulty spike if you are slower to make commands; enemies take more actions than you as you think about your next action. Faster speeds just make the spike more frequent as you can be attacked more while you think.

Wait, on the other hand:

  • Wait can allow you to optimize the duration of time sensitive buffs by stopping them from deteriorating during animations, thus allowing them to benefit more actions.
  • Can also optimize turn advantage if you happen to have a faster ATB gauge than your opponent (again, like via Haste). Setting ATB speed to slow makes this easier to accomplish, but can also make dealing with enemy defensive actions a chore.
  • For animations that do not stop the ATB throughout, such as simple attack animations, you can abuse a free party member by entering a menu to prevent the ATB from moving during your actions. You can deny enemy ATB by trying to keep the ATB paused while your actions are queued. This also lets you take as long as you want to make decisions, making it the easiest mode to work with if you like having time to think.

For the most part, optimizing ATB speed, Wait, and using Active vs enemies with temporary buffs isn't necessary to beat the game. It's just an extra strategy that you can employ to swing things in your favor or make a disadvantage less severe. Recommended is not recommended, as you said, but it will do some of the work to extend the benefit of temporary buffs so that they benefit more actions. You can still use it and win.

I'll add an explanation of Recommended to this. This setting was their way of trying to combine the best of Wait with Active; the idea is that the gauges would freeze during lengthy animations but not in menus. That way you can't use Wait to optimise your turns while effects aren't run down super-fast during lengthy animations. In practice, the setting is busted and will only affect certain actions (if at all) and the only real benefit I've found to it is that it works quite well in 1v1 encounters. Wait also has some issues; certain animations won't freeze the gauges, at least not right away.

My theory is that animations have 'hooks' at the start of them which tell the engine to stop processing ATB. However, if these hooks are missed then the ATB will continue until the next hook is encountered. Most animations are broken into 'segments' of about 3 on average; a build-up to the cast, the moment the spell animation is triggered, and then a wind-down back into their idle. I'll bet there's a hook in each of these to freeze ATB under Recommended/Wait but if you're coming in and out of menus and whatnot then these hooks get missed/overwritten so you end up with the ATB going and/or stopping when it shouldn't.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: XandridFire on 2017-05-05 01:33:37
I'm afraid not, it's PC only. It'd be impossible to port the mod as-is to PSX as well due to differences in file format, size restrictions, etc. That being said, I could make a 'lite' version for the PSX game; it'd probably use stock enemy models for the new encounters though and I'd prob need to do some trimming on top of that.

That would be awesome, I just a want good mod on psx, due to me wanting to play it on my ps vita. If you can do that it'll be very awesome, take your time, please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2017-05-06 17:08:13
After speaking with Luksy, it's become obvious that returns must be placed at the end of ANY script that does not loop. It's imperative that a return is placed at the end of even the talk script. Otherwise, the game will just overflow to the next byte / instruction in the file and execute that.  Often this will be a return by fluke and so you will not notice a problem (like the mistake in the original game in mrkt2), but sometimes this will cause issues (like astage_a that Spy__dragon reported to me in regards to talk script).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2017-05-09 00:37:55
I was fighting Protoroth a few days ago, and I saw something odd happen. He used one of his magic attacks that turned Aeris into a Frog, and when I went to cast a spell, I noticed that Pearl was the only spell that she could cast. I know that Frog is supposed to disable magic and limits, so it seems a little weird. Is this supposed to happen??

On another note, in regards to the mod you're starting on for FF8, did you know there's an unused enemy called "Dummy"? Do you think that enemy can somehow be restored for the mod as an optional superboss or something?? Just an idea I had.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-09 02:40:40
I was fighting Protoroth a few days ago, and I saw something odd happen. He used one of his magic attacks that turned Aeris into a Frog, and when I went to cast a spell, I noticed that Pearl was the only spell that she could cast. I know that Frog is supposed to disable magic and limits, so it seems a little weird. Is this supposed to happen??

On another note, in regards to the mod you're starting on for FF8, did you know there's an unused enemy called "Dummy"? Do you think that enemy can somehow be restored for the mod as an optional superboss or something?? Just an idea I had.

It just clicked there. Someone reported this before but I had no idea what it was. When you're a Frog, I think you can still cast the spell Frog to change yourself back...but Pearl replaced this spell and that's why it's still usable. Must be an index thing.

I dunno if Dummy is functional or not. I'll be focusing on just getting the framework of the mod together, so probably no new enemies for the alpha build. There's no model editor (that I know of) and the enemies use textures which makes things awkward. I can't just bolt and shape parts together like I do in FF7 with Kimera.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-05-12 05:44:21
Came back and oh god I am dying. So glad beating Ultima Weapon before midgar raid is still a thing. Also holy cow the bosses for the Materia Caves good lord. Anyways, I have a few bugs to bring up. None too game breaking or anything, most just visual or something simple:

 In Shinra Mansion Ying and Yang still have the SP Gained text that pop up.

After fighting Tseng at the Rocket, if you go back to the save point after fighting the guard inside the rocket, he is standing up.
Spoiler: show
(https://cdn.discordapp.com/attachments/309140821511503872/312151695083700225/unknown.png)


While fighting the Adamantaimai he attacked me after death animation. Pretty sure it's because he was Manipulated when I killed him. I did Manipulated, had him use Heavy Shell on himself, and used Quake 3, and repeated till he died. You can kind of see his Heavy Shell hitting Cait with him being gone.
Spoiler: show
(https://cdn.discordapp.com/attachments/309140821511503872/312464787520880640/unknown.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-12 08:25:04
I've fixed the Tseng thing, but not the Yin/Yang/Adamantaimai things so I'll get those sorted out.

The balancing on Disc 3 was much more off than I'd realised. I've basically had to start over with AI, attacks, and stats for everything there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-05-12 21:29:34
Also, quick question, for the Boss at the Quadra Magic Materia, is there another strategy besides:
Spoiler: show
Confuse all the little bombs with Hades/Bad breath/Confuse and then cast Demi 3 on them one by one and hope that random chance is your friend and they use their insta kill/eject on another confused bomb death attack to continue the chain reaction until only the big boss is left instead of using it on you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-12 22:12:02
Also, quick question, for the Boss at the Quadra Magic Materia, is there another strategy besides:
Spoiler: show
Confuse all the little bombs with Hades/Bad breath/Confuse and then cast Demi 3 on them one by one and hope that random chance is your friend and they use their insta kill/eject on another confused bomb death attack to continue the chain reaction until only the big boss is left instead of using it on you.


The idea of the fight was that you don't kill the bombs, but instead keep them healthy to avoid a detonation (the boss targets them with chain detonation and an ability called 'Set Fuse' which sets them with the Dual-Drain status). I never thought about how Confuse could circumvent it though, that's quite clever.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2017-05-13 02:39:45
So I've been trying to fight the Kaktuar boss in the purple materia cave and I'm stuck. I know the mechanics necessary in order to defeat him, as I beat in my last playthrough, but now that I'm doing a no SP run, things are much different this time. Since physical attacks are the way to go, I figured I could give Tifa a chance to shine and load her up with Water Element and the God Hand with 255 accuracy. However, because of his high evasion and more importantly, luck, Tifa can't land a lot of hits on him. I tried giving her the Amulet, which raises her Luck by 75, but even that really isn't doing much. Since all of the characters are now super-fragile because of No SP, and the Amulet's penalty of preventing barriers, Tifa can't really survive very long. I do have some SP Mines and Fletch Rockets that deal a decent amount of damage, though, and I've been using them with my other two characters. Kaktuar is also not susceptible to any noteworthy status ailments, either. My question is: do I have no other choice but to rely on those items, or is there something I'm not thinking of??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-13 03:08:48
So I've been trying to fight the Kaktuar boss in the purple materia cave and I'm stuck. I know the mechanics necessary in order to defeat him, as I beat in my last playthrough, but now that I'm doing a no SP run, things are much different this time. Since physical attacks are the way to go, I figured I could give Tifa a chance to shine and load her up with Water Element and the God Hand with 255 accuracy. However, because of his high evasion and more importantly, luck, Tifa can't land a lot of hits on him. I tried giving her the Amulet, which raises her Luck by 75, but even that really isn't doing much. Since all of the characters are now super-fragile because of No SP, and the Amulet's penalty of preventing barriers, Tifa can't really survive very long. I do have some SP Mines and Fletch Rockets that deal a decent amount of damage, though, and I've been using them with my other two characters. Kaktuar is also not susceptible to any noteworthy status ailments, either. My question is: do I have no other choice but to rely on those items, or is there something I'm not thinking of??

You have some leeway to hit him with Magic, and items can't miss due to their formulas so Dragon Scales might be effective (Serpents have them in the Gelnika). Throw is quite strong too if combined with high-damage weapons like the Mideel Crystal-tier weapons (Partisan for instance) but I don't know how the accuracy works on it; hopefully it'll be like Item.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: aliatusa on 2017-05-15 09:29:10
Hey Sega Chief, hope you're doing well today.
Really enjoying your mod so far, keep up the good work!

Now for my feedback:
1) In my current playthrough I found another monster with the same
problem as "Yin/Yang/Adamantaimai", namely the "Bloatfloat" on Mt. Corel.

I'm not sure this happens all the time, but definietely on the screen overlooking the reactor.
(Accessible from the railroad bridge we also see in Barrets flashback.)
Should it even matter where I fight the enemy?

2) In the Corel desert encounter with "Sandworm" my game freezes right before
the worms second attack/action.
I tried this a few times with different party-setup but to no avail.

3) So far I am not poor yet? What's up with that? ;D

Hopefully this gives you not too much trouble, both are minor issues anyway.

Cheers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-16 00:36:12
I'll check Yin-Yang and get the message removed. Will make sure to impoverish you for the next run.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-05-17 09:27:45
OK wtf. I need quick run down on how to deal with the Curator. I've watched videos, and he is doing no where near the damage he's doing to me, and I made sure everyone was in the back row with sadness to make sure I take the least amount of damage possible. Though those video's were 5 months to a year old so Curator has probably changed since then. He starts with Warning Shot which halves my health, then almost finishes me off with Lapis Lazer, usually killing off one of my guys. Oh, but he's not done yet. He comes in and swings at me with his arms, or taking one of my characters and killing the other, leaving me with a dead team, and a super frustrated look on my face. I even sneak attacked a Wall in there and it didn't do JACK. I can't even set up preparations because he kills me before my characters can react, and I'm level 87 - 89! I was feeling pretty good especially when I found out the beauty of Aerith's Healing Rods and Slash-All. I mean I'm enjoying the difficulty. I regretfully had to force myself into Wait mode once I got into the Midgar Raid cause Dual Drain is everywhere and super ridiculous. But this guy is rediculous. I managed to get my team to stay alive ONE time, and he uses this Missle something move (i can't remember the name unfortunately) and it does more damage than my team has health. I need strats, something, anything cause good lord. I'm pulling my hair out on this one. There's gotta be something I'm missing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-17 15:36:48
He's a super-boss designed to be as cheese as possible; I'd recommend waiting until you're doing the Dark Cave sidequest before taking him on as you'll revisit Shinra HQ during it. He's been redesigned for 1.5 to be much more beatable when you return during the Midgar Raid but in 1.4 it'd be a much better idea to take him on after getting access to the Disc 3 stuff.

The first thing I'd say is to have 3x Protect Vests to halve the Shoot damage going out; the following attacks have the Shoot element:
-) Lapis Laser
-) Missile Array
-) Warning Shot
-) Tower Laser
-) Amethyst Laser (also Fire)
-) Coral Laser

The only other elements going out is Water from Submersion, Hit from Arm Attack, and Shout from Stern Warning. Shoot is the important one; it can also be blocked with Shield if you have it. In terms of statuses, guard against Death using either Deathforce or Destruct/Odin + Added Effect. The other statuses can be dealt with using Remedy/Esuna or Dispel.

In terms of team, I would recommend fielding Barret & Cait Sith for their naturally high defences and give them armour that props up their Magic Defence. If you can get Defence and Magic Defence past the 200 mark then it should greatly reduce incoming damage. They should both have Esuna+All, Dispel, Revive, and Restorative so they can keep the team ticking over and if one gets grabbed, the other is there to keep supporting. They'll need some kind of attacking option though in case your damage-dealer gets grabbed; Cover + 5x Counter Attack on Barret would be a good shout, and/or Cait Sith using Enemy Skill abilities.

About Grab; only one Arm is capable of using Arm Grab (the Right Arm); the Left Arm has had its AI disabled for this ability so once the Right Arm is killed you won't see Grab again.

Your third guy should probably be a caster. Vincent has higher physical defence than normal which should help, though Aeris could be brought in with something like Planet Protector/Pulse of Life as a panic button (though this will probably not fill again if Sadness is being used). They should be making use of W-Magic & MP Turbo (maybe with a summon like Bahamut-ZERO on Quadra as this circumvents the 1-use limit on Summons).

For logistics, you're going to need a lot of items. Turbo Ethers can be acquired from the North Crater by feeding Magic Pots Ethers (not Elixirs), and the bosses from Midgar Raid should provide a lot of money for stocking on things like Phoenix Downs, Remedy, etc.

In the fight itself, the Protect Vests should make the opening attack and Lapis much more survivable. He then alternates between Missile Array (his physical attack) and a 'special' like Submersion, Stern Warning, or Lapis Laser. When an arm is destroyed, his attacks will change.

Phase 1
-) Lapis Laser
-) Missile Array
-) Stern Warning (Shout: Confusion, Paralysis - single target)
-) Submersion (Water: Sleep, Silence, Darkness - single target)

Phase 2 (1 Arm Destroyed)
-) Amethyst Laser (Fire: dual-drain)
-) Tower Laser (single target)
-) Harsh Warning (Physical, non-elemental)
-) Stern Warning

Phase 3 (both Arms Destroyed)
-) Coral Laser (Instant KO, 60% chance)
-) Missile Array
-) Time Warning (Shout: Slow, Stop)
-) Submersion

Phase 4 (Core at 50% HP or lower)
-) Rainbow Laser (Reduces Defensive stats by 10%)
-) Tower Laser
-) Missile Array
-) Stern Warning

It's best to save all your burst damage for this last phase; Quadded Summons will be particularly good there. Rainbow Laser's effect will be removed if a character dies (like Hero Drink/Dragon Force effects) so it isn't a permanent defence loss. The last thing to mention is that he'll use a powerful attack when he dies; make sure to try and keep people topped up and have MBarrier active at all times in anticipation of it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-05-17 16:09:27
Geeze I had no idea I would go back once I get to dark cave. Only reason I was so frustrated was cause I thought that would be the only time I'd get to fight him and I didn't want to give up on it. That's what I get for purposefully skipping over anything about it lol. I'll probably finish off Midgar then. Thankfully though because of grinding and Gil plus I don't have to worry about maxed items since I always have enough money to Max them out. Heck I had about 800k before doing the rocket materia mission (at least I did before I bought AVALANCHE Villa lol.) I'll probably give Curator a few more tries with this knowledge, thanks very much!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: slangintacos on 2017-05-18 14:41:07
First, I want to say great work on this mod. I have been playing non stop all week and love it. I just made it to disk 3, and have gone to the Shinra mansion for the Zack fight but cannot get it to trigger. Is there something I need to do before this? I did skip the mideel flashback so I was wondering if that caused issues with this sidequest.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-18 14:44:40
First, I want to say great work on this mod. I have been playing non stop all week and love it. I just made it to disk 3, and have gone to the Shinra mansion for the Zack fight but cannot get it to trigger. Is there something I need to do before this? I did skip the mideel flashback so I was wondering if that caused issues with this sidequest.

Head down to the bottom of the North Crater first; when the group meets up again, you should get a phone call about stuff getting unlocked. I'm changing this in 1.5 so that the stuff just unlocks as soon as you get to Disc 3 as this issue comes up a lot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: 0rB!t on 2017-05-20 00:52:56
Is there any chance of this modification going out for Android?


(Just Asking :-P)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-20 02:14:22
Only if it's possible to get the FF7 files off the phone and onto a PC (they're the same as the PC files, just encrypted) and there was then a way to get them back onto the phone reassembled with the patched files. Unless it's possible to patch them ON the phone with an app?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: 0rB!t on 2017-05-20 02:54:34
Only if it's possible to get the FF7 files off the phone and onto a PC (they're the same as the PC files, just encrypted) and there was then a way to get them back onto the phone reassembled with the patched files. Unless it's possible to patch them ON the phone with an app?

The first option seems possible since compression was not as complex as the Final Fantasy IV, it's funny how I managed to open the file with WinRAR, I'll see if there is some kind of MD5/CRC check or something.

http://i.imgur.com/sQRD5Et.png

Already the issue of the application, a modified launcher could be developed, however it would be tricky to have the application upload the modified files along with the originals, I'm not a developer but I help some friends with translations into Portuguese and they tell me about these things.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-20 03:13:43
So there is a data folder; inside that should be a scene.bin, a kernel.bin, kernel2.bin, a battle.lgp, and an flevel.lgp. If those can be replaced with the NT versions, and the app put back together, then it should be patched unless there's some security over file modification. Could you show me a screenshot or two of the contents of the data folder? Specifically the data/battle and data/lang-en? (lang-en may have a slightly different name due to language)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: 0rB!t on 2017-05-20 03:31:30
So there is a data folder; inside that should be a scene.bin, a kernel.bin, kernel2.bin, a battle.lgp, and an flevel.lgp. If those can be replaced with the NT versions, and the app put back together, then it should be patched unless there's some security over file modification. Could you show me a screenshot or two of the contents of the data folder? Specifically the data/battle and data/lang-en? (lang-en may have a slightly different name due to language)

data
http://i.imgur.com/ri968to.png

data/lang
http://i.imgur.com/NZmM9mY.png

data/battle
http://i.imgur.com/z8OEyUj.png

I'm going to run some tests here with the instructions you gave me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: 0rB!t on 2017-05-20 14:04:58
The file-checking system always fails.

This will only be in the dreams for now, I will find some way to develop a launcher only for these modified files or change the verification files but it can take a while.

Thanks for the replies Sega Chief.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-20 14:11:44
Okay, bud; no worries.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mmbutoo on 2017-05-20 23:48:42
I want to say that I'm having a very, very fun time. Thanks for your hard work in creating this Mod, it is by far the most professional and seamless integrated one I've played for FFVII. Do you have a ballpark figure on 1.5? I'm not badgering for a release date, just whether it's next month or longer than that. I'd like to start again on 1.5 from reading on the many changes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-21 01:13:38
I want to say that I'm having a very, very fun time. Thanks for your hard work in creating this Mod, it is by far the most professional and seamless integrated one I've played for FFVII. Do you have a ballpark figure on 1.5? I'm not badgering for a release date, just whether it's next month or longer than that. I'd like to start again on 1.5 from reading on the many changes.

I've just finished Emerald and Ruby Weapon (still speccing Ruby but the AI for him is done and eliminated the bugs from the fight). My next goal is the KOTR cave boss; I'm going to be speccing him below Ruby and Emerald. After that, it's the last 3 story bosses down in the Crater. Arrange Mode has been developed in tandem so when the last of it is done, that'll be done too.

Time-wise I can't commit to a date; there was a lot more to do than I realised when I started pushing toward 1.5 and I had my end of year assessments/exam to get done on my course. The end of this mod has always been very weak; slow fights, too easy/too hard, disappointing ruby/emerald, difficulty spike with Disc 3, ending FMV not shown, etc. I've been spending a lot of time trying to get it all just right; I've completely re-done every Disc 3 boss, as a lot of them were just hold-overs from the original early builds.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: redmon89 on 2017-05-22 00:15:56
Really enjoying your mod so far man. I just wanted to post some bugs before I forget.
1. We got the same weapon at the beginning and the end of the ancient forest.

2. In the return to Shinra HQ in the two boxes in the store when you pick them up they both say they are one item when in reality they are another.

3. gil toss does not target the enemy it targets the players.

4. Trash characters are displayed in lieu of graphics during the end of the quake 3 animation.

If any of these are intended I apologize.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-23 13:04:49
Really enjoying your mod so far man. I just wanted to post some bugs before I forget.
1. We got the same weapon at the beginning and the end of the ancient forest.

2. In the return to Shinra HQ in the two boxes in the store when you pick them up they both say they are one item when in reality they are another.

3. gil toss does not target the enemy it targets the players.

4. Trash characters are displayed in lieu of graphics during the end of the quake 3 animation.

If any of these are intended I apologize.

I've taken care of these for 1.5, but the Quake3 animation glitch is a problem with transparency in the game in general that I don't know how to fix.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-05-23 14:36:39
I've taken care of these for 1.5, but the Quake3 animation glitch is a problem with transparency in the game in general that I don't know how to fix.

That was one of those glitches that I forgot to report a long time ago and I was wondering about that. I don't remember it being in Vanilla FF7? Is that glitch something exclusive to New Threat or was it in Vanilla FF7 as well?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-23 15:23:37
It's the PC game itself, maybe the graphics driver; there's some kind of issue related to transparency effects. Most attacks that use effects like that can actually glitch out as well, but Quake3 is the most noticeable one because it loads menu textures. Hyper Jump is probably the most serious one as it crashes the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-05-23 16:22:50
It's the PC game itself, maybe the graphics driver; there's some kind of issue related to transparency effects. Most attacks that use effects like that can actually glitch out as well, but Quake3 is the most noticeable one because it loads menu textures. Hyper Jump is probably the most serious one as it crashes the game.

Huh, interesting. Didn't know that.

Anyways, watching these guys stream the mod and they just ran into a freeze at Mimic and Flares. They beat them, then went back and it froze. They say they are playing the most recent version. Cid was their party leader. And it said the Planet Materia dropped and they did not recieve it. Is it supposed to drop there now? And if so, something prevented it from doing so.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2017-05-23 16:32:21
I dont see quake 3 having any graphical glitch in 1998 version.

# max size of the texture cache to hold in RAM, in megabytes
# don't set it any higher than 1GB unless you want your game to crash
texture_cache_size = 1024


set that in config if using aali's driver

See if it helps
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-23 18:46:38
Huh, interesting. Didn't know that.

Anyways, watching these guys stream the mod and they just ran into a freeze at Mimic and Flares. They beat them, then went back and it froze. They say they are playing the most recent version. Cid was their party leader. And it said the Planet Materia dropped and they did not recieve it. Is it supposed to drop there now? And if so, something prevented it from doing so.

I'd better check the scripts there then. Maybe it's trying to trigger again. As for Planet Materia, that was a mistake on my part; I was supposed to move it there but forgot the actual event line that adds it to inventory. They can still get it from Gold Match in Gold Saucer's Battle Square but it's a tough fight.

I dont see quake 3 having any graphical glitch in 1998 version.

# max size of the texture cache to hold in RAM, in megabytes
# don't set it any higher than 1GB unless you want your game to crash
texture_cache_size = 1024


set that in config if using aali's driver

See if it helps

I'll give it a try, but a lot of users are on the Steam version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-05-23 20:07:37
I'd better check the scripts there then. Maybe it's trying to trigger again. As for Planet Materia, that was a mistake on my part; I was supposed to move it there but forgot the actual event line that adds it to inventory. They can still get it from Gold Match in Gold Saucer's Battle Square but it's a tough fight.

Cool beans. You know, watching those guys play the mod, it looks like it's changed a good amount since I finished up with the mod close a year or so ago now. Pretty crazy... Anyways, continued success and I'm really excited to play 1.5 Arranged. Can't wait!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Saijenode on 2017-05-23 21:41:22
Does Anyone have a list of mods compatible with The New Threat ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-05-24 02:40:13
Does Anyone have a list of mods compatible with The New Threat ?

Here's the list of mods that I use while playing: (and the order they should be in on 7th Heaven)

Team Avalanche Fields
Battle Models - Weapons
Field Models - Objects
Animations
Battle Textures
Field Textures - satsuki
Gameplay - Difficulty and Story |The current version of this mod doesn't seem to have the latest New Threat as while playing through I noticed it didn't have the ability to reset Tifa's Lvl 4 Limit Break
                                                  Quest like the latest Iro for New Threat. I think you'd put the New Threat Iro here as well, but it also prevents other mods from working so I might be wrong. Either
                                                  deal with the older New Threat, figure out where the New Threat Iro goes, or wait till it updates. Though EQ2Alyza would know better than me since I've had to get
                                                  help over 7th heaven not working cause of super simple problems and my own ineptitude.
Gameplay - Tweaks and Cheats
Media - Movies
Media - Music and Sound
Menu - Avatars and Backdrops
Minigames Collection
Spell Textures
The Reunion - Beacause and Menu Overhaul (don't use Beacaus, I don't think it's compatible and will over write some stuff)
World Models - Characters
World Models - Enemies
World Models - Vehicles
World Textures

If any of the other info is wrong lemme know and I'll fix it, but this is what I play with, and I think thats all the mods on the Catalog that are compatible. There might be a few I missed, but I'm pretty sure these are all of them. Stuff like Field Textures are interchangeable while others like Dynamic Cloud Weapons won't work cause Cloud has a custom model from New Threat and that interferes with the needed model in Dynamic Cloud WeaponsI actually remember why I don't use the mods that change character field models. It's because the custom models that are default in the mod don't get changed by stuff like PRP so they still have the Chibi look. Running around and seeing polygonal chibi's while you look like a semi normal person really pulls you out of the immersion.
Spoiler: show
(https://cdn.discordapp.com/attachments/309140821511503872/316785762391818240/unknown.png)
It just looks wrong.

 Course I haven't tested this out in a while. So I might be wrong, but this list of mods is a good starting point me thinks. Again, if any of this is wrong and I'm completely ruining everything lemme know and I'll fix it.

Edit: Actually going through this list I've noticed some of the mods that I had on weren't actually doing anything so I removed them.

Edit 2: Also out of curiosity to Sega Chief, is there, or will there be a plan for anything to happen once you are fully upgraded? Cause the way Mr. Smiley is done kind of makes me feel like he wants you to get stronger so he can take you on at full strength.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-24 03:46:48
I'll add something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dyrak on 2017-05-25 07:23:50
Hi Chief!

I'm about to install NT v1.4. I played and finished v1.35 like a year and half ago and I remember that I had installed a mod that increase (double?) stat changes from materias. I can't remember the name or where I can find this mod. Any clue?

Another question that you probably have answered a dozen times already: is the "normal" difficulty in 1.4 the original difficulty of the game or more like the arrange difficulty in 1.35?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-25 11:50:30
Avoid using menu overhaul with nt in 7h and should be fine. As for settings normal is normal and arrange is arrange.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-05-25 18:19:58
Since it's been so long since I've played, and I'm not certain if you've fixed this stuff already or not, I'll just post it regardless.

Watching those guys again, and the Amalgam fight was a little off. Vincent was always looking in the wrong direction unless attacking, and the dialogue at the start had Cid's name on it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-25 19:23:59
Yeah, I've sorted that out in the 1.5 files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dyrak on 2017-05-25 20:58:24
Maybe I have missed something but... is the Arranged difficulty available in 1.4 ? When I start a new game, only original difficulty is available.

EDIT: never mind, I just read a few pages before that it will be back in 1.5. I'm still going to play 1.4 and see what the differences are :-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: unclebiggs23 on 2017-05-26 07:58:26
So I just tried to fight Zangan in the Nibel Reactor for Tifa's Level Four Limit quest, but the game is acting as though the encounter already happened. When I go up to him to talk, he says "Just be careful. Until we meet again!" and nothing else. This is the first time in this playthrough that I have attempted to do this quest, so it's definitely odd that it won't trigger.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-26 11:40:20
Yeah, it's bugged; I ran into the same problem. I sorted out the variable logic in it, but I've not done the same in the 1.4 file.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2017-05-26 13:23:30
Did putting cache to 1024 fix the issue with 1998 Aali's driver?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: redmon89 on 2017-05-26 17:28:54
Hey Sega, we're the guys MoCheese is watching! Just wanted to drop by and say thanks for making FF7 feel new again! It's been great.

Right now we're in the Dark Cave sidequest, I ended up having to tweak one of my characters health to start with All Lucky 7's to fight the X-ATM Scorpion in the Reactor, as whenever he lowered his tail after raising it, the game would soft lock, it seems like the animation played but the game didn't realize that it was time to move on or something like that.

Another very less disastrous bug, while both Cloud and Cid can properly play the Basketball game in Wonder Square, Tifa ends up standing in T-Pose while shooting! It's funny but also makes it a bit more difficult.

Last thing: Is there a list of known bugs for 1.4?

Love the mod so far and I've heard your sights are set on ff8, so excited to try that out! Keep up the great work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-26 22:26:09
Did putting cache to 1024 fix the issue with 1998 Aali's driver?

I've got it set up, I'll test it now before I forget.

Hey Sega, we're the guys MoCheese is watching! Just wanted to drop by and say thanks for making FF7 feel new again! It's been great.

Right now we're in the Dark Cave sidequest, I ended up having to tweak one of my characters health to start with All Lucky 7's to fight the X-ATM Scorpion in the Reactor, as whenever he lowered his tail after raising it, the game would soft lock, it seems like the animation played but the game didn't realize that it was time to move on or something like that.

Another very less disastrous bug, while both Cloud and Cid can properly play the Basketball game in Wonder Square, Tifa ends up standing in T-Pose while shooting! It's funny but also makes it a bit more difficult.

Last thing: Is there a list of known bugs for 1.4?

Love the mod so far and I've heard your sights are set on ff8, so excited to try that out! Keep up the great work!

Ah, hello! Sorry about the scorp glitch in there, it's been hanging around for a while now. Try the scene hotfix patch (unless it's the 7H version you're playing) and it might fix up some of the problems but dark cave in general is a bugfest. The Wonder Square stuff can be a bit patchy as well like the arm-wrestling and the basketball because I don't have specific animations for some of it but it should all function.

Edit:
Upping the cache to 1024 seems to fix Quake3, but the effect vanishes abruptly before it can 'crumble' like normal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-05-27 09:20:49
So I started a new game with the latest 1.4 IRO, and there's a minor bug? I guess? You start off with 54/57 mp.

Edit: Also, can I just say, the scene after Cloud explains Materia to Barret is the single greatest thing I have ever seen. I absolutely loved it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-27 13:20:39
So I started a new game with the latest 1.4 IRO, and there's a minor bug? I guess? You start off with 54/57 mp.

Probably due to his 3rd Materia; I set starting MP and MaxMP to be equal to the values in his stat chart. I'll change them just now.

Edit: Also, can I just say, the scene after Cloud explains Materia to Barret is the single greatest thing I have ever seen. I absolutely loved it.

See? It wasn't that tough!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: topopox on 2017-05-27 18:28:04
Excuse me, I'm late to the discussion.

Would somebody please be kind to tell me how does Vincent's and Cloud's Passive/Innate Work?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-27 21:58:35
Vincent has a chance to regain HP equal to his current MP after an action has been processed by any actor in-battle; the chance is something like 33% or so.

Cloud's innate activates after he has been brought back from Mideel; when a party member uses a command related to physical attacks or magic attacks, he gains a boost to Strength or Magic respectively.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2017-05-28 11:30:05
That's is a "bug" (oversight) in the original game (See The Bug Database).  It can be fixed by adding a recovery in the first field before you gain control. Assuming you also want the % deductions additions.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-28 12:59:48
I'll add recover line to the starting field then so he starts with max MP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-05-29 20:30:21
Did you change how Limit Levels are gained for Tifa? Cause I'm at Shinra Mansion and she just got her Level 3 Limit, while everyone else is still on Level 1.

Edit: Or am I dumb and it's changed for all characters. I know the Limits were overhauled with some changes, but is the way the levels are gained changed too? Is it just use 8 times for each level now?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-29 22:01:21
Yeah, I tinkered with the rate at which the gauges fill, the number of kills needed to unlock the next tier, and the number of uses needed. That side of things has been adjusted again for 1.5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-05-29 22:03:45
Ah ok then. I was super confused. I started a new play through with the latest IRO and decided to use different characters and I guess cause Tifa is a powerhouse she just kept getting all the kills and shooting her Limit rate up super fast lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-29 22:06:38
I think Tifa's Limits were specced originally on the assumption that they were worse than the other ones, so they unlock fast and charge fast. I might just make it so that they all unlock fast and charge fast, with tweaks between them based on how useful they are.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2017-05-30 00:28:22
Does quake 3 issue happen with original 1998 version - no aali driver?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-30 03:40:57
That's going to be tough to test; the 1998 game barely works without that driver.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2017-05-30 03:49:59
I'll test it.  It works fine for me in original 3d mode - aside from some annoying glitches.

edit.

Seems to collapse too early there as well.  I think we can say that Quake 3 collapsing too early is a separate bug.  When it doesn't do that, you get bad textures.  So something is up somewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Kaldarasha on 2017-05-30 06:04:11
That's going to be tough to test; the 1998 game barely works without that driver.

There are hardware emulators which can be used instead. http://dege.fw.hu/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: topopox on 2017-05-30 22:53:05
Is it normal that I maintain 2 Ice Materias and a Fire Materia during the Wutai Quest where Yuffie Steals your Materias?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-05-30 23:32:47
Is it normal that I maintain 2 Ice Materias and a Fire Materia during the Wutai Quest where Yuffie Steals your Materias?

Yuffie has a limit on how much materia she can steal from you. So if you have more materia than that, you will have some remaining.

Edit: So I've found another little bug. It was in the previous version, so I wasn't sure if it was fixed or not, but it's also in the latest version. If you time it well enough, you can go into the save spot, and walk away. The New Threat save menu will pop up, but you can continue moving. When you go out of it, you can go into the menu and save even off the save spot. It persists after fights, but not scene transitions. Sometimes it even stops you, but after you go out of the menu you can still save past it.

Edit 2: WOAH WHAT. Mindblow does status effects too? Wow it's actually useful now!?!? Also am I missing something with Sled Fang? His physical attack does more than Sled Fang, so it's pretty worthless.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2017-05-31 04:20:42
I fixed the bug for Reunion where you walk away from save point upon game loading... but I had no idea that you could do it any time you want by going up to it and then moving away.  Is that right?  Anyone have a video of this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-05-31 04:57:05
It took me a few tries, almost thought it was only the one i was at in my later save, the video is  Here (https://www.youtube.com/watch?v=53usUebdmFE&feature=youtu.be)

Edit: Sorry about the mouse, bad habit of keeping it there after clicking back in game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2017-05-31 06:13:38
Video is unavailable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-05-31 06:43:46
Eeyup, sorry forgot I have it set to upload Private be default, should be fixed now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-05-31 15:38:10
Edit 2: WOAH WHAT. Mindblow does status effects too? Wow it's actually useful now!?!? Also am I missing something with Sled Fang? His physical attack does more than Sled Fang, so it's pretty worthless.

Sounds like you've got the .exe edits active; they aren't intended to be part of NT anymore because of balancing problems. I think they get activated when NT and something like Menu Overhaul are used together in the catalog.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-05-31 15:59:30
Sounds like you've got the .exe edits active; they aren't intended to be part of NT anymore because of balancing problems. I think they get activated when NT and something like Menu Overhaul are used together in the catalog.



Aaaaahhh, okay. I knew Menu Overhaul did something to NT, but I wasn't too sure what it was. Kind of sucks cause without, the game looks like butt lol.
Spoiler: show
(https://cdn.discordapp.com/attachments/309140821511503872/319505047081713674/unknown.png)

Guess I'll have to wait tilll the next 7th Heaven update.
Nevermind I'm just a dummy that forgot to put the exe back to the normal exe and not the mo.exe

Edit 2: Okay yeah geeze. After going to the normal exe Tifa's and Clouds limit breaks are doing obscene amounts of damage now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2017-05-31 16:58:58
I cannot make the glitch happen with The Reunion, so my change to how they work may have fixed this issue too. I think it's how the var bit is set to on and off as you move towards and away from it.  You seem to be able to open the menu at the same time as the Save dialogue is shown.  Unless this is a New Threat issue, but you said you could do this in the original game too?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-05-31 18:25:09
I cannot make the glitch happen with The Reunion, so my change to how they work may have fixed this issue too. I think it's how the var bit is set to on and off as you move towards and away from it.  You seem to be able to open the menu at the same time as the Save dialogue is shown.  Unless this is a New Threat issue, but you said you could do this in the original game too?

No I don't think so. I've only been playing New Threat recently so yeah I'm pretty sure it's a New Threat issue. I was talking about the previous and current versions of New Threat. Sorry, I guess I should have made that more apparent.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: allstar64 on 2017-06-01 00:51:26
Hi there, first time poster. Really enjoying your mod but I need to ask you something. I was in the forest of the Ancients looking for a Ho-Chu. I stepped into all the Venus fly traps thinking that might trigger the fight and the last one did but I found myself face to face with a giant ball/sphere thing named "Ozma" in what seemed to be Safer Sephiroth's battle arena. I was really confused about the whole affair but I was able to beat him. When he died he turned into Safer Sephiroth and did Safer Sephiroth's fading death animation.

He also gave me a blank item (literately blank, no text) with the the description of ????. I'm a bit puzzled by the whole encounter and I don't see any threads on it so I was hoping you could tell me if that whole thing was intentional... oh and I never did find a Ho-Chu.

Edit: Lol, the text description is ?? ?? but yeah that was my face the whole time. ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-01 01:51:39
Hi there, first time poster. Really enjoying your mod but I need to ask you something. I was in the forest of the Ancients looking for a Ho-Chu. I stepped into all the Venus fly traps thinking that might trigger the fight and the last one did but I found myself face to face with a giant ball/sphere thing named "Ozma" in what seemed to be Safer Sephiroth's battle arena. I was really confused about the whole affair but I was able to beat him. When he died he turned into Safer Sephiroth and did Safer Sephiroth's fading death animation.

He also gave me a blank item (literately blank, no text) with the the description of ????. I'm a bit puzzled by the whole encounter and I don't see any threads on it so I was hoping you could tell me if that whole thing was intentional... oh and I never did find a Ho-Chu.

Edit: Lol, the text description is ?? ?? but yeah that was my face the whole time. ;)

In the scene.bin, enemy formations can appear next to each other and in this case Ozma was added to the slot next to Ho-Chu. I got the fight number wrong by 1 when adding the Ho-Chu encounter to fly-traps (this has been dropped for 1.5, should have been removed in one of the 1.4 hotfixes), so it loaded that fight instead of the other one. I think the one you got was the prototype of the fight if it used the safer death animation; it'll being using the same AI. The blank item is a placeholder.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: allstar64 on 2017-06-01 03:03:21
Cool, I figured it was something like that. Not gonna lie, I was afraid I had glitched into a prototype fight with 10,000,000 hp or something and would be wasting my time trying to kill him. Guess I'll keep the blank item as a trophy unless you think it could mess with my game.

The fight was cool but in all fairness I had no business winning it. I was using the Flash-Elemental exploit (hey morphing Zombie dragons is a pain) so I effectively had an infinite number of Megalixers and whenever he used his "mass status" move a confused Yuffie would snap everyone out of it with a full body heal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-06-01 16:57:17
Yes, twas redmon I was watching off and on and listening to and such. Good stuff. Watching again just now, and boy oh boy, what a visual glitch this time. Going down the crater rocks to Jenova, everytime the screen switches back to running around, the FMV from the start of the game where the reactor is zoomed in on plays! Once it's finished it goes back to normal the Crater looking background, though the colours seemed off?

Either way, they say they believe they are up to date, so there ya go.

EDIT: When they went to the second set of rocks is played the reactor blowing up! This is crazy to look at!

EDIT 2: They made it to Sephiroth, and Cloud jumping on the Train played! Jeepers!

EDIT 3: They were prompted with a chance to save but it didn't work? This whole thing needs to be looked at if it hasn't already been fixed for 1.5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-01 18:07:12
The FMVs are wrong because Dark Cave swaps the game back to Disc 1 for some FMVs, but doesn't correctly swap it back to Disc 3 when its done which causes the wrong FMVs to be played in the Crater. I'll check the save option down there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Valefore on 2017-06-02 14:07:22
Hello ! :) I may ask you that i got a litle problem with instaling the 1.4 version of New Threat mod When i try to download the file he is going on .zip does it mean to be .zip ? or i got something changing it ? Sorry to bother with that but i really love this game and way more with this mod so i would like to be able to launch this game correctly with this mod I also try to look but i found nothing sorry to bother and thanks to take the time to answer me have a nice day

Valefore.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-02 17:07:22
.zip is a way of compressing folders/files so that they're a bit easier to transfer. You'll need to extract the contents. 7z is a good tool for it; once you have 7z installed just right-click on the compressed .zip folder and choose 'Extract' that should get the contents out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Valefore on 2017-06-02 17:59:06
Ok i got Winrar thinked that will be ok too but guess no x)
Thank you for your quick answer :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-02 23:38:53
Winrar should be fine too; it's just that it bugs you whenever you use it about the free trial.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Valefore on 2017-06-03 22:44:21
Hi again me , i come to ask you something i just got mister Smile and like you said we have to got 100 SP to be able to rank up a body but i got 3 people at 100 Sp and i'm not avaible to rank up thoses guys do i need to go even further in the game ? or i'm just doing it wrong ? sorry to be so nooby about that ^^ have a nice day/night
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-03 23:13:48
I upped it to 200 as random enemies now give varying amounts of SP; I don't think the documentation was updated to reflect that info though so sorry for that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Valefore on 2017-06-04 02:03:05
Ok Well thanks for your answer :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-05 05:44:20
Uh...ok interesting thing here. Not sure if it's New Threat related or not, but in  this video  (https://www.youtube.com/watch?v=mHYvKeZjXis&feature=youtu.be) if I stand in a specific position and hit OK Cait Sith kind of does...that. This is during the date section by the way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2017-06-05 10:53:53
hey sega chief

when i first started my playthrough on your mod today, i battled a invisable enemy today on my way to enter the starting reactor on your mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-05 15:37:36
Uh...ok interesting thing here. Not sure if it's New Threat related or not, but in  this video  (https://www.youtube.com/watch?v=mHYvKeZjXis&feature=youtu.be) if I stand in a specific position and hit OK Cait Sith kind of does...that. This is during the date section by the way.

lol, I bet that's because of something I did to the pipe scripts for party leader. I'll leave that in for a chuckle, I think.
hey sega chief

when i first started my playthrough on your mod today, i battled a invisable enemy today on my way to enter the starting reactor on your mod

Maybe it's a kernel synch issue. I'll re-do the scene patch just in case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-05 16:52:24
Just found This (https://www.youtube.com/watch?v=ACtoih-yqSE&feature=youtu.be) bug? It's either that or you can call all your friends to gather round and watch a lady "take a long vacation."
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-05 22:12:45
That's an oversight with the save points; I copy-pasted the scripts for them across all of them which resulted in a few non-PHS points gaining PHS by accident. I'll sort that out, well-spotted.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: TonersM on 2017-06-07 12:35:39
Hey dude just started playing your mod yesterday. I love it! Thank you so much my only regret is not playing this sooner. You did a great job of breathing new life into my favourite game. Thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2017-06-07 21:19:16
Hey Sega chief

after i got past the marshes with a chocboo, and everyone looked up at the dead snake my ff7 game crashed at saying this error message for me

an unknown exception has occurred when i used your hot patches and scean patches on your main page of this thread
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-08 04:37:24
I wasn't able to replicate the error, whatever it was.

-) Remember to avoid tabbing out of the FF7 window as this can cause crashes from time to time.

-) If any other mods have been applied then these may affect the game as well; is 7H or any other mods installed?

-) As far as save editors go, only trigger this scene when Cloud, Barret, Tifa, Aeris, Red XIII, or Yuffie are in the party; if any characters not normally available by this point are present then a crash will occur. Try changing your party as well, just in case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2017-06-08 22:43:40
hey sega chief

on my way to get the red submarine on your mod, i had to fight the 2 guards twice that was blocking the enterance to the red submarine

so what could be wrong there

and sega chief the midgar skip flevel you gave me glitched out on me, it shows a invisable cloud and thats it and no 2 party members standing right next to him
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-09 00:18:31
The red sub scene tends to be off. As for the midgar skip, invisible cloud is normal; its an oversight in the original game script you're using remember.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2017-06-09 00:37:30
Sega chief

it did not start the boss fight with Hojo with that flevel midgar skip you sent me last week

sega check this youtube video link out on how the midgar skip is spose to work

https://www.youtube.com/watch?v=8-k7deEAmmQ
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-09 00:45:27
Maybe theres something else that needs changed. I'll look at it tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2017-06-09 09:36:09
so what could be wrong with the midgar skip glitch on your mod then



Keep up the great work on this mod

No, triple posting is not allowed and you know that. I've merged two of your posts and deleted the third. ~Covarr
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-10 19:02:47
SegaChief, I am using 7th Heaven Version of New Threat, but is that the most recent update? it seems to me that there are further updates released after the 7th heaven version.. is there a way to use the latest New Threat with 7th heaven or how does that work.. (on 7th heaven i think its still  a 1.4 from last year ... , it doesnt state anywhere that its using your updates from the last few months.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: jamtoad on 2017-06-10 21:46:48
Hi SegaChief, love the mod so far! It really has breathed new life into FF7 for me without changing what makes the game good.

However, I have just gotten to Disc 3, and none of the endgame mod content seems to have activated? I have been to Nibelheim to play the piano and visit the basement, to the weapons shop guy, and to the Battle Square, and they all act like they did normally. I also can't seem to change lead party members. I can visit the North Cave and fight 'Ruby'. Any idea why this is and/or a fix?

I did sequence break a little in that I fought Vincent's boss and gotten his limit break after Cloud first rejoins the party, if that's useful. (Also sorry if this is a super common problem and I missed something dumb, I have skimmed the thread, read the readme, etc!)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-06-10 22:18:33
However, I have just gotten to Disc 3, and none of the endgame mod content seems to have activated? I have been to Nibelheim to play the piano and visit the basement, to the weapons shop guy, and to the Battle Square, and they all act like they did normally. I also can't seem to change lead party members. I can visit the North Cave and fight 'Ruby'. Any idea why this is and/or a fix?

Reaching the 'point of no return' when descending the north crater should activate all New Threats, totally unmissable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: jamtoad on 2017-06-10 23:16:13
Reaching the 'point of no return' when descending the north crater should activate all New Threats, totally unmissable.
Oh thanks!! Guess I was too eager to try these out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-10 23:33:50
Does anyone here know if New Threat included with 7th heaven is latest version? It does not say anything about 2017 updates in the readme.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: EQ2Alyza on 2017-06-11 00:50:23
It's not the latest update. I will update it when v1.5 is released.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-11 02:05:20
Does anyone here know if New Threat included with 7th heaven is latest version? It does not say anything about 2017 updates in the readme.

If you want to use the latest version of New Threat, then you'll have to download the IRO for it. I have a list of mods that go with it with minimal problems. The only problem I've had so far is some graphical errors with Clouds face and Tifa's arm cause of the Minigames Collection. I like to refur to them as Quasicloudo and Half Rayperson Tifa:

Miscellaneous - Team Avalanche Fields
Battle Models - Weapons
Battle Textures
Field Models - Objects
Animations
Field Textures - (your choice)
Gameplay - Tweaks and Cheats
Media - Movies
Media - Music and Sound
Menu - Avatars and Backdrops
Minigames Collection (Causes graphical problems with Cloud and Tifa)
Spell Textures
World Models - Vehicles
World Textures
FF7 NT IRO 25th February 2017

Once 7th Heaven updates to 1.5 however, this'll be outdated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-11 02:05:35
 if i download the individual New Threat IRO (latest version,) and place it in the  same folder as the rest of my IROs , will it show up  in the mod list or is there a special method to using new threat in conjuction with the other mods from 7th heaven?

Btw thank you for replying to all my posts to help me.. thats very kind and appreciated (EQ2Alyza)


and thank you strife98

also the 25th february 2017 isnt the latest version i thought.. i noticed a version from  april 2017..... which is the correct version to use?


http://www.mediafire.com/file/87iuzaz1uzlv2jb/FF7_NT_IRO_25th_February_2017.iro
http://www.mediafire.com/file/vidp2b30curmvpm/FF7_NT_IRO_14th_April_2017.iro


I am guessing the april one... but ive been wrong about obvious things before so id rather make sure before i waste bandwidth downloading with my data plan (I wish i could use public wifi to download mods.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-11 02:17:57
Huh.....I didn't notice the April one.....I mean, I don't think there will be much of a difference in order. Use the latest one

Oh, and you have to import the IRO. In the Library tab there is an Import button. Click it, then click the From IRO archive tab, and hit the ... button. Go to where you have the IRO on your computer and select it, which, unless you moved it, will probably be in your downloads folder. Then click OK. It will then be in your library.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-11 03:04:12
Thanks for the tips, sounds easy enough!

not nearly as difficult as modding gta V
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-11 03:35:41
No problem Zaruen, I like to help when I can.

Hey Sega, trying to figure out some strats for Omega Weapon (not asking for strats yet, I got some pretty good ideas.) Just want to check something, if I have a character with the max amount of Counter Attacks, and I start the fight defended, does he stay defended through Counter Attacks, or does countering negate the defense state?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-11 05:17:40
No problem Zaruen, I like to help when I can.

Hey Sega, trying to figure out some strats for Omega Weapon (not asking for strats yet, I got some pretty good ideas.) Just want to check something, if I have a character with the max amount of Counter Attacks, and I start the fight defended, does he stay defended through Counter Attacks, or does countering negate the defense state?

They stay Defending; the same should be true of all counter types.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-11 05:28:04
Ok, so it has been a while since last I played. RL and all that. Anyways, I downloaded all the appropriate DL's, and installed them in the order of "NT 1.4 Build Download - 6th January 2017 (Mk.2)", "NT 1.4 HotFix Flevel - 25th March 2017", and "NT 1.4 Scene.bin HotFix - 18th January 2017".

Started a New Game to see if I could spot any issues. Found one pretty much right off the bat, though it was minor. The 'Guard Hound" enemy that appears alongside the MP's right after the train in the New Game? The model for that enemy is missing, and it moves the "Enemy Arrow" to Cloud (meaning attacking the hound will result in Cloud taking damage). Thankfully that does not last for long, especially after the MP is dead, but yeah, had to say something. Not sure if it was an issue due to installing the "HotFix Flevel" before the "Scene.bin HotFix", but yeah, that's a thing apparently.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-11 11:53:49
I finally did it!!! I'm so freaking happy. I beat Omega Weapon just barely. Once I got his pattern down it was just a matter of, "Defend until he uses Tera Break." I had to prepare a lot beforehand though.

 
Spoiler: show
I'll tell ya, having Tifa's and Barrets Ultimate Weapons helped a TON. Tifa's more so, cause once I maxed out her MP She did TONS of damage, and combined with 4x Cut she was doing over 5k a hit with Barret following up with a modest 1k+ per hit (all my maxed all's were being used for other things or else he'd have nothing but alls and counter attacks.) Then Aerith went from being my original damage dealer with Mp Turbo, Magic Counter, Quadra Magic Comet 2, and Quadra Magic Bahamut ZERO, to hey, just kinda chill while they kill Omega, and heal once your ult gives way, and try to keep everyone alive, and that worked fantastically. I just barely survived Tera Break thanks to Tifa, used Life 2. Omega then uses Ultimate which Aerith barely survives, and uses Life 2. He physically attacks which double Cover Barret takes to the face like a piece of paper gently caressing his nose, and then Megalixers. Tifa Walls, and then we continue. Tifa finished him off right after he used Meggido Flame the second time, and I was so dang happy! (https://cdn.discordapp.com/attachments/298364275536166922/323426293519482880/unknown.png)



Such a good fight, good job on that. Now I just have to deal with his big brother in Platinum Cup!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-11 12:48:55
Ok, so it has been a while since last I played. RL and all that. Anyways, I downloaded all the appropriate DL's, and installed them in the order of "NT 1.4 Build Download - 6th January 2017 (Mk.2)", "NT 1.4 HotFix Flevel - 25th March 2017", and "NT 1.4 Scene.bin HotFix - 18th January 2017".

Started a New Game to see if I could spot any issues. Found one pretty much right off the bat, though it was minor. The 'Guard Hound" enemy that appears alongside the MP's right after the train in the New Game? The model for that enemy is missing, and it moves the "Enemy Arrow" to Cloud (meaning attacking the hound will result in Cloud taking damage). Thankfully that does not last for long, especially after the MP is dead, but yeah, had to say something. Not sure if it was an issue due to installing the "HotFix Flevel" before the "Scene.bin HotFix", but yeah, that's a thing apparently.

Very bizarre, I fought the enemy and saw what you mean. It's like a teleporting shadow.

I finally did it!!! I'm so freaking happy. I beat Omega Weapon just barely. Once I got his pattern down it was just a matter of, "Defend until he uses Tera Break." I had to prepare a lot beforehand though.

 
Spoiler: show
I'll tell ya, having Tifa's and Barrets Ultimate Weapons helped a TON. Tifa's more so, cause once I maxed out her MP She did TONS of damage, and combined with 4x Cut she was doing over 5k a hit with Barret following up with a modest 1k+ per hit (all my maxed all's were being used for other things or else he'd have nothing but alls and counter attacks.) Then Aerith went from being my original damage dealer with Mp Turbo, Magic Counter, Quadra Magic Comet 2, and Quadra Magic Bahamut ZERO, to hey, just kinda chill while they kill Omega, and heal once your ult gives way, and try to keep everyone alive, and that worked fantastically. I just barely survived Tera Break thanks to Tifa, used Life 2. Omega then uses Ultimate which Aerith barely survives, and uses Life 2. He physically attacks which double Cover Barret takes to the face like a piece of paper gently caressing his nose, and then Megalixers. Tifa Walls, and then we continue. Tifa finished him off right after he used Meggido Flame the second time, and I was so dang happy! (https://cdn.discordapp.com/attachments/298364275536166922/323426293519482880/unknown.png)



Such a good fight, good job on that. Now I just have to deal with his big brother in Platinum Cup!

Congrats, Nemesis is similar in that he has a pattern. Checking the wiki for FFX Nemesis' AI, attacks, etc. should help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Vir on 2017-06-12 00:50:34
Hi SegaChief,

Thank you for the worthy new game.

I would like to track the Gold Saucer/affection point values as in days of yore. I'm on the NT Steam version, and since I understand they can change in other ways under your systems, I'm trying to isolate the characters' current affection values' address with Cheat Engine. Cheat Engine scans a running program for values, then can do further scans to narrow them down.

So, for instance, I searched through here and found that everyone starts out at 0. After a number of failed experiments, I thought maybe something I said before meeting Tifa might have moved her value from there. So I have scanned all values between -10 and 10, then scanned those for values increased by 5 after the flower and "Gimme something hard." There are, apparently, no values which meet these criteria. Could you provide any info which would help me find and track these values with Cheat Engine?

Thank you for your time!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-12 01:41:41
Hi SegaChief,

Thank you for the worthy new game.

I would like to track the Gold Saucer/affection point values as in days of yore. I'm on the NT Steam version, and since I understand they can change in other ways under your systems, I'm trying to isolate the characters' current affection values' address with Cheat Engine. Cheat Engine scans a running program for values, then can do further scans to narrow them down.

So, for instance, I searched through here and found that everyone starts out at 0. After a number of failed experiments, I thought maybe something I said before meeting Tifa might have moved her value from there. So I have scanned all values between -10 and 10, then scanned those for values increased by 5 after the flower and "Gimme something hard." There are, apparently, no values which meet these criteria. Could you provide any info which would help me find and track these values with Cheat Engine?

Thank you for your time!
I would suggest you use the "Black_Chocobo" program (it modifies savefiles). :shrugs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Vir on 2017-06-12 01:43:53
Oh, good idea. You happen to know it works with NT saves, then?

That worked. The choices don't increase by the old values anymore.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-12 02:37:41
Oh, good idea. You happen to know it works with NT saves, then?

That worked. The choices don't increase by the old values anymore.
Well, I'm pretty sure that Sega Chief used the "Dating Points" system in the game for dealing with and increasing character stats, and messed around with the coding to allow him to tie it to all the characters. :shrugs:

The "Gold Saucer Date" you get is optional, and not tied to that point-system. :shrugs again:

That said, the early choices that were tied to the date in the canon game does benefit various characters in New Threat, allowing them to increase their stats if done right.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Vir on 2017-06-12 02:44:53
It's the combination of those, the "gameplay" of playing with the stats (even though I could do it without) in the new way and the "roleplay" of choosing the date in the old fashioned way, that I want to track the points. Thanks for the help!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-12 03:02:16
Just wondering, is there a particular reason why New Threat does not combine with Because Retranslation by DLPB?

I was under the impression that New Threat does not really change the text of the game (except perhaps cleaning it up...) but if one was to use both, couldnt you modify the load order so that all changes from new threat take priority over the ReTranslation , and use the retranslation for wherever is not affected by new threat... or is that not how it works?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-12 05:32:03
Just wondering, is there a particular reason why New Threat does not combine with Because Retranslation by DLPB?

I was under the impression that New Threat does not really change the text of the game (except perhaps cleaning it up...) but if one was to use both, couldnt you modify the load order so that all changes from new threat take priority over the ReTranslation , and use the retranslation for wherever is not affected by new threat... or is that not how it works?
New Threat adds a lot of new content, and that in turn creates the need for text for some of that, which is then listed somewhere in the textfile lists and data. So it's likely the two mods are having a bad reaction to eachother due to both using the same list in different ways, creating conflicts as a consequence.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2017-06-12 07:13:47
It's also a fact that I fixed many of the fields - and any that conflict with NT will cause crashes or other problems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ice30 on 2017-06-12 14:56:30
Really enjoying this mod.

So I was trying to get a second master magic materia, but I realised I have no shield materia left because the one that was dropped by diamond weapon was already mastered... Is this intended? I kinda want to be able to get a set of master magic...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-12 15:17:05
It wasn't intended to keep Master Blending for the current build but it snuck in when I restored the field at some point. The plan for the new build is that you can blend for Master Magic without consuming your current Materia but that it can only be performed once.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ice30 on 2017-06-12 15:24:30
Okay fair enough I can see why. I just feel like i haven't completed ff7 until i have at least 3 of each master magic and command materia lol. I'll try and get used to it. Thanks again for all your hard work the mod is fantastic. Can't wait to play the 'hard' difficulty of it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-12 17:26:15
You know Sega, I've seen a lot of things in this mod. The Cait Sith Tank, Fluffles MKII, Omega Weapon and Nemesis, however all of that pales in comparison to the New Threat Temple of the Ancient boss. I...I don't know what was going through your head when you made that, but you are a sick, twisted, beautiful man, and keep that up cause that was the best thing I've ever seen. It just....it was just so good actually started laughing when I saw it. And the story before it just fit so well. Just beautiful.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-12 18:12:15
It's also a fact that I fixed many of the fields - and any that conflict with NT will cause crashes or other problems.
New Threat adds a lot of new content, and that in turn creates the need for text for some of that, which is then listed somewhere in the textfile lists and data. So it's likely the two mods are having a bad reaction to eachother due to both using the same list in different ways, creating conflicts as a consequence.

okay thats too bad, i really liked the Re-Translation.. but  new threat is basically a game overhaul . ive played using the retranslation before, i never had a chance to play new threat so ill have to go with that...  new threat  because of all the changes and new content to gameplay...  perhaps sega chief can find a way to incorporate the re-translation into his mod if its allowed in a  further update ... having both of these together would have been awesome! :P


thank you for clarification
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-12 22:56:04
You know Sega, I've seen a lot of things in this mod. The Cait Sith Tank, Fluffles MKII, Omega Weapon and Nemesis, however all of that pales in comparison to the New Threat Temple of the Ancient boss. I...I don't know what was going through your head when you made that, but you are a sick, twisted, beautiful man, and keep that up cause that was the best thing I've ever seen. It just....it was just so good actually started laughing when I saw it. And the story before it just fit so well. Just beautiful.

I've a few new faces joining the roster for 1.5; hopefully they give the older ones a run for their money.

okay thats too bad, i really liked the Re-Translation.. but  new threat is basically a game overhaul . ive played using the retranslation before, i never had a chance to play new threat so ill have to go with that...  new threat  because of all the changes and new content to gameplay...  perhaps sega chief can find a way to incorporate the re-translation into his mod if its allowed in a  further update ... having both of these together would have been awesome! :P


thank you for clarification

I'll sort that out once 1.5 is out and Reunion is finished. We found recently that Touph Script works with NT after all, so it might be easier than originally thought.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: kardosism on 2017-06-13 00:56:24
First of all amazing work with this mod, it's really been a blast playing it during the last few days. However, I tried to do the platinum new battle in battle square and I'm experiencing a softlock just after starting the fight. I can control my characters, choose their actions, but nothing happens and the boss just stares at me. Actually a similar thing happened fighting against a worm in the prison desert earlier in the game, really wish there's a solution so I can beat the fight and full clear the mod. Thanks for your time and hopefully for your help :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-13 01:56:27
Did you use the regular installer or is it the 7H IRO version? If it's the regular one, try applying the scene hotfix patch to the game (same install method).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ice30 on 2017-06-13 09:30:03
I have a bug to report. When doing Cait siths side quest and you talk to him infront of the bridge, if you select 'leave it for now' the game crashes and will not accept any input. Pretty minor but just so you know...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-13 10:36:00
hey sega chief, do you know how to make the battle scenes fill the entire screen , im not sure if its incompatibility with your mod.. but no matter what I do I cant seem to get it to happen..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tom on 2017-06-13 10:52:35
A suggestion for end of disc 1 to make the fight harder and more interesting, you should lock the party to have Cloud and Aeris and let the user to select the 3rd party member and start the battle with Aeris on 0 HP so it sort of forces you to use Life spell or a phoenix item to get all 3 characters and then start attacking.

This would make the boss harder since you get sent in to the boss fight with 2 characters that are alive and is slightly cooler for the story than using a phoenix item after...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: kardosism on 2017-06-13 11:03:21
Did you use the regular installer or is it the 7H IRO version? If it's the regular one, try applying the scene hotfix patch to the game (same install method).

Works like a charm !
I downloaded the installer a few days ago so I thought the path wasn't needed. Thank you very much sir ! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ice30 on 2017-06-13 14:38:48
I have another bug to report... I just beat Zack but I did not get the cutscene afterwards where he gives you the oversoul shard and omnislash D:

Is there a way I can just save edit those items into my inventory? Does black chocobo work with new threat?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-13 16:58:10
I have a bug to report. When doing Cait siths side quest and you talk to him infront of the bridge, if you select 'leave it for now' the game crashes and will not accept any input. Pretty minor but just so you know...

Thanks for letting me know, I'll check it.
hey sega chief, do you know how to make the battle scenes fill the entire screen , im not sure if its incompatibility with your mod.. but no matter what I do I cant seem to get it to happen..

It's an .exe edit (?) so it should work with NT; I've never used it though.

A suggestion for end of disc 1 to make the fight harder and more interesting, you should lock the party to have Cloud and Aeris and let the user to select the 3rd party member and start the battle with Aeris on 0 HP so it sort of forces you to use Life spell or a phoenix item to get all 3 characters and then start attacking.

This would make the boss harder since you get sent in to the boss fight with 2 characters that are alive and is slightly cooler for the story than using a phoenix item after...

I don't like that idea for several reasons:
1) It interrupts the scene for a menu to equip Aeris/chara select
2) Starting KO'd isn't really a mechanic, it's just something that slows you down at the start of the fight
3) The fight shouldn't be too hard, as there's a lengthy scene beforehand and I don't want to use a Retry script there.
4) The following scene then needs to be skipped which would make for an abrupt transition

I have another bug to report... I just beat Zack but I did not get the cutscene afterwards where he gives you the oversoul shard and omnislash D:

Is there a way I can just save edit those items into my inventory? Does black chocobo work with new threat?

There should be a Debug NPC on the Highwind outside the chocobo pen that can hand over Omnislash (he's the one moving around doing squats). If he doesn't give you it, or doesn't appear, then let me know. Black Chocobo does work with NT but take care not to adjust character Levels or Materia as the values used will be messed up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-13 22:16:56
Thanks for letting me know, I'll check it.
It's an .exe edit (?) so it should work with NT; I've never used it though.

I don't like that idea for several reasons:
1) It interrupts the scene for a menu to equip Aeris/chara select
2) Starting KO'd isn't really a mechanic, it's just something that slows you down at the start of the fight
3) The fight shouldn't be too hard, as there's a lengthy scene beforehand and I don't want to use a Retry script there.
4) The following scene then needs to be skipped which would make for an abrupt transition

There should be a Debug NPC on the Highwind outside the chocobo pen that can hand over Omnislash (he's the one moving around doing squats). If he doesn't give you it, or doesn't appear, then let me know. Black Chocobo does work with NT but take care not to adjust character Levels or Materia as the values used will be messed up.

How do you get your battles to full screen  than? Or you prefer to use the Command Boxes?( Menu Overhaul crashes when used with this mod and 7th heaven for me.)

Worst case scenario I dont mind the battle boxes too much... i m just so used to not having them since the last 10x ive played without them... it will be awkward going back for a bit. No worries though.

If thats what must be done to enjoy your mod, it will be done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tsuna on 2017-06-13 23:33:51
Hey Sega, any chance you could explain to me how this extra currency you got works?
For you level up thingy.

It's fine if it's a trade secret though, i think i may be able to use a simmilar idea for a full class systrm
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-14 00:25:04
Hey Sega, any chance you could explain to me how this extra currency you got works?
For you level up thingy.

It's fine if it's a trade secret though, i think i may be able to use a simmilar idea for a full class systrm
I'm putting details in a spoiler box (you will have to click on the box for those details to show), but here you go. Details, as requested.

Spoiler: show
The character stats are 'set' in this mod, and in order to increase them, Sega Chief used the "Dating Pool" setup and tied it to ALL of the characters. The more those characters are used, or depending on some of the dialogue options picked, those characters get point increases in the stat pool. Anyways, while going through the Mythril Mines on the road to Junon, there is an 'odd' save point you can touch. Doing so makes ALL of the save points after that give you options for using the save points to talk with 'salesman' who can give you the items for point increases after the pool points reach a certain number. I believe it's "100", but it could be "200". Either way though, the pool has a limit of 250 for each character, and after 'using' it, it drops the pool point by a certain amount. After that, you have to build it back up by having the characters defeat certain types and levels of monsters and participate in certain optional events.


And that should explain things for you there. ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tsuna on 2017-06-14 01:38:30
Oh, i appreciate that but i didn't quite mean an explanation of it in game, i meant more the coding side of it.
How it works behind the scenes and such.

But actually i think i got what i needed from that.
You were more help than you thought you were
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-14 02:01:12
How do you get your battles to full screen  than? Or you prefer to use the Command Boxes?( Menu Overhaul crashes when used with this mod and 7th heaven for me.)

I don't use the full screen mod, it throws me off a bit.
Oh, i appreciate that but i didn't quite mean an explanation of it in game, i meant more the coding side of it.
How it works behind the scenes and such.

There are some global vars that can be read/written within the battle module and then used by the field module (and vise-versa).

One var is used to store SP obtained in battle. When a Save Point is accessed, the value held in this is added onto 9 separate vars, one for each of the characters. The battle SP var is then reset to 0.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tsuna on 2017-06-14 02:02:41
EDIT: I think i got a solution to my thing using empty Vars. Which also happened to come from you.
Credit due guys. If my next mod is a success it's party because of this dude :D

(No assuming gender, just the way i speak)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-14 02:51:53
I'm not sure if it's because Tifa's Premium Heart (or just Tifa) is so strong, or Barret's Missing Score is underpowered or I don't understand how it works, but His damage is nowhere near Tifas. She has 166 Strength and he has 160, but she is doing 5k per hit with 4x cut, and he's only doing over 1k. The only way I can get it to be useful is if I fill Barrets Slots with All Materia's. But for a tank that's not very useful at all. The only really useful build I can see him with is 2 covers, 4 Counters, Restore + All, Double Cut, and then either another Counter or an All for more damage. Honestly Masamune so far is a much better choice over Missing Score. He doesn't match up to Tifa in damage, but he's doing 3k on 4x cut instead of 1k.

There appears to be a bug in the Dark Cave where if you go in with Tifa as your leader, it won't let you take her out of your party once she's rejoined.

Also, is there not supposed to be a working save point in the entirety of Shinra Tower? It's just super irritating to go through 3 save points without any of them working properly, fighting and FINALLY beating Curator, and then go through the last boss fights in Shinra Tower, getting killed cause status affect overload, and now all that progress is gone. I'm just going to jot that down as Dark Cave being super buggy as I've heard that it is so.  Not fighting Curator again though, knowing that I beat him is good enough for me.

The boss after the last boss of Shinra Tower (the one near the end during the countdown) also soft locked after using Quadra Ultima on him. It went off 3 times before he stopped moving and the game soft locked.

Hmm, I've also found something interesting. Not sure if it's been a thing as I've never had to deal with Resist so much in any other version of this game, but you can get through Resist to put a buff on if you start the battle with Resist (like with the Goldberry fight.) The set up I had when I found this out, was Sneak Attack Restore then Sneak Attack Barrier. Regen gets blocked, but Wall goes through perfectly fine (pretty sure Wall normally gets blocked by Resist.) So it seems like Resist only blocks one buff per characters turn before blocking another one, or something to that effect.

Also Also, I have to report a huge bug that has been prevalent through the entire game, and even more so in the Dark Cave. I think there is some sort of memory leak, cause while I was playing it last night, I looked at my clock, and somehow it was 4 hours since I started. I don't feel as if I was playing through Dark Cave that long, but suddenly it's 4 hours later and I'm a bit worried. If you could patch that that would be great.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ice30 on 2017-06-14 10:01:49
Thanks for letting me know, I'll check it.

There should be a Debug NPC on the Highwind outside the chocobo pen that can hand over Omnislash (he's the one moving around doing squats). If he doesn't give you it, or doesn't appear, then let me know. Black Chocobo does work with NT but take care not to adjust character Levels or Materia as the values used will be messed up.

Thanks Sega, you are very responsive so please don't take my reports as being complaints, I am just trying to help you as much as possible because I think your project is awesome.

In the documentation it says that Jersey can be morphed into a turbo ether, but he only can be morphed into an ether so there is a bit of discrepancy there. Anyway I was able to get omnislash from the npc, I will just get the oversoul shard from battle square. Cheers
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-14 22:22:31
I'm not sure if it's because Tifa's Premium Heart (or just Tifa) is so strong, or Barret's Missing Score is underpowered or I don't understand how it works, but His damage is nowhere near Tifas. She has 166 Strength and he has 160, but she is doing 5k per hit with 4x cut, and he's only doing over 1k. The only way I can get it to be useful is if I fill Barrets Slots with All Materia's. But for a tank that's not very useful at all. The only really useful build I can see him with is 2 covers, 4 Counters, Restore + All, Double Cut, and then either another Counter or an All for more damage. Honestly Masamune so far is a much better choice over Missing Score. He doesn't match up to Tifa in damage, but he's doing 3k on 4x cut instead of 1k.

There appears to be a bug in the Dark Cave where if you go in with Tifa as your leader, it won't let you take her out of your party once she's rejoined.

Also, is there not supposed to be a working save point in the entirety of Shinra Tower? It's just super irritating to go through 3 save points without any of them working properly, fighting and FINALLY beating Curator, and then go through the last boss fights in Shinra Tower, getting killed cause status affect overload, and now all that progress is gone. I'm just going to jot that down as Dark Cave being super buggy as I've heard that it is so.  Not fighting Curator again though, knowing that I beat him is good enough for me.

The boss after the last boss of Shinra Tower (the one near the end during the countdown) also soft locked after using Quadra Ultima on him. It went off 3 times before he stopped moving and the game soft locked.

Hmm, I've also found something interesting. Not sure if it's been a thing as I've never had to deal with Resist so much in any other version of this game, but you can get through Resist to put a buff on if you start the battle with Resist (like with the Goldberry fight.) The set up I had when I found this out, was Sneak Attack Restore then Sneak Attack Barrier. Regen gets blocked, but Wall goes through perfectly fine (pretty sure Wall normally gets blocked by Resist.) So it seems like Resist only blocks one buff per characters turn before blocking another one, or something to that effect.

Also Also, I have to report a huge bug that has been prevalent through the entire game, and even more so in the Dark Cave. I think there is some sort of memory leak, cause while I was playing it last night, I looked at my clock, and somehow it was 4 hours since I started. I don't feel as if I was playing through Dark Cave that long, but suddenly it's 4 hours later and I'm a bit worried. If you could patch that that would be great.

I'll review Missing Score and do some tests with it. The soft-lock you got is an engine problem with the game when using Ultima + Quadra & Ultima + MP/HP Absorb on anything with multiple parts: https://youtu.be/g26aDhmq_N8

I've went through Dark Cave and fixed the long-standing issues in there, including the save points and some other things.

The Resist thing sounds interesting, not heard of that one before.

It's intended for time to go by faster while playing NT; this is so Carmine Weapon's Kcatta Emit Storm will result in an instant wipe when you fight him :3

Thanks Sega, you are very responsive so please don't take my reports as being complaints, I am just trying to help you as much as possible because I think your project is awesome.

In the documentation it says that Jersey can be morphed into a turbo ether, but he only can be morphed into an ether so there is a bit of discrepancy there. Anyway I was able to get omnislash from the npc, I will just get the oversoul shard from battle square. Cheers

There's a spreadsheet I'm planning to fully update for the new release that'll list all the drops, etc. Same with the other document that lists where important stuff is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-14 22:29:12
Out of curiousity, was the optional fight with the X-ATM Scorpion removed from the Corel Prison, or is there now some requirement needed for it to be able to happen? I ask as it has been some months since last I did a play-through, and there have been changes since then, and this detail stood out to me since it's apparently now missing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-14 23:58:32
Spoiler: show
(https://cdn.discordapp.com/attachments/309140821511503872/324687854707933184/unknown.png)


And that concludes the adventures, of Quasicloudo, and Ray-Tifa. Man that was so good. It brought back a lot of the feel I had when I beat the base game for the first time, and threw in some more as well. It really makes you think of strategies you never thought of before. At the end, the team that became the most useful was: (This spoiler is a break down of the build and main strategy I went with when fighting most of the bosses with a few tweaks here and there for specific bosses, if you don't want it don't click. WARNING: It is a wall of text.)

Spoiler: show
Tifa with Premium Heart and a Shinra Alpha or Zeidrich makes things a LOT easier. 4x cut with like 6 or 7 Counters, Restore + All, and a Bahamut ZERO (or KOTR) + Final Attack which plays well with her Grit ability. Then throw on an MP Plus so that her MP is maxed out for maximum damage. Have someone cast Dragon Force on her and she'll tear through most things like paper. Thanks to the Auto-Crits from Dragon Force, her basic attack from 4x Cut does more damage than all 7 parts of her Limit Break sometimes. And run if you hit her cause she'll come back with at least 3 or 4 Counters and follow it up with another 4x Cut combo. Even without Dragon Force she is definitely a force to be reckoned with. Only struggle is keeping her alive, but that's where the other two come in.

Super Tank Barret with either a Warrior Bangle to further bolster his stupid high defenses, or a Fourth Bracelet to reinforce his low magic defenses and a Ribbon. He's the one that'll stay alive, and without any negative status's, or any for that matter, but his defenses more than make up for that. Give him the Masamune so he can keep up with Powerhouse Tifa, then throw on Heal + All to make sure the rest of the team gets all fixed up if you are hit with some nasty status's. You could throw on a Restore + All, but I feel Enemy Skill is a much better replacement. White Wind will keep everyone generally at max health thanks to Barret's super high health. Then, throw on a Revive + All cause he'll normally be the last one standing after a group attack (unless it's a spell, then you better hope you have Wall up, and the other two healed to tank it and then bring Barret back lol). Add on two Covers so that he'll take every single target phyical attack, and then fill the rest of the empty slots with counters so he can hit them right back after the Cover and you got yourself a damn fine tank! Careful of his MP though, those Enemy Skills drain his low MP super fast so have some Ethers/Turbo Ethers at the ready.

Now, this next one is per choice if possible. I prefer to have my 3rd character be Aerith. Her high magic, and Final Limit break are a fantastic edition to the roster. Give her her Princess Guard for those 4 double slots, and a Zeidrich or Shinra Alpha for even more fun 4 double slot fun. Princess Guards ability to give shield seems amazing at first, buuuut, in most fight's it ends up being a negative since most boss's can attack through shield. You are better off having her use Cure to heal. Master Magic + MP Turbo with a Mega All thrown in somewhere is the greatest thing for her. Throw on Restore + Sneak Attack and Barrier + Sneak Attack for quick full buffs at the start of the battle so you'll be set. Don't want her to deal with many status effects but want her to keep good buffs? Throw on Hades + Added Effect on her Armor, and you have yourself a weak Ribbon. But what to do with those other three double slots? Hmm, oh I know, how does cheese sound to you? Throw on Planet + Quadra Magic, Planet + Mp Turbo, and Planet + Magic Counter, and BOOM instant Chedder. You could sub out Magic Counter for Mp Absorb for even better cheese, but at a risk of crashing thanks to an engine bug that I've recently found out about. I also liked subbing Planet + Magic Counter with a Summon + Quadra Magic for that extra damage in case I run out of Quadra Magic on Planet, or if I wanna start a fight with a BANG. After all that magic her health is looking a bit low, throw on that HP Plus you have, and she'll have HP that is a bit more than Tifa's

Unfortunately you can't leave Cloud out of everything. Sometimes you get stuck with him, and that's alright. Him and Aerith are easily tradable. His magic isn't as high as Aerith's, but it's good enough for what you need to do. Throw on an accessory that boosts his magic a bit if you feel it's just not doing enough.

With this set up, I was able to take down Pinnacle without an MP Turbo'd KOTR + Great Gospel, and without switching party's. Tifa straight brute forced through the healing doing 9999 per 4x Cut hit while Cloud Quad Ultima'd the head down whenever it came up. I was about to start setting up to switch to another party when Pinnacle used Stigma hitting everyone. Next thing you know, Barret Countering 3 times doing about 3k each, Cloud countering with Ultima doing about the same, then Tifa Countering about 5 or 6 times doing 9999, then following it up with 4x Cut right to the jaw of Pinnacle knocking him right out! So good. 


I can't wait till 1.5 and to try out all the new stuff you've got planned. I'll be looking forward to it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-15 02:09:44
I kind of know what I want for 1.5.

First, for one of the magic materias, such as the Sleep/Silence materia, to be given the "Wind" element, so I'm not stuck using the summon materias for giving weapons/armor that element when and where needed.

Second, for Sega Chief to use some of the leftover 14 "DON'T USE" items (#10 through #23) that are currently un-used for Relics and Armor, along with maybe an item that 'causes' fights to happen when used. That sort of thing.

Third, for the guard you have to bribe to get into Junon to actually ask for a 'serious' bribe. A thousand Gil at the minimum, with the prices getting higher from there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-15 04:28:44
Out of curiousity, was the optional fight with the X-ATM Scorpion removed from the Corel Prison, or is there now some requirement needed for it to be able to happen? I ask as it has been some months since last I did a play-through, and there have been changes since then, and this detail stood out to me since it's apparently now missing.

You bump into it on Mt. Nibel now instead, or will do at least.

Spoiler: show
(https://cdn.discordapp.com/attachments/309140821511503872/324687854707933184/unknown.png)


And that concludes the adventures, of Quasicloudo, and Ray-Tifa. Man that was so good. It brought back a lot of the feel I had when I beat the base game for the first time, and threw in some more as well. It really makes you think of strategies you never thought of before. At the end, the team that became the most useful was: (This spoiler is a break down of the build and main strategy I went with when fighting most of the bosses with a few tweaks here and there for specific bosses, if you don't want it don't click. WARNING: It is a wall of text.)

Spoiler: show
Tifa with Premium Heart and a Shinra Alpha or Zeidrich makes things a LOT easier. 4x cut with like 6 or 7 Counters, Restore + All, and a Bahamut ZERO (or KOTR) + Final Attack which plays well with her Grit ability. Then throw on an MP Plus so that her MP is maxed out for maximum damage. Have someone cast Dragon Force on her and she'll tear through most things like paper. Thanks to the Auto-Crits from Dragon Force, her basic attack from 4x Cut does more damage than all 7 parts of her Limit Break sometimes. And run if you hit her cause she'll come back with at least 3 or 4 Counters and follow it up with another 4x Cut combo. Even without Dragon Force she is definitely a force to be reckoned with. Only struggle is keeping her alive, but that's where the other two come in.

Super Tank Barret with either a Warrior Bangle to further bolster his stupid high defenses, or a Fourth Bracelet to reinforce his low magic defenses and a Ribbon. He's the one that'll stay alive, and without any negative status's, or any for that matter, but his defenses more than make up for that. Give him the Masamune so he can keep up with Powerhouse Tifa, then throw on Heal + All to make sure the rest of the team gets all fixed up if you are hit with some nasty status's. You could throw on a Restore + All, but I feel Enemy Skill is a much better replacement. White Wind will keep everyone generally at max health thanks to Barret's super high health. Then, throw on a Revive + All cause he'll normally be the last one standing after a group attack (unless it's a spell, then you better hope you have Wall up, and the other two healed to tank it and then bring Barret back lol). Add on two Covers so that he'll take every single target phyical attack, and then fill the rest of the empty slots with counters so he can hit them right back after the Cover and you got yourself a damn fine tank! Careful of his MP though, those Enemy Skills drain his low MP super fast so have some Ethers/Turbo Ethers at the ready.

Now, this next one is per choice if possible. I prefer to have my 3rd character be Aerith. Her high magic, and Final Limit break are a fantastic edition to the roster. Give her her Princess Guard for those 4 double slots, and a Zeidrich or Shinra Alpha for even more fun 4 double slot fun. Princess Guards ability to give shield seems amazing at first, buuuut, in most fight's it ends up being a negative since most boss's can attack through shield. You are better off having her use Cure to heal. Master Magic + MP Turbo with a Mega All thrown in somewhere is the greatest thing for her. Throw on Restore + Sneak Attack and Barrier + Sneak Attack for quick full buffs at the start of the battle so you'll be set. Don't want her to deal with many status effects but want her to keep good buffs? Throw on Hades + Added Effect on her Armor, and you have yourself a weak Ribbon. But what to do with those other three double slots? Hmm, oh I know, how does cheese sound to you? Throw on Planet + Quadra Magic, Planet + Mp Turbo, and Planet + Magic Counter, and BOOM instant Chedder. You could sub out Magic Counter for Mp Absorb for even better cheese, but at a risk of crashing thanks to an engine bug that I've recently found out about. I also liked subbing Planet + Magic Counter with a Summon + Quadra Magic for that extra damage in case I run out of Quadra Magic on Planet, or if I wanna start a fight with a BANG. After all that magic her health is looking a bit low, throw on that HP Plus you have, and she'll have HP that is a bit more than Tifa's

Unfortunately you can't leave Cloud out of everything. Sometimes you get stuck with him, and that's alright. Him and Aerith are easily tradable. His magic isn't as high as Aerith's, but it's good enough for what you need to do. Throw on an accessory that boosts his magic a bit if you feel it's just not doing enough.

With this set up, I was able to take down Pinnacle without an MP Turbo'd KOTR + Great Gospel, and without switching party's. Tifa straight brute forced through the healing doing 9999 per 4x Cut hit while Cloud Quad Ultima'd the head down whenever it came up. I was about to start setting up to switch to another party when Pinnacle used Stigma hitting everyone. Next thing you know, Barret Countering 3 times doing about 3k each, Cloud countering with Ultima doing about the same, then Tifa Countering about 5 or 6 times doing 9999, then following it up with 4x Cut right to the jaw of Pinnacle knocking him right out! So good. 


I can't wait till 1.5 and to try out all the new stuff you've got planned. I'll be looking forward to it!

Congrats! Hopefully I can tempt you away to some of the other characters for the next run, I made some adjustments.

I kind of know what I want for 1.5.

First, for one of the magic materias, such as the Sleep/Silence materia, to be given the "Wind" element, so I'm not stuck using the summon materias for giving weapons/armor that element when and where needed.

Second, for Sega Chief to use some of the leftover 14 "DON'T USE" items (#10 through #23) that are currently un-used for Relics and Armor, along with maybe an item that 'causes' fights to happen when used. That sort of thing.

Third, for the guard you have to bribe to get into Junon to actually ask for a 'serious' bribe. A thousand Gil at the minimum, with the prices getting higher from there.

Asking for a higher elevator cost is probably the oddest request so far. I'll adjust the price.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-15 06:13:35
You bump into it on Mt. Nibel now instead, or will do at least.

Ahh, I thought maybe I had accidentally messed up somewhere while playing, or a glitch had happened. Good to know that wasn't the case. ;D

Asking for a higher elevator cost is probably the oddest request so far. I'll adjust the price.
Thank you. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-15 06:19:55
Congrats! Hopefully I can tempt you away to some of the other characters for the next run, I made some adjustments.

Oh most definitely. I've already seen how well Cait Sith, and Yuffie do on my first run. I'll definitely be trying out Cid, Red XIII and Vincent at some point.  However you'll have to make some pretty good adjustments for me to take Aerith out of my group, at least for early game. Her healing staves are too good to pass up. Also question about those, does the healing on them scale off her magic or strength? Cause I've been tempted to make a strength build on her just because of those staves. Them with a Lvl 1 Slash-all is so good. And hey, even if it levels to Flash, now she can insta-kill things so it's K.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-15 06:37:35
Oh most definitely. I've already seen how well Cait Sith, and Yuffie do on my first run. I'll definitely be trying out Cid, Red XIII and Vincent at some point.  However you'll have to make some pretty good adjustments for me to take Aerith out of my group, at least for early game. Her healing staves are too good to pass up. Also question about those, does the healing on them scale off her magic or strength? Cause I've been tempted to make a strength build on her just because of those staves. Them with a Lvl 1 Slash-all is so good. And hey, even if it levels to Flash, now she can insta-kill things so it's K.
I use the "Mega-All" materia with Aerith when I get hold of it. As she is also a strong magic user, it's quite useful for her in either role, and the Mega All doesn't need to be linked to any other materia in order for it to do its work.

As for her healing staves, they're physical attacks, so Strength does benefit her there with that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-15 07:19:31
I have joined the party!

I may create a thread to record as a personal blog in the general discussion forum but here are my preliminary thoughts ( I am only about to fight Guard Scorpion so I don't have much to say, except that  I am very excited to see what you have in store for me.

I have noticed that the early levels go by MUCH quicker in this game.... I remember it was a task to get to level 11 before fighting guard scorpion (most people were around Level 13 arriving at shinra entrance.) I am about to be level 11 and I only grinded <_--- that doesnt sound right.... for about 10 minutes... I am not sure what to expect from the mod yet so I am just preparing a little bit until I get a good feel of which direction this game is going in terms of difficulty.

last time i played Final Fantasy VII modded was nightmare but i barely touched that mod because I had some issues using it in conjunction with bootleg (and I didnt know about 7th heaven or perhaps it was before 7th heaven was introduced, i don't recall.) and before that was GJoraluvs hardcore mod which I ended up cheating at some point because there was a huge difficulty spike out of nowhere and I was not prepared for it (i was not looking for too much of a challenge back than.)

this time I'm good either way... a small difficulty rise, a medium one, or even an insane difficulty rise.... I am just going with the flow and enjoying the ride.


EDIT: HEH, as soon as my characters reached level 11  I saw a huge spike in experience required for next level...... so my guess is these huge rises are saying you have grinded enough for this part of the game. please proceed to the next area/dungeon/boss

EDIT2: Okay so Level 11 to 12 required 1.1k experience , but level 12 to 13 requires  only 500 exp.. is this correct or is there a problem?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-15 09:03:13
EDIT: HEH, as soon as my characters reached level 11  I saw a huge spike in experience required for next level...... so my guess is these huge rises are saying you have grinded enough for this part of the game. please proceed to the next area/dungeon/boss

EDIT2: Okay so Level 11 to 12 required 1.1k experience , but level 12 to 13 requires  only 500 exp.. is this correct or is there a problem?

That is correct. The game has sharp level requirements at certain levels. Mostly for ensuring that characters are the appropriate levels for the areas they are fighting in, as the amount of time it takes to pass those spiked level requirements are usually the same amount of time it takes to get through various areas.

Also, as a new player, I felt I should tell you that the game makes use of common, uncommon, and rare steals with some of the creatures in the game. If you want a list for that sort of thing, the main zip file includes various documents talking about what those things are and where you can find them.

Also, make sure you have also applied the two extra 'fixes' on the first page. The "Scene.bin HotFix" & "HotFix Flevel" downloads. They address various mistakes and bugs that can be found in the game that wasn't corrected in the main installer (most of us posting in this thread are doing the bug reports for Sega Chief so he can fix those things once he knows where the problems are).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-15 09:46:52
That is correct. The game has sharp level requirements at certain levels. Mostly for ensuring that characters are the appropriate levels for the areas they are fighting in, as the amount of time it takes to pass those spiked level requirements are usually the same amount of time it takes to get through various areas.

Also, as a new player, I felt I should tell you that the game makes use of common, uncommon, and rare steals with some of the creatures in the game. If you want a list for that sort of thing, the main zip file includes various documents talking about what those things are and where you can find them.

Also, make sure you have also applied the two extra 'fixes' on the first page. The "Scene.bin HotFix" & "HotFix Flevel" downloads. They address various mistakes and bugs that can be found in the game that wasn't corrected in the main installer (most of us posting in this thread are doing the bug reports for Sega Chief so he can fix those things once he knows where the problems are).


I was under the impression the IRO version (April 2017) already came with these hotfixes applied or am I wrong?

I use 7th heaven mod loader (which doesnt have the greatest compatibility but I am not using any of because/reunion  changes nor am I using any gameplay tweaks except for PHS/SAVE anywhere because sometimes I  am in a rush and have to stop playing on a moments notice and while I can leave the game running .. I prefer not to take any chances if my computer restarts (updates or randomly for some reason, or if there is a power outage)

the only bug I have encountered so far is guard hounds being spriteless (Reactor # 1 before you enter the main area, basically before you reach the area where barret joins your party.)




@ SEGA CHIEF

If you want feedback on a Personal &  Detailed level.

http://forums.qhimm.com/index.php?topic=17666.msg251181#msg251181

I do not know how long I will keep this journal as I may eventually get bored of doing it when all I want to do is play the game but for now I'm having a good time and its pretty descriptive and detailed so you might enjoy taking a look at it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: NoPoet406 on 2017-06-15 17:42:33
Hi all, I just joined up today. After putting 50 hours into the FFVII Hardcore mod, which was brilliant to begin with but simply becomes ridiculous (is it even doable without other mods?), I decided to try the New Threat mod. Overall, I am somewhat impressed, although the whole Guard Scorpion/escape thing felt like a deliberate troll rather than an interesting challenge - this will probably be a nightmare on the "new game+" difficulty. I do like the re-ordered materia (we FINALLY get another attack which damages MP!), and the difficulty does feel appropriately balanced after the annoying Sector 1 escape. And the re-ordered battles with new enemies are pretty nicely done!

I do feel that I'm missing something. One of the features is to level characters up in a customised way. But my characters are all around level 16, and apart from HP and MP, their stats are all the same as at level 8. In fact, I think Cloud's stats are getting worse. The closest I've seen to a "custom build" character is to give them an utterly crappy piece of armour which boosts either strength or magic. And apparently there are no Source items in the game either.

So... what's going on? Where is this amazing character customisation? The sector 7 pillar has just collapsed, so I'm assuming there is a shop or character or ability which becomes available soon?

Oh, and also: do we really have to answer four security questions each time we make a post? Really?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-15 17:58:58
I do feel that I'm missing something. One of the features is to level characters up in a customised way. But my characters are all around level 16, and apart from HP and MP, their stats are all the same as at level 8. In fact, I think Cloud's stats are getting worse. The closest I've seen to a "custom build" character is to give them an utterly crappy piece of armour which boosts either strength or magic. And apparently there are no Source items in the game either.

So... what's going on? Where is this amazing character customisation? The sector 7 pillar has just collapsed, so I'm assuming there is a shop or character or ability which becomes available soon?

The character customization doesn't come up until Mythril Cave after you get out of Midgar. That is where you will get Source items. You won't find them anywhere else in game.

Oh, and also: do we really have to answer four security questions each time we make a post? Really?

I think that is only there for your first couple of posts. Post a few more times and it should go away, it's mainly to prevent bot spam and lazy trolls.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-15 19:44:32

I was under the impression the IRO version (April 2017) already came with these hotfixes applied or am I wrong?
Usually you can tell which one is the 'most recent' by its date, but the "Scene.bin HotFix" & "HotFix Flevel" downloads deal with fixing very different things in the game (hence why one of them is over a 100 MB, and one of them is less than a single megabyte).

When the "Main" installer has a date that is more recent than the two fixes, that's when the various 'fixes' have been integrated into the main installer and you don't need to deal with the Scene.bin or Flevel fix updates.

As I've never dealt with the IRO version, and the date you have given is more recent than the links provided in the first page, you probably are ok, but anytime the listed dates change with the patches (I.E. they become more recent, and are more 'new' then the main installer), you might want to install the patches anyways as new bugs were found/reported/patched. :shrugs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-15 23:09:08
is there a list of morph\steal items for this mod somewhere I can find.. I know it may be kind of cheating but I prefer to know this kind of thing so as to not waste time testing morph/steal a thousand times ( especially for the rares) .. it's too tedious for me and I would rather know beforehand, it's something I've always researched in games to know where the good steals/morphs are... 

I tried using proud clod but it only shows the vanilla morphs and steals , not the New Threat Ones.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-15 23:42:53
is there a list of morph\steal items for this mod somewhere I can find.. I know it may be kind of cheating but I prefer to know this kind of thing so as to not waste time testing morph/steal a thousand times ( especially for the rares) .. it's too tedious for me and I would rather know beforehand, it's something I've always researched in games to know where the good steals/morphs are... 

I tried using proud clod but it only shows the vanilla morphs and steals , not the New Threat Ones.
As I've never dealt with IRO and don't know if it came with the text documents, I'll give you instructions for how to grab those text documents from the main installer instead. In the download link for zip file for the main installer on the first page, included in the zip file are the sort of documents you asked for, along with other various details. So download that (it's on average around 150MB~), unzip it, and then open up the folders for those text files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-16 00:05:39
As I've never dealt with IRO and don't know if it came with the text documents, I'll give you instructions for how to grab those text documents from the main installer instead. In the download link for zip file for the main installer on the first page, included in the zip file are the sort of documents you asked for, along with other various details. So download that (it's on average around 150MB~), unzip it, and then open up the folders for those text files.


Thank You! I had the IRO file so i was wondering why a readme wasnt included including those documents..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-16 11:33:46
Ok, so I got to the ATM Scorpion fight in the Nibel mountains. Spotted problems right away, which I am now reporting.

First, the "Area" for the battle is showing the Corel Prison, and NOT the Nibelhiem Mountains.

Second, the text with Barret talking about "That damn thing showing up again" (though with more "$%#&^!") appeared even though Barret was not in my party (this earlier aspect made sense when the fight was in the Corel Prison where Barret was a 'locked' party member and sure to be in the fight, but it doesn't work here). That said, changing the name from "Barret" to "Cloud" would fix 'most' of the issues with that there (as Cloud is the party leader at that point with the fight being moved to the Mountains), and would be annoyed at it showing up as much as Barret would be.

Third, the Shinra mooks who show up on the map near the ATM Scorpion do not show up in the battle itself.

Fourth, you may need to raise the ATM's level and stats, as with it being the "Prison" battle moved elsewhere at the moment, the fight does not take long at all, and is not very difficult/challenging. :shrugs:


Edit; Also, on a seperate note, when I went and did Yuffie's scenario with the stolen materia and all that, I got a chance to grab all the pub fliers and then talk to the bar owner. One of the items he handed over however is notable due to it being spelled as "X-Mine". Not "S-Mine", but "X". Probably a misspelling (or the name of a much earlier item that was changed and the name of the item handed over by the turtle's paradise pub owner not being changed with it), so I had to say something so you know about that Sega.

Second Edit; When I got Cid, the text for his Innate ability showed something very different from what is listed in the "Readme" text file. Also, the "Readme" talks about how the Fort Condor materia shop has had its contents changed earlier in-game, but I'm on disk one, and that has not actually happened.

Third Edit; Speaking of issues with "Innate", Vincent does not gain MP as is stated in either the readme or the game. I'm not sure if his "Innate Ability" is actually doing anything at all to be honest. I'll test out Cid and Cait Sith in a few hours.

Also, in the Temple of the Ancients, you're gonna have to mess with Tseng's text box when he tells the party he doesn't need their help, as the text-box breaks with its current size.

Fourth Edit; Cait Sith has Vincent's MP regen, which means that if this is 'right', then the in-game and readme descriptions for Cait Sith (and Vincent's) Innate Ability need changed and updated. Cid's "Reactive Guard" Innate Ability has shown itself to work like the 'in-game' description says it should, but the readme text file for Cid will need updated here with that (as it doesn't show what Cid's Innate has been changed to at all).

Fifth Edit; Sepiroth's line of "Listen Well," before then going on about the ancients in the Temple of the Ancients is unreadable. The text box is far too small for the text being displayed there. The first "Wake Up" line is somewhat too small as well, though not unreadable like the "Listen well" bit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-17 11:28:36
Ok, so I got to the ATM Scorpion fight in the Nibel mountains. Spotted problems right away, which I am now reporting.

First, the "Area" for the battle is showing the Corel Prison, and NOT the Nibelhiem Mountains.

Second, the text with Barret talking about "That damn thing showing up again" (though with more "$%#&^!") appeared even though Barret was not in my party (this earlier aspect made sense when the fight was in the Corel Prison where Barret was a 'locked' party member and sure to be in the fight, but it doesn't work here). That said, changing the name from "Barret" to "Cloud" would fix 'most' of the issues with that there (as Cloud is the party leader at that point with the fight being moved to the Mountains), and would be annoyed at it showing up as much as Barret would be.

Third, the Shinra mooks who show up on the map near the ATM Scorpion do not show up in the battle itself.

Fourth, you may need to raise the ATM's level and stats, as with it being the "Prison" battle moved elsewhere at the moment, the fight does not take long at all, and is not very difficult/challenging. :shrugs:


Edit; Also, on a seperate note, when I went and did Yuffie's scenario with the stolen materia and all that, I got a chance to grab all the pub fliers and then talk to the bar owner. One of the items he handed over however is notable due to it being spelled as "X-Mine". Not "S-Mine", but "X". Probably a misspelling (or the name of a much earlier item that was changed and the name of the item handed over by the turtle's paradise pub owner not being changed with it), so I had to say something so you know about that Sega.

Second Edit; When I got Cid, the text for his Innate ability showed something very different from what is listed in the "Readme" text file. Also, the "Readme" talks about how the Fort Condor materia shop has had its contents changed earlier in-game, but I'm on disk one, and that has not actually happened.

Third Edit; Speaking of issues with "Innate", Vincent does not gain MP as is stated in either the readme or the game. I'm not sure if his "Innate Ability" is actually doing anything at all to be honest. I'll test out Cid and Cait Sith in a few hours.

Also, in the Temple of the Ancients, you're gonna have to mess with Tseng's text box when he tells the party he doesn't need their help, as the text-box breaks with its current size.

Fourth Edit; Cait Sith has Vincent's MP regen, which means that if this is 'right', then the in-game and readme descriptions for Cait Sith (and Vincent's) Innate Ability need changed and updated. Cid's "Reactive Guard" Innate Ability has shown itself to work like the 'in-game' description says it should, but the readme text file for Cid will need updated here with that (as it doesn't show what Cid's Innate has been changed to at all).

Fifth Edit; Sepiroth's line of "Listen Well," before then going on about the ancients in the Temple of the Ancients is unreadable. The text box is far too small for the text being displayed there. The first "Wake Up" line is somewhat too small as well, though not unreadable like the "Listen well" bit.

I've caught these for 1.5; Vincent/Cait's innates were swapped, but the text wasn't updated in 1.4.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ice30 on 2017-06-17 11:40:15
Hey Sega. Sorry to report another issue.

I am doing the dark cave side quest and have got up to the point where I fight the Guard scorpion. I am able to fight him as normal until his tail is raised, once it goes down again the game seems to hang. Everything is running but no commands or attacks are executed. I think my only hope is to try and kill him before he can raise his tail to avoid this crash.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-17 12:12:22
I've caught these for 1.5; Vincent/Cait's innates were swapped, but the text wasn't updated in 1.4.
Gotcha.

Anyways, another minor problem with regards to text. You need to mess with the text box size for the "Ahh, but I already have" line Sephy has near the end of the Temple of the Ancients after it's been shrunk. That line is unreadable as-is. I'll keep doing my thing here and reporting anything that stands out in my play-through here incase someone didn't mention it before. ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Leucocyte on 2017-06-17 14:29:36
(Steam Version)

I'm having an issue just before going into the Northern Crater / post-Hojo fight.

Just after Cloud and Tifa wake up they chat for a bit, then when Tifa is looking at the Highwind descending/Cloud is still sitting (she broke his crotch) a dialogue box for Tifa pops up and the game freezes, but doesn't crash/end the program.

This has happened on a clean install with the main file, then a clean install with the main file and the two hotfixes.

Just trying to get a screen shot with a clean install but it's quite time consuming cause I need to do the Hojo fight then all the pre-crater dialogue, not sure if it'll help as there's no sort of system/graphical event to show a specific error.

Any ideas, anyone?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-17 15:01:37
A question about what stats do .. I just reached fort condor and I plan on power leveling a bit to gain some ranks (yes I love to grind  to reduce challenge .. sorry but its just one of my strategies.) so I am curious about which ways I should build my characters...

Firstly, ever since I started playing action rpg games.. i  changed the way I play all RPGs.... when I am given a choice.> i usually try to stack power on everyone and turn them into either power tanks or glass cannons....

dexterity ---> affects hit % and dodge % ... does it affect the frequency that characters get turns?
luck ---> how big of an effect does it have on critical strikes?

I am just trying to figure out whether I should Stack certain characters with strength +dexterity or luck) (if the character has that option.)

\\Cloud Rank Up Options//

Set #1: +10 STR/MAG, +5 VIT
Set #2: +10 VIT/SPR, +5 MAG
Set #3: +10 DEX/LCK, +5 STR
Set #4: +5 All Stats

Set # 1 seems to suit my playstyle.... however if dexterity affects how often you get to attack and luck has a big enough impact on critical strikes.. than Set # 3 may a good alternative.

\\Barret Rank Up Options//

Set #1: +10 STR/VIT, +5 SPR
Set #2: +10 STR/SPR, +5 MAG
Set #3: +10 STR/LCK, +5 DEX
Set #4: +10 MAG/DEX, +5 VIT

Set # 1 seems pretty good to develop Barret as  a Power Tank but again , Set # 3 may work as well if Luck + Dex have large enough impacts on Turn Speed and Critical Hits.
\\Tifa Rank Up Options//

Set #1: +10 STR/DEX, +5 SPR
Set #2: +10 STR/SPR, +5 VIT
Set #3: +10 MAG/DEX, +5 STR
Set #4: +10 DEX/LCK, +5 STR
Set # 1  looks right,  but Set # 2 may work if dex/ luck dont impact alot. and Set # 4 may be the better option if they do have a big enough impact.

\\Aeris Rank Up Options//

Set #1: +10 MAG/SPR, +5 DEX
Set #2: +10 MAG/DEX, +5 LCK
Set #3: +10 MAG/VIT, +5 SPR
Set #4: +10 STR/VIT, +5 MAG

Set # 4  is the only Style that suits me.

\\Red Rank Up Options//

Set #1: +10 STR/MAG, +5 DEX
Set #2: +10 STR/DEX, +5 SPR
Set #3: +10 MAG/DEX, +5 VIT
Set #4: +5 All Stats

Set # 2 Seems to be the only Style that suits my Method.


\\Yuffie Rank Up Options//

Set #1: +10 MAG/DEX, +5 STR
Set #2: +10 STR/LCK, +5 DEX
Set #3: +10 MAG/SPR, +5 DEX
Set #4: +10 STR/VIT, +5 LCK

Set # 2 seems to be the way to go unless Dex/Luck do not make a big impact.. in which case, Set # 4 seems like it would be a better option to provide yuffie with some defense.


\\Cait Sith Rank Up Options//

Set #1: +10 STR/SPR, +5 LCK
Set #2: +10 STR/LCK, +5 VIT
Set #3: +10 MAG/SPR, +5 LCK
Set #4: +10 MAG/LCK, +5 STR

Either Set # 1 or Set # 2 depending on the answers to my questions.

\\Vincent Rank Up Options//

Set #1: +10 MAG/VIT, +5 STR
Set #2: +10 STR/VIT, +5 DEX
Set #3: +10 MAG/SPR, +5 LCK
Set #4: +10 STR/MAG, +5 SPR

Set # 2 seems like the only Viable option for Vincent (for my playing style)

\\Cid Rank Up Options//

Set #1: +10 STR/VIT, +5 LCK
Set #2: +10 STR/LCK, +5 SPR
Set #3: +10 MAG/LCK, +5 VIT
Set #4: +10 STR/SPR, +5 DEX

Set # 1 / # 2 or Set # 4 all seem viable for El Cid.


In the end it really boils down to how big of an impact Dexterity has on Turn Order/Dodge% and Luck on Critical Strikes... so please get back to me about this as soon as possible.. I await your answers before I continue playing. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-17 16:14:44
A question about what stats do .. I just reached fort condor and I plan on power leveling a bit to gain some ranks (yes I love to grind  to reduce challenge .. sorry but its just one of my strategies.) so I am curious about which ways I should build my characters...

Firstly, ever since I started playing action rpg games.. i  changed the way I play all RPGs.... when I am given a choice.> i usually try to stack power on everyone and turn them into either power tanks or glass cannons....

dexterity ---> affects hit % and dodge % ... does it affect the frequency that characters get turns?

Yes, I did nothing but buff Tifa's Dex and and strength and she was extremely fast. Her ATB bar filled much faster than everyone else's.

luck ---> how big of an effect does it have on critical strikes?

It has a great deal of an effect on crits, it also has an effect on hit rate kind of. The crit hit rate equations factor before the normal hit rate so if you are going to hit with a crit it's going to hit before their evasion is factored into it. (there's more to it I just know the basics) I think it also adds to your evasion as well.

I am just trying to figure out whether I should Stack certain characters with strength +dexterity or luck) (if the character has that option.)

A strength dexterity build works fantastically. I had it for Tifa and she absolutely demolished everything, but she was also quite squishy so I had to have a tank with Cover to protect her from attacks.


\\Aeris Rank Up Options//

Set #1: +10 MAG/SPR, +5 DEX
Set #2: +10 MAG/DEX, +5 LCK
Set #3: +10 MAG/VIT, +5 SPR
Set #4: +10 STR/VIT, +5 MAG

Set # 4  is the only Style that suits me.


From what I understand 4 works really well if you focus using her healing staves. The higher strength she has the more she will heal when she bonks a party member. The extra vit and magic will also make her be able to survive and still pull out some really damaging spells if need be. Course you can also just physically bonk people with her staves, that works too.

In the end it really boils down to how big of an impact Dexterity has on Turn Order/Dodge% and Luck on Critical Strikes... so please get back to me about this as soon as possible.. I await your answers before I continue playing. :)

Dex and luck are very noticeable in this. Especially the further on you get, and if you specify equipment that boost their already high stats. I planned on doing a Luck Dex build on Yuffie because she's already so fast and the extra dodge chance would compliment her passive quite well potentially making her into a Dodge Tank.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-17 22:11:16
Yes, I did nothing but buff Tifa's Dex and and strength and she was extremely fast. Her ATB bar filled much faster than everyone else's.

It has a great deal of an effect on crits, it also has an effect on hit rate kind of. The crit hit rate equations factor before the normal hit rate so if you are going to hit with a crit it's going to hit before their evasion is factored into it. (there's more to it I just know the basics) I think it also adds to your evasion as well.

A strength dexterity build works fantastically. I had it for Tifa and she absolutely demolished everything, but she was also quite squishy so I had to have a tank with Cover to protect her from attacks.

From what I understand 4 works really well if you focus using her healing staves. The higher strength she has the more she will heal when she bonks a party member. The extra vit and magic will also make her be able to survive and still pull out some really damaging spells if need be. Course you can also just physically bonk people with her staves, that works too.

Dex and luck are very noticeable in this. Especially the further on you get, and if you specify equipment that boost their already high stats. I planned on doing a Luck Dex build on Yuffie because she's already so fast and the extra dodge chance would compliment her passive quite well potentially making her into a Dodge Tank.


Choices!

Thank you for the clarificatiom.... I am glad they have a noticeable impact...  If only there was a way to respec later on (or reset the ranks and begin fresh, even if you had to  start from rank 0 and work your way back up.. it would be cool to try out different builds on the same file.

either way I am glad that i have so much more different build choices (it will make  things a lot more interesting.)

Up nunti this point... My characters felt so weak doing only 100 - 200 damage from the beginning of the game until now.

The impact of these stats and build choices kind of makes me feel like I'm playing an action rpg ( where you could go for attack speed / Crit Builds and/or have dodge tanks instead of defense tanks



EDIT: I just completed the first condor battle..

2 quickies.


1 materia shop is still selling basic materia (your read me says hes supposed to sell more advanced materia.)
2 do you have a shop list  i can compare to make sure my shops are correct?


it has made me nervous to think that other shops are not stocking revised inventories.... :S

also .. are the junon leagues available on your first arrival or do you have to come back at a later time to access them.. they say im too grean at the beginners hall so I am guessing its because I have to come back later on (buggy\tiny bronco?)

2 more questions about costa del sol... (firstly wow I love the new scenes here... (and the restored content had an  awesome punch line.)

so yeah can you buy the villa  if you already spoke to the guy and didnt have enough money? (he only says is this some kind of joke now with no  choice to allow me to buy it...) (and do the items in the villa basement change if you buy it before opening them?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-19 04:39:11
also .. are the junon leagues available on your first arrival or do you have to come back at a later time to access them.. they say im too grean at the beginners hall so I am guessing its because I have to come back later on (buggy\tiny bronco?)

2 more questions about costa del sol... (firstly wow I love the new scenes here... (and the restored content had an  awesome punch line.)

so yeah can you buy the villa  if you already spoke to the guy and didnt have enough money? (he only says is this some kind of joke now with no  choice to allow me to buy it...) (and do the items in the villa basement change if you buy it before opening them?
The Junon Leagues are available once you get the Bronco. The Villa becomes purchasable once you have enough Gil. The Villa items, last time that I checked at any rate (so this 'may' have been changed, but I'm doubtful about it having been changed), remain as they are throughout the game. That said, once you buy the Villa, there is a chance NPC's will show up to hand off new items and all that, but it's been a long while since last I thought of that, so I've kind of forgotten what exactly they handed off to you when they show up. :shrugs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-19 07:10:10
The Junon Leagues are available once you get the Bronco. The Villa becomes purchasable once you have enough Gil. The Villa items, last time that I checked at any rate (so this 'may' have been changed, but I'm doubtful about it having been changed), remain as they are throughout the game. That said, once you buy the Villa, there is a chance NPC's will show up to hand off new items and all that, but it's been a long while since last I thought of that, so I've kind of forgotten what exactly they handed off to you when they show up. :shrugs:

Thank you for answering!


By the way SegaChief , I just reached gongaga and have my first complaint.>

i do not like the boxers with their chain bomb attacks... morphing them seems impossible.

got any tips? :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-19 09:06:39
Thank you for answering!


By the way SegaChief , I just reached gongaga and have my first complaint.>

i do not like the boxers with their chain bomb attacks... morphing them seems impossible.

got any tips? :P
Start with "Sleep" + "Slow" (and/or + "Stop"). Either items or magic that have those effects work best against them from what I've found. Then use magic and items to take down its HP to around the point where you can safely Morph it and it won't have enough time to knock away the entire party.


Anyways, odd details time. I'm on disk two, just got the Highwind, Tifa is party leader. Went into the Junon Mines just because. Anyways, when I got to the 'unique' save point there, I clicked on it, and Cloud's name and "What is this anyways?" line showed up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-19 15:13:01
Start with "Sleep" + "Slow" (and/or + "Stop"). Either items or magic that have those effects work best against them from what I've found. Then use magic and items to take down its HP to around the point where you can safely Morph it and it won't have enough time to knock away the entire party.


Anyways, odd details time. I'm on disk two, just got the Highwind, Tifa is party leader. Went into the Junon Mines just because. Anyways, when I got to the 'unique' save point there, I clicked on it, and Cloud's name and "What is this anyways?" line showed up.

Ahhh , yes I should have realized.. status effects are going to start becoming part of the strategies in later fights.. cant just mindlessly attack everything anymore.. I will be sure to put my materia thinking cap on for the rest of the game... :) Thanks for lighting the bulb with the tip :)


So  I have made a couple of observations.


Strength <---- Best Offensive Stat for Physical Based Builds
Magic <--- Best Offensive Stat  for Magic Based Builds.
Vitality <----  Great For Physical Tanks (Not Sure how many enemies use magic later in the game but trying to find a balance between Vitality and Spirit Seems like a Safe Bet.)
Spirit <--- Great for Magical Tanks (Seems more useful late game when enemies use stronger magic more often. Balance Between Vitality for Best Results.)
Dexterity <---- While it makes your ATB bar fill up much quicker... What I have noticed is that well.... no matter what your characters almost always onlly get 1 turn before the enemy gets to go... so really not as useful as I thought. Someone feel free to prvoe me wrong but from what I have gathered, I have never seen a character stacked with dexterity go twice before the enemy goes once.)
Luck <--- While useful early game, I find it also somewhat useless because end-game weapons all have 100% Crit (Plus you can craft the masamune which has amazing damage + Auto Crit)

So it seems like dexterity/luck builds are not as cool as I once thought.... (I could definitely be wrong though but for my current playthrough I have decided to avoid building dexterity\luck.

The best way to build characters seems to be to focus on strength or magic no matter what...  and raising vitality\spirit when possible.) (thats not to say you cant raise dex and luck using equipment but I would not focus on them.. they are truly secondary stats... wheras Strength\Magic are Primary Offensive and Vitality\Spirit are Primary Defensive


EDIT : Also for most random battles the extra atb charge speed is not really needed (or you can use sprint shoes once you get them unless they are not in this mod.)
 and for boss battles you can just all + Time and cast haste on all your party members .. as haste pretty much caps the atb charging speed.. well close enough that i  think difference between a hasted character with 255 DEX will not be much faster than a hasted character with 100 Dex Or less.


EDIT 2 : However Dexterity may actually be useful for dodge% .. i completely forgot that it affects your dodge rate.. although it only affects physical dodge.. not magical dodge.  Still alot more useful than I thought.. since most attacks  are physical (though like i said, Possibly Towards the end of disc 1 and or disc 2.. enemies may start using magic alot more often in the mod. im not sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-19 15:50:08
Ahhh , yes I should have realized.. status effects are going to start becoming part of the strategies in later fights.. cant just mindlessly attack everything anymore.. I will be sure to put my materia thinking cap on for the rest of the game... :) Thanks for lighting the bulb with the tip :)


So  I have made a couple of observations.


Strength <---- Best Offensive Stat for Physical Based Builds
Magic <--- Best Offensive Stat  for Magic Based Builds.
Vitality <----  Great For Physical Tanks (Not Sure how many enemies use magic later in the game but trying to find a balance between Vitality and Spirit Seems like a Safe Bet.)
Spirit <--- Great for Magical Tanks (Seems more useful late game when enemies use stronger magic more often. Balance Between Vitality for Best Results.)
Dexterity <---- While it makes your ATB bar fill up much quicker... What I have noticed is that well.... no matter what your characters almost always onlly get 1 turn before the enemy gets to go... so really not as useful as I thought. Someone feel free to prvoe me wrong but from what I have gathered, I have never seen a character stacked with dexterity go twice before the enemy goes once.)
Luck <--- While useful early game, I find it also somewhat useless because end-game weapons all have 100% Crit (Plus you can craft the masamune which has amazing damage + Auto Crit)

So it seems like dexterity/luck builds are not as cool as I once thought.... (I could definitely be wrong though but for my current playthrough I have decided to avoid building dexterity\luck.

The best way to build characters seems to be to focus on strength or magic no matter what...  and raising vitality\spirit when possible.) (thats not to say you cant raise dex and luck using equipment but I would not focus on them.. they are truly secondary stats... wheras Strength\Magic are Primary Offensive and Vitality\Spirit are Primary Defensive


EDIT : Also for most random battles the extra atb charge speed is not really needed (or you can use sprint shoes once you get them unless they are not in this mod.)
 and for boss battles you can just all + Time and cast haste on all your party members .. as haste pretty much caps the atb charging speed.. well close enough that i  think difference between a hasted character with 255 DEX will not be much faster than a hasted character with 100 Dex Or less.

I've definitely had Tifa go twice before a lot of the bosses had one turn, in normal battles not so much though.

Not every ultimate weapon is 100% crit chance. They all give 50 to your attack (i think) and then their special features boost your strength a lot, but they don't give you 100% Crit. Masamune is the the only one that gives both 50 attack and 255 hit chance along with Auto Crits.

While Haste is super good at making your characters faster, it also makes your Barrier and Mbarrier drain faster. It also effects other status effects like slow-numb and death sentence. I think it also effects dual-drain which is why Mustard Bomb does Haste + Dual-Drain but I might be wrong. Haste is a double edged sword in this mod cause especially for late game bosses you NEED to have Wall up constantly or you WILL get destroyed. It got to the point where I would cast slow on my team sometimes just to make sure I'll survive when I get hit with certain attacks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ZaruenKosai on 2017-06-19 16:10:46
I've definitely had Tifa go twice before a lot of the bosses had one turn, in normal battles not so much though.

Not every ultimate weapon is 100% crit chance. They all give 50 to your attack (i think) and then their special features boost your strength a lot, but they don't give you 100% Crit. Masamune is the the only one that gives both 50 attack and 255 hit chance along with Auto Crits.

While Haste is super good at making your characters faster, it also makes your Barrier and Mbarrier drain faster. It also effects other status effects like slow-numb and death sentence. I think it also effects dual-drain which is why Mustard Bomb does Haste + Dual-Drain but I might be wrong. Haste is a double edged sword in this mod cause especially for late game bosses you NEED to have Wall up constantly or you WILL get destroyed. It got to the point where I would cast slow on my team sometimes just to make sure I'll survive when I get hit with certain attacks.

So thats why my Barrier\MBarriers were going down so fast... I was wondering why I had to keep reapplying them so fast on bosses.. Good to know. Good to know!

I just performed further  testing by placing tifa alone in the party (No cloud or other characters.)

Your right that there are often times where tifa will go twice  in between the enemys attacks ... but in larger groups of enemies (or smaller sized ones.. the bonus will become less noticeable.)

as for dodge% ... same thing... smaller monsters tend to hit pretty often even when she has 113% Defense Rating (talking physical attacks.)

but medium size and larger enemies will definitely miss ALOT ...


and yes your right about luck... the ultimate weapons do not have 100% Crit rate.. only masamune which is a super end game crafted weapon.

so yes luck is still useful.. though there are some items that can up luck by quite a bit (compared to vitality\spirit )..


Dex\Luck Definitely works much better than I initially thought..

Dexterity wont make you attack 5 times in between 1 enemy turn but it does speed your character up and combined with the dodge% it provides its definitely very useful if that is your playing style.


I think the conclusion i have come to... is you can build your whichever way .. and you dont have to worry about being hampered too much....


Crit Chance = Luck\4   <--- Is this correct?

255 Luck = 63% Crit Chance?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-19 19:20:52
I was fighting Protoroth a few days ago, and I saw something odd happen. He used one of his magic attacks that turned Aeris into a Frog, and when I went to cast a spell, I noticed that Pearl was the only spell that she could cast. I know that Frog is supposed to disable magic and limits, so it seems a little weird. Is this supposed to happen??

On another note, in regards to the mod you're starting on for FF8, did you know there's an unused enemy called "Dummy"? Do you think that enemy can somehow be restored for the mod as an optional superboss or something?? Just an idea I had.
It just clicked there. Someone reported this before but I had no idea what it was. When you're a Frog, I think you can still cast the spell Frog to change yourself back...but Pearl replaced this spell and that's why it's still usable. Must be an index thing.

I dunno if Dummy is functional or not. I'll be focusing on just getting the framework of the mod together, so probably no new enemies for the alpha build. There's no model editor (that I know of) and the enemies use textures which makes things awkward. I can't just bolt and shape parts together like I do in FF7 with Kimera.
...have you thought about having some fun with that? Like a "Princely Frog" type enemy showing up at some point and throwing around "Pearls" at the party while asking for a 'kiss'?  :P

...oh dear, now I can't help but imagine this hypothetical enemy as Corneo reincarnated while it 'hits' on everyone there. :-D :P

...oh gods, Don Corneo died in Wutai. "Fused" 'reincarnation' is also a 'thing' in-setting. The Materia Cave in Wutai? It has a "Royal Presence" once you grab the Materia there. The joke almost writes itself. :-D :P



EDIT; Anyways, I've spent the past few hours messing around with Vincent, and spent some time thinking about what I've observed for my own plays with him here. First, the fact that his limits take so little to 'hit' a full limit gauge, combined with the reduction in weapons with 255% hit rate (and the one standard weapon with that being so 'late-game'), means I dislike using Vincent here in comparison to the other characters I have on-hand.

His limit breaks are situational, generally best served for helping get rid of random battle mooks, but the lack of control, combined with how easy his limits fill, combined with how unworkable "Deathblow" is, combined with the "Vincent Mug Glitch", well, all of that makes me pull out and use any other character available.

The only saving grace is his high magic stat, but Aeris and Cait Sith make much better casters here due to the equipment and innate's they have to use, and the random HP heals Vincent gets do not help with that. Vincent's magic is very strong, but I tend to only pull out magic with bosses and problem mooks, as I usually have neither the Gil or items to justify mass-spell usage for most random battles (though anywhere it speeds things up or helps me deal with problem enemies? Oh yes do I use magic en mass in those contexts). The other FF7 games where Vincent appears in them are not very useful for determining what I could suggest his "Innate" could be changed to due to the game-engine and equipment setup making the things that appeared in the other games unworkable ('controllable transformations' and 'high accuracy' for those wondering, which is not really feasible here).

That presents problems with using Vincent. I can't rely on him as a standard long-range 'fighter' due to his limit gauge filling so fast. He has some use as a Caster, but the other characters available are usually better due to equipment or innates, and Vincent's Limit Breaks are situational.

I'm finding it frustrating to find a setup that works well here with Vincent.

Above all, I think 'slowing down' how fast his limit break fills would alleviate most of his problems here. That said, there is a small thought running in the back of my head, wondering how Vincent's playability would change if we were to use his limit break as part of his innate. Like, perhaps by having Vincent's Limit increase his defensive stats, as one example. Make his limit break the hardest to fill, and make him harder to kill (more defenses) the more it fills up (thematically tying the nature of the creatures bound to him with the power it gives him the closer he is to 'unleashing' them). It would turn the weaknesses of his limit breaks into something of a double-edged sword there, and allow him usefulness in either a strength based or magical role setup without his "Limits" hindering things as much as they are doing as they currently are.


SECOND EDIT; Ok, I'm at Rocket Town, right before the launch. My party consists of Cloud, Aerith, and Cid. The Punmaster is doing his routine, but Aerith's field model is not showing up. I doublechecked all the other characters, and their field models appear in the room when the punishment begins, but not Aerith's.

So had to say something incase no one had said anything about that before.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2017-06-20 15:57:26
Ahoy Segabro!
Been having this FF7-itch for a while, that I've been wanting to scratch, but I'm trying to hold out for 1.5, any ETA on that? :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-21 05:41:08
Ok, I can't get the Zeigfried encounter to work right. Every time he shows up, the game crashes after the battle end. It doesn't matter which forest I fight him in either, it's the same thing every time. It's proving so damned problematic I have decided to just turn the random ninja encounter off entirely using the Black Chocobo program. I know it's glitching as it tries to load the 'next area' after that encounter, but nothing I have done has prevented it from crashing, and the Zeigfried encounter shows up too often in certain areas. :(

EDIT; Also, the first time I encountered him in the Junon Forest, he killed himself with Odin before the game then glitched. Every battle elsewhere in the world ran the same 'battle script', but Zeigfried never had enough Mana to summon Odin, resulting in lots of ": (" messages, followed by me killing him and the game then crashing. So yeah, something funny and in need of tweaking is going on there with that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-21 14:32:41
I'll check out Ziegfried, but that scene should be functional. Maybe something's changed since then, or other mods are conflicting. I've taken a note of the other issues people have raised as well.

Ahoy Segabro!
Been having this FF7-itch for a while, that I've been wanting to scratch, but I'm trying to hold out for 1.5, any ETA on that? :>

I'm on the last 3 bosses; Synthesis, Bizz, and Safer. I've some time off until Saturday so I'll see about trying to finish it up, if possible, but there's some Arrange testing needing done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-21 15:05:59
I'll check out Ziegfried, but that scene should be functional. Maybe something's changed since then, or other mods are conflicting. I've taken a note of the other issues people have raised as well.
No other mods on my game here, just so you know. The only mod I 'want' to add is the 'always run' option, though I've held off despite the usefulness of it due to it apparently causing problems getting the wig during the squats minigame for the crossdressing scene.

And yeah, the 'first' time Ziggy showed up his battle script played like it should (Odin being summoned and all that), though I restarted the game once it crashed. After that point I avoided fighting him, but that 'lack of MP' thing happened near Rocket Town on disc 1 as well. So it's not just a "Disc 2" thing.

I'm going to turn the "Random Ninja Fight" check back on and test it in the 'still-remaining' Junon Forest to see what Ziggy does (am on disc 2 atm, with one of the Weapons about to attack Midgar). I'll report back after trying it a few times.

EDIT; Ok, I turned the ninja encounter check back on using the Black Chocobo program, and Ziggy does not have enough MP to do his tricks. Did it three times. All had the same response there with that.

Second EDIT; Also, you'll need to expand the "Billy" text box at the Chocobo Farm when choosing to "Ride Chocobos". As-is, the text is squished due to the text-box size.

Third EDIT; I think I have spotted an issue with Red's "4th" setup for increasing his stats. The text says "+5 to all stats except Luck". Well, I'm getting "10" Sources for every stat here. The reason I bring that up is all the other options offer 25 additional sources (55 total), while that option offers 30 (60 total).

Also, I had pretty much all of the characters stats SP/Rank Up's "Filled" long before I got the last Mega-materia. SP is being handed out too easily here there with that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: GeoFlare on 2017-06-22 03:43:49
No other mods on my game here, just so you know. The only mod I 'want' to add is the 'always run' option, though I've held off despite the usefulness of it due to it apparently causing problems getting the wig during the squats minigame for the crossdressing scene.

And yeah, the 'first' time Ziggy showed up his battle script played like it should (Odin being summoned and all that), though I restarted the game once it crashed. After that point I avoided fighting him, but that 'lack of MP' thing happened near Rocket Town on disc 1 as well. So it's not just a "Disc 2" thing.

I'm going to turn the "Random Ninja Fight" check back on and test it in the 'still-remaining' Junon Forest to see what Ziggy does (am on disc 2 atm, with one of the Weapons about to attack Midgar). I'll report back after trying it a few times.

EDIT; Ok, I turned the ninja encounter check back on using the Black Chocobo program, and Ziggy does not have enough MP to do his tricks. Did it three times. All had the same response there with that.

Second EDIT; Also, you'll need to expand the "Billy" text box at the Chocobo Farm when choosing to "Ride Chocobos". As-is, the text is squished due to the text-box size.

Third EDIT; I think I have spotted an issue with Red's "4th" setup for increasing his stats. The text says "+5 to all stats except Luck". Well, I'm getting "10" Sources for every stat here. The reason I bring that up is all the other options offer 25 additional sources (55 total), while that option offers 30 (60 total).

Also, I had pretty much all of the characters stats SP/Rank Up's "Filled" long before I got the last Mega-materia. SP is being handed out too easily here there with that.

I think you aren't taking into account the 5 sources you get for every stat per rank up. You get 5 for each stat before you purchase a specific set.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-22 03:48:03
I think you aren't taking into account the 5 sources you get for every stat per rank up. You get 5 for each stat before you purchase a specific set.
...did you actually read what you quoted? I already covered that. In case those numbers slipped you by though, I'll repeat myself.

Every "Base" Rank Up gives five sources for each stat. That's thirty total. The reason it's mentionable is all the characters get twenty-five additional sources on top of the base thirty (fifty-five total), but that option with Red is giving sixty sources total.

I'm halfway tempted to start up a new game and play for an hour or two in order to rank up to see if Cloud's similiar option is giving the same results.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Mithrain on 2017-06-22 06:22:30
I'm on the last 3 bosses; Synthesis, Bizz, and Safer. I've some time off until Saturday so I'll see about trying to finish it up, if possible, but there's some Arrange testing needing done.
Oh man, that's actually a lot closer than I expected; and arrange is making a comeback? My body is ready!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Bowser9 on 2017-06-22 07:52:00
Agreed, Mithrain. Hopes are high, and it'd be great to see some old faces back on here for New Threat's final form.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miacis on 2017-06-23 15:50:42
[Vincent]
I've never tried physical-damage Vincent, but he's pretty darn good as a pure support tank where his limits don't matter too much. With his default "build" (MAG/VIT + STR), you've got a Barret level tank that gets his damage from counters, and spends his actual turns healing non-trivial amounts, or flinging a fireball here and there. Against bosses with high damage output, it's not a bad choice. Of the main potential tanks (Barret, Cait Sith, Cid??) he's one of two with a long range weapon. Plus, while Barret is constantly choosing between tanking and attacking (Atk or Def stacks? Short or long range weapons? Sadness or Fury? +Vit weapons or high Atk ones?) Vincent tanks, supports, and always uses a gun to counter anyway... and fittingly, doesn't care about staying Sad forever.

Without completely reworking Vincent's limits, I just don't think there's much to make them worth using. The way I see it, it's his main character flaw that needs to be worked around by the player to use him. There's just too little reason to waste time putting him in the front row to launch random attacks (that may end up being magical anyways) when he could stay in the back taking pot-shots at the enemy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-23 21:03:43
I've never tried physical-damage Vincent, but he's pretty darn good as a pure support tank where his limits don't matter too much. With his default "build" (MAG/VIT + STR), you've got a Barret level tank that gets his damage from counters, and spends his actual turns healing non-trivial amounts, or flinging a fireball here and there. Against bosses with high damage output, it's not a bad choice. Of the main potential tanks (Barret, Cait Sith, Cid??) he's one of two with a long range weapon. Plus, while Barret is constantly choosing between tanking and attacking (Atk or Def stacks? Short or long range weapons? Sadness or Fury? +Vit weapons or high Atk ones?) Vincent tanks, supports, and always uses a gun to counter anyway... and fittingly, doesn't care about staying Sad forever.

Without completely reworking Vincent's limits, I just don't think there's much to make them worth using. The way I see it, it's his main character flaw that needs to be worked around by the player to use him. There's just too little reason to waste time putting him in the front row to launch random attacks (that may end up being magical anyways) when he could stay in the back taking pot-shots at the enemy.
Ok, I laughed at the "and fittingly, doesn't care about staying Sad forever" line. Thank you for that.

Still, I've found that Vincent is hitting his limit after two, maybe even three hits if the enemy is weak enough, even with Sad (Mideel, Ancient Forest, and the Northern Crater being the areas I'm focused on atm). That in turn makes his usability in a physical-damage based role pretty much entirely unworkable. And that makes it utterly useless to use any of his rank up options that don't support a setup like you suggested.

That is not a good thing with things left as-is. And it won't take much to 'fix' that either. Just slowing down how quickly his limit breaks fill fixes that issue with using Vincent in a physical-damage based role.

That's why I had to speak up and say something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-23 21:11:43
Ok, I laughed at the "and fittingly, doesn't care about staying Sad forever" line. Thank you for that.

Still, I've found that Vincent is hitting his limit after two, maybe even three hits if the enemy is weak enough, even with Sad (Mideel, Ancient Forest, and the Northern Crater being the areas I'm focused on atm). That in turn makes his usability in a physical-damage based role pretty much entirely unworkable. And that makes it utterly useless to use any of his rank up options that don't support a setup like you suggested.

That is not a good thing with things left as-is. And it won't take much to 'fix' that either. Just slowing down how quickly his limit breaks fill fixes that issue with using Vincent in a physical-damage based role.

That's why I had to speak up and say something.

You could easily remedy that by having Mug + Added Cut, or just mug really. Once I got 3 mugs I went through the rest of the game with each character having Mug to save my limits for important things.(Also Mug + Added Cut is super good for Healing Staff Aerith)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-23 21:37:02
You could easily remedy that by having Mug + Added Cut, or just mug really. Once I got 3 mugs I went through the rest of the game with each character having Mug to save my limits for important things.(Also Mug + Added Cut is super good for Healing Staff Aerith)
Vincent Mug Glitch (which I brought up earlier for why I normally do not use "Mug" with Vincent).

That said, I have not messed around with Added Cut to see if that would get around that particular canon glitch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-23 21:42:18
Vincent Mug Glitch (which I brought up earlier for why I normally do not use "Mug" with Vincent).

That said, I have not messed around with Added Cut to see if that would get around that particular canon glitch.

Ah I completely forgot about that. Well, could do Deathblow + Added Cut instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-23 22:41:12
Ah I completely forgot about that. Well, could do Deathblow + Added Cut instead.
Deathblow is mostly worthless on Vincent due to his low luck and weapon percentages. Canon had two weapons with a 255% hit rate for Vincent, but this mod only has one such weapon for Vincent with that hit rate (not counting the Masamune), and even then it's an end-game weapon, which again, majorly messes with Vincent's usability outside of one type of setup with things as they are. :shrugs:

And a person should not have to waste two materia slots in order to be able to physically hit generic enemies when they chose to use attacks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-23 22:53:29
Deathblow is mostly worthless on Vincent due to his low luck and weapon percentages. Canon had two weapons with a 255% hit rate for Vincent, but this mod only has one such weapon for Vincent with that hit rate (not counting the Masamune), and even then it's an end-game weapon, which again, majorly messes with Vincent's usability outside of one type of setup with things as they are. :shrugs:

And a person should not have to waste two materia slots in order to be able to physically hit generic enemies when they chose to use attacks.

Yeah, would have to bank on Mug + Added Cut to work properly so you'd get two attacks out of it. I mean, deathblow is kind of useless in general unless you have a super high percentage hit rate weapon, but the extra added cut makes it a little less useless. Though, it's definitely kind of pointless to put on Vincent. Well, sometimes you have to sacrifice stuff to make a character work the way you want. I personally would work toward a magic based Vincent though. Magic Counter would definitely get some work done. Or just make him a full cover counter tank, and have him forever defending. Put some defensive and healing spells on him (or just Enemy Skill) for emergencies and he'd be set.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-23 23:07:30
Yeah, would have to bank on Mug + Added Cut to work properly so you'd get two attacks out of it. I mean, deathblow is kind of useless in general unless you have a super high percentage hit rate weapon, but the extra added cut makes it a little less useless. Though, it's definitely kind of pointless to put on Vincent. Well, sometimes you have to sacrifice stuff to make a character work the way you want. I personally would work toward a magic based Vincent though. Magic Counter would definitely get some work done. Or just make him a full cover counter tank, and have him forever defending. Put some defensive and healing spells on him (or just Enemy Skill) for emergencies and he'd be set.
Indeed, but like I said, as a caster there are usually better options available due to those character's innates or equipment, and as a physical fighter Vincent is all but worthless at the moment due to how insanely quickly his Limit Breaks fill. In addition to that, most of Vincent's weapons are also specced towards towards their use in physical attacks. Hence why I had to speak up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Miacis on 2017-06-24 12:35:21
Hopefully this isn't running it too much into the ground, but I think the problem is less Vincent's balance, and more what is you seem to expect of him.

If you look at Vincent's stat spread, he's not really geared towards using his turns on using the fight command. Dex is essentially absent from his SP ranks, and most of his guns boost either his magic or inflict status effect, so the only attacks he's gonna be getting consistently is through counters. Sure you can gear him up to do more physical damage, but to me it's like Magic Barret:you don't just use him as a magic DPS, you also use his natural abilities towards tanking (magic counters) or physical damage (mixed phys/mag offense). Similarly, if you want pure physical DPS (or pure magical DPS) Vincent, yes, there are probably better choices, but what matters is he can be somewhat polyvalent in that role. There aren't any other characters who can tank physical, heal a lot and fling spells/Osmose (not Barret), and still get decent physical counters off from the back row (not Cait Sith). It's not ideal super awesome OP, but in situations where defense and support is key (Curator says hi), it's definitely worth it.

If Vincent's limits are made slower, to me all it's going to do is improve his already-mediocre Fight potential, at the cost of making the limits essentially worthless. As it stands, they can still serve a bit of a end-of-fight last push when you're certain you can end this safely. Having them charge quickly means they're always on hand, but if that's gone, well... I guess a hypothetical limit defense boost would allow him to duel more easily, but having an innate that won't have much use outside of the Battle Arena seems kinda eh to me.

Plus, isn't the Vincent Mug glitch purely graphical? It really shouldn't prevent you from using a build you want to use, unless the lack of damage numbers on the following attack is that debilitating.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-25 18:54:25
Sorry I've not been as responsive the last few days.

About Vincent's attacks, they do get locked down when his Limit gauge fills and Deathblow is a bit haphazard as a replacement. Added Cut was swapped with DB for the new build but this still requires that an initial command be used to get a physical attack out of him.

I could revisit a plan I had in an older build to set different rates at which the Limit gauge would build for Vincent but this involves working around a limitation in how many Limits can be learned by any one character. The idea would be to have a Limit level that 'never charges', leaving his attack command free for use. This means shuffling around Limits though and would likely mean having Chaos be learned naturally rather than through an item.

The Vincent Mug glitch only occurs with a specific weapon-type equipped. There's actually several separate models for Barret and Vincent in the game files to handle the different weapon types, and the one Vincent uses for certain rifles doesn't end correctly when reading the Mug animation, causing the next animation to 'skip'. It can be fixed, so I might look into that although it can be handy for skipping a certain Summon animation :3

There's also an enemy attack that does this skip, which I think is used by Screamers on Mt. Nibel (their war-cry attack).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Renyth on 2017-06-26 06:49:57
Hey there Sega, been a long fan of this mod so wanted to come on and root for ya.

Did think of something for this Vincent thing though if it's possible. Would it be possible to create a Materia that just gives the attack command as if it was a command materia like the others? Vincent does kind of have Protomateria built into him as lore which could sort of fit. It would seem a little silly perhaps since it's a guaranteed used slot on him and only effective if he's saving Limits for something. Just a thought though I'm curious if that sort of Materia could work. Thinking on it it'd be nice on multiple characters if you wanted to save limits and MP for certain fights.

Keep up the good work man, hands down the most refreshing thing I've played and it's really hard to go back to old 7 now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-26 12:40:22
Sorry I've not been as responsive the last few days.

About Vincent's attacks, they do get locked down when his Limit gauge fills and Deathblow is a bit haphazard as a replacement. Added Cut was swapped with DB for the new build but this still requires that an initial command be used to get a physical attack out of him.

I could revisit a plan I had in an older build to set different rates at which the Limit gauge would build for Vincent but this involves working around a limitation in how many Limits can be learned by any one character. The idea would be to have a Limit level that 'never charges', leaving his attack command free for use. This means shuffling around Limits though and would likely mean having Chaos be learned naturally rather than through an item.

The Vincent Mug glitch only occurs with a specific weapon-type equipped. There's actually several separate models for Barret and Vincent in the game files to handle the different weapon types, and the one Vincent uses for certain rifles doesn't end correctly when reading the Mug animation, causing the next animation to 'skip'. It can be fixed, so I might look into that although it can be handy for skipping a certain Summon animation :3

There's also an enemy attack that does this skip, which I think is used by Screamers on Mt. Nibel (their war-cry attack).
Interesting, and informative!

The "Set #2" Rank up for Vincent highly benefits physical damage builds, but hmm. I guess I have two questions then, both tied into eachother.

If you were to mess with the the level gauge like that (and in doing so make the 4th limit break a naturally learnable one), would the "Chaos" item that gives the limit break still work? And if so, the second question is can you alter the number of enemies needed for learning the fourth limit? Because it seems that if both of the answers to these questions are 'yes', you could set up "Chaos" to be learnt either after having Vincent kill the max number of creatures the kill count goes to, or just using the item like 'normal'.

That in turn would mean that even though it becomes 'technically feasible' for a player to 'naturally learn' Chaos, in reality the kill count needed being so extremely high makes it all but impossible. :shrugs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-06-26 12:51:06
Hey there Sega, been a long fan of this mod so wanted to come on and root for ya.

Did think of something for this Vincent thing though if it's possible. Would it be possible to create a Materia that just gives the attack command as if it was a command materia like the others? Vincent does kind of have Protomateria built into him as lore which could sort of fit. It would seem a little silly perhaps since it's a guaranteed used slot on him and only effective if he's saving Limits for something. Just a thought though I'm curious if that sort of Materia could work. Thinking on it it'd be nice on multiple characters if you wanted to save limits and MP for certain fights.

Keep up the good work man, hands down the most refreshing thing I've played and it's really hard to go back to old 7 now.

I dunno if it is; Attack occupies a certain slot on the menu and Limit overrides it.
Interesting, and informative!

The "Set #2" Rank up for Vincent highly benefits physical damage builds, but hmm. I guess I have two questions then, both tied into eachother.

If you were to mess with the the level gauge like that (and in doing so make the 4th limit break a naturally learnable one), would the "Chaos" item that gives the limit break still work? And if so, the second question is can you alter the number of enemies needed for learning the fourth limit? Because it seems that if both of the answers to these questions are 'yes', you could set up "Chaos" to be learnt either after having Vincent kill the max number of creatures the kill count goes to, or just using the item like 'normal'.

That in turn would mean that even though it becomes 'technically feasible' for a player to 'naturally learn' Chaos, in reality the kill count needed being so extremely high makes it all but impossible. :shrugs:

The game has no kill check for Limit Level 4, but if I went this route I'd be putting Chaos onto the lower Limit levels where it could be learned just like any other limit and remove the Chaos item. It'd likely look like this:

Limit Level 1: Galian Beast & Gigas
Limit Level 2: Hellmasker & Chaos
Limit Level 3: Dummy Command (with name '[No Limit]'; if filled by an effect like Fury Brand and used, the gauge depletes and no action is taken)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-26 13:53:18
The game has no kill check for Limit Level 4, but if I went this route I'd be putting Chaos onto the lower Limit levels where it could be learned just like any other limit and remove the Chaos item. It'd likely look like this:

Limit Level 1: Galian Beast & Gigas
Limit Level 2: Hellmasker & Chaos
Limit Level 3: Dummy Command (with name '[No Limit]'; if filled by an effect like Fury Brand and used, the gauge depletes and no action is taken)
Ahh, I see now. Hmm. A bit different than what I was initially thinking. Still, that does clear up some confusion. I wonder, could you tie the '[No Limit]' to each limit instead? Like this maybe?

Limit Level 1: Galian Beast
-Limit Level 1a: [No Limit]
Limit Level 2: Gigas
-Limit Level 2a: [No Limit]
Limit Level 3: Hellmasker
-Limit Level 3a: [No Limit]
Limit Level 4: Chaos

Would that sort of setup be feasible?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RecklessPrudence on 2017-06-26 17:02:17
Ahh, I see now. Hmm. A bit different than what I was initially thinking. Still, that does clear up some confusion. I wonder, could you tie the '[No Limit]' to each limit instead? Like this maybe?

Limit Level 1: Galian Beast
-Limit Level 1a: [No Limit]
Limit Level 2: Gigas
-Limit Level 2a: [No Limit]
Limit Level 3: Hellmasker
-Limit Level 3a: [No Limit]
Limit Level 4: Chaos

Would that sort of setup be feasible?
I think the problem with that is that the Attack command would still get replaced with Limit, since the non-[No Limit] option is still available. And if [No Limit] was basically just an attack command that reset your Limit gauge, it's conceivable that setting Vincent to Limit Tier 1, using him as normal until the Limit gauge fills, then using that faster-than-Hasted ATB fill after a character reaches their Limit to get an extra turn in, and then resetting his gauge and going as normal until it fills again, getting the fast one-two Vincent turn, then resetting... Especially if the reason to give Vincent a [No Limit] is to allow building him for his attacks, so Vincent repeatedly gets 'free' ATB fills and attacks anyway with them...

Setting [No Limit] as a seperate tier would potentially allow for Vincent's gauge to never fill, and if it doesn't, setting it as Tier 3 would allow for the most time between the free ATB fills without locking it behind a Tier 4 item.

Just a thought, it's after 3am local, so I might not be thinking as clearly as I think I am, so it may make no sense.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-26 17:23:32
I think the problem with that is that the Attack command would still get replaced with Limit, since the non-[No Limit] option is still available. And if [No Limit] was basically just an attack command that reset your Limit gauge, it's conceivable that setting Vincent to Limit Tier 1, using him as normal until the Limit gauge fills, then using that faster-than-Hasted ATB fill after a character reaches their Limit to get an extra turn in, and then resetting his gauge and going as normal until it fills again, getting the fast one-two Vincent turn, then resetting... Especially if the reason to give Vincent a [No Limit] is to allow building him for his attacks, so Vincent repeatedly gets 'free' ATB fills and attacks anyway with them...

Setting [No Limit] as a seperate tier would potentially allow for Vincent's gauge to never fill, and if it doesn't, setting it as Tier 3 would allow for the most time between the free ATB fills without locking it behind a Tier 4 item.

Just a thought, it's after 3am local, so I might not be thinking as clearly as I think I am, so it may make no sense.
Interesting, and I'm glad you pointed that out.

I was thinking of the [No Limit] option doing something 'normal' like a regular attack or defense option for that turn, so the implications for how to abuse it like that had slipped me by. In those contexts, having it just normally "Attack" would have to be nixed. Out of curiousity, what do you think about having it 'defend' and automatically making him 'Sad'? Would that be abusable in your opinion?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: RecklessPrudence on 2017-06-26 19:11:01
Heh. Now's when I admit I haven't actually played your mod yet, just been eyeing it off - I haven't played FFVII since I had it on PS1, and I'm on my first playthrough since then now, with just graphical upgrades and minor tweaks. Considering whether to finish that, or wait for New Threat 1.5 and play that. So I can't really speak too much to balance.

Putting it as a Tier 3 isn't that abusable, I don't think - way less than allowing it as an option at Tier 1, simply because of how much more it takes to fill a Tier 3 guage. I don't know much about how far you can get into VII's workings, but could you up how much Vincent's Level 3 gauge needs to fill, without upping anyone else's? Or were they smart, and linked them all to the one variable? It's probably not possible to have Vincent not empty his guage...

Idea! Is it possible to make a new form for Vincent, one that doesn't steal control from the player? If that's possible, would it be at all possible to have said new form 'set' at the start of each battle, as a duplicate of the current Vincent build? So since he's in a 'Beast form', Vincent's Beast forms dont' have Limit bars, right? Or is losing control built in to how Vincent's Limits work, too?

Hm. If that doesn't work, and assuming you can't replace the Chaos item with an item that teaches a Tier 4 [No Limit], without requiring Vincent to know all his limits prior to that, and put it in the player's inventory when they get him out of the coffin... maybe bumping every limit but the existing Tier 1 down a notch, so Chaos is the Tier 3, and putting the [No Limit]-teaching item as the Tier 4 unlock, representing him mastering himself or something? Leaves the player still able to get a little extra speed out of him, but it's a Tier 4 gauge fill, not a Tier 1.

Hm. Again. Setting your Tier resets your gauge to zero, even if you set it to the same tier. Could you hang a hook so that when Vincent's gauge reaches just short of filling on the [No Limit] tier, whether that be 3 or 4, it uses the normal set-tier functionality the game already has, so Vincent never reaches his Limit? And dress it up in some lore about him mastering the Beast inside, but in doing so having to give up his Limit, as the necessary control, hard-won through meditation and stuff, precludes him from building up the [whatever] that allows for Limits?

Sorry. Llike I said, I'm not sure of how much you can do with VII's internals, so none of my ideas may work. I'm... cautiously optimistic? the last one might, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ManInBlack on 2017-06-28 06:36:01
Hey there, I've been interested in playing this mod and triply interested after watching dozens of hours of 4-8Productions on Youtube playing it. I'm getting started now and the reason I'm posting is because I thought I saw a mention somewhere that there was a list of what mods are compatible with New Threat; I don't want to install a graphical update that conflicts with the custom sprites in this mod or something of that nature. I looked through the readme and I couldn't find anything like that, so I figured it was best to ask on here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-28 08:07:22
Hey there, I've been interested in playing this mod and triply interested after watching dozens of hours of 4-8Productions on Youtube playing it. I'm getting started now and the reason I'm posting is because I thought I saw a mention somewhere that there was a list of what mods are compatible with New Threat; I don't want to install a graphical update that conflicts with the custom sprites in this mod or something of that nature. I looked through the readme and I couldn't find anything like that, so I figured it was best to ask on here.

I posted this earlier, but I'll post it again:

If you are using 7th Heaven v1.54's Gameplay - Difficulty and Story New Threat selection (which is the current one as of today)
Spoiler: show
Here's the list of mods that I use while playing: (and the order they should be in on 7th Heaven)

Team Avalanche Fields
Battle Models - Weapons
Field Models - Objects
Animations
Battle Textures
Field Textures - satsuki
Gameplay - Difficulty and Story |The current version of this mod doesn't seem to have the latest New Threat as while playing through I noticed it didn't have the ability to reset Tifa's Lvl 4 Limit Break
                                                  Quest like the latest Iro for New Threat. I think you'd put the New Threat Iro here as well, but it also prevents other mods from working so I might be wrong. Either
                                                  deal with the older New Threat, figure out where the New Threat Iro goes, or wait till it updates. Though EQ2Alyza would know better than me since I've had to get
                                                  help over 7th heaven not working cause of super simple problems and my own ineptitude.
Gameplay - Tweaks and Cheats
Media - Movies
Media - Music and Sound
Menu - Avatars and Backdrops
Minigames Collection
Spell Textures
The Reunion - Beacause and Menu Overhaul (don't use Beacaus, I don't think it's compatible and will over write some stuff)
World Models - Characters
World Models - Enemies
World Models - Vehicles
World Textures

If any of the other info is wrong lemme know and I'll fix it, but this is what I play with, and I think thats all the mods on the Catalog that are compatible. There might be a few I missed, but I'm pretty sure these are all of them. Stuff like Field Textures are interchangeable while others like Dynamic Cloud Weapons won't work cause Cloud has a custom model from New Threat and that interferes with the needed model in Dynamic Cloud WeaponsI actually remember why I don't use the mods that change character field models. It's because the custom models that are default in the mod don't get changed by stuff like PRP so they still have the Chibi look. Running around and seeing polygonal chibi's while you look like a semi normal person really pulls you out of the immersion.
(https://cdn.discordapp.com/attachments/309140821511503872/316785762391818240/unknown.png)
It just looks wrong.
 Course I haven't tested this out in a while. So I might be wrong, but this list of mods is a good starting point me thinks. Again, if any of this is wrong and I'm completely ruining everything lemme know and I'll fix it.


If you downloaded the latest IRO (which is FF7 NT Iro 14th April 2017 as of today)
Spoiler: show
If you want to use the latest version of New Threat, then you'll have to download the IRO for it. I have a list of mods that go with it with minimal problems. The only problem I've had so far is some graphical errors with Clouds face and Tifa's arm cause of the Minigames Collection. I like to refur to them as Quasicloudo and Half Rayperson Tifa:

Miscellaneous - Team Avalanche Fields
Battle Models - Weapons
Battle Textures
Field Models - Objects
Animations
Field Textures - (your choice)
Gameplay - Tweaks and Cheats
Media - Movies
Media - Music and Sound
Menu - Avatars and Backdrops
Minigames Collection (Causes graphical problems with Cloud and Tifa)
Spell Textures
World Models - Vehicles
World Textures
FF7 NT IRO 25th February 2017

Once 7th Heaven updates to 1.5 however, this'll be outdated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ManInBlack on 2017-06-28 21:53:12
I think I saw that, but since it wasn't from Sega Chief I think I took it as a "maybe, but may also break later". I've gone ahead and done that same list though, so thank you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-28 22:29:19
Nah it won't break. The most that'll happen are the graphical errors I mentioned if your are using the IRO. Other than that everything works fine :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ice30 on 2017-06-29 12:59:16
Hey Sega just finished the complete play through (all sidequests and story) and gotta say I loved every minute it was really enjoyable and addicting.

Loves:
- Loved the new roll out of materia and weapons, things seemed to come at a good time with good ramp up
- Loved the side quests (please do not remove the dark cave!)
- Loved the new materia so much!!
- Loved  the fact that there is only one master materia of each type, even though I have never played this way it made for an excellent challenge (mime was very useful)
- Loved the weapon crafting!!
- Loved the rank up system!

Hates:
- Would have liked to be able to scan more enemies
- Sometimes characters talk when they are not present during certain cut scenes
- Some enemies were too easy (ruby was too easy, emerald was spot on, ultima was too easy perhaps the final battle should give more hp and more interesting moves,all final boss fights in the final descent were far too easy, a few others on request)
- Sorry I didn't like the low HP limit... I felt like once I hit that limit I was not growing as much and I didnt get the same sense I always had at the end of the game of being almighty. If anything I would have preferred to be more than 9999 but have attacks inflict more damage, even if it linearly scales with hp. It gives more immersion and more of a satisfying feeling

Bugs
- I have already mentioned a few (which is fine I still fully appreciate the work that went into this!)
- When I did the final descent (after completing the dark cave which I think has something to do with it) I always got the cutscenes from disc 1 (in order) while I was able to control cloud. For example at the first screen where you jump from island to island I had the lookout to the shinra hq and zoom in to sector 1, while cloud was overlaid on the cutscene and I was able to move around.

What an awesome mod! I really enjoyed myself playing it! I really can't wait until the harder difficulty is out so i can play it again! Thanks so much for your work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Topken on 2017-06-29 17:44:57
Yeah I am personally waiting to see if New threat and Reunion get a compatibility patch with each other or not. Before I dig back into the game heavily.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: elScream on 2017-06-29 20:49:54
Hello,

First, congratulations for your job. So cool to replay ff7 after all this years and discover a "new" game :)))

I have a question concern the dark cave. In your text file, you say that we have to talk to Dio in his museum and then go to the Sleeping Forest. I'm on CD3 and i don't see Dio. Maybe i've talk to him at the re-opening Gold Saucer (i don't remember), but when i go the the Sleeping Forest, there is nobody.
Did i miss the good moment to talk to him and "activate" the Dark Cave sidequest or it's normall and i have to wait ? What can I do to have acces to this sidequest ?

(sorry for my poor english).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-06-29 22:05:53
Hello,

First, congratulations for your job. So cool to replay ff7 after all this years and discover a "new" game :)))

I have a question concern the dark cave. In your text file, you say that we have to talk to Dio in his museum and then go to the Sleeping Forest. I'm on CD3 and i don't see Dio. Maybe i've talk to him at the re-opening Gold Saucer (i don't remember), but when i go the the Sleeping Forest, there is nobody.
Did i miss the good moment to talk to him and "activate" the Dark Cave sidequest or it's normall and i have to wait ? What can I do to have acces to this sidequest ?

(sorry for my poor english).

First, The Dark Cave aspects only become 'open' once you've reached the bottom of the Northern Crater (the point where you can turn back, but any further down and its' the end boss battles). Enough people have asked that it probably does need better explained in the ReadMe's. :shrugs:




Anyways, regarding the discussion that was going on regarding Vincent, the more I think on Vincent and how to fix the problems there with that, the more I suspect that it might be best to mess with his inate at the moment.

Originally my line of thought went that if it took essentially twice as much damage to get a limit break, the main issues would be dealt with. Vincent still has easy access to his limit break even if it takes twice as much damage to reach it, you get a chance to be able to attack if you built Vincent that way, and things are fine.

Unfortunately that doesn't seem able to be something that can be done from what has been said.

The option to insert a new option in the Limit Break however brings with it the possibility of coding problems and game glitches, and I am wary of that as I know something will screw up somewhere. :sighs:

So, I'm thinking we should mess with the character inate. Currently Sega Chief switched Cait Sith's and Vincent's earlier inates, which means that Vincent randomly heals HP based on his MP at this point. That doesn't really fit the character though, and it does not help with the fact that Vincent's Limit Break will essentially fill if someone nearby sneezes, let alone attacks and damages him. So, why not tie the inate to the Limit Gauge? Like, if Vincent's Limit Gauge is full, then Vincent's defenses (magical and physical) will increase up to 50 points max over the next five rounds. I.E. it doesn't 'have' to be exactly that, but something along those lines.

It would benefit both physical and magical builds by turning his limit break from a potential liability into a potential benefit. Especially since it seems we can't just mess with a few variables so that Vincent's Limit Gauge fills slower.

However, I see issues with this suggestion. Vincent's transformations have to be tested to ensure no coding problems with the inate, it might be problematic to code, and it probably would require fixing the 'Vincent Mug' issue along with that as well.

Even then, it really isn't 'what' I want, but it should address most of the problems with a physical build for Vincent. What I would like to do is code different variations of that sort of 'inate' depending on the Limit Vincent is using, but I already know that's likely asking too much there. :shrugs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-06-29 22:31:53
- Would have liked to be able to scan more enemies
Unfortunately that's not something he put in normally. Scan can only scan up to a certain amount of HP, any more and they will be unscanable. The bosses have a TON of HP so they are generally unscanable. Weaknesses have been made easier to figure out though.

Bugs
- I have already mentioned a few (which is fine I still fully appreciate the work that went into this!)
- When I did the final descent (after completing the dark cave which I think has something to do with it) I always got the cutscenes from disc 1 (in order) while I was able to control cloud. For example at the first screen where you jump from island to island I had the lookout to the shinra hq and zoom in to sector 1, while cloud was overlaid on the cutscene and I was able to move around.
Yeah that's because after doing the Dark Cave you are set to disc 1. I'm not sure what I did to set it back to disk 3, but you can do something to put it back and you'll get the normal cutscenes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: elScream on 2017-06-30 05:32:36
First, The Dark Cave aspects only become 'open' once you've reached the bottom of the Northern Crater (the point where you can turn back, but any further down and its' the end boss battles). Enough people have asked that it probably does need better explained in the ReadMe's. :shrugs:

Ok, I know what I have to do.
Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: littlemac on 2017-07-01 05:30:57
Hi Sega Chief! I just started playing NT tonight and am loving it. I'm only up to right before Air Buster, so maybe I just haven't had enough experience with the mod yet. Anyway, some comments:

- There's been some mentions of a "fast mode" and I would love that. The difficulty is sometimes manageable, but it gets tedious when it takes two entire rounds of physical attacks just to kill one enemy. Perhaps certain materia combinations will alleviate this later in the game, but I don't want to be shoehorned into HAVING to use slots on specific materia just to be viable. I guess to me a random encounter should probably be less than a minute and a boss battle more like 5-8, except for major ones. I hope I don't soound like I'm whining, though. :/

- I love a lot of the stuff I've seen. I hate that I spoiled myself on the rank up system and I can't wait to unlock it. We fought a Shinra chocobo and died laughing.

No other comments. This is great stuff! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2017-07-01 05:49:15
Quote
Hates:
- Would have liked to be able to scan more enemies

This is not possible because of engine limitations. Increasing it would be a hassle.  HP max scan is 65535 when extended. The only solution is for Sega Chief to minimize all HP and attacks by 10x power and so on.

Quote
- Sorry I didn't like the low HP limit... I felt like once I hit that limit I was not growing as much and I didnt get the same sense I always had at the end of the game of being almighty. If anything I would have preferred to be more than 9999 but have attacks inflict more damage, even if it linearly scales with hp. It gives more immersion and more of a satisfying feeling

HP is a number. It's not good game design to just dump HP on enemies.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: littlemac on 2017-07-01 17:31:24
Do you have any tips for any people new to the mod? I feel very underpowered.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-07-01 18:51:47
Hi Sega Chief! I just started playing NT tonight and am loving it. I'm only up to right before Air Buster, so maybe I just haven't had enough experience with the mod yet. Anyway, some comments:

- There's been some mentions of a "fast mode" and I would love that. The difficulty is sometimes manageable, but it gets tedious when it takes two entire rounds of physical attacks just to kill one enemy. Perhaps certain materia combinations will alleviate this later in the game, but I don't want to be shoehorned into HAVING to use slots on specific materia just to be viable. I guess to me a random encounter should probably be less than a minute and a boss battle more like 5-8, except for major ones. I hope I don't soound like I'm whining, though. :/

- I love a lot of the stuff I've seen. I hate that I spoiled myself on the rank up system and I can't wait to unlock it. We fought a Shinra chocobo and died laughing.

No other comments. This is great stuff! :)

You will have the option of turning Random Encounters on and off in most places later on (save for the World Map and a few areas). Just so you know. :shrugs:


Do you have any tips for any people new to the mod? I feel very underpowered.
One, stats and equipment actually have more impact and use here, even some of the starting equipment. So don't ignore things like "Iron Bangles" (it is one of the best defensive items for a good chunk of the early game).

Assuming you patched things right and you are using a more up-to-date version of the game that patched canon glitches and problems (if not, there are a few threads here on this forum that can show you how to fix the MDef problem and whatnot), focus attention on things like Iron Bangles and items like "Dirty bombs" early-game until you get the Morph and Steal materias.

Once you have Steal and Morph, make sure to save and experiment to see what enemies give you. With Steal, enemies have a Common, Uncommon, and Rare steal. So if you're not using the text documents showing what enemies give you, make sure to mess around a little bit with some of the harder critters and boss battles, as you can get some useful loot that way.

Another thing is status effects have much more impact and use here. So anytime you start encountering problem enemies, start throwing out status magic and items to see what works (some of the bosses and optional bosses you should also throw things like "Vaccines" and "Resist" spells on to prevent them from killing your party or you losing the fight or game).

Once you get to the Mythril Mines, you can access the merchant who will sell you "Sources" to improve your stats. So it might help to have a general idea what you want your characters to be doing there as you improve things (and yes, Luck actually matters here, especially on some of the characters like Yuffie and Cait Sith and Cid).

After that, just keep an eye on things, and be open to changing up characters and strategies based on what you're facing. ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: slothica on 2017-07-01 20:25:45
Just started an account so I could lend some feedback. Also, I need help.

Firstly, let me just say that I've had a blast so far. The new dialogue has made me laugh on numerous occasions and the added difficulty has been great so far. The SP system is interesting, and the new bosses are fun.

Now that that's out of the way;

Bug: I think there's an issue in North Cave on disc three when the party splits into two groups -- particularly with Aerith. When I first got to that section, I sent everyone else in different directions, but I had Cloud, Aerith and Vincent (my main party) go left and then down. Now, I ended up leaving the cave and coming back because f*** that boss, and did the exact same route as before, only this time when it asked me who I wanted to add to the party, Aerith wasn't available. Not only that, but when I went left again and got to the second split, she wasn't standing there, and when the others went in the specified direction, the scene pretty much froze with Cloud, Yuffie and Vincent pretty much just standing there doing nothing. I had to reset and send both myself and Aerith down the right path in order to proceed.

Help:And this is where me needing help comes in. Honestly if I'd have known what boss was waiting for me down the right path, I might not have saved right before it, because it's impossible to backtrack from there. I can get past the initial wave of status effects from Abyss, but after a while it uses a move called Neurotxic Breath, which doesn't seem to do any damage or status effects, but seems to inflict "game over"  regardless. I've tried everything I can think of to get past it -- resist, shield, peerless, nothing seems to work.

Vincent and Aerith are my strongest magic users, but they still can't seem to do enough damage to kill it before it uses it. And Cloud's physical attacks are just laughably bad even when fully invested at this point, so there's just no point in physically attacking it. If there's a simple solution to beating this thing then I need it, because I'm stuck there until I can beat the boss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-07-01 20:36:40
Just started an account so I could lend some feedback. Also, I need help.

Firstly, let me just say that I've had a blast so far. The new dialogue has made me laugh on numerous occasions and the added difficulty has been great so far. The SP system is interesting, and the new bosses are fun.

Now that that's out of the way;

Bug: I think there's an issue in North Cave on disc three when the party splits into two groups -- particularly with Aerith. When I first got to that section, I sent everyone else in different directions, but I had Cloud, Aerith and Vincent (my main party) go left and then down. Now, I ended up leaving the cave and coming back because f*** that boss, and did the exact same route as before, only this time when it asked me who I wanted to add to the party, Aerith wasn't available. Not only that, but when I went left again and got to the second split, she wasn't standing there, and when the others went in the specified direction, the scene pretty much froze with Cloud, Yuffie and Vincent pretty much just standing there doing nothing. I had to reset and send both myself and Aerith down the right path in order to proceed.

Help:And this is where me needing help comes in. Honestly if I'd have known what boss was waiting for me down the right path, I might not have saved right before it, because it's impossible to backtrack from there. I can get past the initial wave of status effects from Abyss, but after a while it uses a move called Neurotxic Breath, which doesn't seem to do any damage or status effects, but seems to inflict "game over"  regardless. I've tried everything I can think of to get past it -- resist, shield, peerless, nothing seems to work.

Vincent and Aerith are my strongest magic users, but they still can't seem to do enough damage to kill it before it uses it. And Cloud's physical attacks are just laughably bad even when fully invested at this point, so there's just no point in physically attacking it. If there's a simple solution to beating this thing then I need it, because I'm stuck there until I can beat the boss.
You need to use something that inflicts "Silence" in order to make him 'unsilence' himself (and lose the buildup to that particular attack).

Amusingly enough "Bad Breath" works well there for that from what I've heard.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: slothica on 2017-07-01 20:42:36
I'll try that, thanks.

Honestly it was a little demoralizing at first after thinking up this convoluted strategy only to have to insta-kill me halfway through, but now I'm hell-bent on making that thing dead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-07-01 21:32:05
I'll try that, thanks.

Honestly it was a little demoralizing at first after thinking up this convoluted strategy only to have to insta-kill me halfway through, but now I'm hell-bent on making that thing dead.

Be prepared to make many many more convoluted strategy's just to have them fail farther than your could believe. It gets rediculous, BUT once you do get that strat down that beats him it's SO gratifying.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: slothica on 2017-07-02 03:23:27
Yeah I got past Abyss using the silence trick, after about fifteen or so more tries. And I already see what you're saying as far as other bosses go. The difficulty spike went from 10 to 10,000 in the blink of an eye.

Quite frankly, more than a few of them are next to impossible -- the materia cave monsters for instance. A few of the level 4 limit quest monsters are nightmarishly difficult as well. The only ones I've managed to do so far are Berret's, Aerith's, Vincent's & Rex XIII. I gave up on Cloud's after I exhausted every materia and equipment setup that I could think of. I'll try Yuffie's & Cid's next.

All the equipment that would help requires me to morph things that can kill me easily, like Iron Man, so that's a no go.

I'm thinking of just killing Sephiroth and calling it day, but in all likelihood I'll never make it past Bizzarro.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-07-02 04:18:46
Yeah I got past Abyss using the silence trick, after about fifteen or so more tries. And I already see what you're saying as far as other bosses go. The difficulty spike went from 10 to 10,000 in the blink of an eye.

Quite frankly, more than a few of them are next to impossible -- the materia cave monsters for instance. A few of the level 4 limit quest monsters are nightmarishly difficult as well. The only ones I've managed to do so far are Berret's, Aerith's, Vincent's & Rex XIII. I gave up on Cloud's after I exhausted every materia and equipment setup that I could think of. I'll try Yuffie's & Cid's next.

All the equipment that would help requires me to morph things that can kill me easily, like Iron Man, so that's a no go.

I'm thinking of just killing Sephiroth and calling it day, but in all likelihood I'll never make it past Bizzarro.
Amusingly enough I was able to quickly and easily beat one of the Materia Cave bosses (the Cactuar one) on my first try due to sheer dumb luck. If you want some quick notes the Materia cave bosses, here you go.

Spoiler: show
The Cactuar boss I accidentally beat was just by using battle items I had picked up previously while messing around. It was over hilariously quick due to that. The rest though? Yeah, some of them are utter nightmares. I honestly hate the Goldenberry (sp?) one near Wutai, and is very difficult to do normally. Not much I can say there on that. The Bomb King fight is just keeping his minions alive while laying the beatdown on him. Binah though is one where you kind of have to stock up on some of the new battle items in order to survive things. The one item that gives Peerless helps the most there I've found.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-02 14:38:33
The Disc 3 bosses (and maybe some of the Disc 2 ones) were heavily overtuned for where the player party ended up being which was compounded by bad AI using Random MOD to select attacks. I've redesigned every single one of them; attacks, stats, AI, etc.





Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-07-02 19:20:25
Yeah I got past Abyss using the silence trick, after about fifteen or so more tries. And I already see what you're saying as far as other bosses go. The difficulty spike went from 10 to 10,000 in the blink of an eye.

Quite frankly, more than a few of them are next to impossible -- the materia cave monsters for instance. A few of the level 4 limit quest monsters are nightmarishly difficult as well. The only ones I've managed to do so far are Berret's, Aerith's, Vincent's & Rex XIII. I gave up on Cloud's after I exhausted every materia and equipment setup that I could think of. I'll try Yuffie's & Cid's next.

All the equipment that would help requires me to morph things that can kill me easily, like Iron Man, so that's a no go.

I'm thinking of just killing Sephiroth and calling it day, but in all likelihood I'll never make it past Bizzarro.

Yeah a lot of the bosses just take some thinking outside of the box, or some MAJOR cheese. Here's what I remember doing for the bosses:

Spoiler: show
The Bomb King is what I started on. My strategy is different from normal strategy, it's a chance based strategy. At the start of the fight, I'd wait till the Bomg King used Chain Reaction (I think that's the name, the move that hits everyone) Then use Hades for his 100% status to confuse all the little Bombs. Then I'd cast Demi 3 on them all. The would use their explode, and if everything goes well, they'd blow each other up. I just reset if they blew up one of my party early, but if 3 died and the 4th one blew up one of my party I'd usually just deal with it. Two party members are enough to beat Bomb King as long as one of them has a decent heal.

After figuring out magic was a bad thing to do against the Cactuare, I went and bought a BUNCH of weapons from the Highwind weapon guy, and just threw them all. Only thing I had to worry about was his time based attack which was a little rediculous, but I was thankful it was only single target. Just keep everyone alive and throwing stuff at him and he'll go down.

I cheesed the Tonberry's. I cheesed them SO hard thanks to Sega Chief for this one. Start the fight, Quadra Summon Bahamut Zero followed up by MP Turbo Neo Bahamut. You can normally live past their counter attack to Zero unless you are super unlucky. But that will finish them off no sweat.

The KOTR boss was just, "Do as much damage in as little amount of turns as possble." which once you find out that counter materia's don't count as a turn, makes things easier. Just load your hardest hitters (imo Premium Heart + Bahamut Zero + Mp Plus for max MP) and load them with counter attack, throw on a few magic counters, Quadra Magic, and 4x Cut, and just keep your party alive and you'll be fine.

Tifa's Level 4 Limit was a little annoying. I started off the fight with Sneak Attack Cure and Sneak Attack Barrier for Instant Regen and Wall. Fill her up with Counter Attacks and 4x Cut and you'll be set. Just heal when you have to, and everything'll be fine.

From you said you are trying Yuffie's and Cid's next I won't give you any spoilers on those. Just try to cheese as much as possible. If you don't have Double Cut yet it's not needed, but it helps. The fight for it is a pain too, and requires some of the most rediculous cheese and timing possible, but he's not the hardest, so if you can pump out as much damage, and watch his attack pattern it'll be ok.
 


Also Sega Chief I dunno if this was mentioned because the search bar working like it used to for me, but I remember fighting the Cactuar Materia Cave boss, and trying to use Coin Toss and it hit my party even if the enemy was selected. I don't remember much about it cause it was a while ago and my memory is horrible. I miiiight have been using Aerith so that might've messed with it? I dunno, I just remember it hitting my party instead of the Cactuar.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-07-02 20:20:00
Also Sega Chief I dunno if this was mentioned because the search bar working like it used to for me, but I remember fighting the Cactuar Materia Cave boss, and trying to use Coin Toss and it hit my party even if the enemy was selected. I don't remember much about it cause it was a while ago and my memory is horrible. I miiiight have been using Aerith so that might've messed with it? I dunno, I just remember it hitting my party instead of the Cactuar.
Ok, I just tested this on my own game, and I can verify that there is a problem with "Coin" here.

The first thing I tested was if it was a problem with Aerith (she's currently equipped with one of her healing weapons), and it will hit the party instead of the enemies (even though it points towards the enemies). After I changed out weapons on Aerith, tested that, and gave another character the Throw materia though, I can confirm that Coin is targeting the party in both contexts (so it's not an issue with using Aerith), even though it's pointing towards enemies. Also, you cannot select who to throw at either, it auto-selects all the enemies and then hits the players. So some flag is being screwy with the "Coin" command there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: slothica on 2017-07-02 22:45:07
Ok, I just tested this on my own game, and I can verify that there is a problem with "Coin" here.

The first thing I tested was if it was a problem with Aerith (she's currently equipped with one of her healing weapons), and it will hit the party instead of the enemies (even though it points towards the enemies). After I changed out weapons on Aerith, tested that, and gave another character the Throw materia though, I can confirm that Coin is targeting the party in both contexts (so it's not an issue with using Aerith), even though it's pointing towards enemies. Also, you cannot select who to throw at either, it auto-selects all the enemies and then hits the players. So some flag is being screwy with the "Coin" command there.

I actually just did this fight and encountered the same issue -- however it happened while I was using Berret.

On a side note, I actually beat this thing somehow. I also did Tifa's quest, which was actually incredibly easy. I just poisoned him and then defended for the whole fight.

Doing Bomb king right now, and I pretty much had the fight down to a science, but every time I get him down to low HP he always uses chain reaction (which knocks them out of sleep + confusion), and then immediately following it he uses set fuse -- which sets off all the bombs immediately after that. It's annoying because otherwise I'm untouchable with fire absorb + status resist.

EDIT: Beat the Bomb King. Tifa used Bad Breath just in time before they went off. However, it missed two of them, which knocked out Vincent & Aerith, so Tifa had to solo from there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: littlemac on 2017-07-03 16:29:21
Is there a recommended party or something? I've just gotten to Ft. Condor and still feel very weak. Also, where is your current sp shown?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-07-03 18:54:53
Is there a recommended party or something? I've just gotten to Ft. Condor and still feel very weak. Also, where is your current sp shown?
If you 'activated' the 'weird save point' in the Junon Mythril Mines (which gives you access to the merchant who 'sells' Sources), then you can look at your SP scores for your party using damn near any other Save Point after that (you walk up to a save point, and it gives you various options depending on what button you push at that point). :|
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: slothica on 2017-07-04 21:48:19
Okay, so I finally managed to beat Zack after many, MANY failed attempts, which was the last level 4 limit quest I needed to do. There's a problem though. I didn't get Omnislash.

I watched the video of the 1.4 fight on youtube, and found that the whole event plays out differently than it did in my game. In the video, it shows Cloud and Zack talking before they fight and all that jazz. I my game, the scene starts off with Zack getting shot before Cloud crawls over to his body and picks up the Buster Sword. As soon as he does, the fight initiates. When you win, these rest of the scene plays out, and you're back in the mansion basement with no Omnislash.

The readme's just say to go to the basement. As far as I know, I did everything right.

Did something go wrong? Everything else in the mod seems to be working fine. I saved on an extra slot just in case.

Also I don't know if this is a bug, but Ruby weapon is just not appearing on the overworld.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2017-07-04 22:41:43
Hey Slothica

go to your airship and talk to 1 of the guys on the airship to get Omnislash
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-07-04 23:40:12
Hey Slothica

go to your airship and talk to 1 of the guys on the airship to get Omnislash
Yeah, the guy in the black cloak. He was partially put there to deal with problems like that, giving the player things if the game screwed up anywhere and didn't give them the rewards they were supposed to get.


Anyways, was looking through my materia when I noticed that the "Bahamut" materia is the only one where the "summon" description (Shout summon) is in lower case. All the other ones have "Summon" capitalized. Not a problem per-se, but figured I should point that out nonetheless. :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-05 02:49:27
It's the NPC that's close to the black-cloak merchant, the one wandering around doing squats (just outside the Highwind's chocobo pen).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-07-05 03:03:05
It's the NPC that's close to the black-cloak merchant, the one wandering around doing squats (just outside the Highwind's chocobo pen).
Huh, I stand corrected.

And now my memory is playing tricks on me it seems. >_<


Out of curiousity Sega, you willing to give us a general update on things going on at the moment with the updates for the mod?


EDIT; Also, I started a new game and encountered a problem in the No. 5 Reactor area. The place where you plant the bomb? The Save Point allows you to turn battles off there, and if you turn battles off the game will crash once the forced battle starts. So you may need to tweak that save point due to that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-05 16:48:24
Huh, I stand corrected.

And now my memory is playing tricks on me it seems. >_<


Out of curiousity Sega, you willing to give us a general update on things going on at the moment with the updates for the mod?

Jenova Synthesis is done; the AI rewrite went well and the only attacks dependent on the arms are now Absorb and Slap. Bizarro is the last big challenge as far as AI goes, as Safer is much more straightforward. I'm considering dropping the forced 3-party fight for normal mode and instead having a 1-2 party fight, with the 3 being used in Arrange. This is due to the potential length of the fight, logistics, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-07-05 22:33:18
Jenova Synthesis is done; the AI rewrite went well and the only attacks dependent on the arms are now Absorb and Slap. Bizarro is the last big challenge as far as AI goes, as Safer is much more straightforward. I'm considering dropping the forced 3-party fight for normal mode and instead having a 1-2 party fight, with the 3 being used in Arrange. This is due to the potential length of the fight, logistics, etc.
Interesting. Thank you for that update. ;D


Anyways, new game, and found something I had to report. Was doing the Wall Market crossdressing bit. The two guys near the gym/junkshop are talking about Sector 7 having fallen and the junkpile having gotten bigger due to that, even though that hasn't actually happened yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-07-07 11:30:10
Bizarro is the last big challenge as far as AI goes, as Safer is much more straightforward. I'm considering dropping the forced 3-party fight for normal mode and instead having a 1-2 party fight, with the 3 being used in Arrange. This is due to the potential length of the fight, logistics, etc.

Sounds like a good idea to me. If you REALLY want to make life easier you could force non-arranged to be a 1 party fight regardless of however that's determined(I forget!), and make Arranged a 2 or 3 team.

In regards to Safer, I don't know if he was ever worked on at all in 1.4 after I fought him, but when I did, he was VERY easy. He didn't put up much of a fight at all. If he hasn't been touched any I would take another look at him. I get the idea of not wanting to have three tough fights back-to-back-to-back and I'm not even sure if the third fight is still in there or moved to Arranged or whatever, but Safer felt out of place sandwiched between the two tough ones.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-07 13:45:33
Sounds like a good idea to me. If you REALLY want to make life easier you could force non-arranged to be a 1 party fight regardless of however that's determined(I forget!), and make Arranged a 2 or 3 team.

In regards to Safer, I don't know if he was ever worked on at all in 1.4 after I fought him, but when I did, he was VERY easy. He didn't put up much of a fight at all. If he hasn't been touched any I would take another look at him. I get the idea of not wanting to have three tough fights back-to-back-to-back and I'm not even sure if the third fight is still in there or moved to Arranged or whatever, but Safer felt out of place sandwiched between the two tough ones.

That's actually the route I went with; 1 party fight for normal, 3 party for arrange. There's a save point going between Biz and Safer with a chance to reorganise party which'll let me scale Safer a bit more.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: TrainWreck on 2017-07-08 21:55:10
Hi there!  I just started playing NT and I'm at the Temple of the Ancients.  I have to say, I love this mod!  Super fun, lots of interesting choices and options for character development and equipment, and cool materia changes.  I like how the text was altered at various points (from what I remember) for clarity, such as in Rocket Town with Shera, the recap in Ghost Square, and others.  Great work!

All that being said, my characters seem a little OP.  At first I was challenged, but now they are clobbering enemies for 1000's of damage.  1 thing is the SP system.  I love how it works, but there are a couple comments and questions I have about it:

1.  I like to fiddle around with different materia builds and character groupings, as this is my first run with NT mod, but doing so over levels my characters and gains them a ton of SP.  I know I can choose NOT to spend the SP, but I have an impulse to do it anyway and now Cloud is rank 6 :(.  It makes it somewhat inconsequential what my builds are when most of my characters are super strong. 

2.  I have read a lot of comments that characters are super strong, but characters level quickly and overpower enemies starting in disc 1.  Again I am only on D1 so I don't know how it looks later.  Is there a way to throttle how quickly they rank up, such as putting a rank cap and/or level cap and/or AP cap on materia at certain plot points?  Like, Rank 2 and level 21 max until Junon, rank 3 max and level 31 max until Cosmo Canyon, etc.  I got Cid when Cloud was rank 5, and Cid is just too weak unless I power level him, but then that also levels Cloud...  Anyway, I realize I can impose these restrictions on myself, but the temptation for power is overwhelming (and Mr. Smile is is quite convincing).

3.  Is there a way to show the rank of each character when viewing the current SP values?  This would just be a convenient feature.  Or, if it could be visible on the menu screen next to the character level or something.

4.  What if only 1 SP so was necessary to rank up, but then all characters gained 1 SP at various plot points and not through random encounters and such?  Like, at Junon, each character will gain 1 SP to rank up to level 2.  At cosmo canyon, they get another SP to rank up 3.  The player can spend these at their leisure at Mr. Smile, and when we get characters later in the game, those new characters have a bank of SP already accumulated to rank up to where the other characters are instead of needing to farm them.  I think all the infrastructure you have already set up with the SP system would accommodate this nicely if you wanted to test it out. 

5.   Also, Battle square currently allows SP gain without gaining EXP.  Was this intentional?  1 successful run is netting me 30+ SP, so farming BP is gaining some characters a whole rank.

That's all I have for now.  I'm sorry if these comments and questions have already been suggested or answered (or if they are impossible or just plain bad ideas), but there were 200+ pages of thread to sift through.  I want to say again that I love this mod and thank you so much for all your work!  Thanks again!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-07-09 00:44:05
Hi there!  I just started playing NT and I'm at the Temple of the Ancients.  I have to say, I love this mod!  Super fun, lots of interesting choices and options for character development and equipment, and cool materia changes.  I like how the text was altered at various points (from what I remember) for clarity, such as in Rocket Town with Shera, the recap in Ghost Square, and others.  Great work!

All that being said, my characters seem a little OP.  At first I was challenged, but now they are clobbering enemies for 1000's of damage.  1 thing is the SP system.  I love how it works, but there are a couple comments and questions I have about it:

1.  I like to fiddle around with different materia builds and character groupings, as this is my first run with NT mod, but doing so over levels my characters and gains them a ton of SP.  I know I can choose NOT to spend the SP, but I have an impulse to do it anyway and now Cloud is rank 6 :(.  It makes it somewhat inconsequential what my builds are when most of my characters are super strong. 

2.  I have read a lot of comments that characters are super strong, but characters level quickly and overpower enemies starting in disc 1.  Again I am only on D1 so I don't know how it looks later.  Is there a way to throttle how quickly they rank up, such as putting a rank cap and/or level cap and/or AP cap on materia at certain plot points?  Like, Rank 2 and level 21 max until Junon, rank 3 max and level 31 max until Cosmo Canyon, etc.  I got Cid when Cloud was rank 5, and Cid is just too weak unless I power level him, but then that also levels Cloud...  Anyway, I realize I can impose these restrictions on myself, but the temptation for power is overwhelming (and Mr. Smile is is quite convincing).

3.  Is there a way to show the rank of each character when viewing the current SP values?  This would just be a convenient feature.  Or, if it could be visible on the menu screen next to the character level or something.

4.  What if only 1 SP so was necessary to rank up, but then all characters gained 1 SP at various plot points and not through random encounters and such?  Like, at Junon, each character will gain 1 SP to rank up to level 2.  At cosmo canyon, they get another SP to rank up 3.  The player can spend these at their leisure at Mr. Smile, and when we get characters later in the game, those new characters have a bank of SP already accumulated to rank up to where the other characters are instead of needing to farm them.  I think all the infrastructure you have already set up with the SP system would accommodate this nicely if you wanted to test it out. 

5.   Also, Battle square currently allows SP gain without gaining EXP.  Was this intentional?  1 successful run is netting me 30+ SP, so farming BP is gaining some characters a whole rank.

That's all I have for now.  I'm sorry if these comments and questions have already been suggested or answered (or if they are impossible or just plain bad ideas), but there were 200+ pages of thread to sift through.  I want to say again that I love this mod and thank you so much for all your work!  Thanks again!
The SP gauge was a combination of the 'dating pool' combined with another factor and applied to ALL the characters. You have a limit of 255 SP, so it's best to use it when you get it. That said, I too have noticed (and commented on previously) that SP is given out far too freely in the first disk.

As for the Battle Square giving out SP, it's likely due to the 'Boss' fights at the end of them, as most Bosses are now set up to give players SP for defeating those bosses and all that, and the 'triggers' for that are likely still in-play even after the boss has been defeated normally. :shrugs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-09 14:02:27
Hi there!  I just started playing NT and I'm at the Temple of the Ancients.  I have to say, I love this mod!  Super fun, lots of interesting choices and options for character development and equipment, and cool materia changes.  I like how the text was altered at various points (from what I remember) for clarity, such as in Rocket Town with Shera, the recap in Ghost Square, and others.  Great work!

All that being said, my characters seem a little OP.  At first I was challenged, but now they are clobbering enemies for 1000's of damage.  1 thing is the SP system.  I love how it works, but there are a couple comments and questions I have about it:

1.  I like to fiddle around with different materia builds and character groupings, as this is my first run with NT mod, but doing so over levels my characters and gains them a ton of SP.  I know I can choose NOT to spend the SP, but I have an impulse to do it anyway and now Cloud is rank 6 :(.  It makes it somewhat inconsequential what my builds are when most of my characters are super strong.

2.  I have read a lot of comments that characters are super strong, but characters level quickly and overpower enemies starting in disc 1.  Again I am only on D1 so I don't know how it looks later.  Is there a way to throttle how quickly they rank up, such as putting a rank cap and/or level cap and/or AP cap on materia at certain plot points?  Like, Rank 2 and level 21 max until Junon, rank 3 max and level 31 max until Cosmo Canyon, etc.  I got Cid when Cloud was rank 5, and Cid is just too weak unless I power level him, but then that also levels Cloud...  Anyway, I realize I can impose these restrictions on myself, but the temptation for power is overwhelming (and Mr. Smile is is quite convincing).

3.  Is there a way to show the rank of each character when viewing the current SP values?  This would just be a convenient feature.  Or, if it could be visible on the menu screen next to the character level or something.

4.  What if only 1 SP so was necessary to rank up, but then all characters gained 1 SP at various plot points and not through random encounters and such?  Like, at Junon, each character will gain 1 SP to rank up to level 2.  At cosmo canyon, they get another SP to rank up 3.  The player can spend these at their leisure at Mr. Smile, and when we get characters later in the game, those new characters have a bank of SP already accumulated to rank up to where the other characters are instead of needing to farm them.  I think all the infrastructure you have already set up with the SP system would accommodate this nicely if you wanted to test it out. 

5.   Also, Battle square currently allows SP gain without gaining EXP.  Was this intentional?  1 successful run is netting me 30+ SP, so farming BP is gaining some characters a whole rank.

That's all I have for now.  I'm sorry if these comments and questions have already been suggested or answered (or if they are impossible or just plain bad ideas), but there were 200+ pages of thread to sift through.  I want to say again that I love this mod and thank you so much for all your work!  Thanks again!

I've been working on the SP system; I've set it up so that characters joining later will have some ranks 'free' to catch them up. I'll need to do something to Battle Square as it gives its own bonus + the raised SP from enemies/boss fought.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ulurujamman on 2017-07-12 08:20:12
Hey guys,

I've been trying to run through the game without using the SP system - was going pretty well until I came up against
Spoiler: show
Tseng
in Rocket Town. The fight is not difficult, exactly, but I just cannot hit the fucker. Yuffie, who has had no problems landing Deathblows on basically any enemy up to this point suddenly can't even hit a regular attack. Cid is pretty reliable but only manages around 200 damage. I get that Bio and Demi should be auto misses to avoid making it too easy, but my other spells barely reach 700 damage. Limit breaks are my only hope of breaking 2000 damage, but even they're missing half the time. Tried for about an hour until I used up all my restorative items and had to turn it off.

So is it that I'm missing something fairly essential about the way Luck/Att%/Dodge interact? Or is the mod designed in such a way that beyond a certain point, enemies will become virtually unhittable by non-upgraded characters? Kind of surprised about the swiftness of the curve.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-12 13:37:35
Hey guys,

I've been trying to run through the game without using the SP system - was going pretty well until I came up against
Spoiler: show
Tseng
in Rocket Town. The fight is not difficult, exactly, but I just cannot hit the ferner. Yuffie, who has had no problems landing Deathblows on basically any enemy up to this point suddenly can't even hit a regular attack. Cid is pretty reliable but only manages around 200 damage. I get that Bio and Demi should be auto misses to avoid making it too easy, but my other spells barely reach 700 damage. Limit breaks are my only hope of breaking 2000 damage, but even they're missing half the time. Tried for about an hour until I used up all my restorative items and had to turn it off.

So is it that I'm missing something fairly essential about the way Luck/Att%/Dodge interact? Or is the mod designed in such a way that beyond a certain point, enemies will become virtually unhittable by non-upgraded characters? Kind of surprised about the swiftness of the curve.

Have you used the scene hotfix patch or is it the 7H version you're playing? Tseng had a issue a while ago where his evasion was being set to max permanently instead of temporarily.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ulurujamman on 2017-07-12 16:18:48
Ah, that could be it - actually I think it's possible I'm still on 1.3 as I started the game a good long while ago. Was worried that updating might make the save file unusable, which is why I'm trying to finish my playthrough before 1.5 comes out and I can make a fresh start.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: McCartyIII on 2017-07-12 20:42:59
I have finished the mod, but each time I try and do the Platinum Match, I will start with all three characters (Cloud, Barret, and Yuffie) using their limits, they will not go off, and all four (Nemesis included) will just sit there, am I doing something wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-07-12 21:18:00
I have finished the mod, but each time I try and do the Platinum Match, I will start with all three characters (Cloud, Barret, and Yuffie) using their limits, they will not go off, and all four (Nemesis included) will just sit there, am I doing something wrong?
Are you using the main installer or the 7H version? What else can you tell us about your game?

Those details tell us what we need to tell you in order to fix things.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: McCartyIII on 2017-07-13 00:01:28
Are you using the main installer or the 7H version? What else can you tell us about your game?

Those details tell us what we need to tell you in order to fix things.


I couldnt tell you which one I am using, this is the first mod I am doing, I considered myself lucky I havent messed anything this far
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-07-13 00:44:41

I couldnt tell you which one I am using, this is the first mod I am doing, I considered myself lucky I havent messed anything this far
Alright, let me ask this again. Did you download the executive file in the first page and install it? Or are you using another program called Seventh Heaven (7H) to apply the mod? And is your version of the game from Steam, or the older CD's, or what?

We need an answer with actual details, because the answer(s) you give us changes what we tell you to do to fix that problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: McCartyIII on 2017-07-13 02:26:29
Alright, let me ask this again. Did you download the executive file in the first page and install it? Or are you using another program called Seventh Heaven (7H) to apply the mod? And is your version of the game from Steam, or the older CD's, or what?

We need an answer with actual details, because the answer(s) you give us changes what we tell you to do to fix that problem.

Steam for sure, and 7H, sorry about that
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-13 02:42:12
I have finished the mod, but each time I try and do the Platinum Match, I will start with all three characters (Cloud, Barret, and Yuffie) using their limits, they will not go off, and all four (Nemesis included) will just sit there, am I doing something wrong?

That's a soft-lock caused by the enemy not having an animation set for their attack. Download and apply the scene hotfix patch (same install process as the main installer) and it should fix the fight; let me know if this doesn't fix the issue and I'll sort it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: McCartyIII on 2017-07-13 03:26:29
That's a soft-lock caused by the enemy not having an animation set for their attack. Download and apply the scene hotfix patch (same install process as the main installer) and it should fix the fight; let me know if this doesn't fix the issue and I'll sort it out.

Ok, I have downloaded both hotfix files, but how do I get them to work
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ulurujamman on 2017-07-13 05:09:04
Ah, that could be it - actually I think it's possible I'm still on 1.3 as I started the game a good long while ago. Was worried that updating might make the save file unusable, which is why I'm trying to finish my playthrough before 1.5 comes out and I can make a fresh start.

Yeah, fresh install has fixed it, thanks. Onto Pearl Weapon  :-\

By the way, if I fail to stop the train in Corel, is there any other way to get Comet, or have I missed it for this playthrough?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-13 13:47:58
Ok, I have downloaded both hotfix files, but how do I get them to work

Extract them using 7z or WinRAR, then run the executable inside. Specify the Data folder inside the FF7 folder and they should patch the files.

Yeah, fresh install has fixed it, thanks. Onto Pearl Weapon  :-\

By the way, if I fail to stop the train in Corel, is there any other way to get Comet, or have I missed it for this playthrough?

Comet can be obtained in Junon, if you head for where the Cargo Ship used to be docked then it should be there.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: deha0002 on 2017-07-13 21:41:16
So i have been lurking for a while while waiting for 1.5 and Arrange .

On the discussion on Vincent, i think that (if possible) you double the chance for healing with his innate while transformed. With that you have a berserk char with decent self sustain, which compliments him not using MP.

On the rank issue, i think adding mobs that you can grind SP on before Clouds return kinda removes the purpose of having a rank system at all. From my understanding, the rank system serves several purposes, one major being for balancing bosses/enemies. If you allow early ways to grind, you might as well just let stats grow with lvls.

A suggestion, might be late but hey i can try. Is it possible to return a char to its base lvl and stats? If so that could be a way to allow "respeccing" rank ups. The cost might then be that you start att base lvl and have to grind SP for ranks again. Since you have better gear and materia, leveling back up might not be a big problem, but its steep enough of a downside to keep you playing the mod for a while.

In any case, keep up the good work, i am back to lurking again *POOF*
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-13 23:21:31
I don't know if it is possible to 'reset' a character in-game; it'd take time to add the functions, assuming it can be done. Save editors can do it, but for the game to do it means adding that functionality to the field scripts + .exe which requires time & making space for it in the .EXE.

The whole point of the rank system is so that players can decide which stats to improve as level arcs will raise stats the same way each time (with some small variance). As for when those stats should increase, it could work with either gathering SP or by gating them behind specific story events. The original SP build was much closer to the latter, with set increments from bosses only that meant you'd generally always be hitting the same ranks in each playthrough. I'm keeping it with the current system of SP gathered from enemies as things are quite late on and 1.5 is finished at this point, save for last-minute checks and tests.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-07-13 23:59:02
I don't know if it is possible to 'reset' a character in-game; it'd take time to add the functions, assuming it can be done. Save editors can do it, but for the game to do it means adding that functionality to the field scripts + .exe which requires time & making space for it in the .EXE.

The whole point of the rank system is so that players can decide which stats to improve as level arcs will raise stats the same way each time (with some small variance). As for when those stats should increase, it could work with either gathering SP or by gating them behind specific story events. The original SP build was much closer to the latter, with set increments from bosses only that meant you'd generally always be hitting the same ranks in each playthrough. I'm keeping it with the current system of SP gathered from enemies as things are quite late on and 1.5 is finished at this point, save for last-minute checks and tests.

Yeeeeeesssssssss the anticipation has been killing me. Can't wait!!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: McCartyIII on 2017-07-14 02:36:53
Extract them using 7z or WinRAR, then run the executable inside. Specify the Data folder inside the FF7 folder and they should patch the files.

Took me sometime to figure things out but thank you both for your help, to me Nemesis was more fun the Viridian Weapon
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tombery on 2017-07-14 08:45:48
Hello there,

I found this project by accidence, played a few hours and must say: WOW! Thank you Sega Chief  for this great new FFVII experience.

Now I read that 1.5 is about to be released soon. Is it recommended to wait and start a new game, or can I play through Midgar on 1.4 and continue with the update. Will I miss anything?


Besides, I saw the Zack fight on youtube an this scene really, really deserves more serious dialogue. The end of crisis core was the most epic moment in FF, so we should honour our soldier first class a little bit more. But just a little   ;)
I could make some suggestions for the text, if you need a muse.

Apart from that, thanks again for your wonderful work.




Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ulurujamman on 2017-07-14 20:43:40
Does the Imperial Guard do anything special? The text just says 'advanced protection'... Also, is there something about either the Escort Guard or the Circlet that randomly gives you reflect? It's happened on a couple of fights now and I can't tell what's causing it.

Realise that you're coming to the end of development on 1.5 now so imagine it's too late to do anything about, but it would be great if there was some way of making certain effects (reflect, peerless, lucky girl, shield, resist) more visible and obvious. Majority of my frustrations in the game have come from not understanding what exactly was going on with a certain attack/buff. Otherwise, as always, thanks for your hard work - can't wait to see what you do with FF8!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-07-14 21:21:53
Does the Imperial Guard do anything special? The text just says 'advanced protection'... Also, is there something about either the Escort Guard or the Circlet that randomly gives you reflect? It's happened on a couple of fights now and I can't tell what's causing it.

Realise that you're coming to the end of development on 1.5 now so imagine it's too late to do anything about, but it would be great if there was some way of making certain effects (reflect, peerless, lucky girl, shield, resist) more visible and obvious. Majority of my frustrations in the game have come from not understanding what exactly was going on with a certain attack/buff. Otherwise, as always, thanks for your hard work - can't wait to see what you do with FF8!
I believe Imperial Gaurd is just a really good 'regular' bangle with no special features. Really good physical/magical protection and evasion. :shrugs:

Peerless makes the character/enemy effected with that status to glow a nice golden yellow and shiny while it is in play, with magical/physical attacks not doing any damage to that character/creature while it is in effect.

"Lucky Girl" is just critical hits, and the name is based on what it was called in the game data itself. I do agree that it would be nice if Reflect/Shield/Resist made the effected character another color while it was in play like Regeneration and Peerless does. Blue and Purple and Orange as colors would work well for that considering Regeneration uses "Red" and Peerless uses that "Golden Yellow", but it's quite possible that the game data only allows the "Red" and "Golden Yellow" as colors to show up like that (and nothing else :-(). Still, if it can be done, it would be a nice addition.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-14 22:25:28
Hello there,

I found this project by accidence, played a few hours and must say: WOW! Thank you Sega Chief  for this great new FFVII experience.

Now I read that 1.5 is about to be released soon. Is it recommended to wait and start a new game, or can I play through Midgar on 1.4 and continue with the update. Will I miss anything?


Besides, I saw the Zack fight on youtube an this scene really, really deserves more serious dialogue. The end of crisis core was the most epic moment in FF, so we should honour our soldier first class a little bit more. But just a little   ;)
I could make some suggestions for the text, if you need a muse.

Apart from that, thanks again for your wonderful work.

In the current build, the entire Zack flashback was re-implemented so no worries on that.

Does the Imperial Guard do anything special? The text just says 'advanced protection'... Also, is there something about either the Escort Guard or the Circlet that randomly gives you reflect? It's happened on a couple of fights now and I can't tell what's causing it.

Realise that you're coming to the end of development on 1.5 now so imagine it's too late to do anything about, but it would be great if there was some way of making certain effects (reflect, peerless, lucky girl, shield, resist) more visible and obvious. Majority of my frustrations in the game have come from not understanding what exactly was going on with a certain attack/buff. Otherwise, as always, thanks for your hard work - can't wait to see what you do with FF8!

Imperial Guard has been changed to give buffs similar to the Crystal Bangle albeit with slightly better defensive stats on it.

There was discussion before about making more statuses visible, and it does seem to be possible but I don't know how to implement it. I've revised every boss attack in the game, but I could add some messages for special ones that inflict statuses that are battle-changing but invisible to the user (such as Resist).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ulurujamman on 2017-07-15 00:48:31
I've revised every boss attack in the game, but I could add some messages for special ones that inflict statuses that are battle-changing but invisible to the user (such as Resist).

That would be fantastic - I just finished the Hojo fight, for instance, and it was very useful having the message telling you when he was Guarding and when he was 'M'Guarding.

Have to say, now I'm near the end, the balance has felt perfect for a no-level playthrough of the main story content - boss fights have been consistently tough, without being unfair. Nearly all have had unique characteristics that offered opportunities to beat them, without being exploitable. I finished the Midgar section having had to use literally every elixir, turbo ether and megalixir in my inventory. Looking forward to playing it all again in the new update and trying out the new bosses with some slightly stronger characters!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tombery on 2017-07-15 13:34:51
In the current build, the entire Zack flashback was re-implemented so no worries on that.


<--Another happy customer.  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Leeloo on 2017-07-17 05:38:05
-
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2017-07-17 09:46:37
1.5 is finished at this point, save for last-minute checks and tests.

hype
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-17 14:06:46
I have just found out about this amazing sounding and looking mod but Im not sure if I should start it now since you said version 1.5 is coming. Should I wait? Will 1.5 require a new game or does it have some significance changes in midgar that I will miss if I start now? Thanks.

Edit. BTW does the W-item glitch work in your mod? Im not going to use it anyway but it sure would be nice to not have an option tempting me of doing so..

There shouldn't be too many significant changes in the Midgar area between 1.4 and 1.5. A couple of the bosses might be different though, and the drops you get.

W-Item does still work, but it's gated behind a strong boss on Disc 2/3.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: trololo on 2017-07-18 11:20:14
hi
will I get all achievements using this mod without problem?
excuse my english
 good day
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ulurujamman on 2017-07-18 17:36:55
Have to say I'm not the biggest fan of the Tyrant fight as it currently stands. I like the mechanic of an enemy beserking itself for a final push, like Rude sometimes does. Problem in this case is that he seems to do it after losing only a small percentage of his health, which means the rest of the fight is a repetitive slog once you've survived the initial onslaught.

Also, given that Sense doesn't work with the higher HP values in the mod, would you consider releasing something like a bestiary with 1.5?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-19 00:04:15
hi
will I get all achievements using this mod without problem?
excuse my english
 good day

If using the stand-alone installer then you'll get the majority of the game's achievements; some might be missed due to script changes. If using 7H then achievements won't be available.

Have to say I'm not the biggest fan of the Tyrant fight as it currently stands. I like the mechanic of an enemy beserking itself for a final push, like Rude sometimes does. Problem in this case is that he seems to do it after losing only a small percentage of his health, which means the rest of the fight is a repetitive slog once you've survived the initial onslaught.

Also, given that Sense doesn't work with the higher HP values in the mod, would you consider releasing something like a bestiary with 1.5?

Yeah, I'll add boss HP, etc. to a document so it can be checked.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Maverick4031 on 2017-07-19 01:20:50
hey i really hope people are still on this thread. i've been playing recently and i think something is broken. specifically cloud's level 4 limit quest vs zack. i don't get the proper scene, zack isn't properly equipped, he doesn't drop omnislash when i win, and the only dialogue is from part of the original flashback where zack gets killed at midgar. any ideas? i'd really appreciate some help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Maverick4031 on 2017-07-19 01:22:03
btw as far as i know.....i have 1.4, but i may have goofed something during installation, idk.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-07-19 02:37:31
btw as far as i know.....i have 1.4, but i may have goofed something during installation, idk.
Well, can you tell us more details?

Are you using Steam? Or the older CD's? Something else? And did you install the mod using 7H, or did you use the exe you can download on the first page?

Those details in turn allow us to figure out what is going on, and how you can fix it. That said, when things screw up like what you're describing, there is an extra guy on the airship that was added to give players the items that didn't show up. He's next to the merchant in the black cloak, walking around.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ulurujamman on 2017-07-19 02:42:16
Yeah, I'll add boss HP, etc. to a document so it can be checked.

Cheers buddy

Just for the sake of the challenge run I'm doing at the moment, are there any enemies in the game that drop Turbo Ethers/Elixirs, or have them as a steal? Doc says Trickplays, but I'm getting nothing but Porov Nuts...

Also, how does the calculation for steal vs rare steal vs v rare steal work? Is it luck based?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-19 12:26:29
hey i really hope people are still on this thread. i've been playing recently and i think something is broken. specifically cloud's level 4 limit quest vs zack. i don't get the proper scene, zack isn't properly equipped, he doesn't drop omnislash when i win, and the only dialogue is from part of the original flashback where zack gets killed at midgar. any ideas? i'd really appreciate some help.

Make sure the flevel hotfix patch is applied then go speak to the NPC that's hanging around by the entrance to the Highwind's chocobo pen; he should check for conditions met and hand over omnislash. The problem was that the script line in the Zack event to drop the item was missing.

Cheers buddy

Just for the sake of the challenge run I'm doing at the moment, are there any enemies in the game that drop Turbo Ethers/Elixirs, or have them as a steal? Doc says Trickplays, but I'm getting nothing but Porov Nuts...

Also, how does the calculation for steal vs rare steal vs v rare steal work? Is it luck based?

I'm not too sure; everything's in upheaval at the moment. I'm going through 1.5 files at the moment to update all the documentation. I imagine that sort of thing would only be available from enemies that are accessible for short periods of time (like COMMANDO: 2nd in the mural room of Temple of the Ancients) and/or the Crater. You could try stronger enemies like Sea Worm and Tonadu but they probably drop Dragon Scales/Bird Wings. As for the steal chance, it's a similar set-up to the Vagyrisk Claw in default FF7; 2 'normal' steal checks have to fail then a 3rd low-chance check has to proc. The goal was to have only a few rare steals proc per playthrough and for them to be potentially run-changing (like armour, etc.) but it was disrupting people's first runs + they were more farmable than I realised.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Maverick4031 on 2017-07-19 16:31:00
so i mean....the NPC thing still worked, but even after updating with the patch and loading an older save, that whole thing still doesn't look like its supposed to. there's still no conversation with zack, in a pre-battle scene or during battle or after winning....as the scene is just zack being shot down and cloud crawling to him and the shinra guys talking. zack still has buster instead of ultima. at any rate i am glad you guys put that "lost and found" guy in there....just disappointed that i can't get the scene or anything to work correctly. but i do have omnislash at least.

i did have another question in regards to arena battles. i heard there was supposed to be some extra boss enemies in there beyond gilgamesh's special battle run and the silver, gold, platinum matches......but i don't see any way to get them. do they show up after i beat platinum (nemesis), or is there more issues with my game? having watched other play this mod i really liked it so i just want to experience it the way its supposed to be lol.

also my apologies. i used the jan 6th 2017 installer on page 1 and i think the ff7 version is the 2012 remake one....i don't believe its the steam version. lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-20 00:43:44
so i mean....the NPC thing still worked, but even after updating with the patch and loading an older save, that whole thing still doesn't look like its supposed to. there's still no conversation with zack, in a pre-battle scene or during battle or after winning....as the scene is just zack being shot down and cloud crawling to him and the shinra guys talking. zack still has buster instead of ultima. at any rate i am glad you guys put that "lost and found" guy in there....just disappointed that i can't get the scene or anything to work correctly. but i do have omnislash at least.

i did have another question in regards to arena battles. i heard there was supposed to be some extra boss enemies in there beyond gilgamesh's special battle run and the silver, gold, platinum matches......but i don't see any way to get them. do they show up after i beat platinum (nemesis), or is there more issues with my game? having watched other play this mod i really liked it so i just want to experience it the way its supposed to be lol.

also my apologies. i used the jan 6th 2017 installer on page 1 and i think the ff7 version is the 2012 remake one....i don't believe its the steam version. lol

I'm trying to revert the scene back to the original one; what you see in 1.4 is just that one screen but I've reinstated the entire flashback for 1.5.

Special Battle has gilgamesh in it, the Extra Battle for Silver/Gold/Platinum are handled by another NPC hanging around in the area. Look for a male Gold Saucer attendant in Battle Square, he isn't behind a desk though; he's close to the middle of the room.

The patches/mod should work with the 2012 version as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Jaki on 2017-07-23 06:58:18
.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-23 23:56:27
I think it's definitely time to start working to a release date. I'm getting the materials prepared to go with the mod, and scouting for a new patcher that won't break on newer OS; but let's go with next Saturday.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: MoCheese on 2017-07-24 14:25:41
I think it's definitely time to start working to a release date. I'm getting the materials prepared to go with the mod, and scouting for a new patcher that won't break on newer OS; but let's go with next Saturday.

I've been wanting to start Dragon's Dogma for quite a while now but I've been putting it on hold waiting for this. Seems like it was the right decision, although a long and torturous one at times ... Excited to see the release date getting close!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dongs McGee on 2017-07-24 23:32:16
Hi Sega Chief, I started playing recently and I just ran into a weird bug.  Upon loading my file, all the "face button" equivalents--confirm, cancel, menu, and switch--wouldn't work.  I could still move around, though.  I fixed it by walking to a save point and getting the extended save point dialogue, so it might be related to opening the menu and saving while the help text is being displayed.
Title: Re: Releasing a Mod
Post by: ManInBlack on 2017-07-25 05:59:42
Hi folks, I tried to release a gameplay mod on the releases thread a few days ago but it's been locked to wait for moderator approval (damn you, due process). So figured I'd try and drum up some early interest in the meantime. Got a full(ish) list of what the mod does and it's features in this manual here: http://www.mediafire.com/download/dzbq6cqq2c27ard/FF7+NT+Manual.doc


Invalid or Deleted File.

The key you provided for file access was invalid. This is usually caused because the file is no longer stored on MediaFire. This occurs when the file is removed by the originating user or MediaFire.

BTW, the reason I'm looking for this is that I was told there's a readme telling you where things were moved to in the Mod, and I can't seem to find where 7th Heaven would put that.

EDIT: I also encountered a bug just now. Don't know if it's from Vanilla or New Threat, but when I attack an enemy with Hades+Added Effect (they get Frogged, put to Sleep, and Confused so I'm not sure yet which effect is causing this), the game soft-locks and it seems to just sit on the enemy turn without anything happening.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Maverick4031 on 2017-07-25 19:20:05
can't wait to see what's new in the update lol....though im almost done with the other one lol. just some grinding materia and the final push left. admittedly i am somewhat disappointed with what was once ruby and emerald weapon. i kinda.....broke them. badly. lol. i did somehow miraculously crush round island's materia boss before taking them on, thinking that they would be the ultimate challenge lol. so little health on those guys. i still get chills from seeing emerald underwater though. barret is so insanely tough at this point. even nemesis and round island dude can't break him down well enough. he's got deity-level toughness lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-25 23:40:36
Hi Sega Chief, I started playing recently and I just ran into a weird bug.  Upon loading my file, all the "face button" equivalents--confirm, cancel, menu, and switch--wouldn't work.  I could still move around, though.  I fixed it by walking to a save point and getting the extended save point dialogue, so it might be related to opening the menu and saving while the help text is being displayed.

Which save point was this problem encountered on?

Invalid or Deleted File.

The key you provided for file access was invalid. This is usually caused because the file is no longer stored on MediaFire. This occurs when the file is removed by the originating user or MediaFire.

BTW, the reason I'm looking for this is that I was told there's a readme telling you where things were moved to in the Mod, and I can't seem to find where 7th Heaven would put that.

EDIT: I also encountered a bug just now. Don't know if it's from Vanilla or New Threat, but when I attack an enemy with Hades+Added Effect (they get Frogged, put to Sleep, and Confused so I'm not sure yet which effect is causing this), the game soft-locks and it seems to just sit on the enemy turn without anything happening.

That file is from when the mod first launched, so not surprised it's gone now; there's documentation in the main installer folders. Some isn't 100% accurate as 1.4 has had changes made to it over time but it should help a bit.

Certain enemies seem to cause a soft-lock when Frog is inflicted. The cause was found, but I can't remember what it was. Which enemies did you encounter this problem with?

can't wait to see what's new in the update lol....though im almost done with the other one lol. just some grinding materia and the final push left. admittedly i am somewhat disappointed with what was once ruby and emerald weapon. i kinda.....broke them. badly. lol. i did somehow miraculously crush round island's materia boss before taking them on, thinking that they would be the ultimate challenge lol. so little health on those guys. i still get chills from seeing emerald underwater though. barret is so insanely tough at this point. even nemesis and round island dude can't break him down well enough. he's got deity-level toughness lol.

I've overhauled Ruby and Emerald completely for 1.5; AI was rewritten, attacks, etc. and I've set them up as the game's super-bosses again so hopefully they should pose more challenge.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: DLPB_ on 2017-07-26 05:12:35
Certain enemies seem to cause a soft-lock when Frog is inflicted. The cause was found, but I can't remember what it was
---------
My 60fps mod can do it too. It should be fixed with latest Reunion. But I can't recall.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: ManInBlack on 2017-07-26 07:22:27
Which save point was this problem encountered on?

That file is from when the mod first launched, so not surprised it's gone now; there's documentation in the main installer folders. Some isn't 100% accurate as 1.4 has had changes made to it over time but it should help a bit.
This may just me being an idiot. I've gone into my 7th Heaven folder and haven't found any folders or anything I can connect back to New Threat.

Quote
Certain enemies seem to cause a soft-lock when Frog is inflicted. The cause was found, but I can't remember what it was. Which enemies did you encounter this problem with?
That makes sense, since Vincent had inflicted the same statuses with his Limit Breaks on other enemies with no ill effect. The enemies in question were the grunts you fight right before boarding Shinra No. 26 to get the Huge Materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-26 12:56:46
My 60fps mod can do it too. It should be fixed with latest Reunion. But I can't recall.

So it's maybe a general game thing.

That makes sense, since Vincent had inflicted the same statuses with his Limit Breaks on other enemies with no ill effect. The enemies in question were the grunts you fight right before boarding Shinra No. 26 to get the Huge Materia.

I'll check them out; were any other mods running with NT at the time?

This may just me being an idiot. I've gone into my 7th Heaven folder and haven't found any folders or anything I can connect back to New Threat.

It's in this one: http://www.mediafire.com/file/eqmhg2oyfm8iica/NT+1.4+Build+-+6th+January+2017.zip

There should be multiple folders inside, one of which is called Documentation; the other link is just for the IRO on its own to save people bandwith.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ethario on 2017-07-26 14:52:07
Just Before 1.4 hit I was doing a playthrough of gjoerulv's "Hardcore" mod so I decided to give it a rest ( I was pretty burned out after 60+ hours of plays).
You are telling me I HAVE (yeah have) to wait for 1.5 now. Oh god the torture. I cannot wait to try out the latest version, you are doing gods work.

Is the show still on for saturday ? please please please :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Konichu on 2017-07-26 21:02:09
Hello, I tried this mod and I have only one word to say, AWESOME.
But I wonder why I still don't have at CD3 HP Plus and why I got 2 Apocalypse (Cloud's Weapon) in the Ancient Forest ? :)
Anyway, really good job, I'm waiting for 1.5 !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Tombery on 2017-07-27 09:06:02
Hello, I tried this mod and I have only one word to say, AWESOME.
But I wonder why I still don't have at CD3 HP Plus and why I got 2 Apocalypse (Cloud's Weapon) in the Ancient Forest ? :)
Anyway, really good job, I'm waiting for 1.5 !

HP Plus was removed for better balancing as far as I know.
The second apocalypse looks like a bug.

Waiting for 1.5 too....

Hypetrain is arriving ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Robo Jesus on 2017-07-27 10:10:20
HP Plus was removed for better balancing as far as I know.
The second apocalypse looks like a bug.

Waiting for 1.5 too....

Hypetrain is arriving ;)
HP Plus is around and claimable, you just have to work for it at the end of the game in the North Crater. :shrugs:

The Speed, Magic, and Luck Plus materias though are found in the Dark Cave sidequests.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-27 13:46:51
Just Before 1.4 hit I was doing a playthrough of gjoerulv's "Hardcore" mod so I decided to give it a rest ( I was pretty burned out after 60+ hours of plays).
You are telling me I HAVE (yeah have) to wait for 1.5 now. Oh god the torture. I cannot wait to try out the latest version, you are doing gods work.

Is the show still on for saturday ? please please please :)

Yeah, going to release on Saturday. I'm just making tweaks and arranging some of the model files to sort out compatibility with other mods.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ethario on 2017-07-27 16:45:58
Do you recommend any other mods to go with yours?

The only one I was really interested in was the translation mod "beecause ?" but I read some things about it not being compatibly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-27 22:14:32
I don't really use other mods, but I do highly recommend a tool called Ochu: http://forums.qhimm.com/index.php?topic=14194.0

The biggest feature of this tool is that it can adjust the frame-rate of the game; you may see (especially with graphical mods installed) a lot of slow-down even on decent PCs due to the way in which the port's framelimiter works. Ochu can get around this, setting a nice and smooth framerate or speeding up the game if you're doing some farming, etc. It also has other features like identifying the HP of current enemies. The quick-save function may cause problems though so use that sparingly, if at all; it's not like an emulator quicksave but rather it loads the field again which can break certain scenes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: feathy on 2017-07-28 00:59:54
Hello, i have been following this mod's development for quite a while (mostly on insane difficulty but it seems this place is much more active) and I wanted to ask a question before things get busy on the big 1.5 release.

I am new to ff7 pc modding and when 1.5 is released I would like to play this mod with some of the better graphics mods out there.

I know there are lots of different mod loaders and stuff. But I found this guide on steam that makes it very simple, just dragging and dropping some files into the data folder. https://steamcommunity.com/sharedfiles/filedetails/?id=647585409 And it looks quite nice, especially the battle backgrounds.

Would it work to just install new threat on top of that? Or if not what would be the best method to get graphics mods working with this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ethario on 2017-07-28 10:39:05
*hype intensifies*
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-28 17:17:58
Hello, i have been following this mod's development for quite a while (mostly on insane difficulty but it seems this place is much more active) and I wanted to ask a question before things get busy on the big 1.5 release.

I am new to ff7 pc modding and when 1.5 is released I would like to play this mod with some of the better graphics mods out there.

I know there are lots of different mod loaders and stuff. But I found this guide on steam that makes it very simple, just dragging and dropping some files into the data folder. https://steamcommunity.com/sharedfiles/filedetails/?id=647585409 And it looks quite nice, especially the battle backgrounds.

Would it work to just install new threat on top of that? Or if not what would be the best method to get graphics mods working with this?

Both mods will overwrite each other if it's done like that. The only way to do it without using the 7th Heaven mod loader is to get Luksy's ULPG tool and decompile the archives that store the model files.

So what you'd do is, you'd install NT and then take the battle.lgp (battle folder) and char.lgp (field folder) out of the game files and decompile them with ULGP: http://forums.qhimm.com/index.php?topic=12831.0

Then you'd take the battle.lgp and char.lgp from the advent/high quality graphic mods and decompile them as well. Copy-paste the decompiled files from them into the NT archives (this means only the character models and backgrounds get overwritten).

Then recompile the modified NT battle & char archives with ULGP again and place them back into the game folders. This way you don't lose NT-specific files like the new enemy models which would cause a crash when the game tries to load them and finds them missing.

If you're wanting to use the 7H mod loader though, then you can find that here: http://forums.qhimm.com/index.php?topic=15520.0
This basically works like the mod manager for Fallout/Elder Scroll games, in that it combines mod files to ensure compatibility.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: selius on 2017-07-29 15:31:58
so i loaded NT 1.4 and the menu overhaul at the same time in 7h and it seems to be working fine?

anybody used both that had problems?

hopefully 1.5 doesnt add any issues
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ethario on 2017-07-29 17:10:14
I feel like a kid on Christmas. Waiting to open that sweet sweet present.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ethario on 2017-07-29 22:51:46
Damn I guess it didn't come out tonight. Here is hoping for tomorrow. Got my snacks ready to go and theres still a day left in the weekend.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Sega Chief on 2017-07-29 22:58:32
I'm putting the files together just now; I was late getting in from work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ethario on 2017-07-29 23:01:39
You are a hero sega chief. That means I can start first thing in the morning.

I'll give you some feedback of my playthrough if any bugs arise :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-07-29 23:14:12
aaawwww yeeeahhh not getting any sleep tonight! woooooooo!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ethario on 2017-07-29 23:17:49
Haha, I was starting to think I was the only one waiting for this today :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-07-29 23:18:43
Haha, I was starting to think I was the only one waiting for this today :D

Heh, not a chance!  :wink:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: strife98 on 2017-07-29 23:19:41
Naaah man, I scheduled stuff to give me a free day today.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ethario on 2017-07-29 23:21:45
Awesome, Have you guys played previous iterations of this mod ? Its my first playthrough, been waiting for a good moment and now seems as good as any.

Can't wait to see what I'm in for :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: iDerek759 on 2017-07-29 23:34:41
Awesome, Have you guys played previous iterations of this mod ? Its my first playthrough, been waiting for a good moment and now seems as good as any.

Can't wait to see what I'm in for :D

I remember 1st hearing about NT when it was at 1.2, I've been playing it and bug testing it ever since. You're in for a real treat then!  8)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Zara9 on 2017-07-29 23:42:25
is everyone excited about this v 1.5 of this mod finally coming out today
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Ethario on 2017-07-29 23:44:45
is everyone excited about this v 1.5 of this mod finally coming out today

Oh yes, oh yes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-07-30 02:59:17
All right, that's 1.5 up. If I've missed anything fundamental with the installer, or if you run into errors early on, then let me know so I can rectify it ASAP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: strife98 on 2017-07-30 03:08:53
Yuuuuuussssssssss thank you Sega Chief! O7

Gonna go all out on Arrange since I never got to before.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-07-30 03:21:30
I should be sleeping right now...

I am very familiar with FF7 and tackled hard mods of the game before, am unsure what arrange does. Does it just make the game more challenging or ?
Should I play arrange or normal O.O
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: strife98 on 2017-07-30 03:30:05
I -should- say if it's your first playthrough maybe do normal, but what I -want- to say is play arrange.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-07-30 03:30:47
I edited my last post. I'm not a new player but at the same time I have no idea what the difference is, I do love a challenge tho.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-07-30 03:36:54
Guess im going with normal, the FAQ does say that arrange is something different for returning NT players.

Worst case scenario i'll play the mod twice :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tsuna on 2017-07-30 03:52:22
Hey Sega, hate to be that guy but i'm sure you'd rather know than not.
Inside 7th heavens GUI NT1,5 says

Version 1.4 released on 7/30/2017

Hopefully it's the only thing anyone finds.

This is my first play of NT and i'm so excited lol, gonna stream it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-07-30 04:10:13
Guess im going with normal, the FAQ does say that arrange is something different for returning NT players.

Worst case scenario i'll play the mod twice :D

Normal is definitely recommended for the 1st playthrough.

Hey Sega, hate to be that guy but i'm sure you'd rather know than not.
Inside 7th heavens GUI NT1,5 says

Version 1.4 released on 7/30/2017

Hopefully it's the only thing anyone finds.

This is my first play of NT and i'm so excited lol, gonna stream it

Just a text thing; but I'm sure actual bugs will appear before long. I've a feeling that the Aeris switch will be a source of issues. I think I've set it up correctly, but we'll see s:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jaki on 2017-07-30 11:26:31
.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-07-30 12:18:41
Am doing another playthrough with the update. Found an oddity. It's not a bug, but it will need altering eventually. Beginner's Hall is listing the mod as version 1.4 even with the update. So the text there will need fixing eventually.


I like poking through changes and alterations and mechanics when I can, at which point I usually comment about it and what I observe at first glance and all that. One of the changes that stands out for me from 1.4 to 1.5 are some of the item alterations. There are two main observations with that. One, the items now essentially all listing what stat changes they produce is something I appreciate. I mean, I do like witty quotes and sayings, but not at the expense of making it difficult to understand what the item is actually doing. I understand that the space limits kind of force hard choices there in places (as a few of the item flavor texts were things of beauty), but I appreciate you making it easier for your players there with that, especially new players (I've gotten three people to try this mod, so that decision there is one I appreciate). Second, some of the changes make it less 'easy' for players to coast through things without making it 'hard' in itself. The use of "Null" rather than "Absorb" in some places, for example, highlight how players will have to keep some track of what they're doing.

Since the topics of items has been made though, I have another comment, and it's a thought that has been in my mind for some time. While canon made some of the battle items cost 2gil in order to avoid players farming them for extra cash early in-game, that decision really doesn't make much sense considering how Vanilla dealt with some of the early materias. While this mod is not vanilla and has dealt with the materia issue quite adequately, the decision to keep all those battle items that can be stolen/morphed/dropped at being sellable for 1gil though feels like a bit of a waste. Even putting most of them at 400gil (thus sellable for 200 in stores) would avoid giving the players a ton of cash, while also allowing them to gain more than normal as it is earlier in the game.

Something like that might help prevent any future references to the 'poverty mod' jokes that popped up in the past as well. But eh, idle commentary. :shrugs:

Anyways, I'll make sure to report any issues should I spot any. ^_^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Gizzy on 2017-07-30 12:36:07
Hi@all! I have downloaded the FF7 NT mod 1.4 quite a while ago. Now how do i patch it to 1.5: Do i have to download the main installer and patch it like i did with 1.4 or just the hotfixes?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-07-30 13:22:15
is magic materia supposed to reduce dex by 5?

... something went wrong didnt it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-07-30 13:23:19
Hi@all! I have downloaded the FF7 NT mod 1.4 quite a while ago. Now how do i patch it to 1.5: Do i have to download the main installer and patch it like i did with 1.4 or just the hotfixes?
Main Installer. There are no patches at the moment for version 1.5. If any bugs are found though, then patches and hotfixes will be needed.

If you spot any problems, tell us about it in here. ;D


is magic materia supposed to reduce dex by 5?

... something went wrong didnt it
I just checked my game, and I'm not spotting this situation at all with the magic materia on Arrange. Could you tell us more about your game? Is it steam, or the old CD's, or what? Are you using the program 7th Heaven, or are you using the main installer?

These details help us figure out what went wrong and how it can be corrected. The more info you can give us, the better.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-07-30 13:47:06
I just checked my game, and I'm not spotting this situation at all with the magic materia on Arrange.

im playing on normal but i figured it out. was supposed to use the ff7_bc exe instead of ff7_mo.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Meindratheal on 2017-07-30 13:51:11
The Readme seems to be the 1.4 one byte-for-byte too. Thought for a moment I'd downloaded the wrong IRO!

Looking forward to giving this a proper run-through.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-07-30 14:12:42
Ok, I spotted an issue. You know how I stated earlier how I like to play around with things early-in to see what they do before then playing legit?

Well, if you give Aeris one of her healing rods (doesn't matter which one either), and then give her a Mega-All materia, she cannot target the playable character(s) to smack them back to health (as that was one of the things I liked doing with her character, as the MegaAll materia worked perfectly with her role as both a spell caster and a healer). So it looks like the MegaAll materia, and maybe the Slash-All, may have their targeting locked towards enemies only at this time. I was physically 'attacking' there when I was messing around with that, but I'll edit in a quick response in a minute to see if spells are locked towards enemies as well here with that (which would be problematic if you're trying to throw a Cure spell at your party), and then compare that with the All materia to see if any issues are popping up there as well.

EDIT; Ok, the problem is with the "Slash-All" attack command. The MegaAll materia gives the player that command along with giving "All" to every applicable spell, but it's that specific command there that's locked on "Enemies Only" at this time. There are no problems with the targetting of spells, it's just the "Slash-All" attack command that's the problem at the moment.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-07-30 15:10:26
how many actions does it take to activate cloud's second wind?

i dont think it's procced yet?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FFman on 2017-07-30 15:15:20
Thanks Sega Chief for the mod. It's a pleasure to play it again.
I spotted something odd : instead of fightingh Heli gunner and its friend, the group of 3 (Aeris, Barret and Tifa) fights against Rufus and his dog. After that, Cloud has to beat Rufus too, exact same battle. I think a trigger went wrong here :)

When does the SP system is unlocked ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-07-30 15:26:43
When does the SP system is unlocked ?
The Mythril Mines, right after the Chobo Farm and the Marsh. There's a Side-passage with an 'odd' save point. Make sure to 'activate' it. Do not ignore it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FFman on 2017-07-30 15:29:17
The Mythril Mines, right after the Chobo Farm and the Marsh. There's a Side-passage with an 'odd' save point. Make sure to 'activate' it. Do not ignore it.

Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-07-30 17:38:31
Hey is the new threat 1.5 available on the 7th heaven and is it possilbe to play it with the menu overhaul and all of the other mods? or does it mess with the mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-07-30 18:08:47
Ok, noticed another thing. I have two savefiles. The first is actual gameplay. The second is me throwing every item and materia into a party and messing around with things to see if I can spot any problems or neat tricks. Already spotted one problem with the "Slash-All" command (it will only let the player target enemies, even when equiped on Aerith with her healing staves), but I've just spotted another issue. The Gospel Spark item? It's not a usable 'battle' item at this point in time. It's listed as a drop in the Battle Square, and its item description is the same as when it was a workable battle item, but the item itself cannot be used in battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Konichu on 2017-07-30 18:20:49
Hey, just noticed something when you try steal something after stealing something successfully from X-ATM Scorpio in the Shinra HQ. I don't know if it's intended but ..
Spoiler: show
(https://img15.hostingpics.net/pics/290713Sanstitre.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-07-30 18:35:03
Hey is the new threat 1.5 available on the 7th heaven and is it possilbe to play it with the menu overhaul and all of the other mods? or does it mess with the mod?

download the iro. library > import > select iro

and im playin with menu overhaul just fine so far. i had to do a complete clean install and use the ff7_bc.exe. make sure you follow the 7h suggested load order
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MetaSieg on 2017-07-30 20:12:58
Yeah! 1.5 is out. Feels like I've been waiting ages for this. So very excited.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SpurdoSparde on 2017-07-30 21:16:45
Question about the older version of NT (1.4 with the regular scripted final battle), how much HP is Keter Sephiroth supposed to have?
I was tracking his HP out of curiosity with cheat engine and it seemed to start at 130,000 or so, but it kept getting halved for some reason and I killed him with 6-7 casts of Tornado or so, right after he ascended for the first time. Does he really have less HP than in vanilla and cheat engine is just showing wrong values or is this a glitch? He really died WAY too fast, even for a fairly easy final boss.

Also, it feels like way too many things have elemental weaknesses (especially Earth) which makes casters insanely powerful, meanwhile I was having issues making physicals be worth it (even limits).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-07-30 21:48:32
aeris cannot steal while equipped with a healing staff
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: striderjb on 2017-07-30 21:55:14
Hey Sega, would you recommend Normal or Arrange for a first time FF7 player who is very into customization, mix-max and difficulty in games? Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-07-30 21:58:58
how many actions does it take to activate cloud's second wind?

i dont think it's procced yet?

It's something like 50 post-action ticks (actions from any actor).

Thanks Sega Chief for the mod. It's a pleasure to play it again.
I spotted something odd : instead of fightingh Heli gunner and its friend, the group of 3 (Aeris, Barret and Tifa) fights against Rufus and his dog. After that, Cloud has to beat Rufus too, exact same battle. I think a trigger went wrong here :)

When does the SP system is unlocked ?

Probably wrong battle ID; I must have put the wrong number into the script.

Ok, noticed another thing. I have two savefiles. The first is actual gameplay. The second is me throwing every item and materia into a party and messing around with things to see if I can spot any problems or neat tricks. Already spotted one problem with the "Slash-All" command (it will only let the player target enemies, even when equiped on Aerith with her healing staves), but I've just spotted another issue. The Gospel Spark item? It's not a usable 'battle' item at this point in time. It's listed as a drop in the Battle Square, and its item description is the same as when it was a workable battle item, but the item itself cannot be used in battle.

I'll get that flag ticked in the kernel; I re-did the kernel from scratch to fix the KOTR text issue.

Hey, just noticed something when you try steal something after stealing something successfully from X-ATM Scorpio in the Shinra HQ. I don't know if it's intended but ..
Spoiler: show
(https://img15.hostingpics.net/pics/290713Sanstitre.png)


Text compression problem, it must have snuck in when I made the very last kernel changes to Cloud's innate. I'll go into the file and check all the text.

Question about the older version of NT (1.4 with the regular scripted final battle), how much HP is Keter Sephiroth supposed to have?
I was tracking his HP out of curiosity with cheat engine and it seemed to start at 130,000 or so, but it kept getting halved for some reason and I killed him with 6-7 casts of Tornado or so, right after he ascended for the first time. Does he really have less HP than in vanilla and cheat engine is just showing wrong values or is this a glitch? He really died WAY too fast, even for a fairly easy final boss.

Also, it feels like way too many things have elemental weaknesses (especially Earth) which makes casters insanely powerful, meanwhile I was having issues making physicals be worth it (even limits).

If his HP was halving then that might explain why people were finding him too easy in 1.4. As for elements, they can be used by physical attackers as well using Elemental Materia.

aeris cannot steal while equipped with a healing staff

I changed the target data for commands like Slash-All and Mug to counteract glitches people found when using these commands with certain weapons like Enemy Launcher. But I think I changed Enemy Launcher to just be a 'hit all enemies' weapon instead of 'hit everything' so maybe I can revert the target flags for slash-all and steal back to what they were for now.

Hey Sega, would you recommend Normal or Arrange for a first time FF7 player who is very into customization, mix-max and difficulty in games? Thanks.

Normal mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-07-30 22:06:44
Fixed the listed issues (putting patch together), but there's another that was raised in a PM that I need to check.

Last issue was identified, but it's a compatibility issue with save files going from 1.4 to 1.5. Going to add a handler for backward compatibility then upload the patched version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: striderjb on 2017-07-30 22:30:28
Normal mode.

Awesome, thanks. Is that because Arrange is too hard? Is it balanced "worse"? Or just requires you to know where all the items are and stuff?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-07-30 22:33:13
Arrange is a bit harder; it ups enemy level and remixes some of the encounters/enemy mechanics. I think it'd be a better experience playing NT for the first time on normal because it's more tightly balanced around a curve while Arrange will have more 'spikes'.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-07-30 22:38:09
my first game over to rubicante gt
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-07-30 22:39:23
Remember that Aeris can absorb it using Defend, you should have some Elemental Materia as well for the other two party members. That or a Tranquiliser for a 30% reduction should make things safer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
Post by: Dongs McGee on 2017-07-30 23:14:34
Which save point was this problem encountered on?

In the vents before the Sector 5(?) reactor.  After you jump off the train, before you get to the reactor itself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-07-30 23:21:47
In the vents before the Sector 5(?) reactor.  After you jump off the train, before you get to the reactor itself.

Right, I'll check them out.

***

Regarding the 1.5 issues found so far, that's the patched files uploaded.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-07-30 23:52:24
am i not being vigilant enough or did midgar not have much of loots?

realizing i dont have any protect vests or any of the status preventing accessories i could swear you had in previous versions by the time you left midgar

also if anybody knows where you can first obtain a power wrist let me know so i dont miss it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-07-30 23:53:45
am i not being vigilant enough or did midgar not have much of loots?

realizing i dont have any protect vests or any of the status preventing accessories i could swear you had in previous versions by the time you left midgar

also if anybody knows where you can first obtain a power wrist let me know so i dont miss it.

It'll be due to the hundred gunner arrange fight not triggering properly; that drops a Protect Vest. As for the others like Power Wrist I think they're acquired later; Yin/Yang might have one (and an Earring).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MetaSieg on 2017-07-30 23:58:36
Noticed mk2 download, so no hotfixes? I gotta download the whole mod again then?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-07-30 23:59:36
I can upload hotfixes if bandwidth is an issue; I just replaced the installer because of how close it's been since initial release.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MetaSieg on 2017-07-31 00:02:57
Nah that's fine but can I just slap this over my current install? or do I need to do it from scratch?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-07-31 00:10:47
It'll be due to the hundred gunner arrange fight not triggering properly; that drops a Protect Vest. As for the others like Power Wrist I think they're acquired later; Yin/Yang might have one (and an Earring).

but im playing on normal. and i still didnt get a protect vest.

http://imgur.com/a/AiOe3

gunner fight loots
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-07-31 00:16:14
Nah that's fine but can I just slap this over my current install? or do I need to do it from scratch?


You can put it over the current install like it was a hotfix patch.

but im playing on normal. and i still didnt get a protect vest.

http://imgur.com/a/AiOe3

gunner fight loots

Must be because the fight is in two parts; I assumed all three items would drop but looks like I was wrong.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MetaSieg on 2017-07-31 00:17:49
OK great, thanks Chief.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-07-31 01:37:24
Can confirm just did the "protect vest" fight and it didn't drop for me either (normal)

Edit:

Also had this happen on rufus fight, no mega-elixer drop but a holy torch from the add.
(I wanted the shotgun steal so I reload the fight and I got mega-elixer when I did NOT kill the add and just killed rufus).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2017-07-31 04:49:30
I encountered something yesterday Sega Chief. The rocket launchers that you encounter around the Sector 5 reactor, they use energy rocket that has a chance to inflict darkness.
When I attempted to cure with echo-drops, the item always misses. Is this intentional for 'arrange'? Or is this a bug? Wasn't really sure.

P.S. Also...
Spoiler: show
That pincer Plasma Buster fight! Genius! Totally caught me off guard! Nice work  8-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Nikkolas on 2017-07-31 06:08:54
Sega Chief, this is supposed to the last version of NT, correct? Are you still planning on trying your hand at making FFVIII less of a broken mess?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManInBlack on 2017-07-31 10:39:55
All right, that's 1.5 up. If I've missed anything fundamental with the installer, or if you run into errors early on, then let me know so I can rectify it ASAP.
I guess now I find out how easy/difficult it is to update this with 7th Heaven.

EDIT to above: I see that the Gameplay mods section in 7H is still described as last updating February. I suppose that means I can't update to 1.5?
Re-EDIT: The version I have installed says it's newer than the one in the 7H Catalog. Huh.

Rather than finding multiple quotes I'll describe here: I previously mentioned an issue with turning the guards in Rocket Town into frogs soft-locking the game. I've since had a problem with another enemy in the Ancient Forest, I believe named Diablo. I disabled all of the graphical mods that I had assumed wouldn't affect gameplay code...and it resolved the problem. So it seems that the problem either does not lie with New Threat, or lies with the interplay between two or more mods. For my own part, I will probably just refrain from using frog-related offense until I've beaten the game, but afterward I may try each combination to see if I can narrow down the source of the problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-07-31 14:36:14
Can confirm just did the "protect vest" fight and it didn't drop for me either (normal)

Edit:

Also had this happen on rufus fight, no mega-elixer drop but a holy torch from the add.
(I wanted the shotgun steal so I reload the fight and I got mega-elixer when I did NOT kill the add and just killed rufus).

If you steal an item, it prevents the enemy's drop from being calculated after battle. Here's their items (if this is different in the item list database then apologies):

Rufus
Megalixir (100% Drop)
Shinra Beta: Steal, base 16 chance
Shotgun: Steal, base 8 chance

Light Nation
Holy Torch (100% Drop)
Vaccine: Steal, base 32 chance

Steal formulas take player level vs enemy level into account, it'll be tougher to steal on Arrange than on Normal due to this as Arrange enemies have a level boost.

I encountered something yesterday Sega Chief. The rocket launchers that you encounter around the Sector 5 reactor, they use energy rocket that has a chance to inflict darkness.
When I attempted to cure with echo-drops, the item always misses. Is this intentional for 'arrange'? Or is this a bug? Wasn't really sure.

I checked the kernel, and Echo Drops only have the Silence box tagged and not Darkness as well. I missed it when I re-did the kernel from scratch, I guess. I'll put a hotfix patch up to correct it.

Sega Chief, this is supposed to the last version of NT, correct? Are you still planning on trying your hand at making FFVIII less of a broken mess?

FF8 NT is the next project, yeah. I've been picking at it on and off while FF7 NT was being wrapped up, now I'm ready to start working on it properly and start getting an alpha build together for testing/feedback.

I guess now I find out how easy/difficult it is to update this with 7th Heaven.

EDIT to above: I see that the Gameplay mods section in 7H is still described as last updating February. I suppose that means I can't update to 1.5?
Re-EDIT: The version I have installed says it's newer than the one in the 7H Catalog. Huh.

Rather than finding multiple quotes I'll describe here: I previously mentioned an issue with turning the guards in Rocket Town into frogs soft-locking the game. I've since had a problem with another enemy in the Ancient Forest, I believe named Diablo. I disabled all of the graphical mods that I had assumed wouldn't affect gameplay code...and it resolved the problem. So it seems that the problem either does not lie with New Threat, or lies with the interplay between two or more mods. For my own part, I will probably just refrain from using frog-related offense until I've beaten the game, but afterward I may try each combination to see if I can narrow down the source of the problem.

The catalog IRO is handled by Elyza, and is updated separately. I'll get in touch with her after the bugs have been corrected, so for now I'd recommend using the IRO I've put up on this thread.

So the Frog thing is to do with other mods? I wonder what's causing it.

***
Edit: Uploaded a scene hotfix patch for two issues, should only be 700KB in size.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-07-31 15:57:01
Ok, encountered two oddities in Wall Market and Honey Bee Inn. In the wall Market, there are two guys standing outside near the Gym. I talked with them, and the text went from the initial things they say when you first show up, to the text changes that happen after the Sector 7 plate falls. This happened well before Second 7 was flattened though.

Second issue is while I was asking the Honey Bee Inn worker to add the makeup, I was able to ask her to apply it three times before she actually applied it. The dialogue options reset after I had hit "Ok".
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManInBlack on 2017-07-31 16:15:42
Alright, I've got 1.5 installed. Seeing as how I did the Ancient Forest two nights ago, I have to ask if the man at the end says anything now? (I don't remember if he did in vanilla.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-07-31 16:46:32
Can confirm just did the "protect vest" fight and it didn't drop for me either (normal)

Edit:

Also had this happen on rufus fight, no mega-elixer drop but a holy torch from the add.
(I wanted the shotgun steal so I reload the fight and I got mega-elixer when I did NOT kill the add and just killed rufus).

Ugh so sorry sega chief. I was totally aware that the dropped item does not drop when you steal.
I was up really late playing your mod and was not thinking straight. Thanks for setting it straight tho.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: deha0002 on 2017-07-31 16:49:02
Damn i hope Second Wind innate is a typo, not a fan  :-\ :-\ :-\
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2017-07-31 16:57:43
Gonna wait on the bug fixes before I upload to the 7H Catalog.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-07-31 17:01:25
is the hero drink 2 the best parade prize?

also there's another fort condor battle just after the rufus send off but it doesnt give the message for it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-07-31 17:06:59
Damn i hope Second Wind innate is a typo, not a fan  :-\ :-\ :-\
The general premise of it will be a BIG help in battles where the enemy has a lot of HP or things get drawn out for whatever reasons. That said, it's true usefulness will not likely pop up until much later in the game, where-as the usefulness of other character's inates are pretty much set from the second you get them.

So a big help late-game, and kind of helpful with things when a fight gets dragged out for whatever reason.

The prior versions of New Threat didn't even give Cloud an inate ability until after you had claimed him from that resort town (the one that sinks into the lifestream) in disc 2. :shrugs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: deha0002 on 2017-07-31 17:24:20
The general premise of it will be a BIG help in battles where the enemy has a lot of HP or things get drawn out for whatever reasons. That said, it's true usefulness will not likely pop up until much later in the game, where-as the usefulness of other character's inates are pretty much set from the second you get them.

So a big help late-game, and kind of helpful with things when a fight gets dragged out for whatever reason.

The prior versions of New Threat didn't even give Cloud an inate ability until after you had claimed him from that resort town (the one that sinks into the lifestream) in disc 2. :shrugs:

I was kinda hardcore into the changing (identity crisis) innate where previous members actions boosted similar actions from Cloud, since it fit so well with what is actually going on with Cloud through out the whole game. Well i got Arrange now atleast so i shouldnt complain, though Cloud will most likely not be in my party ever for end-game content =D.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-07-31 17:33:20
I was kinda hardcore into the changing (identity crisis) innate where previous members actions boosted similar actions from Cloud, since it fit so well with what is actually going on with Cloud through out the whole game. Well i got Arrange now atleast so i shouldnt complain, though Cloud will most likely not be in my party ever for end-game content =D.
I honestly had never seen his Inate actually do that in the previous versions though.

That said, thematically it was amusing and did fit from a story and character perspective, but gameplay wise I had never seen it actually do what it was supposed to do.

It's a pity he couldn't randomly copy one of the inates of the members in the party with him, but that would be potentially too game-breaking (either in terms of causing Cloud to be too powerful, or causing the game to crash lol).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-07-31 18:35:50
.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: deha0002 on 2017-07-31 20:57:44
I honestly had never seen his Inate actually do that in the previous versions though.

That said, thematically it was amusing and did fit from a story and character perspective, but gameplay wise I had never seen it actually do what it was supposed to do.

It's a pity he couldn't randomly copy one of the inates of the members in the party with him, but that would be potentially too game-breaking (either in terms of causing Cloud to be too powerful, or causing the game to crash lol).

True that, though as it stands now its worth 1 elixir + 1 turn(action) ONCE per battle....so nah Clouds innate is not something to be "whohooing" about like lets say Vincents selfsustain, Cid's Barriers or Nanakis +50 STR/MAG.

I would even go for a flat stat boost (though boring) than Second Wind tbh =D. But hey an innate can be improved, the game balance feels better with Arrange now so i am quite happy!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-07-31 22:37:57
Ok, I encountered a problem. Unbeatable Ghosts in the train graveyard. Sometimes they go invisible (and thus unhittable) and never 'reappear', meaning I end up facing off with an enemy that cannot be hit by anything and that will continue attacking endlessly, forcing me to either flee, die, or turn random battles off in the Train Graveyard when that happens.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-07-31 23:44:56
So I started 1.5 today, Arranged Mode activated, and all I have to say is WOW! This mode is fantastic! Whenever I could bring it up to anyone I would mention just how great this mod was. This was during 1.4 where Arranged wasn't available, but now with it enabled, this mod, which I thought couldn't get any better, somehow managed to. I'm only a few fights in and so far the changes have been subtle in some spots, VERY noticeable in others. The mod is tougher yet Arranged doesn't feel cheap. I've gotta pay my respects to you Sega, you're one hell of a creator for putting this thing together. I thank you!

So far, I've only found one possible bug and one thing that may need to be looked at? Unsure on both. I haven't been able to duplicate the bug, but at the first save point, in the Reactor, I somehow managed to "take the save state" with me anywhere I went. No matter where I went in the Reactor, the game thought I was standing on a Save Point and I could use a Tent. I tried doing it again and I've tried on different Save Points and I can't get it to happen again. I have no clue what I did the first time, nor do I know if it was a bug with the original or the mod, or if it could be done on any save point or just that one. Vague, I know, wish I could say more.

As for the thing that may need to be looked at. It was already mentioned about how in the Beginner's Hall, the guy says it's 1.4, however also in there the Junon Leagues were mentioned. Memory may be serving me wrong here but was that not removed? If it wasn't then no problem here.

One last note, if you want to see a visible feedback of bosses, how they play and the damage they do in relation to the players powerbase, I've started to upload them on the YouTube's. Other then that, I'll try and find more bugs and things that may be unbalanced and give my thought like before.

Thanks again Sega, This guy am sick!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-01 01:18:07
True that, though as it stands now its worth 1 elixir + 1 turn(action) ONCE per battle

Now that someone has mentioned it, I've been able to proc the innate more than once per battle. I've had it proc twice in a battle while in the 2nd reactor, goofing around in front of the save point before setting the bomb. This happened again while goofing off vs Eligor. In both cases I could tell because Cloud's MP went back up again despite not taking any action to restore MP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: P2theA on 2017-08-01 01:55:27
Is there any kind of stats growth in the Arranged mode, or it is designed to be like a difficult ''low level'' mode with higher HP/MP ? I was shocked when I found that the Rank up feature was disabled in Arrange, and I was looking forward to use it in a higher difficulty setting. Just pass through the Mithril Mine and the random encounter start to be a little time/ressource heavy, and with no stats growth to help, I wonder how the game will feel later on. Anyway I'm really grateful of the the work you did wtih this mod , and will continue to follow it in the future.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-01 02:27:11
Ok, found an odd graphics glitch on floor 63 of Shinra tower.

Spoiler: A screenshot of the glitch • show
(http://i.imgur.com/DhmMl9C.png)


I suspect that it may be an oversized "Mog" due to one of the things sticking up looking somewhat like a tooth, but I admit I may be wrong there with that. Whatever it is though, it's making it difficult to see what is going on on floor 63.

Is there any kind of stats growth in the Arranged mode, or it is designed to be like a difficult ''low level'' mode with higher HP/MP ? I was shocked when I found that the Rank up feature was disabled in Arrange, and I was looking forward to use it in a higher difficulty setting. Just pass through the Mithril Mine and the random encounter start to be a little time/ressource heavy, and with no stats growth to help, I wonder how the game will feel later on. Anyway I'm really grateful of the the work you did wtih this mod , and will continue to follow it in the future.
That sounds like a glitch. Arrange is supposed to have Rank Up features just like 'Normal'.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-01 02:30:49
I have not encountered the floor 63 glitch that Robo Jesus has.

EDIT: I don't know if this is intended and/or if it's just me, but the two commandos at the Respectable Inn both use Cid's model.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-01 03:04:20
Ok, found an odd graphics glitch on floor 63 of Shinra tower.

Spoiler: A screenshot of the glitch • show
(http://i.imgur.com/DhmMl9C.png)


I suspect that it may be an oversized "Mog" due to one of the things sticking up looking somewhat like a tooth, but I admit I may be wrong there with that. Whatever it is though, it's making it difficult to see what is going on on floor 63.
That sounds like a glitch. Arrange is supposed to have Rank Up features just like 'Normal'.

I have not encountered the floor 63 glitch that Robo Jesus has.

I also did not have this glitch, might be hard to reproduce.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-01 03:08:27
Is there any kind of stats growth in the Arranged mode, or it is designed to be like a difficult ''low level'' mode with higher HP/MP ? I was shocked when I found that the Rank up feature was disabled in Arrange, and I was looking forward to use it in a higher difficulty setting. Just pass through the Mithril Mine and the random encounter start to be a little time/ressource heavy, and with no stats growth to help, I wonder how the game will feel later on. Anyway I'm really grateful of the the work you did wtih this mod , and will continue to follow it in the future.

Can anyone confirm there is rank ups in arrange ? Seems a bit weird that there would be none.

CHALLENGE ACCEPTED
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: strife98 on 2017-08-01 04:16:09
Hmm, during the Shinra HQ Elevator fight, Barret got hit with something that gave both Silence and Darkness, but the Echo Drops don't cure his Darkness.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Thraxis on 2017-08-01 04:21:36
Ok, found an odd graphics glitch on floor 63 of Shinra tower.

Spoiler: A screenshot of the glitch • show
(http://i.imgur.com/DhmMl9C.png)


I suspect that it may be an oversized "Mog" due to one of the things sticking up looking somewhat like a tooth, but I admit I may be wrong there with that. Whatever it is though, it's making it difficult to see what is going on on floor 63.

My money is on one of the "item bags" model being blown up for some reason or another. Looks just like one to me and they are on that floor. Could be a corrupted patch possibly? Or some weird rendering issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-01 04:25:05
Hmm, during the Shinra HQ Elevator fight, Barret got hit with something that gave both Silence and Darkness, but the Echo Drops don't cure his Darkness.

Already a patch for that on the main post. Check it out !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-01 04:31:06
I have not encountered the floor 63 glitch that Robo Jesus has.
I also did not have this glitch, might be hard to reproduce.
If it helps any for helping repeat and/or identifying what happened, that glitch only popped up once I went up to the machine to start the coupon side-quest. It disappeared after I had exchanged the coupons. :shrugs:

I have no other mods on my game save for the "Always run" mod (which reverses walking and running, and nothing else). :shrugs again:


My money is on one of the "item bags" model being blown up for some reason or another. Looks just like one to me and they are on that floor. Could be a corrupted patch possibly? Or some weird rendering issue.
Ohh, that could possibly fit for what I saw there with that. I'm having no other problems or issues to make me think any of the downloads were corrupted though.


Hmm, during the Shinra HQ Elevator fight, Barret got hit with something that gave both Silence and Darkness, but the Echo Drops don't cure his Darkness.
Yeah, that got brought up a page or so earlier. The current patch Sega put up fixed that problem (along with fixing the targetting of the MegaAll materia, making one of the other battle items reusable again, etc.). Go patch your game already. :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-01 04:55:13
Goddamn I'm so overlvld spend so much time morphing and stealing.

I killed Jenova-VECTOR so fast, it didn't spawn the nodes to morph, had to reload just to get them  :mrgreen:
Def. need to check out arrange sometime :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-01 04:59:16
Goddamn I'm so overlvld spend so much time morphing and stealing.

I killed Jenova-VECTOR so fast, it didn't spawn the nodes to morph, had to reload just to get them  :mrgreen:
Def. need to check out arrange sometime :D
Arrange has tougher enemies (increased HP and stats, better AI, etc.) and more battle 'surprises' (such as expecting to fight one boss, and ending up fighting two. Or one of the characters being 'knocked out' due to a fall and fighting against a boss with only two characters instead of three, among many other things).

Beyond that, Arrange and Normal are the same. :shrugs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2017-08-01 05:50:33
Hmm, during the Shinra HQ Elevator fight, Barret got hit with something that gave both Silence and Darkness, but the Echo Drops don't cure his Darkness.

The echo-drops issue was already brought up. SC's already working on it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-01 06:52:03
Ok, found another negative oddity. It's not a 'problem' per se, but it does stand out when compared to the other characters.

Tifa's Limit Breaks ALL have the same description. That description? "C-", but without the quotation marks.

That's it. "C-".

I get the feeling that Sega was trying to make a joke or reference one word at a time, but accidentally screwed up with that. Given that there are 'seven' limit breaks total, that would make the word seven letters long. http://www.morewords.com/wordsbylength/7c/

Obviously the secret word that Sega Chief meant to make us suss out must be "Cabbage". :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: aquecoucou on 2017-08-01 11:40:31
Found an 'issue" that could potentially break the whole game. If you lose to the Curator your whole party get up but with 0 hp on all 3 characters. I tried to start a fight right after (with all 3 chars at 0 HP) and surprisingly there was no game over, I was just throwed out of the fight.

I accidentally saved over that file so I couldn't test more, but I think the game might go broken if you run to G0624 fight with 0HP on all character unless they get healed right before (I have a doubt)

Edit: Nvm that's silly since XIII get in the team for the fight and he has full hp anyway.

Anyway, having a blast right now with 1.5. Steal formula might need to be soften up at the beginning in Arrange cause the rates are absurd. It took me nearly 30 turns to steal a Carbon bangle in Shinra HQ (the enemy had 290 hp left, Tifa kept using morph while Barret was stealing, each morph was a 10 damage hit, stole the bangle right before the last morph)

However I still fought Rufus & Black Nation even with the hotfix. Maybe I patched too late ? I saved right before the fight, at the elevator and then patched it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2017-08-01 12:37:59
Is there any place that shows valuable items that you can get much earlier by stealing? I have been stealing from almost every enemy I find but it seems vanilla steals are changed at least some so I'm not sure where I can get certain things. Right now I'm in the shinra building just after getting Red, and thats normally when you can steal the Hardedge, but all i can find from the soldiers are mythril sabers. Is the Hardedge rare/moved/removed? If anyone has a list of the more useful steals above whats in the documentation, if you could point me to it that would be awesome.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-01 14:10:23
In the NT 1.5 Build mk2 folder > Documentation > NT Item list (excel file) should have all the item info you are looking for.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-01 14:53:29
Alright, so-

Taken a note of all problems that can be fixed, these are:

-) Wall Market dialogue is plate fell before plate has fallen

-) Makeup in honey bee inn not applying (check dialogue choice)

-) Ghosts aren't reappearing in train graveyard

-) Rank Up disable wasn't intended (SP stored can still be used once this is fixed)

-) Commandos are using Cid's model in respectable inn, forgot to change IDs

-) Curator 0HP after fight still there (if fighting an enemy group with 0HP party then it just game overs when you get into fight)

Some of the other issues reported, like Save being enabled after moving away from a Save Point (MoCheese) are more game-specific rather than mod problems. The giant white blob seen on Floor 63 was also a game engine problem where, in rare cases, a model on the field will become the max possible size and invert; in this case, one of the item bags was affected like Thraxis said (this can happen on other screens, but usually only affects Cloud: https://youtu.be/2z9ImkoNvvM?t=30s )

@Strife
The current scene hotfix should have Darkness cure added to Echo Drops, let me know if it still doesn't work.

Anyway, having a blast right now with 1.5. Steal formula might need to be soften up at the beginning in Arrange cause the rates are absurd. It took me nearly 30 turns to steal a Carbon bangle in Shinra HQ (the enemy had 290 hp left, Tifa kept using morph while Barret was stealing, each morph was a 10 damage hit, stole the bangle right before the last morph)

However I still fought Rufus & Black Nation even with the hotfix. Maybe I patched too late ? I saved right before the fight, at the elevator and then patched it.

Steal rates are probably going to be tough to juggle between Normal and Arrange due to Arrange using higher levels for enemies but I'll see what I can do. A Sneak Glove dropping in Arrange would probably sort that right out.

Ok, found another negative oddity. It's not a 'problem' per se, but it does stand out when compared to the other characters.

Tifa's Limit Breaks ALL have the same description. That description? "C-", but without the quotation marks.

That's it. "C-".

I get the feeling that Sega was trying to make a joke or reference one word at a time, but accidentally screwed up with that. Given that there are 'seven' limit breaks total, that would make the word seven letters long. http://www.morewords.com/wordsbylength/7c/

Obviously the secret word that Sega Chief meant to make us suss out must be "Cabbage". :P

I checked the descriptions for Tifa's Limits and all seven seem to be correct.

***

But yeah, if you're past the Mythril Mines on Arrange then I'd recommend hanging ten until the patch is up so you don't waste any more SP; you're supposed to have access to Rank Up in this mode. I'll start working on it now and hopefully have it done within an hour or two (same with the other issues). Going to use hotfix patches and update the IRO.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-01 15:21:24
I can't seem to replicate the issue with the Ghosts not reappearing and there's nothing special in the scripts for Arrange handling; anyone else get this problem?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: VHobel on 2017-08-01 15:33:05
Quote
I can't seem to replicate the issue with the Ghosts not reappearing and there's nothing special in the scripts for Arrange handling; anyone else get this problem?

I had no issues with the Ghosts, they always reappeared. Playing on Arrange not using 7H.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-01 16:15:18
That's the hotfix patches + IRO up.

Sorry to people who reported the wall market dialogue in the past, I kept forgetting to fix it. Turned out it was just a label jump issue.

Rank Up is now available on Arrange so I'd recommend getting that SP spent if you're past Mythril Mines on that mode. I'd been testing the idea out with rank being disabled in arrange but decided against it, forgot to disable the check though s:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2017-08-01 16:38:25
In the NT 1.5 Build mk2 folder > Documentation > NT Item list (excel file) should have all the item info you are looking for.
The excel file doesn't seem to have much in the early game stuff, namely the hardedge is not listed anywhere on it. Theres only 37 lines of entry in that excel file, and some are blank unless I have the wrong copy of it? Battle/recovery items don't interest me much unless it's one of the very high tier items, but any armor/weapon/accessory/missables that i can't buy at a shop at that moment in the game are the things I care about, and the file doesn't seem to have all of them (though it is kind of a big ask).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-01 16:41:53
It should look like this:

http://imgur.com/a/GGNDz

There's tabs at the bottom for navigating between areas.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2017-08-01 16:44:26
Damn you beat me to it, I literally JUST saw that like 60 seconds ago, guess I showed my excel nubness pretty hard XD thanks SC and Webbhead08.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: aquecoucou on 2017-08-01 16:55:14
Didn't encounter any issue with ghosts even when their MP were depleted.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-01 17:00:17
Good to know about the Save Point.

I found some sort of text box error in the Shinra HQ. With the Turtle's Paradise advert and the Shinra Inc advert. The Shinra Inc advert plays automatically if you get close while the Turtle's Paradise flyer has to be clicked. If you click the Turtle flyer while the Shinra Inc flyer is on screen, the two text boxes start to get all weird. Letters not showing up and the boxes themselves going off screen, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2017-08-01 17:13:33
My questions about drops/steals/morphs are all answered apart from one, looking through that WHOLE workbook, the hardedge is still nowhere to be seen. Was it removed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FFman on 2017-08-01 17:19:14
That's the hotfix patches + IRO up.

Sorry to people who reported the wall market dialogue in the past, I kept forgetting to fix it. Turned out it was just a label jump issue.

Rank Up is now available on Arrange so I'd recommend getting that SP spent if you're past Mythril Mines on that mode. I'd been testing the idea out with rank being disabled in arrange but decided against it, forgot to disable the check though s:

I'm at Jenova Decay in Arrange, ready to spend the SP. Everyone is at 255/200 since a while but Cid, Vincent and Cait Sith rank up 3 times and the others rank up only once. Is it normal ?

Edit : And Aeris can't rank up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: El Grillo on 2017-08-01 17:21:29
Soulofsteel, it looks like you'll have to buy a Hardedge the old-fashioned way.

Not sure if this is the right place to report this, but Grenade Combatants in Shinra HQ are listed as morphing into Shrapnel, when they actually morph into Dirty Bombs (which I think is the earliest I've seen them). EDIT: never mind, you can buy them in the 2F shop, so it's not such a big deal :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-01 17:32:29
You can buy dirty bombs in Wall Market, so the Grenade Combatants are not the earliest.

I have not encountered the ghost issue or the Honey Bee Inn make-up dialogue error.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-01 19:39:17
Has anyone else had Cloud's Second Wind activate while he's KO'd ? He was down, Tifa finished off the last enemy, I saw the text box for Second Wind activated even though the battle was over  (kind of like how Regen is still working in that moment between victory and post-battle screen) and Cloud's HP and MP refilled to max. After the battle on the world map Cloud is alive, and fully restored.

Fought three beachplugs outside gold saucer area, no mods applied beyond NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-01 20:21:05
On the ghosts issue, this was an issue that sometimes popped up in vanilla as well. Sometimes a ghost would 'vanish' during their normal pattern of attacks, and then would never 'reappear'. I didn't spend too long hanging around to figure out what was causing that hiccup in their AI behavior to do that.

I checked the descriptions for Tifa's Limits and all seven seem to be correct.
...oh dear. Crap, something messed up on my end then. I'll re-download all the files and apply them again. Nothing 'else' has been 'odd' beyond small things like that, hence why I didn't assume it to have been a glitch in the downloads, because usually when things mess up, the problems tend to be much larger than a few lines of text. Hopefully this will be fixed with the patches.

If it's not, I'll uninstall FF7, and then reinstall and repatch everything, then see if that fixes things.

EDIT; Ok, Dark Nation is undamagable in the fight with Rufus as it stands, and the patches did not fix the text issue with Tifa's limit break descriptions. The elevator battle also had Thousand Gunner, Airhawk Gunner, and Thunder Gunner all fighting at the same time (the only reason I bring that up is the enemy models were so large that they were merging into eachother at times due to their sizes as they were all fighting).

I was using the first version of 1.5, along with the current patches. Am downloading the Mk2 download of 1.5 now to see if that fixes things. If not, I guess I'm doing a fresh install.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: aquecoucou on 2017-08-01 21:56:32
EDIT; Ok, Dark Nation is undamagable in the fight with Rufus as it stands

Was the case on my side as well. I though it was intentional since the fight is easy even in Arrange due to the low damage output.

Btw, was MP Plus removed from Ziegfried ? Had no reward, but I love the new pattern he uses :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-01 22:17:42
Was the case on my side as well. I though it was intentional since the fight is easy even in Arrange due to the low damage output.
Considering that Dark Nation 'absorbs' HP with his regular attacks, as well as puts Wall on himself and Rufus and heals using "White Wind", the fact that none of these things happened (didn't absorb HP, didn't apply Wall to itself, didn't heal its HP) during the fight made it apparent that this was a glitch.

So make sure to comment about stuff like that when you spot it. It's better to say something in case it is a bug that Sega doesn't know about.

The fight with all three enemies at once during the elevator fight seems normal for "Arrange", but all three models are too large for all of them to all be on the field at the same time (Airhawk and Thunder Gunner are right on the sides of the Thousand Gunner tank mech thingy, so it would likely help to shrink the Thousand Gunner enemy model just a bit during that fight so the three aren't in eachothers model frames).

Anyways, I'm doing a fresh install (as the limit break descriptions for Tifa are still showing "C-"). I have old copies of the game disks I've had for damn near forever, so I'll uninstall everything, reinstall it, and then apply the chobo patch and the MDef bug fix, before then starting a new game. :sighs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-01 22:21:06
Good to know about the Save Point.

I found some sort of text box error in the Shinra HQ. With the Turtle's Paradise advert and the Shinra Inc advert. The Shinra Inc advert plays automatically if you get close while the Turtle's Paradise flyer has to be clicked. If you click the Turtle flyer while the Shinra Inc flyer is on screen, the two text boxes start to get all weird. Letters not showing up and the boxes themselves going off screen, etc.

Must be a contact/talk script thing, should be easily fixed.

My questions about drops/steals/morphs are all answered apart from one, looking through that WHOLE workbook, the hardedge is still nowhere to be seen. Was it removed?

Hardedge is in the game, but Soldier: 3rds now carry mythril sword instead of it. You can get hardedge from Junon and Gongaga shops.

Soulofsteel, it looks like you'll have to buy a Hardedge the old-fashioned way.

Not sure if this is the right place to report this, but Grenade Combatants in Shinra HQ are listed as morphing into Shrapnel, when they actually morph into Dirty Bombs (which I think is the earliest I've seen them). EDIT: never mind, you can buy them in the 2F shop, so it's not such a big deal :D

I'll correct the database.

Has anyone else had Cloud's Second Wind activate while he's KO'd ? He was down, Tifa finished off the last enemy, I saw the text box for Second Wind activated even though the battle was over  (kind of like how Regen is still working in that moment between victory and post-battle screen) and Cloud's HP and MP refilled to max. After the battle on the world map Cloud is alive, and fully restored.

Fought three beachplugs outside gold saucer area, no mods applied beyond NT.

I can add a handler for it so that it won't work if he's KO'd.

On the ghosts issue, this was an issue that sometimes popped up in vanilla as well. Sometimes a ghost would 'vanish' during their normal pattern of attacks, and then would never 'reappear'. I didn't spend too long hanging around to figure out what was causing that hiccup in their AI behavior to do that.
...oh dear. Crap, something messed up on my end then. I'll re-download all the files and apply them again. Nothing 'else' has been 'odd' beyond small things like that, hence why I didn't assume it to have been a glitch in the downloads, because usually when things mess up, the problems tend to be much larger than a few lines of text. Hopefully this will be fixed with the patches.

If it's not, I'll uninstall FF7, and then reinstall and repatch everything, then see if that fixes things.

EDIT; Ok, Dark Nation is undamagable in the fight with Rufus as it stands, and the patches did not fix the text issue with Tifa's limit break descriptions. The elevator battle also had Thousand Gunner, Airhawk Gunner, and Thunder Gunner all fighting at the same time (the only reason I bring that up is the enemy models were so large that they were merging into eachother at times due to their sizes as they were all fighting).

I was using the first version of 1.5, along with the current patches. Am downloading the Mk2 download of 1.5 now to see if that fixes things. If not, I guess I'm doing a fresh install.

Spoiler: show

It's intended to fight all 3 at the same time in Arrange, but it sounds like I'll need to adjust their positioning a bit. I think Dark Nation is supposed to be unkillable in the arrange fight as well. He'll run out of MP for white wind casts after 2 or so but osmose can speed this up. Enemies that are immune to damage can't absorb/heal either (irrelevant anyway, because their HP can't be reduced).

The Limit descriptions should read as:
C-
C-
C-
C-
C-
C-
COMBO BREAKER!


Was the case on my side as well. I though it was intentional since the fight is easy even in Arrange due to the low damage output.

Btw, was MP Plus removed from Ziegfried ? Had no reward, but I love the new pattern he uses :)

He should give you it, I'll check the script.

I'm at Jenova Decay in Arrange, ready to spend the SP. Everyone is at 255/200 since a while but Cid, Vincent and Cait Sith rank up 3 times and the others rank up only once. Is it normal ?

Edit : And Aeris can't rank up.

Some later characters get free ranks so they can catch up to earlier characters. Aeris has probably ran afoul of her handler check to see if she is alive or not, I'll prob need to reverse the var check on it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-01 22:31:21
Spoiler: show

It's intended to fight all 3 at the same time in Arrange, but it sounds like I'll need to adjust their positioning a bit. I think Dark Nation is supposed to be unkillable in the arrange fight as well. He'll run out of MP for white wind casts after 2 or so but osmose can speed this up. Enemies that are immune to damage can't absorb/heal either (irrelevant anyway, because their HP can't be reduced).

The Limit descriptions should read as:
C-
C-
C-
C-
C-
C-
COMBO BREAKER!
:blinks:

Uhm, that's set up in a way which makes it easy for players to think that something messed up in their game while they were patching things, or that something got corrupted. I get what you're doing now after you've explained it, but, well, it's easy for misunderstandings to pop up with that as it is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-01 22:37:29
MP Plus materia (still?) sells for 560,000 gil.

Given that EXP Plus sells for 1 gil, I'm sure this is unintended.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-08-01 22:39:11
i was under the impression you were gonna nerf tifa.

giving work glove 2 linked slots pretty much removed all need for any other weapons.

http://imgur.com/a/A9xZ1

1200-1600 damage limit hits. lmao

and i just found a power wrist morph. heavy tank in gongaga reactor, so add another couple hundred damage to limit hits probably.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-01 23:47:23
So I just had an interesting experience. Made it to the elevator in the Shinra HQ and Aeris says it's going to get hairy so do you want to save, then you walk to the elevator and there's a new NPC that you can shop from that will also save for you. So you could probably remove the Aeris save prompt. That was not the interesting part though, when I went into the elevator and hit the button, Rufus showed up! The camera angle was just like it is normally and Aeris was totally off screen! So I figured it was time to look for the updates. I downloaded them, installed them, went back into the elevator again and this time it was THREE gunner bots all at the same time! Going to guess this is not how it's supposed to be seeing as how they are all on top of each other. So I did I bork my installation on the updates or does this need a fix?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GeoFlare on 2017-08-02 00:59:35
i was under the impression you were gonna nerf tifa.

giving work glove 2 linked slots pretty much removed all need for any other weapons.

http://imgur.com/a/A9xZ1

1200-1600 damage limit hits. lmao

and i just found a power wrist morph. heavy tank in gongaga reactor, so add another couple hundred damage to limit hits probably.
Honestly, I think Tifa is at a good spot with that kind of power considering if she gets smacked twice she dies anyway. If you use Tifa for her damage you basically have to have someone support her (via a healer/Tank) to get good use out of her.  Also, just to point it out you could have had a power wrist already if you morphed one of Jenova's adds that she spawns (I forget which one sadly)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-02 01:11:46
:blinks:

Uhm, that's set up in a way which makes it easy for players to think that something messed up in their game while they were patching things, or that something got corrupted. I get what you're doing now after you've explained it, but, well, it's easy for misunderstandings to pop up with that as it is.

lol

MP Plus materia (still?) sells for 560,000 gil.

Given that EXP Plus sells for 1 gil, I'm sure this is unintended.

Aye, but MP Plus is unique so if you sell it then it's gone forever. I can only change Materia selling prices with an .exe change, and the tool for it is very old and buggy.

i was under the impression you were gonna nerf tifa.

giving work glove 2 linked slots pretty much removed all need for any other weapons.

http://imgur.com/a/A9xZ1

1200-1600 damage limit hits. lmao

and i just found a power wrist morph. heavy tank in gongaga reactor, so add another couple hundred damage to limit hits probably.

The linked slots (for elemental) don't affect Limits thankfully otherwise that'd be 2400-3200 s:

So I just had an interesting experience. Made it to the elevator in the Shinra HQ and Aeris says it's going to get hairy so do you want to save, then you walk to the elevator and there's a new NPC that you can shop from that will also save for you. So you could probably remove the Aeris save prompt. That was not the interesting part though, when I went into the elevator and hit the button, Rufus showed up! The camera angle was just like it is normally and Aeris was totally off screen! So I figured it was time to look for the updates. I downloaded them, installed them, went back into the elevator again and this time it was THREE gunner bots all at the same time! Going to guess this is not how it's supposed to be seeing as how they are all on top of each other. So I did I bork my installation on the updates or does this need a fix?

The first issue was a wrong encounter; 424 was loaded instead of 423 (I mis-counted formations), and the second is that the bots weren't properly positioned. Hundred Gunner is wider than I anticipated. Nothing's wrong in installation, I'm just a bit of a klutz.

Honestly, I think Tifa is at a good spot with that kind of power considering if she gets smacked twice she dies anyway. If you use Tifa for her damage you basically have to have someone support her (via a healer/Tank) to get good use out of her.  Also, just to point it out you could have had a power wrist already if you morphed one of Jenova's adds that she spawns (I forget which one sadly)

It's prob the add that gives Jenova the physical barrier if I remember right.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-08-02 01:22:25
Honestly, I think Tifa is at a good spot with that kind of power considering if she gets smacked twice she dies anyway. If you use Tifa for her damage you basically have to have someone support her (via a healer/Tank) to get good use out of her.  Also, just to point it out you could have had a power wrist already if you morphed one of Jenova's adds that she spawns (I forget which one sadly)

they are not morphable. i spent over a half hour trying. no matter what morph always misses.

iirc in 1.4 it was the earliest you could get earrings too
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-02 01:25:06
I concur with Geo, Tifa is not OP, just a good source of damage. Even pumped up with levels and gear, her damage output relative to enemy life and how hard they hit back feels 'within reason' to me, and I unlocked her 6th limit right around Gongaga.

No bugs yet for me entering Gi Cave, besides the already mentioned second wind while KO'd.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-02 01:29:39
they are not morphable. i spent over a half hour trying. no matter what morph always misses.

iirc in 1.4 it was the earliest you could get earrings too
I morphed them yesterday. I currently rock the earring and powerwrist.

Did you use Earth element and then try to Morph?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GeoFlare on 2017-08-02 01:31:15
they are not morphable. i spent over a half hour trying. no matter what morph always misses.

iirc in 1.4 it was the earliest you could get earrings too
Were you using a someone like Tifa to hit them? If so, that's why morph misses. They are technically flying enemies so you can only morph them with long range weapons likes Barret's guns or Yuffie's shuriken/boomerang.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-02 01:32:25
Were you using a someone like Tifa to hit them? If so, that's why morph misses. They are technically flying enemies so you can only morph them with long range weapons likes Barret's guns or Yuffie's shuriken/boomerang.
I was able to morph them with Tifa. This run I've decided to glass canon my way with Tifa and Aerisths so there is no mistake on my end.

EDIT: Go the fast.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GeoFlare on 2017-08-02 01:35:57
Also, I have a small request if it is at all possible.  Could we get a save point in Costa Del Sol for Rank up's and such? After fighting Jenova, we don't have another one till Mt. Corel I think.

I morphed them yesterday. I currently rock the earring and powerwrist.

Did you use Earth element and then try to Morph?
This was my next guess since I used someone with a long range weapon to do so. I had a 50/50 shot of being correct
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-08-02 01:43:01
well... fuck.

ah well. i can make do without the earrings for a while anyway.

i disagree on the relative damage thing, though. she trivialized the last 2 bosses by taking over half their health in one limit string. With how easy it is to fill her limit bar it's not uncommon for her to do it 3 times a boss fight. only now she doesnt make it to the 3rd fill :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-02 02:02:54
For Random Encounters 'Off' should we still find random encounters in Cave of the Gi? Not the breakable rocks, or the spider web battles, just good 'ole walking along I have had a couple (albeit very few) battles against regular mobs

Edit: Okay nevermind I must have still had encounters 'On' can't replicate any encounters, apologies -
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-02 02:08:02
The first issue was a wrong encounter; 424 was loaded instead of 423 (I mis-counted formations), and the second is that the bots weren't properly positioned. Hundred Gunner is wider than I anticipated. Nothing's wrong in installation, I'm just a bit of a klutz.

So you're supposed to fight all three at the same time? Well alrighty then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GeoFlare on 2017-08-02 02:12:30
You guys are crushing me in the limit department. I am in Corel now and not one of my party members is even at their 2nd tier of limit breaks yet (albeit I am switching people out this run instead of my usual pick 3 and go).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-02 02:16:41
Would concur with Geo again about the Costa Del Sol save point - I thought I just couldn't find it in the town somewhere but if one wanted to turn encounters off, or on, or rank up, after the ship I think you are out of luck until the top of the tracks save point from Vanilla which is a decent hike.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-02 02:28:44
I didn't realize it was an issue since by the time I'm at Costa Del Sol I'm eager to abuse Sleep. Now that you guys bring it up, though, I get the same feeling.
I'm not sure where in Costa Del Sol. Maybe in the villa? In the bathroom (lol)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-02 02:38:29
Yeah I mean its not 'problematic' but given the big fight, and that your chars might top out at 255 SP if they aren't already, it would be a nice quality of life convenience to be able to make the adjustments and/or spend the points.

Bowser you using seal+added effect on wep or cast ? 

Edit: How to get back to Fort Condor after Cosmo Canyon events, without going the long way? Can't find the guy...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-02 03:00:10
I use Seal on cast, though the 22 MP cost makes you think before use on a low level run. I rarely use Added Effect due to the lower chance, but I'll go for it if I've got space on a tank. Cover, Counterattack, Seal + Added Effect.

It's just that, based on my experience with previous versions of NT, Mt Corel is filled to the brim with enemies that aren't immune to sleep. It really helped with morphing everything and cataloguing back before a database (or Proud Clod) was available.

I also did not find the Fort Condor runner in Cosmo Canyon. I just hiked it back.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-02 03:30:31
Description for Ramuh reads 'Bolt summon' and nothing else, should also have paralysis in description ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-02 05:13:48
Out of curiosity, is the enemy model for "Bludown" in the Junon Area supposed to be partially transparent?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-02 05:22:35
Is PowerSoul Keeper on Trine crack ? Am I missing something or is this not meant to be fought upon first encounter?  :x
 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-02 06:47:38
Ok, I think I may have encountered another Zeigfried issue (am in Junon). He summons Odin as he's supposed to, but it targets the party instead of Zeigfried. The reason I bring this up is because his dialogue text (after summoning Odin) then talks about how he's now a spooky ghost, before then (finally) admitting defeat. Only issue is that the player party just got killed by Odin. So either the targetting is off there with Odin's attack, or the dialogue needs changed.

EDIT; Also, it seems I figured out how to replicate the Zeigfried having no MP issue/glitch I had brought up before. Basically, anytime you fight Zeigfriend, regardless of whether you win or lose, and then you quit the game without saving? The next time you start the game and Zeigfried shows up, he lacks MP.

This just happened to me after I had shut down the game to report the Odin-targetting issue I had spotted.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: aquecoucou on 2017-08-02 09:44:57
No Condor NPC in Junon ? I know it's not far away but I'm pretty sure there was one in 1.4. I might be wrong though.

Edit : He only appears after getting Shiva materia, so he is available only for the third battle and not the second (as there is a battle before getting Shiva but after resting)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: aquecoucou on 2017-08-02 10:04:35
No Condor NPC in Junon ? I know it's not far away but I'm pretty sure there was one in 1.4. I might be wrong though.

Edit : He only appears after getting Shiva materia, so he is available only for the third battle and not the second (as there is a battle before getting Shiva but after resting)

It maybe my bad as some websites mention the second battle being before getting Shiva materia and some before getting in water (which means you can get Shiva without missing the second battle). I'm not sure anymore.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-02 12:01:43
Also, I have a small request if it is at all possible.  Could we get a save point in Costa Del Sol for Rank up's and such? After fighting Jenova, we don't have another one till Mt. Corel I think.
This was my next guess since I used someone with a long range weapon to do so. I had a 50/50 shot of being correct

I can add a save point there, expect to see it next patch.

Yeah I mean its not 'problematic' but given the big fight, and that your chars might top out at 255 SP if they aren't already, it would be a nice quality of life convenience to be able to make the adjustments and/or spend the points.

Bowser you using seal+added effect on wep or cast ? 

Edit: How to get back to Fort Condor after Cosmo Canyon events, without going the long way? Can't find the guy...

He should appear during the scene when opening the Cave of the Gi with Bugenhagen, after which he'll either be hanging around just outside the entrance to it or down at the bottom (can't remember which).

Description for Ramuh reads 'Bolt summon' and nothing else, should also have paralysis in description ?

It did originally, but it was misleading in that combining Ramuh Materia with Added Effect does not give protection against paralysis; there's no flags for some of the statuses (maybe a space issue).

Out of curiosity, is the enemy model for "Bludown" in the Junon Area supposed to be partially transparent?

No, I'll check it out.

Is PowerSoul Keeper on Trine crack ? Am I missing something or is this not meant to be fought upon first encounter?  :x

I added Trine to it last minute and tuned its Magic stat down; is it hitting too hard and/or spamming it? I think he's set to use it once when reaching a certain increment of HP, I'll check out the boss and see what's wrong.

Ok, I think I may have encountered another Zeigfried issue (am in Junon). He summons Odin as he's supposed to, but it targets the party instead of Zeigfried. The reason I bring this up is because his dialogue text (after summoning Odin) then talks about how he's now a spooky ghost, before then (finally) admitting defeat. Only issue is that the player party just got killed by Odin. So either the targetting is off there with Odin's attack, or the dialogue needs changed.

EDIT; Also, it seems I figured out how to replicate the Zeigfried having no MP issue/glitch I had brought up before. Basically, anytime you fight Zeigfriend, regardless of whether you win or lose, and then you quit the game without saving? The next time you start the game and Zeigfried shows up, he lacks MP.

This just happened to me after I had shut down the game to report the Odin-targetting issue I had spotted.

It's probably a targeting issue, Summons are usually set to target only the enemy row but when I redid the kernel I probably forgot to set this. I'll check the fight and repair it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FFman on 2017-08-02 13:02:14
Some later characters get free ranks so they can catch up to earlier characters. Aeris has probably ran afoul of her handler check to see if she is alive or not, I'll prob need to reverse the var check on it.
I'm at north crater now and still no possibility to rank up Aeris. It seems her death didn't help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Konichu on 2017-08-02 14:00:38
Is it normal that in Corel Prison, the body that contain X-ATM Scorpion is not here in Arrange type ?

Edit : And you can't cure obscurity with echo drops against Dyne
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-02 14:15:32
I'm at north crater now and still no possibility to rank up Aeris. It seems her death didn't help.

Sounds like she's slacking off.

Is it normal that in Corel Prison, the body that contain X-ATM Scorpion is not here in Arrange type ?

Edit : And you can't cure obscurity with echo drops against Dyne

The Scorpion was moved elsewhere on both modes so don't worry about that. Make sure to update the game with the new hotfix patches and/or use the new IRO to fix Echo Drops (and other issues).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Konichu on 2017-08-02 14:29:17
I did update the game with the last patch :/
And okay cool !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-02 15:10:33
New set of patches up:

X) Ziegfried MP & Odin targeting

X) Costa save point

X) Aeris rank trigger fixed

X) Keeper Trine fixed

X) Separated gunners (arrange)

X) Fixed char names for SP system (pre-Kalm only; non-essential)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FFman on 2017-08-02 15:36:06
New set of patches up:

X) Ziegfried MP & Odin targeting

X) Costa save point

X) Aeris rank trigger fixed

X) Keeper Trine fixed

X) Separated gunners (arrange)

X) Fixed char names for SP system (pre-Kalm only; non-essential)
Thanks, it's working perfectly now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-02 16:28:29
Quick question I'll put in spoilers:

EDIT:

Spoiler: show
Is the Rufus and & Light Nation working as intended on Arranged? IE: Rufus(A human) absorbing Poison, and Light Nation seemingly being invulnerable(Didn't test this one a ton). Also, did Barbariccia heal before the fights in IV, cause she did in Arranged. I've honestly forgotten.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Konichu on 2017-08-02 17:18:04
The first time I played this mod, I really got suprised and laughed so much at this moment :

Spoiler: show
(http://i.imgur.com/m23mcMa.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-02 18:06:55
Quick question I'll put in spoilers:

EDIT:

Spoiler: show
Is the Rufus and & Light Nation working as intended on Arranged? IE: Rufus(A human) absorbing Poison, and Light Nation seemingly being invulnerable(Didn't test this one a ton). Also, did Barbariccia heal before the fights in IV, cause she did in Arranged. I've honestly forgotten.


I think it is, but I'll double-check just to be sure. What I should probably do is have more of a cue that he's gained immunity, like having Nation cast something on him and himself.

Rubicante GT heals you at the start of the fight, Barbariccia GT isn't as fussed :3

The first time I played this mod, I really got suprised and laughed so much at this moment :

Spoiler: show
(http://i.imgur.com/m23mcMa.png)


Spoilers be everywhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-02 18:08:37
I completely forgot about the Odin targeting issue with Ziegfried. Tifa just got back up because of Grit, so I was like "huh, I guess you need Tifa for this version of Ziegfried," hahaha.

Cue a ton of :| emotes as Tifa proceeded to wail on all his 8000 something hit points.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-02 18:44:38
I think it is, but I'll double-check just to be sure. What I should probably do is have more of a cue that he's gained immunity, like having Nation cast something on him and himself.

Rubicante GT heals you at the start of the fight, Barbariccia GT isn't as fussed :3

That'd be fine, because it wasn't indicated in any way and I wasn't sure. Also, Barbie did seem to be fussed because she healed just like Rubi did and does. It wasn't a full heal mind you and if memory serves Rubi gave everyone a full recovery? Barbie GT just hit them and they healed 150 - 300 or something close to that. Beneficial if intended, cause that fight is ROUGH.

Also, during the flashback, the piano keys don't work if you "Jam on it", then "I forgot" regarding the keys. The only button that does work is "Start", which gets you off the piano. If you click "I remember" all the keys worked.

EDIT: I seem to have a penchant for finding closets or toilets that you can become stuck in. In Kalm, in the second house on the left, the one with the old man and the dog that you can free from the closet. Well you can get stuck in there forcing a reset.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GeoFlare on 2017-08-02 18:53:03
I can confirm that it seems this patch has made the echo drops broken again (they stopped curing darkness). I double checked the patches to confirm that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-02 19:32:27
Hey Sega Chief! Been following this mod for months and am very excited to be re-living my experience playing FF7 with this mod. It adds a whole new level of challenge and mystery to the game. I also really love your re-translation with certain parts, I've always had an issue with some of the, let's say, wonkiness with the original translation, and your version makes a lot more sense pacing-wise and character-wise. So cool.

A few things I noticed on a fresh playthrough, not sure if they are bugs, but I figured I'd point them out anyway.

- Where is the Morph materia? I read that with this mod it's supposed to be in Aerith's garden, but I couldn't find it. It wasn't where it usually is in the Ancient Temple, either. There's a good chance I'm blind and just missed it, but can you confirm where I'm supposed to find it so I can make sure I don't miss it?

- Is the Gold Saucer supposed to have different music playing in every section? Also, I noticed some weird music cues in general, but they might be the music mod I'm using and not New Threat. Nothing major, just little things. Like the mako reactor in Mt. Nibel still playing the Mako Reactor music even after you leave until you get in a fight.

- So I chose the "Wake Up" option during the Aerith death scene, and I assume that's the option you choose if you want to play the rest of the game without Aerith like originally intended. But she's still here as a party option. Am I still supposed to be able to use her? Will this effect the rest of the game's dialogue if I user her? I wanted the storyline to progress as though she died, will that still happen even though she's a party option?

- Right before you ride on Mr. Dolphin and hand Barret your PHS, the message you get says "For Condor blah blah blah" instead of "PHS temporarily removed".

- If you totally ignore Fort Condor and never go there, do you still get the "For Condor battle available" messages or does that happen regardless?

- lol, seaman :P

- I beat the powersoul keeper even with it spamming Trine. Gave Tifa the Bolt Ring and just waited him out til he drained is MP, then revived the whole party. He still took everyone out except Vincent, who was in Death Gigas mode, so I was like, damn, this fight is impossible. Then Vincent kills him on the last possible turn he could have had. Friggin' awesome. Then I come here and see you patched the powersoul keeper to not spam Trine so much, but I beat him by a hair pre-patch and it was one of the best fights I've ever had in a final fantasy game. Just thought you should know.

Finally, thank you so much for this very awesome mod. If I come across anymore possible bugs, pops, or glitches, as well as anything I think is awesome or amazing, I'll come back to this thread and let you know. Peace!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-08-02 19:39:39

- Where is the Morph materia? I read that with this mod it's supposed to be in Aerith's garden, but I couldn't find it. It wasn't where it usually is in the Ancient Temple, either. There's a good chance I'm blind and just missed it, but can you confirm where I'm supposed to find it so I can make sure I don't miss it?

you've already missed it. it's in the garden. in the exact same spot the cover materia always was in. it's yellow. hard to see.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-02 20:14:52
you've already missed it. it's in the garden. in the exact same spot the cover materia always was in. it's yellow. hard to see.

Aw, dang. Yeah, it must've blended in with the flowers.

Guess I'll have to get the key to midgar and go back and get it in disc 2 :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-02 20:26:34
Another targetting issue. Morph is set to target enemies only. I bring this up as Morph is useful at times as a weak physical attack to knock confuse off of your characters. :shrugs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: RecklessPrudence on 2017-08-02 22:05:48
Another targetting issue. Morph is set to target enemies only. I bring this up as Morph is useful at times as a weak physical attack to knock confuse off of your characters. :shrugs:
*snrk* I'm sorry, all I can imagine is this:

Spoiler: show
(http://kdingo.net/champ/pics/main.php?g2_view=core.DownloadItem&g2_itemId=2572&g2_serialNumber=2)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-02 23:27:09
That feel when you get sneak attack the 2nd time you bet on a chococo S rank race  :evil:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-02 23:34:17
Just found a pretty big bug the first time you enter the gold saucer

You can save at the first point and PHS a 3rd party member in your team before you meet Caith Sith, causing the game to soft lock when meeting him.

edit: Well, good thing I had a backup because I saved after I had the 3 man party (was an accident couldn't leave PHS), tried kicking tifa out of the party with black chocobo save editor but still a extra party member seems to remain when talking to caith sith.

With no backup I might have just screwed my save file :O
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-08-02 23:36:10
welcome to Beatdown City. Population: 0

http://imgur.com/a/3SfiG
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-03 00:15:38
That'd be fine, because it wasn't indicated in any way and I wasn't sure. Also, Barbie did seem to be fussed because she healed just like Rubi did and does. It wasn't a full heal mind you and if memory serves Rubi gave everyone a full recovery? Barbie GT just hit them and they healed 150 - 300 or something close to that. Beneficial if intended, cause that fight is ROUGH.

Also, during the flashback, the piano keys don't work if you "Jam on it", then "I forgot" regarding the keys. The only button that does work is "Start", which gets you off the piano. If you click "I remember" all the keys worked.

EDIT: I seem to have a penchant for finding closets or toilets that you can become stuck in. In Kalm, in the second house on the left, the one with the old man and the dog that you can free from the closet. Well you can get stuck in there forcing a reset.

1. Must have crept over, I'll get that sorted on Barbariccia.

2. The piano scripts were revised a bit so that Tifa would play it, I'll keep a note of jam and forgot being broken.

3. Then stop jimmying yourself into closets and toilets D;

Hey Sega Chief! Been following this mod for months and am very excited to be re-living my experience playing FF7 with this mod. It adds a whole new level of challenge and mystery to the game. I also really love your re-translation with certain parts, I've always had an issue with some of the, let's say, wonkiness with the original translation, and your version makes a lot more sense pacing-wise and character-wise. So cool.

A few things I noticed on a fresh playthrough, not sure if they are bugs, but I figured I'd point them out anyway.

- Where is the Morph materia? I read that with this mod it's supposed to be in Aerith's garden, but I couldn't find it. It wasn't where it usually is in the Ancient Temple, either. There's a good chance I'm blind and just missed it, but can you confirm where I'm supposed to find it so I can make sure I don't miss it?

- Is the Gold Saucer supposed to have different music playing in every section? Also, I noticed some weird music cues in general, but they might be the music mod I'm using and not New Threat. Nothing major, just little things. Like the mako reactor in Mt. Nibel still playing the Mako Reactor music even after you leave until you get in a fight.

- So I chose the "Wake Up" option during the Aerith death scene, and I assume that's the option you choose if you want to play the rest of the game without Aerith like originally intended. But she's still here as a party option. Am I still supposed to be able to use her? Will this effect the rest of the game's dialogue if I user her? I wanted the storyline to progress as though she died, will that still happen even though she's a party option?

- Right before you ride on Mr. Dolphin and hand Barret your PHS, the message you get says "For Condor blah blah blah" instead of "PHS temporarily removed".

- If you totally ignore Fort Condor and never go there, do you still get the "For Condor battle available" messages or does that happen regardless?

- lol, seaman :P

- I beat the powersoul keeper even with it spamming Trine. Gave Tifa the Bolt Ring and just waited him out til he drained is MP, then revived the whole party. He still took everyone out except Vincent, who was in Death Gigas mode, so I was like, damn, this fight is impossible. Then Vincent kills him on the last possible turn he could have had. Friggin' awesome. Then I come here and see you patched the powersoul keeper to not spam Trine so much, but I beat him by a hair pre-patch and it was one of the best fights I've ever had in a final fantasy game. Just thought you should know.

Finally, thank you so much for this very awesome mod. If I come across anymore possible bugs, pops, or glitches, as well as anything I think is awesome or amazing, I'll come back to this thread and let you know. Peace!

The Gold Saucer music was changed for each section to break the monotony a bit; as for the cues, I'll check into the Nibel Reactor, must have bumped something out of place.

Looks like the script has added her again; did you see the usual FMV where she's laid to rest in the pond or did this scene not happen?

The notifications are so that the player knows a battle is available at Fort Condor if they're wanting to return there and get the prize from it. They'll always display regardless of whether Fort Condor has been helped or not.

Invisible Alpha, the bottled essence of the seaman and the only real ecstasy you can get on that ship. I forget what the original dialogue was, but it sounded sketchy as all hell.

Another targetting issue. Morph is set to target enemies only. I bring this up as Morph is useful at times as a weak physical attack to knock confuse off of your characters. :shrugs:

I'll unlock its targeting then; but can't shake the feeling that there was a reason this was set back to the way it was.

That feel when you get sneak attack the 2nd time you bet on a chococo S rank race  :evil:

Are you farming those bloody Chocobo Races again D;

Just found a pretty big bug the first time you enter the gold saucer

You can save at the first point and PHS a 3rd party member in your team before you meet Caith Sith, causing the game to soft lock when meeting him.

edit: Well, good thing I had a backup because I saved after I had the 3 man party (was an accident couldn't leave PHS), tried kicking tifa out of the party with black chocobo save editor but still a extra party member seems to remain when talking to caith sith.

With no backup I might have just screwed my save file :O

I can sort out your save file with a patch (or you can try a save editor, if you're careful to keep backups of the save file and make the modifications while the game's launcher is open otherwise the DRM will delete the modified files on start-up).

I'll need to do something about that Save Point in the Saucer then; I think I had to do the same thing in the Crater + Junon for Weapon Raid due to similar issue.

welcome to Beatdown City. Population: 0

http://imgur.com/a/3SfiG

That does seem like a lot; although I don't really see Lv.3 Limits popping in my runs until after Disc 1 is done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-08-03 00:32:19
she had level 3 limits by the time i was done with midgar lol

that's what happens when you use one character to kill everything (morph)

also noticing some enemies dont have morphs.

hegs in cave of gi and nibel wolfs outside of nibelheim dont have morphs
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-03 01:26:26
she had level 3 limits by the time i was done with midgar lol

that's what happens when you use one character to kill everything (morph)

also noticing some enemies dont have morphs.

hegs in cave of gi and nibel wolfs outside of nibelheim dont have morphs

Some don't, no; the wolves don't have one because they can be revived by each other and wasn't sure what impact Morph would have on that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManInBlack on 2017-08-03 01:43:10
That does seem like a lot; although I don't really see Lv.3 Limits popping in my runs until after Disc 1 is done.
The last time I played Vanilla I couldn't beat Sector 7 without Meteorain...that's because I was doing Cloud only through Mines and Yuffie only after that, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-03 01:49:41
Can confirm that echo drops are not curing darkness for me as of putting the last two hot fixes in play. Mid temple of ancients, at the moment, no other bugs to report for now.

[Power Soul Keeper felt much more reasonable this time around, after hot fix]
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-03 01:52:27
Just had a freeze on one of the for condor battles when putting down a repairer

edit: "an unknown expection has occured" was the error, guess thats not much help :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-03 01:55:24
Are character levels capped at 70?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-03 02:06:03
I've also been able to defeat the Powersoul Keeper pre Trine AI patch. It seemed to activate Trine on reaction to any action, even pulling out a hi-potion. I can confirm that it was epic, though it also ran into Tifa's lv 3 limit and triple reflect Quake 2. I can't see the average player getting through it, so I'm glad it was patched.

To confirm what selius said, yes, if you don't screw around too much and you have Tifa as a main damage dealer, you can get her to 6 limits by the end of Mt Corel. I've actually been able to consistently make this happen in 2 prior runs. It feels about as powerful as usual if you're stacking all the strength bonuses properly and getting the "Yeah". Sadly, I haven't had much luck this run with "Yeah." Mostly misses. Morph + Added Cut w/ Work Glove has done the majority of the work. Throw is still good vs unreachable enemies since chucking something at around 110 str will usually pop over 2k damage without care for barrier, miss chance, or intensive materia combinations. Leaves you free to go the fast while doubling up on materia growth.

That being said, it's been about even between full materia combo Tifa and tri-Reflect abusing Aerisths. With offensive rank-ups, they usually trade-off on boss destruction depending on the circumstances. In some situations, relegating Cloud to full Mystic Knight load-out has resulted in the fastest and safest boss kills (chaining Element, Added Cut, and Magic Counter with 3 of the same kind of magic materia, followed by Cover, Counter Attack, and Command Counter later on).

I'm having more fun with this than all the previous versions. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-03 02:48:19
3. Then stop jimmying yourself into closets and toilets D;

Uh, excuse me, there could be buried treasures in those places! Many lost things have been found in the back of closets... or so I've been told..  and I'm not sure what I was looking for in the toilets... Hmm... Anyways, on a side note, it keeps hurting my characters when I attack them with Cloud, fix?!?!

Ok seriously, a question: How does one acquire Chocobuckle? I used L5 Suicide on Chocobo's outside the farm, both when they were eating Greens and not eating Greens. I tried both of those methods on all three different encounters you can get with Chocobo's and they never used it. L5 Suicide hit every single time but they never used it. Was it moved? The method changed? Do I need to use it on a specific Chocobo? Or am I simply remembering incorrectly on how to acquire it?

The readme says: "Chocobuckle: Any chocobo (world map) Note: Use L5 Suicide after feeding them greens"

Is the Readme accurate and it isn't working, or was it changed/moved and the Readme not updated?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-03 02:53:38
Uh, excuse me, there could be buried treasures in those places! Many lost things have been found in the back of closets... or so I've been told..  and I'm not sure what I was looking for in the toilets... Hmm... Anyways, on a side note, it keeps hurting my characters when I attack them with Cloud, fix?!?!

Ok seriously, a question: How does one acquire Chocobuckle? I used L5 Suicide on Chocobo's outside the farm, both when they were eating Greens and not eating Greens. I tried both of those methods on all three different encounters you can get with Chocobo's and they never used it. L5 Suicide hit every single time but they never used it. Was it moved? The method changed? Do I need to use it on a specific Chocobo? Or am I simply remembering incorrectly on how to acquire it?

The readme says: "Chocobuckle: Any chocobo (world map) Note: Use L5 Suicide after feeding them greens"

Is the Readme accurate and it isn't working, or was it changed/moved and the Readme not updated?

You'll still need to use Mimett Greens.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-03 02:57:20
The last time I played Vanilla I couldn't beat Sector 7 without Meteorain...that's because I was doing Cloud only through Mines and Yuffie only after that, though.

I think I tend to use Cross Slash for the Paralysis on it; any challenge run you do, effects like Paralysis can save the day if you make full use of it with ATB and/or Slow.

Can confirm that echo drops are not curing darkness for me as of putting the last two hot fixes in play. Mid temple of ancients, at the moment, no other bugs to report for now.

[Power Soul Keeper felt much more reasonable this time around, after hot fix]

That's worrying, maybe I got the kernels mixed up.

Just had a freeze on one of the for condor battles when putting down a repairer

edit: "an unknown expection has occured" was the error, guess thats not much help :D

That's a game-specific problem; the Fort Condor minigame can cause crashes if it lasts for too long. I don't think the cause is currently known.

Are character levels capped at 70?

No, you can take them to lv.99; I'd better check that Readme again, as that was an old thing from 1.1 and early 1.3.

I've also been able to defeat the Powersoul Keeper pre Trine AI patch. It seemed to activate Trine on reaction to any action, even pulling out a hi-potion. I can confirm that it was epic, though it also ran into Tifa's lv 3 limit and triple reflect Quake 2. I can't see the average player getting through it, so I'm glad it was patched.

To confirm what selius said, yes, if you don't screw around too much and you have Tifa as a main damage dealer, you can get her to 6 limits by the end of Mt Corel. I've actually been able to consistently make this happen in 2 prior runs. It feels about as powerful as usual if you're stacking all the strength bonuses properly and getting the "Yeah". Sadly, I haven't had much luck this run with "Yeah." Mostly misses. Morph + Added Cut w/ Work Glove has done the majority of the work. Throw is still good vs unreachable enemies since chucking something at around 110 str will usually pop over 2k damage without care for barrier, miss chance, or intensive materia combinations. Leaves you free to go the fast while doubling up on materia growth.

That being said, it's been about even between full materia combo Tifa and tri-Reflect abusing Aerisths. With offensive rank-ups, they usually trade-off on boss destruction depending on the circumstances. In some situations, relegating Cloud to full Mystic Knight load-out has resulted in the fastest and safest boss kills (chaining Element, Added Cut, and Magic Counter with 3 of the same kind of magic materia, followed by Cover, Counter Attack, and Command Counter later on).

I'm having more fun with this than all the previous versions. :)

So long as its fun, that's the important thing. I'm hoping that people try the other characters a bit more though.

You'll still need to use Mimett Greens.

He's right, I checked the script and it clicked; you need Mimett Greens (Sylkis Greens will also work but I don't think they're available by that point). I'll check if the readme says 'any greens'.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-03 03:02:20
I know there are tons of the guys that give rest / save options in temple of ancients but an actual save point, for rank-up and encounter on/off would be grand (unless I missed one somewhere in the initial stages of the temple?) was thinking the purple pool where the falling 'c' rocks are would be a good spot for one. Pretty sure my three chars are going to be capped at 255 SP if I ever find a save point haha

Edit: All chars at 255 except Cid and Yuffie who are just under 200
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-03 03:09:48
You'll still need to use Mimett Greens.

Was that it? I don't remember that at all but thank you sir. I shall give it a go... if only I hadn't gone past the farm already... Alas.

He's right, I checked the script and it clicked; you need Mimett Greens (Sylkis Greens will also work but I don't think they're available by that point). I'll check if the readme says 'any greens'.

Yeah, it just says "greens" What I posted was a copy and paste.

- Also, just ran into Zieg and... what the hell did I just experience? Haha. Just to be clear, you're not supposed to be able to win there, right?(Updated with both patches released today Aug.2)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-03 03:15:25
Indeed, next run I'll be focusing different characters. Barret and Cait Sith's rank up options intrigue me.

@MoCheese
Spoiler: show
 You're supposed to win vs Ziegfried. If he's still targeting you with Odin, you'll need to use Tifa and let Grit kick in. Then, revive the remaining party member and go to town.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-03 03:25:01
Looks like the script has added her again; did you see the usual FMV where she's laid to rest in the pond or did this scene not happen?

Yeah, I saw the FMV, everything played out like she was supposed to die. Then I went outside and saved. Then I updated NT from the August 1st patch to the August 2nd. Then when I went back in I saw that I could still add Aerith to my party. I don't know if I could before or after I installed the patch, but I'm saved on the world map right outside of the Ancient City right after she died and she's still a playable character.

I have an earlier backup save, I'll get to that point again and see if she's still there after she dies. Maybe updating NT caused the glitch?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-03 03:33:33
I know there are tons of the guys that give rest / save options in temple of ancients but an actual save point, for rank-up and encounter on/off would be grand (unless I missed one somewhere in the initial stages of the temple?) was thinking the purple pool where the falling 'c' rocks are would be a good spot for one. Pretty sure my three chars are going to be capped at 255 SP if I ever find a save point haha

Okay doke.

Was that it? I don't remember that at all but thank you sir. I shall give it a go... if only I hadn't gone past the farm already... Alas.

Yeah, it just says "greens" What I posted was a copy and paste.

- Also, just ran into Zieg and... what the hell did I just experience? Haha. Just to be clear, you're not supposed to be able to win there, right?(Updated with both patches released today Aug.2)

In the fight:

Spoiler: show
Zieg goes through a slew of scripted abilities that ends in him casting Odin but getting killed by it. The player doesn't take any action except maybe counter attacks if I remember right and wins by doing nothing


Yeah, I saw the FMV, everything played out like she was supposed to die. Then I went outside and saved. Then I updated NT from the August 1st patch to the August 2nd. Then when I went back in I saw that I could still add Aerith to my party. I don't know if I could before or after I installed the patch, but I'm saved on the world map right outside of the Ancient City right after she died and she's still a playable character.

I have an earlier backup save, I'll get to that point again and see if she's still there after she dies. Maybe updating NT caused the glitch?

Nah, it'll be a script line that's doing it. I think it'll correct itself at a certain point so don't worry about going back to an older save; if she's showing up in scenes though, then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-03 03:39:01
Spoiler: show
Zieg goes through a slew of scripted abilities that ends in him casting Odin but getting killed by it. The player doesn't take any action except maybe counter attacks if I remember right and wins by doing nothing


So I'll put my response in Spoilers

Spoiler: show
Ok then either it isn't working correctly or my patch update didn't take. He did everything he was supposed to up until Odin, where it hit my team, killing the two remaining characters. Going to ask for a double check on this one, but I'll reinstall that update just to be sure and try again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-03 03:46:24
So I'll put my response in Spoilers

EDIT: Ignore previous post

Spoiler: show
Ok then either it isn't working correctly or my patch update didn't take. He did everything he was supposed to up until Odin, where it hit my team, killing the two remaining characters. Going to ask for a double check on this one, but I'll reinstall that update just to be sure and try again.

-Yeah it won't let me update so I think it may be borked.

EDIT 2: Sorry for the double post, not sure what happened there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-03 05:00:19
Nah, it'll be a script line that's doing it. I think it'll correct itself at a certain point so don't worry about going back to an older save; if she's showing up in scenes though, then let me know.

Yeah, she shows up in the cutscene outside of Holzoff's where everyone gathers after the snowboard part, I can talk to her and she has dialogue, and I can still add her to my party. I replayed from an earlier save before she dies and still have the same issue where Aerith dies, there's the funeral cutscene, and right afterwards I can add her to my party and she still appears in the cutscene outside of Holzoff's.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManInBlack on 2017-08-03 05:18:28
To complete Cid's level 4 quest, do you need to go to the Dark Cave? Dialogue is directing me to go to Wall Market but I don't seem to be able to get into Midgar. I thought that might be unlocked once the quest was activated but it doesn't seem to be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-03 05:20:20
Are character levels capped at 70?
No, you can take them to lv.99; I'd better check that Readme again, as that was an old thing from 1.1 and early 1.3.
There is one spot where it says there is a level cap of 70. The place where you can fight in the Junon Leagues, with the ghosts who didn't pass on. One of those ghosts says there's a level cap. That's probably what Webbhead08 was talking about.

Anyways, I just encountered two issues with the Costa De Sol save point. One, the text on it is broken. Two, it causes my game to crash when I use it. Here's a quick screenshot of the brokenness bit.

Spoiler: show
(http://i.imgur.com/5AwVTNi.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-03 05:37:15
Looks like Robo has been pitching quite a few tents since 1.5 released...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManInBlack on 2017-08-03 05:44:41
The Intel officer says to go to Leviathan Cave for Yuffie, but nothing seems to happen when I do. Does getting Leviathan in Disc 2 break this quest? Or are the instructions outdated?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-03 05:53:37
Looks like Robo has been pitching quite a few tents since 1.5 released...
Mythril Miner's are fun and easy to dispatch enemies. That they morph into Tents alongside giving 2000 gil for each one defeated just adds to the fun.  ;D

That said, Sega could probably up the prices of some things, and make players have to hand out the full 30,000 gil for Fort Condor given how much cash a smart player can scrounge up once they know what they're doing.

Though on the topic of prices, I honestly wish most of the battle items had a base price of around 400 (at the moment the majority of them have a base price of 2 gil, meaning they sell for 1 gil). Selling them for 200 each would help, and it isn't 'gamebreaking' in terms of how much cash you end up with them.

Speaking of items though, I honestly wish the Gold Saucer game area had more 'usable' items to buy using GP. The only items worth it are the X-Potion's and Turbo-Ether's. Everything else in that extremely small list of items can usually be acquired elsewhere more easily once you know what you're doing, and some can only be bought once. And there are a number of unused items in the game that Sega could mess around with and stick in there (fourteen to fifteen unused items at this time, if I remember correctly).

So a thousand GP for an "Elixer", for example (and given that it's 10,000 gil for 100 GP, buying it with gil means spending a hundred thousand gil, for 'one' Elixer). Or nine thousand GP for some of the more annoying to acquire relics (even if they're only able to be sold once). Things like that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-03 06:27:01
Ah, Wutai. It's good that not even mastered materia are discriminated against.

Noticed something strange and not sure if intended.
Spoiler: show
 Alpha Rapps doesn't have enough MP to cast anything and, when berserked via War Gong, does not attack. It instead attempts to cast on each of its turns.


EDIT: For pagoda.
Spoiler: show
 Are we supposed to be unable to morph Shake and Chekhov? I get the feeling it's possible to morph Shake with a 255 accuracy weapon (if Yuffie has one), but Chekhov stumps me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-03 06:29:23
Ok, I think I figured out why the game crashes in Costa De Sol. Barret is in the Inn talking after the cargo ship. Whenever that happens, it causes something to screw up when you also have the Save Point options open.

Honestly, I think the save point is going to have to be moved somewhere else due to that. Putting it on the beach would work, along with putting it in front of the hotel, in the bar, or in front of the entrance/exit for the town.

EDIT; Ok, I went up to the Correl hills, then backtracked to Costa De Sol to see if things changed with Barret gone from the hotel room. They do. Before, right after the Cargo Ship pulled in and Barret was in the room talking, it caused the save point option text to mess up and the game to crash. Once Barret is no longer in the hotel, the issues disappear. And Barret will show back up in that hotel later on in the game when you're in the town.

So yeah, the save point needs to be moved, especially for players right after they leave the cargo ship. Leaving it inside of the hotel causes problems. Move it someplace else and the issues should disappear.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FFman on 2017-08-03 08:15:43
I don't know if it is intented but after getting Cloud back, after Mideel, everyone is constantly at 255 SP. So it is easy to max Rank up every characters.

I also noticed that Gil Plus gives 44 Strengh.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2017-08-03 08:20:22
I just got to Mr. Smile for the first time this build, and if I'm not misunderstanding am I to gather that the amount of sources for each different build is now much different? My last play through everyone got 5 of each source and then specialized in 2 stats getting an extra 10 to each and a secondary specialty in 1 stat getting an extra 5 netting a total of 55 sources per rank up (with 1 of clouds and 1 of reds rank choices going for a balanced build resulting in a flat 10 of each source netting a total of 60 sources per rank). Now looking at clouds rank choices it states 5 of each source no matter what with specific specializations just like before, but if my math serves correct then "Ex-SOLDIER +5 Str/Mag/Spr" would only net a total of 45 sources, "Mercenary" and "Makonoid" with 50 sources, and "Shinra Trooper" with 55. Is this all correct? If so, why the dramatic shift to that from mostly balanced, I read a post from before 1.5 where someone thought ALL choices should net the same number of sources, just a bit of a shock to see the big change. Maybe its arrange only?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-03 08:29:08
I also noticed that Gil Plus gives 44 Strengh.
I just tested this, and I can confirm that the Gil Plus materia is giving characters extra strength. It did not give "44" extra points of strength for the character I tried it on, but if it's improving strength by 25% or 30% (the character I tested it on would seem to imply it's using a 30% bonus), it would explain things there with that.

That said, a Strength Plus materia is something to consider, and could potentially be used to replace things like the "Long Range" materia. That said, if it is used, it should be earned, and only claimable late game. A vitality or spirit plus materia would be so sweet at well, though sadly I doubt we will see those due to coding issues. :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: aquecoucou on 2017-08-03 09:22:50
Ok, I think I figured out why the game crashes in Costa De Sol. Barret is in the Inn talking after the cargo ship. Whenever that happens, it causes something to screw up when you also have the Save Point options open.

Honestly, I think the save point is going to have to be moved somewhere else due to that. Putting it on the beach would work, along with putting it in front of the hotel, in the bar, or in front of the entrance/exit for the town.

EDIT; Ok, I went up to the Correl hills, then backtracked to Costa De Sol to see if things changed with Barret gone from the hotel room. They do. Before, right after the Cargo Ship pulled in and Barret was in the room talking, it caused the save point option text to mess up and the game to crash. Once Barret is no longer in the hotel, the issues disappear. And Barret will show back up in that hotel later on in the game when you're in the town.

So yeah, the save point needs to be moved, especially for players right after they leave the cargo ship. Leaving it inside of the hotel causes problems. Move it someplace else and the issues should disappear.

I didn't encounter the crash issue while Barret being there. But I had some overlapping text between Barret's boxes and save point box. Might be a good idea to move it somewhere else.

I was wondering how the "cast on death" was working on vanilla (and if it was possible to bypass it). What I mean is that the Grangalan Jr. is casting "Stop" on death. I tried to kill it while it was sleeping and it still casted it. I think you can bypass those cast on death with some statuses in other FF but I'm not sure about FF7.

Also I encountered a model issue the first time I reached Mt. Corel, the screen where Barret is depressed. Cloud's model was a giant one with feet above, head under. Left the screen and walked back in, everything was ok.

https://steamuserimages-a.akamaihd.net/ugc/847093167125479951/BC5513CDB365E1BC689D2B3B06CF43EE6F3D4F84/
https://steamuserimages-a.akamaihd.net/ugc/847093167125480136/0105566AB2773AC6BC6CFA883CC5F3293EA4BE9C/
https://steamuserimages-a.akamaihd.net/ugc/847093167125480286/A533F3AD10068A91642283983255C781D7D3C269/

No other mods installed, using steam version, patched with the last version (August 2nd)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FFman on 2017-08-03 14:05:38
After reaching the split part of the crater, Aeris disapears. I though that after getting the message about the new threat she would come back but no :'(

Almost finished the story in Arrange, it was cool. Only 1 boss gave me a hard time : Barbariccia GT at the end of midgar. A 30 min fight including 5/10 minutes of it not having MP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-03 15:32:59
Yeah, she shows up in the cutscene outside of Holzoff's where everyone gathers after the snowboard part, I can talk to her and she has dialogue, and I can still add her to my party. I replayed from an earlier save before she dies and still have the same issue where Aerith dies, there's the funeral cutscene, and right afterwards I can add her to my party and she still appears in the cutscene outside of Holzoff's.

I'm still looking for the line that adds her; I'll add handlers around those areas to check the var and correct it as well as a failsafe.

To complete Cid's level 4 quest, do you need to go to the Dark Cave? Dialogue is directing me to go to Wall Market but I don't seem to be able to get into Midgar. I thought that might be unlocked once the quest was activated but it doesn't seem to be.

No, you can dig up the Sector Gate Key from Bone Village and access Midgar that way: https://www.gamefaqs.com/pc/130791-final-fantasy-vii/faqs/57001?raw=1

There is one spot where it says there is a level cap of 70. The place where you can fight in the Junon Leagues, with the ghosts who didn't pass on. One of those ghosts says there's a level cap. That's probably what Webbhead08 was talking about.

Anyways, I just encountered two issues with the Costa De Sol save point. One, the text on it is broken. Two, it causes my game to crash when I use it. Here's a quick screenshot of the brokenness bit.

Barret has lines that pop up there, which are likely interfering with the window handling the save point. I'll need to either move it or hide it until the player has rested at the Inn; that or I can use a different window ID, I think there's four I can use which would work out (and have Barret's scripts freeze while the save point plays).

Ah, Wutai. It's good that not even mastered materia are discriminated against.

Noticed something strange and not sure if intended.
Spoiler: show
 Alpha Rapps doesn't have enough MP to cast anything and, when berserked via War Gong, does not attack. It instead attempts to cast on each of its turns.


EDIT: For pagoda.
Spoiler: show
 Are we supposed to be unable to morph Shake and Chekhov? I get the feeling it's possible to morph Shake with a 255 accuracy weapon (if Yuffie has one), but Chekhov stumps me.


He probably doesn't have a Berserk attack set or something; I'll add one.

The Pagoda battles were changed a fair bit so I don't know if Morphing is still viable; if not, I'll remove their Morph items.

I don't know if it is intented but after getting Cloud back, after Mideel, everyone is constantly at 255 SP. So it is easy to max Rank up every characters.

I also noticed that Gil Plus gives 44 Strengh.

Sounds like a debug routine; I'll remove it from the Highwind save point (I think that's where it was).

The materia is maybe messed up; I'll check the kernel for oddities.

I just got to Mr. Smile for the first time this build, and if I'm not misunderstanding am I to gather that the amount of sources for each different build is now much different? My last play through everyone got 5 of each source and then specialized in 2 stats getting an extra 10 to each and a secondary specialty in 1 stat getting an extra 5 netting a total of 55 sources per rank up (with 1 of clouds and 1 of reds rank choices going for a balanced build resulting in a flat 10 of each source netting a total of 60 sources per rank). Now looking at clouds rank choices it states 5 of each source no matter what with specific specializations just like before, but if my math serves correct then "Ex-SOLDIER +5 Str/Mag/Spr" would only net a total of 45 sources, "Mercenary" and "Makonoid" with 50 sources, and "Shinra Trooper" with 55. Is this all correct? If so, why the dramatic shift to that from mostly balanced, I read a post from before 1.5 where someone thought ALL choices should net the same number of sources, just a bit of a shock to see the big change. Maybe its arrange only?

This is assuming each stat is weighted equally, which I don't feel they are; the Ranks that cover stats with lower weight or which would result in a heavily skewed character give more overall to compensate as opposed to the more normal ones that give gains to a character's naturally strongest stats.

I just tested this, and I can confirm that the Gil Plus materia is giving characters extra strength. It did not give "44" extra points of strength for the character I tried it on, but if it's improving strength by 25% or 30% (the character I tested it on would seem to imply it's using a 30% bonus), it would explain things there with that.

That said, a Strength Plus materia is something to consider, and could potentially be used to replace things like the "Long Range" materia. That said, if it is used, it should be earned, and only claimable late game. A vitality or spirit plus materia would be so sweet at well, though sadly I doubt we will see those due to coding issues. :(

I can make a Plus Materia for any stat, but I'm not planning to make a Vit/Spr/Str Plus Materia.

I didn't encounter the crash issue while Barret being there. But I had some overlapping text between Barret's boxes and save point box. Might be a good idea to move it somewhere else.

I was wondering how the "cast on death" was working on vanilla (and if it was possible to bypass it). What I mean is that the Grangalan Jr. is casting "Stop" on death. I tried to kill it while it was sleeping and it still casted it. I think you can bypass those cast on death with some statuses in other FF but I'm not sure about FF7.

Also I encountered a model issue the first time I reached Mt. Corel, the screen where Barret is depressed. Cloud's model was a giant one with feet above, head under. Left the screen and walked back in, everything was ok.

https://steamuserimages-a.akamaihd.net/ugc/847093167125479951/BC5513CDB365E1BC689D2B3B06CF43EE6F3D4F84/
https://steamuserimages-a.akamaihd.net/ugc/847093167125480136/0105566AB2773AC6BC6CFA883CC5F3293EA4BE9C/
https://steamuserimages-a.akamaihd.net/ugc/847093167125480286/A533F3AD10068A91642283983255C781D7D3C269/

No other mods installed, using steam version, patched with the last version (August 2nd)

That's an issue with the game rather than the mod, the cause isn't known but it seems to be more likely to occur on certain fields than others. The only way to correct it is to leave the field and then return.

After reaching the split part of the crater, Aeris disapears. I though that after getting the message about the new threat she would come back but no :'(

Almost finished the story in Arrange, it was cool. Only 1 boss gave me a hard time : Barbariccia GT at the end of midgar. A 30 min fight including 5/10 minutes of it not having MP.

I'll make adjustments to Barbariccia GT and check out the Crater scripts; maybe the var check is backwards there or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-08-03 15:53:56
so i fought powersoul keeper without the trine patch on. tifa rendered it a joke as is becoming usual.

am i just too overleveled at this point? what level were people fighting this at?

Cloud 39
Tifa 41
Aeris 38
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-03 16:07:33
Hey Sega Chief, just wanna say, you are the friggin' man. I can't say I've come across many mod developers who are this involved with their project and the community around it. Thanks again for reviving this classic game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2017-08-03 16:26:38
I guess I understand the stat weights being different to some extent. I guess just looking at clouds brings me down a bit, none of the ranks really grab me as the play style I want for him. I'm about to look through the rest, hopeful that cloud is the only one who's ranks seem lackluster to me. May just be me but looking at total amount of stat points and knowing that I choose a path that doesn't net the most possible is hard for me to do, but the one that gives the most may not be the style I want to play. I suppose that may be the point of them being weighed differently?

Edit: Suppose I could have been more specific about why I find Clouds lackluster, the most notable thing is there is no rank up option that offers either Strength, Vitality and Spirit OR Magic, Vitality and Spirit. Those are the ways I tend to build Cloud, tanky with a single offensive proficiency. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-03 16:48:03
so i fought powersoul keeper without the trine patch on. tifa rendered it a joke as is becoming usual.

am i just too overleveled at this point? what level were people fighting this at?

Cloud 39
Tifa 41
Aeris 38
I fought it at 38, but I don't Limit grind or set limit strategies.

Spoiler: show
 I was only at level 38 because of my encounter luck and backtracking to get Enemy Skills. I went into the Powersoul Keeper fight, slowed it, threw a vaccine at it, Big Guard, and began the beatdown. Killed it pretty fast and didn't have anyone drop too low considering I forgot to equip the Bolt Ring and I was using double equipment (so no elemental defense), but limit only came into play for me in the last 5k HP or so. If I had Fury Brand, I'd probably be doing what you're doing.


And yea, ComradeDroog, SC is amazing. After the Wutai Pagoda, I'm either speechless or laughing randomly from the cleverness.

@Soulofsteel
I'd just make up for the other defensive stat with equipment, materia load out, and status. Cloud's Rank Up options are definitely playing up the Hybrid designation, but NT offers a lot of tools to make up for it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2017-08-03 17:05:58
@Soulofsteel
I'd just make up for the other defensive stat with equipment, materia load out, and status. Cloud's Rank Up options are definitely playing up the Hybrid designation, but NT offers a lot of tools to make up for it.

I suppose that is probably the intent. I definitely love this mod and 1.5 has impressed me completely thus far, the rank up options are the ONLY thing that I haven't loved about it. I looked through the rest and most characters don't have a set that I REALLY like which is unfortunate. The previous versions rank ups had sets I really liked and was excited to try, it seems less so now but I guess it gives me a new way to adapt and change up my play style. Pretty small grievance in the end, and I may be surprised, just thinking about what sets to choose is way harder for me this time around which could be both good and bad.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2017-08-03 17:15:24
Unrelated to my last post, just forgot to mention it when I came across it on arrange. Should be noted that this was done on the 1.5 release a few days ago before any rounds of patching.

Spoiler: show
 The Reno fight on the pillar in Midgar. This was an odd fight for me, I poisoned him early with one of the items you can have at that point (cant remember which one), so he was taking a hefty chunk every turn. I wasn't sure how to get rid of the pyramids as physical attacks did nothing, and the character it was on seemed to reflect any spells cast on them. Tifa was hit with it very early, and stayed that way for the whole fight. Barret got hit maybe half way or so, and cloud got it a few turns before the fight was over. The fight became an auto fight, i just sat waiting, never getting a turn while Reno took poison damage every turn and whatever he tried to hit anybody on my team with, either did nothing in the case of physical attacks, or hit himself in the case of magic attacks. Not sure if that is all intended, but the fight was more or less free for me as he couldn't hit me at all for about a quarter of the fight. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-03 17:42:29
Not a big deal but forgot to say last night, I stole a Mast Ax from Scorp in Temple of Ancients, which isn't a listed steal in the excel tables.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2017-08-03 17:44:08
Unrelated to my last post, just forgot to mention it when I came across it on arrange. Should be noted that this was done on the 1.5 release a few days ago before any rounds of patching.

Spoiler: show
 The Reno fight on the pillar in Midgar. This was an odd fight for me, I poisoned him early with one of the items you can have at that point (cant remember which one), so he was taking a hefty chunk every turn. I wasn't sure how to get rid of the pyramids as physical attacks did nothing, and the character it was on seemed to reflect any spells cast on them. Tifa was hit with it very early, and stayed that way for the whole fight. Barret got hit maybe half way or so, and cloud got it a few turns before the fight was over. The fight became an auto fight, i just sat waiting, never getting a turn while Reno took poison damage every turn and whatever he tried to hit anybody on my team with, either did nothing in the case of physical attacks, or hit himself in the case of magic attacks. Not sure if that is all intended, but the fight was more or less free for me as he couldn't hit me at all for about a quarter of the fight. 


The pyramids can be removed using offensive magic for that fight. I did the same thing trying to use physical attacks to get rid of them...so I did a what if scenario? Sure enough, it worked!  :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-03 18:01:35
Hey so i just started to play this mod and it seems that there is some issue with the overhaul mod and the NT 1.5(using the 7th heaven).
Basically when i turn the overhaul and the NT mod on(meaning that the "exe" i use is "ff7_mo.exe") the materia stats seems to change i get like -8 atk and magic and +10 dex using the cover materia i believe and it changes for every other materia i think. Although when i turn off the overhaul mod and chose the "ff7.exe" the materia stats seem to change back to normal, now im kinda confused because im not sure which one is correct, but im sure there is some kinda problem with the overhaul and the NT mod?
BTW using the beacause mod along with the overhaul(turning both on) changes the materia back to normal again, so i guess il use that :)
Also im sorry for my bad english
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-08-03 18:14:41
Hey so i just started to play this mod and it seems that there is some issue with the overhaul mod and the NT 1.5(using the 7th heaven).
Basically when i turn the overhaul and the NT mod on(meaning that the "exe" i use is "ff7_mo.exe") the materia stats seems to change i get like -8 atk and magic and +10 dex using the cover materia i believe and it changes for every other materia i think. Although when i turn off the overhaul mod and chose the "ff7.exe" the materia stats seem to change back to normal, now im kinda confused because im not sure which one is correct, but im sure there is some kinda problem with the overhaul and the NT mod?
BTW using the beacause mod along with the overhaul(turning both on) changes the materia back to normal again, so i guess il use that :)
Also im sorry for my bad english

use ff7_bc.exe
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManInBlack on 2017-08-03 18:20:53
No, you can dig up the Sector Gate Key from Bone Village and access Midgar that way: https://www.gamefaqs.com/pc/130791-final-fantasy-vii/faqs/57001?raw=1
Oh I see; the source I was using had me digging in the wrong place for the key, which made me think you had removed it.

I'm not sure if you saw this:
The Intel officer says to go to Leviathan Cave for Yuffie, but nothing seems to happen when I do. Does getting Leviathan in Disc 2 break this quest? Or are the instructions outdated?

I should also note that I spoke with the "Lost and Found" person just in case the upgrade from 1.4 to 1.5 coupled with getting Leviathan interfered with the quest, but he didn't seem to pay it any mind and offered to reset Cid's quest before I had even started it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: atro city on 2017-08-03 21:39:31
Congratulations on your 1.5 release Sega Chief. I'm sure there's a ton of new stuff you've added and changed since the last time I played (I believe it was 1.1 a few years ago). I'm confused as to whether to play the regular version or this new Arrange mode though. I don't really understand the difference between them. Is Arrange mode supposed to be more "Hardcore" difficulty?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-03 23:45:12
so i fought powersoul keeper without the trine patch on. tifa rendered it a joke as is becoming usual.

am i just too overleveled at this point? what level were people fighting this at?

Cloud 39
Tifa 41
Aeris 38

Could I get your save file? I noticed that your menu UI was different and want to check, just in case this is an .EXE thing (which can affect Limits, the damage/effects for them are stored there). Lv.40 isn't drastically higher than where it's intended to be.

I suppose that is probably the intent. I definitely love this mod and 1.5 has impressed me completely thus far, the rank up options are the ONLY thing that I haven't loved about it. I looked through the rest and most characters don't have a set that I REALLY like which is unfortunate. The previous versions rank ups had sets I really liked and was excited to try, it seems less so now but I guess it gives me a new way to adapt and change up my play style. Pretty small grievance in the end, and I may be surprised, just thinking about what sets to choose is way harder for me this time around which could be both good and bad.

Well, I could add a fifth set to each Rank if need be; stat-wise, what did you have in mind?

Unrelated to my last post, just forgot to mention it when I came across it on arrange. Should be noted that this was done on the 1.5 release a few days ago before any rounds of patching.

Spoiler: show
 The Reno fight on the pillar in Midgar. This was an odd fight for me, I poisoned him early with one of the items you can have at that point (cant remember which one), so he was taking a hefty chunk every turn. I wasn't sure how to get rid of the pyramids as physical attacks did nothing, and the character it was on seemed to reflect any spells cast on them. Tifa was hit with it very early, and stayed that way for the whole fight. Barret got hit maybe half way or so, and cloud got it a few turns before the fight was over. The fight became an auto fight, i just sat waiting, never getting a turn while Reno took poison damage every turn and whatever he tried to hit anybody on my team with, either did nothing in the case of physical attacks, or hit himself in the case of magic attacks. Not sure if that is all intended, but the fight was more or less free for me as he couldn't hit me at all for about a quarter of the fight. 


I'll check into it, definitely not how it was intended to be.

Oh I see; the source I was using had me digging in the wrong place for the key, which made me think you had removed it.

I'm not sure if you saw this:
I should also note that I spoke with the "Lost and Found" person just in case the upgrade from 1.4 to 1.5 coupled with getting Leviathan interfered with the quest, but he didn't seem to pay it any mind and offered to reset Cid's quest before I had even started it.

I would return there on Disc 3, and see if it works. I think I forgot to adjust the triggers so that going to the bottom of north crater was no longer required for a lot of the Lv.4 Limit stuff.

Congratulations on your 1.5 release Sega Chief. I'm sure there's a ton of new stuff you've added and changed since the last time I played (I believe it was 1.1 a few years ago). I'm confused as to whether to play the regular version or this new Arrange mode though. I don't really understand the difference between them. Is Arrange mode supposed to be more "Hardcore" difficulty?

Welcome back, bud! Arrange is more difficult with some remixed encounters and a generally higher enemy Level (some can also use different attacks). I'd go with Normal for now as there's been a lot of changes in the last year or so but feel free to give Arrange a whirl.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-08-04 00:19:58
https://www.mediafire.com/file/us478qqbubyz1qv/save.rar

save block 3

cloud level 39 file is just before PK

http://imgur.com/a/bcHiv
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-04 00:25:40
Sega Chief, about MP Plus

Spoiler: show
 I was agreeing with you on it being unique so selling it would be a one time deal, but the Temple of the Ancients has another one lying around at the half-way point of the long, Indiana Jones hallway. May want to switch that one out for another EXP Plus or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-04 00:50:48
I think you missed it Sega in that mess I posted back there so I'll repost it here:
Spoiler: show
Zieg does not work correctly if he supposed to slice himself. He does everything up to Odin but it targets you instead of him. You survive the fight because he ejects you earlier, but yeah. I tried updating the patch but it wouldn't let me so it's the most recent version.


Also want to confirm what others have said regarding Echo Screens. They don't fix Darkness again.

One last thing. In the Corel Prison, you can use your PHS before finding Barret in the house near the truck where you can rest. If you do the game thinks Cait Sith is still in your party, will be invisible in the house and say his dialogue. I don't remember if how this was handled in Vanilla FF7 unfortunately. I guess either PHS was disabled or trying to remove Cait Sith was disabled. Not sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2017-08-04 01:07:30
Well, I could add a fifth set to each Rank if need be; stat-wise, what did you have in mind?

I'll toss out what I can come up with. Spoiler tag for text wall and potential future (slight?) spoilers. I didn't include rank names because I feel like that would be better left up to you unless you want some names, and of course the weights might be imbalanced, they're just some ideas.
Spoiler: show

Cloud: Any set that has 1 offence stat and both vitality and spirit. Examples: +10 vit +5 strength/spirit OR +10 magic +5 vit/spirit

Barret: I actually really like his options namely Marauder and Heavy Metal but for the sake of adding 1 to everyone, maybe a crazy set like high Dex and Luck since those are far from his strong suits. Example: +10 or 15 dex/luck

Tifa: Was shocked to see nothing that was high dex for her, so maybe a high dex low strength option, or dex/strength/luck. Examples: +15 dex +5 strength OR +10 dex/strength OR +10 dex +5 strength/luck

Aeris: Also pretty happy with them overall but again just for adding something maybe balanced magic/dex or magic/spirit for either potent spells and safety from magic or just to throw out spells as fast as possible. Examples: +10 magic/spirit OR +10 magic/dex

Red XIII: I ran balanced in the older version with him, would love to see an all stats choice again for him, he just seems perfect for it between his innate, his ultimate weapon formula, his offenses already balanced and defenses balanced with decent speed to compliment it all. If the overall stat gains was too high with that then maybe not adding luck since it is the only stat that is kind of the odd one out. Example: +5 Strength/magic/spirit/vit/dex/luck (maybe not luck or even dex if its too imbalanced)

Yuffie: Gil Bandit is the only choice for me right now, I think a high strength low dex rank would be good, or high magic low dex as the ones that currently offer high strength or magic also raise one of her meager defenses that I don't have much intention of raising. Examples: +10 strength +5 dex OR +10 Magic +5 Dex

Cait Sith: My experience with Cait Sith is limited so I'm not too sure about him, but I know what sounds good to me is either  high vit/spirit with low luck or if too imbalanced then high luck with low vit/spirit. I want to run him super tanky and with HP shout wouldn't be too bad at physical damage endgame if its damage formula is still Damage = Max HP-Current HP(is that still correct?) Examples: +10 vit/spirit +5 luck OR +10 luck +5 vit/spirit

Vincent: Also pretty good as is, would enjoy a high magic low spirit set or even a pure magic set. Examples: +10 magic +5 spirit OR +15 Magic

Cid: Probably my favorite in terms of the current choices Shinra Ace is basically exactly what I'm looking for to keep him physically tanky, physically strong, and getting some good crits. Harder to come up with one for him as I don't think I would choose anything different if I had any set I wanted. So maybe something along the lines of high strength low luck, or even pure strength? Examples: +10 Strength +5 luck OR +15 strength

Also can confirm that Zieg is not working as intended.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-04 01:15:49
https://www.mediafire.com/file/us478qqbubyz1qv/save.rar

save block 3

cloud level 39 file is just before PK

http://imgur.com/a/bcHiv

Cheers bud.

Sega Chief, about MP Plus

Spoiler: show
 I was agreeing with you on it being unique so selling it would be a one time deal, but the Temple of the Ancients has another one lying around at the half-way point of the long, Indiana Jones hallway. May want to switch that one out for another EXP Plus or something.


Ah, I see; that's supposed to vanish if the Zieg MP Plus is obtained, sort of like a fail-safe if the encounter isn't found.

I think you missed it Sega in that mess I posted back there so I'll repost it here:
Spoiler: show
Zieg does not work correctly if he supposed to slice himself. He does everything up to Odin but it targets you instead of him. You survive the fight because he ejects you earlier, but yeah. I tried updating the patch but it wouldn't let me so it's the most recent version.


Also want to confirm what others have said regarding Echo Screens. They don't fix Darkness again.

One last thing. In the Corel Prison, you can use your PHS before finding Barret in the house near the truck where you can rest. If you do the game thinks Cait Sith is still in your party, will be invisible in the house and say his dialogue. I don't remember if how this was handled in Vanilla FF7 unfortunately. I guess either PHS was disabled or trying to remove Cait Sith was disabled. Not sure.

I reckon I've got the kernels mixed up and used the wrong one for a patch. Thanks for the Corel Prison tip.

I'll toss out what I can come up with. Spoiler tag for text wall and potential future (slight?) spoilers. I didn't include rank names because I feel like that would be better left up to you unless you want some names, and of course the weights might be imbalanced, they're just some ideas.
Spoiler: show

Cloud: Any set that has 1 offence stat and both vitality and spirit. Examples: +10 vit +5 strength/spirit OR +10 magic +5 vit/spirit

Barret: I actually really like his options namely Marauder and Heavy Metal but for the sake of adding 1 to everyone, maybe a crazy set like high Dex and Luck since those are far from his strong suits. Example: +10 or 15 dex/luck

Tifa: Was shocked to see nothing that was high dex for her, so maybe a high dex low strength option, or dex/strength/luck. Examples: +15 dex +5 strength OR +10 dex/strength OR +10 dex +5 strength/luck

Aeris: Also pretty happy with them overall but again just for adding something maybe balanced magic/dex or magic/spirit for either potent spells and safety from magic or just to throw out spells as fast as possible. Examples: +10 magic/spirit OR +10 magic/dex

Red XIII: I ran balanced in the older version with him, would love to see an all stats choice again for him, he just seems perfect for it between his innate, his ultimate weapon formula, his offenses already balanced and defenses balanced with decent speed to compliment it all. If the overall stat gains was too high with that then maybe not adding luck since it is the only stat that is kind of the odd one out. Example: +5 Strength/magic/spirit/vit/dex/luck (maybe not luck or even dex if its too imbalanced)

Yuffie: Gil Bandit is the only choice for me right now, I think a high strength low dex rank would be good, or high magic low dex as the ones that currently offer high strength or magic also raise one of her meager defenses that I don't have much intention of raising. Examples: +10 strength +5 dex OR +10 Magic +5 Dex

Cait Sith: My experience with Cait Sith is limited so I'm not too sure about him, but I know what sounds good to me is either  high vit/spirit with low luck or if too imbalanced then high luck with low vit/spirit. I want to run him super tanky and with HP shout wouldn't be too bad at physical damage endgame if its damage formula is still Damage = Max HP-Current HP(is that still correct?) Examples: +10 vit/spirit +5 luck OR +10 luck +5 vit/spirit

Vincent: Also pretty good as is, would enjoy a high magic low spirit set or even a pure magic set. Examples: +10 magic +5 spirit OR +15 Magic

Cid: Probably my favorite in terms of the current choices Shinra Ace is basically exactly what I'm looking for to keep him physically tanky, physically strong, and getting some good crits. Harder to come up with one for him as I don't think I would choose anything different if I had any set I wanted. So maybe something along the lines of high strength low luck, or even pure strength? Examples: +10 Strength +5 luck OR +15 strength

Also can confirm that Zieg is not working as intended.

I'll have a look at these and see about making another rank set to cover all the bases.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-04 01:53:57
Oh I remember what I forgot to mention. In regards to Barbie, I think she's fine personally, she's a hell of a tough fight and it was needed after the previous one in my opinion. Good way to leave Midgar. If you edit her, I'd request not too much changed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-04 02:04:04
You know, I'm probably the only person disapointed by the '1 gil' bribe. It's pretentious.

Silly is one thing, but pretentious is another.

Here is a Shinra grunt, accepting bribes, bribes he will be imprisoned for decades for if his superiors ever found out about them, taking them from people he doesn't even know (most of whom are enemies of the state), and at its most expensive, that bribe might buy a single potion, before then being lowered to such a point that it doesn't even cover that?

What. The. Hell.

It makes no sense internally from a setting/story/character standpoint, and gameplay-wise it's a 'pretentious' annoyance rather than one that makes the player actually have to account for their finances or whether they'll have to fight some annoying battle or anything else like that.

That's why I'm disappointed at it. :sighs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-08-04 03:14:47
You know, I'm probably the only person disapointed by the '1 gil' bribe.

probably.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-04 03:38:22
@Robo Jesus
Spoiler: show
 Pretentious? 1 gil? That word doesn't mean what you think it means. Well, let's leave it at that for this thread. Further conversation on the ins and outs of an additional gameplay input, the actual pay grade of rank and file grunts, and why a gil is abstract and probably not the lowest denomination of currency in a setting (fictional or not) can be left to private messages. That is, unless you actually are trying to request that Sega Chief change it to a non-negligible sum.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-04 03:56:35
@Robo Jesus
Spoiler: show
 Pretentious? 1 gil? That word doesn't mean what you think it means. Well, let's leave it at that for this thread. Further conversation on the ins and outs of an additional gameplay input, the actual pay grade of rank and file grunts, and why a gil is abstract and probably not the lowest denomination of currency in a setting (fictional or not) can be left to private messages. That is, unless you actually are trying to request that Sega Chief change it to a non-negligible sum.

I used the word in its intended meaning. Especially when the subject being talked about is 'bribes'. In those contexts, the word's meaning is used quite correctly, and exactly as intended.

I'm not insulting Sega there. I'm pointing out what it wrong with that scene. Calling the '1gil passing fee' a 'bribe' is what makes the entire interaction and use of the word 'bribe' there pretentious.

It does not fit from a setting, character, or financial standpoint, and that's before bringing up the subject that the ones being allowed to 'pass' for a '1gil bribe' are 'enemies of the state', which can easily turn what the guard there into a gauranteed death sentence from the Shinra Military were they to ever learn that one of their gaurds was letting enemies of the state in through monitored areas for '1 gil'.

The fact that it's '1 gil' makes it look like that gaurd is purposely aiding and abetting enemies of the state. Ergo, if his surperiors were to ever find out, that shinra grunt would be facing military execution.

So it can't honestly be called a bribe, the explanations for a '1 gil bribe' do not work from a character/setting/financial/story standpoint, and it creates no problems or issues for the characters to have to deal with in regards to it.

Making the bribe a thousand or more gil would make sense and at least make them have to consider the financial implications and aspects of walking in and out of Junon willy-nilly. Making the players have to fight against an enemy would work and make sense, and at least cause them a justified annoyance and problem they have to deal with as well.

But a 1 gil bribe?

That's insulting. It's not even 'silly' or 'funny', and it gets worse the more you look into the situation with that there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-04 03:57:38
EDIT; ...the hell?

How the hell did a second post happen?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: trance7 on 2017-08-04 04:13:17
So that Goblin in Gongaga just used a move that ejected my party, causing the game to crash.

"An unknown exception has occured."
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-08-04 04:17:33
So that Goblin in Gongaga just used a move that ejected my party, causing the game to crash.

"An unknown exception has occured."

if you poison him to death he will never use it. you should morph that goblin if you are using tifa. it gives you her work glove which is super duper op for the stage of the game you get it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-04 04:22:48
So that Goblin in Gongaga just used a move that ejected my party, causing the game to crash.

"An unknown exception has occured."
if you poison him to death he will never use it. you should morph that goblin if you are using tifa. it gives you her work glove which is super duper op for the stage of the game you get it
"Sleep" was also very effective and useful in 1.4. Try it here as well, as it should be useful for helping keep that damn gobbo from doing that to you trance7.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManInBlack on 2017-08-04 05:08:25
So...I just got the Key to Sector 5, walked onto the playground where Aerith talks about Zach, and...there's a Counter Attack materia.

I spent all of Disc 2 on 1.4 trying to find a Counter Attack materia until I eventually realized I had to spend two nights Chocobo racing/breeding to get one (then managed to get 2 at the exact same time).

Please tell me this materia wasn't here the whole time, trolling me, and I just missed it. I will feel much better if this was just added.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-04 06:25:47
@ManInBlack
I believe that was added in 1.5. I recall it being a different materia in previous versions. Nevertheless, having access to Counter Attack mid way through the Midgar segment is pretty cool.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-08-04 06:42:00
Rolled through most of Midgar on arrange, some cool stuff. Especially liked the twists on each boss battle. Not sure if this is a bug or intentional, but I noticed that when fighting the thousand gunner + friends in the elevator, the battle background was different (I think it was Midgar Disc 3). Guessing this could just be a factor of space. Otherwise it seems to be working very smoothly. Stuck on Barbicante for the time being, which I think is massively harder than anything fought up to that point.


I used the word in its intended meaning. Especially when the subject being talked about is 'bribes'. In those contexts, the word's meaning is used quite correctly, and exactly as intended.

Sorry, pal, you're not right about this one.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManInBlack on 2017-08-04 07:04:52
I would return there on Disc 3, and see if it works. I think I forgot to adjust the triggers so that going to the bottom of north crater was no longer required for a lot of the Lv.4 Limit stuff.
I have now tried going to the Leviathan Cave with all three party leaders (and Yuffie, of course) and nothing has triggered.

By the way, the only encounter that I know worked before getting to the bottom of the cave was Vincent's; I did that, and tried to trigger the Zach flashback. Zach made me wait until I got to the bottom. After that I went straight back to the Crater so I don't know if any others worked.

Also, thanks for all the great work on this mod! It was fun to start with and I'm liking the changes in 1.5. I did notice that damage items don't give an indication of which is stronger any more - was that intentional? Sometimes when my mage needs to do physical damage or a strong DPS needs to un-Confuse somebody I use the items and I noticed they no longer say level 1, 2, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-04 07:12:52
Does anyone remember what you get for 120+ rating on the boat ceremony sendoff in junon ?

Just wondering if I missed something special.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-04 07:16:27
so i fought powersoul keeper without the trine patch on. tifa rendered it a joke as is becoming usual.

am i just too overleveled at this point? what level were people fighting this at?

Cloud 39
Tifa 41
Aeris 38

I was about the same even higher. Def overleveld :D
Thinking of doing a challenge run on arrange some point (doing normal now). Game got so easy after the rank ups.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: aquecoucou on 2017-08-04 09:53:12
Did everyone got 2 rank ups for Cait Sith as soon as he joins ? I'm asking cause I had two, while Cloud barely had his second and all other members only had one and were only halfway to the second. I didn't overfarm nor rush, I think I had an average number of fights but I still prefer to ask.

Also during Dyne fight for some reasons at a point Barret attacked twice in a row.
-> Barret ATB full
-> Select Attack command
-> Before Barret attacks, Dyne use Psych up
-> Barret fires twice

It seems like Psych up triggered a counterattack while it doesn't deal damage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-04 10:11:47
Did everyone got 2 rank ups for Cait Sith as soon as he joins ? I'm asking cause I had two, while Cloud barely had his second and all other members only had one and were only halfway to the second. I didn't overfarm nor rush, I think I had an average number of fights but I still prefer to ask.

Also during Dyne fight for some reasons at a point Barret attacked twice in a row.
-> Barret ATB full
-> Select Attack command
-> Before Barret attacks, Dyne use Psych up
-> Barret fires twice

It seems like Psych up triggered a counterattack while it doesn't deal damage.

I'd say you are quite "rushed" compared to some :D
I had the same thing happen, think its normal.

I had 7/8 when Cid joined on cloud, needless to say Cid isn't very powerful right now with his 3 ranks :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: VHobel on 2017-08-04 13:39:39
I think Godo and Staniv broke somehow.


Spoiler: show
Staniv only opened with blinding himself and then attacking once. Near death he casts Berserk on himself and Yuffie and starts attacking with auto attacks with high damage like he should. Too bad he did it so late that he only attacked once before dying.

Godo doesn't attack after switching faces. If you are lucky he keeps switching them without ever attacking. In my fight against him he used only 6 attacks because he kept switching faces without doing anything. Serpent Sword -> HP Drain -> MP Drain -> Aqualung -> Slow -> Lagomorph -> dying to auto attack spam. At times I was able to attack ~16 times before he finally decided to attack, thanks to Haste and Slow.


Edit:
The Powersoul Keeper didn't drop the Powersoul and didn't cast Trine. He was armored and used laserbeams to attack and the background wasn't a cave. Did I fight the correct Powersoul Keeper?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FFman on 2017-08-04 14:21:46
Materia caves bosses were fun, same with the battles at the Battle round, specially the last boss of the special round. Good job !
Dark cave is cool but for some reason the battle against the soldier in the church does not happen, they disapear after 2 seconds and I can't move further. Maybe it's link to the fact that Aeris vanished from my game after the north crater.

Edit:
The Powersoul Keeper didn't drop the Powersoul and didn't cast Trine. He was armored and used laserbeams to attack and the background wasn't a cave. Did I fight the correct Powersoul Keeper?

In Arrange, you fight Armourer Keeper instead in Mt Nibel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-04 14:53:35
@Robo
Not to worry, I'll change the bribe fee to something less pretentious.

So that Goblin in Gongaga just used a move that ejected my party, causing the game to crash.

"An unknown exception has occured."

I'll remove the attack and replace it with something else.

So...I just got the Key to Sector 5, walked onto the playground where Aerith talks about Zach, and...there's a Counter Attack materia.

I spent all of Disc 2 on 1.4 trying to find a Counter Attack materia until I eventually realized I had to spend two nights Chocobo racing/breeding to get one (then managed to get 2 at the exact same time).

Please tell me this materia wasn't here the whole time, trolling me, and I just missed it. I will feel much better if this was just added.

It was there the entire time.

It spawns there on Disc 2/3 only.

Rolled through most of Midgar on arrange, some cool stuff. Especially liked the twists on each boss battle. Not sure if this is a bug or intentional, but I noticed that when fighting the thousand gunner + friends in the elevator, the battle background was different (I think it was Midgar Disc 3). Guessing this could just be a factor of space. Otherwise it seems to be working very smoothly. Stuck on Barbicante for the time being, which I think is massively harder than anything fought up to that point.

I changed the battle background, dunno if it's in the current patch or not.

I'm going to do adjustments for Barbariccia, I don't think boss power/HP takes the drain HP + confuse into account so the battle is going on much longer than intended.

Does anyone remember what you get for 120+ rating on the boat ceremony sendoff in junon ?

Just wondering if I missed something special.

Rune Armlet I think; it blocks Silence and has four unlinked 2x Growth slots on it.

I was about the same even higher. Def overleveld :D
Thinking of doing a challenge run on arrange some point (doing normal now). Game got so easy after the rank ups.

Something may or may not happen if you beat the game without using Rank UP a single time (you can visit the Rank screen safely, just don't 'make a deal').

Did everyone got 2 rank ups for Cait Sith as soon as he joins ? I'm asking cause I had two, while Cloud barely had his second and all other members only had one and were only halfway to the second. I didn't overfarm nor rush, I think I had an average number of fights but I still prefer to ask.

Also during Dyne fight for some reasons at a point Barret attacked twice in a row.
-> Barret ATB full
-> Select Attack command
-> Before Barret attacks, Dyne use Psych up
-> Barret fires twice

It seems like Psych up triggered a counterattack while it doesn't deal damage.

I set Dyne's speed so that Barret could get 2 turns (usually) for each of Dyne's turns; can't remember if this depended on Haste/Slow or not. Psyche Up should only be used as a counter to Poison, and only used once at that. Was he spamming it?

As for Ranks, later characters join with some ranks already available.

I'd say you are quite "rushed" compared to some :D
I had the same thing happen, think its normal.

I had 7/8 when Cid joined on cloud, needless to say Cid isn't very powerful right now with his 3 ranks :D

7/8 by Rocket Town? That's madness.

I think Godo and Staniv broke somehow.


Spoiler: show
Staniv only opened with blinding himself and then attacking once. Near death he casts Berserk on himself and Yuffie and starts attacking with auto attacks with high damage like he should. Too bad he did it so late that he only attacked once before dying.

Godo doesn't attack after switching faces. If you are lucky he keeps switching them without ever attacking. In my fight against him he used only 6 attacks because he kept switching faces without doing anything. Serpent Sword -> HP Drain -> MP Drain -> Aqualung -> Slow -> Lagomorph -> dying to auto attack spam. At times I was able to attack ~16 times before he finally decided to attack, thanks to Haste and Slow.


Edit:
The Powersoul Keeper didn't drop the Powersoul and didn't cast Trine. He was armored and used laserbeams to attack and the background wasn't a cave. Did I fight the correct Powersoul Keeper?

That's disappointing about Godo; I redid his AI and thought I had it all working. I'll check it again and see if I can spot the weakness in it. Staniv I'm not sure about, I don't think his changed too much. I'll change the background of Armour Keeper as well, it's supposed to be the cave (was probably the sewer, as it used to be a Dark Cave boss).

Materia caves bosses were fun, same with the battles at the Battle round, specially the last boss of the special round. Good job !
Dark cave is cool but for some reason the battle against the soldier in the church does not happen, they disapear after 2 seconds and I can't move further. Maybe it's link to the fact that Aeris vanished from my game after the north crater.

In Arrange, you fight Armourer Keeper instead in Mt Nibel.

Yeah, the Church segment in DK isn't supposed to happen at all if Aeris isn't around. They vanish after two seconds due to the dodgy way that field screen was set up originally; the group that handles placement etc. isn't being done on initiation like it usually is with other fields so you can see them being 'shuffled' into their correct locations as it runs through conditionals for which event set-up to use. You can see it in the original game when returning with the Sector Gate key, the two kids will be quickly relocated from their default locations to their correct positions.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-04 15:10:05
Oh snaps, then about Counter Attack:
Spoiler: show
 May want to check on the Counter Attack materia only being available in Disc 2/3 only. I got it just after the plate fell, in the park. What was supposed to be there, anyway? I know in the vanilla game it's Sense, and in NT 1.3 and 1.4 it used to be...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: aquecoucou on 2017-08-04 15:13:14


I set Dyne's speed so that Barret could get 2 turns (usually) for each of Dyne's turns; can't remember if this depended on Haste/Slow or not. Psyche Up should only be used as a counter to Poison, and only used once at that. Was he spamming it?


No it didn't. What I meant is Barret attacked twice in a row using only 1 ATB. Like I said, I selected the "Attack" command at the same time Dyne was using Psyche Up to clear the poison I inflicted, and as soon as the animation ended, Barret attacked twice. Only the second hit depleted his ATB. So I guess somehow Barret counter attacked the Psyche Up, but Physche Up doesn't deal damage so Barret shouldn't counter attack.

Also otherwise (in Arrange) the fight is balanced. The long animations of Dyne are quite frustating because it waste the Barrier timer but it's part of the balance so that's fine.

Oh snaps, then about Counter Attack:
Spoiler: show
 May want to check on the Counter Attack materia only being available in Disc 2/3 only. I got it just after the plate fell, in the park. What was supposed to be there, anyway? I know in the vanilla game it's Sense, and in NT 1.3 and 1.4 it used to be...


Yup same, got it after the plate fall, in the park.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-08-04 16:25:22

I'm going to do adjustments for Barbariccia, I don't think boss power/HP takes the drain HP + confuse into account so the battle is going on much longer than intended.


Yeah, it's not just the confu/drain, but also slow, and his 'yellow' element (I'm guessing wind??), none of which can be protected against with the materia/equipment that you have up to that point in the game. Added to which you have to redo the bike chase game every time you die, so it's more frustrating than maybe it ought to be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-04 16:34:00
Oh snaps, then about Counter Attack:
Spoiler: show
 May want to check on the Counter Attack materia only being available in Disc 2/3 only. I got it just after the plate fell, in the park. What was supposed to be there, anyway? I know in the vanilla game it's Sense, and in NT 1.3 and 1.4 it used to be...


Yeah it's supposed to be there in Disc 1; it replaces the Sense Materia that was originally there.

No it didn't. What I meant is Barret attacked twice in a row using only 1 ATB. Like I said, I selected the "Attack" command at the same time Dyne was using Psyche Up to clear the poison I inflicted, and as soon as the animation ended, Barret attacked twice. Only the second hit depleted his ATB. So I guess somehow Barret counter attacked the Psyche Up, but Physche Up doesn't deal damage so Barret shouldn't counter attack.

Also otherwise (in Arrange) the fight is balanced. The long animations of Dyne are quite frustating because it waste the Barrier timer but it's part of the balance so that's fine.

Yup same, got it after the plate fall, in the park.

Ah, I see; that is odd.

Yeah, it's not just the confu/drain, but also slow, and his 'yellow' element (I'm guessing wind??), none of which can be protected against with the materia/equipment that you have up to that point in the game. Added to which you have to redo the bike chase game every time you die, so it's more frustrating than maybe it ought to be.

It was also 15 levels higher than intended; it had the Arrange AI in its pre-battle that all enemies have which is redundant because the enemy only appears in Arrange.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-08-04 19:14:37
Beat Barbariccia, finally, by abusing Tranquilizers. Did also occur to me that if I'd levelled up Red XIII a little then I'd have had Lunatic High to counter the slow, so maybe it's not THAT imbalanced.

Having reached Mythril Caves, though, I'm finding that Rank Up is disabled for me as well. ('Ain't no rank up in this mode, bub'). Think I recall you saying a few pages back that this is unintentional?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-04 19:28:10
Yeah the flevel patch should fix it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-04 19:50:58
Can confirm my Gil plus is giving Tifa 172 to 227 str without to with it equipped. 143 to 189 with Cid and 114 to 151 with Cloud when they equip the materia.

Also, added cut doesn't seem to trigger with E. Skill materia. Not sure if this is known or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2017-08-04 20:27:57
so i am wondering if maybe it would be better if i just start over entirely with the game and mod install? i get the feeling that something was amiss in the way i applied the 1.4 mod which probably caused some of my issues. it was the remake version of ff7 (not the old version or the steam version). to be honest i think i might need a little clarification on the proper installation method, such as what "stand-alone installer" is referring to? cuz last time for 1.4 i grabbed the main download you had, and then later ended up applying the patches after that....but it seemed like maybe that was the wrong thing to do. i do plan on finishing my 1.4 playthru first however.

on a side note....what is this "second wind" ability for cloud i keep hearing about? i thought he had some weird "memesis" thing in 1.4 or some other ability that randomly copied another ability? i never saw either activate personally. now that i think about it i don't recall red 13's ability ever doing much, though most fights never lasted a long time. how long was his "stat boost" ability supposed to take to build up?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-04 20:48:04
Ok, couple of bugs to report than a comment/questions:

- In the Reno & Rude fight in Gongaga, you can Paralyze and hit Reno with Stop. That should prevent him from taking any actions, however if you then Poison him or Rude, he will still auto cast "Turk Esuna" even though he's stopped or Paralyzed.

- In the Lich GT fight, you can get a pre-empitive Strike. That alone may or may not be a bug, but for sure what definitely is a bug, is that if you do get a pre-empitive strike and start taking actions, you can move the camera from where it normally starts. The camera will than lock in place. I couldn't see any of my characters when this happened and it didn't seem to be able to be fixed afterwords.

And for the opinion/questions:

Now you know I'm normally the one hesitant to call for a nerf on anything, but I MIGHT be calling for one on Lich. So as a general we're weaker at this point in the mod compared to 1.4. Not a ton but there have been some materia moved. To compensate Lich has less health, and that's great. Where I'm a little iffy on the fight is the fact that he can recover so much health so fast. So he absorbs Poison and is Poisoned but that can be remedied with an Antidote. He seems to have a periodic heal that I have no idea how to get rid of, if you even can? But where I think it may be a little too much is the "Blood Sword" attack. It Paralyze's, which is fine, but it also fully leeches too. Lich can hit pretty damn hard. He was doing 800+ on front rows, and 400+ on back rows for me, and he uses it twice in a row. At best there that's 800 - 850 leeched between the two attacks and at worst, over 1500 - 1600 leeched between the two attacks. For a boss that only has 8800 health, for him at best to heal 10% of his health by attacking the player seems like a bit much, especially when you tack on that auto recovery he has. It makes the fight, which you already have to go into defensively minded because of all the status effects bouncing around, feel artificially long. So I guess I'm wondering, am I missing a mechanic with this fight? Is there a way to stop that auto recovery? Stop the Blood Sword leech? Am I totally missing something with this fight? If I'm not, I'd ask for a little tuning down of the health recovery.

Anyone else can share there thoughts too on this, cause I'd like to hear em.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-04 20:50:20
At Maverick: Cloud's Second Wind is a once per battle ability which triggers after roughly 50 actions, I think this includes the enemies as well as all party member actions. Second Wind will completely refill Cloud's HP and MP, essentially a free elixir.

Red's +50 Str / + 50 Mag builds up plus 1 stat per turn or tick, so it can take a while for him to reach max but it is certainly noticeable in longer fights.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-04 20:55:57
Question:

My Cid has 212 Strength without Str stat boosting gear equipped at the moment with 2 or 3 rank ups left. His attack stat caps at 255 on paper which is easy enough to hit with the right weapon or an accessory already. My question is, is there any point in further bolstering his Strength stat for damage output purposes? Or will those added Str points not carry past the 255 / paper cap? I think my Tifa is in a similar situation so my question applies for her as well.

Thanks - 

Edit: Cid had the Gigas armlet for +30 str and the Gil plus materia equipped so hitting that cap will NOT be as easy as I thought, haha. He's back down to 125 str unequipped. I thought something was up. Still curious though, if anyone can answer the above question about the 255 / paper cap. Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2017-08-04 20:58:22
@webhead: just in case i somehow lack understanding on that....does it mean red's turns only or the whole team? and what do you mean by "tick"? sorry if i seem woefully ignorant on things lol, im not well versed on all the nitty-gritty details as of yet. cuz it sorta sounds like if i can force red into haste and run 50 turns down on him, that he would reach his max much faster. either way i go i almost never notice the boost when using him. then again, i didn't use him ALOT....and most fights dont last 50 turns after you start running up the rank system.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-04 21:24:08
A 'tick' is an enemy turn or action, or a party member turn or action. So anytime anybody 'does something'. If two enemies attack, then 3 party members attack, that's 5 ticks or 5 actions.

I am not certain but I believe Cloud's Second Wind triggers around 50 ticks, so enemy and friendly actions included in the count.

For Red, I am not sure if it's all ticks, friendly ticks, or his own actions - I am guessing it's Red's own turns but I am not positive.

I put an enemy to sleep in the battle square, and had Cloud defend over and over again until his Second Wind triggered for me in one stance. The battle square seems to count all of the battles as 'one battle' for Cloud though as I later realized his Second Wind was triggering in the fourth and fifth-ish rounds for me without intentionally using up lots of turns.

This makes me curious if Red will keep his increasing buffs with each progressive round in the battle square without resetting the counter (since Cloud's doesn't seem to), in which case sleeping an enemy in the first round and having Red defend over and over to buff him for the rest of the rounds might be an interesting strategy...

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2017-08-04 22:08:09
hmm ok thanks lol. guess i'll have to test it out. i know for a while my most melee dmg-heavy characters were tifa and red, tifa for more obvious reasons (powersoul, DS, berzerk). red just seems like another one that is popular to throw out as a berzerker to me, though i guess he can be an all rounder or mage too.

by the way....not thrilled with my choice of making cloud completely all-rounder. he just seems complete garbage almost now lol. he can sorta fill in on magic use.....not so much on physical dmg......not a terribly good tank but can sort of fill the role at earlier-game.....about all he does well is support i guess. possibly my absolute best characters seem to be barett and aerith, possibly followed by mayb tifa and either cid or red. hard to know what to do with some of the characters lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-04 22:17:45
Well their end game gears and later limit breaks can really alter things. My Cloud is more Str based, so he's an all arounder with a physical damage edge. Can load him out with Mag+ gear and materia and he's fine as a mage too. Tifa and Cid for phys damage for me, Red and Aeris for Magic, Cait and Barret as tanks. Yuffie going kind of all arounder but will really only use her for end-game morph where necessary. Oh and Vincent magic based too for me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2017-08-05 00:16:45
barret is practically unkillable once you set him up right lol he's like by far the best guy in there if you want to never die lol. i ended up letting my other party members die and went solo against nemesis i think it was.....simply because barret is a god-level tank. everybody else would die immediately compared to him. i hope 1.5 didn't ruin that for me lol. but basically i had him running grav+elem on def, enemy skill using ???? for its gravity based dmg, which auto heals exactly how much dmg he's taken and bypasses touph ring's restore/half clause. then of course boosted his vit and spr as much as i could, had him using hades/added effect for a time on def....which now that i have a certain materia i can just toss resist on him.....i think i tended to give him the best gender-neutral armor stat-wise.

basically what ends up happening is nearly nothing in the game can do nearly enough damage to put him in any danger UNLESS its a specific kind of attack that does set dmg.....and there's not many of those around. at this point i have him running contain added effect on his ult weapon....so that's fun lol. oh yeah even the final materia cave boss couldn't do enough damage to be any serious problem for barret. everybody else however....lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2017-08-05 00:22:43
pretty sure the only thing that i ever had to seriously worry about even with him is the goldberry fight in the materia cave. and that's simply because goldberry hax lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2017-08-05 00:44:55
in other news.....i still haven't found w-magic in v1.4.    where is the doggone thing? lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-05 02:13:22
Can confirm my Gil plus is giving Tifa 172 to 227 str without to with it equipped. 143 to 189 with Cid and 114 to 151 with Cloud when they equip the materia.

Also, added cut doesn't seem to trigger with E. Skill materia. Not sure if this is known or not.

E.Skill doesn't trigger with any Support Materia, as far as I know.

so i am wondering if maybe it would be better if i just start over entirely with the game and mod install? i get the feeling that something was amiss in the way i applied the 1.4 mod which probably caused some of my issues. it was the remake version of ff7 (not the old version or the steam version). to be honest i think i might need a little clarification on the proper installation method, such as what "stand-alone installer" is referring to? cuz last time for 1.4 i grabbed the main download you had, and then later ended up applying the patches after that....but it seemed like maybe that was the wrong thing to do. i do plan on finishing my 1.4 playthru first however.

on a side note....what is this "second wind" ability for cloud i keep hearing about? i thought he had some weird "memesis" thing in 1.4 or some other ability that randomly copied another ability? i never saw either activate personally. now that i think about it i don't recall red 13's ability ever doing much, though most fights never lasted a long time. how long was his "stat boost" ability supposed to take to build up?

Sounds correct; the hotfixes go right over the NT install.

A 'tick' is an enemy turn or action, or a party member turn or action. So anytime anybody 'does something'. If two enemies attack, then 3 party members attack, that's 5 ticks or 5 actions.

I am not certain but I believe Cloud's Second Wind triggers around 50 ticks, so enemy and friendly actions included in the count.

For Red, I am not sure if it's all ticks, friendly ticks, or his own actions - I am guessing it's Red's own turns but I am not positive.

I put an enemy to sleep in the battle square, and had Cloud defend over and over again until his Second Wind triggered for me in one stance. The battle square seems to count all of the battles as 'one battle' for Cloud though as I later realized his Second Wind was triggering in the fourth and fifth-ish rounds for me without intentionally using up lots of turns.

This makes me curious if Red will keep his increasing buffs with each progressive round in the battle square without resetting the counter (since Cloud's doesn't seem to), in which case sleeping an enemy in the first round and having Red defend over and over to buff him for the rest of the rounds might be an interesting strategy...

That's quite interesting, I would have thought those vars get reset between encounters; Red would probably be great for Battle Square in that case.

in other news.....i still haven't found w-magic in v1.4.    where is the doggone thing? lol

I think all 3 W-Materia are obtained from Extra Battle in 1.5, but in 1.4 I think W-Magic was obtained from the North Crater; on the Left-Up path, the screen with the sparkling core, check these two spots: (http://www.gamerguides.com/assets/media/ffvii/walkthrough-disc-3/the-final-week/exploring-the-north-cave-part-2/w1600h1600/you-can-find-some-w-magic-materia-hiding.png)

It should be in one of those, I think I moved W-Magic back to this screen at the end of 1.4.

***

Some news, I identified some lines of code by complete chance in places like Icicle Inn that automatically add Aeris back to the party. It's likely been some kind of failsafe from way back in an older version where the exact opposite problem was happening and Aeris wasn't making it past Disc 1.

Just goes to show; you should always keep your code in easy to find places and document it or future-you is going to suffer for it s:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManInBlack on 2017-08-05 06:02:58
I'm noticing that the text file about where to find items doesn't seem to match the spreadsheet for a few things.
The text says Iron Man/Iron Giant should drop a Heaven's Cloud, Excel says he should drop Ragnarok, when I killed one without stealing he dropped nothing (not sure if it's RNG?).
Text says Armored Golem should drop Pile Banger and have Max Ray steal-able, text says both should be Pile Banger, it seems to be dropping Max Rays (I'll try stealing next).
Master Tonberry did not drop a Starlight Phone for me (but if it's RNG it's probably fine); ditto Christopher with Oritsuru.

I'm generally trying to collect items for crafting now so I'll let you know if anything else seems off.

EDIT: Just as I was about to give up hope, my fifth or sixth Master Tonberry dropped a Starlight Phone. So it does seem to be RNG, if potentially a rather harsh one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-05 06:11:11

Now you know I'm normally the one hesitant to call for a nerf on anything, but I MIGHT be calling for one on Lich.

He was doing 800+ on front rows, and 400+ on back rows for me, and he uses it twice in a row. At best there that's 800 - 850 leeched between the two attacks and at worst, over 1500 - 1600 leeched between the two attacks.
Is there a way to stop that auto recovery? Stop the Blood Sword leech? Am I totally missing something with this fight? If I'm not, I'd ask for a little tuning down of the health recovery.

Anyone else can share there thoughts too on this, cause I'd like to hear em.

Spoiler: show
 It depends on the build. My Cloud took Rank Ups for Dex/Luck and had Hardedge for the defensive bonus. He was on the front row in order to abuse a Mystic Knight materia build, had 2x Cover (30% each; total 60%) materia w/ Counter Attack and Magic Counter, and was benefiting from Barrier. The Luck combined with high defenses meant he was forcing a "Miss" or the attack dealt around 430 damage. He had a Jem Ring in order to be immune to paralysis (normally not possible to know about going in, but I had fought it back in 1.4). Counterattack return damage outpaced the healing, and Magic Counter would activate even on non-physical attacks. Understandably, I had no issue.

I suppose that you can also mitigate more damage/healing with Luck/Vit+ items. Protect Vest isn't available due to an issue with Heligunner at Shinra HQ (don't think I spelled that right), but Heavy Ring or anything else granting Vit+ goes a long way in mitigating physical damage alongside Barrier and/or Sadness. If you use Defend with anyone who's not attacking, that also increases the chance of mitigating the potential healing it can receive on its turn, though at the cost of relegating a party member to emergency response.


by the way....not thrilled with my choice of making cloud completely all-rounder. he just seems complete garbage almost now lol. he can sorta fill in on magic use.....not so much on physical dmg......not a terribly good tank but can sort of fill the role at earlier-game.....about all he does well is support i guess. possibly my absolute best characters seem to be barett and aerith, possibly followed by mayb tifa and either cid or red. hard to know what to do with some of the characters lol.
Spoiler: show
 He can still go Mystic Knight as a full all-rounder. This materia load-out focuses him on one element and chains together Cover, Counter Attack, Element (Weapon), Added Cut, Magic Counter, and Command Counter Mug/Deathblow. However, it will require 3, possibly 4 of the same elemental attack materia to optimize. You also need some decent linked slots. Since Tifa doesn't require any sort of set-up beyond Death Sentence, Added Cut, and Mug, assuming you have Powersoul, this allows you to optimize damage in a way that doesn't sacrifice a good tank and doesn't require Cloud to do anything strenuous in particular. As far as damage output per Boss turn goes, his optimal load-out can hit for little over half of a tri-Reflect magic barrage, but with the flexibility of being able to take other actions on his turn. Obviously, the damage goes down if the enemy has few physical attacks to its AI and/or one of its defenses is really high.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2017-08-05 06:51:10
so....when i do finally upgrade to 1.5, should install the main mod AND follow it up with the patches?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2017-08-05 07:21:27
one more thing lol.

is there a reason i can't use all 9 characters for the bizzarro sephiroth battle? it keeps forcing me to drop one of them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-05 08:20:28
so....when i do finally upgrade to 1.5, should install the main mod AND follow it up with the patches?
Yes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManInBlack on 2017-08-05 08:54:44
one more thing lol.

is there a reason i can't use all 9 characters for the bizzarro sephiroth battle? it keeps forcing me to drop one of them.
I believe it was mentioned at some point that the game would crash if he tried to force it to accept 9 characters in the fight and he hadn't found a way around it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-08-05 10:13:16
Yeah the flevel patch should fix it.

It did, thanks - didn't realise that Mk2 still needed the patches. Is it intentional that the first 'level up' requires 200 SP in Arrange? I think it was 100 previously.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2017-08-05 10:19:05
It did, thanks - didn't realise that Mk2 still needed the patches. Is it intentional that the first 'level up' requires 200 SP in Arrange? I think it was 100 previously.
It's likely a response to the fact that it's easy to farm SP if you know what you're doing, and some Disc 1 players were getting some of their characters Rank Ups maxed out. And I'm pretty sure one of the players commented on that being the case in "Normal", but I admit I may be mistaken on that.

Anyways, upping the limit needed to 200 points cut down on players getting too many Rank Ups so early in the game. :shrugs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-08-05 10:22:28
Ah, spoke too soon - the Ziegfried fight is still broken for me post patch I'm afraid  :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-05 14:34:08
What is the reason the XP values from lvl 21 to 22 are so weird, suddenly you have 13k xp and you need 13k xp to level up, afterwards its normalizes again to 4-5k.

I Thought my save file was srsly corrupted but after checking some stats on old files it seems that there really is such a massive spike.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Thraxis on 2017-08-05 14:56:52
What is the reason the XP values from lvl 21 to 22 are so weird, suddenly you have 13k xp and you need 13k xp to level up, afterwards its normalizes again to 4-5k.

I Thought my save file was srsly corrupted but after checking some stats on old files it seems that there really is such a massive spike.

If I'm remembering correctly, was a way to let chars "Catch up" in levels.  So every 10 levels you have a plateau of xp. So for an easy example Cloud early game on a normal play through is going to out level everyone. More so if you want/are forced to swap chars for boss fights or certain stretches of time. This plateau causes cloud to not really get any more than 3-4 levels ahead at any time of your reserves.

I'm sure there's a more specific reason that someone can quote but it's too early for me to dig it up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-05 14:59:27
If I'm remembering correctly, was a way to let chars "Catch up" in levels.  So every 10 levels you have a plateau of xp. So for an easy example Cloud early game on a normal play through is going to out level everyone. More so if you want/are forced to swap chars for boss fights or certain stretches of time. This plateau causes cloud to not really get any more than 3-4 levels ahead at any time of your reserves.

I'm sure there's a more specific reason that someone can quote but it's too early for me to dig it up.

Makes sense, I was doing my own little challenge run with limited xp. But came to that exact problem, not everyone was the same level. So every level or 5 I synch everyone to clouds XP, suddenly I found I needed x10 xp for a lvl and that raised alarm flags. Been trying to fix for an hour coming to the conclusions theres nothing to fix :D. Have a karma !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-05 15:03:46
Ah, spoke too soon - the Ziegfried fight is still broken for me post patch I'm afraid  :(

I just got through the fight using the original installer, I forgot to patch my game with the hotfixes.

If Tifa is in the party she survives odin, Cast lvl 5 suicide afterward and I got my MP plus, hope it helps !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-05 15:33:52
Hey Chief (or anyone else) could we get some confirmation on whether Cloud and Red's innate's tick with all actions, friendly actions, or only the char's actions? Would love to know without having to trial it myself...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-05 15:49:36
Hey Chief (or anyone else) could we get some confirmation on whether Cloud and Red's innate's tick with all actions, friendly actions, or only the char's actions? Would love to know without having to trial it myself...

It's processed after every action taken by any actor.

I'll be at work, but when I get back I'll go through the most recent posts and add any additional fixes to the patch files I've made before uploading them tonight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2017-08-05 16:19:44
so umm.... i feel i misunderstand how the mod install works. the readme says to RENAME the language folders and the field files......but that makes no sense to me as it might overwrite the main files. can you clarify this for me? last time i did this, i just deleted the files in question that the readme says to rename, as it made more sense to me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2017-08-05 16:25:35
so yeah basically when i try to rename anything to something with the same name, my computer asks if i want to merge them. if i say no i can't rename them....if i say yes it will try to overwrite files of the same name within the folder. perhaps a rewording of the readme is in order? unless of course im missing something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-08-05 17:00:42
It's processed after every action taken by any actor.

I'll be at work, but when I get back I'll go through the most recent posts and add any additional fixes to the patch files I've made before uploading them tonight.

did you try my save file yet to see if it was something on my end causing the huge damage output
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-05 18:19:45
Is Cid's Dragon limit only supposed to absorb roughly 100 HP, along with the same amount of MP? I get the 100 MP absorb but wasn't sure if HP should be more
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2017-08-05 18:57:39
It's processed after every action taken by any actor.

I'll be at work, but when I get back I'll go through the most recent posts and add any additional fixes to the patch files I've made before uploading them tonight.

if that's the case with cloud and red then it RLLY shouldn't take long for red to max himself out. i just got cloud's second wind during the x-atm scorpion battle....so it would stand to reason that had red been in there he'd make quick work of the thing all by himself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2017-08-05 19:07:58
Hey Sega chief

after i beat jenvoa at the end of disk 1 on your mod on arrange mode, it went to the wrong scean showing that i had vencent in my party when cloud saids Everyone listen to me, it went to restroom scean where you rest before beating Jenvoa at the end of disk 1
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Aquarii on 2017-08-05 19:13:57
Okay, i have NT 1.5 (Arrange) with the latest Patches installed and now fighting Jenova-VECTOR.
My Question: There aren´t any Vector Node Enemys in this Battle. -> No Targets, no Morphing :(
Is that battle working as planned or is it bugged?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-05 19:47:46
The nodes come out later in the battle, if you don't kill Jenova too quickly, or sleep/silence etc. it to prevent Jenova from casting/summoning them. Not sure what the exact trigger is but I'm guessing something like, Jenova HP < 35% then summon Nodes or Jenova Turns = 20 then summon Nodes
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-05 21:59:01
so umm.... i feel i misunderstand how the mod install works. the readme says to RENAME the language folders and the field files......but that makes no sense to me as it might overwrite the main files. can you clarify this for me? last time i did this, i just deleted the files in question that the readme says to rename, as it made more sense to me.

The patcher will only look for and update files with the english names; so if you have an installation in, say, German then the patcher will not be able to find them as they use slightly different names:

/English
lang-en folder
flevel.lgp

/German
lang-de
gflevel.lgp

So to get the patcher to correctly find these files, you need to temporarily rename them to their english equivalents, run the patcher, and then for the game itself to run them they need to be changed back to their original german names (or spanish/french if using those). If you have the English version of the game installed then you don't need to change any file names.

did you try my save file yet to see if it was something on my end causing the huge damage output

Not yet, I'll give it a whirl once these patches are up.

Hey Sega chief

after i beat jenvoa at the end of disk 1 on your mod on arrange mode, it went to the wrong scean showing that i had vencent in my party when cloud saids Everyone listen to me, it went to restroom scean where you rest before beating Jenvoa at the end of disk 1

That's not a bug; it's where the scene now takes place, with all the characters present/visible instead of just the active party. I'll check it anyway just to be sure that it's triggering correctly.

Okay, i have NT 1.5 (Arrange) with the latest Patches installed and now fighting Jenova-VECTOR.
My Question: There aren´t any Vector Node Enemys in this Battle. -> No Targets, no Morphing :(
Is that battle working as planned or is it bugged?

I'll change the spawn conditions of the node; the boss' HP was dropped prior to release so it might not be getting the time to spawn them as normal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-05 23:38:25
Hey Sega Chief
It seems that the NT mod and the world map model characters mod dont work well. What i mean is that if NT mod is active world model characters dont change( this doesnt apply to world textures) I´ve only tested with Cloud´s WMC model so for the others im not so sure.
Now i dont know if this is a  bug thing or i am doing something wrong. in any case its not a big problem but i just thought to leave it here anyway :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2017-08-06 00:36:23
Hey Sega Chief
It seems that the NT mod and the world map model characters mod dont work well. What i mean is that if NT mod is active world model characters dont change( this doesnt apply to world textures) I´ve only tested with Cloud´s WMC model so for the others im not so sure.
Now i dont know if this is a  bug thing or i am doing something wrong. in any case its not a big problem but i just thought to leave it here anyway :)

This sounds like a simple fix, it's most likely a load order issue if you're using 7thHeaven that is. I've found with all my gameplay testing with NT is to load NT at the very bottom of the load order, almost always works perfectly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-06 01:14:21
New patches are up, going to put the IRO together now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: El Grillo on 2017-08-06 01:58:53
Coming out of Kalm, I'm running a rather silly setup with 100% cover on front-row Tifa, with Aeris dedicated to healing her, and she's averaging two limits a battle. It's a shame I'm so bad with the slots :(

I'm having trouble encountering a Mu near the Chocobo Ranch for L5 Suicide. I remember them being fairly plentiful before, was this changed in 1.5?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Thraxis on 2017-08-06 02:06:02
I'm having trouble encountering a Mu near the Chocobo Ranch for L5 Suicide. I remember them being fairly plentiful before, was this changed in 1.5?

Just keep trying. If I remember right battles on the map/overworld are practically 100% random so you're just hitting a rough patch of luck. I know I did about 20 battles in the area before 1 even popped up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-06 02:25:08
Hey Sega Chief, thanks for the update! But, uh, I'm having an issue now where during the "switch to disc 2" screen, the game freezes right after I save. I tried twice, and both times right after I save my game on that screen and try to go back to playing I get a black screen with the city of the ancients music playing, but nothing happens. I tried going through the screen WITHOUT saving and the same thing happens. Something is happening there that's causing the game to freeze up, unfortunately.

EDIT: Was playing a later save and came back to the forgotten city. It appears that the game freezes anytime I enter the area with the seashell houses. Something is wrong with this area, which would make sense since this is where you're supposed to be appear at the start of disc 2. Anyway, just wanted to give you as much info as possible, peace :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-08-06 07:12:27
Just finished the Gi Kattan fight on Arrange and not 100% sure he's working as intended. The flames now only heal Gi Kattan with their Demi attacks, not themselves. Also, when a character they're 'occupying' dies, the flame doesn't always exit. Finally, it did a move called 'Rekindle', which appeared to be some kind of restorative, but it missed. All in all it was a much easier fight that I was expecting, so wanted to check if it was a rebalance or a bug.

Oh, also, is there any way of preventing Cloud's second wind from triggering (and failing) if he's KO'd?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-06 10:20:07
Just finished the Gi Kattan fight on Arrange and not 100% sure he's working as intended. The flames now only heal Gi Kattan with their Demi attacks, not themselves. Also, when a character they're 'occupying' dies, the flame doesn't always exit. Finally, it did a move called 'Rekindle', which appeared to be some kind of restorative, but it missed. All in all it was a much easier fight that I was expecting, so wanted to check if it was a rebalance or a bug.

Oh, also, is there any way of preventing Cloud's second wind from triggering (and failing) if he's KO'd?

I think rekindle just spawn another set of flames adds like it did in the original game if im not mistaken. The miss you are seeing is the same miss that you see the boss use where you first get Red XIII. Reanimate or w/e.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-06 10:25:49
This sounds like a simple fix, it's most likely a load order issue if you're using 7thHeaven that is. I've found with all my gameplay testing with NT is to load NT at the very bottom of the load order, almost always works perfectly.

I followed the load order that is recomended in the 7th heaven topic( That would be using the mod after the Field textures). Also i´ve tried to put the IRO in the last position(within the 7th heaven) and didnt work so im assuming its some kinda of a compatible issue thing
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-06 10:49:29
Coming out of Kalm, I'm running a rather silly setup with 100% cover on front-row Tifa, with Aeris dedicated to healing her, and she's averaging two limits a battle. It's a shame I'm so bad with the slots :(

I'm having trouble encountering a Mu near the Chocobo Ranch for L5 Suicide. I remember them being fairly plentiful before, was this changed in 1.5?

Try the dark green grass in the Ranch Area, rather than the lighter green grass immediately around the Ranch for Mu.

Hey Sega Chief, thanks for the update! But, uh, I'm having an issue now where during the "switch to disc 2" screen, the game freezes right after I save. I tried twice, and both times right after I save my game on that screen and try to go back to playing I get a black screen with the city of the ancients music playing, but nothing happens. I tried going through the screen WITHOUT saving and the same thing happens. Something is happening there that's causing the game to freeze up, unfortunately.

EDIT: Was playing a later save and came back to the forgotten city. It appears that the game freezes anytime I enter the area with the seashell houses. Something is wrong with this area, which would make sense since this is where you're supposed to be appear at the start of disc 2. Anyway, just wanted to give you as much info as possible, peace :)

Found the issue, a check for Aeris was using a command that seems to be incompatible with the Init group; moved the check to Main and it now seems to load (did the same with an Icicle Inn field). I've got an hour before I leave so I'll replace the flevel patch and IRO.

Just finished the Gi Kattan fight on Arrange and not 100% sure he's working as intended. The flames now only heal Gi Kattan with their Demi attacks, not themselves. Also, when a character they're 'occupying' dies, the flame doesn't always exit. Finally, it did a move called 'Rekindle', which appeared to be some kind of restorative, but it missed. All in all it was a much easier fight that I was expecting, so wanted to check if it was a rebalance or a bug.

Oh, also, is there any way of preventing Cloud's second wind from triggering (and failing) if he's KO'd?

I had to change the fight as a lot of people were complaining about the difficulty of it; the Flames will now only heal the boss rather than themselves and the Demi spells were downgraded one tier. Rekindle is intended to resurrect a dead Flame but will miss if the target is alive. The Flames should be exiting the host if they die though, so I'll check into that. I can add a KO check to Cloud's innate too, forgot to do it before.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-06 11:22:57
I love how Dyne said "is that all you got barret ?" when fighting vincent in the battle arena :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FFman on 2017-08-06 14:38:17
Sega Chief, any ideas how to get Aeris Back ?
I tried to go at the bottom of North Crater again or talked to the "debug guy" in the Highwind but she's still missing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-08-06 16:44:43
Oh my god, the
Spoiler: show
Arrange Lamba Calcule
fight, you sadist!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-06 18:29:32
Two small things -

-If not too much trouble, would it be possible to see the 1/8, 3/8 etc. Rank for each char as well as their SP at the 'check SP' screen?

-The Enhance Sword, Gaea's Cliff, offers up the exact same slots as Organics, less attack, and +15 mag vs. Organics 10/10 mag dex. You can buy Organics well beforehand... perhaps give the Enhance Sword 8 unlinked slots, or +25 Mag, something else? Just a thought. 

[Edit: Morphs Dragon, accidentally selects Hyper Jump mid Phrenia fight. Game Crash. Must be asking too much...]
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2017-08-06 20:26:25
hey sega chief

when cloud and his party first enter the north carter, the text is all broken and does not fit very well in the message boxes
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-06 21:11:09
Circlet appears to be preventing the Reflect status. Switching to a different accessory will allow that character to gain Reflect, so it wasn't the armor or weapon. I also didn't have Barrier or Added Effect materia equipped on that character. This was tested with the Mighty Guard enemy skill.

I'd like to know if anyone else is able to reproduce this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Thraxis on 2017-08-06 21:23:01
Not sure what it says in game description as I haven't had much time to play since the patch dropped, but Circlet in Wall Market tool showing it giving 25 magic/spirit, negating reflect, and halving restoration magic. Seems right to me from what I remember in 1.4 but I could be wrong.

Edit: Yeah if I'm remembering right this is just something that wouldn't fit in the game description and is meant to be. There are certain things that are "hidden" away due to character limits or just in general (for example Cursed ring giving 30 Str/Magic and nullifying restorative magic, along with preventing regen and death force according to Wall Market).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-06 22:20:15
That might be it, then. I never tried using Reflect on Circlet back in 1.4, and was pretty much hard abusing Dex builds back then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-06 23:31:11
Sega Chief, any ideas how to get Aeris Back ?
I tried to go at the bottom of North Crater again or talked to the "debug guy" in the Highwind but she's still missing.

I can add a switch to the debug NPC if you want.

Two small things -

-If not too much trouble, would it be possible to see the 1/8, 3/8 etc. Rank for each char as well as their SP at the 'check SP' screen?

-The Enhance Sword, Gaea's Cliff, offers up the exact same slots as Organics, less attack, and +15 mag vs. Organics 10/10 mag dex. You can buy Organics well beforehand... perhaps give the Enhance Sword 8 unlinked slots, or +25 Mag, something else? Just a thought. 

[Edit: Morphs Dragon, accidentally selects Hyper Jump mid Phrenia fight. Game Crash. Must be asking too much...]

I think so, but it'll take a bit of time to implement and the method I have in mind would mean current games wouldn't be able to make use of it.

I'll alter Enhance Sword a bit.

hey sega chief

when cloud and his party first enter the north carter, the text is all broken and does not fit very well in the message boxes

Probably a text-wrapping problem; I'll find and fix it.

Not sure what it says in game description as I haven't had much time to play since the patch dropped, but Circlet in Wall Market tool showing it giving 25 magic/spirit, negating reflect, and halving restoration magic. Seems right to me from what I remember in 1.4 but I could be wrong.

Edit: Yeah if I'm remembering right this is just something that wouldn't fit in the game description and is meant to be. There are certain things that are "hidden" away due to character limits or just in general (for example Cursed ring giving 30 Str/Magic and nullifying restorative magic, along with preventing regen and death force according to Wall Market).

Probably left the flag on by accident if the accessory condition doesn't state Reflect immunity; if so then I'll correct it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-07 04:07:07
After getting the airship for the first time - went down below to the merchant, bought some stuff, then to the save point - and everyone had max SP. Ranked up, checked SP levels again, everyone was still at max 255 SP after ranking up. Saved... Ranked up, still at max SP.

Edit - just saw hotfixes were up, must have missed the second one or something. Sorry for the repeat
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-07 08:32:41
Calamantra in ancient forest ... ? Does anything do more than 18 damage? Quake, Bolt, Trine, all hit for less than 20 damage, tried a plethora of other things nothing made a triple digit dent.

Also in ancient forest, had Cid 'ejected' from battle (bird kick move, I think) but his character on screen remained without a weapon, his name struck from the menu and was untargetable. Not a big deal but was a bit odd. Also, Big Brawl hasn't caused me any game crashes but more often than not I get the Silent Cid Dance when I use it and sometimes dead enemies retain their figures in battle, but are 'dead' and can't be targeted.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FFman on 2017-08-07 08:45:43
I can add a switch to the debug NPC if you want.
It would be nice, thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-08-07 13:24:54
Ok, so I have to straight up ask - has anyone beaten Lambda Calcule on Arrange without SP grinding or coming back later? Possible I'm missing a strategy (don't tell me) but it seems impossible right now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-07 15:09:19
Calamantra in ancient forest ... ? Does anything do more than 18 damage? Quake, Bolt, Trine, all hit for less than 20 damage, tried a plethora of other things nothing made a triple digit dent.

Also in ancient forest, had Cid 'ejected' from battle (bird kick move, I think) but his character on screen remained without a weapon, his name struck from the menu and was untargetable. Not a big deal but was a bit odd. Also, Big Brawl hasn't caused me any game crashes but more often than not I get the Silent Cid Dance when I use it and sometimes dead enemies retain their figures in battle, but are 'dead' and can't be targeted.

Defence-ignoring attacks will ruin its day; the ???? Enemy Skill, Summons, and other attacks with defence-ignore will all do the trick (Gravity may or may not work as well, can't mind). The birds had an eject on their kick attack that I've maybe tried to change into a regular attack but forgot to remove a part of the effect for it. Big Brawl (and I think Doom of the Living?) seem to cause problems on FF7 PC but it's not mod-specific.

Ok, so I have to straight up ask - has anyone beaten Lambda Calcule on Arrange without SP grinding or coming back later? Possible I'm missing a strategy (don't tell me) but it seems impossible right now.

I know of one person who has, I'll post some weaknesses, etc. in a spoiler below:

Spoiler: show

Both Lambdas can be Slowed & Stopped; Time + Added Effect, Shiva, and Aeris' Seal Evil Limit should be very effective
Magic Lambda can be Silenced, preventing the use of Ruin
Both are weak to Earth
Their levels will rise whenever they take an action; this means that Lv.5 Suicide can be used with the correct timing (use Sense to track their Level increases)

So I'd say your best bet is to get Seal Evil used on them for Stop + Silence, then Shiva for Slow; while they're immobilised, protect your party and prepare to survive for four of their turns before busting out Lv5 Suicide followed by a heavy attack like Titan to finish the job. They start at Lv.31 so after four attacks each they'll be at Lv.35.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-08-07 16:59:33
That's very clever with the levels - cleverer than the way I did it at least. I finally figured out
Spoiler: show
that time magic was effective against them, so I equipped Barret with added effect and just kept attacking till it procced, which bought me enough breathing room to recover and finally do some damage. Will admit that I completely forgot that Seal Evil was a thing. 

Anyway, fantastic fight, my favourite of the mod so far.

Did find a possible bug while going through it - when I equipped Barret with Added Cut-Steal (no other changes) his damage dropped from circa 400 to circa 150. This was from both attacking normally and the added cut attack.

Incidentally, is Steal success rate based on Dex or Luck? I can never remember the formula.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Thraxis on 2017-08-07 19:55:44
Steal is based on level in vanilla. Pretty sure SC hasn't touched the formula for it, just adjusted enemy levels and chances on specific items.

To Sega Chief. Is Armour Keeper (Powersoul Keeper arranged fight) not supposed to have Trine? Doesn't list it as an attack in Proud Clod so guessing with arrange you'd have to wait to grab it much later. Also does this mean arrange does not have Tifa's OP glove?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-07 22:00:10
That's very clever with the levels - cleverer than the way I did it at least. I finally figured out
Spoiler: show
that time magic was effective against them, so I equipped Barret with added effect and just kept attacking till it procced, which bought me enough breathing room to recover and finally do some damage. Will admit that I completely forgot that Seal Evil was a thing. 

Anyway, fantastic fight, my favourite of the mod so far.

Did find a possible bug while going through it - when I equipped Barret with Added Cut-Steal (no other changes) his damage dropped from circa 400 to circa 150. This was from both attacking normally and the added cut attack.

Incidentally, is Steal success rate based on Dex or Luck? I can never remember the formula.

Sounds very odd; did Barret's Strength drop noticeably when equipped with Added Cut or Steal etc?

Steal is based on level in vanilla. Pretty sure SC hasn't touched the formula for it, just adjusted enemy levels and chances on specific items.

To Sega Chief. Is Armour Keeper (Powersoul Keeper arranged fight) not supposed to have Trine? Doesn't list it as an attack in Proud Clod so guessing with arrange you'd have to wait to grab it much later. Also does this mean arrange does not have Tifa's OP glove?

Trine was added very late to Keeper, so Armour doesn't have it; I'll correct that. The other place for Trine is Movers in the Crater I think; quite a ways off.

I don't think Powersoul is, no.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-07 22:14:00
Hey, so the latest patch worked for Aerith staying dead, sweet :)

Ran into a new bug in the Ancient Forest. I went there when Tifa took over the part after the Northern Crater, before I visited Mideel, I raised a green chocobo and went to the Ancient Forest. I fought Ochu for the Multi-Cut materia, but then after defeating him I accidentally clicked on the treasure chest again and got a message saying "My materia is full yadda yadda" or something like that. Whatever, no biggie.

But after that, EVERY time I picked up a beehive I had to fight Ochu again. I picked it up, fought him again, dropped it but not close enough to the venus fly trap for it to activate, so I had to pick it up again and fight him a third time.

Not sure if you're supposed to fight Ochu a second time when you pick up the beehive, but I'm pretty sure you aren't supposed to EVERY time you pick it up. I had to fight him three times just to drop the dang beehive in the venus flytrap's mouth :(

Oh, and when you talk to the dead dude at the exit the dialogue says "Cloud" instead of "Tifa" if she's leading the party, a little thing, I know, but I figured I'd point it out yo ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2017-08-07 22:31:36
I don't think Powersoul is, no.
The devastates me deep in my heart QQ
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManInBlack on 2017-08-08 01:28:23
There seems to be a camera issue with Cait Sith's ultimate weapon fight. Possibly because of how the enemy is positioned, I can't see my party through most of the fight. The first time I lost because I had no idea I was a frog until I used a few Echo Drops and they didn't work, then as I was dying the camera panned. This mainly becomes an issue because Frog doesn't show up when you view the menu with statuses.

I also don't see any indication of Yuffie's final Limit quest triggering in Disc 3, even with the newest version of the IRO.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2017-08-08 12:23:41
Is it me or does planet protector last a bit too long ? Seems like you can cheese alot of bosses with it due to its sheer length.

The "ancients" in temple of ancient who save etc have broken dialogue boxes (you can't access certain answers like rank up and sometimes you save but get the shop instead)

Also at "that" fight where you have to keep the "thing" functional, its possible to survive the attack that should end the fight. (aeris was alive but still got defeated). The morph is also wrong in the excel its dismorph ring or w/e instead of gaurdian ring.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-08 21:00:34
Hey i dont know if this bug has been reported yet, but anyways...So after you beat the sea monster in junon there is a cutscene where all people join and tell Cloud that he should go into the electricity tower by himself. Now in that part everyone is present but Aerith. Funny thing is if you talk to Tifa she says "Don´t you just hate this?" and right after that line there is an Aerith line that says "You are probably right" but again aerith is missing
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-08 21:30:40
Ok, so I have to straight up ask - has anyone beaten Lambda Calcule on Arrange without SP grinding or coming back later? Possible I'm missing a strategy (don't tell me) but it seems impossible right now.

Yes, I most definitely have. Also yes, they are BRUTAL bastards. Sega was evil with these guys. Coming back isn't a bad idea but if you just HAVE to fight them then and there you most certainly can win.

I do have a question about them though Sega or anyone else. Is there a way you can stop the left guy's Algebra healing attack? I could never find a way.

Anyways: more bug reports:

- Zieg is STILL broken! (AHHH!) Zieg now comes with no MP, or not enough to cast anything. So during the multiple times during the fight he's supposed to cast something, he can't. It just goes onto the next scripted thing. When it comes time for Odin, again nothing happens, then he just sits there and you can win without him fighting back and a textbox at the top that has: " :| " in it keeps appearing.

- All of the text boxes from the Golem in the Temple of the Ancients are not working correctly. The first one in the room with gun for Vincent, every option in the chat box is "off by 1". So for example: If "Rest" is the first choice, and "Save" is the second choice. You wouldn't be able to select "Rest" and selecting "Save" will fully heal you. This also means the final option is un-selectable. The second golem by the pool with the rolling boulder thingys, you are only able to select the top three options. The cursor does not go down any further then three choices. As for the final golem in the room with all the doors where you have to catch him, you can only select the first 4 options and "Rank Up" doesn't work at all. Literally nothing happens.

As always if I find more bugs I shall report.


EDIT: One more question for anyone. Can anyone confirm that they have seen Red XIII's innate message when he's at full stacks? I have yet to see it and I've had some 20 minute battles so far. Does it actually take that long? Has anyone seen it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-08 23:03:58
All right, it seems I can't fix Zieg so easily; I'll run the fight and isolate the exact problem.

I've taken a note of the other reported issues as well, they should be fairly easy to sort out.

Edit: I've fixed most of the stated issues, not uploaded the patches yet (trying to sort some things out). Does anyone know what enemies appear in the 7th round of Battle Square before Dyne appears? I'm going to change him for a different 8th fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-09 01:15:54
@Sega Chief
Bullmotor + Death Claw team
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-09 01:20:31
I ran into the Deathclaws in the seventh round as well, early on in the game.

Have not seen Red's innate message and while I do believe I have seen some gains in his magic stats in a few fights I can't confirm anything 100% beyond all reasonable doubt which I remember seeing in terms of numbers over the course of a longer battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-09 02:06:07
Hm.... Rude + Reno fight in the Gelnika, didn't receive damage from the poison, and the death counter didn't kill my chars, the spell cast to start the battle? Rendered this fight somewhat of a joke although I am probably over leveled which didn't hurt.

Edit: can confirm this, fought the fight a second time

Also in the Gelnika, Unknown (1) has an attack, unknown Ray B or something, hits all with a blue laser - doesn't seem to have any effects or do any damage I have noticed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-09 04:25:54
@Sega Chief
Bullmotor + Death Claw team

Cheers, saves me hunting it down.

I ran into the Deathclaws in the seventh round as well, early on in the game.

Have not seen Red's innate message and while I do believe I have seen some gains in his magic stats in a few fights I can't confirm anything 100% beyond all reasonable doubt which I remember seeing in terms of numbers over the course of a longer battle.

Red doesn't have a message; it was removed at some point for space.

Hm.... Rude + Reno fight in the Gelnika, didn't receive damage from the poison, and the death counter didn't kill my chars, the spell cast to start the battle? Rendered this fight somewhat of a joke although I am probably over leveled which didn't hurt.

Edit: can confirm this, fought the fight a second time

Also in the Gelnika, Unknown (1) has an attack, unknown Ray B or something, hits all with a blue laser - doesn't seem to have any effects or do any damage I have noticed.

Don't know what you mean with the Reno + Rude fight; could you rephrase it?

Type B Ray deals no damage, but it does lower defences to 0.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-09 12:42:36
The Rude and Reno in the fight in the Gelnika, one of them opens with an attack that hits the whole party - I think maybe its dual or drain, maybe not poison? and also all three of my chars received the '60' countdown above their head which when hit 0, death would show up and do his animation, swing his scythe, and none of my chars died. Maybe I am misunderstanding what that opening cast is but I thought for sure my party was going to get wiped and then none of them died when the counter hit 0 (either time as I fought the battle twice)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-09 14:09:48
The Rude and Reno in the fight in the Gelnika, one of them opens with an attack that hits the whole party - I think maybe its dual or drain, maybe not poison? and also all three of my chars received the '60' countdown above their head which when hit 0, death would show up and do his animation, swing his scythe, and none of my chars died. Maybe I am misunderstanding what that opening cast is but I thought for sure my party was going to get wiped and then none of them died when the counter hit 0 (either time as I fought the battle twice)

Ah, I see; I think it maybe inflicts Resist which would make the countdown moot. I'll have a look at it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-09 15:54:38
I was looking through the documentation and didn't see any mention of E. Skill Dragon Force for 1.5 - I'm guess it was removed? And if so, are the lucky pill items the only away to generate the lucky girl (auto-crit) status?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-09 17:45:46
I was looking through the documentation and didn't see any mention of E. Skill Dragon Force for 1.5 - I'm guess it was removed? And if so, are the lucky pill items the only away to generate the lucky girl (auto-crit) status?

It was changed to Magnitude8, I think; an Earth skill.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: setafd on 2017-08-09 18:28:32
Just wanted to check because it seems odd: in the Rufus fight at Shinra HQ, should Rufus' pet be impervious to damage and Rufus himself absorb poison damage?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GeoFlare on 2017-08-09 19:24:36
Anyone know/have a list of where to acquire all the E. skills in the game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-09 21:28:38
Another bug I missed on my first runthough of the Temple. When Cait Sith is going to get the Black Materia one of his dialogue lines is a little messed up. The line: "'Be Strong', she says. It's not like my life is on the '.      "

I assume that's supposed to say "line" there but it's just a bunch of empty spaces and an apostrophe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: setafd on 2017-08-09 21:39:38
Anyone know/have a list of where to acquire all the E. skills in the game?

there's only one
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-08-09 21:49:13
Just wanted to check because it seems odd: in the Rufus fight at Shinra HQ, should Rufus' pet be impervious to damage and Rufus himself absorb poison damage?

Yes, that's how the fight is set up, on Arrange at least.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: setafd on 2017-08-09 21:57:37
Yes, that's how the fight is set up, on Arrange at least.

Oh, I should have said I'm on Arrange. Okay, thank you
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-10 00:14:49
Hey i got a question about SP gaining.
How does it work exactly, i thought you would gain more SP for a certain character if you use her a lot in battles, but that doesnt seem to be the case...
For example i´ve been using RedXIII a lot and he only got 1 Rank Up, meanwhile Characters like Yuffie and Aerith, who i dont use too much(for now) already got 2 Rank Ups. Same goes for Cloud i´ve used Cloud everytime and he only got as much rank ups as a character that i barely use(2 Rank Ups). Can some1 explain how does this system works exactly
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-10 01:11:31
Just wanted to check because it seems odd: in the Rufus fight at Shinra HQ, should Rufus' pet be impervious to damage and Rufus himself absorb poison damage?

Yep; might revise it though as seems to be counter-intuitive and comes across as a glitch. It isn't smart of me to turn Rufus' one weakness into something he's immune to either as the player only has one character and may set up for Poison (with Elemental + the spell) which would make the fight difficult.

Yeah, I've decided; I'll re-do that fight (for Arrange).

Anyone know/have a list of where to acquire all the E. skills in the game?

It should be in the documentation folder of the Main Installer download. There's a Notepad tacitly called 'where is the thing'; please note that the wheres of the things may not be 100%.

Hey i got a question about SP gaining.
How does it work exactly, i thought you would gain more SP for a certain character if you use her a lot in battles, but that doesnt seem to be the case...
For example i´ve been using RedXIII a lot and he only got 1 Rank Up, meanwhile Characters like Yuffie and Aerith, who i dont use too much(for now) already got 2 Rank Ups. Same goes for Cloud i´ve used Cloud everytime and he only got as much rank ups as a character that i barely use(2 Rank Ups). Can some1 explain how does this system works exactly

I think it's because the Date values were used for the SP variables held by each character; the idea was that story events/dialogue choices would also increase SP if you favoured certain characters. What this means though is that Barret, Tifa, Aeris, and Yuffie can creep ahead of Cloud & Red XIII because they don't get these bonuses.

But I think to compensate, I added a one-off bonus for Red XIII when he clears Cosmo Canyon. And Cloud is always in the party so I didn't add any bonuses for him. I could correct this a bit more by making Red's first Rank free if need be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-10 02:35:01
A buddy who's playing the mod just told me that Cloud's "Second Wind" can activate while he's dead! It fully heals him but it doesn't revive him.

That has to be a bug, no?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GeoFlare on 2017-08-10 03:16:18
It should be in the documentation folder of the Main Installer download. There's a Notepad tacitly called 'where is the thing'; please note that the wheres of the things may not be 100%.
Heh, I would forget about that list, thanks though
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GeoFlare on 2017-08-10 07:51:53
A buddy who's playing the mod just told me that Cloud's "Second Wind" can activate while he's dead! It fully heals him but it doesn't revive him.

That has to be a bug, no?

No it has happened to me once before, although I am not 100 percent sure if it is always like that. He did it in the fight against Jenova-Decay and was undead (also KO'ed) at the time. Not sure if the undead status did it or if it always happens like that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-10 15:52:15
A buddy who's playing the mod just told me that Cloud's "Second Wind" can activate while he's dead! It fully heals him but it doesn't revive him.

That has to be a bug, no?

Yeah, I added a handler that checks his KO status; can't mind if it's in the current files yet or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-10 17:54:23
It seems Vincent´s passive is not working correctly? or maybe a text error.
When you get Vincent it says that his passive is MP regen, however im getting HP Regen instead...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-10 18:31:01
His innate was swapped with Cait's during 1.4; I'll check the in-game innate text in case it's wrong.

Another bug I missed on my first runthough of the Temple. When Cait Sith is going to get the Black Materia one of his dialogue lines is a little messed up. The line: "'Be Strong', she says. It's not like my life is on the '.      "

I assume that's supposed to say "line" there but it's just a bunch of empty spaces and an apostrophe.

Missed this one initially; it was indeed a run-on line due to the box not being resized. Fixed it up just there.

Going to be uploading the next set of patches once I've checked recent posts on this thread again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-10 20:29:29
Patches + IRO up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2017-08-10 21:14:08
Question I have a save from 1.4 that's right outside of Midgard on disk one. Is it alright to continue with the updated 1.5?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-10 21:14:25
Buddy has a question which I will put in spoilers.

Spoiler: show
Are you supposed to get a Full Cure materia from the kid after you save Corel in Disc 2? After the whole train deal and the Huge Materia? Cause you can get Full Cure from Cosmo Canyon still.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-10 21:27:20
Question I have a save from 1.4 that's right outside of Midgard on disk one. Is it alright to continue with the updated 1.5?

Yes.

Buddy has a question which I will put in spoilers.

Spoiler: show
Are you supposed to get a Full Cure materia from the kid after you save Corel in Disc 2? After the whole train deal and the Huge Materia? Cause you can get Full Cure from Cosmo Canyon still.


Technically yes, but it seems I've double-placed it. No harm done though, I suppose.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-11 02:53:14
Were the rank ups changed back to how they were in 1.4?

I'm seeing the old sets instead of the difference rank choice names (red mage, techno-freak, etc.).

Also all my characters have maxed out SP after updating, but I did also just beat all the materia cave bosses, so maybe they just gave me a ton of SP. I dunno, just wanted to see if this was a bug before I save over my main save file.

Either way, thanks for the update!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: setafd on 2017-08-11 06:00:54
Were the rank ups changed back to how they were in 1.4?

I'm seeing the old sets instead of the difference rank choice names (red mage, techno-freak, etc.).

Also all my characters have maxed out SP after updating, but I did also just beat all the materia cave bosses, so maybe they just gave me a ton of SP. I dunno, just wanted to see if this was a bug before I save over my main save file.

Either way, thanks for the update!

I just ranked up for the first time in 1.5 Arrange and I definitely saw "techno-freak"

e: Has anyone found an Ark Dragon in the Mythril Mines? I'm trying to get Antipode and I've yet to find an enemy formation that includes this monster
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OneK on 2017-08-11 06:19:25
I remember playing the 1.4 version of the mod with an additional mod to balance materia and limits;

What happened to that mod? felt great
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManInBlack on 2017-08-11 06:23:55
Patches + IRO up.
I still can't seem to trigger Yuffie's L4 Limit Quest. I've tried Leviathan Cave as it says in the "New Threats" menu, Godo's house as I've seen on a Youtube video of an older version, and the pagoda just in case, and nothing seems to be any different in any of them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GeoFlare on 2017-08-11 06:26:09
Does anyone know what to do during the Shake fight in Wutai's Pagoda? I am utterly baffled at what to do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-08-11 06:33:41
Discovered a couple of battle square bugs/quirks (just before Temple of Ancients)

I started off with the compulsory Keystone fight and managed to get through it without issue. I then went after the championship belt, but realised halfway through that I was going to run out of restorative/anti-status items/GP, so decided to restart the game and just do the Keystone fight again. But the second time I did it, I got hugely screwed by the slots - after the first battle, all the slots were break magic materia. Then, after the second, it was break summon materia. And then, it was break weapon.  :o

So naturally I failed. But then when I tried again, everything was back to normal (i.e. every reel returned to having 3 different options). The only thing I did differently was to immediately accept the fight in the case where everything went wrong, so possibly that had something to do with it? Not sure what was intended for that fight.

Secondly, I've discovered that if you use Cross-slash at the start of the Dyne fight, it will break his script and he won't do any of his special attacks (Molotov shot, Heavy shot, Force Armour, Psycho Break, Desperado). I think it must be because it stuns him when he would ordinarily take a specific action, but you would have a better idea of what's actually going on.

Finally, think someone mentioned it already, but the Golems in the Temple of the Ancients are a little broken - selecting an option in their menu always triggers the option above it instead of the one you wanted.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-08-11 06:35:52
Does anyone know what to do during the Shake fight in Wutai's Pagoda? I am utterly baffled at what to do.

Ah, I did actually wonder if this was broken myself. Did you have about 20 different Shakes layered on top of each other? I'm pretty sure I used a limit break and it killed one, which ended the fight, but it was very peculiar.

Gave up at the fourth floor anyway, new pagoda fights are no joke... And Yuffie's dodge seems worse now (can anyone confirm?)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManInBlack on 2017-08-11 07:11:10
Gave up at the fourth floor anyway, new pagoda fights are no joke... And Yuffie's dodge seems worse now (can anyone confirm?)
Based on the in-battle messages, instead of gaining stacks, it seems to just be a singular bonus that turns on or off.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-11 13:54:39
I just ranked up for the first time in 1.5 Arrange and I definitely saw "techno-freak"

Ah, I'm not playing in Arrange, maybe that's why I'm see it? I reverted back to the old August 6th update to double check, and the rank names reverted back to the way they were and the same stats they were in the original release of 1.5. When I install the August 10th update they turn into "Set 1, Set 2, etc." and have the upgrade stats from 1.4.

I can also confirm that the save point on the highwind is maxxing out everyone's SP every time I use it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FFman on 2017-08-11 14:14:38
Thanks Sega Chief, the trigger for Aeris in the Highwind is working well .

The end of the Dark Cave is weird :
Spoiler: show
On the floor 69 of the shinra building, the unknown guy says "I'm out of time" and we fight 2 basic soldier then we're out.


Did i miss something ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-11 14:19:12
Were the rank ups changed back to how they were in 1.4?

I'm seeing the old sets instead of the difference rank choice names (red mage, techno-freak, etc.).

Also all my characters have maxed out SP after updating, but I did also just beat all the materia cave bosses, so maybe they just gave me a ton of SP. I dunno, just wanted to see if this was a bug before I save over my main save file.

Either way, thanks for the update!

Sounds worrying, if the Rank options don't have names then that's a 1.4 flevel.

I just ranked up for the first time in 1.5 Arrange and I definitely saw "techno-freak"

e: Has anyone found an Ark Dragon in the Mythril Mines? I'm trying to get Antipode and I've yet to find an enemy formation that includes this monster

I think they appear in the room where Long Range used to be.

I remember playing the 1.4 version of the mod with an additional mod to balance materia and limits;

What happened to that mod? felt great

I'll put one together; I was going to pair NT with it for 1.5 but I decided against it in the end. I'll make one and see how it goes.

I still can't seem to trigger Yuffie's L4 Limit Quest. I've tried Leviathan Cave as it says in the "New Threats" menu, Godo's house as I've seen on a Youtube video of an older version, and the pagoda just in case, and nothing seems to be any different in any of them.

I tested this before putting the patches up and it was working so not sure what's happened. The sidequest triggers when going into Leviathan's Cave and clearing out the last set of flames with the Scales; Yuffie should appear (if she's in the party) and picking up the Steal-As-Well Materia ought to start the whole thing.

I'll add a debug string to the Highwind's Debug NPC to reset the flags for it, just in case.

Does anyone know what to do during the Shake fight in Wutai's Pagoda? I am utterly baffled at what to do.

You need to try and get around his evasion; I think Limits, Lucky Hit (procced from Luck stat: Luck/4, ignores evasion), or damage-dealing items (also ignores evasion) do the trick.

Discovered a couple of battle square bugs/quirks (just before Temple of Ancients)

I started off with the compulsory Keystone fight and managed to get through it without issue. I then went after the championship belt, but realised halfway through that I was going to run out of restorative/anti-status items/GP, so decided to restart the game and just do the Keystone fight again. But the second time I did it, I got hugely screwed by the slots - after the first battle, all the slots were break magic materia. Then, after the second, it was break summon materia. And then, it was break weapon.  :o

So naturally I failed. But then when I tried again, everything was back to normal (i.e. every reel returned to having 3 different options). The only thing I did differently was to immediately accept the fight in the case where everything went wrong, so possibly that had something to do with it? Not sure what was intended for that fight.

Secondly, I've discovered that if you use Cross-slash at the start of the Dyne fight, it will break his script and he won't do any of his special attacks (Molotov shot, Heavy shot, Force Armour, Psycho Break, Desperado). I think it must be because it stuns him when he would ordinarily take a specific action, but you would have a better idea of what's actually going on.

Finally, think someone mentioned it already, but the Golems in the Temple of the Ancients are a little broken - selecting an option in their menu always triggers the option above it instead of the one you wanted.

The reels come in sets and which set you get is random; but one of these sets has fixed results for each reel and makes it very difficult to win. It can be changed, but it requires an .EXE modification which isn't currently part of the mod's files.

What you've found there is a technique used in Low-Level games and the like. While under effects that prevent action, counter-scripts are not processed by the enemy when they take damage.

As an example; Materia Keeper in the default game will start to use Trine and Cure2 when his HP gets low enough. But if you Paralyse him and only deal damage while he is paralysed then his General Counter AI will never be able to update the variables needed to unlock his Cure2 + Trine.

I used this technique during my first challenge run of the game (an LLNM) when I realised I'd forgotten to get Deadly Waste for the fight and had to improvise :3

The patch should have fixed up the dudes in Temple of the Ancients.

Based on the in-battle messages, instead of gaining stacks, it seems to just be a singular bonus that turns on or off.

Yep.

Ah, I'm not playing in Arrange, maybe that's why I'm see it? I reverted back to the old August 6th update to double check, and the rank names reverted back to the way they were and the same stats they were in the original release of 1.5. When I install the August 10th update they turn into "Set 1, Set 2, etc." and have the upgrade stats from 1.4.

Sounds like I've used the wrong flevel; are you using 7H or the flevel hotfix?

Thanks Sega Chief, the trigger for Aeris in the Highwind is working well .

The end of the Dark Cave is weird :
Spoiler: show
On the floor 69 of the shinra building, the unknown guy says "I'm out of time" and we fight 2 basic soldier then we're out.


Did i miss something ?

If it was 2 MPs then I must have changed it to that fight to quickly test the scripts and forgot to change it back to the intended fight. I'll sort that out + add the intended fight to the debug NPC.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FFman on 2017-08-11 14:31:43
If it was 2 MPs then I must have changed it to that fight to quickly test the scripts and forgot to change it back to the intended fight. I'll sort that out + add the intended fight to the debug NPC.
I was indeed 2 MPs, I still have a save before the fight so no need to add it the debug NPC.

I managed to soft lock Carmine Weapon fight. The second time the 4 "eyes" open, the 3rd one attacked Cid, Cid counter attacked several times then Aeris casted W-Magic Ultima + Quadra Magic. After the first Ultima, nothing happened.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-11 14:38:41
Sounds like I've used the wrong flevel; are you using 7H or the flevel hotfix?

I'm using 7H.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-11 14:45:43
I was indeed 2 MPs, I still have a save before the fight so no need to add it the debug NPC.

I managed to soft lock Carmine Weapon fight. The second time the 4 "eyes" open, the 3rd one attacked Cid, Cid counter attacked several times then Aeris casted W-Magic Ultima + Quadra Magic. After the first Ultima, nothing happened.

That's a game-engine problem; if you cast Quadra-Ultima with either HP or MP Absorb on their on any multi-part opponent then it soft-locks the game: http://finalfantasy.wikia.com/g00/wiki/Quadra_Magic_Ultima_glitch?i10c.referrer=https%3A%2F%2Fwww.google.co.uk%2F

Despite what the Wiki says, it also occurs on Jenova Synthesis.

I'm using 7H.

I checked the hotfix and it was OK; so I'm redoing the 7H IRO and uploading it now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-11 15:31:07
Hey Sega Chief, thanks for the reply, but I don't think you updated the link to the 7h IRO. I'm still having the rank up issue, and when I checked the link it said the upload link was from yesterday, and the filename hasn't changed.

Also, will it create issues if I use a save file that was saved with the wrong flevel from yesterday's patch?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-11 16:13:16
Hey Sega Chief, thanks for the reply, but I don't think you updated the link to the 7h IRO. I'm still having the rank up issue, and when I checked the link it said the upload link was from yesterday, and the filename hasn't changed.

Also, will it create issues if I use a save file that was saved with the wrong flevel from yesterday's patch?

I haven't updated it yet; I was still uploading it.

This is the new link: https://www.mediafire.com/file/37enw178bj7dvnk/FF7%20NT%20IRO%201.5%2010th%20August%202017%20Mk.2.iro

Shouldn't be any save issues.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-11 16:58:35
Now the save points are all vanilla and there's no save point on the highwind :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManInBlack on 2017-08-11 17:28:58
I tested this before putting the patches up and it was working so not sure what's happened. The sidequest triggers when going into Leviathan's Cave and clearing out the last set of flames with the Scales; Yuffie should appear (if she's in the party) and picking up the Steal-As-Well Materia ought to start the whole thing.

I'll add a debug string to the Highwind's Debug NPC to reset the flags for it, just in case.
Suggested fix then: If you haven't already done this in 1.5 (I did Disc 2 in 1.4), maybe move Leviathan Scales to the North Cave? This is very much sounding like getting Steal-As-Well during Disc 2 is what's causing the problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-11 17:59:28
FYI, I just tried manually replacing the flevel in the most recent IRO with the one from the hotfix, and the game crashes every time I try and enter the highwind. Figured I'd give it shot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-11 18:49:34
Hey Sega Chief, I´ve just downlaod the most recent IRO for 7th Heaven and i ran into a couple of problems
First of all it seems like the save in Fort Condor does not display any messages outside from Save, like u cant use tents using L1, check SP etc
Also im on disc 1 and just teleported from cid´s house to fort condor and before i TP back to Rocket Town i decided to switch the IROS and the teleport guy just disappeared... i had to put back the old IRO because i was stuck in the game cause i had no buggy and had no other way to get back into rocket town
Also the save in cid´s house seems broken? whenever i click it it works as a chest and it gives me the drill arm...
I havent tested any other saves and check if there was any problem tho
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-11 22:23:58
Now the save points are all vanilla and there's no save point on the highwind :(

FYI, I just tried manually replacing the flevel in the most recent IRO with the one from the hotfix, and the game crashes every time I try and enter the highwind. Figured I'd give it shot.

Hey Sega Chief, I´ve just downlaod the most recent IRO for 7th Heaven and i ran into a couple of problems
First of all it seems like the save in Fort Condor does not display any messages outside from Save, like u cant use tents using L1, check SP etc
Also im on disc 1 and just teleported from cid´s house to fort condor and before i TP back to Rocket Town i decided to switch the IROS and the teleport guy just disappeared... i had to put back the old IRO because i was stuck in the game cause i had no buggy and had no other way to get back into rocket town
Also the save in cid´s house seems broken? whenever i click it it works as a chest and it gives me the drill arm...
I havent tested any other saves and check if there was any problem tho

Not sure what's happened; I'll do a thorough check of the IRO before uploading it this time.

Suggested fix then: If you haven't already done this in 1.5 (I did Disc 2 in 1.4), maybe move Leviathan Scales to the North Cave? This is very much sounding like getting Steal-As-Well during Disc 2 is what's causing the problem.

I don't know if it's that; there's no handler for when it's obtained. I'll check the triggers again and see if I can spot the weakness in it, I suspect that it's maybe possible to grab the Materia while Yuffie isn't there so the scene doesn't trigger but I definitely have a 'if yuffie is in the party' check in the scripts. Maybe it's in the wrong place?

Edit: That's the new IRO up; should be the right files. Was missing Chunk 1 from it I think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-11 22:59:44
Aw, it works beautifully! Thanks Sega Chief!

Can't wait to take on the Junon reactor now!  Wooooo!

EDIT: Listed something I thought was bug, but it looks like it was fixed in the latest patch, so nevermind :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Seraphos on 2017-08-12 18:21:41
I have a bug in North Crater where my party leader is Cid, and when i reach the branching point where the party splits up, the game bugs out and I cant move when i reach the bottom of the climbing down (where your party members are supposed to spread out and then discuss who goes down which path). Similarly when I try to go back up to the highwind to switch my party leader to Cloud (which hopefully would help), when the dude at the top of the rope ladder welcomes and you back and forces you to make your party, I cant add Cid to my party, so unsurprisingly the game bugs out and I cant move because the leader is Cid but he is not in my party.

Soooooo Im stuck in North crater, cant get to the bottom to teleport back to the highwind and cant return to the highwind normally, is there a workaround you can suggest?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: I.C_UrbanTech on 2017-08-12 20:56:41
Finally signed up after watching this forum for 2 years (No Clue why I didn't sign up earlier). I have been holding out till the supposed final version came out and I have to say, v1.5 is truely amazing!!! I am currently playing on normal (via steam without 7H or other mods) and I have a bug report to give.

At the temple of the ancients where cloud must chase the wizard through a bunch of tunnels to get the key to unlock the door to Sephiroth and the black materia. When I caught the wizard, I spoke to him to buy, rest, save and rank up but the rank up option does not do anything when selected.

One other thing. I don't know if this has been addressed in the mod at all or not as I have not run through to check but Sega Chief, is it possible to give some closure to Zack parents after you find out what happened to him. (If not that ok). In the original game I never found a way so I don't think it was thought of to be written in which bugged me. Everything else you have addressed and completely refreshed Final Fantasy VII for me.

Thank you for the hard work and effort of making and maintaining such an incredible mod. As soon as I finish normal (currently approaching a tearful moment well known as end of disk 1) I will do a run through on arrange and record it for YouTube for the world to see this masterpiece.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-12 21:02:25
Cool, so I've played from the huge materia questline all the way through to right before the final dungeon. I haven't entered the northern cave yet, I'm going to go do all the sidequests first, but man, that was awesome! All the new boss battle and secrets, and humor, was spot on. The Curator was hilarious. Totally worth over ten tries trying to kill that thing.

Here are the bugs I've found: Aerith appears in the cutscene in Cosmo Canyon where the gang discusses Holy with Bugenhagen, even though she's very dead. After that scene, though, everyone talks about her like she's dead again and I can't add her to my party. So it looks like it's just that cutscene that needs fixing. Oh, and she stands right outside of the entrance to underground Sector 8 in the whole return to midgar sequence after everyone parachutes in. I just ignored her, didn't talk to her, pretended like she wasn't there.

Also right before flying to the northern crater, I think I remember there being dialogue about how they're going to do it for Aerith? I don't know if the wrong dialogue played, or you just made the dialogue "Aerith death neutral" so you didn't have to create two separate scenes depending on whether or not she's alive. Figured I'd mention it, though.

Other than that, I haven't run into any bugs. I felt like a jerk for choosing the Aerith death option, but I wanted to play through the original story my first time playing NT, and now she keeps popping up to remind me of what I did. She's haunting my playthrough! Help me exorciiiizze the deeemonnss Sega Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-12 22:22:45
I have a bug in North Crater where my party leader is Cid, and when i reach the branching point where the party splits up, the game bugs out and I cant move when i reach the bottom of the climbing down (where your party members are supposed to spread out and then discuss who goes down which path). Similarly when I try to go back up to the highwind to switch my party leader to Cloud (which hopefully would help), when the dude at the top of the rope ladder welcomes and you back and forces you to make your party, I cant add Cid to my party, so unsurprisingly the game bugs out and I cant move because the leader is Cid but he is not in my party.

Soooooo Im stuck in North crater, cant get to the bottom to teleport back to the highwind and cant return to the highwind normally, is there a workaround you can suggest?

I forgot there was a reason that Party Leader swap was locked behind the Crater; there's no handler for Tifa/Cid being leader at the actual party split scenes. I'll add a special script to the Save Points in the Crater that forces party swap for Cloud as leader and send you it tonight. Are you on 7H IRO or the regular installer?

Finally signed up after watching this forum for 2 years (No Clue why I didn't sign up earlier). I have been holding out till the supposed final version came out and I have to say, v1.5 is truely amazing!!! I am currently playing on normal (via steam without 7H or other mods) and I have a bug report to give.

At the temple of the ancients where cloud must chase the wizard through a bunch of tunnels to get the key to unlock the door to Sephiroth and the black materia. When I caught the wizard, I spoke to him to buy, rest, save and rank up but the rank up option does not do anything when selected.

One other thing. I don't know if this has been addressed in the mod at all or not as I have not run through to check but Sega Chief, is it possible to give some closure to Zack parents after you find out what happened to him. (If not that ok). In the original game I never found a way so I don't think it was thought of to be written in which bugged me. Everything else you have addressed and completely refreshed Final Fantasy VII for me.

Thank you for the hard work and effort of making and maintaining such an incredible mod. As soon as I finish normal (currently approaching a tearful moment well known as end of disk 1) I will do a run through on arrange and record it for YouTube for the world to see this masterpiece.

Were all the patches applied when you went through Temple of the Ancients? I thought I'd fixed those guys.

I'll add something for Zack's parents, bud.

Cool, so I've played from the huge materia questline all the way through to right before the final dungeon. I haven't entered the northern cave yet, I'm going to go do all the sidequests first, but man, that was awesome! All the new boss battle and secrets, and humor, was spot on. The Curator was hilarious. Totally worth over ten tries trying to kill that thing.

Here are the bugs I've found: Aerith appears in the cutscene in Cosmo Canyon where the gang discusses Holy with Bugenhagen, even though she's very dead. After that scene, though, everyone talks about her like she's dead again and I can't add her to my party. So it looks like it's just that cutscene that needs fixing. Oh, and she stands right outside of the entrance to underground Sector 8 in the whole return to midgar sequence after everyone parachutes in. I just ignored her, didn't talk to her, pretended like she wasn't there.

Also right before flying to the northern crater, I think I remember there being dialogue about how they're going to do it for Aerith? I don't know if the wrong dialogue played, or you just made the dialogue "Aerith death neutral" so you didn't have to create two separate scenes depending on whether or not she's alive. Figured I'd mention it, though.

Other than that, I haven't run into any bugs. I felt like a jerk for choosing the Aerith death option, but I wanted to play through the original story my first time playing NT, and now she keeps popping up to remind me of what I did. She's haunting my playthrough! Help me exorciiiizze the deeemonnss Sega Chief!

That's a pain, the handler for the scene must be wrong. I'll sort that out.

I probably kept the dialogue neutral because it sorta fits both? I can't remember, but I'll check just in case I'm missing the check there as well.

Exorcise the demons?! But...you are the demons, droog; you were the demons all along D:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: I.C_UrbanTech on 2017-08-12 22:40:20
Were all the patches applied when you went through Temple of the Ancients? I thought I'd fixed those guys.

I'll add something for Zack's parents, bud.

I applied both patches that are from 10th August 2017. And thanks, really loving the mod. Well balanced challenges and full of wonderful surprises.
I now have to think of a strategy to get through Jenova Decay. Don't tell me, I will find a way :).

Edit: I am fully patched and ran through it again. Still nothing happens when selecting rank up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-13 00:46:52
To anyone having problems with Shake in the Pagoda. L5 Suicide works great.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Seraphos on 2017-08-13 10:21:20
I forgot there was a reason that Party Leader swap was locked behind the Crater; there's no handler for Tifa/Cid being leader at the actual party split scenes. I'll add a special script to the Save Points in the Crater that forces party swap for Cloud as leader and send you it tonight. Are you on 7H IRO or the regular installer

I'm on the regular installer, thanks for the prompt reply, and thanks for the mod in general, it's fantastic and clearly a lot of work has been put into it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-13 12:19:47
I'm on the regular installer, thanks for the prompt reply, and thanks for the mod in general, it's fantastic and clearly a lot of work has been put into it.

This is a special patch to specifically deal with the problem Seraphos has encountered: https://www.mediafire.com/file/9fn1g84rwlm1w89/NT%20Mod%20HotFix%20flevel%20special.zip

In the first screen of the North Crater (the area where the first Save Point appears) a script has been added that should run automatically when entering this area; it checks for party leader + game moment. If Cloud is not leader & the bottom of the crater hasn't been reached, it'll warp you to the Operations Room on the Highwind so that party leader can be changed.

Avoid going down into the Crater with Tifa or Cid as party leader until after you've been down to the bottom at least once. I'll be setting party swap back up to only be available after finishing the first descent again with the next proper field patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Aquarii on 2017-08-13 13:01:05
Okay, the newest Updates (10th August) somehow broke my Game (?). Not using the 7h IRO Version.
I´m at the Save Point on the Rocket Launching Pad and my PHS doesn´t work anymore. I cannot change my current Party because there aren´t any other Party-Members in the list lol. Yuffie and Vincent also disapperead in the Highwind.
After smashing the Shinra No.26 into Meteor, as soon as i leave the Highwind, Pearl Weapon appears right away and he´s going his way to Midgar. Seems like the "Bugenhagen and the Cetra-Arc" was skipped.

Edited a Pic from the Highwind Item Shop after the Shinra No.26 Scenes:
Spoiler: show
(http://i.imgur.com/E1ohTHb.jpg)


My other Savefiles do work propertly. So the error occured only on this file. Don´t know why.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2017-08-13 17:33:25
I remember seeing Fort Condor related issues in a post a little while back but I can't recall what it was exactly so this may be a repeat. After the Illuyankas fight in the lower part of Junon, and the following events with Priscilla, including getting Shiva, is when the first Fort Condor battle message pops up and upon briefly leaving that screen, the teleport NPC shows up as well. First I thought there was a battle set BEFORE the Illuyankas fight, but regardless, I teleported when I saw the NPC but no fight was available. Am I missing something or is there a problem with the FC battles?

EDIT: I first tried this on updates from over a week ago, tried installing new ones and nothing changed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2017-08-13 22:04:01
Tseng (Rocket Town) has Nothing to Steal, and drops Super Shot ST - excel doc says you can steal the super shot and he drops an elixir which does not appear to be correct.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-13 23:45:53
Okay, the newest Updates (10th August) somehow broke my Game (?). Not using the 7h IRO Version.
I´m at the Save Point on the Rocket Launching Pad and my PHS doesn´t work anymore. I cannot change my current Party because there aren´t any other Party-Members in the list lol. Yuffie and Vincent also disapperead in the Highwind.
After smashing the Shinra No.26 into Meteor, as soon as i leave the Highwind, Pearl Weapon appears right away and he´s going his way to Midgar. Seems like the "Bugenhagen and the Cetra-Arc" was skipped.

Edited a Pic from the Highwind Item Shop after the Shinra No.26 Scenes:
Spoiler: show
(http://i.imgur.com/E1ohTHb.jpg)


My other Savefiles do work propertly. So the error occured only on this file. Don´t know why.

Really odd; the character portraits are greyed out as well. Could I get a copy of that save file? Wouldn't mind poking around in that.

I remember seeing Fort Condor related issues in a post a little while back but I can't recall what it was exactly so this may be a repeat. After the Illuyankas fight in the lower part of Junon, and the following events with Priscilla, including getting Shiva, is when the first Fort Condor battle message pops up and upon briefly leaving that screen, the teleport NPC shows up as well. First I thought there was a battle set BEFORE the Illuyankas fight, but regardless, I teleported when I saw the NPC but no fight was available. Am I missing something or is there a problem with the FC battles?

EDIT: I first tried this on updates from over a week ago, tried installing new ones and nothing changed.

I think it's:

Fight #1) When you first visit Fort Condor
Fight #2) When you beat Illuyu and Cloud is alone
Fight #3) When Cloud goes into the water; you must leave the water again and head for Condor again

If he turned up before the fight then I don't know, I'll need to check the trigger.

Tseng (Rocket Town) has Nothing to Steal, and drops Super Shot ST - excel doc says you can steal the super shot and he drops an elixir which does not appear to be correct.

Sorry about this; I must have made some last minute changes to make sure everything was placed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Aquarii on 2017-08-14 00:26:49
Really odd; the character portraits are greyed out as well. Could I get a copy of that save file? Wouldn't mind poking around in that.

Sure. This data has 2 files. The first one is before launching the rocket and the other one is after Pearl Weapon appeared:
Spoiler: show
https://www.dropbox.com/s/7bgay9h03eeihb6/save06.ff7?dl=0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Seraphos on 2017-08-14 01:18:40
This is a special patch to specifically deal with the problem Seraphos has encountered: https://www.mediafire.com/file/9fn1g84rwlm1w89/NT%20Mod%20HotFix%20flevel%20special.zip

It teleported to me to the chocobo room, a bit jankily but also successfully, so thanks again, problem solved! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Metsys on 2017-08-14 17:01:43
Dunno if i have to do something first, but i can't trigger Zack flashback to get ultima weapon and lvl 4 limit break for cloud, is this a bug?
Maybe it's because i skipped the "cloud discovers himself" cutscenes and the game can't recognize that i already "saw" it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2017-08-14 17:31:09
Fight #1) When you first visit Fort Condor
Fight #2) When you beat Illuyu and Cloud is alone
Fight #3) When Cloud goes into the water; you must leave the water again and head for Condor again

If he turned up before the fight then I don't know, I'll need to check the trigger.
I was hyper vigilant about going back to FC to check just in case the NPC didn't show. So I checked back as soon as I left FC the first time, no battle. I got to Junon, went back to check manually, no battle. Tried doing everything I could before Illuyankas, manually going back, no battle. Fought Illu, ran back with just Cloud, no battle. I got Shiva, teleport NPC appeared, I used him to port there, and STILL no battle. I teleported back after not doing a battle, ran there just in case that changed anything, and no battle. So it seems that my second battle is refusing to trigger for some reason. I haven't tried getting in the water, but I dont want to skip battle 2 which seems to be what would happen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-14 18:06:31
Sooo i just finished disc 1 and went to change my party and Aerith wasnt there...
Wasnt Aerith supposed to stay in the party even after her death?
Cloud never used a Phoenix Down on her either
Also just noticed that i have a ribbon suddenly on my inventory
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: atro city on 2017-08-14 19:05:19
Having fun with the mod so far, although one thing kind of has me confused. On the Highwind I encounter Ziegfried in the chocobo room by going into a corner (?) and he promptly kills himself. Is this a bug or intended? From what I read Ziegfried is encountered in forests but I haven't found him there yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-14 20:03:30
Playing through all the end game content, here's what I've come across so far:

- Talking to the guy on the highwind in the chocobo room triggers a fight with Zigfried for some reason.

- The enemy you fight to get Pandora's Box after handing in the Earth harp does not cast Pandora's Box. Instead, the squirrel thing casts Magnitude8 a couple times and then dies. I mean, I didn't have that enemy skill, so cool I guess, just not the one I fought a giant underwater Lovecraftian Godzilla monster-thing for :P

- I was really expecting to see Palmer on Cid's lvl 4 limit sidequest. Instead that was...random. But OK.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-14 22:30:10
Dunno if i have to do something first, but i can't trigger Zack flashback to get ultima weapon and lvl 4 limit break for cloud, is this a bug?
Maybe it's because i skipped the "cloud discovers himself" cutscenes and the game can't recognize that i already "saw" it

It won't be because of the skip; the conditions are:
-) Must be on Disc 3
-) Cloud must be party leader

The other two are vars for locking the event after it has been completed and unlocking it again if it wasn't completed. If the two requirements mentioned above are met but it's still not playing then let me know and I'll see about tracking down the cause + fixing it.

Sooo i just finished disc 1 and went to change my party and Aerith wasnt there...
Wasnt Aerith supposed to stay in the party even after her death?
Cloud never used a Phoenix Down on her either
Also just noticed that i have a ribbon suddenly on my inventory

During the scene when Cloud approaches the altar, a dialogue option appears; the top one, in red, causes her to die while the 2nd one in grey will keep her around. If she doesn't survive then the player gets an early Ribbon. There's currently a switch on the Highwind that can toggle her on and off at present (might keep this there permanently).

Having fun with the mod so far, although one thing kind of has me confused. On the Highwind I encounter Ziegfried in the chocobo room by going into a corner (?) and he promptly kills himself. Is this a bug or intended? From what I read Ziegfried is encountered in forests but I haven't found him there yet.

I had him there for debugging purposes, because I can trigger the battle quickly through the talk script. This is probably the 10th time where I've forgotten to remove these before putting up a patch. It'll be gone from the next one; sorry for the confusion.

Playing through all the end game content, here's what I've come across so far:

- Talking to the guy on the highwind in the chocobo room triggers a fight with Zigfried for some reason.

- The enemy you fight to get Pandora's Box after handing in the Earth harp does not cast Pandora's Box. Instead, the squirrel thing casts Magnitude8 a couple times and then dies. I mean, I didn't have that enemy skill, so cool I guess, just not the one I fought a giant underwater Lovecraftian Godzilla monster-thing for :P

- I was really expecting to see Palmer on Cid's lvl 4 limit sidequest. Instead that was...random. But OK.

1) It was a debug thing I was doing to fix the fight, it'll be gone from next patch.

2) Ah, my bad; I'll need to sort this out. The enemy that teaches Pandora's Box was supposed to be there. I'll set something up.

3) OK
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Metsys on 2017-08-14 23:11:44
It won't be because of the skip; the conditions are:
-) Must be on Disc 3
-) Cloud must be party leader

The other two are vars for locking the event after it has been completed and unlocking it again if it wasn't completed. If the two requirements mentioned above are met but it's still not playing then let me know and I'll see about tracking down the cause + fixing it.
I have cloud, and it's supposed to be disc 3.
It's weird because the tifa piano cutscene isn't triggering either (i play the notes perfectly)

tried going to pagoda tower to get yuffie all creation with leviathan scales, didnt work either
tried going to cid's house to beat his apretince, didn't trigger either

It's like the game isn't recognizing that it's in part 3.
Is there anything i can do to tell the game that im in disc 3? maybe actually entering the northen cave instead of just running away the second i have control
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: atro city on 2017-08-15 00:24:12
I had him there for debugging purposes, because I can trigger the battle quickly through the talk script. This is probably the 10th time where I've forgotten to remove these before putting up a patch. It'll be gone from the next one; sorry for the confusion.

No problem, I figured it was probably something like that. Also found another bug in the Midgar Raid where the weapons from the shop at Shinra HQ aren't put in my inventory. I also noticed that the Maxim gun (forgot the exact name) says "Rapid fire AP" or something to that effect, but it only has normal growth.

Edit: Just beat the Shinra Curator and man...that's just rude. Though I think even if I knew what was coming, I would've killed it anyway. No hunk of scrap's going to tell me when I can visit the diorama.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-15 02:45:02
I have cloud, and it's supposed to be disc 3.
It's weird because the tifa piano cutscene isn't triggering either (i play the notes perfectly)

tried going to pagoda tower to get yuffie all creation with leviathan scales, didnt work either
tried going to cid's house to beat his apretince, didn't trigger either

It's like the game isn't recognizing that it's in part 3.
Is there anything i can do to tell the game that im in disc 3? maybe actually entering the northen cave instead of just running away the second i have control

Try the following:

-) Make sure latest patches are installed/latest IRO is being played.
-) Visit the bottom of the North Crater and then return.

After reaching the bottom of North Cave, a phone call should be received from the Highwind. If this doesn't happen, then it means the flevel scripts aren't installed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: VHobel on 2017-08-15 14:50:32
What lvl is Elena? I can't steal from her with lvl72 Cloud. I just mugged her to death from max HP. Twice.

Edit: Same with Rude.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Metsys on 2017-08-15 16:21:02
Try the following:

-) Make sure latest patches are installed/latest IRO is being played.
-) Visit the bottom of the North Crater and then return.

After reaching the bottom of North Cave, a phone call should be received from the Highwind. If this doesn't happen, then it means the flevel scripts aren't installed.

I went to the bottom, and finally it worked. Thanks man!
I loved the mod, but it would be great if you could change some things (Played 1.4 and in disc 3, 1.5, i don't know if you changed any of this in 1.5)
1- Try to add more protagonism to Aeris instead of just make her another background character. Let her talk in Highwind discussions, for example.
2- A lot of boss battles lost the "boss feeling" for me when you changed the battle music for another. it's fine if you want more tracks to be used, but personally, and i think a lot of people agree, i like to get pumped up with the boss battle music



Also, is there a place where i can farm AP? i assume the 3 red balls in the northren cave still exist
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-15 16:35:03
I just got the Highwind but where/How do i put Aerith back on? Like do i have to be on disc 3? or do i need to have Cloud on party?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-15 20:09:23
What lvl is Elena? I can't steal from her with lvl72 Cloud. I just mugged her to death from max HP. Twice.

Edit: Same with Rude.

Ordinarily they're around Lv.70 but in Arrange they get a +20 Level buff; this has created a problem I didn't anticipate with Stealing. NT alters player level in order to keep physical damage on a more steady curve but a side-effect of this is that it makes stealing from higher level enemies significantly more difficult.

To compensate, Steal chance for high-level enemies was set to max; the Sneak Glove becomes available around about the time when enemies start hitting Lv.70-90 so it seemed to be OK. But Arrange ramps up levels sooner and I didn't take how that would impact on steal into consideration. The only way I can sort this is to make the Sneak Glove available much earlier in Arrange Mode so that steal-rates don't cause headaches.

I worked out the steal chance you have vs. Arrange Mode Turks in Midgar; there's no possibility of a successful steal without a Sneak Glove equipped, even with the item chance being set at its maximum possible value. Sorry about that  :-X

I went to the bottom, and finally it worked. Thanks man!
I loved the mod, but it would be great if you could change some things (Played 1.4 and in disc 3, 1.5, i don't know if you changed any of this in 1.5)
1- Try to add more protagonism to Aeris instead of just make her another background character. Let her talk in Highwind discussions, for example.
2- A lot of boss battles lost the "boss feeling" for me when you changed the battle music for another. it's fine if you want more tracks to be used, but personally, and i think a lot of people agree, i like to get pumped up with the boss battle music

Also, is there a place where i can farm AP? i assume the 3 red balls in the northren cave still exist

I tried to make Aeris passive because initially it was done as a surprise and because I thought it would be neat to have 9 characters instead of 8 for end-game stuff as a gameplay-only mod. It impacts the story though, so I wanted to keep her role in things to an absolute minimum to avoid complaints (the Observatory scene is the only one where she plays an active role, mostly because it was unavoidable).

But over time, I decided to tackle the game's dialogue and scenes to try and do some work with the story-side of things. I don't know if I'll make Aeris more involved with goings-on but if there's enough requests for it then I'll consider doing it.

I think most story-bosses are intended to use the regular boss theme; Disc 3 bosses use other themes, but I could revert some of these to the regular boss theme and only have very specific fights use a different one.

North Crater was set up as the best place to get AP, etc. Movers give the most, Magic Pots also give a big chunk and will accept Ethers instead of Elixirs now to make it cheaper to farm.

I just got the Highwind but where/How do i put Aerith back on? Like do i have to be on disc 3? or do i need to have Cloud on party?

You have to be on Disc 3 to unlock the debug NPC, I'm afraid. I can change this with a patch though if you want her back for Disc 2. I'll upload a special field patch to do this tonight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: VHobel on 2017-08-15 21:57:22
Quote
Ordinarily they're around Lv.70 but in Arrange they get a +20 Level buff; this has created a problem I didn't anticipate with Stealing. NT alters player level in order to keep physical damage on a more steady curve but a side-effect of this is that it makes stealing from higher level enemies significantly more difficult.

To compensate, Steal chance for high-level enemies was set to max; the Sneak Glove becomes available around about the time when enemies start hitting Lv.70-90 so it seemed to be OK. But Arrange ramps up levels sooner and I didn't take how that would impact on steal into consideration. The only way I can sort this is to make the Sneak Glove available much earlier in Arrange Mode so that steal-rates don't cause headaches.

I had no trouble stealing until this point. It felt alright. If you don't mind or deem it unbalanced you could just make them drop the armor. Stealing doesn't add any depth or strategy to the fight and is more an annoyance than anything else. Some other bosses also don't require stealing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-15 22:00:02

You have to be on Disc 3 to unlock the debug NPC, I'm afraid. I can change this with a patch though if you want her back for Disc 2. I'll upload a special field patch to do this tonight.

That would be great. Thank You  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-15 22:10:31
I had no trouble stealing until this point. It felt alright. If you don't mind or deem it unbalanced you could just make them drop the armor. Stealing doesn't add any depth or strategy to the fight and is more an annoyance than anything else. Some other bosses also don't require stealing.

In that case, I'll set them as drops instead.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-16 02:28:09
Special field patch that sets the debug NPC on the Highwind to be usable at any time:
https://www.mediafire.com/file/hl91k6zgowtpbdl/NT%20Mod%20HotFix%20flevel%20special3.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chronoseth on 2017-08-16 03:07:53
I've been trying to tackle Lambda Calcule in Arrange mode. This battle is ridiculous, but I think I can do it without coming back later. Eventually.

Is there a source of Vaccines before Mt Nibel? My first thought is the Gold Saucer but I don't remember if it has vaccines on disc 1. I think hitting the physical form with Resist after slowing it should make things easier.

How do Lambda Calcule's level changes work? I thought it incremented by 1 every turn, presumably resetting at some point, but then L5 Suicide missed when I thought it wouldn't.

Unrelatedly, is Aps Senior supposed to morph into Dragon Scales? It one-shots any individual boss in Midgar.

Edit: I figured out a way to beat it, but the questions still stand.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-16 11:23:00
Special field patch that sets the debug NPC on the Highwind to be usable at any time:
https://www.mediafire.com/file/hl91k6zgowtpbdl/NT%20Mod%20HotFix%20flevel%20special3.zip

Does this work for 7th heaven? doesnt it have to be an IRO file? in any case if it needs a new IRO dont worry about it, il just wait for disc 3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-16 13:51:16
I've been trying to tackle Lambda Calcule in Arrange mode. This battle is ridiculous, but I think I can do it without coming back later. Eventually.

Is there a source of Vaccines before Mt Nibel? My first thought is the Gold Saucer but I don't remember if it has vaccines on disc 1. I think hitting the physical form with Resist after slowing it should make things easier.

How do Lambda Calcule's level changes work? I thought it incremented by 1 every turn, presumably resetting at some point, but then L5 Suicide missed when I thought it wouldn't.

Unrelatedly, is Aps Senior supposed to morph into Dragon Scales? It one-shots any individual boss in Midgar.

Edit: I figured out a way to beat it, but the questions still stand.

Whenever they take a turn, their Level goes up by 1.

Does this work for 7th heaven? doesnt it have to be an IRO file? in any case if it needs a new IRO dont worry about it, il just wait for disc 3.

Ah, sorry bud.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-16 18:05:38
Going to bug report but I also have a question that I'll just leave in Spoilers for safety sakes:

Spoiler: show
- When Tifa force joins you at the veery start of the Whirlwind Maze, her Text box is a little weird looking when she says something to the effect of: "Take me with you.". There a period that has its own line followed by the quotes and there's more than enough room to move it back to the end of the 2nd line. Ugh, tough to describe but I think you know what I'm getting at here.

- When you defeat a Wild Wing in Whirlwind Maze the game doesn't play the victory fanfare music. This may have been intentional?

- I'm sure this one's been mentioned but just in case, when you obtain the Highwind and go to the Chocobo Stables and talk to the handler, you are pulled into a fight with Zieg! Very weird. Keeping up with Zieg, the actual fight seemed to work fine! The only thing that you may have to look at was the fact that I acquired the Highwind and immediately found the Zieg glitch, so the fight was with Tifa solo. Zieg has that eject move which he used to eject Tifa and leave no one there, but his battle script kept going? He was fighting and talking to no one but I had to sit and watch the whole thing. I'd assume this would work the same way if you find Zieg normally and there are indeed times when you have just Cloud alone where this could come up. When you first get to Junon after Illuyankas for example. If you did fight Zieg solo normally in the forests and the fight played out the same way, I'm not sure if you'd get the reward or not so I guess I'm just asking for a double check on that? Certainly a fix on the Highwind one though.

And for my question - Can you make the Aeris lives or dies choices before the cinematic a little more clear? The options are somewhat misleading. The first option: "Wake Up" could be misunderstood as to mean you want Aeris to wake up, which she won't obviously. I know the text is red and red is usually a "bad" colour choice, but that leads into the second choice: "Wait" which is the black colour. Black is also usually a "bad" colour choice. Now "Wait" is probably good enough to understand what you're selecting, but the colour does confuse a little bit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-16 23:40:02
Going to bug report but I also have a question that I'll just leave in Spoilers for safety sakes:

Spoiler: show
- When Tifa force joins you at the veery start of the Whirlwind Maze, her Text box is a little weird looking when she says something to the effect of: "Take me with you.". There a period that has its own line followed by the quotes and there's more than enough room to move it back to the end of the 2nd line. Ugh, tough to describe but I think you know what I'm getting at here.

- When you defeat a Wild Wing in Whirlwind Maze the game doesn't play the victory fanfare music. This may have been intentional?

- I'm sure this one's been mentioned but just in case, when you obtain the Highwind and go to the Chocobo Stables and talk to the handler, you are pulled into a fight with Zieg! Very weird. Keeping up with Zieg, the actual fight seemed to work fine! The only thing that you may have to look at was the fact that I acquired the Highwind and immediately found the Zieg glitch, so the fight was with Tifa solo. Zieg has that eject move which he used to eject Tifa and leave no one there, but his battle script kept going? He was fighting and talking to no one but I had to sit and watch the whole thing. I'd assume this would work the same way if you find Zieg normally and there are indeed times when you have just Cloud alone where this could come up. When you first get to Junon after Illuyankas for example. If you did fight Zieg solo normally in the forests and the fight played out the same way, I'm not sure if you'd get the reward or not so I guess I'm just asking for a double check on that? Certainly a fix on the Highwind one though.

And for my question - Can you make the Aeris lives or dies choices before the cinematic a little more clear? The options are somewhat misleading. The first option: "Wake Up" could be misunderstood as to mean you want Aeris to wake up, which she won't obviously. I know the text is red and red is usually a "bad" colour choice, but that leads into the second choice: "Wait" which is the black colour. Black is also usually a "bad" colour choice. Now "Wait" is probably good enough to understand what you're selecting, but the colour does confuse a little bit.


Okay, bud; I'll sort these out.

For everyone; I'm going to get the fixes sorted out and upload the new files sometime tonight.

Edit: I've updated the Main Installer and IRO; the hotfix patches will be used again if any other issues arise.

Fixes
X) Midgar Turks now drop items instead of having Steals

X) Tifa, dialogue wonky when joins in whirl maze (sorted this and other text oddities on that screen)

X) Aeris choice had some text added to make it more clear

X) Shinra HQ chests updated; now contain a Flayer and a Powersoul

X) Yahcobo placed correctly for Kalm Traveller, instead of King Bub (fight now retired)

X) Observatory had Aeris check corrected

X) Dark Cave, wrong final fight corrected - Fight was added to Debug NPC on the Highwind if you want to refight it (must have Dark Cave completed first as a requirement).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-17 03:13:24
So MoCheese encountered a serious problem in the Mideel Flashback; if you play through it, the white screen scene will have the final boss handler present meaning you can trigger the last boss early. I recommend that you either skip the flashback, or avoid approaching this NPC if you can.

Or, y'know, have a shot at it and see if you can finish the game early as a kind of challenge thing; I believe in you D;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-17 03:42:35
So MoCheese encountered a serious problem in the Mideel Flashback; if you play through it, the white screen scene will have the final boss handler present meaning you can trigger the last boss early. I recommend that you either skip the flashback, or avoid approaching this NPC if you can.

Or, y'know, have a shot at it and see if you can finish the game early as a kind of challenge thing; I believe in you D;

Well at least that answers that question...

Though I wonder if anyone could even beat him that early at that power level, that Super Nova... good grief... did that ever hurt.. I'm kinda wondering how I'm gonna beat him on Disc 3 now!  :o

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Honki Ni Natta Mr.Karate on 2017-08-17 03:57:24
Hello Sega Chief I have suggest and add in your next FFVII:New Threat Update.
I suggest that instead unlock the Dark Cave Sidequest before facing the final boss it will became a Post-Game content/Bonus Dungeon, I mean it will unlock after the Main Story like the GBA/IOS/ANDRIOD/PC Version of Final Fantasy V and Final Fantasy VI. As for addition can you do add this in your Mod and hopefully you like matee: https://www.youtube.com/watch?v=0y1k5Y6C_Pg
and this one: https://www.youtube.com/watch?v=Qzx10A2eynA
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-17 08:37:58
Hey Sega Chief, thanks for the update! Can't wait to finish my playthrough this weekend.

One thing though, I went to Kalm to get try and get Pandora's Box again and instead of fighting Yahcobo, I fought that little blue Cactuar. Ya know, your avatar. So you still can't get Pandora's Box, or am I missing something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-17 13:13:06
Hello Sega Chief I have suggest and add in your next FFVII:New Threat Update.
I suggest that instead unlock the Dark Cave Sidequest before facing the final boss it will became a Post-Game content/Bonus Dungeon, I mean it will unlock after the Main Story like the GBA/IOS/ANDRIOD/PC Version of Final Fantasy V and Final Fantasy VI. As for addition can you do add this in your Mod and hopefully you like matee: https://www.youtube.com/watch?v=0y1k5Y6C_Pg
and this one: https://www.youtube.com/watch?v=Qzx10A2eynA


I think that's what Dark Cave was supposed to be, but for whatever reason I made the mistake of trying to add a narrative to it. Too late now, I guess.

Those deleted scenes are problematic because one is a complete alternative to the current scene so that would need to be disabled to make space for it. I think the reason they changed it is because it introduces too many story elements at the same time, and it derails the later reveal in Shinra HQ when Cloud finds out that Sephiroth is (sorta) still kicking about.

The other one on the Highwind has a similar problem; it pretty much undermines the fake reveal by having Cait directly state what the deal with Cloud is. The game wants you to think that Cloud was a clone/copy until you get to the Mideel scenes and it gives you the proper reveal of what actually happened in the Nibel Reactor.

Hey Sega Chief, thanks for the update! Can't wait to finish my playthrough this weekend.

One thing though, I went to Kalm to get try and get Pandora's Box again and instead of fighting Yahcobo, I fought that little blue Cactuar. Ya know, your avatar. So you still can't get Pandora's Box, or am I missing something?

Must be the wrong formation number; they're in the same segment. Way it goes is, you take the scene number, multiply it by four, then count from 0-3 depending on which of the four formations it is in the scene. I must be forgetting and counting from 1 or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Seraphos on 2017-08-17 15:09:39
Quick question, after finishing the dark cave I didnt end up having the micro engine, did I miss something? Only thing I can think of is that i killed the curator outside the diorama and that somehow prevented a later fight with him whereby he would drop the micro engine. I have a save before i started the cave but I would rather not run through it again if I can avoid it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-17 16:10:50
Quick question, after finishing the dark cave I didnt end up having the micro engine, did I miss something? Only thing I can think of is that i killed the curator outside the diorama and that somehow prevented a later fight with him whereby he would drop the micro engine. I have a save before i started the cave but I would rather not run through it again if I can avoid it.

You should have gotten it as a drop from the Sewers fight; I'll need to check that the var is the correct key item.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-17 17:34:27
A couple of more questions/clarifications on tap:

- To be clear, it is your intention for us to find three Full Cure materia's right? (Cosmo Canyon, Corel Train event, and Junon pier)

- Cloud still has Second Wind after the Lifestream? Is he supposed to have both?

EDIT: Two more questions though these may not be able to be fixed because of the game itself:

- When you go into the Limit screen for anyone, the limit number is overlapping with the 'k' in "Break". It may have been like that in 1.4 but I don't remember. Certainly been that way from the start in 1.5 though, can that be fixed?

- When you have random battles turned off at a save point, then quit the game and come back, the game says random battles are still off but they are not. You can run into them anywhere. Can this one be fixed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-17 23:44:00
A couple of more questions/clarifications on tap:

- To be clear, it is your intention for us to find three Full Cure materia's right? (Cosmo Canyon, Corel Train event, and Junon pier)

- Cloud still has Second Wind after the Lifestream? Is he supposed to have both?

EDIT: Two more questions though these may not be able to be fixed because of the game itself:

- When you go into the Limit screen for anyone, the limit number is overlapping with the 'k' in "Break". It may have been like that in 1.4 but I don't remember. Certainly been that way from the start in 1.5 though, can that be fixed?

- When you have random battles turned off at a save point, then quit the game and come back, the game says random battles are still off but they are not. You can run into them anywhere. Can this one be fixed?

Full Cure has been placed twice, but there wasn't really anything intended for either spot (and the third spot was a catch-all for Comet when that was dropped by the Corel Train in the older version) so it is technically intended, but I'd like to replace the Full Cure in Cosmo with something. It's not a big deal though.

Cloud's old innate text when he rejoins on the Highwind wasn't removed; the effect is always 2nd Wind. I'll remove the text.

Randoms are set through the field's init script; perhaps that particular field doesn't have the init check? Which save point was it?

The Limit text vs number seems to have been overlapping since I put the new Kernel together; not sure why. I'll check the kernel again to see if I can fix it but I don't remember there being anything in there for it. I put it down to a compression problem of some sort.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-18 03:32:20
Full Cure has been placed twice, but there wasn't really anything intended for either spot (and the third spot was a catch-all for Comet when that was dropped by the Corel Train in the older version) so it is technically intended, but I'd like to replace the Full Cure in Cosmo with something. It's not a big deal though.

Cloud's old innate text when he rejoins on the Highwind wasn't removed; the effect is always 2nd Wind. I'll remove the text.

Randoms are set through the field's init script; perhaps that particular field doesn't have the init check? Which save point was it?

The Limit text vs number seems to have been overlapping since I put the new Kernel together; not sure why. I'll check the kernel again to see if I can fix it but I don't remember there being anything in there for it. I put it down to a compression problem of some sort.

Lots to say here:


- Yeah no worries on the Full Cure, was just curious.

- So Mimesis the innate has been removed? I was wondering why Cloud didn't seem to be getting any stronger on fights. This does raise a question I asked earlier to anyone here and I'm actually not sure if anyone answered it? I may have missed it? But does Red XIII's innate still have that pop-up box to inform you when he's at full stacks? I've still yet to see the window. And now that I am much further in the game and actually using him this playthrough, another question needs to be asked. If you push Red's Strength or Magic stats high enough and with the right gear on, does the Attack stat or Magic atk stat go over 255 in a battle or is it capped at 255 no matter what? I ask this because my Red's Attack stat currently sits at 225 so am I actually losing some of the stacks of his innate? I guess if nothing else he gets to max power quicker?

- Oh too many saves to remember. I've gotten into the habit of stepping on the Save Point I just loaded in on and turning battles on, then back off right after whenever I don't want random battles. But let me be more specific because I may not be understand the function fully. When you turn off random battles, only fights NOT on the world map are turned off correct?


Now, for two more bugs and one more question!


- After going to Outer Space and then heading to see Bugen to figure out what to do next, the game text still thinks Aeris is dead even if you keep her alive. This is on the screen where the entire party is with Bugen in his little observatory where you stash the Mega-Materia's. They all talk about her in the past tense even though she's standing right there. And another bug happens because of where she's standing. When everyone starts to leave the room, she doesn't. She just stands there motionless. Because of that, she blocks Red XIII from getting out and he gets stuck running in place trying to. When the elevator button is pressed by Bugen both Aeris and Red get pulled up with it. Looks funny.

- After you beat Pearl and check the Northern Crater, the scene switches to Shinra HQ with Heidegger, Scarlet, and Reeve. You're going to need to go through that whole scene because there are a ton of text box errors in there. Words cut off midway and starting on a new line. Sentences off-centre. And near the end of the scene, when Heidegger is wondering who put Reeve in charge, a lot of what he is saying seems to be missing.

- I'm curious about Summons. A lot has changed since 1.4 and I just wanted to get input. Were so many of their status effects removed on purpose? Many Summons now are just damage dealers.  Ramuh, Bahamut, Neo-Bahamut, Kjata all have no accompanying status effects and there may be more up ahead. Was this a balance change?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-18 03:45:44
Mimesis is gone, yeah. Red XIII's innate no longer pops a box when it's maxed due to space, but I think I have a little left over so maybe I could add it again? It'll cap at 255; so if you're close to 255 then there's less potential stat gain over longer fights; it seems to roll back down to 0, rather than continuing up to 510.

World Map fights aren't disabled, unfortunately; there's probably some script that could make it happen but no editor for the World Map exists at present and I've no idea how the hex is arranged for it.

Is the Observatory still playing the wrong scene? When I checked the script the variable was the wrong way round, so I flipped it.

I'll sort the text boxes out in Shinra HQ for that scene; maybe I revisited it after playing through it or something.

I checked the mentioned summons, and they all have their status flags set correctly; Kjata has never dealt status ailments as far as I know. His thing is higher base damage at the cost of 4x elementals meaning it's more likely to fail against certain opponents with elemental affinities.

Ramuh inflicts Paralysis, Bahamut has a Debarrier effect, and Neo-Bahamut inflicts Dual-Drain.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-18 04:23:12
Mimesis is gone, yeah. Red XIII's innate no longer pops a box when it's maxed due to space, but I think I have a little left over so maybe I could add it again? It'll cap at 255; so if you're close to 255 then there's less potential stat gain over longer fights; it seems to roll back down to 0, rather than continuing up to 510.

World Map fights aren't disabled, unfortunately; there's probably some script that could make it happen but no editor for the World Map exists at present and I've no idea how the hex is arranged for it.

Is the Observatory still playing the wrong scene? When I checked the script the variable was the wrong way round, so I flipped it.

I'll sort the text boxes out in Shinra HQ for that scene; maybe I revisited it after playing through it or something.

I checked the mentioned summons, and they all have their status flags set correctly; Kjata has never dealt status ailments as far as I know. His thing is higher base damage at the cost of 4x elementals meaning it's more likely to fail against certain opponents with elemental affinities.

Ramuh inflicts Paralysis, Bahamut has a Debarrier effect, and Neo-Bahamut inflicts Dual-Drain.

- Whew, was scared there for a minute. I thought my Red was in trouble of becoming a horrible weakling in the long fights still to come. And you don't have to put the box in there if you'd rather leave it out. I was just curious.

- For the observatory, I guess that's the wrong scene? I figured it was just text errors, but yeah, wrong scene then. They all talk about her in the past tense and everything about her being stationary and blocking XIII from leaving all happens. Got a clip of it, it was pretty funny.

- Well something is amiss here because it's not working for me. For example, I'm looking at it right now and Added Effect-Ramuh is not giving me Paralyzing attacks. And when you cursor over Ramuh all it says is "Bolt summon" with nothing about Paralysis. To go further Elemental-Ramuh gives me Lightning attacks so that's working. However when I switch Ramuh with Choco/Mog for example which does mention Confusion, that works fine. Confusion attacks lights up on the status page. I can switch it to any of the summons that mention a status effect and they all work, but not Ramuh. The only summon that doesn't mention the status effect on it's text is the one that doesn't light up on the stats page. Kjaja cool, I couldn't remember if he had anything in 1.4. But Bahamut and Neo-Bahamut again say nothing about their side effect in the text, all they say are: "Shout summon" though I haven't tested these in battle to see if they actually do have their status effects and just don't say or if they don't.

Did you recently update this or something? I see on the first page is a full download for the 17th, and I'm playing on the patches released on the 12th. Was this updated in that time frame?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Honki Ni Natta Mr.Karate on 2017-08-18 05:04:47
I think that's what Dark Cave was supposed to be, but for whatever reason I made the mistake of trying to add a narrative to it. Too late now, I guess.

Those deleted scenes are problematic because one is a complete alternative to the current scene so that would need to be disabled to make space for it. I think the reason they changed it is because it introduces too many story elements at the same time, and it derails the later reveal in Shinra HQ when Cloud finds out that Sephiroth is (sorta) still kicking about.

The other one on the Highwind has a similar problem; it pretty much undermines the fake reveal by having Cait directly state what the deal with Cloud is. The game wants you to think that Cloud was a clone/copy until you get to the Mideel scenes and it gives you the proper reveal of what actually happened in the Nibel Reactor.

- I see then I guess there's nothing can do add these 2 Hidden/Remove scenes, About the DARK CAVE sidequest I guess it's not too late matee I know you can do to fix or replace something else to make a post-game/bonus dungeon I believe you matee.  8-)

- Anyways my question about dating Tifa, Aeris/Aerith, Yuffie and Barret Is it the same apply in your mod from the original!? I want my character date Yuffie but I'm worried that will not work this mod so is this version have a new mechanics to date 1 of the 4 characters?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-18 11:07:58
Hey Sega Chief
So just updated to the new patch, and it seems i cant put Aerith on my party... any suggestions?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2017-08-18 15:18:18
The 7h iro version, I just import that the iro and activate and that's all?
Does this work nicely with the reunion translate and menu overhaul?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-18 15:38:21
- Whew, was scared there for a minute. I thought my Red was in trouble of becoming a horrible weakling in the long fights still to come. And you don't have to put the box in there if you'd rather leave it out. I was just curious.

- For the observatory, I guess that's the wrong scene? I figured it was just text errors, but yeah, wrong scene then. They all talk about her in the past tense and everything about her being stationary and blocking XIII from leaving all happens. Got a clip of it, it was pretty funny.

- Well something is amiss here because it's not working for me. For example, I'm looking at it right now and Added Effect-Ramuh is not giving me Paralyzing attacks. And when you cursor over Ramuh all it says is "Bolt summon" with nothing about Paralysis. To go further Elemental-Ramuh gives me Lightning attacks so that's working. However when I switch Ramuh with Choco/Mog for example which does mention Confusion, that works fine. Confusion attacks lights up on the status page. I can switch it to any of the summons that mention a status effect and they all work, but not Ramuh. The only summon that doesn't mention the status effect on it's text is the one that doesn't light up on the stats page. Kjaja cool, I couldn't remember if he had anything in 1.4. But Bahamut and Neo-Bahamut again say nothing about their side effect in the text, all they say are: "Shout summon" though I haven't tested these in battle to see if they actually do have their status effects and just don't say or if they don't.

Did you recently update this or something? I see on the first page is a full download for the 17th, and I'm playing on the patches released on the 12th. Was this updated in that time frame?

I think I fixed the event trigger, but maybe the actual model visibility is also using a trigger; that might explain why it's visible.

Ramuh doesn't give Paralysis on Added Effect due to a limitation with the code; there's not enough space for the last set of statuses. Same with Neo-Bahamut, the 2nd part of Dual-Drain isn't available for materia effects.

- I see then I guess there's nothing can do add these 2 Hidden/Remove scenes, About the DARK CAVE sidequest I guess it's not too late matee I know you can do to fix or replace something else to make a post-game/bonus dungeon I believe you matee.  8-)

- Anyways my question about dating Tifa, Aeris/Aerith, Yuffie and Barret Is it the same apply in your mod from the original!? I want my character date Yuffie but I'm worried that will not work this mod so is this version have a new mechanics to date 1 of the 4 characters?


You can just choose when you get to the actual scene itself; I added a menu.

Hey Sega Chief
So just updated to the new patch, and it seems i cant put Aerith on my party... any suggestions?

You'll need to be more specific; is the debug NPC not offering the option anymore or is she missing from PHS after the Crater?

The 7h iro version, I just import that the iro and activate and that's all?
Does this work nicely with the reunion translate and menu overhaul?

Yeah, just import it. It seems to work with Menu Overhaul, but materia equip effects seem to get messed up.

Reunion I don't think it works with though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2017-08-18 16:07:16
Thanks Sega, currently have menu overhaul, because(translation) and a few other mods working so far the game hasn't crashed yet but I made a new game so only time can tell.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-18 18:27:03


You'll need to be more specific; is the debug NPC not offering the option anymore or is she missing from PHS after the Crater?

Yeah sorry, the NPC is working i believe he lets me chose between "Alive" or "Dead" .When i click Alive, Aerith actually joins the party, like she is on the airship and u can see her on PHS, although, u can not sub her into the main party, it wont let you use her as a fighter. I´m on disc 3 just before the entering the north crater , and tried to this at disc 2 as well BTW;

Also i think i ran into a bug but im not really sure, so in DISC 2 there is a part where Cloud goes to Bugenhagen, just before u get the Bahamut Zero, there is a cutscene, and i had the "Alive" option toggled, and my game just froze during the cutscene(3 times i tried this), i went into the ship and Toggled "Dead" and the cutscene went fine, no freezes, the only thing was that Aerith was actually standing in the room lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2017-08-18 18:38:12
Sorry to bother but like I said I'm using 7h just started using it and there's nod that breaks the 9999 cap, will that break new threat or provide any use to NT?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-18 22:13:22
Yeah sorry, the NPC is working i believe he lets me chose between "Alive" or "Dead" .When i click Alive, Aerith actually joins the party, like she is on the airship and u can see her on PHS, although, u can not sub her into the main party, it wont let you use her as a fighter. I´m on disc 3 just before the entering the north crater , and tried to this at disc 2 as well BTW;

Also i think i ran into a bug but im not really sure, so in DISC 2 there is a part where Cloud goes to Bugenhagen, just before u get the Bahamut Zero, there is a cutscene, and i had the "Alive" option toggled, and my game just froze during the cutscene(3 times i tried this), i went into the ship and Toggled "Dead" and the cutscene went fine, no freezes, the only thing was that Aerith was actually standing in the room lol.

Sounds like I've broken something; I'll get this resolved ASAP. As for the other thing, it sounds like she's locked in PHS; I can add a line to sort that out.

Sorry to bother but like I said I'm using 7h just started using it and there's nod that breaks the 9999 cap, will that break new threat or provide any use to NT?

You can use it; the mod was specced within the confines of 9999 but it shouldn't matter too much.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-18 22:29:18
I could've sworn that I used Ramuh that way in 1.4 but I suppose not. I'm a fountain of jumbled up memories... well that makes sense for this game I suppose. But just to be clear, Ramuh still does Paralysis and Bahamut DeBarrier etc etc, it just doesn't say it? 

And now time for more bug reports:

- The Turtle's Paradise flyer in the Shinra HQ, at least on Disc 2 are still doing the same thing that I reported on earlier. The one flyer's text box appears on it's own if you get close enough. While that one is up if you go check the Turtle's Paradise flyer the text boxes become all screwy.

- Reno's "Turk Esuna" targetting during the Midgar Raid is a little weird. Sometimes he targets the right character but other times he does not. I have a clip of him targetting Elena with it 5 times in a row even though she was not Poisoned, while he and Rude were.

- When you reach the end of the long underground tunnel during the Midgar Raid, on the screen that has the materia and the save point. The save point's option for "Check SP" says "Unequip everything" instead. If you click it it still checks SP though.

- In the Shinra HQ all of the save points still think they are on Disc 1. Meaning you can't check SP or Rank Up at all. The options are all still "? ? ? ? ? ?"
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-18 22:47:10
I could've sworn that I used Ramuh that way in 1.4 but I suppose not. I'm a fountain of jumbled up memories... well that makes sense for this game I suppose. But just to be clear, Ramuh still does Paralysis and Bahamut DeBarrier etc etc, it just doesn't say it? 

And now time for more bug reports:

- The Turtle's Paradise flyer in the Shinra HQ, at least on Disc 2 are still doing the same thing that I reported on earlier. The one flyer's text box appears on it's own if you get close enough. While that one is up if you go check the Turtle's Paradise flyer the text boxes become all screwy.

- Reno's "Turk Esuna" targetting during the Midgar Raid is a little weird. Sometimes he targets the right character but other times he does not. I have a clip of him targetting Elena with it 5 times in a row even though she was not Poisoned, while he and Rude were.

- When you reach the end of the long underground tunnel during the Midgar Raid, on the screen that has the materia and the save point. The save point's option for "Check SP" says "Unequip everything" instead. If you click it it still checks SP though.

- In the Shinra HQ all of the save points still think they are on Disc 1. Meaning you can't check SP or Rank Up at all. The options are all still "? ? ? ? ? ?"

Yeah; the attack descriptions themselves say it, but not the Materia.

That's interesting with the Save Point; the original function was Unequip All but then someone found that any excess Materia you have equipped which can't go into the inventory is lost forever. I'll check the triggers in Shinra HQ, there's supposed to be a handler.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-19 00:42:58
Edit: New flevel patch & IRO up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: atro city on 2017-08-19 02:54:09
Quick question: was the drop issue with Micro Engine fixed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-19 03:33:16
Quick question: was the drop issue with Micro Engine fixed?

I checked the files and it seems OK; I'll need to play through it to find out what's happening there.

Edit: I'll add it to the debug NPC tomorrow in the meantime.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2017-08-19 04:33:31
did you ever test my save
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: deha0002 on 2017-08-19 11:54:13
Guess am back for another try, 2nd Wind kinda killed it for me. A question Sega, if i have Wallstreet exe and the varibles/script for Mimesis, could i save over it somehow to give it back to Cloud? If so would you send me the variables/scrips =D.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-19 12:16:47
Hey Sega Chief, sorry to bother with this but with the current new patch, u get a Planet materia after the corel train event right. Well since i am past that, and still have no planet materia, i have no way of getting it, so can you tell me where that materia is on the last patch?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2017-08-19 13:56:22
What does cloud's innate ability do? I accidentally skipped it when I started the game lol and ended up seeing his ability activate during the first boss fight,
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-19 14:15:56
Wow, the fight for Pandora's Box is way tougher than I thought. Time to stock up on greens :)

A few minor things I noticed so far, though. First, Elmyra is in Kalm sitting on a ledge with her arm around thin air, and when I talk to her she mentions how glad she is everyone's alive. Aerith is dead in my playthrough, and I'm pretty sure Elmyra isn't supposed to act like she's creepily in denial about it, hanging out with her arm around a hallucination of Aerith, lol.

Also, now when I use Knights of the Round the summoning message "Ultimate End" is followed by gibberish. I mean, the summon works fine, just message is kinda screwy.

EDIT: So I handed everything into the Kalm Traveler, fought Yahcobo and got Pandora's Box, got the long range materia, and the gold chocobo, but when I fought the master materias it said I got ANOTHER long range materia after defeating them, but I only had one in my inventory? I handed in everything to the Kalm traveler at once, maybe that's why?

Also, where do I get Ultima? Is that from the planet materia someone else mentioned? I'm past the Corel train huge materia quest, is it impossible for me to get Ultima now?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-19 14:27:30
did you ever test my save

Yeah, the damage checks out. I was wondering if it was an .EXE thing from menu overhaul but I guess not.

Guess am back for another try, 2nd Wind kinda killed it for me. A question Sega, if i have Wallstreet exe and the varibles/script for Mimesis, could i save over it somehow to give it back to Cloud? If so would you send me the variables/scrips =D.

Let me dig up the scripts; I'll send you a kernel with the AI installed to it + a notepad with the AI script in it.

Hey Sega Chief, sorry to bother with this but with the current new patch, u get a Planet materia after the corel train event right. Well since i am past that, and still have no planet materia, i have no way of getting it, so can you tell me where that materia is on the last patch?

It's an early bonus Planet Materia to replace the 3rd Full Cure Materia; Planet is still acquired from the North Crater on the Left-Up path.

What does cloud's innate ability do? I accidentally skipped it when I started the game lol and ended up seeing his ability activate during the first boss fight,

After 50 ticks in a battle & once per battle (50 player and enemy actions combined), Cloud has his HP and MP restored.

Wow, the fight for Pandora's Box is way tougher than I thought. Time to stock up on greens :)

Two minor things I noticed so far, though. First, Elmyra is in Kalm sitting on a ledge with her arm around thin air, and when I talk to her she mentions how glad she is everyone's alive. Aerith is dead in my playthrough, and I'm pretty sure Elmyra isn't supposed to act like she's creepily in denial about it, hanging out with her arm around a hallucination of Aerith, lol.

Also, now when I use Knights of the Round the summoning message "Ultimate End" is followed by gibberish. I mean, the summon works fine, just message is kinda screwy.

Elmyra does that sometimes; just needs a var check added to her.

So KOTR's message is messed up again? I hope I can fix it s:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2017-08-19 14:41:54
Love the Mod sega, I remember discovering the mod I ended up spending my winter break playing NT all day.

Makes it hard to go back to stock FF7 imo, gonna need to buy a GPD win so I can play this on the go :

I read in game documentation and there is a mentiona bout new game+ but its not currently in the game.

Any updates on that or ideas when that will be included?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-19 15:41:22
Love the Mod sega, I remember discovering the mod I ended up spending my winter break playing NT all day.

Makes it hard to go back to stock FF7 imo, gonna need to buy a GPD win so I can play this on the go :

I read in game documentation and there is a mentiona bout new game+ but its not currently in the game.

Any updates on that or ideas when that will be included?

I've nixed the New Game+ idea; maybe one day, but not got plans to implement it for the time being.

Guess am back for another try, 2nd Wind kinda killed it for me. A question Sega, if i have Wallstreet exe and the varibles/script for Mimesis, could i save over it somehow to give it back to Cloud? If so would you send me the variables/scrips =D.

I've got to go to work soon; but here's the AI for Cloud's Mimesis in case you want to have a stab at it:

Code: [Select]
Pre-Battle
13 0000
02 2060
02 4100
80
60 02
32
90
12 2060
12 4100
80
03 0000
90
13 0000
02 2060
02 4110
80
60 02
32
90
12 2060
12 4110
80
03 0000
90
13 0080
02 2060
02 4068
80
90
13 00A0
02 2060
02 4070
80
90
01 2010
60 01
35
52
70 005E
11 0020
60 01
90
11 0040
60 01
90
73


Post-Action
01 2000
60 01
40
01 2000
60 0A
40
51
01 2000
60 11
40
51
01 2000
60 14
40
51
01 2000
60 18
40
51
01 2000
60 19
40
51
01 2000
60 1B
40
51
02 0020
60 00
40
50
70 0063
12 2060
11 4068
80
02 2060
01 4068
80
60 19
30
90
12 2060
12 4070
80
03 00A0
90
11 0020
60 01
90
11 0040
60 00
90
01 2000
60 02
40
01 2000
60 03
40
51
01 2000
60 0D
40
51
01 2000
60 15
40
51
01 2000
60 16
40
51
01 0040
60 00
40
50
70 00B8
12 2060
11 4070
80
02 2060
01 4070
80
60 19
30
90
12 2060
12 4068
80
03 0080
90
11 0040
60 01
90
11 0020
60 00
90
73
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Metsys on 2017-08-19 20:42:45
Where's heaven's cloud?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-19 22:03:20
Is there any documents where you can find stuff related to the ultimate weapons?
I tried to morph the zombie dragon for yuffie´s weapons and it didnt work, i assume Sega Chief changed it... So are there any more changes?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-19 23:45:01
Aw, okay, I figured it out. So after you defeat the Master Materia Triad, you get a message saying that you get another Long Range materia, but you actually get a W-Summon materia. I'm assuming you're supposed to get W-Summon, because you already get a long range from the kalm traveler, but the message is just wrong.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Metsys on 2017-08-19 23:50:48
Where's the micro engine

The guide says that i have to defeat something in the dark cave, but apparently i've beaten every boss (hojo, curator, those robots in the sewers, almagama) but no micro engine recieved. Is that boss hidden?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-20 03:36:45
Where's heaven's cloud?

Iron Giant has it; I think it's a random drop, otherwise it's a Steal (use Sneak Glove if you go for it).

Is there any documents where you can find stuff related to the ultimate weapons?
I tried to morph the zombie dragon for yuffie´s weapons and it didnt work, i assume Sega Chief changed it... So are there any more changes?

None of the Crater enemies morph into weapons now; it's either a Drop or a Steal with one enemy usually carrying both weapons for a character (so Iron Giant has Heaven's Cloud + Ragnarok for example). A Sneak Glove is needed for the steal though.

Aw, okay, I figured it out. So after you defeat the Master Materia Triad, you get a message saying that you get another Long Range materia, but you actually get a W-Summon materia. I'm assuming you're supposed to get W-Summon, because you already get a long range from the kalm traveler, but the message is just wrong.

Ah, my bad.

Where's the micro engine

The guide says that i have to defeat something in the dark cave, but apparently i've beaten every boss (hojo, curator, those robots in the sewers, almagama) but no micro engine recieved. Is that boss hidden?

It's supposed to drop from a Dark Cave boss but I guess the script isn't working. I'm adding it to the debug NPC for the time being until I figure out what's going on. I'll upload a patch just now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-20 04:27:34
I found the problem; there were two sets of scripts, one for Cloud going to the sewer the first time and a 2nd set for the Dark Cave. But the 1st set had the dark cave scripts added to it for efficiency and the key item wasn't carried over. I've corrected this, and added Micro Engine to the debug npc; if you've beaten Dark Cave, he'll give a prompt to add it (you'll need to skip the other prompts to get to it though, the script is quite linear so I can add to it quickly).

Patches are up with this change.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2017-08-20 10:03:06
Sega Chief, first of all thanks for this wonderful mod, its a pleasure now replay the game with it. Im doing the translation of the mod (and the all FF7 obligated) to Spanish in the version of 10 august mk2.
Sure that i need to apply many modifications to solve issues and bugs because i cant use the hotfix patch in english, but well.
I hope there is no problem with all this.
My intention is to only fix bugs and out of respect for your effort I will not add any content changes.
Thanks again and good luck :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-20 13:13:33
Sega Chief, first of all thanks for this wonderful mod, its a pleasure now replay the game with it. Im doing the translation of the mod (and the all FF7 obligated) to Spanish in the version of 10 august mk2.
Sure that i need to apply many modifications to solve issues and bugs because i cant use the hotfix patch in english, but well.
I hope there is no problem with all this.
My intention is to only fix bugs and out of respect for your effort I will not add any content changes.
Thanks again and good luck :)


Thanks for doing this, bud; I can go over the flevel when you're done to implement any bug-fixes so no worries. One thing I'd warn about is that the kernel can be temperamental when text is changed so I'd advise to make regular backups as you go through it. Good luck!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2017-08-20 16:46:10
Thanks for doing this, bud; I can go over the flevel when you're done to implement any bug-fixes so no worries. One thing I'd warn about is that the kernel can be temperamental when text is changed so I'd advise to make regular backups as you go through it. Good luck!
Thanks for the warning,I'll be careful  ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-20 22:31:42
Doing the dark cave sidequest, at the part where I'm climbing the Sector 7 pillar to get Vincent and Red XIII, but after the fight with the shinra dudes at the top the game tries to do the cutscene where the characters diffuse the Turk's bomb and the game freezes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2017-08-20 23:42:09
hey sega chief

I have idea for your 1.5 NT mod, is there anyway for you to put the keystone for people to dig up on that 1 town
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-21 00:24:30
Doing the dark cave sidequest, at the part where I'm climbing the Sector 7 pillar to get Vincent and Red XIII, but after the fight with the shinra dudes at the top the game tries to do the cutscene where the characters diffuse the Turk's bomb and the game freezes.

I changed all the game moment checks to try and make it just be Disc 3 rather than having to traverse the North Crater.  Maybe one of those is dodgy? I'll investigate.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2017-08-21 00:29:37
hey sega chief

I have idea for your 1.5 NT mod, is there anyway for you to put the keystone for people to dig up on that 1 town
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Pendulum Swing on 2017-08-21 01:51:12
I applied the latest Flevel hotfix and tried to fight the Shinra Mansion safe boss again. It didn't split into two when I beat it, the battle ended instead. Is this normal behavior?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-21 03:57:28
hey sega chief

I have idea for your 1.5 NT mod, is there anyway for you to put the keystone for people to dig up on that 1 town

But then you wouldn't be in the Gold Saucer for Cait Sith to steal the Keystone.

I applied the latest Flevel hotfix and tried to fight the Shinra Mansion safe boss again. It didn't split into two when I beat it, the battle ended instead. Is this normal behavior?

There's not been any changes to the fight in the flevel patch and last I heard from people it was functioning as intended. On normal it's maybe possible to avoid the transform by killing him with Poison, but Arrange should lead into the 2 monster fight (it's a separate formation that's loaded afterwards, like Hundred Gunner > Heli-Gunner).

Are you playing on Normal or Arrange? I'm assuming it's Arrange.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Pendulum Swing on 2017-08-21 04:21:00

There's not been any changes to the fight in the flevel patch and last I heard from people it was functioning as intended. On normal it's maybe possible to avoid the transform by killing him with Poison, but Arrange should lead into the 2 monster fight (it's a separate formation that's loaded afterwards, like Hundred Gunner > Heli-Gunner).

Are you playing on Normal or Arrange? I'm assuming it's Arrange.

Arrange mode, yes. I haven't tried using Poison at all. Party was Cloud/Tifa/Cid.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Honki Ni Natta Mr.Karate on 2017-08-21 05:20:50
You can just choose when you get to the actual scene itself; I added a menu.

Hello Sega Chief so you say that date 1 of the 4 characters are same apply this mod version from original game!? PHEW I'm glad
that it won't change except the addition dialogues of Tifa in 7th Heaven when she asking Cloud to remember his promise.


- Anyways I have suggestion in your next NT mod update If you do, can you added a Bestiary Monsters Entry in Both Normal Mode and Arrange Mode like in FF1-FF6!?

- Second one it's related to Dark Cave sidequest If not in Normal Mode would you make a D.C(Dark Cave) Postgame/Bonus Dungeon in Arrange Mode!? I know it's impossible and too late as you say but It's okay if you won't do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Konichu on 2017-08-21 08:15:27
Hey, I noticed something when I got to CD3.
I got back to Nibelheim to acquire Odin and when I killed the first form, the fight ended without him splitting into 2 form like it did the first time I went to Nibelheim (Arrange type)

Someone got any advice to kill all the tomberry for Mime ? D:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: VHobel on 2017-08-21 12:30:46
The Venus Gospel doesn't seem to drain neither MP nor HP. Do you need to meet a certain condidtion in order for it to drain stuff?

Edit: Can confirm that the Debug NPC is now handing over the key item for the Premium Heart after applying the latest Flevel HoFix.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-21 12:56:37
Arrange mode, yes. I haven't tried using Poison at all. Party was Cloud/Tifa/Cid.

OK; something must have changed. I'll check it out.

Hello Sega Chief so you say that date 1 of the 4 characters are same apply this mod version from original game!? PHEW I'm glad
that it won't change except the addition dialogues of Tifa in 7th Heaven when she asking Cloud to remember his promise.


- Anyways I have suggestion in your next NT mod update If you do, can you added a Bestiary Monsters Entry in Both Normal Mode and Arrange Mode like in FF1-FF6!?

- Second one it's related to Dark Cave sidequest If not in Normal Mode would you make a D.C(Dark Cave) Postgame/Bonus Dungeon in Arrange Mode!? I know it's impossible and too late as you say but It's okay if you won't do.


We'll see; I'd much rather prefer to convert DC into a bonus dungeon, but I want to make some headway with FF8 NT before I commit to anything.

Hey, I noticed something when I got to CD3.
I got back to Nibelheim to acquire Odin and when I killed the first form, the fight ended without him splitting into 2 form like it did the first time I went to Nibelheim (Arrange type)

Someone got any advice to kill all the tomberry for Mime ? D:

I'm going to look into the Lost Number thing; Pendulum encountered the same problem.

Spoiler: show

For the Tonberries, they have a chance to counter-attack damage with one of 5-6 random abilities (each has the same name but a different effect). When they move left or right, they gain Reflect or Peerless but will lose both effects if they move forward so keep an eye on your target's movement.

For healing, try having your characters absorb an element like Fire or Ice then using Fire3/Ice3 to heal your party instead of Cure. You'll need Lv.3 Elemental Materia though.

There's a burst strat you can do if you have enough firepower. Quadra Magic + Bahamut ZERO can pack enough punch to greatly drain their HP but you'll need to deal with an influx of counters if you use it. Otherwise, pick one Tonberry at a time and wear him down.

When you get hit by Gold Knife, cast Dispel on the character followed by Esuna to get rid of the Petrify; avoid going into the battle with defence against Petrify and the Resist spell as the attack ignores status defence.


The Venus Gospel doesn't seem to drain neither MP nor HP. Do you need to meet a certain condidtion in order for it to drain stuff?

Edit: Can confirm that the Debug NPC is now handing over the key item for the Premium Heart after applying the latest Flevel HoFix.

No, it should drain HP/MP on strike. I'm going to check over the files just now.


Edit: Figured out the cause of the Lost Number problem, I'll sort it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-21 16:17:52
New field patch is up (IRO is uploading). This affects anyone who has gone past Palmer on Arrange Mode. To fix it, visit the Debug NPC on the Highwind; his last option is a toggle for the Arrange Field flag which got disabled during the Palmer scene (the Arrange Battle flag was untouched though).

Arrange Mode works on two separate flags; a Field Flag and a Battle Flag. Battle affects the battles, and Field affects which battles are loaded. Due to this issue, players will have missed the following two Arrange battles:

-) Demons Gate (swaps to a new enemy)
-) Bizarro (3-party fight instead of 1-party fight)
-) Final Fight (Cloud vs Sephiroth replaced with the old Hero Medal encounter from earlier builds)

Everything else in Arrange was unaffected, fortunately.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: I.C_UrbanTech on 2017-08-21 16:57:38
At the Sunken Gelnika, there are weapons that all claim to be good at AP farming but for some of the weapons the slots say normal growth? I assume all the weapons are meant to be triple growth. Can anyone confirm? I am playing normal without 7h.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2017-08-21 18:21:12
What are the awards for junon? When marching and performing for Rufus?

Is this in the documentation?

has anyone used Aerith for a full playthrough? I want to use her just because why not but curious if it'll make the rest of the game buggy or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2017-08-21 18:58:47
Hey Sega Chief. I have been playing the late game bonus stuff and i gotta say that it feels very nice to have to farm all the weapons/limit levels. I havent done everything but im close now. I just wanna point out some stuff tho
So first, i believe that there are some weapons with incorrect materia growth, for example Barret has a weapon(i believe its maxim gun) that says in the description"rapid fire ap" but it only has normal materia growth... i believe that cait sith´s weapon has the same problem.

Now, i just fought Zack, but there was no clue on the Highwind NPC, is it missing? or you just wanna keep it kinda "Unknown"?
Also regarding the Zack fight, there is no music during the battle...

And i just gotta ask, where dafuq is Outsider(Vincents Gun) xD, I´ve literally killed/stole from every monster in north crater and i didnt find it, am i missing something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-21 22:27:42
At the Sunken Gelnika, there are weapons that all claim to be good at AP farming but for some of the weapons the slots say normal growth? I assume all the weapons are meant to be triple growth. Can anyone confirm? I am playing normal without 7h.

I think they've been left at single slot by mistake when I re-did the kernel. It was mentioned before but I forgot about it. I'll fix it now before I forget again.

What are the awards for junon? When marching and performing for Rufus?

Is this in the documentation?

has anyone used Aerith for a full playthrough? I want to use her just because why not but curious if it'll make the rest of the game buggy or something.

The prizes are Nothing, Potion, and a Rune Armlet; so it's best to try and aim for 120+ on the minigame. Rune Armlets are next acquired from Icicle Inn rather than Bone Village.

I fixed some bugs related to Aeris recently so make sure you have either the latest flevel hotfix or latest IRO if you're playing via 7H. Otherwise, it should be fine.

Hey Sega Chief. I have been playing the late game bonus stuff and i gotta say that it feels very nice to have to farm all the weapons/limit levels. I havent done everything but im close now. I just wanna point out some stuff tho
So first, i believe that there are some weapons with incorrect materia growth, for example Barret has a weapon(i believe its maxim gun) that says in the description"rapid fire ap" but it only has normal materia growth... i believe that cait sith´s weapon has the same problem.

Now, i just fought Zack, but there was no clue on the Highwind NPC, is it missing? or you just wanna keep it kinda "Unknown"?
Also regarding the Zack fight, there is no music during the battle...

And i just gotta ask, where dafuq is Outsider(Vincents Gun) xD, I´ve literally killed/stole from every monster in north crater and i didnt find it, am i missing something?

I didn't mention the Zack thing because I assumed players would head for the basement to see the Zack flashback at some point or another. There's supposed to be music though, so I'd better check that out.

Outsider can be acquired from Junon Leagues, Tier III. The first time you win it, an Outside should be awarded. Otherwise they can be obtained by Morphing a Malboro; they have 49400 HP and can be hit by Lv.5 Suicide; I'd advicse using L5 suicide 4 times, and then using either 2x Potions or 1x Hi-Potion on him before using L5 Suicide 1 more time. This should leave him with just a few hundred HP and ready to be Morphed.

I'm not sure why Malboro slipped the net on this; I'll swap M-Tentacles into the Morph slot and Outsider into the Steal slot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cthallman on 2017-08-21 23:50:47
Hey, thanks for all the hard work it's a great mod. It's really fun so far. I started the arrange mode and I got until the bike scene boss (super tough), and I'm starting to realize that maybe I should play this on normal mode. Is there any way to switch it to normal or do I have to start over?

Also I was fighting Rufus and his dog, I had poison-elemental combo on my weapon and Rufus was healing from it, the dog was also invincible to everything that I was throwing at him, so not sure if that is intended or not, I did configure some things so I might have accidentally changed something maybe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-22 02:54:50
Hey, thanks for all the hard work it's a great mod. It's really fun so far. I started the arrange mode and I got until the bike scene boss (super tough), and I'm starting to realize that maybe I should play this on normal mode. Is there any way to switch it to normal or do I have to start over?

Also I was fighting Rufus and his dog, I had poison-elemental combo on my weapon and Rufus was healing from it, the dog was also invincible to everything that I was throwing at him, so not sure if that is intended or not, I did configure some things so I might have accidentally changed something maybe.

Hmm, I can swap you to Normal mode using a special set of patches but I'll need to set them up. I'm going to alter the Rufus fight (and some other Arrange battles based on feedback). Making him immune to poison was a very bad idea on my part.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Pendulum Swing on 2017-08-22 09:38:55
(http://i.imgur.com/qRAU0OV.png)

Encountered an issue with this NPC here. "Rank Up" does not actually do anything and acts similarly to "Forget it", I just get to control Cloud again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: RecklessPrudence on 2017-08-23 10:38:00
Okay, stupid question: The OP talks about a readme, that I've seen others in the last twenty pages or so refer to, but I couldn't find a link to it - I wanted to read up on the differences between New Threat and standard FF7. Is it all handled with the in-game documentation now? Even the bits that people have been talking about where it says where weapons and materia and stuff have been relocated to? If so, that's impressive! If not, whereabouts can I grab the readme to have a look at it before I fire New Threat up?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-23 13:54:43
Encountered an issue with this NPC here. "Rank Up" does not actually do anything and acts similarly to "Forget it", I just get to control Cloud again.

Not sure what's wrong with him, his scripts seem OK like the others. I'll get to the bottom of it though.

Okay, stupid question: The OP talks about a readme, that I've seen others in the last twenty pages or so refer to, but I couldn't find a link to it - I wanted to read up on the differences between New Threat and standard FF7. Is it all handled with the in-game documentation now? Even the bits that people have been talking about where it says where weapons and materia and stuff have been relocated to? If so, that's impressive! If not, whereabouts can I grab the readme to have a look at it before I fire New Threat up?

It should all be in the documentation folder. But here's a pastebin of the readme: https://pastebin.com/XFS5rHeF
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: watermelon on 2017-08-23 20:09:32
Haven't played this mod in a long time so I thought I'd do a fresh playthrough on 1.5 arrange.  I don't remember ever having trouble with the Bottomswell fight before, but this guy seems like he can't be poisoned, confused, paralyzed, silenced, or even slowed.  Inflicting fury works alright, but there doesn't seem to be many options available to you if Aeris gets turned into a frog, since your only access to a frog cure seems to be her level 2 limit (couldn't find any item or materia for it up to this point) and a single random vaccine I picked up somewhere.  Pretty unexpected difficulty spike, unless I'm missing something.

Still, great mod.  Lots of fun.

(http://i.imgur.com/fg2wxMI.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-23 20:15:00
Very small text bug:

When you can return to Midgar via the Sector 5 key and I assume after Meteor is falling, and go to the small town where Aeris' house is. The one house that has the kid with the money hidden in the drawers and the Turtle's Paradise poster. There's a guy up there who's text box is all jumbled. Words cut off midway and all that. Don't remember what specifically was said but I can go look if ya need me to.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-23 21:06:47
That's an Arrange-specific battle that replaces Bottomswell on that mode; the Frog status is a problem as there's no status healing items for it by that point of the game so that'll be taken off his attacks in the next patch.

Very small text bug:

When you can return to Midgar via the Sector 5 key and I assume after Meteor is falling, and go to the small town where Aeris' house is. The one house that has the kid with the money hidden in the drawers and the Turtle's Paradise poster. There's a guy up there who's text box is all jumbled. Words cut off midway and all that. Don't remember what specifically was said but I can go look if ya need me to.

I'll just check the field, there's not a lot of text up there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Insight on 2017-08-23 21:37:17
Havent seen it explicity: What is the difference between 1.4 and 1.5? Will there be other versions as well? Are you finished or just bug-fixing for now? =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: watermelon on 2017-08-23 22:30:26
That's an Arrange-specific battle that replaces Bottomswell on that mode; the Frog status is a problem as there's no status healing items for it by that point of the game so that'll be taken off his attacks in the next patch.

Alright thanks, good to know I wasn't overlooking something.  I did manage to beat him, the only problem was it required some grinding to get Aeris her Planet Protector limit and to get enough AP to have bolt 2.  If you manage to get Peerless up right at the start of the battle, you can sorta blitzkrieg him down so you can completely skip his frog casting/tail whipping stage.  Also was this the intended reward or did you accidentally add a zero or something?

(http://i.imgur.com/CSDg6RA.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-23 23:39:16
Alright thanks, good to know I wasn't overlooking something.  I did manage to beat him, the only problem was it required some grinding to get Aeris her Planet Protector limit and to get enough AP to have bolt 2.  If you manage to get Peerless up right at the start of the battle, you can sorta blitzkrieg him down so you can completely skip his frog casting/tail whipping stage.  Also was this the intended reward or did you accidentally add a zero or something?

No, that's his old Disc 3 rewards when that particular enemy was used in Dark Cave. It missed initial fixes because the fight itself wasn't being loaded in Arrange Mode; it'll be sorted out in the next patch.

Havent seen it explicity: What is the difference between 1.4 and 1.5? Will there be other versions as well? Are you finished or just bug-fixing for now? =)

This is the last major version outside of bug fixes and adjustments. The differences between 1.4 and 1.5 aren't drastic, but Arrange Mode was made available and I reworked a lot of the bosses, particularly on Disc 2/3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-24 01:37:30
I've fixed up the majority of the reported issues; here's what I've got so far:

-) Wrong triggers for Pillar in Dark Cave (game moment 1998 instead of 1620)
-) Triple AP growth missing from some weapons
-) Venus Gospel, Drain HP flag
-) KOTR attack name fix (may appear slightly off-centre; best I could do)
-) Jormungandr EXP/AP/Gil values fixed & Frog removed from attacks
-) Various text alignment problems
-) Rank Up option fixed on 3rd NPC in Temple of the Ancients

I've been looking at the Arrange bosses a bit more and I'm going to give them a quick once over before I (finally) lay the mod to rest. It'll mostly be balancing tweaks, like removing Rufus' immunity to poison or bringing in a more interesting change to them. Feedback on Arrange bosses would be appreciated.

I was also thinking about making good on an earlier promise in remixing the Materia and Equipment placements in Arrange as well. What do you think?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: RecklessPrudence on 2017-08-24 02:57:57
It should all be in the documentation folder. But here's a pastebin of the readme: https://pastebin.com/XFS5rHeF
Ah, okay - I had only downloaded the IRO, not the zip that had the documentation in it. Would it be okay for you to upload a documentation-only zip, to go with the IRO? Or would that just add one more thing to maintain, and anyone who's not as dumb as me would just download the zip for the documention?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-08-24 03:28:42
Remixing the Materia and Equipment placements would be great. Freshen up resource management.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Pendulum Swing on 2017-08-24 03:39:08

I was also thinking about making good on an earlier promise in remixing the Materia and Equipment placements in Arrange as well. What do you think?

Do you mean making that as part of that separate patch with the increased stat changes on Materia? I loved that thing back when I played 1.35.

Also, Vincent appears in this scene even though I have yet to actually recruit him:

(http://i.imgur.com/esR1Px7.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: setafd on 2017-08-24 05:37:58
I'm playing 1.5 on Arrange and was honestly sad not to find under the Gold Saucer
Spoiler: show
X-ATM Scorpion when tracking down Dyne. Where'd my dude go?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-24 14:03:00
Ah, okay - I had only downloaded the IRO, not the zip that had the documentation in it. Would it be okay for you to upload a documentation-only zip, to go with the IRO? Or would that just add one more thing to maintain, and anyone who's not as dumb as me would just download the zip for the documention?

I'll put the documentation into a separate download.

Do you mean making that as part of that separate patch with the increased stat changes on Materia? I loved that thing back when I played 1.35.

Also, Vincent appears in this scene even though I have yet to actually recruit him:

(http://i.imgur.com/esR1Px7.png)

I'll add a check to him there.

I'm playing 1.5 on Arrange and was honestly sad not to find under the Gold Saucer
Spoiler: show
X-ATM Scorpion when tracking down Dyne. Where'd my dude go?


Your dude has relocated from the prison to another location; you'll bump into him sooner or later.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-24 16:20:17
Patches are up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: setafd on 2017-08-24 17:18:57
I feel more at ease now, thank you Sega Chief

e: maybe you should edit today's date onto the headers in the OP!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FlyingPoodle on 2017-08-24 19:59:56
Hey SC, will you update your emergency patch to the latest version please?  I too have the "not enough disk space" error message when patching. Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-24 21:22:53
I am by no means done the mod as I've been on a bit of a break from it, but in regards to the two major questions there, I do have some thoughts.

Materia Placement: I think by and large, it seems pretty on point. Everything that you gain, when you gain it seems fair and balanced. There were a couple of times when I was a little disappointed but that's probably due more to my play style than it is bad balance. The only real "issue" I suppose we could call it I could raise is more philosophical than anything else. I'm not even sure if this is a negative or a positive but between the Materia you get from finding new teammates and the Materia you find on the ground throughout the world, I don't think there is ever a single time in which you can buy Materia in a store that you don't already have? Again, I don't even know if I would consider this a positive or a negative, especially since this is considered a "poverty mod" as you put it, but I suppose something is lost if you never find new Materia in stores when you first arrive there? Of course if you are low on funds perpetually throughout the first Disc buying new Materia seems like a stretch to fit in there, but you could counter argue it makes what little Gil you do have on hand all the more valuable. There's a good point and counter point either way and I really don't know where I fall on this personally, and I'm sure most people don't care either, but it is something to potentially think about.

Difficulty: As I said I am not finished the 1.5 Arranged play through quite yet, so this is by no means a full picture. However, one thought has been ringing through my mind so far. Other than a few moments here and there, by and large... uhh, has the mod gotten easier since 1.4? Looking at my video times so far, the time of the fights have gone down pretty substantially almost across the board. Other than a few fights that felt the same or harder, Lich being the best example for me specifically, the bosses have felt easier this go around. I'm doubting that's because I've somehow improved my game that much from 1.4 to 1.5. I'd actually go so far as to say there have been some regular enemy encounters that I've been more threatened by compared to their boss. The bosses feel like they have less health, but they feel like they deal more damage. So what's the story here? Has this mod become easier overall? Did I really change it up that much? A combination of both? Something else? Curious about the thoughts on this one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-24 22:35:01
Hey SC, will you update your emergency patch to the latest version please?  I too have the "not enough disk space" error message when patching. Thanks.

I'll upload them the now.

I am by no means done the mod as I've been on a bit of a break from it, but in regards to the two major questions there, I do have some thoughts.

Materia Placement: I think by and large, it seems pretty on point. Everything that you gain, when you gain it seems fair and balanced. There were a couple of times when I was a little disappointed but that's probably due more to my play style than it is bad balance. The only real "issue" I suppose we could call it I could raise is more philosophical than anything else. I'm not even sure if this is a negative or a positive but between the Materia you get from finding new teammates and the Materia you find on the ground throughout the world, I don't think there is ever a single time in which you can buy Materia in a store that you don't already have? Again, I don't even know if I would consider this a positive or a negative, especially since this is considered a "poverty mod" as you put it, but I suppose something is lost if you never find new Materia in stores when you first arrive there? Of course if you are low on funds perpetually throughout the first Disc buying new Materia seems like a stretch to fit in there, but you could counter argue it makes what little Gil you do have on hand all the more valuable. There's a good point and counter point either way and I really don't know where I fall on this personally, and I'm sure most people don't care either, but it is something to potentially think about.

Difficulty: As I said I am not finished the 1.5 Arranged play through quite yet, so this is by no means a full picture. However, one thought has been ringing through my mind so far. Other than a few moments here and there, by and large... uhh, has the mod gotten easier since 1.4? Looking at my video times so far, the time of the fights have gone down pretty substantially almost across the board. Other than a few fights that felt the same or harder, Lich being the best example for me specifically, the bosses have felt easier this go around. I'm doubting that's because I've somehow improved my game that much from 1.4 to 1.5. I'd actually go so far as to say there have been some regular enemy encounters that I've been more threatened by compared to their boss. The bosses feel like they have less health, but they feel like they deal more damage. So what's the story here? Has this mod become easier overall? Did I really change it up that much? A combination of both? Something else? Curious about the thoughts on this one.

Boss HP was dropped by a chunk before the mod went up so the fights are likely faster. If you're familiar with a boss' weaknesses beforehand as well then that'll drastically cut down the length of a fight.

Gil has become a little too liberal considering that everything has been set up to be found or comes pre-equipped + reductions in fees like the Choco Lure and Gold Saucer tickets. I'll see about changing that for arrange at least.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-25 01:02:22
Boss HP was dropped by a chunk before the mod went up so the fights are likely faster. If you're familiar with a boss' weaknesses beforehand as well then that'll drastically cut down the length of a fight.

Gil has become a little too liberal considering that everything has been set up to be found or comes pre-equipped + reductions in fees like the Choco Lure and Gold Saucer tickets. I'll see about changing that for arrange at least.

That was a 1.4 thing reduction? Oh, well there you go then.

As for Gil, I don't think I would put it as Gil being "too liberal" rather than I would put it not having a ton to spend it on. With the way stats and Rank Up's work in this mod it's not a guarantee that you're going to rush to the Weapons store to upgrade when you hit a new town like you would in vanilla. For example, take Cloud and let's say you're going to make him a Mage in your play through. Well before you ever get out of Midgar, if you know where to look. You can have Cloud with either a Mythril Sabre which increases the Magic stat or a Hardedge that increases both defensive stats by a good chunk, a piece of armour that has sky high defenses for the start of the game in the Iron Bangle, and a Star Pendant to push his Magic higher and protect against Silence. That's pretty damn good. You won't have a ton of Materia slots or links but it won't be needed so early. Getting Materia that is powerful enough to always have on is much fewer and further between in New Threat compared to vanilla, so it's not a stretch at all to just take that Mythril Sabre/Hardedge, Iron Bangle, Star Pendant combo all the way through the first Disc alone. I did just that. It works the same for physical fighters too. My Red only changed weapons once on the entire Disc because it was more about stats than it was linked slots for Materia, because he basically only needed one link. He wasn't going to be casting anything besides the odd support spell or the Summon he was using for the linked Elemental attacks perhaps so I just looked at stats. So in the end, you're right. Between Gil not being spent on Materia and rarely on Weapons or Armours, there's not a ton to do with it. Items will always be bought off course, but other than that, yeah that's it. Adding more things to buy instead of reducing Gil amounts may not be best indeed now that it's been put that way.

I dunno, knowing this mod from 1.4 I knew to save the Gil as much as I could, so I never had troubles coming up with anything if I truly needed it. Arranged is certainly geared towards the experienced NT player, so you could reduce Gil amounts a little if you wanted. I suppose I just miss the feeling of hitting a new town and seeing what it has. "Kid in a candy store" type deal, you know?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-26 11:39:28
Sorry for the double post but I figured someone would've said something in the day or two since I last messaged. Anyways I've got a ton of bugs and questions and all that to put down here. Most of it involves Dark Cave and most of them are smaller "nitpicky" types. The second and fourth reports are pretty serious though and will need to be addressed. I will put all of this behind spoilers just in case:

Spoiler: show
- The first save point in Dark Cave, I'm talking about the one in the reactor. The save isn't an NT extended save with all the options and a window shows up over the escape timer that doesn't go away until a screen change. Also, is the escape timer supposed to be stuck at 00:00 and show up as soon as you take the elevator down? The time never changes either.

- After defeating Amalgam you can actually go right back up the stairs and do it again! The fencing door isn't "actually" there though it's visibly there. I went up there with another Red and yes, I fought Amalgam again with two Nanaki's!(though I could only control one)

- The Save point in Wall Market is also not an extended NT save point.

- This one will be quite confusing so apologies but this one could be very important. For some reason Tifa has been locked to my team for the entirety of Dark Cave. At no point would it let me switch her out for someone else. And now that I finished Dark Cave and I'm outside in the World again, it's still doing it. Whenever I'm on the world map it won't let me bring her in or out. Finally after going back to the Highwind and talking to the leader switcher NPC did he let me remove her but getting Tifa out of the group only works here. I don't know why but one works and the other doesn't. I think it's again something to do with entering Dark Cave with someone other than Cloud as leader because I did that again this time. Though I don't know why she was locked as I haven't used her this playthrough. So to recap. If Tifa leads, I can PHS everyone but Cloud into the group on the World Map and anyone into the group on the Highwind. However if Cid leads I cannot PHS Cloud OR Tifa into the party on the World Map but can do either on the Highwind. No problems anywhere with Cloud as lead though.

- After beating Masked Man and leaving that screen then going back to where you fought him, it plays the Aeris' Church music instead of that panic music or whatever it is.

- The save point right outside that little town that has Aeris' house is also not an extended NT save point.

- The save point outside the Shinra HQ is also not an extended NT save point.

- The same bug with the Turtle's Paradise poster in the Shina HQ happens again. This time though it's even more broken as the " .-. " message is also trying to display.

- The save point on floor 59 in the Shina HQ is also not an extended NT save point.

- Floor 59 and the Item Shop on Floor 2 have the regular Shina HQ music playing. With the way Dark Cave is now I don't think that's intentional.

- On Floor 64 one of the NPC's is still there. The guy on the treadmill "trying to get rid of his love handles".

- The save point on Floor 64 in the Shinra HQ is also not an extended NT save point.

- On Floor 66 there's the effect of the NPC's still going through the door's and being "in the way" so to speak. The door's will turn white indicating someone is there and I got caught behind a ghost NPC for a moment. Cool effect if intentional, a bug of some sorts if not.

- Cloud can interact with the Jenova pod saying the same thing he does on Disc 1. "Jenova... Did it get away...?"

- The save point on Floor 67 in the Shinra HQ is also not an extended NT save point.

- I think the Hojo's need a buff, they were way too weak to be any real threat. Masked Man too though a lesser one.

- The save point on Floor 69 is also not an extended NT save point. (I'm starting to wonder if that was the point or if the two or three NT Extended saves are the bug ???)

- After Mirage dies, and the screen switches back to the President's office, Cloud and Tifa were missing as they should be but Red was still there. Not sure if this works for other characters or if they were in a different order things would change, but there ya go.

- In the Respectable Inn the NT tutorial guy still talks about the level 70 cap and "Scorp back there" and Long Range and Plus materias not being in the mod anymore. Kinda funny when the guy right beside him is where you go to get said Plus materia that's now there.

When you are selecting a League in Junon League, if you manually select the Cancel option, the Trooper says "That League isn't available yet" and forces you to make another selection. The only way to escape the menu is to select a League then say "No" on confirmation.

- I finished a Fighter League and when Wave 2 was over, no screen came up telling me I had won or lost and just took me back to the Inn. I am guessing it was because there was a tie but it didn't say anything? Not sure

- When you defeat "Gun" Tseng's death line appears: "Ugh... I got careless..." or something to that effect.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-26 14:41:30
The party lock thing is to prevent an issue that can occur when swapping Cloud, Tifa, and Cid in and out of the party while on the World Map. You might have noticed that it's not party leader who determines which model appears on the world map, instead it's done by some kind of priority system. Cloud has highest priority, then Tifa, then Cid.

If you go into the party menu with Tifa or Cid as party leader, PHS in Cloud, and then save the game without leaving the menu you'll load that save to find yourself stuck in the middle of the ocean. I think this is because Cloud's model (and other models that aren't being used like the Tony Bronco + Buggy) is placed at 0,0 (and made invisible) when he is not in the party for the world map, but swapping him in and then saving during the menu means the game can't update his position to the world map as it's a separate module so when it loads the save it just sees Cloud's position as 0,0 and puts you there.

But yeah, that's why Cloud and Tifa get locked in PHS when you make a new party leader. It's to stop that issue from occurring. It's annoying, but there it is. Dark Cave I think forces party leader to be Cloud but does't update the PHS locks. That's maybe why you weren't able to swap Tifa out.

***

I still don't understand what you mean with this turtle poster. It loads the text fine when I check it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-26 20:50:04
I didn't actually check that honestly. It was getting late and I was still miffed wondering why I was ever locked to Tifa in Dark Cave and couldn't fix that unless it was on the Highwind. At least that part was intended.

I still don't understand what you mean with this turtle poster. It loads the text fine when I check it.

Ok, so when walk near the poster, another poster on the other side of the bulletin board automatically shows up. If I remember correctly it says something about "Shinra Inc!" you don't have to click anything for the text box to appear, it just does if you're close enough. While that first box is still open, if you then go examine the Turtle's Paradise poster while the first text window is still open, both text boxes will screw up and start looking all jumbled.

I'll send you a link to a quick 30 second clip of it as a PM so you can visually see what I am referring to. And yes, it did this on Disc 1, 2, and in Dark Cave. Though as I mentioned the Dark Cave one was a little more wiggy because of the ._. replacement message on the Turtle's Paradise flyer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-27 00:17:16
I'm stuck in the dark cave :( here's what happens:

Spoiler: show
After I defeat Mirage at the top of Shinra tower in the room the president is in, my entire party is teleported to the end of the Ancient Forest, the room with the dead guy in it. I can't leave here, because my chocobo and highwind are parked outside the bone village. I don't think this is where I'm supposed to end up. Also, there was no cutscene after the fight explaining what that was all about or what is going on, so I assume this is a quest breaking bug that is sending me to the wrong area after the fight. Help me Sega Chief, you're my only hope.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-27 02:02:55
I'm stuck in the dark cave :( here's what happens:

Spoiler: show
After I defeat Mirage at the top of Shinra tower in the room the president is in, my entire party is teleported to the end of the Ancient Forest, the room with the dead guy in it. I can't leave here, because my chocobo and highwind are parked outside the bone village. I don't think this is where I'm supposed to end up. Also, there was no cutscene after the fight explaining what that was all about or what is going on, so I assume this is a quest breaking bug that is sending me to the wrong area after the fight. Help me Sega Chief, you're my only hope.


My plan was to make that cave the one you go into from Bone Village, rather than the last screen of the Ancient Forest (there's evidence that this was the dev's plan at some stage) but it seems that the jump flags aren't carrying across.

I suspect that this may be due to the way the IRO is chunked. If the walkmesh data is stored separately, then that would mean it'd be using the original jumps instead of the adjusted ones while the direct patch does have it due to using the whole flevel.

So what I'll need to do is add a field script using a line group rather than the walkmesh stuff. Did you save outside Ancient Forest or still got a save before Mirage?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-08-27 04:06:51
I have a save right before I fight Mirage, a save at the start of the Dark Cave sidequest, but my last save before that is like 25 hours of gameplay ago. So I'm kinda stuck in the cave atm, lol.

Is there supposed to be a cutscene or something after the fight explaining what's going on? Because I have no idea who I am fighting or why I'm there, but I wasn't sure if that was intentional. Creepy atmosphere, though, really love the whole dark spin on earlier events thing :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sac Moldave on 2017-08-27 14:08:28
Hi ! I'm sorry to bother you (mostly if you answered it already) but i met a problem at the very beginning of the disc 2. The red EXP bar just exceed the end without any level up and the exp needed to level up is very huge... I precize that I play on the latest version (1.5) and on the steam version of the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-27 21:04:01
I have a save right before I fight Mirage, a save at the start of the Dark Cave sidequest, but my last save before that is like 25 hours of gameplay ago. So I'm kinda stuck in the cave atm, lol.

Is there supposed to be a cutscene or something after the fight explaining what's going on? Because I have no idea who I am fighting or why I'm there, but I wasn't sure if that was intentional. Creepy atmosphere, though, really love the whole dark spin on earlier events thing :)

OK, I'll sort something out to get you out of there.

Hi ! I'm sorry to bother you (mostly if you answered it already) but i met a problem at the very beginning of the disc 2. The red EXP bar just exceed the end without any level up and the exp needed to level up is very huge... I precize that I play on the latest version (1.5) and on the steam version of the game.

Sounds like either the kernel has changed or a save file has been used where the NT kernel was not in use. The issue (should) correct itself when leveling up once but the only way that could have happened is if the kernel changed. Did you use a non-NT save file? If you are using an NT save file, then I'd try reinstalling the mod just to be safe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: I.C_UrbanTech on 2017-08-27 22:57:42
I just reached Disk three and I have not descended to the bottom of the north crater yet. Instead I thought to explorer the world map and I find in Karm, Elmyra Gainsborough. Is she meant to be positioned there? I can't talk to her.

(https://preview.ibb.co/nB6Wbk/20170827230746_1.jpg) (https://ibb.co/eT9jwk)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-27 23:08:14
She's usually up on the wall near the shops; I guess it's an oddity with the script trigger that she's visible but not placed yet. I'll sort it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: littlemac on 2017-08-28 02:33:03
I had a save using the April IRO file and just saw that the new version was out. So I imported the IRO and started the game. I had just finished the Gold Saucer and went to go look at some savepoints to Rank Up. However, the enhanced menu at savepoints seems to not be activating - I'm just getting the message to access the menu to save my game. What could I have done wrong? This happened at the save point in Mt. Corel and the Gold Saucer save point which charged me GP. Any help would be appreciated.

EDIT: Found the problem. I imported from folder instead of from IRO Archive. Sorry! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Pendulum Swing on 2017-08-28 14:25:32
Are there special requirements to trigger the fight in the cave of the Glacier? I keep talking to the NPC and get the "Please, that's enough" text after a few other variations but couldn't get a boss fight to start at all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-28 16:02:39
Are there special requirements to trigger the fight in the cave of the Glacier? I keep talking to the NPC and get the "Please, that's enough" text after a few other variations but couldn't get a boss fight to start at all.

You need to have visited and examined the Hot Spring: http://www.gamerguides.com/assets/media/ffvii/walkthrough-disc-2/reunion/the-great-glacier/w1600h1600/115481-1441148400-png.png

When you approach the water, there a prompt should appear.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hyne on 2017-08-28 21:06:43
Is it possible to steal the Turks from the winding tunnel ? I've tried like a thousand time for each one, and nothing...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-08-28 23:53:05
Is it possible to steal the Turks from the winding tunnel ? I've tried like a thousand time for each one, and nothing...

It isn't without a sneak glove, but I changed this in a patch so that they drop the equipment instead of having it as a steal. Are you using the latest scene hotfix patch or 7H IRO?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hyne on 2017-08-29 13:58:00
Didn't see the new patch. Work fine with it :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sac Moldave on 2017-08-30 11:05:33
Thanks for answering me ! But I tried to restart a run and I met a problem with exp again, (but maybe that's normal) Barret Tifa and Cloud are level 31 and now they need 45000 exp to reach a level...Any idea ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sheogoraath on 2017-08-30 17:55:30
Hello!
 I have recently installed your mod, and you did an amazing job!

What a pleasure to rediscover this game! May I ask a question about aeris ?
Spoiler: show
 I have seen a video where Cloud use a Phoenix feather on her but in my playthrough she still dies the old fashion way. Did I miss something? Is there a trigger?


 I have another question! How many hours did you spent on the creation of this mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: zuloph on 2017-08-30 18:55:38
Thanks for answering me ! But I tried to restart a run and I met a problem with exp again, (but maybe that's normal) Barret Tifa and Cloud are level 31 and now they need 45000 exp to reach a level...Any idea ?

Every 10 levels there are higher levels of experience needed to reach the next level, this was intended so you don't over level certain content and to keep characters at relatively equal levels. Once you get past level 32 you will require less experience between levels again until 41.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: zuloph on 2017-08-30 18:56:57
Hello!
 I have recently installed your mod, and you did an amazing job!

What a pleasure to rediscover this game! May I ask a question about aeris ?
Spoiler: show
 I have seen a video where Cloud use a Phoenix feather on her but in my playthrough she still dies the old fashion way. Did I miss something? Is there a trigger?


 I have another question! How many hours did you spent on the creation of this mod?


When you do that scene there is an option just before
Spoiler: show
 Cloud goes to swing his sword in 1.5. One option causes her to die, the other causes her to live.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: watermelon on 2017-08-30 21:39:57
Finally finished everything in 1.5 arrange mode.  All in all a very fantastic mod, the difficulty scaling was really quite good, and while you still break the game in half the moment you get to disc 3, it's basically expected of a jrpg's difficulty to become trivialized that far in.  A lot of great ideas, including materia access, the characters' individuality in level ups, all the weapon changes, damage formulas, etc.  Really very satisfied with the mod; gave a nice, fresh experience to a FF7 playthrough.  I also appreciated how strong my girl Yuffie gets the moment you snag her Conformer.  Thanks for all your hard work, Sega and co.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sheogoraath on 2017-08-31 14:35:36
When you do that scene there is an option just before
Spoiler: show
 Cloud goes to swing his sword in 1.5. One option causes her to die, the other causes her to live.


Ha ! I guess i have chosen.....poorly . Thanks you for your answer !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-08-31 21:14:54
Two small bugs and possibly a third:

- In the City of the Ancients, you know those glowy orb like Ancient... thingies that you can "talk" to and they try to talk back? If you have Cid as the leader and do so some of the chat boxes either use Tifa's lines or just say Tifa is talking. (Small bug, eh)

- When you go to the Temple of the Ancient's to acquire Cait Sith's level 4 limit, if you choose to "Leave it for now." the game locks up forcing a reset. (Bigger bug)

- And now a question: Was Jörmungandr removed? I just realized yesterday I never fought him in Dark Cave. If he wasn't removed, he wasn't there in Arranged. (Potential bug)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yoyyodos on 2017-09-01 14:47:32
Hello!
I'm playing this mod again with the 1.5 release and it's amazing.

I have one question/problem:

Im fighting with Jormungandr right after entering Junon for the first time and I keep dying, I've read that in the patch of August 24, Jormungandr does not inflict frog with his attacks, but he has an spell called "Serpentarius" which inflicts frog.

This is the first boss which Im having problems with.

Im using 7h iro version and the last update. (24 August)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-01 15:49:10
Two small bugs and possibly a third:

- In the City of the Ancients, you know those glowy orb like Ancient... thingies that you can "talk" to and they try to talk back? If you have Cid as the leader and do so some of the chat boxes either use Tifa's lines or just say Tifa is talking. (Small bug, eh)

- When you go to the Temple of the Ancient's to acquire Cait Sith's level 4 limit, if you choose to "Leave it for now." the game locks up forcing a reset. (Bigger bug)

- And now a question: Was Jörmungandr removed? I just realized yesterday I never fought him in Dark Cave. If he wasn't removed, he wasn't there in Arranged. (Potential bug)

Jormungandr is now in Arrange as a Bottomswell replacement for that part of the game.

Hello!
I'm playing this mod again with the 1.5 release and it's amazing.

I have one question/problem:

Im fighting with Jormungandr right after entering Junon for the first time and I keep dying, I've read that in the patch of August 24, Jormungandr does not inflict frog with his attacks, but he has an spell called "Serpentarius" which inflicts frog.

This is the first boss which Im having problems with.

Im using 7h iro version and the last update. (24 August)

The IRO didn't have the adjustment to Serpentarius in it, I've added it and reuploading the IRO now.

Here it is:
http://www.mediafire.com/file/37enw178bj7dvnk/FF7_NT_IRO_1.5_10th_August_2017_Mk.2.iro
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2017-09-01 19:52:25
Quote
- In the City of the Ancients, you know those glowy orb like Ancient... thingies that you can "talk" to and they try to talk back? If you have Cid as the leader and do so some of the chat boxes either use Tifa's lines or just say Tifa is talking. (Small bug, eh)

This is an original game bug.  I fixed it for Reunion. SC will need to fix it here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-01 21:31:11
This is an original game bug.  I fixed it for Reunion. SC will need to fix it here.

I never got around to it last time it was reported; I'll do it now before I forget again x:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2017-09-01 21:39:18
It happens on I think 3 different fields.  Shared code.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-09-01 22:26:23
This is an original game bug.  I fixed it for Reunion. SC will need to fix it here.

Really? Didn't know that. Neat

Jormungandr is now in Arrange as a Bottomswell replacement for that part of the game.

I fought Illuyankas? Was it changed again?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2017-09-01 23:17:05
We can buy hp+ from cosmo Canyon now? I thought they were taken out.

Nevermind mod wasn't successfully activated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2017-09-02 02:11:10
edit. Disregard.  Red Wine did it.  Nothing to see here.  I did not embarrass myself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-02 11:34:52
Really? Didn't know that. Neat

I fought Illuyankas? Was it changed again?

No, it wasn't changed again. He should appear on Arrange, the trigger wasn't implemented in the initial releases but it was brought in via the recent patches.

edit. Disregard.  Red Wine did it.  Nothing to see here.  I did not embarrass myself.

Ahhh I wonder what the original post was.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2017-09-03 19:26:16
Finally i have an Alpha version of the patch in spanish(I couldnt test all the game,so sure i have to modify many dialogs :/)
When I have a stable version,i share here  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-09-03 22:39:23
Hey Sega Chief, just downloaded the latest IRO and fought Mirage again. After the fight, there's no cutscene and I still end up in the cave at the end of the Ancient Forest, ultimately stranded on the world map.

Are you supposed to re-climb the wire to get to the Shinra headquarters in the dark cave sidequest? Something seems off, like I'm missing a lot of information or something. Like, a lot of the save points in the dark cave sidequest are vanilla savepoints, and there's no music, I'm wondering if there's more bugging out with this whole quest than there's supposed to be. As far as I can tell, I just gathered up my team, headed to shinra headquarters, and fought this mysterious boss. It all seemed very short and confusing, that on top of the last boss breaking my progress in the game makes me wonder if there might be more bugs than I realize? I dunno, just thought I'd say something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-03 22:51:58
Hey Sega Chief, just downloaded the latest IRO and fought Mirage again. After the fight, there's no cutscene and I still end up in the cave at the end of the Ancient Forest, ultimately stranded on the world map.

Are you supposed to re-climb the wire to get to the Shinra headquarters in the dark cave sidequest? Something seems off, like I'm missing a lot of information or something. Like, a lot of the save points in the dark cave sidequest are vanilla savepoints, and there's no music, I'm wondering if there's more bugging out with this whole quest than there's supposed to be. As far as I can tell, I just gathered up my team, headed to shinra headquarters, and fought this mysterious boss. It all seemed very short and confusing, that on top of the last boss breaking my progress in the game makes me wonder if there might be more bugs than I realize? I dunno, just thought I'd say something.

I need to add something for the IRO version to get around the walkmesh problem so that it correctly jumps to the right fields in the ancient forest. I think what I'll do is temporarily set the IRO up so that it skips that field altogether. I'll upload an updated IRO tonight.

As for the sidequest itself and how it ends, I'm afraid that's how it is; I didn't tie it together very well. Honestly I kind of want to just remove the whole thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-03 23:14:42
Sorry for the delay on the fix:

https://www.mediafire.com/file/12ba4qljfel469l/FF7%20NT%201.5%20-%203rd%20September%202017.iro

I've changed the map jump to take you straight to the outside instead.
Title: Re: Releasing a Mod
Post by: Cody on 2017-09-04 03:03:34
Hi folks, I tried to release a gameplay mod on the releases thread a few days ago but it's been locked to wait for moderator approval (damn you, due process). So figured I'd try and drum up some early interest in the meantime. Got a full(ish) list of what the mod does and it's features in this manual here: http://www.mediafire.com/download/dzbq6cqq2c27ard/FF7+NT+Manual.doc

The file is no longer there, would someone kindly re-upload the manual please?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-04 09:02:03
I was supposed to upload the new manual as a separate download (it's currently in the main installer folders) but forgot; I'll upload it and provide a link on the front page of the thread when I get in this evening.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: morhadow on 2017-09-04 11:42:57
Hi guys. I like a lot this mod, specially the new pagoda battles that are very challenging( i beat the original game without using barriers or gimmicks), but i have a question
Is normal that the new Staniv hits like a bulldozer even with barrier, and there is a way to protect from dual (I just got the bronco)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cody on 2017-09-04 15:01:22
I was supposed to upload the new manual as a separate download (it's currently in the main installer folders) but forgot; I'll upload it and provide a link on the front page of the thread when I get in this evening.

It's appreciated, thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-04 15:43:37
It's appreciated, thanks!

Here we go: https://www.mediafire.com/file/8gsq2hylgfjxkpd/Documentation.zip

Hi guys. I like a lot this mod, specially the new pagoda battles that are very challenging( i beat the original game without using barriers or gimmicks), but i have a question
Is normal that the new Staniv hits like a bulldozer even with barrier, and there is a way to protect from dual (I just got the bronco)?

If I remember right, he uses an ability called Hawkeye which gives him the Darkness status + super-accurate attacks. If you remove this status from him, then he should be much less accurate and Yuffie's dodge ability will be useful. Towards the end he'll use Battle Cry to give you and himself Berserk; protect yourself against this status.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ComradeDroog on 2017-09-04 15:44:26
Sorry for the delay on the fix:

https://www.mediafire.com/file/12ba4qljfel469l/FF7%20NT%201.5%20-%203rd%20September%202017.iro

I've changed the map jump to take you straight to the outside instead.

Is all good man, thanks for the upload (and, of course, this awesome mod in general)! Onto the northern crater to beat Sephiroth's butt!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Miacis on 2017-09-04 17:10:21
I've started a new playthrough, and would like to compliment the deft handling of the Junon elevator bribe issue. It is now incredibly less pretentious. Another job well done, Sega Chief.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-04 20:13:39
I've started a new playthrough, and would like to compliment the deft handling of the Junon elevator bribe issue. It is now incredibly less pretentious. Another job well done, Sega Chief.

 :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-09-05 23:55:30
Some more bugs and potential bugs:

- The Shinra Mansion's Basement is mispelled in the menu. It says "Shinra Mansion: Basemen" without the "t". Might be out of space though, dunno.

- Is there any particular reason why the New Threat guy on the bridge of the Highwind doesn't mention anything about Cloud's limit/character specific thing to do?

- While watching the Cloud/Zack flashback, during the part where they are in the truck getting a ride to Midgar, you can open the menu and it says you're in the Junon Leagues.

- You can effectively get trapped in that spot on the World Map between Icicle Inn & Great Glacier. I took Cid as the leader for a snowboard down the mountain(though it loaded Cloud which may also be a bug) to look around the area. After finding nothing I left through the main gate to get back to the World Map to go to Icicle Inn but it wouldn't let me into the town. Going back down to Great Glacier it wouldn't let me back into Great Glaicer either effectively trapping me forcing a reset. I don't know if this was because Cid was the leader of the team or whatever but there you go. This is obviously game breaking if you save on the world map between the two areas.

- She wasn't doing this before so I don't know what trigged it or if a patch did it but Elmyra in Kalm is now standing in that rig in the middle in the town. She's just standing there instead of sitting beside Aeris like normal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dan-ss on 2017-09-06 13:40:58
for some reason whenever i shutdown my laptop and re open it, the mod is uninstalled and so is the game, any help with this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-06 21:01:53
Some more bugs and potential bugs:

- The Shinra Mansion's Basement is mispelled in the menu. It says "Shinra Mansion: Basemen" without the "t". Might be out of space though, dunno.

- Is there any particular reason why the New Threat guy on the bridge of the Highwind doesn't mention anything about Cloud's limit/character specific thing to do?

- While watching the Cloud/Zack flashback, during the part where they are in the truck getting a ride to Midgar, you can open the menu and it says you're in the Junon Leagues.

- You can effectively get trapped in that spot on the World Map between Icicle Inn & Great Glacier. I took Cid as the leader for a snowboard down the mountain(though it loaded Cloud which may also be a bug) to look around the area. After finding nothing I left through the main gate to get back to the World Map to go to Icicle Inn but it wouldn't let me into the town. Going back down to Great Glacier it wouldn't let me back into Great Glaicer either effectively trapping me forcing a reset. I don't know if this was because Cid was the leader of the team or whatever but there you go. This is obviously game breaking if you save on the world map between the two areas.

- She wasn't doing this before so I don't know what trigged it or if a patch did it but Elmyra in Kalm is now standing in that rig in the middle in the town. She's just standing there instead of sitting beside Aeris like normal.

Probably is a space thing; the name is a bit long.

Cloud's innate is now activated from the get-go, and the text appears after he jumps off the train. The Highwind text has been removed.

I'll add a line to disable menu access during it.

Dunno if I can fix that one; I can maybe add a check to the Glacier exits to teleport to Icicle Inn if it detects anyone except Cloud as party leader maybe. Actually, yeah I'll do that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2017-09-06 22:06:04
The area name is restricted to 23 chars. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-09-06 22:30:19
Cloud's innate is now activated from the get-go, and the text appears after he jumps off the train. The Highwind text has been removed.

I wasn't referring to the innate. I mean the side quest stuff. Like: "You can meet an old teammate at the Temple of the Ancients. Requires Cait Sith" or whatever. Those ones.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-06 22:42:17
for some reason whenever i shutdown my laptop and re open it, the mod is uninstalled and so is the game, any help with this?

Sounds like an antivirus thing so something might need to be set up there for the installer (like an exception). If not that, then maybe Steam is doing it; try moving the installation outside of the Program Folders.  Never heard of the entire game being uninstalled to be honest.

I wasn't referring to the innate. I mean the side quest stuff. Like: "You can meet an old teammate at the Temple of the Ancients. Requires Cait Sith" or whatever. Those ones.

Ah right; not sure, I think I just assumed people would pay it a visit to watch the cutscene.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-09-06 23:48:14
Ah right; not sure, I think I just assumed people would pay it a visit to watch the cutscene.

Fair enough. I can't imagine anyone looking for a mod of this game wouldn't know that exists in the first place.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dan-ss on 2017-09-07 16:28:35
i mean its a little annoying installing the whole game again and then mod afterwards,but it doesn't take too long so its not too bad, also i seen on youtube that you fight the guard scorpion in the corel prison, but when i got there it wasnt there, has it been removed? or is there certain things you have to to trigger it?, and one last thing, while i was playing i went back to fort condor for the minigame and it said that i had missed a battle but nothing had popped up saying there was a battle to do, any help will be nice thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2017-09-07 18:59:52
Hey SC, another bug seems to have cropped up with the Sept. 3rd build of the IRO. Whenever you initiate an encounter now the battle swirl animation will hang/stutter.
The battles still load the correct scene, it's just the swirls no longer seem to be working.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-07 23:05:44
i mean its a little annoying installing the whole game again and then mod afterwards,but it doesn't take too long so its not too bad, also i seen on youtube that you fight the guard scorpion in the corel prison, but when i got there it wasnt there, has it been removed? or is there certain things you have to to trigger it?, and one last thing, while i was playing i went back to fort condor for the minigame and it said that i had missed a battle but nothing had popped up saying there was a battle to do, any help will be nice thanks


Might have been one of the two that trigger during Junon; when Cloud is alone, a battle becomes available but then another becomes available when Cloud gets into the water to jump with the Dolphin. After those two, the next is when you get the buggy after Corel Prison so it must be one of those two that're missing. Both have text alerts, or they should have in any case, but the dolphin jump tends to be the one that gets missed a lot.

One thing to note is that Fort Condor has, by default, enough funds to cover all of the unreachable battles; if you spot them 3000gil for any battles missed that were player accessible then you should still get the bonus at the end so next time you're there give them 3k gil. None of the items given as prizes are missable either so no worries about that.

Hey SC, another bug seems to have cropped up with the Sept. 3rd build of the IRO. Whenever you initiate an encounter now the battle swirl animation will hang/stutter.
The battles still load the correct scene, it's just the swirls no longer seem to be working.

That won't be NT-specific; the mod files don't affect the actual engine of the game in any way. I'd check in with the 7H thread and post your OpenGL config to see if there's anything out of the ordinary.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2017-09-08 00:52:55
Alright, nevermind. Fixed the issue, seems it was a settings issue in my nvidia control panel, all is well...nothing to see here!  :roll:
I just find it odd that it's been the same settings I've been using since I've been playing NT, I guess maybe when nvidia had their latest drivers update it must have tweaked something?
In any case, we're good.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dan-ss on 2017-09-08 21:02:47
It's alright I went to cosmo canyon before gongaga, but more importantly is there like a branching story in this mod? That'd be kinda cool
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: morhadow on 2017-09-08 22:03:11
Hi guys. I just defeated hojo and instead of receiving the synthesis cell i got a ribbon(i like that too) and the readme says that drop from jenova synthesis. Can i obtain these or are removed from the game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GoblinAcc on 2017-09-09 04:04:17
I just got past Corel Prison in my 1.4 patch run. Will I be missing a siginficant amount of content updating the game and playing from there or should I restart?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2017-09-09 04:53:59
You won't be able to play from there.  The savemap will be totally wrecked.  You have to start again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-09 12:02:18
It's alright I went to cosmo canyon before gongaga, but more importantly is there like a branching story in this mod? That'd be kinda cool

There is one event that'll affect things later on, but the story events more or less play out the same way.

I just got past Corel Prison in my 1.4 patch run. Will I be missing a siginficant amount of content updating the game and playing from there or should I restart?

You won't be able to play from there.  The savemap will be totally wrecked.  You have to start again.

The save map between 1.4 and 1.5 is very similar so it should be OK to update the game and continue in 1.5 using a 1.4 save file. 1.5 itself was mostly enemy balancing rather than field scripting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2017-09-09 14:06:02
haha I thought he means the old patch before Aali's driver :P  haha.   :'(  :oops:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: prid1234 on 2017-09-09 19:07:19
Hey sega chief. Firstly I would like to say what a good job you did on this mod I am thoroughly enjoying it.

I am having an issue with not being able to rank up Aeris with mr smile. Is this a bug? Also I cant find the deathblow materia and cant find anywhere on the internet that points to its whereabouts.

Thanks for your time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-09-09 20:12:14
Quick question about Pinnacle Sepiroth on 1.4 (old save file I'm finishing off). The battle message seems to suggest I HAVE to use multiple parties to fight him. Is this the case, or can I just use my 3 main characters, and ignore the party switching mechanic like vanilla?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GoblinAcc on 2017-09-09 21:00:05
There is one event that'll affect things later on, but the story events more or less play out the same way.

The save map between 1.4 and 1.5 is very similar so it should be OK to update the game and continue in 1.5 using a 1.4 save file. 1.5 itself was mostly enemy balancing rather than field scripting.

I apparently missed out on the Added Cut Materia in gongaga since I went there before patching and got Deathblow from there. Is Added Cut obtainable elsewhere?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-09 21:55:05
haha I thought he means the old patch before Aali's driver :P  haha.   :'(  :oops:

Ah, no worries :p

Hey sega chief. Firstly I would like to say what a good job you did on this mod I am thoroughly enjoying it.

I am having an issue with not being able to rank up Aeris with mr smile. Is this a bug? Also I cant find the deathblow materia and cant find anywhere on the internet that points to its whereabouts.

Thanks for your time.

The flevel patch should sort that Aeris issue out (or the latest 7H IRO). Deathblow is found in Great Glacier, where Added Cut used to be; I swapped them around.

Quick question about Pinnacle Sepiroth on 1.4 (old save file I'm finishing off). The battle message seems to suggest I HAVE to use multiple parties to fight him. Is this the case, or can I just use my 3 main characters, and ignore the party switching mechanic like vanilla?

You can push through with one party but you'll need to kill the torso all in one go as Energy will fully recover the torso with every use. To beat him with 3 parties, you'll need to kill a body party, confirm party swap, and then kill each team's Core; Team B and Team C will need to kill the head and then arm (both parts) before finally killing the Core. When Team B and C have killed their Core, it'll be possible for Team A to kill their Core and prevent Energy from being used.

I apparently missed out on the Added Cut Materia in gongaga since I went there before patching and got Deathblow from there. Is Added Cut obtainable elsewhere?

I don't think it will be; Deathblow and Added Cut were swapped in 1.5 s:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-09-10 04:26:29
Found a soft lock for the X-ATM fight at the start of Dark Cave - he will go into his Electroshielding mode and put the tail up, and then do one W-Machine Gun, but after that his turn will never end. The ATB still fills as normal and you can select your next action for all your characters, but they will never actually be able to act.

EDIT: Got past this by setting the ATB to Active. Made it all the way to the final boss and killed him, but after he gave his death speech, I got the error message "An Unknown Exception Has Occurred" and the game crashed :-/

DOUBLE EDIT: Did some more searching and apparently this is a known issue with Quadra Magic + MP Absorb?

This is for 1.4 still, btw, not sure if you've already fixed for 1.5. As a side note, did you know that Pearl is usable even while frogged?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alex Zender on 2017-09-10 08:14:39
Hi all.
I'have play a lot in the ver. 1.4 hard mod and didn't try the 1.5 cause normale mod i really to easy.
Is there any hard mode for the 1.5 atm ?

Thans per advance =D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-09-10 09:29:29
Hi all.
I'have play a lot in the ver. 1.4 hard mod and didn't try the 1.5 cause normale mod i really to easy.
Is there any hard mode for the 1.5 atm ?

Thans per advance =D

That's weird - there is no hard mode for 1.4. Are you thinking of 1.3? 1.5 has Arrange mode, which is harder than normal. And you can make it harder for yourself by just not using the SP system. That makes it very hard imo.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alex Zender on 2017-09-10 09:49:43
That's weird - there is no hard mode for 1.4. Are you thinking of 1.3? 1.5 has Arrange mode, which is harder than normal. And you can make it harder for yourself by just not using the SP system. That makes it very hard imo.

AAah yeah 1.3 sorry.

Thanks but what's the arrange mod ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-09-10 10:30:28
AAah yeah 1.3 sorry.

Thanks but what's the arrange mod ?

It's the hard mode
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GoblinAcc on 2017-09-10 21:37:56
I don't think it will be; Deathblow and Added Cut were swapped in 1.5 s:

I guess I'll load up a save editor and drop it in then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2017-09-10 22:28:39
Ok, so a few things are screwed up after doing the Dark Cave in 1.4. I went to finish off the game and as soon as I start on the approach to Jenova (the screen where you're hopping between the floating rocks) the first FMV of the Dark Cave starts playing in the background (cloud looking up at the reactor). Then the second screen has the FMV where the reactor blows up. After killing Jenova, the save prompt no longer works (unless the default cursor is set to 'No'), and the train jump FMV is playing. Finally, after doing the scripted battle with Omnislash, the credit music starts playing, and I am taken straight to the 'Congratulation' scene in the church, without viewing the ending cinematics.

Any idea what's going on?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: prid1234 on 2017-09-11 06:27:20
Ive tried installing all the hot fix patches and also installed the 7th heaven and that IRO version as well but I still cant level up Aeris with Mr. Smile :(   I may just not be able to use her I guess
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-11 08:14:13
Ok, so a few things are screwed up after doing the Dark Cave in 1.4. I went to finish off the game and as soon as I start on the approach to Jenova (the screen where you're hopping between the floating rocks) the first FMV of the Dark Cave starts playing in the background (cloud looking up at the reactor). Then the second screen has the FMV where the reactor blows up. After killing Jenova, the save prompt no longer works (unless the default cursor is set to 'No'), and the train jump FMV is playing. Finally, after doing the scripted battle with Omnislash, the credit music starts playing, and I am taken straight to the 'Congratulation' scene in the church, without viewing the ending cinematics.

Any idea what's going on?

It's the wrong disc; DK uses Disc 1 for some FMVs, but is supposed to swap back to Disc 3 when it concludes. But I recently added in a quickfix for IRO users that bypasses the last screen due to the walkmesh not being chunked with the files (so it was stranding them in Ancient Forest). I think the Disc 3 swap was in that screen though, which means IRO games will still be on Disc 1 coming out of DK which results in the wrong FMVs playing during the Final Descent.

As for the ending cinematic, I'll need to check what the conditions are; I think normal mode gives the regular ending while Arrange gives the church scene, not sure though.

Ive tried installing all the hot fix patches and also installed the 7th heaven and that IRO version as well but I still cant level up Aeris with Mr. Smile :(   I may just not be able to use her I guess

Where are you in the game currently?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Clangeddin on 2017-09-11 11:05:29
Hello there, I don't know if what I've run across is a bug or an intended feature.
I am playing New Threat 1.5 (the latest iro version that works with Tifa's 7th heaven) on Arrange mode.
I am in Nibelheim's mansion, after defeating Lambda Calculae I played the melody on the piano in the first floor and the message "Something has escaped" appears, the music also ups the tempo, however after that nothing happens, I also checked the mansion in every room and even in Nibelheim town and outside the world map, but I see no trace of whatever has escaped (I suppose it must be Ozma mentioned by Lambda Calculae).
I just wanted to ask if something was supposed to happen after that message or if I can just leave the mansion and carry on with the adventure (in this case I suppose it's just a trigger to make Ozma spawn somewhere later in the game).
Thanks in advance.

Also, another thing. Jorumgand (the giant flying snake that you fight to save Priscilla in Junon) gives 110K exp and 90K AP. Is this intended? Because it's (A LOT) more than every other boss up to that point combined, and the boss itself was quite a big step up in challenge compared to what was before. Just checking if it wasn't an oversight, that's all, I remember I jumped from level 30 to 38 or so with that boss fight alone.  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: prid1234 on 2017-09-11 13:38:26
Where are you in the game currently?
[/quote]


So... I went through a large portion of the game and forgot about the leveling up with the SP. I'm currently inside the Highwind savepoint and the events of the rocket launching into meteor just took place. I remembered it after all the characters were already at MAX level. I went through every single character all the way to 8/8, but for some reason it just skipped Aeris completely. Now all characters are max except for her, and when I go to mr smile he simply tells me to fight more battles and come back to see him, end of conversation.

I've uninstalled the game and reinstalled it, as well as all the mods several times, but same result. Also did 7th heaven IRO which didn't seem to do anything as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-11 13:57:20
Hello there, I don't know if what I've run across is a bug or an intended feature.
I am playing New Threat 1.5 (the latest iro version that works with Tifa's 7th heaven) on Arrange mode.
I am in Nibelheim's mansion, after defeating Lambda Calculae I played the melody on the piano in the first floor and the message "Something has escaped" appears, the music also ups the tempo, however after that nothing happens, I also checked the mansion in every room and even in Nibelheim town and outside the world map, but I see no trace of whatever has escaped (I suppose it must be Ozma mentioned by Lambda Calculae).
I just wanted to ask if something was supposed to happen after that message or if I can just leave the mansion and carry on with the adventure (in this case I suppose it's just a trigger to make Ozma spawn somewhere later in the game).
Thanks in advance.

Also, another thing. Jorumgand (the giant flying snake that you fight to save Priscilla in Junon) gives 110K exp and 90K AP. Is this intended? Because it's (A LOT) more than every other boss up to that point combined, and the boss itself was quite a big step up in challenge compared to what was before. Just checking if it wasn't an oversight, that's all, I remember I jumped from level 30 to 38 or so with that boss fight alone.  ;D

The EXP from Jormungandr wasn't intended, I think it was corrected in the scene patch/latest IRO but not 100% sure.

I don't think what you're looking for can appear until Disc 3, and it's up at the Reactor, not the town.

Where are you in the game currently?

So... I went through a large portion of the game and forgot about the leveling up with the SP. I'm currently inside the Highwind savepoint and the events of the rocket launching into meteor just took place. I remembered it after all the characters were already at MAX level. I went through every single character all the way to 8/8, but for some reason it just skipped Aeris completely. Now all characters are max except for her, and when I go to mr smile he simply tells me to fight more battles and come back to see him, end of conversation.

I've uninstalled the game and reinstalled it, as well as all the mods several times, but same result. Also did 7th heaven IRO which didn't seem to do anything as well.

One thing, you shouldn't use the patches with the IRO; they're for the stand-alone installer.

Do you still have Aeris available as a party member? If so, I'll need to sort out your savemap with a special stand-alone patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: prid1234 on 2017-09-11 14:19:16
Hey thanks for the responses. I was moving around my save file and it seems to have disappeared so don't worry about it.

Thanks for your time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-11 15:32:45
Hey thanks for the responses. I was moving around my save file and it seems to have disappeared so don't worry about it.

Thanks for your time.

Ah, that sucks. FF7 Steam has a bizarre DRM in place related to save files. If you move saves around/edit them then they will be automatically deleted when the Launcher is next started. To avoid this, you have to make alterations/move them while the Launcher is open and then start the game and make a save within any affected folders to make them 'safe'. Cloud saves can also vanish sometimes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-09-12 05:51:08
Ah, that sucks. FF7 Steam has a bizarre DRM in place related to save files. If you move saves around/edit them then they will be automatically deleted when the Launcher is next started. To avoid this, you have to make alterations/move them while the Launcher is open and then start the game and make a save within any affected folders to make them 'safe'. Cloud saves can also vanish sometimes.

Is that what happened to me earlier?! I was wondering where my save went! I copied and moved a save to my desktop so I could go back and re-record or find something, whatever it was. Came back the next day and no save was there. I panicked and started looking everywhere for my save and finally found it in the Recycle Bin that I almost shredded right before loading the game the first time! Got very lucky with that one... Good to know now though, don't move or alter save files!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-12 17:51:11
I updated the files; going to try and finish formatting that front page a bit later.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-09-14 03:59:50
EDIT: Small bugs that I will put behind spoilers just in case:

Spoiler: show
- Just updated and Elmyra is still standing on that oil lookin' thingy in the middle of town in Kalm instead of sitting besides Aeris.

- The woman who runs the Item Shop in Wutai has her dialogue box a little screwy. The last word cuts off on the last letter.

- This is a neat bug. After you defeat Chokhmabo and the Master Materia's, each character's winning animations play twice! It's more noticeable on characters who's winning animations aren't continuous, like Aeris for example.

- The Long Range Materia doesn't come mastered.

- When Magic Materia is not allowed to cast its spell when it dies, it instead doesn't visually die and just stays bouncing there. You can't target it anymore, it doesn't fight anymore, and when the other two Materia's die the battle is over, so by all accounts it is dead, it's just still there visually. EDIT: I tried it again and this time the Magic Materia died normally? I don't know what the problem was the first time. Sorry, wish I could be more helpful here. :|

- When picking up the Materia left behind after defeating the Master Materia's, it says it is a Long Range Materia instead of what you actually get in another W-Summon.

- Chokhmabo who may or may not have replaced Yahcobo still has the text box up above that mentions when he's hungry. However it says "Yahcobo" instead of "Chokhmabo" is hungry.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dan-ss on 2017-09-14 20:03:56
Is there a glitch with morph? Because I just spent ages dealing 15-48 damage on a dragon zombie to get oritsuru for yuffies ultimate weapon and it didn't morph the enemy? At first I thought it was because it was killed my morph paired with counter commmand (so the final hit was a counter attack) but then I check on a different enemy with the same situation and it morphed the enemy? Any help?

Also a list of where to get all the items for ultimate weapons would be nice ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-14 22:45:53
Is there a glitch with morph? Because I just spent ages dealing 15-48 damage on a dragon zombie to get oritsuru for yuffies ultimate weapon and it didn't morph the enemy? At first I thought it was because it was killed my morph paired with counter commmand (so the final hit was a counter attack) but then I check on a different enemy with the same situation and it morphed the enemy? Any help?

Also a list of where to get all the items for ultimate weapons would be nice ;)

All the Crater enemies had their Morph changed into a Drop & Steal; if he died without morphing, it means no item has been set in their Morph slot. To steal from them, I'd recommend grabbing a Sneak Glove and using that to stand a better chance.

The two weapons needed for each Ultimate Weapon is carried by the same enemy in most cases in the North Crater. If you find one weapon on an enemy, then they usually carry the other as a drop/steal.

The various items needed come from the Lv.4 Limit sidequests, Dark Cave, Ultimate Weapon, and the Tyrant miniboss in the North Crater. Oversoul Shards can be acquired from Battle Square.

I'll get a more accurate list once I've finished setting up this computer.

Note to all: I've just upgraded my old HDD to an SSD and while I kept all my files on an external for transfer, I might not be able to produce new patches for a couple of days until I've got all the dependency files for the older tools set up again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dan-ss on 2017-09-14 23:54:04
Oh thank god I thought I was going to have to sit there doing minuscule damage again :p and thanks in advance for the list when ever you do it :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-09-15 10:41:25
Well while you're setting up your new SSD, I've got one more small bug to report:

- The Aegis Amulet is supposed to null Holy and Hidden and prevent KO's. It does prevent the Death attacks but Holy and Hidden are not negated.

EDIT: Underwater Materia also does not come Mastered.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dan-ss on 2017-09-15 11:51:09
Quick question where do I find the sneak glove?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-09-15 13:26:01
Quick question where do I find the sneak glove?

Return to Wall Market and the battery guy sells it for like, 120K Gil or something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mithrain on 2017-09-15 20:10:06
Return to Wall Market and the battery guy sells it for like, 120K Gil or something?

In previous versions, you could also get it as a rare steal from the bandits outside midgar (on the world map).  :) Maybe in the current version, too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-09-16 11:05:06
In previous versions, you could also get it as a rare steal from the bandits outside midgar (on the world map).  :) Maybe in the current version, too.

Oh wow, really? Gonna check that one out next time I load it up. That'd actually be a really useful thing for the start of the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: prid1234 on 2017-09-16 14:57:32
I'm not sure if this is a bug.. I know the chances of stealing from Reno and Rude in the crashed Gelnika are low. But I mean ive spent an hour and well over 100 steal attempts and haven't stolen ONE item from them.. Just want to know if this is intended or if you actually cant steal from them or what. Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-09-16 16:14:56
I'm not sure if this is a bug.. I know the chances of stealing from Reno and Rude in the crashed Gelnika are low. But I mean ive spent an hour and well over 100 steal attempts and haven't stolen ONE item from them.. Just want to know if this is intended or if you actually cant steal from them or what. Thanks

You're most likely playing on Arranged, and stealing is based off of level. In Arranged all enemies levels were made higher than Normal's are, so the chances of stealing get impossibly low to straight impossible the further you get. The only way to Steal in the late game is with the Sneak Glove so save them until you have it. I BELIEVE (not positive) that a lot of the late game steals are going to be re-worked in an update, but for now, that's basically your only option.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: prid1234 on 2017-09-16 19:05:06
You're most likely playing on Arranged, and stealing is based off of level. In Arranged all enemies levels were made higher than Normal's are, so the chances of stealing get impossibly low to straight impossible the further you get. The only way to Steal in the late game is with the Sneak Glove so save them until you have it. I BELIEVE (not positive) that a lot of the late game steals are going to be re-worked in an update, but for now, that's basically your only option.

Yup your right im playing on arranged. Ok ill try with the sneak glove, was gonna do that next. Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Novashadowsonic on 2017-09-16 23:33:53
This might be a past discussion, but I heard the Tifa sidequest for Final Heaven is supposed to be in the mako reactor?
It says something about the junon leagues, but I cannot enter the meteor cup. I have read the letter so something should happen. Please tell me what to do! Thank you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-17 14:37:09
Got my tools reinstalled and fixed up the issues that were mentioned (thanks MoCheese)

I want to apologise again for the Stealing issue; a lot of people have lost time trying to get items that were unobtainable on Arrange due to the Level boost I used for them.

This might be a past discussion, but I heard the Tifa sidequest for Final Heaven is supposed to be in the mako reactor?
It says something about the junon leagues, but I cannot enter the meteor cup. I have read the letter so something should happen. Please tell me what to do! Thank you.

That Lv.4 Limit sidequest was dropped. It's now accessed by setting Tifa as party leader, going to Nibelheim, playing her piano (as normal), and then going up to the Nibel Reactor. An NPC should be waiting for you there. This has to be done on Disc 3.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EvenThen on 2017-09-18 16:35:51
I feel like you could've had Yuffie join later. Having a new party member right after the player's barely gotten to use Red XIII and adjust their party according to his presence is too much, too fast. Junon might be a better place for her to join. (I've only played the mod up to Kalm, so I'm not sure if something happens in Junon that prevents this.)

Incidentally, what's the deal with the "two talking dogs" that an NPC in Kalm talks about? Is that a sidequest? If you'd rather not spoil that, I understand, but I'd like to access as much of the new content as I can.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-18 22:11:22
I feel like you could've had Yuffie join later. Having a new party member right after the player's barely gotten to use Red XIII and adjust their party according to his presence is too much, too fast. Junon might be a better place for her to join. (I've only played the mod up to Kalm, so I'm not sure if something happens in Junon that prevents this.)

Incidentally, what's the deal with the "two talking dogs" that an NPC in Kalm talks about? Is that a sidequest? If you'd rather not spoil that, I understand, but I'd like to access as much of the new content as I can.

I completely forgot about that; I had a plan at one stage to replace the Red XIII Lv.4 Limit fight by implementing something that was considered but dropped for the original game where there'd be two other dogs, Cobalt and Indigo, that you'd need to fight later. I didn't go for it in the end.

In the bottom half of Profile in this article it mentions them: http://finalfantasy.wikia.com/wiki/Red_XIII%27s_species
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EvenThen on 2017-09-19 09:36:37
Thanks for letting me know so I wouldn't paranoidly comb through every single pixel for that, lol. The mod's great so far. I'm at Junon; at approx. level 19, Illyankas freaking bodied me the first two tries, even with Iron Bangles on everyone. Finally beat it by putting everyone in back row and making sure my two offensive party members (offensive caster Cloud and physical damage Yuffie, with tank/healer Barrett) could do long range damage. Guess I'll have to do some grinding once I get to control the entire party again. But that's after I solo the second Grand Horn battle in Fort Condor with a Caster Cloud build and Laser spam :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2017-09-19 17:12:37
The spanish version xD NT 1.5 10/08/2017 MK2 (http://www.mediafire.com/file/e0tfo52t952wj5v/Pack_Alfa_1.8_.rar)
Sega,You think  you could fix, in the flevel scripts, the more important bugs that you found this month??(If not ,no problem ;) )And one thing, I dont found an object called "red cristal" to translate(walmarket),but in the flevel i see that is needed to create an ultimate weapon (RED XIII)
Exist in the database or not?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: memorphous on 2017-09-19 17:56:18
I've hit a bit of a snag in regards to the Planet materia. I started up the mod in late August with the then-current version. After I started the game (with stand-alone patch) I also added some other mods via 7th Heaven. I didn't notice anything odd, the new bosses were still there and other changes as well, but at some point the extended save menus disappeared and save points were just regular old ones. I don't remember exactly when this was, but I started fiddling around with mods again at Mt. Nibel. I downloaded another mod via 7th Heaven that also had New Threat in it (gameplay & story enhancements, or something) and the save menus worked again, so I kept playing with this. I have no idea what version of the mod the package in question had, though.

I reached the bottom of the Northern Crater and realised I hadn't gotten a single Planet materia yet. The only documentation I found was for 1.3 and that said it would be along the Left-Up path, but it wasn't there. The only Materias I found there were W-Magic and I think a HP+. At this point I realised I could manually add the newest version through 7th Heaven, so I did that, but of course the Materia wasn't there. So in essence, I've botched the game by unwittingly fiddling around with different versions of the game within the same save file.

So my question is: is Planet Materia being found at the Left-Up path old information? Can I get it through Battle Square or somewhere else? I do have another save file at the beginning of Disc 3, but in my current file I have done all lv 4 Limit Break sidequests and the Ancient Forest already, so I really wouldn't fancy going back. Thanks in advance!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: spiesus on 2017-09-19 23:21:44
Want to start with great mod so far. Really bringing me back to when I used to play this on PSX. However, I was curios about something I had found in the documents shipped with the newest patch, most notibly, the NT Item List. I wanted to ask if Chekov in the Wutai Pagoda can actually be morphed? The sheet claims to have a morph, ie. Wizard Bracelet, and being towards the end of Disk 1, I figured I would try and nab it while I was here, however, Chekov seems immune to physical damage. If there some mechanic I have been missing out on in all of my years of play, or is it just an oversight and the document was never updated when you made him immune to physical?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-20 21:27:01
Thanks for letting me know so I wouldn't paranoidly comb through every single pixel for that, lol. The mod's great so far. I'm at Junon; at approx. level 19, Illyankas freaking bodied me the first two tries, even with Iron Bangles on everyone. Finally beat it by putting everyone in back row and making sure my two offensive party members (offensive caster Cloud and physical damage Yuffie, with tank/healer Barrett) could do long range damage. Guess I'll have to do some grinding once I get to control the entire party again. But that's after I solo the second Grand Horn battle in Fort Condor with a Caster Cloud build and Laser spam :D

Sounds good, let me know how your run goes.

The spanish version xD NT 1.5 10/08/2017 MK2 (http://www.mediafire.com/file/e0tfo52t952wj5v/Pack_Alfa_1.8_.rar)
Sega,You think  you could fix, in the flevel scripts, the more important bugs that you found this month??(If not ,no problem ;) )And one thing, I dont found an object called "red cristal" to translate(walmarket),but in the flevel i see that is needed to create an ultimate weapon (RED XIII)
Exist in the database or not?

Should be able to, I kept a record on the 1st page of most of them. Red Crystal was changed to Moon Crystal for 1.5 in the regular items list (toward the bottom) so odds are you've translated it already.

I've hit a bit of a snag in regards to the Planet materia. I started up the mod in late August with the then-current version. After I started the game (with stand-alone patch) I also added some other mods via 7th Heaven. I didn't notice anything odd, the new bosses were still there and other changes as well, but at some point the extended save menus disappeared and save points were just regular old ones. I don't remember exactly when this was, but I started fiddling around with mods again at Mt. Nibel. I downloaded another mod via 7th Heaven that also had New Threat in it (gameplay & story enhancements, or something) and the save menus worked again, so I kept playing with this. I have no idea what version of the mod the package in question had, though.

I reached the bottom of the Northern Crater and realised I hadn't gotten a single Planet materia yet. The only documentation I found was for 1.3 and that said it would be along the Left-Up path, but it wasn't there. The only Materias I found there were W-Magic and I think a HP+. At this point I realised I could manually add the newest version through 7th Heaven, so I did that, but of course the Materia wasn't there. So in essence, I've botched the game by unwittingly fiddling around with different versions of the game within the same save file.

So my question is: is Planet Materia being found at the Left-Up path old information? Can I get it through Battle Square or somewhere else? I do have another save file at the beginning of Disc 3, but in my current file I have done all lv 4 Limit Break sidequests and the Ancient Forest already, so I really wouldn't fancy going back. Thanks in advance!

It should be here in one of these two spots:

(http://www.gamerguides.com/assets/media/ffvii/walkthrough-disc-3/the-final-week/exploring-the-north-cave-part-2/w1600h1600/you-can-find-some-w-magic-materia-hiding.png)

In NT one is a Gospel Spark, and the other is Planet Materia.

It's also possible to get Planet Materia earlier from Corel by completing the Train section, but this was a later revision (used to be Full Cure so you might have got that there instead).

If you can't get Planet from the left-up then I'll sort something out. Exercise caution if you decide to use a save editor as Steam likes to delete save files that have been altered when the launcher is booted up; if you use an editor, start FF7's launcher first, make the changes, then go into the game and load the altered file. Save the game and this should make it 'safe' (back up all save files before doing anything).

Want to start with great mod so far. Really bringing me back to when I used to play this on PSX. However, I was curios about something I had found in the documents shipped with the newest patch, most notibly, the NT Item List. I wanted to ask if Chekov in the Wutai Pagoda can actually be morphed? The sheet claims to have a morph, ie. Wizard Bracelet, and being towards the end of Disk 1, I figured I would try and nab it while I was here, however, Chekov seems immune to physical damage. If there some mechanic I have been missing out on in all of my years of play, or is it just an oversight and the document was never updated when you made him immune to physical?

Oversight, the pagoda guys had morphs but they weren't feasible/possible to get. I think I've removed them now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: memorphous on 2017-09-20 22:57:08
It's also possible to get Planet Materia earlier from Corel by completing the Train section, but this was a later revision (used to be Full Cure so you might have got that there instead).

Actually got a Comet materia in Corel. :D At this point I have no idea what occurences have been intended and what has somehow slipped through the cracks of all the various mods. But yeah, I think I might try to fiddle around with a save editor, so no need to go through the trouble and try to accommodate things that are pretty much my own fault.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: spiesus on 2017-09-21 14:39:38
Oversight, the pagoda guys had morphs but they weren't feasible/possible to get. I think I've removed them now.

Well, if you are looking at changing those things, I had also found that the first two in the pagoda are level 255 (this might have been on the August release however), making them susceptible to Lv.5 Suicide, making for an easy morph. Just a bit of sneaky cheese I had found.

Another thing I want to mention, is during the last scenes in disk 1, it is a bit difficult to understand what the two choices that are presented when you are looking over Aeris. The option to save her clipped and only had - "(<Some Text>) [Sa" which I had guessed was to save her. Did not know if that was due to limitation to text boxes or that it was drawn wrong in the first place.

Though, I am still very much enjoying playing through this again, thanks a bunch for the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-21 22:34:01
Actually got a Comet materia in Corel. :D At this point I have no idea what occurences have been intended and what has somehow slipped through the cracks of all the various mods. But yeah, I think I might try to fiddle around with a save editor, so no need to go through the trouble and try to accommodate things that are pretty much my own fault.

Not your fault; it's mine for changing things so often.

Well, if you are looking at changing those things, I had also found that the first two in the pagoda are level 255 (this might have been on the August release however), making them susceptible to Lv.5 Suicide, making for an easy morph. Just a bit of sneaky cheese I had found.

Another thing I want to mention, is during the last scenes in disk 1, it is a bit difficult to understand what the two choices that are presented when you are looking over Aeris. The option to save her clipped and only had - "(<Some Text>) [Sa" which I had guessed was to save her. Did not know if that was due to limitation to text boxes or that it was drawn wrong in the first place.

Though, I am still very much enjoying playing through this again, thanks a bunch for the mod.

Oh, is the text not displaying properly? I'll sort that out in the next patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Azaka on 2017-09-21 23:14:36
Hey, i have a few questions since i'm new to this mod. I already installed it fine but was wondering if there is a 60fps battles mod for this available, like what the Reunion mod uses http://forums.qhimm.com/index.php?topic=14914.0
Mostly because the reels are a pain in the ass with low fps.

Secondly, do i need to apply the hotfixes from the first post as well if i did a clean install of 1.5?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: zuloph on 2017-09-22 08:05:31
Hey, i have a few questions since i'm new to this mod. I already installed it fine but was wondering if there is a 60fps battles mod for this available, like what the Reunion mod uses http://forums.qhimm.com/index.php?topic=14914.0
Mostly because the reels are a pain in the ass with low fps.

Secondly, do i need to apply the hotfixes from the first post as well if i did a clean install of 1.5?

Not sure about the 60fps mod thing, but I play the game at the regular FPS and the reels are pretty easy if you manipulate them with the switch button.

As for the hot fixes you will indeed need them. If there are hot fixes available on the front page that generally means they are needed because the main installer hasn't been updated to include them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-22 09:55:18
Hey, i have a few questions since i'm new to this mod. I already installed it fine but was wondering if there is a 60fps battles mod for this available, like what the Reunion mod uses http://forums.qhimm.com/index.php?topic=14914.0
Mostly because the reels are a pain in the ass with low fps.

Secondly, do i need to apply the hotfixes from the first post as well if i did a clean install of 1.5?

You only need the hotfixes if they have a date later than the Main Installer; currently, both hotfix patches are dated the same as the Main Installer so they aren't required with a clean install. They're there to catch up older installs to the current files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: thestranger on 2017-09-22 13:06:54
Hi there!

First of all thank you for making this mod, its really great. I have now completed Arrange mode in 1.5, but I started before you added the extra planet materia at corel valley. I actually tried checking the npcs many times and figured since I already went past that point it cant be gotten. I did get one at north crater where it was orginally.

I had KOTR before I returned to Midgar - which means to you that -  I had beaten
Bomb King
The cactuar boss
Shinry and Omega
And the 6 Tonberries
(these are known as the 4 materia caves)

Wutai sidequest, including mysteries ninja.
Junon league,
Ancient forest
Battle Square.

I did not have Planet materia, so I had to find strategies against Mysteries ninja and cactuar without hydro, which took some wipes before I got them down.

The extra bosses, as well as the tuned up version of the original,  the strategy required to beat them is really great to the original gaming. I love how you needed to think, and sometimes not even kill the adds on the bosses to be able to beat them.

Theres a few things I would like to point out however.

You are way overpowered if you complete all or most sidequests before you return to midgar again.

But I did not like the fact the you had so much experience after most enemies and the bosses. I was in fact around level 80 before going back to midgar, and that was without grinding and just followed a regular playthrough including doing these sidequests.
The ap I dont mind since you need to plan with strategy and having extra for more people is nice addition.

Is there a way to make this a bit more challenging by turning down the exp, not necessarily the ap rewarded?

Even the extra boss in midgar went down in 2-3 turn, the curator , and both viridian, and carmine weapon didnt last long after you had KOTR. Only nemesis lasted a bit, but I was basically immune to status effects and used to wall for the magic and physical dmg to turn him into cakewalk, he did have alot of hp, but that was it.

I did find a bug though I did not like.

When you turn in the item to fight the white chocobo for pandoras box in Kalm , It never happened. It launched and spawned a cactuar and I couldnt get it to launch the proper fight no matter how many saves I reloaded, I even tried reinstalling this mod from scrath.

The Machine Engine for tifas final weapon, I dont know If I missed it in Dark cave, but after killing head of shinra I got warped outside and Only found Luv Luv item, but not the other one.

Thats it  - just 2 bugs if it was bug , and to much exp was my 2 cents. Eveything else was really great.




Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-24 01:21:12
When you turn in the item to fight the white chocobo for pandoras box in Kalm , It never happened. It launched and spawned a cactuar and I couldnt get it to launch the proper fight no matter how many saves I reloaded, I even tried reinstalling this mod from scrath.

The Machine Engine for tifas final weapon, I dont know If I missed it in Dark cave, but after killing head of shinra I got warped outside and Only found Luv Luv item, but not the other one.

Thats it  - just 2 bugs if it was bug , and to much exp was my 2 cents. Eveything else was really great.

I think I corrected the white chocobo fight ID in the latest files/patches but I'll need to double-check just to be sure; same with the Micro-Engine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Guilou on 2017-09-24 10:18:45
Hello thanks for this amazing work! was on 1.4 a while ago but i stopped due to a bug in sidequest nevermind just started on the 1.5, is it normal to fight Zangan in first reactor ? It's like once i killed the boss the way back to elevator, always encounter him (yet around 10 times). Is it even possible to kill it at this moment? Or should i just try my luck until i don't meet with him?
Defending himself with cure 3 every few turns, and one shotting anybody.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: memorphous on 2017-09-24 17:45:08
Hello thanks for this amazing work! was on 1.4 a while ago but i stopped due to a bug in sidequest nevermind just started on the 1.5, is it normal to fight Zangan in first reactor ? It's like once i killed the boss the way back to elevator, always encounter him (yet around 10 times). Is it even possible to kill it at this moment? Or should i just try my luck until i don't meet with him?
Defending himself with cure 3 every few turns, and one shotting anybody.

I had this when I first started as well. I think it was a clash with some other mods I had enabled through 7th Heaven, when I got the mod order taken care of strange spawns stopped happening. So no, you aren't supposed to fight Zangan there. :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EvenThen on 2017-09-24 22:32:40
I'm at Nibelheim now, and Cloud has Meteorain while everyone else is still at level 1 limits. Starting to suspect that offensive caster builds are kind of OP :D I think I'll give someone else a turn at being the offensive caster and have Cloud be the support mage for a good while.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-24 23:10:45
Hello thanks for this amazing work! was on 1.4 a while ago but i stopped due to a bug in sidequest nevermind just started on the 1.5, is it normal to fight Zangan in first reactor ? It's like once i killed the boss the way back to elevator, always encounter him (yet around 10 times). Is it even possible to kill it at this moment? Or should i just try my luck until i don't meet with him?
Defending himself with cure 3 every few turns, and one shotting anybody.

Sounds like the wrong encounters are loading which can be due to either the Flevel not being correct or the Kernel being out of synch. Are you using Field screen mods?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-09-25 14:09:54
Serious inquiry that I will put behind spoilers. Don't read this if you haven't finished the mod:

Spoiler: show
Is Pinnacle working correctly in Arranged? Or did you change your mind from before 1.5 was released? I remember mentioning that you wanted to have Normal mode the 1 on 1 fight and Arranged being 3 teams. That didn't happen as I only had to make 1 team in Arranged.

Not for nothing, but I also finally understand what it was that I found in the Lifestream in Cloud's head. "Ein Sof" indeed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-26 01:41:31
Ah, it was supposed to be a 3-party battle but no big deal if it's still loading a 1-party; the 3-party fight was way too slow anyway.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-09-26 15:58:04
Ah, it was supposed to be a 3-party battle but no big deal if it's still loading a 1-party; the 3-party fight was way too slow anyway.

Well I dunno about that, I always thought that was a fun gimmick myself. Anyways, two more bugs or "bugs" to report:

- Juno seems to have a problem counting down correctly. I'm not sure what was happening but there were times when she would either get stuck at 5 or go back up to 5 after hitting 4 or whatever. Is that a bug or a mechanic of some sort?

- You know when you use a Summon and on the top it has the name of the attack. Well for KotR it is wildly off-centre compared to the rest of the summons.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Guilou on 2017-09-28 09:20:25
Sounds like the wrong encounters are loading which can be due to either the Flevel not being correct or the Kernel being out of synch. Are you using Field screen mods?
Yes i am using it.
By the way since that i am at shinra, trying to go down with the elevator but the boss battle don't begin, it breaks the windows, and the cta gauge never start moving.
May i do something, except de-activate nt mod for this boss? Missing on the way the next one i suppose too?

Thanks for last reply
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-28 12:59:59
Yes i am using it.
By the way since that i am at shinra, trying to go down with the elevator but the boss battle don't begin, it breaks the windows, and the cta gauge never start moving.
May i do something, except de-activate nt mod for this boss? Missing on the way the next one i suppose too?

Thanks for last reply

I would try running the game with only NT active, checking the fight to see if it works. If it doesn't, then 7H isn't installed correctly. But if it does work, then try activating your other mods one at a time, placing them above NT or below NT in the load order to see if they work/break the game. That way you should be able to isolate the cause of the problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Guilou on 2017-09-28 20:56:54
I would try running the game with only NT active, checking the fight to see if it works. If it doesn't, then 7H isn't installed correctly. But if it does work, then try activating your other mods one at a time, placing them above NT or below NT in the load order to see if they work/break the game. That way you should be able to isolate the cause of the problem.
Ok, i did as you said one by one, and wasn't able to found out which one made problems, it worked normally after that, thanks !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EvenThen on 2017-09-29 01:08:41
Would it be okay to ask what the items for the non-Barret dates are? I don't have recent saves to savescum from, and I don't really feel like restarting all the way from Wutai just to see what the other items are.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-29 01:18:44
Would it be okay to ask what the items for the non-Barret dates are? I don't have recent saves to savescum from, and I don't really feel like restarting all the way from Wutai just to see what the other items are.

It's a weapon specific to each character; you can buy them later from Icicle Inn. So where Barret gets a Microlaser, Tifa gets Dragon Claw, Red XIII gets an Adaman Clip, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-09-29 12:57:07
So now that I finished 1.5, it's time to give my thoughts on the mod.... or rather it would be, if I had much to say. Because the truth is, I really don't. The mod is pretty much done at this point save for bug fixes and little tweaks here and there possibly. At least to me. It doesn't seem like much could or should be changed at this point. I was fine with the way balance was done in 1.4, but it was redone for 1.5. I'm fine with it here too. Really, there's only one thing I'd like to bring up, and that's Cid's innate:

Cid's innate is pretty powerful on its own but where I think it gets too strong is when it can start working through things like Resist or accessories that prevent Barrier's. That little trick can be used to great effect throughout the game and it seems too good to me. Is that a bug? This could still turn into a bug report too because there was another problem I ran into with his Innate one time. I'm not really sure what I did or how it happened, but somehow Cid got perma-Barrier'ed throughout the entirety of a long and tough boss fight. The bars were empty but the Barrier's were still there. Even after Death they persisted. So between those two issues, Cid's innate seems too good to me. If they could be fixed then it'd be fine but if not, I may have to ask about a thought on an innate change.

I will play through the mod again shortly and try to find as many bugs as I can for ya(When's that big patch coming by the way?). But by and large, I think you're almost at the point of closing the book on this wonderful mod.

I'm so glad I found this thing. Its truly spectacular and your work on it is just that. I know I've said it before, but I thank you for all of this. Joy to play.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: zuloph on 2017-09-29 13:25:18
It's a weapon specific to each character; you can buy them later from Icicle Inn. So where Barret gets a Microlaser, Tifa gets Dragon Claw, Red XIII gets an Adaman Clip, etc.

On the Aeris date though she gets the Umbrella in case you don't want to run the 5000 point speed square.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Weisshuf on 2017-09-30 18:54:37
I'm currently in the forgotten city where aeris gets stabbed. Right before that, i had two options: [Wake up] and [Wait]. I dont know whats actually the difference because there was written something after [Wait], but I could only read the two characters "Sa", so I dont know what it wanted to tell me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-09-30 23:01:08
I'm currently in the forgotten city where aeris gets stabbed. Right before that, i had two options: [Wake up] and [Wait]. I dont know whats actually the difference because there was written something after [Wait], but I could only read the two characters "Sa", so I dont know what it wanted to tell me.

People told me it wasn't really clear what the two options did, so I tried to add in brackets the effect the two choices would have. But I didn't expand the text box to accommodate it. 'Wait' results in Aeris being available for the rest of the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-10-03 08:49:20
Spoiler: show

Valiant Clod's defense does not become compromised after destroying its armor.

EDIT: Nevermind, it's working as intended.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-05 09:14:57
I am sorry if this has been posted before, but can someone please tell me exactly where should I put this mod in the 7thHeaven Load Order? I am using all models, textures and the menu overhaul mods. Thanks for the help!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-05 12:23:59
If someone had the same question I did, I put this as the last mod on the list (lowest priority - first to get loaded) and it has worked great so far. I would also like to thank everyone that made mods for this game and especially Sega Chief. Your mod is awesome!
Title: Re: Releasing a Mod
Post by: boozek on 2017-10-07 08:57:58
Hi folks, I tried to release a gameplay mod on the releases thread a few days ago but it's been locked to wait for moderator approval (damn you, due process). So figured I'd try and drum up some early interest in the meantime. Got a full(ish) list of what the mod does and it's features in this manual here: http://www.mediafire.com/download/dzbq6cqq2c27ard/FF7+NT+Manual.doc

link does not work
can someone re-add a manual with all changes this mods includes?

___________
nevermind found it, all files are in the zip installation package,
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-07 11:24:46
Hi Sega Chief. Is there a way for me to send you some .png folders for you to check if they can be incorporated in your mod? I don’t know how to convert them to IRO in order to have them work with the rest of the mods in 7thHeaven and when I install your mod in the steam version they all get overwrited by your files. (My preference would be to have them working with 7thHeaven though).

Btw, I don’t know if this is the right place to report it and I apologize if it’s not, but I found a bug inside of Honey Bee Inn if you also have other texture and models loaded with 7thHeaven. The Northwest room will not load when you enter it (the screen stays black and the music looping).

Thanks again for the mod and the help! If you don’t mind, please send me a link so I can donate!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2017-10-07 13:49:25
Use Google Drive, Sega Chief.  Can edit and update there too rather than keep uploading.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-07 22:25:55
Hi Sega Chief. Is there a way for me to send you some .png folders for you to check if they can be incorporated in your mod? I don’t know how to convert them to IRO in order to have them work with the rest of the mods in 7thHeaven and when I install your mod in the steam version they all get overwrited by your files. (My preference would be to have them working with 7thHeaven though).

Btw, I don’t know if this is the right place to report it and I apologize if it’s not, but I found a bug inside of Honey Bee Inn if you also have other texture and models loaded with 7thHeaven. The Northwest room will not load when you enter it (the screen stays black and the music looping).

Thanks again for the mod and the help! If you don’t mind, please send me a link so I can donate!

I take it they're field backgrounds? I don't know how to do it either, to be honest. I've not really worked with those files at all. What I do know is that 7H can 'chunk' the field backgrounds down into separate files for each field screen. This is so that things like scripts and backgrounds can be implemented separately rather than overwriting each other.

But if they're overwriting field background mods then something's up. I'd better check I'm using the correct chunks.

Use Google Drive, Sega Chief.  Can edit and update there too rather than keep uploading.

Will do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-07 23:34:25
I take it they're field backgrounds? I don't know how to do it either, to be honest. I've not really worked with those files at all. What I do know is that 7H can 'chunk' the field backgrounds down into separate files for each field screen. This is so that things like scripts and backgrounds can be implemented separately rather than overwriting each other.

But if they're overwriting field background mods then something's up. I'd better check I'm using the correct chunks.


Thanks for the reply. They are actually main characters and enemies sprites, avatars, models and textures for field, battle and world. They were meant to simply replace the folders in the steam version of the game and I have no idea how to convert them to IRO so I could use them with 7thHeaven.

I thought of asking you since you were able to convert your entire mod to work with 7thHeaven.

I can install them directly into the game folders before installing 7thHeaven and they’ll work fine that way but as soon as I install NT everything gets overwritten.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-10-09 01:00:27
Spoiler: show

Sega Chief, would you be able to update Shera's dialogue during Cid's Limit Quest to remind players what's needed to fix the Branco? That or allow us to talk to the Branco mechanic for the reminder.

I forgot completely as I was doing other things, but it should be helpful in case there are other players as forgetful as I am.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-09 09:01:30
Thanks for the reply. They are actually main characters and enemies sprites, avatars, models and textures for field, battle and world. They were meant to simply replace the folders in the steam version of the game and I have no idea how to convert them to IRO so I could use them with 7thHeaven.

I thought of asking you since you were able to convert your entire mod to work with 7thHeaven.

I can install them directly into the game folders before installing 7thHeaven and they’ll work fine that way but as soon as I install NT everything gets overwritten.

In that case, I can prob help with the models and stuff. I'll write up some steps when I get back from college/work combo tonight and then post them on wednesday. I've no router at home at the moment.

Spoiler: show

Sega Chief, would you be able to update Shera's dialogue during Cid's Limit Quest to remind players what's needed to fix the Branco? That or allow us to talk to the Branco mechanic for the reminder.

I forgot completely as I was doing other things, but it should be helpful in case there are other players as forgetful as I am.


Sure thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-09 11:54:55
In that case, I can prob help with the models and stuff. I'll write up some steps when I get back from college/work combo tonight and then post them on wednesday. I've no router at home at the moment.


Thank you much Sega Chief. Much appreciated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-10 22:15:23
Hi Sega,

I’ve done some more testing. I was able to get all the models I told you about working with 7th Heaven by replacing the .png folders before even converting the game and installing 7th Heaven, so when I choose “no change” for the models I want, it correctly displays the swapped models as if they were the original.

Problem is, as soon as I either choose NT, or install it from the IRO, it crashes the game before it even loads.

In the case of the Steam version (I have both), it will overwrite it with your models.

So my question is, is there a way to have an IRO version of your mod with only the quests, difficulty, materia changes, etc... (without any models or textures)?

If not, would you be willing to check these out:

https://www.youtube.com/watch?v=ZThKu7PyyOQ&t=6s

to check what could be incorporated to your mod? It has new models for everything (including all characters, NPCs, enemies, some summons, etc...)?

I am loving everything about your mod besides the models and the ones at 7th Heaven do not work for me (besides Tifa and Barret).

I know I am asking for a lot and that you are very busy, so I wouldn’t mind donating some $$ or even sending you a router (I have an extra one at home) for your time helping me out with this!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-11 08:26:03
Router arrived this morning so I'll be able to try and sort something out when I get back from college today.

Edit: I re-downloaded the IRO and it seems to contain the entire battle.lgp instead of just altered files. If I clean that up, then battle/field model mods should work instead of being overwritten.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-12 01:07:16
Sorry for the lateness of it:
https://www.mediafire.com/file/nxkj3udxta4z4rt/FF7%20NT%20IRO%20-%20Fixed%20Files.iro

This IRO has had redundant files removed from the char.lgp and battle.lgp. For field models, I removed pretty much every file except the ones used by the 6-7 new models but this means that vanilla field models are now being used if no other mods are applied. For the battle folder, the character models were removed (not the enemy models).

In short, all field model mods should work now. Character battle models can be replaced, but not the enemy ones. Everything else like field backgrounds & menu portraits etc. should also be replaceable assuming 7H is set up correctly. If making IROs to apply field backgrounds, bear in mind that you only need Chunk 9 of the flevel; there's a chunk tool in 7H that can strip field files down into the desired chunks (NT uses chunks 1, 3, and 7 which are scripts, character model loader, and encounter table).

But I need to also say that I don't have 7H installed anymore, so the IRO is untested. I decompiled it from the one available on the front page of this thread though so the integrity of the other files should be intact; but if you encounter crashes, let me know which field it was as it may be due to a missing field file.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-12 01:09:43
Sorry for the lateness of it:
https://www.mediafire.com/file/nxkj3udxta4z4rt/FF7%20NT%20IRO%20-%20Fixed%20Files.iro

This IRO has had redundant files removed from the char.lgp and battle.lgp. For field models, I removed pretty much every file except the ones used by the 6-7 new models but this means that vanilla field models are now being used if no other mods are applied. For the battle folder, the character models were removed (not the enemy models).

In short, all field model mods should work now. Character battle models can be replaced, but not the enemy ones. Everything else like field backgrounds & menu portraits etc. should also be replaceable assuming 7H is set up correctly. If making IROs to apply field backgrounds, bear in mind that you only need Chunk 9 of the flevel; there's a chunk tool in 7H that can strip field files down into the desired chunks (NT uses chunks 1, 3, and 7 which are scripts, character model loader, and encounter table).

But I need to also say that I don't have 7H installed anymore, so the IRO is untested. I decompiled it from the one available on the front page of this thread though so the integrity of the other files should be intact; but if you encounter crashes, let me know which field it was as it may be due to a missing field file.

Thank you for this Sega. I’ll be testing it momentarily. Are you taking donations?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-12 01:48:24
Thank you for this Sega. I’ll be testing it momentarily. Are you taking donations?

You don't have to, this happened because I made a mistake with the IRO files and added the whole archive instead of just the NT ones. I didn't realise until I unpacked it tonight that all the files were in there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-12 15:39:39
You don't have to, this happened because I made a mistake with the IRO files and added the whole archive instead of just the NT ones. I didn't realise until I unpacked it tonight that all the files were in there.

I’d still like to because I really enjoy your mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-12 23:07:01
You don't have to, this happened because I made a mistake with the IRO files and added the whole archive instead of just the NT ones. I didn't realise until I unpacked it tonight that all the files were in there.

Hi Sega.

I still need your help. I isolated the issue(s) that is causing the game to the char.lgp and world_us.lgp folders (using the original ff7 folders it works fine). Any idea what might be causing this? These folders have been working fine with all the other mods (even hardcore or reasonable difficulty), but I cant figure out a way to make them work with NT.

Here are the folders:

http://www.mediafire.com/file/ir1m3no7969vc04/char.lgp

http://www.mediafire.com/file/700tzgaqh71s0mc/world_us.lgp

Thanks for the help!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-13 00:43:41
Found the problem; when adding parts to a field model, I think what the tool does is it takes the original part and adds a number to the end of its name. This means that the parts I've made for NT-specific models have the same name as the parts used in other mods.

This is a bit of a pickle. I don't mind removing the new models that were used for the main characters as they should have been separated into their own mod anyway, but there's 6 or so unique NT-specific field models that are also using parts with clashing file names. What I could do is:

1) Make an IRO that temporarily replaces the NT field models with 'dummy' ones so that it won't crash if they're removed or replaced. This means the char.lgp component would no longer be needed for NT ensuring maximum compatibility with field model mods.

2) Take the NT-specific field models and rename their files with designations that are unlikely to clash with other files. This might take some time though because I think I need to mount each renamed part again to the skeleton manually and I don't know how it goes with the .rsd files.

The world_us.lgp however only contains the main character models so that can be removed from the NT IRO without incident. I'll do this now; but I'll keep the two IROs separate until it's sorted out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-13 01:14:36
Found the problem; when adding parts to a field model, I think what the tool does is it takes the original part and adds a number to the end of its name. This means that the parts I've made for NT-specific models have the same name as the parts used in other mods.

This is a bit of a pickle. I don't mind removing the new models that were used for the main characters as they should have been separated into their own mod anyway, but there's 6 or so unique NT-specific field models that are also using parts with clashing file names. What I could do is:

1) Make an IRO that temporarily replaces the NT field models with 'dummy' ones so that it won't crash if they're removed or replaced. This means the char.lgp component would no longer be needed for NT ensuring maximum compatibility with field model mods.

2) Take the NT-specific field models and rename their files with designations that are unlikely to clash with other files. This might take some time though because I think I need to mount each renamed part again to the skeleton manually and I don't know how it goes with the .rsd files.

The world_us.lgp however only contains the main character models so that can be removed from the NT IRO without incident. I'll do this now; but I'll keep the two IROs separate until it's sorted out.

Thank you so much Sega Chief. You made my day! Even my wife asked me today how come I have already reinstalled this game at least 20 times instead of playing something else. I told her there is nothing else... hahahahaha
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-13 01:27:03
Right, I went through the flevel and removed all references to special NT field models, deleted the world_us folder, and left only a handful of aeris-specific animation files in the char.lgp. It should work with any char/world mods now.

https://www.mediafire.com/file/w5q2pq9mvlow0jf/ff7%20NT%20IRO%20-%20Prototype.iro

If you see any floating cars, pretend it was a robot scorpion s:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-13 01:40:08
Right, I went through the flevel and removed all references to special NT field models, deleted the world_us folder, and left only a handful of aeris-specific animation files in the char.lgp. It should work with any char/world mods now.

https://www.mediafire.com/file/w5q2pq9mvlow0jf/ff7%20NT%20IRO%20-%20Prototype.iro

If you see any floating cars, pretend it was a robot scorpion s:

Thank you so much! Let me know about donations!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-13 02:34:11
Thank you so much! Let me know about donations!

I can’t figure out why, but it’s still crashing the exact same way. Did you get it working at all?

Is it possible to inject the files from the folders I sent directly in your mod?

Thank you for taking the time to help me get this working.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-13 05:38:35
Right, I went through the flevel and removed all references to special NT field models, deleted the world_us folder, and left only a handful of aeris-specific animation files in the char.lgp. It should work with any char/world mods now.

https://www.mediafire.com/file/w5q2pq9mvlow0jf/ff7%20NT%20IRO%20-%20Prototype.iro

If you see any floating cars, pretend it was a robot scorpion s:

Found the problem. NT is still overwriting enemy models in the field and in battle (for example Shinra soldiers). Please let me know if there’s a way to fix this! Thanks Sega.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-14 02:24:13
Found the problem. NT is still overwriting enemy models in the field and in battle (for example Shinra soldiers). Please let me know if there’s a way to fix this! Thanks Sega.

I'll just merge all the files into their respective .lgp archives to get this sorted.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-14 05:23:54
I'll just merge all the files into their respective .lgp archives to get this sorted.

Thank you much Sega. I got everything working yesterday with the exception of NT. I am sorry I couldn’t be of more help sorting this out on my own.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Goog on 2017-10-14 06:02:30
Loving the mod so far but I've been wondering- every video I see on youtube of fights I'm having trouble with, everyone has deathblow already. I'm in the temple of the ancients now and have still not found it. Are the videos just from an old version where deathblow was placed differently? And if someone knows where it is the current version I'd love to know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-10-14 09:05:57
Loving the mod so far but I've been wondering- every video I see on youtube of fights I'm having trouble with, everyone has deathblow already. I'm in the temple of the ancients now and have still not found it. Are the videos just from an old version where deathblow was placed differently? And if someone knows where it is the current version I'd love to know.

That's an older version where you'd find it in the usual place, on the path out of Gongaga. If memory serves, Deathblow is somewhere in Gaea's Cliff.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: magictrufflez on 2017-10-14 20:11:21
Hi Sega Chief--just playing through NT 1.5 and I'm just starting the end game on normal mode.  Some possibly unintentional things that may have been overlooked that I've noticed:

---Not sure if she always does this, but the item shop merchant in Wutai has a bit of a screwy text display when you talk to her (the text seems to not line break at the correct point, and it looks like some text may be missing)

---You really made the KotR fight much easier than in 1.4, because I actually beat it pretty handily this time (and despite your nerfing it still breaks so much with correct setups). HOWEVER, one thing I think you may have overlooked, or perhaps cannot fix, is how the Master Summon Materia (and summon Materia generally) interacts with the Quadra Magic and MP Turbo materias. Master Summon still allows you to summon any summon an infinite number of times as in the original, but Quadra Magic and MP Turbo will give you multiple summons of any paired individual summon materia before you get Master Summon. This meant I had 5 Quadra Bahamt Zero's ready to go before I was sniffing KotR, and while still somewhat late-game, this of course broke some stuff earlier than expected.

Still, just FYI, using a KotR with a Master Summon allows for infinite KotR summoning and some still incredibly overpowered setups considering how this mod was balanced (you can do the same in vanilla to the Nth degree, but your mod is a lot finer tuned than vanilla).

---I can't believe you did that for the diorama prize.  Have you no shame???


But seriously, I'm enjoying 1.5 so much more than 1.4, partially because I know what's going on now.  I'm really looking forward to actually being able to do stuff in the crater too now (the steal mechanics seem 100% more reasonable this go around)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maxyo45 on 2017-10-15 02:40:45
Hey, Sega. Longtime Lurker. Wanted to let you know of something I've experienced with 1.5. I love it so far, but for some reason maybe this is intended or not. My not mainstay party is way behind in levels I'm talking almost 10 levels behind Cloud, Tifa, and Aeris is at 51 while everyone else is 41 or less. I'm stuck on the Execution stage of Junon, because Barret and Cait Sith are getting destroyed without much of a fight, and I have no savescum to fall back to that was before the Whrilwind Maze.

I'll figure something out to get past it, but I was wondering if the party level catch up is meant to be that far behind?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-10-15 08:34:50
Oh yea, before I forget.

Spoiler: show

Dark Cave's quest; Sector 7 pillar.

After completing the event and getting 2 party members back, you can still walk through the fence and enter the sequence again. This doesn't really do anything to break or lock the game as far as I could tell.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-15 08:59:42
I'll just merge all the files into their respective .lgp archives to get this sorted.

Sega, Tsunamix helped me figure it out. All it’s working so far. Love your mod. Stay gangster!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-15 12:24:53
Sega, Tsunamix helped me figure it out. All it’s working so far. Love your mod. Stay gangster!

He did? I'd gotten as far as the char.lgp but these files are a lot bigger than I'd realised s:

I guess I owe Tsunamix a favour then!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LCRava on 2017-10-15 12:29:16
He did? I'd gotten as far as the char.lgp but these files are a lot bigger than I'd realised s:

I guess I owe Tsunamix a favour then!

Derek helped me out initially and then Tsunamix. I did it myself, they told me where to go to get the tools. If you need me to send you the fixed file just say the word and if you ever need help with your mods and I know how to do it, let me know. Thanks again for your help and most importantly your amazing mod. I’ll be ready when you start taking donations for it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-15 17:33:45
Derek helped me out initially and then Tsunamix. I did it myself, they told me where to go to get the tools. If you need me to send you the fixed file just say the word and if you ever need help with your mods and I know how to do it, let me know. Thanks again for your help and most importantly your amazing mod. I’ll be ready when you start taking donations for it!

There's a link to the paypal for donations on the front page, but don't use it unless you're sure it's all right s:

Speaking of donations though, I recently spotted a pretty hefty one from a fellow called P. B on the 24th September; thanks for the donation, bud :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Neo Shot on 2017-10-16 04:05:14
Hey, I just wanted to say I love the mod! Never going back to vanilla! Anyway, I would like to say two things I did not like from the mod.

One is about Aerith. I like that you kept her alive. However, do you think that Aerith is more important to the story then, lets say Yuffie? Of course, right? Well after Aerith's "not death," she becomes as important to the story as someone like Yuffie. What I am trying to say is Aerith has a one of the biggest roles in the story, but when she gets "killed," she becomes less important in this mod. I also didn't like that she was kinda a copy of Yuffie in the Airship. She never had motion sickness in the past, why give that to her now? I think she should have been in the main room with everyone else, and talked about the things going on, instead of talking about the airship or motion sickness.

Also I think she deserves more scenes if you are going to keep her alive. Like after she gets stabbed, you could have a scene with cloud tending her wounds while asking her what she was doing. Then she could say,"IDK, I was just following the voices of the planet. Or if you bring her to Sephiroth in the Whirlwind Maze, she could have a bit more dialog than saying one liners because she sort of has a connection with him at that point.

My second thing I wanted to say is at the end in the North Crater. I went down a ledge that I couldn't get back up to. There was a save point somewhere down there. So I saved my game and then there was a boss fight. Abyss I think it was called. The faceless Molboro. Well, it was the hardest boss that I have fought thus far. I could not beat it. So I decided to try to level up in that area. But even the random encounter were too hard. So basically, I was trapped there because I could even level up and I couldn't go back the way I came. I lost 90+ hour game thanks to that. Could you either put some lower lvled enemies there, or put a way to go back up on that ledge?

I only bring up these points not to insult, but to criticize because I love this mod and I just want to see it improve. Keep up the good work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-16 15:05:13
Hey, I just wanted to say I love the mod! Never going back to vanilla! Anyway, I would like to say two things I did not like from the mod.

One is about Aerith. I like that you kept her alive. However, do you think that Aerith is more important to the story then, lets say Yuffie? Of course, right? Well after Aerith's "not death," she becomes as important to the story as someone like Yuffie. What I am trying to say is Aerith has a one of the biggest roles in the story, but when she gets "killed," she becomes less important in this mod. I also didn't like that she was kinda a copy of Yuffie in the Airship. She never had motion sickness in the past, why give that to her now? I think she should have been in the main room with everyone else, and talked about the things going on, instead of talking about the airship or motion sickness.

Also I think she deserves more scenes if you are going to keep her alive. Like after she gets stabbed, you could have a scene with cloud tending her wounds while asking her what she was doing. Then she could say,"IDK, I was just following the voices of the planet. Or if you bring her to Sephiroth in the Whirlwind Maze, she could have a bit more dialog than saying one liners because she sort of has a connection with him at that point.

My second thing I wanted to say is at the end in the North Crater. I went down a ledge that I couldn't get back up to. There was a save point somewhere down there. So I saved my game and then there was a boss fight. Abyss I think it was called. The faceless Molboro. Well, it was the hardest boss that I have fought thus far. I could not beat it. So I decided to try to level up in that area. But even the random encounter were too hard. So basically, I was trapped there because I could even level up and I couldn't go back the way I came. I lost 90+ hour game thanks to that. Could you either put some lower lvled enemies there, or put a way to go back up on that ledge?

I only bring up these points not to insult, but to criticize because I love this mod and I just want to see it improve. Keep up the good work!

A couple people have found themselves stuck due to the Abyss thing; I'll add a way to get back up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: pearpoke on 2017-10-17 03:10:56
Quick question regarding Ziegfried; I've played the 1.4 version of this game a couple times and never had a problem getting the materia from him. In 1.5 I've tried 3 times, once with a game crash and twice with Cloud being booted from the battle and my other 2 being killed by Odin. Doesn't give me a game over but Ziegfried says his defeat line and yet I get nothing and return to the world map. Is this supposed to happen?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scaevola on 2017-10-17 15:12:00
I've been spending a lot of hours awake lately, but now I have to sleep because I think I came across either something broken or something that I need clarified:

I'm in the Dark Cave sidequest, and I never found the sector 5 key, when supposedly I would have been able to find it in the Shinra building. I went to the top floor, and the cutscene with Shinra started followed by the Mirage fight, and then when it went back to the shot of Shinra's desk, all I saw was Cait Sith (who was in the party), maybe there was some noise, and then I was booted back out in from of the cave's entrance. This was really weird to me, so I looked it up and apparently there's supposed to be a boss in front of that door to the outside, and past that a chest for the key. But I found neither of those when I reloaded my save. Did I do something wrong? Is there something that triggers this? If it was updated to be this way, is there anything else I can do? I can't go back into Midgar now.

Sorry if this was actually brought up in one of the past 100 or so pages.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-17 18:16:43
Quick question regarding Ziegfried; I've played the 1.4 version of this game a couple times and never had a problem getting the materia from him. In 1.5 I've tried 3 times, once with a game crash and twice with Cloud being booted from the battle and my other 2 being killed by Odin. Doesn't give me a game over but Ziegfried says his defeat line and yet I get nothing and return to the world map. Is this supposed to happen?

The issue should have been sorted with the latest set of files; have you updated with the patches or IRO?

I've been spending a lot of hours awake lately, but now I have to sleep because I think I came across either something broken or something that I need clarified:

I'm in the Dark Cave sidequest, and I never found the sector 5 key, when supposedly I would have been able to find it in the Shinra building. I went to the top floor, and the cutscene with Shinra started followed by the Mirage fight, and then when it went back to the shot of Shinra's desk, all I saw was Cait Sith (who was in the party), maybe there was some noise, and then I was booted back out in from of the cave's entrance. This was really weird to me, so I looked it up and apparently there's supposed to be a boss in front of that door to the outside, and past that a chest for the key. But I found neither of those when I reloaded my save. Did I do something wrong? Is there something that triggers this? If it was updated to be this way, is there anything else I can do? I can't go back into Midgar now.

Sorry if this was actually brought up in one of the past 100 or so pages.

The finale was changed but it's still quite buggy; the escape sequence at the end was removed as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scaevola on 2017-10-17 21:45:40
Alright, thanks. Just in case, is there anything else I should know? Like do I miss out on something big or important?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-18 01:10:30
Alright, thanks. Just in case, is there anything else I should know? Like do I miss out on something big or important?

Nah, not really. The boss you used to fight was moved elsewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: goodmorninpluto on 2017-10-18 19:21:56
Quick question: do you need to do something to trigger Ruby (I believe it's called Viridian in the mod) Weapon to appear in the desert? I just beat Hojo, but did not venture into Northern Crater at all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2017-10-18 22:36:48
Quick question: do you need to do something to trigger Ruby (I believe it's called Viridian in the mod) Weapon to appear in the desert? I just beat Hojo, but did not venture into Northern Crater at all.

You need to corner Ultimate Weapon in a dark alley. The usual.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-10-19 18:44:48
Played through the mod again and I didn't find much in the bugs department. But for what I did find, here they are:

- Both Vincent and Cid's Innate text's are either wrong or misleading? Need some clarification here. For Cid, I think it mentioned that Cid's innate works on the back row/front row system instead of magic damage/physical damage it works on now. As for Vincent, all it said was "MP Regeneration" I believe, but that is not what was happening with Vincent. His health was regenerating. Double check required on both of these innates. Also, in regards to innates a question: Cait Sith's innate seems weak in comparison to Vincent's Health Regen innate. Cait Sith only gets 1 MP per action it looked like, which really isn't much. While Vincent was getting a percentage of health back whenever it ticked it seemed? Perhaps either a buff to Cait Sith or a nerf to Vincent is in order here? I'd say the Cait Sith increase honestly.

- When you first arrive at the City of the Ancients with Vincent in your party, and go to the house that has the beds in it. Vincent will say "There are beds he". "here" has been cut off. And when the scene switches to night and Cloud tells the group that Aeris and Sephiroth are also there, Cid has a line "So how did you find that out" without the question mark and quotation marks.

- If you ask the guy for Snowboarding instructions right before the slope in Icicle Inn, the windows are on top of each other and therefore tough to read.

And finally, a question about something not in the mod but I was wondering:

So I was playing through Normal because I wanted to see specifically if Rubicante was still in there and sure enough he was. I was then wondering if Cagnazzo was going to be in the place of Lich but he was not. Have you ever thought of making him for Normal mode to finish off the set? If not, you should think about it. I feel like I've asked this before but I don't remember.

Great stuff as always!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-20 00:19:31
Played through the mod again and I didn't find much in the bugs department. But for what I did find, here they are:

- Both Vincent and Cid's Innate text's are either wrong or misleading? Need some clarification here. For Cid, I think it mentioned that Cid's innate works on the back row/front row system instead of magic damage/physical damage it works on now. As for Vincent, all it said was "MP Regeneration" I believe, but that is not what was happening with Vincent. His health was regenerating. Double check required on both of these innates. Also, in regards to innates a question: Cait Sith's innate seems weak in comparison to Vincent's Health Regen innate. Cait Sith only gets 1 MP per action it looked like, which really isn't much. While Vincent was getting a percentage of health back whenever it ticked it seemed? Perhaps either a buff to Cait Sith or a nerf to Vincent is in order here? I'd say the Cait Sith increase honestly.

- When you first arrive at the City of the Ancients with Vincent in your party, and go to the house that has the beds in it. Vincent will say "There are beds he". "here" has been cut off. And when the scene switches to night and Cloud tells the group that Aeris and Sephiroth are also there, Cid has a line "So how did you find that out" without the question mark and quotation marks.

- If you ask the guy for Snowboarding instructions right before the slope in Icicle Inn, the windows are on top of each other and therefore tough to read.

And finally, a question about something not in the mod but I was wondering:

So I was playing through Normal because I wanted to see specifically if Rubicante was still in there and sure enough he was. I was then wondering if Cagnazzo was going to be in the place of Lich but he was not. Have you ever thought of making him for Normal mode to finish off the set? If not, you should think about it. I feel like I've asked this before but I don't remember.

Great stuff as always!

I'll take care of the formatting issues. I suppose I am missing the water one, aren't I? Maybe I'll sneak him into the FF8 mod :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-10-21 18:22:14
I'll take care of the formatting issues. I suppose I am missing the water one, aren't I? Maybe I'll sneak him into the FF8 mod :3

Heh, you could. Though it may to lead to questions about where the other three are in 8!

*Dun Dun Dun*
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ShayElric on 2017-10-23 17:54:33
Had to create an account to ask a quick question.
Loving the mod so far. Playing through ff7 countless times I've never had to re-try boss fights or get killed by random encounters because I'm unprepared. XD
I have encountered a bit of a problem in Junon though playing through on the 1.5v.
With the flying serpent boss Jormungandr, all previous references and the excel document refer to him as Illuyankas, but this is the name that appears when you target him.
I'm having major difficulties with this boss fight.
Dirty Bombs rarely hit him to inflict poison which was what was recommended in Sega Chief's 1.4v video.
He has turns when he sometimes takes 3 actions, and with how hard he hits he wipes out 2 of my party leaving 1 to frantically try to recover what's left.
I have my ATB set to wait and yet when I'm deciding the best magic to use to survive the next onslaught he seems to take these random turns.
I managed to pick up a Bird wing from somewhere which hits him for 3k, combining that with Choco/Mog summon, the most amount of damage I've ever done to him is around 5k with some lucky evades.
With how fast and hard this guy hits I can't even get in the obligatory Barrier/MBarrier/Haste buffs before someone is dead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-10-23 19:02:10
Had to create an account to ask a quick question.
Loving the mod so far. Playing through ff7 countless times I've never had to re-try boss fights or get killed by random encounters because I'm unprepared. XD
I have encountered a bit of a problem in Junon though playing through on the 1.5v.
With the flying serpent boss Jormungandr, all previous references and the excel document refer to him as Illuyankas, but this is the name that appears when you target him.
I'm having major difficulties with this boss fight.
Dirty Bombs rarely hit him to inflict poison which was what was recommended in Sega Chief's 1.4v video.
He has turns when he sometimes takes 3 actions, and with how hard he hits he wipes out 2 of my party leaving 1 to frantically try to recover what's left.
I have my ATB set to wait and yet when I'm deciding the best magic to use to survive the next onslaught he seems to take these random turns.
I managed to pick up a Bird wing from somewhere which hits him for 3k, combining that with Choco/Mog summon, the most amount of damage I've ever done to him is around 5k with some lucky evades.
With how fast and hard this guy hits I can't even get in the obligatory Barrier/MBarrier/Haste buffs before someone is dead.

So to start, his name was initially Illuyankas but was changed to Jormungandr because he was another boss in the mod that was removed. Not sure why the name was changed? Maybe Sega liked it more, regardless, it's the same boss. Anyways, some help.

Yeah, use a Dirty Bomb to start. Slow also works so use that. He'll also be weak to Lightning so Bolt on your best Mage will do well. Chocobuckle, the Enemy Skill, is also great for this fight if you picked it up back at the farm. You can put your characters in Fury if they can't attack him because of Long Range to get more Limits and also put everyone in the back row to lower Tail attack damage. If you are using Barret you can give him Wind Bullets with Elemental - Choco/Mog junctioned together if you picked it up in Midgar.

Another thing to keep in mind is that if enemies are stringing a lot of attacks together, it could be a few reasons. A lot of enemies use counter attacks when they get below certain health thresholds, and some enemies just get to go multiple times in a row with certain moves. And I think Jormungandr can do both actually. If you're seeing a lot of attacks in a row, slow your attacking down some to ease that problem up.

If all else fails, you can search me up on Youtube where I uploaded every boss fight for anyone that wants/needs help. Maybe some visuals could help as well. The video will be named Illuyankas but it's the same fight as I mentioned earlier.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: boozek on 2017-10-23 19:28:22
how to get Heaven's Cloud weapon ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ShayElric on 2017-10-23 19:36:35
So to start, his name was initially Illuyankas but was changed to Jormungandr because he was another boss in the mod that was removed. Not sure why the name was changed? Maybe Sega liked it more, regardless, it's the same boss. Anyways, some help.

Yeah, use a Dirty Bomb to start. Slow also works so use that. He'll also be weak to Lightning so Bolt on your best Mage will do well. Chocobuckle, the Enemy Skill, is also great for this fight if you picked it up back at the farm. You can put your characters in Fury if they can't attack him because of Long Range to get more Limits and also put everyone in the back row to lower Tail attack damage. If you are using Barret you can give him Wind Bullets with Elemental - Choco/Mog junctioned together if you picked it up in Midgar.

Another thing to keep in mind is that if enemies are stringing a lot of attacks together, it could be a few reasons. A lot of enemies use counter attacks when they get below certain health thresholds, and some enemies just get to go multiple times in a row with certain moves. And I think Jormungandr can do both actually. If you're seeing a lot of attacks in a row, slow your attacking down some to ease that problem up.

If all else fails, you can search me up on Youtube where I uploaded every boss fight for anyone that wants/needs help. Maybe some visuals could help as well. The video will be named Illuyankas but it's the same fight as I mentioned earlier.

Just watched your video. You're using the exact same tactics I am using apart from the fact that I am just focusing Cloud and Yuffie on bolt magic with Aeris being healer/buffer.
Just tried it a couple more times with the last attempt going as follows:
-Match starts, ATB gauge fills for Yuffie
-Go items and scroll to pick spider web to inflict slow
-During this (ATB is set to wait), Jormungandr uses 'Serpantarious', doing roughly 400 damage and inflicting Stop on Yuffie
-Instantly followed up by a tail attack which hits for 500 and kills Yuffie
-ATB gauge fills for cloud
-Jormungandr uses 'Cyclone' then 'Tail Attack' killing Cloud before any action can be taken
And after that I thought there was no point even trying that fight.

Couple more things to add about my game after watching your video.
- I'm playing the latest 1.5v on 'Arrange'
- Boss' name is different
- Texture seems to be missing for the body (all black)
- The damage I'm taking is roughly twice as much as you are taking (with all members in back row and barrier cast)
- Dirty Bomb almost never hits (don't know how my first one actually hit)
- 'Tail Attack' heals boss for damage taken and is only used against one character (usually as a follow-up skill)
- 'Serpentarious' skill being used which inflicts 'Stop' and a number of other status effects
- Never seen the boss 'basic' attack, thought it was all skills XD
- 16k health (don't think you ever sensed the boss in your video to see his health)
- 'Selenostrike' does health damage not MP damage

I've not had too much difficulty with the encounters after figuring out their weaknesses but this boss makes me think that the AI has been un-intentionally tweaked with the removed boss you mentioned. The battle itself feels like the boss is bypassing the turn order and unleashing mid-game skills and combos.

Just spotted the hotfix below download
'-) Arrange Mode: Bottomswell replacement boss fixed'
Ummmmm... Maybe that's why I'm having so much difficulty XD will report back once I've patched.
Ok. Nvm. It gives me the message 'Nothing to do! Files are already updated'. But I wanna say that this hotfix for the bottomswell boss isn't actually implemented in the new release.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ShayElric on 2017-10-23 22:51:38
how to get Heaven's Cloud weapon ?

It's a drop from the 'Iron Man' enemy after the point of no return. Look in the documentation with the mod for a text file titled 'where is the thing'. It will tell you where you can get everything that's been moved
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-10-24 00:01:25
Just watched your video. You're using the exact same tactics I am using apart from the fact that I am just focusing Cloud and Yuffie on bolt magic with Aeris being healer/buffer.
Just tried it a couple more times with the last attempt going as follows:
-Match starts, ATB gauge fills for Yuffie
-Go items and scroll to pick spider web to inflict slow
-During this (ATB is set to wait), Jormungandr uses 'Serpantarious', doing roughly 400 damage and inflicting Stop on Yuffie
-Instantly followed up by a tail attack which hits for 500 and kills Yuffie
-ATB gauge fills for cloud
-Jormungandr uses 'Cyclone' then 'Tail Attack' killing Cloud before any action can be taken
And after that I thought there was no point even trying that fight.

Couple more things to add about my game after watching your video.
- I'm playing the latest 1.5v on 'Arrange'
- Boss' name is different
- Texture seems to be missing for the body (all black)
- The damage I'm taking is roughly twice as much as you are taking (with all members in back row and barrier cast)
- Dirty Bomb almost never hits (don't know how my first one actually hit)
- 'Tail Attack' heals boss for damage taken and is only used against one character (usually as a follow-up skill)
- 'Serpentarious' skill being used which inflicts 'Stop' and a number of other status effects
- Never seen the boss 'basic' attack, thought it was all skills XD
- 16k health (don't think you ever sensed the boss in your video to see his health)
- 'Selenostrike' does health damage not MP damage

I've not had too much difficulty with the encounters after figuring out their weaknesses but this boss makes me think that the AI has been un-intentionally tweaked with the removed boss you mentioned. The battle itself feels like the boss is bypassing the turn order and unleashing mid-game skills and combos.

Just spotted the hotfix below download
'-) Arrange Mode: Bottomswell replacement boss fixed'
Ummmmm... Maybe that's why I'm having so much difficulty XD will report back once I've patched.
Ok. Nvm. It gives me the message 'Nothing to do! Files are already updated'. But I wanna say that this hotfix for the bottomswell boss isn't actually implemented in the new release.

So I read all that, and yeah, somewhere along the lines either one of two things has happened:

- Either you haven't patched up fully and/or install the mod/patched correctly. Or you've installed other mods or fiddled with the files in some way to make Jormungandr screwy, or..

- Somewhere along the way, something happened in patches to make Jormungandr a problem and that'd be on Sega's side.

I can't say for certain what it would be as I haven't played in a bit, but I do know that things like Selenostrike only does MP damage when I did it for example. And again, remember what I said about the name, it was Illuyankas when I did it, the name has been changed now though. If Jormungandr has been screwed up because of patches or in the name switch, we'd either need Sega or someone else on here to confirm it. If what you are saying is happening, beating it would be a huge problem for sure.

The only thing I can recommend without other peoples input would be to backup your save file and do a completely fresh installation of both FF7 and New Threat. If that doesn't work, then I think you've have to wait for someone with more knowledge than I to help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: unclebiggs23 on 2017-10-24 02:10:14
Just watched your video. You're using the exact same tactics I am using apart from the fact that I am just focusing Cloud and Yuffie on bolt magic with Aeris being healer/buffer.
Just tried it a couple more times with the last attempt going as follows:
-Match starts, ATB gauge fills for Yuffie
-Go items and scroll to pick spider web to inflict slow
-During this (ATB is set to wait), Jormungandr uses 'Serpantarious', doing roughly 400 damage and inflicting Stop on Yuffie
-Instantly followed up by a tail attack which hits for 500 and kills Yuffie
-ATB gauge fills for cloud
-Jormungandr uses 'Cyclone' then 'Tail Attack' killing Cloud before any action can be taken
And after that I thought there was no point even trying that fight.

Couple more things to add about my game after watching your video.
- I'm playing the latest 1.5v on 'Arrange'
- Boss' name is different
- Texture seems to be missing for the body (all black)
- The damage I'm taking is roughly twice as much as you are taking (with all members in back row and barrier cast)
- Dirty Bomb almost never hits (don't know how my first one actually hit)
- 'Tail Attack' heals boss for damage taken and is only used against one character (usually as a follow-up skill)
- 'Serpentarious' skill being used which inflicts 'Stop' and a number of other status effects
- Never seen the boss 'basic' attack, thought it was all skills XD
- 16k health (don't think you ever sensed the boss in your video to see his health)
- 'Selenostrike' does health damage not MP damage

I've not had too much difficulty with the encounters after figuring out their weaknesses but this boss makes me think that the AI has been un-intentionally tweaked with the removed boss you mentioned. The battle itself feels like the boss is bypassing the turn order and unleashing mid-game skills and combos.

Just spotted the hotfix below download
'-) Arrange Mode: Bottomswell replacement boss fixed'
Ummmmm... Maybe that's why I'm having so much difficulty XD will report back once I've patched.
Ok. Nvm. It gives me the message 'Nothing to do! Files are already updated'. But I wanna say that this hotfix for the bottomswell boss isn't actually implemented in the new release.

   So I have the Proud Clod editor that can allow you to see enemies' stats, weaknesses, immunities, etc and it seems that Jormungandr has a Strength stat of 170, which could explain why he's doing so much damage to you. He's also at Level 33, so if your level is lower than his, then he will do even more damage, as the formula for calculating damage depends on the user's level and the target's level. Perhaps this was a stat that Sega Chief missed out on toning down? Not sure. But if the boss is doing so much damage that must be the reason why.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scaevola on 2017-10-24 10:21:51
This mod is ferning awesome, man. Just took care of Ozma, just amazing. Amazing. I'm not sure if his health was just right or too little. That strawberries's exciting. Just have the final bosses left, as far as I know, but there are still questions on my mind. Firstly, yeah, I wanna figure out that spooky blank-named item. And then there's the SP list of party members, I never found out what the ? ? ? ? ? ? was for, whether or not I can guess doesn't matter as much as if there's anything I can do about it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Leucocyte on 2017-10-24 13:09:17
how to get Heaven's Cloud weapon ?

You can fight the Iron man in the "Crater - Stone Descent" (Where the Behemoth boss is - the first "Left" when your party splits.)

I believe Heaven's Cloud is it's drop item and you can steal Ragnarok.

-

Is it possible to re-spec with the SP system? I've ended up with a couple of fairly useless characters for the end-game but I'd also like to test out some of the alternate options without replaying the whole game!

If it's not currently possible is it something that can be added in?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: boozek on 2017-10-24 19:05:25
You can fight the Iron man in the "Crater - Stone Descent" (Where the Behemoth boss is - the first "Left" when your party splits.)

I believe Heaven's Cloud is it's drop item and you can steal Ragnarok.

-

Is it possible to re-spec with the SP system? I've ended up with a couple of fairly useless characters for the end-game but I'd also like to test out some of the alternate options without replaying the whole game!

If it's not currently possible is it something that can be added in?

I had to fight him 10x times to get Heaven's Cloud, most of the time he has NO drop, he can also drop Ragnarok rarely. Thanks anyway.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-24 22:48:05
Illuyankas (Bottomswell) is fought when playing on Normal Mode; this boss is replaced by a much stronger variant called Jormungandr when playing on Arrange Mode. The model isn't missing textures either, it's just black. If you need notes on AI, weaknesses, and a strat to beat him then I'll post one here later.

You can fight the Iron man in the "Crater - Stone Descent" (Where the Behemoth boss is - the first "Left" when your party splits.)

I believe Heaven's Cloud is it's drop item and you can steal Ragnarok.

-

Is it possible to re-spec with the SP system? I've ended up with a couple of fairly useless characters for the end-game but I'd also like to test out some of the alternate options without replaying the whole game!

If it's not currently possible is it something that can be added in?

Can't add a respec currently, but I'll look into it; I think DLPB was working on adding functionality to add new opcodes to Makou (for savemap editing) but I'll need to check.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scaevola on 2017-10-25 04:19:41
That sounds like it could be exploited really easily if you could just re-rank party members for a certain boss. If you make that possible, there should probably be some sort of limit or consequence, but not something necessarily long-term like needing to grind the SP back up from scratch.

For example, let's say you can undo every rank's stat increases for a particular character and be able to pick 8 new ranks from the get-go, but you can only do it once per-character. I feel like once would be good enough considering the length of the game, although I haven't tried Arranged yet. There might also be the issue of how tedious and slow applying sources 8 times in a row would be each time, but that's not as big a deal if it's limited anyway. As to whether you can do this before or after they max out, I'm not sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mithrain on 2017-10-27 12:39:35
Hey Segabro, finally got around to playing 1.5. o/

Spoiler: show
Is it a bug, that Tifa doesn't assist with the sewerboss before the graveyard area? :> Or is it simply another feature of the arrange mode, like the silly amount of lasers from the scorpion in the first reactor? :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scaevola on 2017-10-27 13:34:05
Hey Segabro, finally got around to playing 1.5. o/

Spoiler: show
Is it a bug, that Tifa doesn't assist with the sewerboss before the graveyard area? :> Or is it simply another feature of the arrange mode, like the silly amount of lasers from the scorpion in the first reactor? :D


Spoiler: show
Just got through that part myself, except with Aeris. It must be affected by who you talk to first, like how it would originally affect gold saucer values.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-27 13:46:49
Hey Segabro, finally got around to playing 1.5. o/

Spoiler: show
Is it a bug, that Tifa doesn't assist with the sewerboss before the graveyard area? :> Or is it simply another feature of the arrange mode, like the silly amount of lasers from the scorpion in the first reactor? :D


Who you talk to first determines who will be in the battle with you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: boozek on 2017-10-28 10:42:12
how to get Mystile ?
documentation says
Mystile: Mirage [Drop], Dark Cave (Disc 3)
I fought that boss couple times, there is nothing to steal, there is no after fight summary no money, exp or items, screen flashes and I am outside of the Dark Cave... am I doing something wrong ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scaevola on 2017-10-28 14:47:57
I hope to come across more "oh shit" moments like that boss and the one before it. Also how do I date Cait Sith?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Inuyashaya on 2017-10-28 16:35:03
LOVING THIS MOD!! <3 i have some questions.
1) do you have a list for steals rare steals and morphs cause i find myself morphing abd stealing every monster just cause want to know but tried morphing jormungrd and i have to drop it cause is a hard boss (great job on that one)
2) rune armlet is the best item we get from welcoming rufus or i just need do it perfect?

Thats all for now. Love the mod it gives alot more of re play and more funnier than the original barret seeing tifa under skirt rofl
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-28 22:31:48
how to get Mystile ?
documentation says
Mystile: Mirage [Drop], Dark Cave (Disc 3)
I fought that boss couple times, there is nothing to steal, there is no after fight summary no money, exp or items, screen flashes and I am outside of the Dark Cave... am I doing something wrong ?

I've added a debug line to the NPC on the Highwind so that it'll drop when you talk to him (the new technician closest to the Chocobo Pen, the one moving around gesturing). I'll update the flevel patch with it tomorrow.

I hope to come across more "oh strawberries" moments like that boss and the one before it. Also how do I date Cait Sith?

You can't, he's stealing the keystone D;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: romalian on 2017-10-29 01:32:59
So I've been playing the game for quite a while. Enjoying things here and there... thought I'd give a little feedback:

I really dislike this Source system you have going where you choose these fixed upgrades only to find out some charcters might end up becoming completely useless. I scrolled up and saw someone else mention this and you said you can't or havent implemented a reset, however I think an alternative suggestion could be to just leave in SP upgrades except after Level 8, they just be Bonus Levels of sort, maybe giving +5 to all stats or maybe just +5 to any stat of your choosing if +5 to all is too broken. I notice the characters gain SP anyways...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: boozek on 2017-10-29 10:51:32
I've added a debug line to the NPC on the Highwind so that it'll drop when you talk to him (the new technician closest to the Chocobo Pen, the one moving around gesturing). I'll update the flevel patch with it tomorrow.

I can fight Mirage using that NPC but still not getting Mystile from it. Only option is to obtain Micro Engine but no Mystile.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scaevola on 2017-10-29 17:47:33
I seem to have come across a glitch that's keeping me from buying the chocobo lure, at least at 200 gil. I tried buying it when I didn't have enough, so I had to come back later to when he asks from the get go if I'm ready to buy it. I only have over 500, but it keeps telling me I don't have enough still.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-29 21:04:09
I seem to have come across a glitch that's keeping me from buying the chocobo lure, at least at 200 gil. I tried buying it when I didn't have enough, so I had to come back later to when he asks from the get go if I'm ready to buy it. I only have over 500, but it keeps telling me I don't have enough still.

Maybe the gil check is off, had an issue like this before with fort condor. Might be that it deducts 200gil as intended but is checking that 2000gil is available. I'll check that just now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: goodmorninpluto on 2017-10-30 14:32:55
What are the chances for enemies in Northern Crater to drop weapons? I've been fighting like for an hour, and still no items...
However I stole everything first try with Sneak Glove. Maybe add the option to morph monsters into weapons, in addition to drop? I have everyone maxed and every materia maxed, with only weapons left to farm, and so these item drop rates makes the battles just an artificial waste of time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scaevola on 2017-10-30 16:28:22
Quote
What are the chances for enemies in Northern Crater to drop weapons? I've been fighting like for an hour, and still no items...
However I stole everything first try with Sneak Glove. Maybe add the option to morph monsters into weapons, in addition to drop? I have everyone maxed and every materia maxed, with only weapons left to farm, and so these item drop rates makes the battles just an artificial waste of time.

By that point in my last playthrough, I was able to blast through those enemies really quickly with the right setups, it was almost kind of fun to see, even though I myself am not the biggest fan of grinding. I also forgot about morph, does it not work on them?

Speaking of drops, though, is the reason you don't get mystile from Mirage because it's set to drop by chance? I want to know for the next time I go through the dark cave quest so that I'm not wasting my time re-fighting it until I get the item.

Furthermore on the subject of the end of that quest, would you be able to add a debug line for the Midgar key? I didn't have it after the dark cave quest (there was an "Unused" key item that I figured was originally that but correct me if I'm wrong) and I can see it stopping people from completing Cid's sidequest.

Edit: I can confirm that I needed 2000 for the chocobo lure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: boozek on 2017-10-30 17:28:30
Speaking of drops, though, is the reason you don't get mystile from Mirage because it's set to drop by chance? I want to know for the next time I go through the dark cave quest so that I'm not wasting my time re-fighting it until I get the item.

Not sure if drop chance makes any difference if there is NO afterfight drop/exp/gil/ap screen...

I'll just wait for a patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scaevola on 2017-10-31 03:16:34
Jesus Christ, Jormungandr, what the fuck is going on

I'm dealing with the exact same boss that ShayElric was on the last page, and I'm completely updated with the last hotfix.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-10-31 05:03:12
(New here, created an account just to leave this post on the thread for this mod!)

I've heard good things about this mod, saw bits and pieces of GarlandTheGreat playing this on YouTube (as well as my boyfriend through streaming, though that was a fair while back) - so I wanted to try it for myself, downloaded it maybe two weeks ago or something, I'd say (so I'm quite sure I'm on the latest version). And I'm definitely not on Arrange mode or anything, normal standard mode for me, please! (Let me play this once or ten times before I try anything challenge, get used to what I'm seeing and doing, heh. But anyway.) I don't wanna say I'm far enough along yet to form a completely fair opinion on the whole thing - but I have yet to run into anything I genuinely dislike so far (one or two base game mechanics are still coming back to haunt me - Stealing, such a love hate relationship! - but nothing specific and new introduced by the mod, I'd say) - definitely good things are what I'm seeing here.

I'm currently at the Train Graveyard, the save point right after beating Apps. I'm just messing around right now in this area seeing what I can get from Morph, and how low these enemies need to be before Tifa can Morph them in as few hits as I can. So yeah, I'm not taking my fights too seriously. But I did run into something a bit...awkward! Hardly something that needs to be a high priority fix, I would think - but it does seem to have rendered this particular random encounter I'm in unwinnable, almost hilariously so. The Ghost enemy in this fight won't undo his invisibility! I can't hit him with anything - physical, magical, even healing items miss him (as per base game, I imagine, but just to make sure that's clear). "Give him more time!", someone might be saying? Well, I'd like to - but he's been invisible long enough for him to almost completely refill both Cloud's and Tifa's Limit gauges from empty (I tried using Tifa's Limit Break just in case somehow those might get around his invisibility - no luck!). "But how is that necessarily a lot of time?" might also be asked. Well - they're both at Level 3, that's surely a LOT of necessary damage taken to get back that much gauge. Especially given he's using only physical attacks (I'd say about 80-something to 90-something per hit, no matter who he hits) - he won't use any other abilities or commands whatsoever, that I can tell anyway. Even more baffling since, unless my luck was just aligned like that, Ghost wouldn't physically attack me AT ALL in this mod, before this incident!

I think I know what triggered it - I used Seal Evil on him just in curiosity if Stop might somehow work (that would be a resounding negative!) - Silence seemed to work, though. And then he did his invisibility counter. And then that was it! He's non-stop spammed physical attacks on me since then. Tifa's gauge wasn't even full before then - but it got full after a few hits or so - and since then, it's had time to all but totally refill (it looks to me like there's maybe 3 to 5 pixels missing for full? but I'm not an expert or anything, that's a total guess). That seems to me like I've given him far more than the necessary amount of time to become visible and vulnerable again. So I think the Ghost's AI messes up a little when you put them in Silence. Or I might have just found some unique one-off situation where Silence somehow triggered this. (Silence doesn't seem to have a timer for wearing off, either - I don't recall if it did in base game, but it definitely doesn't seem to here, Tifa and Aerith were Silenced before I used Seal Evil, and they're still Silenced, so I'm guessing the Ghost is still Silenced as well.)

...I let it run a bit longer just now. Yep, everyone's got a full Limit Gauge now. I think I have no choice but to flee this battle - I seem to be quite stuck, hoho! While I can't imagine this is of high priority - I also can't imagine this is exactly how you intended this enemy to work. Can anyone else confirm/deny what I'm seeing here, and what I'm speculating is the cause of it? (There goes my 0 Escapes file! Sadface! ...actually no, I don't care too much, I might have run before this point and just forgotten anyway. I'm more just amused by the silliness of this thing I seem to have accidentally triggered.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-31 19:45:28
What are the chances for enemies in Northern Crater to drop weapons? I've been fighting like for an hour, and still no items...
However I stole everything first try with Sneak Glove. Maybe add the option to morph monsters into weapons, in addition to drop? I have everyone maxed and every materia maxed, with only weapons left to farm, and so these item drop rates makes the battles just an artificial waste of time.

The chance is 33/63 so roughly 50% drop. The enemies originally had these weapons tied to Morph but people were saying it was too difficult as those enemies can't be sensed.

Furthermore on the subject of the end of that quest, would you be able to add a debug line for the Midgar key? I didn't have it after the dark cave quest (there was an "Unused" key item that I figured was originally that but correct me if I'm wrong) and I can see it stopping people from completing Cid's sidequest.

Edit: I can confirm that I needed 2000 for the chocobo lure.

Yeah, I'll add it.

Jesus Christ, Jormungandr, what the fern is going on

I'm dealing with the exact same boss that ShayElric was on the last page, and I'm completely updated with the last hotfix.

I'll take another look at it, see if it's behaving like it should be.


The Ghost enemy in this fight won't undo his invisibility! I can't hit him with anything - physical, magical, even healing items miss him (as per base game, I imagine, but just to make sure that's clear).

There was an AI change there; I don't think I was able to spot what the flaw was last time I checked it, and couldn't replicate the problem. But I'll check every instance of Ghost's AI in the files again in case one is different to the others.

Edit: Patches should be up tonight once I've generated & uploaded them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scaevola on 2017-10-31 21:58:42
Thanks, I really appreciate it. Again, I love the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-10-31 23:21:46
I've done the following:

-) Found and fixed the 200gil check in Chocobo Ranch; there were two of them, and only 1 had been adjusted down from 2000gil.

-) Added option to Morph Crater enemies instead of farming for the drop. Enemies that already had a Morph (Malboro, Pollensalta, Master Tonberry) had their drop rate set to 100% instead.

-) I made adjustments to the Jormungandr fight; crit-chance on physical attacks have been disabled, the drain effect on Tail Attack was removed, Paralysis on Serpentarius was removed, and there was a reduction from 12 to 10 base power on Midgard Wave. Should cut down on the RNG and prevent progress being undone by some unprotected Tail Attacks, but the fight will still need a solid strategy to bring down.

Like Illuyankas/Bottomswell, the fight is one of the few in the mod intended for the entire party to be in back-row (short-range attacks can't hit him). You can use Elemental to reduce the damage of Tropic Breath (Fire) and Wave (Heal Materia now carries the Water element) as well. He gains Wall when preparing to use Tropic Breath so Debarrier can be handy in this fight.

-) Mystile check added to Debug NPC (with Sector 5 Key), Mystile drop & Sector 5 Key added directly to Dark Cave script

-) Spoopy ghost continues to spoop (AI seems fine, so I'll prob need to redesign it).

-) Fixed Cait & Vincent's Innate text

-) Some text fixed (alignment/placement issues)

I'll upload these now; be around an hour or two.

Edit: Hotfix patches + IRO updated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scaevola on 2017-11-01 04:36:06
Great! Might I ask if Jormungandr is completely resistant to poison, or is it just a really really low chance?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-01 09:06:16
If Dirty Bombs don't work, then he's completely immune.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: boozek on 2017-11-01 09:57:57
thanks for the patch Sega Chief
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ShayElric on 2017-11-01 21:04:07
Jesus Christ, Jormungandr, what the fern is going on

I'm dealing with the exact same boss that ShayElric was on the last page, and I'm completely updated with the last hotfix.

Yeah Jormungandr is kind of a pain to deal with. I had to grind up to level 30 to compensate for the level/damage scaling. At that point his attacks feel manageable and the fight can progress with some Bolt2/Limit Spams.
Beforehand I was around level 23 with Cloud, Barret & Tifa all in back-row with elemental defences setup and still couldn't handle it.
Only got as far as Gold Saucer at the moment but it now feels like I can just power my way through enemies without thinking of strategies.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-02 10:19:20
There was an AI change there; I don't think I was able to spot what the flaw was last time I checked it, and couldn't replicate the problem. But I'll check every instance of Ghost's AI in the files again in case one is different to the others.
That's weird... I was able to replicate it easily, in any encounter with Ghosts I got into - use Seal Evil at any time, and they never undid their invisibility/invincibility. I was able to do this with both an encounter where the was only one Ghost (and two different monsters accompanying, I believe, but I forget which ones they were, sorry) as well as in an encounter with 3x Ghost and nothing else (all three Ghosts exhibited the same behavior after using Seal Evil, non-stop physical spam and never lifting their invisibility). If my connection was worth a damn, I'd straight up record footage to show the problem without hesitation, so I apologize that it's not really an option at the moment. But yeah, it's strange how easily I was able to get it to trigger multiple times...and whenever I did, I was always forced to flee. Very odd!
And nothing else is striking me as acting unusual or clearly wonky (granted a first time player of this mod, but still), so I don't think I patched anything wrong. At least I can't imagine I did, anyway, if only this one thing is inexplicably going wrong, and seeming nothing else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-02 18:30:44
Oh, I see! It's after using Seal Evil rather than just happening; I guess Stop interferes with it in some way then (or maybe the Silence?) I'll try adding a check to pre-action to sort that out, or make them immune if I can't fix it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-03 09:07:20
Sorry if I didn't explain that well before, but yes, that's the only way this is happening to me, specifically in response to Aerith using Seal Evil, nothing else was triggering it. Glad to get that cleared up with you! I hope it won't be a hard fix or anything.
And I admit it's pretty minor as far as AI script quirks go - but I appreciate that you'd hear me our on it and take such a thing seriously. Warms my heart to know there actually are still modders/hackers out there that will listen, and give a damn about the quality of their work, not just say "It's too minor, don't care, live with it", or "It's not a bug, it's a feature!" when it's clearly incorrect and even counter-productive behavior, so, thanks for hearing me out! I'm too used to running into seemingly-friendly game mods that turn out malicious (to the tune of being insanely tedious rather than trying for actual difficulty) and the mod creator just doesn't care. Or even defends it saying "good hack design" or whatever nonsense excuse they might come up with to say that bosses spamming 3000+ damage Luminaires in Chrono Trigger is totally fair and challenging gameplay. Heh.)

Also - after applying the last hotfix (not sure if that's coincidence or the reason, just mentioning it for context), as soon as Aerith leveled up (and eventually once Cloud leveled up as well), the "Exp to next level" did something...wonky. I don't know if this was intentional, but it seems strange that it would be happening just as soon as I applies that latest hotfix. (And I'm using the Stand Alone Installer, no the Seventh Heaven IRO...whatever the heck the other one is, sorry, I'm totally inexperienced with this sort of thing - this is the first time I've ever used a mod with a Steam game, but someone with much more experience led me through the install and all. Anyway!)
How do I explain this... Yuffie is Level 31. 95,068 Exp acquired, 27,828 to the next level, that's about 1/3rd of her Exp bar at the moment. Cloud just now leveled up, hit Level 32. 123,031 Exp acquired, 11,948 to the next level, totally empty Exp bar. ...I'm sorry, what? Why did my Exp to next level suddenly drop so drastically upon hitting Level 32? I believe Aerith did the same thing, suddenly needed like, a third the Exp to next level as I would have expected, as soon as she hit Level 32. (She's now Level 34, needs 11,576 to next level, bar has only filled up a little, maybe an 8th the bar or something?) Am I supposed to be suddenly gaining levels a fair bit faster? Is this intentional?

Secondly, the Mythril Diver in in Mythril Mines - this one seems more likely to be game mechanics than anything incorrect with his AI, but I'd rather double-check just to be 100% sure - I'm not a total expert on FF7's inner workings by, like, any stretch of the imagination, so if this is normal and intended behavior, all well and good, just wanted to check it with you, and be sure.
Whenever Mythril Diver dies, he's supposed to have a death counter, that big tidal wave attack (totally taken from Apps, heh!), and it's supposed to hit the full party - is that correct? Well, whenever I kill him with Choco/Mog, he gets Confused as expected - and then hits *one* character with that tidal wave. (Unless he's out of MP, of course, though that much seems 100% intended behavior, that the tidal wave is supposed to charge him MP to use it.) Seems random too - the first two times, he hit the Choco/Mog summoner (so I thought maybe it messed up his counterattack to be single target rather than multi-target - I've seen this when tinkering with FF6's monster scripts, that normally multi-target spells that have no option to single-target will only hit the attack despite the spell's targeting saying otherwise, so I thought it was possible to occur here as well) - the third time, though, he hit Cloud, who had only targeted him once previously, with Steal, and that was at least a few turns prior. Is Confusion supposed to affect death counters like this? Is that totally normal?

EDIT: I just met Ziegfried in the forest outside Junon (my first encounter there). He went through a comical spiel on me. Failed to summon Odin. And then sat there for like, a couple dozen turns saying ": |" at me. After the battle, I was on a totally black screen - but the hand icon was still there showing I had spawned in. I even moved around, and the hand followed me. I was given an MP Plus Materia - I went into my Triangle menu - and when I exited the menu, a field just POPPED in out of nowhere, looking for all the world like the same area you'd see Yuffie in vanilla when recruiting her (minus the Save Point and the appearance of any party members; only Cloud was visible). ...I mention all of this because I reacted to all this with someone I was talking to online - and they said that this wasn't what happened when he encountered Ziggy, that the dude actually completely committed suicide, no real "battle" took place at all, much less the chances I go to Steal (nothing) and Morph (nothing, heh) from the guy, much less steal all his MP about a fourth of the way through his 9000 HP (it was only 50 MP, but still, didn't want to chance the guy suddenly remembering how to be competent and thrashing my party out of nowhere, heh). Did my Ziegfried act up? Did you change Ziggy's behavior at some point in the last year or so?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-03 16:36:42
Ah, the EXP gauges have 'soft caps' in them every 11 levels. So Lv.31>32 takes vastly more EXP than 32>33...>41. Then at Lv.41 there's another soft cap to get to Lv.42.

The idea was that, combined with high scaling for EXP given by enemies in successive areas of the game, I'd be able to better judge where a party's level would be (roughly) and spec enemies based on that. It's not perfect, but it helped a little bit. Bosses will power you through these caps quicker.

It's probably his confu script; if the tidal wave has spread flags set, then it means it can be used as a single-target attack. Or maybe it's the attack set in his confu/berserk slot. I'll need to check it out.

Ziegfried has been a bit of a nightmare since 1.5 went out; I'm not sure why, but he seems to break a lot now. I'm going to adjust his AI completely and go with something much shorter, probably remove the Odin summon as well because that causes a tonne of problems with targeting, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Inuyashaya on 2017-11-04 17:16:28
the game soft locked when i save at Junon when weapon attack and yuffie join cause i used PHS  i loaded game and barret sprite doesnt appear you should block PHS option on that save point so this soft lock dont happens if someone has this issue just use black chocobo and go to Woa_3  Twister maze ID 711 go trought screen and  all the scenes will happens again so wait and things will fix  dont get hit with the wind cause that soft lock too cause you are red XIII or Any other character
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-04 20:15:01
Welp, after getting it to Level 4: My All Materia...oh Minerva, my All Materia! 100,000 total AP to master - there goes my master plan to get money easily. (Yep, that was a good balance, actually - I have to admit that All Materia makes it WAY easy to get large amounts of Gil on Disc 1, at least that's how I do it anyway, hoho!) I wonder if there's a better Materia to raise for money...

Also yes, the biggest reason for me to get into this mod was the Rank Up system you have going on - and I really really like it so far. I've made my Aerith into such a magical beast so far. (Also the fact that Aerith lives - finally! Being able to keep using Aerith after her death, without awkward and occasionally game-breaking moments - solid.) Definitely curious if how I'm raising my characters through Rank Up is gonna work out for end-game and optional stuff...guess I'll find out when I get there!

And yeah, I see what you mean now about that - my Aerith hit Level 41, and she's definitely hit one of those "humps". So at least it makes good sense now!
And last yeah, I can believe Ziggy might cause problems. Fitting that he would even fail to be a proper joke encounter - he can't seem to get anything right, not even his AI script in another game entirely! Hah. I can't help but love Ziegfried, such a silly character, glad to see he got a cameo in this mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mitchla on 2017-11-04 20:54:06
I was going up against the
Spoiler: show
second form of the spider boss as part of Barret's quest in Disc 3
, and when using Ultima paired with HP absorb, MP absorb, Quadra Magic and MP Turbo, after two casts the boss locked up as if he was under Stop status, and the battle "froze". As in the battle and animations still ran, but the fight didn't progress.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OnlyAshy on 2017-11-05 00:00:24
I think I'm all done in the Dark Cave but I just wanted to check:
Spoiler: show
I defeated Mirage and was subsequently 'sucked out' of the dark cave. No more dialogue or any confirmation after that, so I just want to make sure I'm free to continue progressing. I'm guessing the only point of the cave is to get LuvLuvG or whatever else is in there behind bosses?


Thanks for the mod. Haven't played FF7 in a long time, normally do a run every three years or so. I've played on and off for a couple weeks now and my main party is lv99 and equipped with their endgame limits and weapons, most relevant materia mastered etc. It's a real joy and nothing feels like a grind, but nothing also feels too unfair. Plus, it's kinda helped me pass the time whilst I'm grieving after a family member's passing, so thank you!

Also, unless I'm doing something really wrong, I'm not getting any HP/MP drain with the Venus Gospel? I checked through the last few pages and see nothing mentioning it, so I'm just wondering if something's slipped my mind or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-05 02:32:34
the game soft locked when i save at Junon when weapon attack and yuffie join cause i used PHS  i loaded game and barret sprite doesnt appear you should block PHS option on that save point so this soft lock dont happens if someone has this issue just use black chocobo and go to Woa_3  Twister maze ID 711 go trought screen and  all the scenes will happens again so wait and things will fix  dont get hit with the wind cause that soft lock too cause you are red XIII or Any other character

I thought I'd disabled PHS there; I'll check it again.

I was going up against the
Spoiler: show
second form of the spider boss as part of Barret's quest in Disc 3
, and when using Ultima paired with HP absorb, MP absorb, Quadra Magic and MP Turbo, after two casts the boss locked up as if he was under Stop status, and the battle "froze". As in the battle and animations still ran, but the fight didn't progress.

That's an engine glitch with Quadra-Magic Ultima & HP/MP Absorb against enemies with multiple parts; the game gets confused and soft-locks: http://finalfantasy.wikia.com/g00/wiki/Quadra_Magic_Ultima_glitch?i10c.encReferrer=aHR0cHM6Ly93d3cuZ29vZ2xlLmNvLnVrLw%3D%3D

Despite what the wiki says, it does happen against Jenova Synthesis as well. To avoid it, don't use HP/MP Absorb on Quadded-Ultima against bosses that have multiple parts like Carry Armour, Emerald Weapon (when his eyes are open), Jenova Synthesis, the boss you fought, or Bizarro Sephiroth. You can use Ultima + HP/MP Absorb just fine, and you can use Quadra-Magic with Ultima fine too, but not at the same time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-05 02:46:40
I just realized something I thought was off but kept forgetting to confirm. The ChangeLog in the current Stand Alone Installer says this:
"   -) Regen
   One of the strongest healing spells in the game with the right set-up, Regen was
   now requires 70 MP to cast. It has been restored to Slot 3 on the Restorative Materia
   due to Magic Counter + Cure3 being a more desirable combo."
...but my Restore Materia shows this: "Cure - Cure2 - Cure3 - Regen". Regen is still in the fourth slot rather than the third. Is this a mistake in the Changelog - or did you intend to make this change, but perhaps forgot to get around to it, or something? (...Also there's a typo in there, but I didn't even notice that until after I wanted to mention this Cure3/Regen business, heh, oops. But nevermind that, it happens.)

Also if I might ask, since I don't happen to know offhand what kind of program I'd need to open a .xlsx file (and I'm not 100% sure the answer would be in that file anyway, though I believe it might) - am I wasting my time looking for a Shinra Beta from the enemies on board the ship going from Junon to Costa Del Sol, that is, the random encounters before you reach Jenova: Birth? (Or at least that's her name in base game, no assumptions here her name hasn't changed, but at least you'll know who I'm talking about.) I know that in vanilla, the Shinra grunts here carry Shinra Betas for a Steal item - but since I can't be sure if it's my bad luck or if it's actually been moved/removed, I wanted to ask if its now a rare steal or the like, that maybe I'm just getting really unlucky with my Steals. (I've stolen nearly 20 Grenades so far - I just wonder if this is a sign I should quit while I'm ahead here, that Grenade is all the Shinra grunt dudes have available to steal, heh.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mithrain on 2017-11-05 14:01:59
am I wasting my time looking for a Shinra Beta from the enemies on board the ship going from Junon to Costa Del Sol, that is, the random encounters before you reach Jenova: Birth? (Or at least that's her name in base game, no assumptions here her name hasn't changed, but at least you'll know who I'm talking about.) I know that in vanilla, the Shinra grunts here carry Shinra Betas for a Steal item - but since I can't be sure if it's my bad luck or if it's actually been moved/removed, I wanted to ask if its now a rare steal or the like, that maybe I'm just getting really unlucky with my Steals. (I've stolen nearly 20 Grenades so far - I just wonder if this is a sign I should quit while I'm ahead here, that Grenade is all the Shinra grunt dudes have available to steal, heh.)

The marine enemies you're attempting to steal from, simply doesn't have the item I'm afraid. Iirc Shinra Beta's were obtainable in the Shinra Building through stealing (not that it helps you now, I guess).



Also, just obtained the Tiny Bronco, and I went to my favorite grinding spot, in order to afford weaponry in Wutai; the island close to Mideel, and holy fucking shit, the xp is massive from the Magpie enemies.

(https://i.imgur.com/GzD1cGS.png)

Almost feels like cheating. Even more so, because they also drop absurd amounts of gil.  :-o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Inuyashaya on 2017-11-05 15:34:48
Hello is me again! hahaha I have a question  regarding Zeio Nuts do you change the Morph Steal from Goblins on Goblins Island? cause i Morphed and give me Syncher and Stealing gives me Mystile! thats a Powerfull Armor (dont like it cause the nothing Growth but hey can evade a lot!)

RE: ROFL  do they have Mystile like a Normal Steal and rare is a Zeio cause i got like 3 mystile before stealing Zeio nuts or i am lucky!  hahaaha 

Another Question i forget last time is
Already got Cuadra Magic materia (just after i got Highwind) the boss for Cuadra seems to has a Attack called Fuse i think it will revive his Minions bomb  but it doesnt do anything  he just does the same attacks always and sometimes he does this fuse attack  that was a bug? i just use bad breath for Confu on bombs then they Just exploded killing each other  maybe is cause that he cant revive them
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-05 22:16:05
I just realized something I thought was off but kept forgetting to confirm. The ChangeLog in the current Stand Alone Installer says this:
"   -) Regen
   One of the strongest healing spells in the game with the right set-up, Regen was
   now requires 70 MP to cast. It has been restored to Slot 3 on the Restorative Materia
   due to Magic Counter + Cure3 being a more desirable combo."
...but my Restore Materia shows this: "Cure - Cure2 - Cure3 - Regen". Regen is still in the fourth slot rather than the third. Is this a mistake in the Changelog - or did you intend to make this change, but perhaps forgot to get around to it, or something? (...Also there's a typo in there, but I didn't even notice that until after I wanted to mention this Cure3/Regen business, heh, oops. But nevermind that, it happens.)

Also if I might ask, since I don't happen to know offhand what kind of program I'd need to open a .xlsx file (and I'm not 100% sure the answer would be in that file anyway, though I believe it might) - am I wasting my time looking for a Shinra Beta from the enemies on board the ship going from Junon to Costa Del Sol, that is, the random encounters before you reach Jenova: Birth? (Or at least that's her name in base game, no assumptions here her name hasn't changed, but at least you'll know who I'm talking about.) I know that in vanilla, the Shinra grunts here carry Shinra Betas for a Steal item - but since I can't be sure if it's my bad luck or if it's actually been moved/removed, I wanted to ask if its now a rare steal or the like, that maybe I'm just getting really unlucky with my Steals. (I've stolen nearly 20 Grenades so far - I just wonder if this is a sign I should quit while I'm ahead here, that Grenade is all the Shinra grunt dudes have available to steal, heh.)

the .xlsx file should be an excel spreadsheet; if you don't have excel, try opening it with apache open office instead. I guess I forgot to change Regen's order in the Restore Materia.

Also, just obtained the Tiny Bronco, and I went to my favorite grinding spot, in order to afford weaponry in Wutai; the island close to Mideel, and holy ferning

Almost feels like cheating. Even more so, because they also drop absurd amounts of gil.  :-o

I think I added some check to set EXP to 0 or something if you were under a certain level when fighting Mideel enemies, but it clashed with another script so I removed it.

Hello is me again! hahaha I have a question  regarding Zeio Nuts do you change the Morph Steal from Goblins on Goblins Island? cause i Morphed and give me Syncher and Stealing gives me Mystile! thats a Powerfull Armor (dont like it cause the nothing Growth but hey can evade a lot!)

RE: ROFL  do they have Mystile like a Normal Steal and rare is a Zeio cause i got like 3 mystile before stealing Zeio nuts or i am lucky!  hahaaha 

Another Question i forget last time is
Already got Cuadra Magic materia (just after i got Highwind) the boss for Cuadra seems to has a Attack called Fuse i think it will revive his Minions bomb  but it doesnt do anything  he just does the same attacks always and sometimes he does this fuse attack  that was a bug? i just use bad breath for Confu on bombs then they Just exploded killing each other  maybe is cause that he cant revive them

Checking the files, one of the Goblins had their old steal-table intact which has Mystile set as the rare steal (two chances at common items, then the mystile at the bottom). That'll be removed for the next patch.

Fuse actually sets Dual-Drain on the bombs, with the intent being to kill them so that they self-destruct and damage the party. There's several ways around it though, such as confusion.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-06 01:49:11
Heh, oh dear, I was afraid this might happen. I finally ran into a bug that might actually be classed as major - as in the game softlocked on me. That is, my controls don't work, the event won't continue properly, Aerith and Barret are just kind of staring awkwardly at the camera, Cloud is mostly stuck offscreen - and Tifa shuffles around a bit on occasion, but otherwise nothing is happening, and nothing seems able to happen from here. I'm at Gold Saucer - and I got stuck in the event where the party is supposed to split up so you can meet Cait Sith (at least in vanilla, but I'm guessing it wouldn't have changed in this mod). Let me see if I can upload a screenshot of what I'm looking at right now, in case that might help...
(http://i170.photobucket.com/albums/u273/BohepansTheThird/OopsIBwokeIt.jpg)
...There we go! Yes, see where poor Cloud is? Here's what I did: I bought the Gold Ticket. I left as soon as I heard about the quick travel feature, to see if and how it worked - and it does indeed work. Unfortunately, it works too early - I was able to hop to Squares without actually using this hub area first. When I finally came to this area (by accident, actually, I wanted to explore every Square before committing to advancing the plot) - Cloud was briefly hopping out of the hole he should have - but then the camera suddenly jerked over to the right, showing Barret and Tifa and the rest walking in, while I was able to control Cloud again - briefly. I couldn't take the bottom right exit, nor could I leave any other way, and Cloud made no attempt to snap back to where he was expected to be - Aerith walked towards the screen...and that was it. Game's stuck. Music keeps playing, occasional blinking, but that's it. Can't progress, gonna have to reset. So since I got stuck in this situation - I thought that it might be worth reporting. I also hope the image isn't too big or anything - I can resize it or just link to it rather than having it display in my post if need be. But yeah, this is what happened - and considering it caused the game to lock up on me like this, I thought it was definitely of high enough priority for sure to report to you now.

Oh, and yes, I tried that program you mentioned - worked like a charm, told me I missed my chance for Shinra Betas, I am sad now. (The recurring Scorp seems like it should have dropped it, at least according to the spreadsheet - I'm guessing the fact that I stole from it, though, interfered with the drop, and that's why I lost it, and never managed to pick up a single one. Damn! I did it to myself, though, admittedly, not being as thorough as I thought with Steals/Morphs in the Shinra HQ building.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-06 11:42:09
Yeah, if you steal from an enemy then the drop(s) are no longer processed at the end of a battle. Not sure if Morph is the same when it comes to the drop.

I'll add a game-moment check to the gold ticket 'fast-travel' to prevent it from being used before the first visit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OnlyAshy on 2017-11-06 13:19:39
I think I'm all done in the Dark Cave but I just wanted to check:
Spoiler: show
I defeated Mirage and was subsequently 'sucked out' of the dark cave. No more dialogue or any confirmation after that, so I just want to make sure I'm free to continue progressing. I'm guessing the only point of the cave is to get LuvLuvG or whatever else is in there behind bosses?


Thanks for the mod. Haven't played FF7 in a long time, normally do a run every three years or so. I've played on and off for a couple weeks now and my main party is lv99 and equipped with their endgame limits and weapons, most relevant materia mastered etc. It's a real joy and nothing feels like a grind, but nothing also feels too unfair. Plus, it's kinda helped me pass the time whilst I'm grieving after a family member's passing, so thank you!

Also, unless I'm doing something really wrong, I'm not getting any HP/MP drain with the Venus Gospel? I checked through the last few pages and see nothing mentioning it, so I'm just wondering if something's slipped my mind or not.

You missed my prev. message, Sega due to waiting for moderation, I assume. :)

Also, what are
Spoiler: show
oversoul shards
used for?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Inuyashaya on 2017-11-06 17:22:07
(https://i.imgur.com/qaabv9D.png)

Actually it was neoseeker but good joke! hahaha i have some good time laughing at that. Love this mod i cant play FF7 without it anymore ROFL


EDIT: How i change leaders ?' i want to have Cid as a leader but i dont know how to change Cloud
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-06 17:24:10
You missed my prev. message, Sega due to waiting for moderation, I assume. :)

Also, what are
Spoiler: show
oversoul shards
used for?

Edit: Also, I noticed that
Spoiler: show
Mystile is a drop from Mirage in the dark cave, yet I didn't even get an end battle scene, so no drop?


Ah, sorry about that.

Yeah, it ends there; I think I had to temporarily remove the final cave scene because of a walkmesh problem on the IRO. The intended Mystile drop needs to be obtained from the Debug NPC on the Highwind (he's the one closest to the Chocobo Pen wandering around); he goes through a few options, one of which will be for the Mystile.

Oversoul shards are used to make a Masamune, which can be equipped by any of the characters as an alternative Ultimate Weapon; it has a 100% crit-rate. You also need a Yoshiyuki and some other thing I forget to make it (the dude in the blue house near Gongaga makes 'em along with the other ultimate weapons).

Venus Gospel appears to be missing the DrainHP flag; I thought I'd fixed that when someone reported it a while back but I guess not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-06 22:22:45
I'll add a game-moment check to the gold ticket 'fast-travel' to prevent it from being used before the first visit.
And what's funny to me is...Cait Sith actually didn't show up! That is to say... I poked around a bit more with the bug (what can I say? insatiable curiosity, heh) - I warped to the Wonder Square (I believe that's where you're supposed to go after the event in the hub) - Cait Sith won't show up, not unless you activate and finish that particular event the game locked up on me during - so the game knows not to spawn Cait Sith before your party splits up and you only have Cloud plus [other member], as if there was some kind of plan there...hah. These things amuse me.
Anyway. Good to hear it's gonna get fixed - I might be the only weirdo who gets enough Gil by this point to always buy that lifetime pass first thing, but then I might not, so you never know who else might innocently walk into such a thing if left unchecked. Thanks, Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mitchla on 2017-11-06 22:29:25
Another weird occurence, I noticed in my inventory I have two copies of W-Summon. If I had to take a guess it might have been from the
Spoiler: show
3 materia fight after you hand over the three items to the man in Kalm.
After the fight the text box said I got Long Range, but I noticed there was only one copy of it in my Materia list. I'm guessing it actually put W-Summon in there by mistake.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Inuyashaya on 2017-11-07 01:11:43
And what's funny to me is...Cait Sith actually didn't show up! That is to say... I poked around a bit more with the bug (what can I say? insatiable curiosity, heh) - I warped to the Wonder Square (I believe that's where you're supposed to go after the event in the hub) - Cait Sith won't show up, not unless you activate and finish that particular event the game locked up on me during - so the game knows not to spawn Cait Sith before your party splits up and you only have Cloud plus [other member], as if there was some kind of plan there...hah. These things amuse me.
Anyway. Good to hear it's gonna get fixed - I might be the only weirdo who gets enough Gil by this point to always buy that lifetime pass first thing, but then I might not, so you never know who else might innocently walk into such a thing if left unchecked. Thanks, Chief!

I got the money too in the most easy way stealing  Mount corel enemies Diamond clip and killing the pack of 5 worms  this gives almost 1.5K every battle and  i have some money from before cause i have a strategy

Steal + Add Cut   Steal+Cmd Counter  dont even need to attack just Steal is a normal attack Like Mug and i have a counterattack that steal too very good combo

i think you are a Weirdo cause you go back and teleport but is ok thats how bugs are fixed.

How do i change party leader i need Cid as party leader and i can seem how to change it

Another thing is that i never fight Powersoul Keeper i fight armored keeper do i lose Powersoul weapon Forever? Kinda want it so i can use  curse ring + PowerSoul + edencoat for that nasty 255 x 4 attack on tifa
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mithrain on 2017-11-07 10:18:41
I got an issue with the Powersoul weapon.

The document detailing where to find stuff, tells me it's a drop from the Powersoul Keeper, but since I'm playing arranged, I got to fight the Armour Keeper instead (which drops a protect ring).
Then while poking through Proudclod, I see that Satan Gate is supposed to drop it instead, however, it doesn't seem to be doing that. I killed it 3 times and no Powersoul drop.  :-X

Is it available elsewhere, or should I just wait with progressing my save, if I want to snatch that weapon? :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-07 13:04:09
(https://i.imgur.com/qaabv9D.png)

Actually it was neoseeker but good joke! hahaha i have some good time laughing at that. Love this mod i cant play FF7 without it anymore ROFL


EDIT: How i change leaders ?' i want to have Cid as a leader but i dont know how to change Cloud

I forgot about that one lol

To change leaders, you need to be on Disc 3 and to have reached the bottom of North Cave once. When you get down there, Cloud should get a phone call from the Highwind. You can then visit the Operations Room on the Highwind to swap leaders; bit of a hassle, but the set-up is needed to avoid script problems.

Another weird occurence, I noticed in my inventory I have two copies of W-Summon. If I had to take a guess it might have been from the
Spoiler: show
3 materia fight after you hand over the three items to the man in Kalm.
After the fight the text box said I got Long Range, but I noticed there was only one copy of it in my Materia list. I'm guessing it actually put W-Summon in there by mistake.

I'll need to check the scripts again; I'm fairly sure I changed it, but maybe there's another line in there dropping W-Summon.

I got the money too in the most easy way stealing  Mount corel enemies Diamond clip and killing the pack of 5 worms  this gives almost 1.5K every battle and  i have some money from before cause i have a strategy

Steal + Add Cut   Steal+Cmd Counter  dont even need to attack just Steal is a normal attack Like Mug and i have a counterattack that steal too very good combo

i think you are a Weirdo cause you go back and teleport but is ok thats how bugs are fixed.

How do i change party leader i need Cid as party leader and i can seem how to change it

Another thing is that i never fight Powersoul Keeper i fight armored keeper do i lose Powersoul weapon Forever? Kinda want it so i can use  curse ring + PowerSoul + edencoat for that nasty 255 x 4 attack on tifa

Powersoul should be dropped by Satan Gate (the Demon Gate replacer for Arrange Mode) but according to mithrain it doesn't seem to be dropping. I'll need to investigate.

I got an issue with the Powersoul weapon.

The document detailing where to find stuff, tells me it's a drop from the Powersoul Keeper, but since I'm playing arranged, I got to fight the Armour Keeper instead (which drops a protect ring).
Then while poking through Proudclod, I see that Satan Gate is supposed to drop it instead, however, it doesn't seem to be doing that. I killed it 3 times and no Powersoul drop.  :-X

Is it available elsewhere, or should I just wait with progressing my save, if I want to snatch that weapon? :>

I'll check it out and get a scene patch up today. It should drop it; is the chance set at 63/63? Did you steal from him?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OnlyAshy on 2017-11-07 19:08:45
Ah, sorry about that.

Yeah, it ends there; I think I had to temporarily remove the final cave scene because of a walkmesh problem on the IRO. The intended Mystile drop needs to be obtained from the Debug NPC on the Highwind (he's the one closest to the Chocobo Pen wandering around); he goes through a few options, one of which will be for the Mystile.

Oversoul shards are used to make a Masamune, which can be equipped by any of the characters as an alternative Ultimate Weapon; it has a 100% crit-rate. You also need a Yoshiyuki and some other thing I forget to make it (the dude in the blue house near Gongaga makes 'em along with the other ultimate weapons).

Venus Gospel appears to be missing the DrainHP flag; I thought I'd fixed that when someone reported it a while back but I guess not.

Cheers!

I look forward to actually getting the drain on my weapon. :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-07 19:52:00
Is Ramuh not supposed to have an added effect when summoned? Choco/Mog has been causing Confusion, Shiva has been causing Slow, Ifrit's in-game description says he inflicts Berserk - but Ramuh has nothing. It just says "Bolt summon". Pairing him with Added Effect also shows no status being added, to attack or defense. Seems unexpectedly inconsistent. I haven't yet summoned him (to see if the attack itself will still cause an effect), only just barely picked him up, but wanted to ask, is this intentional?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mitchla on 2017-11-07 20:55:04
Just finished off the mod today, just want to say really amazing job. A fantastic excuse to play the game again. Just to clarify, am I right in thinking that the NG+ feature isn't currently in the game? Also what's
Spoiler: show
up with the last name in the character list for the SP menu listed as ???? A hidden char that I didn't come across?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-08 08:04:23
Is Ramuh not supposed to have an added effect when summoned? Choco/Mog has been causing Confusion, Shiva has been causing Slow, Ifrit's in-game description says he inflicts Berserk - but Ramuh has nothing. It just says "Bolt summon". Pairing him with Added Effect also shows no status being added, to attack or defense. Seems unexpectedly inconsistent. I haven't yet summoned him (to see if the attack itself will still cause an effect), only just barely picked him up, but wanted to ask, is this intentional?

It would use Paralysis if I could set it, but unfortunately the game isn't set up to handle some of the status flags (I tried doing it through Hex, but there's no space for it). The summon spell itself will inflict Paralysis though.

Just finished off the mod today, just want to say really amazing job. A fantastic excuse to play the game again. Just to clarify, am I right in thinking that the NG+ feature isn't currently in the game? Also what's
Spoiler: show
up with the last name in the character list for the SP menu listed as ???? A hidden char that I didn't come across?


NG+ was dropped for now; as for the last entry in the SP menu, that's part of something that got dropped.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-08 10:58:40
Ah, that explains it, thanks Chief!
Though it's too bad I missed out entirely on Shinra Betas, by the looks of it (I at least didn't notice anywhere on the spreadsheet another instance of them being available for drop/morph/steal - and I haven't yet seen it in any shops, I imagine it's not relevant enough anymore to be sold, so) - I was definitely curious how those were altered. Maybe next playthrough, then! (Though because of that, I think I'm gonna stop stealing from bosses for a while if not the rest of the game, just in case it would cause me to miss out on any more items like that.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mithrain on 2017-11-08 11:23:34

Powersoul should be dropped by Satan Gate (the Demon Gate replacer for Arrange Mode) but according to mithrain it doesn't seem to be dropping. I'll need to investigate.

I'll check it out and get a scene patch up today. It should drop it; is the chance set at 63/63? Did you steal from him?

The drop chance is set to 63, according to Proudclod, yes.

I just killed it twice again, to make sure I wasn't just saying nonsense.

First kill, I removed all steal materia and yet again, it did not drop.
Second kill, I attempted to steal, despite Proudclod said it doesn't have steals (just in case), and as expected it had nothing to steal, and yet again it did not drop any Powersoul.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-08 12:58:09
Scene hotfix patch is up + IRO; fixed the Gate powersoul drop and drain flag on venus gospel
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Divatox on 2017-11-08 19:08:54
Just a curiosity, this is really possible? Create a new enemy?

https://www.youtube.com/watch?v=jPI8BXZBdY0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-08 22:25:54
I'm having a problem obtaining Chocobuckle.
"Chocobuckle: Any chocobo (world map)
Note: Use L5 Suicide after feeding them greens"
...is what the "where is the thing" file says.
Do I need to use a specific type of Greens to get Chocobuckle to be used on me? I've tried three times on Chocobos right outside the Chocobo Farm - once accidentally using no Greens before Level 5 Suicide, the second time using Tantal Greens then using Level 5 Suicide immediately, the third time using Tantal Greens then waiting for the Chocobo to stop pecking then finally using Level 5 Suicide. All three times the Chocobo just fled, no Chocobuckle, no salami, no salt. It took damage - but it just went "Wark! Wark!" and fled instantly, as if I'd used an attack on it that didn't put it into proper range. Did I do something wrong, Chief?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cmarkplaygames on 2017-11-09 01:22:55
Hey SegaChief,

Just have to say that after watching this mod on death_unites_us's Twitch channel it has reignited my love for Final Fantasy VII in a way I never thought possible. Thank you so much for all your hard work. Now to my question: I recently installed the Sept 2017 version of this mod and the music is all in MIDI. Is there a way to patch the original soundtrack?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-09 13:26:19
Just a curiosity, this is really possible? Create a new enemy?

https://www.youtube.com/watch?v=jPI8BXZBdY0

Assuming this is for FF8. Why don't you try it? Make a copy of your 'template' enemy (doesn't matter if name, stats, etc. are left unchanged the important thing here is adding a new ID), give it a unique comxxx.dat ID, set it in a formation using cactilo (replace a boss one so you can trigger that particular fight for faster testing), then import it to the battle.fs using Deling tool. I haven't tried to add a new enemy to FF8 yet but I definitely plan to give it a go. Don't expect to be making unique models + animations though, we don't have a tool that can manipulate either of those; best you'll get is a palette-swap at the moment.

I'm having a problem obtaining Chocobuckle.
"Chocobuckle: Any chocobo (world map)
Note: Use L5 Suicide after feeding them greens"
...is what the "where is the thing" file says.
Do I need to use a specific type of Greens to get Chocobuckle to be used on me? I've tried three times on Chocobos right outside the Chocobo Farm - once accidentally using no Greens before Level 5 Suicide, the second time using Tantal Greens then using Level 5 Suicide immediately, the third time using Tantal Greens then waiting for the Chocobo to stop pecking then finally using Level 5 Suicide. All three times the Chocobo just fled, no Chocobuckle, no salami, no salt. It took damage - but it just went "Wark! Wark!" and fled instantly, as if I'd used an attack on it that didn't put it into proper range. Did I do something wrong, Chief?

I think you do need specific greens; the AI check looks for either Mimmit or Sylkis Greens. Try using those and let me know if it works/doesn't work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Divatox on 2017-11-09 14:05:17
Assuming this is for FF8. Why don't you try it? Make a copy of your 'template' enemy (doesn't matter if name, stats, etc. are left unchanged the important thing here is adding a new ID), give it a unique comxxx.dat ID, set it in a formation using cactilo (replace a boss one so you can trigger that particular fight for faster testing), then import it to the battle.fs using Deling tool. I haven't tried to add a new enemy to FF8 yet but I definitely plan to give it a go. Don't expect to be making unique models + animations though, we don't have a tool that can manipulate either of those; best you'll get is a palette-swap at the moment.

Once i tried but i forgot to put the enemy in the game, and he crash XD, but in the cactilo the new enemy didnt appear. I will try again thanks for the idea ^^
Oh the palette-swap, besides photoshop, what else i need to do? For exemple create a event like you did in FF7 to encounter the boss, step-by-step if possible, or not XD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-09 14:17:50
I think you do need specific greens; the AI check looks for either Mimmit or Sylkis Greens. Try using those and let me know if it works/doesn't work.
Heheh, sorry, shouldn't have assumed that was different from vanilla - but the wording in the text file made me think that it was a QoL addition or something like several other things in the mod, that is, that any Greens would work to trigger Chocobuckle, rather than only allowing the same specific Green types from base game. My bad. Mimett Greens worked just fine for the cause.
Also got Alpha while I was in the area. Oh man. That Zolom. It'll break hearts. What a haul for Exp/AP. Maybe still not the best way to farm Exp/AP by any means (all that HP bulk - and Sense immunity!), but definitely nice for a one-off (or two-off) prize. (It earned me Curaga, as I recall!)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-09 16:15:04
Once i tried but i forgot to put the enemy in the game, and he crash XD, but in the cactilo the new enemy didnt appear. I will try again thanks for the idea ^^
Oh the palette-swap, besides photoshop, what else i need to do? For exemple create a event like you did in FF7 to encounter the boss, step-by-step if possible, or not XD

I had little success extracting the .tex, recolouring, and then putting it back in; data got lost which resulted in corruption. Instead, I was pointed toward this tool: tim2view which is a PSX models viewer. This has a CLUT editor (colour look-up table) which allows you to change every colour used in the texture. It's a laborious process but it's the most accurate way to do it and doesn't bugger up the files.

Heheh, sorry, shouldn't have assumed that was different from vanilla - but the wording in the text file made me think that it was a QoL addition or something like several other things in the mod, that is, that any Greens would work to trigger Chocobuckle, rather than only allowing the same specific Green types from base game. My bad. Mimett Greens worked just fine for the cause.
Also got Alpha while I was in the area. Oh man. That Zolom. It'll break hearts. What a haul for Exp/AP. Maybe still not the best way to farm Exp/AP by any means (all that HP bulk - and Sense immunity!), but definitely nice for a one-off (or two-off) prize. (It earned me Curaga, as I recall!)

It should have been set to trigger from any greens but maybe I've made a mistake with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-09 16:23:04
Is something up with the Gluttons on the World Map around Cosmo Canyon? One of the times I encountered it (the enemy formation back attacked me, so they got their turns first) - on its very first turn, the game displayed this message: "Glutton's MP depleted". No one had touched its MP yet (didn't even get targeted yet). And I checked it after it took that turn - it still had 180 MP. What could it have possibly been trying to use/cast that would cost it over 180 MP?

EDIT: Also, I tried every Greens I could currently buy from the Chocobo Farm at the present time, just to be thorough. So in case you were wondering, Chief, only the Mimett Greens triggered Chocobuckle - all others failed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-09 18:45:24
Is something up with the Gluttons on the World Map around Cosmo Canyon? One of the times I encountered it (the enemy formation back attacked me, so they got their turns first) - on its very first turn, the game displayed this message: "Glutton's MP depleted". No one had touched its MP yet (didn't even get targeted yet). And I checked it after it took that turn - it still had 180 MP. What could it have possibly been trying to use/cast that would cost it over 180 MP?

EDIT: Also, I tried every Greens I could currently buy from the Chocobo Farm at the present time, just to be thorough. So in case you were wondering, Chief, only the Mimett Greens triggered Chocobuckle - all others failed.

Probably trying to cast a spell ID that doesn't exist or something, or maybe it's attempting to cast Pearl although that doesn't cost 180MP. Thanks for testing the greens as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-09 19:18:09
Probably trying to cast a spell ID that doesn't exist or something, or maybe it's attempting to cast Pearl although that doesn't cost 180MP. Thanks for testing the greens as well.
That was my first guess, yeah. It reminds me of casting Berserk on certain enemies in vanilla (where they have no valid Berserk command and so game expects them to have some absurd amount of MP - 65,535, maybe? - and actually throws up an error message if you do hack them to have sufficient MP to attempt casting it, heheh, good times!) - but I didn't want to assume, I'm an expert by no means, I just like to experiment, heh. Still. Hopefully it'll be easy enough to fix. Also Glutton did eventually succeed in casting something on me - Lagomorph, I believe it was?, though it still missed - but that was after several encounters (seeing if he'd do anything different) and him off and on randomly spouting "MP depleted" at me.

And you're welcome, no problem on testing those Greens - I actually did that before I even came back and saw your answer (what luck), just to see if it was some kind of bad luck on my part or if they were just being finicky (it would match their canon personalities in some other FFs, heh!) or if they just weren't gonna cast it at all no matter what I did, so. But I'm certainly glad to help even in small ways.

Also my game just crashed...or at least froze anyway, damn. I beat the red palette swap of the giant spider in the Cavern of the Gi (Red Stinger, that's right) - successfully Morphing it into an Elixir - my controls stopped working immediately as soon as it faded back into the field map. I tabbed in and out of the window, unplugged and replugged my controller, even tried using keyboard controls to see if it was just my controller acting up or something. Nothing worked. After trying several things, the game stopped showing any image at all, stuck with with a greyed out version of the Steam overlay (which I can't dismiss either, it just grays out and fades back in if I hit Shift+Tab, it won't actually fully leave and return me to the game), with the music even still playing. Hell. That's what I get for not saving immediately after doing a Fort Condor mission again, I broke the cardinal rule of jRPGs if not video games in general, save often, heh. Welp. I guess things happen. Hopefully it won't crash or screw up on me again - if it does I'll let you know. I'm presuming/hoping it was a one-off of Windows just being Windows - but I guess I shouldn't assume.

Edit: Crashed again similarly on my return to Fort Condor - controls locked after the last enemy died in the minigame, and the game never acknowledged my win. But on the third attempt, everything worked out fine - I'm currently at the save point right before the boss of the cavern.

Likely unrelated, but, for some reason, the graphics on Quake3 will sometimes/often completely flip out when you cast them and a Gi Spectre is in battle. (You'd have no reason to cast it on the Spectre itself, of course, being floating and thus immune to Earth damage - but the other enemies in its encounter don't have Earth immunity, so.) By which I mean, the model starts grabbing graphics from random stuff on the screen (including the HUD) and ends up becoming a multi-color mess of garbage blocks (though they go away as soon as the animation ends). Granted, I can't imagine this would be a real big priority, assuming it even is something to do with your mod - I highly doubt this would be a common scenario, heh, someone actually bothering to get the AP necessary to obtain Quake3 by this point. (Unless Gi Spectre can be fought elsewhere - like the Battle Square, at some point?) But I wanted to mention it anyway, just in case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-10 02:03:06

The steam client for FF7 can crash while playing in a window, particularly if the window is clicked away from/loses focus for a moment. The fort condor minigame is buggy in general on PC, it's a good idea not to let the battles drag out too long or a crash will eventually occur.

Quake 3's issue is related to a transparency issue present in the custom graphics driver used for the game. Other spell effects also suffer erratic behaviour with transparency but Quake 3 is one of the most noticeable ones. Successive casts of Quake 3, or other effects with transparency, will have the game pull textures from the wrong place resulting in menu sprites being used for the crumble fade-out.

Cid's Hyper Jump is the most dangerous one; that can outright crash the game, and was the reason I moved it to the 2-2 slot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-10 04:20:38
Oh wow! I had no idea, Chief, thanks for shedding light on all that. I'll make sure to be more careful from here on, then. Least it's good to know it's not specifically your mod or anything.
Just got Vincent - definitely glad I took the time to steal that gun you can get for him before you recruit him, love that built-in Slash All effect. And that it took barely any kills at all to unlock his Level 2 and Level 3 Limits. (I was actually heading back to the Mythril Mines/Junon area just to farm kills for him! Hah. What an unexpected surprise that was.) Much appreciated! Might get me one or two more Rank Ups for him before I take on...whatever you did with Lost Number, now that he's been separated from recruiting Vincent, heh. Can't wait to see what sort of crazy creature got locked up in that safe! (And to see if I can get lucky enough to steal anything of note from him, given the list of possibilities in the Item List.)

Lastly for today...
(http://i170.photobucket.com/albums/u273/BohepansTheThird/FeelTheVoid.png)
...I should just never be allowed to play mods. Or even, like, jRPGs in general, I'm starting to think. Hah! How do I land myself in these situations, and so often at that... If you or anyone else is asking how I did this - don't look at me! It just...sorta happened. Not real sure what let me walk into empty space like that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Rkude0216 on 2017-11-10 17:22:53
Well I finally got back to NT FF7 today and threw in the updates.

After beating Nemesis and Emerald weapon, then getting Pandora's Box from the..thing
I still haven't recieved the Red Crystal for Red 13 yet. Also didn't see it listed in any of the readme files.
Decided to check out the new battles in Junon and when I did the bottom league match (sorry forgot name already) it ported my cid into clouds flashback, then after winning the flashback via my naked cloud with items and omnislash as a finisher, i got another shinra alpha and omnislash. I was ported to Nibelheim with my gold chocobo, highwind, and sub all at junon...Did i mention I saved outside the mansion after scraping through the flashback fight....guess I'm saying is the brawlers league bugged or just my files? and is there a way to make it so i can walk on water...like jesus..so i can go back to junon >.> I do have an alternate save file about 6 hours ago, before beating weapons/nemesis/few other things. So not like i'm completely screwed.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-10 20:15:51

That's an error that can occur sometimes with the PC version when entering a field; it's usually seen on the second field of the game but it can occur in other places as well. For whatever reason, one of the background layers fails to load. It's relatively harmless though.

Decided to check out the new battles in Junon and when I did the bottom league match (sorry forgot name already) it ported my cid into clouds flashback, then after winning the flashback via my naked cloud with items and omnislash as a finisher, i got another shinra alpha and omnislash. I was ported to Nibelheim with my gold chocobo, highwind, and sub all at junon...Did i mention I saved outside the mansion after scraping through the flashback fight....guess I'm saying is the brawlers league bugged or just my files? and is there a way to make it so i can walk on water...like jesus..so i can go back to junon >.> I do have an alternate save file about 6 hours ago, before beating weapons/nemesis/few other things. So not like i'm completely screwed.

It'll be a scripting error that I'll need to sort out; there's a way to rescue your file though:

Download the Black Chocobo save editor and open the game launcher (VERY important that you open the launcher first).

Then open your save file in Black Chocobo and set your location to somewhere like, say, the Highwind Bridge or Junon.

Then start the game via the launcher and load the save file; save your game. This'll update the modified save with a correct checksum.

If you open the launcher AFTER modifying a save file, it'll delete it because apparently save file DRM is a thing that Square decided was very important to have in FF7.

I can do this for you if you want; you'd need to send me the save file though. FF7 PC has 15 'memory cards' of save files, and they're stored usually in MyDocuments/SquareEnix/FF7/User###
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-11 19:47:04
Super minor, but, some Materia actually sells for less if you master it - that is, the "Price for Mastery" is actually less than the total AP needed to master it (and I know there are several Materia that intentionally sell for only 1 Gil - that was in vanilla anyway, so that part isn't what strikes me as odd or anything, I just mean those that are intended to sell for more than 1 Gil). One example: Sense needs 84,000 AP to Master. When Mastered, it sells for 70,000 Gil - but if you were to intentionally come up short of mastering it, you could get as much as 83,999 Gil for it, instead of 70,000 for Mastering it. Another example, Lightning/Ice/Fire master at...52,500 AP, I believe? But they sell for 42,000 Gil at Mastery. Just seems a bit odd to me.

Also: Both healing weapons I've picked up so far for Aerith have her Attack command default to targeting allies instead of enemies (which makes good sense, I like that much better than being forced to redirect it every time I want to heal that way). But Cait Sith's White M-Phone, the MP healing weapon I have for him, does *not* automatically target allies. Speaking of targeting, when using Throw with Aerith's Healing Rod, it still auto-targets your party - and when Thrown, it doesn't have a healing effect any longer. (Nailed me for over 2600, at that, geez!)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eaglemind on 2017-11-12 08:18:30
Hello sega chief,I have a problem at the end of the first cd because aeris died but i'm not going to rez her? Any suggestion for helping me because i saw videos about this game and aeris stayed in life ='(
whatever you're mod is awesome!!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-12 14:55:40
Super minor, but, some Materia actually sells for less if you master it - that is, the "Price for Mastery" is actually less than the total AP needed to master it (and I know there are several Materia that intentionally sell for only 1 Gil - that was in vanilla anyway, so that part isn't what strikes me as odd or anything, I just mean those that are intended to sell for more than 1 Gil). One example: Sense needs 84,000 AP to Master. When Mastered, it sells for 70,000 Gil - but if you were to intentionally come up short of mastering it, you could get as much as 83,999 Gil for it, instead of 70,000 for Mastering it. Another example, Lightning/Ice/Fire master at...52,500 AP, I believe? But they sell for 42,000 Gil at Mastery. Just seems a bit odd to me.

Also: Both healing weapons I've picked up so far for Aerith have her Attack command default to targeting allies instead of enemies (which makes good sense, I like that much better than being forced to redirect it every time I want to heal that way). But Cait Sith's White M-Phone, the MP healing weapon I have for him, does *not* automatically target allies. Speaking of targeting, when using Throw with Aerith's Healing Rod, it still auto-targets your party - and when Thrown, it doesn't have a healing effect any longer. (Nailed me for over 2600, at that, geez!)

I'll sort out Cait's MP wep targeting; as for throw, not sure; I'll look to see if it can be set to not use weapon targeting.

Hello sega chief,I have a problem at the end of the first cd because aeris died but i'm not going to rez her? Any suggestion for helping me because i saw videos about this game and aeris stayed in life ='(
whatever you're mod is awesome!!!

There should be a dialog option just before the FMV plays; pick the 2nd option.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-12 23:46:48
Okay, this one's just weird, no idea what could be going wrong here. On Da-chao, there's an encounter with 3x Bizarre Bug and 1x Foulander. If I Manipulate the Foulander and try to make it use its basic physical attack (Claw) on Bizarre Bug B (not A or C so far, specifically on B), the attack redirects to Foulander and breaks my Manipulate. What's going on there?

EDIT: Also, do Death/Petrify spells prevent you from obtaining SP? My SP gains have gone to quite literally 0 ever since I started using Titan and Odin to try to speed up the process a bit and finish my last one or two Rank Ups on the two characters I have remaining that have not maxed out. (Which I only just noticed...wow, that's like, an hour or two wasted, ouch! Hoho!)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-13 10:30:45
Okay, this one's just weird, no idea what could be going wrong here. On Da-chao, there's an encounter with 3x Bizarre Bug and 1x Foulander. If I Manipulate the Foulander and try to make it use its basic physical attack (Claw) on Bizarre Bug B (not A or C so far, specifically on B), the attack redirects to Foulander and breaks my Manipulate. What's going on there?

EDIT: Also, do Death/Petrify spells prevent you from obtaining SP? My SP gains have gone to quite literally 0 ever since I started using Titan and Odin to try to speed up the process a bit and finish my last one or two Rank Ups on the two characters I have remaining that have not maxed out. (Which I only just noticed...wow, that's like, an hour or two wasted, ouch! Hoho!)

It might be a row thing; enemies can be 'covered' by each other making them inaccessible via short-range attacks until the enemy in front of them has been killed. The attack might be redirecting because of that.

The SP gain is in the death script, but this is skipped in the case of instant KO, petrify, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mithrain on 2017-11-13 15:46:52
Text-box issue spotted in the forgotten city.

Spoiler: show
(https://i.imgur.com/ScEO8QK.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Xileize on 2017-11-13 17:11:18
So I started playing New Threat on version 1.4 (up to the North Corel train fight with the 10 minute time limit), and have upgraded to 1.5 since then. I'm now right before the Northern Crater but I'm having an issue regarding Aeris. She seems to have been removed from my party at some point, though I'm not sure when.

I have been using her throughout the whole game, but I noticed semi-recently that she wasn't showing up in the materia exchange menu.

If I recall correctly, I believe I removed her from the party for the Shinra 26 part of Rocket Town when the game forces you to use Cid. I used exchange to put all of her materia on him, but once I could remove him again and replace him with Aeris, I don't think she appeared in the exchange menu.

EDIT: I actually have a save right before Hojo and Aeris is available in the materia exchange screen. I could try beating Hojo again and see what happens?
DOUBLE EDIT: I just beat Hojo again and it appears that the end of disc 2/start of disc 3 causes Aeris to lose all of her equipped materia and to disappear from the PHS.

Although something seems to have gone awry there, that wasn't a problem as I was keeping her in my party anyway.

However, now that I have gone to try and get Tifa's level 4 limit break (and the same happens with Cid), if I try to change Tifa to the party leader, I can't select Aeris as a party member and all of her Materia and Equips have been removed from her.

Is this a consequence of me changing versions mid-playthrough or is something else at play?

Any help would be greatly appreciated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-14 00:40:12
It might be a row thing; enemies can be 'covered' by each other making them inaccessible via short-range attacks until the enemy in front of them has been killed. The attack might be redirecting because of that.

The SP gain is in the death script, but this is skipped in the case of instant KO, petrify, etc.
Ouch...there go any Odin/Titan strats for SP gains, then. But I suppose it's a necessary evil. At least I'm done with all my Rank Ups for this file, so I don't need to worry about it anymore!
Although I do wonder if you'd ever consider letting there be a use for SP even after hitting Max Rank Up. Maybe spending 200 or 255 SP from a character to earn an X-Potion or Turbo Ether or something. (Obviously not Sources, that'd unbalanced and undermine the whole balanced point of these Rank Ups! But just to toss an idea out there.) No biggie either way, of course - just venturing a thought, so that characters' SP are not a complete waste after the final Rank Up.

Also, I realized that this might indeed be true, blocking short-range attacks via Front/Back Row shenanigans - given I've noticed with with short-range weapon characters when Manipulate is not in any way involved. But...all of Vincent's weapons are long-range (well, those I've obtained so far anyway, but I'd presume you wouldn't drop long-range on his Vanilla weaponry, even on future weapons, so) - and yet Mug still gets blocked off, I realize. (Makes me wonder if other commands will too.) So the game will recognize the "Attack" command as being long-range via weaponry - but not the "Mug" command? That doesn't seem right.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: persondeathmanfacedoom on 2017-11-14 02:28:55
I have no idea where to report bugs; I'm sorry if this is the wrong place. I also don't know if this bug has been reported already, but it is serious.
When you first enter the Golden Saucer, you are stripped of a party member. However there is a location where you can save and use the PHS. If you take another person with you, the game will softlock when trying to get
Spoiler: show
Cait Sith
(You can't just take a member out of your party). In case anyone else here has experienced this issue, you can escape by entering the plaza with all of your team members and choosing a member that is already on your team to come with you. (Sometimes they won't be there. Keep trying with random team configurations)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Atomictincan on 2017-11-14 14:36:25
Day 7.. still fighting Jormungandr.. Priscilla's corpse has rotted to the bone.. I'm out of ethers.. this may be my last matra magic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-14 16:07:23
So I started playing New Threat on version 1.4 (up to the North Corel train fight with the 10 minute time limit), and have upgraded to 1.5 since then. I'm now right before the Northern Crater but I'm having an issue regarding Aeris. She seems to have been removed from my party at some point, though I'm not sure when.

I have been using her throughout the whole game, but I noticed semi-recently that she wasn't showing up in the materia exchange menu.

If I recall correctly, I believe I removed her from the party for the Shinra 26 part of Rocket Town when the game forces you to use Cid. I used exchange to put all of her materia on him, but once I could remove him again and replace him with Aeris, I don't think she appeared in the exchange menu.

EDIT: I actually have a save right before Hojo and Aeris is available in the materia exchange screen. I could try beating Hojo again and see what happens?
DOUBLE EDIT: I just beat Hojo again and it appears that the end of disc 2/start of disc 3 causes Aeris to lose all of her equipped materia and to disappear from the PHS.

Although something seems to have gone awry there, that wasn't a problem as I was keeping her in my party anyway.

However, now that I have gone to try and get Tifa's level 4 limit break (and the same happens with Cid), if I try to change Tifa to the party leader, I can't select Aeris as a party member and all of her Materia and Equips have been removed from her.

Is this a consequence of me changing versions mid-playthrough or is something else at play?

Any help would be greatly appreciated.

I think the flag was implemented for 1.5, which means it'll be set to Off in your current game. There's an NPC that should appear on the Highwind though that can fix this; once you reach the bottom of north crater, return and look for him hanging out near the Highwind's Chocobo Pen (he's the one walking around); he has a bunch of options on him, one of which should be the Aeris toggle.

I have no idea where to report bugs; I'm sorry if this is the wrong place. I also don't know if this bug has been reported already, but it is serious.
When you first enter the Golden Saucer, you are stripped of a party member. However there is a location where you can save and use the PHS. If you take another person with you, the game will softlock when trying to get
Spoiler: show
Cait Sith
(You can't just take a member out of your party). In case anyone else here has experienced this issue, you can escape by entering the plaza with all of your team members and choosing a member that is already on your team to come with you. (Sometimes they won't be there. Keep trying with random team configurations)

There's a couple of those I need to fix, the other being in Junon.

Day 7.. still fighting Jormungandr.. Priscilla's corpse has rotted to the bone.. I'm out of ethers.. this may be my last matra magic.

Have you applied the latest scene.bin patch/7H IRO? I removed the absorb effect from its tail attack.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Xileize on 2017-11-14 16:57:01
Talking to the guy on the Highwind did indeed fix my issue.

Is that in the documentation? I did take a look through but it's very possible that I'm just blind.

Thank you very much!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Atomictincan on 2017-11-14 17:44:41
Yes sir I did, it was probably just because I was 22.

Edit: At Materia Keeper now on arranged (second playthrough after normal)

Any possibility of adding the ability to Sense major creatures after a certain % hp?
Maybe block sense until monsters are at 33%/bosses 25%?
I want to use morph more, but especially in arranged mode, the risk of even trying to morph a boss you can't sense, before the morph-weapons is just too unrealistic.

Or maybe you've made it so you get nothing from morphing said enemies, I don't really know since I don't bother trying (I understand Materia is optional and can pass up until morph weapons.)

This may also allow players who die within that 25% of said bosses health, do so not in vain, and can prepare properly to try again. Would stop people from just jumping in, sensing, then resetting the game to set up a method to stomp bosses and making us have to really try in order to learn the bosses weaknesses, and give us a reason to try and morph more.

Hell with that setup, I wouldn't even mind if all bosses are unable to be sensed until a certain threshold, and I would probably try to morph all of them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-15 10:11:14
Yes sir I did, it was probably just because I was 22.

Edit: At Materia Keeper now on arranged (second playthrough after normal)

Any possibility of adding the ability to Sense major creatures after a certain % hp?
Maybe block sense until monsters are at 33%/bosses 25%?
I want to use morph more, but especially in arranged mode, the risk of even trying to morph a boss you can't sense, before the morph-weapons is just too unrealistic.

Or maybe you've made it so you get nothing from morphing said enemies, I don't really know since I don't bother trying (I understand Materia is optional and can pass up until morph weapons.)

This may also allow players who die within that 25% of said bosses health, do so not in vain, and can prepare properly to try again. Would stop people from just jumping in, sensing, then resetting the game to set up a method to stomp bosses and making us have to really try in order to learn the bosses weaknesses, and give us a reason to try and morph more.

Hell with that setup, I wouldn't even mind if all bosses are unable to be sensed until a certain threshold, and I would probably try to morph all of them.

Boss Morphs were removed for the most part, because people felt they had to try and Morph the boss if the reward was really good rather than just fighting the boss normally. It might not have been the correct move though, as it undermined having Morph earlier.

Sense and blind runs are a problem; the former has a limit of 30,000 and a hard limit of 60000, while the latter presents a problem with how an enemy should be scaled. If a boss is scaled against a blind party, then an optimised party will bulldoze it. But the other way around means it would be difficult for a blind party to beat a boss efficiently the first time round. The issue gets more acute the further into the game you go because most damage modifiers (crits, elements, etc.) use multiples of 2x; so as damage numbers go up, the gap between optimised parties and non-optimised parties gets larger and larger.

But as far as Morphs go, I'm leaning toward re-including them. The previous version had some very strong morph results on early bosses and considering the effort involved, maybe it's best to put them back in. As for Sense, I'll work on something but there is a tool that can help in the meantime: it tracks enemy HP in realtime (among other things like FPS adjustments): http://forums.qhimm.com/index.php?topic=14194.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Atomictincan on 2017-11-15 16:12:03
I can understand now after you explain it. The chance of a player beating a new mechanic boss the first time is fairly unlikely, and I experienced it first hand with Jormungandr. It all comes down to one of three results.

-Blind boss stomps the party within a handful of turns (resulting in small optimizations and a likely chance to win)
-Blind boss doesn't destroy party but since party isn't optimized, will take longer. (Loss results in optimizations that will likely faceroll next try)
-Party happens to have a setup to win first time

And like you stated, as you progress further, the chance of having the right setup the first time around becomes more and more unlikely.


On the other subject, I don't know how most players feel about morph, but as for myself, if I find bosses morphing into anything besides weapon/armor/accessory, I will usually end up not bothering with it. Not that we all don't love general items like potions and throwing items (I found myself using them a lot more in this mod), but personally, the want/need of using morph is primarily in hopes of gaining a new weapon/armor/acc that will make me think "Hey, I never use Cait, but this new weapons stats makes me want to toss him in to see it work". So with that in mind and trying to stay empathetic, I can understand some of the issues with this. There simply isn't enough weapons/armor/acc to fill every boss, and you'd probably reach a point where balancing would be a huge issue. Seeing as how sense is only used to either find weaknesses or monitor HP for Morphing, the ability itself will only be used as a "need" for those who lost to a boss or wants a particular item, making it... less desirable in any other capacity.

All in all, I love the mod, I enjoyed the first run and I'm enjoying arranged mode even more, trying new ranking and party setups keeps the replay value high, and most of my ideas are simply because I love a challenge and love "missable" items even more (As much as it sucks when you do miss it).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-15 19:00:25
So...according to the "where is the thing" text file, there's an Enemy Skill called "Magnitude8", and it's used by Gaea Dragon, found on Gaea's Cliff. What causes him to usd it, though? I've seen him use these attacks: a basic physical attack, Great Gale, Atomic Buster, Gale Wind, Storm Breath...and that's it. I can't get him to use it voluntarily at full health, mid health, or near death (gave him 15 or so turns at all three health thresholds, just to be sure), as an Earth attack counter, as a death counter, or even as an Earth attack death counter (hey, if the Co...uh...the cat-things in this same cave only seem to use Level ?? Holy as a counter to Alexander/a Holy attack killing them, I figured the possibility was there). He seems immune to Confusion and Manipulate. I don't know what else I can possibly do to make the AI use it on me. Am I doing something wrong? Is this the wrong enemy and that text file has a mistake in it? What's going on?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: fistoz on 2017-11-15 20:28:33
Hey there !

I've recently started NT mod so I wanted to leave at least a little message to thanks you for all the work ^^
Really appreciating the gameplay tweaks, the new content and surprises ! From what I've seen so far (I'm entering Gold Saucer) I can sometimes guess what will happen (ohh, I wonder what's that surprise at end of CD1 hehe)
A huge + is that shortcut possibility for many long speeches. As far as this is a great game.. doing it dozens of times make'em boring.

Btw I was curious : thought I found a typo.. But after some searches since english isn't my mother tongue, it seems it may have been used intentionally to stick to Barret's habits.
(http://image.noelshack.com/fichiers/2017/46/3/1510781020-typo.jpg)

That was on purpose, right ?

Anyway, thanks a lot, looking forward for future changes, new game + etc..
Hi from France ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Atomictincan on 2017-11-15 21:18:48
Hey there !

I've recently started NT mod so I wanted to leave at least a little message to thanks you for all the work ^^
Really appreciating the gameplay tweaks, the new content and surprises ! From what I've seen so far (I'm entering Gold Saucer) I can sometimes guess what will happen (ohh, I wonder what's that surprise at end of CD1 hehe)
A huge + is that shortcut possibility for many long speeches. As far as this is a great game.. doing it dozens of times make'em boring.

Btw I was curious : thought I found a typo.. But after some searches since english isn't my mother tongue, it seems it may have been used intentionally to stick to Barret's habits.
(http://image.noelshack.com/fichiers/2017/46/3/1510781020-typo.jpg)

That was on purpose, right ?

Anyway, thanks a lot, looking forward for future changes, new game + etc..
Hi from France ;)


Hahaha, you're good. Likely not a typo, the grammar Barret uses is best described as "slang" or "ebonics". Stereotypical for african americans who grow up in Urban areas. You can see this used a lot by Barret and it adds on to his "Tough" personality.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: RascalQueen on 2017-11-16 01:25:57
Did 1.5 re-add EXE changes or is the tooltip about 'the NT.EXE Patch' outdated?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ChipNoir on 2017-11-16 07:09:25
I think I may have a broken version installed. I just installed FFVII for Steam, and I'm using the 7th Heaven mod manager to run the New Threat mod.

Sooo I was enjoying this mod up till some major departures from what I watched a demonstration of. Instead of fighting a broken Scorpion Guard, the version I've got installed is telling me I need to go save Biggs, but when I try to get anywhere near him, I'm sent into a random fight with an enemy that invariably kills me.

So, what's going on here?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-16 08:08:42
So...according to the "where is the thing" text file, there's an Enemy Skill called "Magnitude8", and it's used by Gaea Dragon, found on Gaea's Cliff. What causes him to usd it, though? I've seen him use these attacks: a basic physical attack, Great Gale, Atomic Buster, Gale Wind, Storm Breath...and that's it. I can't get him to use it voluntarily at full health, mid health, or near death (gave him 15 or so turns at all three health thresholds, just to be sure), as an Earth attack counter, as a death counter, or even as an Earth attack death counter (hey, if the Co...uh...the cat-things in this same cave only seem to use Level ?? Holy as a counter to Alexander/a Holy attack killing them, I figured the possibility was there). He seems immune to Confusion and Manipulate. I don't know what else I can possibly do to make the AI use it on me. Am I doing something wrong? Is this the wrong enemy and that text file has a mistake in it? What's going on?
I think Limit Breaks trigger Mag8 on any dragon enemy; I'll check when I get back.

Hey there !

I've recently started NT mod so I wanted to leave at least a little message to thanks you for all the work ^^
Btw I was curious : thought I found a typo.. But after some searches since english isn't my mother tongue, it seems it may have been used intentionally to stick to Barret's habits.

It's the way Barret talks in the english version; I kept it as-is.

Did 1.5 re-add EXE changes or is the tooltip about 'the NT.EXE Patch' outdated?

EXE stuff was left out in the end.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TitaniumWhite on 2017-11-16 22:06:53
I started playing this mod and really liked it in the beginning/middle of the game. The end-game however has turned me off of this, mostly due to what, I think, are limitations in the FF7 game/engine itself: in all mods I have tried so far that makes the game more challenging, it always end up being a damage-race, either from the get-go or, in this case, at the end.

I don't think that is intentional from the makers, it's just that FF7 is not a game about tactical decisions and a complete rewrite of the combat would be necessary to archive something like that. The main issue is that everything combat-related in FF7 is essentially overpowered. We all know how easy it was to generate insane damage in the original game, making status ailments useless or a waste of a turn. Lowering the overall damage while increasing the vulnerability against statuses in enemies just breaks the game in another way as each status ailment is incredibly powerful if you think about it. The materia system itself is so flexible that you can become all but immortal if you know what's coming up in future battles. All that makes it incredibly hard to balance for a harder tactical but fair game. The limited scripting the game supports doesn't help either.

Being at the Northern Crater my experience is that the main difficulty spike from the enemies comes from their damage output and that's fine by me. However due to the added (and much needed) character customization I now have characters that are completely useless. Glass canons like Tifa and Yuffie takes between 75-100% their max hp in damage from anything while tanks like Vincent and Barret can stay in the back-row and out-DPS the DPS-classes as you can freely boost their strength/magic.

I will, however, play through this and the Arrange mode and then at least once with a rank-gimmick build like melee-Aeris.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-17 00:55:30
I think Limit Breaks trigger Mag8 on any dragon enemy; I'll check when I get back.
No problem; I'll check on that and see if any of my Limits trigger it from Gaea Dragon, at least. Failing that, I can just wait for your return, so you can check under the hood on that. I don't mind waiting, I appreciate that you keep coming back time and again to answer my questions and musings, heh, believe me, I greatly appreciate your patience with me (and what at times feel like very silly antics on my part).

EDIT: Worked the first try. Limits do indeed trigger Gaea Dragon, at least, to use Magnitude8. (I'm just not certain about the damage...Quake 3 does more for me. Or is this a case of me having tier 3 spells WAY sooner than anticipated? Heh. Thanks a lot, Sand Worm! All that delicious, delicious AP for my Double AP weapons~) Although if it is available right from the first dragon-type enemy you can fight, I could have had this in Nibelheim, then? That would have been a great time to get it. I'll just have to remember that next time.
But I do want to say - I feel like it's not an incredibly intuitive way to get ahold of it. Why would you use a Limit Break on some random encounter mook? Yes, they're a higher tier than typical random grunts - but not enough to where I'd do that. I always want to save my Limit Breaks for bosses. (Unless I'm grinding/farming and know I'll get my meter refilled again before I'm done and move on with the story.) And I don't see any obvious indication that this is the trigger - given I feel like I ran the gamut of what I thought were possibilities for triggering it. I had no idea Limit Breaks could be specified in monster AI for triggering specific counters. Maybe mention in the "where is the thing?" file that the player must specifically use a Limit Break targeting the dragon, in order to trigger Magnitude8? (And if a dragon sooner than Gaea Dragon can use it, if indeed there is one?). In case this question might pop up again in the future. While I'm not sure if I fully agree with using a Limit Break to trigger it - I would be more than happy to compromise by settling on just a mention in the text file, in case any future players of this mod don't realize the possibility that a Limit Break could trigger a counter, much less specifically an Enemy Skill. Just a thought!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: RascalQueen on 2017-11-17 01:29:07
Alright, so, does Arrange make any changes on the player-side?  Obviously it edits enemy encounters and such, I've noticed new boss behaviors, but does it have the limit changes/materia edits/etc?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Atomictincan on 2017-11-17 01:49:37
Being at the Northern Crater my experience is that the main difficulty spike from the enemies comes from their damage output and that's fine by me. However due to the added (and much needed) character customization I now have characters that are completely useless. Glass canons like Tifa and Yuffie takes between 75-100% their max hp in damage from anything while tanks like Vincent and Barret can stay in the back-row and out-DPS the DPS-classes as you can freely boost their strength/magic.

I will, however, play through this and the Arrange mode and then at least once with a rank-gimmick build like melee-Aeris.

I can emphasize with your feelings, especially in my first playthrough. I didn't really think too deeply into the system, but by the end I was able to start understanding how important stats were, which is unorthodox from the original.

If I may suggest, first off yes, play arranged mode after you play through normal. I won't spoil anything, but you will be forced to adapt to a different playstyle, you will run into unexpected situations where you can either painfully grind to overcome, or adapt to using different team compositions.

Though I do think magic casters are stronger at face-value, I learned this to be untrue. Attackers will reign supreme, but only if you take the time to set them up for certain battles. Using elemental with a bosses weakness on a high dex attacker will certainly outperform a caster in a multitude of situations. They can survive longer, react faster to bad situations, and function better than casters when faced against status effects.

This brings me to my second suggestion, the stats of characters plays a much, much bigger role in this mod. First play through for me was very cut and dry, which can bore you like it did myself. I've found a second playthrough in arranged was where the mod really shined.

I set up beforehand, in my mind, what I wanted from each character. Mainly I decided to keep cloud hybrid, starting with 4 ranks into mako, finishing up in the opposing to balance his str/vit. This meant he would be extremely vulnerable to physical, bringing in a tank was necessary. Barret was my original choice, for obvious reasons when it comes to straight damage mitigation, but I have switched over to Cait, with his superior health, magic, and luck, which 100+ luck gives you a surprisingly high dodge chance, not to mention he can heal allies MP with attacks for unlimited mana pools. Last slot called for a fast, reactive character to quickly shut down enemies with status and cure statuses/buff allies. Both Yuffie (Huge dodge chance) and Tifa (Grit passive has saved me countless times) fit this role I was looking for. I opted for Yuffie, for a higher damage output with her insane limit breaks.

That was extremely long winded and I could go more into detail for each character I have set a role for, but my point being, stats do play a huge role when choosing what you want, and when you go to start your arranged mode run. Play as you would normally, and when you get to ranking up characters, take some time to reflect on your first playthrough, get a solid idea of what you want and go for it. There are an endless combinations you can run with, and there are no rules saying you can't go outside the norm. It may surprise you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: boozek on 2017-11-17 10:56:58
I can proudly announce that New Threat Mod 1.5 NORMAL and ARRANGE have been completed by me :) That was an amazing adventure and it brought back many memories from my childhood. Thanks goes to 4-8 Productions youtuber for pointing me here and to Sega Chief for creating this a nearly Masterpecie ;)

Just wanted to share with you what I've noticed or what in my opionion might be done different ;)

BUGS/GLITCHES/MISSPELLED/ETC.
(some of these might be already fixed by the time you are reading this document)

CD1

Monster called Formula near Junon can be MORPHED into Boomerang (please update excel documentation).

When I was on my way to Fort Condor after rescuing Priscilla (Cloud goes alone) I got encountered in the bush by Ziegfried. When He used his second hit, he blew me out of the battle. Funny thing is he was still talking and even used Odin while I was still out of the fight so he cut himself in a half and the battle was over with no drop ?!

Beachplug – all Beachplug enemies are casting BIG GUARD at the beginning of the fight. Even when there are 4 enemies they do it all one after one, so generally there are 3 useless moves...

When Cloud gets to Aerith in Forgotten City and want to hit her with his sword there are two chat options to choose one is so long it would not fit to the box.

After Jenova fight in Forgotten City when the team group up in the sleeping room, there is a blue text location name "knowlespole" is it intended ?

CD2

ATM fight before boarding Highwind. There is nothing to steal – excel documentation says you can steal Winchest or AM Cannon. He only drops Platinum Phone. Guess you need to update it.

Materia MP Plus can be sold for 500 milions gil – in my opinion that is too much and it will make GIL useless.

While fighting Sea Worm on the beach in Mideel, last hit was given by Cid's limi Big Brawl. Funny thing is Cid missed every signgle combo hit. There was no dmg and no 'miss' word. Monster did not dissapear when killed but the fight was over with regular drop/exp/etc.

Is it possible to create a skip for the long conversation in the Northern Crater, when Clouds gives
Black Materia to Sephiroth and Weapons are Summoned ?

I received Masamune weapon from Fort Condor NPC after final battle for MegaMateria is it intended ?

Midgar Raid last Turks fight. They have nothing to steal but they have 100% drop of the items that are on the excel documentation as "to Steal". Please update documentations by changing from Steal to Drop.

While Midgar Raid/Dark Cave/ Using key to sector 5 - save points have no Rank Up options.

While Midgar Raid there is invisible NPC Shop on the 1st floor Shinra Corp.

Misspelled Valiant Cloud name in Battle Chat when charging. Says "Clod"

Documentation update – Valiant Cloud drops Ragnarok not Imperial Guard.

When you enter a fight with Hojo, those two underwater monsters are already there I think in Original version they were summoned.

When Vincent died in a fight with Iron Man he did a Final Attack Magic Counter x4 Comet2 (final attack was not equipped) is that natural ?

CD3

Misspelled answer "NO" on Highwind NPC after fighting Mirage boss.

Is it even possible to steal Silver Glasses on the first fight on the train heading to Corel ? I only stole Star Pendants and Hybrid Brace. I tried couple times...

Is the Outer Junnon Weapon Shop ever opened ? The old man always says the same thing over and over on all 3 discs ?

Tyrant (Boss) in Northern Crater drops Warrior Bangle – documentation says Gospel Spark.
Junnon league when choosing bracket "Cancel" - option does not work.

After fight in Dark cave sector 7 on The Pilar, once you go back down you can still go through the fence and do it again and again etc.

When fighting with Yuffie in Dark Cave she tries to steal the materia you can run from that fight but she will be laying on the floor beaten :)

When summoning KOR there is a typo.


Suggestions
- In my opionion Boss that drops KOR is too easy, once you get KOR the rest bosses are way more easier to kill
- After obtaing Tiny Bronco you can swim to the beach in Mideel area and fight monsters over there which gives tons of exp. These monsters should be stronger in my opionion. If somebody wants to farm there he would get a lot money, exp and AP very easily. Then when proceeding with game and visiting temple of the ancients or north crater it will bring more fun if you are not so overpowered. Also please decrease drop rate for Typhoon Ring from Sea Worm. It drops like 100% and it is expensive to sell.
- Physical attacks/limits should be a bit stronger. When comparing to end game Magic or Summons the physical limits are weak. Same goes for defense if you go max attack and no defense you deal average damage and getting killed fast, but when you go max def no attack you are super though with not bad damage. Summary  Mag>Def>Att...
- Mime should work only once a fight. If you can use it more times game becomes too easy.
- Gospel Spark item should be removed, with W-item makes the game too easy. Also everyboss can be killed without it :)
- Dark Cave bosses and encounters should be stronger.


Thanks and hope you will do same mod for FF8,9 and 10 !!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mithrain on 2017-11-17 15:20:37


I received Masamune weapon from Fort Condor NPC after final battle for MegaMateria is it intended ?



Wat. I think the last reward I got was a Megalixir or something.  :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: boozek on 2017-11-17 15:27:32
Wat. I think the last reward I got was a Megalixir or something.  :o
I meant the Leader old man wearing a hat sitting near the table inside the FORT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mithrain on 2017-11-17 15:53:37
Just went back there, and talked to everyone. No Masamune for me, at least. Fairly sure I did all the battles, too. So it's probably some obscure bug, unless I missed one at some point.  :-X
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-17 16:04:28
I started playing this mod and really liked it in the beginning/middle of the game. The end-game however has turned me off of this, mostly due to what, I think, are limitations in the FF7 game/engine itself: in all mods I have tried so far that makes the game more challenging, it always end up being a damage-race, either from the get-go or, in this case, at the end.

I don't think that is intentional from the makers, it's just that FF7 is not a game about tactical decisions and a complete rewrite of the combat would be necessary to archive something like that. The main issue is that everything combat-related in FF7 is essentially overpowered. We all know how easy it was to generate insane damage in the original game, making status ailments useless or a waste of a turn. Lowering the overall damage while increasing the vulnerability against statuses in enemies just breaks the game in another way as each status ailment is incredibly powerful if you think about it. The materia system itself is so flexible that you can become all but immortal if you know what's coming up in future battles. All that makes it incredibly hard to balance for a harder tactical but fair game. The limited scripting the game supports doesn't help either.

Being at the Northern Crater my experience is that the main difficulty spike from the enemies comes from their damage output and that's fine by me. However due to the added (and much needed) character customization I now have characters that are completely useless. Glass canons like Tifa and Yuffie takes between 75-100% their max hp in damage from anything while tanks like Vincent and Barret can stay in the back-row and out-DPS the DPS-classes as you can freely boost their strength/magic.

I will, however, play through this and the Arrange mode and then at least once with a rank-gimmick build like melee-Aeris.

Yeah, the biggest challenge of making this mod was finding a way to make the game's systems work while maintaining what makes FF7 feel like FF7. The core of the problem is how damage modifiers are applied and the formulas; 2x from crits/elemental, %-based mitigation, and how Level is used in damage calcs eventually make it very difficult to manage as numbers start to creep up. I didn't know how to modify the ASM until very recently, so everything in the mod is based on work-arounds using AI and other tricks. But there's a limit to what those measures can do. I also learned very recently that Defence and Magic Defence exhibit very strange behaviour when they reach the 200+ mark. They seem to start scaling much harder than before, though this may be a result of the character defence hack in the AI.

If I could go back in time with what I know now, I'd be able to build the mod using ASM modifications to the damage & mitigation formulas and I'd probably aim to work within a smaller range of values instead of the 9999 range.


But I do want to say - I feel like it's not an incredibly intuitive way to get ahold of it. Why would you use a Limit Break on some random encounter mook? Yes, they're a higher tier than typical random grunts - but not enough to where I'd do that. I always want to save my Limit Breaks for bosses. (Unless I'm grinding/farming and know I'll get my meter refilled again before I'm done and move on with the story.) And I don't see any obvious indication that this is the trigger.

The reason is a combination of what Magntitude 8 replaced and my own burn-out; Dragon Force used to proc against Limits, with the skill not being available until late in the game when you defeat a special boss that uses the skill on your party when it dies. Mag8 was its replacement at the last minute because I was stuck for ideas and saw that there was no Earth-based skill in the E.Skill library. As for the trigger, I left it as-is because by the end of 1.5's development I was badly wanting away from the game. Not the best frame of mind to be making decisions, but the project was already running late.


Alright, so, does Arrange make any changes on the player-side?  Obviously it edits enemy encounters and such, I've noticed new boss behaviors, but does it have the limit changes/materia edits/etc?

It doesn't, unfortunately. I wanted to do something with item placement shuffling so that different Materia, etc. would be available at different times but I left it in the end.

When I was on my way to Fort Condor after rescuing Priscilla (Cloud goes alone) I got encountered in the bush by Ziegfried. When He used his second hit, he blew me out of the battle. Funny thing is he was still talking and even used Odin while I was still out of the fight so he cut himself in a half and the battle was over with no drop ?!

Beachplug – all Beachplug enemies are casting BIG GUARD at the beginning of the fight. Even when there are 4 enemies they do it all one after one, so generally there are 3 useless moves...

When Cloud gets to Aerith in Forgotten City and want to hit her with his sword there are two chat options to choose one is so long it would not fit to the box.

After Jenova fight in Forgotten City when the team group up in the sleeping room, there is a blue text location name "knowlespole" is it intended ?

I didn't consider the Ziegfried AI against a solo party member. I'm going to scrap that scripted fight in any case and make it a bit more straightforward, like the initial attack rush and then one character attack ends the fight (which is how it goes in FF6 I think).

I can add a script handler to Beach Plug so that only one of them casts it.

Yeah, I need to resize that box; I'll do it just now before it slips my mind again.

Knowlespole is the name of the Icicle Inn area, which is mentioned in the tapes that Ifalna recorded with Gast. When I was rewriting Seph's dialogue, it felt a bit strange to write Icicle Inn so I went with the 'ancients' name for it. But that meant I had to have the characters refer to it as Knowlespole in the next scene as well when they talk about what Seph said.

CD2

Materia MP Plus can be sold for 500 milions gil – in my opinion that is too much and it will make GIL useless.

While fighting Sea Worm on the beach in Mideel, last hit was given by Cid's limi Big Brawl. Funny thing is Cid missed every signgle combo hit. There was no dmg and no 'miss' word. Monster did not dissapear when killed but the fight was over with regular drop/exp/etc.

Is it possible to create a skip for the long conversation in the Northern Crater, when Clouds gives
Black Materia to Sephiroth and Weapons are Summoned ?

I received Masamune weapon from Fort Condor NPC after final battle for MegaMateria is it intended ?

Midgar Raid last Turks fight. They have nothing to steal but they have 100% drop of the items that are on the excel documentation as "to Steal". Please update documentations by changing from Steal to Drop.

While Midgar Raid/Dark Cave/ Using key to sector 5 - save points have no Rank Up options.

While Midgar Raid there is invisible NPC Shop on the 1st floor Shinra Corp.

Misspelled Valiant Cloud name in Battle Chat when charging. Says "Clod"

Documentation update – Valiant Cloud drops Ragnarok not Imperial Guard.

When you enter a fight with Hojo, those two underwater monsters are already there I think in Original version they were summoned.

When Vincent died in a fight with Iron Man he did a Final Attack Magic Counter x4 Comet2 (final attack was not equipped) is that natural ?

MP Plus is a unique drop, so if it is sold then it's gone. As for shop prices, there's an editor that can do it but it's an .exe change and the editor itself is very deprecated; it broke after I used it once, prob trying to remember directory pathways and bugging out or something.

Cid's Big Brawl seems to be bugged for FF7 PC; I don't recall ever seeing it in action though. My guess is that some important data in the animation file has been lost which results in the hit values not coming up; damage is calculated normally though. The same issue occurs when an attack is set with multiple hits but is only coded to have one hit; it just tallies the actual damage off after.

I could make a skip for that scene, but not just now.

Yeah, the masamune is the new drop for not allowing Condor to lose a single battle; this can be done without actually participating in the fights if you keep them funded. It's about 3000gil per battle, and they start off with enough funds to handle the 'inaccessible' battles that occur when the party can't reach Condor (there are less of these in NT though, due to the teleport NPC; most of the inaccessible battles happen during Junon Raid where I felt it would be a headache to implement the teleport there). Masamune can be equipped by any character and will take the appearance of their default weapon. It can also be crafted using certain items.

It's called Valiant Clod, the original was called Proud Clod. The translation was probably supposed to be 'Clad' but hey-ho.

I had that Hojo problem early on; for whatever reason, I couldn't get them to appear as invisible at the start of the fight anymore. The fight functions so I never returned to it.

Honestly couldn't tell you what happened with Vincent.

CD3

Is it even possible to steal Silver Glasses on the first fight on the train heading to Corel ? I only stole Star Pendants and Hybrid Brace. I tried couple times...

Is the Outer Junnon Weapon Shop ever opened ? The old man always says the same thing over and over on all 3 discs ?

Junnon league when choosing bracket "Cancel" - option does not work.

After fight in Dark cave sector 7 on The Pilar, once you go back down you can still go through the fence and do it again and again etc.

When fighting with Yuffie in Dark Cave she tries to steal the materia you can run from that fight but she will be laying on the floor beaten :)

When summoning KOR there is a typo.

It'd be tricky; definitely not worth it either.

There's a closed shop? Does he still sell you things?

I'll check the script again; thought I'd fixed that.

Ditto.

I'll add a no-escape flag.

KOTR's summon attack text is the last bit of data in the kernel, and it's prone to becoming corrupt. I re-did the kernel fresh to try and rectify it but was only partially successful; the text needs to be offset to hide the garbage but any changes made to the kernel requires another adjustment for the text. I think as of the last time I checked it was no longer possible to have it appear centred without the names of other summon attacks appearing alongside it. No idea what causes it, just that it's probably too much space used in the kernel.

Suggestions
- In my opionion Boss that drops KOR is too easy, once you get KOR the rest bosses are way more easier to kill
- After obtaing Tiny Bronco you can swim to the beach in Mideel area and fight monsters over there which gives tons of exp. These monsters should be stronger in my opionion. If somebody wants to farm there he would get a lot money, exp and AP very easily. Then when proceeding with game and visiting temple of the ancients or north crater it will bring more fun if you are not so overpowered. Also please decrease drop rate for Typhoon Ring from Sea Worm. It drops like 100% and it is expensive to sell.
- Physicall Limist should be a bit stronger. When comparing to end game Magic or Summons physical limits are weak.
- Mime should work only once a fight. If you can use it more times game becomes too easy.
- Gospel Spark item should be removed, with W-item makes the game too easy. Also everyboss can be killed without it :)
- Dark Cave bosses and encounters should be stronger.

Thanks and hope you will do same mod for FF8,9 and 10 !!!

I'll keep this in mind and add it to my notes. I'm making a mod for FF8 at the moment; hopefully it'll turn out a bit better.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bohepans on 2017-11-17 21:38:30
The reason is a combination of what Magntitude 8 replaced and my own burn-out; Dragon Force used to proc against Limits, with the skill not being available until late in the game when you defeat a special boss that uses the skill on your party when it dies. Mag8 was its replacement at the last minute because I was stuck for ideas and saw that there was no Earth-based skill in the E.Skill library. As for the trigger, I left it as-is because by the end of 1.5's development I was badly wanting away from the game. Not the best frame of mind to be making decisions, but the project was already running late.
Ah, yeah, I can understand that. Even just making a small scale FF6 mod like mine I'm working on off and on at the moment, I've had "burnout" decisions and ended up regretting and changing later. Again, it's by no means the worst thing - just perhaps something to point out in the text file in case it's not obvious to someone.
Though just to confirm - Magnitude 8 replaced something in that attack script, not as an Enemy Skill overwriting Dragon Force, right?

Also I want to make a counterpoint to the thing about Sea Worm and the Mideel beaches/general area that can be reached late in Disc 1 (though certainly not an attempt at an argument, please don't get me wrong, just offering an alternate viewpoint) - this is purely optional. The player is in no way guided or forced there. They can choose whether or not they wish to use it for extensive grinding/leveling up - which would make any decrease of challenge a conscious decision they made, not the modder. Those who choose not to use this place for grinding will experience the game without such an advantage, which they should also be able to choose to do. It's not like the Sea Worm is standing directly in the path of the player's route to the Temple of the Ancients. Much as the Junon alarm tunnel is not right in the path of the player just progressing the story (not to mention it even takes a special trigger to see those battles). So anyone doing so is making a choice of their own volition - the right to make a mod even harder or even easier by the choices the player makes is not a bad thing. If I want to make things harder for myself, I can choose to not grind at all, much less visit such areas, and rank up in a different, perhaps less efficient manner. If I want to make things easier for myself, I can choose to grind in areas like that which are out of the way but lucrative (and of course choose a path of rank ups that would better benefit me in the long run). I can understand wanting to avoid situations where the player can accidentally make things too hard for themselves - but this is clearly a situation where the player would consciously and quite obviously choose to make the mod easier, or at least different, for themselves (within the confines of what can be done without directly cheating or the like). I don't think this is a bad thing. I chose to grind early - I wanted to experience the Rank Up system and see the results quicker, as well as to start mastering Materia sooner and faster. I knew it would come at the come of some difficulty - but I didn't come here for a difficulty mod. (You even said yourself this is not meant to be a difficulty mod, right? So this is a good thing.) I came here for a different FF7 experience, not necessarily a hair-pulling one. So I made the choice to grind and Rank Up, out of wanting to experience the player-beneficial changes right away, at least among those I could access of course. Me having Tier 3 magic before the end of Disc 1 is not a poor reflection on you as a modder, by any means. You didn't put those high AP/Exp enemies right in the player's path - they just happen to be accessible if one goes out of their way. It's available as a choice. Players can chose to make things easier or harder on themselves by using some Materia/grinding areas or by avoiding them. The goal of the mod would still be met regardless - the player has an entertaining and familiar yet fresh experience in a classic video game. Is that not true? So I feel that I would adamantly defend such areas/monsters being left as-is (I like that Typhoon Rings drop often, it's a nice equipment reward for dealing with a strong monster like that, at least strong for just barely having gotten the Tiny Bronco anyway - good for both wind protection on the party, then selling extras after you get 3+).
Just my opinion, take it with a grain of salt (or a shovelful of earth, it's your choice, heh).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: boozek on 2017-11-18 08:08:25
Also I want to make a counterpoint to the thing about Sea Worm and the Mideel beaches/general area that can be reached late in Disc 1 (though certainly not an attempt at an argument, please don't get me wrong, just offering an alternate viewpoint) - this is purely optional. The player is in no way guided or forced there. They can choose whether or not they wish to use it for extensive grinding/leveling up - which would make any decrease of challenge a conscious decision they made, not the modder. Those who choose not to use this place for grinding will experience the game without such an advantage, which they should also be able to choose to do. It's not like the Sea Worm is standing directly in the path of the player's route to the Temple of the Ancients. Much as the Junon alarm tunnel is not right in the path of the player just progressing the story (not to mention it even takes a special trigger to see those battles). So anyone doing so is making a choice of their own volition - the right to make a mod even harder or even easier by the choices the player makes is not a bad thing. If I want to make things harder for myself, I can choose to not grind at all, much less visit such areas, and rank up in a different, perhaps less efficient manner. If I want to make things easier for myself, I can choose to grind in areas like that which are out of the way but lucrative (and of course choose a path of rank ups that would better benefit me in the long run). I can understand wanting to avoid situations where the player can accidentally make things too hard for themselves - but this is clearly a situation where the player would consciously and quite obviously choose to make the mod easier, or at least different, for themselves (within the confines of what can be done without directly cheating or the like). I don't think this is a bad thing. I chose to grind early - I wanted to experience the Rank Up system and see the results quicker, as well as to start mastering Materia sooner and faster. I knew it would come at the come of some difficulty - but I didn't come here for a difficulty mod. (You even said yourself this is not meant to be a difficulty mod, right? So this is a good thing.) I came here for a different FF7 experience, not necessarily a hair-pulling one. So I made the choice to grind and Rank Up, out of wanting to experience the player-beneficial changes right away, at least among those I could access of course. Me having Tier 3 magic before the end of Disc 1 is not a poor reflection on you as a modder, by any means. You didn't put those high AP/Exp enemies right in the player's path - they just happen to be accessible if one goes out of their way. It's available as a choice. Players can chose to make things easier or harder on themselves by using some Materia/grinding areas or by avoiding them. The goal of the mod would still be met regardless - the player has an entertaining and familiar yet fresh experience in a classic video game. Is that not true? So I feel that I would adamantly defend such areas/monsters being left as-is (I like that Typhoon Rings drop often, it's a nice equipment reward for dealing with a strong monster like that, at least strong for just barely having gotten the Tiny Bronco anyway - good for both wind protection on the party, then selling extras after you get 3+).
Just my opinion, take it with a grain of salt (or a shovelful of earth, it's your choice, heh).
I understand your way of looking at this. I just showed my own opinion and I did not say to remove mosters or block the area but just make them a bit stronger ~+25% and the ring to downgrade drop to maybe 33% ? I think that way it will bring more fun and challenge.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: boozek on 2017-11-18 08:09:37
Just went back there, and talked to everyone. No Masamune for me, at least. Fairly sure I did all the battles, too. So it's probably some obscure bug, unless I missed one at some point.  :-X
Maybe you did not give them enough money for these couple fights they fought without your help ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mithrain on 2017-11-19 13:45:34
Maybe you did not give them enough money for these couple fights they fought without your help ?

Yeah that seems to be the reason. I had no idea that was a thing, I just figured I had to go back for every fight and it was all good, but oh well, I'll just nab a Masamune or two, the old fashioned way. o/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheDragonKing82 on 2017-11-24 14:15:49
Hi Sega Chief, First great work on the mod, well done sir!

I have encountered a loop-bug with the NT Technician guy on the Highwind, he allowed me to refight the Dark Cave boss Mirage since I didn't seem to get the Mystile but no matter how many times I defeat it there is no rewards screen and the option to fight him is still there. It also repeats asking to convert the Micro-Engine to a key item.

I have searched for info and added the Hotfix but nothing. Any help would be appreciated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2017-11-24 15:31:39
Hello!

I just started playing NT this week and I have a few things that might be bugs?

So first thing. Cloud has a defense stat of 60 (I'm early on, reactor 5) and Tifa has a defense stat of 44. Both are in the front line, yet Cloud is taking more damage for some reason. Am I not understanding something with the new rules? I had the Chocobelt equipped to him for a couple battles but switched back to the armor you but in sector 7 (Iron?). Not sure why he is taking more damage.

During the Air/Plasmabuster fight, the boss seemed to keep glitching back and forth so you could never really tell which way it was facing.

And I gotta say I loved the "F-it.Close enough" line right before that fight when you have to hit the switch. Been playing for almost 20 years and I still can never get that timing right. Glad that was improved ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-24 20:19:24
Hi Sega Chief, First great work on the mod, well done sir!

I have encountered a loop-bug with the NT Technician guy on the Highwind, he allowed me to refight the Dark Cave boss Mirage since I didn't seem to get the Mystile but no matter how many times I defeat it there is no rewards screen and the option to fight him is still there. It also repeats asking to convert the Micro-Engine to a key item.

I have searched for info and added the Hotfix but nothing. Any help would be appreciated.

I'll sort this out; I'm going to replace the hotfix patches + IRO later tonight with some other fixes as well.

Hello!

I just started playing NT this week and I have a few things that might be bugs?

So first thing. Cloud has a defense stat of 60 (I'm early on, reactor 5) and Tifa has a defense stat of 44. Both are in the front line, yet Cloud is taking more damage for some reason. Am I not understanding something with the new rules? I had the Chocobelt equipped to him for a couple battles but switched back to the armor you but in sector 7 (Iron?). Not sure why he is taking more damage.

During the Air/Plasmabuster fight, the boss seemed to keep glitching back and forth so you could never really tell which way it was facing.

And I gotta say I loved the "F-it.Close enough" line right before that fight when you have to hit the switch. Been playing for almost 20 years and I still can never get that timing right. Glad that was improved ;)

Air Buster has that problem in the original game as well, I've tried fixing it with AI but it's apparently an animations file problem. The way to tell is to ignore his visual facing and assume that whoever attacked him last, he is facing them (or if he attacked, then he is facing that target; even if it is Rear Gun).

I'm not sure either about why Cloud would be taking more damage; it could be variance, Sadness, or something else. If anyone is taking noticeably more damage later on in the game let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-24 22:27:17
New patches + IRO are up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2017-11-25 00:18:49
New patches + IRO are up.

Uh oh... the latest IRO is causing NT to crash upon exiting the 1st field when jumping off the train  :cry:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-25 00:31:15
Ah, must have used the wrong template; I'll replace it with the old link while I make a new one.

Edit: That should be it now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2017-11-25 01:06:05
Ah, must have used the wrong template; I'll replace it with the old link while I make a new one.

Edit: That should be it now.

You are fast sir!  :o

Edit: I also forgot to ask, you mentioned in an earlier post that boss morphs were being put back in. Is this in the latest build now?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2017-11-25 01:18:50

Air Buster has that problem in the original game as well, I've tried fixing it with AI but it's apparently an animations file problem. The way to tell is to ignore his visual facing and assume that whoever attacked him last, he is facing them (or if he attacked, then he is facing that target; even if it is Rear Gun).

I'm not sure either about why Cloud would be taking more damage; it could be variance, Sadness, or something else. If anyone is taking noticeably more damage later on in the game let me know.

Understood. I'll keep an eye out for it.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2017-11-25 02:50:22
How do we cure or prevent zombie status?

Im at the final disc one boss fight and that zombie status is screwing me over.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-25 12:29:07
You are fast sir!  :o

Edit: I also forgot to ask, you mentioned in an earlier post that boss morphs were being put back in. Is this in the latest build now?

No, not yet; I need to go through all the bosses and decide what to put on them.

How do we cure or prevent zombie status?

Im at the final disc one boss fight and that zombie status is screwing me over.


Zombie can't be cured or prevented; the character afflicted with the status should be first priority for MBarrier and Poison/Dual-Drain should be healed off the character with Antidotes or Esuna ASAP. You can block Degen and Rigor Lock if you have a Lv.2 Elemental Materia by combining it with a non-elemental Magic Materia like Seal, or by accessories that block the statuses attached to them (Dual, and Slow/Paralysis; Jem Ring is a good shout). You can also take a risk and use Sleep on Jenova here, but there's a 25% chance of it waking up after each action and counter-attacking with a unique attack so only do this as a last resort.

You'll want to be aggressive and try to get the fight wrapped up quickly before things get out of hand. Try and inflict Slow on her (Shiva can do this 100%) at the start of the fight, and get MBarrier up to help block incoming damage on your Zombied character. Element-wise, Holy and Earth should work. You can get Holy onto a weapon by combining Elemental with Restore Materia if you don't have more than 1 Earth Materia (Titan can also be used), and she has relatively low Magic Defence compared to other bosses. I'd try avoiding the use of Sadness here as well because you'll want to be throwing out Limit Breaks for extra damage. Your group can be in the front row as well with no risk, as none of her attacks are physical.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheDragonKing82 on 2017-11-25 13:24:45
I see the patches are having more work done but just to feedback that the last fix didn't help with the issue I mentioned.

Can't think what but I'm not sure if I messed something up somehow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-25 16:02:35
I see the patches are having more work done but just to feedback that the last fix didn't help with the issue I mentioned.

Can't think what but I'm not sure if I messed something up somehow.

The script looks fine:

Code: [Select]
If Var[11][233] bitON 7 (else go to label 4)
Resizes/Repositions the window #0 (X=57, Y=19, width=205, height=57)
Ask Question "Mystile Drop (Dark Cave Boss) Yes No" in the window #0 (and put selected answer in Var[5][13]) first line=1, last line=2
If Var[5][13] == 1 (else go to label 4)
Add 1 item(s) Mystile to the inventory
Label 4
If Var[11][233] bitON 7 (else go to label 5)
Resizes/Repositions the window #0 (X=57, Y=19, width=205, height=57)
Ask Question "Micro Engine - Add to Key Items Yes No" in the window #0 (and put selected answer in Var[5][13]) first line=1, last line=2
If Var[5][13] == 1 (else go to label 5)
Bit 4 ON in $KeyItems
Label 5

There's no fight ID trigger for Mirage, it just drops the Mystile. There's no way it can loop with the Micro-Engine check either as there's no Jump to Label 4. Make sure that you've applied the patch properly or updated to the new IRO if using that. And check inventory afterwards.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheDragonKing82 on 2017-11-25 16:39:46
Quote
There's no fight ID trigger for Mirage, it just drops the Mystile. There's no way it can loop with the Micro-Engine check either as there's no Jump to Label 4. Make sure that you've applied the patch properly or updated to the new IRO if using that. And check inventory afterwards.

I went back and made sure to use both the NT 1.5 Scene/Enemy Hotfix and NT 1.5 Flevel/Script Hotfix patches, this has fixed and changed the Mirage Fight option to Mystile drop Yes/No option and it dose add the item.

The option to add the Mystile remains every time I speak to the technician along with the micro engine key item add. I can live with it but maybe you want to look into resolving it for the mod's standing. I have noticed something else which may be related, I have an item in key items listed as -Unused- with a :O as the description. I remember I had the key to sector 5 before doing the Dark Cave side quest but had to dig it up again after since it was gone when I went to do Cid's Limit quest. I don't recall if this dose have anything to do with the Dark Cave or the Micro Engine but its the only "bug" I have really encountered so far...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2017-11-25 17:08:26
No, not yet; I need to go through all the bosses and decide what to put on them.

Zombie can't be cured or prevented; the character afflicted with the status should be first priority for MBarrier and Poison/Dual-Drain should be healed off the character with Antidotes or Esuna ASAP. You can block Degen and Rigor Lock if you have a Lv.2 Elemental Materia by combining it with a non-elemental Magic Materia like Seal, or by accessories that block the statuses attached to them (Dual, and Slow/Paralysis; Jem Ring is a good shout). You can also take a risk and use Sleep on Jenova here, but there's a 25% chance of it waking up after each action and counter-attacking with a unique attack so only do this as a last resort.

You'll want to be aggressive and try to get the fight wrapped up quickly before things get out of hand. Try and inflict Slow on her (Shiva can do this 100%) at the start of the fight, and get MBarrier up to help block incoming damage on your Zombied character. Element-wise, Holy and Earth should work. You can get Holy onto a weapon by combining Elemental with Restore Materia if you don't have more than 1 Earth Materia (Titan can also be used), and she has relatively low Magic Defence compared to other bosses. I'd try avoiding the use of Sadness here as well because you'll want to be throwing out Limit Breaks for extra damage. Your group can be in the front row as well with no risk, as none of her attacks are physical.

I went used mbarrier and lmfao I beat the boss without really realizing and without to much difficulty, thanks sega!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-25 22:29:29
I went back and made sure to use both the NT 1.5 Scene/Enemy Hotfix and NT 1.5 Flevel/Script Hotfix patches, this has fixed and changed the Mirage Fight option to Mystile drop Yes/No option and it dose add the item.

The option to add the Mystile remains every time I speak to the technician along with the micro engine key item add. I can live with it but maybe you want to look into resolving it for the mod's standing. I have noticed something else which may be related, I have an item in key items listed as -Unused- with a :O as the description. I remember I had the key to sector 5 before doing the Dark Cave side quest but had to dig it up again after since it was gone when I went to do Cid's Limit quest. I don't recall if this dose have anything to do with the Dark Cave or the Micro Engine but its the only "bug" I have really encountered so far...

Yeah, the scripts are fairly rudimentary and can be used repeatedly. They're going to be removed at some point once the issues they deal with are completely laid to rest. Not sure where an unused key item would have come from, but likely a wrong var I've used that was intended to be the key to sector 5.

I went used mbarrier and lmfao I beat the boss without really realizing and without to much difficulty, thanks sega!

That's good to hear, good luck with your run.
**

And big thanks to H.C for the donation :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheDragonKing82 on 2017-11-26 10:48:03
Thanks for the assist Sega Chief! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2017-11-26 13:32:49
Hey Sega I saw a while back you said we can't use the Reunion because and menu overhaul with your mod? I've been using it with the iro of new threat on 7th heaven but been playing fine, did that change the compatibility?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2017-11-27 01:44:29
I had just arrived in Costa Del Sol, went into the Inn and talked to the guy shooting pool. No text box ever popped up and I could not move Cloud anymore/bring up the menu. No button was doing anything. The music was still playing, the the guy at the pool table would still blink, but basically the game crashed.

Screenshot added for viewing.
https://imgur.com/a/YrQE4
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ManuBBXX on 2017-11-27 10:46:39
Does the 1.5 version works with MO in a 7H install ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-27 11:55:30
Hey Sega I saw a while back you said we can't use the Reunion because and menu overhaul with your mod? I've been using it with the iro of new threat on 7th heaven but been playing fine, did that change the compatibility?

Does the 1.5 version works with MO in a 7H install ?

MO should work, but the text overhaul of Beacause probably isn't compatible.

I had just arrived in Costa Del Sol, went into the Inn and talked to the guy shooting pool. No text box ever popped up and I could not move Cloud anymore/bring up the menu. No button was doing anything. The music was still playing, the the guy at the pool table would still blink, but basically the game crashed.

Screenshot added for viewing.
https://imgur.com/a/YrQE4

Soft-lock; probably a script clash. I added a save point in there that's caused all sorts of trouble. I'll restore the field and move the save point outside I think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2017-11-27 13:45:42
Had a little freeze yesterday before bed haven't tried to replicate yet cause I haven't played since. Was on disc 2 going back to rocket town fighting shines troops, second wave of them. I had cid use hades after using it froze on cid everything was going though. Cid was animating, music was still going it just wouldn't move from there no turns or anything.

Edit - Tested it on a random battle, does the same thing it did. Once summon finished it closes up on cid and if no one else has a turn nothing happens, if I run it gets stuck running but game still going If team still has turns once there turn is up still does the same thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2017-11-27 14:53:43

Soft-lock; probably a script clash. I added a save point in there that's caused all sorts of trouble. I'll restore the field and move the save point outside I think.

Gotcha. I was literally about to save then said "Nah, I'll save after I rest". Now I have to fight JENOVA again >.<

But cool. Also, when you update the Mod, how do I go about installing the latest version? Or is it safer to continue my playthru on the version that I started on? (This is my first time ever using a mod for any game).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-28 03:07:13
Had a little freeze yesterday before bed haven't tried to replicate yet cause I haven't played since. Was on disc 2 going back to rocket town fighting shines troops, second wave of them. I had cid use hades after using it froze on cid everything was going though. Cid was animating, music was still going it just wouldn't move from there no turns or anything.

Edit - Tested it on a random battle, does the same thing it did. Once summon finished it closes up on cid and if no one else has a turn nothing happens, if I run it gets stuck running but game still going If team still has turns once there turn is up still does the same thing.

Was Menu Overhaul on? Might be an issue with the Frog status which Hades can inflict.

Gotcha. I was literally about to save then said "Nah, I'll save after I rest". Now I have to fight JENOVA again >.<

But cool. Also, when you update the Mod, how do I go about installing the latest version? Or is it safer to continue my playthru on the version that I started on? (This is my first time ever using a mod for any game).

A patch won't alter the game too much; they're installed the same way as the Main Installer and patch right over the top of any installation so they're save-game friendly (most of the time).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2017-11-28 17:07:42
Was Menu Overhaul on? Might be an issue with the Frog status which Hades can inflict.

A patch won't alter the game too much; they're installed the same way as the Main Installer and patch right over the top of any installation so they're save-game friendly (most of the time).

Yes, I disabled it now my text is all on top of each other and going out of the menus.

edit - forgot to change it back to nomral ff7.exe

Edit 2 -


Any tips on fighting zack? My cloud is at 97 with 5k hp, just got to disc 3 have wall and haste up and regen thought I was doing okay till he used grand braver and knocked me out for 7k hp. Also about HP pluses are they in the game?

also manual link is dead, trying to find the heavens cloud but without the manual im clueless.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2017-11-29 02:32:59
Not sure if this is a typo or if you just did some re-translating yourself.

Spoiler: show
(https://puu.sh/yvBtp/01573ab60d.jpg)

Doesn't Beautiful Bro say, "Now, I'll explain the rules." Or is this just your own interpretation?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-11-29 11:23:25
Yes, I disabled it now my text is all on top of each other and going out of the menus.

edit - forgot to change it back to nomral ff7.exe

Edit 2 -


Any tips on fighting zack? My cloud is at 97 with 5k hp, just got to disc 3 have wall and haste up and regen thought I was doing okay till he used grand braver and knocked me out for 7k hp. Also about HP pluses are they in the game?

also manual link is dead, trying to find the heavens cloud but without the manual im clueless.

Shield is useful for that fight, it'll block a few of his more dangerous attacks. Apocalypse is Hidden element, meaning you can block it with the right equipment/Elemental combination (non-elemental magic materia should do it).

I think Magic Counter + Cure would be a good shout as well, but a mastered restore has regen as its last spell (been meaning to fix that) so you'll specifically need a lv.3 restore materia for it. Counter-Attack materia too, you can stack 5 of them for 5 potential counters per attack. If you can get it from Special Battle, Final Attack can help with any last minute nasty surprises.

Finally, bring a Debarrier Materia with Dispel on it to get rid of his buffs; Lucky Star gives him auto-crit so you'll want to remove that ASAP.

All documentation should be available in the main installer download.

Not sure if this is a typo or if you just did some re-translating yourself.

Spoiler: show
(https://puu.sh/yvBtp/01573ab60d.jpg)

Doesn't Beautiful Bro say, "Now, I'll explain the rules." Or is this just your own interpretation?


Nah, I just missed it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tifa on 2017-11-30 16:35:00
Hello.I'm new here.I saw this splending mod lately on youtube and decided to give it a go.

Its surprising how the game can be changed and how this mod works so nicely.I'll be looking forward for more updates of this :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Demontom on 2017-12-02 07:06:10
Well, that was a thing.  I just started playing this mod, brand new save, and I got completely and utterly steamrolled by a super powered Guard Scorpion in the first reactor.  As a random encounter that I couldn't run from and my party was getting smacked for thousands of damage.  Did I do something wrong?

Edit: I found the problem, it seems to be an odd conflict when used with the Jessie mod that puts her in your party for the initial bombing mission.  Disabling that mod made it so I didn't encounter the superscorp, whereas previously it was my first encounter after going downstairs after the elevator.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-03 01:55:18
Hello.I'm new here.I saw this splending mod lately on youtube and decided to give it a go.

Its surprising how the game can be changed and how this mod works so nicely.I'll be looking forward for more updates of this :p

Hope it goes well, let me know if you encounter problems.

Well, that was a thing.  I just started playing this mod, brand new save, and I got completely and utterly steamrolled by a super powered Guard Scorpion in the first reactor.  As a random encounter that I couldn't run from and my party was getting smacked for thousands of damage.  Did I do something wrong?

Edit: I found the problem, it seems to be an odd conflict when used with the Jessie mod that puts her in your party for the initial bombing mission.  Disabling that mod made it so I didn't encounter the superscorp, whereas previously it was my first encounter after going downstairs after the elevator.

Yeah, there's two files in FF7 called the scene.bin (where enemies and formations are stored) and the kernel.bin through which other information goes. If these two files fall 'out of synch' then wrong encounters start to load which can cause crashes, etc. It typically happens when incompatible mods are combined, the Jessie mod likely has its own kernel or something which means the scene.bin from NT is desynched from it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tifa on 2017-12-04 01:48:45
Going well so far.Anyway.I just arrived to cosmo canyon and Cloud is bugged up in the bughenagen observatory scene like,i can see Cloud foots on the screen like giant sized on the ground.Others characters are there normally but Cloud is not there.Just his foots lol.

https://imgur.com/a/9sD0m

The 2 rectangles are basically Cloud foots,noticed since i can actually move him.Anyway.Is there going to be a 1.6 sooner or later?Also,the new threat mod tutorials halls say the max lv is 70 and that hp up materias and such are not there but i did saw someone with 9999 hp playing this mod on youtube.Is it something that needs a checkup or that someone modified the save?Just curious.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-12-04 17:02:44
So it's been a while since I posted anything on here, mostly because I had finished up with the mod a while back and had nothing else to contribute. Not sure this is a contribution either, but hey, why not. I asked Sega a while back if I could make a video showcasing all the silly nonsense, humour, and/or bugs and glitches that I encountered during my playthroughs in versions 1.4 and 1.5 that I thought were funny. He said OK. So here it is, 45 minutes of just pure goofy clips and funny stuff that's littered throughout the mod. Great stuff as always to Sega and any and all who contributed bugs and/or suggestions to this experience. You da best!

https://www.youtube.com/watch?v=HyF1-ke37eQ
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: debaser on 2017-12-04 22:08:45
I love this mod! Thanks so much for the time and effort which went into it, it has breathed new life into what was a stale game for me. The level of challenge is perfect.

I am currently stuck at Tseng and it's getting to a point where I'm considering cheating. I've had at least 30 attempts on him with no luck, and I can't go back now.

I've got my earth elemental in everyone's armor, a ribbon on one person, and an accessory which nullifies silence on another person. Even with my HP at full and barrier up, there is nothing I can do to stop him using either his limit break twice in a row, or Turk Break followed immediately by his limit. Either one is an instant game over with no possible defense.

Am I doing something wrong? Does he have weaknesses I don't know about? I always open the battle with dispel-all and then bad breath, so his minions are no problem, but Tseng himself is just unbeatable.

Thanks again for a great mod!

P.S. - In a future version, if possible, you should consider adding an option to rename Red XIII to "Nanaki" when you find out that's his real name. Playing through FF7 again, it is extremely apparent that there is no obvious reason for him to ask to be called Red XIII in the first place, and that even if there is a reason, it is void after the events of Cosmo Canyon anyway.

Update: I have since beaten Tseng. It took at *least* 50 attempts. In the end, I won because he used his normal attack rather than spamming break, stop or his limit. Pure luck!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-05 01:24:37
Going well so far.Anyway.I just arrived to cosmo canyon and Cloud is bugged up in the bughenagen observatory scene like,i can see Cloud foots on the screen like giant sized on the ground.Others characters are there normally but Cloud is not there.Just his foots lol.

https://imgur.com/a/9sD0m

The 2 rectangles are basically Cloud foots,noticed since i can actually move him.Anyway.Is there going to be a 1.6 sooner or later?Also,the new threat mod tutorials halls say the max lv is 70 and that hp up materias and such are not there but i did saw someone with 9999 hp playing this mod on youtube.Is it something that needs a checkup or that someone modified the save?Just curious.

That can happen on certain fields for the PC version; during loading, Cloud's model is set to the maximum size which inverts it.

The Beginner's Hall text is out of date; there is no level cap in the mod anymore.

So it's been a while since I posted anything on here, mostly because I had finished up with the mod a while back and had nothing else to contribute. Not sure this is a contribution either, but hey, why not. I asked Sega a while back if I could make a video showcasing all the silly nonsense, humour, and/or bugs and glitches that I encountered during my playthroughs in versions 1.4 and 1.5 that I thought were funny. He said OK. So here it is, 45 minutes of just pure goofy clips and funny stuff that's littered throughout the mod. Great stuff as always to Sega and any and all who contributed bugs and/or suggestions to this experience. You da best!

https://www.youtube.com/watch?v=HyF1-ke37eQ

That reminds me, I still need to finish the 'party members appear in all towns' thing. It was good seeing some of the gags in the mod, I forgot about half of them. I remember having a lot of fun designing/writing some of those, been a long time since I worked on anything fun for NT; it's always bug fixes and rebalancing these days :c

I love this mod! Thanks so much for the time and effort which went into it, it has breathed new life into what was a stale game for me. The level of challenge is perfect.

I am currently stuck at Tseng and it's getting to a point where I'm considering cheating. I've had at least 30 attempts on him with no luck, and I can't go back now.

I've got my earth elemental in everyone's armor, a ribbon on one person, and an accessory which nullifies silence on another person. Even with my HP at full and barrier up, there is nothing I can do to stop him using either his limit break twice in a row, or Turk Break followed immediately by his limit. Either one is an instant game over with no possible defense.

Am I doing something wrong? Does he have weaknesses I don't know about? I always open the battle with dispel-all and then bad breath, so his minions are no problem, but Tseng himself is just unbeatable.

Thanks again for a great mod!

P.S. - In a future version, if possible, you should consider adding an option to rename Red XIII to "Nanaki" when you find out that's his real name. Playing through FF7 again, it is extremely apparent that there is no obvious reason for him to ask to be called Red XIII in the first place, and that even if there is a reason, it is void after the events of Cosmo Canyon anyway.

Update: I have since beaten Tseng. It took at *least* 50 attempts. In the end, I won because he used his normal attack rather than spamming break, stop or his limit. Pure luck!

This sounds odd; Tseng's AI is fixed and his Limit should only appear when he hits 50% HP (and only be used once):

Start) Turk Haste
1) Attack
2) Stop
3) Quickdraw
4) Turk Comet
5) Attack
6) Quickdraw
7) Break

I've just seen the problem is below Break; it resets the variable used for the Limit Break's execution meaning that there is a scenario where he could drop below 50% HP and use, then use Break + have the var reset, then use the Limit again right after. I'll remove the variable reset so the Limit only executes once per fight and only when he is on a 'quiet' part of his AI cycle. Sorry for the frustration, this was an oversight in the design.

As for Nanaki, I could add an option. The field script has an opcode to change party member names so I'll add a dialogue choice there at the end of Cosmo Canyon's scenes to change his name to Nanaki (when you're about to leave for Nibelheim).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tifa on 2017-12-05 08:20:17
Sega Chief im going to be streaming FF7 NT Mod.If you want to follow i stream on my youtube channel wich is this one:

https://www.youtube.com/channel/UCR5V_JS6uxX0ufXOyshoupw

Since im going to stream i am going to restart the game even if i had arrived to cosmo canyon already :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SlumDrunk on 2017-12-05 14:04:24
I registered to the forum and came here to say thanks for the mod. That is quite an insane amount of work you put in there.
I ran into ..."balance issues" and I am not sure if it's me or the mod and wanted to share or ask for tips.

-The entirety of Disc 1 is pretty good and I have nothing bad to say; everything in it is amazing.

-Most of Disc 2 was okay but my problems started the moment I was returning to Midgar for the Mako Canon. Every monsters starts hitting like a truck and the boss fights are taking so long. Valiant Clod was the first boss that took so long, but somehow Hojo felt okay.

Anyway, it was like this for the last stretch of the game until the credits (so the North Crater, Limit Break side quests and optional boss fights). With combat being hard, I was stuck putting everyone in the Back Row and use Tranquilizers+Wall, it was the only viable strategy for me to survive and that is even when I set up my Materias before the fights.

With everyone in the Back Row, nobody was doing damage. I ended up giving up the Attack command and simply put Quadra Magic on all my 3 guys and only used magic, except Barret since he's long range his normal attacks can still be decent with loads of counter attacks in the back row.

-I felt like the Side Quests for Limit Breaks were a waste of time, for a lack of a better term. 1) It takes so long to fill the meter, and obviously even worst on Sadness, which I needed to live in the end game 2) Their damage gets halved because I am in the Back Row, again for survivability. If someone dies only once, the Limit bar resets. With this setup I could be stuck on boss fights for 25-30 minutes and have triggered only two limit breaks sometimes one.

I can setup my Materias and my gear before fights If I know the elements but in most cases it only helped me surviving better, not speeding up the fights. My normal attacks never got past the 600-700.

Is this all intended or I suck at the game? I ran into no problems for the first 3/4 of the game. I also looked at youtube videos with people playing 1.4 and it's so different. They're doing 6k-7k damage and they have tons of HP.

That's all I can think of for now. I didn't read any of the replies in this thread yet but I'll start reading the last ones and go backward, see if anyone else had issues similar to me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-05 15:16:06
Sega Chief im going to be streaming FF7 NT Mod.If you want to follow i stream on my youtube channel wich is this one:

https://www.youtube.com/channel/UCR5V_JS6uxX0ufXOyshoupw

Since im going to stream i am going to restart the game even if i had arrived to cosmo canyon already :3

Okay doke, I'll check it out.

I registered to the forum and came here to say thanks for the mod. That is quite an insane amount of work you put in there.
I ran into ..."balance issues" and I am not sure if it's me or the mod and wanted to share or ask for tips.

-The entirety of Disc 1 is pretty good and I have nothing bad to say; everything in it is amazing.

-Most of Disc 2 was okay but my problems started the moment I was returning to Midgar for the Mako Canon. Every monsters starts hitting like a truck and the boss fights are taking so long. Valiant Clod was the first boss that took so long, but somehow Hojo felt okay.

Anyway, it was like this for the last stretch of the game until the credits (so the North Crater, Limit Break side quests and optional boss fights). With combat being hard, I was stuck putting everyone in the Back Row and use Tranquilizers+Wall, it was the only viable strategy for me to survive and that is even when I set up my Materias before the fights.

With everyone in the Back Row, nobody was doing damage. I ended up giving up the Attack command and simply put Quadra Magic on all my 3 guys and only used magic, except Barret since he's long range his normal attacks can still be decent with loads of counter attacks in the back row.

-I felt like the Side Quests for Limit Breaks were a waste of time, for a lack of a better term. 1) It takes so long to fill the meter, and obviously even worst on Sadness, which I needed to live in the end game 2) Their damage gets halved because I am in the Back Row, again for survivability. If someone dies only once, the Limit bar resets. With this setup I could be stuck on boss fights for 25-30 minutes and have triggered only two limit breaks sometimes one.

I can setup my Materias and my gear before fights If I know the elements but in most cases it only helped me surviving better, not speeding up the fights. My normal attacks never got past the 600-700.

Is this all intended or I suck at the game? I ran into no problems for the first 3/4 of the game. I also looked at youtube videos with people playing 1.4 and it's so different. They're doing 6k-7k damage and they have tons of HP.

That's all I can think of for now. I didn't read any of the replies in this thread yet but I'll start reading the last ones and go backward, see if anyone else had issues similar to me.


One thing that's concerning here is that you mention Limits aren't doing full damage from the back-row; NT doesn't have .exe modifications so the default Limits should be in place, which ignore Row. Are you playing with any other mods installed? On the 7H Iro version, people sometimes combine it with Menu Overhaul, etc. which activates an .exe that changes things around, resulting in a harder game overall.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SlumDrunk on 2017-12-05 16:01:31
One thing that's concerning here is that you mention Limits aren't doing full damage from the back-row; NT doesn't have .exe modifications so the default Limits should be in place, which ignore Row. Are you playing with any other mods installed? On the 7H Iro version, people sometimes combine it with Menu Overhaul, etc. which activates an .exe that changes things around, resulting in a harder game overall.

I have no other mods.
Then I may have to check again but when I used them they felt underwhelming. Since I roll with tranquilizers I don't get to use them so much.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: debaser on 2017-12-05 17:36:57
This sounds odd; Tseng's AI is fixed and his Limit should only appear when he hits 50% HP (and only be used once):

Start) Turk Haste
1) Attack
2) Stop
3) Quickdraw
4) Turk Comet
5) Attack
6) Quickdraw
7) Break

I've just seen the problem is below Break; it resets the variable used for the Limit Break's execution meaning that there is a scenario where he could drop below 50% HP and use, then use Break + have the var reset, then use the Limit again right after. I'll remove the variable reset so the Limit only executes once per fight and only when he is on a 'quiet' part of his AI cycle. Sorry for the frustration, this was an oversight in the design.

As for Nanaki, I could add an option. The field script has an opcode to change party member names so I'll add a dialogue choice there at the end of Cosmo Canyon's scenes to change his name to Nanaki (when you're about to leave for Nibelheim).

That's perfect - thanks very much for this, and thanks again for making such a great mod. I could write an essay about all the ways it improves on the base design of the game, and I'll be heading straight from this version into an arranged playthrough for sure. :)

Actually, whilst I'm here, does this mod conflict with the Reunion mod? I was trying to find answers to this, but some threads claim it does whilst others claim it doesn't. As a result, I played it safe and went with NT only.

I'd really like to see Reunion's new translation, but I really don't want to go back to the base game after seeing NT's changes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tifa on 2017-12-05 19:30:04
Streaming

https://gaming.youtube.com/c/TifaLockhart/live
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tifa on 2017-12-05 23:43:15
If someone want to follow me i am streaming again

https://gaming.youtube.com/c/TifaLockhart/live
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Eliscia on 2017-12-06 00:42:50
Hi Segachief,

I love your work on the mod and it gave the game a second life for me so I'm super appreciative. Was just wondering if there's a list of possible morph's/steals anywhere for 1.5? I'm playing through again after doing 1.4 and honestly can't be bothered stealing/morphing EVERYTHING all over again. (And it'd just be nice to have access to)

Thanks for all your hard work and good luck sussing out the ff8 mod! (making that thing balanced will honestly be hell)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2017-12-07 02:51:51
Im playing the newest IRO version on Arrange and my characters do not have updated limit breaks like the read-me says, they function identical to vanilla. Vincent is also bugged, his inate ablity takes about 5-6 turns longer than clouds "second-wind" to trigger and it only restores HP where as the read me says he restores MP frequently.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tifa on 2017-12-07 03:37:45
Sega Chief this mod is so fun xD.

And there are some surprising bosses.I got surprised by the Gi Tribe boss in cosmo canyon.Man i never would expected him to inflict petrify and forced me for the first gameover since i didnt had enough softs to heal petrify count down.It was a surprise tough.Those are the good things i expect from a boss i dont know.Cant always win :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SlumDrunk on 2017-12-07 04:49:35
Spent 1 hour and a half for ONE single round against the ruby weapon and decided to just stop. That's ridiculous.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-07 08:06:32
Hi Segachief,

I love your work on the mod and it gave the game a second life for me so I'm super appreciative. Was just wondering if there's a list of possible morph's/steals anywhere for 1.5? I'm playing through again after doing 1.4 and honestly can't be bothered stealing/morphing EVERYTHING all over again. (And it'd just be nice to have access to)

Thanks for all your hard work and good luck sussing out the ff8 mod! (making that thing balanced will honestly be hell)

The main download has a documentation folder that contains a spreadsheet of the steal/morphs; it's not 100% accurate though as there were a lot of last-minute changes.

Im playing the newest IRO version on Arrange and my characters do not have updated limit breaks like the read-me says, they function identical to vanilla. Vincent is also bugged, his inate ablity takes about 5-6 turns longer than clouds "second-wind" to trigger and it only restores HP where as the read me says he restores MP frequently.

The Limits weren't changed in the end, as this requires an executable to be included with the mod which would clash with other mods like MO and Reunion. Vincent's innate was also swapped with Cait Sith's; the former now has the HP restore based on current MP (so that his MP is still serving a purpose during Limit transformations) and Cait got the MP regen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2017-12-07 17:49:42
That won't be the case with R06 since it comes with built in hext functions, as part of my new DLL, that will change memory on load.  You'll be able to add them to plain text file instructions.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-07 19:30:03
That won't be the case with R06 since it comes with built in hext functions, as part of my new DLL, that will change memory on load.  You'll be able to add them to plain text file instructions.

That reminds me, I tried to download hext tools recently but it's giving me an error saying that the 'file is infected with a virus and that only the owner is able to download it'; was using the link here: http://forums.qhimm.com/index.php?topic=13574.0

Any chance of a fresh upload/link? I was wanting to use them for the FF8 mod I'm making.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2017-12-07 22:20:23
God im tired of Google deciding to block files like that. Is anyone else having that issue?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Covarr on 2017-12-07 22:59:20
I just tried, and they downloaded just fine. I wonder what's different between us.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-08 03:20:00
Got it now, maybe it was just a blip or DLPB fixed it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2017-12-08 09:44:55
Nah didn't touch it. 😀
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2017-12-08 22:54:22
Edit. never mind, somehow cait switched from back row to front row, most likely my controllers malfunctioning again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tifa on 2017-12-09 14:37:28
I am streaming again boys.

Hope someone enjoy my streams :x

https://gaming.youtube.com/c/TifaLockhart/live
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2017-12-09 20:22:58
A question on the dating sequence. I selected "Nope" twice when given the option to select my date. Then I got the "Microlaser" item and a date with Barrett.

Is that because I was able to get the affections scores correct to get the date with Barret, or is this default in NT? Also, do you get a different item for all the different possible dates?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Eliscia on 2017-12-10 13:23:41
The main download has a documentation folder that contains a spreadsheet of the steal/morphs; it's not 100% accurate though as there were a lot of last-minute changes.


Oh I'm an idiot and forgot I didn't have excel since I re-did my PC so just glanced straight over that file. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-10 23:17:08
A question on the dating sequence. I selected "Nope" twice when given the option to select my date. Then I got the "Microlaser" item and a date with Barrett.

Is that because I was able to get the affections scores correct to get the date with Barret, or is this default in NT? Also, do you get a different item for all the different possible dates?

If you select no, the date is determined by the SP variables; these were originally 'date point' vars that have been renovated for the system. You get a weapon linked to the character you dated.

***

Bit of news, I went over the game's documentation and produced a FAQ in addition to re-writing the Readme and doing a sweep of the Excel spreadsheet to fix errors. I'll be rewriting the beginner's hall text as well, it's woefully out of date.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2017-12-10 23:18:56
Noticed that using the rank up feature at cabin before the ice caverns causes you to wake up on the floor when you return to the screen. Im aware that it happens in the flevel when you are brought to that screen from another scene not through the door but shouldnt you be able to move the save point to the next room to avoid the waking up animation?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2017-12-11 04:53:35
In the Corel reactor field during the "gather mega-materia" phase I was able to talk to both guards at teh same time since they are close together, after closing the shorter dialoge i ran past to start the battle, after the battle the second text box was still up, i closed it and regained control of the party and was able to run around and go through the train. After leaving and reentering the field the guards were back and everythign was reset to normal. So you should either move the guards a bit further apart of give them a shared dialogue like the guards in sector 7
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-12-12 01:55:46
That reminds me, I still need to finish the 'party members appear in all towns' thing. It was good seeing some of the gags in the mod, I forgot about half of them. I remember having a lot of fun designing/writing some of those, been a long time since I worked on anything fun for NT; it's always bug fixes and rebalancing these days :c

Certainly could. You could have a lot of fun with places like Great Glacier or Costa Del Sol or Nibelheim. I was surprised to not see some in certain places too. Like Aeris in Ifalna's House or Tifa in her room, etc.

Lots of possibilities, and you should do it once these bugs slow down. (Bug fixing can't be too much fun, no.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: strife98 on 2017-12-12 23:02:17
I have returneded....again. I have found a pretty interesting bug that I was just reminded of reading a bit of what I haven't read from here. Not sure if it was fixed though (didn't go too far back) or even if it's a bug at all but an intended feature, but Cait Sith's passive got a whole lot better than I originally thought it was, and it was pretty good before I found this out! So, running a little low on mp cause I'm limit break grinding and having Cait Sith spam heals and defending. I eventually notice his MP got filled super quick. Start casting magic again, and playing around with stuff when I find out that oh hey! Guarding makes Cait's MP restore a LOT faster. I get into another fight with Cait at about 300 or so MP, and guard to get to the character I was limit grinding, and Cait's MP increased past his max. Well that's interesting. I start spamming defend, and his MP starts SHOOTING up, I get to 2k MP in no time. The MP doesn't keep after the fight, but it takes maybe 2 turns of defending to give Cait a TON of MP. I've tested this on the latest release with the same results.
Edit: It also seems that when the entire party guards he gains more MP than if it's just him guarding, but just him guarding gains him more MP than if one other party member guards.

Also another little bug that I have NO idea how to recreate is one with good ol' Gorki. I was playing around, trying to see what kind of bull strategies I could pull off before his power finished building, and after one failure (don't remember what, it was a long time ago on the august build) Gorki uses his ability and shoots poor little Yuffie up into the sky. Little did he know that Yuffie apparently learned how to fly and stayed in the air without dying. I was able to use Yuffie's limit to finish off the little bit of health Gorki had, but seeing as I had died during every time he used that move before, I don't think that's supposed to happen. Though it is obviously a rare bug and might've been just a little glitch.

You can also constantly steal a Yuffie Weapon from Staniv if you just keep loosing to him btw. Not sure how you would fix that, but that is super abusable.

Other than that I do remember the Pagoda fights being super fun to figure out. I love how you showed Shake's speed, and Chekhov was super fun to figure out.
Spoiler: show
However confuse is her kryptonite since she will constantly cast magic on herself, which doesn't get rid of confuse, and then physically attack herself, but she doesn't take physical damage so she can't knock herself out of confusion making her fight childs play.


Staniv and Godo were the only two I couldn't figure out gouda strategies for, but I'm honestly ok with that. I had fun out brute forcing staniv, and just demolishing Godo (he seemed a bit too easy to be honest.)

Keep up the good work Sega and I can't wait till FF8.

Edit: Meant to state I'm running off of Arrange.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-12 23:15:51
Noticed that using the rank up feature at cabin before the ice caverns causes you to wake up on the floor when you return to the screen. Im aware that it happens in the flevel when you are brought to that screen from another scene not through the door but shouldnt you be able to move the save point to the next room to avoid the waking up animation?

Yeah, wasn't sure what was causing that but I left it seeing as it appears harmless.

In the Corel reactor field during the "gather mega-materia" phase I was able to talk to both guards at teh same time since they are close together, after closing the shorter dialoge i ran past to start the battle, after the battle the second text box was still up, i closed it and regained control of the party and was able to run around and go through the train. After leaving and reentering the field the guards were back and everythign was reset to normal. So you should either move the guards a bit further apart of give them a shared dialogue like the guards in sector 7

I'll sort that out; one of the guards was changed for a sidequest that was scrapped from the mod before 1.5 came out (the SOLDIER one).

Certainly could. You could have a lot of fun with places like Great Glacier or Costa Del Sol or Nibelheim. I was surprised to not see some in certain places too. Like Aeris in Ifalna's House or Tifa in her room, etc.

Lots of possibilities, and you should do it once these bugs slow down. (Bug fixing can't be too much fun, no.)

One day, eh?

I have returneded....again. I have found a pretty interesting bug that I was just reminded of reading a bit of what I haven't read from here. Not sure if it was fixed though (didn't go too far back) or even if it's a bug at all but an intended feature, but Cait Sith's passive got a whole lot better than I originally thought it was, and it was pretty good before I found this out! So, running a little low on mp cause I'm limit break grinding and having Cait Sith spam heals and defending. I eventually notice his MP got filled super quick. Start casting magic again, and playing around with stuff when I find out that oh hey! Guarding makes Cait's MP restore a LOT faster. I get into another fight with Cait at about 300 or so MP, and guard to get to the character I was limit grinding, and Cait's MP increased past his max. Well that's interesting. I start spamming defend, and his MP starts SHOOTING up, I get to 2k MP in no time. The MP doesn't keep after the fight, but it takes maybe 2 turns of defending to give Cait a TON of MP. I've tested this on the latest release with the same results.
Edit: It also seems that when the entire party guards he gains more MP than if it's just him guarding, but just him guarding gains him more MP than if one other party member guards.

Also another little bug that I have NO idea how to recreate is one with good ol' Gorki. I was playing around, trying to see what kind of bull strategies I could pull off before his power finished building, and after one failure (don't remember what, it was a long time ago on the august build) Gorki uses his ability and shoots poor little Yuffie up into the sky. Little did he know that Yuffie apparently learned how to fly and stayed in the air without dying. I was able to use Yuffie's limit to finish off the little bit of health Gorki had, but seeing as I had died during every time he used that move before, I don't think that's supposed to happen. Though it is obviously a rare bug and might've been just a little glitch.

You can also constantly steal a Yuffie Weapon from Staniv if you just keep loosing to him btw. Not sure how you would fix that, but that is super abusable.

Other than that I do remember the Pagoda fights being super fun to figure out. I love how you showed Shake's speed, and Chekhov was super fun to figure out.
Spoiler: show
However confuse is her kryptonite since she will constantly cast magic on herself, which doesn't get rid of confuse, and then physically attack herself, but she doesn't take physical damage so she can't knock herself out of confusion making her fight childs play.


Staniv and Godo were the only two I couldn't figure out gouda strategies for, but I'm honestly ok with that. I had fun out brute forcing staniv, and just demolishing Godo (he seemed a bit too easy to be honest.)

Keep up the good work Sega and I can't wait till FF8.

Edit: Meant to state I'm running off of Arrange.

Welcome back, bud! I actually forgot that I'd added that to his scripts; he will regain 20MP per tick under Defend compared to the regular +1; I should amend the docs with that before I put them up. Thanks for letting me know.

I'll check Gorki's stuff, maybe it was a Luck-based dodge or something? I can set it to a magic formula if need be. And I can replace the Steal with a Drop for Staniv.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mysterychaos on 2017-12-12 23:59:33
Did you remove the revival at the end of Disk 1 from 1.5? Nothing happened after the fight, and I can't find any change information on this event. Thank you
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-13 23:10:27
Did you remove the revival at the end of Disk 1 from 1.5? Nothing happened after the fight, and I can't find any change information on this event. Thank you

No, but there is an option now to not revive; there's a dialogue choice just before the FMV. The options should list the outcomes, but there was a text alignment problem that obscured it; should have been fixed with latest flevel hotfix patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Adil60100 on 2017-12-14 04:23:29
Hi Sega Chief, I started your mod yesterday and It's awesome, but I have one question, it is normal i've got only 1 Plasma Buster on 2nd reactor? A friend of mine recently started also got 2 Plasma Buster, I have downloaded all files, included the Hotfix ;)
Thank you and very good job.

Edit: And I can start a battle with Aps at with Tifa and Aerith also. ( and I'm in Arrange mod )
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: boozek on 2017-12-14 10:29:04
Did you remove the revival at the end of Disk 1 from 1.5? Nothing happened after the fight, and I can't find any change information on this event. Thank you

Cloud must survive Jenova fight, and you need to have phoenix down in your inventory.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-14 22:49:34
Hi Sega Chief, I started your mod yesterday and It's awesome, but I have one question, it is normal i've got only 1 Plasma Buster on 2nd reactor? A friend of mine recently started also got 2 Plasma Buster, I have downloaded all files, included the Hotfix ;)
Thank you and very good job.

Edit: And I can start a battle with Aps at with Tifa and Aerith also. ( and I'm in Arrange mod )

Are you sure you're on Arrange Mode? Sounds like you're on Normal Mode. I can check if you send me a save file and change the variable flag if need be.

Cloud must survive Jenova fight, and you need to have phoenix down in your inventory.

Neither of those conditions are required; if you have no Phoenix Down in your inventory, a small variation is made to the scene. The trigger is that dialogue option before the FMV plays.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Adil60100 on 2017-12-15 04:55:04
Thanks for your reply, but I install FF7 again and that work ;), I have just finished the Shinra Building and it's awesome ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mysterychaos on 2017-12-15 19:06:29
No, but there is an option now to not revive; there's a dialogue choice just before the FMV. The options should list the outcomes, but there was a text alignment problem that obscured it; should have been fixed with latest flevel hotfix patch.

Ah, I guess I applied that patch incorrectly, because the text alignment was off and I was unable to see the choices.

Thank you
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MoCheese on 2017-12-17 01:13:58
One day, eh?

If it makes ya feel better, I can do another run through of the mod with the sole intent of trying to find as many bugs as humanly possible for ya to fix?!

 ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2017-12-18 02:10:55
Game crashed when I was fighting Rudra in the Great Glacier (awesome model by the way).
I used Hyper Jump on her when it crashed.

Any ideas?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2017-12-18 08:02:54
Game crashed when I was fighting Rudra in the Great Glacier (awesome model by the way).
I used Hyper Jump on her when it crashed.

Any ideas?

The Hyper jump animation (or audio associated with it) is notorious for causing crashes in the pc version, nothing to do with the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-18 08:09:14
If it makes ya feel better, I can do another run through of the mod with the sole intent of trying to find as many bugs as humanly possible for ya to fix?!

 ;D

;-;

Game crashed when I was fighting Rudra in the Great Glacier (awesome model by the way).
I used Hyper Jump on her when it crashed.

Any ideas?

The Hyper jump animation (or audio associated with it) is notorious for causing crashes in the pc version, nothing to do with the mod.

The Hyper Jump problem, like UpRisen says, is an issue with the PC version in general. The exact cause is unknown, but its suspected that the way in which the OpenGL driver handles alpha blending is to blame. Under certain conditions (currently unknown) the animation can cause the game to crash; DLPB is looking into it and I've been supplying him test fights but we've not been able to replicate it reliably yet. I've ran into the crash a few times, but don't know myself why it'll hang the game sometimes and not others.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2017-12-18 11:30:09
Kaldarasha is reporting that aali driver 1998 fixed the issue but still exists in Steam
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kaldarasha on 2017-12-18 21:19:09
Quote
  • Texture cache is limited in size (configurable) and the game will no longer crash due to it loading too many textures at once

I had no crashes with this since I used Aali's driver 8.0 and up. The crash probably triggers when big textured objects are created and vanish in a short time. Full Heal as a spell for the whole party does also crash the game. Some people on Steam did report that it has something to do with immunity to death, but I got the crash pretty often on normal enemies, too. So, I always felt it was a problem with the effect itself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Oxymorjohn on 2017-12-19 00:04:06
Quick question: when I check my SP, there's a character at the bottom named "??" with 0/?? SP. Is this intentional? Is it just interacting with another mod such as the Jessie mod in someway? Is it because Sephiroth joins the party for the Nibelheim flashback?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-19 02:26:34
Quick question: when I check my SP, there's a character at the bottom named "??" with 0/?? SP. Is this intentional? Is it just interacting with another mod such as the Jessie mod in someway? Is it because Sephiroth joins the party for the Nibelheim flashback?

Ah that. It's a placeholder for something that didn't make it in.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2017-12-19 04:25:45
Theres a major issue in the GoldBerry fight. In the fight i had 2 members be hit with multiple gold grudges and gold knife attacks leaving 2 characters in a perma paralyze state, after the 3rd member died the tonberrys proceed to move around and the battle wont prgress since the paralyze status will not wear off. Since the tonberrys dont deal damage unless counter attacking this leads to an infinite battle loop where I had to close my game out entirely.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-19 17:51:25
Theres a major issue in the GoldBerry fight. In the fight i had 2 members be hit with multiple gold grudges and gold knife attacks leaving 2 characters in a perma paralyze state, after the 3rd member died the tonberrys proceed to move around and the battle wont prgress since the paralyze status will not wear off. Since the tonberrys dont deal damage unless counter attacking this leads to an infinite battle loop where I had to close my game out entirely.

Ah, I hadn't considered that; I think it's a combo of paralysis and Stop, I'll remove one of them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Oxymorjohn on 2017-12-19 20:44:26
I'm kinda freaking out a lil bit thinking I missed the E. Skill Materia(s). I just got the Dune Buggy. lol. Did I screw up?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2017-12-19 21:03:37
The moment Red XIII joins your party, he should already have it in his materia setup.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Oxymorjohn on 2017-12-19 21:09:12
Ayyy, thanks.

EDIT: I thought it might be on there and I just didn't notice it. I haven't been using Red. Just checked, no E. Skill on him. Unfortunate. D:

EDIT 2: Hacked it in with BC. Seems to have worked lol. Hopefully it doesn't do anything screwy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2017-12-19 21:37:24
Ah, I hadn't considered that; I think it's a combo of paralysis and Stop, I'll remove one of them.

i cant reproduce this outside of that battle. Went into other battles and tested all kinds of combinations, thI put cloud under slow+stop+paralyze+sleep+resist and after a few turns his model started the idle animation again and a few turns later he woke up. In the goldberry fight i waited for over 5 minutes and all the effects were still active on me before i just closed the game, I think the issue is from using the Wait ATB mode. Since there are so many tonberry's and they are using the move command very frequent you only recieve tiny increments on your "timer" to being active again. After this i dont think its an "infinite" battle, but having to wait that long in a battle is still an issue to address.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: seijuro on 2017-12-19 21:43:53
hey, been a while since I visited, but what's the difference between 1.4 vs 1.5? Anything big?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Adil60100 on 2017-12-20 06:48:06
Hi, It is normal i've got in the plage of Junon, the boss named " Jormungandr " with 16k hp? Because i saw some video and it's "Illu...".
And is it normal the boss in the Nibel Caves is Armour Keeper, the doc is updated?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2017-12-20 13:15:24


The Hyper Jump problem, like UpRisen says, is an issue with the PC version in general. The exact cause is unknown, but its suspected that the way in which the OpenGL driver handles alpha blending is to blame. Under certain conditions (currently unknown) the animation can cause the game to crash; DLPB is looking into it and I've been supplying him test fights but we've not been able to replicate it reliably yet. I've ran into the crash a few times, but don't know myself why it'll hang the game sometimes and not others.

Ah, understood, I guess back to Limit Level 1 until I get Level 3!

Thanks both for the info!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2017-12-20 13:17:55
I don't want to sound like I'm nit-picking, so hopefully it doesn't come across this way haha.

So I liked how you removed the scene after Temple of Ancients where Cait Sith 2 shows up and is just like "Yo, I'm back, I'm #2" cause I always found that pretty odd.

But I thought it would have been a cool change to have him missing from the party for a bit and get the new model later (though I can't think of a part that would really work).
It just seemed odd that the second one got no introduction this time around and is just still in your party after Temple of Ancients.

Just some food for though! Would love to discuss!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-20 14:18:00
hey, been a while since I visited, but what's the difference between 1.4 vs 1.5? Anything big?

Not a huge amount, there was a rebalance done to it; was mostly tying up loose threads.

I don't want to sound like I'm nit-picking, so hopefully it doesn't come across this way haha.

So I liked how you removed the scene after Temple of Ancients where Cait Sith 2 shows up and is just like "Yo, I'm back, I'm #2" cause I always found that pretty odd.

But I thought it would have been a cool change to have him missing from the party for a bit and get the new model later (though I can't think of a part that would really work).
It just seemed odd that the second one got no introduction this time around and is just still in your party after Temple of Ancients.

Just some food for though! Would love to discuss!

Did I remove that? I wasn't aware that scene was gone.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: strife98 on 2017-12-20 14:23:24
I don't want to sound like I'm nit-picking, so hopefully it doesn't come across this way haha.

So I liked how you removed the scene after Temple of Ancients where Cait Sith 2 shows up and is just like "Yo, I'm back, I'm #2" cause I always found that pretty odd.

But I thought it would have been a cool change to have him missing from the party for a bit and get the new model later (though I can't think of a part that would really work).
It just seemed odd that the second one got no introduction this time around and is just still in your party after Temple of Ancients.

Just some food for though! Would love to discuss!

Well, while being a little awkward it kind of works honestly. Since
Spoiler: show
Cait Sith is controlled by Reeve (or something to the effect of controlled cause he seems a bit autonomous) I'm sure He knew that Cait Sith 1 was gonna disappear once the plan set to action. So he sent out Cait Sith 2 to meet up with Cloud and the gang to be there when 1 disappeared. With Shinra's resources at his disposal, it wouldn't be that hard of a thing to do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2017-12-20 15:00:46
It's poor writing and poor scripting... and Cait is a useless bag of crap.  But you can at least suppose that what strife98 says is true. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2017-12-20 15:19:20
Not a huge amount, there was a rebalance done to it; was mostly tying up loose threads.

Did I remove that? I wasn't aware that scene was gone.

Yeah, Cait Sith never shows up after you give Sephiroth the black materia. Maybe it's a PC thing?


Well, while being a little awkward it kind of works honestly. Since
Spoiler: show
Cait Sith is controlled by Reeve (or something to the effect of controlled cause he seems a bit autonomous) I'm sure He knew that Cait Sith 1 was gonna disappear once the plan set to action. So he sent out Cait Sith 2 to meet up with Cloud and the gang to be there when 1 disappeared. With Shinra's resources at his disposal, it wouldn't be that hard of a thing to do.


Oh, I mean, in that sense it makes sense. But the scene leading up to it,
Spoiler: show
where it's posed at a redemption scenario for Cait Sith and he sacrifices himself for the party, and it's all emotional with the music. Then, bam you get him right back haha.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: strife98 on 2017-12-20 15:26:12
Oh, I mean, in that sense it makes sense. But the scene leading up to it,
Spoiler: show
where it's posed at a redemption scenario for Cait Sith and he sacrifices himself for the party, and it's all emotional with the music. Then, bam you get him right back haha.


Yeah, it's not the greatest writing in the world like DLPB said. It definitely could've been done a lot better.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2017-12-20 15:28:08
Quote
where it's posed at a redemption scenario for Cait Sith and he sacrifices himself for the party, and it's all emotional with the music. Then, bam you get him right back haha.

Well, the original translation is mostly at fault here.  Look how it's meant to be:

Spoiler: show

#cy 88
{CAIT SITH}
“Dinnae forget aboot me,even
  when the new {CAIT SITH} arrives.”
------------------------------
#cy 88
{CAIT SITH}
“Awright,let’s dae it…
  Ah’m off tae save the planet!”

He makes it clear he's coming back... that he's just a toy that can be replaced.



It's also the fact that Aerith dies later and the player expects something similar to happen. It makes her death's impact greater.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: strife98 on 2017-12-20 15:54:14
Well, the original translation is mostly at fault here.  Look how it's meant to be:

Spoiler: show

#cy 88
{CAIT SITH}
“Dinnae forget aboot me,even
  when the new {CAIT SITH} arrives.”
------------------------------
#cy 88
{CAIT SITH}
“Awright,let’s dae it…
  Ah’m off tae save the planet!”

He makes it clear he's coming back... that he's just a toy that can be replaced.



It's also the fact that Aerith dies later and the player expects something similar to happen. It makes her death's impact greater.
Huh, I didn't know that he had an accent originally. I thought it was something they added in for the voice roles. Makes sense though cause of the name origin. I wonder why they took it out? I guess cause it'd be hard to read maybe?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2017-12-20 16:52:17
The original localizer assumed the accent wasn't necessary - and had no idea which accent he should use. Like with a lot of things, Michael Baskett was left in the dark.  The dialogue above is from the retranslation project.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2017-12-20 18:34:58
I mean, he makes a similar statement in the original release (something along the line of like "Even if another Cait Sith comes along or something). But I see your point.

Also, yeah the Reunion mod adds the accent back and it makes way more sense in the scene where Reeves gets found out.

Also in Advent Children he has the Scottish accent too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mkrnova on 2017-12-20 19:46:02
Hello how is everyone doing sorry to bug to but I am trying to install the mod on the steam version and I am having problems when I install it says there is a error I didn't do what the note says about changing some of the folder names cause it talk about merging them and the same for the files in the field folder cause it says it would add a 2 or 3 in the file name what am I to do cause the video says to just click the data folder and done but when I do it give a error and I am sorry to bug you all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2017-12-20 23:16:19
Not sure if intended, but I was able to do yuffies and vincents "new threat" fights during disc 2 as soon as i had the sub. The extra battle square matches aswell.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-21 00:23:13
Hello how is everyone doing sorry to bug to but I am trying to install the mod on the steam version and I am having problems when I install it says there is a error I didn't do what the note says about changing some of the folder names cause it talk about merging them and the same for the files in the field folder cause it says it would add a 2 or 3 in the file name what am I to do cause the video says to just click the data folder and done but when I do it give a error and I am sorry to bug you all.

You only need to change file names if your installation isn't the english version of the game. The patcher will look for a folder called lang-en and a file called 'flevel.lgp' in the Field folder; these have slightly different names for the Spanish, French, and German versions so they need to be given their english names before the installer is used and then renamed back to their original names after patching is complete.

If you have the english version of the game installed, then you don't need to rename anything.

If you are getting a message about merging folders and (2) (3)s after file names then I'm not sure what exactly you're doing as the installer doesn't create copies of files, it just patches them.

Not sure if intended, but I was able to do yuffies and vincents "new threat" fights during disc 2 as soon as i had the sub. The extra battle square matches aswell.

There was a plan to make stuff available earlier but it was only implemented for some of it. It's intended.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2017-12-21 02:20:45
After entering the Dark cave for dios side quest and barret & cloud have their initial dialogue the game softlocks and i do not regain control of my character and barret doesnt run off. I turned off the iros for npc, main character, and item field models and it progressed normally so im unsure as to which one actually was conflicting with it since none of those should change the flevel in any way that causes control to not be returned to the character. And while on the Dark Cave, in the back room of the church you can walk normally over the area that Cloud jumps over the first time you are there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Oxymorjohn on 2017-12-21 06:35:30
Hey, Sega. Just wanted you to know there's a bit of a cheesey tactic I'm not sure is intentional or not. The giant bird enemies you can fight on the beach near Temple of the Ancients give HUGE xp. I'm talking like, 2-4 levels worth (depending on current level). Considering they only take a couple of minutes to kill, it seems a bit crazy. They are pretty tough to beat, but you can Slow them with Molotovs (edit) and summon Ifrit for Berserk, and take their threat level down quite a bit. I'm fighting them at level ~40ish on disc 1 and getting 2-2.5 levels a fight for less than 5 minutes of work.

EDIT: On top of that, they also give like 16k gil and over 2k AP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Adil60100 on 2017-12-21 16:03:38
Hi, It is normal i've got in the plage of Junon, the boss named " Jormungandr " with 16k hp? Because i saw some video and it's "Illu...".
And is it normal the boss in the Nibel Caves is Armour Keeper, the doc is updated?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-21 17:19:17
After entering the Dark cave for dios side quest and barret & cloud have their initial dialogue the game softlocks and i do not regain control of my character and barret doesnt run off. I turned off the iros for npc, main character, and item field models and it progressed normally so im unsure as to which one actually was conflicting with it since none of those should change the flevel in any way that causes control to not be returned to the character. And while on the Dark Cave, in the back room of the church you can walk normally over the area that Cloud jumps over the first time you are there.

There seems to be some weirdness on that screen relating to other mods, but I'm not sure what.

Hey, Sega. Just wanted you to know there's a bit of a cheesey tactic I'm not sure is intentional or not. The giant bird enemies you can fight on the beach near Temple of the Ancients give HUGE xp. I'm talking like, 2-4 levels worth (depending on current level). Considering they only take a couple of minutes to kill, it seems a bit crazy. They are pretty tough to beat, but you can Slow them with Molotovs (edit) and summon Ifrit for Berserk, and take their threat level down quite a bit. I'm fighting them at level ~40ish on disc 1 and getting 2-2.5 levels a fight for less than 5 minutes of work.

EDIT: On top of that, they also give like 16k gil and over 2k AP.

Yeah, I should probably deal with them; I'll cut the rewards down.

Hi, It is normal i've got in the plage of Junon, the boss named " Jormungandr " with 16k hp? Because i saw some video and it's "Illu...".
And is it normal the boss in the Nibel Caves is Armour Keeper, the doc is updated?

Yeah, arrange mode changes some of the bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mkrnova on 2017-12-21 19:36:44
Hey sega not sure what I was doing wrong but got it to work I uninstalled everything and to be safe I turn off all my virus and firewall stuff and re installed the game and mod and it works so not sure my have had something to do with the firewall or something and sorry for bugging all of you with this have a good day and looking forward to seeing what the mod has.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Oxymorjohn on 2017-12-21 21:14:13
Yeah, I should probably deal with them; I'll cut the rewards down.

After running through the Temple itself, I think their threat level is about the same as the bosses in the temple. The birds give about 1.5x the rewards, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: youknowiknow778 on 2017-12-21 23:04:48
First off I have been playing this using 7th Heaven version and tons of other mods and it is just incredible and awesome. Thank you so much for making it.

So far I ran into the godberry issue where I was stuck with one dead character and two other in the stop/paralysis mode. Really can't do anything but watch em walk around. Random freezes here and there when I hades+added effect some enemies(frog small poison sleep) and certain enemies cannot be removed with the remove spell except once you cause them posion they can then be removed. Also had a crash when SPOILER using beta against Tseng in the boss fight. The game would just freeze right up at the screen flash.

Those tiny bugs included this is an AMAZING REMASTER of this game, mechanics and story.

I absolutely love it. Not finished yet though just got back into midgar for the end of disc 2

I will return!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2017-12-22 08:17:03
I just finished the game on Arrange mode so I geuss ill give some overall feedback.
Spoiler: show


Things I liked: The ramping and pacing was nearly perfect for most of the game.
The "New Threats" were all nice to see and fun, cant comment on their balance though since with the exception of yuffies tifas and clouds I used w-summon KOTR (more on that in the dislike section)
Early game felt harder in general with a few random enemies taking me by suprise and causing me to have a game over.
Cloud Tifa Barret Cid and Yuffies inate abilities are well suited for their characters and play styles.
Sources from mr. happy to build your characters was a nice addition and most characters I was happy with the selections available.
Low materia slots on weapons and the stats given from them really made me think harder about what loadout I wanted to run
I ended up speccing low on the physical damage scale (tifa focused dex and luck and cloud was vit/spr and dex) but was happy to see that basic magic and eskill felt balanced throughout the game and not just spikes when aquiring an E-Skill.
4x cut and Dblow+added cut didnt feel like the o.p. must have loadout for mid-late game.
New vareity in materia and skills gave me a new path to play though with which is something alone that will bring me to play through ff7 again.


Things Im on the fence about: Ultimate weapon crafting, With the ability to do all of the New Threats before actually descending into the crater I would have liked for those fights to have had one of the weapons required the crafting as a steal reward so that they could be crafted without having to try to farm from enemies in the crater. I was already max level before the crater with all the ap I needed for my materia so i felt like i was just wasting time trying to get an Iron giant to drop a weapon for it. But i understand It being the way it is to add more playtime and to encourage people to explore after reaching the bottom.
Trading a guide book for a gold chocobo, Again on the fence here because I see the reasons to give it earlier since the caves are hard and it saves time on chocobo racing, but I enjoy the chocobo breeding grind and did it anyways so this is just a nit picky point.
Crystal weapons seem a bit too powerful to me, Once i had those I prettty much always used them except for the characters special varients or ultimate weapons. I also valued defence speed and materia slots this run so thats part of it, but I feel that they are either over tuned or the later weapons are either too situational or just not worth using.
The platnium match in the battle arena. I tried this fight about 15 times before I beat it, and while for the first 6-7 times I adjusted my load out, party and strategy I only won because of pure luck because he didnt use his AOE status attack on the first turn and the person he attacked survived the hit so i was able to spam KOTR for the win.
The dark cave was a nice new addition to the story, but it ends so abruptly that i thought it was bugged at first since none on the NPCS had new dialogue like I had been in the cave, especially DIO who i assumed would have a reward or atleast a new line of text after i completed it, It was only when someone told me that the cave always ended liek that that i knew it wasnt bugged.

Things that I disliked.  The new bottom swell fight felt harder than the rest of the disc 1 fights. Jenova felt laughably easy after that. But I feel like those other fights were balanced and that bottom swell was the outlier fight. I managed to pull together a 1st time win vs him and if i had lost the strategy to beat him would have been pretty apparent but the point I am making is that his difficulty feels out of place for that area, I would personally tone him down just a tiny bit, or make the mythril cave turks and Jenova fights just a tiny bit harder to keep the flow of the balance.
Demons gate felt way to weak, admittingly i was pretty overleveled by this point but he still felt more like a "just chip away at him forever with no danger of dying" boss rather than "Lord Demon's gate the 3rd, destroyer of runs and smasher of controllers"
Theifs glove come a little too late IMO. Yes its a great item to have and I like how expensive it is to aquire but by the time I got it (right after getting cloud back) i didnt see the need to use it and only put it on tifa because I had renew+magic counter and wanted the +30 dex from it.
Renew is obtained too early for the effects that It has and is a bit too easy to master.
Bomb king..... I hated this fight. After the first attempt i knew the strategy i needed to beat him, but i felt like the right was just 25% prep and 75% RNG. One of the fights he used chain explosion, sucker punched the character that was going to heal the bombs, then chain explosion again. I beat him because i got a good pattern and he only used chain explosin on turns 1 and like 10 or something. And the bombs chose to spam eruption instead of their basic attack so my characters werent in any actual danger.
OMEGA weapon is affected by stop, making that fight the easiest of all the materia cave bosses, and for KOTR It should feel like the hardest.
My only "real" complaint though is Master summon + w-summon. These were easy to obtain and as soon as I had that combo the game became basically free as mastersummon+MP absorb+w-summon followed by mime was the way I won every fight. I know that that combo also exist in vanilla and that i could have just NOT used it ( next time i play im doing a no KOTR run) but it was obtained so easily imo that there was no reason to not use it ( i didnt w-item glitch anything so atleast i got that going for me ^_^)
The way I would balance that would be to either remove master summon entirely or put one of the summon materia at the bottom of the crater or make all the master materia have a much harder boss fight than the KOTR boss was.

Overall id rate this mod 8/10 and I would say that I enjoyed it just as much as the Hardcore mod, albeit for different reasons.
Well done.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Oxymorjohn on 2017-12-22 08:41:41
So... I watched some YouTube vids to confirm. Looks like Aerith ain't supposed to die in your mod, but in my game, Cloud laid her to rest in the water and everything. She wasn't revived.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mkrnova on 2017-12-22 11:08:37
what is the different between to to mode normal and arranged?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-22 20:47:14
I just finished the game on Arrange mode so I guess ill give some overall feedback.

Thanks for the feedback; there's a lot of content and feature bloat in the mod that could stand to be cut away. I think I would also need to rebuild the mod from scratch to address the more fundamental problems in its rebalance; the work-arounds I have in place can only do so much, and I'd likely need to focus a lot better and properly plan out what I want the mod to be balance-wise.

So... I watched some YouTube vids to confirm. Looks like Aerith ain't supposed to die in your mod, but in my game, Cloud laid her to rest in the water and everything. She wasn't revived.

There's a dialogue option before the FMV that determines it, but this comes up a lot so I'll definitely need to come up with a better way of implementing this choice somehow.

what is the different between to to mode normal and arranged?

Arrange changes some of the bosses fights and gives all enemies a Level buff for increased damage, etc. It's like a hard mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Oxymorjohn on 2017-12-22 20:58:33
Oh, I see. I chose the text in red. I didn't know it was going to kill her. lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Oxymorjohn on 2017-12-22 21:45:28
@UpRisen and SegaChief: Since UpRisen mentioned innate abilities and fitting the theme of a character, I actually had some ideas for Cait Sith, Red XIII and Vincent. I know these would be tough to do (or maybe even impossible to do in the case of Vincent), but I really feel like these suit the characters. Spoiler below!

Spoiler: show
Cait Sith:
\\Curiousity Healed the Cat//
When Cait Sith gets a Shout or Dice critical hit, his HP/MP is restored by a damage dependent amount.

Formula:
HP restored = Damage x0.2
MP restored = Damage x0.01

--

Red XIII:
\\Jack of All Trades//
When Red XIII uses a limit break, all his stats are increased by 1.1x for the duration of the fight, up to a max of 1.2 times.

--

Vincent:
\\Experiment: Turk//
Each physical attack, Vincent has a 5% chance for his current limit break form to join him in a physical attack that the form can use. Each Magic attack, Vincent has a 5% chance for his current limit break form to join him in a magic attack that the form can use. This does not change Vincent's form; the form simply shows up spectrally then fades away when the attack is done.

When Vincent changes form, reverse this effect. Vincent will join him, instead, using attacks and magic that Vincent knows.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SlumDrunk on 2017-12-22 23:34:37
Where is Trine? There are a lot of old information in this thread about it but I can't find it. Already got rid of Godo so thats not where I can find it anymore heh (and I think I received Aqualung in that 5 story building).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Oxymorjohn on 2017-12-23 04:28:53
I think I got Trine from the optional boss at the end of Nibelheim's mountains, on the screen with the pipes you can slide down.

EDIT: I lied, I did get it from Mt. Nibel but it was from the blue bird that's on the ground.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Rikku on 2017-12-23 12:39:20
Hi everyone

I´m new in the v1.5, i finished the v1.4 times ago and i have some questions.

This has two difficulty options, there are some major differences between "normal" and "arrange" ??
I love difficulty mods but i thought v1.4 has the rebalance that makes the game (more) difficult than the original version (also i loved that difficulty), so ... is Arrange some kind of a Nightmare or is just "a little" more difficult than normal o what ?

Thanks and congratulation for this Mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SlumDrunk on 2017-12-23 21:31:07
I think I got Trine from the optional boss at the end of Nibelheim's mountains, on the screen with the pipes you can slide down.

EDIT: I lied, I did get it from Mt. Nibel but it was from the blue bird that's on the ground.

I went to Nibel and thundercracker didn't have Trine when I manipulated him. Do I have to wait? I'll check it out again but uhh that is weird.

EDIT: Went there again, let him attack for 10 minutes and he only does Thunderbolt2 and Flap
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-23 22:40:48
@UpRisen and SegaChief: Since UpRisen mentioned innate abilities and fitting the theme of a character, I actually had some ideas for Cait Sith, Red XIII and Vincent. I know these would be tough to do (or maybe even impossible to do in the case of Vincent), but I really feel like these suit the characters. Spoiler below!

The Vincent one is definitely out, unless there's some means of calling those models and then getting them to act. Cait's one would be tricky as well, I don't know if the AI can track that flag of a previous attack. Red's one can be sorta done, but I think the challenge there would be getting it to only trigger when Red's limits are used rather than anyone but a set of Action Indexes: ID should clear that.

I quite like the Limit one you've proposed, I've been looking for a replacement for Cloud's innate (people have been very mixed on it when it was brought in for 1.5) so I might use it for him instead.

Hi everyone

I´m new in the v1.5, i finished the v1.4 times ago and i have some questions.

This has two difficulty options, there are some major differences between "normal" and "arrange" ??
I love difficulty mods but i thought v1.4 has the rebalance that makes the game (more) difficult than the original version (also i loved that difficulty), so ... is Arrange some kind of a Nightmare or is just "a little" more difficult than normal o what ?

Thanks and congratulation for this Mod

Arrange is generally more difficult with some spikes here and there; the Bottomswell fight in particular needs some additional tuning.

***

Thanks to JVS for the donation; appreciate it bud :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2017-12-24 00:26:19
unless there's some means of calling those models and then getting them to act.


They only way I can think of to do that would be have it in his normal attack script to attack then use limit break, he would transform and attack but we have no way to control which of his 2 attacks he does. Then the script would have to kill him then revive him to stop him from just being in limit form, But this leaves the problem of it will remove all of his status and either leave him at low hp or full hp EVERY attack. I havent started learning about how exactly to make those things happen so that may still be impossible, but if there is an "easy" way to do it then it would be my way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ripsta on 2017-12-26 00:12:01
Hi.

I recently bought the Steam version of FF7 after i stumbled upon this mod via a youtuber called 4-8Productions. And i gotta say, it's awesome. It peaked my interest to replay this game with a new experience. I only have one problem. I'm trying to set up DS4Windows to work with this mod but i never get it to work completely.

I know this is not the mods fault, just wondering if there's someone who managed to get it to work. I managed to get used to playing with the keyboard so far and i've reached Junon now. But i feel like i will fail the upcoming simon says part to impress Rufus. Anyone got any tips?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2017-12-26 16:45:30
Hi
1 question .
You put SaferPalmer in the game at the end to fight?xD
If yes ¿where?  ?_?
Thanks O_o

Hi.

I recently bought the Steam version of FF7 after i stumbled upon this mod via a youtuber called 4-8Productions. And i gotta say, it's awesome. It peaked my interest to replay this game with a new experience. I only have one problem. I'm trying to set up DS4Windows to work with this mod but i never get it to work completely.

I know this is not the mods fault, just wondering if there's someone who managed to get it to work. I managed to get used to playing with the keyboard so far and i've reached Junon now. But i feel like i will fail the upcoming simon says part to impress Rufus. Anyone got any tips?
If interest you ,i play with JoyToKey to assign the keys to the joystick
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SlumDrunk on 2017-12-27 00:59:10
Hi.

I recently bought the Steam version of FF7 after i stumbled upon this mod via a youtuber called 4-8Productions. And i gotta say, it's awesome. It peaked my interest to replay this game with a new experience. I only have one problem. I'm trying to set up DS4Windows to work with this mod but i never get it to work completely.

I know this is not the mods fault, just wondering if there's someone who managed to get it to work. I managed to get used to playing with the keyboard so far and i've reached Junon now. But i feel like i will fail the upcoming simon says part to impress Rufus. Anyone got any tips?

Hmm, wasn't a fan of Steam's version controller support. That's what I was doing in the past; I used Joy2Key to configure my controller using the keyboard keys and boot the game with steam, do not have the controller connected before launching the game, connect it after.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ripsta on 2017-12-27 13:04:04
Thanks a bunch markul and SlumDrunk, works now :). I'm at Cosmo Canyon now. But i managed to impress Rufus and do the Chocobo race with keyboard, was a pain though. Many save reloads :p.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GeoFlare on 2017-12-28 04:01:06
Howdy, its been awhile.

I think someone may have reported this bug before but, after Cargo Ship, when arriving in Costa Del Sol, if you talk to the innkeeper it seems to freeze. If Aerith is in the inn she seems to move vertically slightly but other than that the game completely freezes.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jacko87 on 2017-12-28 15:28:40
Could you put an actual save point in the Temple of Ancients so we can toggle random encounters? I went in with them off and these clock enemies are wrecking me, especially the ones that can attack twice back to back. Luckily, I made a save outside the temple, but I'm going to try to get through it regardless.

Thanks for allowing me to play this game again. I never replayed since I was kid because it was too easy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-29 18:06:05
Sorry for lack of responses, I've been ill the last few days (still recovering but doing better now).

Howdy, its been awhile.

I think someone may have reported this bug before but, after Cargo Ship, when arriving in Costa Del Sol, if you talk to the innkeeper it seems to freeze. If Aerith is in the inn she seems to move vertically slightly but other than that the game completely freezes.

Yeah, I need to sort this out. I thought I'd got it before but it seems not.

Could you put an actual save point in the Temple of Ancients so we can toggle random encounters? I went in with them off and these clock enemies are wrecking me, especially the ones that can attack twice back to back. Luckily, I made a save outside the temple, but I'm going to try to get through it regardless.

Thanks for allowing me to play this game again. I never replayed since I was kid because it was too easy.

I'll place one inside somewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alucard Chris on 2017-12-29 22:29:34
So i finished the Ancient Forest, i got 2 Apocalypses for Cloud in there ?!

And whats about this man in the cave at the End, i cant talk to him. https://m.imgur.com/a/azLhZ

Edit :

I updated the NT Mod from 1.4 to 1.5 with the 7thH Iro, from here. Now the man disappered and the cave is empty ?!

Can someone explain me that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-30 01:57:23
So i finished the Ancient Forest, i got 2 Apocalypses for Cloud in there ?!

And whats about this man in the cave at the End, i cant talk to him. https://m.imgur.com/a/azLhZ

Edit :

I updated the NT Mod from 1.4 to 1.5 with the 7thH Iro, from here. Now the man disappered and the cave is empty ?!

Can someone explain me that.

The situation there is a bit complicated but it boils down to this:

1) The 7H IRO version of NT doesn't include the walkmesh chunk which is only a problem on those screens because I changed the map jump locations directly rather than using field script opcodes. That cave was supposed to be 'removed' from the Ancient Forest and used for the last screen of a new sidequest (the NPC found there relates to this as well).

2) Upgrading from 1.4 to 1.5, there will be differences in variables/switches that can cause oddities.

So the intended sequence of events was that when you reach the last screen of Ancient Forest it puts you back to the world map instead of that cave. The cave is instead used for the last screen of a Disc 3 sidequest which involves that NPC.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alucard Chris on 2017-12-30 02:49:39
Quote
So the intended sequence of events was that when you reach the last screen of Ancient Forest it puts you back to the world map instead of that cave. The cave is instead used for the last screen of a Disc 3 sidequest which involves that NPC.
yeah i saw this on youtube. Thats why i updated the mod, but when i load a save before the cave and entered it at 1.5 i still get in there but with no NPC in it !

Its bugged for me, but why :( ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-31 21:58:44
yeah i saw this on youtube. Thats why i updated the mod, but when i load a save before the cave and entered it at 1.5 i still get in there but with no NPC in it !

Its bugged for me, but why :( ?

Its because the cave isn't supposed to be accessed at all, but the 7H IRO version of NT is missing a walkmesh change which means you can still access the cave. IROs split files down into chunks so that they can be mixed together with other mods; I hadn't needed to use the walkmesh chunk until now, so it wasn't included with the IRO.

You're not missing anything in any case, and you can just exit the cave to get back to the world map as normal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2017-12-31 22:57:05
\\NT Announcement//

So first of all; happy new year and hope you had a good holiday. I spent mine sick as a dog unfortunately, but on the positive side it gave me some extra time off work which I spent thinking about the state of NT and how to take things forward from here. In the last few weeks, thanks to DLPB's help, I've been able to get to grips with modifying the game's assembly (specifically the executable) which opens a lot of new doors. I can now modify damage formulas, modifiers, and add some new functionality to the menus (like an SP counter for instance, bottom-right): https://imgur.com/a/4Shqc

I think NT, as it is now, has been taken as far as it can; I've scaffolded so many fixes and changes onto it that I can't even keep track of it all anymore. Working and planning for the mod has always been very chaotic and what I make usually conflicts with what I say the mod should be; I wanted it to be a gameplay-only mod that doesn't affect story, but I added that Aeris thing and rewrote all the text. I wanted the game to be fast and snappy to play, but I've added a lot of content & feature bloat. It's been a very weird road from 1.0 to 1.5, lot of design choices have come and gone (like the disastrous 'weather' system, or that business with the hard level cap), but even after all this time I'm still not happy with how NT turned out.

I'm in a weird place where I'm glad that NT has gotten so much positive feedback and attention, but also a bit ashamed at how shoddy it is. I find it difficult to watch streams of it because it usually highlights the fundamental problems that it has. There's too many gimmicks, obtuse mechanics, and arbitrary encounters that either fall flat or just frustrate the player. I've tried to change too much for the sake of having it be different and not kept a clear plan in mind for how things should play out when making a lot of this. I was also pretty burnt out, and 1.5 was kind of a last-ditch attempt to fix some of it before I called it a day and left things be.

But I wasn't expecting to get to grips with assembly; I've gotten back a lot of my energy and drive to work on FF7 again. And it'd be a shame to leave things like this, so the plan I've come up with is:

l) Start with a fresh set of files and produce a 'NT 2.0' with the assembly modifications in place; this'll allow me to drop the work-arounds I've been using until now and implement new functionality directly. This mod will have the name of NT and some features will come across like the option to skip some cutscenes, but it'll essentially be a new mod project.

l) Perform a last wave of bug-fixes and balancing for current outstanding issues in 1.5 and continue to support it with any bugfixes that need done in the future; I want to keep 1.5 available as a 'legacy' version of the mod. The 2.0 build will be drastically different so I'd like to keep this available for people in the best possible shape that I can get it.

I'll go over the finer details later; time's crept up on me, and it's almost midnight; I gotta go s:

Happy new year!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2018-01-01 02:29:35
O_O

hype.

honestly, i was thinking about asking you if you were done making changes yet. there's assorted things i dislike about the mod that i was just gonna cheat my way around and call it a day, but if you're making a 2.0 i can wait. i've waited this long already.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-01 03:09:40
O_O

hype.

honestly, i was thinking about asking you if you were done making changes yet. there's assorted things i dislike about the mod that i was just gonna cheat my way around and call it a day, but if you're making a 2.0 i can wait. i've waited this long already.

Well, seems like a good place to start discussion. Tell me about the things you don't like in the mod so I can avoid making the same mistakes. Same with everyone else reading this, be as honest as you can.

As for 1.5, I'm compiling a list of current issues and I'll post a list of them once I'm ready to make the new patches/installer. I've also got some updated documentation to put up like an FAQ and some fixes to the databases, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GeoFlare on 2018-01-01 03:18:34
Well, seems like a good place to start discussion. Tell me about the things you don't like in the mod so I can avoid making the same mistakes. Same with everyone else reading this, be as honest as you can.

As for 1.5, I'm compiling a list of current issues and I'll post a list of them once I'm ready to make the new patches/installer. I've also got some updated documentation to put up like an FAQ and some fixes to the databases, etc.

Have you found ways to change limit breaks at all?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-01 03:41:53
Have you found ways to change limit breaks at all?

Limits can be changed more or less freely using a tool called Libre; there were older builds that used a custom .EXE with altered limits and materia bonuses/penalties but it wasn't balanced very well.

***
@SlumDrunk

I was going through the thread and found a post of yours that I missed about Ruby Weapon and it taking an hour and a half for one round; do you mean a single round of combat or for a full attempt?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2018-01-01 03:59:40
 
Well, seems like a good place to start discussion. Tell me about the things you don't like in the mod so I can avoid making the same mistakes. Same with everyone else reading this, be as honest as you can.

As for 1.5, I'm compiling a list of current issues and I'll post a list of them once I'm ready to make the new patches/installer. I've also got some updated documentation to put up like an FAQ and some fixes to the databases, etc.

my biggest problem is physical scaling being awful. poor damage early, overpowered as hell late. tifa eventually completes her holy trinity and everything dies in 2 rounds. I had originally intended to just remove all the strength boosting sources and increase weapon str amounts so that early game damage would be better and scale by itself with level. the quadratic increase from base str, level, weapons and limit multipliers just ends up invalidating magic. (except for comet)

i dislike the sp system in its current iteration. only bosses should yield sp and everyone should gain it at the same rate. stick these "limit breaks" behind strong bosses so you get a proper reward for winning a hard fight.

mug not being a command materia that replaces the attack command.

the materia placements also irk me. early exp plus does little due to how you did the exp scaling. deathblow before you get any high accuracy weapons. early counter with nothing useful to pair it with. i dont remember when we get added cut but it's not soon enough.

enemy damage values are all over the place. some encounters absolutely ferning destroy you in seconds whereas others are so easy as to wonder why they even attacked you. tons of enemies without morphs and most morphs are not worth the time to do it. when i would first encounter a new enemy i would be excited. ooh new steals and morphs.............. and then it's ferning junk.

i have no problems with gimmicky bosses. just saying.

and before i forget: if you're doing .exe modifications......please make it compatible with menu overhaul. it is so much more pleasing to play ff7 with that mod.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-01 05:44:22

my biggest problem is physical scaling being awful. poor damage early, overpowered as hell late. tifa eventually completes her holy trinity and everything dies in 2 rounds. I had originally intended to just remove all the strength boosting sources and increase weapon str amounts so that early game damage would be better and scale by itself with level. the quadratic increase from base str, level, weapons and limit multipliers just ends up invalidating magic. (except for comet)

i dislike the sp system in its current iteration. only bosses should yield sp and everyone should gain it at the same rate. stick these "limit breaks" behind strong bosses so you get a proper reward for winning a hard fight.

mug not being a command materia that replaces the attack command.

the materia placements also irk me. early exp plus does little due to how you did the exp scaling. deathblow before you get any high accuracy weapons. early counter with nothing useful to pair it with. i dont remember when we get added cut but it's not soon enough.

enemy damage values are all over the place. some encounters absolutely ferning destroy you in seconds whereas others are so easy as to wonder why they even attacked you. tons of enemies without morphs and most morphs are not worth the time to do it. when i would first encounter a new enemy i would be excited. ooh new steals and morphs.............. and then it's ferning junk.

i have no problems with gimmicky bosses. just saying.

and before i forget: if you're doing .exe modifications......please make it compatible with menu overhaul. it is so much more pleasing to play ff7 with that mod.

I can modify the physical formula directly now which means I don't need to use work-arounds that don't deal with it properly. But more than that, I can also adjust the modifiers given by elemental, critical hits, Berserk, etc. which will make it a lot more stable at end-game when numbers are getting higher.

There's two ways to go with SP; either ditch it and make it locked behind certain story bosses/events or have SP not be character-specific and the player decides who to spend it on (with progressive purchases for a character becoming more expensive each time).

I'll see what I can do about Mug; I was going to adjust Morph and Deathblow as well but I suppose it would be a good idea to do something with Mug too.

In the current build, Deathblow and Added Cut were swapped so you get the former in Great Glacier and the latter in Gongaga. Command Counter doesn't have much to pair with, except maybe Steal, and Morph is a fairly useless pair for it due to the damage being so low. It could be made more useful with a change to Morph's damage and if Deathblow was made available earlier again; that'd give 3 realistic options for it: Steal, Morph, or Deathblow.

EXP Scaling I'm not sure what to do with; could drop the spike thing I went with and go back to a more normal method. Probably need to look at that.

The Steals and Morphs went through a lot of changes; I think what it boiled down to was that I was worried people would be focused on farming the rare steals or trying to Morph bosses and it'd make the game feel like a chore. Feedback generally has been that it was a mistake to remove them (or at least, it was a mistake to remove the majority of the Boss Morphs) as it isn't making the effort of doing it worthwhile.

I'm using HextTools for the .exe changes, which basically means I can apply them to any .exe and change the memory addresses I use if anything clashes. It should be easy enough to make it compatible with other .exes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: selius on 2018-01-01 06:15:46
i am ok with removing boss morphs from the equation. im also ok with bosses having rare steals. However, I would prefer these things be listed beforehand. It may be less fun to know beforehand what each boss gives but holy strawberries am i tired of killing a boss 3x just to settle on the chosen item i want from that fight.

i would prefer your former solution to sp. just have your "chosen 8" fights that get you sp ranks and roll with that. unlock the first one after the mythril mines, one after first jenova, etc. symbolic fights would have a greater appeal imo.

i dont think morph needs a damage change. there are very few enemies that are unmorphable that i can think of offhand. one being the bombs at the bridge (which you can come back to after you get work glove or any of the zero growth full morph damage weapons), and the goblin who requires poisoning and patience. it just needs to be worth the hassle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: strife98 on 2018-01-01 07:09:00
Now that I've had time to think about it, I can see where you are right about the game being rather bloaty, and with it having strayed away from the mod you originally wanted to make is unfortunate. What you've done with 1.5 may not be what you wanted, but what you have made is amazing. Some of the gimmicky stuff is annoying, but it requires you to think outside of the box. Makes you question what you have to deal with it, and how you can use what you have to your advantage. The small story changes you've made are pretty great as well. It adds more personality to the characters, and bit of laughs. Barret knocking Cloud out after the Materia tutorial still gets me. The passives, and all around stat changes have brought new life to the characters. I'm actually willing to have Cait Sith in my party now.

Though I agree with selius. In your attempt to balance magic, and strength, strength comes out in front late game, especially with Tifa. Her late game is super rediculous with how fast she gains new limits, how fast her limit bar increases, and her insane strength. She's definitely a glass cannon, but with her in your party you can usually kill things fast enough to not worry about it especially with her passive. Aerith can definitely rival her in damage with magic though, but she's normally relegated to being just a healer because of her high magic, and the unwillingness to use MP on anything other than healing in case a monster nukes a party member. Vincent is a pretty decent caster, but using his MP is a bad idea cause keeping his MP as high as possible helps keep him alive. It's best to find the transformation that fits the fight best, and use that against your next troublesome boss (which is so far Deathgigas. so good as long as they don't drain/negate lightening.) Cait Sith and belt out some decent magic, but making him a tank is usually the better call. Throw revive, elemental + needed element for absorb, some status buffs, then enemy skill is really all he needs. That really just leaves Cloud and Red XIII, comparatively though they're better off smacking them around with normal attacks and limit breaking. One thing I can think of for balancing out magic potentially, would be to have magic cost more, do more damage, but have ethers be more rare. That way a player can choose to explode an enemy with magic, but have to wait till they find an inn, or spend a little more time to physically attack them. Cure would have to cost less than attack magic in that case, or have slash-all be a much earlier materia, and maybe only have it slash-all. That way they can choose to use it on a high damage character, or throw it on Aerith to make the most of her healing staves. You could move Flash to be an upgrade to Deathblow and make it a single target ability and on chance. Maybe make it switch between Deathblow/Flash like Throw/Coin did. I feel that would balance that out a bit. Slash-all would also have to be one of those "Only have one" materia's to keep the balance though I think. Vincents shotgun should keep the Slash-all effect though. Vincent doesn't do a lot of physical damage in general so it wouldn't hurt anything for him to keep it. It's also a low level weapon so it wouldn't be very good late game.

I really like the SP system, and wouldn't want to see it scrapped. Being able to customize your characters a bit more can lead to some goofy things like melee Aerith. Will it work? Probably not that well, but it's funny to see Aerith thwack something real hard. I like your second option to change it personally. People usually have a "main 3" by the time you get far enough into the system for it to truly be effective. With being able to select who gets the SP levels, you can form your main 3 better, but also be a bit boned if you haven't been taking care of other characters when they are forced in your party. So that'll force the player to think about careful usage of SP.

Stealing items from bosses is something that, while a chore, I find to be super satisfying when you get that hard to get item. (For example I spent 2 days trying to get Fairy Flute off of Hilgigars in a FF9 mod, and I was super happy after I got it and felt accomplished I was able to keep my party and item supply well enough to steal the flute and beat him.) My one thought is, instead of having the boss have a chance to drop 1 item from a list, is maybe have 1 real good item that you wouldn't get till later, but have it a super low steal chance. If possible throw in a materia a bit later in the game that boosts steal chance (if possible, or cheat it a bit, and make item drops easier as the game goes on so it "feels" like you are getting better at stealing.) Not morphing bosses is completely fine. Especially with more difficult bosses it's more worth to just finish the boss then to try to tempt fate by wearing him down. Especially when you get an accidental crit, or a party counter attacks. Having counter attack would be pointless in boss fights if you had to morph something cause the risk of the counter killing the super low health boss would be too great. So keeping bosses from having morph items is A-OK in my book.

Edit: Blah forgive the grammatical errors, super tired.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GeoFlare on 2018-01-01 08:27:50
I can modify the physical formula directly now which means I don't need to use work-arounds that don't deal with it properly. But more than that, I can also adjust the modifiers given by elemental, critical hits, Berserk, etc. which will make it a lot more stable at end-game when numbers are getting higher.

There's two ways to go with SP; either ditch it and make it locked behind certain story bosses/events or have SP not be character-specific and the player decides who to spend it on (with progressive purchases for a character becoming more expensive each time).

I'll see what I can do about Mug; I was going to adjust Morph and Deathblow as well but I suppose it would be a good idea to do something with Mug too.

In the current build, Deathblow and Added Cut were swapped so you get the former in Great Glacier and the latter in Gongaga. Command Counter doesn't have much to pair with, except maybe Steal, and Morph is a fairly useless pair for it due to the damage being so low. It could be made more useful with a change to Morph's damage and if Deathblow was made available earlier again; that'd give 3 realistic options for it: Steal, Morph, or Deathblow.

EXP Scaling I'm not sure what to do with; could drop the spike thing I went with and go back to a more normal method. Probably need to look at that.

The Steals and Morphs went through a lot of changes; I think what it boiled down to was that I was worried people would be focused on farming the rare steals or trying to Morph bosses and it'd make the game feel like a chore. Feedback generally has been that it was a mistake to remove them (or at least, it was a mistake to remove the majority of the Boss Morphs) as it isn't making the effort of doing it worthwhile.

I'm using HextTools for the .exe changes, which basically means I can apply them to any .exe and change the memory addresses I use if anything clashes. It should be easy enough to make it compatible with other .exes.
I am all for the idea that bosses unlocking upgrades, especially since that helps to balance out each individual character. As it stands now I rarely use anyone but my main 3 as it is a pain, and a chore, to grind SP for the characters I don't use as much. I would be much more inclined to switch it up if the characters got their upgrades at the same time (keep the different sets for characters though to keep the customization aspect).

I brought up the limit thing earlier because I kinda feel like limits hold certain characters back as well (looking at you Yuffie (LV4), Red XIII (LV3-1 and 4), and Caity just in general). I liked how you wanted to change certain ones to make them more useful such as adding statuses and whatnot. Aerith's level 2 limits could use a bit of a tweak as well, although I mainly mean Breath of the Earth. Breath of the Earth could be nice if it gave some buffs to the party. I go back and forth with Fury Brand, not really sure what my deal is with that limit.   

Stealing I also go back and forth with. I like the idea of bosses giving either the steal-able item or the item they usually drop which gives the player a choice in the matter but, still like the prospect of a super rare low steal to give me that rush if I ever do steal it.

Morphing in general I absolutely cannot stand because I have the patience of 4 year old with how slow it goes. I like the idea but, I just think its something I could live without but others like it soooo...meh I guess. The only battle I readily think where I morph every time is the Jenova fight where she spawns her adds that give the earring and power wrist early as I love the raw boosts they give.   

I am in agreement with selius when it comes to the change to Mug. I also will admit I never used the EXP plus materia since levels didn't seem to vary much with the caps in place.  I never use counter materias since I am a control freak. 

Can't readily think of anything else I would want changed at the moment.

Edit: Forgive the awful grammar, still in recovery from the flu.
 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MetaSieg on 2018-01-01 21:18:12
It's been ages sense I last posted here, but mentioning a NT 2.0 (really looking forward to that) it would just feel wrong not to say something. Gimmicks aside I do agree that some rebalancing needs to be done, my concerns on that have mostly been covered already so I'm not gonna repeat it. I do have something to say about the magic system and the suggestion to increase the cost of magic/make ethers more rare. Please do not do this.

Now I can't speak for anyone else but for me when a game puts strong limits on my MP (like Dragon Quest for example) what ends up happening is I don't use the casters or they end up never being used outside of boss fights. The main problem with this kind of balance is that magic focused characters tend to be useless without their magic and if they don't have decent MP supplies they just end up not doing anything most of the time. Compare that fact to a strength focused character who has no such limits and can still do decent/good damage and you just end up not needing to use anyone else. So yeah just my two cents on that train of thought.

Another thing I'd like to mention is I really like the dialogue changes and additions you've made. The story flows a lot better and there is more life to the characters now and I hope you keep that for 2.0.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: strife98 on 2018-01-02 01:05:47
It's been ages sense I last posted here, but mentioning a NT 2.0 (really looking forward to that) it would just feel wrong not to say something. Gimmicks aside I do agree that some rebalancing needs to be done, my concerns on that have mostly been covered already so I'm not gonna repeat it. I do have something to say about the magic system and the suggestion to increase the cost of magic/make ethers more rare. Please do not do this.

Now I can't speak for anyone else but for me when a game puts strong limits on my MP (like Dragon Quest for example) what ends up happening is I don't use the casters or they end up never being used outside of boss fights. The main problem with this kind of balance is that magic focused characters tend to be useless without their magic and if they don't have decent MP supplies they just end up not doing anything most of the time. Compare that fact to a strength focused character who has no such limits and can still do decent/good damage and you just end up not needing to use anyone else. So yeah just my two cents on that train of thought.

Another thing I'd like to mention is I really like the dialogue changes and additions you've made. The story flows a lot better and there is more life to the characters now and I hope you keep that for 2.0.

Well, my thought on the magic thing was increasing the magic damage a decent amount, so it would be more powerful than physically attacking, but because of that the magic would be have to cost more to balance that fact out. I'm not talking obscenely more, but enough to make it so you use it only when you really need it. Inn's are also plentiful enough to the point where you really don't need ethers except for long winded battles so the fewer ethers wouldn't be that much of a bad thing. Lower level spells would obviously cost less, a bit more than they do now, but when they level up the price would go up significantly more. So you could easily spam the lower level spells like Fire 1 and not have to worry about losing MP too fast and still being able to put out decent damage, but when you want to do a lot of damage you can cast a higher level spell at the cost of a great amount of MP. It'd make it so casters are still valid with basic level 1 spells, but can also push out a lot of damage in a pinch.

Edit: I also had an idea to either alter or change Aerith's passive if you didn't want to change magic. Geomancer is nice, but a potential different/bonus passive could be when she casts healing spells it boosts her magic up to a limit until she casts a damaging spell then it goes back down to base. That way there'd be more of a reason to use her for damaging magic spells for one huge nuke.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-02 02:47:26
.

.

.

.

Higher MP cost + higher magic damage can work really well if it's done properly; it would map out like this:

-) Rarity/cost of Tents and MP-restore items would need to be handled
-) Osmose would have to be either scrapped or pushed later
-) Inn costs raised

A potential problem is PHS because you can freely swap in up to 6 'reservists' with fresh MP pools. Way of tackling that though is to have Inns only affect the active party, so if you did use multiple parties and their MP you would ultimately need to spend more to refresh everyone.

However, like MetaSieg said if it's done wrong then it'll make Magic too high maintenance to use which screws characters set up to take advantage of it.

For SP there's advantages and disadvantages to doing it either way. I'd personally like to go with having it be after important/big fights as well; it has nice bit of sense to it and it'd be more predictable to balance up successive areas. It'd also ensure that all the characters are progressing evenly and that there's not a situation where 3 characters are super-powered and the rest are untouched (which would cause problems in general).

Steal should be fine again now that I don't need to use that level hack, but I need to decide whether I want to use a rare steal again and what chance to place that at. I think bosses are going to have to be given good Morphs again though.

I'll definitely be tweaking Limits; mostly it'll be small things like swapping the base power of Braver and Cross Slash but some like Breath of the Earth, Cosmo Memory, and All Creation will be getting a bit more done to them.

@Strife That's not a bad idea for an innate, but it'd railroad Aeris into always carrying restorative materia in order to trigger it.

@Meta About the game text, I'll be porting it over (with some refinements).

@Selius The database is going to have that information in it, I've made some changes to the 1.5 version of it (going to replace the documentation soon).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tsuna on 2018-01-02 04:30:53
I love how you have been able to add an extension to the menu. At some point i HAVE to learn how you've done that.
Assembly used properly seems to be mostly limitless given the skill and time.

Out of curiosity, what were you going to use your Day/Night system for when you had it made?
Or were you just doing it because it would be cool?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-02 11:32:20
I love how you have been able to add an extension to the menu. At some point i HAVE to learn how you've done that.
Assembly used properly seems to be mostly limitless given the skill and time.

Out of curiosity, what were you going to use your Day/Night system for when you had it made?
Or were you just doing it because it would be cool?

The key things to have are Cheat Engine and a 1998/7H Converted version of FF7 (Steam has this annoying thing where it 'pauses' the game when it isn't in focus, and can often crash CE). I'm no master with it or anything but I can show you how the menu thing was done; DLPB helped me out a lot with it. The executable uses x86 assembly.

Another thing that's good to have is Hextools as it lets you keep track of where/what you've changed in the hex for faster corrections and easier troubleshooting. It's basically a notepad document that applies changes to an executable either on launch, or more permanently by patching it beforehand (benefit is, if something goes wrong you can just throw the executable away and apply fixed changes to a fresh one).

The day/night thing was going to be used to alter the encounter table between A and B depending on what cycle it was, but as these changes aren't reflected in battles and given that I'd need to make a lot more encounters to fill a second table (and what would these encounters offer?) I didn't implement any practical gameplay-changing effects with it. It was purely cosmetic except it came with a slew of problems and was quite ugly to look at.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MetaSieg on 2018-01-02 20:27:13
Good to hear about the dialogue. On the magic system yes both Strife and Sega Chief are correct it can work it's just such a fine line that it can easily be messed up. It would need a lot of playtesting time focused on just it. Granted the mod will need a lot of that anyways but well you get the idea. I dunno maybe an accessory or materia that adds a small MP regen late in the game or something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-01-03 01:14:21
Just registered Sega to let you know of course 1 that I enjoy a lot and so do at least hundreds of people your mod it rocks and it made em feel like I was in a new adventure with all of them ff7s

To ask of you to not be so hard on yourself you may think it was bloated and had many little details here and there, but it doesn't not that one should really care for them, the only ones I kinda cared was that the stealing is very random and that I dont understand how are you suppose to kill Lost Number Thank God he is optional

Ive found myself smiling a lot bcuz of the changes you did, and how they make me think how to take care of some eneimes minor or bosses

I appreciate many of the details you had put in this game you resparkled the light of it for me and OMG how many replys are on this thread alone Jeez man ur are not short of admiration just by the amounts of replies u have done

P.D. the innate abilities are fine as they are, I use cloud's as strategy  actually I use everyones as a strategy in mind and thats what RPGs is about, This is a thing of beauty bro, and u are the artist and imlooking forward to your future projects
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SlumDrunk on 2018-01-03 03:33:56

***
@SlumDrunk

I was going through the thread and found a post of yours that I missed about Ruby Weapon and it taking an hour and a half for one round; do you mean a single round of combat or for a full attempt?

Hey man, glad you are recovering and I am hyped for 2.0.
This was one attempt.

I suppose Ruby wasn't the problem; it was my very first playthrough of the mod and I didn't have all the OP materias. Mix that with my average knowledge of the game. However, as I tried to explain in my very first post I found the end game boss fights to last too long, but that's until I played the whole game a second time.

I can go in details about how my first playthrough went and compare it with my second playthrough I am about to finish. I can share my observations, problems and how I personally dealt with them but I feel like this is going to be an insane big post that will take me quite some time to make. If you really insist I can write something for you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tsuna on 2018-01-03 06:39:16
The key things to have are Cheat Engine and a 1998/7H Converted version of FF7 (Steam has this annoying thing where it 'pauses' the game when it isn't in focus, and can often crash CE). I'm no master with it or anything but I can show you how the menu thing was done; DLPB helped me out a lot with it. The executable uses x86 assembly.

Another thing that's good to have is Hextools as it lets you keep track of where/what you've changed in the hex for faster corrections and easier troubleshooting. It's basically a notepad document that applies changes to an executable either on launch, or more permanently by patching it beforehand (benefit is, if something goes wrong you can just throw the executable away and apply fixed changes to a fresh one).

The day/night thing was going to be used to alter the encounter table between A and B depending on what cycle it was, but as these changes aren't reflected in battles and given that I'd need to make a lot more encounters to fill a second table (and what would these encounters offer?) I didn't implement any practical gameplay-changing effects with it. It was purely cosmetic except it came with a slew of problems and was quite ugly to look at.

Okay, i have used hex a lot and know my way around it. I dont always know exactly what im doing other than changing something and seeing what it does. Then noting it down in notepad lol.

Well 1 idea i had for the Day/night system was to take an approach similar to Dying Lights take on it.
Enemies would be extremely hard at night to the point where they are nearly unbeatable, but yield much better rewards or give rare items that can only be obtained at night. I have a fully functioning Day/night system inside Echo-S now and i'm able to use for so many things.

The way it's coded allows me to change NPC's behavior based on what time it is, eg, shops close, people go to bed and lock their doors. Certain sidequests can only be got during a certain time. I've also managed to put in a weather system too that also interacts with the same system for NPC's.

Such as a model hotswap when rain activates to make the NPC's pull out umbrellas or change their outfit to a more suitable one.

What i'm looking for to add to the menu is a new timer that shows the player what time it is in game. So the player can plan ahead of time for whatever it is they need to do
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-01-03 07:18:50
-) Osmose would have to be either scrapped or pushed later
You may want to consider having the spell itself on the same materia (and the materia itself being available as it normally is), but have the spell pushed back to the end of instead of it being at the front. You may also want to consider adding in something like a small hump AP before "Esuna" becomes available (so the materia goes from three levels to four. I.E. 1 nothing, 2 esuna, 3 resist, 4 omose. Also, you could make the AP hump from the spell resist to osmose much larger to delay when players get hold of osmose in normal play). Of course, you could also change the order of some of those spells around as well (1 nothing, 2 esuna, 3 omose, 4 resist). :shrugs:

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Nunsrgr8 on 2018-01-03 15:25:47
@Sega Chief

Your NT 2.0 post is really compelling! I appreciate your honesty and I hope I can help in some way. Your commitment to this project is really inspiring.

Truthfully, I haven't played through NT in a few years now. Despite having every intention to install v1.5, I haven't unfortunately due to incompatibility with Reunion. Plain and simple. As others have mentioned, compatibility with at least menu enhancement would be enough for most people. We've all been spoiled now and I'm not sure I could personally go back. IIRC, the menu overhaul and the translation project come as one so you could theoretically use DLPB's mod as a base. If you two are working back and forth anyway, it's worth a shot asking for permission.

I think NT, as it is now, has been taken as far as it can; I've scaffolded so many fixes and changes onto it that I can't even keep track of it all anymore. Working and planning for the mod has always been very chaotic and what I make usually conflicts with what I say the mod should be; I wanted it to be a gameplay-only mod that doesn't affect story, but I added that Aeris thing and rewrote all the text. I wanted the game to be fast and snappy to play, but I've added a lot of content & feature bloat. It's been a very weird road from 1.0 to 1.5, lot of design choices have come and gone (like the disastrous 'weather' system, or that business with the hard level cap), but even after all this time I'm still not happy with how NT turned out.

As you've mentioned in your post, you've strayed from your original vision and that's whats bothering you... it's not exactly what you wanted. I feel for you my dude. Like any project, your mod has gone through an "evolution" of sorts. Through trial and error, you've discovered what works and what doesn't. You've learned a lot and v1.5 is evidence that you are an accomplished modder now. Having a clear goal will help you add content without bloat, starting fresh. From what you've said, your goal is "balanced, fast-past new content that does not effect story"... just stick to that and keep it simple. Nobody is expecting you to release a "brand new" mod all at once, release your content as your comfortable, little by little. You already have a lot of good ideas that have been flushed out already. I think your real challenge will be picking and choosing what you'll use and what you'll cut. Trust your gut, you've already made a hit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2018-01-03 16:24:44
Sorry for bothering i got a tremendous bug

i am at temple of the ancients and so far games works nicely. Since i enter temple of ancients, my REGEN spell and ALL MY BARRIER spells are not working. I cast them with aeris but nothing happen, no regen and no barrier buffs appear. is just a temporary temple of ancients bug? or is just me?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-03 20:48:24
Good to hear about the dialogue. On the magic system yes both Strife and Sega Chief are correct it can work it's just such a fine line that it can easily be messed up. It would need a lot of playtesting time focused on just it. Granted the mod will need a lot of that anyways but well you get the idea. I dunno maybe an accessory or materia that adds a small MP regen late in the game or something?

Could do; I wonder if Cat's Bell could be modified for that. The game 'knows' when its equipped on field screens, so perhaps that could be used in-battle as well (with its effect swapped to MP regen over HP regen of course).

Just registered Sega to let you know of course 1 that I enjoy a lot and so do at least hundreds of people your mod it rocks and it made em feel like I was in a new adventure with all of them ff7s

To ask of you to not be so hard on yourself you may think it was bloated and had many little details here and there, but it doesn't not that one should really care for them, the only ones I kinda cared was that the stealing is very random and that I dont understand how are you suppose to kill Lost Number Thank God he is optional

Ive found myself smiling a lot bcuz of the changes you did, and how they make me think how to take care of some eneimes minor or bosses

I appreciate many of the details you had put in this game you resparkled the light of it for me and OMG how many replys are on this thread alone Jeez man ur are not short of admiration just by the amounts of replies u have done

P.D. the innate abilities are fine as they are, I use cloud's as strategy  actually I use everyones as a strategy in mind and thats what RPGs is about, This is a thing of beauty bro, and u are the artist and imlooking forward to your future projects

Thanks, bud; the amount of support NT has gotten over the years has been really encouraging (although it makes me a bit complacent sometimes). I'll be careful about what gets assigned for Stealing and Morphing, sometimes I'd be stuck for ideas on what an enemy should drop.

Some people liked Cloud's new innate, others didn't like it at all; I'll need to put that up for discussion at some stage.

Hey man, glad you are recovering and I am hyped for 2.0.
This was one attempt.

I suppose Ruby wasn't the problem; it was my very first playthrough of the mod and I didn't have all the OP materias. Mix that with my average knowledge of the game. However, as I tried to explain in my very first post I found the end game boss fights to last too long, but that's until I played the whole game a second time.

I can go in details about how my first playthrough went and compare it with my second playthrough I am about to finish. I can share my observations, problems and how I personally dealt with them but I feel like this is going to be an insane big post that will take me quite some time to make. If you really insist I can write something for you.


That'd be a good read; I think a problem I have is trying to set the game up in such a way that the complexity of the fights scales evenly with the player's experience as they progress. At the moment I've got fights which are 'spikes', some that are too easy, and others that are too tanky. I want things to click the first time through, rather than on a 2nd playthrough.

Okay, i have used hex a lot and know my way around it. I dont always know exactly what im doing other than changing something and seeing what it does. Then noting it down in notepad lol.

Well 1 idea i had for the Day/night system was to take an approach similar to Dying Lights take on it.
Enemies would be extremely hard at night to the point where they are nearly unbeatable, but yield much better rewards or give rare items that can only be obtained at night. I have a fully functioning Day/night system inside Echo-S now and i'm able to use for so many things.

The way it's coded allows me to change NPC's behavior based on what time it is, eg, shops close, people go to bed and lock their doors. Certain sidequests can only be got during a certain time. I've also managed to put in a weather system too that also interacts with the same system for NPC's.

Such as a model hotswap when rain activates to make the NPC's pull out umbrellas or change their outfit to a more suitable one.

What i'm looking for to add to the menu is a new timer that shows the player what time it is in game. So the player can plan ahead of time for whatever it is they need to do

Such a timer would likely be based on the actual game timer. It must be possible to set up a second one that counts slower.

You may want to consider having the spell itself on the same materia (and the materia itself being available as it normally is), but have the spell pushed back to the end of instead of it being at the front. You may also want to consider adding in something like a small hump AP before "Esuna" becomes available (so the materia goes from three levels to four. I.E. 1 nothing, 2 esuna, 3 resist, 4 omose. Also, you could make the AP hump from the spell resist to osmose much larger to delay when players get hold of osmose in normal play). Of course, you could also change the order of some of those spells around as well (1 nothing, 2 esuna, 3 omose, 4 resist). :shrugs:

I hadn't considered that; Esuna would be a bit much as the 1-Star spell, unless it had an MP cost to match.

@Sega Chief

Your NT 2.0 post is really compelling! I appreciate your honesty and I hope I can help in some way. Your commitment to this project is really inspiring.

Truthfully, I haven't played through NT in a few years now. Despite having every intention to install v1.5, I haven't unfortunately due to incompatibility with Reunion. Plain and simple. As others have mentioned, compatibility with at least menu enhancement would be enough for most people. We've all been spoiled now and I'm not sure I could personally go back. IIRC, the menu overhaul and the translation project come as one so you could theoretically use DLPB's mod as a base. If you two are working back and forth anyway, it's worth a shot asking for permission.

As you've mentioned in your post, you've strayed from your original vision and that's whats bothering you... it's not exactly what you wanted. I feel for you my dude. Like any project, your mod has gone through an "evolution" of sorts. Through trial and error, you've discovered what works and what doesn't. You've learned a lot and v1.5 is evidence that you are an accomplished modder now. Having a clear goal will help you add content without bloat, starting fresh. From what you've said, your goal is "balanced, fast-past new content that does not effect story"... just stick to that and keep it simple. Nobody is expecting you to release a "brand new" mod all at once, release your content as your comfortable, little by little. You already have a lot of good ideas that have been flushed out already. I think your real challenge will be picking and choosing what you'll use and what you'll cut. Trust your gut, you've already made a hit.

Me and DLPB have been helping each other out a fair bit recently, and we talked about making a cross-compatible version of Reunion and NT once both mods are done. I can definitely make the executable changes work with the menu overhaul, I'm working in a debug section that should be clear of the section that Dan uses (but if not, it's easy enough to move my addresses).

One thing I want to do is try and use Dan's DLL stuff that fixes audio and the like. Big problem for me personally when playing FF7 PC is the sound, which is really off for some scenes and effects due to problems with the audio channels.

Sorry for bothering i got a tremendous bug

i am at temple of the ancients and so far games works nicely. Since i enter temple of ancients, my REGEN spell and ALL MY BARRIER spells are not working. I cast them with aeris but nothing happen, no regen and no barrier buffs appear. is just a temporary temple of ancients bug? or is just me?

Sounds like an odd one, the only thing that'd prevent Barriers, etc. is either the Resist status (enemy attacks maybe?) or certain accessories like Ribbon (and Touph Ring). Curse Ring might be able to block Regen if it nulls Restorative). Check that the equipment you have on isn't blocking Barrier/Restorative, and check to see if any characters are being hit by attacks prior to trying to apply Barrier/Regen to them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2018-01-03 20:57:44
Quote
Sounds like an odd one, the only thing that'd prevent Barriers, etc. is either the Resist status (enemy attacks maybe?) or certain accessories like Ribbon (and Touph Ring). Curse Ring might be able to block Regen if it nulls Restorative). Check that the equipment you have on isn't blocking Barrier/Restorative, and check to see if any characters are being hit by attacks prior to trying to apply Barrier/Regen to them.

Nono i am at disc one with cid, aeris and cloud in my party, i cannot obtain the ribbon so far ^_^

Appearently i THINK but not sure of, that the bug in temple of the ancient specific location is due to CID passive. I am gonna test these spells without him in the party. I will report to you asap!!!

btw Guard scorpion in temple dragon fight is AWESOME!!!!!!!!!! :D i loled a lot making such fight. I love you for making me laugh so hard mate nice mod and keep going!!! ^_^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Guix83 on 2018-01-03 21:45:43
Hello everybody.

This is my first message here. I just have discovered the forum and this topic. I had not played to Final Fantasy 7 for a while, but I discovered the NT 1.5 mod and played to the game with it. It was a great pleasure.

(Please note that I am not a native English speaker, I am sorry in advance for my English mistakes).

I'm in a weird place where I'm glad that NT has gotten so much positive feedback and attention, but also a bit ashamed at how shoddy it is. I find it difficult to watch streams of it because it usually highlights the fundamental problems that it has. There's too many gimmicks, obtuse mechanics, and arbitrary encounters that either fall flat or just frustrate the player. I've tried to change too much for the sake of having it be different and not kept a clear plan in mind for how things should play out when making a lot of this. I was also pretty burnt out, and 1.5 was kind of a last-ditch attempt to fix some of it before I called it a day and left things be.
I understand that you are wondering if the NT 1.5 finally looks like to a result you would have expected before the "road" from 1.0 to 1.5, however, it is very important for me to say THANK YOU ! I think that it is the first time since more that 10 years I played to FF7 with so much enthusiasm ! New bosses to fight and new elements of the scenario (Turks added battles, Aeris destiny, Cave of sleeping forest, etc...) have awakened the passion I had for ff7 (again). It should have been a lot of work to develop all these evolutions. So, thanks a lot again !!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Guix83 on 2018-01-03 22:33:03
Well, seems like a good place to start discussion. Tell me about the things you don't like in the mod so I can avoid making the same mistakes. Same with everyone else reading this, be as honest as you can.

As for 1.5, I'm compiling a list of current issues and I'll post a list of them once I'm ready to make the new patches/installer. I've also got some updated documentation to put up like an FAQ and some fixes to the databases, etc.
Things I like in the NT mod :

- All changes about monsters and bosses in general.
- "Funny" monsters additions (65th floor on Shinra headquarters for example).
- Battles with "added" characters (Jessie, 5 charaters vs Yuffie, etc...).
- Music changes for some important battles (bosses) compared to the original FF7.
- The accentuation of the differences between each character in battles. I have always found that in the original FF7, all characters, in spite of some littles differences, were almost the same. With NT mod, I clearly felt some differencies between Cloud, Barret (high HP, high vitality), Tifa (high speed), Aeris (high MP and magical powers). I also like the possibility given by the SP system to "customize" each characters as I want. It reminds me FF10 for example.
- Add quests for Limit 4, last weapons, etc...
- The quest of the sleeping forest cave !!!
- ... a lot of others things I should forget.

=> I found that this mod is a true amelioration given to the original FF7 !


Things I would like to see / to change, if possible :

- Some quests in relation with some "category" of monsters. For example, beat all dragons (green one at Nibelheim, the Temple of Ancient's one, blue one in ice caverns, dark one in craters). A quest to discover mysterious Pollensalta/Jemnezmy/Snow too, etc...
- A "dark characters" quest (Dark Cloud, Dark Barret, Dark Tifa, Dark Aeris...) like Dark Aeons on FF10.
- Some explanations about "mysterious" things for me, for example about the battle at the end of Zack/Cloud's escape from Nibelheim.
- A possibility to have every member of the group as a leader after beating Hojo.
- Even though I read that the aim of the mod was a gameplay evolution, I would like to see Aeris a little more charismatic, especially after the Highwind's acquisition. At the end of "CD 1", she clearly takes the lead of the group. To see her complaining about being sick in the Highwind, explaining that she don't understand why the white materia did not work in the forgotten city, gave me a strange feeling. Even thoug I am aware of the difficulty to give her a true role, especially when Tifa become more and more important in the story.
- In the same state of mind, give more importance of "secondary characters" (2 characters with Cloud during most passages of the Journey, 3rd character with Cloud/Barret in Correl, 3rd character with Cloud/Nanaki in GI caves, 3rd character with Cloud/Aeris in Temple of Ancients, 3rd characters with Cloud/Tifa around northern crater, etc...), by more interventions and dialogs.
- A possibility to skip a deal with the "smiling face" (we have sometimes to do more that 5 or 6 deals and this takes a lot of times).
- There is a bug in Costa del Sol if we speak two times to Aeris in the "Inn", after seeing Hojo on the beach.

Note : I mainly played with Cloud, Aeris, Tifa and Barret, so I had not really tested some battles with others characters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tsuna on 2018-01-03 22:53:46
Well the timer i use in the code is a custom clock we made ourselves. So do you think it would be possible to just have an option where the menu displays the amount equal to the var we created?

For instance if time = 1
Menu will say time is 1:00
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-04 01:17:57
Well the timer i use in the code is a custom clock we made ourselves. So do you think it would be possible to just have an option where the menu displays the amount equal to the var we created?

For instance if time = 1
Menu will say time is 1:00

Yeah, it can do that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2018-01-04 11:50:53
hello again!!!

so i verified the bug i reported yesterday. In temple of the ancients if cid is in party somehow Barrier spell bugs and i cannot use it on party nor does regen (i changed Cid with yuffie then barret and spells worked greatly!)

another thing i would like to suggst if may !

many enemies attack twice or trice and i find it  no good simply because skill does not matter .for example in the very temple of the ancients, there is a boss in the clock room in the VII room which are 2 blobs. Fight starts they cast 4 times in a row a blue wave and nuclearize my party... considering i cannot do nothing that i not a balance lol i suggest maybe cap number of consecutive attacks to 2 for enemies and lower SLIGHTLY their damge (2100 circa damage per single attack is too much on cd1! :((  )

last but not least is it possible to make Vincent controllable in his limit form? is a nice char but having him in party is essentialy a dead weight due to his limit being generally weak and uncontrollable which make you loose all materias you put on him and since in this mod he is a nice tank caster thanks to his passive would be nice at least controll him during his limit period :)

hope my suggestion is constructive!! ^_^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SlumDrunk on 2018-01-04 18:26:03
hello again!!!

so i verified the bug i reported yesterday. In temple of the ancients if cid is in party somehow Barrier spell bugs and i cannot use it on party nor does regen (i changed Cid with yuffie then barret and spells worked greatly!)

another thing i would like to suggst if may !

many enemies attack twice or trice and i find it  no good simply because skill does not matter .for example in the very temple of the ancients, there is a boss in the clock room in the VII room which are 2 blobs. Fight starts they cast 4 times in a row a blue wave and nuclearize my party... considering i cannot do nothing that i not a balance lol i suggest maybe cap number of consecutive attacks to 2 for enemies and lower SLIGHTLY their damge (2100 circa damage per single attack is too much on cd1! :((  )

last but not least is it possible to make Vincent controllable in his limit form? is a nice char but having him in party is essentialy a dead weight due to his limit being generally weak and uncontrollable which make you loose all materias you put on him and since in this mod he is a nice tank caster thanks to his passive would be nice at least controll him during his limit period :)

hope my suggestion is constructive!! ^_^

Ah yes the 8-eye battle in the clock room was one of my first 'wth did I just die from' fight. So many game-overs on my first playthrough so I had to rely on Peerless limit break and spam anything that was Water damage, I assumed that it was their weakness (I can't remember from Sense); on my second playthrough I one shot them both with Leviathan. I couldn't understand this battle other than not being able to attack because they do the same 3 times as much..

Vincent's limit breaks are ...special. Any moves doing elemental damage are very powerful and all physical moves are very bad. Quick example, level 3 Hellmasker is a waste of time he's just weak for all of his moves. Level 2 Death Gigas's 'Haywire' is a very good powerful lightning spell but his dunk move is bad; just pray that he keeps doing Haywire. I say stick with Level 2 until you get Level 4 I think Chaos as fire moves.

I suppose making him uncontrollable during limit breaks because he's tanky, regens HP and has more HP in beast form is the price to pay...not that I like it either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-04 20:23:40
.

Thanks for the feedback. Dialogue-wise, I can add a line maybe for 'supporting' characters in those scenes but it's important that they don't interject too much. As for Aeris going past Disc 1, I was wary about having her take too much of an active role in later scenes.

A bestiary would be interesting, but I'd need to check how many variables are accessible through the battle module. My understanding was that only a specific range of them could be read/written from battles.

.

.

So his innate is bugged? Thanks for the info; I'll sort it out with the rest of the issues. As for Vincent, I changed his AI to favour the magic attack over the physical attack but it's still an RNG crapshoot. I can adjust the attacks themselves with an .exe change as well, but for now 1.5 is using vanilla Limits.

As for controlling him, it'd be difficult and impractical. What would need to happen is that a special menu appears (much like the manipulate menu) showing the two attacks available as regular commands will take a long time to resolve due to having no associated animation. Less involved solutions could be having the two attacks alternate rather than trigger randomly, or to have the attacks trigger consecutively before he transforms back (so no loss of control over Vincent himself).

Yeah, I saw the 8-Eyes in a stream recently; horrifically overpowered, and I've added it to the list of things to fix for 1.5.

Currently I'm working on the patch that'll repair the issues mentioned recently. So far I've got:
-) Costa del Sol: Save Point in Inn can freeze the game
-) Tonadua EXP/AP exploit
-) Goldberry Paralysis/Stop can result in a lost battle taking forever to resolve
-) Rank-Up: Some options are redundant
-) Passive text, some are incorrect
-) Temple has no Save Point to use extended options
-) Double Apoc drop in Ancient Forest
-) Corel Reactor, can break move lock using the 2 NPCs there
-) Disc 3 Key Item check
-) Ancient Forest/Dark Cave - last screen fix

Balancing
-) 8-Eyes
-) Jormungandr
-) Armour Keeper
-) Satans Gate
-) Jenova-VECTOR
-) Later Disc 2/3: HP nerf for some bosses
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayz on 2018-01-04 22:38:13
Hi Sega.

I'm loving the mod, but I'm running into an issue. I'm running the 7H IRO for NT (I just downloaded it maybe 3 days ago) and I'm fighting pre-hotfix Jormungandr. Is there a way to manually apply the hotfix to the 7H version? I'm going to need to grind 10 levels otherwise lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SlumDrunk on 2018-01-05 00:46:41
Speaking about overpowers

RedXIII's Howling Moon (Berserk+STR Stats Buff) is good, a bit too good; I have him with the 100% crit weapon from Condor and when he's using the right elemental materia in the weapon slot he'll carry hard. Some bosses took forever in my first playthrough but with this setup alone they were done in under 5 minutes during my second time. Pearl weapon for example didn't even have the time to shoot his beam once as soon as he opened his chest he took so much extra damage (on top of the high damage I was already doing) and he was already dead, granted I had 4x cut, easy nearly 10-20k probably more damage per turn.

I found that nothing else would beat this, there was no use for me to bring any other physical DPSer. I guess you could take Yuffie and wear the same crit Weapon with a Fury Ring for the Berserk or Powersoul/Curse Ring combo for Tifa but these characters are more fragile and sometimes hard to keep alive but in the end, they still can't reach the same potential as RedXIII (probably because of innate and limit break STR buffs). Cid is just behind him and I usually swap him with Cloud in Disc 3; very good health pool (enemy skill White Wind can make him a great healer), awesome innate which protect that health pool, can reach max Luck for consistent crits and evasion, solid character. I just had problems with his Limit Break, Big Brawl and Dragon Dive wasn't connecting any hits sometimes? or against some monsters? Hard to figure out.

Also I think you forgot Tseng in your issue list, unless you already fixed it. I thought I read in previously that he can do his Limit break twice in the same battle? That is what I also experienced, it was a tough fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-05 03:43:17
That's interesting about Red XIII, I'll be sure to do tests with his Limit in the future. Cid (and Yuffie) can have their numbers not appear for their multi-hit limits but the damage should still tally as normal.

I'll make sure to check Tseng before uploading the patch. And speaking of patch, I've got WIP adjustments to fix the issue where some rank up options were redundant. Let me know if these need adjustment:

Spoiler: show

Cloud
{CHOICE}Ex-SOLDIER: +10 STR{, }+5 MAG/SPR
{CHOICE}Mercenary: +10 STR{, }+5 VIT/LCK
{CHOICE}Makonoid: +10 MAG{, }+5 SPR/DEX
{CHOICE}Shinra Trooper: +10 STR/DEX{, }+5 LCK

Barret
{CHOICE}Marauder: +10 STR{, }+5 VIT/SPR
{CHOICE}Vigilante: +10 STR{, }+5 DEX/LCK
{CHOICE}Heavy Metal: +10 VIT{, } +5 STR/MAG
{CHOICE}Techno-Freak: +10 MAG/SPR

Tifa
{CHOICE}Monk: +10 STR{, }+5 SPR/DEX
{CHOICE}Pugilist: +10 STR{, }+5 VIT/SPR
{CHOICE}Brawler: +10 STR/LCK
{CHOICE}Oracle: +10 MAG{, }+5 DEX

Aeris
{CHOICE}Flowergirl: +10 MAG{, }+5 DEX/LCK
{CHOICE}White Mage: +10 MAG/SPR
{CHOICE}Geomancer: +10 VIT{, }+5 MAG/SPR
{CHOICE}Slum Drunk: +10 STR/VIT/LCK

Red XIII
{CHOICE}Cosmo Warrior: +10 STR{, }+5 MAG/DEX
{CHOICE}Guard Hound: +10 STR{, }+5 VIT/SPR
{CHOICE}Red Mage: +10 MAG/DEX
{CHOICE}Sample #13: +10 STR/MAG

Cait Sith
{CHOICE}Fortune-Teller: +10 LCK{, } +5 STR/SPR
{CHOICE}Yeti Pal: +10 STR/VIT
{CHOICE}Materia Tank: +10 MAG/LCK
{CHOICE}Top Cat: +10 DEX{, }+ 5 STR/LCK

Vincent
{CHOICE}Horror Agent: +10 MAG{, }+5 STR/VIT
{CHOICE}Beastmaster: +10 STR{, }+5 MAG/SPR
{CHOICE}Berserker: +10 STR/VIT
{CHOICE}Shinra Turk: +5 STR/MAG/VIT/DEX

Cid
{CHOICE}Aerial Ace: +10 STR{, }+5 VIT/LCK
{CHOICE}Engineer: +10 VIT{, }+ 5 STR/SPR
{CHOICE}Wingman: +10 STR{, }+5 MAG/SPR
{CHOICE}Dragoon: +10 STR/DEX
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Willmage on 2018-01-05 08:53:11
Hey Sega,

First time playing the mod and I have to say I have been loving it! I wanted to ask about one odd thing I am now noticing, though. Currently, I am on disk 3 and have cleared out all bosses in Northern Crater (minus the end game bosses), all Gold Saucer Extra battles, all ranks of Junon Leagues, all materia caves, Emerald (Carmine) Weapon, Ultimate Weapon, created all Master Materias in Cosmo Canyon, and am about halfway done with crafting all ultimate weapons and getting lvl 4 limits. During the time between Emerald (Carmine) showing up in Disk 2 and now, I have noticed that Ruby (Viridian) Weapon is not showing up in the desert at all. I'm not sure if it is just a trigger I am missing or if the order of events I chose to do before the Midgar Raid, or if there is just something I have to do in order for him to finally show up. Currently, the only things in the mod I have not started yet (aside from the final battles) are the Dark Cave quest, the Gold Saucer Special battles, and the limit sidequests for Barrett, Cait Sith, Cid, and Red XIII. I am also only missing the final weapons for Tifa, Cid, Cait Sith, Barrett, and Vincent. Not sure if it's just one of those last few things I need to do before Viridian Weapon actually shows up in the desert, but he is currently still not there. Apologies if this has already been answered or looked into previously. I tried searching the board for references to this issue and found one point when it was mentioned that defeating Ultimate Weapon would trigger him, but I have already killed Ultimate off. I am also on NT 1.5 build (September 12th 2017) version.

Again, I have to thank you for such an amazing mod. I had not picked up and played FF7 in about 10+ years, but when I saw DeathUnitesUs' playthrough of NT on YouTube, I had to pick it up and try it and have since put over 110+ hours into the game (the timer has been at 99h59m59s for a few days now).

**UPDATE**
I actually just got him to show up! For some reason, going back to the Kalm traveler and trying to trade the Desert Rose to him, obviously he tells me I don't have one. After that, for some reason, Viridian weapon is now sitting in the desert.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-05 16:50:32
Ruby's triggers can be a bit temperamental, but if the player visits towns, talk to people, fights battles, etc. then that can 'unstick' the switches and RNG to get things moving (Chocobo Breeding RNG, Vincent's Lv.4 Limit stuff, etc.)

Edit: I've fixed these issues, did I miss any?

X) Costa del Sol - Save Point freeze
   Moved it outside by entrance

X) Sea Worm & Tonadu EXP/AP exploit
   Adjusted

X) Goldberry potential softlock/long battle resolution
   Adjusted

/) Rank-Up: Some options, when mixed/matched, make other options obsolete
   Sorta done, just sitting on them

-) Passive text for some characters is still incorrect
   Pending Cid innate fix

X) Temple has no enemy encounter switch due to having NPC save points
   Random Encounters will always be found in Temple regardless of setting

/) Double Apocalypse drop
   No Fix: Problem resulted from changing from upgrading 1.4 to 1.5

X) Corel reactor, can break move lock using two guards there
   Talk Script disabled on 2nd soldier

X) Tseng's Limit AI can trigger multiple times
   Adjustments made, will only be used once when reaching 50% HP and only after
   entire attack cycle has been completed and is inside 2-turn 'cooldown'.
   
X) Key Item Check

X) Dark Cave - Last Screen Fix & Mystile Drop

X) Rebalance of enemies:
Jormungandr
Armour Keeper
Satan's Gate
Jenova-VECTOR
8-Eyes
Disc 2/3 - General nerf to Boss & Tough Enemy HP
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SlumDrunk on 2018-01-05 23:49:37
[...] And speaking of patch, I've got WIP adjustments to fix the issue where some rank up options were redundant. Let me know if these need adjustment:

I am sort of worried with Cloud being too weak if you take the physical route. I tried to go that way the first time and he wasn't really successful.
Is it me or he lacks +STR main weapons? I am looking at his weapons from my end game save, they are all +SPR, VIT, MAG, DEX, LCK. (I don't have his ultimate weapon). Ragnarok from Clod drop gives 8 materia slots, decent stats with Vit/Spr +20 which seems to indicate that he should be support/caster, Enhance Sword is a +20 MAG 6 slots too...it was personally hard for me to go +STR route during my rank choices because of this.

That said, I have a question on this:
{CHOICE}Ex-SOLDIER: +10 STR{, }+5 MAG/SPR
{CHOICE}Mercenary: +10 STR{, }+5 VIT/LCK
{CHOICE}Makonoid: +10 MAG{, }+5 SPR/DEX
{CHOICE}Shinra Trooper: +10 STR/DEX{, }+5 LCK
Should the first two have some DEX as well or if it can't have +DEX, have better STR? I thought the idea was to make Casters slower than Physical attackers and I don't understand the DEX increase on Makonoid.

I might be a little bit crazy but if I try:
{CHOICE}Ex-SOLDIER: +15 STR{, }+5 MAG/SPR
{CHOICE}Mercenary: +10 STR{, }+5 DEX/VIT
{CHOICE}Makonoid: +10 MAG{, }+5 SPR/VIT OR {CHOICE}Makonoid:+10 MAG/SPR
{CHOICE}Shinra Trooper: +10 STR/DEX{, }+5 LCK

The choices here looks equally interesting. Note that I think Magic in this game is way better than Physical DPS in general so
(1) I want to give him more STR on the first choice if he cannot have a DEX increase and weapons with no +STR...he can still have some magic uses
(2) A pure physical character with some speed and resistance
(3) A pure caster (I removed the DEX)
(4) A glass cannon with Luck evasion and crits

I know balancing all this is very difficult so you may need more than my own opinion...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-06 01:10:22
I am sort of worried with Cloud being too weak if you take the physical route. I tried to go that way the first time and he wasn't really successful.
Is it me or he lacks +STR main weapons? I am looking at his weapons from my end game save, they are all +SPR, VIT, MAG, DEX, LCK. (I don't have his ultimate weapon). Ragnarok from Clod drop gives 8 materia slots, decent stats with Vit/Spr +20 which seems to indicate that he should be support/caster, Enhance Sword is a +20 MAG 6 slots too...it was personally hard for me to go +STR route during my rank choices because of this.

That said, I have a question on this:
{CHOICE}Ex-SOLDIER: +10 STR{, }+5 MAG/SPR
{CHOICE}Mercenary: +10 STR{, }+5 VIT/LCK
{CHOICE}Makonoid: +10 MAG{, }+5 SPR/DEX
{CHOICE}Shinra Trooper: +10 STR/DEX{, }+5 LCK
Should the first two have some DEX as well or if it can't have +DEX, have better STR? I thought the idea was to make Casters slower than Physical attackers and I don't understand the DEX increase on Makonoid.

I might be a little bit crazy but if I try:
{CHOICE}Ex-SOLDIER: +15 STR{, }+5 MAG/SPR
{CHOICE}Mercenary: +10 STR{, }+5 DEX/VIT
{CHOICE}Makonoid: +10 MAG{, }+5 SPR/VIT OR {CHOICE}Makonoid:+10 MAG/SPR
{CHOICE}Shinra Trooper: +10 STR/DEX{, }+5 LCK

The choices here looks equally interesting. Note that I think Magic in this game is way better than Physical DPS in general so
(1) I want to give him more STR on the first choice if he cannot have a DEX increase and weapons with no +STR...he can still have some magic uses
(2) A pure physical character with some speed and resistance
(3) A pure caster (I removed the DEX)
(4) A glass cannon with Luck evasion and crits

I know balancing all this is very difficult so you may need more than my own opinion...

Main weapons don't carry Strength, as weapon damage is added directly onto STR which would make it redundant (same thing with Vitality/Spirit on Armour).

His current base Strength is 43, so he's only 4 behind Tifa and 7 behind Cid. Going all Strength, he'd be very close to them in terms of base damage and he has those powerful Limits backing it up. If he had a +15 Strength option, he'd be sitting on the highest potential Strength pool in the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-01-06 13:13:33
I hadn't considered that; Esuna would be a bit much as the 1-Star spell, unless it had an MP cost to match.
Esuna honestly probably should have a large MP cost (or what it's already costing, as I kind of forgot what its MP cost is atm) for an 'early' spell, as it would be the party's main status healing option for statuses they can't heal with items, at least until they can get hold of Remedy's (which don't appear for a while in-game).

So let's say the materia is made 100,000 AP until it's Mastered and spits out a replacement, and made from a three-star materia to four-star materia. The first star isn't going to do anything, and will take anywhere from 500~ to 2500~ AP before "Esuna" becomes available (it should only really become 'available' as a spell by the time the party is in Shinra Tower for the first time basically is my reasoning, given the amount of status issues that pop up there). Esuna would fix anything, but its MP cost should be kept relatively 'high' to prevent it from being used for 'every' minor status issue, which means players will only pull it out for the big stuff or the multiple-status attacks.

Resist should be around the midway point of the materia (50,000~ AP), and Osmose around three-fourths into the materia (75,000~ AP), with the last bits of AP left over for Mastering the materia. Osmose also should probably be increased MP-wise now that I think about it. 10~ to 20~ MP for the spell cost would work best, as it would make players have to be a bit more intelligent about what monsters they're using it against and would prevent players from spamming it every battle needlessly. :shrugs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-01-06 15:20:01
QUESTION for Everyone

I want to ask your opinion since I have no frame of reference here, I am in disc 2 when you dont have cloud or tifa,  im below level 50 already have gold chocobo and I like beating bosses as underleveled as I can.
Right now I have access to the materia caves and their bosses and ancient forest and also maybe midgar if there is additional content there I guess?

QUESTION im looking to level up a bit so I can succeed in the train corel mission, can I or should I try and beat some of this bosses or additional content or are they just too difficult for me right now??My goal   is to not level up by grinding which I am trying to avoid but at least by additional bosses
ALSO is there a list or can you guide me as to the additional content order as a whole icluding disc 3 extras ? by that I mean would you be able to make  a list of the OPTIONAL content in order from less difficult to the most  difficult, ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alucard Chris on 2018-01-06 18:23:21
Quote
Edit: I've fixed these issues, did I miss any?
Caith siths weapon battle trumpet from 0 AP to x3 AP

When you go at CD 3 with Tifa to Midgar, the game crashes in the Restaurant if you want to enter the kitchen.

Some drops and morphs in the crater at the end are changed. Spring gun Clip from behemot is a steal in 1.5. at 1.4 it was a morph.

Also this NPC in kalm has no function for me. https://www.pic-upload.de/view-34605835/IMG_20180106_085239.jpg.html

Other

I have bought the house at costa del sol, but i never saw people coming into. Bought at 1.4, nothing there. At 1.5 also. The readme says i will get some stuff there ?

How you can unlock the hidden character ?

Where i can find Ruby weapon.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-06 23:10:15
.

I'm not sure if I'm keeping Osmose yet, or what the numbers are going to be for MP, AP, etc. Esuna should have a fairly high cost though, something you'd only use once or twice in a pinch early on if the status items aren't available but then a bit more later on.

.

For the train, Lightning and/or Water are very effective (Poison for the last fight). Most enemies can be taken out quickly using physical attacks but Wolfmeister is best dealt with using Debarrier (if he uses his buff) and then magical damage.

Caith siths weapon battle trumpet from 0 AP to x3 AP

When you go at CD 3 with Tifa to Midgar, the game crashes in the Restaurant if you want to enter the kitchen.

Some drops and morphs in the crater at the end are changed. Spring gun Clip from behemot is a steal in 1.5. at 1.4 it was a morph.

Also this NPC in kalm has no function for me. https://www.pic-upload.de/view-34605835/IMG_20180106_085239.jpg.html

Other

I have bought the house at costa del sol, but i never saw people coming into. Bought at 1.4, nothing there. At 1.5 also. The readme says i will get some stuff there ?

How you can unlock the hidden character ?
Where i can find Ruby weapon.

The NPCs weren't implemented for the Costa house in the end. There is no hidden character. And Ruby Weapon is in the same place he's always been, he requires that Ultimate Weapon be killed first. If he doesn't appear after that, try fighting some battles and entering/exiting some towns to get it to trigger.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-01-07 03:26:26
Thanks Sega I just did it now before checking on the comments but I am still  interested in the when to do and in what to do order of the optional content in your opinion

The way I did the train was the following if someone is interested
Every character level 47 or less Cid, Aeris, Barret

Cid weapon Elemental-lightning, Added efffect-time
,restore-all and etc which i dindt use

Barret FRONT ROW  weapon Elemental- lightning  Command counter-deathblow
Cover or counter-added cut and another slot with eiter cover or counter,   Odin, restore-all etc

Aeris Slash all with a hp recuperating weapon in this case Slash all and the weapon which gives us 25+ magic u can find it in ancient forest if u have gold chocobo

Aeris with MP TURBO-COMET Neo-Bahamuth, restore all etc

1st battleI quickly put before the first battle preemtive attack-Odin - no turns for them and dead
2nd battle I changed premtive to aeris with neo bahamuth for second battle bcuz it inflicts dual

take off preemptive materia

3rd 4th and 5thh battle  everyone just attacking normally and aeris using comet
I stopped the train with more than 3 minutes



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-07 21:49:26
.

I dunno if I can give a proper sequence of what should be fought and when but:

-) Junon League Bracket #1, #2
-) Blue Materia Cave
-) Special Battle, Battle Square
-) Purple Materia Cave
-) Ultimate Weapon
-) Silver Match, Extra Battle (Gold Saucer
-) Junon League Bracket #3

After that, it'd probably be Lv.4 Limit bosses. Cloud's LV4 Limit can be tricky to get so maybe leave that one last. Dark Cave can be done. Yellow Cave can be done around about this time, and the Red Cave if you're aggressive enough. Ruby & Emerald Weapon should be doable by that point as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-01-07 21:58:24
I'm not sure if I'm keeping Osmose yet, or what the numbers are going to be for MP, AP, etc. Esuna should have a fairly high cost though, something you'd only use once or twice in a pinch early on if the status items aren't available but then a bit more later on.
I personally would prefer it remaining a spell in the game, as there are some points (Battle Square and the Junon fighting tournaments especially) when it makes a battle easier to survive and/or winnable, but if you do remove it, I would suggest making Turbo-Ether's a buyable item in the Wonder Square of the Gold Saucer using GP. :shrugs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: unclebiggs23 on 2018-01-08 06:33:55
This may have been discussed already, but I got Bahamut Zero and KOTR Materia and Steam isn't acknowledging it, so i don't have the achievements. Does the mod conflict with the achievement system in anyway, or do you have to actually master the materia in order to get them? I know you can miss out on the achievements for finishing Parts 1 and 3 due to actions in the mod, but i don't see how the mod can conflict with materia at all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alucard Chris on 2018-01-08 19:44:01
So i crafted and tested  the Masamune, but im not happy with it  :-\
I tested it with Cloud and he only does 5k DMG with one hit of 4x cut = 20k. With Ultima Weapon he do 8k or crit 16k DMG with one hit of 4x cut = 32k normal or 64k crit  DMG. Hp in this testing was at 9483.
This will need a fix.

The Masamune battle model is the same as the Buster Sword.

With which program can i change the weapon stats and/ or give me the MP plus Materia. "Missed Ziegfried and he wont spawn as a forest encounter"

And where i can get the MP Absorb Materia ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-01-08 20:06:31
So i crafted and tested  the Masamune, but im not happy with it  :-\
I tested it with Cloud and he only does 5k DMG with one hit of 4x cut = 20k. With Ultima Weapon he do 8k or crit 16k DMG with one hit of 4x cut = 32k normal or 64k crit  DMG. Hp in this testing was at 9483.
This will need a fix.

The Masamune battle model is the same as the Buster Sword.


The Masamune always crits, which also means that it never misses normally. It can be equiped by every character and will never lose power if you are low hp or mp and those are the trade offs for not dealing quite as much damage. I ended up using it pretty much from the time  got it until the final battle where i switched to all ultimate weapons. I feel like its one of the more balanced weapons in the mod. But thats just my opinion.

The reason that it uses the same model as the initial equip weapons is several reasons. 1 being that there is no room to add new models without removing old ones, and 2 its equipable by every character so if you replace one of clouds weapons for it, xxCK for example, then when barret puts it on it would use his model thats also named xxCK, so you would have to remove the same weapon ID from every character and make a new one for each.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-01-08 20:22:44
I appreciate that list I really do, altho I still have some not included which are near the point of the game where I am now such as The Steal as well materia fight, the ancient forest monster, the submarine fight I havent done any of these, Level 50 right now, tried to do rocket Tseng he kills me with his limit break even tho I was fully full or almost full HP, 2 characters on sadness and when I get rid of his minions I Change rows to both Cloud and Cid , aeris is my 3rd, why do I have aeris? bcuz I know she and Tseng have a thing and I wanna know how you guys made her character react.

Which leads me to this, some of the bosses Ive tried to sense just say cant be sensed If I knew their level I would have an Idea of the order or if they maybe out of my league right now and not tru to ubber prepare my materia and armor or accesories to a fight that just may be next to imposible to get through bcuz i just dont have the level neccesary, most people might not have this issue since most people grind or at least not try to evade leveling up as much as I do as I try to get the most challenge out of the game,  to me tho the lsit would be most benefficiary
And my second question is should I expect like something substancial at any point from the dialogues in which Aeris is included after disc 2 so as to keep her on my party in case she says something peculiar or is it more of a basic addition of dialog everytime? I want to know bcuz I keep her in my party a lot in case she says something I might wanna see
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alucard Chris on 2018-01-08 20:31:45
Quote
The Masamune always crits, which also means that it never misses normally. It can be equiped by every character and will never lose power if you are low hp or mp and those are the trade offs for not dealing quite as much damage. I ended up using it pretty much from the time  got it until the final battle where i switched to all ultimate weapons. I feel like its one of the more balanced weapons in the mod. But thats just my opinion.

Right, but i thought it will be much stronger. No Option for me to equip cloud with it. Planned to make a fast heavy critter  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayz on 2018-01-09 21:32:49
I'm running into an issue, even with NT1.5 being the only mod running, where everytime I try to revive Aerith at the end of Disc 1, I get a soft-crash. If I choose the option that skips the resurrection, the game continues normally. If I continue and then use Black Chocobo to add Aerith back to the party, would that cause any issues for the future? I'm not sure if there's a trigger with the rez screen that may be necessary later down the road.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SlumDrunk on 2018-01-10 01:37:25
Right, but i thought it will be much stronger. No Option for me to equip cloud with it. Planned to make a fast heavy critter  ;D

Have you tried with what I replied with earlier?
RedXIII under his limit level 3 buff which gives him berserk and STR+, with the right elemental materia and 4x cut. it's pretty good. If you don't want to wait for limit break use Fury Ring. Any DPSer with Fury Ring should be good with Masamune; RedXIII and Cid have better HP/Def overall so they survive better.

Cloud as physical dps is below average IMO, from what I have experienced.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rosarioimpale on 2018-01-10 02:14:01
I'm having the same issue with the game crashing at the end of disc one. I'm running just the straight NT mod, not in 7th Heaven. Is there a fix anyone can suggest? I'm really enjoying the more balanced gameplay and I don't want to have to quit because the game can't get past this point. :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-10 19:46:32
I'm running into an issue, even with NT1.5 being the only mod running, where everytime I try to revive Aerith at the end of Disc 1, I get a soft-crash. If I choose the option that skips the resurrection, the game continues normally. If I continue and then use Black Chocobo to add Aerith back to the party, would that cause any issues for the future? I'm not sure if there's a trigger with the rez screen that may be necessary later down the road.

The variables won't be set up properly and there's a failsafe to remove her again if it isn't on. The switch can be enabled on the Highwind through a debug NPC (found near the Chocobo Stables) but I'm a bit concerned about this crash you and Rosario are experiencing.

I'm having the same issue with the game crashing at the end of disc one. I'm running just the straight NT mod, not in 7th Heaven. Is there a fix anyone can suggest? I'm really enjoying the more balanced gameplay and I don't want to have to quit because the game can't get past this point. :(

I'll sort this out. Can you tell me the exact moment when the game breaks down? For instance, is it after the FMV, the boss fight, when the screen fades out on the scene, etc. That'll help me pinpoint the cause faster.

Also, are the two of you running the game through Steam or is it the 1998 'original' PC release?

Edit: I can't reproduce a crash on either version and this issue hasn't been reported until now. Have you both installed the flevel & scene hotfix patches?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rosarioimpale on 2018-01-11 04:33:57
The variables won't be set up properly and there's a failsafe to remove her again if it isn't on. The switch can be enabled on the Highwind through a debug NPC (found near the Chocobo Stables) but I'm a bit concerned about this crash you and Rosario are experiencing.

I'll sort this out. Can you tell me the exact moment when the game breaks down? For instance, is it after the FMV, the boss fight, when the screen fades out on the scene, etc. That'll help me pinpoint the cause faster.

Also, are the two of you running the game through Steam or is it the 1998 'original' PC release?

Edit: I can't reproduce a crash on either version and this issue hasn't been reported until now. Have you both installed the flevel & scene hotfix patches?

Looking at it, it looks like I downloaded the patches but somehow forgot to install them  :-[ I'll do that and report back if the issue continues. Thank you so much for the quick response! This mod has got me evangelizing to my friends who complain about how easy the vanilla game is. :)

Edit: Nope, still getting the crash. I'm playing on the 1998 release, and it pops up after Cloud uses the Phoenix Down on Aeris and the screen fades to black-- I get a soft crash and have the choice of debug or close application. :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayz on 2018-01-11 04:51:12
For when the crash happens:

Cloud uses the Phoenix Down and says a line about not having Lv4 Materia. As the music begins for the following scene, immediately after the screen flashes black, the game pauses on the first note of that music and hangs there indefinitely.

I am using 7th Heaven with the most recent release that's posted above. I'm assuming the hotfixes are included in that IRO, if they aren't, I don't know how to apply them. I have since pressed on and am at the part where I'm about to board the Highwind after leaving Junon. I learned that I can add Aerith back, but everytime I leave a building, she'll completely de-equip, so I replaced her with Vincent whom I built as a backup mage. I'll try to add her with the debug NPC when I hit that point.

This is the Steam version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alucard Chris on 2018-01-11 16:34:27
Have you tried with what I replied with earlier?
RedXIII under his limit level 3 buff which gives him berserk and STR+, with the right elemental materia and 4x cut. it's pretty good. If you don't want to wait for limit break use Fury Ring. Any DPSer with Fury Ring should be good with Masamune; RedXIII and Cid have better HP/Def overall so they survive better.

Cloud as physical dps is below average IMO, from what I have experienced.

That sounds great i will test it later, thx for the info  ;)

One thing that's concerning here is that you mention Limits aren't doing full damage from the back-row; NT doesn't have .exe modifications so the default Limits should be in place, which ignore Row. Are you playing with any other mods installed? On the 7H Iro version, people sometimes combine it with Menu Overhaul, etc. which activates an .exe that changes things around, resulting in a harder game overall.

I play the Game with a lot of other mods like Menu Overhaul, i use 7th heaven. It uses the ff7_mo.exe.
Do I played the whole game with a harder mode ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-11 20:04:23
.

I think so; your Limits would have been weaker overall I think.

.

.

All right, I'll see what I can do.

Edit: The script seems fine; I still can't replicate the crash and I've seen others go past this point without encountering it.

What I'll do is create a special patch that gives a choice of either using the original scene or bypassing that particular cutscene completely. I'll upload that tonight. In the meantime, can I get a copy of both your save files? I want to check for rogue variables (that might explain why the issue has popped up for some but not for others; there might be a script flaw somewhere that messes with their values).

Edit2: That's the patches done, they're uploading just now. I made an flevel hotfix and an IRO; basically, when the scene concludes (assuming you picked to keep Aeris) you'll now see a choice box appear with the options 'Default Scene' or 'Skip Scene'. Default scene takes you to the original field screen where Cloud delivers his monologue (it'll be interesting to see if the crash occurs here, as the vars being used are almost identical). Skip Scene updates the vars appropriately then takes you to the Disc Swap/Save Game screen before carrying on (I included this in case Default Scene crashes as well).

Edit3:
Flevel: http://www.mediafire.com/file/9fn1g84rwlm1w89/NT%20Mod%20HotFix%20flevel%20Special.zip
IRO: http://www.mediafire.com/file/pi25bf05f05s351/FF7%20IRO%20Special.iro

These patches are only for people experiencing a crash in the last scene of Disc 1 when choosing to keep whatsherface.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rosarioimpale on 2018-01-12 02:24:32

What I'll do is create a special patch that gives a choice of either using the original scene or bypassing that particular cutscene completely. I'll upload that tonight. In the meantime, can I get a copy of both your save files? I want to check for rogue variables (that might explain why the issue has popped up for some but not for others; there might be a script flaw somewhere that messes with their values).

Sure thing. Here's the link: http://www.mediafire.com/file/49gct061cc967hf/save00.ff7 (http://www.mediafire.com/file/49gct061cc967hf/save00.ff7)

Hopefully this helps pin down what's going on. Thank you again!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayz on 2018-01-12 04:14:40
Hi Sega.

Thank you so much for taking the time to fix the IRO for me. I'll be testing it right now.

Here is a link to my save file.

Save 2 is right before the death scene. Save 3 is where I used Black Chocobo to try to add her, but it didn't work (and I'll be on the highwind shortly to test the debug NPC).

http://www.mediafire.com/file/qhxpff4j98xv8fd/save00.ff7


Edit: She doesn't appear to have revived when using the skip. I ran all the way to Icicle Lodge and she's nowhere to be found through PHS.

Edit2: This is my first playthrough of NT, so I'm assuming there may be criteria to her being usable again. Anyway, I tried through again with the default scene. That went through normally. I still don't see Aerith, so I'm going to play around and see if there is any unlock criterion.

Edit3: I tried the original IRO again to see if I could maybe get a different party comp to trigger the scene to switch, no dice switching Vincent for Tifa. I'm going to try once more switching out Yuffie.

Edit4: Yuffie was breaking it! I took out Jenova with Cid and Tifa and it progressed to the next scene and I can see Aerith laying on a bed which I have not seen yet. Aerith is now in the PHS screen immediately. God damn Yuffie. Don't ask me why that worked, but it did.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-12 22:28:04
.

Cheers for the save file, sorry for the delay to your game but it looks Ayz has located the problem (hopefully). Do you have Yuffie in your party when you finish the section?

Edit4: Yuffie was breaking it! I took out Jenova with Cid and Tifa and it progressed to the next scene and I can see Aerith laying on a bed which I have not seen yet. Aerith is now in the PHS screen immediately. God damn Yuffie. Don't ask me why that worked, but it did.

So it's Yuffie? That's interesting, I wonder what could be going wrong there. I was checking the event logic rather than the character scripts; good find, thanks for letting me know.

Edit: Still can't replicate it with Yuffie in the party, and checking the scripts there's no oddities there save for hers being one of the longest out of all the characters. What I could try doing is forcing a party swap during the scene so that the next field loads with a different party, but I can't really see what's going wrong there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rosarioimpale on 2018-01-12 22:38:41
Cheers for the save file, sorry for the delay to your game but it looks Ayz has located the problem (hopefully). Do you have Yuffie in your party when you finish the section?

Unfortunately, no. My party was Red XIII and Tifa... I had tried with Yuffie before and Cait Sith and Vincent, with no results prior to the flevel you posted earlier.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-12 23:53:51
This is the adapted Flevel fix for the forgotten city problem:

http://www.mediafire.com/file/ddu58m820ot8pgm/NT%20Mod%20HotFix%20flevel%20Special%202.zip

The previous one didn't add Aeris back in, embarrassingly; sorry about that. But rosario, try doing the fight without Yuffie if you had her in your party for the fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayz on 2018-01-13 00:02:12
Yeah, I wish I could help with the replication. I don't know if it's something that Yuffie had equipped (you have my save file), or what could have possibly caused the disconnect. I had tried the exact scenario with the Cloud/Vincent/Yuffie party 10+ times to no avail. On the patched IRO you sent, I never saw Aerith in the bed. It would zoom in on Cloud giving a very quick spiel to Barrett and Tifa, and then it would be back to the world map.

As you saw, even switching out Vincent did nothing. The only other thing I can think of is if it was the presence of Cid making it work and not the lack of Yuffie?

I have zero modding experience when I make this claim, but I'll give you my train of thought. If something about my comp was preventing the trigger of the Phoenix Down to make Aerith an allowable character, then her presence in the following scene would crash the game I would think.

I can't think of anything miraculous about my comp unless it was an item that Yuffie was wearing that I didn't end up putting on Cid. (Cid had no materia, the berzerker accessory, and his stock weapon/armor). I can't think of anything else that would have maybe prevented the Phoenix Down from actually being used (if that's actually a trigger).

I'd love to help you solve the issue, if you think of any questions, I'm more than happy to assist.

Edit: Is there anything about Cloud's script in that scene that changes depending on who is in the party? Anything about maybe the timeliness of him getting to Aerith to apply the Phoenix Down? It seems like Yuffie always goes last, and I'm aware of how long it takes her to weep zzzzzzzzzzz. I know you had to write the scene, so there's going to be some disconnect between what you wrote and what the actual scene is supposed to be and the triggers with them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-13 02:47:40
Yeah, I wish I could help with the replication. I don't know if it's something that Yuffie had equipped (you have my save file), or what could have possibly caused the disconnect. I had tried the exact scenario with the Cloud/Vincent/Yuffie party 10+ times to no avail. On the patched IRO you sent, I never saw Aerith in the bed. It would zoom in on Cloud giving a very quick spiel to Barrett and Tifa, and then it would be back to the world map.

As you saw, even switching out Vincent did nothing. The only other thing I can think of is if it was the presence of Cid making it work and not the lack of Yuffie?

I have zero modding experience when I make this claim, but I'll give you my train of thought. If something about my comp was preventing the trigger of the Phoenix Down to make Aerith an allowable character, then her presence in the following scene would crash the game I would think.

I can't think of anything miraculous about my comp unless it was an item that Yuffie was wearing that I didn't end up putting on Cid. (Cid had no materia, the berzerker accessory, and his stock weapon/armor). I can't think of anything else that would have maybe prevented the Phoenix Down from actually being used (if that's actually a trigger).

I'd love to help you solve the issue, if you think of any questions, I'm more than happy to assist.

Edit: Is there anything about Cloud's script in that scene that changes depending on who is in the party? Anything about maybe the timeliness of him getting to Aerith to apply the Phoenix Down? It seems like Yuffie always goes last, and I'm aware of how long it takes her to weep zzzzzzzzzzz. I know you had to write the scene, so there's going to be some disconnect between what you wrote and what the actual scene is supposed to be and the triggers with them.

The scene itself is mostly unaltered except for the end when it checks an if condition for a variable to execute one of two scripts on Cloud; revive and default. Yuffie's script has no anomalies save for triggering two additional scripts on Cloud (he plays an animation when Yuffie comes up to him) and it is also by far the longest script ran by party members here.

If the game is reaching the fadeout and playing the first note of the next scene's music, then that implies there's an infinite loop occurring in which the game cannot progress out of the Init scripts. There are 2-3 variables (including game progression var) in that screen which I'm going to test by activating/changing them then going into the scene.

The game can also break down if there are preload field instructions and the game instead jumps to a different field than the one expected (a hold over from the PSX version for avoiding long loading times in certain places) but I don't think one is used here.

Edit: Rather than test vars, I loaded up yours and Rosario's save files and played through the scene. The crash didn't occur, so I have to assume that the vars for the save files are also correct.

There's only two possible causes left; either some kind of memory/CPU issue (perhaps these two scenes are heavy on the system?) or an issue with the current flevel that's not present on my current flevel. I'll try patching my game with the flevel hotfix next.

Edit2: Current flevel hotfix seems OK as well; not sure what else I can check from here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayz on 2018-01-13 03:27:17
It's possibly it's just a fluke then I suppose. My PC is less than a year old, with modern specs. I doubt PSX is pushing its boundaries lol. I hate to leave the mystery unsolved, but it does seem to be an issue with my configuration, although it is extremely odd that the party member swap fixed it. Thank you for your attention to detail with it, the new fix you pushed out should avoid any further issues with that in the future.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kryalis on 2018-01-13 16:35:22
Yo, gotta a quick question. What is the name of Zack's battle model that this mod adds? I'm wanting to mod my files and are interested in replacing Zack's model with a higher res model, but I just need to know which one is his. Would you mind informing me?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-13 17:39:30
Yo, gotta a quick question. What is the name of Zack's battle model that this mod adds? I'm wanting to mod my files and are interested in replacing Zack's model with a higher res model, but I just need to know which one is his. Would you mind informing me?

NXAA-NXDA
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-01-13 21:46:36
          Yo Sega 3 questions bro Does it matter if I win all battles in junon braquets or is it the same as long I win first place?

I got a first place class B prizes So I dont know if thats class B if its becuz the second braquet or bcuz I only won 4 out of 6 fights

2nd question: I was told that to activate the new threats you have to go into the crater so you get a phone call and they get activated, however I did Lucrecias cave in disc 2 before fighting diamond and as soon as 3rd disc begins there is a highwind worker that already tells you about the new threats, my question is:  is it neccesary for me to go down the crator for them to activate? or did you activate them as soon as u hit disc 3 on this version 1.5 or maybe even before if you have the right characters on your party on disc 2 as happened with vincents?

3rd one is do you have a FAQS somewhere? I dont want to be asking questions that maybe u have already answered and waste ur time :(
 
P.D. ive been making the list of optional content and when is the soonest to attempt them if you want to use it, I will be updating it for my own,here is what I got so far
Optional content  order
Battle Speed Active: 3/4 speed

1st tier
Kalm 
When I did it:  I left the optional enemy here until after  I went to cosmo canyon and bought/gathered Items however you should be able to get him if not very underleveled, the turks battle however I did ASAP

2nd tier
Lost number safe/look alike Monster
You maybe able to do this ASAP if not just let it go and return later when you have the tiny bronco or even after wutai if you had that much problem with it but do it before hUGE materia train mission odin can KO the first fight +sneak attack and you save much time   

3nd tier level 40ish?
Wutai  materia thief part
Done ASAP
 Wutai Tower if you cant do it ASAP you woudl still be able not long for now
Done before Train huge materia mission or even before that I font remember exactly
Ancient forest items without the last chest/boss (breed a gold chocobo)
When I did it: ASAP

4th tier level 50
Submarine Turks
When I did it: Before Rocket huge materia

5th tier Level 60
Lucrecias Cave hard but not impossible level 60
Junon league Pugilist and brawler
When I did them: Before MIDGAR RAID

Shinras 65th floor Carry armor look alike
Level 65
When: you have to do it during midgar Raid


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: badeco on 2018-01-14 22:07:50
hi Sega , this  is  normal in NT 1.5?i just up video to confirm  >>  https://www.youtube.com/watch?v=Sq5gYsd3yxU&feature=youtu.be
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-01-15 06:55:17
hi Sega , this  is  normal in NT 1.5?i just up video to confirm  >>  https://www.youtube.com/watch?v=Sq5gYsd3yxU&feature=youtu.be

It is normal  bro SPOILER I beat that one by summoning  I  think It only takes 2 or 3 I know I used Shiva I probably used bahamuth probably with mp turbo, he says thats cheating but dont worry its not like a warning he just says it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-15 08:11:08
          Yo Sega 3 questions bro Does it matter if I win all battles in junon braquets or is it the same as long I win first place?

No, it's a round-robin tournament based on points so depending on how the other matches turn out you can still win even if some of the matches were lost.

hi Sega , this  is  normal in NT 1.5?i just up video to confirm  >>  https://www.youtube.com/watch?v=Sq5gYsd3yxU&feature=youtu.be

Yeah, that's normal; he's so fast he leaves after-images...kinda.

His evasion is top-notch so it takes some special tactics to beat him early; Limits can generally do it, or boosting your Luck stat as high as possible to land criticals. Like Delitta says, you can also use Summons to get through it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SlumDrunk on 2018-01-15 15:17:01
[...]
His evasion is top-notch so it takes some special tactics to beat him early; Limits can generally do it, or boosting your Luck stat as high as possible to land criticals. Like Delitta says, you can also use Summons to get through it.

I was going through the Steal / Morph excel sheet and I was disappointed to know that it is >almost< impossible to Morph Shake with his max evasion. I don't know where else we can get the Sprint Shoes. I do this quest so early so I don't have much gear to pump luck.

He's Lv255 you can use L5 Suicide it's kind of funny.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kryalis on 2018-01-15 19:32:52
NXAA-NXDA
Sweet, thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: setafd on 2018-01-15 20:23:28
Hey, Sega Chief, I just had a crash against Jenova-DECAY when I had Cid use Hyper Jump against it. That was just my first try, I'll keep doing the fight and edit this post if more happens
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2018-01-15 20:34:46
Hi all, can you tell me your best set up party members (and their build) and why please? :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-16 00:16:20
I was going through the Steal / Morph excel sheet and I was disappointed to know that it is >almost< impossible to Morph Shake with his max evasion. I don't know where else we can get the Sprint Shoes. I do this quest so early so I don't have much gear to pump luck.

He's Lv255 you can use L5 Suicide it's kind of funny.

I think the intended way was to use Morph and land a Lucky Hit using the Luck stat, but I learned recently that Critical hits might not be checked when using Morph.

Hey, Sega Chief, I just had a crash against Jenova-DECAY when I had Cid use Hyper Jump against it. That was just my first try, I'll keep doing the fight and edit this post if more happens

There's a problem with Hyper Jump's animation when played on the steam version which uses a slightly older version of Aali's Graphics Driver; it can cause crashes under certain conditions (but what these conditions are is tough to pinpoint). This issue is apparently fixed when playing the 1998 PC version with the latest Aali's Graphics Driver.

Hi all, can you tell me your best set up party members (and their build) and why please? :)

My go-to team tends to be:
Cloud w/ Hybrid Phys & Mag build
I use Cross Slash a lot early on to make use of Paralysis, and I can slap Added Cut onto an elemental spell to output tonnes of damage. His later damage-dealing Limits are solid and he's sturdy enough to have on the front row a lot of the time.

Barret w/ Str/Vit
Cover + Counter attack is always a good combo, and I generally use Barret for support spells like Barrier and the like which don't depend on the Magic stat. Not a huge fan of his Limits but his defence and damage output is reliable. I'll typically put him in the front just to get more damage going with his innate, even if he has a ranged weapon.

Tifa w/ Full STR/DEX build
I find Grit very useful because I tend to go full out with attacks and it acts as a safety net in case I get caught out. The Limits are strong throughout and I can make use of high Dex with Haste/Slow to get more damage out (also combos well with Deathblow for accuracy due to the way it is tallied). I generally don't bother with Powersoul.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2018-01-16 07:45:49
Oh thx for your answer, so you don't use a pure mage?
And what build you choose for cloud? (Shinra, makonoid?...) last game, my Cloud was hybrid but he lack a lot of dammage and speed (compare to others)
Add cut on Cloud hybrid sound nice idea
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2018-01-16 07:49:15
And for Tifa i make the smasher build (str and lucl) but it looks better to go like you str and dex (monk build it is in remember ?)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-16 15:31:49
And for Tifa i make the smasher build (str and lucl) but it looks better to go like you str and dex (monk build it is in remember ?)

Luck can work well but if you're using masamune or the auto-crit status then it can lose some of its impact. Dex on the other hand helps with managing enemies and boosts the accuracy of attacks like Deathblow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: zuloph on 2018-01-16 16:05:17
My go to team.

Cid, full Dragoon for +80 Str / Dex.
Masamune or Venus Gospel depending on the fight. Just insanely powerful decent quick hitter. Once Haste is on him he goes fast and I'll usually run a heavy dexterity armour on him to help him out even more.
If Venus Gospel, I generally give him the Amulet accessory as his innate ability bypasses the Amulet effect and Cid has such a great innate luck that this will result in him getting over 200 luck (barely) for lucky hits / lucky evades.
If I give him the Masamune I generally go with Fury Ring just for faster / harder hits.

Red XIII full Red Mage for +80 Mag / Dex.
Crazy good magic damage dealer, even better than Aeris just because he gets a stronger magic / dexterity combo for extra turns plus his innate bumps his magic up slowly during combat.

Cloud 4 Shinra Trooper 4 Makonoid. Under Sega's new planned rank ups this combo gives +40str/ +60dex / +40mag / +20spr / +20lck
Excellent switch hitter and a good dexterity to be a great support once Haste-All is up (and this is a combo I usually keep on a couple of people)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2018-01-16 18:33:59
Yes i understand now why dex is bettet than luck for Tifa :p
Thx for answer too zuloph, i was thinking to make red as pure mage, like you said this looks a good idea !
I like to know wich team and why people use, it can bring some idea for everyone :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-16 19:25:13
So for the 1.5 patches I've been looking at the innates. Cid's is proving tricky as it seems to cause problems with Barrier/MBarrier in-battle for other party members. My working solution currently is:

Crotchety (means tired & irritable)
Cid will counter-attack with Deathblow with the chance increasing based on his current increment of HP (75%, 50%, and 25%). Bit straightforward, maybe the counter itself could change depending on the level of damage or have some other effect attached to it. But there's another possibility (more at the end of this post).

For Cloud I was thinking of reworking his innate to revolve around the party's use of Limit Breaks. There's two possible mechanics for that, his currently equipped Limit Level and the Limit Level of the used LB in-battle. The former would be nice and compact to code, the latter may be a bit clunkier as I think I'll need it to check for attack IDs.

While it would be nice to have the Limit gauge itself be affected in some way, I don't think I have an opcode for AI that can adjust this value. The bonuses would likely be straightforward STR/MAG.

If that was put in, then I could perhaps drop the counter-attack thing from Cid and give him Cloud's current innate Second Wind instead (or would that be Second Highwind?) What do you think?

Edit: Forgot to mention, for Vincent's Limits would people prefer a set pattern for his attacks? As in, 1 or 2 physicals then 1 magical guaranteed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: badeco on 2018-01-16 19:53:56
well  gorkii and shake i done and  morphed , but checkhov.... is  imune  all physical attack and morph not work? i playing  this  mod  in ´´morph run´´ in all bosses, if  morph  work( i need go to temple ancients history line) just confirm but NO SPOILER plz XDDD  i want  discovery it , 3 hours trying  and  nothing to morph, maybe   i need any  materia or equip for  it.                        rip english xd.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ProRevenge on 2018-01-16 23:37:39
I played NT 1.4 through last year and after hearing 1.5 was out decided to run through it again recently.
Having beaten FFVII 30+ times and being a seasoned modder myself (albeit of a completely different video game franchise) I will try and give a list of feedback.
For reference, Ive just got to the bottom of the crater in 1.5, got a game over to Jenova and will try again soon, then I will of course move on to all the new content.

There are a TON of positives to this mod id like to point out:
- Very creative use of game mechanics in fights/bosses, I know the game inside and out but this mod was keeping me guessing the whole way through, never had so many game overs before this mod and I had to constantly rethink my strategy and approach to each boss, I couldnt just use the same setup and just upgrade weapons as I go ala vanilla VII
- Comet 2 hitting more times? Yes Please! Always bugged me about the original
- LOVE the script re-write, it does a much better job of explaining many events than the original, and even made me understand areas of the story I didnt before (Hojo using Nibelheim survivors for the Jenova Project being one). I elected to not skip any of the flashbacks/sequences just so I could see how the new script explains things.
A couple bits really made me laugh too, namely Yuffie at the first visit to battle square: Cloud - He's Dead... Yuffie - Bummer
- Loved the idea of X-ATM "chasing" you throughout the game, seeing him grow in strength as I grew was also fun, and his appearance as an Ally in the Temple was beautifully done
- The "Ally" battles in general were expertly done, although the allies appeared in multi target attacks attacking enemies, but I understand this is probably down to how they have to be coded in and couldnt be avoided
- The materia changes were extremely well done, Osmose saw a lot of use from me and elemental spells remained strong throughout the game whereas even level 2 spells drop off VERY quick in vanilla.
- Good balance between physical and magical attack power until the end game (I will discuss this later)
- Amazing selection of weapons that each had their niche, with some having very situational uses
- Mr Smile's Emporium was a great idea to handle stat growth, having each character being truly different and their stats sort of being representative of their story character was great, and their innates reinforced this
- Battle items were much more useful this time around, Morphing Aps into Dragon Scales to then one hit the Airhawk/Thunder Gunners was a sight to see. Also Chests now containing them was a nice addition, the only battle item in a chest in vanilla VII iirc was the Swift Bolt in Wutai.
- Mandatory Yuffie recruitment was handled well and the scene made perfect sense
- Great script/storyline workarounds for Aeris' survival
- Loved how Cait Sith's personality was sort of changed after it was revealed he was a spy, his dialogue was on point throughout all of Disc 2 and I thoroughly enjoyed it.
- Limit Breaks werent overly powerful, but retained their usefulness, I am yet to obtain any Lv4's so ill see how they go.
- Summons were done perfectly, had their use, 100% status affliction was great but not OP due to the MP cost/once per battle.


Now onto some things I noticed:
- Around level 87 my characters stopped gaining anything from level ups, stats were ofc gained through Mr Smile and HP/MP seemed to stop increasing, im level 97 now and HP hasnt moved a bit since 87 afaik, Ive fully read the documentation so I understand the changes made to levelling/power creep but it seems these last few levels are completely redundant? is this the case or am I missing something?
- XP Gain seemed to be massive towards the end of the game, I went from level 60-80 odd without breaking a sweat, Seemed to level every battle post Gaea's Cliff, Not sure if this needs to be looked at or if its what you were going for.
- Physical/Magical power balance fell off completely late game, Anything post Gaea's Cliff my Physicals capped out at around 1200 damage on my strongest attackers, whilst my magic could consistently hit for 5000+, I ofc read the documentation you wanted magic to be more of a longer time spent and MP use = more power but physicals became pretty much useless in the crater. This was amplified by the massive AP gain and Planet being extremely easy to master, With Added Cut my spell would hit for 4000+ and the physical for around 500 in the front row, it just seems off. Midgar Raid onwards the most efficient strategy was just to load Planet=MP Turbo on each character, Magic Counter=Comet 2 on one and just spam spells and Turbo Ethers. Physicals were next to useless, Im unsure how the endgame content and new weapons will amend this but for the storyline enemies magic is extremely unbalanced late game, in my opinion. Through Disc 1/Early Disc 2 though balancing was spot on, a level 2 spell hitting for 500 odd and a physical for 250 odd seemed perfect through the Gold Saucer-Nibelheim segment.
- A lot of status effects had no visual indication they were present, Dual only had the HP drain, then the battles where characters were rendered immune to barriers/healing had no indication this had happened until I tried to Wall my party and see it didnt land on one, although I understand visual effects for these would be extremely hard/if not impossible to code. Same for the status menu screen, Dual wasnt present there likely due to it being a non-stock status effect.

- Few minor bugs I noticed too:
Life only heals 25% of HP when casted out of battle, unsure if intentional or not

If a character ends a battle with Dual, their HP will drain to 0 and they will "die" during the victory animations, and be "dead" in the results screen but still gain XP, and after battle they will be alive with the HP they had when the finishing hit was dealt, this is a purely visual bug but thought id raise it.

Not sure if you're addressing typos in the script, but I noticed 2, When Scarlet is discussing the Sister Ray with Rufus, and he asks will it reach the northern border, she responds "off course!" Which should be "of course!".  And when Aeris meets Zack's Parents in Gongaga on Disc 1, Zack is referred to as a "Lady's man", Should be "Ladies man"


Overall this mod was absolutely fantastic, kept me on my feet the whole way through always wondering what was going to come next, gave completely new life to FFVII and a whole new experience of it for me, Gonna run through the final bosses tomorrow and have a crack at all the new endgame content, which I thoroughly look forward to! Amazing job on NT1.5 :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-01-17 04:45:52
- XP Gain seemed to be massive towards the end of the game, I went from level 60-80 odd without breaking a sweat, Seemed to level every battle post Gaea's Cliff, Not sure if this needs to be looked at or if its what you were going for.
- Physical/Magical power balance fell off completely late game, Anything post Gaea's Cliff my Physicals capped out at around 1200 damage on my strongest attackers, whilst my magic could consistently hit for 5000+, I ofc read the documentation you wanted magic to be more of a longer time spent and MP use = more power but physicals became pretty much useless in the crater. This was amplified by the massive AP gain and Planet being extremely easy to master, With Added Cut my spell would hit for 4000+ and the physical for around 500 in the front row, it just seems off. Midgar Raid onwards the most efficient strategy was just to load Planet=MP Turbo on each character, Magic Counter=Comet 2 on one and just spam spells and Turbo Ethers. Physicals were next to useless, Im unsure how the endgame content and new weapons will amend this but for the storyline enemies magic is extremely unbalanced late game, in my opinion. Through Disc 1/Early Disc 2 though balancing was spot on, a level 2 spell hitting for 500 odd and a physical for 250 odd seemed perfect through the Gold Saucer-Nibelheim segment.
- A lot of status effects had no visual indication they were present, Dual only had the HP drain, then the battles where characters were rendered immune to barriers/healing had no indication this had happened until I tried to Wall my party and see it didnt land on one, although I understand visual effects for these would be extremely hard/if not impossible to code. Same for the status menu screen, Dual wasnt present there likely due to it being a non-stock status effect.

If a character ends a battle with Dual, their HP will drain to 0 and they will "die" during the victory animations, and be "dead" in the results screen but still gain XP, and after battle they will be alive with the HP they had when the finishing hit was dealt, this is a purely visual bug but thought id raise it.

Hey bro about the first one yes magic attacks are stronger however my physical attackers (Cloud barret, cid) are very much relevant with their normal attacks maybe its of how u went with Smileys power ups?
Plus having the ability to counter  several times and in the mean time regen doing its healing helped a lot once regen was unlocked which took a lot for me since I did minimal grinding So I have much use for them,
 
im in the crater now im level 76 I say this bcuz of the second point about super leveling up once u are out of gaes cliff made every battle after that barely take into account all of the avoided grinding since it super mega levels you however u do need it at the end at least if you are underleveled so I didnt care much for it,
 
And yes I can understand the status bosses do onto themselves being something you have to discover but when they do a status onto you that doesnt show  visually  or by word it throws u off a bit, The one where u cant barrier yourself id idnt even notice since i havent used barrier much but I really  get your point
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-17 10:02:21
well  gorkii and shake i done and  morphed , but checkhov.... is  imune  all physical attack and morph not work? i playing  this  mod  in ´´morph run´´ in all bosses, if  morph  work( i need go to temple ancients history line) just confirm but NO SPOILER plz XDDD  i want  discovery it , 3 hours trying  and  nothing to morph, maybe   i need any  materia or equip for  it.                        rip english xd.

It's impressive that you managed to Morph Shake, but I think Chekhov can't be morphed at all due to the Physical Immunity he has.

.

Thanks for the detailed feedback! Levels and the HP/MP curves are probably a bit mismatched going into the last stretch as the curve flattens out in the last 20% or so; the other problem is that Levels usually give extra damage for attacks but the AI has curbed this going past a certain point as well to keep physicals from getting out of control. The EXP gain was done with the idea of trying to avoid a late-game grind by getting the player to the 80s-90s but it perhaps accelerates too much; I'd like to try and have a buffer of 30 or so levels that the player can go into for some extra power to get through trickier encounters but at the moment there's no head-room due to the Level change enforced by the character AI (in other words, higher level has less of an impact on damage dealt).

For 2.0 I might try and move the flat +5 * 8 to every stat from the SP system and onto actual level arcs instead. That'd reduce the amount of button presses when using Sources and also make Levels more impactful (on the topic of source-use, I have an executable change that boosts Source stat gain from +1 to +5 to reduce the number of button presses needed further, though there's also a DLL that enables a new opcode that can edit characters directly and eliminate the need for Sources all together).

About physicals, there can be a lot of variance at the end of the game depending on the enemy and the build. As the numbers get higher, the stacking 2x modifiers on everything can have a big impact on how damage comes out.

Menu effects for items and spells is hard-coded in the exe which I'm going to adjust. I've made a special .exe to build 2.0 on, but I'm going to produce an .exe for 1.5 as well to correct some issues here and there (and deliver on a promise to implement some things like Limit Break adjustments and materia stat bonuses/penalties).

Dual is a lot like Regen in that it has the same processing delay; if a character hits 0HP during an action (or victory sequence) the game will get a bit confused but thankfully updates to the held value before that action started (be a problem if it didn't). Regen probably has the worse problem in that it can look like a character should survive an attack but then they suddenly fall over dead after it when the game goes to using the held HP value. The bigger problem is the lack of a visual indicator (on enemies) along with Resist, Auto-Crits, and Shield. I was given some info on how to maybe set up a new status 'colour' a long time back so I could revisit this and have another shot at it.

I'll sort the typos. Off course is a little joke from the battle square options though so I might keep that one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Thedon on 2018-01-17 10:17:15
Hi Sega Chief! Excellent mod so far i must say! tho im a bit curious about the exact changes you've done, and the mediafire link to the nt manual is outdated, any chance you could re-upload it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Oroibahazopi on 2018-01-17 16:43:02
Anyone got any tips for the arranged Goldberry fight?

I'm trying to play through without grinding although my ap situation is probably better than most as I took full advantage of the double ap weapons for pretty much all of disk 1. i.e. most of my materia is mastered at this point.

I got the gold chocobo as soon as I could after getting Cloud back.

Kaktaur (spelling) and the bomb king were easy. Kaktaur not being much harder than a normal fight (a few attempts needed because some double/triple timewarp cheese or whatever it was called) and the bomb king is easily cheesed with remove.

The goldberrys on the other hand, I don't know how to counter the status effects. Sleep is basically death, even killing the character doesn't remove it, same with stop. Dual is a nightmare because the walking around action takes so long you can burn through thousands of HP waiting for them to finish. Mini makes any kind of physical attacker permanently useless. Them applying reflect with no indication is just a kick in the nuts.

You can reset some statuses by killing your party but it doesn't always work and when you get to the point where they are chain knifing you, you have the same issue with the walking around so you barely get to take an action other than killing your party.

Am I missing something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-01-17 22:04:23
Anyone got any tips for the arranged Goldberry fight?



check my spoiler tag

Spoiler: show
 The goldberrys apply resist with their hits but also have ignore stat def so that causes thier statues to always hit and because of resist they dont fade on death, the way around this is to use dispel, either the spell or a golden torch. Basically have 1 character dedicated to using dispel + esuna, 1 for healing and a physical damage dealer to take them out 1 at a time, do not hit them with an AOE attack or spell as their counter attacks will prob be the end of hte fight if you arent lucky.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Oroibahazopi on 2018-01-17 22:12:02
Spoiler: show
I tried dispel and esuna and they didn't remove the statuses?
Or are you saying I need to dispel the special status first before using esuna?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-17 22:45:38
Hi Sega Chief! Excellent mod so far i must say! tho im a bit curious about the exact changes you've done, and the mediafire link to the nt manual is outdated, any chance you could re-upload it?

Here: http://www.mediafire.com/file/8gsq2hylgfjxkpd/Documentation.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: youknowiknow778 on 2018-01-18 01:31:13
Animation mods like "ChaOS - Animations" and "Animations" seem to break the dios side quest right after barrett says "the others aint here either"

I haven't played much further but the dialogue seems to continue past that paint after deactivating them. Just FYI
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-18 01:59:00
I'm not sure why that happens; it's a strange field screen, I've had some bizarre errors pop up there in the past.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: youknowiknow778 on 2018-01-18 17:31:14
No worries! That was tons of fun! Now on to the Special Battles!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ProRevenge on 2018-01-18 22:49:34
Getting through a lot of the extra content and its proving a lot of fun.
With W-Magic, Magic Plus and Princess Guard Aeris is able to pump out 30,000 damage per turn doublecasting Comet 2, this is making a lot of fights easier using her as the main attacker and the other two as constant support, Got myself a Master Magic too which is only helping things. Slash All and Princess Guard is a nice way to heal 1500 odd and give Shield to all in one turn, VERY useful for crater random encounters, this combo makes me somewhat like Shield since it being single target usually lets it down.
Having a lot of trouble with Yuffie's Ultimate Limit Break battle though, I dont want to outright be told the way to win, but maybe a couple pointers wouldnt hurt?
To avoid Yomi Burial im currently using Bad Breath to Confuse/Sleep the side enemies, then Regen to keep their HP topped up, however even with the side enemies incapacitated the main boss is still handing my ass to me, Limited to single target attacks as not to hurt the side enemies and trigger Yomi Burial is hurting my damage output alot. I can doublecast Comet for ~3500 per hit, and Pearl will hit for about the same, however I am unable to keep up with her attacks, with them dispelling Wall/Regen/Sadness all at once and constantly inflicting slow im either constantly combatting statuses and maintaining buffs OR dealing damage, I cant seem to do both.
Is the fight supposed to be a one character battle and should I just accept Yomi Burial will happen, or am I on the right lines of keeping them alive to keep 3 characters in the game?

Also ran into a bug in Gongaga, after visiting Zacks Parents house with Cid was the leader whilst looking around for his quest item, I became unable to leave the house, the door would not open and Cid would just walk "over" the door and could not leave the house under any circumstances, locking my game, luckily I had saved a minute ago. Unsure on how to replicate this or what caused it or even if its down to Cid being leader at all, but it happened
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-01-19 02:49:17

Having a lot of trouble with Yuffie's Ultimate Limit Break

I beat it at around level 45 and the way i got through the battle was to give cloud the masamune for auto crits and fill it with counter attack materia and just wipe the fight if cloud gets kicked out of the fight by mistake. I used an adamantai bangle to null water and give high def and paird the element of one of its attacks, ill post that as a spoiler. I also equiped an acessory that nulled the other element. Then i would heal with xpotion or remedy and rebuff myself with sun curtain and the haste giving item. Use limit breaks when it pops up and just wait on counters to win the fight for you.

Spoiler: show
The element of its starfall attack is holy so i paired elemental with alexander in my armor slots. I equiped the accesory that nulls wind aswell making me null water, holy and wind altogether. The defence from the adaman bangle allowed me to survive the physical hits and i had enough xpotions and remedies to outlast the enemy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Oroibahazopi on 2018-01-20 00:29:18
check my spoiler tag

Spoiler: show
 The goldberrys apply resist with their hits but also have ignore stat def so that causes thier statues to always hit and because of resist they dont fade on death, the way around this is to use dispel, either the spell or a golden torch. Basically have 1 character dedicated to using dispel + esuna, 1 for healing and a physical damage dealer to take them out 1 at a time, do not hit them with an AOE attack or spell as their counter attacks will prob be the end of hte fight if you arent lucky.

Well that made the fight trivial, oh well. I would have never figured out what was going on on my own, probably would have come back later with more boom to insta gib them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Whutever42 on 2018-01-20 04:24:09
Currently going through my first playthrough of the New Threat Mod and I can say that I am loving it. I reached Disc 3 and found myself trying to do the Materia Caves. I found that some of the bosses are quite challenging. I am not complaining as vanilla FF7 was not very challenging but I would like to propose an idea for version 2.0. It would be cool if the new bosses or most bosses have a certain weakness or "cheese".
Spoiler: show
For example, how in vanilla FF7 Ruby weapon can be paralyzed or the blue materia cave boss can be cheesed with Remove.


Also I found a bug where when Tifa is the party leader in Disc 3 and you return to the one room with a save point in Junon where Barret and Tifa are handcuffed, the room next to Rufus's office, there is a visual bug
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-20 15:20:45
Getting through a lot of the extra content and its proving a lot of fun.
With W-Magic, Magic Plus and Princess Guard Aeris is able to pump out 30,000 damage per turn doublecasting Comet 2, this is making a lot of fights easier using her as the main attacker and the other two as constant support, Got myself a Master Magic too which is only helping things. Slash All and Princess Guard is a nice way to heal 1500 odd and give Shield to all in one turn, VERY useful for crater random encounters, this combo makes me somewhat like Shield since it being single target usually lets it down.
Having a lot of trouble with Yuffie's Ultimate Limit Break battle though, I dont want to outright be told the way to win, but maybe a couple pointers wouldnt hurt?
To avoid Yomi Burial im currently using Bad Breath to Confuse/Sleep the side enemies, then Regen to keep their HP topped up, however even with the side enemies incapacitated the main boss is still handing my ass to me, Limited to single target attacks as not to hurt the side enemies and trigger Yomi Burial is hurting my damage output alot. I can doublecast Comet for ~3500 per hit, and Pearl will hit for about the same, however I am unable to keep up with her attacks, with them dispelling Wall/Regen/Sadness all at once and constantly inflicting slow im either constantly combatting statuses and maintaining buffs OR dealing damage, I cant seem to do both.
Is the fight supposed to be a one character battle and should I just accept Yomi Burial will happen, or am I on the right lines of keeping them alive to keep 3 characters in the game?

Also ran into a bug in Gongaga, after visiting Zacks Parents house with Cid was the leader whilst looking around for his quest item, I became unable to leave the house, the door would not open and Cid would just walk "over" the door and could not leave the house under any circumstances, locking my game, luckily I had saved a minute ago. Unsure on how to replicate this or what caused it or even if its down to Cid being leader at all, but it happened

I'll sort that bug out with Cid, I forgot about it.

For that particular fight, Stop + Sleep is a good combo to keep the two floating spirits locked down and like Uprisen suggested having Holy and Water protection is a big advantage (adaman bangles, typhoon ring, elemental + restore/revive/heal, escort/minerva bangle should provide one or the other). The boss itself is weak to Holy so if you have Planet Materia from the crater then the Pearl spell should hit for a tonne of damage compared to Comet, same with physical attackers using elemental combined with restore/revive/alexander. The fight is likely a lot easier with 3 party members but a solo strategy would enable counter-attacks.

Currently going through my first playthrough of the New Threat Mod and I can say that I am loving it. I reached Disc 3 and found myself trying to do the Materia Caves. I found that some of the bosses are quite challenging. I am not complaining as vanilla FF7 was not very challenging but I would like to propose an idea for version 2.0. It would be cool if the new bosses or most bosses have a certain weakness or "cheese".
Spoiler: show
For example, how in vanilla FF7 Ruby weapon can be paralyzed or the blue materia cave boss can be cheesed with Remove.


Also I found a bug where when Tifa is the party leader in Disc 3 and you return to the one room with a save point in Junon where Barret and Tifa are handcuffed, the room next to Rufus's office, there is a visual bug

Currently going through my first playthrough of the New Threat Mod and I can say that I am loving it. I reached Disc 3 and found myself trying to do the Materia Caves. I found that some of the bosses are quite challenging. I am not complaining as vanilla FF7 was not very challenging but I would like to propose an idea for version 2.0. It would be cool if the new bosses or most bosses have a certain weakness or "cheese".
Spoiler: show
For example, how in vanilla FF7 Ruby weapon can be paralyzed or the blue materia cave boss can be cheesed with Remove.


Also I found a bug where when Tifa is the party leader in Disc 3 and you return to the one room with a save point in Junon where Barret and Tifa are handcuffed, the room next to Rufus's office, there is a visual bug

Most bosses should have a weakness or two from what I remember on the elemental/status table; try experimenting with statuses against the Gold and Platinum matches in Extra Battle for instance. I left them vulnerable to statuses that don't exist in their respective games.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Whutever42 on 2018-01-20 15:32:24
Most bosses should have a weakness or two from what I remember on the elemental/status table; try experimenting with statuses against the Gold and Platinum matches in Extra Battle for instance. I left them vulnerable to statuses that don't exist in their respective games.

Oh ok I wasn't sure if that was the case but I guess I'll have to experiment more. Also I have a question about getting Ultima Weapon. It says it needs Heaven's Cloud and Ragnarok. I got Ragnarok but according to "where is the thing" Heaven's Cloud is a drop from Iron Man. I believe that Iron Man is located at a point of no return so I would like to know how to obtain the Heaven's Cloud. Thank you!  ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-20 15:58:03
Oh ok I wasn't sure if that was the case but I guess I'll have to experiment more. Also I have a question about getting Ultima Weapon. It says it needs Heaven's Cloud and Ragnarok. I got Ragnarok but according to "where is the thing" Heaven's Cloud is a drop from Iron Man. I believe that Iron Man is located at a point of no return so I would like to know how to obtain the Heaven's Cloud. Thank you!  ;)

I've added the Iron Man to the left-down path encounters; should be found on the last screen of that route (where Mega-All is obtained in default game/HP-Plus in NT).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-01-21 03:32:39
Hey sega notices 2 things today that I dont know if they are on purpose

SPOILERS
Spoiler: show
for Battles

When fighting Marlboro he gathers neurotoxins and ur supposed to  give him a status right? I saw on older versions that it actually says like he left out the enuro toxins and does a counter attack or something?
Well  in my case he didnt counter attack at all and It did not indicate that the neuro toxins dissapated or whatever But I guess it was working bcuz I didnt get controlled/defeated, I just spammed Break and he just took chillin like a villain, I imagine it was doing the trick only that the game didnt let me know it was, my party was yuffie, aeris and cloud , Maybe it was yuffies evade on/off message that override it?

The second was that I grabbed vincents limit back on cd 2 and Man the boss from the downleft area was mean(the red behemoth) Well  I wouldnt had been able to take him down if not for vincents Chaos stupid tanky This guy kills me in one shot but Chaos just doesntdie he only took 1 damage  for his attacks and everynow and then chaos regenerated all the HP, is that suppose to happen? I can almost be sure that unless an enemy does dual or manipulates Chaos I could win everyfight with only vincent now as long as he trnsforms. altho Im just not gonna use him anymore if he truly is unkillable bcuz I feel it would be cheating

I am also curious as to how you did or how is one suppose to beat the behemoth the normal way, granted I was using red 13 and aeris  before i switched to Vincent and they arent the tankiest but damn! altho I guess if I had barret and made him super tanky and cover plus sadness maybe that woulda had been a way to deal with it?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kryalis on 2018-01-21 12:40:32
I noticed something when I was playing the Nibelheim flashback, whenever Sephiroth uses an item such as a potion, his model lays flat down on the ground when the animation plays and then immediately gets back up when it's done. I get that he has no item use animation, but think there is anything you can do to fix it? Because it just looks plain out silly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Oroibahazopi on 2018-01-21 15:02:24
Ok....

Anyone got any idea how to survive ultraspark from nemesis on disk 2 before the Junon reactor?
I only have one added effect.

W-Magic resist would work but I have only managed to get one fight where he/she didn't open immediately with ultraspark.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-21 19:38:21
Hey sega notices 2 things today that I dont know if they are on purpose

SPOILERS
Spoiler: show
for Battles

When fighting Marlboro he gathers neurotoxins and ur supposed to  give him a status right? I saw on older versions that it actually says like he left out the enuro toxins and does a counter attack or something?
Well  in my case he didnt counter attack at all and It did not indicate that the neuro toxins dissapated or whatever But I guess it was working bcuz I didnt get controlled/defeated, I just spammed Break and he just took chillin like a villain, I imagine it was doing the trick only that the game didnt let me know it was, my party was yuffie, aeris and cloud , Maybe it was yuffies evade on/off message that override it?

The second was that I grabbed vincents limit back on cd 2 and Man the boss from the downleft area was mean(the red behemoth) Well  I wouldnt had been able to take him down if not for vincents Chaos stupid tanky This guy kills me in one shot but Chaos just doesntdie he only took 1 damage  for his attacks and everynow and then chaos regenerated all the HP, is that suppose to happen? I can almost be sure that unless an enemy does dual or manipulates Chaos I could win everyfight with only vincent now as long as he trnsforms. altho Im just not gonna use him anymore if he truly is unkillable bcuz I feel it would be cheating

I am also curious as to how you did or how is one suppose to beat the behemoth the normal way, granted I was using red 13 and aeris  before i switched to Vincent and they arent the tankiest but damn! altho I guess if I had barret and made him super tanky and cover plus sadness maybe that woulda had been a way to deal with it?



I likely got rid of that mechanic for Abyss because there was no real way of relaying to the player that a status ailment was required to block the ult. The status was Silence if I remember right.

Vincent's innate is to regen HP based on his current MP (not linked to his Limit form). I wasn't aware that Chaos gained a defence boost though, I'll need to look into stat gains on the Limit beasts to see what they are; I didn't account for that in balancing because I didn't know it happened. Nice that it's useful though.

For Tyrant, the trick is to beat him down quickly because his Strength and Magic are like Red XIII's and will slowly rise throughout the fight. Physical defence is the key thing to go with, and I think Shield should block most of his attacks as well.

I noticed something when I was playing the Nibelheim flashback, whenever Sephiroth uses an item such as a potion, his model lays flat down on the ground when the animation plays and then immediately gets back up when it's done. I get that he has no item use animation, but think there is anything you can do to fix it? Because it just looks plain out silly.

I think there was a sephiroth battle model floating around that had a work-around for item use. I could try locating it and the author to get permission to use it or try adding a fix to model myself (but I'll need to study the file structure).

Ok....

Anyone got any idea how to survive ultraspark from nemesis on disk 2 before the Junon reactor?
I only have one added effect.

W-Magic resist would work but I have only managed to get one fight where he/she didn't open immediately with ultraspark.

Sneak Attack with Resist could be an option but you would prob need at least 2 of each with the 3rd party member trying to cover themselves with a Ribbon or similar. If you have Aeris still around then queuing a Lv.3 Limit Planet Protector during any Sneak Attack action would also give your group some early protection.

Frog & Mini are good statuses to use here to reduce his damage down, but I recommend sticking with the item variants to have a better chance of inflicting them (or using the Flash + Added Effect trick for a 100% proc).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Oroibahazopi on 2018-01-21 20:13:21
Sneak Attack with Resist could be an option but you would prob need at least 2 of each with the 3rd party member trying to cover themselves with a Ribbon or similar. If you have Aeris still around then queuing a Lv.3 Limit Planet Protector during any Sneak Attack action would also give your group some early protection.

Frog & Mini are good statuses to use here to reduce his damage down, but I recommend sticking with the item variants to have a better chance of inflicting them (or using the Flash + Added Effect trick for a 100% proc).
I'm not familiar with how to sneak attack with limits. Ribbons aren't available? I'm still before the Junon underwater reactor for the huge materia missions.
I got lagomorph to proc every time I cast it, using items sometime causes an ultima counter attack that is basically impossible for me to tank atm.
I learned the hard way that resist prevents peerless (and wall which is annoying since you have to resist right away), is this changed in your mod or was it always like this?
Does inflicting lago cause magic damage to increase? The other basic attack hits like a truck which really the main issue now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-01-22 00:14:20
Thanks a lot for answering back bro, yes u can find the status boost in the wikia page, its 100% boost on defense and Mdefense tho, with no HP boost Chaos that is

Oh since I forgot Vincents I assumed it was a past one where he regained MP thorught the battle, both innates are good tho, tho the mp mmust had been too exploitable I guess,

Sega for a FF9 do you have a mod Or do you have oneor 2  in particular that u reccomend?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-22 00:18:24
Thanks a lot for answering back bro, yes u can find the status boost in the wikia page, its 100% boost on defense and Mdefense tho, with no HP boost Chaos that is

Oh since I forgot Vincents I assumed it was a past one where he regained MP thorught the battle, both innates are good tho, tho the mp mmust had been too exploitable I guess,

Sega for a FF9 do you have a mod Or do you have oneor 2  in particular that u reccomend?

I've not played any FF9 mods, but this should be a good one to start with: http://forums.qhimm.com/index.php?topic=16324.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-01-22 00:28:38
Forgot tot tell you that I read the documentation and the items thst u require for the ultimate weapons on the documentation are not the  same ones that the weapon dealer asks of you now, just thought I should let you know
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-22 00:38:50
Forgot tot tell you that I read the documentation and the items thst u require for the ultimate weapons on the documentation are not the  same ones that the weapon dealer asks of you now, just thought I should let you know

I'll amend that before I put the patch up tomorrow.

***

General announcement, the patch is ready to go with fixes and adjustments to balance and scripting but it'll be coming with something new. I've made executable adjustments that bring in the following:

-) Long range flag re-enabled for enemy attacks
-) Poison element can be used if enemy is immune to status
-) Poison ticks are non-elemental
-) Passive exp modified to 100% instead of 50%
-) Sense limit adjusted to 65000 HP instead of 30000 HP
-) Restorative formulas now ignore MBarrier
-) Materia stat bonuses/penalties adjusted
-) Limit Breaks adjusted (effects, base power, etc.)

This should be considered an open beta as some of these changes may need to be changed, particularly the materia stat bonuses depending on how they affect balance. I'll upload the new installer tomorrow. More extensive changes are possible but I don't want to introduce too many changes all at once.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-01-22 04:53:51
The restorative not taking Mbarrier into account will make the game much easier maybe too much? unless ur materia penalties make up for it in some way, what does passive exp mean?  would the game give us more exp normally?
 if so we didnt need that one. Being able to sense those enemies will/woulda (haha too late now) bring so much joy to my life haha

Maybe think about the game letting us now when a missable fight is near? like the chocobo captain, I didnt fight scorpion in corel and dont have morph either,
I guess the other missable would be in the ancient temples when you fall, Is there another one that I didnt fight?

Hmm or addind a list for the prizes of the phoenix fortress,

You know what I have troubles with, the cursor in fights even when the camera is fixed Sometimes Its so hard for the cursor to select the target/ally u want and I always play on active
Dont think theres anything to be done about that but well Im just saying it

 Thats it I guess, thank you for your time and everything Sega, gnight
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-22 08:14:57
The restorative not taking Mbarrier into account will make the game much easier maybe too much? unless ur materia penalties make up for it in some way, what does passive exp mean?  would the game give us more exp normally?
 if so we didnt need that one. Being able to sense those enemies will/woulda (haha too late now) bring so much joy to my life haha

Maybe think about the game letting us now when a missable fight is near? like the chocobo captain, I didnt fight scorpion in corel and dont have morph either,
I guess the other missable would be in the ancient temples when you fall, Is there another one that I didnt fight?

Hmm or addind a list for the prizes of the phoenix fortress,

You know what I have troubles with, the cursor in fights even when the camera is fixed Sometimes Its so hard for the cursor to select the target/ally u want and I always play on active
Dont think theres anything to be done about that but well Im just saying it

Thats it I guess, thank you for your time and everything Sega, gnight


Restorative piercing MBarrier is a quality of life (QoL) addition that's been requested in the past; before now, the potency of cure magic had been boosted to try and account for the 50% reduction from MBarrier but I can roll that back now.

With Sense, I'm going to look into reducing all random enemy HP below 65000 so they can be Sensed. Bosses would be a bit trickier, but it'll work for longer going into Disc 2 now at least.

The scorpion is no longer in Corel, it was moved to Mt. Nibel so you've fought that. The Nail Bat in the Temple can be bought in Junon later (post-WEAPON attack). I don't know about adding an indicator for secret fights; that's what makes them secret.

Can add a list of Condor prizes I guess but I'll prob need to add a battles fought/won counter as well; a tracker of sorts.

Camera can be a pain in the ass and it's tough to spot instances where it might be awkward when writing up the formation data. If anyone finds a fight where the camera gives them issues, then let me know so I can add it to a list for corrections.

***

Thanks to P.S. for the donation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Whutever42 on 2018-01-22 14:59:02
Restorative piercing MBarrier is a quality of life (QoL) addition that's been requested in the past; before now, the potency of cure magic had been boosted to try and account for the 50% reduction from MBarrier but I can roll that back now.

It would be nice to have cure avoid Mbarrier but honestly it would make the game pretty easy. If you can get Aeris with slash-all Materia and a healing rod and the heal ignores Mbarrier would be op because that heal would cost 0 MP. You can get around Mbarrier 50% reduction by using White Wind enemy skill.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kryalis on 2018-01-22 22:06:01
How hard is it modding FFVII? Like for adding new scenes and adding new enemies or creating battle allies?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-22 22:34:44
How hard is it modding FFVII? Like for adding new scenes and adding new enemies or creating battle allies?

From my experiences as an absolute beginner with no coding background when I started, some things were OK but other things were like a brick-wall and seemed impossible for a long time. When developing NT I had zero field event edits until I reached Forgotten City and decided it'd be a neat curve-ball to keep Aeris around; that pushed me to study and learn the logic of field events and with practice & familiarity that opened the door to make more complex events and edits down the line.

AI was tough for a long time as well. It's best to learn from what's already there, and think of the field events and the enemies as 'examples' of how to do particular things. If you want an enemy to react to certain attacks, then you think of an enemy in default FF7 that already does this (Emerald Weapon reacts to Bahamut summons for instance) and look at the AI code for it. If you want an enemy that gains physical/magical immunity depending on what you attacked with last, then you can check out Jersey in Shinra Mansion, etc. You learn by looking at what's already there.

But later you'll be wanting to do things that weren't in the original game. That's when you need to put what you've learned to the test and try to problem-solve a solution for what you want to create. Sometimes you'll need to leave it until later, or there'll be bugs in it that you can't quite pinpoint, but if you put the time in then it'll all eventually work out.

One obstacle is that the tools are quite old, so they need old file dependencies that aren't packaged with Windows.NET anymore. I recommend grabbing and installing Visual Basic Powerpack 3 and any missing .DLL or .OCX files should be googled, downloaded, and registered: https://kb.blackbaud.co.uk/articles/Article/48280
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SlumDrunk on 2018-01-23 02:18:43
- XP Gain seemed to be massive towards the end of the game, I went from level 60-80 odd without breaking a sweat, Seemed to level every battle post Gaea's Cliff, Not sure if this needs to be looked at or if its what you were going for.

- Physical/Magical power balance fell off completely late game, Anything post Gaea's Cliff my Physicals capped out at around 1200 damage on my strongest attackers, whilst my magic could consistently hit for 5000+, I ofc read the documentation you wanted magic to be more of a longer time spent and MP use = more power but physicals became pretty much useless in the crater. This was amplified by the massive AP gain and Planet being extremely easy to master, With Added Cut my spell would hit for 4000+ and the physical for around 500 in the front row, it just seems off. Midgar Raid onwards the most efficient strategy was just to load Planet=MP Turbo on each character, Magic Counter=Comet 2 on one and just spam spells and Turbo Ethers. Physicals were next to useless, Im unsure how the endgame content and new weapons will amend this but for the storyline enemies magic is extremely unbalanced late game, in my opinion. Through Disc 1/Early Disc 2 though balancing was spot on, a level 2 spell hitting for 500 odd and a physical for 250 odd seemed perfect through the Gold Saucer-Nibelheim segment.

Glad that finally someone else have the same observations as mine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: setafd on 2018-01-24 00:54:00
I don't know that I feel the same way about physical attacks, I've got Cid Deathblow+Added Cutting his way through dudes. Smart weapon elementals makes him fantastic, because he tends to crit so often anyway.

My party as I near the endgame is Cloud, Vincent, and Cid, with Vincent being loaded down for bear magically, Cid being my physical attacker and tank, and Cloud inflicting status with his physicals and buffing the team. It's a good setup!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-24 02:28:48
All right, so the new installer is ready but as there's now a dependency between the core files and the modified .exe, I need to make sure that the executable part of the patch is functioning.

So before installing this, make sure you take the following steps:
1) Make a back-up of your .exe (ff7.exe and ff7_en.exe)
2) Make a back-up of your data folder (specifically the battle, field, lang-en, and kernel folders if space is an issue)

I may also need to get info on offset differences between the languages for the executable. Hopefully they're the same but I'll need to make amendments if they're different to support french, spanish, and german. I'll need to take the spanish translation of NT as well and update it manually with the adjustments.

Let me know of any issues that occur with installation or with the mod itself (if anything seems off or busted):

The installer:
http://www.mediafire.com/file/pqs2cad7apjpils/NT_1.5_Build_-_24th_January_2018.zip

In addition to the changes listed earlier, Sources were changed to give +5 per use rather than +1 to reduce the amount of button presses required when powering up your characters. In a later build, the points will be added automatically pending the release of DLPB's .DLL that introduces savemap-editing OpCodes.

The documentation has also been updated and an FAQ added; all the files will be posted on the front page as well as separate downloads.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chronoseth on 2018-01-24 05:22:25
Immediately ran into a problem: potions are taking away 56 HP in the menu, and Ethers are taking away 6 MP. They work fine in battle.

Edit: Hi-Potions have the same sort of bug too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-24 14:13:19
Immediately ran into a problem: potions are taking away 56 HP in the menu, and Ethers are taking away 6 MP. They work fine in battle.

Edit: Hi-Potions have the same sort of bug too.

The assembly insert must have been wrong for the restorative items in Menu; I can sort it when I get back from work later tonight. If you find any other issues let me know so I can catch them all together.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Whutever42 on 2018-01-24 15:18:15
The documentation has also been updated and an FAQ added; all the files will be posted on the front page as well as separate downloads.

This is awesome because for farming for Ultimate Weapons and enemy skills I really use the documentation. Thank you for updating it! :) ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: heretic667 on 2018-01-24 21:20:01
Would New Threat 1.5 and the Beacause re-translation mods be compatible?  What where it fit into the 7th Heaven load order?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-24 22:42:44
Would New Threat 1.5 and the Beacause re-translation mods be compatible?  What where it fit into the 7th Heaven load order?

I don't think they are compatible I'm afraid.

***

So I ran some tests on the executable. The potion amount was even more limited than I thought, taking a max of 127 rather than 255 but I just tested using a jump to expand it slightly and got it to take the intended value of 300 so Potions will be going back up from 200 to 300 now (same with Ethers).

The Source problem seems a bit more complex. Power and Mind sources seem to be passed in differently than the others (or I've gotten the wrong address, but nothing close by matches what's used for the other sources).

Edit: Fixed the source problem with Power & Mind; changing it to use the whole eax register seems to sort it out but I'll do some extra tests first.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-25 01:13:51
Patched the EXE and got a hotfix installer together for it: http://www.mediafire.com/file/685ik1k8y86petp/NT%20Mod%20HotFix%20EXE%20-%2025th%20January%202018.zip

Sources & Items fixed; Potions and Ethers restore 300HP and 300MP in the menu for now whereas in-battle they'll restore 200 but I'm going to update the installer tomorrow assuming no issues arise with these .exe files.

Edit: Full installer with fixed .exes
http://www.mediafire.com/file/kngsls4ass5cz3a/NT%201.5%20Build%20-%2025th%20January%202018.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-01-25 18:30:53
Sega well again for the ultimate weapons IN game , the weapon seller asks me for different things as what is on the WHERE IS THE THING document,  I actually have the things for tifas ultimate weapon per the documnt :Powrsould master fist and gods hand, the weapon seller says I dont have the materials I need,
He asks for God Hand, crystal glove and Micro engine
I search for some of the items the wapon seller asks  on the enemy items document sure enough some are there, but I know at least one isnt, iahvent searched the whole thing but the X ATM Core isnt I am guessing that I get it at the same time I get barrets limit 4,
still there are inconsistencies and some items are not listed thought id give u a headsup since u just updated them
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-25 18:55:32
Bit confused, there are no listings for ultimate weapons in the 'where is' document. The only mention of them are:

Ultimate Weapons: Weapon House, Gongaga Area
Note: These are crafted using two other weapons and a special item.
Look for a small blue house close to Gongaga on the World Map.

Does the text in this pastebin match the text of your 'where is' document:
https://pastebin.com/wQzvFP5T
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-01-25 19:03:27
Just below that you will see a list like this, this one however I already added the differences as to give u hand bro:

Yoshiyuki: SOLDIER M-Class, Drop (Junon, Alarm Junction)

Heaven's Cloud: Iron Man [Drop/Morph]

Ragnarok: Iron Man [Steal]
---Zenogias feather instead of Yoshiyuki (DROP ULTIMA WEAPON)


Pile Banger: Armored Golem [Drop/Morph]

Max Ray: Armored Golem [Steal]
+++++   X- atm core(DROP}



Powersoul: Materia Keeper [Drop], Mt. Nibel

Master Fist: Ho-Chu [Drop], Ancient Forest

God's Hand: Mover [Morph]
------God Hand, Crystal glove (hard attacker Steal), Micro Engine


Behemoth Horn: King Behemoth [Drop/Morph]

Spring Gun Clip: King Behemoth [Steal]
++++Red Crystal (dont know probablyy obtained at the same time as limit)


Fairy Tale: Jenova DEATH [drop] & Junon Shop (Disc 2)

Wizard Staff: Pollensalta, Drop
+++ Gospel Spark


Grow Lance: Crater Dragon [Drop/Morph]

Spirit Lance: Crater Dragon, Steal

Flayer: Gold Saucer, Speed Square (Disc 2/3)
-----Luvluv G instead of flayer



Oritsuru: Christopher [Drop]

Magic Shuriken: Christopher [Steal]
+++7777 needles



Platinum M-Phone: Mover [Drop]

Starlight Phone: Master Tonberry [Drop]
-----Crystal phone(STEAL senior grunt )  ,Starlight phone and dark matter


Sniper CR: Malboro [Drop]

Outsider: Junon Leagues Tier III Prize & Malboro [Morph]
++++Pulse Ammo


the === mean there is something different
the +++ means that was added but isnt in the list
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-01-25 19:06:03
Had to take note of what the weapon seller asks me for, and yes its from the WHERE IS THE THING document which is in both The september and  january patches
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-25 19:13:09
Had to take note of what the weapon seller asks me for, and yes its from the WHERE IS THE THING document which is in both The september and  january patches

I think you've misunderstood the document, the weapons listed there aren't stated as being for crafting ultimate weapons. It's a listing of where all the end-game weapons and equipment can be acquired from (Yoshiyuki was listed as an exception because people were missing it).

Edit:
I added headings and shuffled the entry about where to get Ult weapons above Triple AP weapons to avoid confusion in future:
https://pastebin.com/X1jC1BHv
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2018-01-26 18:35:22
Hey!! so i´ve been playing the NT 1.5 (The most recent version for 7th heaven) and for the most part the game seems balanced. I just don´t get how SP works, like i have been using RED XIII for basically the entire game(i just reached rocket town, disk 1) and he is only level 2, same as tifa who i didnt use too much, other characters like aerith and barret are around the same level 1-2(Cloud is 2 as well i think, maybe 3 i cant remember, sorry.), well vincent joined and he is already level 3, i thought the more i used the character the more sp i got, but it doesnt seems thats the case... Anyway it seems like there is a rather balance problem in terms of "Leveling up the characters"
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-26 20:14:19
Hey!! so i´ve been playing the NT 1.5 (The most recent version for 7th heaven) and for the most part the game seems balanced. I just don´t get how SP works, like i have been using RED XIII for basically the entire game(i just reached rocket town, disk 1) and he is only level 2, same as tifa who i didnt use too much, other characters like aerith and barret are around the same level 1-2(Cloud is 2 as well i think, maybe 3 i cant remember, sorry.), well vincent joined and he is already level 3, i thought the more i used the character the more sp i got, but it doesnt seems thats the case... Anyway it seems like there is a rather balance problem in terms of "Leveling up the characters"

SP is fed into a single variable when a fight ends, and when the player visits a save point this value is copied and added onto the current active party's SP; inactive party members get 50% of this value instead. So differences in characters for rank will depend on how many battles are being fought. Characters who join later in the game start with some ranks unlocked already so that they aren't behind.

The system isn't very transparent and has some limitations, such as the upper limit of stored SP being 255 (for the 'processing' SP variable and for each character's individual SP variable). I'll probably drop it from 2.0 and lock it behind specific points in the story/bosses instead but that'll be difficult to implement for 1.5 because it'll clash with current saves.

What I'll do for 1.5 is set it as a single currency for all characters that can be spent on anyone with successive ranks costing more. That way players can choose to ignore a character or two and invest it in the ones they intend to use.

***
@all
I'm looking at 7H to see how .exe changes are implemented with it; when that's done, and assuming no issues have arisen with the executable changes, I'll release the new installer + 7H IRO to replace the old non-exe ones.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2018-01-26 21:53:48
***
@all
I'm looking at 7H to see how .exe changes are implemented with it; when that's done, and assuming no issues have arisen with the executable changes, I'll release the new installer + 7H IRO to replace the old non-exe ones.

Could you look into converting the exe changes to a hex file using DLPB tools. I have done so with MO and Becuase exes, so the next update to 7H no longer needs separate exe file paths to be assigned in Workshop -> Settings -> FF7 Exe
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-26 22:49:05
Could you look into converting the exe changes to a hex file using DLPB tools. I have done so with MO and Becuase exes, so the next update to 7H no longer needs separate exe file paths to be assigned in Workshop -> Settings -> FF7 Exe

Yeah I'm using hextedit for .exe changes at the moment. I was hoping something similar to hextlaunch would be in 7H but looks like you're adding it which is handy. I'll send the hext document over tonight but I need to sort out an issue with the flevel.

***
@all
I need to sort the flevel out, some of the fixes are in a separate flevel. I must've made a copy at some point to test the sources and forgot to consolidate it all together (costa del sol save point move isn't in current upload, might be other things as well).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-27 15:43:22
Fixed up the flevel and put it all back together:

Standard Installer: http://www.mediafire.com/file/09xcriiiidvjrhy/NT_1.5_Build_-_27th_January_2018.zip

7H IRO: http://www.mediafire.com/file/s0dc38klh8u1g4h/FF7_NT_IRO_27th_January_2018.zip

I'll change the front-page files in a day or two assuming no other issues have been spotted. If you want to blend the executable changes with another .exe then I recommend grabbing DLPB's Hext-Tools and using the HextEdit tool to apply the code changes: http://www.mediafire.com/file/lw7llln9r0cr3zm/FF7%20EXE%201.5%20HextEdit.txt
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Gizzy on 2018-01-29 21:03:44
Quick posting a few minor bugs:

- Cloud's innate procs at every Limit, resulting in him getting stacks when others use their Limits (dunno if its intended, but seems broken to me)

- Barret's innate doesnt seem to proc on certain enemies melee attacks (for example: claw attack of the green sea horse enemies at the second reactor, forgot the name :-\)

- Field music playing when entering a battle at the bridge before the screen with Cloud's flashback (Tifa at Mt. Nibel reactor) at second reactor (where the save point stands)

- Plasmabuster (2nd bombing mission) facing wrong direction after turning/counter, resulting in getting "backstab" damage up front

- Aeris innate tutorial text first says it WILL absorb poison then say it doesnt cover poison

Thats it! If i encounter more bugs i will post them here ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-01-30 00:10:43
Quick posting a few minor bugs:

- Cloud's innate procs at every Limit, resulting in him getting stacks when others use their Limits (dunno if its intended, but seems broken to me)

- Barret's innate doesnt seem to proc on certain enemies melee attacks (for example: claw attack of the green sea horse enemies at the second reactor, forgot the name :-\)

- Field music playing when entering a battle at the bridge before the screen with Cloud's flashback (Tifa at Mt. Nibel reactor) at second reactor (where the save point stands)

- Plasmabuster (2nd bombing mission) facing wrong direction after turning/counter, resulting in getting "backstab" damage up front

- Aeris innate tutorial text first says it WILL absorb poison then say it doesnt cover poison

Thats it! If i encounter more bugs i will post them here ;)

It was intended to be any Limit but it seems a bit much as-is.

I think that rolling claw has a %-based damage formula, maybe it's been set to magical by accident.

Mt. Nibel's music is like spaghetti junction at the moment; I'll have another look at it but I'll prob end up making it broken for later scenes.

Air Buster has always had the facing problem; his AI and his animations both conflict and end up having him face the wrong way visually. The only way to keep track is to see who he attacked last and assume he's facing that direction (even if he's not physically facing it). I've an idea to sort it out though but it'll involve an AI rewrite.

I must have missed that on Aeris' text. Thanks for letting me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Gizzy on 2018-01-30 13:02:48
I could imagine that Cloud's innate just seems broken in the beginning of the game, since you use a lot of Lv.1 Limit's... Later on it will become more harder to get those 3 stacks with Lv3-4 Limit's (considering you will make use of the "Sad" status to get those extra def for tougher fights)... So dont get me wrong: I like the change of Cloud's innate to something stackable rather then some flat bonus that will perish in longer fights, its more relateable and useful in the end ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tombery on 2018-02-01 11:55:33
Hey Sega Chief,
thanks again for your hard work. This mod is amazing.

I found an Issue:
Chole´s Chocobo Inspection seems broken. The Chocobo she mentions as fastest runner/sprinter has the lowest Top speed on the Chocobo Square ( about 52km/h)

Maybe you could check this.

Best regards

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-02-01 16:14:00
Hey Sega Chief,
thanks again for your hard work. This mod is amazing.

I found an Issue:
Chole´s Chocobo Inspection seems broken. The Chocobo she mentions as fastest runner/sprinter has the lowest Top speed on the Chocobo Square ( about 52km/h)

Maybe you could check this.

Best regards

I think sprint is a separate stat from top speed, but I'm not too familiar with the mechanics of it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tombery on 2018-02-01 18:28:40
Ok, so you didn't change anything about it? It seems that she takes the slowest one as the fastest.

But that's no serious issue.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rickbuzz on 2018-02-01 20:54:16
So...  first time posting here.  Been a long time since I fully played through FF7 and I recently had the urge, and I decided to use every mod improvement I could find.  I just wanted to ask a question or two and leave a couple of comments.

-Great mod btw, really has renewed my interest in this old game.

-I played about halfway through the game with new threat 1.4 before discovering new threat 1.5 and decided to start over.  I just finished the boat sequence after Junon with 1.5 then discovered the new beta version of 1.5 available here for the last couple of days.  I'm particularly interested in trying it to see the new stat balancing for materia.  I felt that most materia had harsher downsides than upsides, and were particularly painful to use early game before stats from SP ranks canceled out the downsides (hard to convince myself to wear materia to level it up if it means I'll be running around with 0 dex/vitality).

-On that note, using the seventh heaven manager, can I replace the old 1.5 version with the new 1.5 version in my load order without having any problems with my save or would I need to start the game over again?

-Does this sound right?  (This bit seems to have worked properly)
     -Backup and replace my ff7.exe,
     -set the manager to use the new .exe
     -disable "The reunion menu overhaul" since it also uses it's own exe, which I was previously using. 
     -replace old version of 1.5 with the new version in my load order

-Stat balancing seems inconsistent.  Compare pugilist to shinra turk for example.

-Does luck effect spells?  Options with luck and magic don't seem like they'd be to good.

-The only elemental attribute I haven't figured out is hidden, is that attached to something late game?

-In 1.4 I almost got progression blocked on the boat after Junon because I only had 2 ether, the boss drains mana, and you can't really grind since the merchant doesn't sell tents.  I'll admit though I hadn't yet realized how good osmosis was at that point.  Seemed like he was nerfed for 1.5, or at least the adds didn't spawn, still might not be a bad idea to slightly expand the merchant inventory though.

EDIT:  Osmosis effect seems to be capped at 40mp now.
     
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-02-02 21:52:06
So...  first time posting here.  Been a long time since I fully played through FF7 and I recently had the urge, and I decided to use every mod improvement I could find.  I just wanted to ask a question or two and leave a couple of comments.

-Great mod btw, really has renewed my interest in this old game.

-I played about halfway through the game with new threat 1.4 before discovering new threat 1.5 and decided to start over.  I just finished the boat sequence after Junon with 1.5 then discovered the new beta version of 1.5 available here for the last couple of days.  I'm particularly interested in trying it to see the new stat balancing for materia.  I felt that most materia had harsher downsides than upsides, and were particularly painful to use early game before stats from SP ranks canceled out the downsides (hard to convince myself to wear materia to level it up if it means I'll be running around with 0 dex/vitality).

-On that note, using the seventh heaven manager, can I replace the old 1.5 version with the new 1.5 version in my load order without having any problems with my save or would I need to start the game over again?

-Does this sound right?  (This bit seems to have worked properly)
     -Backup and replace my ff7.exe,
     -set the manager to use the new .exe
     -disable "The reunion menu overhaul" since it also uses it's own exe, which I was previously using. 
     -replace old version of 1.5 with the new version in my load order

-Stat balancing seems inconsistent.  Compare pugilist to shinra turk for example.

-Does luck effect spells?  Options with luck and magic don't seem like they'd be to good.

-The only elemental attribute I haven't figured out is hidden, is that attached to something late game?

-In 1.4 I almost got progression blocked on the boat after Junon because I only had 2 ether, the boss drains mana, and you can't really grind since the merchant doesn't sell tents.  I'll admit though I hadn't yet realized how good osmosis was at that point.  Seemed like he was nerfed for 1.5, or at least the adds didn't spawn, still might not be a bad idea to slightly expand the merchant inventory though.

EDIT:  Osmosis effect seems to be capped at 40mp now.
     
You're right about the rank-ups, looks like it's the old ones pre-patch. I had a mix-up with the flevel before and used one that didn't have the costa save fix, but didn't realise it was so far back. I'll need to sort those and get them back to the updated ones ASAP s;

The new IRO should work, so long as you set it to run with the modified .exe (I don't think there's any major problems if you don't, just that some of the Materia equip effects, limit descriptions, and item text will seem inconsistent if a default exe is used).

Hidden is used as an opposite to Holy of sorts, with anything relating to Jenova or monsters absorbing it and enemies like the Temple of the Ancients + Weapon enemies being weak to it. You can get it onto weapons/armour using Elemental + any magic materia with no listed element (like status magic).

I'll change the cargo ship inventory to use a more expansive one.

Luck does not affect spells unfortunately; Luck on a pure caster

Edit: Yeah, I've used the old rank-ups instead of the new ones; sorry everyone.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-02-02 23:15:51
Sorry about the mix-up, I fixed the flevel with the new intended rank up options

Installer: http://www.mediafire.com/file/b6356lofjn6ubbo/NT_1.5_Build_-_2nd_February_2018.zip

IRO: http://www.mediafire.com/file/wljrp2ptvjzot8l/FF7%20NT%20IRO%202nd%20February%202018.zip

For save files that have used the old ranks, the new ones will go right on top with no issues but if you want to correct stats then I recommend using the Black Chocobo save editor to reset sources spent on each character then 'restoring' them based on the new rank options:

Spoiler: show

Cloud
{CHOICE}Ex-SOLDIER: +10 STR{, }+5 MAG/SPR
{CHOICE}Mercenary: +10 STR{, }+5 VIT/LCK
{CHOICE}Makonoid: +10 MAG{, }+5 SPR/DEX
{CHOICE}Shinra Trooper: +10 STR{, }+5 DEX/LCK

Barret
{CHOICE}Marauder: +10 STR{, }+5 VIT/SPR
{CHOICE}Vigilante: +10 STR{, }+5 DEX/LCK
{CHOICE}Heavy Metal: +10 VIT{, }+5 STR/MAG
{CHOICE}Techno-Freak: +10 MAG/SPR

Tifa
{CHOICE}Monk: +10 STR{, }+5 SPR/DEX
{CHOICE}Pugilist: +10 STR{, }+5 VIT/SPR
{CHOICE}Brawler: +10 STR/LCK
{CHOICE}Oracle: +10 MAG/SPR

Aeris
{CHOICE}Flowergirl: +10 MAG{, }+5 DEX/LCK
{CHOICE}White Mage: +10 MAG/SPR
{CHOICE}Geomancer: +10 VIT{, }+5 MAG/SPR
{CHOICE}Slum Drunk: +10 STR/VIT/LCK

Red XIII
{CHOICE}Cosmo Warrior: +10 STR{, }+5 MAG/DEX
{CHOICE}Guard Hound: +10 STR{, }+5 VIT/SPR
{CHOICE}Red Mage: +10 MAG{, }+5 STR/LCK
{CHOICE}Sample #13: +10 MAG/VIT

Yuffie
{CHOICE}Materia Hunter: +10 DEX{, }+5 STR/MAG
{CHOICE}Gil Bandit: +10 LCK{, }+5 STR/DEX
{CHOICE}Wutai Shinobi: +10 MAG{, }+5 STR/SPR
{CHOICE}Goddamn Punk: +10 STR/VIT

Cait Sith
{CHOICE}Fortune-Teller: +10 LCK{, }+5 STR/SPR
{CHOICE}Yeti Pal: +15 STR{, }+5 VIT
{CHOICE}Materia Tank: +10 MAG{, }+5 SPR/LCK
{CHOICE}Top Cat: +10 DEX{, }+5 STR/LCK

Vincent
{CHOICE}Horror Agent: +10 MAG{, }+5 STR/VIT
{CHOICE}Beastmaster: +10 STR{, }+5 MAG/LCK
{CHOICE}Berserker: +10 STR/SPR
{CHOICE}Shinra Turk: +5 STR/MAG/VIT/DEX

Cid
{CHOICE}Shinra Ace: +10 LCK{, }+5 STR/VIT
{CHOICE}Engineer: +5 STR/VIT/SPR
{CHOICE}Wingman: +10 MAG{, }+5 VIT/LCK
{CHOICE}Dragoon: +15 DEX{, }+10 STR
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkanim94 on 2018-02-08 07:47:30
hello, first time posting here. I was wondering if the 1.5 iro version is still incompatible with menù overhaul, cause there was a bug in my set up that made the dialogue boxes really small and the text didn't fit in, and MO fixed that problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-02-08 22:39:59
hello, first time posting here. I was wondering if the 1.5 iro version is still incompatible with menù overhaul, cause there was a bug in my set up that made the dialogue boxes really small and the text didn't fit in, and MO fixed that problem.

I think it depends what .EXE you use with both mods together, I'm not 100% sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2018-02-09 00:47:09
It's been a while but I've finally gotten back to this.

So I just picked up the Relic Ring and I just want to be clear on it's attributes (I can't find anything in the files that came with the mod).

Looks like it prevents regen and manipulation, while granting auto-Barrier/M-Barrier. That's all I can tell. Is there anything else I'm missing?

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-02-09 12:48:59
I think it blocks or even absorbs Restorative as well. It's best combo'd with a drain HP weapon or some kind of elemental-absorb healing (for instance, absorb fire and use fire attacks to heal the character).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2018-02-09 13:10:23
I think it blocks or even absorbs Restorative as well. It's best combo'd with a drain HP weapon or some kind of elemental-absorb healing (for instance, absorb fire and use fire attacks to heal the character).

oh cool! That's pretty neat.

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-02-09 18:51:46
I think it depends what .EXE you use with both mods together, I'm not 100% sure.

I played with the FF7_mo.exe and it has a major impact on the stats of materia, to the point where i had characters with 0 of a particular stat because the materia was taking 20-30 away. But with the FF7_bc.exe the game was completely winnable and there were no major bugs or stat swings like the other exes. I played with a full assortment of mods including reunion with NT and the only major problem was that barret softlocks in the first screen of the dark cave when him or cloud have a field model mod on. after i removed it the rest of the dark cave played out.

So long story short you can play NT with the menu overhaul as long as you use ff7_bc.exe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ZCFoxMan on 2018-02-10 08:58:22
I'm having trouble installing any of the 2018 updated installers for the New Threat 1.5 mod. Every time I select the data folder in the Final Fantasy VII file, and try to continue, I keep getting a message that says no files can be found to patch. And yet, the September 2017 installer still seems to work properly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkanim94 on 2018-02-10 09:39:32
I think it depends what .EXE you use with both mods together, I'm not 100% sure.
I played with the FF7_mo.exe and it has a major impact on the stats of materia, to the point where i had characters with 0 of a particular stat because the materia was taking 20-30 away. But with the FF7_bc.exe the game was completely winnable and there were no major bugs or stat swings like the other exes. I played with a full assortment of mods including reunion with NT and the only major problem was that barret softlocks in the first screen of the dark cave when him or cloud have a field model mod on. after i removed it the rest of the dark cave played out.

So long story short you can play NT with the menu overhaul as long as you use ff7_bc.exe.
thank you very much, I tried ff7_bc.exe and at least the bug that made the limits do less damage in the back row isn't there, so I think it's working fine for me too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-02-10 16:04:44
I'm having trouble installing any of the 2018 updated installers for the New Threat 1.5 mod. Every time I select the data folder in the Final Fantasy VII file, and try to continue, I keep getting a message that says no files can be found to patch. And yet, the September 2017 installer still seems to work properly.

The new prototype installer needs to be pointed at the Final Fantasy VII folder instead of the data folder to catch the .EXE; I'll check the text in the installer in case it still asks for Data folder.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2018-02-10 17:29:13
Just a random question.

It seems like  I am close to hitting 255 in some of my stats (Granted that is with materia and equipment modifications).
What happens if I hit 255 while leveling up with the sources, but I still have some left? I know you can't exit until you use them all.

Is it set up so that this won't happen? Just want to be sure before I get stuck. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-02-10 18:55:14
sources still get consumed even if you are at maximum stats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2018-02-10 21:42:05
sources still get consumed even if you are at maximum stats.

Awesome, thanks for the heads up.


Also, so I just got Cloud back in my party and went back to Nibelheim to view the Zach/Cloud flashback where they break out of the Shinra Mansion.
The scene did not trigger when I went into the basement room. Was this removed to be viewed later during one of the added side quests?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ZCFoxMan on 2018-02-11 02:00:13
The new prototype installer needs to be pointed at the Final Fantasy VII folder instead of the data folder to catch the .EXE; I'll check the text in the installer in case it still asks for Data folder.

Ah, so that's why. Just tried that and it installed perfectly, thank you. Also, regarding some of the information files included with the installer, some of them are a tad outdated. ^^;;; Aside from how the installation instructions were still telling me to install in the data folder, there were other things like how the enemy list has some outdated information; for example, it mentions the X-ATM Scorpion fight in Corel Desert, despite the fact that fight has since been moved to Mt Nibel, yet the file never told me that which left me quite confused. Also, where exactly is Vincent's Supershot ST, his triple AP weapon, located? The "where do I find it" file mentioned how it was in Ancient Forest, but that's only up to version 1.4. It's not there anymore in 1.5 (it was replaced by the Wizard Staff) and I never found the weapon ANYWHERE throughout my entire playthrough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Leeloo on 2018-02-11 15:04:17
-
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-02-11 21:51:42
Awesome, thanks for the heads up.

Also, so I just got Cloud back in my party and went back to Nibelheim to view the Zach/Cloud flashback where they break out of the Shinra Mansion.
The scene did not trigger when I went into the basement room. Was this removed to be viewed later during one of the added side quests?

Might be that you have to wait until Disc 3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-02-11 23:14:12
Might be that you have to wait until Disc 3.

Check spoiler tag for anyone interested in which quest can be done when.

Spoiler: show
 Vincent and yuffie quest can be completed as early as you can access the area all others after getting to disc 3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nirwanda on 2018-02-13 15:30:11
Big fan of your mod here, played it like a year ago. Wanting to get back to it now.
I really liked the new stuff in arrange mode, but I think the battle with bottomswell (jorgumandr or whatever) is absolutely unbalanced. I've tried many, many times and I can never seem to manage to balance survival and damage (I read a post about someone who grinded to level 31 to be able to get through it). So I had to restart in normal mode. If it is not too much trouble, could you please take a look at it?
In any case thanks for reading and for the awesome mod.
BTW, will the exe edits ever come back? I liked materia equipping having notable effects on stats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: youknowiknow778 on 2018-02-13 17:22:21
Spoiler: show
Old man in Kalm gives me long range for desert rose, tells me I got him everything then pulls out them master materia, I fight them, they disappear and it says then I received another long range. The issue is I still have only 1 long range in my materia list.


We have a spoiler tag for spoilers, y'know. More effective than just putting "SPOILERS" at the top of your post. :) ~Covarr
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-02-14 08:10:20
Ah, so that's why. Just tried that and it installed perfectly, thank you. Also, regarding some of the information files included with the installer, some of them are a tad outdated. ^^;;; Aside from how the installation instructions were still telling me to install in the data folder, there were other things like how the enemy list has some outdated information; for example, it mentions the X-ATM Scorpion fight in Corel Desert, despite the fact that fight has since been moved to Mt Nibel, yet the file never told me that which left me quite confused. Also, where exactly is Vincent's Supershot ST, his triple AP weapon, located? The "where do I find it" file mentioned how it was in Ancient Forest, but that's only up to version 1.4. It's not there anymore in 1.5 (it was replaced by the Wizard Staff) and I never found the weapon ANYWHERE throughout my entire playthrough.

I thought they were all split between the Gelnika and the Ancient Forest, I'll double-check it.

hello and sorry for wasting anyones time for asking this but when i install this mod for the first time, am i supposed also install the hotfix patches too immediately after that?

It depends; the installer from the front page requires the hotfixes, but the prototype version that uses .EXE modifications doesn't need them.

Big fan of your mod here, played it like a year ago. Wanting to get back to it now.
I really liked the new stuff in arrange mode, but I think the battle with bottomswell (jorgumandr or whatever) is absolutely unbalanced. I've tried many, many times and I can never seem to manage to balance survival and damage (I read a post about someone who grinded to level 31 to be able to get through it). So I had to restart in normal mode. If it is not too much trouble, could you please take a look at it?
In any case thanks for reading and for the awesome mod.
BTW, will the exe edits ever come back? I liked materia equipping having notable effects on stats.

I'll look at the fight again.

Regarding exe edits, there's a prototype version currently up that will replace the main installer soon once some issues are ironed out. I'll relink it here (mind that it needs to be pointed to the Final Fantasy VII folder as opposed to the data folder):

Installer: http://www.mediafire.com/file/b6356lofjn6ubbo/NT_1.5_Build_-_2nd_February_2018.zip

IRO: http://www.mediafire.com/file/wljrp2ptvjzot8l/FF7%20NT%20IRO%202nd%20February%202018.zip

Spoiler: show
Old man in Kalm gives me long range for desert rose, tells me I got him everything then pulls out them master materia, I fight them, they disappear and it says then I received another long range. The issue is I still have only 1 long range in my materia list.


We have a spoiler tag for spoilers, y'know. More effective than just putting "SPOILERS" at the top of your post. :) ~Covarr

I think you get W-Summon there instead, I'll need to look at the script again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ZCFoxMan on 2018-02-15 08:44:25
Sorry to pester you again, but there's one more thing. I JUST recently discovered a bug, regarding the save point near the entrance of Costa del Sol. Whenever I approach it and the options come up, the controls lock up for both my 360 controller AND the keyboard.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-02-15 15:40:01
Sorry to pester you again, but there's one more thing. I JUST recently discovered a bug, regarding the save point near the entrance of Costa del Sol. Whenever I approach it and the options come up, the controls lock up for both my 360 controller AND the keyboard.

I must have messed something up, I transferred it over from the over flevel when I realised it was missing from the patch.

Edit: It was a missing label at the top with missing jump, means it never resolves. I'll update the prototype files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: youknowiknow778 on 2018-02-16 02:51:44
I cannot seem to find the red crystal :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dbarr74 on 2018-02-16 17:29:58
Just came across the mod in the past week (new to the FFVII mod scene), anyone have luck getting this installed and working on the FFVII android version? Heard it has the same folders as PC.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2018-02-17 12:58:08
I cannot seem to find the red crystal :(
;)
Red Crystal was changed to Moon Crystal for 1.5 .

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-02-17 13:50:53
I cannot seem to find the red crystal :(

It should be dropped by Abyss, and was renamed to Moon Crystal as Markul mentioned.

Just came across the mod in the past week (new to the FFVII mod scene), anyone have luck getting this installed and working on the FFVII android version? Heard it has the same folders as PC.

This reddit thread may be of interest, someone has got NT running on a phone but I think it was on iOS: https://www.reddit.com/r/jailbreak/comments/7vsdae/discussion_ff7_pc_mods_some_work_on_ios_edition/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: arkibos on 2018-02-17 23:26:47
hey, i really hate to ask, im very new to modding or anything of the sort...i got new threat working, but was wondering if it will work with any hd character mods?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2018-02-19 22:31:48
Spoiler: show
So I lost the fight to Zach a few times and decided to call it quits. When it respawned me back in the Shinra Mansion basement, my party just consisted of a KO'ed Cloud. And I had to get back to a save point and PHS to get the rest of my party back. I revived Cloud as soon as I noticed so I am not sure if there would be an issue if you got into a battle with just a KO'ed Cloud,
 but just wondering if this was designed this way or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-02-20 02:51:57
hey, i really hate to ask, im very new to modding or anything of the sort...i got new threat working, but was wondering if it will work with any hd character mods?

It will, but you'll need to either use 7H mod loader for them or unpack the .lgp archive and insert the models manually.


I'll add a thing where it restores HP/MP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: youknowiknow778 on 2018-02-22 03:06:35
Okay then still asked for the red crystal. I'll find that Abyss!!

Update - If Abyss is found in the Northern Crater I've already fought him and still do not seem to have the item. I do have a pretty large amount of mods on though with 7th heaven. Since it is already in my save file I do not believe turning them off would fix it unless I were to load an older save file and fight him again. I do see an "unused" in the key items though. Trying to figure out a way I could at least get it. If I can't seem to find another work around though I could just black chocobo in the weapon. Pretty close to having all the oversoul shards too! Excited for that. Let me just add that I've really enjoyed it so far and I'm trying my best to complete it 100%!

Only feedback I could add is how much I'd enjoy to play the next release if you have one planned!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: sportsfreak5022 on 2018-02-22 22:16:13
I'm just getting to the end game of the mod where do you find the fairy tale for aeris
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: youknowiknow778 on 2018-02-23 00:55:59
It should be dropped by Abyss, and was renamed to Moon Crystal as Markul mentioned.

This reddit thread may be of interest, someone has got NT running on a phone but I think it was on iOS: https://www.reddit.com/r/jailbreak/comments/7vsdae/discussion_ff7_pc_mods_some_work_on_ios_edition/

Are you serious!? That is amazing! I have been trying to get this game running on Phoenix OS so I could play it just for fun! Definitely looking into that!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: NeoDraconis on 2018-02-23 08:16:33
Any mods in particular that you recommend me using via 7 Heaven with New Threat Sega?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jaeger on 2018-02-23 16:08:10
hello guys,
im sorry if you answered this question a lot before, but please tell me how i can install this mod on the german steam version of the game. I think i have to rename two files before running the installer, but which files are those? Do i have to change the language of the game to english first or not?
thanks in advance guys
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2018-02-24 14:12:50
Hi ,
in the Final Fantasy 7 folder u must rename 3 files before install the mod.
1-FF7_en.exe
2-The folder data\lang-en
3-data\field\flevel.lgp
Try it
 ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Nikkolas on 2018-02-25 14:00:39
Not to be ungrateful about you producing the hands down greatest FFVII mod ever, but I cannot help but wonder if FFVIII New Threat will still be happening?

Even if it is I don't expect it any time soon but I just wonder if I should look forward to you fixing a game that so badly needed it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SenatorHGS on 2018-02-25 18:16:30
Hello, been really enjoying your mod. Ran into an issue where I died with health. I was struck with an attack and left with 80 health and before my character could activate his x-potion (which had been queued before the attack) he died and I game-overed. Not sure if this is a game issue or a mod issue but I thought I'd bring it up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-02-25 22:59:45
Any mods in particular that you recommend me using via 7 Heaven with New Threat Sega?

Depends on your preference, Kalderasha's models are a good shout though.

Not to be ungrateful about you producing the hands down greatest FFVII mod ever, but I cannot help but wonder if FFVIII New Threat will still be happening?

Even if it is I don't expect it any time soon but I just wonder if I should look forward to you fixing a game that so badly needed it.

It'll happen, but I've a lot on with college and work right now. I can make FF7 stuff very fast, but FF8 is a lot slower to work on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Nikkolas on 2018-02-26 18:25:16
Take your time, man. Can't rush greatness. I think it's been about 4 years since I beat New Threat so a few more years for a mod that will make FFVIII interesting to play is no big deal.

So I'm at the end of Midgar, just recruited Red XIII and rescued Aerith. Be fore this thread I had no idea about Morph-able bosses. How often is that a thing? The last couple bosses I went through a lot of effort to try and Morph them but got nothing. It's an interesting challenge but I just dunno if it will come up a lot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KittyJaws on 2018-02-27 01:42:27
Hi i just beat your mod and i was wondering what your opinion is on the meta for the final few bosses in the game.

I struggled my way through the pincer battle for Knights of round materia and it gave me an instant win doubled with W-summon on the other materia caves. Have you considered nerfing the accuracy of multi hit limits or summons or Magic spells to change the end game meta? It seems kind of overpowered that you can master as many mime materia as you want and then cast knights of round 8 times and only pay for it twice. Do you think making mime's accuracy that of deathblow would make end game bosses impossible, or more strategic than just omnislash/KotR + mime + counter. I'd also reccomend giving the pincer boss guarding KotR more turns.

I also was wondering about your opinion on the contain materia. In this mod you get it far after both comet and the upgraded planet materia which severely limits its uses throughout the mod. I was excited to get contain materia but found it underwhelming for so late in the game when planet materia now exists and only used it to get quadra magic. I think it would be better if the diorama guardian in the raid on midgar dropped Planet materia, which would allow people who are dedicated to get the materia still quite a bit before the north cave, and just before contain materia. The other reason i think it would be good to change how you get planet materia is because you receive it for beating the train mission that already rewards you with the ability to get the overpowered master materia. Mabye have the reward the child gives you be a lucky pill or something along those lines.

This is just my opinion and i know your busy, just glad to share my opinion. Please correct me if I said anything stupid. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2018-03-01 15:27:21
hey

can someone update the main installer program for this mod please

and did anyone exp the not enough disk space when they installed this mod on windows 10
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Covarr on 2018-03-01 17:12:51
Zara9, you know the rules about triple posting. You also know the rules about abusing the "report" button.

Have you checked to make sure you have enough free space on your hard drive?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2018-03-01 18:27:23
where is sega chief when i need him very badly
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-01 21:10:06
PM'd but I'll post it here as well.

Windows 10 can be incompatible with the installer for some users and report a 'not enough disk space' error (even when there's more than enough disk space). The cause of this isn't known to me, and I don't have a Windows 10 machine to run tests on. Possible solutions are:

1) Right-click the installer .exe and go to Properties
2) On the Compatibility tab, set the installer to run in compatibility mode for Windows 7.
3) Set the installer to run as an admin just in case

The other option is that emergency patch I sent across.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SenatorHGS on 2018-03-02 23:27:11
Dark Cave issues:

Spoiler: show
So I beat Mirage and got dumped to a room with a body and two exits that don't work. I don't know what to do. I really don't want to fight Mirage again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nirwanda on 2018-03-03 01:53:40
Been playing the exe edit version and liking it. Great work as always, segachief! :D
If i might make one suggestion, I feel that Barret's growth sets are more geared towards attacking than tanking I think he should benefit of having one of the str+10/etc ones replaced by vit/spr+10 str+5. That's a choice I would pick for him at least :P
Again, thanks for the amazing mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2018-03-04 09:55:53
1 Suggestion O_o Maybe the summon stats parameters(+50) are too high and makes too easy the game now i think (In normal mode , at least xD)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-04 12:25:24
Dark Cave issues:

Spoiler: show
So I beat Mirage and got dumped to a room with a body and two exits that don't work. I don't know what to do. I really don't want to fight Mirage again.


Was that the 7H version or the regular installer?

Been playing the exe edit version and liking it. Great work as always, segachief! :D
If i might make one suggestion, I feel that Barret's growth sets are more geared towards attacking than tanking I think he should benefit of having one of the str+10/etc ones replaced by vit/spr+10 str+5. That's a choice I would pick for him at least :P
Again, thanks for the amazing mod!

Could do, I'll take a look at it.

1 Suggestion O_o Maybe the summon stats parameters(+50) are too high and makes too easy the game now i think (In normal mode , at least xD)

I can't recall giving the Summons a bonus stat that high (unless it was KOTR?); HP<>MP Swap had bonuses like that though. Could you tell me what the stat bonuses/penalties you have for Choco/Mog, Leviathan, Bahamut-ZERO, and KOTR?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2018-03-04 13:08:28
Im playing since the start of the game,so i havent see that other summons have other stats .
I checked the stats of all the summons:

choco-mog,shiva ,ifrit,ramuh,titan,odin,leviathan,bahamut
(+50 str, vit,mag,def mag) (With 4 summons im God xD)
   
kjata,Alexander,Phoenix,Neo-Bahamut,Hades, Typhon
(-30 str, vit,mag,def mag)
   
ZERO,KOTR
(-15 str,mag
-25% HP,PM)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SenatorHGS on 2018-03-04 20:00:28
Was that the 7H version or the regular installer?

Regular installer. Also
Spoiler: show
Tifa is locked in my party, is that because she was leading it prior to entering the Dark Cave?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-03-04 23:05:36
Are you using FF7_mo.exe ? Because when i tried to use that exe with NT activated the stats changed from materia were huge. Using ff7_bc.exe fixes this for me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-05 00:00:23
Im playing since the start of the game,so i havent see that other summons have other stats .
I checked the stats of all the summons:

choco-mog,shiva ,ifrit,ramuh,titan,odin,leviathan,bahamut
(+50 str, vit,mag,def mag) (With 4 summons im God xD)
   
kjata,Alexander,Phoenix,Neo-Bahamut,Hades, Typhon
(-30 str, vit,mag,def mag)
   
ZERO,KOTR
(-15 str,mag
-25% HP,PM)


Looks like they're off, the +50 was intended for HP<>MP Swap only, the -30 stuff was for Mime I think. I'll check the files tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2018-03-05 00:09:00
Are you using FF7_mo.exe ? Because when i tried to use that exe with NT activated the stats changed from materia were huge. Using ff7_bc.exe fixes this for me.

Well you also have to keep in mind not everyone uses 7H, alot of users just use the main installer to try out NT. Still, it's always good to double check.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkanim94 on 2018-03-06 09:36:33
I think I found a bug: I tried to morph bottomswell/Illuyankas for that juicy typhoon ring but I didn't get it, however I received the howl comb from it.

I'm using the 7th heaven version to be precise.

P.S: and Cloud is leveling up way faster than the other characters, is that normal?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Gizzy on 2018-03-06 22:44:12
Found another bug (not 7H IRO version, if that matters) in Aeris "Flowergirl" rank-up: It says +10 MAG / +5 DEX +5 LCK... When i choose this rank-up i get +5 SPR instead of LCK, guess its only a mistyping  ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dumbstrom on 2018-03-07 15:09:44
so where is deathblow in 1.5 because it is not in gongaga :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OatBran on 2018-03-07 22:54:25
so where is deathblow in 1.5 because it is not in gongaga :/

I think its where the added cut materia is in the default game, great glacier area 10. i hope im remembering that right
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-09 15:28:56
Sorry for lack of responses recently, was tied up with end-of-block assessments at college. Going through previous posts, it seems I've missed responding to a couple as well.

I'm adding new fixes to the files at the moment, currently I've got:

-) Save Point in Costa had the infinite loop removed from it's script
-) Gongaga, scene will not trigger if Tifa/Cid are party leader (prevents scene breaking)
-) Typos/errors with Rank Up options
-) Changed shop inventory on Cargo Ship (Sailor) to include Ethers and other status items
-) Sorted out the Kalm Traveller Materia
-) HP restore added if quitting the Zack Flashback after KO
-) Fixed bad script at end of Dark Cave (final cave scene with body wasn't reaching intended script and unlocking the exits)
-) Implemented a solution to the walkmesh field exit problem of Main Installer vs 7H for end of Dark Cave that won't require that field chunk to be included

Some older changes are in there too, like enemy adjustments.

ToDo
-) Investigate the Materia Equip Effects issue (EXE prototype version only) that Markul reported having. I've checked and tested them but they seem to be correct. We'll probably need to discuss that more to figure out the cause.

-) I'll go through and find posts from users that I missed tonight and respond to them; probably be too late in most cases, but just in case.

If there's any issues not mentioned here, let me know so I can check if I implemented it or not.

Edit:
Here's the latest version of the files (.EXE version):

Standard Installer
http://www.mediafire.com/file/uvccds3n4ov3c1n/NT_1.5_Build_-_10th_March_2018.zip

7H IRO
http://www.mediafire.com/file/1378ris52eh43ua/FF7%20NT%20IRO%2010th%20March%202018.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkanim94 on 2018-03-10 10:35:30

Edit:
Here's the latest version of the files (.EXE version):

Standard Installer
http://www.mediafire.com/file/uvccds3n4ov3c1n/NT_1.5_Build_-_10th_March_2018.zip

7H IRO
http://www.mediafire.com/file/1378ris52eh43ua/FF7%20NT%20IRO%2010th%20March%202018.zip
nice, can I update the 7H iro without problems?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-10 16:14:40
It should update with no clashes, yeah.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkanim94 on 2018-03-10 16:43:17
ok, I tried the new IRO, two things:
1- the summon materia didn't give bonus and malus any longer, dunno if it's a bug or not.
2- on the other hand, when I went to a save point to level up Cloud, Mr. smile gave me 1/2/3 batches of sources rather than the previous 5/10/15, and the sources give only 1 point to a stat when used rather than the intended 5 (if this is an intended change).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SenatorHGS on 2018-03-10 20:13:16
Thanks for the speedy update.

Forgot to mention that I'm playing Arranged Mode if that had anything to do with the bug, but I guess not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Patrick on 2018-03-11 07:32:58
Hi Sega Chief

I'm experiencing a crash after the imposter fight, hoping someone here could help... The exp/items screen load correctly, but the game crashes immediately afterwards.  I'm playing on 1.5 normal, and previously experienced the same crash after the Jenova Life battle.  I installed the patches to get past Jenova Life, but am now having a similar problem with the imposter on Disc 3.  Any help is appreciated, thanks!

Edit - just want to say I did a fresh install, game still crashes on load screen after exp/items from mimic battle.  I've tried over five times now with different configs, still no luck. 

The first time around, I was able to bypass this error by switching out party members, however I feel Aeris is the one causing the glitch and she is mandatory for this fight.  Anyone experiencing the same issue?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2018-03-11 10:14:42
ok, I tried the new IRO, two things:
1- the summon materia didn't give bonus and malus any longer, dunno if it's a bug or not.

I 've checked the last main installer version and the problem with the materia its only in spanish version, i think ,dont worry ;)

Its strange.... i dont think the problem is in the .exe,even if i use the same that the main installer, without modify ,in english version the values seem to be correct but in spanish version not ,maybe other file affect this value or the form that the .exe is readed? ...... i will do more tests  :/
EDIT: The equip effect values in the kernel are diferent ,im gonna update it and i will see what happen xD
EDIT2: Fixed xD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkanim94 on 2018-03-11 11:11:12
I 've checked the last main installer version and the problem with the materia its only in spanish version, i think ,dont worry ;)


but I'm playing in English :'v.
dunno if it's because I'm playing with menù overhaul, gonna try to deactivate that mod.

EDIT: ok, tried without menù overhaul and materias and sources are still messed up :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-11 16:05:09
ok, I tried the new IRO, two things:
1- the summon materia didn't give bonus and malus any longer, dunno if it's a bug or not.
2- on the other hand, when I went to a save point to level up Cloud, Mr. smile gave me 1/2/3 batches of sources rather than the previous 5/10/15, and the sources give only 1 point to a stat when used rather than the intended 5 (if this is an intended change).

If you're using the IRO then you need to use the .EXE that was packaged with the download folder.

I 've checked the last main installer version and the problem with the materia its only in spanish version, i think ,dont worry ;)

Its strange.... i dont think the problem is in the .exe,even if i use the same that the main installer, without modify ,in english version the values seem to be correct but in spanish version not ,maybe other file affect this value or the form that the .exe is readed? ...... i will do more tests  :/
EDIT: The equip effect values in the kernel are diferent ,im gonna update it and i will see what happen xD
EDIT2: Fixed xD

Ah so it was the kernel, I guess that makes sense.

Thanks for the speedy update.

Forgot to mention that I'm playing Arranged Mode if that had anything to do with the bug, but I guess not.

It wasn't related to the difficulty setting, when I checked the script there was a bit of script sitting above the intended one. I removed it, you should now be able to examine the dead body, get the Mystile, and then the exit should be accessible after that (the SW one, the other in the NW remains blocked off).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkanim94 on 2018-03-11 16:59:01
it's normal that exp plus gives -30 vitality and -30 mag. def. ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SenatorHGS on 2018-03-11 18:22:52
It wasn't related to the difficulty setting, when I checked the script there was a bit of script sitting above the intended one. I removed it, you should now be able to examine the dead body, get the Mystile, and then the exit should be accessible after that (the SW one, the other in the NW remains blocked off).

Yup, was able to successfully escape. Although I think I've now hit a new snag; the Dark Cave removed the Key to Sector 5 from my inventory and now I can't reenter Midgar. I tried to get another key from the Bone Village but haven't found it again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: zuloph on 2018-03-11 18:48:37
it's normal that exp plus gives -30 vitality and -30 mag. def. ?

It is in the new version of the mod yes. In vanilla it has no stat bonuses at all to my knowledge
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkanim94 on 2018-03-11 19:55:40
It is in the new version of the mod yes. In vanilla it has no stat bonuses at all to my knowledge
mmh, the problem is that with the new IRO+exe I have really different stat changes from materia than before, for example:
Spoiler: show
(https://i.imgur.com/wDzGmWt.png)

and if I don't really think those stat changes are legit :v (or I have played the game till costa del sol with half mod not working, that could be a possibility).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: zuloph on 2018-03-12 00:13:23
That's all working as intended. Segachief overhauled the materia for this version
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-12 11:50:03
Yup, was able to successfully escape. Although I think I've now hit a new snag; the Dark Cave removed the Key to Sector 5 from my inventory and now I can't reenter Midgar. I tried to get another key from the Bone Village but haven't found it again.

I always forget about that key; I can temporarily put a script in that adds it to your inventory though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ZeroTheOverlord on 2018-03-14 18:25:31
i'm trying to install the latest mod but i get this "this program cannot update the installed version of FF7 new threat mod v1.5 - 10th march 2018 because of the following reason: the destination directory doesn't contain any files to update" and i'm using the "main installer" in the mod folder on the "data" folder of the FF7 game

i have windows 10 (i hate it XD) if that means anything

just wondering but will this "direct patch" i saw from some yt comments (on the installation Tutorial vid) work for this problem? i'd figure i would get a faster response here than on yt lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: unclebiggs23 on 2018-03-15 08:32:37
i'm trying to install the latest mod but i get this "this program cannot update the installed version of FF7 new threat mod v1.5 - 10th march 2018 because of the following reason: the destination directory doesn't contain any files to update" and i'm using the "main installer" in the mod folder on the "data" folder of the FF7 game

i have windows 10 (i hate it XD) if that means anything

just wondering but will this "direct patch" i saw from some yt comments (on the installation Tutorial vid) work for this problem? i'd figure i would get a faster response here than on yt lol
     
Actually, you only need to direct the mod to main FFVII folder now, so the data folder isn't needed for the download. That should make the mod work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ZeroTheOverlord on 2018-03-15 14:46:08
     
Actually, you only need to direct the mod to main FFVII folder now, so the data folder isn't needed for the download. That should make the mod work.

oh thank god it worked, i owe you big for this dood^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AhriYuuki on 2018-03-15 23:49:40
Hello! I have a big question and sorry if this was answered before ><, you have any plans of releasing the party leader change part of the mod alone? :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkanim94 on 2018-03-16 10:44:02
I didn't notice you changed cloud innate sega, I was there wondering what the message "cloud limit stack +" meant :v
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Quaquaversal on 2018-03-16 22:08:11
Hi everyone. First post.

I just beat the curator. (Great battle by the way)

The only thing is, I didn't get any key cards or key items for winning the battle. A video I watched shows this happening but that may have been an earlier build and the items may be somewhere else?

I have an earlier save just outside Midgar luckily but would be nice to not have to replay the last few hours.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkanim94 on 2018-03-17 00:30:15
Hi everyone. First post.

I just beat the curator. (Great battle by the way)

The only thing is, I didn't get any key cards or key items for winning the battle. A video I watched shows this happening but that may have been an earlier build and the items may be somewhere else?

I have an earlier save just outside Midgar luckily but would be nice to not have to replay the last few hours.
in 1.5 the curator drops nothing, remember that in the "documentation" folder there is an excel file with all the drops from enemies in the game, use it if you have those kind of doubts (or you just want to know what monster as a good morph drop :v)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Quaquaversal on 2018-03-17 05:17:16
in 1.5 the curator drops nothing, remember that in the "documentation" folder there is an excel file with all the drops from enemies in the game, use it if you have those kind of doubts (or you just want to know what monster as a good morph drop :v)


Ok maybe "drops" isn't the correct term. I have already checked the excel files. The items in the video appear on screen after the battle has complete and the little animation of the curator being defeated happens and not in the drop screen. This didn't happen for me. But like I said originally, this might be correct, but I have know way of knowing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2018-03-19 16:53:14
Hey Sega, it's been a long time since I've played this wonderful mod, but just as I was reaching Costa Del Sol I realized that my stats were ridiculous. Cloud is rank 2 at this point and it was only after I chose the second ranks sources that I realized they were giving 5 stats per source leading to cloud, with no stat boosting armor or materia, having a massive 193 strength 128 vitality, and 114 luck. I'm playing the March 10th 2018 version of the mod with all the current fixes and everything, on arrange mode. It was a big surprise as well that summon materia seems to give +50 strength, vitality, magic and magic defense, but I assumed that was normal. What about the sources? These stats seem super broken, against Jenova Vector cloud was attacking for almost 2000 damage at level 24. Apart from the seemingly super stats, some of the documentation is throwing me for a loop. Several bosses seem to have morph items in the enemy items document, all of which I have reluctantly tried to no avail, some bosses haven't even dropped an item when they have one in the list. Jenova vector didn't even summon any minions at the start of the fight like I had seen in MoCheese's 1.5 arrange video on it. I assumed most of the items being off in the list were due to playing arrange and the documentation was made with normal in mind, but the vector fight was what really confused me. Any help you can provide is much apprieciated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-20 00:18:08
Hey Sega, it's been a long time since I've played this wonderful mod, but just as I was reaching Costa Del Sol I realized that my stats were ridiculous. Cloud is rank 2 at this point and it was only after I chose the second ranks sources that I realized they were giving 5 stats per source leading to cloud, with no stat boosting armor or materia, having a massive 193 strength 128 vitality, and 114 luck. I'm playing the March 10th 2018 version of the mod with all the current fixes and everything, on arrange mode. It was a big surprise as well that summon materia seems to give +50 strength, vitality, magic and magic defense, but I assumed that was normal. What about the sources? These stats seem super broken, against Jenova Vector cloud was attacking for almost 2000 damage at level 24. Apart from the seemingly super stats, some of the documentation is throwing me for a loop. Several bosses seem to have morph items in the enemy items document, all of which I have reluctantly tried to no avail, some bosses haven't even dropped an item when they have one in the list. Jenova vector didn't even summon any minions at the start of the fight like I had seen in MoCheese's 1.5 arrange video on it. I assumed most of the items being off in the list were due to playing arrange and the documentation was made with normal in mind, but the vector fight was what really confused me. Any help you can provide is much apprieciated.

So here's a run-down of how the latest build is supposed to work.

Executable adjustments were added that change materia equip effects, source point allocation (1 source = 5 points to the stat), and some other general adjustments. The other files were also adjusted to account for this, with rank-up intended to only give 1 or 2 sources per stat (+5 and +10 respectively) and Materia assigned to their new equip effect indexes.

However, it seems that you're getting the old source allocations where it was 1 source = 1 point, but you're getting +5 from each source due to the executable hack so your stats are x5 higher than what they should be. The materia equip indexes are also wrong, meaning you're getting the wrong bonuses/penalties on the materia (the +50 to stats was intended for HP<>MP Swap Materia only, Summon Materia is supposed to have penalties on it).

I'll check the files just now to make sure that the kernel/flevel provided with it are correct.

Edit: The files in the patch templates appear to be correct, but I noticed you said 'I'm playing the March 10th 2018 version of the mod with all the current fixes'; there are no fixes yet for the March 10th version, but there are old hotfixes that I haven't removed yet from the front page (November 2017); did you apply these to your game? That would explain why the core files are using pre-EXE values if so.

I'll remove the hotfix patches in any case, they're out of date.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2018-03-20 05:11:24
Thank god none of that was intended, I feel like several materia might be off due to that. So you're right I did apply both of the previously listed hotfixes and I was trying to figure out why I did that, and unless im crazy, the current build of the mod lists september 12 2017. I hope what I did was saw that and saw the patches which I think were from a week after that and so I downloaded them without looking at the dates again until I noticed a problem in the game. Either I'm crazy or just unobservant but either way I appreciate the help. Are the item related anomalies because of this as well? I saved pretty intensely so I can go back a select distance to be before the huge stat gains as well as redo anything I may have missed out on. For example, I think the first time I was confused was with Thousand, Airhawk, and Thunder gunner, Thunder being the one with a morph of bolt ring, which I did kill with morph to no avail. Light Nation as well has a peace ring morph though he seemed to be impervious to all damage making that null, and Barbariccia GT (granted the documents listed Rubicante GT which is why I assumed it was an arrange related issue) that has a fire ring morph that also didn't happen. Illuyankas gave no morph item or drop despite them listed as typhoon ring and howl comb, and lastly jenova vector who didn't morph into a diamond bangle, didn't summon minions that it says are morphable, but did drop the listed white cape. Sorry for listing so many different fights, I just hate missing things. Thanks again for the help and any more you can give.

Edit: I went back to the gunners fight and thunder did in fact morph into a bolt ring, not sure if I should start there or start over completely.

Edit 2: Light Nation still seems immune to all damage, so I'm not sure what to take away from that.

Edit 3: Just noticed clouds innate was changed from what I saw before which was still second wind, something I was confused about seeing as it was in the documentation but I was still seeing second wind, so I assume second wind is now Cids as listed? Also I have been looking for ultimate weapon damage formulas that I thought used to be in the documentation but I can no longer find, could you list any that aren't the same as the base game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-20 11:22:32
Thank god none of that was intended, I feel like several materia might be off due to that. So you're right I did apply both of the previously listed hotfixes and I was trying to figure out why I did that, and unless im crazy, the current build of the mod lists september 12 2017. I hope what I did was saw that and saw the patches which I think were from a week after that and so I downloaded them without looking at the dates again until I noticed a problem in the game. Either I'm crazy or just unobservant but either way I appreciate the help. Are the item related anomalies because of this as well? I saved pretty intensely so I can go back a select distance to be before the huge stat gains as well as redo anything I may have missed out on. For example, I think the first time I was confused was with Thousand, Airhawk, and Thunder gunner, Thunder being the one with a morph of bolt ring, which I did kill with morph to no avail. Light Nation as well has a peace ring morph though he seemed to be impervious to all damage making that null, and Barbariccia GT (granted the documents listed Rubicante GT which is why I assumed it was an arrange related issue) that has a fire ring morph that also didn't happen. Illuyankas gave no morph item or drop despite them listed as typhoon ring and howl comb, and lastly jenova vector who didn't morph into a diamond bangle, didn't summon minions that it says are morphable, but did drop the listed white cape. Sorry for listing so many different fights, I just hate missing things. Thanks again for the help and any more you can give.

Edit: I went back to the gunners fight and thunder did in fact morph into a bolt ring, not sure if I should start there or start over completely.

Edit 2: Light Nation still seems immune to all damage, so I'm not sure what to take away from that.

Edit 3: Just noticed clouds innate was changed from what I saw before which was still second wind, something I was confused about seeing as it was in the documentation but I was still seeing second wind, so I assume second wind is now Cids as listed? Also I have been looking for ultimate weapon damage formulas that I thought used to be in the documentation but I can no longer find, could you list any that aren't the same as the base game?

2nd Wind was passed to Cid as his Barrier stuff was interfering with status effects. Cloud's innate was changed to a stacking damage up buff whenever Limit Breaks are used.

Ultimate Weapon damage formulas are the same currently as the base game, but I shuffled them about a bit:

-) Ultima Weapon: Same, uses Current HP as a modifier
-) Missing Score: Same, but available Materia slots were reduced
-) Premium Heart: Uses Current MP as a modifier
-) Princess Guard: Restores HP and can inflict Shield on hit ('damage' dealt is increased if any allies are currently KO'd)
-) Limited Moon: Uses Limit Break gauge & Limit Level as a modifier
-) Conformer: Same, uses enemy Level as a modifier
-) Cait Sith: Damage dealt is equal to difference between MaxHP and Current HP
-) Death Penalty: No special formula, but ignores Defence
-) Venus Gospel: No special formula, but absorbs damage dealt as HP
-) Masamune: No special formula, but always lands critical hits and can be equipped by any character (uses same model as character's starting weapon)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Claymore on 2018-03-20 18:51:46
Was recommended this Mod and been having a blast playing it, but I've now hit a brick wall. Most of the Bosses have been tricky, especially because of their status changes and 2-3 moves in a row that they sometimes do, but they have been manageable ... that was until the Valiant Clod. Even in the back row, he is dealing 2000+ damage to my team and that is WITH Wall active. I'm level 65 and the HP is at the 4000 range. Two hits and that's it - game over. If I don't react quick enough to cast it the moment it runs out, that battle is over in an instant. And that's on top of the status changes, his counters, and the dual / triple moves in a row ... it's just far too much. I'm forced to have Aerith doing nothing but healing and reviving, Cid as a backup reviver or Ether giver to Aerith, and Cloud is the only attacker - but he is doing next to no damage.

Is something wrong with my version or is it meant to be this difficult?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sac Moldave on 2018-03-21 15:22:02
Hi !! Sorry to disturb you again ((i don't knwo where to post this) But my game crashed at the scene with Bugenhagen CD2 (when they talk about ancients at Cosmo Canyon). Barret and Tifa flyed away through the door and...Crash...I tried many times times but nothing changes the issue :/
I suppose you already anwer to this problem but...Please D:
Anyway your mod is just...GREAT thanks you a lot ! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-22 02:13:22
Was recommended this Mod and been having a blast playing it, but I've now hit a brick wall. Most of the Bosses have been tricky, especially because of their status changes and 2-3 moves in a row that they sometimes do, but they have been manageable ... that was until the Valiant Clod. Even in the back row, he is dealing 2000+ damage to my team and that is WITH Wall active. I'm level 65 and the HP is at the 4000 range. Two hits and that's it - game over. If I don't react quick enough to cast it the moment it runs out, that battle is over in an instant. And that's on top of the status changes, his counters, and the dual / triple moves in a row ... it's just far too much. I'm forced to have Aerith doing nothing but healing and reviving, Cid as a backup reviver or Ether giver to Aerith, and Cloud is the only attacker - but he is doing next to no damage.

Is something wrong with my version or is it meant to be this difficult?

There's been a lot of changes recently, I'll need a copy of your save file so I can run it and compare damage on the current files/check character stats and the like. Are you running the latest build with the executable changes?

Hi !! Sorry to disturb you again ((i don't knwo where to post this) But my game crashed at the scene with Bugenhagen CD2 (when they talk about ancients at Cosmo Canyon). Barret and Tifa flyed away through the door and...Crash...I tried many times times but nothing changes the issue :/
I suppose you already anwer to this problem but...Please D:
Anyway your mod is just...GREAT thanks you a lot ! :D

First off, make sure it's the latest version (March); there are no hotfixes for this version yet so don't apply any. The problem will probably have something to do with Aeris as that's caused problems in the past but they were resolved. If updating to the latest files didn't work or you already have them in, then you can try using the debug NPC on the highwind to toggle Aeris temporarily and see if the alternate version of the scene proceeds as intended; the NPC is a technician in grey/orange and can be found wandering around close to the entrance of the Highwind's Chocobo Pen, next to the black-cloaked merchant. Talk to him and he should ask if you want to add/remove Aeris.

If the issue persists with either scene, then I'll need to check it but I'm very short on time right now because of project deadlines. Let me know if any of the above suggestions work, and whether you still have Aeris or not (that'll let me know which of the two scenes are broken) or if you're using NT with any other mods.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Claymore on 2018-03-22 06:35:36
There's been a lot of changes recently, I'll need a copy of your save file so I can run it and compare damage on the current files/check character stats and the like. Are you running the latest build with the executable changes?

Yeah I downloaded the latest version.

https://www.dropbox.com/s/drnqia1fh5la355/save00.ff7?dl=0
https://www.dropbox.com/s/l3xe3h5n4qcrvhn/metadata.xml?dl=0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: shadowdarkraven on 2018-03-22 23:27:42
Hello! i recently started playing FF7 again and downloaded this mod... I LOVE IT SO MUCH. i think i have been having a bug but im not sure, im on disc 3 and sometimes when im fighting clouds damage starts off normal in a fight but then suddenly dips down to 1-5 dmg per hit for the rest of the fight. i noticed this happening during the ultima weapon fight, id be hitting for 500 then suddenly 3, 3, 5, 1.  i even downloaded black chocobo and maxed his STR and went and did his dide quest. during that fight things were normal for the first minute or so then started hitting for 2-5. even limit breaks werent hitting hard and i checked to see if there were buffs like barrier etc... it doesn't affect magic attacks just clouds melee and also while fighting ultima weapon redxii and vincents attacks were still doing normal damage. i apologize for the scatteredness of this post
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-22 23:44:29
Loaded the file, looked through the team, and ran the fight. Here's what I've got:

Spoiler: show

Cloud has 202 Attack, 220 Defence, 68 Magic, and 145 Magic Defence - Front Row
Aerith has 84 Attack, 198 Defence, 179 Magic, and 174 Magic Defence - Back Row
Cid has 242 Attack, 146 Defence, 49 Magic, and 116 Magic Defence - Front Row

I kept the materia, equipment, etc. the same and went into the battle to check damage. I took some screens to show damage difference between the three characters from various physical attacks. First we have W-Machine Gun against the party with barrier up:

https://imgur.com/a/gADH5

Cid took the most damage at 919, which would double to 1800 or so if Barrier wasn't up. Cloud's defence seems much tankier by comparison, taking 300 (600 without barrier). If Crits land then I think this damage would multiply up by 2x; so 3600 max for Cid (not counting variance so maybe as high as 4000 max with no mitigation if a crit lands on him). Next is the single-target Punch:

https://imgur.com/a/q2Njz

This seems roughly as strong as Machine Gun, dealing 550 damage to Aeris compared to 500. I think its base power is 40 vs. Machine Gun's 32. Next is the HEAT Missile:

https://imgur.com/a/rMMiu

Cloud took the least damage against Machine Gun but he takes a lot more damage from this attack. It's likely this would deal exponentially more damage against Cid who has about 80 less defence (this is equal to 160 less defence compared to vanilla stats).

As for inflicting damage, I was dealing about 10-20 against Clod's main body while the Jamar Armour was intact. The Armour took the expected amount of damage, about 500-1000 from physicals, 3700 or so from Aeris' Hydro spell. Once it died, the boss' defence fell and took similar amounts of damage from that point onward.

I'll need to know how much damage each of your party members takes individually from a non-critical Machine Gun to determine if the numbers match up. I've posted some strategy stuff below as well for prepping the fight.

For optimisation, it'd be a good shout to give Cid and Cloud some Elemental Materia into their weapon combo'd with Lightning or Water for 2x damage on their physicals. If you don't mind burning an Elixir or Turbo Ether during the fight then Hydro can be buffed up using MP Turbo over MP Absorb. Cid should prob drop Comet and just focus on physicals, you've a spare Added Cut in there that could go onto his Steal/Mug for a makeshift 2x-Cut instead of Command Counter.

Fury seemed to work OK, but it caused Hydro to miss a few times and I only got one set of Limit Breaks during the fight for it.

For opening the fight, I had Aeris start with Regen, Cid use Wall on himself, and Cloud used Barrier on himself; we went after the Jamar Armour first (more or less have to due to the defence on the main body). You could maybe swap the two Barrier Materia that Cloud and Cid have so that you can make use of Wall + All instead of Barrier + All as Clod has some powerful magical attacks to watch out for later in the fight like Beam Cannon.

If status ailments are causing trouble then bring in your Added Effect Materia and attach them to the status magic that is proving most problematic in the fight. Paralysis unfortunately can't be covered with Added Effect due to a limitation with Materia flags but you could sacrifice the accessory slot for Jem Ring to block that status on someone with access to Heal Materia so they can always be available to use Esuna; that or Remedy/Soft will heal Paralysis as well.


Hello! i recently started playing FF7 again and downloaded this mod... I LOVE IT SO MUCH. i think i have been having a bug but im not sure, im on disc 3 and sometimes when im fighting clouds damage starts off normal in a fight but then suddenly dips down to 1-5 dmg per hit for the rest of the fight. i noticed this happening during the ultima weapon fight, id be hitting for 500 then suddenly 3, 3, 5, 1.  i even downloaded black chocobo and maxed his STR and went and did his dide quest. during that fight things were normal for the first minute or so then started hitting for 2-5. even limit breaks werent hitting hard and i checked to see if there were buffs like barrier etc... it doesn't affect magic attacks just clouds melee and also while fighting ultima weapon redxii and vincents attacks were still doing normal damage. i apologize for the scatteredness of this post

It's probably the Limit stacks, thinking about it I've no handler for stat capping so what's happening is the game is attempting to add Strength/Magic even if this would take it past 255 at which point it'll wrap back down to 0. Stats can go past 255 to 510 but this can only be done under certain circumstances using certain methods.

I'll add a handler to his character AI to prevent this from happening.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: whacker on 2018-03-23 02:40:20
I've had my eye on this mod for a year or so and finally just got around to trying it out. It's great.
I just reached the rankup introduction in the mythril caves and instead of getting the expected amount of sources I only received 1, 2, or 3 of each on the characters I ranked up. I assume this isn't supposed to be. I went ahead and fought a few battles and went to fort condor's save and rankupped Aeris and Yuffie and the same occurred.
I'm playing the steam version with the newest IRO on arrange mode. All my other mods are graphical in nature, animations, minigames, 60 fps tweak, etc...,which I don't believe would conflict in any way. I've also tried disabling all mods except for new threat and the same issue occurs.

Edit: I figured it out. The number of sources I was getting was correct, but the stats I was getting from them were not. I did a reinstall of ff7 and the NT 1.5 IRO and the same problem occurred. I then disabled the IRO and used the installer and it fixed the problem. It seems the stats from sources in the 1.5 IRO are not correct.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Claymore on 2018-03-23 06:48:42
Thanks for the in-depth reply. I will load it up again tonight and double check those numbers and events. I think what you said earlier must have been the problem then - as the Bosses' criticals seemed to land really frequently and hitting for the 3800-4200 mark or so (from my memory) and wiping the entire team out (sans a 200 HP Aerith if her Wall is still active). And he always follows up with another attack or two in quick succession so my constant Reviving of everyone just ends up being futile.

Will try out the tactics you mentioned to see if that will tip the scales. I've been fine with the Mod and other difficult Boss Battles so far, but this battle really stopped me in my tracks. If Cid is my weak link with his defence, I'll just swap him out for the fight as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkanim94 on 2018-03-24 11:21:25
I've had my eye on this mod for a year or so and finally just got around to trying it out. It's great.
I just reached the rankup introduction in the mythril caves and instead of getting the expected amount of sources I only received 1, 2, or 3 of each on the characters I ranked up. I assume this isn't supposed to be. I went ahead and fought a few battles and went to fort condor's save and rankupped Aeris and Yuffie and the same occurred.
I'm playing the steam version with the newest IRO on arrange mode. All my other mods are graphical in nature, animations, minigames, 60 fps tweak, etc...,which I don't believe would conflict in any way. I've also tried disabling all mods except for new threat and the same issue occurs.

Edit: I figured it out. The number of sources I was getting was correct, but the stats I was getting from them were not. I did a reinstall of ff7 and the NT 1.5 IRO and the same problem occurred. I then disabled the IRO and used the installer and it fixed the problem. It seems the stats from sources in the 1.5 IRO are not correct.
you have to use the custom ff7.exe that is bundled with the iro for it to work or the sources will give you 1 point rather than the intended 5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2018-03-24 17:13:45
What gives? I've been chasing Ultima Weapon for over an hour and he won't stop over Cosmo Canyon. Is there something different I have to do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2018-03-24 18:09:47
What gives? I've been chasing Ultima Weapon for over an hour and he won't stop over Cosmo Canyon. Is there something different I have to do?

Nevermind, ignore. I forgot how the mechanics worked for those fights.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rc2112 on 2018-03-24 18:51:32
Real questions:

It seems like some of the items you need for the ultimate weapons are located at the bottom of the northern crater (Heaven's Cloud, Synthesis Cell). Is there an option before the final battle to return to the world map or something?

Also, are all the HP modifiers for Safer Sephiroth still intact? Or have then been modified too?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-25 02:13:19
Real questions:

It seems like some of the items you need for the ultimate weapons are located at the bottom of the northern crater (Heaven's Cloud, Synthesis Cell). Is there an option before the final battle to return to the world map or something?

Also, are all the HP modifiers for Safer Sephiroth still intact? Or have then been modified too?

Iron Giant can now be found on the Left-Down path of the crater, so they aren't locked behind the point of no return. Synthesis Cell though can only be obtained after that point.

Safer has no HP modifiers now, same with Bizarro.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Raskis on 2018-03-25 23:03:40
Hello Sega.

I'm actually trying this mod for the 2 time, on arrange, and the experience so far is very satisfactory, while challenging bosses and even normal battles, but not feeling likeI'm stucking (except for the Illuyankas, that boss destroyed the crap out of me).
While I reached Midgar on 2 Disc, the monsters stopped being an almost challenge to become an odyssey. Before Midgar, monsters hits Cloud for 500-1000 dmg (he has 5k HP). I entered Midgar and BAM, 3-4k per hit, while oders just simply 1 hit him if I don´t put barrier on him.
The Valiant Clod boss is... weird. The first 2 tries he hits like a truck, the cannon hits for 6k, 1hko the whole party if not protected. The third time, he stopped, and started to hit like a child (compared to the other 2 tries), still being a challenge.

Well, I'm now on northern crater, I can't use mages, the materia lowers their HP so much, and having 3k HP (even on the back row) is suicide.
Cloud if not protected, is useless.

I don't know, it's feels like they're bugged or something (thinking that because of the Valiant Clod I've already tell).

Cloud:
HP: 5438  /  PM: 673
Strength: 139
Dexterity: 88
Vitality: 124
Magic: 76
Spirit: 113
Luck: 89
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-26 22:26:41
Hello Sega.

I'm actually trying this mod for the 2 time, on arrange, and the experience so far is very satisfactory, while challenging bosses and even normal battles, but not feeling likeI'm stucking (except for the Illuyankas, that boss destroyed the crap out of me).
While I reached Midgar on 2 Disc, the monsters stopped being an almost challenge to become an odyssey. Before Midgar, monsters hits Cloud for 500-1000 dmg (he has 5k HP). I entered Midgar and BAM, 3-4k per hit, while oders just simply 1 hit him if I don´t put barrier on him.
The Valiant Clod boss is... weird. The first 2 tries he hits like a truck, the cannon hits for 6k, 1hko the whole party if not protected. The third time, he stopped, and started to hit like a child (compared to the other 2 tries), still being a challenge.

Well, I'm now on northern crater, I can't use mages, the materia lowers their HP so much, and having 3k HP (even on the back row) is suicide.
Cloud if not protected, is useless.

I don't know, it's feels like they're bugged or something (thinking that because of the Valiant Clod I've already tell).

Cloud:
HP: 5438  /  PM: 673
Strength: 139
Dexterity: 88
Vitality: 124
Magic: 76
Spirit: 113
Luck: 89

This happened before with the HP when materia equip bonuses/penalties were introduced, I might need to stick with default HP modifiers for the time being to avoid this problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KNOCKBACK on 2018-03-28 01:41:36
Hello there,

Sorry if this was alreaady discussed, but I think there is some kind of bug/glitch with the Jörmungad boss (the Water Serpent in Junon).

The game is WAY harder, I get it, but this Boss is hitting me by 1300+ damage with Tail Slap. Even with Barrier, my group can't deal with it.

I'm level 21. I need to grind to defeat it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-29 21:16:20
Hello there,

Sorry if this was alreaady discussed, but I think there is some kind of bug/glitch with the Jörmungad boss (the Water Serpent in Junon).

The game is WAY harder, I get it, but this Boss is hitting me by 1300+ damage with Tail Slap. Even with Barrier, my group can't deal with it.

I'm level 21. I need to grind to defeat it?

Arrange Mode was intended for people who had previously beat the mod on its normal setting so it has a few bosses that are a lot tougher than their normal mode counterparts. Jorm in particular causes problems whereas Illuyankas/Bottomswell on normal mode is a lot more manageable.

This is one of the few fights where there's no advantage to having anyone in the front row as Jorm can't be reached with short-range attacks and there's no Long Range Materia that early in the game so move everyone to the back for this one. Barrier+All and Cover on someone like Barret with high defence (Protect Vest) should be more than enough to deal with the physical attacks early on (apply Sadness to the characters as well if not for another 30% damage reduction though this'll cost you Limit Breaks and make the fight last longer).

Antidotes are useful for dealing with Venomstrike as they heal Poison and Dual-Drain (reverse-regen). You can also combine Elemental with Heal Materia for some early Water element protection which'll reduce damage from Cyclone and Wave by 50% (or you can combine it with Fire to reduce damage from Tropic Breath instead).

Attack-wise, Choco-Mog can be useful for 'pushing' a phase so if there's a particular phase where he's too dangerous then save it for then to knock his HP down and progress him to the next phase sooner. For regular attacks, bolt spells and Bolt + Elemental in a character's weapon is a good shout if you're not using Elemental for defence.

As for party, I'd take Barret and give him the support materia like Barrier, Cure, etc. with Cover and Counter-Attack on him. Try and lift his defence with a Protect Vest if you have one, and any good physical defence armour you might have. Aeris can also be useful here for slinging Bolt/Choco-Mog and Healing Wind can help you out of a tight spot; having her in Fury status could also help as it means you'll get a lot of Heaing Winds to keep your party alive, but it might make her spells miss. She can also Defend to absorb elemental damage in a pinch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Neon Samurai on 2018-03-29 23:11:28
Hey y'all newbie here to this mod and forums, was looking for some info on something I encountered during the game that I'm confused about was hoping you could shed some light on it.

Was playing through and got up to where I've collected 3 of the mega materia and heading towards rocket town for the next segment, and all of the sudden in every battle it now randomly says Cloud Limit Stack+ constantly at the top in every battle.  It never did this before.

Is this a known bug?  Did Cloud develop some sort of new ability that I am not aware of?   Thought my game may have bugged out so I re-applied the mod but it's still happening.

If anyone can tell me what's up with this?  I assume that it's either a- some older passive ability that he had in a previous build of the mod or b- telling me when he builds towards second wind now for some reason.

Love this mod btw thank you for breathing life into a beloved classic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: zuloph on 2018-03-30 07:55:04
I'm going to be attempting to beat the current 1.5 build on Arrange mode without using the rank up system because why not, I'm bored. I'll be streaming the entire run too and highlighting all the vods so they're saved forever. Feel free to check it out if you want https://www.twitch.tv/zuloph/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-03-30 13:34:03
Hey y'all newbie here to this mod and forums, was looking for some info on something I encountered during the game that I'm confused about was hoping you could shed some light on it.

Was playing through and got up to where I've collected 3 of the mega materia and heading towards rocket town for the next segment, and all of the sudden in every battle it now randomly says Cloud Limit Stack+ constantly at the top in every battle.  It never did this before.

Is this a known bug?  Did Cloud develop some sort of new ability that I am not aware of?   Thought my game may have bugged out so I re-applied the mod but it's still happening.

If anyone can tell me what's up with this?  I assume that it's either a- some older passive ability that he had in a previous build of the mod or b- telling me when he builds towards second wind now for some reason.

Love this mod btw thank you for breathing life into a beloved classic.


In the new build, Cloud's innate ability was moved to Cid (2nd Wind) and Cloud was given a new one; when someone uses a Limit Break he gets a STR/MAG boost. The 2nd Wind that Cid has also behaves a little differently, you use the Defend command to trigger it when its charged.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KNOCKBACK on 2018-03-30 14:29:35
Arrange Mode was intended for people who had previously beat the mod on its normal setting so it has a few bosses that are a lot tougher than their normal mode counterparts. Jorm in particular causes problems whereas Illuyankas/Bottomswell on normal mode is a lot more manageable.

This is one of the few fights where there's no advantage to having anyone in the front row as Jorm can't be reached with short-range attacks and there's no Long Range Materia that early in the game so move everyone to the back for this one. Barrier+All and Cover on someone like Barret with high defence (Protect Vest) should be more than enough to deal with the physical attacks early on (apply Sadness to the characters as well if not for another 30% damage reduction though this'll cost you Limit Breaks and make the fight last longer).

Antidotes are useful for dealing with Venomstrike as they heal Poison and Dual-Drain (reverse-regen). You can also combine Elemental with Heal Materia for some early Water element protection which'll reduce damage from Cyclone and Wave by 50% (or you can combine it with Fire to reduce damage from Tropic Breath instead).

Attack-wise, Choco-Mog can be useful for 'pushing' a phase so if there's a particular phase where he's too dangerous then save it for then to knock his HP down and progress him to the next phase sooner. For regular attacks, bolt spells and Bolt + Elemental in a character's weapon is a good shout if you're not using Elemental for defence.

As for party, I'd take Barret and give him the support materia like Barrier, Cure, etc. with Cover and Counter-Attack on him. Try and lift his defence with a Protect Vest if you have one, and any good physical defence armour you might have. Aeris can also be useful here for slinging Bolt/Choco-Mog and Healing Wind can help you out of a tight spot; having her in Fury status could also help as it means you'll get a lot of Heaing Winds to keep your party alive, but it might make her spells miss. She can also Defend to absorb elemental damage in a pinch.

I've tried to put everyone on Back Row, Sadness and with Barrier up, not the damage is 200~ish.

BUT the boss has 15000 HP! My resources can't keep it up with such enourmous health, with every bolt hitting 300~ish.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Neon Samurai on 2018-03-30 15:13:00
Amazing. 

Thanks for the quick response.  I must have updated it and not realized it.

Love that Cid has that now.  He was really the only character whom I didn't really care for his innate ability.

Thanks again for all you've done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Aquarii on 2018-03-31 18:28:34
Hi,

is there a reason why my ff7 game (2012, V 1.06) won´t start with the newest build? As soon as i open the ff7 launcher and click on "play", the launcher will just pop up again. With my older build, the game works fine. I also re-installed the game. I don´t know exactly which older build i use. I only know that it is a 1.5 Build from last year.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-04-01 12:28:50
It'll be the executable change, the older build did not modify the .exe like the new one does. Try toggling run-time permissions for the patched .exe or move the game directory out of the protected system folders, patch them, then move them back. Can also try manually patching the .exe using the Hext-Edit document via DLPB's Hext-Tools.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-03 14:23:12
-Random Battle On/Off Feature-
Hey Team, just downloaded the mod yesterday morning, returning after about a year or so -

I only applied the first link to my Steam version of FF7 (Windows 10) no other mods or hotfixes or patches or anything other than the first link, front page March 10 2018. Everything seems to be in order for me except for the Random Battle On/Off feature. I'm not sure if it defaults to 'On' after certain points but since I like to zip through the first parts of the game and I have had 'Off' selected quite a bit but have encountered enemies in these spots:
-After the plate falls and the cutscene in Midgar as solo Cloud, when Barret and Tifa rejoin him, heading back to check on Marlene
-After the chocobo race scene when first gaining the buggy
-Gi Cave had no encounters until I ran over the oil then battles started triggering (Edit: double checked this, went back from last save point in cave to oil spot and soon as I walked over the oil a battle triggered, did not hit spikes)
-And yeah after Gi Cave events back in the buggy happened again, so I think the game is defaulting to battles 'On' after certain sequences

Can confirm that when I got to a save crystal and hit the Random Battle toggle after each of these, it switched to 'On' despite me having been fighting random encounters. Flipping it back to 'Off' has worked as intended though after each instance so this hasn't been a big deal but always want to give my feedback, love this mod. Thanks as always Chief -

Web
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-04-03 17:09:58
-Random Battle On/Off Feature-
Hey Team, just downloaded the mod yesterday morning, returning after about a year or so -

I only applied the first link to my Steam version of FF7 (Windows 10) no other mods or hotfixes or patches or anything other than the first link, front page March 10 2018. Everything seems to be in order for me except for the Random Battle On/Off feature. I'm not sure if it defaults to 'On' after certain points but since I like to zip through the first parts of the game and I have had 'Off' selected quite a bit but have encountered enemies in these spots:
-After the plate falls and the cutscene in Midgar as solo Cloud, when Barret and Tifa rejoin him, heading back to check on Marlene
-After the chocobo race scene when first gaining the buggy
-Gi Cave had no encounters until I ran over the oil then battles started triggering (Edit: double checked this, went back from last save point in cave to oil spot and soon as I walked over the oil a battle triggered, did not hit spikes)
-And yeah after Gi Cave events back in the buggy happened again, so I think the game is defaulting to battles 'On' after certain sequences

Can confirm that when I got to a save crystal and hit the Random Battle toggle after each of these, it switched to 'On' despite me having been fighting random encounters. Flipping it back to 'Off' has worked as intended though after each instance so this hasn't been a big deal but always want to give my feedback, love this mod. Thanks as always Chief -

Web

Sometimes the game can switch random encounters back on as part of a cutscene's script handling; for the small segment where Cloud has left the playpark and is heading south through the scrapyard alone, encounters could be fought in the original game which I disabled and then re-enabled once Barret/Tifa catch up to you. However, this then overrides the player's choice of encounters on/off until they've went to a new field screen. There are also some default scripts that can interfere with it, like the oil slide (the devs likely didn't want players to land an encounter while slipping, so they toggle it on and off there). I'm not sure how it goes for World Map encounters, I think you run into them regardless of setting because that's a separate module to fields.

The switch variable, however, should remain in place so once you've loaded a new field screen it should have encounters disabled properly again. I'll take a note of the locations you've mentioned and add handling to avoid the issue from happening at all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-03 18:39:04
Yeah like I said not a huge deal, thanks as always for the quick response - through Gold Saucer Date, no other problems or noticeables out of place at the moment
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-03 22:10:33
Is Meteorain set to a specific level to attain or just needs insanely high kill count? I have been Odin'ing 4 and 5 packs for like an hour, lvl 50  Cloud to no avail - what gives ? Thanks in advance

Edit: Forums seem to say Odin's Steel Blade auto-kill does NOT count toward limit break kills *face-palm*
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: whacker on 2018-04-04 19:10:05
The bad breath's status infliction capabilities are so powerful they successfully cast stop on the player of the game. Using the skill in the battle with Junon troopers or in the battle with Tseng on the launch pad while his helpers are still alive will lock up the battle(Maybe not permanently never waited more than 3 minutes). Seems to be some weird interaction between frog, sleep, and confuse. I'm playing on wait mode if that matters. Also, I tried to fight the Goldberries when I clearly wasn't ready with Cloud, Tifa, and Yuffie. Cloud and Tifa promptly died and left Yuffie alive with her innate active and under the effects of sleep and maybe slow and the Goldberries spent all their time walking around and stabbing at, but not hitting Yuffie and so I restarted.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DLPB_ on 2018-04-04 22:18:07
If you are using a version of 60fps mod.... it's a bug in that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-05 01:20:29
Hmm, does Vincent receive a Triple AP weapon? Searched the Gelnika high and low (and the 'where is this thing' doc) to no avail. Thanks as always -
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-05 21:54:21
Do/can you gain Oversoul shards anywhere else besides the battle square arena? I found one somewhere along the way just wondering how many battle points this will take... Thanks!

(Pugilist League +1 oversoul shard)
^^^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-06 16:32:23
Can't seem to steal from Crater Dragon, must have tried 100+ times, three or four dragons now
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-06 17:14:49
Tried to find Midgar Key, got myself a second Bahamut Zero, and now a third. Still no key

Okay finally got the key but, not from help with surveyors, I placed two and just checked under the wing of the wrecked plane where they were NOT looking, and got it, oy
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-06 17:53:46
Soft Lock: (accidentally) tried to enter the kitchen in Wall Market, Chef told me to stay back and then poof stuck - had to reset
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-04-06 19:20:00
Can't seem to steal from Crater Dragon, must have tried 100+ times, three or four dragons now

You'll need a sneak glove I think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-06 21:08:49
Yep the sneak glove did it -
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-08 03:55:18
Was wondering what materia people are putting in Barret's missing score to maximize his damage and not turn him to swiss cheese with too much -hp%

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ZeroTheOverlord on 2018-04-08 06:26:02
sorry if someone said this already but when you first talk to aeris in the sector 5 slums about the sick man in the pipe there is a misspelling of "this guy am sick" i just noticed it now XD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-08 16:10:26
Anyone know where Cait Sith is in the Dark Cave side quest? I'm currently stuck - I have everyone else gathered up but I can't climb to Shinra HQ from Wall Market, re-entering the sewer from Corneo's is a soft lock, the train won't leave the station and I can't exit Midgar so... not sure what to do :/

Edit: Found Cait
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Murasame on 2018-04-09 00:26:48
I’m surprised at the amount of things you anticipated, Segachief. I just spoke to Reno on Da Chao and ...yeah. I don’t want to spoil it for anyone else but I was surprised at his reaction.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2018-04-09 07:23:40
sorry if someone said this already but when you first talk to aeris in the sector 5 slums about the sick man in the pipe there is a misspelling of "this guy am sick" i just noticed it now XD

It's a feature of the mod. :D

Spoiler: show
The Playstation translation had "this guy are sick." This was later fixed in the PC release, but because of how funny and memorable some of them are, Sega Chief has restored a few for the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-09 22:45:41
Anyone know where the Guidebook is located or obtained? I seemed to have missed it but have completed most everything in the game at this point - thanks as always
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2018-04-10 01:11:16
Anyone know where the Guidebook is located or obtained? I seemed to have missed it but have completed most everything in the game at this point - thanks as always

Still with the Ghost Ship; Junon - Underwater Reactor. Use Morph.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chronoseth on 2018-04-10 04:31:48
I've noticed some weird things during my current Arrange run:
As for stuff that's just my opinion:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-10 16:25:24
Anyone else unable to launch game, error 5190 through Steam Version? I can't get it up and running to disable cloud save and run offline
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-04-10 19:49:33
Not sure if its been pointed out but when you obtain Aeris her innate explanation it says that she absorbs poison damage, but then it says that Poison is not covered in the next text bubble. I think that you mean to say that damage from poison ticks are not covered but I just want to verify.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-11 03:37:24
Wow

Jormungandr in arranged was a BEAST. 27 minute fight for me with Cloud, Barret, and Red, all lvl 21. Red finally tapped out his innate, and Cloud's Braver whittling down the monster's defense, at last allowed me to start hitting for ~500 damage. Threw 5 dirty bombs and all missed so I think he may be poison immune now, although still wind and lightning weak. Chewed through 5 or 6 ethers and probably used Osmose about 7 or 8 times. This was a battle of absolute attrition. I would have cried if I lost... he used Midgard wave right near the end (~300 damage to all) and then my next action was the killing blow so he cast it again... all my guys survived but no one had more than 150 hp at the victory screen. Whew!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ZeroTheOverlord on 2018-04-11 03:40:15
It's a feature of the mod. :D

Spoiler: show
The Playstation translation had "this guy are sick." This was later fixed in the PC release, but because of how funny and memorable some of them are, Sega Chief has restored a few for the mod.


OOOHHHH ok, i thought sega chief was fixing every misspelling from the game so i thought i caught one XD thanks for the quick reply with that Bowser9
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: deha0002 on 2018-04-11 14:37:42
Nice to see some changes since last time i checked. Good work Sega!

Love the fact that Cloud has a decent innate now instead of a random elix...i mean Second Wind.

I do though have a few things to said about Clouds current innate. How it works now it;
* Overlaps with Reds to some degree
* Doesnt insentivice Fury status or low limit lvls
* Doesnt affect if you want to be defensive or aggresive.

Lets persume that every significant battle starts with all 3 chars having full limitbars (which rarely happens, especially since i play arranged/no encounter/no rank up).
Lets also presume you get 5 str/mag per limit break with maximum of 5 stacks aka 25 each.

Now, at the start of the battle, most often will you use all 3 chars will use their limits meaning Cloud gets 15 str and mag. With the slow increments similar to Reds ( not counting Barrets since he has flexibility with either defence or offence) you are not incentiviced to remove Sadness/add Fury or lower your limitbreak lvl just to get those extra 10 stats. Its simple to much for to little.

This way you can be full on defensive, get your 15 stats and not bother if you get the other 10 or not. Which dont think is a good thing.

My "fix" is simple; remove stats per stack, and instead add lets say 35 to both str/mag when you reach 5 stack (or 6 might be fine).

This way you can choose either be offensive/purposely lowering you limit lvl to get the stats faster or be defensive maybe getting it towards the end of the fight = affects decision making = good thing 😃.

It also becomes quite different from Red whom already have "stats over time" concept.

Plus you can link the "lore" of his innate to mako energy and how it gives Cloud a burst of power or something 😄

But as always, good job Sega, cant wait for future projects.
(cough Take over Grandia Redux Complete from Dunal cough)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2018-04-11 19:11:36
Cloud and Red share potential roles as all-rounders, with Cloud leaning more towards defenses and Red leaning towards speed. Having their Innate overlap isn't an issue because we want 1-2 characters to excel at any given role (all-rounder, offense, defense, speed utility), especially since Sega Chief lets you choose your lead character in Disc 2/3. It also helps that the .exe now alters Limit effects, so lower level limits are more valuable throughout the game.

Depending on whether you are playing on Arrange and whether you have Tifa in your party, reaching max stacks during boss battles will be unavoidable no matter how defensive you play. The battles where Cloud wouldn't stack much will be quick battles, in which case Red will also not get many stacks. This isn't counting post game where it's possible to end super bosses without taking much damage (thus not getting any limits) and have 255 for one or two stats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: deha0002 on 2018-04-11 19:50:15
Cloud and Red share potential roles as all-rounders, with Cloud leaning more towards defenses and Red leaning towards speed. Having their Innate overlap isn't an issue because we want 1-2 characters to excel at any given role (all-rounder, offense, defense, speed utility), especially since Sega Chief lets you choose your lead character in Disc 2/3. It also helps that the .exe now alters Limit effects, so lower level limits are more valuable throughout the game.

Depending on whether you are playing on Arrange and whether you have Tifa in your party, reaching max stacks during boss battles will be unavoidable no matter how defensive you play. The battles where Cloud wouldn't stack much will be quick battles, in which case Red will also not get many stacks. This isn't counting post game where it's possible to end super bosses without taking much damage (thus not getting any limits) and have 255 for one or two stats.

Though you are correct, avoiding overlapping as much as possible is good i think. And the change i suggested makes Cloud innate go from "it will happen when it happens" to " I want the huge stat boost fast, thus i can afford to go all out-aggression". In my opinion it adds a bit more decision making on how you approach it.

Another example of this is comparing Vincents and Tifas innate. Vincents passive heal is based on current mana, thus you can alter how you approach it, more phys dps/tank, or waste mana as a mage and lose some of the healing. While Tifas just happens when you get bursted down.

Now this wouldnt be a problem since we already have "passive" and "active" innates (what i call the scenario above) in other chars. But since Red is already the "Passive" one of the all-rounders, Cloud could potentially be the "active" one making it more engaging (in my opinion of course).

I could change this myself with WallMarket but i suck with scripts xD

EDIT: Just came up with an idea that would retain the all-around feature but add a bit more flavour to this innate.

5 stacks
Each stack gives 4 STR/MAG (= 20 in both at max)
When reaching 5 stack Cloud gets 15 VIT/SPR.

This allows Cloud to choose a aggressive style and be rewarded with defensive stats for getting alot of limits off. While also being able to go at it more slowly and getting boost along the way, "cementing" the defensive style when reaching max stacks

Ofc the numbers can be tweaked to lets say 15 total overall ( STR/MAG/VIT/SPR)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2018-04-11 20:24:54
I've noticed some weird things during my current Arrange run:
  • Hell Houses are practically impossible to morph because of Bad Plumbing spam.

Went back to test the solution in the current build. Use two Quakes, then let Bad Plumbing go off 3 times. This will put it at ~8 HP assuming you stacked Magic optimally.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-11 21:35:32
As was noted earlier, I was disappointed to see no Trine cast from Armour Keeper in arranged (3 tries). By the time you reach North Crater, there are 10x better options for a turn than choosing to cast Trine. Bummed to see it essentially scrapped in arranged, one of my favorite spells all time, from Vanilla :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2018-04-11 22:03:13
As was noted earlier, I was disappointed to see no Trine cast from Armour Keeper in arranged (3 tries). By the time you reach North Crater, there are 10x better options for a turn than choosing to cast Trine. Bummed to see it essentially scrapped in arranged, one of my favorite spells all time, from Vanilla :/

You can manipulate a Thundercracker for Trine. It's on the mountain path before Keeper.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-11 22:13:35
Thundercracker only has "thunderbolt2" when manipulated (arranged) no Trine. :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-11 22:19:21
About the Fort Condor battles - do you have to win the mini game to win the prizes or will killing the enemy at the end of a 'fail' net the rewards? And, are the prizes worth it? (vague I know) It's maybe the one thing I have yet to still explore in the mod but my gut has said that this early in the game it can't be anything must have or spectacular to take time off the main game from. Thanks as always team -
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2018-04-11 22:26:31
About the Fort Condor battles - do you have to win the mini game to win the prizes or will killing the enemy at the end of a 'fail' net the rewards? And, are the prizes worth it? (vague I know) It's maybe the one thing I have yet to still explore in the mod but my gut has said that this early in the game it can't be anything must have or spectacular to take time off the main game from. Thanks as always team -

You should still be able to defeat the enemy commander in a mini-boss fight to get the rewards. This is slower than just rushing the bottom side, though.

The prizes are extremely helpful in all difficulties. Rewards range from good accessories, X-Potions, Remedies, etc. That said, you can ignore the side-quest and do fine on the main story line.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-11 23:26:02
Thanks for the info about the Condor battles, will try them out going forward -
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-12 00:09:07
Anyone find Trine in arranged besides North Crater??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-12 00:27:56
I picked up e-skill " ?? ?? ' and it is not a non elemental damage e-skill, rather a gravity based attack. I saw a post earlier about Calamantra in the ancient forest, and also Ultima Weapon later, where non-elemental damage is key and this skill is not that in my latest 1.5 arranged play through so I'm wondering if there are any other sources of non elemental outside of Shadow Flare and summons
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2018-04-12 00:54:49
I picked up e-skill " ?? ?? ' and it is not a non elemental damage e-skill, rather a gravity based attack. I saw a post earlier about Calamantra in the ancient forest, and also Ultima Weapon later, where non-elemental damage is key and this skill is not that in my latest 1.5 arranged play through so I'm wondering if there are any other sources of non elemental outside of Shadow Flare and summons

? was changed to Gravity a while ago. Shadow Flare (and Pandora) does hidden element damage and as such can be absorbed.

Non-elemental damage can be dealt with Throw, Coin, Vampire Fang, Cactuar Gun, Ultima (Planet materia), Comet 1&2 (by extension the Stardust item), Mustard Bomb (E-Skill), Matra Magic (E-Skill), and summons like Ultimate End.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-13 01:24:00
Soft locked random encounter, Junon Path 2nd area, 2 slalom's and a Soldier: 2nd. Could make the run animation but no turns/actions were going. I had just used sense and was about to cast Bolt 3 when things perma stuck.

Does Soldier: M-Class (is this Soldier: 2nd?) still have a chance to drop another Yoshiyuki as listed in the enemy items guide or is that outdated? Took me a while to find one and then of course when I did the battle froze... Just wondering if obtaining 2 masamunes is possible. Thanks -
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2018-04-13 01:33:10
SOLDIER: M-Class should still have Yoshiyuki as its only possible drop; Steal T/S Bomb; Morph Edincoat.

EDIT: Soft lock might be the same as SOLDIER: 1st, where they try to use 2x cut once or twice but then there's some kind of error as the game waits for the enemy to act. Until Sega Chief has time to check back on this thread, you'll have to rely on Paralysis status to ensure SOLDIER: M-Class doesn't do anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-13 01:35:23
The buggers are hard to find I've only found like 2 in about 12 battles and no drop yet... Thanks for the quick reply, appreciate it as always.

Edit: 0/8, received Hi Potion and Deadly Waste four times in a row, don't think it still drops anymore :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2018-04-13 02:14:32
The buggers are hard to find I've only found like 2 in about 12 battles and no drop yet... Thanks for the quick reply, appreciate it as always.

Edit: 0/8, received Hi Potion and Deadly Waste four times in a row, don't think it still drops anymore :(

Hi Potion is the drop of SOLDIER: 2nd. SOLDIER: M-Class is different. Slalom will drop Deadly Waste. The scene.bin file lists SOLDIER: M-Class as only being able to drop Yoshiyuki. They are nearly identical save that M-Class also absorbs Gravity, but M-Class should appear somewhere. I'll need to back track to a different save to figure it out.

EDIT: Only save I got for Underwater Reactor is on normal, not Arrange. I'll have to work up to there to figure it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-04-13 03:24:16
Can confirm Guide Book converts from Kalm Traveler to Gold Chocobo. One slow AF PoS gold chocobo haha. I guess the option to all caves is nice before Midgar raid if wanted.

I cleared through Junon already so not sure you can even get back to the zones for the potential drop, and I have the original Yoshiyuki but thought it could be fun to mess around with 2 or 3 'munes a little later on... Don't feel to pressured to figure it out!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: zuloph on 2018-04-13 07:09:23
Can confirm Guide Book converts from Kalm Traveler to Gold Chocobo. One slow AF PoS gold chocobo haha. I guess the option to all caves is nice before Midgar raid if wanted.

I cleared through Junon already so not sure you can even get back to the zones for the potential drop, and I have the original Yoshiyuki but thought it could be fun to mess around with 2 or 3 'munes a little later on... Don't feel to pressured to figure it out!

Yeah, it's the worst Chocobo ever BUT if you take it and breed it with a Wonderful Chocobo you'll get a free Gold Chocobo that isn't absolute trash and can easily carry you to 10 wins in S class.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: fenrir_heart on 2018-04-13 13:51:27
Hello¡

I´m spanish and I am playing this fantastic game with this mod that I love it right now, but there is a problem. There is an error when I try to snowboard for the first time in the history. When you go to try it, after you defeat Elena and get the board, there is a black screen and you cant do anything. If you exit with the "window" botton, there is a message that there is a error, and after that, ffvii is not responding or something like that and the game stop. Can you help me please?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: deha0002 on 2018-04-13 15:18:39
Sorry if i am boring with the innate, but its my favorite part of NT.

After Bowser9 told me that Tifa (and Vincent might have similar) trivialize Clouds innate by adding to many stacks too fast, my idea goes out the window. If the stats are max after one limit break, might as well just give it passively, right?

BUT since i more or less think innates on my way home from work, I might have something really good in mind.

Since Red and Cloud are supposed to be the all rounders of NT, why not make their innate "opposites"?
Red gains 50 (if its still the same) STR/MAG over time, Cloud could get, lets say, 30 STR/MAG when someone uses a limit break, then the stats slowly declines over time until he is back at 0 bonus stats, from where the cycle repeats.

So when someone uses a limit break (Or Tifa uses more since every hit count as one) you get the message "Overcharged". Now, during the stat decline, no matter how many limit breaks are used, his stats do not bumb up to +30 (might be to hard to limit it). But instead when he reaches +0 bonus stats we get the message "Cloud is no longer overcharged", a new limit break might be used to gain +30 stats again. Wording aside, this could be a cool concept for the two all rounders, like Ying and Yang of each other, but also incorporate play style since you have/can juggle between when to go offensive and when to go defensive.

Of course this has to be handled in the scripts so that i cant be stacked into oblivion, but i think its possible. Might even check it out myself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2018-04-13 19:33:48
Hello¡

I´m spanish and I am playing this fantastic game with this mod that I love it right now, but there is a problem. There is an error when I try to snowboard for the first time in the history. When you go to try it, after you defeat Elena and get the board, there is a black screen and you cant do anything. If you exit with the "window" botton, there is a message that there is a error, and after that, ffvii is not responding or something like that and the game stop. Can you help me please?

If this is still a problem, please let us know if you are playing on the Steam version and if you have other mods besides New Threat.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: fenrir_heart on 2018-04-13 19:38:09
If this is still a problem, please let us know if you are playing on the Steam version and if you have other mods besides New Threat.

I just have this mod with the spanish version, and I am playing the Steam version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2018-04-14 08:20:18
I`ve reuploaded the installer of the Spa version with the minigame bug fixed .  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2018-04-15 02:21:14
Hey I'm on the latest .Iro did you remove summons showing what stats they effect?

And Mr smiles only gave me a max of 3 sources, for instance I did clouds mercenary and got 3 power sources and 2 for the rest.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MegaRajang on 2018-04-15 03:45:57
Hello

I've currently encountered a bugged that  is really troubling, this bug is in relation to Cloud ability, whenever an ally uses a limit break he gains a stack, i am currently in midgar raid part of the game, clouds strength stat is almost 255 from power wrist gigas amulet etc, now all of a sudden every time a limit break is done in a fight and cloud gains a stack, all his damage does like 20 damage every time he attacks, i'm assuming whats happening is when the stack tries to increase past 255 it resets the stats during the fight?, which causes his damage to be minuscule.

btw i have tested this multiple times by removing his power wrist and after 2 stacks his damage resets to like 7-20, and i made sure that hes not affected by alignments during the testing to see if it was a bug, i hope either people know how to fix this or its something the creator has to fix himself.

Aside from this bug thats starting to get annoying, i'm loving the mod to bits after playing gjoerulvs mod and this mod was nice an fresh experince.  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-04-15 18:04:25


And Mr smiles only gave me a max of 3 sources, for instance I did clouds mercenary and got 3 power sources and 2 for the rest.

Because of the custom exe sources give +5 each instead of +1.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2018-04-15 18:31:44
Because of the custom exe sources give +5 each instead of +1.

What do you mean? I know it was supposed to be 5 sources for the +5 and 10 for the +10 but I got 3 for 10 and 2 for 5 on .iro
Something like that I don't remember the full amount but I know its not 3 and 2 sources.
What are the rewards for the show you do for rufus before getting on the boat?

edit - oh the custom .exe in the folder the sources give +5 per 1, I get it now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dostarr on 2018-04-20 14:14:45
So far New Threat has been awesome.  In fact I've been playing it in conjunction with several other mods and its been one of the best experiences yet...however I suddenly realized a glaring issue.
Despite over-farming, I am now insanely underpowered compared to other playthroughs I've been watching on youtube at my point of the game with 20 levels less than me.  After some research it turns up the sources have been tweaked to give +5 stats instead of +1...unfortunately beacause/menu overhaul requires you operate out of a separate .exe, I now have a completely nerfed 60 hour save.  Any solutions?  If I can avoid playing from scratch that'd be great....  If not, well..so be it :(

I mean, Cloud has like 70 str. at around level 55, rank 4 with a focus in strength...and a +10 str accessory.  He hits like a wet noodle, as do all my characters.  I originally thought this mod was just damn tough, turns out I've just been really REALLY handicapped.  Hence I am ending disc 1 at nearly level 60.  lol  Either way, I'm realizing at this rate I won't be able to complete the game while this gimped. 

*EDIT* After reading more about your changes to the .exe I attempted to switch from ff7_mo.exe to ff7_en.exe and ff7.exe to see if the 'x5' stat hack would alter things after the fact.  Whether or not it did I'll never know, because every time a script is encountered for a cutscene or dialog the game crashes.  I am forced to stay on ff7_mo.exe or ff7_bc.exe.  Is there anyway for me to create a .exe that somehow incorporates the necessary elements from both, or must I simply restart without MO//an older version of NT?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-04-21 02:12:25
@All
Sorry for lack of replies recently, nearing the end of a college course so exams, projects, etc. are all starting to kick in. I'll be free after 8th June, assuming nothing goes bad, and then I can start working on things again properly.

@Murasame
Quote
I’m surprised at the amount of things you anticipated, Segachief. I just spoke to Reno on Da Chao and ...yeah. I don’t want to spoil it for anyone else but I was surprised at his reaction.

I think I know what you're talking about, I wonder if anyone else found that?

@Chronoseth
Quote
I've noticed some weird things during my current Arrange run:
Hell Houses are practically impossible to morph because of Bad Plumbing spam.
Dragon Scales deal 5000 defense-ignoring damage. Whether or not that's intentional, it's ridiculously overpowered for something you can morph Aps into.
Poison ticks being non-elemental damage means Lich GT now harms itself with it.
Jenova-VECTOR never seems to summon the Vector Nodes.
Ethers restore 300 MP in the menu.
Near Mideel, Hippogriffs don't give any EXP but Spirals do. I haven't fought the other enemies there yet.
The Spiral Shuriken grants 68 attack. I think this was the case in previous versions too, but it only now hit me how inconsistent that is.
In terms of stat bonuses, White Capes are flat-out better than Safety Bits.
Is Trine obtainable in Arrange before the final dungeon? Armor Keeper doesn't use it.
Cloud's innate is triggered by all of Vincent's attacks while he's transformed.
Cait Sith's Black M-Phone doesn't actually drain HP.
Aeris still hangs out in Lower Junon when she's supposed to be in the City of the Ancients.
As for stuff that's just my opinion:
Braver and Climhazzard both reducing defense is a bit boring. Same with Greased Lightning and Landscaper both inflicting Slow, though Landscaper is at least different in other ways.
Satan Gate seems weak. Maybe I just got lucky, but its attacks were weak when they didn't just miss and I beat it before it could do anything meaningful. The Brass Dragon was a much longer and more involved fight.
The stat penalties on Added Effect, Magic Counter, and Gil Plus seem needlessly harsh.

-) I thought I'd sorted the bad plumbing problem; I'll remove it altogether next patch.

-) It's a one-time item you can get from Aps via Morph so I felt that it would be OK. One of the planned fixes is to make the boss Morphs better/consistent again.

-) I forgot about the poison ticks + Lich GT, I'll sort that out.

-) The Vector nodes spawn I assumed was due to people killing the boss before it could reach the criteria needed (2 attack cycles) but maybe it's an actual AI problem. I'll have a look at it properly, it's been mentioned quite a few times now.

-) I think I planned to have Ethers give 300MP in-battle + menu, but then settled on 200MP. I'll make them consistent with each other and go for 200.

-) Trine isn't obtainable until Crater in Arrange because I didn't assign it to Armour Keeper (who I'm told is easier to beat than Powersoul Keeper which is another problem). Sorry about that, I'll add it to him.

-) Vincent's Limits are an issue with this innate that I didn't think of; every command Vincent executes under the beast form is treated as a Limit attack (had a similar problem a while back with Dragon enemies having Limit-counters which resulted in counter-spam). Seems I just can't get it right with Cloud.

-) I'll add the drain flag to Cait's weapon although I think I might have done so already, I'll need to check what I've implemented for the current files and the WIP files. It's been a few weeks since I looked at them.

-) I keep forgetting to add a game-moment check for Aeris in Lower Junon. Need to get around to finishing that whole party in towns feature actually.

-) The thing with the Limits is I wanted a (loose) theme for the damage-dealing ones (Clouds was defence-reduction, Yuffies was speed reduction, etc).

-) The Arrange bosses are a bit all over the place; some are a bit too tough, some aren't tough enough. Moving toward 2.0, I'll be giving 1.5 a full once-over to handle the .exe changes and other tweaks properly.

-) I'll check the stat penalties again, I was thinking that it might be a good idea if I removed a lot of the HP% bonuses/penalties as they can really restrict materia combos and builds when they all stack together.


@Deha
Quote
EDIT: Just came up with an idea that would retain the all-around feature but add a bit more flavour to this innate.

5 stacks
Each stack gives 4 STR/MAG (= 20 in both at max)
When reaching 5 stack Cloud gets 15 VIT/SPR.

This allows Cloud to choose a aggressive style and be rewarded with defensive stats for getting alot of limits off. While also being able to go at it more slowly and getting boost along the way, "cementing" the defensive style when reaching max stacks

Ofc the numbers can be tweaked to lets say 15 total overall ( STR/MAG/VIT/SPR)

You've got a good point with Cloud vs Red and active innates vs passive ones. I'll keep this suggestion in mind, it's implementable. I might have to move away from Limit use though and go for a different trigger though as Vincent's limit forms will proc the innate very quickly (although could call that team synergy?)


@Webbhead
Quote
About the Fort Condor battles - do you have to win the mini game to win the prizes or will killing the enemy at the end of a 'fail' net the rewards? And, are the prizes worth it? (vague I know) It's maybe the one thing I have yet to still explore in the mod but my gut has said that this early in the game it can't be anything must have or spectacular to take time off the main game from. Thanks as always team -

I'm not sure it counts if you win the battle by letting the enemy reach the shed. I think you need to either: a) beat the minigame, b) Fort Condor has enough funds to deal with an encounter on their own.

Fort Condor's initial funds were changed to cover costs of all unreachable battles (mostly take place during the Junon Raid segment; I felt it would be impractical from a story and coding viewpoint to have the player warp there multiple times during a single segment). You can add more funds to this as a safety net to cover battles that are accidentally missed. I think it was 3000 or 5000gil for each battle, can't remember.

@Webbhead
Quote
Soft locked random encounter, Junon Path 2nd area, 2 slalom's and a Soldier: 2nd. Could make the run animation but no turns/actions were going. I had just used sense and was about to cast Bolt 3 when things perma stuck.

Does Soldier: M-Class (is this Soldier: 2nd?) still have a chance to drop another Yoshiyuki as listed in the enemy items guide or is that outdated? Took me a while to find one and then of course when I did the battle froze... Just wondering if obtaining 2 masamunes is possible. Thanks -

I'll re-check their AI, had softlocks with those guys a looooong time ago but perhaps one of the instances of SOLDIER 2nd or M-Class has the issue still.

SOLDIER: M-Class should still have Yoshiyuki as its only possible drop; Steal T/S Bomb; Morph Edincoat.

EDIT: Soft lock might be the same as SOLDIER: 1st, where they try to use 2x cut once or twice but then there's some kind of error as the game waits for the enemy to act. Until Sega Chief has time to check back on this thread, you'll have to rely on Paralysis status to ensure SOLDIER: M-Class doesn't do anything.

Is it the X-Cut? I'll check all of the enemies using that base model.

The buggers are hard to find I've only found like 2 in about 12 battles and no drop yet... Thanks for the quick reply, appreciate it as always.

Edit: 0/8, received Hi Potion and Deadly Waste four times in a row, don't think it still drops anymore :(

I'll set Yoshiyuki as a steal instead. Sorry for the wasted time :c

Hello¡

I´m spanish and I am playing this fantastic game with this mod that I love it right now, but there is a problem. There is an error when I try to snowboard for the first time in the history. When you go to try it, after you defeat Elena and get the board, there is a black screen and you cant do anything. If you exit with the "window" botton, there is a message that there is a error, and after that, ffvii is not responding or something like that and the game stop. Can you help me please?

I`ve reuploaded the installer of the Spa version with the minigame bug fixed .  :)

Nice one, Markul :)

Hey I'm on the latest .Iro did you remove summons showing what stats they effect?

And Mr smiles only gave me a max of 3 sources, for instance I did clouds mercenary and got 3 power sources and 2 for the rest.

That sounds like the executable hasn't been used. In the IRO folder there should be a new ff7.exe file (or ff7_en.exe for steam version) for use with it to make some new changes take effect, such as materia equip bonuses/penalties.

Same thing with sources, with the new .exe each source should now be worth +5 to their respective stat instead of +1; the idea was to cut down on the amount of button mashing needed to use all the sources given. When DLPB releases his new .dll, it'll be possible to modify the savemap with new opcodes which will allow for direct stat-modification (got a working test script that does this).

When that's rolled out, sources won't be required anymore and I can add a stat-reset option so you can re-allocate stats. There's other possibilities as well but we'll see how things are when we get there.


Hello

I've currently encountered a bugged that  is really troubling, this bug is in relation to Cloud ability, whenever an ally uses a limit break he gains a stack, i am currently in midgar raid part of the game, clouds strength stat is almost 255 from power wrist gigas amulet etc, now all of a sudden every time a limit break is done in a fight and cloud gains a stack, all his damage does like 20 damage every time he attacks, i'm assuming whats happening is when the stack tries to increase past 255 it resets the stats during the fight?, which causes his damage to be minuscule.

btw i have tested this multiple times by removing his power wrist and after 2 stacks his damage resets to like 7-20, and i made sure that hes not affected by alignments during the testing to see if it was a bug, i hope either people know how to fix this or its something the creator has to fix himself.

Aside from this bug thats starting to get annoying, i'm loving the mod to bits after playing gjoerulvs mod and this mod was nice an fresh experince.  :)

It's an overflow of the strength stat, the other characters have a check in place to prevent it exceeding 255 but I forgot to add this for Cloud. I'll get that added.

What do you mean? I know it was supposed to be 5 sources for the +5 and 10 for the +10 but I got 3 for 10 and 2 for 5 on .iro
Something like that I don't remember the full amount but I know its not 3 and 2 sources.
What are the rewards for the show you do for rufus before getting on the boat?

edit - oh the custom .exe in the folder the sources give +5 per 1, I get it now.

From the Rufus parade, I think the only real prize is a Rune Armlet (decent defence, double growth). You get a potion or nothing otherwise.

So far New Threat has been awesome.  In fact I've been playing it in conjunction with several other mods and its been one of the best experiences yet...however I suddenly realized a glaring issue.
Despite over-farming, I am now insanely underpowered compared to other playthroughs I've been watching on youtube at my point of the game with 20 levels less than me.  After some research it turns up the sources have been tweaked to give +5 stats instead of +1...unfortunately beacause/menu overhaul requires you operate out of a separate .exe, I now have a completely nerfed 60 hour save.  Any solutions?  If I can avoid playing from scratch that'd be great....  If not, well..so be it :(

I mean, Cloud has like 70 str. at around level 55, rank 4 with a focus in strength...and a +10 str accessory.  He hits like a wet noodle, as do all my characters.  I originally thought this mod was just damn tough, turns out I've just been really REALLY handicapped.  Hence I am ending disc 1 at nearly level 60.  lol  Either way, I'm realizing at this rate I won't be able to complete the game while this gimped. 

*EDIT* After reading more about your changes to the .exe I attempted to switch from ff7_mo.exe to ff7_en.exe and ff7.exe to see if the 'x5' stat hack would alter things after the fact.  Whether or not it did I'll never know, because every time a script is encountered for a cutscene or dialog the game crashes.  I am forced to stay on ff7_mo.exe or ff7_bc.exe.  Is there anyway for me to create a .exe that somehow incorporates the necessary elements from both, or must I simply restart without MO//an older version of NT?

Best solution at this point would be to figure out how much you're missing stat-wise and then open your save file with the Black Chocobo Save Editor tool; you can add Source bonus points to your stats for each character and restore the missing stats.

However, if you do this and are using the Steam version then make sure to make a backup of your save folder. Though Black Chocobo has been updated to get around this issue, when the FF7 launcher is opened it conducts a check on your save files for alterations and deletes them without warning if they don't pass (why the game needed save file verification I don't know but Square added it anyway).

If this happens, just copy-paste your backup saves back in then play the game as normal. When you save the game it'll update the check and they'll be safe from the launcher again.

In the meantime I could try mixing one of those exes with the NT changes and see if it's functional.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dostarr on 2018-04-21 02:16:17
That would actually be a really cool solution!  Would that solution of 'merging' (please excuse my ignorance) the MO+NT executables affect already applied sources?  Or only future sources applied?  If its only future sources then please don't worry about it and I can use that chocobo editor thing.  Although, I would end up having to edit it quite frequently.  hmmm.. perhaps I should just play through again, its not as if I don't enjoy it :P

Thank you for taking all the time to respond to everyone's concerns and going the extra mile.  It really speaks volumes to your character, and thank you for this wonderful mod.  :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chronoseth on 2018-04-21 10:36:04
@Chronoseth
-) It's a one-time item you can get from Aps via Morph so I felt that it would be OK. One of the planned fixes is to make the boss Morphs better/consistent again.

-) The Vector nodes spawn I assumed was due to people killing the boss before it could reach the criteria needed (2 attack cycles) but maybe it's an actual AI problem. I'll have a look at it properly, it's been mentioned quite a few times now.

-) The thing with the Limits is I wanted a (loose) theme for the damage-dealing ones (Clouds was defence-reduction, Yuffies was speed reduction, etc).

- I don't mind getting a strong item from Aps, but Dragon Scales in particular instagib or gut most the other bosses in Midgar. Actually using it feels like cheating, especially since Aps is one of the easier bosses to morph. It particularly cheapens Arrange Thousand Gunner.

- Just now I let Vector run through its script six times, bringing it to low HP halfway through, and it never spawned the nodes. Vector Storm, Lasers, Bacteriophage, Nucleic Laser, Transducer, repeat.

- After playing with them more, it's mostly just Braver and Climhazzard that seem off to me. Other limits with similar effects tend to have some other trick to them, but Braver and Climhazzard remain practically clones of eachother. Still better than the original game, though; I really like the limit changes as a whole.


There's some more stuff I've noticed in another playthrough. I ended up starting over because of how over-leveled I got.
I also noticed something weird with Gorkii's name, but I think that one is intentional. :P


More opinions:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-04-21 14:05:17

I'll add these to the list.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ravael on 2018-04-21 18:52:21
Hi Sega. I'm new here, thanks for the great mod.

Just a couple things to note:

Until recently I've been running the Sept. 12th 2017 build. I had a similar bug to what someone mentioned earlier, which is that beating the Dark Cave sidequest boss never gave me the mystile, and I was immediately booted out of the cave after the fight (I don't know if that's normal).  The Highwind guy allowed me to fight the boss again, but I was never able to get the mystile out of it.

I just installed the March 10th build hoping that it would fix my problem, but now the Highwind guy only mentions the Aeris dead/alive check and nothing else.

Additionally, I'm looking for the "Magitek Ashes" item, but after clearing 100% of the game I haven't been able to find that anywhere. Is that associated with the end of the Dark Cave that I was not able to access?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-04-21 22:39:38
Hi Sega. I'm new here, thanks for the great mod.

Just a couple things to note:

Until recently I've been running the Sept. 12th 2017 build. I had a similar bug to what someone mentioned earlier, which is that beating the Dark Cave sidequest boss never gave me the mystile, and I was immediately booted out of the cave after the fight (I don't know if that's normal).  The Highwind guy allowed me to fight the boss again, but I was never able to get the mystile out of it.

I just installed the March 10th build hoping that it would fix my problem, but now the Highwind guy only mentions the Aeris dead/alive check and nothing else.

Additionally, I'm looking for the "Magitek Ashes" item, but after clearing 100% of the game I haven't been able to find that anywhere. Is that associated with the end of the Dark Cave that I was not able to access?

The problem was that the fight ended without a results screen, so I shifted the Mystile to the field script. You could try using the black chocobo save editor tool to add one, it should be OK with NT save files so long as you don't tinker with anything else like character EXP (and remember to make a backup of your save folder in case the launcher acts up and deletes them).

The ashes item may not be available anymore. I think it used to be dropped by the old KOTR cave boss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chronoseth on 2018-04-23 04:29:07
Even more weird stuff, though I think some if it has been mentioned before:
Dark Cave stuff:
Spoiler: show
  • Various area transitions throughout the quest reset the background music.
  • It seems starting the quest with Tifa or Cid as party leader results in them being locked in the PHS.
  • After talking to the guy that disappears at the beginning, trying to backtrack triggers the scene with him again.
  • In the reactor, there's a 0:00 timer in the corner. I get the impression that's not supposed to appear until the "bomb" is set.
  • On touching the save point in the reactor, a large blank dialogue box appeared behind the timer.
  • During the Amalgam battle, Red XIII and Vincent are facing the wrong way.
  • Spectral Hojo is really weak. It only managed to use Goner before Cloud and Red XIII tore it to shreds.
  • Mirage's attack which causes Petrify and Resist also inflicts what looks like Slow-Numb on top.
  • After completing the quest, the Key to Sector 5 was missing from my inventory. I was able to get it back at Bone Village, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chronoseth on 2018-04-25 01:08:44
Yet more bugs and general weirdness, still from an Arrange run. This is probably the last of it for a while, though.

Spoiler: show
  • Most important first: the Pinnacle Sephiroth fight didn't work for me. I was never given a chance to make the second party, so it wound up empty, crashing the game when swapping parties. I managed to work around it with Ochu, though that led to the fight being a bit buggy.
  • Cid's Second Wind will show its activation message after every action while he's defending, even after his HP/MP has been refilled. This continues until he takes another action, and will reoccur if he defends again.
  • Princess Guard targets the enemy party by default.
  • During Barret's limit quest, Scorp's AP Rifle is ridiculously strong compared to the rest of its attacks. It currently ignores defense and row, hitting for 4000 through barrier and very often critting for 8000.
  • The weaponsmith still asks for a "Red Crystal" to craft Limited Moon.
  • The Centclip has its vanilla attack of 58.
  • Vincent getting manipulated by Lucrecia while in Death Gigas results in very long "animations". I imagine the same happens with his other limit forms.
  • Omega Weapon's Terra Break did a lot less damage than I expected. A party of Cloud, Cid, and Vincent survives easily with no special preparation. Ultima, meanwhile, wipes out the party except for Cloud.
  • Added Effect=Barrier includes Shield in its effects.
  • Ultimate End still shows either nothing or a jumbled mess as its name when cast.
  • Carmine Weapon uses some ability after its eyes are destroyed, which looks like Search Scope. Its name doesn't stay on screen long enough for me to read it, and it has no apparent effect.
  • In Kalm on disc 3, Elmyra is stuck on the thing in the middle of the town.
  • The battle message at the start of the Chokhmabo battle calls it "Yahcobo". I think the latter is its old name.
  • The Kalm Traveler rewards you with Long Range for one of the items you give him, then defeating the master materia gives you another one.


Edit: I should probably mention that I've been playing with the IRO, dunno if that matters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mitchla on 2018-04-25 20:01:37
I seem to be stuck on the Shinra building lift boss, the one with the robots. The animation for the glass shattering and the bosses coming down plays, but then the ATB gets stuck in wait mode. I can't progress it seems

EDIT: Nevermind I forgot I was running Ochu to speed up the battles, turning that off let me progress.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: neodiahs on 2018-04-29 09:19:35
steam user here.
Whenever i run down the slope to begin the Northern Crater dungeon with Cid as the party leader, upon screen transition it teleports me back to the chocobo pen inside the highwind.

Also, i was running an older build  (1.4) and used the Leviathan scales to enter the burning caves in wutai for its loot. i then updated the game when i found said update (1.5 so i could do the limit quests ect) and i cannot seem to trigger whatever is supposed to happen within the caves.

aside from that the only major issues ive come across is occasional game lock ups where an enemy or character would go to use an ability and the battle would just stop in its tracks and nothing would do any actions (two i recall were the sandworms in coral prison desert and once when i tried to use Vincents Hellmasker limit)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-04-30 12:12:27
steam user here.
Whenever i run down the slope to begin the Northern Crater dungeon with Cid as the party leader, upon screen transition it teleports me back to the chocobo pen inside the highwind.

Also, i was running an older build  (1.4) and used the Leviathan scales to enter the burning caves in wutai for its loot. i then updated the game when i found said update (1.5 so i could do the limit quests ect) and i cannot seem to trigger whatever is supposed to happen within the caves.

aside from that the only major issues ive come across is occasional game lock ups where an enemy or character would go to use an ability and the battle would just stop in its tracks and nothing would do any actions (two i recall were the sandworms in coral prison desert and once when i tried to use Vincents Hellmasker limit)

The cid thing sounds like a logic flaw of some kind, maybe to get around some problem or other. I'll make a note to check that out.

The Da Chao fire cave event triggers when the 2nd chest is opened (or it may have been when the last set of fire is cleared out) so updating to the new version after clearing out the fire/chests will probably have ticked the activation variables, rendering it unavailable. If you missed the battle, then you could try downgrading to 1.4 again and checking out the shrine in Godo's House, the fight used to be found there instead.

Sandworms should be behaving themselves in the 1.5 version, as for Hellmasker I don't know, maybe the Frog status from his Nightmare attack if you're using 60fps mod or similar; seems that status breaks it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2018-04-30 19:41:04
Nevermind

I got it working now

i still used to installing this mod on the data folder in the past
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: neodiahs on 2018-05-01 00:03:03
The cid thing sounds like a logic flaw of some kind, maybe to get around some problem or other. I'll make a note to check that out.

The Da Chao fire cave event triggers when the 2nd chest is opened (or it may have been when the last set of fire is cleared out) so updating to the new version after clearing out the fire/chests will probably have ticked the activation variables, rendering it unavailable. If you missed the battle, then you could try downgrading to 1.4 again and checking out the shrine in Godo's House, the fight used to be found there instead.

Sandworms should be behaving themselves in the 1.5 version, as for Hellmasker I don't know, maybe the Frog status from his Nightmare attack if you're using 60fps mod or similar; seems that status breaks it.

As far as cid and the final dungeon goes i noticed that he doesnt attempt to jump down the first few steps (like cloud does) so maybe it involves cid's jumping animation.

the hellmasker glitch happened when i used the limit. Vincent just stayed vincent and didnt even transform causing the game to halt. i was on 1.4 then i think though so it may not happen in 1.5.

Either way thanks for the awesome mod! gonna replay it again with a different team comp
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: zbrown on 2018-05-02 13:33:04
started playing new threat, haven't even made it to the second reactor and still so many new things in the game I'm amazed lol. I just got to the part where you jump the train, and walked all the way back to the end where you fight the shinra, cause It was always my childhood tradition to go train there for hours on end and get jacked up for the beginning of the game. To my surprise there's even new content added here! a few battles in and they bring out an attack chocobo!, and it was a damn hard fight, almost lost, and got a chocobraclet for it, which gives massive luck and dexterity boost. little un expected things like this completely re vitalize the whole game, now I can walk around exploring every crevice, not knowing what I might find. thank you for making this
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: zbrown on 2018-05-04 03:10:55
does anyone know the answer: does morph work on bosses that don't actually morph at the end because they don't die or whatever i.e rufus, turks, cause i noticed sometimes if i morph those bosses there is an extra item at the end, was wondering if they still give you morph items.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mr.Dynamite on 2018-05-04 04:41:47
Howdy. First off, love the mod. Makes the game feel so much more natural and makes characters more useful, instead of the three you just stuck with. Noticed a typo in Sector 5 before going to Aeris' house for the first time, when going to the the 'man in the pipe', Aeris pops out and says "He am sick" or something along those lines. Not really a huge deal but it does look funny. Other than that it's perfect, haven't had a single crash in my 50 hour save, just about to fight Hojo during the raid.

On a side note, when you check your accrued SP, there's a character labeled as ????. Is there a secret character somewhere or is it there to mess with people, just curious as it's been bugging me for a bit
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kamiden on 2018-05-04 10:27:45
Secret Spoiler?
Spoiler: show
So uh.... after playing the melody at shinra mansion, what is released? And what is "ma"? I'm so confused.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2018-05-05 11:20:33
@Sega Chief
Ah yes, I was referring to the issue with X-Cut. I just don't know if the problem is that move for sure since I haven't encountered the issue again.

Also, the Aps Dragon Scale feels great. It reminds me strongly of FF5 where you can break elemental rods to nuke any early game boss. Good times.

@zbrown
Rufus and the Turks do not morph into anything. Same goes for Palmer and Hojo. You can try it on pretty much every other boss outside of endgame bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Furious241 on 2018-05-06 23:13:22
I'd like to chime in, this mod is great! What a wonderful new spin on a wonderful but slightly flawed game.
Now, I have a few questions that I can't seem to find answers to...
I'm currently in the Midgar Raid portion of Disk 2. Cloud is level 71 and at maxed Rank - he's got 180 strength, 226 attk but is barely doing 1000 points of damage against the enemies there. Then Red XIII waltzes in with his 150 magic and does anywhere between 2000 and 8000 damage, depending on the spell/weakness. It seems to me that Cloud should be doing much more damage - can anyone tell me why he isn't? Since he's MAX Rank, he's got nowhere to go, either. This is the case with all the characters, with their standard attacks, actually. Am I missing something?
Also I was curious about the ???? character on the Rank Up screen, as mentioned above. Is that something to be implemented in the future?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chronoseth on 2018-05-07 07:50:45
I'm currently in the Midgar Raid portion of Disk 2. Cloud is level 71 and at maxed Rank - he's got 180 strength, 226 attk but is barely doing 1000 points of damage against the enemies there. Then Red XIII waltzes in with his 150 magic and does anywhere between 2000 and 8000 damage, depending on the spell/weakness. It seems to me that Cloud should be doing much more damage - can anyone tell me why he isn't? Since he's MAX Rank, he's got nowhere to go, either. This is the case with all the characters, with their standard attacks, actually. Am I missing something?
Some combination of Deathblow, Slash-All, Throw, Multi-Cut, Counter Attack, Command Counter, and Added Cut is needed for strength-focused characters to shine. You might not have Slash-All and Multi-Cut yet as they're in the Ancient Forest, but you should have everything else.

That said, the enemies in the Midgar Raid are generally weak to magic and resistant to physicals for whatever reason. Ultima and Comet2 are also pretty overpowered when they're first available.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2018-05-08 08:53:54
It's also important to note that elemental Materia will create more favorable damage comparisons for physical attacks. Be on the lookout for machines, beasts, and humanoids, as they offer very consistent weaknesses to exploit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Furious241 on 2018-05-08 19:06:25
Okay, fair enough - I was expecting physical attacks to at least be able to break 1500  by max rank, it feels a bit useless to have dumped so much of Cloud's development into STR though if he's not going to get much stronger at this point. I'll have to revisit strategy... and hey, at least I don't have to use him in a little bit!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: idaelus on 2018-05-08 20:05:19
Just made an account to say that this Mod is fantastic, and it renewed my love for a 20 year old game.  Bravo, excellent work.

I just cleared out the sunken plane, and I notice that the weapons down there all have different growth rates even though their descriptions indicate they should all be higher than normal growth.  Is this intended?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-09 02:03:30


Just made an account to say that this Mod is fantastic, and it renewed my love for a 20 year old game.  Bravo, excellent work.

I just cleared out the sunken plane, and I notice that the weapons down there all have different growth rates even though their descriptions indicate they should all be higher than normal growth.  Is this intended?

That was a mistake on my part, they're supposed to be triple growth.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: idaelus on 2018-05-09 11:43:51
Whew.  Good to know I'm not insane.  Thanks for the awesome work you've done here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lobsterkun on 2018-05-09 14:24:02
Hi! Love the mod so far, but I just got to Wutai and I think I found a bug?

During the part of your first trip to Wutai where Yuffie claims she will give your materia back if you pull one of two levers, it wouldn't let me interact with the levers at all, essentially soft-locking the game for me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-09 17:10:14
Hi! Love the mod so far, but I just got to Wutai and I think I found a bug?

During the part of your first trip to Wutai where Yuffie claims she will give your materia back if you pull one of two levers, it wouldn't let me interact with the levers at all, essentially soft-locking the game for me.

That's an issue with the base PC game, the levers have dodgy contact-detection; I think you need to be standing side-long to trigger them. I'll see about expanding/moving the line used for it.

Edit: Try this:
https://youtu.be/tH9pMqjPmlo
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lobsterkun on 2018-05-09 17:55:32
That's an issue with the base PC game, the levers have dodgy contact-detection; I think you need to be standing side-long to trigger them. I'll see about expanding/moving the line used for it.

Edit: Try this:
https://youtu.be/tH9pMqjPmlo

Ah! That worked! Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kamiden on 2018-05-10 20:30:58
I've looked everywhere after playing the piano at the mansion, but I still have no idea what was released. Does it actually exist, was it lost number, or is that a placeholder?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: unclebiggs23 on 2018-05-11 02:25:42
I've looked everywhere after playing the piano at the mansion, but I still have no idea what was released. Does it actually exist, was it lost number, or is that a placeholder?

     Try going to the reactor in Mt. Nibel. There should be a figure in a black cloak right in front of the door to Jenova's room. You may wanna save before you do it tho. Just a heads up  :wink:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Gennel224 on 2018-05-11 20:23:01
I've been playing through this for the last few days and it's amazing so far.

One thing though, I've seen a  lot of videos where people have Aeris in their party after part 1, but after I beat Jenova DECAY she stayed dead and Cloud dumped her in the lake like in the normal game. Does she come back later? Did I do something wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-11 22:30:34
I've been playing through this for the last few days and it's amazing so far.

One thing though, I've seen a  lot of videos where people have Aeris in their party after part 1, but after I beat Jenova DECAY she stayed dead and Cloud dumped her in the lake like in the normal game. Does she come back later? Did I do something wrong?

There was a dialogue option added before the scene (when Cloud is holding his sword up); the red option is for canon game, the greyed one is for 100% more Ancient in your life.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kamiden on 2018-05-12 00:50:37
     Try going to the reactor in Mt. Nibel. There should be a figure in a black cloak right in front of the door to Jenova's room. You may wanna save before you do it tho. Just a heads up  :wink:
Ohhh! Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Rikku on 2018-05-12 07:27:06
Hello everyone.

I´m going to replay the game with v1.5.
I notice that the two hotfix don´t have any link, is it because they aren´t necessary ? or maybe they are at the NT build ??

Do you guys recomend the normal mode or the arrange mode ? i have some experience with FF7 (it´s my favourite game)

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Gennel224 on 2018-05-12 09:38:22
There was a dialogue option added before the scene (when Cloud is holding his sword up); the red option is for canon game, the greyed one is for 100% more Ancient in your life.

Oh wow really? That's very disappointing. Can I ask what the reasoning behind this is? Why does saying 'wake up' kill her but 'wait' keeps her alive? I had a look at the documentation in the files and there's nothing about that choice in there. If I had known there was a difference I would've chosen the one that keeps her in the party.

Edit: Just met the guy on the Highwind who lets me change her to alive. All's good.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: someone101 on 2018-05-12 19:35:28
Just finished playing through this mod for the first time (I actually bought the PC version of the game specifically to be able to play with this mod), and it was an amazing experience. After playing through the game almost a dozen times on PS1, I was always frustrated that the amount of grinding it takes to unlock all the best abilities makes you so strong that you don’t actually need to use said abilities. All I wanted from the game is for it to FORCE me to ACTUALLY NEED to use all the awesome tools it gives you! And now it does! So thank you.

That being said, once I was around half way done with disc 2, I decided to actually start making note of the glitches I was noticing (wish I had started sooner, but at least you get half-a-game’s-worth of logs). These are all things I noticed in the normal course of playing the game, without going out of my way to try and break anything. (Though I did—briefly—do bug testing professionally a number of years ago.  If you’d like, I’d be willing to “stress-test” some parts of the mod for you. Let me know!) Also, since this was my first time playing through the PC version of the game (and the first time I’d played it with an eye for catching bugs), I’m not sure how many of these are due to your mod and how many are just inherent in the system (there were no other mods involved, so at least that can be ruled out).

I’ve divided my notes into four categories: glitches (which is the catch-all for things that obviously (or presumably) were not supposed to happen), “out of place” (which were things that may or may not have been glitches, but should still be addressed), suggestions (which are changes that may or may not be possible within the scope of your mod, but that I feel would make it better), and typos (which are typos). Speaking of typos, if you can send me your changed dialog script (or tell me how to extract it from the game files), I’ll go through and proof-read it (much easier than trying to come across the dialog naturally in the game).

Glitches:
Spoiler: show
  • After stopping the train in North Corel, the kid gives the party the Planet materia automatically. Then, when you talk to him in his house, he gives it to you again. (Not that I’m complaining about being given two Planet materia, mind you.)
  • During the long course in the Chocobo race, once you pass the waterfall, the loud “water rushing” sound effect continues to play until the race is over and the scene changes.
  • When fighting the Ghost Ship, I got a game over when the party died, even though two of the characters were thrown away alive. The reason I think this is a glitch is because other battles that have the knocked-out-of-the-party mechanic DON’T have a game over when the same thing happens.
  • Maxim Gun and Battle Trumpet have normal growth, but their descriptions imply they should have triple.
  • The description of HP Shout is “?? ??” instead of the damage formula (like the other ultimate weapons).
  • A number of custom items don’t sort alphabetically (there must be a hidden value or something that tells the menu how to sort them that your items are missing, or something). The ones I caught are Sun Curtain, Astral Curtain, X-Mine, Syncher, Lucky Pill, Dirty Bomb, Maxim Gun, Red Clip, Restore Rod, Relic Ring, Hybrid Brace, Cactuar Gun, Oversoul Shard, and Typhoon Ring
  • During fight with Mirage: characters affected by Fantasia keep spinning while dead. If revived, player can choose their actions but attacks will still hit party and healing/buffs will still hit the boss (as if they were confused)
    • More generally, the confusion status is permanent. It cannot be cured—even after resist has been dispelled—even though all the other statues that Fantasia inflicts can.
  • Pearl can still be cast while character is a frog
  • When visiting the Alter in the Forgotten City in disc 3:
    • The exit is not marked while assist is on
    • The character sprite seen while approaching the alter is Ifalna’s (or maybe Aeris' from when you infiltrate the Don's manor), but when you enter the alter it’s Aeris’s.
  • On disc 3, Tifa can’t be added to or removed from the party using the normal save points while Cid is the leader.
  • On disc 3, if Tifa or Cloud is in the party when they’re not the leader, their sprite will be used on the world map instead of the current leader’s.
  • In the Dark Cave version of the Don’s manor:
    • In the right-most room, the camera doesn’t follow Cloud when he moves after the battle, unless you exit and re-enter the room.
    • If you confront the Don while Aeris is in the party, she doesn’t come out for the lineup
  • Aegis Armlet doesn’t protect from Holy or Hidden elements.
  • In the Dark Cave Honeybee Inn (in the room with mini Cait Sith)
    • Cloud can clip into the left side of the tub
    • Either the camera or the map is allowed to move too far when approaching the edges of the room, so that the edge of the map visibly moves (exposing the void behind it)
  • In the Dark Cave version of Aeris’s house, transitioning up/down the stairs and entering (but not exiting) the house causes the music to restart.
  • During the entirety of the Dark Cave, Tifa cannot be removed from the party.
  • In the Dark Cave, after getting Cid back, the green arrow (from having assist on) is blinking in front of the text box.
  • Visiting Wall Market in disc 3 while Cid was the party leader: in the diner, I accidentally tried walking into the kitchen. The chef stopped me like normal (“Hey! Stay out of the kitchen”), but instead of automatically making Cid run back into the dining area, the game soft-locked on me (Cid froze mid-turn and I could no longer move him, nor could I interact with anything or open my menu). Doing this with Cloud has no problems; Cloud turns around and you continue controlling him as normal. I didn’t test Tifa. If I had to guess, I’d say Cid’s model was lacking the proper animation or something to that effect (not sure how things like that are handled in the game’s engine).
  • After beating the last boss in the Dark Cave, the far exit doesn’t work (player can walk through the marked exit for a little bit before hitting a dead end).
  • All documentation (and the weapon smith) refers to the "Pilebunker" as the "Pile Banger." (not sure if the weapon name is wrong or everything calls it the wrong thing, but it should be fixed either way.
  • After exiting the Dark Cave, talking to the foreman again caused him to glitch out for ~5 seconds (scaring me into thinking the game had soft-locked before I could save after beating the boss), then stopped glitching and said his normal line.
  • Kalm (disc 3): there’s a woman stuck in the center of the tower in the middle of town.
  • Armored Keeper (or whatever the boss at the end of Mt. Nibel was called) doesn't use Trine. (According to Proud Clod, only Movers ever use it.)
  • The game doesn’t recognize the following achievements with your mod: End of Part 1 (I chose to let Aeris live, so I’m guessing if I had let her die and seen the funeral scene I would have gotten the achievement), End of Game (getting the normal ending might still trigger it, but I haven’t checked yet), Battle Square (which you should get for “[starting] a battle in the Battle Square”), and both the Bahamut Zero and Knights of the Round achievements (which is weird, because I DID get the Materia Overlord achievement for mastering all materia. *shrug*)


Out of Place:
Spoiler: show
  • After the final Fort Condor battle, Yuffie’s swearing should be censored the same way Cid’s and Barret’s swearing is. It feels very out of place otherwise.
  • In the same conversation, the Aeris’ line should come before Cid’s final line (I forgot to write down the exact lines, but I remember it was something to the effect of Cid saying “let’s go” and then Aeris comments on the Condor, or something along those lines)
  • Documentation states that Mime was changed to a 1-star materia for balancing, but it’s not. It’s 2-star and can be mastered, thus allowing as many as I want. Either the documentation is wrong and should be updated, or that’s a glitch and should be corrected.
  • During Cait Sith’s side quest, he talks about finding the source of “the strange signal” they received, but it wasn’t mentioned anywhere else (the prompt to revisit the Temple of the Ancients was just a vague “you should go see what’s there” type of message). Was there supposed to be more to his quest (or at least, some mention of a strange signal coming from the Temple of the Ancients)?
  • In the Dark Cave, having the standard victory music after a fight and the normal sleeping music when you rest is very jarring, and breaks the creepy atmosphere you were building.
    • Also, the first screen of climbing up to Shinra HQ had the standard music from that event (from disc 1). On the second screen and onward, there was silence.
  • Use of music in Shinra HQ was inconsistent:
    • Outside, lobby, elevators, and floors 61–69 had no music
    • The store and battles had the “sneaking into Shinra HQ” music playing.


Suggestions:
Spoiler: show
  • In Cloud’s memories, I think changing Tifa’s “The day mom died…” to “…The day mom died…” would help sell the idea that she’s suddenly remembering something sad (the implied hesitation at the start of the sentence).
  • On the rocket (after it’s been launched) the exits aren’t marked while assist is on (makes it hard to figure out where on the screen I’m supposed to exit). Not sure if this is a vanilla glitch or not, but I’d suggest fixing it either way. There are several other areas in the game that aren’t marked well either. If that’s something you can (and are willing to) fix, let me know and I’ll make a note of them on my next playthrough.
  • Change Aeris’ model on disc 2 and 3 to not have the white materia. It’s very distracting having the characters talk about how she lost the white materia WHILE THE CAMERA IS ZOOMED IN ON THE WHITE MATERIA CLEARLY SITTING IN HER HAIR. =P


Typos:
Spoiler: show
  • In the Forgotten City with Bugenhagen and Aeris:
    • “I prayed for Holy but nothing happened.” Missing comma after Holy
    • Cloud says “… I attacked her …” when talking to Aeris. Flag should be added that checks for Aeris being in the party, and if true, changes “her” to “you”
  • Cait Sith: “You know the Junon cannon vanished?” Should have “how” after “know”.
  • Scarlet (to Reeve): “Once you open up all the way everything will go full speed!” Missing comma after “all the way”.
  • Heidegger: “… power of a Reactor-fueled cannon!” “Reactor” should not be capitalized (it’s not a proper noun in this instance).
  • Scarlet: “Off course!” should (probably) be “Of course!”
  • On the Highwind during disc 3, when talking to the NPC who tells the player about the “New Threats,” asking him about Midgar tells you about Rocket Town.
  • When forging ultimate weapons: “Off course!” should be “Of Course!”

   
PS, sorry if any of those were already reported. I didn’t feel like looking through 274 pages of posts to find out whether there were any overlaps in bug reports.

PPS, I was playing on Arranged difficulty. That probably matters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: seijuro on 2018-05-12 23:29:44
Could I use my 1.4 save file with the new 1.5 version? Would there be any issues?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-13 00:38:39
Hello everyone.

I´m going to replay the game with v1.5.
I notice that the two hotfix don´t have any link, is it because they aren´t necessary ? or maybe they are at the NT build ??

Do you guys recomend the normal mode or the arrange mode ? i have some experience with FF7 (it´s my favourite game)

Thanks

If you go with the installer from here then there's no hotfixes to apply. Go with Normal mode for first playthrough of the mod, Arrange has some balance issues end-game at the moment due to the .exe modifications to materia bonuses/penalties.

Could I use my 1.4 save file with the new 1.5 version? Would there be any issues?

Yeah, but depending on where you are there might be some scenes not triggering (for instance, if you've cleared out the Da Chao fire cave and not done Yuffie's Lv.4 Limit boss then you'll miss it upgrading to 1.5). It should be fine on the whole though as it's mostly the same savemap.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HautSaus on 2018-05-14 06:23:18
Hey SC, I can't seem to get ff7_en.exe to launch with 7h. https://imgur.com/15Q2M4e

I can run ff7.exe directly, with my saves in progress, but no mods are active. When I run ff7_en.exe directly it boots the Steam loader and loads the saves in the Steam install folder. 1.5 has worked fine with ff7_bc.exe but with vanilla materia and source values. Any insight or should I try a fresh install?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkusam on 2018-05-15 04:19:32
Hi SC

Having a little bit of an issue with NT (I'm currently using 24th November 2017 IRO). I was wondering if you were able to help me out with it please :)

I cannot get Tifa to trigger her scene at the piano. I'm at Disc 3/Went to the bottom of the crater and came back. I play the Final Heaven tune on the piano and the most I get is two lots of 1 gil.

I know I am using an older version, however because I was recording my run for YouTube, this was the most updated version I had and didn't realise til recently you had
released a newer version of NT.
Is there a possible to fix this or do I need to update to the latest version? I held off because of Cid and Cloud having new innates and I didn't wanna do anything irreversible so far into my playthrough. However I do want a playable game and to record Tifa v [REDACTED] (Not sure on the spoiler policy)

Thanks in advance

Ark
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: someone101 on 2018-05-15 06:25:21
I can run ff7.exe directly, with my saves in progress, but no mods are active. When I run ff7_en.exe directly it boots the Steam loader and loads the saves in the Steam install folder. 1.5 has worked fine with ff7_bc.exe but with vanilla materia and source values.

I had the same problem when I tried using 7H. The second part (the materia having vanilla values) I haven't found a solution for yet, but for the first one, the problem is that 7H is loading its saves from a different folder than the vanilla game saves them in. Luckily, that means you can just copy them over and they work fine. For me, the vanilla saves (the ones I wanted it to load) were stored in "..\Documents\Square Enix\FINAL FANTASY VII Steam\user_16032414". All you have to do is copy the file there that has the save data you're looking for (for me, it was "save00.ff7") and drop it into the save folder that 7H created: "..\steamapps\common\FINAL FANTASY VII\save". If you already have saves in there that you want to keep, just change the number in the file before you copy over your old save (for me, I renamed it from "save00.ff7" to "save01.ff7"). Then you just launch the game from 7H and, voila, your old saves are now accessible!

Have fun!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-15 14:00:28
Hey SC, I can't seem to get ff7_en.exe to launch with 7h. https://imgur.com/15Q2M4e

I can run ff7.exe directly, with my saves in progress, but no mods are active. When I run ff7_en.exe directly it boots the Steam loader and loads the saves in the Steam install folder. 1.5 has worked fine with ff7_bc.exe but with vanilla materia and source values. Any insight or should I try a fresh install?

As far as I'm aware, 7H should be using the ff7.exe by default rather than the steam ff7_en.exe. This can be changed depending on mod composition (ff7_bc.exe for instance) but for all intents and purposes 7H operates from an install that is converted from FF7 steam into a FF7 1998 PC install. It shouldn't be using ff7_en.exe or the steam launcher at all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2018-05-15 19:36:25
Hi SC

Having a little bit of an issue with NT (I'm currently using 24th November 2017 IRO). I was wondering if you were able to help me out with it please :)

I cannot get Tifa to trigger her scene at the piano. I'm at Disc 3/Went to the bottom of the crater and came back. I play the Final Heaven tune on the piano and the most I get is two lots of 1 gil.

I know I am using an older version, however because I was recording my run for YouTube, this was the most updated version I had and didn't realise til recently you had
released a newer version of NT.
Is there a possible to fix this or do I need to update to the latest version? I held off because of Cid and Cloud having new innates and I didn't wanna do anything irreversible so far into my playthrough. However I do want a playable game and to record Tifa v [REDACTED] (Not sure on the spoiler policy)

Thanks in advance

Ark
You can trigger other sidequests??
You had tried to go to the reactor to see if Zangan is waiting his defeat? O_o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HautSaus on 2018-05-15 19:56:52

I got it to work. I ran the game converter again, then put the ff7.exe that game with NT in to the folder. With mods and edited stats in play. Only weird thing is my text is kinda low rez and squished together. I assume it's because it isn't using the ff7_bc.exe or ff7_mo.exe.

Edit: text is fine now after taking off beacause + menu overhaul mods
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-15 22:18:46
Hi SC

Having a little bit of an issue with NT (I'm currently using 24th November 2017 IRO). I was wondering if you were able to help me out with it please :)

I cannot get Tifa to trigger her scene at the piano. I'm at Disc 3/Went to the bottom of the crater and came back. I play the Final Heaven tune on the piano and the most I get is two lots of 1 gil.

I know I am using an older version, however because I was recording my run for YouTube, this was the most updated version I had and didn't realise til recently you had
released a newer version of NT.
Is there a possible to fix this or do I need to update to the latest version? I held off because of Cid and Cloud having new innates and I didn't wanna do anything irreversible so far into my playthrough. However I do want a playable game and to record Tifa v [REDACTED] (Not sure on the spoiler policy)

Thanks in advance

Ark

Is Tifa party-leader when you go to play the piano? I think that was the other requirement.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jack5881 on 2018-05-16 10:46:37
Wow,this mod is amazing,thanks for sharing!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkusam on 2018-05-17 04:10:46
Is Tifa party-leader when you go to play the piano? I think that was the other requirement.

I have tried the following :

Cloud as Party Leader, Tifa not in party
Cloud as Party Leader, Tifa in party
Tifa as Party Leader, Cloud in party
Tifa as Party Leader, Cloud not in party

Tried using the iros from 24th November and 10th March.
Tried swapping between .bc and .mo exe files

I'm not really familiar with modding for this (I've followed the 7th Heaven guide for installation) so I don't have an idea
for how to sort this out.

Cheers for replying

Ark
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Furious241 on 2018-05-17 21:17:57
Quick question - is the Rank Up system the only way for characters to gain permanent stat increases? Levels don't give me stat increases anymore (and to be honest I wasn't paying attention close enough to notice if they ever did), and my strongest physical attackers (level 80+) still barely break 1000 damage on higher level enemies. I've seen videos of players with much stronger attackers... so I'm a bit confused about my lousy damage output. I'm really struggling against the end game bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-17 23:12:58
Quick question - is the Rank Up system the only way for characters to gain permanent stat increases? Levels don't give me stat increases anymore (and to be honest I wasn't paying attention close enough to notice if they ever did), and my strongest physical attackers (level 80+) still barely break 1000 damage on higher level enemies. I've seen videos of players with much stronger attackers... so I'm a bit confused about my lousy damage output. I'm really struggling against the end game bosses.

Characters don't gain stats on level up (though Level itself plays an important role in damage formulas, particularly physical damage), and it all comes from the sources gained from rank-up. However, it's only half the setup; the rest comes from what equipment and Materia you use.

First thing is that Elements are important for physicals as they double the amount of damage that they can do; for instance, the Crater enemies should mostly all be weak to Holy so combining Elemental + Restore/Alexander/Revive/etc. in a character's weapon should result in 2x damage in 99% of the fights you encounter down there.

As for equipment, you'll want to lift Strength where you can with Armour and Accessories to try and get their overall attack above at least 200 or so.

An Ultimate Weapon will also greatly boost physical damage, as these use special modifiers based on enemy level, HP, MP, stuff like that. You can also boost your critical hit rate by buffing Luck where possible; Amulet gives a huge boost to this stat.

And on Materia, you'll want to try and stack counter-attack, get Multi-Cut, Added Cut, Command Counter + Mug/Deathblow, anything you can to up your output of attacks. Physical attacks tend to hit less than the strongest-tier spells, but they can be made to hit a lot more often.

I guess the last thing is to try and avoid using back-row if you have a short-range physical attacker and avoid using Sadness as these restrict the number of Limit Breaks you can throw out. But as this leaves them more vulnerable to incoming physical attacks, it'd be a good idea to have some protection up like Barrier or someone tankier who can Cover them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Furious241 on 2018-05-17 23:33:06
Characters don't gain stats on level up (though Level itself plays an important role in damage formulas, particularly physical damage), and it all comes from the sources gained from rank-up. However, it's only half the setup; the rest comes from what equipment and Materia you use.

First thing is that Elements are important for physicals as they double the amount of damage that they can do; for instance, the Crater enemies should mostly all be weak to Holy so combining Elemental + Restore/Alexander/Revive/etc. in a character's weapon should result in 2x damage in 99% of the fights you encounter down there.

As for equipment, you'll want to lift Strength where you can with Armour and Accessories to try and get their overall attack above at least 200 or so.

An Ultimate Weapon will also greatly boost physical damage, as these use special modifiers based on enemy level, HP, MP, stuff like that. You can also boost your critical hit rate by buffing Luck where possible; Amulet gives a huge boost to this stat.

And on Materia, you'll want to try and stack counter-attack, get Multi-Cut, Added Cut, Command Counter + Mug/Deathblow, anything you can to up your output of attacks. Physical attacks tend to hit less than the strongest-tier spells, but they can be made to hit a lot more often.

I guess the last thing is to try and avoid using back-row if you have a short-range physical attacker and avoid using Sadness as these restrict the number of Limit Breaks you can throw out. But as this leaves them more vulnerable to incoming physical attacks, it'd be a good idea to have some protection up like Barrier or someone tankier who can Cover them.

Good post, it's much clearer now, thanks for the response.
I'm doing a Job Class challenge based on classic Final Fantasy jobs through restricting Materia usage on the characters. I've just found that with that, the characters that I relied on to do heavy physical damage (Barrett as a Paladin, Tifa as a Monk, Yuffie as a Ninja etc) fell off really hard late Disc 2.
lol I guess your mod is challenging enough that I didn't need to do this, but I'm still having a blast with it! Just have to put more thought into strategies and team comp. I think I will take advantage of the Elemental materia, though.

Thanks so much! Seriously having a ton of fun with this mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-19 17:59:49
i have a question/issue.

i recently picked the mod back up....and "plasma bomber" only had a recolor....rather than actual changes? i found a video showing that its supposedly two bombers rather than one?

what did i do wrong? i installed the main mod as well as the patches.

its the 2012 ff7 pc version btw.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-19 18:02:19
also, i reintroduced an old save.....so idk if that interferes or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-19 18:39:01
it appears you updated things recently....so idk what i have at this point lol.

do i just get this 2018 version and no patches, since you don't have any up on the first page?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-19 19:10:43
ok now im confused.

i installed the new 2018 version over the old one and now it forces me into steam rather than just opening the game....and its not even the steam version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-19 19:13:20
wait....ok i guess the 2012 remake is steam, but it didnt force into steam after the crack was applied and was separated from it....but the new NT version broke something lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-19 19:26:26
i have a question/issue.

i recently picked the mod back up....and "plasma bomber" only had a recolor....rather than actual changes? i found a video showing that its supposedly two bombers rather than one?

what did i do wrong? i installed the main mod as well as the patches.

its the 2012 ff7 pc version btw.

There are two modes; Normal and Arrange. You fight one Plasmabuster on Normal, but on Arrange you fight two instead. Version-wise, the mod should install to 1998 PC, Steam, or 2012 re-release as the architecture is (mostly) the same and the installer covers any differences between them.

As for save files, they should function correctly between all versions as the savemap tends to be kept the same. The latest version is an .EXE prototype that installs to the FF7 folder instead of the FF7/Data folder; if you've used a crack or something then I don't know what's going to happen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-19 19:28:45
ok. well that's good to know. but now i can't even play the game with the 2018 version. just opens steam for no reason.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-19 19:31:00
matter of fact it goes specifically to the ff7 store page...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-19 19:34:01
oops missed that last part. i'll try doing things without the crack, though the crack is kinda the only way i was able to properly use the game without a key. lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-20 04:16:52
ok so i think i got it working again.

so did you nerf barret by chance? he used to get phys AND magic def boosts from his rear stacks....and now its just phys def stacks? ouch? i rather enjoyed the unbreakable Mr. T. :( lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-20 04:52:27
but yeah on the installation note....i had to crack it AFTER the patch....so hopefully that didnt....break anything. lol. no random steam store visits anymore though.

EDIT: my apologies about the overposting...im not really used to forums i guess. oops.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Covarr on 2018-05-20 17:07:05
Maverick, please use the edit button instead of posting several times in a row, as per our rules.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2018-05-21 11:31:24
Hey Sega, just started another run since my issue last time resulting in having to redo a bunch (my own fault though) made me salty on the current save. Everything has been going great so far, the only issue that remains for me is that light nation is immune to damage even though he is still listed to have the morph of a peace ring. Is the documentation incorrect, the fight incorrect, or is it just to taunt you with a morph that you can never get?
Edit: Or the final secret option, I'm doing something wrong and it is totally obtainable.
Edit 2: Also I don't think it's listed anywhere but have been very curious. Cloud's Innate gives a max of +30, Red XIII's gives a max of +50, how much stats do Barret's innate stacks give?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-21 22:58:35
Hey Sega, just started another run since my issue last time resulting in having to redo a bunch (my own fault though) made me salty on the current save. Everything has been going great so far, the only issue that remains for me is that light nation is immune to damage even though he is still listed to have the morph of a peace ring. Is the documentation incorrect, the fight incorrect, or is it just to taunt you with a morph that you can never get?
Edit: Or the final secret option, I'm doing something wrong and it is totally obtainable.
Edit 2: Also I don't think it's listed anywhere but have been very curious. Cloud's Innate gives a max of +30, Red XIII's gives a max of +50, how much stats do Barret's innate stacks give?

I think he's Morphable on Normal mode, on Arrange I don't think it's possible due to the immunity.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2018-05-21 23:02:02
Ah of course that makes sense. Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2018-05-22 02:22:21
I think I mentioned this a while back but I don't think it ever got an answer. I just beat Barbariccia with morph and got nothing, now the documentation shows Rubicante which is the normal version of the fight and not arrange if I recall correctly. It dropped a bird wing which isn't the drop from Rubicante, so is it safe to assume that since they are COMPLETELY different enemies, that they don't have the same loot tables? If I'm right, can you tell me if I missed any steals or anything valuable from it seeing as it wouldn't morph into the fire ring? Also maybe consider putting Barbariccia in the documentation as well to avoid confusion.

Edit: I think it's the same situation with Illuyankas now that I think about it, anything of note that drops/steals/morphs from him?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: neodiahs on 2018-05-22 09:49:00
Ive been in numerous battle so far with movers and i have yet to see them use "Trine" enemy skill yet (on Arrange mode if that matters). I sadly forgot to equip enemy skill before the Godo fight so i missed my chance at that one so i just moved on hoping to get it later (to complete the collection) but having no luck.

Just looking for conformation that they can actually cast the skill (or what does) cause as it stands i feel like i missed my chance to complete it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Furious241 on 2018-05-23 20:31:39
If you haven't defeated the Bomb King (Quad Magic Materia cave), he casts Trine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: neodiahs on 2018-05-24 01:46:07
Sadly im pretty much at the end. done all the caves, character quests and the weapon fights ect. Movers are my only hope on completing my enemy skill materia
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Blagnarok on 2018-05-25 01:54:21
I love your New Threat mod so much.  I would really love to upgrade to version 1.5, but I use menu overhaul, and the ff7_mo.exe does not have some of the custom changes that you made to ff7.exe for this version.  Therefore, I have to have crappy menus to use your most recent version or go back to 1.4 with ff7_mo (which I have done.)

Is there any chance you could tweak ff7_mo.exe to be compatible with this newest version of 1.5 and include it in your download like you have with ff7 and ff7_en?

Thanks,
Nate
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2018-05-25 11:46:52
Where have you gone Sega, we miss you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Whoopsie#3sie on 2018-05-25 18:52:34
Whats up with the low physical dmg tho? Im at the end of disc 2 and physical dmg is the most pointless thing in this game.  Even with the str builds i have never done over 400 dmg per hit on physical attack and thats on a good day. My regular hits do 200 dmg MAX......MAX. Same with limit breaks. Only magic does dmg in this mod for me. Took me 2 tries to beat Lost Number cause the dmg was stupid low. And then fighting Tseng? the amount of retries.........I literally have no plans on fighting the weapons. Im level 55,55 and aerith is 57. I dunno if i modded it wrong or is this how it was intended to be?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LuckyStax on 2018-05-25 19:26:52
Hi, big fan of NT here. I may have found a bug or easter egg of sorts. If you equip added effect + barrier to your weapon then hit yourself in the mod. It will cast: Wall, Reflect, and Sheild. This works even if the barrier materia is at level 1. Wasn't sure if this is intended or a bug/glitch. Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-26 20:16:31
I think I mentioned this a while back but I don't think it ever got an answer. I just beat Barbariccia with morph and got nothing, now the documentation shows Rubicante which is the normal version of the fight and not arrange if I recall correctly. It dropped a bird wing which isn't the drop from Rubicante, so is it safe to assume that since they are COMPLETELY different enemies, that they don't have the same loot tables? If I'm right, can you tell me if I missed any steals or anything valuable from it seeing as it wouldn't morph into the fire ring? Also maybe consider putting Barbariccia in the documentation as well to avoid confusion.

Edit: I think it's the same situation with Illuyankas now that I think about it, anything of note that drops/steals/morphs from him?

They are different enemies; neither have Morphs or Steals from what I can see.

Ive been in numerous battle so far with movers and i have yet to see them use "Trine" enemy skill yet (on Arrange mode if that matters). I sadly forgot to equip enemy skill before the Godo fight so i missed my chance at that one so i just moved on hoping to get it later (to complete the collection) but having no luck.

Just looking for conformation that they can actually cast the skill (or what does) cause as it stands i feel like i missed my chance to complete it.

For Trine, use a Limit Break and that should trigger Movers to use it (so long as all 3 are still alive). Bomb King casts Beta rather than Trine.

I love your New Threat mod so much.  I would really love to upgrade to version 1.5, but I use menu overhaul, and the ff7_mo.exe does not have some of the custom changes that you made to ff7.exe for this version.  Therefore, I have to have crappy menus to use your most recent version or go back to 1.4 with ff7_mo (which I have done.)

Is there any chance you could tweak ff7_mo.exe to be compatible with this newest version of 1.5 and include it in your download like you have with ff7 and ff7_en?

Thanks,
Nate

I'll run a ff7_mo.exe through hext-edit and send it across.

Where have you gone Sega, we miss you.

:c
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-26 20:21:16
I added hextedits to the FF7_MO file

http://www.mediafire.com/file/d9dnj9pmaz0qv3p/ff7_mo%20with%201.5%20EXE%20Proto%20Changes.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-05-27 05:40:21
Arrange has some balance issues end-game at the moment due to the .exe modifications to materia bonuses/penalties.
It's been a while since I last played, and I just installed everything and noticed that. Amusingly this was enough for me to mess around with WallMarket to try and fix some of the unyet-fixed issues I spotted (mostly things with the armors), but most of it was forgivable.

I think the biggest issue is how the stat reductions are used at the moment heavily encourage physical damage builds over magic builds, which isn't an issue early-game, but a serious problem late-game given how steeply a lot of the materia reduce physical and magical defense. The magic-materia have no issues with how they are set up, it's the support materia where this is most problematic from what I can see.

Magic casters NEED support materia in order to be useful as casters, and some of the best support materia are too negatively stat-reduction heavy at this point in time to be of use for those types of magic builds.

Thus it means that you should be considering alternative stat bonuses and reduction setups to deal with that. It's one thing if the reductions also give some useful bonuses, but that isn't really the situation with the support materia at this time (the command materias are also almost in the same boat, with all of them being too similar to eachother from what I can see).


That said, what you did with the "HP <> MP" materia is quite honestly genius, and works nicely for both Cait Sith and Vincent given their abilities. Amusingly were there a Relic that could allow characters to lose MP in place of HP when they take enemy damage, it would make it worth using that materia and relic, and would make Vincent and Cait Sith have some fun uses given what could be done with it. :evil: :-P


Anyways, I'm starting up a new play-through, and I'll give commentary and screenshots as I go through things and if I spot any issues. ;D


EDIT; Ok, first issue found. Right after the Reactor 5 mission, when you get Aeris/Aerith as a party member, the innate ability description for her contradicts itself. Here's a screenshot showing what it covers;

Spoiler: show
(https://i.imgur.com/gg2yYIs.png)



And here's a screenshot showing what it does not.

Spoiler: show
(https://i.imgur.com/NInv475.png)



Second Edit; Pretty suspicious indeed (broken text box). :P

Spoiler: show
(https://i.imgur.com/BPjSj9C.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-27 12:28:31

Welcome back, I'll be making fine-tuning to the materia bonuses/penalties fairly soon when I start work on the mod again in early June. There's a lot of other bugs and things that need sorted out as well, so let me know about any you find.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-05-27 15:34:40
Hi, I've been playing 1.5 with the march exe, and while I'm really enjoying it, I'm wondering should I play arrange instead?
I feel I'm putting all this effort into my builds and character sets up, but feeling it doesn't really matter so much atm? The fights are not challenging, does this difficulty level spike up? I'm just after leaving desert prison.

If the difficulty level doesn't spike, how hard exactly is arrange? I like to feel like all my work and customization has meaning, with fights where I have to use it, but I always run into hard modes, where fights simply become stupid, and it kills the patch for me. So maybe I should stick to normal? Though, I'm really hoping things pick up in difficulty.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-05-27 18:07:07
Welcome back, I'll be making fine-tuning to the materia bonuses/penalties fairly soon when I start work on the mod again in early June. There's a lot of other bugs and things that need sorted out as well, so let me know about any you find.
Understood.

Speaking of which, Dark Nation is utterly invincible again. No damage can be done to him, he can't be healed, he can't be morphed, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-27 21:23:41
so sega.....i just got to mr smile again.....and i upgraded cloud but i only got like....1,2,3 sources of each kind and only 1 point for each use. isnt it supposed to be 5 per source now? im basically getting no legitimate stat boost now : /

idk if others have run into this issue already or not. appreciate any solution you could provide though lol.

Edit: for the record, this is the 2018 update of v1.5. the standalone one i think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-27 23:16:19
Hi, I've been playing 1.5 with the march exe, and while I'm really enjoying it, I'm wondering should I play arrange instead?
I feel I'm putting all this effort into my builds and character sets up, but feeling it doesn't really matter so much atm? The fights are not challenging, does this difficulty level spike up? I'm just after leaving desert prison.

If the difficulty level doesn't spike, how hard exactly is arrange? I like to feel like all my work and customization has meaning, with fights where I have to use it, but I always run into hard modes, where fights simply become stupid, and it kills the patch for me. So maybe I should stick to normal? Though, I'm really hoping things pick up in difficulty.

I would stick to normal for now, it'll ramp up the further you go and Disc 2/3 has a lot of tougher encounters to pitch your teams against.


Understood.

Speaking of which, Dark Nation is utterly invincible again. No damage can be done to him, he can't be healed, he can't be morphed, etc.

That's his Arrange Mode AI; he can only be killed on Normal difficulty.

so sega.....i just got to mr smile again.....and i upgraded cloud but i only got like....1,2,3 sources of each kind and only 1 point for each use. isnt it supposed to be 5 per source now? im basically getting no legitimate stat boost now : /

idk if others have run into this issue already or not. appreciate any solution you could provide though lol.

Edit: for the record, this is the 2018 update of v1.5. the standalone one i think.

Sounds like the .exe hasn't patched. I would recommend either running the installer again or download the 7H folder to find the files you need and drop the .exe in manually: http://www.mediafire.com/file/1378ris52eh43ua/FF7%20NT%20IRO%2010th%20March%202018.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-27 23:38:27
Sounds like the .exe hasn't patched. I would recommend either running the installer again or download the 7H folder to find the files you need and drop the .exe in manually: http://www.mediafire.com/file/1378ris52eh43ua/FF7%20NT%20IRO%2010th%20March%202018.zip

unfortunately all that did was break my game....lol
that exe is separate from the ff7 launcher file and asks for disks i don't have.....and i guess it didnt like the other ff7 en file. fml. lol

edit: im at the point where perhaps i just need to flat out buy this thing on steam or something.

basically because the moment i use the ff7 english file from the mod, i lose the ability to play it at all, cuz it starts communicating with my steam program immediately and goes right back to the launcher.

edit 2:

bought and installed steam version proper...i guess it all works now. lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-05-27 23:49:36
I would stick to normal for now, it'll ramp up the further you go and Disc 2/3 has a lot of tougher encounters to pitch your teams against.


Thats good to know. Curious why you don't recommend playing arrange? I started playing it since that post, just left kalm, and I'm enjoying it a lot more, the random encounters can actually keep me own my toes now, and the boss fights are much more exciting. Does is get way too extreme or something?


btw, is tifa lucky reels mod compatible with new threat? And does anyone have the file? The links are dead now on the forums.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkusam on 2018-05-28 02:01:52
I have tried the following :

Cloud as Party Leader, Tifa not in party
Cloud as Party Leader, Tifa in party
Tifa as Party Leader, Cloud in party
Tifa as Party Leader, Cloud not in party

Tried using the iros from 24th November and 10th March.
Tried swapping between .bc and .mo exe files

I'm not really familiar with modding for this (I've followed the 7th Heaven guide for installation) so I don't have an idea
for how to sort this out.

Cheers for replying

Ark

Hi SC,

Saw this got lost in the posts so I'm bumping post.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-28 13:49:07
heya SC,

now that everything seemingly works....im noticing that your materia buffs and drops are insanely hefty? exp up has -30 vit and -30 spr for instance, and a number of blue materias have -15s on em. was that intentional? lol. maybe someone already addressed this and if so i apologize. all i know is that im seeing stats drop to straight 0's from the hefty drops lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-05-28 23:19:57
That's his Arrange Mode AI; he can only be killed on Normal difficulty.
That is good to know. Speaking of which, Jenova-Vector (I think), the Boss fight on the ship before you get Ifrit? Jenova's HP is 12,000 in that fight, and she's not bringing up the two 'helpers' she normally does in Arrange. Considering her HP is usually above 15k and she brings up the (morphable) helpers in Arrange, I'm marking that down as a potential issue here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-29 23:41:28
hey SC, i'm at the part where i am supposed to face off with Dyne....but...
Spoiler: show
isn't there supposed to be a fight with the scorpion mech at this point as well? im not seeing him anywhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2018-05-29 23:46:14
Hey Maverick4031

Sega chief moved the scorpion to mt ordels now
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-05-30 00:16:47
Hey Maverick4031

Sega chief moved the scorpion to mt ordels now

mt. corel? but i never saw him there either? i know he shows up MUCH LATER there, but i never saw him the first time around.

edit:
on another note....SC.....did you buff the junon leagues by chance? i just got ohko'd as barret with good stats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Szaikan on 2018-05-30 10:10:39
I added hextedits to the FF7_MO file

http://www.mediafire.com/file/d9dnj9pmaz0qv3p/ff7_mo%20with%201.5%20EXE%20Proto%20Changes.zip
Hi, this file not work, Source still give 1 point and materia like steal give -25%hp
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-30 12:40:47
Hi SC,

Saw this got lost in the posts so I'm bumping post.

Might need to send me your save file so i can check the vars attached to that sidequest and reset them.

Quote from: Maverick4031

link=topic=14938.msg257231#msg257231 date=1527639407
mt. corel? but i never saw him there either? i know he shows up MUCH LATER there, but i never saw him the first time around.

edit:
on another note....SC.....did you buff the junon leagues by chance? i just got ohko'd as barret with good stats.

Mt. Nibel
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2018-05-30 12:49:30

Hey sega chief

I have a neat idea for your ff7 2.0 new threat mod, my idea is this that you put up a countdown timer for when someone does the tifa gas champer mini game and when tifa gets her self out of there, that the people have to fight the slapping girl at the end of manko cannon

what do you think of that idea
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Farlance on 2018-05-30 21:15:31
Is there a reason why Gorki in the pagoda is basically untouchable in every way? Takes no physical or elemental damage, and avoids EVERYTHING else.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KittyJaws on 2018-05-30 23:44:37
Hey i found something funny in north crater. You put your own save points in, and i found a way to access an old chest you replaced with a save point

https://steamcommunity.com/sharedfiles/filedetails/?id=1398840198

in the previous screen you see the chest, but you go through to the next room and it shows the save point instead, but you can menu buffer through the trigger, and access the chest, that is normally impossible to get. You still get nothing, but i found this funny.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arkusam on 2018-05-31 02:47:14
Might need to send me your save file so i can check the vars attached to that sidequest and reset them.

Mt. Nibel


Will do.

How does one go about giving you the save file?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-31 16:31:39
Hi, this file not work, Source still give 1 point and materia like steal give -25%hp

Might be a permissions issue and the .exe isn't being patched/reverted; try running the executable as an admin and make sure that, if you're playing through 7H or something, that the target .exe being used to run the game has the same name as the patched one.

For instance, the installer is designed to target the ff7.exe and ff7_en.exe. 7H however installs multiple .exe files and will run the ones with different names like ff7_mo.exe. After patching, you'll need to rename the .exe to match the one that 7H is looking for.

Hey sega chief

I have a neat idea for your ff7 2.0 new threat mod, my idea is this that you put up a countdown timer for when someone does the tifa gas champer mini game and when tifa gets her self out of there, that the people have to fight the slapping girl at the end of manko cannon

what do you think of that idea


A fight on the cannon has been suggested a couple times, but the issue is coming up with a battle model that would pass muster and it would replace a fairly unique scene. I may add something there, but it won't be a battle.

Is there a reason why Gorki in the pagoda is basically untouchable in every way? Takes no physical or elemental damage, and avoids EVERYTHING else.

The Wutai pagoda fights are semi-puzzle fights with a gimmick to get through. Gorki's is Defence, and at the start of the fight he uses Tamon's Guard which gives him Wall + Shield. You can get rid of this by using Debarrier, but he has very high defence/magic defence as well so you'll want to use attacks that either deal fixed damage or which ignore defence. Summons should be effective once you've dealt with his defensive buffs with either Debarrier, Dispel, or a Holy Torch item.

Hey i found something funny in north crater. You put your own save points in, and i found a way to access an old chest you replaced with a save point

https://steamcommunity.com/sharedfiles/filedetails/?id=1398840198

in the previous screen you see the chest, but you go through to the next room and it shows the save point instead, but you can menu buffer through the trigger, and access the chest, that is normally impossible to get. You still get nothing, but i found this funny.

Ah yeah, I forgot you can access that chest by using Menu to get past the area exit line. You can do it on most screens, but some allow for some interesting navigation like the initial screen when entering the Da Chao; during the Yuffie sidequest, Reno can be accessed for dialogue earlier than intended and I left a secret message there which someone found fairly recently.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-05-31 17:58:27
Likely an already pointed out problem, but Aerith's "Breathe Of The Earth" limit is not healing HP like it says it should. :shrugs:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-31 19:48:25
Likely an already pointed out problem, but Aerith's "Breathe Of The Earth" limit is not healing HP like it says it should. :shrugs:

I checked the folder, and the Limit changes haven't been applied. Guess they were vanilla limits this entire time  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-05-31 20:40:18
I checked the folder, and the Limit changes haven't been applied. Guess they were vanilla limits this entire time  ;D
I've noticed a few other "Vanilla" things as well. ALL of the Chocobo Greens lack the various things they had before in NT, and the Guidebook no longer fully restores those KO'd.

This may also explain the fact that the Jenova boss-fight on the ship lacked her two helpers she usually has in Arrange as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-05-31 20:58:47
The Choco greens effects were removed, but the guidebook should be restoring KO (battle only, not in Item Menu).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-05-31 21:04:51
The Choco greens effects were removed, but the guidebook should be restoring KO (battle only, not in Item Menu).
Huh, a pity to hear about that on the Chocobo Greens. It was kind of interesting having them give various status effects, both good and bad.

The Guidebook restore effect is about the same as Pheonix Downs. That's why I commented on it, given previous versions were full HP(and MP, I think?) restores if KO'd. :shrugs:

Also, hmm, is the Battle Arena supposed to ignore poison absorption/negation effects?

Also, I got some "Hero Drink's" to use, and they were "Party only" in their targetting while having all the various negative status effects that they have. That needs fixed

EDIT; Found an issue with Zeigfried, again. Fought him near Zack's hometown of Gongaga. Once again, Ziggy lacked enough MP to play out his battle script, resulting in a LOT of ": |" results/comments in the battle from Ziggy's end of things. Tried throwing Ether's his way to see if that would fix things, but sadly it didn't.  Once I defeated him, the game crashed. :sighs:

Ok, got the battle a second time. Ziggy doesn't summon Odin and I'm still getting that ": |" response, but was able defeat him and have things not crash.


Second EDIT;
The Boss fight near the ruined Gongaga reactor? Both the Boss (Lich GT I think) and his two helpers do not absorb Poison, meaning they're doing damage to themselves in the process the entire fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: zuloph on 2018-06-01 08:13:55

Also, I got some "Hero Drink's" to use, and they were "Party only" in their targetting while having all the various negative status effects that they have. That needs fixed

The Hero Drink II is supposed to be party only, in fact it's designed to be used with Tifa and her Master Fist weapon as a way to quickly buff it's damage. If you want to use them on enemies though there is a way to do so. If you confuse the person using it before they throw it then they will have a chance to throw it on the enemy. Still though, they're better used for Tifa.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-06-01 14:46:11
The Hero Drink II is supposed to be party only, in fact it's designed to be used with Tifa and her Master Fist weapon as a way to quickly buff it's damage. If you want to use them on enemies though there is a way to do so. If you confuse the person using it before they throw it then they will have a chance to throw it on the enemy. Still though, they're better used for Tifa.
Previous NT versions of the Hero Drink II's were able to be selectable for both enemies and the party, and the fact that they had nothing but negative status effects made them incredibly useful in a lot of difficult/annoying fights against certain enemies.

As there had been other items that had been messed up and made like their canon vanilla versions, and given that the "II's" were originally a canon beneficial-status-and-only-party-selectable item, I had to speak up.

=/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-01 15:43:19

Hero Drink IIs are working as intended and not for use against enemies; it is possible to use them on enemies by way of the old Hyper exploit by confusing a party member who has the item queued for use but that's not the use I have in mind for them. On a surface level, it's a joke item that takes the potent Hero Drink and turns it into something very bad; but past that the statuses that it inflicts are all used by Tifa's Master Fist weapon which can result in short windows of massive damage if managed correctly.

Guidebooks restore 50% of a KO'd characters MaxHP as opposed to the 25% of a Phoenix Down.

Battle Square reels 'force' status ailments onto a character which is problematic when status protection is in play as removing these statuses becomes problematic due to the way the engine handles statuses and resistances.

Poison tick damage was changed to non-elemental with the executable changes; the fights where Poison ticks are used by bosses as a source of healing haven't been updated yet to account for this change (Gelnika Reno & Lich GT).

I'll be retiring the scripted Ziegfried fight and making it more straightforward to get rid of the ongoing issues with it.

Previous NT versions of the Hero Drink II's were able to be selectable for both enemies and the party, and the fact that they had nothing but negative status effects made them incredibly useful in a lot of difficult/annoying fights against certain enemies.

As there had been other items that had been messed up and made like their canon vanilla versions, and given that the "II's" were originally a canon beneficial-status-and-only-party-selectable item, I had to speak up.

=/

What are you talking about? The items weren't 'messed up', I reverted the Greens to their original effect by choice and IIs have never been a directly beneficial item to use on your party in any build of the mod; the only benefit for party use is to buff Master Fist. There was an item called Hero Drink Classic in the early versions that had something resembling the default Hero Drink effect but that has since been removed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-06-01 17:08:58
Guidebooks restore 50% of a KO'd characters MaxHP as opposed to the 25% of a Phoenix Down.

Huh, I'm probably too low-leveled atm then when I was testing some of the items out (was level 24/25 for the Lich GT fight). When there's not a lot of HP for the character, that sort of thing becomes difficult to notice. :p

I think I'll go fight Death Machines and Soldier-M's in Junion and bring my levels up to 50~.


Battle Square reels 'force' status ailments onto a character which is problematic when status protection is in play as removing these statuses becomes problematic due to the way the engine handles statuses and resistances.

Poison tick damage was changed to non-elemental with the executable changes; the fights where Poison ticks are used by bosses as a source of healing haven't been updated yet to account for this change (Gelnika Reno & Lich GT).

Interesting to know, and thank you for that explanation.


I'll be retiring the scripted Ziegfried fight and making it more straightforward to get rid of the ongoing issues with it.

FF7's Ziggy being a goofball badass would probably be more amusing than just a goofball. ;D


Hero Drink IIs are working as intended and not for use against enemies; it is possible to use them on enemies by way of the old Hyper exploit by confusing a party member who has the item queued for use but that's not the use I have in mind for them. On a surface level, it's a joke item that takes the potent Hero Drink and turns it into something very bad; but past that the statuses that it inflicts are all used by Tifa's Master Fist weapon which can result in short windows of massive damage if managed correctly.

What are you talking about? The items weren't 'messed up', I reverted the Greens to their original effect by choice and IIs have never been a directly beneficial item to use on your party in any build of the mod; the only benefit for party use is to buff Master Fist. There was an item called Hero Drink Classic in the early versions that had something resembling the default Hero Drink effect but that has since been removed.
Huh, then this is probably an uncommented on aspect (and unintended glitch given your intentions) of NT that people probably didn't think was an issue, but the Hero Drinks in the older versions were able to be used on both allies and enemies, making the item very useful at times when and where needed. The "Cauldron" item effects ALL the enemies, and the older versions of the Hero Drinks were single target, giving players options. That players had to work in order to get hold of the Hero Drinks balanced that out. :shrugs:

Of course, now I learn that it was supposed to be a joke-item and only useful for Tifa that got glitched in the earlier versions with the targeting, rather than an actually useful battle item. Heh.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2018-06-02 15:23:15
Hi SegaChief,
im trying to create the .iro with the new ff7_mo.exe that you have edited.
With the tests that i did i think that the changes in the .exe dont work too good(or the mod ignore them).
In the images (1,2) i run the ff7_mo.exe,the stats of the materias are wrong ,and the  sources of Mr Smile give +1  ,and i 've seen something strange, when i translate the ff7_mo.exe some texts still are in english(i use touphscript to edit the .exe) , but when i launch the ff7.exe (also translated,image 3) work good.

Someone  tested the ff7_mo.exe edited and happened the same?(maybe are my mistake,i dont know very well what im doing  xDD)
Spoiler: show

Launching ff7_mo.exe
(http://i67.tinypic.com/2zzu90y.png)
Launching ff7_mo.exe
(http://i66.tinypic.com/9ulouh.png)
Launching ff7.exe
(http://i67.tinypic.com/orrv35.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-06-02 16:10:52
Cosmo Canyon, the planetarium segment. Aeris' sprite goes 'invisible', but I think what's happening is the sprite is appearing below the entire 'ground' in such a way that players can't then see her (as there was a point where it looked like a moving lump of 'brown' rocks was on the ground before Red 13's grandpa started talking about the nature of worlds and lifestreams and all that fun stuff and then her sprite was gone entirely). Unfortunately I forgot to take a screenshot. >_<


EDIT: Aerith's "Planet Protector" limitbreak is not working as described. Actually, I'm pretty sure that NONE of the Limitbreaks are working as described at this point if they've been changed from their vanilla effects. :shrugs:

Second EDIT; Ok, Mideel Area. The Hippogriff (I think that's what it's named) enemy used a "L2 Confu" spell, which effected my level 57 character. Looking at it via ProudClod, the "Attack %" is "2%", the "Chance" is "63/252", and the "Attack Damage" listings are set at "8X Magical, Hit Chance MOD target level = Hit, no def." and "X3, Unknown". So yeah, something funky going on there with that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2018-06-03 22:42:12
heya....correct me if im wrong....but did cait sith have any unlockable limits after slots? i thought i remembered there being something like lucky girl or mog dance that you could use in L3, but its been forever.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-04 00:04:03
Hi SegaChief,
im trying to create the .iro with the new ff7_mo.exe that you have edited.
With the tests that i did i think that the changes in the .exe dont work too good(or the mod ignore them).
In the images (1,2) i run the ff7_mo.exe,the stats of the materias are wrong ,and the  sources of Mr Smile give +1  ,and i 've seen something strange, when i translate the ff7_mo.exe some texts still are in english(i use touphscript to edit the .exe) , but when i launch the ff7.exe (also translated,image 3) work good.

Someone  tested the ff7_mo.exe edited and happened the same?(maybe are my mistake,i dont know very well what im doing  xDD)
Spoiler: show

Launching ff7_mo.exe
(http://i67.tinypic.com/2zzu90y.png)
Launching ff7_mo.exe
(http://i66.tinypic.com/9ulouh.png)
Launching ff7.exe
(http://i67.tinypic.com/orrv35.png)


For that patch I grabbed a FF7_MO.exe from my FF7 directory which I'm assuming 7H put there when I installed it, and quickly ran it through HextEdit with the 1.5 .exe changes hoping that would do the trick. But it seems that it didn't work properly. It might be that there's changes in the FF7_MO.exe which are clashing with the ones I applied, or it might be that the one I had was wrong in some way; I'll need to do a more thorough look into it when I've gotten this college project submitted on Friday.


Cosmo Canyon, the planetarium segment. Aeris' sprite goes 'invisible', but I think what's happening is the sprite is appearing below the entire 'ground' in such a way that players can't then see her (as there was a point where it looked like a moving lump of 'brown' rocks was on the ground before Red 13's grandpa started talking about the nature of worlds and lifestreams and all that fun stuff and then her sprite was gone entirely). Unfortunately I forgot to take a screenshot. >_<


EDIT: Aerith's "Planet Protector" limitbreak is not working as described. Actually, I'm pretty sure that NONE of the Limitbreaks are working as described at this point if they've been changed from their vanilla effects. :shrugs:

Second EDIT; Ok, Mideel Area. The Hippogriff (I think that's what it's named) enemy used a "L2 Confu" spell, which effected my level 57 character. Looking at it via ProudClod, the "Attack %" is "2%", the "Chance" is "63/252", and the "Attack Damage" listings are set at "8X Magical, Hit Chance MOD target level = Hit, no def." and "X3, Unknown". So yeah, something funky going on there with that.

I know the issue, it's the 'giant model' problem that usually only affects Cloud and which can occur on the default version of the game in places like Mt. Corel, Planetarium, etc (usually where FMVs with characters appear). What's interesting though is that this usually only affects the controllable character, and in that particular scene you get limited control over Aeris/Yuffie/Tifa to make them interact with the passing planet models, etc. I think it's an intermittent issue with an unknown engine cause but I'll defo take a look.

I checked recently and found that the March 10th EXE doesn't have Limit Break adjustments applied to it; bit of a bummer but it's been long enough that I'll prob hold off on adding them until I've done the full patch for 1.5. The other .EXE features are in there though.

I know why that is, but I'm kind of too ashamed to say why so here's the half-truth answer: something in the damage adjustment work-around is affecting that attack. The attack itself is functioning correctly, there's just something working behind the scenes that I added which makes that attack land. I wouldn't worry about it in any case.


***
Bit of news, I'm about to finish my 2-year college course on Friday (or following Friday if I miss deadline/need to make adjustments to my submitted project). This means I won't be bouncing between college and my job in the mornings & evenings and have a bit more time for modding again. I'll be sorting out the current crop of issues with a big patch and getting to work on FF8 NT a mere year and a half over-schedule s:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdhayward on 2018-06-05 21:35:20
Hi Sega Chief,

I have been checking out your mod for some time and I am desperate to give it a try. I am coming up against some hurdles with my current mod setup and I have no idea how to overcome it as modding FF7 without bootleg or a mod organiser seems very tricky.

I have been using the old bootleg tool to mod FF7 as 7th heaven doesnt seem to give me the option for the old PRP field models and classic style battle models I like. I like to keep the graphical changes fairly minimal/purist in this regard.

I have been installed your mod first. Then running bootleg. Everything seems to work in that all the new field and battle models are there along with scene enhancements etc but your mod seems to only be 'half' installed. The new prompts about beginning new threat appear along with barrets prompt about regular/field music, but none of the gameplay changes have actually happened such as cloud having fire at the start or any of the enemy stats or attacks changing etc.

I'm kind of at my wits end with this as I just want to play the game with smoothed out field backgrounds, non wonky looking character models, a nice menu, and your mod.

If anyone has any advice as to how I could get this to work It would be massively appreciated.

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cyborgic on 2018-06-06 00:50:01
Hey SegaChief, thanks for making an excellent mod. I've been playing on and off for a few months and finally got around to beating the game tonight. I have very few complaints; at some points I would die really quickly but trial and error tactics often led me to dominating the boss soon after.

A few things however:

* What are the steal chances for weapons in the north crater? I spent the better part of an hour trying to steal from the behemoth and dragon enemies to no avail. It was so bad I contemplated getting the sneak glove...

* Which leads me to my next point. At some point during disc 3, I think after the dark cave sidequest, I lost the key to sector 5 I had already dug up from bone village. This means I have no way to get back inside midgar again AFAIK.

* The status changes you get from the battle arena reels are incurable. I don't remember it being that way in the original so I thought I'd bring it up to see if it was intentional.

* In the same vein I was not able to do anything about the dark cave boss that casts confusion/peerless. That character essentially became lost to the boss's side. Also all of the statuses it could inflict seemed to bypass protection.

* Jenova-Juno went into countdown mode and became seemingly immune to physical damage, but she stopped counting down (actually counted up) when I drained her MP. The arms never revived and she didn't do anything besides count so the battle just turned into a process of me figuring out what I could hurt her with.

Overall it was a great experience and much more fun and rewarding than I remember the original game being. Thanks a ton!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-06-06 04:28:56
Bit of news, I'm about to finish my 2-year college course on Friday (or following Friday if I miss deadline/need to make adjustments to my submitted project). This means I won't be bouncing between college and my job in the mornings & evenings and have a bit more time for modding again. I'll be sorting out the current crop of issues with a big patch and getting to work on FF8 NT a mere year and a half over-schedule s:

Congratulations. And yeah, I know that feeling all too well. :P


I know the issue, it's the 'giant model' problem that usually only affects Cloud and which can occur on the default version of the game in places like Mt. Corel, Planetarium, etc (usually where FMVs with characters appear). What's interesting though is that this usually only affects the controllable character, and in that particular scene you get limited control over Aeris/Yuffie/Tifa to make them interact with the passing planet models, etc. I think it's an intermittent issue with an unknown engine cause but I'll defo take a look.

Huh, well, good to know that we know what the issue is at least. I'm kind of kicking myself for not testing that scene further to see if it was having similiar issues with the other characters as well.


I checked recently and found that the March 10th EXE doesn't have Limit Break adjustments applied to it; bit of a bummer but it's been long enough that I'll prob hold off on adding them until I've done the full patch for 1.5. The other .EXE features are in there though.

A pity I'm having issues getting Libre to work, otherwise I would have changed the Limits to match their descriptions already. Oh well, I'm patient, and it's not causing glitches in its own right, plus I am doing focusing on doing quick play testing and error finding for you. ;D


I know why that is, but I'm kind of too ashamed to say why so here's the half-truth answer: something in the damage adjustment work-around is affecting that attack. The attack itself is functioning correctly, there's just something working behind the scenes that I added which makes that attack land. I wouldn't worry about it in any case.

Heh. Honestly, unless that coding function affects L5 Suicide, I'd just rename the "L2 Confu" to something else. Easiest and laziest way to address that. :P



Anyways, just got to "Satan's Gate", and while I'm glad to see that the Powersoul item was moved there as a stealable item, in previous versions of Arrange the fight involved two versions of the Gate surrounding the party, which given I only fought one, I had to comment on given it was not as expected for Arrange and ridiculously easy to kill. :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: idaelus on 2018-06-06 12:10:45
Wow, the little Easter egg dialog at the beginning of the Ruby Wrapon fight if C-loud and Barret are in the party was just the best.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-06 22:39:35
Hi Sega Chief,

I have been checking out your mod for some time and I am desperate to give it a try. I am coming up against some hurdles with my current mod setup and I have no idea how to overcome it as modding FF7 without bootleg or a mod organiser seems very tricky.

I have been using the old bootleg tool to mod FF7 as 7th heaven doesnt seem to give me the option for the old PRP field models and classic style battle models I like. I like to keep the graphical changes fairly minimal/purist in this regard.

I have been installed your mod first. Then running bootleg. Everything seems to work in that all the new field and battle models are there along with scene enhancements etc but your mod seems to only be 'half' installed. The new prompts about beginning new threat appear along with barrets prompt about regular/field music, but none of the gameplay changes have actually happened such as cloud having fire at the start or any of the enemy stats or attacks changing etc.

I'm kind of at my wits end with this as I just want to play the game with smoothed out field backgrounds, non wonky looking character models, a nice menu, and your mod.

If anyone has any advice as to how I could get this to work It would be massively appreciated.

Thanks


All right, so Bootleg can be very unwieldy when something goes wrong and/or you want to change something in the set-up. Both it and the NT installer overwrite files rather than inserting them, which is why some files are working and others aren't.

Just for understanding as to the file structure

Battle.lgp: Battle models
Scene.bin: Actual enemy stats, AI, formations, attacks
Kernel.bin: Holds character stats, equipment, Materia, Items, EXP arcs, Initial Data for new game; must be synched with Scene.bin otherwise wrong encounters load, causing crashes
flevel.lgp: Field scripts & events, dialogue, backgrounds
char.lgp: Stores all the field character models and their animation files (is used with flevel.lgp)

It sounds like the NT Scene.bin (enemy data) + kernel.bin (character/menu data) are being overwritten but the flevel has been left alone. Bootleg has likely overwritten these when it was installed.

What we could try doing is merging the PRP models into the NT battle.lgp and char.lgp. We use a tool called ULGP by Luksy to decompile model archives for editing then recompile them for use by the game; if you're able to get a NT battle/char.lgp and a PRP-installed battle/char.lgp then you'd be able to decompile them, pass the PRP models over to the NT archives, and then recompile them.

I'm going to be sticking in with my graded unit project until this Friday (deadline) but if you want me to have a shot at merging the archives for you, then get a PRP installation set up with the models you want and shoot me the battle.lgp and char.lgp so I can decompile/merge them into NT archives. We'll work the rest out like menu overhaul from there.


heya....correct me if im wrong....but did cait sith have any unlockable limits after slots? i thought i remembered there being something like lucky girl or mog dance that you could use in L3, but its been forever.

No, he only has two levels of Limits; Slots are hard-coded for the Lv.3 as well as Lv.2 so it was a no-go.


Hey SegaChief, thanks for making an excellent mod. I've been playing on and off for a few months and finally got around to beating the game tonight. I have very few complaints; at some points I would die really quickly but trial and error tactics often led me to dominating the boss soon after.

A few things however:

* What are the steal chances for weapons in the north crater? I spent the better part of an hour trying to steal from the behemoth and dragon enemies to no avail. It was so bad I contemplated getting the sneak glove...

* Which leads me to my next point. At some point during disc 3, I think after the dark cave sidequest, I lost the key to sector 5 I had already dug up from bone village. This means I have no way to get back inside midgar again AFAIK.

* The status changes you get from the battle arena reels are incurable. I don't remember it being that way in the original so I thought I'd bring it up to see if it was intentional.

* In the same vein I was not able to do anything about the dark cave boss that casts confusion/peerless. That character essentially became lost to the boss's side. Also all of the statuses it could inflict seemed to bypass protection.

* Jenova-Juno went into countdown mode and became seemingly immune to physical damage, but she stopped counting down (actually counted up) when I drained her MP. The arms never revived and she didn't do anything besides count so the battle just turned into a process of me figuring out what I could hurt her with.

Overall it was a great experience and much more fun and rewarding than I remember the original game being. Thanks a ton!

The Steals thing has been a problem for a very long time; it's a side-effect of my non-.exe solution to the level-scaling on physical attacks. I'll be able to fix this properly with executable modifications in future, and retire the work-around which means Stealing and the like will be functioning as normal for future builds.

Sector 5 Key needs to be re-added to the script, I must have the wrong Key Item ID or something.

Battle Square status changes are 'forced' onto the fighter and if you have status protection then it becomes 'incurable' due to the way status immunities work in the game; it was an issue in the original game as well. Poison would ordinarily deal 0 damage however but I changed the .exe to make poison ticks non-elemental and not dependent upon the Poison element anymore, which means it'll probably be causing damage now. An unforeseen side-effect of the change.

I think Debarrier/Dispel should be able to get rid of Peerless, I set them up to ignore status defence.

Sounds like Juno is broke in some way, I'll have a look at it.

Glad you enjoyed the mod overall though, despite the bugs; I'll be trying to fix all them up soon.


Heh. Honestly, unless that coding function affects L5 Suicide, I'd just rename the "L2 Confu" to something else. Easiest and laziest way to address that. :P

Anyways, just got to "Satan's Gate", and while I'm glad to see that the Powersoul item was moved there as a stealable item, in previous versions of Arrange the fight involved two versions of the Gate surrounding the party, which given I only fought one, I had to comment on given it was not as expected for Arrange and ridiculously easy to kill. :P

I'm in the process of removing all Level-based attacks; was never a fan of them.

Satan's Gate is a disappointment; not sure how I managed to mess up making it a tough boss, I guess it's been such a long time that I played the game actively that I lost my touch a bit. I'll be playing a bit of Gjoerulv's Hardcore mod soon to get myself back into shape.


Wow, the little Easter egg dialog at the beginning of the Ruby Wrapon fight if C-loud and Barret are in the party was just the best.

I thought it'd be a nice thing to add.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-06-07 03:06:33
I think Debarrier/Dispel should be able to get rid of Peerless, I set them up to ignore status defence.

I can confirm that Dispel removes Peerless, though I have not tested Debarrier against Peerless as I figured that only effected Barrier/MBarrier/Wall/Shield.


I'm in the process of removing all Level-based attacks; was never a fan of them.

Hmm, it'll be interesting to see what you do with "L5 Suicide" then. ;D


Satan's Gate is a disappointment; not sure how I managed to mess up making it a tough boss, I guess it's been such a long time that I played the game actively that I lost my touch a bit. I'll be playing a bit of Gjoerulv's Hardcore mod soon to get myself back into shape.
Given the name of the enemy, having the party face off against two of them, and having them focus on targeting and locking down Aeris (who is usually the main party healer and/or spell caster given her equipment and builds) would be nice places to start I think. Given that "Satan" is also a "Fallen Angel", you could have one of the gates focusing on the offensive and party-locking while the other is focusing on the defensive/healing/buffing.




Anyways, I encountered a 'problem'. So, Temple of the Ancients is gone and Aeris has left the party and all that fun stuff. I went and dealt with the Fort Condor battle before going over to Junon to play the Junon League fights to get hold of some of the fun items. While doing so I spotted a "Problem" in Under Junon.

Aeris is there next to Tifa commenting on how "Gloomy" the place is.

So yeah, that needs tweaked I dare say. :P


EDIT; Found another problem. Three of them in fact. Junon fighting leagues. First, when the guy asks you what League you want to chose, "Cancel" is listed as an "Unavailable League". So yeah, that needs tweaked. Second, Boris/Borith introduces him/her/(it?)self by both names. Third? "Gun" uses Tseng's "I got careless" line (with "Tseng" in the line rather than "Gun") after you defeat her.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdhayward on 2018-06-07 09:23:54
Quote
All right, so Bootleg can be very unwieldy when something goes wrong and/or you want to change something in the set-up. Both it and the NT installer overwrite files rather than inserting them, which is why some files are working and others aren't.

Just for understanding as to the file structure

Battle.lgp: Battle models
Scene.bin: Actual enemy stats, AI, formations, attacks
Kernel.bin: Holds character stats, equipment, Materia, Items, EXP arcs, Initial Data for new game; must be synched with Scene.bin otherwise wrong encounters load, causing crashes
flevel.lgp: Field scripts & events, dialogue, backgrounds
char.lgp: Stores all the field character models and their animation files (is used with flevel.lgp)

It sounds like the NT Scene.bin (enemy data) + kernel.bin (character/menu data) are being overwritten but the flevel has been left alone. Bootleg has likely overwritten these when it was installed.

What we could try doing is merging the PRP models into the NT battle.lgp and char.lgp. We use a tool called ULGP by Luksy to decompile model archives for editing then recompile them for use by the game; if you're able to get a NT battle/char.lgp and a PRP-installed battle/char.lgp then you'd be able to decompile them, pass the PRP models over to the NT archives, and then recompile them.

I'm going to be sticking in with my graded unit project until this Friday (deadline) but if you want me to have a shot at merging the archives for you, then get a PRP installation set up with the models you want and shoot me the battle.lgp and char.lgp so I can decompile/merge them into NT archives. We'll work the rest out like menu overhaul from there.


Thanks for your reply.

So would you like to do a bootleg install like I have been doing and then send you those files for edit? Just to be clear on what you need.

Should be able to send it over this evening.

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-07 15:22:22
If you do a bootleg install then I'll need the battle.lgp and the char.lgp I think, from Battle and Field folders.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdhayward on 2018-06-07 18:14:05
If you do a bootleg install then I'll need the battle.lgp and the char.lgp I think, from Battle and Field folders.

Sure thing, How shall I send these to you?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-07 22:15:36
Any kind of hosting service; mediafire, dropbox, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-06-08 00:30:44
Playing on arranged with the modified .exe and I can't help but feel, at least at these early stages (just leaving rocket town) Tifa is seems really OP. I might hit something like 1.2k -1.7k ish with climhazard, but tifa is hitting at least 1k a hit, and often much more x4... seems way too much for now.  She can basically decimate a large chunk of a boss's hp with a singlec LB.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-06-08 02:31:08
Sorry, for the double post, this is unrelated to the lasts content. So I'm really finicky about things like character stats and like everyone to be on the same sort of level because I use almost everyone. So when I saw the stat rank system, and that my characters were ranking up several times before I would get later characters like cid/vicent and they would only have 1 saved up by the time I reached them, I decided to start over and not spend any ranks until I had all characters, that way they'd all be at exactly the same rank level. But upon getting cid/vicent,  they got 3 rank ups? While all the other characters remained at 1 :(

Is there any way I can get around this, somehow get all the characters to the same rank level, maybe using an editor? I really don't want to have to start again :(
Or is there anyway I can just reset vincent/cid back to only one rank stored? So they can match everyone else.
Playing arranged with modified .exe

edit: solved on discord, thanks Sega Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdhayward on 2018-06-08 06:52:56
Any kind of hosting service; mediafire, dropbox, etc.

Hi Sega Chief,

I've done a full bootleg install (installed your mod first then bootleg over the top) so I have all the custom models/field textures/battle models I would like and your mod in its visible but not fully working/installed state.

I have uploaded battle.lgp, char.lgp, flevel.lgp, kernel.bin, scene.bin

http://www.mediafire.com/folder/pvxkls7yu4pue/FF7

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dalecooper on 2018-06-09 04:41:33
Was really enjoying this mod until now I'm at the whirlwind maze part and, I guess Cloud's innate is causing his ATK stat to roll over back to 1 because at the beginning of battles he'll be fine but as soon as someone does a limit he's doing 1-5 damage. he's 8/8 with around 245 atk with gold armlet and power wrist. seriously great mod though, I've been enjoying the crap out of it.

edit: ahh I see that this is a known problem, I'll just have to take off the armor or accessory.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-09 11:34:36
Was really enjoying this mod until now I'm at the whirlwind maze part and, I guess Cloud's innate is causing his ATK stat to roll over back to 1 because at the beginning of battles he'll be fine but as soon as someone does a limit he's doing 1-5 damage. he's 8/8 with around 245 atk with gold armlet and power wrist. seriously great mod though, I've been enjoying the crap out of it.

edit: ahh I see that this is a known problem, I'll just have to take off the armor or accessory.

Yeah, his innate wasn't given a check like the other characters to prevent roll-over. I've just finished with college (unless I have amendments to make next week to submitted project) so I'm going to be putting out a big patch soon to fix up problems and bugs like this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-06-10 06:36:35
Game is crashing at the fight after Aeris' death in the Ancient city in disc 1. As I saved right before that point, I will edit in more details regarding what I'm experiencing on both paths here. Hopefully this is something that is a 'maybe it will crash' issue here so I can get past it, otherwise I'm stuck. Anyways, will be back with edits and details.

EDIT; Ok, I tested four times. Twice on saving Aeris, twice on letting her die. The game crashes before it asks for me to load disc 2 on both options. With the "Wait-" option, it crashes after Cloud uses a Pheonix Down on her (before the next part after that can load). On the "Wake Up" option, it crashes right after the water burial.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-10 13:37:43
Game is crashing at the fight after Aeris' death in the Ancient city in disc 1. As I saved right before that point, I will edit in more details regarding what I'm experiencing on both paths here. Hopefully this is something that is a 'maybe it will crash' issue here so I can get past it, otherwise I'm stuck. Anyways, will be back with edits and details.

EDIT; Ok, I tested four times. Twice on saving Aeris, twice on letting her die. The game crashes before it asks for me to load disc 2 on both options. With the "Wait-" option, it crashes after Cloud uses a Pheonix Down on her (before the next part after that can load). On the "Wake Up" option, it crashes right after the water burial.

This happens for a small % of players but never found out the cause because the scripts appear to be fine, so I suspect it's something else. Are you playing on a regular Steam version (as in, no cracks, etc.) and are there any other mods involved? It's very close to a disc check/achievement hook so I'm wondering if it's to do with that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Robo Jesus on 2018-06-10 20:51:50
This happens for a small % of players but never found out the cause because the scripts appear to be fine, so I suspect it's something else. Are you playing on a regular Steam version (as in, no cracks, etc.) and are there any other mods involved? It's very close to a disc check/achievement hook so I'm wondering if it's to do with that.
The only things that can maybe count as extra mods would be the YAMP MDef fix, the "Always run" YAMP mod that switches walking and running, and the Chocobo Fix patch. I still have the old game discs from the ancient olden days (along with their inbuilt problems that need to be fixed via the 'mods' up above) that had been sitting around in a box in my room before I learned of NT. :P

Every time you do a new major update, I uninstall and reinstall and start from the beginning to see if issues pop up as I go along, because you're not going to get good feedback otherwise. Never had this particular issue before. :shrugs:

The YAMP mod for the MDef fix was by the user dziugo on this site, and the AlwaysRun modification was by Kruci. Dunno if that helps you any. :shrugs again:

I would have installed Aali's driver, but DL links for it were down pretty much every time I looked, so I stopped looking. :shrugs like sir shrugsalot:

Second Edit; Huh, after checking for when I last checked on Aali's stuff, that was three years ago. Damn, where does the time go? Anyways, since they finally put up another DL link for Aali's driver (because I had checked over the course of months way back then with no fixes for the broken DL links) I'll uninstall and reinstall everything (while saving the save files) using that and check to see if I'm still having the same issues.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-12 13:17:38
The only things that can maybe count as extra mods would be the YAMP MDef fix, the "Always run" YAMP mod that switches walking and running, and the Chocobo Fix patch. I still have the old game discs from the ancient olden days (along with their inbuilt problems that need to be fixed via the 'mods' up above) that had been sitting around in a box in my room before I learned of NT. :P

Every time you do a new major update, I uninstall and reinstall and start from the beginning to see if issues pop up as I go along, because you're not going to get good feedback otherwise. Never had this particular issue before. :shrugs:

The YAMP mod for the MDef fix was by the user dziugo on this site, and the AlwaysRun modification was by Kruci. Dunno if that helps you any. :shrugs again:

I would have installed Aali's driver, but DL links for it were down pretty much every time I looked, so I stopped looking. :shrugs like sir shrugsalot:

Second Edit; Huh, after checking for when I last checked on Aali's stuff, that was three years ago. Damn, where does the time go? Anyways, since they finally put up another DL link for Aali's driver (because I had checked over the course of months way back then with no fixes for the broken DL links) I'll uninstall and reinstall everything (while saving the save files) using that and check to see if I'm still having the same issues.

So you're playing the 1998 game without Aali's driver installed? Besides the minigames, there's a lot of problems with this game running on modern machines that the driver sorts out (it also has the MDEF% patch built into it nowadays, as well as the 1.02 patch). If the issue is still happening then we'll go from there.

***
@jdhayward
Checking the PRP files vs NT; looks like Bootleg has injected the model files correctly which is a huge timesaver. The scene and kernel, however, are still default which would result in the flevel feeding in the wrong encounter IDs as some were removed/repurposed from Reactor 1 onwards.

I made a quick scene/kernel hotfix patch; use the same patching process you used when sending me those files (unless you've still got that ready to go) and try patching it with this: http://www.mediafire.com/file/zb3c1a9dizbxhwe/NT%20Mod%20HotFix%20Scene.zip
(run as admin, set permissions)

What that installer will do is it'll replace the default scene and kernel with NT versions, leaving everything else alone. Assuming the flevel is OK, that should be you good to go. If not, let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdhayward on 2018-06-12 14:04:56
Thanks so much!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: 13arabba on 2018-06-13 17:00:58
Really great mod! I have some things I would like to see in the mod:

Nemesis renamed to Kaiser WEAPON as a reference to Kaiser Dragon, and Nemesis' arms replaced with two more heads giving it an appearance similar to Kaiser Ghidorah from Godzilla: Final Wars and a different appearance to Ultimate WEAPON.

Cloud's dialogue when Aeris dies being replaced with "Aeris! Aeris! …. Aeris… Nooo!! This isn't happening!! There's no reason for me to go on! What… What am I fighting for?!"

Cloud and Tifa's dialogue at the end of Disc 2 replaced with "Baby, do you think its possible that anyone else in the world is doing this very same thing at this very same moment?"
"I hope so, otherwise, what the hell are we trying to save?"
while "I Don't Wanna Miss a Thing" by Aerosmith plays in the background, and a box of animal crackers is added as a key item.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-13 19:46:57
Really great mod! I have some things I would like to see in the mod:

Nemesis renamed to Kaiser WEAPON as a reference to Kaiser Dragon, and Nemesis' arms replaced with two more heads giving it an appearance similar to Kaiser Ghidorah from Godzilla: Final Wars and a different appearance to Ultimate WEAPON.

Cloud's dialogue when Aeris dies being replaced with "Aeris! Aeris! …. Aeris… Nooo!! This isn't happening!! There's no reason for me to go on! What… What am I fighting for?!"

Cloud and Tifa's dialogue at the end of Disc 2 replaced with "Baby, do you think its possible that anyone else in the world is doing this very same thing at this very same moment?"
"I hope so, otherwise, what the hell are we trying to save?"
while "I Don't Wanna Miss a Thing" by Aerosmith plays in the background, and a box of animal crackers is added as a key item.



(http://tinyimg.io/i/ZBC830Q.PNG)

(http://tinyimg.io/i/gleh7P8.PNG)

Work-in-progress with placeholder heads
(http://tinyimg.io/i/HEbZ5Zt.PNG)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: 13arabba on 2018-06-13 21:09:06
That- oh- it's all so beautiful! Thank you, Sega Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Magmarock on 2018-06-13 23:31:03
Hi, I recently completed your mod. I thoroughly enjoyed it.

I did find a few oddities, glitches, and possibly some issues with the steam version of FFVII itself, I didn't go too in-depth with my testing, so apologies if what I'm saying is redundant. The version I played I believe was the September 2017 1.5 version. I did use the March 2018 version post-mortem, so I'm not sure if these glitches exist in that version. I played on "Arranged" mode if that's relevant.

I was unable to switch out Cloud in the late game, I tried on the highwind, on the world map, and also in a city's save crystal. Luckily this is easy to fix as I can just load up Black Chocobo.

It's possible to keep your scores in the junon league fights. After winning/losing a battle, if you choose to discontinue fighting in that league, switch to a different league and then check the standings, the scores from the previous league will not be reset.

The Escort Guard armor doesn't supply a halved gravity resistance as the text suggests.

The gate in the sector 7 slums area shows that it's closed but can actually be walked through after you enter the dark cave and you can rebattle the Biggs/Wedge/Jessie amalgamation.

The game soft-locks if you enter the dark cave without reviving Aeris once you make it to the church.

From then on I downloaded the March 2018 version and noticed another oddity. When Vincent transforms into one of his limit break forms, each of his attack will trigger Cloud's limit stack. Rather useful, but probably unintended.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-14 03:36:50
Hi, I recently completed your mod. I thoroughly enjoyed it.

I did find a few oddities, glitches, and possibly some issues with the steam version of FFVII itself, I didn't go too in-depth with my testing, so apologies if what I'm saying is redundant. The version I played I believe was the September 2017 1.5 version. I did use the March 2018 version post-mortem, so I'm not sure if these glitches exist in that version. I played on "Arranged" mode if that's relevant.

I was unable to switch out Cloud in the late game, I tried on the highwind, on the world map, and also in a city's save crystal. Luckily this is easy to fix as I can just load up Black Chocobo.

It's possible to keep your scores in the junon league fights. After winning/losing a battle, if you choose to discontinue fighting in that league, switch to a different league and then check the standings, the scores from the previous league will not be reset.

The Escort Guard armor doesn't supply a halved gravity resistance as the text suggests.

The gate in the sector 7 slums area shows that it's closed but can actually be walked through after you enter the dark cave and you can rebattle the Biggs/Wedge/Jessie amalgamation.

The game soft-locks if you enter the dark cave without reviving Aeris once you make it to the church.

From then on I downloaded the March 2018 version and noticed another oddity. When Vincent transforms into one of his limit break forms, each of his attack will trigger Cloud's limit stack. Rather useful, but probably unintended.

For swapping out Cloud as party leader, I think it first requires that you go to bottom of north crater first so that the split-up scenes no longer trigger and then head to the Operation Room of the Highwind and talk to the NPC on the right to change party leader.

I didn't know about that exploit for junon leagues, I'll set it to reset; thanks for catching that one.

Some of the equipment was off; I'll double-check escort guard.

Yeah, Dark Cave in general is a bit buggy; I knew about the gate problem, but not the church softlock. I'd better sort that out.

Cloud's Limit stacks proc for Limits, and technically every command used by Vincent's beast forms are Limit Breaks. It was an oversight on my part, I might set up the AI to exclude the range of his abilities if I have the space. Otherwise I'll call it a feature.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: oncloudvii on 2018-06-15 18:52:52
Currently enjoying the hell out of 1.5. Pretty much the best mod I've ever played and it's really renewed my enjoyment for this old game.

I'm all up to date with the current patches, but I'm having some trouble with the Dark Cave as well. I went into the Dark Cave with Aeris dead. Got all my characters back in the Dark Cave, but when I go to the church, the security dudes just stand around laughing and vanish when I get close to them. The game doesn't crash or anything, the next part of the quest just doesn't trigger.

I also noticed a strange bug in the Highwind: when you talk to one of the ex-SOLDIERs in the chocobo pen, it triggers a battle with Demon/Satan Gate. Definitely an interesting surprise!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: NeoDraconis on 2018-06-16 02:57:32
About to jump into 1.5 via 7th Heaven; any graphics mods I should avoid? Also, should I avoid the music mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-16 14:08:52
Currently enjoying the hell out of 1.5. Pretty much the best mod I've ever played and it's really renewed my enjoyment for this old game.

I'm all up to date with the current patches, but I'm having some trouble with the Dark Cave as well. I went into the Dark Cave with Aeris dead. Got all my characters back in the Dark Cave, but when I go to the church, the security dudes just stand around laughing and vanish when I get close to them. The game doesn't crash or anything, the next part of the quest just doesn't trigger.

I also noticed a strange bug in the Highwind: when you talk to one of the ex-SOLDIERs in the chocobo pen, it triggers a battle with Demon/Satan Gate. Definitely an interesting surprise!

Sounds like you're playing the pre-exe version; it's a little behind the .exe prototype up here on Qhimm in terms of bugfixes. The satan's gate thing is a debug thing I do where I set a battle onto that NPC and talk to him to trigger it rather than going through the scripts for its actual location (to test AI, etc). I forgot to remove it before uploading that build.

Church thing as well I think is a logic flaw, I'll check into it.

Plan going forward is to move over to the .exe build and make that the 'main' build. I'm just about finished with a preliminary patch that'll fix a lot of long-standing issues and apply some gap-stop balancing for Disc 2/3.

About to jump into 1.5 via 7th Heaven; any graphics mods I should avoid? Also, should I avoid the music mod?

Music mods should be fine. Graphics mods should be fine if applied via 7H but be wary about using stand-alone installers as they might overwrite NT-required files if they don't inject the files into the archives.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: deha0002 on 2018-06-17 08:36:56
Cloud's Limit stacks proc for Limits, and technically every command used by Vincent's beast forms are Limit Breaks. It was an oversight on my part, I might set up the AI to exclude the range of his abilities if I have the space. Otherwise I'll call it a feature.

You could simply make limitbreaks give Cloud a burst of 30 STR/MAG (Var.0000 > Var.0030) which then every action or something removes 1 STR/MAG untill its back down to 0 (Var.0000) where you can use a new limitbreak for the 30 stats again. This will prevent Vincent and Tifa from "cheating" the system aswell as making it like a direct opposite of Red's innate.

Not sure if its possible but i think it could be (and it would also be pretty cool tbh).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: doxop on 2018-06-17 20:34:00
I recently started NT 1.5 with the independent installer and the majority of the 7H mods. I was about to leave Midgar, I still had all the post Sephiroth bosses, and the the whole set up stopped working. 7H couldn't launch the game with even the most none invasive mods activated. I decided to uninstall everything and reinstall. I unfortunately forgot to grab my save file and had to start over. My question concerns the second reactor boss fight. In my first play through I could have sworn that I fought two Air Busters in a reverse situation of the normal fight; in my second play through, it was the normal pincer formation against a single Air Buster with Cloud on one side and Barrett and Tifa on the other. Am I remembering this correctly? Did I set one game to Arrange difficulty and the other to Normal difficulty?

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-18 00:49:17
You could simply make limitbreaks give Cloud a burst of 30 STR/MAG (Var.0000 > Var.0030) which then every action or something removes 1 STR/MAG untill its back down to 0 (Var.0000) where you can use a new limitbreak for the 30 stats again. This will prevent Vincent and Tifa from "cheating" the system aswell as making it like a direct opposite of Red's innate.

Not sure if its possible but i think it could be (and it would also be pretty cool tbh).

I think that is possible, and it's a good idea I reckon. A burst then it slowly wears off, not refreshable until it reaches 0. I could use the post-action script for that to decrement by 1 after every action. If it passes testing I'll go with that.

I recently started NT 1.5 with the independent installer and the majority of the 7H mods. I was about to leave Midgar, I still had all the post Sephiroth bosses, and the the whole set up stopped working. 7H couldn't launch the game with even the most none invasive mods activated. I decided to uninstall everything and reinstall. I unfortunately forgot to grab my save file and had to start over. My question concerns the second reactor boss fight. In my first play through I could have sworn that I fought two Air Busters in a reverse situation of the normal fight; in my second play through, it was the normal pincer formation against a single Air Buster with Cloud on one side and Barrett and Tifa on the other. Am I remembering this correctly? Did I set one game to Arrange difficulty and the other to Normal difficulty?

Thanks!

In Arrange mode you fight two air busters, but on normal mode it's just the usual side-attack.

As a side-note, I've fixed the 'facing' issue with Air Buster so that'll be in the next patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Neon Samurai on 2018-06-18 18:43:44
Hey, Sega Chief!

Was just curious: does Yuffie's perfect dodge have any sort of bug by chance? 

Up to disc 3 now and the game always says if it gets activated and deactivated, however if anything it, seems like she's *more* likely to get hit by physical attacks in my game rather than immune.  Her evade is already quite high so she dodges a lot but when perfect dodge gets activated, i swear it's almost a %100 chance she gets hit with the next physical attack.

Has anyone else experienced this?

And as always, thank you for all you've done with this mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: knightwalker on 2018-06-18 20:52:49
Hi there, I just register to ask you something about the mod, I played this game a long time ago and I just installed the mod, now im just finishing the FF6 , and then ill play 7, can you guys tell how TO NOT revive Aerith, because I want to follow the original storyline, so before playing the mod, I want to know If I can remain her dead and how, sorry for my english is not my main language, pls reply, thank you :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-18 21:05:29
Hey, Sega Chief!

Was just curious: does Yuffie's perfect dodge have any sort of bug by chance? 

Up to disc 3 now and the game always says if it gets activated and deactivated, however if anything it, seems like she's *more* likely to get hit by physical attacks in my game rather than immune.  Her evade is already quite high so she dodges a lot but when perfect dodge gets activated, i swear it's almost a %100 chance she gets hit with the next physical attack.

Has anyone else experienced this?

And as always, thank you for all you've done with this mod.

It should be working correctly, but I'll double-check it just in case.

Hi there, I just register to ask you something about the mod, I played this game a long time ago and I just installed the mod, now im just finishing the FF6 , and then ill play 7, can you guys tell how TO NOT revive Aerith, because I want to follow the original storyline, so before playing the mod, I want to know If I can remain her dead and how, sorry for my english is not my main language, pls reply, thank you :)

Yeah, I added a handler for this:
Spoiler: show

https://imgur.com/a/vb1FwHq

During this scene, pick the top/red option; players going for this route get an early Ribbon accessory.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: 13arabba on 2018-06-19 04:40:26
A really ambitious thing I would like to see would be the Aeris/Mimic boss fight having a reference to Yunalesca, where after the first phase a big ol' Anglerfish thing waves around the Aeris/Mimic on a tendril.

Is this boss fight still doable without Aeris, like a cruel "Ha, you thought Aeris was alive, but it was ME, Mimic!"?

EDIT: Ooh, and the Anglerfish has an Ultros face!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2018-06-19 12:58:46
hey man thanks again for this great mod!! i am currently restarting with 1.5 and looks good!

only one suggestion IF I MAY!! (i dont understand much of programming so i toss my 2 cents here)

How about make the standard ff vii chibi models improved? i mean they got no mouth in this version and their dress are like a big polygon. is there anything we can do?  just asking!! (btw i dont like the models of t haven lol)

another thing i would change: cloud passive. Is useless pretty much of the game save for some bosses. Limit stack COULD be a good idea but in random encounters is pointless (enemies die too fast) making it worth in SOME bosses only and even there to get to max stack you need to fight a boss which is very though.
I propose changing it in something like this:

Veteran of  War
Cloud  learned to adapt to every fight while under shinra dependency and following his strict training regime he learned to expose enemy weaknesses. Cloud reduces enemy resistances when  using magical attacks by 5% plus additional 1% for each magical attack and physical defenses by 5% when attacking every time he performs an attack. Stack maximum to 10%. During boss fights cloud luck is increased by 10%.

This way make a flexible caster or physical character i guess with edge on bosses no? :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Neon Samurai on 2018-06-19 19:18:46
I appreciate that.  Yeah it's really odd, it feels like it just doesn't do anything.   With that high of an evade she should practically be unhitable with physical attacks, no?

It should be working correctly, but I'll double-check it just in case.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KittyJaws on 2018-06-19 22:41:06
Hi, I just beat the mod in normal and arrange mode because of how much i liked it and from my experiences my advice for some troubles i had: the mime materia cave goes from incredibly difficult and extremely remedy heavy without KoTR to winning is one turn with it, i'd say that boss fight should have less creatures but with much more health and speed or something along those lines. Also unless i missed it, the first boss in disc 2 with the guard scorpion has no places to grind with which meant i had to skip it in both runs using Ochu which never felt right.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-20 15:20:15
A really ambitious thing I would like to see would be the Aeris/Mimic boss fight having a reference to Yunalesca, where after the first phase a big ol' Anglerfish thing waves around the Aeris/Mimic on a tendril.

Is this boss fight still doable without Aeris, like a cruel "Ha, you thought Aeris was alive, but it was ME, Mimic!"?

EDIT: Ooh, and the Anglerfish has an Ultros face!

Anglerfish? This isn't Sega Bass Fishing the far superior JRPG of its time to which all others stand inferior

hey man thanks again for this great mod!! i am currently restarting with 1.5 and looks good!

only one suggestion IF I MAY!! (i dont understand much of programming so i toss my 2 cents here)

How about make the standard ff vii chibi models improved? i mean they got no mouth in this version and their dress are like a big polygon. is there anything we can do?  just asking!! (btw i dont like the models of t haven lol)

another thing i would change: cloud passive. Is useless pretty much of the game save for some bosses. Limit stack COULD be a good idea but in random encounters is pointless (enemies die too fast) making it worth in SOME bosses only and even there to get to max stack you need to fight a boss which is very though.
I propose changing it in something like this:

Veteran of  War
Cloud  learned to adapt to every fight while under shinra dependency and following his strict training regime he learned to expose enemy weaknesses. Cloud reduces enemy resistances when  using magical attacks by 5% plus additional 1% for each magical attack and physical defenses by 5% when attacking every time he performs an attack. Stack maximum to 10%. During boss fights cloud luck is increased by 10%.

This way make a flexible caster or physical character i guess with edge on bosses no? :D


The current crop of field models are mostly default save for the removal of the PC mouth textures; I could have distributed the ones used by the main characters to the NPCs but I opted for the PSX-look in the end. Some of the main character field models are cast-offs of Kalderasha's earlier work with a few tweaks I added to detailing using scaled-down parts from battle models. Further changes could be made, but I'd prefer to work on the FF8 NT alpha for the moment once I've put up this preliminary FF7 NT patch.

Reducing enemy defence would be a good mechanic, but reducing enemy defence like that could be problematic and the Luck stat can't be adjusted based on earlier experience with Cid's first innate; I might be wrong about that, but it didn't seem to be functioning correctly when I tried it.

I appreciate that.  Yeah it's really odd, it feels like it just doesn't do anything.   With that high of an evade she should practically be unhitable with physical attacks, no?

From what I've seen in runs, she typically dodges any physical attack thrown at her while it's up. I don't think it's overflow either, because it specifically sets the value rather than adds it on (unless additional math is done to modify the dodge, but then would be seeing the problem elsewhere). I'll run tests to make sure.

Hi, I just beat the mod in normal and arrange mode because of how much i liked it and from my experiences my advice for some troubles i had: the mime materia cave goes from incredibly difficult and extremely remedy heavy without KoTR to winning is one turn with it, i'd say that boss fight should have less creatures but with much more health and speed or something along those lines. Also unless i missed it, the first boss in disc 2 with the guard scorpion has no places to grind with which meant i had to skip it in both runs using Ochu which never felt right.

Junon Weapon Raid is a mucky area where a forced party of Cait, Barret, and Yuffie get thrown together with fairly tough enemies like Soldier 2nd wandering around and a boss waiting at the end. I added the save point + shop option there to alleviate it a little, but when I see players reach it in runs the momentum completely stalls there. I'm revising the scene at the moment:
-) Cait knocks the two troopers out with no battle when rescuing Barret
-) Replacing Soldier: 2nd here with downtuned Junon Trooper (maybe other formation adjustments)
-) Not sure about the boss yet
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: 13arabba on 2018-06-21 21:34:16
What if Cloud had a mechanic that once per battle, whenever an enemy puts his HP in the yellow, like say, putting a sword through him, he counters with a crit?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-22 00:09:16
What if Cloud had a mechanic that once per battle, whenever an enemy puts his HP in the yellow, like say, putting a sword through him, he counters with a crit?

I've tried to avoid actual counter attacks as innates because they can interfere with morphing and stealing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cait Shu on 2018-06-22 01:53:32
I wanted to know, after you reach the Mythril Mines and characters at rank 1 receive the first sources, wasn't supposed to give you +5 sources of every status plus the ones you choose? I received just a few ones from the boosts i choose, is it normal? :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MelonMelonHeart on 2018-06-22 06:11:47
Hey,

First time playing New Threat, really happy with it so far and I really appreciate all the work that's gone into it, but I just have a question about the difference between Normal and Arrange. Basically I'm wondering if Arrange mode devolves into intense amounts of grinding in order to progress. I prefer a more difficult game in general and I really enjoy hardcore mods even when they're unbalanced, but I only really enjoy grinding when it's done in handheld jrpgs. Would I be better off in Normal if I'd prefer to strategize to get through encounters as opposed to just increasing my stats? I don't mind needing to grind 20-30 minutes every so often, but if I need to grind to get through every new area, that's where I start to get frustrated.

Apologies if you have written about the differences between the two mods in this thread, I searched but can't seem to find concrete answers concerning the differences. I suppose I'm wondering where the increased difficulty of Arrange comes from.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-22 16:03:43
I wanted to know, after you reach the Mythril Mines and characters at rank 1 receive the first sources, wasn't supposed to give you +5 sources of every status plus the ones you choose? I received just a few ones from the boosts i choose, is it normal? :o

One of the changes made with this March 2018 executable prototype was to set sources to be worth +5 per use instead of +1; the idea was to reduce on button-mashing when distributing sources. When using sources, check that your stats are going up by +5 each time; if they aren't, then let me know as it means your .exe hasn't been patched by the installer properly.

Hey,

First time playing New Threat, really happy with it so far and I really appreciate all the work that's gone into it, but I just have a question about the difference between Normal and Arrange. Basically I'm wondering if Arrange mode devolves into intense amounts of grinding in order to progress. I prefer a more difficult game in general and I really enjoy hardcore mods even when they're unbalanced, but I only really enjoy grinding when it's done in handheld jrpgs. Would I be better off in Normal if I'd prefer to strategize to get through encounters as opposed to just increasing my stats? I don't mind needing to grind 20-30 minutes every so often, but if I need to grind to get through every new area, that's where I start to get frustrated.

Apologies if you have written about the differences between the two mods in this thread, I searched but can't seem to find concrete answers concerning the differences. I suppose I'm wondering where the increased difficulty of Arrange comes from.

Arrange is more or less the same tempo, but you might find the difficulty spikes (or sinks) regarding some of the boss replacements. If it's your first run through, or you want a more balanced experience, then stick with Normal mode; I have to do some rebalancing with Arrange.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cait Shu on 2018-06-22 18:14:48
So yeah that why I tought it was strange, they added just an +1, i saved and checked before and after using it, they just added +1 but it indeed if they should have have added +5 they came in right quantity but did not add the +5 just an +1 boost :c
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MelonMelonHeart on 2018-06-22 19:12:48

Arrange is more or less the same tempo, but you might find the difficulty spikes (or sinks) regarding some of the boss replacements. If it's your first run through, or you want a more balanced experience, then stick with Normal mode; I have to do some rebalancing with Arrange.

Will I still struggle at times with Normal and/or need to strategize to get through bosses? And it's a hard choice either way because I recently played FFIX Unleashed and it wasn't that balanced but I still had fun. Also if it's mainly the bosses that are very hard, I love that really. It's when the random encounters start to take five or more minutes consistently that I get a bit burned out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Incinerator on 2018-06-22 22:45:53
Will I still struggle at times with Normal and/or need to strategize to get through bosses? And it's a hard choice either way because I recently played FFIX Unleashed and it wasn't that balanced but I still had fun. Also if it's mainly the bosses that are very hard, I love that really. It's when the random encounters start to take five or more minutes consistently that I get a bit burned out.

I’m so glad you mentioned this. Maybe now people will realize and understand.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2018-06-23 00:23:03
honestly the fact that even random encounter needs brain instead of attack spamming is what makes me love the mod.

The oly thing i repeat would be nice to get new cloud passive because limit spamm is undoable at best but that is just my opinion! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-23 02:55:00
So yeah that why I tought it was strange, they added just an +1, i saved and checked before and after using it, they just added +1 but it indeed if they should have have added +5 they came in right quantity but did not add the +5 just an +1 boost :c

The executable hasn't been patched for some reason, might be a security thing. If you download the 7H folder from the front page, there'll be some executables inside that can be used to get around this. If you're on Steam, it'll be the ff7_en.exe you want; if it's a 7H-converted game (or original 1998 PC) then ff7.exe.

Otherwise, try running the installer again set as admin, full-write permissions, etc.

Will I still struggle at times with Normal and/or need to strategize to get through bosses? And it's a hard choice either way because I recently played FFIX Unleashed and it wasn't that balanced but I still had fun. Also if it's mainly the bosses that are very hard, I love that really. It's when the random encounters start to take five or more minutes consistently that I get a bit burned out.

You won't need to min-max for the majority of the mod, some bosses will require a bit of planning but they're usually optional and can be beaten later on if they're too much trouble (Materia Keeper is optional now for instance and drops Powersoul but can be tricky to beat on first visit, Lost Number is no longer required to access Vincent in the basement and can be attempted later, and the Wutai Pagoda can be re-attempted later as well).

Disc 3 has some optional encounters which can be more difficult, but the patch I uploaded has revised enemy HP, defences, attacks, and AI for Disc 2/3 which should make it a bit more accessible (particularly the North Crater).

Randoms should be fairly fast to take down so long as you're making use of elements and the like; but if they're getting annoying then they can be disabled at Save Points if you just want to do some exploring in peace. EXP and AP given increases exponentially as you go to each new area so don't worry about missing out, the later areas will catch your team up super fast.

honestly the fact that even random encounter needs brain instead of attack spamming is what makes me love the mod.

The oly thing i repeat would be nice to get new cloud passive because limit spamm is undoable at best but that is just my opinion! :D

I've changed Cloud's innate slightly for the patch; he gets a flat bonus when a Limit is used which slowly decreases until it resets and can be procced again.

***

Made some new patches for the mod, updated the links on the front page. Let me know if you encounter any problems and make sure the .exe is patched by checking materia equip effects (they should be different from vanilla).

Patch Notes (June 23rd 2018)
https://pastebin.com/qJbKWcdn

Edit:
I left two debug routines in there by accident, going to have to remove them when I get back; avoid using the Save Point just before Air Buster and talking to the crewman on the Highwind until I've replaced the installer tonight.

Edit2: Fixed the files and reuploaded, links are up again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Nataks on 2018-06-23 11:39:46
hi chief,

i had encounter 2 problem with the new patch (June 23rd 2018) :

- jenova vector still didnt spawn the 2 nodes

- the new spell L5 Suicide (Quarry Fuse) deal the earth damage but buff the enemy by giving them barrier/mbarrier/invincible (yellow glow)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cait Shu on 2018-06-23 23:12:32
So I re installed the patch even the game itself and still, the sources only add an +1 instead of +5 I'm using the steam edition and tried that new patch there, everything else is right, just the sources rly just add +1 not +5 ._.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-23 23:22:14
hi chief,

i had encounter 2 problem with the new patch (June 23rd 2018) :

- jenova vector still didnt spawn the 2 nodes

- the new spell L5 Suicide (Quarry Fuse) deal the earth damage but buff the enemy by giving them barrier/mbarrier/invincible (yellow glow)



Alright, change of plan then for the Nodes. I moved that script to post-action and changed the trigger behaviour. I'll set up a scene/kernel patch to sort out that and the e.skill missing flags for remove status.

Edit: http://www.mediafire.com/file/o9o2qwu5o1l2g3y/NT_Mod_-_Enemy_%2526_Kernel_Hotfix_-_23rd_June_2018.zip/file
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cait Shu on 2018-06-23 23:59:57
By the way and I tried the new installer and can't choose the "Check Character Status " option, just the last upgrade option. I re installed the patch even the game itself and still, the sources only add an +1 instead of +5 I'm using the steam edition and tried that new patch there, everything else is right, just the sources rly just add +1 not +5 ._.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2018-06-24 00:54:10
The executable hasn't been patched for some reason, might be a security thing. If you download the 7H folder from the front page, there'll be some executables inside that can be used to get around this. If you're on Steam, it'll be the ff7_en.exe you want; if it's a 7H-converted game (or original 1998 PC) then ff7.exe.

Otherwise, try running the installer again set as admin, full-write permissions, etc.

You won't need to min-max for the majority of the mod, some bosses will require a bit of planning but they're usually optional and can be beaten later on if they're too much trouble (Materia Keeper is optional now for instance and drops Powersoul but can be tricky to beat on first visit, Lost Number is no longer required to access Vincent in the basement and can be attempted later, and the Wutai Pagoda can be re-attempted later as well).

Disc 3 has some optional encounters which can be more difficult, but the patch I uploaded has revised enemy HP, defences, attacks, and AI for Disc 2/3 which should make it a bit more accessible (particularly the North Crater).

Randoms should be fairly fast to take down so long as you're making use of elements and the like; but if they're getting annoying then they can be disabled at Save Points if you just want to do some exploring in peace. EXP and AP given increases exponentially as you go to each new area so don't worry about missing out, the later areas will catch your team up super fast.

I've changed Cloud's innate slightly for the patch; he gets a flat bonus when a Limit is used which slowly decreases until it resets and can be procced again.

***

Made some new patches for the mod, updated the links on the front page. Let me know if you encounter any problems and make sure the .exe is patched by checking materia equip effects (they should be different from vanilla).

Patch Notes (June 23rd 2018)
https://pastebin.com/qJbKWcdn

Edit:
I left two debug routines in there by accident, going to have to remove them when I get back; avoid using the Save Point just before Air Buster and talking to the crewman on the Highwind until I've replaced the installer tonight.

Edit2: Fixed the files and reuploaded, links are up again.

i already commenced a new game if i apply this patch now io have to restart or my save file will not get any problem ? I am at he very beginning just met aeris now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-24 01:38:11
By the way and I tried the new installer and can't choose the "Check Character Status " option, just the last upgrade option. I re installed the patch even the game itself and still, the sources only add an +1 instead of +5 I'm using the steam edition and tried that new patch there, everything else is right, just the sources rly just add +1 not +5 ._.

The menu problem is likely due to the field script changes in place which I'll need to sort. The .exe not being patched is prob down to a permissions issue of some sort. If you download the 7H IRO from the front page and unzip it, you'll find some executable files inside that you can try dropping into your FF7 folder directly.

i already commenced a new game if i apply this patch now io have to restart or my save file will not get any problem ? I am at he very beginning just met aeris now.

Savemap should be fine so don't worry about applying the patch or future patches; it only tends to be big overhaul patches (when the version number changes) that the savemap gets messed with.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: apfrosty on 2018-06-25 13:21:43
so, since the L5 was changed into Quarry ability, how do we learn chocobuckle? Been searching about it and didnt find anything ;-;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2018-06-25 15:33:44
one thing: did you remove the choco mog matera summon boss fith?= i remember in earlier version there was one and now i simply spoke to the chocobo and it gave me materia in vanilla like game.

And btw i wish to add another suggestion: Steal materia. basic steral FF VII formula is like this:

LVdifference=40+User′sLV−Target′sLV

LVfactor=512×LVdifference100
Chance=Itemchance×LVfactor256

now i my modest opinion basing steal ONLY on level element is quite silly.... i would make steal materia based on 3 elements for the calculation whch are, level difference (like in the first formula) and then LUCK and DEXTRETY which are known thief attributes! :D this would make also tifa or yuffie good "thieves" style classes because they got usually highest dex in the game what ya think about it? :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2018-06-25 16:31:18
hey sega chief

is there anyway you could add in a 3x faster option on the save points, so if someone wants the game to go by 3x faster they can turn that option on and or off
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2018-06-25 16:47:14
an apopointment i would make: Concerning SP and characters i have some suggestions (just my 2 penny ideas!!) :D

AERIS:

\\Source-Point Options//
Flowergirl: +10 MAG, +5 SPR/DEX
White Mage: +15 MAG, +5 VIT<-----here i would add +5 luck
Geomancer:  +10 VIT/SPR, +5 MAG
Slum Drunk: +15 STR, +10 VIT/LCK<----------srsly..... aeris being a mage get str??? O_o can ya change with 15 vit10luck/5 spr :D

YUFFIE:
\\Source-Point Options//
Materia Hunter: +5 STR/MAG/DEX <-----i would make 5STR/LUCK/MAG to hunt materia ya need luck!!!! :D
Gil Bandit:    +10 DEX, +5 STR/LCK
Wutai Shinobi:    +10 MAG/SPR
Goddamn Punk:    +10 STR/VIT

CAITH SIT:
\\Source-Point Options//
Fortune-Teller: +5 STR/MAG, +10 LCK
Yeti Pal:    +5 STR/VIT/LCK
Materia Tank:    +5 MAG/SPR/LCK
Top Cat:    +15 DEX, +10 LCK<------instead of dex make VIT rendering him little more tanky

[Elemental Consistency]

Elemental weaknesses were inconsistent in the original game; for NT, it is easier to discern
an enemy's weaknesses based on the type of enemy:

   Beasts/Vermin:    Fire & Ice
   Mechanical:   Bolt & Water
   Large enemies:   Earth
   Flying enemies: Wind & Gravity
   Humanoid:   Poison
   Demons/Mutants:   Holy
   Temple/WEAPON:   Hidden

NOTE: here i found many isses especially on low level areas (the wolves near kalm town for example i tossed em fire2 and they received life instead of getting damaged...)



I suggest also IF POSSIBLE (i am ignorant in coding totally so dont get mad) to add Wind materia to give aeor aeor 2 and aero 3 (on northern cave the mobs first time you arrive use AERO 3 so i guess you could "steal " that animation and adapt it :D)

Quote
[Stealing & Morphing]

These have been revised for every enemy, and Morph is now available much earlier in the game.
Bosses can be Morphed, with effort, into powerful items and equipment early in the game for
players willing to invest the time and energy.

on this i would give my 2 cent idea to rework steal mechanic as follows:
LVdifference=40+User′sLV−Target′sLV

LVfactor=512×LVdifference100
Chance=Itemchance×LVfactor256

sorry for disturb and btw great mod!! I LOVE IT!! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MelonMelonHeart on 2018-06-26 05:40:00
So with the new hotfix, is Cloud supposed to get the Limit Boost every time someone in the party uses a limit break or just when he does? Because right now it's the former and he gets a buff every time someone else uses a limit break in addition to when he does. Just confirming.

Wondering if (and others can answer this one for sure) you get to choose your upgrade path each time you rank up using SP? Like you can choose a different one each time and you're not locked into the first one you chose correct? Also how gimped would I be in arrange mode if I never use the rank up system except for the first time?

Do you unlock limit breaks (except for Level 4) the same way as in vanilla? And when I use the Elemental materia, what stat governs the amount of damage I do and what element am I attacking with each time? A little unsure how that materia works in general. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-26 12:19:20
so, since the L5 was changed into Quarry ability, how do we learn chocobuckle? Been searching about it and didnt find anything ;-;

It still works, Chocobos are set to react to the Index ID of the attack; if it hits them, they'll use Chocobuckle. Just remember that the other condition is that they must be eating specific Greens (Mimmet Greens I think) when the E. Skill is used although I may have removed that condition as well so that all Greens work.


one thing: did you remove the choco mog matera summon boss fith?= i remember in earlier version there was one and now i simply spoke to the chocobo and it gave me materia in vanilla like game.

And btw i wish to add another suggestion: Steal materia. basic steral FF VII formula is like this:

LVdifference=40+User′sLV−Target′sLV

LVfactor=512×LVdifference100
Chance=Itemchance×LVfactor256

now i my modest opinion basing steal ONLY on level element is quite silly.... i would make steal materia based on 3 elements for the calculation whch are, level difference (like in the first formula) and then LUCK and DEXTRETY which are known thief attributes! :D this would make also tifa or yuffie good "thieves" style classes because they got usually highest dex in the game what ya think about it? :D


There is no Choco/Mog boss in NT; you might be thinking of Gjoerulv's Hardcore mod.

Using Level for Steal is a bit problematic as most players, including myself, play under the assumption that Dexterity (and sometimes Luck) factored into the Steal chance. I'm going to review some of the formulas for the overhaul patch at some point in the future. I could use Dex for Steal, and Luck for manipulate maybe.

hey sega chief

is there anyway you could add in a 3x faster option on the save points, so if someone wants the game to go by 3x faster they can turn that option on and or off

I can't access that from the flevel; there are tools that manually adjust the speed that the game runs at though, like the Ochu tool.


an apopointment i would make: Concerning SP and characters i have some suggestions (just my 2 penny ideas!!) :D

[Elemental Consistency]

NOTE: here i found many isses especially on low level areas (the wolves near kalm town for example i tossed em fire2 and they received life instead of getting damaged...)



I suggest also IF POSSIBLE (i am ignorant in coding totally so dont get mad) to add Wind materia to give aeor aeor 2 and aero 3 (on northern cave the mobs first time you arrive use AERO 3 so i guess you could "steal " that animation and adapt it :D)

on this i would give my 2 cent idea to rework steal mechanic as follows:
LVdifference=40+User′sLV−Target′sLV

LVfactor=512×LVdifference100
Chance=Itemchance×LVfactor256

sorry for disturb and btw great mod!! I LOVE IT!! :D


The Rank-Up options were updated in the latest patch; there are now 5 options and some were tweaked.

There may be something wrong with your Scene.bin; I checked the files and Kalm Fangs are all set to take double damage from Fire. Fire2 also has the correct flags set in the Kernel.

While it would be possible to add another Materia, the issue is that the spell-list is mostly up to capacity and I want to keep Osmose, Hydro, and Pearl. I think the first time Wind can be useful as an element is against Ark Dragons in Mythril Mines and then against Formula enemies in the Junon area, by which time Chocobuckle (now a wind-element attack skill) and Choco/Mog are available (either for cast or Elemental combo in weapon).

I'd like more info on this Kalm Fang absorbing fire though; they don't absorb that in the base game which has me worried some sort of corruption has taken place. Could you test it again just to be sure?


So with the new hotfix, is Cloud supposed to get the Limit Boost every time someone in the party uses a limit break or just when he does? Because right now it's the former and he gets a buff every time someone else uses a limit break in addition to when he does. Just confirming.

Wondering if (and others can answer this one for sure) you get to choose your upgrade path each time you rank up using SP? Like you can choose a different one each time and you're not locked into the first one you chose correct? Also how gimped would I be in arrange mode if I never use the rank up system except for the first time?

Do you unlock limit breaks (except for Level 4) the same way as in vanilla? And when I use the Elemental materia, what stat governs the amount of damage I do and what element am I attacking with each time? A little unsure how that materia works in general. Thanks!

It should trigger whenever a Limit Break is used by someone, but only once and not again until the buff has worn off.

You can choose different options each time for Rank Up, yeah.

LV.4 Limits are obtained from a optional boss for each character, and can be used when Lv1, Lv2, and Lv3 limits are learned.

Elemental just attaches an element to your physical attack, meaning that all the damage is still coming from Strength + Weapon + Level, but damage output will be doubled or halved depending on the enemy's elemental resistances.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2018-06-26 12:22:20
So with the new hotfix, is Cloud supposed to get the Limit Boost every time someone in the party uses a limit break or just when he does? Because right now it's the former and he gets a buff every time someone else uses a limit break in addition to when he does. Just confirming.

Wondering if (and others can answer this one for sure) you get to choose your upgrade path each time you rank up using SP? Like you can choose a different one each time and you're not locked into the first one you chose correct? Also how gimped would I be in arrange mode if I never use the rank up system except for the first time?

Do you unlock limit breaks (except for Level 4) the same way as in vanilla? And when I use the Elemental materia, what stat governs the amount of damage I do and what element am I attacking with each time? A little unsure how that materia works in general. Thanks!
Yes, cloud get a buff each time someone uses a limit which decay over time (opposed to Red  XII that the more in combat the more stack he gets)

and concernign SP eacjh time you kill enemies you get some SP points (you can check em in save points pressing SWITCH or SQUARE button. once you got enough of them you press R2 and you will access the menu to choose the path.
EACH TIME YOU GOT ENOUGH SP YOU MUST REPEAT THE PROCESS, which means that you can choose alternative ways to buff your chars depending in the decision you do. to be more clear, for example if for cloud you choose MAKONOID first time you get sp stuff going, the next time you can choose EX-SOLDIER for example :)


Quote
There may be something wrong with your Scene.bin; I checked the files and Kalm Fangs are all set to take double damage from Fire. Fire2 also has the correct flags set in the Kernel.
i dunno what the problem was so as a good and ignorant person in programming i restored the vanilla FFVII removing the mod and resintalled it from zero! :) I checked back in kalm area and yes now wolves get pwned with fire spells duno which the problem was ! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-06-26 15:34:53
So with the new hotfix, is Cloud supposed to get the Limit Boost every time someone in the party uses a limit break or just when he does? Because right now it's the former and he gets a buff every time someone else uses a limit break in addition to when he does. Just confirming.

Wondering if (and others can answer this one for sure) you get to choose your upgrade path each time you rank up using SP? Like you can choose a different one each time and you're not locked into the first one you chose correct? Also how gimped would I be in arrange mode if I never use the rank up system except for the first time?

Do you unlock limit breaks (except for Level 4) the same way as in vanilla? And when I use the Elemental materia, what stat governs the amount of damage I do and what element am I attacking with each time? A little unsure how that materia works in general. Thanks!

1: Cloud should get it on first limit used and it should not happen again until cloud takes 6 actions. Verify that you are using the most up to date version of the mod and the most up to date exe file.

2. You can choose the option every time

3. limit unlocking is the same as vanilla. support materia (the blue one) only work when paired in a linked slot with another materia. For elemental it will either give your attack damage or your armor defence vs the element of the materia it is paired with. You can see the materias element when you select it in the materia menu, it will be the element in yellow under the name on the stats tab.


Slum Drunk: +15 STR, +10 VIT/LCK<----------srsly..... aeris being a mage get str??? O_o can ya change with 15 vit10luck/5 spr :D

Half of her weapons and her innate make her an ideal tank when picking this option , the str option is better for her here, and its really fun to beat things to death with one of her staffs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-06-26 21:11:54
I posted about this in the discord, but getting time flare from Gaea dragon was absolute hell due to no manipulate, single target skill, and used extremely rarely. I spent nearly an hour trying to get it, had to revert back to the old patch to get him to use the earth aoe instead, and it still took forever, seems hes got too many skills and that it's usage is very low priority?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2018-06-26 22:04:03
hey sega chief

I have a neat idea, is there anyway you could put in a skip chocboo races option after someone beat dyne on coel prison, if thats poissable
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-27 12:07:54
I posted about this in the discord, but getting time flare from Gaea dragon was absolute hell due to no manipulate, single target skill, and used extremely rarely. I spent nearly an hour trying to get it, had to revert back to the old patch to get him to use the earth aoe instead, and it still took forever, seems hes got too many skills and that it's usage is very low priority?

I think he uses it as a counter-attack whenever he's struck by a Limit Break.

hey sega chief

I have a neat idea, is there anyway you could put in a skip chocboo races option after someone beat dyne on coel prison, if thats poissable

When the Chocobo Race is lost, a better Chocobo is given to the player. I upped the stats on all Chocobos given if I remember right.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: apfrosty on 2018-06-27 17:47:37
I have some bugs to report, not sure if its the exactly place, I'll delete later if it is.

The rank-up option on caith sith is bugged, the option we choose isnt the right one, we get different sources, its working like ''if I choose this one, I'll the get the sources that the option above offers'' seems like a graphical bug, not sure (only on caith sith, not sure about cid or vincent since i didnt get them yet).

Also on rank up system, randomly the thing that give us the powers starts to explain what the randomizer is (usually after I make a deal), and I cannot choose the option ''leave'' to leave the menu, so I gotta choose ''make a deal'' and he will say I gotta fight more, then it quits to the save menu as it should.

And about chocobuckle, which I asked later, i've been bombarding Quarry fuse skill on chocobos and they're not using chocobuckle skill :c Do i need to feed them the right greens or they need to be lvl 16, I think i'm doing something wrong (my question mark is broke, sorry).



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-27 22:13:20
I have some bugs to report, not sure if its the exactly place, I'll delete later if it is.

The rank-up option on caith sith is bugged, the option we choose isnt the right one, we get different sources, its working like ''if I choose this one, I'll the get the sources that the option above offers'' seems like a graphical bug, not sure (only on caith sith, not sure about cid or vincent since i didnt get them yet).

Also on rank up system, randomly the thing that give us the powers starts to explain what the randomizer is (usually after I make a deal), and I cannot choose the option ''leave'' to leave the menu, so I gotta choose ''make a deal'' and he will say I gotta fight more, then it quits to the save menu as it should.

And about chocobuckle, which I asked later, i've been bombarding Quarry fuse skill on chocobos and they're not using chocobuckle skill :c Do i need to feed them the right greens or they need to be lvl 16, I think i'm doing something wrong (my question mark is broke, sorry).

The menus need an flevel patch because the boxes weren't set with the new max number of choices (and I think there was a logic issue with the selections as well that I've sorted out). I'll have the patch up tomorrow.

For chocobuckle, I think they need Mimmet Greens fed to them first; this sets an AI flag that lets them react to L4 Suicide (aka Quarry Fuse).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-06-27 23:37:56
I think he uses it as a counter-attack whenever he's struck by a Limit Break.


Hahha, I wish I had of known that, I didn't use any as I was purposely trying to keep him alive. Now that I think about it, it was right after I used bloodfang on red xiii to restore MP, that I learned it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ChipNoir on 2018-06-28 20:24:26
I'm having trouble finding out what Cait Sith's Innate ability is for 1.5. The game didn't verify it the way it has for other characters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Nersil on 2018-06-29 00:01:38
Hey
Can anyone write down where can I find those enemy skills (or how to get them)? Coz i think description of the newest version is messed up or im just noob and cant find out, how to trigger enemy :P

Anyway, those enemy skills are mistery for me:
-Trine
-Magnitude8
-Deathcharge

Thx ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sylas420 on 2018-06-29 02:20:11
Hey Sega Chief, thanks for the hard work on the mod. I've been enjoying it so far, but I think I may have run into an issue, or I'm not understanding something properly.

I'm level 21 and just unlocked the Rank Up system and it seems like I am not getting the proper amount of Sources. It's like I am only getting 1 Source for every 5 Points that I should increase; so if I choose something that gives +10 to Str/Vit along with the basic +5 to all stats, I'll end up with 3 Power and 3 Guard (+10 From Upgrade => 2 Source, +5 All Stats => 1 Source), then 1 of each other source... So instead of Cloud going from 37 Str to 52 Str, he went to 40 Str :(. I got the same results for ranking up all other chars - only getting 1 Source for every 5 Points I was suppose to increase.

I'm new to this mod, so maybe this is intentional, but if I can only Rank Up 8 times then Cloud would gain a Maximum of 24 Str throughout the course of the game, if I chose to give him a +10 Str Upgrade each time. This doesn't seem right, and now I'm hesitant to play anymore if the Rank Up system is doing this. I'll never be powerful enough if this is the case.

I'm using the v1.5 that was linked in the first post and updated on 6/23/2018, and I'm not using Arrange or the Randomiser. I'm also using a Steam version that was successfully patched/converted to the 1998 version for 7th Heaven. Everything else seems to be working properly - besides Yuffie's Clear Tranquil Limit Break, which says it Restores MP, but actually Restores HP. And the alternate descriptions for Potions/Ethers which indicate how much is healed in the field versus in battle seem to be missing now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MelonMelonHeart on 2018-06-29 05:40:45
So I'm wondering, can you miss rank ups by not using them? Or do I just keep accruing sp and I can choose whenever I rank up? I'm at Cosmo Canyon, playing Arrange mode and so far the difficulty is good. Could be slightly harder at times, but it's just enough for some boss battles to keep me on my toes, for random encounters to be relatively swift and to put me at a place where I want to have the best equipment and good materia, etc. I am a little worried about the rank ups making the game too easy though. Will I end up too weak if I forego all the 7 rank ups I haven't used?


I'm having trouble finding out what Cait Sith's Innate ability is for 1.5. The game didn't verify it the way it has for other characters.

It's

\Innate Ability: MP Regen & Overcharge//
Cait Sith will slowly regenerate MP throughout a battle, and will regain MP
even faster while Defending. MP gained can go past his MaxMP amount.

If you go in the New Threat file you downloaded, under the documentation folder there should be a readme.txt file that gives you general information and you can find all of the info about the characters there.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-29 10:46:29
Hahha, I wish I had of known that, I didn't use any as I was purposely trying to keep him alive. Now that I think about it, it was right after I used bloodfang on red xiii to restore MP, that I learned it.

Something I've noticed over time, some attacks are more identifiable as counter-attacks than others. I've a plan to sort this though.

I'm having trouble finding out what Cait Sith's Innate ability is for 1.5. The game didn't verify it the way it has for other characters.

There should have been text appear during his recruitment. I'll double-check just in case.

As for the innate:
{YELLOW}\\{CAIT SITH} Innate Ability//{WHITE}
During battle{, }Cait Sith will slowly regenerate
MP but when Defending the rate will be greatly
increased and can exceed MaxMP.

Should mention that the regen can exceed MaxMP whether he's defending or not, phrasing is a bit poor.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ChipNoir on 2018-06-29 23:35:40
Yeah, the recruitement thing never came up for Cait Sith. And I had to run through that several times because the game (Either on its own or through mod glitching) kept consistently crashing after playing G-bike more than three times in a row per loaded game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: diegofinalfantasynt on 2018-06-30 03:20:20
Hello Sega Chief!

First of all I want to congratulate you for this incredible game.

Last year I finished version 1.4 on STEAM and a little over a month ago I started playing version 1.5

I really like this... but i have a problem and reading other people I see that I am not the only one with it.


I am currently in GONGAGA, just after beating RENO and RUDE. But I have noticed something that did not happen in version 1.4 and is that with the SP system the SOURCES are no longer giving +5, +10 or +15 to the STAT. Now they only give + 1, + 2, + 3.

At first I thought it was a change to the game and I re - read all the documents in the DOCUMENTATION section, but nowhere do you mention this or in the changelog.

For this reason I entered this forum to see if there was an answer and I was surprised that there was a new version 1.5 of June 23 in addition to a new patch.

What I have done so far:

1. I downloaded version 1.5. of June 23 and I installed it. I think the installation was correct. I could verify it because the SUICIDE L5 changed to QUARRY FUSE.
The QUARRY FUSE initially applied barrier, mbarrier and reflect on the enemies.
2. I downloaded the NT 1.5 Enemy / Kernel Hotfix [23rd June 2018] and applied it.
I checked that everything was fine because the QUARRY FUSE no longer applies the benefits to the enemies.
Up there do you think I'm fine? Have I done the right thing?

Unfortunately, the SP system problem persists and the SOURCES only apply + 1, + 2, + 3.
I do not know what to do and you do not indicate it in any changelog or version 1.5 of June 23 nor in the NT.15 Enemy / Kernel Hotfix (23rd june 2018).

For this reason I wanted to ask you please to tell me what to do.

What should I do?

Should I re-uninstall everything and reinstall it?

Do I still need to download a patch? Which? How will I check that it is correct without having to start the game again?


Please your help as I do not know how to fix the SOURCES problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-30 15:02:48
I added some patches and updated the installers to fix a few issues, one being menu navigation for rank up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ChipNoir on 2018-06-30 20:25:30
Does the 7th Heaven launcher automatically update the mods, or is there something I have to do before my next start up?

Also, I'm a content creator and team member of TheLifestream.net. We run a monthly podcast. I was wondering if you'd like to guest on our podcast to talk about and promote your mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: apfrosty on 2018-06-30 21:12:10
Ok, I'm almost giving up on learning chocobuckle lol, Fed all kinds of greens, looked for lvl 16 chocobos, lvl 20 etc, yet it will never use chocobuckle after I use
Quarry fuse, all chocobos will just deal a big physical  damage on all targets (including enemies) and quit battle :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-06-30 22:55:23
Does the 7th Heaven launcher automatically update the mods, or is there something I have to do before my next start up?

Also, I'm a content creator and team member of TheLifestream.net. We run a monthly podcast. I was wondering if you'd like to guest on our podcast to talk about and promote your mod?

It doesn't, but I maintain an IRO on the first page that uses up to date files that can be imported into 7H for use.

As far as the podcast goes, yeah could do; what day/time are you planning to record on?

Ok, I'm almost giving up on learning chocobuckle lol, Fed all kinds of greens, looked for lvl 16 chocobos, lvl 20 etc, yet it will never use chocobuckle after I use
Quarry fuse, all chocobos will just deal a big physical  damage on all targets (including enemies) and quit battle :(

I checked the files and may owe you an apology; apparently it's not checking for the command index like I thought it was but instead looking for HP being at critical levels. I'll update the scene patch to fix this.

Edit: I updated the scene patch, Chocobuckle should now proc from any command so long as the bird has been fed Mimett Greens first.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: apfrosty on 2018-06-30 23:32:40
Ooohh thanks! I was going crazy for this chocobuckle haha.
And I'm using the new patch with hotfix you just uploaded, Vincent's options on rank-up system still bugged, now I can choose an invisible option, cait's sith is okay now :)
Oh and let me finally thank you for this awesome mod, its just amazing.

edit : nevermind, I forgot to patch the other patch, its probably okay lol (I finally learned chocobuckle, thanks! <3)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MelonMelonHeart on 2018-06-30 23:33:32
Apologies if you saw my earlier questions and didn't have an answer (or just didn't feel like responding, which I respect), but how hard of a time will I have in Arrange mode if I skip the rank ups or only use them when I'm struggling? Or even, how much harder of a time will I have if I don't update and stick to this version where each power source only gives +1? Because I just checked and that's what happens in my version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ChipNoir on 2018-07-01 00:55:06
We just finished our latest episode, but if you have a twitter, I can reach out to you through that, or by email maybe?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sylas420 on 2018-07-01 01:56:43
Edited: So I downloaded the updated 7H IRO from 6/30/2018 in hopes that the Rank Up issue was resolved, but I am still having the same problem with sources. I loaded my save right before the Mythril Mines and fought Reno and Elena again, and once I Ranked Up Cloud with +10 Str +5 Mag/Spr, the sources he got were:

3 Power
1 Guard
2 Magic
2 Spirit
1 Dexterity
1 Luck

Looks like diegofinalfantasynt posted about the same issue, and that this was not the case in v1.4. I figure the total number of each source that I am getting should be multiplied by 5. Am I doing something wrong? I passed all of the checks to make sure NT was installed correctly (like MP Trainee). I can list all of the mods I am using with 7th Heaven, but there's 21 of them, and I'm not sure how an incompatibility would be causing such a specific issue with the sources on New Threat v1.5.

At this point, I have had to stop playing the game because the Sources and Rank Up system are like the cornerstone of progress in this mod. If the reduced number of Sources from Rank Up is intentional in v1.5, then please let us know, so I can try to find v1.4 somewhere and use that instead.


**After reading back on some more posts, I saw that the number of sources was intentionally reduced in v1.5 (couldn't find that info in the Readme), and that they are suppose to increase the stats by 5 Points for each 1 Source used. I can confirm that for me, they are only increasing by +1 for each Source used, as noted in Cloud's Str increase from my first post. I guess that means that the 7H IRO version is not properly running the code to multiply the points from Sources by 5. Bummer...

Also, I really like the idea of Mr. Smile. It's a great use of the asset. Thank you!

***UPDATE***: So I figured out the actual issue. It was my fault (obvi).

Since I'm using 7H with The Reunion, I'm running FF7_BC.exe. I figured the IRO had everything it needed for the mod, but turns out you definitely need to replace whatever EXE you are using with the one packaged with Sega Chief's updated IRO.

**By simply replacing the original FF7_BC.exe with Sega Chief's, this resolved the issue. I am getting only 1, 2 or 3 Sources per Stat, but they are most definitely applying +5 per Source now. No more Rank Up Issues!!! :mrgreen:

Also, there's a lot of changes with the new EXE file. The Materia penalties are totally different. The Vitality/Intellect penalty in particular is harsh as hell, literally bringing some toons to 0 points for both Stats. At first I was like, "Dood WTF???" but I noticed all my toons' base HP was higher, and with the Rank Up working properly now, I imagine I'll be able to close the penalty gap soon. It's kind of nice that defeating enemies is more meaningful now, and not just a grind chore to get XP/AP.

Again, Nice Work on the mod so far, and sorry for the confusion. It should maybe be noted more on the first post that when using 7H, you absolutely must replace the EXE file (including FF7_BC.exe) with your version in order for all of the changes to be properly relayed. I figured it was only FF7.exe file that mattered.
(and sorry for the long post)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: diegofinalfantasynt on 2018-07-01 06:33:28
I would like to delete this post given that Sega has already replied, but I do not know how :(



Hello Sega Chief!

First of all I want to congratulate you for this incredible game.

Last year I finished version 1.4 on STEAM and a little over a month ago I started playing version 1.5

I really like this... but i have a problem and reading other people I see that I am not the only one with it.


I am currently in GONGAGA, just after beating RENO and RUDE. But I have noticed something that did not happen in version 1.4 and is that with the SP system the SOURCES are no longer giving +5, +10 or +15 to the STAT. Now they only give + 1, + 2, + 3.

At first I thought it was a change to the game and I re - read all the documents in the DOCUMENTATION section, but nowhere do you mention this or in the changelog.

For this reason I entered this forum to see if there was an answer and I was surprised that there was a new version 1.5 of June 23 in addition to a new patch.

What I have done so far:

1. I downloaded version 1.5. of June 23 and I installed it. I think the installation was correct. I could verify it because the SUICIDE L5 changed to QUARRY FUSE.
The QUARRY FUSE initially applied barrier, mbarrier and reflect on the enemies.
2. I downloaded the NT 1.5 Enemy / Kernel Hotfix [23rd June 2018] and applied it.
I checked that everything was fine because the QUARRY FUSE no longer applies the benefits to the enemies.
Up there do you think I'm fine? Have I done the right thing?

Unfortunately, the SP system problem persists and the SOURCES only apply + 1, + 2, + 3.
I do not know what to do and you do not indicate it in any changelog or version 1.5 of June 23 nor in the NT.15 Enemy / Kernel Hotfix (23rd june 2018).

For this reason I wanted to ask you please to tell me what to do.

What should I do?

Should I re-uninstall everything and reinstall it?

Do I still need to download a patch? Which? How will I check that it is correct without having to start the game again?


Please your help as I do not know how to fix the SOURCES problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-01 23:15:27
I think I've missed some posts here:

Hello Sega Chief!

First of all I want to congratulate you for this incredible game.

Last year I finished version 1.4 on STEAM and a little over a month ago I started playing version 1.5

I really like this... but i have a problem and reading other people I see that I am not the only one with it.


I am currently in GONGAGA, just after beating RENO and RUDE. But I have noticed something that did not happen in version 1.4 and is that with the SP system the SOURCES are no longer giving +5, +10 or +15 to the STAT. Now they only give + 1, + 2, + 3.

At first I thought it was a change to the game and I re - read all the documents in the DOCUMENTATION section, but nowhere do you mention this or in the changelog.

For this reason I entered this forum to see if there was an answer and I was surprised that there was a new version 1.5 of June 23 in addition to a new patch.

What I have done so far:

1. I downloaded version 1.5. of June 23 and I installed it. I think the installation was correct. I could verify it because the SUICIDE L5 changed to QUARRY FUSE.
The QUARRY FUSE initially applied barrier, mbarrier and reflect on the enemies.
2. I downloaded the NT 1.5 Enemy / Kernel Hotfix [23rd June 2018] and applied it.
I checked that everything was fine because the QUARRY FUSE no longer applies the benefits to the enemies.
Up there do you think I'm fine? Have I done the right thing?

Unfortunately, the SP system problem persists and the SOURCES only apply + 1, + 2, + 3.
I do not know what to do and you do not indicate it in any changelog or version 1.5 of June 23 nor in the NT.15 Enemy / Kernel Hotfix (23rd june 2018).

For this reason I wanted to ask you please to tell me what to do.

What should I do?

Should I re-uninstall everything and reinstall it?

Do I still need to download a patch? Which? How will I check that it is correct without having to start the game again?


Please your help as I do not know how to fix the SOURCES problem.

The newest versions use executable modifications now, one of which was to set sources to give +5 per use rather than +1 (to reduce button mashing). The latest version of the main installer should have a folder inside called Emergency EXE files, take the one for your version (likely ff7_en if it's steam) and replace your current .EXE with it. Sometimes the installer isn't able to patch the .exe for some reason.

To confirm that .exe is patched, source use should give +5 to stat. You don't need to start the game again.

Hey
Can anyone write down where can I find those enemy skills (or how to get them)? Coz i think description of the newest version is messed up or im just noob and cant find out, how to trigger enemy :P

Anyway, those enemy skills are mistery for me:
-Trine
-Magnitude8
-Deathcharge

Thx ;)

Trine should be on Keeper as of the latest patch, or on Thundercracker enemy up on Mt. Nibel's first screen (manipulate may be needed).

Magnitude8 was changed in latest version to Time Flare, and should be available from Dragon enemies (like Nibel Dragon, Gaea Dragon, Crater Dragon etc.) Try using a Limit Break on them to activate it as a counter-attack.

Deathcharge is on a new enemy called Tsarcat in North Crater; Manipulate one to get it (you will need to be equipped with a Hypnocrown to succeed due to a level quirk).


Hey Sega Chief, thanks for the hard work on the mod. I've been enjoying it so far, but I think I may have run into an issue, or I'm not understanding something properly.

I'm level 21 and just unlocked the Rank Up system and it seems like I am not getting the proper amount of Sources. It's like I am only getting 1 Source for every 5 Points that I should increase; so if I choose something that gives +10 to Str/Vit along with the basic +5 to all stats, I'll end up with 3 Power and 3 Guard (+10 From Upgrade => 2 Source, +5 All Stats => 1 Source), then 1 of each other source... So instead of Cloud going from 37 Str to 52 Str, he went to 40 Str :(. I got the same results for ranking up all other chars - only getting 1 Source for every 5 Points I was suppose to increase.

I'm new to this mod, so maybe this is intentional, but if I can only Rank Up 8 times then Cloud would gain a Maximum of 24 Str throughout the course of the game, if I chose to give him a +10 Str Upgrade each time. This doesn't seem right, and now I'm hesitant to play anymore if the Rank Up system is doing this. I'll never be powerful enough if this is the case.

I'm using the v1.5 that was linked in the first post and updated on 6/23/2018, and I'm not using Arrange or the Randomiser. I'm also using a Steam version that was successfully patched/converted to the 1998 version for 7th Heaven. Everything else seems to be working properly - besides Yuffie's Clear Tranquil Limit Break, which says it Restores MP, but actually Restores HP. And the alternate descriptions for Potions/Ethers which indicate how much is healed in the field versus in battle seem to be missing now.

The .exe hasn't been patched; the Installer needs to be pointed at the FF7 folder now rather than the Data folder (sorry if the installer itself states Data folder; I'd better check the text). If the .exe isn't patching, then look inside the main installer folder and there should be another folder inside called emergency exe files; drop the one your game uses into your FF7 folder and overwrite it (should be FF7.exe if you converted the game and are not using Steam Launcher for it).


So I'm wondering, can you miss rank ups by not using them? Or do I just keep accruing sp and I can choose whenever I rank up? I'm at Cosmo Canyon, playing Arrange mode and so far the difficulty is good. Could be slightly harder at times, but it's just enough for some boss battles to keep me on my toes, for random encounters to be relatively swift and to put me at a place where I want to have the best equipment and good materia, etc. I am a little worried about the rank ups making the game too easy though. Will I end up too weak if I forego all the 7 rank ups I haven't used?


It's

\Innate Ability: MP Regen & Overcharge//
Cait Sith will slowly regenerate MP throughout a battle, and will regain MP
even faster while Defending. MP gained can go past his MaxMP amount.

If you go in the New Threat file you downloaded, under the documentation folder there should be a readme.txt file that gives you general information and you can find all of the info about the characters there.



You can't miss out on Rank Ups; you can waste SP though if it reaches 255 so it's best to use them as soon as you get to 200. If you decide to hold off then it doesn't matter, you can still get all 8 ranks out by gathering SP from fighting enemies (late game enemies give a lot more than early ones).


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ChipNoir on 2018-07-02 00:53:17
This is more of a wish than a legit suggestion:I kind of wish that gravity wasn't such a common elemental weakness. It's a key component to my morphing strategy, and it also feels a little broken that Demi2 essentially can one-shot anything with a gravity weakness.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Covarr on 2018-07-02 01:36:46
I think I've missed some posts here
An unfortunate side-effect of our recent anti-spam measures, which require all new members' first five posts to be approved by a moderator. This can cause posts to be missed quite easily in high-traffic threads, and this is probably the highest-traffic thread on the site.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: diegofinalfantasynt on 2018-07-02 01:53:24
Hello Sega Chief.

Thanks for taking the time to respond.

I followed your recommendations exactly as you indicated.
I forgot to mention that I use the SPANISH version (I always change first the name of the sflevel and lang_en files as you indicated, it always works out well, there's no problem with that. As I mentioned before, I already played version 1.4 and it seemed very good and I had no problems.).

This time I also changed the name of ff7_en to ff7_en to be able to replace it (You did not indicate it in the changelog, but I assumed that it had to be done for obvious reasons).

So far so good.

The problem is that Final Fantasy VII does not work now. Try to turn on, the screen darkens a moment, but then go back to the desktop. I already tried it even re-installing the FF7.
 
Is it because the EMERGENCY EXE version only applies to the English version?
Will there be a change that maybe you should make to be applicable to the Spanish version beyond just changing the name?

I think I've missed some posts here:

The newest versions use executable modifications now, one of which was to set sources to give +5 per use rather than +1 (to reduce button mashing). The latest version of the main installer should have a folder inside called Emergency EXE files, take the one for your version (likely ff7_en if it's steam) and replace your current .EXE with it. Sometimes the installer isn't able to patch the .exe for some reason.

To confirm that .exe is patched, source use should give +5 to stat. You don't need to start the game again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sylas420 on 2018-07-02 05:17:11
An unfortunate side-effect of our recent anti-spam measures, which require all new members' first five posts to be approved by a moderator. This can cause posts to be missed quite easily in high-traffic threads, and this is probably the highest-traffic thread on the site.

Ahhh, that makes so much more sense. I thought all comments were going to have to be approved all the time. Looks like I just need to become more active on the Forum.  ;D

The .exe hasn't been patched; the Installer needs to be pointed at the FF7 folder now rather than the Data folder (sorry if the installer itself states Data folder; I'd better check the text). If the .exe isn't patching, then look inside the main installer folder and there should be another folder inside called emergency exe files; drop the one your game uses into your FF7 folder and overwrite it (should be FF7.exe if you converted the game and are not using Steam Launcher for it).

No worries Sega Chief!! I figured out the issue and posted about it yesterday, but it just got approved today, so you likely missed that as well lol. All I had to do was just Activate the new IRO in 7H and then copy the FF7_BC.exe from your folder over to my install directory. That fixed absolutely everything. Thanks again man!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sylas420 on 2018-07-02 05:27:39
Also.... you are a GAWD for adding the NPC for Ft. Condor teleporting. Like seriously, the mod would be worth it for that alone. And I seriously LOL'd for like 2 minutes straight when Barret smacked Cloud after he gave the Materia explanation at the Bar. That was priceless!  ;D

Not sure how I feel about the Level Cap at 70 though. I'll have to play further into the game to see if that will really be an issue for me. I'm mostly concerned that it will make the Break 9999 mod obsolete, since you can only get to level 70 and can only Rank Up 8 times (and there's no way to actually Morph Farm for Sources in this mod to Max Out). But we'll see... I'm always down for a challenge.  ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2018-07-02 14:04:09
hey sega chief

is there anyway you can add your Mod to the ff7 ps4 version 1 day please
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-03 00:26:56
An unfortunate side-effect of our recent anti-spam measures, which require all new members' first five posts to be approved by a moderator. This can cause posts to be missed quite easily in high-traffic threads, and this is probably the highest-traffic thread on the site.

So that's what's going on; I thought I was losing my mind.

Apologies if you saw my earlier questions and didn't have an answer (or just didn't feel like responding, which I respect), but how hard of a time will I have in Arrange mode if I skip the rank ups or only use them when I'm struggling? Or even, how much harder of a time will I have if I don't update and stick to this version where each power source only gives +1? Because I just checked and that's what happens in my version.

I try to answer all questions on this thread but sometimes I miss them. A no-rank run can be tricky but it's definitely doable, approach it like a challenge run with proper preparation for certain bosses and you'll definitely be able to get through.

For the latest versions, the .executable file isn't being patched by the installer for some users. If you check the Main Installer folder, there should be a folder inside that contains .exe files; use those to replace your FF7 .exe if the installer has failed to patch it. The IRO version also contains .EXEs.

We just finished our latest episode, but if you have a twitter, I can reach out to you through that, or by email maybe?

Ah, I missed the boat. But yeah I've got a twitter if a spot comes up: https://twitter.com/SegaChief?lang=en

Qhimm Forum also has a PM function but I think it only becomes available after a certain number of posts/account verification.


This is more of a wish than a legit suggestion:I kind of wish that gravity wasn't such a common elemental weakness. It's a key component to my morphing strategy, and it also feels a little broken that Demi2 essentially can one-shot anything with a gravity weakness.

Gravity maybe does render Wind a bit obsolete as a weakness, especially with most bosses having Earth as a weakness (and therefore Wind as a resistance). I could make it so that's no longer the case and Gravity just deals its %-based damage (except for when immunity is present).


Hello Sega Chief.

Thanks for taking the time to respond.

I followed your recommendations exactly as you indicated.
I forgot to mention that I use the SPANISH version (I always change first the name of the sflevel and lang_en files as you indicated, it always works out well, there's no problem with that. As I mentioned before, I already played version 1.4 and it seemed very good and I had no problems.).

This time I also changed the name of ff7_en to ff7_en to be able to replace it (You did not indicate it in the changelog, but I assumed that it had to be done for obvious reasons).

So far so good.

The problem is that Final Fantasy VII does not work now. Try to turn on, the screen darkens a moment, but then go back to the desktop. I already tried it even re-installing the FF7.
 
Is it because the EMERGENCY EXE version only applies to the English version?
Will there be a change that maybe you should make to be applicable to the Spanish version beyond just changing the name?


Yeah, there's offset differences between the two versions. I'm going to need to create .EXEs for the other language versions.

Also.... you are a GAWD for adding the NPC for Ft. Condor teleporting. Like seriously, the mod would be worth it for that alone. And I seriously LOL'd for like 2 minutes straight when Barret smacked Cloud after he gave the Materia explanation at the Bar. That was priceless!  ;D

Not sure how I feel about the Level Cap at 70 though. I'll have to play further into the game to see if that will really be an issue for me. I'm mostly concerned that it will make the Break 9999 mod obsolete, since you can only get to level 70 and can only Rank Up 8 times (and there's no way to actually Morph Farm for Sources in this mod to Max Out). But we'll see... I'm always down for a challenge.  ;)

The Level Cap was removed back in v1.35 or so; I thought I'd removed that from the documentation/Beginner's Hall text.

hey sega chief

is there anyway you can add your Mod to the ff7 ps4 version 1 day please

I don't own a PS4 and modding a console game isn't something I know how to do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: diegofinalfantasynt on 2018-07-03 19:16:05
Hello Sega Chief.
I did the simplest thing: Re-install the English version and no longer use the Spanish version.
Now everything is ok and the RANK UP system is working well.
Thanks a lot for everything



Yeah, there's offset differences between the two versions. I'm going to need to create .EXEs for the other language versions.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2018-07-04 07:13:09
Originally posted asking if there was a way to skip a boss because I was literally stuck. Then I realized I was playing modded FF7 and could just turn invincibility on. That said, this leads me to a feature request. I would love a way (maybe at save points?) to strip non-party members of their materia. The main reason I got stuck was because I left all my damage materia on Yuffie and had no way of getting it back for a boss fight (Gi Kattan). Tried about a dozen times and couldn't for the life of me beat it. If only I had access to my crucial damage materia! 
 
So yeah, any chance of maybe a new Save Point option to get all my materias back?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2018-07-04 12:18:23
Hello Sega Chief.
I did the simplest thing: Re-install the English version and no longer use the Spanish version.
Now everything is ok and the RANK UP system is working well.
Thanks a lot for everything
Hi , "FYI" if u want to use the Spa version of ff7 you can download the FF7 NT version in Spanish. This version dont have the last changes that Sega made in June(Im on it)
Spoiler: show
http://www.mediafire.com/file/6k7jr3m8qu44ir6/FF7+Mod+NT+BETA+en+Espa%C3%B1ol%28Mayo+2018%29.rar
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2018-07-04 20:08:09
I seem to be getting behind the curve and feel like I have to grind even though the mod claims that's not necessary. I'm about 25 hours into the game and I'm at a point where enemies can nearly 1-shot anyone in my party. I feel like either I'm missing something, am forgetting to do something, or grinding is necessary at times.

I did notice that Sources only give 1 of each stat, not 5. So I think there's something buggy there. I am using the provided .exe. I assume at level 35-40, with 3 SP rank ups under my belt, the extra stats would have made a large difference. My guess is, since I'm progressing through the game without grinding, but have lost at least 12 points in each stat, I'm probably way under geared for the fights.

UPDATE: So I used Black Chocobo to inspect my save file. I can see how many sources I've used on each character. Does New Threat update how much each source gives? Or does it cause the Source items to give 5x? I'm trying to figure out if there's a way to use Black Chocobo to correct any issues I had with the sources giving 1 stat instead of 5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-04 22:04:01
Originally posted asking if there was a way to skip a boss because I was literally stuck. Then I realized I was playing modded FF7 and could just turn invincibility on. That said, this leads me to a feature request. I would love a way (maybe at save points?) to strip non-party members of their materia. The main reason I got stuck was because I left all my damage materia on Yuffie and had no way of getting it back for a boss fight (Gi Kattan). Tried about a dozen times and couldn't for the life of me beat it. If only I had access to my crucial damage materia! 
 
So yeah, any chance of maybe a new Save Point option to get all my materias back?

There used to be an option on save points to unequip all party members, but this proved to be a dangerous thing to do later in the game because it has no check for remaining Materia space which led to a few people at end-game losing unique Materia when unequipping.

As for getting Materia from other party members, there's an Exchange option in the Materia screen that allows you to move/unequip Materia across party members manually.

Hi , "FYI" if u want to use the Spa version of ff7 you can download the FF7 NT version in Spanish. This version dont have the last changes that Sega made in June(Im on it)
Spoiler: show
http://www.mediafire.com/file/6k7jr3m8qu44ir6/FF7+Mod+NT+BETA+en+Espa%C3%B1ol%28Mayo+2018%29.rar


Thanks Markul; if you need a hand/have questions then let me know and I'll do my best.

I seem to be getting behind the curve and feel like I have to grind even though the mod claims that's not necessary. I'm about 25 hours into the game and I'm at a point where enemies can nearly 1-shot anyone in my party. I feel like either I'm missing something, am forgetting to do something, or grinding is necessary at times.

I did notice that Sources only give 1 of each stat, not 5. So I think there's something buggy there. I am using the provided .exe. I assume at level 35-40, with 3 SP rank ups under my belt, the extra stats would have made a large difference. My guess is, since I'm progressing through the game without grinding, but have lost at least 12 points in each stat, I'm probably way under geared for the fights.

UPDATE: So I used Black Chocobo to inspect my save file. I can see how many sources I've used on each character. Does New Threat update how much each source gives? Or does it cause the Source items to give 5x? I'm trying to figure out if there's a way to use Black Chocobo to correct any issues I had with the sources giving 1 stat instead of 5.

Sources should be giving +5 to a stat per use; your .EXE isn't patched or has been reverted to default somehow. You can fix this temporarily by x5ing the Source boost each character has in the save editor but it'd be a good idea to have a look at why the .EXE might be getting overriden. If you used the ones from the folder, then it might be that you have to right-click them, select Properties, then click 'Unblock' or similar as Windows can be iffy with executable files distributed from relatively unknown sources; try dropping it in and replacing the old .EXE after doing that.

I'll check the .EXE files used in the installer as well just to be sure.

When it comes to save editing however, be careful if you're playing the Steam version; modified saves can be deleted by the FF7 Launcher when it's started (they added some weird save file verification check). Instead, make the changes while the FF7 Launcher is open, start the game, and then load the altered save file and save the game to make that entire set of files 'safe' for future use. It'd be a good idea to make a back-up of your save files as well, just to be safe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2018-07-04 22:24:35
Sources should be giving +5 to a stat per use; your .EXE isn't patched or has been reverted to default somehow. You can fix this temporarily by x5ing the Source boost each character has in the save editor but it'd be a good idea to have a look at why the .EXE might be getting overriden. If you used the ones from the folder, then it might be that you have to right-click them, select Properties, then click 'Unblock' or similar as Windows can be iffy with executable files distributed from relatively unknown sources; try dropping it in and replacing the old .EXE after doing that.

So let's say I've used 1 power source with a patched EXE. If I inspect the save file, I should see that 5 sources were used for STR? Black Chocobo reads it as "sources used". Not sure if it's actually "source items used" (as in, I've used 1) or if it's "boosted stats from sources used" (as in, I've boosted STR by 5).

I'll check the .EXE files used in the installer as well just to be sure.

When it comes to save editing however, be careful if you're playing the Steam version; modified saves can be deleted by the FF7 Launcher when it's started (they added some weird save file verification check). Instead, make the changes while the FF7 Launcher is open, start the game, and then load the altered save file and save the game to make that entire set of files 'safe' for future use. It'd be a good idea to make a back-up of your save files as well, just to be safe.

Thanks for the heads up!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MilkmanK on 2018-07-05 06:47:09
Thanks for the awesome mod, I'm really enjoying it!  One quick question: I recently started over after patching the game with the latest patches, is Cait Sith supposed to have very low starting stats? He barely has any luck(he had 15 to start with) instead of the usual high luck stat that I was counting on him having.  Anyways, thanks again!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2018-07-05 12:42:48
Thanks Markul; if you need a hand/have questions then let me know and I'll do my best.
Dont worry ,knowing what you have changed , I think i wont have problems, thanks ;) .
I tested a little the new random ranks. I think some values sometimes does not calculate good in the message boxes(I enable 2-3 times the random ranks before continue).
(Example with Cloud)
Spoiler: show
(http://i65.tinypic.com/15rfl00.jpg)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-05 14:16:06
I think that's just a visual bug; Luck was picked twice making for 25 total on that first option and when the sources are used they'll make for 25. I need to double-check the menus though so I'll sort that out as I go.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-07-05 14:23:53
Quote
I seem to be getting behind the curve and feel like I have to grind even though the mod claims that's not necessary. I'm about 25 hours into the game and I'm at a point where enemies can nearly 1-shot anyone in my party. I feel like either I'm missing something, am forgetting to do something, or grinding is necessary at times.

Definitely sounds like something is wrong, even outside of the sources problem. You really shouldn't have to grind, I've mostly avoided doing more than the bare minimum. What sort of setups are you using?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2018-07-05 23:55:03
Definitely sounds like something is wrong, even outside of the sources problem. You really shouldn't have to grind, I've mostly avoided doing more than the bare minimum. What sort of setups are you using?

Actually, that seemed to solve the issues. It made a big difference. Cloud had taken 3 SP upgrades only getting 1 point per Source. I went from +3 to all stats to +15 to all stats. Add that to the individual stat gains from the chosen specs and I go significant impact to dealing and taking damage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: justsaiyandd on 2018-07-07 16:15:52
Hello Sega chief, before i described my bug and wanted to say thank you for making such a incredible mod and reinvigorating my love for ff7.
now i'm doing the dark cave and i'm at the part when you fight the masked man in the church. after a turn or two he uses transfusion and then this camera stays stuck on him as he does nothing. i'm sorry to bother you but I've been stuck on this for two days.

please help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-07-07 17:19:36
Glad to hear it. Though I wouldn't think the increase in vit would change that much from you getting 1 shot by everything, that made it sound like something else was quite wrong, as the damage shouldn't be that high unless you are rolling with pure offensive gear and setups.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nirwanda on 2018-07-08 00:47:18
Hmm can't wait to try this new version. I think I'm gonna try for arrange mode and hope for the best, all the cool surprises offset the possible frustrating difficulty. (to a mediocre player like me)
Btw, I noticed a small error in the read me, both Red XIII and Yuffie have the same listed initial stats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-07-08 04:02:57
Already posted in discord but also posting here to inform anyone else who notices until its fixed. If you are using the custom ff7_bc.exe that is included with the current june patch your limit breaks will function as if they were vanilla and not as intended in the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-08 04:31:17
Definitely sounds like something is wrong, even outside of the sources problem. You really shouldn't have to grind, I've mostly avoided doing more than the bare minimum. What sort of setups are you using?

Actually, that seemed to solve the issues. It made a big difference. Cloud had taken 3 SP upgrades only getting 1 point per Source. I went from +3 to all stats to +15 to all stats. Add that to the individual stat gains from the chosen specs and I go significant impact to dealing and taking damage.

It might have been the Materia as well; part of the exe changes was to alter the bonuses & penalties, but without those changes I think regular magic materia would be sitting with -5% HP on it because I shuffled the 'sets' around.

I could maybe use that in-game in some way to add a verification of some kind to let players know early if the .exe hasn't been patched properly or not. When the other files aren't patched properly it tends to make itself apparent really quickly, but an unpatched .exe can be 'invisible' for a long time.


Hello Sega chief, before i described my bug and wanted to say thank you for making such a incredible mod and reinvigorating my love for ff7.
now i'm doing the dark cave and i'm at the part when you fight the masked man in the church. after a turn or two he uses transfusion and then this camera stays stuck on him as he does nothing. i'm sorry to bother you but I've been stuck on this for two days.

please help.

That's a soft-lock caused by an animation not being set for an attack. I'll check it and update scene hotfix patch (and the IRO) tomorrow to sort it out.

Hmm can't wait to try this new version. I think I'm gonna try for arrange mode and hope for the best, all the cool surprises offset the possible frustrating difficulty. (to a mediocre player like me)
Btw, I noticed a small error in the read me, both Red XIII and Yuffie have the same listed initial stats.

I probably copy-pasted Red's stats to write Yuffies, got distracted, then forgot about it s:

Already posted in discord but also posting here to inform anyone else who notices until its fixed. If you are using the custom ff7_bc.exe that is included with the current june patch your limit breaks will function as if they were vanilla and not as intended in the mod.

I'll apply the Limits to the BC.exe and update the installers, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2018-07-08 22:34:31
I'll apply the Limits to the BC.exe and update the installers, etc.

Does 7H handle these updates automatically? Or do I need to download a new IRO manually?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-08 23:43:57
Does 7H handle these updates automatically? Or do I need to download a new IRO manually?

It's not automatic, when in doubt use the one I've got on this thread.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2018-07-09 00:26:04
It's not automatic, when in doubt use the one I've got on this thread.

Awesome, thanks! 
 
Edit: Out of curiosity, what is the BC EXE missing right now? Anything major? That's the one I'm using (now that you helped me get that situated). Wondering if I should just wait until it's patched up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Geshtal123 on 2018-07-09 02:51:29
Hey Sega, just wanted to say I'm LOVING your mod! It made a classic even better! Having an issue though, I just got Cait at the Saucer and I'm ranking him up for the 1st time and he got to rank up 3 times. Is this normal?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-09 12:41:38
Awesome, thanks! 
 
Edit: Out of curiosity, what is the BC EXE missing right now? Anything major? That's the one I'm using (now that you helped me get that situated). Wondering if I should just wait until it's patched up.

It seems to have default Limit Breaks at the moment.

Hey Sega, just wanted to say I'm LOVING your mod! It made a classic even better! Having an issue though, I just got Cait at the Saucer and I'm ranking him up for the 1st time and he got to rank up 3 times. Is this normal?

Yeah, the characters that join later on get 1-2 ranks free so that they aren't behind the other characters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: justsaiyandd on 2018-07-10 12:58:22
Sega chief thank you for responding to my post and i have another question. is the masked man supposed to use white wind to heal back 30K after being attacked. i thought that i might be able to beat him if i spammed limits before he used transfusion and then cause the soft lock? thank you again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-10 19:14:06
Already posted on NG+, but maybe it gets seen here a little earlier.

So, the problem is concerning the Enemy Skill Quarry Fuse, buffing the enemy with invincibility, reflect, barrier and m-barrier. I read that it was fixed in the 30th June release, but it does not work with 7th heaven.
Additionally, I noticed the Limits not functioning as intended on the 7th Heaven Iro.

I tested the normal installer and everything works as intended there.

Some information here:
Installed via 7th heaven - already did a complete re-install. The mods I use with it are mainly graphical mods(Models, textures) and the menu overhaul+beacause.

Any information regarding this issue would be appreciated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-10 19:37:22
Sega chief thank you for responding to my post and i have another question. is the masked man supposed to use white wind to heal back 30K after being attacked. i thought that i might be able to beat him if i spammed limits before he used transfusion and then cause the soft lock? thank you again.

He'll only use it in response to a Limit Break; other attacks shouldn't trigger White Wind.

Already posted on NG+, but maybe it gets seen here a little earlier.

So, the problem is concerning the Enemy Skill Quarry Fuse, buffing the enemy with invincibility, reflect, barrier and m-barrier. I read that it was fixed in the 30th June release, but it does not work with 7th heaven.
Additionally, I noticed the Limits not functioning as intended on the 7th Heaven Iro.

I tested the normal installer and everything works as intended there.

Some information here:
Installed via 7th heaven - already did a complete re-install. The mods I use with it are mainly graphical mods(Models, textures) and the menu overhaul+beacause.

Any information regarding this issue would be appreciated.

I'm going to be updating all the files tonight. Quarry Fuse had some flags missing which meant it was setting all statuses instead of none, I must have missed adding the updated scene.bin to the IRO. I also need to sort out Limits on the .exe files; I think it's missing from the ff7_bc.exe used for menu overhaul compatibility.

Edit: I've updated the installer + IRO link with latest fixes. There's a notepad inside both called patch notes July with the changes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: justsaiyandd on 2018-07-11 00:39:48
He'll only use it in response to a Limit Break; other attacks shouldn't trigger White Wind.

I'm going to be updating all the files tonight. Quarry Fuse had some flags missing which meant it was setting all statuses instead of none, I must have missed adding the updated scene.bin to the IRO. I also need to sort out Limits on the .exe files; I think it's missing from the ff7_bc.exe used for menu overhaul compatibility.

Edit: I've updated the installer + IRO link with latest fixes. There's a notepad inside both called patch notes July with the changes.

thank you very much!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: justsaiyandd on 2018-07-11 01:48:46
actually there is another question sorry but this seemed like a bug to me.
I beat the boss on floor 69 and after i got sucked in the vortex, i was transported to the ancient forest with no way off the continent .
 again sorry to bother
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-11 01:57:47
Ah, the IRO needs an extra bit of script for the exits on that field. I'll add it now.

Edit: This IRO has the walkmesh chunks included for correct exits from final cave field.
http://www.mediafire.com/file/xhoekm2fk9wc7m1/FF7%20NT%20IRO%2010th%20July%202018.zip
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: justsaiyandd on 2018-07-11 02:31:17
thanks







again
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-11 15:54:50
Hello again.

A little pain point of this mod: Morphing bosses is god damn annoying. Many morph-items you get from bosses(At least early~ish in, just at Junon)  are pretty good accessoires.
Personally, I do not like that. Boss fights are meant to be a test of skill and strategy, but when you really want to morph them, they become super anti-climactic - and that really takes away from gameplay. Having powerful steals is much less annoiyng(Especially if the chance to steal is not abysmally low), as steals are not nearly as limited as morphs.

Maybe this pain point will vanish as the game progresses, but I figured I should just give my thoughts on this regardless.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-11 17:35:08
Hello again.

A little pain point of this mod: Morphing bosses is god damn annoying. Many morph-items you get from bosses(At least early~ish in, just at Junon)  are pretty good accessoires.
Personally, I do not like that. Boss fights are meant to be a test of skill and strategy, but when you really want to morph them, they become super anti-climactic - and that really takes away from gameplay. Having powerful steals is much less annoiyng(Especially if the chance to steal is not abysmally low), as steals are not nearly as limited as morphs.

Maybe this pain point will vanish as the game progresses, but I figured I should just give my thoughts on this regardless.

I would prefer to remove boss morphs but when I started that process I got complaints from players who felt Morph wasn't much use as a result and/or they were attempting to morph bosses and ended up with no reward. What I could do is set Morph to deal standard damage (or something close to it) to take some of that annoyance out; and that would also double up as making Command Counter a bit more useful when it's obtained early.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-11 18:02:36
I would prefer to remove boss morphs but when I started that process I got complaints from players who felt Morph wasn't much use as a result and/or they were attempting to morph bosses and ended up with no reward. What I could do is set Morph to deal standard damage (or something close to it) to take some of that annoyance out; and that would also double up as making Command Counter a bit more useful when it's obtained early.
Huh, I wouldn't guess people actually WANT to morph bosses. But generally, hammering in the idea of "don't morph bosses" seems to be a good direction.

Hm, I'll give you my take on steal/morph to make both satisfying.

Steal:
On normal enemies, it should have comparably little benefit and few "special" items. That said, it should also be rather easy to steal from them.
On bosses, I'd divide them into two categories:
On some, you can steal a "special"l item(Weapon, Accessoire). This should be is rather hard, but not frustratingly so.
On others, you can either steal nothing or steal a usable item(Elixier, Fire Fang, Potions - stuff like that). Preferably, the items should be immediately useful and the steal should be rather easy.

Morph:
Simply remove morphs from all bosses and switch the items to their drop.
On normal enemies, however... Morph should grant comparatively big rewards - in some cases(For example, rare~ish enemies like Ark Dragon or Eligor), you should be able to morph "special" rewards from them: A strong battle item, equipment, materia... Special stuff. This could also apply to enemies in out-of-the-way locations.
On more common enemies, morph should grant great monetary value and/or nice-to-have usable items. Tents, phoenix downs, ethers... Stuff like that.

This "system" would retain morphs usefulness and cement it as a "special" farming method for items/money, while taking out the gameplay-downs of morphing bosses...
And steal would be a generally useful, yet not overly strong, thing for normal enemies(Basically a "drop-chance" increase in many cases), while having a special spot against bosses - either granting you strong consumables or strong items, the difference of each signified by how hard the steal is(or if there is one).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ZCFoxMan on 2018-07-12 00:32:33
Playing the Arranged Mode, and I'm wondering... Where do I get Alpha in the latest version? Because the Alpha Zolom uses Beta, much like in the original FF7.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-12 01:11:19
Alpha was dropped for a new skill called Transfusion, which is learned via Manipulate from Death Dealers in the North Crater. Holy element on enemy skill was moved over to Magic Breath.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ZCFoxMan on 2018-07-12 01:24:41
Oh, that explains it. Thanks. Btw...sorry to bring this up again, but...did you ever find out where Vincent's Supershot ST weapon was? Is it ACTUALLY in the Gelnika?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-12 03:09:30
Oh, that explains it. Thanks. Btw...sorry to bring this up again, but...did you ever find out where Vincent's Supershot ST weapon was? Is it ACTUALLY in the Gelnika?

Did a text search of the flevel there, and I now know why it's missing. It's in the chest next to the Gelnika save point. Problem is, that chest was set to hidden and I didn't set it back to visible. Whoops.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Geshtal123 on 2018-07-12 16:56:29
 Quick question: I just got Cid in my party, and I’m curious if I have missed the deathblow materia.  It’s always been one of my favorite skills in the game and I certainly want to throw it on cid, thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2018-07-13 06:54:19
I just updated to the July 10th IRO and I just realized all of Aerith's weapons have no bonuses. She used to heal if she attacked with the Aurora Rod, now it's just a regular weapon that does damage. Was that on purpose? I also hit my first save point since the update and it's just a regular save point. None of the hotkeys are showing up. :/ I'm running the ff7_bc.exe

Not sure what happened but I uninstalled and reinstalled the mod and it's working fine again. So ignore me. Maybe some hiccup in 7H? Or maybe a classic PEBKAC.

Edit (again): And I'm back. Things appear to be working fine, but my "Next Level" bars look like this: https://imgur.com/ZW8uhR9
They even look like that on the battle success screen, too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sylas420 on 2018-07-13 07:31:37
The Level Cap was removed back in v1.35 or so; I thought I'd removed that from the documentation/Beginner's Hall text.

Hey sorry for the late reply... life got in the way and such. So the Level Cap text is definitely removed from the Beginner's Hall section. I didn't see it until I went to the Intermediate Hall in Junon. I had changed from v1.4 to v1.5 since I first started playing and wanted to check and see if there was any new information available. I thought that the level cap was added in v1.5, but looks like maybe the text was just left in the Intermediate Training Hall section. But that is really good to know that there's actually no level cap.

I can't imagine how much you have to keep track of with all the changes between versions, and people constantly asking you questions. You are a stellar person and we really appreciate your hard work. May the gates of Valhalla open for you someday my friend!  8)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: warlikewolf on 2018-07-13 07:32:58
Nice Mod, I'm playing and is really amazing!
But I have some problem here. Cloud is with 250 of Power and if I upgrade the SP level I cannot use the Power Upgrade that is automatic received in the itens and the Mr. Smile don't allow me to leave the screen until I use all the upgrades ( but I cannot because already are with the maximum power ) There's a way to contour this?
Also, how I update the patch? I only install the new version over the old one and it's okay?
Thank you! and sorry my bad english
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sylas420 on 2018-07-13 07:45:27
Edit (again): And I'm back. Things appear to be working fine, but my "Next Level" bars look like this: https://imgur.com/ZW8uhR9
They even look like that on the battle success screen, too.

Whoa that is weird... I think my game did that once before I was even using the NT mod, but it went away after I reloaded a save. What other mods are you using? I may see if I can replicate.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-13 13:06:27
I just updated to the July 10th IRO and I just realized all of Aerith's weapons have no bonuses. She used to heal if she attacked with the Aurora Rod, now it's just a regular weapon that does damage. Was that on purpose? I also hit my first save point since the update and it's just a regular save point. None of the hotkeys are showing up. :/ I'm running the ff7_bc.exe

Not sure what happened but I uninstalled and reinstalled the mod and it's working fine again. So ignore me. Maybe some hiccup in 7H? Or maybe a classic PEBKAC.

Edit (again): And I'm back. Things appear to be working fine, but my "Next Level" bars look like this: https://imgur.com/ZW8uhR9
They even look like that on the battle success screen, too.
Sounds like a mod conflict to me. I use the same version without any of those troubles.
Check your load order in 7h(I think NT should be at the top).
Maybe some option in your mods are doing dumb stuff. Check them via 7h.
Use the custom exes included in the 10th july download and copy&replace them to your ff7 game folder.
Check 7h configuration.

If nothing works, redo the installation. Just backup your save files beforehand.

Edit: On an unrelated sidenote, so many good items hidden behind boss morphs really pisses me off at this point ~.~ Guess I will be de-equipping counter for bossfights... Which feels so dumb.


Edit 2: Currently at Mt. Corel and I feel the game is maybe... too easy. As mentioned above, the only "difficulty", if you wanna call it that, is to morph bosses - which is more arduous than anything else.
So I ask 2 questions: First, does the difficulty spike up significantly at certain points in the game? After all, you can spike the difficulty more and more as the player gains more options of play.
Secondly, can I switch to this mods "hardmode" and retain my safe? It is called "arrange mode", I believe. I heard that it is prone to bugs and glitches, though... Is this still the case?
As a sidenote: I think being able to change difficulty modes on the fly is a very good thing. Many people that do not look for a "hardcore"-mod, but still want a challenge, would be inclined to start with normal mode, yet oftentimes wanna go arrange mode at some point into the playthrough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ZCFoxMan on 2018-07-13 18:51:47
Did a text search of the flevel there, and I now know why it's missing. It's in the chest next to the Gelnika save point. Problem is, that chest was set to hidden and I didn't set it back to visible. Whoops.

LOL! That explains it. No wonder I couldn't see it. =P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-14 00:58:17
Quick question: I just got Cid in my party, and I’m curious if I have missed the deathblow materia.  It’s always been one of my favorite skills in the game and I certainly want to throw it on cid, thanks!

Deathblow is found in the Great Glacier, where Added Cut used to be placed (I swapped their locations for the mod).


I just updated to the July 10th IRO and I just realized all of Aerith's weapons have no bonuses. She used to heal if she attacked with the Aurora Rod, now it's just a regular weapon that does damage. Was that on purpose? I also hit my first save point since the update and it's just a regular save point. None of the hotkeys are showing up. :/ I'm running the ff7_bc.exe

Not sure what happened but I uninstalled and reinstalled the mod and it's working fine again. So ignore me. Maybe some hiccup in 7H? Or maybe a classic PEBKAC.

Edit (again): And I'm back. Things appear to be working fine, but my "Next Level" bars look like this: https://imgur.com/ZW8uhR9
They even look like that on the battle success screen, too.

Sounds like the flevel + kernel weren't patched. As for the exp gauge thing, that's a visual glitch that should correct itself once the character in question levels up once.


Hey sorry for the late reply... life got in the way and such. So the Level Cap text is definitely removed from the Beginner's Hall section. I didn't see it until I went to the Intermediate Hall in Junon. I had changed from v1.4 to v1.5 since I first started playing and wanted to check and see if there was any new information available. I thought that the level cap was added in v1.5, but looks like maybe the text was just left in the Intermediate Training Hall section. But that is really good to know that there's actually no level cap.

I can't imagine how much you have to keep track of with all the changes between versions, and people constantly asking you questions. You are a stellar person and we really appreciate your hard work. May the gates of Valhalla open for you someday my friend!  8)

I forgot about that other beginner's hall; I'll transfer the text across to it. I think Valhalla is for folk who died in combat; the equivalent for folk like me will probably be more like a


Nice Mod, I'm playing and is really amazing!
But I have some problem here. Cloud is with 250 of Power and if I upgrade the SP level I cannot use the Power Upgrade that is automatic received in the itens and the Mr. Smile don't allow me to leave the screen until I use all the upgrades ( but I cannot because already are with the maximum power ) There's a way to contour this?
Also, how I update the patch? I only install the new version over the old one and it's okay?
Thank you! and sorry my bad english

It shouldn't be possible to reach stat caps with the 8 rank ups, unless the randomiser maybe makes it possible? I think it's about time I updated the script so that unused sources are discarded rather than locking the player in the rank-up screen so that this issue can be avoided in the future. For now, you might need to use a save editor to manually decrease the amount of source points Cloud has in Strength; the Black Chocobo tool should do the job for this but remember to make back-ups of your save files first.

You can install patches over any previous installation and it should work fine.

Edit 2: Currently at Mt. Corel and I feel the game is maybe... too easy. As mentioned above, the only "difficulty", if you wanna call it that, is to morph bosses - which is more arduous than anything else.
So I ask 2 questions: First, does the difficulty spike up significantly at certain points in the game? After all, you can spike the difficulty more and more as the player gains more options of play.
Secondly, can I switch to this mods "hardmode" and retain my safe? It is called "arrange mode", I believe. I heard that it is prone to bugs and glitches, though... Is this still the case?
As a sidenote: I think being able to change difficulty modes on the fly is a very good thing. Many people that do not look for a "hardcore"-mod, but still want a challenge, would be inclined to start with normal mode, yet oftentimes wanna go arrange mode at some point into the playthrough.

I could add a toggle for difficulty mode, but I'm not 100% sure where to place it. I could reinstate it on the Highwind and for pre-highwind place an NPC somewhere that's accessible like Gongaga or Gold Saucer maybe who can do the switch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mellow78 on 2018-07-14 01:51:23
Hi. First post here. Love the mod, really brings new life to the game.

I've come across a couple issues though, I'd like to bring them to your attention.

I'm using the June 23rd release, so I'm not playing with all the new patch fixes brought in the July 10th release, but I did download it and look through the patch notes to see if any of my issues were fixed. From what I could tell, they weren't.

So the first issue is sorta/kinda minor, really just a time-waster: In the intermediate hall, I completed each of the Junon Leagues in succession for the first time. Wondering if maybe that unlocks a special fourth league, I talked to the registration soldier again. Seeing only three league options, I chose "Never Mind" or whatever it is that cancels the registration process. When I did that, the game ended up hanging. No text boxes, no functional buttons...nothing works as far as I can tell. I didn't save, so that's a bummer, but now I have strategies for each of the fights and can probably get through them easier next time, so I'll survive.

The second issue is major: I'm having issues with ranking up, but they're...good issues. I like having these issues. For some reason, ranking up (in most situations) doesn't actually result in a rank-up, but I still get all the sources involved with ranking up. For instance, in the story, I'm currently headed to the Underwater Reactor in Junon. At this point, you would reasonably expect each character to be about rank 6-8, right? Well, I've probably ranked up with a few characters--namely Cloud and Tifa--7 to 10 times each, and each time I rank up, it says "Cloud - Rank 3/8" or "Tifa - Rank 3/8". It seems to happen with other characters, too, from what I can tell. It may be happening to Barret, Aeristh and Red XIII, it's definitely happening to Cait Sith, and I dunno about Vincent nor whoever the mystery-character-thing is (no spoilers please! :D), but one thing I do know is that only Cid progresses properly. He's at 8/8, but he just got there, so I don't know if he can go beyond that yet.

It might also be worth noting that when I first obtained each of Cait Sith, Vincent and Cid, they were all able to rank up multiple times immediately. I don't know if that's part of the bug or if that's normal, but considering that it seems like 255 is the max SP you can have at once and it costs 200 to rank up, something may be amiss.

If it matters, I'm playing on the Steam version. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-14 10:14:45
I'd really appreciate a toggle. Sounds like it isn't even too hard, right?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-14 12:24:05
Hi. First post here. Love the mod, really brings new life to the game.

I've come across a couple issues though, I'd like to bring them to your attention.

I'm using the June 23rd release, so I'm not playing with all the new patch fixes brought in the July 10th release, but I did download it and look through the patch notes to see if any of my issues were fixed. From what I could tell, they weren't.

So the first issue is sorta/kinda minor, really just a time-waster: In the intermediate hall, I completed each of the Junon Leagues in succession for the first time. Wondering if maybe that unlocks a special fourth league, I talked to the registration soldier again. Seeing only three league options, I chose "Never Mind" or whatever it is that cancels the registration process. When I did that, the game ended up hanging. No text boxes, no functional buttons...nothing works as far as I can tell. I didn't save, so that's a bummer, but now I have strategies for each of the fights and can probably get through them easier next time, so I'll survive.

The second issue is major: I'm having issues with ranking up, but they're...good issues. I like having these issues. For some reason, ranking up (in most situations) doesn't actually result in a rank-up, but I still get all the sources involved with ranking up. For instance, in the story, I'm currently headed to the Underwater Reactor in Junon. At this point, you would reasonably expect each character to be about rank 6-8, right? Well, I've probably ranked up with a few characters--namely Cloud and Tifa--7 to 10 times each, and each time I rank up, it says "Cloud - Rank 3/8" or "Tifa - Rank 3/8". It seems to happen with other characters, too, from what I can tell. It may be happening to Barret, Aeristh and Red XIII, it's definitely happening to Cait Sith, and I dunno about Vincent nor whoever the mystery-character-thing is (no spoilers please! :D), but one thing I do know is that only Cid progresses properly. He's at 8/8, but he just got there, so I don't know if he can go beyond that yet.

It might also be worth noting that when I first obtained each of Cait Sith, Vincent and Cid, they were all able to rank up multiple times immediately. I don't know if that's part of the bug or if that's normal, but considering that it seems like 255 is the max SP you can have at once and it costs 200 to rank up, something may be amiss.

If it matters, I'm playing on the Steam version. Thanks!

Cait, Vince, and Cid get their first 1-2 ranks for free; but it sounds like the new logic for incrementing ranks can be broken. Was your game from June 23rd started from a new game or was it patched midway?

I'll sort out the soft-lock in junon leagues menu.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mellow78 on 2018-07-14 12:44:01
Cait, Vince, and Cid get their first 1-2 ranks for free; but it sounds like the new logic for incrementing ranks can be broken. Was your game from June 23rd started from a new game or was it patched midway?

I'll sort out the soft-lock in junon leagues menu.

It was from a new game. Fresh download of FF7, too, if that matters.

Also, thanks for the info. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2018-07-14 23:49:10
Sorry about all the question! I think this is my last one. :) With regard to 7H load order. Right now, I have New Threat in the same place 7H recommends the "Gameplay - Difficulty and Story" mods be. It seems to be working fine, but I'm curious if there's a more appropriate place in terms of load order. Or if I'm accidentally overwriting something from New Threat by having it in the middle of the load order.

Thanks!  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-07-15 00:30:01
Sorry about all the question! I think this is my last one. :) With regard to 7H load order. Right now, I have New Threat in the same place 7H recommends the "Gameplay - Difficulty and Story" mods be. It seems to be working fine, but I'm curious if there's a more appropriate place in terms of load order. Or if I'm accidentally overwriting something from New Threat by having it in the middle of the load order.

Thanks!  :)

NT replaces some character textures so it needs to go below any field model iro you have. you can put it at the bottom of your load order and you shouldnt have any issues.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2018-07-15 02:22:38
NT replaces some character textures so it needs to go below any field model iro you have. you can put it at the bottom of your load order and you shouldnt have any issues.

Are the NT character replacements necessary? Or is it okay to overwrite them with character models I've selected from other mods?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-07-15 02:25:23
All that NT replaces is textures for a few things. As long as NT is below any model replacing IRO you have then you are fine and the models you chose will show up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sylas420 on 2018-07-15 23:05:06
Are the NT character replacements necessary? Or is it okay to overwrite them with character models I've selected from other mods?
NT replaces some character textures so it needs to go below any field model iro you have. you can put it at the bottom of your load order and you shouldnt have any issues.

UpRisen is right. You can replace the default NT models with other ones with no issues, as long as NT is below the other Field Model Mods in your list. Anything listed above in the Load Order of 7H will overwrite concurring data for mods listed below it. Any major conflicts should be picked up by 7H and corrected.

Just to note though, I also have my NT mod in the same place on the list as the Gameplay - Difficult & Story section, and I have not had any issues at all. The only issue I did have, was trying to replace Cloud's Field Model with the PRP model while using the Dynamic Cloud Weapons mod, which actually only works for the Kaldarasha field model for Cloud. The conflict was picked up by 7th Heaven and automatically switched Cloud's model to No Change, since NT already uses Kaldarasha's model.

Just in case this helps, here's my Load Order:

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sylas420 on 2018-07-15 23:10:20
I forgot about that other beginner's hall; I'll transfer the text across to it. I think Valhalla is for folk who died in combat; the equivalent for folk like me will probably be more like a

No worries man! That sounds like a plan. And also good point about Valhalla... But more like a 'what'... exactly? Lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-16 00:25:18
It was from a new game. Fresh download of FF7, too, if that matters.

Also, thanks for the info. :D

Cheers for letting me know, the script logic must be off somewhere.

No worries man! That sounds like a plan. And also good point about Valhalla... But more like a 'what'... exactly? Lol

I was gonna write an old folk's home; I think I stepped away and forgot to finish the sentence s:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: shiyanuu on 2018-07-16 02:20:22
I'm having the same problem as mellow with the rank up system with only Vincent actually having the correct rank (currently 6/8 with everyone else stuck at 3/8 except for Cait who is stuck at 2/8). I tried tallying up the stats of each character to determine which rank they currently are and it actually fits correctly.

I'll try to continue playing the game while taking note of their current rank to avoid overusing the rank up option when my characters reaches 8/8 until a fix comes, perhaps I'll just edit out their stats using Black Chocobo if they do pass the 8/8 mark.

I also played the game on a new game using the June 30th update and patched to July 10th update when I first got to the Chocobo farm right after getting Yuffie.

Also, are the base stats listed on the Readme file of the documentation updated?
I'm seeing different base stats of multiple characters(Cait Sith, Yuffie, Vincent) from the documentation compared to what Black Chocobo shows me. Caith Sith has ridiculously low base stats and seems he actually has the wrong stats employed on him same as Vincent who just has better stats overall.


       
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HautSaus on 2018-07-16 19:51:42
I'm stuck in the last cave of the Ancient Forest. Both exits back in to the forest and to the world map are blocked by invisible walls.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mellow78 on 2018-07-17 00:52:59
Cheers for letting me know, the script logic must be off somewhere.

No problem. By the way, I ended up patching the game to the July 10th build (had to, otherwise the "Masked Man" fight would hang when he would go to use Transfusion) and I can confirm that the patch doesn't seem to fix anything with the rank-ups...but there is this one little thing:

Spoiler: RANK ISSUE IMAGE • show
(https://image.ibb.co/b4Pvdd/40cidhighrank.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-17 02:53:46
I'm having the same problem as mellow with the rank up system with only Vincent actually having the correct rank (currently 6/8 with everyone else stuck at 3/8 except for Cait who is stuck at 2/8). I tried tallying up the stats of each character to determine which rank they currently are and it actually fits correctly.

I'll try to continue playing the game while taking note of their current rank to avoid overusing the rank up option when my characters reaches 8/8 until a fix comes, perhaps I'll just edit out their stats using Black Chocobo if they do pass the 8/8 mark.

I also played the game on a new game using the June 30th update and patched to July 10th update when I first got to the Chocobo farm right after getting Yuffie.

Also, are the base stats listed on the Readme file of the documentation updated?
I'm seeing different base stats of multiple characters(Cait Sith, Yuffie, Vincent) from the documentation compared to what Black Chocobo shows me. Caith Sith has ridiculously low base stats and seems he actually has the wrong stats employed on him same as Vincent who just has better stats overall.

The stats were tweaked over time so the readme has probably fallen behind; I'll need to update it.

I'm stuck in the last cave of the Ancient Forest. Both exits back in to the forest and to the world map are blocked by invisible walls.

Are you using the 7H IRO? I updated it to use the walkmesh chunk so that the cave isn't accessed through ancient forest (instead exits out to world map, so that cave can be used elsewhere).

No problem. By the way, I ended up patching the game to the July 10th build (had to, otherwise the "Masked Man" fight would hang when he would go to use Transfusion) and I can confirm that the patch doesn't seem to fix anything with the rank-ups...but there is this one little thing:

I'll be sorting out the rank issue tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HautSaus on 2018-07-17 03:30:02


Yeah I'm on 7h. I opened the chest, got the multi-cut materia, beat Ho-Chu, then walked in to the cave. Is Ozma still in the trap? I really enjoyed stumbling in to that but didn't test it out this time around.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-17 03:39:28
Yeah I'm on 7h. I opened the chest, got the multi-cut materia, beat Ho-Chu, then walked in to the cave. Is Ozma still in the trap? I really enjoyed stumbling in to that but didn't test it out this time around.

That was an accident; those fight IDs were right next to each other and I was 1 out when setting it. The cave doesn't contain any chests inside it now, it's used as the last screen/exit for the dark cave sidequest.

***
Edit: I'm testing the rank scripts and gotten it working with a fresh save file; but the problem now is finding a way to fix up current save files as it seems that converting bit switches to values doesn't work properly. There's also a potential issue where players who have went past 8 ranks run the risk of getting soft-locked in the rank menu if they get given sources they can no longer use due to stats maxing out.

So for problem 2, I'm going to set it up so that the game no longer loops you back to menu if sources are still present in your inventory; instead, it'll give a prompt to discard all remaining sources.

Problem 1 is a bit more difficult because it's likely not going to be possible to have the game identify what rank each character is now currently at. Worst-case scenario, I'll need to set up a script to scrub the vars and set ranks to a specified value. I can put that script on the debug NPC on the Highwind temporarily so players with affected games can set it to what they want.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-17 11:20:50
On the rank-up system...
Respeccing would be a nice option for the game anyway and would fix the issue for Problem 1 to boot. The identification of current ranks is still a problem there, but if the player could choose how many rank-ups(up to 8) they want, it would be a workaround.
I mean, you could cheat with that - but to each his own, I say.

Edit: Just wondering if you are currently working on placing an NPC to enable arrange mode. I'd rather wait a bit on my playthrough to get to play it on arrange mod at this point, as even bosses have started to become way too simple.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-17 15:49:53
On the rank-up system...
Respeccing would be a nice option for the game anyway and would fix the issue for Problem 1 to boot. The identification of current ranks is still a problem there, but if the player could choose how many rank-ups(up to 8) they want, it would be a workaround.
I mean, you could cheat with that - but to each his own, I say.

Edit: Just wondering if you are currently working on placing an NPC to enable arrange mode. I'd rather wait a bit on my playthrough to get to play it on arrange mod at this point, as even bosses have started to become way too simple.

I've set up all the scripts to fix rank up, etc. (and added a failsafe for Ancient Forest). As for Arrange mode, there's two switches for it; one is a field var, the other is an in-battle var. Originally this switch was placed on the Highwind with the rest of the debug scripts but that may be too late through; whereabouts are you in your run?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-17 16:05:29
I've set up all the scripts to fix rank up, etc. (and added a failsafe for Ancient Forest). As for Arrange mode, there's two switches for it; one is a field var, the other is an in-battle var. Originally this switch was placed on the Highwind with the rest of the debug scripts but that may be too late through; whereabouts are you in your run?
Right in the Gongaga Jungle, just beat the extra boss there. I remembered you mentioned Gongaga/Gold Saucer to be a good place for the switch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-17 20:44:39
That's the new installers/IRO up:

So for rank ups; on the Highwind there's an NPC wandering around close to the on-board chocobo pen who handles debug scripts. When you talk to him, he'll run through several dialogue choices for different scripts (just select Cancel for the ones you're not interested in. When asked about rank up, you'll be presented with several choices: 1/8, 4/8, and 8/8 (maxed out). What this means is that you can either reset it all back to 1, set it to be midway, or cap it out (no further rank ups possible). Note that this does not affect the sources you have already spent; those are going to stay on your characters regardless. To adjust spent sources, you're going to need to use a save editor (in the future, DLPB's .dll can be used to adjust savemap in-game for more extensive features like respeccing characters and the like but for now need to operate within the original game's capabilities).

It's not an ideal solution, but considering the nature of the issue it would be difficult to accurately determine each character's exact rank at this point on an affected save file. Sorry for the hassle, porting over the system from using bit switches to just a value was done to streamline the script and make it easier to maintain in future. This also means you can reset your ranks repeatedly and max out all character stats (provided you grind out the SP for it), but I leave that up to you.

Rank-up was also altered a bit; before, you'd be forced to spend any unused sources before exiting which under ordinary circumstances wouldn't create a softlock. However, with this bug it's been possible to buy more ranks than was intended + save editors might be used to max out inventory; both situations would prevent the player from progressing the rank up screen as they would be unable to spend the remaining sources. So now, the game will prompt the player if they want to continue if unused sources are detected and will discard them if the player confirms.

I also added some extra stuff; there's now a failsafe handler that will detect if you entered the cave screen from the ancient forest and get the player out of there (preventing a loss of progress) in case for whatever reason the walkmesh chunk for that field isn't present (this is an IRO-only issue). I also put the option to toggle on Arrange Mode at the Corel ropeway station and on the Highwind debug NPC if players are wanting to switch difficulty settings midway; it's a bit awkward because one of the switches is performed during a battle, so you'll get a 'random' fight with some Shinra soldiers when you confirm to swap modes (they set the battle flag with their AI). Also note that swapping to arrange mode is a one-way thing; once it's on, it's on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-17 22:26:08
Whoo, really happy the update got out this evening. Got a long and annoying night in front of me T~T
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-07-17 23:06:57
Talked about this on discord, but wanted to elaborate on it here a little further. I have a lot of subjects I'd like to address and feedback on various issues, I'll just cover this one for now.


So I was saying, as you start to reach end game, and end game itself, your weapon choice isn't anywhere near as varied as I would have liked. In the first few hours of the game, Cloud has access to;


Buster Sword
Mythril Saber
Hardedge
Butterfly Edge
Enchance Sword
Rune Blade
Yoshiyuki

These swords are all rather comparable, and most offer different build varieties, which is amazing to have such variety and a part of the game I truly enjoyed, and while I love all these options at the start of the game, I think I'd rather have more options towards end game instead?
There isn't quite as many options the further down the line you go, and by the end of it, you are quite limited.

There are many ways this could be alleviated. One idea was to do away with the triple AP weapons, and respec them to better suit different build types. The triple AP really isn't needed on every character. And with the precious watch (max slot triple ap armour), I feel it's not needed at all. With fights like Pearl weapon and just double growth weapons, you can basically max out all the materia you want. If you moved precious watches availability from the midgard raid, to something like ancient forest? With all the upcoming boss battles, you could max out everything you could ever hope for.

I'd also say, you could potentially withdraw some of the options from early game, and insert them into later game, and re-spec the weapons?
Does cloud really need 7 weapons by the time he reaches nibelheim?

For example, Yoshiyuki could easily be removed from its position in the game and inserted in at end game, and re-specced to open up more build options and flexibility. For example +35 dex and comparable attack to the Ragnarok, there's endless possibilities really.

I don't know IF you can create multiple versions of weapons? So like, a Buster Sword 2 for end game? I'd assume there is no space in the game or something like that though.
So failing that, you could create more endgame build options through redesigning the triple AP weapons, or inserting early game weapons into end game, I'm sure a lot of them become kind of redundant, and wouldn't be all that big a loss.

I'd also say, the weapons you get in disc 2 in costa del sol are kinda of a waste as well, imo. Yeah, more variety is always nice, but you get crystal weapons around the same time, and you very quickly afterwards start to get end game weapons. I'd rather lose those options which are really not that big of a deal and useful for a very limited period of time, for more end game options.


With just the change of triple AP weapons, and one early game weapon for all characters moved into end game, that would massively improve the end game experience imo.
And you could go further if wanted/needed.


I'd like to state that I have put off making any ultimate weapons, (Because I really like to make things last and get the most out of every little thing that I get, I'll probably hang off getting them for awhile still) so I'll probably have more feedback on this issue and how I feel about the true ultimates themselves when I make them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: adj998 on 2018-07-17 23:53:25
I downloaded this and did the installation and it went alright, unfortunately when i try to launch the game, nothing happens.

Edit: Nvm I got it going can't wait to give this a try, thanks for your hard work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-18 00:35:48
.

I agree that Triple AP weapons are mostly redundant with the higher AP yield (particularly of Crater enemies on the left-up path and the bosses leading up to this), double generally does the trick (if needed at all) and Precious Watch can provide triple if it is needed.

Costa-tier weapons are sandwiched between the Icicle tier and Mideel tier. The game itself is also fairly short as far as battles go once the Highwind is acquired and Costa/Mideel tier become available from shops; Corel Train, Underwater Reactor, gauntlet at Rocket Town, and then Midgar Raid before Disc 3 starts.

Reorganising it, could have the two end-game weapons, Mideel-tier, Costa-tier, and Triple-AP weapons be viable choices for different builds 5 weapons to choose from (and to find) for post-Highwind. The mideel-tier will be the most 'standard' ones, and I'll try different effects and things for the Costa & Triple AP ones.

I downloaded this and did the installation and it went alright, unfortunately when i try to launch the game, nothing happens.

Edit: Nvm I got it going can't wait to give this a try, thanks for your hard work!

Hope you enjoy it; let me know if you encounter any issues.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: penetrice on 2018-07-18 00:54:03
Looking to play this mod again since it's my absolute favorite, and i haven't played it since v1.4.  I was just wondering if anything has changed in terms of vincent's limit breaks, and their usability?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-07-18 01:25:39
Vincents limits will now always do 2 physical attacks the 1 magical attack so you can have a good grasp on what his DPS is going to be instead of hoping that RNG favors you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Inuyashaya on 2018-07-18 02:14:35
I want  to  play this again i played it on 1.4, sadly i cant cause it seems that i am not good enough at patching steam FFVII, installer always says something that theres no files to patch i allowed it on firewall and run it as administrator still  cant. there is another thing  that can lead to this error?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HautSaus on 2018-07-18 06:06:15
Exit in Ancient Forest is working as intended. :mrgreen:

still no ap weapon for Vincent tho
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-18 13:12:23
I want  to  play this again i played it on 1.4, sadly i cant cause it seems that i am not good enough at patching steam FFVII, installer always says something that theres no files to patch i allowed it on firewall and run it as administrator still  cant. there is another thing  that can lead to this error?

The installer was changed as the mod now makes use of .EXE modifications which means it now has to be pointed at the 'Final Fantasy VII' folder rather than the Data folder; should be one level up from original installation location.

Exit in Ancient Forest is working as intended. :mrgreen:

still no ap weapon for Vincent tho

No, way! I'm pretty sure I reactivated the chest in the gelnika with it. Unless I've used that variable elsewhere thinking it was no longer going to be needed? I'd better check.

Edit: Still deactivated, I guess I didn't. But also noticed something; apparently when I deactivated that chest, I must have reused its variable for that annoying perma-locked chest in one of the houses in Kalm. It doesn't have an animation, but it gives an Ether when examined. I'll give the gelnika chest a new variable when I reactivate it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-07-19 03:07:13
I agree that Triple AP weapons are mostly redundant with the higher AP yield (particularly of Crater enemies on the left-up path and the bosses leading up to this), double generally does the trick (if needed at all) and Precious Watch can provide triple if it is needed.

Costa-tier weapons are sandwiched between the Icicle tier and Mideel tier. The game itself is also fairly short as far as battles go once the Highwind is acquired and Costa/Mideel tier become available from shops; Corel Train, Underwater Reactor, gauntlet at Rocket Town, and then Midgar Raid before Disc 3 starts.

Reorganising it, could have the two end-game weapons, Mideel-tier, Costa-tier, and Triple-AP weapons be viable choices for different builds 5 weapons to choose from (and to find) for post-Highwind. The mideel-tier will be the most 'standard' ones, and I'll try different effects and things for the Costa & Triple AP ones.


This sounds like a good solution to me, personally, don't feel like any of them would be all that missed at all, probably better than taking them away from early game too.

While I'm here, I'd just like to reiterate that thing about is it feasible to have barrier/mbarrier refresh on targets who already have it on them instead of missing? And what do people think of changing that if it is possible to change? I think it's very minor and wouldn't cause any balance issues, just really a quality of life change.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-19 16:54:13
Quick question:
Is it possible/feasable to create a new UI for Sense?
I loved how it was handled in FF8 for example - especially from an information perspective.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-19 22:24:30
This sounds like a good solution to me, personally, don't feel like any of them would be all that missed at all, probably better than taking them away from early game too.

While I'm here, I'd just like to reiterate that thing about is it feasible to have barrier/mbarrier refresh on targets who already have it on them instead of missing? And what do people think of changing that if it is possible to change? I think it's very minor and wouldn't cause any balance issues, just really a quality of life change.

I think DLPB said it would be feasible to do that, and I'd be all for implementing such a change.


Quick question:
Is it possible/feasable to create a new UI for Sense?
I loved how it was handled in FF8 for example - especially from an information perspective.

Probably not to that level of detail.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-20 00:31:31
Mh, guessed so. My favourite sense ever, even with bonus flavor text x)

By the way, what's up with the Piano in the Nibelheim Mansion? I am guessing it has to do with Ozma(Going by what Lambda said)... But I have no idea how to make anything happen there. I tried playing the same Melody as for Tifa's Piano(Only thing that came to mind), but to no avail.
I assume the 5th row is the hint, but... I do not get it if that's it. Help would be appreciated.

On a sidenote.... Getting the enemy skill from jerseys is a bloody pain. They use it rarely, have to use it on the right character and cannot be manipulated.

Edit: Got a question: How can I get through allied reflect(aside from debarrier/dispel)?
Was surprised when even White Wind got reflected...

Edit 2: Was surprised Vincent still has his transform more or less like in Vanilla for his Limit. Losing control of a character(And his attack command) until said character dies seems awfully bad to me. And if he's strong enough in Limit to take that cost, he probably is OP if built for it. Wouldn't a change warranted here?(Like, timed transformation).
Also: Do his Limits get affected by backrow penalty? Would really suck if they do.

Edit 3: Just fought a Zuu. Aside from being darn annoying(Which is fine), is it intended that the confusion that it causes is not curable, neither via item, nor via Esuna and not even by characters attacking themselves? Cause that's what happened. It randomly wore off at some point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: shiyanuu on 2018-07-20 06:08:46
I can't seem to interact with Caith Sith for his side quest at the Temple of the Ancients, he seems to be on air or some sort making me unable to talk to him. I'm still at disc 2 but seeing as I was able to do Yuffie's sidequest at Wutai made me thought I could also do everyone else's, or do I still need to get to disc 3?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-20 12:16:41
Might be that disc 3 is still needed; I started a process of making some of these available earlier but maybe I messed that one up; cait sith also needs to be in the party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jcdarden on 2018-07-20 13:39:48
Hi there, new to this site / this mod and am loving it so far. I had a couple of questions regarding what I've noticed so far:

1) I was using tifa in the battle arena and swapped out the dragon claw (Dex + 30) for the work glove, which I expected to cause her to hit harder, but she actually dealt less damage. Is Dex tied to attack damage in some way?
2) I want to level up some of the material I've been neglecting without over leveling my characters. I'm in disc 1 - are there spots to grind AP that don't give high EXP as well?

Thanks for all your work on the mod, I have had a great time so far.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-20 17:31:26
Hi there, new to this site / this mod and am loving it so far. I had a couple of questions regarding what I've noticed so far:

1) I was using tifa in the battle arena and swapped out the dragon claw (Dex + 30) for the work glove, which I expected to cause her to hit harder, but she actually dealt less damage. Is Dex tied to attack damage in some way?
2) I want to level up some of the material I've been neglecting without over leveling my characters. I'm in disc 1 - are there spots to grind AP that don't give high EXP as well?

Thanks for all your work on the mod, I have had a great time so far.

The 'Ancient' weapons (nail bat, workglove, rocket punch, etc.) use a different damage formula; they use character kills as a modifier and their biggest thing is that they can make Morphing easier as they get past the damage penalty.

There's a new enemy called a Mango Fang on the island where the Temple of the Ancients is situated, that appears on the wasteland parts of the island. They give no exp or gil, but 100AP each.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-20 19:27:26
Has my last post not been seen? Well, no matter, got another request.

Now that one can reset rank-ups, we'd need an updated base stat list.
No idea how accurate the current readme exactly is, but it doesn't list rank-up options correctly and Yuffie&Red have the exact same base stats in there.

I'd really liek to use the reset to respecc my characters once I got the highwind(Valuable option, now that I know a bit better how the game works with NT). For that, I believe I have to cheat the base stats back to the original values - which is pretty hard to do when I don't exactly know what those were. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Nikkolas on 2018-07-20 22:03:55
Is stealing from Reno and Rude in the crashed ship supposed to be impossible? The fight is nothing, I could easily win but I refuse to win without getting their goodies.

I went there right after watching the plane with the materia take off for Rocket Town. Party isCloud, Tifa and Aerith and we're all about

I also just updated to the latest version after playing through up to this point on an older version of 1.5.E veryone seems to hit a decent bit harder and also i think Aerith has a bit more HP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: shiyanuu on 2018-07-21 02:49:50
Is there a list of what the effects of each ultimate weapon does, have they been changed from vanilla? Or the effects on the description of each weapon can be taken as is. Also, I can't seem to find where Barret's Max Ray is at, documentation says you can steal them from Armored Golems but I only get Pilebangers when stealing/morphing them.


EDIT: I just finished the dark cave sidequest, It sent me out into Cosmo Canyon area of the map specifically just outside ancient forest, I have no way to get to the Highwind, what now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eliwolfe92 on 2018-07-21 03:23:09
I just wanted to say thank you for making this, Sega Chief. It's really helping breathe new life into an already great game! It's nuts how much time you've clearly put into this so

I have a small issue with NT however that I'm wondering if you might have some insight on.

My issue is that when I start a new game with NT and select the option to keep field music playing during battle, the option doesn't actually work in-game. The battle music doesn't play in the beginning outside of Reactor No.1 but that's how it is in the original game. Inside of Reactor No.1 the battle music plays as usual during each fight.

For what it's worth, I use the 7th Heaven version of your mod acquired directly through the catalog. In the spoiler below is a list of all the mods I have enabled in 7th Heaven v.1.49 (v.1.54 was causing serious issues for my system) Note: I've tried NT on it's own without any other mods enabled and get the same results :| an issue with iro version?)

Spoiler: show
Misc - Jesse Mod
Misc - Team Avalanche Fields
Battle Models - Weapons
Field Models - Objects
Animations
Battle Models - Characters
Battle Textures
Field Models - Main Characters
Field Textures - satsuki
Gameplay - Difficulty and Story (Obviously)
Gameplay - Tweaks and Cheats (Just for Always Run/Skip Cutscenes)
Media - Movies
Media - Music and Sound
Menu - Avatars and Backdrops
Minigames Collection
Spell Textures
The Reunion - Beacause and Menu Overhaul (Only using Menu Overhaul)
World Models - Characters
World Models - Enemies
World Models - Vehicles
World Textures

It's also worth noting I tried editing my flevel.lgp using Makou Reactor, like you suggested in this thread: http://forums.qhimm.com/index.php?topic=16340.0 (http://forums.qhimm.com/index.php?topic=16340.0) but had no luck doing that either...

Any advice you can offer would be GREATLY appreciated. Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-07-21 13:09:01
Thats a very old version and alot of the bugs in it have been fixed, just try the newest version available on the initial post of this thread. Download the IRO package and open the zip file up and place the ff7 and ff7_bc.exe if you want Menu overhaul in your FF7 directory (make copies of your originals just in case) Then place the IRO included in the zip in your ff7/mods/7th heaven folder and launch 7th heaven. go to your library tab and hit search and at the bottom of the list will be the new NT. just activate it and leave it at the bottom of your load order, then just turn off the original Gameplay and Story iro
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-07-21 20:52:54
I think DLPB said it would be feasible to do that, and I'd be all for implementing such a change.



Sorry, something I overlooked at the time was; IF wall could be refreshed, then counter magic combined with barrier would no longer be wasted, as every counter would just refresh it instead of missing, that might be deemed overpowered?

If that was linked with an all or mega all, that could be extremly strong, but I'm not sure if counter materia thats paired depletes your all supplies? If it does, that would greatly reduce it's worth, as you'd be throwing away your wall+all for when you need it, and would probably be best to not pair it with an all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-21 20:54:41
Sorry, something I overlooked at the time was; IF wall could be refreshed, then counter magic combined with barrier would no longer be wasted, as every counter would just refresh it instead of missing, that might be deemed overpowered?

If that was linked with an all or mega all, that could be extremly strong, but I'm not sure if counter materia thats paired depletes your all supplies? If it does, that would greatly reduce it's worth, as you'd be throwing away your wall+all for when you need it, and would probably be best to not pair it with an all.
It should deplete "ALL" supply. After all, it also depletes "Summon".
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2018-07-21 21:13:11
I saw in the readme caith sith has a lvl 4 limit break now ? what are these limit breaks he has 4 now ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: shiyanuu on 2018-07-22 16:12:09
Okay so I guess I beat every piece of content NT Arranged has to offer already, it's such a great mod honestly and really let's you experience FF7 in a new way, a better way in my opinion, thank you so much for your hard work in creating and developing NT.

Some things though, can you in anyway get the normal ending while playing with this mod? I tried finishing the game with and without the hero medal and it still gives me that party lol, I actually had to turn off the mod on the very last part as it appears that it doesn't have that badass Omnislash scene.

Also, is the ? ? ?/? ? ? character name on the SP screen actually a hidden character? Did I in some way missed in recruiting him/her? There's also another ? ? ? item that is dropped by ? ? ? that I also have no idea if ever got due to the amount of endgame sidebosses.

One thing though that turned me off but not that much is that of how overpowered a full str/dex/luck based Yuffie is with the Conformer late game. She alone stomped most of the bosses dealing 20-30k crits most of the time on those high leveled bosses and practially ended the fights in 2-3 of her turns. It kind of spoiled the fun for me in dealing with most, about around 70% of the late game bosses, though I still did fight each of them again without the Conformer after beating them.

Once again though, thanks for creating NT and I'm sure to replay the game with NT again after some years! Maybe once more just before the remake comes out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eliwolfe92 on 2018-07-22 20:15:52
Thats a very old version and alot of the bugs in it have been fixed, just try the newest version available on the initial post of this thread. Download the IRO package and open the zip file up and place the ff7 and ff7_bc.exe if you want Menu overhaul in your FF7 directory (make copies of your originals just in case) Then place the IRO included in the zip in your ff7/mods/7th heaven folder and launch 7th heaven. go to your library tab and hit search and at the bottom of the list will be the new NT. just activate it and leave it at the bottom of your load order, then just turn off the original Gameplay and Story iro

Well I'm quite the fool for not trying to actually download the mod from this thread instead of the catalog. :-[ Thank you so much for your help UpRisen. I believe the catalog contains v.1.4 for what it's worth. Cheers everyone, and thanks again!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-23 01:18:59
Missed this one:
Mh, guessed so. My favourite sense ever, even with bonus flavor text x)

By the way, what's up with the Piano in the Nibelheim Mansion? I am guessing it has to do with Ozma(Going by what Lambda said)... But I have no idea how to make anything happen there. I tried playing the same Melody as for Tifa's Piano(Only thing that came to mind), but to no avail.
I assume the 5th row is the hint, but... I do not get it if that's it. Help would be appreciated.

On a sidenote.... Getting the enemy skill from jerseys is a bloody pain. They use it rarely, have to use it on the right character and cannot be manipulated.

Edit: Got a question: How can I get through allied reflect(aside from debarrier/dispel)?
Was surprised when even White Wind got reflected...

Edit 2: Was surprised Vincent still has his transform more or less like in Vanilla for his Limit. Losing control of a character(And his attack command) until said character dies seems awfully bad to me. And if he's strong enough in Limit to take that cost, he probably is OP if built for it. Wouldn't a change warranted here?(Like, timed transformation).
Also: Do his Limits get affected by backrow penalty? Would really suck if they do.

Edit 3: Just fought a Zuu. Aside from being darn annoying(Which is fine), is it intended that the confusion that it causes is not curable, neither via item, nor via Esuna and not even by characters attacking themselves? Cause that's what happened. It randomly wore off at some point.

Play the same tune on the piano that you would on tifa's piano, it should trigger something. Two of the keys are 'missing' so it's a little more difficult to play it by ear.

Some skills can get through reflect, but for reflectable skills you'll need to either dispel the reflect first or cast it on an enemy and 'bounce' it back and forth but that's a messy tactic to get right.

Limit attacks ignore Row, I've some plans for Vincent's Limit but I've not tested them yet.

I'll check Zuu's confu, maybe it has the status defence ignore flag (or resist).


Has my last post not been seen? Well, no matter, got another request.

Now that one can reset rank-ups, we'd need an updated base stat list.
No idea how accurate the current readme exactly is, but it doesn't list rank-up options correctly and Yuffie&Red have the exact same base stats in there.

I'd really liek to use the reset to respecc my characters once I got the highwind(Valuable option, now that I know a bit better how the game works with NT). For that, I believe I have to cheat the base stats back to the original values - which is pretty hard to do when I don't exactly know what those were. 

I've made the edit today, for now here's Yuffie's base stats - the rest should be correct (the readme in the documentation folder of the installer/IRO folders).
\\Initial Stats//
HP (Lv.6-99: 235-5269
MP (Lv.6-99: 43-709
Strength:    37
Vitality:    08
Magic:    38
Spirit:    11
Dexterity:    50
Luck:    12


Is stealing from Reno and Rude in the crashed ship supposed to be impossible? The fight is nothing, I could easily win but I refuse to win without getting their goodies.

I went there right after watching the plane with the materia take off for Rocket Town. Party isCloud, Tifa and Aerith and we're all about

I also just updated to the latest version after playing through up to this point on an older version of 1.5.E veryone seems to hit a decent bit harder and also i think Aerith has a bit more HP.

It's an oversight with the level adjustment I made for damage formulas; it means that as you get toward the end of the game, stealing gets more unfeasible without the Sneak Glove. Because the mod was balanced around it, I've not been able to properly deal with it but I'm going to be adjusting formulas directly in the .EXE for a rebuild at some point in the future.


Is there a list of what the effects of each ultimate weapon does, have they been changed from vanilla? Or the effects on the description of each weapon can be taken as is. Also, I can't seem to find where Barret's Max Ray is at, documentation says you can steal them from Armored Golems but I only get Pilebangers when stealing/morphing them.


EDIT: I just finished the dark cave sidequest, It sent me out into Cosmo Canyon area of the map specifically just outside ancient forest, I have no way to get to the Highwind, what now.

Max Ray is a drop from the Armored Golem, I'll check the documentation and correct it. Drops aren't calculated if Steal is successful so just focus on killing them. They're on a fairly common drop rate.

Are you playing on the latest IRO version? I had to update it to use a walkmesh chunk so that the map jump would go to Forgotten City instead.

I saw in the readme caith sith has a lvl 4 limit break now ? what are these limit breaks he has 4 now ?

He doesn't have one, but he has a boss on Disc 3 like the other characters do; but instead of a Lv.4 Limit he gets an item used to make his ultimate weapon.

Cait does have a new Lv.1 Limit though; I added Transform to it.


Okay so I guess I beat every piece of content NT Arranged has to offer already, it's such a great mod honestly and really let's you experience FF7 in a new way, a better way in my opinion, thank you so much for your hard work in creating and developing NT.

Some things though, can you in anyway get the normal ending while playing with this mod? I tried finishing the game with and without the hero medal and it still gives me that party lol, I actually had to turn off the mod on the very last part as it appears that it doesn't have that badass Omnislash scene.

Also, is the ? ? ?/? ? ? character name on the SP screen actually a hidden character? Did I in some way missed in recruiting him/her? There's also another ? ? ? item that is dropped by ? ? ? that I also have no idea if ever got due to the amount of endgame sidebosses.

One thing though that turned me off but not that much is that of how overpowered a full str/dex/luck based Yuffie is with the Conformer late game. She alone stomped most of the bosses dealing 20-30k crits most of the time on those high leveled bosses and practially ended the fights in 2-3 of her turns. It kind of spoiled the fun for me in dealing with most, about around 70% of the late game bosses, though I still did fight each of them again without the Conformer after beating them.

Once again though, thanks for creating NT and I'm sure to replay the game with NT again after some years! Maybe once more just before the remake comes out.

The ending behaviour was bugged so I corrected it recently. It was supposed to be that if Aeris was alive, you got the ending card in the church but if she was dead then it played the normal ending FMV.

Currently, it's been set to play the ending FMV if it's on Normal Mode. Arrange will show the alternate ending screen.

As for 20-30k crits, the mod wasn't balanced around break damage limit; it was balanced within the 9999 limit. Conformer is a very strong weapon in mods though, as it uses enemy level as its modifier where they'll typically be higher than in base game.

Maybe I'll have NT finalised before the remake comes out; be nice to have it there ready before the new game goes out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jcdarden on 2018-07-23 02:27:37
I'm not sure if this is just the mod working appropriately or me missing something, but for the last couple of save points where I've checked a rank up, it has told me a character is ready to rank up to a level for which I've already given them sources. For example, I just finished the Ancient Forest in disc 2. I went to a save point to check rank ups, and it said Cloud was ready for a rank up, with current rank at 3/8. I'm 100% sure I've already given him sources for this upgrade and rank. Are there multiple upgrades per rank or something?

Edit: for what it's worth, the rank ups seem to be working properly for at least Cid and Vincent, who are at 6/8 and 7/8 respectively. Barrett, Cloud, Red XII, Aeris, and Tifa have all been stuck at 3/8 for a long time now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-07-23 02:28:29
Another point of feedback I'd like to give is regarding weapon choice and character niches.

One of my favourite aspects of New Threat is the overall feel of characters compared to vanilla, the balancing of stats and ranking up with individual traits and the plethora of build options you have through weapon/acc/armor choices really distinguishes each character from the other, which is my favourite thing about NT.

However, regarding the weapons, I feel there is some, perhaps? missed opportunities. Some of the weapons truly created a unique niche for the character that really made them that much more enjoyable for me.

For example; I've been using Cid as a frontline fighter, and I really like his survivability compared to tifa, and the more I played with him, the more I started to see him as a "quasi-tank" in my party, but due to the fact that he couldn't back row without massive damage penalty, and just took too much damage overall, I opted to use barret as a pure tank, and since how I've built my party, Yuffie had much better synergy with Barrett than Cid, so I dropped Cid :(


But then, I get to the north crater, and all of a sudden I get a long range weapon for Cid! A significant drop in damage (as it should be) but now I can comfortably use Cid as a tank along with Yuffie (my favourite party). The super high luck combined with really great damage and a long-range weapon makes him a completely different tank than barret and I've been enjoying it so much.

So, I feel this is a missed opportunity, it's a very viable, awesomely unique niche for Cid.... but it's only available from the last dungeon on. I'd really like to see it become available closer to the start of when you get him, so you can use that build throughout, a big drop off in weapon attack for long-range capability, just like the grow lance.
If I had of known that I would get that sort of option, I would have built Cid more Tank orientated (surprisingly he's awesome at it regardless).


And while this one may be pushing it a bit, when I started the game before I had used any ranks, Red XIIIs magic damage became a complete stand out due to his trait powering up in longer fights,  and when I came up against Lambadas, he was a game changer. But I wasn't sure on how I'd build him yet, so I held off using the ranks. When I got to nibelheim dungeon and discovered the Plus Barrette (0 attack 104%, drains MP) I decided then and there that would be his niche in my party, and that would essentially be his end game weapon.

I wanted to use him as +10 mag +10 dex, but that option was removed on my version of the game, and instead, there was +10 mag +10 vit, so I tried that and set him up with sadness/backrow/counter/cover. And the build has been sooo much fun, he's been an infinite MP, super high magic damage, tank, throughout the game.

Although this weapon in itself was enough, and it's good enough for the final build, I would have liked to see an "End Game Version" of this weapon. Something like linked slots instead of single slots, drain MP with something like +20 magic?. Like I said, thats pushing it, but this build has made him so unique, and so, so useful throughout the game. And I feel, it would work even better with +10 mag/dex build (which I plan to use next time, as it was reimplemented).

The next point about weapons isn't as big a deal, as those examples really made characters very unique through traits you can't achieve through stats, and the next point is purely about stats, so really not as big an effect. But anyways, throughout the game I would notice weapons that would compliment particular styles/builds, like cloud getting dex weapons and a crit weapon, and barret getting a few dex weapons. But for both characters, there is no later game equivalent for them. I've noticed this trend throughout the characters, and while I feel like it's not the biggest deal, at the same time, I feel like, well what if I really liked that +50 crit weapon for Cloud, and wanted to have that build for  his end game? And with barret if I built him as a frontline fighter, a melee weapon that better represented that builds intent (+dex) would be much better suited than the options that are currently available. It just feels a bit inconsistent to me. Again, that point is minor, but I do feel it could open up build variations a lot more and increase the enjoyability of the game.


The last point would mostly be reiterating, but since certain niches when combined with certain weapons really define a playstyle, I'd really like to see more of that.

For example Barret + front row stacks, built for damage, wearing a chainsaw (+20 dex) this really stands out and feels great while it's relevant

Red Xiii built for magic damage + back row/sadness drain MP weapon = really cool infinite MP decent tank/damage dealer, or super fast, infinite MP caster

Yuffie built for anything, with her super high dex and dex weapon and awesome trait make her feel so unique and fun, she just works so, so well.


I don't have ideas Per se, just wanted to share that these were some really, really fun things I found in NT, and would definitely like to see more of them, or see them viable at more than one point of the game.

Sorry for the essay.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-23 03:43:31
Hmm, so reflect is pretty hard to deal with in this game. As you got rely on item-healing with reflect up, maybe a mid/high-tier restorative item would be in order? Personally, I really like the idea of scaling items that heal percentages of max health - keeps items relevant throughout the whole game.

I do realize how powerful reflect can be, though. It is a very extreme effect. Main concern really is the powerof Big Guard for me. As it is, Big Guard is not as useful as it should be for most battles.


I tried on the Shinra Mansion piano for a good while to make sure I got it right. Do I maybe need to revisit it on disc 2 or 3?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamek523 on 2018-07-23 14:21:05
Hi, so I just started playing NT 1.5. I accidentally found the "Security Captain" mini-boss that drops the Chocobracer.

I assume this fight is missable. Is there a compiled list of all missable bosses/events and/or items? I really don't want to miss any of the cool custom content you've created. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-24 01:22:01
I'm not sure if this is just the mod working appropriately or me missing something, but for the last couple of save points where I've checked a rank up, it has told me a character is ready to rank up to a level for which I've already given them sources. For example, I just finished the Ancient Forest in disc 2. I went to a save point to check rank ups, and it said Cloud was ready for a rank up, with current rank at 3/8. I'm 100% sure I've already given him sources for this upgrade and rank. Are there multiple upgrades per rank or something?

Edit: for what it's worth, the rank ups seem to be working properly for at least Cid and Vincent, who are at 6/8 and 7/8 respectively. Barrett, Cloud, Red XII, Aeris, and Tifa have all been stuck at 3/8 for a long time now.

This was an issue that came up recently. I added a debug script to the Highwind to sort this out. If you talk to the technician that's moving around near the Highwind's Chocobo Pen (he's moving up and down, doing squats, etc.) he'll go through a few scripts; cancel the ones you don't want to trigger and set your ranks to what you want (1/8, 4/8, or 8/8).


Another point of feedback I'd like to give is regarding weapon choice and character niches.

One of my favourite aspects of New Threat is the overall feel of characters compared to vanilla, the balancing of stats and ranking up with individual traits and the plethora of build options you have through weapon/acc/armor choices really distinguishes each character from the other, which is my favourite thing about NT.

However, regarding the weapons, I feel there is some, perhaps? missed opportunities. Some of the weapons truly created a unique niche for the character that really made them that much more enjoyable for me.

For example; I've been using Cid as a frontline fighter, and I really like his survivability compared to tifa, and the more I played with him, the more I started to see him as a "quasi-tank" in my party, but due to the fact that he couldn't back row without massive damage penalty, and just took too much damage overall, I opted to use barret as a pure tank, and since how I've built my party, Yuffie had much better synergy with Barrett than Cid, so I dropped Cid :(


But then, I get to the north crater, and all of a sudden I get a long range weapon for Cid! A significant drop in damage (as it should be) but now I can comfortably use Cid as a tank along with Yuffie (my favourite party). The super high luck combined with really great damage and a long-range weapon makes him a completely different tank than barret and I've been enjoying it so much.

So, I feel this is a missed opportunity, it's a very viable, awesomely unique niche for Cid.... but it's only available from the last dungeon on. I'd really like to see it become available closer to the start of when you get him, so you can use that build throughout, a big drop off in weapon attack for long-range capability, just like the grow lance.
If I had of known that I would get that sort of option, I would have built Cid more Tank orientated (surprisingly he's awesome at it regardless).


And while this one may be pushing it a bit, when I started the game before I had used any ranks, Red XIIIs magic damage became a complete stand out due to his trait powering up in longer fights,  and when I came up against Lambadas, he was a game changer. But I wasn't sure on how I'd build him yet, so I held off using the ranks. When I got to nibelheim dungeon and discovered the Plus Barrette (0 attack 104%, drains MP) I decided then and there that would be his niche in my party, and that would essentially be his end game weapon.

I wanted to use him as +10 mag +10 dex, but that option was removed on my version of the game, and instead, there was +10 mag +10 vit, so I tried that and set him up with sadness/backrow/counter/cover. And the build has been sooo much fun, he's been an infinite MP, super high magic damage, tank, throughout the game.

Although this weapon in itself was enough, and it's good enough for the final build, I would have liked to see an "End Game Version" of this weapon. Something like linked slots instead of single slots, drain MP with something like +20 magic?. Like I said, thats pushing it, but this build has made him so unique, and so, so useful throughout the game. And I feel, it would work even better with +10 mag/dex build (which I plan to use next time, as it was reimplemented).

The next point about weapons isn't as big a deal, as those examples really made characters very unique through traits you can't achieve through stats, and the next point is purely about stats, so really not as big an effect. But anyways, throughout the game I would notice weapons that would compliment particular styles/builds, like cloud getting dex weapons and a crit weapon, and barret getting a few dex weapons. But for both characters, there is no later game equivalent for them. I've noticed this trend throughout the characters, and while I feel like it's not the biggest deal, at the same time, I feel like, well what if I really liked that +50 crit weapon for Cloud, and wanted to have that build for  his end game? And with barret if I built him as a frontline fighter, a melee weapon that better represented that builds intent (+dex) would be much better suited than the options that are currently available. It just feels a bit inconsistent to me. Again, that point is minor, but I do feel it could open up build variations a lot more and increase the enjoyability of the game.


The last point would mostly be reiterating, but since certain niches when combined with certain weapons really define a playstyle, I'd really like to see more of that.

For example Barret + front row stacks, built for damage, wearing a chainsaw (+20 dex) this really stands out and feels great while it's relevant

Red Xiii built for magic damage + back row/sadness drain MP weapon = really cool infinite MP decent tank/damage dealer, or super fast, infinite MP caster

Yuffie built for anything, with her super high dex and dex weapon and awesome trait make her feel so unique and fun, she just works so, so well.


I don't have ideas Per se, just wanted to share that these were some really, really fun things I found in NT, and would definitely like to see more of them, or see them viable at more than one point of the game.

Sorry for the essay.

Well, we're going to have a free weapon to mess with when Triple AP weapons are converted and Ancient Weapons are going to drop their Kills formula so that's two opportunities there mid-game and end-game to fill in some effects to compliment builds.

I think originally, Javelin was Long-Range so that could be a way to get that Cid tank build going mid-game.


Hmm, so reflect is pretty hard to deal with in this game. As you got rely on item-healing with reflect up, maybe a mid/high-tier restorative item would be in order? Personally, I really like the idea of scaling items that heal percentages of max health - keeps items relevant throughout the whole game.

I do realize how powerful reflect can be, though. It is a very extreme effect. Main concern really is the powerof Big Guard for me. As it is, Big Guard is not as useful as it should be for most battles.


I tried on the Shinra Mansion piano for a good while to make sure I got it right. Do I maybe need to revisit it on disc 2 or 3?


%-based healing from items can be bad early on as you'll get little HP from it. As for Reflect, Big Guard was set up to be a bit more situational to get working effectively. You can turn the Reflect it gives to your advantage by casting a +All spell on your own party which reflects all 3 iterations of it for tripled magic.

I checked the piano; it does have a game moment check, which means you'll need to go to the bottom of north crater then come back (the last screen before the final descent/point of no return). I'll remove this check for next patch.

Hi, so I just started playing NT 1.5. I accidentally found the "Security Captain" mini-boss that drops the Chocobracer.

I assume this fight is missable. Is there a compiled list of all missable bosses/events and/or items? I really don't want to miss any of the cool custom content you've created. Thanks!

I think that's one of the very few missable things in the game, the other involves the piano that Vaylen posted about.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-24 01:53:26
Recently did the Pagoda in Wutai... is it even possible to morph Shake and Chekhov?
The former seems basically unhittable with Morph, while the latter takes no dmg from physical attacks.


Additionally, isn't haste considered kind of overpowered? It seems to speed up the ATB gauge way too much and, even on arrange mode, feels like its trivializing some battles. If possible, I'd call for toning the speed increase down.

I encountered a bug with an enemy called Magpie(I think, it was somewhere in the Mideel area - a frog-looking thing).
I turned it into a frog(maybe mini, too) via added effect - and the game froze up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chronoseth on 2018-07-24 14:05:27
Recently did the Pagoda in Wutai... is it even possible to morph Shake and Chekhov?
The former seems basically unhittable with Morph, while the latter takes no dmg from physical attacks.

Chekhov can't be morphed. Shake can be morphed with patience and stacking a lot of accuracy (via dexterity and defense%).

Quote
Additionally, isn't haste considered kind of overpowered? It seems to speed up the ATB gauge way too much and, even on arrange mode, feels like its trivializing some battles. If possible, I'd call for toning the speed increase down.
Haste is strong, but it does have drawbacks. It makes buffs like Barrier and Shield expire faster, causes Dual and Poison to tick faster, and is much less effective at higher battle speeds or when a character is already very fast.

Battle speed is a particularly large factor in how useful haste and slow are. I thought they were overpowered when I typically played at low battle speed, but now I more often play with it maxed out and they're often not worth bothering with.

Also, between things like the Powersoul, Master Fist, Mime, Barrier, sadness, Cover + back row, Elemental, Conformer, White Wind, Magic Counter + Cure, Force Stealer + Counter Attack, 4x cut, and Bad Breath, Haste doesn't stand out as relatively overpowered to me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: malexj93 on 2018-07-24 16:11:31
Sega Chief,

I'm nearing completion of this mod and plan to post some thoughts and minor bug reports. However, there's a somewhat "major" bug I'm experiencing. When trying to enter the crater with Cid or Tifa as my party leader, instead of entering the crater I'm instead taken to the Chocobo coop in the Highwind (actually in the black space on the other side of the entrance). This means that, in order for me to enter the crater, I need to have Cloud in my party. This seems to defeat the purpose of allowing the party leader to change in Disc 3. There are some other instances of Cid/Tifa entering rooms in weird places (for example, entering the cockpit area of the Highwind, Cid and Tifa will spawn where their NPC models are rather than the entrance to that room), but this is the only one that really affects the game. Apologies if this has been pointed out before or is intentional, and thanks for taking the time to read this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-07-24 16:56:06
Quote
Well, we're going to have a free weapon to mess with when Triple AP weapons are converted and Ancient Weapons are going to drop their Kills formula so that's two opportunities there mid-game and end-game to fill in some effects to compliment builds.

I assumed with the ancient weapons you were just going to keep the same sort of niche for it, high damage low slots? Or do you think reworking them entirely is a good idea?

I'm curious what sort of ideas you have for the triple AP weapons.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-24 18:47:10
Chekhov can't be morphed. Shake can be morphed with patience and stacking a lot of accuracy (via dexterity and defense%).
Haste is strong, but it does have drawbacks. It makes buffs like Barrier and Shield expire faster, causes Dual and Poison to tick faster, and is much less effective at higher battle speeds or when a character is already very fast.

Battle speed is a particularly large factor in how useful haste and slow are. I thought they were overpowered when I typically played at low battle speed, but now I more often play with it maxed out and they're often not worth bothering with.

Also, between things like the Powersoul, Master Fist, Mime, Barrier, sadness, Cover + back row, Elemental, Conformer, White Wind, Magic Counter + Cure, Force Stealer + Counter Attack, 4x cut, and Bad Breath, Haste doesn't stand out as relatively overpowered to me.
I don't deny that there is other borderline "OP" stuff in this mod. But... "relatively" makes no sense. It's either too strong or not, no matter how strong other things are.
Haste still feels like it trivializes some encounters too hard(Slow does, too, now that I think about it).
But... it is very well possible that gamespeed is the root cause there. I play on very low battle speed, hence my perception might be warped by that.
This is kind of a nuisance, isn't it? I guess I'll try around with higher battle speeds... but I think there is merit in working on haste/slow being balanced at lower battle speeds.

Furthermore, if high dex diminishes the effects of haste, dex is a worse as a stat - setting haste is pretty easy, after all~ and the main purpose of dex is speed - the same as haste. As Haste is easier to obtain than Dex, the optimal strategy would be to limit the dex growth due to the existence of Haste.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-24 23:27:26
Recently did the Pagoda in Wutai... is it even possible to morph Shake and Chekhov?
The former seems basically unhittable with Morph, while the latter takes no dmg from physical attacks.


Additionally, isn't haste considered kind of overpowered? It seems to speed up the ATB gauge way too much and, even on arrange mode, feels like its trivializing some battles. If possible, I'd call for toning the speed increase down.

I encountered a bug with an enemy called Magpie(I think, it was somewhere in the Mideel area - a frog-looking thing).
I turned it into a frog(maybe mini, too) via added effect - and the game froze up.

I think Shake can be, but it's very difficult; probably not worth going for it.

About the Magpie bug, are you using menu overhaul/beacause mods or anything like that?


Sega Chief,

I'm nearing completion of this mod and plan to post some thoughts and minor bug reports. However, there's a somewhat "major" bug I'm experiencing. When trying to enter the crater with Cid or Tifa as my party leader, instead of entering the crater I'm instead taken to the Chocobo coop in the Highwind (actually in the black space on the other side of the entrance). This means that, in order for me to enter the crater, I need to have Cloud in my party. This seems to defeat the purpose of allowing the party leader to change in Disc 3. There are some other instances of Cid/Tifa entering rooms in weird places (for example, entering the cockpit area of the Highwind, Cid and Tifa will spawn where their NPC models are rather than the entrance to that room), but this is the only one that really affects the game. Apologies if this has been pointed out before or is intentional, and thanks for taking the time to read this.

Ah yeah that, it should have been removed as of the latest patch. I think it was added to fix something but started acting up. If you're on latest version and it's still doing it, let me know.

I don't deny that there is other borderline "OP" stuff in this mod. But... "relatively" makes no sense. It's either too strong or not, no matter how strong other things are.
Haste still feels like it trivializes some encounters too hard(Slow does, too, now that I think about it).
But... it is very well possible that gamespeed is the root cause there. I play on very low battle speed, hence my perception might be warped by that.
This is kind of a nuisance, isn't it? I guess I'll try around with higher battle speeds... but I think there is merit in working on haste/slow being balanced at lower battle speeds.

Furthermore, if high dex diminishes the effects of haste, dex is a worse as a stat - setting haste is pretty easy, after all~ and the main purpose of dex is speed - the same as haste. As Haste is easier to obtain than Dex, the optimal strategy would be to limit the dex growth due to the existence of Haste.

I'm fine with using Haste/Slow, mostly because I used it a lot when playing through the Hardcore mod and Nightmare7 mod; it feels good gameplay-wise to manage your speed to get the most out of your turns and curbstomp a boss that would otherwise be a handful. I'm willing to sacrifice balance at the upper end of things so long as it's fun.

As far as the gauges go, there's a point where they will get too fast for high Dex + Haste to give as significant an advantage as it would at lower gauge speeds but I see adjusting your ATB setting and gauge speed as part of your set-up. If the gauge goes too fast for it to be giving an advantage, then I'd just set the speed down a bit so I can make use of it properly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-25 03:37:09
Yeah, I am using the menu overhaul. Is that the cause there?


As long as it's fun... that's a good stance to take. I'll probably adjust the battle speed a little to reduce the effects of those effects.
Still, I remain that it may be worth nerfing in some way. Not a necessity, as I see the reasoning for it now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KittyJaws on 2018-07-25 05:21:30
if i open my master save file of this mod (to reorder my characters) while not having the mod downloaded will anything be damaged?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-25 13:10:12
if i open my master save file of this mod (to reorder my characters) while not having the mod downloaded will anything be damaged?

I don't think so, but your exp gauges might look overflowed until you've levelled up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: adj998 on 2018-07-25 14:54:51
Sorry I didn't know where else to post this. Where are the save files located? Somehow my saves are just gone and I really don't want to have to start over again. My install location is C:/Program Files (x86)/Square Enix. But a folder was also installed in my documents with the same folder name but only has cache and a bunch of P files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-25 21:15:30
For steam: D:\UserName\Documents\Square Enix\FINAL FANTASY VII Steam\user_######

For 7H converted/original 1998 PC: D:\Steam\steamapps\common\FINAL FANTASY VII\save

Steam has a checksum for save files that is initiated when the FF7 Launcher is started. If any of the save files have been tampered with or were not made/updated with your copy, then it automatically deletes them. Save editors can cause this, but sometimes the cloud saving feature can also cause it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jcdarden on 2018-07-26 01:40:19
This was an issue that came up recently. I added a debug script to the Highwind to sort this out. If you talk to the technician that's moving around near the Highwind's Chocobo Pen (he's moving up and down, doing squats, etc.) he'll go through a few scripts; cancel the ones you don't want to trigger and set your ranks to what you want (1/8, 4/8, or 8/8).

The only script opportunity this guy is giving me is the Aeris alive/dead debug option. Do I need to reach the bottom of the crater or something for the rank script you mentioned to appear?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: adj998 on 2018-07-26 02:27:39
so....I'm screwed then? I don't use cloudsync for save files. I literally turned my laptop on and off and thats it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-26 02:46:52
The only script opportunity this guy is giving me is the Aeris alive/dead debug option. Do I need to reach the bottom of the crater or something for the rank script you mentioned to appear?

You need to be on the latest version of the files, should be 17th July.

so....I'm screwed then? I don't use cloudsync for save files. I literally turned my laptop on and off and thats it

It looks like it, I've never had my Steam saves delete on me so if cloud saves aren't being used then I don't know what the underlying cause would be or why it only affects some users and not others.

This is a copy of my own save files that I used for a test playthrough, with one at (most) points of the game:
http://www.mediafire.com/file/2dvuaivt0de5bbv/save_-_Copy.zip/file

What you could do is use the one that's closest to where you were (with adjustments using Black Chocobo save editor); to use them, open the FF7 Launcher and then place the save files in your user_##### folder for steam save files in D:\UserName\Documents\Square Enix\FINAL FANTASY VII Steam\user_######. When you load a file, save the game and this should lock that particular set of files in with the checksum and prevent them from being deleted when the launcher is next started.

The save file checksum is no longer a factor when converting the steam installation using the Game Converter as part of 7H's set-up. This recreates the game into the 1998 PC set-up and only requires that a drive or mounted blank ISO be called FF7DISC1 in order for the game to run (don't need to run 7H with it either, can just be run on its own). If FF7 Steam is going to wipe your save files, then this is likely the best route to go so you don't have to constantly make backups of your save files after you stop playing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: adj998 on 2018-07-26 15:52:09
Thank you for the info. Couldn't I just move thee game directory somewhere else on my laptop? Like in documents, or some other place so it won't get overwritten? Or are the save files at risk of being over written no matter what? Also I never had the Steam/user ### directory before. It's always been just Square Enix folder and all the files needed to run the game. But every time I saved it always said it was stored locally so they had to have gone somewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-26 23:45:43
Thank you for the info. Couldn't I just move thee game directory somewhere else on my laptop? Like in documents, or some other place so it won't get overwritten? Or are the save files at risk of being over written no matter what? Also I never had the Steam/user ### directory before. It's always been just Square Enix folder and all the files needed to run the game. But every time I saved it always said it was stored locally so they had to have gone somewhere.

Not sure, sounds like your setup is different. You'll need to locate your save files first of all, wherever they've ended up. Check through MyDocuments and also if there's a save folder in the FF7 folders anywhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: littlemac on 2018-07-27 22:39:42
I don't know if this exists but is there a bestiary somewhere online? Something that just lists hp and whatnot of monsters in the mod? Really love it, btw.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-07-28 01:24:50
Regarding the Cosmo memory getting Aeris's Fury brand from vanilla effect....

I like the idea of his LB granting party support, but honestly, I find current cosmo memory way too overpowered.

In vanilla, I viewed Aeris as the best character, because everyone could essentially become the same and have the exact same strengths, and what separates them is ultimately, Limit Breaks, and Aeris had the ability to give 2 LB's for 1 (and great gospel).


Now as it stands with Red XIII, I'm getting 9999 on all targets (damage on Carmine weapon) with Cosmo Memory, and 2 free Limit breaks, which are for me Omnislash and highwind/big brawl (cause I just got highwind).

This makes Red XIII's Level 4 Limit Break Objectively the strongest LB in NT, as it basically three for one, which makes his final LB god tier, no one else LB's can compete as it's worth is literally triple that of anyone else's.

I think the reason why Aeris limits were so crazily strong in normal is that they knew you couldn't take her to end game and to help immortalize her, they gave her incredible LB's.
So I really don't think their effects should have a place in NT. And I'd also like to add, Fury Brand was understandable on Aeris, even if it was overpowered. It did no damage, and she had no damage LB's so it made sense and fit in with her self-sacrifice character-arc. But it doesn't fit in with red XIII at all really.

I'd also like to point out that Aeris essentially Sacrificed her Limit for yours, making it two LB's for one. Red XIII's is not sacrificing his, he's just giving two extra on top of his, which makes it so much stronger than Fury Brand.

I like the idea of restoring some balance for Red XIII's limits, but this goes too far imo. As I've said before, I use all characters, and I find pretty equal worth in them all, and so far at least nothing massively elevates one character above them all without having some negatives, but this LB changes that. I'm now nerfing my party if I'm not using Red XIII due to Cosmo Memory alone.

Like I said I like the idea of his LB supporting, but I'd try it in another way. Maybe take on effect buffs for red xiii instead? Like maybe lucky pills effect, or maybe the vanillas effect of Big Guard? Lot of possibilities with buffs alone. If you do want to keep it with him filling other party members LB's, I'd at the least limit it to one party members instead of both. It's just too powerful as is imo.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-28 01:59:04
I don't know if this exists but is there a bestiary somewhere online? Something that just lists hp and whatnot of monsters in the mod? Really love it, btw.
I support the idea of a bestiary.
In addition to that, I'd also like a document that lists weapons and abilities in detail(Showing their strength, too, for example).
Giving the player information in a strategy game is a good thing. It allows for informed decision making.
A spreadsheet containing information about magic, abilities, limit breaks and weapons(Especially the ones with special formulas/effects) would be really nice.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Manifestations2 on 2018-07-28 03:37:37
Hi I don't know if this is a bug, or I'm just missing something massive, but Powersoul Keeper is impossible for me. He does not enter berserk and casts trine constantly once his HP reaches around 16k. He cast Trine, then attacked a character, I chose an action (quake 2 I think) then he immediately cast trine again before my characters performed anything. That is just one example, I've tried him for hours. Looking at other playthoughs on Youtube he barely casts trine, and goes into berserk at low level. They were playing the 1.4 version though. Any information you could provide would be great. Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-28 12:23:42
I don't know if this exists but is there a bestiary somewhere online? Something that just lists hp and whatnot of monsters in the mod? Really love it, btw.

Technically no, but if you download the Proud Clod tool hosted here on Qhimm and open the mod's scene.bin (located either in FF7/DATA/Battle folder or the FF7/DATA/lang-en/battle folder if steam) you can view enemy information that way: http://forums.qhimm.com/index.php?topic=8481.0

Regarding the Cosmo memory getting Aeris's Fury brand from vanilla effect....

I like the idea of his LB granting party support, but honestly, I find current cosmo memory way too overpowered.

In vanilla, I viewed Aeris as the best character, because everyone could essentially become the same and have the exact same strengths, and what separates them is ultimately, Limit Breaks, and Aeris had the ability to give 2 LB's for 1 (and great gospel).


Now as it stands with Red XIII, I'm getting 9999 on all targets (damage on Carmine weapon) with Cosmo Memory, and 2 free Limit breaks, which are for me Omnislash and highwind/big brawl (cause I just got highwind).

This makes Red XIII's Level 4 Limit Break Objectively the strongest LB in NT, as it basically three for one, which makes his final LB god tier, no one else LB's can compete as it's worth is literally triple that of anyone else's.

I think the reason why Aeris limits were so crazily strong in normal is that they knew you couldn't take her to end game and to help immortalize her, they gave her incredible LB's.
So I really don't think their effects should have a place in NT. And I'd also like to add, Fury Brand was understandable on Aeris, even if it was overpowered. It did no damage, and she had no damage LB's so it made sense and fit in with her self-sacrifice character-arc. But it doesn't fit in with red XIII at all really.

I'd also like to point out that Aeris essentially Sacrificed her Limit for yours, making it two LB's for one. Red XIII's is not sacrificing his, he's just giving two extra on top of his, which makes it so much stronger than Fury Brand.

I like the idea of restoring some balance for Red XIII's limits, but this goes too far imo. As I've said before, I use all characters, and I find pretty equal worth in them all, and so far at least nothing massively elevates one character above them all without having some negatives, but this LB changes that. I'm now nerfing my party if I'm not using Red XIII due to Cosmo Memory alone.

Like I said I like the idea of his LB supporting, but I'd try it in another way. Maybe take on effect buffs for red xiii instead? Like maybe lucky pills effect, or maybe the vanillas effect of Big Guard? Lot of possibilities with buffs alone. If you do want to keep it with him filling other party members LB's, I'd at the least limit it to one party members instead of both. It's just too powerful as is imo.

Maybe, yeah.

I support the idea of a bestiary.
In addition to that, I'd also like a document that lists weapons and abilities in detail(Showing their strength, too, for example).
Giving the player information in a strategy game is a good thing. It allows for informed decision making.
A spreadsheet containing information about magic, abilities, limit breaks and weapons(Especially the ones with special formulas/effects) would be really nice.

While I would recommend the other tool, Wall Market, for viewing that info it has visual basic dependencies that mean it doesn't run out of the box without some legwork. I could put something together but it'll probably fall out of date relatively quickly.

Hi I don't know if this is a bug, or I'm just missing something massive, but Powersoul Keeper is impossible for me. He does not enter berserk and casts trine constantly once his HP reaches around 16k. He cast Trine, then attacked a character, I chose an action (quake 2 I think) then he immediately cast trine again before my characters performed anything. That is just one example, I've tried him for hours. Looking at other playthoughs on Youtube he barely casts trine, and goes into berserk at low level. They were playing the 1.4 version though. Any information you could provide would be great. Thanks.

That was a fairly old bug, are you using the IRO from the 7H catalog? Either update using the main installer or download the IRO from the link on front page of this thread and use that instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2018-07-28 19:01:20
Hey !

Downloaded the last version and have some question, is that normal that steal materia give -25%hp penality? Also chocobo have a -50 str and osmose skill has been removes (only have esuna and resist on the materia) is all this case normal or did i have a trick somewhere?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamek523 on 2018-07-29 13:23:20
When is the Documentation going to be updated? I'm using the excel sheet for steals/morphs/drops but it's very inaccurate. Some bosses are different now, some were added, a few enemy skills were moved/changed. It's very hard to search through this massive thread for every tiny change that was made. Are there patch notes somewhere?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-29 14:24:52
Hey !

Downloaded the last version and have some question, is that normal that steal materia give -25%hp penality? Also chocobo have a -50 str and osmose skill has been removes (only have esuna and resist on the materia) is all this case normal or did i have a trick somewhere?

No, the .exe sounds like it's not been patched. If you check in the main installer folders (or 7H folders if you downloaded the IRO) you should find some .exe files you can use to replace your current one. Sometimes the patcher doesn't get the .exe correctly, and 7H has no way to patch an .exe directly at present.

When is the Documentation going to be updated? I'm using the excel sheet for steals/morphs/drops but it's very inaccurate. Some bosses are different now, some were added, a few enemy skills were moved/changed. It's very hard to search through this massive thread for every tiny change that was made. Are there patch notes somewhere?

It'll be a while, it takes time to rewrite it all. Your best bet at the moment is to download the Proud Clod (PrC) tool and open the game's scene.bin (this can be done even while the game is running) and using its built-in search function to find enemies and check their stats which also lists their steals, drops, and morphs: http://forums.qhimm.com/index.php?topic=8481.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Manifestations2 on 2018-07-29 15:05:47
Hi I don't know if this is a bug, or I'm just missing something massive, but Powersoul Keeper is impossible for me. He does not enter berserk and casts trine constantly once his HP reaches around 16k. He cast Trine, then attacked a character, I chose an action (quake 2 I think) then he immediately cast trine again before my characters performed anything. That is just one example, I've tried him for hours. Looking at other playthoughs on Youtube he barely casts trine, and goes into berserk at low level. They were playing the 1.4 version though. Any information you could provide would be great. Thanks.

That was a fairly old bug, are you using the IRO from the 7H catalog? Either update using the main installer or download the IRO from the link on front page of this thread and use that instead.

Thanks. I'm downloading the latest version from top of this page. I think I am using an older version. I do not know what an IRO is, unfortunately. I'm a total novice with computer stuff. I can follow explicit step by step instructions, but have little clue what I'm doing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2018-07-29 15:42:06
Ok i changed my exe and now steal give me -1 str -1 vit +1 intel and +1 other thinks and chocobo give ehh nothing to the stats^^ so i think it's ok now, about osmose i read that you make it an alone materia that can be obtain in aerith garden, but i'm at junon atm, how can i get it ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Manifestations2 on 2018-07-29 16:05:18
Hi. Now the mod will not install as it is saying that "The destination directory does not contain any files to update. I'm selecting the Data file, in the FF7 Steam apps. I have literally no idea what this means, or what I am doing. It worked fine with the older version with the aforementioned bug in it. I unistalled/ reinstalled the game to remove the older version. I'm completely stuck on what to do. As I've said, I'm a total novice.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-29 16:14:21
Is there a way to effectively level my characters down via an editor or the like?
I tried using Black Chocobo, but it seems to use its own xp/health/mp curves. As the NT-curves for all 3 are non-linear from what I can tell, it is difficult to calculate the values of any given level.
If I had the proper XP/HP/MP values, could I effectively level my characters down via Black Chocobo?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2018-07-29 16:34:48
Edit : download your files and replace my .exe with your, everything is ok (bolt give -3 vita - 3 intel and +3% max mp :)
For osmose i think i just have to continue the game and get the 2 others, i don't really want to restart new game just for this cause i can't go back to the garden
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-29 21:19:51
Edit : download your files and replace my .exe with your, everything is ok (bolt give -3 vita - 3 intel and +3% max mp :)
For osmose i think i just have to continue the game and get the 2 others, i don't really want to restart new game just for this cause i can't go back to the garden
You can only get a single osmose anyway. Corel should be the next one, I believe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-29 21:50:19
That was a fairly old bug, are you using the IRO from the 7H catalog? Either update using the main installer or download the IRO from the link on front page of this thread and use that instead.

Thanks. I'm downloading the latest version from top of this page. I think I am using an older version. I do not know what an IRO is, unfortunately. I'm a total novice with computer stuff. I can follow explicit step by step instructions, but have little clue what I'm doing.

An IRO is a mod package used by a mod-loader program called 7th Heaven, which is a bit like the mod manager for games like Skyrim or Fallout. What it does is break a mod down into its required parts so that they can be more easily mixed with other mods (usually graphical mods with gameplay-altering mods).

Ok i changed my exe and now steal give me -1 str -1 vit +1 intel and +1 other thinks and chocobo give ehh nothing to the stats^^ so i think it's ok now, about osmose i read that you make it an alone materia that can be obtain in aerith garden, but i'm at junon atm, how can i get it ?

Osmose can be picked up from 3 locations; where you're at now, the next opportunity to grab it is at the Ropeway Station by the stairs. Picking up any one of the 3 Osmose materia will cause the others to vanish (the 3rd is on board the Highwind).

Hi. Now the mod will not install as it is saying that "The destination directory does not contain any files to update. I'm selecting the Data file, in the FF7 Steam apps. I have literally no idea what this means, or what I am doing. It worked fine with the older version with the aforementioned bug in it. I unistalled/ reinstalled the game to remove the older version. I'm completely stuck on what to do. As I've said, I'm a total novice.

Sorry, the mod installation directory changed with the newer versions as it now incorporates .executable changes. Instead of the Data folder, direct it to the folder above it called 'FF7' (or Final Fantasy VII).

Sometimes the executable doesn't patch however due to security reasons or the like, so when you load the game after installing the new patch check your magic materia (like Fire, Ice, or Bolt) and that they give: -3 vitality - 3 Spirit and +3% max mp. If they're giving different benefits/penalties, then look inside the Main Installer folders for the emergency .exe files and drop the one you need into the FF7 folder (or all of them, if unsure which to use).

Is there a way to effectively level my characters down via an editor or the like?
I tried using Black Chocobo, but it seems to use its own xp/health/mp curves. As the NT-curves for all 3 are non-linear from what I can tell, it is difficult to calculate the values of any given level.
If I had the proper XP/HP/MP values, could I effectively level my characters down via Black Chocobo?

For all characters:
Lv.10: 627
15: 3682
20: 10228
25: 28674
30: 58645
35: 115939
40: 196828
45: 319097
50: 477183
55: 704855
60: 987692
65: 1,369,184
70: 1,827,266
75: 2,356238
80: 2,961200
85: 3,709,881
90: 4,569,189
95: 5,553,080
99: 6,375,746

However, checking this in-game it seems that more is needed than the listed values. I guess the formula confused Wall Market a bit, cause by 99 it's off by a million or so.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Manifestations2 on 2018-07-30 01:06:26
Hi Thanks. That worked. And Power soul keeper was much more manageable, but now when I used Mr Smiley he's only giving me 1 of each source?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-30 06:09:37
Will lvl-modifying actually work properly(via Black Chocobo) when I just adjust the xp values?

Haven't used Wall Market yet, as you mentioned it was a bit difficult to setup.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-30 13:54:08
Hi Thanks. That worked. And Power soul keeper was much more manageable, but now when I used Mr Smiley he's only giving me 1 of each source?

Did you check that your .EXE was patched? Sounds like it isn't; go into the mod installer folders and look for the .exe files and drop them into your FF7 folder, overwriting the old ones. As an extra step, right-click those .exes and go to properties; if a button called 'Unblock' is there then click that.

Will lvl-modifying actually work properly(via Black Chocobo) when I just adjust the xp values?

Haven't used Wall Market yet, as you mentioned it was a bit difficult to setup.

Should do, but you need to change the actual level itself as well. If you get a visual glitch with the gauge, this'll correct itself when the character levels up once.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: malexj93 on 2018-07-31 00:17:37
Thanks for helping out with the last bug, the July 17th version fixed it.

Here's all of the notes I have now that I've basically done everything:

Spoiler: show
The SP system is great, but seems a little buggy. Sometimes my characters will stop being able to rank up even though they aren't at level 8 yet. I know there's the guy in the Highwind that resets it to level 1 or 4 for everyone, but it can end up making some characters overpowered if I'm not keeping track of ranks on my own. Additionally, as someone else mentioned, it would be really nice to be able to see the current ranks of each party member other than when they go up. It would also be nice to see when I SP and if possible how much. In the earlier versions, it looks like there was a message at the top of the screen when you got SP, but that appears to be removed. Most normal enemies don't really seem to give SP, but it's hard to tell if I'm wasting my time or not trying to grind for it, other than in the crater. One last thing that would be very convenient, though potentially very difficult, is to allow characters to reallocate their stats. Even if it's only allowed on disc 3 to avoid balance issues, it would be a very nice feature. Many characters have their usefulness in certain areas change depending on what equipment and materia is available at the time. My Red XIII is completely useless because I never really knew what to do with him, but now that I'm at the end of the game and have to use him for his sidequest, it'd be nice to be able to patch him up just a bit. I can reset his rank to 1 (along with everyone else) and just add on to him that way, but it feels kinda cheap. Also, for rank 6 and 7, it showed up as 16/8 and 17/8 for multiple characters. Seems to be just a visual bug, but it's there.

Carmine and Viridian are both significantly easier than in the base game. Each has around a quarter of the max HP, so Carmine can be easily defeated in well under the time limit, and Viridian is always damageable and goes down pretty quickly as well. I'm not sure if they were intended to be this easy, maybe you're meant to fight them as soon as they become available? If this is the case, I was fooled. Given the increase in difficulty and all the extra superbosses added, I assumed that these two fights would be enormously difficult. But, I ended up easily overpowering them when I finally got the courage to fight them.

Balance overall is very good, I never felt like I needed to grind at all in the main part of the game, and each boss provided a fun challenge that could be overcome with some smart thinking. Whether it's good or bad, it's worth pointing out that the weakness system of this game really prioritizes Earth and Lightning spells, since most bosses are big and some are also robots. This also makes Kjata severely overpowered early on, and is likely one of the first methods to do 9999 on bosses -- however, I feel that summons are appropriately balanced so even having an easy 10k by the end of disc 1 isn't gamebreaking, but still might be worth tweaking. Fire and Ice both were extremely underused for me, most of the time bosses were not weak to them, or were also weak to either Earth or Lightning. The same goes even more so for Holy and Water, which I didn't have until I got Planet (didn't really do Enemy Skill). I basically had all my bases covered with just two magic materia, occasionally using poison-all for fights against multiple humans. So, I think more variety in weaknesses would be good. Also, it's pretty unfortunate that Sense stops working, because it would be nice to be able to see the weaknesses for endgame fights, but I know that can't be fixed.

The fight with the second Jenova form was almost a welcome difficulty spike, if it weren't for the cutscene. I liked the idea of zombifying my team members one by one, and it was a very challenging and rewarding fight. However, while I was doing the fight, it was mostly just infuriating, because every time I lost I would have to watch the "famous" cutscene in it's entirety. The boss for Cloud's sidequest had a great solution to this, where after losing you can go into the menu and change your loadout before fighting again without the cutscene. If that could be implemented in the Jenova fight as well, it would help it immensely.

One more issue with balance is the stardust item. It can be reliably farmed starting at Midgar raid, and you get a few before that too. It's a free 24k on basically anything. Even without W-Item, it potentially trivializes the rest of the game if you let it. Especially thwarted by it are the KOTR guardians, who each have very low HP but take very little damage to compensate. However, 2 stardusts is nearly enough to kill each of them, and 3 is more than enough. This means that one of the hardest bosses (in my opinion) guarding the most powerful summon can be beaten in 2 rounds by any party tough enough to survive a few hits. With W-Item, it's an objectively superior alternative to 4x-Cut or Quadra Magic (except Ultima), by doing 48k non-elemental in a turn. W-Magic + Quadra Magic is potentially better, but has pretty high costs unless you also make sure to have MP Absorb, and you may need MP Turbo to reliably exceed 48k. Aside from the fact that Quadra Magic + MP Absorb locks the game against a few enemies, like Carmine and Pinnacle Seph, it also takes up quite a few materia slots that stardust doesn't need. The only deterrent to doing this is the time it takes to gather stardusts (with the hopeful assumption of not abusing the W-Item glitch), which isn't really that long once you have the Conformer, and is still the path of least resistance for beating a lot of the harder bosses in the game. I went out of my way to avoid abusing the item after realizing its power, but I imagine that if you go all in, you can really ruin all of disc 3 for yourself.

Some glitches: having anyone that's not Cloud as the leader tends to have some weird effects, though mostly minor. I never really used Tifa so I can only say for Cid. The jumping animation on the field (used a lot in the crater) tends to cause an additional animation which takes like 2 seconds. It's not much on it's own but it makes navigating the crater with Cid very annoying. Also, generally when walking into a room where the current leader is supposed to be staged as an NPC, you will spawn at the NPC location rather than the entrance you walked in from. I mentioned this in my previous post with the highwind, but it's happened to me in a few other places as well. In a similar vein, during the escape from Junon, the last cutscene before you get to the airport allowed me to use the PHS, and I could freely move anyone in and out of my party. This allowed me to make a team without Cloud, Tifa, or Cid, meaning I could run around with Red XIII for example. Changing screens too much seemed to crash the game, and at that point I was more interested in playing the game so I didn't play around with it further. I'm sure there's some interesting things that could happen because of that.

A minor bug/oversight is that for some characters, their canon names and given names show up inconsistently for their innate ability messages. For example, I named Vincent "Raven" in my game, and the message said something along the lines of "Raven's Innate Ability: Vincent will regain HP". For Cid, it was switched and had Cid in the header, and his given name in the body. Doesn't really affect anything, but it was just something I noticed that made me do a double take.

Goldberry seems to do some weird stuff, and I'm not sure if I just don't understand it or if it's not working properly. From what I understand, it prevents you from blocking status effect with e.g. ribbon (and possibly resist? but I didn't have it at this point). However, often I would be unable to heal from these status effects too. I would need to use multiple remedies and dispels in order to recover from the effects, but I could never tell how many. I have a feeling that status effects are possibly stacking. For example, normally if you are poisoned, another attempt to poison you will fail; if the Goldberry is somehow bypassing that check, it may possibly poison you multiple times, and hence would take multiple tries to heal. This is just a guess, and I didn't test it too rigorously because I was pretty frustrated at the fight. Also, they will not kill you if you don't attack them. If you have the game on wait, and they get you into a situation where you can't attack (say, by Stop-ing your whole party), then fight never end. I waited for about 20 minutes watching them walk around to see if the petrify counters would ever go down or if stop would go away, and neither of those things happen. It was kind of funny and a little annoying, but once you know that happens you can just reset right away. And speaking of Resist, I'm unable to pair it with all; it only casts single target, while Esuna targets all. I feel like this may be an intentional balance decision, but I wasn't sure about it.


That's all I have. This mod was spectacular and I can't wait to see where it goes in the future. The minor issues that I've had with the game are more than made up for by the sheer amount and quality of the material added/changed in this mod. It gave me a reason to revisit one of my all time favorite games, and it's some of the most fun I've ever had with this game. I really hope that some kind of New Game + is still in the works for this mod, as it would be great to keep playing! For now, I may try out the Arrange mode and randomized SP stats to see how that goes, and I'll definitely be checking this thread for any major updates in the future. Best of luck with everything, and thanks so much for making this mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-07-31 14:18:56
Quite a long post, so I'll go through it bit by bit.

-) The SP system

DLPB is currently working on a .dll that enable some custom field opcodes to be used that would enable savemap editing; that means in a future build it'll be possible to not only eliminate the need for sources all together, but to also reset characters and rebuild them.

As far as tracking SP goes, there are two options. One is to have a single SP 'bank' like gil that the player spends on characters (with successive ranks costing more and more) that can be tracked via the in-game party menu. This would get rid of some of the clunkiness with the current system. The other option is to do away with SP altogether and have ranks unlock after specific story bosses.


Carmine and Viridian are both significantly easier than in the base game. Each has around a quarter of the max HP, so Carmine can be easily defeated in well under the time limit, and Viridian is always damageable and goes down pretty quickly as well. I'm not sure if they were intended to be this easy, maybe you're meant to fight them as soon as they become available? If this is the case, I was fooled. Given the increase in difficulty and all the extra superbosses added, I assumed that these two fights would be enormously difficult. But, I ended up easily overpowering them when I finally got the courage to fight them.

The original Ruby and Emerald were specced to face off against maxed characters capable of throwing out 9999 damage per hit, or who had access to KOTR among other things. In NT, the damage cap isn't as easy to hit and I didn't want the fights to drag out. I'll review them when Dan's .dll releases and I start working on the 2.0 rebuild.

Balance overall is very good, I never felt like I needed to grind at all in the main part of the game, and each boss provided a fun challenge that could be overcome with some smart thinking. Whether it's good or bad, it's worth pointing out that the weakness system of this game really prioritizes Earth and Lightning spells, since most bosses are big and some are also robots. This also makes Kjata severely overpowered early on, and is likely one of the first methods to do 9999 on bosses -- however, I feel that summons are appropriately balanced so even having an easy 10k by the end of disc 1 isn't gamebreaking, but still might be worth tweaking. Fire and Ice both were extremely underused for me, most of the time bosses were not weak to them, or were also weak to either Earth or Lightning. The same goes even more so for Holy and Water, which I didn't have until I got Planet (didn't really do Enemy Skill). I basically had all my bases covered with just two magic materia, occasionally using poison-all for fights against multiple humans. So, I think more variety in weaknesses would be good. Also, it's pretty unfortunate that Sense stops working, because it would be nice to be able to see the weaknesses for endgame fights, but I know that can't be fixed.

Earth did come out as being more favoured than the others as the rule I laid down for elemental weaknesses used size and most bosses are, well, big; lightning kind of has an innate advantage in this game as well due to the higher number of mechanical enemies wandering around. Part of the problem is maybe that I tried to avoid elementally-themed bosses.

The fight with the second Jenova form was almost a welcome difficulty spike, if it weren't for the cutscene. I liked the idea of zombifying my team members one by one, and it was a very challenging and rewarding fight. However, while I was doing the fight, it was mostly just infuriating, because every time I lost I would have to watch the "famous" cutscene in it's entirety. The boss for Cloud's sidequest had a great solution to this, where after losing you can go into the menu and change your loadout before fighting again without the cutscene. If that could be implemented in the Jenova fight as well, it would help it immensely.

Could do, I'll see about adding one.

One more issue with balance is the stardust item. It can be reliably farmed starting at Midgar raid, and you get a few before that too. It's a free 24k on basically anything. Even without W-Item, it potentially trivializes the rest of the game if you let it. Especially thwarted by it are the KOTR guardians, who each have very low HP but take very little damage to compensate. However, 2 stardusts is nearly enough to kill each of them, and 3 is more than enough. This means that one of the hardest bosses (in my opinion) guarding the most powerful summon can be beaten in 2 rounds by any party tough enough to survive a few hits. With W-Item, it's an objectively superior alternative to 4x-Cut or Quadra Magic (except Ultima), by doing 48k non-elemental in a turn. W-Magic + Quadra Magic is potentially better, but has pretty high costs unless you also make sure to have MP Absorb, and you may need MP Turbo to reliably exceed 48k. Aside from the fact that Quadra Magic + MP Absorb locks the game against a few enemies, like Carmine and Pinnacle Seph, it also takes up quite a few materia slots that stardust doesn't need. The only deterrent to doing this is the time it takes to gather stardusts (with the hopeful assumption of not abusing the W-Item glitch), which isn't really that long once you have the Conformer, and is still the path of least resistance for beating a lot of the harder bosses in the game. I went out of my way to avoid abusing the item after realizing its power, but I imagine that if you go all in, you can really ruin all of disc 3 for yourself.

Stardust has been brought up a few times, it's nice that items can be made into decent damage-dealers but I've went a bit too far with this one. I'll see about limiting its availability.

Some glitches: having anyone that's not Cloud as the leader tends to have some weird effects, though mostly minor. I never really used Tifa so I can only say for Cid. The jumping animation on the field (used a lot in the crater) tends to cause an additional animation which takes like 2 seconds. It's not much on it's own but it makes navigating the crater with Cid very annoying. Also, generally when walking into a room where the current leader is supposed to be staged as an NPC, you will spawn at the NPC location rather than the entrance you walked in from. I mentioned this in my previous post with the highwind, but it's happened to me in a few other places as well. In a similar vein, during the escape from Junon, the last cutscene before you get to the airport allowed me to use the PHS, and I could freely move anyone in and out of my party. This allowed me to make a team without Cloud, Tifa, or Cid, meaning I could run around with Red XIII for example. Changing screens too much seemed to crash the game, and at that point I was more interested in playing the game so I didn't play around with it further. I'm sure there's some interesting things that could happen because of that.

A minor bug/oversight is that for some characters, their canon names and given names show up inconsistently for their innate ability messages. For example, I named Vincent "Raven" in my game, and the message said something along the lines of "Raven's Innate Ability: Vincent will regain HP". For Cid, it was switched and had Cid in the header, and his given name in the body. Doesn't really affect anything, but it was just something I noticed that made me do a double take.

The thing with the animations is that those three characters have different skeletons to each other, so they can't use each other's animations easily. Cid can sort of do it (and does so in the base game) but Cloud's anims break his feet and cause them to point straight up. So for navigation I tried to use anims that were either as close to Cloud's, or at least functionally equivalent to them (gold saucer was a bit of a nightmare).

PHS in Junon Raid should have been removed, but I'll check again just in case. And I'll sort out the names in the innate text boxes, sometimes I hammer out the name of the character manually instead of using the special tag for it.

Goldberry seems to do some weird stuff, and I'm not sure if I just don't understand it or if it's not working properly. From what I understand, it prevents you from blocking status effect with e.g. ribbon (and possibly resist? but I didn't have it at this point). However, often I would be unable to heal from these status effects too. I would need to use multiple remedies and dispels in order to recover from the effects, but I could never tell how many. I have a feeling that status effects are possibly stacking. For example, normally if you are poisoned, another attempt to poison you will fail; if the Goldberry is somehow bypassing that check, it may possibly poison you multiple times, and hence would take multiple tries to heal. This is just a guess, and I didn't test it too rigorously because I was pretty frustrated at the fight. Also, they will not kill you if you don't attack them. If you have the game on wait, and they get you into a situation where you can't attack (say, by Stop-ing your whole party), then fight never end. I waited for about 20 minutes watching them walk around to see if the petrify counters would ever go down or if stop would go away, and neither of those things happen. It was kind of funny and a little annoying, but once you know that happens you can just reset right away. And speaking of Resist, I'm unable to pair it with all; it only casts single target, while Esuna targets all. I feel like this may be an intentional balance decision, but I wasn't sure about it.[/spoiler]

Goldberry makes use of an oddity with how status defence works in this game. Basically, if a character resists something then all it does is prevent the flag for the status from being toggled. However, this works both ways so if you get a status ailment, and then apply Resist to that character, you'll be unable to remove the status until Resist has been dealt with because this essentially 'locks' the toggle of the status flag.

That's all I have. This mod was spectacular and I can't wait to see where it goes in the future. The minor issues that I've had with the game are more than made up for by the sheer amount and quality of the material added/changed in this mod. It gave me a reason to revisit one of my all time favorite games, and it's some of the most fun I've ever had with this game. I really hope that some kind of New Game + is still in the works for this mod, as it would be great to keep playing! For now, I may try out the Arrange mode and randomized SP stats to see how that goes, and I'll definitely be checking this thread for any major updates in the future. Best of luck with everything, and thanks so much for making this mod!

Thanks for the feedback, I'm working on FF8 NT at the moment but I'll be coming back to FF7 NT to do a rebuild afterwards.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-31 16:33:12
Uuuhh, FF8 NT sounds nice. I'm in.


On balance discussion:
A problem I've ran into is, that it is hard to support a variety of physical damage dealers with Materia. There aren't many stat boni via Materia around for physical characters and stuff like Slash-All or Double Cut are pretty late into the game.
Additionally, Added Cut is pretty iffy to use and Command Counter is essentially a worse counter for most of the game, until you get Deathblow... Which you'd rather pair with Added Cut anyway.
Attack not being combinable with most support-materia is a problem, making it very difficult to increase its power(Again, until you get your Attack-Altering or Quasi "Attack" Materia).
The setups for physical characters become solved:
Elemental/Added Effect/Counter-Stacking/Deathblow(Or Morph/w Ancient Weapon)+Added Cut;
The limited availability of most of the listed materia makes it pretty difficult to deck out your whole cast, too.

In contrast, magically based characters have Summon-Materia to increase their raw power, a large amount of spells to choose from, Magic Counter, MP-Turbo, All, MP-Absorb.
Due to limited slots, Magical-Setups are a lot more interesting to setup and involve decisions, while Physical setups are pretty solved from the get-go.

A few materia that boost physical offence(Lck, Str) would go a long way. Increasing the availability of Attack-replacing Materia would be rather useful, too. More independent Materia that supports raw physical offence would be another possibility. Overall, I believe the Materia System could use some more innovation, especially when it comes to stat-increases and attack-altering Materia.

Furthermore, physical characters especially could benefit from triple or quadruple-linked materia slots, allowing, for example, one Deathblow to be linked with Added Cut and HP Absorb or Command Counter. Those multi-linked slots could be exclusive to weapons found on physical-based characters(Cid, Tifa).


And lastly, a point about elemental balance:
Lightning(And Water) is naturally overrepresented due to the amount of machinery one faces - hard to change that and I think that is fine.
Earth, however, could balanced by more enemies resisting earth and tinkering with the Earth spells themselves: Possibly tune them a very small bit weaker and/or more costly than other comparable elemental spells. Would stand as a strong "go-to"-elemental spell, but oftentimes be outclassed in turn. I like the second option I named more, as it is rather annoying to have Earth as your go-to Elemental-combo for an unknown area, just to be helpless against resistant enemies.

On top of that, Ice/Fire are in... annoying spots. You usually only need one of those, not both. They are meant to be strong against Beasts and the obvious elemental enemies. It may be beneficial to tinker with their range of effectiveness, for example:
Fire: Beasts, Ice-based, Undead, Plant. 
Ice: Fire-Based, Water-Based, Small Enemies, Small Flyers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-07-31 16:35:52
Accident ~.~
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jcdarden on 2018-07-31 19:02:55
Thanks for all your help. I'm just finishing up the game now - just a few more optional bosses to take out. Had a great time all the way through, and only had a few critiques/questions:

The goldberry battle is pretty obnoxious. I don't really mean difficulty, but sitting around as all six of the goldberries slowly move in a different direction multiple turns in a row was kind of frustrating, especially when you're spending plenty of time in between turns just healing status. I don't really know a fix for this, given it's how tonberries work, more just a comment.

The only other thing (and this didn't really bother me until the later battles) was the Dual status. Is it intentional for remedies to not remove it? There are a lot of bosses late game, especially optional ones, that inflict Dual + other statuses, and having to use two separate actions to remove them because remedy/esuna doesn't work is pretty annoying, particularly because there are no good accessories that prevent dual (other than a ribbon, but since they've been nerfed to infinity, I only found them useful in very situational battles like the platinum match).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Reylenblader on 2018-07-31 19:14:55
Hi , I think i found a bug with the rank up system . I'm currently in the corel prison near dyne , and i finally can rank up cait sith but normally i can only do 1 rank up with him but actually i can rank up 3 times. Is this normal?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-07-31 21:02:56
Quote
The setups for physical characters become solved:
Elemental/Added Effect/Counter-Stacking/Deathblow(Or Morph/w Ancient Weapon)+Added Cut;
The limited availability of most of the listed materia makes it pretty difficult to deck out your whole cast, too.

Quote
Furthermore, physical characters especially could benefit from triple or quadruple-linked materia slots, allowing, for example, one Deathblow to be linked with Added Cut and HP Absorb or Command Counter. Those multi-linked slots could be exclusive to weapons found on physical-based characters(Cid, Tifa).

I think these are interesting points. I try to make my characters as unique as possible, but if you are going for variety in melee characters, they mostly come down to everything feeling very samey for most of the game.

Once you get deatblow+added cut, that helps separate the physical attacker in your party, the damage output really becomes ridiculous, especially when paired with elemental.
But thats really only one option that differentiates them, and it's quite late into the game.

I've thought about the benefits you would get from adding multi-cut, or slash all earlier. But, they both seem imbalanced to include earlier. Enemies would have to be greatly beefed up imo, to compensate for the additional damage up. Also, weapons like enemy launcher that hit all opponents would suffer a little if you had access to slash all.

Another point would be, to even be capable of doing things like mp/hp absorb to be used with physical skills, you'd need multiple copies of death blow. And you get that pretty late, and you aren't gonna master it for a very long time. By the time it happens, it'll basically be irrelevant. And even still, it's like, 10% hp gain? It feels next to worthless for two copies of deathblow, which you won't even have access to.

I think what I'd like to see is another true offensive melee type of materia earlier in the game. Maybe a new one entirely?

you have added cut + death blow for 3x total damage (can pair with hp/mp with multiple copies)

2x cut for 2x damage (can't pair with anything)

4x cut for 4x damage (can't pair)

slash all for 1x damage vs all (can't pair)

Deatblow is interesting because you can pair it, but for all the others listed, you can't. What would be cool would be an in-between that could link, that isn't as powerful as deathblow or 2x cut, but would effectively work with support materia. Let's say just for example something like "insert name here" 1.5x attack, paired with added cut, and a second copy paired with hp absorb, for a 2.5x damage attack, that could be really fun, but if you got it too early it'd have the same imbalance issues as getting 2x cut too early. And if you get it too late, it'd lose most of its use, unless an additional rank was added to power it up (but that would have to taken insane AP, so you couldnt get it until the same time as 4x cut)

Maybe a less complex addition could be Darkside, sacrifice 30% hp, to deal 2x damage, something like that, on your tank characters.


Just ideas, I dunno, I do think it's a waste that most interesting attack command materia only comes late game, cause you lose that variety for 75% of the game. It's also a problem that things like hp absorb require 2x of the paired materia to be worth it (cause you wanna use added cut always), and also the HP restore thingy is only 10%, making it feel worthless anyways.

general, the fact that most good command attack materia can't be paired, and for it to be worthwhile, you need multiple pairs, makes it feel a whole lot less interesting than it could be, and I do think thats a shame in general, but it's really the fault of the base game.

I think some cool things could be done to fix that, but it would be a lot of work, potentially create balance issues, and probably you would have to throw away other skills to make way for new ones (morph:)?)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-08-01 00:04:51
Hi , I think i found a bug with the rank up system . I'm currently in the corel prison near dyne , and i finally can rank up cait sith but normally i can only do 1 rank up with him but actually i can rank up 3 times. Is this normal?

Cait sith, vincent, and cid can have multiple ranks stored up before you meet them to make them closer to the rest stat wise when you get them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Reylenblader on 2018-08-01 00:24:57
Quote
Cait sith, vincent, and cid can have multiple ranks stored up before you meet them to make them closer to the rest stat wise when you get them.

I know but 3 rank when my cloud is only rank 2 seems strange.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: malexj93 on 2018-08-01 01:02:15
... and stuff like Slash-All or Double Cut are pretty late into the game.

I've thought about the benefits you would get from adding multi-cut, or slash all earlier.

Slash-All and Multi-cut can be accessed as soon as you can breed to get a Green chocobo, which is when Cid becomes party leader. Not too late in the game at all, honestly. You do have to beat a boss to get Multi-cut, but it is definitely possible at that point even with no grinding.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-01 02:21:40
Uuuhh, FF8 NT sounds nice. I'm in.


On balance discussion:
A problem I've ran into is, that it is hard to support a variety of physical damage dealers with Materia. There aren't many stat boni via Materia around for physical characters and stuff like Slash-All or Double Cut are pretty late into the game.
Additionally, Added Cut is pretty iffy to use and Command Counter is essentially a worse counter for most of the game, until you get Deathblow... Which you'd rather pair with Added Cut anyway.
Attack not being combinable with most support-materia is a problem, making it very difficult to increase its power(Again, until you get your Attack-Altering or Quasi "Attack" Materia).
The setups for physical characters become solved:
Elemental/Added Effect/Counter-Stacking/Deathblow(Or Morph/w Ancient Weapon)+Added Cut;
The limited availability of most of the listed materia makes it pretty difficult to deck out your whole cast, too.

In contrast, magically based characters have Summon-Materia to increase their raw power, a large amount of spells to choose from, Magic Counter, MP-Turbo, All, MP-Absorb.
Due to limited slots, Magical-Setups are a lot more interesting to setup and involve decisions, while Physical setups are pretty solved from the get-go.

A few materia that boost physical offence(Lck, Str) would go a long way. Increasing the availability of Attack-replacing Materia would be rather useful, too. More independent Materia that supports raw physical offence would be another possibility. Overall, I believe the Materia System could use some more innovation, especially when it comes to stat-increases and attack-altering Materia.

Furthermore, physical characters especially could benefit from triple or quadruple-linked materia slots, allowing, for example, one Deathblow to be linked with Added Cut and HP Absorb or Command Counter. Those multi-linked slots could be exclusive to weapons found on physical-based characters(Cid, Tifa).


And lastly, a point about elemental balance:
Lightning(And Water) is naturally overrepresented due to the amount of machinery one faces - hard to change that and I think that is fine.
Earth, however, could balanced by more enemies resisting earth and tinkering with the Earth spells themselves: Possibly tune them a very small bit weaker and/or more costly than other comparable elemental spells. Would stand as a strong "go-to"-elemental spell, but oftentimes be outclassed in turn. I like the second option I named more, as it is rather annoying to have Earth as your go-to Elemental-combo for an unknown area, just to be helpless against resistant enemies.

On top of that, Ice/Fire are in... annoying spots. You usually only need one of those, not both. They are meant to be strong against Beasts and the obvious elemental enemies. It may be beneficial to tinker with their range of effectiveness, for example:
Fire: Beasts, Ice-based, Undead, Plant. 
Ice: Fire-Based, Water-Based, Small Enemies, Small Flyers.

Can't make any promises but I'll do some experimenting with the commands. I'd like a darkside-style command or something to maybe replace Flash or Morph.

The trick with elements is getting it so that its consistent enough that you can tell from looking or enemy behaviour what it'll be weak to, with Sense to cover instances where it's maybe not conveyed by appearance/attacks. I think I made plant-based enemies weak to fire, but there's not a lot of them kicking about.

One possibility is to use the enemy AI to react to elements a bit more directly so they have different effects (or put the effect onto the spell(s) themselves) but that'd be a pretty major change and not sure what those effects would entail exactly. At the moment all element-based spells are mostly identical save for the element they represent which I'm not too wild about.


Thanks for all your help. I'm just finishing up the game now - just a few more optional bosses to take out. Had a great time all the way through, and only had a few critiques/questions:

The goldberry battle is pretty obnoxious. I don't really mean difficulty, but sitting around as all six of the goldberries slowly move in a different direction multiple turns in a row was kind of frustrating, especially when you're spending plenty of time in between turns just healing status. I don't really know a fix for this, given it's how tonberries work, more just a comment.

The only other thing (and this didn't really bother me until the later battles) was the Dual status. Is it intentional for remedies to not remove it? There are a lot of bosses late game, especially optional ones, that inflict Dual + other statuses, and having to use two separate actions to remove them because remedy/esuna doesn't work is pretty annoying, particularly because there are no good accessories that prevent dual (other than a ribbon, but since they've been nerfed to infinity, I only found them useful in very situational battles like the platinum match).

Goldberries will be retired when I do a rebuild, or at least moved elsewhere and revised to sort out the pace of the fight.

FF7 splits effects into two camps; ailments and spell effects (at least going by how Esuna and Dispel operate). Dual isn't usually a factor, but I decided to have it be treated as a spell effect rather than an ailment because it juxtaposes Regen, placing it under Dispel's list of removed effects.

One thing I did though was put Dual onto the Antidote item for status-healing, which runs counter to that idea and creates an issue with Remedy, which is supposed to be the item-version of Esuna but is missing the Dual effect that Antidotes can heal. But at the same time, I don't want Dual to be removed by both Esuna and Dispel; it's a tough one to figure out a decent solution to.


I think these are interesting points. I try to make my characters as unique as possible, but if you are going for variety in melee characters, they mostly come down to everything feeling very samey for most of the game.

Once you get deatblow+added cut, that helps separate the physical attacker in your party, the damage output really becomes ridiculous, especially when paired with elemental.
But thats really only one option that differentiates them, and it's quite late into the game.

I've thought about the benefits you would get from adding multi-cut, or slash all earlier. But, they both seem imbalanced to include earlier. Enemies would have to be greatly beefed up imo, to compensate for the additional damage up. Also, weapons like enemy launcher that hit all opponents would suffer a little if you had access to slash all.

Another point would be, to even be capable of doing things like mp/hp absorb to be used with physical skills, you'd need multiple copies of death blow. And you get that pretty late, and you aren't gonna master it for a very long time. By the time it happens, it'll basically be irrelevant. And even still, it's like, 10% hp gain? It feels next to worthless for two copies of deathblow, which you won't even have access to.

I think what I'd like to see is another true offensive melee type of materia earlier in the game. Maybe a new one entirely?

you have added cut + death blow for 3x total damage (can pair with hp/mp with multiple copies)

2x cut for 2x damage (can't pair with anything)

4x cut for 4x damage (can't pair)

slash all for 1x damage vs all (can't pair)

Deatblow is interesting because you can pair it, but for all the others listed, you can't. What would be cool would be an in-between that could link, that isn't as powerful as deathblow or 2x cut, but would effectively work with support materia. Let's say just for example something like "insert name here" 1.5x attack, paired with added cut, and a second copy paired with hp absorb, for a 2.5x damage attack, that could be really fun, but if you got it too early it'd have the same imbalance issues as getting 2x cut too early. And if you get it too late, it'd lose most of its use, unless an additional rank was added to power it up (but that would have to taken insane AP, so you couldnt get it until the same time as 4x cut)

Maybe a less complex addition could be Darkside, sacrifice 30% hp, to deal 2x damage, something like that, on your tank characters.


Just ideas, I dunno, I do think it's a waste that most interesting attack command materia only comes late game, cause you lose that variety for 75% of the game. It's also a problem that things like hp absorb require 2x of the paired materia to be worth it (cause you wanna use added cut always), and also the HP restore thingy is only 10%, making it feel worthless anyways.

general, the fact that most good command attack materia can't be paired, and for it to be worthwhile, you need multiple pairs, makes it feel a whole lot less interesting than it could be, and I do think thats a shame in general, but it's really the fault of the base game.

I think some cool things could be done to fix that, but it would be a lot of work, potentially create balance issues, and probably you would have to throw away other skills to make way for new ones (morph:)?)


Physicals are quite straight-forward with very few horizontal options; mostly it's just vertical, adding more attacks on with multi-cut/added cut or counter attack. Limits mix it up a little but only when they come up.

A solution would be to try and adjust how Morph and Flash work to create two new options to work alongside Deathblow, Added Cut, and Slash-All. Darkside is an obvious candidate, and Flash could be good for it as it has that nice effect on its animation.

Something that uses MP to boost attack power might be nice, and give a physical damage-dealer something to push their MP toward instead of support magic. Maybe Morph could ignore or alter defence of the target (with it's original effect of turning defeated enemies into monsters still in place)?

Slash-All and Multi-cut can be accessed as soon as you can breed to get a Green chocobo, which is when Cid becomes party leader. Not too late in the game at all, honestly. You do have to beat a boss to get Multi-cut, but it is definitely possible at that point even with no grinding.

I could maybe stand to make Slash-All available earlier, and reneging on putting Deathblow in Great Glacier and move that earlier again too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-08-01 03:12:10
Quote
Darkside is an obvious candidate, and Flash could be good for it as it has that nice effect on its animation.

 Maybe Morph could ignore or alter defence of the target (with it's original effect of turning defeated enemies into monsters still in place)?

Yes to both, good ideas. Morph is wasted really, as it's one of the few attack commands that can be paired.. and it's relegated to the most tedious part of the game. Flash all... I've always personally disliked it, it's either overpowered or useless.... feels like a complete waste of skill, prime canidate for a revamp in NT.

Quote
Something that uses MP to boost attack power might be nice, and give a physical damage-dealer something to push their MP toward instead of support magic.

That could be very interesting if done right, could really mix things up and tone down on the monotony of spamming attack/2xcut etc


could "possibly" take a look at mug. I don't know, it's a nice skill I suppose if you just wanna farm items on top of attacking, but personally, I feel it's again a bit of a waste of a skill, especially in NT, where you don't need to worry about farming anything. It's annoying losing steal and accidentally killing a boss because of mug. Personally, I wouldn't lament the loss of mug, if it gave you the ability to add another form of attack that added diversity to the game.

Or going with the "thief theme" I'm pretty sure in some final fantasy you could use a "quick attack" that allowed you to use a regular melee attack at normal damage, but it increased the amount of turns you'd get from it at the expanse of MP. Could maybe try something like that tacked onto mug.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-08-01 08:23:35
Getting into a bit more detail on offensive options...

Darkside is obvious and a fine addition. Probably a natural pair with HP-Absorb.

Morph at 50% dmg would be a decent early option for Added Cut and make Morphing less painful(Corel Train was so annoying ~.~).

MP-Boost for physicals is a real good idea. Makes MP management an actual thing(Instead of just sticking anything non-mag power related on physical characters without much cost).

An independent materia with an effect like~ "Attack never misses, can hit far away enemies(Not long range, though)". Simple effect, but the kicker would be the stat boni, granting strength/luck at the cost of MP/Mag.
Overall, more command or independent Materia that boosts offensive stats would be interesting:
You'd be encouraged to use stuff like Sense on physical characters due to the stat boons, giving them more to do than smash that Attack command. Shouldn't always come with stat reductions(Or caster-stat reductions), to keep hybrids viable. There is some space to create spells meant for physical attackers, too.

Another possibility would be a seperation between luck-based and non-luck based builds - more attack-effects based on Luck, materia that increases critical hit modifier... While strength builds get consistently more attacks off; Could also create some attacks (partly)based on Dex, vit/spr or even Mag for more diversity. Some nerfs to current multi-hit materia may be in order(For example, 2x Cut lowering crit modifier). Creates a seperation between "fast and weak" and "heavy and big". (Basically Yuffie vs Cid, in terms of offence).

I'll just list some more effects I can think of, which could be used in any way~

Execute(high damage increase vs enemies below certain HP threshhold, based on enemy Max HP).
Stat-Decreasing attacks(Causes physicals to decrease any number of stats by a percentage for a few turns, non-stacking, non refreshing, with some sort of cooldown before it can be re-applied - would be a unique support-space for physicals).
Cover+Counter Command(Relegates a character to take any damage for an ally for a turn, countering 100% with attack; Needs some cooldown system).
Counter-Stance(Causes all allies to counter with Attack for a turn)
No-Effect, stat altering materia
Focus-Command(Drastically increases Critical-Strike chance for next Attack and/or Strength and/or ignores defence).
Taunt (Hit enemy has a higher chance to target the attacker; could be support, independent or command).
Big-Game Hunter(Increase damage vs target with high current health)
Wild Swings(Chance for an additional attack)
Revenge(Increase Attack Power whenever an ally dies)
Limit-Gauge altering effects(As physical attackers rely more on their limits)
Lucky Pill-Effect for a limited time on a spell/command(Usable once per battle)
Rage(Berserks the user for a limited amount of turns).
Added Spell(Chance to cast linked spell with Attack)



Hopefully, some of these ideas find use on equipment/materia  or even innates. I do not know what and what isn't possible to do in this game, so some may just be impossible to implement.


Edit: Just ran into a bit of a problem. Fighting the Zolom to get Alpha, but it never uses it. I did try to get it into low HP, too. Any help would be appreciated!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-08-01 18:09:07
Quote
Execute(high damage increase vs enemies below certain HP threshhold, based on enemy Max HP).
Stat-Decreasing attacks(Causes physicals to decrease any number of stats by a percentage for a few turns, non-stacking, non refreshing, with some sort of cooldown before it can be re-applied - would be a unique support-space for physicals).
Cover+Counter Command(Relegates a character to take any damage for an ally for a turn, countering 100% with attack; Needs some cooldown system).
Counter-Stance(Causes all allies to counter with Attack for a turn)
No-Effect, stat altering materia
Focus-Command(Drastically increases Critical-Strike chance for next Attack and/or Strength and/or ignores defence).
Taunt (Hit enemy has a higher chance to target the attacker; could be support, independent or command).
Big-Game Hunter(Increase damage vs target with high current health)
Wild Swings(Chance for an additional attack)
Revenge(Increase Attack Power whenever an ally dies)
Limit-Gauge altering effects(As physical attackers rely more on their limits)
Lucky Pill-Effect for a limited time on a spell/command(Usable once per battle)
Rage(Berserks the user for a limited amount of turns).
Added Spell(Chance to cast linked spell with Attack)

These are some cool ideas, but unfortunately as far as I know, to add a new skill, you have to replace one. So it's quite limited in what you can actually add.

The more I think about it, the more I like the idea of refashioning things like morph/mug/flash all into other skills that could add a lot of utility and diversity to attack commands, or even just tacking on effects to them while keeping the original morph/steal aspect of the skill.

There really is a lot of issues though. The limited amount of attack commands means you'd really want to add commands that would be worth it, and ideally, they wouldn't taper off into uselessness by being greatly outdone by multicut. Not sure how you would go about that though....

The fact that morph/mug can be paired with support materia, could potentially change things though. Maybe a few tweaks to support materia for command materia, could potentially make things a lot more interesting.

And like Vaylen said, counter command as is basically just a worse version of counter, making some tweaks to other command materia, and double pairing it, while increasing the availability of said materia in earlier game, could really open things up. Things like darkside + hp absorb (tweaked hp absorb to 20% from 10%?) , with darkside + command counter.
And like Sega Chief implied, if you could do something where you expend MP for command attacks, then you open up further options with MP absorb/hp absorb etc.
Very tricky to balance though, as you'd essentially be adding in another new element into the game, when it hasn't been balanced for its inclusion.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: donkeyswitch on 2018-08-01 19:26:46
Hello everybody

I'm having the hardest time on the regular fight in the battle square. I've tried a bunch of different strategies but so far I've only beaten it once. If I focus on damage, the status effects screw me. If I try to protect myself from status effects, then I can't keep up with damage. Does anyone have a strategy or tips to beat this thing? I can usually get to the 7th fight without issue but then I end up dying there 99% of the time.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamek523 on 2018-08-01 19:46:09
@Sega Chief. So I started working on an updated enemy item document for the most recent release. I thought I should ask for permission before I continue it. Based on NT v1.5 July 17 2018 Arrange Mode. I'm using the original document as a base and Proud Clod to fix the outdated info. I also decided to add a column for enemy skills. Check it out, let me know your thoughts.

https://docs.google.com/spreadsheets/d/1MmDYoYU9tnwSEQtX-5covRk4a8Sy87Im8cPGHZu2b58/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1MmDYoYU9tnwSEQtX-5covRk4a8Sy87Im8cPGHZu2b58/edit?usp=sharing)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Neidhart on 2018-08-01 21:47:51
Sega Chief ive got a problem at the Shinra HQ where you have to enter the elevator with Aeris. After pressing the button the fight beginns but the ATB bars doesnt fill. Nothing happens anymore. Its just two elevators how are going down. On one side is my team and on the other side the Boss. Im using the Steam version with 7th Heaven v1.54. Im also using the ff7_bc.exe.

My load order is:
Battle Models - Weapons
Field Models - Objects
Animations
Battle Models - Characters
Battle Models - Enemies
Battle Textures
Field Models - Main Characters
Field Models - Non-Player Characters
FF7 NT IRO July 2018
Media - Music and Sound
Menu - Avatars and Backdrops
Minigames
Spell Textures
The Reunion - Beacause and Menu Overhaul
World Models - Characters
World Models - Enemies
World Models - Vehicles
World Textures

Your mod is just insane even when im not already that far. Im playing it on the arrange mode and i do love the extra challange.
Anything i can do to fix that bug?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-01 23:59:34
Hello everybody

I'm having the hardest time on the regular fight in the battle square. I've tried a bunch of different strategies but so far I've only beaten it once. If I focus on damage, the status effects screw me. If I try to protect myself from status effects, then I can't keep up with damage. Does anyone have a strategy or tips to beat this thing? I can usually get to the 7th fight without issue but then I end up dying there 99% of the time.

Try using Cloud's Force Stealer weapon, it should alleviate some of the pressure of healing by absorbing back the damage you deal. Red's Limits should also be able to drain damage as HP and he has the added bonus of gaining Strength + Magic as turns go by. As far as statuses/elements go, the enemies coming out are always the same so an added effect or two to cover the nastier ones should improve your odds.

@Sega Chief. So I started working on an updated enemy item document for the most recent release. I thought I should ask for permission before I continue it. Based on NT v1.5 July 17 2018 Arrange Mode. I'm using the original document as a base and Proud Clod to fix the outdated info. I also decided to add a column for enemy skills. Check it out, let me know your thoughts.

https://docs.google.com/spreadsheets/d/1MmDYoYU9tnwSEQtX-5covRk4a8Sy87Im8cPGHZu2b58/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1MmDYoYU9tnwSEQtX-5covRk4a8Sy87Im8cPGHZu2b58/edit?usp=sharing)

I'm fine with that, it'll help other players.

Sega Chief ive got a problem at the Shinra HQ where you have to enter the elevator with Aeris. After pressing the button the fight beginns but the ATB bars doesnt fill. Nothing happens anymore. Its just two elevators how are going down. On one side is my team and on the other side the Boss. Im using the Steam version with 7th Heaven v1.54. Im also using the ff7_bc.exe.

My load order is:
Battle Models - Weapons
Field Models - Objects
Animations
Battle Models - Characters
Battle Models - Enemies
Battle Textures
Field Models - Main Characters
Field Models - Non-Player Characters
FF7 NT IRO July 2018
Media - Music and Sound
Menu - Avatars and Backdrops
Minigames
Spell Textures
The Reunion - Beacause and Menu Overhaul
World Models - Characters
World Models - Enemies
World Models - Vehicles
World Textures

Your mod is just insane even when im not already that far. Im playing it on the arrange mode and i do love the extra challange.
Anything i can do to fix that bug?

In situations like that, the best thing to do is disable mods one at a time, reattempt the fight, and ascertain the source of the problem that way. But it's more than likely something to do with Battle Models so I would disable the Battle Models - Enemies one first, then try disabling Battle Textures if that doesn't work.

Also, make sure you're using the most up to date IRO from this thread rather than the catalog IRO. It's available from Page 1.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HautSaus on 2018-08-02 00:56:06
Aeris' Wizard Staff's description (Restores HP - +30 Mag) doesn't match it's effect which actually restores MP when used in battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-08-02 07:50:15
Snip
As far as I know, Osmose was a completely new materia(In Black Chocobo, it appears as "DO NOT USE"). So there might be some space.
Additionally, a lot of those abilities could be innates or tied to equipment.
Especially tying some of them to weapons would be interesting. For example, the listed debuff-effects could appear more often on Barret or Cait Sith, giving their attacks more utility(Those two are the tankiest characters out there, after all). Cid's current innate also feels very lackluster - I had it proc once so far and it is simply... boring. I am taking some inspiration here from another FF mod I enjoy(Brave new World), which had weapon quirks as a core part of it and the builds of characters. For example, spears had "auto-cover" on them and usually gave HP boni for lower strength, but with the option to double-wield them(Foregoing a shield for high offence). This made the setups very specific and unique.
One categorize weapons into similary unique categories(A current example would be Aerith's healing stuff and Vincent's weapons focusing on status effects). Bumping up the uniqueness of weapons even more drastically by giving them more complex differences is a space ripe for exploration.

Another possibility would be to add passive effects(unlocked via materia growth) onto a lot of the command materia(Like Morph, Steal) and refashioning the stats on them to fit the passive boni(Like the mentioned execute).
But~ We would need to know how much space there is actually left to add new materia first.

Another possibility would be, if UI and the like allow it, to add a new command similar to magic called "Skills", which would contain steal, morph, mug etc. etc. That way, you could slam steal and morph onto one materia and have both commands available at the same time. It would need to function similar to the "Magic" command we already have, but encompassing commands instead of spells.

Lastly, another possibility to differentiate characters more would be "personal" abilities.
Via levelling, story events, limit unlocking or whatever, a character could unlock more abilities, unique to himself. This is basically an extension of the "innate" system. Cid, for example, would learn stuff like "Execute", "Wild Swings" and "Focus". This system would add a whole new dimension of possibilities for unique characters. A strong, unique character base is a good thing. Currently, for example, my Barret and Cid are very similar: Physical Cover/Counter users with support magic and attack-enhancing abilities. Very similar base, difference being Cid is more damage focused and Barret is more defensive. If I decided to go for frontline Barret, though, Barret would probably just be a worse damage/defence hybrid than Cid.
A more complex innate system would "fix" that.

The main problem with a more complex innate system is, that it might inhibit build-variety... Shoe-Horning characters into certain roles. However, that is already the case for most characters anyway via their base stats(Don't try to build a mage-Barret, for example).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Neidhart on 2018-08-02 10:37:01
In situations like that, the best thing to do is disable mods one at a time, reattempt the fight, and ascertain the source of the problem that way. But it's more than likely something to do with Battle Models so I would disable the Battle Models - Enemies one first, then try disabling Battle Textures if that doesn't work.

Also, make sure you're using the most up to date IRO from this thread rather than the catalog IRO. It's available from Page 1.

I turned off the Animation mod. It works now. Guess there was a problem either with the 60 fps battle or the doubled animation speed. I downloaded the 7H IRO Version
[17th July 2018] from the first page. Since its the only one working for 7th. I also followed the installation steps at page 1. But the ff7_en.exe didnt work for me cause steam started and game was on vanilla. Since i use the menu overhaul i tried out the ff7_bc.exe from your IRO folder. And that works fine so far.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-08-02 11:07:55
Small question: I'd like to have a roadmap for all the optional endgame content(Materia Caves, Weapons, ancient forest etc. etc.).
At around which points/Which levels should I do them?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-08-02 12:51:02
Quote
As far as I know, Osmose was a completely new materia(In Black Chocobo, it appears as "DO NOT USE"). So there might be some space.

I believe (could be wrong), that Osmose is a refashioned poisona, and that there is space for new materia, but not space for skills? So you take poisona off heal, and make it it's own materia and change into osmose (I think).

So to  add new skills, you'd have to find redundant or at the least, skills that dont get much use so I guess something like..exit?

I like your ideas on how to create character distinction, I think anything that can help with that is a worthwhile pursuit, but I have no idea the feasibility of any of it....
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-08-02 13:20:12
I believe (could be wrong), that Osmose is a refashioned poisona, and that there is space for new materia, but not space for skills? So you take poisona off heal, and make it it's own materia and change into osmose (I think).

So to  add new skills, you'd have to find redundant or at the least, skills that dont get much use so I guess something like..exit?

I like your ideas on how to create character distinction, I think anything that can help with that is a worthwhile pursuit, but I have no idea the feasibility of any of it....
As mentioned, Osmose is listed as "DO NOT USE" in Black Chocobo, making me think that there indeed is space for new materia, albeit not necessarily much. But we got to wait on a statement on this.


Lots of the ideas mentioned would require some time put into them. Assuming implementation is possible(and without hassle), that leaves balancing and creative work - something that is made a lot easier through, for example, this forum.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-08-02 13:47:25
there are slots for new magic, items, and materia. but not for new commands afaik. You can see the empty IDs in wallmarket.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-08-02 16:35:46
So I finally decided to make the ultimate weapons, the reason I held back was because I really wanted to know every weapon option I was using inside out, and get the most out of them.

I've been testing the ultimate weapons for a while, and personally, I'd like to see them get alot of tweaks.

I've found that all character balance has been lost since getting them. I was hoping that upon aqquring them, they would be a slight bump up in damage at the cost of stats, so if I really wanted to pump out extra damage, I'd stick it on pure offence character, and keep the other characters with weapons that stats complimented their builds. But I havn't found this to be the case, all of the ultimates seem to render all other weapon choices obsolete.

The problems go beyond that though, for example, I was using Cid as my main frontline damage with partisan, and due to his huge luck, he was my best damage dealer.
Now with the ultimates, he's literally hitting 2 to 3 times less than other characters. Yeah, he's self healing, that's nice and cool and all? But it's a niche that's essentially forced onto him, that removes my original intent for him. Now hes hitting 2k and 4k crits, while yuffie/tifa etc are all up in the 7/8/9k. Essentially, as long I'm using these ultimates, Cid is now worthless in the role I designed him for in comparison with the other characters.

It's also thrown away any other build variations that I had. Barret as a frontliner? Pointless now. His missing score is basically 2 times the damage of his strongest short-range weapon, with no setup and long range.

Cid with Grow Lance in back row? Again, pointless now, before his damage was on par with Barret from the back row, but now Barrets doing double Cids damage with missing score.
Same deal with Vincent.
etc etc

Characters are now pigeonholed into a role, or they suffer immensely. The balance even among the ultimate weapons themselves is quite off in itself, some are absolutely god tier, while others in terms of overall reliable damage per turn, and weapon efficiency fall very, very far short. Which means, if I want to maintain efficiency or rather not massively nerf myself, I just have to drop certain characters as they now longer are comparable to the others. Why use a tank thats doing 2k max, when I could use one whos doing 5k+? thats 8k vs 20k per turn.

I feel that the balance before aqurring ultimate weapons was excellent. Everything was finely tuned and no one massively outshone other characters (without having a balancing downside, but now I feel that's all lost.

I don't know if that was the intent? To just make the ultimates crazy powerful and imbalanced even among themselves? Just as like the last bit of variation to the game? Or is it just an oversight? I'd really like to see the Ultimates fall in line with the other weapons in the game, but maybe that's just me.


Heres just a few examples, these are all done with 255 attack vs 70 def cloud for consisteny and ease of testing.

Ragnarok: (https://media.discordapp.net/attachments/457346015264243746/474572264147517450/unknown.png?width=1251&height=702)

Ultimate weapon: (https://media.discordapp.net/attachments/457346015264243746/474572924792340480/unknown.png?width=1251&height=702)

Max Ray: (https://media.discordapp.net/attachments/457346015264243746/474577793854996480/unknown.png?width=1251&height=702)

Pilebanger: (https://media.discordapp.net/attachments/457346015264243746/474585652650967070/unknown.png?width=1251&height=702)

Missing score: (https://media.discordapp.net/attachments/457346015264243746/474572333269385227/unknown.png?width=1251&height=702)

You can see the damage jumps are ludicrous. I can't be bothered to upload more, but Tifa and Yuffie do even more damage, and people like Cid/vincent with no differnt formula are just doing 2k.

I'd also like to point out that Clouds damage being contingent on his HP, invetiably means that, he is significantly less reliable than other high tier attackers.
And because hes reliant on high HP, it means hes further nerfed by using Touph/Championship/circlet, as the healing penalty now effects him twice as bad as not only is his life at stake but his damage too.

Because of this, I should just use Barret/Yuffie/Tifa, as Barret in the back row as a tank, is a much more consisntely high damage dealer than cloud as a pure attacker. And Yuffie and Tifa are just wrecking machines.

The only Ultimate that I don't find that balance breaking is Vincents, could be because I don't use him so much. But so far, it seems like what I'd envision for the other ultimates, a decent jump up in damage, but nothing that renders all other weapon choices obsolete. I also like the damage of Venus Gospel, it's a good step up, and like to see similar results for others, but the self-healing in itself is just broken.

Maybe it's just me, but I really feel like the ultimate weapons should add diversity, not take it away. Perhaps, others just  prefer ultimate weapons to truly be "ultimate weapons" where no others can compare, I can accept that if that is the case.

Personally, what I would like to see to really distinguish the weapons from the others, without breaking them, say something like; Cloud +25/30 Str on Ultimate weapon, normal damage formula.
This way, if I want a pure offence weapon, i'll use this, and the strength of the weapon will give me more build variety with armour/accessories, but if I really want cloud to have more survivability, I'll still use Ragnarok. Could change Appocalypse into a + dex or luck weapon at the same time.

You could follow the same sort of theme for all characters.

Say for example, Barrets Longe range weapons never have Vit or Spr on them. But to really cement this as his "Ultimate long range weapon" this could have +20 vit/spr, with normal damage formula, and reduce it's attack. And change Pilebangers attack to that of missing scores, change it's bonus to + dex, then change Max Ray to have an extra 10+ magic. And finally, you could change the triple AP weapon into long range, +30 dex, but less attack then Pilebanger, so it would be the most offensive long range weapon.

So you'd have;

Highest attack and most damage = frontline pilebanger  (49 attack, +30 dex?)
Highest damage from back line weapon, with lower attack than pilebanger, but high dex for good damage = triple ap weapon (45 attack, +30 dex?)
best tanking weapon, but low damage = missing score ( 44 attack, +30 vit/spr)
highest magic and back row but not no vit/spr bonus, so can't compare for tanking to missing score (42 attack, +30 magic?)

Those are just rough numbers I pulled out of the air, obviously not exacts, just a rough guideline for an idea and the same principle could be applied to all characters.



Sorry for the essay again, I feel quite strongly about these examples, and how I think you can create diversity and horizontal options through the end game weapons, without elevating one massively over another, and thus taking away all freedom of choice.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-02 22:27:12
Aeris' Wizard Staff's description (Restores HP - +30 Mag) doesn't match it's effect which actually restores MP when used in battle.

Ah, my bad. I'll sort it out.

As far as I know, Osmose was a completely new materia(In Black Chocobo, it appears as "DO NOT USE"). So there might be some space.
Additionally, a lot of those abilities could be innates or tied to equipment.
Especially tying some of them to weapons would be interesting. For example, the listed debuff-effects could appear more often on Barret or Cait Sith, giving their attacks more utility(Those two are the tankiest characters out there, after all). Cid's current innate also feels very lackluster - I had it proc once so far and it is simply... boring. I am taking some inspiration here from another FF mod I enjoy(Brave new World), which had weapon quirks as a core part of it and the builds of characters. For example, spears had "auto-cover" on them and usually gave HP boni for lower strength, but with the option to double-wield them(Foregoing a shield for high offence). This made the setups very specific and unique.
One categorize weapons into similary unique categories(A current example would be Aerith's healing stuff and Vincent's weapons focusing on status effects). Bumping up the uniqueness of weapons even more drastically by giving them more complex differences is a space ripe for exploration.

Another possibility would be to add passive effects(unlocked via materia growth) onto a lot of the command materia(Like Morph, Steal) and refashioning the stats on them to fit the passive boni(Like the mentioned execute).
But~ We would need to know how much space there is actually left to add new materia first.

Another possibility would be, if UI and the like allow it, to add a new command similar to magic called "Skills", which would contain steal, morph, mug etc. etc. That way, you could slam steal and morph onto one materia and have both commands available at the same time. It would need to function similar to the "Magic" command we already have, but encompassing commands instead of spells.

Lastly, another possibility to differentiate characters more would be "personal" abilities.
Via levelling, story events, limit unlocking or whatever, a character could unlock more abilities, unique to himself. This is basically an extension of the "innate" system. Cid, for example, would learn stuff like "Execute", "Wild Swings" and "Focus". This system would add a whole new dimension of possibilities for unique characters. A strong, unique character base is a good thing. Currently, for example, my Barret and Cid are very similar: Physical Cover/Counter users with support magic and attack-enhancing abilities. Very similar base, difference being Cid is more damage focused and Barret is more defensive. If I decided to go for frontline Barret, though, Barret would probably just be a worse damage/defence hybrid than Cid.
A more complex innate system would "fix" that.

The main problem with a more complex innate system is, that it might inhibit build-variety... Shoe-Horning characters into certain roles. However, that is already the case for most characters anyway via their base stats(Don't try to build a mage-Barret, for example).

The weapon effects themselves are fairly limited compared to FF6 and mostly revolve around damage-dealing rather than support effects, and different types can't be equipped between characters either (although it can be set so that characters can equip anybody's weapon, if you don't mind the visual discrepancy of, say, Cloud looking like he's holding Buster Sword when he's got Cid's Spear equipped).

One idea might be to try and get the weapon ID and jump the .exe to the section that handles Cover if it finds a match (or elsewhere for different effects). Challenge of that though is tracking it all down and setting things up.

Materia generally can only have one effect on it so some work would be needed to add an additional effect like a growing stat boost. It's an interesting idea though.

Innates are currently handled through Character AI, for which there is a limited amount of space (about 2000-2100 or so bytes). As of the current build, the space being used is sitting at about 2016 bytes total so very close to being full. There's just about enough there to give each character one innate, but multiple effects would likely be too much. Be nice if you could maybe choose between 2 (bit like how Barret's works differently depending on which Row he's in) but space is pretty tight.

I turned off the Animation mod. It works now. Guess there was a problem either with the 60 fps battle or the doubled animation speed. I downloaded the 7H IRO Version
[17th July 2018] from the first page. Since its the only one working for 7th. I also followed the installation steps at page 1. But the ff7_en.exe didnt work for me cause steam started and game was on vanilla. Since i use the menu overhaul i tried out the ff7_bc.exe from your IRO folder. And that works fine so far.

7H uses the ff7.exe I think, rather than the steam version. FF7_EN.exe is for steam only, but I included it with the IRO pack just in case there were instances where people could use 7H with the steam launcher/exe or something. ff7_bc.exe is fine too, that's just a ff7.exe modified with menu overhaul.

Small question: I'd like to have a roadmap for all the optional endgame content(Materia Caves, Weapons, ancient forest etc. etc.).
At around which points/Which levels should I do them?

Very rough roadmap, your mileage may vary:
North Crater (power up; bring a sneak glove to get weapons and use left-up path for Materia), Materia Cave Blue/Purple or Ultimate Weapon, some Lv.4 Limits, Normal/Special Battle, Extra Battle: Silver Match, Materia Cave Yellow/Red or remaining Lv.4 Limits, Ruby/Emerald Weapon, Kalm Traveller, Extra Battle: Gold/Platinum Match, and then O??a if you can find it.

I believe (could be wrong), that Osmose is a refashioned poisona, and that there is space for new materia, but not space for skills? So you take poisona off heal, and make it it's own materia and change into osmose (I think).

So to  add new skills, you'd have to find redundant or at the least, skills that dont get much use so I guess something like..exit?

I like your ideas on how to create character distinction, I think anything that can help with that is a worthwhile pursuit, but I have no idea the feasibility of any of it....

There's space for more Materia, just not used them yet. I didn't know until recently that those empty spots could actually be used as Materia, I thought they just broke the game.

snippity snip

Until about last November or so(?) I had no real capability of modifying the .exe properly. That was about the time, or a little before, that DLPB took me under his wing and started showing me the ropes. Thanks to his help, I got a bit more comfortable with the whole thing and while I'm still pretty green on modifying assembly, I can at least get some things done now that I couldn't before.

And one of those things is adjusting the damage formulas used by Ultimate Weapons. The issue I was faced with when NT was being put together is that I know how strong those modifiers can be, and that some are flat-out better than others when it comes to damage. I had two options; either drop the unique formulas they use for standard ones, or just bite the bullet and keep them as-is.

Now I've got a third option of adjusting their formulas directly (same with the other special weapons like Yoshi, Powersoul, Masterfist, etc). But I want to wait until I do a full respec before messing around with damage formulas and the like.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-08-03 10:16:47
Thanks for the clarifications.
I wonder how hard-coded the limitations are. Not my field of expertise, sadly. Is there no way to increase space for innate abilities?
If not, maybe some workaround could do. Materia seems to be able to support more complex effects... So would it be possible to equip a character with a second, "hidden" armor? This hidden piece of equipment would be auto-equipped and automatically contain materia. I can already see how this could create a range of problems, but it's a start, maybe?
Another possibility would be, if one could limit Materia to certain characters. So instead of having a new "innate", you would need to equip the materia for the effect to take place. Tinkering with the amount of materia slots for balance. The Materia would then evolve via story-events. So everyone would have a "personal" materia that bestows them its effects.


In terms of weaponry, abolishing the idea of truly "ultimate" weapons in favor of a broad range of weapons, each fitting(or enabling) a different playstyle is an idea.
That said, I am fine with not every character being wildly diverse, as long they got a good weapon for each of their "main" styles(Like Cid - Crit and/or Tank).
Some characters would naturally get a wider variiety of "ultimate" weapons(Like Vincent, being a Str/Mag/Tank hybrid), but that's not a bad thing. Caster Barret feels strange anyway.



Oh, and thank for the roadmap. I always feel lost when it comes to optional content and either end up doing it too early or too late ~.~
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-08-03 14:30:02
Quote
Until about last November or so(?) I had no real capability of modifying the .exe properly. That was about the time, or a little before, that DLPB took me under his wing and started showing me the ropes. Thanks to his help, I got a bit more comfortable with the whole thing and while I'm still pretty green on modifying assembly, I can at least get some things done now that I couldn't before.

And one of those things is adjusting the damage formulas used by Ultimate Weapons. The issue I was faced with when NT was being put together is that I know how strong those modifiers can be, and that some are flat-out better than others when it comes to damage. I had two options; either drop the unique formulas they use for standard ones, or just bite the bullet and keep them as-is.

Now I've got a third option of adjusting their formulas directly (same with the other special weapons like Yoshi, Powersoul, Masterfist, etc). But I want to wait until I do a full respec before messing around with damage formulas and the like.

Oh, I see, for some reason I just thought it was conformer that was the problem, I misinterpreted your response on discord. Looking forward to what you have in the works.
I'm gonna go ahead then, and just consider the ultimate weapons, anomalies that really aren't part of NT balance then, just an addition if you want them. So any feedback I give will not include them anymore, and thus be focused on pre-ultimates balance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-03 15:59:50
Thanks for the clarifications.
I wonder how hard-coded the limitations are. Not my field of expertise, sadly. Is there no way to increase space for innate abilities?
If not, maybe some workaround could do. Materia seems to be able to support more complex effects... So would it be possible to equip a character with a second, "hidden" armor? This hidden piece of equipment would be auto-equipped and automatically contain materia. I can already see how this could create a range of problems, but it's a start, maybe?
Another possibility would be, if one could limit Materia to certain characters. So instead of having a new "innate", you would need to equip the materia for the effect to take place. Tinkering with the amount of materia slots for balance. The Materia would then evolve via story-events. So everyone would have a "personal" materia that bestows them its effects.

In terms of weaponry, abolishing the idea of truly "ultimate" weapons in favor of a broad range of weapons, each fitting(or enabling) a different playstyle is an idea.
That said, I am fine with not every character being wildly diverse, as long they got a good weapon for each of their "main" styles(Like Cid - Crit and/or Tank).
Some characters would naturally get a wider variiety of "ultimate" weapons(Like Vincent, being a Str/Mag/Tank hybrid), but that's not a bad thing. Caster Barret feels strange anyway.

Oh, and thank for the roadmap. I always feel lost when it comes to optional content and either end up doing it too early or too late ~.~

A long time ago, each character had an 'endgame' armour along with their ultimate weapon that only they could equip. It was a bit restricting though, so in the end I got rid of it and made the armour available to all characters. What you describe with a hidden armour likely isn't feasible unfortunately.

It is possible to semi-'lock' a Materia onto a character by placing it into a 'non-slot' of a weapon or armour; it can be removed using certain options like remove-all/exchange however. It'd all be a bit cumbersome to set up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vaylen on 2018-08-03 23:03:34
A long time ago, each character had an 'endgame' armour along with their ultimate weapon that only they could equip. It was a bit restricting though, so in the end I got rid of it and made the armour available to all characters. What you describe with a hidden armour likely isn't feasible unfortunately.

It is possible to semi-'lock' a Materia onto a character by placing it into a 'non-slot' of a weapon or armour; it can be removed using certain options like remove-all/exchange however. It'd all be a bit cumbersome to set up.
Cumbersome~minity is a price you gotta pay for EVOLUTION!!!

Jokes aside, "specialized" armor, assorted into tiers, could be a good possibly. I see how it gets too restrictive - on the other hand, if you give multiple options per character(With a few of them overlapping), this could create choice and variety.

Disabling the "remove all" option would be a start. It is, I guess, a rather underused option anyway. If the bit of tedium added via removal of "remove all" is added as a cost, the prize would be a much more diverse cast. There is value in that, from my perspective.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-08-04 13:30:51
This has been on my mind for some time now, and the more I delve into the end game content, the more abundantly clear it becomes. Long range weapons are quite simply, broken/overpowered/balance breaking.

I'm someone whos obsessed with character balance and their overall worth in comparison with others, comes from my history with competitive fighting games, so I really don't like to see characters have something over another that is too advantageous, with no drawbacks.

Long-range weapons are fundamentally broken. -50% damage reduction and full damage. On it's face, how can anyone who frontlines compare with that? They just can't, theres nothing that makes up for it at all. You basically just get free damage reduction and normal damage, while frontliners take 50% more damage and do the same damage. Barret is god tier, yuffie is god tier, cid with long-range weapons is god tier. The more I used Cid with Grow Lance, the more I realized how overpowered it was. Before he was above cloud as a frontliner in what he brought to the party in terms of overall worth. Now that I've put him in the backrow, he gets +50% more damage reduction, for minus 7? attack, which I very easily make up, it's absolutely no problem whatsoever, now there is absolutely no comparison between him and cloud, he is so much better than him in terms of overall party worth.

The only real advantage you get from frontlining is the possibility of more LB's, but that isn't enough to make up for the advantages you get from sitting comfortably in the back with a long range weapon. I'd like to see something change about this, though, I really don't know if it's feasible. Backrow should have some sort of built-in offensive damage reduction, as balance wise, it's completely unfair for one character to take 50% less damage, and still dish out equal damage.

I don't really know how to handle it. As I said, maybe some sort of built-in damage reduction for backrow, maybe even slower limit charge speed? Or frontliners could have increased critical hit? Or even faster limit building? There needs to be something, as the worth of +50%  damage reduc elevates anyone who backlines with a longrange weapon so far over any frontliner, it's completely unfair.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-04 15:57:10
This has been on my mind for some time now, and the more I delve into the end game content, the more abundantly clear it becomes. Long range weapons are quite simply, broken/overpowered/balance breaking.

I'm someone whos obsessed with character balance and their overall worth in comparison with others, comes from my history with competitive fighting games, so I really don't like to see characters have something over another that is too advantageous, with no drawbacks.

Long-range weapons are fundamentally broken. -50% damage reduction and full damage. On it's face, how can anyone who frontlines compare with that? They just can't, theres nothing that makes up for it at all. You basically just get free damage reduction and normal damage, while frontliners take 50% more damage and do the same damage. Barret is god tier, yuffie is god tier, cid with long-range weapons is god tier. The more I used Cid with Grow Lance, the more I realized how overpowered it was. Before he was above cloud as a frontliner in what he brought to the party in terms of overall worth. Now that I've put him in the backrow, he gets +50% more damage reduction, for minus 7? attack, which I very easily make up, it's absolutely no problem whatsoever, now there is absolutely no comparison between him and cloud, he is so much better than him in terms of overall party worth.

The only real advantage you get from frontlining is the possibility of more LB's, but that isn't enough to make up for the advantages you get from sitting comfortably in the back with a long range weapon. I'd like to see something change about this, though, I really don't know if it's feasible. Backrow should have some sort of built-in offensive damage reduction, as balance wise, it's completely unfair for one character to take 50% less damage, and still dish out equal damage.

I don't really know how to handle it. As I said, maybe some sort of built-in damage reduction for backrow, maybe even slower limit charge speed? Or frontliners could have increased critical hit? Or even faster limit building? There needs to be something, as the worth of +50%  damage reduc elevates anyone who backlines with a longrange weapon so far over any frontliner, it's completely unfair.

One thing I can do is reduce the damage reduction and damage-dealt penalty to close the gap.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-08-04 18:27:38
Quote
One thing I can do is reduce the damage reduction and damage-dealt penalty to close the gap.

That's good, I was looking for something like that for wallmarket, but couldn't find anything. Another workaround I was thinking if that wasn't feasible, was to up the crit rate of short-range weapons.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-08-05 14:42:12
Another point I'd like to bring up, would be one of my problems with new threat (which is rare) which is that weapon choice at end game, and later game (probably the game in general?) for damage, is almost completely irrelevant, if you aren't talking about things with broken formulas (ultimate weapons/powersoul)

So for example, I'm at 255 attack with Ragnarok, if I switch down to buster sword it's only 23 less attack, the differnce is extremely minimal. The power through weapons alone is almost inconsequential because of the huge stats that you get through ranks. So since I reach max attack so easily and the differnce between starter weapons and end game weapons, is only about 26 points, their effect on your power feels very inconsquential.

And because of this, anything that has a bonus at the expense of weapon attack, is supposed to be an implied handicap, except it never is, because that few points in less weapon damage is almost irrelevant. For example, force stealer heals hp, but its 20 attack down, but that doesn't matter because I can still hit 255, and the worth of that full heal is worth more than the 20 or so attack. Same with vincents high crit weapon, 24% crit? for some 10 attack down than other weapons, but the crit is worth to much, and the 10 attack easily regained. Same deal with Cid and grown lance, something like -8 attack from partisan, but that's absolutely inconsequential and the long range bonus is priceless.

I think, this does ultimately make weapon choice... somewhat irrelevant for anything outside of slots. I would like to see more differnce between say, ragnarok and buster sword powerwise. I'm not sure how this could change, maybe, bring down the amount of stats gained through rank? And up the amount of attack weapons give?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-08-05 19:28:24
Just to add to that

ragnarok; (https://media.discordapp.net/attachments/457346015264243746/475719907275702272/unknown.png?width=1251&height=702)

buster sword;(https://media.discordapp.net/attachments/457346015264243746/475720241100619776/unknown.png?width=1208&height=702)


Of course, it will be more pronounced with crits and on lower def targets, but I'm finding at end game, the damage difference pretty consistently negligible. I know the system is fine tuned so i'd say it's very hard to tweak in any way, I'd just like to see the weapons makeup alot more of the overall brunt of your total attack, because atm, you can basically equip any weapon as long as you want, use a power wrist, and it's the same attack, I don't think weapons should have that little weight.

In the original for example, it's 18 attack for buster sword, and 100 attack for ultima weapon, the differnce is massive. Though I don't think it's a huge deal, I do think something like an overall tone down on the amount of stats you get from rank up could benefit the game, and allow you to give more weight to weapon choice.

 the brunt of your attack comes from

44-50 for end game weapons

30-40 for starter str

120 max for rank up str (cloud)

35 for acc

20/40 for armor

the amount of weight in the  stats from ranking up is extremly high imo, and taking away alot of meaning in weapon choice, I think this could be an area to take a look at
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jcdarden on 2018-08-05 20:56:57
After clearing the 3 Junon Leagues, I went back and talked to the soldier that registers you for the league. When he asked which league I wanted to pick, I selected "cancel" and it caused a softlock.

Also, I was fighting Carmine Weapon without the Underwater Materia. I beat it, but as the victory fanfare played and my characters did the victory poses, the timer hit zero and I got a game over. When I reloaded the save file, I was back at the world map by the sub, but the experience screen and item screen with the earth harp and gil appeared and I couldn't interact with them.

And is there an updated version of the "where is the thing" guide? I'm trying to find all the ultimate weapon materials and I assume the list provided can't be right because I found some of the things before the crater, which is where they're listed as existing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2018-08-06 01:04:39
Hello - just started your mod and really enjoyed it so far. Problem is I just got to Red 13 and noticed he does not have E. Skill equipped. I think this may be because I didn't switch the mod on in 7H until after the first sector bombing. Is there anyway to get reset it so that it works properly going forward or do I need to restart the entire game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-06 02:42:57
the amount of weight in the  stats from ranking up is extremly high imo, and taking away alot of meaning in weapon choice, I think this could be an area to take a look at

The issue I ran into with Strength is that the range to work within can get very cramped compared to Magic, which has no weapon modifier to consider (except for magic bonus on certain weapons but this typically doesn't exceed 30). Strength has to be split between:

-) Weapon
-) Character's base stat
-) Lower/Upper ceiling of Rank-Up boost
-) Armour
-) Accessory
-) Materia
-) Innate (if applicable)

One thing I could do is separate the Weapon strength from character strength and have this be used in the physical damage formula on its own; that way, a weapon with higher base power will always be better than a weapon with lower base power in the event that the stat approaches its cap of 255.

As for redistribution, it depends. Having a new character development system, I wanted it to be worthwhile and it was replacing stats from levels so it needed to be significant. Moving the stat boosts more onto the equipment is just as viable (and could potentially be better, depending on how it is implemented).

After clearing the 3 Junon Leagues, I went back and talked to the soldier that registers you for the league. When he asked which league I wanted to pick, I selected "cancel" and it caused a softlock.

Also, I was fighting Carmine Weapon without the Underwater Materia. I beat it, but as the victory fanfare played and my characters did the victory poses, the timer hit zero and I got a game over. When I reloaded the save file, I was back at the world map by the sub, but the experience screen and item screen with the earth harp and gil appeared and I couldn't interact with them.

And is there an updated version of the "where is the thing" guide? I'm trying to find all the ultimate weapon materials and I assume the list provided can't be right because I found some of the things before the crater, which is where they're listed as existing.

I had a fix implemented for the menu when I updated the installer/IRO and hotfixes; are you on the latest version? Let me know if you are, as I'll need to re-attempt a fix.

What you ran into with carmine was a rare(ish) glitch that exists in the original game and has to do with the way the game handles memory: http://finalfantasy.wikia.com/wiki/Emerald_Weapon_countdown_glitch
Some interesting effects can be achieved with the glitch, but it can be dangerous. There's a video on that wiki page showing some of them.

I added some of the weapons to drop outside of the crater earlier, but copies of them are still acquired from Crater enemies by drop and steal; for the steal though you'll need a sneak glove equipped which can be obtained from Wall Market as before.

Hello - just started your mod and really enjoyed it so far. Problem is I just got to Red 13 and noticed he does not have E. Skill equipped. I think this may be because I didn't switch the mod on in 7H until after the first sector bombing. Is there anyway to get reset it so that it works properly going forward or do I need to restart the entire game?

You'll be missing more than that, the kernel initialises the 'starting state' of the game's characters such as their stats, equipment, etc. Tifa is supposed to join with Cover Materia, Aeris with Barrier, Heal, Earth, and Revive, Red with E.Skill, elemental, and Demi. Barret, Tifa, and Aeris will likely have joined with triple AP weapons equipped as well, because I converted their original starting weapon into one (they each have an extra weapon tier that's behind Buster Sword).

When playing a mod for the first time, it's important to always start from a new game.

As for your options now, I would recommend using a save editor to add/change the equipment and stats of your characters to get back on track. Black Chocobo save editor is the best one to use, but as a precaution make a back-up of your save files before doing anything.

Using default weapon names as these are how the save editor lists them
Code: [Select]
Cloud
STR: 43
VIT: 28
MAG: 27
SPR: 32
DEX: 16
LCK:14

Barret
STR 45
VIT 43
MAG 9
SPR 37
DEX 8
LCK 12

Starts with Assault Gun (remove Gatling Gun from inventory)

Tifa
STR 47
VIT 12
MAG 23
SPR 18
DEX 32
LCK 9

Materia: Cover
Starts with Metal Knuckle (remove Leather Glove from inventory)

Aeris
STR 22
VIT 11
MAG 47
SPR 22
DEX 32
LCK 25

Materia: Barrier, All, Earth, Revive, Heal
Starts with Mythril Rod (remove Guard Stick from inventory)

Red
STR 35
VIT 27
MAG 32
SPR 25
DEX 35
LCK 12

Materia: Destruct, Gravity, Elemental, Enemy Skill
Same equipment as default game

Yuffie
STR 37
VIT 8
MAG 38
SPR 11
DEX 50
LCK 12

Materia: Throw, Added Effect, Exit, Time, Enemy Away

Cait & Vincent - initialised in .EXE so no worries about these guys

Cid
STR 50
VIT 34
MAG 12
SPR 10
DEX 11
LCK 90

No materia, default equipment
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2018-08-07 01:50:16
Appreciate the reply, Sega. I may just start over since I wasn't too far. Good to know going forward. I thought I had actually started with NT but apparently misclicked early on. Bah :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SerathDarklands on 2018-08-12 21:31:02
Hey, quick question:

Other than manually deleting the patched files, uninstalling FF7, and re-installing FF7, is there a way to uninstall the mod?

I played it, and it was great, but I'd like to go back and play the original, vanilla game again.

I have the Steam version, if that makes any difference.

Thanks in advance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2018-08-12 23:36:52
Sorry to bother - but where is the long range materia in this mod? I remember there being a different materia in its place way back at those caves and haven't seen it since.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamek523 on 2018-08-12 23:40:23
Where is the Alpha enemy skill? I've done almost all of the optional content including the enemies that Proud Clod says has it, but none of them used it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-08-13 11:21:14
Other than manually deleting the patched files, uninstalling FF7, and re-installing FF7, is there a way to uninstall the mod?

You will have to delete and reinstall if you failed to make a back up.If you did make a back up of your data folder and ff7 exe then just put the backups back into their location and it will be good to go. Heres what was written in the install directions on the main post

Quote
Installation is relatively straight-forward and covered in the linked video:
1) Download the patcher
2) Extract the patcher
3) Locate the Data folder inside the FF7 folder; make a backup of this folder.
4) Run the patcher as admin and specify the game's 'Data' folder for installation.
5) Run the game and select New Game; a message should appear confirming NT installation


Sorry to bother - but where is the long range materia in this mod? I remember there being a different materia in its place way back at those caves and haven't seen it since.

The long range materia is a reward for doing a side quest that ill post in spoiler
Spoiler: show
 Turning in the earth harp, desert rose and guide book to the old man in Kalm  is different in NT, just get those and turn them in to him.



Where is the Alpha enemy skill? I've done almost all of the optional content including the enemies that Proud Clod says has it, but none of them used it.

If you are using the most up to date version of the mod then Alpha has been replaced by Transfusion. If you are using an older version it can be obtained from the Zolom.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamek523 on 2018-08-13 13:42:31
I'm using the most up to date version. Alpha Zolom has Beta. Proud Clod says Masked Man and Death Dealer have Alpha, but they never used it and I waited a long long time and even checked if it was triggered by limit breaks.

Proud Clod says "Transfusion" does not exist on any enemy, but I tried anyway. Death Dealers are immune to Manipulate. I tried that for several minutes with HypnoCrown equipped.

Just to be sure, I am using the 17th July 2018 build taken from this thread. I'm using the included .exe on the steam version with no other mods. Everything else has worked perfectly from start to finish with 0 bugs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-13 16:52:42
Hey, quick question:

Other than manually deleting the patched files, uninstalling FF7, and re-installing FF7, is there a way to uninstall the mod?

I played it, and it was great, but I'd like to go back and play the original, vanilla game again.

I have the Steam version, if that makes any difference.

Thanks in advance.

Rather than reinstall, if you go into steam library and right-click FF7, select properties, then the Local Files tab. Should be an option there called 'verify the integrity of game files'; that'll revert FF7 to default by replacing the altered files (saves a fair bit on redownload/reinstall as NT only affects about 200mb or so of the game files).

In future though, to avoid having to download files you can either make a copy of the game's data folder or specifically the battle.lgp, scene.bin, kernel.bin, kernel2.bin, flevel.lgp, and char.lgp which are located in the battle, lang-en/battle, lang-en/kernel, and field folders respectively (inside data folder). It's generally less of a headache though (but more storage space) to just have a copy of the entire data folder you can swap to otherwise you need to rename multiple files.

I'm using the most up to date version. Alpha Zolom has Beta. Proud Clod says Masked Man and Death Dealer have Alpha, but they never used it and I waited a long long time and even checked if it was triggered by limit breaks.

Proud Clod says "Transfusion" does not exist on any enemy, but I tried anyway. Death Dealers are immune to Manipulate. I tried that for several minutes with HypnoCrown equipped.

I'll check to see who uses it and whether they can actually use it or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SerathDarklands on 2018-08-13 20:32:29
Rather than reinstall, if you go into steam library and right-click FF7, select properties, then the Local Files tab. Should be an option there called 'verify the integrity of game files'; that'll revert FF7 to default by replacing the altered files (saves a fair bit on redownload/reinstall as NT only affects about 200mb or so of the game files).

In future though, to avoid having to download files you can either make a copy of the game's data folder or specifically the battle.lgp, scene.bin, kernel.bin, kernel2.bin, flevel.lgp, and char.lgp which are located in the battle, lang-en/battle, lang-en/kernel, and field folders respectively (inside data folder). It's generally less of a headache though (but more storage space) to just have a copy of the entire data folder you can swap to otherwise you need to rename multiple files.

I'll check to see who uses it and whether they can actually use it or not.

Hey, thanks a lot! Also, I loved the secret dance party at the end. Very funny stuff.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2018-08-15 04:11:45
So hey, finally downloaded and installed this mod, and I just gotta say, great work so far, but... who's the goofball who made Aries' line at the pipe "THESE guy is sick?!"XD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: fafefifofu on 2018-08-15 11:43:02
Hi I have encountered a bug with Yuffie, basically I had the conversation with RED who tells me that he can find her so I got out of Kalm Town and the ittle scene with her dialogue shows up, I answered her correctly and got her in party but after that RED got stuck there and I had the same conversation over and over even with her in party. I went away and forward with the plot without her in party well after the Mithril mines, after I received a couple of telephone calls from her but I still could not use her. I went back to Kalm Town and this time RED was not there anymore, so I'm trying to find her in the forests around Junon but she doesn't show up. Is there anything I can do to have her in party? She even shows up in the Rank Up system where you can check the SP obtained...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-15 14:35:04
So hey, finally downloaded and installed this mod, and I just gotta say, great work so far, but... who's the goofball who made Aries' line at the pipe "THESE guy is sick?!"XD

The person responsible was fired.

Hi I have encountered a bug with Yuffie, basically I had the conversation with RED who tells me that he can find her so I got out of Kalm Town and the ittle scene with her dialogue shows up, I answered her correctly and got her in party but after that RED got stuck there and I had the same conversation over and over even with her in party. I went away and forward with the plot without her in party well after the Mithril mines, after I received a couple of telephone calls from her but I still could not use her. I went back to Kalm Town and this time RED was not there anymore, so I'm trying to find her in the forests around Junon but she doesn't show up. Is there anything I can do to have her in party? She even shows up in the Rank Up system where you can check the SP obtained...

I tested the scene and it behaved correctly, so we'll go through this step by step because parts of your bug report are confusing me.

-) 'Answered her correctly'; there are no dialogue choices in NT's Yuffie recruitment scene. Did you get the fight where all five party members participate all at once?

-) 'Red got stuck there'; was he stuck in the grass field or is he still appearing in Kalm? After the grass field scene, the game should be placing you outside Kalm.

-) 'Got her in the party' + 'I went away and forward with the plot without her in party'; so is she in the party or is she not? I'm assuming you did get the NT scene, but the game didn't actually add her to your PHS roster.

-) 'After I received a couple of telephone calls from her'; no idea what this means, I'm assuming dialogue is appearing for her but she isn't visible in a scene? Where did this occur?

I also need to know if there are any other mods installed, particularly mods that affect field screens? And is this the regular installed version or are you using 7H Mod Loader? Either there's been interference from another mod, you're using an old IRO (the NT mod from 7H's catalog is likely out of date; recommend using the one from front page of this thread instead), or there's a weakpoint in the scene's script that you've found (if you have a save file from before, I'd recommend trying to go through the scene again and seeing if this problem happens consistently).

You can fix the issue on your current file of not being able to select Yuffie by using a save editor (Black Chocobo tool) to make her available for PHS selection.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: fafefifofu on 2018-08-15 16:32:38
-) 'Answered her correctly'; there are no dialogue choices in NT's Yuffie recruitment scene. Did you get the fight where all five party members participate all at once?
No I didn't get the fight scene. Just the field scene where you have to give her 3 answers correctly.

-) 'Red got stuck there'; was he stuck in the grass field or is he still appearing in Kalm? After the grass field scene, the game should be placing you outside Kalm.
RED was still in Kalm Town and I couldn't enter the city, only talk to him. I was placed outside but the first two times she wasn't in party even if answers were correct, then I tried again and she was added in the party but the scene started again while she was in the party. In fact there was only Cloud and another member present in the scene with her. I am not sure but maybe it was my fault for starting the scene again talking with RED.

-) 'Got her in the party' + 'I went away and forward with the plot without her in party'; so is she in the party or is she not? I'm assuming you did get the NT scene, but the game didn't actually add her to your PHS roster.
Yeah she wasn't added to the roster. I can't select her, but she still appears in the Rank Up System when checking the SP at a save point.

-) 'After I received a couple of telephone calls from her'; no idea what this means, I'm assuming dialogue is appearing for her but she isn't visible in a scene? Where did this occur?
Just after Corel prison I think, she called me saying something about Barrett.

About the mods, sorry for not specifing, I installed Reunion mod for the graphic.

Thank you for your answer, I will try to use the trainer to mod the saved game I was looking for one actually but didn't find any that convinced me.
I used black chocobo and selected Yuffie to be in PHS. Thanks again for your help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-15 21:18:00
-) 'Answered her correctly'; there are no dialogue choices in NT's Yuffie recruitment scene. Did you get the fight where all five party members participate all at once?
No I didn't get the fight scene. Just the field scene where you have to give her 3 answers correctly.

-) 'Red got stuck there'; was he stuck in the grass field or is he still appearing in Kalm? After the grass field scene, the game should be placing you outside Kalm.
RED was still in Kalm Town and I couldn't enter the city, only talk to him. I was placed outside but the first two times she wasn't in party even if answers were correct, then I tried again and she was added in the party but the scene started again while she was in the party. In fact there was only Cloud and another member present in the scene with her. I am not sure but maybe it was my fault for starting the scene again talking with RED.

-) 'Got her in the party' + 'I went away and forward with the plot without her in party'; so is she in the party or is she not? I'm assuming you did get the NT scene, but the game didn't actually add her to your PHS roster.
Yeah she wasn't added to the roster. I can't select her, but she still appears in the Rank Up System when checking the SP at a save point.

-) 'After I received a couple of telephone calls from her'; no idea what this means, I'm assuming dialogue is appearing for her but she isn't visible in a scene? Where did this occur?
Just after Corel prison I think, she called me saying something about Barrett.

About the mods, sorry for not specifing, I installed Reunion mod for the graphic.

Thank you for your answer, I will try to use the trainer to mod the saved game I was looking for one actually but didn't find any that convinced me.
I used black chocobo and selected Yuffie to be in PHS. Thanks again for your help.

Right, so it sounds like the game isn't patched properly which has left some fields as default scripts rather than the NT ones, leading to the issue. This may mean that other fields are using default scripts which could cause more major problems later on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2018-08-16 05:47:55
Yeah, I can confirm, I got the Yuffie scene (and was laughing my ass off!), and it seemed to work perfectly. But now I wish I could always have all my party members fighting at once!

Though I have a concern: The enemies on the world map in the Midgar-to-Farm area: They are a bit challenging, but don't give much XP. Is this to discourage xp-farming?

Also, not letting the Zolom "Beta" me for an early e-skill? That's mean! He kept kicking me out of the swamp... then got tired of my shit when I tried to cross the swamp on foot and ate my party. This mod is hilarious, and I congratulate everyone involved!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-16 15:16:54
Yeah, I can confirm, I got the Yuffie scene (and was laughing my ass off!), and it seemed to work perfectly. But now I wish I could always have all my party members fighting at once!

Though I have a concern: The enemies on the world map in the Midgar-to-Farm area: They are a bit challenging, but don't give much XP. Is this to discourage xp-farming?

Also, not letting the Zolom "Beta" me for an early e-skill? That's mean! He kept kicking me out of the swamp... then got tired of my strawberries when I tried to cross the swamp on foot and ate my party. This mod is hilarious, and I congratulate everyone involved!

You may have hit one of the level soft caps (these occur every 10 levels or so, at lv.21, lv.31, and so on). This helps prevent overleveling early on in the game as some players like to look for new randoms and do what's available. Enemies give exponentially increasing exp and ap as you progress through each area, and bosses should help push through the soft caps.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2018-08-16 21:32:40
You may have hit one of the level soft caps (these occur every 10 levels or so, at lv.21, lv.31, and so on). This helps prevent overleveling early on in the game as some players like to look for new randoms and do what's available. Enemies give exponentially increasing exp and ap as you progress through each area, and bosses should help push through the soft caps.

Yeah, I noticed the cargo ship enemies giving a ton of XP (though I did have the EXP Materia equipped), though they're also nearly boss-level fights in their own right (4-6 hits to take out a single character, all while waylaying the party with sleep, silence and petrify, yikes!). Jenova TPK'd me in like 2 turns, so now I'm spending 3+ hours at this point just grinding in the cargo area. I don't know if that was your intention or not, but I feel like if you're going to stop people from leveling at level 21 before they get on the boat, maybe don't make Jenova capable of killing a nearly level 30 party (took her 4 turns this time =P)? Otherwise they just have to grind to 30+, which is like, the exact opposite point of the mod I thought?

Though i DO thank you for allowing non-active party members to keep pace with Cloud! I was worried I'd have to keep swapping people =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-08-16 22:00:05
Yeah, I noticed the cargo ship enemies giving a ton of XP (though I did have the EXP Materia equipped), though they're also nearly boss-level fights in their own right (4-6 hits to take out a single character, all while waylaying the party with sleep, silence and petrify, yikes!). Jenova TPK'd me in like 2 turns, so now I'm spending 3+ hours at this point just grinding in the cargo area. I don't know if that was your intention or not, but I feel like if you're going to stop people from leveling at level 21 before they get on the boat, maybe don't make Jenova capable of killing a nearly level 30 party (took her 4 turns this time =P)? Otherwise they just have to grind to 30+, which is like, the exact opposite point of the mod I thought?

Though i DO thank you for allowing non-active party members to keep pace with Cloud! I was worried I'd have to keep swapping people =)

Levels arent as important in NT as other versions since your primary stat ups come from ranks. Try using a different party or materia/item set up. If you got past bottomswell then you should be strong enough to get past Jenova, she is easier once you understand the moves she can do and the flow of the fight. Theres no point in the actual story where grinding is required. you can start game and play casually and beat sephiroth at the end.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2018-08-16 22:27:12
Yeah, I actually leveled up some more, went in with all limits charged, made sure I had her weaknesses tied into my weapons and just wailed on her. It worked =)

Oh, but before i get too far: Does she morph into anything?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-08-16 22:32:51
Yeah, I actually leveled up some more, went in with all limits charged, made sure I had her weaknesses tied into my weapons and just wailed on her. It worked =)

Oh, but before i get too far: Does she morph into anything?

Spoiler: show
jenova morphs into  diamond bangle, and the 2 nodes morph into a power wrist and an earing
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2018-08-16 22:52:17
Dammit, I had to ask -_-
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-08-16 23:27:00
lol yea, in my opinion its the second best morph in the game. Actually gives you a decent boost for this point of the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-17 13:43:00
.

You have a lot of tools at your disposal compared to the vanilla game. Barrier is probably the most important one, while spells like Life were buffed to make them more useful than their item counterparts (revives at 50% HP which can make recovering easier). Time Materia is also there for setting up a speed advantage but this is best done on Wait ATB (the mod is designed with this setting in mind).

Your Materia also has some new elements attached to it, though these are easy to miss. Restore and Revive now carry the Holy element meaning they can be used with Elemental to let physical attackers deal 2x damage (Earth also works, but as you may not have multiple copies of the Earth Materia it's best a spellcaster takes this). Revive is probably the better choice for combining with Elemental because the Life spell doesn't factor magic power, making it more usable on a physical-oriented character.

Your Summons should be considered too as they can give a burst of defence-ignoring damage and a 100% chance to inflict a status ailment. Your new summon, Shiva, tends to be useful for that fight as it inflicts Slow and gives you more time to deal with Jenova's attack sets. Choco-Mog is better saved for if the two nodes spawn as these are weak to Wind (and Gravity, if you have the Laser enemy skill or Demi).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2018-08-17 16:33:02
Ahh, ok, that explains why when I opened with Shiva, Jenova didn't even get her spawns out before she went down! The other stuff I had kinda figured out, but I wasn't 100% sure if it worked like that!

Non game-play question: When the party reaches Coasta Del Sol, there's a cutscene where Rufus and Hediegyahaha are supposed to leave the boat, and Rufus gets on a helicopter. But in the mod, they both get off the helicopter (?) and then Rufus gets back on. Is there a reason this was changed (other than Heidegyahaha being in position to toss the Shinra Manager off screen XD)?

And possible bug: When first visiting the Gold Saucer, if you go to the roller coaster ride where you meet Dio for the first time, the "chase" music plays instead of the normal GS theme. I know the music plays there when you're chasing Cait Sith around later on, but maybe look into that?

And finally, part of my previous issue was that I wasn't using the level-up sources! Like, I would see "Check SP" when at a save point, but I didn't know how to spend the points. I thought I had to back-track to the cave, but when that didn't do anything, I had to double-check the documentation which DOES say there's an option in the Save-Point interface, but I never saw it. It was THERE, i just... never looked UP >_<  Perhaps as a possible QoL thing, have the option to "Spend SP" underneath "Check SP"? Also, when I did that, it did Cait 3 times, is that normal?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-08-17 18:07:05
Cait, cid, and vincent all start with multiple ranks to make up for their joining later in the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2018-08-18 05:45:15
Oh, and I -think- there's an omission in the steal/morph/drop spreadsheet: The commanders in the Fort Condor battle should you choose to fight them! Also, the Guard Scorpion @ Mt Nibel doesn't seem to be listed, either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2018-08-19 01:01:43
Quick question - i'm running 7H with field character models. It seems that your Soldier class field models (black ones) end up getting replaced by a bunch of Cids (no matter what Cid model I run). Any thoughts on this one?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-19 15:35:10
Quick question - i'm running 7H with field character models. It seems that your Soldier class field models (black ones) end up getting replaced by a bunch of Cids (no matter what Cid model I run). Any thoughts on this one?

The soldier models originally replaced those field models, but in later builds they got their own unique char.lgp IDs. The latest versions shouldn't have this issue, when/where did you download the mod from? Is it from the 7H catalog?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2018-08-19 16:25:35

The soldier models originally replaced those field models, but in later builds they got their own unique char.lgp IDs. The latest versions shouldn't have this issue, when/where did you download the mod from? Is it from the 7H catalog?

Yes, got it from the 7H catalog as part of the "Gameplay - Difficult and Story" item. Appears to be last updated on 2/12/2017. Is it going to mess my older NT mod version up if I activate your new mod and disable it from the difficult and story item? Also, where in the 7H load order should this be?

Edit: Seems like it is running ok. New models are there although they are the classic block dudes and not the Kalderasha models. If you could confirm load order though that would be great. Also, not quite sure what this "mode toggle" is?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: JokerTheRoyale on 2018-08-19 16:39:59
Dunno if this is a good place to ask you this but I have a couple of questions, I tried finding a way to PM you and I didnt see any options too. But,  I've been messing around in Wallmarket and stuff, my first question is how did you edit the characters AI? Is there something special I need to do else where? When I try all I have is a black box and no options to try and open up opcodes or anything. And for the item shops, did you use White Chocobo or a different way of editing them?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-08-19 19:36:52
The newest versions has alot of differences compared to the catalogue version and I would recommend you just start over to prevent any future problems. New Threat must be placed below any mods that change models, and above any mods that affect gameplay mechanics ( which you shouldnt be using so putting NT at the bottom of the load order will work)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2018-08-20 00:14:47
The newest versions has alot of differences compared to the catalogue version and I would recommend you just start over to prevent any future problems. New Threat must be placed below any mods that change models, and above any mods that affect gameplay mechanics ( which you shouldnt be using so putting NT at the bottom of the load order will work)

Already made it to underwater reactor so no way I'm starting over... :( Seems to be working fine though. Only thing is that it seems to have Ranked everyone's SP level up to 8. I don't want to get characters that were likely close to 8 too buffed. I see that you can skip the upgrade though. However, I noticed now that the upgrades only dish out like 1 or 2 sources of each (despite what the prompt says.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-08-20 01:06:37
if you are using the exe included in the NT download then sources give 5 per use. If you didnt replace your exe before using any rank up then you are 4 stats short for every source used.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-20 01:58:06
Dunno if this is a good place to ask you this but I have a couple of questions, I tried finding a way to PM you and I didnt see any options too. But,  I've been messing around in Wallmarket and stuff, my first question is how did you edit the characters AI? Is there something special I need to do else where? When I try all I have is a black box and no options to try and open up opcodes or anything. And for the item shops, did you use White Chocobo or a different way of editing them?

Character AI can be modified by the wall market tool, and is in the Initial Data/Character AI tabs. Not sure what you mean by a black box, it should look like this:

(https://imgur.com/a/uZjHoW5)

Item shops can be modified using White Chocobo tool, and are organised into sets that are called by the game's field script in flevel.lgp. For NT, I didn't modify much of the shops themselves just the shop inventories called by the field script.

White choco can be temperamental, especially after using it for the first time where it can crash trying to load files. There was a fix somewhere in the white choco thread, something about using a keyboard shortcut to load files instead to avoid the issue. You'll also need to install dependencies like for wall market, etc.

Already made it to underwater reactor so no way I'm starting over... :( Seems to be working fine though. Only thing is that it seems to have Ranked everyone's SP level up to 8. I don't want to get characters that were likely close to 8 too buffed. I see that you can skip the upgrade though. However, I noticed now that the upgrades only dish out like 1 or 2 sources of each (despite what the prompt says.

The IROs don't come with exe changes unfortunately (but this is going to be changed soon, I think pending an update to 7th Heaven itself). The IRO folder supplied on this thread has the .exes you need to use inside it, just drop em into your FF7 folder. If you've been playing up to now on an older version, then your rank ups will likely be correct.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: JokerTheRoyale on 2018-08-20 02:10:50
Character AI can be modified by the wall market tool, and is in the Initial Data/Character AI tabs. Not sure what you mean by a black box, it should look like this:

(https://imgur.com/a/uZjHoW5)


Mine looks like that on some of the options, but then others look like this:
(https://i.imgur.com/Mr09Ebg.png)

And I can't do anything in that grayish colored box. What other dependencies would I need?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2018-08-20 02:28:17
So hey, I noticed something which I have to question (maybe its the game itself and not the mod, but...)

Anyway, Cloud, Barret and Tifa are all level 51, and while farming for X-Potions against Hungrys, their damage output seemed... odd. Here are the relevant stats:

Cloud: STR 133, ATK 170, EQUIP Organics. Damage: 732-770
Barret: STR 95, ATK 131, EQUIP Chainsaw. Damage 480-516
Tifa: STR 122, ATK 172, EQUIP Work Glove. Damage 514-535

Tifa's STR is 11 less than Cloud, her ATK is 2 MORE, and yet her damage output is barely any higher than Barret, who's attack stats are pretty lousy. Why/how is Cloud doing more than 200 damage than the other two?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2018-08-20 02:35:23
Appreciate all the support, guys. Great mod and keep up the good work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: fafefifofu on 2018-08-20 13:16:00
Right, so it sounds like the game isn't patched properly which has left some fields as default scripts rather than the NT ones, leading to the issue. This may mean that other fields are using default scripts which could cause more major problems later on.

Should I patch the game again or that could make things even worse?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-08-20 14:04:23
So hey, I noticed something which I have to question (maybe its the game itself and not the mod, but...)

Anyway, Cloud, Barret and Tifa are all level 51, and while farming for X-Potions against Hungrys, their damage output seemed... odd. Here are the relevant stats:

Cloud: STR 133, ATK 170, EQUIP Organics. Damage: 732-770
Barret: STR 95, ATK 131, EQUIP Chainsaw. Damage 480-516
Tifa: STR 122, ATK 172, EQUIP Work Glove. Damage 514-535

Tifa's STR is 11 less than Cloud, her ATK is 2 MORE, and yet her damage output is barely any higher than Barret, who's attack stats are pretty lousy. Why/how is Cloud doing more than 200 damage than the other two?

It's because work glove along with all the other ancient weapons have a different damage formula and the death penalty effect, it takes something like 1k+ kills until the damage becomes comparable I think..

If I recall correctly, there are plans to change them around a bit for the next update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Beta on 2018-08-20 22:11:01
Hi, just been playing through this mod and been wondering, does Aeris' Restore Rod actually scale off anything or is it a flat amount, I noticed it seems to heal characters approximately the same amount, but that healing value varies from character to character.  So I'm just trying to figure out what dictates the amount of healing the restore rod does, thank you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-21 01:14:25
Mine looks like that on some of the options, but then others look like this:
(https://i.imgur.com/Mr09Ebg.png)

And I can't do anything in that grayish colored box. What other dependencies would I need?

Click on one of the AI groups that has an asterisk * next to it (Cloud's physical counter has one). That'll show some of the AI.

To start writing AI in a greyed box, hit enter and it should start you off with a row of blank cells and a 73 (END) below it. Then you can start entering AI.

To get you started, here's my OpCodes List/Notes:
https://pastebin.com/iF4m5X4y

If you need a hand with anything let me know.

So hey, I noticed something which I have to question (maybe its the game itself and not the mod, but...)

Anyway, Cloud, Barret and Tifa are all level 51, and while farming for X-Potions against Hungrys, their damage output seemed... odd. Here are the relevant stats:

Cloud: STR 133, ATK 170, EQUIP Organics. Damage: 732-770
Barret: STR 95, ATK 131, EQUIP Chainsaw. Damage 480-516
Tifa: STR 122, ATK 172, EQUIP Work Glove. Damage 514-535

Tifa's STR is 11 less than Cloud, her ATK is 2 MORE, and yet her damage output is barely any higher than Barret, who's attack stats are pretty lousy. Why/how is Cloud doing more than 200 damage than the other two?

Work Glove is responsible, it has a unique damage formula (same with all the Ancient/Joke weapons like Nail Bat, Rocket Punch, Mop, etc.) that uses character kills to modify damage dealt rather than the standard physical formula. While this is handy for Morphing as it avoids the penalty, it isn't made clear in-game and I'm going to be changing these at some point. Sorry for the confusion.

Should I patch the game again or that could make things even worse?

NT's main installer is very robust so what it'll do is just overwrite all the files and fix any problems with clashing mods. If it's IRO, then you need to shuffle the mod load order to make sure nothing's getting overwritten.

It's because work glove along with all the other ancient weapons have a different damage formula and the death penalty effect, it takes something like 1k+ kills until the damage becomes comparable I think..

If I recall correctly, there are plans to change them around a bit for the next update.

Ah beat me to it.

Hi, just been playing through this mod and been wondering, does Aeris' Restore Rod actually scale off anything or is it a flat amount, I noticed it seems to heal characters approximately the same amount, but that healing value varies from character to character.  So I'm just trying to figure out what dictates the amount of healing the restore rod does, thank you.

The weapon has a magic-based formula and should be using her Magic stat to determine healing amount. However, I noticed that it uses the magic ATTACK formula rather than the restore one so it's probably coming up against the target's Spirit stat (and might be blocked by MBarrier as well).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: JokerTheRoyale on 2018-08-21 03:43:49
Ok, thank you so much. Also, I know your mod has SP from enemies/bosses. Did you input those variables into the exe or did you use Makou Reactor to add them?I'm just trying to learn/figure out all the ways each tool can be used. Because I liked what you did by taking out the source farming, makes the game to easy and everytime I play it I always say Im not gonna do it and I end up doing it. Im trying to figure out a way to add an NPC to certain Fields that has the ability to give you the sources, hell, maybe even other items. Is there a var that I can set to make it maybe like, give out maybe like 5 sources for each character per NPC in each  area?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2018-08-21 04:33:55

Work Glove is responsible, it has a unique damage formula (same with all the Ancient/Joke weapons like Nail Bat, Rocket Punch, Mop, etc.) that uses character kills to modify damage dealt rather than the standard physical formula. While this is handy for Morphing as it avoids the penalty, it isn't made clear in-game and I'm going to be changing these at some point. Sorry for the confusion.


Ah! That explains it, then. Cool, thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2018-08-22 02:10:14
The IROs don't come with exe changes unfortunately (but this is going to be changed soon, I think pending an update to 7th Heaven itself). The IRO folder supplied on this thread has the .exes you need to use inside it, just drop em into your FF7 folder. If you've been playing up to now on an older version, then your rank ups will likely be correct.

Hi Sega - sorry to keep bothering. I put the IRO exes in the FF7 folder and 7H is pointing directly to it. Rank ups still only appear with 1 - 3 sources each. Any thoughts?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2018-08-22 04:00:22
So, question/minor problem:

In the documentation folder, it has a list of all the available e-skills. It says that Mu use/give L5 Suicide. Except they don't seem to use it. They use something called "Quarry Fuse", which DOES end up in the e-skill list (but isn't mentioned in the text file). But this leaves me with a problem: Chocobuckle can only be attained using L5 Suicide. This new ability doens't seem to work for that purpose, and I seem unable to Manipulate a Mu to look at its ability list.

Also, the Midgar Zolem is using Beta, not this "Alpha" ability that's listed, which I seem unable to find anywhere. Again, I cannot manipulate him to see what he's got.

Any hits on how to fill out my E-Skill materia?

And oh yeah: I've seen some mentions of an "Arrange" mode. What is that? I can't find anything about it in the documentation =/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-23 00:43:19
Hi Sega - sorry to keep bothering. I put the IRO exes in the FF7 folder and 7H is pointing directly to it. Rank ups still only appear with 1 - 3 sources each. Any thoughts?

Try checking the .exe properties by right-clicking it and selecting properties, then unblocking it if this button appears.

So, question/minor problem:

In the documentation folder, it has a list of all the available e-skills. It says that Mu use/give L5 Suicide. Except they don't seem to use it. They use something called "Quarry Fuse", which DOES end up in the e-skill list (but isn't mentioned in the text file). But this leaves me with a problem: Chocobuckle can only be attained using L5 Suicide. This new ability doens't seem to work for that purpose, and I seem unable to Manipulate a Mu to look at its ability list.

Also, the Midgar Zolem is using Beta, not this "Alpha" ability that's listed, which I seem unable to find anywhere. Again, I cannot manipulate him to see what he's got.

Any hits on how to fill out my E-Skill materia?

And oh yeah: I've seen some mentions of an "Arrange" mode. What is that? I can't find anything about it in the documentation =/

As of the latest patches, Zolom was given Beta again and Chocobo AI was set up to react to quarry fuse so long as Mimett Greens were fed to them beforehand.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2018-08-23 02:35:29
Try checking the .exe properties by right-clicking it and selecting properties, then unblocking it if this button appears.

As of the latest patches, Zolom was given Beta again and Chocobo AI was set up to react to quarry fuse so long as Mimett Greens were fed to them beforehand.

Exe is unlocked but still only 1-3 sources on rank up. Any other ideas?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-24 02:09:04
None, assuming the .exes are being put in the right place and are replacing the default ones you'll need to figure out what your PC is doing to prevent the new ones from being used. Reinstalling the game outside of protected system folders might help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dicksdequina on 2018-08-24 18:02:42
I'm playing this with the latest version (v1.5) and I've noticed that Cloud's passive in the game and in the Readme (Documentation) is different. In my game it's the Limit Boost passive meanwhile the readme says it should be Second Wind. Is this normal or was there an error somewhere I don't know about? Im using 7th heaven btw.

And also, good work on this mod. I've been enjoying it tremendously.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-25 02:44:10
I'm playing this with the latest version (v1.5) and I've noticed that Cloud's passive in the game and in the Readme (Documentation) is different. In my game it's the Limit Boost passive meanwhile the readme says it should be Second Wind. Is this normal or was there an error somewhere I don't know about? Im using 7th heaven btw.

And also, good work on this mod. I've been enjoying it tremendously.

The innate was swapped to Cid, so what you're seeing in-game is correct. I'm just terrible for keeping documentation up to date.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: natepley on 2018-08-25 02:48:13
A few questions:

1) Is New Threat compatible with menu overhaul and Beacause?  I always thought they were incompatible but you include the ff7_bc.exe in the download.  Does that mean that both are compatible?  Or is only menu overhaul compatible?  Or neither?  I at least really want to not have menu boxes in battles, but the other stuff would also be pretty nice.

2) Are you still working on this?  Is a 1.6 planned or is this the final version?

3) I read somewhere that you're working on an FF8 mod now.  Where can I follow the progress for that?  I'm excited to see what you can do with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-25 03:48:27
A few questions:

1) Is New Threat compatible with menu overhaul and Beacause?  I always thought they were incompatible but you include the ff7_bc.exe in the download.  Does that mean that both are compatible?  Or is only menu overhaul compatible?  Or neither?  I at least really want to not have menu boxes in battles, but the other stuff would also be pretty nice.

2) Are you still working on this?  Is a 1.6 planned or is this the final version?

3) I read somewhere that you're working on an FF8 mod now.  Where can I follow the progress for that?  I'm excited to see what you can do with it.

I think you can combine it with menu overhaul through 7H, people found a load order for it. Reunion (as in, the retranslation of it) would be problematic.

There will be an overhaul of the mod (2.0) at some point in the future but it'll be a bit more extensive than a version upgrade and certain features/content will be cut from the mod. For that reason, I'll be keeping 1.5 as a 'legacy' version along with the 2.0 version and supporting it with bug-fixes as needed.

2.0 won't be seen for a while because, like you say, I'm working on an FF8 mod now. I've got a small video with some progress details here: https://youtu.be/U40Usk770gY

So far, there's been assembly changes to tackle Junction behaviour, Draw amounts, Limit Break usage, and other things like damage modifiers. Work-wise, I'm just past Gerogero and trying to get a first-pass of the game's text done before I carry on with the Timber/Dollet area world map enemies (after that, what's left is Galbadia area, Tomb of the Unknown King, Iguions, and the Sewers; I've got the battles for end of Disc 1 prepped already).

I'll be releasing Disc 1 as a demo for feedback before pushing on with the rest of the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2018-08-25 21:34:54
Hola - where do you get the Max Ray? "Where is the thing" says it's a steal from King Behemoth but he only gives Pilebunkers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-08-25 22:34:26
Exe is unlocked but still only 1-3 sources on rank up. Any other ideas?

I think you were being misunderstood. In NT with the custom exe sources give you 5 stats per source. So you only get 1-3 sources but 5-15 stats. looking at your stats before and after using them will confirm this.

Hola - where do you get the Max Ray? "Where is the thing" says it's a steal from King Behemoth but he only gives Pilebunkers.

my pc is OOC currently so i cant check the scene, but if i recall correctly is a rare drop/steal. Equip theives gloves to increase your chances. If I recall correctly the enemies with weapons have a common steal/ morph weapon, and a rare steal/drop weapon. I do know that you can get both in 1 encounter though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2018-08-26 00:00:52
I think you were being misunderstood. In NT with the custom exe sources give you 5 stats per source. So you only get 1-3 sources but 5-15 stats. looking at your stats before and after using them will confirm this.

my pc is OOC currently so i cant check the scene, but if i recall correctly is a rare drop/steal. Equip theives gloves to increase your chances. If I recall correctly the enemies with weapons have a common steal/ morph weapon, and a rare steal/drop weapon. I do know that you can get both in 1 encounter though.

That does seem to work for most. The Behemoth however seems to drop the Pilebunker in steal and morph. No idea where the Max Ray is though. Also, thank you for confirming the sources. Totally threw me off...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dicksdequina on 2018-08-26 10:39:59
Yet another question basing on the Readme in the Documentation : First time through Gold Saucer. Aside from dating Aerith, is there another way to get Umbrella? I tried scoring 5000 points in the Speed Square but it didn't give me anything. I'm favoring Tifa in my playthrough and that's why I'm concerned that if the date event gives me Tifa then I might miss that weapon. Do I need to score higher than 5000 points in the Speed Square?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-26 13:35:54
Hola - where do you get the Max Ray? "Where is the thing" says it's a steal from King Behemoth but he only gives Pilebunkers.

Armored Golem should have it.

Yet another question basing on the Readme in the Documentation : First time through Gold Saucer. Aside from dating Aerith, is there another way to get Umbrella? I tried scoring 5000 points in the Speed Square but it didn't give me anything. I'm favoring Tifa in my playthrough and that's why I'm concerned that if the date event gives me Tifa then I might miss that weapon. Do I need to score higher than 5000 points in the Speed Square?

5k+ gets the umbrella but only before you get the Highwind, after that it's Flayer. The minigame is tricky on PC due to the reticle being twitchy. You could try doing the blimp propeller exploit to get the points needed: https://youtu.be/OyYvRuUQhS8
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2018-08-26 15:48:21
Armored Golem should have it.

So far it has only been a pile bunker through both steal / morph of the Armored Golem. Is it an either / or for Max Ray then? I noticed the Enemy Items.xlsx even only lists Pile Bunker for the Armored Golem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2018-08-26 22:54:38
my pc is OOC currently so i cant check the scene, but if i recall correctly is a rare drop/steal. Equip theives gloves to increase your chances. If I recall correctly the enemies with weapons have a common steal/ morph weapon, and a rare steal/drop weapon. I do know that you can get both in 1 encounter though.

Thieve's gloves? I've never seen that. Where/when does one acquire this item? (It if's after the Huge/Mega Materia quest, just say as much so I don't get too spoiled =) )
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-27 00:30:48
So far it has only been a pile bunker through both steal / morph of the Armored Golem. Is it an either / or for Max Ray then? I noticed the Enemy Items.xlsx even only lists Pile Bunker for the Armored Golem.

Half the weapons are acquired through a drop, which can only be gotten if no Steal is made (not sure about Morph, but I think this also locks off the Drop). Armored Golem can drop Max Ray, carries Pilebunker as a Steal/Morph so just kill them and avoid stealing to have a chance at getting it.

Thieve's gloves? I've never seen that. Where/when does one acquire this item? (It if's after the Huge/Mega Materia quest, just say as much so I don't get too spoiled =) )

Sneak Glove is obtained from same place as default game, it's sold by the NPC who sells you batteries in Wall Market on Disc 1. It costs a fair bit, price was also unchanged; about 129k.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamek523 on 2018-08-27 01:02:41
Any luck finding where to get enemy skill Alpha/Transfusion?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-08-27 03:58:00
It was on Death Dealer as a manipulate command which he's immune to. I'll sort something out soon as a hotfix patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2018-08-27 07:42:46
Just started a new game. Was escaping the reactor, 10 minute clock on the screen.
Spoiler: show
I see Biggs knocked out so I go help him up. He runs up the stairs, stop half way up, tells me to be careful. Then I get into a fight with Zangan? Who hits for like 5k, 1-shotting. I couldn't escape. And if I just defended, he'd say "....".
Is that supposed to happen? If so, how is anyone meant to handle that situation?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-08-27 14:32:53
Just started a new game. Was escaping the reactor, 10 minute clock on the screen.
Spoiler: show
I see Biggs knocked out so I go help him up. He runs up the stairs, stop half way up, tells me to be careful. Then I get into a fight with Zangan? Who hits for like 5k, 1-shotting. I couldn't escape. And if I just defended, he'd say "....".
Is that supposed to happen? If so, how is anyone meant to handle that situation?

This is most likely a conflict with the Jessie mod. Turn that off and start a new game so that jessie wont be in your party anymore.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2018-08-28 08:05:22
This is most likely a conflict with the Jessie mod. Turn that off and start a new game so that jessie wont be in your party anymore.

Yup, that was it. Thanks! I realize now, that one mod was causing quite a few issues. The 10 minute timer wasn't starting at the correct time, certain groups of enemies weren't coming out when they should. All that just because I thought it would be neat to have Jessie in my party for the first 20 minutes of the game, haha.

Any idea of there are other mods packaged with 7H that just don't work? I don't have any of the "Story & Difficutly" mods enabled since that seemed like an obvious conflict. I do have "Always Run" and "Increase Sense Limit" enabled in the "Tweaks and Cheats" portion, but I also have that lower in the list than New Threat.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-08-28 13:55:36
Those mods will work fine with NT. the only ones to avoid are jessie mod, Gameplay and difficulty. and Tifa/caitsith slot cheats, and the Beacause option of the Reunion. Menu overhaul is fine as long as you use the ff7_bc.exe included with the NT download.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2018-08-28 18:23:15
Those mods will work fine with NT. the only ones to avoid are jessie mod, Gameplay and difficulty. and Tifa/caitsith slot cheats, and the Beacause option of the Reunion. Menu overhaul is fine as long as you use the ff7_bc.exe included with the NT download.

Perfect. I'm using the menu overhaul, but not the Beacause translations. I assumed that wouldn't work since SegaChief also changed up the text a bit. Just didn't realize about the Jessie mod.
Spoiler: show
Although this is my second time starting up a game of New Threat, so you'd think I would remember that bit where she joins that battle when you help her get her foot unstuck. Oh well.


Thanks a lot for the help, UpRisen!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2018-09-01 17:04:49
Hello - any timing on potential adjustments to weapon damage formulas? I'm finding the Conformer is just so OP right now and then a lot of other ultimate weapons are junk. Also, I noticed that attack damage seems to drop quite a bit in ultimates such as Omnislash. Cloud at lvl 99 normally hits around 2 - 5K and then his omnislash hits are 1k.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SerathDarklands on 2018-09-01 18:56:28
Hey, I'm playing through the mod again, and I just got the Mega-All materia, and fought the Kaktuar (I think that's what it's called, the silver Cactuar with the retro 3D glasses).

I'm just wondering, the various key items you get for doing side quests and such - the 7777 Needles, the Pulse Ammo, the Dark Matter, the X-ATM Core, the Oversoul Shards, and so on - do they actually do anything Or do they just sit in your inventory to look pretty?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-01 22:31:51
Hello - any timing on potential adjustments to weapon damage formulas? I'm finding the Conformer is just so OP right now and then a lot of other ultimate weapons are junk. Also, I noticed that attack damage seems to drop quite a bit in ultimates such as Omnislash. Cloud at lvl 99 normally hits around 2 - 5K and then his omnislash hits are 1k.

Thanks to karifean, I have notes on where those formulas are in the exe so an adjustment will likely be made to them in the future.

Hey, I'm playing through the mod again, and I just got the Mega-All materia, and fought the Kaktuar (I think that's what it's called, the silver Cactuar with the retro 3D glasses).

I'm just wondering, the various key items you get for doing side quests and such - the 7777 Needles, the Pulse Ammo, the Dark Matter, the X-ATM Core, the Oversoul Shards, and so on - do they actually do anything Or do they just sit in your inventory to look pretty?

You use them to get ultimate weapons, usually it'll be 2 of the character's end-game weapons + one of those new items (so for Cloud it'd be 1x Ragnarok, 1x Heaven's Cloud, and 1x Zenogias Feather). Check in with the dude in the blue house on the world map near Gongaga, where you'd ordinarily trade in Mythril.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zeikier on 2018-09-02 17:07:36
Heyo, I noticed I was using an outdated version of this mod from 2017 so I got the 2018 version. For some reason the installer isn't changing the files.

It's giving me the "The destination directory doesn't contain any files to update." I've moved the data file to the desktop, or installing the previous version, but I'm not sure what will let it update any of the files unless there's a step I'm missing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-02 20:21:19
Heyo, I noticed I was using an outdated version of this mod from 2017 so I got the 2018 version. For some reason the installer isn't changing the files.

It's giving me the "The destination directory doesn't contain any files to update." I've moved the data file to the desktop, or installing the previous version, but I'm not sure what will let it update any of the files unless there's a step I'm missing.

The installation target was changed for the new version so it could patch the game's executable. Instead of the data folder, aim it at the FF7 folder itself above it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SerathDarklands on 2018-09-02 22:18:04
Another question:

I just killed the Curator on my return to Midgar. The chest behind it contained "Nothing!"

Did I do something wrong? Or is that normal?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-03 01:14:39
Another question:

I just killed the Curator on my return to Midgar. The chest behind it contained "Nothing!"

Did I do something wrong? Or is that normal?

Other than entering the diorama room outside of the stated normal visiting hours, you didn't do anything wrong.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SerathDarklands on 2018-09-03 14:46:07
Other than entering the diorama room outside of the stated normal visiting hours, you didn't do anything wrong.

So if I enter/beat the Curator between its stated hours, there will be something in the chest?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2018-09-03 21:12:51
Sega - got a question for you on end game as I'm wondering if my mod is working correctly.

Spoiler: show
Final fights against jenova / sephiroth just seem way too easy. Is there supposed to be a jenova alongside Sephiroth at the very end 1:1? I'm only seeing Sephiroth.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-03 23:52:47
So if I enter/beat the Curator between its stated hours, there will be something in the chest?

No, no; I was just joking with you. It's an optional fight purely for the challenge of it.

Sega - got a question for you on end game as I'm wondering if my mod is working correctly.

Spoiler: show
Final fights against jenova / sephiroth just seem way too easy. Is there supposed to be a jenova alongside Sephiroth at the very end 1:1? I'm only seeing Sephiroth.


Maybe a balancing thing, people have said in the past that the Safer fight wasn't as hard as it could be. As for the final fight, the trigger for that was changed to check if
Spoiler: show
Aeris is still around or not
. If not, then it should be the standard scripted 1v1. If yes, then the other one is used. I'm still not 100% settled on how to handle the ending.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dicksdequina on 2018-09-05 21:58:48
Ok I feel so stupid. I am now in disc 3 but I only just noticed that sources only give me +1 stat! No wonder enemies keep one-shotting me and I deal pitiful damage (I thought that was just the difficulty being unfair). I've read the other replies to this post about the "bug" and I read something about using a certain .exe. I am using 7H btw. Where do you find this .exe and how do you apply it? Also, will the fix be retroactive and apply my stat gains or do I have to farm sp all over again?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-05 22:11:05
Ok I feel so stupid. I am now in disc 3 but I only just noticed that sources only give me +1 stat! No wonder enemies keep one-shotting me and I deal pitiful damage (I thought that was just the difficulty being unfair). I've read the other replies to this post about the "bug" and I read something about using a certain .exe. I am using 7H btw. Where do you find this .exe and how do you apply it? Also, will the fix be retroactive and apply my stat gains or do I have to farm sp all over again?

7H doesn't apply .exe changes on its own, so I had to package the exe files separately (7H does something similar, it installs a lot of .exes to cover current mods). The fix won't retroactively fix your characters I'm afraid, so your best bet would be to open your save file using black chocobo tool (make a backup first) and then multiplying the value in each character's Sources stat by 5.

Here's an example: https://imgur.com/a/bClCjIA

The highlighted area is the addition being made to the stat by sources. If you multiply that value by 5, then it'll match what you should have had stat-wise with the .exe patched.

I think given the trouble that an unpatched .exe can cause, I'm going to add some kind of check to the game itself that can figure out if the .exe isn't patched or not. Then it'll be able to either warn the player, or adjust its behaviour.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dicksdequina on 2018-09-06 06:30:20
7H doesn't apply .exe changes on its own, so I had to package the exe files separately (7H does something similar, it installs a lot of .exes to cover current mods). The fix won't retroactively fix your characters I'm afraid, so your best bet would be to open your save file using black chocobo tool (make a backup first) and then multiplying the value in each character's Sources stat by 5.

Here's an example: https://imgur.com/a/bClCjIA

The highlighted area is the addition being made to the stat by sources. If you multiply that value by 5, then it'll match what you should have had stat-wise with the .exe patched.

I think given the trouble that an unpatched .exe can cause, I'm going to add some kind of check to the game itself that can figure out if the .exe isn't patched or not. Then it'll be able to either warn the player, or adjust its behaviour.

Thanks for the speedy reply. I usually avoid save editors because if I open one, I'll be tempted to just give my team OP stats and items instead of just playing the game and working hard for it, which is the fun part for me. However, I will make an exception for this one.

Another question this time regarding the NT Technician on the Highwind, when resetting rank ups to 1/8, does all the accumulated stats reset back to base value or does it just retain your stats and let you continue off it? I'm asking because I'd like to "respec" some characters.

Also I don't know if this is a bug or not, but equipping 4/5 summons with +25 str (Bahamut, Kjata, etc) turns my MP into 30000 and consequently, equipping 4/5 summons with +25 mag turns my HP into the same amount. I'm quite sure this isn't intended. In 7H, I don't think I've installed incompatible mods to NT but I did check "Break 9999 Limit" in the The Reunion Beacause and Menu Overhaul mod (I didn't activate Beacause, only the Menu Overhaul). Does that trigger it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-06 15:02:12
Thanks for the speedy reply. I usually avoid save editors because if I open one, I'll be tempted to just give my team OP stats and items instead of just playing the game and working hard for it, which is the fun part for me. However, I will make an exception for this one.

Another question this time regarding the NT Technician on the Highwind, when resetting rank ups to 1/8, does all the accumulated stats reset back to base value or does it just retain your stats and let you continue off it? I'm asking because I'd like to "respec" some characters.

Also I don't know if this is a bug or not, but equipping 4/5 summons with +25 str (Bahamut, Kjata, etc) turns my MP into 30000 and consequently, equipping 4/5 summons with +25 mag turns my HP into the same amount. I'm quite sure this isn't intended. In 7H, I don't think I've installed incompatible mods to NT but I did check "Break 9999 Limit" in the The Reunion Beacause and Menu Overhaul mod (I didn't activate Beacause, only the Menu Overhaul). Does that trigger it?

It only resets ranks, not the stats. There will be a respec feature in the future (and sources themselves will no longer be used) but that debug script was to fix an issue when changing the way ranks are counted.

There's no materia that gives +25 strength or magic in NT, closest to it is HP-MP Swap that gives +50. The mod also wasn't designed for, or tested with, the break damage/HP limit mod so oddities will probably occur.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2018-09-07 00:33:35
Hey Sega, starting a playthrough again after a few months, and I don't know if it was changed and I didn't see it in the notes, but the fort condor teleport NPC isn't showing up hardly at all. I just did the 5th FC battle and he only showed up for 2 and 3 in Junon, then I backtracked for the 5th and found the NPC still in Junon. For the 6th he was not in Cosmo Canyon, or Junon so I had to fully backtrack. Also, I don't think I ever got the answer, but how much stat points do Barrets innate stacks give per stack?

Edit: *Sigh* Ok well I completely forgot about the NPC popping out of the sealed door, too bad it was after I already backtracked hehe. Remembering when battles become available in vanilla is causing me grief it seems, however the issue with the 4th battle NPC being in junon when the team is near gold saucer still stands.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-07 02:20:26
Hey Sega, starting a playthrough again after a few months, and I don't know if it was changed and I didn't see it in the notes, but the fort condor teleport NPC isn't showing up hardly at all. I just did the 5th FC battle and he only showed up for 2 and 3 in Junon, then I backtracked for the 5th and found the NPC still in Junon. For the 6th he was not in Cosmo Canyon, or Junon so I had to fully backtrack. Also, I don't think I ever got the answer, but how much stat points do Barrets innate stacks give per stack?

Edit: *Sigh* Ok well I completely forgot about the NPC popping out of the sealed door, too bad it was after I already backtracked hehe. Remembering when battles become available in vanilla is causing me grief it seems, however the issue with the 4th battle NPC being in junon when the team is near gold saucer still stands.

I think the NPC spawn times are:

1: No spawn (first physical visit to FC)

2 & 3: Junon, before and after getting into the water

4: After getting buggy, no spawn as players usually backtrack to Junon continent with buggy for sleeping man access + enemy skills, but I think he spawns in Gongaga on one of the paths outside the town just in case (and for later after Temple of the Ancients when party relocates to Gongaga)

5: Cosmo Canyon after selecting Cave of the Gi party, NPC appears when door opens

6: After completing Cave of the Gi, player can reuse the NPC in Cosmo Canyon

7: Rocket Town, NPC is in Cid's house sitting in the green car

8, 9, 10, 11: The Bronco is available at this point, making it easier to access either NPC spawn locations or Fort Condor itself so no new spawn locations were made

12 & 13: Forgotten City, spawns inside shell hut to make this fight accessible; can be used again after boss fight to save a return trip

14-18: These are problematic because the game 'skips' over them during the Junon Raid scenes. I decided to leave these inaccessible and started Fort Condor off with enough funds to cover these battles.

19: Highwind now available

20: Inaccessible, happens during Mideel collapse (placing a teleport here would have been funny, but maybe a bit inappropriate for a story-critical scene)

And that's all of them. The 4th spawns in Gongaga and can be used if players don't want to go back to the Junon continent with the buggy. It can also be used for quick access after Temple of the Ancients is finished (and before sleeping forest is woken up).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2018-09-07 07:13:37
So the NPC has many spawns, and when he spawns at one, he spawns at ALL of them? I have misunderstood if that's the case, I was under the impression he spawned in the one point where you were at the time. I also believe I've misunderstood the FC battles for many years, I thought there was much less time in between when one becomes available and when it skips one. Thanks for the info. Anything about barrets innate? Always wondered about the numbers there. Also I haven't seen the Precious Watch from the chocobo square yet, i seem to recall betting on races to get them in a previous playthrough, have they moved? Or maybe can't get them on disc 1? Is the powersoul in arrange yet?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-07 15:57:16
So the NPC has many spawns, and when he spawns at one, he spawns at ALL of them? I have misunderstood if that's the case, I was under the impression he spawned in the one point where you were at the time. I also believe I've misunderstood the FC battles for many years, I thought there was much less time in between when one becomes available and when it skips one. Thanks for the info. Anything about barrets innate? Always wondered about the numbers there. Also I haven't seen the Precious Watch from the chocobo square yet, i seem to recall betting on races to get them in a previous playthrough, have they moved? Or maybe can't get them on disc 1? Is the powersoul in arrange yet?

Barret's innate, it's something like +5 per stack to the corresponding stat (strength if front row, vit/spr if back row). Precious watch is S-Rank only, I think in NT you can bet on any rank of race regardless of whether you've raced or not. Powersoul is now dropped in arrange by the demons gate boss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2018-09-07 20:31:37
Awesome, thanks a bunch for the help.

Edit: Is that for sure where the watch is? I have bet on over 50 S rank races now and I have yet to even see the watch as a prize. Also the demons gate (Devil's gate rather as it refers to in where is the thing) says it has a morph to get the amulet. Is that true on arrange as well, and if so, is it obtainable elsewhere?


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-08 14:14:05
Awesome, thanks a bunch for the help.

Edit: Is that for sure where the watch is? I have bet on over 50 S rank races now and I have yet to even see the watch as a prize. Also the demons gate (Devil's gate rather as it refers to in where is the thing) says it has a morph to get the amulet. Is that true on arrange as well, and if so, is it obtainable elsewhere?

The prizes weren't changed, but I think S-Rank can have anything from the previous race tiers as a prize so your odds aren't great for getting one. In Arrange mode, there's a different version of Gate who has the weapon drop, I don't think that enemy is listed in the spreadsheet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2018-09-09 03:19:07
Alright thanks. I just got to the sunken gelnika and I found the triple materia growth weapons for several characters, except red XIII, cait sith, and vincent. Am i missing them, are they in a different place, or do they not have one?

Edit: Forgot about the Seraph Comb for Red, but cait sith and vincent still appear to not have one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Soulofsteel on 2018-09-09 11:19:21
I have finally at least seen Precious watches as prizes now, about 6 times and of course never won one. Betting on races has to be one of the most tedious and awful mini games ever. been at it over 5 hours straight now and haven't gotten a single watch QQ.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-09 12:21:32
Alright thanks. I just got to the sunken gelnika and I found the triple materia growth weapons for several characters, except red XIII, cait sith, and vincent. Am i missing them, are they in a different place, or do they not have one?

Edit: Forgot about the Seraph Comb for Red, but cait sith and vincent still appear to not have one.

Oh, if you're on Disc 2/3 then you can pick up a precious watch from floor 63 while revisiting Shinra HQ. I thought you were betting on chocobo races cause you didn't have a racing one yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: fafefifofu on 2018-09-09 14:34:16
Hi , I'm still on my first playthrough with this mod and I didn't find the 4x-cut materia where it should've been in the gelnika, there was instead another item. Is there any other place where I can find it? Or is there any mob that drop it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-09-09 20:25:52
Hi , I'm still on my first playthrough with this mod and I didn't find the 4x-cut materia where it should've been in the gelnika, there was instead another item. Is there any other place where I can find it? Or is there any mob that drop it?

Spoiler: show
 multicut can be found in the Ancient forest (the one on the plateau near cosmo canyon
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: fafefifofu on 2018-09-09 22:16:18
Is there any other way to acquire it? Because I always get different items then the ones I'm supposed to looking at the walkthrough videos of the mod. Maybe a drop from some mob?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-09-10 14:35:56
all of the posted videos are of a much older version of the mod. Theres a readme included in the download called "where is the thing" that will tell you where to find materia and eskill. but its a little outdated as some of the things have been removed or changed. Your sure fire way to find the location of things is to download the Proudclod scene editor and the Makoureactor flevel editor and search for the eskills and materia/items you want in them. But thats for moderate -> advanced users.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mr.Nona on 2018-09-11 00:34:04
Hello everyone. Newbie on here.

I've recently played this mod and I've got to say I enjoyed it from beginning to end, so congrats for your work Sega Chief. I am a seasoned player of FF7 myself and there were a couple of times when I died because I didn't set up properly. I'd like to share some of my views on the mod if you don't mind.

As a side note, I noticed that Cait Sith triple weapon is actually wrongly adjusted. The slot type is fine, but the growth says 'nothing' (and I checked you don't gain AP). Also, is vincent's triple weapon missing? Or am I just to blind that I cannot find it in the Genilka?

Anyway, I'm thinking about starting another playthrough when I have time, but on Arranged mode this time. Is there much of a difference apart from changes in enemies AI? And will the spreadsheets still be useful or have items changed completely? There isn't much info about it on the documents. Sorry for the lengthy post, and congrats again for this great mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-11 12:45:27
Is there any other way to acquire it? Because I always get different items then the ones I'm supposed to looking at the walkthrough videos of the mod. Maybe a drop from some mob?

As of the latest version, Multi-Cut should be in the treasure box at the very end of the forest (note that the cave screen is no longer used with ancient forest). Should be to the right of this location at end:

(http://squarezone.pl/i/forest5.jpg)


Hello everyone. Newbie on here.

I've recently played this mod and I've got to say I enjoyed it from beginning to end, so congrats for your work Sega Chief. I am a seasoned player of FF7 myself and there were a couple of times when I died because I didn't set up properly. I'd like to share some of my views on the mod if you don't mind.
  • Somehow, this new rebalance of materia increasing/reducing stats felt a bit odd, especially during the first half of the game. I was not interested in equipping various materias just because they would reduce a character's stat to 0. It wasn't much of a problem later on, though, since you had more options to compensate.
  • I love the idea of not having to grind in game, but I was leveling up too fast for my liking. I was receiving a bunch of exp from bosses already so I ran from most encounters unless I wanted to morph a certain solo enemy, but these awarded a ton of exp as well. This led me to end up with lvl 1 limits for most characters on disc 3 (which I'm not too worried about) even though I tried switching them from time to time. I'm aware that you reduced the requirements to get new ones but since exp plus is obtained rather early, it could be a good idea to reduce exp gained in battles a little.
  • Also, I know it has to be difficult to make the game more balanced and I understand why you modified certain wepon/armor/accessories to try to make the game challenging. But just like with materia, after trying some I felt reluctant to use certain ones. For instance, ribbons are almost useless now (imo) because you would want to be able to cast barrier/mbarrier/shield in those few fights that truly require overall stat protection and you'd be better off using added effects and other accessories. Plus, it seems that some enemies override their effect (and the same goes for resist), though not sure that is intentional (which would make them pointless) or if it's some kind of bug. Or sprint shoes, which won't grant you haste anymore after a character is reanimated.
  • Finally, there could be a blatant message to emphasise the importance of destruct materia. Just a suggestion, as I've seen some people do not realise that dispel is your best friend here and they start cursing the mod and criticising it.

As a side note, I noticed that Cait Sith triple weapon is actually wrongly adjusted. The slot type is fine, but the growth says 'nothing' (and I checked you don't gain AP). Also, is vincent's triple weapon missing? Or am I just to blind that I cannot find it in the Genilka?

Anyway, I'm thinking about starting another playthrough when I have time, but on Arranged mode this time. Is there much of a difference apart from changes in enemies AI? And will the spreadsheets still be useful or have items changed completely? There isn't much info about it on the documents. Sorry for the lengthy post, and congrats again for this great mod!

The materia bonus/penalties were altered recently to have more of an impact, but there's likely fine-tuning needed to be made.

EXP was an issue in the original builds of the game, so I built in some 'soft-caps' to every 10 levels (11, 21, 31, 41, etc.) to try and help with that, increasing the EXP given by enemies in later areas at an exponential rate to boost players through the caps; it sort of works, but not for everyone. A potential alternate solution is maybe setting it so that enemies give reduced EXP once the player party is higher level than them.

As for Destruct, I think it starts equipped on Red XIII. If Sample HO512 made use of some grand ability that gives statuses like Peerless or Shield, then some text claiming Destruct/Debarrier will work against it, then that might keep it in player's minds as something that can turn a fight around for the future. I've seen a lot of runs where Destruct is usually shelved and forgotten about.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mr.Nona on 2018-09-11 19:15:24


The materia bonus/penalties were altered recently to have more of an impact, but there's likely fine-tuning needed to be made.

Yeah, I noticed. I started playing through 7th heaven and then updated the .exe and realised they had changed (luckily I was just in sector 5). I think independent and summon materia are OK, it was the rest that I thought did not fit that well (at least to me). Magic materia is now less harsher while command and support had some important reductions. Yet again, it may be the best option to avoid using the same strategies through the entire game.


EXP was an issue in the original builds of the game, so I built in some 'soft-caps' to every 10 levels (11, 21, 31, 41, etc.) to try and help with that, increasing the EXP given by enemies in later areas at an exponential rate to boost players through the caps; it sort of works, but not for everyone. A potential alternate solution is maybe setting it so that enemies give reduced EXP once the player party is higher level than them.

As you said, it could work for some people. That would be nice if you're trying to 'semi-force' people to play on certain levels in order to maintain the challenge. However, if you were trying to keep underleveled, it would still be the same problem. Maybe there could be an item/option that prevents you from gaining exp at all? Anyway, don't worry too much about that. The exp system is fine for the average player as it is right now .


As for Destruct, I think it starts equipped on Red XIII. If Sample HO512 made use of some grand ability that gives statuses like Peerless or Shield, then some text claiming Destruct/Debarrier will work against it, then that might keep it in player's minds as something that can turn a fight around for the future. I've seen a lot of runs where Destruct is usually shelved and forgotten about.

That's a great idea.

I'll probably start a second playthrough sooner than I expected as I got some days off. If I find any bugs or problems within Arranged Mode I'll be sure to post any feedback that you may find useful.

Edit: One important thing that I forgot to mention is that the new E. Skill 'Transfusion'  is unobtainable from the Death Joker enemies in the North Crater. They seem to be impossible to manipulate (there is no 'miss', as if they were inmune).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kimura410 on 2018-09-17 01:16:59
Sega,

Thank you so much for this mod. I play ff7 once a year and this mod breathed life into my fav game of all time.

Unfortunately I think I ran into my first bug (somewhat minor since I barely use him). But when I went to do Vincents sidequest, I got the cutscene from the original game showing Vincents past. It makes me leave lucrecias cave like in the original and when I go back in she is gone and nothing happens. I saw videos on youtube where it doesnt even show that cutscene, a boss battle occurs right when you talk to lucrecia.

Was I supposed to do something on disc 2?

Oh and this has been bothering me but who is the last playable character? Im guessing its sephy since an ultimate weapon is listed as masamune. How do I recruit him? Do I just need to fight him at the n. cave? Wont that just end the game after I beat him?

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-17 04:28:43
Sega,

Thank you so much for this mod. I play ff7 once a year and this mod breathed life into my fav game of all time.

Unfortunately I think I ran into my first bug (somewhat minor since I barely use him). But when I went to do Vincents sidequest, I got the cutscene from the original game showing Vincents past. It makes me leave lucrecias cave like in the original and when I go back in she is gone and nothing happens. I saw videos on youtube where it doesnt even show that cutscene, a boss battle occurs right when you talk to lucrecia.

Was I supposed to do something on disc 2?

Oh and this has been bothering me but who is the last playable character? Im guessing its sephy since an ultimate weapon is listed as masamune. How do I recruit him? Do I just need to fight him at the n. cave? Wont that just end the game after I beat him?

Thanks!

It's not a bug, those scenes and their triggers weren't changed from the original game. After triggering the first scene, the second will trigger after a certain number of battles have been fought (I think it's 10 battles). To be safe, win those battles rather than running from them.

Unfortunately, the last entry on the SP check is a placeholder, not another character. The Masamune weapon is equip-able by all characters as an alternate 'ultimate weapon'.
Title: .
Post by: [email protected] on 2018-09-17 12:28:00
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Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-09-17 13:58:06
Sega,

Thank you so much for this mod. I play ff7 once a year and this mod breathed life into my fav game of all time.

Unfortunately I think I ran into my first bug (somewhat minor since I barely use him). But when I went to do Vincents sidequest, I got the cutscene from the original game showing Vincents past. It makes me leave lucrecias cave like in the original and when I go back in she is gone and nothing happens. I saw videos on youtube where it doesnt even show that cutscene, a boss battle occurs right when you talk to lucrecia.

Was I supposed to do something on disc 2?

Oh and this has been bothering me but who is the last playable character? Im guessing its sephy since an ultimate weapon is listed as masamune. How do I recruit him? Do I just need to fight him at the n. cave? Wont that just end the game after I beat him?

Thanks!

The masamune is a weapon equipable by every character. It has the properties to always hit and always critical making it a very powerful weapon. No sephi in the party.

For Vincents quest go and fight 10 battles on the world map and come back and then it should happen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kimura410 on 2018-09-17 20:26:30
It's not a bug, those scenes and their triggers weren't changed from the original game. After triggering the first scene, the second will trigger after a certain number of battles have been fought (I think it's 10 battles). To be safe, win those battles rather than running from them.

Unfortunately, the last entry on the SP check is a placeholder, not another character. The Masamune weapon is equip-able by all characters as an alternate 'ultimate weapon'.

Ok awesome. Thanks Sega and the others for answering my questions.

Once again, incredible mod. Really looking forward to NT FF8.

Oh and p.s. some of the dialogue you put in is hilarious. What Yuffie says about her limit after her quest and what Aeris replies in the temple if Cloud says "I want to go home" had me laughing my ass off.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mr.Nona on 2018-09-17 22:13:39
I've finished my playthrough on arranged and I found some more minor issues.

Oh, and I would like to ask a question. Is the .txt file with the characters stats up to date? Are those really the stats they should start with (and if so, with or without their initial equipment)? Or have these been modified? The reason I'm asking is because I noticed that Cait Sith's stats were lower than in the file (some of them reduced by 10 or more). But I'm not sure about the rest because I forgot to check them and I haven't kept a record of their rank choices.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cygnus_Harvey on 2018-09-20 20:05:29
I'm sorry if it has been asked before, but i've been searching and I didn't find any solution.
I can play the vanilla game without a problem. It's the steam version.
Then I patch it, and I can do it fine. But then I try to open it with the exe, and it just do nothing. And if I try the launcher, it goes black a second and goes back to the launcher again and again.
I tried a few times reinstalling, but it just doesn't work. What am I doing wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-21 00:33:52
I've finished my playthrough on arranged and I found some more minor issues.
  • The 'Wizard Staff' descriptions says it restores hp but it's actually mp.
  • For some strange reason, the 'E. Skill' option won't appear in the 'Magic' section of the menu. Thus, the only way to check the skills you have is either in battle or in the 'Materia' section. I'm not entirely sure, but I think this doesn't happen in the normal NT playthrough.
  • Also, 'Renew's' reviving effect won't work if used in the menu, only in battle.
  • And finally, it seemed as if the strength of my characters decreased during a battle in certain occasions. Specifically in the battle arena. For example, I was fighting the 8th round just attacking because I had no materia and Cloud started dealing less damage as the battle progressed. So, maybe I was attacking 'Aps' for 120 damage and a couple of rounds later it was 85-80. I don't know whether that is always the case because I didn't delve too much into it, but it also happened in a couple of random battles this time. Not much of a problem, but I thought it was a bit rare.

Oh, and I would like to ask a question. Is the .txt file with the characters stats up to date? Are those really the stats they should start with (and if so, with or without their initial equipment)? Or have these been modified? The reason I'm asking is because I noticed that Cait Sith's stats were lower than in the file (some of them reduced by 10 or more). But I'm not sure about the rest because I forgot to check them and I haven't kept a record of their rank choices.

Wizard Staff will be corrected in the next update, but that won't be for a little while due to FF8 NT; but I might cobble together a quick patch just to iron out quick issues like these sometime in the week.

I actually encountered that enemy skill thing myself recently, but it was while playing Gjoerulv's Monomod (where enemy skill is made available early on). I'm not sure why, but it seemed to correct itself after a few screens.

I'll need to track down the spells in the .exe that are used in menus and adjust their effects; it slipped my mind.

For the Aps battle, I think one of his Tsunami variants inflicts Sadness status on both the party and himself. That'd account for the 30% deduction in damage; I think that innate stat gains are also reset between rounds, but not sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jamineal on 2018-09-21 01:34:58
I'm just popping in to ask about the hotfixes for the standalone installer. I'm not seeing a download link. Am I just an idiot? Are they no longer necessary? Disclaimer: I read a few pages of the thread looking for info on them, but I didn't go through all 300. It seems unreasonable to expect me to.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mr.Nona on 2018-09-21 12:10:12
Wizard Staff will be corrected in the next update, but that won't be for a little while due to FF8 NT; but I might cobble together a quick patch just to iron out quick issues like these sometime in the week.

I actually encountered that enemy skill thing myself recently, but it was while playing Gjoerulv's Monomod (where enemy skill is made available early on). I'm not sure why, but it seemed to correct itself after a few screens.

I'll need to track down the spells in the .exe that are used in menus and adjust their effects; it slipped my mind.

For the Aps battle, I think one of his Tsunami variants inflicts Sadness status on both the party and himself. That'd account for the 30% deduction in damage; I think that innate stat gains are also reset between rounds, but not sure.

Oh, I see then. That would explain why I was doing less damage.
No need to trouble yourself if you are too busy as these issues have almost no effect on the playability and surely they can wait to be fixed in the next update.
Thanks for the answer. I look forward to seeing what changes future releases bring.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-21 14:41:59
I'm just popping in to ask about the hotfixes for the standalone installer. I'm not seeing a download link. Am I just an idiot? Are they no longer necessary? Disclaimer: I read a few pages of the thread looking for info on them, but I didn't go through all 300. It seems unreasonable to expect me to.

Hotfixes are only available when the main installer files have issues that I want to sort out quickly to save people from fully downloading the mod again. At the moment, the main installer files are the most recent files; there are a few things that need to be sorted out, but I'm waiting until I've got FF8 NT together first.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jamineal on 2018-09-26 03:54:20
Alright, second stupid question. The last time that I played the mod, the Osmose had been rolled into Heal. It also absorbed MP from the target when it drained. Now, I've found the Osmose next to Aeris' house and it doesn't seem to absorb the MP it drains. Did I mess something up or has this been a semi recent change? (I was looking around in the documentation but I believe it still said that Osmose was a heal thing now. To be fair, I have a tendency to screw things up pretty horribly.

Edit: I don't want to just delete my comment. However, at the fight with Aps, Osmose started working as intended. Weird.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-26 15:37:50
Alright, second stupid question. The last time that I played the mod, the Osmose had been rolled into Heal. It also absorbed MP from the target when it drained. Now, I've found the Osmose next to Aeris' house and it doesn't seem to absorb the MP it drains. Did I mess something up or has this been a semi recent change? (I was looking around in the documentation but I believe it still said that Osmose was a heal thing now. To be fair, I have a tendency to screw things up pretty horribly.

Edit: I don't want to just delete my comment. However, at the fight with Aps, Osmose started working as intended. Weird.

I think if the enemy has ran out of MP then no further MP can be drained.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cygnus_Harvey on 2018-09-26 19:51:40
I'm sorry if it has been asked before, but i've been searching and I didn't find any solution.
I can play the vanilla game without a problem. It's the steam version.
Then I patch it, and I can do it fine. But then I try to open it with the exe, and it just do nothing. And if I try the launcher, it goes black a second and goes back to the launcher again and again.
I tried a few times reinstalling, but it just doesn't work. What am I doing wrong?
Sorry, someone knows something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jamineal on 2018-09-26 20:27:27
I think if the enemy has ran out of MP then no further MP can be drained.

It wasn't that. It wasn't draining off Hell Houses and such. I think those early enemies just didn't have MP. That might have been the issue. Now I'm having a brand new issue. I WILL be around to bug you about ever little thing.

In the spell list, it shows Mus (the little dudes at the Chocobo Corral place) as having L5 Suicide. They just used Quarry Charge on me. It had the same animation, but is a very different spell. Earth damage that also destroys barriers. Do they no longer have L5 Suicide? Also, if the Quarry Charge replaced it, how do I get Chocobos to use Chocobuckle? Or did that sucker get scrapped? The documentation that came with the file does not reflect these changes. (I'm not complaining, I'm just saying that I checked there first before bothering our Lord and saviour, Sega Chief.)

Also, I'm sure you get this a lot... but I would have your babies over this mod. I'm also only going to be buying the steam FF8 for the next mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-09-27 11:57:18
The way ff7 handles drain based attacks is that you cannont drain more than the enemy has. So while osmose always hits the enemy for 40 you will only gain what they have left.

The documentation that comes with the newest version is a bit out of date. Quarry fuse replaces L5. To get chocobuckle you have to use a green then cast quarry fuse on it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jamineal on 2018-09-27 13:34:38
The way ff7 handles drain based attacks is that you cannont drain more than the enemy has. So while osmose always hits the enemy for 40 you will only gain what they have left.

The documentation that comes with the newest version is a bit out of date. Quarry fuse replaces L5. To get chocobuckle you have to use a green then cast quarry fuse on it.

No no, I know how drain works. That's the way it is in most games. The thing was that it wasn't working at all against any monster. My little Aeris was just losing 3 MP per cast regardless of who she hit with it. I should have tried to drain Cloud and seen if it had an affect. But as I said, some mobs may just have innate 0 MP, so it could have been that. I got shook though. Super shook.

Is there a particular green? I tried it a few times and couldn't get them to cast it :( I'll keep pluggin away though. I appreciate these responses. I have a touch of the Autism and I'm afraid it makes me a bit insufferable at times.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-27 21:24:09
I'm sorry if it has been asked before, but i've been searching and I didn't find any solution.
I can play the vanilla game without a problem. It's the steam version.
Then I patch it, and I can do it fine. But then I try to open it with the exe, and it just do nothing. And if I try the launcher, it goes black a second and goes back to the launcher again and again.
I tried a few times reinstalling, but it just doesn't work. What am I doing wrong?

So you can patch the game (assuming with a non-exe version of NT) but when the current installer is used (which alters the .exe) the game no longer runs? First question I need to ask is whether your steam copy was purchased legitimately or if it's a pirated version; the last time a user encountered a problem similar to this, it was because they had a cracked copy of FF7 Steam which meant that their .exe was losing whatever means it was using to circumvent copy protection, causing a black screen on load.

If it is a legit copy, then it may be due to either a different language version to the english one or something else interfering (7H maybe, if that's been installed/game converted).


It wasn't that. It wasn't draining off Hell Houses and such. I think those early enemies just didn't have MP. That might have been the issue. Now I'm having a brand new issue. I WILL be around to bug you about ever little thing.

In the spell list, it shows Mus (the little dudes at the Chocobo Corral place) as having L5 Suicide. They just used Quarry Charge on me. It had the same animation, but is a very different spell. Earth damage that also destroys barriers. Do they no longer have L5 Suicide? Also, if the Quarry Charge replaced it, how do I get Chocobos to use Chocobuckle? Or did that sucker get scrapped? The documentation that came with the file does not reflect these changes. (I'm not complaining, I'm just saying that I checked there first before bothering our Lord and saviour, Sega Chief.)

Also, I'm sure you get this a lot... but I would have your babies over this mod. I'm also only going to be buying the steam FF8 for the next mod.

I'm quite bad at keeping documentation up to date; L5 Suicide was indeed changed to Quarry Fuse for the latest version to try and phase out Level-based attacks (which then led to an issue with Chocobuckle, but that's since been resolved). The check for chocobuckle itself was changed so that any command can be used once the Chocobo has been fed Mimmett Greens; I might make it so that any greens works in future but for now only Mimmett (and Sylkis) Greens will set up for chocobuckle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cygnus_Harvey on 2018-09-27 22:26:43
So you can patch the game (assuming with a non-exe version of NT) but when the current installer is used (which alters the .exe) the game no longer runs? First question I need to ask is whether your steam copy was purchased legitimately or if it's a pirated version; the last time a user encountered a problem similar to this, it was because they had a cracked copy of FF7 Steam which meant that their .exe was losing whatever means it was using to circumvent copy protection, causing a black screen on load.

If it is a legit copy, then it may be due to either a different language version to the english one or something else interfering (7H maybe, if that's been installed/game converted).


I'm quite bad at keeping documentation up to date; L5 Suicide was indeed changed to Quarry Fuse for the latest version to try and phase out Level-based attacks (which then led to an issue with Chocobuckle, but that's since been resolved). The check for chocobuckle itself was changed so that any command can be used once the Chocobo has been fed Mimmett Greens; I might make it so that any greens works in future but for now only Mimmett (and Sylkis) Greens will set up for chocobuckle.

Yeeeah, It's not a very legit copy. I thought about that. I guess I'll have to get it legal to work, do I?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: sl1982 on 2018-09-27 22:55:08
Yeeeah, It's not a very legit copy. I thought about that. I guess I'll have to get it legal to work, do I?

Yes that is advised. We dont condone piracy here. There are many places to find the game these days
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Covarr on 2018-09-28 00:27:43
Yeeeah, It's not a very legit copy. I thought about that. I guess I'll have to get it legal to work, do I?
You would know that if you read the rules (http://forums.qhimm.com/index.php?topic=11440.0) before posting. Let me know when you've bought the game properly, provide some evidence (photo of your discs, link to Steam profile, etc), and I'll remove the Pirate group and avatar from your account.

Until then, everyone else please be reminded (because for some reason I need to remind people of this all the time) that it is also against our rules to help members known to be using pirated copies of games.
Title: .
Post by: [email protected] on 2018-09-28 15:36:30
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Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jamineal on 2018-09-29 01:15:55
I realize this is a bit less theory and bugs and a bit more gameplay but uh...

Those Pagoda bosses in Wutai. What the actual fuck? You're just sadistic at this point. I barely made it through Gorky. I can't freakin hit the Shakester.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-29 04:33:55
I realize this is a bit less theory and bugs and a bit more gameplay but uh...

Those Pagoda bosses in Wutai. What the actual fern? You're just sadistic at this point. I barely made it through Gorky. I can't freakin hit the Shakester.

Those guys are more like puzzle fights than standard ones. Gorki's theme is defence and waiting you out, but can be brought down through the use of Debarrier (or Dispel) and either fixed-damage attacks or defence-ignoring attacks.

Shake's thing is evasion but things like items ignore this and will generally hit. Otherwise a high Luck stat can override any and all evasion through a 'lucky hit check' (the % for which is Luck/4). His attacks are fairly weak so I'd recommend putting it on active ATB for this one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Master1599 on 2018-09-30 12:34:38
Hello Guys ! :) My first post here :)

Im Playing New Threat Mod 1.5 for a 13hours
I have big problem with aersi Death - game crushing when i Reviving her.
So I instaled few patches / files. and everything go OK.
But after this changes Stats of materia changes.

And Now i don't know wchich stats is correct for NT Mod
Barrier - VIt +3      Magic Def  + 3 ,      Maxhp +3
Magic counter Mag +10      , Magic Def -26
Lighting VIt -03 ,       MagD - 3       MaxMp +3
ALL -     Mag - 5  , maxMP +3
Kjata - MAG/MAGD + 10 ,      MAXHP/MP -15
Its correct ? or no ?

Sorry for English, still learning -  Im from Poland :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jamineal on 2018-09-30 17:49:27
Yeah, I wound up figuring out that you can't dodge a summon and items. I'm more just complimenting the puzzle, really. That was tough.

I do have one, BIG question for you now though. I've been wondering around in the Great Glacier area for about an hour now, scouring every nook and cranny I can find for that dang Deathblow. The only mountain area I can think of is the one around the Alexander cave. Am I just an idiot? I guess I'll move on to the Gaea Cliffs for now and just... idk... check to make sure you didn't mean Gaea Cliffs when you said Mountain Area.

Edit: Oh my god. I found it in a random path immediately after asking. I guess it just blends in so well. Sigh. Fern me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-09-30 23:16:54
Hello Guys ! :) My first post here :)

Im Playing New Threat Mod 1.5 for a 13hours
I have big problem with aersi Death - game crushing when i Reviving her.
So I instaled few patches / files. and everything go OK.
But after this changes Stats of materia changes.

And Now i don't know wchich stats is correct for NT Mod
Barrier - VIt +3      Magic Def  + 3 ,      Maxhp +3
Magic counter Mag +10      , Magic Def -26
Lighting VIt -03 ,       MagD - 3       MaxMp +3
ALL -     Mag - 5  , maxMP +3
Kjata - MAG/MAGD + 10 ,      MAXHP/MP -15
Its correct ? or no ?

Sorry for English, still learning -  Im from Poland :)


The Materia stats you posted seem correct. The latest versions of the mod changed them.

Yeah, I wound up figuring out that you can't dodge a summon and items. I'm more just complimenting the puzzle, really. That was tough.

I do have one, BIG question for you now though. I've been wondering around in the Great Glacier area for about an hour now, scouring every nook and cranny I can find for that dang Deathblow. The only mountain area I can think of is the one around the Alexander cave. Am I just an idiot? I guess I'll move on to the Gaea Cliffs for now and just... idk... check to make sure you didn't mean Gaea Cliffs when you said Mountain Area.

Edit: Oh my god. I found it in a random path immediately after asking. I guess it just blends in so well. Sigh. Fern me.

That path can be a pain to find as a specific route needs to be taken to get onto the correct screens (and even with a change of colour from cyan to yellow, it is still tough to spot). I could try changing it to a treasure chest or something for better visibility.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-10-01 21:47:09
Hey chief can you do me a favor, can you tell me, or tell where to look to see the differences between the September 2017 - January 2018 and the July 2018 patches?
Specially in arranged mode

By the way I am playing arranged right now already beat normal mode and I have come across places where there are no random enemy encounters and also places that I think make the game stop making u have random encounters until you hit the overworld again, I THINK it started happening outside midgard as soon as the mythril cave, then again in Zachs town I think also in the first 2 parts of the Red 13s father dungeon (altho I might be wrong on that one) again in the in shinra mansion and now again in mt nibel, I just repatched to a previous patch the SEPtember 2017 one to see if that fixes it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-10-01 22:04:58
So going to the september one didnt work nor using the hotfix november 2017 unless it did and mt nibel is scripted to NOT have encounters until uve beaten the spider Scorpion robot, if so I didnt check if the september 2017 one fixed it since I went directly to Mt nibel  but on the November hotfix I went to both palces to see if I cold get a random encounter which I was not able to do. I will stop messing around with the patches and wait until I read your advice
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-10-01 22:55:31
There is an option to disable random encounters located at save points. But if you are using the build from last year then you should really just restart your game. There have been major changes to alot of things and there could be a scripting error a bit further down the road that breaks the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-10-02 04:08:59
Jeez man you are right im such an idiot, since i had battles in over world I did'nt notice jeez thank you, anyways Sega if you still read this I would still like to know the difference between the versions from september 2017 to the current one, thank you for your time
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-10-02 23:33:07
Jeez man you are right im such an idiot, since i had battles in over world I did'nt notice jeez thank you, anyways Sega if you still read this I would still like to know the difference between the versions from september 2017 to the current one, thank you for your time

There are notepad files called patch notes in the download folder (for June and July 2018); they might not cover every single change made between the September and March versions but they should give you more of an idea of what was changed/fixed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jamineal on 2018-10-03 18:11:53
Alright, last question for the minute. I noticed that the Goblins no longer morph into Oversoul Shards and, instead, are purchased at the Battle Square. In similar changes, does the Yoshiyuki no longer drop from M-Class soldiers on the way to the underwater reactor? I've been grinding those suckers for a while. Also, can you check on their AI? Sometimes, while fighting them, they do an attack that just... never happens. The game just stays that way forever. Effectively a crash. It doesn't display an attack, the screen just zooms out and nothing ever happens again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-10-04 04:10:31
Alright, last question for the minute. I noticed that the Goblins no longer morph into Oversoul Shards and, instead, are purchased at the Battle Square. In similar changes, does the Yoshiyuki no longer drop from M-Class soldiers on the way to the underwater reactor? I've been grinding those suckers for a while. Also, can you check on their AI? Sometimes, while fighting them, they do an attack that just... never happens. The game just stays that way forever. Effectively a crash. It doesn't display an attack, the screen just zooms out and nothing ever happens again.

Yoshiyukis still drop from M-Class; I'll figure out which attack is causing a lock.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jamineal on 2018-10-04 14:56:53
Yoshiyukis still drop from M-Class; I'll figure out which attack is causing a lock.

Okay, so I was messing up. It's not the Soldier's appearing next to the alarms. It's the ones that appear several screens down the hallway, almost to the reactor entrance, when the defense systems begin popping up. The ones with the two guns that pop in and out. A soldier will rarely appear with two mechanical units. (I'd get you a name but I'm not going back there) Sorry for vagueness, writing from memory.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-10-08 02:36:35
Oh well the last one the july one from here on page 1 I think its broken its only 126 kbs, and when i try to use winrar it just says its broken ive downloaded twice now
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Delitta on 2018-10-08 02:44:20
The IRO is fine but the other one is not (which is the one im using, the normal patch) Also if you got somewhere the patch notes for 2 SEPTEMBER   2017s and JANuary 2018 It be great to read them if not, could you tell me if you remember if the only major differences would be the INNATES or do you remember if maybe you added another BATTLE which are my main concern anyways, I think you changed the INNATES from then Cloud had 2nd wind thats the version that Im playing , just curious
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-10-08 19:27:50
Checked the links, but the main installer link looks fine; it directs to a 174MB file.

Most of the changes from september/january will be bug fixes, innate tweaks, and other small changes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dirtygrass on 2018-10-09 02:07:03
Hi, I encountered a soft lock. I'm using the latest release version. After completing all Junon Leagues and talking to the guard and selecting "cancel" I can no longer move my character, open my menus, or anything. Is there a fix for this? It was very difficult to get all of those victories and I'm not keen to do it over again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-10-09 02:40:43
Hi, I encountered a soft lock. I'm using the latest release version. After completing all Junon Leagues and talking to the guard and selecting "cancel" I can no longer move my character, open my menus, or anything. Is there a fix for this? It was very difficult to get all of those victories and I'm not keen to do it over again.

Sorry about that. I can modify your save file to get the stuff back that you've lost; as for the soft-lock, I'm not sure of the cause. I'll have another shot at fixing it.

Your save file is located in D:\YourUserName\Documents\Square Enix\FINAL FANTASY VII Steam\user_##### if it's the steam version, or just in the FF7/Save folder if it's 1998/Game Converted version. If you send that across, I can add the rewards into the inventory.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dirtygrass on 2018-10-09 03:25:09
Sorry about that. I can modify your save file to get the stuff back that you've lost; as for the soft-lock, I'm not sure of the cause. I'll have another shot at fixing it.

Your save file is located in D:\YourUserName\Documents\Square Enix\FINAL FANTASY VII Steam\user_##### if it's the steam version, or just in the FF7/Save folder if it's 1998/Game Converted version. If you send that across, I can add the rewards into the inventory.

It turns out I actually saved after I finished the first two leagues, so I was able to use Black Chocobo to add in the items I lost for the final league. Thanks for the offer though!


EDIT: On a totally separate note, I found what appears to be a bug. Aeris is using the Wizard Staff, which restores HP on hit. I decided to give her Slash-All to try and apply that effect to my entire team. However, when I hit my team or the enemy team with her staff, she restores 999MP to every member. This is obviously a wonderful and potent effect but unless I'm missing something it doesn't seem like it's intended.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-10-09 22:10:56
It turns out I actually saved after I finished the first two leagues, so I was able to use Black Chocobo to add in the items I lost for the final league. Thanks for the offer though!


EDIT: On a totally separate note, I found what appears to be a bug. Aeris is using the Wizard Staff, which restores HP on hit. I decided to give her Slash-All to try and apply that effect to my entire team. However, when I hit my team or the enemy team with her staff, she restores 999MP to every member. This is obviously a wonderful and potent effect but unless I'm missing something it doesn't seem like it's intended.

Good to hear it's sorted. The Wizard Rod I think is restoring MP instead of HP, and perhaps a bit more than intended, but it's fine for now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TadGhostal99 on 2018-10-10 00:10:06
Getting a soft-lock with carry armor.

Happens a few turns into the fight, I quadra-magic ultima, he does this, and that's it. Animations play carry armor is just frozen.

EDIT; Just found out this is a core game bug. Disregard!

Fantastic mod by the way. I've not played in literally 20 years and this is a very enjoyable experience.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TadGhostal99 on 2018-10-10 17:53:27
Bug Report. I just noticed in Junon Town, the little fishing village area before you bribe the guard to get in, still has Barret, Yuffie, Red XIII, Aries, and Tifa sitting around talking shop. I'm on Disc 2, well after the Weapon attack and the cannon is gone, but every time I visit that area the gangs just outside.

Edit; Every time I talk to Mr Smile to reset everyone to 1, he just gives Cait Sith, Vincent, and Cid more sources, but doesn't seem to be removing any levels or letting me re-spec the other characters. So Cid now has insane stats as I've re-specced a few times, and so does Vincent/CS.

I'm level 75 ish, what should my stats look like? Any way to 'fix' it? (In the meantime I just added up everyones 'source' points in Black Chocobo, cid was at over 900, where as Tifa and Cloud who were legit 8/8 were each at 400, so I just set everyone to have 400 total 'source' points, seems fine enough.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-10-10 22:18:23
Getting a soft-lock with carry armor.

Happens a few turns into the fight, I quadra-magic ultima, he does this, and that's it. Animations play carry armor is just frozen.

EDIT; Just found out this is a core game bug. Disregard!

Fantastic mod by the way. I've not played in literally 20 years and this is a very enjoyable experience.

It's an annoying bug, seems to happen with some multi-part enemies but not others.

Bug Report. I just noticed in Junon Town, the little fishing village area before you bribe the guard to get in, still has Barret, Yuffie, Red XIII, Aries, and Tifa sitting around talking shop. I'm on Disc 2, well after the Weapon attack and the cannon is gone, but every time I visit that area the gangs just outside.

Edit; Every time I talk to Mr Smile to reset everyone to 1, he just gives Cait Sith, Vincent, and Cid more sources, but doesn't seem to be removing any levels or letting me re-spec the other characters. So Cid now has insane stats as I've re-specced a few times, and so does Vincent/CS.

I'm level 75 ish, what should my stats look like? Any way to 'fix' it? (In the meantime I just added up everyones 'source' points in Black Chocobo, cid was at over 900, where as Tifa and Cloud who were legit 8/8 were each at 400, so I just set everyone to have 400 total 'source' points, seems fine enough.)

I think they're supposed to be there, the dialogue changes as you advance through the game. It was originally intended to have characters visible to be talked to in most towns like in Costa Del Sol but it's only been done for Kalm and Junon.

The reset should only be for the rank itself rather than the sources; it was a debug routine to sort out an issue with ranks being messed up by a scripting change. If you started a game recently then it's best to not use the reset as it was just to sort out a technical issue with players who were midway through the game.

Stat-wise, every character gets +5 to every stat for each rank (so +30 per rank, 240 over all 8 ranks). And then a further +20 to the chosen stats on each rank for +140 for all 8 ranks. So in total it should be +380 for each character.

I'll probably remove the debug routine to reset ranks in the next patch. In the future though, there will be an actual reset feature where you can properly reallocate ranks + eliminate the need for sources themselves to make it a bit more streamlined.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TadGhostal99 on 2018-10-10 23:12:12
Got it. I thought it was a way to re-spec those choices.

As I'm near the end I had some minor questions; at the end of the check SP character list, there's some question marks. Is this for a hidden character? What do I need to do to unlock it, if so?

Second, is there a plan or a way to get control of Vincent back after he limits? I seriously hesitate to use him sometimes for longer fights as he basically loses his attack option and, in some fights that require more tactics/items/magic, functionally can't afford to use his limits. I'm sure there's no way to make him controllable in that state, but what if he transformed, ran through a few form-attacks, then 'died' and re-spawned with full health, clearing all status/buff/debuffs in the process? It might seem a bit hacky, but would work thematically with his passive healing him over time, and actually make using his limits not a liability in long fights.

Third, any way to pick what 'pearl' hits when quadra-all'd? I don't get to select a single target so it just picks one randomly and only hits that thing until it dies, meaning if it kills it in one hit it just stops.

Fourth; Is arrange mode good to go? Should I do that if I enjoyed the base mod? Is the content sufficiently different from the base mod?

Thank you for your time and work on all this, it's a great mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-10-11 21:58:37
Got it. I thought it was a way to re-spec those choices.

As I'm near the end I had some minor questions; at the end of the check SP character list, there's some question marks. Is this for a hidden character? What do I need to do to unlock it, if so?

Second, is there a plan or a way to get control of Vincent back after he limits? I seriously hesitate to use him sometimes for longer fights as he basically loses his attack option and, in some fights that require more tactics/items/magic, functionally can't afford to use his limits. I'm sure there's no way to make him controllable in that state, but what if he transformed, ran through a few form-attacks, then 'died' and re-spawned with full health, clearing all status/buff/debuffs in the process? It might seem a bit hacky, but would work thematically with his passive healing him over time, and actually make using his limits not a liability in long fights.

Third, any way to pick what 'pearl' hits when quadra-all'd? I don't get to select a single target so it just picks one randomly and only hits that thing until it dies, meaning if it kills it in one hit it just stops.

Fourth; Is arrange mode good to go? Should I do that if I enjoyed the base mod? Is the content sufficiently different from the base mod?

Thank you for your time and work on all this, it's a great mod!

The SP list has a debug string in it that was copy-pasted along with the rest of them to all the save points in the game.

I've some notes for Vincent's limits and what I go with depends on what I can get to work; one plan was to do as you said, which is revert him after a certain number of attacks.

Quadra sets a random target when used with single-hit spells; I could look into changing the targeting but I'm not a fan of quadra on the whole and might be trying to do something different with it in the future.

Arrange Mode is ready to play, it's a bit wonky in places balance-wise but hopefully it does the trick.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TadGhostal99 on 2018-10-11 23:53:25
Cool beans!

Other minor thing, in the Dark Cave, when I spoke to the Don, Aries was just standing inside his desk, saying something about how he seems ok now. She was still there after I got Aries out of the church and went back to check since it seemed so out of place.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-10-12 19:07:21
Cool beans!

Other minor thing, in the Dark Cave, when I spoke to the Don, Aries was just standing inside his desk, saying something about how he seems ok now. She was still there after I got Aries out of the church and went back to check since it seemed so out of place.

It's a script issue; there are two sets of models for cloud, tifa, and aeris on that field and one isn't being hidden correctly when it's not in use.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nmystryker on 2018-10-15 07:34:23
so I checked the patch notes for 1.5 and notice that the posts/pages are many on this post so I assume I can just ask here. I am at the fight before Dyne and the body that triggers the scorpion fight is not here like in 1.4. has he been removed from here or did i miss something or do something wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-10-15 16:41:18
He was moved elsewhere, it was a bit cumbersome having a solo fight to prep for right after that one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nmystryker on 2018-10-15 22:16:39
alright then, I understand. I was just afraid that I would miss him here and never see him later since I missed his trigger or something. Keep up the great work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nmystryker on 2018-10-18 06:54:20
so another question. I read the readme and there was something there about morphing bosses to get nice things if I have the time and ability to try. So far I have morphed all the bosses I can since Jenova on the boat and none have turned into anything. do you have a list of who can be morphed so I dont waste my time trying to morph every single boss? I dont want to know what they turn into, just a yes or no list would be great. its really slowing me down setting up before every encounter.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-10-18 15:47:29
so another question. I read the readme and there was something there about morphing bosses to get nice things if I have the time and ability to try. So far I have morphed all the bosses I can since Jenova on the boat and none have turned into anything. do you have a list of who can be morphed so I dont waste my time trying to morph every single boss? I dont want to know what they turn into, just a yes or no list would be great. its really slowing me down setting up before every encounter.

Morphable
Aps
Hundred Gunner
Heli-Gunner
Thunder-Gunner
Dark Nation (not possible on Arrange Mode)
Rubicante GT
Illuyankas
Jenova1
Jenova Node A
Jenova Node B
Red Dragon
Demon's Gate


Unmorphable
Human bosses (turks, Dyne, etc.)
Gi Nattak
Lost Number
Materia Keeper
Rapps
Jenova2
Schizo
Jenova3
Carry Armour
Diamond Weapon
Proud Clod
Hojo


There's a long stretch after the jenova1 encounter in which all bosses encountered cannot morph into anything (this includes the extra encounters I've not listed). Remember that random enemies can also be morphed and the larger/dangerous ones tend to have good stuff as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nmystryker on 2018-10-18 23:05:57
Thank you so much for this list, I appreciate it. I'm loving this mod so much so far.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheBeaglez on 2018-10-20 05:31:12
Hey segachief. I just finished watching death play through your mod. looks fantastic. I'm trying to install it but the installer is giving me some trouble. I've tried searching for the answer but I'm having a really hard time. I watched your video on the install process. I'm putting it to the steam version to the data folder. My file path is C:/ProgramFiles(x86)/Steam/Steamapps/Common/FINALFANTASYVII/data. The files named in the readme already had the proper names. When I try to select the data folder I get a message that says <The destination directory doesn't contain any files to update>
I tried moving it to the desktop and same message. I made sure it was unblocked and ran as admin. I made sure nothing was running except for the installer. I've read throuh the documentation attached to the post and the FAQ. Also I'm using windows 10. If you or someone else could point me in the right direction I would really appreciate it. I'm going to keep searching in the meantime and will update if I get it. I'm sure I'm missing something simple. Thanks in advance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-10-20 14:11:48
Hey segachief. I just finished watching death play through your mod. looks fantastic. I'm trying to install it but the installer is giving me some trouble. I've tried searching for the answer but I'm having a really hard time. I watched your video on the install process. I'm putting it to the steam version to the data folder. My file path is C:/ProgramFiles(x86)/Steam/Steamapps/Common/FINALFANTASYVII/data. The files named in the readme already had the proper names. When I try to select the data folder I get a message that says <The destination directory doesn't contain any files to update>
I tried moving it to the desktop and same message. I made sure it was unblocked and ran as admin. I made sure nothing was running except for the installer. I've read throuh the documentation attached to the post and the FAQ. Also I'm using windows 10. If you or someone else could point me in the right direction I would really appreciate it. I'm going to keep searching in the meantime and will update if I get it. I'm sure I'm missing something simple. Thanks in advance.


Those videos are out of date, the install target is now one level up to modify the .exe; point it at C:/ProgramFiles(x86)/Steam/Steamapps/Common/FINALFANTASYVII instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nmystryker on 2018-10-20 21:31:32
so, just finished wutai pagoda. Gorky's many names is done on purpose huh?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheBeaglez on 2018-10-21 15:18:46
Those videos are out of date, the install target is now one level up to modify the .exe; point it at C:/ProgramFiles(x86)/Steam/Steamapps/Common/FINALFANTASYVII instead.

That did it. Thanks so much. really enjoying it so far. I saw that in a set of directions for 7H I think so I tried it and it hung at 0% until I backed out but no issues this time. Not sure what I did the frist time to cause it to hang.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-10-21 20:51:41
so, just finished wutai pagoda. Gorky's many names is done on purpose huh?

Do you mean shake? All of the fights have a gimmick of some sort.

Spoiler: show
first fight has super defense and you lose if he powers up completely
Second fight shake is "super fast" so to simulate that there are actually 6 enemies named the same thing to be simulate an after image
third fight can only be damaged by magic and using an attack item will cause them to reset their hp to full
4th fight he hits hard and fast and applies poison and dual
5th fight is godo, same as vanilla mechanic wise.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TadGhostal99 on 2018-10-22 22:56:21
Oddity, in the Nibelheim flashback, in arrange mode, when Cloud and Sephiroth fight the dragon, you can lose that fight. I just kept hitting 'attack,' and the dragon eventually killed Sephiroth, who froze in place as he has no death animation, I got 'Defeated...' and the normal party death music played. The battle ended, and I was back in Kalm, and the cutscene continued with Cloud talking about how Sephiroths strength is unreal despite just telling how he got jobbed out by a random dragon in the road.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hubi00 on 2018-10-26 17:54:41
Hi there sorry for disturbing this important developement discussion.
I want to play NT again after some time but i wanted to find an item drop/steal/morph list first to spare me some gray hair.
I could not find something up to date like this and the discussions i found are outdated by years too except for this here.
So my question is if you could please put me a link for some lists if there is something up to date.
If not then i am thinking about doing the list myself.
Thank you for your time. ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-10-26 19:23:06
Oddity, in the Nibelheim flashback, in arrange mode, when Cloud and Sephiroth fight the dragon, you can lose that fight. I just kept hitting 'attack,' and the dragon eventually killed Sephiroth, who froze in place as he has no death animation, I got 'Defeated...' and the normal party death music played. The battle ended, and I was back in Kalm, and the cutscene continued with Cloud talking about how Sephiroths strength is unreal despite just telling how he got jobbed out by a random dragon in the road.

I'll add a dialogue handler for if the fight is lost; 'jobbed out' made me laugh.

Hi there sorry for disturbing this important developement discussion.
I want to play NT again after some time but i wanted to find an item drop/steal/morph list first to spare me some gray hair.
I could not find something up to date like this and the discussions i found are outdated by years too except for this here.
So my question is if you could please put me a link for some lists if there is something up to date.
If not then i am thinking about doing the list myself.
Thank you for your time. ;D

Your best bet is to get the Proud Clod (PrC) tool from this board and then open the game's scene.bin; then you can check enemies directly and see what they've got along with other info.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hubi00 on 2018-10-26 19:38:58
Thank you 8)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TadGhostal99 on 2018-10-28 15:41:33
I'll add a dialogue handler for if the fight is lost; 'jobbed out' made me laugh.

Have cloud scratch his head, and say "So, uhhh, then we..." at which point Barret flails his arms around and says something like, "You expect us to believe the great Sephiroth got jobbed out by something your truck crashed into!? Tell the story right Cloud!" to which Cloud shrugs and you repeat the fight until you win.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: One_Dumb_Plan on 2018-10-29 17:24:27
Hi, I’m getting a problem at Mt Corel, where at the collapsing track sections (e.g. the track collapses, then you press left or right to get either of the item bags). When I’m falling down, I can’t move either left or right at all. The version of the game is the Steam version (most recent version of the mod from the forum, no hoc fixes, if this helps) and I have followed the correct installation, but still won’t work in the mid. I have tried removing the mod and going back to that section in the original game and there is no problem. Any help please? Otherwise love the mod! Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-10-29 23:17:57
Hi, I’m getting a problem at Mt Corel, where at the collapsing track sections (e.g. the track collapses, then you press left or right to get either of the item bags). When I’m falling down, I can’t move either left or right at all. The version of the game is the Steam version (most recent version of the mod from the forum, no hoc fixes, if this helps) and I have followed the correct installation, but still won’t work in the mid. I have tried removing the mod and going back to that section in the original game and there is no problem. Any help please? Otherwise love the mod! Thanks

Checked through it, I think it's a temp variable used by the save point that's interfering with it. I'll sort this out with some other issues soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TadGhostal99 on 2018-10-31 03:46:26
Hi, I’m getting a problem at Mt Corel, where at the collapsing track sections (e.g. the track collapses, then you press left or right to get either of the item bags). When I’m falling down, I can’t move either left or right at all. The version of the game is the Steam version (most recent version of the mod from the forum, no hoc fixes, if this helps) and I have followed the correct installation, but still won’t work in the mid. I have tried removing the mod and going back to that section in the original game and there is no problem. Any help please? Otherwise love the mod! Thanks

I had this issue, so I just mashed way way way more then what would be considered reasonable, and was able to get the items.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: One_Dumb_Plan on 2018-10-31 13:46:13
I had this issue, so I just mashed way way way more then what would be considered reasonable, and was able to get the items.
Thanks for the advice, but even mashing the direction on my Xbox360 controller won’t work ( I have tried with multiple controllers and even attempted to do it with the keyboard controls, but nothing sadly). I’ll check the installation again just to be sure, because whenever I have used Mr Smiler and his sources, I’ve get less sources than I would have if I was playing NT 1.3, unless that has been changed  changed in the last update as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: One_Dumb_Plan on 2018-11-04 15:14:59
Checked through it, I think it's a temp variable used by the save point that's interfering with it. I'll sort this out with some other issues soon.
Sorry to ask but is there any way of obtaining the wiser staff (I may have got the name wrong but Aeris’ weapon found on Mt Corel any other way e.g. steal/morph. P.S- I have very woolly internet access atm, so using Proud Clod is temporally a no go. Cheers.
PS 2- Any timeline on a fix for the mt Corel issue (I know your probably busy with life, this brilliant mod and working on FF8 New Threat) Please keep up the good work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Novashadowsonic on 2018-11-06 19:55:31
So, Just killed Jenova, "Was playing 1.3  last time I tried the mod)
I thought you were supposed to phoenix down aeris?
She appears to be dead at the bottom of the water...
Is this supposed to happen?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-11-06 21:31:34
There's a dialogue option before the fight that determines whether this happens or not. Pick the 2nd option.

Sorry to ask but is there any way of obtaining the wiser staff (I may have got the name wrong but Aeris’ weapon found on Mt Corel any other way e.g. steal/morph. P.S- I have very woolly internet access atm, so using Proud Clod is temporally a no go. Cheers.
PS 2- Any timeline on a fix for the mt Corel issue (I know your probably busy with life, this brilliant mod and working on FF8 New Threat) Please keep up the good work.

I'll get one done tonight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Novashadowsonic on 2018-11-06 21:35:52
Ah, thanks, that makes sense!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-11-06 22:53:01
Flevel patch for standard install, IRO for 7H users:
https://www.mediafire.com/file/w2t3n1931rhspra/FF7_NT_IRO_6th_November_2018.iro/file

https://www.mediafire.com/file/ydqu8u7qc2oafm9/NT_Mod_HotFix_flevel_6th_November_2018.zip/file

Fairly minor changes in this; holding off on major update for now:
-) Changed variables used for Mt. Corel (interference from Tent check on Save Point)
-) Supershot ST can now be obtained from the Gelnika, chest next to save point. Was erroneously set to hidden.
-) Debug NPC on Highwind no longer offers Rank Reset fix (this was to sort out an issue where character ranks were wrongly recorded after an older update; it didn't reset sources used, just ranks).

***
[Update]
I've been working on a new set of overhaul files on and off for the last few months while working on FF8 NT. The plan with this mod is to go further with .EXE assembly modification to adjust damage formulas, mitigation effects, and introduce some menu changes.

This means that the enemies, etc. all need to be rebalanced to account for the changes and I'm taking the opportunity to rescript NT as a whole and put out a 2.0 rebuild. The 1.5 build will be kept available as a legacy version of sorts as some content will be cut from the 2.0 mod and other things will be set up differently.

So the next major update for the mod will likely be a round-up of fixes for 1.5, then a 2.0 release at some point in the future after FF8 NT's first 1.0 build is out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EvenThen on 2018-11-08 10:40:51
Got turned off from the mod a while back after constantly dying on the new Jenova fight at the end of disc 2, thinking of starting from that again.

- Is there a way other than looking at stat disparities to see what build supplements you've taken from the save point guy for each character?
- Can you subvert Jenova's disabling of character revival somehow?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-11-08 22:16:54
Got turned off from the mod a while back after constantly dying on the new Jenova fight at the end of disc 2, thinking of starting from that again.

- Is there a way other than looking at stat disparities to see what build supplements you've taken from the save point guy for each character?
- Can you subvert Jenova's disabling of character revival somehow?

No to the first one, but an option was added for the 2nd one. When approaching Aeris on the altar, there's a dialogue option that pops up during the scene; pick the top option.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TadGhostal99 on 2018-11-09 03:56:27
Flevel patch? Like fixed level?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EvenThen on 2018-11-09 06:13:33
No to the first one, but an option was added for the 2nd one. When approaching Aeris on the altar, there's a dialogue option that pops up during the scene; pick the top option.

I meant the thing in the boss battle where it makes your character undead, and then you can't revive the character if they die.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArsusFH on 2018-11-09 10:18:04
Hey im not sure if this was covered already but after i got the mystile from the dead guy (dark cave sidequest) i went to the exit of the cave and it teleported me to the ancient forest map. Now i can´t access my chocobo or airship since i left them at the bone village so it seems that i´m stuck in the cosmo canyon area... its kinda sad since i wanted to finish the game, anyway i hope you can somehow help me.

Also sorry if this was already covered :|
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-11-09 14:22:25
Hey im not sure if this was covered already but after i got the mystile from the dead guy (dark cave sidequest) i went to the exit of the cave and it teleported me to the ancient forest map. Now i can´t access my chocobo or airship since i left them at the bone village so it seems that i´m stuck in the cosmo canyon area... its kinda sad since i wanted to finish the game, anyway i hope you can somehow help me.

Also sorry if this was already covered :|

use the save editor black chocobo. With it open your save and go to the location tab, select bone village field, then tic the box that says "save location changes". Save and open your game and youll be back.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-11-10 01:21:35
Flevel patch? Like fixed level?

flevel is a file in the game that contains the fields used by the game (dialogue, backgrounds, action scripts, etc). I should call it field patch instead.

I meant the thing in the boss battle where it makes your character undead, and then you can't revive the character if they die.

Not sure how long ago you played, but the effect was made into single-target rather than party-wide. When the afflicted character dies, it's used on another character. There's no way to subvert it but can keep them going for longer using MBarrier and elemental healing if that's available.

Hey im not sure if this was covered already but after i got the mystile from the dead guy (dark cave sidequest) i went to the exit of the cave and it teleported me to the ancient forest map. Now i can´t access my chocobo or airship since i left them at the bone village so it seems that i´m stuck in the cosmo canyon area... its kinda sad since i wanted to finish the game, anyway i hope you can somehow help me.

Also sorry if this was already covered :|

Is this the 7H version? Older versions were missing the walkmesh chunk which was causing it to use the default exit data. Best bet for fix is to use save editor but watch out for the save-editing protection on Steam version; only make changes when launcher is open and then save game once you're playing game to make it secure.

If this happened on the latest 7H IRO that I uploaded a few days ago then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TadGhostal99 on 2018-11-11 01:44:10
flevel is a file in the game that contains the fields used by the game (dialogue, backgrounds, action scripts, etc). I should call it field patch instead.

Aw. I was super excited for a minute thinking there was like an always level 99 version going around where you start maxed stats and fight max stats enemies.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Lukey_Bug on 2018-11-12 21:04:47
Hey, I just started this up again and had a question. I remember playing the 1.3 release a while back, and when I ranked up I'd get a lot more sources. Right now in 1.5 I'm only getting 3 for the main stat and 2 or 1 for the others.

Not sure if this has been addressed already or is intended.

Tried looking for an answer but couldn't find anything. Any answer is appreciated.

EDIT: Nevermind. I just noticed the rank ups are correct. The sources themselves are changed obviously.
Title: "No files to be patched" problem
Post by: anti_ohme on 2018-11-14 11:37:40
Hey mate. Getting a very perplexing problem where the installer isn't recognising the files inside the data folder. It says there are no files there to be patched! I am 100% clicking on the data folder, running the installer as admin and have tried patching it on the desktop... still the getting the same error. Any help would be amazing as I want to try the newest version of the mod!

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HolyOkami on 2018-11-14 15:19:35
I have a problem with the rank system, Mr Smile gives me only 3 sources or 2 or 1 depends what rank option i choose maybe thats because 1 sources gives 5 stats but when i use it and check the stats they just gained 1 stat from each source  :-\ i dont understand.

EDIT : I am using Steam's FF7 version, with July 17th NT 1.5 + November 6th Hot fix patch.

EDIT2: Nevermind, i fixed it  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-11-14 20:58:32
Hey mate. Getting a very perplexing problem where the installer isn't recognising the files inside the data folder. It says there are no files there to be patched! I am 100% clicking on the data folder, running the installer as admin and have tried patching it on the desktop... still the getting the same error. Any help would be amazing as I want to try the newest version of the mod!

Cheers!

The installation destination was changed slightly; it's now the FinalFantasyVII folder directory that's 1 level above the Data folder (this is so the installer can patch the .exe as well). Sorry about the confusion, the videos, etc. still list Data folder as the destination.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: anti_ohme on 2018-11-14 21:26:11
Ahhh haha no worries mate! it's worked now :) Cheers
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Abashi76 on 2018-11-16 16:10:32
Do you think you can add the custom enemies from "Hardcore Mod" to "New Threat Mod"? They perfectly belong in this one rather than the other one. There really should be switching content between "Hardcore" and "New Threat".

I'll give some examples of 'Hardcore Mod' enemies that should have been in 'New Threat Mod':

-The yellow flying bugs that are recolored from the ones in Wutai, they appear in Corel
-The red gargoyles (are the red version of the monster around the city of the ancients in there too?)(what about the red balls?)
-The green spider in the ancient forest, and i think the green sweeper in the jungle/reactor area as well
-A weird version of that 'mace guy' enemy around the Nibel area, has a strange head
-Is the blue turtle in "Hardcore" or "New Threat"?
-The new black card guys up in the great glacier, are the new ones in the crater in 'Hardcore' too?
-A recolored version of that plant enemy that has three forms
-A gold version of the dog type enemy at Wutai, appears in the materia cave
-Are the purple magnet enemies in 'Hardcore' or 'New Threat'?
-The yellow spiders are in 'New Threat' right?, were there ever red spiders?
-The stronger red crabs with the giant bird
-The green version of the armored guy with the sword
-The yellow battery guys rather than just the gray ones up in the crater, i thought this was in "New Threat", no it's "Hardcore"
-The bees in the sewers, i thought this was "New Threat" too, but i didn't see them the last time i checked
-Fix the texture-less large elephant model up in the northern continent, make it a large white elephant

All of those i would like to see put in the 'New Threat' from the 'Hardcore', everything except for that large elephant model that unfortunately does not work.

Changes i would like to see in 'New Threat', because it seems to be a waste of new enemies:

-Make the blue octopus enemies appear as regular enemies rather than just with Jenova I
-Make the recolored enemies including both the octopus and the squid enemies with Hojo (they were recolored too)
-Swap the models of the two octopus/squid enemies with the ones in the sunken airship
-Make the red golem guys with the big swords appear as regular enemies, (nothing to do with either mod)

New enemies (color schemes) i would like to see:

-Another color variation for the 'Spencer' enemy
-Another color variation for the propeller guys, preferably a new stronger enemy
-More higher level ghosts in the lost jungle reactor area
-A new area on the path in Corel that leads to nothing, just re-use another map the way they do in great glacier
-A new area in Mideel, on the path on the other side of the hospital that leads to nothing, (would require a patch)
-Remove the 'Aeris Death Scene' if you get her back in your party
-Add the Ho-chu enemy (the one that was left out and only appears at Battle Square) if you havn't already, i'm sure you did


That is all i can think of. Did i miss enemies from the 'Hardcore Mod' that did not appear in the 'New Threat' mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-11-16 19:54:40
I think it's better that the two mods stay separate; if the enemies appear in both, then it makes the experience of playing through one of them a little less unique. Mashing them together wouldn't be a good idea anyway; hardcore enemies would need downtuned to go into NT, and NT enemies would need tuned up to go into hardcore. Not just the stats, but the attacks and AI.

Only thing I'd change about hardcore mod is maybe lowering the number of pincer formations in random encounter lists. That one in Ancient Forest with the spectres is deadly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Lukey_Bug on 2018-11-16 23:17:58
Is there an updated enemy skill list? Because the where is it file isn't jiving with what i found in game.

Edit: as examples, it said Alpha was from the Midgar Zolom, but I got Beta. Time Flare wasn't mentioned but I obtained it from the dragon on Gaeas cliff, etc
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Abashi76 on 2018-11-17 15:03:06
I think it's better that the two mods stay separate; if the enemies appear in both, then it makes the experience of playing through one of them a little less unique. Mashing them together wouldn't be a good idea anyway; hardcore enemies would need downtuned to go into NT, and NT enemies would need tuned up to go into hardcore. Not just the stats, but the attacks and AI.

But, some of them would be perfect for the New Threat Mod. You know which ones i listed right? I don't understand why certain enemies in the Hardcore Mod shouldn't be in the New Threat Mod instead! I was actually suggesting you switch some of the content. The Hardcore Mod was originally supposed to be a difficulty mod while New Threat Mod was supposed to be about new enemies. Because of that, it makes perfect sense to add custom enemies from Hardcore Mod to be in New Threat mod instead while moving difficulty settings in New Threat Mod for enemies in the original game to the Hardcore Mod. I was actually suggesting you switch certain content from the Hardcore Mod to be in the New Threat Mod instead in a newer version. Why would some of these examples such as yellow bugs & red gargoyles & etc.... from the Hardcore Mod and the blue mantis & red hungrys etc.... for the New Threat Mod any different? They belong together, i just don't get it.

Also, it would be also important to actually use certain recolored enemies, (in which i have only two examples for,) to be normal enemy encounters rather than being a part of a boss. I was suggesting you would switch the rainbow colored squids/octopi with the new color scheme in the Hojo fight and add the blue Octopi that appeared with Jenova as a new encounter to be either a boss in a materia cave or a new enemy encounter.

Only thing I'd change about hardcore mod is maybe lowering the number of pincer formations in random encounter lists. That one in Ancient Forest with the spectres is deadly.

I'm pretty sure at least the Hardcore mod added them. I tried to do that myself before, but it turned out to be a failure. It would be a perfect idea to add them to the 'Ancient Forest' in both mods.

My response in purple and blue, i'll bold the most important parts. I'm going to argue about this, because it makes no sense why you would choose to put certain custom enemies that would be perfect in the New Threat Mod into the Hardcore Mod instead. Is it because those enemies were rejected from the original game?; if that's why then your decision would make sense.

Also, it would make sense to use certain recolored enemies as new enemy encounters rather than just be a part of a boss, and i had only two examples that combine to three different recolored enemy sprites. Switching the sunken airship rainbow colored enemies with the new colors should be simple to understand, while the ones that appear with Jenova could have appeared as regular enemies or their own boss battle somewhere else.

Get it? I was suggesting you switch content for new enemies from the Hardcore Mod to the New Threat Mod, and difficulty mods from the New Threat Mod to the Hardcore Mod.

Oh, i almost forgot to ask:

Unfortunately, i was unable the FF7 model program known as Kimera to work. Can you help me get it to work? Would i need a different computer (i can give you the error message if you ask me to, i just don't want to waste my time if you cant help)? If i got it to work ....

Would i have your permission to use certain content (mostly new enemies) from your two mods for my own mod to make it what i think it should be? If so ....

I have made a difficulty mod before on my laptop, but my current attempt is not working even after i replace the Kernal.bin file; and this happened because i used Proud Clod this time, and Hojo the last time.


My simple difficulty mod would be:

-New ability names rather than "2" or "3" for stronger magic abilities such as "Mega" or "Giga"
-Increase MP costs for a few earlier abilities by '1'
-Make the 'Enemy Skills' materia give -10% to HP and MP because it's overpowered
-Certain summons, which would be; Shiva, Ramuh, & Titan require a level up before being usable
-The summon 'Nights of the Round' requires a 1000 MP so you'll need the HP/MP switch materia
-Sources can no longer be morphed from common enemy encounters other than in the sunken airship
-Rename "Mind Source" to "Spirit Source" because the two names "Magic" and "Mind" are confusing
-Rename "Full Cure" to "Recover"
-Increase power for under-powered enemies such as the Shinra Soldiers by a large amount
-Make certain annoying enemy encounters less common than better ones
-Switch the prize "Omnislash" with the price "Final Attack"
-Change certain accessory abilities so that none of them either become obsolete or overpowered
-New items, and modified item abilities; including double healing in battles from potions
-Much harder boss fights for the last two fights before the final boss
-Add some of the difficulty modding from the "Hardcore Mod" to my difficulty mod

All of that, i can do myself as long as somebody tells me how to fix the Kernal.bin file to make all the battles work.

My hope for a perfect mod would be:

-Most of the custom enemies from both the "Hardcore" and "New Threat" mods appear as new encounters
-Most of the custom attacks from both the "Hardcore" and "New Threat" mods
-Add new areas to the game, especially replace all the extra black screens with new maps
-Change enemy encounters on the world map, and add more places in the world map to enter
-Bring Medeel back once you get to the Disc3 part of the game
-Remove the Areis' Death CGI scene if you get to keep her in your party (would it be possible to have it as a second variable?)
-Expand the game by adding certain maps more than once like they do in the "Great Glacier"
-Change certain sprite usage in the Chocobo races, player replaces the pink rather than the green chocobo
-Replace the Gold Chocobo with the White Chocobo, and add new colors red and purple
-New abilities split between the two materia : Ultima and Full-Cure
-Make it possible to escape the crater just before the final boss and only fight the final boss after you jump down again

..... it actually should be possible because of all the other weird stuff you did.

....., should i explain it differently?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2018-11-17 15:41:19
They’re 2 different mods made by 2 different authors. Pretty sure they designed them this way because they want to make their own standalone mod on their own. Feel free to try and customize the encounter tables yourself, but I doubt SC plans to alter anything. NT is it’s own mod, end of story.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-11-17 16:41:35
Would i have your permission to use certain content (mostly new enemies) from your two mods for my own mod to make it what i think it should be? If so ....

There's been a misunderstanding here, I didn't make both mods. I made New Threat, Gjoerulv made Hardcore. You can use models from New Threat, but you'd need to ask Gjoerulv if you want to use Hardcore models.

As for Kimera, I posted the steps in your old thread; there's no way around it, dependency files need to be registered via the Command Line to get it to work on modern PCs: http://forums.qhimm.com/index.php?topic=17957.25

As for making the kernel.bin work, open the game's scene.bin using proud clod tool (PrC) and when saving, it'll prompt to check the kernel. Click yes (direct it to the kernel location if it can't find it) and then confirm again if it finds the kernel's look-up tables require adjustment. It checks the 1998 PC location by default which is data/kernel, whereas the Steam version's kernel is in data/lang-en/kernel so keep that in mind.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2018-11-17 17:30:11
Hello guys.

First of all, I really love this mod. Playing my favorite game of all times in this new setting is an amazing experience. So a big thank you for that for the builders of this mod.

I'm already really far into the game, but I've experiencied a few bugs. Since I'm terrible at figuiring out how to restore them, I really need some help of one of you guys.

First of all, I cannot play Tifa's final quest, when I come to the reactor, altough the teacher is there, he's only saying something in the sence of 'good luck and be carefull' or something like that as if it's already accomplished. ( I also spoke with the guy in the Higwind to reset quests but he only talks about resetting Cid's quest.)

Second, I now try to go into the Dark Cave, but at the moment I'm there, after the first conversation between Barrett and Cloud is finished it instantly freezes and I cannot move.

Just encoutered another one.. when fighting Carmine Weapon the game freezes when I kill one of his eyes, the time still going further but when reaching 0 seconds it doesn´t result in a Game Over it just stays on 00:00

I play FF VII steam with the 7th heaven modder and selected the NT mod from the 'Gameplay - difficulty and story' mod.

Would be very grateful to get some quick and clear advice of this matter..

Big thanks.

Denny
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: strife98 on 2018-11-17 20:50:44
From what I remember the 7th heaven gameplay version is really out of date. Try downloading the IRO from the first page and manually adding that in and see if that fixes your problem. Warning though, there have been many changes so things may be different
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2018-11-17 21:38:09
I deactivated the 'Gameplay - difficulty and story' mod and added the mod you mentioned,  and you are right alot of changes there, but still the Tifa Limit lvl 4 quest and the Dark Cave quest act the same..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-11-17 22:59:55
Model changes seem to break the first field of the dark cave quest. If you disable the main character field model iro it will let you get past.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2018-11-17 23:12:05
Thanks alot UpRisen i´ll try that out. Something else in the ´where is that thing.txt´ it says you should get a speed plus, magic plus and a luck plus from the Junon Leagues but even now with the new NT mod I installed I don´t get them.. are these prizes outdated or is this also not the way it should be.. thanks in advance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-11-18 02:01:38
I think the issue is that the old version had a var trigger problem (which is used to handle the event), which means this var will still be flipped even when updating to the newer versions.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2018-11-18 11:15:24
I think the issue is that the old version had a var trigger problem (which is used to handle the event), which means this var will still be flipped even when updating to the newer versions.

So does that mean there is no solution to fix this?

What would happen if I play the game again from the beginning on hard difficulty do you think that would fix it? And are there enough cool changes to play the game all over again? (Not that I think playing over on hard difficulty specifically would fix it, but I mean new game in general. Hard difficulty because I did the normal difficulty before)

Also, just tried the Dark Cave with the field models changed to normal and still freezes... Sega Chief any way you can help me?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-11-19 04:10:37
So does that mean there is no solution to fix this?

What would happen if I play the game again from the beginning on hard difficulty do you think that would fix it? And are there enough cool changes to play the game all over again? (Not that I think playing over on hard difficulty specifically would fix it, but I mean new game in general. Hard difficulty because I did the normal difficulty before)

Also, just tried the Dark Cave with the field models changed to normal and still freezes... Sega Chief any way you can help me?

If you send me your save file I could fix up the var for the nibelheim part. As for the dark cave problem, I'm not so sure. Does it break if all other mods are deactivated?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Abashi76 on 2018-11-21 18:56:14
There's been a misunderstanding here, I didn't make both mods. I made New Threat, Gjoerulv made Hardcore. You can use models from New Threat, but you'd need to ask Gjoerulv if you want to use Hardcore models.

Oh, but Gjoerulv made some nice enemies also, the same way you did. Do you think you can contact him? I've been thinking about combining content from both mods to my own mod, some time in the distant future like with in 10 years. How hard is to make new recolored models? Also, your mod changed encounters on the world map and you even added a new forest before ; how did you do that? I heard it's very hard to modify the world map.

As for Kimera, I posted the steps in your old thread; there's no way around it, dependency files need to be registered via the Command Line to get it to work on modern PCs: http://forums.qhimm.com/index.php?topic=17957.25

Last time i tried, it didn't work, i'll try again. Ty!

As for making the kernel.bin work, open the game's scene.bin using proud clod tool (PrC) and when saving, it'll prompt to check the kernel. Click yes (direct it to the kernel location if it can't find it) and then confirm again if it finds the kernel's look-up tables require adjustment. It checks the 1998 PC location by default which is data/kernel, whereas the Steam version's kernel is in data/lang-en/kernel so keep that in mind.

I tried that, but my attacks still miss. There are like four save options in that program. Which of the four do i choose? I've successfully did three of them, never figured out how to do the other one.

If i don't have 64-bit, would i need a new operating system? I have Windows 7, which i heard is the right one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Nikkolas on 2018-11-22 06:56:40
So my memory is a bit shoddy but I remember having a hard time with the boss at Junon, the thing that attacked Mr. Dolphin and Priscilla. He had like crazy high HP for that point in the game.

I feel like he was weak to Wind or Lightning? And throwing items at him was the only way I won? Can you get Bird Wings or something that does high Lightning damage from those bird enemies that teach White Wind?

I can't remember for certain but I know a guy playing through NT Arranged right now just like I did and I'm trying to remember my own playthrough to help him out should the need arise. (although, sadly, I lost my save game during the Huge Materia stuff when my PC died. Bleh.)


Also, minor question. I remember the dual Demon Gates from the version of NT I played in 2014. Whatever happened to that? Too hard? I thought it was one of the more memorable additions. Pretty hard, though but that's why it was memorable. Well taht and teh fact it was very surprising.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2018-11-22 18:20:51
If you send me your save file I could fix up the var for the nibelheim part. As for the dark cave problem, I'm not so sure. Does it break if all other mods are deactivated?

I'm seriously considering to start over again on Arrange difficulty because I just enjoy this mod so much I can play these tactical way of battling without getting bored all over again.. only thing I like to know is if there are alot of changes compared to the last mod I've played and if you think that starting over with the new patch will clear the bugs that I had with my previous save file. Thanks in advance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-11-23 00:15:20
So my memory is a bit shoddy but I remember having a hard time with the boss at Junon, the thing that attacked Mr. Dolphin and Priscilla. He had like crazy high HP for that point in the game.

I feel like he was weak to Wind or Lightning? And throwing items at him was the only way I won? Can you get Bird Wings or something that does high Lightning damage from those bird enemies that teach White Wind?

I can't remember for certain but I know a guy playing through NT Arranged right now just like I did and I'm trying to remember my own playthrough to help him out should the need arise. (although, sadly, I lost my save game during the Huge Materia stuff when my PC died. Bleh.)


Also, minor question. I remember the dual Demon Gates from the version of NT I played in 2014. Whatever happened to that? Too hard? I thought it was one of the more memorable additions. Pretty hard, though but that's why it was memorable. Well taht and teh fact it was very surprising.

Bottomswell bosses should all be weak to Water and Wind. Choco/Mog is good for a spike of damage (boss AI is in 'stages' so best to save it for getting past a problematic phase ASAP). You can use the Throw command for some high damage if you gather some weapons via Steal, and I think Heli-Gunner morphed into a Bird Wing or something.

Demon Gates are still intact, just not used in Arrange mode.

I'm seriously considering to start over again on Arrange difficulty because I just enjoy this mod so much I can play these tactical way of battling without getting bored all over again.. only thing I like to know is if there are alot of changes compared to the last mod I've played and if you think that starting over with the new patch will clear the bugs that I had with my previous save file. Thanks in advance.

If you're on latest version then there shouldn't be any problems with Nibelheim segment.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2018-11-23 12:48:39
Are there also new bosses or other fights compared to the mod I've played? And how about the Dark Cave you think that could still give problems?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-11-23 14:50:35
Are there also new bosses or other fights compared to the mod I've played? And how about the Dark Cave you think that could still give problems?

Some of the bosses were remixed or swapped out with different versions. Dark Cave can crash at start due to an unknown reason which I'd put down to the use of other mods but it's difficult to say what the exact cause is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2018-11-23 17:52:00
Ok. Final question bro because I can imagine your getting sick of my questions lol. Started the Arranged mode and now I´m at Mr Smile for the first time. Chose the Ex-Soldier rank up but I did only get 3 strength source´s, from vitality and luck I did get 2 and from the rest I only got one Source.. tought maybe with 1 source you would go up with +5 points in stats, but that is not the case.. which means I did only get strength +3 etc etc... I assume this is not how it is supposed to be and if so please let me now what I can do about it...


P.s was planning to play tonight so if anyone reading this can at least confirm that this is not the way it should be it would be appreciated so that I know that there is no point to continue playing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-11-23 18:17:50
the +5 on source will only work if you are using the exe included with the NT download.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2018-11-23 19:01:50
Sh*t man I did get stuck now... I copied the file  ff7_en.exe to my FF VII folder, instead of changing the settings in 7th heaven to en.exe, which is why it didn't work as you just mentioned..

What I did just now was change the name of the settings in 7th heaven to en.exe, but it said it couldn't find it. what  I did next was change the name of the .exe in my FF VII folder to ff7_en.exe, and now when I try to launch the game with 7th heaven, it opens the game with Steam. Which obviously doesn't work..

Terribly sorry for my poor way of discribing the situation I'm not good at this.. hopefully someone understands what I try to say and know what I can do to solve it because my game doesn't start anymore ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torus on 2018-11-24 05:21:12
So I'm sure this is not actually a big deal, but I decided to do some exploring in the Nibelheim flashback segment. There's exactly one screen where battle rewards are not turned off and you can get both EXP and money from combat. As a result, Young Cloud and Sephiroth instantly jumped to level 99 (with no stat gains).

The screen in question is the mountainside from if you go back after being teleported to the reactor's entrance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-11-24 11:33:26
Sh*t man I did get stuck now... I copied the file  ff7_en.exe to my FF VII folder, instead of changing the settings in 7th heaven to en.exe, which is why it didn't work as you just mentioned..

What I did just now was change the name of the settings in 7th heaven to en.exe, but it said it couldn't find it. what  I did next was change the name of the .exe in my FF VII folder to ff7_en.exe, and now when I try to launch the game with 7th heaven, it opens the game with Steam. Which obviously doesn't work..

Terribly sorry for my poor way of discribing the situation I'm not good at this.. hopefully someone understands what I try to say and know what I can do to solve it because my game doesn't start anymore ^^

if you are using 7th heaven you need to use ff7.exe or ff7_bc.exe if you are also using Menuoverhaul. Those are the exes that the gameconverter gives you normally, then in the New Threat download there should be a new version of ff7.exe and ff7_bc.exe, which are the exe that you need to use.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2018-11-24 21:39:56
Yes I tried the ff7_bc.exe and it worked. I see that the stats effects of the materia has changed big time.... Added Effect and Elemental gives you -15 on both vitality and intellect? 'All' materia -05 on magic? Skills like Barrier or Exit gives you only positive effects on stats? For me Materia like Added Effect, Elemental, All, Counter attack are alot less appealing which is a shame because they where among my favorite materia.

Can someone explain to me why these drastic changes have been made? Or is something wrong Again?! ^^ Thanks. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-11-24 21:45:25
Elemental/Added Effect protects and element/status ailments but at the cost of a reduction to defence/magic defence. Support magic like Debarrier, etc. I want people to have on more often instead of skipping over so their buffs are mostly positive.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: G3neralRevan on 2018-11-27 18:58:46
Hi all,

Looking forward to playing this mod soon, still waiting on updating my fricking laptop since my current one has Admin locks I can't get past...

Kudos to you SegaChief for making this huge effort and breathing so much life back into one of my favorite games, I really can't wait to play it again. However, given the previous limitation I wanted to ask the community who's playing the most up-to-date version some questions.

I've been taking a look at the documentation about character stat upgrades in the readme, and I've read somewhere about the docs not always being updated but I'm curious about Yuffie's stats. ...Is she meant to be a better all-rounder than the all-rounders? Her description says she's a glass cannon, with "low defensive stats" but she has the same base stats as Red XIII's, so she starts better than Tifa and Aerith on both stats, and she's better than Vincent and Cid on SPR. If she splits her level-ups between Wutai Shinobi and Goddamn Punk (options 3 and 4), she ends with:
STR 115,
VIT 107,
MAG 112,
SPR 105,
DEX 75,
and LCK 52. Aerith is the only other character I'm seeing who can break 100 on the first 4 stats (my math could be wrong or I'm not thinking of a proper stat combination with someone else), but if you go that route with Aerith, her STR becomes stronger than her Magic, which is fun, but perhaps not the best idea.

Granted, as I still haven't played firsthand I'm not sure how much trying to all-round gimps your characters, but from the playthroughs I've seen, your ATK and DEF stats are still really important, and I tend to prioritize them over SPD and Luck. Strategy and team composition obviously are required for every fight, and as I can't play the mod yet I'm not sure how much equipment changes these numbers I'm throwing out (it looks to be a lot, it's probably a lot). Materia and accessories, too.

I know Yuffie is meant to be the tricky evade character, so cutting her DEX may not be the smartest plan but her innate looks great every time I've seen it, does it replace the need for DEX?

I guess the main thing is that I'm confused by the descriptions of the stat boosts on her vs. the "all-rounders," as Cloud has to pick which defense he wants, closest he gets to 100 is 88/92 on VIT/SPR. Red can hit 87/85 if he goes for STR/MAG, he does fine if he goes just STR (107/105). If this were the original game I wouldn't bat an eye since Yuffie's stats there were just slightly below avg but never that far behind, so she could wreck (plus Conforming all the cretins).

Know the readme hasn't been updated since January of this year (or at least the version I'm looking at), but was hoping someone could shed some light on her stats, as it makes me think, well, RIP Cloud and Red.


(P.S. I realize this whole thing is moot if the stat bonuses are different now, and I'm pretty sure this doesn't apply to Arrange Mode. If so, hopefully you've enjoyed this thought experiment with me, thanks.)

P.P.S. I'm probably attaching too much value to breaking 100, high average stats are cool, I've always liked Jack-of-all-trades characters.


EDIT: It looks like stat boosts are 5 per source, and that there are 5 ranks now available on level up. Would love to know what they are so I can update my spreadsheet, if anyone has the values. If Yuffie and Red's starting stats are still the same, would also love to know, thanks. Also, Cloud and Red's innates are sorta where they make up the difference for attacking stats. Shame about their defense, but what can ya do?

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-11-28 16:10:36
.

Currently, each character gets a flat +5 to all stats per rank, with 8 ranks, so the overall bonus is +40. Then the chosen upgrade goes onto that which I've printed from the flevel below:

Spoiler: show

[{CLOUD}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Ex-SOLDIER: +10 STR{, }+5 MAG/SPR
{CHOICE}Mercenary: +10 STR{, }+5 VIT/LCK
{CHOICE}Makonoid: +10 MAG{, }+5 SPR/DEX
{CHOICE}Shinra Trooper: +10 STR/DEX
{CHOICE}COMMANDO: +10 VIT/SPR
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{BARRET}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Marauder: +10 STR{, }+5 VIT/SPR
{CHOICE}Vigilante: +10 STR/LCK
{CHOICE}Heavy Metal: +15 VIT{, }+5 MAG
{CHOICE}Techno-Freak: +10 MAG/SPR
{CHOICE}Bomberman: +10 STR/DEX
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{TIFA}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Monk: +10 STR{, }+5 SPR/DEX
{CHOICE}Pugilist: +10 STR{, }+5 VIT/SPR
{CHOICE}Brawler: +10 STR/LCK
{CHOICE}Oracle: +10 MAG/SPR
{CHOICE}Punchbag: +10 VIT/DEX
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{AERIS}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Flowergirl: +10 MAG{, }+5 DEX/LCK
{CHOICE}White Mage: +10 MAG/SPR
{CHOICE}Geomancer: +10 VIT{, }+5 MAG/SPR
{CHOICE}Slum Drunk: +10 STR/VIT/LCK
{CHOICE}Slum Drunk II Electric Boogaloo: +20 STR/LCK
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{RED XIII}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Cosmo Warrior: +10 STR{, }+5 MAG/DEX
{CHOICE}Guard Hound: +10 STR{, }+5 VIT/SPR
{CHOICE}Red Mage: +10 MAG{, }+5 SPR/DEX
{CHOICE}Sample #13: +10 MAG/DEX
{CHOICE}Cosmo Protector: +10 VIT/SPR
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{YUFFIE}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Materia Hunter: +10 DEX{, }+5 STR/MAG
{CHOICE}Gil Bandit: +10 LCK{, }+5 STR/DEX
{CHOICE}Wutai Shinobi: +10 MAG{, }+5 STR/SPR
{CHOICE}Goddamn Punk: +10 STR/VIT
{CHOICE}Queen of Wutai: +5 STR/MAG/DEX/LCK
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{CAIT SITH}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Fortune-Teller: +10 LCK{, }+5 STR/SPR
{CHOICE}Yeti Pal: +15 STR{, }+5 VIT
{CHOICE}Materia Tank: +10 MAG{, }+5 SPR/LCK
{CHOICE}Top Cat: +10 DEX{, }+5 STR/LCK
{CHOICE}Tabby Tank: +10 VIT/SPR
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{VINCENT}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Horror Agent: +10 MAG{, }+5 STR/VIT
{CHOICE}Beastmaster: +10 STR{, }+5 MAG/LCK
{CHOICE}Berserker: +10 STR/SPR
{CHOICE}Shinra Turk: +5 STR/MAG/VIT/DEX
{CHOICE}Quickdraw: +10 STR/DEX
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{CID}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Shinra Ace: +10 LCK{, }+5 STR/VIT
{CHOICE}Engineer: +10 STR{, }+5 VIT/SPR
{CHOICE}Wingman: +10 MAG{, }+5 DEX/LCK
{CHOICE}Airman Dragoon: +10 STR/DEX
{CHOICE}Top Gun: +15 STR{, }+5 MAG
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}


Generally, most options buff strength and/or magic so that characters don't get left behind offensively but a couple were added that focus exclusively on defence (Cloud & Red now have pure defence options). Most of the options also tally to about +20 overall, but some go past that if the build runs against what's ideal for the character; Aeris' strength builds for instance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: G3neralRevan on 2018-11-29 02:32:36
Currently, each character gets a flat +5 to all stats per rank, with 8 ranks, so the overall bonus is +40. Then the chosen upgrade goes onto that which I've printed from the flevel below:

Spoiler: show

[{CLOUD}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Ex-SOLDIER: +10 STR{, }+5 MAG/SPR
{CHOICE}Mercenary: +10 STR{, }+5 VIT/LCK
{CHOICE}Makonoid: +10 MAG{, }+5 SPR/DEX
{CHOICE}Shinra Trooper: +10 STR/DEX
{CHOICE}COMMANDO: +10 VIT/SPR
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{BARRET}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Marauder: +10 STR{, }+5 VIT/SPR
{CHOICE}Vigilante: +10 STR/LCK
{CHOICE}Heavy Metal: +15 VIT{, }+5 MAG
{CHOICE}Techno-Freak: +10 MAG/SPR
{CHOICE}Bomberman: +10 STR/DEX
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{TIFA}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Monk: +10 STR{, }+5 SPR/DEX
{CHOICE}Pugilist: +10 STR{, }+5 VIT/SPR
{CHOICE}Brawler: +10 STR/LCK
{CHOICE}Oracle: +10 MAG/SPR
{CHOICE}Punchbag: +10 VIT/DEX
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{AERIS}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Flowergirl: +10 MAG{, }+5 DEX/LCK
{CHOICE}White Mage: +10 MAG/SPR
{CHOICE}Geomancer: +10 VIT{, }+5 MAG/SPR
{CHOICE}Slum Drunk: +10 STR/VIT/LCK
{CHOICE}Slum Drunk II Electric Boogaloo: +20 STR/LCK
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{RED XIII}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Cosmo Warrior: +10 STR{, }+5 MAG/DEX
{CHOICE}Guard Hound: +10 STR{, }+5 VIT/SPR
{CHOICE}Red Mage: +10 MAG{, }+5 SPR/DEX
{CHOICE}Sample #13: +10 MAG/DEX
{CHOICE}Cosmo Protector: +10 VIT/SPR
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{YUFFIE}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Materia Hunter: +10 DEX{, }+5 STR/MAG
{CHOICE}Gil Bandit: +10 LCK{, }+5 STR/DEX
{CHOICE}Wutai Shinobi: +10 MAG{, }+5 STR/SPR
{CHOICE}Goddamn Punk: +10 STR/VIT
{CHOICE}Queen of Wutai: +5 STR/MAG/DEX/LCK
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{CAIT SITH}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Fortune-Teller: +10 LCK{, }+5 STR/SPR
{CHOICE}Yeti Pal: +15 STR{, }+5 VIT
{CHOICE}Materia Tank: +10 MAG{, }+5 SPR/LCK
{CHOICE}Top Cat: +10 DEX{, }+5 STR/LCK
{CHOICE}Tabby Tank: +10 VIT/SPR
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{VINCENT}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Horror Agent: +10 MAG{, }+5 STR/VIT
{CHOICE}Beastmaster: +10 STR{, }+5 MAG/LCK
{CHOICE}Berserker: +10 STR/SPR
{CHOICE}Shinra Turk: +5 STR/MAG/VIT/DEX
{CHOICE}Quickdraw: +10 STR/DEX
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{CID}] - Rank Up
+5 All Stats & Choose Upgrade:
{CHOICE}Shinra Ace: +10 LCK{, }+5 STR/VIT
{CHOICE}Engineer: +10 STR{, }+5 VIT/SPR
{CHOICE}Wingman: +10 MAG{, }+5 DEX/LCK
{CHOICE}Airman Dragoon: +10 STR/DEX
{CHOICE}Top Gun: +15 STR{, }+5 MAG
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}


Generally, most options buff strength and/or magic so that characters don't get left behind offensively but a couple were added that focus exclusively on defence (Cloud & Red now have pure defence options). Most of the options also tally to about +20 overall, but some go past that if the build runs against what's ideal for the character; Aeris' strength builds for instance.


Getting to talk with the man, the myth, the legend himself. Thanks Sega Chief, really appreciate your quick response and detailed answer, this will be incredibly helpful (looks like a lot of these were rebalanced for the better too, in addition to the 5th option). I'm gonna go nuts with my spreadsheet :) Thanks for creating such an awesome experience and reinvigorating this game for all of us, you're a champion
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Crossfade on 2018-11-29 12:05:10
Loving your work with this mod @sega_chief.

I ran into a problem though. When tifa is trying to bring back cloud's memories back, I skip the whole thing so I dont have to watch the memories but when I do that for some reason the game crashes on me but when I actually went through the dream sequence it worked.

Also is there a list anywhere that tells me what gives the best gil, ap and xp anywhere.

Can't wait for FF8 NT :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-11-29 16:32:56
Farming spots in NT are pretty much the same as vanilla. Outside Mideel is good fast xp, Gelnika is decent everything, All crater enemies give alot of xp, and the Movers in the swampy area of crater are the most AP per battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-11-30 16:05:15
Loving your work with this mod @sega_chief.

I ran into a problem though. When tifa is trying to bring back cloud's memories back, I skip the whole thing so I dont have to watch the memories but when I do that for some reason the game crashes on me but when I actually went through the dream sequence it worked.

Also is there a list anywhere that tells me what gives the best gil, ap and xp anywhere.

Can't wait for FF8 NT :D

I've not had any other reports about a crash with that skip; do you have any other mods on like character models/field backgrounds? I'll double-check the script just in case.

As far as exp, gil, ap goes the further you move into the game the better it gets. The best spot for AP hands-down though is the Left-Up path in the Crater; Magic Pots now ask for Ethers instead of Elixirs and both they and Mover enemies give vastly increased AP. For EXP, any path should do the trick as enemies give a lot of it in Crater area. Each path also has its own Save Point now, just be wary of overwriting your save file on the first trip down though as there are some new obstacles on each path now. If encounters get too much while you're grabbing everything, remember there's a toggle function on save points to turn random encounters off.

Hi
Bug Reporting/Small request.

While im using the previous Build, i don't than these bugs have been Addressed just yet.
-Cid's Limit Break: Big Brawl suddenly does 0 damage to bosses (I'm unsure if this is a feature of it, and deals no damage for X factor?)
-After fighting Aeris' Mimic, if Tifa is the leader, and she tries to go back to the pedestal where Aeris was praying, the game will auto-lock and Tifa cannot move, this can happen right after the Boss battle, making it so the player has to re-do the whole thing.
-Game Currently Freezes/Crashes when Black Chocobo in Pandora's Box Fight when it uses it 'desperation' attack.
-The NT Debug guy in the center run of the Highwing is still squatting when Tifa and Cloud return to the Highwing in the end-game scene where they also mention than they are also alone, this honestly breaks the inmersion a bit to much.


My Request: May you increase Aeris dialogs? Currently, for example, when You switch Leaders in the Highwind,  she resets her text to the first text when she first gets into the ship, may i ask for her to have unique text for Tifa and Cid? Like Asking him how is his relationship with Shera is going? and for Tifa, implying than if her relationship with could grew a bit after they traveled through the Life-Stream? also add a bit more text in Nibelheim Scene in the North Crater for her aswell.

Talking about Zack, is there in plants to create an scene where  Cloud/Aeris/Tifa give his parents the bad news?
Cloud Ultimate Weapons has been altered, it seems? I know it deals more base off Cloud's Max HP vs Current? If so, there is anyway for Cloud to reach 9999 HP to maximize its damage output? (Not like it was before the Nerf, but the weapon bararly does 2500 damage) Or what is the correct Formula behind it?

Good work with the Mod so far, needs a bit polish here and there, but its coming along beautifully!

Big Brawl is a PC-specific glitch, I'm not sure of the cause but I think DLPB has a fix for it (among other things). The attack is causing damage, it's just that it isn't showing visually; this also means that enemies killed with this Limit Break won't 'vanish' from the field despite being dead; battles should still end as normal though.

I'll check in on the pedestal Tifa thing and the chokh's pandora box; the former I remember being an issue (don't know off the top of my head if it was fixed in latest release) and the latter shouldn't be crashing if it's just using an enemy skill. I'll investigate.

Debug guy will be set to hidden during that scene, should be a simple flag.

I'll add party-leader specific dialogue handlers for Aeris on the Highwind; I'll leave whirlwind maze + corel alone for now though.

Cloud's Ultimate weapon currently uses the same modifier as it did in vanilla, and deals more damage based on how full his HP is. He'll still need strength bonuses and elemental 2x to push toward the damage cap (depends on Defence of the enemy). Try setting him up with a Warrior Bangle, Power Wrist/Champ Belt, and Elemental + element in the weapon; if you're in the Crater, most enemies are weak to Holy for instance (check restorative/life materia, these now confer Holy element).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Crossfade on 2018-12-01 07:32:06
Quote
I've not had any other reports about a crash with that skip; do you have any other mods on like character models/field backgrounds? I'll double-check the script just in case.

As far as exp, gil, ap goes the further you move into the game the better it gets. The best spot for AP hands-down though is the Left-Up path in the Crater; Magic Pots now ask for Ethers instead of Elixirs and both they and Mover enemies give vastly increased AP. For EXP, any path should do the trick as enemies give a lot of it in Crater area. Each path also has its own Save Point now, just be wary of overwriting your save file on the first trip down though as there are some new obstacles on each path now. If encounters get too much while you're grabbing everything, remember there's a toggle function on save points to turn random encounters off.

Yeah I have all mods bar the ones that change the look of the bookcases in Shinra HQ ... It is the only part that causes the issue as well, everything else is fine.

Alright well for now I will wait till I get to the Crater to lvl up abit quicker lol.

Also did you put those bug things back to 0 exp in the mideel area ??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Xela20 on 2018-12-01 09:52:50
Sega Chief,

I thanked you last night on Death's stream. Just wanted to give you a full run down now that I've completed the game.

It's brilliant - I managed to kill Nemesis, Omega, Ruby, Emerald, that chocobo who gives you Pandora's box. A lot of the time I had to play smart as brute forcing doesn't work.

I wish I could put this on my phone on my PS emulator (I'd never play the original again if that happened).

The Dark Cave was a fantastic addition.

Is there anywhere I can donate since I've enjoyed your hard work so much it seems only fair that I give you something for your amazing project.

Sorry for gushing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-01 14:38:00
Yeah I have all mods bar the ones that change the look of the bookcases in Shinra HQ ... It is the only part that causes the issue as well, everything else is fine.

Alright well for now I will wait till I get to the Crater to lvl up abit quicker lol.

Also did you put those bug things back to 0 exp in the mideel area ??

Some Mideel enemies were given a script to set exp to 0 for early parts of the game cause it was possible to power-level super fast off them, except I then changed the way character level is factored in damage formulas (through their AI, so this activates in battle) which sets off the exp 0 script.

Sega Chief,

I thanked you last night on Death's stream. Just wanted to give you a full run down now that I've completed the game.

It's brilliant - I managed to kill Nemesis, Omega, Ruby, Emerald, that chocobo who gives you Pandora's box. A lot of the time I had to play smart as brute forcing doesn't work.

I wish I could put this on my phone on my PS emulator (I'd never play the original again if that happened).

The Dark Cave was a fantastic addition.

Is there anywhere I can donate since I've enjoyed your hard work so much it seems only fair that I give you something for your amazing project.

Sorry for gushing.

Thanks for the kind words, I'm glad you enjoyed it. There's things in the mod I'm not happy with, dark cave being one, but I'm going to do a full overhaul of the mod at some point to iron out the problems. Donations can be made through a link on the first page of this thread but if you change your mind, no worries.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Xela20 on 2018-12-01 16:34:36
Sent.

Thanks again for your hard work. Recommended it to a couple of my friends too.

Is Tifa more buxom in the mod than the original or is it my imagination?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-02 05:42:24
Thanks for the donation, I appreciate that.

Sent.

Thanks again for your hard work. Recommended it to a couple of my friends too.

Is Tifa more buxom in the mod than the original or is it my imagination?

The mod adds a fair few things but that isn't one of them lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2018-12-02 09:40:49
Hello !
About Tifa, is there any way to get only "hit"on her limit ? I know there is a cheat mod for getting only "yeah!" but this make her over mega uber powered lol
With only "hit" we could get a really balanced and not stressfully limit break with her, just a question, as every one said this mod is perfect no doubt on it ^^

I don't know where to post the next question so i will do there, i see that you're working on a ff8 nt mod, do you know when you will launch it? I'm so hype to play at it, you've got nice ideas for this (i particulary enjoy the junctions and the full draw option you input in), hope we will have a challenge and balanced game such as ff7 nt :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-02 14:43:50
Hello !
About Tifa, is there any way to get only "hit"on her limit ? I know there is a cheat mod for getting only "yeah!" but this make her over mega uber powered lol
With only "hit" we could get a really balanced and not stressfully limit break with her, just a question, as every one said this mod is perfect no doubt on it ^^

I don't know where to post the next question so i will do there, i see that you're working on a ff8 nt mod, do you know when you will launch it? I'm so hype to play at it, you've got nice ideas for this (i particulary enjoy the junctions and the full draw option you input in), hope we will have a challenge and balanced game such as ff7 nt :D


Adjusted FF7 NT files with no miss reels:
https://www.mediafire.com/file/r581j5o0kp57auh/Reels_EXEs_NT.zip/file

FF8 NT is coming along, still no real idea when it'll be finished though; can run into issues at any time with it, like the new spells not being part of the sort for instance (which means they get lost s:)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2018-12-02 17:04:31
I tried your "adjusted file", it works there are no "miss", but i still have "yeah", i was asking to have one with no "miss" and no "yeah", only "hit" in her jackpot, if you can patch an other one with thoose config it would be great (i hope i don t ask so much to you...)

Ok so we have to wait until you resolved thoose issues on ff8, take your time, i'm not the only one who will wait for it as long as it need because we know that you can do a ff8 such great as your ff7 nt :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-02 22:06:03
Updated to only be Hit
https://www.mediafire.com/file/2l4c66qctoevacc/Reels_EXEs_NT.zip/file
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2018-12-02 22:27:21
It seems that there is a bug on mediafire, i tell me :

Upload still in progress…

Download not available yet because the upload for this file is still in progress. Approximate completion time below.
Download ready soon…

Strange, maybe it will be good tomorrow, anyway thx for the sharing !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-03 02:45:06
http://www.mediafire.com/file/r581j5o0kp57auh/Reels_EXEs_NT.zip/file

Reuploaded.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2018-12-03 09:45:11
Perfect thx a lot !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2018-12-03 20:44:44
Hey !
I have a bug, at the end of CD1 after beatting jenova aeris did not revive, i remember in old version of nt there were is message for revive her or not, did i miss something ? (i have 10 phoenix tail in my inventory, have cloud tifa and red13, and every one were alive at the end of the fight)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-12-03 21:02:45
her reviving or not is based on the option you chose prior to the fight. I believe you want to pick the grey option for her to live.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Crossfade on 2018-12-04 06:45:45
Has anyone got a list of what of enemies have which parts for the Ultimate Weapons at all .. I read in an earlier post that Sega was going to get around to it at some stage but not sure if he has or not haha
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2018-12-04 08:37:01
Ahh that's it, i will try it later but i see wich option you speak about UpRisen ! I played a lot to this game, so during the speaking, i spam a lot the X touch for pass it as fast as possible x)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Crossfade on 2018-12-06 09:49:50
Ummmm I may have done something in the game and Weapon has disappeared (the one that flies around). I have flown all over the map and cant seem to find him anywhere ... I have done all the special battles in the battle arena and dark cave (not sure if I was supposed to before killing weapon).

If someone can help me that would be amazing ty :D

Edit: Nvm I found him in the crater haha
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Neclock on 2018-12-08 01:38:38
why Cloud's weapons were so sharply nerfed ?, In addition to its innate ability is a little useless because it activates very late and only serves in boss fights, It should be changed by something like:

Mako energy

The damage of Cloud increases the less ps you get ...

Or something like that but Cloud needs a buff ... His weapons above all, Why seriously, Seeing the cloud weapons with Black chocobo until Butterfly edge has less damage than the Buster sword  :-\, On the other hand is the mod good, Pretty complicated the truth  :-P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-12-08 10:54:31
Alot of weapons in New Threat give actual stats instead of just having high attack values. This tunes the damage down so you dont hit the cap early but still makes the characters very strong. If you think Cloud is weak because of his weapons then you either chose the wrong stat upgrades for the weapon you are using, or you just dont quite grasp the value of extra stats like + 10 spirit or dex.
So it may seem like cloud got nerfed, but actually hes been buffed pretty nicely. Hes the 3rd best character in the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CrinosWolf500 on 2018-12-09 13:13:51
Hi, I would like to say that I like the addition of updated models in this mod. Barrett, Cloud, Tifa and Aerith's field models have some nice new features. However one thing that bothered me is the NPC's models, as said in the notes, you got rid of the gaping "O" mouths that they all have, which I am pleased about because they just looked out right creepy and stupid with those mouths. However, you also removed the mouths from the main characters, which I understand that maybe you're trying to give them the original retro Playstation look by simply giving them a blank mouth texture, but I honestly think you should just give them their mouths back since they had regular ones in comparison to the NPCs.

Also, while I was looking through the forums on the case of the NPC's mouths, I came across this thread: http://forums.qhimm.com/index.php?topic=14425.0 (http://forums.qhimm.com/index.php?topic=14425.0) which contained a post from you back in 2013. You posted three different links, one that simply removes all NPCs mouths, one that removes all mouths from all characters including the main ones (which gives out the same look the models have in this mod), and one that simply gives the NPCs the same kind of mouths that all the main characters have.
This might just be personal preference, but I think you should have gone with the option of just giving the NPCs the same kind of mouths as the main character's field models have.
I know you may have other projects in the works, but if you ever plan to update this, do you think in the future you could provide an optional file that will give the main characters their mouths back and will also give the NPCs the same kind of mouths as them? Like I said, I understand that your maybe trying to recreate the original retro look of the PS1 release, but personally I think the models would look better if they just had the same kind of mouths as the main characters in a vanilla game. It'll make them look more unique if you ask me, instead of just having straight out blank mouths.

Thank you for taking the time to read this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: azrael gargamel on 2018-12-09 21:55:17
hi guys, I just have a question.
I ended the v1.54, but I found no Enemy skill materia.
Is that normal? Did I miss it or it doesn't exist?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Neclock on 2018-12-10 00:34:45
Alot of weapons in New Threat give actual stats instead of just having high attack values. This tunes the damage down so you dont hit the cap early but still makes the characters very strong. If you think Cloud is weak because of his weapons then you either chose the wrong stat upgrades for the weapon you are using, or you just dont quite grasp the value of extra stats like + 10 spirit or dex.
So it may seem like cloud got nerfed, but actually hes been buffed pretty nicely. Hes the 3rd best character in the mod.

Thanks for the inconvenience of answering  :lol:, The truth is that at the beginning Cloud was strong because I started climbing levels, but now that I'm on the 65th floor of Shinra HQ (First time) I have noticed that its damage is minor despite it has 2 levels more than the others, including magic attack, a doubt, in which turn is the skill activated? and what is the best weapon for normal attacks in early game for Cloud?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Neclock on 2018-12-10 00:37:00
Alot of weapons in New Threat give actual stats instead of just having high attack values. This tunes the damage down so you dont hit the cap early but still makes the characters very strong. If you think Cloud is weak because of his weapons then you either chose the wrong stat upgrades for the weapon you are using, or you just dont quite grasp the value of extra stats like + 10 spirit or dex.
So it may seem like cloud got nerfed, but actually hes been buffed pretty nicely. Hes the 3rd best character in the mod.

And what do you mean with: "then you either choose the wrong stat upgrades for the weapon you are using" ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-10 03:57:54
Hi, I would like to say that I like the addition of updated models in this mod. Barrett, Cloud, Tifa and Aerith's field models have some nice new features. However one thing that bothered me is the NPC's models, as said in the notes, you got rid of the gaping "O" mouths that they all have, which I am pleased about because they just looked out right creepy and stupid with those mouths. However, you also removed the mouths from the main characters, which I understand that maybe you're trying to give them the original retro Playstation look by simply giving them a blank mouth texture, but I honestly think you should just give them their mouths back since they had regular ones in comparison to the NPCs.

Also, while I was looking through the forums on the case of the NPC's mouths, I came across this thread: http://forums.qhimm.com/index.php?topic=14425.0 (http://forums.qhimm.com/index.php?topic=14425.0) which contained a post from you back in 2013. You posted three different links, one that simply removes all NPCs mouths, one that removes all mouths from all characters including the main ones (which gives out the same look the models have in this mod), and one that simply gives the NPCs the same kind of mouths that all the main characters have.
This might just be personal preference, but I think you should have gone with the option of just giving the NPCs the same kind of mouths as the main character's field models have.
I know you may have other projects in the works, but if you ever plan to update this, do you think in the future you could provide an optional file that will give the main characters their mouths back and will also give the NPCs the same kind of mouths as them? Like I said, I understand that your maybe trying to recreate the original retro look of the PS1 release, but personally I think the models would look better if they just had the same kind of mouths as the main characters in a vanilla game. It'll make them look more unique if you ask me, instead of just having straight out blank mouths.

Thank you for taking the time to read this.

Those were my first mods. I went with the psx-style because I felt it was a better fit for the scenes, as the models, animations, etc. rely a lot on impressionism (as in, your brain fills in the missing details based on context).

I could add a 7H option where it restores the texture, and a mini-installer that patches an NT char.lgp with the textures. I think I still have the files here.

hi guys, I just have a question.
I ended the v1.54, but I found no Enemy skill materia.
Is that normal? Did I miss it or it doesn't exist?

There are two potential causes, and both are pretty bad:
1. Did you start from a new game or from the Reactor 1 save point? Some players start from that save to skip the opening FMV but this means the intended initial state for all the characters, etc. isn't set so you end up with Red XIII joining without Enemy Skill equipped.

2. If playing through 7H version, it hasn't been set up properly and so the kernel isn't getting patched by the program. This means something was missed during installation, like the Game Conversion.

Thanks for the inconvenience of answering  :lol:, The truth is that at the beginning Cloud was strong because I started climbing levels, but now that I'm on the 65th floor of Shinra HQ (First time) I have noticed that its damage is minor despite it has 2 levels more than the others, including magic attack, a doubt, in which turn is the skill activated? and what is the best weapon for normal attacks in early game for Cloud?

I think in the current build, whenever a Limit Break is used Cloud gets a boost to Strength and Magic; this wears off after a while and can then be triggered again by another Limit Break.

When you leave Midgar, you'll start to pick up additional weapons. The idea was to balance the early-game weapons against each other, and then phase them out with direct upgrades as you progress further into the game.

These weapons are also designed to compliment the stats you decide to boost for the characters, a feature that is unlocked after clearing the Mythril Mines.
Buster Sword: high base attack, less materia slots
Mythril Saber: lower attack, but boosts Magic
Hardedge: Boosts defence
Force Stealer: Drains HP as damage

When you reach Cosmo Canyon, the Buster Sword becomes redundant as Butterfly Edge gives slightly higher attack while also giving a Dexterity boost and more materia slots.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CrinosWolf500 on 2018-12-10 16:30:05
Sounds good to me, as long as you release an option to restore the mouths and gives the npcs "normal looking" mouths (the same as the main characters), then I'll be happy with that. Thanks :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jugend on 2018-12-12 01:47:19
So it may seem like cloud got nerfed, but actually hes been buffed pretty nicely. Hes the 3rd best character in the mod.

:)

Gonna have to  disagree with you. He's totally outclassed by cid/yuffie/barret. And I'd say Tifa too, just because what she brings to the party is pretty ludicrous.
Anyone who can backline with no damage penalty is instantly more valuable than anyone who can't -50% damage >>>>>>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Webbhead08 on 2018-12-13 11:55:37
I hadn't use the November hot fix and after resetting my Ranks I saw SP was reset, but the sources were not taken away or cancelled (could be a fun game breaker...)

But, is there currently no way to properly reset ranks then ?

Thanks as always -
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-13 15:34:07
The reset was to fix the ranks in the savemap, but the sources themselves are retained. In the overhaul build I'm going to implement a proper reset so players can respec characters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: 991woot119 on 2018-12-16 08:17:45
Where do I get the enemy skill that used to be Alpha since Alpha Zolom doesn't use that any more? The "where is the thing" file seems a bit outdated, e.g. still listing L5 suicide when that's been replaced with Quarry Fuse.

I tried looking around kernel.bin and it seems like "Alpha" was replaced with "Transfusion" but I can't find any enemies that actually have that skill in scenes.bin
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-16 14:32:17
Where do I get the enemy skill that used to be Alpha since Alpha Zolom doesn't use that any more? The "where is the thing" file seems a bit outdated, e.g. still listing L5 suicide when that's been replaced with Quarry Fuse.

I tried looking around kernel.bin and it seems like "Alpha" was replaced with "Transfusion" but I can't find any enemies that actually have that skill in scenes.bin

I think it's on Death Joker in the Crater, but the scene still lists it as Alpha. What the game does is, it checks the attack ID and if it's lower than a certain value it'll grab the info for the attack from the kernel instead of the enemy attack list. That means attacks can be changed in the kernel and left as-is in the scene. Usually I keep the two consistent for sanity's sake but I haven't done it this time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: soku on 2018-12-16 15:17:33
Hi Sega Chief and fellow community,

I love your mod, it's really great, thank you.
I learned from my mistake of giving gjoerulv feedback just when I was finished, since I took long breaks and therefore forgot a lot.
If that is of any relevance: I am using the Steam version on Win7.
So without further ado, I'm gonna tell you all the stuff I noticed:

Dialogue:
In Midgar Sector 7, there is this one boy with brown spikey hair who likes to eavesdrop Cloud and Tifa.
The first chance you talk to him, he says somthing like "Explosions, explosions! Avalanche is so cool". So far so good.
His dialogue is changeing the more you progress in the Sector 7 part of the story. But for some reason, on later dialogues, his last sentence is always "Explosions, explosions! Avalanche is so cool". I'm pretty sure that's unintended since that doesn't fit to what he said earlier in that conversation (eg eavesdropping Cloud and Tifa).

In sector 6, there is a house where a man lives, who distrusts both Shinra and Avalanche (upstairs is the boy with the 5 gil / Turbo Ether and the Turtle note). He has a TV. When you approach the TV, the news states that Avalanche blew up "Reactor No. 1 today" - either 1 should be replaced with 5, or today with yesterday.

Kudos to you for improving the mess the original translators (or even the Japanese writers, i dunno, haven't played the original JP version yet) did with Corel. By that I mean eg that in North Corel everyone talked about Barret destroying their town, but their town clearly is located under the Gold Saucer (where the prison is) - with your new dialogue, all of that makes more sense now.

Also the story in the prison itself was not very well - how the hell did Dyne become the boss so quickly? Making Mr. Coates the actual Boss makes much more sense.
But there is also a thing or 2 which could make the whole prison story better:
Only Cloud, Cait Sith and a third person were at the crime scene in Gold Saucer. How did Dyne, Barret and the rest of the party end up in prison too? I know that is too much to ask for, but explaining via dialogue is fine too. Afair, it's now the same explanation from the other party members - "After we heared what happened, we followed you", or smth like that. Not very feasable, and also doesn't explain how Dyne and Barret ended up there.
And just one minor thing about that: there is this one man wandering in prison on the way to Dyne. He says "Dyne is in a bad mood today. Or was it one of his better days?" - Dyne is appearantly here for less than a day - strange that he can judge on that.

Balancing:
Yes I know you don't want NT to become a hard mod. But I feel massively overpowered. Here's the reason:
with early access of Morph (and there is also Steal), I (and I'm sure others as well) wanted to explore all the possible surprises, which means encountering all the enemies and Steal from and Morph them. So I actually never grinded, but Cloud already is Lv. 40 in Niebelheim. I "discovered" the enemy list too late so to say, but then again I found out that the said list is appearantly from an older version, as a tiny part of the information on the current list is incorrect.

At New Game, as well as reaching Gold Saucer for the first time, I was asked if I want to play "Arrange" mode. The only info I have is that Arrange is "harder". Can you please give more info on that? Didn't even find that on the FAQ. Doesn't have to be extremely precise - a couple of sentences like "Enemies give less Exp and have more HP" etc. would be enough.

Just a personal opinion: I don't like it that so far every weapon for Aeris has an extra materia slot compared to the others' weapons (even the double grwoth weapon).  "You want more materia growth without grinding? Too bad, you have to put Aeris in your party".

Vitality and Spirit are still useless - at least compared to Strength and Magic - or if you already have like over 200 def. In battle, I literally can't tell the difference if my armor provides 10 or 30 def. While this is an issue brought up by vanilla FF7, the Mr. Smile upgrade system is something new. Judging from all the options you have (if you disregard the 2 OP options for Aeris), 1 Strength is "worth" the same as 1 Dex, 1 Vit, 1 Mag, 1 Spr and 1 Luck. But in reality, 1 Spirit and 1 Vitality are worth much less. While it's probably not your aim to change the algorithms (which would also be too much to ask for), I, personally, would think, the options where Vitality and Spirit are involved should grant more Spirit and Vitalioty as they do now. The Accessories also won't suffer from providing more. And the armor could also have bigger gaps, so you actually can tell the difference in battle if you have a Four Slots or a Gold Bangle equipped.

Events:
I love the way Yuffie joins the party!

Thank you for the skipping options! I for one haven't used them, as I also wanted to see the altered dialogue. But I'm gonna use them in future probably.

However, I have one particular question: When skipping Cloud's (fake) past, what "did he do"? Eg. for vanilla FF7, Cloud has to play the piano in order to get an extra Elemental materia from Nibelheiom while Tifa leads the party. When skipping, what did Cloud do? Did he enter Tifa's house, played the piano, and sniffed her panties :3 ? It would be very pity to lose out a materia just for skipping a long story you already know.

EDIT: Also, shoutout to the Fort Condor Teleport Guy!

Music:
I like to play with the battle theme. But on some areas (I think all those with new event battles, like where you place the bomb in No. 5 reactor) you never get the Battle theme (field music keeps playing), but you get the victory fanfare. Not a major issue, but I just wanted to tell that.


Conclusion: Very great mod so far! Ofc I don't expect you to alter anything just because one random internet dude told you to. I would also be glad if you just give responses to my suggestions. Thank you very much!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: unsecured1 on 2018-12-16 16:47:07
I mostly like what you've done here mate.

I just reached Junon. So here's my 2cents so far:

- Battles in the original were over way too quickly however they're now a bit too long for my taste, the water snakish boss before junon fight wasn't hard, just boring. Too many hp. Same goes for random battle. A tad too long. +karma for new ai though.

- In vanila there was almost not character customization (limits aside and minor stat change aside) so I really like what you've done.
A bit dissapointed in some inate powers : some do seem to be vastly superior than others. Cloud's one seems particularly lacking (although I was never able to proc it for some reason).
On a side note I read that there's no more access to sources, so I'd like to know if can you still morph your stat to 255 in the sunken plane? Since you can only get a limited number of sp boost, that'd be really mean regarding the end-game!

- Really like what you've done with weapons/equipments. No downside in in my book.

- Same goes with materia (and early access to some), just really sad that long-range is not available anymore. I fail to see the need to remove that one, having to sacrifice one materia slot was pricy enough imo. I am really affraid of going melee route sp build with non-ranged characters (altough I really want my cloud to swing that sword! ). Don't wanna get stuck going magic user for any non ranged character ! We'll see...

- Thanks for getting rid of them boring mini games...

- I could do things wrong but I noticed some frustrating difficulty spikes. For example you get access to sp quite late : the turks fight was a pain, very very very long fight again). Normal attacks seems to be largely inferior to magic ( with early access to osmose ) early on. I do remember that it was quite the same in the unmodded version so it could get better later on.

So nice job overall, I'll play a bit more and see.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-16 20:41:51
.

I'll clean up the inconsistencies in text.

As far as Defence goes, it seems to scale up and hits a tipping point of some kind. A character with 200+ defence becomes very tough to kill. The character AI currently doubles the held defence value so your defence stats are actually 2x what they would be in default (enemy defence actually does the same in default game).

When skipping the Nibelheim flashback, all the flags needed to obtain Elemental materia later on are flipped. He'll mention playing the piano during the whirlwind maze illusion.

Music has a few inconsistencies; I implemented it in a fairly sloppy way that breaks in scenes where multiple music tracks are used. I've tried to patch this up as best I can for the time being but will be sorting it out properly at some point in the future.

.

For physical attacks, Elemental materia is quite important as it'll double your damage. You can gain access to mostly all the elements early on as some were added to support materia; restore/life has Holy on it, Heal has Water element, etc. One thing to remember is that anything to do with Jenova will always be weak to Holy, large/heavy enemies will be weak to Earth, flying enemies will be weak to Wind, stuff like that. For randoms, Fire/Ice tends to work.

Buffing the stat up with armour/accessories can help as well. Physical builds can be really effective if you invest in them, so stick at it. At Gongaga you'll find Added Cut materia which can be great with a physical-built character as they'll be able to hit with Magic and follow up with a physical attack for potentially huge damage.

The Turks fight in Mythril Mines I think was altered so that only one of them had to be beaten to end the battle. Did you have to KO both of them?




Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: 991woot119 on 2018-12-17 22:17:24
How do you get Crystal Glove after you've done the huge materia quest, since it's needed for Tifa's ultimate weapon? After heading back to Junon the dog's still blocking the way and the door to the underwater reactor's locked, and in the spreadsheet I can't find any other enemy to get Crystal Glove from.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: unsecured1 on 2018-12-18 20:38:37
I'll clean up the inconsistencies in text.

As far as Defence goes, it seems to scale up and hits a tipping point of some kind. A character with 200+ defence becomes very tough to kill. The character AI currently doubles the held defence value so your defence stats are actually 2x what they would be in default (enemy defence actually does the same in default game).

When skipping the Nibelheim flashback, all the flags needed to obtain Elemental materia later on are flipped. He'll mention playing the piano during the whirlwind maze illusion.

Music has a few inconsistencies; I implemented it in a fairly sloppy way that breaks in scenes where multiple music tracks are used. I've tried to patch this up as best I can for the time being but will be sorting it out properly at some point in the future.

For physical attacks, Elemental materia is quite important as it'll double your damage. You can gain access to mostly all the elements early on as some were added to support materia; restore/life has Holy on it, Heal has Water element, etc. One thing to remember is that anything to do with Jenova will always be weak to Holy, large/heavy enemies will be weak to Earth, flying enemies will be weak to Wind, stuff like that. For randoms, Fire/Ice tends to work.

Buffing the stat up with armour/accessories can help as well. Physical builds can be really effective if you invest in them, so stick at it. At Gongaga you'll find Added Cut materia which can be great with a physical-built character as they'll be able to hit with Magic and follow up with a physical attack for potentially huge damage.

The Turks fight in Mythril Mines I think was altered so that only one of them had to be beaten to end the battle. Did you have to KO both of them?

Yes I had to KO both of them.
Speaking about Gongaga I can't seem to be able find the Added Cut Materia. I get Deathblow instead, I read that both were swapped in a previous ver or something, so I wonder if I am actually playing the latest NT ver (I dl the latest 7th heaven ).

Thanks for the repply mate.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-19 00:31:13
How do you get Crystal Glove after you've done the huge materia quest, since it's needed for Tifa's ultimate weapon? After heading back to Junon the dog's still blocking the way and the door to the underwater reactor's locked, and in the spreadsheet I can't find any other enemy to get Crystal Glove from.

You can buy them from the manic shopper in ruined Mideel; if you head left after entering the town, there's an incline you can scale that leads to a platform with her on it. You can also buy them from the merchant in black on the Highwind (near the Operations Room).

Yes I had to KO both of them.
Speaking about Gongaga I can't seem to be able find the Added Cut Materia. I get Deathblow instead, I read that both were swapped in a previous ver or something, so I wonder if I am actually playing the latest NT ver (I dl the latest 7th heaven ).

Thanks for the repply mate.

Sounds like an early version; the 7H version supplied in the catalog is fairly old now. There's an IRO on the first page of this thread that can be imported into 7H for the most recent build of the mod.

Just be aware that the new builds of the mod use their own modified .EXEs which are supplied in the download and should be dropped into the FF7 folder. ff7.exe is for 1998 (primarily used by 7H converted games as well), ff7_en.exe is for Steam, and the ff7_bc.exe is for compatibility with the 'Beacause' mod. If unsure, drop all 3 into the FF7 folder; and remember to keep a copy of your original .EXEs as backups so you can revert to vanilla.

Porting over to the newest version should be OK except for one thing; rank up handling was changed so this may get messed up. I can fix your save file(s) so that this doesn't cause issues however.

If you decide to stick to the version you're currently playing, it should be OK but be aware that some bugs/balancing problems may be around. I'm not exactly sure how old that version is, just that it hasn't been updated in a long while; if Deathblow is still in Gongaga then it must be fairly old.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: unsecured1 on 2018-12-19 06:50:31
Na don't worry I'll start from sractch, I am not too happy about some sp choice. Thanks !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-19 16:31:28
Na don't worry I'll start from sractch, I am not too happy about some sp choice. Thanks !

OK; just mind that the .exe changes have altered sources so that 1 use = +5 to a stat (so you'll get 3 sources instead of 15, for instance; cuts down button mashing). Make sure to drop the .exes into the FF7 folder and check that the sources give +5 instead of +1 per use when you reach mythril mines again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kekko1285 on 2018-12-19 18:51:31
Hi guys, quite struggling here with the Lambda Calcule boss in the Shinra Masion. It appears to be almost invincible to me, especially the second form (both physical and magical versions) which, I understand, appears randomly after the initial version.

It's specifically unclear how to avoid/minimize the "R = (x ,y, z, ict)" move, which remove all negative statuses from the boss, restores approx 3000 hp (my strongest attack with quake 2 is 800) and activates shell (for the physical version) which makes everything damn ineffective. I tried to use debarr, but it looks that this increases the frequency with which the boss uses "R = (x ,y, z, ict)".

I feel I am on a standstill.

My party is approx lvl 33 (Cloud is 35) and I'm using Barret and Cait Sith.

I also noticed that the mod (I'm using 7H) is behaving differently from what is showed in here: https://www.youtube.com/watch?v=H2pgBaUfCBU

It rather seems more like it behaves like v 1.4 (here being https://www.youtube.com/watch?v=X7EyLx5YL68)


Any help would be greatly appreciated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: 991woot119 on 2018-12-19 22:42:43
From describing it it sounds harder than the version I'm using (1.5 from the latest installer) so I can't be much help, but I tried getting earth+elemental and added effect stop in my physical attacker's weapon.

@Sega There's a few weird, possibly buggy, things I noticed.

(https://my.mixtape.moe/bzieyz.png)

I noticed this inaccessible NPC here when I went back into Kalm in Disc 3.

(https://my.mixtape.moe/ehdnrx.png) (https://my.mixtape.moe/hmtdev.png)

Both Cait Sith #1 and Safer Mog are susceptible to mini, which while being hilarious also looks really weird when one of them gets tiny in the middle of the fight.

(https://my.mixtape.moe/enplix.png)

In the July patch notes you said you could get Transfusion from manipulating Death Dealer, but it can't be manipped.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-20 18:05:45
Hi guys, quite struggling here with the Lambda Calcule boss in the Shinra Masion. It appears to be almost invincible to me, especially the second form (both physical and magical versions) which, I understand, appears randomly after the initial version.

It's specifically unclear how to avoid/minimize the "R = (x ,y, z, ict)" move, which remove all negative statuses from the boss, restores approx 3000 hp (my strongest attack with quake 2 is 800) and activates shell (for the physical version) which makes everything damn ineffective. I tried to use debarr, but it looks that this increases the frequency with which the boss uses "R = (x ,y, z, ict)".

I feel I am on a standstill.

My party is approx lvl 33 (Cloud is 35) and I'm using Barret and Cait Sith.

I also noticed that the mod (I'm using 7H) is behaving differently from what is showed in here: https://www.youtube.com/watch?v=H2pgBaUfCBU

It rather seems more like it behaves like v 1.4 (here being https://www.youtube.com/watch?v=X7EyLx5YL68)


Any help would be greatly appreciated.


If it was a few versions ago then this info may be out of date, but:

The split mechanic is the same as vanilla; at 50% HP, a physical attack will leave you with the magic side and a magic attack will give you the physical side. All 3 forms can be hit with Stop status (and Slow, which extends the duration of Stop) so an Hourglass item, Aeris' Seal Evil Limit, or Added Effect + Time in a weapon can help you pin him down a lot easier.

Poison will work on the first form but the other forms absorb it so use an Antidote to remove Poison once he changes. Earth deals 2x damage against all 3 forms so that's the element to stick with attack-wise.

The Magic form will attack with Ruin spells which upgrade over time. These are non-elemental but can be reflected back at the boss. You can also Silence this form to prevent him casting these spells. The Physical form has a self-heal he'll use at the end of his attack cycle which is based on the in-game timer.

So to summarise; set up to use Earth element, at the 50% mark use physical/magic attack to spawn your favoured side, and make use of Slow + Stop from Hourglass, Seal Evil, Added Effect, or the spell (but it's unlikely you'll have Stop unlocked by this point).

.

Hovering NPC is an issue I've not sorted yet; all field models are present on a field, but when not in use are usually placed in a location and set to invisible; this one is in the default location but hasn't been set invisible.

Mini against Cait and Mog is intended. Death Dealer not being vulnerable to Manip wasn't though. I think there was an issue with transfusion itself. I'll sort that out when I put a patch together.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dscamelot on 2018-12-21 06:39:21
Can i change language like italian if i have the patch? Or is impossible without breack the mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kekko1285 on 2018-12-21 10:51:17
If it was a few versions ago then this info may be out of date, but:

The split mechanic is the same as vanilla; at 50% HP, a physical attack will leave you with the magic side and a magic attack will give you the physical side. All 3 forms can be hit with Stop status (and Slow, which extends the duration of Stop) so an Hourglass item, Aeris' Seal Evil Limit, or Added Effect + Time in a weapon can help you pin him down a lot easier.

Poison will work on the first form but the other forms absorb it so use an Antidote to remove Poison once he changes. Earth deals 2x damage against all 3 forms so that's the element to stick with attack-wise.

The Magic form will attack with Ruin spells which upgrade over time. These are non-elemental but can be reflected back at the boss. You can also Silence this form to prevent him casting these spells. The Physical form has a self-heal he'll use at the end of his attack cycle which is based on the in-game timer.

So to summarise; set up to use Earth element, at the 50% mark use physical/magic attack to spawn your favoured side, and make use of Slow + Stop from Hourglass, Seal Evil, Added Effect, or the spell (but it's unlikely you'll have Stop unlocked by this point).

Thank you very very much for your quick and detailed answer.

After a bit of digging, I noticed that using your mod with 7H caused a weird situation where the stat modifiers on the materia are very different from what intended. For example, equipping a summon materia, will give you +25 magic and +25% max mp but also -25 strength and -25% max hp plus a bunch of other negative stats. I think this was due to the fact I was using the menu overhaul mod (therefore using ff7_mo.exe) in addition to the New Thread mod. Also the sources I used so fare are all +1 instead of +5 as it was meant to be. So now I disabled the menu overhaul mod and I am using the normal .exe file and things look easier.

I wonder if there is an easy way to tune a bit my chars stats from the less effective sources I used so far.

Anyway, thank you again for your time and your amazing mod, it really brought new life to this masterpiece.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2018-12-21 19:22:54
Thats not an issue with 7h. You are using the wrong exe. NT requires a custom exe that is included with the download. There is an ff7_en.exe for steam ff7_bc.exe to use with Menu overhaul. and a ff7.exe that is for 7h with no Menu overhaul. You CANNOT use beacause with NT as it edits field scripts.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: 991woot119 on 2018-12-21 21:03:39
I wonder if there is an easy way to tune a bit my chars stats from the less effective sources I used so far.
I don't think you can do it at your point in the game, but I know that later on (I think once you get the Highwind?) you can reset the rank of your characters, so you could obtain the stat ups again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kekko1285 on 2018-12-21 22:33:19
Thats not an issue with 7h. You are using the wrong exe. NT requires a custom exe that is included with the download. There is an ff7_en.exe for steam ff7_bc.exe to use with Menu overhaul. and a ff7.exe that is for 7h with no Menu overhaul. You CANNOT use beacause with NT as it edits field scripts.

I see, infact I haven't used the because mod, but only the menu overhaul mod, which is intended to use the ff7_mo.exe file, the one I used.

I don't think you can do it at your point in the game, but I know that later on (I think once you get the Highwind?) you can reset the rank of your characters, so you could obtain the stat ups again.

Thank you. I eventually ended up using the black chocobo tool to redefine the stats of my chars from the save file. It's quite handy and very unintrusive.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: 991woot119 on 2018-12-22 05:52:18
So I've done every sidequest in the game and beaten every boss, but I haven't been able to find "King Bub" and "Royal Guard" said to be in Kalm in the Enemy Items spreadsheet. I've tried talking to every NPC in Kalm but I didn't see anything hinting at a boss fight. How do I encounter this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-22 17:47:33
Can i change language like italian if i have the patch? Or is impossible without breack the mod?

A direct patch will likely kill NT's field scripts and break the mod. But a tool called Touphscript can dump all the mod's text and then the italian script could be placed in that way.
http://forums.qhimm.com/index.php?topic=11944.0

If this is a no-go, send me the italian patch and I'll see what I can do.

.

Make sure that Sources are giving +5 per use and not +1; if it's not +5 then the .EXE isn't in use.

So I've done every sidequest in the game and beaten every boss, but I haven't been able to find "King Bub" and "Royal Guard" said to be in Kalm in the Enemy Items spreadsheet. I've tried talking to every NPC in Kalm but I didn't see anything hinting at a boss fight. How do I encounter this?

That encounter was removed from later versions; there's actually quite a few cut encounters in the files now that I think about it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: soku on 2018-12-23 15:48:07
Hi again,

thank you for answering, Sega Chief. If you are interested, I noticed more things and / or some I forgot to mention on my last post:

Dialogue again:
In Wutai, in front of the Pagoda, there is a man who looks like Gorkii - he explains the pagoda to Cloud. He mentions that the guardians are "Power, Speed, Magic, War and Omni". However, when climbing the Pagoda, Power is actually "Defense", and War is "Weapons".

I also wanted to report inconsistencies in Gorkii's name - but after beating Godo, more names, even wackier ones were used for him, so now I'm pretty sure that it's an intended joke.

I would kind of agree that every dialogue-related thing I brought up so far was nitpicking. But this one line during Yuffie's Gold Saucer date is the first one which I really think ruined character developement (kind of). Now we all know Yuffie is not the most honorable person. I can kind of understand the "Who the hell is Marlene" thing, maybe that naver came up so she really might not know about her. But her line after Cait Sith handed over the Keystone really is out of character, if you ask me:
"So you sold us out to Shinra - There goes my exit plan"
And I'm gonna tell you why I think so:
Yuffie is after the party's materia. She needs it to avenge her hometown ergo fighing Shinra. Eventually she also learns that the main party is doing "the right thing" (at least the fighting Shinra part) - this is revealed when she and Godo are arguing in Godo's mansion. Then at the date she kisses Cloud, and actually feels well doing so, after the gondola ride.
Given that information, how can she still think of selling out the party? Especially to Shinra!

Suggestions: If you are looking for some extra dialogue / text to put in some dungeons, I have some suggestions:
1) Tifa in the party when climbing Mt. Nibel: She can have a talk with Cloud on the bridge about that incident ("testing" Cloud again how much he knows about the bridge tearing 5 years ago, and maybe also some comments about falling over the bridge together about 10(?) years ago. Maybe also on that place where they landed 5 years ago (where the 2nd Shinra grunt was lost / died).
Also, returning to the place where Tifa's father got murdered with her in the party would be a possibility.

2) Tifa and/or Aeris in the party during the 2nd half (Corneo part) of the Wutai story. This is kind of self-explanatory.

Miscellaneous:
Another one which was already flawed in vanilla: the Limit Breaks "Blood Fang" and "Dragon". They deal damage and suppose to drain the enemy's HP and MP. But the HP draining only works if the enemy has MP. And also, you can never drain/heal more HP than MP.
Example:
You hit a Spencer with Blood Fang, dealing over 1,000 damage. Spencers only have 30 MP. Red XIII will heal for 30 MP, but also only for 30 HP, which is a joke. As I said, on enemies with 0 MP, those limit breaks won't even heal for a single HP.
It would be great if you would be able to fix this.

I also like the new Items which were introduced, but the order is kind of messed up. What I mean: when sorting your Items, only one option makes sense (Type). In vanilla, it was pretty good, only the playe of the Eye Drops was messed up (it ended up somewhere in the middle of status infliction items). But most of the new items end up at the bottom (still above Equipment items, but underneath Tent, Greens, Nuts, Battery etc.), far away from other items with similar effects. I know what is causing this (those items were either dummies, or the useless items like Super Sweeper etc.) - but is there a way to change the order of "Type"?
I admit that this one is a rather minor issue though.

So the Cursed Ring grants more stats, but has a more devestating curse. As far as I noticed, restorative is neutralized, and if you look in the status menu, you'll see that you are also now immune to regen. But when using Aeris's "Planet Protector", it just said "Miss" on the cursed character, although it didn't say in the status that it also grants "immunity" to Barriers and Shield.

Another Wutai thing: according to your excel file (and proud clod as well), you can morph Chekhov into a Wizard Bracelet. But you can't, actually. Well at least I have not found a way to make Chekhov receive damage from Morph, as she is immune to physical damage. I tried to drain all her 999 MP away, that didn't break any sort of "protection", as well as casting Dispel. So you are just mocking us with that Wizard Bracelet, aren't you? ;)

And last but not least: Can you please tell me what the Arrange mod does?

EDIT: Forgot another thing which I wanted to report in my first post, fml.
Howl Comb appearantely does not inflict Berserk at all, although the description says so.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: 991woot119 on 2018-12-23 20:10:04
Arrange mode changes some of the fights to generally be harder. One of the obvious effects of this is that in the Rufus and Dark Nation fight, Dark Nation takes 0 damage. I believe there's a bunch more stat/AI changes throughout most enemies in the game with arrange mode on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kekko1285 on 2018-12-23 21:29:24
I think I might have missed a couple of important materia. I'm about to go into the City of Ancients for the first time (disk 1, just after having stolen the Tiny Bronko), and I haven't found neither the deathblow materia nor the titan summon materia. Have they been removed or moved further in the game? Or have I just missed those? If the latter, could you pls tell me where can I find these items?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: 991woot119 on 2018-12-23 23:44:10
You probably missed Titan, it's at Gongaga in normal ff7 and I don't think it was moved. You don't get Deathblow until Great Glacier though (where you normally get Added Cut).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-24 21:06:19
Hi again,

thank you for answering, Sega Chief. If you are interested, I noticed more things and / or some I forgot to mention on my last post:

Dialogue again:
In Wutai, in front of the Pagoda, there is a man who looks like Gorkii - he explains the pagoda to Cloud. He mentions that the guardians are "Power, Speed, Magic, War and Omni". However, when climbing the Pagoda, Power is actually "Defense", and War is "Weapons".

I also wanted to report inconsistencies in Gorkii's name - but after beating Godo, more names, even wackier ones were used for him, so now I'm pretty sure that it's an intended joke.

Yeah the Gorki thing was a joke, I couldn't keep track of it so I just made them all different. I missed the dialogue where it uses the old names for the attributes so I'll change that.

I would kind of agree that every dialogue-related thing I brought up so far was nitpicking. But this one line during Yuffie's Gold Saucer date is the first one which I really think ruined character developement (kind of). Now we all know Yuffie is not the most honorable person. I can kind of understand the "Who the hell is Marlene" thing, maybe that naver came up so she really might not know about her. But her line after Cait Sith handed over the Keystone really is out of character, if you ask me:
"So you sold us out to Shinra - There goes my exit plan"
And I'm gonna tell you why I think so:
Yuffie is after the party's materia. She needs it to avenge her hometown ergo fighing Shinra. Eventually she also learns that the main party is doing "the right thing" (at least the fighting Shinra part) - this is revealed when she and Godo are arguing in Godo's mansion. Then at the date she kisses Cloud, and actually feels well doing so, after the gondola ride.
Given that information, how can she still think of selling out the party? Especially to Shinra!

I disagree about Yuffie having character development; she's one of those characters that pokes fun at the concept. During the pagoda's last scene, it's played fairly straight right up until the end until Godo suggests that she make off with the party's materia anyway, once all the fighting is done, and she says something like 'heh heh, you bet' implying that nothing has changed after all.

By the end of the game, going by default game dialogue, she's more or less the same; moaning about having to fight Sephiroth, trying to con Cloud into signing a contract to give away the party's stuff, things like that. In the extended universe, there is character development (I think? been a while since I played them) but I'm sticking to original game's characterisation.


Suggestions: If you are looking for some extra dialogue / text to put in some dungeons, I have some suggestions:
1) Tifa in the party when climbing Mt. Nibel: She can have a talk with Cloud on the bridge about that incident ("testing" Cloud again how much he knows about the bridge tearing 5 years ago, and maybe also some comments about falling over the bridge together about 10(?) years ago. Maybe also on that place where they landed 5 years ago (where the 2nd Shinra grunt was lost / died).
Also, returning to the place where Tifa's father got murdered with her in the party would be a possibility.

2) Tifa and/or Aeris in the party during the 2nd half (Corneo part) of the Wutai story. This is kind of self-explanatory.

Could do, I guess; Mt. Nibel doesn't have a lot going on scene-wise but need to be careful about having too many scenes or it'll start to feel obstructive.

Miscellaneous:
Another one which was already flawed in vanilla: the Limit Breaks "Blood Fang" and "Dragon". They deal damage and suppose to drain the enemy's HP and MP. But the HP draining only works if the enemy has MP. And also, you can never drain/heal more HP than MP.
Example:
You hit a Spencer with Blood Fang, dealing over 1,000 damage. Spencers only have 30 MP. Red XIII will heal for 30 MP, but also only for 30 HP, which is a joke. As I said, on enemies with 0 MP, those limit breaks won't even heal for a single HP.
It would be great if you would be able to fix this.

I've never really looked into it, the Drain HP/MP effect is a bit busted though (or at least feels that way).

I also like the new Items which were introduced, but the order is kind of messed up. What I mean: when sorting your Items, only one option makes sense (Type). In vanilla, it was pretty good, only the playe of the Eye Drops was messed up (it ended up somewhere in the middle of status infliction items). But most of the new items end up at the bottom (still above Equipment items, but underneath Tent, Greens, Nuts, Battery etc.), far away from other items with similar effects. I know what is causing this (those items were either dummies, or the useless items like Super Sweeper etc.) - but is there a way to change the order of "Type"?
I admit that this one is a rather minor issue though.

So the Cursed Ring grants more stats, but has a more devestating curse. As far as I noticed, restorative is neutralized, and if you look in the status menu, you'll see that you are also now immune to regen. But when using Aeris's "Planet Protector", it just said "Miss" on the cursed character, although it didn't say in the status that it also grants "immunity" to Barriers and Shield.

Another Wutai thing: according to your excel file (and proud clod as well), you can morph Chekhov into a Wizard Bracelet. But you can't, actually. Well at least I have not found a way to make Chekhov receive damage from Morph, as she is immune to physical damage. I tried to drain all her 999 MP away, that didn't break any sort of "protection", as well as casting Dispel. So you are just mocking us with that Wizard Bracelet, aren't you? ;)

And last but not least: Can you please tell me what the Arrange mod does?

EDIT: Forgot another thing which I wanted to report in my first post, fml.
Howl Comb appearantely does not inflict Berserk at all, although the description says so.


I think the only item sort that 'works' is the Type one, which actually just sorts them based on their item ID (that's why Eye Drops was dislocated from the other status healing items; it had a much higher ID than the others). The new items were also added to the end of the list as you can't 'insert' items with the tool, you have to manually recode every item back in (also, other tools except makou don't track changed items so it can get a bit confusing to keep track of when modding).

With an immunity to an element (restore in this case), any statuses associated with the attack will also miss. Planet Protector has restore element so it'll miss when used on someone with Curse Ring equipped.

The Pagoda bosses having a morph item was an oversight that crept in as these enemies were changed in later builds.

Arrange Mode ups enemy level, unlocks new attacks for them, and changes some boss encounters for different ones.

And Howl Comb I think should have same chance to inflict status ailments as a Added Effect combo.

Edit:
Thanks to F. L. F and A. G. for the donations, I really appreciate it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2018-12-26 03:44:37
If it was a few versions ago then this info may be out of date, but:

The split mechanic is the same as vanilla; at 50% HP, a physical attack will leave you with the magic side and a magic attack will give you the physical side. All 3 forms can be hit with Stop status (and Slow, which extends the duration of Stop) so an Hourglass item, Aeris' Seal Evil Limit, or Added Effect + Time in a weapon can help you pin him down a lot easier.

Poison will work on the first form but the other forms absorb it so use an Antidote to remove Poison once he changes. Earth deals 2x damage against all 3 forms so that's the element to stick with attack-wise.

The Magic form will attack with Ruin spells which upgrade over time. These are non-elemental but can be reflected back at the boss. You can also Silence this form to prevent him casting these spells. The Physical form has a self-heal he'll use at the end of his attack cycle which is based on the in-game timer.

So to summarise; set up to use Earth element, at the 50% mark use physical/magic attack to spawn your favoured side, and make use of Slow + Stop from Hourglass, Seal Evil, Added Effect, or the spell (but it's unlikely you'll have Stop unlocked by this point).



Was just reading the forum to catch up a bit, when I´d read this about the Shinra Mansion safe beast. Maybe you remember that I did start over because I used an old NT mod from 7h, and I assumed it was the newest version this time. But when I fought the beast from the safe, after beating the first version, I had to fight both the fysical as the magical version at the same time. Does that mean I have an old version again?... thanks in advance. (Or is it because I play the Arranged mode)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2018-12-26 16:55:03
Was just reading the forum to catch up a bit, when I´d read this about the Shinra Mansion safe beast. Maybe you remember that I did start over because I used an old NT mod from 7h, and I assumed it was the newest version this time. But when I fought the beast from the safe, after beating the first version, I had to fight both the fysical as the magical version at the same time. Does that mean I have an old version again?... thanks in advance. (Or is it because I play the Arranged mode)

That's an arrange mode thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: unsecured1 on 2019-01-01 14:09:29
Was just wondering about Heaven's cloud new location, says it's drop from Iron Man. Afaik these guys can only be fought after the point of non return. So I'am a bit puzzled as how to get Ultimate weapon ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: soku on 2019-01-01 18:16:23
Was just wondering about Heaven's cloud new location, says it's drop from Iron Man. Afaik these guys can only be fought after the point of non return. So I'am a bit puzzled as how to get Ultimate weapon ?
Iron Giant is now a random encounter (met one after going to the left, then the lower path).

But I also have a question on an ultimate weapon: Where on earth is the Moon Crystal? You don't get this one in Red XIII's sidequest.
Appearentely you should get one from an enemy in the north crater called "Abyss" - but I already have been everywhere there, and haven't found such an enemy.

So where to get the Moon Crystal?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: unsecured1 on 2019-01-01 18:25:12
Iron Giant is now a random encounter (met one after going to the left, then the lower path).

But I also have a question on an ultimate weapon: Where on earth is the Moon Crystal? You don't get this one in Red XIII's sidequest.
Appearentely you should get one from an enemy in the north crater called "Abyss" - but I already have been everywhere there, and haven't found such an enemy.

So where to get the Moon Crystal?

Great thanks !

Btw is it possible to save edit ? I've been silly enough to miss the leviathan's scales.... ^^"
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-01-01 19:19:51
Iron Giant is now a random encounter (met one after going to the left, then the lower path).

But I also have a question on an ultimate weapon: Where on earth is the Moon Crystal? You don't get this one in Red XIII's sidequest.
Appearentely you should get one from an enemy in the north crater called "Abyss" - but I already have been everywhere there, and haven't found such an enemy.

So where to get the Moon Crystal?

As of the latest versions, each of the three Crater paths has a miniboss on it. If you're playing an older version, then I think the old man in Kalm has it but an Earth Harp needs to be traded in first which triggers a battle that drops it.

If it's latest version and the minibosses are nowhere to be seen, check the last field of the Right path (the giant skeleton field); there should be a figure in a black cloak on there.

Great thanks !

Btw is it possible to save edit ? I've been silly enough to miss the leviathan's scales.... ^^"

You can save-edit without issues, changing EXP/level may cause a harmless visual glitch with the exp gauge until the character levels up in-game though.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: soku on 2019-01-01 19:32:19
As of the latest versions, each of the three Crater paths has a miniboss on it. If you're playing an older version, then I think the old man in Kalm has it but an Earth Harp needs to be traded in first which triggers a battle that drops it.

If it's latest version and the minibosses are nowhere to be seen, check the last field of the Right path (the giant skeleton field); there should be a figure in a black cloak on there.
I kinda had the suspicion that it's one of those extra bosses...
The thing is, I encountered the bosses on the other both pathes (One was a Behemoth, the other one a Ying-Yang).
But the last one on the right path is missing, it just doesn't exist in my file.

EDIT: I found the reason why this guy missing.
When you open the chest containing "A good ol' lot of nothing", this guy disappears. So the problem was that I opened this joke chest, which turned out to cause a bug.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: unsecured1 on 2019-01-02 10:01:05
All good, save edited!

Still having a few questions :
I have unlocked the second rank 3 limit for Cid but I am still not able to learn Highwind for some reason? I noticed that he only has 1 rank 1 limit break...

Who are the ??? referring to when you check available sp ? Is there a special hidden character I missed ? ;p

What's arrange mode? Hard mode?

Also seem to be doing wrong with summons, I don't yet have KoRT but no matter the setup I am trying summons seem to be outclassed by magic in every aspect, more mp, baham zero seem to be even with ultima (or slightly less) and last but not least, one use only :x
So yeah if someone figured out a good summoning setup I am all ears!

[EDIT : What are you guys using as end game accessories? Str/mag/lck boost are not required anymore, Ribbon used to be my way to go but since it now seems to prevent you to use any buffs...
So I am stuck with vit/str and elem resist. Also can't seem to figure out what the Relic Rings are doin'... ]

Thanks and keep up the hard work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: soku on 2019-01-02 15:38:10
Still having a few questions :
I have unlocked the second rank 3 limit for Cid but I am still not able to learn Highwind for some reason? I noticed that he only has 1 rank 1 limit break...
Has nothing to do with new threat, that's a FFVII thing. You need to learn ALL 6 Limit breaks in order to learn the last.
A new Limit level is unlocked whenever that character has killed a set amount of enemies. The 2nd Limit Break of a level however is unlocked by using the first one a certain amount of times. So you didn't use the first one often enough to get Dynamite unlocked, but Cid already killed enough for Dragon. So just set Cid's Limit Level to 1, give him Fury and equip Cover materia. Or manipulate ahard hitting enemy and keep bashing Cid.

Quote
Who are the ??? referring to when you check available sp ? Is there a special hidden character I missed ? ;p
Probably Sephiroth, but I doubt that he's useable. But you can craft the Masamune after all.
Quote
What's arrange mode? Hard mode?
I literally asked one week ago. So I was told that it makes bosses significantly harder by beefing their stats up and adding new moves / AI.
Quote
Also seem to be doing wrong with summons, I don't yet have KoRT but no matter the setup I am trying summons seem to be outclassed by magic in every aspect, more mp, baham zero seem to be even with ultima (or slightly less) and last but not least, one use only :x
So yeah if someone figured out a good summoning setup I am all ears!
Can't help you on that, haven't used any summon in New Threat so far. The long animations discourage me to use them. I know they look good, and the artists did a good job, but if you already have seen those like 10 times, it's rather boring to wait all the time.
Quote
[EDIT : What are you guys using as end game accessories? Str/mag/lck boost are not required anymore, Ribbon used to be my way to go but since it now seems to prevent you to use any buffs...
So I am stuck with vit/str and elem resist. Also can't seem to figure out what the Relic Rings are doin'... ]
I suppose Relic Rings make the character "undead" (The Jenova form in the Forgotten City does that to Cloud at the start of the battle). As for FFVII, this was invented/implemented by Sega Chief. So I do not know what the changes are. You are immune to restorative I think. And immune to instant death (?), I don't know.

As for my choices: Peace Ring is great, it protects from 2 nasty status ailments and also lets you keep Fury and Sadness (even after being KO'ed)
Cursed Ring on Powersoul or Master Fist is lit too (In late game, you'll want to have 4xCut for this though).
Champion Belt is also good if you work with Sadness, Barriers and Regen.
Ribbons are still pretty handy for some situations.
But I still used Power Wrists and Earring rather late (not in the Northern Crater though).
I think Amulet isn't worth the trade-off.
Also for North Crater stealing, Sneak Glove ist a must have.
Sprint Shoes are also nice.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Elastoid on 2019-01-02 20:53:11
Is the Goldberry fight working correctly? It starts out with their using Chef's Curse and breaking all your defenses to ailments... but they're also breaking the ability to recover from them. Remedies and Esuna no longer cure petrify, stop or sleep, so any infliction of these is essentially removing the character from the battle.

That can't possibly be right, can it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2019-01-02 21:16:13
Their knife attack also applies the Resist status. Which prevents status toggle. It can be removed by using dispel or a holy torch item.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: unsecured1 on 2019-01-05 10:29:00
@soku : Lots of good points, thanks mate! Sorry about that limit break thing, can't believe I forgot about that! Silly me!

Aside from that I recently got Barret's ultimate, I reckon it lacks a bit of oomph and utility (4 materia max!).

I also noticed a bug : the atb resets when reaching max instead of allowing your character to act. This only happens during the first battle turn, only for one character at a time (the one who seems to start with the biggest atb)  and only for fast characters (200 dex+). My slow af Barret never has any issues but my lightning fast Cloud and Red XIII get 1 out of 3 turns canceled:-/
Might be a vanilla thing though, I can vaguely remember something like that..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-01-05 15:26:08
@soku : Lots of good points, thanks mate! Sorry about that limit break thing, can't believe I forgot about that! Silly me!

Aside from that I recently got Barret's ultimate, I reckon it lacks a bit of oomph and utility (4 materia max!).

I also noticed a bug : the atb resets when reaching max instead of allowing your character to act. This only happens during the first battle turn, only for one character at a time (the one who seems to start with the biggest atb)  and only for fast characters (200 dex+). My slow af Barret never has any issues but my lightning fast Cloud and Red XIII get 1 out of 3 turns canceled:-/
Might be a vanilla thing though, I can vaguely remember something like that..

It's a vanilla bug, but I can't remember if it's to do with a specific materia (sneak attack maybe?) or high dex as you said.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2019-01-05 20:36:14
Hey guys I'm looking for the triple ap weapon of Vincent can't find it anyone knows where it is?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-01-05 23:10:17
The chest carrying it next to gelnika's save point was set to invisible by accident, making it unobtainable. Best bet is a save editor for the time being.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: soku on 2019-01-08 17:49:37
Hello. I now have completed this mod. It was great. There are still some things I want to mention / report:

(Potential) Glitches:
Somewhere (IIRC it was at the respectable inn), I was told that the max. level would be 70... But now here I am, with 9 level 99 characters.

At the end of the game, I got a special reward from Mr. Smile for "not using any sources"... But I actually used all 8 upgrades on every character.

I wondered where to get Supershot ST, and I also thought that one to be Vincent's Triple weapon. But since another fellow user literraly asked about that it just got answered. So yeah, Supershot inaccessable.

Another Chest related Glitch I mentioned about a week ago: there is a chest in the Northern Cave (right path - contains a speed source in vanilla) which is only reachable by using a well-known PC-version bug. But still, this eventuality was covered, since when you open it you receive "A pile of good ol' Nothing :)". However, opening this chest erases the Black Caped Man (= Boss) at the end of the path, making the Moon Crystal (and Limited Moon as well) unobtainable. This hypothesis is poved by not opening this particular chest, beating the boss and then returning to the place where the chest was. The chest is now opened. So this 2 events are, for whatever reason, linked, obviously.

Another minor chest glitch: A chest in Midgar Sector 8 containing Contain materia (pun intended), as well as a chest in the northern cave containing Shield Materia, disappear promptly after being opened.

In the gold saucer wonder square, the Basketball game ought to give you a double chance after 10 hits. The new in-game text now says Triple chance. However, it doesn't triple everytime. It only triples sometimes, but mostly it still doubles. Also, after a certain point I scored, like 20 baskets in a row, after one or tweo doubles. But I was not offered another double/triple. Intended?

You can get Planet and Full-Cure Materia twice. Intended? (Especially the two Full-Cure Materia can be gotten at literally the same story progression).

You get 2 Long range materia in kalm. One of which is Level one master, the other one level one with 0 AP (like Underwater in Vanilla)

Tifa/Cid as party leader is sometimes flawed. If you also have Cloud in your party, sometimes he is shown in the world map. Also, if you put Cloud in your party while him not being the leader, he sometimes gets unremovable at some point (so you have to return to the Highwind in order to remove him again).

Dark cave scene (I'll try to explain without spoilers):
In the second screen, there is a scene with Cloud, Barret and another person. After the scene, Cloud will automatically move to the 3rd screen. But when returning to the 2nd screen, the said scene will trigger again, as if it didn't happen just before.


Minigame rewards
Now I realize that you intentioanlly made minigames less annoying. Also, I also like it that there is no more chocobo race rare prize exclusive item / materia. But some rewards are really pitiful imho. Some examples:

First time scoring 10k+ in G-Bike: It used to be a Speed Source (Yeah, I know these are "banned", don't get me wrong here). Now it's just a Speed Drink IIRC. If it would be more speed drinks, or some other items too, I wouldn't be b*tching around here now^^

Some Fort Condor Rewards really improved - in vanilla you even used to get Potions and Hi-Potions sometimes. Ugh. Now, it's better, but IMHO "10x Remedy" is given too often. Why not chipping somthing nice (non-exclusive) at some point, eg. a Rune Armlet, or a set of status inflicting items?

Snowboarding: The same as in Vanilla. All-Materia (since you can't buy them now, tis one isn't too bac actually), Safety Bit and Crystal Armlet... You can buy those things even before the Snowboarding Game is available. I would suggest either making this game available earlier (eg when receiving Tiny Bronco), or improving the rewards.

Submarine Game: Same problem as the Snowboarding game.

Chocobo race rewards however are handled very well, props for that!


Dialogue (once again haha):

I can follow your arguments regarding Yuffie having not real character development, and her being here for jokes mostly. And yeah, I never doubted that her main drive is the materia (it was the same in vanilla actually). But she is also anti-shinra af. And selling avalanche out to shinra would making shinra much stronger, just sayin'.

Now I appreciate the keeping Aeris alive part, but there is some logic (dialogue) missing after she survives imho. She didnt explain what she was trying to do, and noone even asks her. That kinda gave me the impression that it's non-canon even in this mod. So if you are interested, my suggestions for a less rough solution:
1) Expanding the talking scene at the end of "disk" 1, in the extent that Aeries awakes and explains what she was trying to do (and not sure if she succeeded, hence still pursuing Sephiroth)
OR
2) Actually Aeris can give Cloud a longer and more profound explanation during his dream, and after he awakes, he tells that Barret and Tifa, so everyone is up to date.

Another thing about Aeris is that there is no reaction whatsoever from her when going to Gast's house and watching the records. Maybe this can be made a part of Aeris' Sidequest (?)

Miscellaneous:
So, What's the 3rd last enemy skill? The records say it's "Alpha" used by Alpha Zolom, but I only ever saw it using "Beta".

During the game, you'll find 4 copies of Elemental. IMHO, that's too much. Can one of those be another materia, or at least, the last one be already mastered?

I really love some of the flavour texts - big props! My favourite are those from Hero Drink II (just that same sh*t food manufacturers in real life haha) and Cactuar Gun (the only item implying fixed damage - while others with fixes damage output exist, this one isn't one of them). But there is one I don't get - Motor Drive says "Go the fast" - is that broken English or just a reference I don't get?

I'm pretty sure you know of all public resources on unused FFVII stuff, but still, I'm gonna post a link to a YT playlist, as maybe some other users don't know about all which is listed there - it's a great summary of unused stuff.
FFVII Unlocked - Unused Scenes Playlist
https://www.youtube.com/playlist?list=PL305DD0D525301357

I will definitely play again, especially when the lv 70 cap is gonna work. And next time arrange mode ofc.
You deserved a donation - I wish I could give you more right now.

Thank you very much!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-01-08 22:13:08
.

Thanks for the feedback, I'll go through it just now:

-) The level cap was only present in earlier builds, but is perhaps still referred to in the materials somewhere. Level handling in damage formulas was passed over to a character AI chunk which caused its own problems but eliminated the need for the level cap.

-) The north crater boss + that chest probably share a variable trigger or something.

-) The disappearing chests in ancient forest are prob cause they used to be item bags lying on the ground, which are intended to vanish after being examined. The line of script was probably left in by mistake.

-) I don't remember modifying the basketball game but there is every chance that I have and forgotten about it. Will investigate.

-) Materia drops toward the end of the game have been shuffled around a lot, and there's this problem of duplicates popping up.

-) The world map party leader thing is a limitation with how the world map script decides which character to show. Priority is Cloud > Tifa > Cid with no check to see who is actually party leader. Those characters getting locked in PHS if they're not party leader is actually to do with this, because a serious glitch can occur if you're on world map with access to characters who have higher priority.

Basically, if you have Tifa or Cid as party leader, PHS someone in with a higher priority and then save your game without closing the menu, the game will still have the higher priority character model's coordinates at x00,y00 in the savemap. So even though you close the menu and are in the right place, when that save is loaded you'll appear in the middle of the ocean with no way to get back.

The game uses 00,00 as a storage location for models not currently in use, like vehicles and other party leaders.

-) I'll check the prizes, not looked at them for a long time.

-) Dialogue-wise for Aeris, I tried to find a way to set it up so that it wouldn't hijack the story. I think when she leaves your party for the last time to head for the forgotten city, she mentions during Cloud's dream that she's not sure what she's doing, just that she has a feeling there's something there. So I ran with that to keep the logic of later scenes on Disc 2 intact.

I've seen Shademp's videos and I reactivated some scenes (or rebuilt completely) using them as a point of reference. The Mt. Corel scenes, the alternate helicopter landing at Costa del Sol, etc.

Balance-wise, we'll see about the elemental materia. I think one extra was added for Red coming along, mostly because the one in shinra hq can be missed.

Thanks for the donation, bud; glad you enjoyed the mod. There'll be a 2.0 rebuild someday.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: soku on 2019-01-09 16:01:02
Thanks for the feedback
And thanks for the answer!

It's completely understandable that you missed one or two questions since my post was as long as a novel^^

So I'm gonna ask right again: What's the 3rd last enemy skill? The documentation says "Alpha" by Midgar zolom. But I never saw Alpha Zolom use "Alpha".

About the basketball game: when you see this, you'll definitely remember that you modded that game^^
https://i.imgur.com/Ht9Lx8O.jpg
Jokes aside, this is a big game, and you already are modding for years, so it's no wonder that the modding of non-important things, especially if they don't contribute to the story at all, are being forgotten. This happened to me too actually (but I'm just modding a SNES game - FFV)

But going to the Wonder Square for this very screenshot made me remember that I also wanted to mention that the things you can exchange your GP for are the same as in vanilla too. The non-mystery prizes were not stellar already, but the mystery ones are useless now too, as you get EXP+ and Gil+ earlier as well. And the carob nut for 500GP is still the biggest trap in the gold saucer haha

Also, a small suggestion/request: would it be possible to introduce a "toggle exp" option on save points? For the case you want to farm some items or fighting for fun/atmosphere without becoming overleveled.
If you like this idea, I think this can replace the "no encounters" option, because Enemy Away materia already exists. (Enemy away can also be programmed to reduce the encounter rate to 0%, can it?)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mijin on 2019-01-11 21:02:08
I recently started a new playthrough using the New Threat mod via the "Gameplay - Difficulty and Story" mod in the 7th Heaven mod loader. Upon reaching where Red XIII join the party I realized there was no Enemy Skill materia left on the ground. I looked at the "Where is the Thing" text file and noticed it says that Red XIII is supposed to come with the Enemy Skill materia equipped, and that if he doesn't then the New Threat mod wasn't installed correctly.

I tried downloading the version that's separate from the "Gameplay - Difficlty and Story" and manually importing it to the 7h loader (I didn't try the stand alone version). I also replaced the ff7.exe with the ff7_bc.exe that comes with the download because I'm also using "The Reunion - Because and Menu Overhaul". Once I loaded the game up it was broken, mobs hp's were unchanged and EXP bar was shooting off the side of the screen into eternity. So I decided to revert back to the "Gameplay - Difficulty and Story" NT version, and reverted back to the standard ff7_bc.exe that comes with the 7h mod loader.

I decided to use a save game editor to add the Enemy Skill materia that I missed, and loaded it with Matra Magic and Laser which I would have learned from the Sample:G0624 boss fight. But my question is this:

Will there be any other bugs in the game if I continue using this version of the New Threat mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2019-01-11 22:11:41
there have been many changes and updates between the 7th heaven base version and the newest version via this post. The original 7h version is playable, and can be completed but you are really missing out on how the mod is "meant" to be.

My recommendation would be to restart using the most recent version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mijin on 2019-01-12 05:05:53
Quote
My recommendation would be to restart using the most recent version.

I can't even seem to get the most recent version to work; unless the problem is in fact that I didn't restart and instead tested with a saved game. Restarting at this point would be a little painful since I'm 10 hours in, but I guess if it's really worth it I could try to rebuild my save with the save editor.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-01-12 11:48:06
Was sick for the last few days but on the mend now.

And thanks for the answer!

It's completely understandable that you missed one or two questions since my post was as long as a novel^^

So I'm gonna ask right again: What's the 3rd last enemy skill? The documentation says "Alpha" by Midgar zolom. But I never saw Alpha Zolom use "Alpha".

About the basketball game: when you see this, you'll definitely remember that you modded that game^^
https://i.imgur.com/Ht9Lx8O.jpg
Jokes aside, this is a big game, and you already are modding for years, so it's no wonder that the modding of non-important things, especially if they don't contribute to the story at all, are being forgotten. This happened to me too actually (but I'm just modding a SNES game - FFV)

But going to the Wonder Square for this very screenshot made me remember that I also wanted to mention that the things you can exchange your GP for are the same as in vanilla too. The non-mystery prizes were not stellar already, but the mystery ones are useless now too, as you get EXP+ and Gil+ earlier as well. And the carob nut for 500GP is still the biggest trap in the gold saucer haha

Also, a small suggestion/request: would it be possible to introduce a "toggle exp" option on save points? For the case you want to farm some items or fighting for fun/atmosphere without becoming overleveled.
If you like this idea, I think this can replace the "no encounters" option, because Enemy Away materia already exists. (Enemy away can also be programmed to reduce the encounter rate to 0%, can it?)

The Alpha enemy skill was dropped in favour of a new one called Transfusion, but that's currently unobtainable (and may be for the best, it seems to break when used). I'll sort this out soon.

So I seem to have messed with the basketball game after all. I'll revisit the area some time, I think it's been mostly untouched since the first build.

EXP = 0 could be arranged I think. I'll look into making Enemy Away 100% before doing it though.

I recently started a new playthrough using the New Threat mod via the "Gameplay - Difficulty and Story" mod in the 7th Heaven mod loader. Upon reaching where Red XIII join the party I realized there was no Enemy Skill materia left on the ground. I looked at the "Where is the Thing" text file and noticed it says that Red XIII is supposed to come with the Enemy Skill materia equipped, and that if he doesn't then the New Threat mod wasn't installed correctly.

I tried downloading the version that's separate from the "Gameplay - Difficlty and Story" and manually importing it to the 7h loader (I didn't try the stand alone version). I also replaced the ff7.exe with the ff7_bc.exe that comes with the download because I'm also using "The Reunion - Because and Menu Overhaul". Once I loaded the game up it was broken, mobs hp's were unchanged and EXP bar was shooting off the side of the screen into eternity. So I decided to revert back to the "Gameplay - Difficulty and Story" NT version, and reverted back to the standard ff7_bc.exe that comes with the 7h mod loader.

I decided to use a save game editor to add the Enemy Skill materia that I missed, and loaded it with Matra Magic and Laser which I would have learned from the Sample:G0624 boss fight. But my question is this:

Will there be any other bugs in the game if I continue using this version of the New Threat mod?

It sounds like your kernel wasn't patched and if playing through 7H this means that the setup process for that has been messed up somewhere. Make sure to follow all the steps as closely as you can, and be careful during the game converter step: http://forums.qhimm.com/index.php?topic=15520.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eXistenZe on 2019-01-12 20:43:46
Hey there.
How is this mod compatibility wise?
7th heaven seems to be way outdated now. Is it better to use the sandalone install?
Is it compatible with because and menu overhaul (without the stats bug)?
I seem to recall seeing some talk about 2.0 version. Is it still on the works?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2019-01-12 22:13:41
the newest NT iro for use with 7th heaven is the "best" overall since it allows you to use graphical and music mods of your choice. NT IS compatible with the menu overhaul, but NOT with beacause. To use the menu overhaul you need to use the ff7_bc.exe that is included in the newest NT 1.5 download on the initial post of this thread.

NT can be used with any music, movie, sfx, texture, or model mod free of conflicts as long as NT is loaded below them all. I recommend putting NT at the very bottom of your load order.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drexl on 2019-01-16 02:16:15
What do I need to do to make BC and NT compatible? I'm willing to put in the work for this because I can't decide between these mods. I'm looking to replay FF7 for the first time in quite awhile and after reading up on all the great mods available I consider these two critical. I'm new to this scene (well, sorta... it's been so long my account got purged and I had to make a new one), but competent so if someone can point me in the right direction I can probably figure it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drexl on 2019-01-16 06:01:36
Been doing a bit of digging. Is it just the flevl.lgb entries that are the problem? I read something about a tool to help patch these, but I can't find it. Google hasn't helped me yet either, but perhaps my Google-fu isn't strong enough.

I imagine making these mods compatible can't be too simple or it would've been done by now surely.

Edit: Been poking around with Makou Reactor. If all I need to do is take all the flevel entries from NT and and patch in the text changes from BC (or vice-versa, not sure which one modifies more... can I diff them?) then that's not too bad, just time consuming. Surely it's not that simple though. Also, if this fabled patching tool Lusky apparently made exists it would likely be a better solution than Makou reactor. Or I could be going about this completely the wrong way. I've got no idea yet as this is all new to me and I'm just poking around as I have time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UematsuSan on 2019-01-16 06:49:28
I just wanted to provide a combat-related suggestion. I'm not sure how possible it is to tweak these mechanics, but to me, they're some of the major issues that have plagued the (original) game for a long time: Wait mode is doesn't really wait every time it should.

Bear with me on the details, this is a bit technical and hard to explain.

How Wait Mode is intended to work:
In vanilla FF7 (and this mod at this time), Wait Mode is intended to lock ATB while players are choosing their command. It's also meant to wait while animations are playing in order to keep relative balancing between a simple 3-second Potion item command and a say 8-second Cure ability. I understand this can come down to personal taste, but I think anyone NOT playing in Wait mode is most likely experiencing a relatively broken balancing between short and long commands, making the former usually more powerful just because they are quicker to complete.

How it actually works:
Right now, when casting any ability, you'll notice a lot of inconsistencies when using Wait Mode.

For starters, it doesn't seem to wait while selecting a command (top menu, if you will). Both ally and enemy ATB keep going, forcing any "hop" into that top menu (when going from selecting a magic ability and back out to select Attack, for example) to push ATB forward. In reality, the enemy wins with this one, as the player is simply trying to select a command to be executed.

Next up is while a character is "prepping" a cast. By "prepping", I mean that roughly 3-second-long animation before the spell comes out. ATB just keeps going during that time, making spell-casting detrimental, especially at a high frequency. When factoring fights against multiple enemies, then all of their ATBs will rise, resulting in an even more penalizing situation. This creates a wildly inconsistent experience with balancing depending on the player or the builds being used. i.e. Caster-centric builds are limiting. For example, when casting a simple spell like Cure, all ATBs will keep moving along for about 3 seconds until the spell is prepped and in effect. Only at this time will the ATB truly stop.

Another issue I've seen with this is how any countdown ability behaves. While a character is under the effect of say Death Sentence, casting any spell with prep time will keep the countdown going, essentially shaving off ~3 seconds off of the timer. In order to be less penalized by this mechanic, I guess players can play at a faster combat speed so more actions come out before the character's time is up, but that might be pushing pacing into an unwanted or uncomfortable speed for some people.

Lastly, in order to circumvent this issue, I've noticed a very degenerate behavior in FF7 speedruns where players select a command (like Attack) and leave their target selection cursor active while all the casting is being completed. This is the only way currently to really STOP any ATB (from both allies and enemies alike). That means they also always try to have 1 character in a menu selection in order to be able to lock the ATB. I'm going to go ahead and say this wasn't really the intended way to play the game. As a side-note, Limit Breaks also seem to stop ATB completely as soon as they start casting, which gives me hope that this could potentially be resolved.

Recap of issues with Wait Mode:

1) AI will take more turns than they should
2) Players are deterred from casting spells against large (2-3+) groups of enemies
3) Overall inconsistent balancing
4) Any ability with a countdown-timer goes faster than intended (ex: Death Sentence).  Players need to play at higher speed, changing pacing to a potentially less enjoyable state
5) Degenerate "cursor hover lock" exploit

I played another amazing mod a while ago for FF6 (called Brave New World) and since the game also suffered from this issue, they ended up fixing this same issue somehow. Again, this might be a lot to ask, but I think all the awesome balancing that's been done in this mod would be a lot more consistent with this fix.

I understand this goes really deep into combat mechanics, and like I said earlier, this can also be of personal taste/preference. I'm not really here to debate which one is best for whom, but I only wanted to provide my own personal point of view on what I think would make the combat (again, arguably) a lot better.

That being said, this mod is by far the best one I've seen for FF7. I'm about a third of the way in and it's making me experience the game in a whole new way, and I'm extremely thankful for the work you've done. I also registered on this forum just to post this, since there still seems to be quite a bit of support for this mod. Keep up the awesome work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2019-01-16 10:46:23
Beacause is a field script overhaul. NT also HEAVILY adjust field scripts. The amount of work to make them compatible is astronomical if not impossible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-01-16 17:24:37
.

This is the situation with combining BC and NT:

Both affect event scripting and dialogue, and the automation tools we have aren't able to discern what is a critical script and what isn't. That means we have to take a field's script in its entirety when combining mods. So that would mean some fields would be using only BC scripts, and others would only be using NT scripts; besides the technical problems that could cause with mis-matched variables, etc. it would also be an incomplete experience of both mods.

Same goes with dialogue; even if we took all the BC text and ported it in, some of it would be mismatched due to NT's custom field scripting and a lot of the item pickups would likely display the wrong item (as these are unfortunately written as regular field text and not retrieved by the game based on the acquired item's ID).

However, all that only applies to automation. The process can be done manually and could probably be done so that both mods work seamlessly together given a tweak here and there. Best approach is to take the BC mod as a base then apply the NT scripts onto it; I'd likely be the best bet for that because I know where most of my scripts are and how they behave (plus it'd give me a chance to clean the older ones a bit and make them tidy).

So here's an idea; I was going to make a NT 2.0 after I was done with FF8 NT's Disc 1. What I could do instead is use a finished BC as a base for that and kill two birds with one stone. I'd also be able to set up the NT text in such a way that porting between BC and NT dialogue can be done without issues via touphscript to avoid issues with wrong text/out of context dialogue.

As for right now, you'll need to decide to either wait on that (could be months), or to play BC or NT. NT does have a text overhaul but it's not based on the Japanese or anything (though I referred to the translation whenever I hit a scene that I was struggling with).


.

If the top menu froze ATB, then you would be essentially forced to act with that character in order to get it moving again. When playing I'll sometimes delay on a turn to let an enemy act and see what he's going to do while letting the other character's gauges fill up.

There does seem to be inconsistency with certain cast animations though. I think it can happen with Limits that it keeps running under certain conditions but I'm not sure what the exact circumstances were; it might be different for each animation file if the game locks/unlocks ATB based on what animation frame its on.

I think the countdown timers go slower on slow speeds but faster on fast speeds so adjusting the ATB speed would probably work against you in that case. Gauge speed is a potential problem when paired with ATB behaviour because it can make status effects resolve too quickly; this is particularly problematic when Barriers are being taken into account with balancing.

Didn't really see the wait trick as too big a deal. Its benefit depends mostly on speed differences and it's mostly only used in speedruns or challenge runs where the mechanics need to be pushed and the fights tightly controlled.

FF7 could benefit more from such a patch than FF6 due to the longer attack animations, but it's not my preference. I found it made things restrictive and clunky when I was going through BNW's ATB patch; in my mind balance is fine so long as it doesn't impede the fun or the flow. I don't want to sit and wait on every single animation, I want things to be moving along.

If such a hack does come up though then it'll (probably) be compatible with NT out of the box as the game is split into separate files unlike a ROM. I'll ask people about it on discord and see if they know more about the inner workings of the ATB system.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drexl on 2019-01-17 20:58:26
This is the situation with combining BC and NT:
[snip]

Thanks for the response. I figured there had to be more to it than there appeared to be on the surface level. I might wait. After all, I have a massive back-log of games on Steam to catch up on anyway.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EstinaDaemon on 2019-01-25 20:27:34
I've run into an issue with my current playthrough of 1.5 and I'm wondering if there's an easy fix for it.

For some reason, Cait Sith's starting stats upon joining the party seems to be incorrect; their spread is 10/5/11/13/11/15 (taking into account removing gear bonuses and materia).

They're currently level 31, and I haven't used any sources on them. Is there anything I should set their stats to using Ochu or such, or should I try to reload an earlier save? I think the stats would still already be set at that point.

EDIT:

Actually, looking at it more closely, I want to ask about how the initial stats are presented in the help document. Namely, what assumptions are there; is this their stats assuming initial materia and equipment loadout, AFTER their pre-banked rank-ups and not taking into account build options?

I'm curious to know what their raw stat values are supposed to be without taking any of those into account.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-01-26 16:39:40
I've run into an issue with my current playthrough of 1.5 and I'm wondering if there's an easy fix for it.

For some reason, Cait Sith's starting stats upon joining the party seems to be incorrect; their spread is 10/5/11/13/11/15 (taking into account removing gear bonuses and materia).

They're currently level 31, and I haven't used any sources on them. Is there anything I should set their stats to using Ochu or such, or should I try to reload an earlier save? I think the stats would still already be set at that point.

EDIT:

Actually, looking at it more closely, I want to ask about how the initial stats are presented in the help document. Namely, what assumptions are there; is this their stats assuming initial materia and equipment loadout, AFTER their pre-banked rank-ups and not taking into account build options?

I'm curious to know what their raw stat values are supposed to be without taking any of those into account.

Those stats looks like they were set using a default .exe. For cait + vincent, their starting stats are held in the exe rather than the kernel. If .exe isn't patched then this also means that other things would have been off; sources only giving +1 instead of +5, materia equip effects being different, etc.

Cait Sith - Starting Stats
42/22/33/13/16/53

#Vincent - Starting Stats
39/40/41/38/21/10
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EstinaDaemon on 2019-01-26 19:54:33
Ah! I guess that explains it. Early on I was messing with the exes and a trainer because the last time I had played I messed up with the .exes and had to fix things mid-game. I noticed sources weren't being applied correctly, nor the materia, so I redownloaded the IRO and got the ff7_bc.exe out of it (since I'm using the menu overhaul) and things seemed to work after that. But I didn't start a fresh new game so I guess Cait and Vincent both still had their values messed up. I only just find out now though after getting Cait. Can I still edit the values to their default?

Thanks for the explanation.

EDIT:

Actually, I notice the default values you give don't match what's in the Readme.txt. Are those the raw values without gear/materia changes? And if so, do you have the values for the other characters? I just want to make sure I can fix mine if the values in the readme include their gear and materia loadout at first availability. On that note, I'm also not sure how, if possible, I can fix the HP/MP values too... darn. I'm not sure I'm up for a complete restart at this point x.xa

EDIT 2: Ok, I'm confused now. I'm testing a new game and looking at stats in Ochu; Cait Sith's are 42/41/40/39/28/29, so that's not right. Vincent's are 112/65/81/75/71/46. I know sources work with the FF7_BC.exe I'm using and I thought Materia had the right values... something like -15 VIT and INT on Elemental? +3 VIT/INT and +3% MaxHP on Barrier?

EDIT 3: I've taken an Ochu screenshot ( https://imgur.com/KSst4Ea ) of the values from starting a new game. I just extracted a fresh ff7_bc.exe from the emergency exe folder in the standalone, but I was using the 7H setup. Is there something about the 7H setup and where the exes from that come from that work differently for 1.5?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-01-27 14:09:11
When you start a new game, the stats for cait + vince are initially Young Cloud + Sephiroth. These values are then overwritten by the exe when cait/vince join the group.

The readme values might be out of date as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EstinaDaemon on 2019-01-27 18:15:43
Ah. Alright, that makes sense. Though I also noticed that Yuffie's stats seem to differ from the readme. I compared everyone's to what I was getting from Ochu on a new game, and the only ones that seem to differ from the readme are Yuffie's, Cait Sith's and Vincents - and now I know why for the latter two due to Y. Cloud and Sephiroth.

Is there an up-to-date list of the base stats for 1.5 available somewhere? And has HP/MP been tweaked too? I'm not sure how to fix that if that's also messed up. I'm a little nervous about starting a new game and getting all the way back to Kalm or Corel and finding that it's still bugged somehow.

EDIT: Oh, right... and it looks like the sum of everyone's stats are supposed to fall into a 150-170 range, Vincent and Cait Sith included (though if using the values you provided they're more around 170-190), but Cid tops out at 207. Is this intentional due to their late arrival into the party?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-01-27 22:52:26
Ah. Alright, that makes sense. Though I also noticed that Yuffie's stats seem to differ from the readme. I compared everyone's to what I was getting from Ochu on a new game, and the only ones that seem to differ from the readme are Yuffie's, Cait Sith's and Vincents - and now I know why for the latter two due to Y. Cloud and Sephiroth.

Is there an up-to-date list of the base stats for 1.5 available somewhere? And has HP/MP been tweaked too? I'm not sure how to fix that if that's also messed up. I'm a little nervous about starting a new game and getting all the way back to Kalm or Corel and finding that it's still bugged somehow.

EDIT: Oh, right... and it looks like the sum of everyone's stats are supposed to fall into a 150-170 range, Vincent and Cait Sith included (though if using the values you provided they're more around 170-190), but Cid tops out at 207. Is this intentional due to their late arrival into the party?

I'm absolutely terrible for keeping my documentation up to date.

The stats originally were set up to be within a certain range but it can lean based on what stats are being used. Cid's is a bit higher because Luck needs a little extra to make itself more noticeable; he's pretty dire with Magic, Spirit, and Dex which can be a big set-back.

HP/MP-wise, I think Vincent and Cait Sith are slightly different. Cait has a lot of HP, but rock-bottom MP to account for his MP regen. Vincent has low HP/MP but strong bases to make better use of his limit forms. I think that was the rationale I had for it.

These are the stats from the kernel; one thing to note is that Cloud's starting HP is for Lv.6 but the others are at Lv.1 until they join.
Code: [Select]
]
Cloud:  43/28/27/32/16/14 - 314/54
Barret: 45/43/09/37/08/12 - 222/15
Tifa:     47/12/23/18/42/09 - 219/16
Aeris:   22/11/47/22/32/25 - 177/23
Red:     35/27/32/25/35/12 - 221/17
Yuffie:   37/08/38/11/50/12 - 100/05 (05 MP will default to 10MP, as this is minimum value)
Y. Cloud:    42/42/40/39/38/29 - 1583/192
Sephiroth:  112/65/81/75/71/46 - 7264/529
Cid:       50/34/12/10/11/90 - 223/15

I think materia equipped will affect the stats. So Aeris, Red, Yuffie, Seph, and Y. Cloud will have different values. So long as .exe is patched and the kernel has the updated weapon texts, item effects, etc. then it should be fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eXistenZe on 2019-01-28 09:25:33
Did you improve Vincent' limits somehow in your mod? If I remember correctly, he was horrible to use since you would loose control over him.
The first time I used him I got game over from using the first form in a fire absorbing enemy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-01-28 11:39:52
Did you improve Vincent' limits somehow in your mod? If I remember correctly, he was horrible to use since you would loose control over him.
The first time I used him I got game over from using the first form in a fire absorbing enemy.

Not really worked on them, the base power of the physical attacks was lifted and the AI favours the magic ability over the physical; those were the only changes on that front.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2019-01-29 19:51:16
Segachief you may have already heard about this project but I wanted to ask anyway.

https://captrobau.blogspot.com/2019/01/ff7-remako-hd-graphics-mod-beta-released.html

Its a very interesting project that restores the backgrounds in the game in HD. So my question was your thoughts and do you see this being compatible with a new threat ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eXistenZe on 2019-01-29 20:13:20
Hey. Do you have a descriotion on the differences between normal and arranged modes?
Also, did anyone make a mini faq with an ordered "get this, get that" with equipment abailable in NT through the story?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-01-30 01:03:23
Segachief you may have already heard about this project but I wanted to ask anyway.

https://captrobau.blogspot.com/2019/01/ff7-remako-hd-graphics-mod-beta-released.html

Its a very interesting project that restores the backgrounds in the game in HD. So my question was your thoughts and do you see this being compatible with a new threat ?

If you pack that mod up as an IRO, and run NT's IRO with it, then it should be.

Hey. Do you have a descriotion on the differences between normal and arranged modes?
Also, did anyone make a mini faq with an ordered "get this, get that" with equipment abailable in NT through the story?

On Arrange enemies get a level boost and you'll be dealing with some different boss fights; sometimes it's the same boss but with a spin, other times it's a different boss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ariksu on 2019-02-02 07:01:39
@sega chief, thank you for your great work, it is magnificent.

I have a question about new threat patch. Opening post states
Quote
(patch files) are for the Stand-alone installer only and should not be used if the 7H IRO version is being played.

Does that mean that IRO is already patched, or that IRO was never patched?

I also found in IRO version that door puzzle in ShinRa bldg floor 63 somehow not working. Is it intentional?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-02 22:27:34
@sega chief, thank you for your great work, it is magnificent.

I have a question about new threat patch. Opening post states
Does that mean that IRO is already patched, or that IRO was never patched?

I also found in IRO version that door puzzle in ShinRa bldg floor 63 somehow not working. Is it intentional?

The main installer patches the files directly but is large in size; the two files that generally need to be fixed are the scene.bin and flevel.lgp so those two files are given their own hotfix installers if something comes up.

The IRO, however, is much smaller in size as it only contains NT-specific files. Patching it however would be a bit pointless so I usually just make a brand new IRO when fixes are put in; it therefore doesn't need the hotfixes.

Are you checking in with the machine in the bottom-right of the screen before trying to open the doors?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Eevi on 2019-02-04 15:24:40
Hi there!

I've really been enjoying this mod so far, but I've hit a snag and realised something might be wrong with my installation. I'm almost at Junon and ranked up my characters for the first time, but I noticed that the sources weren't increasing the stats as much as they weren't supposed to (Only +1 instead of +5). I briefly looked through this thread and found out that it might be an .exe problem, and realised I've been running the normal FF7.exe this entire time (I'm using Tifa's 7H + the Steam version of FF7 and it was running FF7.exe by default). I saw that I was supposed to be using ff7_en.exe from the IRO zip file instead, so I tried to use it. But, when I try and launch the game through 7H with that .exe chosen instead, none of the mods are running anymore, including your New Threat mod. It also doesn't recognise that I have a save file and tries to open the thing up through the Steam launcher, which doesn't seem right.

Do you have any idea what might be wrong, and how I might fix it? Thanks!

EDIT: I just realised I might have been using the right .exe after all since your readme for 'Which EXE to use' says to use the FF7.exe for a 7H game conversion. But that still doesn't explain why the sources weren't working properly! Perhaps I didn't have the mod down far enough in the load order? I tried moving it down to the bottom but that didn't make a difference.

EDIT EDIT: I think the problem was I had a Gameplay/Tweak mod running from 7H. I deactivated it and now the sources are giving the right values. The only issue is that I didn't notice this when I first ranked up Cloud, Barret, Aerith and Tifa.. but I guess I can probably save edit to fix that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2019-02-05 01:16:07
Which Gameplay Tweak option caused the source problems? It's good for the public to know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Eevi on 2019-02-05 08:43:03
I'm not totally sure, I had Always Run, Increase Sense Limit, and Lucky Tifa on. If I had to guess I'd say it was probably Lucky Tifa. It made her a bit OP anyway so it was probably good to turn it off!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2019-02-05 08:52:09
I see. Well most of those tweaks were created for vanilla gameplay and LONG before this mod was even created, so they were never intended to work alongside most Gameplay mods. Sorry it didn't work out  :|
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yapt on 2019-02-06 06:21:14
Is there a materia list somewhere? I just went for master magic but must be missing one
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-06 15:17:32
Is there a materia list somewhere? I just went for master magic but must be missing one

Spoiler: show

Fire, Ice, Bolt, Earth, Poison, Gravity,
Restore, Revive, Heal, Full-Cure
Seal, Mystify, Transform, Exit
Barrier, Time, Destruct, Shield
Comet, Contain, Planet/Ultima

There is an additional Materia called Osmose, but this likely isn't checked for by the function.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: spiritualvirtue on 2019-02-07 02:10:57
Spoiler: show

Did you remove the ability to revive Aeris? Because that was a feature I really deeply appreciated about this mod. I got passed the cut-scene of her dying, and used the Black Chocobo save-editor to force her back into the game, but now, the game keeps finding various little ways to glitch up on me. So it seems like you did away with that feature, and this makes me very sad.


also, I apologize if I used the "spoil" line wrong, this is my first time responding on this site.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: spiritualvirtue on 2019-02-07 02:45:28
in addition to my prior post...

Spoiler: show
I've been reading over the forums and it seems as though you did not remove that feature, because there is a response to another user on jan 8 2019 regarding a way you went about fixing the dialogue after she is revived. My question to you now is whether it is some crazy glitch or not. Because during the scene in which Cloud is walking and carrying Aeris in his arms to drop her in the water, his outfit is light blue, not the traditional deep navy that your mod changed it too, which leads me to believe that something got fucked up along the way. So do you have any idea how I can fix the issue and prevent Aeris from permanently dying?


EDIT: I figured out what the issue was, and I feel like a freaking idiot. You put this wicked awesome dialogue choice just before the big fight and I selected the wrong one, not knowing what the heck was going on.... I'm deeply sorry to have bothered you, and also, since I didn't mention it before, I have been enjoying this mod. This is my second play-through of it now, and I am going to conquer those crafty end-game bosses you put in there this time... Keep up the good work and I'm looking forward to NT FF8!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-08 00:09:24
.

Don't worry about it, other users ran into same issue and missed the dialogue option. I thought it was a good place to put it but I think I'll need to stick a wait delay on it or something cause people are mashing circle to advance the scene there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayoyo on 2019-02-08 11:55:35
Am I right to assume arrange is otherwise the same but more challenging with some kind of extra spice thrown in with regards to bosses? Should I go for arrange if I've beaten the regular thing once upon a time?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: flacidapplebottoms on 2019-02-08 19:23:00
The final battle with Sephiroth froze after I defeated Pinnacle Sephiroth. I'm playing 1.5 not on arranged mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-08 23:45:41
Am I right to assume arrange is otherwise the same but more challenging with some kind of extra spice thrown in with regards to bosses? Should I go for arrange if I've beaten the regular thing once upon a time?

Yeah, Arrange just ups the enemy level a bit and alters some of the bosses you fight.

The final battle with Sephiroth froze after I defeated Pinnacle Sephiroth. I'm playing 1.5 not on arranged mode.

So after you killed Pinnacle/Bizarro, did the game reach a white field screen or did the screen just stay dark? Also are you playing the IRO version through 7H or is this from using the stand-alone installer? Any other mods active?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: flacidapplebottoms on 2019-02-09 11:23:46
So after you killed Pinnacle/Bizarro, did the game reach a white field screen or did the screen just stay dark? Also are you playing the IRO version through 7H or is this from using the stand-alone installer? Any other mods active?

What happened was that the moment I killed Pinnacle the game just hung, so not exactly "frozen". The idle animations continued to play, along with the music, but the game just sat there for about half an hour before I exited. I'm using the installer from this forum with no other mods.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Eevi on 2019-02-09 12:07:17
Just a question, where abouts do you find the Kjata materia in this mod? I couldn't find it in the Sleeping Forest like in vanilla, and I didn't find it in the Forgotten City either. Have I missed it somehow or did you change the location entirely?

EDIT: Nevermind, I found it in the Sleeping Forest after all. I must have just missed it the first time I looked!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-09 21:02:27
What happened was that the moment I killed Pinnacle the game just hung, so not exactly "frozen". The idle animations continued to play, along with the music, but the game just sat there for about half an hour before I exited. I'm using the installer from this forum with no other mods.

So it was a softlock, there must be some flaw in the AI or an ability not registered to an animation. I'll check through it tonight.

Edit
One of the 6 iterations had a missing animation for an ability, I set the anim and will upload a scene patch/new IRO with the fix tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: flacidapplebottoms on 2019-02-10 11:13:59
One of the 6 iterations had a missing animation for an ability, I set the anim and will upload a scene patch/new IRO with the fix tomorrow.

Awesome, thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-10 22:54:25
New IRO:


Patch for non-7H version


These should sort out the potential softlock on one of the Bizarro forms.

I also sorted out the enemy skills; I've restored Dragon Force (albeit with a different effect) and the unlearnable Transfusion has been replaced by Chronocure. Dragon Force can be acquired by manipulating a Crater Dragon (requires Hypnocrown), and Chronocure is gotten from Death Dealers who should now also be Manipulable.

Edit:
Made a small snafu; the kernel used in the patch/IRO is an untested prototype and not the intended one. I'll redo the patch/IRO.

IRO
http://www.mediafire.com/file/gz9dyj3h3clge0m/FF7_NT_IRO_10th_February_2019.iro/file

Non-IRO patch
http://www.mediafire.com/file/5hh71z540orbkjj/NT_Mod_-_Enemy_%2526_Kernel_Hotfix.zip/file
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hydef Hyrule on 2019-02-12 00:39:52
I've been playing this today nonstop. Have made it to the Wall Market wire climb. I have to say I'm extremely impressed with your mod, my man. The balancing is top notch. I've played so many mods like this for other games that claim to be balanced but go way overboard. This is right in the pocket in my opinion. Plus, the added features and elements feel intelligently considered and implemented. Looking forward to seeing the rest of it in action. Cheers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: fab_lorenzi on 2019-02-12 06:31:37
Hi! This is my third time playing New Threat and this time I'm trying it with the 7H mod manager. I've notice the next "bugs":

-Field models are de same of vanillas. Cloud Soldier outfit is not dark for ex.
-When Cloud uses Fire in battle, he uses ir three times: 2 VS enemies and the third VS himself :/
-When Barret attacks, he damages all enemies.

I'm using the last IRO (02/10). Replacing it with de July 2018 remove the battle problem, but the field models are the same.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-12 15:24:11
I've been playing this today nonstop. Have made it to the Wall Market wire climb. I have to say I'm extremely impressed with your mod, my man. The balancing is top notch. I've played so many mods like this for other games that claim to be balanced but go way overboard. This is right in the pocket in my opinion. Plus, the added features and elements feel intelligently considered and implemented. Looking forward to seeing the rest of it in action. Cheers.

Cheers, bud; let me know if there are any problems.

Hi! This is my third time playing New Threat and this time I'm trying it with the 7H mod manager. I've notice the next "bugs":

-Field models are de same of vanillas. Cloud Soldier outfit is not dark for ex.
-When Cloud uses Fire in battle, he uses ir three times: 2 VS enemies and the third VS himself :/
-When Barret attacks, he damages all enemies.

I'm using the last IRO (02/10). Replacing it with de July 2018 remove the battle problem, but the field models are the same.

I think in the IRO I didn't include the field models so it'd be easier to add different ones using 7H. The other two things are from a prototype kernel I accidentally put into the latest scene patch/IRO from a couple posts ago. I replaced the download links, are you still getting the issue? There was some weirdness with Mediafire so maybe it didn't overwrite the files like it said it did.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Schwahn on 2019-02-12 17:38:36
Hey Sega,

Quick question.

Do we know if "A New Threat" cooperates well with the recently released HD Upscale mod for all of the pre-rendered background?

I know both mods can be loaded in with 7th Heaven, but both also affect the IRO

Any thoughts or feedback?

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ProRevenge on 2019-02-12 18:21:37
Hey Sega,

Quick question.

Do we know if "A New Threat" cooperates well with the recently released HD Upscale mod for all of the pre-rendered background?

I know both mods can be loaded in with 7th Heaven, but both also affect the IRO

Any thoughts or feedback?

Thanks!

Im playing through with New Threat and ReMako together, through 7H, with zero issues, you should be good :)

Saw the above comment about the field models too, how possible would it be to use those with the 7H IRO? I like the NT ones but not the 7H "upscaled" ones, plus its kinda awkward with stuff like the Turks having blue suits in the field and black in battle

Also, I know this has been pointed out countless times before, but im unsure if its due to using 7th heaven or any of the graphical mods ive got enabled alongside NT, but my sources are only giving +1 instead of +5, so im getting minimal stat boosts from the rank ups, is there something I can do to fix this short of using a save editor after every rank up? For reference, im using the IRO from the first post of this topic, dated July 2018, is there a more updated IRO I should be using?

It is also worth noting that I got 7H and the mods to work by simply moving the game files myself out of program files, Steam still has a copy of them in program files/steamapps etc that is unmodded, I get errors when trying to use any ff7_en launcher but launching through 7H is fine, this is because for some reason the option to move the files through Steam was just not there for me for some unknown reason, and 7H doesn't work with a program files directory, or so it says.

The only issue im encountering is the +1 instead of +5, so everything else seems to be in order
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Rufaus on 2019-02-12 20:41:38
@Schwahn - I'm 20 hours in, using the Remako HD Mod and other visual upgrades and New threat. I can't complain in that regard. The visual results aren't breath taking, but noticeable.

I'm terribly sorry for asking this, but when I'm in the middle of a playthrough (playing with 7th Heaven) - can I update the IRO or will things go haywire?

Fort Condor Minigame

I'm also confused about the "helicopter" guy for the Fort Condor Minigame. I'm now in Cosmo Canyon and since the Junon introduction he hasn't reappeared. Also: What are the exact / or most noteworthy rewards for the Fort Condor Minigame  (if changed from Vanilla). I'm kinda annoyed by the game and backtracking, but the rewards keep me interested.

Gameplay - Difficulty:

For some reason I only get the reduced amount of Sources from Mr Smiles upgrades. The only other gameplay modification I use is Minigame Collection for the Gold Saucer Mini Games and I run the normal (Win98) FF VII exe.

I'm just not sure If i really need the additional sources or not. I'm level 30, and for the most part I'm doing fine. In the Gongaga reactor I really got smashed, not sure If the few stats more would help that much since these enemies seem to be on the next level. My go to strategy would be Regen and Big Guard, but I still miss quite some AP for Regen, so I decided to skip that part for now. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2019-02-12 20:47:15
NT is compatible with every purely graphical mod. The only mods it is NOT compatible with are modsthat adjust the kernel, scene, or flevel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-12 21:22:18
.


.

You need the NT .exe that's provided with the zipped NT IRO folder for sources to give the proper amount. I forgot to include them with the latest IRO upload so I'll upload these now. Once they're up, drop them into your FF7 folder (make sure to rename the old ones as 'ff7 default' or something so you can revert back). I think 7H runs through the ff7.exe rather than the ff7_en.exe which is for steam's launcher.

As for field models, I'll upload those.

You can also update the IRO without issues during a run. The files altered weren't related to the game's savemap variables. Same goes with the .exe.

The fort condor guy spawn points are:
-) Junon, for first and second battle (the one before getting into the water and the one just after Cloud gets into the water and then leaves again).
-) I think for the buggy acquired one there isn't a spawn because typically players would head back to Junon area to talk to the sleeping man + acquire White Wind enemy skill.
-) He appears next in Gongaga I believe on one of the paths outside town.
-) Cosmo Canyon, he appears when Bugenhagen opens the door to the Cave of the Gi.
-) Rocket Town, he can be found in Cid's house sitting in the car.
-) No spawns because Bronco has been acquired, which can reach Fort Condor via the shallow water paths.
-) Final spawn is in Forgotten City, on the lower level of the house the party can sleep in.


Edit
https://www.mediafire.com/file/vpmu98jp1yh6wn9/FF7_NT_IRO_12th_February_2019.zip/file

That's what the upload should have been. It contains the IRO and all the documentation, .exe files, etc. I forgot that I used to pack the IRO in this folder. Sorry about that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Eresus on 2019-02-12 21:49:45
I've enjoyed my time with New Threat and I can see that a lot of work was put into it, but I have a question. Is it normal for the game to just end after the final fight with Sephiroth without playing the final FMV and the credits, or is it just my version of the game that is bugged?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-13 03:23:05
I've enjoyed my time with New Threat and I can see that a lot of work was put into it, but I have a question. Is it normal for the game to just end after the final fight with Sephiroth without playing the final FMV and the credits, or is it just my version of the game that is bugged?

The ending behaviour was a bit up in the air. As of the latest build, it should be tied to whether Aeris is around or not. You'll get the ending FMV if she isn't, and the old church screen if she is (in older builds it was based on normal mode or arrange mode, or whether a certain item had been acquired).

Sorry if it was disappointing not to get the ending FMV at the end, it was a bad decision on my part to have it not play under certain conditions. I'm planning to do some proper work on the mod's 1.5 build soon to finalise it before I start on a 2.0 rebuild (the differences between 1.5 and 2.0 will be quite major, with a lot of stuff being cut/altered so I'm going to keep 1.5 as a 'legacy' version of sorts). When I finish it up, I'll sort out the ending behaviour properly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dark_Ansem on 2019-02-13 07:52:25
The ending behaviour was a bit up in the air. As of the latest build, it should be tied to whether Aeris is around or not. You'll get the ending FMV if she isn't, and the old church screen if she is (in older builds it was based on normal mode or arrange mode, or whether a certain item had been acquired).

Sorry if it was disappointing not to get the ending FMV at the end, it was a bad decision on my part to have it not play under certain conditions. I'm planning to do some proper work on the mod's 1.5 build soon to finalise it before I start on a 2.0 rebuild (the differences between 1.5 and 2.0 will be quite major, with a lot of stuff being cut/altered so I'm going to keep 1.5 as a 'legacy' version of sorts). When I finish it up, I'll sort out the ending behaviour properly.

Wow I'm incredibly excited about 2.0!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: fab_lorenzi on 2019-02-13 12:54:14
I've tried the new IRO you've posted (02/13) and the Triple Fire/All-Attack problem is solved :D

However the field models remain the same to me, no upscaled. I'm using the new .exe too, from the Reels EXEs NT folder.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-13 15:47:21
I've tried the new IRO you've posted (02/13) and the Triple Fire/All-Attack problem is solved :D

However the field models remain the same to me, no upscaled. I'm using the new .exe too, from the Reels EXEs NT folder.

Yeah I still need to upload them. They're all loose files I need to track down in the archive.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Eresus on 2019-02-13 19:24:19
The ending behaviour was a bit up in the air. As of the latest build, it should be tied to whether Aeris is around or not. You'll get the ending FMV if she isn't, and the old church screen if she is (in older builds it was based on normal mode or arrange mode, or whether a certain item had been acquired).

Sorry if it was disappointing not to get the ending FMV at the end, it was a bad decision on my part to have it not play under certain conditions. I'm planning to do some proper work on the mod's 1.5 build soon to finalise it before I start on a 2.0 rebuild (the differences between 1.5 and 2.0 will be quite major, with a lot of stuff being cut/altered so I'm going to keep 1.5 as a 'legacy' version of sorts). When I finish it up, I'll sort out the ending behaviour properly.

Cool, glad to know that you are still working on improving the mod. Removing New Threat from 7th Heaven's active mods and loading the save file before Sephiroth (he dies in a couple of hits anyway) allows you to see the final FMV, so it wasn't that big of a deal, I was just curious why it wasn't playing is all.

If I may give some feedback, I found summon materia not worth using (except hades for added effect or phoenix to revive Tifa with the cursed ring equiped), enemy skill does the job much more efficiently mp wise, and while the 100% chance to inflict status effect sounds good in theory, I did not find any enemy encounter worth the mp cost as opposed to just kill them. While I think there is a fair amount of enemies that absorb elemental magic, or that at very least force you to use sense to be sure, I found very few enemies that are able to punish you for using physical attacks, I had Tifa with X4cut, 220 strength and 230 luck, with premium heart and about 800mp at the end, and she was hitting for 30-40k per turn, regular enemies and non-optional bosses had no way of dealing with it.

While emerald weapon had me at the edge of my seat, punishing you for trying to rush her down, I still don't know If ruby weapon had any kind of gimmick to it, because it just died from Tifa's physical attacks without doing anything special, so it may need a small buff in that regard.  I know there are superbosses at each one of the materia caves, but I played without breeding chocobos to see how balanced the final dungeon was without some of the most busted materia in the game.

Those are some of my thoughs anyway, while I wish that more enemies would make you think twice before using a specific attack on them, it is still a huge improvement over the original in my book.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-14 03:14:27
Cool, glad to know that you are still working on improving the mod. Removing New Threat from 7th Heaven's active mods and loading the save file before Sephiroth (he dies in a couple of hits anyway) allows you to see the final FMV, so it wasn't that big of a deal, I was just curious why it wasn't playing is all.

If I may give some feedback, I found summon materia not worth using (except hades for added effect or phoenix to revive Tifa with the cursed ring equiped), enemy skill does the job much more efficiently mp wise, and while the 100% chance to inflict status effect sounds good in theory, I did not find any enemy encounter worth the mp cost as opposed to just kill them. While I think there is a fair amount of enemies that absorb elemental magic, or that at very least force you to use sense to be sure, I found very few enemies that are able to punish you for using physical attacks, I had Tifa with X4cut, 220 strength and 230 luck, with premium heart and about 800mp at the end, and she was hitting for 30-40k per turn, regular enemies and non-optional bosses had no way of dealing with it.

While emerald weapon had me at the edge of my seat, punishing you for trying to rush her down, I still don't know If ruby weapon had any kind of gimmick to it, because it just died from Tifa's physical attacks without doing anything special, so it may need a small buff in that regard.  I know there are superbosses at each one of the materia caves, but I played without breeding chocobos to see how balanced the final dungeon was without some of the most busted materia in the game.

Those are some of my thoughs anyway, while I wish that more enemies would make you think twice before using a specific attack on them, it is still a huge improvement over the original in my book.

Some good feedback here, thanks for taking the time to post it. I think Summons were nerfed down for the most part. They ignore magic defence so I thought I'd be able to lower the base power a bit and make them less spammable against regular enemies but retain use against tougher ones. I've maybe went too far with the nerf.

Ultimate Weapons are currently one of the big balancing problems that need to be addressed in the mod. They use the same formulas as default ones, which makes them far and away stronger for damage than most other options. Same thing goes with 4x-cut, quadra magic, mime, etc.

Ruby is often criticised as being too easy. I'll need to go back to the drawing board on that one, but good to hear that Emerald is holding up.

As far as rebalancing and the future goes, I learned how to hack the assembly very late and to implement the needed balance changes properly I'll have to rebuild the mod around them. I've been putting off a 2.0 rebuild until some of the new modding frameworks are released because they'll enable a lot of features (direct save-map editing for one, this'll eliminate the need for sources and allow for a rank-reset option if a player isn't happy with how their character turned out stat-wise).

Personally, I can't wait to get started; I've had a lot of ideas for new stuff to replace some of the jankier content in the mod. But I gotta wait for the timebeing :I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayoyo on 2019-02-14 07:41:34
If I may give some feedback, I found summon materia not worth using (except hades for added effect or phoenix to revive Tifa with the cursed ring equiped), enemy skill does the job much more efficiently mp wise, and while the 100% chance to inflict status effect sounds good in theory, I did not find any enemy encounter worth the mp cost as opposed to just kill them. While I think there is a fair amount of enemies that absorb elemental magic, or that at very least force you to use sense to be sure, I found very few enemies that are able to punish you for using physical attacks, I had Tifa with X4cut, 220 strength and 230 luck, with premium heart and about 800mp at the end, and she was hitting for 30-40k per turn, regular enemies and non-optional bosses had no way of dealing with it.

While emerald weapon had me at the edge of my seat, punishing you for trying to rush her down, I still don't know If ruby weapon had any kind of gimmick to it, because it just died from Tifa's physical attacks without doing anything special, so it may need a small buff in that regard.  I know there are superbosses at each one of the materia caves, but I played without breeding chocobos to see how balanced the final dungeon was without some of the most busted materia in the game.

Those are some of my thoughs anyway, while I wish that more enemies would make you think twice before using a specific attack on them, it is still a huge improvement over the original in my book.
Seconded; there's a lot to be said about endgame balance as a whole, especially with regards to some inherently broken stuff from the vanilla game and how they inevitably compromise the integrity of the mod in terms of interesting&fair challenge and tactical gameplay. Well, I've said my piece on the Mime&Q-magic already and it seems Chief's on the same wavelength, so looking forwards to seeing those reined back to something that doesn't feel just completely stupid. Bahamut Zero might have been the only summon aside from kotr that did find use for me for a while, but quickly rendered obsolete by multi-hit stuff. It'd be cool to see Ruby brought up to snuff so it's not completely overshadowed by the awesome new bosses.

Regarding ultimate weapons, and I suppose endgame numbers as a whole.. Hitting the damage cap near the end always felt dreary, uninteresting&limiting to me anyways, it renders 90% of the player's arsenal obsolete since the only thing that matters is the number of hits; eliminating meaningful choice from the side of the player and severely restricting the spectrum of valid strategies - not to mention the problem of making everything easier than it should. Maybe some skills or spells or summons would be cool if they actually reached that damage cap but they should be few in number and/or require some effort&prep work(for example I always liked how with heavy stat investment&item usage&master first you could buff Tifa's damage to high heavens earlier than others, it feels really rewarding whereas nothing feels like anything if everything deals 9999 anyways). I always figured that shouldn't it make balancing the endgame way esier too if the numbers were more manageable and didn't get out of hand quite so badly. Now that I think about it - isn't there a way to just remove the damage limit in this game? That would alleviate the problem certainly but all the enemies and bosses would need to be buffed accordingly.

From the sound of it, you have your work cut out for you - but I'm pretty damn excited about 2.0 and what it promises so keep up the stellar job man. Good thing I still got arrange mode to hold me over in the meantime, super psyched to see how much more challenging it ends up being.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2019-02-14 19:27:21


As far as rebalancing and the future goes, I learned how to hack the assembly very late and to implement the needed balance changes properly I'll have to rebuild the mod around them.
:'(   "rebuild" ......  You already know that there is no hurry....:/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yuffie1983 on 2019-02-15 23:27:53
Hey Chief is this some sort of bug, it seems like I am fighting Tifa's martial arts instructor inside the first reactor, and getting my ass handed to me. Is this correct or is it some sort of bug.    (http://i68.tinypic.com/2hqsa6v.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2019-02-15 23:58:57
That's not a bug. You've mixed together multiple installations without cleaning your registry, so now your lookup tables for the scene.bin are broken.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yuffie1983 on 2019-02-16 18:29:02
That's not a bug. You've mixed together multiple installations without cleaning your registry, so now your lookup tables for the scene.bin are broken.

No sorry I assure you, I did not. Yes I did reinstall FF VII and but before I did I did run the FF VII registry cleaner tool found on this forum, and then did a clean install of FF VII and the 7th Heaven mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2019-02-16 21:30:24
I haven't played through NT yet, so it could be a part of the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-17 15:22:44
I haven't played through NT yet, so it could be a part of the mod.

Hey Chief is this some sort of bug, it seems like I am fighting Tifa's martial arts instructor inside the first reactor, and getting my ass handed to me. Is this correct or is it some sort of bug.    (http://i68.tinypic.com/2hqsa6v.png)

The encounter isn't intended for that area, and has been loaded because the kernel isn't synched to the scene.bin. This typically happens either if 7H hasn't been installed correctly or there are mod conflicts. From the screencap, you're running the Jessie mod which is incompatible with most gameplay mods as it changes the field script + kernel.

There's been some logic put into 7H's catalog to try and stop incompatible mods from being activated together, but some of the newer ones (or NT's up-to-date stand-alone IRO) don't have these checks. As for which mods are compatible, any visual mods should be fine; field backgrounds, character models, etc. Menu Overhaul should also be OK so long as the ff7_bc.exe is used.

One final thing, make sure you're using NT's latest IRO which isn't in the catalog. It's on the front page of this thread and can be imported through the library tab. In addition to the IRO, the folder contains several .exe files that have been modified with NT-specific changes. Replace the .exe files you have in your FF7 folder directly (but keep them as backups so you can revert to the vanilla 7H .exes when needed). It's a clunky step but I found out recently that IROs can be packaged with hextedit scripts so it'll be gone in a future update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yuffie1983 on 2019-02-17 19:15:11
The encounter isn't intended for that area, and has been loaded because the kernel isn't synched to the scene.bin. This typically happens either if 7H hasn't been installed correctly or there are mod conflicts. From the screencap, you're running the Jessie mod which is incompatible with most gameplay mods as it changes the field script + kernel.

There's been some logic put into 7H's catalog to try and stop incompatible mods from being activated together, but some of the newer ones (or NT's up-to-date stand-alone IRO) don't have these checks. As for which mods are compatible, any visual mods should be fine; field backgrounds, character models, etc. Menu Overhaul should also be OK so long as the ff7_bc.exe is used.

One final thing, make sure you're using NT's latest IRO which isn't in the catalog. It's on the front page of this thread and can be imported through the library tab. In addition to the IRO, the folder contains several .exe files that have been modified with NT-specific changes. Replace the .exe files you have in your FF7 folder directly (but keep them as backups so you can revert to the vanilla 7H .exes when needed). It's a clunky step but I found out recently that IROs can be packaged with hextedit scripts so it'll be gone in a future update.

Right thank you very much for the swift and detailed answer, yes I have been using the newest version on the the front page of this thread. So it seems it likely be the Jessie mod causing the issue, any how thank you and looking forward to 2.0.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-18 06:15:38
Right thank you very much for the swift and detailed answer, yes I have been using the newest version on the the front page of this thread. So it seems it likely be the Jessie mod causing the issue, any how thank you and looking forward to 2.0.

I looked into the issue a bit more, the source of conflict with the jessie mod is that it contains a flevel chunk that enforces default encounter tables. Removing it allows NT and Jessie Mod to work together with minor issues (some text boxes get misaligned but I can prob sort that). I'll upload an adjusted version of the jessie mod iro that doesn't have the encounter chunk tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yuffie1983 on 2019-02-18 18:24:44
I looked into the issue a bit more, the source of conflict with the jessie mod is that it contains a flevel chunk that enforces default encounter tables. Removing it allows NT and Jessie Mod to work together with minor issues (some text boxes get misaligned but I can prob sort that). I'll upload an adjusted version of the jessie mod iro that doesn't have the encounter chunk tomorrow.

On man, Mr Chief you did not need to go through all that trouble, but still very much appreciated thank you. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-18 23:16:31
Here's the IRO:
http://www.mediafire.com/file/825mu1w33g83ruh/Jessie_IRO_proto.iro/file

This is Grimmy's Jessie mod, with the encounter table chunk removed. Functionally it should be identical to the one available on the catalog except it can be used with NT and any other gameplay mod that alters their encounter table in field screens.

There are some issues with the Jessie mod that I noticed but these seem to be specific to the mod itself, rather than compatibility issues (as in, they appear even when playing with no other mods enabled); text boxes are misaligned in the elevator, and the portrait looks a bit off.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Meical on 2019-02-19 14:01:01
I hope this is the right place to post this.

  So I am currently giving New Threat a playthrough, and I've noticed that during some of the FMV's including ones with the field models in them, the audio will cut out. I know there is a skip feature, but I don't even know how to use it; so I don't. It is important to note that I have this running alongside the menu overhaul portion of the 7H version of Reunion and I'm also using Grimmy's FMV pack.  I've also noticed that the field music will play during battles despite choosing the regular option.

  The last thing, and I'm most likely just not far enough in the game to grasp the mechanics,  but I noticed that when you equip material, especially ones like fire,  thunder, etc... It takes away from your Max mana. I'm not sure I grasp why you would take from the one resource needed to cast the very spell that is depleting it. My Caster ends up having the lowest MP in the party. Again to be fair,  I've only just acquired Tifa.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yuffie1983 on 2019-02-19 19:57:53
Here's the IRO:
http://www.mediafire.com/file/825mu1w33g83ruh/Jessie_IRO_proto.iro/file

This is Grimmy's Jessie mod, with the encounter table chunk removed. Functionally it should be identical to the one available on the catalog except it can be used with NT and any other gameplay mod that alters their encounter table in field screens.

There are some issues with the Jessie mod that I noticed but these seem to be specific to the mod itself, rather than compatibility issues (as in, they appear even when playing with no other mods enabled); text boxes are misaligned in the elevator, and the portrait looks a bit off.

You are a good man, Mr Chief and thank you very much again. ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: janlex1990 on 2019-02-19 22:58:29
Hello everyone,

im a big fan of FF7 and looked for something to play until the HD Remake released :P
Ive just heard about the "New Threat Mod v1.5" and downloaded it for my Steam Version. First question, is there a overview about the differences of Normal and Average mode? :S
Guess ill start with Normal mode for now :)

Greetz janlex1990
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-19 23:27:01
I hope this is the right place to post this.

  So I am currently giving New Threat a playthrough, and I've noticed that during some of the FMV's including ones with the field models in them, the audio will cut out. I know there is a skip feature, but I don't even know how to use it; so I don't. It is important to note that I have this running alongside the menu overhaul portion of the 7H version of Reunion and I'm also using Grimmy's FMV pack.  I've also noticed that the field music will play during battles despite choosing the regular option.

  The last thing, and I'm most likely just not far enough in the game to grasp the mechanics,  but I noticed that when you equip material, especially ones like fire,  thunder, etc... It takes away from your Max mana. I'm not sure I grasp why you would take from the one resource needed to cast the very spell that is depleting it. My Caster ends up having the lowest MP in the party. Again to be fair,  I've only just acquired Tifa.

NT doesn't change the movies or how they behave, so it may be another mod like that FMV pack or menu overhaul (or the way the game is set-up; windows10 can cause audio problems) that is causing the audio to skip.

The toggle for battle music behaviour should be functional; if the save points in Reactor 5 can't fix it then I'll do some testing with those mods enabled. Maybe there's a variable clash?

NT adds 3% to MP for elemental attack materia so it sounds like something is up. Are you using the correct .exe? The NT IRO on this thread has some .exe files packaged with it to replace the ones created by 7H (in this case, I think you need ff7_bc.exe if using menu overhaul). I'll be adding direct .exe patching to NT's IRO soon within the next day or so which should sort this out without the need for juggling .exe files around.

Hello everyone,

im a big fan of FF7 and looked for something to play until the HD Remake released :P
Ive just heard about the "New Threat Mod v1.5" and downloaded it for my Steam Version. First question, is there a overview about the differences of Normal and Average mode? :S
Guess ill start with Normal mode for now :)

Greetz janlex1990

Normal mode is the NT mod as it's intended; arrange is to make the game a little more difficult by upping enemy level, adding extra conditions to some bosses or changing them for a new boss altogether. Normal mode is intended for first run.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Meical on 2019-02-20 14:19:57
I've had a chance to run this on vanilla FF7 and I still have the audio issue.  The first time it happens is right after you beat the bombing mission. I am using the exe's from the mod. (I'm using the iro version of New Threat.) Although, I was using the FF7_mo.exe because I was just using reunion for the menu overhaul not the translation. (would like to use both if it could be compatible with this mod.) I also had New threat above Reunion in my load order. It didn't seem to work if loaded after.

  Also, the MP problem was definitely because I was using the wrong exe.

 Just so I'm not all criticism,  I do want to say I've very interested in using this mod.  I'm not usually one for difficulty mods, but this mod does so much I cant pass it up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Squall_Strife on 2019-02-20 17:41:55
I Know this has been asked before but I am still a tad confused. Is there way,  or is a Future update going to make Because  from Reunion  useable together ? I am running through the FF games and like the consistency of the Spell and item names such as Fira, Blizzard and Megaelixers. I really like what I have read in this mod and would love to try it but that is pretty important to me to to get the very best experience possible.

Also is there a FFVIII equivalent as this mod fixes the everyone is the same issue with with VII and brings classes back in a new form I like I was wondering if there is anything for FFVIII as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-21 21:35:25
I've had a chance to run this on vanilla FF7 and I still have the audio issue.  The first time it happens is right after you beat the bombing mission. I am using the exe's from the mod. (I'm using the iro version of New Threat.) Although, I was using the FF7_mo.exe because I was just using reunion for the menu overhaul not the translation. (would like to use both if it could be compatible with this mod.) I also had New threat above Reunion in my load order. It didn't seem to work if loaded after.

  Also, the MP problem was definitely because I was using the wrong exe.

 Just so I'm not all criticism,  I do want to say I've very interested in using this mod.  I'm not usually one for difficulty mods, but this mod does so much I cant pass it up.

I Know this has been asked before but I am still a tad confused. Is there way,  or is a Future update going to make Because  from Reunion  useable together ? I am running through the FF games and like the consistency of the Spell and item names such as Fira, Blizzard and Megaelixers. I really like what I have read in this mod and would love to try it but that is pretty important to me to to get the very best experience possible.

Also is there a FFVIII equivalent as this mod fixes the everyone is the same issue with with VII and brings classes back in a new form I like I was wondering if there is anything for FFVIII as well.

When I rebuild the mod, I'll be making a Reunion/Beacause version (assuming DLPB's mod has also been finished by that point) to bring compatibility in.

For FF8, you could try Callisto's Ragnarok mod in the FF8 section of gameplay releases. I've also made a Disc 1 beta prototype mod that was released yesterday but it's quite rough and in the early stages.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: janlex1990 on 2019-02-24 02:14:57
Hiya :)
Ive a lil problem with the "Level:"-display when gaining exp after a battle. For some reason its looking like this:

https://imgur.com/u2qLQpZ

Any advice?

Greetz Janlex
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-24 05:17:49
What version are you using? The regular installer or the 7thHeaven IRO?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: janlex1990 on 2019-02-24 10:24:24
The regular New Threat Mod (v1.5) for Steam.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yuffie1983 on 2019-02-24 21:56:36
The regular New Threat Mod (v1.5) for Steam.

Have you tried turning on the DPI settings on the FF VII EXE, right click the exe, go to the compatibility tab go to change DPI settings and tick both boxes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Meical on 2019-02-27 19:06:28
How does one get Chocobuckle if the Mu gives you Quarry Fuse instead of LV. 4 Suicide. Asking for a friend.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-27 21:56:38
How does one get Chocobuckle if the Mu gives you Quarry Fuse instead of LV. 4 Suicide. Asking for a friend.

On latest releases, feed the chocobo a mimett green like normal then use Quarry Fuse; it should hit and cause Chocobuckle to be used.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Meical on 2019-02-28 15:21:57
On latest releases, feed the chocobo a mimett green like normal then use Quarry Fuse; it should hit and cause Chocobuckle to be used.

Awesome, thanks for the info. My friend will greatly appreciate it.  So through some very light hacking I've noticed quite a few moves have changed in the E. Skill Material. Unfortunately, the readme isn't exactly up to date on a few of them.  Is it possible to get a newer guide that reflects the newer moves like Quarry Fuse and Chronocure?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-02-28 22:12:14
Awesome, thanks for the info. My friend will greatly appreciate it.  So through some very light hacking I've noticed quite a few moves have changed in the E. Skill Material. Unfortunately, the readme isn't exactly up to date on a few of them.  Is it possible to get a newer guide that reflects the newer moves like Quarry Fuse and Chronocure?

I'll go over the thread + documentation sometime this week.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Aqueous on 2019-03-01 17:51:07
Hi!

So I apologise if this has already been raised or I'm missing some detail of an update but having read the readme I was under the impression Steal was now 100% chance albeit with a smaller chance of a rarer item?

I am regularly getting Steal failures even against bog-standard regular enemies when using the mod. And I can confirm the mod is most certainly activated!

Edit: I've just read further into the readme with the Steal chances - it's a little confusing as the 25% chance for each of the 2 common items etc. seems to contradict the earlier paragraph?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArkStrike on 2019-03-02 03:07:30
Quick questions

How come there is nothing on the NT 1.5 Flevel/Script Hotfix?? Is it not necessary in 1.5 or is it in the works?

Also, will 2.0 be a big jump for the mod? Any ideas when we can expect it? Or is 2.0 a hypothetical final stage of NT and 1.6 is the new version?

I'm going to do a playthrough with NT 1.5 right now because after beating the vanilla game (PS1 version) with a no summon-no items run, it still felt easy, and I'm not going to up the challenge because I know it will only become tedious and not difficult or strategic. I have played NT on the 1.4 version but my HDD failed before reaching Fort Condor and let me tell you I was excited to know it's still getting love. I recommend it all the time and even my FFmaniac friend that does a 100% run of FF7 and FF9 every year got his ass kicked for daring to think spamming attack and restore would work but he thinks potions having different effects in-battle and in the field is pretty neat.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-02 14:26:58
Hi!

So I apologise if this has already been raised or I'm missing some detail of an update but having read the readme I was under the impression Steal was now 100% chance albeit with a smaller chance of a rarer item?

I am regularly getting Steal failures even against bog-standard regular enemies when using the mod. And I can confirm the mod is most certainly activated!

Edit: I've just read further into the readme with the Steal chances - it's a little confusing as the 25% chance for each of the 2 common items etc. seems to contradict the earlier paragraph?

It's a problem with the way Level was adjusted for damage formulas; as you get further into the game, it starts to become disproportionately difficult to steal. For the North Crater, you'll need a Steal Glove equipped to be able to steal successfully.

Quick questions

How come there is nothing on the NT 1.5 Flevel/Script Hotfix?? Is it not necessary in 1.5 or is it in the works?

Also, will 2.0 be a big jump for the mod? Any ideas when we can expect it? Or is 2.0 a hypothetical final stage of NT and 1.6 is the new version?

I'm going to do a playthrough with NT 1.5 right now because after beating the vanilla game (PS1 version) with a no summon-no items run, it still felt easy, and I'm not going to up the challenge because I know it will only become tedious and not difficult or strategic. I have played NT on the 1.4 version but my HDD failed before reaching Fort Condor and let me tell you I was excited to know it's still getting love. I recommend it all the time and even my FFmaniac friend that does a 100% run of FF7 and FF9 every year got his ass kicked for daring to think spamming attack and restore would work but he thinks potions having different effects in-battle and in the field is pretty neat.

There were no flevel changes in the february patch, it was purely scene/kernel changes (to correct a potential softlock with the Bizarro fight and make some adjustments to enemy skills to sort out the issue with one being unlearnable + altering a few).

1.5 is the final version for this mod. 2.0 is a rebuild I want to make that'll be using the modding frameworks that are currently in development by other users. The differences between both will be significant enough that I'll be keeping 1.5 around as a legacy version; a lot of stuff will be different/gone from 2.0 compared to 1.5.

I want to do one last big update for 1.5 in the meantime though because I don't know how long those frameworks will take to finish (and I'm also working on FF8 NT for the time being). I've another week off work coming up during this month so will probably go for it at that time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2019-03-02 19:23:02
Hey Sega Chief,

I have a question about the newest New Threat Mod,

I´ve completed it on Arranged mode, which should´ve been more difficult then the normal one. But it was really easy. For example the enemies in the Northern Crater, who did have Alot of HP before, were considerably weaker now (I think the dragon there had around 30,000 hp), and also the Dark Cave was really easy to beat.. did you purposely downgrate the HP of the enemies there or do you think it was bugged?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-02 19:49:49
Hey Sega Chief,

I have a question about the newest New Threat Mod,

I´ve completed it on Arranged mode, which should´ve been more difficult then the normal one. But it was really easy. For example the enemies in the Northern Crater, who did have Alot of HP before, were considerably weaker now (I think the dragon there had around 30,000 hp), and also the Dark Cave was really easy to beat.. did you purposely downgrate the HP of the enemies there or do you think it was bugged?

It depends when you originally played, there's been a lot of HP nerfs (particularly Crater) since 1.5 first came out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2019-03-02 21:00:18
I started this new game the 22th of november.  So is it possible that at the time the enemies from the Northern Cave were so low at HP? Can you explain the reason why you´d put the HP so low? The thing I´d really like was the challenge and this made it a bit to easy IMO.. Did you put the HP up again with the new update?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-02 21:14:00
I started this new game the 22th of november.  So is it possible that at the time the enemies from the Northern Cave were so low at HP? Can you explain the reason why you´d put the HP so low? The thing I´d really like was the challenge and this made it a bit to easy IMO.. Did you put the HP up again with the new update?

People felt the fights took too long for random encounters and I was convinced to lower the HP they had. Their HP wasn't restored with the latest update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2019-03-02 21:21:46
I agree that before the fights where extremely difficult, and I can totally understand that you made this decision. But I think you could find a middle way, there is no challange anymore and thats a shame. If you would´ve made the update more difficult I was gonna play it again. I´ve played this game so many times that I need the challange. I hope your gonna change your mind about it in the future. What I don´t understand is that you already made 2 difficulties, the people who think it´s to hard could just decide to play the normal difficulty right? So that you can keep the Arrange mode for the die hards?  8)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2019-03-02 21:30:32
Something else I would like to see, is that if you complete the game and all the bosses, and still like to have a good battle, maybe you could create something like the super boss rush, but in a different way, like a cave or an isle with all super strong enemies. In a sence this is how I already saw the Northern Cave before you made it much easier. You think something like this is possible? Maybe even an extra option in Gold Saucer where you can choose for a solo match or team match against random strong enemies, where you can archieve an highscore that you can try to beat to keep a certain challange in the game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-03 02:53:45
I agree that before the fights where extremely difficult, and I can totally understand that you made this decision. But I think you could find a middle way, there is no challange anymore and thats a shame. If you would´ve made the update more difficult I was gonna play it again. I´ve played this game so many times that I need the challange. I hope your gonna change your mind about it in the future. What I don´t understand is that you already made 2 difficulties, the people who think it´s to hard could just decide to play the normal difficulty right? So that you can keep the Arrange mode for the die hards?  8)

Something else I would like to see, is that if you complete the game and all the bosses, and still like to have a good battle, maybe you could create something like the super boss rush, but in a different way, like a cave or an isle with all super strong enemies. In a sence this is how I already saw the Northern Cave before you made it much easier. You think something like this is possible? Maybe even an extra option in Gold Saucer where you can choose for a solo match or team match against random strong enemies, where you can archieve an highscore that you can try to beat to keep a certain challange in the game?

What I'll do then is make Arrange into a proper hard mode. I think Arrange has disappointed people since it was released and every time it was renovated; if I'm doing one last update for 1.5 then that means one last chance to get Arrange done right.

The earliest builds on NT had a more expansive Extra Battle in Gold Saucer where you had a choice of around 8 or so bosses to go up against. It was eventually pared down into a 3-match thing with the bosses it used being sent off to different parts of the mod as new scripts were made. I could definitely bring something similar to it back, albeit a little grander in scale; there are a tonne of unused enemies in NT's files now that could be renovated.

As for a score, I could have each enemy tally into a variable that measures either number of turns it took to kill it (or to get through an entire rush mode) and have scores tallied at end?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2019-03-03 07:29:44
Oh man, a rush type mode for NT would be a blast!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2019-03-03 15:45:48
@Sega Chief

That sounds awesome man, would love to play something like that. Both the higscore ratio and the part of unused enemies in the NT files sounds really cool to me.

Now that we're talking about new idea's anyway, are you capable of bringing bonus characters to the game after you reach disc 3 (for example Zack, with the sword set and limit skills of Cloud, no replacement but more like a copy) to replace an impopular character like Cait Sith, perhaps with a special Quest or something? Or perhaps Sephiroth. Did always like the idea of playing these 2 guys in a nice and balanced way.

Also, about the Gold Saucer again, if its possible for you to create single battle rush as well, could be nice if you could play some of these legendary characters like Zack, Sephiroth, Dyne, some of the Turks, perhaps Rufus etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayoyo on 2019-03-03 17:10:16
What I'll do then is make Arrange into a proper hard mode. I think Arrange has disappointed people since it was released and every time it was renovated; if I'm doing one last update for 1.5 then that means one last chance to get Arrange done right.
Gotta voice support for this. I always thought it logical to assume that people who'd go through the effort of seeking out mods such as this are obviously doing it for the increased difficulty/added meaningful strategic depth&challenge to begin with, let alone the ones who want even harder time. It's pretty much the hardcore demographic at that point, so the second mode should most definitely stretch the difficulty as far as it goes without breaking integrity(too severe reductions to the number of viable tactics etc.). There's already vanilla and normal mode to cater to the majority of players anyways.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: janlex1990 on 2019-03-03 19:45:19
Have you tried turning on the DPI settings on the FF VII EXE, right click the exe, go to the compatibility tab go to change DPI settings and tick both boxes.

I tried it, but didnt change anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-04 22:00:01
@Sega Chief

That sounds awesome man, would love to play something like that. Both the higscore ratio and the part of unused enemies in the NT files sounds really cool to me.

Now that we're talking about new idea's anyway, are you capable of bringing bonus characters to the game after you reach disc 3 (for example Zack, with the sword set and limit skills of Cloud, no replacement but more like a copy) to replace an impopular character like Cait Sith, perhaps with a special Quest or something? Or perhaps Sephiroth. Did always like the idea of playing these 2 guys in a nice and balanced way.

Also, about the Gold Saucer again, if its possible for you to create single battle rush as well, could be nice if you could play some of these legendary characters like Zack, Sephiroth, Dyne, some of the Turks, perhaps Rufus etc.

I had an idea for a feature like 'echo fighters' where you can swap a character with one that's similar on Disc 3 (not a story thing, just visually); this swap could also come with its own set of unique stats and other stuff.

Way that'd work; on 7H or similar, a model swap is initiated based on an in-game variable which means a different set of model files get loaded in place of the original (same with field model, menu portrait, etc). For stat-swap, that's where some of the new frameworks come in that allow the savemap to be adjusted using field script opcodes (this would also allow for Limits to be reallocated/deactivated based on what the new model is capable of using).

For the rush, I've written some notes and early ideas, was thinking they could follow certain themes; a Shinra-themed rush of shinra-based enemies/bosses for instance. A few themed rushes using certain types of enemies and some special ones.

Gotta voice support for this. I always thought it logical to assume that people who'd go through the effort of seeking out mods such as this are obviously doing it for the increased difficulty/added meaningful strategic depth&challenge to begin with, let alone the ones who want even harder time. It's pretty much the hardcore demographic at that point, so the second mode should most definitely stretch the difficulty as far as it goes without breaking integrity(too severe reductions to the number of viable tactics etc.). There's already vanilla and normal mode to cater to the majority of players anyways.

I'll make Arrange more difficult. There's a few critical adjustments I made in the 2.0 prototype that should make things interesting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Slide885 on 2019-03-05 02:42:00
Hi, I looked around to see if I could find this particular issue anywhere else. I'm in the Dark Cave and after beating Mirrage, my party exits Cloud and then just stand there looking at each other. Can't move, can't make anything happen. Music and sound keeps playing so it isn't a crash. I thought this might be due to some of the graphics mods that I have installed so I turned those off. No dice. Any ideas?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-05 13:22:56
Hi, I looked around to see if I could find this particular issue anywhere else. I'm in the Dark Cave and after beating Mirrage, my party exits Cloud and then just stand there looking at each other. Can't move, can't make anything happen. Music and sound keeps playing so it isn't a crash. I thought this might be due to some of the graphics mods that I have installed so I turned those off. No dice. Any ideas?

I take it if there's other mods then it's an IRO? Make sure you're using the IRO from the first post on this thread rather than the one in the catalog. For debugging I'd recommend using a tool like Ochu to set the boss' HP to 1 so you can get past it faster; also try a different party composition in case one of the characters has a bad/conflicting script (and let me know if this works so I can debug the party comp you had that caused it to lock).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: athisis27 on 2019-03-07 20:39:29
@Sega Chief

Good job on the mod. I've been digging through the weeds on the morph materia location (v1.5). What little I can find says it's outside Aeris's house. My game has osmose outside her house. I played up through Wutai and never found it. I've been searching the web/documentation for the location but can't find it. This is driving me nuts. Is it possible to have morph misplaced because of install error?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-07 21:20:26
@Sega Chief

Good job on the mod. I've been digging through the weeds on the morph materia location (v1.5). What little I can find says it's outside Aeris's house. My game has osmose outside her house. I played up through Wutai and never found it. I've been searching the web/documentation for the location but can't find it. This is driving me nuts. Is it possible to have morph misplaced because of install error?

There's two materia in that area; head up into the flower area beside Aeris' house. Morph is where Cover originally was (yellow orb, on left side), and the new Osmose materia is where the item was (cyan orb below the blue item, on the right):
https://imgur.com/a/5gg0rKe
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: athisis27 on 2019-03-07 22:27:00
There's two materia in that area; head up into the flower area beside Aeris' house. Morph is where Cover originally was (yellow orb, on left side), and the new Osmose materia is where the item was (cyan orb below the blue item, on the right):
https://imgur.com/a/5gg0rKe

Thanks found it. I somehow just didn't see it every time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DFR66 on 2019-03-08 15:02:59
I had an idea for a feature like 'echo fighters' where you can swap a character with one that's similar on Disc 3 (not a story thing, just visually); this swap could also come with its own set of unique stats and other stuff.

Way that'd work; on 7H or similar, a model swap is initiated based on an in-game variable which means a different set of model files get loaded in place of the original (same with field model, menu portrait, etc). For stat-swap, that's where some of the new frameworks come in that allow the savemap to be adjusted using field script opcodes (this would also allow for Limits to be reallocated/deactivated based on what the new model is capable of using).

For the rush, I've written some notes and early ideas, was thinking they could follow certain themes; a Shinra-themed rush of shinra-based enemies/bosses for instance. A few themed rushes using certain types of enemies and some special ones.

I'll make Arrange more difficult. There's a few critical adjustments I made in the 2.0 prototype that should make things interesting.

Gotta say, sounds good to me. You're the pro man I trust you you to make it as great as you always do.  8-)

Do you have an idea when you will be done with making the Arranged mode more difficult?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-08 15:57:25

Gotta say, sounds good to me. You're the pro man I trust you you to make it as great as you always do.  8-)

Do you have an idea when you will be done with making the Arranged mode more difficult?

Not sure, I've got FF8 on the go as well but I can work through FF7's files a lot faster than the FF8 ones. I'll see if I can get it done in a month.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Necro on 2019-03-10 03:26:11
Would it be possible to get the mod notes uploaded somewhere else like Googl edrive?

When I try to download I get locked into an infinite ad loop and have to close it. I wanted to read the notes while I watched my friend play this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheTruth197 on 2019-03-10 19:48:58
No issues or anything like that. Just wanted to post that the New Threat mod is fantastic. Just got a proper gaming PC and this is only my second time experimenting with any type of modding (first was Skyrim on console) and this mod has shown me how great and fun playing games with mods can actually be. FF7 is my favorite game ever and being able to run through it again with new, well done gameplay tweaks and subtle story changes, like Aeris..yeah i said "Aeris"..surviving is like a breath of fresh air. The visual mods i have installed definitely help with that as well. I'm about half way through disc 2 and am having a great time with it. It can be difficult at times but i don't mind the challenge. To the creator of the mod, you did great work. I'm sure you'll keep it up, and i'm looking forward to the FF8 new threat mod that i read you're also working on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-10 19:51:42
Would it be possible to get the mod notes uploaded somewhere else like Googl edrive?

When I try to download I get locked into an infinite ad loop and have to close it. I wanted to read the notes while I watched my friend play this.

Sure: https://drive.google.com/file/d/18BH_PX891oIkg6lGFE5SSB_bBjaq0TOI/view
Should be downloadable, let me know if not.

No issues or anything like that. Just wanted to post that the New Threat mod is fantastic. Just got a proper gaming PC and this is only my second time experimenting with any type of modding (first was Skyrim on console) and this mod has shown me how great and fun playing games with mods can actually be. FF7 is my favorite game ever and being able to run through it again with new, well done gameplay tweaks and subtle story changes, like Aeris..yeah i said "Aeris"..surviving is like a breath of fresh air. The visual mods i have installed definitely help with that as well. I'm about half way through disc 2 and am having a great time with it. It can be difficult at times but i don't mind the challenge. To the creator of the mod, you did great work. I'm sure you'll keep it up, and i'm looking forward to the FF8 new threat mod that i read you're also working on.

Glad to hear that; I'd recommend checking out a tool called Ochu as well. It can toggle/unlock the FPS of this game to make it smoother/faster (along with other features): http://forums.qhimm.com/index.php?topic=14194.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheTruth197 on 2019-03-10 20:35:03
Glad to hear that; I'd recommend checking out a tool called Ochu as well. It can toggle/unlock the FPS of this game to make it smoother/faster (along with other features): http://forums.qhimm.com/index.php?topic=14194.0

Nice, the FPS unlocking definitely piques my interest. Everything else seems a little too gameshark-y for me though lol. May be good for a "just for fun" playthrough. I wanted to ask though and i forgot in my previous message, I've been looking for double cut materia and your where is the thing doc says it's in the ancient forest but i couldn't find it anywhere. I also picked up 2 apocalypse swords from there, one at the very beginning right before exiting the first area and one in the chest at the end before entering the cave. There's also a frozen NPC inside the cave that i can't interact with so i was curious if maybe it's bugged.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-12 01:39:25
Nice, the FPS unlocking definitely piques my interest. Everything else seems a little too gameshark-y for me though lol. May be good for a "just for fun" playthrough. I wanted to ask though and i forgot in my previous message, I've been looking for double cut materia and your where is the thing doc says it's in the ancient forest but i couldn't find it anywhere. I also picked up 2 apocalypse swords from there, one at the very beginning right before exiting the first area and one in the chest at the end before entering the cave. There's also a frozen NPC inside the cave that i can't interact with so i was curious if maybe it's bugged.

Multi-Cut is in the last chest before entering the cave at the end of ancient forest (cave screen is supposed to be used elsewhere but been having trouble getting it not to load). Apocalypse is in a chest in the Gelnika, so I suspect you're on an older version; are you playing NT from the 7H Catalog?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheTruth197 on 2019-03-12 05:37:21
Multi-Cut is in the last chest before entering the cave at the end of ancient forest (cave screen is supposed to be used elsewhere but been having trouble getting it not to load). Apocalypse is in a chest in the Gelnika, so I suspect you're on an older version; are you playing NT from the 7H Catalog?

Yes I am playing from the 7H catalog. Since i'm basically brand new to modding i don't really know any other way. Even with a step by step tutorial from youtube i still initially had quite a few issues getting 7H to run correctly lol. Don't know if it should've been updated from there or that one is out of date and you need to install the new version manually somehow but i do remember that when i first started the playthrough and it wanted me to choose a difficulty it said "New Threat Ver. 1.4". Since this whole thread is about 1.5 i'm clearly on the wrong version, don't know why i didn't notice until now. Kind of sucks because i would've liked to play the latest version but i'm still having a lot of fun with this one. It does explain why a few things aren't as they're supposed to be according to your docs. At the northern cave now at level 94 getting mopped up by everything i come across like i'm somehow still underpowered as hell. Good times lol. You wouldn't happen to remember where the double cut is in the older version would you? I'm basically at the end of the game and still haven't found it. Definitely feel like that 4X cut will give me a little more of an edge going up against those beasts at the northern cave. Hopefully it isn't somewhere in the battle arena because that place is giving me a whole bunch of other issues. Have yet to beat the regular battle a single time. I'll get it though..eventually.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Necro on 2019-03-13 00:31:52
Thanks a ton that worked way better.

Is there a full changelog anywhere detailing everything or just broad strokes like this has?

Thanks again either way for your great work on the mod and for a quick reply.

Edit: whoops like it had a spreadsheet in the faqs. I just couldn't see it from my phone sincei. didn't have any way to view it lol. Thanks a bunch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hyne on 2019-03-14 21:47:13
Hi everyone

When I try to rank up with Mr Smile, but the sources only give me +1 instead of +5.
If I understand it right that's a problem with my .exe, but I can't changed the it because mine is the french version ff7_fr.exe and there is only ff7_en.exe in the emergency files... I don't know what to do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-15 15:36:39
Hi everyone

When I try to rank up with Mr Smile, but the sources only give me +1 instead of +5.
If I understand it right that's a problem with my .exe, but I can't changed the it because mine is the french version ff7_fr.exe and there is only ff7_en.exe in the emergency files... I don't know what to do.

Send me your .exe and I'll figure out the offset.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hyne on 2019-03-15 19:08:23
There it is:
http://www.mediafire.com/file/k0zlq76r9ov8kh0/ff7_fr.exe/file (http://www.mediafire.com/file/k0zlq76r9ov8kh0/ff7_fr.exe/file)

Big thanks for your help.

Also, I noticed when I wanted ro rank up, there is 5 choice for each character, but only 4 are in the Readme file, even if I've got the last version. Is there a complete list of the rank's choice ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-16 04:23:14
There it is:
http://www.mediafire.com/file/k0zlq76r9ov8kh0/ff7_fr.exe/file (http://www.mediafire.com/file/k0zlq76r9ov8kh0/ff7_fr.exe/file)

Big thanks for your help.

Also, I noticed when I wanted ro rank up, there is 5 choice for each character, but only 4 are in the Readme file, even if I've got the last version. Is there a complete list of the rank's choice ?

Just an update, I'm working through some of the offsets. A lot are easy enough to find, but the sources will take more time as the hex string from the english .exe doesn't seem to be exactly the same. I might need to ask on ff7.fr to get some more information.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: warkwarth on 2019-03-16 08:27:30
Hi sega chief absolutely loving your mod.
I had to reinstall it after a re-occuring freeze bug
and now I can't seem to use SP to class my characters they are all stuck at 255/200 too.
Im not using any other mods and using the steam version which was updated recently
I will try using the delete registry keys mod and another install
any ideas what could be causing this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2019-03-16 16:21:54
if a game updates on steam for any reason it also automatically verifies game files and replaces any modded file with vanilla. If you are using 7th heaven you need to run the game converter again and grab another copy of the NT exe. If you are using the NT installer you need to re run it and grab a copy of the NT exe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: warkwarth on 2019-03-16 16:36:10
I did uninstall it re-download it and then used the NT patcher 1.5 july 2018
which fixed the first issue.
but Im going to try again with the registry deleter when I get the chance
 
edit: The registry deleter said no keys deleted I tried again with a brand new install
and still dosen't seem to be working still. I always run everything as administrator.
its no big deal really since I believe I can use ochu or a save editor to give myself the missing sources
everything else appears to be working.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheTruth197 on 2019-03-16 22:39:18
Was wondering if someone can help me with an issue i'm having. I'm pretty much at the end of the game and now i'm just trying to grab everyone's level 4 limit, but when i go to get Tifa's limit from Zangan at the nibelheim reactor, nothing triggers and he just tells me to be careful like we've already fought or something. Just for reference, i'm on the 1.4 version that runs with 7th heaven. I wanted to try the newest version but i was already way too deep into the game to reset it to 1.5 when i noticed, and i was still having a ton of fun with the older version anyway. I've researched on ways to fix this but i keep coming across mediafire links that don't work anymore, and the guy who resets quests on the highwind doesn't seem to be able to fix it, he just keeps asking me about Cid's limit quest which i haven't even done yet. I'm also very new to modding so i apologize if something like this seems obvious. Any help would be great.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-17 01:31:15
Was wondering if someone can help me with an issue i'm having. I'm pretty much at the end of the game and now i'm just trying to grab everyone's level 4 limit, but when i go to get Tifa's limit from Zangan at the nibelheim reactor, nothing triggers and he just tells me to be careful like we've already fought or something. Just for reference, i'm on the 1.4 version that runs with 7th heaven. I wanted to try the newest version but i was already way too deep into the game to reset it to 1.5 when i noticed, and i was still having a ton of fun with the older version anyway. I've researched on ways to fix this but i keep coming across mediafire links that don't work anymore, and the guy who resets quests on the highwind doesn't seem to be able to fix it, he just keeps asking me about Cid's limit quest which i haven't even done yet. I'm also very new to modding so i apologize if something like this seems obvious. Any help would be great.

1.4 had an issue with that variable trigger if I remember right and it'll behave as if it's already been finished. It'll be tough to fix as the IRO uses flevel chunks rather than complete field files. One thing you could try is:

- Download the IRO from this thread's front page and import it to 7H from the Library tab.

- Deactivate the 1.4 NT IRO and activate the 1.5 IRO.

- Run game as normal and load your save; do the sidequest and nothing else (avoid using rank-up for instance).

- When finished, save the game (to a separate file) and then close game; deactivate the 1.5 IRO and then reactivate the 1.4 IRO.

That should allow you to get the quest done without any issues popping up. But it's important to avoid using rank-up while on the 1.5 IRO as the variables handling that screen were changed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheTruth197 on 2019-03-17 04:15:52
1.4 had an issue with that variable trigger if I remember right and it'll behave as if it's already been finished. It'll be tough to fix as the IRO uses flevel chunks rather than complete field files. One thing you could try is:

- Download the IRO from this thread's front page and import it to 7H from the Library tab.

- Deactivate the 1.4 NT IRO and activate the 1.5 IRO.

- Run game as normal and load your save; do the sidequest and nothing else (avoid using rank-up for instance).

- When finished, save the game (to a separate file) and then close game; deactivate the 1.5 IRO and then reactivate the 1.4 IRO.

That should allow you to get the quest done without any issues popping up. But it's important to avoid using rank-up while on the 1.5 IRO as the variables handling that screen were changed.

Thanks Chief, that allowed me to do the sidequest. Got Final Heaven and going to finish the rest. Great mod man. After i'm done with this playthrough i'm going to try to learn a bit more about modding and mod/play more modern games, but i definitely will be be giving your other NT mods a run through. The 2.0 version that you've posted about sounds pretty great, and the FF8 NT mod has my anticipation level very high as well. Is there an ETA on those?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: seijuro on 2019-03-17 20:15:57
Hey I beat NT Mod 1.5 (just amazing mod btw) and hit "uninstall" in the 7thHeaven Menu to play Vanilla FF7, but after I did that it seems like in Vanilla FF7 the materia values are off. Example, Fire, Lightning, Ice materia takes off -10 Vitality and some other stats, I don't think that was a default value in Vanilla FF7? Using the Overhaul menu mod 7th Heaven so I'm using ff7_mo.exe in the file location, but maybe the values are overwritten in that exe? Or maybe I did something wrong?

EDIT:
I changed the file location exe to ff7_bc.exe and the materia stat values are back to normal. Not sure what happened but ff7_mo.exe had the same materia values from NT 1.5 mod even though I hit uninstall.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-17 22:10:17
Thanks Chief, that allowed me to do the sidequest. Got Final Heaven and going to finish the rest. Great mod man. After i'm done with this playthrough i'm going to try to learn a bit more about modding and mod/play more modern games, but i definitely will be be giving your other NT mods a run through. The 2.0 version that you've posted about sounds pretty great, and the FF8 NT mod has my anticipation level very high as well. Is there an ETA on those?

No ETA currently, I'm afraid. Things are changing a bit on the job front, got an offer for a new one so my schedule will be changing a bit.

Hey I beat NT Mod 1.5 (just amazing mod btw) and hit "uninstall" in the 7thHeaven Menu to play Vanilla FF7, but after I did that it seems like in Vanilla FF7 the materia values are off. Example, Fire, Lightning, Ice materia takes off -10 Vitality and some other stats, I don't think that was a default value in Vanilla FF7? Using the Overhaul menu mod 7th Heaven so I'm using ff7_mo.exe in the file location, but maybe the values are overwritten in that exe? Or maybe I did something wrong?

EDIT:
I changed the file location exe to ff7_bc.exe and the materia stat values are back to normal. Not sure what happened but ff7_mo.exe had the same materia values from NT 1.5 mod even though I hit uninstall.

I think those materia values are in that .exe by default which I don't understand.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Azazel on 2019-03-18 13:01:29
Hello all. Playing 1.5 currently (i believe newest update or second newest).  Is heaven’s Cloud still only found through Iron Man?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2019-03-18 14:08:21

I think those materia values are in that .exe by default which I don't understand.

the materia values in mo.exe are different than vanilla and the exe should be removed from the list. bc.exe can and will run every mod available that does not require an exe edit. With or without using Beacause alongside it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-18 22:44:11
Hello all. Playing 1.5 currently (i believe newest update or second newest).  Is heaven’s Cloud still only found through Iron Man?

Yes, it's a steal I think; but you'll need a Sneak Glove equipped to successfully steal from enemies in the Crater.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cotton Star on 2019-03-24 21:17:02
I have a curious question: is there any fundamental issue with porting something like this to say... the Android or PS4 version of FF7? With the Switch version in two days and the console being functionally easy to do patches for, is there any interest in something like this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-25 17:01:23
I have a curious question: is there any fundamental issue with porting something like this to say... the Android or PS4 version of FF7? With the Switch version in two days and the console being functionally easy to do patches for, is there any interest in something like this?

My understanding is that the files used to run FF7 on PS4, etc. are fundamentally the same files as the ones used on PC. The challenge though is getting the files off the console, patching them, and then reinserting them. I think a user did successfully get NT onto an Android though. As for consoles, I don't own either for any kind of testing (and I would be approaching it as a beginner).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: satsuki on 2019-03-25 19:10:21
Hello i send a mp to you.
If you have some time read it ^^

thanks a lot
(and thanks also for this great mod, it's realy another experience from base ff7.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-26 17:34:45
Hello i send a mp to you.
If you have some time read it ^^

thanks a lot
(and thanks also for this great mod, it's realy another experience from base ff7.)

Sent reply + a 2nd reply with the requested file.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: satsuki on 2019-03-26 18:11:04
Thanks you're the king of the scene.bin ^^
Title: .
Post by: [email protected] on 2019-03-26 22:53:16
.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cotton Star on 2019-03-27 17:05:01
My understanding is that the files used to run FF7 on PS4, etc. are fundamentally the same files as the ones used on PC. The challenge though is getting the files off the console, patching them, and then reinserting them. I think a user did successfully get NT onto an Android though. As for consoles, I don't own either for any kind of testing (and I would be approaching it as a beginner).
I can confirm that NT 1.5 is running on the Nintendo Switch :D
https://imgur.com/a/EzojFHd
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kiroshu on 2019-03-27 20:22:20
I think I got it working on the switch. The dialog box when you choose new game pops up so that's a good sign.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-27 22:27:59
I can confirm that NT 1.5 is running on the Nintendo Switch :D
https://imgur.com/a/EzojFHd

I think I got it working on the switch. The dialog box when you choose new game pops up so that's a good sign.

I just saw the thread on the Discord, that's really cool that it runs on Switch. I guess rushing FF7 PC ports over to new platforms without major adjustment has its advantages.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Murasame on 2019-03-28 13:06:00
Could someone give me a reminder of what Cid’s Second wind and whatever Cait Sith’s abilty is do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-28 13:37:21
Could someone give me a reminder of what Cid’s Second wind and whatever Cait Sith’s abilty is do?

When 2nd Wind charges, Cid can use his Defend command to fully restore his HP/MP. Cait Sith has a passive MP regen which is boosted whenever he is Defending.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Murasame on 2019-03-28 13:49:58
Thank you Sega Chief!

Still enjoying your mod nearly 4 years after I discovered it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Rikku on 2019-03-28 14:03:48
Glad to hear, this wonderful mod could be running on the Switch.
My concer is about Android. I´m thinking on buy it just for New Threat on my phone but i want to know if this is possible and if it is hard to
make it.

Thanks !!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-28 14:43:48
A user did get it running on Android but I don't know the steps; it likely involves a jailbroken phone though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-03-28 17:30:07
hey yall. been forever since i touched this stuff so i forgot what im doing lol.

do i need that patch for the new version?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-28 20:26:02
If it's the normal installer then yes, if it's the 7H IRO then no.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Murasame on 2019-03-30 06:47:49
In the Mideel area is it only supposed to be the Crysales enemy that gives no EXP while the Head hunters still give some out? I seem to remember both not giving any before as it was a great spot to grind out Materia without getting overpowered in levels.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: satsuki on 2019-03-30 11:03:25
Hello are there any changelog between the 12 February 2019 Patch and the 20th March 2019 full iro's version ?
Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-30 15:34:26
In the Mideel area is it only supposed to be the Crysales enemy that gives no EXP while the Head hunters still give some out? I seem to remember both not giving any before as it was a great spot to grind out Materia without getting overpowered in levels.

There's an AI routine that locks EXP if party is under a certain level but it clashed with a change made to how Level is handled in formulas. This'll no longer be a factor in the final major update.

Hello are there any changelog between the 12 February 2019 Patch and the 20th March 2019 full iro's version ?
Thanks

There weren't any major changes, it was just that the IRO had some bugs from debug, etc. that needed to be sorted out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: satsuki on 2019-03-30 15:40:46
Thanks, i hope this great mod will be final so one can translate it to french ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: magictrufflez on 2019-03-30 16:09:34
Hey Sega Chief--I haven't played this mod in eons, but want to play through again. However, I think I saw you mention that 1.5 is the "final" version of it, and I just wanted to check and make sure what that meant.

Is the Final Final version uploaded on the OP, or do you still plan some small updates for 1.5?

Also, I saw you mention a 2.0 version that would be rebuilt with other modding tools. Are you able to let us in on what major changes you plan on making? Or is it still super preliminary while you work on other projects?

Looking forward to playing this again, especially with some of the nerfs I know people like me asked for in previous versions!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-03-31 00:35:44
Hey Sega Chief--I haven't played this mod in eons, but want to play through again. However, I think I saw you mention that 1.5 is the "final" version of it, and I just wanted to check and make sure what that meant.

Is the Final Final version uploaded on the OP, or do you still plan some small updates for 1.5?

Also, I saw you mention a 2.0 version that would be rebuilt with other modding tools. Are you able to let us in on what major changes you plan on making? Or is it still super preliminary while you work on other projects?

Looking forward to playing this again, especially with some of the nerfs I know people like me asked for in previous versions!

The original plan was to update 1.5 one last time to sort some things out with it and then wait for some new frameworks to release and making 2.0 using the new features offered by those frameworks.

But now I'm thinking it might be better to instead push for a comprehensive 1.5 update and port that to the new frameworks instead. That way I can add a few things here or there depending on what features are available. So there'll be no 2.0, more like a 1.5+ with unique features depending on what framework is being used to play it (7th Heaven, Reunion, or Sister Ray).

The goal of the update:

//Balancing
-) Level modification in character AI is being removed
-) Full re-spec of every spell, character, item, weapon, armour, and accessory
-) Rebalancing run of the game's enemies
-) EXP handling changed (more moderate, no soft-caps)
-) Materia & AP adjustments (some new Materia added to separate out certain spells)

//Field Script & Content
-) Extra Battle expanded
-) Full roll-out of the 'meet party in towns' feature to include other locations
-) Removal of SP currency in favour of upgrades becoming available at set intervals
-) Additional QoLs
-) Ending Behaviour changed (Ending FMV will always play except under one condition)

//Arrange Mode Expansion
-) Proper replacement of every story boss
-) Difficulty-level drastically increased
-) Field scripting for alternative story flow (some characters will be available earlier)
-) All item pickups on the field changed from Standard Mode
-) Two crucial gameplay modifiers that I'm not disclosing at this time

//Cut Content
-) Dark Cave has been deactivated and the scripts are being repurposed
-) Junon Leagues scrapped
-) A number of encounters will be removed/repurposed

//Misc.
-) Some restructuring in the flevel.lgp, char.lgp, and battle.lgp for mod compatibility
-) EXE modifications ported over to hex format for better compatibility
-) Proper .EXE support for French, Spanish, and German versions

I've already finished some of these, and others are fairly fast to do at this stage. We'll see how it progresses.

To clarify, the 1.5 update will be the final update. When modding frameworks release, I'll add a few extras based on what they make possible but the mod will essentially be the same on all frameworks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: magictrufflez on 2019-03-31 15:49:15
That all sounds pretty great--I'll definitely keep my eye out for the final 1.5 update, since i don't want to start over halfway through!

Thanks SC!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Travis on 2019-04-01 01:53:15
Hey Sega, what are the chances of transporting this mod over to PlayStation versions?

I don’t feel like buying a new computer to experience this along with everything else, but I wouldn’t mind playing vanilla FF7 with this mod added only on my retropie.

Let me know if it’s possible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-01 17:54:10
Hey Sega, what are the chances of transporting this mod over to PlayStation versions?

I don’t feel like buying a new computer to experience this along with everything else, but I wouldn’t mind playing vanilla FF7 with this mod added only on my retropie.

Let me know if it’s possible.

A port is possible but some things would need to be pared down. A PSX version would have the vanilla battle models with much fewer new enemies (and those that are brought over are locked to default models as well). Field scripts should be all right but some adjustments might be needed here and there.

When I've finished this last update I'll see if I can put one together.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Travis on 2019-04-02 02:17:34
Dope!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HeXy on 2019-04-04 14:03:32
Hiya Sega Chief, just wanted to add my thanks and congratulations on one of the most polished mods I've ever had the pleasure of playing.  I've been seriously challenged, just got past the utterly evil Demons Gates, and cannot wait to see what else lies in store, a pint/coffee is on its way to you
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-04 14:06:09
Hiya Sega Chief, just wanted to add my thanks and congratulations on one of the most polished mods I've ever had the pleasure of playing.  I've been seriously challenged, just got past the utterly evil Demons Gates, and cannot wait to see what else lies in store, a pint/coffee is on its way to you

Thanks, bud; hope it goes well and let me know if there are any problems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-04-07 00:16:17
heya sega chief. so i have an issue/bug to report. the midgar zolom scene in front of the myhtril caves? the game has an error the moment it fades to black to go back to the world map, forcing me to close the game. help? lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-07 00:22:59
heya sega chief. so i have an issue/bug to report. the midgar zolom scene in front of the myhtril caves? the game has an error the moment it fades to black to go back to the world map, forcing me to close the game. help? lol

Are there any other mods installed (also was it 7H or just regular installer)? I haven't touched anything on that field for a very long time but will have a look.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-04-07 00:27:16
the only other mod was a tiny one for the party icons in the menu. the 2d sprite one. as far as installs go, its steam ff7 with the normal non-7H install along with the patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-04-07 01:01:53
as if to mock me, it didn't glitch out the second time around. idk how that works but ok lol. that really bugs me tho. pardon the pun lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: NxK on 2019-04-08 14:06:18
Hey Sega Chief, I am currently replaying through the NT Mod again (v1.5 on Arrange) and I encountered a glitch in the first Wutai pagoda battle against Gorki.

After having started the fight via Sneak Attack - DeBarrier, I used three summons to win the battle, none of which had their animations displayed. It initially reminded me of Vincent's Mug Glitch, however, Yuffie still had the first part of the summon animation play out correctly, right until the point at which she is to fade away and the summon is to appear. It looked as if she were unable to cast the summon, as if she had run out of MP or been silenced, but the actual summon spell still seemed to work normally because I won the fight after three of these semi-invisible summons.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-08 14:41:23
Hey Sega Chief, I am currently replaying through the NT Mod again (v1.5 on Arrange) and I encountered a glitch in the first Wutai pagoda battle against Gorki.

After having started the fight via Sneak Attack - DeBarrier, I used three summons to win the battle, none of which had their animations displayed. It initially reminded me of Vincent's Mug Glitch, however, Yuffie still had the first part of the summon animation play out correctly, right until the point at which she is to fade away and the summon is to appear. It looked as if she were unable to cast the summon, as if she had run out of MP or been silenced, but the actual summon spell still seemed to work normally because I won the fight after three of these semi-invisible summons.

Long time no see; it's likely something associated with the spell animation he uses at the start of the fight. It can cause some odd glitches when used by an enemy in a regular battle but seemed safe to use in this 1v1 fight. I'll review it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: NxK on 2019-04-08 20:52:00
Long time no see; it's likely something associated with the spell animation he uses at the start of the fight. It can cause some odd glitches when used by an enemy in a regular battle but seemed safe to use in this 1v1 fight. I'll review it.

Yeah, I thought so myself. It's not anything major anyway, I had just never encountered that particular glitch before.

Also, I was able to snatch 9 MP+ Materia from the Materia Exchange screen during the middle of the Stolen Materia sidequest in Wutai. That exploit actually occurs in vanilla as well and I am not sure if there is any way to fix it (it happens whenever a team member is temporarily removed from the PHS menu, for instance with Yuffie during the Stolen Materia sidequest or the first time in Cosmo Canyon with Red XIII).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-09 15:41:30
Yeah, I thought so myself. It's not anything major anyway, I had just never encountered that particular glitch before.

Also, I was able to snatch 9 MP+ Materia from the Materia Exchange screen during the middle of the Stolen Materia sidequest in Wutai. That exploit actually occurs in vanilla as well and I am not sure if there is any way to fix it (it happens whenever a team member is temporarily removed from the PHS menu, for instance with Yuffie during the Stolen Materia sidequest or the first time in Cosmo Canyon with Red XIII).

I wasn't aware that there was a glitch like that. What's the underlying logic of it & steps involved?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: NxK on 2019-04-09 23:30:23
I am actually not entirely sure how to precisely trigger this glitch, however, it appears to be fairly easy. Essentially, whenever a party member is temporarily removed from PHS (such as when visiting Cosmo Canyon for the first time or after the Whirlwind Maze or during the Stolen Materia sidequest in Wutai), you open the Materia menu, go to Exchange and notice that below the bottom-most roster (which is normally Cid once all characters are acquired), an enmpty character slot is accessible. If you go over it, you can see that all the materia on this empty character is MP+, some of which can be removed.

Speaking of MP+ Materia, the Ziegfried encounter, is it supposed to be a mutually exclusive source with regards to the MP+ Materia from the Temple of the Ancients? Also, how do you encounter Ziegfried? Does he work like Mystery Ninja in FF7 Vanilla? I found his data in the scene.bin but have never encountered him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-10 15:28:47
Ah I see; MP+ is ID:0 I think so it makes sense kinda that an empty character slot would be populated with it.

Ziegfried is functionally identical to mystery ninja and should appear with frequency increasing as you progress through game (although this event is handled by a switch that checks for Yuffie so there's a chance that one has been missed somewhere if he isn't appearing at all). I think Temple of the Ancients disables him though, and the MP+ Materia he would normally give is found there if it wasn't obtained through the fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: NxK on 2019-04-11 00:36:23
So, I just finished the mod and, once again, I must say that it truly is an amazing piece of work. I had a great time with it and loved almost all of it.

Here are some more things I found:

1) The check for finishing a playthrough without using up any SP seems glitched. I ranked up all my characters but was still told by Mr. Smiles that I had not used up any sources.

2) The Stardust Item is severely overpowered. 24,000 HP of damage to any single target regardless of its defense is quite game-breaking, in particular since most enemies have fairly little HP by other mods' standards.

3) Some materia equip penalties seem too harsh. For instance, the -26 MDef granted by several support materia makes those materia very unattractive to use.

4) Some pieces of armor seem nerfed into uselessness. Whereas the Mystile and Ziedrich are the go-to late game pieces of armor in vanilla, in New Threat Mod, I never found myself using them because they offer no Def or MDef in addition to ulterior penalties (no Resist/Shield status as well as unlinked slots in the case of the Mystile). Instead, I ended up using the Imperial Guard or Dragon Armlet, which seem to be by far the the most well-rounded pieces of armor post-game. On a similar note, I actually found the Relic Ring quite interesting, however, the benefit conferred by it is clearly outmatched by its huge downside of causing death by Elixirs. It seems to me that a much larger upside would be required to render this accessory more appealing. The Curse Ring, on the other hand, seems much more usable even though it is subject to a similar handicap. Then again, the Curse Ring is mainly only usable because of how Recovery overrides nullification from an element in FF7's game mechanics. If the Curse Ring did not nullify but also absorb Health, just like the Relic Ring does, that would make it much trickier to use.

5) The scene.bin contains lots of enemies that one cannot fight. Is that correct or did I just not find a way to do so? For instance, what about the enemy from which one could get the Magitek Ashes item? I could not find a scene that triggers a fight with that enemy.

6) One of the two Long Range materia one acquires via the Kalm Traveller sidequest has its AP not set to Master, which is not much of an issue unless one finds oneself in the unfortunate position of suffering from above-average OCD.

7) Generally speaking, the difficulty Level on Arrange was more than just fair. I had finished a playthrough of Gjoerulv's Hardcore Mod just prior to my most recent playthrough of your New Threat Mod and it seems that I had a much easier time beating all the enemies in your mod than in Gjoerulv's one. That's not necessarily a bad thing or only a quality inherent to your mod, however, the differential in difficulty really did strike me. For instance, random encounters in the Northern Crater are preferably completely avoided in the Hardcore Mod, while one can comfortably use them to level up in the New Threat Mod. The optional bosses in New Threat Mod could all stand to become a bit more challenging. On an anecdotal note, I did not want to spend any time breeding a Gold Chocobo, even with the no-racing-required method, and not having realized that the Guide Book instead of the Desert Rose yields the Gold Chocobo in NTM, I set out to beat Ruby/Viridian Weapon because I wagered that it would take me much less time than doing the Chocobo breeding and I was not proven wrong. To be fair though, I did like the fact that the NTM version of Ruby Weapon is much less annoying to fight (no sky-high defensive stats and no need to set up the fight with two dead characters). Still, it appeared to me that the primarily the brevity of the fight, since the enemy had less than 300K HP, made it almost too easy for my taste.

8 ) Doubling all characters' Def and MDef via AI is somewhat game-breaking once one can attain 255 in either (made more feasible by means of HP<->MP Materia) and even more so once can attain 255 in both stats with a single character. All damage from attacks that do no use special damage formulas becomes negligible. I wonder if that was the intended way to beat FF X Nemesis in the battle arena.

9) I thoroughly enjoyed the whole Fort Condor quest obsession. ;] It was a very nice surprise to get something useful out of it at the very end.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-11 08:38:36

Thanks for giving the mod another whirl; it's still got some problems but I'm planning to fix them up soon:

1. What I'll do is patch this up tonight, I must have broken it again when changing the ending behaviour around.

2.3.4. I'm working on a final patch to leave the mod with; it's a comprehensive update, a bit like going into 1.6 (but I'll just be calling it 1.5+ to confuse people). I've reworked the kernel already but will go back in to check on the Armour and Accessories with your feedback in mind; I'll make the end-game armours a bit more rounded out and scale back on the drawbacks they have.

5. There's a lot of left-over enemies from older builds that I didn't remove from the files. The old KOTR boss is still in there, Netzcheriah/Binah (that's the one who drops Magitek Ashes if I remember right). Some others like Gil Turtle are also lurking about; they should all still be functional and can be fought if modded back in.

6. Will sort that out.

7. With NT I'm aiming more for midcore than hardcore, but I was trying to make Arrange a bit trickier so it could do the trick for players looking for a bit more of a challenge. I'm going to spec that mode up a bit (in addition to alternate field events) and make more of an effort with it. I'm restructuring the scene.bin to add a proper alternative hard-type for each story boss and will be rewriting the AI script that randoms use to boost themselves when Arrange is turned on.

8. Doubling Defence (and the Level hack) in the AI is handy in that it doesn't require .EXE modification but has several bad side-effects; like you say it makes the damage formulas lopsided once you approach the upper limit and the Level modification is worse in that it interferes with Steal/Manipulate + makes level ups past a certain point less worthwhile as they stop raising damage dealt. It's kind of redundant now that there is an .exe component with the mod, so in the final patch I'll be retiring both and trying to implement something through the .EXE instead.

9. I should have made them take all your remaining money instead, just in case they need it again in future.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dark_kloud on 2019-04-11 21:26:56
Hello! Please, I need help :( My savegame crashed!!!!

When I saved my game in Junon (CD2, Weapon attack) and loaded again, there is no character on screen (Literally I only can see two soldiers running and yuffie with a cameraman).
Do you have a solution or I need to restart my game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-11 22:51:31
Hello! Please, I need help :( My savegame crashed!!!!

When I saved my game in Junon (CD2, Weapon attack) and loaded again, there is no character on screen (Literally I only can see two soldiers running and yuffie with a cameraman).
Do you have a solution or I need to restart my game?

Did you PHS people out beforehand? I think there was an oversight where PHS was re-enabled prior to that scene and it could mess with the field. A save editor putting Barret, Cait, and Yuffie as active party should be able to fix but if not then send me the save file and I'll sort it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dark_kloud on 2019-04-12 08:45:32
Did you PHS people out beforehand? I think there was an oversight where PHS was re-enabled prior to that scene and it could mess with the field. A save editor putting Barret, Cait, and Yuffie as active party should be able to fix but if not then send me the save file and I'll sort it out.


I tried to edit my party as you said (Barret, Cait and Yuffie) but nothing happenned. How can I send you my savefile?

Many thanks :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-12 11:43:04
If you're playing through 1998/7H, then send over the save folder located in FF7 folder. If it's steam, you'll need to go into Documents, Square-Enix, and find the user_xxxx folder (where xxxx will be a unique user-id); the save files for steam FF7 are in there and should be called save00, 01, etc.

Send them over via any filesharing service you like; google drive, dropbox, mediafire, whichever suits.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Murasame on 2019-04-12 12:55:49
More of a technical question of no importance but I’m curious and was wondering, is there a reason that enemy targets that have the same attacks as the player can’t have the same sound effect as the party when they attack? I’m referring to  Disc 3 spoilers






Nanaki and Yuffie’s Disc 3 boss, Nanaki and Barret when they are “guests” in the party against Yuffie and Zack
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HeXy on 2019-04-12 16:03:23
Hiya Sega Chief, is Level 5 Suicide still available from Mu's, as specified in "where is the thing.txt"?  I've been unable to obtain it, and that Train Driver on the Corel train section is aparrently vulnerable to this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dark_kloud on 2019-04-12 19:16:57
If you're playing through 1998/7H, then send over the save folder located in FF7 folder. If it's steam, you'll need to go into Documents, Square-Enix, and find the user_xxxx folder (where xxxx will be a unique user-id); the save files for steam FF7 are in there and should be called save00, 01, etc.

Send them over via any filesharing service you like; google drive, dropbox, mediafire, whichever suits.


I uploaded to mediafire, as you told me, my savefile:
Spoiler: show
https://www.mediafire.com/file/4z280i268w92j42/save00.ff7/file


If you can fix that, I'll be the happiest boy in this world  :oops:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-13 18:21:35

I uploaded to mediafire, as you told me, my savefile:
Spoiler: show
https://www.mediafire.com/file/4z280i268w92j42/save00.ff7/file


If you can fix that, I'll be the happiest boy in this world  :oops:

Sorry for the delay:
https://www.mediafire.com/file/q3flqbbt5826ah9/save00.ff7/file

I restored party as Barret, Cait Sith, and Yuffie; triggered the scene with Yuffie reporter + sapphire weapon rising out of sea and saved game there. Important thing; if this is the Steam version, then open the FF7 Launcher before placing the save file back into the folder. Then save the game when you load it up and that'll make all save files in Save00 'safe'. If on 1998/7H version then disregard.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dark_kloud on 2019-04-14 09:18:25
Sorry for the delay:
https://www.mediafire.com/file/q3flqbbt5826ah9/save00.ff7/file

I restored party as Barret, Cait Sith, and Yuffie; triggered the scene with Yuffie reporter + sapphire weapon rising out of sea and saved game there. Important thing; if this is the Steam version, then open the FF7 Launcher before placing the save file back into the folder. Then save the game when you load it up and that'll make all save files in Save00 'safe'. If on 1998/7H version then disregard.

THANK YOU! You are the best :D

When I was playing, I noticed some "errors":

* When I see limit 2-1 from aeris, it says "Recovers HP / Esuna Effect", but it only causes esuna on entire party :(
* Limit 2-2 from Nanaki: It says "magic based" but is a physical attack.
*In yuffie's sidequest, she doesn't steal all the materia (I dunno if it's a bug or not)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-14 15:06:14
THANK YOU! You are the best :D

When I was playing, I noticed some "errors":

* When I see limit 2-1 from aeris, it says "Recovers HP / Esuna Effect", but it only causes esuna on entire party :(
* Limit 2-2 from Nanaki: It says "magic based" but is a physical attack.
*In yuffie's sidequest, she doesn't steal all the materia (I dunno if it's a bug or not)

The materia theft has a limit on how many can be stolen; there's a priority list by which what will be stolen first and anything left after the list fills up is left with the party.

Sounds like Limits aren't patched, but should be fine; they're not too far away from their default counterparts.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dark_kloud on 2019-04-14 18:56:38
The materia theft has a limit on how many can be stolen; there's a priority list by which what will be stolen first and anything left after the list fills up is left with the party.

Sounds like Limits aren't patched, but should be fine; they're not too far away from their default counterparts.

Thanks for your answers!

I have a last question: IS the curator only available at CD2?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-14 19:02:18
Thanks for your answers!

I have a last question: IS the curator only available at CD2?

Curator can be fought during Midgar Raid on Disc 2, and can be fought one last time on Disc 3 going through the Dark Cave sidequest (this is taken through Dio in the Battle Square's museum; I'd recommend going to bottom of north cave first though).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2019-04-15 02:35:47
So, hey. If you're still looking at game balance stuff...

The big red dude in the northern crater? Who's name I didn't get because he can't be SENSE'd? The one who looks like a black cape at first and is encountered at the end of one of the paths before you reach the very bottom? Too hard. I spent almost a HALF HOUR fighting him before he decided to start dealing over 7,000 damage per hit. For the record, my guys are level 80-something and only have about 5-6k HP each. I couldn't keep barriers and healing up long enough to stay alive at the end. Even with him slow'd and my guys hasted. Real pain in the ass that he held on for that long and still just gets stronger. plz nerf.

[EDIT] and oh yeah, he wasn't there before, but now there's an "Ex shinra trooper" at the cave but he looks like Cid. Wrong model, maybe?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-15 17:58:02
So, hey. If you're still looking at game balance stuff...

The big red dude in the northern crater? Who's name I didn't get because he can't be SENSE'd? The one who looks like a black cape at first and is encountered at the end of one of the paths before you reach the very bottom? Too hard. I spent almost a HALF HOUR fighting him before he decided to start dealing over 7,000 damage per hit. For the record, my guys are level 80-something and only have about 5-6k HP each. I couldn't keep barriers and healing up long enough to stay alive at the end. Even with him slow'd and my guys hasted. Real pain in the ass that he held on for that long and still just gets stronger. plz nerf.

[EDIT] and oh yeah, he wasn't there before, but now there's an "Ex shinra trooper" at the cave but he looks like Cid. Wrong model, maybe?

Everything's getting retuned but I'll keep this in mind.

The teleport NPC is using the old model code which is why Young Cid is appearing in its place. I'll sort that out as well.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2019-04-15 23:22:56
I think maybe he just had too much HP. It took forever for him to power up to 100% (I'm assuming a 7k hit is his full power, anyway...), and if he's that strong, he should be like, 1 or 2 hits away from death. But after screwing around with a cheat program, I saw that he still had around 50k left at that point. Yikes!

Also, the final Guard Scorpion fight in Corel? Auto-killing anyone you give a Pheonix Down to is just mean! I don't have W-Item yet and I don't keep Life 2 on each party member so I was kinda screwed there a few times, too.

I'm only complaining because you've said the intent of the mod was to be able to build your party in any way and still be able to power through. Well, I must have stumbled across the worst possible build and Materia combinations because DAMN am I having way too hard of a time with a lot of this stuff! Still enjoying it, though!

[EDIT] Did the "Dark Cave" side-quest, which was SUPER fun! But, I don't know if it properly finished, though? Dio is acting like I still have to go do it. Also, there were two ways out (and they both had 2 exit arrows with "Assist" on), but they both seem to lead back to the same place outside, and I can't go back in. Did I maybe do something wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-16 21:56:49
I think maybe he just had too much HP. It took forever for him to power up to 100% (I'm assuming a 7k hit is his full power, anyway...), and if he's that strong, he should be like, 1 or 2 hits away from death. But after screwing around with a cheat program, I saw that he still had around 50k left at that point. Yikes!

Also, the final Guard Scorpion fight in Corel? Auto-killing anyone you give a Pheonix Down to is just mean! I don't have W-Item yet and I don't keep Life 2 on each party member so I was kinda screwed there a few times, too.

I'm only complaining because you've said the intent of the mod was to be able to build your party in any way and still be able to power through. Well, I must have stumbled across the worst possible build and Materia combinations because DAMN am I having way too hard of a time with a lot of this stuff! Still enjoying it, though!

[EDIT] Did the "Dark Cave" side-quest, which was SUPER fun! But, I don't know if it properly finished, though? Dio is acting like I still have to go do it. Also, there were two ways out (and they both had 2 exit arrows with "Assist" on), but they both seem to lead back to the same place outside, and I can't go back in. Did I maybe do something wrong?

None of the bosses are set to auto-kill people who have been revived from KO, but I know too well that it does feel like they intentionally go after freshly revived characters sometimes.

I did intend for all the builds to be viable but I don't think the mod's end-game was designed tightly enough to make it true in every case. But there's a lot of other factors like how the party is set up, the bosses themselves, etc. You can definitely beat all of them regardless of build/party but some will make it tougher than others.

Dark Cave was kind of finished in a hurry, so it just kind of ends.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dark_kloud on 2019-04-17 23:16:44
Hello! Sega Chief, I found a way for unlimited sources  :-[


If I reset SP ranks to 1/8, my stats are the same (They don't change from 8/8 to 1/8) so if I go to 8/8 again, I'll have max stats (If I do it a few times)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2019-04-18 01:22:59

I did intend for all the builds to be viable but I don't think the mod's end-game was designed tightly enough to make it true in every case. But there's a lot of other factors like how the party is set up, the bosses themselves, etc. You can definitely beat all of them regardless of build/party but some will make it tougher than others.


Considering I have beaten Arrange with 0 rank ups and only 2 materia per character at any given time, with no w-item glitch and no using KOTR and still managed to beat everything except the Gold saucer extra battles and Ozma I'd say that pretty much every fight is balanced properly for any player to beat. If you are just trying standard vanilla strats or you refuse to switch up your equipment or party when you get to a hard part then you need to take a closer look at your playstyle. A "good" FF7 player who can critically think and adapt will find very little things in the mod that provide a challenge.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-18 14:11:08
Hello! Sega Chief, I found a way for unlimited sources  :-[


If I reset SP ranks to 1/8, my stats are the same (They don't change from 8/8 to 1/8) so if I go to 8/8 again, I'll have max stats (If I do it a few times)

The rank reset function on the Highwind doesn't reset stats because it isn't possible to do with the fieldscript (at least, not the normal fieldscript). The purpose of that reset was to debug an issue that came up with the variables used to track ranks in an older update a fair few months ago, but as a side-effect it meant allowing more sources than intended being made available. The script issue with rank tracking has been resolved since then but save files that had already used the rank system at that time needed to have their vars 'flushed' in order to fix it.

There's no restriction on using the debug script, I left it to player discretion rather than implementing any kind of check for whether it had already been used (or needed to be used); the script will probably be removed soon though as the issue it was designed to fix has probably been caught on anyone affected by now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SmallBaguette on 2019-04-19 11:23:10
Sega chief, you are an absolute legend. I just wanted to say thanks, I absolutely love this mod.

I have wanted to mod FF7 for years but the background textures were always a deal breaker. The new AI ones have finally fixed that and I got diving into New Threat. So many moments have had me laughing out loud and the boss fights actually have me using items that I'd normal "save for when I need them" and end up using in the final fight just because they were there (or not use them at all). I just got to Costa Del Sol but I have having an absolute blast.

Huge shout out to this entire community in general. I feel so lucky to come along now, after these mods have matured so much, for the first time and experience my favourite game of all time in a completely fresh way. I feel like a child again, I don't think I've been this happy playing a game in years.

Thank you so much. Seriously, I can't properly describe how much fun I'm having!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: soschronotek on 2019-04-19 11:25:02
i'm playing on switch, everything seems to be going great but now that I have arrived at the moment to go down into sephiroths cave, when i reach the bottom, I instantly get teleported to the chocobo room on the highwind...not sure what to do
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: soschronotek on 2019-04-19 11:27:57
hmm, seems to happen only if cloud isn't leader
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-19 13:50:46
Sega chief, you are an absolute legend. I just wanted to say thanks, I absolutely love this mod.

I have wanted to mod FF7 for years but the background textures were always a deal breaker. The new AI ones have finally fixed that and I got diving into New Threat. So many moments have had me laughing out loud and the boss fights actually have me using items that I'd normal "save for when I need them" and end up using in the final fight just because they were there (or not use them at all). I just got to Costa Del Sol but I have having an absolute blast.

Huge shout out to this entire community in general. I feel so lucky to come along now, after these mods have matured so much, for the first time and experience my favourite game of all time in a completely fresh way. I feel like a child again, I don't think I've been this happy playing a game in years.

Thank you so much. Seriously, I can't properly describe how much fun I'm having!!

I'm glad you've enjoyed it so far; your post cheered me up a bit.

i'm playing on switch, everything seems to be going great but now that I have arrived at the moment to go down into sephiroths cave, when i reach the bottom, I instantly get teleported to the chocobo room on the highwind...not sure what to do

hmm, seems to happen only if cloud isn't leader

I think there's a problematic script that was used a ways back to get people unstuck in the Crater when playing as Tifa/Cid. I thought I'd removed it, but sounds like it's still firing. Only Cloud should be used for the North Crater for now until I can fix it up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SmallBaguette on 2019-04-19 15:29:50
If I cheered you up then that's just 1% of the joy you brought into my life haha. Is there anyway a randomer like myself can help out? Do you have a donation link? Or any mod related work that needs another set of hands?

Btw, what is "arranged" mode? I got to the point where you meet the guy at the gold saucer railcar that says you can change to that mode (and there's no going back) but it doesn't really explain it. I tried googling it but all I got was people kinda talking about it, rather than a specific answer to what it is. As far as I've gather it's like a heightened difficulty mode? So far I've been finding the difficulty much more engaging and enjoyable, although I've only died once. So should I go for that mode? I enjoy the more difficult modes in games but I'm not sure just how much more difficult that mode would be? Like would I be going from a 1 to a 10 or a 5 to a 10? (if that makes sense haha).

Thanks again, hope you're having a great weekend. I really can't thank you enough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ustanak_tr00 on 2019-04-19 18:28:48
hey there... just downloaded the mod but i have some issues, the game launcher doesnt launch the ff7 game (i'm using a cracked steam version), the launcher does nothing when i press play (in the task manager i can see the ff7_en.exe just open and close when i click the play button)

what i did to install and play:
1-made a backup of the data folder
2-run the mod installer as admin
3-mod installed without problems
4-run the game launcher
5-problems...

Buy the game before you ask for help. All mods here are built around legit copies. ~ EQ2Alyza
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-20 02:22:21
If I cheered you up then that's just 1% of the joy you brought into my life haha. Is there anyway a randomer like myself can help out? Do you have a donation link? Or any mod related work that needs another set of hands?

Btw, what is "arranged" mode? I got to the point where you meet the guy at the gold saucer railcar that says you can change to that mode (and there's no going back) but it doesn't really explain it. I tried googling it but all I got was people kinda talking about it, rather than a specific answer to what it is. As far as I've gather it's like a heightened difficulty mode? So far I've been finding the difficulty much more engaging and enjoyable, although I've only died once. So should I go for that mode? I enjoy the more difficult modes in games but I'm not sure just how much more difficult that mode would be? Like would I be going from a 1 to a 10 or a 5 to a 10? (if that makes sense haha).

Thanks again, hope you're having a great weekend. I really can't thank you enough.

Arrange was intended to be a slight hike in difficulty + some fights remixed for a 2nd runthrough of the mod. It'd be like going from a 1 to a 2 or 3 I guess. Normal mode is more stable and you don't miss out on anything playing one mode over the other.

I'm currently working on a final update to the mod which has a heavily revised arrange mode in it, so I'd wait for that to drop before trying Arrange mode and stick with the current mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SmallBaguette on 2019-04-20 11:53:25
Arrange was intended to be a slight hike in difficulty + some fights remixed for a 2nd runthrough of the mod. It'd be like going from a 1 to a 2 or 3 I guess. Normal mode is more stable and you don't miss out on anything playing one mode over the other.

I'm currently working on a final update to the mod which has a heavily revised arrange mode in it, so I'd wait for that to drop before trying Arrange mode and stick with the current mode.

Perfect! Looking forward to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ustanak_tr00 on 2019-04-21 00:45:22
just bought the game, installed the mod like before and it still doesn't works
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-04-21 13:44:06
heya segachief. so im trying to figure out how im supposed to get the chocobo-related enemy skill? l4 suicide not being a thing anymore is kinda throwing me off. matter of fact....any chance you could update your documents to reflect most recent builds? there seem to be a few inconsistencies lol. at any rate i appreciate you and your work and i noticed you finally added the ability to choose whether aerith lives or dies. well done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-21 17:44:32
just bought the game, installed the mod like before and it still doesn't works

Best thing to do is delete all files from the FF7 folder, do an uninstall on Steam's end to get the registry sorted, then install it in a location that's outside of program folders (these are system protected and can create problems). After fresh install, try running the game as-is to make sure it's operational.

Run the installer as admin/unblocked as you did before, selecting the FF7 folder rather than the data folder (older tutorials ask for data folder but the new installer needs to get at the .exe).

Mod needs the following files for Steam version:
ff7/data/lang-en/battle/scene.bin
ff7/data/lang-en/kernel/kernel.bin + kernel2.bin
ff7/data/Field/flevel.lgp + char.lgp
ff7/ff7_en.exe

If game won't run after installing the mod, but was running without the mod installed, then try dropping in the default version of each file one at a time and attempting to run the game. This will help isolate the cause of the problem.

The .exe for Steam should be 6272KB in size; if it's larger/smaller then something isn't right. The mod will work with a default ff7_en.exe but you'll get less sources than you would normally (though the mod can be beaten without any sources at all).

heya segachief. so im trying to figure out how im supposed to get the chocobo-related enemy skill? l4 suicide not being a thing anymore is kinda throwing me off. matter of fact....any chance you could update your documents to reflect most recent builds? there seem to be a few inconsistencies lol. at any rate i appreciate you and your work and i noticed you finally added the ability to choose whether aerith lives or dies. well done.

It should work as before, the chocobo checks for the ID of the attack rather than the name/purpose of it and the skill should hit any chocobo in its current state. I think you still need to use Mimitt or Sylkis Greens though to set it up, then hit them with the Enemy Skill that replaced L4 Suicide.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-04-22 02:08:18
does it still have to be a certain level chocobo? cuz i hit a level 15 with the move and it only pissed it off lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fewtch on 2019-04-22 10:48:50
Hey Sega Chief

Do you keep a list of which models/textures you've added as part of your mod? IE: Yellow/Black Relentless X-ATM boss we all know and love, as well as Curator etc
I'm assuming as an organized guy, you do. Would you be willing to share that list with us?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-22 11:51:08
does it still have to be a certain level chocobo? cuz i hit a level 15 with the move and it only pissed it off lol.

Should work on any chocobo from any area, but I tested this on the Ranch ones; use Mimitt or Sylkis greens on the chocobo first, then while it's eating hit it with any attack. Mimitt only lasts for 1 turn though, so after throwing the first it's best to have a second turn queued up ready to throw a second just in case it's turn is used to cancel the eating animation (it has to be in its eating animation when the attack lands). I checked the AI and it seems that it no longer checks for an attack ID, just that it's attacked while eating Mimitt or Sylkis Greens and will use chocobuckle on the attacker, so have the character with enemy skill equipped attack physically or throw a grenade or something.

Hey Sega Chief

Do you keep a list of which models/textures you've added as part of your mod? IE: Yellow/Black Relentless X-ATM boss we all know and love, as well as Curator etc
I'm assuming as an organized guy, you do. Would you be willing to share that list with us?

Yeah, of course. I'll start on a list now. Mostly all the new models start after the last battle model in the default .lgp but in the early days I replaced some of the duplicates that appear throughout the archive so I'll need to check through the whole thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-22 16:19:57
Here's the list; note that it contains spoilers so read at own risk:

https://pastebin.com/pssLJQit

All told there are 141 new models in there but some are unused as they were either cut during an update or never implemented.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fewtch on 2019-04-22 17:23:52
Ugh, you're the absolute best, thank you! Doing something fairly cool with this list, if all goes well I think you'll be happy!

EDIT: My labor has borne fruit!
(https://cdn.discordapp.com/attachments/563464679096057866/569977140645462026/oCriaexEX9.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-22 21:19:07
That's a nice clean-looking palette swap; I could try adding a toggle to the NT IRO so that they can be used with a graphical enemy replacer mod or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fewtch on 2019-04-22 21:42:57
That's a nice clean-looking palette swap; I could try adding a toggle to the NT IRO so that they can be used with a graphical enemy replacer mod or something.

Thank you. Working at replacing all the models with HD versions and your customs needed a little love!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: soschronotek on 2019-04-23 14:56:19
I'm currently going thru the dark cave side quest from dio on 1.5, I've gathered up everyone and went back into the sewers, the area where cid and the boss were has been replaced by a car, and I got  stuck down there, had to restart from last save..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: satsuki on 2019-04-23 17:13:29
Hello.
I'd like to use the Chaos models with your  NT mod.
I know that in combat you've done lots of special models, but outside battle are you using custom 3d model or only the originals one (so i can use yours in battle and chaos outside battle ^^) ?

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-23 19:53:20
I'm currently going thru the dark cave side quest from dio on 1.5, I've gathered up everyone and went back into the sewers, the area where cid and the boss were has been replaced by a car, and I got  stuck down there, had to restart from last save..

Sounds like a bug, a car was originally used as a placeholder for a hundred gunner model. Avoid going back down to the sewers after clearing it the first time and instead head for Wall Market to climb the wire up to Shinra HQ.

Hello.
I'd like to use the Chaos models with your  NT mod.
I know that in combat you've done lots of special models, but outside battle are you using custom 3d model or only the originals one (so i can use yours in battle and chaos outside battle ^^) ?

Thanks

The field models that were added to NT should be fine, as I've relocated them to use their own unique file IDs so feel free to add any field model mods. The majority of the battle models should also be fine as they mostly use unique IDs as well; some are further up but these replaced duplicate models and should hopefully be fine as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fewtch on 2019-04-23 20:28:54
So I've finally taken a gander at just how many custom models you've made and, Ive gotta tell you, theres no way way Im gonna take the time to make that many custom models. Its insane that you even did it in the first place!
That being said, this will likely be the end of my contribution on that subject:
https://imgur.com/a/fycdBd3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-23 21:59:13
So I've finally taken a gander at just how many custom models you've made and, Ive gotta tell you, theres no way way Im gonna take the time to make that many custom models. Its insane that you even did it in the first place!
That being said, this will likely be the end of my contribution on that subject:
https://imgur.com/a/fycdBd3

Yeah, I wouldn't ask anyone to tackle all that; better to focus on base models. I can probably add damage details to that scorp you made.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fewtch on 2019-04-24 07:23:04
Yeah, I wouldn't ask anyone to tackle all that; better to focus on base models. I can probably add damage details to that scorp you made.

If you've still got the original model files sitting around, I'd be more willing to get into it, but I'm not going to extract>import>change>fix potential normals issues>reimport>troubleshoot that many. That's what it would end up being, right?

I can throw you the original scorp model if you want to make changes, let me get it together. Currently only on Switch, for now maybe
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-24 08:26:51
If you've still got the original model files sitting around, I'd be more willing to get into it, but I'm not going to extract>import>change>fix potential normals issues>reimport>troubleshoot that many. That's what it would end up being, right?

I can throw you the original scorp model if you want to make changes, let me get it together. Currently only on Switch, for now maybe

I was told by someone that the model is a rip from another game which means we can't distribute it here on Qhimm; probably best to just leave it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HeXy on 2019-04-24 08:34:41
Hiya everyone, hoping for some advice, and I *hate* to ask, but I'm completely stuck  :-X

The fight with Tseng in Rocket Town, his limit completely decimates my party every single time, could you fine people provide any assistance with armour/accessory combinations?  I've been using acc's with additional vitality, even tried using Caits transform, and he still wipes the floor with me. 

Just for the record, I don't have "bad breath" enemy skill, and I only have 1 elixir with me to replenish MP (I swore I'd visited the item shop before the battle, but I clearly hadn't!).

My current strat on him and his minions is to dispel them, then use magic counter+planet (ultima) as main attack, white wind and barriers on my team.

Cheers for any help, happy to provide a save state if requested :)

HeXy
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-24 08:56:29
Hiya everyone, hoping for some advice, and I *hate* to ask, but I'm completely stuck  :-X

The fight with Tseng in Rocket Town, his limit completely decimates my party every single time, could you fine people provide any assistance with armour/accessory combinations?  I've been using acc's with additional vitality, even tried using Caits transform, and he still wipes the floor with me. 

Just for the record, I don't have "bad breath" enemy skill, and I only have 1 elixir with me to replenish MP (I swore I'd visited the item shop before the battle, but I clearly hadn't!).

My current strat on him and his minions is to dispel them, then use magic counter+planet (ultima) as main attack, white wind and barriers on my team.

Cheers for any help, happy to provide a save state if requested :)

HeXy

Is he using the Limit once or is he spamming it? There was a bug a while ago where he was using it repeatedly or something. I can check his AI when I get back from work, if you upload save file in the meantime I could have a quick gander and check if there's anything awry.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HeXy on 2019-04-24 09:01:49
Is he using the Limit once or is he spamming it? There was a bug a while ago where he was using it repeatedly or something. I can check his AI when I get back from work, if you upload save file in the meantime I could have a quick gander and check if there's anything awry.

I'm guessing its only once, he hits all my team to death, and even hits himself when he says "Die", as by that point, all my guys are wiped out  ;D

Save state is here: https://www.toast-the-ghost.com/save02.ff7 , cheers Sega Chief
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-24 18:05:00
So the fight is working as intended, but it seems that you have been slogging along with less sources than intended. This is an ongoing thing with the .EXE where it either isn't getting patched (main installer) or players aren't dropping it into their FF7 directory for the 7H IRO version.

I beat the fight and now there are four save files:
1st is your original pre-Tseng save.
2nd is my pre-Tseng save after I finished setting up.
3rd is post-Tseng save (your inventory may feel a tad lighter :3).
4th is your original save but with the Sources corrected; I would recommend re-attempting the Tseng fight with this save to see how much of a difference it makes.

https://www.mediafire.com/file/525l7czbz5o8hib/save02.ff7/file

If playing on Steam, then drop the save into the folder only when the Launcher is open and save the game when you load any of the files as a precaution. Steam has a bizarre save file checksum that deletes altered save packs.

If using IRO, check the FF7 NT IRO download for .exe files. Drop these into your FF7 folder (make backups of the originals of course).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Swiffle on 2019-04-24 18:46:46
Ok, guess I should make a forum account finally.

Saw some of the graphic mods and decided it was a good time to relive some FF7 after all these years.

Was kind of overwhelmed by the amount of mods and options(despite having a stable heavily modded Skyrim SE game).  Got 7H set up with a number of mods installed, and the 1.5 NT IRO.  I'm guilty of not installing the .exes, and gimped my characters' sources for the first couple ranks.  I just assumed NT had installed correctly, saw no options under the configure button in 7H, and didn't realize the FF7 NT IRO directory contained anything else until I browsed a couple dozen pages back in this thread a couple days ago.  Oops.  I guess I could edit my saves somehow and fix my characters' stats?  Haven't delved that far into modding yet, and not sure exactly how many ranks on everyone I fudged up.

With that said, I've been enjoying the game anyway, and really appreciate the work you've put into this mod.  About to slog through Battle Square pre-tiny bronco.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-24 19:10:43
Ok, guess I should make a forum account finally.

Saw some of the graphic mods and decided it was a good time to relive some FF7 after all these years.

Was kind of overwhelmed by the amount of mods and options(despite having a stable heavily modded Skyrim SE game).  Got 7H set up with a number of mods installed, and the 1.5 NT IRO.  I'm guilty of not installing the .exes, and gimped my characters' sources for the first couple ranks.  I just assumed NT had installed correctly, saw no options under the configure button in 7H, and didn't realize the FF7 NT IRO directory contained anything else until I browsed a couple dozen pages back in this thread a couple days ago.  Oops.  I guess I could edit my saves somehow and fix my characters' stats?  Haven't delved that far into modding yet, and not sure exactly how many ranks on everyone I fudged up.

With that said, I've been enjoying the game anyway, and really appreciate the work you've put into this mod.  About to slog through Battle Square pre-tiny bronco.

it's easy enough to fix; if you open the save file with Black Chocobo, you'll see that each character has base stats and 'source' bonuses that are then added together. If you multiply the value of every source bonus by 5, you'll have the intended stat gains.

I'm going to remove the dependency on the .exe for sources because it's caused nothing but problems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HeXy on 2019-04-24 20:06:37
So the fight is working as intended, but it seems that you have been slogging along with less sources than intended. This is an ongoing thing with the .EXE where it either isn't getting patched (main installer) or players aren't dropping it into their FF7 directory for the 7H IRO version.

Thank you so much for checking this out, no wonder it was so damn hard, also explains the complete and utter hell I had getting past the 10 minute timer on the Corel train section  ;D

I've replaced my exe as you have recommended, I have the steam edition, which I've copied to a directory outside of Steam, and ran the FF7_GameConverter_7H.exe on it, then use 7th Heaven to play.  I have ran the converter a number of times since starting this playthrough (playing with different soundcards) which may or may not have caused me unforseen hassle.

A drink will be in the post to you on payday, thanks again  :-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-24 21:15:05
Thank you so much for checking this out, no wonder it was so damn hard, also explains the complete and utter hell I had getting past the 10 minute timer on the Corel train section  ;D

I've replaced my exe as you have recommended, I have the steam edition, which I've copied to a directory outside of Steam, and ran the FF7_GameConverter_7H.exe on it, then use 7th Heaven to play.  I have ran the converter a number of times since starting this playthrough (playing with different soundcards) which may or may not have caused me unforseen hassle.

A drink will be in the post to you on payday, thanks again  :-)

No worries; I had fun going through the fight and de-rusting slightly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fewtch on 2019-04-25 04:00:48
Quick question: Where is battle data stored? Things like the changes you've made to enemies, their stats, all the numbers and stuff etc. I'm trying to make sure I don't overwrite anything crucial while making this model replacement.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2019-04-25 04:52:48
Quick question: Where is battle data stored? Things like the changes you've made to enemies, their stats, all the numbers and stuff etc. I'm trying to make sure I don't overwrite anything crucial while making this model replacement.

I wouldn't worry about that, all of the battle data regarding the enemies/bosses, etc. are stored in the scene.bin
all of the model data regarding the enemies/characters are stored in the battle.lgp so nothing will get altered regarding model swapping.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fewtch on 2019-04-25 07:52:37
I thought as much but don't have your level of experience. Thanks for the info.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Swiffle on 2019-04-25 09:16:59
Used Black Chocobo to fix my Source stat point ranks as you recommended, thanks.

Was curious about something while looking at my characters though.  My Cait Sith's Default base stats(before sources/gear/materia) are 10/11/13/11/5/15 (str/vit/mag/spr/dex/lck), which is super super low, and wayyyy off what the readme.txt says his initial stats should be.  FWIW, Yuffie and Vincent's stats are slightly off as well, but not nearly as far off as Cait Sith's stats are.  Everyone else's stats match up with the NT v1.5 readme.txt.

I don't have any other gameplay mods running, just graphical mods with 7H.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-25 10:42:19
Used Black Chocobo to fix my Source stat point ranks as you recommended, thanks.

Was curious about something while looking at my characters though.  My Cait Sith's Default base stats(before sources/gear/materia) are 10/11/13/11/5/15 (str/vit/mag/spr/dex/lck), which is super super low, and wayyyy off what the readme.txt says his initial stats should be.  FWIW, Yuffie and Vincent's stats are slightly off as well, but not nearly as far off as Cait Sith's stats are.  Everyone else's stats match up with the NT v1.5 readme.txt.

I don't have any other gameplay mods running, just graphical mods with 7H.


I forgot that their initial stats are also set by the .exe rather than the kernel so what you're seeing there are the vanilla base stats. These can be changed without incident in the save editor as well though, as there are no stat growths from level-up so these initial values remain static throughout the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-04-26 13:18:47
so umm...i notice you have a thing for unblockable status moves? but why tho? it makes ribbons entirely pointless. in this case i am mainly referring to a certain dark cave boss. can't beat it now lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-04-26 13:19:39
one other thing....why the change for yellow waves?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2019-04-26 14:50:43
Hello, could you make me a recap of wich limit break you change for all characters and what's new about it?
Search a lot but can't find it in the documentation.
thx !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-26 17:07:57
so umm...i notice you have a thing for unblockable status moves? but why tho? it makes ribbons entirely pointless. in this case i am mainly referring to a certain dark cave boss. can't beat it now lol.

Those kinds of attacks crept in later on. I'm planning to remove every instance of status-defence ignoring attacks in the update. For that particular boss I think Dispel is needed first before using standard status ailment healing due to Resist/Peerless.

one other thing....why the change for yellow waves?

There were a few things reducing defence/mdefence so I went with a different effect for it.

Hello, could you make me a recap of wich limit break you change for all characters and what's new about it?
Search a lot but can't find it in the documentation.
thx !

Spoiler: show

Braver: Swapped base damage with Cross Slash, reduces enemy defence by 10% (stacks)
Cross Slash: Same as before, but swapped base damage with Braver
Blade-Beam: Higher base damage, closer to Climhazzard
Climhazzard: Reduces enemy defence by 20% (stacks)
Meteorain: Same as before
Finishing Touch: Damage-variant ignores defence
Omnislash: Base damage adjustment

Big Shot: Same
Mindblow: Non-elemental, target loses 50% currentMP, inflicts Confu/Berserk
Grenade Bomb: Same, but debarrier effect (enhanced NT debarrier effect also removes Peerless)
Hammerblow: Now deals base damage (equivalent to Climhazzard), retains eject/KO effect
Satellite Beam: Debarrier effect
Ungarmax: Base damage adjustment
Catastrophe: Ignores defence

Healing Wind: Same
Seal Evil: Same
Breath of the Earth: Restores Half MaxHP and also removes all negative statuses
Fury Brand: Same
Planet Protector: Grants Wall, Shield, Regen
Pulse of Life: Same
Great Gospel: Same

Tifa's Limits: Mostly the same, but base damage tweaks to all hits + Final Heaven ignores defence

Boost Jump: Inflicts Death
Dynamite: Same
Hyper Jump: Higher chance to inflict Death
Dragon: Base damage equivalent to Climhazzard, drains HP/MP
Dragon Dive: Base damage tweak
Big Brawl: Base damage tweak
Highwind: Base damage tweak

Sled Fang: Drains damage as HP
Lunatic High: Resurrects KO'd party members + Haste
Blood Fang: Base damage increase, drains damage as HP/MP
Stardust Ray: Magic damage
Howling Moon: Gives Haste/Wall/Regen/Berserk, no attack+
Earth Rave: Base power adjustment
Cosmo Memory: Magic damage, ignores defence, fills limit gauges of allies

Greased Lightning: Inflicts Slow
Clear Tranquil: Restores 25% party MP
Landscaper: Inflicts Slow
Bloodfest: Same
Gauntlet: Same
Doom of the Living: Same
All Creation: Ignores defence, always critical hit, revives KO'd party members

Rest are base damage tweaks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2019-04-26 17:12:49
great thx you !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-04-28 02:03:18
so maybe i missed something....but where is this gospel spark thing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-28 17:40:06
so maybe i missed something....but where is this gospel spark thing?

Gospel Spark can be obtained:
Spoiler: show

-) North Crater: Left-Up path, last screen of this path
-) FF8 Omega Weapon 100% item drop (Gold Saucer's Battle Square, Extra Battle NPC on the left-side of room, Gold Match = Omega Weapon)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eXistenZe on 2019-04-28 18:17:08
Hey. Are there still plans for v2.0?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-28 19:34:44
Hey. Are there still plans for v2.0?

It is, I was working on it today. I've been doing scripting through the Midgar section for the revised Arrange mode and I've reworked the scene.bin to bring back a lot of the default enemy formations that I originally cut to make space. New Kernel with the equipment, character stats, spells, etc. has also been finished.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-04-28 20:13:11
thanks sega chief lol. so i did notice something in my travels....the max ray seems to not exist in northern crater....and i don't see it anywhere else. i had to use the black chocobo program to load it into my save so i can make barret's ult. weapon. maybe i missed it, but i figured i'd mention it in case it was a mistake.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-28 21:36:53
thanks sega chief lol. so i did notice something in my travels....the max ray seems to not exist in northern crater....and i don't see it anywhere else. i had to use the black chocobo program to load it into my save so i can make barret's ult. weapon. maybe i missed it, but i figured i'd mention it in case it was a mistake.

I think Armored Golem has it along with Pile Bunker (or is it pile banger, I forget). One was a drop and one was a steal from that enemy, but you'll need a sneak glove equipped for the steal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kekko1285 on 2019-04-28 22:08:39
It is, I was working on it today. I've been doing scripting through the Midgar section for the revised Arrange mode and I've reworked the scene.bin to bring back a lot of the default enemy formations that I originally cut to make space. New Kernel with the equipment, character stats, spells, etc. has also been finished.

This is amazing. Thank you for all the effort you put in this, it is immensely appreciated. Out of interest, have you ever thought about https://www.patreon.com/ ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-04-29 04:16:43
bah....so i thought i had the dark matter item from cait sith's quest. apparently its not there. anything i can do to fix it? lol thanks :P at any rate i still appreciate all your work on this mod. kinda hard to look at ff7 the same after having played it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-29 11:15:19
This is amazing. Thank you for all the effort you put in this, it is immensely appreciated. Out of interest, have you ever thought about https://www.patreon.com/ ?

Cheers, bud. I'll have a look into it, couldn't hurt to have one.

bah....so i thought i had the dark matter item from cait sith's quest. apparently its not there. anything i can do to fix it? lol thanks :P at any rate i still appreciate all your work on this mod. kinda hard to look at ff7 the same after having played it.

I think Dark Matter is a key item; is it listed in there? If so and the guy isn't allowing for trade to get HP Shout then maybe the script there is checking for wrong thing or something else is missing. If it isn't listed under key items then I'll need to borrow your save file as key items are added via variables (not sure if black choco can add them or not).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-04-29 17:25:53
i'll have to give you my save...unless you know what item you edited to add dark matter in? cuz that's how i got max ray cuz i couldn't get golem to drop it at all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-04-29 17:30:32
on a more fun note, i am glad to report that barret is STILL the reigning champion in terms of being a total tank wall. the only things that can stop him are those pesky piercing attacks you have generously spread throughout the game's sub-bosses and bosses....and the poorly-timed status effects. i'm literally sitting in 1v1 with nemesis as i type this....the poor bastard can't break him down now that he got buffed with resist.....plus the emergency elemental gravity/???? enemy skill combo to bypass touph ring's downside.

all the fight is now is long drag-out slug fest between an unstoppable force and an immovable object. its awesome lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-04-29 17:41:07
also on that note....i literally have to rely on barret for that fight, because keeping the others alive is damn near impossible due to nemesis's turn speed and how strong his techs are....and im not set up for limit breaks on him currently so he really can only boop him on the noggin until he dies lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Beth_Esda on 2019-04-29 23:50:50
Is it possible to play this mod on the Vita version of the game? I've tried and tried to find the answer on my own, but figured I'd just go ahead and ask here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-04-30 09:58:36
Is it possible to play this mod on the Vita version of the game? I've tried and tried to find the answer on my own, but figured I'd just go ahead and ask here.

If the vita version uses a PC port then it should be, but you'll need a way to get the files off there to patch them and to then get them back on the device. PSP had a bunch of programs that could do that, not sure what's out there for vita though.

also on that note....i literally have to rely on barret for that fight, because keeping the others alive is damn near impossible due to nemesis's turn speed and how strong his techs are....and im not set up for limit breaks on him currently so he really can only boop him on the noggin until he dies lol.

That guy is more or less a recreation of the FFX boss; he has a few status weaknesses that can make it a bit easier.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Beth_Esda on 2019-04-30 13:38:40
I believe the vita version is just a PS1 port :/ Is it possible to convert the PC version of the game into something that could run on Vita? (Disclaimer: I own ~four different versions of this game, including the Steam version. Not trying to pirate anything; just looking to see if it’s possible to play the mod on the go. If not, that’s totally fine.)
Title: .
Post by: [email protected] on 2019-04-30 14:33:54
.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ai on 2019-05-01 01:33:26
Thanks for this mod, it really revived the game for me.
Oh yeah, that chest that have *nothing* it in, i think it would be more funny if it actually given something....like....

...a potion.

I think it's actually more rage inducing imo. :P

I'm surprised how stable it was, given how many things got changed, nice job!

I managed to turn the *flower girl* into a epic tank-mage, somehow managed to get 255 to def/spirit and magic, she carried me quite hard...maybe too hard? i given her a staff that given vit/spr same for her accecory, used the hp/mp reverse materia and a few other materia also spend all source on that +def +spr +mag to buff those stats to 255.

Just made sure she had resist on since ribbon was a no-go.

Quite funny how my other members took 2000+ via AOE while she only take around 80. xD
Really liked how viable the hp/mp reverse can be.

Planning to play the arranged mode, but i heard the next update will change that quite a bit, so i will gonna wait for that.

Thanks again for this mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-01 18:31:02
Thanks for this mod, it really revived the game for me.
Oh yeah, that chest that have *nothing* it in, i think it would be more funny if it actually given something....like....

...a potion.

I think it's actually more rage inducing imo. :P

I'm surprised how stable it was, given how many things got changed, nice job!

I managed to turn the *flower girl* into a epic tank-mage, somehow managed to get 255 to def/spirit and magic, she carried me quite hard...maybe too hard? i given her a staff that given vit/spr same for her accecory, used the hp/mp reverse materia and a few other materia also spend all source on that +def +spr +mag to buff those stats to 255.

Just made sure she had resist on since ribbon was a no-go.

Quite funny how my other members took 2000+ via AOE while she only take around 80. xD
Really liked how viable the hp/mp reverse can be.

Planning to play the arranged mode, but i heard the next update will change that quite a bit, so i will gonna wait for that.

Thanks again for this mod.

No worries, bud; glad you enjoyed it (a certain treasure chest on a certain floor behind a certain boss notwithstanding).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-05-02 03:22:38
fun little question. since you have drastically edited the materia, which materia are best suited to barret's missing score damage?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-02 10:15:31
fun little question. since you have drastically edited the materia, which materia are best suited to barret's missing score damage?

The new materia Osmose (accidentally) has the highest master requirement. Behind that is Heal materia, and then some of the command + support materia like Deathblow, Morph, Magic Counter, Command-Counter, Mime.

To max the weapon out, 3 Osmose + 1 Command/Support ought to do it but it might be worth trading one of those out for Elemental + [Elemental Magic Materia) just for the 2x damage. Anything that is 1-star contributes nothing to it as far as I know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CDragon1986 on 2019-05-04 11:14:40
Downloaded the Steam version of New Threat (absolutely zero luck getting 7th Heaven to work), plus the hotfix. Was I supposed to run to a recolored Guard Scorpion dealing 4 digits worth of damage per hit before even setting the bomb in Reactor 1???
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-04 11:57:23
Downloaded the Steam version of New Threat (absolutely zero luck getting 7th Heaven to work), plus the hotfix. Was I supposed to run to a recolored Guard Scorpion dealing 4 digits worth of damage per hit before even setting the bomb in Reactor 1???

No, this bug happens if the scene.bin (enemies) and the kernel.bin aren't synched with each other; there's a look-up table that determines what encounters to load and if this table is wrong, the wrong encounters get loaded. It sounds like in this case that the kernel.bin isn't patched. This is usually due to file permissions; make sure that the main installer and the hotfix installer are unblocked (right-click then properties; if a button called 'Unblock' is visible then click it). They should also be run as admin.

Another thing that can help a lot is installing FF7 in a non-systems folder; program folders, the default location used by Steam games, have a higher level of protection. You can specify an alternate install directory for the game when installing it through Steam. Putting it in a new folder on the C: Drive (or an alternate drive) will make it less likely to be interrupted during patching. Anti-virus can also interfere so these may need to have exceptions set up if they're tampering with the installers.

And when all else fails, there's directly replacing the files to avoid any security issues: https://www.mediafire.com/file/c57at39b54geauy/Direct_Patch.zip/file
Drop that into the Final Fantasy VII folder and hit accept on all overwrite/folder merge notifications.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CDragon1986 on 2019-05-04 13:39:28
No, this bug happens if the scene.bin (enemies) and the kernel.bin aren't synched with each other; there's a look-up table that determines what encounters to load and if this table is wrong, the wrong encounters get loaded. It sounds like in this case that the kernel.bin isn't patched. This is usually due to file permissions; make sure that the main installer and the hotfix installer are unblocked (right-click then properties; if a button called 'Unblock' is visible then click it). They should also be run as admin.

Another thing that can help a lot is installing FF7 in a non-systems folder; program folders, the default location used by Steam games, have a higher level of protection. You can specify an alternate install directory for the game when installing it through Steam. Putting it in a new folder on the C: Drive (or an alternate drive) will make it less likely to be interrupted during patching. Anti-virus can also interfere so these may need to have exceptions set up if they're tampering with the installers.

And when all else fails, there's directly replacing the files to avoid any security issues: https://www.mediafire.com/file/c57at39b54geauy/Direct_Patch.zip/file
Drop that into the Final Fantasy VII folder and hit accept on all overwrite/folder merge notifications.

Even after overwriting with the Direct Patch, I still run into him in the same area. Could the Steam editions of ChaOS and/or AVALANCHE ARISEN be causing a conflict? I wouldn't have thought so, but those are the only other things I have.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-04 13:43:47
It depends what those mods change and how they're being patched in. If they're field background mods, and they're being patched in without 7th Heaven, then what they're probably doing is overwriting the flevel/field which has the game's event scripts, encounter tables, etc.

What I did for NT was condense enemy formations to make space for new ones, so if default enemy encounter tables are being used to select random battles then unintended fights are going to be triggered.

When starting a new game, are you being given the option of selecting game mode or does the opening FMV play right away? If it's playing the FMV right after selecting new game then NT's field scripts have been overwritten.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CDragon1986 on 2019-05-04 13:54:18
It depends what those mods change and how they're being patched in. If they're field background mods, and they're being patched in without 7th Heaven, then what they're probably doing is overwriting the flevel/field which has the game's event scripts, encounter tables, etc.

What I did for NT was condense enemy formations to make space for new ones, so if default enemy encounter tables are being used to select random battles then unintended fights are going to be triggered.

When starting a new game, are you being given the option of selecting game mode or does the opening FMV play right away? If it's playing the FMV right after selecting new game then NT's field scripts have been overwritten.

Ah ha. When I first installed New Threat, I got the game mode option. After I installed ChaOS and ARISEN, I stopped receiving it. A quick check of the install instructions shows ChaOS might be the culprit. It changes various character models (battle, char, chocobo, flevel, high-us, and world_us). A shame, since the character models are pretty nice. ARISEN basically make the battlefield look nicer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-04 14:11:32
Ah ha. When I first installed New Threat, I got the game mode option. After I installed ChaOS and ARISEN, I stopped receiving it. A quick check of the install instructions shows ChaOS might be the culprit. It changes various character models (battle, char, chocobo, flevel, high-us, and world_us). A shame, since the character models are pretty nice. ARISEN basically make the battlefield look nicer.

I'll check into Chaos and see if I can remove the conflicting change.

Edit: I think the only thing getting changed in flevel is some textures, but I what I did was I ran the flevel through the chaos lgp installer and I think it's retained the encounter table; try using this flevel (goes in Data/Field folder):
https://www.mediafire.com/file/dfmmcbyofy1y71s/flevel.zip/file
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CDragon1986 on 2019-05-04 14:59:47
I'll check into Chaos and see if I can remove the conflicting change.

Edit: I think the only thing getting changed in flevel is some textures, but I what I did was I ran the flevel through the chaos lgp installer and I think it's retained the encounter table; try using this flevel (goes in Data/Field folder):
https://www.mediafire.com/file/dfmmcbyofy1y71s/flevel.zip/file

Looks like it's working! You've been a real peach, Sega Chief! Thanks! ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-04 15:05:21
Looks like it's working! You've been a real peach, Sega Chief! Thanks! ;D

Nice, let me know if there are any other problems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-05-05 11:56:23
Hello Sega Chief,

i only played the vanilla version of FF7, but your Mod looks awesome. I will defenitly play it.

I read some pages before you are working on the final patch to your mod. Should i wait on it or should i start with the current version? Are there coming many new things or just bug fixes? So the difference arent so much? When the patch is coming e.g. in a few months, when i can wait, but when its hard to tell when it comes maybe 1 year or even longer i would play the current version. What do you suggest me? Wait or start now?

And when i want to play your Mod with the Remako Mod and maybe with the Chaos Mod, which install order you suggest and does it make sense when i am only using your and 1-2 graphic mods to install 7 heaven mod manager?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Exterium on 2019-05-05 12:20:21
Hello, I've been enjoying the mod a lot so far but I'm now at the beginning of disc 2 and I have kind of a big problem.

Aeris is dead and I've already saved at the beginning of the disc, I had to google why and I only found out now that I should have picked the second option before the FMV.

Is there no other way around this? that single option I skipped to make the cutscene slightly faster (I had wiped against jenova twice) is going to make me miss aeris for the whole game now?

Can I do something other than restarting the whole thing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-05 14:03:54
Hello Sega Chief,

i only played the vanilla version of FF7, but your Mod looks awesome. I will defenitly play it.

I read some pages before you are working on the final patch to your mod. Should i wait on it or should i start with the current version? Are there coming many new things or just bug fixes? So the difference arent so much? When the patch is coming e.g. in a few months, when i can wait, but when its hard to tell when it comes maybe 1 year or even longer i would play the current version. What do you suggest me? Wait or start now?

And when i want to play your Mod with the Remako Mod and maybe with the Chaos Mod, which install order you suggest and does it make sense when i am only using your and 1-2 graphic mods to install 7 heaven mod manager?

I would go with the current version for now, as I don't know when this patch will be ready.

7th heaven is recommended for mod compatibility (but test that it's installed correctly and working as intended before applying mods as the process can be finicky). Graphics mods typically go above gameplay ones in mod load order.

Hello, I've been enjoying the mod a lot so far but I'm now at the beginning of disc 2 and I have kind of a big problem.

Aeris is dead and I've already saved at the beginning of the disc, I had to google why and I only found out now that I should have picked the second option before the FMV.

Is there no other way around this? that single option I skipped to make the cutscene slightly faster (I had wiped against jenova twice) is going to make me miss aeris for the whole game now?

Can I do something other than restarting the whole thing?

If you send me your save file I can apply the variable needed for it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Exterium on 2019-05-05 15:04:02
If you send me your save file I can apply the variable needed for it.

That'd be awesome, here directly or via pm or something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-05 19:11:53
Either's fine, but I think PM is restricted until users have made a certain number of posts.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Exterium on 2019-05-05 20:01:38
Either's fine, but I think PM is restricted until users have made a certain number of posts.

Then this is my save file https://drive.google.com/open?id=1leY31Igl0aazlUtW-OhepFG0JL5TBcN1

I don't know how it's organized, I have 3 used slots, the one I'm using with the mod is the third one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-05 23:46:35
Then this is my save file https://drive.google.com/open?id=1leY31Igl0aazlUtW-OhepFG0JL5TBcN1

I don't know how it's organized, I have 3 used slots, the one I'm using with the mod is the third one.

Hi, sorry for delay:
https://drive.google.com/open?id=1XpfI4ipfZ8fRBAjOtceTEhxS1yu6HLUE

I flipped the variable and sorted it out in PHS, etc. I think there were a few failsafes going from that point to Icicle Inn though so let me know if she vanishes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Exterium on 2019-05-06 00:02:52
Hi, sorry for delay:
https://drive.google.com/open?id=1XpfI4ipfZ8fRBAjOtceTEhxS1yu6HLUE

I flipped the variable and sorted it out in PHS, etc. I think there were a few failsafes going from that point to Icicle Inn though so let me know if she vanishes.

Thank you so much ^^

Amazing mod, it's like I'm rediscovering the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-05-06 16:32:01
Thanks for your answer. I installed 7H + New Threat 1.5 + Chaos + SYW V3 upscale and it looks beautiful.

I never played FF7 with deactivated  9999 damage cap and i want to do this in my New Threat playtrough. Which edit/mod/trainer you suggest me i should use to not have any bugs with your mod? By the way i assume every character can hit in New Threat's endgame 9999(+)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-06 22:45:26
Thanks for your answer. I installed 7H + New Threat 1.5 + Chaos + SYW V3 upscale and it looks beautiful.

I never played FF7 with deactivated  9999 damage cap and i want to do this in my New Threat playtrough. Which edit/mod/trainer you suggest me i should use to not have any bugs with your mod? By the way i assume every character can hit in New Threat's endgame 9999(+)?

Breaking the cap needs menu modifications to account for it, I'm not sure how to go about it with 7H just that there was an old patch by YAMP or something. It is possible to hit damage cap in NT, but for the most part it's been specced within that range.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chasesummers on 2019-05-08 07:55:57
I've watched Youtube videos of this mod and it looks fantastic.
I have 7th Heaven so I downloaded it and it works. Only problem I'm seeing is that the character models remained the same, why could this be happening?
Also, are there any other mods I should apply, like Beacause and Reunion?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-08 14:47:51
I've watched Youtube videos of this mod and it looks fantastic.
I have 7th Heaven so I downloaded it and it works. Only problem I'm seeing is that the character models remained the same, why could this be happening?
Also, are there any other mods I should apply, like Beacause and Reunion?

I think I got confused about models, and removed them from the latest IRO. Will reinstate them on next build because I think model replacers will overwrite them rather than being overwritten.

Other mods can be applied but I think Reunion and Beacause were incompatible to a degree.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Exterium on 2019-05-08 15:51:41
Hello, I've noticed something and I don't know if it's intended or I'm missing something.

I'm currently in the gelnika, just after getting the submarine, Barret is level 64 while both Tifa and Cloud are level 61.

The thing is, since the junon reactor area (at least that's when I noticed) barret has been getting a lot more experience than tifa and cloud, like twice or even more. Example: https://streamable.com/ifxrh

Barret is equiped with: AM-Cannon, Escort Guard, Protect ring.

He is using the following materia: Barrier&all; Destruct; Cover; Counter attack; Sense; Manipulate; Steal; Mistify; Transform
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2019-05-08 16:46:00
Hello, at the end of the game when the group is spliting in the north crater, what is the best decision for gain maximum items?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chasesummers on 2019-05-08 18:38:06
I think I got confused about models, and removed them from the latest IRO. Will reinstate them on next build because I think model replacers will overwrite them rather than being overwritten.

Other mods can be applied but I think Reunion and Beacause were incompatible to a degree.

That would be amazing, I really like the more refined models and little details like Tifa's earrings, Cloud's darker colour-scheme etc. If I can get them manually from somewhere let me know, to save you the trouble.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-08 23:32:25
Hello, I've noticed something and I don't know if it's intended or I'm missing something.

I'm currently in the gelnika, just after getting the submarine, Barret is level 64 while both Tifa and Cloud are level 61.

The thing is, since the junon reactor area (at least that's when I noticed) barret has been getting a lot more experience than tifa and cloud, like twice or even more. Example: https://streamable.com/ifxrh

Barret is equiped with: AM-Cannon, Escort Guard, Protect ring.

He is using the following materia: Barrier&all; Destruct; Cover; Counter attack; Sense; Manipulate; Steal; Mistify; Transform

It looks like he is, but it's actually because the level he's on requires less EXP to finish than the level Tifa was on in that clip. At ten level intervals, 11, 21, 31, 41, etc. there's a spike in the exp needed to level up; this is a soft-cap of sorts to cover people who spend a bit of extra time fighting in an area before moving on. Tifa was on Lv.61 in that clip, while Barret was on Lv.64 so she's still getting through that soft-cap while Barret is working through toward Lv.71.

Hello, at the end of the game when the group is spliting in the north crater, what is the best decision for gain maximum items?

I changed it so that the split-up decision no longer affects that. You'll get a fixed item from every character at the bottom and it won't be one of the ones you pick up yourself on the way down either. So feel free to send anyone wherever (but make sure you keep a party of three at least). Also, there's no save crystal anymore; there are fixed save points scattered throughout the Crater area which is a bit more convenient.

That would be amazing, I really like the more refined models and little details like Tifa's earrings, Cloud's darker colour-scheme etc. If I can get them manually from somewhere let me know, to save you the trouble.

I uploaded an IRO with the models included: https://www.mediafire.com/file/lvyo1poxlvragox/FF7_NT_IRO_9th_May_2019.zip/file
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Exterium on 2019-05-09 01:43:22
It looks like he is, but it's actually because the level he's on requires less EXP to finish than the level Tifa was on in that clip. At ten level intervals, 11, 21, 31, 41, etc. there's a spike in the exp needed to level up; this is a soft-cap of sorts to cover people who spend a bit of extra time fighting in an area before moving on. Tifa was on Lv.61 in that clip, while Barret was on Lv.64 so she's still getting through that soft-cap while Barret is working through toward Lv.71

I see, that possibility didn't even cross my mind.

I like the leveling a lot though, I've never felt overleveled nor underleveled at any point (maybe a bit underleveled upon reaching midgar's underground on disc 2, but it fixed itself really quick).

Said it before but man, really good mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chasesummers on 2019-05-09 09:30:35
Thanks so much Sega Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2019-05-09 11:10:06
thx for the nswer ! an other quick question, am I just unlucky or Christopher don't drop the oritsuru?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AsSeenOnCops on 2019-05-09 12:44:30
Hello! First, I have been loving this mod so far! Using it in conjunction with 7H for textures, etc. Currently at Junon about to board the boat, but I was wondering if the lvl 2 Limits are obtained the same way as in the original (kill 80 I think).

Also I was tired of crafting potential builds on paper, so I designed a google sheet to automate that. Not sure if anyone is interested, but I'll leave the link here for anyone to make their own copy. Cheers!

https://docs.google.com/spreadsheets/d/1y0gpWjwIwtI4V3ZnEhITxPjBHsbPcMIIjbpOXimt16U/edit?usp=sharing

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dio Holy Diver on 2019-05-09 15:17:32
Hi Sega Chief - would just like to say a huge thank you for your continuing support for this mod.  I started it briefly on v1.3 last year (5-6 hrs), and picked it up again this February on v1.5.  It really has been an absolute pleasure to go through and most, if not all, of the alterations/additions feel so in-line with the original feeling of the game, it feels like an official/sanctioned update.  I am constantly surprised and challenged at the differences, and I really look forward to going through it again, either via Arrange mode or future version changes.  I'm currently on 33 hours, at the beginning of Disc 3,
Spoiler: show
but can see that there are several 'New Threat' side-quests to do (including collecting the Lv. 4 Limit Breaks!)
- I'm really looking forward to going through this content. 

I have tried to pay as much attention as possible to the changes and have jotted down a new observations / problems / questions that I noticed, many apologies if these have already been discussed before, I did a brief search before hand but came up empty.


Once again, outstanding work on this mod - whenever I replay FF7 I can pretty much 'Attack' my way through the game and recent playthroughs have been a tad boring - from the get go, this mod has made me think and completely change how I play the game.  There were many times that I wished I had a full list of changes but exploring this mod almost blind (other than the documentation from the v1.3 release) have made it an absolutely joy.

Thank you so much for your time and effort, and I look forward to playing your FF8 NT mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-09 16:56:03
thx for the nswer ! an other quick question, am I just unlucky or Christopher don't drop the oritsuru?

As of the latest version, Christopher drops Oritsuru 100% of the time but no item will be dropped if a successful steal is made against the enemy. Are you playing through the 7H catalog version of the IRO?

Hello! First, I have been loving this mod so far! Using it in conjunction with 7H for textures, etc. Currently at Junon about to board the boat, but I was wondering if the lvl 2 Limits are obtained the same way as in the original (kill 80 I think).

Also I was tired of crafting potential builds on paper, so I designed a google sheet to automate that. Not sure if anyone is interested, but I'll leave the link here for anyone to make their own copy. Cheers!

https://docs.google.com/spreadsheets/d/1y0gpWjwIwtI4V3ZnEhITxPjBHsbPcMIIjbpOXimt16U/edit?usp=sharing

That's a pretty nifty spreadsheet. Lv.2 Limits are obtained the same way, I think characters that join later require less uses/kills though.


Hi Sega Chief - would just like to say a huge thank you for your continuing support for this mod.  I started it briefly on v1.3 last year (5-6 hrs), and picked it up again this February on v1.5.  It really has been an absolute pleasure to go through and most, if not all, of the alterations/additions feel so in-line with the original feeling of the game, it feels like an official/sanctioned update.  I am constantly surprised and challenged at the differences, and I really look forward to going through it again, either via Arrange mode or future version changes.  I'm currently on 33 hours, at the beginning of Disc 3,
Spoiler: show
but can see that there are several 'New Threat' side-quests to do (including collecting the Lv. 4 Limit Breaks!)
- I'm really looking forward to going through this content. 

I have tried to pay as much attention as possible to the changes and have jotted down a new observations / problems / questions that I noticed, many apologies if these have already been discussed before, I did a brief search before hand but came up empty.

  • I think there's a monster sound effect missing before the fight with Phrenia (in the Gaea Cliffs)
  • When I originally picked up the Escort Guard armour piece, I wasn't able to equip it to any character - after a while it showed up in the Armour list and I could use it fine
  • Fort Condor 1st visit - I skipped the original visit here and didn't come back until I had to pick up the Huge/Mega Materia as Cid- when speaking to the father character, he has a piece of dialogue which I think is supposed to be directed at Cloud (a comment about the colour of his eyes).
  • I used Osmose on a Junon Trooper, took 117mp but only restored 83mp - however thinking back I may have been near full MP which may explain that?
  • Are there any stats (other than Sadness) that causes the Limit Gauge to fill up slower?  My Cait Sith and Cloud fill up their Gauge very very slowly
  • The fight in the Submarine (the pincer attack one) fully restored my HP/MP - think it would have been neat to have carried over from the Carry Armor boss (apologies, can't recall the new name!)
  • Gorky / Pagoda quest - Bisham's Gale didn't do anything, just triggered Yuffie's Counter-Attack materia
  • Pagoda quest - I found this very easy, by far the least challenging new boss concept of the mod - however it may be my fault as I forgot to do this on Disc 1 and did it when Cid was party leader
  • The Petrify timer is hidden when Cait Sith is using his Transform Limit
  • There's a slight model glitch with Cloud when the flag for Valiant Clod's appearance is triggered -  he raises his arms briefly
  • Spoiler: show
    During the NT side quest for Cait Sith, during Cloud's dialogue, it looks like Cait Sith's name is hardcoded in (e.g. my Cait Sith is named KettoShee, but Cloud refers to him as Cait Sith)

Once again, outstanding work on this mod - whenever I replay FF7 I can pretty much 'Attack' my way through the game and recent playthroughs have been a tad boring - from the get go, this mod has made me think and completely change how I play the game.  There were many times that I wished I had a full list of changes but exploring this mod almost blind (other than the documentation from the v1.3 release) have made it an absolutely joy.

Thank you so much for your time and effort, and I look forward to playing your FF8 NT mod!

Yo, thanks for the feedback + bug reports:

Code: [Select]
1) I'll check it against the original game and add a SFX if one is missing; audio is a bit inconsistent between PC and PSX versions
2) That's an odd one, but I think Escort Bangle is restricted to male characters as per the original game (with Minerva Bracelet locked to female characters); Cait Sith is able to equip either armour though.
3) I'll add a check for party leader to that segment of the scene
4) I think the MP drained is limited to how much the enemy has left; so the damaged MP can be higher than the amount remaining to drain (HP drain should work same way).
5) Limit Gauge speed was adjusted between characters; I can make Cait + Cloud's limits a bit faster charging if they feel too slow.
6) That restore is maybe a hold-over from when a Save Point hadn't been added to the exterior of the submarine, as pincer battles can be quite dangerous in mods where enemy strength has been raised, even by just a little bit. As there's now a save point, the Restore is likely redundant.
7) That's odd, as the flags have been set for an eject/KO event. I'll try tinkering with it.
8) The Pagoda was intended as a series of puzzle-like fights to be taken on when Wutai first becomes available, but they can all be overpowered on a return visit later in the game.
9) Is this due to his size, or does the status become invisible after the transformation? I could try adding a bit of character AI to cleanse status ailments (or maybe to Transform itself) to prevent the latter issue.
10) I think that's from the climbing animation, I can probably fix it.
11) [spoiler]My bad, I'll use the name-tag.[/spoiler]

I'm currently working on a full (and last) overhaul for the mod so info on bugs like this are useful to have. The FF8 NT mod is currently Disc 1 only and the refine system needs a fair bit of balancing to be done but hope it proves entertaining. If you run into issues with the Disc 3 content on FF7 NT then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: levantine on 2019-05-09 17:08:16
I play with the last version of your iro, i finally get it, was thinking that i finally got luck, but it was because I always hit with mug, so the time I finally get it must be the time that mug did not steal xD thx anyway !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AsSeenOnCops on 2019-05-09 20:54:46
Hi Sega Chief,

So I just got the first source rank up for Yuffie and discovered that she had a source I didn't see in the documentation. I think it was +5 Str/mag/dex/lck. Am I playing with an outdated version or did I simply look at an earlier ReadMe?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-09 23:20:52
Hi Sega Chief,

So I just got the first source rank up for Yuffie and discovered that she had a source I didn't see in the documentation. I think it was +5 Str/mag/dex/lck. Am I playing with an outdated version or did I simply look at an earlier ReadMe?

It's the documentation that's out of date; and extra rank up option was added for all the characters at some point. Make sure to check that those sources are giving +5 per use instead of +1 though, that's been a recurring issue recently due to the .exe not being patched.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AsSeenOnCops on 2019-05-10 00:19:27
It's the documentation that's out of date; and extra rank up option was added for all the characters at some point. Make sure to check that those sources are giving +5 per use instead of +1 though, that's been a recurring issue recently due to the .exe not being patched.

Okay, got it! I'll have to update my spreadsheet as I come across things then. And I can confirm it's working for +5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chasesummers on 2019-05-10 10:46:56
So I've started with this mod on Recommended difficulty (although I have no idea what both of them do).
I'm encountering Guard Scorpion in the field (first mission), it's doing about 9k plus damage and I can't escape. A death note basically.
Then on my third try I encountered Zangan(?), I have no idea why, but he too did a ton of damage and I can't escape.
Is this normal??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-10 12:55:08
So I've started with this mod on Recommended difficulty (although I have no idea what both of them do).
I'm encountering Guard Scorpion in the field (first mission), it's doing about 9k plus damage and I can't escape. A death note basically.
Then on my third try I encountered Zangan(?), I have no idea why, but he too did a ton of damage and I can't escape.
Is this normal??

No, it's not normal. What's happened is that the wrong encounters are being loaded. This is either due to the kernel not being patched properly (symptom of a bad 7th heaven install) or another mod has changed the encounter table in the fields. If you're using 7H could you tell me what other mods are on?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chasesummers on 2019-05-10 19:52:20
No, it's not normal. What's happened is that the wrong encounters are being loaded. This is either due to the kernel not being patched properly (symptom of a bad 7th heaven install) or another mod has changed the encounter table in the fields. If you're using 7H could you tell me what other mods are on?

lol it was quite the experience, the kind you know you're about to die, no matter how many times you throw that Phoenix Down  :-D

 I think it could have been ''Gameplay - Difficulty and Story'', I just selected Lucky Tifa and cutscene skip though. I removed it now, so far I didn't have any strange encounter. Will report back in case I do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ryloken on 2019-05-10 21:32:40
I apologize if this is incorrect, but I'm kind of new to this and don't fully understand how all this works.

I just wanted to ask about the technician on the Highwind that's stopped to test quest triggers? I can't seem to get that to work. Is there something I'm missing? I'm having trouble triggering Cids lvl 4 limit quest after being told to go get the micro-engine from Wall market. I have it but nothing happens when I go back to Cids quest.

PS I absolutely love everything about this mod! Great work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ArkStrike on 2019-05-11 06:40:05
Hey Chief! I know this might be off-topic but do you got any words on the State of Play Final Fantasy 7 Remake comments?

Your youtube account is kinda dead too, but I'm not complaining I know you got a lot of work in your hands! Also congratulations for 1k subscribers  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-11 10:41:23
I apologize if this is incorrect, but I'm kind of new to this and don't fully understand how all this works.

I just wanted to ask about the technician on the Highwind that's stopped to test quest triggers? I can't seem to get that to work. Is there something I'm missing? I'm having trouble triggering Cids lvl 4 limit quest after being told to go get the micro-engine from Wall market. I have it but nothing happens when I go back to Cids quest.

PS I absolutely love everything about this mod! Great work!

Is this an older version (catalog IRO)? I think as of the latest version it's Rocket Town > Wall Market > Gongaga Reactor. If the game reports itself as 1.4 when hitting new game then it's the older build which I think has a problem with that trigger.

Hey Chief! I know this might be off-topic but do you got any words on the State of Play Final Fantasy 7 Remake comments?

Your youtube account is kinda dead too, but I'm not complaining I know you got a lot of work in your hands! Also congratulations for 1k subscribers  ;D

I gave the video a watch just there:
1) I suspect that the first game for this will probably be based mostly, if not entirely, in Midgar because it gives you a cliffhanger to end things on after a fast-paced highway segment + boss fight with Motorball (and because that boss has a lot of moving parts, fire-attacks, and the vantage point where it takes place with a lot of Midgar visible in the background it'll be easy to make it visually impressive enough to end things on).

Problem with a Midgar-only episode is that the length will probably clock in at something a lot shorter than you'd expect from a 'full' game like they were claiming. So unless story events are expanded out, it's probably going to be filled with padding of some sort. Fetch-quests and the like.

It's tough to decide how much to show of a new game, but I'm thinking that it might be as Death said; snippets to maintain hype/awareness, but they don't have anything concrete to show from later on.

2) Sephiroth being shown early isn't that much of an issue story-wise because as I understand it, the voice Cloud keeps hearing throughout the game is actually Sephiroth anyway. And he hears it during that scene when they're setting the bomb in the Reactor, but for the trailer they've made Sephiroth 'visible' as he talks to Cloud.

I think having Sephiroth being visible for that scene though is more evidence for this being a Midgar-only game because in the original (and discounting the deactivated scenes in Sector 7) you don't see Sephiroth until you reach Kalm for the flashback. And I imagine people would be complaining if they played through episode 1 and Sephiroth didn't appear at all (even though that'd be a pretty good hook for building up the next episode's trailers; they've kind of lost that opportunity by sticking him in this new episode 1 trailer).

I doubt they'll have the two of them actually meet physically in Midgar though, unless it's during the Shinra HQ scene when they head up to Floor 70 and maybe get a glimpse of him/Jenova there. But probably won't be an actual meeting or anything like that.

3) Cloud seems to be very difficult to portray properly but I quite liked the little bit we saw in the trailer. Seemed to be a bit more life in him compared to the previous trailer. The characters are looking better + VA was pretty good as well so I've no concerns on that front.

4) I heard bad things about the FF15 combat, but also heard people saying it looked more like Kingdom Hearts style combat. I've played some of their older games where they use a more action-based system like Crisis Core, KH1 and KH2, and FF13 + FF13-2; they were okay, but I find an ATB system a bit more relaxing and easier to while away the time with. Not played FF15 or KH3 so can't comment on those.

The thing with action-based is that it can lead to burn-out if you combine it with a random encounter system. When every encounter is presented as some full on action-filled affair, it starts to lose its impact. I think the reason they've made the Grashtrikes huge, for instance, is to try and make it compliment the battle system better because action-based doesn't lend itself well to small-scale low-key fights, like against critters and other weaker enemies.

But that means every fight is going to be presented as a 'big' fight, and that's going to make the actual big fights lose some of their impact. In an RPG where you fight a lot of enemies in instanced groups, having a system like ATB can help pace it a lot better than an action-based system can.

***
Yeah, my youtube kind of fell by the wayside; I was working to get money together for college and ended up doing the job + college while trying to fit mod support in amongst it (I think 1.5 was released during the holidays of my second year at college, right before the coursework hit; it was a bit rushed as a result).

Once you fall out of the habit of putting up videos, it's difficult to get back to it. Maybe I could make a series of tutorials on modding or something, with a project like a small-scale Reactor 1 mod that covers all the things like enemy/formation editing, kernel, field scripting, AI, models, that sort of thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dio Holy Diver on 2019-05-11 11:18:47
Code: [Select]
1) I'll check it against the original game and add a SFX if one is missing; audio is a bit inconsistent between PC and PSX versions
2) That's an odd one, but I think Escort Bangle is restricted to male characters as per the original game (with Minerva Bracelet locked to female characters); Cait Sith is able to equip either armour though.
3) I'll add a check for party leader to that segment of the scene
4) I think the MP drained is limited to how much the enemy has left; so the damaged MP can be higher than the amount remaining to drain (HP drain should work same way).
5) Limit Gauge speed was adjusted between characters; I can make Cait + Cloud's limits a bit faster charging if they feel too slow.
6) That restore is maybe a hold-over from when a Save Point hadn't been added to the exterior of the submarine, as pincer battles can be quite dangerous in mods where enemy strength has been raised, even by just a little bit. As there's now a save point, the Restore is likely redundant.
7) That's odd, as the flags have been set for an eject/KO event. I'll try tinkering with it.
8) The Pagoda was intended as a series of puzzle-like fights to be taken on when Wutai first becomes available, but they can all be overpowered on a return visit later in the game.
9) Is this due to his size, or does the status become invisible after the transformation? I could try adding a bit of character AI to cleanse status ailments (or maybe to Transform itself) to prevent the latter issue.
10) I think that's from the climbing animation, I can probably fix it.
11) [spoiler]My bad, I'll use the name-tag.[/spoiler]

I'm currently working on a full (and last) overhaul for the mod so info on bugs like this are useful to have. The FF8 NT mod is currently Disc 1 only and the refine system needs a fair bit of balancing to be done but hope it proves entertaining. If you run into issues with the Disc 3 content on FF7 NT then let me know.

Thanks for the reply - I'll try and hurry up before the next update comes out with any further findings.

Code: [Select]
2.  I'll double check for Cait Sith, male/female characters.  Might be me not paying attention properly.
5.  Up to you decide obviously - I just wanted to make sure there wasn't anything I was missing.  Current party is Cloud, Cait Sith and Vincent - the latter gets multiple LB's before Cloud or Cait Sith get even one.
9.  Due to his size, understand if this can't be corrected but figured I'd mention it anyway
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ryloken on 2019-05-11 14:17:09
Is this an older version (catalog IRO)? I think as of the latest version it's Rocket Town > Wall Market > Gongaga Reactor. If the game reports itself as 1.4 when hitting new game then it's the older build which I think has a problem with that trigger.


I'm pretty sure it's 1.5 but I'll have to check and get back to you. Thanks for the quick reply.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ryloken on 2019-05-11 17:42:58
Is this an older version (catalog IRO)? I think as of the latest version it's Rocket Town > Wall Market > Gongaga Reactor. If the game reports itself as 1.4 when hitting new game then it's the older build which I think has a problem with that trigger.

So it definitely is 1.5, but I had gone back to wall market and gotten the micro engine accidentally before ever starting Cids quest via random exploration and curiosity. Could that be why it's not working? If so, is there any work around for that?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-11 21:54:30
So it definitely is 1.5, but I had gone back to wall market and gotten the micro engine accidentally before ever starting Cids quest via random exploration and curiosity. Could that be why it's not working? If so, is there any work around for that?

Thing is, the Micro-Engine is no longer acquired from Wall Market, it's dropped by a boss in Gongaga. Unless there's some left-over script or something that fires up if the previous condition isn't met and allows the micro-engine to be obtained like it was in 1.4 and older.

If you send across your save file I can reset it for you or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-11 23:27:59
I hope I'm not doing necro with this, but I got a little issue with the installation through 7H you say that in order to work properly we need to set up the exe so it uses the ff7_en.exe (using version 1.5 fixed IRO for field character modles that I found looking around posts related to the mod) however, 7th Heaven asked me to not use a final fantasy 7 that is into program files, I tryed reinstalling it somewhere else but Steam no longer gives me the option to chose the instalation path... so I ended up cpying to a Game folder i had in my C:\ the problem is, after doing everythig  to install 7th Heaven, getting it working and all, if I set up that the archive to start the game is "ff7_en.exe" then the Launcher pops up, and when i hit "Play" it will start from the Final fantasy VII unmodded game i have in my steamapps/common folder (I'm spanish and have a spanish copy of the game with a propper translation i don't wanna lose) I've had an issue with texts looking slightly funny and even for the potion only telling me that it heals 300hp but not that out of combat only heals 100, and I fear I will also get the source's issue as well. I can run the mod, but only if I tell 7th Heaven to use the "ff7.exe" file that's on the modded folder in my C:\Games, but as i have said it makes the text look somewhat funny, here I'll post a screenshot of what I mean: https://imgur.com/mpFSuZB (https://imgur.com/mpFSuZB)

I'm using a file I from my playthrough of vanilla with spanish retranslation where I completed the game with everything, that's why i got everything so high on everyone, but I started playing the mod and can say that the text issue happens there too: just look under arrange for example, you acn see the top of the letters there too, or under the number 15 that indicates that I've got 15 Ethers, i don't think that's normal and I've checked videos of people playing New threat 1.5 that don't have this problem and it's starting to bug me a bit, to the point of installing again the english version of FFVII from steam and patch that folder instead, and give up on adding more mods to this...

Please help.

Edit: you see the characters images with no backgrounds, that's a mod i got form 7h catalog that i liked, but i can tellthat the text issue has nothign to do with it since i tryed the mod without any aditional mods and it was still there, that's why i think it's an .exe thing
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ryloken on 2019-05-11 23:41:43
Thing is, the Micro-Engine is no longer acquired from Wall Market, it's dropped by a boss in Gongaga. Unless there's some left-over script or something that fires up if the previous condition isn't met and allows the micro-engine to be obtained like it was in 1.4 and older.

If you send across your save file I can reset it for you or something.

I appreciate that but I'm not all that concerned about. I plan on playing through again anyway so I'll just try to be a little more careful next time around and see if it works. Thank you for the help, though. Much appreciated!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-12 21:00:09
I hope I'm not doing necro with this, but I got a little issue with the installation through 7H you say that in order to work properly we need to set up the exe so it uses the ff7_en.exe (using version 1.5 fixed IRO for field character modles that I found looking around posts related to the mod) however, 7th Heaven asked me to not use a final fantasy 7 that is into program files, I tryed reinstalling it somewhere else but Steam no longer gives me the option to chose the instalation path... so I ended up cpying to a Game folder i had in my C:\ the problem is, after doing everythig  to install 7th Heaven, getting it working and all, if I set up that the archive to start the game is "ff7_en.exe" then the Launcher pops up, and when i hit "Play" it will start from the Final fantasy VII unmodded game i have in my steamapps/common folder (I'm spanish and have a spanish copy of the game with a propper translation i don't wanna lose) I've had an issue with texts looking slightly funny and even for the potion only telling me that it heals 300hp but not that out of combat only heals 100, and I fear I will also get the source's issue as well. I can run the mod, but only if I tell 7th Heaven to use the "ff7.exe" file that's on the modded folder in my C:\Games, but as i have said it makes the text look somewhat funny, here I'll post a screenshot of what I mean: https://imgur.com/mpFSuZB (https://imgur.com/mpFSuZB)

I'm using a file I from my playthrough of vanilla with spanish retranslation where I completed the game with everything, that's why i got everything so high on everyone, but I started playing the mod and can say that the text issue happens there too: just look under arrange for example, you acn see the top of the letters there too, or under the number 15 that indicates that I've got 15 Ethers, i don't think that's normal and I've checked videos of people playing New threat 1.5 that don't have this problem and it's starting to bug me a bit, to the point of installing again the english version of FFVII from steam and patch that folder instead, and give up on adding more mods to this...

Please help.

Edit: you see the characters images with no backgrounds, that's a mod i got form 7h catalog that i liked, but i can tellthat the text issue has nothign to do with it since i tryed the mod without any aditional mods and it was still there, that's why i think it's an .exe thing

I think the line you're seeing under text is due to the resolution or some other graphical option.

***

When installing the game through Steam, there should be an option/drop-down to create a new Steam Library (which is essentially just installing the game in a different folder). Copying folders manually isn't a good idea because the registry expects the game to be in a certain place.

After running 7th Heaven Game Converter, what that does is it creates a new separate installation of the game on the PC that can either be used on its own as a 1998 PC version or played through 7H to apply IRO mods. These typically run from a 'ff7.exe' and have an older looking pixelated comet symbol.

The Steam install, however, is retained and runs from a different .exe; the ff7_en.exe (or ff7_xx.exe depending on the language being used) with a higher-res and slimmer comet icon. You should think of the Steam installation as a separate FF7 from the game-converted 7H compatible one. The Game Converter doesn't change anything with the Steam game at all, it just makes a copy of its files and makes a separate installation elsewhere.

7H should always point at the game-converted FF7 files, which can be checked through the Settings tab in 7H. Have it look for ff7.exe rather than ff7_xx.exe otherwise it will run the unmodified Steam version.

I appreciate that but I'm not all that concerned about. I plan on playing through again anyway so I'll just try to be a little more careful next time around and see if it works. Thank you for the help, though. Much appreciated!

No worries, bud, but it's probably me that needs to be more careful when it comes to scripting things.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: xalyss on 2019-05-12 23:17:26
I just created an account here after lurking for many months to say that I absolutely love the Mod and you have done such a fantastic job with everything.  There are so many great quality of life improvements alongside so much content that breathes new life into this classic game that I have loved for so many years.  Sega Chief, thank you so much for the work you do.

Looking forward to playing through it again when the next big update hits.  Ill try to get on that earlier this time so I can help with spotting bugs or issues.

I was also happy to donate a bit to help out.  And if you ever make a patreon or something like that I would check it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-13 00:09:27
I think the line you're seeing under text is due to the resolution or some other graphical option.

***

When installing the game through Steam, there should be an option/drop-down to create a new Steam Library (which is essentially just installing the game in a different folder). Copying folders manually isn't a good idea because the registry expects the game to be in a certain place.

After running 7th Heaven Game Converter, what that does is it creates a new separate installation of the game on the PC that can either be used on its own as a 1998 PC version or played through 7H to apply IRO mods. These typically run from a 'ff7.exe' and have an older looking pixelated comet symbol.

The Steam install, however, is retained and runs from a different .exe; the ff7_en.exe (or ff7_xx.exe depending on the language being used) with a higher-res and slimmer comet icon. You should think of the Steam installation as a separate FF7 from the game-converted 7H compatible one. The Game Converter doesn't change anything with the Steam game at all, it just makes a copy of its files and makes a separate installation elsewhere.

7H should always point at the game-converted FF7 files, which can be checked through the Settings tab in 7H. Have it look for ff7.exe rather than ff7_xx.exe otherwise it will run the unmodified Steam version.

Ok, thank you ^^ I'll play a bit with the resolution settings and see if I can find a way that it's fixed and i can see it big :P hehe.

From what you say I think I don't have to worry about the soruces or other things not working properly since I'm using the proper ff7.exe to run from 7H, then, that's a relief then, time to give this great looking game a second run! :D thank you again, Sega Chief, both for the mod and the help ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-05-13 02:23:43
in regards to 7th heaven.....does installing the game on an external drive interfere with using 7th heaven mods? i'm starting to get fairly suspicious about it at this point. perhaps the install needs to be on the main drive?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-05-13 02:32:43
hold on....might've just fixed my own problem. lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-13 18:07:54
I just created an account here after lurking for many months to say that I absolutely love the Mod and you have done such a fantastic job with everything.  There are so many great quality of life improvements alongside so much content that breathes new life into this classic game that I have loved for so many years.  Sega Chief, thank you so much for the work you do.

Looking forward to playing through it again when the next big update hits.  Ill try to get on that earlier this time so I can help with spotting bugs or issues.

I was also happy to donate a bit to help out.  And if you ever make a patreon or something like that I would check it out.

Yo, bud; thanks for the donation and the support. I'm wanting to leave the mod in the best possible shape before I properly move into new projects and I reckon the best direction is to

As far as a patreon goes, I'll set one up.


Ok, thank you ^^ I'll play a bit with the resolution settings and see if I can find a way that it's fixed and i can see it big :P hehe.

From what you say I think I don't have to worry about the soruces or other things not working properly since I'm using the proper ff7.exe to run from 7H, then, that's a relief then, time to give this great looking game a second run! :D thank you again, Sega Chief, both for the mod and the help ^^

All right, but let me know if you notice anything off. If Sources only give +1 to the stat instead of +5 then we'll work it out from there.

hold on....might've just fixed my own problem. lol

The best kind of problems are the ones that sort themselves out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-05-14 01:10:13
at least until new ones arise like phoenix. lol.

how do i properly disable mods that were just in use? i tried changing up some of the mod settings or even switch some out and the game didn't apply any of the changes when i loaded it up.

actually, in addition to that.....every time i load the game....it still loads obviously but i get an error message stating that postprocessing initialization failed and to check the app.log. not sure if that is important or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kaizerlith on 2019-05-14 09:02:53
So I am not sure if this was already talked about so sorry if it is. But I seem to have a bug during the Nibelheim flashback. For some reason Sephiroth just stands there and does nothing and since Cloud has no HP and gets one hit K.Od by the dragon I just lose that fight. The game continues on but I just wanted to check if that was a bug or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hinasaki on 2019-05-14 11:12:37
Does this works with the Reunion mod? I really looking forward to play this, but also want to use the Reunion mod lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-14 13:07:04
at least until new ones arise like phoenix. lol.

how do i properly disable mods that were just in use? i tried changing up some of the mod settings or even switch some out and the game didn't apply any of the changes when i loaded it up.

actually, in addition to that.....every time i load the game....it still loads obviously but i get an error message stating that postprocessing initialization failed and to check the app.log. not sure if that is important or not.

Deactivate them from first tab, then they can be uninstalled from the 2nd/library tab.

So I am not sure if this was already talked about so sorry if it is. But I seem to have a bug during the Nibelheim flashback. For some reason Sephiroth just stands there and does nothing and since Cloud has no HP and gets one hit K.Od by the dragon I just lose that fight. The game continues on but I just wanted to check if that was a bug or not.

Sephiroth is supposed to be controllable during the flashback scene, is his turn filling up but no command menu appearing?

Does this works with the Reunion mod? I really looking forward to play this, but also want to use the Reunion mod lol

I think it's incompatible with the beacause section of it, but there is a plan to make a merged version of the two once both mods are finished. Mine is almost there, not sure of status of Reunion completion-wise.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kaizerlith on 2019-05-14 14:34:37
Yeah the atb bar keeps filling up and than empties out with no menu.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-05-14 15:23:45
hello mate and sorry for disturbing but i got an issue:

I redownloaded your mod after changing my pc to a new one. the install process does not ask me to locate DATA folder, but instead only FF VII folder and nothing more.
I leave here screens to let ya know what im talking about. Please lemme know if it was installed properly :D
https://imgur.com/a/EQ0nOHF
(https://imgur.com/UWEaKGx)
(https://imgur.com/e3rujcX)
(https://imgur.com/Cc9KUh6)
(https://imgur.com/UVrGPWk)
(https://imgur.com/FM3oRfN)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-14 15:48:29
Yeah the atb bar keeps filling up and than empties out with no menu.

Very strange, might be worth doing some checks to see if mod is installed properly:
1) Kernel check, characters should have been proccing their 'innate' abilities in-battle with accompanying text. If so, then kernel is patched.
2) Field/Flevel check, were you given an option to skip the nibelheim flashback? If not, then field script isn't patched.
3) Scene.bin check, did you go up against two heligunners in the shinra hq elevator fight?

hello mate and sorry for disturbing but i got an issue:

I redownloaded your mod after changing my pc to a new one. the install process does not ask me to locate DATA folder, but instead only FF VII folder and nothing more.
I leave here screens to let ya know what im talking about. Please lemme know if it was installed properly :D
https://imgur.com/a/EQ0nOHF
(https://imgur.com/UWEaKGx)
(https://imgur.com/e3rujcX)
(https://imgur.com/Cc9KUh6)
(https://imgur.com/UVrGPWk)
(https://imgur.com/FM3oRfN)


The installer targets the FF7 folder now instead of the data folder, this is to catch the .exe file as some changes are made there. One way to check is by casting MBarrier on a character and then casting Cure on them; if Cure ignores the MBarrier then the .exe is patched. Another (and more important) check is that sources give +5 per use instead of +1.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-05-14 15:59:33
Very strange, might be worth doing some checks to see if mod is installed properly:
1) Kernel check, characters should have been proccing their 'innate' abilities in-battle with accompanying text. If so, then kernel is patched.
2) Field/Flevel check, were you given an option to skip the nibelheim flashback? If not, then field script isn't patched.
3) Scene.bin check, did you go up against two heligunners in the shinra hq elevator fight?

The installer targets the FF7 folder now instead of the data folder, this is to catch the .exe file as some changes are made there. One way to check is by casting MBarrier on a character and then casting Cure on them; if Cure ignores the MBarrier then the .exe is patched. Another (and more important) check is that sources give +5 per use instead of +1.

thanks for prompt reply but my game is fresh (new pc and new game! :D) So far i tried starting it and the menu at the beginning of the game adviced me of NTmod (arange or whataver is called lol) and when i got both cloud and barret it explained their passive. I will try to figure more ( i am at 1st maklo reactor just right at game beginning. Is there any other way i could double check it?= For example gaurd scorpion should have different loot or abilities during fight?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-05-14 17:07:27
In terms of breaking the 9999 damage cap. It seems only a new .exe can do this. I found the Reunion Menu Overhall Mod for 7h but it need their own .exe and a tool which removes the dmg cap, but the tool patches the .exe as well.

But i found a thread which contains the offsets of 1.02.

http://forums.qhimm.com/index.php?topic=4758.0

Are they still right for your .exe? And are you interested in to break the damage cap in your final mod release? Because it is sad when you have a strong attack, but it is limited to 9999 and you have in the end game to stop use it and instead use a weaker attack only because the weaker attack uses multiple hits. Maybe the damage break cap could increase the balance between the single hit attacks and multiple attacks.

Since there is only 1 HP plus materia (when i read right)  the HP cap is not really relevant, but the damage cap is. My lvl 31 cloud with a 24 attack weapon and like 70-80 str, do with the 1st limit of page two 2000 dmg sometimes even 4000 dmg.

Is it many work to implement such a thing in your mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-14 20:44:07
thanks for prompt reply but my game is fresh (new pc and new game! :D) So far i tried starting it and the menu at the beginning of the game adviced me of NTmod (arange or whataver is called lol) and when i got both cloud and barret it explained their passive. I will try to figure more ( i am at 1st maklo reactor just right at game beginning. Is there any other way i could double check it?= For example gaurd scorpion should have different loot or abilities during fight?

Ah I see; the checks then are:
-) Flevel: Sounds like that's patched
-) Scene.bin/Enemies: Guard Scorpion will use different abilities during the fight, specifically Magnetic Scope instead of Search Scope. Sweepers in random battles also use Search Scope before attacking.
-) Kernel: If in battle, Barret is hit by physical damage a message should appear about stacks (also, potion text will say 'restores 300HP' instead of 100hp).

In terms of breaking the 9999 damage cap. It seems only a new .exe can do this. I found the Reunion Menu Overhall Mod for 7h but it need their own .exe and a tool which removes the dmg cap, but the tool patches the .exe as well.

But i found a thread which contains the offsets of 1.02.

http://forums.qhimm.com/index.php?topic=4758.0

Are they still right for your .exe? And are you interested in to break the damage cap in your final mod release? Because it is sad when you have a strong attack, but it is limited to 9999 and you have in the end game to stop use it and instead use a weaker attack only because the weaker attack uses multiple hits. Maybe the damage break cap could increase the balance between the single hit attacks and multiple attacks.

Since there is only 1 HP plus materia (when i read right)  the HP cap is not really relevant, but the damage cap is. My lvl 31 cloud with a 24 attack weapon and like 70-80 str, do with the 1st limit of page two 2000 dmg sometimes even 4000 dmg.

Is it many work to implement such a thing in your mod?

It should be, the offsets in the FF7.exe (and the steam .exe) are all the same as the 1.02 exe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kaizerlith on 2019-05-14 21:14:26
Very strange, might be worth doing some checks to see if mod is installed properly:
1) Kernel check, characters should have been proccing their 'innate' abilities in-battle with accompanying text. If so, then kernel is patched.
2) Field/Flevel check, were you given an option to skip the nibelheim flashback? If not, then field script isn't patched.
3) Scene.bin check, did you go up against two heligunners in the shinra hq elevator fight?

The installer targets the FF7 folder now instead of the data folder, this is to catch the .exe file as some changes are made there. One way to check is by casting MBarrier on a character and then casting Cure on them; if Cure ignores the MBarrier then the .exe is patched. Another (and more important) check is that sources give +5 per use instead of +1.


Alright so the innate abilities like Barret's att/def + or Aerith's Geomancer absorb have been popping up and do seem to actually affect his stats.
I was given the option to skip the Nibelheim flashback. I believe it said if I wanted a shortened version of it.
And yeah I did go up against the two heligunners on the elevator. One absorbed Ice.

I also add I downloaded it and installed it through 7th Heaven there was a mod Gameplay - Difficulty and Story that had New Threat in it. So maybe it is from that?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-05-14 21:28:20
many thanks for your response! I confirm mod is installed now i have a doubt: does it allows achievements? Because i am getting them as usual! :D

i've read that a m,od should disable achievement no?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kaizerlith on 2019-05-15 04:31:25

Alright so the innate abilities like Barret's att/def + or Aerith's Geomancer absorb have been popping up and do seem to actually affect his stats.
I was given the option to skip the Nibelheim flashback. I believe it said if I wanted a shortened version of it.
And yeah I did go up against the two heligunners on the elevator. One absorbed Ice.

I also add I downloaded it and installed it through 7th Heaven there was a mod Gameplay - Difficulty and Story that had New Threat in it. So maybe it is from that?

So I downloaded and installed the version of New Threat off of this message board and it seems to have fixed the problem. So maybe that version in that other thing off of 7th Heaven is incomplete or something? Thanks for the help. =D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jurr on 2019-05-15 05:36:10
think i've encountered a bug making one of the new endgame aspects of the game unplayable.

upon reaching the bottom of the North Crater i went to go do Cloud's final limit break sidequest in the basement of Shrina Mansion. i hadn't gone back since the story had taken me there in disc 1 so the extra scene of Cloud's and Zack's escape played (first viewable after Mideel's destruction on disc 2), up until they fled Nibelheim. the Shrina HQ road chase music played briefly, after that the game hung on a black screen.

i've tried going back to an earlier save and seeing if the scene played fine to eliminate the possibility of the sidequest and scene conflicting but it still hung at the same spot regardless. a fresh install of FF7 & New Threat didn't seen to have any effect. mucked about in save editors for a while but alas couldn't find any option or variable that would allow me to mark the scene as watched.
this is the Steam version of FF7, if that helps.

any help would be greatly appreciated!

edit:
update to this: I had used the game converter for the 98 vers. on my Steam install to add some additional texture mods and had been using the ff7.exe for about 35 hours of play (up to almost finishing the game) w/o any errors or problems, until now. having the bright idea to try using the ff7_en.exe completely fixed my issue. i'm unsure if this will affect anything considering how far i am, but we'll see i suppose.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-15 08:16:57
many thanks for your response! I confirm mod is installed now i have a doubt: does it allows achievements? Because i am getting them as usual! :D

i've read that a m,od should disable achievement no?

It doesn't disable them, but due to changes in the field script some don't activate anymore. Fight a battle in battle square for instance doesn't activate. But your save files work between versions so you can load a save file onto a vanilla game for instance and get achievements that are missing that way.

So I downloaded and installed the version of New Threat off of this message board and it seems to have fixed the problem. So maybe that version in that other thing off of 7th Heaven is incomplete or something? Thanks for the help. =D

The one from the catalog is an old version, 1.4 I think. The one available from the front page of this thread is up to date though.

think i've encountered a bug making one of the new endgame aspects of the game unplayable.

upon reaching the bottom of the North Crater i went to go do Cloud's final limit break sidequest in the basement of Shrina Mansion. i hadn't gone back since the story had taken me there in disc 1 so the extra scene of Cloud's and Zack's escape played (first viewable after Mideel's destruction on disc 2), up until they fled Nibelheim. the Shrina HQ road chase music played briefly, after that the game hung on a black screen.

i've tried going back to an earlier save and seeing if the scene played fine to eliminate the possibility of the sidequest and scene conflicting but it still hung at the same spot regardless. a fresh install of FF7 & New Threat didn't seen to have any effect. mucked about in save editors for a while but alas couldn't find any option or variable that would allow me to mark the scene as watched.
this is the Steam version of FF7, if that helps.

any help would be greatly appreciated!

edit:
update to this: I had used the game converter for the 98 vers. on my Steam install to add some additional texture mods and had been using the ff7.exe for about 35 hours of play (up to almost finishing the game) w/o any errors or problems, until now. having the bright idea to try using the ff7_en.exe completely fixed my issue. i'm unsure if this will affect anything considering how far i am, but we'll see i suppose.

If you used the ff7_en.exe then that will have used the Steam version files instead of the game converted ones which might mean you're playing on default files now. Was there a battle during the Zack flashback or did it just play out as it normally would?

As for the issue, it sounds like a logic problem because the game returns to certain blackbg fields for event processing and if the wrong vars are on/off, it can trigger the wrong scenes (may be why the highway music started playing briefly). If you send across your save file I can take a closer look.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jurr on 2019-05-16 02:39:08
It doesn't disable them, but due to changes in the field script some don't activate anymore. Fight a battle in battle square for instance doesn't activate. But your save files work between versions so you can load a save file onto a vanilla game for instance and get achievements that are missing that way.

The one from the catalog is an old version, 1.4 I think. The one available from the front page of this thread is up to date though.

If you used the ff7_en.exe then that will have used the Steam version files instead of the game converted ones which might mean you're playing on default files now. Was there a battle during the Zack flashback or did it just play out as it normally would?

As for the issue, it sounds like a logic problem because the game returns to certain blackbg fields for event processing and if the wrong vars are on/off, it can trigger the wrong scenes (may be why the highway music started playing briefly). If you send across your save file I can take a closer look.

Yeah, I'm using default Steam files now w/ your New Threat mod and the scene and new battle played out successfully with ff7_en.exe, whereas using the game converted ff7.exe it did not. I'm happy to play without high res textures if it means additional content. Loving the mod.

Here's (https://drive.google.com/file/d/1h1caGSjYe10rx1_9mnKGc9j6y_jG5RSX/view) the link to the save file I was using on the game converted if you're looking to troubleshoot that particular possible version issue or an error I created for myself lmao. If it matters, the slot you're looking for is the very last saved one with the party placed directly outside the mansion basement. Thanks a ton man!



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Vincent88 on 2019-05-16 15:08:20
hi guys, I have a problem with this mod, I have the game with the pach translated into Italian, when I activate the mod the translation becomes in English how can I solve this thing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdubs079 on 2019-05-16 17:29:18
Thanks for creating this mod, I'm enjoying it a ton so far!

However, I've run into the "Red XIII is missing enemy skill materia" installation issue and I'm wondering if there's any way to fix it without starting my game over?

I'm using 7th Heaven for the mod installation and I have most of the mods from the 7H guide installed along with NT.

Thanks again for all the hard work and also for being so active on this forum!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-16 22:27:32

All right, but let me know if you notice anything off. If Sources only give +1 to the stat instead of +5 then we'll work it out from there.


I ended up downloading "The Reunion" mod that's on 7th Heaven to have Menu Overhaul and be able to play the game with 1240x710 ressolution without having to lines issue, so I'm right now using the ff7_bc.exe from your mod, still haven't even gotten out of Midgar xD and about the sources I don't know how Black Chokobo tells you how many soruces I have used, if in the original game the sources only count as 1 and with NT they count as 5, just need to know what number do I have to check on the stats window of BC to know how many sources I've "used"
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-16 22:53:14
hi guys, I have a problem with this mod, I have the game with the pach translated into Italian, when I activate the mod the translation becomes in English how can I solve this thing?

The flevel was written in English so unfortunately the patch will convert the text to that language; patching the italian translation over the mod will also prove difficult as it will likely overwrite certain scripts. The Touph Script tool may be able to do this however, if you dump all the Italian-patch text and then upload it into a NT-patched game but it's likely it'll encounter errors + some text won't be consistent with the changes even if it does work.

Thanks for creating this mod, I'm enjoying it a ton so far!

However, I've run into the "Red XIII is missing enemy skill materia" installation issue and I'm wondering if there's any way to fix it without starting my game over?

I'm using 7th Heaven for the mod installation and I have most of the mods from the 7H guide installed along with NT.

Thanks again for all the hard work and also for being so active on this forum!

This is usually caused by starting from a save file rather than a new game; the initial state for all characters (starting weapons, materia, etc.) is done when selecting New Game, so if Red XIII doesn't have Enemy Skill it's likely due to this. You'll likely be missing Barrier, Enemy Lure, Earth, Heal, Revive, Destruct, Gravity, and an Elemental Materia in addition to Yuffie's Added Effect, Time, Exit, and Enemy Away.

The starting stats of characters will also likely be wrong, and Tifa/Barret probably started with Leather Glove + Gatling Gun instead of Metal Knuckle and Assault Gun which were repurposed into triple AP weapons for later in the game.

Best way to sort this out is with a save editor. Add any of the missing Materia to your inventory (Barrier Materia should be given 5000AP as it starts with this to have MBarrier unlocked). Also, change those triple AP weapons to metal knuckle/assault gun if you have them.

Starting stats of the characters can also be changed safely, as handily they do not change upon level up (a different system involving Sources is used to raise character stats). I've written them in below, in order of STR, VIT, MAG, SPR, DEX, LCK:

Code: [Select]
Cloud: 43, 28, 27, 32, 16, 14
Barret: 45, 43, 9, 37, 8, 12
Tifa: 47, 12, 23, 18, 42, 9
Aeris: 22, 11, 47, 22, 32, 25
Red: 35, 27, 32, 25, 35, 12
Yuffie: 37, 8, 38, 11, 50, 12
Cid: 50, 34, 12, 10, 11, 90

However, if it was just the Enemy Skill that was missing and everything else mentioned was correct then maybe it's an older version where Red didn't have enemy skill? The catalog version is 1.4 and I can't remember all the changes from then and now.

I ended up downloading "The Reunion" mod that's on 7th Heaven to have Menu Overhaul and be able to play the game with 1240x710 ressolution without having to lines issue, so I'm right now using the ff7_bc.exe from your mod, still haven't even gotten out of Midgar xD and about the sources I don't know how Black Chokobo tells you how many soruces I have used, if in the original game the sources only count as 1 and with NT they count as 5, just need to know what number do I have to check on the stats window of BC to know how many sources I've "used"

When using a modified Source, the game tracks it as 5 sources used so if you used 1 source then in the save editor it'd display a value of 5 for sources used. The ff7_bc.exe is a bit of an unknown, so let me know if sources from it only raises the stat by 1.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ustanak_tr00 on 2019-05-17 02:00:21
just had some minor/major issues with the mod...

1-tried to learn alpha from alpha zolom.. but it never casts the spell, instead it just use beta when get to mid health... if there is any special trigger for alpha, lemme know
2-ruby weapon crashes the game when it summons the tentacles
3-the sources just raises the stats by 1 instead of 5
4-when casting quake 3 on some enemies (like the new bosses), this happens:
(https://cdn.discordapp.com/attachments/547520493834600448/574973633890615301/IMG_20190504_212138993.jpg)

btw... loving the game challenge  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-05-17 02:56:13
so. here's a 7th heaven related question. so i have my button config fixed a certain way, and usually it stays consistent to what i set up. but now that i'm using 7H, whenever i have to name a character, it reverts back to the original button configuration, and then returns to normal after im done. wtf is that about? lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-05-17 03:08:26
oh boy. that's an issue. seems the materia isn't stated properly anymore with my 7H version of NT. cover is 30%, with str/vit+1 and mag/spr-1. i'm pretty sure that is NOT how you set that one up.

Unless....it's the arranged setup. cloud's fire, ice, bolt materia aren't right either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LordUrQuan on 2019-05-17 12:32:37
4-when casting quake 3 on some enemies (like the new bosses), this happens:
(https://cdn.discordapp.com/attachments/547520493834600448/574973633890615301/IMG_20190504_212138993.jpg)
Looks like you turned up some mushrooms, that's all  :mrgreen:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-17 13:17:08
just had some minor/major issues with the mod...

1-tried to learn alpha from alpha zolom.. but it never casts the spell, instead it just use beta when get to mid health... if there is any special trigger for alpha, lemme know
2-ruby weapon crashes the game when it summons the tentacles
3-the sources just raises the stats by 1 instead of 5
4-when casting quake 3 on some enemies (like the new bosses), this happens:

btw... loving the game challenge  :)

Alpha was changed I think, Zolom no longer uses it but instead uses his old trademark Beta. I'll get info on what alpha is/where when I get back from work.

Not sure about the crash, are you running any model replacers or anything like that?

You need an NT .EXE; there's some available from the IRO download folder on this thread, check the .EXE folder inside it and use the one you need (ff7.exe for 7H/1998, ff7_en.exe for steam, ff7_bc.exe is for 7H compatibility with menu overhaul).

There's an issue with the graphics driver/transparency in the game; attacks that use transparency seem to corrupt in visual memory after being used a few times or when other attacks have been used. Quake3 is by far the most noticeable one, but doesn't cause crashes fortunately. Others are much more minor like the trajectory of Oil Shot going askew after repeated uses, or Atomic Ray losing the white star effect from its blue globe.

so. here's a 7th heaven related question. so i have my button config fixed a certain way, and usually it stays consistent to what i set up. but now that i'm using 7H, whenever i have to name a character, it reverts back to the original button configuration, and then returns to normal after im done. wtf is that about? lol

When starting a new game on the 1998 version, it sets the option in Config to 'Normal' rather than custom; it'll retain your old bindings until you close the game at which point it'll revert bindings to the defaults. In order to avoid this, when starting a new game go into the party menu, into Config, and set button option to the right-hand option (custom I think, just make sure it isn't pointing at 'normal') and this way it'll retain your bindings when relaunching the game. I ran afoul of this countless times when testing on 1998 and forgetting to change button config from normal to custom, then having to re-do all my keys :c

oh boy. that's an issue. seems the materia isn't stated properly anymore with my 7H version of NT. cover is 30%, with str/vit+1 and mag/spr-1. i'm pretty sure that is NOT how you set that one up.

Unless....it's the arranged setup. cloud's fire, ice, bolt materia aren't right either.

What mods are you trying to run? Which .exe is being used?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fewtch on 2019-05-17 16:07:01
Cant remember if this question has been asked, but other than source distribution, what else was modified within the exe in 1.5?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-17 19:19:15
Cant remember if this question has been asked, but other than source distribution, what else was modified within the exe in 1.5?

They're mostly minor things:

-) Long Range flag enabled for enemies (this means that enemies can ignore back row penalties when using projectile attacks).

-) Poison status 'ticks' of damage are non-elemental; this is part of a balancing thing for enemies weak to Poison as the ticks would also deal 2x damage.

-) Sense Limit extended to 65,000HP

-) Potions, Ethers, and Hi-Potions restore the same HP in the field menu as they do in battle.

-) Cait Sith & Vincent's starting stats + equipment

-) Game Timer damage formula is *50 instead of *100 meaning the max damage is 4979 instead of 9959 (which fits better with the max HP limits of NT characters).

-) Target's Kill Count damage formula is *5 instead of *10 for same reason as above, characters like Cloud who are usually in the party get hit very hard by attacks like Everyone's Grudge so this alleviates it a bit.

-) Equipped Materia = Damage, the formula for this was changed from *1111 per Materia to *111 so max damage you can take for having 16 Materia equipped is 1776 instead of 17,776.

-) Restorative magic ignores MBarrier

-) Materia Equip Bonus/Penalties adjusted

-) Limit Breaks adjusted

***

I'm going to work on a maintenance patch to get rid of the .EXE dependency for Sources and make sure all the files in IRO + Installer are consistent. I'm going to try and get the IRO in the catalog updated as well assuming Alyza isn't busy as that one is 1.4. There won't be any rebalancing, etc. it'll just be getting stuff fixed up; a lot of the stuff posted in the list above isn't game-breaking if it isn't included, but getting a fifth of the intended stats is a huge potential issue so I'm going to make it like it was before...which means more button-mashing when using sources unfortunately ;I
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-17 21:20:39
Ok I came to ask something about the limit breaks,about if there are new limit breaks for the characters or no and in case there were how to obtain them, but then saw your comment about the changes on the exe and I got a few things to say about it.

-) Potions, Ethers, and Hi-Potions restore the same HP in the field menu as they do in battle.


Uhm... No my potions keep healing 100 out of battle and Hi-Potions heal 500 out of battle while they do heal 300 and 1000 in battle.


-) Restorative magic ignores MBarrier


No again. during the battle against the last boss before getting out of Midgard I used MBarrier on Red XIII since I couldn't give him Elemental Materia + Fire to protect him against the fire attacks of the boss. I had to do an emergency Cure All there and the MBarrier popped up and prevented the full effect of the heal.

This things might be because I'm using the ff7_bc.exe to be able to use "The Reiunion" mod, but reading this changes and seeing that things are not working as they should I got a feeling the Soruces are going to work like normal instead of how the mod intends them to work too. I'm about to get into the Mithril Mine so I'll know and will be able find out soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-17 21:37:29
Ok I came to ask something about the limit breaks,about if there are new limit breaks for the characters or no and in case there were how to obtain them, but then saw your comment about the changes on the exe and I got a few things to say about it.
Uhm... No my potions keep healing 100 out of battle and Hi-Potions heal 500 out of battle while they do heal 300 and 1000 in battle.

No again. during the battle against the last boss before getting out of Midgard I used MBarrier on Red XIII since I couldn't give him Elemental Materia + Fire to protect him against the fire attacks of the boss. I had to do an emergency Cure All there and the MBarrier popped up and prevented the full effect of the heal.

This things might be because I'm using the ff7_bc.exe to be able to use "The Reiunion" mod, but reading this changes and seeing that things are not working as they should I got a feeling the Soruces are going to work like normal instead of how the mod intends them to work too. I'm about to get into the Mithril Mine so I'll know and will be able find out soon.

It's likely the ff7_bc.exe isn't up to date; did you get it from catalog or the IRO download on this thread? I'm doing a maintenance patch to make sure everything I've got up currently is consistent.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-17 21:54:51
It's likely the ff7_bc.exe isn't up to date; did you get it from catalog or the IRO download on this thread? I'm doing a maintenance patch to make sure everything I've got up currently is consistent.

I took the Iro that you uploaded here for 1.5 with the fixed models, one that you fixed and uploaded answering to someone that said that the models of the characters in the fields weren't correct. I'm trying to get a few enemy skills and also get past the marsh to get into the Mithril Cave
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-17 22:05:35
I took the Iro that you uploaded here for 1.5 with the fixed models, one that you fixed and uploaded answering to someone that said that the models of the characters in the fields weren't correct. I'm trying to get a few enemy skills and also get past the marsh to get into the Mithril Cave

OK; I'll make sure to check through the ff7_bc.exe in there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-18 02:24:04
Installer + IRO were updated with maintenance fixes:

Scene/Kernel
-) Added redundancy check to Reactor 1 enemies so that in the event that a late-game enemy is loaded through the default encounter table, it will report an error message to the player and then end the battle.

Flevel/Field
-) Debug script from crater removed that teleported player to the Highwind's chocobo stable; this was done a long time ago to recover players who had ventured down with a different party leader and become stuck. However, the party leader swap can now only be used after going to the bottom of north crater and then returning (original requirement).

-) Sources returned to 1:1 ratio & Sources hex removed from .EXEs

-) Added a failsafe to Zack flashback sequence to prevent Junon Leagues from triggering

.EXE
-) Fresh .EXEs generated and patched; added ff7_bc.exe to the patch targets
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-18 03:33:06
there's no IRO file on the download? you waiting to see if it gets updated on the 7H catalog? also does the Source 1:1 mean that 1 source counts as tha 1 source?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-18 03:42:04
The link was down briefly to rebuild the IRO; it should be up there now. It's within the folder.

1:1 means that 1 source = +1 to the stat, yeah. It's more mashing to get all the sources used, but having it on the .exe caused a lot more issues.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-18 03:47:17
oh! ok then ^^ well I certainly don't mind mashing buttons more times (I can always use the turbo feature of my controller hehehe)

I'll check the potions and the MBarrier as soon as I have it installed, thank you Sega Chief :)


---Edit 3---

Ok i only got your mod installed and activated from 7th Heaven, when I get into a battle, the game crashes for some reason. Trying with a brand new run of the mod and it still crashes when getting into battle

---Edit 2---

ok nevermind, it seems to have been something from 7H, I rebooted it and it started the game no problems, sorry for the scare
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-05-18 05:50:46
the only mods i'm running are yours, a battle texture mod that's in 7h's catalog, and a character battle model mod.

https://www.nexusmods.com/finalfantasy7/mods/4 - this is the battle models one. this being the only one not featured on this site to my knowledge. everything else is either yours or basically the battle background textures. not sure how that would interfere though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-05-18 05:56:53
seeing as you appear to have updated today, perhaps i'll just start fresh with the updated files lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Swiffle on 2019-05-18 06:31:33
haven't done the update yet from earlier today.

think I soft locked the game due to an AI bug maybe.  Cid attacked which proc'd Transform+Added Effect to transform a Jumping into a frog, in the snowy maze area.  Game went into Wait mode and nothing happened after :(

linking screenshot.

https://imgur.com/vp8NRFL (https://imgur.com/vp8NRFL)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-18 09:10:02
oh! ok then ^^ well I certainly don't mind mashing buttons more times (I can always use the turbo feature of my controller hehehe)

I'll check the potions and the MBarrier as soon as I have it installed, thank you Sega Chief :)


---Edit 3---

Ok i only got your mod installed and activated from 7th Heaven, when I get into a battle, the game crashes for some reason. Trying with a brand new run of the mod and it still crashes when getting into battle

---Edit 2---

ok nevermind, it seems to have been something from 7H, I rebooted it and it started the game no problems, sorry for the scare

the only mods i'm running are yours, a battle texture mod that's in 7h's catalog, and a character battle model mod.

https://www.nexusmods.com/finalfantasy7/mods/4 - this is the battle models one. this being the only one not featured on this site to my knowledge. everything else is either yours or basically the battle background textures. not sure how that would interfere though.

seeing as you appear to have updated today, perhaps i'll just start fresh with the updated files lol.

A new IRO just means it gets swapped in for the old one. What you should do is apply each IRO one by one and test the game each time to see if it is working properly (starting with running the game through 7H with no IROs active to see if it works). If you have mods that aren't IROs, then you need to be careful you don't overwrite the entire .lgp archives.

If the non-IRO mod files are loose, then you can put them in their relevant folder in ff7/direct/xx and they'll be used. If the non-IRO mod is a full archive (a .lgp) then it needs to be unpacked first and then put into Direct folders.

Mod load order also matters; make sure to check the list on Alyza's 7H tutorial install thread. NT should be toward the bottom.

haven't done the update yet from earlier today.

think I soft locked the game due to an AI bug maybe.  Cid attacked which proc'd Transform+Added Effect to transform a Jumping into a frog, in the snowy maze area.  Game went into Wait mode and nothing happened after :(

linking screenshot.

https://imgur.com/vp8NRFL (https://imgur.com/vp8NRFL)

Think that's to do with the models or something, as it's come up before. Best to avoid using Transform + Added Effect when using graphical mods for reasons I'm not sure of.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-18 13:21:35
Ok Sega Chief. I tried to old .exe files from your previous version and the battles work perfectly. When I swap those files in into the FF7 folder the game starts and everything, but when getting into battle the game Crashes as it loads the battle scene. I tried even with the mod deactivated and it still crashes the game when getting into battle. No matter if there are other mods or not...

When you said this:

A new IRO just means it gets swapped in for the old one. What you should do is apply each IRO one by one and test the game each time to see if it is working properly (starting with running the game through 7H with no IROs active to see if it works). If you have mods that aren't IROs, then you need to be careful you don't overwrite the entire .lgp archives.


did you mean that those who already had the mod just had to swap the Iro file only and not swap the .exe files?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-18 13:30:31
Ok Sega Chief. I tried to old .exe files from your previous version and the battles work perfectly. When I swap those files in into the FF7 folder the game starts and everything, but when getting into battle the game Crashes as it loads the battle scene. I tried even with the mod deactivated and it still crashes the game when getting into battle. No matter if there are other mods or not...

When you said this:

did you mean that those who already had the mod just had to swap the Iro file only and not swap the .exe files?

No, I quoted your post by accident; that reply was intended for Maverick.

So are the new .exe files causing the game to crash?

Edit: Just retested them, I must have messed something up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-18 13:38:47
Oh! heh oh well. Anyways if you reseted them I downloaded the iro pack again and I'm trying it out I'll repot if the issue continues :)

Really dude, I don't know what time it is for you, but thank you for the quick answers :)

---edit---

Nope, still crashing when engaging battle
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-18 13:56:00
Oh! heh oh well. Anyways if your eset them I downloaded the iro pack again and I'm trying it out I'll repot if the issue continues :)

Really dude, I don't know what time it is for you, but thank you for the quick answers :)

---edit---

Nope, still crashing when engaging battle and also now the menu and font don't fit together :/

I've updated the installer and IRO links with a fresh set of .exes. The first set were tested but when I pulled them out of the downloads and used them they crashed, so they must have either been corrupted by something or mixed up with another set.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-18 14:00:25
ok I'll try again, and about the text not fitting I fixed it by telling 7H the path to the ff7.exe again (trying NT without other mods activated still)

---EDIT---

Nothing... what the hell is going on here? I checked the app.log file that the crashes generate, lemme paste it here perhaps we are not even getting the same Crash. The Error in the log says "ERROR: EXTENSION NOT SUPPORTED STAGE02." and it's the only Error message I see, anyway here is my app.log:

Spoiler: show
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: Intel Intel(R) HD Graphics 620 4.4.0 - Build 21.20.16.4534
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1240x710, output resolution 946x710, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 64, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: C:\Games\SteamGames\steamapps\common\FINAL FANTASY VII 7H\data\movies\eidoslogo.avi; vp8/vorbis 1280x960, 30.000000 FPS, duration: 11.133000, frames: 334
[00000118] set music volume trans: 127->0, step=60
[00000183] END OF CREDITS!!!
[00000183] Entering MAIN
[00000183] set music volume: 127
[00000183] Exiting MAIN
[00000183] START OF MENU SYSTEM!!!
[00000371] END OF MENU SYSTEM!!!
[00000371] Entering MAIN
[00000373] Exiting MAIN
[00000373] -=-=[START OF WORLD MAP!!!]=-=-
[00000373] stop_sound
[00000373] cross play music: 0
[00000373] set music volume trans: 127->0, step=4
[00000377] set music volume: 127
[00000617] stop_sound
[00000618] -=-=[END OF WORLD MAP!!!]=-=-
[00000618] Entering MAIN
[00000618] Exiting MAIN
[00000618] Entering FRAME_INITIALIZE SWIRL
[00000618] Exitting FRAME_INITIALIZE SWIRL
[00000621] Swirl sound_effect1
[00000621] stop_sound
[00000621] End of Swirl sound_effect1
[00000700] Entering FRAME_QUIT SWIRL
[00000700] Exitting FRAME_QUIT SWIRL
[00000700] Entering MAIN
[00000702] Exiting MAIN
[00000702] [BATTLE] Entering FRAME_INITIALIZE
[00000702] [BATTLE] Scene# 41
[00000702] [BATTLE] Exitting FRAME_INITIALIZE
[00000702] ERROR: EXTENSION NOT SUPPORTED STAGE02.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-18 14:05:31
I accidentally modified the previous post instead of replying; sorry about that.

Anyway: Text will likely be affected if the ff7_bc.exe is used, because that's designed for the menu overhaul I think and relies on other files like Window.bin (and maybe others). ff7.exe and ff7_en.exe use regular text spacing.

Edit: It's still not going? I'll check again but I tested the game running with each of them before putting them in the download.

Edit2: I tested the IRO with the .exes and they're still working, I'll check that mediafire has actually replaced the old files with the new ones.

Edit3: Mediafire was uploading the new files instantly, even though the old ones were deleted, so I've moved links over to Mega for now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-18 14:22:27
ok then I'll try one thing that I have not and if that is the cause then shame on me for worrying you.

I didn't swap the iro files for the new ones you've uploaded with the fresh .exes, perhaps that might be another side of the issue so checking it now u.u I hope this is the problem and I am to shame for the scare

---EDIT---

No, not even swapping the iro file... perhaps it could be mediafire then if when you modify and test it and it works but then downloading then it doesn't... we could try using Mega instead, see if it doesn't give troubles :/

Other option is that I do a complete new install, patch of the game and try with that.

---Edit 2---
ok, checked your Edit, trying the mega links now and if it doesn't work then I'll try option 2 :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-18 14:25:06
ok then I'll try one thing that I have not and if that is the cause then shame on me for worrying you.

I didn't swap the iro files for the new ones you've uploaded with the fresh .exes, perhaps that might be another side of the issue so checking it now u.u I hope this is the problem and I am to shame for the scare

The IRO is probably fine, it's the .EXEs that seem to be causing the problem.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-18 14:32:16
ok then I'm a bit alliviated, also Downloading from mega i get the 9th May zip archive and inside the folder is the 20th March 2019 date... is this correct because Mega doesn't update the folder names?

--edit--

I get those for the iro download not the installer Download shows the correct date of 18th May
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdubs079 on 2019-05-18 15:02:43

This is usually caused by starting from a save file rather than a new game; the initial state for all characters (starting weapons, materia, etc.) is done when selecting New Game, so if Red XIII doesn't have Enemy Skill it's likely due to this. You'll likely be missing Barrier, Enemy Lure, Earth, Heal, Revive, Destruct, Gravity, and an Elemental Materia in addition to Yuffie's Added Effect, Time, Exit, and Enemy Away.

The starting stats of characters will also likely be wrong, and Tifa/Barret probably started with Leather Glove + Gatling Gun instead of Metal Knuckle and Assault Gun which were repurposed into triple AP weapons for later in the game.

Best way to sort this out is with a save editor. Add any of the missing Materia to your inventory (Barrier Materia should be given 5000AP as it starts with this to have MBarrier unlocked). Also, change those triple AP weapons to metal knuckle/assault gun if you have them.

Starting stats of the characters can also be changed safely, as handily they do not change upon level up (a different system involving Sources is used to raise character stats). I've written them in below, in order of STR, VIT, MAG, SPR, DEX, LCK:

Code: [Select]
Cloud: 43, 28, 27, 32, 16, 14
Barret: 45, 43, 9, 37, 8, 12
Tifa: 47, 12, 23, 18, 42, 9
Aeris: 22, 11, 47, 22, 32, 25
Red: 35, 27, 32, 25, 35, 12
Yuffie: 37, 8, 38, 11, 50, 12
Cid: 50, 34, 12, 10, 11, 90

However, if it was just the Enemy Skill that was missing and everything else mentioned was correct then maybe it's an older version where Red didn't have enemy skill? The catalog version is 1.4 and I can't remember all the changes from then and now.


Thanks for the detailed reply. I ended up starting over since I had most likely installed NT incorrectly. I seem to have mostly everything working now, by using a combination of the stand-alone installer plus a few mods in 7H (60 fps fix, music, and textures). I only tried the NT IRO + 7H method once, but the mod wasn't installed correctly and all of the character's base stats were off. I'm guessing it's because 7H can be so fussy and something went wrong along the way.

Anyways, I think I'm having an issue with materia's stat effects: The NT features list mentions that materia stat effects have been altered. Materia benefits/penalties don't appear to be changing for me even though everything else seems normal for NT. My basic magic materia (Fire, Ice, Lightning) are all showing the standard stat penalties (-2% HP, +2% MP, etc). Just to clarify, I'm currently using the stand-alone installation (the may 18th update) and 7H with the 60 fps fix, music and texture mods installed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-18 15:14:01
ok then I'm a bit alliviated, also Downloading from mega i get the 9th May zip archive and inside the folder is the 20th March 2019 date... is this correct because Mega doesn't update the folder names?

--edit--

I get those for the iro download not the installer Download shows the correct date of 18th May

Updated the link to point to the 18th May, I must have grabbed the 9th sitting in there by accident.

Thanks for the detailed reply. I ended up starting over since I had most likely installed NT incorrectly. I seem to have mostly everything working now, by using a combination of the stand-alone installer plus a few mods in 7H (60 fps fix, music, and textures). I only tried the NT IRO + 7H method once, but the mod wasn't installed correctly and all of the character's base stats were off. I'm guessing it's because 7H can be so fussy and something went wrong along the way.

Anyways, I think I'm having an issue with materia's stat effects: The NT features list mentions that materia stat effects have been altered. Materia benefits/penalties don't appear to be changing for me even though everything else seems normal for NT. My basic magic materia (Fire, Ice, Lightning) are all showing the standard stat penalties (-2% HP, +2% MP, etc). Just to clarify, I'm currently using the stand-alone installation (the may 18th update) and 7H with the 60 fps fix, music and texture mods installed.

Materia equip effects depend upon the .exe; if 7H was installed on top of the game after the main installer then it's likely the .exes were reverted to default. The 7H IRO download I just put up should have .exe files in it that can also be used. You may need to unblock them via their properties first though as they're fairly new.

60fps fix may be a conflict depending on how it is being installed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-18 15:48:29
I don't know anymore what is happening, last thing I can think of doing is making a reinstall of FF7 and remod it because it is not working, it keeps crashing when the battle scene starts to show as if it was having troubles loading the characters.. now the app.log tells me that the exception is not handled... I don't know anymore since it also doesn't seem to be the download sites... however what's setting me off is that you say you tested it and it works... this is frustrating... and don't know if other users are having the same problem :/

I'm even willing to try the exes from the installer download just to try something that can save me having to reinstall

---Edit---

no luck at all, for me at least
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-18 16:16:16
I don't know anymore what is happening, last thing I can think of doing is making a reinstall of FF7 and remod it because it is not working, it keeps crashing when the battle scene starts to show as if it was having troubles loading the characters.. now the app.log tells me that the exception is not handled... I don't know anymore since it also doesn't seem to be the download sites... however what's setting me off is that you say you tested it and it works... this is frustrating... and don't know if other users are having the same problem :/

I'm even willing to try the exes from the installer download just to try something that can save me having to reinstall

---Edit---

no luck at all, for me at least

Maybe it's because the .exes are new? Try right-clicking the one you're using from 7H, and if a button called 'unblock' is visible then click it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-18 16:25:31
Maybe it's because the .exes are new? Try right-clicking the one you're using from 7H, and if a button called 'unblock' is visible then click it.

there's no such button in the properties... also if it was blocked wouldn't that prevent the game from launching all together from that .exe? the issue is that it crashes when the battle starts
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-18 16:45:45
Seems that these .exes are working:
https://www.mediafire.com/file/5e0pjmljteay4c4/EXEs.zip/file

So if the ones given in the IRO download don't work, try the ones from the link above; it's maybe some sort of odd issue with filesharing or antivirus or some other entity that has dedicated its day to messing with me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-05-18 16:55:28
i stopped using non-iros since switching to 7h honestly. though eventually i might try to get those 2d menu sprites back on when everything else is working.

everything seems to work fine except for certain details regarding materia stats. i always make sure NT is on the bottom load order-wise.

is there an exe issue im missing?

also, and maybe this is normal idk....but when i uninstall some mods, i have to actually go into the folders and clear leftover files, usually texture-based files.

btw 7h is supposed to be loading up with the ff7.exe, so idk what else i need to do atm.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-18 17:08:49
i stopped using non-iros since switching to 7h honestly. though eventually i might try to get those 2d menu sprites back on when everything else is working.

everything seems to work fine except for certain details regarding materia stats. i always make sure NT is on the bottom load order-wise.

is there an exe issue im missing?

also, and maybe this is normal idk....but when i uninstall some mods, i have to actually go into the folders and clear leftover files, usually texture-based files.

btw 7h is supposed to be loading up with the ff7.exe, so idk what else i need to do atm.

I suspect there's something going on with file security. Try using the files from the folder linked above.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdubs079 on 2019-05-18 18:08:55
I suspect there's something going on with file security. Try using the files from the folder linked above.

Edit 4: With the new .exes you provided everything looks good now. What are the NT materia stats for the basic magic (Fire, Ice, Lightning) supposed to be? I'm showing Vit - 3, Mag def -3, and Max MP +3%
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maverick4031 on 2019-05-18 19:06:12
sure glad you put those exe replacements out...lol. fixed a number of issues for me. cloud's hp seems to reflect the proper materia stats, and im not crashing anymore from the first exe replacement. thanks! gonna re-add the battle texture mod and see if it still works too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-19 00:40:21
Hi there again Chief. I've just replayed through Cloud's Flashback and I reached the part of the library (after you get to save the game) and it turns out that when you get to the Library a few text boxes from Sephiroth reading the records and reports stored there seem broken... they open up but are invisible to the player but you have to make them move as normal as if you could read them. I remember it happened with the previous version of the mod too. Is this intentional? If not i can send you my savefile so you can check it. Sorry to bring up another issue with your great mod u.u

Also I've already went past the point of unlocking  the ranking up for characters. However I found out tha, for Cloud you recive the correct number of Sources but for Tifa, who was my next rank up I got the Sourcces as if they where still x5 I can fix this with Black Chokobo myself, just letting you know about it. Also I'm keeping separate savefiles for all this so if this gets fixed later I can go back and check and I'm glad for once I'm doing that one thing xDDD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: deha0002 on 2019-05-19 15:25:44
Been a while  :).

Some time ago you (Sega) mentioned that you had started the last update process for NT 1.5.
I now see that you have updated the regular link but the changelog doesnt really say anything about the changes you started on.

Is it the final version? If not do you have an idea of when it could be out? Not stressing anything, just wondering since the first page was updated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-19 16:14:12
Edit 4: With the new .exes you provided everything looks good now. What are the NT materia stats for the basic magic (Fire, Ice, Lightning) supposed to be? I'm showing Vit - 3, Mag def -3, and Max MP +3%

Yeah that's correct.

Hi there again Chief. I've just replayed through Cloud's Flashback and I reached the part of the library (after you get to save the game) and it turns out that when you get to the Library a few text boxes from Sephiroth reading the records and reports stored there seem broken... they open up but are invisible to the player but you have to make them move as normal as if you could read them. I remember it happened with the previous version of the mod too. Is this intentional? If not i can send you my savefile so you can check it. Sorry to bring up another issue with your great mod u.u

Also I've already went past the point of unlocking  the ranking up for characters. However I found out tha, for Cloud you recive the correct number of Sources but for Tifa, who was my next rank up I got the Sourcces as if they where still x5 I can fix this with Black Chokobo myself, just letting you know about it. Also I'm keeping separate savefiles for all this so if this gets fixed later I can go back and check and I'm glad for once I'm doing that one thing xDDD

I think that might be to do with another mod, there were some oddities in certain scenes when certain graphical mods are used. I think Kald's mod had a weird conflict with a scene in the Temple of the Ancients where dialogue wasn't being displayed as well.

I'll check and sort out Tifa's sources; that's a field script thing.

Been a while  :).

Some time ago you (Sega) mentioned that you had started the last update process for NT 1.5.
I now see that you have updated the regular link but the changelog doesnt really say anything about the changes you started on.

Is it the final version? If not do you have an idea of when it could be out? Not stressing anything, just wondering since the first page was updated.

This was a maintenance patch to get rid of a ongoing issue with Sources and some other problems (also to clean up the forum thread, etc.); I'm finding the game's .exe tricky to patch reliably which was leaving players with a fifth of the intended Sources and struggling later on in the game with battles.

The full update is still in the works, this was just a spring clean of sorts.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-19 16:20:17
I think that might be to do with another mod, there were some oddities in certain scenes when certain graphical mods are used. I think Kald's mod had a weird conflict with a scene in the Temple of the Ancients where dialogue wasn't being displayed as well.

I'll check and sort out Tifa's sources; that's a field script thing.

Well I'm using Kaldarasha's battle models on almost all the characters, but it's only in the battle scenes where I have changed the models, I thought those text boxes where not in the battle :/ weird
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-19 18:01:28
Patched up the sources problem, links are updated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-19 18:19:02
perfect ^^ got the sources as they're intended ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdubs079 on 2019-05-19 19:15:56
Patched up the sources problem, links are updated.

Great, thanks for all of your help yesterday! I have one more question, If I've got a current save still on disc 1 and I update to the fixed sources version do you know if everything will work as intended, or should I create a new save?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-19 20:22:43
perfect ^^ got the sources as they're intended ^^

Nice, we got there in the end.

Great, thanks for all of your help yesterday! I have one more question, If I've got a current save still on disc 1 and I update to the fixed sources version do you know if everything will work as intended, or should I create a new save?

Your saves are unaffected and will still have the correct bonus when updating.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdubs079 on 2019-05-19 20:37:03
Your saves are unaffected and will still have the correct bonus when updating.

Sounds good thanks again!

BTW, I saw your post on the thread about your "Mouths Mod" and as far as I can tell it does work for Kald's chibi models.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dumbstrom on 2019-05-20 23:57:15
I played this a while ago and got frustrated and quit at the end game content (collecting the materias with chocobos) I wondered if anyone has done any type of text based walkthrough or if any numbers are easily available for boss hp numbers etc?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CelzYosef on 2019-05-21 03:27:17
Hi! I would love to try this New Threat mod but in conjunction with the FF7 HD Graphics Mod (also known as The Reunion http://forums.qhimm.com/index.php?topic=14914.0 )

Video footage of the HD graphics mod found here: https://youtu.be/-ZM7At9_BSE?t=963

Do you have any idea if they will work together, or will it crash? I would test it myself but I don't have the game on steam yet and I don't want to buy it in case it doesn't work, since
I'm only interested in playing the game if I can use the 2 mods together. It would be so sick if it worked!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-21 09:12:05
I played this a while ago and got frustrated and quit at the end game content (collecting the materias with chocobos) I wondered if anyone has done any type of text based walkthrough or if any numbers are easily available for boss hp numbers etc?

There's no walkthrough that I know of but I can put together a quick list of strategies for end-game bosses when I get back from work.

Hi! I would love to try this New Threat mod but in conjunction with the FF7 HD Graphics Mod (also known as The Reunion http://forums.qhimm.com/index.php?topic=14914.0 )

Video footage of the HD graphics mod found here: https://youtu.be/-ZM7At9_BSE?t=963

Do you have any idea if they will work together, or will it crash? I would test it myself but I don't have the game on steam yet and I don't want to buy it in case it doesn't work, since
I'm only interested in playing the game if I can use the 2 mods together. It would be so sick if it worked!

Graphics mods should work, but you may need to use 7th Heaven modloader (or maybe the Direct folders?) to get them running together without issues.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2019-05-21 13:05:40
Hi! I would love to try this New Threat mod but in conjunction with the FF7 HD Graphics Mod (also known as The Reunion http://forums.qhimm.com/index.php?topic=14914.0 )

Video footage of the HD graphics mod found here: https://youtu.be/-ZM7At9_BSE?t=963

Do you have any idea if they will work together, or will it crash? I would test it myself but I don't have the game on steam yet and I don't want to buy it in case it doesn't work, since
I'm only interested in playing the game if I can use the 2 mods together. It would be so sick if it worked!

That is not The Reunion mod. I assume you think it is because Trooper posted a comment in the video saying it was. Trooper is wrong.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-21 20:16:51
Oi Saga, can we still get the enemy skill that we got from Chokobos at the Grasslands? if so how, because I've been throwing greens at them but they just keep running away without using their chokobuckle or the ability you might have changed it for, so I'm getting confused... perhaps I'm using the wrong greens?


---EDIT---

ok nevermind, I saw you restored the requirement of using mimmet greens on them for it to work hehe

---EDIT2---

Also sega did you decide to take away the recolor on the Midgard Zolom? Because it caught me while I was trying to go back to the mithril cave and I saw it was the vanilla colors even if it still did killer damage and stole my life with a bite :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-21 21:30:50
Oi Saga, can we still get the enemy skill that we got from Chokobos at the Grasslands? if so how, because I've been throwing greens at them but they just keep running away without using their chokobuckle or the ability you might have changed it for, so I'm getting confused... perhaps I'm using the wrong greens?


---EDIT---

ok nevermind, I saw you restored the requirement of using mimmet greens on them for it to work hehe

---EDIT2---

Also sega did you decide to take away the recolor on the Midgard Zolom? Because it caught me while I was trying to go back to the mithril cave and I saw it was the vanilla colors even if it still did killer damage and stole my life with a bite :/

When you said that, I realised that all of the bosses will be using their default colours in the IRO; I went with a list that had the new/replacement models which didn't have the palette-swaps on it. Guess that explains why the IRO was 20mb smaller than normal...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-22 01:22:09
oh well, I guess I can wait a bit before going on to the next boss of the game. The mechanics are correct and all but I'd like to go with everything the mod offers hehe ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: trueshaggy2 on 2019-05-22 05:46:30
Hey Sega,

Doing my first playthrough of NT FF7 right now, and I have hit a snag that I can't seem to figure out:
Omnislash, it does 1 damage per hit on end-game enemies.

I thought maybe getting Cloud's Ultimate Weapon that might change.....and it did. To 3 damage per hit.
Is there a way to increase its power, or in this mod is it intentionally nerfed to prevent relying on that LB on end-game side quests and final boss?

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-22 07:18:13
Doesn't sound right, also the weapon formula isn't applied to the limits they typically use a physical formula. Could you post your stats cause I suspect you've had less sources than intended.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HeXy on 2019-05-22 09:06:26
Hiya Chief,

I've run into a strange one on the Highwind.  I bought a couple of choco stables and nabbed some chocobos, but I couldnt board the Highwind while mounted (no biggie, sent them off to the stables).  I then went into the Chocobo room on the Highwind and discovered
Spoiler: show
The soldier hiding there waiting for his boss to wake up, then I walked up to talk to the normal guy that takes care of the chocobo, and encountered a boss fight with EX-ATM, at which point, Barret shouts out (its still not dead) - Barret isnt in my party - Jessie is frozen in place behind my middle character, and EX-ATM dies in one hit.  I then find myself back in the room, where I can repeat the whole sequence.


Any idea what I've done wrong to get this? The only thing I've done that I consider out of the ordinary is
Spoiler: show
Speak to the mechanic on the Highwind who makes Aeris back alive.


I've not installed your latest IRO yet, after noticing its 20mb lighter (and found the reason in the post above).

Can get a save file over to you this eve if its any use :)

HeXy
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-22 14:18:44
Hiya Chief,

I've run into a strange one on the Highwind.  I bought a couple of choco stables and nabbed some chocobos, but I couldnt board the Highwind while mounted (no biggie, sent them off to the stables).  I then went into the Chocobo room on the Highwind and discovered
Spoiler: show
The soldier hiding there waiting for his boss to wake up, then I walked up to talk to the normal guy that takes care of the chocobo, and encountered a boss fight with EX-ATM, at which point, Barret shouts out (its still not dead) - Barret isnt in my party - Jessie is frozen in place behind my middle character, and EX-ATM dies in one hit.  I then find myself back in the room, where I can repeat the whole sequence.


Any idea what I've done wrong to get this? The only thing I've done that I consider out of the ordinary is
Spoiler: show
Speak to the mechanic on the Highwind who makes Aeris back alive.


I've not installed your latest IRO yet, after noticing its 20mb lighter (and found the reason in the post above).

Can get a save file over to you this eve if its any use :)

HeXy

Nothing seriously wrong, I use that crewman to debug fights and then I forget to remove the fight before a patch update; I've done it about 1002342121 times so far.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HeXy on 2019-05-22 15:01:38
Nothing seriously wrong, I use that crewman to debug fights and then I forget to remove the fight before a patch update; I've done it about 1002342121 times so far.

Haha brilliant  :-D Cheers for letting me know  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-22 18:36:53
I updated the IRO with the models; oddly, didn't see a fight trigger in crewman's talk script on the Highwind though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: marcsafrin on 2019-05-22 20:07:55
Hi Sega Chief

1st time ever here on qhimm.Just wanna say i've enjoyed your mod and appreciate the you've put into mod.

after the 19th may source update,you reverted the source back to 1:1 ratio,it seem to give the correct amount of sources but the ratio for me is still 1:5 ratio.
After the 1st rank up i noticed i was overpowered,with 15 str sources amounting to 15x5=75 str.I was combing through the replies for an answer,tried to fix it but to no avail... :-[
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-22 21:28:10
Hi Sega Chief

1st time ever here on qhimm.Just wanna say i've enjoyed your mod and appreciate the you've put into mod.

after the 19th may source update,you reverted the source back to 1:1 ratio,it seem to give the correct amount of sources but the ratio for me is still 1:5 ratio.
After the 1st rank up i noticed i was overpowered,with 15 str sources amounting to 15x5=75 str.I was combing through the replies for an answer,tried to fix it but to no avail... :-[

If it's still giving x5 per use, then your exe files need to be changed out. Check the IRO folder for the new ones, but the regular installer should have overwritten them with the new ones. Which install method did you use?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Lunatic High on 2019-05-22 22:54:48
Since updating to 1.5, I'm having an issue with Cloud where he's permanently considered rank 1/8, so he's just indefinitely ranking up. All his stats are nearly maxed now.

https://i.imgur.com/W23nQZL.png
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: el_pitu on 2019-05-23 00:00:36
Hi, amazing mod I have been loving it so far but now I have a problem, my game gets stuck in the middle of the fight after the monster sneeze(?) in the last fight of the train when you are with Cid trying to stop the train about to crash in North Corel, I have the last version installed(May 19th) and no other intrusive mods besides backgrounds and battle models for the main characters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-05-23 00:07:03
Really enjoying the mod so far. It's great! My only critique is some of the bosses seem to have very set ways of
defeating them. This can make them more a puzzle but leaves little room for error and as I progress through the game it's common that I lose immidietely
then have to min-max my party to just about scrape by on a reload. This makes it challenging but feels that I am sometimes cheesing it.

BUG

Not sure if this has been reported yet but..

Aeris' field model with working can appear after leaving Holzoff's cabin.

How to replicate.

Enter Holzoff's cabin for the first time. Talk to him as you do. When you leave all the party should be
outside preparing to climb the mountain. Aeris is not visible at this point. Speaking to a party member and saying
'Yes' to change party member then cancelling it makes Aeris appear.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-23 00:07:08
Since updating to 1.5, I'm having an issue with Cloud where he's permanently considered rank 1/8, so he's just indefinitely ranking up. All his stats are nearly maxed now.

https://i.imgur.com/W23nQZL.png

I'll sort that out just now.

Hi, amazing mod I have been loving it so far but now I have a problem, my game gets stuck in the middle of the fight after the monster sneeze(?) in the last fight of the train when you are with Cid trying to stop the train about to crash in North Corel, I have the last version installed(May 19th) and no other intrusive mods besides backgrounds and battle models for the main characters.

The last fight of the corel train should be a shinra soldier with a gun-arm (based on Dyne). You said monster, is a different enemy showing up?

Really enjoying the mod so far. It's great! My only critique is some of the bosses seem to have very set ways of
defeating them. This can make them more a puzzle but leaves little room for error and as I progress through the game it's common that I lose immidietely
then have to min-max my party to just about scrape by on a reload. This makes it challenging but feels that I am sometimes cheesing it.

BUG

Not sure if this has been reported yet but..

Aeris' field model with working can appear after leaving Holzoff's cabin.

How to replicate.

Enter Holzoff's cabin for the first time. Talk to him as you do. When you leave all the party should be
outside preparing to climb the mountain. Aeris is not visible at this point. Speaking to a party member and saying
'Yes' to change party member then cancelling it makes Aeris appear.

I'll check Aeris' scripts there.

As for bosses, are you getting the right amount of sources for your characters? There was an issue where the .exe wasn't getting patched to give a 1:5 ratio on sources, leaving players with characters that were 1/5 of the stats they were supposed to have. Could you tell me what Cloud's stats currently are and what rank he's at?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-05-23 00:30:14
Could you tell me what Cloud's stats currently are and what rank he's at?

I cheated some stats with Black Chocobo once the game got a bit hard so I don't want to give you false info..

Would it be possible to see if my EXE is broke by looking seeing how many sources Mr. Smiley gives in the item menu?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-23 00:33:38
I cheated some stats with Black Chocobo once the game got a bit hard so I don't want to give you false info..

Would it be possible to see if my EXE is broke by looking seeing how many sources Mr. Smiley gives in the item menu?

Best way to check is take note of stats, use 1 source, and then check if stat went up by 1 or by 5.

Edit:
New installer/IRO is up. Fixed the rank problem with Cloud (debug line I left in), and Aeris shouldn't show up at holzoff house if mortally impaired.

Biggest thing though, IRO now contains a hext function which should make the manual copying of .exes into FF7 folder no longer necessary. Just use the base ones FF7 7H provides.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-05-23 00:42:39
Biggest thing though, IRO now contains a hext function which should make the manual copying of .exes into FF7 folder no longer necessary. Just use the base ones FF7 7H provides.

I am confused. I've updated to the May 23rd IRO (just now). It comes with a few EXEs. I don't ever recall overwriting the game EXE. NT mod seems to work without it. Should I(/have) overwritten the game EXE?

EDIT: ^ nevermind i should have, serves me right for glancing over the ../documentation/readme
EDIT2: Looking at the source points allocated on black chocobo cloud (lv 51) has had 13 sources used on him and his total strength is 64 (55+12-3=64).

Also if I understand correctly the new patch notes say sources now provide 1 stat point instead of 5?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: marcsafrin on 2019-05-23 01:13:02
If it's still giving x5 per use, then your exe files need to be changed out. Check the IRO folder for the new ones, but the regular installer should have overwritten them with the new ones. Which install method did you use?

thanks for the quick reply sega!

I used the regular installer,even with the new links still the same.tried replacing the exe somehow it became even worse.crashed when battle starts and materia stats were crazy  ::) haha
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Reidlos on 2019-05-23 04:36:24
Does this work with "The Reunion - Beacause and Menu Overhaul? if so what order?  I am testing right now and not getting the new game notice that explains clouds unique stuff but the menu is better. going to swap and see but wanted to put this out here

Also useing Remako 1.0 which just came out, not sure where those will fall too
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: trueshaggy2 on 2019-05-23 06:09:54
[/img][/img]
Doesn't sound right, also the weapon formula isn't applied to the limits they typically use a physical formula. Could you post your stats cause I suspect you've had less sources than intended.

Cloud:
str 178
dex 86
vit 126
mag 52
spr 60
Luck 94

Atk 228
Atk% 100
Def 171
Def% 28
Mag Atk 52
Mag Def 66
Mag Def% 2

Level 99
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2019-05-23 08:15:50
Does this work with "The Reunion - Beacause and Menu Overhaul? if so what order?  I am testing right now and not getting the new game notice that explains clouds unique stuff but the menu is better. going to swap and see but wanted to put this out here

Also useing Remako 1.0 which just came out, not sure where those will fall too

Works with MO, but not Beacause.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-23 08:17:26
I am confused. I've updated to the May 23rd IRO (just now). It comes with a few EXEs. I don't ever recall overwriting the game EXE. NT mod seems to work without it. Should I(/have) overwritten the game EXE?

EDIT: ^ nevermind i should have, serves me right for glancing over the ../documentation/readme
EDIT2: Looking at the source points allocated on black chocobo cloud (lv 51) has had 13 sources used on him and his total strength is 64 (55+12-3=64).

Also if I understand correctly the new patch notes say sources now provide 1 stat point instead of 5?

Sources now give the old 'one use, one point' formula as relying on a 1:5 hack in the .EXE has proven very problematic if the .exe patch fails. So instead of being given 1, 2, or 3 sources you'll get 5, 10, and 15 respectively. Means having to mash confirm a bit more to get them all used up, but it's better than having a player miss out on their intended stats and run into serious trouble later on. Problem is that the mod works fine either with a default .exe or the NT-adjusted one which has made it tougher for a player to spot when it's not patched (compared to other files where a default one sneaking in would likely break the mod).

Based on stats you've posted, your characters have been getting +1 from sources instead of +5. To fix, simply multiply the Source value in each character's stats using black chocobo and you'll be good to go.

thanks for the quick reply sega!

I used the regular installer,even with the new links still the same.tried replacing the exe somehow it became even worse.crashed when battle starts and materia stats were crazy  ::) haha

The new IRO has a hext function so you should try using the default .exes that 7H provides.

Does this work with "The Reunion - Beacause and Menu Overhaul? if so what order?  I am testing right now and not getting the new game notice that explains clouds unique stuff but the menu is better. going to swap and see but wanted to put this out here

Also useing Remako 1.0 which just came out, not sure where those will fall too

I think NT can be used with menu overhaul so long as you use the ff7_bc.exe. Beacause itself (the translation) is currently incompatible; NT does have a text write-up/clean-up but it's not a re-translation.

[/img][/img]
Cloud:
str 178
dex 86
vit 126
mag 52
spr 60
Luck 94

Atk 228
Atk% 100
Def 171
Def% 28
Mag Atk 52
Mag Def 66
Mag Def% 2

Level 99


Your stats are definitely correct. I'll check Omnislash over when I get home from work, but it seems unusual to be hitting 1-3 damage per hit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CelzYosef on 2019-05-23 11:36:53
That is not The Reunion mod. I assume you think it is because Trooper posted a comment in the video saying it was. Trooper is wrong.

Thank you! You are right, I assumed it because of that Trooper guy. Do you know what the mod is actually called? It looks gorgeous.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: el_pitu on 2019-05-23 13:20:37
The last fight of the corel train should be a shinra soldier with a gun-arm (based on Dyne). You said monster, is a different enemy showing up?
Ok nevermind! problem solved, apparently I had some battle model in my direct folder conflicting with it, instead of the dyne-soldier I had a Shinra dog, now I just need to find what model was causing the issues and delete it, thanks for your time and for this amazing mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-23 16:02:06
The Dyne soldier's filenames are SNAA-SNDA, the first non-default name (Chaos is the last model of the default battle.lgp, and has filenames of SMAA-SMDA) and if I recall correctly the first new enemy in Gjoerulv's hardcore mod is a dog which probably has filenames of SNAA-SNDA as well; check for those in your direct folder.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: el_pitu on 2019-05-23 16:24:16
The Dyne soldier's filenames are SNAA-SNDA, the first non-default name (Chaos is the last model of the default battle.lgp, and has filenames of SMAA-SMDA) and if I recall correctly the first new enemy in Gjoerulv's hardcore mod is a dog which probably has filenames of SNAA-SNDA as well; check for those in your direct folder.
yup my SNAA was a damn yellow dog for some reason, fixed now!   :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-05-23 17:02:28
Bug

...very minor

Problem: Cait Sith dialogue appears below the highwind scene during the Junon escape even if he isn't in the party

Replicate: After Barret and Cait Sith leave the press room and head to the save point on the road with reporter yuffie. You can use the
save point to PHS Cait Sith out of the party. When you arrive on the scene below the highwind (before the
Spoiler: show
robo scorpion fight
) - Cait Sith's dialogue plays as if he is still in the party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-23 18:51:46
I'm starting to hate myself for this u.u I really feel bad since it's such a little issue since it affects nothing to the gameplay and mechanics changes, nor does it affect the other models of this boss. I really don't wanna come out as a nitpicking brat, just wanting to inform you, Chief: the first battle against Guardian Scorpion has the vanilla colors of the boss, I checked and it seems to be the only boss battle affected
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-05-23 20:18:46
Bug?

Just got the highwind. Flew to the temple of the ancients for the hell of it. There's a random cait sith on the far right of the pit.  :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-23 20:41:55
Bug

...very minor

Problem: Cait Sith dialogue appears below the highwind scene during the Junon escape even if he isn't in the party

Replicate: After Barret and Cait Sith leave the press room and head to the save point on the road with reporter yuffie. You can use the
save point to PHS Cait Sith out of the party. When you arrive on the scene below the highwind (before the
Spoiler: show
robo scorpion fight
) - Cait Sith's dialogue plays as if he is still in the party.


Ah, that PHS is dangerous. It was supposed to be removed because it can break the scene if you reload from the save point on the way to the airport. Those scenes are intended to play with Cait, Barret, and Yuffie being the active characters and no swap possible (which is why it plays the dialogue statically instead of dynamically based on who is in party).

I'm starting to hate myself for this u.u I really feel bad since it's such a little issue since it affects nothing to the gameplay and mechanics changes, nor does it affect the other models of this boss. I really don't wanna come out as a nitpicking brat, just wanting to inform you, Chief: the first battle against Guardian Scorpion has the vanilla colors of the boss, I checked and it seems to be the only boss battle affected

I forgot my precious Guard Scorpion s:

Bug?

Just got the highwind. Flew to the temple of the ancients for the hell of it. There's a random cait sith on the far right of the pit.  :o

You can trigger that early? There was no scene or anything? That place is where Cait gets an item from a boss to make his ultimate weapon with (no Lv.4 Limit like the other characters would get, as he doesn't have one). It's intended to be Disc 3 only.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-05-23 21:13:57
You can trigger that early? There was no scene or anything?

No cut scene. Just a cait sith halfway down the pit on the right side. No interactions at all. I got the highwind and then went to play the video tape in the icicle town labratory just before that. Probably can replicate it just after getting the highwind.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-05-23 23:24:33
I have a question to the damage formular. I am certain you changed it. Its not more like in vanilla. It looks likes the level of the attacker / caster is not important in New Threat and the defense and mag defence stats gained a buff in the calculation since it seems they decrease the damage more as they should. Could you explain the new damage formular?

By the way i can confirm,  the mod now works with the standard .exe and now i can finally use the 9999 break mod from Reunion R03e Mod :) Well done. I just need to enable Menu Overhaul on top, otherwise the displayed life numbers looks weird (and use the ff7_mo.exe instead the normal one). But after testing it with Black Chocobo Edit, i found out even with 255 atk / mag and with ultimate weapon and bahamut Zero you dont reach 9999+. You need Criticals or Limits or another something special.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2019-05-24 00:28:32
By the way i can confirm,  the mod now works with the standard .exe and now i can finally use the 9999 break mod from Reunion R03e Mod :) Well done. I just need to enable Menu Overhaul on top, otherwise the displayed life numbers looks weird (and use the ff7_mo.exe instead the normal one). But after testing it with Black Chocobo Edit, i found out even with 255 atk / mag and with ultimate weapon and bahamut Zero you dont reach 9999+. You need Criticals or Limits or another something special.

Don't use mo_.exe at all, it has wrong equip effects applied to the .exe regarding materia. Use bc_.exe instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamekaz3 on 2019-05-24 01:15:32
Was Time Flare reverted back to Dragon Force?
I've been trying to get it from the Gaea Dragon but it only counter attack limits with Dragon Force. I'm on the latest version.

Edit: Sega chief already answered on discord, and yes it was changed. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: trueshaggy2 on 2019-05-24 05:36:25
Your stats are definitely correct. I'll check Omnislash over when I get home from work, but it seems unusual to be hitting 1-3 damage per hit.
[/quote]

Is there any chance that there's nothing wrong and I am misunderstanding something? Because Omnislash works fine against normal enemies, even the Golden Tonberries. It just does almost no damage against Absolute Jenova, Bizarro, even the behemoths toward the bottom of the Northern Cave. I assumed you did that intentionally, but apparently not lol. I'm most confused that Omnislash did 1 damager per hit with the Ragnarock, and then with Ultima Weapon it does 3 damage per hit. Very bizarre :D hope you're well, Sega!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-24 08:26:05
No cut scene. Just a cait sith halfway down the pit on the right side. No interactions at all. I got the highwind and then went to play the video tape in the icicle town labratory just before that. Probably can replicate it just after getting the highwind.

I'll check the script, seems odd that it can be triggered that way. Old testing routine maybe?

I have a question to the damage formular. I am certain you changed it. Its not more like in vanilla. It looks likes the level of the attacker / caster is not important in New Threat and the defense and mag defence stats gained a buff in the calculation since it seems they decrease the damage more as they should. Could you explain the new damage formular?

By the way i can confirm,  the mod now works with the standard .exe and now i can finally use the 9999 break mod from Reunion R03e Mod :) Well done. I just need to enable Menu Overhaul on top, otherwise the displayed life numbers looks weird (and use the ff7_mo.exe instead the normal one). But after testing it with Black Chocobo Edit, i found out even with 255 atk / mag and with ultimate weapon and bahamut Zero you dont reach 9999+. You need Criticals or Limits or another something special.

In the character AI, defence stats get doubled and Level is checked for whether it is above or equal to 44; if it is, then the character's level gets adjusted to help hold back physical damage. There's a tipping point where physical damage begins to exponentially grow as your level gets higher, leaving Magic behind.

Your stats are definitely correct. I'll check Omnislash over when I get home from work, but it seems unusual to be hitting 1-3 damage per hit.


Is there any chance that there's nothing wrong and I am misunderstanding something? Because Omnislash works fine against normal enemies, even the Golden Tonberries. It just does almost no damage against Absolute Jenova, Bizarro, even the behemoths toward the bottom of the Northern Cave. I assumed you did that intentionally, but apparently not lol. I'm most confused that Omnislash did 1 damager per hit with the Ragnarock, and then with Ultima Weapon it does 3 damage per hit. Very bizarre :D hope you're well, Sega!

I'll check the base power when I get back from work. Sounds like it's too low. Some of the other Lv.4 Limits ignore defence so maybe that would be something to put on it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Lunatic High on 2019-05-24 10:56:25
You can trigger that early? There was no scene or anything? [...] It's intended to be Disc 3 only.
No cut scene. Just a cait sith halfway down the pit on the right side. No interactions at all. I got the highwind and then went to play the video tape in the icicle town labratory just before that. Probably can replicate it just after getting the highwind.
I'll check the script, seems odd that it can be triggered that way. Old testing routine maybe?

I was able to trigger Vincent's sidequest where he gained Chaos while still on disc/part two. I think I was able to do it immediately after getting the submarine. I had visited it beforehand with him for the flashback sequence via a gold chocobo that I had.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-05-24 12:10:31
Sega do you have a favourite set piece you designed?

My favourite has to be

Spoiler: show
Sephiroth / Jenova WAR with the Judgement Day music


It was pure kino   ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-05-24 14:15:27
Bug

Possible unrelated to this mod (I am using ChaOS and the steam release).

Cloud has no running/walking animation in Junon HQ, 2F. This is the field with a savepoint after the room with all the computers in junon and before the Junon HQ, 1F (the field with the big banner saying CANNON). When handcuffed barret walked through this scene he animated normally.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-05-24 16:32:20
Don't use mo_.exe at all, it has wrong equip effects applied to the .exe regarding materia. Use bc_.exe instead.

I checked this yesterday (when you mean the penalty or bonus to the stats like vita, mag def, hp% etc. when you equip a materia) and it was alright with ff7_mo.exe. Maybe this was a problem with earlier versions and this is fixed with this realease  of the auto edit hex to the .exe?



In the character AI, defence stats get doubled and Level is checked for whether it is above or equal to 44; if it is, then the character's level gets adjusted to help hold back physical damage. There's a tipping point where physical damage begins to exponentially grow as your level gets higher, leaving Magic behind.

Thanks, this will explain many things like  the extrem damage reduction of some monster. In Vanilla the max damage reduction via defence/mdefence (when you got 255 def / magdef) was 255/512 = about 49,8% and in New Threat it should be 510/512 = about 99,6%. Its almost god mode^^ But i assume later some enemies will have attacks/magics which ignores defence/magdef.
Title: Innate Abilities
Post by: Artagor on 2019-05-24 22:34:46
Thanks for the work you put into this mod! Looks amazing :)

Just curious, is there any way to deactivate the innate abilities; I must admit I am not a fan of them.

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-24 22:55:35
I was able to trigger Vincent's sidequest where he gained Chaos while still on disc/part two. I think I was able to do it immediately after getting the submarine. I had visited it beforehand with him for the flashback sequence via a gold chocobo that I had.

That's normal I think, as the behaviour and the scene are unchanged from vanilla; except maybe it's a bad idea to have a boss like that available to fight early on. We'll call that a design flaw I've introduced.

Sega do you have a favourite set piece you designed?

My favourite has to be

Spoiler: show
Sephiroth / Jenova WAR with the Judgement Day music


It was pure kino   ;D

My favourite set-piece to design was the Brass Dragon vs X-ATM fight, that usually gets a good reaction on streams and the like.

Bug

Possible unrelated to this mod (I am using ChaOS and the steam release).

Cloud has no running/walking animation in Junon HQ, 2F. This is the field with a savepoint after the room with all the computers in junon and before the Junon HQ, 1F (the field with the big banner saying CANNON). When handcuffed barret walked through this scene he animated normally.

I'll sort that out, odd he wouldn't have one though.

I checked this yesterday (when you mean the penalty or bonus to the stats like vita, mag def, hp% etc. when you equip a materia) and it was alright with ff7_mo.exe. Maybe this was a problem with earlier versions and this is fixed with this realease  of the auto edit hex to the .exe?


Thanks, this will explain many things like  the extrem damage reduction of some monster. In Vanilla the max damage reduction via defence/mdefence (when you got 255 def / magdef) was 255/512 = about 49,8% and in New Threat it should be 510/512 = about 99,6%. Its almost god mode^^ But i assume later some enemies will have attacks/magics which ignores defence/magdef.

The auto-patch (aka Hext) added to the IRO means that it injects the code on runtime to the .exe, and as all .exes will usually have the same offset addresses it'll be a lot more compatible than patching over/replacing an .exe directly.

Some attacks do ignore defence but not many. If you can bolster defence close to 255 then you'll get seriously reduced incoming damage, but you need to go for it in the rank options and put the right gear together for it.

Thanks for the work you put into this mod! Looks amazing :)

Just curious, is there any way to deactivate the innate abilities; I must admit I am not a fan of them.

Thanks!

This is a kernel that has innates removed:
https://www.mediafire.com/file/0g5trtgw68t5ybs/Kernel.zip/file

The contents of that will need to be either placed in the data/kernel (or data/lang-en/kernel if it's steam) folder. If it's an IRO, then:

1) Unpack the NT IRO using 7th Heaven; it has tools built in for it.
2) Place the kernel files into the unpacked IRO's kernel folder.
3) Repack the IRO using 7th Heaven again; target the folder you placed the unpacked IRO files into and make sure nothing else is in that folder except for the IRO files.
4) Import the patched IRO using 7th Heaven on the Library tab and activate it (don't forget to deactivate the unpatched NT IRO and uninstall it).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamekaz3 on 2019-05-25 07:59:22
Is there another place I can acquire a masamune? I lost the last fort condor battle thinking the boss would drop something, and didn't know winning rewards you it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-25 10:42:39
Is there another place I can acquire a masamune? I lost the last fort condor battle thinking the boss would drop something, and didn't know winning rewards you it.

You can make one in the same place as the other ultimate weapons; Disc 3, weapon shop guy (blue house on world map near Gongaga).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-05-25 13:58:06
My favourite set-piece to design was the Brass Dragon vs X-ATM fight, that usually gets a good reaction on streams and the like.

Yeah my 2nd favourite scene
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-25 15:12:04
Thanks to R. H. for the generous donation. Here's a sephifrog:

(https://i.imgur.com/2GjdcT9.png)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-25 17:58:37
Sega Chief I was wondering, don't worry is not about the same as last time xDDD I was thinking... did you made an alternative way to be able to get the red submarine or we still have to let ourselves be destroyed in the minigame and lose that huge materia from Junon's reactor? I I've been thinking on this for a while since I like the Red Submarine more than the regular gray one, but at the same time I don't wanna lose any of the huge materia so I can keep getting Bahamuth Zero early without needing to wait until disc 3 to dig it out at Bone Village (even tho with all the content that there seems to be on disc 3 I think that it's not that hard to wait until then, really :/ hmmm
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LordUrQuan on 2019-05-25 19:33:35
Thanks to R. H. for the generous donation. Here's a sephifrog:

(https://i.imgur.com/2GjdcT9.png)
That is sooooooo wrong  ;D ;D ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-25 20:02:41
3000 posts :I

Sega Chief I was wondering, don't worry is not about the same as last time xDDD I was thinking... did you made an alternative way to be able to get the red submarine or we still have to let ourselves be destroyed in the minigame and lose that huge materia from Junon's reactor? I I've been thinking on this for a while since I like the Red Submarine more than the regular gray one, but at the same time I don't wanna lose any of the huge materia so I can keep getting Bahamuth Zero early without needing to wait until disc 3 to dig it out at Bone Village (even tho with all the content that there seems to be on disc 3 I think that it's not that hard to wait until then, really :/ hmmm

Think I tried it once, I let myself into the area, got the sub, but when it jumped to world map it was a silver sub. So I guess it renders the colour (or separate model) based on some variable.

By the by, if you don't get the blue huge materia then you can dig up Bahamut ZERO from bone village. In NT, the chance I think was set to 100% instead of the abysmal chance in base game. Same with Phoenix, W-Item, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-25 20:24:04
can that be done on disc 2? or still has the requirement of disc 3 to be able to dig up BZ?

---edit---

Also Sega you should take off the note that says that you need to replace the .exes when using the iro format of the mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-26 12:41:05
can that be done on disc 2? or still has the requirement of disc 3 to be able to dig up BZ?

---edit---

Also Sega you should take off the note that says that you need to replace the .exes when using the iro format of the mod

Not sure, I think it becomes available once you pass the point where you'd ordinarily be able to get it so it'd be Disc 2.

Done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-26 14:24:17
I tried last night with a saved game i made with the red submarine, got to bone town after leaving the huge materia in Bugehangen's house and tried digging it on disc 2, then checked online and it would seem the game checks if you've picked up the Megaelixir that's in that spot first, if you have, then the game checks if you are on disc three, if you are not on disk three you can't dig it up even if you dig on the spot it is supposed to be if you lose it. But honestly with all the content that there seems to be on Disc 3 contrary to the original game, I think it is ok to dig that materia on Disc 3 :) I'm just glad I can still be able to breed and get a Gold Chokobo on disc 2 through breeding xD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: avataraang3 on 2019-05-26 22:10:39
Hey just a quick question about the mod. I was watching videos online and when people level up at mr.smile their characters all receive the exact amount of sources Mr.Smile says they will get. However in my run They always get between 1-3 of each source except for cloud who gets exactly what hes supposed to. Is this intentional? I'm up to Mt.Nibel and I have been grinding a while but every character feels so weak compared to Cloud.
edit: heres a pic of my characters stat sheets with almost all basic items except accessories boosting stats
(https://i.imgur.com/niieN0R.jpg)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamekaz3 on 2019-05-27 03:26:17
Spoiler: show
Goddamnit...that chest after defeating curator... Didn't realize it was just a battle for challenge. Ya got me


Edit: Found a bug. Whenever I quad Ultima Valiant Clod, after the 2nd cast the game soft locks. It looks like Clod is trying to counter attack but it doesn't. I could still move the menu/try to escape but the battle doesn't proceed since it's stuck trying to proceed with the quad Ultima but it doesn't.
I also noticed you can acquire Yuffie's Lv.4 limit before disc 4. Is this intentional?

Where is the mystile located?
I didn't find one in the bottom of the crater.
Thanks in advance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-05-27 08:26:03
Hey just a quick question about the mod. I was watching videos online and when people level up at mr.smile their characters all receive the exact amount of sources Mr.Smile says they will get. However in my run They always get between 1-3 of each source except for cloud who gets exactly what hes supposed to. Is this intentional? I'm up to Mt.Nibel and I have been grinding a while but every character feels so weak compared to Cloud.
edit: heres a pic of my characters stat sheets with almost all basic items except accessories boosting stats

Till last patch you did need a .exe of the new thread folder, which make every source give you +5 stats instead +1 stats. Because many prople didnt copy the new threat .exe right, many had the problem you have now. Best if you install the current viersion of new threat (23rd may). In the current version you can use standard .exe and the mod will make the changed to your .exe at their own.


Where is the mystile located?
I didn't find one in the bottom of the crater.
Thanks in advance.

Spoiler: show
Mystile: Dark Cave Final Screen (Disc 3)


You can find this and other useful informations in the documentary, when you download the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamekaz3 on 2019-05-27 08:35:17
Till last patch you did need a .exe of the new thread folder, which make every source give you +5 stats instead +1 stats. Because many prople didnt copy the new threat .exe right, many had the problem you have now. Best if you install the current viersion of new threat (23rd may). In the current version you can use standard .exe and the mod will make the changed to your .exe at their own.


Spoiler: show
Mystile: Dark Cave Final Screen (Disc 3)


You can find this and other useful informations in the documentary, when you download the mod.

For some reason I thought Dark cave meant the Crater. The documentary contains very outdated info and many things has changed from it. Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-27 15:27:04
Hey just a quick question about the mod. I was watching videos online and when people level up at mr.smile their characters all receive the exact amount of sources Mr.Smile says they will get. However in my run They always get between 1-3 of each source except for cloud who gets exactly what hes supposed to. Is this intentional? I'm up to Mt.Nibel and I have been grinding a while but every character feels so weak compared to Cloud.
edit: heres a pic of my characters stat sheets with almost all basic items except accessories boosting stats
(https://i.imgur.com/niieN0R.jpg)

I checked the files; as of the latest update, in the standard rank-up everyone should be getting their intended sources. But I've noticed in the randomiser that only Cloud will get the intended amount. I'll update it again.

Spoiler: show
Goddamnit...that chest after defeating curator... Didn't realize it was just a battle for challenge. Ya got me


Edit: Found a bug. Whenever I quad Ultima Valiant Clod, after the 2nd cast the game soft locks. It looks like Clod is trying to counter attack but it doesn't. I could still move the menu/try to escape but the battle doesn't proceed since it's stuck trying to proceed with the quad Ultima but it doesn't.
I also noticed you can acquire Yuffie's Lv.4 limit before disc 4. Is this intentional?

Where is the mystile located?
I didn't find one in the bottom of the crater.
Thanks in advance.

There's a glitch with the game where Ultima quadded with an absorb materia equipped to it against multi-part enemies will cause a soft-lock (I think it's specifically against enemies that are one unified model, but which attribute different parts of themselves as targets rather than enemies like Carry Armour which are 3 separate 'enemies', may be wrong and it affects all of them. The Wiki also erroneously states that Jenova Synthesis doesn't do it, but she definitely does): https://finalfantasy.fandom.com/wiki/Quadra_Magic_Ultima_glitch

I'll need to check into Mystile but I think it was a dark cave thing.

Edit: New installer/IRO up, only change was the randomiser getting fixed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ShobogunLover on 2019-05-27 18:07:15
I ran into something in the first reactor. Randomly encountered something that looked like a black Jenova Synthesis with the North Crater battle background. I tried to screenshot it, but steam is fitnicky about all of that.

It ended up using a move while I was flipping out that look down 3/4 of my team's HP and then ending the fight, so I made it out alright. Just scared me.  ;D

I just recently installed it as an IRO with 7th Heaven. I have other mods on, but they only effect graphics with the exception of Reunion that effects grammar and such. Has anyone else run into this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-27 19:30:02
I ran into something in the first reactor. Randomly encountered something that looked like a black Jenova Synthesis with the North Crater battle background. I tried to screenshot it, but steam is fitnicky about all of that.

It ended up using a move while I was flipping out that look down 3/4 of my team's HP and then ending the fight, so I made it out alright. Just scared me.  ;D

I just recently installed it as an IRO with 7th Heaven. I have other mods on, but they only effect graphics with the exception of Reunion that effects grammar and such. Has anyone else run into this?

That's a wrong encounter; cause is either kernel isn't synched to scene.bin (7H set-up issue) or encounter table has been overwritten by another IRO. Reunion is an flevel mod so I think it enforces default encounters; NT and Reunion/Beacause are generally incompatible except for the menu overhaul. It could also be a graphical mod as some have turned up recently that use the encounter table chunk despite not needing it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-27 19:34:53
I haven't run into that issue but I noticed two things: Guard Scorpion boss fight still has the vanilla colors and Midgard Zolom I remembered was blue mostly but now it is other colors, is this intentional? I can take pics and post them if needed.

---EDIT---

Also yes, I installed this last IRO from today
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-27 21:17:07
I haven't run into that issue but I noticed two things: Guard Scorpion boss fight still has the vanilla colors and Midgard Zolom I remembered was blue mostly but now it is other colors, is this intentional? I can take pics and post them if needed.

---EDIT---

Also yes, I installed this last IRO from today

Oh yeah I forgot the scorp recolour; I'll get it next time.

Zolom colour was changed to the new sandy looking colour.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chewitt12 on 2019-05-27 21:19:32
I'm sure this has probably been brought up before but I'm having trouble obtaining certain items needed to make each respective characters 'ultimate weapons', and when I say trouble I don't mean through lack of trying, see I'm working up against this 'cheat sheet' if you will, which tells me what item/materia/weapon is where, who to kill, all the side quests, and all that, however the problem I have is the sheet isn't exactly true to what I'm playing, whether my version of NT is newer/older than the sheet (my guess is newer) I don't fully know, for example:

The first ultimate weapon I tried for first was naturally the Conformer, for obvious reasons. On the cheat sheet it reads:

Magic Shuriken: Dragon Zombie, Drop
 
Rising Sun: Gelnika
 
Oritsuru: Zombie Dragon, Morph
 
Conformer: Crafted

However, In game is says that I require Magic shuriken, Oritsuru and 7777 needles. This was fine because I already had the 7777 needles for a previous battle, but that was only my first problem, upon arriving to the Northern crater, I went to go battle with the zombie dragon to get the Magic shuriken and the Oritsuru, getting the Magic shuriken was fine because all I had to do was defeat the dragon, however the problem came when I tried to obtain the Oritsuru by morphing the dragon, I did it, I defeated the dragon by morphing it, but instead of doing the morph animation it just did the normal death animation, meaning I did not receive the Oritsuru, this left me super frustrated so I tried once more to no avail, I ended up spawning one in with Black chocobo which I actually hated doing, really made it feel like I didn't earn it at all, and the same thing happened when I was going for the Venus gospel for Cid and tried to get the spirit lance by morphing the crater dragon, likewise I had to spawn that in too.

I've since tried to go for Aerith's ultimate weapon Princess Guard, which unlike the cheat sheet says I need Gospel spark instead of guard stick, however on the cheat sheet it says that the Gospel spark can be found at the battle square with no further clues on how else to get it, special battle? silver/gold/platinum battle? I don't know.

Finally to my surprise, the sheet doesn't actually have mime on it... like anywhere, I know it's in the game, or was before in a previous NT version because I've seen people use it, or has it been removed?

Fantastic mod so far though, I've sunk in just under 77 hours.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-27 21:30:39
oh well then that's perfect since the blue color looked a bit weird :) I'll keep checking if there are more issues along the walkthrough
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-27 23:06:37
I'm sure this has probably been brought up before but I'm having trouble obtaining certain items needed to make each respective characters 'ultimate weapons', and when I say trouble I don't mean through lack of trying, see I'm working up against this 'cheat sheet' if you will, which tells me what item/materia/weapon is where, who to kill, all the side quests, and all that, however the problem I have is the sheet isn't exactly true to what I'm playing, whether my version of NT is newer/older than the sheet (my guess is newer) I don't fully know, for example:

The first ultimate weapon I tried for first was naturally the Conformer, for obvious reasons. On the cheat sheet it reads:

Magic Shuriken: Dragon Zombie, Drop
 
Rising Sun: Gelnika
 
Oritsuru: Zombie Dragon, Morph
 
Conformer: Crafted

However, In game is says that I require Magic shuriken, Oritsuru and 7777 needles. This was fine because I already had the 7777 needles for a previous battle, but that was only my first problem, upon arriving to the Northern crater, I went to go battle with the zombie dragon to get the Magic shuriken and the Oritsuru, getting the Magic shuriken was fine because all I had to do was defeat the dragon, however the problem came when I tried to obtain the Oritsuru by morphing the dragon, I did it, I defeated the dragon by morphing it, but instead of doing the morph animation it just did the normal death animation, meaning I did not receive the Oritsuru, this left me super frustrated so I tried once more to no avail, I ended up spawning one in with Black chocobo which I actually hated doing, really made it feel like I didn't earn it at all, and the same thing happened when I was going for the Venus gospel for Cid and tried to get the spirit lance by morphing the crater dragon, likewise I had to spawn that in too.

I've since tried to go for Aerith's ultimate weapon Princess Guard, which unlike the cheat sheet says I need Gospel spark instead of guard stick, however on the cheat sheet it says that the Gospel spark can be found at the battle square with no further clues on how else to get it, special battle? silver/gold/platinum battle? I don't know.

Finally to my surprise, the sheet doesn't actually have mime on it... like anywhere, I know it's in the game, or was before in a previous NT version because I've seen people use it, or has it been removed?

Fantastic mod so far though, I've sunk in just under 77 hours.

An issue has been multiple versions floating around with changes being made incrementally. Also, the documentation has slowly become more and more out of date.

On the current 1.5 files, Dragon Zombie carries and morphs into a Dragon Armlet, with a Dragon Fang steal, with the Oritsuru and Magic Shuriken being drop/steal on Christopher in the North Crater.

Have you been playing on the catalog IRO (v1.4) by any chance? There are very likely to have been changes made to the item lists on enemies since then.

As for Gospel Spark, that should be carried by the Gold Match opponent as a 100% drop but in 1.4 it might also be available by buying the mystery prize using BP. There was a time when it selected a random set of items but was then changed to a fixed set of items; not sure where that 1.4 build falls with that. In the latest 1.5 build it can be acquired from the left-up path in Crater and from Wutai when turning in the flyers but I don't think those were in 1.4.

Mime should be the yellow materia cave pick-up in all versions.

Let me know which version you're on (date when you downloaded it and whether it's regular installer or a catalog IRO) and I can try to get a proper list together for you. If you are on 1.4, I'd recommend against updating to the 1.5 builds as it may break some sidequest triggers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Lunatic High on 2019-05-27 23:52:40
I've got a question about Enemy Skills. In the documentation it says there's a new skill, Alpha, that you get from the Midgar Zolom. Beta is still listed, which I have, but I can't seem to get this Alpha skill from the Zolom because it's still using Beta. Or is there another "Midgar Zolom" somewhere, because I know the one in the marsh is called "Alpha Zolom."
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chewitt12 on 2019-05-28 00:21:13
An issue has been multiple versions floating around with changes being made incrementally. Also, the documentation has slowly become more and more out of date.

On the current 1.5 files, Dragon Zombie carries and morphs into a Dragon Armlet, with a Dragon Fang steal, with the Oritsuru and Magic Shuriken being drop/steal on Christopher in the North Crater.

Have you been playing on the catalog IRO (v1.4) by any chance? There are very likely to have been changes made to the item lists on enemies since then.

As for Gospel Spark, that should be carried by the Gold Match opponent as a 100% drop but in 1.4 it might also be available by buying the mystery prize using BP. There was a time when it selected a random set of items but was then changed to a fixed set of items; not sure where that 1.4 build falls with that. In the latest 1.5 build it can be acquired from the left-up path in Crater and from Wutai when turning in the flyers but I don't think those were in 1.4.

Mime should be the yellow materia cave pick-up in all versions.

Let me know which version you're on (date when you downloaded it and whether it's regular installer or a catalog IRO) and I can try to get a proper list together for you. If you are on 1.4, I'd recommend against updating to the 1.5 builds as it may break some sidequest triggers.

I could very well be on 1.4, not quite sure how to check that to be honest, must've been longer than a year ago since I downloaded it, didn't even think to remember the version XD. I can't quite remember what I got for completing the gold match, evidently it was not the Gospel spark, I also tried for the mystery prize as well and got 3x of 3 random rare items.

I also just did the Yellow materia cave and got mime, I thought I did it but I clearly didn't, must've slipped my mind or something.

If I know me, and there was a choice between an installer and whatever the other one is, I would've most likely gone the easier route and choose the former. As for what version like I've said previously I don't have a clue unfortunately, if you know a way to check that that'd be cool.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jonesin4Rock on 2019-05-28 05:53:01
Is there a list of items/weapons/armor and their changes in a new threat,   to see what enemies are actually useful to steal/morph for?    Spent hours looking online and found nothing,   I have the documentation for steal/morph/drops but it doesn't give an item description...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chewitt12 on 2019-05-28 10:15:37
Is there a list of items/weapons/armor and their changes in a new threat,   to see what enemies are actually useful to steal/morph for?    Spent hours looking online and found nothing,   I have the documentation for steal/morph/drops but it doesn't give an item description...

I have one but it seems to be quite outdated.

https://pastebin.com/eR8JtMuR
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: circle on 2019-05-28 17:16:55
Hi Sega Chief. I'm playing New Threat for the first time and really enjoying the changes you've made. However, I've got a bit stuck on the boss with two heads at Gaea's Cliffs. Any tips for beating him? I'm using haste, barrier and mbarrier - ALL and casting slow on the boss, but eventually he seems to speed up and use powerful attacks that hit all characters, often two or three times in a row and then again quickly afterwards. I'm using Cloud and Aerith as mages and Vincent to attack the physical head and I can damage him fine, but I can't make my party survive
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chewitt12 on 2019-05-28 17:29:25
Trying righ now to get Cids L4 limit, went to his house to talk to Shera, she told me to talk to the technician outside on the Bronco, spoke to the guy and he's asking for a targeting system or something, from a Shinra weapon or something, couldn't speak to him again after that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Syableman on 2019-05-28 20:22:44
I've encountered a strange issue with the sources: In the new 1.5 version I'm getting sources in groups of 5, but they're still giving 5 points each. A quick search on this forum showed that people were having the exact opposite problem a year back with the old system. The solution was to use the "emergency EXE files" after doing this, the sources were giving one point like they should, but the game crashes on every battle, giving me the "an unknown exception has occurred" message. This is on a brand new install of NT on the Steam version, not a 1.4 updated to 1.5, so I have no idea why this would happen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jonesin4Rock on 2019-05-28 22:30:12
I have one but it seems to be quite outdated.

https://pastebin.com/eR8JtMuR

That list comes with the mod,   I'm looking for item descriptions,   not just a list
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Lunatic High on 2019-05-28 23:18:08
That list comes with the mod,   I'm looking for item descriptions,   not just a list
Well, you could try using WallMarket (http://forums.qhimm.com/index.php?topic=7928.0) (you'll need the MediaFire mirror). It will show all items/equipment and lists their in-game descriptions and detailed usage info.

(https://i.imgur.com/f86FZ5c.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamekaz3 on 2019-05-29 05:32:05
I'm getting soft locked at the first screen in dark cave after Barret says "the others ain't here."
Cloud seems as if he turns to barret but nothing else happens. I can't move or access anything but the game itself isn't frozen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jonesin4Rock on 2019-05-29 05:37:57
Well, you could try using WallMarket (http://forums.qhimm.com/index.php?topic=7928.0) (you'll need the MediaFire mirror). It will show all items/equipment and lists their in-game descriptions and detailed usage info.

(https://i.imgur.com/f86FZ5c.png)

How do I make it show New Threat items?    Only seems to show vanilla items
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Lunatic High on 2019-05-29 10:01:16
How do I make it show New Threat items?    Only seems to show vanilla items
When you open it, load the kernel.bin from Final Fantasy VII/data/lang-en/kernel and make sure you've clicked the PC button on the bottom left of the WallMarket program. You might be using the PSX side.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-29 10:33:48
I've got a question about Enemy Skills. In the documentation it says there's a new skill, Alpha, that you get from the Midgar Zolom. Beta is still listed, which I have, but I can't seem to get this Alpha skill from the Zolom because it's still using Beta. Or is there another "Midgar Zolom" somewhere, because I know the one in the marsh is called "Alpha Zolom."

Alpha was removed I think, Zolom uses Beta now.


I could very well be on 1.4, not quite sure how to check that to be honest, must've been longer than a year ago since I downloaded it, didn't even think to remember the version XD. I can't quite remember what I got for completing the gold match, evidently it was not the Gospel spark, I also tried for the mystery prize as well and got 3x of 3 random rare items.

I also just did the Yellow materia cave and got mime, I thought I did it but I clearly didn't, must've slipped my mind or something.

If I know me, and there was a choice between an installer and whatever the other one is, I would've most likely gone the easier route and choose the former. As for what version like I've said previously I don't have a clue unfortunately, if you know a way to check that that'd be cool.

That sucks it doesn't drop sparks, it must have changed since then. When starting a new game it should list the version number during the text boxes, but that being said 1.4 might not even have the difficulty mode selection so it might not.


Hi Sega Chief. I'm playing New Threat for the first time and really enjoying the changes you've made. However, I've got a bit stuck on the boss with two heads at Gaea's Cliffs. Any tips for beating him? I'm using haste, barrier and mbarrier - ALL and casting slow on the boss, but eventually he seems to speed up and use powerful attacks that hit all characters, often two or three times in a row and then again quickly afterwards. I'm using Cloud and Aerith as mages and Vincent to attack the physical head and I can damage him fine, but I can't make my party survive

When a head dies, the other becomes more aggressive if I remember right. Also, both heads will use a counter-attack (the move where they stamp their feet) after they've been hit a certain number of times (4 for one head, 5 for the other) so keep that in mind when attacking; those counters coming out at the wrong time may be what's killing you. Try attacking a head and count the number of times you hit it before the counter triggers; some of the counter-attacks are elemental as well, so you can add some protection for it. I don't think Slow works on this particular boss due to it being multi-part (would cause animation desynch). Haste also wears your own barriers out faster so be careful with using it.

One possible route is to weaken both heads before killing one, that shortens the time you're dealing with an aggressive head. You should also try to have a dedicated physical attacker and a magic user so you can deal with both heads a bit more effectively as one is immune to physicals and the other to magic attacks. If the fight is dragging on, consider bringing in Red XIII to make use of his innate which makes him stronger over time (up to +50 Str/Mag) or Cait Sith who passively regenerates MP. Both heads should also be Sensed for weaknesses and the help bar turned on (select/assist button) to keep track of their HP.


Trying righ now to get Cids L4 limit, went to his house to talk to Shera, she told me to talk to the technician outside on the Bronco, spoke to the guy and he's asking for a targeting system or something, from a Shinra weapon or something, couldn't speak to him again after that.

The flow for it on 1.5 is: talk to the dude on the bronco, head for Wall Market (Cid must be party leader) and examine the automated shop terminal, fight, then go to the Gongaga Reactor and win the fight there, then return to the back yard of the bronco to return the item.


I've encountered a strange issue with the sources: In the new 1.5 version I'm getting sources in groups of 5, but they're still giving 5 points each. A quick search on this forum showed that people were having the exact opposite problem a year back with the old system. The solution was to use the "emergency EXE files" after doing this, the sources were giving one point like they should, but the game crashes on every battle, giving me the "an unknown exception has occurred" message. This is on a brand new install of NT on the Steam version, not a 1.4 updated to 1.5, so I have no idea why this would happen.

Best thing to do is delete the ff7 folder then uninstall through Steam (for clean reinstall; save files should be safe in mydocuments but grab a backup of them just in case). Reinstall the game, preferably in a location outside of program folders. Then after the reinstall, you'll have a default ff7_en.exe. Reinstall the mod (don't use any of the emergency .exes) and it should be good to go.


I'm getting soft locked at the first screen in dark cave after Barret says "the others ain't here."
Cloud seems as if he turns to barret but nothing else happens. I can't move or access anything but the game itself isn't frozen.

I think there's a bug associated where if other mods are installed that scene breaks; that field screen has something going on with it. If only NT is running then it should work.


How do I make it show New Threat items?    Only seems to show vanilla items

You need to target the patched kernel with it. For FF7 Steam, this is actually in ff7/data/lang-en/kernel. For 1998 it's just ff7/data/kernel. If it's 7H though then the files aren't actually patched except at run-time, so you'll need to unpack the IRO using 7th heaven to find the kernel used for the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kakaiyuu on 2019-05-29 11:55:57
Hi Sega!

Been really enjoying the New Threat Mod, and have got all the way up to where I'm collecting their limit breaks. I saw that someone else was having a problem getting Cid's final limit break, and to add to it, I can't seem to make Cid the party leader whilst in Midgar. For some reason even Vincent and Yuffie will be Party Leader above him. I've tried cycling through the characters and using BlackChocobo to make him the only person in the party, but it just shows up blank. Any help would be appreciated!

And again, really enjoying the mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-29 13:58:25
Hi Sega!

Been really enjoying the New Threat Mod, and have got all the way up to where I'm collecting their limit breaks. I saw that someone else was having a problem getting Cid's final limit break, and to add to it, I can't seem to make Cid the party leader whilst in Midgar. For some reason even Vincent and Yuffie will be Party Leader above him. I've tried cycling through the characters and using BlackChocobo to make him the only person in the party, but it just shows up blank. Any help would be appreciated!

And again, really enjoying the mod!

You need to go to do this through the party leader swap function; this becomes available after reaching the bottom of the North Crater and then returning (the point where the party reunites after splitting up and they hand you the items they found). After that, you can head to the Highwind's operation room and find a new technician NPC standing on the right-hand side of the room opposite the usual NPC. Swap party leader to Cid from there (Tifa can also be used as a party leader); you should now be navigating field screens as the chosen character. This will also show up on the world map, but only if Cloud or Tifa aren't in the party due to the way it determines what model to show there.

As for why the bottom of north crater and back again as a requirement, it was done that way originally for consistency's sake and ease of implementation; everything extra on Disc 3 used to unlock based on that condition as it set game moment to its highest possible value (1998) before the point of no return (at which time it becomes 1999).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamekaz3 on 2019-05-29 16:58:32
I'm having another issue in the dark cave.

Spoiler: show
I'm getting encounter errors with all the npc shinra troopers in the dark cave reactor ending the battle once an action takes place. I seriously thought it was the dark cave messing with my mind...or is it still? Lol. I don't have any other mods on.
Guard Scorpion battle was working correctly I think.

If it's just normal soldiers and they don't drop anything special I guess it's not a big deal. The dark cave is messing with my mind lol.

The soldiers where cloud jumps onto the train is working correctly, if they're meant to be the same soldiers as the beginning of the game (besides the elite soldiers, they're modified but seem to be working correctly).


Edit: It seemed to happen to the same type of troopers in the church.


Thanks for answering all my questions Chief, the mod has been fantastic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kakaiyuu on 2019-05-29 19:26:36
You need to go to do this through the party leader swap function; this becomes available after reaching the bottom of the North Crater and then returning (the point where the party reunites after splitting up and they hand you the items they found). After that, you can head to the Highwind's operation room and find a new technician NPC standing on the right-hand side of the room opposite the usual NPC. Swap party leader to Cid from there (Tifa can also be used as a party leader); you should now be navigating field screens as the chosen character. This will also show up on the world map, but only if Cloud or Tifa aren't in the party due to the way it determines what model to show there.

As for why the bottom of north crater and back again as a requirement, it was done that way originally for consistency's sake and ease of implementation; everything extra on Disc 3 used to unlock based on that condition as it set game moment to its highest possible value (1998) before the point of no return (at which time it becomes 1999).

Thanks for this man. Another quick question, but where can I find Omni-Slash, I've pretty much done everything I can think of yet have still to find it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-29 20:02:38
I'm having another issue in the dark cave.

Spoiler: show
I'm getting encounter errors with all the npc shinra troopers in the dark cave reactor ending the battle once an action takes place. I seriously thought it was the dark cave messing with my mind...or is it still? Lol. I don't have any other mods on.
Guard Scorpion battle was working correctly I think.

If it's just normal soldiers and they don't drop anything special I guess it's not a big deal. The dark cave is messing with my mind lol.

The soldiers where cloud jumps onto the train is working correctly, if they're meant to be the same soldiers as the beginning of the game (besides the elite soldiers, they're modified but seem to be working correctly).


Edit: It seemed to happen to the same type of troopers in the church.


Thanks for answering all my questions Chief, the mod has been fantastic.


Dark Cave is a bit buggy and if it feels rushed/incomplete it's because it is; I'm retiring it from the next big update and recycling the scripts for something else.

Thanks for this man. Another quick question, but where can I find Omni-Slash, I've pretty much done everything I can think of yet have still to find it!

It should be in the Zack flashback you get when revisiting the Shinra Mansion basement. If you've been through that scene and it wasn't dropped/obtained then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mkidd on 2019-05-29 20:22:54
Hello, I just did all of the fort condor battles and the final one did not give me Masamune. Did I do something wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kayaa on 2019-05-29 22:12:24
Best thing to do is delete the ff7 folder then uninstall through Steam (for clean reinstall; save files should be safe in mydocuments but grab a backup of them just in case). Reinstall the game, preferably in a location outside of program folders. Then after the reinstall, you'll have a default ff7_en.exe. Reinstall the mod (don't use any of the emergency .exes) and it should be good to go.

Hi!
Big fan of this mod, loving it so far! Thanks for all your hard work.

Just being cheeky and jumping on this problem. I've just followed the steps above and still having the issue of sources giving +5. I'm running steam version, and I installed outside of Program Files. Although it is funny having some 255 stats at Rocket Town I'd quite like to go back to a normal run!  ;D Any additional help would be great, thanks in advance. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-29 22:55:00
hey  Sega, I've just reached to rank up Cloud a second time and for some reason Mr. Smiley says agin that Cloud is rank 1/8 insteda of 2/8, since it is only the second time I'll keep on going but just letting you know and I think someone else commented about this, gonna check if you offered a solution to it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-29 22:57:04
Hello, I just did all of the fort condor battles and the final one did not give me Masamune. Did I do something wrong?

There's about 20 battles in all, and while an alert message + fort condor starts with enough gil to cover the ones that are still missable (the weapon raid has 4 consecutive which would have murdered the flow of that scene, Mideel also has one) some of them are still very easy to miss; there's a list of them here: https://finalfantasy.fandom.com/wiki/Fort_Condor. Masamune can still be obtained from the weapon store by turning in items that are obtained from various places:
Spoiler: show

Yoshiyuki can be acquired from the Soldier M-Class (yellow ones) in Junon t-junction which leads to the elevator, where the siren is that can trigger Disc 2 encounters on Disc 1
The shards are acquired from Battle Square


Hi!
Big fan of this mod, loving it so far! Thanks for all your hard work.

Just being cheeky and jumping on this problem. I've just followed the steps above and still having the issue of sources giving +5. I'm running steam version, and I installed outside of Program Files. Although it is funny having some 255 stats at Rocket Town I'd quite like to go back to a normal run!  ;D Any additional help would be great, thanks in advance. 


I checked the installer exes again, and the ff7_en one had the source changes still. I repacked it all: https://mega.nz/#!LgMRQS6J!ay2EBr6RiNbSsCG67KtC10HWXDtm5J_SZQVQqje1Ivs
If issue still there, check in the folder for the emergency exe folder and use the one from there; you may need to unblock it though via right-click properties as it came from another computer.

hey  Sega, I've just reached to rank up Cloud a second time and for some reason Mr. Smiley says agin that Cloud is rank 1/8 insteda of 2/8, since it is only the second time I'll keep on going but just letting you know and I think someone else commented about this, gonna check if you offered a solution to it

There was a debug script in the flevel I was using to reset ranks to test that the new variable for setting source amount was working. It should be gone from the latest builds.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-30 00:05:15
There was a debug script in the flevel I was using to reset ranks to test that the new variable for setting source amount was working. It should be gone from the latest builds.

hmm... I swear I thought i had the lattest update you've done to the mod, not just the 1.5 but everything since I've been updating every time you say the iro and isntaller have been updated :/ I'll go check now, thanks

---EDIT---
Nope, deffinetly the latest iro seems to still have the rank reset, unless I go and start a new game, which I don't know if that will solve the issue, since I'm thinking that it might be that I changed he iro in between the first time i met Mr Smily which is when I ranked up cloud first time, and now, and that might be why Cloud is still rank 1/8
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: brucegi on 2019-05-30 03:21:25
Is it possible to play this mod with the square store SA version of  ff7?
i remember to have played NT years ago with that version, but now i always get to the steam app site, when starting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamekaz3 on 2019-05-30 06:45:01
Dark Cave is a bit buggy and if it feels rushed/incomplete it's because it is; I'm retiring it from the next big update and recycling the scripts for something else.

I did like it as extra content.
Spoiler: show

It was pretty good, the choice of BGM was great and I genuinely felt "wtf is going on" and a bit creeped out during it. I've played FFVII so many times and to have everything suddenly gone and weireded out felt so different and freaky. I would have loved to see it more polished but it did kind of feel rushed as you said, it arbitrarily just ends by climbing the empty Shrina HQ. Guard Scorpion and Air buster battle was a bit boring but I did find Hojo reappearance and final boss interesting and fun. Maybe if there was more sudden shifts in maps instead of it being linear--that is mostly just copying the footsteps of the early game. The same random battles from the beginning of the game dragged it on so I ended up turning it off. Overall I did enjoy it and liked the general direction of it being creepy and weird. It would have been awesome to see more "What is even going on- horror" kind of things in it. I can just imagine walking into the same map you've known and used to for many years, the lights go out, everything is messed up and life itself is rotting. I'm sad it'll be retired but I'm looking forward for new content!


Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kayaa on 2019-05-30 08:30:25

I checked the installer exes again, and the ff7_en one had the source changes still. I repacked it all: https://mega.nz/#!LgMRQS6J!ay2EBr6RiNbSsCG67KtC10HWXDtm5J_SZQVQqje1Ivs
If issue still there, check in the folder for the emergency exe folder and use the one from there; you may need to unblock it though via right-click properties as it came from another computer.


Awesome, thanks. This has fixed the source problem! However my characters stats are still inflated. Would you recommend using Black Chocobo to knock them back down?

Thank you for your help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-30 10:11:53
Awesome, thanks. This has fixed the source problem! However my characters stats are still inflated. Would you recommend using Black Chocobo to knock them back down?

Thank you for your help.

Yeah, source values are added separately in the savemap so they can be adjusted fairly easily without having to mess around with the character's base stats. I think in your case, either divide the source values by 5 if none have reached 255 or note how many ranks each character has and then spec them manually.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-05-30 14:27:13
Where's cover materia? Not mentioned in the text files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-30 15:29:13
Where's cover materia? Not mentioned in the text files.

Cover comes with Tifa as she has it equiped by default, if it the one that has a chance of the character having it taking the damage instead of the targeted character by the enemy... sorry still getting used to the materia names in English
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-05-30 16:20:02
thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-05-30 17:05:40
Bug

Re-entering the sector 5 slums after getting the key from the bone village.

The first NPC you come across (just after the church) has no dialogue. He turns to look at you though when you press confirm.

"Bug"

The save point following that doesn't have the options for leveling up via mr smile. It's ????. I assume all the save points are hardcoded.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-05-30 21:49:01
I dont get the masamune from the last condor battle, although i win the battle with troops. I only get the Great Materia from the old man.

Here is the saye. I tried 23rd may and 20th march version. Both have the problem. Can someone check with my save game maybe i am just stupid and do something wrong. When the person who try it should really get masamune would it be nice if he/she reupload the save game. Or can confirm something is wrong with it.

https://drive.google.com/open?id=1ORBVNOIECuyFSqeK1xoBJyaVPp4sqE8U
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-30 21:55:46
I dont get the masamune from the last condor battle, although i win the battle with troops. I only get the Great Materia from the old man.

Here is the saye. I tried 23rd may and 20th march version. Both have the problem. Can someone check with my save game maybe i am just stupid and do something wrong. When the person who try it should really get masamune would it be nice if he/she reupload the save game. Or can confirm something is wrong with it.

https://drive.google.com/open?id=1ORBVNOIECuyFSqeK1xoBJyaVPp4sqE8U

did you win all the previous Fort Condor Battles with the troopers? I ask because I did one letting the commader reach the top since I thought he would have or drop something like in vanilla and he did not, however if I win with tropps i got a headband, which i got in the second battle too when I did the second battle on the same save that the one I let the commander get to me, can't confirm if you get the reward you should get for each number of wins because when I won the first battle with troops, I had to fight the second against the commander, with Cloud alone and that wasn't pleasant I can tell you... so yeah it's just a theory
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-05-30 22:08:51
I started doing Fort Condor at Rocket Town, but all i did, i won with troppers. Before Rocket Town i did not Fort Condor because i didnt have enough Gil. UpRisen on Discord said it doesnt matter. Even if you only do the last battle you should get masumenue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-31 00:37:09
then I don't know :/ Sorry to not be able to be of more help.

Also to defend fort condor from the first moment you could have farmed the blue monster that you can find in the Mithril Mine, it gives 2000 gil per kill.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kuraudo. on 2019-05-31 00:56:28
Hi Sega Chief. Thank you for this crazy fantastic mod!

I'm gonna drop an idea (from FFIX holy weapon), you tell me if workable or not:

▝ Would be possible a side quest to obtain Excalibur II as Cloud's weapon, perhaps fighting the 13th Knight of the Round? (As per Ultimania the 13th Knight it's King Arthur and holds the first Excalibur)

▝ Or maybe to make it obtainable in New game+ under specific circumstances (restricted timing) using empty box (https://www.youtube.com/watch?v=bxYBDikspc4) of Corel Prison?

Cheers,
Kuraudo
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: fab_lorenzi on 2019-05-31 00:58:58
Hi! I'm trying to obtain the Magnitude8 E.Skill from Gaea's Dragon using a limit break against it, however the dragon counters with a Dragon Force Card.
"Where is the thing" note says that the Magnitude8 E.Skill can be obtained from that Dragon... Maybe something is changed?
Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Lunatic High on 2019-05-31 01:00:04
I'm at the end of Disc 3, reached the bottom of the crater to activate the New Threats, and I've defeated all the Weapons except I can't find Ruby/Viridian Weapon. It's not in the desert like it normally is. I'm not sure if there's something else I have to do to activate its appearance?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamekaz3 on 2019-05-31 06:44:50
Hi! I'm trying to obtain the Magnitude8 E.Skill from Gaea's Dragon using a limit break against it, however the dragon counters with a Dragon Force Card.
"Where is the thing" note says that the Magnitude8 E.Skill can be obtained from that Dragon... Maybe something is changed?
Thanks!

It's been changed back to Dragon Force. You'll have to manipulate a dragon in North Crater to obtain it. The notes are pretty outdated.

I'm at the end of Disc 3, reached the bottom of the crater to activate the New Threats, and I've defeated all the Weapons except I can't find Ruby/Viridian Weapon. It's not in the desert like it normally is. I'm not sure if there's something else I have to do to activate its appearance?

IIRC mine appeared as normal after defeating Ultima Weapon. Seems like many users have this issue on vanilla. Have you gotten into a random battle in the world map since beating Ultima weapon?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BigBess on 2019-05-31 08:18:19
Hello, I'm fairly new to the mod and I got to say it is amazing so far. I just reached the bottom of the North Crater and the guy told me about New threat thingy.

I started with Tifa, did the piano song, went to the reactor, but then Zagran tell me "Just be careful. Until we meet again!". The thing is I fought no one or anything. And looking at some playthrough on youtube, when getting to Zagran, he turns himself to you and says "ah you're finally here" or something similar.

What am I doing wrong? Thanks for the help.

EDIT : After checking other places like temple of the ancients, and the city of the ancients, I can't seem to have any of the sidequests unlocked?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Lunatic High on 2019-05-31 09:23:45
Have you gotten into a random battle in the world map since beating Ultima weapon?
The random battle did it, thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-05-31 09:49:22
then I don't know :/ Sorry to not be able to be of more help.

Also to defend fort condor from the first moment you could have farmed the blue monster that you can find in the Mithril Mine, it gives 2000 gil per kill.

Its ok, thanks for trying helping.

I will try the next time the blue monster 2000 gil at this point is insane. Are there more good farming spots for Gil or AP you know? Expecially when you got Buggy, Tiny Bronco, Highwind, Gold Chocobo?

Here are my "findings"
Buggy = Not really found something special maybe in Jugon when you unlease the red alert, but the monsters are very tough, i didnt try it with shield trick, becasue at this point i didnt know of the trcik.
Tiny Bronco = Mideel Area e.g. the beach, there is a 100% chance of the worm which gives 32000 EXP, 1500AP and dont know how many Gil, with Shield Trick, he is doable, you can easy get Quake 3 etc. here
Highwind = I dont know
Gold Chocobo = I dont know, i tried Ancient Forst, but the rewards are similar to the Mideel monsters.

And one last question i can not find the safe or vincent in Nibelheim Villa. Are they moved?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-05-31 11:21:09
Its ok, thanks for trying helping.

I will try the next time the blue monster 2000 gil at this point is insane. Are there more good farming spots for Gil or AP you know? Expecially when you got Buggy, Tiny Bronco, Highwind, Gold Chocobo?

Here are my "findings"
Buggy = Not really found something special maybe in Jugon when you unlease the red alert, but the monsters are very tough, i didnt try it with shield trick, becasue at this point i didnt know of the trcik.
Tiny Bronco = Mideel Area e.g. the beach, there is a 100% chance of the worm which gives 32000 EXP, 1500AP and dont know how many Gil, with Shield Trick, he is doable, you can easy get Quake 3 etc. here
Highwind = I dont know
Gold Chocobo = I dont know, i tried Ancient Forst, but the rewards are similar to the Mideel monsters.

And one last question i can not find the safe or vincent in Nibelheim Villa. Are they moved?

about farming spots, the moment you can quickly max out all materia you are good to go for money since each sells for 1.4 million gil and that can last you the entire game. (at least in vanilla xD)

About Vincent I don't know I have only gotten to Gold Saucer xD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-05-31 17:45:08
Bug

Re-entering the sector 5 slums after getting the key from the bone village.

The first NPC you come across (just after the church) has no dialogue. He turns to look at you though when you press confirm.

"Bug"

The save point following that doesn't have the options for leveling up via mr smile. It's ????. I assume all the save points are hardcoded.

That NPC has some handlers for dialogue but there's probably a 'gap' in the logic or something; I'll add a catch-all for him.

Save Points are hard-coded unfortunately. I think there might be a condition to enable those options under certain conditions but like with the NPC, I've probably not used an early enough game moment value or something.

I started doing Fort Condor at Rocket Town, but all i did, i won with troppers. Before Rocket Town i did not Fort Condor because i didnt have enough Gil. UpRisen on Discord said it doesnt matter. Even if you only do the last battle you should get masumenue.

As far as I'm aware they all need to be won (either by leaving enough gil with fort condor to handle the battle, or by routing the enemy through the minigame; if they reach the shack and you do it by battle then the game doesn't count it as a win unfortunately).

Hi Sega first of all thanks for this crazy fantastic mod!

I'm gonna drop an idea (from FFIX holy weapon):
Would be possible a side quest to obtain Excalibur II as Cloud's weapon, perhaps fighting the 13th Knight of the Round? (As per Ultimania the 13th it's King Arthur and holds the first Excalibur)

Yo bud, cheers.

I can set up a scene or fight based on the timer, probably won't lock a weapon behind it though.

Hi! I'm trying to obtain the Magnitude8 E.Skill from Gaea's Dragon using a limit break against it, however the dragon counters with a Dragon Force Card.
"Where is the thing" note says that the Magnitude8 E.Skill can be obtained from that Dragon... Maybe something is changed?
Thanks!

As Kameka mentioned, it was changed back into Dragon Force; I've been indecisive with some of the enemy skills so a couple have changed a few times between updates. Sorry for the confusion.

Hello, I'm fairly new to the mod and I got to say it is amazing so far. I just reached the bottom of the North Crater and the guy told me about New threat thingy.

I started with Tifa, did the piano song, went to the reactor, but then Zagran tell me "Just be careful. Until we meet again!". The thing is I fought no one or anything. And looking at some playthrough on youtube, when getting to Zagran, he turns himself to you and says "ah you're finally here" or something similar.

What am I doing wrong? Thanks for the help.

EDIT : After checking other places like temple of the ancients, and the city of the ancients, I can't seem to have any of the sidequests unlocked?

I think you might be playing on the 1.4 version, if it came from 7th Heaven's default catalog then it probably is. That version had a bug with Tifa's Lv.4 Limit sidequest trigger. The others require that the character related to the sidequest be present in the party (Cait Sith for temple of the ancients, aeris for forgotten city unless she's kicked the bucket). Normally I'd recommend updating to the latest version on this thread but the jump from 1.4 to present-day 1.5 is quite big so it will likely bring in more problems than it solves. I can fix this manually when I get back from Naples on Tuesday night though (assuming I'm not ran over by then, they have a very liberal interpretation of 'roads' here).

Its ok, thanks for trying helping.

I will try the next time the blue monster 2000 gil at this point is insane. Are there more good farming spots for Gil or AP you know? Expecially when you got Buggy, Tiny Bronco, Highwind, Gold Chocobo?

Here are my "findings"
Buggy = Not really found something special maybe in Jugon when you unlease the red alert, but the monsters are very tough, i didnt try it with shield trick, becasue at this point i didnt know of the trcik.
Tiny Bronco = Mideel Area e.g. the beach, there is a 100% chance of the worm which gives 32000 EXP, 1500AP and dont know how many Gil, with Shield Trick, he is doable, you can easy get Quake 3 etc. here
Highwind = I dont know
Gold Chocobo = I dont know, i tried Ancient Forst, but the rewards are similar to the Mideel monsters.

And one last question i can not find the safe or vincent in Nibelheim Villa. Are they moved?

Vincent's basement key was moved from the safe to a chest that's nearby on the same screen, if you've opened that chest then you can open the basement to talk to him. This was done so you don't have to fight lost number to recruit him (fighting lost number is to get Odin Materia).

As for farming, I'm not sure. The best place on Disc 3 is probably the left-up path where Magic Pots can be fed Ethers instead of Elixirs and the Movers enemy gives massive amounts of AP.

If I've missed any posts, let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamekaz3 on 2019-05-31 17:59:05
Its ok, thanks for trying helping.

I will try the next time the blue monster 2000 gil at this point is insane. Are there more good farming spots for Gil or AP you know? Expecially when you got Buggy, Tiny Bronco, Highwind, Gold Chocobo?

Here are my "findings"
Buggy = Not really found something special maybe in Jugon when you unlease the red alert, but the monsters are very tough, i didnt try it with shield trick, becasue at this point i didnt know of the trcik.
Tiny Bronco = Mideel Area e.g. the beach, there is a 100% chance of the worm which gives 32000 EXP, 1500AP and dont know how many Gil, with Shield Trick, he is doable, you can easy get Quake 3 etc. here
Highwind = I dont know
Gold Chocobo = I dont know, i tried Ancient Forst, but the rewards are similar to the Mideel monsters.

And one last question i can not find the safe or vincent in Nibelheim Villa. Are they moved?

You can find Zuu (big bird) by the desert area outside of the mega-all cave. They give 2500 ap IIRC, the worms appear there as well. Equip some double/triple ap weapon/armor and it'll be a breeze. North Crater gives MASSIVE amount of ap/exp though as Chief said so farm only the minimum you need until you reach there, it'll save you a bunch of time.

Get the precious watch from gold chocobo racing. It's maxed out armor slots with triple growth. Most of the other triple growth weapons should be in the Gelnika. Don't use the Kalm traveler's Gold Chocobo, it's really slow in this mod. If you don't want to spend a long time breeding chocobos then there's a race free way of breeding one involving RNG manipulation. It's fairly easy following a guide, you should be able to find it easily and is much faster than how you would normally breed a Gold Chocobo.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: xerforce on 2019-05-31 18:03:36
hi, i have same question about this mod.

1. I played some time ago v1.4 and had to give me beaten from a point. Now I have started v1.5 and I stand   
    before the fight against dyane. What I noticed is that the fight (befor dyane) against X-ATM Scorpion (which
    appeared in v1.4)did not appear. was the removed or have i make a misstake with the installation?

2. exist a list of enemy skills and where to get them from?

and 3. I read on one side that one gets the mod on the switch version to run but not how it should go. is this                   
           statement true and how would it work?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BigBess on 2019-05-31 18:42:26
Quote
I think you might be playing on the 1.4 version, if it came from 7th Heaven's default catalog then it probably is. That version had a bug with Tifa's Lv.4 Limit sidequest trigger. The others require that the character related to the sidequest be present in the party (Cait Sith for temple of the ancients, aeris for forgotten city unless she's kicked the bucket). Normally I'd recommend updating to the latest version on this thread but the jump from 1.4 to present-day 1.5 is quite big so it will likely bring in more problems than it solves. I can fix this manually when I get back from Naples on Tuesday night though (assuming I'm not ran over by then, they have a very liberal interpretation of 'roads' here).

Thanks a lot for the answer. As you guessed, I'm using the version from 7th heaven. All good, I think i'm just gonna use Black Chocobo this will be an easier fix. Unless it brings even more problems?
Your mod is absolutely amazing again. After finishing ff7 a few times it brings some fresh air and a nice difficulty upgrade. Using materias and also mechanics I would've never thought. Kudos to you, I hope you get back from Naples in one piece!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kuraudo. on 2019-05-31 23:14:36
Yo bud, cheers.

I can set up a scene or fight based on the timer, probably won't lock a weapon behind it though.

Normally I'd recommend updating to the latest version on this thread but the jump from 1.4 to present-day 1.5 is quite big so it will likely bring in more problems than it solves. I can fix this manually when I get back from Naples on Tuesday night though (assuming I'm not ran over by then, they have a very liberal interpretation of 'roads' here).
[OT]Dude! Try the pizza at Pellone Pizzeria. Give a shot to: Veiled Christ, Via dei Presepi, Street food going toward Plebiscito Square, even Antique Pompeii if you got time. Live the city.[/OT]

Regarding the timer, what if timing must be <120hrs in New Game+ to receive a specific item... Just an idea. No chance for Excalibur II then? Damn!

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mole2068 on 2019-06-01 07:52:41
I'm playing New Threat for the first time. Ran into a bug. I Morph killed the machine boss on the 59th floor of the Shinra building. Had to fight him twice before I got any exp. I got the key card. Then the game locked when I walked over the save point. It had the words Cloud says after he picks up the key card showing underneath the save menu text boxes. I loaded the game, didn't Morph him this time and was able to save it. I also noticed a few grammatical errors along the way, but did not write down the text. : /
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: brucegi on 2019-06-01 09:17:22
gonna ask again: is it possible to install this mod on the square enix shop stand alone version? would really like to play it since vanilla is to easy/boring
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-06-01 10:32:12
Bug

Unsure if this is the PC/Steam release of FFVII or the mod but..

Upon re-entering great glacier via world map/chocobo the party is taken back to the scene (with dialogue) were they first land post snowboard. I left the great glacier and re-entered it via the world map and it now correctly places me at the main entrance with the signpost.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-06-01 11:53:04
Bug


First save point in midgar raid (2nd screen from landing via parachute)

Has Aeris reappear after using the PHS command despite being dead.

Probably same bug as before Gaea cliff outside the cabin
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Pure_Mind_Games on 2019-06-01 16:22:55
Loving the mod, just wondering if there's already or plans for a Steals/Drop/Morph list?

Never Mind, there it is in the Zip file lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Nigrantis on 2019-06-01 18:08:28
Hey, Hopefully not a redundant question.

I loved New threat's graphic improvement and story's modifications/improvements BUT a little less the revamped fighting system.

Is it in any way possible to play New threat using the regular fighting system (Without the additional bosses if need be)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-06-01 19:30:11
Loving the mod, just wondering if there's already or plans for a Steals/Drop/Morph list?

Never Mind, there it is in the Zip file lol.

don't follow that file, it is heavily outdated to the current version of the mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-01 19:57:02
hi, i have same question about this mod.

1. I played some time ago v1.4 and had to give me beaten from a point. Now I have started v1.5 and I stand   
    before the fight against dyane. What I noticed is that the fight (befor dyane) against X-ATM Scorpion (which
    appeared in v1.4)did not appear. was the removed or have i make a misstake with the installation?

2. exist a list of enemy skills and where to get them from?

and 3. I read on one side that one gets the mod on the switch version to run but not how it should go. is this                   
           statement true and how would it work?

1. That fight was moved to Mt. Nibel, so no worries.

2. I'll write up a list and other documentation when I get back to the UK.

3. I've not done it myself and don't own a switch to test, but this thread is likely your best bet: https://gbatemp.net/threads/final-fantasy-vii-a-new-threat-switch-version.534578/
We also have a discord channel for Qhimm forum that has a section dedicated to Switch mods. A link can be on our forum's front page, near the top.

Thanks a lot for the answer. As you guessed, I'm using the version from 7th heaven. All good, I think i'm just gonna use Black Chocobo this will be an easier fix. Unless it brings even more problems?
Your mod is absolutely amazing again. After finishing ff7 a few times it brings some fresh air and a nice difficulty upgrade. Using materias and also mechanics I would've never thought. Kudos to you, I hope you get back from Naples in one piece!

Should be fine to use Black Chocobo, but be wary of the Steam version; I think it was fixed, but Steam has a checksum on save files and will delete altered ones when the launcher is started. Best bet is to do save edits while the launcher is open and then re-save your game once you've loaded the altered file but again I think the latest versions of black chocobo got around this issue.

[OT]Dude! Try the pizza at Pellone Pizzeria. Give a shot to: Veiled Christ, Via dei Presepi, Street food going toward Plebiscito Square, even Antique Pompeii if you got time. Live the city.[/OT]

Regarding the timer, what if timing must be <120hrs in New Game+ to receive a specific item... Just an idea. No chance for Excalibur II then? Damn!

We were around the islands today; ischia and then procida. Lot more peaceful than the city itself, but when we got back we hit up some street bars and the like. Think we're going to pompei tomorrow but there's apparently going to be a thunderstorm, so should be interesting. Think we're trying the square on Tuesday.

If Excal II comes in, then it'd have to replace another sword Cloud has. There is a modding framework called sister ray that can extend the number of weapon/armour slots (and many other things) but that's not released yet. So that could be a feature specific to that. Or I could do some juggling with 7th Heaven to get it in there.

I'm playing New Threat for the first time. Ran into a bug. I Morph killed the machine boss on the 59th floor of the Shinra building. Had to fight him twice before I got any exp. I got the key card. Then the game locked when I walked over the save point. It had the words Cloud says after he picks up the key card showing underneath the save menu text boxes. I loaded the game, didn't Morph him this time and was able to save it. I also noticed a few grammatical errors along the way, but did not write down the text. : /

Sounds pretty bad; if his Morph is causing issues then I'll remove it. I'll check into the text as well to make sure the keycard scene plays out completely before control passes back to the player to prevent a script clash.

gonna ask again: is it possible to install this mod on the square enix shop stand alone version? would really like to play it since vanilla is to easy/boring

I think it is possible to do, as the 2012 version should use the same file architecture as the steam version.

Bug

Unsure if this is the PC/Steam release of FFVII or the mod but..

Upon re-entering great glacier via world map/chocobo the party is taken back to the scene (with dialogue) were they first land post snowboard. I left the great glacier and re-entered it via the world map and it now correctly places me at the main entrance with the signpost.

Maybe the var that handles it gets flipped back during the story? I'll have a look into it.

Bug


First save point in midgar raid (2nd screen from landing via parachute)

Has Aeris reappear after using the PHS command despite being dead.

Probably same bug as before Gaea cliff outside the cabin

That one keeps slipping my mind; she can be deactivated again using the debug NPC on the Highwind (the one wandering around near the operation room). I'll make sure to catch the problem on the save point this time.

Hey, Hopefully not a redundant question.

I loved New threat's graphic improvement and story's modifications/improvements BUT a little less the revamped fighting system.

Is it in any way possible to play New threat using the regular fighting system (Without the additional bosses if need be)

It can be done, but will need some tweaking. When I get back on Tuesday night I'll see if I can put together an installer that patches in the default combat system while keeping the field changes. Will take a couple of days I think as encounter tables need tweaked to use defaults.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Pure_Mind_Games on 2019-06-01 20:50:43
don't follow that file, it is heavily outdated to the current version of the mod

Ah, OK
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Nigrantis on 2019-06-01 21:29:04
Quote
It can be done, but will need some tweaking. When I get back on Tuesday night I'll see if I can put together an installer that patches in the default combat system while keeping the field changes. Will take a couple of days I think as encounter tables need tweaked to use defaults.

That would really be amazing :)

Love your work, my first play through was somewhat spoiled by the fact that sources given through ranking was overtuned (max stats by mt Nibel) I'll give a go again soon though :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jonesin4Rock on 2019-06-01 23:07:50
I ran into Ziegfried today,   just wondering why he's not in the documentation .xlsx file,   not sure if he has anything that can be stolen or morphed...    And are there other encounters like this that aren't listed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mole2068 on 2019-06-02 00:14:45
gonna ask again: is it possible to install this mod on the square enix shop stand alone version? would really like to play it since vanilla is to easy/boring

I'm running the game from the Square Enix version I bought a long time ago. (The software requires you to register via square enix). I haven't had any issues with the mod so far. Installed the game from the Setup files. Modded it for 7th Heaven. Added all the mods, including the new Remako mods (which are downloaded separately from 7th Heaven). I installed the Difficulty mod and selected New Threat for the difficulty type. No issues here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jonesin4Rock on 2019-06-02 07:25:40
Not sure if it's a vanilla FF7 or a NT thing,   but Yuffie is in my party and seems to start with a nearly full ATB gauge every fight,   then it gets reset to 0 when no one else's does,  not sure why
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chewitt12 on 2019-06-02 14:18:39
Alpha was removed I think, Zolom uses Beta now.


That sucks it doesn't drop sparks, it must have changed since then. When starting a new game it should list the version number during the text boxes, but that being said 1.4 might not even have the difficulty mode selection so it might not.


When a head dies, the other becomes more aggressive if I remember right. Also, both heads will use a counter-attack (the move where they stamp their feet) after they've been hit a certain number of times (4 for one head, 5 for the other) so keep that in mind when attacking; those counters coming out at the wrong time may be what's killing you. Try attacking a head and count the number of times you hit it before the counter triggers; some of the counter-attacks are elemental as well, so you can add some protection for it. I don't think Slow works on this particular boss due to it being multi-part (would cause animation desynch). Haste also wears your own barriers out faster so be careful with using it.

One possible route is to weaken both heads before killing one, that shortens the time you're dealing with an aggressive head. You should also try to have a dedicated physical attacker and a magic user so you can deal with both heads a bit more effectively as one is immune to physicals and the other to magic attacks. If the fight is dragging on, consider bringing in Red XIII to make use of his innate which makes him stronger over time (up to +50 Str/Mag) or Cait Sith who passively regenerates MP. Both heads should also be Sensed for weaknesses and the help bar turned on (select/assist button) to keep track of their HP.


The flow for it on 1.5 is: talk to the dude on the bronco, head for Wall Market (Cid must be party leader) and examine the automated shop terminal, fight, then go to the Gongaga Reactor and win the fight there, then return to the back yard of the bronco to return the item.


Best thing to do is delete the ff7 folder then uninstall through Steam (for clean reinstall; save files should be safe in mydocuments but grab a backup of them just in case). Reinstall the game, preferably in a location outside of program folders. Then after the reinstall, you'll have a default ff7_en.exe. Reinstall the mod (don't use any of the emergency .exes) and it should be good to go.


I think there's a bug associated where if other mods are installed that scene breaks; that field screen has something going on with it. If only NT is running then it should work.


You need to target the patched kernel with it. For FF7 Steam, this is actually in ff7/data/lang-en/kernel. For 1998 it's just ff7/data/kernel. If it's 7H though then the files aren't actually patched except at run-time, so you'll need to unpack the IRO using 7th heaven to find the kernel used for the mod.

Yeah turns out I'm actually on version 1.5 which is definitely a relief thanks for the tip, I may be forgetting but how do I get back to wall market? Or am I meant to find out naturally?

Edit: don't worry about the getting into Midgar thing I figured it out :D

Edit Edit: I have another question, where am I to find W-item and Double cut? I have done all battles but the Platinum battle in the Golden Saucer and I'm guessing one will be there? my guess is W-item because I saw someone actually us double cut on the platinum battle, so my question is where would I find Double cut, the sheet I have says you get it from the gold match but I already did that twice and it gives me Gospel spark.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-06-02 21:36:49
I'm on disc 3 now. How do I change to tifa as party leader? The normal PHS gives me the error noise when trying to switch out cloud. Same problem when using the PHS from the npc in the highwind briefing room.

Sorry unaware I need to reach the bottom of the North crater
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jonesin4Rock on 2019-06-02 22:51:45
Just got to Cosmo Canyon and Cloud seems to be stuck on rank 1/8 even though I've ranked up multiple times,   also Cait Sith ranked up like 3-4 times after I got him,    not sure if that's normal,   everyone else seems to be ranking up normally,   any way to fix this?   Running the steam version with 7th Heaven.

Edit:   Read something about an NPC on the Highwind that can fix it?   Not sure if it's still a thing cause it was from 2018,   and how do I know how many rank ups he's done and what rank he should be?   
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: circle on 2019-06-03 06:51:24
Hi again Sega Chief. Thanks for your post before about the two-headed boss - I managed to beat him first time after I changed a few things with my strategy

Different question this time: I seem to have missed the Deathblow materia which is in the Great Glacier, according to the file in the folder. Is there any way for me to get it now? I can't get back into the Great Glacier and I was looking forward to finding that materia ever since it didn't shop in Gongaga as usual
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chewitt12 on 2019-06-03 12:18:20
don't follow that file, it is heavily outdated to the current version of the mod

I feel like a new one is definitely long overdue lol, some thing are still the same but soooo much is different on the current version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chewitt12 on 2019-06-03 15:44:36
Ok so I'm going to need the locations/who to defeat/morph to get said items, the 3 that I need I've related back to the old sheet are unobtainable by following the guide, I need Micro engine, the old sheet says to fight love buster in rocket town, however in a recent enemy list I saw that he is currently not used in the current version, item number 2 is Spring gun clip, the old sheet says to morph the King Behemoth in the North Crater, I tried but he just died without morphing, and finally the 3rd one I need is the Starlight phone, the old sheet says you can obtain this from morphing Master Tonberry, however when he morphed he gave me a ribbon instead, not complaining lol but it's not what I need.

Also sorry for being repetitive, it will really just bug me If I don't get these ult weapons finished.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamekaz3 on 2019-06-03 17:46:13
Hi again Sega Chief. Thanks for your post before about the two-headed boss - I managed to beat him first time after I changed a few things with my strategy

Different question this time: I seem to have missed the Deathblow materia which is in the Great Glacier, according to the file in the folder. Is there any way for me to get it now? I can't get back into the Great Glacier and I was looking forward to finding that materia ever since it didn't shop in Gongaga as usual

You return to the Great Glacier by the normal means exiting through where you first snowboarded in Icicle Inn or by using a green/black/gold Chocobo. The place you can't get back into is Gaea's Cliff. Deathblow is where added cut normally is.

Ok so I'm going to need the locations/who to defeat/morph to get said items, the 3 that I need I've related back to the old sheet are unobtainable by following the guide, I need Micro engine, the old sheet says to fight love buster in rocket town, however in a recent enemy list I saw that he is currently not used in the current version, item number 2 is Spring gun clip, the old sheet says to morph the King Behemoth in the North Crater, I tried but he just died without morphing, and finally the 3rd one I need is the Starlight phone, the old sheet says you can obtain this from morphing Master Tonberry, however when he morphed he gave me a ribbon instead, not complaining lol but it's not what I need.

Also sorry for being repetitive, it will really just bug me If I don't get these ult weapons finished.

Micro engine is from a boss in the Dark Cave. Talk to Dio in the battle square to start the quest.
IIRC King Behemoth still gives Spring gun clip, maybe just a drop or a steal.
Starlight phone should be a standard drop from Master Tonberry.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-03 20:59:05
Not sure if it's a vanilla FF7 or a NT thing,   but Yuffie is in my party and seems to start with a nearly full ATB gauge every fight,   then it gets reset to 0 when no one else's does,  not sure why

Vanilla thing. I think that's a bug with sneak attack or something.

Edit Edit: I have another question, where am I to find W-item and Double cut? I have done all battles but the Platinum battle in the Golden Saucer and I'm guessing one will be there? my guess is W-item because I saw someone actually us double cut on the platinum battle, so my question is where would I find Double cut, the sheet I have says you get it from the gold match but I already did that twice and it gives me Gospel spark.

I think double-cut might be in ancient forest, someone will need to verify that as I won't be back until tuesday night to check the files.

Just got to Cosmo Canyon and Cloud seems to be stuck on rank 1/8 even though I've ranked up multiple times,   also Cait Sith ranked up like 3-4 times after I got him,    not sure if that's normal,   everyone else seems to be ranking up normally,   any way to fix this?   Running the steam version with 7th Heaven.

Edit:   Read something about an NPC on the Highwind that can fix it?   Not sure if it's still a thing cause it was from 2018,   and how do I know how many rank ups he's done and what rank he should be?   

The latest installer/IRO should have the cloud issue fixed; cait, vincent, and cid start with a few free ranks to catch them up with the others though so don't worry about that. Highwind fix was for something else.

To check how many ranks cloud has had, if you open your save file in black chocobo save editor it'll show the number of source points expended on the character for each stat. All stats get +5 per rank plus some get an extra bonus depending on what option(s) you picked; so if a stat you didn't buff has +10 or something, then we can assume that cloud has had 2 upgrades used on him.

Hi again Sega Chief. Thanks for your post before about the two-headed boss - I managed to beat him first time after I changed a few things with my strategy

Different question this time: I seem to have missed the Deathblow materia which is in the Great Glacier, according to the file in the folder. Is there any way for me to get it now? I can't get back into the Great Glacier and I was looking forward to finding that materia ever since it didn't shop in Gongaga as usual

You can still get it, on Disc 3 (or maybe disc 2 when cloud rejoins?) the glacier becomes accessible again.

I feel like a new one is definitely long overdue lol, some thing are still the same but soooo much is different on the current version.

Yeah it is. I'll be updating the documents properly with the final update, will try and do a sweep of the current documents when I get back.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nordita on 2019-06-03 21:03:07
Double-cut (now called multi-cut) is in the ancient forest. Alongside slash all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chewitt12 on 2019-06-03 21:23:35
Micro engine is from a boss in the Dark Cave. Talk to Dio in the battle square to start the quest.
IIRC King Behemoth still gives Spring gun clip, maybe just a drop or a steal.
Starlight phone should be a standard drop from Master Tonberry.

Starlight Phone DID drop from Master Tonberry like you said ty.
I've already done the dark cave quest, I wonder, is it one of those items that you DO actually possess but is just invisible in the inventory?
Finally I tried tried for the spring gun clip by stealing from the behemoth several times, killed it loads, and as previously stated morphing didn't work,the only thing that dropped for me was the behemoth horn on occasions, is it like a super rare drop or something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chewitt12 on 2019-06-03 21:24:56
Double-cut (now called multi-cut) is in the ancient forest. Alongside slash all.

I can confirm this, I later tried after some digging, I completely skipped it because I was unable to do the last battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chewitt12 on 2019-06-03 21:26:29

Yeah it is. I'll be updating the documents properly with the final update, will try and do a sweep of the current documents when I get back.

Awesome, looking forward to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-06-03 23:22:35
Sega Chief, Oi, is there any way we can edit the number in the ranks to match how many times Cloud has Ranked up? I mean because last upgrade i did for cloud he was still rank one and I've upgraded him twice so far so I'd like to set his rank to 2 instead :/ some way I can fix it myself?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamekaz3 on 2019-06-04 02:09:27
Starlight Phone DID drop from Master Tonberry like you said ty.
I've already done the dark cave quest, I wonder, is it one of those items that you DO actually possess but is just invisible in the inventory?
Finally I tried tried for the spring gun clip by stealing from the behemoth several times, killed it loads, and as previously stated morphing didn't work,the only thing that dropped for me was the behemoth horn on occasions, is it like a super rare drop or something?

I just tested it, I stole Spring Gun Clip from King Behemoth in the Northern Crater. I don't know if this mod still has multiple items to steal but I always steal with a sneak glove (gotten from wall market, the NPC that sells the battery) if that makes a difference. I'm not sure why morphing him doesn't work for you but you get a behemoth horn from morphing. Are you on the latest version?
I'm pretty positive you acquire Micro Engine from Dark Cave. You get it from the boss in the sewers where you find cid. The boss is a vehicle sprite even. I've never checked if it appears in my inventory though and I already made the premium heart.

Sega Chief, Oi, is there any way we can edit the number in the ranks to match how many times Cloud has Ranked up? I mean because last upgrade i did for cloud he was still rank one and I've upgraded him twice so far so I'd like to set his rank to 2 instead :/ some way I can fix it myself?

If you have an issue with Cloud not ranking up then you have to update your mod. Sega Chief left it for debugging purposes and forgot to remove it I believe.
What I did when that happened to me was calculate how much time I've rank up using black chocobo save editor, since it tells you how much sources you used. Each rank is +50 stat IIRC.
Then when you're feeding the sources you can exit out of the menu and you have the choice not to use them. So on your 8/8th rank up, you can just toss the sources out instead of using them, you'll still rank up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-06-04 02:18:40
I've got the latest release of the mod (IRO format) I'm asking because between the first time i ranked up cloud and the second i changed from a previous iro to the latest one and so far I haven't ranked up to check if he ranks up properly or not, I just know when I ranked him up a second time the game told me he's 1/8 instead of 2/8
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kamekaz3 on 2019-06-04 02:20:32
I've got the latest release of the mod (IRO format) I'm asking because between the first time i ranked up cloud and the second i changed from a previous iro to the latest one and so far I haven't ranked up to check if he ranks up properly or not, I just know when I ranked him up a second time the game told me he's 1/8 instead of 2/8

Yeah it should be ranking up normally then. Just toss the sources out on your final rank up since you only got one extra rank up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Blagnarok on 2019-06-04 09:05:46
I'm having an issue where the dialog boxes for Sephiroth in Shinra Mansion are not showing up when Cloud finds him in the basement.  It appears to be an incompatibility with the Reunion - Menu Overhaul and Beacause that comes prepackaged with 7H.  If I turn "Because" on, I don't get the issue, but then I don't get the dialog from NT either.  I like your dialog better than Beacause.

I feel like it's because in Reunion, using Menu Overhaul by itself is supposed to use the FF7_mo.exe, and the FF7_bc.exe is causing the issue when Beacause is off.  Could you include an FF7_mo.exe to be compatible with NT and MO?

Regards,
Nate
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: chewitt12 on 2019-06-04 09:59:42
I just tested it, I stole Spring Gun Clip from King Behemoth in the Northern Crater. I don't know if this mod still has multiple items to steal but I always steal with a sneak glove (gotten from wall market, the NPC that sells the battery) if that makes a difference. I'm not sure why morphing him doesn't work for you but you get a behemoth horn from morphing. Are you on the latest version?
I'm pretty positive you acquire Micro Engine from Dark Cave. You get it from the boss in the sewers where you find cid. The boss is a vehicle sprite even. I've never checked if it appears in my inventory though and I already made the premium heart.

Yeah I tried again, I tried several times to steal that didn't work, killing it rarely rewards me with Behemoth Horn, and I tried morphing once more and that didn't work either. I believe I am on version 1.5, I tried the trick by starting a new game suggested by Sega Chief, which did in fact confirm I am on version 1.5, so I'm quite puzzled.

Edit: I don't exactly want to but I'm wondering whether I should just spawn one in, I mean I have done all the stuff you've listed, maybe a bug or something idk.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-06-04 16:34:16
When you go for Multicut

Spoiler: show
in Ancients Forrest  equip all Characters with Headband (Sleep Protect) you can buy it in Gongaga. After you open the chest where you find Multicut a Bossfight starts and the boss put all character of you into sleep. I died in few seconds, first time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jonesin4Rock on 2019-06-05 05:06:09
+15 on 3 stats so I'm assuming that means I've ranked up 3 times,   still says I'm 1/8,   I did download the latest IRO for 7th Heaven so no idea what I'm doing wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-05 12:23:53
I'm having an issue where the dialog boxes for Sephiroth in Shinra Mansion are not showing up when Cloud finds him in the basement.  It appears to be an incompatibility with the Reunion - Menu Overhaul and Beacause that comes prepackaged with 7H.  If I turn "Because" on, I don't get the issue, but then I don't get the dialog from NT either.  I like your dialog better than Beacause.

I feel like it's because in Reunion, using Menu Overhaul by itself is supposed to use the FF7_mo.exe, and the FF7_bc.exe is causing the issue when Beacause is off.  Could you include an FF7_mo.exe to be compatible with NT and MO?

Regards,
Nate

Yeah I'll throw the ff7_mo.exe into the hextedit + add a file to the IRO hext for it.

Yeah I tried again, I tried several times to steal that didn't work, killing it rarely rewards me with Behemoth Horn, and I tried morphing once more and that didn't work either. I believe I am on version 1.5, I tried the trick by starting a new game suggested by Sega Chief, which did in fact confirm I am on version 1.5, so I'm quite puzzled.

Edit: I don't exactly want to but I'm wondering whether I should just spawn one in, I mean I have done all the stuff you've listed, maybe a bug or something idk.

For stealing, I think a Sneak Glove is required for the crater. I'm going to make a quick listing today of where to find all current stuff and put it into a notepad to temporarily replace the documentation.

+15 on 3 stats so I'm assuming that means I've ranked up 3 times,   still says I'm 1/8,   I did download the latest IRO for 7th Heaven so no idea what I'm doing wrong?

+15 may mean you picked that stat to be buffed. Best way to check is to look at the lowest stats as those will always increment by +5. If still not sure, I can look at your save file for you and make sure it's correct.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-05 17:53:45
I put this together for enemy skill, ultimate weapon drops, etc:
https://pastebin.com/SiJkKDVa

Should be accurate, let me know if anything is incorrect or missing.

Edit: Also, thanks to D.M. for the donation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Eresus on 2019-06-05 19:47:00
I put this together for enemy skill, ultimate weapon drops, etc:
https://pastebin.com/SiJkKDVa

Should be accurate, let me know if anything is incorrect or missing.

Edit: Also, thanks to D.M. for the donation.

In regards to the enemy skills:

Dragon Force is Time Flare in NT 1.5 as far as I know, and can be acquired from the Gaea Dragon in adition to the Crater Dragon.

Magic Hammer is Vital Hammer in NT 1.5.

Cheers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kuraudo. on 2019-06-05 21:17:52
We were around the islands today; ischia and then procida. Lot more peaceful than the city itself, but when we got back we hit up some street bars and the like. Think we're going to pompei tomorrow but there's apparently going to be a thunderstorm, so should be interesting. Think we're trying the square on Tuesday.

If Excal II comes in, then it'd have to replace another sword Cloud has. There is a modding framework called sister ray that can extend the number of weapon/armour slots (and many other things) but that's not released yet. So that could be a feature specific to that. Or I could do some juggling with 7th Heaven to get it in there.
[OT]Hope you enjoyed overall Napoli experience.[/OT]

Interesting the sister ray, is there a topic about it?

Also pardon me if already being discussed and not workable (I was unluckily trying with search function), just wondering:

Is there any chance for a New Game+ ? Or is this some rocket science for the FFVII engine?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-05 21:34:24
In regards to the enemy skills:

Dragon Force is Time Flare in NT 1.5 as far as I know, and can be acquired from the Gaea Dragon in adition to the Crater Dragon.

Magic Hammer is Vital Hammer in NT 1.5.

Cheers.

I think in the latest files, Time Flare was reverted to Dragon Force. I got Magic Hammer's name wrong but location and acquisition method should be same as vanilla.

[OT]Hope you enjoyed overall Napoli experience.[/OT]

Interesting the sister ray, is there a topic about it?

Also pardon me if already being discussed and not workable (I was unluckily trying with search function), just wondering:

Is there any chance for a New Game+ ? Or is this some rocket science for the FFVII engine?

Yeah, it was good; we went on the 'walk of the gods' from Bomero to Nocello on one of the islands, visited Pompeii, and checked out the square you mentioned. We didn't see the veiled statue but went to some of the art museums in Naples and visited that cemetery cave with the skulls inside.

Sister Ray has a channel on the Qhimm Discord; it's a full reverse-engineering of the game and has a lot of progress in it already.

As for NG+, it should be possible but I think it'd be better to make that a feature specific to Reunion and Sister Ray version cause the savemap will be modifiable for a proper NG+.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jonesin4Rock on 2019-06-05 21:53:09
My main stat is +45 so I've definitely ranked up 3 times,   any way to fix it?   It's said 1/8 every time,    everyone elses rank ups are normal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Travis on 2019-06-06 02:55:08
Sup, just figured I’d drop in and see if the PS version of this mod is still possible/still happening.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Blagnarok on 2019-06-06 03:31:41
Yeah I'll throw the ff7_mo.exe into the hextedit + add a file to the IRO hext for it.

Thank you very much.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dongs McGee on 2019-06-06 04:21:37
Hi OP, I've tried playing this mod a couple times now and it's really just not my thing.  I'm using the Steam version and I'm having a huge amount of trouble uninstalling it.  I've tried removing the game and reinstalling, I've tried verifying the files, etc.  But for some reason, the changes to the equipment and materia persist.

Could you please describe the method of uninstalling this mod completely so I can play the vanilla game again?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2019-06-06 08:04:51
Are you starting a new game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Lunatic High on 2019-06-06 09:51:18
Could you please describe the method of uninstalling this mod completely so I can play the vanilla game again?
You should just be able to uninstall it through Steam, then go to steamapps/common/Final Fantasy VII and delete whatever files were leftover, and reinstall through Steam.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-06 13:01:46
My main stat is +45 so I've definitely ranked up 3 times,   any way to fix it?   It's said 1/8 every time,    everyone elses rank ups are normal.

And that's definitely with the latest files?

Sup, just figured I’d drop in and see if the PS version of this mod is still possible/still happening.

Yeah I'll try and put it together after final patch is out.

Hi OP, I've tried playing this mod a couple times now and it's really just not my thing.  I'm using the Steam version and I'm having a huge amount of trouble uninstalling it.  I've tried removing the game and reinstalling, I've tried verifying the files, etc.  But for some reason, the changes to the equipment and materia persist.

Could you please describe the method of uninstalling this mod completely so I can play the vanilla game again?

There's no special uninstall method, verifying the files should have done it or deleting the FF7 folder. Uninstalling and then reinstalling would also do it. Have you somehow set Steam up to restore the files from a backup rather than actual default ones?

I have this default restore installer here but I think it was made for 1998 PC users rather than steam so don't know if it covers Steam files or not. Might be worth a try, but you should look around in Steam settings to see if there's anything been set that might cause this to happen: https://mega.nz/#!i50xQRaZ!_tqb7dQiZgyH0TMOC5cjK-DTRe98aVfU8vO4T2AEs7w
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-06 18:07:52
I updated the IRO to include an FF7_MO.exe hext file.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Axel Firestorm on 2019-06-06 22:19:44
I tried out NT 1.5, it's a good mod though the difficulty is a bit higher than I'm used to and even simple enemy farming seems a chore now simply because even the lowest scrubs seem to hit a lot harder so it becomes less feasible to draw out battles to steal and morph and such.

I do like the translation a lot, it makes many things clearer, and the extra scenes are nice as well. So are little tidbits like Barret smacking Cloud after the materia tutorial and walking out. That was hilarious, dunno if that was an official cut moment or something you added yourself, but either way it's gold.

I'll echo a previous poster in saying that it would be nice to have a version of NT that uses the original gameplay but with NT's translation and extra scenes. I prefer yours to the one from the Reunion mod and enjoy the vanilla gameplay experience so to have them both would be great.

I've tried uninstalling NT, and even after uninstalling FF7 and reinstalling it (and clearing out the FF7 folder completely in the process, I use the steam version converted to 1998), the changes to materia and limit breaks seem to persist. Yuffie's Landscaper, for instance, still inflicts gradual petrification, which I assume came from NT because I don't recall that being in the original. And the stat modifications from many materia still don't match what they should be in vanilla even though in kernel.bin the values are set to their defaults and not what NT changed them to.

I checked it myself in both the WallMarket editor and Black Chocobo. For example, Cover has the bonuses and penalties from NT still whereas in vanilla it's only supposed to have Vitality +1. NT is the only gameplay mod I've ever installed, the rest is just graphics and sound basically. What could be overriding the kernel.bin in FF7's data folder? Or is there another file that affects materia and limit break functions as well? Any help would be appreciated. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mkidd on 2019-06-06 22:50:55
I found the area for the "Abyss" boss in northern crater, there is no shadow figure to prompt the fight. Am I doing something wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2019-06-07 06:23:15
I updated the IRO to include an FF7_MO.exe hext file.

Does it have the fixes to the stats the same as ff7_bc?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-06-07 07:07:18
I've checked the Shinra Mansion basement in Cloud's memory for when Sephiroth is reading the books after installing the new iro with the hext for mo, I thin you said you'd do it to fix that problem, however, for me the boxes pop up but then don't show, and pop out when I hit "confirm" button unable to read them.

on the good side of things I also checked guard scorpion and it has the correct colors now :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jonesin4Rock on 2019-06-07 10:36:34
Yeah the only IRO I've used was the one from page 1 of this thread

[June 6th 2019] - 7th Heaven IRO
Download
*NOTE: Specifically for use with the mod-loader program 7th Heaven (7H).
For more information: http://forums.qhimm.com/index.php?topic=15520.0

Haven't played in a few days cause I'd like to get it sorted out,   that seems to be the only issue I'm having...     Thanks for the replies btw

Just noticed it said June 6th,   not sure what was updated and if so not sure how to update it without reinstall
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-07 11:27:44
I tried out NT 1.5, it's a good mod though the difficulty is a bit higher than I'm used to and even simple enemy farming seems a chore now simply because even the lowest scrubs seem to hit a lot harder so it becomes less feasible to draw out battles to steal and morph and such.

I do like the translation a lot, it makes many things clearer, and the extra scenes are nice as well. So are little tidbits like Barret smacking Cloud after the materia tutorial and walking out. That was hilarious, dunno if that was an official cut moment or something you added yourself, but either way it's gold.

I'll echo a previous poster in saying that it would be nice to have a version of NT that uses the original gameplay but with NT's translation and extra scenes. I prefer yours to the one from the Reunion mod and enjoy the vanilla gameplay experience so to have them both would be great.

I've tried uninstalling NT, and even after uninstalling FF7 and reinstalling it (and clearing out the FF7 folder completely in the process, I use the steam version converted to 1998), the changes to materia and limit breaks seem to persist. Yuffie's Landscaper, for instance, still inflicts gradual petrification, which I assume came from NT because I don't recall that being in the original. And the stat modifications from many materia still don't match what they should be in vanilla even though in kernel.bin the values are set to their defaults and not what NT changed them to.

I checked it myself in both the WallMarket editor and Black Chocobo. For example, Cover has the bonuses and penalties from NT still whereas in vanilla it's only supposed to have Vitality +1. NT is the only gameplay mod I've ever installed, the rest is just graphics and sound basically. What could be overriding the kernel.bin in FF7's data folder? Or is there another file that affects materia and limit break functions as well? Any help would be appreciated. Thanks!

The .exe used by steam is ff7_en.exe while the ff7.exe is used by the 1998 version, but game converter as far as I'm aware creates its files using the Steam ones as a base. For kernel, the location of it in steam is lang-en/kernel/ rather than just kernel/. But I reckon the issue is with Steam in some way. What I'll do tonight is set up a new default restore installer and do some research into this; I think I recall some games not reinstalling 'clean' and needing stuff like their .clut file deleted or similar.

I found the area for the "Abyss" boss in northern crater, there is no shadow figure to prompt the fight. Am I doing something wrong?

I think I know what might have caused that but will need to check when I get back from work.

Does it have the fixes to the stats the same as ff7_bc?

Yeah it's just the same hext instructions as the others except it targets the ff7_mo.exe. I checked the debug areas on an ff7_mo.exe in case of conflicts so hopefully it should be OK.

I've checked the Shinra Mansion basement in Cloud's memory for when Sephiroth is reading the books after installing the new iro with the hext for mo, I thin you said you'd do it to fix that problem, however, for me the boxes pop up but then don't show, and pop out when I hit "confirm" button unable to read them.

on the good side of things I also checked guard scorpion and it has the correct colors now :D

The ff7_mo.exe was added because someone requested it, I'm not actually sure which mod IROs use it because my understanding is that menu overhaul uses ff7_bc.exe. Might be wrong. As for that text issue, I think that's linked to other mods that change models (one or two scenes are affected where dialogue is invisible for unknown reasons); have you got any of those activated?

Yeah the only IRO I've used was the one from page 1 of this thread

[June 6th 2019] - 7th Heaven IRO
Download
*NOTE: Specifically for use with the mod-loader program 7th Heaven (7H).
For more information: http://forums.qhimm.com/index.php?topic=15520.0

Haven't played in a few days cause I'd like to get it sorted out,   that seems to be the only issue I'm having...     Thanks for the replies btw

Just noticed it said June 6th,   not sure what was updated and if so not sure how to update it without reinstall

The June 6th update was just to add ff7_mo.exe to the hext files. If your getting that rank issue still then I'll try testing and regenerating the IRO's flevel files when I get back to make sure the issue is out of there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-06-07 17:03:18

The ff7_mo.exe was added because someone requested it, I'm not actually sure which mod IROs use it because my understanding is that menu overhaul uses ff7_bc.exe. Might be wrong. As for that text issue, I think that's linked to other mods that change models (one or two scenes are affected where dialogue is invisible for unknown reasons); have you got any of those activated?

I got activated the Battle Models Characters, Battle model Weapons and NinoStyle battle models but I'm trying on a new profile without model mods, only New Threat and The Reunion 03, however even with this last disabled the field boxes are gone, I don't activate any field model changing mods since I like the chibis in the fields the only changes done on that places come from your mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-07 17:31:22
I got activated the Battle Models Characters, Battle model Weapons and NinoStyle battle models but I'm trying on a new profile without model mods, only New Threat and The Reunion 03, however even with this last disabled the field boxes are gone, I don't activate any field model changing mods since I like the chibis in the fields the only changes done on that places come from your mod.

I tested the game with and without IRO, and the dialogue boxes are appearing for me:
(https://i.imgur.com/eSPUuqq.png)

You mentioned Reunion 03; is Reunion installed through 7H or its own installer, and which .exe are you using? Is it the ff7_mo.exe?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Pcbruin24 on 2019-06-07 18:03:17
Is there any misseable items in the game like the ghost hand from train section? Just got to Kalm but if there is rather just restart now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-07 18:33:18
Is there any misseable items in the game like the ghost hand from train section? Just got to Kalm but if there is rather just restart now.

Shouldn't be anything missable, Ghost Hand can be acquired elsewhere as well.

***
For the users with persistent NT files, I put together a new default restore installer: https://mega.nz/#!m9slXQqZ!H3MuKoNlqlEd48VgsfmnplmSRVhMqC963uzR1Sd8s8o

It's a fresh upload and an .exe, so make sure to unblock it via properties + run as admin before using it. I'm going to do some reading about steam files not restoring defaults and see if I can find something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2019-06-07 21:09:15
I tested the game with and without IRO, and the dialogue boxes are appearing for me:
(https://i.imgur.com/eSPUuqq.png)

You mentioned Reunion 03; is Reunion installed through 7H or its own installer, and which .exe are you using? Is it the ff7_mo.exe?

I'm fairly certain the auto-closing of the dialogue boxes in this particular field relates to the menu overhaul, but since the Reunion in 7th Heaven is version R03e, it's severely outdated which makes me think this is the particular issue here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-06-07 22:08:22
I tested the game with and without IRO, and the dialogue boxes are appearing for me:
(https://i.imgur.com/eSPUuqq.png)

You mentioned Reunion 03; is Reunion installed through 7H or its own installer, and which .exe are you using? Is it the ff7_mo.exe?

I'm using reunion from 7th heaven catalog, this happened earlier with the _bc.exe and it also happens with the _mo-exe i see on your pic you are not using menu overhaul, I use it because i have that problem with the resolution that gives me weird things with the text when i try to play on high ress, so perhaps it's a thing of that mod then...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DXLelouch153 on 2019-06-07 22:32:43
Yo I'm new here, but I don't really interact with the site much
Fantastic mod btw, but I've run into a snag.
I'm in Northern Crater but nothing I try is getting me past Tyrant (I'm considering using a no damage cheat)
 I get to his dumb berserk phase but then no matter what I do I just die to his absurd damage, even having Barret as tank and using sadness doesn't work (yes I dispelled him, but he still kicked my ass)
So just tell me on detail how to deal with this pls so I can move onto the other content
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Axel Firestorm on 2019-06-08 03:16:45
I tried the installer, but it only made the values even farther off from the original. Then I saw what you said about it being made for ff7.exe. I've been using ff7_mo.exe because I use menu overhaul, so I after uninstalling and reinstalling the game again, I tried ff7.exe to see what would happen. It loaded the vanilla values just fine without using your installer, but when I go through ff7.mo.exe, it uses the values from before I first tried the installer. I don't know why it would be different, though. Thanks for trying to help, and I hope that installer works for some people. I might've made a mistake in thinking NT was causing the problem when it might in fact have been MO, though I don't know why that would be. I wasn't aware it changed any gameplay values, I thought it was merely a graphical mod. Anyway, thanks again for trying to help.

Any word on a translation-only version of NT with vanilla gameplay? Preferably with the modern progression for the spell names (Fire/Fira/Firaga, that sort of thing)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-08 03:35:22
Yo I'm new here, but I don't really interact with the site much
Fantastic mod btw, but I've run into a snag.
I'm in Northern Crater but nothing I try is getting me past Tyrant (I'm considering using a no damage cheat)
 I get to his dumb berserk phase but then no matter what I do I just die to his absurd damage, even having Barret as tank and using sadness doesn't work (yes I dispelled him, but he still kicked my ass)
So just tell me on detail how to deal with this pls so I can move onto the other content

Spoiler: show

Your best bet is to use a slow ATB setting and open with Slow, then Hasting your party. A cover tank can soak up the physicals he uses early on and use counter-attacks to rack up more damage but have an antidote ready for dual-drain. Your other two characters should be prepared to go gung-ho with magic and/or physicals; use earth element attacks like Break, Quake3, and Earth + Elemental.

If you find you can't bring this guy down in time, then a trick you can do is use Reflect + All on the party and then use Quake3 + All on the party; this bounces the spell at him 3 times with no power loss on the cast. Physicals can also be boosted using Mug + Added Cut if you don't have 2x-Cut.

I did a quick video running through the boss with an old save:
https://youtu.be/wu_nvU3lpgw


I tried the installer, but it only made the values even farther off from the original. Then I saw what you said about it being made for ff7.exe. I've been using ff7_mo.exe because I use menu overhaul, so I after uninstalling and reinstalling the game again, I tried ff7.exe to see what would happen. It loaded the vanilla values just fine without using your installer, but when I go through ff7.mo.exe, it uses the values from before I first tried the installer. I don't know why it would be different, though. Thanks for trying to help, and I hope that installer works for some people. I might've made a mistake in thinking NT was causing the problem when it might in fact have been MO, though I don't know why that would be. I wasn't aware it changed any gameplay values, I thought it was merely a graphical mod. Anyway, thanks again for trying to help.

Any word on a translation-only version of NT with vanilla gameplay? Preferably with the modern progression for the spell names (Fire/Fira/Firaga, that sort of thing)?

I wouldn't have thought ff7_mo.exe would be ding it either, so I guess that's that solved.

I'm going to try and have a NT vanilla set up for Sunday.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Axel Firestorm on 2019-06-08 03:38:03
Cool, looking forward to it! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DXLelouch153 on 2019-06-08 03:38:38
Thx I'll try this out after this ff14 stream and report back
Edit:It Worked thx
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-08 16:31:12
I messed up, the previous default restore I posted had some modified files in it; this one is fixed: https://mega.nz/#!3lkyiIIR!EPGw-Lx0orVTafvoLZSXNaXw1cgGneyC3GJHitt6Q9o

And this is the Main Installer for a special version of NT that uses vanilla enemies/kernel:
https://mega.nz/#!L8MFESKY!SCNN_r0HC1eEPCnO7tkN07SiJMzGfe5AeZuNgktrMGM

IRO version of it:
https://mega.nz/#!GlVhRIYI!QDvB7Wvs-mtK8kM8WVNhr8Pm40fUsj97QFJiFmY8_AA

Field scripts were adjusted to remove all NT-specific extra encounters. Equipment that relied on those encounters was added to their original locations and will be obtained on top of what is ordinarily there for NT (for instance, picking up the Scimitar on the Gelnika will also give a Conformer).

Most of the NT scripts are still intact, but Dark Cave, Junon Leagues, Extra Battle, and some others were disabled as they rely on NT enemies/formations. The only battle that was retained from NT was the Yuffie recruitment fight as it would have been more hassle to change the field scripting in this case. Rank Up is also intact and can be used for sources but considering the balancing of the vanilla game, this will likely make you overpowered.

Also realised while typing that Enemy Skill will be missing, I'll quickly update the files just now. Updated.

Edit: Thanks to J. T. and D. M. for the donations; here's a...Sephirett? Barriroth?
(https://i.imgur.com/ivcmlyj.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jonesin4Rock on 2019-06-09 02:49:56
Any luck with my issue with Clouds ranks staying at 1/8?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-09 11:13:44
Any luck with my issue with Clouds ranks staying at 1/8?

I can't replicate the issue on the current files, you're sure you've updated?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jonesin4Rock on 2019-06-09 11:17:12
Unless you've updated it in the last week then it's the IRO from page 1 of this thread,   loading through 7th Heaven,   how do I go about updating it,    and will it fix itself on the next rank up if I do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-09 14:32:33
Unless you've updated it in the last week then it's the IRO from page 1 of this thread,   loading through 7th Heaven,   how do I go about updating it,    and will it fix itself on the next rank up if I do?

It increments the variable by 1 so if it displays 1/8 two times in a row then it's busted, but it will say 1/8 the first time when you load the new patch because the variable in your save map is currently set to 0.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-06-09 16:23:48
I think I'll start a new run of the game, I don't mind since I'm loving the mod so far and starting again is not a big deal :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: circle on 2019-06-10 07:26:57
I'm near the end of the game now and I've really enjoyed it so far, but I'm a little bit annoyed that all of the materia in the materia caves is hidden behind superbosses that I have no idea how to defeat. Any tips on taking them down? I think the mechanics of these fights are beyond my knowledge of the game, I've tried fighting two of them and both of them just had some moves that seemed unbeatable (9999 and blowing the character out of the fight, the Cactuars status effect that doesn't go away)

Additional question: do the new threat sidequests have similar fights?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: toopz on 2019-06-10 09:54:32
hey is there way to change arrange difficulty to normal type? played 10h and game starts to feel bit too hard :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-06-10 10:18:26
https://www.youtube.com/watch?v=5KQvd7Dfkro&list=PL3B-NAl8G2fNqqQt3iSZTUOtBJ2ITDCLe

This gamer recorded almost all bossfights on arrange mode. In the description in every video he tell the weaknesses of th ebosses, what you need to know of the move pool of the boss and with which tactic he defeat them.

When you want save time, dont make them before you have access to the Planet Materia. This help much. I personaly only got Multicut, Quadra Magic and Mega All and come back for the rest after the crater.

In my opinion lvl 4 Limit Sidequests are by far easier as the materia guards. But there are other super bosses which are similar strong some weaker some stronger them the materia guards. When you fight strong bosses its total normaly you die first time or severel times. You need to learn how to fight them. Or just look the videos i linked you. Till stronger you are till less preapation you need.

Edit: The only bosses there are not on the video (if i dont overseen one) are the fight for multicut materia
Spoiler: show
just protect everyone from sleep and when you can sneak attack + barrier + mega all is always good)
and the special boss fight in battle sqaure. There is nothing important to know about this fight.

By the way dont worry to much about hard bosses and your skills. I lost almost every bossfight in the story of cd1. And sometimes i even needed 10 tries. But i improved and got better understanding how fights works. In vanilla you dont need things like barrier, added effect combos, sneak attack, counter attack etc. just ribbon, 4x cut or round of the knights. In new threat you have to use such stuff. And when i defeated them, you will too. If they are too hard skip them and make them later. After i prepered in crater like collecting ap for materias the most bosses i skiped was jokes now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-06-10 13:14:02
I got a question Sega Chief: you get summon materia master level, however, you can only do one summon per battle with them, is this intended or?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2019-06-10 17:14:32
I got a question Sega Chief: you get summon materia master level, however, you can only do one summon per battle with them, is this intended or?

Yes that is intended. Summons have a high base damage and apply status effect 100% of the time assuming the enemy can be affected. They are very powerful 1 per battle moves. You can still pair them with quad cast though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Axel Firestorm on 2019-06-10 17:52:03
I tried out your vanilla combat installer but I noticed that the materia, for example, still showed the modifications from NT and not the original values from vanilla. Summon materia, for instance, are still 1 star mastered. What I had been asking about was a version of the game with just NT's translation and extra scenes (outside those involving NT-unique stuff) but no other changes. Sorry if I was unclear about that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-10 18:50:53
I tried out your vanilla combat installer but I noticed that the materia, for example, still showed the modifications from NT and not the original values from vanilla. Summon materia, for instance, are still 1 star mastered. What I had been asking about was a version of the game with just NT's translation and extra scenes (outside those involving NT-unique stuff) but no other changes. Sorry if I was unclear about that.

I forgot to remove the hext folder from the IRO generation folder, I'll re-compile it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-10 19:04:50
I updated all the links; there was a line missing from the .exes that allow enemies weak to poison, but immune to the status, to be hit by attacks of that element. Should make Rocket Town on Disc 2 easier as the elemental weakness intended there wasn't exploitable without it.

Vanilla IRO was updated with the hext folders removed, shouldn't be adjusting the exe anymore.



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Axel Firestorm on 2019-06-10 19:54:25
Even with the updated IRO, the changes NT made to limits, materia, and enemy skills still remain. Is there any way to change them back to their default values?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-10 23:10:06
If you run the game using just the ff7.exe rather than through 7h, are the NT changes still present?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Axel Firestorm on 2019-06-11 04:06:27
Yes, that's how I do it. I get the same whether it's ff7.exe or ff7_bc.exe. Dunno why they persist like that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-11 09:59:04
According to Alyza the hext changes applied via an IRO shouldn't be permanent, and my understanding of stats is that they change dynamically based on what .exe is being used. Have you ever used the main installer or swapped NT exes in prior to the hext update? I can't think what else, unless some bug is making the hext changes permanent.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Axel Firestorm on 2019-06-11 11:43:36
I tried the main installer originally, but I think you only said you'd updated the IRO, not the installer, so I didn't check on that again. The only .exe's I've swapped in are vanilla ones so I wouldn't have to reinstall every time I wanted to get rid of NT and try again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jonesin4Rock on 2019-06-11 11:57:32
Ok so I reinstalled FF7 (Steam) and reinstalled 7th Heaven and imported the [June 10th 2019] - 7th Heaven IRO,   not sure if it fixed my rank issue cause I'm a long way off ranking up on Cloud,   is there a way to see what rank you are without having enough points to rank up?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-06-11 16:20:25
Ok so I reinstalled FF7 (Steam) and reinstalled 7th Heaven and imported the [June 10th 2019] - 7th Heaven IRO,   not sure if it fixed my rank issue cause I'm a long way off ranking up on Cloud,   is there a way to see what rank you are without having enough points to rank up?

There is a cheat editor called Black Chocobo. You can open the savefile (it is compatible with New Threat) and you have a Base Stats Section and a another Stats Section. When you know e.g. you never choose Luck sources upgrades. And you have e.g. +20 luck in the other Stats Section . You know you have Rank 4 since every rank you got +5 all stats. I used that cheat editor to reset clouds rank stats, because my cloud had to many points, because i recognized the bug to late.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-06-11 19:40:44
I just finished normal mode.  I talked to every person, visited every area and every corner of it, did every sidequest, killed every boss in the game and did many tests how somethings work in battles. Game timer is now 70+ hours but the real number including reloads after death and testing how things work in battles is probably about 100 hours.

Sega Chief, you did a wonderful work. Here are my thoughts (you don’t need to comment every single one):

-The lvl4 sidequests fits good into the story, best was cids because you need to visit many different places to complete this. Cait Cith and some others for example you just need to visit one place kill something and done. They all should feel more like the cid one. Collect here information, travel there, bring this thing here etc.

- The Jugon League is fantastic

- The Dark Cave is a very good idea, but I think It have much more unique potential, maybe it can be a endless random dungeon where only there you can find randomly some special items or (if possible) you make it like the ancients cave in lufia 2 or you remove the option to choose arrange mode on the start and when you enter the dark cave a new game+ starts in arrange mode.

- The changes to the materia are good, but I think there should be more 1star materia e.g. planet, contain, sneak attack, multicut, mega all, quadra magic, maybe more. Counter attack need still a nerf maybe 50% weapon dmg or make conter attack 1star and you can obtain 3-4 in the game or just lower the rate to 25% trigger. The thing is counter attack early on is not the problem, the problem begin when you you have many of them with a good phys char.

- The changes to phy and magic dmg are a good idea, but phy dmg got nerfed to much. In the playtrough I only used magic because the pyh dmg was not worth it only limits were good. Even with bad magic stats its better to attack with magic and with osmose the mp isn’t a big problem.  In endgame I think Phy dmg needs overall a small buff like 25%. Conformer is to strong, especially with many conter attacks every boss is a joke.

- I like that any good armor now has a problem like no linked slots or halves healing etc. now there is not “the best” armor it depends on the fights and this is good.

- Crafting the ultimate weapons was a very good idea, I like it very much

- I like the new battle square bosses and the bosses in kalm as well. But maybe instead putting the omega and nemesis weapon on battle square they should get their own little part like ozma. And you can make the npc (where you currently can fight cait cith tank, omega and nemesis) a npc where you can rebattle the bosses you already defeated. Maybe for a special reward.

- The Special battle where you need to fight 8 bosses in a row. Is very good too. It would even better when you not fight everytime the same. Maybe you can make a boss pool where are 8 bosses randomly picked up. E.g. all the main story bosses maybe level adjusted, so they got some love.

- I not like the soft level cap every 10 level. In my opinion this feel unnatural and should be linear, even when I know its probably hard to balance, but I wanted to say that.

- Speaking of linear. We come to the rank up system. I like it very much you can  choose which way to go, but instead of only 8 big rank ups I would prefer many small rank ups and if possible they should be linked to the level up system. Maybe every level up you gain a character specific item (one for every char, when cloud lvl up you gain a cloud item, when aerith lvl up a aerith item etc.) and you can trade this item on every save points for the sources you want. And for the flat +5 all stats you can do something like every 2 lvl ups automatic +1 all stats.

- the changes to defence, magic defence (2x) in the damage formular is awesome, now defence is thing to thinking about and is not overpowered since they are many attack which ignores them or deal %dmg.

- The 41 level cap in the damage formular on the one hand is good to limit the phy dmg, but on the other hand I wish the damage formular could be more linear without have the need to cap it at lvl41 so you can feel a difference between a lvl 50 char with 150 str and a lvl 99 char with 150 str.

- the implementing of innate character abilitys was a good idea to make a character different, as well as the possibility of skiping some story element like the nibelheim flash back, the possibility to remove random encounters on field maps and the fast morph materia.

- fighting for the strong materials like quadra magic was a good idea. Maybe this could be expanded to some others like planet, contain and comet.

- I would remove the lucky 7777, its feels like cheating

- I would fix the 2x item bug/cheat or remove the 2x item materia if its not possible

- I would remove the added effect barrier shield bug/trick. Early on and in mid game its overpowered.

- Since I had access to the crater and I mastered my materia and reborn it how many times I need, made good materia combos and got the ultimate weapons, the game become to easy. I played in normal mode. Maybe this is in arrange mode different.

I hope I could help you with my input to make your already wonderful mod a little better. I looking forward your final release even when it comes in one year or even later. I will play it probably in arrange mod.




Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HeXy on 2019-06-12 09:09:53
I just finished normal mode.  I talked to every person, visited every area and every corner of it, did every sidequest, killed every boss in the game and did many tests how somethings work in battles. Game timer is now 70+ hours but the real number including reloads after death and testing how things work in battles is probably about 100 hours.

Incredible, any tips on how to beat
Spoiler: show
The Bomb King & the 6 Golden Tonberries? Bomb kings minions always knock out 2 chars and murder the remaining one with LIMIT BREAK, even though I'm only targeting the King (using Hydro), and the Tonberries.. dont even go there, its too painful!


It raises another question, what would you consider the best order to tackle the latter parts?  I've been mixing between tackling a New Threat, trying to get a special materia, attempting to get Weapon to fight me properly instead of flying away, and checking the weapons smith to see if I've got enough items to forge a weapon yet (none so far).

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-12 12:21:37
I just finished normal mode.  I talked to every person, visited every area and every corner of it, did every sidequest, killed every boss in the game and did many tests how somethings work in battles. Game timer is now 70+ hours but the real number including reloads after death and testing how things work in battles is probably about 100 hours.

Sega Chief, you did a wonderful work. Here are my thoughts (you don’t need to comment every single one):

-The lvl4 sidequests fits good into the story, best was cids because you need to visit many different places to complete this. Cait Cith and some others for example you just need to visit one place kill something and done. They all should feel more like the cid one. Collect here information, travel there, bring this thing here etc.

- The Jugon League is fantastic

- The Dark Cave is a very good idea, but I think It have much more unique potential, maybe it can be a endless random dungeon where only there you can find randomly some special items or (if possible) you make it like the ancients cave in lufia 2 or you remove the option to choose arrange mode on the start and when you enter the dark cave a new game+ starts in arrange mode.

- The changes to the materia are good, but I think there should be more 1star materia e.g. planet, contain, sneak attack, multicut, mega all, quadra magic, maybe more. Counter attack need still a nerf maybe 50% weapon dmg or make conter attack 1star and you can obtain 3-4 in the game or just lower the rate to 25% trigger. The thing is counter attack early on is not the problem, the problem begin when you you have many of them with a good phys char.

- The changes to phy and magic dmg are a good idea, but phy dmg got nerfed to much. In the playtrough I only used magic because the pyh dmg was not worth it only limits were good. Even with bad magic stats its better to attack with magic and with osmose the mp isn’t a big problem.  In endgame I think Phy dmg needs overall a small buff like 25%. Conformer is to strong, especially with many conter attacks every boss is a joke.

- I like that any good armor now has a problem like no linked slots or halves healing etc. now there is not “the best” armor it depends on the fights and this is good.

- Crafting the ultimate weapons was a very good idea, I like it very much

- I like the new battle square bosses and the bosses in kalm as well. But maybe instead putting the omega and nemesis weapon on battle square they should get their own little part like ozma. And you can make the npc (where you currently can fight cait cith tank, omega and nemesis) a npc where you can rebattle the bosses you already defeated. Maybe for a special reward.

- The Special battle where you need to fight 8 bosses in a row. Is very good too. It would even better when you not fight everytime the same. Maybe you can make a boss pool where are 8 bosses randomly picked up. E.g. all the main story bosses maybe level adjusted, so they got some love.

- I not like the soft level cap every 10 level. In my opinion this feel unnatural and should be linear, even when I know its probably hard to balance, but I wanted to say that.

- Speaking of linear. We come to the rank up system. I like it very much you can  choose which way to go, but instead of only 8 big rank ups I would prefer many small rank ups and if possible they should be linked to the level up system. Maybe every level up you gain a character specific item (one for every char, when cloud lvl up you gain a cloud item, when aerith lvl up a aerith item etc.) and you can trade this item on every save points for the sources you want. And for the flat +5 all stats you can do something like every 2 lvl ups automatic +1 all stats.

- the changes to defence, magic defence (2x) in the damage formular is awesome, now defence is thing to thinking about and is not overpowered since they are many attack which ignores them or deal %dmg.

- The 41 level cap in the damage formular on the one hand is good to limit the phy dmg, but on the other hand I wish the damage formular could be more linear without have the need to cap it at lvl41 so you can feel a difference between a lvl 50 char with 150 str and a lvl 99 char with 150 str.

- the implementing of innate character abilitys was a good idea to make a character different, as well as the possibility of skiping some story element like the nibelheim flash back, the possibility to remove random encounters on field maps and the fast morph materia.

- fighting for the strong materials like quadra magic was a good idea. Maybe this could be expanded to some others like planet, contain and comet.

- I would remove the lucky 7777, its feels like cheating

- I would fix the 2x item bug/cheat or remove the 2x item materia if its not possible

- I would remove the added effect barrier shield bug/trick. Early on and in mid game its overpowered.

- Since I had access to the crater and I mastered my materia and reborn it how many times I need, made good materia combos and got the ultimate weapons, the game become to easy. I played in normal mode. Maybe this is in arrange mode different.

I hope I could help you with my input to make your already wonderful mod a little better. I looking forward your final release even when it comes in one year or even later. I will play it probably in arrange mod.

-) I was wanting to revise the lv.4 limit sidequests a bit as, like you say, a lot are a case 'go here, fight'. I've most locked in, but one or two I'm still unsure of.

-) I'm not a big fan of the junon league thing myself; I was going to cut it from the last update, but what I could try doing is making it available to access from more locations like the Fort Condor minigame is and try to make it a bit more involved/less time-consuming.

-) I want to scrap Dark Cave and replace it with something else. I had been looking at a 'floor-based' dungeon that goes through lots of fields with punishing encounters and a boss/change of theme every five floors or so; make it more of a battle-based thing like that Ehrgeiz dungeon game or the FF Advance post-story dungeons.

-) Quadra Magic is a bit of an issue for various reasons; first it doubles the paired spell's attack and makes it four times as long, it also breaks the 1-use Summon limit I tried to put in, and it also causes a freeze when using a spell paired with both it and Absorb materia on any enemy that divides its model into multiple parts (jenova synthesis, bizarro, some others). Counter Materia can maybe be balanced using the materia stat bonus/penalties a bit more. The % chance to proc may be OK where it's at right now. What would be nice is limiting counter actions down to about 3 or so instead of 5 or 6.

-) Physicals vs Magic has been a long running thing in NT; I think physicals rely on elemental and fast characters too much to be viable, which I'm keeping in mind. I adjusted the critical and elemental damage modifers for the final build prototype and dropped the level adjustment hack in the character AI. I'm going to experiment with the physical damage formula (for level's impact on it) to see if there's a better solution I can find for it. Special weapon formulas are located (I think) so expect their modifiers to be adjusted.

-) I'm not too sure about ultimate weapon crafting; I think people probably find it more of an annoyance as the requirements are going into the Crater and farming for drops/steals/morphs from the enemies inside. What I'd like to try and do is get them put behind something that's a bit more actively engaging for the player. I think that crafting thing would be better suited to a sister ray version where the number of possible weapons + items is increased, meaning that weapon variants/upgrades could be produced.

-) Battle Square's Extra Battle used to be a lot more expansive, but a number of those fights were rolled into other things or dropped entirely. And there was an option to fight story bosses again via a menu on the Highwind once upon a time (that was the purpose of the two shinra soldiers in the chocobo pen, the menu was accessed through them). I wanted to renovate Extra Battle and was going to get rid of Omega + Nemesis in favour of having a roster of more weird and unique enemies like it used to be; I could restore the story fight boss menu and put it in Gold Saucer too but I reckon it'd be best if those story bosses were respecced to match a Disc 3 party rather than just as-is (I could add some AI for that). Kalm Traveler I think is going to no longer have fights attached to it.

-) That's not a bad idea with the Special Battle; I think I can manage that.

-) For EXP I've went back to the vanilla arcs and am speccing enemy EXP given against that. The soft-cap thing confuses/frustrates people I think, but I'll need to be careful as it's easy to overlevel when you didn't want to under the vanilla exp arcs.

-) In the final build, the +5 is being removed and is instead being handled by incrementing stats via level-up (like how the base game behaves) with the player choosing specific stats to buff whenever they get access to an upgrade. That helps cut down on having to mash a button and also makes levels feel less empty (while level does increase damage dealt and HP/MP, I think people like to see their primary attributes go up when they level). SP is also being removed and instead an upgrade becomes available when beating certain bosses/story events. I think that was how it was originally, can't remember. It helps make progression a bit more stable. I think additional ranks might make the system a bit tiresome to use though, not sure.

-) The defence change has created a problem with end-game balancing though, as the DR it provides is no longer capped at 50% (for 255) but at 99% or something (as it is effectively 510). Problem with going back to a vanilla formula is that a greater amount of defence is needed to make a tangible difference to enemy attacks as the incoming damage is lower and therefore a 10% or 20% decrease is less impressive (and also requires a lot of Vit/Def).

-) I'm dropping the internal level cap from the character AI for that reason; it means there's no scaling other than from Strength/Magic once you're past that level and once HP/MP caps out the level stat itself effectively becomes useless. It also causes problems with stealing and morphing from high level enemies. Of all the changes, I consider this one to have been the worst from a balancing and scripting perspective. I'm going to try balancing on the default physical formula and then make adjustments to it in the .exe if needed.

-) I've made some tweaks to the innates as removing the Defence x2 from the AI (and the level capper) has provided a lot of free space, as well as a optimisation to Aeris' innate that cut out a lot of bytes. I'll be trialing those with people before I commit to putting them in the final update though because innates can alter gameplay a bit and I don't want to rock the boat too much with drastic alterations. As for scene skips, I've not had thoughts on adding more but if anyone has requests for extra ones then let me know; I want to avoid having skip prompts appearing too frequently though as they can kill the story pacing a bit. I might make the prompts toggleable so that they don't get in the way if a player doesn't want them at all.

-) Bosses in materia caves was an idea I pilfered from the Hardcore mod, the issue with putting fights on other materia though is that it would quickly get tiresome having to fight for every single bit of gear the player comes across.

-) I'm fine with people using whatever, so long as they're having fun with it. W-Item does wreck the balancing of item placement a bit, but...it's not like the game is forcing the player to use it. And even if you don't use it, there's save editors so may as well leave it in there and save them the trouble of opening the save file.

-) I forgot that I put in the barrier thing until I was shown it recently by Uprisen and Caleb, I can't really remember the rationale for doing it either; it was one of those careless throwaway changes. I've kind of put myself in a corner with it as well because a few people are speedrunning the mod now and this change is used for a majority of the fights to make them more feasible at low level. I'll probably give Uprisen and others a prototype so they can see if it's possible to do within a reasonable timeframe without it, and if it is then I can give it the heave-ho.

-) With ultimate weapons retaining their formulas and trying not to cut out anything, this was unavoidable in the end because of how super strong some materia can be (Mime for instance). The ultimate weapons can be reined in a bit, but I think effects like Mime are always going to tip the balance a bit too hard. But that being said, it's kind of fun to get overpowered by the end once you've gathered everything up.

***
Thanks for the detailed feedback, bud. I've got some good stuff scripted up already in the final build's arrange mode (tested and working) that'll make it an interesting experience.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-06-12 18:46:02
Incredible, any tips on how to beat
Spoiler: show
The Bomb King & the 6 Golden Tonberries? Bomb kings minions always knock out 2 chars and murder the remaining one with LIMIT BREAK, even though I'm only targeting the King (using Hydro), and the Tonberries.. dont even go there, its too painful!


It raises another question, what would you consider the best order to tackle the latter parts?  I've been mixing between tackling a New Threat, trying to get a special materia, attempting to get Weapon to fight me properly instead of flying away, and checking the weapons smith to see if I've got enough items to forge a weapon yet (none so far).

Bomb King
Spoiler: show
I just targeted the big guy and ignored the balls. But it was a close fight. I did it immediately after i got the highwind. But according to a video i saw you can make use of the spell "Remove" it removes the balls from the game and than you shouldnt have any problems. Maybe you have to use the remove spell more than one time to get ride of all the balls. At this time i didnt had access to the remove spell because it didnt had enough AP trained.


Golden tomberries
Spoiler: show
Since i didnt need the Mine Materia i did this fight later, than i already was overpowered. I used
Snack Attack + Barrier + Mega all
Snack Attack + Planet
Snack Attack + Planet
Planet + Quadra Magic
After the first Ultima (Planet) Sneack Attack the tomberries made a conter attack. I survived easy. After the 2nd Snack Attack they didnt Countered. I make one mnauelly Ultima and they were dead. If you want to do them before you are overpowered here a video in arrange mode from. The person who did this writed information in the description of the video.

https://www.youtube.com/watch?v=EIyNoLVOBeY&list=PL3B-NAl8G2fNqqQt3iSZTUOtBJ2ITDCLe&index=61



Best order for later Parts.

Spoiler: show
I would first APing in the Crater my Materia which i need. In the Midgar Raid, you get tons of AP from the bosses to max out Materia and even Maxout the new borned Materia, too. Important is Sneack Attack and Planet. Now go Crater put 2x (Sneak Attack + Planet) and Planet + Qudra Magic. MP Turbo you doesnt need since it not increase the snack attack ultima damage although you pay the increased mp for it, mp absorb didnt work as well. With 255 magic stats which you get easy with the materia which gives +10 magic. Now you go left lower part (probably other work too) and farm. Some Monster will give you 5k Base AP with The Tiple Weapon its 15k. Every Monster which is not instant death after your 2x sneak attack ultima will only remain ~1k life, 1-2 meele hits and end. While APing you can collect the Items you need for the Ultimate weapons. For stealing you should use the stealing gloves to increease chances.  When you do not have any preferences your 1st ultimate weapon should be Conformer for Yuffie. It hits so hard. Combinted with many Conter Attack Materia and High Str,  Yuffie is a one man army.

Now its up to you which boss you make first. You have the power now to do every one. The most you should kill now without any special tactic. When you still die, look the video list i posted and the descritption in the videos. Because some bosses sleep all your character in the first round or cast death in the first round etc. so you have to prepear a little bit.


This is my personal doing. But the most fun is to thinking how you can build a powerful team and than go for the materia, ultimate weapons etc. and build it.

Thanks for the detailed feedback, bud. I've got some good stuff scripted up already in the final build's arrange mode (tested and working) that'll make it an interesting experience.
Your welcome. I didnt imagine there are so many changes in the final version. I though there will be only small things. Now i am very excited.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Pure_Mind_Games on 2019-06-12 19:54:21
-) I want to scrap Dark Cave and replace it with something else. I had been looking at a 'floor-based' dungeon that goes through lots of fields with punishing encounters and a boss/change of theme every five floors or so; make it more of a battle-based thing like that Ehrgeiz dungeon game or the FF Advance post-story dungeons.

Please no, they're so annoying.

-) I'm not too sure about ultimate weapon crafting; I think people probably find it more of an annoyance as the requirements are going into the Crater and farming for drops/steals/morphs from the enemies inside. What I'd like to try and do is get them put behind something that's a bit more actively engaging for the player. I think that crafting thing would be better suited to a sister ray version where the number of possible weapons + items is increased, meaning that weapon variants/upgrades could be produced.

I don't mind how I get them but if it's annoying they damn well better be OP lol.

-) I forgot that I put in the barrier thing until I was shown it recently by Uprisen and Caleb, I can't really remember the rationale for doing it either; it was one of those careless throwaway changes. I've kind of put myself in a corner with it as well because a few people are speedrunning the mod now and this change is used for a majority of the fights to make them more feasible at low level. I'll probably give Uprisen and others a prototype so they can see if it's possible to do within a reasonable timeframe without it, and if it is then I can give it the heave-ho.

Wait, what's this about Added Effect Barrier?

Reading your post makes me wanna play the earlier versions too to see how it evolved.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: c-dot-gonz on 2019-06-12 20:35:46
Hey folks! I'm completely new to the FFVII modding scene. The remake has my hyped and I'm planning on replaying the game, but I'd like to add a little spice to the mix. I played the original 20 years ago (so long ago that I'm not sure if I actually beat it or if I only know the story bits from discussing it with other fans) so it would be kind of like playing it for the first time. Is New Threat too different from the original for me what is essentially a first playthrough or should I stick to some lighter mods like texture and audio upgrades instead?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-12 21:09:12
Please no, they're so annoying.

I don't mind how I get them but if it's annoying they damn well better be OP lol.

Wait, what's this about Added Effect Barrier?

Reading your post makes me wanna play the earlier versions too to see how it evolved.

Ah, maybe you're right. I did own the GBA games and maybe I'm suppressing the memory.

I'll try not to make anything annoying if I can, but if effort is involved then there'll be a payoff unless it's the diorama on floor 65

At some point I decided to stick the statuses given by Barrier Materia onto the materia for added effect (idea was to block MBarrier and Reflect as they weren't always desirable to have, although the downside to MBarrier in halving cure magic has been removed since then). But for some reason I decided to also put Shield on there, so you can use Added Effect + Barrier to put Wall, Reflect, and Shield on yourself; it makes most of the fights fairly easy as there aren't many non-elemental attacks.

As for older versions, I stumbled across some of the earliest versions and a pre-release alpha (was called Skirmish mod and was going to have emerald/ruby difficulty modes like Colly's FF8 Hard-type mod has). 1.1 and 1.2 are lost to the aether though.

If you're interested, they're here:
v1.0.5 - This version was the last iteration of the original release before I pulled the mod down for half a year or so to rebuild it from scratch after feedback. First change in 1.0 I think was Kalderasha's suggestion to boost Potions (he was the first to give feedback, and is also the guy who made the player-character field models that NT currently uses).
Installer: http://www.mediafire.com/file/z4lwxjeeqezsd5c/FF7_New_Threat_Patch_Ver_1.0.5_Steam.exe.zip/file
IRO: http://www.mediafire.com/file/85rypsdhh7vi9je/FF7_NT_IRO_v1.0.5.iro/file


v1.3 - This version I think is the last before the rank-up system was brought in for 1.35, if not that then it's the build before character innates were introduced. There is likely to be a level cap in this one, either Lv.40 or Lv.70 (I think enemies stop giving EXP if the character is over a certain level, and that threshold rises as you advance; not sure).

Installer: http://www.mediafire.com/file/b2cj53p7d5h00bn/FF7_NT_Mod_v1.3_-_17th_Feb_2015.exe.zip/file


Alpha Build (aka 'Skirmish Mod' - No idea what this one has or what condition it'll be in. I'd actually forgot the mod was originally called this.
https://www.mediafire.com/file/er61xr25dcw2udv/FF7_New_Threat_Patch_Alpha2.zip/file


Hey folks! I'm completely new to the FFVII modding scene. The remake has my hyped and I'm planning on replaying the game, but I'd like to add a little spice to the mix. I played the original 20 years ago (so long ago that I'm not sure if I actually beat it or if I only know the story bits from discussing it with other fans) so it would be kind of like playing it for the first time. Is New Threat too different from the original for me what is essentially a first playthrough or should I stick to some lighter mods like texture and audio upgrades instead?

That's a tricky one to answer because it depends on what you're looking for. I tried to enhance the base game where I could with script adjustments and convenience features. The combat is a bit more involved (midcore) so this'll depend on what you're willing to put into it, but there's a vanilla version I made recently that uses the NT scripts but with vanilla enemies + kernel. A few people have used NT as their 'first run' or returning run after a long time away from the game and they seemed to enjoy it.

Reunion would also be a good choice for a vanilla experience as it doesn't adjust the battles (not yet, as far as I know) and focuses instead on retranslating the script, bug fixes, etc. You can adjust the level of translation (or not have it at all) using its installer.

As for visual mods and the like, you'll want to use 7th Heaven mod loader but be warned now; the installation process has a lot of pitfalls and can cause headaches. But it's also currently the best way to mix mods together. You can also use direct folders to add loose files that will override the default ones but I can't remember if that is available with Steam by default, may need the game converter that 7th Heaven also relies on.

Some info on the game converter; in order to get the Steam version compatible with 7th Heaven we use a tool called the game converter which recreates a 1998 FF7 PC installation using the steam files as a base. This separate install of the game is then used to apply mods to, etc. It behaves more or less the same as the steam game except it has a more up-to-date version of Aali's Graphics Driver (which the Steam version also runs on). This mod (and I think Reunion) can install to the Steam version and 1998 version if not using 7th heaven, or can be run through 7th heaven if you go that route.

For models, Kaldarasha's Chaos7 and Nino's models (I think both can be found on Nexus, Kald's stuff is there and also on this forum) are ones I quite like as the former uses shaded polygons in the same style as the game (visual consistency) and the latter uses a super-cool art-style based on the promotional character art/concept art. There are others as well (hundreds of them), and most of them use textures for the models like Nino does. Uprisen also did a mod that retextures the battle backgrounds which is worth a look; his mod is also on Nexus.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Pure_Mind_Games on 2019-06-12 22:35:41
Nice, I'll check them out once I finish 1.5.

Thanks.

Oh, would it be possible to show Inate abilities somewhere in the menu? as I keep forgetting them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dumbstrom on 2019-06-13 01:05:17
Hi i read elsewhere about  "mod documentation (zip file). It contains a text file showing the stuff locations and an Excel file showing what you can steal, morph and loot and on which enemies."
and I can't seem to find this could anyone point me in the right direction?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Pure_Mind_Games on 2019-06-13 01:17:33
Hi i read elsewhere about  "mod documentation (zip file). It contains a text file showing the stuff locations and an Excel file showing what you can steal, morph and loot and on which enemies."
and I can't seem to find this could anyone point me in the right direction?

I wouldn't worry about it, it's out of date right now anyway.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: c-dot-gonz on 2019-06-13 01:41:44

That's a tricky one to answer because it depends on what you're looking for. I tried to enhance the base game where I could with script adjustments and convenience features. The combat is a bit more involved (midcore) so this'll depend on what you're willing to put into it, but there's a vanilla version I made recently that uses the NT scripts but with vanilla enemies + kernel. A few people have used NT as their 'first run' or returning run after a long time away from the game and they seemed to enjoy it.

Reunion would also be a good choice for a vanilla experience as it doesn't adjust the battles (not yet, as far as I know) and focuses instead on retranslating the script, bug fixes, etc. You can adjust the level of translation (or not have it at all) using its installer.

As for visual mods and the like, you'll want to use 7th Heaven mod loader but be warned now; the installation process has a lot of pitfalls and can cause headaches. But it's also currently the best way to mix mods together. You can also use direct folders to add loose files that will override the default ones but I can't remember if that is available with Steam by default, may need the game converter that 7th Heaven also relies on.

Some info on the game converter; in order to get the Steam version compatible with 7th Heaven we use a tool called the game converter which recreates a 1998 FF7 PC installation using the steam files as a base. This separate install of the game is then used to apply mods to, etc. It behaves more or less the same as the steam game except it has a more up-to-date version of Aali's Graphics Driver (which the Steam version also runs on). This mod (and I think Reunion) can install to the Steam version and 1998 version if not using 7th heaven, or can be run through 7th heaven if you go that route.

For models, Kaldarasha's Chaos7 and Nino's models (I think both can be found on Nexus, Kald's stuff is there and also on this forum) are ones I quite like as the former uses shaded polygons in the same style as the game (visual consistency) and the latter uses a super-cool art-style based on the promotional character art/concept art. There are others as well (hundreds of them), and most of them use textures for the models like Nino does. Uprisen also did a mod that retextures the battle backgrounds which is worth a look; his mod is also on Nexus.

Thanks for the detailed comparison! I'll continue thinking about my options. I don't often replay games due to time constraints, so if I'm going to mod FFVII it's pretty much now or never. Especially with the remake releasing next year.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jonesin4Rock on 2019-06-13 03:14:54
Hi i read elsewhere about  "mod documentation (zip file). It contains a text file showing the stuff locations and an Excel file showing what you can steal, morph and loot and on which enemies."
and I can't seem to find this could anyone point me in the right direction?

There's 3 different programs I use to see the items and other things in New Threat that people here recommended to me,   ProudClod,   Black Chocobo and WallMarket,   let's you see all the current up to date steals and morphs and lets you view all items,  armors and weapons,   and view character stats and how many sources you've used.

You need to point the programs at the right IRO's kernal.bin and scene.bin,   I'm sure someone here can provide more help if you can't figure it out :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fleaswallow on 2019-06-13 12:36:31
Hi, I have a problem.
The innate abilitys do not work for me, i reinstalled the game several times and tried several things and i cannot solve it (it doesn't solve itself by then).

I use the Square version of the game so when i use the direct mod patcher on a freshly installed version ff7.exe opens up Steam (annoying).
So i decided to use 7th Heaven and even though the NewThreatMod is the only mod i run, the game runs smoothly and all enemys are what they should be like, but the abilitys do not work.
Playing the arranged mode made me realise that something is wrong, when Tifa got KO's in one hit and never reached 1HP like she should. (Watched YoutubeVideos of this mod before)
I started  a new game several times and Cloud never gets his Limit Boost (No notification and damage is the same)

And now after de-installing and re-installing about 5 times (should be that many now) i don't know what else to do. Also i get a prompt after reinstalling when i start the game "Postprocessing initialization failed" but everything else still works as intended.

I tried it again and i got an error.  I am not sure if this has been there before.
Spoiler: show
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei Iros._7th.Workshop.fLibrary.CheckAllowedActivate(Guid modID) in C:\Users\TurBoss\Projetcs\7h\7thWorkshop\fLibrary.cs:Zeile 564.
   bei Iros._7th.Workshop.fLibrary.DoActivate(Guid modID) in C:\Users\TurBoss\Projetcs\7h\7thWorkshop\fLibrary.cs:Zeile 624.
   bei Iros._7th.Workshop.fLibrary.ToggleActivateMod(Guid modID) in C:\Users\TurBoss\Projetcs\7h\7thWorkshop\fLibrary.cs:Zeile 864.
   bei Iros._7th.Workshop.fLibrary.DoModBarAction(pMod pm, ModBarAction a) in C:\Users\TurBoss\Projetcs\7h\7thWorkshop\fLibrary.cs:Zeile 920.
   bei Iros._7th.Workshop.pMod.bActivate_Click(Object sender, EventArgs e) in C:\Users\TurBoss\Projetcs\7h\7thWorkshop\pMod.cs:Zeile 200.
   bei System.Windows.Forms.Control.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ButtonBase.WndProc(Message& m)
   bei System.Windows.Forms.Button.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tentails on 2019-06-13 13:47:34
Hello, I've been loving the mod and have been working on getting all of the ultimate weapons but ran into a problem when not able to find where some of the components are, (like Spirit lance and Spring Gun Clip). I checked the where is the thing text document to see and saw that they have to be stolen from certain enemies (Crater dragon, and King Behemoth in this case). So I tried but couldn't manage to steal from them no matter how many times I try despite being level 99. Is it just unlucky or am I doing something wrong.

Ps, Do you just redownload the patch when it updates or is there an easier way?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Idubaren on 2019-06-13 15:28:04
the info on that txt is heavily outdated scroll through a couple pages backwards from this one and you'll find that Sega Chief put up a link to a slightly updated where is the thing txt
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-13 16:56:18
I've linked it on the front page so it doesn't get buried.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-06-13 18:38:06
There's 3 different programs I use to see the items and other things in New Threat that people here recommended to me,   ProudClod,   Black Chocobo and WallMarket,   let's you see all the current up to date steals and morphs and lets you view all items,  armors and weapons,   and view character stats and how many sources you've used.

You need to point the programs at the right IRO's kernal.bin and scene.bin,   I'm sure someone here can provide more help if you can't figure it out :)

I didnt know ProudClod, its fantastic. Now i can see the stats and weaknesses for the monsters i can not sense. I have two question.

1) When i use iro unpacker and read the scene.bin it looks like the stats displayed are for normal mode. How i can see the values for arrange mode?

2) Is there a options to export all enemy stats in a sheet? (Readable for human) Or is there a way to search for a specific item so i can see from which enemy i can get it?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-13 18:41:08
I didnt know ProudClod, its fantastic. Now i can see the stats and weaknesses for the monsters i can not sense. I have two question.

1) When i use iro unpacker and read the scene.bin it looks like the stats displayed are for normal mode. How i can see the values for arrange mode?

2) Is there a options to export all enemy stats in a sheet? (Readable for human) Or is there a way to search for a specific item so i can see from which enemy i can get it?



Arrange mode is handled by the enemy AI, specifically the pre-battle script. There's a check in there for the arrange variable which buffs level, flips switches, whatever needs done.

I don't think PrC supports a search for items held or mass export of data to a report format unfortunately.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-06-13 19:09:43
Arrange mode is handled by the enemy AI, specifically the pre-battle script. There's a check in there for the arrange variable which buffs level, flips switches, whatever needs done.

So the changes are somewhere here not readable for "normal" human?: https://www.bilder-upload.eu/bild-addd08-1560452049.png.html

And there is no way to show the changes like this for normal mode?: https://www.bilder-upload.eu/bild-b11d95-1560452241.png.html

I ask because its seems like the weaknesses and Allowed Status can be a little diffrent from normal / arrange.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-13 23:02:54
If you click 'disassemble' when viewing AI it'll interpret the AI script into something more readable (if statements, etc.) but I think you need a file sitting in PrC's folder to interpret the opcodes:
https://www.mediafire.com/file/4508s6b29he44x7/ProudClod.dat/file

If you're missing the .dat file from the prc folder, then put that in there and it'll interpret most of the opcodes in the disassembled view.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fleaswallow on 2019-06-14 00:07:48
I solved my problem by installing the second newest 1.5 Version. In the newest the innate abilitys did not work for me, i am not sure if thats just for me but after like a whole day thinking about it I came to the conclusion that it was the newest updates fault. So the 1.5 from June23 works which is weird, but i am happy with it   ::)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Blagnarok on 2019-06-14 03:04:59
I have discovered an incompatibility with Menu Overhaul and your mod in one specific sequence when you encounter Sephiroth in the basement of Shinra Mansion during Cloud's flashback scene.  Menu Overhaul requires use of FF7_bc.exe or FF7_mo.exe in order to get the new high def menu's.  If you use either of those .exe files to launch your mod from 7H, when you get to Sephiroth in that scene his dialog boxes don't show up.  If you hit "A" they flash on the screen for a sec and disappear again.  This is the same whether I use the FF7_bc.exe or FF7_mo.exe you provide, or the one's generated automatically by the FF7_GameConverter_7H.exe.

The problem does not occur if I use the FF7.exe to run your mod, but that is incompatible with the menu overhaul in 7H.

The version of menu overhaul I am using in 7H is the R03E that comes prepackaged 7H from the iros://Url/http$pastebin.com/raw.php?i=dDBkYkDu subscription.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Pure_Mind_Games on 2019-06-14 06:47:24
Is it possible to get a second Mythril for the Weapon Smith near the Gold Saurcer?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-14 11:27:10
I solved my problem by installing the second newest 1.5 Version. In the newest the innate abilitys did not work for me, i am not sure if thats just for me but after like a whole day thinking about it I came to the conclusion that it was the newest updates fault. So the 1.5 from June23 works which is weird, but i am happy with it   ::)

Did you get the extra materia from Aeris, Red XIII, and Yuffie when they joined? Kernel contains initial starting state which is where the equipment and materia a character has equipped when they join is set. It's intended that you have Barrier, Earth, Heal, Revive, Enemy Skill, Gravity, Elemental, Destruct, Time, Throw, and Added Effect from them joining. If you don't have these materia, I'd consider adding them with a save editor.

I have discovered an incompatibility with Menu Overhaul and your mod in one specific sequence when you encounter Sephiroth in the basement of Shinra Mansion during Cloud's flashback scene.  Menu Overhaul requires use of FF7_bc.exe or FF7_mo.exe in order to get the new high def menu's.  If you use either of those .exe files to launch your mod from 7H, when you get to Sephiroth in that scene his dialog boxes don't show up.  If you hit "A" they flash on the screen for a sec and disappear again.  This is the same whether I use the FF7_bc.exe or FF7_mo.exe you provide, or the one's generated automatically by the FF7_GameConverter_7H.exe.

The problem does not occur if I use the FF7.exe to run your mod, but that is incompatible with the menu overhaul in 7H.

The version of menu overhaul I am using in 7H is the R03E that comes prepackaged 7H from the iros://Url/http$pastebin.com/raw.php?i=dDBkYkDu subscription.

Yeah it's been reported a few times, I thought it was a field script clash of some sort but turns out it was those .exes. I'm not sure what specifically is being altered on those scenes by those executable files though, I'll try asking Dan later.

Is it possible to get a second Mythril for the Weapon Smith near the Gold Saurcer?

Afraid not, but the two items in the chests aren't missable; I think they're icicle inn grade weapons or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fleaswallow on 2019-06-14 12:29:51
Did you get the extra materia from Aeris, Red XIII, and Yuffie when they joined? Kernel contains initial starting state which is where the equipment and materia a character has equipped when they join is set. It's intended that you have Barrier, Earth, Heal, Revive, Enemy Skill, Gravity, Elemental, Destruct, Time, Throw, and Added Effect from them joining. If you don't have these materia, I'd consider adding them with a save editor.
Aeris had the first 4 materia and also an all-materia, if they will be missing i will add them manually, thanks for the info.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fluffy on 2019-06-14 16:04:55
Im having issues with the mod, it randomly goes CTD, haven't found what causes it, anyone else has the same issue?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-14 16:42:41
Aeris had the first 4 materia and also an all-materia, if they will be missing i will add them manually, thanks for the info.

If she had those materia then all is well.

Im having issues with the mod, it randomly goes CTD, haven't found what causes it, anyone else has the same issue?

The mod is generally stable so it's likely an underlying issue. Are you using any other mods or have done so in the past? Is this 7h you're playing through or Steam? Is this regular NT or that vanilla version I made?

One thing to note is that Steam has this issue where losing focus/clicking out of the game window can intermittently cause the game to crash.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-06-14 19:09:58
If you click 'disassemble' when viewing AI it'll interpret the AI script into something more readable (if statements, etc.) but I think you need a file sitting in PrC's folder to interpret the opcodes:
https://www.mediafire.com/file/4508s6b29he44x7/ProudClod.dat/file

If you're missing the .dat file from the prc folder, then put that in there and it'll interpret most of the opcodes in the disassembled view.

Ok, thanks. Now its look like this. https://www.bilder-upload.eu/bild-7a02de-1560538776.png.html

For me its still not really readably. Somewhere there stands that the monster loses his immunity to stop, but no chance for me to read this. I think i will just use the Enemy stats from Normal Mode and try and Error in Arrnage Mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2019-06-14 20:03:49
Yeah it's been reported a few times, I thought it was a field script clash of some sort but turns out it was those .exes. I'm not sure what specifically is being altered on those scenes by those executable files though, I'll try asking Dan later.
If you do not find anything strange, you could fix those dialog boxes by creating a new text label and changing the previous text label with the new one in the script.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-14 20:51:27
If you do not find anything strange, you could fix those dialog boxes by creating a new text label and changing the previous text label with the new one in the script.

Yeah that could work. I'll give it a go next time there's an update needing done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dumbstrom on 2019-06-15 04:37:15
any ideas why my game is crashing during the swirl of the first battle only using nt mod 1.5 (other mods run fine separately).
only this - [00004516] Entering FRAME_INITIALIZE SWIRL
[00004516] Exitting FRAME_INITIALIZE SWIRL
[00004519] Swirl sound_effect1
[00004519] stop_sound
[00004519] End of Swirl sound_effect1
[00004598] Entering FRAME_QUIT SWIRL
[00004598] Exitting FRAME_QUIT SWIRL
[00004598] Entering MAIN
[00004600] Exiting MAIN
[00004600] [BATTLE] Entering FRAME_INITIALIZE
[00004600] [BATTLE] Scene# 993
[00004600] ERROR: unhandled exception

shows in the app.log and this only seems to be happening with the nt mod :( (also the mod offers if i want to play normal or arranged mode before opening scene so i assume it's loading)
sorry if this is the wrong place 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Blagnarok on 2019-06-15 08:44:52
Yeah that could work. I'll give it a go next time there's an update needing done.

Cool, glad I could help you narrow the problem down. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-15 11:05:20
any ideas why my game is crashing during the swirl of the first battle only using nt mod 1.5 (other mods run fine separately).
only this - [00004516] Entering FRAME_INITIALIZE SWIRL
[00004516] Exitting FRAME_INITIALIZE SWIRL
[00004519] Swirl sound_effect1
[00004519] stop_sound
[00004519] End of Swirl sound_effect1
[00004598] Entering FRAME_QUIT SWIRL
[00004598] Exitting FRAME_QUIT SWIRL
[00004598] Entering MAIN
[00004600] Exiting MAIN
[00004600] [BATTLE] Entering FRAME_INITIALIZE
[00004600] [BATTLE] Scene# 993
[00004600] ERROR: unhandled exception

shows in the app.log and this only seems to be happening with the nt mod :( (also the mod offers if i want to play normal or arranged mode before opening scene so i assume it's loading)
sorry if this is the wrong place 

Try normal mode and see if the first battle crashes there as well (it has a different ID, #300 instead of arrange's #993). If that bombs as well then it might be that issue that came up when I initially updated the mod for maintenance; the .exes were wrong or something. If #300 loads then it might be that scene + kernel isn't synched so some encounters are being loaded in place of other ones which might be why #993 crashed (could have tried to load an empty formation instead).

Is this IRO or installer? If it's IRO, make sure your .exe files are default because the IRO now auto-patches them instead of needing a manual exe swap. If it's installer, then we'll go from there but I think the .exe files will likely need changed out if it's installer causing the crash.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dumbstrom on 2019-06-15 21:17:16
Try normal mode and see if the first battle crashes there as well (it has a different ID, #300 instead of arrange's #993). If that bombs as well then it might be that issue that came up when I initially updated the mod for maintenance; the .exes were wrong or something. If #300 loads then it might be that scene + kernel isn't synched so some encounters are being loaded in place of other ones which might be why #993 crashed (could have tried to load an empty formation instead).

Is this IRO or installer? If it's IRO, make sure your .exe files are default because the IRO now auto-patches them instead of needing a manual exe swap. If it's installer, then we'll go from there but I think the .exe files will likely need changed out if it's installer causing the crash.

This issue happened using the 7th heaven loader ( other mods worked fine separately ).  I resolved the issue by just applying the mod to the ff7.exe rather than using 7th heaven and it seemingly works fine.  I did try the normal (not arranged mode) and i had the exact same issue and same app.log.  Im not sure exactly what you mea nby default .exes, the only thing i did was run the game convertor, and mount the ff7.iso (if you still even need to do that).
I mean it works now as a standalone mod which is fine for what I want, but I could try continuing to fix it if it's not an isolated case and other people experience similar problems?
thanks either way bud

edit - also is there a tool i can use to see enemy loot table/steal/morph etc, like black chocobo sort of thing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeOsTyLe on 2019-06-16 08:18:16
http://forums.qhimm.com/index.php?topic=8481.0

You need to open battle\scene.bin,. But not the standard one you need to open the NT one. when e.g. you use the iro files you need a iro unpacker first.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-16 12:04:29
This issue happened using the 7th heaven loader ( other mods worked fine separately ).  I resolved the issue by just applying the mod to the ff7.exe rather than using 7th heaven and it seemingly works fine.  I did try the normal (not arranged mode) and i had the exact same issue and same app.log.  Im not sure exactly what you mea nby default .exes, the only thing i did was run the game convertor, and mount the ff7.iso (if you still even need to do that).
I mean it works now as a standalone mod which is fine for what I want, but I could try continuing to fix it if it's not an isolated case and other people experience similar problems?
thanks either way bud

edit - also is there a tool i can use to see enemy loot table/steal/morph etc, like black chocobo sort of thing?

I'm not sure, we all had a similar issue when I first put the maintenance patch up and the .exe part was causing crashes for some reason. Then I uploaded a fresh set and it seemed to be OK after that. I'll check back through the thread to see if I can find out what it was again.

***

Checked the kernel after another user reported having no innates but all other kernel-based changes were intact. Somehow all the character-based AI except for a specific group were deleted; I keep backups though so I've checked through that and uploading replacements for the current files.

Edit: New installer + iro are up; kernel was missing character AI (which meant no innates) from the 1998 PC files and IRO.

Edit2: Had to update the links again, some issues crept in from the backup.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Moo_ha on 2019-06-16 22:49:11
Is there a guide as to what different items are handed out during the parade in junon and while doing rufus's mood gauge? are the percentages the same as the vanilla version just different items?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dumbstrom on 2019-06-17 00:11:22
http://forums.qhimm.com/index.php?topic=8481.0

You need to open battle\scene.bin,. But not the standard one you need to open the NT one. when e.g. you use the iro files you need a iro unpacker first.

i didnt use the iro i used the installer for nt mod, would it just be in the ff7 folder now?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-17 10:42:38
Is there a guide as to what different items are handed out during the parade in junon and while doing rufus's mood gauge? are the percentages the same as the vanilla version just different items?

%s are the same but I think 120+ is now the best reward.

i didnt use the iro i used the installer for nt mod, would it just be in the ff7 folder now?

Yeah just target the FF7 folder with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BraveBlade on 2019-06-18 14:38:37
Ruby(viridian) weapon isn't spawning correctly for me. I have a save right before I enter Midgar and Ultima weapon is the only one that popped up. After I beat Ultima, Ruby spawned. And now that I cleared Midgar and right at the Crater Ruby(viridian) weapon has despawned. Any fix?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-18 18:38:40
Ruby(viridian) weapon isn't spawning correctly for me. I have a save right before I enter Midgar and Ultima weapon is the only one that popped up. After I beat Ultima, Ruby spawned. And now that I cleared Midgar and right at the Crater Ruby(viridian) weapon has despawned. Any fix?

I haven't heard of him despawning before, have you tried fighting some battles and then entering/exiting a town? There's an RNG 'cooldown' check based around random battles that gets applied to various things like Ruby Weapon, Vincent's scenes in the cave, and Chocobo Breeding.

I checked about and found a couple of people who had similar circumstances where they beat Ultimate Weapon, left things for a while to grind up, and then couldn't find Ruby but having him appear later on again: https://www.neoseeker.com/forums/1169/t960431-ruby-weapon-missing/

So what I would do is, try fighting about 5 random battles either on the world map or on a field screen and then checking in on that desert. From what I can see on various boards, he's not 100% consistent with showing up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Apos1 on 2019-06-19 01:31:33
Hey, I can't seem to get Tifa's limit break 4 quest to trigger.  I play the piano and get the 1 gil message but no note or anything after that.  I have the most up to date version as of this post.  I am able to get other character's lvl 4 quests and battles and have been to the bottom of northern crater.  Nothing seems to be triggering it.  is there a special song different from the normal one you play?

Edit: weirdly enough I figured it out, I'm playing on steam and performing the melody with a controller doesn't work, but using the original pc controls on the keyboard works.  Both give "Is that material" prompt, but only keyboard triggers quest note...odd.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HeXy on 2019-06-19 09:40:30
Hiya Sega Chief, just wanted to let you know about a random bug I came across last night:

Have Cid as party leader, went to Gelnika for the first time, went into the room above the save point, and could not open the two green chests on the upper level.  All the rest of the chests and items throughout the Gelnika opened fine.  I changed party leader back to Cloud and revisited, the chests opened fine  :)

Still loving this mod to bits, 60 logged hours of gametime ( add another 40 on failed boss attempts :D ) and so much left to explore
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-19 12:53:43
Hey, I can't seem to get Tifa's limit break 4 quest to trigger.  I play the piano and get the 1 gil message but no note or anything after that.  I have the most up to date version as of this post.  I am able to get other character's lvl 4 quests and battles and have been to the bottom of northern crater.  Nothing seems to be triggering it.  is there a special song different from the normal one you play?

Edit: weirdly enough I figured it out, I'm playing on steam and performing the melody with a controller doesn't work, but using the original pc controls on the keyboard works.  Both give "Is that material" prompt, but only keyboard triggers quest note...odd.

It might be something to do with the shoulder buttons? I think those map wrong on controllers or something.

Hiya Sega Chief, just wanted to let you know about a random bug I came across last night:

Have Cid as party leader, went to Gelnika for the first time, went into the room above the save point, and could not open the two green chests on the upper level.  All the rest of the chests and items throughout the Gelnika opened fine.  I changed party leader back to Cloud and revisited, the chests opened fine  :)

Still loving this mod to bits, 60 logged hours of gametime ( add another 40 on failed boss attempts :D ) and so much left to explore

Weird one that, usually chests run on their own talk script but maybe these use a line + script call to the party leader.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nih on 2019-06-20 12:38:08
Damn. Felt harsh killing that bird mama for just some Remedies.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Pure_Mind_Games on 2019-06-20 16:36:49
Is there a way to have the last selected Rank Up highlighted? I wanted to do a 'single job' run, but it turns out my memory sucks and after having a day away I'd forgotten which I'd selected for some of the characters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-20 17:13:18
Damn. Felt harsh killing that bird mama for just some Remedies.

(http://lpix.org/1756677/C93_011.jpg)

Is there a way to have the last selected Rank Up highlighted? I wanted to do a 'single job' run, but it turns out my memory sucks and after having a day away I'd forgotten which I'd selected for some of the characters.

I think it might be possible, could be a heavy hit on variable space, but I'll see what I can do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DXLelouch153 on 2019-06-20 20:14:46
Hey me again, ran into another problem and this time it seems like a bug problem.
I'm currently getting the final mega materia from Cids rocket, but every time I hit the grunts with Tifas added Effect Hades attack, they turn into frogs,sleep,etc but the combat just stops, my turn doesn't come
Think you could look into this? In the meantime I guess I could just deathblow them instead
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rickbuzz on 2019-06-20 20:40:16
So I got myself super hyped for the FF7 remake and find myself back here to tide myself over until it's release.  I just wanted to compliment the author of this mod, it's very good, after finishing vanilla the game doesn't have much to offer in terms of replayability, but this remedies that very well.

For now just a couple of comments, though maybe after I finish playing through I'll add more.

Dex.  I feel like there's an early soft cap on the usefulness of this stat.  Mainly there are a lot of animations that don't stop the ATB from charging, so once you get haste, dex barely ever gets you an extra turn because everyone's ATB will fully charge while you wait for animations to finish.  I noticed when playing FF8 last year that that game fixes this fundamental problem of ATB, by stopping the ATB charge during all animations.  I was kind of wondering if that were possible in this game?  Assuming one had the motivation to do so.  Alternatively, maybe nerf haste?  I haven't got it yet in this playthrough, so if it's been changed since early last year then just disregard this comment.

Another, call it fundamental incompatibility between NT and the base game, as I see it, is the inability to reequip materia during battle.  I feel like this is especially the case for physical characters, without elemental they have a hard time competing in terms of damage, but you can only have one element equipped at a time.  As long as reequipping costs a turn, and you could only change one thing per turn, it probably wouldn't unbalance NT to much, but I'm assuming it's not possible to implement?  As it is, the basic strategy is to go into a boss fight, use sense, then reload the game and properly equip your characters.

P.S.  It took me 3 hours to figure out the were13 field model for red13 is incompatible with this mod, lol.  Kind of sad, because it's really cool, I need to find a werecat field model for red that doesn't change the game stats.  Also, for me at least, this was also the cause of innate abilities not working.  Throwing this out there because there are several posts in the last couple of pages mentioning them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kekko1285 on 2019-06-20 21:12:35
Hey Sega, just to report possible bug on innate abilities of 1.5

This streamer: https://www.twitch.tv/gamingmule/videos has issues with innate abilities being not triggered (Tifa does not revive, Cloud doesn't get buff etc.)

He mentions that multiple times during his streams, maybe worth having a look at it?

(installed NT 1.5 with 7H)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-20 21:32:50
Hey me again, ran into another problem and this time it seems like a bug problem.
I'm currently getting the final mega materia from Cids rocket, but every time I hit the grunts with Tifas added Effect Hades attack, they turn into frogs,sleep,etc but the combat just stops, my turn doesn't come
Think you could look into this? In the meantime I guess I could just deathblow them instead

I think this is related to using ff7_bc.exe or it might have been ff7_mo.exe which are used for reunion/menu overhaul, I don't know what the underlying causes were but certain enemies seem to break when Frogged when using these .exes (which doesn't make sense to me why that would be the case, but this is what I've been told is the source of the bug).

So I got myself super hyped for the FF7 remake and find myself back here to tide myself over until it's release.  I just wanted to compliment the author of this mod, it's very good, after finishing vanilla the game doesn't have much to offer in terms of replayability, but this remedies that very well.

For now just a couple of comments, though maybe after I finish playing through I'll add more.

Dex.  I feel like there's an early soft cap on the usefulness of this stat.  Mainly there are a lot of animations that don't stop the ATB from charging, so once you get haste, dex barely ever gets you an extra turn because everyone's ATB will fully charge while you wait for animations to finish.  I noticed when playing FF8 last year that that game fixes this fundamental problem of ATB, by stopping the ATB charge during all animations.  I was kind of wondering if that were possible in this game?  Assuming one had the motivation to do so.  Alternatively, maybe nerf haste?  I haven't got it yet in this playthrough, so if it's been changed since early last year then just disregard this comment.

Another, call it fundamental incompatibility between NT and the base game, as I see it, is the inability to reequip materia during battle.  I feel like this is especially the case for physical characters, without elemental they have a hard time competing in terms of damage, but you can only have one element equipped at a time.  As long as reequipping costs a turn, and you could only change one thing per turn, it probably wouldn't unbalance NT to much, but I'm assuming it's not possible to implement?  As it is, the basic strategy is to go into a boss fight, use sense, then reload the game and properly equip your characters.

P.S.  It took me 3 hours to figure out the were13 field model for red13 is incompatible with this mod, lol.  Kind of sad, because it's really cool, I need to find a werecat field model for red that doesn't change the game stats.  Also, for me at least, this was also the cause of innate abilities not working.  Throwing this out there because there are several posts in the last couple of pages mentioning them.

I think Wait ATB stops gauges whenever an animation or menu is open, but they continue when certain attacks are going out. Recommended might be a bit better for that, but I don't think any of the ATB settings are 100% consistent with pausing during attacks.

As far as Haste goes, I think it's the equivalent to about 40 or so Dexterity. The Dex stat is also used in evasion, and by extension, accuracy so it can be handy to have it high if you're relying on low accuracy weapons or attacks like Deathblow.

I can't recall exactly how Total Dex and Natural Dex affect the speed of gauges but a rough breakdown of it is that the game tallies up the group's natural dexterity stats and averages it to determine the enemy's base gauge speed compared to your own, then it applies the actual Dex they have to determine their own personal gauge speeds. It was something weird like that, technically there are two dexterity stats.

That natural dexterity average is of the reasons I was looking to bring back natural stat growth to replace the +5 blanket buff everyone gets to their stats from sources as that acts as 'buffed dexterity' rather than natural dexterity. I think it means that some characters will always be 'faster' than others in the sense that they will produce a lower gauge speed for the enemies because they started with a high base dex stat.

The kernel thing was due to a bizarre error that came up with the kernel; all the character AI save for the pre-battle was lost. I've since updated the files again (17th) with a backup kernel to restore the missing innates. The werewolf mod I think requires a lot of edits in field and other places which makes it difficult to make compatible without having lots of derivative files to handle other mods together and stuff.

Hey Sega, just to report possible bug on innate abilities of 1.5

This streamer: https://www.twitch.tv/gamingmule/videos has issues with innate abilities being not triggered (Tifa does not revive, Cloud doesn't get buff etc.)

He mentions that multiple times during his streams, maybe worth having a look at it?

(installed NT 1.5 with 7H)

Your streamer likely has the files where the character AI was deleted. The latest files should have it restored (save files, etc. won't be affected).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nih on 2019-06-21 05:58:22
Really have to commend you on this modpack.
I remember the game being really hard back in the day, mostly because I was barely 11 at the time and didn't really have a grasp of the English language.
This modpack lives up to that memory, with a few twists and turns. It rewards planning ahead, requires you to reload a few times and is just all around engaging to play.

I'm also curious, is there a way to add different controller icons instead of Switch, Command, OK and all those? Bit rough to manage the marching and stuff with no real prompts.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-21 11:52:10
Really have to commend you on this modpack.
I remember the game being really hard back in the day, mostly because I was barely 11 at the time and didn't really have a grasp of the English language.
This modpack lives up to that memory, with a few twists and turns. It rewards planning ahead, requires you to reload a few times and is just all around engaging to play.

I'm also curious, is there a way to add different controller icons instead of Switch, Command, OK and all those? Bit rough to manage the marching and stuff with no real prompts.

Yo bud,

I think it should be possible, other mods have done it. I'll look into it because the PC prompts drive me up the wall.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2019-06-21 12:35:34
There are PlayStation and XBox icon options in the Reunion. Can probably find what you’re looking for with DLPB.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: manconauta on 2019-06-23 09:16:04
Hi, I last played the 1.4 version... now I'm playing 1.5 and I didn't get the powersoul from materia keeper, did that change? even the documentation states that he drops the item but then again it also states that docu isn't 100% up to date. Where do I get it then?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-23 12:27:40
I think the arrange version (armour keeper) doesn't drop it, and it's instead available from the chests in Shinra HQ's 2nd floor shop on Disc 2. If you're on normal mode though, then Powersoul Keeper should have dropped it in the battle results screen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FullmetalD on 2019-06-23 19:09:20
I downloaded the installer file just now and there was nothing in the installer folder to run. Is there something I'm missing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-23 21:29:01
In the installer folder, there should be a sub-folder called Main Installer; that's the .exe to run (make sure it's unblocked, admin permissions, etc.) and to have it target the Final Fantasy VII folder.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: manconauta on 2019-06-23 21:53:38
I think the arrange version (armour keeper) doesn't drop it, and it's instead available from the chests in Shinra HQ's 2nd floor shop on Disc 2. If you're on normal mode though, then Powersoul Keeper should have dropped it in the battle results screen.

I'm playing on arrange yeah. Anyways, I stole one from Demons Gate  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: FullmetalD on 2019-06-23 22:16:21
In the installer folder, there should be a sub-folder called Main Installer; that's the .exe to run (make sure it's unblocked, admin permissions, etc.) and to have it target the Final Fantasy VII folder.

There’s nothing in the main installer folder at all
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rickbuzz on 2019-06-24 20:15:18
Finished my playthrough of the latest version posted on the front page.  Some post play thoughts/feedback.

Dex still feels kind of useless.  Post casting Haste/all, Cloud with 60 dex gets the same amount of turns as Tifa with 120.  Admittedly she can use deathblow effectively while he can't, but that's moot after getting multi cut.  Haste feels much more impactful than 40 dex worth of items, does it buff "natural" dexterity?

All the extra content and bosses are appreciated, though their quality varies widely, I won't complain about that.  Except the "dark cave", which seems a bit out of place.  In general i think the "new threat" content should unlock at the beginning of disk 3 instead of the bottom of the crater.  It's a little immersion breaking to be like... "this is it guys" only to climb out to do quests.

I liked the design changes for materia and weapons/armor, except planet and contain basically replace everything at endgame.  Particularly pearl, which is all you use in the crater.  The strength/weakness systems feels pretty good, I like how earth > big opponents, Lightning/water > machines, poison > humans, demi > flyers, etc.  Though it still feels like physical based characters get the shaft since they can't requip mid battle for elemental materia, at least in the crater they can just use elemental/holy to be competitive, and fire is a pretty good bet for the great glacier enemies.

Also when I beat Sephiroth I got kicked back to the Nibelheim reactor, was that supposed to happen?  I watched the final FMV on youtube and called it a day, lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-24 20:56:28
I'm playing on arrange yeah. Anyways, I stole one from Demons Gate  ;D

Ah that's right, it was added there as well. I clean forgot.

There’s nothing in the main installer folder at all

I downloaded the installer folder and the .exe for the installer is in there. I'm not sure why it's not making it to your machine, so I've uploaded the installer on its own with none of the sub folders, maybe it's getting picked up and deleted by something when you've downloaded/unzipped it? https://mega.nz/#!y58lnQxC!aU3BDtO8XTIP1wKosT1WpEQGQX_gRCs9RLczQpT0bV8

Finished my playthrough of the latest version posted on the front page.  Some post play thoughts/feedback.

Dex still feels kind of useless.  Post casting Haste/all, Cloud with 60 dex gets the same amount of turns as Tifa with 120.  Admittedly she can use deathblow effectively while he can't, but that's moot after getting multi cut.  Haste feels much more impactful than 40 dex worth of items, does it buff "natural" dexterity?

All the extra content and bosses are appreciated, though their quality varies widely, I won't complain about that.  Except the "dark cave", which seems a bit out of place.  In general i think the "new threat" content should unlock at the beginning of disk 3 instead of the bottom of the crater.  It's a little immersion breaking to be like... "this is it guys" only to climb out to do quests.

I liked the design changes for materia and weapons/armor, except planet and contain basically replace everything at endgame.  Particularly pearl, which is all you use in the crater.  The strength/weakness systems feels pretty good, I like how earth > big opponents, Lightning/water > machines, poison > humans, demi > flyers, etc.  Though it still feels like physical based characters get the shaft since they can't requip mid battle for elemental materia, at least in the crater they can just use elemental/holy to be competitive, and fire is a pretty good bet for the great glacier enemies.

Also when I beat Sephiroth I got kicked back to the Nibelheim reactor, was that supposed to happen?  I watched the final FMV on youtube and called it a day, lol.

I'm having a bit of a spring clean as far as bosses go, there's too many of them and I stretched myself a bit thin. As for the conditional trigger, I tried setting it to the Disc 3 start but it was causing some problems. The 1998 game moment trigger is a safe bet for that stuff, but I'll have another shot at making it unlock right as Disc 3 starts.

For physicals, I'm looking to close the gap a bit by making elemental bonus damage 1.5x rather than 2x, boosting them a bit for early game, and adjusting the level modification that was holding them back later in the game.

Sounds like the ending is still bugged, I'll just rip out the script routine that's causing it for now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2019-06-24 21:39:50
What if you made all the NT quests become active as soon as you obtain the Highwind? It'd make more sense from a story point of view.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-24 22:47:41
What if you made all the NT quests become active as soon as you obtain the Highwind? It'd make more sense from a story point of you.

It'll need scaled back a bit if doing that, which might not be a terrible thing actually. Stops the game being too top-heavy when you hit Disc 3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yuffie1983 on 2019-06-24 23:11:30
It'll need scaled back a bit if doing that, which might not be a terrible thing actually. Stops the game being too top-heavy when you hit Disc 3.

I like to thank you for this MOD, I was just wondering is there a ETA of 2.0 version of this MOD. Thank you you in advanced.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-24 23:43:44
I like to thank you for this MOD, I was just wondering is there a ETA of 2.0 version of this MOD. Thank you you in advanced.

I'm not sure, I'd like it to be done by the end of next month but that's probably optimistic. I've got FF8 NT on the go as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yuffie1983 on 2019-06-25 06:44:21
I'm not sure, I'd like it to be done by the end of next month but that's probably optimistic. I've got FF8 NT on the go as well.

Hey no rush man, you sound like you are giving yourself too much to do, again great MOD. And I will try FF VIII new threat MOD soon as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-25 20:55:17
Updated the installer + IRO:
-) Ending behaviour was bugged, I removed the check causing it. Ending will play if on normal mode, church scene will play if on Arrange mode.

-) Dragon Force couldn't be learned due to its targeting behaviour.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kelberot on 2019-06-25 23:25:59
Hey, I posted this on the reunion thread but I'm not sure where I should be asking for support.

Love the mod, I can't see myself playing without it, however using in conjuction with The Reunion (latest ver) is making the random encounters in shinra HQ bug out, is there anything I can do to fix this other than installing NT after Reunion?

any random encounter on floor 68 will result in a crash and on floor 67 any random encounter will bring up the turks who will take no action, forcing me to alt f4 out of it, this only happens when using both mods at the same time (with Reunion being installed last)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-26 17:27:07
Hey, I posted this on the reunion thread but I'm not sure where I should be asking for support.

Love the mod, I can't see myself playing without it, however using in conjuction with The Reunion (latest ver) is making the random encounters in shinra HQ bug out, is there anything I can do to fix this other than installing NT after Reunion?

any random encounter on floor 68 will result in a crash and on floor 67 any random encounter will bring up the turks who will take no action, forcing me to alt f4 out of it, this only happens when using both mods at the same time (with Reunion being installed last)

Sounds like wrong encounters, which'll be either a scene/kernel lookup problem or it'll be the default encounter tables being used by Reunion overriding the NT ones.

Scene/kernel is relatively easy to fix, you open the scene.bin with the Proud Clod tool and click File/Save (or may be File/Create on older versions, but it's effectively the same function). A prompt asking to check the kernel will appear and picking yes will have the tool check; if it isn't synched, it'll then offer to sort it out (which you'd click yes again).

If you're playing the steam version, bear in mind that there are two kernels; one in data/kernel, and the other in data/lang-en/kernel. Steam uses that second one but I think PrC will check for the first one by default so after synching, just copy-paste the corrected data/kernel over the data/lang-en/kernel. Definitely try this step before checking the flevel.

If the problem is in flevel then this'll take more time. If you've hard-patched these with installers, and not used 7H, then a manual fix is probably the only option at the moment. That would involve getting the makou reactor tool and opening two instances of it; one on NT's base flevel, and the other on your reunion + NT patched flevel.

You'd then go through each field and check the encounter tables against each other, correcting the NT-Reunion encounter table to use the base NT one. That'll fix the encounters at least.

To get a copy of the base NT flevel, make a copy of your data folder and run the NT installer over it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: manconauta on 2019-06-26 17:52:55
how do you get the Dragon Force enemy skill? I manipulate the north crater dragon, if I target my party with the spell, he uses it on himself (?). I tried hitting him with Reflect and Confu to no avail.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kelberot on 2019-06-26 19:12:34
wow, thanks for such an in depth answer Sega Chief, I'll get right on it. Right now I had given up and was playing with just NT but I'll try to work this out. tyvm!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-26 21:38:44
how do you get the Dragon Force enemy skill? I manipulate the north crater dragon, if I target my party with the spell, he uses it on himself (?). I tried hitting him with Reflect and Confu to no avail.

The update I put yesterday out should allow for Dragon Force to be targeted on the party now via Manipulate; is it still not working?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hikonoia on 2019-06-26 23:11:17
hello, I have a problem with this mods, I have the same materia bonuses and penalties of the basic game.

the rest of the mod seems to work normally, the new boss fight is there, the innate ability work, ect.

for info I have the French version of the game so I did the manipulation that ask to rename files before installing the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Schrödinger on 2019-06-26 23:54:12
Currently on my 2nd run of this AMAZING mod, but I've just watch a scene that, again, made me wonder... I'm talking about the Red XIII, Aeris experiment, did you change the translation to make it more "child friendly"? Cause if I remember correctly, Hojo was trying to breed them together, not to strength Aeris by combat (or maybe the english and spanish translations were wrong all this time). If you changed it on porpouse, are there any more scenes were you did something similar? I'm not talking about typos and/or better translations, I only care about censorship.

Thx in advance for your reply Sega Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: manconauta on 2019-06-27 00:24:45
The update I put yesterday out should allow for Dragon Force to be targeted on the party now via Manipulate; is it still not working?

oh, I didn't realize you updated the mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-27 08:30:54
hello, I have a problem with this mods, I have the same materia bonuses and penalties of the basic game.

the rest of the mod seems to work normally, the new boss fight is there, the innate ability work, ect.

for info I have the French version of the game so I did the manipulation that ask to rename files before installing the mod.

The french version may be running off a different .exe which has caused the .exe part of the patch to fail. I have a french FF7 Steam exe I can try and patch (think I have the offsets for it) when I get back from work but let me know if you're on Steam, 7h, etc. as they use different exes.

Currently on my 2nd run of this AMAZING mod, but I've just watch a scene that, again, made me wonder... I'm talking about the Red XIII, Aeris experiment, did you change the translation to make it more "child friendly"? Cause if I remember correctly, Hojo was trying to breed them together, not to strength Aeris by combat (or maybe the english and spanish translations were wrong all this time). If you changed it on porpouse, are there any more scenes were you did something similar? I'm not talking about typos and/or better translations, I only care about censorship.

Thx in advance for your reply Sega Chief!

It wasn't changed for censorship, I just thought it was dumb. I checked in with the japanese translation but from what I remember it was the same there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mypieyourslice on 2019-06-27 10:59:09
Thank you for creating this mod, I just downloaded it and I'm looking forward to enjoying this!

My only question is if there is a list of the new sidequests? I just wanna make sure I don't miss them in my playthrough.. or maybe they are very obvious? And in line with that question, if there are any missables etc.?

Also, I was under the impression this mod is not compatible with Reunion. Do they work together or have I understood this correctly?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-27 11:43:32
Thank you for creating this mod, I just downloaded it and I'm looking forward to enjoying this!

My only question is if there is a list of the new sidequests? I just wanna make sure I don't miss them in my playthrough.. or maybe they are very obvious? And in line with that question, if there are any missables etc.?

Also, I was under the impression this mod is not compatible with Reunion. Do they work together or have I understood this correctly?

The new stuff is Disc 2/3 and isn't missable in any case.

Reunion I don't think is compatible but some stuff like menu overhaul can be used with NT if you have 7th heaven installed and working (word of warning, a lot can go wrong during the set-up process so make sure to follow the tutorial as exactly as you can if you decide to go for it).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mypieyourslice on 2019-06-27 12:42:06
Yeah, I've got 7th heaven with Remako mod running. I was going to use Reunion alongside that but I decided to go with New Threat instead. All I wanted from that mod was the retranslation and the playstation button prompts/icons, but I'm guessing they will conflict with your mod in some way or another. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hikonoia on 2019-06-27 14:50:56
The french version may be running off a different .exe which has caused the .exe part of the patch to fail. I have a french FF7 Steam exe I can try and patch (think I have the offsets for it) when I get back from work but let me know if you're on Steam, 7h, etc. as they use different exes.

I use the steam version and I do not use any other mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DamEdge on 2019-06-28 00:14:18
Hey Sega Chief, I see that there is a ? ? ? ? ? ? character when you level up your character stats with smiley. Do you intend to add a new playable character or is there already one and I am not far enough yet?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mypieyourslice on 2019-06-28 16:39:24
Out of curiosity, has anyone tried to run both NT and the retranslation patch? Is it a "works for some and not for some" case, hasn't been tested or do we know that it doesn't work? I see people here and there mention they are trying to run both so I'm just wondering.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LordUrQuan on 2019-06-28 16:43:43
Since a lot of the dialog lives in the kernel, you'd probably have to do something like this (using Reunion/Beacause as an example):
- Start with clean install
- Apply Reunion/Beacause
- Extract translations using touphScript
- Revert to vanilla and install NT
- Apply extracted text from Beacause to NT-patched exe

edit:  Now mind you, this assumes that Sega Chief has left all the original dialog intact.  I've not played NT, but I'm pretty sure that's *not* the case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2019-06-28 22:18:35
The flevel is the main problem. Open the 7H tool and go to Workshop -> Chunk Tool. There you will see how the sections of the flevel are broken up. Chunk 1 shares the field scripts and dialogues.

NT changes mostly field scripts (but some dialogue), while BC changes mostly dialogue. There's too many overlapping scenes between both, so there isn't any installation order that can be done without overwriting the other and breaking various scenes.

It's possible Toughscript could do it all, but you're asking for a ton of edited data to be automatically fused without any errors. I can't picture that coming out perfectly. Manually editing/positioning will be the better option, but it requires a lot of work. Since both mods are still being developed anyways, I don't recommend doing anything until they have final releases.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mypieyourslice on 2019-06-29 08:02:38
Alright, thanks for the responses. I'll just have to suck it up and experience it without Beacause.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2019-06-29 22:11:17
Is L5 Suicide now Qarry Fuse?

Only reason I ask is, for the Chocobuckle E.Skill, the "Where is this thing" text file says:
Code: [Select]
Chocobuckle: Any chocobo (world map)
Note: Use L5 Suicide after feeding them greens

But I'm not sure how we can us L5 Suicide if that's been removed. Unless I'm just horribly unlucky and haven't gotten L5 cast on my party yet.

Edit: Just for funsies, I tried casting Quarry Fuse on chocobo and it had the same effect. So I guess the .txt just needs a quick string swap. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Mantis on 2019-06-29 23:17:47
Stupid question time. Firstly, I'm very curious about this mod. While I love graphics mods (I find Remako for instance revolutionary) I'd always wished for mods that adjust the storyline or events or add new content without breaking canon. Example: I loved the idea behind the Jessie mod, although when I tried it unfortunately it didn't work properly.

Back to the topic, two or three days ago I installed 7H and Remako but spent almost an entire day to get them working, and I did! Using integrated graphics too which I heard would definitely break 7H with graphical mods. Great experience. However, I hadn't noticed New Threat because I found its description on 7H very vague and from the name assumed it's a hardcore mod. (After reading up on it, it sounds awesome.) Big mistake. I believe I've invested close to nine hours into FFVII and I'm currently at Fort Condor. My question is: would it be a big deal if I activated the mod this far into the game? Compared to the hard work you've put into this mod those nine hours are nothing. However, I'd probably wait a few months before restarting the game if I must do that.

I also must ask about the load order. I've read about how to prioritise it (ordering by the mod category) but since this seems to contain some of everything, should I place it at the top? Here's my current mod setup: https://pastebin.com/9L7efFg8
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-06-30 00:29:28
Stupid question time. Firstly, I'm very curious about this mod. While I love graphics mods (I find Remako for instance revolutionary) I'd always wished for mods that adjust the storyline or events or add new content without breaking canon. Example: I loved the idea behind the Jessie mod, although when I tried it unfortunately it didn't work properly.

Back to the topic, two or three days ago I installed 7H and Remako but spent almost an entire day to get them working, and I did! Using integrated graphics too which I heard would definitely break 7H with graphical mods. Great experience. However, I hadn't noticed New Threat because I found its description on 7H very vague and from the name assumed it's a hardcore mod. (After reading up on it, it sounds awesome.) Big mistake. I believe I've invested close to nine hours into FFVII and I'm currently at Fort Condor. My question is: would it be a big deal if I activated the mod this far into the game? Compared to the hard work you've put into this mod those nine hours are nothing. However, I'd probably wait a few months before restarting the game if I must do that.

I also must ask about the load order. I've read about how to prioritise it (ordering by the mod category) but since this seems to contain some of everything, should I place it at the top? Here's my current mod setup: https://pastebin.com/9L7efFg8

You could activate it midway, but you'll be missing a lot of intended Materia like Barrier. I think beyond that it should function correctly though your EXP might need a level up or two before it corrects a visual glitch with the gauges in menus.

For mod load order, it should be closer to the bottom as NT is a gameplay difficulty/story type mod.

Mod Load Order (by type)

Miscellaneous - Dynamic Cloud Weapons
Miscellaneous - Jessie Mod
Miscellaneous - Team Avalanche Fields
Battle Models - Weapons
Field Models - Objects
Animations
Battle Models - Characters
Battle Models - Enemies
Battle Textures
Field Models - Main Characters
Field Models - Non-Player Characters
Field Textures - Omzy/satsuki/yarLson
Gameplay - Difficulty and Story
Gameplay - Tweaks and Cheats
Media - Movies
Media - Music and Sound
Menu - Avatars and Backdrops
Minigames - Chocobo Race
Minigames - Coaster
Minigames - Fort Condor
Minigames - Motorbike Chase
Minigames - Wonder Square
Spell Textures
The Reunion - Beacause and Menu Overhaul
World Models - Characters
World Models - Enemies
World Models - Vehicles
World Textures
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dio Holy Diver on 2019-06-30 22:00:56
Anyone got any tips for
Spoiler: show
Tyrant
in the Northern Crater?  I just don't have the damage output to kill him.   
Spoiler: show
I think I messed up my character selection when choosing the routes - I've got Cloud, Aeris and Cait Sith - Cloud can only deal about 900hp damage but that gets halved when Tyrant buffs himself, Aeris has to constantly keep HP/MP/Wall up (and occasional Slow), so damage is left to Cait Sith who deals about 3k dmg with Hydro, but I also use him as my tank so is constantly dying.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeonNujain on 2019-07-01 05:59:47
Hello ! I've found this mod just today, and I've already bought Steam FF7 version to play it ! I've played FF7 since its release when I was 7 years old in 1997. I'm also argentinian, so it's my first time playing it in other language than spanish (if you're curious, spanish translation is even worse than english I think). I just started, I'm about to set the bomb in reactor nr 5. If you don't mind, I know I'm late to this thread and the mod development, but I wanted to say three things !:

1st: I'm LOVING IT ! I'm sure it's always good to receive positive feedback ! So I just started and there are already MANY new scenes, battles and things, and it all feels like if it was a "complete squaresoft version". You're awesome Sega Chief !

2nd: Before buying the game to play the mod I really wanted to look more info about the mod, because I really don't like modded games, I always want the original experience. I wanted something concrete I couldn't find, and while a few videos hyped me up, I wanted to make sure the full game was gonna be that awesome and not only that one or two scenes. The Jesse scene and the Zack scene, both of those were the biggest things. I get it, you don't want to spoil the new things, but why not give a number ? Like N scenes updated/added, N weapons added, N command materias added, N battles will now have guests (I'm really hoping there are more battles like the Jesse one against scorpion). That would surely hype a lot of people that are like me, skeptical of mods.

3rd: while I love more the simpler maths in jrpgs and this mod starts off with much more damage, allies and enemies alike, I think this is just it, but something that maaaybe could make it: I've noticed leveling up only affects HP and MP, right ? And until I leave Midgar (I guess this will be until after Kalm flashback) I can't rank up my characters. While I don't love too much the idea of this rank system, why don't you give a very small stat growth per level ? I've tried looking videos about the rank system and all I could get was a gameplay and I saw each new rank gives +5 to all stats right ? Why don't you remove that, leave only the rank-up branch decision and allow a slight growth with each level ? It would make a better "grow" feel while leveling up, and not the static it feels now, while also leaving everything pretty much the same way it is.

Anyways, thank you so much for the awesome time you put into this, I'm a developer and you must have taken a lot of time into this, until now everything feels awesome, and I'll surely love the entire mod !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2019-07-01 09:29:44
Been trying to learn Goblin Punch from the Boxers at Gongaga. I've sat in fights with these things for way too long and all they do are normal hits. No spells, definitely no Goblin Punch. Manipulate fails 100% of the. I've easily tried 100 times by now.

Is there something I'm missing here?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-01 10:28:18
Anyone got any tips for
Spoiler: show
Tyrant
in the Northern Crater?  I just don't have the damage output to kill him.   
Spoiler: show
I think I messed up my character selection when choosing the routes - I've got Cloud, Aeris and Cait Sith - Cloud can only deal about 900hp damage but that gets halved when Tyrant buffs himself, Aeris has to constantly keep HP/MP/Wall up (and occasional Slow), so damage is left to Cait Sith who deals about 3k dmg with Hydro, but I also use him as my tank so is constantly dying.


I did a demo fight of that guy recently, this might provide some ideas. Earth is a good element to stick with for that one, there's also a review of character stats at the end of the video so you can compare with what your team has: https://youtu.be/C-XmwYRCv2M

Can provide more in-depth advice when I get back from work and checked out his file.


Hello ! I've found this mod just today, and I've already bought Steam FF7 version to play it ! I've played FF7 since its release when I was 7 years old in 1997. I'm also argentinian, so it's my first time playing it in other language than spanish (if you're curious, spanish translation is even worse than english I think). I just started, I'm about to set the bomb in reactor nr 5. If you don't mind, I know I'm late to this thread and the mod development, but I wanted to say three things !:

1st: I'm LOVING IT ! I'm sure it's always good to receive positive feedback ! So I just started and there are already MANY new scenes, battles and things, and it all feels like if it was a "complete squaresoft version". You're awesome Sega Chief !

2nd: Before buying the game to play the mod I really wanted to look more info about the mod, because I really don't like modded games, I always want the original experience. I wanted something concrete I couldn't find, and while a few videos hyped me up, I wanted to make sure the full game was gonna be that awesome and not only that one or two scenes. The Jesse scene and the Zack scene, both of those were the biggest things. I get it, you don't want to spoil the new things, but why not give a number ? Like N scenes updated/added, N weapons added, N command materias added, N battles will now have guests (I'm really hoping there are more battles like the Jesse one against scorpion). That would surely hype a lot of people that are like me, skeptical of mods.

3rd: while I love more the simpler maths in jrpgs and this mod starts off with much more damage, allies and enemies alike, I think this is just it, but something that maaaybe could make it: I've noticed leveling up only affects HP and MP, right ? And until I leave Midgar (I guess this will be until after Kalm flashback) I can't rank up my characters. While I don't love too much the idea of this rank system, why don't you give a very small stat growth per level ? I've tried looking videos about the rank system and all I could get was a gameplay and I saw each new rank gives +5 to all stats right ? Why don't you remove that, leave only the rank-up branch decision and allow a slight growth with each level ? It would make a better "grow" feel while leveling up, and not the static it feels now, while also leaving everything pretty much the same way it is.

Anyways, thank you so much for the awesome time you put into this, I'm a developer and you must have taken a lot of time into this, until now everything feels awesome, and I'll surely love the entire mod !

1st: Cheers, bud; I did hear stories about the Spanish translation.

2nd: I could add a count for stuff like that to the documentation I guess

3rd: For the final update I'm working on I've actually done exactly that; I'm going to drop the +5 flat bonus for all stats given by sources to bring back level-based stat growth.


Been trying to learn Goblin Punch from the Boxers at Gongaga. I've sat in fights with these things for way too long and all they do are normal hits. No spells, definitely no Goblin Punch. Manipulate fails 100% of the. I've easily tried 100 times by now.

Is there something I'm missing here?

I can check him when I get back from work, it should be in his repertoire but maybe it has a specific trigger.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: deha0002 on 2019-07-01 13:11:42
I know you might already decided/implemented stats on lvl up, but i would suggest against that. Reason being simply; its harder to fine tune the game if every level has significant impact on how you balance monsters/bosses.

By having only Hp and Mp increase with levels ypu can finetune encounters to what you envision them to be, aka hard or easy. And not to put word/thoughts in other peoples mouths/minds but i do think many of us already know the story by heart (apart from the tweaks) and are searching for a "tight balance" and gameing experiance. I want to use most mechanics implemented and not just "grind it out" like i did with the OG FF7.

Its the same reason i want innates, to use most characters and not just the most visually pleasing/best limitbreakes for damage.

Just my two cents.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2019-07-01 18:01:26
I can check him when I get back from work, it should be in his repertoire but maybe it has a specific trigger.

That would be awesome. Thanks. FWIW, I'm running with the Menu Overhaul and using FF7_mo.exe.  Just in case there's something funky about that exe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2019-07-01 20:14:50
Thanks for this mod it's awesome! Thought I had an issue with the rank ups but turns out it was just a keybind error lol.

Arrange mode so far has been a blast, I'm trying the randomized rank ups too, hope they don't bite me in the end.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dio Holy Diver on 2019-07-01 20:27:19
I did a demo fight of that guy recently, this might provide some ideas. Earth is a good element to stick with for that one, there's also a review of character stats at the end of the video so you can compare with what your team has: https://youtu.be/C-XmwYRCv2M

Can provide more in-depth advice when I get back from work and checked out his file.

So here is my team:

Cloud : https://i.imgur.com/oxh2aZy.png
Aeris:  https://i.imgur.com/1dTKDQH.png
Caith Sith : https://i.imgur.com/NlI5JrE.png

You will know better than I, but the total stats seem similar, just distributed in different places.  I have a save from the beginning of the Crater, so I'm wondering if I should load that and switch the party round a little bit.  What do you think?

Edit: BTW, ignore the Touph Ring on Cait Sith - I switched with Protect Vest but still had trouble!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DXLelouch153 on 2019-07-02 00:33:20
Hey SegaChief, is the New Threat version in the Difficulty and Story catalog for 7th Heaven the same 1.5 version as on the first page of this thread?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-02 00:54:26
I know you might already decided/implemented stats on lvl up, but i would suggest against that. Reason being simply; its harder to fine tune the game if every level has significant impact on how you balance monsters/bosses.

By having only Hp and Mp increase with levels ypu can finetune encounters to what you envision them to be, aka hard or easy. And not to put word/thoughts in other peoples mouths/minds but i do think many of us already know the story by heart (apart from the tweaks) and are searching for a "tight balance" and gameing experiance. I want to use most mechanics implemented and not just "grind it out" like i did with the OG FF7.

Its the same reason i want innates, to use most characters and not just the most visually pleasing/best limitbreakes for damage.

Just my two cents.

I'll be doing a rebalance based on it, so it should work out. SP is getting scrapped in favour of the upgrades becoming available after set moments in the story so there'll be some added stability from that.


That would be awesome. Thanks. FWIW, I'm running with the Menu Overhaul and using FF7_mo.exe.  Just in case there's something funky about that exe.

I think he needs to be at half HP, then it's a random chance for Goblin Punch to be used. Use Sense to track his HP, or hit him with Demi/Demi2 as he has no resistance to Gravity. Try and avoid putting him down past 1/4 HP however.


Thanks for this mod it's awesome! Thought I had an issue with the rank ups but turns out it was just a keybind error lol.

Arrange mode so far has been a blast, I'm trying the randomized rank ups too, hope they don't bite me in the end.

Yeah the camera/L2 button seems to be the one that causes trouble when bindings act up.


So here is my team:

Cloud : https://i.imgur.com/oxh2aZy.png
Aeris:  https://i.imgur.com/1dTKDQH.png
Caith Sith : https://i.imgur.com/NlI5JrE.png

You will know better than I, but the total stats seem similar, just distributed in different places.  I have a save from the beginning of the Crater, so I'm wondering if I should load that and switch the party round a little bit.  What do you think?

Edit: BTW, ignore the Touph Ring on Cait Sith - I switched with Protect Vest but still had trouble!


I think if you buff up Cait's defence slightly by swapping out that platinum bangle for something then it might get a bit easier. If he has some more linked slots for defensive Materia then that could help pull your team a bit more together in maintaining HP/buffs.

Cloud seems fine for strength, so long as he's got Earth + Elemental in his weapon or something. Those independent Materia can't be linked with Support Materia so depending on what the supports are they may be hampering his stats slightly.

Aeris seems all right as well; do you have Contain? Break is an excellent spell for this.

Thing with the fight is to go in hard from the start, it gets a lot tougher if he's able to finish two attack cycles. Carry a Destruct Materia in case this happens as you'll want to dispel the spell buffs he gets when Overthrow is triggered. Also, Shield should have been in one of the chests on the first screen of the Crater; that can nullify all of Tyrant's physical attacks which'll be useful for your tank (and the rest of the party if using Cover).


Hey SegaChief, is the New Threat version in the Difficulty and Story catalog for 7th Heaven the same 1.5 version as on the first page of this thread?

It was updated recently so it'll be very close to the current files on this thread. Should be fine to use whichever, but it tends to be safest to import the IRO from this thread into 7H and use that one.
Title: A Bug Report!
Post by: Smashgunner on 2019-07-02 03:16:39
Hello there! I'm just dropping by to say that I've discovered a small bug in the game. In the city of Kalm, after meteor appeared and I did the Coral reactor event, I discovered the model of Red XIII in the bottom right, just sitting there. It didn't have collision and couldn't be talked to, and Red XIII was in the house with Yuffie as was intended. Below I have included two pictures taken a minute apart from the other. One of Red XIII in his proper position, and another of me standing inside his model outside.

https://i.gyazo.com/e804298c1d3adff799972333bf709018.png

https://i.gyazo.com/b38a5aa11cc09112394810d3dbe1a439.png
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2019-07-02 03:21:23
I think he needs to be at half HP, then it's a random chance for Goblin Punch to be used. Use Sense to track his HP, or hit him with Demi/Demi2 as he has no resistance to Gravity. Try and avoid putting him down past 1/4 HP however.

Wow. All the time and I just had to get his health down a bit then wait it out. -_-  Thanks man. You're awesome. Is there a program you're using to look at the enemy AI script? Or something you're using to decompile the game to get the script? You can just give me a program name or something to google.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2019-07-02 04:07:48
Wow. All the time and I just had to get his health down a bit then wait it out. -_-  Thanks man. You're awesome. Is there a program you're using to look at the enemy AI script? Or something you're using to decompile the game to get the script? You can just give me a program name or something to google.

This is probably what you're looking for http://forums.qhimm.com/index.php?topic=8481.0 (http://forums.qhimm.com/index.php?topic=8481.0)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Batcow on 2019-07-02 13:04:25
Hey, I installed this mod through 7th Heaven and I'm liking it a lot, but I just realised 7th Heaven installed version 1.4 and 1.5 is the newest... I've just finished Midgar and I'm on the way to Kalm. Would it be safe for me to upgrade from 1.4 to 1.5 at this point in the game? Having a quick glance at the changelog, there seems to be a lot of balancing improvements, so I'd like to upgrade if possible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeonNujain on 2019-07-02 17:50:54
Okay, funny thing ! I don't quite like the new stats and materia equip effects, so wanted to take it back to the original. I just pasted the original kernel.bin to the modded folder. I went down from the train at the start of the game, dunno why Cloud had 0 Spirit and Luck, Vitality 46, the rest seemed normal, then I went into the shinra guards and... Battle was in a World Field with other enemies and well... Cloud died xD

I see it's not that hard to change the stats and materia effects, but I'll have to rewrite all the tables for the stats curves, right ? That's gonna be tedious... May I break something if I do ? I'll use your Materia Keeper tool and WallMarket too (I'll probably mess up a bit with materia's IDs for effect change, because I think you also changed those, right ?)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Loveless on 2019-07-02 18:05:35
Hello Sega Chief, hello all.

So, this is my first post in here, and I first wanted to say that FF7 is my all time favorite game, at least it was up until I tried your mod. Now your mod is my all time favorite game. This is simply amazing, and I wanted to congratulate and thank you for that!

Yet, I think I've got an issue at the end of the game:
Spoiler: show
I'm nearly done with everything (killed everything, done almost everything). Yet, I'm kinda stuck in what appears to be a bug at the very end of the game. So here is what happens: I play Arrange mode on NT1.5. Everything was perfect, bar a few exceptions (notably encouter errors in the dark cave for some reason, and I can't seem to get the Tifa 4th limit break sidequest to boot - if you wish to, I can give you more details about that).

Yet, I defeat the last battle and get to Mr. Smile, but it doesn't seem to work properly: Mr. Smile just tells me his usual stuff: (even though I'm rank 8 on all characters - Aerith alive and the last weird "???" spot at the end still being that, dunno if relevant -) he tells me to fight further and to come back to him later, and not that I beat the game (what he is supposed to tell me if I understand correctly). And then I'm stuck. Either I choose the first option and he tells me to fight further, and then brings me to the Nibel reactor with only Cloud (!!), either I try to quit (last option), and I'm stuck forever on his screen.


Did I do something wrong? I did some research and couldn't find anything conclusive (except what is supposed to happen normally on some video). That's why I think I need your help :)

Obviously, I can give a lot more details if you wish.


CU! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-02 18:13:44
Hello there! I'm just dropping by to say that I've discovered a small bug in the game. In the city of Kalm, after meteor appeared and I did the Coral reactor event, I discovered the model of Red XIII in the bottom right, just sitting there. It didn't have collision and couldn't be talked to, and Red XIII was in the house with Yuffie as was intended. Below I have included two pictures taken a minute apart from the other. One of Red XIII in his proper position, and another of me standing inside his model outside.

https://i.gyazo.com/e804298c1d3adff799972333bf709018.png

https://i.gyazo.com/b38a5aa11cc09112394810d3dbe1a439.png

Not seen that one before but it's probably been there since the scripts there were first altered. Well spotted.

Hey, I installed this mod through 7th Heaven and I'm liking it a lot, but I just realised 7th Heaven installed version 1.4 and 1.5 is the newest... I've just finished Midgar and I'm on the way to Kalm. Would it be safe for me to upgrade from 1.4 to 1.5 at this point in the game? Having a quick glance at the changelog, there seems to be a lot of balancing improvements, so I'd like to upgrade if possible.

I think you should be OK to upgrade that early on. If you encounter any trouble though then let me know.

Okay, funny thing ! I don't quite like the new stats and materia equip effects, so wanted to take it back to the original. I just pasted the original kernel.bin to the modded folder. I went down from the train at the start of the game, dunno why Cloud had 0 Spirit and Luck, Vitality 46, the rest seemed normal, then I went into the shinra guards and... Battle was in a World Field with other enemies and well... Cloud died xD

I see it's not that hard to change the stats and materia effects, but I'll have to rewrite all the tables for the stats curves, right ? That's gonna be tedious... May I break something if I do ? I'll use your Materia Keeper tool and WallMarket too (I'll probably mess up a bit with materia's IDs for effect change, because I think you also changed those, right ?)

The materia equip effects are in the executable rather than the kernel. A default exe can be used with NT without any issues; you'll lose a couple of conveniences like a 65,000 HP sense limit or cure magic ignoring MBarrier.

If you change the kernel without synching the scene.bin, then the lookup tables for encounters will be misaligned and the wrong ones get loaded in. If you put in a default kernel, open NT's scene.bin with the proud clod tool (prc) and just hit file/save (or create in older builds). A prompt to check kernel will appear, select yes and hit yes again when it prompts to auto-fix the lookup table.

One thing to watch out for, the steam version uses a scene and kernel from the lang-en folder rather than the data/battle and kernel folders so it might synch the wrong kernel. Copy over the data/kernel files into lang-en/kernel if you're not sure which kernel it synched.

Hello Sega Chief, hello all.

So, this is my first post in here, and I first wanted to say that FF7 is my all time favorite game, at least it was up until I tried your mod. Now your mod is my all time favorite game. This is simply amazing, and I wanted to congratulate and thank you for that!

Yet, I think I've got an issue at the end of the game:
Spoiler: show
I'm nearly done with everything (killed everything, done almost everything). Yet, I'm kinda stuck in what appears to be a bug at the very end of the game. So here is what happens: I play Arrange mode on NT1.5. Everything was perfect, bar a few exceptions (notably encouter errors in the dark cave for some reason, and I can't seem to get the Tifa 4th limit break sidequest to boot - if you wish to, I can give you more details about that).

Yet, I defeat the last battle and get to Mr. Smile, but it doesn't seem to work properly: Mr. Smile just tells me his usual stuff: (even though I'm rank 8 on all characters - Aerith alive and the last weird "???" spot at the end still being that, dunno if relevant -) he tells me to fight further and to come back to him later, and not that I beat the game (what he is supposed to tell me if I understand correctly). And then I'm stuck. Either I choose the first option and he tells me to fight further, and then brings me to the Nibel reactor with only Cloud (!!), either I try to quit (last option), and I'm stuck forever on his screen.


Did I do something wrong? I did some research and couldn't find anything conclusive (except what is supposed to happen normally on some video). That's why I think I need your help :)

Obviously, I can give a lot more details if you wish.

CU! :)

I think in the latest update I fixed the ending behaviour; check the 1st page of this thread for an installer (or IRO if you're using 7th heaven) and use that instead. It should play the ending correctly.

Some info on the bug; there was a routine that checked whether any rank ups had been used. But the variables handing it were changed to make it easier to maintain and this check began to return true even if rank ups had been used. I removed the check and script altogether to get rid of it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Loveless on 2019-07-02 19:51:12
I think in the latest update I fixed the ending behaviour; check the 1st page of this thread for an installer (or IRO if you're using 7th heaven) and use that instead. It should play the ending correctly.

Some info on the bug; there was a routine that checked whether any rank ups had been used. But the variables handing it were changed to make it easier to maintain and this check began to return true even if rank ups had been used. I removed the check and script altogether to get rid of it.
I see. I just tried and it indeed worked! I got to see the ending screen :)

Thank you very much!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ryudude86 on 2019-07-02 21:52:10
I'm not sure if this has been asked but I saved over my only file while completing through the end of the game.   Can't quite figure out how to continue without just fighting the bosses again.  Am i missing something or did i mess up.

Edit:  Used a save editor to change my location in the game.  This reply can be deleted. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-03 00:05:42
I see. I just tried and it indeed worked! I got to see the ending screen :)

Thank you very much!

That's good to hear, sorry for the trouble.

I'm not sure if this has been asked but I saved over my only file while completing through the end of the game.   Can't quite figure out how to continue without just fighting the bosses again.  Am i missing something or did i mess up.

Edit:  Used a save editor to change my location in the game.  This reply can be deleted. 

Ah, no worries.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Batcow on 2019-07-03 07:07:50
I think you should be OK to upgrade that early on. If you encounter any trouble though then let me know.

Seems to have transitioned smoothly so far. :)
I'm already appreciating the materia stat rebalances a lot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dio Holy Diver on 2019-07-03 07:45:57
I think if you buff up Cait's defence slightly by swapping out that platinum bangle for something then it might get a bit easier. If he has some more linked slots for defensive Materia then that could help pull your team a bit more together in maintaining HP/buffs.

Cloud seems fine for strength, so long as he's got Earth + Elemental in his weapon or something. Those independent Materia can't be linked with Support Materia so depending on what the supports are they may be hampering his stats slightly.

Aeris seems all right as well; do you have Contain? Break is an excellent spell for this.

Thing with the fight is to go in hard from the start, it gets a lot tougher if he's able to finish two attack cycles. Carry a Destruct Materia in case this happens as you'll want to dispel the spell buffs he gets when Overthrow is triggered. Also, Shield should have been in one of the chests on the first screen of the Crater; that can nullify all of Tyrant's physical attacks which'll be useful for your tank (and the rest of the party if using Cover).

This was a lot of help, thank you!  Used all of your suggestions and killed it first time.  I basically spammed Break / Quake 3 with Aeris and Cait Sith and had Cloud attack with Elemental + Earth.  He did manage to do two buff cycles so it was starting to get a little difficult, and I ended up having to use a Mega-Elixer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-03 08:00:39
Seems to have transitioned smoothly so far. :)
I'm already appreciating the materia stat rebalances a lot.

They can creep up on you if not careful, especially the vit penalty.

This was a lot of help, thank you!  Used all of your suggestions and killed it first time.  I basically spammed Break / Quake 3 with Aeris and Cait Sith and had Cloud attack with Elemental + Earth.  He did manage to do two buff cycles so it was starting to get a little difficult, and I ended up having to use a Mega-Elixer.

That's good to hear, if you want to discuss strategy for any boss then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Frost_Bytes on 2019-07-03 08:32:19
Is this mod supposed to be giving random encounters from all over the game? in the first area I'm getting encounters from late game. enemies dealing 8-14k damage. Literally impossible to defeat them this early lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Batcow on 2019-07-03 10:26:56
Is this mod supposed to be giving random encounters from all over the game? in the first area I'm getting encounters from late game. enemies dealing 8-14k damage. Literally impossible to defeat them this early lol

It sounds like something went wrong with kernel.bin, I think the advice is to make sure your game files are outside of protected folders like program files and do the install again.

I might be having some problems of my own too. I got up to Mr Smile and noticed source points only give +1 each. Is this an indication that my .exe wasn't properly patched? Potions seem to be healing 300 HP in and out of combat, which should be a sign my .exe is fine, right?
Title: Another bug report!
Post by: Smashgunner on 2019-07-03 10:59:59
Hello once again! I've dropped by again for two different bug reports this time! The first that I have to mention is the room below:

https://i.gyazo.com/fb3b70a2c482f460a0aaf88686c65d34.png

For whatever reason, in this room and only this room, Clouds model does not walk. It simply slides around. I have no clue why but I thought I would let you know. Second, in regards to the "Cave of Gi" If you return for a second time and go to the very end, it will trigger a cutscene from part 1 and crash the game. I have to assume this is because of event flags.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OOOFloW on 2019-07-03 11:41:02
Obligatory this mod is great

That said... my compulsory completionism is acting up... I want to morph everything, steal every item, miss nothing, and documentation seems limited.

So I was able to morph Shake (2nd boss on the Wutai pagoda climb), but I wasn't able to steal from him. Where/how do I find out what item I missed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-03 17:25:37
Is this mod supposed to be giving random encounters from all over the game? in the first area I'm getting encounters from late game. enemies dealing 8-14k damage. Literally impossible to defeat them this early lol

No, this is either a thing that can be caused by 7th Heaven not being set up properly (or the installer failing to patch the kernel due to file security) or it might be a mod conflict that's enforcing the default encounter table (Playable Jessie in the Reactor can cause this).

If this glitch occurs with only NT running as the active mod, then we can assume it'sd a set-up/installation problem. You'll need to check through each step again in this instance; the process has a lot of pitfalls.

For the best chance of success, uninstall/wipe the game files and then reinstall the base game in a folder that's not in program folders as these have system protection against data injection, overwrites, etc. Make sure the game converter and 7th Heaven's executable are also unblocked via properties and running as admin.

When running IROs through the game, fastest way to check if the kernel has been patched is to open up the menu when the game has started and checking the item descriptions. Potions should read as Restores 300HP instead of 100, and your Cure spell should be costing 10MP instead of 5MP.

If NT works fine on its own, then it's a mod conflict. For the most part the graphical mods should be compatible but I think things like Grimmy's Jessie mod enforces default encounters which causes issues through the 1st Reactor.

Finally, if not using 7th Heaven and instead using the regular installer I made, then it's probably just a security issue; make sure the installer has the appropriate writing permissions or if that doesn't work then try installing the game outside of system folders. Your antivirus can also interfere sometimes. If it still doesn't take, then I have an emergency direct patch you can use instead.

It sounds like something went wrong with kernel.bin, I think the advice is to make sure your game files are outside of protected folders like program files and do the install again.

I might be having some problems of my own too. I got up to Mr Smile and noticed source points only give +1 each. Is this an indication that my .exe wasn't properly patched? Potions seem to be healing 300 HP in and out of combat, which should be a sign my .exe is fine, right?

I changed the sources back to 1:1 because if the executable patch failed for whatever reason it would leave players with characters severely under-statted. The other exe specific features aren't as critical/don't have permanent consequences (things like Sense Limit being raised, potions healing 300 in the field screen menu instead of 100).

If your potions are healing 300 in field menus then your .exe is patched correctly.


Hello once again! I've dropped by again for two different bug reports this time! The first that I have to mention is the room below:

https://i.gyazo.com/fb3b70a2c482f460a0aaf88686c65d34.png

For whatever reason, in this room and only this room, Clouds model does not walk. It simply slides around. I have no clue why but I thought I would let you know. Second, in regards to the "Cave of Gi" If you return for a second time and go to the very end, it will trigger a cutscene from part 1 and crash the game. I have to assume this is because of event flags.

The sliding thing is to do with Barret running around with an alternate idle/walk/run cycle, which I think gets applied to Cloud. Cloud doesn't have those anims but he's getting set up to use them is my guess.

As for the Cave of the Gi, that's a bit more serious as the scene intended to play is for Red XIII's Lv4 Limit boss fight. Are you on Disc 3 and is Red XIII in your party when you get access to the cave again?


Obligatory this mod is great

That said... my compulsory completionism is acting up... I want to morph everything, steal every item, miss nothing, and documentation seems limited.

So I was able to morph Shake (2nd boss on the Wutai pagoda climb), but I wasn't able to steal from him. Where/how do I find out what item I missed?

There's a tool called proud clod (prc) that can open the game's scene.bin (located in the ff7/data/battle folder) and which shows all the enemy data (including their drops, steals, and morphs); at present, that's probably the most accurate way of finding out. There was a spreadsheet with this information but it's not 100% up to date.

Link to the tool
http://forums.qhimm.com/index.php?topic=8481.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jkx27 on 2019-07-03 20:35:23
Hey Sega, loving your mod so far! Just wanted to report a bug, not sure if it's been posted here already. I just reached the underwater reactor at Junon, well the short section right before it anyway. Whenever I encounter a Soldier 2nd Class enemy, there's something he does that's causing a softlock. I assume it's something to do with an error in his AI script, I'm not sure what exactly he tries to do that causes the softlock but I know for a fact the problem lies with him. He comes with two other enemies, these pink robots (forgot their names) if that matters. Anyway, thanks for this amazing mod and keep up the great work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Smashgunner on 2019-07-03 21:18:38

The sliding thing is to do with Barret running around with an alternate idle/walk/run cycle, which I think gets applied to Cloud. Cloud doesn't have those anims but he's getting set up to use them is my guess.

As for the Cave of the Gi, that's a bit more serious as the scene intended to play is for Red XIII's Lv4 Limit boss fight. Are you on Disc 3 and is Red XIII in your party when you get access to the cave again?



I am indeed on disk three, and I did have Red XIII in the party when I unlocked the cave, but when I actually went down to the cave itself I did not have Red in the party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Frost_Bytes on 2019-07-03 21:32:05
No, this is either a thing that can be caused by 7th Heaven not being set up properly (or the installer failing to patch the kernel due to file security) or it might be a mod conflict that's enforcing the default encounter table (Playable Jessie in the Reactor can cause this).

If NT works fine on its own, then it's a mod conflict. For the most part the graphical mods should be compatible but I think things like Grimmy's Jessie mod enforces default encounters which causes issues through the 1st Reactor.
I am using Grimmy's Jessie Mod. I'll try disabling that one first and see how it goes. and If not... I'll uninstall everything and start over.

Thanks, Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-03 23:35:56
Hey Sega, loving your mod so far! Just wanted to report a bug, not sure if it's been posted here already. I just reached the underwater reactor at Junon, well the short section right before it anyway. Whenever I encounter a Soldier 2nd Class enemy, there's something he does that's causing a softlock. I assume it's something to do with an error in his AI script, I'm not sure what exactly he tries to do that causes the softlock but I know for a fact the problem lies with him. He comes with two other enemies, these pink robots (forgot their names) if that matters. Anyway, thanks for this amazing mod and keep up the great work!

I've had that bug pop up repeatedly, but not fixed it yet. I'll sort it out.

I am indeed on disk three, and I did have Red XIII in the party when I unlocked the cave, but when I actually went down to the cave itself I did not have Red in the party.

That might be it then, I'll check the script so that there's handlers in place for red not being there to prevent a crash.

I am using Grimmy's Jessie Mod. I'll try disabling that one first and see how it goes. and If not... I'll uninstall everything and start over.

Thanks, Chief!

If you want to use jessie mod, I adjusted the IRO for it slightly to be compatible:
http://www.mediafire.com/file/825mu1w33g83ruh/Jessie_IRO_Compatability_Patched.iro/file

7h can import IROs on the 2nd tab, after which they can turned on just like the catalog IROs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Batcow on 2019-07-03 23:40:01
Awesome, thanks for all the support Sega, I can carry on playing with peace of mind. I'll drop a few pounds in your donation box. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2019-07-04 08:38:01
I am using Grimmy's Jessie Mod. I'll try disabling that one first and see how it goes. and If not... I'll uninstall everything and start over.

You don't have to uninstall everything unless you've modified the files in your game folder (installer or manually replacing). 7H is an injection tool and NEVER touches the files in the game folder. Everything is applied to memory as the game is playing and dumped from memory after the game closes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-04 12:51:00
Awesome, thanks for all the support Sega, I can carry on playing with peace of mind. I'll drop a few pounds in your donation box. :)

Cheers for the donation, bud. Also, thanks to Bowser9 for his donation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-07-04 20:35:32
I have some questions in regards to character tanking.

a) How much VIT/STR does Barret get per stack with his innate ability? Also, is there a way for Aerith to block magic damage for other party members? Trying to get mileage out of her Geo-stance.

b) Which characters are best suited for evasion tanking? And I know DEX and LCK play a role in evasion, but is one more important than the other? Also, does LCK increase both physical and magical evasion?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Smashgunner on 2019-07-04 22:17:41
Are the Leviathan Scales obtainable after the Junon Reactor? I assume that they were moved because of all the quality of life things and new content. If they were moved I kinda wanna find them myself but if not, well guess I just don't get Yuffies Limit break. Ah well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-04 23:25:16
I have some questions in regards to character tanking.

a) How much VIT/STR does Barret get per stack with his innate ability? Also, is there a way for Aerith to block magic damage for other party members? Trying to get mileage out of her Geo-stance.

b) Which characters are best suited for evasion tanking? And I know DEX and LCK play a role in evasion, but is one more important than the other? Also, does LCK increase both physical and magical evasion?

It's +5 for Strength and +5 for the Vit/Spr stacks, 5 stacks of either for +25 max. Aeris can't block magical damage for the other party members, but she can block physical attacks that have an elemental alignment using Cover.

Luck and Dex are checked for separately so it can be difficult to say which is more important; both only influence Physical attacks. Luck is handy for physical attackers as a Lucky Hit check of Luck/4 will result in an undodgeable critical hit that cancels any other evasion checks. They can also dodge incoming physical hits with the same chance, Luck/4.

Dex corresponds to evasion, accuracy, and turn speed. It combos well with armour that gives a high evasion% and can let you run the rule over enemies if you have a few high dex characters in the party (but not on Active ATB).

The best characters suited for Luck-based evasion tanking are Cait Sith and Cid as they have very high natural Luck stats. The characters best suited for Dex evasion are Tifa and Yuffie for the same reason, only for the Dex stat.

If you want both stats high, Aeris has reasonable Dex and Luck stats that could be built up a bit faster than the other characters. But it might be better to push Cid or Cait down a Dex-based route to take advantage of their naturally high Luck stats.

Are the Leviathan Scales obtainable after the Junon Reactor? I assume that they were moved because of all the quality of life things and new content. If they were moved I kinda wanna find them myself but if not, well guess I just don't get Yuffies Limit break. Ah well.

Seems they are missable, though I'd assumed the chest was visible from the submarine exterior. I need to make a patch for saving before the motorbike minigame so what I could do is set up a new treasure chest on the Gelnika that allows for the scales to be grabbed if they weren't picked up in the sub pen.
Title: Bug Report!
Post by: Smashgunner on 2019-07-04 23:29:19
Selecting "Cancel" when selecting a rank for the Junon Leagues has frozen my character. I am incapable of moving and it has softlocked the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: pearpoke on 2019-07-04 23:39:16
Was the Corel Prison Scorpion fight removed or did i miss something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-05 00:00:19
Selecting "Cancel" when selecting a rank for the Junon Leagues has frozen my character. I am incapable of moving and it has softlocked the game.

I forgot about that one, I'll get fix that up before I put this patch up; sorry about the lost progress.

Was the Corel Prison Scorpion fight removed or did i miss something?

It was moved a little later on, was a bit of a pain speccing to fight that then having to respec to fight Dyne 1v1 right after.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Smashgunner on 2019-07-05 00:18:00
I forgot about that one, I'll get fix that up before I put this patch up; sorry about the lost progress.

Don't worry. If you think about it it's a good thing since I've reminded you of it. Besides at least I know about the prizes now! Time to farm up Elixers, Turbo ethers and X-potions.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-05 00:24:51
Don't worry. If you think about it it's a good thing since I've reminded you of it. Besides at least I know about the prizes now! Time to farm up Elixers, Turbo ethers and X-potions.

Installer
https://mega.nz/#!q8dTySST!-cR-QePTJf9qtQOAcRQLoG42aw5LawUSfWGqJy6q_CY

IRO
https://mega.nz/#!e9cxjKoS!J2dWPR1KyYBvRJm6o3_d4pYsxqTSm0UPpPvFqtop15I

Issues
-) Added a menu open to prior the Highway boss battle, couldn't replicate issue where boss battle would start immediately after loading a save file made at the Highway prep screen so this has been added as a catch-all.

-) Leviathan Scales can be collected from Gelnika (room with Hades Materia) if it wasn't picked up at the sub pen.

-) Fixed logic for Junon Leagues Cancel option (there was another check for the option further down that jumped further up the script, causing a loop).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Smashgunner on 2019-07-05 02:18:27
So I read on the installer that apparently there's a boss that nobody has found in the five years this mod has been out. Guess I'm gonna go meticulously look at every area of the game in hopes of finding it. I wonder what it is? C'mon everyone let's find it and take its loot!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Smashgunner on 2019-07-05 03:02:34
Unsure if it's a bug or a mistake or what, but the Comet 2 spell says that it does 6 hits, but it will only do 4 hits. Thus making it weaker than what it says on the box.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-07-05 04:31:03
It's +5 for Strength and +5 for the Vit/Spr stacks, 5 stacks of either for +25 max. Aeris can't block magical damage for the other party members, but she can block physical attacks that have an elemental alignment using Cover.

Luck and Dex are checked for separately so it can be difficult to say which is more important; both only influence Physical attacks. Luck is handy for physical attackers as a Lucky Hit check of Luck/4 will result in an undodgeable critical hit that cancels any other evasion checks. They can also dodge incoming physical hits with the same chance, Luck/4.

Dex corresponds to evasion, accuracy, and turn speed. It combos well with armour that gives a high evasion% and can let you run the rule over enemies if you have a few high dex characters in the party (but not on Active ATB).

The best characters suited for Luck-based evasion tanking are Cait Sith and Cid as they have very high natural Luck stats. The characters best suited for Dex evasion are Tifa and Yuffie for the same reason, only for the Dex stat.

If you want both stats high, Aeris has reasonable Dex and Luck stats that could be built up a bit faster than the other characters. But it might be better to push Cid or Cait down a Dex-based route to take advantage of their naturally high Luck stats.
Sweet thanks for all the information. I think I’ll go with Cait Sith as my evasion tank. Would focusing mostly on his Top Cat  build (+15 DEX, +10 LCK) be overkill for evasion? I also wonder if focusing on that build will leave him pretty weak in the damage department.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-05 09:49:37
So I read on the installer that apparently there's a boss that nobody has found in the five years this mod has been out. Guess I'm gonna go meticulously look at every area of the game in hopes of finding it. I wonder what it is? C'mon everyone let's find it and take its loot!

Just a disclaimer on that one, there was a change made to the way Dark Cave ends which makes this boss inaccessible. I'll update the installer text to something else next time I do a patch.

Unsure if it's a bug or a mistake or what, but the Comet 2 spell says that it does 6 hits, but it will only do 4 hits. Thus making it weaker than what it says on the box.

Is it only 4 now? I'll check into that, but I may have changed it back to 4 for balancing (or forgot to set it to 6, not sure).

Sweet thanks for all the information. I think I’ll go with Cait Sith as my evasion tank. Would focusing mostly on his Top Cat  build (+15 DEX, +10 LCK) be overkill for evasion? I also wonder if focusing on that build will leave him pretty weak in the damage department.

It probably will, but the high Luck can give him a good supply of critical hits for 2x damage. I think Cait's ultimate weapon doesn't use strength though, it uses a MaxHP - HP formula similar to the ???? enemy skill.

***
Big thanks to Loveless for the donation, I really appreciate it bud; I've got a lot planned for the final update, particularly the Arrange mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Smashgunner on 2019-07-05 11:15:29
Just a disclaimer on that one, there was a change made to the way Dark Cave ends which makes this boss inaccessible. I'll update the installer text to something else next time I do a patch.

Oh no.....Well then in that case, is it ever going to be added back in? If not, can we (Or I) know what it was and what it would give? My curiosity has a mild want to be sated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-05 12:49:01
Oh no.....Well then in that case, is it ever going to be added back in? If not, can we (Or I) know what it was and what it would give? My curiosity has a mild want to be sated.

I'm not sure if it'll be reimplemented.

Spoiler ahead:
Spoiler: show

The current secret boss, Ozma, has two versions. The 'regular' one is fought by playing the piano theme on the Shinra Mansion piano (some of the keys are missing, making it trickier to play by ear). This unlocks the encounter in the Nibel Reactor, at the Jenova door; this one is still in the game. The other version, the Shade version, was in Dark Cave's Diorama room during the countdown sequence. They were going to be linked to each other, beating one would have an effect on the other.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Smashgunner on 2019-07-05 12:55:57
Wow that's really interesting! I must say that your mod is incredibly neat! It has some incredibly oldschoolish secrets in it from what I can tell. I absolutely love it! I never would have suspected to do that. Incredible. I don't think I could praise enough just how cool this mod is by the time I turned 50. I MIGHT be able to do it by 60. I don't know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Loveless on 2019-07-05 18:43:02
Big thanks to Loveless for the donation, I really appreciate it bud; I've got a lot planned for the final update, particularly the Arrange mode.
Don't mention it, it is my pleasure :)

Really looking forward to it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-07-06 07:40:58
Big thanks to Loveless for the donation, I really appreciate it bud; I've got a lot planned for the final update, particularly the Arrange mode.
Will the next update revise only arrange mode or the mod as a whole?

Also I just found out that each character has a 5th option to choose from in the rank up menu. Is there a place that lists all the builds for the characters? The current readme only lists 4 rank up options for every character.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2019-07-06 09:11:53
Think I found an error;

After recruiting Vincent I went to rank up characters. Didn't check his stats before I started ranking so I look at his stats from the rank up menu option. After going back to choosing which stats to get, I found only options with reduced rank points. STR +2, VIT +2 and so on. I hit the stats menu again and went back to choosing stats. This 2nd time every stat was at +0.. I picked up the upgrades and went to look at his stats screen, indeed, there was 0 improvement to his stats. Thankfully I had saved right before ranking :D


Also, I'd like if you implemented a visual for which rank the characters are, I see the characters SP but not always sure who is which rank. I rotate my team around to keep everyone roughly the same level and rank, except Cloud who is forced in the party, he's got a bit of a lead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-06 12:40:19
Will the next update revise only arrange mode or the mod as a whole?

Also I just found out that each character has a 5th option to choose from in the rank up menu. Is there a place that lists all the builds for the characters? The current readme only lists 4 rank up options for every character.

It'll be the mod as a whole, but I'm doing field scripting for Arrange.

The readme is a bit behind s:

Think I found an error;

After recruiting Vincent I went to rank up characters. Didn't check his stats before I started ranking so I look at his stats from the rank up menu option. After going back to choosing which stats to get, I found only options with reduced rank points. STR +2, VIT +2 and so on. I hit the stats menu again and went back to choosing stats. This 2nd time every stat was at +0.. I picked up the upgrades and went to look at his stats screen, indeed, there was 0 improvement to his stats. Thankfully I had saved right before ranking :D


Also, I'd like if you implemented a visual for which rank the characters are, I see the characters SP but not always sure who is which rank. I rotate my team around to keep everyone roughly the same level and rank, except Cloud who is forced in the party, he's got a bit of a lead.


Is that the randomiser? There seems to be some sort of logical bug in it where the generated rank up is reduced when checking the menu.

I could try and add the current rank to the SP checker at save points. I was planning to drop SP altogether from the next update and just have ranks unlock at specific points in the story/after certain fights but in the meantime I could try and add that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2019-07-06 13:05:30

Is that the randomiser? There seems to be some sort of logical bug in it where the generated rank up is reduced when checking the menu.

I could try and add the current rank to the SP checker at save points. I was planning to drop SP altogether from the next update and just have ranks unlock at specific points in the story/after certain fights but in the meantime I could try and add that.

Yeah I'm playing randomized Arrange mode. I've always loved adding the random element challenge to games so I'll have to make the most of what I get and make it work. The 4 randomized rank ups to choose from are pretty nice, so it's likely I won't get screwed over too bad, but I would like to try a hardcore randomizer where I get no choice at all, just add the sources and see what I got.

Dropping SP could be neat to prevent overleveling and thus overpowering bosses easily. I'm at Mt. Nibel Armour Keeper right now and so far haven't done any grinding except backtracking a bit for some enemy skills I missed, and morphing some stuff. But I'm not running from any encounters either. So far I haven't had too much trouble with any bosses. Everything feels pretty well balanced, harder bosses really pushing the limits of my characters.

So if you'll drop SP and have all characters rank up at the same spots I don't think you should bother adding a visual for who is which rank.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Beth_Esda on 2019-07-06 15:15:14
Is there a way to respec characters? It's np if there isn't - was just curious. Can't wait for the new version!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2019-07-06 15:40:12
I believe you can respec once you reach disc 3. One of the airmen crew in the Highwind lets you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2019-07-06 15:57:31
So I'm at Rocket town, approaching Wutai, Temple of the Ancients, and end of disc 1, and got some questions..

How rough is getting my materia back if I land in Wutai?

Should I try my luck at the Battle Square on disc 1? I guess Cloud's Omnislash has been moved somewhere else?

Is TotA a really hard dungeon? I read some scary comments earlier ;D

And any thoughts on if I should use the Phoenix Down at the end of disc 1? How are the scenes after she should be gone? Don't spoil much but did you enjoy them? I kinda want to see how it plays out but on the other hand I think it'd just feel like she shouldn't be there and it might be too weird not being sad/angry about her.

How about the Alpha enemy skill? I just fought Alpha Zolom but it didn't use Alpha, only Beta. Alpha's been moved somewhere else?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-06 17:12:11
Yeah I'm playing randomized Arrange mode. I've always loved adding the random element challenge to games so I'll have to make the most of what I get and make it work. The 4 randomized rank ups to choose from are pretty nice, so it's likely I won't get screwed over too bad, but I would like to try a hardcore randomizer where I get no choice at all, just add the sources and see what I got.

Dropping SP could be neat to prevent overleveling and thus overpowering bosses easily. I'm at Mt. Nibel Armour Keeper right now and so far haven't done any grinding except backtracking a bit for some enemy skills I missed, and morphing some stuff. But I'm not running from any encounters either. So far I haven't had too much trouble with any bosses. Everything feels pretty well balanced, harder bosses really pushing the limits of my characters.

So if you'll drop SP and have all characters rank up at the same spots I don't think you should bother adding a visual for who is which rank.

Fair enough, but it might be nice to keep track anyway.


Is there a way to respec characters? It's np if there isn't - was just curious. Can't wait for the new version!

Not at present, there are new modding frameworks in development that would allow for savemap editing via field instructions that could make a respec possible. I had the prototype for testing a while back and was able to make it work. When it's released I can add it to that version as a feature.

I believe you can respec once you reach disc 3. One of the airmen crew in the Highwind lets you.

It's not really a re-spec, that was a rank reset but the stats spent remain. It was like a debug thing for problems caused by changing the way ranks are tracked.

So I'm at Rocket town, approaching Wutai, Temple of the Ancients, and end of disc 1, and got some questions..

How rough is getting my materia back if I land in Wutai?

Should I try my luck at the Battle Square on disc 1? I guess Cloud's Omnislash has been moved somewhere else?

Is TotA a really hard dungeon? I read some scary comments earlier ;D

And any thoughts on if I should use the Phoenix Down at the end of disc 1? How are the scenes after she should be gone? Don't spoil much but did you enjoy them? I kinda want to see how it plays out but on the other hand I think it'd just feel like she shouldn't be there and it might be too weird not being sad/angry about her.

I specced enemies to account for not having any Materia, so they should be a bit more forgiving than they were in vanilla (flashbacks to the bird's Thunder attack).

Battle Square actually has different rewards for various parts of the game, just like in vanilla.  The time periods are: pre-bronco, after-bronco, and after-Highwind. The enemy encounters also change along with the prize set. Omnislash is no longer obtained from any of them in NT though, that's grabbed from a certain scene on Disc 3.

Temple of the Ancients can be a slight step up, but all the enemies in there are weak to an element called 'Hidden' which you can attach to weapons using Elemental + a non-elemental Materia. A lot of their attacks are Holy element as well, so you can reduce that using Elemental + Restore/Revive (these Materia carry Holy element in NT).

The minibosses in the treasure chests can be a bit much, the Hex-Eyes in particular were overtuned for a long time. If they're proving tricky, remember that Summons ignore magic defence and can apply a useful status ailment.

The bosses in Temple are also a fair bit different to what they were in vanilla; my advice is to stock up on plenty of Softs and to try Wait or Recommended ATB as Active ATB can make those fights very dicey.

As for the phoenix down, the scenes following that are all fully coded up so it won't be like how it was doing it with a gameshark. As for whether you should or not, that's up to you but the Highwind offers a debug toggle in case you change your mind later.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2019-07-06 18:11:37
It's not really a re-spec, that was a rank reset but the stats spent remain. It was like a debug thing for problems caused by changing the way ranks are tracked.

Oh whoops, I've been relaying false information to a few individuals then.  :roll:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: magictrufflez on 2019-07-07 12:44:27
Hi there SC! I was looking over recent posting here and I just wanted to ask you about this comment:

I was planning to drop SP altogether from the next update and just have ranks unlock at specific points in the story/after certain fights

If you don't want to spoil the surprise I understand, but could you talk about this a bit more? Like, will there still be only 8 rank ups total? And will the options for rank ups be similar to what they are now? Is this change mostly meant to restrict over-leveling or just due to some other programming needs?

I ask because I'm definitely one of those players that likes to power level a little, and actually liked the SP concept since it allowed me to get a boost when I ran into a section I couldn't figure out how to deal with strategically (without having to run to the forums). I don't know if I speak for many others here, but would it be possible to keep this option available in the final version? Like, maybe a separate installer that keeps the SP system but makes all the rest of your changes and another that implements everything?

Not sure how big of a lift that would be (or if many players would actually like that), but I'd certainly appreciate it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-07 14:49:21
Oh whoops, I've been relaying false information to a few individuals then.  :roll:

 ::)

Hi there SC! I was looking over recent posting here and I just wanted to ask you about this comment:

If you don't want to spoil the surprise I understand, but could you talk about this a bit more? Like, will there still be only 8 rank ups total? And will the options for rank ups be similar to what they are now? Is this change mostly meant to restrict over-leveling or just due to some other programming needs?

I ask because I'm definitely one of those players that likes to power level a little, and actually liked the SP concept since it allowed me to get a boost when I ran into a section I couldn't figure out how to deal with strategically (without having to run to the forums). I don't know if I speak for many others here, but would it be possible to keep this option available in the final version? Like, maybe a separate installer that keeps the SP system but makes all the rest of your changes and another that implements everything?

Not sure how big of a lift that would be (or if many players would actually like that), but I'd certainly appreciate it!

So the way it's planned to work is very similar to how it was when the system was originally introduced. You'd get a rank to spend after beating certain bosses, this is what's planned currently:

Spoiler: show

Rank 1: Mythril Mines (Turks)
Rank 2: Desert Prison (Dyne)
Rank 3: Cave of the Gi (Gi Nattak)
Rank 4: Forgotten City (Jenova LIFE)
Rank 5: Whirlwind Maze (Jenova DEATH)
Rank 6: Underwater Reactor (Carry Armour)
Rank 7: Midgar Raid (Lifeform Hojo)
Rank 8: Character-specific (Lv.4 Limit Boss)


The flat +5 to all stats for each rank is removed and instead replaced with the return of stat-curves on levels. This is to make levelling have more of an impact on the characters and they roughly match what would be obtained from the +5 per rank.

An alternative plan to that would be setting up SP as a single currency (rather than something character-specific) that can be tracked via the menu and is spent like Gil. Each successive rank would cost more than the previous one, so players would either spread the cost around to all characters or save up SP to focus on three characters.

(https://i.imgur.com/H5VDPGN.png)

Now, the potential issue with that is it will likely need some work to make compatible with a menu overhaul mod or similar. It'd also be a bit tougher to balance up cause there'd be parties where 3 characters were focused for SP, and others where it's spread around a bit more. Adjusting cost can counter that a bit but if doing that then having it just go out at fixed points would be a better route.

Maybe I could make some customisation options? So like, when starting a new game and getting the game mode select there could be another menu that allows players to adjust certain things. So SP system could be toggled to the old 'points from enemies' system for instance instead of this new one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2019-07-07 15:05:11
::)

Spoiler: show

Rank 1: Mythril Mines (Turks)
Rank 2: Desert Prison (Dyne)
Rank 3: Cave of the Gi (Gi Nattak)
Rank 4: Forgotten City (Jenova LIFE)
Rank 5: Whirlwind Maze (Jenova DEATH)
Rank 6: Underwater Reactor (Carry Armour)
Rank 7: Midgar Raid (Lifeform Hojo)
Rank 8: Character-specific (Lv.4 Limit Boss)



Seems pretty good, but my current Cloud is soon rank 5 before Temple of the Ancients, so I'm ahead of that curve a little bit. Not sure if the last hard fights; Lambda Calcule and Armour Keeper would be doable with less ranks. Might have to pick a party of 3 and keep them when possible instead of my character rotating playstyle. (Oh and there's also the +5 all stats distributed for levels, that balances it out I guess)

Definitely keep an option for this current system if you can.

And please if you can, add a hardcore randomizer :) that would make for some interesting playthroughs
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lordkeiser on 2019-07-07 18:21:39
Hi i have a question,i was looking for info about morph bosses  but i found you droped that idea  so now im not sure if i can morph bosses or not. Thanks for the mod its brilliant
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-07 18:34:21
Hi i have a question,i was looking for info about morph bosses  but i found you droped that idea  so now im not sure if i can morph bosses or not. Thanks for the mod its brilliant

It was brought back in; you can morph a fair few of the bosses in Midgar and beyond. But not all Morph into something.

Aps, Motorball, Hundred Gunner, Airgunner/Thundergunner, and Dark Nation can be morphed. If the boss is human, has multiple parts, or is a Jenova boss, then it can't be morphed like Schizo, Jenova Birth, Reno, that sort of thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BertShadow on 2019-07-07 19:32:37
Hi, a lot of time since I played the New threat Mod (1.35v) and i wanna play again, so... I'm here for some advice if you people can help.

I'd like to ask about build compositions, which are better, which are not recommendable, etc.

One specific question I have, Do all character (the ones on your team and the others outside) gain the same exp for battles?

Thanks for everything!!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2019-07-07 20:28:07
Hi, a lot of time since I played the New threat Mod (1.35v) and i wanna play again, so... I'm here for some advice if you people can help.

I'd like to ask about build compositions, which are better, which are not recommendable, etc.

One specific question I have, Do all character (the ones on your team and the others outside) gain the same exp for battles?

Thanks for everything!!!

The characters themselves have sort of "classes" to them, depending on their innate ability so try to build them according to that, (also keep in mind their Limit Breaks) unless you want to try something like +STR Aeris.

I read something about +Strength falling off late game and +Magic might be more powerful but not sure about that.

The characters outside your party gain reduced EXP like in the vanilla game so if you use only a party of 3 the others fall behind a bit. This applies to rank-ups too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lordkeiser on 2019-07-07 21:55:16
HI i just won against brass dragon on ancient temple and i cannot get random battles anymore, the problem is the satan gate is insane  ,i got lvl 42 arround 2700 life and he hits me with  a magic wave on all 1500 life 700 with mbarrier  and phys attacks that he repeats 2 times on 1 turn with slow status for 1700 (with barrier) life but usually he crits so 3200. is this normal  or im missing something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Beth_Esda on 2019-07-07 23:00:16
One more quick question: in the documentation, the Deathblow is supposed to be in the Great Glacier. I definitely missed it the first go-around, and I've been running around like crazy trying to find it again. Is it in the Cliffs part of the glacier? Did I miss it for good?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-07 23:25:26
HI i just won against brass dragon on ancient temple and i cannot get random battles anymore, the problem is the satan gate is insane  ,i got lvl 42 arround 2700 life and he hits me with  a magic wave on all 1500 life 700 with mbarrier  and phys attacks that he repeats 2 times on 1 turn with slow status for 1700 (with barrier) life but usually he crits so 3200. is this normal  or im missing something?

Randoms shouldn't be disabled after that dragon battle, the Murals (gold) room should have encounters inside it.

One more quick question: in the documentation, the Deathblow is supposed to be in the Great Glacier. I definitely missed it the first go-around, and I've been running around like crazy trying to find it again. Is it in the Cliffs part of the glacier? Did I miss it for good?

You need to go to the mountain (the east on the glacier map) and head up it to the crossroads. The route you want to take is the NW one; the fields should be at this angle: \
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: blokx on 2019-07-08 03:39:15
Trying to get some clarity on Magnitude 8 vs Dragon Force. I was just fighting a Gaea Dragon, Cloud hit it with a Limit Break and it cast Dragon Force on itself. Based on the "where is the thing" text, I was expecting Magnitude 8 would get cast on Cloud (holding E.Skill materia). Am I missing something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-08 03:49:33
Hi Sega Chief,

i encountered a small design flaw: after the Temple of the Ancients (and Aeris' disappearance - good job with Cloud's behaviour btw!) you can still see Aeris talking to Tifa at Junon.

Version 1.5 July with 7th Heaven; upgraded from 1.5 June.

The magic hammer replacement is underwhelming...28 MP for 150 HP drain?  No thanks, i will never touch that skill again. :--/

I also find it weird that the shops stop selling grenades (are they a Midgar special?); i found them useful for whittling down and morphing enemies.


Great mod so far, i am having a blast!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-08 10:02:23
Trying to get some clarity on Magnitude 8 vs Dragon Force. I was just fighting a Gaea Dragon, Cloud hit it with a Limit Break and it cast Dragon Force on itself. Based on the "where is the thing" text, I was expecting Magnitude 8 would get cast on Cloud (holding E.Skill materia). Am I missing something?

Mag8 was changed to Dragon Force, sorry that the documentation is out of date.


Hi Sega Chief,

i encountered a small design flaw: after the Temple of the Ancients (and Aeris' disappearance - good job with Cloud's behaviour btw!) you can still see Aeris talking to Tifa at Junon.

Version 1.5 July with 7th Heaven; upgraded from 1.5 June.

The magic hammer replacement is underwhelming...28 MP for 150 HP drain?  No thanks, i will never touch that skill again. :--/

I also find it weird that the shops stop selling grenades (are they a Midgar special?); i found them useful for whittling down and morphing enemies.


Great mod so far, i am having a blast!

I thought I'd fixed that but clearly not.

The magic hammer thing sounds like a mistake, it should have the base power of a tier 2 spell. Maybe I forgot to change the actual formula?

Shops have a fixed inventory (it can be edited but is a bit of a pain to do so due to the age of the tool that handles it), and I think I favoured shops with a varied status ailment inventory which has maybe edged out grenades. I'll see what I can do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Darkslayerpowerfull on 2019-07-08 14:21:27
Hello creator of the new threat mod, I was wondering if there is this mod for the psx version, if not, is there any way to edit the psx version? And another thing, your mod is new stuff? Because I would really like to see them, like Water, Wind, Mecha (or Explosives), Holy among others.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fenrilou on 2019-07-08 18:59:08
Hi,

I have a problem with NT Mod. When
Spoiler: show
Youfie steals the team from Kalm, then we fight her out of town. During the fight, there is a bug, I have two Barrets in the team and no Aeris. Then, at the end of the fight, When the team leaves, Aeris stays in its place and Youfie runs on the spot next to her and never triggers the next scene

So the game is blocked and I can not continue the story. I tried to restart the game, and the bug occurs every time.
Do you know what it can come from?

Thank you in advance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-08 21:39:44
Hello creator of the new threat mod, I was wondering if there is this mod for the psx version, if not, is there any way to edit the psx version? And another thing, your mod is new stuff? Because I would really like to see them, like Water, Wind, Mecha (or Explosives), Holy among others.

There is no PSX version currently, and if one were to be made it would need to be shrunk down to fit with the limitations of the format.

NT contains a bunch of new stuff; some new spells like Hydro and Pearl were added, new scenes, new enemies, and new abilities for the characters (innates).

Hi,

I have a problem with NT Mod. When
Spoiler: show
Youfie steals the team from Kalm, then we fight her out of town. During the fight, there is a bug, I have two Barrets in the team and no Aeris. Then, at the end of the fight, When the team leaves, Aeris stays in its place and Youfie runs on the spot next to her and never triggers the next scene

So the game is blocked and I can not continue the story. I tried to restart the game, and the bug occurs every time.
Do you know what it can come from?

Thank you in advance.

Before that fight, a party of Cloud, Aeris, and Tifa is set. Barret and Red XIII then fight alongside this party as 'enemies' set to target Yuffie. What's happened is, you've somehow managed to get Barret back into the party and when the scene is due to play afterwards it runs some scripts to target your current party members which is being disrupted by Barret being in the party instead.

Do you have other mods installed? Did you have access to PHS and swap Barret back into your party before the fight?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fenrilou on 2019-07-09 05:19:11
Oh yes I have access to PHS and swap Barret back. Thank you I will try with only Cloud in the team.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: hiruman on 2019-07-09 08:59:47
I have some question regarding this mod. Can I combine this NT mod with Remako HD graphics mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-09 10:10:10
Oh yes I have access to PHS and swap Barret back. Thank you I will try with only Cloud in the team.

The team has to be Cloud, Aeris, and Tifa for that fight.

I have some question regarding this mod. Can I combine this NT mod with Remako HD graphics mod?

It can be through the 7th Heaven mod loader.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BertShadow on 2019-07-09 15:28:17
Hi guys, I am in the point where I have to spent SP points and I have a lot of doubts.

I am in a point where I can change the team without any farming, so I need to know:

1. Which team is the best in late game.

2. Which are the best forms to spent SP points on each character.

Someone can, please, give me some advise?

Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-09 19:12:19
Hi Sega Chief,

some thoughts and observations:

I am at the point where Meteor appears and Tifa leads the party.

In Junon
Spoiler: show
Aeris makes gestures into the air as if she is talking to Tifa, which looks a bit silly (but i am not sure if that's easy to change).


And if Cid leads the party and Tifa is in the hospital to care for Cloud, she appears in Junon as well.

I can not buy softs in Costa del Sol anymore...?

Tifa/Cid leads the party and i cannot sleep in Villa AVALANCHE - is this vanilla behaviour? At least Tifa should be able...it's AVALANCHE after all.

Comet2 hits 4 times, the description says 6x. I think, that's balanced though.

If i
Spoiler: show
decide to revive Aeris, she is not present when Barret talks to Tifa on the Highwind after her jump from the Sister Ray. If i go inside the ship and enter the deck again, Aeris appears.


Why does Choco-Billy insult bad Chocobos?  :'( "Fecking horrible", really? (On a serious note, that threw me a bit out of the game. I do not think that it fits his character. I liked the hint from his sister that he scammed you with the weeds btw - is that vanilla?)

Regarding mechanics...could it be that the darkness-status prevents the use of the [cover]-materia? I could swear that my afflicted char stopped covering others. If yes, that's cool.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-09 21:07:46
Hi guys, I am in the point where I have to spent SP points and I have a lot of doubts.

I am in a point where I can change the team without any farming, so I need to know:

1. Which team is the best in late game.

2. Which are the best forms to spent SP points on each character.

Someone can, please, give me some advise?

Thanks.

The first rank-up option tends to compliment the character's strongest starting stats so that can be a good shout if unsure. As for best, that depends but a cover-tank Barret tends to do well, Tifa as a fast/physical, or Red XIII as magic. Cloud


Hi Sega Chief,

some thoughts and observations:

I am at the point where Meteor appears and Tifa leads the party.

In Junon
Spoiler: show
Aeris makes gestures into the air as if she is talking to Tifa, which looks a bit silly (but i am not sure if that's easy to change).


And if Cid leads the party and Tifa is in the hospital to care for Cloud, she appears in Junon as well.

I can not buy softs in Costa del Sol anymore...?

Tifa/Cid leads the party and i cannot sleep in Villa AVALANCHE - is this vanilla behaviour? At least Tifa should be able...it's AVALANCHE after all.

Comet2 hits 4 times, the description says 6x. I think, that's balanced though.

If i
Spoiler: show
decide to revive Aeris, she is not present when Barret talks to Tifa on the Highwind after her jump from the Sister Ray. If i go inside the ship and enter the deck again, Aeris appears.


Why does Choco-Billy insult bad Chocobos?  :'( "Fecking horrible", really? (On a serious note, that threw me a bit out of the game. I do not think that it fits his character. I liked the hint from his sister that he scammed you with the weeds btw - is that vanilla?)

Regarding mechanics...could it be that the darkness-status prevents the use of the [cover]-materia? I could swear that my afflicted char stopped covering others. If yes, that's cool.

Aeris seems to have some logic problems with Junon (maybe other towns?). I'll sort it out for the next patch.

Shops I think change on Disc 2 and other points of the game. I can set Costa to retain its inventory if the second one isn't as good. Ideally I'd edit all the shops but that's an .exe job and the tool used for it is pretty buggy.

The villa is probably checking for Cloud instead of Party Member #0; should be straightforward to sort that out.

Comet2 I don't know if I've changed it back to 4, or intended to set it to 6 but not done so. If 4 feels more balanced then I can leave as-is for now. It might be to do with reverting to an older backup kernel due to the character AI vanishing on one of the builds.

I change the dialogue for things that I don't expect to be seen very often, but thinking about it the Wonderfuls in Icicle Area appear with Terribles and the formations don't differ much (Jumping + Jumping x2 for wonderful, but a Terrible can appear with Jumping + Icicle Fang). I guess you're right, it is a bit out of sorts. I'll alter this to something else.

So I looked this up on the wiki about Cover and, to my surprise, Darkness does in fact prevent Cover. I never knew that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BertShadow on 2019-07-09 21:56:05
Hi @Sega, thanks for the reply, one question. Does the X3 velocity works in the NT Mod???

Another question, does Exp Plus affect to all members of the team or only the one who has the materia equipped?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Batcow on 2019-07-09 23:04:03
So uh... this is probably down to personal taste and situation, but I don't really like the addition of the spoiler to the fortuner teller in the Golden Saucer. I know NT isn't intended for first time players, but I thought that the changes were almost entirely gameplay + restored scenes, so I'm using the mod while I'm playing for the fourth time, but my girlfriend is watching for the first. I don't know if a first time player/viewer would realise the fortune teller is literally spoiling the game (my girlfriend didn't comment) but it seems so blatant. Kind of an annoying issue in a mod I'm otherwise really enjoying. Maybe add a warning to the mod page that NT will make the game spoil itself?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-10 08:20:07
Hi @Sega, thanks for the reply, one question. Does the X3 velocity works in the NT Mod???

Another question, does Exp Plus affect to all members of the team or only the one who has the materia equipped?

Velocity x3? I'm unfamiliar with that; Quadra Magic and 4x-Cut are in the mod if those are what you mean.

EXP Plus affects the equipped party member only. More can be obtained from Wonder Square in Gold Saucer.


So uh... this is probably down to personal taste and situation, but I don't really like the addition of the spoiler to the fortuner teller in the Golden Saucer. I know NT isn't intended for first time players, but I thought that the changes were almost entirely gameplay + restored scenes, so I'm using the mod while I'm playing for the fourth time, but my girlfriend is watching for the first. I don't know if a first time player/viewer would realise the fortune teller is literally spoiling the game (my girlfriend didn't comment) but it seems so blatant. Kind of an annoying issue in a mod I'm otherwise really enjoying. Maybe add a warning to the mod page that NT will make the game spoil itself?

In the older builds of NT, it wasn't a spoiler in the sense that what happens at the end of Disc 1 was changed and didn't have an option tied to it like the newer builds do. But I see what you're saying, I'll change it up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BertShadow on 2019-07-10 08:54:16
Velocity x3? I'm unfamiliar with that; Quadra Magic and 4x-Cut are in the mod if those are what you mean.
Some modern versions of FF7 have the option of increase the game speed X3.


EXP Plus affects the equipped party member only. More can be obtained from Wonder Square in Gold Saucer.
How much GP?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Gabriel Wolf on 2019-07-10 11:20:38
Hey Sega Chief,

I was playing, what I'd guess is, an older version of the mod that comes with gameplay mods from 7th heaven, then I downloaded the latest you've uploaded to the forum, it has some pretty big changes in relation to the one i was using, specially in the materia stat change department, I just want to know if the loading a file that I was playing the older version isn't bugging the newer one, so could you please confirm it?


I also saved with the newer one, then loaded the old mod, it got all bugged up, i think i need to restart my file, bummer, but at least I wasn't too far in the game.

Also, the scorpion robot boss from the early game is straight up destroying me
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-10 12:00:13
Some modern versions of FF7 have the option of increase the game speed X3.
How much GP?

Ah I see, there is no innate speed-up option but there is a tool called Ochu which can vary the framerate of fields, battles, and world map (along with other features):
http://forums.qhimm.com/index.php?topic=14194.0

To edit the FPS, go to the frame tab and press F1 I think it is to enter edit mode (text should turn green). Make changes then right-click on the form and save. The press F1 again to exit edit mode.

As for exp plus, I can't quite recall and at work right now so can't check. Will be between 300GP and 500GP.


Hey Sega Chief,

I was playing, what I'd guess is, an older version of the mod that comes with gameplay mods from 7th heaven, then I downloaded the latest you've uploaded to the forum, it has some pretty big changes in relation to the one i was using, specially in the materia stat change department, I just want to know if the loading a file that I was playing the older version isn't bugging the newer one, so could you please confirm it?

I also saved with the newer one, then loaded the old mod, it got all bugged up, i think i need to restart my file, bummer, but at least I wasn't too far in the game.

Also, the scorpion robot boss from the early game is straight up destroying me

1.4 to 1.5 can introduce problems with the savemap, but only if you're late in the game. The game is quite flexible when it comes to save files, and stuff like Materia AP, character EXP, etc. tends to sort themselves out (there may be a visual bug with the exp gauges where it bleeds out of the gauge if exp between versions is different, but this fixes itself once the character has leveled up and EXP has gotten to where it expects to be level-wise). 1.5 to 1.4 should be the same kind of deal.

With the latest 7h versions, the exe adjustments are made by injection through the IRO which includes the materia adjustments. If your basic materia like fire, ice, etc. are reducing vitality (and spirit? I forget the second stat) by 3 and increasing MP by 3% then those changes have gone through. If these materia are instead dropping your HP by 5% then the exe changes haven't gone through.

Guard Scorpion in the reactor should be hitting for around 100-150 damage, with a pause in between attacks to select target (he can perhaps crit, but Luck stat is at 0 so should be very unlikely). One thing you can do is have the character targeted with search scope defend to mitigate the incoming damage. His tail is due to go up after he makes his second attack so best to halt attacking after that point and focus on healing up until the tail goes down again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-10 14:28:54
Hi Sega Chief,

i did some Chocobo racing and  for some reason the first race was sped up to double or triple speed - a nice QoL change. But the races after that were normal speed. Is that something intended? And can i trigger the speed-up reliably?

I encountered a small bug while doing the Mega-Materia part in Corel:

The guards at the reactor were initially peaceful and i did talk to them (and moved around while talking? not sure anymore). Then i entered the reactor and triggered their attack ("It's AVALANCHE" or something). Then the train drove away, my party members said their lines but i could walk around with Cid and he never continued with this script.

What i did: re-entering the screen - the guards were there again and i made sure not to talk to them. Worked flawlessly this time.

The sequence where you have to slow down the train was very confusing to me (tbh it was confusing every playthrough) - did you change it so that cannot fail ?

In the

Spoiler: show
Goldberry-Fight my Aeris grew bigger and bigger...i kept trying to heal the others from mini until i realized it. It doesn't seem specific to her (i read older posts which mention this as well), can you fix it?. The petrify-counter was really hard to read at a certain point.



I also don't get field-messages from Cloud anymore regarding his innate. Doesn't he get powered up by other limits anymore (fighting with him seems like it)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tyler Durden on 2019-07-10 19:36:05
Im having a issue up in the ice mountains, where im completely stuck and cant progress any further. hopefully someone here can help? fighting the 2 headed dragon/dinosaur thing and its just kicking my ass, badly. each of its attacks is doing over 1000 damage, sometimes getting 3 or 4 attacks in a row and just wiping my party easily. my cloud is level 46 so i dont understand how i could be getting stomped so badly... ive tried using tranquilizers, Mbarrier, barrier and haste. but the barriers only last for a few attacks before disappearing. i was not prepared for this huge difficulty spike, healing items are running low... all the bosses before this were difficult, but not impossible... Maybe its because i never grinded SP the whole game and i didn't put enough points in defensive stats? if thats the case, im still kinda screwed because theres no leaving the mountain area now. shinra has blocked off the exit. ive mostly enjoyed this mod tell now, but this fight is just unreasonably difficult... thoughts anyone?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lordkeiser on 2019-07-10 21:09:37
Hi segachief i was farmigng on disc 3 but at some point lvl 81 or some when i levelup  my hp  and mp dont increase is this normal?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-10 22:33:01
Hi Sega Chief,

i did some Chocobo racing and  for some reason the first race was sped up to double or triple speed - a nice QoL change. But the races after that were normal speed. Is that something intended? And can i trigger the speed-up reliably?

I encountered a small bug while doing the Mega-Materia part in Corel:

The guards at the reactor were initially peaceful and i did talk to them (and moved around while talking? not sure anymore). Then i entered the reactor and triggered their attack ("It's AVALANCHE" or something). Then the train drove away, my party members said their lines but i could walk around with Cid and he never continued with this script.

What i did: re-entering the screen - the guards were there again and i made sure not to talk to them. Worked flawlessly this time.

The sequence where you have to slow down the train was very confusing to me (tbh it was confusing every playthrough) - did you change it so that cannot fail ?

In the

Spoiler: show
Goldberry-Fight my Aeris grew bigger and bigger...i kept trying to heal the others from mini until i realized it. It doesn't seem specific to her (i read older posts which mention this as well), can you fix it?. The petrify-counter was really hard to read at a certain point.



I also don't get field-messages from Cloud anymore regarding his innate. Doesn't he get powered up by other limits anymore (fighting with him seems like it)?

The speedup on chocobo racing is actually some sort of bug with the PC version, I'm not actually 100% sure of the cause. It used to be (and may still be the case for some users) that the other minigames can be drastically sped up as well. There was some sort of frame-limiter fix for that in the OpenGL driver, but I still occasionally get a faster than normal chocobo race when playing.

The guards probably have a left-over script from a sidequest I'd planned (it involved delivering letters to various shinra personnel around the world, starting with that former SOLDIER guy who runs the store in Junon) but I scrapped it in the end. I'll clean up the scripts.

The train sequence was unaltered but it is confusing how the end plays out. My understanding of it was that it couldn't be failed, but I think I looked into the script and it may be possible to cause the crash with the wrong combination.

The correct solution doesn't really line up with Cid's original dialogue either (he says to alternate the levers the other way around from when you sped up your train to catch up but the way to stop the train is to hit both levers down, which actually speeds the train up, do that twice and then he hits the emergency brake to bring it to a halt).

I could have a go at rescripting this so that it makes a bit more sense.

The Goldberries have variants of their counter attack with different effects; one of the effects has no negative side-effects except to make the target's model grow slightly. The idea of that one was to make that fight hard to read; lot of things going on that are unusual or not clearly telegraphed. In hindsight, it's a really badly designed fight so it'll be getting reworked when I do the last full upgrade patch.

As for Cloud's innate, I think those innates check for whether or not they'll exceed the 255 stat cap and will not trigger if they will (as this causes it to roll back down to 0). I got some extra space in the kernel for character AI so I'll be reworking the innates a bit to get around this limitation.


Im having a issue up in the ice mountains, where im completely stuck and cant progress any further. hopefully someone here can help? fighting the 2 headed dragon/dinosaur thing and its just kicking my ass, badly. each of its attacks is doing over 1000 damage, sometimes getting 3 or 4 attacks in a row and just wiping my party easily. my cloud is level 46 so i dont understand how i could be getting stomped so badly... ive tried using tranquilizers, Mbarrier, barrier and haste. but the barriers only last for a few attacks before disappearing. i was not prepared for this huge difficulty spike, healing items are running low... all the bosses before this were difficult, but not impossible... Maybe its because i never grinded SP the whole game and i didn't put enough points in defensive stats? if thats the case, im still kinda screwed because theres no leaving the mountain area now. shinra has blocked off the exit. ive mostly enjoyed this mod tell now, but this fight is just unreasonably difficult... thoughts anyone?

It sounds like you might have Active ATB on or are using Haste on top of the barrier effect, which will cause it to wear off much faster. Stick the game on Wait ATB and slow the speed down a bit for that one so you can get more mileage out of your status effects.

Spoiler: show

//Short version
Protect your party against Water (or Wind, but preferably Water) using Typhoon Ring, Adaman Bangle, Elemental Materia, or Chocofeather. Bolt Armlet + Aurora Armlet can also block a couple of attacks. Materia like Osmose, Heal, etc. have elements like Water, Wind on them for use with Elemental Materia.

Get Barrier up and avoid using Haste. Focus down right-head first with a spellcaster, the other two party members focusing support (one of these supports should be geared heavily for physical attacks to kill the left-head later).

Avoid using attacks that hit both heads like Summons as they both have a counter-attack that triggers when attacked enough times. Focus on the right-head, and when it dies, left-head will become more aggressive but be less dangerous due to your elemental protection.

Watch out for final attacks from the heads when they die, make sure you're healed up and use Sense to track HP.


***
//Long version
The right-head is physical-aligned, and the left-head is magic-aligned; they are immune to damage of their aligned type. Right-head uses mostly physical element attacks, whereas left-head uses a mix of Water, Wind, and Ice. Water is by far the most effective element to protect against in this fight, as Left's standard attack and variant of the Double Attack are both water element. If you have the Typhoon ring from outside the Forgotten City (used to be Water Ring), or an Adaman Bangle then those will be handy here. Otherwise, Elemental + Osmose, or Elemental + Leviathan can reduce the damage Left deals.

Both heads, like the original Schizo fight, have a counter-attack which triggers when the heads have been attacked a certain number of times.

Because of the physical immunity on right-head and the magical immunity on left-head, it likely isn't possible to damage both heads at the same time. So try and avoid using attacks that hit both heads at the same time as you'll increment both their counters and may accidentally trigger both at the same time.

Right-head: After being hit 5 times, will use Tremor (Physical, removes protective magic)
Left-head: After being hit 6 times, will use Avalanche (Magical, ice element, inflicts Slow)

As Left-head's counter is Ice element, an Aurora Armlet can be handy for that (though like I said above, Water is the better element to protect against; Ice protection would be a nice bonus).

This set up with the counters means that it can be dangerous to bring both heads down at the same time, but when one head dies the remaining head becomes more aggressive and starts using stronger attacks. That can usually throw people off the first time.

And when one of the heads dies, it uses a unique death counter; right-head uses a final attack that can inflict Poison + Darkness (100% chance), while the left-side head uses a final attack that inflicts Poison + Silence instead (but at 33% chance. When the last remaining head dies, it uses a stronger version of the final attack (left-side's final counter when it is the last remaining head is Bolt-element).

Now for beating this guy. Both heads are weak to Earth, and the left-side head's attacks can be reasonably defended against using equipment like Ice Ring/Aurora Armlet (Avalanche counter-attack is Ice element), Typhoon Ring/Adaman Bangle (his standard single-target attacks are wind + water element), and Bolt Ring/Bolt Armlet (his final death counter as the last remaining head is bolt element).

The right-side head, though, mostly uses physical elements which are harder to nullify. So I reckon it'd be a good shout to prepare your team to block Water (this will counteract left-head's beam attack, and his variant of the Double Attack which is water element). Focus on killing the right-side/physical head first with Quake or Quake2 if you have it. Play it safe with one caster doing the damage, and the other two focusing on support (have one of these supports geared up for dealing physical damage, as you'll need that for the left-side head once the right-side head is killed).

If you have fairly decent coverage of Water-element protection, you can maybe forgo MBarrier and focus on maintaining Barrier instead. If you don't have good access to elemental protection then keep both up and avoid using Haste as it will drain them out faster (Wait ATB as well, Active ATB makes barriers almost useless).

When one of the heads dies, the other head becomes more aggressive, which can be dangerous due to the heads using a final counter when killed. Use Sense on the right-head so you can keep track of its HP (19,000 per head) and top your mitigation/HP up before landing the killing blow, with a turn or two on standby to heal up the damage. Land the finishing blow on it when your party is in a fairly stable position.

With right-head dead, you'll be dealing with left-head and his elemental attacks. Typhoon Ring will halve the damage his attacks deal, but Adaman Bangles or a Lv.2 Elemental paired with a water-element Materia will outright negate them. Wind can also be used to block Left's standard attacks if you're stuck for Water options (a Choco-Feather nulls Wind for instance) as these attacks are dual-element; Water + Wind, blocking either one will block the entire attack.

Left-head also uses a final attack when it dies (bolt element when it is the last head remaining), so make sure you're topped up before finishing him off.



Hi segachief i was farmigng on disc 3 but at some point lvl 81 or some when i levelup  my hp  and mp dont increase is this normal?

I think at a certain point HP and MP cap out, roughly around those levels.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BertShadow on 2019-07-10 22:49:21
Ah I see, there is no innate speed-up option but there is a tool called Ochu which can vary the framerate of fields, battles, and world map (along with other features):
http://forums.qhimm.com/index.php?topic=14194.0

To edit the FPS, go to the frame tab and press F1 I think it is to enter edit mode (text should turn green). Make changes then right-click on the form and save. The press F1 again to exit edit mode.

As for exp plus, I can't quite recall and at work right now so can't check. Will be between 300GP and 500GP.
Thanks for the reply, I have another question for you. Look, I rank first with barret with the marauder set, now I am ranking for second time and my thoughts were to use 4 ranks to marauder and 4 ranks to heavy Metal, the thing is, It is recommendable to use two sets when ranking the characters or is better to use only set full game?

I ask you this because my intentions are use 2 sets in every character.

Thanks for everything!!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-10 23:48:32
Thanks for the reply, I have another question for you. Look, I rank first with barret with the marauder set, now I am ranking for second time and my thoughts were to use 4 ranks to marauder and 4 ranks to heavy Metal, the thing is, It is recommendable to use two sets when ranking the characters or is better to use only set full game?

I ask you this because my intentions are use 2 sets in every character.

Thanks for everything!!!

You can mix and match sets safely, the mod can be beaten without using any ranks at all (although it gets pretty difficult).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tyler Durden on 2019-07-11 00:08:20
Thank you for the response, i read through all your advice and i will definitely be using these tactics on my next attempts. hopefully that will get me the edge i need to finally progress.

while i have your attention, i should also mention a bug i encountered while in this area. the guards with Elena and in the glacier fields were freezing combat on their command prompts. to avoid this bug, i just turned off NT tell i was past the affected area. this issue may of already been resolved  a update, but figure id mention it anyway just in case.

thanks again for the detailed help! 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-11 09:44:03
Thank you for the response, i read through all your advice and i will definitely be using these tactics on my next attempts. hopefully that will get me the edge i need to finally progress.

while i have your attention, i should also mention a bug i encountered while in this area. the guards with Elena and in the glacier fields were freezing combat on their command prompts. to avoid this bug, i just turned off NT tell i was past the affected area. this issue may of already been resolved  a update, but figure id mention it anyway just in case.

thanks again for the detailed help! 

I wasn't aware of a soft-lock on that fight, were there any model mods on?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OOOFloW on 2019-07-11 11:04:55
Is there a place to reread all the character unique abilities?

I went to the veteran hall, and the guys tell me about who has what stats etc. But I can't seem to find the abilities info.

I know they are mentioned when you recruit the character the first time, but I forgat + would like to reread the exact descriptions.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tyler Durden on 2019-07-11 18:04:49
I wasn't aware of a soft-lock on that fight, were there any model mods on?

I am using lots of other mods, including berserkers battle/field models mod. Hasn't been a problem tell now, is NT not compatible with any model texture packs?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mr_nygren on 2019-07-11 19:41:07
I wasn't aware of a soft-lock on that fight, were there any model mods on?

Hey Sega Chief, i read about your mod and wanted to play it using NinoStyles models. Unfortunately most NPC are chibi-models.. Is it possible to use the PRB-models with your mod instead?

Edit: Your special edition using default enemies and combat systems worked with PRB-models - very nice. I am going to try it out! It still has those encounters in cities with party members right?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2019-07-11 21:38:55
In your load order for 7H, if you have NT loaded at the very bottom, any field/battles models will work alongside it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-11 23:57:06
Hi Sega Chief, thanks for the replies.

Some observations:

I revisited Sector 5 on CD2 and there is this guy standing in the first screen after the church. I talked to him at the beginning of the game and he mentioned a "ghost lady" (intended? a hint? an error?). But now he says nothing anymore. Does this have something to do with
Spoiler: show
Aeris' revival?


I did some Chocobo races and there is the prize "Hero drink". You get a Hero Drink II if you take it but the description in the racing menu is still the old Hero Drink.

Aeris' Wizard Staff restores MP but its description says HP.

Spoiler: show
Shinryu did a weird attack called Lvl???-Old. I wonder what the mechanics behind that are. Heavy stat-decrease and forced [mini]? I tried to dispel it but to no avail. If i encounter something weird and sticky, does it get cured if i just kill off the char?


Also i tried to use Proud Clod but if i read the scene.bin, i only see the normal enemies...? How do i use this with your mod?

Oh, and i did probably ~80 Chocobo races but not one time Tifa asked if she could ride as well. Sad! (Is this little feature broken? I use the tweak [save & phs everywhere] from the gameplay-mod)

Btw, i had a good laugh at Wutai everytime Gorki/ii/y had some text. I grew up with the german PSX-version and still vividly remember this part. Well done! :--D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BertShadow on 2019-07-12 01:38:46
Hi Sega! I think that I found a glitch here. So, only with Cait Sith (Idk Cid, Red13 and Yuffie yet) when he is going to rank up the number of the rank remains in 2.

Some Image here:

(http://images2.imagebam.com/59/9d/b0/bbd2ac1273859824.png)

This time is not the second time he ranked up, its the Fourth time. Mi question here is: Do this glitch going to ruin my game? Would be Cait Sith ranking up for eternity?

Thanks for everything!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-12 08:29:57
Is there a place to reread all the character unique abilities?

I went to the veteran hall, and the guys tell me about who has what stats etc. But I can't seem to find the abilities info.

I know they are mentioned when you recruit the character the first time, but I forgat + would like to reread the exact descriptions.

They should be in the documentation with the installer/IRO download on this thread. Otherwise, a quick recap:

Spoiler: show

Cloud: When a limit break is used, he gets a boost to strength and magic; this wears off slowly over time and when the bonus reaches 0 he can get trigger it again.
Barret: In front row, gets a stacking buff to strength when attacked physically. When in back row, gets a stacking buff to defence/magic defence when attacked physically. Gaining one type of buff negates stacks of the other buff, so keep that in mind if having him swap rows mid-battle.
Tifa: When KO'd, auto-revives with 1HP (once per battle); retains any statuses, queued actions, limit gauge, etc.
Aeris: When defending, absorbs all magic-elemental damage.
Red XIII: Slowly gains strength and magic over the course of the battle (max of +50)
Yuffie: When attacked, gains a perfect dodge buff that helps her evade physical attacks. Wears off after a few turns or if she is the target of any magic-based action (includes healing).
Cait Sith: Regens MP over time, the rate is increased significantly when defending; can exceed his maxMP
Vincent: Regains HP intermittently based on his remaining MP, can exceed his maxHP
Cid: When second wind charges up, he can use the Defend command to trigger a full HP/MP restore.



I am using lots of other mods, including berserkers battle/field models mod. Hasn't been a problem tell now, is NT not compatible with any model texture packs?

It should work, but load order is important; NT should be toward the bottom. If you run into trouble during a scene, try toggling these off and seeing if NT by itself also has the issue.


Hey Sega Chief, i read about your mod and wanted to play it using NinoStyles models. Unfortunately most NPC are chibi-models.. Is it possible to use the PRB-models with your mod instead?

Edit: Your special edition using default enemies and combat systems worked with PRB-models - very nice. I am going to try it out! It still has those encounters in cities with party members right?

Yeah, the vanilla one still has most of the NT scenes and features like talking to party in towns (but bear in mind that this is only Kalm and Junon, I didn't finish this feature yet).


Hi Sega Chief, thanks for the replies.

Some observations:

I revisited Sector 5 on CD2 and there is this guy standing in the first screen after the church. I talked to him at the beginning of the game and he mentioned a "ghost lady" (intended? a hint? an error?). But now he says nothing anymore. Does this have something to do with
Spoiler: show
Aeris' revival?


I did some Chocobo races and there is the prize "Hero drink". You get a Hero Drink II if you take it but the description in the racing menu is still the old Hero Drink.

Aeris' Wizard Staff restores MP but its description says HP.

Spoiler: show
Shinryu did a weird attack called Lvl???-Old. I wonder what the mechanics behind that are. Heavy stat-decrease and forced [mini]? I tried to dispel it but to no avail. If i encounter something weird and sticky, does it get cured if i just kill off the char?


Also i tried to use Proud Clod but if i read the scene.bin, i only see the normal enemies...? How do i use this with your mod?

Oh, and i did probably ~80 Chocobo races but not one time Tifa asked if she could ride as well. Sad! (Is this little feature broken? I use the tweak [save & phs everywhere] from the gameplay-mod)

Btw, i had a good laugh at Wutai everytime Gorki/ii/y had some text. I grew up with the german PSX-version and still vividly remember this part. Well done! :--D

The guy in sector 5 is referencing that old easter egg where if you visit the church on Disc 2/3 you can see a glimpse of Aeris who then vanishes if you approach (can't remember if this is intended or some sort of logical issue in the way the scripts are triggered for that field, I reckon it's the former).

The chocobo racing text is hard-coded, but hero drink is close enough to hero drink II.

My bad on the Wizard Staff description, I keep forgetting to fix that.

Spoiler: show
Lv?? Old decreases stats and Level I think, like the FF5 attack. If a status won't lift, then Dispel followed by Esuna can do the trick; but if the character has status resistance equipped this won't work as they have a permanent 'block toggle of status' effect; it's a bit backwards as far as mechanics go so I'll be getting rid of attacks that ignore status defence (mostly) from the next build


I could adjust that check so it's always looked for, but you can also swap party leader at the Highwind once reaching the bottom of the crater and coming back; check with the new NPC on the right-side of the Operation Room on the Highwind. He can set Tifa or Cid as party leader.

People report the gorki thing as a typo but we both know that gorky's named is spelled correctly whenever it appears in NT  ;)


Hi Sega! I think that I found a glitch here. So, only with Cait Sith (Idk Cid, Red13 and Yuffie yet) when he is going to rank up the number of the rank remains in 2.

Some Image here:

This time is not the second time he ranked up, its the Fourth time. Mi question here is: Do this glitch going to ruin my game? Would be Cait Sith ranking up for eternity?

Thanks for everything!

Is that the spanish version? It may be a bug from an older version, I'll see if I can organise a fix with Markul.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2019-07-12 12:49:48
Hi Sega! I think that I found a glitch here. So, only with Cait Sith (Idk Cid, Red13 and Yuffie yet) when he is going to rank up the number of the rank remains in 2.

Some Image here:

(http://images2.imagebam.com/59/9d/b0/bbd2ac1273859824.png)

This time is not the second time he ranked up, its the Fourth time. Mi question here is: Do this glitch going to ruin my game? Would be Cait Sith ranking up for eternity?

Thanks for everything!
Is that the spanish version? It may be a bug from an older version, I'll see if I can organise a fix with Markul.
I'm gonna check it, when i found the problem i will fix it and i will send you a private message,Bert Shadow.
If you have other problems with the Spanish version, leave a post here,to not mix the problems o_O: http://forums.qhimm.com/index.php?topic=18918.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BertShadow on 2019-07-12 17:17:50
I'm gonna check it, when i found the problem i will fix it and i will send you a private message,Bert Shadow.
If you have other problems with the Spanish version, leave a post here,to not mix the problems o_O: http://forums.qhimm.com/index.php?topic=18918.0
Oki, gran traducción por cierto, lo de borracho de los suburbios como job es de 10.
Title: Bug Report!
Post by: Smashgunner on 2019-07-12 18:33:52
Alright I got a heck of a doozy for ya!

The fight with Sephiroths first form in the crater will simply stop working, and I think the cause is killing multiple limbs at the same time. It only crashed when I was nuking with Ultima. I tried this three times. I say three times because the first two were crashes and I beat it the third time by only attacking with vincent. Who did attack multiple times, but never killed more than one limb at a time.

I say I think this is the crash because Seph would simply stop moving. The entire model. I don't know perhaps an attack is bugged and I just got lucky and he never did it. I certainly don't know. I actually thought the boss was unbeatable the first two times when this happened because I thought that winning would crash the fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeonNujain on 2019-07-12 22:11:36
Hello ! Well, I'm just in Corel Prison, I'm doing a very casual playtrough, but I wanted to comment on a few modifications I did to your mod ! They are just to give feedback, I'm not in any case trying to tell you to modify anything :)

I used WallMarket to restore the original initial stats and also the original stat curves, but I did a slight modification to the characters' curves:

- What I did was averaging the curves of all the characters, then the best curves I increased by half the distance with the best curve (if it gives a number with decimal, round down / better), and the worst curves I worsened them for half the distance with the worst curve (if it gives a number with decimal, I round up / worse). (for instance if four character have the strength curves 2, 8, 4, 10, then average is 6 and I change the strength curves to now be 0, 14, 2, 20, then I repeat the process with the rest of the stats)

This made a bigger difference between strengths and weaknesses, which is pretty fun.

Then, the other thing I've done was changing materia effect to make more sense into the kind of character that would have gotten/used that materia:

00   +-0 to everything
MP Plus, HP Plus, Speed Plus, Magic Plus, Luck Plus, EXP Plus, Gil Plus, Underwater, Chocobo Lure, Pre-emptive,

01   -16 to everything except +32 to LUCK
Enemy Away, W-Magic, W-Summon, W-Item

02   +16 to everything except -32 to LUCK
Enemy Lure, HP<->MP,

03   -4 to MAG and SPI, +4 to STR, VIT and LUCK
Long Range, Counter Attack, Cmd. Counter, Elemental, Added Effect,

04   -4 to STR and VIT, +4 to MAG, SPI and MP
All, Magic Counter, MP Turbo, Quadra Magic,

05   -4 to STR and MAG, +4 to VIT, SPI and HP
Cover, MP Absorb, HP Absorb,

06   -4 to VIT and SPI, +4 to STR, MAG and DEX
Mega-All, Sneak Attack, Final Attack, Added Cut, Added Steal,

   Command Materia

07   -8 to HP and MP, -4 to MAG, +4 to STR and LUCK, +8 to DEX
Slash-All, Multi-Cut,

08   -8 to HP and MP, -4 to MAG, +4 to STR and DEX, +8 to LUCK
Morph, Steal, Sense, Manipulate, Mime, Enemy Skill,

09   -8 to HP and MP, -4 to MAG, +4 to DEX and LUCK, +8 to STR
Throw, Deathblow,

0A   -32 to HP and MP, -16 to MAG, +16 to STR, DEX and LUCK
Master Command,

   Magic Materia

0B   -2 to VIT, +2 to MAG and MP
Fire, Ice, Earth, Lightning, Restore,

0C   -4 to VIT, +4 to MAG and MP
Heal, Revive, Seal, Mystify, Transform, Exit, Poison, Gravity, Barrier

0D   -8 to VIT, +8 to MAG and MP
Comet, Time, Osmose, Destruct, Contain, Full Cure, Shield, Planet,

0E   -32 to VIT, +32 to MAG and MP
Master Magic,

   Summon Materia

0F   -2 to STR, VIT and HP, +2 to MAG, SPI and MP
Choco/Mog, Shiva, Ifrit, Ramuh, Titan, Odin, Leviathan, Bahamut,

10   -4 to STR, VIT and HP, +4 to MAG, SPI and MP
Kjata, Alexander, Phoenix, Neo-Bahamut, Hades, Typhon, Bahamut-ZERO,

11   -8 to STR, VIT and HP, +8 to MAG, SPI and MP
Knights of Round,

12   -32 to STR, VIT and HP, +32 to MAG, SPI and MP
Master Summon

I'm REALLY enjoying the game like this right now, characters grow in a very specific way for each one, and Materia has a really big effect in them, so it becomes VERY strategic to choose charactes, materia, and also equipment in your mod ! I like the concept of your changes in equipment, and thus far I'm going fine with it. I like the idea of Cloud using the Buster Sword for longer or even the whole game. Also I'm not using ranks, I've gotten a few gameovers over the course now, I'm not grinding but I have Enemy Lure constantly on, so I'm good leveled, the game is fun, I'm playing also in normal mode.

Well, that's all to tell, again, thanks for such an awesome mod !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-13 02:52:24
Alright I got a heck of a doozy for ya!

The fight with Sephiroths first form in the crater will simply stop working, and I think the cause is killing multiple limbs at the same time. It only crashed when I was nuking with Ultima. I tried this three times. I say three times because the first two were crashes and I beat it the third time by only attacking with vincent. Who did attack multiple times, but never killed more than one limb at a time.

I say I think this is the crash because Seph would simply stop moving. The entire model. I don't know perhaps an attack is bugged and I just got lucky and he never did it. I certainly don't know. I actually thought the boss was unbeatable the first two times when this happened because I thought that winning would crash the fight.

That sounds like the quadra ultima glitch: https://finalfantasy.fandom.com/wiki/Quadra_Magic_Ultima_glitch

As far as I'm aware, if you use that and have a second Ultima attached to HP or MP Absorb it bugs the game right out when used on an enemy that is multiple copies of an enemy combined into one, like Bizarro.

Hello ! Well, I'm just in Corel Prison, I'm doing a very casual playtrough, but I wanted to comment on a few modifications I did to your mod ! They are just to give feedback, I'm not in any case trying to tell you to modify anything :)

I used WallMarket to restore the original initial stats and also the original stat curves, but I did a slight modification to the characters' curves:

- What I did was averaging the curves of all the characters, then the best curves I increased by half the distance with the best curve (if it gives a number with decimal, round down / better), and the worst curves I worsened them for half the distance with the worst curve (if it gives a number with decimal, I round up / worse). (for instance if four character have the strength curves 2, 8, 4, 10, then average is 6 and I change the strength curves to now be 0, 14, 2, 20, then I repeat the process with the rest of the stats)

This made a bigger difference between strengths and weaknesses, which is pretty fun.

I'm REALLY enjoying the game like this right now, characters grow in a very specific way for each one, and Materia has a really big effect in them, so it becomes VERY strategic to choose charactes, materia, and also equipment in your mod ! I like the concept of your changes in equipment, and thus far I'm going fine with it. I like the idea of Cloud using the Buster Sword for longer or even the whole game. Also I'm not using ranks, I've gotten a few gameovers over the course now, I'm not grinding but I have Enemy Lure constantly on, so I'm good leveled, the game is fun, I'm playing also in normal mode.

Well, that's all to tell, again, thanks for such an awesome mod !

Stat curves are coming back to work with the rank ups for the final update, but that's still a ways off.

If I was playing with your changes, I would stockpile Enemy Lures like nobody's business, assuming they can be acquired freely. I can't remember if they can be or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LeonNujain on 2019-07-13 05:02:15
I don't know, it comes mastered, so I don't think there are more copies anywhere ? Yeah, if one could get more En Lure it would be too op. I thought of maybe making the stat changes of those be +8 and -16 on luck but until now it's being pretty nice because the bigger encounter rate is a big weight lol (I just don't care because I'm not speedrunning and it helps play without grinding). Everything is pretty much balanced I think. And without ranking up the normal mode is not thaaat easy, not too hard, just good I think. I'm really enjoying the game like this, one has to really think the preparations for battles. I lost to Jenova when going to Costa del Sol, to the Hojo's Laboratory specimen TWICE (yes, I would only focus on the big monster so they beat me twice) and I think I lost once to another enemy but I can't remember.

By the way, I would definitely encourage you to think about the stat curves I've used, now each character feels sooo unique (I'm also loving how I changed the materias, but I don't think that could be something that everybody would love).

Well, now I'll make my leave, I'll comment again perhaps when I end the game ! Thanks again for the mod !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: genocidekyuubi on 2019-07-13 08:09:49
Hi, Sega Chief
 In the first page, you say "FF7 NT Vanilla Combat.IRO" (with updated script and event, and with default enemies/ combat system). What "default combat system" means? Does this mean, i can play and level up without SP system, and gain stats level up like in Vanilla game?

What i want to play is play FF7 with mod that updated with script and event like your mod, and new bosses and sidequest like your mod, but without SP system or Rank system. Is it the one i'm looking for?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Smashgunner on 2019-07-13 11:41:40
That sounds like the quadra ultima glitch: https://finalfantasy.fandom.com/wiki/Quadra_Magic_Ultima_glitch

As far as I'm aware, if you use that and have a second Ultima attached to HP or MP Absorb it bugs the game right out when used on an enemy that is multiple copies of an enemy combined into one, like Bizarro.

Yeah that's the weird thing, I didn't have HP or MP absorb on. I assumed that using Regen instead meant I was safe but I guess not. Learned something new today I guess. Whoops.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-13 14:34:46
Hi Sega Chief, thanks for your answers.

1.) Some minor thing: when i use [added effect] + [time] as defense, the status screen only shows slow and stop-immunity, the haste is greyed out. But that char cannot be hasted as well.

2.) Still want to ask, how do i use the Proud Clod-program with your mod. The scene.bin that i am reading out does not seem to be very useful or am i overlooking something?

3.) Is it intended that you cannot protect yourself from being manipulated through [addect effect] + [manipulate]?

4.) I am back from outer space and was told to go to Bugenhagen. The Sister Ray is not in Junon anymore but still not in Midgar yet. Yet that NPC in Kalm at the entrance talks about her being pointed at the north and that there is something big going on in Midgar. Not sure if that's entirely correct, at least the gun part.

Question to others:

In the Junon League there is this Elena-clone in the fighter-section iirc (female fighter with a suit and a gun). The fight against her is weird because there is a 'metal beam' or something obscuring the sight of her - it blocks ~20% of the screen, probably caused through an unfortunate camera angle. Do others have this as well? I use the Remako-graphics-mod and i might test it again without that but for now i'm just curious.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: fimra000 on 2019-07-13 16:45:07
Hello Sega Chief,

I made this account specifically for this problem i encountered playing NT.

I just finished the Dark Cave and looted the dead body, I then took the top exit and end up at the Ancient Forest. The problem is that I'm now away from all transportation means and stranded on the west island:\ I did some search and it seems someone had the same problem back in 2017.

Do you think there's any way this can be solved?

Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fishmeistercod on 2019-07-13 16:57:03
I'm at the end of Disc 1 now, and I still don't know what the tenth Rank Up slot is.
What on earth is ?????? 0/?? all about?!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-13 18:58:08
@fimra000

you could use the tool Black Chocobo to edit your save. There is a location tab were you can choose your ...well, location. I used it in the great glacier and didn't break my save so that could be a method.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lordkeiser on 2019-07-13 21:49:01
Hi segachief i been on the crater triying to steal spirit lance from crater dragon  for an hour, the steal allways fail  im lvl 99  what i am doing wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: vegetamaker on 2019-07-13 23:14:04
Hello! First at all thanks Sega Chief and all who did this mod. I am really enjoying the mod. Many things look more understandable and natural. Bosses are pretty fun!.

I was waiting to finish it to say my impressions, but I had a question right now and I am not sure if I broke it in someway.

Mostly of my charactes are stuck in 255/200 and the "thing" don't see they can rank up. Others characters yes (Vincent and Cid only). Is there a restriction for history moment or something? (I am just after Tifa found Cloud in Middle).

Another thing. I went to ancient Forest and the last cave (where generally you can find Apocalypse) don't spawn. It just teleport me to world map.

Note: Just in case it is important, at the start I used the 7th heaven one, but I noticed it was outdated and replaced with 1.5. Its probably it will the problem but just in case.

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-13 23:51:51
Hi, Sega Chief
 In the first page, you say "FF7 NT Vanilla Combat.IRO" (with updated script and event, and with default enemies/ combat system). What "default combat system" means? Does this mean, i can play and level up without SP system, and gain stats level up like in Vanilla game?

What i want to play is play FF7 with mod that updated with script and event like your mod, and new bosses and sidequest like your mod, but without SP system or Rank system. Is it the one i'm looking for?

It's default enemies and a default kernel (so default character stat curves, spells, equipment, etc). The flevel still uses the NT stuff though, minus the new battles (except for one used in Kalm but that's not really a battle). SP system is still in there but because characters are leveling up with default stat curves you can safely ignore it.

I think the Lv.4 limit sidequests were disabled in it though, they're just obtained in the original places. I had to cut all the new fights out to get a default scene.bin in there nice and quick.


Yeah that's the weird thing, I didn't have HP or MP absorb on. I assumed that using Regen instead meant I was safe but I guess not. Learned something new today I guess. Whoops.

My understanding that it was Absorb + Ultima, Ultima + Quadra or similar. Maybe it was a bug after all? But it definitely sound the same thing, the enemy freezing rather than the battle freezing.


Hi Sega Chief, thanks for your answers.

1.) Some minor thing: when i use [added effect] + [time] as defense, the status screen only shows slow and stop-immunity, the haste is greyed out. But that char cannot be hasted as well.

2.) Still want to ask, how do i use the Proud Clod-program with your mod. The scene.bin that i am reading out does not seem to be very useful or am i overlooking something?

3.) Is it intended that you cannot protect yourself from being manipulated through [addect effect] + [manipulate]?

4.) I am back from outer space and was told to go to Bugenhagen. The Sister Ray is not in Junon anymore but still not in Midgar yet. Yet that NPC in Kalm at the entrance talks about her being pointed at the north and that there is something big going on in Midgar. Not sure if that's entirely correct, at least the gun part.

Question to others:

In the Junon League there is this Elena-clone in the fighter-section iirc (female fighter with a suit and a gun). The fight against her is weird because there is a 'metal beam' or something obscuring the sight of her - it blocks ~20% of the screen, probably caused through an unfortunate camera angle. Do others have this as well? I use the Remako-graphics-mod and i might test it again without that but for now i'm just curious.

There's a weird thing going on with Haste and Slow; if you have immunity to one, you have immunity to the other. I think it's because their effect can cancel out the other, unlike the other conflicting spells (Regen and Dual-Drain can exist at same time and will wear off independently, though HP won't move up or down until one wears off).

If it's an IRO, then you need to unpack the IRO first using the 7th Heaven launcher tools; there should be a workshop button somewhere on the top that can do it.

I think I wanted to avoid Manipulate being used on attacks rather than through the command because it would ignore its formula (I think). So unfortunately that means it can't be used for defence either; I don't think any of the command materia as a general rule carry statuses on them though so it's consistent in that sense. It's one of those weird fringe cases. Manip protection can be acquired I think through the use of Hypnocrown accessory.


Hello Sega Chief,

I made this account specifically for this problem i encountered playing NT.

I just finished the Dark Cave and looted the dead body, I then took the top exit and end up at the Ancient Forest. The problem is that I'm now away from all transportation means and stranded on the west island:\ I did some search and it seems someone had the same problem back in 2017.

Do you think there's any way this can be solved?

Thanks.

The top exit was disabled, but for some reason it has become active again (which places you back at Ancient Forest). The bottom exit is the intended one. I think if you save the game, then use a save editor (Black Chocobo is the name of the current save editor) it can get you back to the area outside of the dark cave which was the intended exit point (make a backup of saves before doing this).


I'm at the end of Disc 1 now, and I still don't know what the tenth Rank Up slot is.
What on earth is ?????? 0/?? all about?!

That got left in by accident, it was for testing.


Hi segachief i been on the crater triying to steal spirit lance from crater dragon  for an hour, the steal allways fail  im lvl 99  what i am doing wrong?

You'll need a sneak glove to steal anything from the Crater, you can acquire one from Wall Market (same vendor who sells Batteries on Disc 1). It's to do with a level modification I made; it unfortunately left a lot of steals unobtainable without it, but as the mod had been balanced around the level modification it's not been something I can fix easily. I'll be sorting it out in the final update though. Also, same goes for manipulating; have a hypnocrown equipped for it.


Hello! First at all thanks Sega Chief and all who did this mod. I am really enjoying the mod. Many things look more understandable and natural. Bosses are pretty fun!.

I was waiting to finish it to say my impressions, but I had a question right now and I am not sure if I broke it in someway.

Mostly of my charactes are stuck in 255/200 and the "thing" don't see they can rank up. Others characters yes (Vincent and Cid only). Is there a restriction for history moment or something? (I am just after Tifa found Cloud in Middle).

Another thing. I went to ancient Forest and the last cave (where generally you can find Apocalypse) don't spawn. It just teleport me to world map.

Note: Just in case it is important, at the start I used the 7th heaven one, but I noticed it was outdated and replaced with 1.5. Its probably it will the problem but just in case.

Thanks!

I think the problem will be that the variables were changed between 1.4 and 1.5. They used to check for bit-switches, but now they just check for a value instead. This means that the check always resolves false, however. I'll need you to send me your save file so I can run it through a script and correct it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: vegetamaker on 2019-07-14 00:12:02
Wow that was a fast response. Thanks so much!

Here is my savefile:

https://mega.nz/#!tL5Xyaob!euBETNqRExi0gVLmrhv8z9PxgsDWS00IGQRRXRttNns
https://mega.nz/#!xD5FkIZa!LDCrfGn-HKc3To0y1bNaxEkH3J2ekvxUgFQUMduuZ_c

First slot is the newer one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-14 00:27:01
Wow that was a fast response. Thanks so much!

Here is my savefile:

https://mega.nz/#!tL5Xyaob!euBETNqRExi0gVLmrhv8z9PxgsDWS00IGQRRXRttNns

First slot is the newer one.

This save file seems to be at the ropeway station prior to the keystone being stolen, but you mentioned being just after Mideel when Tifa finds Cloud. Is this the correct save file?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: vegetamaker on 2019-07-14 00:32:18
This save file seems to be at the ropeway station prior to the keystone being stolen, but you mentioned being just after Mideel when Tifa finds Cloud. Is this the correct save file?

Crap I am silly, sorry. Resharing :3

Edit: https://mega.nz/#!xD5FkIZa!LDCrfGn-HKc3To0y1bNaxEkH3J2ekvxUgFQUMduuZ_c
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-14 01:35:55
Here you go:

https://mega.nz/#!XwECkIRS!ILcUjWAfMPUVR0yg1Y3ZnA3UYMO1SwNVKdZx8C8ZY-E

Cait, Vincent, and Cid are given two free ranks when they join the party which is maybe why they were able to get some ranks (unless they joined after you upgraded to 1.5, in which case their vars would have been OK). I reset the rank vars to 0, and those three characters to 2. Sources used were retained though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: vegetamaker on 2019-07-14 01:46:39
Thanks so much! Tomorrow more ff7 ^^.

I guess remember i updated mod just after Gold Soucer.

I reset the rank vars to 0, and those three characters to 2. Sources used were retained though.
Ill cheat hehe
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: fimra000 on 2019-07-14 03:36:19
It's default enemies and a default kernel (so default character stat curves, spells, equipment, etc). The flevel still uses the NT stuff though, minus the new battles (except for one used in Kalm but that's not really a battle). SP system is still in there but because characters are leveling up with default stat curves you can safely ignore it.

I think the Lv.4 limit sidequests were disabled in it though, they're just obtained in the original places. I had to cut all the new fights out to get a default scene.bin in there nice and quick.


My understanding that it was Absorb + Ultima, Ultima + Quadra or similar. Maybe it was a bug after all? But it definitely sound the same thing, the enemy freezing rather than the battle freezing.


There's a weird thing going on with Haste and Slow; if you have immunity to one, you have immunity to the other. I think it's because their effect can cancel out the other, unlike the other conflicting spells (Regen and Dual-Drain can exist at same time and will wear off independently, though HP won't move up or down until one wears off).

If it's an IRO, then you need to unpack the IRO first using the 7th Heaven launcher tools; there should be a workshop button somewhere on the top that can do it.

I think I wanted to avoid Manipulate being used on attacks rather than through the command because it would ignore its formula (I think). So unfortunately that means it can't be used for defence either; I don't think any of the command materia as a general rule carry statuses on them though so it's consistent in that sense. It's one of those weird fringe cases. Manip protection can be acquired I think through the use of Hypnocrown accessory.


The top exit was disabled, but for some reason it has become active again (which places you back at Ancient Forest). The bottom exit is the intended one. I think if you save the game, then use a save editor (Black Chocobo is the name of the current save editor) it can get you back to the area outside of the dark cave which was the intended exit point (make a backup of saves before doing this).


That got left in by accident, it was for testing.


You'll need a sneak glove to steal anything from the Crater, you can acquire one from Wall Market (same vendor who sells Batteries on Disc 1). It's to do with a level modification I made; it unfortunately left a lot of steals unobtainable without it, but as the mod had been balanced around the level modification it's not been something I can fix easily. I'll be sorting it out in the final update though. Also, same goes for manipulating; have a hypnocrown equipped for it.


I think the problem will be that the variables were changed between 1.4 and 1.5. They used to check for bit-switches, but now they just check for a value instead. This means that the check always resolves false, however. I'll need you to send me your save file so I can run it through a script and correct it.

Thanks! :D

I changed the location of Cloud on the world map and things are working fine now, though it'll take a few trials to get the correct coordinates.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2019-07-14 16:11:53
Just finished Disc 1 on the latest build Arrange mode, but there was no option to choose Phoenix Down or not, Cloud just used it automatically. Or was the option when Cloud was swinging his sword before the cutscene? I tried it twice but maybe I did something wrong.

Now I get to see what could have been :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-14 16:55:42
After the mimic fight the game softlocks if you leave the altar and enter it again. Cloud jumps onto the platform and is walking eternally towards the stairs (Mario 64 reference?  :-o )

And Barrets ultimate weapon only has 4 slots? Is that because of the AP-scaling?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: afant on 2019-07-14 23:56:25
Fantastic mod Sega Chief, I found it by watching Caleb Hart's stream of the game. I did find a bug though; the game will lock if you use PHS at the save point in the "Dark Cave" disc 3 quest.

Spoiler: show
Since you cannot make a full party of three, the game will not let you exit the PHS screen.


Another strange thing happened, but I'm not sure if it was a bug and it wasn't game-stopping:
Spoiler: show
It happened during the Omega Weapon fight. I had the Master Cmd+HP Absorb+Multi-Cut combo on Tifa to get around the "no healing" drawback of the Cursed Ring, but in the middle of the fight it stopped working for some reason (as did Regen on the other characters). Not sure what triggered it, it might have been intended even, but I wanted to mention it as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-15 00:01:45
Just finished Disc 1 on the latest build Arrange mode, but there was no option to choose Phoenix Down or not, Cloud just used it automatically. Or was the option when Cloud was swinging his sword before the cutscene? I tried it twice but maybe I did something wrong.

Now I get to see what could have been :)

The option should be during that scene when he raises the sword above his head; a dialogue option should appear there.

After the mimic fight the game softlocks if you leave the altar and enter it again. Cloud jumps onto the platform and is walking eternally towards the stairs (Mario 64 reference?  :-o )

And Barrets ultimate weapon only has 4 slots? Is that because of the AP-scaling?

Best to avoid going back onto the altar after the fight, but I'll fix the script so that stops happening. And yeah, 4 slots due to the scaling. Might expand to 6 as it's a bit limiting.


Fantastic mod Sega Chief, I found it by watching Caleb Hart's stream of the game. I did find a bug though; the game will lock if you use PHS at the save point in the "Dark Cave" disc 3 quest.

Spoiler: show
Since you cannot make a full party of three, the game will not let you exit the PHS screen.


Another strange thing happened, but I'm not sure if it was a bug and it wasn't game-stopping:
Spoiler: show
It happened during the Omega Weapon fight. I had the Master Cmd+HP Absorb+Multi-Cut combo on Tifa to get around the "no healing" drawback of the Cursed Ring, but in the middle of the fight it stopped working for some reason (as did Regen on the other characters). Not sure what triggered it, it might have been intended even, but I wanted to mention it as well.


Ah my bad with the PHS, is that in the first area?

Not sure why it would stop working, that boss doesn't have anything that alters elemental resistances as far as I know. Unless it was the one in the KOTR cave, then there might be something going on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: afant on 2019-07-15 00:18:39
Ah my bad with the PHS, is that in the first area?

Spoiler: show
Yes, the save point in "Reactor No 1".


Not sure why it would stop working, that boss doesn't have anything that alters elemental resistances as far as I know. Unless it was the one in the KOTR cave, then there might be something going on.

It was the Gold Battle in Battle Arena, so not the KOTR cave battle.

Is the HP Absorb trick supposed to work with the Cursed Ring BTW? In conjunction with Tifa's Grit the drawback becomes practically moot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Batcow on 2019-07-15 01:35:12
Hey Sega Chief, are the L4 limits still locked off until you hit the bottom of the North Crater? And by bottom of the North Crater does that mean
Spoiler: show
literally right before you fight the final bosses?


If so, is there a save file edit I could make to unlock those quests earlier?

Also, I'm approaching the end of disc 1 and I want to make sure I pick the vanilla option when the choice comes. It's the first choice, the one in red, right?

Thanks for the support as always, Chief :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hazelyn on 2019-07-15 06:55:49
Hello, I'd recently started playing with the 1.5 build from May, is it safe to update and continue playing? Are there even many changes in the July Build? I don't see a change list so I'm a little confused. Didn't see if there was an answer to this in the thread already.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: youknowiknow778 on 2019-07-15 11:35:41
With the 1.5 IRO what is the load order? Bottom of load order or mid range like the 7H tutorial says? Only asking because I imported the 1.5 last night, put it right where 1.4 used to be (where 7H says I should) except I'm not seeing any changes. I start a new game and it doesn't prompt me for nirnal or arrsnged (thought maybe it was taken out) then I didn't get any popup for Barretts ability when he joins the party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-15 11:55:56
Spoiler: show
Yes, the save point in "Reactor No 1".


It was the Gold Battle in Battle Arena, so not the KOTR cave battle.

Is the HP Absorb trick supposed to work with the Cursed Ring BTW? In conjunction with Tifa's Grit the drawback becomes practically moot.

Oversight on my part then, there shouldn't be any PHS flags enabled for that area.

Yeah, it's intended; you can heal damage using elemental attacks as well so long as you absorb them.


Hey Sega Chief, are the L4 limits still locked off until you hit the bottom of the North Crater? And by bottom of the North Crater does that mean
Spoiler: show
literally right before you fight the final bosses?


If so, is there a save file edit I could make to unlock those quests earlier?

Also, I'm approaching the end of disc 1 and I want to make sure I pick the vanilla option when the choice comes. It's the first choice, the one in red, right?

Thanks for the support as always, Chief :)

They are mostly locked off for bottom of crater then return trip; Vincent was an exception, and there may have been some others that could be accessed earlier. There is no clean save edit that could be made without busting the game though, as it's tied to the game moment variable. If you want to give it a go anyway, set Game Moment (var [2][0]) to 1998.

First choice, yeah.


Hello, I'd recently started playing with the 1.5 build from May, is it safe to update and continue playing? Are there even many changes in the July Build? I don't see a change list so I'm a little confused. Didn't see if there was an answer to this in the thread already.

It's safe to update 1.5 builds to each other, most of the fixes are just for bugs and don't affect the savemap.

With the 1.5 IRO what is the load order? Bottom of load order or mid range like the 7H tutorial says? Only asking because I imported the 1.5 last night, put it right where 1.4 used to be (where 7H says I should) except I'm not seeing any changes. I start a new game and it doesn't prompt me for nirnal or arrsnged (thought maybe it was taken out) then I didn't get any popup for Barretts ability when he joins the party.

It's same as before, gameplay mods go toward the bottom. It sounds though that NT hasn't been installed (new game menu with difficulty setting + build number should appear). Did you activate the IRO in the library tab after importing it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: youknowiknow778 on 2019-07-15 12:17:21
Yeah I did. Maybe I did the import wrong. It didn't have any sort of art or configuration either so maybe the download went wrong. I will try again and see how it goes. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Rhane on 2019-07-16 00:21:27
Hello. First thank you for this mod ^^
Now I have a bug after i went from 1.4 to 1.5, my materia are... Strange. For example, restore have -3 vit and defmag, +3 Max mp. All have -5 Magic and +3% mp. Magic counter has +10 magic and -26 defmag... Is that normal ?
Thank you for your answer
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-16 08:21:21
Hello. First thank you for this mod ^^
Now I have a bug after i went from 1.4 to 1.5, my materia are... Strange. For example, restore have -3 vit and defmag, +3 Max mp. All have -5 Magic and +3% mp. Magic counter has +10 magic and -26 defmag... Is that normal ?
Thank you for your answer

That's normal, the new IRO changes the materia stats. There are some other changes as well that will be coming through now:
-) Limit Break adjustments
-) Sense limit boosted to 65,000 instead of 30,000
-) Items restore the same amount of HP in field menus as they do in battle
-) Cure spells now ignore MBarrier
-) Enemies are capable of long range physical attacks (anything projectile based will be long range)
-) Poison elemental damage can be used against enemies immune to the poison status (tends to apply to late-game human bosses)

There might have been some others, but it's mostly just quality of life or minor adjustments.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BertShadow on 2019-07-16 11:07:12
Hi Sega, playing this time the NT I figured that I always play with two types of builds: 1 for bosses, other for mobs, and it is a waste of time change between this two builds, so, Why not introduce a feature where you can save builds and when you select them, they equipped all the items and materias automatically??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-16 12:52:41
Hi Sega, playing this time the NT I figured that I always play with two types of builds: 1 for bosses, other for mobs, and it is a waste of time change between this two builds, so, Why not introduce a feature where you can save builds and when you select them, they equipped all the items and materias automatically??

It could be done, but the frameworks that would enable it haven't been finished + released yet. Basically what I would need is access to the savemap from the flevel or an external script of some kind. Then could store the current equipment set + materia then store and restore in the same way that the game handles changes to party members. One stumbling block could be changes to inventory from selling (checks that the equipment still exists in inventory would be needed which can be done if a var can be used in the opcode rather than a statically defined ID), or correctly identifying Materia based on AP (think there was an opcode added for that to the prototype reunion framework, would need to check).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Rhane on 2019-07-16 17:16:49
Oh sorry, i didn't read back when you said it... For my defense it was a sleepless night ^^
Thank you for your quick answer and thank you again for the mod ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AsSeenOnCops on 2019-07-17 01:59:54
Hello! Finally at the end game here farming for ultimate weapons and noticing I don't have Morph at all. I read through a bunch of pages and it sounds like it was somewhere in the early game. I played on the wrong .exe until about Fort Condor, so that might explain why I missed it. Is there anywhere I can find one at this point in the game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BertShadow on 2019-07-17 11:53:58
Spoiler: show
(http://images2.imagebam.com/26/29/18/294b101277978484.png)

Dude, wtf? How many of this trolling shit are around there?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LordUrQuan on 2019-07-17 13:03:59
Hehehe... you think that's bad....
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: genocidekyuubi on 2019-07-18 11:03:26
Hi Sega Chief,

I extracted your mod with IroNite tool. I noticed there is a folder named "hext" in unpacked folder. What files and values do i need to change, to have materia equip effect that i would like to play. For example, i want materia equip effect like Master Magic gives +70 to all stats (strength, vit, mag, spi, dex, luck) and max hp +10%, max MP +20%. Do i need to change for all 4 txt in hext folder? Or just files that ff7 exe file that i want to play with mod setting in 7H (ff7_bc.exe)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: afant on 2019-07-18 12:29:29
Hello! Finally at the end game here farming for ultimate weapons and noticing I don't have Morph at all. I read through a bunch of pages and it sounds like it was somewhere in the early game. I played on the wrong .exe until about Fort Condor, so that might explain why I missed it. Is there anywhere I can find one at this point in the game?

I don't think you NEED Morph to get any ultimate weapon, you can win Outsider in the Junon Leagues and Keelhaul Armor drops God's Hand. AFAIK those are the only two weapons for which you need morph for multiple copies, the others can be stolen/dropped.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BertShadow on 2019-07-18 14:49:14
Hi! Someone knows where are the Sneak Gloves?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Walkingplague on 2019-07-18 17:35:00
I just recently reached the end of the dark cave and when I went out of the cave it put me on the cliff with the ancients forest and now am currently trapped any fix?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Moo_ha on 2019-07-18 17:55:09
Sega chief! i posted on one of your you tube videos about this issue, figure id put it on here and ask again. The sp level up system for me was giving +5 stat boosts per use. Just wondering if this has been fixed at all? anybody else have this issue playing nt mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: afant on 2019-07-18 18:43:26
Hi! Someone knows where are the Sneak Gloves?

Same as Vanilla; disc 2 (or later) Wall Market weapon shop. The guy who sells you the batteries on disc one sells it for 129 000 gil.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: c0vingt0n on 2019-07-18 20:02:20
Hello,

First time poster and I want to say I'm really loving the New Threat mod. The new fights and tweaks to the stats/materia have been great and I love all the little humor added to the game.

I don't know if this is a bug or if I'm doing something wrong, but I just can't seem to get the Chocobuckle Enemy Skill. I've just gotten out of Midgar and am at the Chocobo Farm, but the chocobos don't seem to want to use the move. I feed the chocobo a Gysahl Green then use Quarry Fuse (which I assume replaced L5 suicide) but the chocobo just runs away every time. I've tried other things like using Quarry Fuse without feeding it a green and also waiting until it finished eating the green, but every time the chocobo just runs away.

Am I doing something wrong? Is it not a 100% chance it will use the move?

Thanks in advance for any help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BertShadow on 2019-07-18 22:25:51
Hello,

First time poster and I want to say I'm really loving the New Threat mod. The new fights and tweaks to the stats/materia have been great and I love all the little humor added to the game.

I don't know if this is a bug or if I'm doing something wrong, but I just can't seem to get the Chocobuckle Enemy Skill. I've just gotten out of Midgar and am at the Chocobo Farm, but the chocobos don't seem to want to use the move. I feed the chocobo a Gysahl Green then use Quarry Fuse (which I assume replaced L5 suicide) but the chocobo just runs away every time. I've tried other things like using Quarry Fuse without feeding it a green and also waiting until it finished eating the green, but every time the chocobo just runs away.

Am I doing something wrong? Is it not a 100% chance it will use the move?

Thanks in advance for any help.
You have to use another Green, Try using the most expensive one that you can buy in the farm and then use Quarry Fuse to the chocobo.

Same as Vanilla; disc 2 (or later) Wall Market weapon shop. The guy who sells you the batteries on disc one sells it for 129 000 gil.
Thanks, I found it. Now I am now in the post game and I am a little lost of what to do and what order use.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-19 06:04:11
@Walkingplague

The tool Black Chocobo can edit your save and your location. If you change it to Bone Village, everything should be fine.

Or you take the lower exit from the dark cave, if you still got a save - it brought me back to the entrance.

@Sega Chief

Spoiler: show
The Corneo-villa of the dark cave had a graphics bug. I picked Tifa and Aeris and as i entered the room with Corneo's desk, Aeris was inside the desk. Didn't have consequences though - i could proceed normally.


The stat system has a really nasty quirk. A certain boss forced confusion and peerless on Tifa, who protected herself with [added effect] + [mystify]. She was confused the whole fight and nothing could heal that, not even death. Tifa's spinning corpse was...unsettling.
I am really thinking about scrapping status defenses altogether because the really nasty bosses seem to force them anyway and my protections prevent a cure.
Is there a way to change that effect? I mean - i have nothing against protect rings and touph rings for everyone but that seems so counterintuitive, especially since i already get a hefty stat malus for protecting myself through materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-19 08:43:12
Hello! Finally at the end game here farming for ultimate weapons and noticing I don't have Morph at all. I read through a bunch of pages and it sounds like it was somewhere in the early game. I played on the wrong .exe until about Fort Condor, so that might explain why I missed it. Is there anywhere I can find one at this point in the game?

Morph was sitting in the garden next to Aeris' house, so it should still be obtainable (unless playing on a different version/vanilla and grabbed Cover from there instead).


Hi Sega Chief,

I extracted your mod with IroNite tool. I noticed there is a folder named "hext" in unpacked folder. What files and values do i need to change, to have materia equip effect that i would like to play. For example, i want materia equip effect like Master Magic gives +70 to all stats (strength, vit, mag, spi, dex, luck) and max hp +10%, max MP +20%. Do i need to change for all 4 txt in hext folder? Or just files that ff7 exe file that i want to play with mod setting in 7H (ff7_bc.exe)?

You only need to change the file that targets your intended .exe (the listed exe is at the top of the file; there's one for ff7.exe, ff7_en.exe (steam), ff7_bc.exe, and ff7_mo.exe). There should be a block of addresses toward the end of the file, each with 16 bytes. The first byte is the stat value, the second byte is a modifer for positive/negative (00 if it's positive, FF if it's negative). The stat value is signed, so the max range is 127 positive/negative (but it's advised to avoid 3-digit values as they won't appear correctly in the menu).

This is an example (70 in each stat, 10%HP, 20%MP:
[Offset] = 46 00 46 00 46 00 46 00 46 00 46 00 0A 00 14 00
That makes: 70 Strength, 70 Vitality, 70 Magic, 70 Spirit, 70 Dexterity, 70 Luck, 10%HP, and 20%MP in that order.

Thing is though, each Materia has a byte set to it for which set of bonuses/penalties it uses. So what to do is, change the last offset to match the values I posted above and then set Master Magic in the kernel to use the same bonus/penalty set as KOTR.


Sega chief! i posted on one of your you tube videos about this issue, figure id put it on here and ask again. The sp level up system for me was giving +5 stat boosts per use. Just wondering if this has been fixed at all? anybody else have this issue playing nt mod?

The older .exes for NT set it up so that sources would give +5 per use instead of +1; this was recently removed as it meant trouble if the .exe failed to patch and could leave players heavily under-statted. If using 7h you need to get some vanilla .exes as the IRO now patches in .exe changes automatically at run-time. The normal installer shouldn't have this issue as it patches the .exes directly with the new changes and should revert the 5>1 behaviour.


Hello,

First time poster and I want to say I'm really loving the New Threat mod. The new fights and tweaks to the stats/materia have been great and I love all the little humor added to the game.

I don't know if this is a bug or if I'm doing something wrong, but I just can't seem to get the Chocobuckle Enemy Skill. I've just gotten out of Midgar and am at the Chocobo Farm, but the chocobos don't seem to want to use the move. I feed the chocobo a Gysahl Green then use Quarry Fuse (which I assume replaced L5 suicide) but the chocobo just runs away every time. I've tried other things like using Quarry Fuse without feeding it a green and also waiting until it finished eating the green, but every time the chocobo just runs away.

Am I doing something wrong? Is it not a 100% chance it will use the move?

Thanks in advance for any help.

First off, Chocobuckle only gets used if a Mimmett Green (or Sylkis Green) is used on the chocobo first. The other greens don't flip the flag for Chocobuckle (this is something from vanilla game).

But the other issue seems to be that while the set-up for getting the skill is the same (it's done by tracking the attack ID rather than the nature of the attack itself), the problem is that if the skill kills the chocobo then it won't use Chocobuckle and as Quarry Fuse isn't percentile damage like L5 Suicide was, it makes it trickier to learn later in the game. In the meantime, try using sense on a chocobo to get its HP, and if Quarry Fuse is dealing way more damage than its MaxHP try putting MBarrier on it before using. I think what I'll do is set the chocobo's HP to something extremely high to circumvent this issue next time I make a patch.

Thanks, I found it. Now I am now in the post game and I am a little lost of what to do and what order use.

First thing to do is visit the bottom of the north crater, opening up all the chests you can find. There is a boss sitting on each route though so make sure to save the game before going down there. Characters also give a fixed item after reuniting so don't worry about what paths you send them down. Key things to grab are Shield (first screen), Planet (right-side last screen) + Gospel Spark, HP Plus (left-down), and some other bits and pieces. If encounters get too bothersome, consider turning them off at a save point or equipping Sneak Attack + Teleport. When you reach the bottom, a bunch of stuff will be unlocked.

There's no real fixed order for them, but I would advise always starting with the Crater first to get as much stuff from it as possible so you have more to work with when tackling the extra stuff. To know where to go for the Lv.4 Limits, a new NPC gets added to the Highwind cockpit that gives hints about it. Tifa and Cid need to be party leader to trigger theirs, which can be swapped using another new NPC in the Operations Room (right-side NPC).

-) Materia Caves
-) Lv.4 Limit Bosses (1 per character, Cait Sith technically has one but it's for a material to make his ultimate weapon instead)
-) Junon Leagues
-) Battle Square (Normal, Special, Extra - this last one is accessed through an NPC on the left-side of the hallway)

@Walkingplague

The tool Black Chocobo can edit your save and your location. If you change it to Bone Village, everything should be fine.

Or you take the lower exit from the dark cave, if you still got a save - it brought me back to the entrance.

@Sega Chief

Spoiler: show
The Corneo-villa of the dark cave had a graphics bug. I picked Tifa and Aeris and as i entered the room with Corneo's desk, Aeris was inside the desk. Didn't have consequences though - i could proceed normally.


The stat system has a really nasty quirk. A certain boss forced confusion and peerless on Tifa, who protected herself with [added effect] + [mystify]. She was confused the whole fight and nothing could heal that, not even death. Tifa's spinning corpse was...unsettling.
I am really thinking about scrapping status defenses altogether because the really nasty bosses seem to force them anyway and my protections prevent a cure.
Is there a way to change that effect? I mean - i have nothing against protect rings and touph rings for everyone but that seems so counterintuitive, especially since i already get a hefty stat malus for protecting myself through materia.

Yeah, she isn't hidden properly; there's some logic going on with the Wall Market fields to display one of two field models and I ran afoul of it.

I'm scrapping ignore status defence from the final update, as it causes too many problems and goes against the grain of preparing a team. Peerless can be removed using Debarrier or Dispel, but if a status is forced through when resistance is innate (from armour, materia, etc.) then it stays on as what status immunity effectively is in this game is a toggle lock.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: bxrlegend on 2019-07-19 14:31:56
Hey guys,

    I mistakenly tried using this mod with the reunion mod and it added weird lines under text in the game menu. Would anyone know how to correct this issue? I use this mod as an iro in 7th heaven. I have deactivated the reunion mod and still have the issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: afant on 2019-07-19 15:39:05
I'm scrapping ignore status defence from the final update, as it causes too many problems and goes against the grain of preparing a team. Peerless can be removed using Debarrier or Dispel, but if a status is forced through when resistance is innate (from armour, materia, etc.) then it stays on as what status immunity effectively is in this game is a toggle lock.

I kind of loved it TBH, made the fight a real challenge and I thought it being undispellable (I had Ribbon on Barret) was intended. I had to reload twice or thrice even though I was steamrolling everything at that point with 4x Cut Powersoul, 4x Cut Missing Score (4x mastered Osmose) and 14x 150% Break/turn from Cloud (Contain with 4x Quadra Magic, MP Turbo, MP Absorb and W-Magic). Don't remember exactly how I won the fight but I think the inflicted character died from Dual and lost the status that way while I managed to keep the others alive somehow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: afant on 2019-07-19 15:45:42
-) Junon Leagues


Speaking of the Junon Leagues, are they unlocked at a certain point of the story or do you need to be a certain level? I think I did them immediately following the Junon UW Reactor (Powersoul + Curse Ring) and found them perhaps a little too easy only losing three-four fights in total. Are you able to do them earlier than that if you do a powergaming run (not overleveling but optimize your characters hard)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: c0vingt0n on 2019-07-19 20:08:01
First off, Chocobuckle only gets used if a Mimmett Green (or Sylkis Green) is used on the chocobo first. The other greens don't flip the flag for Chocobuckle (this is something from vanilla game).

But the other issue seems to be that while the set-up for getting the skill is the same (it's done by tracking the attack ID rather than the nature of the attack itself), the problem is that if the skill kills the chocobo then it won't use Chocobuckle and as Quarry Fuse isn't percentile damage like L5 Suicide was, it makes it trickier to learn later in the game. In the meantime, try using sense on a chocobo to get its HP, and if Quarry Fuse is dealing way more damage than its MaxHP try putting MBarrier on it before using. I think what I'll do is set the chocobo's HP to something extremely high to circumvent this issue next time I make a patch.

Hi Sega,

Thanks for the response, using Mimmett Greens did the trick! Your passion for taking the time to answer questions here and continued work on the mod really shows in its quality and I'm loving it so far. In regards to your last point about the chocobo's HP, it looks like you may have done that already as the chocobos near the farm had 10,000 hp when I sensed it. I don't know about the other chocobo areas as I haven't gotten that far but I assume they would be similar as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-20 08:50:52
Hi Sega Chief,

i started a new playthrough in Arrange mode. Will i be able to end the game? I heard something about a bug that lets the game crash at the endboss...? I am tempted to do a run entirely without Mr. Smile but if i can't see the scene anyways...

Regarding Light Nation: In the normal mod you can hurt him and he morphs into a peace ring. This time i could not hurt him at all and had to wait until he ran out of mp to finish off Rufus (because of White Wind). I looked a bit around with Prod Clod and found the Light Nation entry and stats and all but i could not find the reason for his invulnerability. How did you do that?

What is the damage formula in this game? Is it different from the base game? I am asking because if i manage to get 255 Def or Mdef the received damage drops drastically - way below the 230 or even 240 level. In this playthrough Barret already had 160 Def with lvl 16 (Cover ftw!) but the damage reduction was...maybe 40% compared to ~30 Def Aeris...i wonder where the sweet spot in the early-midgame is...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BertShadow on 2019-07-20 11:26:17
Hi guys, one question: Does Multicut works with commandcounter??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: vegetamaker on 2019-07-20 14:10:43
Oh my god, the Goldberry boss. It was a very long battle (I am in CD2 still, just after Cloud backs). I managed to do them after several trys and when I found a good strategy it taken over 50 minutes to kill them. Chronocure was the key, but I had it because I had "Alpha" before change the version. Anyway was fun :P (I have a video of it xD).

Btw, if a character has equipped "Fury Ring" (The autoberserker one), Chronocure is able to "heal" it. Is it deliberated?

Thanks for the mod :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-21 02:13:19
Hey guys,

    I mistakenly tried using this mod with the reunion mod and it added weird lines under text in the game menu. Would anyone know how to correct this issue? I use this mod as an iro in 7th heaven. I have deactivated the reunion mod and still have the issue.

Maybe something was overwritten by Reunion? I'm not sure what though, it could either be the executable, the Window.bin in the kernel, or some texture file somewhere for fonts.


I kind of loved it TBH, made the fight a real challenge and I thought it being undispellable (I had Ribbon on Barret) was intended. I had to reload twice or thrice even though I was steamrolling everything at that point with 4x Cut Powersoul, 4x Cut Missing Score (4x mastered Osmose) and 14x 150% Break/turn from Cloud (Contain with 4x Quadra Magic, MP Turbo, MP Absorb and W-Magic). Don't remember exactly how I won the fight but I think the inflicted character died from Dual and lost the status that way while I managed to keep the others alive somehow.

I was wanting to add a set of 'challenge fights' that don't drop anything so maybe I could reserve those kinds of attacks for 1 of those fights instead.

Speaking of the Junon Leagues, are they unlocked at a certain point of the story or do you need to be a certain level? I think I did them immediately following the Junon UW Reactor (Powersoul + Curse Ring) and found them perhaps a little too easy only losing three-four fights in total. Are you able to do them earlier than that if you do a powergaming run (not overleveling but optimize your characters hard)?

I'm not sure to be honest, I think the first set is Disc 1, the second Disc 2, and the final set for Disc 3.


Hi Sega,

Thanks for the response, using Mimmett Greens did the trick! Your passion for taking the time to answer questions here and continued work on the mod really shows in its quality and I'm loving it so far. In regards to your last point about the chocobo's HP, it looks like you may have done that already as the chocobos near the farm had 10,000 hp when I sensed it. I don't know about the other chocobo areas as I haven't gotten that far but I assume they would be similar as well.

Ah, that's good to hear. Interestingly, all the Greens have a different effect on the Chobocos. Some reduce their chance to run each turn, some make them more likely to run but will keep them occupied for a few turns, and things like that.

Hi Sega Chief,

i started a new playthrough in Arrange mode. Will i be able to end the game? I heard something about a bug that lets the game crash at the endboss...? I am tempted to do a run entirely without Mr. Smile but if i can't see the scene anyways...

Regarding Light Nation: In the normal mod you can hurt him and he morphs into a peace ring. This time i could not hurt him at all and had to wait until he ran out of mp to finish off Rufus (because of White Wind). I looked a bit around with Prod Clod and found the Light Nation entry and stats and all but i could not find the reason for his invulnerability. How did you do that?

What is the damage formula in this game? Is it different from the base game? I am asking because if i manage to get 255 Def or Mdef the received damage drops drastically - way below the 230 or even 240 level. In this playthrough Barret already had 160 Def with lvl 16 (Cover ftw!) but the damage reduction was...maybe 40% compared to ~30 Def Aeris...i wonder where the sweet spot in the early-midgame is...

I think I fixed it but I'm not sure, if it is busted then I'll go in again and force it to be a 1-party fight to avoid the problem. One thing that can happen is that if you a certain someone isn't around then it means 8 party members aren't guaranteed like they were in older builds which can cause a softlock when trying to set up the third party and only having one party member instead of 2.

His AI sets a flag for invincibility, off the top of my head it's in the pre-battle AI script:
12 2060 (self)
10 4028/29 (flag ID for physical/magical invuln)
80
60 01 (Set falg value to 1, which = On)
90

The character AI doubles defence at the start of the battle, in a similar way to what enemies do. This means that at the very cap of the stat the mitigation reaches something crazy like 99%.


Hi guys, one question: Does Multicut works with commandcounter??

It doesn't unfortunately.


Oh my god, the Goldberry boss. It was a very long battle (I am in CD2 still, just after Cloud backs). I managed to do them after several trys and when I found a good strategy it taken over 50 minutes to kill them. Chronocure was the key, but I had it because I had "Alpha" before change the version. Anyway was fun :P (I have a video of it xD).

Btw, if a character has equipped "Fury Ring" (The autoberserker one), Chronocure is able to "heal" it. Is it deliberated?

Thanks for the mod :P

Ah, I didn't think of that with Fury Ring; what Chorocure does is, it force sets all statuses on a character to be off so I guess it can 'beat' the Fury Ring status too. I didn't think of that at the time, but it sounds OK.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dark_Ansem on 2019-07-22 11:15:44
I'm sorry, I forgot, what will the new release be?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PenguinGatez on 2019-07-22 14:49:42
Hi sorry I don't know if this is place to post for questions. I just have simple quick question if you or anyone could answer. I'm 8/8 with Mr smiley with some characters, what's next? Is it still possible to farm sources? Thanks for helping.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-22 17:04:55
I'm sorry, I forgot, what will the new release be?

It's a full-scale update, but a special one because it'll be the last. After that it'll just be bug-fixes and the like.

Hi sorry I don't know if this is place to post for questions. I just have simple quick question if you or anyone could answer. I'm 8/8 with Mr smiley with some characters, what's next? Is it still possible to farm sources? Thanks for helping.

8/8 is maxed, yeah; sources can't be acquired for that character after that point but you can add more using a save editor if you want.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-23 11:55:06
Hi Sega Chief,

regarding my criticism of Magic Hammer  - i made a mistake. I attacked the enemy who has it not realizing that he has a crazy amount of MR, so that skill is fine. :)

Has the location of the deathblow materia in Arrange mode changed? I did not find it in the glacier (even tried Proud Clod, map part 675).

I like what you did with the Drill Arm for Barret - at first i thought this weapon was op as i cut through the adamantaimais like butter but that hit rate... had 5 misses in a row against a shinra trooper in the temple of the ancients. It's nice that i have a fallback weapon against obscene DEF.

There is a minor error with Ramuh - the summon menu still mentions the paralyze effect (i would like that though - defense against Paralyze through materia? Yes, please.)

The lvl3 limits seem a bit underwhelming. They take forever to build up and right now my party fights better with Cloud's ubiquitous lvl1 DEF reduction and Tifa's spammable 2-hit-combo. Maybe that's a Cloud issue though. DEF reduction is just so useful and unique.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-23 13:13:36
Hi Sega Chief,

regarding my criticism of Magic Hammer  - i made a mistake. I attacked the enemy who has it not realizing that he has a crazy amount of MR, so that skill is fine. :)

Has the location of the deathblow materia in Arrange mode changed? I did not find it in the glacier (even tried Proud Clod, map part 675).

I like what you did with the Drill Arm for Barret - at first i thought this weapon was op as i cut through the adamantaimais like butter but that hit rate... had 5 misses in a row against a shinra trooper in the temple of the ancients. It's nice that i have a fallback weapon against obscene DEF.

There is a minor error with Ramuh - the summon menu still mentions the paralyze effect (i would like that though - defense against Paralyze through materia? Yes, please.)

The lvl3 limits seem a bit underwhelming. They take forever to build up and right now my party fights better with Cloud's ubiquitous lvl1 DEF reduction and Tifa's spammable 2-hit-combo. Maybe that's a Cloud issue though. DEF reduction is just so useful and unique.



Deathblow was swapped with Added Cut, so it'll be in the glacier; the route you need to take is: go to the mountaintop in the east, then take the NW route off the field (there are two going NW, use the upper one; don't use the N/NE one). The angle of the route should be: \  hug the right-hand side as you progress and keep your eyes peeled for it.

That location isn't great to begin with, I'll relocate it to the hot springs or something.

Ramuh Materia not having paralysis is a limitation, the editor doesn't have fields for the far-right set of statuses which I think is maybe to do with there not being allocated enough bytes to handle the status information originally.

I'll adjust the limit charge rate and bases.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: vegetamaker on 2019-07-23 15:43:03
Hello again SegaChief, I guess I found a minor bug. I just back to Midgar and saw this:
Spoiler: show
https://mega.nz/#F!YOwAGIQS!F4MJEGiipwYI3L5fRwGpWA . You can find there an imagen and the save file. It is a minor bug thought, just visual. I am not totally sure if Aerith can be ressed in New Threat, but a npc in Highwind, some videos and this cutscene looks like it. Anyway the minor bug is that Aerith is here and I don't have her at that point.


Thanks again for the mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-23 16:00:51
Hello again SegaChief, I guess I found a minor bug. I just back to Midgar and saw this:
Spoiler: show
https://mega.nz/#F!YOwAGIQS!F4MJEGiipwYI3L5fRwGpWA . You can find there an imagen and the save file. It is a minor bug thought, just visual. I am not totally sure if Aerith can be ressed in New Threat, but a npc in Highwind, some videos and this cutscene looks like it. Anyway the minor bug is that Aerith is here and I don't have her at that point.


Thanks again for the mod!

It's the thing where your party appears in towns to talk to, some of the logic is off and failing to hide models that aren't in use.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HolyOkami on 2019-07-23 18:00:22
Hello, i have a problem about the new threat mod.

The new modification of limit Breath of Earth from Aerith doesnt work, it is supposed to restore HP but dont apply that effect, only restore bad effects.

Edit : Same for Planet Protector, the description said "add Wall/Shield/Regen" but instead i had the vanilla invincible effect.

Edit 2 : Nevermind, i solved the problem, it was a language problem from the exe.file,

PS : i dont like the statistic effect from the all materia, "Magic -5" its a bit harsh, multitarget already reduce the power and reduce also the power of single target spell. its not really worth it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fishmeistercod on 2019-07-23 19:44:55
It seems using Barret's Enemy Launcher weapon that hits all enemies, along with 4x Cut, makes the game forget how to work. He hits once, and then both sides seem to agree to a permanent ceasefire.

Running is not an option, as Barret's still trying to attack, but he seems to have forgotten how. :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-23 21:18:20
Hello, i have a problem about the new threat mod.

The new modification of limit Breath of Earth from Aerith doesnt work, it is supposed to restore HP but dont apply that effect, only restore bad effects.

Edit : Same for Planet Protector, the description said "add Wall/Shield/Regen" but instead i had the vanilla invincible effect.

Edit 2 : Nevermind, i solved the problem, it was a language problem from the exe.file,

PS : i dont like the statistic effect from the all materia, "Magic -5" its a bit harsh, multitarget already reduce the power and reduce also the power of single target spell. its not really worth it.

I'll keep that in mind with the materia effects, will make some fine-tuning.

It seems using Barret's Enemy Launcher weapon that hits all enemies, along with 4x Cut, makes the game forget how to work. He hits once, and then both sides seem to agree to a permanent ceasefire.

Running is not an option, as Barret's still trying to attack, but he seems to have forgotten how. :P

Ah damn, really? I'm guessing this also happens with Vincent's shotgun?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Veldryn on 2019-07-24 01:50:17
Hello everyone, first of all great job overall for the mod. It revitalized ffvii for me. :)

I have a little problem concerning the dark cave. Once entered, I have the beginning of the dialogue between Barret and Cloud, but after the line ''I dunno, ... the other aren't here either.'' the game stop working. The character model are still breathing, but nothing else is happening.

Is it a problem with the script or might it comes from elsewhere ? ^.^'

Thanks in advance
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-24 02:55:37
Hi Sega Chief,

an All + Regen spell just missed on one of my chars. Equipment was this:

Red XIII with with Crystal Comb / Rune Armlet / Touph Ring cast it on everyone and
missed Tifa with Crystal Glove / Rune Armlet / Touph Ring.

Red had iirc darkness but nothing else. First time that happened at all.

I was in combat with a Sea worm near Mideel, he attacked me with Sandstorm and i cast Regen on all. It missed and i cast it again with her as a target. Then it worked.

/Edit: wtf, again. It worked on the 2 others and missed Tifa.
/Edit 2: And again. But only Tifa gets missed. Red had darkness.
/Edit 3: Might be the Touph Ring? Now Cid cast it on the party and missed himself: Partisan / Rune Armlet / Touph Ring

Tifa is the party leader btw and Cloud not yet found.

I can upload a save, if necessary.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-07-24 06:18:27
Quick question, can rank ups be postponed? For example: If Cloud reaches Rank 3, is there an option to delay it for later and then move on to the next character’s rank up?




Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-24 08:32:12
Hello everyone, first of all great job overall for the mod. It revitalized ffvii for me. :)

I have a little problem concerning the dark cave. Once entered, I have the beginning of the dialogue between Barret and Cloud, but after the line ''I dunno, ... the other aren't here either.'' the game stop working. The character model are still breathing, but nothing else is happening.

Is it a problem with the script or might it comes from elsewhere ? ^.^'

Thanks in advance

I think it's to do with other mods, specifically field mods. The cause is unknown, but that initial field seems to be a bit strange in general. Best thing to do is start it with just NT enabled, reach the first save point, and then re-enable your other mods.


Hi Sega Chief,

an All + Regen spell just missed on one of my chars. Equipment was this:

Red XIII with with Crystal Comb / Rune Armlet / Touph Ring cast it on everyone and
missed Tifa with Crystal Glove / Rune Armlet / Touph Ring.

Red had iirc darkness but nothing else. First time that happened at all.

I was in combat with a Sea worm near Mideel, he attacked me with Sandstorm and i cast Regen on all. It missed and i cast it again with her as a target. Then it worked.

/Edit: wtf, again. It worked on the 2 others and missed Tifa.
/Edit 2: And again. But only Tifa gets missed. Red had darkness.
/Edit 3: Might be the Touph Ring? Now Cid cast it on the party and missed himself: Partisan / Rune Armlet / Touph Ring

Tifa is the party leader btw and Cloud not yet found.

I can upload a save, if necessary.

Regen was made Restorative element, so it's likely that half-resistance will cause it to miss more frequently. Touph Ring I think is one of those accessories that affects restorative on the character as a drawback to the defence/mdef buff it gives. If Regen isn't missing at all when Touph Ring isn't equipped then I'd say it's that. For later, bear in mind as well that Ziedrich also halves Restorative as it halves all elemental damage, and Curse Ring/Relic Ring null/absorb the restorative element so Regen definitely won't work when those are equipped.


Quick question, can rank ups be postponed? For example: If Cloud reaches Rank 3, is there an option to delay it for later and then move on to the next character’s rank up?

Not at present, but I could add it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-24 10:58:01
Regen was made Restorative element, so it's likely that half-resistance will cause it to miss more frequently.

Thank you, that makes sense.

I visited Mideel and took the rotten elixir from that old man and his dog. Sadly there was no downside to using it in the next fight but my chars with the Cover materia protected each other from taking it. This was also the case in the next fights. I threw elixirs left and right and they work as intended but that they get caught is new to me. My memory is fuzzy though and i rarely had to use elixirs at all until now.

Btw i am not sure what i should think of the item placement regarding things that could be lost forever, like the old HP-Shout or old W-Item (8/10; would get trolled again). It's nice that you can earn everything through hard work at all times in the lategame but there could be at least something for the ones who visit the extra locations. Maybe difficult to morph weapons? Or non-unique but rare materia. A starlight phone could be a balanced replacement in the Shinra HQ, for example.

Quick question, can rank ups be postponed? For example: If Cloud reaches Rank 3, is there an option to delay it for later and then move on to the next character’s rank up?

Good feature, i would support that addition.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-24 12:43:57
Thank you, that makes sense.

I visited Mideel and took the rotten elixir from that old man and his dog. Sadly there was no downside to using it in the next fight but my chars with the Cover materia protected each other from taking it. This was also the case in the next fights. I threw elixirs left and right and they work as intended but that they get caught is new to me. My memory is fuzzy though and i rarely had to use elixirs at all until now.

Btw i am not sure what i should think of the item placement regarding things that could be lost forever, like the old HP-Shout or old W-Item (8/10; would get trolled again). It's nice that you can earn everything through hard work at all times in the lategame but there could be at least something for the ones who visit the extra locations. Maybe difficult to morph weapons? Or non-unique but rare materia. A starlight phone could be a balanced replacement in the Shinra HQ, for example.

Good feature, i would support that addition.

The Elixir you get from the old man is just a plain old Elixir. Covering Elixirs in battle happens if it has a physical damage formula set, which I thought I'd set to magical to fix that issue but I guess not.

Yeah that makes sense. I'll cycle in some stuff in place of the Yellow M-Phone and the missing Mystile.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HolyOkami on 2019-07-24 19:18:27
Hello again, i just saw that Cait sith have gained a new limit break "Transform".

Someone know if Cait sith have more limit breaks to unlock ? In vanilla he has only 2.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-07-25 04:50:38
Not at present, but I could add it.
Sweet sounds good.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yuno_Gasai on 2019-07-25 06:29:40
Hello, I wanted to ask if the 9999 dmg limit is removed in this mod. I always felt this was a source of extreme imbalance in the original FFVII, as it makes single hitting abilities far too weak compared to multi-hit ones. Many Lvl. 4 Limit Breaks were useless in the original FFVII due to this for example.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HeXy on 2019-07-25 08:39:09
Hello again, i just saw that Cait sith have gained a new limit break "Transform".

Someone know if Cait sith have more limit breaks to unlock ? In vanilla he has only 2.

It is still only 2, but Transform is very handy when you need some hp :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HeXy on 2019-07-25 08:41:28
Hello, I wanted to ask if the 9999 dmg limit is removed in this mod. I always felt this was a source of extreme imbalance in the original FFVII, as it makes single hitting abilities far too weak compared to multi-hit ones. Many Lvl. 4 Limit Breaks were useless in the original FFVII due to this for example.

New Threat doesn't, but I've read that in 7th Heaven you can run New Threat + Reunion R03e, which contains the 9999 damage break, might be worth a look for you
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-25 08:58:25
Hello again, i just saw that Cait sith have gained a new limit break "Transform".

Someone know if Cait sith have more limit breaks to unlock ? In vanilla he has only 2.

Unfortunately, that's the only other new one he was given. I think at Limit Level 2 and beyond it is hard-coded to call his Slots even if the Limit Break isn't set to Slots. He can be given a 3rd Lv.1 Limit though, all the characters actually have 3 slots per Limit Level. I've never tested if it's possible to actually 'unlock' them in a default game by using your limit break 65535 times but all they'd likely do is say 'not enough MP' and cancel out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HolyOkami on 2019-07-25 10:14:34
Thanks for the answer =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chrysalis on 2019-07-25 13:45:27
I will probably play this soon.  It be nice to play on a balance mod with so much time and effort put into it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PenguinGatez on 2019-07-26 07:21:13
I have a question about the boss for getting Vincent Final Limit. First question is why are my characters staying silenced after death? Next question why are my characters being silenced while wearing items that specifically stop you from being silenced. Also what is this ability that just drains my characters health? I believe it's called dual? but you can't dispel it with Ensuna. Last question is there like post or guide somewhere to help you fight these random bosses?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: sgravoboy on 2019-07-26 07:58:52
hoy! I play ff7 every year since it's release, I'm now at 40 hours played in the 1.5 NT MOD, I'm enjoying it a lot! I'm trying everything. however I'd like to know if is possible to have the real and updated excel for the steal / morph / drop complete list. seems that the docs in the installation folder are outdated (found like 10-15 wrong entries). I'd like also to suggest a couple things but I don't know if it's the right topic to discuss on it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-26 09:09:33
I have a question about the boss for getting Vincent Final Limit. First question is why are my characters staying silenced after death? Next question why are my characters being silenced while wearing items that specifically stop you from being silenced. Also what is this ability that just drains my characters health? I believe it's called dual? but you can't dispel it with Ensuna. Last question is there like post or guide somewhere to help you fight these random bosses?

Status immunity is effectively a block on being able to toggle a status; that means if something bypasses that immunity, for instance using a Tranquiliser on a character in the field menu when they have Peace Ring equipped (as status immunity isn't checked in the field module), it means that the status won't be removed. That's why Sadness/Fury can be made to persist during KO with a Peace Ring and it's the same thing going on with the Silence; if the character has equipped immunity, it'll override all the normal means of getting rid of it. Wasn't a great idea on my part to have attacks that ignore status immunity, but there it is.

Should also note that some attacks don't ignore status immunity but they do inflict Resist along with a status; this is a soft version of it where Resist prevents the toggle. Dispelling Resist and then curing the status is the way to deal with that.

Dual is treated like a magical effect, the same as Regen; Dispel will get rid of it, but the Antidote item can also remove it. As for guides, there's nothing official but there are people putting one together.

hoy! I play ff7 every year since it's release, I'm now at 40 hours played in the 1.5 NT MOD, I'm enjoying it a lot! I'm trying everything. however I'd like to know if is possible to have the real and updated excel for the steal / morph / drop complete list. seems that the docs in the installation folder are outdated (found like 10-15 wrong entries). I'd like also to suggest a couple things but I don't know if it's the right topic to discuss on it.


I'll see about updating it next week; was going to wait until I'd put the last update together but that's still a ways off.

Suggestions here are fine, as there's only one thread (which is messy, but that's just how the forum is set up). We have a discord channel though if you'd prefer to use that, there should be a link to it on the front page.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: sgravoboy on 2019-07-26 10:24:32
I'm about to enter the final north crater, but already collected some lvl 4 limit and 3/4 special cave materia.
everything is really cool up to now a part from 2 things ( imo ). during Kalm Cloud flashback Sephiroth suffers damage. this is a big let down on the epic narrative of that section. I'd keep the old "zero" damage that sephiroth takes, just to enrich that section with the old feeling of him being unbeatable.
on a second note, I think that the Stardust item is way too powerful. I tried every comp in KOTR cave to beat that boss and reached a good wipe after 20-30 min (serpent on 15% hp left). tried every item on the boss to see every outcome, then I tried Stardust.  Stardust switched from 30-40 minutes fight into a 6 turn fight. it's a clever bypass or a cheese?
a part from these two details you did an INCREDIBLE work!!! and I still have to see the final part! thanks for your effort, you are a myth!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-26 11:24:44
I'm about to enter the final north crater, but already collected some lvl 4 limit and 3/4 special cave materia.
everything is really cool up to now a part from 2 things ( imo ). during Kalm Cloud flashback Sephiroth suffers damage. this is a big let down on the epic narrative of that section. I'd keep the old "zero" damage that sephiroth takes, just to enrich that section with the old feeling of him being unbeatable.
on a second note, I think that the Stardust item is way too powerful. I tried every comp in KOTR cave to beat that boss and reached a good wipe after 20-30 min (serpent on 15% hp left). tried every item on the boss to see every outcome, then I tried Stardust.  Stardust switched from 30-40 minutes fight into a 6 turn fight. it's a clever bypass or a cheese?
a part from these two details you did an INCREDIBLE work!!! and I still have to see the final part! thanks for your effort, you are a myth!!

I'll try implementing the immunities again.

As for Stardust, it was nerfed a fair bit but then put back the way it was because some people had taken an interest in speedrunning the mod. When the final update goes out, it'll be more in line with everything else but still fairly powerful.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-26 15:27:39
Hi Sega Chief, some things:

In Frog status my chars can still cast Pearl.

I just fought a serpent - at low HP she countered every move with Serpent Sand but targeted itself. The counter is tedious and the selfcast probably not intended (Proud Clod lists Slow-Numb + Darkness on All).

Also i am just watching a speedrun of your mod by Caleb and he did something i never heard of - [Added Effect] + [Barrier] in a weapon. With this he was able to put Shield / Wall / Reflect on his party members and...uh...was that always a thing, even in vanilla? Super cheap and with [Slash-All] i just did that to my party with one move.
I will abstain of this (for now) but...do you plan to balance that out (maybe by giving more bosses dispels) or do you have faith in the discipline of your playerbase?  8)

It's not like i want to see that removed - i actually like that some chars can spend their attacks for buffs and heals. And right now the useful Resist status balances this out anyways...somehow.
But maybe the Shield effect should get separated from the Barrier materia - the whole packet would be a powerful lategame combo that comes at the hefty price of -30 DEF/MR.
The parts of that combo could be nice for Aeris' weapons btw - staffs that provide Barrier or Mbarrier (or Regen or Antidote effect...). :--)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OOOFloW on 2019-07-26 15:38:04
Just needed to vent... no complaint yet....

First try on the mime tonberry x6 boss.....

after waiting ages for a turn.... Cloud is dead, Tifa is petrified, Aerith is stopped+60 second timer on her head, which does not count down.

30 minutes later and the fight don't seem to end. Tonberry's only miss and walk. Been watching this fight ages. My hate for tonberry (and mostly the obnoxious anoying animation) is at it's peak. I have yet to give this boss a serious attempt... but damn the waits on this fight make me very reluctant.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PenguinGatez on 2019-07-26 15:54:22
Wait what did I get? I just beat Vincent boss for his limit and it gave me two items. I thought it was his limit and ultimate weapon but it was just his limit. So what did I get? follow question I have, how do you unlock everyone's ultimate weapon? Is that a different side quest? is information on them somewhere. Thanks for the help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-26 16:12:48
Hi Sega Chief, some things:

In Frog status my chars can still cast Pearl.

I just fought a serpent - at low HP she countered every move with Serpent Sand but targeted itself. The counter is tedious and the selfcast probably not intended (Proud Clod lists Slow-Numb + Darkness on All).

Also i am just watching a speedrun of your mod by Caleb and he did something i never heard of - [Added Effect] + [Barrier] in a weapon. With this he was able to put Shield / Wall / Reflect on his party members and...uh...was that always a thing, even in vanilla? Super cheap and with [Slash-All] i just did that to my party with one move.
I will abstain of this (for now) but...do you plan to balance that out (maybe by giving more bosses dispels) or do you have faith in the discipline of your playerbase?  8)

It's not like i want to see that removed - i actually like that some chars can spend their attacks for buffs and heals. And right now the useful Resist status balances this out anyways...somehow.
But maybe the Shield effect should get separated from the Barrier materia - the whole packet it would be a powerful lategame combo that comes at the hefty price of -30 DEF/MR.
The parts of that combo could be nice for Aeris' weapons btw - staffs that provide Barrier or Mbarrier (or Regen or Antidote effect...). :--)

Pearl replaced the Frog spell, which is why that happens. Frog has special hard-coded access to that spell ID, next time I'll replace Mini with Pearl to avoid this.

AI oversight probably, I'll sort it.

I added the Barrier effects to Barrier Materia with the thought of giving a means to block Reflect, but for whatever reason decided to add all the Barrier effects to it. Pretty much forgot about it until some players started speedrunning the mod and I'm now in a tricky spot where removing this effect pretty much puts an end to feasible speedruns but leaving it in presents a balance issue some players might not be able to ignore. So it'll stay in for now, and then be removed from the final update because most of the files will be getting changed and the way I'm trying to design it will mean the game can be beaten in roughly the same time as the original.


Just needed to vent... no complaint yet....

First try on the mime tonberry x6 boss.....

after waiting ages for a turn.... Cloud is dead, Tifa is petrified, Aerith is stopped+60 second timer on her head, which does not count down.

30 minutes later and the fight don't seem to end. Tonberry's only miss and walk. Been watching this fight ages. My hate for tonberry (and mostly the obnoxious anoying animation) is at it's peak. I have yet to give this boss a serious attempt... but damn the waits on this fight make me very reluctant.

Yeah, they're super slow. Best thing to do is get Quadra Magic from the blue cave, combo it with Bahamut ZERO, and then buff the caster's magic up as high as possible and let it loose. Quadra 'breaks' the summon use limit allowing for it to be cast the same number of times Quadra has levelled so after dealing with their counter-attack, it can be cast again (Quadra and other materia can be levelled rapidly in North Crater, left-up path). Also avoid having any petrify resistance; if one stabs you, dispel the resist and then esuna/soft the petrify. If you have resistance to petrify then it won't be possible to remove the status.

The fight will be gone from next update so enjoy it while you can s:

Wait what did I get? I just beat Vincent boss for his limit and it gave me two items. I thought it was his limit and ultimate weapon but it was just his limit. So what did I get? follow question I have, how do you unlock everyone's ultimate weapon? Is that a different side quest? is information on them somewhere. Thanks for the help.

It's just the Limit Break, if it also displayed text for giving the weapon then that's in error but it might have dropped something else. I'll check when I get back from work (about to leave now).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kekko1285 on 2019-07-26 16:40:12
I'll try implementing the immunities again.

I'm so happy to hear that. I felt very sad when I had to cure Sephiroth from the dragon's hits :'(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-26 20:15:02
Follow up on the Vincent cave, the other item was an oversoul shard; 9 of which are used to make a Masamune at that blue house near Gongaga on the world map. There were other things it needed as well; a yoshiyuki and a ribbon I think. The masamune can be equipped by any character, takes on the appearance of their base weapon, and has a 100% crit rate.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AuthenticM on 2019-07-26 22:43:40
Hey,

First time poster here. I came accross this mod thanks to Maximilian's playthrough. It seems super rad, and I want to extend my congratulations to everyone who worked on it. A lot of thought went into it, and it shows.

I have a question. Is the mod still actively worked on substantially, or is what's available pretty much it? I'm asking because I don't mind waiting a bit for a potentially upcoming new version (though I think I would like to play it before Remake comes out).

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-27 01:17:43
Hey,

First time poster here. I came accross this mod thanks to Maximilian's playthrough. It seems super rad, and I want to extend my congratulations to everyone who worked on it. A lot of thought went into it, and it shows.

I have a question. Is the mod still actively worked on substantially, or is what's available pretty much it? I'm asking because I don't mind waiting a bit for a potentially upcoming new version (though I think I would like to play it before Remake comes out).

Thanks

The mod is complete in the sense that everything is in there, the only incomplete thing is the speak to party in towns feature as that only extends to Junon and Kalm at the moment.

What happens is, I tend to do patches for bugs now and then with balance tweaks or occasionally implement something that was suggested based on notes that I collect. Then after a while, I do a full sweep of the files and upgrade the version number if there were significant changes made.

The next planned upgrade is the last one, there's fundamental balancing issues in the mod that I'm going to sort out but that requires a full revamp of the game's enemies. It'll be more drastic than the previous upgrades, but also still a fair ways off so it's probably best to just go with what's currently there.

Give my regards to Max; I've not had the chance to speak to him directly (seems like a busy guy), but I hope he's still enjoying the mod and not hit any serious snags with bugs or balancing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PenguinGatez on 2019-07-27 06:49:30
Man I was having a blast in disc 1! I felt strong but not to strong, felt like a good balance. Hit disc 2 and this power creep is insane! My character are almost 99 and they're just getting shit on. I'm always on the back burner, I think myself "hey I'll go get this item or this ability it will help". I get there and that item or ability is gone! It's been replaced with something that won't help, like I'm contently being cucked to stay underpowered. Which really sucks because the only way I see getting stronger at this point is to cheat and that's a let down. Thought this mod wasn't a hard mode? I was thinking of playing the other difficulty after this play through, but after seeing what disc 2 is like I think I'll just be done after this. Yup, this mod broke me. First time cheating in a FF. feelsbadman.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-27 10:59:54
Man I was having a blast in disc 1! I felt strong but not to strong, felt like a good balance. Hit disc 2 and this power creep is insane! My character are almost 99 and they're just getting strawberries on. I'm always on the back burner, I think myself "hey I'll go get this item or this ability it will help". I get there and that item or ability is gone! It's been replaced with something that won't help, like I'm contently being cucked to stay underpowered. Which really sucks because the only way I see getting stronger at this point is to cheat and that's a let down. Thought this mod wasn't a hard mode? I was thinking of playing the other difficulty after this play through, but after seeing what disc 2 is like I think I'll just be done after this. Yup, this mod broke me. First time cheating in a FF. feelsbadman.

Just to check, how many sources are your characters getting when using the rank up function? Is it 1-3 or 5-15?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PenguinGatez on 2019-07-27 18:59:54
Just to check, how many sources are your characters getting when using the rank up function? Is it 1-3 or 5-15?

it's 5-15. 5 of other sources. 10-15 for what I picked.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-27 22:50:19
@PenguinGatez
Do you mind to elaborate on your difficulties further? I am especially interested in your solutions so far.

For my Arrange playthrough i decided to get as much defense as i can on my chars and then build a slow, controlled playstyle around them. A lot of Resist. And so far that works quite well; not without its share of problem but i like the results. FF7 damage reduction gets ridiculous when you reach 250+.

It seems the mod has some kind of failsafe methods: When i lacked damage, i fought with Barret and his Drill Arm - this way i got guaranteed ~2,5k - 4k damage. Normal attacks don't shred me anymore if i stack Cover Materia. There are Touph Rings and Weapons with 50 SPR (lol). And almost every enemy is susceptible to at least 1 status ailment.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: howlerleech on 2019-07-28 05:12:30
Sorry for barging in but i feel like i should give my feedback on my 1:30h experience so far. I heard about this mod from someone in another game and decided to try it. Seeing as vanilla FFs are all extremely easy i decided to go for Arranged. Ohh boy, common enemies attack twice before my char can queue an input and bosses attack 3 times. I'm stuck at the sewer monster after Cornello because Aeris stays unconscious, forcing me to 2x1 a boss whose normal attack deals 500 to Tifa, she has 450hp, and 340 to Cloud with defense items.

Now, it could be my fault since i read that the mod has some sort of customized stat upgrade, but i have no idea how to use or even how to reach it, everyone has the same stats since the start.

Seriously, i just died to the rapist trio on Cornello mansion because they attacked 6 times before my queued attack was used.

Edit: Managed to kill the sewer monster out of pure luck, Aeris dodged a back attack wave, which normally instantly kills her, in time to use her barrier on both again. Also i was using maximum battle speed, which was what was causing the insane enemy attack queue even with wait atb.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PenguinGatez on 2019-07-28 05:17:56
@PenguinGatez
Do you mind to elaborate on your difficulties further? I am especially interested in your solutions so far.

For my Arrange playthrough i decided to get as much defense as i can on my chars and then build a slow, controlled playstyle around them. A lot of Resist. And so far that works quite well; not without its share of problem but i like the results. FF7 damage reduction gets ridiculous when you reach 250+.

It seems the mod has some kind of failsafe methods: When i lacked damage, i fought with Barret and his Drill Arm - this way i got guaranteed ~2,5k - 4k damage. Normal attacks don't shred me anymore if i stack Cover Materia. There are Touph Rings and Weapons with 50 SPR (lol). And almost every enemy is susceptible to at least 1 status ailment.


I just feel underpowered, everything in disc two just got stronger when I more or less stayed the same. Basically by end disc one most of my character we're 8/8, so they couldn't get stronger in disc 2. Went from hitting for about 6k in disc one to only hitting for maybe 2k-3k. Grinding didn't help because I basically don't get stronger for being higher level. The bosses basically hit for all my health, my characters health is around 6500 health. So in every fight I'm basically on back burner spending more time spamming life or cure. There was the hole issues with being silenced even through I was wearing a item that stop silence and being silence still after death. The boss battle that broke me was for Yuffi. Every idea I had just didn't work, they would cast ability that remove you from the game. Thought hey, I'll silence them and then kill them. Nope they can still uses their ability while silence, thought if they could remove me maybe I can remove them. Nope doesn't affect them.

Even rocking sadness isn't enough, mobs or bosses would still basically hit for all of my health. Other issue is everything is moved, I would love a ribbon but they're moved. Tried to get something I think would help or increase my defense and it's gone. Items on mobs you could steal would be replaced by a less item. Like fighting Reno and Rude in The Sunken Gelnika are different and aren't as good. Put the finishing touches, I spawned in my Ultimate weapons and gave me max stats in the game. I was still only hitting for 2-4k... What really pushed me over the edge an made me just go play FF15 is cloud... Cloud with max stats and ultimate weapon hit a boss for 6 damage with a limit...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-07-28 10:30:47
Mmh in my first playthrough i cheated (:-[) and gave myself a sack of stacks, basically double or even triple the usual amount.

Despite of that i got random game overs (sea worm, beachplugs >:() and i realized that i still had to use strategy. Before the last fight in the crater i decided to screw it and put these strategies to use in a new game. Without cheats and with a good plan from the beginning. Some impressions, maybe they are helpful to rediscover the joy of NT:

What helped/still helps me:

Slow/Very slow battle speed and the use of the [wait]-"trick" (basically not wasting turns). Had to learn to stop the time by entering and holding commands super fast. Putting the cursor to [memory].
Extreme/ridiculous charbuilds, for example a 2nd row Barret with stacked Cover/Touph Ring who cannot do much except tanking but does that extraordinarily well. Right now most of my chars fight with 210-250+ Def/MRes. And at this point i win almost every battle of attrition.
The same Barret in the front row is a surprisingly capable damage dealer with the drill arm. Although the hit chance was sometimes infuriating.
Clouds lvl1-Limit lowers the defense of enemies/provides the rare paralyze status so i decided that he will mainly do that. Some lvl3 limits are traps imho, especially Cloud's.
Almost no status protection since those materias lower my stats. Even cheated max stats got lowered too much (for my taste, at least). I protect myself with Resist. This way i can solve the problem of piercing status attacks (dispel - esuna and they are fine).
I still don't know if and how enemies counter and get double attacks so i am very careful/almost paranoid with my command inputs.

Stumbling blocks were:

Wolfmeister, because of his def-ignoring sword. I spent some elixirs or even a megalixir. Barriers helped me to survive. Barret's drill arm brought him down.

Epiolnis encounter in the Ancient forest (lol). Actually all attacks which lower stats permanently (like its Acid Rain) and force me to deal damage as quickly as i can.

Yuffie's mystery Ninja fight was hard, had to restart several times.
I wanted to berserk her servants and block with Cloud but they ignore def and i couldn't bear that amount of damage. Putting them to sleep + slow did the trick.
The rest of the fight was healing (threw elixirs/megalixirs left and right)/dispelling/buffing and slowly dealing damage with Deathblow + Added Cut. She had ridiculous evasion at some point so i used Tifa's God Hand and a Masamune for Yuffie from Fort Condor. And i could paralyze the Ninja with Cross-Slash.

Sometimes the game felt like low-lvl Icewind Dale with it's increased focus on items and stats and means of protection and i really enjoy this kind of gameplay.
I got used to the fact that i probably will never be able to bust out the 9999s. At least not without special setup (Master Fist under Sadness/Silence/Poison on a Braver'd enemy?).
Right now i fought 3 of the 4 Special Materia guardians and did the 3 extra battles in the Battle Arena. Not broken yet. :--)

I use Proud Clod liberally though and maybe that's a form of cheating?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Shinizaru on 2019-07-28 12:18:57
So I'm on 'Disc' 3, and made it to the bottom of crater. Got the call that there'd be another NPC to talk to about weapons and other NT material. Problem is....

There isn't.

The only NPC that's there is telling me about the level 4 limit breaks. I have nothing for anything else. I'm assuming it's meant to tell me about the ultimate weapons, since I've yet to see those, but there's no one else there, and no new info in that particular NPC. Color me confused.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-28 12:46:13
Sorry for barging in but i feel like i should give my feedback on my 1:30h experience so far. I heard about this mod from someone in another game and decided to try it. Seeing as vanilla FFs are all extremely easy i decided to go for Arranged. Ohh boy, common enemies attack twice before my char can queue an input and bosses attack 3 times. I'm stuck at the sewer monster after Cornello because Aeris stays unconscious, forcing me to 2x1 a boss whose normal attack deals 500 to Tifa, she has 450hp, and 340 to Cloud with defense items.

Now, it could be my fault since i read that the mod has some sort of customized stat upgrade, but i have no idea how to use or even how to reach it, everyone has the same stats since the start.

Seriously, i just died to the rapist trio on Cornello mansion because they attacked 6 times before my queued attack was used.

Edit: Managed to kill the sewer monster out of pure luck, Aeris dodged a back attack wave, which normally instantly kills her, in time to use her barrier on both again. Also i was using maximum battle speed, which was what was causing the insane enemy attack queue even with wait atb.

The reason I called it arrange mode was to try and divert people away from jumping into a hard mode for the first run. I would recommend starting it up on normal mode.

The stat-up system isn't accessed until shortly after you've left Midgar, in the Mythril Mines.



I just feel underpowered, everything in disc two just got stronger when I more or less stayed the same. Basically by end disc one most of my character we're 8/8, so they couldn't get stronger in disc 2. Went from hitting for about 6k in disc one to only hitting for maybe 2k-3k. Grinding didn't help because I basically don't get stronger for being higher level. The bosses basically hit for all my health, my characters health is around 6500 health. So in every fight I'm basically on back burner spending more time spamming life or cure. There was the hole issues with being silenced even through I was wearing a item that stop silence and being silence still after death. The boss battle that broke me was for Yuffi. Every idea I had just didn't work, they would cast ability that remove you from the game. Thought hey, I'll silence them and then kill them. Nope they can still uses their ability while silence, thought if they could remove me maybe I can remove them. Nope doesn't affect them.

Even rocking sadness isn't enough, mobs or bosses would still basically hit for all of my health. Other issue is everything is moved, I would love a ribbon but they're moved. Tried to get something I think would help or increase my defense and it's gone. Items on mobs you could steal would be replaced by a less item. Like fighting Reno and Rude in The Sunken Gelnika are different and aren't as good. Put the finishing touches, I spawned in my Ultimate weapons and gave me max stats in the game. I was still only hitting for 2-4k... What really pushed me over the edge an made me just go play FF15 is cloud... Cloud with max stats and ultimate weapon hit a boss for 6 damage with a limit...

The fight for Yuffie's Lv.4 Limit:
Spoiler: show

The two enemies accompanying the boss will counter with a whirlsand-type attack when killed. Instead of killing them, they should be incapacitated using statuses. The following work against both:
Sleep, Confu, Silence, Slow, Stop, Berserk

Slow, Stop, and Sleep are great when used together because Stop freezes the runtime of other statuses meaning you have a buffer after Stop wears off to reapply the status as the enemies will still be incapacitated.

Berserk is a more permanent alternative that forces them to use only their physical attack instead of their other abilities like Curse, etc. but their base physical lowers defence stats by 5% on the target each time so be careful if going this route.

Confu can turn them on the boss for you, but they may hit themselves and remove Confu (I think this can be prevented with the use of Resist so that they remain Confused) or accidentally kill the other and prompt Whirlsand.

Izanami has an ability called Blessing which buffs the main boss' stats by 15% so this one should be incapacitated first if you need to choose. Silence should block this.

You can open the battle strong with Alexander to reliably inflict Stop on both the flying cohorts (it also can't kill them as they have 10,000HP and damage cap is still 9999 in this mod) but you'll need to be careful about using multi-target damage after that. Follow that Stop up with Slow and Sleep to keep them down for a long time.

As for the boss itself, Paralysis works so Cross Slash or some Dazers can help if you need a breather. Holy element is the way to go damage-wise, as Poison doesn't work against undead enemies. Elements to defend against are Holy, Fire, and Water (2 attack use Water). Shout is also used; this can be blocked using Elemental + any Bahamut summon in your armour. You likely won't be able to block them all, so pick which attacks are causing the most trouble and block those:
Uzume Fall: Holy (multi-hit, inflicts Darkness), base 8 x10 hits
Leviathan: Water (same as summon, inflicts Silence, ignores MDef)
Kagura: Shout, Confu/Silence, hits all, base 40
Sunyata of Fire: Fire, Inflicts Slow, swaps target Row, base 55
Sunyata of Water: Water, Removes Sadness/Fury, base 72

One thing to watch for is buffs that the boss will use. Sunyata of Wind gives Haste and Auto-Crits, so have Dispel handy to remove that ASAP. Sunyata of Earth is a Wall + Reflect, so Debarrier can take care of that. For status defence, Confu is likely the priority but if you block the elemental damage of an attack then you don't need to worry about the statuses attached to that attack.


The Limit breaks dealing 6 damage sound like something's wrong though. Another user mentioned that as well.

When I do tests, outgoing damage tends to range from 1500-2000 for physical attacks (per physical, not total from a 4x-cut for instance) with spells reaching up past 5000 to 9999 depending on the enemy. If you guys can send me your save files so I can have a look, it'll help me figure out what's going wrong.

But I think what I'll do tonight is, I'll do a quick sweep and drop out some of the things that have been causing consistent issues like attacks that ignore status defence, speeding up the yellow cave fight, maybe upping the damage player party deals, etc. Not sure when my final update is going to be ready, so better I do some maintenance now instead of waiting it out any longer.


So I'm on 'Disc' 3, and made it to the bottom of crater. Got the call that there'd be another NPC to talk to about weapons and other NT material. Problem is....

There isn't.

The only NPC that's there is telling me about the level 4 limit breaks. I have nothing for anything else. I'm assuming it's meant to tell me about the ultimate weapons, since I've yet to see those, but there's no one else there, and no new info in that particular NPC. Color me confused.

That's the only NPC, not sure why it said it would talk about the weapons. For those, go to the NPC in the blue house near Gongaga on the world map. He's the one who makes them. Also check in at the operations room, there's a new NPC on the right of that room who allows for party leader swaps to Tifa or Cid.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fishmeistercod on 2019-07-29 11:02:24
Hi Sega Chief,

an All + Regen spell just missed on one of my chars. Equipment was this:

Red XIII with with Crystal Comb / Rune Armlet / Touph Ring cast it on everyone and
missed Tifa with Crystal Glove / Rune Armlet / Touph Ring.

Red had iirc darkness but nothing else. First time that happened at all.

I was in combat with a Sea worm near Mideel, he attacked me with Sandstorm and i cast Regen on all. It missed and i cast it again with her as a target. Then it worked.

/Edit: wtf, again. It worked on the 2 others and missed Tifa.
/Edit 2: And again. But only Tifa gets missed. Red had darkness.
/Edit 3: Might be the Touph Ring? Now Cid cast it on the party and missed himself: Partisan / Rune Armlet / Touph Ring

Tifa is the party leader btw and Cloud not yet found.

I can upload a save, if necessary.

I've had this as well. It happens whenever a party member has an accessory that halves restorative. I figured that the way it works is it gives Regen a 50% chance to miss.

Regen also won't hit if the party member is shielded.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: sgravoboy on 2019-07-29 14:02:04

I just feel underpowered, everything in disc two just got stronger when I more or less stayed the same. Basically by end disc one most of my character we're 8/8, so they couldn't get stronger in disc 2. Went from hitting for about 6k in disc one to only hitting for maybe 2k-3k. Grinding didn't help because I basically don't get stronger for being higher level. The bosses basically hit for all my health, my characters health is around 6500 health. So in every fight I'm basically on back burner spending more time spamming life or cure. There was the hole issues with being silenced even through I was wearing a item that stop silence and being silence still after death. The boss battle that broke me was for Yuffi. Every idea I had just didn't work, they would cast ability that remove you from the game. Thought hey, I'll silence them and then kill them. Nope they can still uses their ability while silence, thought if they could remove me maybe I can remove them. Nope doesn't affect them.

Even rocking sadness isn't enough, mobs or bosses would still basically hit for all of my health. Other issue is everything is moved, I would love a ribbon but they're moved. Tried to get something I think would help or increase my defense and it's gone. Items on mobs you could steal would be replaced by a less item. Like fighting Reno and Rude in The Sunken Gelnika are different and aren't as good. Put the finishing touches, I spawned in my Ultimate weapons and gave me max stats in the game. I was still only hitting for 2-4k... What really pushed me over the edge an made me just go play FF15 is cloud... Cloud with max stats and ultimate weapon hit a boss for 6 damage with a limit...


for my experience (20 + regular run on ps1 + 40h into this 1.5 NT mod) you must go full defensive. I run barret back with cover and counter-attack, added status + stop, and all + barrier. it's basically a support char. cloud front with all+haste and physical attacks. aerith back with full magic equip as glass cannon. imo it's the only viable comp since every pack / bosses is extremely strong. I think cloud is the weakest but cannot be changed before reaching crater bottom.   levelling / grinding will not do the trick, the power increase is minimal. you have to plan for every boss or area the correct accessories and resistances. it's extremely well balanced if you have 20+ years experience, it could be too difficult otherwise. 
note for saga chief: imo magic is too strong compared to physical attacks. at crater and with 255 atk (lvl 99) the physical attacks hits for really a low amount, while spells hits for large chunks. is the dmg level low to not abuse the 4x cut? btw still amazed by your job.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BlitzKingJecht on 2019-07-30 02:57:32
Howdy!

I'm checking if I missed something. I'm working on getting Cid's ultimate limit break and I triggered the scene where I'm told the weapon system is missing a targeting system and to maybe check Wall Mart out. I've gone back to there but I can't seem to locate anything. The "item" shop just shoots at me without response, and none of the NPCs have anything important to say. I tried to go back to the guy fixing up the tiny bronco but I can't even talk to him.

Also on small occasions, big brawl will do absolutely nothing and not trigger a single hit. Is that normal?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: hiruman on 2019-07-30 07:49:34
So, I just finished Cave of Gi and I have some question regarding summon materia.

Is early summon supposed to be this weak? It only deal a small amount of damage and it's limited to once per battle. I don't see any benefit equipping summon materia over magic tbh.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Shinizaru on 2019-07-30 09:12:52

That's the only NPC, not sure why it said it would talk about the weapons. For those, go to the NPC in the blue house near Gongaga on the world map. He's the one who makes them. Also check in at the operations room, there's a new NPC on the right of that room who allows for party leader swaps to Tifa or Cid.

Hey, thanks for that! Yeah, I found the way to change party leaders pretty quickly, just so I could get Tifa's and Cid's level 4. Took me a bit to figure out Cid's but once I realized the feature of changing party leaders, made it a little simpler.

Now it's time to go out and search for a lot of items to get some weapons :T Guess I'm technically only looking for 3, that being for the ones that I'm using.

You've breathed fresh life into this game or me and I thank you for that. I only downloaded the mod last Thursday, and it was because I saw Max d00d playing it. Wouldn't have known this existed otherwise! I honestly bought this from steam for this mod alone. So again, thank you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-30 10:09:39


for my experience (20 + regular run on ps1 + 40h into this 1.5 NT mod) you must go full defensive. I run barret back with cover and counter-attack, added status + stop, and all + barrier. it's basically a support char. cloud front with all+haste and physical attacks. aerith back with full magic equip as glass cannon. imo it's the only viable comp since every pack / bosses is extremely strong. I think cloud is the weakest but cannot be changed before reaching crater bottom.   levelling / grinding will not do the trick, the power increase is minimal. you have to plan for every boss or area the correct accessories and resistances. it's extremely well balanced if you have 20+ years experience, it could be too difficult otherwise. 
note for saga chief: imo magic is too strong compared to physical attacks. at crater and with 255 atk (lvl 99) the physical attacks hits for really a low amount, while spells hits for large chunks. is the dmg level low to not abuse the 4x cut? btw still amazed by your job.

Physicals revolve around quantity; you have 4x-cut, 5x counter hits (plus Command Counter if you go full out), added cut, and Limits. Though it sounds like certain limits aren't outputting intended damage.

Howdy!

I'm checking if I missed something. I'm working on getting Cid's ultimate limit break and I triggered the scene where I'm told the weapon system is missing a targeting system and to maybe check Wall Mart out. I've gone back to there but I can't seem to locate anything. The "item" shop just shoots at me without response, and none of the NPCs have anything important to say. I tried to go back to the guy fixing up the tiny bronco but I can't even talk to him.

Also on small occasions, big brawl will do absolutely nothing and not trigger a single hit. Is that normal?

Is Cid the party leader? It can be swapped in the Highwind's operation room. I think it's been scripted to check if Cid is the controlled character.

Big Brawl is bugged on PC as far as I know, or at least it is for the steam version (latest versions of the aali driver may have fixed it, like it fixed the Hyper Jump crash). I think the damage does go through though, just doesn't display visually (enemies killed by this won't vanish either, but will for all intents and purposes be 'dead').


So, I just finished Cave of Gi and I have some question regarding summon materia.

Is early summon supposed to be this weak? It only deal a small amount of damage and it's limited to once per battle. I don't see any benefit equipping summon materia over magic tbh.

I checked that recently and noticed that a lot of the base powers for these were reduced significantly from what they were a while ago. People often mention they're underpowered now so probably went too far with a nerf or something. I'll run some tests and reinstate the base powers of them if they're too wimpy.

Hey, thanks for that! Yeah, I found the way to change party leaders pretty quickly, just so I could get Tifa's and Cid's level 4. Took me a bit to figure out Cid's but once I realized the feature of changing party leaders, made it a little simpler.

Now it's time to go out and search for a lot of items to get some weapons :T Guess I'm technically only looking for 3, that being for the ones that I'm using.

You've breathed fresh life into this game or me and I thank you for that. I only downloaded the mod last Thursday, and it was because I saw Max d00d playing it. Wouldn't have known this existed otherwise! I honestly bought this from steam for this mod alone. So again, thank you.

No worries, let me know if there's any problems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Shinizaru on 2019-07-30 10:11:48
No worries, let me know if there's any problems.

Less a problem, more a curiosity. In Mr. Smile's rank up, there's a "??????????" character. Was that a place holder or is there an actual secret character in this mod that I'm unaware of?

Edit:

Final message after beating the game has a couple of typos. Small, but can help to cap off a great experience. Basically, not an immediate issue to look into :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fishmeistercod on 2019-07-30 10:50:07
How about the Alpha enemy skill? I just fought Alpha Zolom but it didn't use Alpha, only Beta. Alpha's been moved somewhere else?

Hail, glorious Sega Chief.

I'm having the same issue as this fine gentleman who seems to have gone unanswered. The Alpha Zolom doesn't seem to want to cast Alpha on me, only Beta.
Am I missing something super obvious?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-30 12:24:28
Less a problem, more a curiosity. In Mr. Smile's rank up, there's a "??????????" character. Was that a place holder or is there an actual secret character in this mod that I'm unaware of?

Edit:

Final message after beating the game has a couple of typos. Small, but can help to cap off a great experience. Basically, not an immediate issue to look into :)

It was a placeholder that I didn't remove; it was unfortunately copied across a tonne of save points, making it difficult to remove easily.


Hail, glorious Sega Chief.

I'm having the same issue as this fine gentleman who seems to have gone unanswered. The Alpha Zolom doesn't seem to want to cast Alpha on me, only Beta.
Am I missing something super obvious?

It was changed back to Beta, Alpha is no longer in the mod (replaced with chronocure I think, used by crater enemies; death dealer I think?).

Apologies if I missed an earlier question about Alpha.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fishmeistercod on 2019-07-30 12:50:31
It was a placeholder that I didn't remove; it was unfortunately copied across a tonne of save points, making it difficult to remove easily.


It was changed back to Beta, Alpha is no longer in the mod (replaced with chronocure I think, used by crater enemies; death dealer I think?).

Apologies if I missed an earlier question about Alpha.

Turns out I already had it :P
Now I've been waiting for the Marlboro to use magic breath on me for a while now... Do I have to trigger it somehow? The last enemy skill I need before tackling the weapons ;w;

EDIT: Oh. Triggered on a limit break.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jackzary on 2019-07-30 18:18:43
Follow up on the Vincent cave, the other item was an oversoul shard; 9 of which are used to make a Masamune at that blue house near Gongaga on the world map. There were other things it needed as well; a yoshiyuki and a ribbon I think. The masamune can be equipped by any character, takes on the appearance of their base weapon, and has a 100% crit rate.

hi, i am almost 70hrs with this mod, i have 2 questions, the first one i accidentally on arrange mod after i talked to a npc at mt corel before riding the gondola to gold saucer, not knowing arrange mod is harder, any way i can get back to original mod? currently i at disc 3 before realizing this, secondly, i have cloud equipped with masamune, however i cant get maximum damage with it, at best it around 7k plus damage, mostly avg at 3-4k damage. is it normal? what is the highest damage i should expect when using masamune? ultima weapon however deal max 9999. my strength stat is 230, attack is 255 and attack % is also 255.

thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fishmeistercod on 2019-07-30 20:17:25
And done.

Thank you, Sega Chief. I wasn't even planning on replaying FF7 this year considering how busy I was, but right from the start, this total overhaul had me hooked, enthralled, and downright obsessed in ways I haven't felt about this game in literal years.

I think when Arrange Mode is finished and New Game+ gets added, I'll just have to do it one last time. <3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Giever on 2019-07-30 22:26:49
Hi, I tried searching around a bit for an answer to this, but if I'm using 7th Heaven, where in the load order should New Thread be? Right now I'm only wanting to use Animations, Music and Sound, and New Threat. The thread for 7th Heaven has a suggested load order with general descriptions, but New Threat meets multiple of them and could go in any number of places, so I'm not really sure what to do. Thanks if anyone can help, and sorry if there was some obvious place with the answer to this that I missed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-07-31 01:08:53
hi, i am almost 70hrs with this mod, i have 2 questions, the first one i accidentally on arrange mod after i talked to a npc at mt corel before riding the gondola to gold saucer, not knowing arrange mod is harder, any way i can get back to original mod? currently i at disc 3 before realizing this, secondly, i have cloud equipped with masamune, however i cant get maximum damage with it, at best it around 7k plus damage, mostly avg at 3-4k damage. is it normal? what is the highest damage i should expect when using masamune? ultima weapon however deal max 9999. my strength stat is 230, attack is 255 and attack % is also 255.

thanks.

For physicals it depends on the defence of the target, Masamune uses a regular damage formula as opposed to ultimate weapons. To get it hitting harder, you could try elemental in the weapon or a status like berserk; other than that, there's no other ways to boost it further.


And done.

Thank you, Sega Chief. I wasn't even planning on replaying FF7 this year considering how busy I was, but right from the start, this total overhaul had me hooked, enthralled, and downright obsessed in ways I haven't felt about this game in literal years.

I think when Arrange Mode is finished and New Game+ gets added, I'll just have to do it one last time. <3

Thanks bud; I've got big stuff in the works for the last update so watch this space.


Hi, I tried searching around a bit for an answer to this, but if I'm using 7th Heaven, where in the load order should New Thread be? Right now I'm only wanting to use Animations, Music and Sound, and New Threat. The thread for 7th Heaven has a suggested load order with general descriptions, but New Threat meets multiple of them and could go in any number of places, so I'm not really sure what to do. Thanks if anyone can help, and sorry if there was some obvious place with the answer to this that I missed.

This is the mod load order based on type of mod:

Miscellaneous - Dynamic Cloud Weapons
Miscellaneous - Jessie Mod
Miscellaneous - Team Avalanche Fields
Battle Models - Weapons
Field Models - Objects
Animations
Battle Models - Characters
Battle Models - Enemies
Battle Textures
Field Models - Main Characters
Field Models - Non-Player Characters
Field Textures - Omzy/satsuki/yarLson
Gameplay - Difficulty and Story
Gameplay - Tweaks and Cheats
Media - Movies
Media - Music and Sound
Menu - Avatars and Backdrops
Minigames - Chocobo Race
Minigames - Coaster
Minigames - Fort Condor
Minigames - Motorbike Chase
Minigames - Wonder Square
Spell Textures
The Reunion - Beacause and Menu Overhaul
World Models - Characters
World Models - Enemies
World Models - Vehicles
World Textures

NT comes under gameplay - difficulty and story.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jackzary on 2019-07-31 06:21:56
For physicals it depends on the defence of the target, Masamune uses a regular damage formula as opposed to ultimate weapons. To get it hitting harder, you could try elemental in the weapon or a status like berserk; other than that, there's no other ways to boost it further.

what i notice is when i am using masamune with any character, like cloud for example, when he hit the target, the sound is like normal hit, i assumed if critical damage the sound is louder. it is like it dont do any critical damage at all. i did try on berserk status, the damage is increase however still not max 9999 damage even with max character stat, like from 5k to 7k, just wondering is it the same as others who try to use the masamune?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BlitzKingJecht on 2019-07-31 22:48:27
Hey Sega!

Thanks for making that recommendation. I completely forgot about making him party leader. I'd been waiting for him to become party leader for EVER (I like having two mages in my party for magical flexibility and cloud isn't that great at it) and because with the right set up, he's a great tank.

This isn't the first version I've played. I recalled I played either 1.3 or 1.4 and can tell you, I definitely feel like Summons are very weak. There's a big penalty (large reduction in HP/MP) to equip them with a small reward (slight boost in magic) for a one time use that's often outclassed by 3rd tier spells or even some enemy skills. If you have two higher tier summons, like Hades and Bahamut zero, you're suffering a massive 30% HP reduction and there's not much power behind them by comparison to the compatible materia that you get at the time (Planet and Contain). One character that has both of those equipped are able to cover a lot more weaknesses. Having a summon that can cause a status effect is nice, but it's niche and can only partially help you against certain enemies. You may be able to use added effect to imbue your attacks with it, but now you're taking your tank/melee fighter and hamstringing him/her for the sake of a status effect.

I agree, in the original, summons we're completely broken and made the game so incredibly easy that you could get away with clearing trash mobs with chocobo wind until nibelheim, but by then you got other summons anyways, but I feel the only summon worth the energy or time are KOTR and the niche status effect I mentioned above for select fights.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: sgravoboy on 2019-08-01 08:11:40
good morning Sega!

I finished everything ! what a great experience!!!
I have just 1 recommendation: remove Stardust and Gospel Spark or remove W-Item bug.
before W item every fight was a masterpiece.

a part from that, I'd hug you if I could, what a great 60h of pure magic <3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-01 08:34:08
what i notice is when i am using masamune with any character, like cloud for example, when he hit the target, the sound is like normal hit, i assumed if critical damage the sound is louder. it is like it dont do any critical damage at all. i did try on berserk status, the damage is increase however still not max 9999 damage even with max character stat, like from 5k to 7k, just wondering is it the same as others who try to use the masamune?

I thought the sound used the Masamune SFX across all characters cause it's tied to the weapon.


Hey Sega!

Thanks for making that recommendation. I completely forgot about making him party leader. I'd been waiting for him to become party leader for EVER (I like having two mages in my party for magical flexibility and cloud isn't that great at it) and because with the right set up, he's a great tank.

This isn't the first version I've played. I recalled I played either 1.3 or 1.4 and can tell you, I definitely feel like Summons are very weak. There's a big penalty (large reduction in HP/MP) to equip them with a small reward (slight boost in magic) for a one time use that's often outclassed by 3rd tier spells or even some enemy skills. If you have two higher tier summons, like Hades and Bahamut zero, you're suffering a massive 30% HP reduction and there's not much power behind them by comparison to the compatible materia that you get at the time (Planet and Contain). One character that has both of those equipped are able to cover a lot more weaknesses. Having a summon that can cause a status effect is nice, but it's niche and can only partially help you against certain enemies. You may be able to use added effect to imbue your attacks with it, but now you're taking your tank/melee fighter and hamstringing him/her for the sake of a status effect.

I agree, in the original, summons we're completely broken and made the game so incredibly easy that you could get away with clearing trash mobs with chocobo wind until nibelheim, but by then you got other summons anyways, but I feel the only summon worth the energy or time are KOTR and the niche status effect I mentioned above for select fights.

Buff incoming for those then.


good morning Sega!

I finished everything ! what a great experience!!!
I have just 1 recommendation: remove Stardust and Gospel Spark or remove W-Item bug.
before W item every fight was a masterpiece.

a part from that, I'd hug you if I could, what a great 60h of pure magic <3

Cheers bud, glad you enjoyed it; as far as W-Item goes, there is an assembly fix for it that I think DLPB came up with but I held off on asking to use it because I felt it'd be a bit of a bummer for folk expecting to use the glitch finally getting the W-Item materia only to discover that it's been patched out. So as far as that glitch goes, I leave it up to the player to use it or not. Stardust is getting adjusted from the next overhaul though at the very least, Gospel Spark may or may not be getting cut; not sure yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fishmeistercod on 2019-08-01 09:12:11
good morning Sega!

I finished everything ! what a great experience!!!
I have just 1 recommendation: remove Stardust and Gospel Spark or remove W-Item bug.
before W item every fight was a masterpiece.

a part from that, I'd hug you if I could, what a great 60h of pure magic <3

I actually found myself preferring going the regular route over W-Item. When I tried going that route against Nemesis, I just got roflstomped :P All ribbons for the last stretch of the game after that realization.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nyny1010 on 2019-08-02 01:49:57
I want to run the vanilla combat version (using the .exe installer not 7H IRO), every time I enter battle the enemy encounters are wrong. First battle against Shinra soldiers is against three enemies from the train graveyard. I've used the normal NT before with no problems and uninstalled FF7 since to clear any modified files but the encounters are still janky. Any ideas?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: howlerleech on 2019-08-02 05:49:09
Ok, i got gud and i'm still at 1st visit of Nibelheim, but i have to ask... What is up with "lost number"? Not only when he splits up he drains poison, his attacks become much stronger, not to mention the lowering your level every now and then. First part is easy to cheese but i can't figure out the way to beat the second part of the fight. Will try other things later but me dealing 40 while taking 4000 made me think i shouldn't be there yet.

Tbh this mod is reminding me of the Ocarina of Time remaster for Game Cube, it changed item locations and keys and a lot of small things, it's refreshing.

Edit: I think there is something wrong with the exp system. Lvl 30-32 requires a total of 40-50k exp each, lvl 33+ requires less than 10k.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-02 08:17:41
I want to run the vanilla combat version (using the .exe installer not 7H IRO), every time I enter battle the enemy encounters are wrong. First battle against Shinra soldiers is against three enemies from the train graveyard. I've used the normal NT before with no problems and uninstalled FF7 since to clear any modified files but the encounters are still janky. Any ideas?

There's an .exe installer for the vanilla combat version? I thought it was just the IRO, where did you find that? It'll need to be updated with the same fix the IRO got.

Ok, i got gud and i'm still at 1st visit of Nibelheim, but i have to ask... What is up with "lost number"? Not only when he splits up he drains poison, his attacks become much stronger, not to mention the lowering your level every now and then. First part is easy to cheese but i can't figure out the way to beat the second part of the fight. Will try other things later but me dealing 40 while taking 4000 made me think i shouldn't be there yet.

Tbh this mod is reminding me of the Ocarina of Time remaster for Game Cube, it changed item locations and keys and a lot of small things, it's refreshing.

If it's on arrange mode, then that fight is probably one of the hardest ones. Best thing is to leave it for now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nyny1010 on 2019-08-02 14:32:57
There's an .exe installer for the vanilla combat version? I thought it was just the IRO, where did you find that? It'll need to be updated with the same fix the IRO got.

I found the download here. If you could update the installer I would very much appreciate that. I've never been able to get 7H to work  ???

And this is the Main Installer for a special version of NT that uses vanilla enemies/kernel:
https://mega.nz/#!L8MFESKY!SCNN_r0HC1eEPCnO7tkN07SiJMzGfe5AeZuNgktrMGM

IRO version of it:
https://mega.nz/#!GlVhRIYI!QDvB7Wvs-mtK8kM8WVNhr8Pm40fUsj97QFJiFmY8_AA
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: razzcox on 2019-08-03 02:13:39
After my annual playthrough of vanilla FF7, I've been playing this as a NewGame+ using Black Chocobo to reset my save to the game start. I'm vastly overlevelled, but I was more curious about the added content than anything else, and it has not disappointed at all.

A couple of things I wanted to highlight;

Spoiler: show
The fight with the dragon in the Temple of the Ancients was wonderful. Seeing its HP, realising how thoroughly outclassed I was even at a second playthrough level, and having the scorpion appear again to back me up was absolutely nuts.

There is some really strange game behaviour during the Junon Raid sequence. PHS is active at the savepoint where you find Yuffie, and I could change out my entire team, including Barret. If I did this before talking to Yuffie, the game hangs when I try to talk to her. If I load a save at this point, Barret will uncontrollably run to the northern edge of that field screen, and won't respond to my inputs at all until he reaches the field limit. Also, maybe one time in every 5, a random encounter on the airport screen will result in the game hanging too. I'm not sure why, but this is the only area in the game where I've had any issues.

I like the little Gamefaqs shoutout if you get the rocket code on the first try, because I absolutely was looking at Gamefaqs when I did it.


All in all, I've had a lot of fun with this so far. Some of the new stuff has made me laugh myself silly. Once I've finished the game I'll be sure to do a proper playthrough from a new save, because even at my second playthrough levels, some bits have been really challenging, and I feel like I've not really been fair to this mod playing it the way I have.

Excellent work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: yutterh on 2019-08-03 04:09:48
Ok, i got gud and i'm still at 1st visit of Nibelheim, but i have to ask... What is up with "lost number"? Not only when he splits up he drains poison, his attacks become much stronger, not to mention the lowering your level every now and then. First part is easy to cheese but i can't figure out the way to beat the second part of the fight. Will try other things later but me dealing 40 while taking 4000 made me think i shouldn't be there yet.

Tbh this mod is reminding me of the Ocarina of Time remaster for Game Cube, it changed item locations and keys and a lot of small things, it's refreshing.

Edit: I think there is something wrong with the exp system. Lvl 30-32 requires a total of 40-50k exp each, lvl 33+ requires less than 10k.

I have a similar problem with lost number. Except He heals ridiculously. He started healing himslef for 2,000 before every attack after he transformed. Poison seems to do no damage and I am able to survive fighting him but after a while I jsut can't do enough damage to him because he heals for over 2,000. Also paralysis doesn't seem to work on him either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: howlerleech on 2019-08-03 10:11:03
Ok, now i really need help. How do i beat "Satan Gate"? Cheese denied aside, he starts the fight either with Avalanche, dealing half hp to everyone, or instakilling 2 with basic attacks, about 3.5k per basic and Cloud has 2.5k. I can't change teammates to get Earth back from Yuffie and the only option left is to farm about 15 levels to get enough hp to survive 1 basic attack before i can use barrier.

Can't delete the message so i'll edit. Managed to beat the Gate with EXTREME luck. After hitting slow successfully he used Satan Rush every other turn, giving me enough time to heal/barrier everyone. Vincent's Gigas killed it after Satan rush critted my party killing Aeris and leaving everyone critical. Aaaaaand power outage before i could save and now i have to fight it again. Seriously, why is he critting for 7.5k before even reaching Disc 2?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-08-03 15:34:12
Iirc, you can exchange materia between chars in the materia menu even when they are unavailable through PHS.

I don't know a cheesy way to beat it, i was genuinely surprised myself when my Barret with 4 [Cover]-materias still got hit for +2k per rock.

@yutterh

All of the lost numbers are vulnerable to the stop status. And especially in Arrange, you can steal excellent weapons from them. Don't miss it.
And i am not sure but shouldn't Cloud's Braver help against the high def/MR of them?. In the Ancient Forest there is a crab with both 255 MR and DEF. I did ~ 4 damage per hit until i braver'd it enough for ~600 per hit.

@Sega Chief:

The Junon League enemy Boristh starts the fight with the line "Boris: "I am Borith!"". /Edit: I am stupid. Probably intended.

And in the fight against Gun the camera angle is too low - the fence obstructs ~30% of the left screen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: howlerleech on 2019-08-03 18:10:23
Iirc, you can exchange materia between chars in the materia menu even when they are unavailable through PHS.

I don't know a cheesy way to beat it, i was genuinely surprised myself when my Barret with 4 [Cover]-materias still got hit for +2k per rock.

@yutterh

All of the lost numbers are vulnerable to the stop status. And especially in Arrange, you can steal excellent weapons from them. Don't miss it.
And i am not sure but shouldn't Cloud's Braver help against the high def/MR of them?. In the Ancient Forest there is a crab with both 255 MR and DEF. I did ~ 4 damage per hit until i braver'd it enough for ~600 per hit.


I tried everything but i can't seem to find this exhange materia through menu, you sure it wasn't because you were in PHS available area?

And I'm aware of the slow/stop, but from what i've seen it's impossible to have stop as spell or 2 added effect for a long time, the fight simply becomes too RNG. And Cloud's Climhazzard(?) reduces enemy armor too. Will have to check lost number again after i'm at least rank 5/8.

Also, i stole Powersoul from Satan Gate, what does that do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-03 18:37:17
I found the download here. If you could update the installer I would very much appreciate that. I've never been able to get 7H to work  ???


I'll have that fixed up and posted to the front page of this thread tonight. Sorry for the delay.


After my annual playthrough of vanilla FF7, I've been playing this as a NewGame+ using Black Chocobo to reset my save to the game start. I'm vastly overlevelled, but I was more curious about the added content than anything else, and it has not disappointed at all.

A couple of things I wanted to highlight;

Spoiler: show
The fight with the dragon in the Temple of the Ancients was wonderful. Seeing its HP, realising how thoroughly outclassed I was even at a second playthrough level, and having the scorpion appear again to back me up was absolutely nuts.

There is some really strange game behaviour during the Junon Raid sequence. PHS is active at the savepoint where you find Yuffie, and I could change out my entire team, including Barret. If I did this before talking to Yuffie, the game hangs when I try to talk to her. If I load a save at this point, Barret will uncontrollably run to the northern edge of that field screen, and won't respond to my inputs at all until he reaches the field limit. Also, maybe one time in every 5, a random encounter on the airport screen will result in the game hanging too. I'm not sure why, but this is the only area in the game where I've had any issues.

I like the little Gamefaqs shoutout if you get the rocket code on the first try, because I absolutely was looking at Gamefaqs when I did it.


All in all, I've had a lot of fun with this so far. Some of the new stuff has made me laugh myself silly. Once I've finished the game I'll be sure to do a proper playthrough from a new save, because even at my second playthrough levels, some bits have been really challenging, and I feel like I've not really been fair to this mod playing it the way I have.

Excellent work!

That Save Point having PHS is really dangerous because the next few scenes rely upon the party being Barret, Cait Sith, and Yuffie. Having an altered party interferes with it and causes it to softlock. The issue will be getting removed in a moderate patch tonight.

Glad you enjoyed the stuff in there, I've got one last major update in the works that'll add a bunch of new stuff.


I have a similar problem with lost number. Except He heals ridiculously. He started healing himslef for 2,000 before every attack after he transformed. Poison seems to do no damage and I am able to survive fighting him but after a while I jsut can't do enough damage to him because he heals for over 2,000. Also paralysis doesn't seem to work on him either.

I'm addressing Lost Number in the patch tonight, the Arrange fight in particular is way overtuned. Some of the changes to him include:
1) Speed decreased on the forms
2) Amount of HP healed with certain abilities altered to 1/32 instead of 4/32 or the time-based formula that the physical form had (a terrible idea in retrospect).


Ok, now i really need help. How do i beat "Satan Gate"? Cheese denied aside, he starts the fight either with Avalanche, dealing half hp to everyone, or instakilling 2 with basic attacks, about 3.5k per basic and Cloud has 2.5k. I can't change teammates to get Earth back from Yuffie and the only option left is to farm about 15 levels to get enough hp to survive 1 basic attack before i can use barrier.

Can't delete the message so i'll edit. Managed to beat the Gate with EXTREME luck. After hitting slow successfully he used Satan Rush every other turn, giving me enough time to heal/barrier everyone. Vincent's Gigas killed it after Satan rush critted my party killing Aeris and leaving everyone critical. Aaaaaand power outage before i could save and now i have to fight it again. Seriously, why is he critting for 7.5k before even reaching Disc 2?

I checked out Satan's Gate, and his physicals are hitting too hard. I'll be toning that one down as well. I'm doing a sweep through enemies and the like to try and quickfix issues as the big update is still a fair bit of time away before it'll be ready.

That really sucks about getting a power outage.


Iirc, you can exchange materia between chars in the materia menu even when they are unavailable through PHS.

I don't know a cheesy way to beat it, i was genuinely surprised myself when my Barret with 4 [Cover]-materias still got hit for +2k per rock.

@yutterh

All of the lost numbers are vulnerable to the stop status. And especially in Arrange, you can steal excellent weapons from them. Don't miss it.
And i am not sure but shouldn't Cloud's Braver help against the high def/MR of them?. In the Ancient Forest there is a crab with both 255 MR and DEF. I did ~ 4 damage per hit until i braver'd it enough for ~600 per hit.

@Sega Chief:

The Junon League enemy Boristh starts the fight with the line "Boris: "I am Borith!"". /Edit: I am stupid. Probably intended.

And in the fight against Gun the camera angle is too low - the fence obstructs ~30% of the left screen.

I'll fix the formation camera angle for Gun.


I tried everything but i can't seem to find this exhange materia through menu, you sure it wasn't because you were in PHS available area?

And I'm aware of the slow/stop, but from what i've seen it's impossible to have stop as spell or 2 added effect for a long time, the fight simply becomes too RNG. And Cloud's Climhazzard(?) reduces enemy armor too. Will have to check lost number again after i'm at least rank 5/8.

Also, i stole Powersoul from Satan Gate, what does that do?

Powersoul is a weapon for Tifa that is potentially one of the strongest weapons if set up properly. The damage it deals is multiplied by x2 if Tifa is in near-death/yellow HP, and by a further x4 if she has the Death Sentence status ailment. What a lot of players will do is either cast Death Sentence on her at the start, or give her a Curse Ring; and due to her innate the death sentence won't KO her when it hits 0 (assuming she wasn't KO'd earlier in the fight).

***

But yeah, just a quick announcement; there'll be a patch tonight to fix some bosses that are overtuned. Generally it's defences and the like getting toned down, some attack adjustments, a few AI fixes.

Couple extra:
1) Status-defence ignoring attacks are being removed (some may slip the net, but the ones used by Goldberry, Mirage, and some others have had this flag removed).

2) Summons are getting buffed

3) The level-adjustment formula used in AI is getting a heavy adjustment; this'll result in an increase of physical attack damage and, to a lesser extent, magical damage. This might throw the balancing off a bit but it'll help physicals not feel so wimpy without a big set-up behind them.

4) Materia stat bonus/penalty adjustment; people were saying that they were too severe and it was putting them off. I'm also going to swap around some so that if the .EXE changes aren't applied, the effects will match vanilla ones.

5) Couple of flevel fixes; the PHS on that Junon Raid save point for instance.

If there's any issues you've mentioned prior, or want to bring up before this patch goes up, then let me know; I go through older posts and notes to get issues together but may have missed something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-08-03 19:33:39
@howlerleech:

I meant this menu option - exchange allows you to even swap whole armor/weapon-setups.

(https://i.imgur.com/Eo0jLKc.png)

@Quick suggestions for Sega Chief:

1.) More slots for missing score? Hard to balance though - If i give him Osmose (170k AP) + Heal (130k AP) + 2x 100k AP he already does ~4k per shot.

2.) Better rewards for the sidequest-locations (old w-item, old missing score, shinra-hq)

Quick question:

I did the Junon league with Barret - the setup was Drill Arm with ~230 ATK. He did consistently 2k damage, but against some enemies, like 'Cait Sith' or Blackjack, the damage was - consistently - 5,3k. Why is that? I mean, def ignore should mean a fixed amount of damage...?


Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-03 19:49:32
@howlerleech:

I meant this menu option - exchange allows you to even swap whole armor/weapon-setups.

(https://i.imgur.com/Eo0jLKc.png)

@Quick suggestions for Sega Chief:

1.) More slots for missing score? Hard to balance though - If i give him Osmose (170k AP) + Heal (130k AP) + 2x 100k AP he already does ~4k per shot.

2.) Better rewards for the sidequest-locations

Quick question:

I did the Junon league with Barret - the setup was Drill Arm with ~230 ATK. He did consistently 2k damage, but against some enemies, like 'Cait Sith' or Blackjack, the damage was - consistently - 5,3k. Why is that? I mean, def ignore should mean a fixed amount of damage...?

There's an AI check for level that enemies perform; this should be in the kernel and done once but due to space constraints I had no choice but to port it onto every enemy which makes it a maintenance nightmare. The enemies for Junon Leagues and Dark Cave don't seem to have it though and I reckon this is because both those were planned to be cut but were kept at last minute.

So that 5.3k vs 2k is a demonstration of how much Level plays an influence in the damage dealt by a character. Unchecked it really ramps up for physicals, though spells get a buff from Level too. I'm actually in the process right now of disabling it however as it's a sloppy fix to the issue (Level is used for steal/morph/accuracy so manually altering it causes issues with those + it makes levels past a certain point quite empty).

It'll be replaced with a better solution in the final update, but for now I'm going to apply this as a quick band-aid fix for balancing and to resolve the other issues it caused.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: howlerleech on 2019-08-03 21:06:25

1) Status-defence ignoring attacks are being removed (some may slip the net, but the ones used by Goldberry, Mirage, and some others have had this flag removed).

2) Summons are getting buffed

3) The level-adjustment formula used in AI is getting a heavy adjustment; this'll result in an increase of physical attack damage and, to a lesser extent, magical damage. This might throw the balancing off a bit but it'll help physicals not feel so wimpy without a big set-up behind them.

4) Materia stat bonus/penalty adjustment; people were saying that they were too severe and it was putting them off. I'm also going to swap around some so that if the .EXE changes aren't applied, the effects will match vanilla ones.

5) Couple of level fixes; the PHS on that Junon Raid save point for instance.

If there's any issues you've mentioned prior, or want to bring up before this patch goes up, then let me know; I go through older posts and notes to get issues together but may have missed something.

About 4), i think the only problem is the pay-off from summons, you can only use once and the only one that can clear minions is Titan's petrify. Otherwise yes, the -15 and -10 from blue and pink materia (forgot the name) are kinda heavy but so is their pay-off, they are too good, especially Cloud's drain weapon with counter and/or 4-cut, if i can get my entire team to get drain might as well wall>berserk them. Imo they are fine for what they bring to the table.

Talking about wall though, did Big Wall always have reflect? It's actually the first time i'm using it, i didn't even use barrier on vanilla, but having my counter-magic reflect cure2 to the enemies kinda breaks it.

Oh yeah, btw, is backrow halving basic attack damage even for ranged characters? I feel like it is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: yutterh on 2019-08-03 22:51:02
But yeah, just a quick announcement; there'll be a patch tonight to fix some bosses that are overtuned. Generally it's defences and the like getting toned down, some attack adjustments, a few AI fixes.

Couple extra:
1) Status-defence ignoring attacks are being removed (some may slip the net, but the ones used by Goldberry, Mirage, and some others have had this flag removed).

2) Summons are getting buffed

3) The level-adjustment formula used in AI is getting a heavy adjustment; this'll result in an increase of physical attack damage and, to a lesser extent, magical damage. This might throw the balancing off a bit but it'll help physicals not feel so wimpy without a big set-up behind them.

4) Materia stat bonus/penalty adjustment; people were saying that they were too severe and it was putting them off. I'm also going to swap around some so that if the .EXE changes aren't applied, the effects will match vanilla ones.

5) Couple of flevel fixes; the PHS on that Junon Raid save point for instance.

If there's any issues you've mentioned prior, or want to bring up before this patch goes up, then let me know; I go through older posts and notes to get issues together but may have missed something.

This is all pretty legit. Didn't realize this was still a updated mod. I just got into FF7 modding thanks to the remake, I figured most mods would be completed or dead by now especially since the game has been out for years, so I am pleasantly surprised. I actually never played FF7 myself, mainly watched friends and family play. So I know the whole story and all the twists and turns, I love all the changes you made. Feels like I am already playing a remake. Thanks for updating and dealing with things like summons and crazy bosses like lost number.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-04 02:09:14
I'll need to try and get this done tomorrow, same with fixing the vanilla battles installer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: flacidapplebottoms on 2019-08-04 05:30:56
Is arranged mode beat-able now and as stable as normal mode? I know about a month or two ago it had a bug where some fights couldn't finish or something similar. Finished my normal run and looking forward to arranged.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-08-04 18:17:51
Arrange mode is beatable, i just finished it.

Some general feedback plus Dark Cave / ending fights:

Spoiler: show


1.) It would be helpful if Vincent's limit descriptions contain the stat bonuses/decreases.

2.) Some Ultimate Weapons have a special effect (Vincent/Cid) - does that mean that their damage calculation is unchanged?

Thanks!!! for Tifa's Premium Heart calculation change.

3.) Warrior Bangle could need a Buff. I cannot find a reason for wearing it when i could go instead for Dragon Armlets (more stats, better effect). Gigas Armlet looks underwhelming as well (in comparison to Dragon Armlet). Maybe add an interesting status immunity? Or stats; the Aegis Armlet is just as rare but godlike in comparison.

4.) Yuffie with Konformer got confused in a fight but when she attacked the party no damage numbers at all appeared. She was able to hit herself and healed the confusion though. I guess that's because of the damage calculation; it was just irritating.

5.) The 2nd (iirc) screen of Crater - Expanse shows a treasure chest when descending further (where the Dragon Zombies and Pollensaltas can be fought). If i enter the next screen (the one with the ruined bottle-shaped houses) though, it isn't there, there is a save point instead.

Dark Cave:

1.) Using the save point down in the first reactor opened an empty text-window on the upper left. Disappeared when chancing screens.

2.) I already mentioned that glitch - this time i did not use Aeris in the Dark Cave so my party entered Corneo's Villa and saw half of Aeris' body inside his desk but that whole scene almost looked like Don Corneo had Aeris on his lap. Kinda fitting.  :D

3.) In the Don Corneo Villa after the fight with Scotch the camera stays frozen when i get back to the room overview. Re-entering the room fixes this.

4.) I...was irritated by the appearance of the Gunners in the Sewers. That fight felt random. But i don't have a better idea myself.

5.) After fighting Hojo in his elevator-thingy you can see his model again when you leave that specific elevator-section of the screen.

Really liked the quote by Mirage when it dies. I am german but i like that english version way more.

6.) One exit in the Dark Cave is a trap - the upper one brings you to the Ancient Forest location. (probably nothing new, others mentioned this as well)


Ending fights:

1.) I played with Aeris and the last party allowed only 2 members. I guess there is no way to change that..? I found it interesting that the excess character model disappeared after the preparations - when Sephiroth threw everyone around one more time. I did not need to change parties during the Bizarro Sephiroth fight once - was that intended? Guess i brought enough damage - Yuffie is just awesome.

2.) Steamrolled Kefer Sephiroth, did not even see the Super Nova. Used Yuffie + Tifa who both did 4x 9999 damage per round. (Yuffie with 8 x Goddamned Punk and Tifa with 8x Pugilist; both wore Champion Belts and Ult. Weapons)

3.) Sephiroth + Jenova though...Jesus, that was hard. Managed it with Ziedrich+Ribbon, W-Magic, W-Item. Their %-based damage was tricky. Ziedrich basically doubled my health pool against Sephiroth and i used both HP-MP-absorption linked to Planet Materia and Master Magic. Solofights are just bleh in FF7.

4.) I did not use a single source but i used Black Chocobo instead to simulate the rank increases so i didn't actually deserve the majestic, extraordinary and truly magnificent ending scene you created.  :-[
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-04 19:15:16
Is arranged mode beat-able now and as stable as normal mode? I know about a month or two ago it had a bug where some fights couldn't finish or something similar. Finished my normal run and looking forward to arranged.

Think Bizarro had an issue but it was resolved as far as I can remember.


Arrange mode is beatable, i just finished it.

Some general feedback plus Dark Cave / ending fights:

1.) It would be helpful if Vincent's limit descriptions contain the stat bonuses/decreases.
A) Can add that, if space allows.

2.) Some Ultimate Weapons have a special effect (Vincent/Cid) - does that mean that their damage calculation is unchanged?
A) I think Death Penalty doesn't have a special modifier but it does ignore defence which can be very potent. Cid's weapon drains damage as HP which, again, while not a special damage formula is a very powerful effect to have 1:1 HP drain.

Thanks!!! for Tifa's Premium Heart calculation change.

3.) Warrior Bangle could need a Buff. I cannot find a reason for wearing it when i could go instead for Dragon Armlets (more stats, better effect). Gigas Armlet looks underwhelming as well (in comparison to Dragon Armlet). Maybe add an interesting status immunity? Or stats; the Aegis Armlet is just as rare but godlike in comparison.
A) Yeah you're right, I didn't notice that had crept in; I'll buff warrior + fourth bracelet a bit.

4.) Yuffie with Konformer got confused in a fight but when she attacked the party no damage numbers at all appeared. She was able to hit herself and healed the confusion though. I guess that's because of the damage calculation; it was just irritating.
A) That's something from original game, the formula checks enemy target level but returns 0 if used on player characters resulting in 1 damage (and no damage number showing).

5.) The 2nd (iirc) screen of Crater - Expanse shows a treasure chest when descending further (where the Dragon Zombies and Pollensaltas can be fought). If i enter the next screen (the one with the ruined bottle-shaped houses) though, it isn't there, there is a save point instead.
A) That was a mistake, I replaced the chest with a save point forgetting that in previous screen the devs tried to have consistency by making the chest visible (though not yet accessible) on that field as well. It can actually be reached by using a bug where you open the menu before crossing the field boundary but as this chest now shares a var trigger with a boss on that route, I don't recommend it as it'll make the boss disappear and render an item for Red XIII's ultimate weapon unobtainable.


Dark Cave:

1.) Using the save point down in the first reactor opened an empty text-window on the upper left. Disappeared when chancing screens.
A) That's due to the countdown window I think.

2.) I already mentioned that glitch - this time i did not use Aeris in the Dark Cave so my party entered Corneo's Villa and saw half of Aeris' body inside his desk but that whole scene almost looked like Don Corneo had Aeris on his lap. Kinda fitting.  :D
A) Yeah there's two models, so the game has logic to display one but not the other; I ran afoul of that so Aeris' model was getting shown even if she isn't there.

3.) In the Don Corneo Villa after the fight with Scotch the camera stays frozen when i get back to the room overview. Re-entering the room fixes this.
A) That'll be to do with the script, will need to add a line to unlock it.

4.) I...was irritated by the appearance of the Gunners in the Sewers. That fight felt random. But i don't have a better idea myself.
A) It used to be Armour Keeper down there from arrange mode, but I swapped it out. I was struggling with scripting dark cave by that point.

5.) After fighting Hojo in his elevator-thingy you can see his model again when you leave that specific elevator-section of the screen.
A) Ah damn, oversight

Really liked the quote by Mirage when it dies. I am german but i like that english version way more.

6.) One exit in the Dark Cave is a trap - the upper one brings you to the Ancient Forest location. (probably nothing new, others mentioned this as well)
A) That's a fairly serious bug; that route is supposed to be inaccessible but for some reason it's usable. I'll be patching that out later tonight or tomorrow, depending on how long these fixes take.


Ending fights:

1.) I played with Aeris and the last party allowed only 2 members. I guess there is no way to change that..? I found it interesting that the excess character model disappeared after the preparations - when Sephiroth threw everyone around one more time. I did not need to change parties during the Bizarro Sephiroth fight once - was that intended? Guess i brought enough damage - Yuffie is just awesome.
A) I tried, but I don't think the game allows for it memory-wise. There might be a way if some work was done, but I'm not actually sure how to go about it. If it's something in the battle AI then can prob do but I reckon it's something in assembly.

2.) Steamrolled Kefer Sephiroth, did not even see the Super Nova. Used Yuffie + Tifa who both did 4x 9999 damage per round. (Yuffie with 8 x Goddamned Punk and Tifa with 8x Pugilist; both wore Champion Belts and Ult. Weapons)
A) Oof; he uses Supernova on the 2nd cast I think? Or it might be HP-based, he swaps in different abilities when Supernova is due based on something or other. Sounds like he got stomped though.

3.) Sephiroth + Jenova though...Jesus, that was hard. Managed it with Ziedrich+Ribbon, W-Magic, W-Item. Their %-based damage was tricky. Ziedrich basically doubled my health pool against Sephiroth and i used both HP-MP-absorption linked to Planet Materia and Master Magic. Solofights are just bleh in FF7.
A) I've redone that fight a bit, it was originally a 2-man fight with Cloud and Tifa which made the confu/berserk more manageable. I've removed a lot of the statuses like that from it and tuned the %s a bit.

4.) I did not use a single source but i used Black Chocobo instead to simulate the rank increases so i didn't actually deserve the majestic, extraordinary and truly magnificent ending scene you created.  :-[
A) That scene was triggering by accident until fairly recently, which is a bit mortifying to think about.

Sounds like everything went well though, on the whole. Thanks for giving me this feedback,


***
I fixed the vanilla installer for the time-being:
https://mega.nz/#!KxckgKbZ!A-ZHgweCIzuKQQ4bazEpr_4N34fc3esvWbSQ_6ckkUY
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: howlerleech on 2019-08-04 21:23:40
Ok, just did Pagoda Tower... Were they that easy? I remember being owned by Godo but now the fight only lasted longer because i forgot big wall had a reflect that lasts for 5 minutes and kept healing him. Also... Sorry for being impatient but... Where is Alexander? There was this guy(?) on the cave telling me to leave and i got frustrated when Cloud collapsed/teleported to the cabin.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-08-05 04:48:40
Alexander is in the same location as in FF7 Vanilla.

You have to go to location 11, put your hand in the hot spring and then go to 14 via the great snow field. Be careful, that fight can be hard if you are unprepared.

If you are in location 10 and leave it North-East, you can find the Deathblow Materia.

(https://i.imgur.com/G1Ykw3L.jpg)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nyny1010 on 2019-08-05 06:48:40
I fixed the vanilla installer for the time-being:
https://mega.nz/#!KxckgKbZ!A-ZHgweCIzuKQQ4bazEpr_4N34fc3esvWbSQ_6ckkUY


You are an amazing human being. I appreciate it!
No problems with the encounters now. It seems like either the character's base stats or weapon stats are still modified, Cloud and Barret's attacks are taking out every enemy in the first reactor with one hit. I'll try using Black Chocobo to change everyone's stats to what they are in vanilla
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-05 08:37:11
You are an amazing human being. I appreciate it!
No problems with the encounters now. It seems like either the character's base stats or weapon stats are still modified, Cloud and Barret's attacks are taking out every enemy in the first reactor with one hit. I'll try using Black Chocobo to change everyone's stats to what they are in vanilla

Ah damn, so it's a vanilla scene.bin but with a modified kernel? I'll sort that when I get back this evening.

***

That's both the vanilla IRO and installer patched up with default scene + kernel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nyny1010 on 2019-08-05 20:34:36
Ah damn, so it's a vanilla scene.bin but with a modified kernel? I'll sort that when I get back this evening.

***

That's both the vanilla IRO and installer patched up with default scene + kernel.

Working perfect now. Thanks Sega
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: howlerleech on 2019-08-05 21:53:04
Alexander is in the same location as in FF7 Vanilla.

You have to go to location 11, put your hand in the hot spring and then go to 14 via the great snow field. Be careful, that fight can be hard if you are unprepared.

If you are in location 10 and leave it North-East, you can find the Deathblow Materia.

(https://i.imgur.com/G1Ykw3L.jpg)

Thanks, i managed to get the deathblow before but not alexander, and i don't know why, but Yuffie never misses a deathblow.

Edit: So.... There is this materia named "Shield"... I didn't use it for a long time because "block elemental damage" didn't seem that good to me... NERF IT. The game which i was having some challenge playing until now became much easier. I don't need barrier or anything else anymore, just each person with shield and Ribbon. On another note, shield is what makes me think arranged is possible to beat.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-08-06 16:50:35
Hmm, i just started FF7 and cast Shield on a normal char, a char with ribbon and a char with Resist. Only the normal char got Shield. I mean - doesn't Shield get balanced by all the other dangerous status effects? If you want to get rid of them permanently (Resist/Ribbon), you also prevent every buff. And restore doesn't work anymore on you. I am not convinced that it should be nerfed.

Although i didn't use it once i my playthrough, apart from Aeris' lvl3 limit sometimes, because i tried to do as much as possible before entering the crater.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: howlerleech on 2019-08-07 00:04:48
I'm not saying removed, i'm saying nerfed, like put it to halve instead of nullifying elemental basic attacks and draining elemental magic. Yeah you can't heal with it, but x-potion and elixir exist. To be honest, i think shield can even be removed if bosses aren't allowed to crit anymore.

Also, i'm kind of at a loss of how to proceed with golden tonberries and quadra magic bomb squad. I managed to get the bombs confused with hades and kill each other, but died to boss' perma-paralyze. After that i can't get it to work anymore, and the tonberries just massacre me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-08-07 05:01:44
Well, my point was that you can't have both Ribbons/Resist and Shield. Now the game might be still trivialized by Shield alone but...hm.

The Bomb Squad can be trivialized by a certain spell,
Spoiler: show
remove
  :mrgreen:

Or you heal them constantly and focus with Spells/Deathblow+Added Cut on the King. Or use the specific status materias to apply Sleep + Confuse.

The black-robed NPC in the Highwind sells Jem Rings, which could solve the Paralyze-problem. Or you use Resist.

I managed the Goldberry fight be removing all of my stat protection gear, getting 1 damage dealer with Deathblow + Added Cut and attacking slowly and very carefully one at a time. I had 2 Dispels as well as 2 Esunas since they apply Resist with their petrifying stab and Reflect with one of their grudges iirc.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: howlerleech on 2019-08-07 05:18:17
That is one thing i never figured out, Dispel says "clear buffs/debuffs" but it never cleared any kind of debuff (i figured dual would be a debuff since esuna doesn't work). And i didn't know you could add cut on deathblow so i just went for 1 star multi-cut. I feel like this game has so many mechanics and combos but since vanilla is extremely easy you just play whatever and win anyway i know almost nothing on how to do things the proper way, that is why i refused i play normal and went straight to arranged.

I'll try hp absorb with 4 cut later to see if it works. Btw, i think i found a bug, Yuffie has such high dex, if she starts the fight with high enough ATB bar, it resets to 0.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-08-07 16:21:42
Yeah, a list would be quite helpful.

Dual, Stop, Slow, Death Sentence, Fury/Sadness and Manipulation (i guess?) should be the most important debuffs that get cleared by Dispel. Sometimes Reflect and Resist.
I never used it once in Vanilla and here i can not live without it. Just crazy.

4-Cut with Absorption does not work but if you link Absorption to a Master Command and then equip a 4-Cut, it absorbs.
If you get several Deathblows you can do: HP Absorption + DB, Added Cut + DB and MP Absorption + DB. 6 Slots, Dualleech for your damage dealer. I used this a while.  8-)

Right now my Mage uses Master Magic + MP Absorb and Planet/Contain + HP Absorb and sometimes Planet/Contain + MP-Turbo as well. Found that also quite useful.

And there is another combo that was enabled in NT - if you link status effect to Barrier in a weapon, you put both Barriers and Shield on your target. Saw it in an NT- speedrun and...yeah, refrained from using that.  :lol:

I have a question: you said that as soon as you got Shield, the game got much easier - what were the difficulties that disappeared this way? How exactly did you struggle up to this point?.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: howlerleech on 2019-08-07 19:27:24
Not really struggle, i only really started using Shield on Disc 3 when even normal mobs were too much. Up until then the game was very clear on what you could and could not fight, great examples are Lost Number and the optional boss on Nibelheim mountains that you get Hp<->Mp. It's impossible to fight them the first time, but they are optional. After that i would die once or twice in most boss fights but mostly due to poor management or overuse of haste, not counting Satan Gate. Demon Gate used to be the hardest fight in FF7 by far and apparently it was scaled the same way but without the cheese, so it ended up being a rng fight, i might've reset the game 20x for each successful attempt because he would instantly kill 1 or 2 with basics before i could act.

My team is all physical with Yuffie and Tifa, everyone with 4x cut and add effect+contain/hades/time, so i can hit the enemies with most possible effects. Magic for me is not that useful late game when 1 basic can deal so much damage and not spend finite mp. Talking about Yuffie again, it seems her Doom of the Living has a damage cap? i can hit for 8k with Conformer but her limit only hits for 850 per hit.

Btw, need help about Dark Cave,
Spoiler: show
i got Cait Sith and Yuffie, but Aeris is stuck inside Corneo's table and i don't know if it's a bug or she will join later.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-08-07 19:55:18
Yeh, she being stuck is a graphic bug, won't have influence on your playthrough. She joined me at the roof of the church but depending on your CD1 decision that might not be the case for you.

@SegaChief:

Some of FF7 mechanics might be obtuse for too many people - you compiled a cool tutorial in the beginner's hall. Maybe add some infos about the possibility of getting attacked with Resist or "this mod stretches FF7's possibilities to the fullest" or something?
I just watched Caleb's run (he finished it) and in the last fight he used
Spoiler: show
Synthesis Cells
on Tifa. Nobody figured out why she didn't get killed by Death Sentence afterwards or why Wall wasn't possible anymore - they attributed it to some cryptic background mechanics (like lvl?? Old or getting zombiefied).

Btw, his feedback: "This mod is fecking Champion Status"  :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-07 21:12:05
Hmm, i just started FF7 and cast Shield on a normal char, a char with ribbon and a char with Resist. Only the normal char got Shield. I mean - doesn't Shield get balanced by all the other dangerous status effects? If you want to get rid of them permanently (Resist/Ribbon), you also prevent every buff. And restore doesn't work anymore on you. I am not convinced that it should be nerfed.

Although i didn't use it once i my playthrough, apart from Aeris' lvl3 limit sometimes, because i tried to do as much as possible before entering the crater.

Shield is strong, but has some drawbacks:
1) It has a fairly short lifespan and costs a fair amount of MP; reapplying it can become costly, and Haste makes it run off faster.
2) Has no visual cue, so it's difficult to tell when it has worn off (this is something that should probably be changed as all statuses should have some sort of cue to check on)
3) Doesn't affect non-elemental attacks
4) Resist/Ribbon blocks it

Not really struggle, i only really started using Shield on Disc 3 when even normal mobs were too much. Up until then the game was very clear on what you could and could not fight, great examples are Lost Number and the optional boss on Nibelheim mountains that you get Hp<->Mp. It's impossible to fight them the first time, but they are optional. After that i would die once or twice in most boss fights but mostly due to poor management or overuse of haste, not counting Satan Gate. Demon Gate used to be the hardest fight in FF7 by far and apparently it was scaled the same way but without the cheese, so it ended up being a rng fight, i might've reset the game 20x for each successful attempt because he would instantly kill 1 or 2 with basics before i could act.

My team is all physical with Yuffie and Tifa, everyone with 4x cut and add effect+contain/hades/time, so i can hit the enemies with most possible effects. Magic for me is not that useful late game when 1 basic can deal so much damage and not spend finite mp. Talking about Yuffie again, it seems her Doom of the Living has a damage cap? i can hit for 8k with Conformer but her limit only hits for 850 per hit.

Btw, need help about Dark Cave,
Spoiler: show
i got Cait Sith and Yuffie, but Aeris is stuck inside Corneo's table and i don't know if it's a bug or she will join later.



That's a logic flaw I introduced to that field, best to ignore it until it's fixed. She joins in the Church.

Yeh, she being stuck is a graphic bug, won't have influence on your playthrough. She joined me at the roof of the church but depending on your CD1 decision that might not be the case for you.

@SegaChief:

Some of FF7 mechanics might be obtuse for too many people - you compiled a cool tutorial in the beginner's hall. Maybe add some infos about the possibility of getting attacked with Resist or "this mod stretches FF7's possibilities to the fullest" or something?
I just watched Caleb's run (he finished it) and in the last fight he used
Spoiler: show
Synthesis Cells
on Tifa. Nobody figured out why she didn't get killed by Death Sentence afterwards or why Wall wasn't possible anymore - they attributed it to some cryptic background mechanics (like lvl?? Old or getting zombiefied).

Btw, his feedback: "This mod is fecking Champion Status"  :-D

I think those cells apply resist or something, which would prevent the toggle of statuses. I didn't think Resist blocked death/death-sentence though.

That's a ringing endorsement  ;D ; I'm glad he likes it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-07 23:02:36
So far I've changed the following (patches are not up yet):

//Battle
-) Crater enemies had a general nerf; -30 strength, magic, defence, MDEF in most cases.

-) Goldberry fight reduced to 3x Goldberries instead of 6x.

-) Lot of drain HP attacks removed from end-game bosses; Tyrant, Abyss, some others.

-) All status ignoring attacks were disabled (some may have been missed).

-) The following enemies were adjusted: Satan's Gate, Powersoul Keeper, and Lambda Calcule forms. Attacks were altered, stats adjusted down, and made slower.

-) Gun's formation camera angle was changed

-) Materia bonus/penalties adjusted; more extreme effects were toned down

-) Summons were buffed

-) Armours were adjusted; Warrior Bangle + Fourth Bracelet buffed, slight buffs to other armours like Crystal Bangle

This is just a maintenance patch to adjust some things before going forward. Field script fixes, particularly that dark cave wrong warp problem, are on the way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: howlerleech on 2019-08-07 23:30:38
Actually, after 4 failed attempts at killing one goldberry by one i decided to go full yolo and comboed knights of the round + mp boost and w+quadra magic ultima. they died in 2 rounds, they don't have much hp so it wasn't that hard. Seriously though, first i tried to W-summon KotR+Bahamut Zero, baha dealt 700 damage, KotR dealt 2.3k (with mp boost) per hit and each Ultima dealt 4k. I also figured in that fight that resist acts as a empowered "Ribbon", which prevents EVERYTHING, including the item Remedy, and Goldberries have resist on their grudges.

And i'm seriously not looking foward at fighting Ruby Weapon, i never defeated it even in vanilla with all the tricks. I managed to beat emerald weapon on first try when i was a kid but never ruby.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chrysalis on 2019-08-08 12:58:43
Sega I have the hext to make shield (and lucky girl, peerless), appear in status menu during battle.

Will pass them on to you later.

I think I am going to add those as an option on the enhanced stock UI.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-08 13:32:54
Sega I have the hext to make shield (and lucky girl, peerless), appear in status menu during battle.

Will pass them on to you later.

I think I am going to add those as an option on the enhanced stock UI.

That'd be a start; problem I have with the status menu though is that it typically doesn't appear unless certain spells/items are in the targeting stage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Felix125 on 2019-08-08 15:19:17
Hey Sega Chief! Just finished my first run, best mod I've ever played.

However... the moment I kill Sephiroth I get sent to Mr. Smile and end up inside the Nibelheim reactor. I looked around and had no idea what was going on. I did the ending again and this time it was stuck on the Mr. Smile screen.

I'm confused plz help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-09 12:34:43
Hey Sega Chief! Just finished my first run, best mod I've ever played.

However... the moment I kill Sephiroth I get sent to Mr. Smile and end up inside the Nibelheim reactor. I looked around and had no idea what was going on. I did the ending again and this time it was stuck on the Mr. Smile screen.

I'm confused plz help.

The ending was bugged; if finishing the game without using rank ups it was supposed to send you to an alternate screen but a script revision a few months ago broke it. It should have been patched recently as of the latest files, are you using the current ones?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Felix125 on 2019-08-09 16:27:22
The ending was bugged; if finishing the game without using rank ups it was supposed to send you to an alternate screen but a script revision a few months ago broke it. It should have been patched recently as of the latest files, are you using the current ones?

Yes! I was using June 14th, I updated and it worked. Thanks!

The last bosses were a little underwhelming still, I always hated the 1 v 1 being just a one hit kill. Was there mean't to be a New Game + or is that still in progress?

Edit: I just watched 4-8's 1.4 run and parts of the last bosses were completely different (like the splitting into 3 groups). Was that taken out or is my game still bugged?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-10 01:51:31
Yes! I was using June 14th, I updated and it worked. Thanks!

The last bosses were a little underwhelming still, I always hated the 1 v 1 being just a one hit kill. Was there mean't to be a New Game + or is that still in progress?

Edit: I just watched 4-8's 1.4 run and parts of the last bosses were completely different (like the splitting into 3 groups). Was that taken out or is my game still bugged?

I shelved the NG+ thing in the end.

1.4 had tougher enemies; the bizarro boss was a 3-party fight locked no matter the mode I think. Now it's 1-party on normal, 3 on arrange? Not sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cc12138030 on 2019-08-10 05:59:31
I've been looking for a long time, so I'm sorry if this has already been answered, but have the rewards changed for the Speed Square in Gold Saucer? I absolutely hate/suck at the rollercoaster thing and was wondering if there was something more substantial that I might be missing besides the Umbrella/Flayer (or whatever they're called if the names changed), or if any of the previously useless 3-5k point items were useful.

Also wanted to say that this mod is amaze-balls.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Felix125 on 2019-08-10 08:27:48
I shelved the NG+ thing in the end.

1.4 had tougher enemies; the bizarro boss was a 3-party fight locked no matter the mode I think. Now it's 1-party on normal, 3 on arrange? Not sure.

Ah okay. So Arrange is a lot harder? I'll have to do another run after the first part of the remake comes out. Still wondering who that extra ? ? ? character is. My guess would be Sephiroth. You're deffo getting a small donation for this mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-10 18:38:02
I've been looking for a long time, so I'm sorry if this has already been answered, but have the rewards changed for the Speed Square in Gold Saucer? I absolutely hate/suck at the rollercoaster thing and was wondering if there was something more substantial that I might be missing besides the Umbrella/Flayer (or whatever they're called if the names changed), or if any of the previously useless 3-5k point items were useful.

Also wanted to say that this mod is amaze-balls.

The lower tier items are just gimmick items, they have a use in-battle but usually something useless like 'change all your party member row' or something.

There's a glitch (or perhaps some oversight) where shooting the propellors on the yellow zeppelin (after balloon phase, when pink rocket enemies appear) can generate massive amounts of points if it's even brushed slightly with the laser.

The PC version of the coaster is very twitchy compared to the PSX version, I think DLPB had a fix for it though.

Ah okay. So Arrange is a lot harder? I'll have to do another run after the first part of the remake comes out. Still wondering who that extra ? ? ? character is. My guess would be Sephiroth. You're deffo getting a small donation for this mod.

The extra entry for SP was a mistake on my part; sorry to get your hopes up on that front. When some of the new modding frameworks come out, I'm going to put together something on that front though (nothing that affects story though, battles/visual only).

Cheers for the donation, bud  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2019-08-10 19:19:28
So, I've reached the end of part 2, crushing what was left of Shinra, and the madman Hojo.
At Midgar I kept trying to steal from every enemy, but had zero success. 2 characters mugging every encounter and always "Couldn't steal anything.." My characters are high level too, Cloud being over 90.

Should I have acquired the Sneak Glove before Midgar?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-11 00:58:41
So, I've reached the end of part 2, crushing what was left of Shinra, and the madman Hojo.
At Midgar I kept trying to steal from every enemy, but had zero success. 2 characters mugging every encounter and always "Couldn't steal anything.." My characters are high level too, Cloud being over 90.

Should I have acquired the Sneak Glove before Midgar?


The stealing thing is an oversight with the level adjustment I added, in order to steal from late-game enemies you'll need a sneak glove. This can be still be acquired by digging up the keycard from bone village and then visiting the weapon shop seller who sold you batteries on Disc 1.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: trustedgundam13 on 2019-08-12 02:01:36
Hello Sega Chief, so I ran into a glitch at the very beginning of the Dark Cave where as soon as I have the first conversation with Barret the game seems to lock up with Cloud and Barret just staring at each other with their standing idle animations still going. I turned off the field model mods I have to see if they were the cause, but the same thing seems to happen. Any suggestions on what I can do?

P.S. This is my first time playing through FF7 and I really like all the things you've done in the mod. A couple critiques here and there I have (like the abundance of status effect enemies at the beginning or maxing out all the SP levels only half way through the game), but for the most part I think its great.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-12 09:18:38
Hello Sega Chief, so I ran into a glitch at the very beginning of the Dark Cave where as soon as I have the first conversation with Barret the game seems to lock up with Cloud and Barret just staring at each other with their standing idle animations still going. I turned off the field model mods I have to see if they were the cause, but the same thing seems to happen. Any suggestions on what I can do?

P.S. This is my first time playing through FF7 and I really like all the things you've done in the mod. A couple critiques here and there I have (like the abundance of status effect enemies at the beginning or maxing out all the SP levels only half way through the game), but for the most part I think its great.

The freeze seems related to other mods (cause unknown); try running NT by itself until you reach the save point, then turn your other mods back on. I suspect it might be the 'animated idles' but unsure.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: trustedgundam13 on 2019-08-12 16:34:49
The freeze seems related to other mods (cause unknown); try running NT by itself until you reach the save point, then turn your other mods back on. I suspect it might be the 'animated idles' but unsure.



So I did what you said and turned off all the mods except for NT, and managed to get past the beginning dialogue. I decided to start doing some tests turning off/on all the different mods one at a time (including all the ones involving animations & models) to see what could be causing the issue, but I couldn't find out whats the cause besides me thinking that NT freezes up if their is too many mods loaded in when entering Dark Cave. The mods that seem to work along with NT at that part are the Remako HD mods I have.

Unfortunately now I ran into another issue even before I reached the save point. As I am climbing down to the mako reactor, I get stuck in a walking animation going along the pipes as soon as I enter the next screen. This happened to me before during the Midgar raid with the ladder to Shinra HQ, but I managed to get past that one somehow. And keep in mind I basically have all the mods turned off now so I have no idea :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TeaForMoo on 2019-08-12 22:01:57
Hi Sega,

Just wanted to say i downloaded the New Threat about 2 weeks ago and I'm absolutely loving it, but i've hit a bit of a snag in end game- I don't seem to be able to change Party Leaders on the Highwind. Is this something that has been patched out and is no longer needed for Cid/Tifa's quests? Or have i messed something up.

Also, on an entirely separate note, when looking for the Sector 5 key, I dug up a second Bahamut ZERO. I presume that's not something you had wanted, so just letting you know that it's there!

Thanks for all the great work- really looking forward to FFVIII when it comes out too!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-13 09:02:40
So I did what you said and turned off all the mods except for NT, and managed to get past the beginning dialogue. I decided to start doing some tests turning off/on all the different mods one at a time (including all the ones involving animations & models) to see what could be causing the issue, but I couldn't find out whats the cause besides me thinking that NT freezes up if their is too many mods loaded in when entering Dark Cave. The mods that seem to work along with NT at that part are the Remako HD mods I have.

Unfortunately now I ran into another issue even before I reached the save point. As I am climbing down to the mako reactor, I get stuck in a walking animation going along the pipes as soon as I enter the next screen. This happened to me before during the Midgar raid with the ladder to Shinra HQ, but I managed to get past that one somehow. And keep in mind I basically have all the mods turned off now so I have no idea :/

I think if you mash the confirm button while entering or exiting a ladder, there's a chance to get stuck on the thing due to a flaw in the scripts handling them (same with the glass elevator entrances in SHinra HQ, when exiting/entering mashing confirm can get you stuck). It's a problem with the base game, it's definitely fixable but there are a LOT of ladders: https://gamefaqs.gamespot.com/boards/197341-final-fantasy-vii/63132464

Hi Sega,

Just wanted to say i downloaded the New Threat about 2 weeks ago and I'm absolutely loving it, but i've hit a bit of a snag in end game- I don't seem to be able to change Party Leaders on the Highwind. Is this something that has been patched out and is no longer needed for Cid/Tifa's quests? Or have i messed something up.

Also, on an entirely separate note, when looking for the Sector 5 key, I dug up a second Bahamut ZERO. I presume that's not something you had wanted, so just letting you know that it's there!

Thanks for all the great work- really looking forward to FFVIII when it comes out too!

If you head down to the bottom of the crater (where party reunites) there's a scene and then a notification that everything has been unlocked. Head back up to the surface (you can use the new NPC down there to warp back faster) and in the Operations Room of the Highwind, talk to the NPC on the right to swap.

In Bone Village, a lot of missables can be dug up (albeit at a very low chance in the vanilla game; NT boosts the chances up I think to 100%) if they weren't acquired normally. So if you didn't get all four Huge Materia then you can still get Bahamut ZERO by digging it up. Same used to be true of W-Item but that was moved out of the Midgar Raid and is no longer missable. Phoenix can be dug up there as well if Fort Condor was seized.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TeaForMoo on 2019-08-13 11:25:04
Bugger- I must have loaded up a old save in the Highwind then...  oh well, thanks for that!

As for Bahamut Zero, I did get it from the Huge Materia and now have 2, I just didn't realise that getting two was possible in the Vanilla game :)

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LordUrQuan on 2019-08-13 13:44:31
As for Bahamut Zero, I did get it from the Huge Materia and now have 2, I just didn't realise that getting two was possible in the Vanilla game :)
It probably wasn't intentional, but it isn't as if it's a bug-free game (::cough:: w-item ::cough:: )
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-13 23:02:50
Bugger- I must have loaded up a old save in the Highwind then...  oh well, thanks for that!

As for Bahamut Zero, I did get it from the Huge Materia and now have 2, I just didn't realise that getting two was possible in the Vanilla game :)

Thanks

Ah you see it's on special this month; 2 for 1.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cc12138030 on 2019-08-14 06:21:07
Don't know if this is related to this mod or another I have enabled, but I ran into a soft-lock with Added Effect + Hades. All the debuffs triggered (sleep, poison, frog, etc.), and then the combat soft-locked. Full ATB but won't take actions, mob not taking damage from poison, and can't escape.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-14 08:12:29
That's something to do with the Frog status and one of the other mods, I forget which one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-08-14 10:40:24
Hey Sega Chief, me and my boys are loving your mod thus far. All 3 of us are playing it using a program called Parsec which allows multiple users to connect to a single PC and with enough troubleshooting, you can have everyone be player 1. That way we just rotate each character in combat and rotate map duties when people get bored...Or force certain savants in our group to always do the mini games.

We've been enjoying the mod quite a bit, we play once or twice a week. There was one question we had and wanted to know if you could help us out in figuring out how to enable it.

Our core party has been Cloud Aerith/Yuffie & Tifa. What we wanted to know is if it's possible to mod Tifa's LB to no longer have Miss and only have Hit/Yeah. We've had quite a few instances of getting demolished because of patient Tifa LB play to not get misses and it's uh...Unfortunate to say the least.

If there isn't a way to do it, no biggie, just figured I'd ask.

Again, appreciate your efforts on this mod, it really does give this super easy game a much needed facelift.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: trustedgundam13 on 2019-08-14 11:49:11
I think if you mash the confirm button while entering or exiting a ladder, there's a chance to get stuck on the thing due to a flaw in the scripts handling them (same with the glass elevator entrances in SHinra HQ, when exiting/entering mashing confirm can get you stuck). It's a problem with the base game, it's definitely fixable but there are a LOT of ladders: https://gamefaqs.gamespot.com/boards/197341-final-fantasy-vii/63132464

Yeah unfortunately I am still running into the problem even if I don't press any buttons or switch to keyboard, it just keeps making me run along a part of the pipe. Also one thing to note that I am not sure is a glitch or related to Dark Cave's story is that their is a timer countdown that's stuck at 00:00 as soon as I enter the No.1 Reactor? area. Now I have used the black chocobo editor to get me past a few glitches before, like the PHS save anywhere ones. Of course it doesn't show this location in the editor due to it being a mod, but is there a way to use that to spawn me at the save point right below where I am getting stuck somehow? Maybe like editing the mod files or editor files?

Don't know if this is related to this mod or another I have enabled, but I ran into a soft-lock with Added Effect + Hades. All the debuffs triggered (sleep, poison, frog, etc.), and then the combat soft-locked. Full ATB but won't take actions, mob not taking damage from poison, and can't escape.

Oh I was actually watching a twitch streamer run into that exact same problem. One of his viewers told him it was the 60 FPS battles with the animations mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-14 15:16:41
Hey Sega Chief, me and my boys are loving your mod thus far. All 3 of us are playing it using a program called Parsec which allows multiple users to connect to a single PC and with enough troubleshooting, you can have everyone be player 1. That way we just rotate each character in combat and rotate map duties when people get bored...Or force certain savants in our group to always do the mini games.

We've been enjoying the mod quite a bit, we play once or twice a week. There was one question we had and wanted to know if you could help us out in figuring out how to enable it.

Our core party has been Cloud Aerith/Yuffie & Tifa. What we wanted to know is if it's possible to mod Tifa's LB to no longer have Miss and only have Hit/Yeah. We've had quite a few instances of getting demolished because of patient Tifa LB play to not get misses and it's uh...Unfortunate to say the least.

If there isn't a way to do it, no biggie, just figured I'd ask.

Again, appreciate your efforts on this mod, it really does give this super easy game a much needed facelift.


Yeah it's possible to do, there was an .EXE that had it enabled but unsure if it's still in the files (or if it's up to date). I'll throw one together when I get back from work and send it over. Will also post the hex for it if anyone else reading this wants to apply to an .exe for other project/set-up.


Yeah unfortunately I am still running into the problem even if I don't press any buttons or switch to keyboard, it just keeps making me run along a part of the pipe. Also one thing to note that I am not sure is a glitch or related to Dark Cave's story is that their is a timer countdown that's stuck at 00:00 as soon as I enter the No.1 Reactor? area. Now I have used the black chocobo editor to get me past a few glitches before, like the PHS save anywhere ones. Of course it doesn't show this location in the editor due to it being a mod, but is there a way to use that to spawn me at the save point right below where I am getting stuck somehow? Maybe like editing the mod files or editor files?

Oh I was actually watching a twitch streamer run into that exact same problem. One of his viewers told him it was the 60 FPS battles with the animations mod.

The location is identical to the Reactor 1 screens, so send yourself there in the black chocobo editor. The pipe being a consistent problem with 60fps (assuming that's fields and not the battles? Wasn't aware there was a 60fps field animation mod) isn't something I've heard mentioned before but will keep it in mind. If it's battles 60fps then that shouldn't be affecting the field module as far as I know but if it also patches field animations then maybe it's that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ariesauras on 2019-08-14 21:55:38
Does anyone know if this can be ported to a psp/ps vita??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-08-15 00:02:49
Does anyone know if this can be ported to a psp/ps vita??

I don't believe you can apply this mod to the PSP/Vita as this version of the mod is for the PC/Steam version. The PSP/Vita version is a port of the original PSX version of the game, which this mod is not compatible with to my knowledge.

I have seen people port this onto the Switch however, if you want to use a handheld device still. That's because the Switch version is a port of the PC/Steam version of the game from what I understand.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nyny1010 on 2019-08-16 20:17:06
Ah damn, so it's a vanilla scene.bin but with a modified kernel? I'll sort that when I get back this evening.

***

That's both the vanilla IRO and installer patched up with default scene + kernel.

I've been playing through with the vanilla patch and noticed that numbers seemed off, Materia is still giving the modded stat buffs/debuffs. There's also a battle with Rude and Elena at Mythril Mine that puts me against 3 monsters. I can run from it so that's not a huge deal but there might be other unintended fights still in this version. Sorry to keep bugging you with the vanilla version but let me know if these bugs are fixable
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: sagelukahn on 2019-08-17 05:45:56
Edit= Iiiiiiiiiiiiiiiiiiii can't read today. Nevermind, I think I have it sorted.

I can't seem to get this mod to work at all. It seems to change things partially, but combat changes don't take effect (Barret doesn't get a stacking defense buff, Guard Scorpion is no different but looks different). I was watching Maximillian Dood play this using an IRO version from June, but I can't seem to find that version, just the version from August. Any help would be appreciated, the mod looked awesome when he was playing it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-17 14:09:57
I've been playing through with the vanilla patch and noticed that numbers seemed off, Materia is still giving the modded stat buffs/debuffs. There's also a battle with Rude and Elena at Mythril Mine that puts me against 3 monsters. I can run from it so that's not a huge deal but there might be other unintended fights still in this version. Sorry to keep bugging you with the vanilla version but let me know if these bugs are fixable

It might be interference from an older installation, but will check.


Edit= Iiiiiiiiiiiiiiiiiiii can't read today. Nevermind, I think I have it sorted.

I can't seem to get this mod to work at all. It seems to change things partially, but combat changes don't take effect (Barret doesn't get a stacking defense buff, Guard Scorpion is no different but looks different). I was watching Maximillian Dood play this using an IRO version from June, but I can't seem to find that version, just the version from August. Any help would be appreciated, the mod looked awesome when he was playing it.

It's probably the 7H install that's wonky. Kernel is usually unpatched in instances like that (which would explain why the innates aren't popping up) and I guess scene.bin in this case has also not been patched. Model files are separate and sound like they're getting done properly.

Unfortunately, with 7th heaven the only real fix is scorched earth approach. An uninstall/file delete and then full reinstallation. Alternatively, you could try the stand-alone installer for FF7 NT and patch the ff7 files with it and then try running 7h on the top of it for model mods but it might get unstable if you patch anything else on top of it like, say, menu overhaul.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2019-08-17 16:48:32
Quick question,

Cid just learned his 3.1 limit break without learning 2.2.

Upon closer inspection I noticed he's actually missing his 2.1 LB Hyper Jump. So he's got: Boost jump, Dynamite, Dragon and now Dragon Dive.

Did you switch up Cid's limit breaks Hyper jump and Dragon? Or what's going on`?

Looked around the web a bit, and this seems to be semi common, but usually missing the x.2 limits, instead of x.1

Anybody else can confirm what order Cid's level 2 limit breaks are?


Jeeez I didn't sign up for this!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nyny1010 on 2019-08-17 18:12:37
It might be interference from an older installation, but will check.

Thanks. Using a fresh ff7_en.exe fixes the Materia attributes for me. The turks battle in the mythril cave seems to be from the flevel. Elena's script would restore HP and start that battle. I deleted those lines from the flevel and everything seems to be working as intended.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-08-17 22:03:12
Quick question,

Cid just learned his 3.1 limit break without learning 2.2.

Upon closer inspection I noticed he's actually missing his 2.1 LB Hyper Jump. So he's got: Boost jump, Dynamite, Dragon and now Dragon Dive.

Did you switch up Cid's limit breaks Hyper jump and Dragon? Or what's going on`?

Looked around the web a bit, and this seems to be semi common, but usually missing the x.2 limits, instead of x.1

Anybody else can confirm what order Cid's level 2 limit breaks are?


Jeeez I didn't sign up for this!

Cid's lvl 2 limits are indeed switched. But the other things are vanilla and intended. You need a certain amount of kills to get to the next level and you need to use the first limit of each level a certain number of times to get the 2nd.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2019-08-17 22:07:34
Cid's lvl 2 limits are indeed switched.

Thanks very much! I guess that makes sense as Hyper Jump is much more powerful. Now I know my next game plan. Too bad my Cid is tanky as "#¤% so farming limit uses is hard. Cover spam and lower Def Eq. should do it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Garrickus on 2019-08-18 10:57:48
Thanks very much! I guess that makes sense as Hyper Jump is much more powerful. Now I know my next game plan. Too bad my Cid is tanky as "#¤% so farming limit uses is hard. Cover spam and lower Def Eq. should do it!

I've always manipulated an enemy (cactuar in vanilla) and inflicted mini on the character that I'm farming uses for. As long as you have fury and mini on and have just over 1000HP it shouldn't take too long to farm uses since you won't be killing enemies with the LBs.

For lv.3 limits it works best to use Fury Brand though imo.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: frampton1337 on 2019-08-18 18:58:20
I'm having an issue where I go into the Dark Cave for the first time and the game doesn't load all of the dialogue for Barret and Cloud. They talk for a few boxes and then cloud turns and doesn't say anything. Anyone have this issue before? I watched someones play through so I know there is supposed to be more said before they go forward.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cc12138030 on 2019-08-18 20:49:34
I have a suggestion for the next update. I think the Comet materia should have the Gravity element. Not the spells themselves, they should remain non-elemental, but it makes sense to me for the materia to be the Gravity element (i.e. Gravity pulling comets from the skies to hit people). Plus it would give another end-game Gravity element material to pair with elemental besides Time. Don't know if this is easy to implement or if it would be broken with something else I'm not thinking of.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-19 11:21:36
Quick question,

Cid just learned his 3.1 limit break without learning 2.2.

Upon closer inspection I noticed he's actually missing his 2.1 LB Hyper Jump. So he's got: Boost jump, Dynamite, Dragon and now Dragon Dive.

Did you switch up Cid's limit breaks Hyper jump and Dragon? Or what's going on`?

Looked around the web a bit, and this seems to be semi common, but usually missing the x.2 limits, instead of x.1

Anybody else can confirm what order Cid's level 2 limit breaks are?


Jeeez I didn't sign up for this!

You can learn the 2.1 and 3.1 without first learning the 1-2 or 2-2 respectively. The Lv.4 Limit needs all of them to be learned however before the item can be used to teach it.

Cid's Hyper Jump and Dragon limits were swapped due to a graphics driver issue with the Steam version; Hyper Jump can crash on that version so I felt it would be a good idea to make that the 2-2 instead of the 2-1. The issue is fixed on latest 1998/7th H versions which use the new graphics driver.


Thanks. Using a fresh ff7_en.exe fixes the Materia attributes for me. The turks battle in the mythril cave seems to be from the flevel. Elena's script would restore HP and start that battle. I deleted those lines from the flevel and everything seems to be working as intended.

I missed that one, thanks for letting me know.


I'm having an issue where I go into the Dark Cave for the first time and the game doesn't load all of the dialogue for Barret and Cloud. They talk for a few boxes and then cloud turns and doesn't say anything. Anyone have this issue before? I watched someones play through so I know there is supposed to be more said before they go forward.

This issue seems to affect users with other certain mods on (unknown which one). Try running NT by itself until you reach the first save point in that reactor, then reactivate your other mods.

I have a suggestion for the next update. I think the Comet materia should have the Gravity element. Not the spells themselves, they should remain non-elemental, but it makes sense to me for the materia to be the Gravity element (i.e. Gravity pulling comets from the skies to hit people). Plus it would give another end-game Gravity element material to pair with elemental besides Time. Don't know if this is easy to implement or if it would be broken with something else I'm not thinking of.

Will do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-19 15:17:27
Yeah it's possible to do, there was an .EXE that had it enabled but unsure if it's still in the files (or if it's up to date). I'll throw one together when I get back from work and send it over. Will also post the hex for it if anyone else reading this wants to apply to an .exe for other project/set-up.

I completely forgot about this, will need to do this tonight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-08-19 15:53:09
I completely forgot about this, will need to do this tonight.

Don't worry about it, I'm in no rush! I'm very curious how you go about editing the file to produce this result.

I did have a secondary question about Vincent...I doubt it's possible, but figured I'd ask and see:

-) When you limit on Vincent, is there a possibility to actually control his actions at all? Would that require entirely recoding his AI?

-) If controlling him isn't an option, would it be possible to maybe revert him to his normal form after let's say 3-5 rounds of combat?

-) If none of these options work, could his LB forms deal at least 1 form of medium to high non elemental damage to give some incentive to losing control of him in battle?

The reason I ask is mainly because of all the characters in VII, he's the wildcard (outside of Cait Sith's slots haha) that can get you killed in certain fights if you LB at the wrong time due to not being able to revive someone, provide AoE healing, ect. Or worse yet, you LB in a form like Galian beast that deals fire damage, but the boss absorbs fire damage, thus hamstringing your fight.

I like that he's a beefy caster, and you can essentially never LB and only cast spells/use command materia, but that makes his LB's kinda pointless in most fights.

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: vegetamaker on 2019-08-19 16:02:44
Hello again! A question that I didn't find an answer... When you check the characters sp, there is a ???? at bottom. Is it something? I didn't find information about it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-08-19 16:10:42
Hello again! A question that I didn't find an answer... When you check the characters sp, there is a ???? at bottom. Is it something? I didn't find information about it.

It's an oversight left over from Sega Chief. Not a secret character, it's not Sephiroth joining the party, just something left over from when he was testing out.

He mentioned it a couple times in the thread  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: synkaito on 2019-08-19 16:14:12
Kaktuar didn't drop 7777 needles for me, only cactuar gun....where can i get it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-19 17:22:35
Good timing karsh, here's those EXEs for adjusted tifa reels (no miss):
https://mega.nz/#!G9shTSSb!mfUa6XHjBPOd12Exsd8C65GuFMl-bXKuKSzAjmKrvx0

Kaktuar didn't drop 7777 needles for me, only cactuar gun....where can i get it?

It should have been a key item, check your key item list. If it isn't there then something's went wrong.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-08-19 18:36:38
Good timing karsh, here's those EXEs for adjusted tifa reels (no miss):
https://mega.nz/#!G9shTSSb!mfUa6XHjBPOd12Exsd8C65GuFMl-bXKuKSzAjmKrvx0

Awesome thank you sir! I did post something a bit earlier about Vincent, but it's pending approval from a moderator so you may not have seen it just yet. It's some idea's around Vincent to make him a bit more reliable due to his special LB compared to others in the party.

Also, would you have some time later to discuss some of the aspects of how to modify the EXE. That way when you do a new release, I can modify the EXE myself for the Tifa reels.

Appreciate the help and I'm looking forward to play your final, final version!  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GameGeeks on 2019-08-19 22:28:18
Did you change the parade rewards?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-19 23:41:29
Don't worry about it, I'm in no rush! I'm very curious how you go about editing the file to produce this result.

I did have a secondary question about Vincent...I doubt it's possible, but figured I'd ask and see:

-) When you limit on Vincent, is there a possibility to actually control his actions at all? Would that require entirely recoding his AI?

-) If controlling him isn't an option, would it be possible to maybe revert him to his normal form after let's say 3-5 rounds of combat?

-) If none of these options work, could his LB forms deal at least 1 form of medium to high non elemental damage to give some incentive to losing control of him in battle?

The reason I ask is mainly because of all the characters in VII, he's the wildcard (outside of Cait Sith's slots haha) that can get you killed in certain fights if you LB at the wrong time due to not being able to revive someone, provide AoE healing, ect. Or worse yet, you LB in a form like Galian beast that deals fire damage, but the boss absorbs fire damage, thus hamstringing your fight.

I like that he's a beefy caster, and you can essentially never LB and only cast spells/use command materia, but that makes his LB's kinda pointless in most fights.

Thanks!

Editing is setting up a hext file (a notepad) that gets patched onto an exe directly either using hexttools or at runtime temporarily via 7th heaven. You specify the address and then the bytes to change. Bit rudimentary but it gets the job done.

It's not so much the AI, as it is the battle menu not really being designed to support it. Closest would be the manipulate battle menu but that pulls data from an enemy. An interface like that which would block off the normal battle menu would probably be the cleanest way. I tried form reversion by killing/reviving but it didn't take unfortunately.

Awesome thank you sir! I did post something a bit earlier about Vincent, but it's pending approval from a moderator so you may not have seen it just yet. It's some idea's around Vincent to make him a bit more reliable due to his special LB compared to others in the party.

Also, would you have some time later to discuss some of the aspects of how to modify the EXE. That way when you do a new release, I can modify the EXE myself for the Tifa reels.

Appreciate the help and I'm looking forward to play your final, final version!  ;D

Download DLPB's hexttools here: http://forums.qhimm.com/index.php?topic=13574.0
Then in the hextedit folder, place the NT ff7.exe and ff7_en.exe (first is for 1998/7h, second is for steam; use whichever you need). In the HE_In folder, place a notepad with this:

https://pastebin.com/z0R6a79p

Replace the ff7.exe at the top with ff7_en.exe if you're looking to patch the steam version.

Drag the .exe onto the hextedit .BAT file and it should patch it.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-08-19 23:57:50
Great information Sega Chief, thanks a lot! My Hex editing skills extend as far as SNES and some stuff on RPG Maker. Nothing to the level of what you've achieved in these few years working on NT!

I'll practice what you mentioned and see if I can get it going on my own when your next update hits.

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cc12138030 on 2019-08-20 04:18:42
Is there any way to donate that isn't through PayPal? I'd love to support what you do since it's basically a new game for me, but I would prefer not to use PayPal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: vegetamaker on 2019-08-20 05:08:41
It's an oversight left over from Sega Chief. Not a secret character, it's not Sephiroth joining the party, just something left over from when he was testing out.

He mentioned it a couple times in the thread  :)

Oh! I thought something like that. Thanks! I guess my English wasn't enough good to know how to find it in the thread :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-20 08:27:05
Great information Sega Chief, thanks a lot! My Hex editing skills extend as far as SNES and some stuff on RPG Maker. Nothing to the level of what you've achieved in these few years working on NT!

I'll practice what you mentioned and see if I can get it going on my own when your next update hits.

Cheers!

Thanks, but a lot of the hex edits made is stuff discovered by other people so credit to them for reverse-engineering a lot of this stuff.


Is there any way to donate that isn't through PayPal? I'd love to support what you do since it's basically a new game for me, but I would prefer not to use PayPal.

Patreon was suggested by a couple of people, but setting it up it looked to be more of a thing for original content creators than for modders. Not sure if I can actually use it or not but I'll look at it again.

Oh! I thought something like that. Thanks! I guess my English wasn't enough good to know how to find it in the thread :3

Your English is fine, this forum is fairly old and stuff gets buried easily.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GameGeeks on 2019-08-20 09:48:35
Can I get an answer about the parade rewards?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: synkaito on 2019-08-20 11:50:31
It should have been a key item, check your key item list. If it isn't there then something's went wrong.

..thank you for the reply and yes, after i read your reply, i searched my key item and didn't find it, BUT...it was because i thought i need 7777 needles to craft Premium Heart, and after i check the list from Gerolt i found out that it should be Micro Engine instead, and then i found out again i already used 7777 needles for Conformer, yes that was my fail of the month ;D ;D ;D ;D

maybe my eyes play trick on me when i read the ingredients list  ;D ;D ;D ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-20 12:52:04
Can I get an answer about the parade rewards?

For regular parade, it's grenade, ethers, or a Hero Drink II (for 50+%) but the hero drink II is of no use to you until much later in the game by which point you can find more of them.

For the send-off, the first two prizes are nothing and a potion. 120+ points gets you a Rune Armlet though. And possibly a migraine.

..thank you for the reply and yes, after i read your reply, i searched my key item and didn't find it, BUT...it was because i thought i need 7777 needles to craft Premium Heart, and after i check the list from Gerolt i found out that it should be Micro Engine instead, and then i found out again i already used 7777 needles for Conformer, yes that was my fail of the month ;D ;D ;D ;D

maybe my eyes play trick on me when i read the ingredients list  ;D ;D ;D ;D

Ah I see, no worries then. If a key item goes missing that tends to be more awkward to fix than a regular item so glad to hear it didn't vanish.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GameGeeks on 2019-08-20 13:25:31
Thanks, I can do the send off, but suck at the parade.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-08-20 14:33:18
Oh! I thought something like that. Thanks! I guess my English wasn't enough good to know how to find it in the thread :3

Hey no problem! There's a lot of great information in this thread but it's over 330 pages of stuff to read through hehe. Nobody blames you for not finding it lol.

The good thing is in the short time I've been on here, there are many people willing to help and answer questions you may have within a day or so of you posting it.

Also, your English seems just fine to me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cc12138030 on 2019-08-21 04:57:13

Patreon was suggested by a couple of people, but setting it up it looked to be more of a thing for original content creators than for modders. Not sure if I can actually use it or not but I'll look at it again.


I know I would be on board. Plus I think it would be easier to see updates and post suggestions and whatnot. Especially considering this thread is like a million pages long and 42 years old.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: vegetamaker on 2019-08-21 05:02:43
Hello again! I have another question. I am completing the run and I am finishing the Limit 4 sidequests right now. And I have a question... I saw a new Limit Break was added for Cait Sith and he has a sidequest for Limit Break 4. Has him new limit breaks 4? I opened Black Chocobo to check it but it isn't prepared for it so...

Again I didn't find anything in search tab about it, sorry :/

Thanks for your time.

Hey no problem! There's a lot of great information in this thread but it's over 330 pages of stuff to read through hehe. Nobody blames you for not finding it lol.

The good thing is in the short time I've been on here, there are many people willing to help and answer questions you may have within a day or so of you posting it.

Also, your English seems just fine to me.
Thanks, but my English is very basic. Many times I can't find things in English because my vocabulary is insufficient. And many times Google Translate don't help so neither ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-21 08:31:01
I know I would be on board. Plus I think it would be easier to see updates and post suggestions and whatnot. Especially considering this thread is like a million pages long and 42 years old.

I guess it could be used for that. I'll set it up during the week and then link it back.


Hello again! I have another question. I am completing the run and I am finishing the Limit 4 sidequests right now. And I have a question... I saw a new Limit Break was added for Cait Sith and he has a sidequest for Limit Break 4. Has him new limit breaks 4? I opened Black Chocobo to check it but it isn't prepared for it so...

Again I didn't find anything in search tab about it, sorry :/

Thanks for your time.
Thanks, but my English is very basic. Many times I can't find things in English because my vocabulary is insufficient. And many times Google Translate don't help so neither ^^

Cait Sith only has one new Limit Break on his Lv.1 Limits that is unlocked after Dice. He has no Lv.4 Limit, but still has a sidequest like the other characters except he gets an item that is used to make his ultimate weapon instead. Sorry for the confusion.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cc12138030 on 2019-08-21 08:37:43
I'm entering the dark cave for the first time in the sleeping forest, and I keep getting a soft-lock. As soon as Cloud and Barret wake up and finish their dialogue (I assume), they just stand there looking at each other and I can't do anything. Don't know if it is a different mod causing this, or if I need to re-install or something, just wanted to see if this is a known issue with a fix or not. Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-21 10:00:39
I'm entering the dark cave for the first time in the sleeping forest, and I keep getting a soft-lock. As soon as Cloud and Barret wake up and finish their dialogue (I assume), they just stand there looking at each other and I can't do anything. Don't know if it is a different mod causing this, or if I need to re-install or something, just wanted to see if this is a known issue with a fix or not. Thanks.

It's a mod conflict, you'll need to deactivate your other mods temporarily, play up to the first save point in the reactor, and then reactivate your other mods. The exact cause is still unknown.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lakecityransom on 2019-08-21 13:31:19
Hi, just stopping by mainly to say I appreciate the work! I'm 1/3 done and it has been challenging in a fun way. This mod has motivated me to come back and play my favorite game 10 years since I last touched it. The game actually did a poor job of utilizing the complex system it had and vanilla is quite easy if you study. I've seen a couple popular streamers play, Calebhart42 and now Maximilian_DOOD.

Does 7th Heaven only support v1.4? Everyone I see is playing that. The "Gameplay - Difficulty & Story" section on 7th heaven is doing v1.4, I found v1.5 only digging for more info. As a guy who makes stuff, I just hate seeing new work go to waste so I'm mentioning it here.

Some feedback:
- Unfortunately there are some brutal FF7 launching issues as I'm sure you're aware, where I even have to untick/retick run as admin & apply on the .exes to fix sometimes (very strange).  [Edit: Actually sometimes its 7th Heaven .exe itself I have to untick/retick/apply run as admin to, maybe its the manager or other mods doing this)

- Did I miss steal materia? I found an Excel file outlining steal/morphs that stretches back to Midgar, but I got it post-Midgar. I think I bought at Kalm IIRC. I'm a little apprehensive of missing things and its hard to come by information such as where all the enemy skills are to be expected. I realize you didn't write down a comprehensive changelog and I realize how difficult that is to stick to.

- I bugged out the Scorpion fight where it guards the elevator inside the Shinra building. I got cute and morphed it. It triggered the entire fight again, I thought it was intended! Then it said "What's this?" and Keycard item pickup. I then went to save and it said "What's this?" and pulled up the menu and I got a softlock.

- It would be helpful if the character special abilities are re-iterated somewhere, maybe the place with the 3 dudes flexin with all the other info (maybe it was, I should check when I can)

- It would be nice if you could squeeze a version # somewhere visible like the save point screen or something. I realize there are some subtle queues to figure this out and maybe you don't want to forget about changing the number on a release. :)

- I've noticed you've buffered out some of the annoying things in the storyline that are tedius or annoying (like forgetting the 1st enemy skill materia)

- The Yuffie bit was a riot

- I have managed to notice some of your funny text additions to the game. I had to double-check that this wasn't canon, good one: https://i.imgur.com/3hAZHAq.jpg

That's all I can think of for now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-21 15:35:06
Hi, just stopping by mainly to say I appreciate the work! I'm 1/3 done and it has been challenging in a fun way. This mod has motivated me to come back and play my favorite game 10 years since I last touched it. The game actually did a poor job of utilizing the complex system it had and vanilla is quite easy if you study. I've seen a couple popular streamers play, Calebhart42 and now Maximilian_DOOD.

Does 7th Heaven only support v1.4? Everyone I see is playing that. The "Gameplay - Difficulty & Story" section on 7th heaven is doing v1.4, I found v1.5 only digging for more info. As a guy who makes stuff, I just hate seeing new work go to waste so I'm mentioning it here.

Some feedback:
- Unfortunately there are some brutal FF7 launching issues as I'm sure you're aware, where I even have to untick/retick run as admin & apply on the .exes to fix sometimes (very strange).  [Edit: Actually sometimes its 7th Heaven .exe itself I have to untick/retick/apply run as admin to, maybe its the manager or other mods doing this)

- Did I miss steal materia? I found an Excel file outlining steal/morphs that stretches back to Midgar, but I got it post-Midgar. I think I bought at Kalm IIRC. I'm a little apprehensive of missing things and its hard to come by information such as where all the enemy skills are to be expected. I realize you didn't write down a comprehensive changelog and I realize how difficult that is to stick to.

- I bugged out the Scorpion fight where it guards the elevator inside the Shinra building. I got cute and morphed it. It triggered the entire fight again, I thought it was intended! Then it said "What's this?" and Keycard item pickup. I then went to save and it said "What's this?" and pulled up the menu and I got a softlock.

- It would be helpful if the character special abilities are re-iterated somewhere, maybe the place with the 3 dudes flexin with all the other info (maybe it was, I should check when I can)

- It would be nice if you could squeeze a version # somewhere visible like the save point screen or something. I realize there are some subtle queues to figure this out and maybe you don't want to forget about changing the number on a release. :)

- I've noticed you've buffered out some of the annoying things in the storyline that are tedius or annoying (like forgetting the 1st enemy skill materia)

- The Yuffie bit was a riot

- I have managed to notice some of your funny text additions to the game. I had to double-check that this wasn't canon, good one: https://i.imgur.com/3hAZHAq.jpg

That's all I can think of for now.

7h can support 1.5, but the current catalog hasn't been updated yet (as far as I l know). Either import the IRO found on the front pages of this thread using 7h. The one on this thread should be considered most up to date.

7h as a user experience isn't very friendly as the install process can hit a lot of snags and other glitches can occur which requires a reinstall (windows update or possibly graphics driver updates can require 7h to be stripped out and reinstalled; I've also got an issue currently where any file called 'ff7.exe' on my PC will be blocked from running, so I have to rename them to 'ff7 - alias.exe' or similar now.

Steal is in its original location in the sewers, by the hatch leading from the Aps area to the second area. Perhaps mods make it less distinctive on the ground?

I wouldn't have though Morph could cause the battle to bug out like that, in fact it might be the case that the script itself can be bugged under certain circumstances. It's probably that save point causing it all, maybe a shared variable trigger or script clash.

I'll add innate information to the beginner's hall somewhere, or place an NPC on the highwind that can act as an 'all-in-one' for the beginner's hall.

I should have kept a tertiary (patch) number on the versions; we're probably at 1.5.100 or something by now.

As far as the dialogue goes, I've seen people on streams and in youtube comments swearing blind that some default dialogue wasn't there before or that something I've added was in the base game. I think the PC version base dialogue being different from the PSX version base dialogue in certain ways doesn't help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lakecityransom on 2019-08-21 16:01:52
Quote
Steal is in its original location in the sewers, by the hatch leading from the Aps area to the second area. Perhaps mods make it less distinctive on the ground?

Wow, I'm like 100% certain I picked that up. Even 10 years going by wasn't enough to keep me from looking for it haha. I must have glitched it out or something. Oh well, small price to pay in the end. That reminds me, I did have a odd moment where I was messing with materia swaps and caused 1 materia to converge the information of 2 and leave 1 blank then I reloaded to be safe. That was probably a game bug or something.

Very interesting if that text wasn't you haha. Yes, I did check a PSX video on YouTube to reference the "original" dialogue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: vegetamaker on 2019-08-21 17:38:45
 
Cait Sith only has one new Limit Break on his Lv.1 Limits that is unlocked after Dice. He has no Lv.4 Limit, but still has a sidequest like the other characters except he gets an item that is used to make his ultimate weapon instead. Sorry for the confusion.

What pity :P. Thanks for the answer.

Btw having alot fun with the sidequest and optional bosses. I was AM very impressed with them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-23 08:23:33
Wow, I'm like 100% certain I picked that up. Even 10 years going by wasn't enough to keep me from looking for it haha. I must have glitched it out or something. Oh well, small price to pay in the end. That reminds me, I did have a odd moment where I was messing with materia swaps and caused 1 materia to converge the information of 2 and leave 1 blank then I reloaded to be safe. That was probably a game bug or something.

Very interesting if that text wasn't you haha. Yes, I did check a PSX video on YouTube to reference the "original" dialogue.

That sounds like a very interesting glitch; reminds me of the materia fusion system on crisis core.

Oh, I did add the text you posted; I was just talking in general.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-23 11:38:05
Added a patreon page link to the front of the thread for people like cc12138030 who want to donate but not through Paypal. I can use the post feature it has to put update information in there from now on so it doesn't get buried like it does in this thread. Will post that information here as well though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-08-23 19:56:54
Added a patreon page link to the front of the thread for people like cc12138030 who want to donate but not through Paypal. I can use the post feature it has to put update information in there from now on so it doesn't get buried like it does in this thread. Will post that information here as well though.

Patreon is super easy to use so thanks for the option! You just earned yourself your very first Patron.  :-D

I'm really excited to see what you can do with FFVIII...Do you think the remaster coming out soon is likely the same file set up of the original Steam version? Could we just plug and play existing mods there?

Anyway, looking forward to finishing your VII and starting your VIII whenever you get around to finishing it up...Is there a IX on the horizon sometime? Hehe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-23 21:15:37
Patreon is super easy to use so thanks for the option! You just earned yourself your very first Patron.  :-D

I'm really excited to see what you can do with FFVIII...Do you think the remaster coming out soon is likely the same file set up of the original Steam version? Could we just plug and play existing mods there?

Anyway, looking forward to finishing your VII and starting your VIII whenever you get around to finishing it up...Is there a IX on the horizon sometime? Hehe.

I think the file structure will be the same, but the flevel might need for script changes to be ported into it manually cause the models are stored in each field file rather than in a separate archive like FF7 PC.

9 is on the distant horizon, character-specific ability sets and all that gear is too good an opportunity to pass up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cc12138030 on 2019-08-24 04:21:49
Oh god, my body is ready for you to do a makeover for FF9.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-24 15:10:37
I finally got round to putting my old PC back together (was missing RAM and the PSU needed hooked up to the hard-drive in a weird cage set-up that the mini-tower uses; ended up having to balance it on hooks in the case as the screws were missing; very botched job).

Anyway, the old PC had a tonne of assets that were made as side projects + NT add-ons that were never finished. Stuff like character battle model replacers, two full character-replacer mods, changing outfits for characters on the field in certain locations (winter gear for Glacier for instance), stuff like that. There was supposed to be a Cid mod in there somewhere but that appears to be gone.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: strife98 on 2019-08-25 03:08:42
I finally got round to putting my old PC back together (was missing RAM and the PSU needed hooked up to the hard-drive in a weird cage set-up that the mini-tower uses; ended up having to balance it on hooks in the case as the screws were missing; very botched job).
Grats on getting it up and running again!

Anyway, the old PC had a tonne of assets that were made as side projects + NT add-ons that were never finished. Stuff like character battle model replacers, two full character-replacer mods, changing outfits for characters on the field in certain locations (winter gear for Glacier for instance), stuff like that. There was supposed to be a Cid mod in there somewhere but that appears to be gone.
Ooohhh that sounds interesting. Any plans on adding any of that stuff in at a later date? Maybe make a separate mod for them?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alan on 2019-08-25 10:27:38
Hi guys,
I'm new of this forum (discovered only few days ago). I've landed here to try some graphic mode, but instead I found this gourgeous mod!

I'm really appreciating everything so far. I'm still in disc 1 though, just after Gongaga.
I've started to play NT with the 7thHeaven modder, and I've realized only now that, on the 7thHeaven modder, the NT mod was patched to the 1.4 version. I've found that there was the 1.5 version, so I've downloaded the IRO version first and I noticed that the materia stats changed a bit, so I assumed the NT was updated correctly since something changed.

Since I reached Gongaga before the patch, I have Deathblow now, so I think I've lost Added Cut forever, or maybe I've to revert to 1.4 to get it in the Great Glacier?
Beside of that, I'm got stuck with Mr Smile, after the patch to 1.5. I've Cloud and Tifa on 200+ SP and he doesn't let me rank up anymore.

I've tried to download the emergency.exe file and used them, it didn't resolve the problem. Then, I've tried to patch the game with the standalone patch, same issue. What can I do?
I've noticed that if I try to force the NT 1.4 version with the 7thHeaven modder, mr Smile let me rank up. Still, the stats are completely fucked up (tifa lvl 39 with something like 170 vit and magic materia like fire matera with +10 luck).

Thanks in advance for any help anyone can provide, and sorry for my poor english  :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lakecityransom on 2019-08-26 08:32:55
Is there some trick to getting Midgar Zolom to cast Alpha on you? I've fought it at least 6 times and no dice. It always casts beta which I don't think is supposed to happen. :( According to the readme that is only gotten at the Temple of the Ancients, which is what reminded me to come back to the zolom. I migrated v1.4 to v1.5 early on right after Midgar. Maybe that messed it up?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-08-26 19:55:07
Is there some trick to getting Midgar Zolom to cast Alpha on you? I've fought it at least 6 times and no dice. It always casts beta which I don't think is supposed to happen. :( According to the readme that is only gotten at the Temple of the Ancients, which is what reminded me to come back to the zolom. I migrated v1.4 to v1.5 early on right after Midgar. Maybe that messed it up?

Hey there! The Zolom had Alpha reverted and it's just Beta instead. The documentation that comes with the installer is a bit outdated. Hope that helps out!

Changing from 1.4 to 1.5 wouldn't have changed the outcome, just an error in the info on Enemy Skills.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alan on 2019-08-26 20:06:48
Ah, so that's why I could not find L5 suicide... ::)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eXistenZe on 2019-08-26 20:57:47
Hey Saga, is v2 coming or not?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lakecityransom on 2019-08-26 21:32:53
Ah okay thanks. Anyone know where it is or does it not exist anymore?

Ah, so that's why I could not find L5 suicide... ::)

Yea this was actually my sign to know that v1.4 was changed to v1.5, L5 Suicide became Quarry Mine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: StackedDeck on 2019-08-26 21:42:43
Firstly, the mod is fantastic and I am thoroughly enjoying it.

I'm wrapping up the game and working through the side quests and I can't seem to find the Heaven's Cloud for Cloud's ultimate weapon. The doc included with the file says you can get one from an Iron Man, but I've only ever seen them at the point of no return in the crater. Have they been added somewhere else?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-26 23:28:10
Grats on getting it up and running again!
Ooohhh that sounds interesting. Any plans on adding any of that stuff in at a later date? Maybe make a separate mod for them?

Yeah I want to make use of 7h functionality a bit more to add some extra stuff.


Hi guys,
I'm new of this forum (discovered only few days ago). I've landed here to try some graphic mode, but instead I found this gourgeous mod!

I'm really appreciating everything so far. I'm still in disc 1 though, just after Gongaga.
I've started to play NT with the 7thHeaven modder, and I've realized only now that, on the 7thHeaven modder, the NT mod was patched to the 1.4 version. I've found that there was the 1.5 version, so I've downloaded the IRO version first and I noticed that the materia stats changed a bit, so I assumed the NT was updated correctly since something changed.

Since I reached Gongaga before the patch, I have Deathblow now, so I think I've lost Added Cut forever, or maybe I've to revert to 1.4 to get it in the Great Glacier?
Beside of that, I'm got stuck with Mr Smile, after the patch to 1.5. I've Cloud and Tifa on 200+ SP and he doesn't let me rank up anymore.

I've tried to download the emergency.exe file and used them, it didn't resolve the problem. Then, I've tried to patch the game with the standalone patch, same issue. What can I do?
I've noticed that if I try to force the NT 1.4 version with the 7thHeaven modder, mr Smile let me rank up. Still, the stats are completely fucked up (tifa lvl 39 with something like 170 vit and magic materia like fire matera with +10 luck).

Thanks in advance for any help anyone can provide, and sorry for my poor english  :(

Jumping from 1.4 to 1.5 produces issues in the savemap which won't be easily fixable without running your save through some scripts. I can do this if you send me your save file to make corrections.


Hey Saga, is v2 coming or not?

Yeah but it's going to take a while. I've decided to focus on FF8 for the time being.


Firstly, the mod is fantastic and I am thoroughly enjoying it.

I'm wrapping up the game and working through the side quests and I can't seem to find the Heaven's Cloud for Cloud's ultimate weapon. The doc included with the file says you can get one from an Iron Man, but I've only ever seen them at the point of no return in the crater. Have they been added somewhere else?

Iron Man (or Iron Giant) can be found on the left-down path on the last screen of that route as a random encounter.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alan on 2019-08-27 10:02:29
Jumping from 1.4 to 1.5 produces issues in the savemap which won't be easily fixable without running your save through some scripts. I can do this if you send me your save file to make corrections.
Oh, okay! Thanks!
How can I send my save? Dropbox link?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-27 12:37:43
Oh, okay! Thanks!
How can I send my save? Dropbox link?

Yeah anything's fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alan on 2019-08-27 21:02:47
Yeah anything's fine.
https://drive.google.com/open?id=1eJ4ynnEjzphhJeugJJSwkdrHf_zm3kR7

That's the link. I could not find anyway to send this to you personally... Not like it matters if someone want to download it  :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-08-28 00:58:00
Hi! Just registered so I could ask this.

First of all I love the mod so far, BUT I am playing on 1.5 in Original mode and, after doing some cursory searches and seeing no obvious results in doing so, I figured I would just ask:

- What are the actual differences between Original difficulty and Arrange ?
- Why is it called "Arrange"mode?
- Does Arrange mode feature more content? What are the Ai tweaks? Just higher hp and damage while still balanced, etc?

For context...
I am about to start heading for the Gold Saucer in Original, and would just like to know what I'd be getting into if I restarted my game in Arrange mode, as I am probably only going to play through the mod once. Having started a new game, I am seeing that the difficulty is ramped up and the battles require almost a dark souls level of strategic timing to get through even the scorpion boss. This is fine, and more fun, but I just want to know if I'd be getting extra content and cooler stuff in 1.5 Arrange Mode, or if it's only purely for experiencing more intense battles.

I am not seeing these things elaborated on or really mentioned much at all in the original post or in any of the changelogs/documentation in the download folder. Am I missing something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-08-28 06:23:04
Hi everyone.

I have been playing the 1.5 vanilla combat version of this mod, I just got to the gold saucer for the first time, and my game frezze after Cloud find the  bodies of some dead shinra soldiers and is chased into the arena by that Dio guy, is there any way to fix this so I can continue playing?

Thanks in advance.

Please excuse me for any mistakes, english is no my first language.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-28 19:50:23
Hi! Just registered so I could ask this.

First of all I love the mod so far, BUT I am playing on 1.5 in Original mode and, after doing some cursory searches and seeing no obvious results in doing so, I figured I would just ask:

- What are the actual differences between Original difficulty and Arrange ?
- Why is it called "Arrange"mode?
- Does Arrange mode feature more content? What are the Ai tweaks? Just higher hp and damage while still balanced, etc?

For context...
I am about to start heading for the Gold Saucer in Original, and would just like to know what I'd be getting into if I restarted my game in Arrange mode, as I am probably only going to play through the mod once. Having started a new game, I am seeing that the difficulty is ramped up and the battles require almost a dark souls level of strategic timing to get through even the scorpion boss. This is fine, and more fun, but I just want to know if I'd be getting extra content and cooler stuff in 1.5 Arrange Mode, or if it's only purely for experiencing more intense battles.

I am not seeing these things elaborated on or really mentioned much at all in the original post or in any of the changelogs/documentation in the download folder. Am I missing something?

The enemies hit a bit harder on arrange due to a level boost, and will make use of a new attack in some cases. Bosses can be different as well. You don't miss out on anything playing original vs arrange though. I would just stick with original for a one-time run.


Hi everyone.

I have been playing the 1.5 vanilla combat version of this mod, I just got to the gold saucer for the first time, and my game frezze after Cloud find the  bodies of some dead shinra soldiers and is chased into the arena by that Dio guy, is there any way to fix this so I can continue playing?

Thanks in advance.

Please excuse me for any mistakes, english is no my first language.

I can't think of a change that could have caused a crash there when converting normal NT into a vanilla combat version, but will need to check it out. Are any other mods on? Try running through that particular section with just NT activated. I'll do some tests on it tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alan on 2019-08-28 20:02:32
I'm trying now the Arrange mode. I've get to the Mythril mine so far.

It's harsh but fun. You have to min-max materia if you wanna outshine bosses! Since I was coming from another NT gameplay, I know how to fight now. Shinra building was hell the first time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-28 20:14:12
Edited
nvm I'm dumb
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-28 20:15:17
I'm trying now the Arrange mode. I've get to the Mythril mine so far.

It's harsh but fun. You have to min-max materia if you wanna outshine bosses! Since I was coming from another NT gameplay, I know how to fight now. Shinra building was hell the first time.

Are you still wanting this old save file fixed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alan on 2019-08-28 20:27:43
Well, the only reason for which I would have the save fixed is to see if stats were really bugged. My tifa literally oneshotted the boss in the Gi Cave in Cosmo Canyon with her limit O.o (I think it was before the upgrade to 1.5, though...)

Don't worry with the save. I thought that playing the first part of the game a 2nd time would bore me... instead, I found it funny. Even if get the save back, I would proceed with the arrange mod anyway.

Thanks  :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-08-28 20:55:52
Thanks! But I'm still curious - why is it called "Arrange" mode and not just hard mode?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: yutterh on 2019-08-28 22:15:18
I know it's gonna be a while for 2.0 but are you gonna upload the balance changes you posted earlier at least? Been waiting to continue my FF7 game. If its gonna be a while even for those, guess I'll jaut continue with 1.5 then. But thanks for making this mod in general though broski. I'll probably just weather the wait hoenstly 😅
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-08-29 00:21:43
Thanks for your quick answer Sega Chief.

I am not using any other mods, only new treat 1.5. vanilla combat.

Today I downloaded a save editor named Black Chocobo to try and bypass that event, it kind of worked, but then I go back to that area and tried to play the arena mini game and the game frezze the moment Cloud enters the arena (screen goes black, music continues playing but next screen never loads), so I guess maybe is a problem especific to that room or screen.

I also experience a weird glich in the mytril mine, when I started the battle with the Turks, instad of Elena and Rude, the game loaded three weird monster with 9999 HP, gliched name, and that were completly inmovile, after killing them the game continued as normal.

It would be nice if you could do a little clean up of the vanilla combat version, so people that dont desire a harder game could still enjoy the other great content that your mod as created.

Thanks again and have a great day  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-08-29 10:00:13
Thanks! But I'm still curious - why is it called "Arrange" mode and not just hard mode?

Because if you call something hard mode a lot more people would start with that over the other mode.

I know it's gonna be a while for 2.0 but are you gonna upload the balance changes you posted earlier at least? Been waiting to continue my FF7 game. If its gonna be a while even for those, guess I'll jaut continue with 1.5 then. But thanks for making this mod in general though broski. I'll probably just weather the wait hoenstly 😅

Yeah I had a maintenance/respec patch in the works, but it got sidetracked. I'll try and get that done before the end of the week.

Thanks for your quick answer Sega Chief.

I am not using any other mods, only new treat 1.5. vanilla combat.

Today I downloaded a save editor named Black Chocobo to try and bypass that event, it kind of worked, but then I go back to that area and tried to play the arena mini game and the game frezze the moment Cloud enters the arena (screen goes black, music continues playing but next screen never loads), so I guess maybe is a problem especific to that room or screen.

I also experience a weird glich in the mytril mine, when I started the battle with the Turks, instad of Elena and Rude, the game loaded three weird monster with 9999 HP, gliched name, and that were completly inmovile, after killing them the game continued as normal.

It would be nice if you could do a little clean up of the vanilla combat version, so people that dont desire a harder game could still enjoy the other great content that your mod as created.

Thanks again and have a great day  :)

The turks fight is something I missed when removing the new fights, that should be fairly easy to sort out (what loaded instead was one of the debug fights in default game; they're usually pyramids but models were probably different).

I'll need to check in on the battle square field. Maybe a default one was imported in to get the battle IDs default but something went wrong with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-08-30 10:35:33
Hey I also wanted to let you know about any glitches I've come across so far.

-the spirte that says the saw the ghost of aeris shows up immediately when you leave the church area then walk back in at the start of the game
-cave of gi cosmo canyon trigger for fort condor seemed to be glitched and doesnt register that the players has any gil. they display how much they have in funds (27000 in my game) but then ask for a minimum of 4000 and wont trigger the battle when >ready is chosen. might have something to do with having under 4000 gil when talking to them before teleporting?
-music during the cait sith intro scene cuts out randomly. reloaded and approached the wonder square from a different junction point and it didn't happen again.


Wanted to ask some more things, too. Just cleared mt. nibel and was wondering
Spoiler: show
Armor Soul is supposed to use Trine ? It strictly used physical attacks. Silenced it and removed silence but didn't see anything.


Also, where do I find
Spoiler: show
Deathblow Materia
, and is it possible to get
Spoiler: show
White Wind without Manipulation
early game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torawakamaru on 2019-08-30 21:10:08
Quote
Wanted to ask some more things, too. Just cleared mt. nibel and was wondering
Spoiler: show
Armor Soul is supposed to use Trine ? It strictly used physical attacks. Silenced it and removed silence but didn't see anything.

It actually should. You mean the Powersoul Keeper/Armor Keeper (in Arrange)? It's part of its move set and i got it in both of my normal / Arrange runs. Iirc it used Trine when it got under..40%? Not sure and i can't read the AI script. :(

Quote
Also, where do I find
Spoiler: show
Deathblow Materia
It can be found in the Great Glacier - where the old added cut was.

Quote
is it possible to get
Spoiler: show
White Wind without Manipulation
early game?
Technically if you get the item mirror, you can cast Reflect on Black Dog in the Rufus fight and learn it with Cloud. But it's not possible to get this item early. So no.
Although you could grind until your Barrier materia gets Reflect if you don't mind losing your sanity.  :mrgreen:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: yutterh on 2019-08-31 06:50:41
Yeah I had a maintenance/respec patch in the works, but it got sidetracked. I'll try and get that done before the end of the week.

Sweet, thanks for the response man. Can't wait for the changes, also glad I at least won't have to wait for 2.0 even if it takes longer then a week. (unforeseen circumstances do happen).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-01 01:22:15
Not sure if anyone has suggested this before, but was thinking it would be interesting to see the summon materia revamped a bit by having each materia grant some sort of unique stat buff(&debuff?). right now I basically felt no incentive to use them at first glance outside of grinding mobs which I've yet to really do.

Was also going to ask if there are any important new materia combinations or interactions
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alan on 2019-09-01 08:38:59
I'm not so fond of summon either.

I was stuck with the keeper in Mt Nibel. That "thing" hit like a truck!
Spoiler: show
Nice idea, removing the powersoul. It was a lame equip. It's removed only in arrange mode, or it was removed in 1.5 from the game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-01 12:01:31
Wanted to ask some more things, too. Just cleared mt. nibel and was wondering
Spoiler: show
Armor Soul is supposed to use Trine ? It strictly used physical attacks. Silenced it and removed silence but didn't see anything.


Also, where do I find
Spoiler: show
Deathblow Materia
, and is it possible to get
Spoiler: show
White Wind without Manipulation
early game?

It uses Trine at a fixed HP point I think, but that was likely missed due to Silence being on. I think you can get it from the Thundercracker/blue owl enemies on the first screen of Mt. Nibel though.

Deathblow was swapped with Added cut, so you'll find it in great glacier. White Wind was learnable early on but you need Reflect; the boss that used to drop a Mirror for that purpose no longer drops that item though so it probably needs Barrier to be leveled up once now which is a bit of a grind.

Not sure if anyone has suggested this before, but was thinking it would be interesting to see the summon materia revamped a bit by having each materia grant some sort of unique stat buff(&debuff?). right now I basically felt no incentive to use them at first glance outside of grinding mobs which I've yet to really do.

Was also going to ask if there are any important new materia combinations or interactions

There are some left-over materia stat-equip brackets so some extras could be added.

I'm not so fond of summon either.

I was stuck with the keeper in Mt Nibel. That "thing" hit like a truck!
Spoiler: show
Nice idea, removing the powersoul. It was a lame equip. It's removed only in arrange mode, or it was removed in 1.5 from the game?


Powersoul is obtained on normal mode by beating Powersoul Keeper, on Arrange its dropped by Satans Gate. On both modes, one can be grabbed from Shinra HQ on Disc 2 from the item store chests.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-01 20:24:00
//NT Update

Non-7H Installer
https://mega.nz/#!60dg3AQK!mhEs1OJavXiYQAe_DlXwJfLbadElC72S2ciHsWt0eds

7th Heaven IRO
https://mega.nz/#!z8VkzKwR!txlQtNWWAa0BfIP14NpeNnof9MBgGIJP1YukG9xAvtg

There's patch notes in either download, in a .txt labelled september 2019. Will post in a spoiler as well.

Spoiler: show
FF7 NT V1.5 - September 2019 Patch


\\Battle//
One of the iterations of SOLDIER 2nd enemy had a bad Attack ID lookup that was escaping the tool check due to the way attacks were being set through a variable rather than explicitly. This has finally been sorted out.

General attack/defence reduction for random encounters in the North Crater. The three bosses on the routes were also adjusted. Drain attacks were removed mostly.

Goldberry group reduced to 3; it's the end of an era.

Balancing performed on certain Arrange mode bosses, particularly Satans Gate.

Gun enemy has had camera adjustment.

Status ignoring attacks have been modified and mostly removed.

Adjustments to Lost Number bosses


-) Summons were buffed; higher base power and the stat-equip effect was changed.
   Summons now either boost Strength/Vit/HP, Magic/Spr/MP, or Vit/Spr/HP/MP
   at the cost of the other stats.
   
-) Enemy Skills
   Magic Hammer: Renamed to Vital Hammer to better represent its Drain HP effect
   Dragon Force: No longer reduces defence, just gives Haste/Berserk/Auto-Crit
   Antipode: Single-target, to fix a persistent camera issue

-) Initial Stats
   Tweak to starting stats of each character
   
-) Items
   Elixir set to magic formula to prevent Cover bug
   
-) Weapons
   Stat buffs on certain weapons increased/altered
   
-) Armour
   Tweaks made to Dragon Armlet, Warrior Bangle, Fourth Bracelet, and other end-game
   armour pieces.
   
-) Materia
   Stat bonuses/penalties tweaked


\\Field//
Fixed that Aeris in the desk problem in dark cave.

Elmyra no longer appears inside the Reactor in Kalm

Dialogue box resizing for shinra HQ staircase

Floor 59, issue where Cloud could become stuck after getting the key due to a save point
script clash was fixed by moving the script fromk cloud #12 to Cid #4

Forgotten City; returning to the altar after the fight there resulted in softlock.
Main script wasn't jumping to end but instead triggering script intended for Aeris
scenes earlier in game.

Cave of the Gi Disc 3; coming here without Red XIII would result in game moment getting
set low, and a softlock would quickly ensue.

No longer possible to leave via north exit in last screen of dark cave, which would
result in softlock on world map

Issue in Junon Leagues where the Zack cutscene would play under certain conditions
Issue where selecting cancel would result in softlock

PHS option removed from Weapon Raid Save Points as swapping out Barret, etc. would
cause scripts to crash.


Unchanged/Unreplicated

Fort Condor NPC at Cosmo Canyon seems fine with gil check; older version perhaps?

The dialogue:
“I saw her!
   I really did!”
“This woman just disappeared!
   Right there around the old church.”
{NEW PAGE}
“I waited around a long time,
   but she never came out again!”
{NEW PAGE}
“I tell you{, }it's one of them
   …haunted churches!”
   
This is playing at the intended spot. It's referring to Aeris going into the Church,
but then exiting from the roof during the escape from the Turks, but is also a
reference to the 'ghost Aeris' easter egg that appears on Disc 2/3. If I keep getting
bug reports about it though then I'll just change it for peace and quiet.


//NT Vanilla Combat

The issue here is that an import performed on one of the fields went wrong, and left it corrupted. I reimported the field and it should be working now.
Non-7H Installer
https://mega.nz/#!H9EUVQoQ!RJZ7r9UuZLJ0MWPAwRX9O69_VlfZCNxhJ7fm6A_yoqE

7th Heaven IRO
https://mega.nz/#!D8VyRI5J!V04dGgNccHQJNljWsXrgdkOGrPSklyEW8jhsSCZca9A
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-01 22:19:43
also I can't see in the item spreadsheet any entry for the Zolum. was wondering if I could morph it? >:)

noticed another couple small things. choco bill talks to you about leveling up the chocobo lure materia in the main house but that's not a thing anymore. also when aeris is missing from the party before bone village she will still show up in towns like junon lol

also was wondering what point in the game / level you should be at before attempting Junon leagues? Also wondering at what point it'd be important to grind the gold saucer for stuff like touph ring
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SnowMutt on 2019-09-02 03:31:41
If it hasn't already been mentioned, it doesn't look like Garudas ever use Aqualung willingly. I spent about an hour hanging out in battle trying to convince them to use it, but it just didn't happen. In the end I had to use Manipulate.

Cid's "Dragon" limit doesn't seem to restore HP/MP when used against specific enemies. Those lizard dudes around Wutai, specifically- I haven't gone out of my way to test it against other enemies.

There's an apparently known issue with Cid's "Hyper Jump" limit. When you use it against an enemy that's immune to instant-KO, the game crashes. Is this fixable via modding?

I see the double-Reflect soft-lock is still alive and well. Is that also fixable through mods somehow?

I'm about to dig up the Lunar Harp in my game, and the command materia I've collected include 1 Enemy Skill, 2 Steal, 1 Manipulate, 1 Throw, 1 Morph, and 1 Sense. I got a Command Counter materia FOREVER ago, and it's just been collecting dust because none of these are particularly useful with it. Did I miss a command at some point that would have been useful with Command Counter, or is it just normal to get Command Counter long before you ever get a useful command to pair it with? I'm assuming that Enemy Skill and Throw just plain don't work with it since they open menus, and nothing else is consistently useful throughout a battle- you'd generally use Steal and Sense at the start of a battle, and Morph isn't really "counter" material; you actively seek out or create opportunities to use it for farming purposes.

On a balance note, am I missing something, or does Red XIII just get the brunt end of the stick when it comes to weapons for a BIG chunk of disc one? Before Wutai, the strongest weapon I had for him was the Howl Comb with 31 Atk, but only 3 single slots, and the best weapon for slots was the Silver Barrette with two pair and a single, but only 27 Atk. Meanwhile, the other characters are generally getting access to much stronger or more useful weapons with bigger bonuses, like Barret's W-Machine Gun and Enemy Launcher, or Tifa's Powersoul and Motor Drive.

Also, I never got the "Fort Condor Battle Available!" reminder after getting the buggy. Dunno if this is a known issue or an isolated incident.

I think that's it for now. Will come back to this later.

P.S. I notice there is a new IRO for New Threat. I'm using 7th Heaven; how do I patch this in? Do I just swap out the IRO file and Launch Game, or do I have to do something different? Will doing so mess with my current save and force me to start the game over?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-09-02 07:35:32
Evening all! Thanks to Sega Chief for putting up the new balance patch...I know ya'll always want to know exactly what was changed, so I got the adjustments for the Materia changes so far. I'll see about getting the other changes about armor/weapons/etc later when I have more free time. Please see below.

-) Original Materia on the left, updated as of 9/1/19 on the right. If there is no stat on the left, but a stat on the right, that stat is brand new to the Materia:

Spoiler: show
   Offensive Magic (No Changes)
   -3 Vit   
   -3 Mag.Def
   +3% MaxMP

   Offensive Magic II (No Changes)
   -5 Vit
   -5 Mag.Def   
   +5% MaxMP

   Status Magic (No Changes)
   +3 Vit
   +3 Mag.Def
   +3% MaxHP
   
   Physical-based Command Materia (No Changes)
   -5 Magic
   +5 Dexterity
   +5 Luck
   -5% MaxMP
   
   Added Cut & Cmd. Counter & Counter-Attack (No Changes)
   -5 Strength
   -5 Magic
   +10 Dexterity
   
   All/Mega-All (No Changes)
   -5 Magic
   +3% MaxMP

   Elemental/Added Effect Materia
   -15 Vit             >  -10 Vit
   -15 Mag.Def     >  -10 Mag.Def

   HP/MP Absorb Materia
   -5 Magic              >  -5 Magic
   +10 Dexterity      >  Removed Dex
   -5% MaxMP         >  +3% Max MP

   MP Turbo & Quadra Magic & Magic Counter
   +5 Magic         >  +5 Magic
   -25 Mag.Def.    >  -15 Mag.Def

   Final Attack/Sneak Attack
   +15 Dexterity     >  +10 Dex
   -5% MaxHP        >  -5% MaxHP

   Mime
   -15 Strength  >  -10 Strength
   -15 Vit           >  -10 Vit
   -15 Magic       >  -10 Magic
   -15 Mag.Def   >  -10 Mag.Def

   Manipulate (No Changes)
   +10 Luck

   Pre-emptive
   +10 Luck      >  +10 Dex
                      >  -5% MaxHP
            
   Morph & Throw 
   +15 Vit               >  +10 Vit
   -15 Mag.Def        >  -10 Mag.Def
   +15 Dexterity      >  +10 Dex
   -15 Luck             >  -10 Luck

   EXP/Gil Plus (No Changes)
   -10 Vit
   -10 Mag.Def

   W-Materia (Item/Command/Magic)
   -15 Strength  > -10 Strength
   -15 Magic      > -10 Magic

   HP-MP Swap
   +50 Strength  > +25 Strength
   +50 Vit           > +25 Vit
   +50 Magic       > +25 Magic
   +50 Mag.Def   > +25 Mag.Def

   Cover (No Changes)
   +15 Vit
   -10% MaxMP

   Summon I (Choco/Shiva/Ifrit/Ramuh/Titan/Odin)
   +5 Magic        >  Replaced with +10 Strength
   +5 Mag.Def    >  Replaced with +10 Vit
                        >  -10 Dex
                        >  +20 Luck
   -10% MaxHP  >  +5% MaxHp
   -10% MaxMP  >  -5% MaxMp

   Summon II (Bahamut/Neo/Zero/Leviathan/Typhoon/Kjata/Alexander/Phoenix/Hades)
   +10 Magic      >  No Change
   +10 Mag.Def  >  No Change
                        >  +15 Dex
                        >  -15 Luck
   -15% MaxHP  >  -5% MaxHp
   -15% MaxMP  >  +5% Max MP

   Knights of The Round
   +15 Magic           >  Replaced with +15 Vit
   +15 Mag.Def       >  No Change
                             >  -15 Dex
                             >  -20 Luck
   -20% MaxHP       >  +5% MaxHp
   -20% MaxMP       >  +5% MaxMp


-) Armor Stats on the left, updated as of 9/1/19 on the right.

Spoiler: show
   Bronze Bangle (No Change)
   18 Defense
   7% Defense
   14 Mag.Def
   4% Mag.Def
   Materia: 1 Link, 1 Unlinked
   Growth: Normal

   Iron Bangle (No Change)
   36 Defense
   0% Defense
   24 Mag.Def
   0% Mag.Def
   Materia: 2 Unlinked
   Growth: Normal

   Titan Bangle (No Change)
   5 Defense
   0% Defense
   2 Mag.Def
   0% Mag.Def
   Materia: 3 Unlinked
   Growth: Normal

   Mythril Armlet (No Change)
   3 Defense
   0% Defense
   6 Mag.Def
   0% Mag.Def
   +10 Magic
   Materia: 3 Unlinked
   Growth: Normal

   Carbon Bangle (No Change)
   22 Defense
   8% Defense
   2 Mag.Def
   8% Mag.Def
   +20 Dex
   Materia: 1 Linked, 2 Unlinked
   Growth: Normal

   Silver Armlet (No Change)
   15 Defense
   3% Defense
   23 Mag.Def
   5% Mag.Def
   +15 Magic
   Materia: 1 Linked, 2 Unlinked
   Growth: Normal

   Gold Armlet (No Change)
   30 Defense
   6% Defense
   18 Mag.Def
   4% Mag.Def
   +15 Strength
   Materia: 2 Linked
   Growth: Normal

   Diamond Bangle
   38 Defense
   2% Defense
   34 Mag.Def
   2% Mag.Def
   +5 Strength  >  +10 Strength
   +5 Magic     >  +10 Magic
   Materia: 2 Linked, 1 Unlinked
   Growth: Normal

   Crystal Bangle
   42 Defense
   14% Defense
   38 Mag.Def
   12% Mag.Def
   +10 Strength  >  +15 Strength
   +10 Magic     >  +15 Magic
   Materia: 3 Linked
   Growth: Normal

   Platinum Bangle (No Change)
   11 Defense
   14% Defense
   10 Mag.Def
   15% Mag.Def
   +40 Luck
   Materia: 3 Unlinked
   Growth: Double

   Rune Armlet (No Change)
   14 Defense
   0% Defense
   42 Mag.Def
   8% Mag.Def
   Prevent: Silence
   Materia: 4 Unlinked
   Growth: Double

   Edincoat (No Change)
   32 Defense
   3% Defense
   3 Mag.Def
   3% Mag.Def
   +25 Strength
   Materia: 1 Linked, 4 Unlinked
   Growth: Normal

   Wizard Bracelet (No Change)
   3 Defense
   3% Defense
   46 Mag.Def
   3% Mag.Def
   Materia: 4 Linked
   Growth: Normal

   Adaman Bangle (No Change)
   50 Defense
   0% Defense
   8 Mag.Def
   0% Mag.Def
   Nullify: Water
   Materia: 1 Linked
   Growth: Normal

   Gigas Armlet
   0 Defense
   0% Defense
   0 Mag.Def
   0% Mag.Def
   +40 Strength  >  +50 Strength
   Materia: 5 Unlinked
   Growth: None

   Imperial Guard
   45 Defense
   15% Defense
   45 Mag.Def
   15% Mag.Def
   +15 Strength  >  +20 Strength
   +15 Magic  >  +20 Magic
   Materia: 3 Linked
   Growth: Normal

   Aegis Armlet (No Change)
   50 Defense
   5% Defense
   50 Mag.Def
   5% Mag.Def
   Prevents: Death
   Nullify: Holy/Hidden
   Materia: 3 Linked
   Growth: None

   Fourth Bracelet
   20 Defense
   0% Defense
   21 Mag.Def  >  61 Mag.Def
   5% Mag.Def
   +20 Magic  >  +35 Magic
   Materia: 2 Linked, 2 Unlinked
   Growth: Normal

   Warrior Bangle
   45 Defense  >  75 Defense
   7% Defense
   6 Mag.Def
   2% Mag.Def
   +20 Strength  >  +35 Strength
   Materia: 2 Linked, 2 Unlinked
   Growth: Normal

   Shinra Beta (No Change)
   0 Defense
   22% Defense
   0 Mag.Def
   22% Mag.Def
   +30 Dex
   Materia: 3 Unlinked
   Growth: Normal
   
   Shinra Alpha (No Change)
   37 Defense
   18% Defense
   34 Mag.Def
   18% Mag.Def
   +35 Dex
   +35 Luck
   Materia: 3 Linked, 2 Unlinked
   Growth: Normal

   Four Slots (No Change)
   4 Defense
   0% Defense
   10 Mag.Def
   0% Mag.Def
   +20 Luck
   Materia: 2 Linked
   Growth: Normal

   Fire Armlet (No Change)
   32 Defense
   8% Defense
   18 Mag.Def
   3% Mag.Def
   +10 Strength
   +10 Dex
   Halve: Fire
   Materia: 2 Linked, 1 Unlinked
   Growth: Normal

   Aurora Armlet (No Change)
   16 Defense
   3% Defense
   34 Mag.Def
   8% Mag.Def
   +15 Magic
   Halve: Ice
   Materia: 2 Linked, 1 Unlinked
   Growth: Normal

   Bolt Armlet (No Change)
   24 Defense
   21% Defense
   25 Mag.Def
   18% Mag.Def
   +25 Dex
   Halve: Lightning
   Materia: 2 Linked, 1 Unlinked
   Growth: Normal

   Dragon Armlet
   37 Defense
   8% Defense
   48 Mag.Def  >  28 Mag.Def
   7% Mag.Def
   +20 Strength
   +20 Magic
   Halve: Shout
   Materia: 2 Linked, 1 Unlinked
   Growth: Normal

   Minerva Band (No Change)
   40 Defense
   16% Defense
   37 Mag.Def
   8% Mag.Def
   Halve: Holy/Gravity/Wind
   Female Only (Includes Cait Sith)
   Materia: 3 Linked
   Growth: Normal

   Escort Guard (No Change)
   42 Defense
   16% Defense
   35 Mag.Def
   8% Mag.Def
   Halve: Earth/Poison/Hidden
   Male Only (Includes Cait Sith)
   Materia: 3 Linked
   Growth: Normal

   Mystile (No Change)
   0 Defense
   50% Defense
   0 Mag.Def
   60% Mag.Def
   Prevents: Shield
   Materia: 6 Unlinked
   Growth: None

   Ziedrich (No Change)
   0 Defense
   0% Defense
   0 Mag.Def
   0% Mag.Def
   Prevent: Resist
   Halve: Fire/Cold/Lightning/Earth/Poison/Gravity/Water/Wind/Holy/Restore/Cut/Hit/Punch/Shoot/Shout/Hidden
   Materia: 6 Unlinked
   Growth: None

   Precious Watch (No Change)
   0 Defense
   0% Defense
   0 Mag.Def
   0% Mag.Def
   Materia: 8 Unlinked
   Growth: Triple

   Chocobracelet
   2 Defense
   23% Defense
   1 Mag.Def
   23% Mag.Def
   Materia: 4 Unlinked
   Growth: Normal


-) Summon Changes (No MP Cost Changes), updated as of 9/1/19 on the right.

Spoiler: show
   Choco/Mog  -  70 MP
   14 Power  >  24 Power
   
   Shiva  -  72 MP
   15 Power  >  25 Power

   Ifrit  -  74 MP
   16 Power  >  26 Power

   Ramuh  -  76 MP
   18 Power  >  28 Power

   Titan  -  78 MP
   20 Power  >  30 Power

   Odin  -  99 MP (Both Versions)
   30 Power  >  40 Power

   Leviathan  -  108 MP
   32 Power  >  62 Power

   Bahamut  -  115 MP
   38 Power  >  68 Power

   Kjata  -  135 MP
   50 Power  >  80 Power

   Alexander  -  124 MP
   44 Power  >  74 Power

   Phoenix  -  174 MP
   54 Power  >  64 Power

   Neo Bahamut  -  140 MP
   52 Power  >  72 Power

   Hades  -  152 MP
   60 Power  >  100 Power

   Typhoon  -  172 MP
   72 Power  >  112 Power

   Bahamut ZERO  -  180 MP
   80 Power  >  120 Power

   Knights of The Round  -  250 MP
   20 Power  >  30 Power (x13 hits, 390 total power)


I tried my best with the formatting. Hopefully this helps out with the materia and armor changes. Sega Chief, if you would like, I already updated the Materia changelog you had in one of the versions I downloaded, I'd be happy to shoot it over to you if you want to add it into your pastebin for the community.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-02 08:29:13
also I can't see in the item spreadsheet any entry for the Zolum. was wondering if I could morph it? >:)

noticed another couple small things. choco bill talks to you about leveling up the chocobo lure materia in the main house but that's not a thing anymore. also when aeris is missing from the party before bone village she will still show up in towns like junon lol

also was wondering what point in the game / level you should be at before attempting Junon leagues? Also wondering at what point it'd be important to grind the gold saucer for stuff like touph ring

Leagues are like Disc 1 for the first, Disc 2/3 for the second and third.


If it hasn't already been mentioned, it doesn't look like Garudas ever use Aqualung willingly. I spent about an hour hanging out in battle trying to convince them to use it, but it just didn't happen. In the end I had to use Manipulate.

Cid's "Dragon" limit doesn't seem to restore HP/MP when used against specific enemies. Those lizard dudes around Wutai, specifically- I haven't gone out of my way to test it against other enemies.

There's an apparently known issue with Cid's "Hyper Jump" limit. When you use it against an enemy that's immune to instant-KO, the game crashes. Is this fixable via modding?

I see the double-Reflect soft-lock is still alive and well. Is that also fixable through mods somehow?

I'm about to dig up the Lunar Harp in my game, and the command materia I've collected include 1 Enemy Skill, 2 Steal, 1 Manipulate, 1 Throw, 1 Morph, and 1 Sense. I got a Command Counter materia FOREVER ago, and it's just been collecting dust because none of these are particularly useful with it. Did I miss a command at some point that would have been useful with Command Counter, or is it just normal to get Command Counter long before you ever get a useful command to pair it with? I'm assuming that Enemy Skill and Throw just plain don't work with it since they open menus, and nothing else is consistently useful throughout a battle- you'd generally use Steal and Sense at the start of a battle, and Morph isn't really "counter" material; you actively seek out or create opportunities to use it for farming purposes.

On a balance note, am I missing something, or does Red XIII just get the brunt end of the stick when it comes to weapons for a BIG chunk of disc one? Before Wutai, the strongest weapon I had for him was the Howl Comb with 31 Atk, but only 3 single slots, and the best weapon for slots was the Silver Barrette with two pair and a single, but only 27 Atk. Meanwhile, the other characters are generally getting access to much stronger or more useful weapons with bigger bonuses, like Barret's W-Machine Gun and Enemy Launcher, or Tifa's Powersoul and Motor Drive.

Also, I never got the "Fort Condor Battle Available!" reminder after getting the buggy. Dunno if this is a known issue or an isolated incident.

I think that's it for now. Will come back to this later.

P.S. I notice there is a new IRO for New Threat. I'm using 7th Heaven; how do I patch this in? Do I just swap out the IRO file and Launch Game, or do I have to do something different? Will doing so mess with my current save and force me to start the game over?

Hyper Jump breaks on the Steam version about half the time (although for some it's all the time); on the latest versions of the driver this has been fixed but isn't available for the steam version unless you convert it into a 1998 install (same process as preparing game for 7th heaven, except you just run the game through the ff7.exe instead of the 7th heaven mod loader). The reason Dragon and Hyper Jump were swapped was so Steam users could learn both limits without having to try and get through the Hyper Jump problem.

Command Counter isn't too great at first; I usually pair it with Steal or something. It was a bit more useful when Deathblow was in Gongaga.

The reflect glitch, assuming it's the one where you cast Reflect on all party members and all enemies then use a spell that targets all, has no current fix but maybe DLPB has.

That notification pops up while reading the letter from Dio prior to being placed in the buggy on the world map.

Just deactivate the old IRO, import the new one through the Library tab, and then activate it. Save file carries over.


I tried my best with the formatting. Hopefully this helps out with the materia changes. Sega Chief, if you would like, I already updated the Materia changelog you had in one of the versions I downloaded, I'd be happy to shoot it over to you if you want to add it into your pastebin for the community.

Oh yeah, the documentation that I forgot to update again. That'd be useful.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-09-02 08:41:12
Oh yeah, the documentation that I forgot to update again. That'd be useful.

No sweat, you do plenty enough updating the game itself, I can do some legwork on my end to free up some time for you. I added the files to my Google Drive so you can copy the text. This link has the Materia, Armor & Summon changes you have made as of 9/1/19. I updated my original post earlier to house the data for those of you that don't want to go to the Drive.

https://drive.google.com/drive/folders/18OjYV4BB4jViGw2v-hao-jqwkg20FUKb?usp=sharing (https://drive.google.com/drive/folders/18OjYV4BB4jViGw2v-hao-jqwkg20FUKb?usp=sharing)

I wasn't able to find a single weapon that was increased or altered in any way. Did something not save on your end when you put the file out? I triple checked every weapon using the prior kernel and the new kernel on Wall Market and found all weapon strength, hit rate, crit rate and stat increases are identical to the prior version of the game. (I made sure to open both different kernels on Wall Market simultaneously. I thought I made that mistake the first time)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-02 12:48:56
I assumed weapons were done because Mythril Saber was listing +15 instead of +5 for magic buff but I guess I must have done that in an earlier update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lakecityransom on 2019-09-02 18:01:32
At the end game now, I can't figure out how you change party leader. The crew doesn't give the option. I assume its done on the highwind, but I can't find any information or videos to explain what I'm missing.

edit: nvm I finally found uncut video, so this guy appears if you goto the bottom of the crater? I missed that memo.. https://youtu.be/xuFLpwswDBM?t=1186
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: yutterh on 2019-09-02 22:21:55
Thank you for the update man, excited to start playing again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-03 02:09:37
quick question about skills that ignore status immunity?
Spoiler: show
How am I supposed to learn Bad Breath from Icy Oscar if he puts the team to sleep then uses no physical attacks? equipped the sleep immunity accessory but to no avail.. whole team is basically dead by the time the status wears off, at which point the critical, confused unit dies immediately.

had a hypothesis - am I supposed to have Ice Ring and Aurora Armlet equipped or something, to survive the initial beating of Bad Breath, then manage to recover and kill it before being hit again by the rng calling bad breath again...? seems like some sort of situation like this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-03 02:23:06
Spoiler: show
Wanted to also say that the (apparently new?) Shinra Mansion fight where the molecule splits into both versions was very brutal, and pulled some cheese tricks like Big Guard + Quake2 on my own team to get there. CounterMagic+Earth was also a hugely a factor, having killed the orange molecule first. But SneakAttack+Odin is worth it for the occasional random battle skip  :mrgreen:

I am definitely enjoying the fact that it is possible to tackle almost every optional boss on curve with their appearance in the current pace of the game with enough strategy, although I haven't started the reunion, wrt icy Oscar question. The only thing that has seemed too hard so far has been Junon League, but maybe I need auto-wall gear equipped?

One thing that was a bit rough was the Pagoda battle for Yuffi, as the morphs were so hard to achieve due to the battle ai of each being so tricky that I just skipped over it (such as the guy before godo hitting you with berserk so you cant morph him). Cool ideas though and I would not change it, just very tricky.

Was cool to see that I could switch to Arrange Mode from Original in-game! Had asked my question about it before finding that npc by the gold saucer. Is he the only npc that offers the swap, and is it a genuine change? This has been a lot of fun when the fights are so arduous that you must strategize before each one. This had me realize that it's *really* called Arrange Mode because you'll be arranging your materia before basically every battle now :-o :evil:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SnowMutt on 2019-09-03 07:51:52
Had something REALLY weird happen just now in Gaea's Cliff.

Took out a pair of Cuahl with Alexander, and they each Final Attack'd "Lvl ??? Holy" against my party. Each one took out a single party member, leaving me with just Cloud (at full HP mind you) and... I got a Game Over.

lolwut??? Thankfully I had saved right before, but... WHAT? I've never encountered anything like this before. I'm just gonna run from these guys from now on. o--o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-03 08:58:45
quick question about skills that ignore status immunity?
Spoiler: show
How am I supposed to learn Bad Breath from Icy Oscar if he puts the team to sleep then uses no physical attacks? equipped the sleep immunity accessory but to no avail.. whole team is basically dead by the time the status wears off, at which point the critical, confused unit dies immediately.

had a hypothesis - am I supposed to have Ice Ring and Aurora Armlet equipped or something, to survive the initial beating of Bad Breath, then manage to recover and kill it before being hit again by the rng calling bad breath again...? seems like some sort of situation like this.


Sleep immunity should be working against sleep status there; is it ignoring it? I think you get some vaccines in Icicle Inn which would be really useful here; pop one for Resist status to block all incoming statuses. The breath attack should be ice element as well so Aurora Armlet from Forgotten City is also a good shout. Poison + Elemental or a Star Pendant will help with the poison-element attacks (and I think Bad Breath is poison element damage as well).

Had something REALLY weird happen just now in Gaea's Cliff.

Took out a pair of Cuahl with Alexander, and they each Final Attack'd "Lvl ??? Holy" against my party. Each one took out a single party member, leaving me with just Cloud (at full HP mind you) and... I got a Game Over.

lolwut??? Thankfully I had saved right before, but... WHAT? I've never encountered anything like this before. I'm just gonna run from these guys from now on. o--o

What I think has happened is; Cloud was hit by Blaster earlier on in the fight which ejects the targeted party member from the fight, but the wrong damaged animation has been set meaning he's still visibly present on the field. Then the Lv? Holy attacks have come out and killed the remaining two party members.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-03 09:02:53
I managed to get it by the attack just randomly missing entirety? wrt Icy Oscar. his Bad Breath definitely ignored my party members’ accessories, tho
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-03 09:05:10
also did not see any Vaccines at Icicle Inn, just hero drink and x-potion iirc. is there a way to open up the hack and just look at changes compared to vanilla? ive yet to use 7th Heaven or anything
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-03 11:18:35
also did not see any Vaccines at Icicle Inn, just hero drink and x-potion iirc. is there a way to open up the hack and just look at changes compared to vanilla? ive yet to use 7th Heaven or anything

There should have been one in the house with the map, sitting next to the Hero Drink II. If Bad Breath is ignoring status defence then that's an issue; will check kernel when I get back.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lakecityransom on 2019-09-03 14:14:14
Is Gaea Dragon the only one to do Time Flare? I've limit breaked Nibel & Crater dragons till the cows come home and they always counter with the playing card that says "The Sun" that casts berserk... and I can't go back to the cliffs the game forbids it. I remember the Gaea Dragon casting it once, but he was too dangerous at the time and I had no idea it was an enemy skill. Can't believe I have a bricked enemy skill materia. =/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-03 14:47:32
Is Gaea Dragon the only one to do Time Flare? I've limit breaked Nibel & Crater dragons till the cows come home and they always counter with the playing card that says "The Sun" that casts berserk... and I can't go back to the cliffs the game forbids it. I remember the Gaea Dragon casting it once, but he was too dangerous at the time and I had no idea it was an enemy skill. Can't believe I have a bricked enemy skill materia. =/

It sounds like Dragon Force has the wrong animation ID set; that'll be setting Berserk, Auto-Crit, and Haste I think. I don't think Time Flare is a skill anymore but I'll need to check. In any case, the skill you want from the Crater Dragon is Dragon Force.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lakecityransom on 2019-09-03 15:06:21
It sounds like Dragon Force has the wrong animation ID set; that'll be setting Berserk, Auto-Crit, and Haste I think. I don't think Time Flare is a skill anymore but I'll need to check. In any case, the skill you want from the Crater Dragon is Dragon Force.

Yea, I was able to manipulate and get dragon force out of crater dragon. That made me suspicious that it would ever cast the other thing. I know for sure it got cast on me once @ cliffs, its that super rare tonberry attack re-purposed right?

I got 2 things left and this is the possibilities in readme:

read this is now called Time Flare > Magnitude8: Gaea Dragon, Gaea's Cliff (or Crater Dragon, North Crater)
gone now? > Alpha: Midgar Zolom
some boss I've yet to find > Pandora's Box: Chokhmabo
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-03 15:26:34
I think Dragon Force went through a few changes from Mag8 to time flare and then back to Dragon Force again. Alpha was changed into Chronocure which is on the Death Jokers on the right-path of the Crater. That last boss is related to turning in the Desert Rose to the Kalm Traveler and is used at the end of the fight (blocking Hidden element attacks is recommended).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lakecityransom on 2019-09-03 16:25:08
I think Dragon Force went through a few changes from Mag8 to time flare and then back to Dragon Force again. Alpha was changed into Chronocure which is on the Death Jokers on the right-path of the Crater. That last boss is related to turning in the Desert Rose to the Kalm Traveler and is used at the end of the fight (blocking Hidden element attacks is recommended).

TY chronocure was it, never even heard of that one in my readings... enemy skills list really needs to be redone by somebody. I would but I've already forgotten which deviated from the readme.

I made a list of thoughts that I'll share after I get done playing, incase you decide to keep polishing this up more.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SnowMutt on 2019-09-04 05:27:22
Is Boxer missable? On Disc 2, trying to get Goblin Punch. Been running around the forests in Gongaga for a while now, can't encounter him to save my life.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-04 11:50:25
Is Boxer missable? On Disc 2, trying to get Goblin Punch. Been running around the forests in Gongaga for a while now, can't encounter him to save my life.

He's inside Gongaga, on the trail field screens (specifically, the field screen just outside the town).
Title: .
Post by: d1474796 on 2019-09-04 13:44:06
.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-05 00:49:00
Spoiler: show
I also had an issue where the Gaea Dragon never used Magnitude 8 or whatever, even at low health despite it being in the enemy skill note. noticed you can dispel it’s dragon buff tho. It doesn’t seem to be able to be manipulated either.

Also, wanted to say that Icy Oscar *And* Ho-Chu may be ignoring status/element immunities with their breath attacks. Ho-Chu fight has been basically impossible, as he gets a turn to use Big Pollen before my party even acts. Only surviving if the statuses dont proc? had a cat’s bell equipped on cloud and somehow didn’t get put to sleep. Trying this at level 60 before entering Junon, as I farmed chocobos at the start of the mideel quest. I only managed to win against Icy Oscar because I am playing arrange mode and used the randomizer to boost a lot of my team’s luck, therefore the attack randomly missed once. The other times it was impossible to win, and this seems to be the case with ho-chu but even harder, as all it’s attacks hit like a truck. Any hints besides ‘kill it with fire’ ? It literally starts the fight with a 4000 damage attack that puts the team to sleep and then casts it again immediately.

Was also going to mention that Powersoul is pretty game-breaking. Have been able to just cheese every tough enemy with Tifa wearing it, Gigas Armlet, and Cursed Ring. and have noticed some weird glitch where if I use Red XIII’s Lunatic High, it somehow revives Tifa to max health and removes the curse ring’s death timer.  Would maybe suggest moving the powersoul to later a point in the game, such as stealing it from Diamond Weapon or Ultimate, as it has been too good to not use in many situations.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-05 00:53:18
Is Boxer missable? On Disc 2, trying to get Goblin Punch. Been running around the forests in Gongaga for a while now, can't encounter him to save my life.

Wanted to ask - Does Goblin Punch do anything ever? I don’t understand why it’s even in the game, as it just deals a physical attack randomly thats just as strong as a regular attack.

Is it possible to mod the Enemy Skills more thoroughly? many skills like ‘????’ and goblin punch, etc have been totally irrelevant and just the magical attacks like trine or beta, big guard, and white wind have been the only useful skills.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alan on 2019-09-05 06:49:23
Well, imho the enemy skill are less "powerful" than in the Vanilla game, and that's entirely because the normal magic are already pretty good and do solid damage.
Still, I've managed to use barely every enemy skill so far. Of course, most of them are useful for a little purpouse. The Enemy Skill materia would be overpowered if it could give 20+ skill, useful everytime and everywhere, and without a malus (No deficit in stats!).

Wanted to ask - Does Goblin Punch do anything ever? I don’t understand why it’s even in the game, as it just deals a physical attack randomly thats just as strong as a regular attack.
Goblin Punch is useful in Battle Square. If you're using a physical fighter and your weapon is broken, or you're blinded.

many skills like ‘????’ and goblin punch, etc have been totally irrelevant and just the magical attacks like trine or beta, big guard, and white wind have been the only useful skills.
Well, the ???? was a life savior during one of the most tough fight I find until now. Just do not check the spoiler if you do not want to know what fight.
Spoiler: show
8-eye, in the Ancient Temple. Sturdy as hell even if you hit their weakness, and they do solid damage. ???? worked perfectly fine.

Chockobuckle it's probably the only wind skill (beside of choco mog) that you'll have for the most part of the game.
Quarry fuse - I didn't find too much use of hit, but it's a nice aoe earth attack if you still do not have quake 2, for which you would need an all materia (so two slot occupied... I would kill for free slots most of the time :S).

And so on!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-05 09:24:31
Spoiler: show
I also had an issue where the Gaea Dragon never used Magnitude 8 or whatever, even at low health despite it being in the enemy skill note. noticed you can dispel it’s dragon buff tho. It doesn’t seem to be able to be manipulated either.

Also, wanted to say that Icy Oscar *And* Ho-Chu may be ignoring status/element immunities with their breath attacks. Ho-Chu fight has been basically impossible, as he gets a turn to use Big Pollen before my party even acts. Only surviving if the statuses dont proc? had a cat’s bell equipped on cloud and somehow didn’t get put to sleep. Trying this at level 60 before entering Junon, as I farmed chocobos at the start of the mideel quest. I only managed to win against Icy Oscar because I am playing arrange mode and used the randomizer to boost a lot of my team’s luck, therefore the attack randomly missed once. The other times it was impossible to win, and this seems to be the case with ho-chu but even harder, as all it’s attacks hit like a truck. Any hints besides ‘kill it with fire’ ? It literally starts the fight with a 4000 damage attack that puts the team to sleep and then casts it again immediately.

Was also going to mention that Powersoul is pretty game-breaking. Have been able to just cheese every tough enemy with Tifa wearing it, Gigas Armlet, and Cursed Ring. and have noticed some weird glitch where if I use Red XIII’s Lunatic High, it somehow revives Tifa to max health and removes the curse ring’s death timer.  Would maybe suggest moving the powersoul to later a point in the game, such as stealing it from Diamond Weapon or Ultimate, as it has been too good to not use in many situations.


It's Crater Dragon you need to manipulate for Dragon Force now, when the skill was Mag8 it was available from Gaea Dragon because it was a bit less powerful as a skill and available earlier.

Neither Oscar or Ho-Chu should have status-ignoring attacks. I can't recall if Big Pollen is magic-based or not, but the Luck stat only affects physical attacks and nothing else. Luck/4 for a chance to land an automatic critical hit, and Luck/4 to evade an incoming physical attack regardless of accuracy/evasion (with the former overriding the latter; if Lucky Critical returns true then a check for Lucky Dodge isn't made). Magical accuracy is affected by level differences. Damage sounds overly high as well on Big Pollen. I'll need to remember to check them when I get back.


Wanted to ask - Does Goblin Punch do anything ever? I don’t understand why it’s even in the game, as it just deals a physical attack randomly thats just as strong as a regular attack.

Is it possible to mod the Enemy Skills more thoroughly? many skills like ‘????’ and goblin punch, etc have been totally irrelevant and just the magical attacks like trine or beta, big guard, and white wind have been the only useful skills.

Goblin Punch has a fringe use when the enemy has the same level as the caster. ? ? ? ? is handy sometimes as it ignores defence but the gravity element on it probably cuts its use down too hard so I'll make it non-elemental again. The skills as a whole are a mixed bag of odd effects and elemental damage to plug up gaps. They're handy in certain situations but not as a go-to replacement for conventional spells.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ShadowCloudX on 2019-09-05 11:28:08
Hey there Sega Chief loving the mod so far but I’m currently having a issue. At the moment playing through 1.5 and I’m trying to do Tifa’s Lv4 LB quest but when I’m on the high wind to change her as the leader the NPC is no where to be found. I’ve checked in the command and turned off all my mods to make sure if that was messing with anything but no luck. Any ideas?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lakecityransom on 2019-09-05 12:12:44
Hey there Sega Chief loving the mod so far but I’m currently having a issue. At the moment playing through 1.5 and I’m trying to do Tifa’s Lv4 LB quest but when I’m on the high wind to change her as the leader the NPC is no where to be found. I’ve checked in the command and turned off all my mods to make sure if that was messing with anything but no luck. Any ideas?

Did you go to the bottom of northern crater first? A phone call happens down there first. I just talked about that on 2nd to last page.

Another q... about these lvl 4 weapons, not sure what the descriptions mean.
"HP/MP/Limit = Atk. Str", so is this saying attacks are somehow greater/equal/lesser proportionate to percentage of these numbers?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-05 14:56:00
Did you go to the bottom of northern crater first? A phone call happens down there first. I just talked about that on 2nd to last page.

Another q... about these lvl 4 weapons, not sure what the descriptions mean.
"HP/MP/Limit = Atk. Str", so is this saying attacks are somehow greater/equal/lesser proportionate to percentage of these numbers?

The higher those are, the more damage they deal. For Limit, you can get more out of that if you have a filled Lv.4 Limit gauge vs a filled Lv.1 Limit gauge.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-05 19:19:15
Doesn't look like any of those attacks used by either Icy Oscar or Ho-Chu ignore status defence. For Oscar:

Frozen Beam: Ice
Bio2: Poison
Bad Breath: Poison
Oscar Belch: Shout

So of those four, Shout is probably the most problematic to block but can be done so using Bahamut + Elemental, though it's the weakest attack there with a base of 22 and chance of Silence. Absorbing or Nulling poison should block Bad Breath.

Ho-Chu's pollen is more of a problem because it's non-elemental. 4k damage seems abnormally high looking at his stats + the base power of the attack; Lv.61, 156 magic, base power of 55 on the attack. A tidy magic-defence stat ought to deal with that. Sleep, Poison, and Dual are attached to it.

As for the AI, he has a chance to start either at a 2-turn pause, a 1-turn pause, whip sting, or big pollen. Possibly stone whip too. I'll run a test on it tonight to see what the damage looks like.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nforzer on 2019-09-06 10:59:46
Thanks for your hard work, Sega Chief. The mod is awesome.

Can you please mirror the september update? Mega.nz does not work for me. Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-06 11:48:04
Thanks for your hard work, Sega Chief. The mod is awesome.

Can you please mirror the september update? Mega.nz does not work for me. Thanks

Installer
https://www.mediafire.com/file/1ppryl560kivvdq/NT_1.5_Build_-_1st_September_2019.zip/file

IRO
https://www.mediafire.com/file/0z9nf56nemowbol/FF7_NT_IRO_1st_September_2019.zip/file
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Giever on 2019-09-07 02:46:06
Is there a list of all the bosses that can successfully be morphed? I wouldn't want to know what they turn into, but just if it's possible.

It's pretty difficult (and occasionally frustrating) to morph the bosses, especially with the increased difficulty. Kind of has made me dread boss fights because I'll put in so much effort, maybe even accidentally kill them because of a surprise crit or counter attack and have to redo it, just to find out they don't even turn into anything.

Would be cool if Sense could say whether an enemy was morph-able, but I get that probably isn't an option.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-09-08 01:12:36
Hi everyone.

I just finished my first playtrought of the vanilla mode and wanted to share some observations , that maybe could be considered for future versions of the vanilla patch.

1. Osmose materia seems to be gliched, found it outside aerith's house, appears as a magic materia without name, skills or stats, and does nothing when equipped, maybe it  should fixed be removed.

2. Several differente materias are recived already mastered, I guess this could be a leftover from when those were rewards for events or fights that don't appear in the vanilla version, I suggest returning them to normal.

3. I experience the frezee every time I tried to enter the arena in the battle square of the gold saucer, even after applying the september update patch.  :(

4. the first time I arrived at the shinra mansion in Nifleheim I could not enter, the red arrow showed the door as an entrance point, but Cloud just could not enter, I used Black Chocobo to edit myself inside the mansion and followed the game normaly, still could no enter the mansion again after leaving.

5. The boss battle in the norther crater was change to some weird mosnsters that when killed gave me a massive EXP boost (around 17 levels up, from 50  to 67) after the battle the game continued normally.

6. After defeating  Sephyroth the ending video, wont load, instead only a screen with every character and a robot (Sega Chief's avatar I guess) will appear, congratulating you for beating the mod, I guees this message is intentional, but I also presume it is suppose to appear after the normal ending, or maybe after defeating the extra bosses in the hard version of the mod.

And finally I would like to do a little suggestion regarding Aerith, I think it would fit better with the history if she died like normal, and then rejoined the group when Cloud and Tifa fall into the lifestream when the Town of Mideel collapses, I think it would make sense that Aerith being a Cetra could guide Tifa inside the lifestream so she could enter Cloud's mind and help him sort his real memories, (as in the original history is never explained how Tifa could witstand the sensory overload of the lifestream and enter Cloud's mind, instead of just going insane with Mako poisoning the same way Cloud did), also there is precedent in the story of Sephyroth being impaled / fatally injured, and then reviving after falling into pure lifestream, also it could be optional, after Aerith helps Tifa and Cloud inside the lifestream, the player must choose if Aerith should come back, or if she has already done enought and should rest in peace, that way we have the option of  having her back without dimishing her sacrifice too much, I mean is a little humorous to watch Cloud cry in despair at the dead of his friend, and just a second later casually throw her a phoenix down and said well that should be good enough :P , makes it look a little too much like a parody.

Anyway thanks Sega Chief for this awesome mod that make me pick up one of my old favorites and play it from beggining to end, I love replaying old games, but abstained from ff7 because I hated to lost Aerith and have no way to have her back, and this mod fixed that particular grievance of mine, so thanks a lot. :)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: vegetamaker on 2019-09-08 03:25:44
Is there a list of all the bosses that can successfully be morphed? I wouldn't want to know what they turn into, but just if it's possible.

It's pretty difficult (and occasionally frustrating) to morph the bosses, especially with the increased difficulty. Kind of has made me dread boss fights because I'll put in so much effort, maybe even accidentally kill them because of a surprise crit or counter attack and have to redo it, just to find out they don't even turn into anything.

Would be cool if Sense could say whether an enemy was morph-able, but I get that probably isn't an option.

In the files downloaded, and if you aren't using the version in 7th heaven, you can find an excel with all that information. Pretty usefull.

---------------

A question,
Spoiler: show
 I just killed the chocobo from Kalm and the old man gave me the 3 fakes materias. It gave me again the long range materia and the Desert Rose and Earth Harp. The reward here depend what materia I touch to trigger the battle? In that case, what are the others rewards?

And I guess I finished all extra content. Pretty fun them all. Only Sephi left.

I don't have enough words to praise this mod. In many cases it made the history more comfortable to read and follow the events. And battles were so much fun. Thanks to do this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lakecityransom on 2019-09-08 07:49:36
Potential improvement feedback on the mod. I realize there is 'arrange mode' so some balance thoughts here are maybe being too stringent.

Spoiler: show
Here's the most important ones first:

- In the special 'dark cave' at the end you can go out the top door and end up exiting out of ancient forest on the world map and being trapped!

- I've noticed loading up lots of counter attack, cmd counter+deathblow, added effect+hades is causing a soft lock when hades succeeds sometimes. Dunno if that is the mod or just a FF7 glitch. :(

- I kept getting soft locks with multi-target enemies using w-magic + quadra magic + ultima, maybe just a FF7 bug.

- I kept getting soft locks on multi-target enemies with command counter + 4x cuts linked, again maybe just a FF7 bug.

The rest:

- A lot of documentation says LV5 suicide which is now renamed quarry fuse, could be confusing

- Alpha & Magnitude8 are still listed as enemy skills, chronocure is missing

- Chronocure could be explained a little better that its based off gametime (I think?)

- Seems like this mod tried hard to make MP valuable since ether is 1500 and you get osmose as a primary way of MP by syphoning from enemies. One trick I realized was once I get Cait Sith, I can use osmose on him as his MP regenerates and get two strong MP pools.

- Since Fort Condor battles are emphasized and it says like 'you need at least 3000 gil', it would help to clarify that you don't actually give funds to the dude at the lookout shack. I never understood that.

- It would be nice if Fort Condor mentioned upfront there was nothing unique to lose, I grinded thru all those as I wasn't sure if anything good was there.

- Where is the thing list - "MP Plus: Ziegfried Encounter OR Temple of the Ancients" < Could be more descriptive to say where Ziegfried is found.

- Before temple of the ancients after cait sith betrayal theres a fort condor alert but the quickwarp guy isn't there

- If you could get a 'quit to main menu' feature in the game that would be amazing instead of quitting/relaunching the game or trying to suicide.

- You tried super hard to fix the storyline disaster that was Cait Sith's sacrifice XD Thanks

- Chocobuckle could probably use some elaboration on the document too, it just said "feed greens" which didn't work. I researched: it has to be 3 mimett greens first then do L5 (quarry mine) and that did it for me.

- I feel like Midgar zolom could maybe be stronger, I found I could break the game wide open after temple by grinding thru Zolom quickly with 300 AP + double AP equipment + using gil plus after Temple of The Ancients.

- The special fight in the temple was great. Also I was surprised demons gate was much easier than I anticipated, maybe I am just a good preparer...

- A condor fight right at disc 2 swap but before the big battle isn't announced by the special messenger popup, I know b/c I went to Fort Condor anyway, or maybe I pre-empted a notice

- The sunken gelnika engine room has a yellow orb showing that you can't pick up (?) I thought this is because its double cut pickup which was moved... should put something there if the yellow orb can't be removed. Another joke like the W-Item bit? :)

- I found myself digging up infinite copies of Bahamut Zero from bone village disc 3, maybe because I went from v1.4 to v1.5 after Midgar though.

- Maybe I missed the note, but couldn't figure out how to change party leader for sidequests without doing a lot of searching for answers out of game. The New Threat NPC guy should say something about that like the README.

- On crater right path, the spiral going down shows a treasure chest on the next screen until you get there and it turns into a save point, kinda confusing.

- In Cid quest the Tiny Bronco backyard shows a rocket in background. Unavoidable I'm sure. Maybe a bit of funny dialogue explaining that.

- Dragon force enemy skill caption says "trade defence" >> "trade defense"

- For some reason Cid's hyper jump just showed him standing still with animations coming out, tried equipping different weapons. This was crater at endgame I was grinding out limits so I just wanted to see it.

- Somehow I broke Cid's big brawl at some point. I think when I gave him slash all. Ever since, I just see him running around the enemy and no damage numbers come out, although it does damage. It image skips enemies dying and shows fight won too.

- When I do the Yuffie partyjoin fight, near the end she says something like 'I'll have to use THIS' and the ground turns into a massive hole, but I never saw anything else. I felt maybe the animation broke. Not quite sure what that is.

- At the ultimate weapon smith it says you don't have the items needed if something required equipped, should note that maybe?

- If you could somehow make Golden Saucer prize redemption include batches like 5x 10x etc. for the smaller items it would be nice. Something like ethers, x-potions, turbo ethers, elixers, or rarer utility items like sun curtain would be nice.

- Maybe best for a separate mod, but someone should really tone down that Ultima sound effect with something else

- Nemesis can be frogged!

- Emerald / Ruby / Endgame was crazy easy with Yuffie's final weapon and Cid piling on counter attacks & cover with his final weapon.

- Kalm traveler says hes giving you a gold chocobo and its actually gray, could maybe add some funny dialogue explaining that. I checked the farm and it was gold as promised in the text.

- Oh, lastly, I realized in the 'dark cave' re-run that I DID miss the sense materia early game lol. Gahhh!

...and in the immortal words of the Highwind conference room guy: "Thank you for a job well done!" *salute*

p.s. Long live the immortal X-ATM Scorpion XD


BTW here is an updated list of Enemy Skills to utilize:
Code: [Select]
Frog Song Quarry Fuse
Magic Hammer White Wind
Big Guard Mustard Bomb
Dragon Force Death Force
Antipode Laser
Matra Magic Bad Breath
Beta Aqualung
Trine Magic Breath
???? Goblin Punch
Chocobuckle Deathcharge
Death Sentence Chronocure
Shadow Flare Pandora's Box
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-08 08:36:30
Thanks! Yes, I realized that I just had loaded the wrong save and my immunities did work against the breath/pollen attacks.

I am now on disc 3 and wanted to know: Are any of the items that are required to craft ultimate weapons able to be missed and therefore lock you out of acquiring them? Or are all of them farmable in northern crater / quest drops?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-08 08:40:33
Also in regards to crafting:
Spoiler: show
 noticed that you can craft the Masamune? Wasn't sure if this referrs to the unusable dummy weapon in the sephiroth flashback for purposes such as a 100% item completion (noticed the famed Battery drops in many instances) , or if it just made a copy of the new 100% critical gun for Vincent? Would like to know before I farm all the oversoul shards required for it. Both Powersoul and Vincenet's Masamune have been able to break a lot of fights that were normally tough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: strife98 on 2019-09-08 08:43:51
Also in regards to crafting:
Spoiler: show
 noticed that you can craft the Masamune? Wasn't sure if this referrs to the unusable dummy weapon in the sephiroth flashback for purposes such as a 100% item completion (noticed the famed Battery drops in many instances) , or if it just made a copy of the new 100% critical gun for Vincent? Would like to know before I farm all the oversoul shards required for it. Both Powersoul and Vincenet's Masamune have been able to break a lot of fights that were normally tough.


It's been a while since I've played so this might be different in the current one but:

Spoiler: show
The built Masamune can be equipped to everyone. It's not as strong as each persons ultimate weapon, but it's still pretty strong, and gives 100% crit. When equipped, it has each characters starting weapon as the model respectively.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-08 08:45:43
It's been a while since I've played so this might be different in the current one but:

Spoiler: show
The built Masamune can be equipped to everyone. It's not as strong as each persons ultimate weapon, but it's still pretty strong, and gives 100% crit. When equipped, it has each characters starting weapon as the model respectively.


would be pretty hilarious is each character just held the original sprite model for it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-08 08:55:36
Wait
Spoiler: show
how do I farm Oversoul Shards if the Goblin doesn't drop them or morph them anymore? Do I have to fight every NT extra boss to get 9 shards, now?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-08 09:16:20
Spoiler: show
Not sure if this was intentional, but the intel officer in your airship in disc 3 doesn't mention the Shinra Mansion for the flashback fight for cloud. Also, the Where Is The Thing note in the forum's download package says that an event triggers in the Nibelheim Reactor, but doesn't state what conditions are required. Would greatly appreciate it if someone would update all of the accompanying footnotes such as this one and the item drop spreadsheet, and possibly make a weapon descriptions note that explains what buffs things grant when it isn't displayed in-game, such as Relic Ring, Cursed Ring, Flayer, Powersoul, Utlimate Weapons that have scaling effects and their formulas, etc. I think players would be extremely relieved to have these things.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-08 15:22:23
Is there a list of all the bosses that can successfully be morphed? I wouldn't want to know what they turn into, but just if it's possible.

It's pretty difficult (and occasionally frustrating) to morph the bosses, especially with the increased difficulty. Kind of has made me dread boss fights because I'll put in so much effort, maybe even accidentally kill them because of a surprise crit or counter attack and have to redo it, just to find out they don't even turn into anything.

Would be cool if Sense could say whether an enemy was morph-able, but I get that probably isn't an option.

You don't have to morph the bosses, they don't carry anything missable.


Hi everyone.

I just finished my first playtrought of the vanilla mode and wanted to share some observations , that maybe could be considered for future versions of the vanilla patch.

1. Osmose materia seems to be gliched, found it outside aerith's house, appears as a magic materia without name, skills or stats, and does nothing when equipped, maybe it  should fixed be removed.

2. Several differente materias are recived already mastered, I guess this could be a leftover from when those were rewards for events or fights that don't appear in the vanilla version, I suggest returning them to normal.

3. I experience the frezee every time I tried to enter the arena in the battle square of the gold saucer, even after applying the september update patch.  :(

4. the first time I arrived at the shinra mansion in Nifleheim I could not enter, the red arrow showed the door as an entrance point, but Cloud just could not enter, I used Black Chocobo to edit myself inside the mansion and followed the game normaly, still could no enter the mansion again after leaving.

5. The boss battle in the norther crater was change to some weird mosnsters that when killed gave me a massive EXP boost (around 17 levels up, from 50  to 67) after the battle the game continued normally.

6. After defeating  Sephyroth the ending video, wont load, instead only a screen with every character and a robot (Sega Chief's avatar I guess) will appear, congratulating you for beating the mod, I guees this message is intentional, but I also presume it is suppose to appear after the normal ending, or maybe after defeating the extra bosses in the hard version of the mod.

And finally I would like to do a little suggestion regarding Aerith, I think it would fit better with the history if she died like normal, and then rejoined the group when Cloud and Tifa fall into the lifestream when the Town of Mideel collapses, I think it would make sense that Aerith being a Cetra could guide Tifa inside the lifestream so she could enter Cloud's mind and help him sort his real memories, (as in the original history is never explained how Tifa could witstand the sensory overload of the lifestream and enter Cloud's mind, instead of just going insane with Mako poisoning the same way Cloud did), also there is precedent in the story of Sephyroth being impaled / fatally injured, and then reviving after falling into pure lifestream, also it could be optional, after Aerith helps Tifa and Cloud inside the lifestream, the player must choose if Aerith should come back, or if she has already done enought and should rest in peace, that way we have the option of  having her back without dimishing her sacrifice too much, I mean is a little humorous to watch Cloud cry in despair at the dead of his friend, and just a second later casually throw her a phoenix down and said well that should be good enough :P , makes it look a little too much like a parody.

Anyway thanks Sega Chief for this awesome mod that make me pick up one of my old favorites and play it from beggining to end, I love replaying old games, but abstained from ff7 because I hated to lost Aerith and have no way to have her back, and this mod fixed that particular grievance of mine, so thanks a lot. :)

Thanks for the feedback + bugs; I cobbled that version together fairly fast so there's likely still issues in there. I'll clean up the ones you mentioned (actually, I think I forgot to remove the the mythril mines fight with the turks as well). I thought the clean import for the battle square field would do the trick but apparently not; I'll need to see what I can do with that to salvage the flevel.


In the files downloaded, and if you aren't using the version in 7th heaven, you can find an excel with all that information. Pretty usefull.

---------------

A question,
Spoiler: show
 I just killed the chocobo from Kalm and the old man gave me the 3 fakes materias. It gave me again the long range materia and the Desert Rose and Earth Harp. The reward here depend what materia I touch to trigger the battle? In that case, what are the others rewards?

And I guess I finished all extra content. Pretty fun them all. Only Sephi left.

I don't have enough words to praise this mod. In many cases it made the history more comfortable to read and follow the events. And battles were so much fun. Thanks to do this.


It should be the same regardless of which Materia you interact with first, they all fire the same script so no worries there. Glad you enjoyed the mod, bud and good luck with the final battles.


Potential improvement feedback on the mod. I realize there is 'arrange mode' so some balance thoughts here are maybe being too stringent.

Spoiler: show
Here's the most important ones first:

- In the special 'dark cave' at the end you can go out the top door and end up exiting out of ancient forest on the world map and being trapped!

- I've noticed loading up lots of counter attack, cmd counter+deathblow, added effect+hades is causing a soft lock when hades succeeds sometimes. Dunno if that is the mod or just a FF7 glitch. :(

- I kept getting soft locks with multi-target enemies using w-magic + quadra magic + ultima, maybe just a FF7 bug.

- I kept getting soft locks on multi-target enemies with command counter + 4x cuts linked, again maybe just a FF7 bug.

The rest:

- A lot of documentation says LV5 suicide which is now renamed quarry fuse, could be confusing

- Alpha & Magnitude8 are still listed as enemy skills, chronocure is missing

- Chronocure could be explained a little better that its based off gametime (I think?)

- Seems like this mod tried hard to make MP valuable since ether is 1500 and you get osmose as a primary way of MP by syphoning from enemies. One trick I realized was once I get Cait Sith, I can use osmose on him as his MP regenerates and get two strong MP pools.

- Since Fort Condor battles are emphasized and it says like 'you need at least 3000 gil', it would help to clarify that you don't actually give funds to the dude at the lookout shack. I never understood that.

- It would be nice if Fort Condor mentioned upfront there was nothing unique to lose, I grinded thru all those as I wasn't sure if anything good was there.

- Where is the thing list - "MP Plus: Ziegfried Encounter OR Temple of the Ancients" < Could be more descriptive to say where Ziegfried is found.

- Before temple of the ancients after cait sith betrayal theres a fort condor alert but the quickwarp guy isn't there

- If you could get a 'quit to main menu' feature in the game that would be amazing instead of quitting/relaunching the game or trying to suicide.

- You tried super hard to fix the storyline disaster that was Cait Sith's sacrifice XD Thanks

- Chocobuckle could probably use some elaboration on the document too, it just said "feed greens" which didn't work. I researched: it has to be 3 mimett greens first then do L5 (quarry mine) and that did it for me.

- I feel like Midgar zolom could maybe be stronger, I found I could break the game wide open after temple by grinding thru Zolom quickly with 300 AP + double AP equipment + using gil plus after Temple of The Ancients.

- The special fight in the temple was great. Also I was surprised demons gate was much easier than I anticipated, maybe I am just a good preparer...

- A condor fight right at disc 2 swap but before the big battle isn't announced by the special messenger popup, I know b/c I went to Fort Condor anyway, or maybe I pre-empted a notice

- The sunken gelnika engine room has a yellow orb showing that you can't pick up (?) I thought this is because its double cut pickup which was moved... should put something there if the yellow orb can't be removed. Another joke like the W-Item bit? :)

- I found myself digging up infinite copies of Bahamut Zero from bone village disc 3, maybe because I went from v1.4 to v1.5 after Midgar though.

- Maybe I missed the note, but couldn't figure out how to change party leader for sidequests without doing a lot of searching for answers out of game. The New Threat NPC guy should say something about that like the README.

- On crater right path, the spiral going down shows a treasure chest on the next screen until you get there and it turns into a save point, kinda confusing.

- In Cid quest the Tiny Bronco backyard shows a rocket in background. Unavoidable I'm sure. Maybe a bit of funny dialogue explaining that.

- Dragon force enemy skill caption says "trade defence" >> "trade defense"

- For some reason Cid's hyper jump just showed him standing still with animations coming out, tried equipping different weapons. This was crater at endgame I was grinding out limits so I just wanted to see it.

- Somehow I broke Cid's big brawl at some point. I think when I gave him slash all. Ever since, I just see him running around the enemy and no damage numbers come out, although it does damage. It image skips enemies dying and shows fight won too.

- When I do the Yuffie partyjoin fight, near the end she says something like 'I'll have to use THIS' and the ground turns into a massive hole, but I never saw anything else. I felt maybe the animation broke. Not quite sure what that is.

- At the ultimate weapon smith it says you don't have the items needed if something required equipped, should note that maybe?

- If you could somehow make Golden Saucer prize redemption include batches like 5x 10x etc. for the smaller items it would be nice. Something like ethers, x-potions, turbo ethers, elixers, or rarer utility items like sun curtain would be nice.

- Maybe best for a separate mod, but someone should really tone down that Ultima sound effect with something else

- Nemesis can be frogged!

- Emerald / Ruby / Endgame was crazy easy with Yuffie's final weapon and Cid piling on counter attacks & cover with his final weapon.

- Kalm traveler says hes giving you a gold chocobo and its actually gray, could maybe add some funny dialogue explaining that. I checked the farm and it was gold as promised in the text.

- Oh, lastly, I realized in the 'dark cave' re-run that I DID miss the sense materia early game lol. Gahhh!

...and in the immortal words of the Highwind conference room guy: "Thank you for a job well done!" *salute*

p.s. Long live the immortal X-ATM Scorpion XD


BTW here is an updated list of Enemy Skills to utilize:
Code: [Select]
Frog Song Quarry Fuse
Magic Hammer White Wind
Big Guard Mustard Bomb
Dragon Force Death Force
Antipode Laser
Matra Magic Bad Breath
Beta Aqualung
Trine Magic Breath
???? Goblin Punch
Chocobuckle Deathcharge
Death Sentence Chronocure
Shadow Flare Pandora's Box

I think quad ultima breaks if an absorb hp/mp is also being used on multi-part enemies; it's an engine thing unfortunately. No idea how you got 4x-cut to work with command counter, that's not ordinarily possible. Added effect thing is potentially related to 60fps mod or something else, not sure; it was to do with Frog status. Big Brawl I think is busted on PC as well depending on the version.

The documentation, both in and out of the mod, is out of date/missing info in places. That's completely on me for not staying on top of it.

I'll keep a note of the stuff you've found + suggestions; thank you for a job well done o7


Thanks! Yes, I realized that I just had loaded the wrong save and my immunities did work against the breath/pollen attacks.

I am now on disc 3 and wanted to know: Are any of the items that are required to craft ultimate weapons able to be missed and therefore lock you out of acquiring them? Or are all of them farmable in northern crater / quest drops?

No, nothing should be missable. All the weapons you need are acquired from Crater enemies, either by drop, steal, or morph. There should be some info on that here: https://pastebin.com/SiJkKDVa

Wait
Spoiler: show
how do I farm Oversoul Shards if the Goblin doesn't drop them or morph them anymore? Do I have to fight every NT extra boss to get 9 shards, now?


I think you can get them from Battle Square's BP shop as well. Yoshiyuki is held by Soldier M class in the t-junction where you find the alarm/elevator down to junon underwater reactor.

Spoiler: show
Not sure if this was intentional, but the intel officer in your airship in disc 3 doesn't mention the Shinra Mansion for the flashback fight for cloud. Also, the Where Is The Thing note in the forum's download package says that an event triggers in the Nibelheim Reactor, but doesn't state what conditions are required. Would greatly appreciate it if someone would update all of the accompanying footnotes such as this one and the item drop spreadsheet, and possibly make a weapon descriptions note that explains what buffs things grant when it isn't displayed in-game, such as Relic Ring, Cursed Ring, Flayer, Powersoul, Utlimate Weapons that have scaling effects and their formulas, etc. I think players would be extremely relieved to have these things.


Yeah you're right. I'll need to focus on updating all the text and documentation next to get it finally done, it's been left far too long.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-09 03:28:06
also wanted to ask about that one room when you're on the way to the junon reactor that has a dog blocking the way. is this just permanently blocked? I thought I recalled it becoming accessible in vanilla afterwards.

I found one oversoul shard after fighting yuffi's lv. 4 limit boss on disc 2, then got another one from completing a Junon league. I think you are correct that they are for sale at the battle square, but I've yet to go double check to confirm
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-09 03:30:04
not sure if it's posted anywhere in the game, but after talking to the tiny bronco engineer then going to wall market as he alludes, no event triggers. im guessing I may need cid as my leader, which I understand you get access to once you get to the bottom of north crater, but nothing in-game states this outside of just saying that you need cid.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lakecityransom on 2019-09-09 03:49:38
I think quad ultima breaks if an absorb hp/mp is also being used on multi-part enemies; it's an engine thing unfortunately. No idea how you got 4x-cut to work with command counter, that's not ordinarily possible. Added effect thing is potentially related to 60fps mod or something else, not sure; it was to do with Frog status. Big Brawl I think is busted on PC as well depending on the version.

The documentation, both in and out of the mod, is out of date/missing info in places. That's completely on me for not staying on top of it.

I'll keep a note of the stuff you've found + suggestions; thank you for a job well done o7

Oops, I think you're absolutely right about the softlocks. Late game I was like, "I never use these HP/MP absorbs dangit". I don't think I ever got 4x cut properly working, I just probably didn't realize it was additional counter attacks going off before the freeze. It would probably be a good idea to put this in a 'common known issues' ingame so people don't blame you for it. Also a good idea in FAQ to mention that running as admin might need untick/retick on exes or 7thHeaven to get around run error popups (I'm on Win 10). That is highly unusual, but glad I figured it out. It almost stopped me from playing.

Interesting about big brawl not working, I thought it was at one point for sure. Hmm, wasn't paying close enough attention. About the documentation: I understand its hard to expend energy constantly documenting an ever-changing product, no worries just trying to help. I think your mod got some good coverage on Twitch and there is probably a whole new wave of people playing it. Echoing what the other guy said, there are quite a few other non-descriptive things that could use elaboration in equipment/items such as the deadlier curse ring, hero drink 2, Mako Bomb, Yellow Wave, etc. The other guy said something very important I forgot to note: Cloud's mission isn't in the info menu.

Something else: Junon league really gave me the wrong impression. When I first get to Junon and try it I got wiped by 1 massive punch by the Jessie robot and decided its endgame material. Then I came back endgame and found my way stomping thru almost the entire thing without paying attention. I saw one streamer who did the same thing.

o7
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lakecityransom on 2019-09-09 03:55:07
also wanted to ask about that one room when you're on the way to the junon reactor that has a dog blocking the way. is this just permanently blocked? I thought I recalled it becoming accessible in vanilla afterwards.

I found one oversoul shard after fighting yuffi's lv. 4 limit boss on disc 2, then got another one from completing a Junon league. I think you are correct that they are for sale at the battle square, but I've yet to go double check to confirm

Hey I can answer these, if you fail the submarine mission and have to get torpedoed back to the town under Junon, the 'dog door' opens so you can steal the red submarine instead. The oversoul shards are definitely at Battle Square prize redemption in Disc 3.

That also reminds me that while stealing the gray submarine, its very easy to miss the chest for Leviathan Scales which is one of the only forever missable items and completely kills Yuffie's quest. Maybe that should have a fallback? Is it possible to add to bone village or something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-09-09 04:23:38
Hi, I have a small question, sorry if it turns to be a dumb one, but I don´t really know much about game moding.

Is it possible to patch only the retraslation and small history changes (Yuffie and Vincent´s automatic recruit, Aerith surviving Sephyroth´s attack) without changing the battles, materia and item locations? I ask this because I really liked the original game, except for Aerith´s pemanent death, and I love the new traslation and the little extra lines you gave Aerith after her survival, they are really in character for her, so a game with only these changes will be my ideal version of the game.

Also I presume that with less changes  there will be less probability of the game crashing frezzing? I´m just guessing, excuse me if this is actually wrong.

Of course this is just my personal opinion and I don´t mean in any way to critice the people that enjoy the more challeging combat and the extra bosses, as I understand that is a big part of this mod, I just wanted to express my opinion and ask if it would be possible to change the game the way I described.

As always thanks for your hard work, and for stay involved with the community and answer these little feedback posts.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-09 08:39:37
not sure if it's posted anywhere in the game, but after talking to the tiny bronco engineer then going to wall market as he alludes, no event triggers. im guessing I may need cid as my leader, which I understand you get access to once you get to the bottom of north crater, but nothing in-game states this outside of just saying that you need cid.

Cid has to be leader, yeah. I'll sort out the dialogue to make this explicit, or build in a party leader swap when going to his and Tifa's quest start.


Hey I can answer these, if you fail the submarine mission and have to get torpedoed back to the town under Junon, the 'dog door' opens so you can steal the red submarine instead. The oversoul shards are definitely at Battle Square prize redemption in Disc 3.

That also reminds me that while stealing the gray submarine, its very easy to miss the chest for Leviathan Scales which is one of the only forever missable items and completely kills Yuffie's quest. Maybe that should have a fallback? Is it possible to add to bone village or something?

The Levi scales I think have been added to Gelnika as of the latest patch so if they're missed in Underwater Reactor they can be picked up there.


Hi, I have a small question, sorry if it turns to be a dumb one, but I don´t really know much about game moding.

Is it possible to patch only the retraslation and small history changes (Yuffie and Vincent´s automatic recruit, Aerith surviving Sephyroth´s attack) without changing the battles, materia and item locations? I ask this because I really liked the original game, except for Aerith´s pemanent death, and I love the new traslation and the little extra lines you gave Aerith after her survival, they are really in character for her, so a game with only these changes will be my ideal version of the game.

Also I presume that with less changes  there will be less probability of the game crashing frezzing? I´m just guessing, excuse me if this is actually wrong.

Of course this is just my personal opinion and I don´t mean in any way to critice the people that enjoy the more challeging combat and the extra bosses, as I understand that is a big part of this mod, I just wanted to express my opinion and ask if it would be possible to change the game the way I described.

As always thanks for your hard work, and for stay involved with the community and answer these little feedback posts.

On the front page of this thread is a derivative version of this mod called Vanilla Combat; it's the NT script changes (mostly) but with regular enemies + kernel. One caveat is that it currently has some problems in it; the battle square field is corrupt and some encounter triggers for NT bosses were missed which has unintended enemies loading for them. I'm going to give it a once over to try and fix it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-10 01:19:52
Have a small snag - the item list doesn't seem to say that I can farm Crystal Glove for Tifa's ultimate weapon off a unit in the underwater reactor, but I don't see it anywhere else? Thought crystal weapons were for sale in mideel but can't find the weapon shop guy anymore, just his wife lamenting his death. Is there another enemy not listed in the excel sheet that drops or morphs crystal glove?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kmrblue1027 on 2019-09-10 01:56:52
Have a small snag - the item list doesn't seem to say that I can farm Crystal Glove for Tifa's ultimate weapon off a unit in the underwater reactor, but I don't see it anywhere else? Thought crystal weapons were for sale in mideel but can't find the weapon shop guy anymore, just his wife lamenting his death. Is there another enemy not listed in the excel sheet that drops or morphs crystal glove?

The Highwind Salesman has all the Crystal Equipment.


I'm doing my second run-through now and a couple thing I've noticed so far by mid-disk 2.

Are Aerith's limits harder to earn then the base game? I've been back and forth using her and Cait Sith as my primary spellcaster so she's been in the party a long time and still on level 1 limits. I feel like I should have enough kills but I could just be overestimating her total.
Cait Sith's mana gift weapon is really nice but it targets enemies by default unlike Aerith's staffs. Is this intended behavior for a support weapon?
I really appropriate the better scaling on Physical attacks, feels good to get value out of Tifa now, last time only really Cid and his 200+ luck seemed useful by midgame. Summon changes help make builds stronger too.
The dragon encounters in Mt. Nibel kicked my ass, do they auto-crit or something? And if so does Dispel work? I just started running via teleport half way through since I just couldn't beat them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-11 03:45:47
to the question above, yes you can dispel the dragon's rampage spell that gives it berserk and auto-crit. you can also just kill it if youre aggressive enough before it starts going off with it's Dragon berserk spell
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-11 03:47:52
Had a strange thing happen where Ruby Weapon was just missing in my game entirely, but after defeating Zack and doing Tifa's mission, he suddenly was back in his normal spot in the corel desert. Does something specific trigger it's presence? If so, might want to add text to notify the player. Might also hint to the player at some point in-game that the items for ultimate weapons can be farmed in the northern cave.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-11 04:33:19
Is Shout the same thing as Hidden? Was noticing there is Shout damage but nothing in-game seems to protect against it or be weak to it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-11 05:31:43
just encountered some sort of soft lock where once you beat the dragon in cid's quest you get stuck loading to the next screen when you exit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-11 08:23:44
Had a strange thing happen where Ruby Weapon was just missing in my game entirely, but after defeating Zack and doing Tifa's mission, he suddenly was back in his normal spot in the corel desert. Does something specific trigger it's presence? If so, might want to add text to notify the player. Might also hint to the player at some point in-game that the items for ultimate weapons can be farmed in the northern cave.

It's based on battles, like the cooldown on chocobo breeding + unlock 2nd part of Vincent's sidequest; the unlock condition is Ultimate Weapon but it doesn't show up right away, not until some battles done and world map reloaded.

Is Shout the same thing as Hidden? Was noticing there is Shout damage but nothing in-game seems to protect against it or be weak to it?
It's a separate element from Hidden; it's primarily used in NT for breath attacks or sound-based attacks. Cait Sith's weapons use them (arguably they should use Hit, but I opted for Shout due to the megaphone). You can block it using Elemental + Bahamut summons.

just encountered some sort of soft lock where once you beat the dragon in cid's quest you get stuck loading to the next screen when you exit.

First time I've heard of that happening. Do you mean leaving the screen or directly after the battle is over?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: magictrufflez on 2019-09-11 11:46:38
Hi Sega Chief!

Really enjoying all the tweaks since the last time I played through New Threat--the changes that made physical attackers more useful are especially welcome!

But I mostly wanted to pop in and mention a few minor issues I've run into (I'm currently just past Rocket Town and about to do Wutai on "Disc 1"):

--There are a few tex boxes with bad line breaks. A couple stuck out to me in the very beginning (but of course I forgot which ones by now because I was dumb and didn't write them down), but the big one now is our stat-up guy. His line about making a deal splits "deal" between 2 lines and it looks bad. Outside those 2 instances, no bad line breaks elsewhere that I've seen though!

--Mideel enemies on Disc 1: I notice that the griffin has its XP zeroed out when using Odin, but none of the other enemies do. I seem to remember you wanting to zero out all enemy XP when they're OHKO by Odin, so I wanted to point this out in case you might've overlooked this!

--In preemptive attacks, for some reason I still do double damage on my first physical attack on any enemy even if they turned around already. Again, not sure if this is intended!

--Finally, this only happened once in a Mythril Mines fight, but was super weird. I was carefully trying to morph one of the guys with the ball and chain, and all my actions kept happening without on-screen animations (healing, attacking, stealing, etc). Nothing went wrong, I morphed the enemy, and everything went back to normal afterward, but it was really odd and I didn't know what was going on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-11 15:17:03
Hi Sega Chief!

Really enjoying all the tweaks since the last time I played through New Threat--the changes that made physical attackers more useful are especially welcome!

But I mostly wanted to pop in and mention a few minor issues I've run into (I'm currently just past Rocket Town and about to do Wutai on "Disc 1"):

--There are a few tex boxes with bad line breaks. A couple stuck out to me in the very beginning (but of course I forgot which ones by now because I was dumb and didn't write them down), but the big one now is our stat-up guy. His line about making a deal splits "deal" between 2 lines and it looks bad. Outside those 2 instances, no bad line breaks elsewhere that I've seen though!

--Mideel enemies on Disc 1: I notice that the griffin has its XP zeroed out when using Odin, but none of the other enemies do. I seem to remember you wanting to zero out all enemy XP when they're OHKO by Odin, so I wanted to point this out in case you might've overlooked this!

--In preemptive attacks, for some reason I still do double damage on my first physical attack on any enemy even if they turned around already. Again, not sure if this is intended!

--Finally, this only happened once in a Mythril Mines fight, but was super weird. I was carefully trying to morph one of the guys with the ball and chain, and all my actions kept happening without on-screen animations (healing, attacking, stealing, etc). Nothing went wrong, I morphed the enemy, and everything went back to normal afterward, but it was really odd and I didn't know what was going on.

Wonder how that happened, I'll fix the line/text box.

Mideel world map enemies are a bit of a mess for EXP; I implemented a 0exp hack there because it was possible to fight enemies there early, but then messed that up, so removed it, but only partially. I'll just remove it next time.

Pre-emptive, that's aN oversight/bug with the game engine. Enemies retain the 'back attack' flag or whatever it is (same with party) until struck.

Maybe the Mythril Mines enemy has that sound-wave based attack that causes same issue that Vincent's Mug animation (for certain weapon types) causes. It was a yellow-looking attack.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-12 09:55:41
Thanks about the Shout info. Was mostly wondering if any Materia was Hidden element so I could add it to physical attacks against the weapons.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-12 09:58:23
The soft lock was interesting, and had something to do with the area outside of the area the event is in. It happened when trying to enter the outer reactor area where there is a save point. Also notably it took a super long time to save my game at that save point. Might just be some choppy event sorting on the game's part. What happened exactly was that I beat the dragon, left, and it got stuck in some sort of loop where the bgm was looping on a black screen. Quit to desktop and re-opened my game and the zone had finally loaded then, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-12 10:12:23
more elaboration on tifa balance:
Spoiler: show
I'm not really sure if this is intentional, but now that it is late game I am basically just annihilating every enemy and boss with Tifa. And, for the brief period that Tifa wasn't on my team during Mideel, I was annihilating enemies with Vincent + Masamune + x4cut (fort condor battles are incredibly easy if you just are as aggressive as possible, so this weapon is not hard to acquire at all). I know I've already stated this, but once I acquired the powersoul from the reskinned demon gate, the game has been completely broken wide open, with Tifa just punching enemies for anywhere between 2000-9999 with x4cut, counter command + mime, etc. then just having my other two party members keep everyone buffed and alive. I will say it has been very fun, but the challenge aspect of the game where in early game before this, many battles were very hard attrition wars where one mistake could kill my party, and now all of that is just out the window. Even enemies like the (weaker than vanilla?) ruby & emerald weapon were basically a cakewalk. The only sort of "nerf" to this strat is that x4cut assigns targets at random, so some of the bosses that try to chesse you with having sequential invulnerable parts like the Cait Tank are slightly more difficult. If x4cut wasn't random, I'd probably have finished the hack by now. Basically now that I have Premium Heart, the only difference is I no longer need to use Cursed Ring
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-12 10:38:15
Also wanted to say that once I switched to Arrange mode at the Corel entrance to Gold Saucer, I toggled the Randomizer on and have been using it ever since. I liked the mechanic a lot, but the whole aesthetic of it is a bit wonky. I would maybe give it a different name instead of "Mister Smile" and clean up the text box display for the randomizer. Basically I just always took the +10 or +15 buff if it rolled one, and always took Luck if it rolled over 5. My whole team having quality stats with mid-to-high Luck has payed off pretty often in fights. I guess this didn't polarize my characters identities as the hack intended as much as it is supposed to, but I was able to shore up any low stats with all the crazy buffs on equipment and materia.

Another thing is I didn't really think that the troll jokes on relevant item locations added to the game's quality. I mean, yes it's kind of funny to find the Sense Materia, or to get regular junk (A Heavy Ring and that Spear both seemed really out of place and random, as they are both fairly common items that don't hold much relevance) for the Mythril. I would suggest just giving the player something cool & interesting, maybe even objects alluding to the vanilla item. I don't really want to ever play a hack and feel trolled or ripped off for going to investigate something that's normally worth doing in vanilla. This also goes for the Curator challenge boss in Shinra Mansion. Defeated it and was aggressively informed I'm not getting strawberries? Could easily just give the player a Key Item that's just a badge of honor that serves no purpose outside of 100% completion. I guess opening that chest counts as part of the completionist route? I can't say cause I'm not a completionist or a speedrunner.

I think it might also be relevant to remind the player, maybe in various shopkeeper dialogue, that selling high AP materia like Sense and getting a new one is very relevant to staying on curve with being able to pick up items and equips. I would even go a step further to discourage the player from selling their armor and weapons and take this route instead, as the stat buffs of each weapon continues to be relevant as the game progresses, despite their attack power being outclassed. Have not touched the Throw materia this game, but that's also another corner case for not selling your weapons to pay for ether, hi potion, and tent.

Stuff like the AP grinding weapons and the Precious Watch are kind of so late in the game that they are only relevant if you just somehow failed to grind your materia for the whole game. These are fine I guess, but as an experienced player I was making sure to grind AP from the very beginning on each materia.

Speaking of AP grinding, I wanted to point out this thing from Vanilla that carried over to NT and has been on my mind forever; Vincent and Cid are the only two characters with a Double AP weapon that has a combo slot. Everybody else has singleton slots, as do all the armor. Is there any way to switch around the slots on any given weapon, maybe give each character a double AP weapon with a combo slot? I say this as it is very relevant to level up some of your support materia, and kind of pigeonholes the player into using Cid and/or Vincent during that period of disc 1 while you're still maturing your materia.

edit: Also, terribly sorry if this is an unpopular opinion,
Spoiler: show
but I just hated the Dark Cave sidequest. Everything about it felt like I was just being subjected to the remnants of a separate, discarded hack (maybe the original frameworks of NT?), none of it was relevant to the story or made any sense, none of the events were explained or even speculated upon by the characters outside of them all saying "hmm... something weird sure is happening!"(this was particularly painful to go through, as there easily could have been more elaborate dialogue, such as the during the Amalgam fight, literally anyone could have said something about how jesse/biggs/wedge were being used in the cutscene. Also the Amalgam was a really weird fight where Barrett's Drill Arm made it no longer difficult), and basically the only point of it seemed like showing off some unused reskinned enemy models (speaking of, that weird reskinned rainbow thing in ancient forest is just hideous...). But all in all I just did not enjoy any aspect of this, and felt like the item drops added in, two key items and the mystile, were just thrown in arbitrarily to make you not feel like you just wasted a bunch of time running around midgar. When this event was explained as a sidequest, I was really not expecting that it would just be a weird recycling of the start of the game, but rather a unique sidequest with it's own events.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alan on 2019-09-12 22:22:46
Well, I've the same opinion about the powersoul too...

Btw, I'm at the end of the game, but I did not find the way to change my party leader lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-12 23:31:49
Well, I've the same opinion about the powersoul too...

Btw, I'm at the end of the game, but I did not find the way to change my party leader lol

Right before you descend into the final area of North Crater, where the team regroups, you'll get a phone call where someone from the highwind somehow has phone reception and calls you to say that there are now sidequests and stuff. At this point, it isn't mentioned, but there is a guy in the meeting room of the Highwind that now appears and lets you change your party leader. Keep in mind that this only lets you switch to Cid or Tifa, and the game thinks that cloud is "dead" if you do that, so if you did not put him in your party when reforming at the highwind, he can't be selected to switch out using the PHS; you have to move him using the guy in the highwind. This also extends further where if you do put Cloud in a party with Tifa or Cid, Cloud and the party leader both can't be moved from the party.

Another weird thing about this is that you get the phone call where the sprite in middle of the pilot deck in the highwind says they now have info on the "new threats" but that sprite is already there as soon as you regain Cloud from Mideel.

Spoiler: show
Also, there seems to be some sort of rumor that the endgame sidequests can be accessed only after the point in Disc 3, but that's not true. I was able to complete Yuffi and Vincent's lv. 4 limit quest during disc 2. The Yuffi mirror battle was pretty disgusting, and I was able to get through it by confusing the mobs so that they would kill themselves, triggering the Ruby Weapon ringout effect on themselves. I have noticed that recent versions of the hack have had failsafe script added to some battles such as Zack, to prevent the player from cheesing the opponent with something like poison when it was previously possible. I'm not a huge fan of these hotfix approaches to battles in order to make them seem harder, or battles that try to cheese the player by slapping you with statuses when you aren't expecting it, such as the Gilgamesh fight


Weird request but, would it be possible to just make chocobo breeding less random? Honestly chocobo breeding in this hack was entirely moot and unnecessary, as the Guidebook now gives a gold chocobo, so you basically can get a gold chocobo literally right after chocobo breeding is even available. Not sure if any items in the chocobo races are actually relevant at all - maybe Final Attack? The only item I got from the races was a Cat's Bell, which I won before I had my own chocobos.

Speaking of, I still have yet to find the Final Attack materia, but I'm guessing it's in an unexplored zone of the crater or something.

wrt last post, I would say that Tifa breaking the game wide open could be mitigated by just making the curse ring available later in the game instead of at Godo. Not sure why anyone would even use the Relic Ring. Honestly items that don't tell you what they actually do beyond buffing a stat are a big turn off.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Alan on 2019-09-13 06:29:07
Ah thanks bro. I did not descended the crater at all and went back to the highwind and found the guy which tells you about the sidequest...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-13 09:18:37
Thanks about the Shout info. Was mostly wondering if any Materia was Hidden element so I could add it to physical attacks against the weapons.

A lot of Materia has Hidden element by default, in fact Materia can't be non-elemental so it's believed that the element 'hidden' itself was designed to act as non-elemental at one point 9this would explain why a lot of unrelated attacks in the japanese original version (not international) carry the Hidden element). If you combine a magic materia that has no listed element with elemental then it'll add Hidden.

The soft lock was interesting, and had something to do with the area outside of the area the event is in. It happened when trying to enter the outer reactor area where there is a save point. Also notably it took a super long time to save my game at that save point. Might just be some choppy event sorting on the game's part. What happened exactly was that I beat the dragon, left, and it got stuck in some sort of loop where the bgm was looping on a black screen. Quit to desktop and re-opened my game and the zone had finally loaded then, though.

That sounds odd; it's a fairly low-load screen. Maybe a blip with the game client itself? The steam version can crash when it loses window focus sometimes.


more elaboration on tifa balance:
Spoiler: show
I'm not really sure if this is intentional, but now that it is late game I am basically just annihilating every enemy and boss with Tifa. And, for the brief period that Tifa wasn't on my team during Mideel, I was annihilating enemies with Vincent + Masamune + x4cut (fort condor battles are incredibly easy if you just are as aggressive as possible, so this weapon is not hard to acquire at all). I know I've already stated this, but once I acquired the powersoul from the reskinned demon gate, the game has been completely broken wide open, with Tifa just punching enemies for anywhere between 2000-9999 with x4cut, counter command + mime, etc. then just having my other two party members keep everyone buffed and alive. I will say it has been very fun, but the challenge aspect of the game where in early game before this, many battles were very hard attrition wars where one mistake could kill my party, and now all of that is just out the window. Even enemies like the (weaker than vanilla?) ruby & emerald weapon were basically a cakewalk. The only sort of "nerf" to this strat is that x4cut assigns targets at random, so some of the bosses that try to chesse you with having sequential invulnerable parts like the Cait Tank are slightly more difficult. If x4cut wasn't random, I'd probably have finished the hack by now. Basically now that I have Premium Heart, the only difference is I no longer need to use Cursed Ring


Powersoul was originally removed but there were complaints about it being missing so I re-added it knowing there wasn't much (at the time) that I could do about its formula. Same with the Ultimate Weapons, I considered dropping the special formulas for them but that felt like it would just make them the same as the other weapons. Since then I've gotten info on where these formulas are stored, so their damage multiplier can be adjusted. In the final build I'll be making .exe adjustments to these formulas but for now, I'm leaving them as-is.

Also wanted to say that once I switched to Arrange mode at the Corel entrance to Gold Saucer, I toggled the Randomizer on and have been using it ever since. I liked the mechanic a lot, but the whole aesthetic of it is a bit wonky. I would maybe give it a different name instead of "Mister Smile" and clean up the text box display for the randomizer. Basically I just always took the +10 or +15 buff if it rolled one, and always took Luck if it rolled over 5. My whole team having quality stats with mid-to-high Luck has payed off pretty often in fights. I guess this didn't polarize my characters identities as the hack intended as much as it is supposed to, but I was able to shore up any low stats with all the crazy buffs on equipment and materia.

Another thing is I didn't really think that the troll jokes on relevant item locations added to the game's quality. I mean, yes it's kind of funny to find the Sense Materia, or to get regular junk (A Heavy Ring and that Spear both seemed really out of place and random, as they are both fairly common items that don't hold much relevance) for the Mythril. I would suggest just giving the player something cool & interesting, maybe even objects alluding to the vanilla item. I don't really want to ever play a hack and feel trolled or ripped off for going to investigate something that's normally worth doing in vanilla. This also goes for the Curator challenge boss in Shinra Mansion. Defeated it and was aggressively informed I'm not getting strawberries? Could easily just give the player a Key Item that's just a badge of honor that serves no purpose outside of 100% completion. I guess opening that chest counts as part of the completionist route? I can't say cause I'm not a completionist or a speedrunner.

I think it might also be relevant to remind the player, maybe in various shopkeeper dialogue, that selling high AP materia like Sense and getting a new one is very relevant to staying on curve with being able to pick up items and equips. I would even go a step further to discourage the player from selling their armor and weapons and take this route instead, as the stat buffs of each weapon continues to be relevant as the game progresses, despite their attack power being outclassed. Have not touched the Throw materia this game, but that's also another corner case for not selling your weapons to pay for ether, hi potion, and tent.

Stuff like the AP grinding weapons and the Precious Watch are kind of so late in the game that they are only relevant if you just somehow failed to grind your materia for the whole game. These are fine I guess, but as an experienced player I was making sure to grind AP from the very beginning on each materia.

Speaking of AP grinding, I wanted to point out this thing from Vanilla that carried over to NT and has been on my mind forever; Vincent and Cid are the only two characters with a Double AP weapon that has a combo slot. Everybody else has singleton slots, as do all the armor. Is there any way to switch around the slots on any given weapon, maybe give each character a double AP weapon with a combo slot? I say this as it is very relevant to level up some of your support materia, and kind of pigeonholes the player into using Cid and/or Vincent during that period of disc 1 while you're still maturing your materia.

edit: Also, terribly sorry if this is an unpopular opinion,
Spoiler: show
but I just hated the Dark Cave sidequest. Everything about it felt like I was just being subjected to the remnants of a separate, discarded hack (maybe the original frameworks of NT?), none of it was relevant to the story or made any sense, none of the events were explained or even speculated upon by the characters outside of them all saying "hmm... something weird sure is happening!"(this was particularly painful to go through, as there easily could have been more elaborate dialogue, such as the during the Amalgam fight, literally anyone could have said something about how jesse/biggs/wedge were being used in the cutscene. Also the Amalgam was a really weird fight where Barrett's Drill Arm made it no longer difficult), and basically the only point of it seemed like showing off some unused reskinned enemy models (speaking of, that weird reskinned rainbow thing in ancient forest is just hideous...). But all in all I just did not enjoy any aspect of this, and felt like the item drops added in, two key items and the mystile, were just thrown in arbitrarily to make you not feel like you just wasted a bunch of time running around midgar. When this event was explained as a sidequest, I was really not expecting that it would just be a weird recycling of the start of the game, but rather a unique sidequest with it's own events.


The randomiser was added as a test but kept in for people to try out. I think the current plan with it is to offer the standard vs the randomiser as a choice when first using the system and lock it in.

I think I'll either add a double-slot to the other character's 2x AP weapons or set Vince/Cid's weapons to use single slot; not sure yet. Balance-wise should probably be singles; trading elemental damage up for boosted AP growth.

Dark Cave is a half-finished mess that was going to be ditched (or at least reworked) for 1.5 but didn't make it in the end. It's getting the heave-ho for the final update and won't be available anymore after that except by going back to older versions (like this current one).


Right before you descend into the final area of North Crater, where the team regroups, you'll get a phone call where someone from the highwind somehow has phone reception and calls you to say that there are now sidequests and stuff. At this point, it isn't mentioned, but there is a guy in the meeting room of the Highwind that now appears and lets you change your party leader. Keep in mind that this only lets you switch to Cid or Tifa, and the game thinks that cloud is "dead" if you do that, so if you did not put him in your party when reforming at the highwind, he can't be selected to switch out using the PHS; you have to move him using the guy in the highwind. This also extends further where if you do put Cloud in a party with Tifa or Cid, Cloud and the party leader both can't be moved from the party.

Another weird thing about this is that you get the phone call where the sprite in middle of the pilot deck in the highwind says they now have info on the "new threats" but that sprite is already there as soon as you regain Cloud from Mideel.

Spoiler: show
Also, there seems to be some sort of rumor that the endgame sidequests can be accessed only after the point in Disc 3, but that's not true. I was able to complete Yuffi and Vincent's lv. 4 limit quest during disc 2. The Yuffi mirror battle was pretty disgusting, and I was able to get through it by confusing the mobs so that they would kill themselves, triggering the Ruby Weapon ringout effect on themselves. I have noticed that recent versions of the hack have had failsafe script added to some battles such as Zack, to prevent the player from cheesing the opponent with something like poison when it was previously possible. I'm not a huge fan of these hotfix approaches to battles in order to make them seem harder, or battles that try to cheese the player by slapping you with statuses when you aren't expecting it, such as the Gilgamesh fight


Weird request but, would it be possible to just make chocobo breeding less random? Honestly chocobo breeding in this hack was entirely moot and unnecessary, as the Guidebook now gives a gold chocobo, so you basically can get a gold chocobo literally right after chocobo breeding is even available. Not sure if any items in the chocobo races are actually relevant at all - maybe Final Attack? The only item I got from the races was a Cat's Bell, which I won before I had my own chocobos.

Speaking of, I still have yet to find the Final Attack materia, but I'm guessing it's in an unexplored zone of the crater or something.

wrt last post, I would say that Tifa breaking the game wide open could be mitigated by just making the curse ring available later in the game instead of at Godo. Not sure why anyone would even use the Relic Ring. Honestly items that don't tell you what they actually do beyond buffing a stat are a big turn off.

The party leader swap thing was restricted due to the way the world map chooses which model to render as your character. It does it by priority; if Cloud is in the party, he overrides Tifa and Cid even if he isn't the party leader. Same with Tifa over Cid. Where this causes problems is that if you go into the menu and PHS in/out characters of a higher or lower priority and then save your game without exiting the menu, the coordinates of the new world map model will not be updated to match your current coords. So when you next load the file you'll be stuck at 0,0 in the middle of the ocean (the game uses this as a storage area for all unused/invisible models like the buggy and bronco). That's why I've set the scripts to block you from moving in/out these three after changing party leader.

Confu on the two mobs in the Yuffie Lv.4 Limit fight is fine; I left a lot of these guys with status ailment weaknesses so that people would come up with different ways of beating them. Poison counters for human bosses was necessary at the time because, also at the time, Poison status ticks carry the Poison element meaning that an enemy weak to this element would die in 16 ticks rather than 32. People weren't happy with Cloud's Lv.4 Limit fight because of that, so a change was made. Now the poison status no longer relies on the poison element and has non-elemental ticks so the counter-measure can probably be removed now.

I haven't really looked into the mechanics of chocobo breeding other than looking through the scripts a bit. They are very long. I think my goal with an adjustment to how this works would probably be to reduce the cooldown on it and to try and fix the RNG problem on PC; on PSX, we had a soft-reset we could use to reload a file and try again but for PC we have to 'hard-reset' which results in the same RNG getting spat out (endless Green Males, etc). Might be interesting to try and raise the stat cap on speed too, see what happens.

Final Attack should be awarded from beating Special Battle, like in original.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: MelonMelonHeart on 2019-09-14 18:26:34
So I played about 16 hours of New Threat last summer, but then I uninstalled FF7 on steam and I really cannot remember why I did at this point. I enjoyed New Threat more than the base game, but I may have thought I just wouldn't ever want to replay it. Either way, when I reinstalled the game the mod was obviously not patched in. Is it possible for me to re-patch the mod with the newest version or even the old version that I saved (still have the Data folder of the version I used) and start from where my save is? Or will I need to simply start over?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-14 20:17:38
wrt damage formulas:
  I would say that I wouldn't change the formula of powersoul, but rather just move it to late game (such as it's location in shinra building). Honestly I was pretty disappointed to see that Death Penalty had it's stats changed and is just a regular weapon, same with Cid's item. Aeris's final weapon targets the enemy by default even though it heals you? I also felt this was super underwhelming to just get yet another healing staff. Also it seems like all of the other ultimate weapons are nowhere near the strength of cloud and tifa's, or have really wonky boosting like RedXIII or Barrett, which seem impossible to have good damage? I guess you could maybe Goblin Punch with RedXIII while limit gauge is full...? I would really like an incentive to *not* use tifa in every major fight, but there just isn't one. She even outclasses Vincent for dps because Vincent's Limit Break ruins his ability to stay on the attack. Maybe if he has fury ring, but I like being able to have control of my dps unit. Chaos is pretty insane tho, but not always great, and the Satan Slam ability is pretty underwhelming in the vast majority of relevant battles. I do understand why Death Penalty was changed - in order to prevent players from using the overflow glitch, yes? Wasn't sure if maybe there was just some other way around this. Ignoring defense is interesting, but hasn't proved to be useful in many situations.

---

On lv4 breaks & ultimate weapons:
  I wholly believe that you should be able to feasibly grab every item you need to build your ultimates before the northern crater (this is true for a few weapons, but you have to pull of some one-chance-only & difficult morphs. having to morph a guy that absorbs hp with their attack while I've got to beat the timer on corel train is pretty frustrating) as opposed to of having to farm most of it inside of the crater then walk back out. Lots and lots of players don't even touch northern crater until they are ready to end the game, and I'm seeing a lot of people are getting bamboozled by there being an extra script in the game at the bottom of the crater that unlocks doing sidequests outside of it, missing it entirely and asking here because they haven't descended. It takes a lot away from the game to feel like you can just go in and out of north crater like a cakewalk, when in vanilla it seems intended to be a brutal boss rush down to the bottom with no return, only with an exit for if you are completely wrecked and can't go further down.

  I do like the idea of Monster Hunting and having to track down rare monsters to morph or steal the ultimate weapon materials, but I would like to just see them somewhere outside of the crater. It would be really awesome if you *didn't* ever need to use the reference guides because someone in-game (my vote is for the sleepy guy cave near junon) to provide you with hints about where to look for all of your ultimate weapon pieces. I think the guy does in fact do this talking about Godhand in the ancient forest, but It would be much nicer if you could just ask him for hints from a list and ditch the randomized script once you're in disc 3. Also, does this guy still give you something special for coming to talk to him when your battle counter is set at all the same number (222, 444, etc)? Could easily still have this checksum in the guy's dialogue by giving him a "what else ya got?" option after asking for hints.

  In addition this, I would say that the placement of peoples' key item required to forge their ultimates is also kind of jank. Some of these are just arbitrarily rewarded to the player after fights or laying around with no context or script, even though they hold huge significance...? Like the Gospel Spark is just sitting in a crater room, the 7777 needles are after a materia cave, but no other materia cave gives you an ultimate item? Micro Engine and LuvLuvG I wont even get into. Just seems very haphazard.

  Ideally I would like you to trash all of the Troll item scripts, such as the dead end sense materia at the shinra raid, the potion where barret's missing score was, etc. and replace them with the synthesis items for ultimate weapons. That'd be great if you opened that chest that only shows up if barrett is around, and you got the Max Ray or Micro Engine, etc. Easily you could move the Mirco Engine there from the Dark Cave, and then Barrett's script could go from going "Oh..." to "What the $*@^# is this?? Cid! maybe you can figure this thing out??"As for LuvLuvG, it would be really funny/cute if Rude gave it to Tifa at the end of the final Turks fight. Rude could just go "....." "....." "....A parting gift." Aeris's Gospel Spark I'd like to find Midgar, such as at the church or at her house. Just thinking I'm grabbing a materia and it's her item in some room felt pretty lackluster. Maybe use that Masked Man sprite from Dark Cave and put him in the church, guarding the item. Could toggle on or off depending if Aeris is dead.

---

For chocobo breeding, I just want to neg out the chance of getting a vanilla chocobo while breeding for a special one, and make ranking up your chocobo in the races not be a thing. Chocobo Racing to rank up, specifically just to get a better % of breeding the bird you want, is a grueling process. And, literally nobody wants to have to reset their game over and over trying to get the right one to breed like in vanilla. Cooldown isn't a big deal.

---

Another question: Are your characters naturally weak to any elements, like poison? They are humanoid but wasn't sure if this was clarified. Stuff like this I'd like to see clarified in the tutorial rooms. Also the facts about hidden element etc. Would LOVE if you could just tell the player about cut/hit/shoot etc elements and update the weapons to tell the player what elements those are, or even just update Sense scripts to say if enemies are weak to hit/cut/shoot etc.

Small side note about statuses:
  I did noticed that someone mentioned that you can Frog Nemesis and that status use does have some play as you've stated. I do like these things. Nemesis can still slap you with 8000+ damage attacks while it's a frog, so I wouldn't change it just for fun. Honestly it was a huge relief to see that the mobs could just get rid of themselves without causing a ringout, as the ringout makes that fight way, way harder.

On NT quests:
  The Aeris & Cait Sith sidequest fights are weirdly harder than all the others, just due to the huge variety of stuff the enemy is doing? Tifa's, Cid's, RedXIII's and Vincent's were a cakewalk, but Barrett's, Yuffi's & Cloud's were definitely very fun and challenging - had to equip a Touph Ring to get past that Meteor attack from Zack. Dispel is definitely the MVP of this hack.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-14 21:01:30
cait sith NT fight:

Spoiler: show
there is a text dialogue from cloud where he says "you" when it should say "your"

This is basically the only fight where Long Range materia really matters?

also wtf does HP Shout do? again, still really not fun to acquire items with no real description.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-14 22:02:03
another rebalance suggestion to slow down the player from inevitable game-breaking would be

Spoiler: show
to lock Mime behind the materia boss fight in kalm. Partly saying this because I'm able to trounce every battle with x4 cut, mime, and/or quadra ultima. Maybe switch Pandora's Box with Multi-Cut. It would make sense to put Mime behind that battle, flavor wise, too to a degree. I would even put multi-cut somewhere further up in the tiering of battles in the game. Speaking of Mimics (would suggest to polish the dialogue on the mimic aeris fight), another interesting move could be to actually make the White Materia you acquire cast Holy, or even make Holy2 & 3. Players would probably like that a lot, then just combine planet materia with contain if you need room. Can materia learn more than 3 things? cant remember. All I have left to do now are battle square and kotr. I have attempted kotr earlier in the game, and noticed a strange behavior loop where *you know who* will lock onto your guy with scope then later may call to petrify them, thusly just attacking the petrified guy over and over, making this fight less crazy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-14 22:17:03
Another nice feature could be to have a shortcut to the Junon Leagues once you access them for the first time. Such as you enter lower Junon and talk to a soldier nearby who teleports you into the league room.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Covarr on 2019-09-14 22:54:50
saw2th, please use the edit button instead of double- and triple-posting minutes apart like this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: saw2th on 2019-09-15 11:39:10
Spoiler: show
Not sure if this was intentional or maybe had something to do with doing my playthrough while toggling on the Randomizer, but the game cut straight to the dance party after defeating sephiroth, and told me I beat the hack without using sources, which is definitely untrue. It didn't show the cutscene with mr. smile, either, as seen in a video. I am unable to see the regular ending sequence with redxiii and the overgrown midgar, which was kind of sad. is there still more than one ending?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2019-09-15 13:33:37
Hi Sega Chief  ;D
A small idea for the final update.
Spoiler: show
 On the final screen, when you talk to Mr. Smile, you can put the name selection menu for Cloud (Maybe Smile wants to know who he's talking to : / ), the idea is that people can put their name, just so that, on the last screen, that name may appear in the "end".

(https://i.ibb.co/jf3QPRG/Captura.png)

(https://i.ibb.co/tm6Kcx2/Captura2.png)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-09-16 09:50:43
//NT Update

-) Initial Stats
   Tweak to starting stats of each character
   

Does anyone know what the intial stats are for every character in 1.5? Also, does anyone have the 1.5 rank up otions for everyone as well?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-09-16 15:31:22
Does anyone know what the intial stats are for every character in 1.5? Also, does anyone have the 1.5 rank up otions for everyone as well?

I don't have the initial stats on hand at the moment as I am at work, but I can pull those numbers for you when I get home.

Spoiler: show
-) Character Base Stats

   Cloud
   Str - 43
   Vit - 28
   Mag - 27
   Spr - 32
   Dex - 16
   Luck - 14

   Barret
   Str - 45
   Vit - 43
   Mag - 9
   Spr - 37
   Dex - 8
   Luck - 12

   Tifa
   Str - 47
   Vit - 12
   Mag - 23
   Spr - 18
   Dex - 42
   Luck - 9

   Aerith
   Str - 22
   Vit - 11
   Mag - 47
   Spr - 22
   Dex - 32
   Luck - 25

   Red XIII
   Str - 35
   Vit - 27
   Mag - 32
   Spr - 25
   Dex - 35
   Luck - 12

   Yuffie
   Str - 37
   Vit - 8
   Mag - 38
   Spr - 11
   Dex - 50
   Luck - 12

   Vincent
   Str - 42
   Vit - 41
   Mag - 40
   Spr - 39
   Dex - 38
   Luck - 29

   Cid
   Str - 50
   Vit - 34
   Mag - 12
   Spr - 10
   Dex - 11
   Luck - 90

For some reason I am missing Cait Sith (Admittedly, I don't use him very much either)


For the rank up options, I do have those as well on my PC at home and I can edit this post for you and include it. Each character has 5 rank up options you can select from for the builds for a maximum of 8 total ranks...I believe one of the readme's that Sega Chief has out only indicates 4 of them and some of those values may be off now after a few changes.

I should be home from work around 3 pm MST so I'll try and get you the info before Monster Hunter World: Iceborne continues to suck my soul haha.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-16 21:43:14
Hi all I caught the flu so will be out for couple days. Will pick up peoples posts when I'm a bit better
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2019-09-16 23:02:15
Oh, bummer Chief :(

Get well soon!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nirwanda on 2019-09-16 23:52:22
Hey Sega Chief, sorry you've been feeling under the weather. Best wishes, man.
I've been having  a lot of fun with the mod, though I'm a little stuck on something.

Spoiler: show

The only hint we get for the piano in shinra mansion is "melody". Are we supposed to play tifa's theme? I tried that but whenever I press [switch] (insert or X in the xbone controller) the text box temporarily closes and reopens and a cancel sound plays instead of the aproppiate sound.
I haven't been able to play it in her piano either. [switch] works fine and the melody is the same one as I remember but there is no recognition of playing it right (the one gil you got at this point in the vanilla game). Is there some hint I'm missing. Was the melody changed? Or am I doing something wrong? (it's my first time playing ff7 pc)
BTW the Tifa melody i found online was: [C] [Insert] [V] ([Page Up]+[V]) ([Page Up]+[Insert]) [C] [Insert] [V] ([Page Up]+[C]) [X] [C] [Insert] [C]
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: calamitycain on 2019-09-18 08:26:42
Hello, on "Disc 3" of the Steam Version here, and finally taking on my party's final limit break sidequests. Which are great, but the game isn't terribly clear on all of them.

Right now I'm stuck on Cid's sidequest. I visited the Tiny Bronco, and the mechanic made allusions to needing something Shin-Ra made, and mentioned Wall Market.

Well I went to Wall Market and scoured it. It's possible I missed something but I know I checked every place anything Shin-Ra or mechanical could be.

Furthermore when I search playthroughs of this mod, this doesn't match my playthrough at all: when the party returns to Cid's house, there is no discussion about the Tiny Bronco - instead they meet Cid's protoge and fight his creations? The playthroughs also show Tifa as party leader, making me believe I could have pursued everyone's final limit breaks before regaining Cloud - an option that was not made available to me. The "New Threat" guy on the Highwind's bridge didn't become available until I hit the Northern Cave after defeating Hojo. So far I've gotten Barret's and Red XIII's without issue (unless you count the pain and humiliation of multiple defeats haha) and have located but not yet beaten Vincent's and Yuffie's.

TL;DR So here's my questions:

1) Has the quest for Cid's final limit changed in this most recent version of the mod? Because let's plays of the mod seem to indicate that. Unless...

2) Is there a bug where the little twerp doesn't appear in Cid's house like he's supposed to? Or...

3) Am I just missing the next part of the quest due to my ignorance? I checked everywhere with Cid in my party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2019-09-18 18:54:33
Hello, on "Disc 3" of the Steam Version here, and finally taking on my party's final limit break sidequests. Which are great, but the game isn't terribly clear on all of them.

Right now I'm stuck on Cid's sidequest. I visited the Tiny Bronco, and the mechanic made allusions to needing something Shin-Ra made, and mentioned Wall Market.

Well I went to Wall Market and scoured it. It's possible I missed something but I know I checked every place anything Shin-Ra or mechanical could be.

Furthermore when I search playthroughs of this mod, this doesn't match my playthrough at all: when the party returns to Cid's house, there is no discussion about the Tiny Bronco - instead they meet Cid's protoge and fight his creations? The playthroughs also show Tifa as party leader, making me believe I could have pursued everyone's final limit breaks before regaining Cloud - an option that was not made available to me. The "New Threat" guy on the Highwind's bridge didn't become available until I hit the Northern Cave after defeating Hojo. So far I've gotten Barret's and Red XIII's without issue (unless you count the pain and humiliation of multiple defeats haha) and have located but not yet beaten Vincent's and Yuffie's.

TL;DR So here's my questions:

1) Has the quest for Cid's final limit changed in this most recent version of the mod? Because let's plays of the mod seem to indicate that. Unless...

2) Is there a bug where the little twerp doesn't appear in Cid's house like he's supposed to? Or...

3) Am I just missing the next part of the quest due to my ignorance? I checked everywhere with Cid in my party.
In NT V1.5
Try this: Put Cid as your Leader  in the party, and go to wall Market ,to the Machine Gun Room.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2019-09-18 19:20:07
Hey Sega Chief, sorry you've been feeling under the weather. Best wishes, man.
I've been having  a lot of fun with the mod, though I'm a little stuck on something.

Spoiler: show

The only hint we get for the piano in shinra mansion is "melody". Are we supposed to play tifa's theme? I tried that but whenever I press [switch] (insert or X in the xbone controller) the text box temporarily closes and reopens and a cancel sound plays instead of the aproppiate sound.
I haven't been able to play it in her piano either. [switch] works fine and the melody is the same one as I remember but there is no recognition of playing it right (the one gil you got at this point in the vanilla game). Is there some hint I'm missing. Was the melody changed? Or am I doing something wrong? (it's my first time playing ff7 pc)
BTW the Tifa melody i found online was: [C] [Insert] [V] ([Page Up]+[V]) ([Page Up]+[Insert]) [C] [Insert] [V] ([Page Up]+[C]) [X] [C] [Insert] [C]

The melody is the same dont worry for that sound or the text box blinking.Maybe you have other  keyboard config.

Notes:
Do, Re, Mi, Ti, La, Do, Re, Mi, So, Fa, Do, Re, Do

Cancel, Switch, Menu, Pgup+Menu, Pgup+Switch, Cancel, Switch, Menu, Pgup+Cancel, OK, Cancel, Switch, Cancel
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: calamitycain on 2019-09-18 20:10:04
In NT V1.5
Try this: Put Cid as your Leader  in the party, and go to wall Market ,to the Machine Gun Room.

Okay thanks. How do I change leaders? I've read that I have to go into the Northern Cave to do that (haven't tried it yet), but I've also ready that you go to the Operations room in the Highwind, which I've tried, but the guy there just acts as a save point (PHS/Save/Restore HP/MP).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nirwanda on 2019-09-18 21:10:52
Thanks for the help, but still not getting results.
Tried it again, tried with keyboard and joystick, tried changing the key configuration, nothing seems to matter. Besides switch, Pgup+menu also seems to trigger the blinking, pgup+switch, doesn't, though...
https://youtu.be/gOZzJHmMawc

BTW: I'm using the steam version and no other mods.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-09-18 22:11:23
I don't have the initial stats on hand at the moment as I am at work, but I can pull those numbers for you when I get home.

Spoiler: show
-) Character Base Stats

   Cloud
   Str - 43
   Vit - 28
   Mag - 27
   Spr - 32
   Dex - 16
   Luck - 14

   Barret
   Str - 45
   Vit - 43
   Mag - 9
   Spr - 37
   Dex - 8
   Luck - 12

   Tifa
   Str - 47
   Vit - 12
   Mag - 23
   Spr - 18
   Dex - 42
   Luck - 9

   Aerith
   Str - 22
   Vit - 11
   Mag - 47
   Spr - 22
   Dex - 32
   Luck - 25

   Red XIII
   Str - 35
   Vit - 27
   Mag - 32
   Spr - 25
   Dex - 35
   Luck - 12

   Yuffie
   Str - 37
   Vit - 8
   Mag - 38
   Spr - 11
   Dex - 50
   Luck - 12

   Vincent
   Str - 42
   Vit - 41
   Mag - 40
   Spr - 39
   Dex - 38
   Luck - 29

   Cid
   Str - 50
   Vit - 34
   Mag - 12
   Spr - 10
   Dex - 11
   Luck - 90

For some reason I am missing Cait Sith (Admittedly, I don't use him very much either)


For the rank up options, I do have those as well on my PC at home and I can edit this post for you and include it. Each character has 5 rank up options you can select from for the builds for a maximum of 8 total ranks...I believe one of the readme's that Sega Chief has out only indicates 4 of them and some of those values may be off now after a few changes.

I should be home from work around 3 pm MST so I'll try and get you the info before Monster Hunter World: Iceborne continues to suck my soul haha.
Hey thanks.

And sorry to hear that Sega, feel better soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-09-19 00:12:22
Sorry to hear you got sick Sega Chief, hope you get better soon.

Also a quick question for when you rejoin the forums: Any idea when there will be a new version of the vanilla combat mode? I am really looking forward to that one.

Anyway, best wishes, hope to see you back soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: calamitycain on 2019-09-19 17:26:49
In NT V1.5
Try this: Put Cid as your Leader  in the party, and go to wall Market ,to the Machine Gun Room.

Ah, figured it out by braving the Northern Crater finally. I figured I could nab all the limits without touching the Crater, given that the New Threat dude was there already. Besides, New Threat taught me not to underestimate new zones. haha Thanks again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2019-09-19 17:41:38
Okay thanks. How do I change leaders? I've read that I have to go into the Northern Cave to do that (haven't tried it yet), but I've also ready that you go to the Operations room in the Highwind, which I've tried, but the guy there just acts as a save point (PHS/Save/Restore HP/MP).
In that room ,to the right ,must be another guy .If not,try to go to the bottom of the Northern Cave and check again

Thanks for the help, but still not getting results.
Tried it again, tried with keyboard and joystick, tried changing the key configuration, nothing seems to matter. Besides switch, Pgup+menu also seems to trigger the blinking, pgup+switch, doesn't, though...
https://youtu.be/gOZzJHmMawc

BTW: I'm using the steam version and no other mods.
Its strange,in that video, i only hear 11 sounds and there are 13. Check every note.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nirwanda on 2019-09-19 19:56:59
Yeah. i didn't play it right that time i recorded..oops! But I have played it several times the right way when trying. here isa new recording https://www.youtube.com/watch?v=7Q32fl911E8&feature=youtu.be
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2019-09-20 07:44:48
Yeah. i didn't play it right that time i recorded..oops! But I have played it several times the right way when trying. here isa new recording https://www.youtube.com/watch?v=7Q32fl911E8&feature=youtu.be
:/    \:    I dont know .Maybe you already activate the Shinra piano and didnt notice?
Spoiler: show
Try to go to the Nibel Reactor
. Or ,if you want,u can put here your savefile to check it for myself :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nirwanda on 2019-09-20 10:09:30
Lol, no I didn't activate it.
If you want to go the extra mile to help me and check the save game.... https://www.dropbox.com/s/w6c4ekic1flohgw/FINAL%20FANTASY%20VII%20Steam.rar?dl=1 (https://www.dropbox.com/s/w6c4ekic1flohgw/FINAL%20FANTASY%20VII%20Steam.rar?dl=1)
Thanks a lot again, you're a amazing
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-20 10:32:06
Hello, on "Disc 3" of the Steam Version here, and finally taking on my party's final limit break sidequests. Which are great, but the game isn't terribly clear on all of them.

Right now I'm stuck on Cid's sidequest. I visited the Tiny Bronco, and the mechanic made allusions to needing something Shin-Ra made, and mentioned Wall Market.

Well I went to Wall Market and scoured it. It's possible I missed something but I know I checked every place anything Shin-Ra or mechanical could be.

Furthermore when I search playthroughs of this mod, this doesn't match my playthrough at all: when the party returns to Cid's house, there is no discussion about the Tiny Bronco - instead they meet Cid's protoge and fight his creations? The playthroughs also show Tifa as party leader, making me believe I could have pursued everyone's final limit breaks before regaining Cloud - an option that was not made available to me. The "New Threat" guy on the Highwind's bridge didn't become available until I hit the Northern Cave after defeating Hojo. So far I've gotten Barret's and Red XIII's without issue (unless you count the pain and humiliation of multiple defeats haha) and have located but not yet beaten Vincent's and Yuffie's.

TL;DR So here's my questions:

1) Has the quest for Cid's final limit changed in this most recent version of the mod? Because let's plays of the mod seem to indicate that. Unless...

2) Is there a bug where the little twerp doesn't appear in Cid's house like he's supposed to? Or...

3) Am I just missing the next part of the quest due to my ignorance? I checked everywhere with Cid in my party.

That sounds like an old version, 1.4 probably. The catalog IRO still hasn't been updated. Updating now to 1.5 would be a bad idea as some of the savemap variables were changed around between versions.

Sorry to hear you got sick Sega Chief, hope you get better soon.

Also a quick question for when you rejoin the forums: Any idea when there will be a new version of the vanilla combat mode? I am really looking forward to that one.

Anyway, best wishes, hope to see you back soon.

I'll sort it out during the weekend; I need to figure out how to fix this corrupted field.


***
Thanks Markul and Kain for fielding questions this week while I was ill.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rnolazco on 2019-09-20 11:04:34
Sorry to bother but I seemed to have missed out on Death Sentence during the Cosmo Canyon portion. Is there no other place to get it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nirwanda on 2019-09-20 12:24:15
According to what I read in the documentation you can enter cosmo canyon again in disk 3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2019-09-20 19:00:21
That sounds like an old version, 1.4 probably. The catalog IRO still hasn't been updated. Updating now to 1.5 would be a bad idea as some of the savemap variables were changed around between versions.

I'll sort it out during the weekend; I need to figure out how to fix this corrupted field.


***
Thanks Markul and Kain for fielding questions this week while I was ill.
Dont mentione it O_o

Lol, no I didn't activate it.
If you want to go the extra mile to help me and check the save game.... https://www.dropbox.com/s/w6c4ekic1flohgw/FINAL%20FANTASY%20VII%20Steam.rar?dl=1 (https://www.dropbox.com/s/w6c4ekic1flohgw/FINAL%20FANTASY%20VII%20Steam.rar?dl=1)
Thanks a lot again, you're a amazing
Ok now i undesrtand  it xD there is no problem,the only thing its that Sega put a condition to  activate the piano event in other moment of the game(makes sense) i suppose that if you try again in the Disc 3 you could activate the event =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nirwanda on 2019-09-20 19:01:48
Weird.  :o
Ok, thanks a lot for all the help! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-21 16:12:04
So I've been working on the vanilla combat version today, here's progress so far:

1) Removed the battle trigger in Mythril Mines
2) Checked Battle Square; it seems to have been fixed from the last update but maybe the IRO was generated with the wrong flevel or something. As a side-effect I got the achievement for starting a battle in Battle Square which was the last one I was missing; only took me 6 years :I
3) Materia was all set to be obtained at 0AP, some were still dropping as maxed like a few of the summons.
4) Osmose materia was disabled from pick-up as it doesn't have data set in the vanilla kernel.
5) Shinra Mansion now accessible again, the soldiers were disabled but one of their scripts was locking the triangle used to access it.
6) Ending behaviour trigger removed altogether for standard ending.

Anything missing? As in, battle triggers for fights that shouldn't exist with vanilla enemies? Or inaccessible equipment/materia?

Next, I'll look at the regular NT version. I think the ending is still going wrong which is a bit baffling but I'll just remove the script call altogether if it's still in there. There'll be some FF8 NT progress to report on tomorrow as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-09-21 21:43:32
Thanks for your hard work Sega Chief.

From what I see in my first playthrought there are a couple of things that had not been adressed.

1. The Boss battle in the North Crater, during Sephyroth´s Reunion, it loaded a group of weird enemies, whent it should load jenova-DEATH.
2. In both the Temple of the Acients and the Norther Crater sometimes you are atacked by a monster with the model of the "Acrophies" (That Snake-crab Thingy) the bakground will be all Black and the moster wont take any action, exepct showing a message saying "Sorry you have found a battle error please contact staff" (I don´t remeber the exact wording but that was the general intent of the message) the monster had a lot of HP but you could kill it normally with some patience, after the battle the game will continue as normal.
3. During my playthrought I picked some items with a blank name and no descriptions in the menu, I don´t remember where, since I only notice them when I was selling some things in a shop, I sold them to get rid of them so no big deal.
4. I don,t remeber exactly where but one of the scripted battles will load the custom Yuffie recruit Battle (Yuffie againts everyone else), instead of the intended enemy, sorry, I know this last one is too vague to be usefull but I wanted to note it before I forget about it.

Again thanks for this great mod, and keep up the good work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BiffaloeIII on 2019-09-22 02:17:22
Need some help with a problem.

I'm attempting to play the New Threat mod through the mod loader in order to play through 1.5 with some additional mods, primarily the ninostyle battle models, but the mod loader is bugged for some people running the latest version of windows 10 and unfortunately I'm one of those people. So I'm having to use a work around by setting the exe's resolution to 640x480 in the exe's properties but it's causing some strange problems. I've tried this with all the mods deactivated and the problem still persists.
(apologies if the images don't display properly, I'm new to actually posting on forums)

https://i.imgur.com/Z0QuGzU.png
https://i.imgur.com/yACB1oK.png
https://i.imgur.com/hBZzkey.png

I am using no other mods except for New Threat 1.5 and NinoStyle Battle Models.
I've reached out on the mod loader forum and I've been told to reach out here in case it has something to do with the New Threat mod.
Here's the link to that thread for more details.   http://forums.qhimm.com/index.php?topic=19232.new#new (http://forums.qhimm.com/index.php?topic=19232.new#new).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Shampignon on 2019-09-22 11:36:44
Hello Sega Chief.

I'm playing the NT mod with the latest version and the Zolom didn't use Alpha. He shot me with Beta, as in the normal version.
Is it normal ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-22 11:46:14
Thanks for your hard work Sega Chief.

From what I see in my first playthrought there are a couple of things that had not been adressed.

1. The Boss battle in the North Crater, during Sephyroth´s Reunion, it loaded a group of weird enemies, whent it should load jenova-DEATH.
2. In both the Temple of the Acients and the Norther Crater sometimes you are atacked by a monster with the model of the "Acrophies" (That Snake-crab Thingy) the bakground will be all Black and the moster wont take any action, exepct showing a message saying "Sorry you have found a battle error please contact staff" (I don´t remeber the exact wording but that was the general intent of the message) the monster had a lot of HP but you could kill it normally with some patience, after the battle the game will continue as normal.
3. During my playthrought I picked some items with a blank name and no descriptions in the menu, I don´t remember where, since I only notice them when I was selling some things in a shop, I sold them to get rid of them so no big deal.
4. I don,t remeber exactly where but one of the scripted battles will load the custom Yuffie recruit Battle (Yuffie againts everyone else), instead of the intended enemy, sorry, I know this last one is too vague to be usefull but I wanted to note it before I forget about it.

Again thanks for this great mod, and keep up the good work.

Ah thanks, I knew I was missing some but I couldn't spot them in my notes or on the thread.


Need some help with a problem.

I'm attempting to play the New Threat mod through the mod loader in order to play through 1.5 with some additional mods, primarily the ninostyle battle models, but the mod loader is bugged for some people running the latest version of windows 10 and unfortunately I'm one of those people. So I'm having to use a work around by setting the exe's resolution to 640x480 in the exe's properties but it's causing some strange problems. I've tried this with all the mods deactivated and the problem still persists.
(apologies if the images don't display properly, I'm new to actually posting on forums)

https://i.imgur.com/Z0QuGzU.png
https://i.imgur.com/yACB1oK.png
https://i.imgur.com/hBZzkey.png

I am using no other mods except for New Threat 1.5 and NinoStyle Battle Models.
I've reached out on the mod loader forum and I've been told to reach out here in case it has something to do with the New Threat mod.
Here's the link to that thread for more details.   http://forums.qhimm.com/index.php?topic=19232.new#new (http://forums.qhimm.com/index.php?topic=19232.new#new).

It looks like menu-overhaul/beacause is being used from the look of the menus. The font, layout, and gauge colour are different. You'll be wanting to use a standard ff7.exe so check in 7h and make sure it's targeting ff7.exe and not something like, say, ff7_mo.exe or similar. Other possible cause is that your ff7.exe itself has somehow been patched with menu_overhaul/beacause from earlier modding and has carried over.


Hello Sega Chief.

I'm playing the NT mod with the latest version and the Zolom didn't use Alpha. He shot me with Beta, as in the normal version.
Is it normal ?

That's fine, Alpha skill was repurposed into something else and Zolom was given Beta back.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Shampignon on 2019-09-22 12:42:57
Ok thanks for your answer
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: seijuro on 2019-09-22 15:09:05
Hey Sega Chief, I just beat Powersoul keeper but he didn't drop HP<->MP materia, isn't he supposed to? I watched some videos on Youtube and noticed that he does drop it. I'm using the June 2019 iro NT version.  Is this a glitch?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: BiffaloeIII on 2019-09-22 16:44:05
It looks like menu-overhaul/beacause is being used from the look of the menus. The font, layout, and gauge colour are different. You'll be wanting to use a standard ff7.exe so check in 7h and make sure it's targeting ff7.exe and not something like, say, ff7_mo.exe or similar. Other possible cause is that your ff7.exe itself has somehow been patched with menu_overhaul/beacause from earlier modding and has carried over.

I've been trying to fix this problem for 3 days and I coulda sworn I'd already tried switching exe's, but the problems fixed. Thanks for the help Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-22 23:27:23
Hey Sega Chief, I just beat Powersoul keeper but he didn't drop HP<->MP materia, isn't he supposed to? I watched some videos on Youtube and noticed that he does drop it. I'm using the June 2019 iro NT version.  Is this a glitch?

Yeah, he's supposed to drop it on the ground. Not heard of it not appearing before, it's the same script as the counter-attack materia drop used in default.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jumpercable on 2019-09-23 07:45:36
Hi, I installed the game and the music isn't on but the sound effects work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jumpercable on 2019-09-23 16:17:22
I don't need the threat mod anymore but I don't think I would of donated even if I enjoyed the work that was done to make this project.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-23 22:09:04
Let's try these:
NT Vanilla Combat Installer 1.2
https://mega.nz/#!O1k2nShY!wHz4T3fkGTAQbJP2vTAksMFoJ_lJdI5XKHNsvmpyUhA

NT Vanilla Combat IRO 1.2
https://mega.nz/#!OpsygaSb!g-fHtr3QA2Z9Sp7WV4rBN7roX6G8F_46UZGzLOPU2WM

Changelog:
1) Removed the battle trigger in Mythril Mines
2) Checked Battle Square; seems to be functioning now
3) Materia was all set to be obtained at 0AP, some were still dropping as maxed like a few of the summons.
4) Osmose materia was disabled from pick-up as it doesn't have data set in the vanilla kernel.
5) Shinra Mansion now accessible again, the soldiers were disabled but one of their scripts was locking the triangle used to access it.
6) Ending behaviour trigger removed altogether for standard ending.
7) Some fight triggers changed to vanilla; Jenova-Death for instance, and some others removed (Elena fight in Icicle Inn)
8 ) I checked through for any left-over encounters still using IDs from the NT scene.bin but couldn't find the ones that were triggering in North Crater + Temple of the Ancients.
9) Did a sweep and altered new items to be default items instead, and made some text changes so that default names are being used

Hi, I installed the game and the music isn't on but the sound effects work.

If it's steam then the music should work by default, but if it's 7th Heaven then I think the music needs to be acquired/the folder with the MP3/OGG files has to be specified in the .cfg/7h settings.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-09-23 23:51:14
Thanks a lot Sega Chief  :D

I will start a new playtrougth of this new Vanilla version and report any anomaly, or other interesting things I find.

This will be fun  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-09-24 05:58:08
Hi everyone, I was playing the NT Vanilla Combat 1.2, and found a game crashing error in the escape from Shinra Tower.

In this part of the game the party splits in two, Aerith, Barret and Red XIII, take the elevators, while Cloud stays in the top floor to fight Rufus, and Tifa stays to wait for him, Aerith's team is supposed to be attacked by two robots in their ride of the elevators, but this battle is gliched, only the second robot attacks and the background is wrong, (it is supposed to be the moving elevators, instead is some sort of street or rooftop), once the battle is won the game continues normally, but after you finish the Bike chase minigame, the battle with the boss of that area won't load, (Boss battle music will play but the screen will remain black forever).

I think it is worth mentioning that this error was not present in the first version of the Vanilla Combat Mod, but appeared in both the first Revision (01-09-2019) and the second revision (23-09-2019), so maybe one of the new changes accidentally broke that especific battle by accident.

I will try to skip this battle using Black Chocobo and continue my playtrought so I could keep reporting what I find. See you later.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-24 08:14:31
Hi everyone, I was playing the NT Vanilla Combat 1.2, and found a game crashing error in the escape from Shinra Tower.

In this part of the game the party splits in two, Aerith, Barret and Red XIII, take the elevators, while Cloud stays in the top floor to fight Rufus, and Tifa stays to wait for him, Aerith's team is supposed to be attacked by two robots in their ride of the elevators, but this battle is gliched, only the second robot attacks and the background is wrong, (it is supposed to be the moving elevators, instead is some sort of street or rooftop), once the battle is won the game continues normally, but after you finish the Bike chase minigame, the battle with the boss of that area won't load, (Boss battle music will play but the screen will remain black forever).

I think it is worth mentioning that this error was not present in the first version of the Vanilla Combat Mod, but appeared in both the first Revision (01-09-2019) and the second revision (23-09-2019), so maybe one of the new changes accidentally broke that especific battle by accident.

I will try to skip this battle using Black Chocobo and continue my playtrought so I could keep reporting what I find. See you later.

Is the arrange mode option at the start of the game available by any chance? If it was a kernel synch issue then there probably would have been more wrong encounters by now but it sounds like it's pulling in Arrange battle IDs (Gunners have some unused battle scenes using the streets). When you fought Air Buster, was the camera at a different angle than the normal side-on one?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-09-24 13:12:40
Hi Sega Chief, thanks for your quick answer.

And yes, the "arrange mode" option at the start of the game was indeed available, and has been in every revision of the Vanilla mod, I didn't mentioned in any of my previous posts because I thought it was supposed to be that way, as it was part of the scrip changes, (For example, everytime a new member joins the party, a small text explains his or her "unique ability", even throug I'm pretty sure those not longer apply in the Vanilla Version) I always selected "normal mode" at the begining of every play, and never change to "arrange mode" (The guy that offers that option in the town of Corel still appears in the Vanilla Version).

As for the camera, I use "Auto" in the camera options, so the camera moves around during battle to enfacise some spells and attacks, I will try to change the camera to "Fixed" and report witch angle it uses, also there was another small detail, the Air Buster (Helicopter Robot) si already present when the battle stars then a second Air Buster decents and kind of overlaps with the first, and then the battle stars, I think this is a graphical error caused by the fact that in the original battle the Air Buster desents after the first robot (A type of land tank) is destroyed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-24 14:13:10
Hi Sega Chief, thanks for your quick answer.

And yes, the "arrange mode" option at the start of the game was indeed available, and has been in every revision of the Vanilla mod, I didn't mentioned in any of my previous posts because I thought it was supposed to be that way, as it was part of the scrip changes, (For example, everytime a new member joins the party, a small text explains his or her "unique ability", even throug I'm pretty sure those not longer apply in the Vanilla Version) I always selected "normal mode" at the begining of every play, and never change to "arrange mode" (The guy that offers that option in the town of Corel still appears in the Vanilla Version).

As for the camera, I use "Auto" in the camera options, so the camera moves around during battle to enfacise some spells and attacks, I will try to change the camera to "Fixed" and report witch angle it uses, also there was another small detail, the Air Buster (Helicopter Robot) si already present when the battle stars then a second Air Buster decents and kind of overlaps with the first, and then the battle stars, I think this is a graphical error caused by the fact that in the original battle the Air Buster desents after the first robot (A type of land tank) is destroyed.

That'll be what it is; I was supposed to disable that and assumed I had so a lot of those fight/scene calls for arrange weren't touched. I'll remove that + the NPC that toggles it at ropeway station. The Airbuster thing is caused by arrange mode as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-09-24 14:46:38
Thanks Sega Chief you are the best.

I guess I will wait for that fix, I was messing with black chocobo but could not find the correct progresion point and end up messing up my save file :P, looking forward to the updated installer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-24 21:30:24
I removed the arrange option selection from the start

Installer:
https://mega.nz/#!uhMVDITD!y_ME-3Ras9z1m9OwWSubVnEVp_idGOrJw7Nr9-Fgwaw

Iro:
https://mega.nz/#!6kcjQCQa!Np_IjDl5u5R8YoC91suR8CQtbQxqv5baF5utB_8FBnw
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-09-25 12:56:12
Thans a lot Sega Chief, started a new game and so far everything is perfect, just passed the Shinra Elevator and highway battles and that problem has been resolved, will keep playing to the end and report anything else I find, but I have the feeling that every mayor issue has already been resolved.  :)

Thanks again, and keep up with your amazing modding work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: calamitycain on 2019-09-26 18:13:52
Alright, just beat the game on 1.5, and man it was invigorating. Much thanks for the mod (and your help) Sega Chief. It truly was a great experience for someone who's played FFVII several times. I didn't go completionist, because I admit I lost patience with some of the harder battles (never got Knights of the Round, that boss battle is nuts). But I did manage to dust Bizarro and Safer Sephiroth with a couple tries. I actually pounded Safer Sephrioth. Angermax and Quadra Magic + Planet ftw.

I actually really like how the mod makes it more challenging, but also gives you more punch to match, if you're paying attention. It makes battles more interesting!

I suppose I have one comment, besides all that: I don't know how much you can tailor the final duel between Cloud & Sephiroth, where your limit gauge builds towards Omnislash for that sweet, sweet elimination? But if Cloud has Sneak Attack materia? That fires instead (I had Sneak Attack + Planet), and it killed Sephiroth in one hit, sort of defusing the moment. I thought it was funny since I've beaten the game before, but for the sake of preserving that awesome moment when Cloud gets justice, maybe there's a way to prevent Sneak Attack from getting in the way?

Probably not high on the priority list, but I figured I'd mention it. Great mod, excellent work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-26 23:38:16
Alright, just beat the game on 1.5, and man it was invigorating. Much thanks for the mod (and your help) Sega Chief. It truly was a great experience for someone who's played FFVII several times. I didn't go completionist, because I admit I lost patience with some of the harder battles (never got Knights of the Round, that boss battle is nuts). But I did manage to dust Bizarro and Safer Sephiroth with a couple tries. I actually pounded Safer Sephrioth. Angermax and Quadra Magic + Planet ftw.

I actually really like how the mod makes it more challenging, but also gives you more punch to match, if you're paying attention. It makes battles more interesting!

I suppose I have one comment, besides all that: I don't know how much you can tailor the final duel between Cloud & Sephiroth, where your limit gauge builds towards Omnislash for that sweet, sweet elimination? But if Cloud has Sneak Attack materia? That fires instead (I had Sneak Attack + Planet), and it killed Sephiroth in one hit, sort of defusing the moment. I thought it was funny since I've beaten the game before, but for the sake of preserving that awesome moment when Cloud gets justice, maybe there's a way to prevent Sneak Attack from getting in the way?

Probably not high on the priority list, but I figured I'd mention it. Great mod, excellent work!

I'll sort it out, I think it might be an AI thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rnolazco on 2019-09-27 14:53:10
Is there anywhere the Dragoon Lance can be bought? The Dragon Rider enemy never spawned for me in the whirlwind maze. Much appreciated!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-27 17:11:18
Is there anywhere the Dragoon Lance can be bought? The Dragon Rider enemy never spawned for me in the whirlwind maze. Much appreciated!

It can be bought in Junon on Disc 2/3, but if none of the stores stock it let me know because I think I changed one of them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Stormlock on 2019-09-27 21:38:46
Just started this mod (and a bunch of others) yesterday and have run into a bug I can't get around without disabling the mod: in the Thousand Gunner fight in the elevator, after it spawns it's two companions and breaks the glass, the fight just kinda hangs. Everything still animates, music plays, I can even toggle stuff like the name or pause, but the ATB is stuck on WAIT and never changes. Tried changing to active mode, tried disabling other mods that might affect the graphics in the fight, doesn't seem to help.

Any ideas? I'm guessing I can just turn the mod back on after the fight but they've been really fun so far so I don't want to skip one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: littleblueboxes on 2019-09-28 10:31:07
This mod is by far the best thing community-made for FFVII! I only just finished playing the vanilla game a few weeks ago, but this addition gave so much new content and polish that I've happily been playing through again with NT. Especially for the dialogue translations, which make so much more sense in this version.

-- I had previously mentioned that the train mission in Corel was giving me trouble as the game didn't want to respond to the on-screen inputs it gave. Turns out, while the game certainly wasn't taking the inputs, it was due to a pre-existing key binding which meant the game couldn't recognise both being pressed at once. While this did waste nearly THREE HOURS of my life to work out, it might be worth knowing.

Fare thee well Guard Scorpion, until we meet again
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-28 10:55:59
Just started this mod (and a bunch of others) yesterday and have run into a bug I can't get around without disabling the mod: in the Thousand Gunner fight in the elevator, after it spawns it's two companions and breaks the glass, the fight just kinda hangs. Everything still animates, music plays, I can even toggle stuff like the name or pause, but the ATB is stuck on WAIT and never changes. Tried changing to active mode, tried disabling other mods that might affect the graphics in the fight, doesn't seem to help.

Any ideas? I'm guessing I can just turn the mod back on after the fight but they've been really fun so far so I don't want to skip one.

Softlocks are usually caused by an attack not having an animation set, or similar. Thing is though, that's a mandatory fight on Arrange mode so if it was a data problem in the file then it would have popped up for everyone and prevented people advancing on this mode. I had a check through those enemies and things seem to be in order.

Is this the IRO from 1.4 in the catalog or is it the 1.5 IRO from this thread? One possibility is that mods that have been installed in the past are still present in some capacity despite being uninstalled, like maybe 60fps for instance. Try the fight without NT and if it doesn't crash after the glass shatter then that'll help narrow down the cause.

This mod is by far the best thing community-made for FFVII! I only just finished playing the vanilla game a few weeks ago, but this addition gave so much new content and polish that I've happily been playing through again with NT. Especially for the dialogue translations, which make so much more sense in this version.

I've hunted down the board because there does seem to be an issue- the Corel train rescue, the one with the deliberately obnoxious timer, appears to be broken! Once you get to the gears at the end of the rush, the on screen commands show what buttons to press for which lever. One of them works, the other doesn't. And believe me... I tried! I don't know if there's an incorrect button labelled (it gives the [SWITCH], [CANCEL] etc ui for me, not sure if that's universal) but no means of pressing the buttons it tells you to results in the action happening. So yeah... after 2 1/2 hours of repeating this mission, I realised something must be wrong.

The levers use the same script as the default game, but they're a bit weird.

There are two button pairs: Up + Triangle/Menu, or Down + Cross/Cancel. You press both buttons together rather than one after the other like before (which is a bit confusing).

Looking at the script, it doesn't appear to matter which of these button pairs you press. All you need to do is hit either button-pair twice (can use the same pair both times, or one pair and then the other) and it'll advance the script. The train always speeds up regardless, prompting Cid to hit the emergency brake and stop the train after the 2nd button pair is pressed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Stormlock on 2019-09-28 11:38:03
Mod version is 1.5 released on the 26th Turning the mod off let me complete the fight normally. However, you mentioning 60 FPS made me realize I had the animations mod speeding up battle and death animations. Turning that off fixed the fight; notably it made all three enemies appear at once instead of having 2 extra dudes float down after the glass breaks. Thanks for the quick reply!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-09-28 13:57:13
Hi Sega Chief, I have been playing the Vanilla Mode these days, and just arrived at the North Corel Town, and the NPC that offers to active Arrange Mode is still present in the station of the cable car that takes you to Gold Saucer.

 I remember you mentioning that you removed him because the "arrange mode" was causing some problems with the "vanilla mode" so I thought I should report it, even thought so far no problem has appeared.

Also, I suggest, if its not too troublesome, removing the "Mr Smile" rank up system, from the Vanilla Mode, since its no really necesary, because the characters level up norally and are more than strong enough to beat the normal enemies and bosses of the Vanilla Game, and leaving the Rank Up on, could make the characters too strong, breaking the balance of the game.

Anyways, thanks for the mod and your constant support in this forum.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-28 16:32:57
Mod version is 1.5 released on the 26th Turning the mod off let me complete the fight normally. However, you mentioning 60 FPS made me realize I had the animations mod speeding up battle and death animations. Turning that off fixed the fight; notably it made all three enemies appear at once instead of having 2 extra dudes float down after the glass breaks. Thanks for the quick reply!

So it was 60fps, I had a feeling.

Hi Sega Chief, I have been playing the Vanilla Mode these days, and just arrived at the North Corel Town, and the NPC that offers to active Arrange Mode is still present in the station of the cable car that takes you to Gold Saucer.

 I remember you mentioning that you removed him because the "arrange mode" was causing some problems with the "vanilla mode" so I thought I should report it, even thought so far no problem has appeared.

Also, I suggest, if its not too troublesome, removing the "Mr Smile" rank up system, from the Vanilla Mode, since its no really necesary, because the characters level up norally and are more than strong enough to beat the normal enemies and bosses of the Vanilla Game, and leaving the Rank Up on, could make the characters too strong, breaking the balance of the game.

Anyways, thanks for the mod and your constant support in this forum.

I removed the option at the start of the game, but forgot about the NPC again. The rank-up I decided to leave in as it can be ignored if not wanted.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: magictrufflez on 2019-09-30 02:41:09
Sega Chief--

I have some bad news to report. It seems that my submarine has somehow gotten stuck in the sid of the bay near Junon and I literally cannot do anything to get it to move out. Which means I can't submerge...

And of course it also means I can't fight your Emerald Weapon equivalent :(

Which stinks because I finally have most everything else (minus the silver/gold fight rewards in the Golden Saucer) and actually feel relatively prepared. Is this just a bug leftover from the original that you can't fix? Or did I stumble on something new?

Also, less importantly, there is no Dragoon Lance in any Junon shops in my game (NT is the only mod I'm using btw). Not that it matters for my current game, but my OCD is a bit miffed that I missed the lance!


And finally, I want to echo everyone's thanks for all your work on this mod! The game balance is much more enjoyable now than the last time I played (ie fights can still be difficult, but I can also become powerful enough to actually feel powerful--and even hit the damage cap!). The only suggestion I might have to improve on this front is to somehow reduce SP awarded throughout and in the endgame significantly reduce XP gains. AP felt about right and I wasn't really mastering materia until late, which felt right on. However, when leaving random encounters on my characters were usually over-leveled and your soft caps were super easy to overcome near endgame. Also, SP rewards seemed to be way too high and even with some conscious ignoring of my stat levels I still hit 8/8 for everyone by Mideel.

Looking forward to finally finishing up this playthrough later this week!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-09-30 12:48:51
Sega Chief--

I have some bad news to report. It seems that my submarine has somehow gotten stuck in the sid of the bay near Junon and I literally cannot do anything to get it to move out. Which means I can't submerge...

And of course it also means I can't fight your Emerald Weapon equivalent :(

Which stinks because I finally have most everything else (minus the silver/gold fight rewards in the Golden Saucer) and actually feel relatively prepared. Is this just a bug leftover from the original that you can't fix? Or did I stumble on something new?

Also, less importantly, there is no Dragoon Lance in any Junon shops in my game (NT is the only mod I'm using btw). Not that it matters for my current game, but my OCD is a bit miffed that I missed the lance!


And finally, I want to echo everyone's thanks for all your work on this mod! The game balance is much more enjoyable now than the last time I played (ie fights can still be difficult, but I can also become powerful enough to actually feel powerful--and even hit the damage cap!). The only suggestion I might have to improve on this front is to somehow reduce SP awarded throughout and in the endgame significantly reduce XP gains. AP felt about right and I wasn't really mastering materia until late, which felt right on. However, when leaving random encounters on my characters were usually over-leveled and your soft caps were super easy to overcome near endgame. Also, SP rewards seemed to be way too high and even with some conscious ignoring of my stat levels I still hit 8/8 for everyone by Mideel.

Looking forward to finally finishing up this playthrough later this week!


That issue with the sub seems to be with the game itself, I did some searching and saw a bunch of other people had ran into the same issue. I reckon your best bet is to save-edit your character using Black Chocobo to the Gelnika. Then when you exit the Gelnika, the game should have you in the sub. And when you surface, the game will update your sub's location to your new current location (this is how it works with the Highwind to an extent).

I've perhaps made the Lance missable by mistake, unless there's an enemy somewhere that it can be acquired from that I've forgotten about besides the Dragon Rider. In any case, I'll add it somewhere.

For the final build, SP is going to be removed and instead the rank-ups will be given at fixed points. It seems like a better solution to things. The EXP arcs are going back to the normal ones as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sprixx on 2019-09-30 23:15:11
So I just started this mod recently and i gotta say that I absolutely love it. However, I am having a minor issue with it (its been smooth sailing since I started it). I am at the point where I can start the Dark Cave side quest, but everytime I enter the cave the game soft locks right after Barret says "The others aren't here either" or whatever. I do have a few other mods active as well (mainly visual ones, some new animations/models, etc). I was wondering if some other mod could be messing with the Dark Cave in particular or if its something else wrong with it that I am unaware of.

Thanks ahead of time if you're able to help. Love the work you did with the Mod. Can't wait to finish everything it has to offer!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tylat on 2019-10-01 17:13:01
Will anything go wrong if i update from 1.2(?) to 1.5 and continue my current save file? i just left midgar and want to make sure i wont break anything
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-01 23:25:47
So I just started this mod recently and i gotta say that I absolutely love it. However, I am having a minor issue with it (its been smooth sailing since I started it). I am at the point where I can start the Dark Cave side quest, but everytime I enter the cave the game soft locks right after Barret says "The others aren't here either" or whatever. I do have a few other mods active as well (mainly visual ones, some new animations/models, etc). I was wondering if some other mod could be messing with the Dark Cave in particular or if its something else wrong with it that I am unaware of.

Thanks ahead of time if you're able to help. Love the work you did with the Mod. Can't wait to finish everything it has to offer!

It'll be a mod conflict with the graphical ones (particularly animations), for some reason they cause that scene to break.

Will anything go wrong if i update from 1.2(?) to 1.5 and continue my current save file? i just left midgar and want to make sure i wont break anything

That is a big jump. It will almost certainly break some things.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-10-04 04:06:00
Hello Sega Chief and people of the forum.

I just wanted to note a couple of minor errors I found while playiing Vanilla Mode:

In Wutai inside the Da Chao mountain, whe youn collect the "Steal as well" materia using Leviatan,s Scales to extinguish the fires, a Yuffie models sudenly appears out of nowhere in the field and says some lines to some "ghost girl", then a battle occurs, (a common crustacean monster with a beach background) and after you win, you receibe  the "Steal as well" materia and Yuffie s 4th Level Limit, I guess this is a leftover from the complete mod, where this is the normal way to adquiere that Limit, but in the Vanilla mode the event is gliched, Yuffie appers out of tin air and remains in the field event after the battle, both the monster and the background of the battle are wrong, and it actually gives you a second copy of that Limit, since you obtain it normally by winning the fight again Yuffie´s dad. My point is that to make the Vanilla version a little cleaner, it would be advisable to remove the added events and battles that give you rewards that could be obtained using the "normal" method of the original game.

Also in the Sunken Gelnia Plane there is one single treasure box that could not be opened or interacted with.

That is all for now, as always thanks for the mod and for this active forum.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: magictrufflez on 2019-10-05 14:12:34
Hi Sega Chief--I finished my NT playthrough this weekend and wanted to note a few thoughts about the latest version. NT was the only mod I used, and I played on the regular rather than arranged mode.

I still think the new 1.5 is the most pleasantly balanced version of the game I've played (I could become really powerful if I wanted, but some encounters would still wreck me if I wasn't paying attention), but some general things came up that I thought could be better balanced:


--It felt like you reintroduced late-level scaling to damage formulas, which was super welcome, but also made it super easy to max my damage output when combined with the really high experience curve mid- to late-game. I know I mentioned this in a previous post, but I think slowing down the experience curve is the best solution here so folks don't get that sweet lvl 80+ damage scaling so early in disc 2. Or maybe increase the experience needed for a level up by a factor of 5 from lvl 72 on? Not sure what the exact formula is, but I think it would make it more rewarding to hit those plateaus later than I did.

--I definitely get the reason for the Gold Chocobo-for-Guide Book trade, but with your new combat balance, I think it probably breaks mid-game. I wasn't able to beat the KotR boss immediately (although I might have if I had tried a bit harder early on--I won once I came back with final weapons and lvl4 limits), but the other materia cave bosses went down REALLY easy. I had all the special materia available via chocobo outside KotR literally right after I got the sub. Maybe give us a different color chocobo for the guide book? Like blue or green?

--I love most final weapons (especially Missing Score + 4 Osmose materia), but I have to echo some folks' complaints about Vincent's and Cid's. With your new combat balance they do respectable damage, but will almost always be outdamaged by the big hitters (Cloud, Tifa, Barret) when holding strength constant between them all. This is especially problematic for Cid--his weapon doesn't ignore defense, and its special skill is effectively useless by the time you get it (draining HP is really only useful for longer fights, of which there aren't many left after the Dark Cave). Since Cid was one of my rotating main physical damage dealers, that's a problem IMO!

--On the subject of final weapons, please make Aeris' final weapon default target the party and not the enemy! In some fights where I needed to move quick there were some...embarrassing mess ups. And in pincer attacks (such as the KotR battle) it's surprisingly difficult to move the cursor to your party from the enemy!

--Is Cosmo Memory supposed to fill everyone's limit gauge? I used it in one of the final battles expecting only a single big hit, but then cloud and barret got their limits immediately after use. Maybe I'm wrong, but that seems super OP (although maybe it's not in arrange mode?), especially with how good Catastrophe is.

--The final boss of the dark cave has an attack that still ignores status immunity. I lost my first try against her (because of status effects), equipped ribbons on everyone the 2nd time, but Cloud still got confused, and even after I healed him stayed confused (the other status effects were dispelled though). It's literally the only time that happened my entire playthrough.

--Finally, about the stat system. I know you plan on changing it to a story-progress-centered system with some stat increases by level, but I do have a critique that applies to both the current and planned system. I personally love it it in theory, but one thing it does is lock the player choices very early possibly without an understanding of effective endgame builds/damage formulas, which currently could lead to a lot of regret. For example, if you don't realize that strength values do, in fact, play a big role in all final weapon damage formulas, you may be sorely surprised to find your 100 str Cloud with 9999 HP or a Barret with 4 Osmose Missing Score but 125 str (because you loaded up on defense min/maxing for Missing Score) doing subpar damage. Obviously this dynamic is sort of addressed with the recent rebalancing, but maybe a limited respec option during endgame might help (a 1-time-only, and only your first 3-4 rank ups?). I definitely think a unlimited/full respec would be too much though.

--Oh, and I forget what line, but I believe there's a single textbox in the cloud/tifa lifestream sequence that has "migh" instead of "might." Literally the only other unintentional typo my copyeditor eye caught!


Just my 2 pennies on what could be improved on what is already an amazing as hell mod! Take/ignore what you like of course!

EDIT: And just to be clear, I don't think any of the bosses--mandatory or optional--need rebalancing. I sadly didn't get to play against your Emerald Weapon variant (thanks to the sub glitch--I'd rather not muck around in the code to fix it just so I don't mess something else up), but every boss fight felt fair. I never once felt I got beat unfairly (except the Dark Cave final boss because of the above mentioned issue)--really well done building those encounters!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-10-05 16:28:29
Hi Sega Chief -- Just finished my second playthrought of the Vanilla Mode, i'm  happy to report that all the game breaking bugs a have been eliminated, I was able to play from start to finish without having to resort to save editing, I have a few suggestions/wishes in case you decide to keep working in the Vanilla Mode:

1. Return the materia to their original locations and return its original stat values: I notice some materia have been move to later in the game, and some have their stat boost / penalties severely increased, I guess this was done for balance reasons in the NT version, but it is not really necesary in the Vanilla Mode, since that one is the easy one anyway, also it will keep the Vanila Mode a little closer to the original.

2. Change the line that Cloud says when he revives Aerith to something a little more serious, my suggestion will be someting like, "I can´t belive... she still breathing! quick give me a phonenix down!" has the previous scene shows that Cloud was certain that Aerith have been killed, and is very distraught over the fact, so the casual line used in the current version "We dont have revive  level 4 but this does the trick too" sound out of place in what is otherwise a dramactic and serious scene.

3. If possible, remove the "Fainting" mecanic from the great glacier map, (Cloud faints after a set number of steps and wakes up in the mountain climber's cottagge) since it does not really contribute much to the gameplay and it is rather annoying when you are triying to explore the whole glacier and found all the treasures.

That is all, off course I'm very gratefull with what you have already done, as the Vanilla Mode is already functional and very well done, but please consider these friendly suggestions, Thanks again, and read you later. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2019-10-05 18:33:26

--I love most final weapons (especially Missing Score + 4 Osmose materia), but I have to echo some folks' complaints about Vincent's and Cid's. With your new combat balance they do respectable damage, but will almost always be outdamaged by the big hitters (Cloud, Tifa, Barret) when holding strength constant between them all. This is especially problematic for Cid--his weapon doesn't ignore defense, and its special skill is effectively useless by the time you get it (draining HP is really only useful for longer fights, of which there aren't many left after the Dark Cave). Since Cid was one of my rotating main physical damage dealers, that's a problem IMO!


If Cid's weapon changes, it would need to be completely reworked. As it is, it is utterly broken. If you combine his weapon with master command + HP absorb, his weapon will absorb full damage as HP and MP. Paired with counter attack, added cut, magic counter, and command counter, this easily made Cid the most powerful character late game as a physically biased magic knight archetype that could recover to full from any attack that didn't instantly kill him. Even then, his magic damage was okay with MP Turbo abuse, which he could use without care because he's always at full MP. Cid's ultimate weapon is no joke.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scp121 on 2019-10-05 23:33:50
Hey, I didn't see this anywhere, but was there a place that discussed what exactly each stat did? For example, would I want dex over str on a specific character? Do they change different damage values? Did I miss where this was all explained?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: strife98 on 2019-10-06 03:40:06
Hey, I didn't see this anywhere, but was there a place that discussed what exactly each stat did? For example, would I want dex over str on a specific character? Do they change different damage values? Did I miss where this was all explained?

Basically:
Strength: Determines the characters Attack stat when added with the equipped weapons Attack bonus
Dexterity: Determines how fast the ATB bar fills up. Also influences Defense% and Attack%
Vitality: Determines the characters Defense stat when added with the equipped armors Defense stat
Magic: Determines the Magic Atk stat when added to any equipment boost
Spirit: Determines Magic Def stat when added to any equipped armor and other bonuses
Luck: Affects the chances of attacks hitting or missing from allies or enemies, and for attacks to be critical.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-06 19:06:35
Hello Sega Chief and people of the forum.

I just wanted to note a couple of minor errors I found while playiing Vanilla Mode:

In Wutai inside the Da Chao mountain, whe youn collect the "Steal as well" materia using Leviatan,s Scales to extinguish the fires, a Yuffie models sudenly appears out of nowhere in the field and says some lines to some "ghost girl", then a battle occurs, (a common crustacean monster with a beach background) and after you win, you receibe  the "Steal as well" materia and Yuffie s 4th Level Limit, I guess this is a leftover from the complete mod, where this is the normal way to adquiere that Limit, but in the Vanilla mode the event is gliched, Yuffie appers out of tin air and remains in the field event after the battle, both the monster and the background of the battle are wrong, and it actually gives you a second copy of that Limit, since you obtain it normally by winning the fight again Yuffie´s dad. My point is that to make the Vanilla version a little cleaner, it would be advisable to remove the added events and battles that give you rewards that could be obtained using the "normal" method of the original game.

Also in the Sunken Gelnia Plane there is one single treasure box that could not be opened or interacted with.

That is all for now, as always thanks for the mod and for this active forum.

Will exorcise ghost.


Hi Sega Chief--I finished my NT playthrough this weekend and wanted to note a few thoughts about the latest version. NT was the only mod I used, and I played on the regular rather than arranged mode.

I still think the new 1.5 is the most pleasantly balanced version of the game I've played (I could become really powerful if I wanted, but some encounters would still wreck me if I wasn't paying attention), but some general things came up that I thought could be better balanced:


--It felt like you reintroduced late-level scaling to damage formulas, which was super welcome, but also made it super easy to max my damage output when combined with the really high experience curve mid- to late-game. I know I mentioned this in a previous post, but I think slowing down the experience curve is the best solution here so folks don't get that sweet lvl 80+ damage scaling so early in disc 2. Or maybe increase the experience needed for a level up by a factor of 5 from lvl 72 on? Not sure what the exact formula is, but I think it would make it more rewarding to hit those plateaus later than I did.

--I definitely get the reason for the Gold Chocobo-for-Guide Book trade, but with your new combat balance, I think it probably breaks mid-game. I wasn't able to beat the KotR boss immediately (although I might have if I had tried a bit harder early on--I won once I came back with final weapons and lvl4 limits), but the other materia cave bosses went down REALLY easy. I had all the special materia available via chocobo outside KotR literally right after I got the sub. Maybe give us a different color chocobo for the guide book? Like blue or green?

--I love most final weapons (especially Missing Score + 4 Osmose materia), but I have to echo some folks' complaints about Vincent's and Cid's. With your new combat balance they do respectable damage, but will almost always be outdamaged by the big hitters (Cloud, Tifa, Barret) when holding strength constant between them all. This is especially problematic for Cid--his weapon doesn't ignore defense, and its special skill is effectively useless by the time you get it (draining HP is really only useful for longer fights, of which there aren't many left after the Dark Cave). Since Cid was one of my rotating main physical damage dealers, that's a problem IMO!

--On the subject of final weapons, please make Aeris' final weapon default target the party and not the enemy! In some fights where I needed to move quick there were some...embarrassing mess ups. And in pincer attacks (such as the KotR battle) it's surprisingly difficult to move the cursor to your party from the enemy!

--Is Cosmo Memory supposed to fill everyone's limit gauge? I used it in one of the final battles expecting only a single big hit, but then cloud and barret got their limits immediately after use. Maybe I'm wrong, but that seems super OP (although maybe it's not in arrange mode?), especially with how good Catastrophe is.

--The final boss of the dark cave has an attack that still ignores status immunity. I lost my first try against her (because of status effects), equipped ribbons on everyone the 2nd time, but Cloud still got confused, and even after I healed him stayed confused (the other status effects were dispelled though). It's literally the only time that happened my entire playthrough.

--Finally, about the stat system. I know you plan on changing it to a story-progress-centered system with some stat increases by level, but I do have a critique that applies to both the current and planned system. I personally love it it in theory, but one thing it does is lock the player choices very early possibly without an understanding of effective endgame builds/damage formulas, which currently could lead to a lot of regret. For example, if you don't realize that strength values do, in fact, play a big role in all final weapon damage formulas, you may be sorely surprised to find your 100 str Cloud with 9999 HP or a Barret with 4 Osmose Missing Score but 125 str (because you loaded up on defense min/maxing for Missing Score) doing subpar damage. Obviously this dynamic is sort of addressed with the recent rebalancing, but maybe a limited respec option during endgame might help (a 1-time-only, and only your first 3-4 rank ups?). I definitely think a unlimited/full respec would be too much though.

--Oh, and I forget what line, but I believe there's a single textbox in the cloud/tifa lifestream sequence that has "migh" instead of "might." Literally the only other unintentional typo my copyeditor eye caught!


Just my 2 pennies on what could be improved on what is already an amazing as hell mod! Take/ignore what you like of course!

EDIT: And just to be clear, I don't think any of the bosses--mandatory or optional--need rebalancing. I sadly didn't get to play against your Emerald Weapon variant (thanks to the sub glitch--I'd rather not muck around in the code to fix it just so I don't mess something else up), but every boss fight felt fair. I never once felt I got beat unfairly (except the Dark Cave final boss because of the above mentioned issue)--really well done building those encounters!

The levels, damage formulas, and exp is being redone for the final build. I think it got a bit too gung-ho by the end in trying to rush the player up to max level.

Chocobo Breeding becomes available once Cloud is back, so you can get up to Black fairly quickly for the 3 land-based caves. So even if the guidebook thing is removed or downgraded, those caves still become accessible at that point of the game (assuming player puts the time in).

Cid's weapon was often reported as the strongest one due to the drain effect making him very difficult to kill. But I agree that all the ultimate weapons should have a unique formula of some sort that can deal comparable bonus modifier damage to each other, and that there's not enough to go around currently for them all to be unique.

Cosmo Memory was adjusted into a party support ability where it refills the party's Limit gauges in addition to its effect. I think Yuffie's All Creation revives all KO'd party members like Phoenix. Those two limits are problematic because they're single-shot, rather than multi-hit like the others.

Those attacks were all supposed to be removed as per the last patch, so I must have missed one.

The last build of the mod is going to be migrating onto new modding frameworks when they release which will allow full control over the savemap, this will make a respec function possible and make the whole Sources thing moot as it will be automated with field script.


Hi Sega Chief -- Just finished my second playthrought of the Vanilla Mode, i'm  happy to report that all the game breaking bugs a have been eliminated, I was able to play from start to finish without having to resort to save editing, I have a few suggestions/wishes in case you decide to keep working in the Vanilla Mode:

1. Return the materia to their original locations and return its original stat values: I notice some materia have been move to later in the game, and some have their stat boost / penalties severely increased, I guess this was done for balance reasons in the NT version, but it is not really necesary in the Vanilla Mode, since that one is the easy one anyway, also it will keep the Vanila Mode a little closer to the original.

2. Change the line that Cloud says when he revives Aerith to something a little more serious, my suggestion will be someting like, "I can´t belive... she still breathing! quick give me a phonenix down!" has the previous scene shows that Cloud was certain that Aerith have been killed, and is very distraught over the fact, so the casual line used in the current version "We dont have revive  level 4 but this does the trick too" sound out of place in what is otherwise a dramactic and serious scene.

3. If possible, remove the "Fainting" mecanic from the great glacier map, (Cloud faints after a set number of steps and wakes up in the mountain climber's cottagge) since it does not really contribute much to the gameplay and it is rather annoying when you are triying to explore the whole glacier and found all the treasures.

That is all, off course I'm very gratefull with what you have already done, as the Vanilla Mode is already functional and very well done, but please consider these friendly suggestions, Thanks again, and read you later. 


It was a fairly fast job so there's definitely some stuff that's went wandering to places they aren't ordinarily located. I didn't know the stat adjustments were still in there though, that'll be coming from the .exes.

I was talking to someone on twitter recently about that scene. Some people want Aeris to be more involved with the story post-Disc 1 (where currently she's kind of kept to the side as an optional auxiliary character like Yuffie or Vincent). I'm going to add some more toggles and the like so people can tailor the mod a bit to turn off/alter stuff.

Yeah can definitely remove the fainting at Glacier.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scp121 on 2019-10-06 23:18:01
Thank you very much for the response!

When the final/next version comes out, will I be able to carry my save over for NG+?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: magictrufflez on 2019-10-06 23:38:09
Chocobo Breeding becomes available once Cloud is back, so you can get up to Black fairly quickly for the 3 land-based caves. So even if the guidebook thing is removed or downgraded, those caves still become accessible at that point of the game (assuming player puts the time in).

Very accurate (I actually got my gold chocobo on a previous NT version--that didn't have the trade active--the hard way right after getting Cloud back)--I guess I personally think it's worth making players work for, especially since the materia bosses are a bit easier with the rebalancing.

Maybe a good trade-off would be to place the guide book with a different enemy at a later point? Maybe even an early enemy in the Northern Crater? Like the gargoyles? Or morphing one of those nightmare monsters on the Gelnika (which are much more deadly than the Ghost Ship)?

That way players can still eventually skip the chocobo breeding/racing if they want but they can't get the extra special materia until endgame or after a particularly difficult fight. BUT if they want to put in the work they can still access the materia caves the normal way after they get Cloud back.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-10-07 02:14:39
Hello Sega Chief, Thanks for your answer.

I too would like to see more of Aerith as I,m a fan of hers, I think that the way she is incorporated in the story is already pretty clever, (she thinks that the Holy invocation failed, so we still have a reason to do the quest with Bugenhagen (Red's granpa) in the city of ancients to understand what really happened) so maybe one way to inolve her more would be to have her become a little depressed after the Sephyroth "incident", because she thinks she failed to summon Holy and in doing so failed her duty / destiny has a Cetra, and them have her recover her confidence when Bugenhagen shows her that her prayers were indeed answered, also maybe give her some more interactions with the other members of the party, especially Cloud and Tifa

Also she should have some reaction to watching the videos of her parents in the Icicle town as they would be very personal to her, and finally give her some more weapons after the princess guard (in the original game the princess guard is found in the temple of the ancients and is literally the last weapon of the staff category) so she has more or less the same amount as the other characters, her ultimate weapon could be change to something like "Queen's guard" or "Empress guard" or "Sorceress guard" (ffviii reference  8))
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-07 09:51:44
Thank you very much for the response!

When the final/next version comes out, will I be able to carry my save over for NG+?

If I set up something that fully resets the game state, then could do that yeah.

Very accurate (I actually got my gold chocobo on a previous NT version--that didn't have the trade active--the hard way right after getting Cloud back)--I guess I personally think it's worth making players work for, especially since the materia bosses are a bit easier with the rebalancing.

Maybe a good trade-off would be to place the guide book with a different enemy at a later point? Maybe even an early enemy in the Northern Crater? Like the gargoyles? Or morphing one of those nightmare monsters on the Gelnika (which are much more deadly than the Ghost Ship)?

That way players can still eventually skip the chocobo breeding/racing if they want but they can't get the extra special materia until endgame or after a particularly difficult fight. BUT if they want to put in the work they can still access the materia caves the normal way after they get Cloud back.

The thing with moving it is that people then don't know where to find it, but I'll think about it. If Ghost Ship appeared in the Crater then that could be an option.

Hello Sega Chief, Thanks for your answer.

I too would like to see more of Aerith as I,m a fan of hers, I think that the way she is incorporated in the story is already pretty clever, (she thinks that the Holy invocation failed, so we still have a reason to do the quest with Bugenhagen (Red's granpa) in the city of ancients to understand what really happened) so maybe one way to inolve her more would be to have her become a little depressed after the Sephyroth "incident", because she thinks she failed to summon Holy and in doing so failed her duty / destiny has a Cetra, and them have her recover her confidence when Bugenhagen shows her that her prayers were indeed answered, also maybe give her some more interactions with the other members of the party, especially Cloud and Tifa

Also she should have some reaction to watching the videos of her parents in the Icicle town as they would be very personal to her, and finally give her some more weapons after the princess guard (in the original game the princess guard is found in the temple of the ancients and is literally the last weapon of the staff category) so she has more or less the same amount as the other characters, her ultimate weapon could be change to something like "Queen's guard" or "Empress guard" or "Sorceress guard" (ffviii reference  8))

I suppose that would make sense. I haven't really thought about it yet; my main concern is making it gel. In my mind, story-wise, she shouldn't be there at all so it'll be a tough one.

Weapons are tough, as they occupy a very tight struct in the kernel. Items by comparison have a lot of free spaces but Weapons, Armour, and Accessories are 'fully booked' in a sense. What I could try doing is siphoning off a weapon from Cid or someone that has more than the usual amount. I think characters do have a model slot for weapons of higher IDs, but they just have a default weapon model so if I change that and the weapon swap is of the correct ID then it should work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: littleblueboxes on 2019-10-07 18:03:21
"Where could she have gone?"

Holy crap dude, that took me a few seconds to figure out and I got a MIGHTY case of the shivers. Well done, this part of NT is exceptional.

While I appreciate the added humour to the game I wish all the loyalty mission type stuff could be this in-depth. Like Cid and Aeris' for example seemed a little throw-away... but this really took me off guard. Great writing job.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-10-08 01:19:27
Hello everyone, so during the day I keep thinking about the idea of giving Aerith more participation after saving her from her fate, and I came up with a little scene between her and Tifa:
This scene takes place in the Icicle Inn town, after watching the tapes of Aerith´s parents, she asks the party to stay in the town for the night so she could process what she just learned, during the night Tifa visits Aerith in her room, and the following conversation occurs:
Tifa: Aerith, forgive for being blunt, but I just need to know, ¿why did you left us behind? ¿why did you decided to go to the City of the Ancients all by yourself? that was incredibly dangerous! I mean damn, you almost got yourself murdered by Sephiroth.
Aerith: You don´t understand, I didn´t left because I wanted to, I did it because I had to, because only a Cetra could unlock Holy, and I am the last Cetra… my mother is dead, all my people are dead… I am all alone.
Tifa: Aerith, you are a Cetra, that much is true, but you are also a human, your dad was a human, the woman that raised you was a human, Cloud, Barret, and me, we are all humans, and we are all your friends, we all care for you, you are not alone! You never were.
Aerith: I… I am sorry… (Aerith begins to cry a little, Tifa hugs her in comfort)
Tifa: It´s ok, it´s ok, just remember we are all here for you, you don’t have to save the world by yourself.
Aerith: …You are right…. Because we are going to save this world together!

…Well, so what do you guys think? too cheesy? Sorry, the scene just keeps playing in my head and I needed to share it. ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-08 08:30:15
"Where could she have gone?"

Holy crap dude, that took me a few seconds to figure out and I got a MIGHTY case of the shivers. Well done, this part of NT is exceptional.

While I appreciate the added humour to the game I wish all the loyalty mission type stuff could be this in-depth. Like Cid and Aeris' for example seemed a little throw-away... but this really took me off guard. Great writing job.

I had to do a flevel search to find out who you meant  ;D ; if I committed to the whole thing then maybe it could have worked but I lost faith in it halfway through.


Hello everyone, so during the day I keep thinking about the idea of giving Aerith more participation after saving her from her fate, and I came up with a little scene between her and Tifa:
This scene takes place in the Icicle Inn town, after watching the tapes of Aerith´s parents, she asks the party to stay in the town for the night so she could process what she just learned, during the night Tifa visits Aerith in her room, and the following conversation occurs:
Tifa: Aerith, forgive for being blunt, but I just need to know, ¿why did you left us behind? ¿why did you decided to go to the City of the Ancients all by yourself? that was incredibly dangerous! I mean damn, you almost got yourself murdered by Sephiroth.
Aerith: You don´t understand, I didn´t left because I wanted to, I did it because I had to, because only a Cetra could unlock Holy, and I am the last Cetra… my mother is dead, all my people are dead… I am all alone.
Tifa: Aerith, you are a Cetra, that much is true, but you are also a human, your dad was a human, the woman that raised you was a human, Cloud, Barret, and me, we are all humans, and we are all your friends, we all care for you, you are not alone! You never were.
Aerith: I… I am sorry… (Aerith begins to cry a little, Tifa hugs her in comfort)
Tifa: It´s ok, it´s ok, just remember we are all here for you, you don’t have to save the world by yourself.
Aerith: …You are right…. Because we are going to save this world together!

…Well, so what do you guys think? too cheesy? Sorry, the scene just keeps playing in my head and I needed to share it. ;D

Dialogue needs to match the character, and it needs to match the way the rest of the dialog sounds. Tifa wouldn't say 'I mean damn,' for instance. You can also do a lot more with a lot less (some of the dialogue I added originally to the exposition scenes like Ghost Hotel, the Hatchery, and the Highwind operation room got far too verbose for their own good and it ruins it a bit) and it's also always important to try and leave as small a footprint as possible when altering a pre-existing piece of work. If I go too far then it'll feel like I'm interfering with the player's experience too much.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-10-09 00:15:27
Thanks for your answer Sega Chief.

I agreed completely, proper characterization is the backbone of a good history, I actually tried to base the dialogue in the cannon characters of the girls, Tifa is in my opinion the more caring of the group, that is why I chose her for that scene (I think Cloud could work there too, but I wanted the scene to be about “friendship” and making it with Cloud could make it look like it is about “romance”), also it is true Tifa does not swear a lot like Barret or Cid, but I think I remember her using some harsh language when stressed or angry , the “damn” in the middle of the sentence was supposed to convey that she was angry at Aerith for being reckless, also at that point Aerith have been through a lot, she got stabbed, Holy apparently failed and she just listened to a record of her dad being shot dead, that is why she is sad and crying, even though she is usually pretty cheerful. Of course all this is only my point of view as character and dialog interpretation are pretty subjective, I only wanted to add my two cents in case you decide to continue with the idea of giving Aerith more prominence in the late game.

Also I wanted to congratulate you for the great work you did with the rewriting of the script, I started a new game without any mods and the difference is very notable, I just realize how many of the lines of the original scrip are awkwardly written, are difficult to understand or are just plain nonsense, your scrip is easily ten times better than the original.   
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jvc21 on 2019-10-12 14:43:28
Howdy! Long time lurker, and enjoying NT in all it's glory!

Having a bit of an issue when loading it with 7th Heaven. I've done the uninstall/install thing over on the steam version. Imported the IRO file into 7th Heaven, attempt to launch a new game, but NT won't load.

Checking the profile only with NT running, I get a version number, but not a (gameplay = 1) like some of the other profiles on this page which makes me believe NT isn't being activated. Is there something I'm missing?

Thanks for all you do!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Travis on 2019-10-13 02:41:53
Hello just checking in and seeing if a version for Playstation has been thought of anymore. I’d really like to play it on my Raspberrypi
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scp121 on 2019-10-13 07:09:49
I've been trying for about an hour now to steal an item from the crater dragon(s) for the ultimate weapons. With steal and mug, and added steal, and four encounters now, I've not been able to swipe the item I need. I seem to have this problem on the iron golem as well. Am I bugged, or is the steal rate just absurdly low? If it's the latter, assuming I'm 99, is there anything I can do to up the rate?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-13 12:00:52
Howdy! Long time lurker, and enjoying NT in all it's glory!

Having a bit of an issue when loading it with 7th Heaven. I've done the uninstall/install thing over on the steam version. Imported the IRO file into 7th Heaven, attempt to launch a new game, but NT won't load.

Checking the profile only with NT running, I get a version number, but not a (gameplay = 1) like some of the other profiles on this page which makes me believe NT isn't being activated. Is there something I'm missing?

Thanks for all you do!

Did you follow the 7h tutorial with the game converter? http://forums.qhimm.com/index.php?topic=15520.0

A new install needs to be made (preferably outside of Program Folders as these are protected against the kind of inject/alterations that 7h does at runtime) and this new install has to be the target for 7h (it has to have its exe specified in settings; it'll be ff7.exe, and not ff7_en.exe as that is the Steam version).


Hello just checking in and seeing if a version for Playstation has been thought of anymore. I’d really like to play it on my Raspberrypi

I know a bit more about the playstation version now. A lot would need to be cut out, or altered to get around some of the limitations. Time is just too cramped at the moment though; in addition to FF8 NT, I've got a project in the works for a new tool for FF7 which is fairly far along.


I've been trying for about an hour now to steal an item from the crater dragon(s) for the ultimate weapons. With steal and mug, and added steal, and four encounters now, I've not been able to swipe the item I need. I seem to have this problem on the iron golem as well. Am I bugged, or is the steal rate just absurdly low? If it's the latter, assuming I'm 99, is there anything I can do to up the rate?

There was an oversight with how level is handled in NT which makes it impossible to steal from Crater enemies normally. You'll need a Sneak Glove from Wall Market to get their steals (the guy who sells Batteries on Disc 1 has it).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jvc21 on 2019-10-13 14:20:04
Thanks for the reply. I did do the game converter as said in the instructions. The thing is that all other mods work when downloaded from the catalog. I imported the NT iro file, which doesn’t work. But when I downloaded the remako mod and use only that, it works just fine. I might do a complete reformat and go that route.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kaito24 on 2019-10-13 15:40:34
Hello together,

could it be that 1.5 version massively differs from 1.4 Version?

I finished the 1.4 version a couple of months ago and now installed 1.5, however it seems like literally every stat on the materia system was changed and seems pretty unbalanced. Take Haste for example, it gives Vitality +3, intellect +3 and HP +3%? There is literally no downside in equipping it, even for a brawler its a must-equip.
Honestly I was so surprised by that drastic change that I thought it was because I applied too many mods.
The buffs and malus were fine in the 1.4 imo. So I'm still not sure if it just me or if these changes really have been made? The changelog mentions a few things, however not that deepgoing

Nonetheless, thanks for this great mod Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-10-13 22:31:16
Hi Sega Chief and people of the forum. I Just wanted to share an idea I had while playing Final Fantasy 7 (original version without mods).

¿How about a "classic job" mod? I noticed that the characters are too similar when it comes to battle roles, so I think it will be interesting if they had a fixed "job" and only some characters could learn certain spells / skills, like the way it works in Final Fantasy 4 or Final Fantasy 9, that will make you consider your strategy a little more when forming your party, and give you a reason to "train" all your characters (just to see what skills they learn and also to have them ready in case you need their specific role in a specific battle) I guess the most obvious way to do it would be to make the character weapons  come with "fixed" unremovable specific materias, and remove the materia slots from armors, in my opinion the jobs suggested by the canon characterisaction would be: Cloud: Warrior / Knight, Barret: Gunner, Tifa: Monk, Aerith: White Mage / Summoner, Red XIII: Blue Mage, Yuffie: Thief / Ninja, Vincent: Black Mage, Cait Sith: Gambler, Cid: Dragoon.

Also a little request, please keep working in the "vanilla combat" mode, I know it is not as popular as the main project, but I really like it, and it still needs a little more polishing, speacially regarding the changes that were unintentionaly left over from the main mod.

As always thanks for your great work, and hope to read you soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Blagnarok on 2019-10-14 00:18:17
Could you release a Reunion R03 compatible version of this mod that removes all dialogue changes during the flashback scene when cloud finds Sephiroth in the basement?  There is a script conflict with Menu Overhaul in Reunion R03 that causes the dialogue to not work.

I don't know if the problem still exists with Reunion R05, as there is no 7th Heaven version and every time I try to install R05 using the .exe installer it breaks my game completely.

I know I can just turn off your mod for that scene, but it would be nice to have a version that is compatible with R03 so I could just play through without issues, and it seems like just removing any changes to that scene would do the trick if possible.

Regards,
Nate
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2019-10-14 03:10:31
Could you release a Reunion R03 compatible version of this mod that removes all dialogue changes during the flashback scene when cloud finds Sephiroth in the basement?  There is a script conflict with Menu Overhaul in Reunion R03 that causes the dialogue to not work.

I don't know if the problem still exists with Reunion R05, as there is no 7th Heaven version and every time I try to install R05 using the .exe installer it breaks my game completely.

I know I can just turn off your mod for that scene, but it would be nice to have a version that is compatible with R03 so I could just play through without issues, and it seems like just removing any changes to that scene would do the trick if possible.

Regards,
Nate

R03 from the 7H catalog is no longer supported. So any kind of an update regarding it isn't going to happen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scp121 on 2019-10-14 03:17:34
Thank you again for the swift responses, I'm well on my way for weapon farming!

I did run into another issue, though. In the readme, it states that part of Clouds final weapon is from the Iron Man mob, which according to the Wiki is located past the point of no return. Has he been moved?

EDIT: Also, I can't seem to steal a Max Ray from the Armored Golem, it only gives me a pile banger.

EDIT2: Where the heck is Ruby?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-14 08:37:47
Thanks for the reply. I did do the game converter as said in the instructions. The thing is that all other mods work when downloaded from the catalog. I imported the NT iro file, which doesn’t work. But when I downloaded the remako mod and use only that, it works just fine. I might do a complete reformat and go that route.

I'll check the IRO then, just in case it's been sitting there with vanilla files or something.

Hello together,

could it be that 1.5 version massively differs from 1.4 Version?

I finished the 1.4 version a couple of months ago and now installed 1.5, however it seems like literally every stat on the materia system was changed and seems pretty unbalanced. Take Haste for example, it gives Vitality +3, intellect +3 and HP +3%? There is literally no downside in equipping it, even for a brawler its a must-equip.
Honestly I was so surprised by that drastic change that I thought it was because I applied too many mods.
The buffs and malus were fine in the 1.4 imo. So I'm still not sure if it just me or if these changes really have been made? The changelog mentions a few things, however not that deepgoing

Nonetheless, thanks for this great mod Chief!

I wanted people to make use of status magic so I avoided putting penalties on its Materia in case it put people off it.

Hi Sega Chief and people of the forum. I Just wanted to share an idea I had while playing Final Fantasy 7 (original version without mods).

¿How about a "classic job" mod? I noticed that the characters are too similar when it comes to battle roles, so I think it will be interesting if they had a fixed "job" and only some characters could learn certain spells / skills, like the way it works in Final Fantasy 4 or Final Fantasy 9, that will make you consider your strategy a little more when forming your party, and give you a reason to "train" all your characters (just to see what skills they learn and also to have them ready in case you need their specific role in a specific battle) I guess the most obvious way to do it would be to make the character weapons  come with "fixed" unremovable specific materias, and remove the materia slots from armors, in my opinion the jobs suggested by the canon characterisaction would be: Cloud: Warrior / Knight, Barret: Gunner, Tifa: Monk, Aerith: White Mage / Summoner, Red XIII: Blue Mage, Yuffie: Thief / Ninja, Vincent: Black Mage, Cait Sith: Gambler, Cid: Dragoon.

Also a little request, please keep working in the "vanilla combat" mode, I know it is not as popular as the main project, but I really like it, and it still needs a little more polishing, speacially regarding the changes that were unintentionaly left over from the main mod.

As always thanks for your great work, and hope to read you soon.

Sister Ray might make that possible but unsure. Something could be set up in FF7 as it is now, but it would likely be really hacky and not a proper job-based system. Would have to get inventive with some of the spells by turning some of them into 'abilities, shuffle Limits around, maybe change the Defend command into a character-specific command, stuff like that. Materia can be locked onto a character by placing Materia into a non-slot but can be circumvented with Remove All.


Could you release a Reunion R03 compatible version of this mod that removes all dialogue changes during the flashback scene when cloud finds Sephiroth in the basement?  There is a script conflict with Menu Overhaul in Reunion R03 that causes the dialogue to not work.

I don't know if the problem still exists with Reunion R05, as there is no 7th Heaven version and every time I try to install R05 using the .exe installer it breaks my game completely.

I know I can just turn off your mod for that scene, but it would be nice to have a version that is compatible with R03 so I could just play through without issues, and it seems like just removing any changes to that scene would do the trick if possible.

Regards,
Nate

It's not just there, it's in Temple of the Ancients as well during the Mural scene where Tseng gets attacked. I could try porting in a vanilla field file for those screens as I think they're isolated from any custom NT variables, etc.


Thank you again for the swift responses, I'm well on my way for weapon farming!

I did run into another issue, though. In the readme, it states that part of Clouds final weapon is from the Iron Man mob, which according to the Wiki is located past the point of no return. Has he been moved?

EDIT: Also, I can't seem to steal a Max Ray from the Armored Golem, it only gives me a pile banger.

EDIT2: Where the heck is Ruby?

Iron Man can now be found on the left-down path, the last screen of it (the screen where that floating purple materia on the platforms you have to hop over to grab it, where Mega-All originally sat in default game). If Armored Golem's steal is pile banger, then his drop is very likely to be Max Ray; must be the wrong way round in the documentation.

Ruby Weapon pops up after Ultimate Weapon is killed, but the game uses a 'time progression' thing to trigger certain events like that (2nd part of Vincent's cave, chocobo breeding cooldown, etc.) It's advanced by fighting random battles + visiting then leaving a town.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LordUrQuan on 2019-10-14 13:01:28
I don't know if the problem still exists with Reunion R05, as there is no 7th Heaven version and every time I try to install R05 using the .exe installer it breaks my game completely.
As iDerek mentioned, the catalog version is very outdated at this point.  Back in late spring/early summer, I wrote a quick HOWTO on getting R05c to work with a CD installation that needed only minor tweaks to execution order to also work with Steam, but at this point, R06 isn't even a week away, so I wouldn't bother until that hits and we get a chance to see how it interacts with 7H and other tools.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Blagnarok on 2019-10-15 01:35:35
As iDerek mentioned, the catalog version is very outdated at this point.  Back in late spring/early summer, I wrote a quick HOWTO on getting R05c to work with a CD installation that needed only minor tweaks to execution order to also work with Steam, but at this point, R06 isn't even a week away, so I wouldn't bother until that hits and we get a chance to see how it interacts with 7H and other tools.

Wow, thanks for the information.  Hopefully R06 gets an IRO for 7H.  I've basically given up on using any of The Reunion installers.  Every attempt has broken my game and required a complete reinstall.


It's not just there, it's in Temple of the Ancients as well during the Mural scene where Tseng gets attacked. I could try porting in a vanilla field file for those screens as I think they're isolated from any custom NT variables, etc.


That would be really cool.  I think your mod is fantastic other than these couple bugs.  Really makes the game feel fresh again and more fun than ever, yet keeps the integrity of the story and characters very well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-10-15 01:45:11
Hi Sega Chief and participants of the forum.
I’m getting close to finish my third play through of Final Fantasy 7, which is kind of funny since I haven’t played this game in literal years  :D, this makes me really appreciate the power that mods have to revive your love for great games of the past.
To the point, I just remembered that Sega Chief mentioned the possibility of expanding Aerith’s role in the history if you decide to save her in the City of the Ancients, and I think there is a couple of good places where she could be given more relevance without harming the overall quality of the history:

1.   The first place would be the “Mental recovery” of Cloud in Mideel, as it happens in the original history this event seems a little too convenient, almost a “Deux Ex Machina”, Tifa has no idea of how to help Cloud recover from his mako poisoning (in fact nobody in the party has any idea about how to help Cloud), Weapon attacks, the earth cracks open and totally by accident both Cloud and Tifa fall into pure life stream, (Something that up to this point in the history has been presented to be something very bad, leading to dead or permanent insanity) and without any explanation Tifa resist all the negative effects of the life stream, somehow enters Cloud’s mind and helps him put back his memories and personality back together.

 I think Aerith could help here, instead of making it a happy accident, it could be an intentional calculated risk, when the party visit Cloud and Tifa in Mideel the second time, (After completing the Corel Train Mission) Aerith would tell Tifa that when she visited the City of the Ancients by herself, she listened the thoughts and memories left behind by the Cetra, and she came to understand the nature of the life stream a little better, due to this knowledge she thinks that maybe it could be possible to enter Cloud’s mind and repair it if the three of them enter the life stream together (Aerith because she could control the life stream to a degree, Cloud because she is the one in need of help, and Tifa because she was present during the Nibelheim incident and has the “Real memories” of that event, memories that are the key to repair Cloud´s persona), at this point Tifa will ask Aerith why she didn’t tell her this sooner, an Aerith will admit that is because she is really afraid of trying, as it’s is a very dangerous method and there is no way to know if it will actually work, if she is unable to keep the life stream in control the three of them will become permanently insane with mako poisoning, but after searching her feelings she came to the conclusion that she has to try, because she cares too much for Cloud and for Tifa, to just let Cloud remain an empty husk for the rest of his life, Tifa thanks Aerith for being willing to do this for her friends, and together the three enter a naturally occurring “Mako Hot spring”  that in centuries past was used as “therapy bath” by the people of Mideel, but have been close since the negative effects of Mako in the mind and the body became known. The rest of the event plays out pretty much the same, Tifa manages to repair Cloud s memories and the three friends managed to get out of the mako bath exhausted but alive and well. The only change to the original progression of the story is that the town of Mideel won´t be destroyed by an earthquake, but I don´t think that is too drastic of a change.

2.   The second place would be the Huge Materia missions, in the original history, the party decide to sabotage Shinra´s plan to gather Huge Materia and use it as a bomb to destroy Meteor, they explain that this is because Huge Materia contains ancient knowledge and thus is too valuable to be used as ammo, that is a fair reason enough, but considered how desperate the situation was, it makes our heroes seem a little petty, sabotaging a sincere attempt to save the world (that as far as they know, could have worked), just because they disagreed with the method. 

Aerith could also help here, she could explain to the party that in the Temple of the Ancients, the Cetra spirits explained to her the terrible “true nature” of the Black Materia, meteor is not a simple big rock from outer space, it is a magical construct that will keep advancing and keep repairing itself as long as the one that summoned it keep exerting his will on it, (in fact in the original history even if you left the Huge Materia in the rocket, meteor “repairs” itself immediately after the rocket impacts on it) in fact, there is reason enough to believe that meteor is actually the “seed” of Jenova. This way the heroes have a much more solid motivation to stop Shinra’s plans, they know for a fact that that plan will fail, and will also waste precious resources that the planet will need to heal itself once the meteor crisis has been dealt with.

Well that’s is about it, sorry if it was too long, but what I love most about these Final Fantasy games is how they capture your imagination with their worlds and their histories, anyway, hope you decide to go ahead with the idea of giving Aerith more prominence in the history, I know you have the talent to make it great.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LordUrQuan on 2019-10-15 02:05:26
<stuff>
...
anyway, hope you decide to go ahead with the idea of giving Aerith more prominence in the history, I know you have the talent to make it great.
I haven't actually played NT, but putting what you just said into the vanilla game makes a h3ll of a lot of sense :)  Whether or not it's actually possible, I'll leave to SC (and possibly DLPB) to sort out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-15 15:54:46
.

1. I wouldn't really want to tamper with that scene to such an extent.

2. I guess I don't mind it being said from the outset that the Rocket Plan will fail; the original reason was fairly weak. I got the feeling that whole section was padding, although it was interesting to run about as Cid for a while.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-10-16 01:02:58
Thanks for the quick answer Sega Chief.
Obviously is up to you to decide what to change or no change in your mod, sorry if I did sound a little pushy with my suggestions, intend is not always properly communicated in text, with that said, please humor me as I try to explain my idea a little better:

The way I imagined the Mideel scene modification was actually simple, during the visit to Cloud and Tifa in the clinic:
1.   Remove the trigger that starts the earthquake scene and the fight against Ultimate weapon.
2.   Insert a trigger to make Aerith enter the clinic and start a conversation with Tifa to explain to her what she knows and her plan to help Cloud.
3.   Add a small scene of the girls and Cloud in his wheelchair entering a mako pond with forest background.
4.   The Tifa “mission” inside Cloud’s mind happens without any modification.
5.   Add a small scene of the girls and Cloud waking up next to the mako pond.
6.   The earthquake and the fight against Ultimate Weapon triggers automatically the next time the party enters Mideel keeping the destruction of the town canon.
So not that much tampering is needed, or maybe you mean that you don’t want to change the history too much, but as I said before, there is no change to the events, only to the method (from accidental to intentional)

Well that is it, as always thanks for reading and have a good day  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hypzn on 2019-10-16 14:35:21
Whoever did the "arrange" mod is a lazy ass......  i have to fight 2 ferning blast by president shinra who have 3600 hp and  i have 0 ferning MP!!!!!!!
I TRIED GRINDING MONSTERS they drop 0 "tent" or "ether" so how in the ferning c ocksucking dicks am i gonna get mp to move forward? should i farm mobs with normal attacks til i go 100 lv to proceed or ferning what dude? get a ferning grip.  Yall make so many ferning mods its been what 25 ferning years since this game been out? "This supposed to be a good mod?"   How about u fix the overcomplicated stats oh no nono non instead u made it more complicated with retarded stats like what the fern dude. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: littleblueboxes on 2019-10-16 16:25:20
I know the documentation is not up-to-date, but can anyone confirm that Max Ray is still stealable from the Armour Golem? They keep stealing / morphing/ dropping Pile Bunkers.... I have 9 now. I haven't found any way to get the Max Ray off them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2019-10-16 18:57:54
A gift. In case one day it can be useful xD
Spoiler: show

Its for Gigas :/
(https://i.ibb.co/pQG3SVJ/imagen.png)
https://www.mediafire.com/file/am2guqhgjyxkcch/gigas.rar/file (https://www.mediafire.com/file/am2guqhgjyxkcch/gigas.rar/file)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LordUrQuan on 2019-10-16 19:03:17
A gift. In case one day it can be useful xD
Spoiler: show

Its for Gigas :/
(https://i.ibb.co/pQG3SVJ/imagen.png)
https://www.mediafire.com/file/am2guqhgjyxkcch/gigas.rar/file (https://www.mediafire.com/file/am2guqhgjyxkcch/gigas.rar/file)

Why is it the first thing that came to mind when seeing that was Kisuke Urahara and that dude in the maggot's nest?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jurr on 2019-10-16 19:32:53
running my 2nd playthrough of the mod, found a small softlock issue during the Dark Cave sidequest. if you use one of the save points and select PHS while it's still only Cloud and Barret it won't let you exit the menu or do anything else due to not having a party of 3, making progression impossible. probably a game limitation, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-16 21:32:21
Whoever did the "arrange" mod is a lazy ass......  i have to fight 2 ferning blast by president shinra who have 3600 hp and  i have 0 ferning MP!!!!!!!
I TRIED GRINDING MONSTERS they drop 0 "tent" or "ether" so how in the ferning c ocksucking dicks am i gonna get mp to move forward? should i farm mobs with normal attacks til i go 100 lv to proceed or ferning what dude? get a ferning grip.  Yall make so many ferning mods its been what 25 ferning years since this game been out? "This supposed to be a good mod?"   How about u fix the overcomplicated stats oh no nono non instead u made it more complicated with retarded stats like what the fern dude. 

Assuming you're save-locked in the Reactor, best bet would be to try and get some potions/phoenix downs together from the Blood Tastes, and some Shrapnels from the Type-5 Sweepers.

Otherwise, if you have a save from before starting the Reactor 5 mission then Ethers and Tents can be farmed from the Train Graveyard from Drive and Sweeper respectively as drops.

I know the documentation is not up-to-date, but can anyone confirm that Max Ray is still stealable from the Armour Golem? They keep stealing / morphing/ dropping Pile Bunkers.... I have 9 now. I haven't found any way to get the Max Ray off them.

Max Ray should be a drop; bear in mind that if a Steal or Morph is made then the drop becomes unavailable.
https://i.imgur.com/F2TWof9.png

A gift. In case one day it can be useful xD
Spoiler: show

Its for Gigas :/
(https://i.ibb.co/pQG3SVJ/imagen.png)
https://www.mediafire.com/file/am2guqhgjyxkcch/gigas.rar/file (https://www.mediafire.com/file/am2guqhgjyxkcch/gigas.rar/file)



Looks good. I tried to rig Titan's parts onto a Magnade for 1.4 or early 1.5 but it didn't quite work out. Same thing with Phoenix back when summon fights were planned but it was awkward getting all the parts to sit so I dropped it in the end.

running my 2nd playthrough of the mod, found a small softlock issue during the Dark Cave sidequest. if you use one of the save points and select PHS while it's still only Cloud and Barret it won't let you exit the menu or do anything else due to not having a party of 3, making progression impossible. probably a game limitation, though.

PHS shouldn't be available in the reactor, so that's my bad.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2019-10-17 11:17:46
Why don't you do it? Do you think we exist to be your slave?

BINGO!

Whoever did the "arrange" mod is a lazy ass......  i have to fight 2 ferning blast by president shinra who have 3600 hp and  i have 0 ferning MP!!!!!!!
I TRIED GRINDING MONSTERS they drop 0 "tent" or "ether" so how in the ferning c ocksucking dicks am i gonna get mp to move forward? should i farm mobs with normal attacks til i go 100 lv to proceed or ferning what dude? get a ferning grip.  Yall make so many ferning mods its been what 25 ferning years since this game been out? "This supposed to be a good mod?"   How about u fix the overcomplicated stats oh no nono non instead u made it more complicated with retarded stats like what the fern dude. 

Take some time off to think about how to act in public. It’ll do you some good moving forward in life.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2019-10-17 19:20:45

Looks good. I tried to rig Titan's parts onto a Magnade for 1.4 or early 1.5 but it didn't quite work out. Same thing with Phoenix back when summon fights were planned but it was awkward getting all the parts to sit so I dropped it in the end.

Well, Magnade is more like ifrit xD, at least I saw that you could use the summons to create other enemies, and thats better O_o. The same thing happened to me on my first attempt, I tried to put bahamut in red dragon, but didn't work -_-

Why is it the first thing that came to mind when seeing that was Kisuke Urahara and that dude in the maggot's nest?
Just coincidence ....really! O_O
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Aruelyxia on 2019-10-17 20:37:27
Hey SegaChief,

Big thanks to all the work with New Threat - it's a great mod, I've enjoyed watching people play it on Twitch and wanted to take it for a spin myself.

Have just installed New Threat and noticed the Chocobo fight in the winding tunnels on the way to the Sector 5 reactor isn't taking place.

I'm wondering if this is linked to RNG or if the battle's been removed? Everything has been working as expected up until this point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-17 21:47:30
Well, Magnade is more like ifrit xD, at least I saw that you could use the summons to create other enemies, and thats better O_o. The same thing happened to me on my first attempt, I tried to put bahamut in red dragon, but didn't work -_-
Just coincidence ....really! O_O

Zuu/Tonadu might work for Bahamut, but it's usually difficult to tell if it'll work out until you're midway through and a few hours in :c

Hey SegaChief,

Big thanks to all the work with New Threat - it's a great mod, I've enjoyed watching people play it on Twitch and wanted to take it for a spin myself.

Have just installed New Threat and noticed the Chocobo fight in the winding tunnels on the way to the Sector 5 reactor isn't taking place.

I'm wondering if this is linked to RNG or if the battle's been removed? Everything has been working as expected up until this point.

I think it doesn't happen on Arrange mode, that or there was something to do with the RNG being a bit wonky. It's a pretty dodgy script to begin with and I didn't do a clean job inserting the new part.

If it doesn't happen after the first battle, then select run and then come back and trigger it again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-10-18 02:29:22
Hello everyone, I wish to present an idea for consideration of the forum, an Alternative Materia System, the rules of such system will be as follows:
1.   Materia don’t gain AP, grow or reproduce in any way.

2.   Multiple copies of the same Materia equipped in the same Weapon or Armor stack up creating greater effects.

3.   For Magic Materia equipping more copies of the same Materia allows the character to cast more spells, i.e. equipping one Fire Materia allows your character to cast “Fire 1” equipping two Fire Materias allows your character to cast both “Fire 1” and “Fire 2”.

4.   For Independent Materia equipping more copies of the same Materia increases the potency of the effect, i.e. equipping one “HP Plus” Materia gives your character 20% more HP, equipping two “HP Plus” Materia gives your character 40% more HP.

5.   For Command Materia, equipping more copies improves the effect of the command. i.e. equipping one Steal Materia gives you the command “Steal”, equipping two Steal Materias gives you the command “Mug”.

6.   Summon Materias are unique, but they gain more power the more of them you equip together, i.e. equipping Shiva Materia alone allows your character to summon Shiva at standard 100% power, equipping Shiva and Infrit Materias together allows your character to summon any of the two of them at 110% power, equipping Shiva, Infrit and Ramuh Materias together allows your character to summon any of the three of them at 120% power and so on, also each eidolon could be Summoned only one time per battle, but each consecutive summon receives and additional power boost of 10%, so for example if your character as a weapon with three slots and equips Shiva, Infrit and Ramuh Materias, and summons the three of them in three consecutive turns, the results will be: 1st turn: Shiva at  120% power, 2nd turn: Infrit at 130% power, 3rd Turn: Ramuh at 140% power. The “consecutive” power boost is lost if the character uses a command different to “Summon” or is knocked out (K.O. status).

7.   Support Materia is a little tricky since its effects are more varied than the other types, but it follows two principles, 1° It will no longer be paired with a specific Materia, the effect applies to either all Materias equipped in the same garment (For Elemental & Status Attack / Defenses), or to a random one each time the effect activates (For Magic or Command Counters). 2° The effect becomes more potent with each copy of the same Support Materia equipped in the same garment. For example, in an Armor with three slots, if you equip one Elemental Materia (Support), One Fire Materia (Magic) and one Ice Materia (Magic), your character acquires a 50% resistance to both Fire and Ice attacks, and can cast “Fire 1” and “Ice 1” but if in the same Armor you instead equip two Elemental Materias (Support) and one Fire Materia (Magic), your character acquires a 100% resistance to Fire, what is to say immunity to Fire, and can cast only “Fire 1”.

¿What would be the use of this Alternative Materia System? Well I think it could make the game more fun if applied correctly, the current Materia system is too easy to abuse, with some light grinding all the characters could be “masters” of everything at the same time, (Hit hard, resist heavy punishment and cast a big variety both offensive and defensive spells) making them easily interchangeable between them (You could literally just switch all the equipped Materia from one character to another and barely note the difference in battle), also there is no much incentive to have more than one copy of each Materia since every new Materia starts at the minimum level; with this new system you will be force to make hard choices, because you will need more Materia to access the stronger spells and skills, so with limited slots you may have to choose between Cure 3 or Fire 3, but at the same time the game becomes more versatile, as you no longer need to grind AP to learn Fire 3, you just buy three Fire Materias and equip them together and you have an attack mage ready for action, that way there is more reason to “tailor” each character for a specific battle role and try different party combinations.

Of course to make the best use of this system, Materia should become much more plentiful, sold cheaper at the stores and in more variety, and “Rare” Materias that are usually only available near the end of the game should be obtainable from treasure chests, or from stealing, morphing and killing enemies, (Steal, Morph and Item drop should have higher success rates to incentivize the use of these abilities).

Well that is all, sorry for the extra-long post, and hope you have liked some of the ideas posted here.   
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-18 10:13:10
Hello everyone, I wish to present an idea for consideration of the forum, an Alternative Materia System, the rules of such system will be as follows:
1.   Materia don’t gain AP, grow or reproduce in any way.

2.   Multiple copies of the same Materia equipped in the same Weapon or Armor stack up creating greater effects.

3.   For Magic Materia equipping more copies of the same Materia allows the character to cast more spells, i.e. equipping one Fire Materia allows your character to cast “Fire 1” equipping two Fire Materias allows your character to cast both “Fire 1” and “Fire 2”.

4.   For Independent Materia equipping more copies of the same Materia increases the potency of the effect, i.e. equipping one “HP Plus” Materia gives your character 20% more HP, equipping two “HP Plus” Materia gives your character 40% more HP.

5.   For Command Materia, equipping more copies improves the effect of the command. i.e. equipping one Steal Materia gives you the command “Steal”, equipping two Steal Materias gives you the command “Mug”.

6.   Summon Materias are unique, but they gain more power the more of them you equip together, i.e. equipping Shiva Materia alone allows your character to summon Shiva at standard 100% power, equipping Shiva and Infrit Materias together allows your character to summon any of the two of them at 110% power, equipping Shiva, Infrit and Ramuh Materias together allows your character to summon any of the three of them at 120% power and so on, also each eidolon could be Summoned only one time per battle, but each consecutive summon receives and additional power boost of 10%, so for example if your character as a weapon with three slots and equips Shiva, Infrit and Ramuh Materias, and summons the three of them in three consecutive turns, the results will be: 1st turn: Shiva at  120% power, 2nd turn: Infrit at 130% power, 3rd Turn: Ramuh at 140% power. The “consecutive” power boost is lost if the character uses a command different to “Summon” or is knocked out (K.O. status).

7.   Support Materia is a little tricky since its effects are more varied than the other types, but it follows two principles, 1° It will no longer be paired with a specific Materia, the effect applies to either all Materias equipped in the same garment (For Elemental & Status Attack / Defenses), or to a random one each time the effect activates (For Magic or Command Counters). 2° The effect becomes more potent with each copy of the same Support Materia equipped in the same garment. For example, in an Armor with three slots, if you equip one Elemental Materia (Support), One Fire Materia (Magic) and one Ice Materia (Magic), your character acquires a 50% resistance to both Fire and Ice attacks, and can cast “Fire 1” and “Ice 1” but if in the same Armor you instead equip two Elemental Materias (Support) and one Fire Materia (Magic), your character acquires a 100% resistance to Fire, what is to say immunity to Fire, and can cast only “Fire 1”.

¿What would be the use of this Alternative Materia System? Well I think it could make the game more fun if applied correctly, the current Materia system is too easy to abuse, with some light grinding all the characters could be “masters” of everything at the same time, (Hit hard, resist heavy punishment and cast a big variety both offensive and defensive spells) making them easily interchangeable between them (You could literally just switch all the equipped Materia from one character to another and barely note the difference in battle), also there is no much incentive to have more than one copy of each Materia since every new Materia starts at the minimum level; with this new system you will be force to make hard choices, because you will need more Materia to access the stronger spells and skills, so with limited slots you may have to choose between Cure 3 or Fire 3, but at the same time the game becomes more versatile, as you no longer need to grind AP to learn Fire 3, you just buy three Fire Materias and equip them together and you have an attack mage ready for action, that way there is more reason to “tailor” each character for a specific battle role and try different party combinations.

Of course to make the best use of this system, Materia should become much more plentiful, sold cheaper at the stores and in more variety, and “Rare” Materias that are usually only available near the end of the game should be obtainable from treasure chests, or from stealing, morphing and killing enemies, (Steal, Morph and Item drop should have higher success rates to incentivize the use of these abilities).

Well that is all, sorry for the extra-long post, and hope you have liked some of the ideas posted here.   


There is a way to stop growth/division, the first .EXE hack someone taught me was related to that and materia stats.

A stacking effect would be really cool; a buff to base spell power if multiple Fire equipped, or a better status chance if multiple Seal equipped. I don't think unlocking spells through that would be a good idea though, there's a fairly hefty jump between Fire and Fire3 but having the spells themselves deal a little more damage than normal if multiple Fire are equipped would be a good expansion to the system.

As for Plus Materia, that is currently how it works. They stack up to a max of something like 100% I think. Cover does the same but without an upper limit (meaning it can overflow if you multiple mastered Cover on).

Stacking different summons could be a good idea too. It'd make a dedicated Summoner build worthwhile. Perhaps in addition to power, you get extra uses for each summon the more of them there are.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Aruelyxia on 2019-10-18 16:02:04

I think it doesn't happen on Arrange mode, that or there was something to do with the RNG being a bit wonky. It's a pretty dodgy script to begin with and I didn't do a clean job inserting the new part.

If it doesn't happen after the first battle, then select run and then come back and trigger it again.

Sweet, thanks for getting back to me. I did have Enc materia equipped so I may try that again without it equipped on a new replay from Sector 7 Slums. Running away and coming back at the time on that playthrough never resolved it but if it's likely RNG related I won't lose any sleep over it, anyway. It was also on Normal Difficulty (baby steps for me).

Will check back to see if dropping Enc materia makes any difference.



Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Omnicrash on 2019-10-18 16:42:59
I think it doesn't happen on Arrange mode, that or there was something to do with the RNG being a bit wonky. It's a pretty dodgy script to begin with and I didn't do a clean job inserting the new part.

If it doesn't happen after the first battle, then select run and then come back and trigger it again.

It worked for me on 1.5 Arrranged Mode, Steam version: https://www.twitch.tv/videos/493401707 and it is my favorite thing about the mod so far.

Many thanks for your work SegaChief, I've completed FF7 more times than I can remember and I'm enjoying this new perspective on the game a lot!
Only thing I didn't like very much so far were the penalties/rebalancing on the stats of some materias but that being said, the overal balancing seems to be great (especially compared to something like Hard Type).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: littleblueboxes on 2019-10-18 23:36:44
Thank you!! The documents show Max Ray as a Steal item so I've been mugging them every time, which means they don't have drops. What a terrible lophole for them to deprive me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-10-19 04:26:36
Hello Sega Chief. Thanks for your  quick answer.

I see your point about the spells of the Magic Materia, other option would be to “create” New Materias that contain the high level spells, for example Fire Materia allows you to use Fire 1 and only Fire 1, Fira Materia allows you to use Fire 2 and only Fire 2, and Firaga Materia allows you to use Fire 3 and only Fire 3, but if you equip the three of them together, you can use all the three variants of Fire spell and get a nice power boost for stacking the three Materias of the same “Family” together. Also Elemental Summons could be considered part of the same “Family” of their corresponding Elemental Magic Materias, so for example, stacking Infrit Materia with, Fire, Fira and Firaga Materia will nicely boost  Infrit’s power.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: magictrufflez on 2019-10-19 12:50:45
Snip

I think the stacking of multiple similar elemental materia increasing power could be interesting, but devoting individual materia to single spells--especially low-level ones--like that would cause problems, especially since materia slots are already at such a premium.

For example, my personal favorite build in the entire game is Barrett as a tank/attacker, and since he isn't going to have much magic, I give him support spells and Renew (when I get it), and devote the rest of his slots to purple, command, and an occasional elemental materia if needed, partly for effect, partly for stat boosts. With the proposed change, my needed magic materia slots change from 3 to 6-8 (depending on how many spells from each materia I want to use with him), which of course also multiplies how many "All" materia I also need to equip for ideal use by the same amount (from 2 to 3-5). And since Time and Barrier materias are so important in this mod, any spells I can't equip on Barret will have to overflow to other characters, whose magic selection will be also be limited, and whose available slots aren't too much more in number than Barrett's.

Basically, playing casters--and maybe even hybrids--in this hack will be really painful for a massive chunk of the game because you will never have enough slots for everyone. Even endgame--which features mega-all and master materia--will probably be an issue because only 1 character can max out at 16 slots, and the rest max out at 9-14 depending on your weapon/armor of choice--and not all of those have generous servings of connected slots!

The only potential issue I can see with amplifying multiple "stacked" materia is how much of a bonus you get from that stack. The new battle rebalance is already IMO much friendlier to the player (in a reasonable way), and if you add a mechanic where, say, Cloud can stack 3-4 lightning materia in Midgar, will the stacking bonuses just make him a steamroller for bosses there? And would stacking those materia upset the power balance anywhere in the early-to-mid-game? Because you'll basically be able to do it right away with basic magic materia.

IMO the stack mechanic might upset the balance least is used only for summons. You start collecting them a bit into the game, there are limited numbers, they're currently single use, and they each have a plethora of plus *and* minus stats for equipping. I personally used summons primarily for stat boosts and rarely actually summoned them outside certain battles or farming (if only because most summons were equipped on fighters/hybrids). But stacking could make them more viable regular use options (provided you have enough MP)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-10-19 14:06:09
Thanks for your post magictrufflez. You make an excellent point about balance, as introducing changes to the game system always has the chance of breaking balance in unexpected manners, maybe an option will be to make the Alternative Materia System a sort of mini mod independent from New Treat, to see how it affects the vanilla combat, and see if it is a good for the original game as well as NT or other mods.

Is also worth noting that the point of the new system would be more about giving the characters a more distinct “identity” through more clearly differentiated combat roles, (similar to the combat “jobs” of other final fantasy games), than to increase or decrease the combat difficulty, not being able to build a “optimal” character is a limitation that is within that intent.

It would also be necessary to tamper with the weapons / armor a bit, to ensure all nine characters have access to weapons and armors with gradually increasing number of slots starting at one slot and culminating at eight slots, so sixteen slots max for everyone 8), also one of the proposals of the system was to modify support Materia so it counts as “linked” to all the Materia equipped in the same Weapon / Armor, so “Linked” Materia Slots would no longer be necessary (I don’t know if this is actually doable programing wise, so please forgive me if I’m proposing the impossible :P). 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Scp121 on 2019-10-20 01:13:54
Swinging back by to say that I'm preeeetty confident you can't get a max ray from the armored golem dude. I've fought about a dozen and a half and all have been pile steals, with no drops.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-22 11:41:42
Swinging back by to say that I'm preeeetty confident you can't get a max ray from the armored golem dude. I've fought about a dozen and a half and all have been pile steals, with no drops.

If you successfully steal from an enemy, that enemy's drop becomes unavailable for that battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: JadeDragonMeli on 2019-10-24 00:33:51
Hey Chief,

I've really been enjoying the mod, but I've run into an issue that I hope you can help with?

I'm getting soft locked when trying to enter the Dark Cave.  I follow the prompts, hit "Let's Go" , and Cloud steps into the cave.  The screen goes black and Cloud and Barrett wake up in Midgar.  There's a quick dialogue with Barrett saying something to the effect of "The others aren't here either." and that's it.  The game just sits there.  I can't move, open a menu, or anything else.  Barrett just stands there blinking his big dumb eyes for all of eternity.

I did a search, the only thing I found was the above mentioned PHS glitch that someone else had an issue with.

Things I've tried: 

I had Barrett in the party initially, I removed him and got the same result.
I completely remade the party.
I made Cid and Tifa the heads of the party.
Tried with Cid & Aerith both flagged for dead and alive.
I tried equiping and un-equiping various items/weapons/materia.
I went and did other events, which all triggered properly, then went back and got the same result.

I'm running version 1.5: released 8/31/2019.

This is the first issue I've had with the mod and not sure what else to try.

(Please don't say I have to start over  8-))

Edit:  Oh yeah, I'm playing on arrange mode and I've done obvious things like rebooting/reinstalling and such.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-24 10:45:36
Hey Chief,

I've really been enjoying the mod, but I've run into an issue that I hope you can help with?

I'm getting soft locked when trying to enter the Dark Cave.  I follow the prompts, hit "Let's Go" , and Cloud steps into the cave.  The screen goes black and Cloud and Barrett wake up in Midgar.  There's a quick dialogue with Barrett saying something to the effect of "The others aren't here either." and that's it.  The game just sits there.  I can't move, open a menu, or anything else.  Barrett just stands there blinking his big dumb eyes for all of eternity.

I did a search, the only thing I found was the above mentioned PHS glitch that someone else had an issue with.

Things I've tried: 

I had Barrett in the party initially, I removed him and got the same result.
I completely remade the party.
I made Cid and Tifa the heads of the party.
Tried with Cid & Aerith both flagged for dead and alive.
I tried equiping and un-equiping various items/weapons/materia.
I went and did other events, which all triggered properly, then went back and got the same result.

I'm running version 1.5: released 8/31/2019.

This is the first issue I've had with the mod and not sure what else to try.

(Please don't say I have to start over  8-))

Edit:  Oh yeah, I'm playing on arrange mode and I've done obvious things like rebooting/reinstalling and such.

That typically happens when there's an animation mod on or something. I think the key offender was the 'animated idles' mod or similar. Best approach is to only have NT running until you reach the first save point, and then turn on your other mods again. If no other mods are on, then make sure that you don't have any leftovers lying around like 60fps for instance as some seem to persist even after uninstalling.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maleficus100 on 2019-10-24 10:55:08
Hi Sega Chief, love the mod!
I'm on my first playthrough of version 1.5 (March patch), third overall. I just got to the base of Gaea's Cliff and ran around to collect all the treasures/materia. However, I'm having trouble finding the deathblow materia. To my understanding it's supposed to be in the place where added cut would usually be, on one of the paths leading away from the spiny-mountain landmark on the eastern side of the map. I've looked around each of the different forking paths multiple times but it just doesn't seem to be there. Has it been moved to a different location or could it simply be a bug? Thanks in advance and sorry if this has been asked before.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-24 13:01:24
You need to approach the field from a certain place. Go to the top of the mountain and look at the paths up there. There's one going NE, and two going NW. You want the upper NW path. This'll set you on a series of screens angled like this: \

A screen or two in, you'll find the Deathblow materia. Be careful not to go too far or you'll end up at the Hot Springs and will have to go back to the top of the mountain to get the right path again. I should probably just move the Materia to the hot springs instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: JadeDragonMeli on 2019-10-25 00:58:29
That typically happens when there's an animation mod on or something. I think the key offender was the 'animated idles' mod or similar. Best approach is to only have NT running until you reach the first save point, and then turn on your other mods again. If no other mods are on, then make sure that you don't have any leftovers lying around like 60fps for instance as some seem to persist even after uninstalling.

I should have thought of disabling mods one by one!  I'll let you know how it goes.  Thanks for getting back to to me so quick!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-10-25 01:06:27
Hi there Sega Chief and friends of the forum.

Just playing a little ff7 and a little ff8 remastered, good times.

Anyway I wanted to present some ideas in case you decide to increase Aerith’s participation in further revisions of the Mod, I would not go in great detail because I don´t want to sound demanding or appear as I´m trying to impose my ideas in another person´s project, so instead I will just mention places in the story where I think Aerith could add some more participation and still feel natural.

1.   In Icicle Inn town make watching the tapes of Ifalna and Professor Gast mandatory and add a little scene of Aerith reacting to it and some comments, support from the other party members.

2.   Add a conversation between her and Tifa regarding Cloud’s state when they found him in Nibeel and Tifa decides to stay to keep taking care of him.

3.   Add a scene where she explains that the plan of Shinra of using Huge Materia to blow up Meteor is doomed to fail and why they need to stop it.

4.   Add a conversation about the lifestream between her and Cloud after him recovers from his Mako poisoning.

5.   Add a conversation between her and professor Hojo before the battle with him in the Sister Ray, (Since Hojo is practically responsible for the dead of both of her biological parents, it would be an opportunity to show her truly enraged, something that we don’t see in the rest of the game).

6.   This one is not only about Aerith, but I wanted to included it anyway; after Cloud tells everyone to go back to their loved ones and find their reason to fight, it would be nice if we actually see each of the playable characters going to their hometowns and having a conversation / monologue, with an NPC that is important for them, here are my suggested NPC for each character:

Aerith – Elmyra.
Barret – Marlene.
Cid –  Shera.
Red XIII – Seto’s Petrified Body. 
Cait Sith – Revee.
Yuffie – Godo.
Vincent – Lucrecia’s Cave.

Obviously Red XIII and Vincent are monologues about them remembering Seto & Lucrecia, and yes I know that Cait Sith and Revee are technically the same person, but the game drops hints that Cait Sith is sort of alive on his own, so I think it could be interesting if handled correctly. 

Well that is all, as always I would really appreciate to read your opinions and other ideas about possible additions to the game. Thanks again and see you later.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: JadeDragonMeli on 2019-10-25 02:15:24
That typically happens when there's an animation mod on or something. I think the key offender was the 'animated idles' mod or similar. Best approach is to only have NT running until you reach the first save point, and then turn on your other mods again. If no other mods are on, then make sure that you don't have any leftovers lying around like 60fps for instance as some seem to persist even after uninstalling.

So I went through 1 by 1 until I found the MOD I could remove that would let me proceed.  That ended up being........  Ninostyle Battle Mods.  Once I suspected that was the culprit, I put only that mod and NT on, fired the game up, got soft locked.  I put all my MODs back on except for Nino's, the game progressed as normally.  Just as a final control on the experiment, I added Nino's back in, knowing that my current set up of mods worked fine, and BOOM, soft lock.

So the issue is 100% for sure Nino's mod, which I just need to deactivate while I get through this part and then add it back on.

Thanks for your help, Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chrysalis on 2019-10-25 11:39:47
Been playing (and streaming) this and so far I think its very very good, the balance is very well done.

Well done sega chief and definitely it breathes new life into this game.

Also it works fine with my enhanced stock UI as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: james222 on 2019-10-26 12:55:13
hey guys loving the mod, been playing on arrange and was just wondering if im experiencing bugs in my new threat mod or if the game is working is as intended.

Once again i'm playing on arrange mode and my party level is 24 to be clear

1) Sometimes I would only need like 4000 exp to level but around level 20 or 21, I needed something like 14,000 exp to level my character, is this intended?

2) Getting wonky damage with limit break (no barriers on enemy), sometime my limit break would hit for over 2300 (at level 20) or sometimes like 400, is there a crit system for limit breaks in the mod?

3) The water boss (forgot the name) that attracts Priscilla is glitchy as heck, not just in animation but in attacks, not sure if its a new status effect but sometimes the boss would hit me and would continuously tick my HP down, like im poisoned. However my party members are clearly not poisoned or trapped in the bubble at all, is this a glitch?

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-27 11:01:54
hey guys loving the mod, been playing on arrange and was just wondering if im experiencing bugs in my new threat mod or if the game is working is as intended.

Once again i'm playing on arrange mode and my party level is 24 to be clear

1) Sometimes I would only need like 4000 exp to level but around level 20 or 21, I needed something like 14,000 exp to level my character, is this intended?

2) Getting wonky damage with limit break (no barriers on enemy), sometime my limit break would hit for over 2300 (at level 20) or sometimes like 400, is there a crit system for limit breaks in the mod?

3) The water boss (forgot the name) that attracts Priscilla is glitchy as heck, not just in animation but in attacks, not sure if its a new status effect but sometimes the boss would hit me and would continuously tick my HP down, like im poisoned. However my party members are clearly not poisoned or trapped in the bubble at all, is this a glitch?

Thanks!

There are like these bumps in required EXP that happen every 11 levels to help soak up accidental overleveling when doing optional stuff. Each successive area's enemies and bosses give increasing EXP that pushes past these soft caps.

Limits can hit criticals; what might be happening is that some enemies have higher defence than others.

The animations are just how that guy looks. The dual though is because I've put it on Venomstrike which is probably not a good idea considering that this status is used in a unique way for the bubbles. If you have that status, then antidotes should get rid of it along with the poison.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-10-29 02:01:49
Hello Sega Chief and friends of the forum.

As you may have notice, I joined this forum only recently, so I begin this post by admitting that I´m a total noob when it comes to videogame modding.

With that said, I came to think that I would like to try my hand at adding some little changes to Final Fantasy 7 for my own personal enjoyment, I have already described some of the changes I would like to see in previous posts, but I´m especially interested in changing the story a little from the temple of ancients onwards, so I have a couple of questions that I hope you could answer.

As of now my objectives are:

1.   To change some lines of dialog in existing scenes.
2.   To add some extra newdialogue to existing scenes.
3.   To add some new scenes with new dialogs. (with “scene” I refer to the moments in the game where the characters enter into a place, walk around, their models do some animations, talk to each other, all without input from the player except for pressing the “confirm” button to make the dialog advance, for example the “date” scene in the gold saucer).

My questions would be:

1.   ¿How difficult would be to do those changes?
2.   ¿Is there any program / tool that would allow someone to do those changes without prior programing knowledge?
3.   ¿Could I apply those changes on top of the “Vanilla Combat” version of N.T.?
I should clarify that I intend to create this mod only for personal use, and in no way I mean to disrespect the authors of N.T. I ask this because I wish to use Aerith in the story changes I want to implement, and N.T. already has her modded back into the game, also because the translation of the scrip is a lot better in N.T. version that it is in the base game.

Well, that is it, many thanks in advance, and I hope to read your answer soon. :)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Quid? on 2019-10-29 02:31:59
As of now my objectives are:

1.   To change some lines of dialog in existing scenes.
2.   To add some extra newdialogue to existing scenes.
3.   To add some new scenes with new dialogs. (with “scene” I refer to the moments in the game where the characters enter into a place, walk around, their models do some animations, talk to each other, all without input from the player except for pressing the “confirm” button to make the dialog advance, for example the “date” scene in the gold saucer).

My questions would be:

1.   ¿How difficult would be to do those changes?
2.   ¿Is there any program / tool that would allow someone to do those changes without prior programing knowledge?
3.   ¿Could I apply those changes on top of the “Vanilla Combat” version of N.T.?
I should clarify that I intend to create this mod only for personal use, and in no way I mean to disrespect the authors of N.T. I ask this because I wish to use Aerith in the story changes I want to implement, and N.T. already has her modded back into the game, also because the translation of the scrip is a lot better in N.T. version that it is in the base game.

Well, that is it, many thanks in advance, and I hope to read your answer soon. :)

You can do all this with makou reactor:
http://forums.qhimm.com/index.php?topic=9658.0

You don't especially need to know a script langage or to have previous experiences with modding, I think so at least since I do have a bit of experience but this tool is convenient to the point that it 'speak' normally to the user in most areas, making the field scripting very easy to understand quickly, compared to other games.
Though modding any game is time consuming, especially since projects can tend to grow the more things you learn to do.
I must wait for a moderator approval so my apologies if this post show up after Sega Chief or someone else already answered.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Blagnarok on 2019-10-29 04:13:47
I have pretty much come up with the perfect mod order in 7th Heaven for FFVII to play with pretty much perfect HD graphics and gameplay, and was thinking of sharing it on these forums to help newbies at modding get a good up-to-date install guide for the latest mods available. The only problem is the gameplay mod I want to recommend in my install guide is New Threat, but I cannot recommend it at all because it has those two bugs in the basement of Shinra Mansion and the Temple of Ancients where the dialog breaks when used with Menu Overhaul.  There is no good way to mod FFVII using Tifa's 7H unless you use Menu Overhaul, it's basically pointless.  So because your mod doesn't work along with Menu Overhaul without breaking those scenes, it's basically still not fully compatible with 7H.  I could never recommend anyone mod FFVII unless they use 7H with MO, so therefore I can't recommend your mod to anyone unless those buggy scenes are removed from your mod.

Could you please correct your 7H IRO version by removing those edits you made to those scenes so I can recommend it to people who use 7H and Menu Overhaul (which is the best way to mod the game if you know what additional IRO mods to get as well as what options and load order to choose.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jurr on 2019-10-29 04:29:56
I have pretty much come up with the perfect mod order in 7th Heaven for FFVII to play with pretty much perfect HD graphics and gameplay, and was thinking of sharing it on these forums to help newbies at modding get a good up-to-date install guide for the latest mods available. The only problem is the gameplay mod I want to recommend in my install guide is New Threat, but I cannot recommend it at all because it has those two bugs in the basement of Shinra Mansion and the Temple of Ancients where the dialog breaks when used with Menu Overhaul.  There is no good way to mod FFVII using Tifa's 7H unless you use Menu Overhaul, it's basically pointless.  So because your mod doesn't work along with Menu Overhaul without breaking those scenes, it's basically still not fully compatible with 7H.  I could never recommend anyone mod FFVII unless they use 7H with MO, so therefore I can't recommend your mod to anyone unless those buggy scenes are removed from your mod.

Could you please correct your 7H IRO version by removing those edits you made to those scenes so I can recommend it to people who use 7H and Menu Overhaul (which is the best way to mod the game if you know what additional IRO mods to get as well as what options and load order to choose.)
bit of a tall order asking him to alter some pretty big new additions just so you can recommend your own personal mod setup to other people. don't you think?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2019-10-29 07:09:23
I have pretty much come up with the perfect mod order in 7th Heaven for FFVII to play with pretty much perfect HD graphics and gameplay, and was thinking of sharing it on these forums to help newbies at modding get a good up-to-date install guide for the latest mods available. The only problem is the gameplay mod I want to recommend in my install guide is New Threat, but I cannot recommend it at all because it has those two bugs in the basement of Shinra Mansion and the Temple of Ancients where the dialog breaks when used with Menu Overhaul.  There is no good way to mod FFVII using Tifa's 7H unless you use Menu Overhaul, it's basically pointless.  So because your mod doesn't work along with Menu Overhaul without breaking those scenes, it's basically still not fully compatible with 7H.  I could never recommend anyone mod FFVII unless they use 7H with MO, so therefore I can't recommend your mod to anyone unless those buggy scenes are removed from your mod.

Could you please correct your 7H IRO version by removing those edits you made to those scenes so I can recommend it to people who use 7H and Menu Overhaul (which is the best way to mod the game if you know what additional IRO mods to get as well as what options and load order to choose.)

Wait for Catalog 3.0 release. MO will be out, replaced by an updated UI (similar looking to MO) that doesn't require any modified exe. It works off the same FF7.exe that NT was built on.

Download -> Activate -> Configure -> Launch Game
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-29 11:18:57
Hello Sega Chief and friends of the forum.

As you may have notice, I joined this forum only recently, so I begin this post by admitting that I´m a total noob when it comes to videogame modding.

With that said, I came to think that I would like to try my hand at adding some little changes to Final Fantasy 7 for my own personal enjoyment, I have already described some of the changes I would like to see in previous posts, but I´m especially interested in changing the story a little from the temple of ancients onwards, so I have a couple of questions that I hope you could answer.

As of now my objectives are:

1.   To change some lines of dialog in existing scenes.
2.   To add some extra newdialogue to existing scenes.
3.   To add some new scenes with new dialogs. (with “scene” I refer to the moments in the game where the characters enter into a place, walk around, their models do some animations, talk to each other, all without input from the player except for pressing the “confirm” button to make the dialog advance, for example the “date” scene in the gold saucer).

My questions would be:

1.   ¿How difficult would be to do those changes?
2.   ¿Is there any program / tool that would allow someone to do those changes without prior programing knowledge?
3.   ¿Could I apply those changes on top of the “Vanilla Combat” version of N.T.?
I should clarify that I intend to create this mod only for personal use, and in no way I mean to disrespect the authors of N.T. I ask this because I wish to use Aerith in the story changes I want to implement, and N.T. already has her modded back into the game, also because the translation of the scrip is a lot better in N.T. version that it is in the base game.

Well, that is it, many thanks in advance, and I hope to read your answer soon. :)

Makou Reactor tool handles this. It represents the field/event script in lines with the opcodes and their arguments interpreted into more readable english. Scripts are read in line-by-line like a procedural language and uses logic gates to control the script flow. A field will start by reading the 'init' part of every group, then the Mains will be read repeatedly (will loop if they have script), talk/contact are when talking or bumping into the group, and Script 3-31 are manually called and usually store event-specific actions.

Changing dialogue is 'easy' but you need to manually resize the text box window in which it is set to appear, which can involve tracking it down within the field. The tool has search functions that can help with this, you can search the script for certain text and it will locate where it is used in the field script.

Creating a new scene is a bit more involved depending on the complexity of the scene and any pre-existing scenes that are in the field. Start by studying a scene you are familiar with in-game and see how it is achieved; the opcodes that are called to make it happen. Things like split/join party field are used to have party members dynamically appear from Cloud's current position, animations can be played on a loop, partially, to hold the script until it finishes, etc.

If this is for vanilla NT then use that file as your base. There's no clean way to patch a field script into a different flevel outside of copy-paste so better to just work with that flevel directly.


I have pretty much come up with the perfect mod order in 7th Heaven for FFVII to play with pretty much perfect HD graphics and gameplay, and was thinking of sharing it on these forums to help newbies at modding get a good up-to-date install guide for the latest mods available. The only problem is the gameplay mod I want to recommend in my install guide is New Threat, but I cannot recommend it at all because it has those two bugs in the basement of Shinra Mansion and the Temple of Ancients where the dialog breaks when used with Menu Overhaul.  There is no good way to mod FFVII using Tifa's 7H unless you use Menu Overhaul, it's basically pointless.  So because your mod doesn't work along with Menu Overhaul without breaking those scenes, it's basically still not fully compatible with 7H.  I could never recommend anyone mod FFVII unless they use 7H with MO, so therefore I can't recommend your mod to anyone unless those buggy scenes are removed from your mod.

Could you please correct your 7H IRO version by removing those edits you made to those scenes so I can recommend it to people who use 7H and Menu Overhaul (which is the best way to mod the game if you know what additional IRO mods to get as well as what options and load order to choose.)

I would say that's a bug with MO rather than with NT. If you feel that you can't recommend FF7 or NT at all without MO then that's a shame but having thought about it I'm not really willing to start stripping out field screens to work around a bug in a different mod. But maybe that new MO in catalog 3.0 Alyza mentioned will solve the issue.

Edit: That being said, it is likely to just be dialogue in those two fields although I'll need to check. Tonight I'll check them through and if there's no script handling in there then probably won't be any harm in swapping in vanilla fields.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-10-31 01:32:05
Thanks a lot to Quid and Sega Chief for your answers and your advice.

I think I will start by writting the dialogues in a word doc before try any editting, to make sure they are good enough, unfortunately my day job does not leave much time for hobbies, but I will make a new post if I make any progress.

Thanks again and keep up with the good work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-10-31 10:12:03
Thanks a lot to Quid and Sega Chief for your answers and your advice.

I think I will start by writting the dialogues in a word doc before try any editting, to make sure they are good enough, unfortunately my day job does not leave much time for hobbies, but I will make a new post if I make any progress.

Thanks again and keep up with the good work.

Try to break dialogue down to 3 lines or less,
to about this length per line and to be wary
of {Name} as these can vary in length.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CodeZeta on 2019-11-02 19:28:16
Playing this for the first time after a little digging for mechanic-affecting mods for FF7.
I'm currently fleeing Midgar, but I just noticed the entire "Hojo was trying to crossbreed Aeris with Red XIII" thing was just changed for "fighting" which both makes less logical sense for what Hojo was trying to achieve and dulls down the adult themes of the game for some sort of 13 yo interpretation of the scene. It made me seriously reconsider just how much past this point is going to be affected theme-wise by the mod creator, be it for getting rid of certain "unnecesary" adult themes in their eyes or any other bias I might not know of, thus affecting my experience through the game. Do you have any comments on that? Am I over-exaggerating? I read the notes, how the story was affected "minorly" and I was very okay with that. But if this is minor I might want to reconsider.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-03 02:36:54
Playing this for the first time after a little digging for mechanic-affecting mods for FF7.
I'm currently fleeing Midgar, but I just noticed the entire "Hojo was trying to crossbreed Aeris with Red XIII" thing was just changed for "fighting" which both makes less logical sense for what Hojo was trying to achieve and dulls down the adult themes of the game for some sort of 13 yo interpretation of the scene. It made me seriously reconsider just how much past this point is going to be affected theme-wise by the mod creator, be it for getting rid of certain "unnecesary" adult themes in their eyes or any other bias I might not know of, thus affecting my experience through the game. Do you have any comments on that? Am I over-exaggerating? I read the notes, how the story was affected "minorly" and I was very okay with that. But if this is minor I might want to reconsider.

It wasn't a censorship thing. For me, the problem with that scene was President Shinra's reaction to Hojo's proposal. He's told that it'll take 120 years to get a result and rather than coming up with a way of shortening the time needed, Hojo just intends to make a specimen that can 'withstand the research for a long time'. I think in the original dialogue, the president's reaction is he asks Hojo 'won't that hinder our plans' which should go without saying in the first place. It's fine for Hojo to come up with a lunatic plan because that's his character, but the president should be pushing for something more immediate so he can get his new Midgar built within his own lifetime.

So originally what I was going to do was alter the scene so that the president would react a bit more strongly and push Hojo to come up with a way of producing a more immediate result, and then Hojo revising his plan on the fly to the fighting one. But instead of adding event script to handle that, I decided to just condense it down to having Hojo propose the fighting plan in the first place. Reason being, the cross-breeding thing wasn't really a plot point in that it doesn't factor into anything else in the story afterwards (Hojo's main motivation in the game is more to do with the Reunion and the Sephiroth clones) so I didn't really see an issue at the time with changing it like that.

But a lot of people have been noticing the change and pointing it out, which is a problem because the goal with the dialogue part of the mod was just to do a tidy up of how the lines had been laid out and help stitch together some of the vaguer plot points a bit more; if it's bothering people and taking them out of their experience of the game then it'll need to be changed back. What I could do is have it so he says that breeding a 'hybrid' would make the research go faster; that would probably cover it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-11-03 14:48:49
I noticed that part in my play through too, but personally I think the edited version makes more sense.

When I play the original game I thought that the “breeding” suggestion from Hojo was just a dirty joke that the evil scientist was making to piss off Cloud and company.

I mean Hojo is obviously evil enough to try to achieve something like that, but evil as he is, he is not stupid, if he wanted to make a hybrid, it would make a lot more sense to extract the ovum from Aerith and the sperm cells from Red XII, combine them in controlled conditions, and then implant the fecundated ovum in Aerith´s womb (That is, assuming it is even possible to crossbred a Cetra / Human with a Panther / Fire Dog / Hellhound whatever the heck Red XIII is supposed to be).

Instead he just locks Aerith in a crystal tank, fully clothed and unrestrained, and then puts Red XII into the same crystal tank without any other kind of preparation, now remember that up to that point Red XII has been hiding his true intelligence from Hojo, so as far as Hojo knows, Red XIII is basically a wild animal, that would mean that Hojo’s “plan” was to lock together a scared girl and a feral obviously carnivore animal, and hope that they will start err… “mating” instead of naturally try to kill each other.

Unless previous experiments have shown that Red XII has a natural propensity to try to r.a.p.e. any female of any species that he is presented with, Hojos “breeding” plan is beyond retarded, unless it all was just a dirty joke at the expense of the poor flower girl. (Actuallyg that sound exactly like the type of sense of humor a guy like Hojo would have).

If anything the dialog, there need a little more editing, because right after the incident Tifa says (talking about Aerith) “She is fine… in more than one way” maybe implying that is not only she physically unhurt but that her “virtue” was not stained by the lecherous Dog Thing, and Red XII retorts saying “I have a right to choose too, I don´t like two legged things” maybe implying “Bah, I didn´t wanted to f.u.c.k. her, she is not even that hot anyway” needless to say all this sound like nonsense in the changed “breed less”  scenario.  :P

Edit because I also wanted to add that the plan to make Aerith fight to increase her powers actually make sense within the game mechanics and Shinra’s plan.

The Shinra needs Aerith because they want to use her Cetra power of communicating with the planet, in order to find information about the location of the “Promised land”, within the gameplay, Aerith´s power manifest in her limit breaks, where she basically “talks” to the planet to ask for protection / help in the battles (Healing wind, Breath of the earth, Gaia´s gospel), and as everyone else in the party, Aerith gains new limits the more monsters she kills, and the more she uses her already learned limits, This means that the more battles Aerith survives, the stronger her “communication” powers will grow, making her more useful for the plan of president Shinra, in other words Hojo’s plan was resorting to the classic RPG tradition of “grinding”, which is quite appropriated given the circumstances.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-03 15:40:05
One of Hojo's traits is that he isn't a very good scientist; toward the end of the game in the vanilla script he says something like 'It pains me I had so little scientific sense' and I think Sephiroth derides him about that during the flashback as well. And I think Hojo believed that experiment would work because he says he's lending a helping hand to two species on the brink of extinction when you confront him on floor 68.

At the end of the day, it's not that important. The only reason I did a sweep of the dialogue originally was because people playing the mod a few years ago said they struggled a bit with the vanilla script and were asking if it could be made compatible with the Beacause translation. That retranslation mod wasn't finished at the time and was in an earlier state than it is now, so instead I went over the dialogue myself and while it's not perfect (got too wordy/expository in some places) it seems to generally go over well on the whole.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-11-03 16:51:52
Lol, Now I keep imagining a Red XIII / Aerith, pairing option within the game, with gold saucer date and everything, and at the end the surprise reveal that Aerith and Red are the forefathers of the Moombas of Final Fantasy 8, I mean you could not deny the family resemblance ;D

https://finalfantasy.fandom.com/wiki/Moomba?file=Moomba-artwork.png (https://finalfantasy.fandom.com/wiki/Moomba?file=Moomba-artwork.png)

I know the Shumi tribe say the Moombas are evolved Shumis, but those are filthy liiieeesss. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2019-11-04 07:27:07
@CodeZeta

The Ultimania similarly doesn't care about that weird translation.

Buuuuut, given the way you've typed so passionately about the dialogue and dark themes, I advise you to keep playing with that caution you've displayed. The impact really is minimal like people who've completed the game claim, but we also just had so much fun with the mod that sharing the experience just feels right. If it ever becomes an issue again, for any reason, it's okay to stop. The whole point is to have fun, and if there's some tidbit from the original localization you've taken a shine to that has somehow been lost, it's understandable to be upset.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Akronhar on 2019-11-04 11:49:27
Hi... First of all, thanks for the hard work doing this mod. I'm enjoying it a lot.

I think I made a mistake and want to know if i can find a solution. I'm halfway disc 2 and finished the north continent part. I just read that in order to keep Aerith alive i had to choose an option i haven't pick. I choosed the first option just because i was spamming X and i want to know if there's another way to ressurrect her. I don't have another save point before that choice and can't start all over again.

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-04 13:21:21
Hi... First of all, thanks for the hard work doing this mod. I'm enjoying it a lot.

I think I made a mistake and want to know if i can find a solution. I'm halfway disc 2 and finished the north continent part. I just read that in order to keep Aerith alive i had to choose an option i haven't pick. I choosed the first option just because i was spamming X and i want to know if there's another way to ressurrect her. I don't have another save point before that choice and can't start all over again.

Thanks!

An option was added to the Highwind for it. Outside the Operation Room/Chocobo Pen on the Highwind, there's an engineer NPC moving around near the black-caped merchant. Talk to him and he'll have some debug options you can toggle, one being to toggle Aeris.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CodeZeta on 2019-11-04 21:35:30
It wasn't a censorship thing. For me, the problem with that scene was President Shinra's reaction to Hojo's proposal. He's told that it'll take 120 years to get a result and rather than coming up with a way of shortening the time needed, Hojo just intends to make a specimen that can 'withstand the research for a long time'. I think in the original dialogue, the president's reaction is he asks Hojo 'won't that hinder our plans' which should go without saying in the first place. It's fine for Hojo to come up with a lunatic plan because that's his character, but the president should be pushing for something more immediate so he can get his new Midgar built within his own lifetime.

With that context in mind I could even agree to the change in Hojo's disposition. Sorry if it sounded like pressuring, didn't have contact with previous feedback, but indeed your description wasn't clear for me through the game itself! I do, however, understand that scripting can be quite the hard work, even if its an interaction like Hojo wanting a long-term resolution with his initial plan, president forcing the hand, wanting something immediate, like an endurance test of sorts. Thanks for the reply Sega, awesome work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CodeZeta on 2019-11-09 19:41:10
Hello again! Sorry if I'm violating any forum rule by replying twice in a row in a thread, just wanted to propose some more feedback, if thats okay.

I noticed on a quick farm in Costa Del Sol to allow some of my characters to pick up and to get some cash that despite Cloud being fainted the entire time he still got SP. Since he is in the party all the time, I imagine he gets boosted pretty quick in comparison to all other characters. This must have been discussed beforehand, but is it possible to allow for us to switch Cloud out? I was never the type to like the main character centric styles in JRPGs, especially in FF7 when you are basically limited to a two-man party.
And is it a mistake that a party member still gets SP while they are downed? I was just assuming Cloud wasn't getting any SP since party members dont get EXP when downed, as usual.
If everything is working as intended and taking Cloud out of the party really is not possible, could we get an option to cancel out on upgrading a certain character, or only picking up certain party memebrs to rank up at a time? I personally don't like disbalancing my group to make one character or another to be the go-to for everything, while everyone is power-crepts towards just being support to the one guy who is good and/or better at everything.
It might have been that I only had Cloud to upgrade at the moment (honestly its been a few hours so I can't quite recall, sorry if I'm wasting your time). But I think two QoL could be invited:
1) Choice to not rank up a character and go to the next one on the list/pick and select which characters are getting a rank up, along with the information of how many ranks ups they have been through before
2) Option to see which Source Point Options we picked for the characters before, this could be a left-over on the Check SP stuff on save points, a selectable menu that brings up tabs for each character, at most. Just in case the player chooses to diverge their build midway through and forgot where they were taking said character.

Thanks a bunch for the work! Loving to be actually challenged by enemies in the world map! The Jenova boss on the boat was kicking my ass for trying to Morph everything there, had to go without it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2019-11-09 21:27:28
All characters get the SP after joining regardless if they are dead or not. Theres no good way around this due to the way SP is tracked. Cid, Cait, and Vincent come with multiple rank ups when you obtain them to make them even with expected rank of the party at the time. Cloud does not gain ranks faster than the rest of the party (actually slower because of the time he is missing durihng the huge materia quest] unless you do a massive farm and are rank 5 before getting cid or vincent.

As for party selection after you reach the bottom of the North Crater you can then go back to the Highwind and change the party leader to Tifa or Cid. This isnt done earlier in the game for 2 reasons. 1 is that it doesnt make sense story wise, and 2 is it would be a ton of work to adjust all the dialogue and animation options to make the other characters fit into it.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Akronhar on 2019-11-10 20:55:36
An option was added to the Highwind for it. Outside the Operation Room/Chocobo Pen on the Highwind, there's an engineer NPC moving around near the black-caped merchant. Talk to him and he'll have some debug options you can toggle, one being to toggle Aeris.

Thanks, i got to disc 3 and toggle aerith as Alive... Now I can see her on the PHS but i can't move her into the party. An error sounds pops whenever i try to choose her. Do I have to do something else?

Thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-10 21:11:39
Thanks, i got to disc 3 and toggle aerith as Alive... Now I can see her on the PHS but i can't move her into the party. An error sounds pops whenever i try to choose her. Do I have to do something else?

Thank you!

The required script lines seem to be there. Try toggling her off then on again in case there's been some interference from something. Also, is this the latest 1.5 build IRO from this thread or was it from a catalog?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SpammingIsCool on 2019-11-13 10:42:55
Bug:
Multi-Cut + 2 Enemies or more + Barret's Enemy launcher freezes him  :cry:

great mod btw, please buff fury ring to 50 STR/DEX  ;D (no limits + no blue/purple materia interactions whatsoever).

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-13 15:33:24
Bug:
Multi-Cut + 2 Enemies or more + Barret's Enemy launcher freezes him  :cry:

great mod btw, please buff fury ring to 50 STR/DEX  ;D (no limits + no blue/purple materia interactions whatsoever).

That's worrying; when used normally, does enemy launcher only hit all enemies or does it hit all enemies + all allies? I remember changing it from the global targeting because it broke with certain command materia but if it's still breaking with multi-cut then I'll need to either change the targeting parameter on multi-cut (assuming that works) or ditch multi-targeting on weapons (unless setting toggle flag allows it to work properly). Will do some tests.

Could buff fury ring but the status itself gives 1.5x extra damage on its own if I remember right. I'll raise it and see how it goes; I've some other things to fix up too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SpammingIsCool on 2019-11-13 20:58:05
That's worrying; when used normally, does enemy launcher only hit all enemies or does it hit all enemies + all allies? I remember changing it from the global targeting because it broke with certain command materia but if it's still breaking with multi-cut then I'll need to either change the targeting parameter on multi-cut (assuming that works) or ditch multi-targeting on weapons (unless setting toggle flag allows it to work properly). Will do some tests.

Could buff fury ring but the status itself gives 1.5x extra damage on its own if I remember right. I'll raise it and see how it goes; I've some other things to fix up too.
oh yeah berserk has 1.5 extra dmg :o, I noticed the difference but I thought maybe because I'm stacking more/less STR when fiddling with equipment, no need to buff then at least not in term of damage, maybe add some survivability tho like 30 VIT? (kind of mimicking my fav ability from FF8 "Mad Rush") on account of not having limits/item usage...also I lied about berserk  :-X, it can interact with elemental and added effect materias (sorry completely forgot I was utilizing them :evil:), I guess I was so disappointed I couldn't get counter/cover to work, or any other blue materias (I wanted to make an "intelligent" Berserker..), although I recently got Slash-all and it works! so i don't need my AOE weapon at least  :D

about the bug:
it hit all enemies once and Barret freezes after (2nd hit doesn't go off) only enemies and only when there are 2 or more, it's really a small issue imo, I hope you don't ditch AoE weapons tho, they are one of the best type of weapon early-mid game imo and it's so much fun with fury ring as you probably figured :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-14 08:42:24
oh yeah berserk has 1.5 extra dmg :o, I noticed the difference but I thought maybe because I'm stacking more/less STR when fiddling with equipment, no need to buff then at least not in term of damage, maybe add some survivability tho like 30 VIT? (kind of mimicking my fav ability from FF8 "Mad Rush") on account of not having limits/item usage...also I lied about berserk  :-X, it can interact with elemental and added effect materias (sorry completely forgot I was utilizing them :evil:), I guess I was so disappointed I couldn't get counter/cover to work, or any other blue materias (I wanted to make an "intelligent" Berserker..), although I recently got Slash-all and it works! so i don't need my AOE weapon at least  :D

about the bug:
it hit all enemies once and Barret freezes after (2nd hit doesn't go off) only enemies and only when there are 2 or more, it's really a small issue imo, I hope you don't ditch AoE weapons tho, they are one of the best type of weapon early-mid game imo and it's so much fun with fury ring as you probably figured :P

I think it is possible to get a character under Berserk to use commands like Limit Breaks, but I forget the set-up though.

If it's currently set to hit all enemies and bugging out with 2x-Cut then I'll need to try configuring the target flags and hoping it works out. Either a toggle on the weapon (so it can hit all or hit single) or changing 2x-cut's target parameters to follow the weapon will hopefully do the trick.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SpammingIsCool on 2019-11-15 01:43:22
I hope the issue get fixed too

Questions: What does Relic ring do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-15 08:49:31
It's like a zombie ring; you absorb restorative with it on. I think it applies curse ring effect, blocks dual-drain, and absorbs Hidden elemental damage. Gives some stat buffs too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-11-15 20:08:32
Hello! I downloaded the New Threat mod about a month ago and honestly made me like FF7 again! Nanaki is easily the highlight of the addition made to raising characters, with his Lv.1 to 3 Limit sets working with the different builds he can take. (Lv.1 = Supportive Tank with strong HP Drain and Hastega, Lv.2 = Mage with good HP&MP Drain and Stardust Ray scaling off of his Magic, and Lv.3 = physical build with his Berserk limit and Earth Rave).

Speaking of Nanaki, I haven't been able to find the Key Item needed to make his Ultimate Weapon, and I've done just about everything in this mod (save for beating Carmine WEAPON and the new Ruby WEAPON. Carmine WEAPON hits super hard, and I lost my Underwater Materia due to Materia overflowing when I was Mastering a bunch of them...)

Where can I get the key item to make the Limited Moon? The item location thing you've posted says it's dropped by Abyss, but I haven't seen it anywhere (and I've gone everywhere in the Northern Crater).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-16 11:01:24
Hello! I downloaded the New Threat mod about a month ago and honestly made me like FF7 again! Nanaki is easily the highlight of the addition made to raising characters, with his Lv.1 to 3 Limit sets working with the different builds he can take. (Lv.1 = Supportive Tank with strong HP Drain and Hastega, Lv.2 = Mage with good HP&MP Drain and Stardust Ray scaling off of his Magic, and Lv.3 = physical build with his Berserk limit and Earth Rave).

Speaking of Nanaki, I haven't been able to find the Key Item needed to make his Ultimate Weapon, and I've done just about everything in this mod (save for beating Carmine WEAPON and the new Ruby WEAPON. Carmine WEAPON hits super hard, and I lost my Underwater Materia due to Materia overflowing when I was Mastering a bunch of them...)

Where can I get the key item to make the Limited Moon? The item location thing you've posted says it's dropped by Abyss, but I haven't seen it anywhere (and I've gone everywhere in the Northern Crater).

It's not a key item in this case, it's a regular item called Moon Crystal that Abyss (a black malboro on the crater right-hand path) drops when beaten. If he didn't appear, then one of two things has happened.

1) You're on an older version like 1.4 from the catalog. I'll need to dig the files for that up and check where it is if this is the case.

2) You were able to get past the area boundary on one of the screens in North Crater right-path and open a chest that's ordinarily out of bounds. This chest was supposed to be removed so that its variable toggle could be used for the boss instead.

That or there's been some other issue that's arisen where he didn't appear. Best thing to do is probably add the item via save editor; you want to add 1 Combat Diary as this is the item Moon Crystal replaced.

One thing though; if this is the steam version, have the launcher open when making the changes. I think the Black Chocobo save editor can get around this now, but it used to be that making alterations to a save file and then starting the launcher resulted in the save file failing a cheksum and being deleted. Make backups of saves before changing them, and have the launcher open when making the edits (once you save in-game with the slot it becomes safe).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-16 15:59:46
i got a bug ion latest version: barret passive make himstack attack power and not defense if hes in the rear row. No mattter where he is when he got hit he stack attack only. never defense.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-16 16:20:34
i got a bug ion latest version: barret passive make himstack attack power and not defense if hes in the rear row. No mattter where he is when he got hit he stack attack only. never defense.

How high is his defence? I think it stops stacking when it reaches 250 or so to prevent an overflow of the defence stat. It also only procs against physical attacks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-16 16:30:56
is at beginning of the game i just completed reactor run. so stats are basic ones.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-11-16 17:50:32
2) You were able to get past the area boundary on one of the screens in North Crater right-path and open a chest that's ordinarily out of bounds. This chest was supposed to be removed so that its variable toggle could be used for the boss instead.

Whoops lol. I opened that chest even knowing full well it was most definitely empty, because my curiosity wouldn't let me go on without checking it lol
I'll have to keep this in mind when I go back through in Arranged Mode.

Speaking of, I'm in the Shinra HQ and just got Red, and wowee I LOVE the Arranged versions of the Plasmabuster and the Apps Senior! Very clever ways to spice up these bosses beyond a generic "they hit harder and have more HP." I'm really eager to see what other bosses have these changes in Arranged Mode!
Title: New Threat 1.5 Arrange, potential bug with Bottemswell (jormungandr)
Post by: Hoboayoyo on 2019-11-17 15:31:08
As the title says. 
During the fight at roughly with 2/3 rds of his health left he basically stopped attacking me.
He was slowed and my guys had haste but the only moves he did for the rest of the fight were Mbarrier, the bubble trap move (where you cant move and have to be magic hit to get out) and he used midgar wave once outside of his death attack. Besides that be basically just stood their and let me wail on him with 200 dmg w/ magic spells. I was lucky because with his 14 K health pool I wasn't sure how i was gonna pull through. I've also noticed on other videos of the fight his name is Illuyankas and its called Illuya wave. Any thoughts?
 https://youtu.be/O_iH-O1US-E?list=PL3B-NAl8G2fNqqQt3iSZTUOtBJ2ITDCLe
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-17 19:09:48
dunno if this is version difference or waht

in shinra 59 floor XATM scorpion is supposed to have 3 items to steal: cannon ball mythril saber and mytgril claw. but after steal cannon ball it says NOTHING TO STEAL (documentation given for NT mod says he got 3 objects while in truth he got 1 only.) dunno if is type error or bug.

also at the end of fight hes supposed to drop SHINRA BETA which did not happen to me
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-17 20:28:55
dunno if this is version difference or waht

in shinra 59 floor XATM scorpion is supposed to have 3 items to steal: cannon ball mythril saber and mytgril claw. but after steal cannon ball it says NOTHING TO STEAL (documentation given for NT mod says he got 3 objects while in truth he got 1 only.) dunno if is type error or bug.

also at the end of fight hes supposed to drop SHINRA BETA which did not happen to me

Fastest way to check is to start the game and select new game; it should read off a version number. If it is an older version then that would explain why barret's innate isn't working because I think those were added later.

Latest version of the IRO is on Strife's catalog or the IRO can be downloaded from 1st page of this thread and imported via the library tab in 7th Heaven.
Title: Re: New Threat 1.5 Arrange, potential bug with Bottemswell (jormungandr)
Post by: Sega Chief on 2019-11-17 20:31:04
Illuyankas is the normal mode fight. I think I recently spotted that the IDs being referenced in the AI (maybe the formation AI) weren't changed so that might be the cause of it. I'll leave it be for now if it isn't obstructing progress as I've got a final overhaul in the works for NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-17 21:53:20
Fastest way to check is to start the game and select new game; it should read off a version number. If it is an older version then that would explain why barret's innate isn't working because I think those were added later.

Latest version of the IRO is on Strife's catalog or the IRO can be downloaded from 1st page of this thread and imported via the library tab in 7th Heaven.
i started fresh game after dl latest version of the mod and got meswsage like ususal of NT mod (1.5 version and each time i had party member they had new passive abilites etc... ) is just missing these items from that boss maybe the table needs update (so far other mobs are correcting carrying items / morphs as per table
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-11-17 22:19:21
The Motorcycle Chase Boss was a really nice surprise, especially considering it being a Rubicante machine in the Normal Version. Just beat the Serpent thing that attacks Priscilla and her dolphin, which was really easy, surprisingly.

By the way, the Howl Comb's Effect says "Inflicts Berserk", but I've never once seen it put an enemy in Berserk, nor does it put Red in Berserk. What was it intended to do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-17 22:21:04
The Motorcycle Chase Boss was a really nice surprise, especially considering it being a Rubicante machine in the Normal Version. Just beat the Serpent thing that attacks Priscilla and her dolphin, which was really easy, surprisingly.

By the way, the Howl Comb's Effect says "Inflicts Berserk", but I've never once seen it put an enemy in Berserk, nor does it put Red in Berserk. What was it intended to do?
i agree this mod adds somewhat a very fantastic spice to the game. that is why i love it =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-18 00:02:45
UPDATE: Rufus in shinra fight should have SHOTGUN and SHINRA BETA to be stole. I stole only the shotgun and after that "nothing to steal"

(https://imgur.com/QEDYZrJ)

https://imgur.com/QEDYZrJ

and he drops HOLY TORCH and not Megaelixir as per table in document file. Was it changed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2019-11-18 02:51:36
UPDATE: Rufus in shinra fight should have SHOTGUN and SHINRA BETA to be stole. I stole only the shotgun and after that "nothing to steal"

(https://imgur.com/QEDYZrJ)

https://imgur.com/QEDYZrJ

and he drops HOLY TORCH and not Megaelixir as per table in document file. Was it changed?

Because depending on the enemy, they can have multiple steals. You can only steal one item, so once that's achieved, the other item becomes unattainable. Same with the Guard Scorpion in Shinra HQ, he has 3 possible steals, but you'll only get 1.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-11-18 04:13:28
Is the current 1.5 the final update or will there be big changes soon? I might start a arrange mode playthrough within the next few weeks and was wondering if I can start it soon or if I should wait.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-18 08:32:27
i started fresh game after dl latest version of the mod and got meswsage like ususal of NT mod (1.5 version and each time i had party member they had new passive abilites etc... ) is just missing these items from that boss maybe the table needs update (so far other mobs are correcting carrying items / morphs as per table

I mis-read the post on the scorpion; I thought you were saying it had nothing to steal. In FF7, unlike FF9, you can only steal one item per enemy and successfully stealing an item will lock-out their item drop as well. So in Scorp's case, it's a toss-up between stealing one of 3 weapons or not stealing and getting an armour drop instead.

The Motorcycle Chase Boss was a really nice surprise, especially considering it being a Rubicante machine in the Normal Version. Just beat the Serpent thing that attacks Priscilla and her dolphin, which was really easy, surprisingly.

By the way, the Howl Comb's Effect says "Inflicts Berserk", but I've never once seen it put an enemy in Berserk, nor does it put Red in Berserk. What was it intended to do?

I think it's the same chance as added effect, so about 19%.

UPDATE: Rufus in shinra fight should have SHOTGUN and SHINRA BETA to be stole. I stole only the shotgun and after that "nothing to steal"

and he drops HOLY TORCH and not Megaelixir as per table in document file. Was it changed?

Rufus has Shinra Beta as his common steal, but sometimes you can get a Shotgun instead. The drop was probably changed at some point after the document was written.

Is the current 1.5 the final update or will there be big changes soon? I might start a arrange mode playthrough within the next few weeks and was wondering if I can start it soon or if I should wait.

I don't think the final build will be ready in a few weeks; it's unlikely I'm afraid.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-18 11:47:20
I mis-read the post on the scorpion; I thought you were saying it had nothing to steal. In FF7, unlike FF9, you can only steal one item per enemy and successfully stealing an item will lock-out their item drop as well. So in Scorp's case, it's a toss-up between stealing one of 3 weapons or not stealing and getting an armour drop instead.

Thanks sega i did not know that. Ok that is good enough for me so apart that thing that i did not know is workling like charm. One side note: releasing new version if i play with 7th heaven, in case i wish to update it i need to uninstall (remove from mod list/library) and the download it again?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-18 12:57:21
Thanks sega i did not know that. Ok that is good enough for me so apart that thing that i did not know is workling like charm. One side note: releasing new version if i play with 7th heaven, in case i wish to update it i need to uninstall (remove from mod list/library) and the download it again?

I think so yeah. Deactivate/uninstall the old one and then import the new one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-11-18 13:52:21
I don't think the final build will be ready in a few weeks; it's unlikely I'm afraid.
No worries. Just wanted to be sure before I start a new file soon. What do you have planned for the final build anyways?
Title: Re: New Threat 1.5 Arrange, potential bug with Bottemswell (jormungandr)
Post by: Hoboayoyo on 2019-11-18 14:50:06
Thanks for the reply. I noticed in the video I linked its an aranged v1.5 but the boss in the video is called Illuyankas? 
As a tangent, what was your thought for enemy adjustment to account with the system mechanics? Like, Arrange seems to really not want you to be in the front row unless you have a plan going, barrier is a must have for many fights but even some heavy hitting bosses will rip through you even with that extra defense. And did you take into account for how vanilla ff7 did its enemy progression through each area? Like how temple of the ancients is the area where enemies pretty much peak with the highest magic defense in the game.
Sorry if these questions don't make any sense.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-18 19:11:08
FIRST OF ALL I LOVE THIS MOD AND I AM USING IT SINCE LOT OF TIME so great work SegaChief ! :D

i just toss my 2 cent idea for the next mod patch. I propose humbly to rewrite the following stuff

PASSIVES:
Cloud: \\Innate Ability: Limit Boost//
Whenever a Limit Break is used, Cloud gains a stack that boosts his
Strength and Magic by +10. He can hold 3 stacks for a maximum boost
of +30.

most pathetic passive atm. if you think about it you need to stack 3 limits for make it worth something. No fight in FF VII except some bosses lasts so much time and by the time you meet some serious opponents you 1 shot em with cloud 3rd level limit. Is somewhat decent against special bosses etc but is a very useless ability during 70% of game. (consider red XIII get up to +50 wihtout doing nothing but waiiting!)

REWORK PROPOSED: for each 10% of missing health cloud gains defense%. For each 10%missing mana cloud gains magicdefense %. These effects cannot go over the normal cap.  (this is intended to make clud more suitable in long term high burst fights, while red XII will be the more less bursty adapt versatile attacker.

YUFFIE:\\Innate Ability: Perfect Dodge//
When hit by a physical attack, Yuffie temporarily gains max physical evasion
until either a few turns have passed or she is targeted for any magical effect
(including healing).

another pathetic passive: even with perfect dodge yuffie got attacked many times and still got hit /critted in lotsa of situations where i never found this passive quite handy. It feels like there is no passive at all.

REWORDK PROPOSED: Perfect dodge: The next time yuffie get attacked by a PHYSICAL ATTACK she halve the damage received unless the attack score a critical hit.

STEAL MATERIA: replace formula instead of level difference to affect the chance of stealing, make it based on DEX and LUCK, which is more sensed in roleplay wise point of view.

[Revised Character Stats & Progression]

As mentioned in the Characters section, every character has been re-specced and can be built
in different ways using the new Source-Point/Rank-up system. Every character also has a unique
innate ability to give them more individuality in combat.

REWORK PROPOSED: Make stat growth a little bit more: i noticed after 4 or 5 times you stat up the process ends... this is quite disappointing. Make it possible more times BUT remove totally sources from loot drops from mobs (like the ones in genilka) This will avoid all 255 stat chars and make them keep teir difference in roles.

Make possible to remove party from midgard leaving (for example make a party of tifa aeris and reXII for example to avoid big spikes in level differencies)

Sorry for loing post: English is not my native language i hope i ve been clear as much as possible, Good gaming :çD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2019-11-18 20:00:18
clouds innate is one that is much more viable early game than it is late game and a change wouldnt be the worst thing, but its purpose is that its an instant burst of power, Every other innate requires time in the battle before they become relavent but you can turn 1 limit and give cloud the instant boost.. but you are absolutely wrong about Yuffies. Dodge tank yuffie is the best way to play her. She keeps herself and her party safe from physical attacks. 100% cover + protect ring and all normal fights, and several boss fights are over before they even truly begin.

Also rank ups occur 8 times per character and there are 0 other ways to obtain sources outside of the rank up system. It puts the characters much more powerful than required aswell. I have completed the game and most of the optional content on Arrange with 0 rank ups and only 2 materia equiped per character.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-18 21:38:40
No worries. Just wanted to be sure before I start a new file soon. What do you have planned for the final build anyways?

I'm remaking the mod from scratch more or less, using what I've learned over the last 6 years. There's a lot of clutter and unused data in the mod, unfinished features that need finished, stuff that was poorly thought out and needs cut, things like that.


PASSIVES:
Cloud: \\Innate Ability: Limit Boost//

REWORK PROPOSED: for each 10% of missing health cloud gains defense%. For each 10%missing mana cloud gains magicdefense %. These effects cannot go over the normal cap.  (this is intended to make clud more suitable in long term high burst fights, while red XII will be the more less bursty adapt versatile attacker.

YUFFIE:\\Innate Ability: Perfect Dodge//
When hit by a physical attack, Yuffie temporarily gains max physical evasion
until either a few turns have passed or she is targeted for any magical effect
(including healing).

another pathetic passive: even with perfect dodge yuffie got attacked many times and still got hit /critted in lotsa of situations where i never found this passive quite handy. It feels like there is no passive at all.

REWORK PROPOSED: Perfect dodge: The next time yuffie get attacked by a PHYSICAL ATTACK she halve the damage received unless the attack score a critical hit.

STEAL MATERIA: replace formula instead of level difference to affect the chance of stealing, make it based on DEX and LUCK, which is more sensed in roleplay wise point of view.

[Revised Character Stats & Progression]

REWORK PROPOSED: Make stat growth a little bit more: i noticed after 4 or 5 times you stat up the process ends... this is quite disappointing. Make it possible more times BUT remove totally sources from loot drops from mobs (like the ones in genilka) This will avoid all 255 stat chars and make them keep teir difference in roles.

Make possible to remove party from midgard leaving (for example make a party of tifa aeris and reXII for example to avoid big spikes in level differencies)

Sorry for loing post: English is not my native language i hope i ve been clear as much as possible, Good gaming :çD

I think the text in the document regarding Cloud's innate is a little off; it was changed from a stack of 3 to a full boost of +30 to strength and magic whenever a Limit is used, which slowly deteriorates over time (and when the bonus wears off, it can be procced again). I've reworked his innate for the final build to something different to stat buffs.

Yuffie's innate doesn't seem to provide the evasion properly in all cases, typically after it's been used once and reverts. I tried experimenting with flags but this prevents targeting altogether which isn't ideal either.

Ah, you know, I just had a thought. This probably shouldn't be the full innate, maybe something extra to a new innate, but if Yuffie can apply the gil+ opcode to an enemy by attacking like Trickplay can do with gold shower then that might be a nice bonus. Not sure what her actual innate will be though; halving physical damage would be tricky to achieve without messing around with the defence stat.

Steal Materia is assumed to be dex-based a lot; I assumed it was for a long time as well. If I can track it down then I'll try changing it to check for the user's Dex instead. Advantage of level is that it means any character can use it, but it could add a little extra value to dex or luck if it uses that instead.

With the current stat-ups, each character's stats rise from base for a minimum of +40, with a max possible of +80 or +120 to stats that were selected from the rank-up options, depending on which one was chosen. Base tends to be around 10-50 so about 170 or so upper limit. The rest is covered by equipment which can reach up to +50 for a stat on one piece, but is often +10-30. They're around about the ranges that they need to be at to avoid easy stat capping while still making it possible to cap one or two off if you push the build + equipment.

Setting up the full game for different party leaders is possible. Might be a bit time-consuming in places depending on the scene, but it would be interesting to have. I think I talked myself out of it before but I'll give it a go.


clouds innate is one that is much more viable early game than it is late game and a change wouldnt be the worst thing, but its purpose is that its an instant burst of power, Every other innate requires time in the battle before they become relavent but you can turn 1 limit and give cloud the instant boost.. but you are absolutely wrong about Yuffies. Dodge tank yuffie is the best way to play her. She keeps herself and her party safe from physical attacks. 100% cover + protect ring and all normal fights, and several boss fights are over before they even truly begin.

Also rank ups occur 8 times per character and there are 0 other ways to obtain sources outside of the rank up system. It puts the characters much more powerful than required aswell. I have completed the game and most of the optional content on Arrange with 0 rank ups and only 2 materia equiped per character.

Is that innate stable after it reverts? I felt like it maybe wasn't, but perhaps I'm wrong.

Oh yeah, the other places to get sources were removed. Forgot to say.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-18 21:59:13
I'm remaking the mod from scratch more or less, using what I've learned over the last 6 years. There's a lot of clutter and unused data in the mod, unfinished features that need finished, stuff that was poorly thought out and needs cut, things like that.


I think the text in the document regarding Cloud's innate is a little off; it was changed from a stack of 3 to a full boost of +30 to strength and magic whenever a Limit is used, which slowly deteriorates over time (and when the bonus wears off, it can be procced again). I've reworked his innate for the final build to something different to stat buffs.

Yuffie's innate doesn't seem to provide the evasion properly in all cases, typically after it's been used once and reverts. I tried experimenting with flags but this prevents targeting altogether which isn't ideal either.

Ah, you know, I just had a thought. This probably shouldn't be the full innate, maybe something extra to a new innate, but if Yuffie can apply the gil+ opcode to an enemy by attacking like Trickplay can do with gold shower then that might be a nice bonus. Not sure what her actual innate will be though; halving physical damage would be tricky to achieve without messing around with the defence stat.

Steal Materia is assumed to be dex-based a lot; I assumed it was for a long time as well. If I can track it down then I'll try changing it to check for the user's Dex instead. Advantage of level is that it means any character can use it, but it could add a little extra value to dex or luck if it uses that instead.

With the current stat-ups, each character's stats rise from base for a minimum of +40, with a max possible of +80 or +120 to stats that were selected from the rank-up options, depending on which one was chosen. Base tends to be around 10-50 so about 170 or so upper limit. The rest is covered by equipment which can reach up to +50 for a stat on one piece, but is often +10-30. They're around about the ranges that they need to be at to avoid easy stat capping while still making it possible to cap one or two off if you push the build + equipment.

Setting up the full game for different party leaders is possible. Might be a bit time-consuming in places depending on the scene, but it would be interesting to have. I think I talked myself out of it before but I'll give it a go.


Is that innate stable after it reverts? I felt like it maybe wasn't, but perhaps I'm wrong.

Oh yeah, the other places to get sources were removed. Forgot to say.

My post was based all on the september release of the mod and text files (so got no idea of inner calculations lol)
concerning yuffie i tested lot more in junon area where mobs attack physically 100% of time and no... it is useless this perfect dodge is not make her dodge any attack lol

i got question: i got my first MP Plus materia. is it possible to ecounter the mob that drops it multiple times or no? Is just 1 per game? :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2019-11-18 22:03:31
I havent played in a few updates but last time I did was the no rank up and with 100% cover yuffie I was barely ever taking physical hits. It didnt feel like it was broken after using magic on her, but I avoided doing it myself and maybe the bosses just didnt hit her often. But i was using the chocobracelet the entire time so perhaps for the first time in history i stayed on the positive side of rng.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-11-18 22:58:42
Quote
100% cover yuffie

I tried this and Yuffie still took a beating while covering. unless this got changed in the New Threat mod, Covering sets your Evade stat to 0%.

I found Cid to be drastically more reliable in the Untouchable Cover Tank department, since Cover can't override Lucky Evades (calculated by Luck/4), and Cid can easily get over 200 Luck for a flat 50+% chance of avoiding damage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-19 00:10:30
I tried this and Yuffie still took a beating while covering. unless this got changed in the New Threat mod, Covering sets your Evade stat to 0%.

I found Cid to be drastically more reliable in the Untouchable Cover Tank department, since Cover can't override Lucky Evades (calculated by Luck/4), and Cid can easily get over 200 Luck for a flat 50+% chance of avoiding damage.
this is somthin to remove. the cover debuff. i mean maybe reduce evade chance while recovery by 50% but geez 0% seems kinky isn't it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-19 08:22:17
My post was based all on the september release of the mod and text files (so got no idea of inner calculations lol)
concerning yuffie i tested lot more in junon area where mobs attack physically 100% of time and no... it is useless this perfect dodge is not make her dodge any attack lol

i got question: i got my first MP Plus materia. is it possible to ecounter the mob that drops it multiple times or no? Is just 1 per game? :D

Just once; if he isn't encountered then MP Plus can be picked up from temple of the ancients instead (but isn't there if you already got it from the enemy).
Title: Re: New Threat 1.5 Arrange, potential bug with Bottemswell (jormungandr)
Post by: Sega Chief on 2019-11-19 13:20:09
Thanks for the reply. I noticed in the video I linked its an aranged v1.5 but the boss in the video is called Illuyankas? 
As a tangent, what was your thought for enemy adjustment to account with the system mechanics? Like, Arrange seems to really not want you to be in the front row unless you have a plan going, barrier is a must have for many fights but even some heavy hitting bosses will rip through you even with that extra defense. And did you take into account for how vanilla ff7 did its enemy progression through each area? Like how temple of the ancients is the area where enemies pretty much peak with the highest magic defense in the game.
Sorry if these questions don't make any sense.

I think I did the bottomswell fight in both normal and arrange specifically with back-row in mind because there's no advantage to having a character be front row in that battle, due to Long Range not being available yet, the boss being unreachable by short range attacks, and the waterpolo being immune to physicals. Other battles that isn't the case, in general I do my testing with parties that have 2 front row & 1 back row but there are a lot of factors that can change the way a battle plays out between players; ATB settings, RNG, stat differences, use of buffs or items.

As for enemy progression, I re-did all the stats from scratch more or less and tried to enforce my own rules for consistency. There isn't a lot of consistent logic to how the enemies progress in this game under vanilla; you have attacks here and there which have really high base power compared to anything else in the area (likely done as a quick tweak from QA) or which have stats that are a bit out there. For the Temple I gave all the enemies in there (save a few, like the Shinra ones) a common attribute in that they are strong against Holy but weak against Hidden element (which is set up as counterfoil to Holy in NT); the enemies themselves have their own unique strengths/weaknesses from there based on their type.

Title: Re: New Threat 1.5 Arrange, potential bug with Bottemswell (jormungandr)
Post by: Hoboayoyo on 2019-11-19 14:05:54
Right, that makes sense. Going through Mt Corel and dealing with damage is a lot more manageable now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-19 19:40:41
Just once; if he isn't encountered then MP Plus can be picked up from temple of the ancients instead (but isn't there if you already got it from the enemy).
thanks for info :D well that is a wise choice :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-21 11:13:08
sorry for asking. I noticed rank up is 8 maxximum ranks ( i am level 50 and finished all 8 ranks alrady and im far to cap some stats i wonderr if is meant to belike this for avoid 255 hard cap erach) and secondly sources are giving 1 point per source only i ve read somewhere in this forum that source should give 5 points instead of 1 am i wrong?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-21 11:26:36
There was a period of time where sources gave 5 per use but if the .exe wasn't patched properly then it was leaving players high and dry with barely any stat growth as you'd get 1-3 sources each time.

So for the more recent versions, it was changed back to 1 source = 1 point, getting 5-15 sources for each stat per rank. That way if the .exe isn't patched it doesn't cause any lasting damage that needs save-editing to fix.

If you're getting 1-3 sources for each stat then let me know and I'll sort it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-21 13:31:25
There was a period of time where sources gave 5 per use but if the .exe wasn't patched properly then it was leaving players high and dry with barely any stat growth as you'd get 1-3 sources each time.

So for the more recent versions, it was changed back to 1 source = 1 point, getting 5-15 sources for each stat per rank. That way if the .exe isn't patched it doesn't cause any lasting damage that needs save-editing to fix.

If you're getting 1-3 sources for each stat then let me know and I'll sort it out.
nono sega i am getting 1 point per source so is working as intended thanks. What i was asking is: I am level 50 and all my chars almost (aeris apart) got already 8/8 sp progressed yet none of them is hitting even 200 points barely (i always chose the 1st option for each of them which i suppose is progressing em to the basic class concept they got) is that intended ? Is there a way to reach hard cap of 255? I ask for later source farming if possible otherwise i will enjoy the game the way it is :D (btw i LOVE how you reworked many bosses and god save me the sweat i tossed killing Lost Numbers at level 40!!!)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-21 15:53:25
I think from ranks the highest you can get a stat is about +120. If the base stat was 50 then it'll be sitting at 170. You then have a weapon, armour, and accessory (as well as materia bonuses) to push that stat to 255.

On the other end of the scale, if we have a stat that starts at a really low base, like 10, and it gets no bonuses from ranks (+40 is minimum, as every stat gets +5 on each rank) then it'll be at 50 or so; much more difficult to get that to 255 even if you use all the equipment that gives the highest stat boost for it.

If we assume that the highest stat boost from each equipment type is +50 (some are higher, some are lower depending on the stat):

Weapon: +50 (for strength, weapon damage should be considered the strength boost as it gets added to it and has a cap of 255).
Armour: +50 (for vitality/spirit, the armour's defence/mdef should be considered a boost to those respective stats)
Accessory: +50
That's 150 from equipment. Then materia might push that up another 10-20 or so, depending on what's equipped.

So you should be able to get 1 or 2 stats to max, but definitely not all of them. Some stats are easier to max than others; the secondary stats Dex and Luck for instance tend to have higher equipment boosts and some characters start with really high base Dex or Luck.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-21 17:56:42
I think from ranks the highest you can get a stat is about +120. If the base stat was 50 then it'll be sitting at 170. You then have a weapon, armour, and accessory (as well as materia bonuses) to push that stat to 255.

On the other end of the scale, if we have a stat that starts at a really low base, like 10, and it gets no bonuses from ranks (+40 is minimum, as every stat gets +5 on each rank) then it'll be at 50 or so; much more difficult to get that to 255 even if you use all the equipment that gives the highest stat boost for it.

If we assume that the highest stat boost from each equipment type is +50 (some are higher, some are lower depending on the stat):

Weapon: +50 (for strength, weapon damage should be considered the strength boost as it gets added to it and has a cap of 255).
Armour: +50 (for vitality/spirit, the armour's defence/mdef should be considered a boost to those respective stats)
Accessory: +50
That's 150 from equipment. Then materia might push that up another 10-20 or so, depending on what's equipped.

So you should be able to get 1 or 2 stats to max, but definitely not all of them. Some stats are easier to max than others; the secondary stats Dex and Luck for instance tend to have higher equipment boosts and some characters start with really high base Dex or Luck.

many thanks that was the answer i was searching thanks for clearing out :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2019-11-23 04:25:28
Hey there Sega Chief.

I just took a look at the forum's and see you are planning a "Final Version" of the New Treat mod, could you please also make a "Final Version" of the Vanilla Combat version of the mod, removing the small bugs that are still present in the current version (I think most of them are left over data from the extra quest / fights that were included in New Treat but no longer exists in the Vanilla Version) I would be really gratefull if you could do that.

Thanks in advance, and keep up the good work. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-23 16:19:59
Hey there Sega Chief.

I just took a look at the forum's and see you are planning a "Final Version" of the New Treat mod, could you please also make a "Final Version" of the Vanilla Combat version of the mod, removing the small bugs that are still present in the current version (I think most of them are left over data from the extra quest / fights that were included in New Treat but no longer exists in the Vanilla Version) I would be really gratefull if you could do that.

Thanks in advance, and keep up the good work. :)

Yep, will do. Will probably have that done in the next couple of days.
Title: FF7 new threat Arrange Question with Lambda Calcule
Post by: Hoboayoyo on 2019-11-23 18:31:41
When fighting the physical part of Lambda(red one on the right side of the screen) physical attacks don't do a lot of damage. it has 16 k health and it seems like its supposed to be weak to physical attacks (magic part is weak to magical attacks, quake 2 does ~1k). Cloud does around 300-400 and yuffie does around 80 with I think the wind elemental shurikin which it could be resistant too, barret does 200.
Was I supposed to element earth for my weapons?
Title: Re: FF7 new threat Arrange Question with Lambda Calcule
Post by: Sega Chief on 2019-11-23 18:40:40
When fighting the physical part of Lambda(red one on the right side of the screen) physical attacks don't do a lot of damage. it has 16 k health and it seems like its supposed to be weak to physical attacks (magic part is weak to magical attacks, quake 2 does ~1k). Cloud does around 300-400 and yuffie does around 80 with I think the wind elemental shurikin which it could be resistant too, barret does 200.
Was I supposed to element earth for my weapons?

Earth element in weapons should work; you can also try using a Summon or two as they ignore magic defence.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-23 19:21:22
i got a weird bug on exp bars somehow i leave screenshot of bug and my 7th heaven profile
Spoiler: show

BUG: https://imgur.com/a6tJYgh

Battle Models - Weapons
ID: fe92e17c-f60d-4cf5-9c79-889f93d1edcb
Version: 2.1
weapons_aerith = 3
weapons_caitsith = 1
weapons_cloud = 1
weapons_sephiroth = 1
weapons_yuffie = 1

Field Models - Objects
ID: 7f1274cf-3bf8-4ae6-a722-d2f374c902fc
Version: 2.1
huge_materia = 1
materia = 2
potions = 1
save_point = 2

Battle Models - Characters
ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
Version: 2.1
models_aerith = 1
models_barret = 2
models_caitsith = 1
models_cid = 2
models_cloud = 4
models_redxiii = 3
models_sephiroth = 1
models_tifa = 3
models_vincent = 2
models_yuffie = 1

Battle Models - Enemies
ID: 267ef1d2-599c-4f4d-860c-b838f402c587
Version: 2.1
models_diamond = 1
models_frogs = 2
models_scorpion = 1
models_jenova = 1
models_joker = 1
models_life_form = 1
models_motorball = 1
models_ruby = 1
models_soldiers = 1
models_sweeper = 1

Field Models - Main Characters
ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
Version: 2.2
models_aerith = 2
models_barret = 6
models_caitsith = 1
models_cid = 2
models_cloud = 5
models_redxiii = 3
models_sephiroth = 1
models_tifa = 4
models_vincent = 2
models_yuffie = 1

Field Models - Non-Player Characters
ID: d329bc05-3dc0-4f35-94aa-632986f47194
Version: 2.34
models_base = 1
models_biggs = 1
models_jessie = 1
models_wedge = 1

Field Textures - Omzy
ID: 5ee78f47-6a2d-4981-8be5-c9afa763b965
Version: 2.3
field_bg = 1

Menu - Avatars and Backdrops
ID: aec06415-0f12-410b-ac43-f4e89e363729
Version: 2.1
avatars_aerith = 2
avatars_barret = 2
avatars_cait_sith = 2
avatars_chocobo = 2
avatars_cid = 2
avatars_cloud = 2
avatars_cloud_young = 2
avatars_red_xiii = 2
avatars_sephiroth = 2
avatars_tifa = 2
avatars_vincent = 2
avatars_yuffie = 2
game_over = 1
prelude = 2
start_menu = 10

Enhanced Stock UI-rel1
ID: d1d0cd86-f471-4426-b5bf-4acce7f333c4
Version: 1.0
enhanced = 1
status = 1
items_materia = 3
bars = 2
digits = 2
text = 2
rowsbasic = 1
rowsextra = 1
battleview = 1
hbb = 1
fds = 1

FF7 NT IRO
ID: cf0bc54c-1fb9-49d2-b10f-98f02ae0de58
Version: 1.5
gameplay = 1
MY SAVE (taken from steam folder >saves) https://gofile.io/?c=GY7Ohr
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-23 19:23:20
Have you used a save editor at any point to adjust character levels? Also, has this save file ever migrated between vanilla to NT, or from an older version of NT to the current one?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-23 19:25:03
Have you used a save editor at any point to adjust character levels? Also, has this save file ever migrated between vanilla to NT, or from an older version of NT to the current one?
o sega this porblem appeared at level 45 roughly. I started a new fresh run AFTER installing 7th heaven and this menu overhaul mod and NT mod. Totaally new fresh file and i dont even have any save editor
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-23 19:36:22
The gauge glitch from your save file is showing up in a non-MO environment as well. Ordinarily this is due to manually raising/lowering a level in a save editor, or a save file from vanilla being loaded into NT which would make this instance unique.

I'll try levelling the character up in-game to see if it carries to the next level, but usually a gauge glitch like this will correct itself upon level up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-23 19:38:59
The gauge glitch from your save file is showing up in a non-MO environment as well. Ordinarily this is due to manually raising/lowering a level in a save editor, or a save file from vanilla being loaded into NT which would make this instance unique.

I'll try levelling the character up in-game to see if it carries to the next level, but usually a gauge glitch like this will correct itself upon level up.

the thing is: this glitch randomly appears. I swear i never used a save editor. This glitch random appears like for example, i hit the middle way to exp bar and BAM here it comes!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-23 19:45:42
the thing is: this glitch randomly appears. I swear i never used a save editor. This glitch random appears like for example, i hit the middle way to exp bar and BAM here it comes!

I've seen the glitch before but not like this.

It seems that he needs a lot more EXP for this particular level than he should (110000 instead of roughly 20,000). The gauge corrects itself once he levels up to 46, and doesn't seem to reappear for the new few levels after that.

Best approach would be to ignore it and carry on; when he levels up to 46 it will likely return to normal. But let me know if it resurfaces after that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-23 19:48:05
I've seen the glitch before but not like this.

It seems that he needs a lot more EXP for this particular level than he should (110000 instead of roughly 20,000). The gauge corrects itself once he levels up to 46, and doesn't seem to reappear for the new few levels after that.

Best approach would be to ignore it and carry on; when he levels up to 46 it will likely return to normal. But let me know if it resurfaces after that.
many thanks for support i willn ignore it (bnow yuffie got it too andshe is level 40 to 41. Barret now dinged 40 and is displaying correctly as far as i can see. In the future if something like this will keep on reappearing i will report again.

btw Is my load order correct?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-23 19:50:27
many thanks for support i willn ignore it (bnow yuffie got it too andshe is level 40 to 41. Barret now dinged 40 and is displaying correctly as far as i can see. In the future if something like this will keep on reappearing i will report again.

btw Is my load order correct?

Should be, NT typically goes bottom like with other gameplay mods.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-11-24 22:32:49
I'm in favor of changing the Steal formula to scale off of Dexterity & Luck, since Arrange Mode gives several levels to enemies, making it extremely difficult to snag their Steal Items (the Moth Slashers and SOLDIER 3rd Class are the most notable offenders of this, since most characters want the Carbon Bangle, and Cloud appreciates the Mythril Sword. Trying to Morph them is very dangerous in Arrange Mode, since they can and will kill the party very quickly).

If you tweak the game to let us switch Cloud out of the party as early as leaving Midgar, that would be wonderful, especially for those of us planning for parties that don't include Cloud. (My Arrange Mode party is gonna be Physical Attacker Aerith, Tifa Tank, and Red Mage)

Since I brought up Aerith, I wanna note that her Princess Guard is a bit of a downgrade from her other two choices for endgame weapons. The stat bonuses from the Fairy Tale and Wizard Staff alone are plenty strong enough to put them above the Princess Guard, but the Princess Guard also applying Shield on hit just drags it down ever further. Shield is kinda bad since it causes far more harm than help against non-elemental enemies (such as the WEAPONS) since Shield prevents healing via Full Cure or Aerith bopping the party again.

Also what is the special effect for Cait Sith's Ultimate Weapon? The ingame description for it is "? ? ? ?"
His Platinum Megaphone is also kinda bizarre. Only one Linked Slot Pair, with so many unlinked slots kinda makes it hard for him to make some fun Magic combos that, say, Yuffie can do with her Crystal Cross + Armor.
The White Megaphone being his only MP Healing Weapon seems kinda weird, since over half of Aerith's weapons are healing staffs. The White Megaphone only having 3 unlinked slots is also a notable drawback, since he can't do fun things such as Barrier=Added Effect + Slash All/Mega All, like Aerith can with her Healing Staffs.
The Starlight Megaphone seems kinda pointless since the Crystal Megaphone boosts Luck in addition to Vitality & Spirit (which more than makes up for the 15 point loss in both defensive stats, since Cait prefers boosts to his Luck) and has the same number of Materia Slots. Maybe change this (or the Crystal Megaphone) into another MP Restoring Megaphone?

EDIT:
I just noticed that Tifa has three Dex+30 weapons. Strange that her Dexterity weapons have the same Dex value, while Yuffie has properly "tiered" Dexterity weapons.

EDIT 2:
BTW Stardust Ray is pathetically bad. I pumped Red's Magic stat to 255, and Stardust Ray only did ~770 per hit (for a total of ~7,700 damage over 10 hits). Compared to Earth Rave doing about 3000 per hit and being able to crit for 6000+ (for a total damage range of between 15,000 - 30,000+ over 5 hits) when I pumped Red's Strength to 255. Please consider buffing Stardust Ray to at least be more comparable to Earth Rave, since Stardust Ray scaling off of Magic is supposed to be a big draw point for building Red as a Mage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-25 09:43:23
i have to post a perplexity i got: I just have CID in my party (finished rocket town) and now he got his basic standard spear equipped. Each time he attacks in battle the screen flashes like hes critting even if he misses an attack. Does he have a built in deathblow? :/ he does always crit or miss attacks, never plain basic damage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-25 13:38:36
I'm in favor of changing the Steal formula to scale off of Dexterity & Luck, since Arrange Mode gives several levels to enemies, making it extremely difficult to snag their Steal Items (the Moth Slashers and SOLDIER 3rd Class are the most notable offenders of this, since most characters want the Carbon Bangle, and Cloud appreciates the Mythril Sword. Trying to Morph them is very dangerous in Arrange Mode, since they can and will kill the party very quickly).

If you tweak the game to let us switch Cloud out of the party as early as leaving Midgar, that would be wonderful, especially for those of us planning for parties that don't include Cloud. (My Arrange Mode party is gonna be Physical Attacker Aerith, Tifa Tank, and Red Mage)

Since I brought up Aerith, I wanna note that her Princess Guard is a bit of a downgrade from her other two choices for endgame weapons. The stat bonuses from the Fairy Tale and Wizard Staff alone are plenty strong enough to put them above the Princess Guard, but the Princess Guard also applying Shield on hit just drags it down ever further. Shield is kinda bad since it causes far more harm than help against non-elemental enemies (such as the WEAPONS) since Shield prevents healing via Full Cure or Aerith bopping the party again.

Also what is the special effect for Cait Sith's Ultimate Weapon? The ingame description for it is "? ? ? ?"
His Platinum Megaphone is also kinda bizarre. Only one Linked Slot Pair, with so many unlinked slots kinda makes it hard for him to make some fun Magic combos that, say, Yuffie can do with her Crystal Cross + Armor.
The White Megaphone being his only MP Healing Weapon seems kinda weird, since over half of Aerith's weapons are healing staffs. The White Megaphone only having 3 unlinked slots is also a notable drawback, since he can't do fun things such as Barrier=Added Effect + Slash All/Mega All, like Aerith can with her Healing Staffs.
The Starlight Megaphone seems kinda pointless since the Crystal Megaphone boosts Luck in addition to Vitality & Spirit (which more than makes up for the 15 point loss in both defensive stats, since Cait prefers boosts to his Luck) and has the same number of Materia Slots. Maybe change this (or the Crystal Megaphone) into another MP Restoring Megaphone?

EDIT:
I just noticed that Tifa has three Dex+30 weapons. Strange that her Dexterity weapons have the same Dex value, while Yuffie has properly "tiered" Dexterity weapons.

EDIT 2:
BTW Stardust Ray is pathetically bad. I pumped Red's Magic stat to 255, and Stardust Ray only did ~770 per hit (for a total of ~7,700 damage over 10 hits). Compared to Earth Rave doing about 3000 per hit and being able to crit for 6000+ (for a total damage range of between 15,000 - 30,000+ over 5 hits) when I pumped Red's Strength to 255. Please consider buffing Stardust Ray to at least be more comparable to Earth Rave, since Stardust Ray scaling off of Magic is supposed to be a big draw point for building Red as a Mage.

Cait's weapon is like the enemy skill of the same name; it deals damage based on the difference of his current HP vs Max HP.


i have to post a perplexity i got: I just have CID in my party (finished rocket town) and now he got his basic standard spear equipped. Each time he attacks in battle the screen flashes like hes critting even if he misses an attack. Does he have a built in deathblow? :/ he does always crit or miss attacks, never plain basic damage.

He doesn't have anything special set on him or the weapon; try it without menu overhaul on and see if it still happens.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-25 14:05:30
still the same stuff. I noticed he got 110 luck could be that?=
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-25 22:53:51
still the same stuff. I noticed he got 110 luck could be that?=

Wouldn't be every time with 110, chance would be about 25% per attack and wouldn't miss.

***

Updated the vanilla NT version:

1) Checked materia equip values were default (make sure your .exes are getting patched). If in doubt, use vanilla .exes.

2) Restored original locations for most items and Materia. Not all, but most.

3) Ancient Forest final screen restored to default

4) Cleaned up Da Chao cave scripts to remove NT event there.

https://mega.nz/#!j41jlagJ!3C0if-ziU4epLf34Nvn-1vwD4O5By34BOAZPFFVRX9c
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2019-11-26 16:08:37
Wouldn't be every time with 110, chance would be about 25% per attack and wouldn't miss.

***

Updated the vanilla NT version:

1) Checked materia equip values were default (make sure your .exes are getting patched). If in doubt, use vanilla .exes.

2) Restored original locations for most items and Materia. Not all, but most.

3) Ancient Forest final screen restored to default

4) Cleaned up Da Chao cave scripts to remove NT event there.

https://mega.nz/#!j41jlagJ!3C0if-ziU4epLf34Nvn-1vwD4O5By34BOAZPFFVRX9c

thanks sega

i noticed new nt mod in 7th heaven. i need to download that aswell? and how can i update it properly via 7th heaven?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-26 20:02:12
thanks sega

i noticed new nt mod in 7th heaven. i need to download that aswell? and how can i update it properly via 7th heaven?

That's not the standard NT mod that was updated, that's a different offshoot version which uses default battles. I forgot to make an IRO of it so I'll do that now.


FF7 NT Vanilla Combat Iro: https://mega.nz/#!j51xFIiC!pv4vGBZ9UNmREyoDk3q97omTAwtATGUnd-vfWqiTYPw
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-11-26 21:05:57
I've reached Mt. Nibel and things are starting to really hurt now.

The Shinra Mansion Experiment Mutant Boss in Arranged Mode nearly gave me a heart attack when "phase 2" started since I had already burned most of my resources on "phase 1"...

The Nibel Dragons are now the dangerous monsters that they should've been. I nearly got wiped by one, even before I accidentally caused it to use Dragon Force.

The Armor Keeper is... wow. It oneshot everyone, which is a problem sine I screwed up the pipe slides by not kicking down the ladder... Guess I'll have to come back later.....

By the way, I didn't get stopped at any point to get told to pick up Vincent, so I kinda skipped over him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-26 22:04:05
One of the chests in Shinra Mansion has the basement key, rather than it being in the Safe; the chest closest to the Safe has it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-11-26 22:08:49
I already know about the key being moved. I'm just saying that I have yet to be forced to go get Vincent. If you want him to be "mandatory", you might want to set an event or something to avoid people skipping over him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-27 10:03:01
I already know about the key being moved. I'm just saying that I have yet to be forced to go get Vincent. If you want him to be "mandatory", you might want to set an event or something to avoid people skipping over him.

Oh, I see. And I remember now, because a certain other character was made optional it can cause trouble on Arrange mode if the player reaches Bizarro with less than 8 characters. Maybe I should just set the conditions on Bizarro to make it 2-party if less than 8 characters are there instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torus on 2019-11-27 14:53:48
I've been playing the latest version and it really just seems like Yuffie's Perfect Dodge does not do anything, Cover materia or no. This time I installed it on a clean Steam version using the installer (rather than the time I tried playing last year, where I used 7th Heaven and forgot to replace the .exe files. That time, I also got to Yuffie and realized Perfect Dodge didn't do anything, but I blamed myself for it.)

I am honestly not sure what could be causing this, since I pretty much cleaned out all my data for a fresh install and started a new game. I am not using any other mods.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-27 21:12:41
I've been playing the latest version and it really just seems like Yuffie's Perfect Dodge does not do anything, Cover materia or no. This time I installed it on a clean Steam version using the installer (rather than the time I tried playing last year, where I used 7th Heaven and forgot to replace the .exe files. That time, I also got to Yuffie and realized Perfect Dodge didn't do anything, but I blamed myself for it.)

I am honestly not sure what could be causing this, since I pretty much cleaned out all my data for a fresh install and started a new game. I am not using any other mods.

Altering evasion seems erratic. I'll probably be moving away from Evasion for an innate, I had an idea for a replacement that would be two effects; one would be boosting Gil in battles she's involved with, and the other I'm still trying things out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torus on 2019-11-28 12:09:17
Entered a battle against Beach Plugs and defended myself with Reflect. Their party-wide Ice 2 proceeded to bounce back and forth between random party members and random enemies (who also had reflect on due to I assume Big Guard) around a dozen times before finally dealing damage. Is the back-and-forth a new intentional effect of Reflect?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-11-28 14:32:20
Entered a battle against Beach Plugs and defended myself with Reflect. Their party-wide Ice 2 proceeded to bounce back and forth between random party members and random enemies (who also had reflect on due to I assume Big Guard) around a dozen times before finally dealing damage. Is the back-and-forth a new intentional effect of Reflect?

That's intentional. If you have reflect and the enemy has reflect, it will bounce between until one sides reflect wears off. I believe VII has 4 uses of reflect before the spell is considered used, but I could be wrong.

So if you have 4 on Cloud and 4 on The Beach Plug, if Cloud casts Fire 3 on a Bleach Plug it does this: Beach > Cloud > Beach > Cloud > Beach > Cloud > Beach > Cloud which results in you getting hit.

Hope that makes sense.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torus on 2019-11-29 19:05:27
Out of curiosity, what's the reward for defeating the Cactuar versions in Corel Prison Desert? I gave up on doing it after the little bastard successfully dodged half of Cloud's Meteorain barrage and all the battle items I had thrown at him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-11-30 00:30:35
Out of curiosity, what's the reward for defeating the Cactuar versions in Corel Prison Desert? I gave up on doing it after the little bastard successfully dodged half of Cloud's Meteorain barrage and all the battle items I had thrown at him.

I'm assuming this is the actual Cactuar, and not the Qactuars.

Cactuar drops Cactuar Gun 100% (an item that almost deals 1000 damage piercing), has no Steal, and morphs into...Cactuar Gun. Like vanilla it gives very little EXP/AP (1 each), but gives 10,000gil.

If on the off-chance it was Qactuar from within the prison then:
Drops Potion sometimes, has Hyper as a Steal, Morphs into Cactuar Gun. 377EXP, 317gil, 17AP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torus on 2019-11-30 06:07:03
Thank you very much for the detailed answer! In the meantime, I already spent a considerable amount of time chasing the little bastards in the desert and found out the hard way that the only real reward was the 10000 gil, just like in vanilla...

I also watched a couple videos of the current version just to confirm whether Yuffie's evasion bonus works for other people and I definitely saw her get hit with physical attacks right after "Perfect Dodge ON" gets displayed for the first time, so it's definitely not a problem unique to me, and neither is it tied to her Perfect Dodge re-establishing a second time after being dispelled once. I'm glad to hear that you're moving away from the evasion innate as that has been my only issue in this amazing mod so far!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-11-30 16:40:24
Quote
So if you have 4 on Cloud and 4 on The Beach Plug, if Cloud casts Fire 3 on a Bleach Plug it does this: Beach > Cloud > Beach > Cloud > Beach > Cloud > Beach > Cloud which results in you getting hit.

Actually it'd hit the Beach Plug.
Fire 3 from Cloud (4 Reflects) onto Beach Plug (4 Reflects) -> bounces off of Beach Plug (3 Reflects) -> bounces from Cloud (3 Reflects) -> back to Beach Plug (2 Reflects) -> back from Cloud (2 Reflects) -> to Beach Plug (1 Reflect) -> to Cloud (1 Reflect) -> Beach Plug (0 Reflects) -> Cloud (0 Reflects) -> and Beach Plug gets hit with the Fire 3, since it has no more Reflects.

As for changes to Yuffie, maybe have her come with a Sneak Glove so Stealing early on isn't a pain, and for her Innate Ability changes... maybe something along the same vein as Geo Guard and Second Wind? Maybe a Self Haste when she defends after a certain condition is fulfilled? Or maybe she gets a buff when someone uses the Steal command, similar to Cloud's Limit Boost?

EDIT:
BTW, legit Cid Date Scene when? ;)

EDIT 2:
I just noticed that the Barrier Materia grants Shield (in addition to Wall and Reflect) when paired with Added Effect, but Shield Materia doesn't grant anything when paired with Added Effect.

Also Aerith's Wizard Rod heals MP instead of HP, making it even more vastly superior to the Princess Guard. The in-game description says the Wizard Staff heals HP.

EDIT 3:
So I hopped back over to my normal mode file and I'm not sure if this is a result of having endgame gear, stats, and whatnot, but Ozma was a total pushover. My first attempt was hilariously bad since I still had Hidden Element on my weapons (which resulted in a very dead Cid, thanks to Ozma absorbing Hidden causing the Venus Gospel's drain effect to reverse). My 2nd attempt completely steamrolled Ozma, with Holy Element on my weapons, and Aerith bopping Reflect + Wall (+ Shield) on the party. Reflect kinda tears Ozma apart, since he heavily favors Lv.?? Holy for countering (at least in this attempt), and Ozma nearly takes 9999 from the reflected Lv.?? Holy. Flare Star did laughable damage, leaving Lv.?? Death and Doomsday as his only ways of damaging the gang. Flare Star doing under 600 leads me to believe you're supposed to fight Ozma around the first visit to Nibelheim or during Disc 2, but Doomsday being almost strong enough to wipe my Lv.99 gang of Aerith, Red, and Cid with Wall up makes me think he's supposed to be fought at the end of the game. (I also got an unnamed Item with "? ? ? ?" as its description. what's this for?)

Viridian Weapon was surprisingly tons easier to beat than Carmine Weapon, largely thanks to Shield being useful against it. Unfortunately, I don't think Long Reach will be finding its way on any of my characters, and probably isn't a good reward for taking down Viridian Weapon (especially fighting it without using Shield).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-01 00:20:43
As for changes to Yuffie, maybe have her come with a Sneak Glove so Stealing early on isn't a pain, and for her Innate Ability changes... maybe something along the same vein as Geo Guard and Second Wind? Maybe a Self Haste when she defends after a certain condition is fulfilled? Or maybe she gets a buff when someone uses the Steal command, similar to Cloud's Limit Boost?

EDIT:
BTW, legit Cid Date Scene when? ;)

EDIT 2:
I just noticed that the Barrier Materia grants Shield (in addition to Wall and Reflect) when paired with Added Effect, but Shield Materia doesn't grant anything when paired with Added Effect.

Also Aerith's Wizard Rod heals MP instead of HP, making it even more vastly superior to the Princess Guard. The in-game description says the Wizard Staff heals HP.

EDIT 3:
So I hopped back over to my normal mode file and I'm not sure if this is a result of having endgame gear, stats, and whatnot, but Ozma was a total pushover. My first attempt was hilariously bad since I still had Hidden Element on my weapons (which resulted in a very dead Cid, thanks to Ozma absorbing Hidden causing the Venus Gospel's drain effect to reverse). My 2nd attempt completely steamrolled Ozma, with Holy Element on my weapons, and Aerith bopping Reflect + Wall (+ Shield) on the party. Reflect kinda tears Ozma apart, since he heavily favors Lv.?? Holy for countering (at least in this attempt), and Ozma nearly takes 9999 from the reflected Lv.?? Holy. Flare Star did laughable damage, leaving Lv.?? Death and Doomsday as his only ways of damaging the gang. Flare Star doing under 600 leads me to believe you're supposed to fight Ozma around the first visit to Nibelheim or during Disc 2, but Doomsday being almost strong enough to wipe my Lv.99 gang of Aerith, Red, and Cid with Wall up makes me think he's supposed to be fought at the end of the game. (I also got an unnamed Item with "? ? ? ?" as its description. what's this for?)

Viridian Weapon was surprisingly tons easier to beat than Carmine Weapon, largely thanks to Shield being useful against it. Unfortunately, I don't think Long Reach will be finding its way on any of my characters, and probably isn't a good reward for taking down Viridian Weapon (especially fighting it without using Shield).

Something based on Steal/Mug might be an idea. Throw is in contention as well, but depends on whether it consumes stock or not when used through AI.

I'll catch the barrier and wizard rod stuff with the final update.

Ozma is a weird one; I tried to make it as close to the FF9 fight as possible so some of it is a bit off. I can't recall what Flare Star is based on but it isn't target level as that formula isn't in this game. The item it drops is a kill item that ignores status defence, meaning it can one-shot anything in the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-12-01 01:09:13
Quote
Throw is in contention as well, but depends on whether it consumes stock or not when used through AI.
Throw is an iffy sort of thing to base an Innate Ability around, especially since x4 Cut and Deathblow=Added Cut can do more than 9999 (a similar issue that plagues All Creation and Cosmo Memory), and an "auto-Throw" can see you losing Weapons that you didn't stock up on for Throwing (e.g. Throwing a Mythril Sword instead of one of the many Boomerangs stolen from those weird bird things in the Junon region).

An innate that improves Steal Rate gets invalidated by the Sneak Glove, and a Gil Bonus innate wouldn't be particularly useful since the average player would only buy the weapons that fit the builds they're going for and maybe a handful of potions, which they'll have plenty of Gil for.

Quote
Ozma is a weird one; I tried to make it as close to the FF9 fight as possible so some of it is a bit off. I can't recall what Flare Star is based on but it isn't target level as that formula isn't in this game. The item it drops is a kill item that ignores status defence, meaning it can one-shot anything in the game.
huh. that's strange. oh well. at least I can use that Item to take out Carmine Weapon and no longer be plagued by its continued existence lol

By the way, what on earth is with Nemesis? Inflicting practically every status effect in the game with Ultra Spark, having a 9999 attack to delete a party member, and being extremely fast is waaaayyyyyy too much. Is it even possible to beat him without using Ozma's instakill item drop?

EDIT:
Quick note that I got W-Summon from the Gold Saucer Silver Match and W-Magic from the Gold Match. Your pastebin page on "where to find the things" has them listed as W-Magic as the prize for Silver Match, and W-Summon for Gold Match.

Also what do the Champion Belt and Oversoul Shard do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-01 01:31:21
By the way, what on earth is with Nemesis? Inflicting practically every status effect in the game with Ultra Spark, having a 9999 attack to delete a party member, and being extremely fast is waaaayyyyyy too much. Is it even possible to beat him without using Ozma's instakill item drop?

EDIT:
Quick note that I got W-Summon from the Gold Saucer Silver Match and W-Magic from the Gold Match. Your pastebin page on "where to find the things" has them listed as W-Magic as the prize for Silver Match, and W-Summon for Gold Match.

Also what do the Champion Belt and Oversoul Shard do?

Nemesis is based on the FFX enemy of the same name; he has the same elemental/status immunities, but some statuses exist in FF7 that aren't in FFX. Exploiting that can make it easier, but you'll likely need Resist/Ribbons for it still.

Champion Belt boosts strength and vitality, shards are used for making a Masamune.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-12-01 02:23:07
Well that was something. I got Ribbons on everyone, and slapped Hades/Transform=Added Effect & Barrier/Titan=Elemental on Cid's & Red's weapons, which let me actually fight a very unique looking Nemesis. He still did a crapton of damage with Ultra Spark and could still oneshot with Ethereal Cannon, which made the fight not very fun.

I take it the Hero's Medal alters the Final Battle? If so, I should probably save in a different slot so I can experience the normal NT final boss.

EDIT:
I used the unnamed instakill Item on Carmine Weapon, and it didn't kill it, but rather broke its AI? Then I hit it a few times, and it died after Cid missed with a Tornado... about 3-4 minutes had passed since I had used it at the start of the battle before the instant death kicked in. Is it a heavily delayed instakill?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torus on 2019-12-01 08:59:22
Been playing some more, and noticed the game doesn't warn you about the 5th Fort Condor battle (the one in the narrow window between the campfire scene and killing the Gi Nattak boss), nor does it offer you a teleport to the Fort. It's a pretty crucial time for the teleport ability too, because if you broke down your buggy, this battle becomes completely unavailable.

EDIT: NEVERMIND I GUESS. I was absolutely not expecting the Fort Condor guy in the sealed cave hahahaha. You got me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-01 11:29:00
Well that was something. I got Ribbons on everyone, and slapped Hades/Transform=Added Effect & Barrier/Titan=Elemental on Cid's & Red's weapons, which let me actually fight a very unique looking Nemesis. He still did a crapton of damage with Ultra Spark and could still oneshot with Ethereal Cannon, which made the fight not very fun.

I take it the Hero's Medal alters the Final Battle? If so, I should probably save in a different slot so I can experience the normal NT final boss.

EDIT:
I used the unnamed instakill Item on Carmine Weapon, and it didn't kill it, but rather broke its AI? Then I hit it a few times, and it died after Cid missed with a Tornado... about 3-4 minutes had passed since I had used it at the start of the battle before the instant death kicked in. Is it a heavily delayed instakill?

It used to but not anymore. It doesn't really do anything anymore, like the mark of omega in FF8.

Carmine not dying in one hit might be due to the eyes.


Been playing some more, and noticed the game doesn't warn you about the 5th Fort Condor battle (the one in the narrow window between the campfire scene and killing the Gi Nattak boss), nor does it offer you a teleport to the Fort. It's a pretty crucial time for the teleport ability too, because if you broke down your buggy, this battle becomes completely unavailable.

EDIT: NEVERMIND I GUESS. I was absolutely not expecting the Fort Condor guy in the sealed cave hahahaha. You got me.

He is everywhere and nowhere. Always watching.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-12-01 17:23:44
Now that I have Pandora's Box (that was a fun boss battle), I should probably ask:
Which Materias grant the Hidden Element when paired with the Elemental Materia? and does Shield block Hidden Element?

And does winning all Fort Condor battles still net you a "free" Masamune?

EDIT:
That Zack boss battle is super frickin YIKES! holy frick it's so bad. Cloud dies in like 2 hits if he doesn't have Wall up, Lucky Stars makes all of Zack's physical attacks instantly kill Cloud, and having over Sense's HP Limit?? Sorry, but that's just WAY too much for a 1v1. I hope Zack gets a huge nerf in the final version (unless I'm completely missing how to deal with the Zack fight).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-01 19:44:48
Now that I have Pandora's Box (that was a fun boss battle), I should probably ask:
Which Materias grant the Hidden Element when paired with the Elemental Materia? and does Shield block Hidden Element?

And does winning all Fort Condor battles still net you a "free" Masamune?

EDIT:
That Zack boss battle is super frickin YIKES! holy frick it's so bad. Cloud dies in like 2 hits if he doesn't have Wall up, Lucky Stars makes all of Zack's physical attacks instantly kill Cloud, and having over Sense's HP Limit?? Sorry, but that's just WAY too much for a 1v1. I hope Zack gets a huge nerf in the final version (unless I'm completely missing how to deal with the Zack fight).

Most Materia that don't have an element associated give Hidden; this is because Materia can't be non-elemental. Magic Materia with no element attached will do the trick; the element they give, if any, is listed in gold text on the Materia when equipping. If no text, assume it gives Hidden.

Fort Condor gives a Masamune if all battles are won through the minigame; if the enemy reaches the shed, it's not considered a proper victory by the game (which is no why item is given after the minigame if it resolves in this way in default game). Battles that are settled through funds are considered victories though, and Fort Condor starts with enough funds to cover the unreachable battles that remain.

The Zack battle is fairly high-end and will need a good amount of kit to resolve cleanly. There are different ways of doing it, but in 1v1 fights counter materia tend to be the best option. Magic Counter on a healing spell and counter-attack/command counter will ease things. Shield is generally a good thing to bring along, perhaps paired with Sneak Attack; it won't block every attack but it will stop most of them. Dispel should also be taken in to remove the Lucky Stars effect ASAP as this grants auto-criticals. Slow-Haste can help as well (the amount it helps depends on ATB setting). He attacks on a fixed cycle, but will use a one-time special ability when his HP hits a certain threshold.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-12-01 21:12:22
I had tried slapping a ton of Counter Materias on Cloud with a x4 Cut and Barrier Materia, and the Life(/Force?) Stealer, and Zack still beat Cloud into dust. I dunno if I'll bother with beating Zack with how excessively powerful he is for a 1v1, and Cloud is, more often than not, dead weight when I'm forced to use him, compared to just about any other character. (Pretty pretty please consider letting us throw Cloud in the trash upon leaving Midgar in the final version of NT)

With everything (but the Zack Flashback) completed, I finally took on Sephiroth. Oddly enough, Pinnacle Sephiroth only wanted me to put together one team instead of 3. Very nice fight, keeping me on my toes the whole time. Keter Sephiroth is honestly laughable, much like Safer Sephiroth. A crippling weakness to Holy and low defense (Cid and Red were almost always hitting for 9999 with x4 Cut, and Long Range on Cid and Red proved useful here), and he was down pretty quickly. Cloud being the forced dead weight he always is in my run just slowed down the fight. Had I been able to use Aerith instead of Cloud, Aerith W-Casting Quad-Holy would've obliterated Kater Sephiroth even faster (yes, I could've done this with Cloud, but Cloud can't heal the gang's MP to full with a Slash All on the party)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdhayward on 2019-12-02 07:45:19
Hey all,

Having a great time with this mod. It's exactly what I needed after 22 years of playing the same game.

Is there any way to re spec characters if you change your mind?

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-02 08:26:51
Hey all,

Having a great time with this mod. It's exactly what I needed after 22 years of playing the same game.

Is there any way to re spec characters if you change your mind?

Thanks

Not currently; it can be done manually using a save editor by setting the Source values to 0 and then adding them back on. Each rank gives +5 to all stats, then you add on your rank choice to it. There's a set of new opcodes for field scripting that I'm going to implement with the final build that allows respecs in-game and which removes the need for sources in the first place.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdhayward on 2019-12-02 10:36:31
Not currently; it can be done manually using a save editor by setting the Source values to 0 and then adding them back on. Each rank gives +5 to all stats, then you add on your rank choice to it. There's a set of new opcodes for field scripting that I'm going to implement with the final build that allows respecs in-game and which removes the need for sources in the first place.

Ok thanks for that. It's no big deal I just wondered.

Having a really good time with this so far. The touch up of the script in particular is really well done. You've managed to make ambiguous or weird sounding lines/plot points seem much clearer without sacrificing the feel of the original script. Great work.

Do you have an ETA on your final build?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-02 10:56:50
Ok thanks for that. It's no big deal I just wondered.

Having a really good time with this so far. The touch up of the script in particular is really well done. You've managed to make ambiguous or weird sounding lines/plot points seem much clearer without sacrificing the feel of the original script. Great work.

Do you have an ETA on your final build?

Nothing concrete, but I want to get it released at least a month before the remake comes out.
Title: FF7 NT bug round up.
Post by: Hoboayoyo on 2019-12-02 21:12:21
Please let me know if there is an easier way to report these.
-Fav ff mod, brave new world made me sad :(
 - Arrange mode only
Visual issue.
On this screen on Mt corel, cloud becomes giant when the rest of the characters are on screen. I think when you progress and come back cloud is normal size. http://ff7.opatil.com/img/map/41-03.png
Limit breaks
Yufi's clear tranquil does nothing with mp, restores HP which is still really helpful.
Areith: Breath of earth does not heal, only does it's esuna effect.

Boss:
Only fought 1 demon wall and seemed pretty normal, I think im supposed to fight 2 at once?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdhayward on 2019-12-02 23:08:42
Another question.

What are the requirements for learning limits for each character?

Would be handy to know the numbers.

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-02 23:30:56
Another question.

What are the requirements for learning limits for each character?

Would be handy to know the numbers.

Thanks

The kills are total, so for Cloud to learn 3-1 he needs 180 kills total and not 90 kills for 2-1 followed by 180 kills.

Spoiler: show
Cloud
1-2: 8 uses
2-1: 90 kills
2-2: 7 uses
3-1: 180 kills
3-2: 6 uses

Barret
1-2: 9 uses
2-1: 60 kills
2-2: 8 uses
3-1: 110 kills
3-2: 6 uses

Tifa
1-2: 9 uses
2-1: 60 kills
2-2: 7 uses
3-1: 110 kills
3-2: 6 uses

Aeris
1-2: 8 uses
2-1: 50 kills
2-2: 6 uses
3-1: 100 kills
3-2: 5 uses

Red XIII
1-2: 8 uses
2-1: 50 kills
2-2: 7 uses
3-1: 100 kills
3-2: 6 uses

Yuffie
1-2: 8 uses
2-1: 50 kills
2-2: 7 uses
3-1: 100 kills
3-2: 6 uses

Cait Sith
1-2: 4 uses (Transform)
2-1: 30 kills

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

Cid
1-2: 7 uses
2-1: 30 kills
2-2: 6 uses
3-1: 60 kills
3-2: 5 uses
Title: Re: FF7 NT bug round up.
Post by: Sega Chief on 2019-12-03 14:53:49
Please let me know if there is an easier way to report these.
-Fav ff mod, brave new world made me sad :(
 - Arrange mode only
Visual issue.
On this screen on Mt corel, cloud becomes giant when the rest of the characters are on screen. I think when you progress and come back cloud is normal size. http://ff7.opatil.com/img/map/41-03.png
Limit breaks
Yufi's clear tranquil does nothing with mp, restores HP which is still really helpful.
Areith: Breath of earth does not heal, only does it's esuna effect.

Boss:
Only fought 1 demon wall and seemed pretty normal, I think im supposed to fight 2 at once?

The giant Cloud bug is specific to the PC version, and isn't mod-specific. Cause is unknown but it seems to occur in specific places; Bugenhagen's Observatory is another confirmed location where it can occur. The size of the model is likely being set so high it overflows, resulting in a giant upside down model (battle models also do this if they grow in size too much).

Your Limit Breaks are default ones, which means the .exe part of the mod hasn't been applied. If using the installer, this will likely be a patching/file security issue of some sort. If using 7h, then hext hasn't been configured properly (or it is an older version of NT IRO, like 1.4).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdhayward on 2019-12-03 22:24:36
Thanks for the info!

And am I being stupid or is there a hidden character to unlock? The SP status menu seems to suggest that there is.

Apologies as I'm probably asking for a massive spoiler.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-03 22:45:39
Thanks for the info!

And am I being stupid or is there a hidden character to unlock? The SP status menu seems to suggest that there is.

Apologies as I'm probably asking for a massive spoiler.

I'm afraid not, that was me being stupid and copy-pasting debug text/script over to a hundred or whatever it is fields that have Save Points in them and not thinking ahead to what a huge pain it would be to remove it from every single one.
Title: Re: FF7 NT bug round up.
Post by: Hoboayoyo on 2019-12-04 15:15:07
Ah, will check that out, thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: tjlg1377 on 2019-12-05 17:58:06
Hey Sega Chief,

Playing through New Threat in Arrange Mode. Excellent job. Really enjoying it. Thanks so much for the hard work you've put in.

New to Qhimm so I hope this post isn't breaking any protocols but encountered a soft lock in my play through and was wondering if you could help me out.

So again, I'm playing in Arrange Mode. Leaving Shinra HQ with Aeris, Barret and Red XIII. When starting the battle with ?Thousand Gunner? in the elevator, the battle screen loads with Thousand Gunner and his two chopper gunner supports on either side. Thousand Gunner shoots the elevator glass. The camera re-adjusts to the standard battle view and the two chopper gunner support enemies then kind of re-enter the battle frame by flying down from above. At that point the soft lock occurs. All battle gauges are frozen and no amount of time or button mashing seems to rectify the issue.

I've tried using both elevators (left and right), shuffling character order and materia and still can't seem to get it to budge. I am playing through 7th heaven via a steam Final Fantasy 7.exe with the following mods in the following load order:

Dynamic Cloud Weapons
Battle Models - Weapons
Field Models - Objects
Animations
Battle Models Characters
Battle Models Enemies
Field Models Main Characters
Field Models Non Player Characters
New Threat
Gameplay Tweaks and Cheats (Only using Always Run and Save/PHS anywhere)
Menu Avatars and Backdrops
Minigames Collection
Spell Textures
Word Models Vehicles

Any help you could offer would be greatly appreciated!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-12-05 19:02:36
Something I wanna note real quick is that early to mid game, Mage Character builds are very starved of Materia slots if they stick to Magic+ weapons and armor, while physical and tank builds are drowning in Materia slots with no real purpose for most of them, aside from throwing in Command and Summon Materia to improve their Strength, Vitality, and Dexterity.

Also the Elemental and Added Effect materia have pretty harsh penalties, especially for early game where people will be the most experimental with their builds.

I also find it odd that Magic Materia would lower your Spirit Stat instead of Strength when, typically, Mages are notorious for having high Magic Defense. Even at endgame, Spirit in general is super easy to end up dropping to 0, while getting Strength anywhere close to or even below the character's innate Strength value is more difficult than trying to take on Zack.

Would you consider tweaking these problems for the final version?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-05 22:01:19
Hey Sega Chief,

Playing through New Threat in Arrange Mode. Excellent job. Really enjoying it. Thanks so much for the hard work you've put in.

New to Qhimm so I hope this post isn't breaking any protocols but encountered a soft lock in my play through and was wondering if you could help me out.

So again, I'm playing in Arrange Mode. Leaving Shinra HQ with Aeris, Barret and Red XIII. When starting the battle with ?Thousand Gunner? in the elevator, the battle screen loads with Thousand Gunner and his two chopper gunner supports on either side. Thousand Gunner shoots the elevator glass. The camera re-adjusts to the standard battle view and the two chopper gunner support enemies then kind of re-enter the battle frame by flying down from above. At that point the soft lock occurs. All battle gauges are frozen and no amount of time or button mashing seems to rectify the issue.

I've tried using both elevators (left and right), shuffling character order and materia and still can't seem to get it to budge. I am playing through 7th heaven via a steam Final Fantasy 7.exe with the following mods in the following load order:

Dynamic Cloud Weapons
Battle Models - Weapons
Field Models - Objects
Animations
Battle Models Characters
Battle Models Enemies
Field Models Main Characters
Field Models Non Player Characters
New Threat
Gameplay Tweaks and Cheats (Only using Always Run and Save/PHS anywhere)
Menu Avatars and Backdrops
Minigames Collection
Spell Textures
Word Models Vehicles

Any help you could offer would be greatly appreciated!

Have you ever had 60fps mod installed or in use at any point? It seems to leave alterations behind when uninstalled as there was a user recently with the same issue; the Gunners battle would specifically freeze at that point (it's probably something to do with frame interpolation).


Something I wanna note real quick is that early to mid game, Mage Character builds are very starved of Materia slots if they stick to Magic+ weapons and armor, while physical and tank builds are drowning in Materia slots with no real purpose for most of them, aside from throwing in Command and Summon Materia to improve their Strength, Vitality, and Dexterity.

Also the Elemental and Added Effect materia have pretty harsh penalties, especially for early game where people will be the most experimental with their builds.

I also find it odd that Magic Materia would lower your Spirit Stat instead of Strength when, typically, Mages are notorious for having high Magic Defense. Even at endgame, Spirit in general is super easy to end up dropping to 0, while getting Strength anywhere close to or even below the character's innate Strength value is more difficult than trying to take on Zack.

Would you consider tweaking these problems for the final version?

I went more with defensive penalties over offence penalties because when you load up on Magic materia it can badly affect characters built for strength. Spells like Revive and buff/status magic are a good fit for strength-builds/tanks so they can take some of the MP/slots burden from the casters, but strength penalties make that less attractive. There's also hybrid builds that can use both, say spell + added cut, that benefit from not having strength penalties to deal with.

As for the slots, I knew that casters would want for them so I had the other type of gear have slightly better slots to make it less of an easy decision; the magic buff comes at a cost of less versatility in their slots in most cases. Strength-based characters can use their extra slots for utility Materia, like Sense or Barrier+All for instance.

Elemental and Added Effect offer a really good defensive buff if used properly against special attacks, so the defence loss helps account for it. I think it's the way to go with it, but I'm thinking of tweaking the elemental damage reduction itself in the final, which means I'll be adjusting the penalties on the Materia accordingly. I might make the Added Effect one different from the Elemental one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-12-06 06:18:56
Quote
I went more with defensive penalties over offence penalties because when you load up on Magic materia it can badly affect characters built for strength. Spells like Revive and buff/status magic are a good fit for strength-builds/tanks so they can take some of the MP/slots burden from the casters, but strength penalties make that less attractive. There's also hybrid builds that can use both, say spell + added cut, that benefit from not having strength penalties to deal with.
I personally found the Enemy Skill Materia to be the best option for Hybrids since it gave a ton of options for a mere single Materia Slot, and didn't ruin their defenses. Though I do see your point for them. As for Strength/Tank builds, I find the Status Effect Materia and Summon Materia work perfectly fine for Elemental Materia pairing and providing solid buffs to their important stats.

Quote
As for the slots, I knew that casters would want for them so I had the other type of gear have slightly better slots to make it less of an easy decision; the magic buff comes at a cost of less versatility in their slots in most cases. Strength-based characters can use their extra slots for utility Materia, like Sense or Barrier+All for instance.
early to mid game, there's not a whole lot of Materia that physical characters really want, so a Physical Aerith can easily do an Elemental=Status/Summon Materia, Added Effect=Status Materia, and Time/Barrier=All and have plenty of room to spare, while a Magical Cloud with the Mythril Saber and Silver Armlet has just enough for Recover=All, 3-4 Attack Spells, and 1-2 Command Materia depending on how many Magic Materia you give him.

Quote
Elemental and Added Effect offer a really good defensive buff if used properly against special attacks, so the defence loss helps account for it. I think it's the way to go with it, but I'm thinking of tweaking the elemental damage reduction itself in the final, which means I'll be adjusting the penalties on the Materia accordingly. I might make the Added Effect one different from the Elemental one.
At endgame, you're better off using Shield, so using Elemental defensively is kinda moot. Not to mention using Elemental defensively is fairly tricky outside of boss battles, since there's rarely, if any, locations where monsters primarily use one element.
Meanwhile Added Effect has strong usage both offensively and defensively with Contain and Hades being a thing. Though both of those are fairly late game, so Added Effect isn't very useful defensively until then. Lagomorph and Seal Materia keep it useful offensively, though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Torus on 2019-12-06 16:04:18
Are there any plans to update the documentation for the mod? I've had a big headache today because I was trying to learn the now non-existent Magnitude8 from the Gaea Dragon as per the documentation... Only to realize it was changed to Time Flare after googling it... Only to realize an hour later it was, yet again, changed to Dragon Force and not even available from Gaea Dragon as it was immune to Manipulation. Not fun times. :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: tjlg1377 on 2019-12-06 16:47:51
Have you ever had 60fps mod installed or in use at any point? It seems to leave alterations behind when uninstalled as there was a user recently with the same issue; the Gunners battle would specifically freeze at that point (it's probably something to do with frame interpolation)

Hey; thanks for getting back to me.

I have not. I do however configure the animations mod with Faster battle animations, enemy deaths and summons.

I removed all mods besides New Threat and was able to progress through the battle. Switched all the mods I listed back on for the bike chase and have encountered no problems since.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OhGodAnOwl on 2019-12-07 21:06:02
Hey! New to this forum, made an account just to post here;

Great mod! Definitely spruces up the game and gives it enough freshness to last a while :D
Downloaded it and started my first play-trough, currently I am before Gongaga but after the Desert Prison, sitting in the battle square and trying to get myself some of those sweet accessories.. but there is a problem that I ran into, The game either bugged out and keeps giving me slots that are impossible to win or the mod is trying to prevent me from getting too powerful too early.

To elaborate a bit more, each time I enter the Arena, the first series of slots will all be the "Break Magic Materia", next one will all be "Break Accessory" after which will come all "Disable Items", then all "Poison", then all "Minimize" etc.
My question is, is this mean to be some sort of a block to stop people from abusing Reflect Ring&Cursed Ring too early? Is this A bug?
My game is the Steam version, NT was installed directly with no other mods, on a fresh copy of the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-07 22:05:57
Are there any plans to update the documentation for the mod? I've had a big headache today because I was trying to learn the now non-existent Magnitude8 from the Gaea Dragon as per the documentation... Only to realize it was changed to Time Flare after googling it... Only to realize an hour later it was, yet again, changed to Dragon Force and not even available from Gaea Dragon as it was immune to Manipulation. Not fun times. :p

I think there's a link to a more up to date version on the front page; the files in the download itself are old though.


Hey! New to this forum, made an account just to post here;

Great mod! Definitely spruces up the game and gives it enough freshness to last a while :D
Downloaded it and started my first play-trough, currently I am before Gongaga but after the Desert Prison, sitting in the battle square and trying to get myself some of those sweet accessories.. but there is a problem that I ran into, The game either bugged out and keeps giving me slots that are impossible to win or the mod is trying to prevent me from getting too powerful too early.

To elaborate a bit more, each time I enter the Arena, the first series of slots will all be the "Break Magic Materia", next one will all be "Break Accessory" after which will come all "Disable Items", then all "Poison", then all "Minimize" etc.
My question is, is this mean to be some sort of a block to stop people from abusing Reflect Ring&Cursed Ring too early? Is this A bug?
My game is the Steam version, NT was installed directly with no other mods, on a fresh copy of the game.

The reels come in 'sets' that are supposed to be randomly chosen but the RNG in some cases can repeat if the game is reloaded from a save file (as it's a hard reload). Are you closing the client and then reloading the save when you see that particular reel set? Try going in, then escaping, then going in again. That should get you past that reel set.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdhayward on 2019-12-10 00:32:39
How do you beat the sub bosses in the northern cave? Getting my arse whooped repeatedly.

Just want to be able to access the new end game stuff!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-10 13:17:02
How do you beat the sub bosses in the northern cave? Getting my arse whooped repeatedly.

Just want to be able to access the new end game stuff!

Spoiler: show

So there are three routes which means 3 bosses. To reach the bottom and unlock the Disc 3 stuff, you only need to beat one. You can also teleport back out once you're at the bottom, so the left-down path isn't mandatory for exiting like in default. To make things easier, set Random Encounters to Off at a save point so you can quickly traverse the place.

The bosses are:
Left-Down: Tyrant
Left-Up: Protoroth
Right: Abyss

Tyrant is weak to Earth and while he starts off relatively weaker he gets stronger at the end of each attack cycle before 'enraging' and gaining a significant buff. The trick to that one is to go hard early to take full advantage of his lowered defences early in the fight. Establishing a speed advantage can help a lot using Haste/Slow, and having a super solid tank is a good idea as he has a lot of single-target physical attacks. I've an unlisted video of a team fighting him which may be useful for reference: https://www.youtube.com/watch?v=wu_nvU3lpgw&feature=youtu.be

Protoroth can be a bit awkward because both halves are aspected to physical/magical attacks and will become stronger when hit by the type they are weak against. There's also a kamikaze ability to watch out for if the Magic side is destroyed. Both sides are weak to Holy, so get that equipped onto weapons and come in with Planet Materia leveled to make use of the new Pearl spell. You can bypass their buff to an extent using Counter Materia as these won't trigger it.

Abyss is essentially a Malboro so there are a lot of status ailments flying around. I think you can get it to waste turns casting Esuna on itself if you inflict statuses on it so try using Bad Breath or similar. This one is also weak to Holy, so tee up on that element. Wind, Water, and Poison were elements that it uses I think, as well as Shout; you can block Shout by combining a Bahamut Summon with Elemental Materia.

I can provide more detailed info when I get home if that doesn't help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdhayward on 2019-12-10 20:48:07
Hey Sega Chief,

Thanks for the help.

I actually managed to beat Tyrant not long after posting!

I'm now going through and beating all the 'New Threats' and getting ultimate weapons.

Is there something up with steal? I've been trying to steal from armoured golems in the northern cave and even after trying 20+ times I cant steal anything.

Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-12-10 21:25:25
Hey Sega Chief,

Thanks for the help.

I actually managed to beat Tyrant not long after posting!

I'm now going through and beating all the 'New Threats' and getting ultimate weapons.

Is there something up with steal? I've been trying to steal from armoured golems in the northern cave and even after trying 20+ times I cant steal anything.

Thanks.

For stealing, do you have the Sneak Glove equipped? If not, stealing stuff from the North Crater is practically impossible to do. If you need the Sneak Glove, it's in the same place as it is from the base game (You need the Sector 5 Key from Bone Village and 127k Gil).

Hope that helps!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorZerbo on 2019-12-15 13:03:10
Hey Sega Chief,

I noticed something regarding materia layout during the Wutai side mission, I thought it might be useful to know.

In my play-through, which was on the July 5th release, Some of the
Spoiler: show
materia wasn't removed when yuffie leaves the party
. It seemed random which materia stayed and which materia remained exactly where I placed it before the encounter. If this was intended, cool, but if it wasn't I figure you'd like to know.

I uploaded a couple of screenshots that give a visual of what happened on my end here: https://drive.google.com/drive/folders/1v9qAfs_WIGM04wQnArKpqJUCpRK_2M9r?usp=sharing

Thanks for the mod and all the work you still do on it, this is so cool!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-15 16:28:46
There's a limit to what she can take; what she leaves behind is determined by a static list of Materia by ID and I think AP factors in. I think Summon Materia were top priority, and Cover was surprisingly high as well. Usually what gets left behind is some standard elemental Materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Shampignon on 2019-12-15 22:52:34
Hello,
I'm about to complete this amazing mod (thanks Sega Chief for your work) but I don't find Ozma...I played the piano in Shinra Mansion, I get the message "something has escaped" but I don't see where he is. Can someone help me please?

I have a suggestion for an ultimate quest : launch all the fights of the game in a row. Satsuki Yatoshi did this, you can ask him how he scripted this if you're interested ;-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-16 08:45:29
Hello,
I'm about to complete this amazing mod (thanks Sega Chief for your work) but I don't find Ozma...I played the piano in Shinra Mansion, I get the message "something has escaped" but I don't see where he is. Can someone help me please?

I have a suggestion for an ultimate quest : launch all the fights of the game in a row. Satsuki Yatoshi did this, you can ask him how he scripted this if you're interested ;-)

After playing the piano, it should be encountered in the Nibel Reactor.

A battle rush isn't overly complicated, you just set the Next Battle flag in the formation so that they activate in a chain. Karifean's mod (http://forums.qhimm.com/index.php?topic=14937.0) does it this way, with the addition of a menu to select specific fights to start from + scales and adjusts the bosses to match an end-game party. I think that would be the right approach for it as it's not worthwhile to fight older bosses with an end-game party without adjustment; they'd go through the majority of them without any trouble.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Shampignon on 2019-12-16 12:16:45
After playing the piano, it should be encountered in the Nibel Reactor.

Ok, I didn't think it was like Zangan. Thank you for your answer, I can't wait to see it !

A battle rush isn't overly complicated, you just set the Next Battle flag in the formation so that they activate in a chain. Karifean's mod (http://forums.qhimm.com/index.php?topic=14937.0) does it this way, with the addition of a menu to select specific fights to start from + scales and adjusts the bosses to match an end-game party. I think that would be the right approach for it as it's not worthwhile to fight older bosses with an end-game party without adjustment; they'd go through the majority of them without any trouble.

I didn't know this mod, it's a good idea.
But I think the real challenge in the Satsuki's version is not really the difficulty, but the endurance it takes to make 700 fights in a row!  :-D

I have a message for those who say that the documentation is not update, or who say they don't find an item, a materia or an enemy skill : you should use Wall Market, Hojo and Proud Cloud softwares. You will find all informations about magic, enemy skill, states, enemy's weaknesses, enemy's attacks, what they drop, how they transform and what they have to steal. I made this and it's very very usefull ! ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-12-19 07:42:13
A few questions about SP and levels:

1) Does everyone in the active party get the same amount of SP?

2) Do characters in the non-active party still get SP as well?

3) Will characters that join later have multiple rank ups ready to go?

4) Since stats come from the SP system, are character levels irrelevant?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-19 08:28:04
A few questions about SP and levels:

1) Does everyone in the active party get the same amount of SP?

2) Do characters in the non-active party still get SP as well?

3) Will characters that join later have multiple rank ups ready to go?

4) Since stats come from the SP system, are character levels irrelevant?

When you touch a save point, SP accumulated to that point is allocated to the active party. Other characters not in the party get half. Characters that join later in the game have 1-3 ranks 'free' to catch them up. Level affects damage dealt, HP/MP, and steal/manip success rate. It also affects magic accuracy but there has to be a wide gulf between character and enemy level for it to really matter.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-12-20 04:01:44
When you touch a save point, SP accumulated to that point is allocated to the active party. Other characters not in the party get half. Characters that join later in the game have 1-3 ranks 'free' to catch them up. Level affects damage dealt, HP/MP, and steal/manip success rate. It also affects magic accuracy but there has to be a wide gulf between character and enemy level for it to really matter.
Sweet thanks. Do bosses also reward SP? Or just normal encounters?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-20 11:08:45
Sweet thanks. Do bosses also reward SP? Or just normal encounters?

I think so
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-12-21 06:42:37
I’m really loving the physical stat boosts from summons. I also have some questions in regards to the Elemental Materia:

1) What does leveling up the Elemental materia do exactly?

2) Can multiple Elemental materias stack? For example, if I equip Ifrit+Elemental and Shiva+Elemental on Cloud’s sword, will all his attacks have both Fire and Ice properties?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-21 16:23:18
I’m really loving the physical stat boosts from summons. I also have some questions in regards to the Elemental Materia:

1) What does leveling up the Elemental materia do exactly?

2) Can multiple Elemental materias stack? For example, if I equip Ifrit+Elemental and Shiva+Elemental on Cloud’s sword, will all his attacks have both Fire and Ice properties?

Elemental, in the Armour, does this for each level:
1 Star: Halves elemental damage of the paired Materia's element
2 Star: Nullifies elemental damage of the paired Materia's element
3 Star: Absorbs elemental damage of the paired Materia's element
4 Star: No additional effect (Master)

Unfortunately stars have no bearing on the weapon, so a 1-star elemental in the weapon has the same effect as a 4-star in the weapon; it adds the paired Mareria's element to your physical attacks (does not affect Limit Breaks as these are like a 'spell' with their own attack data).

You can, however, stack Elemental Materia in a weapon. So if you had Ifrit + Elemental and Shiva + Elemental your attacks will have both Ice and Fire properties. Bear in mind though that resistance overrides weakness; if the enemy Nulls Fire but is weak to Ice, then your attack will deal 0 damage. Even worse, if an enemy Absorbs Fire but is weak to Ice then they'll not only absorb the attack but absorb it for 2x what they normally would.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-12-22 03:56:48
Elemental, in the Armour, does this for each level:
1 Star: Halves elemental damage of the paired Materia's element
2 Star: Nullifies elemental damage of the paired Materia's element
3 Star: Absorbs elemental damage of the paired Materia's element
4 Star: No additional effect (Master)

Unfortunately stars have no bearing on the weapon, so a 1-star elemental in the weapon has the same effect as a 4-star in the weapon; it adds the paired Mareria's element to your physical attacks (does not affect Limit Breaks as these are like a 'spell' with their own attack data).

You can, however, stack Elemental Materia in a weapon. So if you had Ifrit + Elemental and Shiva + Elemental your attacks will have both Ice and Fire properties. Bear in mind though that resistance overrides weakness; if the enemy Nulls Fire but is weak to Ice, then your attack will deal 0 damage. Even worse, if an enemy Absorbs Fire but is weak to Ice then they'll not only absorb the attack but absorb it for 2x what they normally would.
Ah gotcha. So stacking a bunch of elements on a weapon may not always be the best idea. Thanks for all the info.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-12-22 07:04:48
A few questions about Cover.

1) Does the Defend command still appy for a character that’s covering a party member?

2) Does Yuffie’s evasion boost from Perfect Dodge still apply with when she covering someone?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-22 12:41:32
A few questions about Cover.

1) Does the Defend command still appy for a character that’s covering a party member?

2) Does Yuffie’s evasion boost from Perfect Dodge still apply with when she covering someone?

If the character using Cover is Defending then yes. But the character being Covered does not pass their Defend status to the Coverer.

I don't think it does, as Cover nullifies standard evasion. However, it's possible to dodge a physical attack while Covering through the Luck stat. When an attack is made, there is a Luck/4 chance given to the attacker to land an automatic critical hit. If this doesn't pass, the target then rolls Luck/4 for an automatic dodge (known as Lucky Dodge). If this Lucky Dodge roll is made while Covering, you'll dodge the attack.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-12-24 05:58:56
So were Limit Breaks buffed a lot? Tifa just destroyed Palmer with a 12K damage slots combo. And earlier, Cloud hit the Cave of Gi boss for a whooping 7.3K damage Climhazard. And Cloud was only Rank 2 at the time with 118 STR.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HautSaus on 2019-12-24 06:22:04
I noticed some weirdness with the white chocobo in Mideel on disc 3. When I picked the 3rd option to scratch it's neck or whichever one made it angry, it hopped over Cid's head and the game soft locked. Also, the first option results in kind of a confusing response.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: stupidstatusbs on 2019-12-24 08:53:12
Thought this mod was cool but OP is a bad person. I just spent 4 hours at the battle arena in the middle of the night with only 60 gp on disc 1 because I COULDNT GET FREE GP FROM MOG HOUSE and the other games werent awarding gp fast enough for me. I won the first round and got 11k battle points. I then proceeded to lose 3 rounds to status lock(theres a round where theres 2 mps who inflict stop and a robot who inflicts sleep and they all use magic attacks for some god awful stupid reason) only win 3k bps in 1 round and then ran out of ferning healing items and couldnt leave the battle arena, so of course with no remedys or echo drops left I get silenced in round 1 of my last attempt while wearing a touph ring.  GIVE ME MY CIRCLET! I STAYED UP ALL NIGHT FOR IT! I EARNED IT YOU F@!$%^! ALSO REMOVE ALL THE STATUS SPAM AT ONCE! ITS  INFURIATING! I was waking up my neighbors screaming at 3 am at how often the status procs were happening in the battle arena. Im not coming back to this site, just had to let mod author know I want to punch him in the face right now for this multiple hour 15.7k bp BULLSHIT! RESPECT PEOPLE's TIME d*ck! MAYBE DONT PUT CONSTANT STATUS EFFECTS IN A MODE WHERE YOU CAN LOSE YOUR ITEMS AND MAGIC randomly! WHY WAS I ALWAYS LOSING ALL MY MP RIGHT BEFORE THE STATUS SPAMMING ROUND? WHY WERENT THE MOBS ROTATING? YOU ferning RIGGED IT! fern you apricothole. Was enjoying the mod til you pulled this stupid sadistic bullshit you fuckstick. Now it's uninstalled and I'm making sure people know this mod is rng-infested cheating trash. I hope your christmas is awful for this. Ruining my christmas eve with your bs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-24 09:27:34
So were Limit Breaks buffed a lot? Tifa just destroyed Palmer with a 12K damage slots combo. And earlier, Cloud hit the Cave of Gi boss for a whooping 7.3K damage Climhazard. And Cloud was only Rank 2 at the time with 118 STR.

That seems uncommonly high, Limits weren't overly buffed from what I remember. Even if the 7.3k was a crit, 3.5k still seems high.

I noticed some weirdness with the white chocobo in Mideel on disc 3. When I picked the 3rd option to scratch it's neck or whichever one made it angry, it hopped over Cid's head and the game soft locked. Also, the first option results in kind of a confusing response.

I'm guessing it's the one after Mideel is destroyed? I think I had to add handling for Tifa and Cid for that one because it's ordinarily Cloud only. Something must have been missed logically.

Thought this mod was cool but OP is a bad person. I just spent 4 hours at the battle arena in the middle of the night with only 60 gp on disc 1 because I COULDNT GET FREE GP FROM MOG HOUSE and the other games werent awarding gp fast enough for me. I won the first round and got 11k battle points. I then proceeded to lose 3 rounds to status lock(theres a round where theres 2 mps who inflict stop and a robot who inflicts sleep and they all use magic attacks for some god awful stupid reason) only win 3k bps in 1 round and then ran out of ferning healing items and couldnt leave the battle arena, so of course with no remedys or echo drops left I get silenced in round 1 of my last attempt while wearing a touph ring.  GIVE ME MY CIRCLET! I STAYED UP ALL NIGHT FOR IT! I EARNED IT YOU F@!$%^! ALSO REMOVE ALL THE STATUS SPAM AT ONCE! ITS  INFURIATING! I was waking up my neighbors screaming at 3 am at how often the status procs were happening in the battle arena. Im not coming back to this site, just had to let mod author know I want to punch him in the face right now for this multiple hour 15.7k bp BULLSHIT! RESPECT PEOPLE's TIME d*ck! MAYBE DONT PUT CONSTANT STATUS EFFECTS IN A MODE WHERE YOU CAN LOSE YOUR ITEMS AND MAGIC randomly! WHY WAS I ALWAYS LOSING ALL MY MP RIGHT BEFORE THE STATUS SPAMMING ROUND? WHY WERENT THE MOBS ROTATING? YOU ferning RIGGED IT! fern you apricothole. Was enjoying the mod til you pulled this stupid sadistic bullshit you fuckstick. Now it's uninstalled and I'm making sure people know this mod is rng-infested cheating trash. I hope your christmas is awful for this. Ruining my christmas eve with your bs.

I don't think it's good to let yourself get into that kind of state over it; the Battle Square has always had RNG baked into it from the reels. To help offset the RNG in Battle Square, the three sets of enemies (pre-Bronco, Bronco acquired, and Highwind acquired) are the same eight battles each time to help players prep for consistent runs; if an enemy hits you with a certain status, you can equip against that and expect it to turn up on the next run instead of a different enemy that uses different attacks; this was a problem in the Hardcore mod where the enemy sets were still random but hitting much harder, making consistent prep very difficult.

The BP situation is the same as vanilla in that it resets when leaving, but I could look into changing this so that it's stored permanently, that would prevent players coming short on the BP needed for certain items due to running out of GP or recovery items. The BP won is also dependent on the reels, but varies wildly. I could make it so that it checks for the total BP yield and then adjust it up to a base minimum that isn't too far behind the high yield reels.

Earning GP tends to take time unless you've got your own Chocobo for the races and have been doing them for breeding/S-Rank special prize or are fairly consistent with the basketball minigame. The Mog minigame gives 20GP or so but it's a one-off, even in the default game so not really useful long-term. The NPC that sells GP was scripted to always show up as well (once he's available) which costs gil but that can be obtained a lot faster on Disc 3 using the left-up path Magic Pots/Movers to farm up All Materia, with the pots asking for Ethers instead of Elixirs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2019-12-24 11:40:15
Thought this mod was cool but OP is a bad person. I just spent 4 hours at the battle arena in the middle of the night with only 60 gp on disc 1 because I COULDNT GET FREE GP FROM MOG HOUSE and the other games werent awarding gp fast enough for me. I won the first round and got 11k battle points. I then proceeded to lose 3 rounds to status lock(theres a round where theres 2 mps who inflict stop and a robot who inflicts sleep and they all use magic attacks for some god awful stupid reason) only win 3k bps in 1 round and then ran out of ferning healing items and couldnt leave the battle arena, so of course with no remedys or echo drops left I get silenced in round 1 of my last attempt while wearing a touph ring.  GIVE ME MY CIRCLET! I STAYED UP ALL NIGHT FOR IT! I EARNED IT YOU F@!$%^! ALSO REMOVE ALL THE STATUS SPAM AT ONCE! ITS  INFURIATING! I was waking up my neighbors screaming at 3 am at how often the status procs were happening in the battle arena. Im not coming back to this site, just had to let mod author know I want to punch him in the face right now for this multiple hour 15.7k bp BULLSHIT! RESPECT PEOPLE's TIME d*ck! MAYBE DONT PUT CONSTANT STATUS EFFECTS IN A MODE WHERE YOU CAN LOSE YOUR ITEMS AND MAGIC randomly! WHY WAS I ALWAYS LOSING ALL MY MP RIGHT BEFORE THE STATUS SPAMMING ROUND? WHY WERENT THE MOBS ROTATING? YOU ferning RIGGED IT! fern you apricothole. Was enjoying the mod til you pulled this stupid sadistic bullshit you fuckstick. Now it's uninstalled and I'm making sure people know this mod is rng-infested cheating trash. I hope your christmas is awful for this. Ruining my christmas eve with your bs.
Dude take a chill pill. And you realize what you complain about is in vanilla right?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-12-24 20:05:30
Thought this mod was cool but OP is a bad person. I just spent 4 hours at the battle arena in the middle of the night with only 60 gp on disc 1 because I COULDNT GET FREE GP FROM MOG HOUSE and the other games werent awarding gp fast enough for me. I won the first round and got 11k battle points. I then proceeded to lose 3 rounds to status lock(theres a round where theres 2 mps who inflict stop and a robot who inflicts sleep and they all use magic attacks for some god awful stupid reason) only win 3k bps in 1 round and then ran out of ferning healing items and couldnt leave the battle arena, so of course with no remedys or echo drops left I get silenced in round 1 of my last attempt while wearing a touph ring.  GIVE ME MY CIRCLET! I STAYED UP ALL NIGHT FOR IT! I EARNED IT YOU F@!$%^! ALSO REMOVE ALL THE STATUS SPAM AT ONCE! ITS  INFURIATING! I was waking up my neighbors screaming at 3 am at how often the status procs were happening in the battle arena. Im not coming back to this site, just had to let mod author know I want to punch him in the face right now for this multiple hour 15.7k bp BULLSHIT! RESPECT PEOPLE's TIME d*ck! MAYBE DONT PUT CONSTANT STATUS EFFECTS IN A MODE WHERE YOU CAN LOSE YOUR ITEMS AND MAGIC randomly! WHY WAS I ALWAYS LOSING ALL MY MP RIGHT BEFORE THE STATUS SPAMMING ROUND? WHY WERENT THE MOBS ROTATING? YOU ferning RIGGED IT! fern you apricothole. Was enjoying the mod til you pulled this stupid sadistic bullshit you fuckstick. Now it's uninstalled and I'm making sure people know this mod is rng-infested cheating trash. I hope your christmas is awful for this. Ruining my christmas eve with your bs.

It's unfortunate that you had that experience, and judging from your post, you'll likely never come back to read this.

In the event you do or there are others stuck at the Battle Square, not much has changed in the Battle Square compared to the base game. What has changed is being required to actually think an encounter through and not just brute force it by holding down the confirm button and just killing things mindlessly with little effort.

You are given multiple tools to deal with this encounter, even as early as disc 1. You can put some gear on to prevent the more annoying status effects, you can use things like slow-all to give you an edge, haste yourself, use regen if you grind enough AP that early, etc. You can also rely on certain summons to wipe the floor with specific enemy sets (Titan comes to mind with instant petrify), guaranteeing they die upon cast or inflict them with the same ailments  on you.

On your armor you can equip the added effect materia to begin nullifying certain status effect such as Time Magic which makes stop miss all together and there are plenty more options out there, not going to go into all the details.

Here's hoping once you cool off and look back at this, you'll realize it's only one man, with a vision, and he can't satisfy everyone, but has clearly satisfied nearly an entire generation that grew up playing the awfully easy original.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2019-12-24 23:35:33
I, too, was initially irked by how much more noticeable status effects were in the Battle Arena, but then I remembered I was on Disc 3. So I went and snatched some Ribbons, and let Cid go wild in the Battle Arena with 3 Counter Materias and the Venus Gospel. (btw, the Poison Reel bypassed Ribbon while the Toad and Mini reels were blocked by Ribbon.)

This mod definitely gives you way more tools to work than vanilla with by the time you can start doing Battle Arena (though I haven't really seen it ever being worthwhile to go through it as early as possible), so there's no real excuse to get that butthurt about not being able to mash Attack.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Novastrike on 2019-12-26 16:52:42
Hi,

First of all i just wanna say that i really love the work you have put in to this mod @Sega Chief. Currently at the end of disc 2 trying to figure out where to find stuff.

One thing that bothers me though;
I have googled and searched a lot on where to find the triple ap weapons, but havent been able to find any kind of information regarding this.

I was watching a gameplay video on Youtube (Maximillian Dood) and he had triple ap weapon for Tifa during his fight with Pearl weapon. I just beat the weapon and have no such thing.

If anyone could be kind to enlighten me where to find them, that would be lovely.

Best regards,
Novastrike
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-12-26 22:06:20
Hi,

First of all i just wanna say that i really love the work you have put in to this mod @Sega Chief. Currently at the end of disc 2 trying to figure out where to find stuff.

One thing that bothers me though;
I have googled and searched a lot on where to find the triple ap weapons, but havent been able to find any kind of information regarding this.

I was watching a gameplay video on Youtube (Maximillian Dood) and he had triple ap weapon for Tifa during his fight with Pearl weapon. I just beat the weapon and have no such thing.

If anyone could be kind to enlighten me where to find them, that would be lovely.

Best regards,
Novastrike

Hey there, most of the triple AP weapons are in the sunken Gelnika so you can access them when you have the sub. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Novastrike on 2019-12-27 15:32:22
Hey there, most of the triple AP weapons are in the sunken Gelnika so you can access them when you have the sub. :)

Ah, i see. Thank you very much for the response! :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Clangeddin on 2019-12-30 08:18:39
Hello there, I must say this mod is amazing, well done, it really felt like an improvement over the original game.

I am having one problem though, the game "freezes" (more likely soft locks, as the FPS counter is still there going from 30 to 31 from time to time) every time I attempt the optional cave dungeon in the Sleeping Forest (Dio's sidequest in disc 3), when Cloud wakes up where the game begins and Barret speaks, nothing happens, I can do nothing, they just stay at each other forever and that's it. Is this caused by some other mod conflict, to your knowledge? Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-30 14:11:08
Hello there, I must say this mod is amazing, well done, it really felt like an improvement over the original game.

I am having one problem though, the game "freezes" (more likely soft locks, as the FPS counter is still there going from 30 to 31 from time to time) every time I attempt the optional cave dungeon in the Sleeping Forest (Dio's sidequest in disc 3), when Cloud wakes up where the game begins and Barret speaks, nothing happens, I can do nothing, they just stay at each other forever and that's it. Is this caused by some other mod conflict, to your knowledge? Thanks.

Whenever this issue arises, it seems to be linked to other mods although the reason why isn't clear. Best thing to do is disable other mods, play until the first save point, then reactivate them all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CryofthePlanet on 2019-12-30 19:36:14
Love this mod so much I can't go back to the original the same way anymore. Can't wait for VIII NT, the beta was great. Seems a few of us have been streaming on twitch for playthroughs of NT so that's cool too.

Not sure if this is something that has been addressed yet or not, but my first playthrough I ended up getting stuck unable to do some of the optional fights (namely, materia bosses). I missed getting Deathblow from the Great Glacier so I ended up landing the Highwind and taking a green chocobo over the mountains, parked outside of the glacier, and walked in. Got Deathblow, went back to the exit, and it took me to the back of Icicle Inn. If I exited out the back of the town, I had to do the snowboarding segment again. Couldn't get to my chocobo anymore, nor could I release it/mate/breed/etc as it was still on the map, but apparently unreachable. Any ideas on this? It was v1.5, no other mods used, normal run. Wasn't a huge deal as I wanted to play again in Arrange Mode (which I'm doing now, even better) but I basically couldn't do any of the other fights.

Also, is there any way to leave the Ein Sof screen at the end if you save there, or is it only for the final battle and ending?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2019-12-30 21:35:58
Love this mod so much I can't go back to the original the same way anymore. Can't wait for VIII NT, the beta was great. Seems a few of us have been streaming on twitch for playthroughs of NT so that's cool too.

Not sure if this is something that has been addressed yet or not, but my first playthrough I ended up getting stuck unable to do some of the optional fights (namely, materia bosses). I missed getting Deathblow from the Great Glacier so I ended up landing the Highwind and taking a green chocobo over the mountains, parked outside of the glacier, and walked in. Got Deathblow, went back to the exit, and it took me to the back of Icicle Inn. If I exited out the back of the town, I had to do the snowboarding segment again. Couldn't get to my chocobo anymore, nor could I release it/mate/breed/etc as it was still on the map, but apparently unreachable. Any ideas on this? It was v1.5, no other mods used, normal run. Wasn't a huge deal as I wanted to play again in Arrange Mode (which I'm doing now, even better) but I basically couldn't do any of the other fights.

Also, is there any way to leave the Ein Sof screen at the end if you save there, or is it only for the final battle and ending?

Ah, I think that was mentioned before with Icicle Inn. I checked and it's something I've done; for some reason, I've set it to check Party Leader is Cloud when leaving Great Glacier by the standard south exit. If it's Cloud, it goes to world map. If it's the others, it jumps to Icicle Inn field. The blue 'rollercoaster' also exits to Icicle Inn instead of the world map.

This is something that was done a very long time ago so I'm not sure what the goal with it was.

A save editor is probably best way to go for now; open the save file, and go to the Location tab. Click on Worldmap Location at the bottom. On the world map picture on the right, right click somewhere and select 'place tiny bronco/chocobo'. That should hopefully move the chocobo to a retrievable location.

As for the final screen, that's just a staging area to save the game + re-equip for the final boss; it currently has no exit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: JackCaliber on 2019-12-30 23:04:30
Am I the only one who feels like morph needs a serious buff? I LOVE that it's available earlier in the game, but having to finish off an enemy with 0.1 * your normal attack damage just isn't fun. Half damage seems like it would be a lot more fun without being OP. Am I wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CryofthePlanet on 2019-12-31 13:06:56
Ah, I think that was mentioned before with Icicle Inn. I checked and it's something I've done; for some reason, I've set it to check Party Leader is Cloud when leaving Great Glacier by the standard south exit. If it's Cloud, it goes to world map. If it's the others, it jumps to Icicle Inn field. The blue 'rollercoaster' also exits to Icicle Inn instead of the world map.

This is something that was done a very long time ago so I'm not sure what the goal with it was.

A save editor is probably best way to go for now; open the save file, and go to the Location tab. Click on Worldmap Location at the bottom. On the world map picture on the right, right click somewhere and select 'place tiny bronco/chocobo'. That should hopefully move the chocobo to a retrievable location.

As for the final screen, that's just a staging area to save the game + re-equip for the final boss; it currently has no exit.

Gotcha, thanks for the quick response. I ended up just saving over the file when I restarted in Arrange so the time for editing has come and gone. I'm good on this playthrough though and I haven't run into any other issues.

Though that being said, are there any notes on the bosses and such? I'm trying to go through every fight without knowing what's coming, but some of them had my head scratching afterwards. Fights like the Goldberries were previously discussed, but things like Mirage (at least on Arranged) seemed a little nuts. Then again, maybe Ribbons "preventing status change" also applies to recovering from ailments that punch through. Are there abilities that act like FFX-2's Pernicious Powder, with the whole 255% hit rate and hits through immunity thing?

Either way, killer stuff. Can't wait to do the rest.

Am I the only one who feels like morph needs a serious buff? I LOVE that it's available earlier in the game, but having to finish off an enemy with 0.1 * your normal attack damage just isn't fun. Half damage seems like it would be a lot more fun without being OP. Am I wrong?

I wouldn't really agree, Morph feels fine. You can get by just fine without ever using it, but the rewards for using it against certain enemies is very nice if you can put in the effort. For the ultimate weapon stuff endgame I think Yuffie's Conformer still ignores the Morph penalty, so that can be helpful with getting some morphs. But in that case, I think you can just get them as drops instead. There was also a series of posts earlier in this thread that discussed why boss morph were adjusted and why that incentive threw some things off.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2019-12-31 14:34:51
I wouldn't really agree, Morph feels fine. You can get by just fine without ever using it, but the rewards for using it against certain enemies is very nice if you can put in the effort. For the ultimate weapon stuff endgame I think Yuffie's Conformer still ignores the Morph penalty, so that can be helpful with getting some morphs. But in that case, I think you can just get them as drops instead. There was also a series of posts earlier in this thread that discussed why boss morph were adjusted and why that incentive threw some things off.

To add to this point, the "work" weapons from Temple of the Ancients also can deal significant damage with Morph as they scale up depending on the amount of kills the person equipping them has if memory serves.

If Cid has 60 kills and Tifa has 170 kills, Tifa's Work Glove will hit like a truck compared to Cid's Mop. This also applies to Morph as the weapon calculation for the "work" weapons is entirely different.

As mentioned earlier as well, the good thing about Morph is getting access to very, very strong items/weapons/armors/accessories well before you're supposed to get them normally through the game. It's definitely something that's more rewarding for those with the patience but also not really required as you'll get your hands on the items eventually.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Clangeddin on 2019-12-31 14:36:49
Thanks for the reply, I managed to finish the dark cave by disabling the mods above the New Threat (the ones below were fine).
I just finished the game and I must say I miss one thing... the final weapons, did you remove them?
I finished all side quests for L4 Limits and finished the game too but I never came across a single final weapon. I just missed Ozma (I really forgot about it).
I ended uping Masamune on Cloud and Max Ray on Barret (and Wizard Staff on Aeris), but I really wanted to see what was done to Ultima Weapon, Missing Score, ecc... oh well, I suppose I understand if you removed them, they did kinda make the game way too easy.

I got the final screen with the dance party telling that I finished the NT mod without using a single source.... but I did? I think I levelled all characters in the source screen to 8/8.

Going to face Ozma now.

Also, what are the Oversoul Shard and all those new key items such as X-ATM core, 7777 needle, ecc ecc for? Couldn't find a use for them in game.

Anyways, thank you very much for the mod, it's been great fun indeed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fowleplay91 on 2019-12-31 23:09:28
How do I get this to work? I install the mod on steam and when I click the game it just keeps popping back up and doesnt load the game on steam. Any help?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-01 15:15:11
Am I the only one who feels like morph needs a serious buff? I LOVE that it's available earlier in the game, but having to finish off an enemy with 0.1 * your normal attack damage just isn't fun. Half damage seems like it would be a lot more fun without being OP. Am I wrong?

Morph acts the same as base game but is too weak; I plan to boost the damage it deals.

Though that being said, are there any notes on the bosses and such? I'm trying to go through every fight without knowing what's coming, but some of them had my head scratching afterwards. Fights like the Goldberries were previously discussed, but things like Mirage (at least on Arranged) seemed a little nuts. Then again, maybe Ribbons "preventing status change" also applies to recovering from ailments that punch through. Are there abilities that act like FFX-2's Pernicious Powder, with the whole 255% hit rate and hits through immunity thing?

There aren't any notes/guides out there that I'm aware of, save for videos and streams. There were attacks that went through status immunity but I removed that flag from as many of them that I could find in a recent update. If you find attacks ignoring status immunity then it's important not to protect against that status as it'll prevent it from being healed.

Thanks for the reply, I managed to finish the dark cave by disabling the mods above the New Threat (the ones below were fine).
I just finished the game and I must say I miss one thing... the final weapons, did you remove them?
I finished all side quests for L4 Limits and finished the game too but I never came across a single final weapon. I just missed Ozma (I really forgot about it).
I ended uping Masamune on Cloud and Max Ray on Barret (and Wizard Staff on Aeris), but I really wanted to see what was done to Ultima Weapon, Missing Score, ecc... oh well, I suppose I understand if you removed them, they did kinda make the game way too easy.

I got the final screen with the dance party telling that I finished the NT mod without using a single source.... but I did? I think I levelled all characters in the source screen to 8/8.

Going to face Ozma now.

Also, what are the Oversoul Shard and all those new key items such as X-ATM core, 7777 needle, ecc ecc for? Couldn't find a use for them in game.

Anyways, thank you very much for the mod, it's been great fun indeed.

Ultimate Weapons can be obtained from the guy in the blue house on the world map, near Gongaga (where Great Gospel is acquired in default game). Each weapon needs two weapons + an item to make.

Are you on the latest version? I thought I'd stripped out the no-source secret because it wasn't working properly.

How do I get this to work? I install the mod on steam and when I click the game it just keeps popping back up and doesnt load the game on steam. Any help?

The installer should be run, pointed at the FF7 folder, and that should be it patched.

If the game isn't running after patching, then there's two possibilities:

1) Antivirus is blocking the patched files, probably the .EXE in which case may need to right-click it, go to properties, and then click 'unblock' if it's there. Setting up FF7's directory as an exception in antivirus could also help.

2) Game is a cracked/pirated copy, in which case the mod installer has overwritten the .EXE changes to add its own, resulting in the crack no longer working.

Other possible cause might be it's a different language version but I think the file names themselves are different so it would likely still be running just with no changes if it was that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2020-01-01 15:21:28
I just finished the game and I must say I miss one thing... the final weapons, did you remove them?
I finished all side quests for L4 Limits and finished the game too but I never came across a single final weapon.

Also, what are all those new key items such as X-ATM core, 7777 needle, ecc ecc for? Couldn't find a use for them in game.

The Final Weapons are now made by the Weaponsmith guy who originally was supposed to give you the Final Gospel Limit Break, and tell you where to go to get the Keystone Materia. You need 2 Weapons and one of the new Key Items (X-ATM Core, LuvLuvG, and so on). The Weaponsmith guy will tell you which weapons and Key Item you need in order to make each Final Weapon.

EDIT: whoops. Sega Chief beat me to answering your question as I was typing it lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Clangeddin on 2020-01-01 15:54:07
Ultimate Weapons can be obtained from the guy in the blue house on the world map, near Gongaga (where Great Gospel is acquired in default game). Each weapon needs two weapons + an item to make.

Are you on the latest version? I thought I'd stripped out the no-source secret because it wasn't working properly.

Eh no I'm not on final version, I just noticed it was uploaded two days ago, I'm on the version before that (the one uploaded in September).
Just got the final weapons now.
Gotta say I'm disappointed with Missing Score having only 4 slots? Is this really intended? Because man the weapon sucks, it feels like a downgrade from the Max Ray. I know that the vanilla Missing Score was the strongest final weapon by a mile (but that was because materias could store a lot more AP than they can in NT, especially KOTOR), but geez, this is an overnerf, please reconsider, and if the AP-STR is too strong, then maybe just add a different special effect (like an added effect to attacks and 255% hit chance or something else).
Compared it to Tifa's Premium Heart, that one has 8 slots and hits harder without any investment at all.
Red XIII and Cid's final weapons also appears to be very bad, at least compared to other characters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2020-01-02 16:36:18
Quote
Cid's final weapon also appears to be very bad, at least compared to other characters.

Actually Cid's final weapon is absurdly good. Slap on several mastered Counter materias and watch him heal back all the damage he took through nonstop countering. And this only gets nuttier when you throw on the right Elemental Materia for the boss you're about to fight.
Title: Re: FF7 NT bug round up.
Post by: sneazzy95 on 2020-01-02 18:55:01
I didn't know about that, thanks for the info, it might be helpful !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: InfernAngelis89 on 2020-01-02 23:13:35
Hello,
Im about to start this mod and really looking forward to it. Just have 2 quick questions.

1)Is there a general consensus on how to spec each character that will utilize their best traits/abilities ?

2) I do not have the 7th haven mod (the language use is too complicated for me since Im not computer savy), is there a way to add some type of texture mod to make everything look nicer/better while still keeping the NT Mod working perfectly?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2020-01-03 04:39:00
Hello,
Im about to start this mod and really looking forward to it. Just have 2 quick questions.

1)Is there a general consensus on how to spec each character that will utilize their best traits/abilities ?

Idk about the "general consensus", but in my opinion, this is what roles I think each character best excels at

Cloud: Main Character Syndrome means he has to be flexible to fill whatever role you need. I suggest you decide early on what you want him to do and stick with it. His Personal Skill is okay, but not much to say about it.

Barret: He has high Vitality & good Spirit, making him a solid basic tank. His Magic is abysmal, so don't expect much from there. Not much to say about his Personal Skill either. What row you leave him in depends on if you want him hitting things or taking hits. 6th best choice for a tank, simply due to the fact that he has little to offer beyond taking hits.

Tifa: Her high Dexterity and high strength make her a great choice for a physical attacker, though she can also play Tank very well if you invest in her to be one. Great for Cover Countering, especially since her Grit ability lets her stick around a bit longer if your healer is tied up. I'd rank her as the 2nd Best physical attacker, and 5th best choice for a tank.

Aerith: Obviously she's the best Mage, no questions asked. However, her Personal Skill, Geo Guard, gives her a unique tanking capability that can't be replicated. Absorbing almost all elements in the game just by defending, Aerith's got incredible bulk potential (especially since she doesn't need to sacrifice stats for an Elemental Materia). If there were a Draw Attacks Materia to increase aggro towards her, she'd easily be the the best tank of the gang. Her Limit Breaks being geared towards support also help her in favor of playing the Tank/Support role. As it stands, she's the 2nd best tank, and best Mage.

Red: Hoo boy! Red is amazing. He can play Tank, Physical Offense, Mage, or Hybrid Offense with ease! His personal skill is perfect for boss battles, and his Limit Breaks (aside from Cosmo Memory) service his various builds beautifully! His Lv.1 Limit Break set for Tank Role with strong HP recovery in Sled Fang and "Hastega" via Lunatic High. His Lv.2 Limit Break set for a Mage/Hybrid Build with Blood Fang giving HP & MP Recovery, and Stardust Ray scaling off his magic (though it needs to be buffed). His Lv.3 Limit set for a Physical/Hybrid Build with Howling Moon providing Berserk & Haste to wipe the floor with random battles, and Earth Rave for massive damage. Pick what you want him to do and stick with it (preferably choose what Cloud isn't doing already for him). Tied with Tifa as 2nd best attacker, 2nd best Mage, 4th best tank, and the best Hybrid fighter.

Yuffie: Idk to be honest. her current personal skill doesn't work (and raw Evade isn't very good in FF7 anyway), and her Conformer is really the only noteworthy thing about her in my opinion. I guess she could be your speedy mage, if Aerith is too slow for your tastes (or if you let Aerith stay dead after Disc 1). No notable rankings since, again, I never used her.

Cait Sith: He's a good candidate for a Support Tank since he has Auto MP Regen, solid bulk, high luck, and an MP Restoring weapon. He can also be a Crit-Abusing Bruiser with Strength investment and high luck. Cait is the 3rd best tank, in my opinion, thanks to his high luck.

Vincent: I can't say much about him since I only used him a couple times. I give him the Shinra Turk bonus every Rank Up so he can fill whatever gaps there are in the team whenever I use him. Even without specialization, he performed very well. Tbh I never noticed his Personal Skill go off, so not much to say about it. Well Rounded, so always a good choice for an attacking role.

Cid: Strength, Vitality, Spirit, and lots and lots of Luck. Cid has the Highest Luck, and his Ultimate Weapon has a built in Drain effect. Cid can easily get over 200 Luck for a flat 50% chance to avoid damage thanks to the Lucky Evade mechanic (Luck/4), and with 2-3 Counter Materia on him, he'll easily recover any damage he takes by countering like crazy while using the Venus Gospel. Solid Bulk, Venus Gospel, and Crazy high Luck make Cid the best tank in the game (unless a Draw Attack materia is made, which would let Aerith dethrone Cid as Best Tank). Second Wind takes a long time to charge, so it rarely saw usage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kronim on 2020-01-03 05:32:09
Can someone help me please?
I've used New Threat before and it's worked perfectly. This time I want to use the vanilla combat version, as I want the revised script and events, but with the vanilla gameplay. I downloaded the IRO and imported it using 7th heaven, but it doesn't work. It doesn't even do anything when I click on 'open readme'.
Is there something I've done wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-03 14:41:41
Can someone help me please?
I've used New Threat before and it's worked perfectly. This time I want to use the vanilla combat version, as I want the revised script and events, but with the vanilla gameplay. I downloaded the IRO and imported it using 7th heaven, but it doesn't work. It doesn't even do anything when I click on 'open readme'.
Is there something I've done wrong?

It should just be a case of importing it then activating it, while making sure that the regular NT IRO is deactivated; when you say it doesn't work, do you mean it breaks in 7h or it isn't applying changes once activated?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: InfernAngelis89 on 2020-01-03 14:58:19
Thanks for the info PokeFaize! Definitely helps!

Another question, my friend tells me there used to be a readme file on the launcher that went over Area changes. As in the changes made in most of the areas in NT. That way it gave him something to check to make sure nothing is missed. I think I saw the readme when I downloaded yesterday but the Area Changes section was very limited. Did something change and some info got deleted or moved? Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kronim on 2020-01-03 15:36:20
It should just be a case of importing it then activating it, while making sure that the regular NT IRO is deactivated; when you say it doesn't work, do you mean it breaks in 7h or it isn't applying changes once activated?

Thanks for the response.

I imported it then activated it, while the regular mod is deactivated. I had vanilla combat version activated, but no changes were applied. I ended up using the installer instead, and now I think it's working the way it's supposed to, but I'm confused about a couple of things. I still get tutorials for innate abilities, even though it seems like they don't apply anymore, enemies and bosses are back to their original tactics, but are still visually redesigned, there's still a ??? on the save point for later when you get access to Mr. Smiley, so I'm assuming that is still in the game, and character stats are different, in a way that doesn't line up with either vanilla or NT. For example, Cloud starts with 0 spirit and luck, and has much higher vitality than Barret. I have no other gameplay altering mods activated.

Are these things normal for the vanilla combat variant? If so, is there any way I can just have the revised script, extra scenes (such as Cloud saying 'my job?' in the back of the train after the first bombing mission), the party members hanging around in the towns, and the improved character sprites, with no edits to anything combat or stat related?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-03 20:34:54
Thanks for the response.

I imported it then activated it, while the regular mod is deactivated. I had vanilla combat version activated, but no changes were applied. I ended up using the installer instead, and now I think it's working the way it's supposed to, but I'm confused about a couple of things. I still get tutorials for innate abilities, even though it seems like they don't apply anymore, enemies and bosses are back to their original tactics, but are still visually redesigned, there's still a ??? on the save point for later when you get access to Mr. Smiley, so I'm assuming that is still in the game, and character stats are different, in a way that doesn't line up with either vanilla or NT. For example, Cloud starts with 0 spirit and luck, and has much higher vitality than Barret. I have no other gameplay altering mods activated.

Are these things normal for the vanilla combat variant? If so, is there any way I can just have the revised script, extra scenes (such as Cloud saying 'my job?' in the back of the train after the first bombing mission), the party members hanging around in the towns, and the improved character sprites, with no edits to anything combat or stat related?

The vanilla version was done fast, so it's still got references to some NT features that aren't active with a default scene/kernel like the innates. It'll make reference to them, but like you say they aren't active. I also forgot to put the default model colours in but the enemies should all be behaving

The SP system can be used as this is an flevel thing, but characters have their own stat growths so the system can be safely ignored if you only want to use those (and Sources can be acquired from the vanilla enemies). It was left active because it'd be a pain to deactivate it across all save points.

The stats themselves being different is likely being caused by Materia. If an installer has been used in the past, then it's maybe applied the .exe changes that go with NT. If you can, replace them with default .exes and this should also return Materia modifications back to normal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: InfernAngelis89 on 2020-01-04 22:47:25
Hello, just repeating my question so it does not get missed.

In the past NT Versions, there was a change log document that went into details of Area changes of the game (changes in Midgar, Kalm, Junon, etc.) however it dont see it on the 1.5 patch. Is it possible to link that readme file again? Thank you for your time!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: InfernAngelis89 on 2020-01-05 01:26:42
Also is Ark Dragon no longer in Mythril Mines? I been here for an hour and it does not spawn :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-05 01:43:37
Hello, just repeating my question so it does not get missed.

In the past NT Versions, there was a change log document that went into details of Area changes of the game (changes in Midgar, Kalm, Junon, etc.) however it dont see it on the 1.5 patch. Is it possible to link that readme file again? Thank you for your time!

I think it's in the download folder itself; but a quick and dirty readme with more up to date information was put together on the front page of this thread as a pastebin.

Also is Ark Dragon no longer in Mythril Mines? I been here for an hour and it does not spawn :(

I think he only spawns in certain fields in Mythril Mines; try the screen where Long Range is found in default game. It definitely appears there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2020-01-05 08:06:38
So the Steam version has a music error during the sequence where Cloud regains his memories at Mideel. Right when Cloud throws Sephiroth into the Lifestream, it’s supposed to continue the world map theme. But it starts playing the standard reactor theme instead. Is there any way to fix this using mods or something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: InfernAngelis89 on 2020-01-05 09:16:53
I think I read somewhere that there are hidden monsters in some areas? Name was Ziegfried? Just asking if those monsters are still implemented and if there is a section that tells us where they are? Thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-05 14:12:46
So the Steam version has a music error during the sequence where Cloud regains his memories at Mideel. Right when Cloud throws Sephiroth into the Lifestream, it’s supposed to continue the world map theme. But it starts playing the standard reactor theme instead. Is there any way to fix this using mods or something?

Yeah could probably do that.

I think I read somewhere that there are hidden monsters in some areas? Name was Ziegfried? Just asking if those monsters are still implemented and if there is a section that tells us where they are? Thank you!

Instead of a mystery ninja encounter, you'll run into ziggy in the world map forests. If you find him/beat him you get a Materia; if you don't, then you can find this Materia in the rolling rock room of the Temple of the Ancients.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: InfernAngelis89 on 2020-01-05 15:57:09

Instead of a mystery ninja encounter, you'll run into ziggy in the world map forests. If you find him/beat him you get a Materia; if you don't, then you can find this Materia in the rolling rock room of the Temple of the Ancients.

Awesome I just found him too! Are we only able to encounter him once or multiple times? Also do you have a list of other secret monsters found like this? I would hate to miss an encounter just because I was not aware. Thank you!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-06 11:33:22
Awesome I just found him too! Are we only able to encounter him once or multiple times? Also do you have a list of other secret monsters found like this? I would hate to miss an encounter just because I was not aware. Thank you!!

It's a one-off encounter. Don't think there's any other missable secret enemies.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-01-06 23:59:47
Anyone else tried speedrunning this in Arrange mode?

A while back I started a segmented run to see if it's even possible, and it's brutal, but might actually be doable even in a single segment. Some bosses are insane though, and might require resets for better rng or strategic grinding for more levels and rank-ups. I've managed to make it to the very end in 13:30sh time, but the very final fight seems problematic.

Now, I actually never finished my first playthrough after growing bored of the endgame content and my randomized character builds, so I'm not sure how it is supposed to play out, and I can't find any mention of this fight online.

Spoiler: show
Cloud vs. Sephiroth and Jenova. At first I thought the goal was just to survive and the fight would end if I get my Omnislash off. But I was surprised that's not the case. They seem to do % based damage, and I'm forced to Full-Cure every turn and then Elixir up when out of MP. They seem too tanky to kill, Omnislash hitting Sephiroth for alot of 0s and Jenova for about 300 per hit.(Cloud is built as tanky magic support) Pearl damages Jenova for a good 6,5k, so I tried using my only Gospel Spark on my first turn to gain Peerless in hope to finish off Jenova, but it wasn't enough(no Quadra magic), and they murder me before I can heal.


Am I missing something? Under-leveled(lvl.75, rank 3 or 4, not quite sure) and geared? How's this fight supposed to be won?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: InfernAngelis89 on 2020-01-07 00:23:28
Not sure if its a known bug or not but the Speed Square in Gold Saucer has the battle type music, not the gold saucer music. Even after escaping from Corel Prison.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kekko1285 on 2020-01-07 10:44:55
Hey Sega, I cannot find where you put the logchanges of the latest 30th December release. Would you point that out for me? Thanks

Suggestion time: I'd use some sort of sem-versioning for the new releases, so it's easier to refer back to different versions - something like 1.5.1 for example would make clear a new version has been released and that it's just tweaking some aspects of the previous release, not a major rework.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-07 13:08:57
Anyone else tried speedrunning this in Arrange mode?

A while back I started a segmented run to see if it's even possible, and it's brutal, but might actually be doable even in a single segment. Some bosses are insane though, and might require resets for better rng or strategic grinding for more levels and rank-ups. I've managed to make it to the very end in 13:30sh time, but the very final fight seems problematic.

Now, I actually never finished my first playthrough after growing bored of the endgame content and my randomized character builds, so I'm not sure how it is supposed to play out, and I can't find any mention of this fight online.

Spoiler: show
Cloud vs. Sephiroth and Jenova. At first I thought the goal was just to survive and the fight would end if I get my Omnislash off. But I was surprised that's not the case. They seem to do % based damage, and I'm forced to Full-Cure every turn and then Elixir up when out of MP. They seem too tanky to kill, Omnislash hitting Sephiroth for alot of 0s and Jenova for about 300 per hit.(Cloud is built as tanky magic support) Pearl damages Jenova for a good 6,5k, so I tried using my only Gospel Spark on my first turn to gain Peerless in hope to finish off Jenova, but it wasn't enough(no Quadra magic), and they murder me before I can heal.


Am I missing something? Under-leveled(lvl.75, rank 3 or 4, not quite sure) and geared? How's this fight supposed to be won?



13 hours is a long run; that's Legend of Dragoon territory.

Spoiler: show

The alternate final fight on arrange used to be a 2v2 but it was changed to a 1v2 which proved to be a poor decision given the debilitating statuses floating about. Sephiroth should be ignored until Jenova is brought down, as he'll die in 1 hit but is immune to damage until the other enemy is killed. While his attacks are %-based damage, Jenova's aren't; but there's a few things you can do to give yourself an edge.
1) Hidden element protection should negate some of the attacks
2) If being hit by Sequence/Combo, you can use Defend during it to reduce damage from the next hit(s); this can be handy if you're in trouble.
3) Avoid random-target attacks like Quadra/4x-Cut as Sephiroth will 'soak' some of the hits and reduce its overall effectiveness.

Speaking of Combo, Counter Materia is very effective against it because each hit is registered as a single action. You can quickly master Materia on the left-up path if you have some Ethers for the Magic Pots (probably faster if you can kill Movers too) while running/teleporting from anything else that appears. Magic Counter + Restore would greatly up durability. The other thing is the status ailments; a Vaccine or Ribbon would block anything coming in, but also prevent the use of Barrier/MBarrier/Regen if you plan to use those.

HP-Wise this boss doesn't have a lot compared to others; around 70k or so. I think MP Turbo isn't too far off the beaten path (might still be dropped by Jenova Death actually), which would likely be a better contender than Quadra Magic due to its random-target nature. If physicals aren't doing much, then materia like restore/revive + elemental in the weapon will buff it a bit; Limits won't see the benefit of it unfortunately. I'd also maybe swap Omnislash for Lv.1/Lv.2 to use Braver/Climhazzard as roughly half those hits on Omnislash/Meteor Rain are going to be wasted + the gauge will charge much faster.


Not sure if its a known bug or not but the Speed Square in Gold Saucer has the battle type music, not the gold saucer music. Even after escaping from Corel Prison.

I think I set different music for each square to try and break up the Gold Saucer theme a little bit.

Hey Sega, I cannot find where you put the logchanges of the latest 30th December release. Would you point that out for me? Thanks

Suggestion time: I'd use some sort of sem-versioning for the new releases, so it's easier to refer back to different versions - something like 1.5.1 for example would make clear a new version has been released and that it's just tweaking some aspects of the previous release, not a major rework.

Oh, it's log changes you're after? I thought it was a list of where things were. In any case, here's the list I meant:
https://pastebin.com/SiJkKDVa

As for log changes, I did originally have versioning on 1.0 through to 1.0.5 and should have carried on with that. But I stopped doing it when I lost track of changes and decided to just use the date of each iteration's release instead. I'll try and get in the habit again for any patches made to the final version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2020-01-07 22:15:56
Yeah could probably do that.
Thanks, that would be great. That scene is one of my favorite moments in the game and the music is a big part of why.

On another note, I just fought with the Turks at the Gelinka ship. After Reno died, his death sentence triggered on two of my party members. However, they didn’t die for some reason even though the animation played out. Not sure why.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-01-07 22:30:13

13 hours is a long run; that's Legend of Dragoon territory.


Yeah it is, but there's a lot of room optimization and the different stat builds make it interesting.


Spoiler: show

The alternate final fight on arrange used to be a 2v2 but it was changed to a 1v2 which proved to be a poor decision given the debilitating statuses floating about. Sephiroth should be ignored until Jenova is brought down, as he'll die in 1 hit but is immune to damage until the other enemy is killed. While his attacks are %-based damage, Jenova's aren't; but there's a few things you can do to give yourself an edge.
1) Hidden element protection should negate some of the attacks
2) If being hit by Sequence/Combo, you can use Defend during it to reduce damage from the next hit(s); this can be handy if you're in trouble.
3) Avoid random-target attacks like Quadra/4x-Cut as Sephiroth will 'soak' some of the hits and reduce its overall effectiveness.

Speaking of Combo, Counter Materia is very effective against it because each hit is registered as a single action. You can quickly master Materia on the left-up path if you have some Ethers for the Magic Pots (probably faster if you can kill Movers too) while running/teleporting from anything else that appears. Magic Counter + Restore would greatly up durability. The other thing is the status ailments; a Vaccine or Ribbon would block anything coming in, but also prevent the use of Barrier/MBarrier/Regen if you plan to use those.

HP-Wise this boss doesn't have a lot compared to others; around 70k or so. I think MP Turbo isn't too far off the beaten path (might still be dropped by Jenova Death actually), which would likely be a better contender than Quadra Magic due to its random-target nature. If physicals aren't doing much, then materia like restore/revive + elemental in the weapon will buff it a bit; Limits won't see the benefit of it unfortunately. I'd also maybe swap Omnislash for Lv.1/Lv.2 to use Braver/Climhazzard as roughly half those hits on Omnislash/Meteor Rain are going to be wasted + the gauge will charge much faster.


Thanks for the advice!

Spoiler: show
I tried equipping Cloud with all my Counter materias and Magic Counter + Osmose earlier, to try and keep MP high, but they force me to heal up every turn or die. I'll try it with Restore and see if I can sustain that way, and do some damage. Hope that Hidden+Elemental works great too.

Great to hear Jenova doesn't do % damage, but what a pain in the ass she is. Physical and magic damage and statuses which you can't afford to affect you. Ribbon is nice but, lowers my defense being unable to equip Protect or Touph Ring. Not sure if those are worth it anyway as their attacks seemed to ignore Wall and Touph Ring halves restorations. But with Ribbon I can't buff myself, Haste would be so useful as Cloud is a bit slow. Could try it without Ribbon, buff up, and hope she doesn't status me before I can use Resist.

EDIT: Ok it was really easy with that setup; Hidden+elemental on armor, Magic Counter+Restore and Planet+MP Turbo, MP Plus, then fill the remaining slots with Stat boosting materias (Covers for Vit, no need to worry about Magic Defense as hidden element heals you) Then just spam Pearl on Jenova and chug ethers and elixirs when low MP. I was thinking there has to be some trick to this fight. Couldn't figure out that Hidden element is a thing, none of my materias even had the hidden element displayed but Comet works, even though it says non-elemental.


By the way, does Synthesis Cell work through Ribbon?  Also, does Hero drink II do anything but negative effects?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2020-01-08 02:21:26
Quote
Avoid random-target attacks like Quadra/4x-Cut
Pressing L or R will cause 4x-Cut to "focus" the attack to single target (similar to changing Materia paired with All Materia from Multi-Target to Single Target). The same does NOT apply to Quadra-Cast, sadly.

Quote
I think MP Turbo isn't too far off the beaten path (might still be dropped by Jenova Death actually)
MP Turbo is in the Great Glacier area. You replaced the All Materia found in the cave in the "Snow Field" area (where you use the Markers) with MP Turbo. Deathblow is also found in the Great Glacier area where Added Cut used to be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-08 08:35:37
Thanks, that would be great. That scene is one of my favorite moments in the game and the music is a big part of why.

On another note, I just fought with the Turks at the Gelinka ship. After Reno died, his death sentence triggered on two of my party members. However, they didn’t die for some reason even though the animation played out. Not sure why.

If they're immune to death, either by death-force or Resist status, then death sentence won't kill them when it ticks off.

By the way, does Synthesis Cell work through Ribbon?  Also, does Hero drink II do anything but negative effects?

Yes; it has the ignore status flag. Status resistance in this game is actually more of a 'can toggle' flag. Resistance prevents toggle, so if a status is forced on it means it can't be removed through normal means, especially if the resistance was applied via equipment.

Hero Drink II gives nothing but negative statuses.
Spoiler: show
Unrelated Master Fist damage formula: Damage = Damage * (1 + 1 each for Near-death, Poison, Sadness, Silence, Slow and Darkness Statuses, + 2 each for Death-sentence and Slow-numb Statuses)


Pressing L or R will cause 4x-Cut to "focus" the attack to single target (similar to changing Materia paired with All Materia from Multi-Target to Single Target). The same does NOT apply to Quadra-Cast, sadly.
MP Turbo is in the Great Glacier area. You replaced the All Materia found in the cave in the "Snow Field" area (where you use the Markers) with MP Turbo. Deathblow is also found in the Great Glacier area where Added Cut used to be.

I forgot I'd done those.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kekko1285 on 2020-01-08 10:58:26
Oh, it's log changes you're after? I thought it was a list of where things were. In any case, here's the list I meant:
https://pastebin.com/SiJkKDVa

As for log changes, I did originally have versioning on 1.0 through to 1.0.5 and should have carried on with that. But I stopped doing it when I lost track of changes and decided to just use the date of each iteration's release instead. I'll try and get in the habit again for any patches made to the final version.

So changes with the latest version were only for steal/drops/enemy skill? Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2020-01-08 11:01:16
Anyone else tried speedrunning this in Arrange mode?


I run normal mode and its already 10-11 hours average. The boss changes in arrange mode makes it very unlikely to be possible without farming, which would add hours to the time.

Main issues with Arrange speedrun:
1. In the normal speedrun we turn off random encounters. arrange mode would almost certainly mean farming is required which just adds too much time.
2. All enemies have increased level in Arrange so unchanged bosses and any random encounters you have to face will be more difficult. the most notably being Aps. In the aps fight we morph him in order to get dragon scales for the elevator boss in shinra tower. With a higher level he will 100% 1 shot Aeris who will be level 1 due to the Guard Skip.
3. Guard skip is basically non skippable (combine with issue # 2 is enough to invalidate this as a legit category already). Plasma buster x2 is a very difficult fight that would end runs 90% of the time .I cant think of any reliable strat to beat it at base level with as few healing items as youd have in the run.
4. Shinra tower boss rush. This just isnt viable in a speedrun scenario. The elevator bosses come all 3 at once and they just annihilate you. This is avoidable by copying the speedrun strat which is to use the dragon scale you can morph from aps to end the fight instantly. Once you are past that you have to fight Rufus with an immortal Light Nation. This will be a difficult and tight fight but possible. And the hardest part is vs the Motor Ball boss at the end of the high way. In arrange he does not heal you, can confuse your party, and goes invincible late in the fight.

Those are just the major run enders inside of midgar. basically every boss after that is the same problem. even with the Shield Trick you just do too little damage and when its not active you take too much damage to reliably beat the bosses with no prior farming.

so TLDR would be too hard, would take farming which would make it too long. But if you want to attempt go ahead. I can send you my notes for the normal speedrun and you could tweak from there (hell after 2.0 is released and i reroute i might try an arrange route myself)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2020-01-08 11:23:01
1) Is there still a stronger version of Safer Sephiroth that you can unlock? If so, how do you fight him?

2) In disc 3, is the Dark Cave side quest unlocked by visiting the bottom of the northern crater?

3) I’d like to visit the materia caves. Is there a way to obtain the golden chocobo without breeding?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-08 12:24:14
1) Is there still a stronger version of Safer Sephiroth that you can unlock? If so, how do you fight him?

2) In disc 3, is the Dark Cave side quest unlocked by visiting the bottom of the northern crater?

3) I’d like to visit the materia caves. Is there a way to obtain the golden chocobo without breeding?

No.

Yes.

Guidebook, Morph a Ghost Ship in the Underwater Reactor tunnels (the ones where fish are visible).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-01-08 17:22:24
I run normal mode and its already 10-11 hours average. The boss changes in arrange mode makes it very unlikely to be possible without farming, which would add hours to the time.

Yeah, I don't turn off random encounters and fight some battles that are fast to win with magic when I need to get some XP. Plasmabuster is very hard/time consuming. I fought some Grashstrikes and Missile turrets on the way to get lvl 11 before the fight. I buy 3 Iron bangles for the high defense and 2nd Lightning + Restore and get the All materia from Beginners hall. Combine restore with all, and pray to rngesus they don't hit one character twice from the back for a kill. It's a bit too long fight though, I had to use all my MP on every character.

I just updated to the newest version where Sega Chief nerfed some arrange mode bosses and started another run. Aps and the 3 Elevator bosses seemed a bit easier. Not sure if they are changed a bit or not. Didn't Morph Aps, but I thought about it. Managed to make it out of Midgar under 3hours(In-game time), no skips, except Tifa and Aeris backstory which the mod enables. But Plasmabusters and the elevator trio required a few resets. And learning all the menuing before fights is another challenge cause you need to swap so much stuff in Midgar.

After Midgar I noticed some changes to Elena and Rude, beat Jörmungandr(Bottomswell) with lower level and Jenova on the ship is no problem like last time. Also, Summons have some wild new stat bonuses which probably change things up a lot.

Trying to scribble down some notes this time around, but they are a mess lol

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Katyhja on 2020-01-08 21:23:43
Hi, currently playing the mod and ecountered a problem.
I just killed the boss in Yuffies Village and she was supposed to give me my materia back.
I only got the one Materia you find in the shop and she wears the materia she held before she left the party.
Evrything else is gone. is there any way to fix this ? Not too familiar with other mods, maybe there is something that lets me spawn/hack materia ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: InfernAngelis89 on 2020-01-09 03:04:28
There is a NPC before Golden Saucer that lets you change your game to Arrange Mode. Is there an NPC to change it back?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2020-01-09 07:50:37
No.

Yes.

Guidebook, Morph a Ghost Ship in the Underwater Reactor tunnels (the ones where fish are visible).
Gotcha. Any tips or items I can use to make morphing easier?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-09 08:30:50
Hi, currently playing the mod and ecountered a problem.
I just killed the boss in Yuffies Village and she was supposed to give me my materia back.
I only got the one Materia you find in the shop and she wears the materia she held before she left the party.
Evrything else is gone. is there any way to fix this ? Not too familiar with other mods, maybe there is something that lets me spawn/hack materia ?

I've never heard of that happening before; it definitely isn't in the inventory? The stolen Materia is held in the savemap and is around 48 Materia overall assuming the player had that many or more. It's returned to the party through an opcode in the field script. Assuming nothing has happened to the save file, the stolen Materia should still be stored on the save file and will be retrievable so it hopefully isn't lost. I think best bet is for you to send me the save file so I can have a look at it; then I can set up a field script to get the stolen Materia released back to the inventory. If it is gone, then I'll restore it based on an older save (hoping you have one). I'll need to look into how the opcode in the default script could fail in the first place though.

There is a NPC before Golden Saucer that lets you change your game to Arrange Mode. Is there an NPC to change it back?

There isn't, no. If you send me the save file then I can try doing it through a script or something; I need to set up a battle to toggle one of the variables.

Gotcha. Any tips or items I can use to make morphing easier?

The 'Ancient' weapons (nail bat, work glove, rocket punch, etc.) ignore the Morph penalty I'm told, so those will make it easier. Sense should also be used to track its HP. But you should try to do it quickly, because Ghost Ship has an ability called Goanni that will eject the target from the battle. It's weak to Holy so have your Morpher come in with a Holy-element Materia + Elemental for 2x damage on Morph hits. I don't know what statuses are available, but Slow will probably work to buy you some more time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EternalLykaios on 2020-01-09 18:50:38
Sega Chief, first off I just want to say thank you for this mod, it's amazing, I'd loved every bit of it, especially the trolls haha. I've been playing Normal with my mate over the past year, and I've just started Arranged, so the little changes are amazing. I cannot wait till your FFVIII mod is done, especially the triple triad version.

I'm messaging to ask for your help. I've had no problems with the mod in my entire playthrough, apart from a few crashes. Until today, where I've tried to go on the Dark Cave sidequest and upon the talk with Barret at the start of it, after a few lines, the dialogue stops and it doesn't continue and I can't progress. Cloud and Barret just staring deep into each other's eyes for all eternity.

Do you have any idea how to get passed this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2020-01-10 04:29:29
While on the subject of Morphing, would you consider changing the Armored Golem's Morph Item to the Max Ray? Its current one, the Pile Bunker, is also its Steal Item, which kinda makes morphing it redundant (especially when most of the other characters' Endgame Weapons can both be obtained from their respective monsters in a single battle by stealing & morphing the monster (e.g. King Behemoth having Spring Gun Clip as its steal item and Behemoth Horn as its morph item)). Not to mention finding Armored Golems can be a pain, especially when the RNG decides it doesn't like you (made even worse when it's not a 100% drop item).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-10 08:18:05
Sega Chief, first off I just want to say thank you for this mod, it's amazing, I'd loved every bit of it, especially the trolls haha. I've been playing Normal with my mate over the past year, and I've just started Arranged, so the little changes are amazing. I cannot wait till your FFVIII mod is done, especially the triple triad version.

I'm messaging to ask for your help. I've had no problems with the mod in my entire playthrough, apart from a few crashes. Until today, where I've tried to go on the Dark Cave sidequest and upon the talk with Barret at the start of it, after a few lines, the dialogue stops and it doesn't continue and I can't progress. Cloud and Barret just staring deep into each other's eyes for all eternity.

Do you have any idea how to get passed this?

It's to do with other mods; disable them until you reach the next save point then reactivate them. I think it's to do with field animations or similar but that particular screen seems to be a bit erratic.

While on the subject of Morphing, would you consider changing the Armored Golem's Morph Item to the Max Ray? Its current one, the Pile Bunker, is also its Steal Item, which kinda makes morphing it redundant (especially when most of the other characters' Endgame Weapons can both be obtained from their respective monsters in a single battle by stealing & morphing the monster (e.g. King Behemoth having Spring Gun Clip as its steal item and Behemoth Horn as its morph item)). Not to mention finding Armored Golems can be a pain, especially when the RNG decides it doesn't like you (made even worse when it's not a 100% drop item).

If it makes it consistent then sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: InfernAngelis89 on 2020-01-11 17:23:09
After Cosmo Canyon, the Seraph Comb did not appear in my inventory. Are we not supposed to get it then?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kyliana on 2020-01-12 01:24:33
So I want to start off by saying I think this mode is really well done and super fun. So great job! Now so far I have made it to rock town, and I have to say the first part of disc one was fun had to think of what to do Only attack once to see what the boss/ monster was going to do to see if I need to heal or whatnot. Once you get out of Midgar. that kinda ends. You have one person attack one wait. and the other just heal. While the 3rd is waiting to see if they attack or heal. I Feel like a lot of the fights are just super inflated with Hp(not bosses). making them take a really long time to kill and not really doing much. Like I have seen a lot of monsters heal when they attack.  Which sucks but again makes the fight for so long. I feel if they did something else rather then just heal would be awesome. Kinda like the beginning of the game, you had to pick what you did each turn waiting to see what the enemy was going to do made it feel amazing. Boss Fighting I think are perfect they are hard but not super hard.  Also <Mr. Happy> is the preson that got me into buying ff on steam and playing this mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2020-01-12 04:43:58
I’ve gots some new questions:

1) What does the Hero Medal do?

2) What’s the Dark Cave sidequest exactly? Is it like an extra dungeon?

3) Is multiple parties required for the Bizzaro Sephiroth fight? And are all 9 characters used when fighting the different parts?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-12 13:12:42
After Cosmo Canyon, the Seraph Comb did not appear in my inventory. Are we not supposed to get it then?

I think that gets given on Disc 2/3 when you visit Bugenhagen for the last time. Instead of Limited Moon he gives you the Seraph Comb which has been adapted into an end-game triple AP weapon. You'll also get a key to unlock the Cave of the Gi again.

So I want to start off by saying I think this mode is really well done and super fun. So great job! Now so far I have made it to rock town, and I have to say the first part of disc one was fun had to think of what to do Only attack once to see what the boss/ monster was going to do to see if I need to heal or whatnot. Once you get out of Midgar. that kinda ends. You have one person attack one wait. and the other just heal. While the 3rd is waiting to see if they attack or heal. I Feel like a lot of the fights are just super inflated with Hp(not bosses). making them take a really long time to kill and not really doing much. Like I have seen a lot of monsters heal when they attack.  Which sucks but again makes the fight for so long. I feel if they did something else rather then just heal would be awesome. Kinda like the beginning of the game, you had to pick what you did each turn waiting to see what the enemy was going to do made it feel amazing. Boss Fighting I think are perfect they are hard but not super hard.  Also <Mr. Happy> is the preson that got me into buying ff on steam and playing this mode.

For random encounters, they should drop really fast with the right elements being used. Fire, Ice, and Earth typically are the ones to carry and you can quickly ascertain weakness using Sense. If certain mobs have a drain HP attack, then Barrier can halve the damage they inflict and by extension reduce what they're healing back.

Most cases you should be able to have all 3 party members attacking in random encounters; if it feels too risky then Barrier+All should provide enough of a buffer to attack more safely. Having a tanked-up character using Cover would also help if you go that route, especially if you load them up with any Counter Materia you've acquired so far.


I’ve gots some new questions:

1) What does the Hero Medal do?

2) What’s the Dark Cave sidequest exactly? Is it like an extra dungeon?

3) Is multiple parties required for the Bizzaro Sephiroth fight? And are all 9 characters used when fighting the different parts?

The Hero Medal used to unlock the alternate final battle but now it doesn't serve any purpose.

Dark Cave was a sidequest scripted to take place in Midgar. It's a bit rough around the edges.

The type of Bizarro fight is usually determined by Game Mode; on Original, it's a 1-party fight. In Arrange it's a 3-party fight. But there's been a scripting bug pop up with the Arrange version so that's been temporarily disabled and both modes are currently using the 1-party fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cosmicabuse on 2020-01-12 19:57:32
Hi there,

I couldn't find anything by searching in this thread so might as well report this bug : I got a random softlock on Protoroth, everyone was waiting, nothing was happening, and the boss acted like he was paralysed (no animation).
Almost no bugs otherwise so kudos to you though, *amazing* mod.

Edit - I'm on 1.5 (30th December patch)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-13 08:20:50
Hi there,

I couldn't find anything by searching in this thread so might as well report this bug : I got a random softlock on Protoroth, everyone was waiting, nothing was happening, and the boss acted like he was paralysed (no animation).
Almost no bugs otherwise so kudos to you though, *amazing* mod.

Edit - I'm on 1.5 (30th December patch)

Must be a flaw in the AI, I'll check into it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Gilly_Gamesh on 2020-01-15 04:48:37
Bug for new side quest area near the end of the game *SPOILERS*

In the area added to the sleeping forest (quest from Dion in Gold Saucer). I used the save point at the bottom of the reactor and used the PHS. It asked me to make a party of 3 when I only had two characters, basically keeping me from continuing. Can't imagine others haven't tried this but I couldn't find a solution (wasn't sure what to search honestly).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-15 08:17:30
Bug for new side quest area near the end of the game *SPOILERS*

In the area added to the sleeping forest (quest from Dion in Gold Saucer). I used the save point at the bottom of the reactor and used the PHS. It asked me to make a party of 3 when I only had two characters, basically keeping me from continuing. Can't imagine others haven't tried this but I couldn't find a solution (wasn't sure what to search honestly).

Ah damn, my bad. There's a value that gets pushed into a variable that determines what menu options are available/visible. Avoid using PHS there for now, I need to change that value so it locks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Aerodynamics on 2020-01-16 22:16:43
Hey,

I've tried searching for this information on this thread but to no avail.

In a nutshell, what are going to be the major changes from the final release (estimated to be in spring?) compared to the current 1.5 version?

Cheers !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-17 00:17:37
Hey,

I've tried searching for this information on this thread but to no avail.

In a nutshell, what are going to be the major changes from the final release (estimated to be in spring?) compared to the current 1.5 version?

Cheers !

It's like a 2.0. I'm redoing all the files from scratch, using what I've learned over the years. NT's built on a lot of old stuff that I made when I was still finding my feet, and there's lot's of unused clutter that's built up over that time.

I want to add some alternate paths through the story, using Arrange Mode. I also want to bring back a lot of the enemy formations that NT cut and use AI scripts based on their original behaviour, but fixed up and customised.

There's a lot of gimmicks I want to cut out; there's too much bloat. I can't really say for sure what's going and what's not, or what gets added in the end. It's all a bit up in the air.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2020-01-20 03:43:24
Since the next version was brought up, I'd like to make a few suggestions on things you could do! :D

-Please give us the ability to bench Cloud after Midgar (and please don't force him into the final battle/Dark Cave sidequest). Letting us permanently bench Cloud for the entire game (save for the City of the Ancients, and the Northern Crater, both in Disc 2, and in Disc 3 to avoid a glitch found there) would vastly improve replayability since we could play with the parties we want during the main game instead of having to wait until the end of the game.

-If you haven't decided on an Innate Skill for Yuffie yet, maybe she could have one that has her randomly following-up an ally's attack with an attack of her own, or randomly repeating a spell casted by an ally? It could be called something like "Copycat." I think it'd fit with the whole Ninja theme and her personality.

-Is there room to give the Aero spell line to the player? Chocobuckle is a kinda sucky spell, and Tornado is only available near the end of the game, leaving Mages high and dry on hitting Wind weaknesses for a very long time.

-I've already mentioned this a couple times, but would you please consider buffing Red's Stardust Ray limit? It barely does half of what Earth Rave is capable of doing.

-Unless you change the stealing formula to use the Dexterity stat to determine success, would you please have Yuffie come with a Sneak Glove upon joining? Largely for convenience's sake, but it would also make stealing much more possible in Arranged Mode (if you plan on keeping enemies at higher levels on Arranged Mode).

-I went back and beat Zack in Normal Mode, but since Cloud has been nothing but dead weight, I cheesed it with W-Summon KotR. Please either nerf the Zack fight, buff Cloud a bit, or both.

-Since the Hero's Medal currently does nothing, maybe you could make a new Superboss that puts even the most optimized party at Lv.99 to the hardest test and have the Hero's Medal unlock said Superboss? There isn't really much to challenge you once you hit Lv.99 and get your hands on some fun Materia like MP Turbo, Quadra-Cast, Mega All, and Multi-Cut, so having a boss that's legitimately challenging even with all that would be fantastic, in my opinion.

That's about all I could think of. I hope these suggestions help you decide on things to add for version 2.0 :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-20 12:43:52
Since the next version was brought up, I'd like to make a few suggestions on things you could do! :D

-Please give us the ability to bench Cloud after Midgar (and please don't force him into the final battle/Dark Cave sidequest). Letting us permanently bench Cloud for the entire game (save for the City of the Ancients, and the Northern Crater, both in Disc 2, and in Disc 3 to avoid a glitch found there) would vastly improve replayability since we could play with the parties we want during the main game instead of having to wait until the end of the game.

-If you haven't decided on an Innate Skill for Yuffie yet, maybe she could have one that has her randomly following-up an ally's attack with an attack of her own, or randomly repeating a spell casted by an ally? It could be called something like "Copycat." I think it'd fit with the whole Ninja theme and her personality.

-Is there room to give the Aero spell line to the player? Chocobuckle is a kinda sucky spell, and Tornado is only available near the end of the game, leaving Mages high and dry on hitting Wind weaknesses for a very long time.

-I've already mentioned this a couple times, but would you please consider buffing Red's Stardust Ray limit? It barely does half of what Earth Rave is capable of doing.

-Unless you change the stealing formula to use the Dexterity stat to determine success, would you please have Yuffie come with a Sneak Glove upon joining? Largely for convenience's sake, but it would also make stealing much more possible in Arranged Mode (if you plan on keeping enemies at higher levels on Arranged Mode).

-I went back and beat Zack in Normal Mode, but since Cloud has been nothing but dead weight, I cheesed it with W-Summon KotR. Please either nerf the Zack fight, buff Cloud a bit, or both.

-Since the Hero's Medal currently does nothing, maybe you could make a new Superboss that puts even the most optimized party at Lv.99 to the hardest test and have the Hero's Medal unlock said Superboss? There isn't really much to challenge you once you hit Lv.99 and get your hands on some fun Materia like MP Turbo, Quadra-Cast, Mega All, and Multi-Cut, so having a boss that's legitimately challenging even with all that would be fantastic, in my opinion.

That's about all I could think of. I hope these suggestions help you decide on things to add for version 2.0 :D

-Poor Cloud; best I'd be able to do currently is enable Tifa as party leader and then Cid when he turns up. The issue is the World Map.

-Mime could work for that, sure, but I'll need to condition it so it doesn't fire off when the player doesn't want it to. I'll trial it.

-There isn't much space for spells, typically you have to remove an old one. I'll figure something out.

-Stardust Ray will be buffed.

-I'll look into it.

-The landscape for fights will be a bit different in the final version so this might not be an issue at that point.

-I'll give it a go.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2020-01-20 14:34:28
Quote
-Poor Cloud; best I'd be able to do currently is enable Tifa as party leader and then Cid when he turns up. The issue is the World Map.
That's plenty enough to improve replayability, tbh. Once version 2.0 was released, I was planning on using Aerith, Tifa, and Yuffie for my party.

Quote
-Mime could work for that, sure, but I'll need to condition it so it doesn't fire off when the player doesn't want it to. I'll trial it.
I think having Defend be the toggle to turn on her Auto-Mime would work, unless you find a better way to control it.

Quote
-There isn't much space for spells, typically you have to remove an old one. I'll figure something out.
Maybe Barrier, MBarrier, and Debarrier could be removed? You'll likely put up both in a boss battle, so removing the individual barriers would free up space and speed up the buffing process with having Wall right off the bat. Dispel is a direct upgrade to Debarrier, so that's another spell that can be cleaned out for new spells.

Quote
-Stardust Ray will be buffed.
Hooray! Thank you!

Quote
-The landscape for fights will be a bit different in the final version so this might not be an issue at that point.
Hopefully. The Shinra Alpha is a pretty nice armor piece, but I don't think it's nice enough to warrant an extremely difficult 1v1 battle haha.

Quote
-I'll give it a go.
Sweet! Can't wait to see what you come up with! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2020-01-22 04:48:32
Dark Cave was a sidequest scripted to take place in Midgar. It's a bit rough around the edges.
Sounds cool. Is it a dungeon to explore?

Also, I’m trying to make everyone’s final weapons and was wondering how to get the following:

X-ATM Core
Micro Engine
7777 Needles
Dark Matter
Pulse Ammo
LuvLuv G
Pile banger (I have Pile bunker, is it the same thing?)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2020-01-22 17:13:52
Sounds cool. Is it a dungeon to explore?
Yes it is!

Quote
Also, I’m trying to make everyone’s final weapons and was wondering how to get the following:

X-ATM Core
Micro Engine
7777 Needles
Dark Matter
Pulse Ammo
LuvLuv G
Pile banger (I have Pile bunker, is it the same thing?)
X-ATM Core is gotten from fighting the X-ATM Scorpion thing over by the Corel Reactor if you have Barret in your party.
Micro Engine and LuvLuvG are gotten by going through the Dark Cave
7777 Needles is gotten from the Kaktuar in the Purple Materia Cave
Pulse Ammo is won from Tseung when you fight him in the main story in Disc 2
Dark Matter is won from Cait Sith's sidequest boss

Pile Banger and Pile Bunker are the same thing
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kindred99 on 2020-01-22 18:16:41
Hey everyone, just wondering if there's a site or a downloadable file where I can check all the changes, and drops etc...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2020-01-22 20:40:25
Yes it is!
X-ATM Core is gotten from fighting the X-ATM Scorpion thing over by the Corel Reactor if you have Barret in your party.
Micro Engine and LuvLuvG are gotten by going through the Dark Cave
7777 Needles is gotten from the Kaktuar in the Purple Materia Cave
Pulse Ammo is won from Tseung when you fight him in the main story in Disc 2
Dark Matter is won from Cait Sith's sidequest boss

Pile Banger and Pile Bunker are the same thing
Awesome thanks. And I beat Tseng a while ago, but I don’t think I saw Pulse Ammo in my inventory. I’ll double check when I get the chance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2020-01-22 23:42:38
Hey everyone, just wondering if there's a site or a downloadable file where I can check all the changes, and drops etc...

There isn't a document that covers everything, but I am working on compiling a lot of stuff about NT 1.5 (and soon to work on NT 2.0).

It'll be good to have some help from the community if you folks have any information handy :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2020-01-23 06:24:00
So Pulse Ammo wasn’t in my inventory but I still got Death Penalty which was a relief.

I also got Barret’s Missing Score. How does it work exactly? It’s only got four slots and doesnt seem to be doing much damage, so pretty sure I’m misisng something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chrysalis on 2020-01-23 10:01:35
Sega is their a missable's guide for NT?

I have the steal spreadsheet and text file for ultimate weapons/limit breaks.

But I am curious about missable side quests.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-23 14:27:25
Shouldn't be anything missable, save for what's missable in vanilla.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: flacidapplebottoms on 2020-01-25 00:34:31
Maybe this is a dumb question, but I'm assuming New Threat is not set up to be used with the Jessie mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zedes on 2020-01-25 18:40:36
There isn't a document that covers everything, but I am working on compiling a lot of stuff about NT 1.5 (and soon to work on NT 2.0).

It'll be good to have some help from the community if you folks have any information handy :)
I noticed either I was doing something wrong or the Enemy Items (version 1) spreadsheet that comes with the mod files is wrong. Specifically when I tried to morph the big roller boss at the end of the bike chase segment I received nothing, whereas the document lists him as morphing into a Fire Ring. The boss did have a different name than "Rubicante GT" as listed in the spreadsheet so perhaps this is a difference between Normal/Arrange? In that case we should work on compiling information about the Arrange version of these bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-25 23:32:53
Maybe this is a dumb question, but I'm assuming New Threat is not set up to be used with the Jessie mod?

It used to be a conflict, but the Jessie mod had a chunk in it that it didn't need and which clashed with NT. I removed it and it works fine. You're probably past that part of the game by now, but just for future:
http://www.mediafire.com/file/825mu1w33g83ruh/Jessie_IRO_Compatability_Patched.iro/file
Import that via 7th Heaven's Library tab and replace the original Jessie Mod. You'll have some bad text boxes in the elevator, I think that's in the original Jessie mod as well.

I noticed either I was doing something wrong or the Enemy Items (version 1) spreadsheet that comes with the mod files is wrong. Specifically when I tried to morph the big roller boss at the end of the bike chase segment I received nothing, whereas the document lists him as morphing into a Fire Ring. The boss did have a different name than "Rubicante GT" as listed in the spreadsheet so perhaps this is a difference between Normal/Arrange? In that case we should work on compiling information about the Arrange version of these bosses.

I'm going to do full documentation when I make the final 2.0 patch (aiming for end of February or early March).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ziggomatic on 2020-01-26 07:48:30
Minor bug/inconvenience/oversight I noticed. I'm pretty sure it's because of the New Threat mod, as it's the only one I'm using that alters the in-game dialogue/text in any way.

Floor 62 of the Shinra HQ - learning the mayor's password. One of the "misplaced" books reads "#16 Modern history of the Midgar space program". The original game did not have "the" in the title, thus making the correct letter M (for MAKO as the password). The "the" should either be removed or the "#16" should be replaced with "#19".

I'm enjoying the mod so far, and I look forward to updates and improvements!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2020-01-27 05:33:48
I noticed either I was doing something wrong or the Enemy Items (version 1) spreadsheet that comes with the mod files is wrong. Specifically when I tried to morph the big roller boss at the end of the bike chase segment I received nothing, whereas the document lists him as morphing into a Fire Ring. The boss did have a different name than "Rubicante GT" as listed in the spreadsheet so perhaps this is a difference between Normal/Arrange? In that case we should work on compiling information about the Arrange version of these bosses.

Yea many of those are outdated by now. A lot of the documentation used is a mix of 1.0-1.5 patches. I'm working through getting a full 1.5 Google doc rolling with the most accurate info I have from my own save, but it's time consuming of course!

I'm updating the character passives and stat growth options so I need to make sure whatever I have on that is accurate.

Weapons/armors/accessories/materia stats/enemy skills for 1.5 are nearly finished...Stay tuned!

For those of you who start a new game and see this post...Please keep track of any goodies you get from bosses/steal/find laying around in 1.5 as that will greatly speed up my ability to compile documentation without needing to do an entire run again (Not that I would mind heh)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2020-01-28 05:14:02
Hello everyone!

I know I've mentioned this a couple times in the past, but the time has finally come...

To be clear, this document is still a work in progress and is not nearly as complete as I'd like it to be. This only covers Final Fantasy VII - New Threat 1.5!

I've worked with Sega Chief on validating the data and will continue to validate as I work on this. Please take the time to review the document, see if you like the formatting, and if you spot out any errors or have suggestions, shoot me a message either on Qhimm (personal message works best to keep the forums on topic) or on Discord (my info is in the doc). Alternatively, you can use the comment feature on Google Docs to point out an error/suggestion to me as well.

If you see any text in red, this indicates that I need to confirm the data is accurate, or I have found something that needs to be changed and will get the info over to Sega Chief in bundles to prevent a ton of mini changes being made. Much more productive to make large scale changes!

The tabs that are complete, but can always use more sets of eyes to validate are as follows:


https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit?usp=sharing)

There is still a lot of work to do here to get everything ready. Need to add locations for items/materia/enemy skills/etc...Expect more to come in the following weeks.

Thanks!

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cyborgic on 2020-01-31 13:28:26
Hi Sega Chief, a QoL suggestion for the next patch. There are no save points in the ancient forest and the boss is at the end of all the puzzles. If you lose, you currently have to redo all of them before getting a new shot at the boss. A save point close to the boss, or a retry function, would help people stay motivated.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-01-31 20:23:27
Sure thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2020-02-01 09:52:39
Hello everyone!

I know I've mentioned this a couple times in the past, but the time has finally come...

To be clear, this document is still a work in progress and is not nearly as complete as I'd like it to be. This only covers Final Fantasy VII - New Threat 1.5!

I've worked with Sega Chief on validating the data and will continue to validate as I work on this. Please take the time to review the document, see if you like the formatting, and if you spot out any errors or have suggestions, shoot me a message either on Qhimm (personal message works best to keep the forums on topic) or on Discord (my info is in the doc). Alternatively, you can use the comment feature on Google Docs to point out an error/suggestion to me as well.

If you see any text in red, this indicates that I need to confirm the data is accurate, or I have found something that needs to be changed and will get the info over to Sega Chief in bundles to prevent a ton of mini changes being made. Much more productive to make large scale changes!

The tabs that are complete, but can always use more sets of eyes to validate are as follows:

  • 1.5 Changes & Features
  • 1.5 Passives/Base Stats/Source Point Options
  • 1.5 Limit Breaks
  • 1.5 Weapons
  • 1.5 Armors
  • 1.5 Accessories

https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit?usp=sharing)

There is still a lot of work to do here to get everything ready. Need to add locations for items/materia/enemy skills/etc...Expect more to come in the following weeks.

Thanks!
Awesome work. One thing about Cloud’s innate. I remember reading that he gets +50 STR/MAG when a Limit is used, and then that boost slowly deteriorates over time. Is that not the case anymore?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cyborgic on 2020-02-01 10:29:02
Sure thing.
Thanks =) I'm also positive that you've been asked many times to add a Warp to Highwind feature to save points. Is it possible and if not, why?

Anyway I just finished my second playthrough of this mod - last time was in 2018. The things I noticed and mentioned here back then are long gone now. No major glitches this time around spare my bringing a sneak attack + barrier into the final fight made the game softlock, neither me or Sephiroth were allowed to get a turn.

Was surprised to see that you removed quite a few bosses (
Spoiler: show
Dark Cave Proud Clod, Dark Cave Bottomswell, King Bub, Master Materia, Jenova & Sephiroth,  probably more that I can't remember right now
) but I'm sure that you had good reasons.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kekko1285 on 2020-02-01 12:34:48
Hello everyone!

I know I've mentioned this a couple times in the past, but the time has finally come...

To be clear, this document is still a work in progress and is not nearly as complete as I'd like it to be. This only covers Final Fantasy VII - New Threat 1.5!

I've worked with Sega Chief on validating the data and will continue to validate as I work on this. Please take the time to review the document, see if you like the formatting, and if you spot out any errors or have suggestions, shoot me a message either on Qhimm (personal message works best to keep the forums on topic) or on Discord (my info is in the doc). Alternatively, you can use the comment feature on Google Docs to point out an error/suggestion to me as well.

If you see any text in red, this indicates that I need to confirm the data is accurate, or I have found something that needs to be changed and will get the info over to Sega Chief in bundles to prevent a ton of mini changes being made. Much more productive to make large scale changes!

The tabs that are complete, but can always use more sets of eyes to validate are as follows:

  • 1.5 Changes & Features
  • 1.5 Passives/Base Stats/Source Point Options
  • 1.5 Limit Breaks
  • 1.5 Weapons
  • 1.5 Armors
  • 1.5 Accessories

https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit?usp=sharing)

There is still a lot of work to do here to get everything ready. Need to add locations for items/materia/enemy skills/etc...Expect more to come in the following weeks.

Thanks!

This is a great job. Thanks a ton. Can I suggest that, instead of using a spreadsheet, it would be better to just use a github gist and use markdown for the file? It would make read, access and update the file so much better/easier. I can help with that, just drop me a DM.

Thanks again for the hard work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-01 18:21:08
Awesome work. One thing about Cloud’s innate. I remember reading that he gets +50 STR/MAG when a Limit is used, and then that boost slowly deteriorates over time. Is that not the case anymore?

Should still be that way for the time being. Might be lower than 50 though, probably 30.

Thanks =) I'm also positive that you've been asked many times to add a Warp to Highwind feature to save points. Is it possible and if not, why?

Anyway I just finished my second playthrough of this mod - last time was in 2018. The things I noticed and mentioned here back then are long gone now. No major glitches this time around spare my bringing a sneak attack + barrier into the final fight made the game softlock, neither me or Sephiroth were allowed to get a turn.

Was surprised to see that you removed quite a few bosses (
Spoiler: show
Dark Cave Proud Clod, Dark Cave Bottomswell, King Bub, Master Materia, Jenova & Sephiroth,  probably more that I can't remember right now
) but I'm sure that you had good reasons.

A warp doesn't really seem necessary in most cases; you're usually only 2-3 screens away from the world map. A few areas are 'deep' enough to warrant it. North Crater is a good case, and it has one currently.

When dealing with a sidequest you're probably going to benefit from a warp. These areas are fairly deep: Mt Nibel (depending on which entrance was used), Cave of the Gi, Great Glacier, Gold Saucer, maybe some others. I'll think about adding it where it might be beneficial.

I want to make the Final Battle vanilla again, but I think I've knocked something out of whack (maybe the formation AI?) I'll have it sorted out in the 2.0 release.

Lot of NT enemies/bosses were removed over the years; they still sit in the files but are unused. By my count there were 141 models added altogether, about 3/4s of which are still used. There will be cuts from 2.0 again, but also some new additions. But overall there will be less again.

This is a great job. Thanks a ton. Can I suggest that, instead of using a spreadsheet, it would be better to just use a github gist and use markdown for the file? It would make read, access and update the file so much better/easier. I can help with that, just drop me a DM.

Thanks again for the hard work.

How would that work? Is it the spreadsheet that goes into the gist or the mod files themselves?

Anyways, posting the spreadsheet that Karsh made onto the front page.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cyborgic on 2020-02-02 09:03:34
A warp doesn't really seem necessary in most cases; you're usually only 2-3 screens away from the world map. A few areas are 'deep' enough to warrant it. North Crater is a good case, and it has one currently.

When dealing with a sidequest you're probably going to benefit from a warp. These areas are fairly deep: Mt Nibel (depending on which entrance was used), Cave of the Gi, Great Glacier, Gold Saucer, maybe some others. I'll think about adding it where it might be beneficial.

I want to make the Final Battle vanilla again, but I think I've knocked something out of whack (maybe the formation AI?) I'll have it sorted out in the 2.0 release.

Lot of NT enemies/bosses were removed over the years; they still sit in the files but are unused. By my count there were 141 models added altogether, about 3/4s of which are still used. There will be cuts from 2.0 again, but also some new additions. But overall there will be less again.
Great glacier definitely is one such spot. I considered going there to see if you'd made Gaea's cliff revisitable, but realized how much walking I'd have to do and skipped it. Although now that I think more about a warp like this, you could possibly lose your colored chocobo by using it.

Fwiw I had the Hero's medal going into the final bosses. I can't remember whether having it would change the final battle into vanilla or add the other boss.

So long as you don't remove Lich GT, I'll be happy. One of the most fun final fantasy bosses I've played, period.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zantetzulken on 2020-02-02 16:23:34
Hello i have a problem after saving Aerith after Jenova decay i think it was  when after revive her clouds gets out of the room and screen whent black and music hangs and nothing happens more then i have to force my self to logg out of windows 10 i have a the leggit win 98 and also i have lastes stand alone new threat never ha any problems before but since i have trubble donwload form 7th heaven mod maneger for a cupel of days i decided to do it with out any grapichal mods  how ever barrets whole barres face is white  and get out of sync musik in videos ect dont know whats happending never had this problems before but thats when i used 7th heaven mod maneger tho :Pbtw have done everything  in install tutorial cen removed  ff 7 in registery provided with bat-file in this site
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-03 08:37:36
Hello i have a problem after saving Aerith after Jenova decay i think it was  when after revive her clouds gets out of the room and screen whent black and music hangs and nothing happens more then i have to force my self to logg out of windows 10 i have a the leggit win 98 and also i have lastes stand alone new threat never ha any problems before but since i have trubble donwload form 7th heaven mod maneger for a cupel of days i decided to do it with out any grapichal mods  how ever barrets whole barres face is white  and get out of sync musik in videos ect dont know whats happending never had this problems before but thats when i used 7th heaven mod maneger tho :Pbtw have done everything  in install tutorial cen removed  ff 7 in registery provided with bat-file in this site

It sounds like something is broken with the way the game itself has been set up if you're getting audio desynch during FMVs and failed texture loads. If using the 1998 version from a clean install off the discs (it should always be a max install when prompted during set-up), then you need to manually install Aali's OpenGL graphics driver to make it properly functional. The Game Converter step of the 7h installation tutorial also installs this driver; if you're able to install 7h successfully then you can run the game from ff7.exe directly without the 7h launcher for a '1998' game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zantetzulken on 2020-02-03 10:09:01
iv tyred that to but now iam going back to  7th heaven istead see if thats helps  thx for heads up anyways :) great mod btw Sega one of the best ones imo hope we will see more ones like this ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zantetzulken on 2020-02-03 12:33:36
anyways IRO seams done the trick :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rafaelzo on 2020-02-08 01:00:58
Hey guys. Im havinf some issues here.
Maybe this was already been asked but I can not find about my doubt in Any pages that Ive read so far.
How can I install NT with the New R06 custom mod tool? I already downloaded the nt iro and unpacked it, added it to the Folder" Custom" and changed the settings at The Reunion config file, but the mod doesnt seem to load. I dont know what files I should add there, I know in fact that everymod with the custom folder will be the first priority.
Please gib help


Sent from my iPhone using Tapatalk
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-08 18:10:10
I put one together:

https://mega.nz/#!Ht9QjKSL!34F_tmDJmhP9Non-e7YVN4MHy-bGQbRgvse4LPz850U

Put that into the CUSTOM folder, and update your Options.cfg:
[CUSTOM]
Mod_ID = New_Threat_Final
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: rafaelzo on 2020-02-09 00:11:34
I put one together:

https://mega.nz/#!Ht9QjKSL!34F_tmDJmhP9Non-e7YVN4MHy-bGQbRgvse4LPz850U

Put that into the CUSTOM folder, and update your Options.cfg:
[CUSTOM]
Mod_ID = New_Threat_Final
Thanks!! That worked like a charm. Now I have another issue, is ir possible to play with the New Translation from R06 and NT? I tried to merge both flevel.lgp but zero results. If I try to use Translation flevel.lgp theres no nt and vice versa


Sent from my iPhone using Tapatalk
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-09 01:03:58
There isn't; Text and Game Script are stored within the same section of the flevel as well which means there's no simple way of doing it currently.
Title: Modding the Mod?
Post by: Ashiel on 2020-02-09 05:49:06
I wanted to make some mods to FF7, mostly out of experimentation or tweaking things for my own purposes, but think that New Threat already has so much I like that I'd really like to toy with modding a new threat rather than starting from scratch. I mostly wanted to make adjustments to some things like weapons/armor, starting equipment, shops, etc. (wallmarket and whitechocobo type stuff), and figured I could probably find the kernals inside the .iro files, but when I unpacked them to edit them, I noticed there were no such files (only the scene.bins and a lot of hex-based text files).

Any advice on how to make simple mods to work with this amazing overhaul mod?  :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-09 14:17:11
I wanted to make some mods to FF7, mostly out of experimentation or tweaking things for my own purposes, but think that New Threat already has so much I like that I'd really like to toy with modding a new threat rather than starting from scratch. I mostly wanted to make adjustments to some things like weapons/armor, starting equipment, shops, etc. (wallmarket and whitechocobo type stuff), and figured I could probably find the kernals inside the .iro files, but when I unpacked them to edit them, I noticed there were no such files (only the scene.bins and a lot of hex-based text files).

Any advice on how to make simple mods to work with this amazing overhaul mod?  :D

Feel free to use NT as a base to make your own mod. When unpacking the IRO, there should be a Kernel file in there; the only thing that can't be used is the flevel as this is chunked. I have actually made a tool that can recompile the flevel, but it requires all 9 chunks presently which NT doesn't use (because it only affects certain chunks in the flevel).

Your best bet for a full set of files is to instead make a copy of your Data folder in the FF7 folder and then install NT through its Main Installer. That'll get you all the files you need: scene.bin (enemy data), kernel.bin (character data), kernel2.bin (text strings for character data), flevel.lgp (field script), battle.lgp (battle models), char.lgp (field models).

The .EXEs will also be patched, meaning they'll have NT changes when you modify them in Libre (Limit Break editor) and White Chocobo (shops). NT has no shop edits made, so these are still default values.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kade on 2020-02-09 17:38:35
Just have to say this mod is amazing. I've only just gotten to Junon, but so far I'm definitely loving it. The clean up of the dialog/translation has been great and the level of difficulty has been extremely fun so far. Not so hard that I'm pulling my hair out (I'll leave that for the 2nd playthrough on Arrange :P) but hard enough to keep me on my toes and keep battles interesting. Fantastic work! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ashiel on 2020-02-10 00:07:33
Feel free to use NT as a base to make your own mod. When unpacking the IRO, there should be a Kernel file in there; the only thing that can't be used is the flevel as this is chunked. I have actually made a tool that can recompile the flevel, but it requires all 9 chunks presently which NT doesn't use (because it only affects certain chunks in the flevel).

Your best bet for a full set of files is to instead make a copy of your Data folder in the FF7 folder and then install NT through its Main Installer. That'll get you all the files you need: scene.bin (enemy data), kernel.bin (character data), kernel2.bin (text strings for character data), flevel.lgp (field script), battle.lgp (battle models), char.lgp (field models).

The .EXEs will also be patched, meaning they'll have NT changes when you modify them in Libre (Limit Break editor) and White Chocobo (shops). NT has no shop edits made, so these are still default values.
Thank you so much! In hindsight, I feel silly not thinking to install it directly to FF7 before trying to mod it.  :P

I have to concur with Kade as well. I've very much been enjoying this so far. Thank you again for this amazing mod and the incredible work you have put into it.   ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: brian03 on 2020-02-10 15:59:46
Hello!

I applied the new threat patch to the steam version of FF7.  Everything appears to work, but I'm unable to create a save file.  I receive the "not enough space left on the save data file" error.  Additionally, my R1, R2, L1, L2 buttons don't seem to map correctly, but that's obviously a smaller issue.

I receive the error regardless of cloud saves being enabled/disabled and I'm running the launcher and exe file in administrator mode.  Any pointers?  I really want to play this mod.  Thanks!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-10 20:36:32
Hello!

I applied the new threat patch to the steam version of FF7.  Everything appears to work, but I'm unable to create a save file.  I receive the "not enough space left on the save data file" error.  Additionally, my R1, R2, L1, L2 buttons don't seem to map correctly, but that's obviously a smaller issue.

I receive the error regardless of cloud saves being enabled/disabled and I'm running the launcher and exe file in administrator mode.  Any pointers?  I really want to play this mod.  Thanks!!

I've never heard of that happening before. If you have the Steam version, then running as admin shouldn't be necessary (might be worth trying the game with that off). What's your OS and storage look like? Do you have something like multiple terabytes? Older games can sometimes overflow when checking memory for space as the values get too high (especially if it measures it in bytes).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kade on 2020-02-10 22:15:33
Hello!

I applied the new threat patch to the steam version of FF7.  Everything appears to work, but I'm unable to create a save file.  I receive the "not enough space left on the save data file" error.  Additionally, my R1, R2, L1, L2 buttons don't seem to map correctly, but that's obviously a smaller issue.

I receive the error regardless of cloud saves being enabled/disabled and I'm running the launcher and exe file in administrator mode.  Any pointers?  I really want to play this mod.  Thanks!!

I'll let other more knowledgeable people help with the save file issue, but as far as the button mapping, what type of controller are you using and are using Steam for mapping or another program like DS4Windows? Does it just not respond when trying to map things in-game to the shoulder buttons?

I'm personally using DS4Windows instead of Steam with my PS4 controller, as it's the only way I was personally able to get both the Dpad and left stick to both work. I've never been able to get it to recognize L2/R2 buttons inputs on any controller I've tried. It will recognize L3/R3 (pressing the left or right control stick) so I just remapped those to L2 and R2 in DS4.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: brian03 on 2020-02-10 22:43:33
Thanks for the reply. 

Just took of administrator mode & nothing changed.

Running Windows 10, 20 gb free on my boot drive (where saves are stored) and 500 gb free on game drive.

Vanilla version of the game saved without a problem.  I've tried reinstalled and patching but to no avail. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-10 23:58:19
Thanks for the reply. 

Just took of administrator mode & nothing changed.

Running Windows 10, 20 gb free on my boot drive (where saves are stored) and 500 gb free on game drive.

Vanilla version of the game saved without a problem.  I've tried reinstalled and patching but to no avail. 

I'll guess it's the .exe being patched by the installer running afoul of something, perhaps it can't write to the boot drive if it's protected and the patched .exe isn't fully cleared with the system.

Try this; uninstall and then reinstall the game in a non-protected folder outside of the default location Steam usually installs games to if it isn't already. Take a backup of your default .exe (ff7_en.exe for steam). Apply the NT installer (in admin mode).

To test this, take the patched NT ff7_en.exe out and put the default one back in. The mod can run without its .exe component as it doesn't contain required data (it's Limit Breaks, a few QoLs like Sense Limit expanded, and Materia equip bonuses). If the game allows saving through this .exe then we can assume it was the patched NT .exe being blocked from writing to the boot drive. It's maybe changed for Windows 10, but if you right-click into the patched .exe's property and see a 'unblock' button then that can do the trick; otherwise it might need to be cleared with antivirus by setting up an exception. If all else fails, the .exe can be left out and a default one used instead.

As for free space, I was meaning the total size of the drive being a potential cause, which the game would probably use to calculate the remaining free space. If the game is using a small enough value to store this then it might encounter problems if it overflowed into negative values. But I don't think I've heard of an issue like that affecting anyone so it's unlikely to be this. It'll probably be the .exe as that handles the read/write for save files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-02-11 08:28:00
Apologies if t his has been discussed before, but I am quite perturbed and have no idea how to proceed.

I'm using New Threat with 7th Heaven, and have the following mod install order:
Miscellaneous - Dynamic Cloud Weapons
Miscellaneous - Jessie Mod
Miscellaneous - Team Avalanche Fields
Battle Models - Weapons
Field Models - Objects
Animations
Battle Models - Enemies
Remako HD Graphics Mod v1.0 - Battle Textures (battle)
Field Models - Main Characters
Field Models - Non-Player Characters
FF7 NT IRO
Remako HD Graphics Mod v1.0 - Pre-Rendered Backgrounds (field + char + minigames)
Menu - Avatars and Backdrops
Minigames Collection
Spell Textures
World Models - Characters
World Models - Enemies
World Models - Vehicles

Unfortunately, as soon as this scene (https://imgur.com/rkX82Kf (https://imgur.com/rkX82Kf)) happens, things start going wrong in very strange ways. Notice the bizarre text box. That's the second broken one (the first belongs to Jessie), and the rest of the boxes in this scene in the elevator are broken in similar ways.

I don't know if any more text boxes are also broken, because I've never gotten to the next dialog after the elevator, because the other bug has giving me multiple game overs. The second encounter in the zone after the elevator has twice been a super high level monster that one-shotted all my characters. One battle was in the Rocket Town background against something I didn't recognize, while the other seemed to be in a warehouse of some sort, against a guy named Zangan, I think.

Since this happens before I reach the first save point, and it takes a solid 10 minutes to go from "NEW GAME" to this scene, it's pretty annoying... lol

Aaaaand while I was writing this post, I decided to try a hunch I had, just in case. I disabled the Jessie Mod from 7H, and yup, that fixed it. No more broken dialog, no more incorrect spawns.

Which means this is probably a well-known issue. But even if it's not, perhaps a note in the original post about this wouldn't be amiss? I just blew well over an hour trying to figure this out. :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-11 10:45:57
So here's a debrief on it.

The Jessie mod was released with a 'chunk' in its files that overwrites the encounter tables and makes them default. As this mod doesn't actually alter the encounters at all, it's an unnecessary inclusion that breaks NT's modified encounter table. So I made a version of the Jessie mod with this chunk removed, but the incompatible one is still in circulation.

Fixed Jessie Mod:
http://www.mediafire.com/file/825mu1w33g83ruh/Jessie_IRO_Compatability_Patched.iro/file

Import that via 7h's library tab and use it instead. I think I'll post this on the front page of the NT thread cause this comes up a lot. One thing to note though, the dialog boxes are broken in the jessie mod even with no other mods installed because I guess Grimmy forgot to resize the boxes when he altered dialogue in there. I can't recall if I corrected them or not in that adjusted IRO.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: matiasperalta on 2020-02-12 00:15:23
No, it's not normal. What's happened is that the wrong encounters are being loaded. This is either due to the kernel not being patched properly (symptom of a bad 7th heaven install) or another mod has changed the encounter table in the fields. If you're using 7H could you tell me what other mods are on?


Im having the same issue. I'm pretty lost about the order of the mods, because there are new ones and I don't know where to place them. Could you help me?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: lovethatfinalfantasy on 2020-02-12 03:33:00
this mod is fantastic, love your work. my only question is, im guessing it's not possible for a PSX version due to the sheer amount of work you've put in? do you happen to know of any PSX FF7 mods that hold a candle to this? seems like the only thing close is Lost Wing

cheers and thanks again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-12 08:56:28

Im having the same issue. I'm pretty lost about the order of the mods, because there are new ones and I don't know where to place them. Could you help me?

The following are incompatible:
-) Beacause (changes fields)
-) Jessie Mod (unless you use the patched one I've linked on first page of this thread)
-) Any other gameplay-type mod (tweaks and cheats may be OK)

It's best to stick to graphical-only mods when using NT. Anything that changes text is out because it all lives in the same files as the field event scripts.

Mod load order is done by type:
Miscellaneous - Dynamic Cloud Weapons
Miscellaneous - Jessie Mod
Miscellaneous - Team Avalanche Fields
Battle Models - Weapons
Field Models - Objects
Animations
Battle Models - Characters
Battle Models - Enemies
Battle Textures
Field Models - Main Characters
Field Models - Non-Player Characters
Field Textures - Omzy/satsuki/yarLson
Gameplay - Difficulty and Story
Gameplay - Tweaks and Cheats
Media - Movies
Media - Music and Sound
Menu - Avatars and Backdrops
Minigames - Chocobo Race
Minigames - Coaster
Minigames - Fort Condor
Minigames - Motorbike Chase
Minigames - Wonder Square
Spell Textures
The Reunion - Beacause and Menu Overhaul
World Models - Characters
World Models - Enemies
World Models - Vehicles
World Textures

If you still get wrong encounters even with just NT on its own, then 7H isn't installed correctly. Uninstall the game and rund game converter to uninstall its registry changes and start fresh, make sure you follow the 7h tutorial as exactly as you can and install the game into non-system drives. When all else fails, NT can be direct-patched using its main installer if 7h proves to be a no-go.

this mod is fantastic, love your work. my only question is, im guessing it's not possible for a PSX version due to the sheer amount of work you've put in? do you happen to know of any PSX FF7 mods that hold a candle to this? seems like the only thing close is Lost Wing

cheers and thanks again.

PSX version has limitations that make a direct port unfeasible. Better thing to do would be to just make a new mod with parts of NT and try to take advantage of some things that PSX offers like being able to use up to 9 unique discs of data (each one having its own scene.bin + kernel.bin + flevel).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: brian03 on 2020-02-12 14:26:26
I'll guess it's the .exe being patched by the installer running afoul of something, perhaps it can't write to the boot drive if it's protected and the patched .exe isn't fully cleared with the system.

Try this; uninstall and then reinstall the game in a non-protected folder outside of the default location Steam usually installs games to if it isn't already. Take a backup of your default .exe (ff7_en.exe for steam). Apply the NT installer (in admin mode).

To test this, take the patched NT ff7_en.exe out and put the default one back in. The mod can run without its .exe component as it doesn't contain required data (it's Limit Breaks, a few QoLs like Sense Limit expanded, and Materia equip bonuses). If the game allows saving through this .exe then we can assume it was the patched NT .exe being blocked from writing to the boot drive. It's maybe changed for Windows 10, but if you right-click into the patched .exe's property and see a 'unblock' button then that can do the trick; otherwise it might need to be cleared with antivirus by setting up an exception. If all else fails, the .exe can be left out and a default one used instead.

As for free space, I was meaning the total size of the drive being a potential cause, which the game would probably use to calculate the remaining free space. If the game is using a small enough value to store this then it might encounter problems if it overflowed into negative values. But I don't think I've heard of an issue like that affecting anyone so it's unlikely to be this. It'll probably be the .exe as that handles the read/write for save files.

Thanks for the lengthy reply.  I moved the installation to my boot drive, cleared things with Bitdefender and I can save!!  There was no need to use the original exe file, I used the patched version and all seems to be well.  Thanks again for your help!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: brian03 on 2020-02-12 14:29:32
I'll let other more knowledgeable people help with the save file issue, but as far as the button mapping, what type of controller are you using and are using Steam for mapping or another program like DS4Windows? Does it just not respond when trying to map things in-game to the shoulder buttons?

I'm personally using DS4Windows instead of Steam with my PS4 controller, as it's the only way I was personally able to get both the Dpad and left stick to both work. I've never been able to get it to recognize L2/R2 buttons inputs on any controller I've tried. It will recognize L3/R3 (pressing the left or right control stick) so I just remapped those to L2 and R2 in DS4.

I'm using an Xbox 360 controller through USB and have never had to do any button mapping on Steam games, it works (or rather, worked) natively.  In game, I actually can't map any buttons on the controller, the game only provides options for keyboard mapping.  Since shoulder buttons aren't used that much in this game, maybe I'll just settle for keyboard usage.  Thanks for replying!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-12 15:38:30
Thanks for the lengthy reply.  I moved the installation to my boot drive, cleared things with Bitdefender and I can save!!  There was no need to use the original exe file, I used the patched version and all seems to be well.  Thanks again for your help!

No worries, glad it's cleared up.

I'm using an Xbox 360 controller through USB and have never had to do any button mapping on Steam games, it works (or rather, worked) natively.  In game, I actually can't map any buttons on the controller, the game only provides options for keyboard mapping.  Since shoulder buttons aren't used that much in this game, maybe I'll just settle for keyboard usage.  Thanks for replying!

I personally use keyboard due to how messed up the keybinding can be for this game. The original port was in 1998 before analogs were an industry standard (or if they existed at all) so it tends to treat controllers erratically. A WASD - HJKL set up tends to work well for D-Pad and the Action buttons. Shoulders can be a bit awkward; I use IO for L1 and R1 as they're right above the action buttons and more commonly used than L2 R2.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Karsh Highwind on 2020-02-12 23:48:15
I've added the mod order to the FFVII 1.5 NT Documentation so the answer to mods used with NT will be available. The document can be found on page 1 for those of you curious.

As a reminder, should you see anything that is incorrect or you have some data you can contribute, use the comment feature in the document. Also, my apologies for the lack of progress on the document, work and family has had me tied up. Once that dies down, I'll get back to it!

Spoiler: show

The following are incompatible:
-) Beacause (changes fields)
-) Jessie Mod (unless you use the patched one I've linked on first page of this thread)
-) Any other gameplay-type mod (tweaks and cheats may be OK)

It's best to stick to graphical-only mods when using NT. Anything that changes text is out because it all lives in the same files as the field event scripts.

Mod load order is done by type:
Miscellaneous - Dynamic Cloud Weapons
Miscellaneous - Jessie Mod
Miscellaneous - Team Avalanche Fields
Battle Models - Weapons
Field Models - Objects
Animations
Battle Models - Characters
Battle Models - Enemies
Battle Textures
Field Models - Main Characters
Field Models - Non-Player Characters
Field Textures - Omzy/satsuki/yarLson
Gameplay - Difficulty and Story
Gameplay - Tweaks and Cheats
Media - Movies
Media - Music and Sound
Menu - Avatars and Backdrops
Minigames - Chocobo Race
Minigames - Coaster
Minigames - Fort Condor
Minigames - Motorbike Chase
Minigames - Wonder Square
Spell Textures
The Reunion - Beacause and Menu Overhaul
World Models - Characters
World Models - Enemies
World Models - Vehicles
World Textures

If you still get wrong encounters even with just NT on its own, then 7H isn't installed correctly. Uninstall the game and rund game converter to uninstall its registry changes and start fresh, make sure you follow the 7h tutorial as exactly as you can and install the game into non-system drives. When all else fails, NT can be direct-patched using its main installer if 7h proves to be a no-go.

PSX version has limitations that make a direct port unfeasible. Better thing to do would be to just make a new mod with parts of NT and try to take advantage of some things that PSX offers like being able to use up to 9 unique discs of data (each one having its own scene.bin + kernel.bin + flevel).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Apoly on 2020-02-14 21:13:52
Great work! I'm gonna give it a try!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LiTTriuS on 2020-02-16 01:09:15
hi:

First of all i am currently playing this mode and....oh boy its awesome, thanks for the mod.

buuuuuuuuuuuuut i think i run into a issue here so let me explain:

i was playing in disc 3 going down the north crater and i took the left up path, all fine and working and in the final part of the path there is a boss, as should be aparently.

i defeat the thing and continue north crater, then cloud recive a call from the highwind that you should try the side quest stuff, so i went back and found another boss.

so a this part i start to think "oh maybe the other path have a boss as well".

i went back and took the right path and here is the issue, at the end to the path there is nothing, no boss.

this means that i cant get limited moon because a dont have the moon....pearl...stone...thingy.

i look in youtube and it should be at the end of the skeleton path but nothing is there in my save.

i dont know if it is because i trigger something when i arrived at the center that make the boss dissapear or something.

Also the guy in the highwind doesnt fix this because it is not a side quest :/.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-16 11:59:19
hi:

First of all i am currently playing this mode and....oh boy its awesome, thanks for the mod.

buuuuuuuuuuuuut i think i run into a issue here so let me explain:

i was playing in disc 3 going down the north crater and i took the left up path, all fine and working and in the final part of the path there is a boss, as should be aparently.

i defeat the thing and continue north crater, then cloud recive a call from the highwind that you should try the side quest stuff, so i went back and found another boss.

so a this part i start to think "oh maybe the other path have a boss as well".

i went back and took the right path and here is the issue, at the end to the path there is nothing, no boss.

this means that i cant get limited moon because a dont have the moon....pearl...stone...thingy.

i look in youtube and it should be at the end of the skeleton path but nothing is there in my save.

i dont know if it is because i trigger something when i arrived at the center that make the boss dissapear or something.

Also the guy in the highwind doesnt fix this because it is not a side quest :/.

Ok, so it sounds like there's another thing deactivating that boss besides the inaccessible chest on the right-path (which can be accessed by way of a boundary-break). Send me your save file and I'll reactivate the variable, otherwise you can use a save editor to add the item in if you want to do it that way. The item in question will be called a Combat Diary in the editor. Make sure to have the FF7 Launcher open when making the edit, and save your game once when you load in; FF7 Steam has a check that activates whenever the Launcher is started to delete any save files that were edited/came from another PC.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: LiTTriuS on 2020-02-16 13:06:31
Ok, so it sounds like there's another thing deactivating that boss besides the inaccessible chest on the right-path (which can be accessed by way of a boundary-break). Send me your save file and I'll reactivate the variable, otherwise you can use a save editor to add the item in if you want to do it that way. The item in question will be called a Combat Diary in the editor. Make sure to have the FF7 Launcher open when making the edit, and save your game once when you load in; FF7 Steam has a check that activates whenever the Launcher is started to delete any save files that were edited/came from another PC.

uuhhh.... i didnt consider that the chest could be the culprit XD.
meh it was wort it for the joke.

yep i open the chest so thats why it didnt appear, i gonna put the item with black chocobo, thanks for the answer
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fardale on 2020-02-16 18:28:33
Hey! Great mod! Loving the fresh experience.

Quick replicable bug:

Using hades on Platinum battle arena boss crashes the game every time. When it got toaded I felt naughty and excited at the same time :3 I was quickly punished for this sin. (cuz hades, lol?)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HautSaus on 2020-02-16 18:34:00
Going through arranged mode and trying out the randomiser for my level bonuses. There seems to be some kind of bug that while going through the menus, it takes away what kind of sources you're supposed to get. I was upgrading Cloud and all his options were 0-1-2 sources each stat, but I never got more than 5. Then I chose to upgrade RedXIII and his options were proper 0-5-10-15 sources each stat, but I went to check RedXIII's stats in the menu and when I went back to pick my upgrade they all changed to 0-1-2 sources, then I went back to the menu as if to check my stats again, and when I went back to the upgrade menu, all the options were 0 sources each.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-16 20:19:03
Hey! Great mod! Loving the fresh experience.

Quick replicable bug:

Using hades on Platinum battle arena boss crashes the game every time. When it got toaded I felt naughty and excited at the same time :3 I was quickly punished for this sin. (cuz hades, lol?)

It might be because of Frog status; do you have other mods on? It's happened a few times in the past but I always forget which mod it was.

Going through arranged mode and trying out the randomiser for my level bonuses. There seems to be some kind of bug that while going through the menus, it takes away what kind of sources you're supposed to get. I was upgrading Cloud and all his options were 0-1-2 sources each stat, but I never got more than 5. Then I chose to upgrade RedXIII and his options were proper 0-5-10-15 sources each stat, but I went to check RedXIII's stats in the menu and when I went back to pick my upgrade they all changed to 0-1-2 sources, then I went back to the menu as if to check my stats again, and when I went back to the upgrade menu, all the options were 0 sources each.

Yeah they go weird when the check stats option is used; I'll sort it in the update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fardale on 2020-02-17 12:51:05
It might be because of Frog status; do you have other mods on? It's happened a few times in the past but I always forget which mod it was.

Yeah they go weird when the check stats option is used; I'll sort it in the update.

Yeah, I have basically all of the 7th heaven mods on with 1.5 installed over / instead of the built in 'gameplay - difficulty and story' mod. I managed to beat it without hades in the end. Tho I thought i had found the easy hack :P tho I guess I enjoyed it more without cheesing it :D (Great designs and fights btw). The game didn't freeze-freeze, but rather the camera locked in a certain position and no attacks initiated and it froze that way.

 probably been asked this before, but just out of interest, which fight was intended to be the hardest out of all the extras? :P I just realized that i've seen a certain boss fight on youtube from another game and haven't encountered it yet and a shiver just went down my spine...
Spoiler: show
That big floating sphere of despair...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: clarkymark on 2020-02-17 13:59:49
Hello, first ever post on here.

I'm having issue playing the NT mod. It keeps crashing and giving error popup as soon as I get into the first fight. I know something isn't right as before that fight, if you go into the menu, cloud is already dead and I have a full item menu of potions (says 0 next to them).

I'm not sure what i'm doing wrong.It isn't the first mod i've done or anything so I do semi know what i'm doing. just this one I can't seem to get right.

Thanks anyway if someone sees this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-17 16:09:11
Yeah, I have basically all of the 7th heaven mods on with 1.5 installed over / instead of the built in 'gameplay - difficulty and story' mod. I managed to beat it without hades in the end. Tho I thought i had found the easy hack :P tho I guess I enjoyed it more without cheesing it :D (Great designs and fights btw). The game didn't freeze-freeze, but rather the camera locked in a certain position and no attacks initiated and it froze that way.

 probably been asked this before, but just out of interest, which fight was intended to be the hardest out of all the extras? :P I just realized that i've seen a certain boss fight on youtube from another game and haven't encountered it yet and a shiver just went down my spine...
Spoiler: show
That big floating sphere of despair...


I don't really know about the hardest one, I guess it'd be the Platinum Match purely because it's quite brute-force; not much attack variation, sky-high stats, etc.

Hello, first ever post on here.

I'm having issue playing the NT mod. It keeps crashing and giving error popup as soon as I get into the first fight. I know something isn't right as before that fight, if you go into the menu, cloud is already dead and I have a full item menu of potions (says 0 next to them).

I'm not sure what i'm doing wrong.It isn't the first mod i've done or anything so I do semi know what i'm doing. just this one I can't seem to get right.

Thanks anyway if someone sees this.

That sounds very unusual, especially the 0 item thing + Cloud being KO'd.

First off, if it has to be either the vanilla 1998 PC version, the 2012 Square-Enix version (which was discontinued by Square in favour of the Steam version), or the Steam version itself. If you've gotten hold of a 1998 version that has hacks pre-applied to it, like the Ultimania Edition or similar bootlegged copy, then there will be technical problems (though usually it's a case of not starting at all rather than what you describe).

If you have 7h set-up, then there's likely something very wrong there in the way it's been set up so I would uninstall everything and go through the tutorial steps again. If it's the 2.0 7h beta then might be worth checking in there as I don't know much about it issues-wise yet.

One thing I would do as well; set up the game without mods and see if it runs as expected. If so, then continue on with trying to get NT running on it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: clarkymark on 2020-02-17 18:35:56
I don't really know about the hardest one, I guess it'd be the Platinum Match purely because it's quite brute-force; not much attack variation, sky-high stats, etc.

That sounds very unusual, especially the 0 item thing + Cloud being KO'd.

First off, if it has to be either the vanilla 1998 PC version, the 2012 Square-Enix version (which was discontinued by Square in favour of the Steam version), or the Steam version itself. If you've gotten hold of a 1998 version that has hacks pre-applied to it, like the Ultimania Edition or similar bootlegged copy, then there will be technical problems (though usually it's a case of not starting at all rather than what you describe).

If you have 7h set-up, then there's likely something very wrong there in the way it's been set up so I would uninstall everything and go through the tutorial steps again. If it's the 2.0 7h beta then might be worth checking in there as I don't know much about it issues-wise yet.

One thing I would do as well; set up the game without mods and see if it runs as expected. If so, then continue on with trying to get NT running on it.

hey thanks for reply.

It is the steam version - I have previously used other mods on it (I do uninstall everything before doing another mod) and had no issues.

It works fine before installing the mod too.

It isnt the 7h setup. just normal.

Could it be, although I have uninstalled all previous mods and the game itself before re-installing - the game still have previous saves on it from the mods? even though i'm not using those saves and planned to just save over them? does that affect it? I have no idea how to completely delete all save data from previous games on steam, i've never had to before when doing different mods.

Also something else that is very slightly different from the 'readme' instructions - it does say to use the steam/steamapps/common/ff7/data folder to do the patch, well on mine, the data folder doesn't work for it, but the ff7 folder does (the one before the data folder) - I have no idea if that mades a difference. the data folder just says it doesn't have the right things to patch so I patch from the ff7.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-17 18:49:44
hey thanks for reply.

It is the steam version - I have previously used other mods on it (I do uninstall everything before doing another mod) and had no issues.

It works fine before installing the mod too.

It isnt the 7h setup. just normal.

Could it be, although I have uninstalled all previous mods and the game itself before re-installing - the game still have previous saves on it from the mods? even though i'm not using those saves and planned to just save over them? does that affect it? I have no idea how to completely delete all save data from previous games on steam, i've never had to before when doing different mods.

Also something else that is very slightly different from the 'readme' instructions - it does say to use the steam/steamapps/common/ff7/data folder to do the patch, well on mine, the data folder doesn't work for it, but the ff7 folder does (the one before the data folder) - I have no idea if that mades a difference. the data folder just says it doesn't have the right things to patch so I patch from the ff7.



The Steam version always runs its scene.bin (enemy data) and kernel.bin (character data) from the FF7/Data/Lang-en folder whereas the 1998 PC version (and a 7h game conversion) uses ff7/data/battle and ff7/data/kernel. Even if 7h was installed and a Game Converter process ran over it, you can still use the Steam version as-is by running ff7_en.exe (or through the Steam launcher). The NT installer patches both sets of files however, 1998 and Steam, to cover both versions.

Save files don't affect the starting state of the game; you can actually load saves made from other mods/vanilla into NT (and vise-versa) and they'll mostly work fine; maybe a visual glitch on EXP gauges that will correct itself on the next level up. Nothing so drastic that it would impact a New Game. Keep your save files, or at the very least just move them elsewhere and don't delete them. Remember also that Steam keeps its save files in a separate place to the regular 1998 game; it's in:

D:\UserName\Documents\Square Enix\FINAL FANTASY VII Steam\user_#####.

New Game itself initialises from the kernel.bin (that's where Cloud's starting state + starting inventory are), so it sounds like that's where the point of failure is. Perhaps the installer wasn't able to patch the kernel properly due to a file security issue or similar. Usually that would mean it wouldn't be able to patch it at all, but can't rule it out considering that it sounds like the kernel has been corrupted in some way.

The installer says Data folder but it's out of date, the intended folder is the FF7 folder as it now targets both the ff7.exe and ff7_en.exe for changes as well. That's another possibility, perhaps the .exe patch is stopping the game from doing read/writes on the kernel correctly (a user had an issue where they couldn't save the game for instance due to this). My advice is to right-click into the installer's properties, check that it is unblocked, and then run as admin or to have the FF7 game installed in a non-systems folder outside of Program Folders (Steam allows for games to be installed in multiple locations). Then after install, do the same with both .exe files; right-click into their properties and make sure they're unblocked (don't need to run these as admin, it tends to make the game work strangely).

Although if you have 7h installed, then remember that NT has an IRO as well. That's available from front page of this thread. Assuming the 7h install is correct, I'd recommend using that instead as the installer is more for non-7H installations as it hard overwrites files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nyny1010 on 2020-02-17 18:51:23
This might've been asked before but where is HP absorb located? (Playing Vanilla version but couldn't find it in the usual North Cave spot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: clarkymark on 2020-02-17 20:42:02
The Steam version always runs its scene.bin (enemy data) and kernel.bin (character data) from the FF7/Data/Lang-en folder whereas the 1998 PC version (and a 7h game conversion) uses ff7/data/battle and ff7/data/kernel. Even if 7h was installed and a Game Converter process ran over it, you can still use the Steam version as-is by running ff7_en.exe (or through the Steam launcher). The NT installer patches both sets of files however, 1998 and Steam, to cover both versions.

Save files don't affect the starting state of the game; you can actually load saves made from other mods/vanilla into NT (and vise-versa) and they'll mostly work fine; maybe a visual glitch on EXP gauges that will correct itself on the next level up. Nothing so drastic that it would impact a New Game. Keep your save files, or at the very least just move them elsewhere and don't delete them. Remember also that Steam keeps its save files in a separate place to the regular 1998 game; it's in:

D:\UserName\Documents\Square Enix\FINAL FANTASY VII Steam\user_#####.

New Game itself initialises from the kernel.bin (that's where Cloud's starting state + starting inventory are), so it sounds like that's where the point of failure is. Perhaps the installer wasn't able to patch the kernel properly due to a file security issue or similar. Usually that would mean it wouldn't be able to patch it at all, but can't rule it out considering that it sounds like the kernel has been corrupted in some way.

The installer says Data folder but it's out of date, the intended folder is the FF7 folder as it now targets both the ff7.exe and ff7_en.exe for changes as well. That's another possibility, perhaps the .exe patch is stopping the game from doing read/writes on the kernel correctly (a user had an issue where they couldn't save the game for instance due to this). My advice is to right-click into the installer's properties, check that it is unblocked, and then run as admin or to have the FF7 game installed in a non-systems folder outside of Program Folders (Steam allows for games to be installed in multiple locations). Then after install, do the same with both .exe files; right-click into their properties and make sure they're unblocked (don't need to run these as admin, it tends to make the game work strangely).

Although if you have 7h installed, then remember that NT has an IRO as well. That's available from front page of this thread. Assuming the 7h install is correct, I'd recommend using that instead as the installer is more for non-7H installations as it hard overwrites files.

Thanks, sadly it just isn't working for me for some reason. I'm stumped. Just get the 'unknown exception occured' message  :(

They are def unblocked (doesn't even have the little message to say unblock at the bottom like on other things oddly)

sad. I really wanted to play this. loved watching 4-8 play this couple years ago.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-17 22:45:14
This might've been asked before but where is HP absorb located? (Playing Vanilla version but couldn't find it in the usual North Cave spot.

Should be in the cat house in Wutai (if the Yuffie Materia sidequest was done). There's some stairs in the back that you can climb by pushing the Confirm button (may need to mash it a bit). There'll be a chest up there with it inside.

Thanks, sadly it just isn't working for me for some reason. I'm stumped. Just get the 'unknown exception occured' message  :(

They are def unblocked (doesn't even have the little message to say unblock at the bottom like on other things oddly)

sad. I really wanted to play this. loved watching 4-8 play this couple years ago.

All right, do the following:

1) Uninstall then reinstall the Steam game.

2) Download this:
http://www.mediafire.com/file/c57at39b54geauy/Direct_Patch.zip/file

3) Unzip the folder and remove the .EXE files from it (the mod can run with default .exes). Then merge the folder contents with your data folder, confirming overwrite when prompted. Should be scene.bin, kernel.bin, flevel.lgp, battle.lgp, and char.lgp.

4) Try the game and see if it it's resolved.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: clarkymark on 2020-02-18 06:01:43
Should be in the cat house in Wutai (if the Yuffie Materia sidequest was done). There's some stairs in the back that you can climb by pushing the Confirm button (may need to mash it a bit). There'll be a chest up there with it inside.

All right, do the following:

1) Uninstall then reinstall the Steam game.

2) Download this:
http://www.mediafire.com/file/c57at39b54geauy/Direct_Patch.zip/file

3) Unzip the folder and remove the .EXE files from it (the mod can run with default .exes). Then merge the folder contents with your data folder, confirming overwrite when prompted. Should be scene.bin, kernel.bin, flevel.lgp, battle.lgp, and char.lgp.

4) Try the game and see if it it's resolved.

nope. game works but mod isn't there. The flevel.lgp, battle lgp, char.lgp isn't in that folder. just scene.bin kernel.bin and kernal2.bin
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-18 13:00:36
Oh wrong file; probably should have known from the size of it.

This is it: https://mega.nz/#!O1MnRIDJ!ozA-5UnQWdUyLlAT_JYxGoYi1IekKBBr8c_ZWn3VPzQ
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: clarkymark on 2020-02-18 15:17:15
It is ok now :), turns out all I needed to do was uninstall steam all together then re-install steam, then it worked.

Really odd but oh well. Works fine now :)

thank you
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Megamilan on 2020-02-20 18:32:17
Hello!

Just started the mod. Really enjoying it.

A question: is it possible to play with the new gameplay but without the revised script and/or Cloud's new character model color?

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-20 19:56:43
Hello!

Just started the mod. Really enjoying it.

A question: is it possible to play with the new gameplay but without the revised script and/or Cloud's new character model color?

Thanks!

Text is baked into the field's event script, so unfortunately it would be a fairly large undertaking to put it back as it was. As for the character model, if you get Luksy's ULGP tool and unpack the char.lgp of NT and a default .lgp, then transfer all the aaaa files down to the first 3 anim files (this is all of cloud's model parts).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Megamilan on 2020-02-20 21:22:35
Got it. Will look into it. Thanks for the answer =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-02-24 12:13:41
Were the Arrange Mode selection at the start of a New Game and Barret music options taken out?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-24 12:44:45
Were the Arrange Mode selection at the start of a New Game and Barret music options taken out?

No; where did you get the IRO from, was it this thread?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-02-24 15:29:19
Yes, of course.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-24 19:29:30
Yes, of course.

I checked the IRO file and it is definitely in there; the welcome script, etc. Is this a test of it on 2.0? I would check Gjoerulv's mod as well as that has the same file structure as NT (to check it, load a save that's either on Floor 64 and ready to open the chest on Floor 65, at the foot of the Sister Ray, or about to enter any of the Materia Caves for the first time. If a special battle triggers when proceeding with those events, it means its flevel is patched).

Chunks needed for NT are 1, 3, 5, and 7. 5 isn't as important but it prevents a lock from happening at the end of the dark cave sidequest.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-02-24 21:01:04
It should just be a direct unpack from your IRO. Nothing altered. I say “should be” so I’ll check over it again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-02-27 07:42:48
I think the Shinra HQ Library puzzle, with the Mayor, has a bug. I can tell from reading a walkthrough that you've messed with it for the mod, and now if the password is BEST, the hints from the improperly filed books in the library actually spell BEHT.

#1 Biological Characteristics of the Ancients
#3 Special Peacekeeping Law
#14 The Ancients in History
#5 Reactor Construction Chart

Is the #14 supposed to be #11, perhaps?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: IcyElemental on 2020-02-27 09:57:25
I just started playing this mod and love it so far. One thing I want to mention though is that there's still some issues with the Jessie mod compatibility.

After the guard scorpion fight and on the way out of the reactor, I had a random encounter with another guard scorpion that did thousands of points of damage per round. This occurred right at the bottom of the ladder on the same screen Jessie is normally stuck on, just before I was able to start climbing.

It's not a big deal - I just started again without the Jessie mod - but I wanted to mention as the opening post specifically says they should be compatible now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-27 14:49:17
I think the Shinra HQ Library puzzle, with the Mayor, has a bug. I can tell from reading a walkthrough that you've messed with it for the mod, and now if the password is BEST, the hints from the improperly filed books in the library actually spell BEHT.

#1 Biological Characteristics of the Ancients
#3 Special Peacekeeping Law
#14 The Ancients in History
#5 Reactor Construction Chart

Is the #14 supposed to be #11, perhaps?

Yeah it's off, that's my bad for going into the text there and not double-counting the letters.

I just started playing this mod and love it so far. One thing I want to mention though is that there's still some issues with the Jessie mod compatibility.

After the guard scorpion fight and on the way out of the reactor, I had a random encounter with another guard scorpion that did thousands of points of damage per round. This occurred right at the bottom of the ladder on the same screen Jessie is normally stuck on, just before I was able to start climbing.

It's not a big deal - I just started again without the Jessie mod - but I wanted to mention as the opening post specifically says they should be compatible now.

This is due to a encounter chunk in the Jessie Mod overwriting the encounter table to use the default one (and because NT has some late-game encounters placed in wherever I could make space, this table loads them in).

I made a compatible version by removing this chunk from the Jessie Mod IRO; it didn't need this chunk to begin with so it still functions. It's available on the 1st page of this thread, but will link it here: http://www.mediafire.com/file/825mu1w33g83ruh/Jessie_IRO_Compatability_Patched.iro/file

You import that via the 7h library tab and disable/delete the old one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Blagnarok on 2020-02-28 05:51:46
Hi Sega Chief, just wanted to let you know I think your mod is the best gameplay mod.

I solved a problem with a bug in the game where the dialog with Sephiroth in the basement Shinra Mansion during the flashback scene, as well as some dialog in the Temple of Ancients, was not showing up using your mod, Tifa's 7H, and Menu Overhaul.

I figured the problem was with Menu Overhaul, so I tried the new "Enhanced Stock UI" mod which basically is an IRO that does the menu overhaul without all the other Reunion stuff, and can run off the FF7.exe rather than FF7_mo.exe or FF7_bc.exe.  Unfortunately, this mod also had the same bug with the dialog boxes disappearing after I activated it, so I messed with the settings in the "Enhanced Stock UI" mod and figured out the solution!

Turns out changing one of the settings in the Enhanced Stock UI fixes the issue entirely.  If you set the option for Field Dialog Text Style to "stock" rather than the default "Menu Overhaul with Digit Fixes" the text will show up in those scenes!

Seems the bug was a result of the field text alignment fixes in Menu Overhaul, which can be toggled off in the "Enhanced Stock UI."  There is a little more space between lines of dialog when this setting is on "stock," but the text is still crisp and pretty just like it is in Menu Overhaul mod, and there is no more missing dialog.

Regards,
Nate
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-28 10:20:15
Hi Sega Chief, just wanted to let you know I think your mod is the best gameplay mod.

I solved a problem with a bug in the game where the dialog with Sephiroth in the basement Shinra Mansion during the flashback scene, as well as some dialog in the Temple of Ancients, was not showing up using your mod, Tifa's 7H, and Menu Overhaul.

I figured the problem was with Menu Overhaul, so I tried the new "Enhanced Stock UI" mod which basically is an IRO that does the menu overhaul without all the other Reunion stuff, and can run off the FF7.exe rather than FF7_mo.exe or FF7_bc.exe.  Unfortunately, this mod also had the same bug with the dialog boxes disappearing after I activated it, so I messed with the settings in the "Enhanced Stock UI" mod and figured out the solution!

Turns out changing one of the settings in the Enhanced Stock UI fixes the issue entirely.  If you set the option for Field Dialog Text Style to "stock" rather than the default "Menu Overhaul with Digit Fixes" the text will show up in those scenes!

Seems the bug was a result of the field text alignment fixes in Menu Overhaul, which can be toggled off in the "Enhanced Stock UI."  There is a little more space between lines of dialog when this setting is on "stock," but the text is still crisp and pretty just like it is in Menu Overhaul mod, and there is no more missing dialog.

Regards,
Nate

I'll try setting the dialogue back to vanilla for those fields, or using the vanilla text-box sizing; I'm building the final version atm it'll be in that version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kmrblue1027 on 2020-02-29 01:32:35
Minor typo or effect is wrong. Aerith's Wizard Staff from the Ancient Forest restores MP on hit not HP as the effect states. I assume it's a typo as HP restore is pretty outclassed by that late in the game but mana sustain is pretty freaking good.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Aerodynamics on 2020-02-29 04:22:05
Hey there Sega Chief, i'm just curious: how the progress is going on the 2.0 version? It'll be the ultimate way to play ff7. Can't wait for it's release.

Cheers ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-02-29 11:54:36
Going for 20-25th March.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nostalgic on 2020-03-02 02:02:31
@Sega Chief

I'm watching a streamer play New Threat Mod and it looks awesome! I'm definitely going to play it, but I had a quick question if you don't mind.
I'm planning on playing the New Threat + Reunion version, and I was wondering if you think Necrosis would work in combination with these mods? I have played Reunion + Necrosis before (albeit with a slight bit of tinkering to get it to work), so I was hoping I could try it here too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-02 03:39:50
I'm not sure if this has already been reported, but the Mr. Smile dialog has a small display bug. His line "And that concludes the deal." gets placed in a box that's slightly too short, which puts a linebreak after the "e" in "deal".
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-02 08:53:52
@Sega Chief

I'm watching a streamer play New Threat Mod and it looks awesome! I'm definitely going to play it, but I had a quick question if you don't mind.
I'm planning on playing the New Threat + Reunion version, and I was wondering if you think Necrosis would work in combination with these mods? I have played Reunion + Necrosis before (albeit with a slight bit of tinkering to get it to work), so I was hoping I could try it here too.

If it's the translation part of reunion (beacause) then it won't work together; NT has a lot of custom event scripting that lives in the same place as dialogue in the field files. 7h does split field files into separate parts but dialogue + event scripting unfortunately exist in the same section. Beacause also replaces text in the scene + kernel which is where NT's enemy/character changes are so that's another point of conflict. Necrosis is same issue; changes are more minor but would still clash; NT with Necrosis would likely be unwinnable anyway.

I'm not sure if this has already been reported, but the Mr. Smile dialog has a small display bug. His line "And that concludes the deal." gets placed in a box that's slightly too short, which puts a linebreak after the "e" in "deal".

Think it slipped my mind, been a while since I heard about it though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-03 04:50:43
The Mr. Smile dialog has a small display bug. His line "And that concludes the deal." gets placed in a box that's slightly too short, which puts a linebreak after the "e" in "deal".

Think it slipped my mind, been a while since I heard about it though.

It might only affect some early game save points. I started from the beginning, and I saw it on the original "save point" that starts the SP system, and also in Fort Condor. But on the ship from Junon, it's fixed. Maybe it stays fixed throughout the rest of the game? That could explain the lack of reports.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-03 06:36:36
Super super minor bug report: The bikini girl on the Costa del Sol beach, who passes on Hojo's message to you after you sleep at the inn the first time, has a grammar error in her dialog:

"What you're looking for has went west." should be "What you're looking for as gone west."
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-04 07:22:58
More info on the "Let's make a deal" bug. The Save point on the railroad track on Mt. Corel is *partially* bugged. It looks right when I finish ranking up Cloud, but it's broken for everyone else you can have at that point in the game (Barret, Yuffie, Aeris, Red XIII, Tifa).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-04 10:15:48
Might be the length of character names.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Allannia on 2020-03-04 13:04:37
From what you've posted previously about changes in 2.0 I assume it's not going to be save compataible with 1.5. Just wanted to check as I'll wait for 2.0 instead of starting a new threat run now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-04 18:21:36
Yeah I'm reassigning memory so they probably won't be. You can still load save files from different versions to another but it can lead to certain things not activating.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-04 19:07:45
Just putting this here; it's a hextless NT IRO for users having trouble with IROs with a Hext component on the new 2.0 7h: https://mega.nz/#!DglhRJIa!cecDieYyAL1R1J9Qse1-Z2ZAhgQ_BOUXzykMnFrOkzE
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Therival on 2020-03-05 02:20:41
Hey Sega Chief, just wanted to say I discovered your mod recently and have been having an absolute blast. I was having a rough time passing time until Bannerlord and Doom Eternal but your mod has made my childhood come alive again. 2.0 cant come soon enough and I cant wait to play it! Keep up the great work and thank you for this awesome mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-05 03:45:57
Bug Report

I see you've changed Super Dunk's "Double Chance" to "Triple Chance" in the Gold Saucer, but two of the original pieces of text have not been updated to reflect that.
"You may continue after you successfully double your GP."
"NOW PLAYING DOUBLE CHANCE"

Those both should say "triple".

Speaking of bugs, are you back-porting bugfixes to 1.5, or are they just going into 2.0? The fact that 1.5 saves won't be forwards-compatible with 2.0 makes me hope you are. Yhough obviously the ones I've been reporting aren't a huge deal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zentrius on 2020-03-05 04:01:28
Hi Sega,

I see that there's a Download link for compatibility with the R06 (Reunion) mod, but I am seeing in the installation process for this that there's no compatibilty yet with that mod. Is this correct? If that is the case, what does that file do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-05 06:01:37
Is the second Enemy Skill Materia supposed to be somewhere other than the tutorial area in Junon? Every walkthrough I've read says it can be found on the floor there, but I searched and could not find it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: iDerek759 on 2020-03-05 07:36:29
There is only 1 e-skill materia in NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-05 07:46:15
Ohhhh, OK. I missed that in the docs. Makes sense, I guess.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-05 08:40:41
Hey Sega Chief, just wanted to say I discovered your mod recently and have been having an absolute blast. I was having a rough time passing time until Bannerlord and Doom Eternal but your mod has made my childhood come alive again. 2.0 cant come soon enough and I cant wait to play it! Keep up the great work and thank you for this awesome mod!

I think I'm skipping on Doom in favour of RE3 and then FF7R (besides, prob don't have time to take on a game this month to get NT 2.0 finished).


Bug Report

I see you've changed Super Dunk's "Double Chance" to "Triple Chance" in the Gold Saucer, but two of the original pieces of text have not been updated to reflect that.
"You may continue after you successfully double your GP."
"NOW PLAYING DOUBLE CHANCE"

Those both should say "triple".

Speaking of bugs, are you back-porting bugfixes to 1.5, or are they just going into 2.0? The fact that 1.5 saves won't be forwards-compatible with 2.0 makes me hope you are. Yhough obviously the ones I've been reporting aren't a huge deal.

I'll be keeping both versions so backporting bug fixes will happen to an extent, but it'll probably be limited to critical things only.


Hi Sega,

I see that there's a Download link for compatibility with the R06 (Reunion) mod, but I am seeing in the installation process for this that there's no compatibilty yet with that mod. Is this correct? If that is the case, what does that file do?

Originally, Reunion was a stand-alone mod but the new R06 build is more like a framework. That means other mods can be loaded into it to make use of the bug-fixes + enhancements that it offers. It needs the files arranged in a certain way and that's what the download is for. Note though that the Translation part (Beacause) and some parts like the tweaks to flevel script for minigames etc. aren't compatible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Therival on 2020-03-05 16:38:07
I think I'm skipping on Doom in favour of RE3 and then FF7R (besides, prob don't have time to take on a game this month to get NT 2.0 finished.

Oh RE3 was one of my favorites when I was a kid definitely getting that as well haha still have my fingers crossed for mercenaries mode I put alot of time into that back in the day. Thanks to my discovery of the awesome thing that is FF7 modding I will most likely be buying the remake multiple times because I can only imagine the mods on the PC down the road will be truly epic.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cha0tic on 2020-03-05 20:24:19
I am at Cosmo Canyon in disc 1 using 1.4 on the switch but realized someone ported over 1.5 as well. Can I just use my 1.4 save on 1.5 or should I start over?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-06 00:16:28
I am at Cosmo Canyon in disc 1 using 1.4 on the switch but realized someone ported over 1.5 as well. Can I just use my 1.4 save on 1.5 or should I start over?

I think the rank-up system will break if it's swapped. There's a case to be made for carrying on with 1.4 as it's not a million miles away from 1.5 in terms of actual content and is a bit harder overall. Some older bugs may appear though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zentrius on 2020-03-06 03:21:36
@Sega, alright, understood the part between the Reunion framework. So that means I can install the Reunion mod and then manually put into the games folders the files for the New Threat mod, correct? Is there anywhere in which I can find some instructions as to where to put each file?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Shadowquinn on 2020-03-06 04:07:18
When 2.0 comes out, will I be able to use battle, field textures and models from other mods? I am brand new to FF7 mods and love the way the hd models look. I am highly looking forward to trying out your mod when 2.0 comes out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-06 08:31:18
@Sega, alright, understood the part between the Reunion framework. So that means I can install the Reunion mod and then manually put into the games folders the files for the New Threat mod, correct? Is there anywhere in which I can find some instructions as to where to put each file?

The download on this thread has the NT files already in the correct folder/file format. What you need to do from there is place it in the CUSTOM folder of R06, then in the Options.txt file of R06 there is a line in there where you can specify the name of a mod in your CUSTOM folder for it to load on start-up (only one can be activated at a time). Write in New_Threat_Final and it should load that folder when it starts up. You will need to set some other options to off like the Translation as this will override the files of NT.

To use custom models, textures, etc. you can place these either into the NT folder itself or into the Global folder (files in Global always load; it should be for files you want to keep between mods like visual mods).

Tonight, I'll check the R06 documentation and put together a rough guide for where files should go, folder structure, how to retrieve files from other mods/IROs, etc. so that folk know how to mix and match mods for the reunion framework.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Shadowquinn on 2020-03-06 17:14:36
Can I run this mod in the new 7th Heaven 2.0 Loader?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-06 19:12:26
Yeah, but the hext component for IROs seems to be busted at the moment in 2.0. I would use the hextless version for the time being: https://mega.nz/#!DglhRJIa!cecDieYyAL1R1J9Qse1-Z2ZAhgQ_BOUXzykMnFrOkzE

Vanilla Combat version of NT should also work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Shadowquinn on 2020-03-07 13:59:29
So after a night full of playing and getting out of Midgar, I wanted to stop back in here and say that you sir are a @#$%ing genius. What you have done with your mod is outstanding. You have made a game that has been my favorite for 23 years (46 years old now) and have made it even better. Please keep up the amazing work and thank you for your time and hard work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zentrius on 2020-03-07 16:35:04
I found something weird happening. When you approach Hojo at the Shinra building, the game just freezes, and Barret's model just runs in place.

(https://i.imgur.com/wp8y2yT.png)

I am using both New Threat and The Reunion mod. I made sure to disable all relevant options in The Reunion .ini file but the issue still persists. I don't think uninstalling the reunion mod would work since I'm pretty sure it would mess up my save file.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-07 19:05:58
So after a night full of playing and getting out of Midgar, I wanted to stop back in here and say that you sir are a @#$%ing genius. What you have done with your mod is outstanding. You have made a game that has been my favorite for 23 years (46 years old now) and have made it even better. Please keep up the amazing work and thank you for your time and hard work.

Cheers; let me know if you run into any issues.

I found something weird happening. When you approach Hojo at the Shinra building, the game just freezes, and Barret's model just runs in place.

(https://i.imgur.com/wp8y2yT.png)

I am using both New Threat and The Reunion mod. I made sure to disable all relevant options in The Reunion .ini file but the issue still persists. I don't think uninstalling the reunion mod would work since I'm pretty sure it would mess up my save file.

R06 changed the behaviour of something that handles party order(something along those lines) which means that this scene (both in vanilla flevel and modded flevel) now has this issue unless the reunion flevel is being used (which has the fix). I'll port the fix over and reupload.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Finalwolfix on 2020-03-08 01:02:38
I started playing this a few days ago on Arrange Mode and I've been hooked, having a great time revisiting this classic with all the new twists and turns that it has. Massive thank you Sega Chief for the work you've put into and are continuing to put into this. I've just started disk 2 and I can't wait to see what lies ahead, with some of my personal favourite changes so far being
Spoiler: show
the recurring reappearance of the Guard Scorpion as well as the helpful intervention it brought during the Brass Dragon boss, which was amazing, as well as other bosses such as the Materia Keeper robot version and the new Lost Number (when that split into both parts at once, oh man...). Although, the Satan's Gate encounter was weirdly easier than I expected, which is about the only breather I've had so far.
.

I actually just wanted to double-check though, as I'm worried I missed something. I'm sure I heard that bosses could be morphed into items, and looking at the spreadsheet this seems to be the case. However, I've ended a lot of boss encounters with a morph attack and nothing seems to have came from it. Was this changed in a recent version? I'm playing on the most recent one to my knowledge, that being December 30th 2019.

Thanks again for the work. Having a great time with it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-08 01:29:50
I started playing this a few days ago on Arrange Mode and I've been hooked, having a great time revisiting this classic with all the new twists and turns that it has. Massive thank you Sega Chief for the work you've put into and are continuing to put into this. I've just started disk 2 and I can't wait to see what lies ahead, with some of my personal favourite changes so far being
Spoiler: show
the recurring reappearance of the Guard Scorpion as well as the helpful intervention it brought during the Brass Dragon boss, which was amazing, as well as other bosses such as the Materia Keeper robot version and the new Lost Number (when that split into both parts at once, oh man...). Although, the Satan's Gate encounter was weirdly easier than I expected, which is about the only breather I've had so far.
.

I actually just wanted to double-check though, as I'm worried I missed something. I'm sure I heard that bosses could be morphed into items, and looking at the spreadsheet this seems to be the case. However, I've ended a lot of boss encounters with a morph attack and nothing seems to have came from it. Was this changed in a recent version? I'm playing on the most recent one to my knowledge, that being December 30th 2019.

Thanks again for the work. Having a great time with it!

Possibly was changed yeah, I tinkered with Morphs a lot over the years.

Glad you're enjoying it so far, let me know if there are problems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-08 01:33:08
I found something weird happening. When you approach Hojo at the Shinra building, the game just freezes, and Barret's model just runs in place.

(https://i.imgur.com/wp8y2yT.png)

I am using both New Threat and The Reunion mod. I made sure to disable all relevant options in The Reunion .ini file but the issue still persists. I don't think uninstalling the reunion mod would work since I'm pretty sure it would mess up my save file.

As far as this issue goes, it might be a reunion version thing or it might be that some option is still being applied that alters field script behaviour. Check through options again and disable anything like new translation and the like. I compared the flevels and they were identical for that part, but I didn't run into the issue during my R06 test.

Also check that the latest R06 version is being used in case this is something from an older build. R06 has had a few hotfixes since its initial release.

Edit:
One thing to try, swap Barret and Tifa in the party menu; I think it's to do with party order being fixed so that party split corresponds to the correct order in all cases but for this particular scene this is bad because it means Barret has to move a different way to reach his intended spot. I think. Typically I move Barret to the mid spot when playing (habit from when I first played the game) but I think before the Shinra Raid starts it goes with Cloud Tifa and Barret as the party order. That might be why I didn't run into it during my runthrough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-08 04:38:26
I'll be keeping both versions so backporting bug fixes will happen to an extent, but it'll probably be limited to critical things only.

OK, that's fair. Here's a critical one I just found, though:

Transform + Added Effect in a weapon = hard lock

I first noticed this happen about an hour after my last save, so that kinda sucked... But I went back to test it, and I confirmed that every time I triggered Lagomorph through Added Effect, the game locked up. The problem seems to be that the tiny frog can't take it's turn, so combat gets stuck, though the game itself isn't actually frozen. Any characters who have yet to have an action chosen can choose one, but they'll never perform it. I can pause, and I can try to run away, but while the animations play, nothing ever happens.

I confirmed that this happens on both Dorky Face and Nibel Wolf, though only if triggered through Added Effect. Casting Lagomorph normally caused no issues.

And just in case it's relevant, the character I was using Added Effect + Transform on was Barret, with the materia slotted into Enemy Launcher or Heavy Vulcan. Both caused the lock. I'm also using the 7th Heaven version of NT.

I thought I'd come up with an absurdly OP combo of Transform + Added Effect + Enemy Launcher, turning Barrett into a debuffing monster. This bug really put a damper on my fun, lol. Fortunately, swapping in Seal for Transform seems to work well.



EDIT: Could you please add a menu option that lets you change your mind for a Rank Up choice? Right now, once you choose one, you're locked in. You either accept it (even if you chose it by accident because your controlled presses "OK" at random sometimes when using the D pad...), or you give up that rank entirely. It sucks that there's no "Whoops, I picked the wrong one!" option.


EDIT 2: Is the Fort condor guide supposed to appear in Rocket Town, the first time you get there and the Fort Condor battle triggers? I couldn't find him anywhere, so I had to go all the way back to Cosmo Canyon to take his shortcut to Fort Condor.

EDIT 3: Are Hippogryffs (in the area outside Mideel) supposed to be worth 0 EXP?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-08 13:19:40
OK, that's fair. Here's a critical one I just found, though:

Transform + Added Effect in a weapon = hard lock

I first noticed this happen about an hour after my last save, so that kinda sucked... But I went back to test it, and I confirmed that every time I triggered Lagomorph through Added Effect, the game locked up. The problem seems to be that the tiny frog can't take it's turn, so combat gets stuck, though the game itself isn't actually frozen. Any characters who have yet to have an action chosen can choose one, but they'll never perform it. I can pause, and I can try to run away, but while the animations play, nothing ever happens.

I confirmed that this happens on both Dorky Face and Nibel Wolf, though only if triggered through Added Effect. Casting Lagomorph normally caused no issues.

And just in case it's relevant, the character I was using Added Effect + Transform on was Barret, with the materia slotted into Enemy Launcher or Heavy Vulcan. Both caused the lock. I'm also using the 7th Heaven version of NT.

I thought I'd come up with an absurdly OP combo of Transform + Added Effect + Enemy Launcher, turning Barrett into a debuffing monster. This bug really put a damper on my fun, lol. Fortunately, swapping in Seal for Transform seems to work well.



EDIT: Could you please add a menu option that lets you change your mind for a Rank Up choice? Right now, once you choose one, you're locked in. You either accept it (even if you chose it by accident because your controlled presses "OK" at random sometimes when using the D pad...), or you give up that rank entirely. It sucks that there's no "Whoops, I picked the wrong one!" option.


EDIT 2: Is the Fort condor guide supposed to appear in Rocket Town, the first time you get there and the Fort Condor battle triggers? I couldn't find him anywhere, so I had to go all the way back to Cosmo Canyon to take his shortcut to Fort Condor.

EDIT 3: Are Hippogryffs (in the area outside Mideel) supposed to be worth 0 EXP?

I think the added effect frog thing is caused through another mod. It's come up a few times in the past.

Sources can't be reset at the moment because the game originally had no way of removing the bonus given by a source either. There is a prototype .exe + makou reactor tool floating around out there though that enables save-map editing which would allow for a reset on sources to be performed, but I'm unsure of the current status of that.

The Fort Condor guide appears in Cid's house, sitting in the green car in one of the side rooms.

Mideel had a AI check to set exp to 0 if the party was a fairly low level, basically because it was possible to reach Mideel's encounters using the Bronco. This then fell afoul of a change made to Level handling resulting in them always giving 0 EXP. It's something that's being resolved for the final build as the Level thing is getting retired.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Shadowquinn on 2020-03-08 13:38:56
Will it be worth restarting a game after your new version comes out? Like are you changing things, adding new things?. Cause as of right now this is a blast and not sure how you can top yourself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-08 15:27:30
Will it be worth restarting a game after your new version comes out? Like are you changing things, adding new things?. Cause as of right now this is a blast and not sure how you can top yourself.

What you could do is, finish your current run on 1.5. Then if you feel like playing NT again in the future, try the Arrange Mode on the Final build; I've made some revisions to the events.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-03-08 16:06:52
Are you going to ditch the rank-up choices in 2.0? I remember you saying so earlier on this thread.

One thing that irks me while playing with no random encounters is that Cait Sith, Vincent and Cid join the party with 2 rank-ups available right off the bat, meanwhile Cloud has only gained 1 rank-up in the Mythril Mines and everyone else still sitting at 0.

Also, I ran into the Bizarro Sephiroth glitch, which someone made a thread about. Downloaded the installer you provided(not the IRO, cause I don't use 7th Heaven) but that didn't fix it. I tried it on different save files, both have used the phoenix down on disc 1, but the one which can't load the fight hasn't recruited Vincent.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-08 22:24:55
Are you going to ditch the rank-up choices in 2.0? I remember you saying so earlier on this thread.

One thing that irks me while playing with no random encounters is that Cait Sith, Vincent and Cid join the party with 2 rank-ups available right off the bat, meanwhile Cloud has only gained 1 rank-up in the Mythril Mines and everyone else still sitting at 0.

Also, I ran into the Bizarro Sephiroth glitch, which someone made a thread about. Downloaded the installer you provided(not the IRO, cause I don't use 7th Heaven) but that didn't fix it. I tried it on different save files, both have used the phoenix down on disc 1, but the one which can't load the fight hasn't recruited Vincent.

Not the choices, just the SP part of it. The ranks will unlock at set intervals and then you can go to a Save Point and pick what you want. The flat +5 to all stats will be removed however as natural stat growths have been re-introduced as well.

I thought the Bizarro bug was linked to Arrange mode, but from the sound of it may be related to character count. Although I think both should be using 1-party Bizarro now so not sure. Will need to have a look at it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-03-09 00:01:30
Not the choices, just the SP part of it. The ranks will unlock at set intervals and then you can go to a Save Point and pick what you want. The flat +5 to all stats will be removed however as natural stat growths have been re-introduced as well.

I thought the Bizarro bug was linked to Arrange mode, but from the sound of it may be related to character count. Although I think both should be using 1-party Bizarro now so not sure. Will need to have a look at it.

Sounds good! Though it might be just a little too easy, currently I've been beating the game with Cloud rank 3, Tifa and Red rank 2, everyone at level 75ish by the end. 

And whoops, I forgot to specify that, yes, the save files are in Arrange mode. It's a 1 party fight but I still need to make up 3 parties.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-09 00:28:24
Sounds good! Though it might be just a little too easy, currently I've been beating the game with Cloud rank 3, Tifa and Red rank 2, everyone at level 75ish by the end. 

And whoops, I forgot to specify that, yes, the save files are in Arrange mode. It's a 1 party fight but I still need to make up 3 parties.

Ah I see, I'll try to fix this up again (and figure out how the issue got back in).

As far as difficulty goes, it's a bit of a tightrope to get it right. It started as a semi-hardcore mod and then shifted more toward a moderate level over time but will feel like one or the other sometimes; one of the goals of the final build is to start over to iron out the spikes and improve some of the fights. I'm also trying to make the step up from Normal to Arrange a bit heavier (but avoiding raising HP or defences).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Finalwolfix on 2020-03-09 11:37:28
I just want to check, near the end of the disk 2
Spoiler: show
will there be any way to return to fight The Curator if I finish the whole Return to Midgar thing without beating him? He seemed like a superboss the first time round and I'm curious if beating him without doing all the endgame item hunting before Return to Midgar is viable (stuff like getting the golden chocobo, materia caves etc.)  I only ask because I usually do all of this after reaching the crater, so I wonder if it's a good idea to do it before then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-10 00:01:51
There's one more opportunity, through a sidequest on Disc 3. Go to the bottom of north crater (when party reunites) then head back to the surface. Visit Dio in the Gold Saucer's Battle Square (the museum where the Keystone was) to start it off.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tonberry Manu on 2020-03-10 13:01:35
Hey Sega Chief,

Im having a little problem. After i enter the dark cave, I lose my master magic materia. Any ideas as to why and if i can fix it?
Sorry if this is covered already but I cant find any info related to this issue.

Thanks!

Edit: In fact, it's all the materia I had equipped to Aerith that is missing. I went back to an old save and removed everything from her and now everything is ok, so i suppose I can just run the cave again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-10 18:51:11
Hey Sega Chief,

Im having a little problem. After i enter the dark cave, I lose my master magic materia. Any ideas as to why and if i can fix it?
Sorry if this is covered already but I cant find any info related to this issue.

Thanks!

Edit: In fact, it's all the materia I had equipped to Aerith that is missing. I went back to an old save and removed everything from her and now everything is ok, so i suppose I can just run the cave again.

Either it didn't clear her Materia when it set her to unavailable (which I thought it did by default) or you might have ran out of space in your main Materia inventory. If that happens, then a remove-all function carried out by the game will discard the Materia for which there is no space. Similar thing happens when new Materia is born, except it searches out Materia by index and replaces it (which is more confusing). If you're close to capacity in your Materia inventory then consider selling some on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: aawright on 2020-03-10 21:49:36
Hi Sega Chief,

Absolutely love the mod. I am having issues obtaining multi cut though. I have checked through the ancient forest. I went there on the gold chocobo before killing ultimate weapon first and cleared and couldn't find it (did not get a ho chu fight) and when I enter the last cave it simply exists the ancient forest. There is a chest before the last cave that have me a second apocalypse so I'm worried some items spawns went wrong. I tried killing ultimate weapon and then going back but no changes still no ho chu. I'm worried I messed something up by going early on the gold chocobo. If you know of anything I can do to fix or prevent it on another playthrough I'd appreciate it. Not looking forward to the end game stuff with no multi cut. Thanks! And again, absolutely awesome mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-10 22:57:33
Hi Sega Chief,

Absolutely love the mod. I am having issues obtaining multi cut though. I have checked through the ancient forest. I went there on the gold chocobo before killing ultimate weapon first and cleared and couldn't find it (did not get a ho chu fight) and when I enter the last cave it simply exists the ancient forest. There is a chest before the last cave that have me a second apocalypse so I'm worried some items spawns went wrong. I tried killing ultimate weapon and then going back but no changes still no ho chu. I'm worried I messed something up by going early on the gold chocobo. If you know of anything I can do to fix or prevent it on another playthrough I'd appreciate it. Not looking forward to the end game stuff with no multi cut. Thanks! And again, absolutely awesome mod

This is odd, it sounds like an older version. When starting a new game, does it report the version as 1.5? If it does say 1.5, then it might be an older build of it (there's been a lot of updates to 1.5 over time). My advice is to download the installer or IRO (depending on whether you're using 7th Heaven or not) from the first page of this thread and update your files with it/import it to your IRO library. Your save file should be fine as updates to 1.5 don't change the savemap.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5): Hardedge still on Soldier 3rd?
Post by: Climhazzard on 2020-03-11 01:01:20
Is the Mythril Saber the only sword you can steal from Soldier 3rd on floor 67-68 of Shinra HQ before Sephiroth's attack?
I've stolen 22 Mythril Sabers so far, and I'm becoming very convinced that this is simply the replacement for the Hardedge here.
Is the spreadsheet under heavy reconstruction due to the latest overhaul of the mod?  I couldn't find any info on the Hardedge location(s) in the NT 1.5 Google SS, or with any of my many search engine queries thus far.

I love this mod so far, and I'm very grateful for all of the effort, time and love that's gone into it.  Just amazing, hats off, what a legend!  All the best.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: seijuro on 2020-03-11 03:08:29
Is there a morph, steal, enemy skilll list for this mod?

edit: nevermind, it's at the front of page 1  8)

edit edit: it's an incomplete list...:( is there a complete one?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: aawright on 2020-03-11 03:11:15
It is definitely v1.5, installed using the new version of 7th heaven that came out recently (so convenient), but I started the game six months ago or so on an older version and had gotten to this point trying to find multi cut. I had stopped playing for a while and then reinstalled everything through 7th heavens new interface, but the save was from before that update, likely before the December update to new threat. I've tried updating with the most recent IRO posted and it is doing the same thing, maybe because the ancient forest is already complete in the save? I don't know if I should be seeing active changes like that when updating. Either way, thanks for the reply, may try and edit the save if i can figure it out or start a new game. If i start a new game though with this version I assume I won't have the issue.

Thanks for this mod! It has brought new life to a game I've loved since I was a kid. The full 7th heaven suite is more impressive than the remake coming out lol in large part from new threat. Awesome stuff
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: HautSaus on 2020-03-11 06:34:19
Have you taken the Abyss boss out? I never found him in the North Crater.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-11 15:08:06
Is the Mythril Saber the only sword you can steal from Soldier 3rd on floor 67-68 of Shinra HQ before Sephiroth's attack?
I've stolen 22 Mythril Sabers so far, and I'm becoming very convinced that this is simply the replacement for the Hardedge here.
Is the spreadsheet under heavy reconstruction due to the latest overhaul of the mod?  I couldn't find any info on the Hardedge location(s) in the NT 1.5 Google SS, or with any of my many search engine queries thus far.

I love this mod so far, and I'm very grateful for all of the effort, time and love that's gone into it.  Just amazing, hats off, what a legend!  All the best.

I think anything omitted from there tends to mean it can only be found through its vanilla shop. For Hardedge, Junon's weapon shop or the Gongaga Weapon shop (found by climbing a pole in one of the other shops) stock it.

Is there a morph, steal, enemy skilll list for this mod?

edit: nevermind, it's at the front of page 1  8)

edit edit: it's an incomplete list...:( is there a complete one?

Not at the moment unfortunately. Best bet is to download the tool Proud Clod (PrC) and open the game's modded scene.bin (data/battle or data/lang-en/battle; 7h IRO has it if you unpack it using the 7h workshop tools) and check enemy data directly that way for the time being.

It is definitely v1.5, installed using the new version of 7th heaven that came out recently (so convenient), but I started the game six months ago or so on an older version and had gotten to this point trying to find multi cut. I had stopped playing for a while and then reinstalled everything through 7th heavens new interface, but the save was from before that update, likely before the December update to new threat. I've tried updating with the most recent IRO posted and it is doing the same thing, maybe because the ancient forest is already complete in the save? I don't know if I should be seeing active changes like that when updating. Either way, thanks for the reply, may try and edit the save if i can figure it out or start a new game. If i start a new game though with this version I assume I won't have the issue.

Thanks for this mod! It has brought new life to a game I've loved since I was a kid. The full 7th heaven suite is more impressive than the remake coming out lol in large part from new threat. Awesome stuff

The only thing the save file stores is whether the chest was opened or not; if my IRO has the error (assuming the catalog IRO was disabled) then it'll need to be fixed there. No need to start a new game, I'll check it out tonight.

Have you taken the Abyss boss out? I never found him in the North Crater.

Did you by any chance do that boundary-break thing to open an inaccessible chest on the right-hand path in the crater? There was an oversight with that as they use the same variable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ryudo on 2020-03-12 12:40:01
Hi Sega Chief, just wanted to let you know I think your mod is the best gameplay mod.

I solved a problem with a bug in the game where the dialog with Sephiroth in the basement Shinra Mansion during the flashback scene, as well as some dialog in the Temple of Ancients, was not showing up using your mod, Tifa's 7H, and Menu Overhaul.

I figured the problem was with Menu Overhaul, so I tried the new "Enhanced Stock UI" mod which basically is an IRO that does the menu overhaul without all the other Reunion stuff, and can run off the FF7.exe rather than FF7_mo.exe or FF7_bc.exe.  Unfortunately, this mod also had the same bug with the dialog boxes disappearing after I activated it, so I messed with the settings in the "Enhanced Stock UI" mod and figured out the solution!

Turns out changing one of the settings in the Enhanced Stock UI fixes the issue entirely.  If you set the option for Field Dialog Text Style to "stock" rather than the default "Menu Overhaul with Digit Fixes" the text will show up in those scenes!

Seems the bug was a result of the field text alignment fixes in Menu Overhaul, which can be toggled off in the "Enhanced Stock UI."  There is a little more space between lines of dialog when this setting is on "stock," but the text is still crisp and pretty just like it is in Menu Overhaul mod, and there is no more missing dialog.

Regards,
Nate

Does this happen with Enhanced Stock UI-Rel2 as well? And if so, are those the only instances where it happens? Or are there more scenes where the dialogue is missing? I just reached the Slums part where you meet up with Aerith, but I don't think I noticed any missing dialogue yet so far. (Might be mistaken though).


@Sega Chief: Thanks for the amazing work on this mod so far! It's a nice refresher while I'm doing a new game again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-12 14:04:21
Does this happen with Enhanced Stock UI-Rel2 as well? And if so, are those the only instances where it happens? Or are there more scenes where the dialogue is missing? I just reached the Slums part where you meet up with Aerith, but I don't think I noticed any missing dialogue yet so far. (Might be mistaken though).


@Sega Chief: Thanks for the amazing work on this mod so far! It's a nice refresher while I'm doing a new game again.

The only scene that's ever been reported is the one during the Nibelheim Flashback when Sephiroth is in the lab reading the books; when you initially enter, the 'X Year X Month X Day' dialogues don't display for some reason. There doesn't appear to be any special behaviour as far as opcodes go with this script so why it only specifically happens there is a bit of a mystery. The dialogue boxes purportedly open but then close almost immediately.

I'm told that it doesn't happen with the stock option, only the menu overhaul option.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jamineal on 2020-03-12 17:06:09
Is there ever a second enemy skill materia? I would imagine not, as it's just too much power for one mortal to handle.

I know a crapload of things changed. I was wondering about damage formulas. Does Chocobuckle still scale with strength and how many times you've ran? Or is it just a low cost wind spell?

Are some boss morphs truly missable? I failed the brass dragon morph by 8 hp, pretty salty about it. I can't remember what the item was, but it hurts to miss.

Also, d*ck move on using quarry fuse vs Jenova degen.

Quick edit: By that, I of course meant that I loved it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-12 22:09:46
Is there ever a second enemy skill materia? I would imagine not, as it's just too much power for one mortal to handle.

I know a crapload of things changed. I was wondering about damage formulas. Does Chocobuckle still scale with strength and how many times you've ran? Or is it just a low cost wind spell?

Are some boss morphs truly missable? I failed the brass dragon morph by 8 hp, pretty salty about it. I can't remember what the item was, but it hurts to miss.

Also, d*ck move on using quarry fuse vs Jenova degen.

Quick edit: By that, I of course meant that I loved it.

There's only one E. Skill I'm afraid, I figured that would be a good way to balance it a bit.

Damage Formulas mostly behave as they did but some attacks use different ones; Chocobuckle uses a standard magic-based damage formula to serve as a low-level wind spell.

None of the Morphs themselves are missable, you can get everything at the end.

I forgot about that quarry fuse thing; when it was Lv5 Suicide, I was told that it worked on Jenova BIRTH by mistake so rather than remove it I set up the second one to react to L5 Suicide instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jamineal on 2020-03-13 03:37:48
I realize I shouldn't be trying the materia caves in disc two, but I'm trying the materia caves on disc two. I feel like I could do bomb king. The Omega fight just doesn't seem doable for me yet. And Kaktuar. How do I prevent his Succulent Ray? It doesn't seem to be confusion. Do I just need to kill that character and bring them back?

Edit: Goldberries and Bomb King down. Confirming they can be done immediately after obtaining the airship :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-13 05:38:55
There seems to be a bug with the EXP requirement to reach Level 62.

https://imgur.com/yT1aPST

Note that Cloud just reached level 66, and needs just over 80k EXP to get to 67. Nanaki recently reached level 60, which seems to need about 60k EXP to get to 61. But Barret recently reached 61, and needs a whopping 300k EXP to get to 62.

What's going on, here? I noticed it when Cloud got to 61, as well, but didn't think to screenshot it.

EDIT: Another bug: The Blaster attack from Cuahls in Gaea's Cliff appears to be a "remove the character from battle" attack, but it doesn't visibly push them out. They sit there with their ATB bars not advancing, but otherwise appearing to be OK. They're definitely not there, though, since you can't give them items (if you target them with one, the item gets thrown to a character who is actually still there), and once the magic cat Blasters all 3 of your party, it's Game Over.

EDIT 2: Here's a weird one. Talking to the "dry goods vendor" in the Wirlwind Maze generates an MP Turbo materia in your inventory every time you shop with him. I've got like 6 of them now, after trying to figure out why a fresh one appeared at the end my list when I went to sell him my extra materia, despite Nanaki having been using that materia since I found it in Great Glacier.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-13 10:59:58
I realize I shouldn't be trying the materia caves in disc two, but I'm trying the materia caves on disc two. I feel like I could do bomb king. The Omega fight just doesn't seem doable for me yet. And Kaktuar. How do I prevent his Succulent Ray? It doesn't seem to be confusion. Do I just need to kill that character and bring them back?

Edit: Goldberries and Bomb King down. Confirming they can be done immediately after obtaining the airship :D

I'll need to get back to you on that one, I don't have access to the files atm.

One thing to try is Dispel then Esuna; Resist sometimes gets used.

There seems to be a bug with the EXP requirement to reach Level 62.

https://imgur.com/yT1aPST

Note that Cloud just reached level 66, and needs just over 80k EXP to get to 67. Nanaki recently reached level 60, which seems to need about 60k EXP to get to 61. But Barret recently reached 61, and needs a whopping 300k EXP to get to 62.

What's going on, here? I noticed it when Cloud got to 61, as well, but didn't think to screenshot it.

EDIT: Another bug: The Blaster attack from Cuahls in Gaea's Cliff appears to be a "remove the character from battle" attack, but it doesn't visibly push them out. They sit there with their ATB bars not advancing, but otherwise appearing to be OK. They're definitely not there, though, since you can't give them items (if you target them with one, the item gets thrown to a character who is actually still there), and once the magic cat Blasters all 3 of your party, it's Game Over.

EDIT 2: Here's a weird one. Talking to the "dry goods vendor" in the Wirlwind Maze generates an MP Turbo materia in your inventory every time you shop with him. I've got like 6 of them now, after trying to figure out why a fresh one appeared at the end my list when I went to sell him my extra materia, despite Nanaki having been using that materia since I found it in Great Glacier.

There's a spike in EXP needed every 11 levels (11, 21, 31, 41); this is like a buffer so that players don't end up overlevelled as they're doing everything. Bosses and exponentially increasing EXP yield helps get past those spikes.

The Cuahls prob don't have FF03 set on their attack so I'll make sure to catch that.

Good catch on the dry goods merchant, I wasn't aware that was a thing and I don't think anyone's mentioned it. Must have snuck in on a script or I had it there as debug to add it for whatever reason.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kmrblue1027 on 2020-03-13 20:17:05
Kaktuar needs manipulate protection but is at least in my opinion the easiest of the caves. The half MP status sucks but you just gotta burn him fast. mega-all is well worth it though. I do recommend getting Tifa out of the leadership slot for Cid or waiting til Cloud is back though. She's a little weak at that point I've found in comparison.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zentrius on 2020-03-14 03:09:41
I just got into the final Sephiroth battle (solo Cloud). He just endlesly attacks (gravity based damage it seems) Cloud wihtout being able to do anything at all. I'm assuming it isn't normal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jamineal on 2020-03-14 03:55:08
Manipulate protection! I'm an idiot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-14 11:56:25
I just got into the final Sephiroth battle (solo Cloud). He just endlesly attacks (gravity based damage it seems) Cloud wihtout being able to do anything at all. I'm assuming it isn't normal.

No, it's supposed to behave like vanilla where Cloud counter-attacks if he's attacked to end the battle. I'll need to check the Formation AI to see what's happened.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: pearpoke on 2020-03-14 17:32:11
I searched a few different things including this thread and youtube videos. Is Chekhov not morphable still? Proud Clod shows she has a Wizard Bracelet to morph and I'm starting to think this is a tease. Also, pagoda is hard. Should I not be approaching this before the Temple of the Ancients?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GoGoGadget on 2020-03-14 17:47:30
Hey, great mod but I've noticed I've had some issues.  I was wondering why the game was so difficult for me, but turns out Aeris did not come equipped with the Barrier materia, nor did Red XIII come equipped with the Enemy Skill materia.  The mod is working, because the equipment changes, script changes, new events, materia stat changes are all present...but I never seem to get the materia people are supposed to start with, or the one you're supposed to get in Kalm, I guess from Yuffie?  I got her, but all she had was Throw on her.  I have other mods installed through 7th Heaven, but I can't figure out what could have caused this specific conflict. 

By the way, is New Threat Vanilla combat all the script changes but no materia/equipment/enemy changes?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-14 22:07:18
What does the Relic Ring do? I can't seem to find any information about this. It appears to provide +15 STR and +15 MAG, and immunity to regen and Manipulate, but... why? What is it supposed to be doing? Why would you want a character to wear it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-03-14 23:47:24
Hey, great mod but I've noticed I've had some issues.  I was wondering why the game was so difficult for me, but turns out Aeris did not come equipped with the Barrier materia, nor did Red XIII come equipped with the Enemy Skill materia.  The mod is working, because the equipment changes, script changes, new events, materia stat changes are all present...but I never seem to get the materia people are supposed to start with, or the one you're supposed to get in Kalm, I guess from Yuffie?  I got her, but all she had was Throw on her.  I have other mods installed through 7th Heaven, but I can't figure out what could have caused this specific conflict. 

By the way, is New Threat Vanilla combat all the script changes but no materia/equipment/enemy changes?

Post your Profile Details so we can see what other mods and load order you’re running with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: aawright on 2020-03-15 02:34:50
Hi again, I worked out earlier issues and am on the most current version, everything is where it is supposed to be for me. I am wondering about some materia combinations. I don't remember how the base game did it exactly, but there are issues combining Quadra mag+Master materia and equipping mega-all. Works like a charm for offensive spells but none of the buffs or heals i.e. haste, regen, and barrier. It does not proc the "all" on them for me, it just casts 4 times on a single random person. When selecting target it seems as if it is targeting all but then hits 1 person 4 times with the buff or heal. It makes renew very wonky as well, giving 100% health but in 25% increments to a single player (that i can't select because it acts like "all" when selecting target). I can't remember if it was like this in the vanilla game and may be too much to ask for the combination to be that convenient. Just wanted to check and see.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-15 04:24:59
I searched a few different things including this thread and youtube videos. Is Chekhov not morphable still? Proud Clod shows she has a Wizard Bracelet to morph and I'm starting to think this is a tease. Also, pagoda is hard. Should I not be approaching this before the Temple of the Ancients?

The Morph is left over from when Chekhov could be hit by physical attacks. The Pagoda battles are unusual in that they're more like puzzles than straight fights. Godo is a bit more of a regular fight but it's a technical one at lower levels.

Hey, great mod but I've noticed I've had some issues.  I was wondering why the game was so difficult for me, but turns out Aeris did not come equipped with the Barrier materia, nor did Red XIII come equipped with the Enemy Skill materia.  The mod is working, because the equipment changes, script changes, new events, materia stat changes are all present...but I never seem to get the materia people are supposed to start with, or the one you're supposed to get in Kalm, I guess from Yuffie?  I got her, but all she had was Throw on her.  I have other mods installed through 7th Heaven, but I can't figure out what could have caused this specific conflict. 

By the way, is New Threat Vanilla combat all the script changes but no materia/equipment/enemy changes?

This might have happened if you started from a save game in Reactor 1 rather than New Game (some do this to skip the opening FMV). Problem is, the game initializes upon New Game so this results in starting equipment being different.

NT Vanilla Combat is default enemies/characters but with the scripts/events from NT. A lot of the original locations for Lv.4 Limits and Ultimate Weapons were restored as well.

Hi again, I worked out earlier issues and am on the most current version, everything is where it is supposed to be for me. I am wondering about some materia combinations. I don't remember how the base game did it exactly, but there are issues combining Quadra mag+Master materia and equipping mega-all. Works like a charm for offensive spells but none of the buffs or heals i.e. haste, regen, and barrier. It does not proc the "all" on them for me, it just casts 4 times on a single random person. When selecting target it seems as if it is targeting all but then hits 1 person 4 times with the buff or heal. It makes renew very wonky as well, giving 100% health but in 25% increments to a single player (that i can't select because it acts like "all" when selecting target). I can't remember if it was like this in the vanilla game and may be too much to ask for the combination to be that convenient. Just wanted to check and see.

Quadra selects a random target then directs all 4 casts onto that target, with half the original potency. I'm not sure if it's compatible with the All effect but Mega-All can override certain things with Master Command so maybe it can do it with Master Magic as well. Things tend to get a bit wild when combining all the different effects together as the engine starts to get overwhelmed; it's possible to quadra-cast Limit Breaks for instance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: pearpoke on 2020-03-15 05:14:51
Thanks for always promptly replying. I'll save the general "this mod is great" cause we all know that already. Specifically though the Pagoda battles are very interesting. Shake was a lot of fun to figure out on my own. Only took...8 or 10 tries to morph that evasive little butt.

Anyways, secondary question I should have asked in the previous comment. Staniv and Godo are still morphable right? I assume so cause I can do damage to Staniv, he's just wrecking me. I guess I'm skeptical cause Edincoat is pretty powerful for this stage in the game (I assume).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Flopinou on 2020-03-15 09:34:36
Hi there !
New user of the mod here, wich is quite good by the way.
I just had a question, since i couldn't find the answer (I apologize if it already exist, I really tried) :

IT CAN BE A SPOILER FOR THOSE WHO DIDN'T PLAYED IT ALREADY


Spoiler: show
Okay, so I just et to CD 2, Aeris died and... she's here. I don't know if it's a bug or something, I searched for the Internet and saw videos in wich you can chose to save her or not, and it didn't happened in my game, she was just here.
I play with the new 7th haven mod manager, but i didn't put any mod that could change that (Except the new threat mod, I only put visual mods and one that change mini games, wich is on the base list of 7th Haven).
Is it an issue or is it just the normal way ?


Thank you for any answer, and sorry for any english mistake, it isn't my native language.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-15 12:40:38
Only took...8 or 10 tries to morph that evasive little butt.

Huh? I wanted those Sprint Shows, too, and managed to kill Shake with a Morph, but he didn't turn into Sprint Shoes. He just said "NO WAY!" and the battle ended. What'd I do wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GoGoGadget on 2020-03-15 13:59:24
I decided to start a new game with New Threat Vanilla Combat.  I'm not sure if it's a bug or not, but I still get notifications for innate abilities in the characters, and some things remain unchanged from New Threat.  For example, the Enemy Skill materia is still not in the specimen tank after the boss fight in Hojo's lab.  However, other events did change over properly, such as not having the Chocobo event in the train tunnels leading to Reactor 5. 

Code: [Select]
7th Heaven Version: 2.0.3.406

# Ninostyle - Chibi Field Models
ID: 4c9e7e61-3e63-40aa-be2e-ddf7dae530a4
Version: 0.53
Is Active: True
"Cloud"   (Cloud)    = "Nino Cloud"   (1)       
"Barret"  (Barret)   = "Nino Barret"  (1)       
"Tifa"    (Tifa)     = "Nino Tifa"    (1)       
"Aerith"  (Aerith)   = "Nino Aerith"  (1)       
"Yuffie"  (Yuffie)   = "Nino Yuffie"  (1)       
"Other"   (Other)    = "Nino Other"   (1)       
# Ninostyle - Chibi Field Models
ID: 49c548fe-5e3b-4bf8-92e1-4298ffa4226a
Version: 0.49
Is Active: False
"New character models"  (fb)   = "on"    (1)       
# Gameplay - Qhimm Catalog
ID: ace21ed7-9e32-4782-b397-1ce937bf3507
Version: 3.0
Is Active: True
"======Difficulty======"  (Gameplay)               = ""                                 (0)       
"Difficulty"              (Difficulty)             = "7 - New Threat [Vanilla Combat]"  (7)       
"Always Run"              (Always Run)             = True                               (1)       
"Clock Fix"               (Clock Fix)              = False                              (0)       
"Disable Mouse"           (Disable Mouse)          = False                              (0)       
"Hand Indicator"          (Hand Indicator)         = "0 - Default"                      (0)       
"Increase Sense Limit"    (Increase Sense Limit)   = True                               (1)       
"Invincible"              (Invincible)             = False                              (0)       
"Lock Inventory"          (Lock Inventory)         = True                               (1)       
"Lucky Cait Sith"         (Lucky Cait Sith)        = True                               (1)       
"Lucky Tifa"              (Lucky Tifa)             = True                               (1)       
"No Random Battles"       (No Random Battles)      = False                              (0)       
"Save/PHS Anywhere"       (Save/PHS Anywhere)      = True                               (1)       
"Skip Cutscenes"          (Skip Cutscenes)         = True                               (1)       
"Sync Barret Opening"     (Sync Barret Opening)    = True                               (1)       
# Miscellaneous - Qhimm Catalog
ID: c0f4e84d-cf4e-49a9-bd61-b3f1f91d7a86
Version: 3.0
Is Active: False
"=======Jessie Mod======="  (Miscellaneous)           = ""      (0)       
"Jessie Mod"                (Jessie Mod)              = True    (1)       
"Team Avalanche Fields"     (Team Avalanche Fields)   = False   (0)       
# ProtomanZxAdvent's Mod Compilation
ID: fc1ef042-8e74-4d0b-b6e9-3a88f7dfdc0b
Version: 1.1
Is Active: False
"Spell And Item Name Patch"  (SpellItem)   = "Off"   (0)       
"Sound Effects Mod"          (Sound)       = "Off"   (0)       
# SpeedHack
ID: ba83c07f-f3da-45f9-8509-57dcb3fd537b
Version: 1.00
Is Active: False
# Animations - Qhimm Catalog
ID: ad98f03e-143d-41b0-8937-96fec7c821ea
Version: 3.0
Is Active: True
"Battle"  (Animations - Battle)   = "1 - 60 FPS"     (1)       
"Field"   (Animations - Field)    = "0 - No Change"  (0)       
"World"   (Animations - World)    = "0 - No Change"  (0)       
# Battle Models - Qhimm Catalog
ID: e4786c44-997e-4a29-b522-a4922aa4d457
Version: 3.0
Is Active: True
"=======Main======="  (Battle Models)                 = ""                           (0)       
"Aerith"              (Main Characters - Aerith)      = "2 - ninostyle"              (2)       
"Barret"              (Main Characters - Barret)      = "6 - ninostyle [version 3]"  (6)       
"Cait Sith"           (Main Characters - Cait Sith)   = "2 - ninostyle"              (2)       
"Cid"                 (Main Characters - Cid)         = "3 - ninostyle"              (3)       
"Cloud"               (Main Characters - Cloud)       = "3 - ninostyle"              (3)       
"Red XIII"            (Main Characters - Red XIII)    = "4 - ninostyle"              (4)       
"Sephiroth"           (Main Characters - Sephiroth)   = "4 - ninostyle"              (4)       
"Tifa"                (Main Characters - Tifa)        = "4 - ninostyle"              (4)       
"Vincent"             (Main Characters - Vincent)     = "3 - ninostyle"              (3)       
"Yuffie"              (Main Characters - Yuffie)      = "2 - ninostyle"              (2)       
"Aero Combatant"      (Enemies - Aero Combatant)      = "1 - ninostyle"              (1)       
"Air Buster"          (Enemies - Air Buster)          = "1 - ninostyle"              (1)       
"Chocobo"             (Enemies - Chocobo)             = "1 - ninostyle"              (1)       
"Diamond Weapon"      (Enemies - Diamond)             = "1 - Grimmy"                 (1)       
"Elena"               (Enemies - Elena)               = "1 - ninostyle"              (1)       
"Frogs"               (Enemies - Frogs)               = "0 - No Change"              (0)       
"Grunt"               (Enemies - Grunt)               = "1 - ninostyle"              (1)       
"Guard Hound"         (Enemies - Guard Hound)         = "1 - ninostyle"              (1)       
"Guard Scorpion"      (Enemies - Guard Scorpion)      = "1 - Team Avalanche"         (1)       
"Hundred Gunner"      (Enemies - Hundred Gunner)      = "1 - ninostyle"              (1)       
"Jenova"              (Enemies - Jenova)              = "1 - WolfMan"                (1)       
"Joker"               (Enemies - Joker)               = "1 - Grimmy"                 (1)       
"Life Form"           (Enemies - Life Form)           = "1 - cmh175"                 (1)       
"Mighty Grunt"        (Enemies - Mighty Grunt)        = "1 - ninostyle"              (1)       
"Motorball"           (Enemies - Motorball)           = "2 - ninostyle"              (2)       
"Reno"                (Enemies - Reno)                = "1 - ninostyle"              (1)       
"Ruby Weapon"         (Enemies - Ruby)                = "0 - No Change"              (0)       
"Rude"                (Enemies - Rude)                = "1 - ninostyle"              (1)       
"Shinra Soldiers"     (Enemies - Shinra Soldiers)     = "2 - ninostyle"              (2)       
"Sweeper"             (Enemies - Sweeper)             = "1 - ninostyle"              (1)       
"Aerith"              (Weapons - Aerith)              = "3 - Mike + slayersnext"     (3)       
"Cait Sith"           (Weapons - Cait Sith)           = "1 - omega res novae"        (1)       
"Cloud"               (Weapons - Cloud)               = "1 - Millenia"               (1)       
"Red XIII"            (Weapons - Red XIII)            = "1 - philman"                (1)       
"Sephiroth"           (Weapons - Sephiroth)           = "0 - No Change"              (0)       
"Yuffie"              (Weapons - Yuffie)              = "1 - Mike"                   (1)       
# Battle Textures - Qhimm Catalog
ID: b9315620-c927-4fcb-9c05-185783a8967e
Version: 3.0
Is Active: True
"Battle Textures"  (Battle Textures)   = "3 - [Retexture] Felix Leonhart + Magochocobo"  (3)       
# Field Models - Qhimm Catalog
ID: 25cf73b9-873e-47a7-92c4-7a581d4707c9
Version: 3.0
Is Active: True
"===Resize Project==="   (Field Models)                       = ""                            (0)       
"Resize Project"         (Resize Project)                     = False                         (0)       
"===Dynamic Weapons==="  (Dynamic Weapons)                    = ""                            (0)       
"Cloud"                  (Dynamic Weapons - Cloud)            = "5 - ninostyle"               (5)       
"Buster Sword"           (Dynamic Weapons - Buster Sword)     = "6 - ninostyle - Right Hand"  (6)       
"Mythril Saber"          (Dynamic Weapons - Mythril Saber)    = "2 - ninostyle"               (2)       
"Hardedge"               (Dynamic Weapons - Hardedge)         = "4 - ninostyle - Right Hand"  (4)       
"Butterfly Edge"         (Dynamic Weapons - Butterfly Edge)   = "4 - ninostyle - Right Hand"  (4)       
"Enhance Sword"          (Dynamic Weapons - Enhance Sword)    = "2 - ninostyle"               (2)       
"Organics"               (Dynamic Weapons - Organics)         = "4 - ninostyle - Right Hand"  (4)       
"Crystal Sword"          (Dynamic Weapons - Crystal Sword)    = "2 - ninostyle"               (2)       
"Force Stealer"          (Dynamic Weapons - Force Stealer)    = "2 - ninostyle"               (2)       
"Rune Blade"             (Dynamic Weapons - Rune Blade)       = "2 - ninostyle"               (2)       
"Murasame"               (Dynamic Weapons - Murasame)         = "4 - ninostyle - Right Hand"  (4)       
"Nailbat"                (Dynamic Weapons - Nailbat)          = "2 - ninostyle"               (2)       
"Yoshiyuki"              (Dynamic Weapons - Yoshiyuki)        = "4 - ninostyle - Right Hand"  (4)       
"Apocalypse"             (Dynamic Weapons - Apocalypse)       = "2 - ninostyle"               (2)       
"Heaven's Cloud"         (Dynamic Weapons - Heaven's Cloud)   = "2 - ninostyle"               (2)       
"Ragnarok"               (Dynamic Weapons - Ragnarok)         = "2 - ninostyle"               (2)       
"Ultima Weapon"          (Dynamic Weapons - Ultima Weapon)    = "3 - ninostyle"               (3)       
"Huge Materia"           (Objects - Huge Materia)             = "1 - Grimmy"                  (1)       
"Materia"                (Objects - Materia)                  = "2 - Team Avalanche"          (2)       
"Potions"                (Objects - Potions)                  = "2 - Slayersnext"             (2)       
"Save Point"             (Objects - Save Point)               = "0 - No Change"               (0)       
"Aerith"                 (Main - Aerith)                      = "4 - ninostyle"               (4)       
"Barret"                 (Main - Barret)                      = "8 - ninostyle"               (8)       
"Cait Sith"              (Main - Cait Sith)                   = "2 - ninostyle"               (2)       
"Cid"                    (Main - Cid)                         = "3 - ninostyle"               (3)       
"Cloud"                  (Main - Cloud)                       = "0 - No Change"               (0)       
"Red XIII"               (Main - Red XIII)                    = "4 - ninostyle"               (4)       
"Sephiroth"              (Main - Sephiroth)                   = "0 - No Change"               (0)       
"Tifa"                   (Main - Tifa)                        = "5 - ninostyle"               (5)       
"Vincent"                (Main - Vincent)                     = "3 - ninostyle"               (3)       
"Yuffie"                 (Main - Yuffie)                      = "2 - ninostyle"               (2)       
"Biggs"                  (Support - Biggs)                    = "3 - ninostyle"               (3)       
"Bugenhagen"             (Support - Bugenhagen)               = "0 - No Change"               (0)       
"Jessie"                 (Support - Jessie)                   = "3 - ninostyle"               (3)       
"Wedge"                  (Support - Wedge)                    = "0 - No Change"               (0)       
"Air Buster"             (Enemy - Air Buster)                 = "1 - ninostyle"               (1)       
"Elena"                  (Enemy - Elena)                      = "0 - No Change"               (0)       
"Reno"                   (Enemy - Reno)                       = "0 - No Change"               (0)       
"Rude"                   (Enemy - Rude)                       = "0 - No Change"               (0)       
"Shinra Soldiers"        (Enemy - Shinra Soldiers)            = "0 - No Change"               (0)       
"Non-Player Characters"  (NPC)                                = "0 - No Change"               (0)       
# Field Textures - Qhimm Catalog
ID: ff3eb6c3-5f61-43e0-afd2-2f32685cc6eb
Version: 3.0
Is Active: True
"Field Textures"  (Field Textures)   = "2 - [4x Upscale] SYW V4 - satsuki"  (2)       
# [Tsunamods] EDMusic FF7 Soundtrack
ID: c422dbb0-8d91-4777-91e4-90b5bcc5646f
Version: 0.40
Is Active: False
"===Battles and Enemies==="          (BattlesPlusEnemiesHeader)   = ""                                (0)       
"Birth of a God"                     (ogglb1)                     = "Default Mix"                     (1)       
"Fanfare"                            (oggfan2)                    = "Default Mix"                     (1)       
"Fight On!"                          (oggchu)                     = "Default Mix"                     (1)       
"J-E-N-O-V-A"                        (oggchu2)                    = "Default Mix"                     (1)       
"Jenova Complete"                    (oggpj)                      = "Default Mix"                     (1)       
"Let the Battles Begin!"             (oggbat)                     = "FF8 Liberi Fatali Tribute"       (2)       
"One-Winged Angel"                   (ogglb2)                     = "Default Mix"                     (1)       
"Shinra, Inc"                        (oggsinra)                   = "Default Mix"                     (1)       
"The Chase"                          (oggchase)                   = "Default Mix"                     (1)       
"Those Chosen by the Planet"         (oggcephiros)                = "Default Mix"                     (1)       
"Those Chosen by the Planet (2)"     (oggcintro)                  = "Default Mix"                     (1)       
"Those Chosen by the Planet (3)"     (oggnointro)                 = "Default Mix"                     (1)       
"Turks' Theme"                       (oggrhythm)                  = "Default Mix"                     (1)       
"===Characters==="                   (CharacterHeader)            = ""                                (0)       
"Aerith's Theme"                     (oggearis)                   = "Default Mix"                     (1)       
"Barret's Theme"                     (oggbarret)                  = "Default Mix"                     (1)       
"Cid's Theme"                        (oggsid2)                    = "Default Mix"                     (1)       
"The Nightmare Begins"               (oggvincent)                 = "Default Mix"                     (1)       
"Tifa's Theme"                       (oggtifa)                    = "Default Mix"                     (1)       
"Who... Are You?"                    (oggyume)                    = "Default Mix"                     (1)       
"===Game Moments==="                 (GameMomentsHeader)          = ""                                (0)       
"Continue"                           (oggover2)                   = "Default Mix"                     (1)       
"Good Night, Until Tomorrow"         (oggyado)                    = "Default Mix"                     (1)       
"Opening Movie"                      (introvid)                   = "Enrico Deiana Intro"             (1)       
"The Prelude"                        (oggpre)                     = "Default Mix"                     (1)       
"Words Drowned By Fireworks"         (oggdate)                    = "Default Mix"                     (1)       
"===Places==="                       (PlacesHeader)               = ""                                (0)       
"Anxiety"                            (oggkurai)                   = "Default Mix"                     (1)       
"Bombing Mission"                    (oggob)                      = "Default Mix"                     (1)       
"Cosmo Canyon"                       (oggcanyon)                  = "Default Mix"                     (1)       
"Flowers Blooming in the Church"     (oggearislo)                 = "Default Mix"                     (1)       
"Gold Saucer"                        (ogggold1)                   = "Default Mix"                     (1)       
"Hurry!"                             (oggaseri)                   = "Default Mix"                     (1)       
"Listen to the Cries of the Planet"  (oggiseki)                   = "Default Mix"                     (1)       
"Lurking in the Darkness"            (oggayasi)                   = "Default Mix"                     (1)       
"Mako Reactor"                       (oggmakoro)                  = "Default Mix"                     (1)       
"On That Day, Five Years Ago..."     (oggtm)                      = "Default Mix"                     (1)       
"Under the Rotting Pizza"            (oggdokubo)                  = "Default Mix"                     (1)       
"Wutai"                              (oggutai)                    = "Default Mix"                     (1)       
"===World Map==="                    (WorldMapHeader)             = ""                                (0)       
"Cinco de Chocobo"                   (oggcinco)                   = "Chocobo Theme (Series Tribute)"  (1)       
"The North Cave"                     (oggkita)                    = "Default Mix"                     (1)       
# Media - Qhimm Catalog
ID: fe3a9938-8083-4201-9f52-dd1e3eaba28c
Version: 3.0
Is Active: True
"Movies"  (Movies)   = "2 - [AI] satsuki - SYW V4"  (2)       
"Music"   (Music)    = "6 - OST Remastered"         (6)       
"Sound"   (Sound)    = "3 - Seclet"                 (3)       
# Minigames - Qhimm Catalog
ID: fae201ee-9fa5-4163-ab56-2b478111449d
Version: 3.0
Is Active: True
"====Chocobo Race===="    (Chocobo Race)                 = ""                       (0)       
"Base Models"             (Chocobo Race - Base Models)   = "2 - PRP"                (2)       
"Cid"                     (Chocobo Race - Cid)           = "2 - ninostyle"          (2)       
"Cloud"                   (Chocobo Race - Cloud)         = "2 - ninostyle"          (2)       
"Tifa"                    (Chocobo Race - Tifa)          = "2 - ninostyle"          (2)       
"Textures"                (Chocobo Race - Textures)      = "1 - Grimmy"             (1)       
"=======Coaster======="   (Coaster)                      = ""                       (0)       
"Textures"                (Coaster - Textures)           = "1 - Grimmy"             (1)       
"======Fort Condor====="  (Fort Condor)                  = ""                       (0)       
"Models"                  (Fort Condor - Models)         = "1 - Strayoff"           (1)       
"Textures"                (Fort Condor - Textures)       = "1 - Strayoff + Grimmy"  (1)       
"===Motorbike Chase===="  (Motorbike Chase)              = ""                       (0)       
"Models"                  (Motorbike Chase - Models)     = "4 - ninostyle"          (4)       
"Music"                   (Motorbike Chase - Music)      = "0 - No Change"          (0)       
"Textures"                (Motorbike Chase - Textures)   = "1 - Grimmy"             (1)       
"=====Snowboard======"    (Snowboard)                    = ""                       (0)       
"Textures"                (Snowboard - Textures)         = "1 - Grimmy"             (1)       
"====Wonder Square===="   (Wonder Square)                = ""                       (0)       
"Tweaks"                  (Wonder Square - Tweaks)       = True                     (1)       
# Enhanced Stock UI-rel2
ID: 2b49d831-6556-41df-9ddb-d1a6e937f548
Version: 2.23
Is Active: True
"Enhanced Stock"                     (enhanced)        = "Enhanced Stock - On"               (1)       
"All Status Visible"                 (status)          = True                                (1)       
"Items + Materia Icons"              (items_materia)   = "Colored Items + Standard Materia"  (3)       
"UI Bar Thickness"                   (bars)            = "Thinnest Bars"                     (2)       
"Font Brightness"                    (fonts)           = "Bright Fonts"                      (2)       
"Battle View"                        (battleview)      = "Optimized UI v2"                   (3)       
"Minimalistic No Battle Boxes View"  (nbb)             = True                                (1)       
"Help Box Transparency"              (hbb)             = "No Box, Text Only"                 (1)       
"Field Dialog Style"                 (fds)             = "Menu Overhaul"                     (1)       
"Controller Icons"                   (controller)      = "PSX Icons"                         (2)       
"EXP Bar Toggle"                     (nt)              = "Exp Bars Enabled"                  (0)       
# World Models - Qhimm Catalog
ID: 3365b425-2391-4cc2-ba02-fef3437eba71
Version: 3.0
Is Active: True
"=======Main======="  (World Models)              = ""               (0)       
"Cid"                 (Main Characters - Cid)     = "3 - ninostyle"  (3)       
"Cloud"               (Main Characters - Cloud)   = "6 - ninostyle"  (6)       
"Tifa"                (Main Characters - Tifa)    = "5 - ninostyle"  (5)       
"Diamond"             (Enemies - Diamond)         = "2 - PRP"        (2)       
"Emerald"             (Enemies - Emerald)         = "1 - PRP"        (1)       
"Ruby"                (Enemies - Ruby)            = "1 - PRP"        (1)       
"Ultima"              (Enemies - Ultima)          = "1 - PRP"        (1)       
"Buggy"               (Vehicles - Buggy)          = "3 - ninostyle"  (3)       
"Chocobo"             (Vehicles - Chocobo)        = "2 - ninostyle"  (2)       
"Highwind"            (Vehicles - Highwind)       = "2 - ninostyle"  (2)       
"Submarine"           (Vehicles - Submarine)      = "3 - ninostyle"  (3)       
"Tiny Bronco"         (Vehicles - Tiny Bronco)    = "1 - ninostyle"  (1)       
# World Textures - Qhimm Catalog
ID: 00583ff5-d5b8-4efa-9678-8e319574839e
Version: 3.0
Is Active: True
"World Textures"  (World Textures)   = "1 - [4x Upscale] Remako HD - CaptRobau"  (1)       
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2020-03-15 15:42:39
I searched a few different things including this thread and youtube videos. Is Chekhov not morphable still? Proud Clod shows she has a Wizard Bracelet to morph and I'm starting to think this is a tease. Also, pagoda is hard. Should I not be approaching this before the Temple of the Ancients?

Chekhov used to be morphable before some changes. Now shes immune to physical damage so you cannot morph her. SC just didnt remove the morph from the list because its a redundant change really. And the pagoda is really meant for around after TotA or even at the start of the huge materia quest. But it is beatable on first visit. Farm yuffies limit to Doom of the Living and go into fights with that + hp-mp swap and you will win pretty easy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-16 00:07:10
Is the MP Plus materia supposed to sell for 540,000 gil? Seems like that's probably an oversight, since all the other pre-mastered materia has a sale value of 1 gil.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-16 00:18:17
Thanks for always promptly replying. I'll save the general "this mod is great" cause we all know that already. Specifically though the Pagoda battles are very interesting. Shake was a lot of fun to figure out on my own. Only took...8 or 10 tries to morph that evasive little butt.

Anyways, secondary question I should have asked in the previous comment. Staniv and Godo are still morphable right? I assume so cause I can do damage to Staniv, he's just wrecking me. I guess I'm skeptical cause Edincoat is pretty powerful for this stage in the game (I assume).

Godo should be, not so sure about Staniv. I checked the latest files and seems I removed the pagoda morphs.

Hi there !
New user of the mod here, wich is quite good by the way.
I just had a question, since i couldn't find the answer (I apologize if it already exist, I really tried) :

IT CAN BE A SPOILER FOR THOSE WHO DIDN'T PLAYED IT ALREADY


Spoiler: show
Okay, so I just et to CD 2, Aeris died and... she's here. I don't know if it's a bug or something, I searched for the Internet and saw videos in wich you can chose to save her or not, and it didn't happened in my game, she was just here.
I play with the new 7th haven mod manager, but i didn't put any mod that could change that (Except the new threat mod, I only put visual mods and one that change mini games, wich is on the base list of 7th Haven).
Is it an issue or is it just the normal way ?


Thank you for any answer, and sorry for any english mistake, it isn't my native language.

That sounds unusual. There's a dialogue choice before the FMV, then a Phoenix Down is used, and then the scene after should have all the characters present. It sounds like the flevel is changed (otherwise it wouldn't have re-added the character to PHS) but only partially. That or the option to not keep her around is adding her to PHS anyway.

Huh? I wanted those Sprint Shows, too, and managed to kill Shake with a Morph, but he didn't turn into Sprint Shoes. He just said "NO WAY!" and the battle ended. What'd I do wrong?

I'm fairly sure the Morphs were removed as of the latest files.

I decided to start a new game with New Threat Vanilla Combat.  I'm not sure if it's a bug or not, but I still get notifications for innate abilities in the characters, and some things remain unchanged from New Threat.  For example, the Enemy Skill materia is still not in the specimen tank after the boss fight in Hojo's lab.  However, other events did change over properly, such as not having the Chocobo event in the train tunnels leading to Reactor 5. 

Innate texts I think I forgot to remove from the field script, but they won't be present in the kernel so they won't activate or anything.

If no E. Skill was there, there should at least be one in Junon's Respectable Inn, the Chocobo Sage's house, and the Forgotten City.

Is the MP Plus materia supposed to sell for 540,000 gil? Seems like that's probably an oversight, since all the other pre-mastered materia has a sale value of 1 gil.

The Materia sell prices are held in the .EXE and I didn't change them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdeezy34 on 2020-03-16 04:25:45
I had been playing NT 1.5 through 7th Heaven 1.54 but decided to upgrade to 7H 2.0 today. Everything transferred over and works fine except New Threat. I was using the stand alone IRO for NT 1.5 on the previous version of 7H, but now neither that nor the New Threat in the Qhimm Catalog works properly. Items, such as Potions, still have any changed values, as well as weapons/armor. However, I no longer have the menu at save points to check SP, use a tent, etc. In Highwind, the "New Threat" guy is gone, and I can't change party leaders. It's like only part of NT works. I spent a good amount of time searching through the forums before posting this, but couldn't find anyone that was having the same issue. I'm hoping I don't have to start a new game. Any ideas on what I'm missing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-16 04:40:10
There's a dialogue choice before the FMV, then a Phoenix Down is used, and then the scene after should have all the characters present. It sounds like the flevel is changed (otherwise it wouldn't have re-added the character to PHS) but only partially. That or the option to not keep her around is adding her to PHS anyway.

Huh. I didn't get this at all. I was only able to get Aeris back once I had the Highwind, and could talk to the NT Debug Tech, who let me turn the "Aeris Dead" flag off.

EDIT: Hmmm, is Resist supposed to work against the Mini and Frog statuses applied as Battle Square handicaps? Because at least for Mini, it doesn't. But it does prevent you from removing Mini. That was a fun find...

And speaking of "Cannot change status", does anyone else think that NT's change that makes this apply to positive statuses as well completely destroys the usefulness of Ribbon? Not being able to apply Regen, Barrier, MBarrier, or other positive statuses really makes Ribbon more of a liability than anything else. I get that this was probably done for balancing, but there's a reason there aren't very many Ribbons in the game. It's supposed to be the best accessory. Making it a near-endgame thing that you can only get one of, instead of nerfing it into the ground, would be better, imo.

EDIT 2: Is there any way to get a third EXP Plus material? I got the early one, and the one for 2000 GP, but when I came back to the Wonder Square vendor with another 2000 GP, I discovered that it was a one-time purchase. D'oh! At least I didn't waste a damn hour on getting a second 2000, as I would have had NT not made the GP vendor a 100% spawn. That's a nice QoL improvement!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-16 09:38:23
I had been playing NT 1.5 through 7th Heaven 1.54 but decided to upgrade to 7H 2.0 today. Everything transferred over and works fine except New Threat. I was using the stand alone IRO for NT 1.5 on the previous version of 7H, but now neither that nor the New Threat in the Qhimm Catalog works properly. Items, such as Potions, still have any changed values, as well as weapons/armor. However, I no longer have the menu at save points to check SP, use a tent, etc. In Highwind, the "New Threat" guy is gone, and I can't change party leaders. It's like only part of NT works. I spent a good amount of time searching through the forums before posting this, but couldn't find anyone that was having the same issue. I'm hoping I don't have to start a new game. Any ideas on what I'm missing?

The game is a composite of several files, some of which it sounds like have changed while others haven't. The Potions being changed means that the kernel has patched (and likely the scene.bin as well). But it sounds like the flevel hasn't patched which is a serious issue. Starting a new game won't help either. 7h 2.0 seems to have a lot of issues that aren't being addressed; the hext not working reliably, NT being locked off from mod types it shouldn't be, driver crashes, etc. If they can't help you troubleshoot the issue then I would recommend going back to 7h 1.54 as the mods themselves are the same.

Huh. I didn't get this at all. I was only able to get Aeris back once I had the Highwind, and could talk to the NT Debug Tech, who let me turn the "Aeris Dead" flag off.

EDIT: Hmmm, is Resist supposed to work against the Mini and Frog statuses applied as Battle Square handicaps? Because at least for Mini, it doesn't. But it does prevent you from removing Mini. That was a fun find...

And speaking of "Cannot change status", does anyone else think that NT's change that makes this apply to positive statuses as well completely destroys the usefulness of Ribbon? Not being able to apply Regen, Barrier, MBarrier, or other positive statuses really makes Ribbon more of a liability than anything else. I get that this was probably done for balancing, but there's a reason there aren't very many Ribbons in the game. It's supposed to be the best accessory. Making it a near-endgame thing that you can only get one of, instead of nerfing it into the ground, would be better, imo.

EDIT 2: Is there any way to get a third EXP Plus material? I got the early one, and the one for 2000 GP, but when I came back to the Wonder Square vendor with another 2000 GP, I discovered that it was a one-time purchase. D'oh! At least I didn't waste a damn hour on getting a second 2000, as I would have had NT not made the GP vendor a 100% spawn. That's a nice QoL improvement!

What method did you use the play the mod? Was it the installer, the Qhimm Catalog IRO (1.X or 2.0), the thread IRO, or the R06 version? It sounds very unusual that this would be missing but the rest of it isn't. If you still have a save file just before the altar/Jenova 2 boss fight, do me a favour and trigger the scene. When you press Confirm to advance Cloud through the stages of lifting his sword, do you see a dialogue option appear at any point during it?

Resist locks the toggling of statuses; it needs to be Dispelled before statuses can be inflicted/removed again. Ribbon is based on the Hardcore mod's version of Ribbon which had it block statuses but at the expense of buffs. I'm reverting to the original Ribbon for NT Final though as the other accessories have a wide enough range of stat buffs and effects on them that it makes them much more competitive against it.

I'm not sure about EXP Plus, I think it can be won at Chocobo Races but unsure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Flopinou on 2020-03-16 12:45:31
What method did you use the play the mod? Was it the installer, the Qhimm Catalog IRO (1.X or 2.0), the thread IRO, or the R06 version? It sounds very unusual that this would be missing but the rest of it isn't. If you still have a save file just before the altar/Jenova 2 boss fight, do me a favour and trigger the scene. When you press Confirm to advance Cloud through the stages of lifting his sword, do you see a dialogue option appear at any point during it?

I used directly the option inside "Gameplay - Qhimm Catalog/Difficulty" that ship with 7th haven 2.0 (downloaded everything from the app). And yes there was this option in the scene ! Thus i don't remember what I chose and didn't kept any save :S. Anyway I didnt had any cutscene after with Phenix Down use. The next scene we were on the "house" with her lying on a bed, and I was thinking "That's quite weird, okay my last playthrough was a long time ago but a remenber a FMV scene with Cloud putting her in the water", and then in snowy mountain she was there, and speaking !! What a surprise it was, I might say.
Anyway, the game didn't broke, I can remove her if I want etc etc.. I just wanted to describe what happened, in case of it beeing a bug or something.
2nd anyway : the mod is great, I really thank everyone that's been involved in it (and in all the others mods I use, and 7th haven, but it is off-topic) for all the efforts done, this is just so good to discover this game another time ! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-16 16:58:42
I used directly the option inside "Gameplay - Qhimm Catalog/Difficulty" that ship with 7th haven 2.0 (downloaded everything from the app). And yes there was this option in the scene ! Thus i don't remember what I chose and didn't kept any save :S. Anyway I didnt had any cutscene after with Phenix Down use. The next scene we were on the "house" with her lying on a bed, and I was thinking "That's quite weird, okay my last playthrough was a long time ago but a remenber a FMV scene with Cloud putting her in the water", and then in snowy mountain she was there, and speaking !! What a surprise it was, I might say.
Anyway, the game didn't broke, I can remove her if I want etc etc.. I just wanted to describe what happened, in case of it beeing a bug or something.
2nd anyway : the mod is great, I really thank everyone that's been involved in it (and in all the others mods I use, and 7th haven, but it is off-topic) for all the efforts done, this is just so good to discover this game another time ! :)

Okay, so the option did appear. Fair enough, I think the default option is to keep things as they are but it sounds like it's not working properly due to a scripting error on my part rather than some unknown witchcraft. Bit odd that it didn't come up before but perhaps there's some condition that can cause it to happen. I'll be performing a maintenance patch on the 1.5 build shortly before 2.0 goes out so that it gets rid of some problems that have come up recently. Namely this one you've mentioned, the Bizarro fight on Arrange, and couple others.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-03-16 18:57:29
So, I've been practicing an Arrange mode speedrun on and off for a while, and a few days ago I decided to try and go for a single sitting run and record it. It went pretty well, I got no game-overs on any bossfights, but made a few stupid mistakes toward the end that cost me around 20+ minutes.

Here's the video: https://www.youtube.com/watch?v=DEs5v8f8AX0 Please excuse my silly commentary, I tried to keep it informative and at least a little entertaining. If someone thinks of alternate strategies, or wants to ask something let me know in private message or comment on youtube, I think it's best not to muddy this topic.

Some of the bosses, especially the later ones have attacks that are barely survivable for the less defensive characters and I really like how it's balanced now. Maybe you, Sega Chief, can find this somewhat helpful for balancing 2.0. Very interested to see what changes you've come up with.

A few things that happened during the run I want to ask about;

Disc 2 Junon to Underwater Reactor section: The screen in Upper Junon which branches down to the Underwater Reactor, the one with the Shinra soldiers who charge in the wrong direction. On this screen it is possible to get an enemy encounter even though I've turned off random battles. Only other place with encounters despite turning them off is the very first Mako Reactor bombing.

Another one I've ran into somewhat often: When inflicted with Frog status, I don't think it's possible to cast any spells, except for Pearl, for some reason that's castable.

Are these working as intended?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-16 19:37:27
So, I've been practicing an Arrange mode speedrun on and off for a while, and a few days ago I decided to try and go for a single sitting run and record it. It went pretty well, I got no game-overs on any bossfights, but made a few stupid mistakes toward the end that cost me around 20+ minutes.

Here's the video: https://www.youtube.com/watch?v=DEs5v8f8AX0 Please excuse my silly commentary, I tried to keep it informative and at least a little entertaining. If someone thinks of alternate strategies, or wants to ask something let me know in private message or comment on youtube, I think it's best not to muddy this topic.

Some of the bosses, especially the later ones have attacks that are barely survivable for the less defensive characters and I really like how it's balanced now. Maybe you, Sega Chief, can find this somewhat helpful for balancing 2.0. Very interested to see what changes you've come up with.

A few things that happened during the run I want to ask about;

Disc 2 Junon to Underwater Reactor section: The screen in Upper Junon which branches down to the Underwater Reactor, the one with the Shinra soldiers who charge in the wrong direction. On this screen it is possible to get an enemy encounter even though I've turned off random battles. Only other place with encounters despite turning them off is the very first Mako Reactor bombing.

Another one I've ran into somewhat often: When inflicted with Frog status, I don't think it's possible to cast any spells, except for Pearl, for some reason that's castable.

Are these working as intended?

Ah, a speedrun; Uprisen has done a few of those. I'll use it as background while I work on 2.0.

The encounter switch is a toggle so if any field script reactivates encounters after the Init script has run, it'll turn them back on. I'll see about identifying where these are.

Frog spell was replaced with Pearl, but what I didn't know at the time was that the Frog spell is still available while under that status and as it's done by ID, it means that Pearl can still be cast in this state.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-03-16 20:23:56
The encounter switch is a toggle so if any field script reactivates encounters after the Init script has run, it'll turn them back on. I'll see about identifying where these are.

Oh, well I don't have to turn the encounters off a 2nd time, they just appear on that one screen, not anywhere else, except the first Mako Reactor and the world map of course.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdeezy34 on 2020-03-16 23:37:11
The game is a composite of several files, some of which it sounds like have changed while others haven't. The Potions being changed means that the kernel has patched (and likely the scene.bin as well). But it sounds like the flevel hasn't patched which is a serious issue. Starting a new game won't help either. 7h 2.0 seems to have a lot of issues that aren't being addressed; the hext not working reliably, NT being locked off from mod types it shouldn't be, driver crashes, etc. If they can't help you troubleshoot the issue then I would recommend going back to 7h 1.54 as the mods themselves are the same.

Thank you! I will check with 7H.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-17 05:54:34
What method did you use the play the mod? Was it the installer, the Qhimm Catalog IRO (1.X or 2.0), the thread IRO, or the R06 version? It sounds very unusual that this would be missing but the rest of it isn't. If you still have a save file just before the altar/Jenova 2 boss fight, do me a favour and trigger the scene. When you press Confirm to advance Cloud through the stages of lifting his sword, do you see a dialogue option appear at any point during it?
I play NT 1.5 using the 7th Heaven IRO. Unfortunately, I don't have a save from that far back. I don't recall there being any dialog options during the "Cloud lifting his sword" segment, but my memory is not the greatest.

Resist locks the toggling of statuses; it needs to be Dispelled before statuses can be inflicted/removed again.
Ohhhhh, you can dispell it! That'll be good to know, thanks.

Ribbon is based on the Hardcore mod's version of Ribbon which had it block statuses but at the expense of buffs. I'm reverting to the original Ribbon for NT Final though as the other accessories have a wide enough range of stat buffs and effects on them that it makes them much more competitive against it.
Agreed about the buffs to other accessories. Even if Ribbon worked like the original, I'd still only use it when I *know* I need status immunity (like Junon Leagues Tier 3), since other accessories are so much more powerful now.

I'm not sure about EXP Plus, I think it can be won at Chocobo Races but unsure.
I'll keep at eye out at the races, then. Thanks!


In other news, I just got Cloud back from his little trip to lala land, and I'm running through all the sidequests I can do before continuing. I just got the Midgar Sector 5 key, and went to the "Item" building in Wall Market in to get Tifa's Premium Heart, but the thing's still "broken" according to Cloud. Am I missing something?

EDIT: Uhhhh, what is a "fecking terrible" chocobo, and why did I just get several of them while farming in Mideel? Also, why can't I board the Highwind while mounted on a chocobo?

EDIT2: Is there supposed to be a mechanic in the Shinryu/Omega fight where one of your characters can become permanently dead? Late in the fight, Aeris died, and giving her a Phoenix Down would stand her back up for a moment, before she just fell over dead again. This happened twice before I gave up and hoped I could finish off Shinryu before he killed my other two party members. A few turns before that, she got hit by Level ?? Old, which may have done it. Maybe it set her MaxHP to 0 or something? Her max still showed as 3600something, though, and she lived for several more turns after that. Her magic was super gimped, though. Ultima was hitting for ~120, after previously hitting for around 1200.

I ask because Aeris staying dead screwed her out of that 1mil EXP and 100k AP, which really sucks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2020-03-17 11:32:28
After you reach the bottom of the north crater a new npc will appear in the cockpit of the highwind. he will tell you about all the character NT quest, one of those will lead you to the broken machine eventually.

All chocobo encounters should be the same as vanilla. Every encounter has a fixed chocobo level. so 1 rolly guy or the bugs will always be a poor choco. you want 2 rolly guys and a choco outside of mideel for a great choco.

You cant get on the highwind with a chocobo you have just captured. you have to send it back to the stables first and ride it out from there.

and yes that fight has a mechanic where you cannot revive. And 1m xp isnt that much to worry about. in the north crater the enemies give a ton of xp and AP so it wont take you long to max her out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ulurujamman on 2020-03-17 16:46:55
Getting antsy for another playthrough of this but I've just seen you're planning to release an updated version of New Threat in the next couple weeks? Will it be mostly bug fixes/balance, or significant enough new content that I should really hold off until then?

Relatedly, as someone who enjoyed the hardcore mod elements of the early NT builds, what would you recommend to someone looking to really maximise the difficulty? Playing without Mr Smile, maybe?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Tombery on 2020-03-17 18:04:09
Getting antsy for another playthrough of this but I've just seen you're planning to release an updated version of New Threat in the next couple weeks? Will it be mostly bug fixes/balance, or significant enough new content that I should really hold off until then?


I also wanted to do another playtrough before I play the remake, so I´m interested in this too. Will NT 2.0 be a "different" experience or just some tweaks?

Thanks again for your fantastic work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: evermuzik on 2020-03-18 04:00:05
Hey, sorry if this has been asked before.

Im experiencing a weird bug with my save file. I saved on the Mr Smile screen and had to close the game. When I enter back into the save file, im back at Mr Smiles screen. When I leave the screen, im at the Nibelheim reactor where the moster pods were, and everything is bugged out. I feel like my save file is screwed.

Any advice would be appreciated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-18 04:11:06
Sega Chief has mentioned that 2.0 is a complete overhaul. IIRC, he's even managed to patch out the entire concept of leveling up from experience. Character strength will instead be determined by stats granted from story milestones.

So if you're about to start a new game, I'd definitely suggest waiting for 2.0 to drop.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-03-18 05:06:31
@SC

When 2.0 is released, do you want 1.5 wiped from catalogs? Or will you continue to support both?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-18 07:47:40
Is the Gold Chocobo you get from the Guidebook item supposed to be worthless for racing? I gave mine a ton of Silkys Greens, and it can't even win in A class, let alone S class.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-18 09:23:53
Getting antsy for another playthrough of this but I've just seen you're planning to release an updated version of New Threat in the next couple weeks? Will it be mostly bug fixes/balance, or significant enough new content that I should really hold off until then?

Relatedly, as someone who enjoyed the hardcore mod elements of the early NT builds, what would you recommend to someone looking to really maximise the difficulty? Playing without Mr Smile, maybe?

I also wanted to do another playtrough before I play the remake, so I´m interested in this too. Will NT 2.0 be a "different" experience or just some tweaks?

Thanks again for your fantastic work.

It's an overhaul so it will be different. The Arrange mode (renamed Game Type B) has an extra twist added to it.

Hey, sorry if this has been asked before.

Im experiencing a weird bug with my save file. I saved on the Mr Smile screen and had to close the game. When I enter back into the save file, im back at Mr Smiles screen. When I leave the screen, im at the Nibelheim reactor where the moster pods were, and everything is bugged out. I feel like my save file is screwed.

Any advice would be appreciated.

Save Anywhere is a dangerous thing to use because there are a fair number of fields and events that are not designed to handle a direct reload into them. You should only use it when you aren't in some kind of scene or event, and on a screen that has regular character navigation. Even then, always save to a separate slot. Same goes for PHS but it's typically a bad idea to use PHS when its locked as it can break certain scenes if you swap in different characters (Junon raid where Barret is party lead for instance expects Cait Sith and Yuffie).

I'll post something in the Discord about it; Save Anywhere has caused a few problems like this for other people. As for your softlock, I would open your save file in the Black Chocobo save editor tool and warp your character to where you accessed the Rank Up system from (for instance, if you accessed it from Mythril Mines then teleport yourself there).


Sega Chief has mentioned that 2.0 is a complete overhaul. IIRC, he's even managed to patch out the entire concept of leveling up from experience. Character strength will instead be determined by stats granted from story milestones.

So if you're about to start a new game, I'd definitely suggest waiting for 2.0 to drop.

That's not quite right; what I've done is change it to use a combination of stat growths from level ups and the Source upgrades. In the current build you get a flat +5 to every stat regardless of the upgrade but that's been replaced by the Level Up growths coming back. The SP system itself was retired so that upgrades now come at fixed intervals (after beating a boss/story milestone). I also revamped the menus for it so that you can pick which characters to upgrade and leave others until later + see what everyone's current rank and the max threshold is at any time.

@SC

When 2.0 is released, do you want 1.5 wiped from catalogs? Or will you continue to support both?

I was going to support both, but it might be a good idea to leave 1.5 off the catalogs and just have that be a single IRO on this thread to avoid confusion over which version to use. 1.5 is going to get some bug-fixes to go with 2.0's release.

Is the Gold Chocobo you get from the Guidebook item supposed to be worthless for racing? I gave mine a ton of Silkys Greens, and it can't even win in A class, let alone S class.

I think it starts off that way; if you breed it though then you should get a much better Gold racing chocobo. I could look into adjusting the stats of that Gold chocobo.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-03-18 10:45:55
I was going to support both, but it might be a good idea to leave 1.5 off the catalogs and just have that be a single IRO on this thread to avoid confusion over which version to use. 1.5 is going to get some bug-fixes to go with 2.0's release.

Will do. Admittedly, I’ve still yet to play New Theat, so I’m looking forward to this release  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: epsilon on 2020-03-18 14:37:39
Newbie question: when morph-ing I only do damage in the double digits (start of the game, just reached Costa del Sol). Is this normal damage or is there some way to make morph more effective? Because as it is, I have to waste several turns to whittle down about 100 damage as about then every attack outright kills. I have not tried it yet but if gravity is percentage damage (of *current* hp) it could help, the problem is that so many enemies are immune to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: evermuzik on 2020-03-18 17:08:09
Save Anywhere is a dangerous thing to use because there are a fair number of fields and events that are not designed to handle a direct reload into them. You should only use it when you aren't in some kind of scene or event, and on a screen that has regular character navigation. Even then, always save to a separate slot. Same goes for PHS but it's typically a bad idea to use PHS when its locked as it can break certain scenes if you swap in different characters (Junon raid where Barret is party lead for instance expects Cait Sith and Yuffie).

I'll post something in the Discord about it; Save Anywhere has caused a few problems like this for other people. As for your softlock, I would open your save file in the Black Chocobo save editor tool and warp your character to where you accessed the Rank Up system from (for instance, if you accessed it from Mythril Mines then teleport yourself there).
[/quote]

Thank you! This solved my issue for now. You're a great one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-03-18 21:10:11
Newbie question: when morph-ing I only do damage in the double digits (start of the game, just reached Costa del Sol). Is this normal damage or is there some way to make morph more effective? Because as it is, I have to waste several turns to whittle down about 100 damage as about then every attack outright kills. I have not tried it yet but if gravity is percentage damage (of *current* hp) it could help, the problem is that so many enemies are immune to it.

That's normal, Morphing is meant to be hard. In the end of the game, one of the characters Ultimate weapon has an effect allowing it to Morph with normal damage, making it easier in the end. You've got the right idea with Gravity spells, but yes, many enemies are immune to it. Laser enemy skill is great too, before you get access to Demi 2 and 3.

I wouldn't worry too much about the Morphs, it was fun for a while but in the end it's very tedious. I don't even recall getting many worthwhile special items, though undoubtedly there must some useful ones.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-18 22:56:55
Newbie question: when morph-ing I only do damage in the double digits (start of the game, just reached Costa del Sol). Is this normal damage or is there some way to make morph more effective? Because as it is, I have to waste several turns to whittle down about 100 damage as about then every attack outright kills. I have not tried it yet but if gravity is percentage damage (of *current* hp) it could help, the problem is that so many enemies are immune to it.

Morph has a heavy damage penalty attached to it, which is unchanged from the base game. Generally the best thing to do is Sense the enemy to get a record of its HP and then press Select/Assist in-battle to keep track of the enemy's current HP. Reducing its HP to within a reasonable range is the next step; if a regular attack/spell is too much and will kill the enemy, then consider using a weaker character or an item like Grenade to reduce HP closer to 0.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2020-03-18 23:13:51
That's not quite right; what I've done is change it to use a combination of stat growths from level ups and the Source upgrades. In the current build you get a flat +5 to every stat regardless of the upgrade but that's been replaced by the Level Up growths coming back. The SP system itself was retired so that upgrades now come at fixed intervals (after beating a boss/story milestone). I also revamped the menus for it so that you can pick which characters to upgrade and leave others until later + see what everyone's current rank and the max threshold is at any time.
Ooh nice. Sounds similar to Chrono Cross star level ups after major events/bossess. I imagine it'll be easier to maintain a sweet difficulty curve with this system as well. 

Newbie question: when morph-ing I only do damage in the double digits (start of the game, just reached Costa del Sol). Is this normal damage or is there some way to make morph more effective? Because as it is, I have to waste several turns to whittle down about 100 damage as about then every attack outright kills. I have not tried it yet but if gravity is percentage damage (of *current* hp) it could help, the problem is that so many enemies are immune to it.
I believe the weapons you get from Temple of the Ancients give full damage morphs, so that should help a bit. They have limited Materia slots however.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethan0l93 on 2020-03-19 00:54:20
Hey Sega,
I've been playing for around 60 hours and I have had pretty much no bugs until now. Whenever I'm fighting Chokhmabo and he uses M.A.D breath, my game crashes.
Do you have an idea of what might be happening/ how to fix it?
-Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: epsilon on 2020-03-19 16:15:29
Ok, thanks for all the answers on Morph-ing. I knew that in vanilla there was a heavy damage penalty and that Yuffie's conformer bypasses it, but given the extra importance of morphs in getting good items on the mod (as evinced by the enemy spreadsheet) I thought maybe there was a trick I was missing.

On a completely unrelated note. Maybe this is not the best thread but I will just go ahead and ask anyway. I am on linux (arch linux to be precise) and can run ff7 with the new threat installer through wine just fine -- which is the most important to me, but I am missing on all the audio and graphical improvement mods, because all my attempts at installing either Reunion or 7th Heaven have failed. Has anyone here managed to get them running? And if yes, what were the precise steps you took? Or more modestly, has anybody a link to someone somewhere that has managed it, because my google fu is weak and has turned up nothing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-19 16:55:27
Hey Sega,
I've been playing for around 60 hours and I have had pretty much no bugs until now. Whenever I'm fighting Chokhmabo and he uses M.A.D breath, my game crashes.
Do you have an idea of what might be happening/ how to fix it?
-Thanks!

MAD uses Aire Tam Storm's animation if I remember right. Do you have any spell texture mods installed or any other graphical enhancements?

Ok, thanks for all the answers on Morph-ing. I knew that in vanilla there was a heavy damage penalty and that Yuffie's conformer bypasses it, but given the extra importance of morphs in getting good items on the mod (as evinced by the enemy spreadsheet) I thought maybe there was a trick I was missing.

On a completely unrelated note. Maybe this is not the best thread but I will just go ahead and ask anyway. I am on linux (arch linux to be precise) and can run ff7 with the new threat installer through wine just fine -- which is the most important to me, but I am missing on all the audio and graphical improvement mods, because all my attempts at installing either Reunion or 7th Heaven have failed. Has anyone here managed to get them running? And if yes, what were the precise steps you took? Or more modestly, has anybody a link to someone somewhere that has managed it, because my google fu is weak and has turned up nothing.

You could try the manual method.

You need Luksy's ULGP tool which can unpack and then repack archives that hold models, etc. You can then drag-drop model files into the unpacked archives to replace the default models, repack, and it should be ready for use. Battle.lgp holds battle models (enemies, characters, battle backgrounds), char.lgp holds field models, and flevel.lgp holds the backgrounds. I'm not 100% sure how the process works with field backgrounds for the Steam version. Audio should be a similar deal but unsure what tool handles these. I've been able to extract audio files in the past but it was a long time ago. However, you can rename Steam's .OGG files to whatever you want.

If however you are using the 1998 PC version with Aali's Custom Driver then there should be some extra folders in your directory called 'direct' and things like that. This folder is able to replace Field backgrounds, battle backgrounds, texture files, etc. automatically just by having the right files in there. It's very similar to how Reunion currently works.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethan0l93 on 2020-03-19 22:34:10
MAD uses Aire Tam Storm's animation if I remember right. Do you have any spell texture mods installed or any other graphical enhancements?

Nope, All I have is the New threat stuff from the regular installer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-19 22:35:45
All right, I'll add it to my notes for the 1.5 maintenance patch; in the meantime I'll quickly make a different scene.bin that uses an alternate animation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Meical on 2020-03-20 00:54:10
I was wondering if the Definitive Mod From Sector 48's page was compatible with New Threat.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-20 13:36:39
I was wondering if the Definitive Mod From Sector 48's page was compatible with New Threat.

No, but NT has its own skips for lengthy cutscenes, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ryudo on 2020-03-20 19:30:32
It's an overhaul so it will be different. The Arrange mode (renamed Game Type B) has an extra twist added to it.

That's not quite right; what I've done is change it to use a combination of stat growths from level ups and the Source upgrades. In the current build you get a flat +5 to every stat regardless of the upgrade but that's been replaced by the Level Up growths coming back. The SP system itself was retired so that upgrades now come at fixed intervals (after beating a boss/story milestone). I also revamped the menus for it so that you can pick which characters to upgrade and leave others until later + see what everyone's current rank and the max threshold is at any time.

I was going to support both, but it might be a good idea to leave 1.5 off the catalogs and just have that be a single IRO on this thread to avoid confusion over which version to use. 1.5 is going to get some bug-fixes to go with 2.0's release.

I think it starts off that way; if you breed it though then you should get a much better Gold racing chocobo. I could look into adjusting the stats of that Gold chocobo.

I just left Midgar in my new game with New Threat 1.5, on the road to Kalm. Do you have any idea when 2.0 might be released? Is it worth waiting for this, or can I continue 1.5?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-21 08:12:20
I just got the Leviathan Scales, and went to Da-Chao to get the loot. The materia won't let me pick it up without Yuffie in my party, and while I see Yuffie standing there, talking to her doesn't do anything. She just says "Lets pick up the loot" and then nothing happens.

I'm assuming that's supposed to trigger PHS, so that I can swap her into my party. But that doesn't happen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-21 14:12:16
I just left Midgar in my new game with New Threat 1.5, on the road to Kalm. Do you have any idea when 2.0 might be released? Is it worth waiting for this, or can I continue 1.5?

I would carry on.

I just got the Leviathan Scales, and went to Da-Chao to get the loot. The materia won't let me pick it up without Yuffie in my party, and while I see Yuffie standing there, talking to her doesn't do anything. She just says "Lets pick up the loot" and then nothing happens.

I'm assuming that's supposed to trigger PHS, so that I can swap her into my party. But that doesn't happen.

It just places the model without checking if she's there or not; I'll add a check.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DKOmni on 2020-03-21 18:03:05
So i have an extremely odd circumstance.

I have completely lost my save file of NTM v1.5, and have spent all day trying to get it back to no avail.
Would BlackChocobo work to build my save file? (I've been recording it for YT so i have all my stats/inv/lvl/etc)
and if so is there anywhere in the files to see which vanilla items have been changed into which NTM items?

For the record i was 35hrs in and just beat Phrenia so restarting isnt really my first choice...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ryudo on 2020-03-21 18:09:47
I would carry on.

It just places the model without checking if she's there or not; I'll add a check.

Thanks, will do!

I'll probably do another complete playthrough with 2.0 when it does get released regardless. In the mean time I'll continue 1.5
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-21 20:12:59
Just got the Hades Materia, and discovered that it also suffers from the hard lock bug that you get from Lagomorph + Added Effect. :(

Hades + Added Effect is so great, so I really hope this gets fixed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Blhite on 2020-03-22 00:44:15
Hey there Sega Chief! First of all, thank you for all your hard work, I'm 65+ hours in new threat and I'm havng a complete blast, all the amount of things to do is outstanding, it will be hard goin' back to vanilla FF7! During my playthrough (I've like 99%'d it) I came across to only 2 bugs in total, and for what I read in the past comments, are all known problems: one of them is the abcence of the max ray for barret, you are supposed to steal one from the armored golem but all he gives is pile bunker, even if you steal or morph it :(
The second problem is ozma, while you can still fight it, there are no animation and the drop is still blank! Oh and one last thing, but this is absolutely not your fault: I found out that the "Animation - qhimm catalog" mod from 7thH2.0, specifically the "field animation" change from blooshot and kaldarasha, has to be disabled in order to make some dialog not get stuck eternally (making the dark cave impossible to start). A minor issue that is easily fixed by disabling that animation mod, I'm just pointing it out for anyone who got the same problem :)
I hope this could help you for future updates! Thanks again Chief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-22 02:12:15
So i have an extremely odd circumstance.

I have completely lost my save file of NTM v1.5, and have spent all day trying to get it back to no avail.
Would BlackChocobo work to build my save file? (I've been recording it for YT so i have all my stats/inv/lvl/etc)
and if so is there anywhere in the files to see which vanilla items have been changed into which NTM items?

For the record i was 35hrs in and just beat Phrenia so restarting isnt really my first choice...

On FF7 Steam, the save files are given a checksum which the launcher checks when its launched. If the checksum fails, it wipes the save files. Unfortunately, this can sometimes happen even if a save file wasn't altered (particularly with Cloud Saves). Why they felt the need to add this to save files is a mystery.

I don't think there's a way to get the save files back, unless they're sent through the recycle bin. As for what item is what in the save editor, here's a list of them starting from Highwind:

https://i.imgur.com/9pApO8b.png

Just got the Hades Materia, and discovered that it also suffers from the hard lock bug that you get from Lagomorph + Added Effect. :(

Hades + Added Effect is so great, so I really hope this gets fixed.

This issue is to do with a separate mod, I forget which one. It breaks the Frog status on added effect.

Hey there Sega Chief! First of all, thank you for all your hard work, I'm 65+ hours in new threat and I'm havng a complete blast, all the amount of things to do is outstanding, it will be hard goin' back to vanilla FF7! During my playthrough (I've like 99%'d it) I came across to only 2 bugs in total, and for what I read in the past comments, are all known problems: one of them is the abcence of the max ray for barret, you are supposed to steal one from the armored golem but all he gives is pile bunker, even if you steal or morph it :(
The second problem is ozma, while you can still fight it, there are no animation and the drop is still blank! Oh and one last thing, but this is absolutely not your fault: I found out that the "Animation - qhimm catalog" mod from 7thH2.0, specifically the "field animation" change from blooshot and kaldarasha, has to be disabled in order to make some dialog not get stuck eternally (making the dark cave impossible to start). A minor issue that is easily fixed by disabling that animation mod, I'm just pointing it out for anyone who got the same problem :)
I hope this could help you for future updates! Thanks again Chief!

The Ozma fight being loaded currently is the wrong one, I noticed this recently on a few streams. The intended one has a black backdrop with a spinning orb that takes up half the screen whereas the buggy one is a sphere floating in mid-air with Safer's background. I'll correct that soon (and the Max Ray thing).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drayenn on 2020-03-22 12:40:10
This is driving me crazy. Is there still a reward for defeating all of the Fort Condor battles? And if so, what is it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: wraggy225 on 2020-03-22 12:47:49
Just got the mod today and im so stoked to play it!!

Quick question is there any database with new enemy HP etc? Also the 'innate abilities' is there a way to view these in game or is there a page where they are all stored, would love to check it out!

TIA guys!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AuthenticM on 2020-03-22 19:43:06
Hey Sega Chief,

First time poster in this thread. I'm a big fan of the mod despite having barely played it myself. I watched a full playthrough of it last summer, and recently convinced a friend to try the mod and he loves it! I was going to start playing the game this weekend, but I read that 2.0 is just around the corner, so I figured I should wait.

Anyways, I wanted to thank you and everyone who works on this mod for your contribution. It's made me fall in love all over again with FFVII.

Question: is it at all possible to mod FFVII to make it so the battle party consists of four characters, just like the previous FF games? I've always disliked how post-VI FF games scaled back to parties of three members. I'm not asking if that is going to make its way into New Threat; I know that would require completely rebalancing the game. I'm just curious if it is simply possible or not.

Cheers!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DKOmni on 2020-03-22 22:16:37

I don't think there's a way to get the save files back, unless they're sent through the recycle bin. As for what item is what in the save editor, here's a list of them starting from Highwind:

https://i.imgur.com/9pApO8b.png

You are a godsend, SegaChief.
One last thing and I should have everything, I know its a nightmare and I'm truly sorry:

The Changelog states that
Replacing the situational Poisona is Osmose, a spell that appears in Slot 1 of the Heal Materia.

I had both Heal and Osmose materia separately, so is the Osmose materia ID from another materia?


Oh and I'm sure you've heard it a million times, but the mod is beyond fantastic. Best of luck with 2.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-23 00:15:24
This is driving me crazy. Is there still a reward for defeating all of the Fort Condor battles? And if so, what is it?

It's a Masamune; in NT this weapon can be equipped by any character. Its battle model will use the first weapon model of each character rather than the actual Masamune model (it's to do with IDs; if Barret equipped Buster Sword for instance then it'd look like Gatling Gun in battle). You can make a Masamune in the same place as the Ultimate Weapons using certain materials (blue house on world map near Gongaga, Disc 3).

Just got the mod today and im so stoked to play it!!

Quick question is there any database with new enemy HP etc? Also the 'innate abilities' is there a way to view these in game or is there a page where they are all stored, would love to check it out!

TIA guys!

I don#t have anything in-game currently, there's just the initial message. As for a database, your best bet is to download the tool Proud Clod (PRC) and view the mod's scene.bin. If you have the IRO then you'll need to unpack the IRO first using 7h's built in workshop tools.

Hey Sega Chief,

First time poster in this thread. I'm a big fan of the mod despite having barely played it myself. I watched a full playthrough of it last summer, and recently convinced a friend to try the mod and he loves it! I was going to start playing the game this weekend, but I read that 2.0 is just around the corner, so I figured I should wait.

Anyways, I wanted to thank you and everyone who works on this mod for your contribution. It's made me fall in love all over again with FFVII.

Question: is it at all possible to mod FFVII to make it so the battle party consists of four characters, just like the previous FF games? I've always disliked how post-VI FF games scaled back to parties of three members. I'm not asking if that is going to make its way into New Threat; I know that would require completely rebalancing the game. I'm just curious if it is simply possible or not.

Cheers!

It would require a reworking of the game's engine, as most modules rely on 3-character parties. The Menu format for instance would need to change, the PHS screens, Save menus (and the save data to an extent), the Battles themselves (memory management, etc). It'd likely be less work to build a new game engine instead. The under development Sister Ray project may be able to do it but I'm not 100% on what's going to be in that feature-wise as it's still being worked on.

You are a godsend, SegaChief.
One last thing and I should have everything, I know its a nightmare and I'm truly sorry:

The Changelog states that
Replacing the situational Poisona is Osmose, a spell that appears in Slot 1 of the Heal Materia.

I had both Heal and Osmose materia separately, so is the Osmose materia ID from another materia?


Oh and I'm sure you've heard it a million times, but the mod is beyond fantastic. Best of luck with 2.0

Later on I separated Osmose out onto its own Materia instead of having it on Heal Materia, so the change log is (once again) out of date. I'm fairly terrible for keeping my documentation up to date unfortunately.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drayenn on 2020-03-23 01:11:16
It's a Masamune; in NT this weapon can be equipped by any character. Its battle model will use the first weapon model of each character rather than the actual Masamune model (it's to do with IDs; if Barret equipped Buster Sword for instance then it'd look like Gatling Gun in battle). You can make a Masamune in the same place as the Ultimate Weapons using certain materials (blue house on world map near Gongaga, Disc 3).

Oh okay, so if you win the first one, theoretically you can have 2 in a playthrough?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-23 02:55:16
Oh okay, so if you win the first one, theoretically you can have 2 in a playthrough?

I think you can make 3 if you gt the materials together.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DKOmni on 2020-03-23 02:58:41
Later on I separated Osmose out onto its own Materia instead of having it on Heal Materia, so the change log is (once again) out of date. I'm fairly terrible for keeping my documentation up to date unfortunately.

It's perfectly fine, I only tried the CL because I didnt want to have the information here as i'm asking.
So does this mean it wouldn't be possible to spawn in Osmose? Is there a shop that sells it, or anywhere else it can be picked up? I've logged my inventory, materia, stats,etc (although the SP levels are auto set to zero: i thought that might have been to do with the Battle counter but maxxing it out does nothing) and literally the only thing missing is Osmose. If not then last resort would be to smuggle it in from a brand new game (I'm very dedicated)

Thanks again!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drayenn on 2020-03-23 04:20:17
I think you can make 3 if you gt the materials together.

Thanks Chief, I appreciate the response

Also this mod has singlehandedly reinvigorated the game for me and if we weren't in the middle of a global crisis that was otherwise occupying all of my resources, I'd happily throw you some donations and will likely do so as soon as said crisis abates.

Also do you have a planned changelist for 2.0? I really liked the customization aspect of SP in 1.5 and I saw someone mention it was going away?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-23 06:39:16
I'm completely stumped on how to the last two Enemy Skills. "Where is the thing.txt" is out of date, saying several things that don't appear to be true any more.

Where are "Alpha" and "Pandora's Box"? After finding Dragon Force on Dark Dragon (rather than Magnitude8, which appears to be gone, now?), and getting Shadow Flare from Tyrant, and Deathcharge from Tsarcat in North Crater, I have everything else.

EDIT: Speaking of the North Crater, I'm extremely underwhelmed by the materia rewards in there. Outside of the Shield materia, which you get right at the start, and the HP Plus right near the end, I've found Added Effect twice, and Planet, all three of which I already had. Is the ability to get Planet earlier that North Crater a bug? It's so powerful that I can understand that being a possibility. But the two Added Effects are just weird. Why would you put those there?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-03-23 14:10:53
It's a Masamune; in NT this weapon can be equipped by any character.

So, is it an error, that doing the first Fort Condor fight, as the mandatory visit on the Huge materia quest rewards us with Masamune? I mean, never visiting Fort Condor before that mission. The old man talks to Cid as he's Cloud; "Your eyes are different" and after winning the battle, first he gives a Hi-Potion, then says "just kidding" and gives the Masamune. (Arrange btw)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-23 16:28:27
It's perfectly fine, I only tried the CL because I didnt want to have the information here as i'm asking.
So does this mean it wouldn't be possible to spawn in Osmose? Is there a shop that sells it, or anywhere else it can be picked up? I've logged my inventory, materia, stats,etc (although the SP levels are auto set to zero: i thought that might have been to do with the Battle counter but maxxing it out does nothing) and literally the only thing missing is Osmose. If not then last resort would be to smuggle it in from a brand new game (I'm very dedicated)

Thanks again!

It can be added through Black Chocobo; it should be the Materia under Time (it will likely say 'DO NOT USE' in the save editor, but ignore this).

There are three spots it was added to; Highwind, North Corel's Ropeway station, and the garden outside Aeris' house. If it isn't visible in one of those spots then go for a save editor.

Thanks Chief, I appreciate the response

Also this mod has singlehandedly reinvigorated the game for me and if we weren't in the middle of a global crisis that was otherwise occupying all of my resources, I'd happily throw you some donations and will likely do so as soon as said crisis abates.

Also do you have a planned changelist for 2.0? I really liked the customization aspect of SP in 1.5 and I saw someone mention it was going away?

The customisation isn't being removed, it's being combined with natural stat growth from levelling. The difference will be that you don't get the flat +5 to every stat on an upgrade, just the sources from your choice of upgrade.

I'm completely stumped on how to the last two Enemy Skills. "Where is the thing.txt" is out of date, saying several things that don't appear to be true any more.

Where are "Alpha" and "Pandora's Box"? After finding Dragon Force on Dark Dragon (rather than Magnitude8, which appears to be gone, now?), and getting Shadow Flare from Tyrant, and Deathcharge from Tsarcat in North Crater, I have everything else.

EDIT: Speaking of the North Crater, I'm extremely underwhelmed by the materia rewards in there. Outside of the Shield materia, which you get right at the start, and the HP Plus right near the end, I've found Added Effect twice, and Planet, all three of which I already had. Is the ability to get Planet earlier that North Crater a bug? It's so powerful that I can understand that being a possibility. But the two Added Effects are just weird. Why would you put those there?

The one with the mod download is out of date, but this one by Karsh is up to date: https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit#gid=1079360370

Chronocure takes the place of Alpha.

By the Crater, I felt like I'd ran out of things to place. Added Effect felt more handy than the default MP Absorb. Planet was acquirable earlier as part of the corel train segment which can be failed. Unless it was swapped with Comet, there's been a lot of changes over the years.

So, is it an error, that doing the first Fort Condor fight, as the mandatory visit on the Huge materia quest rewards us with Masamune? I mean, never visiting Fort Condor before that mission. The old man talks to Cid as he's Cloud; "Your eyes are different" and after winning the battle, first he gives a Hi-Potion, then says "just kidding" and gives the Masamune. (Arrange btw)

Maybe there's a fault in it. Did you give them money? I think they have enough to cover the battles that are unreachable and battles handled in that way are counted as won.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-03-23 17:05:35
Maybe there's a fault in it. Did you give them money? I think they have enough to cover the battles that are unreachable and battles handled in that way are counted as won.

Nope, no interaction before that. They treat Cid like he is Cloud in disc 1. There's the guy at the cave door with dialog options "Where is Junon?" and "We'll help you", theres also the teleport npc next to the rope. They explain all the minigame rules and lore. And after the battle we get Phoenix, Huge materia, Hi-Potion and Masamune. Oh and I did the Corel Train before Fort Condor
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yuffie1983 on 2020-03-23 19:26:14
Hello Mr Chief, is there a database that shows the items that can be stolen and/or morphed from each enemy. Also thank you for a brilliant mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DKOmni on 2020-03-24 01:21:20
It can be added through Black Chocobo; it should be the Materia under Time (it will likely say 'DO NOT USE' in the save editor, but ignore this).

There are three spots it was added to; Highwind, North Corel's Ropeway station, and the garden outside Aeris' house. If it isn't visible in one of those spots then go for a save editor.

Thank you so much for this, you've saved me 30 hours of work. For future reference, in case anyone has an obscure situation like this happen to them, the DO NOT USE materia cannot be spawned in using BlackChocobo, you have to manually pick it up (so for example I changed my location to Aerith's house, picked it up and changed back to Great Glacier).

Thanks so much again for everything, and in case enough people haven't said it, the mod is bloody brilliant.
(PS The Temple of the Ancients fights blew my mind)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-24 02:06:16
Nope, no interaction before that. They treat Cid like he is Cloud in disc 1. There's the guy at the cave door with dialog options "Where is Junon?" and "We'll help you", theres also the teleport npc next to the rope. They explain all the minigame rules and lore. And after the battle we get Phoenix, Huge materia, Hi-Potion and Masamune. Oh and I did the Corel Train before Fort Condor

Ah I see. I'll review the first visit logic and see what can be done there.

Hello Mr Chief, is there a database that shows the items that can be stolen and/or morphed from each enemy. Also thank you for a brilliant mod.

There's one in the mod download but it's a bit out of date. Your best bet is to use the tool Proud Clod to open the mod's scene.bin (if it's the IRO you're using then it'll need to be unpacked using 7h's workshop tools).

Thank you so much for this, you've saved me 30 hours of work. For future reference, in case anyone has an obscure situation like this happen to them, the DO NOT USE materia cannot be spawned in using BlackChocobo, you have to manually pick it up (so for example I changed my location to Aerith's house, picked it up and changed back to Great Glacier).

Thanks so much again for everything, and in case enough people haven't said it, the mod is bloody brilliant.
(PS The Temple of the Ancients fights blew my mind)

Thanks, bud. I didn't know the 'do not use' couldn't be assigned, I'll try to remember that for next time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-24 08:58:41
Is the Micro Engine for Tifa's ultimate weapon still supposed to drop from the Item shop fight in Wall Market? I saw it mentioned in a really old comment on this thread, bit I ask because it didn't drop for me, and now I have no idea how to get Tifa's Premium Heart.

Also not sure where to find Spring-Gun Clip to make Red XIII's Limited Moon. Or the LuvLuv G for Cid's Venus Gospel.

Making their Ultimates is the last thing I need to do, besides Extra Battle Platinum and Dio's sidequest. Plus Special Battle, I guess. But I haven't a clue how to find Cloud's ultimate limit to unlock that, either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-24 13:13:33
Is the Micro Engine for Tifa's ultimate weapon still supposed to drop from the Item shop fight in Wall Market? I saw it mentioned in a really old comment on this thread, bit I ask because it didn't drop for me, and now I have no idea how to get Tifa's Premium Heart.

Also not sure where to find Spring-Gun Clip to make Red XIII's Limited Moon. Or the LuvLuv G for Cid's Venus Gospel.

Making their Ultimates is the last thing I need to do, besides Extra Battle Platinum and Dio's sidequest. Plus Special Battle, I guess. But I haven't a clue how to find Cloud's ultimate limit to unlock that, either.
[/quote

I think all the stuff you mentioned there comes from Dio's sidequest. The Spring Gun Clip should be held by King Behemoth in the North Crater, as a Steal (have Sneak Glove equipped). For Special Battle I don't think you need Cloud's Lv.4 Limit to unlock it anymore, just being on Disc 3 should do it. For Cloud's Limit, try Shinra Mansion.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AuthenticM on 2020-03-24 14:07:54
Hey everyone,

I've got a question. If someone has NT 1.5 installed through the installer, with no other mods installed (not even 7th Heaven), is it possible to download a save that is set at a specific point and carry on the game from there? Either that or some way that lets a player hack their own save to change something that has happeend (such as the choice of Aerith living or dying).

Thanks!

P.S. Is it true that on the highwind, you can switch on the fly Aerith's state of life? If yes, does turning her "off" to be dead revert back all the dialogue changes to reflect the fact that she is dead, just like in the original?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Flopinou on 2020-03-24 16:39:25
Hi there !
Still on my run on 1.5 (which is great), but I have noticed some bugs :

- When I enter the dark cave, there's a dialogue with Cloud and Barret in Midgar, and then nothing, the game is stuck -> SOLUTION IF IT'S HAPPEN ALSO TO YOU : Disable all others mods you installed, it'll unlock.

- The Documentation says that the kaktuar boss in the materia cave give the 7777 Needles that Yuffie needs in order to craft her ultimare weapon, but i didn't received it..

- (This one is a detail) : On disc 2, when Tifa is out watching for Cloud, If you enter in Junon you can see her speaking with aeris (Little weird IMO).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-24 17:39:32
Hey everyone,

I've got a question. If someone has NT 1.5 installed through the installer, with no other mods installed (not even 7th Heaven), is it possible to download a save that is set at a specific point and carry on the game from there? Either that or some way that lets a player hack their own save to change something that has happeend (such as the choice of Aerith living or dying).

Thanks!

P.S. Is it true that on the highwind, you can switch on the fly Aerith's state of life? If yes, does turning her "off" to be dead revert back all the dialogue changes to reflect the fact that she is dead, just like in the original?

You can generally load save files regardless of what mods were enabled, just try and avoid loading saves from two different gameplay-type mods (for instance, loading a save made on Hardcore mod into NT will probably have some variables messed up). But graphical mods won't affect it, and you can transfer a NT save file made on 7H to non-7H without issues as well.

There is a debug switch on the Highwind for that. He's the one moving around by the entrance to the Highwind's chocobo pen.

Hi there !
Still on my run on 1.5 (which is great), but I have noticed some bugs :

- When I enter the dark cave, there's a dialogue with Cloud and Barret in Midgar, and then nothing, the game is stuck -> SOLUTION IF IT'S HAPPEN ALSO TO YOU : Disable all others mods you installed, it'll unlock.

- The Documentation says that the kaktuar boss in the materia cave give the 7777 Needles that Yuffie needs in order to craft her ultimare weapon, but i didn't received it..

- (This one is a detail) : On disc 2, when Tifa is out watching for Cloud, If you enter in Junon you can see her speaking with aeris (Little weird IMO).


7777 Needles is a key item, check for it in that section.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Flopinou on 2020-03-24 18:29:54
7777 Needles is a key item, check for it in that section.

I also checked it, and it isn't there. And also just to be sure, i talk with the "weapon craftman", wich says to me that i miss material in order to craft it (I checked and got the two other weapons)

But I got a "Unused" objet in the key item section, with a ":o" as a description. Is it okay ? Or might it explain the bug ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Flopinou on 2020-03-24 18:43:48
Another issue here :

Entering the Dark cave, all the materia that my character had been removed (normal), but I had too many in order to put it in the list, and the excedent just vanished (magic plus, w-invocation etc..) I have a backup save so it isn't a problem for me, but it can be gamebreaking in case of bad preparation :s
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ryudo on 2020-03-24 19:20:32
Hi there !
Still on my run on 1.5 (which is great), but I have noticed some bugs :

- When I enter the dark cave, there's a dialogue with Cloud and Barret in Midgar, and then nothing, the game is stuck -> SOLUTION IF IT'S HAPPEN ALSO TO YOU : Disable all others mods you installed, it'll unlock.


Someone mentioned this earlier, but it's caused by the Field Animation mod (Bloodshot + Kaldera). Simply disable it and it should work fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ryudo on 2020-03-24 21:19:36
@Sega Chief:

I finally got some time to continue playing the game, and I just reached Kalm. Cloud is supposed to talk about the Nibelheim incident, and normally it should ask you if you want to skip the flashback or not (It always worked before), but this time the dialog didn't pop up. Is this also one of the buggy moments that only occurs during the Kalm stuff if you have the Enhanced Stock Menu Overhaul option enabled by any chance? (Along with the already known issue inside the flashback itself)

[Edit]
Oh wow. Nevermind. I see what happened. I installed ESUI Controller Addon which adds controller icons instead of using the 'text' in dialogs, this apparently disabled the entire New Threat mod. Did not expect that. Hopefully didn't mess up my Save file because of that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-24 23:46:54
I also checked it, and it isn't there. And also just to be sure, i talk with the "weapon craftman", wich says to me that i miss material in order to craft it (I checked and got the two other weapons)

But I got a "Unused" object in the key item section, with a ":o" as a description. Is it okay ? Or might it explain the bug ?

This is unusual, I checked the field script and the Bit set for the Key Item in the Purple Cave is consistent with the one checked for by the weapon crafter ([1][68] Bit 5 in this case). But you've ended up with a key item that's on a different memory address  ([1][65] Bit 6 for that Unused Key Item). It's also problematic as Key Items are trickier to add than regular items. I'll look into this, as I'm planning on putting out a maintenance patch for 1.5 tomorrow to address bugs.

I would recommend adding the Conformer manually using a save editor for the time being, just mind to back up your save files before doing so.

Another issue here :

Entering the Dark cave, all the materia that my character had been removed (normal), but I had too many in order to put it in the list, and the excedent just vanished (magic plus, w-invocation etc..) I have a backup save so it isn't a problem for me, but it can be gamebreaking in case of bad preparation :s

This is a limitation with the how the game deals with excess (Materia birth is arguably worse as it will overwrite Materia based on a priority system). I'll remove the Remove call for that part as Materia inventories tend to be more likely to be full by Disc 3.

Someone mentioned this earlier, but it's caused by the Field Animation mod (Bloodshot + Kaldera). Simply disable it and it should work fine.

It's an odd one that, I was never really able to track down the cause of it.

@Sega Chief:

I finally got some time to continue playing the game, and I just reached Kalm. Cloud is supposed to talk about the Nibelheim incident, and normally it should ask you if you want to skip the flashback or not (It always worked before), but this time the dialog didn't pop up. Is this also one of the buggy moments that only occurs during the Kalm stuff if you have the Enhanced Stock Menu Overhaul option enabled by any chance? (Along with the already known issue inside the flashback itself)

[Edit]
Oh wow. Nevermind. I see what happened. I installed ESUI Controller Addon which adds controller icons instead of using the 'text' in dialogs, this apparently disabled the entire New Threat mod. Did not expect that. Hopefully didn't mess up my Save file because of that.


I think in order to change the text, the ESUI Controller Addon overwrites the flevel unfortunately. Your save file should be fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cropz on 2020-03-25 00:38:27
First of all, great job on the mod, I just recently finished it and had a blast!

Just one small note about the Fort Condor funds: you mention they should have enough for all unreachable battles, however they start with 15k but there are 6 battles total (5 while Tifa is sleeping, and 1 during the events in Mideel).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Lukey_Bug on 2020-03-25 01:09:53
Hey, so i just started playing this again with the most recent update, but noticed that I am not actually gaining any stats from the rank up system. I'm level 4 on all characters and nothing.

Example, I did 4 runs of slum drunk 2 and aeris's base attacknis 47
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drayenn on 2020-03-25 06:04:27
Hey, so i just started playing this again with the most recent update, but noticed that I am not actually gaining any stats from the rank up system. I'm level 4 on all characters and nothing.

Example, I did 4 runs of slum drunk 2 and aeris's base attacknis 47

Are you using the sources that it gives you?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Flopinou on 2020-03-25 10:34:50

It's an odd one that, I was never really able to track down the cause of it.


I've run some tests, hopefully it can help you :

Everything has been done using 7th heaven 2.0 and the mods directly included with it

So, for me the problem doesn't appear only whith the "Field Animation mod (Bloodshot + Kaldera)" activated, but also with "Field Models -Qhimm catalog -> ( Dynamic weapons -> Cloud -> 5 Ninostyle) OR -> ( Main caracters -> Cloud -> 6 - Ninostyle)", I tried other skin for Cloud (with "dynamic weapons" or "main caracter"), the one called "Bloodshot-classic", and without skin -> the bug doesn't appear.
So you CAN'T have ninostyle skin for CLOUD (Barret doesn't seems to be a problem, I tried it too), nor the Bloodshot + Kaldera mod activated.

And the bug always appear in the exact same moment :

1 - Barret say : "I dunno. ... the others ain't here either"
2 - Cloud rotate in order to face Barret
3 - Cloud say  : "We went into the cave.. and then"

So the bug is appearing between 2 and 3 -> Cloud rotate to face Barret, but never start to talk.

Edit : Precised that I used 7th heaven 2.0 to get and manage the mods.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Lukey_Bug on 2020-03-25 19:27:07
Are you using the sources that it gives you?

I solved it. There was an old instance of NT running with the new one. Not sure what else besides that is messed up now though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-25 21:06:12
First of all, great job on the mod, I just recently finished it and had a blast!

Just one small note about the Fort Condor funds: you mention they should have enough for all unreachable battles, however they start with 15k but there are 6 battles total (5 while Tifa is sleeping, and 1 during the events in Mideel).

It's off by 1? I'll add an extra 3k just to be sure.

Hey, so i just started playing this again with the most recent update, but noticed that I am not actually gaining any stats from the rank up system. I'm level 4 on all characters and nothing.

Example, I did 4 runs of slum drunk 2 and aeris's base attacknis 47

How many sources do you get per rank? Is it 1, 2, 3 or is it 5, 10, 15? There was a build where it set Sources to give +5 to a stat per use but if the .EXE didn't patch properly then it would leave players getting only +1 per Source instead. That's since been reverted though back to the old 5, 10, 15 Sources so if you're on latest patch then something else must be afoot. Is there anything else mod-wise being used with it, or been used in the past?


I've run some tests, hopefully it can help you :

Everything has been done using 7th heaven 2.0 and the mods directly included with it

So, for me the problem doesn't appear only whith the "Field Animation mod (Bloodshot + Kaldera)" activated, but also with "Field Models -Qhimm catalog -> ( Dynamic weapons -> Cloud -> 5 Ninostyle) OR -> ( Main caracters -> Cloud -> 6 - Ninostyle)", I tried other skin for Cloud (with "dynamic weapons" or "main caracter"), the one called "Bloodshot-classic", and without skin -> the bug doesn't appear.
So you CAN'T have ninostyle skin for CLOUD (Barret doesn't seems to be a problem, I tried it too), nor the Bloodshot + Kaldera mod activated.

And the bug always appear in the exact same moment :

1 - Barret say : "I dunno. ... the others ain't here either"
2 - Cloud rotate in order to face Barret
3 - Cloud say  : "We went into the cave.. and then"

So the bug is appearing between 2 and 3 -> Cloud rotate to face Barret, but never start to talk.

Edit : Precised that I used 7th heaven 2.0 to get and manage the mods.

So I checked the location you mentioned, and it turns out Cloud is missing an Animation#7 which he tries to call during that scene. That should have caused the scene to softlock in general so not sure why it only does with a mod applied, but I'll add a #7 for him and that'll hopefully fix it. Quite a rudimentary thing I've missed there.

I solved it. There was an old instance of NT running with the new one. Not sure what else besides that is messed up now though.

Ah I see. Unless the old version was 1.4 or a very old build of 1.5, then it should be OK. Keep an eye on your Rank tally though; if it bugs out and stops giving ranks/gives infinite ranks then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Lukey_Bug on 2020-03-25 22:00:43


Ah I see. Unless the old version was 1.4 or a very old build of 1.5, then it should be OK. Keep an eye on your Rank tally though; if it bugs out and stops giving ranks/gives infinite ranks then let me know.

I seem to recall there was a reset for ranks(at least in whichever build I played last). Is it still in this build? And if so, where? I don't want to have wasted 4 ranks worth of stats.

EDIT: Or i could just use item lock and catch up that way. Would probably be easier.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2020-03-25 22:32:11
Hey sega chief

can you make me a private patch 1.5 updated version of your 7th heaven NT mod please

here are the things i want on it

1:automatic win on submarine mini game after the carry armor boss fight

2:cloud automaully clasping in snow field after checking the map

3:automatic win on the train mission

4:bypass the guard boss fight in the sierra masion

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-25 22:55:21
I seem to recall there was a reset for ranks(at least in whichever build I played last). Is it still in this build? And if so, where? I don't want to have wasted 4 ranks worth of stats.

EDIT: Or i could just use item lock and catch up that way. Would probably be easier.

A reset may be added in future (depends on how the .exe is), but hasn't been yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayoyo on 2020-03-26 00:52:20
Quadra selects a random target then directs all 4 casts onto that target, with half the original potency. I'm not sure if it's compatible with the All effect but Mega-All can override certain things with Master Command so maybe it can do it with Master Magic as well. Things tend to get a bit wild when combining all the different effects together as the engine starts to get overwhelmed; it's possible to quadra-cast Limit Breaks for instance.
Oh dear, quadra&mime memes are still in the game? :o Please chief, isn't it high time to do your mod a service and take 'em out or modify them so they're not completely silly and devolve the otherwise awesome lategame to a spam fest? I'm weak of mind, and I just know all those hours of strategic combat & careful planning are flying right out of the window when I get them...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-26 09:57:28
Oh dear, quadra&mime memes are still in the game? :o Please chief, isn't it high time to do your mod a service and take 'em out or modify them so they're not completely silly and devolve the otherwise awesome lategame to a spam fest? I'm weak of mind, and I just know all those hours of strategic combat & careful planning are flying right out of the window when I get them...

I'm not a fan of Quadra functionally speaking, but it'll be staying in for the foreseeable future. Mime is quite fun though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayoyo on 2020-03-26 13:05:36
I'm not a fan of Quadra functionally speaking, but it'll be staying in for the foreseeable future. Mime is quite fun though.
Really, it stays as-is for 2.0 as well? Gee, I wonder how I'm gonna beat the lategame bosses when it comes around. Probably with the same spam that everyone does presently as well. I mean I jest but it doesn't feel ideal, the mod has an involving & balanced system in place where cheap catchall methods shouldn't need to exist, and bosses are done so beautifully with unique & complex coding but none of it will matter when the same spam can be used to defeat them. Doesn't that sort of undermine the work you've put in too? I'm really surprised if I'm alone in begging for an approach where strategy will matter in the endgame as well considering added strategy is one of the main draws of the mod in the first place.

Yea I guess mime isn't so bad but it exarcebates the issue, though quadra is indeed the main culprit. Speaking of 2.0, when's it come out?  :-P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drayenn on 2020-03-26 14:01:05
Got an error while doing the Safer Cait Sith fight. An unknown exception occured a while into the fight as I was casting Ultima on it. Very frustrating. Any ideas why?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-26 15:19:33
Really, it stays as-is for 2.0 as well? Gee, I wonder how I'm gonna beat the lategame bosses when it comes around. Probably with the same spam that everyone does presently as well. I mean I jest but it doesn't feel ideal, the mod has an involving & balanced system in place where cheap catchall methods shouldn't need to exist, and bosses are done so beautifully with unique & complex coding but none of it will matter when the same spam can be used to defeat them. Doesn't that sort of undermine the work you've put in too? I'm really surprised if I'm alone in begging for an approach where strategy will matter in the endgame as well considering added strategy is one of the main draws of the mod in the first place.

Yea I guess mime isn't so bad but it exarcebates the issue, though quadra is indeed the main culprit. Speaking of 2.0, when's it come out?  :-P


2.0 is delayed, will make a post about it in more detail.


Got an error while doing the Safer Cait Sith fight. An unknown exception occured a while into the fight as I was casting Ultima on it. Very frustrating. Any ideas why?

What were you using to play the game (1998, Steam, R06, 7h 1.0, 7h 2.0) and are there other mods in play? It's likely some issue with memory or the driver.

***

Regarding 2.0, there's too much been going on the last couple of weeks and I decided to delay it rather than continue rushing it. To make up for it, I've put some stuff together for a 1.5 patch that has some additional features/content to go along with bugfixes. That'll be going out tonight or tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chrysalis on 2020-03-26 15:36:53
The game is a composite of several files, some of which it sounds like have changed while others haven't. The Potions being changed means that the kernel has patched (and likely the scene.bin as well). But it sounds like the flevel hasn't patched which is a serious issue. Starting a new game won't help either. 7h 2.0 seems to have a lot of issues that aren't being addressed; the hext not working reliably, NT being locked off from mod types it shouldn't be, driver crashes, etc. If they can't help you troubleshoot the issue then I would recommend going back to 7h 1.54 as the mods themselves are the same.


There is an issue in 7h that prevents flevel been processed from a too far down subfolder, , but that is an issue in 1.5 as well as 2.0, when I personally tested dec 30 NT 1.5 on 7h 2.0 (standalone iro, and gameplay), the flevel was definitely working, I had the custom field dialogs such as barret asking me about the music and the save points.

Hopefully this gets figured out as I love NT, and I love 7h as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kekko1285 on 2020-03-26 18:51:52
2.0 is delayed, will make a post about it in more detail.

 :'(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AuthenticM on 2020-03-26 21:02:54
2.0 is delayed, will make a post about it in more detail.


What were you using to play the game (1998, Steam, R06, 7h 1.0, 7h 2.0) and are there other mods in play? It's likely some issue with memory or the driver.

***

Regarding 2.0, there's too much been going on the last couple of weeks and I decided to delay it rather than continue rushing it. To make up for it, I've put some stuff together for a 1.5 patch that has some additional features/content to go along with bugfixes. That'll be going out tonight or tomorrow.
Ah, that's a bummer. But it's understandable of course; you need to progress at your own pace. Lots of bad stuff is happening in the world right now. Take your time. We all have our priorities.

I have a suggestion that could go into 2.0. It's a small thing but I think it's important. My friend was playing New Threat the other day, and he was having a blast as it was his first time playing FF7 at all. His enjoyment ran into a hiccup when he got to the end of the first disc though. When it came time for Cloud to swing his sword at Aerith, my friend made the wrong choice. The dialogue choices are "go ahead" and "wait". My friend, having not played the game before but knowing that Aerith died, thought that this dialogue choice was in the original vanilla game and that it was a typical JRPG dialogue choice that had zero effect on story. So he chose "wait", which lead to Cloud using a phoenix down on Aerith after the boss. My friend thought that the mod was going to ask the player directly if they wanted to keep Aerith alive, so when the game asked him to save his progress, he did, and of course he only had one save slot used because this is Final Fantasy and not Mass Effect (I told him to lose this habit).

When he realized his mistake, he was upset because he wanted to experience the true storyline as he was really liking the story so far. Since he didn't know that Aerith could be reverted back to being dead once the player reaches the Highwind, he downloaded a save file from the Internet and picked the game back up where he was, but sans New Threat. While he is still very much enjoying the story, he misses New Threat a lot because he finds the vanilla combat really brain-dead and unchallenging. I knew he'd find it that way, which is why I suggested New Threat to him in the first place.

So with the context out of the way, could I suggest an alteration to the text of the dialogue choices that are offered to the player when they reach that part of the game? It would make it clearer for everyone what the effect of the choices are. The thing is, even for players who know going in that New Threat allows them to keep Aerith alive, the dialogue choices are not crystal clear as to how they are going to play out. They don't need to be brash or crude like "kill aerith" or "save aerith"; I was thinking more of something more descriptive along the lines of "Proceed with the canonical storyline" and "Diverge from the canonical storyline". I think it's fine, and preferable, if the text isn't diegetic, since it really only exists for the benefit of the player.

What do you all think?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-26 22:40:22
There is an issue in 7h that prevents flevel been processed from a too far down subfolder, , but that is an issue in 1.5 as well as 2.0, when I personally tested dec 30 NT 1.5 on 7h 2.0 (standalone iro, and gameplay), the flevel was definitely working, I had the custom field dialogs such as barret asking me about the music and the save points.

Hopefully this gets figured out as I love NT, and I love 7h as well.

I think the issue was eventually figured out to be that Reunion's removal from the catalog bumped NT into an ID that incorrectly set it as incompatible with certain mod types.

Ah, that's a bummer. But it's understandable of course; you need to progress at your own pace. Lots of bad stuff is happening in the world right now. Take your time. We all have our priorities.

I have a suggestion that could go into 2.0. It's a small thing but I think it's important. My friend was playing New Threat the other day, and he was having a blast as it was his first time playing FF7 at all. His enjoyment ran into a hiccup when he got to the end of the first disc though. When it came time for Cloud to swing his sword at Aerith, my friend made the wrong choice. The dialogue choices are "go ahead" and "wait". My friend, having not played the game before but knowing that Aerith died, thought that this dialogue choice was in the original vanilla game and that it was a typical JRPG dialogue choice that had zero effect on story. So he chose "wait", which lead to Cloud using a phoenix down on Aerith after the boss. My friend thought that the mod was going to ask the player directly if they wanted to keep Aerith alive, so when the game asked him to save his progress, he did, and of course he only had one save slot used because this is Final Fantasy and not Mass Effect (I told him to lose this habit).

When he realized his mistake, he was upset because he wanted to experience the true storyline as he was really liking the story so far. Since he didn't know that Aerith could be reverted back to being dead once the player reaches the Highwind, he downloaded a save file from the Internet and picked the game back up where he was, but sans New Threat. While he is still very much enjoying the story, he misses New Threat a lot because he finds the vanilla combat really brain-dead and unchallenging. I knew he'd find it that way, which is why I suggested New Threat to him in the first place.

So with the context out of the way, could I suggest an alteration to the text of the dialogue choices that are offered to the player when they reach that part of the game? It would make it clearer for everyone what the effect of the choices are. The thing is, even for players who know going in that New Threat allows them to keep Aerith alive, the dialogue choices are not crystal clear as to how they are going to play out. They don't need to be brash or crude like "kill aerith" or "save aerith"; I was thinking more of something more descriptive along the lines of "Proceed with the canonical storyline" and "Diverge from the canonical storyline". I think it's fine, and preferable, if the text isn't diegetic, since it really only exists for the benefit of the player.

What do you all think?

It's a tricky situation. It was originally set up as a surprise (there was no option) so when the choice was added I had to decide between either explicitly stating what the options were and losing that element of surprise, or retain the surprise while knowing that it wouldn't be immediately obvious what each option was going to do. What I could do is set up a secondary choice so that if people don't like what transpired they get a chance to change it afterwards.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: evermuzik on 2020-03-27 00:49:10
Amazing mod. Thanks for the help last week! Ive put in 60 hours and Im having a blast. Im having a new issue tho.

Working on the Sleeping Forest sidequest at endgame. I enter the dark cave, and its CLoud and Barret. They talk briefly and then nothing happens. I cant move and no further dialog happens no matter what I do. Its as if a script didnt load properly or something. Any advice?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drayenn on 2020-03-27 01:49:46
2.0 is delayed, will make a post about it in more detail.


What were you using to play the game (1998, Steam, R06, 7h 1.0, 7h 2.0) and are there other mods in play? It's likely some issue with memory or the driver.

Playing on steam, no 7H or anything like that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-27 09:33:57
Amazing mod. Thanks for the help last week! Ive put in 60 hours and Im having a blast. Im having a new issue tho.

Working on the Sleeping Forest sidequest at endgame. I enter the dark cave, and its CLoud and Barret. They talk briefly and then nothing happens. I cant move and no further dialog happens no matter what I do. Its as if a script didnt load properly or something. Any advice?

Disable other mods temporarily then play to the first save point in the reactor, re-enable other mods and resume.


Playing on steam, no 7H or anything like that.

I'll check through to make sure there's no issues with attack/AI.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AuthenticM on 2020-03-27 23:41:19
It's a tricky situation. It was originally set up as a surprise (there was no option) so when the choice was added I had to decide between either explicitly stating what the options were and losing that element of surprise, or retain the surprise while knowing that it wouldn't be immediately obvious what each option was going to do. What I could do is set up a secondary choice so that if people don't like what transpired they get a chance to change it afterwards.

I understand. I think adding a second choice (just as Cloud wants to use the phoenix down on Aerith) would be appreciated, as I think the frustration that comes with an unwanted scenario is preferable to avoid over keeping an element of surprise. I would also say that New Threat offering the option to keep Aerith alive perhaps isn't really a surprise anymore, as the mod has been out for years and has some amount of notariety among the FF fan base.

With that said, I'd like to also bring forward two bugs that could be fixed in 2.0, both related to music.

The first is during the post-Jenova-battle scene after Aerith's death. When the characters mourn Aerith, right before Cloud picks up her body (or uses the phoenix down on her), the music that plays is the Aerith Church track, not the iconic sad theme. Then when the game transitions to the scene where Cloud puts the body in water, it's the correct music again. This bug seems to happen regardless of the choice made before the Jenova battle.

The second bug isn't born out of the mod; it's something present in every FF7 rerelease since the original game was released, and something that Square doesn't seem interested in patching. The music that plays during the pivotal scene in which Cloud kills Sephiroth (in the real flashback) isn't the right one. It's supposed to be Cloud's theme, at a very precise moment when the music crescendos; instead, it's the Mako Reactor theme. I timestamped a video at the correct moment during a playthrough of the game: https://www.twitch.tv/videos/465552182?t=2h39m6s (https://www.twitch.tv/videos/465552182?t=2h39m6s) (the streamer is aware of the bug and goes on to find a video of the original scene as it is meant to be played). It would be really nice of you if you could fix that bug for us, because Square won't. It's been years and they keep porting the game with the bug, and it's frustrating because that scene is the most important scene of the game.

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-28 00:09:49
I understand. I think adding a second choice (just as Cloud wants to use the phoenix down on Aerith) would be appreciated, as I think the frustration that comes with an unwanted scenario is preferable to avoid over keeping an element of surprise. I would also say that New Threat offering the option to keep Aerith alive perhaps isn't really a surprise anymore, as the mod has been out for years and has some amount of notariety among the FF fan base.

With that said, I'd like to also bring forward two bugs that could be fixed in 2.0, both related to music.

The first is during the post-Jenova-battle scene after Aerith's death. When the characters mourn Aerith, right before Cloud picks up her body (or uses the phoenix down on her), the music that plays is the Aerith Church track, not the iconic sad theme. Then when the game transitions to the scene where Cloud puts the body in water, it's the correct music again. This bug seems to happen regardless of the choice made before the Jenova battle.

The second bug isn't born out of the mod; it's something present in every FF7 rerelease since the original game was released, and something that Square doesn't seem interested in patching. The music that plays during the pivotal scene in which Cloud kills Sephiroth (in the real flashback) isn't the right one. It's supposed to be Cloud's theme, at a very precise moment when the music crescendos; instead, it's the Mako Reactor theme. I timestamped a video at the correct moment during a playthrough of the game: https://www.twitch.tv/videos/465552182?t=2h39m6s (https://www.twitch.tv/videos/465552182?t=2h39m6s) (the streamer is aware of the bug and goes on to find a video of the original scene as it is meant to be played). It would be really nice of you if you could fix that bug for us, because Square won't. It's been years and they keep porting the game with the bug, and it's frustrating because that scene is the most important scene of the game.

Thanks!

I'll sort those two things you mentioned in the current 1.5 build, I'm putting a patch together in lieu of a 2.0 release (had to delay it, was rushing it and things have been disrupted a fair bit with everything that's going on).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AuthenticM on 2020-03-28 00:15:58
I'll sort those two things you mentioned in the current 1.5 build, I'm putting a patch together in lieu of a 2.0 release (had to delay it, was rushing it and things have been disrupted a fair bit with everything that's going on).

That is much appreciated!

Would you have any estimation on when we could see 2.0? In a month? Two?

In any case, thanks a lot for your work. I really appreciate it. If you put as much care into FF8's New Threat as what went into FF7's, I know it'll be something special to also look forward to!

cheers
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drayenn on 2020-03-28 07:23:12
Did something change? I can't seem to change party leader on the Highwind, have I missed a trigger somewhere or has that feature been removed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ryudo on 2020-03-28 14:08:07
I'll sort those two things you mentioned in the current 1.5 build, I'm putting a patch together in lieu of a 2.0 release (had to delay it, was rushing it and things have been disrupted a fair bit with everything that's going on).

Nice to hear about a patch fix release for 1.5! Will that mean the dialog bugs that were mentioned earlier when you use Menu Overhaul will be fixed as well? (And possibly the Field Animation fixes for Dark Cave, etc?)

And again, thanks for all your work on this stuff so far!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-28 18:08:58
That is much appreciated!

Would you have any estimation on when we could see 2.0? In a month? Two?

In any case, thanks a lot for your work. I really appreciate it. If you put as much care into FF8's New Threat as what went into FF7's, I know it'll be something special to also look forward to!

cheers

Not sure yet.

Did something change? I can't seem to change party leader on the Highwind, have I missed a trigger somewhere or has that feature been removed?

It should be available after reaching the bottom of the North Crater and then coming back on Disc 3; the NPC on the right in the operations room handles it.

Nice to hear about a patch fix release for 1.5! Will that mean the dialog bugs that were mentioned earlier when you use Menu Overhaul will be fixed as well? (And possibly the Field Animation fixes for Dark Cave, etc?)

And again, thanks for all your work on this stuff so far!

I added a 7th anim so that'll hopefully sort out the dark cave thing. I'll try a default field for the shinra basement flashback, but if that doesn't fix it then it's going to have to be sorted on Menu Overhaul's end. I think one of the options on Chris' Stock UI mod avoids the issue but can't remember which.

The patch for 7h will include some extra options, been tinkering around with it. Should have been doing that years ago but was always a bit wary about making the regular installer different to the 7h version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GoGoGadget on 2020-03-28 22:36:35
I have tried multiple ways, both New Threat and New Threat Vanilla combat, to install this with the bundle gameplay mod that is included in 7th Heaven 2.0's default list.  It never installs correctly.  Only by downloading the file from here and installing it individually, but still via 7th Heaven 2.0, was I able to install it correctly. 

Thing is, it's hard to tell that it's not installed correctly for anyone that has never played it before.  Little things mess up, like characters not starting with certain materia, the chocobo encounter in the train tunnels still would happen but the chocobo model would be different and not use the abilities it's supposed to, you'd fight Plasmabuster twice in Reactor 5 instead of the soldiers encounter at the bomb site.  Kinda sucks that it's broken in the implementation that so many new players will experience it in.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: epsilon on 2020-03-29 01:35:29
I have tried multiple ways, both New Threat and New Threat Vanilla combat, to install this with the bundle gameplay mod that is included in 7th Heaven 2.0's default list.  It never installs correctly.  Only by downloading the file from here and installing it individually, but still via 7th Heaven 2.0, was I able to install it correctly.

For whatever is worth, I have used the regular install, the reunion install and 7th heaven and all worked out of the box (7th heaven has some known problems, but those are not NT specific). What you are describing sounds like a mod conflict -- so you probably should tell what is this "bundle gameplay mod that is included in 7th Heaven 2.0's default list" and people here might offer some help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ryudo on 2020-03-29 01:40:46
I have tried multiple ways, both New Threat and New Threat Vanilla combat, to install this with the bundle gameplay mod that is included in 7th Heaven 2.0's default list.  It never installs correctly.  Only by downloading the file from here and installing it individually, but still via 7th Heaven 2.0, was I able to install it correctly. 

Thing is, it's hard to tell that it's not installed correctly for anyone that has never played it before.  Little things mess up, like characters not starting with certain materia, the chocobo encounter in the train tunnels still would happen but the chocobo model would be different and not use the abilities it's supposed to, you'd fight Plasmabuster twice in Reactor 5 instead of the soldiers encounter at the bomb site.  Kinda sucks that it's broken in the implementation that so many new players will experience it in.

There are specific things you can check to see if it's all implemented correctly. (e.g. does starting a New Game ask you for Normal or Arrange mode), and whether or not the first battle in the game is with 'MP Trainees', etc. Potions healing for 300 HP instead of the old amount.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-03-29 02:56:39
For whatever is worth, I have used the regular install, the reunion install and 7th heaven and all worked out of the box (7th heaven has some known problems, but those are not NT specific). What you are describing sounds like a mod conflict -- so you probably should tell what is this "bundle gameplay mod that is included in 7th Heaven 2.0's default list" and people here might offer some help.

I don't know either what he means by "bundle gameplay mod..." When you configure and choose a gameplay option, only that one will load. I ALWAYS download the IRO from the OP here and copy it directly into the Catalog. The mod files are never altered. Subfolders are shifted to the root folder because 7H is having issues loading the flevel from subfolders, but it's tested and working before uploading.

Try not to believe everything that is written to be true. We all play with varying setups, and in so many cases, issues tend to narrow down to the user setup.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2020-03-29 12:44:57
I'll sort those two things you mentioned in the current 1.5 build, I'm putting a patch together in lieu of a 2.0 release (had to delay it, was rushing it and things have been disrupted a fair bit with everything that's going on).
Sounds good. And in regards to the Mideel memory sequence, will this update have the correct music play when Sephiroth gets thrown into the Lifestream? Square messed that scene up for the PC version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GoGoGadget on 2020-03-29 13:56:51
There are specific things you can check to see if it's all implemented correctly. (e.g. does starting a New Game ask you for Normal or Arrange mode), and whether or not the first battle in the game is with 'MP Trainees', etc. Potions healing for 300 HP instead of the old amount.

That's the problem, those things DID work.  But not everything else did. 

I don't know either what he means by "bundle gameplay mod..." When you configure and choose a gameplay option, only that one will load. I ALWAYS download the IRO from the OP here and copy it directly into the Catalog. The mod files are never altered. Subfolders are shifted to the root folder because 7H is having issues loading the flevel from subfolders, but it's tested and working before uploading.

Try not to believe everything that is written to be true. We all play with varying setups, and in so many cases, issues tend to narrow down to the user setup.

In 7th Heaven 2.0, there is a "Browse Catalog" tab.  This tab has a "Gameplay" mod that includes New Threat under "Difficulty."  Most new players are going to be using New Threat from there, like I did, instead of downloading the file from here, which I ended up doing and only then realized why New Threat was so hard for me.  Little things were screwed up.  For example, Aeris did NOT start with any materia, let alone mastered Barrier and MBarrier.  Red XIII did not have any materia, either.  Other little things were screwed up.

It was more a word of caution instead of looking for a fix.  I have already fixed the issue by just downloading the file from here.  But if you install it via the mod that is in the "Browse Catalog" tab of 7th Heaven 2.0, it doesn't work correctly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-03-29 14:31:02
Well I'm not going to take blame for it. SC is already upset with me, and I don't want to further upset him. I unpack the same IRO you download from the OP and put the same files in there. There's nothing I can do if no one figures out why they aren't getting the same results.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-29 16:36:28
Sounds good. And in regards to the Mideel memory sequence, will this update have the correct music play when Sephiroth gets thrown into the Lifestream? Square messed that scene up for the PC version.

I had a look into it and seems that the song set up for it doesn't loop midway for a little bit like the PSX version does, but DLPB's R06 has that loop added in to make it last the correct length of time. I've added that track to the Main Installer + IRO.

I have tried multiple ways, both New Threat and New Threat Vanilla combat, to install this with the bundle gameplay mod that is included in 7th Heaven 2.0's default list.  It never installs correctly.  Only by downloading the file from here and installing it individually, but still via 7th Heaven 2.0, was I able to install it correctly. 

Thing is, it's hard to tell that it's not installed correctly for anyone that has never played it before.  Little things mess up, like characters not starting with certain materia, the chocobo encounter in the train tunnels still would happen but the chocobo model would be different and not use the abilities it's supposed to, you'd fight Plasmabuster twice in Reactor 5 instead of the soldiers encounter at the bomb site.  Kinda sucks that it's broken in the implementation that so many new players will experience it in.

That's the problem, those things DID work.  But not everything else did. 
In 7th Heaven 2.0, there is a "Browse Catalog" tab.  This tab has a "Gameplay" mod that includes New Threat under "Difficulty."  Most new players are going to be using New Threat from there, like I did, instead of downloading the file from here, which I ended up doing and only then realized why New Threat was so hard for me.  Little things were screwed up.  For example, Aeris did NOT start with any materia, let alone mastered Barrier and MBarrier.  Red XIII did not have any materia, either.  Other little things were screwed up.

It was more a word of caution instead of looking for a fix.  I have already fixed the issue by just downloading the file from here.  But if you install it via the mod that is in the "Browse Catalog" tab of 7th Heaven 2.0, it doesn't work correctly.

Sounds like the scene.bin wasn't patched either if you got Air Buster at the Reactor 5 core instead of the Bio-troopers.

Well I'm not going to take blame for it. SC is already upset with me, and I don't want to further upset him. I unpack the same IRO you download from the OP and put the same files in there. There's nothing I can do if no one figures out why they aren't getting the same results.

So assuming my 2.0 install is working correctly, NT from the catalog (dated 3/3/2020) seems to be functioning as intended. Scene, Kernel, Flevel, Hext, battle/char, all passed. Mod.xml looks correct, no typos etc.

What I'm going to do is go through all of these mods in here and put a list together of what will conflict with NT. I'll also try to set up some kind of system where the game is capable of checking itself that all required files are in place, like a global var 'handshake' between the scene, kernel, flevel, and exe. I'll add a 'Test NT Installation' option to the New Game menu which will trigger a debug battle to perform the check.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2020-03-29 19:20:42
hey sega cheif

with the omega boss fight when you first get the KOTR materia, is ice storm spose to hit omega or the party insted, just curious
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-29 20:31:44
hey sega cheif

with the omega boss fight when you first get the KOTR materia, is ice storm spose to hit omega or the party insted, just curious

Shinryu's attacks can target both the player and Omega.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-29 23:24:52
I did a sweep of all the mods currently available from the Qhimm + Mods of the Round catalogs and found two conflicts:

1) ProtomanZxAdvent's Mod Compilation (Spell/Item Names Option) - Overwrites the Scene + Kernel and in any case the descriptions would be inaccurate to NT changes

2) ESUI Controller Addon - Shows button icons in dialogues instead of the default PC text. This overwrites the flevel if it's placed below NT. Chris was in touch recently about this so I'll look into adding support for that.

For Alyza: I'm adding these to my IRO's mod.xml.

<Compatibility>
   <Forbid ModID="ace21ed7-9e32-4782-b397-1ce937bf3507">Gameplay - Qhimm Catalog</Forbid>
   <Forbid ModID="fc1ef042-8e74-4d0b-b6e9-3a88f7dfdc0b">ProtomanZxAdvent's Mod Compilation</Forbid>
   <Forbid ModID="135478f5-b53f-4960-b411-b93370dc45da">ESUI Controller Addon</Forbid>
</Compatibility>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-03-30 01:24:34
Thank you for taking the time to check.

The ESUI Controller Addon will be inside the User Interface 3.1 update (using it now in testing), and it loads below Gameplay when auto sorting in 7H 2.0. This gives Gameplay the priority (top to bottom priority) for flevel loading and could explain why I don't have the same issue. I don't use the PZA Mod Compilation, so I didn't know about that one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2020-03-30 01:32:40
I had a look into it and seems that the song set up for it doesn't loop midway for a little bit like the PSX version does, but DLPB's R06 has that loop added in to make it last the correct length of time. I've added that track to the Main Installer + IRO.
Awesome thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drayenn on 2020-03-30 05:07:46
Are Stardusts supposed to deal that much damage? Having a stock of them has quickly invalidated a lot of fights.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ryudo on 2020-03-30 18:47:42
I was looking up some videos on NT 1.5 (and apparently found some 1.4 as well) - But I noticed a line in Sector 5 that was different from what I'm playing. It's the guy in the pipe.

In the videos of the people playing, Aerith says "This guy am sick" (Base vanilla has the famous "This guy are sick") line.

Either way, I was looking at the line in my game just now, and she says this instead: "These guy is sick"


Is the dialog random? One of the videos I watched had 1.5 NT too, so I should be getting "This guy am sick" too right? Unless it was changed recently in a mini update?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-30 19:49:37
Are Stardusts supposed to deal that much damage? Having a stock of them has quickly invalidated a lot of fights.

They are a bit too strong, but I left it be at the time when it mentioned before.

I was looking up some videos on NT 1.5 (and apparently found some 1.4 as well) - But I noticed a line in Sector 5 that was different from what I'm playing. It's the guy in the pipe.

In the videos of the people playing, Aerith says "This guy am sick" (Base vanilla has the famous "This guy are sick") line.

Either way, I was looking at the line in my game just now, and she says this instead: "These guy is sick"


Is the dialog random? One of the videos I watched had 1.5 NT too, so I should be getting "This guy am sick" too right? Unless it was changed recently in a mini update?

Will fix in the next update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ryudo on 2020-03-30 20:06:15
They are a bit too strong, but I left it be at the time when it mentioned before.

Will fix in the next update.

Ohh so something is different after all? I was thinking it was something on my side at first like an incorrect install or something (despite everything else working fine so far aside from known bugs), since me and the guy who made the video both had 1.5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yuffie1983 on 2020-03-30 22:13:56
Hey Cheif can I ask please what are the prizes you get for hitting 5000 points in the Speed Square game in the Gold Saucer. Thanks for the help.  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-30 23:09:25
Hey Cheif can I ask please what are the prizes you get for hitting 5000 points in the Speed Square game in the Gold Saucer. Thanks for the help.  :)

Umbrella if it's disc 1, flayer if it's disc 2/3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayoyo on 2020-03-31 02:53:15
ETA when 1.5 update gonna drop?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-03-31 07:19:05
I'm doing the Dark Cave sidequest, and I've just retrieved Cid and gotten out of the sewer. I have everyone in my party now except Yuffie, but I have nowhere else to go. There's no way up from Wall Market to the Shinra Building, which I'd intentionally left for last since I assumed it'd be last.

How do I progress from here?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: bonsa on 2020-03-31 09:37:29
firstly thanks for the mod, really enjoying it.

dont know where to post bugs, if this isnt the area for it my bad.

Using characters with "slash all" weapons and multi cut (dont know about 4cut cos i havent upgraded to it yet) locks the game. I tried it with barret/vincent and against multiple different types of enemy configurations and could recreate it constantly without failure. This bug only occurs when there are multiple enemies.

anyways thanks again for the mod and am looking forward to the ff8 one aswell, hope this helps.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drayenn on 2020-03-31 10:02:16
I'm doing the Dark Cave sidequest, and I've just retrieved Cid and gotten out of the sewer. I have everyone in my party now except Yuffie, but I have nowhere else to go. There's no way up from Wall Market to the Shinra Building, which I'd intentionally left for last since I assumed it'd be last.

How do I progress from here?

Did you pick up the Sense materia from the giant hand?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-31 10:27:23
ETA when 1.5 update gonna drop?

Soonish.

I'm doing the Dark Cave sidequest, and I've just retrieved Cid and gotten out of the sewer. I have everyone in my party now except Yuffie, but I have nowhere else to go. There's no way up from Wall Market to the Shinra Building, which I'd intentionally left for last since I assumed it'd be last.

How do I progress from here?

Yuffie is found in the junkyard connecting to Wall Market; there's a giant hand structure on that screen with a yellow Materia on it.

firstly thanks for the mod, really enjoying it.

dont know where to post bugs, if this isnt the area for it my bad.

Using characters with "slash all" weapons and multi cut (dont know about 4cut cos i havent upgraded to it yet) locks the game. I tried it with barret/vincent and against multiple different types of enemy configurations and could recreate it constantly without failure. This bug only occurs when there are multiple enemies.

anyways thanks again for the mod and am looking forward to the ff8 one aswell, hope this helps.

I'm setting 4x-Cut and 2x-Cut to use command-based targeting again rather than weapon-based targeting which should fix this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: bonsa on 2020-03-31 10:37:31
im assuming that means goodbye to the dream of 4x slash all on barret and vincent
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayoyo on 2020-03-31 13:02:26
Has arrange mode been fixed? I remember there being talks about glitches with the final bosses or something, but is everything aight nowadays? Thinking of trying that mode this time around, having completed the normal mode some time ago.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-03-31 13:40:40
Has arrange mode been fixed? I remember there being talks about glitches with the final bosses or something, but is everything aight nowadays? Thinking of trying that mode this time around, having completed the normal mode some time ago.

I went through it to make sure the script is going to the 1-party battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: coredumperror on 2020-04-01 05:07:44
Is Princess Guard supposed to also grant Resist? Because it seems like it does, which really f&*ks you over if you're using Aeris with Princess Guard and Mega All, and she gets confused. Because the first thing she does is attack the whole party, which then makes it impossible to remove her Confusion.

In fact, I think Resist causing you to be unable to remove status effects, or add positive ones, makes it almost completely worthless. I've found myself using Ribbons for all of one fight in this entire game, because not being able to buff your allies really sucks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-01 12:38:01
It should just be Shield it gives; this nullifies physical damage which may make it tougher to remove Confusion but there is an item that can remove it. Maiden's Grace (the replacement of Maiden's Kiss) removes Berserk + Confu from a character. Esuna can also do it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yuffie1983 on 2020-04-02 18:44:59
Mr Chief just wondering can Dragonforce enemy skill counter act Death Sentence.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-02 21:21:19
Mr Chief just wondering can Dragonforce enemy skill counter act Death Sentence.

They don't appear to interact with each other in any way; Dragon Force applies haste, berserk, and auto-crits while Death Sentence applies Death Sentence.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yuffie1983 on 2020-04-02 22:07:31
They don't appear to interact with each other in any way; Dragon Force applies haste, berserk, and auto-crits while Death Sentence applies Death Sentence.

Sorry not dragonforce my bad, Death Force it say's protects against KO status. Would that counter act against Death Sentence.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-03 01:40:01
Sorry not dragonforce my bad, Death Force it say's protects against KO status. Would that counter act against Death Sentence.


Ah, yes. It allows death sentence to keep ticking down but then blocks the insta-KO at the end of it. For that reason it's a good combo with Curse Ring or Tifa's Powersoul. One thing to note though, Death Force has a not-so-well known quality in that one character can only apply it to one target. That means if, say, Cloud were to cast Death Force on Barret, and then on his next turn cast it again on Tifa, then Barret will lose the effect of Death Force and Tifa will get it.

So to cover the whole team with Death Force, you need it on 3 Enemy Skill Materia...but NT only makes one Enemy Skill Materia available so...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Yuffie1983 on 2020-04-03 10:39:10
Ah, yes. It allows death sentence to keep ticking down but then blocks the insta-KO at the end of it. For that reason it's a good combo with Curse Ring or Tifa's Powersoul. One thing to note though, Death Force has a not-so-well known quality in that one character can only apply it to one target. That means if, say, Cloud were to cast Death Force on Barret, and then on his next turn cast it again on Tifa, then Barret will lose the effect of Death Force and Tifa will get it.

So to cover the whole team with Death Force, you need it on 3 Enemy Skill Materia...but NT only makes one Enemy Skill Materia available so...

Right thank you for that, that does help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Snoge on 2020-04-03 11:03:40
I made an interesting observation on the Big Brawl issue. For me at least the animation works, but there is seemingly no damage dealt. Seemingly, because the damage doesn't "pop-up", but I never did check if there actually was damaged dealt without the popup. I no for certain that it did work for me, but stopped working at some point in Midgar. I think it might've worked during my first attempt(s) on the Curator, but on the latter attempts it didn't work anymore.

Then against the little tadpole-like enemies inside the northern cave, I noticed that even though there doesn't appear to be damage dealt, the KO does work. It's a bit glitchy though: The enemies don't disintegrated like they should, the fight just ends with a victory fanfare, there is no sound-effect for the hits, and no damage pop-ups (no numbers.). But the limit definitely works to some degree at the very least.

In case you're addressing this issue, I hope this observation if of some help! :)

Edit: I just found out that it definitely deals damage, it just doesn't show
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drayenn on 2020-04-03 14:23:13
Had an issue in the Northern Crater, the room with the save point after you go left and then down iirc, also has an added effect materia that looks really white??

Anyways, I couldn't get Cloud to jump back up after a certain point, no matter what I did. Any ideas?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arranged on 2020-04-03 16:53:18
tl;dr - Is there a way to confirm that I'm actually playing in Arrange Mode?

I'm certain that I picked Arrange Mode when I started my game. And various boss encounters like double Air Bombers and having to fight all three Gunners at once on the Shinra HQ elevator seem to confirm that selection. But I noticed a sharp drop in difficulty after leaving Midgar. At first, I attributed it to unlocking the Rank Up system. Then I got to Jenova VECTOR and was very alarmed when she never summoned her two Vector Node adds. I found an LP of the fight on Youtube that was supposedly using Arrange Mode and v1.5 of the mod where the boss did indeed summon the adds and also seemed to have much more HP than in my own playthrough (15k instead of 10k in mine). Although I noticed that the video I was watching was three years old which makes me wonder if the boss has been tweaked since then in some minor revision that the patch number wasn't incremented for.

So is there any way to be certain that I am indeed still playing Arrange Mode from within the game? Anything at all that would definitely be different? The only theory I have regarding how it could've gotten switched is related to the fact that I initially started playing on normal mode, decided I wanted more of a challenge, started a new save on Arrange Mode, and then shortly after leaving Midgar was right when I saved over those original normal mode save slots with my Arrange Mode playthrough. I have no idea how the mod tracks which mode each save is supposed to be so that's just the only wild guess I have about how a switch might have occurred assuming that the Jenova VECTOR behavior I'm describing isn't normal.

Besides this weird difficulty curve that may be the result of a bug caused by my own actions, I've been mostly loving how the mod makes the game feel fresh and even more polished than the original ever was. Based on what I've seen of Remake, I don't expect half as much out of that, especially given that it's gonna be a trilogy that won't be finished for years.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Eddiefonzarelli on 2020-04-03 23:09:45
Sega Chief,

Im sorry to dump more onto your desk but...

In the flashback to Shin-ra Mansion, Sephiroths dialogue windows are glitched as he reads up on his origins. Initially, no windows pop up and Sephiroth just paces with a book in hand. If one pushes a button the window(s) pop up for a frame or two and disappear.

I'm running a lot of the mods that come with the 7th Heaven 2.0 program. Please advise

EDIT: I've fixed it! I changed 2 thing so i dunno which worked but the 1st was change Enhanced Stock UI2 - Field Dialogue Style to 'Stock' and the 2nd was DPI compatability in 7th heaven's exe properties :)





PS the piano inputs, some wont work in this flashback. is that by design?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-04 00:37:37
I made an interesting observation on the Big Brawl issue. For me at least the animation works, but there is seemingly no damage dealt. Seemingly, because the damage doesn't "pop-up", but I never did check if there actually was damaged dealt without the popup. I no for certain that it did work for me, but stopped working at some point in Midgar. I think it might've worked during my first attempt(s) on the Curator, but on the latter attempts it didn't work anymore.

Then against the little tadpole-like enemies inside the northern cave, I noticed that even though there doesn't appear to be damage dealt, the KO does work. It's a bit glitchy though: The enemies don't disintegrated like they should, the fight just ends with a victory fanfare, there is no sound-effect for the hits, and no damage pop-ups (no numbers.). But the limit definitely works to some degree at the very least.

In case you're addressing this issue, I hope this observation if of some help! :)

Edit: I just found out that it definitely deals damage, it just doesn't show

Yeah I think it's the animation data is broken. Each animation has a hook to show damage numbers, etc. Big Brawl is supposed to have multiple but they don't appear to be working. If you set an attack that has no damage display hooks with actual damage formula, then it won't show anything but it will calculate the damage correctly. Same with adding multi hit to an animation that usually only has 1 hit in it.

Had an issue in the Northern Crater, the room with the save point after you go left and then down iirc, also has an added effect materia that looks really white??

Anyways, I couldn't get Cloud to jump back up after a certain point, no matter what I did. Any ideas?

There is a route back up, but it depends where you are. I would find one of the save points and disable random encounters while you look for the route up, it can be a bit of a round-about way to go. If you reach the bottom there's also a teleport NPC to get back to the Highwind if needed.

As for the white added effect, might either be a missing texture if field model mods are installed or the shine effect on the flevel code messed up.


tl;dr - Is there a way to confirm that I'm actually playing in Arrange Mode?

I'm certain that I picked Arrange Mode when I started my game. And various boss encounters like double Air Bombers and having to fight all three Gunners at once on the Shinra HQ elevator seem to confirm that selection. But I noticed a sharp drop in difficulty after leaving Midgar. At first, I attributed it to unlocking the Rank Up system. Then I got to Jenova VECTOR and was very alarmed when she never summoned her two Vector Node adds. I found an LP of the fight on Youtube that was supposedly using Arrange Mode and v1.5 of the mod where the boss did indeed summon the adds and also seemed to have much more HP than in my own playthrough (15k instead of 10k in mine). Although I noticed that the video I was watching was three years old which makes me wonder if the boss has been tweaked since then in some minor revision that the patch number wasn't incremented for.

So is there any way to be certain that I am indeed still playing Arrange Mode from within the game? Anything at all that would definitely be different? The only theory I have regarding how it could've gotten switched is related to the fact that I initially started playing on normal mode, decided I wanted more of a challenge, started a new save on Arrange Mode, and then shortly after leaving Midgar was right when I saved over those original normal mode save slots with my Arrange Mode playthrough. I have no idea how the mod tracks which mode each save is supposed to be so that's just the only wild guess I have about how a switch might have occurred assuming that the Jenova VECTOR behavior I'm describing isn't normal.

Besides this weird difficulty curve that may be the result of a bug caused by my own actions, I've been mostly loving how the mod makes the game feel fresh and even more polished than the original ever was. Based on what I've seen of Remake, I don't expect half as much out of that, especially given that it's gonna be a trilogy that won't be finished for years.

Some bosses were modified in the last few years and don't carry as much HP, etc. The nodes on Jenova Vector don't always spawn for some reason. Nothing in there would have switched Arrange mode off, so I guess the difficulty dip is to do with boss nerfs and just general flaws in the AI script I used to modify enemy stats on Arrange mode. When you reach Mt. Nibel,

Sega Chief,

Im sorry to dump more onto your desk but...

In the flashback to Shin-ra Mansion, Sephiroths dialogue windows are glitched as he reads up on his origins. Initially, no windows pop up and Sephiroth just paces with a book in hand. If one pushes a button the window(s) pop up for a frame or two and disappear.

I'm running a lot of the mods that come with the 7th Heaven 2.0 program. Please advise

EDIT: I've fixed it! I changed 2 thing so i dunno which worked but the 1st was change Enhanced Stock UI2 - Field Dialogue Style to 'Stock' and the 2nd was DPI compatability in 7th heaven's exe properties :)

PS the piano inputs, some wont work in this flashback. is that by design?

Yeah, that's the menu overhaul; not sure why it does that; for the patch I'm working on I've replaced the field with a vanilla one so that should hopefully be resolved.

The piano inputs should work; maybe some keymaps for the shoulders are off?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Arranged on 2020-04-04 01:07:45
Some bosses were modified in the last few years and don't carry as much HP, etc. The nodes on Jenova Vector don't always spawn for some reason. Nothing in there would have switched Arrange mode off, so I guess the difficulty dip is to do with boss nerfs and just general flaws in the AI script I used to modify enemy stats on Arrange mode. When you reach Mt. Nibel,

"When you reach Mt. Nibel"...? I feel like you were on the verge of answering my question about confirming that I'm definitely still in Arrange Mode but mispasted or something.

After reading some of your recent posts, I noticed that you've been having compatibility issues with ESUI, especially related to the separate "ESUI Controller Addon" mod, which I just happened to install right after leaving Midgar when the symptoms of this problem first emerged. I saw you made a post about how NT won't allow that mod to be active at the same time in the future. I've deactivated both it and ESUI in 7H but am still trying to determine if I need to resume my game from an old save to continue in Arrange Mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-04 02:54:35
Oh whoops.

I was going to say, when you reach Mt. Nibel you'll fight a different variant of the Keeper boss compared to normal mode. Sorry about that. ESUI I think can overwrite the flevel, so while the battles are unaffected it will leave you on a default flevel which will definitely cause serious problems the longer it's in there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drayenn on 2020-04-04 04:35:30
There is a route back up, but it depends where you are. I would find one of the save points and disable random encounters while you look for the route up, it can be a bit of a round-about way to go. If you reach the bottom there's also a teleport NPC to get back to the Highwind if needed.

As for the white added effect, might either be a missing texture if field model mods are installed or the shine effect on the flevel code messed up.

Yeah but I can't seem to trigger Cloud's jump at like, any point on that screen. Got locked out and had to restart.

Also I think the white shine on the materia is just how it looked.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-04-04 09:20:06
The nodes on Jenova Vector don't always spawn for some reason.

I don't think I've ever seen those nodes on Arrange type, but I've only played 1.4 and 1.5 patches.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Fauve on 2020-04-04 10:13:58
tl;dr - Is there a way to confirm that I'm actually playing in Arrange Mode?

I'm certain that I picked Arrange Mode when I started my game. And various boss encounters like double Air Bombers and having to fight all three Gunners at once on the Shinra HQ elevator seem to confirm that selection. But I noticed a sharp drop in difficulty after leaving Midgar. At first, I attributed it to unlocking the Rank Up system. Then I got to Jenova VECTOR and was very alarmed when she never summoned her two Vector Node adds. I found an LP of the fight on Youtube that was supposedly using Arrange Mode and v1.5 of the mod where the boss did indeed summon the adds and also seemed to have much more HP than in my own playthrough (15k instead of 10k in mine). Although I noticed that the video I was watching was three years old which makes me wonder if the boss has been tweaked since then in some minor revision that the patch number wasn't incremented for.

So is there any way to be certain that I am indeed still playing Arrange Mode from within the game? Anything at all that would definitely be different? The only theory I have regarding how it could've gotten switched is related to the fact that I initially started playing on normal mode, decided I wanted more of a challenge, started a new save on Arrange Mode, and then shortly after leaving Midgar was right when I saved over those original normal mode save slots with my Arrange Mode playthrough. I have no idea how the mod tracks which mode each save is supposed to be so that's just the only wild guess I have about how a switch might have occurred assuming that the Jenova VECTOR behavior I'm describing isn't normal.

Besides this weird difficulty curve that may be the result of a bug caused by my own actions, I've been mostly loving how the mod makes the game feel fresh and even more polished than the original ever was. Based on what I've seen of Remake, I don't expect half as much out of that, especially given that it's gonna be a trilogy that won't be finished for years.
Yeah the difficulty curve for arrange mode is kind of weird. I’m still not fully sure why, but I think limit breaks might be part of the reason. I literally one-shotted the Cave of Gi boss with Cloud’s Climmhazard. And Tifa trivialized a lot of midgame boss fights because her limit breaks hit like a freight train. The hard fights were mostly at the beginning of the game (when limits weren’t developed much yet) and at the end of the game (when bosses finally had enough health pools to compensate for the high limit break damage). That all being said, most of the end game boss fights are really great. I don’t want to spoil too much, but a lot of them had awesome mechanics that you couldn’t just brute force your way through and made for really interesting fights.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2020-04-04 16:57:15
Hi Sega Chief and people of the forum.

There has been a long time since I posted here, is nice to see that the project is still goin forward, I just wanted to make a small question.

I remember that in one of the previous posts Sega Chief mentioned the possibility of expanding Aerith's role in the history of the game when you decide to save her, is this possibility still being considered, and if so, have been any progress in that front? 

Ayway keep the good work and stay safe.  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-05 00:12:07
Hi Sega Chief and people of the forum.

There has been a long time since I posted here, is nice to see that the project is still goin forward, I just wanted to make a small question.

I remember that in one of the previous posts Sega Chief mentioned the possibility of expanding Aerith's role in the history of the game when you decide to save her, is this possibility still being considered, and if so, have been any progress in that front? 

Ayway keep the good work and stay safe.  :)

I've decided not to do that; I'm reviewing her dialogue, animations etc. past Disc 1 because it was done pre-1.0 when I was very new to field scripting and likely needs adjustments but I don't think I'd like to add extra scenes, etc. It starts to take the mod in a different direction to where I want it to be when I leave it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: demos1085 on 2020-04-05 00:24:09
Oh I see, I would have like to see a little more of her, but just having her back in the party is good.

I wonder if she will have a little better luck in the Final Fantasy 7 Remake, I think I heard a line about "Changing fate" in the trailer, so maybe she is no doomed this time, who knows, anyway that remake is looking awesome.

Thanks for the quick answer and have a nice day.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2020-04-06 19:36:45
I saw that the Rank Up system is getting tweaked (or at least when the rank ups happen is getting changed), and am curious what changes you have in mind for Ranking Up in 2.0.

I hope it offers more freedom than the current system in 1.5, since it very heavily strong-arms some characters into certain roles, such as Yuffie getting Strength in all of her Rank Ups pushing her into being a physical fighter, while having very few options for raising her defenses (especially her Spirit) or focusing her into being a Mage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayoyo on 2020-04-07 21:47:11
recent talks regarding arrange mode give the impression that it's pretty uneven/unbalanced which is turning me off it a bit. Is it more like just nitpicking, with the mode overall still being consistently more challenging than normal or are there problems that might even make it feel easier or something? Is it a good overall experience for someone who above all wants challenge?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-07 23:05:24
I saw that the Rank Up system is getting tweaked (or at least when the rank ups happen is getting changed), and am curious what changes you have in mind for Ranking Up in 2.0.

I hope it offers more freedom than the current system in 1.5, since it very heavily strong-arms some characters into certain roles, such as Yuffie getting Strength in all of her Rank Ups pushing her into being a physical fighter, while having very few options for raising her defenses (especially her Spirit) or focusing her into being a Mage.

The system is dropping the +5 flat bonus and instead having stat growths from level ups again. Players pick the bonus they want from the five options as before. If it proves to be messy then I'll put it back to the static stats. The rank options themselves will be reviewed.

recent talks regarding arrange mode give the impression that it's pretty uneven/unbalanced which is turning me off it a bit. Is it more like just nitpicking, with the mode overall still being consistently more challenging than normal or are there problems that might even make it feel easier or something? Is it a good overall experience for someone who above all wants challenge?

Arrange is a bit patchy. The enemies universally get a level boost which ups their damage and some unlock alternate attacks. Some bosses are swapped out with different variants and this is where people have a mixed experience. The Bottomswell replacement was much more difficult than its replacement (it had to be nerfed down), whereas the Gate replacement is said to be easier (that was since buffed a bit). I've overhauled Arrange on the 2.0 build, but I'm also doing a lot of alternate field script scenes which is slowing it down.

If you haven't already, then Gjoerulv's Hardcore mod is a good one to pick up. Challenge runs are also an option (LLNIIENACMO is an interesting one). Challenge mods also exist; I made a mod called True Necrosis that has the player start with 9999/999 on each character but with all sources of healing disabled as a kind of logistical challenge. Gjoerulv also made a challenge mod called Monomod which gives the player every pieces of equipment etc. but locks them to Lv.1 with 1 in each stat (except HP/MP).

***

Thanks to T.G. in Brazil for the donation; hope things don't get too bad over there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2020-04-08 00:37:14
Quote
The system is dropping the +5 flat bonus and instead having stat growths from level ups again. Players pick the bonus they want from the five options as before. If it proves to be messy then I'll put it back to the static stats. The rank options themselves will be reviewed.
That sounds good. As for changing the Rank Up Options, I personally really like Red's choices for Rank Ups. His choices make it very clear and easy to build him as desired without the worry of "wasting" rank ups or feeling like you're not using him right. I think reworking everyone else's Rank Up choices to be similar to Red's would work great.

Another option, if possible, would be to give players the freedom to simply choose how many sources (out of a fixed number per rank up) of whichever stats they want on a Rank Up.

For example:
-Give the players, say, 20 "Points" to "buy" the sources they want for the rank up
-The player "buys" 10 Power Sources, 6 Speed Sources, 2 Guard Sources, and 2 Mind Sources for Tifa

This would especially help later in the game if players find that they didn't invest enough into a party member's defenses early on, while not having to "waste" a Rank Up or two to patch up the low bulk and get stats they don't want to invest in (such as Strength on a Mage character).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Eddiefonzarelli on 2020-04-08 04:00:31
Hi there!

Thanks for taking the time on this mod. It is really quite something. One of the all time greats i think.

Besides that, ive finally made it to the bottom of the crater and was wondering where I missed the Odin Summon. I looked in the "where is the thing".txt and an updated google doxs spreadsheet but neither is specific about any summon materia. Help a brother out as Investigate these reports of newthreats?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2020-04-08 04:32:34
The Odin Summon Materia is in the Shinra Mansion in Nibleheim. You need to open the safe to get it. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Eddiefonzarelli on 2020-04-08 07:29:37
Thank you very Much. I didnt did nearly enough side questing before the choice to past the point of no return so nows the time.

The difficult, while spiking meanfully at Valiant Clod, was just so perfect i had to keep playing to this point without distraction. I was ABSOLUTELY ADDICTED to this mod and its story changes. So good.

Thanks again
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drayenn on 2020-04-08 08:31:47
I saw that the Rank Up system is getting tweaked (or at least when the rank ups happen is getting changed), and am curious what changes you have in mind for Ranking Up in 2.0.

I hope it offers more freedom than the current system in 1.5, since it very heavily strong-arms some characters into certain roles, such as Yuffie getting Strength in all of her Rank Ups pushing her into being a physical fighter, while having very few options for raising her defenses (especially her Spirit) or focusing her into being a Mage.

To be fair, that's kinda the point to differentiate the characters a bit more. You're not supposed to be able to make anyone do anything, but have them be focused on a few different things. Yuffie isn't meant to be able to be raised as a tank.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2020-04-08 10:33:39
With the planned changes for Rank Up, and the return of per level stat gains, I guess the concern of Yuffie's Vitality or Spirit deficiency will be less of a point. You'll likely be gaining enough to make her options more comfy. Though, I don't see the point in complaining about building her for full Vitality when she has a passive specialized vs physical attacks.  ???

Also, just want to say take care, everyone.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2020-04-08 17:56:01
Quote
You're not supposed to be able to make anyone do anything, but have them be focused on a few different things.
The fun of customizing mechanics like the Rank Up system is building characters to do something they're normally not meant to do, such as Aerith being a physical attacker or Tifa being your Mage.

Quote
Yuffie isn't meant to be able to be raised as a tank.
The main reason I brought up her lack of options to raise her defenses is that, to no one's surprise, low defenses lead to getting one-shot by the late game bosses and tougher random encounters. It's kind of hard to use Yuffie if she's prone to getting one-shot late game.

Quote
Yuffie has a passive specialized vs physical attacks.
It's been mentioned before, but her passive doesn't even work. If I remember right, it had to do with how the game handles Evade? I'm sure someone else can explain it properly. Plus SegaChief is planning on changing her passive since her current one doesn't work right.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bowser9 on 2020-04-08 19:45:46
When did it break? When I completed the game on 1.3 and then again on 1.4, perfect dodge was working fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2020-04-08 22:12:05
I went and tested it out to make sure, and it seems to be working right? Testing out against a Kalm Fang, Yuffie dodged every attack until I cast Renew on her (but there was no "Perfect Dodge Off" pop-up message afterwards). Maybe the posts I saw about it not working was prior to 1.3?

Either way, Yuffie's Perfect Dodge isn't very good comparatively speaking, especially when Lucky Evades exist and Luck being fairly easy to pump up to 200 (or close to 200) for a flat 50% chance to avoid any non-Magic attack.

EDIT:
I forgot to mention that Covering overrides the Evade% stat, so Yuffie can't be a Dodge Tank relying on Perfect Dodge. However, Covering doesn't override Lucky Evades, which just goes back to my point of Lucky Evades alone making Perfect Dodge a very lackluster passive.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Eddiefonzarelli on 2020-04-10 03:09:53
Dark Cave Mirage Boss fight Bug

So im reporting this outta frustration cuz mirage has some abilities that say " f yo' ribbon" and im just giving up on the dark cave so i can (hopefully) beat Sephiroth and Finish the game b4 Remake is available

So the bug is...sometimes when Mirage Casts Taryarus(the spell with the Animation of Quake 3) the game crashes.

7th heaven 2.0
All mods except gameplay turned off

I still LOVE the mod but Mirages debuffs are crazy frustrating in this time of me trying to speedrun Tifas ultimate weapon amd Sephiroths defeat.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheNathanParable on 2020-04-11 22:52:25
I'm sorry if this has been answered already, but i'm using 7th Heaven 2.0 with the Enhanced Stock UI mod, and one of the features of that mod is graphics for gamepad button prompts.

Now, there is an additional mod (ESUI Controller Addition) that adds controller icons to game dialogue (so it'll show the icon rather than "[CANCEL]"), but it's incompatible with gameplay mods and seems to have no effect on New Threat.

Are there any plans to add such a feature into New Threat (like at save points, where it shows all those "[PAGEUP]" and "[CAMERA]" button prompts)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: brojio on 2020-04-11 23:26:42
Hi, so I am not sure what I am doing wrong. I have installed the new Reunion R06 mod and it works perfectly. I have tried to install New Threat 1.5 R06 version by dropping the files where there are supposed to go and the primary installer but when I start a new game it does not pop up to give the Arranged or Normal difficulty so I don't believe the NT is actually working. Any tips from experienced modders? It works when I use 7th Heaven but I have uninstalled that and got a fresh install of FF7 Steam Version to try Reunion instead. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-04-12 00:33:11
I'm sorry if this has been answered already, but i'm using 7th Heaven 2.0 with the Enhanced Stock UI mod, and one of the features of that mod is graphics for gamepad button prompts.

Now, there is an additional mod (ESUI Controller Addition) that adds controller icons to game dialogue (so it'll show the icon rather than "[CANCEL]"), but it's incompatible with gameplay mods and seems to have no effect on New Threat.

Are there any plans to add such a feature into New Threat (like at save points, where it shows all those "[PAGEUP]" and "[CAMERA]" button prompts)?

We want to work with SC to get ESUI + Controller Addon compatible with NT. But I think before any steps can be made, we need to wait for the next big update to NT 1.5 and see what SC says from there. Making compatibility patches to mods that are still changing can offer new problems that we want to avoid.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-14 15:43:12
For the buttons thing, is just adding it to the flevel text enough to suffice? How do the shoulder/d-pad/select/start buttons work?

Edit: I checked the chunks within the ESUI Controller Addon with a hex editor and got a list of (most) of the button codes being used:

98 OK
95 Cancel
97 Menu
BE Up
BF Down
93 Left
94 Right
99 L1
9A R1
81 Select
82 Start

In the makou tool's text editor, it has a shortcut for adding the action buttons (Circle, etc.) like this: {CIRCLE} which gets translated into the relevant hex code (0x98 in this case). But there's no listing option in the tool for the shoulders/d-pad/select/start buttons. How did you add them in?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kiddavidacus on 2020-04-14 20:13:35
Hi, so I am not sure what I am doing wrong. I have installed the new Reunion R06 mod and it works perfectly. I have tried to install New Threat 1.5 R06 version by dropping the files where there are supposed to go and the primary installer but when I start a new game it does not pop up to give the Arranged or Normal difficulty so I don't believe the NT is actually working. Any tips from experienced modders? It works when I use 7th Heaven but I have uninstalled that and got a fresh install of FF7 Steam Version to try Reunion instead.

I got it to work. You need to put the new threat f06 version in the folder 'Custom" in the Reunion folder. After that you need to go into the Options.ini of the Reunion folder and change the Mod_ID to the name of that folder so in this case New_Threat_Final
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Downgraded286 on 2020-04-15 01:40:38
Hello... first I'd like to thank you for making this mod. It's really neat with all the rebalanced equipment, enemies and new content. There were a number of instances where I was forced to alter my setup to deal with the given situation... you can't just overlevel and crush everything, and at the same time, it's not impossible either. The cleaned up dialogue and the quality of life features are really nice too... and I appreciate all the jokes and trolls. The Sense materia was fantastic... (you know which one).

That said, I've found a couple bugs:

The new save point by the Mako pool before Schizo (Phrenia) has a problem. It's easy to softlock the game by getting a double dialogue with the Mako pool and the save point. Perhaps this save point could be moved a little further away from the pool?

The final battle with Sephiroth... normally, if you wait for him to hit you, Cloud immediately does a counterattack and kills Sephiroth. In NT, Cloud did not counterattack, and as soon as Sephiroth hit him, the options box went away (as if I was holding square/switch). Sephiroth continues to attack Cloud infinitely, and I'm just stuck.

Finally, I have a feature request: the leveling system is pretty cool, but it would be even better if there was a way to reset your characters and try something different. Then again, at this point it's not really that hard to just start a new game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Where_Max_Ray? on 2020-04-15 14:14:42
@Sega Chief

Can you please check the drops for "Max Ray" on armored golem? I have spent 2 hours killing them without morph/stealing, and have yet to get one. I have also spent 2 hours before that with morph/stealing because I didn't know that affected drops. I am trying to make the Missing score, and I have definitely failed hard and trying to get this done. I am on version 1.5 and have no other mods on besides Qhimm ones in 7th heaven.

Thank you

Edit/Update:
Guess I had really bad luck with that 50% drop rate. I spent 2 more hours on it and finally got it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-16 01:55:31
Hello... first I'd like to thank you for making this mod. It's really neat with all the rebalanced equipment, enemies and new content. There were a number of instances where I was forced to alter my setup to deal with the given situation... you can't just overlevel and crush everything, and at the same time, it's not impossible either. The cleaned up dialogue and the quality of life features are really nice too... and I appreciate all the jokes and trolls. The Sense materia was fantastic... (you know which one).

That said, I've found a couple bugs:

The new save point by the Mako pool before Schizo (Phrenia) has a problem. It's easy to softlock the game by getting a double dialogue with the Mako pool and the save point. Perhaps this save point could be moved a little further away from the pool?

The final battle with Sephiroth... normally, if you wait for him to hit you, Cloud immediately does a counterattack and kills Sephiroth. In NT, Cloud did not counterattack, and as soon as Sephiroth hit him, the options box went away (as if I was holding square/switch). Sephiroth continues to attack Cloud infinitely, and I'm just stuck.

Finally, I have a feature request: the leveling system is pretty cool, but it would be even better if there was a way to reset your characters and try something different. Then again, at this point it's not really that hard to just start a new game.

I'll move the save point further away; I wasn't aware there was a bug there.

The final battle is a fairly serious bug that I've fixed for an impending patch. I'll be looking to upload that tomorrow (it also contains other fixes, etc).

A respec can be done, I just need to figure out what's needed in the .exe to make the new opcodes work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Braeden on 2020-04-16 13:44:52
hi

I just started to play this Mod but it seems that the materia system does not work. for example the materia cover starts 30% and has 5 stars or if i read the doc correctly it should be 20% and 4 star.

the magic material (fire, ice, etc) gives bonuses similar to the basic game I think (vitality -03, magic def -03, maxmp +03%). for the rest of the mod everything seems to work (the potions makes 300pv, the enemies are modified, combat script not present in the basic game are here, ect)

do i miss somephing or my install is wrong ?

I play the steam version and I put the language in English before installing the main game. i use the lastest version of the mod and i used the installer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Snoge on 2020-04-16 20:16:35
Hi!

Almost through with the mod. It's awesome. Thank you very much.

The game softlocked for me on the way to the underwater reactor, while I was fighting those two goons and a soldier (I can't remember the name's...). I just beat
Spoiler: show
Carminen Weapon
, and forgot to save, and I'm feeling a bit salty about that... But I didn't come here to blame it on anyone. Only to report getting softlocked.

I can't say much about what happened. I was morphing the enemies down there, and I believe I use Slash-all queued with Aeris on the enemies. She was equipped with Fairy Tale. That's all I can recall from my side.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-16 21:42:44
hi

I just started to play this Mod but it seems that the materia system does not work. for example the materia cover starts 30% and has 5 stars or if i read the doc correctly it should be 20% and 4 star.

the magic material (fire, ice, etc) gives bonuses similar to the basic game I think (vitality -03, magic def -03, maxmp +03%). for the rest of the mod everything seems to work (the potions makes 300pv, the enemies are modified, combat script not present in the basic game are here, ect)

do i miss somephing or my install is wrong ?

I play the steam version and I put the language in English before installing the main game. i use the lastest version of the mod and i used the installer.

That sounds unusual; the .EXE is definitely patched (a 3% MP bonus doesn't exist in vanilla), so it's likely the kernel that hasn't been patched which has the data for how many stars a Materia can have etc. However, if the kernel is unpatched then that would mean the following:

1) Cloud started with only Ice and Bolt, and not Fire
2) Potions heal 100HP in battle, but heal 300HP in the field menu
3) Wrong encounters would be loading, resulting in crashes/overpowered enemies appearing

When starting a new game, does Cloud have access to Fire, Ice, and Bolt or just Ice & Bolt?

Hi!

Almost through with the mod. It's awesome. Thank you very much.

The game softlocked for me on the way to the underwater reactor, while I was fighting those two goons and a soldier (I can't remember the name's...). I just beat
Spoiler: show
Carminen Weapon
, and forgot to save, and I'm feeling a bit salty about that... But I didn't come here to blame it on anyone. Only to report getting softlocked.

I can't say much about what happened. I was morphing the enemies down there, and I believe I use Slash-all queued with Aeris on the enemies. She was equipped with Fairy Tale. That's all I can recall from my side.

That softlock is to do with one of the SOLDIER enemies I think, I've got it sorted in the patch I'm uploading tonight though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-17 02:43:12
The patch for NT 1.5. Changelog is below the links.

My 7h is on the fritz again so I'm not updating the links on the front page just yet; let me know if the IRO loads and if the options inside it work (only battle model swaps/costumes for now). I know people prefer their hi-res stuff, but maybe somebody will find some of the options interesting (the Red XIII one is pretty awful, but the first Cait option improves the character by 322%, I feel).

Main Installer
https://mega.nz/file/D80UXKzK#xd31CTy-TAJIs7zT71LLaENQXGHATWN-94HscYIkOeE

IRO
https://mega.nz/file/DxsTkSAD#-A-1isQa1WshlbGTL__s8Jlrj0mny9Q8sRbADUKF_iw

Spoiler: show

FF7 NT V1.5 - April 2020 Patch

Bugfixes
-) Issue where Final Sephiroth fight would have him attack infinitely
   with no counter from Cloud to end the battle.

-) Issue where Bizarro battle couldn't be fought due to Vincent not being
   recruited.

-) Bizarro Battle is now always a solo team battle.

-) Rebalancing for Safer Sephiroth & Arrange Mode Final Battle

-) Some item/materia placement reshuffling toward the end of the game.

-) Issue where an out-of-bounds chest could disable a miniboss in Crater,
   preventing retrieval of an item for Red's Ultimate Weapon.

-) Tifa no longer plays conversation anims if Aeris isn't there.

-) Added an Animation#7 for Cloud in Dark Cave sidequest start

-) Randomised Rank Up no longer divides sources by 5

-) Music was adjusted for the Mideel Memory Scene finale
(Uses audio file from R06; if this does not install or is overriden then very last scene will have no music)

-) Gaea's Cliff Save Point; Script call was moved off Cloud to avoid a potential softlock with the healing spring.

-) Default field/text added for Mansion Basement scene involving Sephiroth reading books (to avoid bug when using
   certain menu overhaul mods).

-) Tweaks to Aeris + Elmyra visibility in Kalm.

-) Dark Cave, some tweaks to character visibility in certain scenes

-) Removed Ignore Status defence flag from Fantasia attack on Mirage enemy; also removed Resist from Tartarus attack.

-) Some weapon effects corrected (mostly related to MP damage/drain)


Features
-) Aeris now has access to 3 of Cid's weapons; Flayer, Spirit Lance, and Venus Gospel.
The weapon model used is the actual one.

-) New superboss added to Extra Battle in Gold Saucer.

-) Crater Steal/Drop Rates revised.

-) Fixed a squashed eye texture on the Rufus battle model (existed on original game)

7h Only
-) New costume(s) added for each character.
Toggled in the IRO settings of the 7h Launcher; these may be overriden by Battle Model mods.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Unwise Owl Tattoo on 2020-04-17 03:00:38
Both links are for the installer version of the mod.  :-D

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-17 03:06:12
D;

Prob just as well, the IRO models for barret and vincent were missing the derivatives. Just reuploading it now.

Edit: Updated the IRO link a few posts back. Front page links aren't updated yet (need IRO test; the model swaps were working when I tried them but my 7h is currently inoperable).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ayoyo on 2020-04-17 05:19:41
In general, NT plays nice with 7th heaven nowadays? Arrange mode and all? What about compatibility with other mods therein?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Braeden on 2020-04-17 09:07:12
That sounds unusual; the .EXE is definitely patched (a 3% MP bonus doesn't exist in vanilla), so it's likely the kernel that hasn't been patched which has the data for how many stars a Materia can have etc. However, if the kernel is unpatched then that would mean the following:

1) Cloud started with only Ice and Bolt, and not Fire
2) Potions heal 100HP in battle, but heal 300HP in the field menu
3) Wrong encounters would be loading, resulting in crashes/overpowered enemies appearing

When starting a new game, does Cloud have access to Fire, Ice, and Bolt or just Ice & Bolt?

1) Cloud starts with the 3 materials

2) potions heal 300pv in combat and out of combat

3) I don't see any problem with the fights

I also have access to the tutorial of the mod once I arrive at sector 7
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-17 12:25:42
1) Cloud starts with the 3 materials

2) potions heal 300pv in combat and out of combat

3) I don't see any problem with the fights

I also have access to the tutorial of the mod once I arrive at sector 7

I'd say everything sounds like it's been patched correctly then.

In general, NT plays nice with 7th heaven nowadays? Arrange mode and all? What about compatibility with other mods therein?

It's always been compatible with 7h. The new catalog for 7h 2.0 though had it flagged as incompatible with certain mod types by mistake like field models. NT can't be used with mods that affect either the scene.bin, kernel.bin, or chunks 1, 3, 5, or 7 of the flevel. Some examples of what can't be used with it:

1) Any gameplay mod like Hardcore mod or a translation patch like proto's spell names
2) The ESUI controller addon changes the text, which is chunk1; this chunk contains not just dialogue but event scripting and the model loader. This is also why retranslation can't be used with NT as-is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Braeden on 2020-04-17 14:01:00
I'd say everything sounds like it's been patched correctly then.

if my game is patched correctly the bonuses / penalties of my materia are therefore correct too? because from memory they were more radical than that at the time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kurne on 2020-04-17 14:25:23
so... with the 1.5 final patch (i guess final?) being released, i haven't played since 1.4.   I've been waiting on the 2.0 patch, but i'm not sure if that is multiple months away or less than a month.  Would it be worthwhile to wait on 2.0?  or would recommend to go ahead with a fresh start on the 1.5 final?   If it's looking like it's more than a month out, i'm going to go ahead and start with the new 1.5 release :D.  Any idea if it's going to be less than a month for 2.0 or definitely more than a month?  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-17 15:35:02
if my game is patched correctly the bonuses / penalties of my materia are therefore correct too? because from memory they were more radical than that at the time.

They've been changed a few times, the current crop are less extreme. If you see 3s then it's patched.

so... with the 1.5 final patch (i guess final?) being released, i haven't played since 1.4.   I've been waiting on the 2.0 patch, but i'm not sure if that is multiple months away or less than a month.  Would it be worthwhile to wait on 2.0?  or would recommend to go ahead with a fresh start on the 1.5 final?   If it's looking like it's more than a month out, i'm going to go ahead and start with the new 1.5 release :D.  Any idea if it's going to be less than a month for 2.0 or definitely more than a month?  :)

I'd go ahead, I don't know when I'll have arrange finished. Everything's been up in the air with work because of this virus.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: siema87 on 2020-04-17 16:25:30
Hello, can anyone tell my why I can't talk to mr smiley again? After 1st time meeting him I got cloud rank up. Now when I want to talk to him I get red flash and thats it. This is my first playthrough and dunno if it's supposed to happen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Braeden on 2020-04-17 17:48:25
OK thank you for your replies and for your work on this mod  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-17 20:37:53
Hello, can anyone tell my why I can't talk to mr smiley again? After 1st time meeting him I got cloud rank up. Now when I want to talk to him I get red flash and thats it. This is my first playthrough and dunno if it's supposed to happen.

From that point forward, you use regular save points to access the SP system. The closest one from Mythril Mines would be Fort Condor's save point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: siema87 on 2020-04-17 21:01:06
From that point forward, you use regular save points to access the SP system. The closest one from Mythril Mines would be Fort Condor's save point.

Thank you, weird though there is no option in the save menu, had to try different buttons on pad :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheNathanParable on 2020-04-17 23:27:11
Hi, i'm sorry if this issue has already been reported. You know the part in the original game when Aeris says "This guy are sick"? Well, in NT this line has been changed to "These guy is sick" instead, when it should be "This guy is sick". This is the version of NT included in 7th Heaven's default Gameplay mod pack.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: siema87 on 2020-04-17 23:49:34
In readme there is addnotation:
"Send-Off Minigame
The top prize (120+) is now a Mastered 'Enemy Away' Materia, with 2nd Prize being a Rune Armlet. There is no longer a consolation prize."

I got 130 points and still got Rune Armlet. Was sth changed or?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-18 02:02:02
Hi, i'm sorry if this issue has already been reported. You know the part in the original game when Aeris says "This guy are sick"? Well, in NT this line has been changed to "These guy is sick" instead, when it should be "This guy is sick". This is the version of NT included in 7th Heaven's default Gameplay mod pack.

No worries, I will fix it in 2.0.

In readme there is addnotation:
"Send-Off Minigame
The top prize (120+) is now a Mastered 'Enemy Away' Materia, with 2nd Prize being a Rune Armlet. There is no longer a consolation prize."

I got 130 points and still got Rune Armlet. Was sth changed or?

Must have been; I think Rune is the only prize from 120+ points. 2nd is a potion or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sei La on 2020-04-18 06:22:15
Hi, i'm sorry if this issue has already been reported. You know the part in the original game when Aeris says "This guy are sick"? Well, in NT this line has been changed to "These guy is sick" instead, when it should be "This guy is sick". This is the version of NT included in 7th Heaven's default Gameplay mod pack.

Hey! I registered just to comment on this.
In the mod Aeris actually says "This guy a sick" now (if I remember correctly). I thought that was poking fun at the original translation... does it really need a fix?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Khoral on 2020-04-18 13:51:00
Hi Sega Chief, and thanks for this awesome mod :)

I'm a french dude currently enjoying it, and I was wondering if you would be ok with me translating it into french ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-18 14:21:15
Hey! I registered just to comment on this.
In the mod Aeris actually says "This guy a sick" now (if I remember correctly). I thought that was poking fun at the original translation... does it really need a fix?

I'll get it right one day.

Hi Sega Chief, and thanks for this awesome mod :)

I'm a french dude currently enjoying it, and I was wondering if you would be ok with me translating it into french ?

Yeah, that'd be really cool. I think NT is available through a mod pack on ff7.fr that Satsuki manages but it's still currently in English.

The majority of text is handled through the tool Makou Reactor, but some parts of the text need older tools.

Wall Market for the Kernel text (equipment, spell names, etc.) for which you'll need Visual Studio Power Packs 3.0 installed.

The in-battle text for enemy names + attacks, and the occasional dialogue that shows (like the warning about Guard Scorpion's tail) is in the scene.bin.

If you run into any issues with the tools or the text, feel free to hit me up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-18 14:56:53
I've updated the front page links; also, the IRO version was missing the mouth texture removal for NPCs so I've added that back in (gets rid of the 'o' mouths).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Khoral on 2020-04-18 15:13:42
Yeah, that'd be really cool. I think NT is available through a mod pack on ff7.fr that Satsuki manages but it's still currently in English.
Yup, I'm already in touch with the guys who made the french translation so I can use it on NT :)

The majority of text is handled through the tool Makou Reactor, but some parts of the text need older tools.

Wall Market for the Kernel text (equipment, spell names, etc.) for which you'll need Visual Studio Power Packs 3.0 installed.

The in-battle text for enemy names + attacks, and the occasional dialogue that shows (like the warning about Guard Scorpion's tail) is in the scene.bin.

If you run into any issues with the tools or the text, feel free to hit me up.
Thanks ! I'll make sure to check that out and reach you if I run into something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-19 00:58:19
There's a crash in the church due to a bad model reference (I changed them for this patch because of a new method I'm using for a cleaner char.lgp).

Installer
https://mega.nz/file/C5tAwKib#itGZp79J_IqcMwnvxs5XWuCqMxJdb1Q0d2xI_cWiEQc

IRO
https://mega.nz/file/KhtgxCbI#3xm4JReKWLo3TtKX-XBZ-FfxHPoLSSx7OLmGJRITVCg

Edit:
Might have been a false alarm actually, but just in case I'll keep these links.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ttzak on 2020-04-19 09:33:52
It's always been compatible with 7h. The new catalog for 7h 2.0 though had it flagged as incompatible with certain mod types by mistake like field models.
This is what I'm experiencing. Is there a way to fix this so they can be combined? You say "had it flagged" so I assume/hope there's a workaround?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chrysalis on 2020-04-19 09:44:26
For the buttons thing, is just adding it to the flevel text enough to suffice? How do the shoulder/d-pad/select/start buttons work?

Edit: I checked the chunks within the ESUI Controller Addon with a hex editor and got a list of (most) of the button codes being used:

98 OK
95 Cancel
97 Menu
BE Up
BF Down
93 Left
94 Right
99 L1
9A R1
81 Select
82 Start

In the makou tool's text editor, it has a shortcut for adding the action buttons (Circle, etc.) like this: {CIRCLE} which gets translated into the relevant hex code (0x98 in this case). But there's no listing option in the tool for the shoulders/d-pad/select/start buttons. How did you add them in?

yep just replace [ok] etc. with button variables, I will send you some info.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-19 23:09:26
This is what I'm experiencing. Is there a way to fix this so they can be combined? You say "had it flagged" so I assume/hope there's a workaround?

The catalog IRO I don't know, but the IRO from this thread should be fine. You can also disable mod compat checks for the catalog one if it prevents you using them together.

***
Thanks to W.D. for the donation; missed it due to the remake.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mortal312 on 2020-04-20 01:01:45
Hey guys i've just started playing your mod for the first time and it's been a fun ride. I think I may have a problem regarding the limit breaks however.

My main party has just reached around level 30 after gongaga and i'm still only at level 1 limit breaks. I don't think the vanilla method is working, is there some other way of obtaining limit breaks in the mod or is this a potential bug in my game?

Any help would be appreciated, thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-20 02:01:36
Hey guys i've just started playing your mod for the first time and it's been a fun ride. I think I may have a problem regarding the limit breaks however.

My main party has just reached around level 30 after gongaga and i'm still only at level 1 limit breaks. I don't think the vanilla method is working, is there some other way of obtaining limit breaks in the mod or is this a potential bug in my game?

Any help would be appreciated, thanks.

It should be based on kills to unlock the next Limit Level. A save editor would be able to determine how many kills each character has.

Cloud
2: 90
3: 180

Barret
2: 60
3: 110

Tifa
2: 60
3: 110

Aeris
2: 50
3: 100

Red
2: 50
3: 100

Yuffie
2: 50
3: 100

Cait
2: 30
3: N/A

Vincent
2: 6
3: 12

Cid
2: 30
3: 60
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: mortal312 on 2020-04-20 02:54:28
It should be based on kills to unlock the next Limit Level. A save editor would be able to determine how many kills each character has.

Cloud
2: 90
3: 180

Barret
2: 60
3: 110

Tifa
2: 60
3: 110

Aeris
2: 50
3: 100

Red
2: 50
3: 100

Yuffie
2: 50
3: 100

Cait
2: 30
3: N/A

Vincent
2: 6
3: 12

Cid
2: 30
3: 60

Thanks so much! I just checked and yea lol it turns out each of my three members were all extremely close to to getting their 2nd level breaks. I just got Barret's first level 2 break, I'm not sure how to get the 2nd one.

While I've got ur attention, are all the limit breaks pre 4 dependant upon kills? Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Khoral on 2020-04-20 05:59:50
Hey Sega Chief, I was wondering.

Did you make any changes to the base dialogues or elements (like Materia names, etc.) of the game or did you only add new stuff ?
Just so I know if I can replace whole sections of files like kernel.bin or if I have to go into details.

Thanks !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ttzak on 2020-04-20 18:40:29
The catalog IRO I don't know, but the IRO from this thread should be fine. You can also disable mod compat checks for the catalog one if it prevents you using them together.

***
Thanks to W.D. for the donation; missed it due to the remake.
Oh ok, didn't know that. If I want to avoid disabling the compatibility check, can I just import the IRO from here and continue my saved game that was started with the catalog version of the mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-21 03:10:15
Thanks so much! I just checked and yea lol it turns out each of my three members were all extremely close to to getting their 2nd level breaks. I just got Barret's first level 2 break, I'm not sure how to get the 2nd one.

While I've got ur attention, are all the limit breaks pre 4 dependant upon kills? Thanks.

The 2nd Limit in each Limit Level relies on uses of the 1st Limit instead. For instance, you use Braver (1-1) 8 times to get Cross Slash (1-2).

Hey Sega Chief, I was wondering.

Did you make any changes to the base dialogues or elements (like Materia names, etc.) of the game or did you only add new stuff ?
Just so I know if I can replace whole sections of files like kernel.bin or if I have to go into details.

Thanks !

Some of the base things were changed. A lot of status healing items had their effect 'doubled up' and were given a new name based on their old one. Eye Drops was changed into an attack item due to its odd placement in the item listing (Darkness is now also cured by Echo Screen, which was renamed Echo Drops; an amalgam of the two). A lot of the misc 'useless' items from base game were repurposed.

Not all the dialogue text was changed in the flevel but a lot of it was tweaked and some lines were either moved or repurposed.

Oh ok, didn't know that. If I want to avoid disabling the compatibility check, can I just import the IRO from here and continue my saved game that was started with the catalog version of the mod?

Yeah should be able to do that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: YouffieFanFR on 2020-04-22 08:35:35
Hi!

First thank you for your hard work and please excuse me if i write something the wrong way. I'm french native so i do my best. ^^

I'm currently exploring the forum to find the precisions in an exhaustive list of modifications you made but so far i did'nt find some FAQ where all answers could be reunited. Does it exists? If yes, please ignore my other techical answers. (I read the general description but by example how far did you modify power of magic materia, etc.)

Else:
- Is normal mode supposed to be more difficult than the classic FFVII?
- How much diffiucl the Arrange mode is than the Normal mode? (If too complex to explain, maybe some examples should show the spirit...)
- How can we find the sidequests you created?
- Are the modification of Limit Break are explained in the ingame description?
- Are they known issues with other mods of the Qhimm Catalog standard?

Thank you
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-22 12:57:58
Hi!

First thank you for your hard work and please excuse me if i write something the wrong way. I'm french native so i do my best. ^^

I'm currently exploring the forum to find the precisions in an exhaustive list of modifications you made but so far i did'nt find some FAQ where all answers could be reunited. Does it exists? If yes, please ignore my other techical answers. (I read the general description but by example how far did you modify power of magic materia, etc.)

Else:
- Is normal mode supposed to be more difficult than the classic FFVII?
- How much diffiucl the Arrange mode is than the Normal mode? (If too complex to explain, maybe some examples should show the spirit...)
- How can we find the sidequests you created?
- Are the modification of Limit Break are explained in the ingame description?
- Are they known issues with other mods of the Qhimm Catalog standard?

Thank you

Normal Mode is a rebalance so it is more challenging than the base game.

Arrange takes the normal mode enemies and applies a level buff, unlocks some alternate attacks for them, and some bosses swap out for different versions.

Sidequests are on Disc 3; go to the bottom of the North Crater, a cue will be given that they're unlocked, and then you can check where they are using the new NPC on the Highwind close to the pilot.

Limit Break changes should be on their in-menu descriptions.

If using NT from the catalog it may be locked from using field model mods. You can get around this either by turning off compatibility mode, or by using the IRO that's available on this thread (which may be more up to date, I updated it recently).

Mods NT can't be used with are:
-) ESUI Controller Addon (alters the flevel)
-) Translation patches (spell names, dialogue, etc.)
-) Gameplay Mods like Hardcore mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Germmie on 2020-04-22 14:26:36
Hi Sega chief, the latest NT mod released on 2020/04/18 contains a bug during disc for the lucrecia scene with vincent in the party. During the flashback, the game will freeze at the shinra basement as if you are controlling your character. (you will see the player indicator as well as entrance /exit indicator ) andthe game just get stuck there with no advancement.


using the NT mod under the qhimm gameplay catalog does not have this issue,
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: thpassenger on 2020-04-22 14:48:02
Hi! First of all, I have ti say that I am enjoying this mod a lot a I recommend It to all my childhood friends

I'm also using Ninostyle and it puts me off the difference between some battle models, for instance when Jesse joins cloud and barret to fight the remains of the Scorpion. I Saw that Ninostyle now has models for Jesse and even for Zack and I Would like to use them so the game looks better. Is there a way to include them?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: YouffieFanFR on 2020-04-22 17:31:29
@Sega Chief:

Thanks for the answer. Researching, i found the google docs with many information so it seems perfect.

I downloaded and installed all Qhimm standard mods and activate Field Models, it seems to work so far (i'm at Don Corneo).
I just had some crash and graphic issues:
- First scene after the entrance movie, i had black screen, but knowing what i have to do, first battle trigger and it comes to normal
- First Boss: Scorpion, one of his attack show the damage before it hits (Venom tail if i remember correctly)
- Few times i had crash just after battle or more preciselt it seems just after experience screen. I deactivate "Animations" mod to test. So far, no more crash.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-22 18:08:06
Hi Sega chief, the latest NT mod released on 2020/04/18 contains a bug during disc for the lucrecia scene with vincent in the party. During the flashback, the game will freeze at the shinra basement as if you are controlling your character. (you will see the player indicator as well as entrance /exit indicator ) andthe game just get stuck there with no advancement.


using the NT mod under the qhimm gameplay catalog does not have this issue,

That must be something new, probably a result of me putting a vanilla field in there to try and sort out that menu mod problem. That'd explain why the issue is not in the catalog version. I'll update it today.

Hi! First of all, I have ti say that I am enjoying this mod a lot a I recommend It to all my childhood friends

I'm also using Ninostyle and it puts me off the difference between some battle models, for instance when Jesse joins cloud and barret to fight the remains of the Scorpion. I Saw that Ninostyle now has models for Jesse and even for Zack and I Would like to use them so the game looks better. Is there a way to include them?

Download the nino models and unpack them. Using the 7h Manager, you can unpack an IRO. Unpack the nino IRO and add the new models to the required folders. Then repack the IRO using 7h and import it back in.

@Sega Chief:

Thanks for the answer. Researching, i found the google docs with many information so it seems perfect.

I downloaded and installed all Qhimm standard mods and activate Field Models, it seems to work so far (i'm at Don Corneo).
I just had some crash and graphic issues:
- First scene after the entrance movie, i had black screen, but knowing what i have to do, first battle trigger and it comes to normal
- First Boss: Scorpion, one of his attack show the damage before it hits (Venom tail if i remember correctly)
- Few times i had crash just after battle or more preciselt it seems just after experience screen. I deactivate "Animations" mod to test. So far, no more crash.

So for the first thing, that typically happens if the opening FMV has some kind of trouble or is skipped. You can make the screen appear either by opening the menu or triggering a battle like you did.

The 60fps mod relies on models with interpolated animations, and NT's battle models do not have this interpolation so some of the attacks will have their numbers pop at the wrong time.

Last one I guess is related to an animations mod but unsure of cause.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: YouffieFanFR on 2020-04-22 18:19:11
So for the first thing, that typically happens if the opening FMV has some kind of trouble or is skipped. You can make the screen appear either by opening the menu or triggering a battle like you did.

The 60fps mod relies on models with interpolated animations, and NT's battle models do not have this interpolation so some of the attacks will have their numbers pop at the wrong time.

Last one I guess is related to an animations mod but unsure of cause.

For the first thing i skipped the opening FMV so seems certain.

Noted for the 60 FPS i deactivated it (for other reason too)

Crash came back with animations mod off, so probably not the origin of the problem. The error message says maybe a problem with cache texture. I tried different options in the "Game Driver" configuration, we'll see... Not really sure it's NT related.

Thanks for your great work.
The "New Hall of Beginners for NT" was really appreciated (even if all answers was in the google docs).
Spoiler: show
The 2 encounters added in the 2 first reactors missions was unexepecting and good surprises.


Thanks too to the 7th heaven creators. Amazing interface for non-professional work, and even the emergency save in case of crash is a nice feature.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-22 18:28:00
Updated - Fixes the Vincent Flashback field

Main
https://mega.nz/file/qtUGiQQA#i98LxNr36GP23H2i5fafNpkgMXgGQ4RZCGy74qoEduY

IRO
https://mega.nz/file/y5UWVSZR#NSvEAjU_1AZvWQ0jInBLVPDxjFF5A5OVLl4pWMpcGE0

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: YouffieFanFR on 2020-04-23 09:58:53
I found some materia modifiers weird...

By example Barrier, what i found useful materia gives:
+3 Vitality
+ 3 Magic def
+ 3% HP
That makes it a must have

In other way Elementa what i found situational gives:
Vitality -10
MDef -10
So for me it makes it a trash materia

The no Magic bonus on classic green attack materia (Fire, Lightning, etc.) makes also weird cause i thought you were expecting us to use them more... not seems so with this malus -3 vitality and -3 Mdef)  and no real bonus (+3% mp, no really care)

What was your point of view on this?

 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-23 14:45:48
Elemental provides a damage reduction to attacks of a certain element (or nulls/absorbs them) so as a drawback it drops Vit/Spr so that other attacks hurt a little more. When used offensively it makes the attacker a bit more fragile. I think that calling it trash over a -10 to defence/mdef is an over-reaction; the reduction is fairly minimal, and is more to counteract the use of multiple Elemental/Added-Effect Materia in armour toward the end of the game by stacking the penalties.

Support/Status magic was given positive buffs to encourage their use a bit more. Attack magic materia doesn't have a magic bonus on it so it's not just all stacked onto a caster but spread across the party a bit more; I'm more open to changing this though as I don't think it fits very well.

In the 2.0 build, some of the attack magic raises STR/VIT/HP and the others lift MAG/SPR/MP; idea being that Magic Materia can be split to strength-oriented characters and magic-oriented ones, with the option to support a hybrid build that can use physicals + magic effectively. It also means that if you have a fight where you didn't need, say, Fire or Ice but had a spare slot for AP you could pick the one that lifted the more desired stat(s) for that character (strength if it's a physical attacker, magic if it's a caster, HP if it's a cover tank, SPR if there's a lot of magic damage in the fight, etc).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: YouffieFanFR on 2020-04-23 15:07:44
What is the build 2.0? I'm interested.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-23 15:13:30
2.0 is the final update for the mod; I've overhauled the files for it, flevel scripts, enemies, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: YouffieFanFR on 2020-04-23 15:56:13
Is it ready or work in progress?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AuthenticM on 2020-04-23 16:53:43
2.0 is the final update for the mod; I've overhauled the files for it, flevel scripts, enemies, etc.

Oh, it's the final update? That's interesting. Will you move on to FFVIII's New Threat after this? I have to say that I very excited at the idea of playing FFVIII with whatever you cook up for it. What you did with FFVII is so impressive, and FFVIII is definitely the FF game in most need of a rebalance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-23 16:59:42
Is it ready or work in progress?

I'm working on it just now; won't be long off.

Oh, it's the final update? That's interesting. Will you move on to FFVIII's New Threat after this? I have to say that I very excited at the idea of playing FFVIII with whatever you cook up for it. What you did with FFVII is so impressive, and FFVIII is definitely the FF game in most need of a rebalance.

Yeah, FF8 is next. I've been working on that here and there so it's quite far along.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: YouffieFanFR on 2020-04-23 17:26:48
Will it be possible to use 1.5 saves with the 2.0 version or have we to start a new party?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2020-04-23 17:36:40
Will it be possible to use 1.5 saves with the 2.0 version or have we to start a new party?

You are going to want to start over with 2.0 as it changes quite alot, the first reactor for example is going to be different than current NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: YouffieFanFR on 2020-04-23 18:00:00
Some bugs/issues to report:

- Shinra Tower when you look for the password for the mayon in libraries, i found at least one mistake on the password KING (For the N it seems it was noticed #15 but it was #16 or #14)
- During Flashback of Cloud in Kalm after Midgar, in the cave of the shinra house, first part of the dialogs seems buggy. I don't see anything but when i press the X button i saw 1/100 second a window but too fast to read anything
- When i'm using Matra Magic the animation works fine but when it's the monster around Midgar i saw a normal attack animation but i received the normal damage of Matra Magic

Spoiler: show
- After the flashback when team go to sleep, no graphic transition, it just jumps to the scene with Yuffie.
- No collision box with RED XIII i can go across him at the entrance of Kalm before hunting Yuffie
- Strange to pursue someone who steal nothing... Maybe you should put gils to 0 and then give it back?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AuthenticM on 2020-04-23 18:36:20
Yeah, FF8 is next. I've been working on that here and there so it's quite far along.

Damn, this is music to my ears! If we could get a version 1.0 release for Christmas this year, that would make my holiday. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-23 19:55:42
Some bugs/issues to report:

- Shinra Tower when you look for the password for the mayon in libraries, i found at least one mistake on the password KING (For the N it seems it was noticed #15 but it was #16 or #14)
- During Flashback of Cloud in Kalm after Midgar, in the cave of the shinra house, first part of the dialogs seems buggy. I don't see anything but when i press the X button i saw 1/100 second a window but too fast to read anything
- When i'm using Matra Magic the animation works fine but when it's the monster around Midgar i saw a normal attack animation but i received the normal damage of Matra Magic

Spoiler: show
- After the flashback when team go to sleep, no graphic transition, it just jumps to the scene with Yuffie.
- No collision box with RED XIII i can go across him at the entrance of Kalm before hunting Yuffie
- Strange to pursue someone who steal nothing... Maybe you should put gils to 0 and then give it back?


Shinra Basement: Are you using the catalog version or the IRO on this thread? This issue is related to menu overhaul/an option on stock menu. It makes those dialogs not work properly.

Matra: Maybe it was W-Machine gun; I set that to hit the entire party instead of 1 target.

Kalm: There's no transition because of the filter applied to the screen to denote night; it overrides the black fade. The same thing occurs in Forgotten City when Cloud gets up during the night. Collision on Red isn't there so that Cloud can move through him easier if you talk to him from behind. There's also no real point in messing around with the player's inventory as you can't access shops, etc. at that point.

Damn, this is music to my ears! If we could get a version 1.0 release for Christmas this year, that would make my holiday. :)

Hopefully not that late, but aiming for this year yeah.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: nainje on 2020-04-23 21:59:47
I finished your NT mod three different times..SO I wanna say "thank you" for this amazing job you've done here Sega Chief.
I can't wait for a first complete FF VIII New Threat mod :)

I got one question : I'm using the Steam version of the game and would like to use new characters battle models (some are very impressive !) Wich ones would be ok with your New Threat mod ??? :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-24 01:55:15
I finished your NT mod three different times..SO I wanna say "thank you" for this amazing job you've done here Sega Chief.
I can't wait for a first complete FF VIII New Threat mod :)

I got one question : I'm using the Steam version of the game and would like to use new characters battle models (some are very impressive !) Wich ones would be ok with your New Threat mod ??? :D

Cheers. All battle model mods should be OK.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: YouffieFanFR on 2020-04-24 06:41:37
Shinra Basement: Are you using the catalog version or the IRO on this thread? This issue is related to menu overhaul/an option on stock menu. It makes those dialogs not work properly.

I'm using the catalog version and yes i have an overhaul/option stock menu activated. So to avoid this kind of problem should i deactivate the all mod?

I have another issue but not sure it's NT related: the level of battle's sounds animations are sometimes so low i can't hear it. It seems really random because sometimes by example i had the full sound of the start of animation but not the end... Found out i'm the bigger issue on this... It's stereo sound and i was equipped with only one of my earphones.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-24 10:24:22
I'm using the catalog version and yes i have an overhaul/option stock menu activated. So to avoid this kind of problem should i deactivate the all mod?

I have another issue but not sure it's NT related: the level of battle's sounds animations are sometimes so low i can't hear it. It seems really random because sometimes by example i had the full sound of the start of animation but not the end... Found out i'm the bigger issue on this... It's stereo sound and i was equipped with only one of my earphones.

If you're past that scene then it shouldn't occur again. One of the options on stock menu doesn't have the issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AuthenticM on 2020-04-24 18:58:45
Hopefully not that late, but aiming for this year yeah.

That's great to hear. Thanks.

Side question: would you be interested in making a New Threat mod for the eventual PC release of the Remake? I like the game a lot and I like your work, so I'd be very interested in playing whatever you could cook up with it. Also, there are a lot of people who were disappointed that the game didn't have an old-school combat system. If you gave them that, they'd probably worship you.

I'm not a modder, but from the look of things, it seems that maybe modding Remake's combat to be old school might be possible? The game already has the mechanics in place like ATB gauges, limit breaks, materia and even character-specific abilities. I don't know if it's possible, but I think it'd be great if a potential New Threat mod took these mechanics and tinkered with them to give players a true classic combat system. With the enemies on the field, the game would basically look and play similarly to Chrono Trigger.

I'd be curious to know your opinion on this.

Cheers
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-24 21:07:56
That's great to hear. Thanks.

Side question: would you be interested in making a New Threat mod for the eventual PC release of the Remake? I like the game a lot and I like your work, so I'd be very interested in playing whatever you could cook up with it. Also, there are a lot of people who were disappointed that the game didn't have an old-school combat system. If you gave them that, they'd probably worship you.

I'm not a modder, but from the look of things, it seems that maybe modding Remake's combat to be old school might be possible? The game already has the mechanics in place like ATB gauges, limit breaks, materia and even character-specific abilities. I don't know if it's possible, but I think it'd be great if a potential New Threat mod took these mechanics and tinkered with them to give players a true classic combat system. With the enemies on the field, the game would basically look and play similarly to Chrono Trigger.

I'd be curious to know your opinion on this.

Cheers

There is scope there to make a gameplay-altering mod of some kind; an early checklist:
1) As far as a classic ATB implementation would go, I guess the way to do it is to speed up the natural ATB refresh rate. Having it tied to attacks can leave melee characters high and dry if the enemy is inaccessible (a flyer going outside the boundaries of the walkmesh for instance) whereas Barret/Aeris can continue to attack. 3-bar as default with that would have you be able to use more actions during battle.

Problem is, it undermines the Speed stat for generating ATB gauge when attacking and if you're gaining gauge at a faster rate the overall usefulness of Materia handling ATB generation is also diminished. You'd need to balance things up to accommodate the higher rate of actions coming out from 'idle' ATB generation speed-up and that extra bar (if used).

2) An increase to the 'poise' of the player characters so that less attacks can interrupt them (fights where you've got multiple enemies can become problematic for slower characters like Aeris compared to Barret with Steelskin on). When there's lots of enemies in a fight, and of different types, things can get chaotic and difficult to utilise characters effectively.

3) One nuisance is that, if a phase changes for a boss involves a cinematic of some kind, then any queued actions you had are lost along with the gauge(s) expended. Not sure how it would be to modify something like that though, perhaps the consumption of a gauge bar can be moved to a certain point of the action use so that it only gets used if the action was 'successful'. Could also be handy for instances where a character was about to use a command but was knocked out of the animation, retaining the gauge.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Germmie on 2020-04-25 14:40:09
Latest mod on 22th april, seems like cure is blocked by M barrier but i remember this not to be the case with previous ver
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: siema87 on 2020-04-25 15:41:31
Is it possible to obtain cursed ring after getting bronco? Or it's only possible to get it from battles in gold saucer before bronco?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-25 15:55:54
Latest mod on 22th april, seems like cure is blocked by M barrier but i remember this not to be the case with previous ver

That'd be a exe issue (if main installer) or a hex issue (IRO). Those changes are the most likely to get blocked by something due to the greater level of protection that executable files have against modification. It may be that you have to run the installer as admin (if using that) or 7h isn't applying .exe changes due to a similar permissions issue.

Is it possible to obtain cursed ring after getting bronco? Or it's only possible to get it from battles in gold saucer before bronco?

It can be acquired after the Bronco.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Germmie on 2020-04-25 16:01:48
revert to the version of NT that comes with it seems to remove the issue so i think it is the iro 22th april.

Found another weird bug. So i revert back to the new threat in under the gameplay new threat catalog and
so i have 2 profiles, one without field models and another with kaldarasha field model. With the field model, stealing from Rude in Gelnika gives me war gong. While without the field model stealing from Rude gives me the fury ring. I am not sure why this happens and which is the correct version.

edit: i probably fight the reno and rude Gelnika fight over 10 times with different config. The final test where i disable all mods except field models kaldarasha + NT vs just NT confirms that rude's field model seems to change his item from war gong to fury ring

edit2: using the NT standalone solves both issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Meical on 2020-04-25 16:58:20
Not sure if this is the right place to post this, but I am using the Jessie mod from the Misc Catalog and your New Threat from the Gameplay catalog.  All through 7th Heaven.  Currently Tifa's battle model is stuck on Jessie's battle model.  Even with the mod turned off.  It is my understanding that the Jessie mod with 7th Heaven is the NT compatible one.   Any idea how to change that back?

Edit:  Figured it out.  I had unintentionally copied some loose files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: taytwo on 2020-04-25 18:56:14
hello i'm loving the mod!! i have one question though where is the enemy skill materia located? i just finished midgar and it wasnt in the holding container for red 13 and aerith it also was equip to red 13 either? i just dont want to miss it!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-25 22:27:14
revert to the version of NT that comes with it seems to remove the issue so i think it is the iro 22th april.

Found another weird bug. So i revert back to the new threat in under the gameplay new threat catalog and
so i have 2 profiles, one without field models and another with kaldarasha field model. With the field model, stealing from Rude in Gelnika gives me war gong. While without the field model stealing from Rude gives me the fury ring. I am not sure why this happens and which is the correct version.

edit: i probably fight the reno and rude Gelnika fight over 10 times with different config. The final test where i disable all mods except field models kaldarasha + NT vs just NT confirms that rude's field model seems to change his item from war gong to fury ring

edit2: using the NT standalone solves both issue.

Rude has two possible steals; a War Gong and a Fury Ring. In this game, you can only steal one item per enemy.

hello i'm loving the mod!! i have one question though where is the enemy skill materia located? i just finished midgar and it wasnt in the holding container for red 13 and aerith it also was equip to red 13 either? i just dont want to miss it!!

This reply also applies to other users with this problem.

This isn't good, because it means it's no longer obtainable. When the game is started, an initial state is set for all the characters (stats, equipment, Materia, etc.) However, if the kernel isn't patched then the initial state isn't the correct one. Same thing happens if a non-NT save is used to start the game (people sometimes use the Reactor 1 save point to start in order to skip the opening FMV).

In addition to having the wrong starting stats (much lower than NT's intended), you'll also be missing things like Barrier which isn't otherwise available until Rocket Town.

A problem with 7h is that it can often run the game even if parts of the selected mods haven't been applied. What may have happened is that the kernel wasn't patched when the game was started, and then later the mods/settings were configured that then resulted in the kernel being patched; but because it wasn't patched for the start, the intended initial state for characters wasn't applied.

So there's a few things to be done here; you'll first need to check that your kernel is correctly patched. Load your current save and test if Potions heal for 300HP in a battle (not in the field menu, needs to be in battle as the menu effect is handled by the executable rather than the kernel). If the potion heals for 300HP (or a Hi-Potion for 1000HP if got no potions) then can assume kernel is patched but the New Game initial state was missed for some reason (either pre-existing save used or Kernel wasn't patched when starting, and later became patched after toggling some settings/mod load order).

I can fix these save files by putting the intended equipment into your inventories and adjusting the character's base stats to what they should be. I'll need the save file uploaded and linked here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-25 23:05:10
New patches, this makes the Supershot ST chest visible on first screen of Sunken Gelnika:

Installer
https://mega.nz/file/bh1HGLxR#3oB5Sl-FNIgr3BEh_Ke7O0vsQeEv_WcHNk5vry_EK0g

IRO
https://mega.nz/file/Gk8D3TZI#3CaydDgR5-pd47OaVU0Q72dwHGpD1JILL3hfbpVFbWY

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OatBran on 2020-04-26 08:44:10
I can fix these save files by putting the intended equipment into your inventories and adjusting the character's base stats to what they should be. I'll need the save file uploaded and linked here.

I can't believe you would go above and beyond to the point where you would offer to fix peoples save files. You should really have better things to do with your time lol. Such dedication to the community for so many years its really nice to see that.

Really though you should just bundle a save file right off the train at new game with the mod download so people can compare their saves to it and fix it on their own. Black Chocobo is extremely user friendly and simple to use.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2020-04-26 09:37:57
hey sega chief

since this Mod got updated again, is there anyway you could make me that private IRO NT mod patch for me again please

1:cloud clasping in mt glacier after taking a look at the map

2:win right away in submarine game after beating carry amrour

3:win right away in train mini game at the huge materia quest

thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-26 13:58:12
I can't believe you would go above and beyond to the point where you would offer to fix peoples save files. You should really have better things to do with your time lol. Such dedication to the community for so many years its really nice to see that.

Really though you should just bundle a save file right off the train at new game with the mod download so people can compare their saves to it and fix it on their own. Black Chocobo is extremely user friendly and simple to use.

I think I added some text to the New Game start with info on how to check the scene/kernel has been patched. Should hopefully cut down on the number of instances where this happens.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ffm_strife on 2020-04-26 14:15:46
Hello!

First of all many thanks for the mod, this is outstanding.

I'm facing an issue that can't figure out even after going around for hours trying to solve it some way.

When I go to the piano in shinra mansion the [Switch] button doesn't play a note but instead makes a cancel noise, found a youtube video with the same issue: https://www.youtube.com/watch?v=7Q32fl911E8

Any idea how to solve it? tried 3 keyboards and 3 gamepads to no avail.

Unless there's a progress check for it and it's disabled?

Kindest regards!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-26 16:44:02
Hello!

First of all many thanks for the mod, this is outstanding.

I'm facing an issue that can't figure out even after going around for hours trying to solve it some way.

When I go to the piano in shinra mansion the [Switch] button doesn't play a note but instead makes a cancel noise, found a youtube video with the same issue: https://www.youtube.com/watch?v=7Q32fl911E8

Any idea how to solve it? tried 3 keyboards and 3 gamepads to no avail.

Unless there's a progress check for it and it's disabled?

Kindest regards!

That piano has a busted key, so instead of playing a note it plays a cancel noise (this is intended; it was originally part of the Safe combination key puzzle). It makes playing the song by ear a bit trickier, but if you manage it then it unlocks the new thing. You just have to use the busted key where it would be in the song.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2020-04-26 17:12:46
Question for all. I played NT a year or so ago and really enjoyed it. However, I seem to recall the end game basically turned into Yuffie + 4x Cut was game over as her conformer was just unstoppable. Is this still the case?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ffm_strife on 2020-04-26 17:35:21
That piano has a busted key, so instead of playing a note it plays a cancel noise (this is intended; it was originally part of the Safe combination key puzzle). It makes playing the song by ear a bit trickier, but if you manage it then it unlocks the new thing. You just have to use the busted key where it would be in the song.

Maybe I'm losing it, but played it five times on Tifa's one and worked properly (got the "I heard this melody before) but seems on the mansion one nothing happens, I'm 99% sure I'm playing it correctly, should be cancel,switch,menu,pgup+menu,pgup+switch,cancel,switch,menu,pgup+cancel,ok,cancel,switch,cancel.

I may just be trying it far too early in the game? Just beat the safe boss and it's first visit to the mansion.

Apologies for the bother on this, last thing I want is to take more of your time, specially since I think you invest far too much of it helping everyone who posts :S
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-26 18:15:29
Question for all. I played NT a year or so ago and really enjoyed it. However, I seem to recall the end game basically turned into Yuffie + 4x Cut was game over as her conformer was just unstoppable. Is this still the case?

Probably, ultimate weapon formulas weren't changed since then. I'm tackling it for 2.0 though.

Maybe I'm losing it, but played it five times on Tifa's one and worked properly (got the "I heard this melody before) but seems on the mansion one nothing happens, I'm 99% sure I'm playing it correctly, should be cancel,switch,menu,pgup+menu,pgup+switch,cancel,switch,menu,pgup+cancel,ok,cancel,switch,cancel.

I may just be trying it far too early in the game? Just beat the safe boss and it's first visit to the mansion.

Apologies for the bother on this, last thing I want is to take more of your time, specially since I think you invest far too much of it helping everyone who posts :S

I remembered that the other condition I think is that it needs to be done on Disc 3, after going to the bottom of the North Crater and then coming back.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kiddavidacus on 2020-04-26 21:49:58
Hello SegaChief,

Is there a known bug in which the victory doesn't occur after killing Jenova-Death at Whirlwind Maze? I have killed the boss but the fight doesn't end in a victory. The Shinra allies start attacking my party but I cannot target them. I watched a stream of this fight with New Threat and there's supposed to be dialogue when the boss is dead, but my Jenova just has the death animation and the fight persists with the Shinra allies.

I have restarted the fight and the issue still occurs.

I am using the Reunion mod and New Threat together if that helps.

EDIT : Not sure what happened but I just did a couple restarts and went in out of the screen before the boss fight and now the boss fight victory happens. Please disregard now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kiddavidacus on 2020-04-26 22:16:40
I disabled the New Threat mod and fought the boss, and the victory works. So my assumption is that the issue is New Threat and not Reunion. However, I don't want to proceed with the unmodded because it fucks up my levels.

So far the mod has been fine until this fight. Any thoughts?

The New Threat folder is installed via the CUSTOM folder for Reunion.

EDIT : Not sure what happened but I just did a couple restarts and went in out of the screen before the boss fight and now the boss fight victory happens. Please disregard now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-27 01:52:40
I disabled the New Threat mod and fought the boss, and the victory works. So my assumption is that the issue is New Threat and not Reunion. However, I don't want to proceed with the unmodded because it fucks up my levels.

So far the mod has been fine until this fight. Any thoughts?

The New Threat folder is installed via the CUSTOM folder for Reunion.

EDIT : Not sure what happened but I just did a couple restarts and went in out of the screen before the boss fight and now the boss fight victory happens. Please disregard now.

There might be a flaw in the AI that results in the two supports not being properly disabled by the boss when it dies. There might be conditions in which the Death Counter AI of the main boss doesn't activate under certain conditions (maybe a status ailment). I'll have a look at it, and will add a failsafe to all their AI for deactivation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Rocky_Rabbit on 2020-04-27 06:16:29
Hi guys. So i recently started playing New Threat and just got to the ghost trainyard with Aeris/th. I remembered there being a valuable item to steal here but had a look online and realised that i might have walked straight past the steal materia. I saw in a video playthough of New Threat its just in the sewers behind me, but ive overwitten my save and cant go back. No idea how i missed it when its in plain sight. Either way apparently cant get it until Kalm. Very frustrating and unfortunately i couldnt find a way to hack the materia into the game using cheat engine. Ill take any suggestions to try and hack it in. Or is it possible the steal materia wasnt actually in that location in this newest version (1.5)? Im using 7th Heaven 2.0.
Thankyou
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-27 11:54:42
Hi guys. So i recently started playing New Threat and just got to the ghost trainyard with Aeris/th. I remembered there being a valuable item to steal here but had a look online and realised that i might have walked straight past the steal materia. I saw in a video playthough of New Threat its just in the sewers behind me, but ive overwitten my save and cant go back. No idea how i missed it when its in plain sight. Either way apparently cant get it until Kalm. Very frustrating and unfortunately i couldnt find a way to hack the materia into the game using cheat engine. Ill take any suggestions to try and hack it in. Or is it possible the steal materia wasnt actually in that location in this newest version (1.5)? Im using 7th Heaven 2.0.
Thankyou

A save editor can do the trick; location is ff7/data/save (make a backup of this folder before editing)

http://blackchocobo.sourceforge.net/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ffm_strife on 2020-04-27 11:54:54
Hi guys. So i recently started playing New Threat and just got to the ghost trainyard with Aeris/th. I remembered there being a valuable item to steal here but had a look online and realised that i might have walked straight past the steal materia. I saw in a video playthough of New Threat its just in the sewers behind me, but ive overwitten my save and cant go back. No idea how i missed it when its in plain sight. Either way apparently cant get it until Kalm. Very frustrating and unfortunately i couldnt find a way to hack the materia into the game using cheat engine. Ill take any suggestions to try and hack it in. Or is it possible the steal materia wasnt actually in that location in this newest version (1.5)? Im using 7th Heaven 2.0.
Thankyou

If my memory is still correct it's there, yes, you could just edit the save file with Black Chocobo, it's really straight forward, put the materia on one of the slots and you should be good to go "like if you picked it up". Regarding the item, I'm quite sure the Aerith weapon that you can steal in the graveyard is not there in New Threat, so you didn't miss that steal.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-04-27 12:43:42
Was putting April 25th updates into Gameplay 3.1 and just noticed the new battle costumes.

Love it! ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Germmie on 2020-04-27 13:28:31
Hi Sega Chief,

NT mod 04/26/2020 (FF7 NT IRO 22nd April 2020.zip) Tifa vs Zangan fight is leading to gameplay driver crash. This is only with the NT mod enabled. Again using the older version under gameplay is able to load the game.

Edit : FF7 NT IRO 25th April 2020.zip also has the zangan crash issue
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-27 13:58:29
Was putting April 25th updates into Gameplay 3.1 and just noticed the new battle costumes.

Love it! ;D

I had them kicking around on the machine for a long time. Some were requests, some were enemy models.

Hi Sega Chief,

NT mod 04/26/2020 (FF7 NT IRO 22nd April 2020.zip) Tifa vs Zangan fight is leading to gameplay driver crash. This is only with the NT mod enabled. Again using the older version under gameplay is able to load the game.

Edit : FF7 NT IRO 25th April 2020.zip also has the zangan crash issue


I'll sort that out today.

Edit: I couldn't replicate a crash, and the data (model references, etc.) appear to be fine. Is it maybe a driver crash from 7h?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ffm_strife on 2020-04-27 14:08:24
Quick question, any reason to update the NT mod from the one in 7th Heaven 2.0 to the last one? Wouldn't want to lose the Tweaks like save everywhere or auto run, but can't find where the changes are for the last version, afaik the one in 7th heaven is the one from 28th of January.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-27 14:12:02
Quick question, any reason to update the NT mod from the one in 7th Heaven 2.0 to the last one? Wouldn't want to lose the Tweaks like save everywhere or auto run, but can't find where the changes are for the last version, afaik the one in 7th heaven is the one from 28th of January.

Why would you lose tweaks? You can combine those with the stand-alone IRO as far as I know.
The IRO download has a changelog file for April in it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AuthenticM on 2020-04-27 14:20:50
A save editor can do the trick; location is ff7/data/save (make a backup of this folder before editing)

http://blackchocobo.sourceforge.net/

Oh wow, are save editors 100% compatible with New Threat? I thought they would mess with data because of how New Threat changes so many systems and numbers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ffm_strife on 2020-04-27 14:21:55
Why would you lose tweaks? You can combine those with the stand-alone IRO as far as I know.
The IRO download has a changelog file for April in it.

Thanks, saw the changelog, It doesn't allow both at the same time, shows this error: https://imgur.com/onmqLBV , even if I disable the option on settings for "ignore compatibility errors"

Edit: once again thanks for the help!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-27 14:30:00
Oh wow, are save editors 100% compatible with New Threat? I thought they would mess with data because of how New Threat changes so many systems and numbers.

Should be fine; avoid adjusting character levels/exp though as you'll get unexpected results.

Thanks, saw the changelog, It doesn't allow both at the same time, shows this error: https://imgur.com/onmqLBV , even if I disable the option on settings for "ignore compatibility errors"

Edit: once again thanks for the help!


I see, so Tweaks are in with Gameplay rather than on their own. I'll remove that from the stand-alone's XML.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ffm_strife on 2020-04-27 14:32:50
Should be fine; avoid adjusting character levels/exp though as you'll get unexpected results.

I see, so Tweaks are in with Gameplay rather than on their own. I'll remove that from the stand-alone's XML.

Thanks! Will await for the update, I guess whenever the .iro is up I just put it above the Gameplay and disable any difficulty mod on the Gameplay itself just leaving the tweaks, or should I put the tweaks above NT?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-27 14:35:05
Thanks! Will await for the update, I guess whenever the .iro is up I just put it above the Gameplay and disable any difficulty mod on the Gameplay itself just leaving the tweaks, or should I put the tweaks above NT?

This is it here:
https://mega.nz/file/nlUkSICT#FJgenYhbTLKpVj18k1dLBysPk-qgcuHTiR1PpAPoI94

Mod load order, I think NT goes above.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ffm_strife on 2020-04-27 14:42:27
This is it here:
https://mega.nz/file/nlUkSICT#FJgenYhbTLKpVj18k1dLBysPk-qgcuHTiR1PpAPoI94

Mod load order, I think NT goes above.

Installed, tested, NT above, all working perfectly.

Many thanks once again!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Germmie on 2020-04-27 14:53:28
I had them kicking around on the machine for a long time. Some were requests, some were enemy models.

I'll sort that out today.

Edit: I couldn't replicate a crash, and the data (model references, etc.) appear to be fine. Is it maybe a driver crash from 7h?

Yup it’s the game driver crash from 7h. But I can replicate it with only Nt mod activate. Any advice for me? I want to finish it game!!! :D


Edit: Tested again and yes the game driver crash just appears the moment battle starts with Zagan :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-27 18:23:21
Yup it’s the game driver crash from 7h. But I can replicate it with only Nt mod activate. Any advice for me? I want to finish it game!!! :D


Edit: Tested again and yes the game driver crash just appears the moment battle starts with Zagan :(

You mentioned that the older version before the April patch works? If so, use the catalog IRO for that battle then swap back to the new one afterwards. I'll need to figure out what's going on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2020-04-27 19:57:09
Jajaja the new costumes are great xD Good addition O_o
Edit: and Django? D:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-27 20:58:30
Jajaja the new costumes are great xD Good addition O_o
Edit: and Django? D:

Oh, the files are in there but the option isn't. I'll correct it.

IRO
Edit: https://mega.nz/file/XsMkBAQb#3v1XbQgowt2KiH4uEBlaUkmE9Lx3X_Bc3UBhMOiJPo4
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2020-04-28 03:07:17
Is this compatible with ESUI? I see 7H says it is not with the controller addition at least. Sorry if this has already been asked.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OatBran on 2020-04-28 14:05:07
I didn't see much info on this anywhere, but when you lose Cloud during disc 2 and you find him, Tifa leaves to take care of him and then you have Cid to go around and get the Mega-Materia... There is a random npc in the beginning of Mideel that skips Tifa leaving and half of the Mega-Materia questline? Is that intended to be there? If you do get Cloud back early with that npc and then try to go to corel to do the quest that was skipped the game glitches out and softlocks. Seems like a debug type thing that was left in the game to me idk why you would want to skip all that content normally. Just wondering if this is an intended thing to be there or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Eldaer on 2020-04-28 14:23:18
Hi, I got impatient, so I switched to vanilla battle. When I reached temple of the ancient, the memory when tseng gets attacked by sephiroth, the dialogue was invisible, the boxes werent on screen at all but still had to press to get past them. Will this be a problem going forward in other sections? Is there somethign I can do to fix it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-28 17:03:40
Is this compatible with ESUI? I see 7H says it is not with the controller addition at least. Sorry if this has already been asked.

Not yet, no; it changes the flevel so I need to manually add support for it.

I didn't see much info on this anywhere, but when you lose Cloud during disc 2 and you find him, Tifa leaves to take care of him and then you have Cid to go around and get the Mega-Materia... There is a random npc in the beginning of Mideel that skips Tifa leaving and half of the Mega-Materia questline? Is that intended to be there? If you do get Cloud back early with that npc and then try to go to corel to do the quest that was skipped the game glitches out and softlocks. Seems like a debug type thing that was left in the game to me idk why you would want to skip all that content normally. Just wondering if this is an intended thing to be there or not.

So, I have this habit of adding script jumps to quickly test sequences and then forgetting to remove them when I'm done. I'll put up a patch tonight.

Hi, I got impatient, so I switched to vanilla battle. When I reached temple of the ancient, the memory when tseng gets attacked by sephiroth, the dialogue was invisible, the boxes werent on screen at all but still had to press to get past them. Will this be a problem going forward in other sections? Is there somethign I can do to fix it?

This happened before, I think it was to do with something unexpected like a Field models mod or an animations one. I'll need to ask Strife if he remembers which mod it was. I don't think it affected other scenes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Eldaer on 2020-04-28 19:17:29
Ok, tyvm for quick reply. Haven't seen anything else missing
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Rocky_Rabbit on 2020-04-28 21:49:47
Thanks for the reply guys. Blackchocobo looks very handy. Perhaps you could tell me what the trade off for Mr.Smile/Rank Ups is. I took it to be like a deal with the devil from something like binding of isaac at first. Since i ranked up a couple of characters in the mines and headed for Junon, i noticed the first boss i encountered (beach sea monster whatever hes called) is a significant spike in difficulty. Is the trade off harder enemies with each rank up? Essentially lending a lot more weight to your specialization choices? Can you complete the game without touching the system and experience a more base line of difficulty or is using the rank up system regularly recommended to complete the game and experience the new content? I enjoy a challenge either way so i expect ill carry on as is, im just curious as to how it works as i might have to consider my stat choices more carefully to ensure i have a full breadth arsenal for any event.
Cheers
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: siema87 on 2020-04-28 22:28:39
Spoiler: show
Dunno what's wrong but Cloud isn't reviving Aeris after fight with Jenova... mod has been working to this point...


NVM already found answer that you have to choose "wait" in dialogue option before cutscene
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-29 00:22:39
Thanks for the reply guys. Blackchocobo looks very handy. Perhaps you could tell me what the trade off for Mr.Smile/Rank Ups is. I took it to be like a deal with the devil from something like binding of isaac at first. Since i ranked up a couple of characters in the mines and headed for Junon, i noticed the first boss i encountered (beach sea monster whatever hes called) is a significant spike in difficulty. Is the trade off harder enemies with each rank up? Essentially lending a lot more weight to your specialization choices? Can you complete the game without touching the system and experience a more base line of difficulty or is using the rank up system regularly recommended to complete the game and experience the new content? I enjoy a challenge either way so i expect ill carry on as is, im just curious as to how it works as i might have to consider my stat choices more carefully to ensure i have a full breadth arsenal for any event.
Cheers

There's no trade-off; balancing was done with ranks in mind though so at certain points they'll take a step up. The game can be beaten without using the rank system though; there was something that happened at the end if no ranks were used, but it was causing problems so it's been disabled for the time being (was just an easter egg, not content or anything).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: diop on 2020-04-29 03:35:26
Hey, just started playing today.  I'm gonna try and record my full gameplay for YouTube over the next few months because this looks pretty sweet.  Noticed you wanted any bugs listed that a player notices, not sure if these are specifically New Threat problems or were always in FF7, but I'll try to keep a running tab of everything I see.  I can provide links to direct video if you'd like (though some clips won't show the specific problem, I can at least use it to reference for you).

After freeing Jessie's leg in Sector 8 escape and after the Scorpion fight, she just floated up the ladder exiting the room.  When I replayed it, she didn't do it, so I'm not sure what triggered that, but there was no climbing animation up the ladder.

During the Sector 5 meeting in the basement of Seventh Heaven, after Tifa descends, Wedge's "talk" area is pretty huge.  I was trying to use the pinball machine to leave but he was still saying "Ah, well look who wants a friend."

The boy in the white shirt in Sector 7 repeats his old lines after his new ones.  He'll say something about "Explosions! AVALANCHE is so cool!" and after you trigger his new dialogue, he'll follow up his "I got no one to pick on" line about Johnny with "Explosions! AVALANCHE is so cool!" Leaving again and talking to him a third time he'll say how he's a coward or something, he's got no one to pick on, and explosions!

This is awesome, though.  I really like it.  7 is not my favourite Final Fantasy game or even 2nd favourite, but what changes you've made so far have made the dialogue and story way more interesting to me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-29 04:06:27
Hey, just started playing today.  I'm gonna try and record my full gameplay for YouTube over the next few months because this looks pretty sweet.  Noticed you wanted any bugs listed that a player notices, not sure if these are specifically New Threat problems or were always in FF7, but I'll try to keep a running tab of everything I see.  I can provide links to direct video if you'd like (though some clips won't show the specific problem, I can at least use it to reference for you).

After freeing Jessie's leg in Sector 8 escape and after the Scorpion fight, she just floated up the ladder exiting the room.  When I replayed it, she didn't do it, so I'm not sure what triggered that, but there was no climbing animation up the ladder.

During the Sector 5 meeting in the basement of Seventh Heaven, after Tifa descends, Wedge's "talk" area is pretty huge.  I was trying to use the pinball machine to leave but he was still saying "Ah, well look who wants a friend."

The boy in the white shirt in Sector 7 repeats his old lines after his new ones.  He'll say something about "Explosions! AVALANCHE is so cool!" and after you trigger his new dialogue, he'll follow up his "I got no one to pick on" line about Johnny with "Explosions! AVALANCHE is so cool!" Leaving again and talking to him a third time he'll say how he's a coward or something, he's got no one to pick on, and explosions!

This is awesome, though.  I really like it.  7 is not my favourite Final Fantasy game or even 2nd favourite, but what changes you've made so far have made the dialogue and story way more interesting to me.

For the Jessie thing, there's this thing where animations 'stop' for NPCs if a random battle starts. I think it can happen with base game.

I spotted the kid's dialogue having an error while doing 2.0, forgot to deal with it on the 1.5 flevel. Not sure about Wedge's talk radius though; I'll have a check of it to see if the radius is getting a higher than normal value.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Manadork on 2020-04-29 04:12:27
So I found a pretty serious sequence break (that I can recreate at will) in Disc 2. Since I couldn't find any info on it anywhere I figured I would report it here.

When first arriving in Mideel if I talk to the first NPC at the front of the town (the old man) it fades to black and cuts to the tail-end of the Cloud dream sequence. The town music continues to play while it shows Tifa and Zack getting smacked down by Seph, etc., and then plays through the rest of that sequence as normal up until the point that you are in control of Cloud again on the Highwind.

After reloading a save I went ahead and ran past the NPC to trigger the Tifa finding Cloud in the wheelchair scene, then reloaded again to see if talking to that old man was what triggered it the first time. Doing so triggered the sequence break in the exact same manner. I am going to experiment talking to other NPCs to see if it can happen in other ways.

EDIT: Looked back on the previous page to see this was addressed. I honestly thought I was going crazy when this happened haha.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: duvo on 2020-04-29 08:27:15
Thanks for this mod Sega, I consider it on the same level as brutal doom in that it completely refreshes the game while keeping the original's spirit intact. I especially love what you've done with the combat. on that note, Would it be possible to mod the game so that you can remove cloud from the party, or switch party member during a fight, like in ffx?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Theologamer on 2020-04-29 12:16:00
Hi there!

Thoroughly enjoying the mod, playing for a while now.
Wanted to report a possible bug, unsure if its from the base game;

During the Flashback sequence in the Kalm Inn, Sephiroth and Cloud both "leveled up" (with a post-battle results screen) after a battle (some point after the Materia cutscene), and immediately became "Level 99" despite little if any stat change... and despite Cloud actually being dead at the time he "leveled up."

Following that fight, my next fight (against a Zu) ended with another post-battle results screen, but this time with some graphical glitches on Clouds data: black boxes obscuring numbers and what-not.

Immediately afterward, Audio still playing, but it went to a black screen with no way out.

Like I said, unsure if that's an issue with the base game, or if its tied to the unique... scripts? or whatever during that point of the game: for example, it appears enemies were either unable or unwilling to actually target Sephiroth with any attacks, so with Cloud dead, Sephiroth became the only unit to move or attack at all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-29 17:12:17
So I found a pretty serious sequence break (that I can recreate at will) in Disc 2. Since I couldn't find any info on it anywhere I figured I would report it here.

When first arriving in Mideel if I talk to the first NPC at the front of the town (the old man) it fades to black and cuts to the tail-end of the Cloud dream sequence. The town music continues to play while it shows Tifa and Zack getting smacked down by Seph, etc., and then plays through the rest of that sequence as normal up until the point that you are in control of Cloud again on the Highwind.

After reloading a save I went ahead and ran past the NPC to trigger the Tifa finding Cloud in the wheelchair scene, then reloaded again to see if talking to that old man was what triggered it the first time. Doing so triggered the sequence break in the exact same manner. I am going to experiment talking to other NPCs to see if it can happen in other ways.

EDIT: Looked back on the previous page to see this was addressed. I honestly thought I was going crazy when this happened haha.

I'll put the patch up today, it slipped my mind.

Thanks for this mod Sega, I consider it on the same level as brutal doom in that it completely refreshes the game while keeping the original's spirit intact. I especially love what you've done with the combat. on that note, Would it be possible to mod the game so that you can remove cloud from the party, or switch party member during a fight, like in ffx?

For in-battle switching, there's a project underway called Sister Ray that recently showcased a working in-battle PHS. When that releases, I think the features for it are modular so it'll hopefully be a case of porting NT to Sister Ray.

Hi there!

Thoroughly enjoying the mod, playing for a while now.
Wanted to report a possible bug, unsure if its from the base game;

During the Flashback sequence in the Kalm Inn, Sephiroth and Cloud both "leveled up" (with a post-battle results screen) after a battle (some point after the Materia cutscene), and immediately became "Level 99" despite little if any stat change... and despite Cloud actually being dead at the time he "leveled up."

Following that fight, my next fight (against a Zu) ended with another post-battle results screen, but this time with some graphical glitches on Clouds data: black boxes obscuring numbers and what-not.

Immediately afterward, Audio still playing, but it went to a black screen with no way out.

Like I said, unsure if that's an issue with the base game, or if its tied to the unique... scripts? or whatever during that point of the game: for example, it appears enemies were either unable or unwilling to actually target Sephiroth with any attacks, so with Cloud dead, Sephiroth became the only unit to move or attack at all.

It'll be an NT thing; usually in the flashback there's not supposed to be post-battle results as Sephiroth and Young Cloud don't have EXP arcs, etc. But it sounds like the battle mode is getting set to regular to allow that results screen, causing that problem. I'll add this to the patch for the Mideel issue today.

Edit
Installer
https://mega.nz/file/vwViEK4Z#nTtA9oYrNq9rogObVMwND4aO2rZ7BNIwb3GfL7VJZCc

IRO
https://mega.nz/file/HodEGQgA#IV2IC-JKSLbyDj9JQng8F0zvjYTDvfPyBwSoJJonQe8
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eaglemind02 on 2020-04-29 17:30:43
Hello there !
I had a really bad crash at the start of the battle with zengan, I try many thing, unstall reinstall, changing my language french to english and nothing works.The music keeps running but blackscrean. I do my playthrough in the release 25th april on steam version. So if you have any issue I'll take it.

I want to ask too, if i can extract my savefile from the steam version and transfert it in the logiciel 7th heaven to continue play it with the new fonctionnaly you've add on it.

thank a lot for answering me and good job on all the modofication you do since i've play it (sorry for my english i'm french =P )

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-29 21:51:04
Hello there !
I had a really bad crash at the start of the battle with zengan, I try many thing, unstall reinstall, changing my language french to english and nothing works.The music keeps running but blackscrean. I do my playthrough in the release 25th april on steam version. So if you have any issue I'll take it.

I want to ask too, if i can extract my savefile from the steam version and transfert it in the logiciel 7th heaven to continue play it with the new fonctionnaly you've add on it.

thank a lot for answering me and good job on all the modofication you do since i've play it (sorry for my english i'm french =P )

Save files should work across to 7h yeah; put them in FF7/DATA/SAVE and they'll work there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: diop on 2020-04-30 01:26:04

Installer
https://mega.nz/file/vwViEK4Z#nTtA9oYrNq9rogObVMwND4aO2rZ7BNIwb3GfL7VJZCc

IRO
https://mega.nz/file/HodEGQgA#IV2IC-JKSLbyDj9JQng8F0zvjYTDvfPyBwSoJJonQe8
Is there a way to get the patch updates to auto-update on 7th Heaven?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-30 01:53:43
Is there a way to get the patch updates to auto-update on 7th Heaven?

I'm not sure. Strife98 had something set up for his mod catalog where I would drop the files into Mega.nz and this would update it, but I don't know if that was an automatic thing or if he then took those files to put into his catalog.

***
Thanks to ffm_strife for the donation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: diop on 2020-04-30 03:18:17
I'm not sure. Strife98 had something set up for his mod catalog where I would drop the files into Mega.nz and this would update it, but I don't know if that was an automatic thing or if he then took those files to put into his catalog.

***
Thanks to ffm_strife for the donation.
All good, I'll just have to remember to check this thread before playing each day.

Some other bugs/mishaps I noticed:
Spoiler: show
In the additional train cart the timer starts as soon as you enter.  It works fine but it starting immediately and not after the dialogue bubble is inconsistent with the other train carts.


When you jump off the train, Barret calls us a "mofe" which I assume is supposed to be "mofo"?

The attack formation with the three grashtrike and the chuse in the train tunnels makes it so you can't see the pointer selecting the chuse a lot of the time.  I assume it's because he floats too high up to the top of the screen, but it is a little confusing if I have him selected.  Also Cloud doesn't seem able to hit chuse with "attack," but Tifa can with her attack, so I'm not sure what the issue with that is.  I didn't extensively test it, but anecdotally it felt like Cloud never hit the chuse and Tifa always did.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-30 03:42:30
All good, I'll just have to remember to check this thread before playing each day.

Some other bugs/mishaps I noticed:
Spoiler: show
In the additional train cart the timer starts as soon as you enter.  It works fine but it starting immediately and not after the dialogue bubble is inconsistent with the other train carts.


When you jump off the train, Barret calls us a "mofe" which I assume is supposed to be "mofo"?

The attack formation with the three grashtrike and the chuse in the train tunnels makes it so you can't see the pointer selecting the chuse a lot of the time.  I assume it's because he floats too high up to the top of the screen, but it is a little confusing if I have him selected.  Also Cloud doesn't seem able to hit chuse with "attack," but Tifa can with her attack, so I'm not sure what the issue with that is.  I didn't extensively test it, but anecdotally it felt like Cloud never hit the chuse and Tifa always did.

I think in the train tunnels, enemy formations make use of row-cover (so enemies in front of others will prevent targeting). That might be why Cloud couldn't attack the Chuse initially.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eaglemind02 on 2020-04-30 07:55:00
Hi !
Sorry for disturbing you again with personnal problems but i have two of them

- My materia randomly give me more bonus than it gave me at the beginning of my game, i play it in arranged mode and don't know why it change like that.

- The other one is my fight with the endgame boss correspond to tifa threat, when i started the fight, i have a blackscreen then my game crash and an error message poped.

otherwise no big problems during my playthrough good job man
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-30 12:21:49
Hi !
Sorry for disturbing you again with personnal problems but i have two of them

- My materia randomly give me more bonus than it gave me at the beginning of my game, i play it in arranged mode and don't know why it change like that.

- The other one is my fight with the endgame boss correspond to tifa threat, when i started the fight, i have a blackscreen then my game crash and an error message poped.

otherwise no big problems during my playthrough good job man

Materia changing bonus/penalties is an .exe thing, so maybe the Hext didn't get applied for some reason due to mod load order (or exe not patched if using main installer).

Found the cause of the 2nd issue this time; uploading patch now.

Edit
Installer
https://mega.nz/file/HxdGDQQS#2Wu-XKqIhBiHwwmkT-P-hFumKrXrnL8Pph4tV2F_Ifs

IRO
https://mega.nz/file/24cQmKaL#2S9ZIK3d6jGdMMNlQ7DSy5blnTJliqOjf1Ad2Pzse1U
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eaglemind02 on 2020-04-30 13:28:32
Materia changing bonus/penalties is an .exe thing, so maybe the Hext didn't get applied for some reason due to mod load order (or exe not patched if using main installer).

I re-apply right now the patch you gave, it works with the fight but i didn't understand what do you meaning about the materia, hat kind of .EXE is this modifier ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eaglemind02 on 2020-04-30 13:33:19
I re-apply right now the patch you gave, it works with the fight but i didn't understand what do you meaning about the materia, hat kind of .EXE is this modifier ?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ruru on 2020-04-30 16:36:24
Hey I've been playing the mod and I've gotten to limit break sidequests part. I have an issue with Tifa's sidequest. Entering the area where Zangan's supposed to be crashes the game. The wrong music is playing as well right before the crash I believe. This is on the steam version using the April 30 2020 NT patch. Couple notes:

-I did the Ozma piano trigger. I don't know if that messes with Zangan's trigger
-Teleporting past Zangan's room with a save editor lets me reach Ozma's room without crashing. I can do Ozma's fight as well.
-Going to Zangan's room from Ozma's trigger the same issue
-Same crash happens with Cloud/Cid as leader
-Loading the save on a vanilla FF7 lets me go into the room with no crash
-Reinstalling the mod on fresh FF7 doesn't fix it
-A friend of mine told me there's suppose to be an NPC that lets me reset the sidequests but I couldn't find it. The debug NPC in Highwind only allowed me to switch between whether Aerith is alive or dead

Clip of the crash happening: https://www.twitch.tv/lilruru/clip/ObeseVictoriousPidgeonDatBoi
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-04-30 20:13:45
I re-apply right now the patch you gave, it works with the fight but i didn't understand what do you meaning about the materia, hat kind of .EXE is this modifier ?

Materia bonus/penalties are stored in the game's .exe file, so if the mod fails to patch the .exe you'll end up with the default bonus/penalties on Materia.

Hey I've been playing the mod and I've gotten to limit break sidequests part. I have an issue with Tifa's sidequest. Entering the area where Zangan's supposed to be crashes the game. The wrong music is playing as well right before the crash I believe. This is on the steam version using the April 30 2020 NT patch. Couple notes:

-I did the Ozma piano trigger. I don't know if that messes with Zangan's trigger
-Teleporting past Zangan's room with a save editor lets me reach Ozma's room without crashing. I can do Ozma's fight as well.
-Going to Zangan's room from Ozma's trigger the same issue
-Same crash happens with Cloud/Cid as leader
-Loading the save on a vanilla FF7 lets me go into the room with no crash
-Reinstalling the mod on fresh FF7 doesn't fix it
-A friend of mine told me there's suppose to be an NPC that lets me reset the sidequests but I couldn't find it. The debug NPC in Highwind only allowed me to switch between whether Aerith is alive or dead

Clip of the crash happening: https://www.twitch.tv/lilruru/clip/ObeseVictoriousPidgeonDatBoi

I'll check it out; maybe I left something in there from debugging or the field became corrupted.

Edit: Found the cause; recently I've been having an issue with the tool where it adds an extra label to the top of an init script then changes a jump to that label, causing an infinite loop. Probably to do with auto-sorting for labels. Patch will be up soon.

Edit2: Hopefully the last needed for a while:
Installer
https://mega.nz/file/SscX3KiS#6DBoRA3rqtpWlRuiB21k-dh1lZisOijKl2zLQAOqteI

IRO
https://mega.nz/file/qgdBjAIA#RsJEFnPf8-sSLaO7qaqkkiElp8MyYLAHgruc1jE3Xhw
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ruru on 2020-04-30 22:06:34
Thanks for the quick reply. That fixed the issue for me. I'll report more if I find any other game breaking bugs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ffm_strife on 2020-05-01 10:34:11
Quick one! Facing a chest in the gelnika next to save point that doesn’t interact at all, trying to open it to no avail, is that intended?
Title: New Threat w/ Reunion
Post by: joyvisions on 2020-05-01 14:30:16
Hi All,

I am a little lost here. I am using Reunion and Remako (without 7th Heaven) running perfectly well. However, I wanted to add New Threat. I downloaded the files compatible with Reunion version 6, but have no idea how to actually add them to reunion as there is no readme. I tried putting them in the custom mods folder, which worked, BUT the reunion character models became overwritten.

Does anybody know a way to get this working? Thanks! Amazing work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: joyvisions on 2020-05-01 14:53:17
Nevermind! I realized it is actually VERY simple. I just copied over the .lgp and .bin files into Reunion/Custom/remako/Direct

In case anybody is wondering how to make Reunion + Remako + New Threat all work simultaneously, this is it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-01 15:10:19
Quick one! Facing a chest in the gelnika next to save point that doesn’t interact at all, trying to open it to no avail, is that intended?

That Supershot ST must be cursed or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ruru on 2020-05-01 18:42:22
I'm trying to collect all the equipments and I couldn't find the Dragoon Lance anywhere in the game. It's not in the Junon shop like in vanilla
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2020-05-01 20:30:05
I'm trying to collect all the equipments and I couldn't find the Dragoon Lance anywhere in the game. It's not in the Junon shop like in vanilla

Dragoon Lance is found in the cave on Mt Da Chao.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ruru on 2020-05-01 20:39:32
Dragoon Lance is found in the cave on Mt Da Chao.
It's not there unfortunately. The normal chest contains Viper Halberd and the chest in the fire contains Magic Shuriken
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kyari on 2020-05-01 21:33:37
Just wanted to drop a quick note to say Yuffie's Perfect Dodge and/or Cloud's accuracy seem to be bugged in the newest versions, not sure if that's known?

Perfect Dodge doesn't seem to be causing any notable increase in evasion, but also I think it might be causing Cloud's accuracy to drop when active in some instances?

Also some enemies seem to just be auto Miss from Cloud only, notably Formula outside/around Junon and the large flying enemy in Mythril Mine. Characters with less accuracy than Cloud don't have this issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OatBran on 2020-05-01 23:23:49
It's not there unfortunately. The normal chest contains Viper Halberd and the chest in the fire contains Magic Shuriken

You definitely are correct it is not in Da Chao anymore, I went to check to see if I got it this playthrough and I guess I missed it as well. Its not listed in "where is the thing.txt" - BUT it is listed in the Enemy-Items spreadsheet. The only enemy that is listed to have it as a steal is "Dragon Rider" which is in the Whirlwind Maze. So if that is still true, then it is a missable piece of equipment, if the enemy even still has it cause that enemy items spreadsheet does have errors in it but has been decently reliable for me so take that info with a grain of salt. Maybe you can even go back there in new threat I havent even checked that either, something to try I guess
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-01 23:46:50
Just wanted to drop a quick note to say Yuffie's Perfect Dodge and/or Cloud's accuracy seem to be bugged in the newest versions, not sure if that's known?

Perfect Dodge doesn't seem to be causing any notable increase in evasion, but also I think it might be causing Cloud's accuracy to drop when active in some instances?

Also some enemies seem to just be auto Miss from Cloud only, notably Formula outside/around Junon and the large flying enemy in Mythril Mine. Characters with less accuracy than Cloud don't have this issue.

Maybe he had earth+elemental in his weapon? If he's missing flying enemies that might be it.

You definitely are correct it is not in Da Chao anymore, I went to check to see if I got it this playthrough and I guess I missed it as well. Its not listed in "where is the thing.txt" - BUT it is listed in the Enemy-Items spreadsheet. The only enemy that is listed to have it as a steal is "Dragon Rider" which is in the Whirlwind Maze. So if that is still true, then it is a missable piece of equipment, if the enemy even still has it cause that enemy items spreadsheet does have errors in it but has been decently reliable for me so take that info with a grain of salt. Maybe you can even go back there in new threat I havent even checked that either, something to try I guess

I can't find a reference to it in the flevel, so I'll add it as a drop in a new chest in Da Chao or somewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: diop on 2020-05-02 03:23:40
When I loaded up today, didn't let me open my menu until walking back in to the save point.  Tried a few times and it definitely didn't work.  Was at the Sector 4 Plate save where you run in to Biggs save spot.  Haven't tested at other regions.

After the Sector 5 bomb is placed, there's the forced encounter, the first battle after that won't trigger battle music, though victory fanfare will still play when you defeat the enemies.

Also the treasure box at the syncronised hit switching room says "Antidote without a closed quotation mark afterward.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jonthecpa on 2020-05-02 05:50:27
First of all, kudos to the folks making this mod. It breathes new life into a classic game.

After the Remake, I decided to play the original after at least ten years (maybe 15), looking for that nostalgia. I downloaded the Steam game, found this modding community, and quickly installed 7H and tons of mods. I've just made it to the Chocobo Ranch, and I'm really wishing I had not turned on NT for this first run. It's such a major change from the original, and I feel completely lost. If I turn it off now, how is that going to affect the rest of the game for me? It seems I'd be way over-leveled with some strange weapons/materia in my possession for a while. Will I encounter any bugs? Is it better to start over?

tl;dr I want to turn the mod off for now (at the Chocobo Ranch). How will that impact the rest of my game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zash on 2020-05-02 08:44:38
Hello.

Need some technical help.  Been loving New Threat, but I have been getting "Unknown Exception has occurred" when trying to load the Zangan fight for Tifa.  Any advice on how to resolve this?  I am using the steam version and I have Tifa as leader.  Thanks in advance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OatBran on 2020-05-02 10:57:24
First of all, kudos to the folks making this mod. It breathes new life into a classic game.

After the Remake, I decided to play the original after at least ten years (maybe 15), looking for that nostalgia. I downloaded the Steam game, found this modding community, and quickly installed 7H and tons of mods. I've just made it to the Chocobo Ranch, and I'm really wishing I had not turned on NT for this first run. It's such a major change from the original, and I feel completely lost. If I turn it off now, how is that going to affect the rest of the game for me? It seems I'd be way over-leveled with some strange weapons/materia in my possession for a while. Will I encounter any bugs? Is it better to start over?

tl;dr I want to turn the mod off for now (at the Chocobo Ranch). How will that impact the rest of my game?


If you disable new threat it wont really affect your game in a negative way, the experience curve for levels is actually more harsh in new threat and when you load your save and earn exp you might actually get set to be further ahead than you were to begin with, as you guessed. any item or materia changes are superficial and not unique to the mod. I think it does use quite a few item id's that are not used in vanilla but they should just appear as blank slots in the inventory, you can remove them with black chocobo save editor if you want. Your love points for the gold saucer date will also be super messed up most likely. all of these things you can can fix with black chocobo if you want very quickly.

Hello.

Need some technical help.  Been loving New Threat, but I have been getting "Unknown Exception has occurred" when trying to load the Zangan fight for Tifa.  Any advice on how to resolve this?  I am using the steam version and I have Tifa as leader.  Thanks in advance.

That bug was reported and fixed? a few days ago I think, are you sure you are playing on the most recent version? Look in the last page or two of this thread and there should be a mega link where you can get it from, if he hasnt updated the OP which he usually does...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-02 12:36:57
When I loaded up today, didn't let me open my menu until walking back in to the save point.  Tried a few times and it definitely didn't work.  Was at the Sector 4 Plate save where you run in to Biggs save spot.  Haven't tested at other regions.

After the Sector 5 bomb is placed, there's the forced encounter, the first battle after that won't trigger battle music, though victory fanfare will still play when you defeat the enemies.

Also the treasure box at the syncronised hit switching room says "Antidote without a closed quotation mark afterward.

Sometimes save points don't toggle their thing properly on save load; it happens in a few places. Only real solution is running back and forth into it (think this happened in vanilla). I find the one on Mt Corel tends to do this.

I'll sort the Reactor 5 things, I keep forgetting about that music thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kyari on 2020-05-02 13:26:59
Maybe he had earth+elemental in his weapon? If he's missing flying enemies that might be it.

Oh my god I feel so stupid, this was entirely the case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SpammingIsCool on 2020-05-02 18:34:18
Any ETA on New Threat mod v2.0?

The remake was a disappointment, I could have have just watched a let's play...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-02 19:10:52
Any ETA on New Threat mod v2.0?

The remake was a disappointment, I could have have just watched a let's play...


Probably within the month.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ffm_strife on 2020-05-02 19:24:24
Holy macaroni what’s up with this Curator machine?! Just came here after dropping to Midgar with parachute and I feel it’s unbeatable O.o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2020-05-02 20:15:34
Probably within the month.

How drastic will the changes be? I just started a NT game and am now wondering if I should wait?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-02 20:22:42
Holy macaroni what’s up with this Curator machine?! Just came here after dropping to Midgar with parachute and I feel it’s unbeatable O.o

If it's too much, you can come back on Disc 3 through a sidequest; it's still difficult to beat on Disc 2.

How drastic will the changes be? I just started a NT game and am now wondering if I should wait?

2.0 will be fairly different with some stuff added, but also some stuff cut; 1.5 is going to be kept as a legacy version because some of the stuff in it is getting axed; I would carry on with your run of 1.5 in case 2.0 doesn't get finished for a while (I missed the previous target of March).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: ffm_strife on 2020-05-02 20:52:31
Cool will return stronger!

Quick one, got the NPC explaining me the new threat quests at the highwind but some require leader change which... can’t do, tried the guy at the Operations room but nothing special, does this require reaching end of crater?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-02 21:58:12
Cool will return stronger!

Quick one, got the NPC explaining me the new threat quests at the highwind but some require leader change which... can’t do, tried the guy at the Operations room but nothing special, does this require reaching end of crater?

Yeah, I didn't think that NPC appeared until then but guess he was set for Disc 3. The party leader swap guy needs the crater to be navigated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheNathanParable on 2020-05-02 22:02:05
Will current save files work with New Threat 2.0, or will we have to start a new game? I'm not that far into the game currently and i'm more than happy to wait for 2.0 to come out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: heromic on 2020-05-02 22:03:34

why you will cut some content for 2.0? do you feel it isn't good enough or other reasons? you could make an optional install with 1.5 content with 2.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SpammingIsCool on 2020-05-02 22:34:05
Probably within the month.
Nice!, can't wait   8) 8) ??? 8)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2020-05-03 00:27:45
Sorry to keep asking so many questions. Is there a way to revert from arrange mode to the normal mode? I am finding arrange mode beyond difficult.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-03 01:02:31
Will current save files work with New Threat 2.0, or will we have to start a new game? I'm not that far into the game currently and i'm more than happy to wait for 2.0 to come out.

New game would be needed, but you might be waiting over a month depending on how things go. If my work re-opens early then that'll slow it down.

why you will cut some content for 2.0? do you feel it isn't good enough or other reasons? you could make an optional install with 1.5 content with 2.0

Some doesn't feel good enough, other things are a bit intrusive/bloat. 1.5 is getting maintained as a legacy version though.

Sorry to keep asking so many questions. Is there a way to revert from arrange mode to the normal mode? I am finding arrange mode beyond difficult.

I can do it I think if I get your save file; I need to apply a change to a var on the field and in-battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: heromic on 2020-05-03 01:21:05
i'm playing it straight in arrange mode. am i missing something cool/interesting from normal mode?
after beat the game in one mode i must play again on the other mode if i want to see everything cool the mod have?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: heromic on 2020-05-03 01:23:32
or each mode just changes difficulty of base new threat in subtle ways and doesn't matter much in a "new features" point-of-view?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-03 02:05:51
i'm playing it straight in arrange mode. am i missing something cool/interesting from normal mode?
after beat the game in one mode i must play again on the other mode if i want to see everything cool the mod have?
or each mode just changes difficulty of base new threat in subtle ways and doesn't matter much in a "new features" point-of-view?

Normal mode has everything, Arrange just ups the difficulty of it and changes some of the normal mode bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2020-05-03 02:52:33
Arrange mode applies a level increase to all of the enemies which will make it harder overall. Arrange also has a different set of many bosses than Normal mode. Most are harder but some are easier in Arrange compared to Normal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sticon on 2020-05-03 09:33:47
Hello,

 First of all thank you sincerely for this mod,truly stellar work.

 I'm encountering constant driver crashing when I start the Gold Saucer Diamond Match.It crashes the moment the game tries to load the battle after the black screen.I'm using the april 30th IRO version with 7th Heaven and have tried disabling every other mod, leaving only NT active, but the result is the same.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eaglemind02 on 2020-05-03 10:14:28
Hello here
All fights are done correcly without bug exept for the pinnacle sephiross, having same problem as when i fought zengan !
And i notice too, the zolom doesn't learn me alpha anymore and it's the last enemy skill for having all, so where alpha could be ... 🤔🤔

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-03 12:24:35
Hello here
All fights are done correcly without bug exept for the pinnacle sephiross, having same problem as when i fought zengan !
And i notice too, the zolom doesn't learn me alpha anymore and it's the last enemy skill for having all, so where alpha could be ... 🤔🤔



You're looking for Chronocure, Pollensalta has it in the Crater (right path).

***

May 3rd Patches

Added Dragoon Lance to a new chest in Da Chao Cave
Fixed the Supershot ST chest
Checked Bizarro Fight
Added Model files for IRO

Installer
https://mega.nz/file/i4kFGTiY#gBNlyw-scAsWlxpiXUpanzGXabIe-Y3ayyOxvAwdml4

IRO
https://mega.nz/file/298zRDgR#qhBmFAQc-XUXXAOo8RPcRb04raIgZz3frGAcRMUl_uw

R06
https://mega.nz/file/fp0XETwQ#PJETZLwgBxTNDAN78OCERxUBEJlvbJTqouamuSCNtLU
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AuthenticM on 2020-05-03 13:02:07
Hey Sega Chief,

Is there a readme or a guide for New Threat that details some of the mod's features and changes? For example, what each character's innate abilities are, etc.

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: diop on 2020-05-03 15:08:34
Hey Sega Chief,

Is there a readme or a guide for New Threat that details some of the mod's features and changes? For example, what each character's innate abilities are, etc.

Thanks
In the downloadable .ZIP there's a folder called Documentation that has all that stuff included.

When I installed the new patch today and started playing the mod didn't load and then the game crashed during my first battle.  I was at the Airbuster/Plasmabuster fight.  It only happened once out of the four attempts, so it was maybe just on my end, but thought I'd bring it up.

Curious why you removed the Sephiroth mention from President Shinra, but perhaps I'll figure that out more in a little bit as I keep playing.  Still enjoying the mod a tonne.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: joyvisions on 2020-05-03 16:08:26
I just wanted to take a moment to give a major THANK YOU for this wonderful mod.

FFVII is one of my favorite games of all time, but I have simply beaten it too many times and have always found it to be a breeze. I am just after the Sector 5 reactor and am loving every minute of it. The battles have been keeping me on my toes and the party customization is so much more engaging than the original. Also, there are some really smart and well-integrated extra scenes/battles that flow great with the original. This doesn't even feel like a mod because I now can't even picture the content NOT being in the original. Combining this with Remako and the Reunion gives me the remaster I always wanted.

Anyways, it means a lot to me that you are putting in the hard work with such a respect for the source material.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: heromic on 2020-05-03 16:20:30
silly question: the documentation folder contains a note called "where is the thing"
i don't like spoilers, so i never opened it to read.. but i can't ignore it every time i open that folder.
this 'thing' is a secret monster? a secret weapon? a secret Weapon Monster? (the most wonderfull thing in the world if you make this happen!)
i just want to know parcially, not what exactly is it  :roll:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eaglemind02 on 2020-05-03 16:27:34
You're looking for Chronocure, Pollensalta has it in the Crater (right path).

***

May 3rd Patches

Added Dragoon Lance to a new chest in Da Chao Cave
Fixed the Supershot ST chest
Checked Bizarro Fight
Added Model files for IRO

Installer
https://mega.nz/file/i4kFGTiY#gBNlyw-scAsWlxpiXUpanzGXabIe-Y3ayyOxvAwdml4

IRO
https://mega.nz/file/298zRDgR#qhBmFAQc-XUXXAOo8RPcRb04raIgZz3frGAcRMUl_uw

R06
https://mega.nz/file/fp0XETwQ#PJETZLwgBxTNDAN78OCERxUBEJlvbJTqouamuSCNtLU

Super patch SegaChief, all is now ok for me exept for the pollensalta pool of manipulation skills, you said she can learn me chronocure but when i manupilate her, she only has Beta Hairwhip and Mustad Bomb, and i try to do an infinite fight with her and never do the chronocure thing, trying limit her such as the gaea dragoon in 1.4 for magnitude8 and stuff like that but nothing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: diop on 2020-05-03 16:28:39
silly question: the documentation folder contains a note called "where is the thing"
i don't like spoilers, so i never opened it to read.. but i can't ignore it every time i open that folder.
this 'thing' is a secret monster? a secret weapon? a secret Weapon Monster? (the most wonderfull thing in the world if you make this happen!)
i just want to know parcially, not what exactly is it  :roll:
Lots of items are moved around in this mod, so the "thing" is just a vague "I can't fix x 'thing', where is it?"  It's not really a spoiler, it just says for example where you can find the MP Plus Materia.

Just a small suggestion, I was hoping to buy some echo drops from the item shop in the Sector 5 Slums, since so many enemies inflict darkness, but none of the shops have any.  Maybe add them in somewhere?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: heromic on 2020-05-03 16:36:28
ah, okay, i understand. thank you so much! now i can rest in peace without thinking about the document :v

so i suggest sega chief to add (if you didn't done it already) on version 2.0 a completely new Weapon Monster on the world map (if this is possible of course) after doing some puzzle solving or something like this, weapon monsters never are enough in FF games. Shame they doesn't exist anymore on newer games :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AuthenticM on 2020-05-03 16:44:42
In the downloadable .ZIP there's a folder called Documentation that has all that stuff included.

Thank you. There even was a link to the documentation in the OP, which I completely missed for some reason.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-03 16:55:52

Super patch SegaChief, all is now ok for me exept for the pollensalta pool of manipulation skills, you said she can learn me chronocure but when i manupilate her, she only has Beta Hairwhip and Mustad Bomb, and i try to do an infinite fight with her and never do the chronocure thing, trying limit her such as the gaea dragoon in 1.4 for magnitude8 and stuff like that but nothing.

My bad, it was actually Death Dealer that had this skill. He's in the same area.

Lots of items are moved around in this mod, so the "thing" is just a vague "I can't fix x 'thing', where is it?"  It's not really a spoiler, it just says for example where you can find the MP Plus Materia.

Just a small suggestion, I was hoping to buy some echo drops from the item shop in the Sector 5 Slums, since so many enemies inflict darkness, but none of the shops have any.  Maybe add them in somewhere?

All right.

ah, okay, i understand. thank you so much! now i can rest in peace without thinking about the document :v

so i suggest sega chief to add (if you didn't done it already) on version 2.0 a completely new Weapon Monster on the world map (if this is possible of course) after doing some puzzle solving or something like this, weapon monsters never are enough in FF games. Shame they doesn't exist anymore on newer games :/

There is a world map editor, but no promises on that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: adireron on 2020-05-04 00:35:48
Thanks for the excellent mod, on my new playthrough and was getting some crashing using the 7th heaven version of the mod, but read on reddit that the installer version solves that issue. To that effect, so far so good. I believe I would have crashed by now. So wonderful!

So, deactivating the mod in 7th heaven is what I assume to be the correct path, but I noticed that my potions now heal only 100hp, despite the description text saying it heals 300hp, as should be expected? If I remember right?

Any help on this anyone? First post, apologies if I goofed up or missed a thread, it's a tough thing to search.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-04 04:34:52
Thanks for the excellent mod, on my new playthrough and was getting some crashing using the 7th heaven version of the mod, but read on reddit that the installer version solves that issue. To that effect, so far so good. I believe I would have crashed by now. So wonderful!

So, deactivating the mod in 7th heaven is what I assume to be the correct path, but I noticed that my potions now heal only 100hp, despite the description text saying it heals 300hp, as should be expected? If I remember right?

Any help on this anyone? First post, apologies if I goofed up or missed a thread, it's a tough thing to search.

That means the .exe is no longer patched. It's not a good idea to run the Main Installer over a 7h installation as it hard-patches the files and will mean that 7h may behave in unpredictable ways if used on top of it.

If you're fine with that, then for the .exe, there should be a folder inside the installer download called emergency .exe patch; use the ff7.exe (if it's 1998/game converted) or ff7_en.exe if it's Steam.

If not, then reinstall the game with 7h (save files can be kept) and download the IRO from this thread; it's a few patches ahead of the catalog IRO for NT and has some key fixes in it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ansalem on 2020-05-04 19:02:39
Just made an account so I could say, I'm loving this mod. I'm up to Kalm and the, umm... interesting scene at the inn made my day. Definitely gonna be finishing the game again after many years.

I have a question, though. When are you supposed to get the specialization stuff? If I'm past it, how do you access it? Worried I might have done something wrong with the install or something.

edit: And I just figured it out.  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: otherhand on 2020-05-04 20:49:45
I love this mod so far! I'm closing in on the finale and starting to take on some of the new end game bosses, most are fair but a few can admittedly be a real doozy. Never before have I been so frustrated about status effects  :-P

Just had one question:  When I check on SP, it shows that I'm still missing a character (listed as ?????), seemingly one was added somewhere? Will this become clear in the Northern Crater or one of the side quests, or did I miss something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-04 22:38:08
I love this mod so far! I'm closing in on the finale and starting to take on some of the new end game bosses, most are fair but a few can admittedly be a real doozy. Never before have I been so frustrated about status effects  :-P

Just had one question:  When I check on SP, it shows that I'm still missing a character (listed as ?????), seemingly one was added somewhere? Will this become clear in the Northern Crater or one of the side quests, or did I miss something?

Don't worry about that, it was a mistake I made.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: hasteroth on 2020-05-05 02:35:15
Nevermind! I realized it is actually VERY simple. I just copied over the .lgp and .bin files into Reunion/Custom/remako/Direct

In case anybody is wondering how to make Reunion + Remako + New Threat all work simultaneously, this is it!

which .lgp and .bin files exactly? I tried doing it with the ones from New Threat but that didn't work

EDIT: Nevermind, I was trying to use my old save file. Had to start a new game
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: hasteroth on 2020-05-05 16:27:46
Nevermind my previous post. Game keeps crashing anyways. Realized though that if I'm using New Threat there's not much point in using The Reunion since I can't have Beacause... I'm considering switching over to New Threat, but I gotta ask... Am I missing out by not having Beacause? I can not make up my mind, this is my first full playthrough of the game so I'm struggling to decide which mod is best for that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-05-05 17:02:18
In my opinion, both mods are for second playthroughs. I'd experience the vanilla game first, then decide if you want modded gameplay (NT) or story dialogue (Beacause) for your second time.

Or you could always play three times  :wink:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: heromic on 2020-05-06 00:08:02
Nevermind my previous post. Game keeps crashing anyways. Realized though that if I'm using New Threat there's not much point in using The Reunion since I can't have Beacause... I'm considering switching over to New Threat, but I gotta ask... Am I missing out by not having Beacause? I can not make up my mind, this is my first full playthrough of the game so I'm struggling to decide which mod is best for that.

i think you can start with beacause, it fixes various spelling errors and add dialogues missing from original game. it doesn't change gameplay in any form.
New Threat changes gameplay in all areas, definitively it's for a second run of the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: otherhand on 2020-05-06 08:13:10
Don't worry about that, it was a mistake I made.

Darn, I was really looking forward to whoever it might be.  :P  Top guess was either Zack or a Sephiroth clone.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: hasteroth on 2020-05-06 14:07:34
i think you can start with beacause, it fixes various spelling errors and add dialogues missing from original game. it doesn't change gameplay in any form.
New Threat changes gameplay in all areas, definitively it's for a second run of the game.

Yeah I ended up landing on that. Figured experiencing the story the way it was intended (which Beacause strives to do) is the best way to do a first run. Definitely gonna do a second run with New Threat.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-05-06 14:38:02
Definitive Edition is also a good option for the first playthrough.

http://forums.qhimm.com/index.php?topic=19619.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dark_Ansem on 2020-05-06 20:48:41
Hey SC, since Sister Ray is about to go public, will you consider updating your mod with it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-06 22:02:17
Hey SC, since Sister Ray is about to go public, will you consider updating your mod with it?

It'd be a separate version as I think stuff would need to be converted to be usable with it. Also, there's a new feature set there that would need to be considered with balancing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: IotaintheFranxx on 2020-05-07 04:16:05
First time in the forums and on this site, wanted to make a post because I had no idea how else to get a direct answer. I love the mod, first off. Second off, the standalone IROs for New Threat (Vanilla combat) for me seem to be incorrectly working. New Threat by itself on 7H 2.0 works as intended, no issues. Vanilla combat version though does not actually change anything in game.

I've tried lots of troubleshooting as well. The only version that I can get to work is the one that comes along with the Gameplay - Qhimm Catalog 3.0. Both versions of New Threat 1.5 have no issue *running* there. The main issue I am having is strange encounters while using the Vanilla Combat version. Most fights are perfectly normal, Lost Number, Guard Scorpion, Red Dragon, etc. It mostly seems to be the bosses are... problematic. Materia Keeper turned into 3 Shinra Soldiers, Red Dragon was actually a green dragon (just named Red Dragon), during Temple, I ran into an error enemy that kept saying "call staff for help" (?????), and the one I am currently baffled at trying to fix is Demon Gate. I have no clue how, but after the cutscene Demon Gate turns into 2, 8 Eye enemies.

I have no explanation for this at all. I've turned off conflicting mods and ran it just by itself, I've tried uninstalling and reinstalling FFVII, as well as cleaning the registries and even going as far as to ensure the needed files (kernel and scene) are in the direct folder for 7H to use. I'm simply at a loss. I can't tell if this is an error or just how the vanilla version is changed to remove some problematic bosses. I would greatly appreciate the help, as I have spent close to the past week trying to fix this to no avail.

If it helps - I'm running Windows 10, 7H 2.03.406, and Steam version of FFVII (though 7H makes me use the 1998 exe anyway). I had read that the manual install for New Threat was possible at request, so I'm up for trying that if there's no other options to try. Either way, keep up the good work on the mod, I'm loving the changes so far. I appreciate your patience with reading this long, annoying post as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Skallex on 2020-05-07 11:05:21
Hi! Awesome mod, having a lot of fun.
Having an issue though. I'm at North Crater and I've made about 150 attempts to steal the Spirit Lance from Crater Dragon, but I can't seem to get it. My party is at lv. 99 and one is at 85 with whom I've made about 50 attempts with. I've read somewhere that the steal mechanics is broken at high levels, do I need to install a cheat enginge to get the Spirit Lance now or what's the deal here?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: IlMomo86 on 2020-05-07 12:22:19
Hi SegaChief, just one info:

the guy in this vid is playing New Threat mod, assumedly freshly downloaded, with the 7thHeaven manager. I noticed that he uses very detailed field models (for NPC) and battle models (for enemises) which I assumed were within 7thHeaven but apparently not. Could you tell me if these are part or not of the New Threat mod itself and, if not, where they could possibly come from?

https://www.youtube.com/watch?v=tuwEuDY-uaY
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-07 15:17:45
First time in the forums and on this site, wanted to make a post because I had no idea how else to get a direct answer. I love the mod, first off. Second off, the standalone IROs for New Threat (Vanilla combat) for me seem to be incorrectly working. New Threat by itself on 7H 2.0 works as intended, no issues. Vanilla combat version though does not actually change anything in game.

I've tried lots of troubleshooting as well. The only version that I can get to work is the one that comes along with the Gameplay - Qhimm Catalog 3.0. Both versions of New Threat 1.5 have no issue *running* there. The main issue I am having is strange encounters while using the Vanilla Combat version. Most fights are perfectly normal, Lost Number, Guard Scorpion, Red Dragon, etc. It mostly seems to be the bosses are... problematic. Materia Keeper turned into 3 Shinra Soldiers, Red Dragon was actually a green dragon (just named Red Dragon), during Temple, I ran into an error enemy that kept saying "call staff for help" (?????), and the one I am currently baffled at trying to fix is Demon Gate. I have no clue how, but after the cutscene Demon Gate turns into 2, 8 Eye enemies.

I have no explanation for this at all. I've turned off conflicting mods and ran it just by itself, I've tried uninstalling and reinstalling FFVII, as well as cleaning the registries and even going as far as to ensure the needed files (kernel and scene) are in the direct folder for 7H to use. I'm simply at a loss. I can't tell if this is an error or just how the vanilla version is changed to remove some problematic bosses. I would greatly appreciate the help, as I have spent close to the past week trying to fix this to no avail.

If it helps - I'm running Windows 10, 7H 2.03.406, and Steam version of FFVII (though 7H makes me use the 1998 exe anyway). I had read that the manual install for New Threat was possible at request, so I'm up for trying that if there's no other options to try. Either way, keep up the good work on the mod, I'm loving the changes so far. I appreciate your patience with reading this long, annoying post as well.

It'll either be a lookup table issue, or Arrange Mode was activated; the vanilla combat version had the Arrange Mode selection available from the start initially which caused problems when it was turned on. I'll review the IRO and see what's going on with it.

Hi! Awesome mod, having a lot of fun.
Having an issue though. I'm at North Crater and I've made about 150 attempts to steal the Spirit Lance from Crater Dragon, but I can't seem to get it. My party is at lv. 99 and one is at 85 with whom I've made about 50 attempts with. I've read somewhere that the steal mechanics is broken at high levels, do I need to install a cheat enginge to get the Spirit Lance now or what's the deal here?

You'll need a Sneak Glove to get the steals in the Crater, there was an oversight with the Level adjustment. Even at a maxed chance, the steals there need Sneak Glove to boost the formula. Sneak Glove itself can be bought from the guy who sells Batteries in Wall Market (to get there you need a keycard dug up from Bone Village that allows entry through the perimeter fence).

Hi SegaChief, just one info:

the guy in this vid is playing New Threat mod, assumedly freshly downloaded, with the 7thHeaven manager. I noticed that he uses very detailed field models (for NPC) and battle models (for enemises) which I assumed were within 7thHeaven but apparently not. Could you tell me if these are part or not of the New Threat mod itself and, if not, where they could possibly come from?

https://www.youtube.com/watch?v=tuwEuDY-uaY

They aren't part of NT, no; I'm guessing they're available through the Qhimm catalog but the field models don't seem familiar.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Skallex on 2020-05-07 19:34:05
Ahhh... I see! Thank you.

Christ the endgame is brutal. Kinda was hoping for the opportunity to grind myself OP for some well earned semi-smooth sailing.
I've loved every aspect of the mod up until now but now it's just unrelenting status effect bombardment, kinda taking away the fun. Since Wall is mandatory in most fights you can't use Ribbon, and only so much you can do with one Hades and Added Effect. Is it supposed to be this hardcore or am I missing something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-07 20:04:00
First time in the forums and on this site, wanted to make a post because I had no idea how else to get a direct answer. I love the mod, first off. Second off, the standalone IROs for New Threat (Vanilla combat) for me seem to be incorrectly working. New Threat by itself on 7H 2.0 works as intended, no issues. Vanilla combat version though does not actually change anything in game.

I've tried lots of troubleshooting as well. The only version that I can get to work is the one that comes along with the Gameplay - Qhimm Catalog 3.0. Both versions of New Threat 1.5 have no issue *running* there. The main issue I am having is strange encounters while using the Vanilla Combat version. Most fights are perfectly normal, Lost Number, Guard Scorpion, Red Dragon, etc. It mostly seems to be the bosses are... problematic. Materia Keeper turned into 3 Shinra Soldiers, Red Dragon was actually a green dragon (just named Red Dragon), during Temple, I ran into an error enemy that kept saying "call staff for help" (?????), and the one I am currently baffled at trying to fix is Demon Gate. I have no clue how, but after the cutscene Demon Gate turns into 2, 8 Eye enemies.

I have no explanation for this at all. I've turned off conflicting mods and ran it just by itself, I've tried uninstalling and reinstalling FFVII, as well as cleaning the registries and even going as far as to ensure the needed files (kernel and scene) are in the direct folder for 7H to use. I'm simply at a loss. I can't tell if this is an error or just how the vanilla version is changed to remove some problematic bosses. I would greatly appreciate the help, as I have spent close to the past week trying to fix this to no avail.

If it helps - I'm running Windows 10, 7H 2.03.406, and Steam version of FFVII (though 7H makes me use the 1998 exe anyway). I had read that the manual install for New Threat was possible at request, so I'm up for trying that if there's no other options to try. Either way, keep up the good work on the mod, I'm loving the changes so far. I appreciate your patience with reading this long, annoying post as well.

It looks like Arrange Mode was enabled; as the script for changing some encounters is still in there, you're getting different encounters for some of the boss fights. For instance, there are two Materia Keepers; the Arrange one has a fight ID of 440 which is where a formation of SOLDIER 3rds are in vanilla file. When you started a new game, was the Normal/Arrange mode select still present?

Ahhh... I see! Thank you.

Christ the endgame is brutal. Kinda was hoping for the opportunity to grind myself OP for some well earned semi-smooth sailing.
I've loved every aspect of the mod up until now but now it's just unrelenting status effect bombardment, kinda taking away the fun. Since Wall is mandatory in most fights you can't use Ribbon, and only so much you can do with one Hades and Added Effect. Is it supposed to be this hardcore or am I missing something?

This is going to depend on the fight but you can shore yourself up a bit with an accessory and an Added Effect Materia on someone with Esuna+All to more reliably clean statuses from other party members. I'll keep this in mind going ahead with 2.0's endgame.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: IotaintheFranxx on 2020-05-07 21:18:02
It looks like Arrange Mode was enabled; as the script for changing some encounters is still in there, you're getting different encounters for some of the boss fights. For instance, there are two Materia Keepers; the Arrange one has a fight ID of 440 which is where a formation of SOLDIER 3rds are in vanilla file. When you started a new game, was the Normal/Arrange mode select still present?

No, I never had that option. When I started the game with Vanilla combat version, it gives a message that says "Welcome to New Threat 1.5 Vanilla Combat", and then right after, recommending I use Wait style ATB. I do recall seeing the option for Arrange on the regular New Threat mod, however. I'm still recalling the game from many years ago, so I wasn't ready to jump into the the challenge of NT. That being said, what does Arrange mode do? Just shuffle some battles?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-07 21:36:11
Yeah it shuffles some battles, and the ID for Arrange Materia Keeper matches up with what you described (3 soldiers). I'll need to check if the variable is getting toggled somewhere if you didn't have an option at new game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: IotaintheFranxx on 2020-05-07 21:43:22
Thanks a ton. I used the NT Vanilla mod in the Gameplay 3.0 Qhimm catalog, by the way. Not sure if it was an issue on my end as well, but the IRO for Vanilla that you have linked on first page seemingly doesn't activate in 7H 2 for whatever reason.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: JonJon412 on 2020-05-07 22:02:43
Greetings Sega Chief!

Finally got around to play your New Threat mod after many years of playing the Gjoerulv's mod and I'm liking it a lot so far...playing Arrange Mode.

I'm experiencing a lot of crashes, but it seems related to running out of memory...hopefully I'll see how to fix/delay this issue...its happening a lot.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-08 03:22:27
Greetings Sega Chief!

Finally got around to play your New Threat mod after many years of playing the Gjoerulv's mod and I'm liking it a lot so far...playing Arrange Mode.

I'm experiencing a lot of crashes, but it seems related to running out of memory...hopefully I'll see how to fix/delay this issue...its happening a lot.



That's to do with 7h; high-res texture mods exacerbate the issue as the driver runs out memory.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Skallex on 2020-05-08 06:33:44
Greetings Sega Chief!

Finally got around to play your New Threat mod after many years of playing the Gjoerulv's mod and I'm liking it a lot so far...playing Arrange Mode.

I'm experiencing a lot of crashes, but it seems related to running out of memory...hopefully I'll see how to fix/delay this issue...its happening a lot.

Had the same issue, then I disabled the Field Textures and Spell Textures in 7th Heaven and the crashing stopped. In case you like me have a lot of mods going.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dan297na on 2020-05-08 15:12:44
You're looking for Chronocure, Pollensalta has it in the Crater (right path).

***

May 3rd Patches

Added Dragoon Lance to a new chest in Da Chao Cave
Fixed the Supershot ST chest
Checked Bizarro Fight
Added Model files for IRO

Installer
https://mega.nz/file/i4kFGTiY#gBNlyw-scAsWlxpiXUpanzGXabIe-Y3ayyOxvAwdml4

IRO
https://mega.nz/file/298zRDgR#qhBmFAQc-XUXXAOo8RPcRb04raIgZz3frGAcRMUl_uw

R06
https://mega.nz/file/fp0XETwQ#PJETZLwgBxTNDAN78OCERxUBEJlvbJTqouamuSCNtLU

I'm still having problems with the Supershot ST.  I installed the May 3rd mod, and the chest shows up, but I still can't open it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Skallex on 2020-05-08 17:01:45
Allright so I encountered a bug. I finished a Special Battle at Gold Saucer with Cid as leader + Barret and Cloud, and when the battle was over Cloud was gone from the party, which means I'll have to leave the arena to fetch him and lose my points. No biggie, it was only one battle, but I thought it might be significant enough to mention :)

BTW while I'm at it, it has happened many times now that Clouds Meteostrike does between 1 and 20 points of damage per meteor, against mobs and bosses with low defense.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Skallex on 2020-05-08 17:07:58
Allright so I encountered a bug. I finished a Special Battle at Gold Saucer with Cid as leader + Barret and Cloud, and when the battle was over Cloud was gone from the party, which means I'll have to leave the arena to fetch him and lose my points. No biggie, it was only one battle, but I thought it might be significant enough to mention :)

BTW while I'm at it, it has happened many times now that Clouds Meteostrike does between 1 and 20 points of damage per meteor, against mobs and bosses with low defense.

*Meteorain, sorry

I left the Battle Arena and was not able to move Cloud nor Tifa in to the party again. Did a soft reset to load in my last save, gonna switch back to Cloud as leader, guessing that will fix the issue hehe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-08 20:31:55
I'm still having problems with the Supershot ST.  I installed the May 3rd mod, and the chest shows up, but I still can't open it.

All right, Plan B time.

Allright so I encountered a bug. I finished a Special Battle at Gold Saucer with Cid as leader + Barret and Cloud, and when the battle was over Cloud was gone from the party, which means I'll have to leave the arena to fetch him and lose my points. No biggie, it was only one battle, but I thought it might be significant enough to mention :)

BTW while I'm at it, it has happened many times now that Clouds Meteostrike does between 1 and 20 points of damage per meteor, against mobs and bosses with low defense.

I'll see what I can do about the battle square.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-09 00:36:43
All right:

1) One of Bizarro's attacks was reportedly causing a hard lock (an alternative version of his physical attack). I've changed its animation to be on the safe side.

2) Added checks to add Cloud back to the party once Battle Square is done with a different party leader; the checks to re-add him weren't there.

3) Another attempt at the Supershot ST chest; I've changed the variable on the chest to something new to rule out possibility of the var having been repurposed for something else.

Installer
https://mega.nz/file/7hdmxCrZ#QoAuBLrUg-rXEcz4o1Iq7-4vK_-SsKxQTCavBM2StDI

IRO
https://mega.nz/file/isVCwSBb#9xQN4CAVXNrpFWekrpFmcJUWbM74G_HFn68Smay3Xt4
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: JonJon412 on 2020-05-09 00:48:13
Had the same issue, then I disabled the Field Textures and Spell Textures in 7th Heaven and the crashing stopped. In case you like me have a lot of mods going.

I'm going to try this, thanks for the suggestiion :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: JonJon412 on 2020-05-09 00:51:58
That's to do with 7h; high-res texture mods exacerbate the issue as the driver runs out memory.

Had the same issue, then I disabled the Field Textures and Spell Textures in 7th Heaven and the crashing stopped. In case you like me have a lot of mods going.

This is how I'm running it atm:

(https://i.postimg.cc/4dC6gQzD/7th.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Skallex on 2020-05-09 07:30:34
This is how I'm running it atm:

(https://i.postimg.cc/4dC6gQzD/7th.png)


These are mine, no crashing. Had a crash every few hours before.

(https://i.postimg.cc/PfWdPRKM/mods.jpg)

All right:

1) One of Bizarro's attacks was reportedly causing a hard lock (an alternative version of his physical attack). I've changed its animation to be on the safe side.

2) Added checks to add Cloud back to the party once Battle Square is done with a different party leader; the checks to re-add him weren't there.

3) Another attempt at the Supershot ST chest; I've changed the variable on the chest to something new to rule out possibility of the var having been repurposed for something else.

Installer
https://mega.nz/file/7hdmxCrZ#QoAuBLrUg-rXEcz4o1Iq7-4vK_-SsKxQTCavBM2StDI

IRO
https://mega.nz/file/isVCwSBb#9xQN4CAVXNrpFWekrpFmcJUWbM74G_HFn68Smay3Xt4

Thank you for your hard work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: thunderbreak on 2020-05-09 09:34:16
Hey just beat the whole mod today, amazing work I must say. Thank you for your work and dedication.

My reason to install this mod is for Aerith. And I'm happy to say that I'm not the least bit disappointed, I was fully expecting her to just be a log on the team, but you actually integrated her as much as you can, and the airship motion sickness is a great touch lol. I do wish there was something for the Icicle Village when we watched the videos in her parent's house if she's on the team. But I'm very grateful for what I got.

There are a few things I run into towards the end I thought I should bring to your attention.

I did quite a bit of grinding and filled up my materia inventory before going to Dark Cave. Once I entered the Dark Cave, materias were automatically unequipped from characters. And all the materias I equipped on the characters were gone. I had to go back to grind for most of them. Please consider giving an option to the player to unequip the materias or keep them on, or at least a warning to players that they may lose their materias.

And I saved right before the Sephiroth Safer fight, so I'm stuck right before the last boss fight and can't go anywhere else, am I missing something or this is by design? Any chance for a post ending save and bring the player back to the surface?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheOppressed on 2020-05-09 11:07:56
(https://i.postimg.cc/SKhz2NPx/mysterysolved.png)

Mystery solved for that cursed chest! Thanks for your work, really appreciate these updates.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SeveronSylvanas on 2020-05-09 19:16:18
Hi.

I was going through a playthrough of 1.5 sometime last year and have decided to start a fresh new game, updating the mod before hand. But it seems this 1.5 has quite a fair few differences I've noticed since the last version of 1.5 and I haven't been able to find a change log to get the answer to this question.

I'm currently at the Wutai Pagoda and I got nothing when I morphed Shake. I'm following the enemy item spreadsheet found in the documentation but I'm guessing this is now quite outdated?
Has the Sprint Shoes been removed from Shake? Also, I assume that Chekov is actually still unmorphable due to the fact you can't deal any physical damage. The spreadsheet says she drops a Wizard Bracelet.

I'm a bit of a completionist so I'm hesitant to continue on with the game until I know for certain that I'm not going to miss out on items. (I'm aware that they can be picked up later but I like to obtain items at the very earliest opportunity)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: eaglemind02 on 2020-05-09 21:08:10
Hello there
I'm testing the randomizer sources and it's obvious than some one else report you that micro error bit anyone notice that, mister smile give you 25 source per 5 add to the original 5 of all stats so it actually broke the game very hardly 😂 i figure it out there is Soon a patch to correct that ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-09 22:07:55
Hey just beat the whole mod today, amazing work I must say. Thank you for your work and dedication.

My reason to install this mod is for Aerith. And I'm happy to say that I'm not the least bit disappointed, I was fully expecting her to just be a log on the team, but you actually integrated her as much as you can, and the airship motion sickness is a great touch lol. I do wish there was something for the Icicle Village when we watched the videos in her parent's house if she's on the team. But I'm very grateful for what I got.

There are a few things I run into towards the end I thought I should bring to your attention.

I did quite a bit of grinding and filled up my materia inventory before going to Dark Cave. Once I entered the Dark Cave, materias were automatically unequipped from characters. And all the materias I equipped on the characters were gone. I had to go back to grind for most of them. Please consider giving an option to the player to unequip the materias or keep them on, or at least a warning to players that they may lose their materias.

And I saved right before the Sephiroth Safer fight, so I'm stuck right before the last boss fight and can't go anywhere else, am I missing something or this is by design? Any chance for a post ending save and bring the player back to the surface?

You should avoid single-slotting your playthrough as it can lead to problems like this; you can get out of there though if you use a save editor and set the Game Moment variable to 1998 (in your file, it will be 1999). The problem with a post-save is that the ending is hardcoded to close the client once it's finished but I just thought of a way to get around that while typing this, so I'll see about adding that for the next patch, along with getting rid of the unequip all.

Hi.

I was going through a playthrough of 1.5 sometime last year and have decided to start a fresh new game, updating the mod before hand. But it seems this 1.5 has quite a fair few differences I've noticed since the last version of 1.5 and I haven't been able to find a change log to get the answer to this question.

I'm currently at the Wutai Pagoda and I got nothing when I morphed Shake. I'm following the enemy item spreadsheet found in the documentation but I'm guessing this is now quite outdated?
Has the Sprint Shoes been removed from Shake? Also, I assume that Chekov is actually still unmorphable due to the fact you can't deal any physical damage. The spreadsheet says she drops a Wizard Bracelet.

I'm a bit of a completionist so I'm hesitant to continue on with the game until I know for certain that I'm not going to miss out on items. (I'm aware that they can be picked up later but I like to obtain items at the very earliest opportunity)

Looks like all the Pagoda Morphs have been removed, with the exception of Godo who Morphs into a Curse Ring. Likely done due to the nature of those battles making it impossible to get them. I checked the data; spreadsheet is slightly out of date on that.

Hello there
I'm testing the randomizer sources and it's obvious than some one else report you that micro error bit anyone notice that, mister smile give you 25 source per 5 add to the original 5 of all stats so it actually broke the game very hardly 😂 i figure it out there is Soon a patch to correct that ?

I'll check it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hugin on 2020-05-10 08:10:00
Not sure if it's been mentioned before (and not sure of the best way to search the 377 pages of posts) but Midgar save points don't allow you to access Mr. Smile when you come back after defeating Diamond Weapon. (Specifically, in the slums when entering through the gate using the key you find in Bone Village, as well as in Shinra tower)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hugin on 2020-05-10 08:21:45
Also, another tiny issue:

Spoiler: Contains FF7 Story Spoilers! • show
Also, Aeris is showing up after parachuting into Midgar, even though I've configured her as "dead" with the New Threat config dude on the Highwind in this
scene:

(https://clanofartisans.com/aeris-zombie.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Manadork on 2020-05-10 09:37:14
I thought the Diamond Match in the Gold Saucer was literally impossible but I finally got it! Dear lord that fight lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-10 14:24:20
Not sure if it's been mentioned before (and not sure of the best way to search the 377 pages of posts) but Midgar save points don't allow you to access Mr. Smile when you come back after defeating Diamond Weapon. (Specifically, in the slums when entering through the gate using the key you find in Bone Village, as well as in Shinra tower)

I could add a toggle so that it has the options later, but it's a pain in the ass low priority.

Also, another tiny issue:

Spoiler: Contains FF7 Story Spoilers! • show
Also, Aeris is showing up after parachuting into Midgar, even though I've configured her as "dead" with the New Threat config dude on the Highwind in this
scene:

(https://clanofartisans.com/aeris-zombie.png)


Nice image name; will sort that out.

I thought the Diamond Match in the Gold Saucer was literally impossible but I finally got it! Dear lord that fight lol.

Congrats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-10 15:13:24
So this update has the following:

1) Controller Icons: I've replaced the PC-based text button prompts with controller icons. These use the Reunion (R06) set by default (PSX style). I'll need someone to test this as my 7h is currently broken and I'm not convinced I've got the file structure right for it. ESUI's XBOX buttons should also work with it as they use the same symbols.

2) Midgar Raid, zombie removed.

3) Randomiser Rank Up Sources fixed to intended amounts.

Installer
https://mega.nz/file/K0kwTaTL#12FBQzBlnOz37CBF8256ekGwBEToZ4mhW2RlWI5fZY8

IRO
Pending Update to ESUI; stick with the IRO for May 9th for now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hugin on 2020-05-10 17:42:47
Something doesn't seem to be working right between ESUI and NT for me. I've tried both the latest release direct from Chrysalis (http://forums.qhimm.com/index.php?topic=19120.0) and the one from the Qhimm catalog User Interface pack. I've tried a few different load orders. I've tried changing to Xbox buttons instead of PSX buttons. Nothing seems to be working.

Buttons display fine in the controller config screen of the menu, but not in any field dialogs. In addition, if I completely disable ESUI, the NT dialogs actually show the buttons just fine. Not sure where the disconnect is here.

Spoiler: Pics • show

Highwind Controls
(https://clanofartisans.com/highwind.png)

Save Point Menu
(https://clanofartisans.com/save.png)

Controller Config Menu
(https://clanofartisans.com/config.png)

ESUI Disabled
(https://clanofartisans.com/esui-off.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2020-05-10 18:57:33
So this update has the following:

1) Controller Icons: I've replaced the PC-based text button prompts with controller icons. These use the Reunion (R06) set by default (PSX style). I'll need someone to test this as my 7h is currently broken and I'm not convinced I've got the file structure right for it. ESUI's XBOX buttons should also work with it as they use the same symbols.

2) Midgar Raid, zombie removed.

3) Randomiser Rank Up Sources fixed to intended amounts.

Installer
https://mega.nz/file/K0kwTaTL#12FBQzBlnOz37CBF8256ekGwBEToZ4mhW2RlWI5fZY8

IRO
https://mega.nz/file/H91mAKyT#K4DZkIKvh92FLWvSad2Ja3WP4ndYJs0tZvrKZ6zGMIw

Controller icons are invisible now in my menus. Is there a way to flip back to the old option?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-10 20:47:24
Something doesn't seem to be working right between ESUI and NT for me. I've tried both the latest release direct from Chrysalis (http://forums.qhimm.com/index.php?topic=19120.0) and the one from the Qhimm catalog User Interface pack. I've tried a few different load orders. I've tried changing to Xbox buttons instead of PSX buttons. Nothing seems to be working.

Buttons display fine in the controller config screen of the menu, but not in any field dialogs. In addition, if I completely disable ESUI, the NT dialogs actually show the buttons just fine. Not sure where the disconnect is here.
[/spoiler]

Controller icons are invisible now in my menus. Is there a way to flip back to the old option?

Still figuring things out; the download from the main thread is still the pre-patch ones so can use those in the meantime. I suspect first thing is that the IRO doesn't have a valid folder path so I'm going to try a different way next.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-10 20:56:02
Edit: Found issue
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-10 22:24:10
Right, it's sorted now but will need to wait for an ESUI update as I added colour-codes to the buttons for the default sheet which ESUI doesn't have sheets for, so Chrysalis is kindly adding some duplicate sheets to cover this. When ESUI updates with this, I'll put the IRO out. For now, the IRO from 9th May will stay as the current IRO.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dan297na on 2020-05-10 23:38:38
The SuperShot ST chest works for me now, thanks. 
Can you tell me where to find the Heaven's Cloud?  The txt file says morph them from Iron Man's but I cant find them anywhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-10 23:55:06
The SuperShot ST chest works for me now, thanks. 
Can you tell me where to find the Heaven's Cloud?  The txt file says morph them from Iron Man's but I cant find them anywhere.

You can find Iron Giants on the last screen of the left-down path, I added them there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2020-05-11 01:23:29
Right, it's sorted now but will need to wait for an ESUI update as I added colour-codes to the buttons for the default sheet which ESUI doesn't have sheets for, so Chrysalis is kindly adding some duplicate sheets to cover this. When ESUI updates with this, I'll put the IRO out. For now, the IRO from 9th May will stay as the current IRO.

You're a GD saint, sir.

Just an FYI but encountered a very strange bug the other day on the first visit to Cosmo Canyon. Cloud runs in a solo party right before you meet Bugenhagen for the first time. I did a rank up at that time, and accidentally did "PHS" which then forced me to create a 3 person party. This must have thrown off the game because Bugenhagen was already in the observatory during that first cut scene when Red introduces you. He even said his line for later "come on in.. the door is unlocked". Seemed strange at first but the dialogue still goes and then the game seems to proceed as normal. However, when you return again to watch the planetarium, the FMV gets all jacked up and the game does not advance. I eventually just loaded an old save and it worked. Not a huge deal but just thought you might want to know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Drake Comet on 2020-05-11 02:33:26
Hello, right now I am trying to get the best weapons for each character but I cannot not get Barret Max Ray weapon from the Armored Golem. I tired Morph, Steal, and letting it drop but for some reason it does not drop.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dvsblack on 2020-05-11 07:13:41
That's worrying; when used normally, does enemy launcher only hit all enemies or does it hit all enemies + all allies? I remember changing it from the global targeting because it broke with certain command materia but if it's still breaking with multi-cut then I'll need to either change the targeting parameter on multi-cut (assuming that works) or ditch multi-targeting on weapons (unless setting toggle flag allows it to work properly). Will do some tests.

Could buff fury ring but the status itself gives 1.5x extra damage on its own if I remember right. I'll raise it and see how it goes; I've some other things to fix up too.

This quote is from a long time ago but i'm currently playing through this awesome re-make and thought i'd toss in my take on it as well as many others here... but i'll keep it brief.

Two strats i found / abused made the game a bit too easy and hopefully they'd be nerfed out.

unlike the poster above i actually found the berserk ring to be very strong, maybe even too strong.

for a good portion of the game I would put berserk ring and all the +str/luk summon materia on a single character, even crazier after you get the gigas armlet... they are hitting early-mid game for like 3-5k damage... it's too much for that point in the game and made a lot of the bosses super easy. (and if i remember counter attack materia still works and they hit hard with that too).  also if you combine this with reds life leech weapon can be kinda disgusting as well.

but the utterly broken thing which i breezed through the game with up until aeris leaves the party is this combo... Aeris heal staff + added effect + barrier.  As soon as i got this combo going nothing could touch me... with this combo the game is easier the original game.  for some reason enemy magic was often healing me.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jnaypauer on 2020-05-11 07:36:33
Hi, I'm quite far along in the mod but would like to update it now that the sunken ship chest is fixed.  Do I just download the new installer and run it over the old version?  I don't want to lose my progress  :|
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ketsuban on 2020-05-11 09:44:15
So I finally beat the mod, played it on normal mode since it's been years that I've played FF7 and wanted something new, while I pretty much forgot all the details of the game.
Man, it was quite the experience! Not too easy, not too hard, never unfair
Spoiler: show
except maybe Ozma, at first I thought FFX Nemesis was a bit unfair too but then I learned he was susceptible to frog (thank god for Hades)


I went into the mod blind, I did look up where I could find certain optional bosses since I didn't want to miss anything but I tried my best not to get spoilered on what the actual bosses do.
Just one little question, is Arrange mode wildly different (different treasure, new bosses, etc.), or is it just some minor difficulty tweaks to make the base mod harder?

I know I could easily google this, but once again in the case it is wildly different I don't want to spoil the changes for me :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-11 10:59:34
You're a GD saint, sir.

Just an FYI but encountered a very strange bug the other day on the first visit to Cosmo Canyon. Cloud runs in a solo party right before you meet Bugenhagen for the first time. I did a rank up at that time, and accidentally did "PHS" which then forced me to create a 3 person party. This must have thrown off the game because Bugenhagen was already in the observatory during that first cut scene when Red introduces you. He even said his line for later "come on in.. the door is unlocked". Seemed strange at first but the dialogue still goes and then the game seems to proceed as normal. However, when you return again to watch the planetarium, the FMV gets all jacked up and the game does not advance. I eventually just loaded an old save and it worked. Not a huge deal but just thought you might want to know.

It'll be due to my save point change re-enabling PHS when it shouldn't be.

Hello, right now I am trying to get the best weapons for each character but I cannot not get Barret Max Ray weapon from the Armored Golem. I tired Morph, Steal, and letting it drop but for some reason it does not drop.

The drop won't happen if a Steal is made, the rate for drop should be maxed on the latest version; are you using the catalog IRO or the IRO from this thread? Try the one from this thread if not.


This quote is from a long time ago but i'm currently playing through this awesome re-make and thought i'd toss in my take on it as well as many others here... but i'll keep it brief.

Two strats i found / abused made the game a bit too easy and hopefully they'd be nerfed out.

unlike the poster above i actually found the berserk ring to be very strong, maybe even too strong.

for a good portion of the game I would put berserk ring and all the +str/luk summon materia on a single character, even crazier after you get the gigas armlet... they are hitting early-mid game for like 3-5k damage... it's too much for that point in the game and made a lot of the bosses super easy. (and if i remember counter attack materia still works and they hit hard with that too).  also if you combine this with reds life leech weapon can be kinda disgusting as well.

but the utterly broken thing which i breezed through the game with up until aeris leaves the party is this combo... Aeris heal staff + added effect + barrier.  As soon as i got this combo going nothing could touch me... with this combo the game is easier the original game.  for some reason enemy magic was often healing me.

I've adjusted some of the damage modifiers for 2.0, but not Berserk so I'll have a look at that.

Letting Barrier Materia attach to Added Effect was a bad mistake. I left it on there because a few people did speedruns of NT and it relied on that. It'll be gone from the 2.0 build though.

Hi, I'm quite far along in the mod but would like to update it now that the sunken ship chest is fixed.  Do I just download the new installer and run it over the old version?  I don't want to lose my progress  :|

Unlike a ROM, you can just patch over your files with new versions and save files will be retained. Just run the installer over the files and all should be well but make a backup of the FF7/Data folder and your saves before proceeding just to be on the safe side.

So I finally beat the mod, played it on normal mode since it's been years that I've played FF7 and wanted something new, while I pretty much forgot all the details of the game.
Man, it was quite the experience! Not too easy, not too hard, never unfair
Spoiler: show
except maybe Ozma, at first I thought FFX Nemesis was a bit unfair too but then I learned he was susceptible to frog (thank god for Hades)


I went into the mod blind, I did look up where I could find certain optional bosses since I didn't want to miss anything but I tried my best not to get spoilered on what the actual bosses do.
Just one little question, is Arrange mode wildly different (different treasure, new bosses, etc.), or is it just some minor difficulty tweaks to make the base mod harder?

I know I could easily google this, but once again in the case it is wildly different I don't want to spoil the changes for me :P

Arrange is more like tweaks at the moment, nothing outlandishly different save for some of the bosses being swapped out for variants or a spin being put on the fight. The arrange mode in 2.0 will be drastically different with event changes; I'm looking to get that released by the end of this month.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2020-05-11 11:04:05
hey sega chief

since arrange mode is gonna be different on 2.0 of your NT mod

do you think i should start off with normal mode on your 2.0 mod then after it gets released
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-11 13:48:52
hey sega chief

since arrange mode is gonna be different on 2.0 of your NT mod

do you think i should start off with normal mode on your 2.0 mod then after it gets released

There's enough changed in Normal mode of 2.0 to warrant that being the first playthrough even if you've been through NT in the past.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: brakthir on 2020-05-11 16:23:43
Quick question guys. I'm assuming if you wish to go back to vanilla FF7 during a playthrough of NT, it isn't possible?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-11 18:30:36
Depends on how it was installed. If it's the IRO, you can deactivate it. If it's the installer, you need to either do a file validation to restore the files (Steam) or reinstall (1998). If you made a backup copy of the data folder before installation then you can revert that way (I typically keep a default copy of the Data folder so I can quickly swap between NT and default for testing).

Also, you can try this installer to revert affected files to default: https://mega.nz/file/i50xQRaZ#_tqb7dQiZgyH0TMOC5cjK-DTRe98aVfU8vO4T2AEs7w

Save files will function from NT to vanilla, though you may see some visual glitches with the exp gauges; these correct once the character levels up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dan297na on 2020-05-11 19:00:44
Minor thing I found.  Aerith's Wizard staff description says it restores HP, when it actually restores MP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: thunderbreak on 2020-05-11 20:07:34
On the subject of Aerith' weapons. Her Princess Guard targets enemy by default, where her other HP recovery weapons target the team by default.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ketsuban on 2020-05-11 20:30:49
There's enough changed in Normal mode of 2.0 to warrant that being the first playthrough even if you've been through NT in the past.

oh man I'm getting hyped, gonna be the first time I replay an RPG in the same year :P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dan297na on 2020-05-11 21:57:21
I'm doing the dark cave now and noticed a glitch in Aerith's house.  There is a soldier on the second floor, and when you talk to him he says, "where can she have gone".  If you speak to him again after that the game locks up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ozscar on 2020-05-12 00:51:00
Loving this mod so far. One thing that is bugging me is Yuffie's feet... she's walking on stubs. Is this something anyone else is experiencing? I have played around with the mods and it persists.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2020-05-12 02:04:19
Loving this mod so far. One thing that is bugging me is Yuffie's feet... she's walking on stubs. Is this something anyone else is experiencing? I have played around with the mods and it persists.

Had that too. Are you using Ninostyle models? For some reason it works when I have "Battle Models - Qhimm Catalog" load first with Yuffie set to "No Change". I then have "Ninostyle - Battle Models" load after with Yuffie set to the model. You can download the Ninostyle specific IRO from Nexus Mods Manager.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Apekatt on 2020-05-12 09:16:05
Hi, first I just want to say that this is an excellent mod and I've been having a blast playing through it.

However, when I attempt to play the Dark Cave I've encountered my first game breaking bug. When Cloud wakes up next to Barret they have a few lines back and forth. Finally Barret says something along the lines of "Whatever, let's go" and Cloud turns to him. Nothing more happens after this though, I cannot control my character and there is no new dialogue prompt. It's as if they game is waiting for another line but nothing is said.

Anyone else have this problem? Any suggestion how to fix it? Would be fun to be able to play all the added content before finishing Northern Crater.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-12 13:14:47
Minor thing I found.  Aerith's Wizard staff description says it restores HP, when it actually restores MP.
On the subject of Aerith' weapons. Her Princess Guard targets enemy by default, where her other HP recovery weapons target the team by default.

Also cursed, feel like I've fixed this several times in the past.

I'm doing the dark cave now and noticed a glitch in Aerith's house.  There is a soldier on the second floor, and when you talk to him he says, "where can she have gone".  If you speak to him again after that the game locks up.

Will sort out.

Hi, first I just want to say that this is an excellent mod and I've been having a blast playing through it.

However, when I attempt to play the Dark Cave I've encountered my first game breaking bug. When Cloud wakes up next to Barret they have a few lines back and forth. Finally Barret says something along the lines of "Whatever, let's go" and Cloud turns to him. Nothing more happens after this though, I cannot control my character and there is no new dialogue prompt. It's as if they game is waiting for another line but nothing is said.

Anyone else have this problem? Any suggestion how to fix it? Would be fun to be able to play all the added content before finishing Northern Crater.

Is this on the catalog IRO or this thread's IRO? I think the cause was an unassigned animation. If using the thread IRO, then try deactivating animation/model mods temporarily then reactivating them once you reach the first save point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Apekatt on 2020-05-12 13:46:02
I've been using the thread IRO. Got it, will try to deactivate all other mods and see what happens. Didn't try it before posting since everything else has been working smoothly. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-12 13:57:09
Updates

Changelog (since Catalog Update)
*) Battle Costume options added
) Fix for Tifa's Lv.4 Limit Boss Fight (wrong ID)
) Fix for Bizarro battle selection (1 party)
) Bug with one of Bizarro's attacks

) NPC would appear during Midgar Raid during wrong conditions
) Sources given by Randomiser Option in Rank Up menu fixed
) Battle Square; oversight where Cloud wouldn't be added back to the Party if using a different party leader
) Dragoon Lance chest added to Sacred Fire Cave
) Supershot ST chest in the Gelnika placed (and fixed)

12th May
*) Controller Button Icons Added; ESUI has updated to support this, along with an option to swap buttons for Confirm/Cancel which is compatible with NT (thanks Chrysalis)
) Changed default targeting of Princess Guard
) Changed Text of Wizard Staff description to MP instead of HP
) Softlock on NPC talk script in Elmyra's House (Dark Cave sidequest)

NT now uses controller buttons for its prompts. By default these are the PSX buttons with Circle as Confirm. If you use ESUI, you can swap the button prompts to XBox ones and flip the Confirm/Cancel buttons (if you use X/A as your confirm, instead of Circle/B). Use the new option within ESUI for swapping Confirm/Cancel instead of the separate Controller Addon IRO.

Installer
https://mega.nz/file/v1NWGCqY#Usfnk-lM3xgKijOsR0YMUZH-4UxriHINsXHuCW7F8CU

IRO
https://mega.nz/file/vtVSTSDZ#y4Oz_BuNPd-L_DbXJ67h5sl1LrrmMzTIYT38VpYUbgw
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: karenjr95 on 2020-05-12 14:12:43
Wondering if anyone else has run into this. A search on the forum gave no results.

The Hypnocrown seems to be absent during my play through of 1.5. Nearing the end of Disc 1 and Cait Sith did not come equipped with this accessory, nor was it a steal-able item from the Hecteyes as the Enemy Items doc says.

Was it removed in this version of the mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-12 22:42:50
Wondering if anyone else has run into this. A search on the forum gave no results.

The Hypnocrown seems to be absent during my play through of 1.5. Nearing the end of Disc 1 and Cait Sith did not come equipped with this accessory, nor was it a steal-able item from the Hecteyes as the Enemy Items doc says.

Was it removed in this version of the mod?

Should be in a chest in the cliff behind the Forgotten City (this screen): (https://i.imgur.com/FYYt1YG.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-05-13 01:12:32
I just turned in the guidebook and the game just won't let me pick up the Gold Chocobo reward. Cloud just says the stable is full even though I don't own a Chocobo. I'm playing the latest version that you released yesterday
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-13 01:53:33
I just turned in the guidebook and the game just won't let me pick up the Gold Chocobo reward. Cloud just says the stable is full even though I don't own a Chocobo. I'm playing the latest version that you released yesterday

Just to rule this out, have you bought all 6 stable spaces? I haven't altered the script itself so maybe there's some quirk with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-05-13 02:28:18
Just to rule this out, have you bought all 6 stable spaces? I haven't altered the script itself so maybe there's some quirk with it.

...I'm a moron. I completely forgot to buy the stable spaces. Sorry for wasting your time, this is embarrassing.  :-(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-13 12:50:14
I'm just glad I don't have to go into that stables script.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: karenjr95 on 2020-05-13 13:53:31
Should be in a chest in the cliff behind the Forgotten City (this screen): (https://i.imgur.com/FYYt1YG.png)

/smacks head

DOH, okay, have not yet visited the City of the Ancients! Thanks, I'll keep my eyes peeled!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-13 15:06:17
Thanks to A.G. for the donation, although it was for the randomiser which is a bit busted right now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: karenjr95 on 2020-05-13 18:50:49
Two more questions for the mods on this channel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SeveronSylvanas on 2020-05-13 20:11:49
Hello

Back again with another item drop question.
Has the HypnoCrowns been removed from the hecteyes enemies? I've been trying for a couple of hours trying to steal but not a single one. Even with luck stats low and high. I can steal the other items and it morphs into the Megalixir as per the spreadsheet.
I'll keep trying to get both HypnoCrowns even if the odds are astronomically low.

If they have been removed, are there any other items thats likely to have been removed from other enemies? You did mention that the morphs got removed from the Pagoda bosses due to difficulty.

Many thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: otherhand on 2020-05-13 21:20:04
I've completed the mod! For the most part. I think... so here I'd like to both gush and squawk about some aspects of it.

Things I especially liked:
Spoiler: show

- The Dark Cave quest. Did you binge some David Lynch movies before writing this one? It was disorienting in such a good way. I loved the premise with all the confused, trippy NPCs and the bosses which were tough but never unfair, and the finale feels really unique.

- The non-linear progression in weapons and armors, and the sheer level of customization possible through the combination of materia, equips, and Mr. Smile's stat paths. (Though, I did make some mistakes on a few characters, and ended up with a nearly useless Yuffie and an Aeris that got one-shotted constantly in end game. Cid was MVP with his ultimate weapon for its self-heals.)

- All the little details throughout the game that helped the world feel more alive, like various appearances from party members with (usually) in-character dialogue.

- Cid's sidequest was an absolute laugh riot, while still being in the spirit of the game. 
"I used it to augment a giant killer dragon." 
"OK." (fight woosh) 

- Cait Sith's sidequest was a little brief, but complete gold for similar reasons. That boss is just such a ridiculous idea yet totally perfect. One of the hardest of the bunch too, but in a fun way.

- The many appearances of the XATM scorpion. In particular, the moments where it tries to tail attack with a broken tail, and where it jumps into the dragon fight in the Temple. I was getting absolutely stomped by the dragon until it arrived just in the nick of time which was awesome, plus along with the unique mechanics where I started trying to keep it healed, it was a really fun roller coaster. And finally, the last meeting in Barret's sidequest which was surprising in its own way.

- Yuffie joining early, complete with fun gang battle and no "hand me the players' guide" dialogue prompts. Awesome! And overall, her character somehow became more obnoxious and more enjoyable at the same time, which is a tough rope to walk, so serious props for it.

- Reviving Aeris, while a bit silly in the moment with Cloud freaking out, was a lot of fun. As somebody who tried doing it with cheats back in the day, I know you put a lot of effort into making sure she didn't crash the game in every other story scene - and even the extra dialogue in a lot of them. The scene discussing Holy with Bugenhagen was really nice in particular, because of the way it felt like the story had a ripple effect from her being alive.

- That Sephiroth fight, in your first visit to the North. Perfect example of "I couldn't have possibly imagined this would be here, but the moment is SO much better now that it is."

- The Planet materia! So useful. If anything, Contain was a little underwhelming to get afterwards.

- The diorama is closed.

- Junon Tournament has lots of fun bonus appearances and is fun to play through.

- The final fights with Sephiroth were rough but fair, rather than being complete pushovers like in the original.

- All the little nods to other games, like attacks, enemies, and items being renamed or brought in line with other FF games.

- The rebalanced equivalents to Ruby and Emerald, which still took advantage of their unique features but without the BS moves.


Things I didn't like:

Spoiler: show
- No "ultimate secret" or grand finale to the mod, at least not one that I found. It's not a completely necessary thing, as the mod was already amazing without it, but it felt like it was dropping hints every so often that something big and weird was coming. Ultima Weapon talks (!) and drops cryptic hints about Jenova or something. The Dark Cave incident isn't followed up on. Mr. Smile is dripping with ominous "deal with the devil" implications, but once everyone is maxed out, he just tells you to come back later.  And that weird corrupted save point thing...

- The Battle Square Special Battles. Almost everything requires some form of exploit or planned hyper-efficient abuse of mechanics, similar to the original Emerald/Ruby fights, which is fine for those who are excited for that, but they feel much more required than those because several big items are gated behind them, like materia and weapon materials. I got the other 3, but never did manage to beat Nemesis.

- Gilgamesh is awesome and that fight is great, but he takes forever to take down if you're trying to farm BP.

- Red's sidequest has a cool fight, but it felt like it was missing something. I think this would be a good opportunity to "hear the cries of the Planet" and get some trippy messages while you're in the cave, along with maybe some replaced random battles with Northern Crater-level stuff. The return to the cave could feel like part of the quest that way, instead of just a necessary backtracking to get to where the boss is.

- Cloud's sidequest was a good way to incorporate the Zack material, but the fight seemed a little bit tacked on and didn't really fit with the story. The Crisis Core references in his attacks were appreciated, though - and thanks for the save point, I never would've beaten him otherwise!

- There's a certain section of mid-late game where enemies feel completely reliant on status effects. It falls off by the very end, but it gets a little obnoxious for a while because there are no Ribbons or other ways to really defend against it or know what effects are coming except for dedicating a large chunk of a party member's materia space to Hades-AddedEffect + Esuna-All.

- I forgot to get Alexander and a couple enemy skills, so I tried to revisit the Great Glacier and the game kept locking up upon entering.

- Aeris's sidequest had a very cool fight but didn't really take advantage of the mysterious vibes of the Forgotten City. This might just be a personal preference thing, my fault for psyching myself up for some weird secrets down there, or doing something nutty with the White Materia.

- I made the mistake of trying to build Vincent as a mage, so his limits were pretty bad and he became a bit of a liability as a party member. Cait Sith felt like he was missing something too, but his stats were fine.

- But overall, don't worry too much about these things because they feel minor compared to how stellar the mod is as a whole.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SeveronSylvanas on 2020-05-13 21:33:27
Doh!

I'm an idiot, I didn't see Karenjr's post asking this question. to be honest I didn't think anyone else would have gotten the same problem at the same time. (I can't seem to edit my original post)
But anyhow. I did get the HypnoCrown from Cait Sith. But im guessing I wasn't supposed to?

Although you answered Karenjr's post with a location of another crown, does this mean they're no longer stealable?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SeveronSylvanas on 2020-05-13 22:51:10
Sorry another question.

I've updated to the latest version of NT as well as the updated ESUI mods. I can't seem to get the controller icons to appear if I'm using the FF7 Remake ESUI but I can with the standard version ESUI. Not sure if its the ESUI or NT.
Anyhow, if it is the ESUI issue, would it possible to add an option to revert back to text or should I use an older version of NT?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-13 23:51:57
Two more questions for the mods on this channel.
  • Have summons recently been buffed? I recall that leviathan used to only buff strength and every other stat took a hit. Now it bumps several stats.
  • What's the link to donate to sega chief and the other contributors?

It might be that the hext was altered, changing what Summons give. Can you tell me what Levi is buffing? Just in case it's a default set of values (in which case the .exe isn't getting patched, which isn't a serious problem but would need looking into).

Donations can be done through here: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=4NQDGBN7KYLLW

Hello

Back again with another item drop question.
Has the HypnoCrowns been removed from the hecteyes enemies? I've been trying for a couple of hours trying to steal but not a single one. Even with luck stats low and high. I can steal the other items and it morphs into the Megalixir as per the spreadsheet.
I'll keep trying to get both HypnoCrowns even if the odds are astronomically low.

If they have been removed, are there any other items thats likely to have been removed from other enemies? You did mention that the morphs got removed from the Pagoda bosses due to difficulty.

Many thanks.

Seems to have been removed; Hypnocrown can be acquired from  a treasure box at the back of Forgotten City (when moving up to Icicle area at start of Disc 2, in the climbing area). It's hard to keep track of all the tweaks over time, so some inconsistencies with the doc pop up.

Doh!

I'm an idiot, I didn't see Karenjr's post asking this question. to be honest I didn't think anyone else would have gotten the same problem at the same time. (I can't seem to edit my original post)
But anyhow. I did get the HypnoCrown from Cait Sith. But im guessing I wasn't supposed to?

Although you answered Karenjr's post with a location of another crown, does this mean they're no longer stealable?

I think I altered Vincent and Cait Sith's starting equipment in the .EXE for that, so it is intended. I don't know off the top of my head if Hypnocrowns can be acquired from enemies anymore. There's no search function in the enemy tools for items, etc so if it is in there somewhere I'll need to check each one individually to find it.

Sorry another question.

I've updated to the latest version of NT as well as the updated ESUI mods. I can't seem to get the controller icons to appear if I'm using the FF7 Remake ESUI but I can with the standard version ESUI. Not sure if its the ESUI or NT.
Anyhow, if it is the ESUI issue, would it possible to add an option to revert back to text or should I use an older version of NT?

I think the Remake ESUI is still pending an update but I'm not sure. If you have an older version of NT that uses text then feel free to use that one, as the changes were mostly bugfixes and the like; I have the May 9th IRO here:
https://mega.nz/file/isVCwSBb#9xQN4CAVXNrpFWekrpFmcJUWbM74G_HFn68Smay3Xt4


Left this one until last because of its length:
I've completed the mod! For the most part. I think... so here I'd like to both gush and squawk about some aspects of it.

Things I especially liked:
Spoiler: show

- The Dark Cave quest. Did you binge some David Lynch movies before writing this one? It was disorienting in such a good way. I loved the premise with all the confused, trippy NPCs and the bosses which were tough but never unfair, and the finale feels really unique.

- The non-linear progression in weapons and armors, and the sheer level of customization possible through the combination of materia, equips, and Mr. Smile's stat paths. (Though, I did make some mistakes on a few characters, and ended up with a nearly useless Yuffie and an Aeris that got one-shotted constantly in end game. Cid was MVP with his ultimate weapon for its self-heals.)

- All the little details throughout the game that helped the world feel more alive, like various appearances from party members with (usually) in-character dialogue.

- Cid's sidequest was an absolute laugh riot, while still being in the spirit of the game. 
"I used it to augment a giant killer dragon." 
"OK." (fight woosh) 

- Cait Sith's sidequest was a little brief, but complete gold for similar reasons. That boss is just such a ridiculous idea yet totally perfect. One of the hardest of the bunch too, but in a fun way.

- The many appearances of the XATM scorpion. In particular, the moments where it tries to tail attack with a broken tail, and where it jumps into the dragon fight in the Temple. I was getting absolutely stomped by the dragon until it arrived just in the nick of time which was awesome, plus along with the unique mechanics where I started trying to keep it healed, it was a really fun roller coaster. And finally, the last meeting in Barret's sidequest which was surprising in its own way.

- Yuffie joining early, complete with fun gang battle and no "hand me the players' guide" dialogue prompts. Awesome! And overall, her character somehow became more obnoxious and more enjoyable at the same time, which is a tough rope to walk, so serious props for it.

- Reviving Aeris, while a bit silly in the moment with Cloud freaking out, was a lot of fun. As somebody who tried doing it with cheats back in the day, I know you put a lot of effort into making sure she didn't crash the game in every other story scene - and even the extra dialogue in a lot of them. The scene discussing Holy with Bugenhagen was really nice in particular, because of the way it felt like the story had a ripple effect from her being alive.

- That Sephiroth fight, in your first visit to the North. Perfect example of "I couldn't have possibly imagined this would be here, but the moment is SO much better now that it is."

- The Planet materia! So useful. If anything, Contain was a little underwhelming to get afterwards.

- The diorama is closed.

- Junon Tournament has lots of fun bonus appearances and is fun to play through.

- The final fights with Sephiroth were rough but fair, rather than being complete pushovers like in the original.

- All the little nods to other games, like attacks, enemies, and items being renamed or brought in line with other FF games.

- The rebalanced equivalents to Ruby and Emerald, which still took advantage of their unique features but without the BS moves.


Things I didn't like:

Spoiler: show
- No "ultimate secret" or grand finale to the mod, at least not one that I found. It's not a completely necessary thing, as the mod was already amazing without it, but it felt like it was dropping hints every so often that something big and weird was coming. Ultima Weapon talks (!) and drops cryptic hints about Jenova or something. The Dark Cave incident isn't followed up on. Mr. Smile is dripping with ominous "deal with the devil" implications, but once everyone is maxed out, he just tells you to come back later.  And that weird corrupted save point thing...

- The Battle Square Special Battles. Almost everything requires some form of exploit or planned hyper-efficient abuse of mechanics, similar to the original Emerald/Ruby fights, which is fine for those who are excited for that, but they feel much more required than those because several big items are gated behind them, like materia and weapon materials. I got the other 3, but never did manage to beat Nemesis.

- Gilgamesh is awesome and that fight is great, but he takes forever to take down if you're trying to farm BP.

- Red's sidequest has a cool fight, but it felt like it was missing something. I think this would be a good opportunity to "hear the cries of the Planet" and get some trippy messages while you're in the cave, along with maybe some replaced random battles with Northern Crater-level stuff. The return to the cave could feel like part of the quest that way, instead of just a necessary backtracking to get to where the boss is.

- Cloud's sidequest was a good way to incorporate the Zack material, but the fight seemed a little bit tacked on and didn't really fit with the story. The Crisis Core references in his attacks were appreciated, though - and thanks for the save point, I never would've beaten him otherwise!

- There's a certain section of mid-late game where enemies feel completely reliant on status effects. It falls off by the very end, but it gets a little obnoxious for a while because there are no Ribbons or other ways to really defend against it or know what effects are coming except for dedicating a large chunk of a party member's materia space to Hades-AddedEffect + Esuna-All.

- I forgot to get Alexander and a couple enemy skills, so I tried to revisit the Great Glacier and the game kept locking up upon entering.

- Aeris's sidequest had a very cool fight but didn't really take advantage of the mysterious vibes of the Forgotten City. This might just be a personal preference thing, my fault for psyching myself up for some weird secrets down there, or doing something nutty with the White Materia.

- I made the mistake of trying to build Vincent as a mage, so his limits were pretty bad and he became a bit of a liability as a party member. Cait Sith felt like he was missing something too, but his stats were fine.

- But overall, don't worry too much about these things because they feel minor compared to how stellar the mod is as a whole.


Thanks for the positive feedback, but as ever I'm going to focus on the negatives:

Spoiler: show

Secret
-) There was going to be a specific place, time, and thing to do in order to discover a secret boss. The time condition was changed to just be the same Disc 3 unlock as the rest of the sidequests, but the rest of it is intact; play the main theme melody on the piano in Shinra Mansion (trickier due to the broken key) and then go to the Nibel Reactor to find a secret boss. Unfortunately, that boss seems to be loading an unused & broken version of it at the moment but the ID seems correct so not sure what's going on there.

Extra Battle
-) I think I recreated the FF8 and FFX super-bosses (Omega Weapon and Nemesis) as faithfully as I could, but the problem there is that they're not very sophisticated superbosses, particularly the FFX one. I'm axing them from the 2.0 build and not gating things behind superbosses next time, any superbosses added to 2.0 will just be there for the battle enthusiasts.

Special Battle
-) I guess it would get a bit tiring after the first time, I'll set it up so that after the first time it uses a different 8th battle.

Lv.4 Limit Sidequests
-) I was very pensive about adding additional story elements, so a lot of these are very 'go to X, fight Y, get Z'. Tifa's one I guess could be seen as an exception but I was thinking of Sabin's 'sidequest' in FF6 where he just kind of bumps into Duncan, they spar a bit, and then you leave with Sabin's final blitz. Cloud's one was originally a lot worse; the entire flashback itself had been removed, you got a bit of fourth-wall dialogue between the two, and then there was a fight. I reinstated the flashback at some point and then stuck the fight into a certain point.

I guess the only way to improve them is to bite the bullet and just write something up for some of them, but I'm very cautious about adding stuff that comes across as fan-fiction (also why Aeris' involvement in the story post-Disc 1 is kept to an absolute minimum and I only added what was necessary). The Dark Cave thing got abandoned halfway through its implementation (story-wise) because of that as well, and it's been removed altogether from the 2.0 build.

Status Ailments
-) Another user mentioned that recently, and it gets brought up now and then. I made several quick revisions over the last few months to bring the number down (especially status-def ignoring ones); and for 2.0, I'm keeping this in mind when speccing encounters.

Great Glacier
-) I'll check into that; which Party Leader were you using?

Vincent
-) I would have though a Magic-built Vincent would have good damage from his Limit commands, but I guess they're around 50-60 base, whereas an end-game spell would be closer to 70-100. The thing with magic in this game is that it starts out dealing heavier damage with low bases (8 compared to, say, 16 from a physical will deal more damage easier) but as Level rises, Magic starts to need bases of 100+ to keep up whereas Physicals can keep using 16-40 to deal heavy damage. Vincent's Limits have always been a bit of dilemma.


Always good to get point-by-point feedback like this, so thanks for taking the time to write it up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-05-14 05:07:38
That stinks about removing Dark Cave! I hope you have something else planned in its place!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ketsuban on 2020-05-14 11:09:02
I have a bit of love/hate relationship with the Dark Cave sidequest
Gonna spoiler in case someone reads this and hasn't experienced the sidequest
Spoiler: show
Really really liked the ominous and strange dialogue, however the eye blob boss and hallucination boss were a bit of a nightmare to fight (took me a long time to realize the gimmick behind eye blob, and hallucination's fantasia really f*cked me up)

since you're planning on removing it, I gotta ask, is the corpse in the dark cave where you get Mystile the "I are sick" guy from the slums and is the entire dark cave part some nightmarish feverdream of him? Or did I miss something in the dark cave sidequest itself?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-14 12:10:16
That stinks about removing Dark Cave! I hope you have something else planned in its place!

Hopefully the Game Type B playthrough will be a good replacement, it has a lot of custom event scripting in it.

I have a bit of love/hate relationship with the Dark Cave sidequest
Gonna spoiler in case someone reads this and hasn't experienced the sidequest
Spoiler: show
Really really liked the ominous and strange dialogue, however the eye blob boss and hallucination boss were a bit of a nightmare to fight (took me a long time to realize the gimmick behind eye blob, and hallucination's fantasia really f*cked me up)

since you're planning on removing it, I gotta ask, is the corpse in the dark cave where you get Mystile the "I are sick" guy from the slums and is the entire dark cave part some nightmarish feverdream of him? Or did I miss something in the dark cave sidequest itself?


Yeah it's that guy.


***
Thanks to K. G. for the donation, that's much appreciated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: karenjr95 on 2020-05-14 17:18:54
It might be that the hext was altered, changing what Summons give. Can you tell me what Levi is buffing? Just in case it's a default set of values (in which case the .exe isn't getting patched, which isn't a serious problem but would need looking into).
Okay, looking into this I only have the before after for Fire Materia, but that is well enough:

On the December 19 2020 Installer version; Fire Materia gave the following Equip Effect:
Magic +5
Magic Def -15
Deterity +10
MaxHP -5%
MaxMP -5%

In the March 3rd 2020 release AND May 9th 2020 release (IRO versions), Fire materia has the following Equip Effect:

Vitality -3
Intellect -3
 Max MP +3%

I ALSO rewatched all the let's play's that I could find on Youtube and none of them had the Equip Effect from December 19th 2020 version, it looked more like the 2020 Equip Effect.

Thinking about rebalancing, the VIT and INT MAX effects make more sense, but I can't quite figure out how my version of the game was so much more different that others. Seriously, I just did the installer and game converter install method. Weirdness!

Here is the screenshot of the 2019 Equip Effect as well. https://drive.google.com/file/d/1Q-idyuNr1LuowrjzT8V-QgwFm6MUMHjE/view?usp=sharing

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-14 18:00:58
Okay, looking into this I only have the before after for Fire Materia, but that is well enough:

On the December 19 2020 Installer version; Fire Materia gave the following Equip Effect:
Magic +5
Magic Def -15
Deterity +10
MaxHP -5%
MaxMP -5%

In the March 3rd 2020 release AND May 9th 2020 release (IRO versions), Fire materia has the following Equip Effect:

Vitality -3
Intellect -3
 Max MP +3%

I ALSO rewatched all the let's play's that I could find on Youtube and none of them had the Equip Effect from December 19th 2020 version, it looked more like the 2020 Equip Effect.

Thinking about rebalancing, the VIT and INT MAX effects make more sense, but I can't quite figure out how my version of the game was so much more different that others. Seriously, I just did the installer and game converter install method. Weirdness!

Here is the screenshot of the 2019 Equip Effect as well. https://drive.google.com/file/d/1Q-idyuNr1LuowrjzT8V-QgwFm6MUMHjE/view?usp=sharing



All right so what's happened is:

The first set of values you have are actually default Materia Bonus/Penalties for mid-level Materia. When I originally re-did Bonus/Penalties, I started from Bonus/Penalty Set 01 which is used by mid-level Magic Materia in the base game, and assigned that to low-tier Magic (which is assigned Bonus/Penalty Set 0B by default). This turned out to be a mistake as it meant that regular Magic materia would then have much heavier penalties if the .exe wasn't patched for whatever reason.

The second set you have there is the intended values, with a patched .exe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2020-05-14 18:59:52
hey sega chief

how come you had to remove the dark cave sidequest for on your 2.0 NT modd
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: karenjr95 on 2020-05-14 21:59:13
All right so what's happened is:

The first set of values you have are actually default Materia Bonus/Penalties for mid-level Materia. When I originally re-did Bonus/Penalties, I started from Bonus/Penalty Set 01 which is used by mid-level Magic Materia in the base game, and assigned that to low-tier Magic (which is assigned Bonus/Penalty Set 0B by default). This turned out to be a mistake as it meant that regular Magic materia would then have much heavier penalties if the .exe wasn't patched for whatever reason.

The second set you have there is the intended values, with a patched .exe.

That is HILARIOUS. Any chance you will release this as a different mod in the future called the 'materia is for suckers' mod? For my part, I REALLY enjoyed min/maxing based on these punitive penalties. To be honest, it almost felt that it made the builds MORE viable. You want a summoner? Fine, you can ONLY use magic and will be a glass cannon with no HP as a result.

Want to be a brawler? Equip Leviathan, but don't get hit by magic because you won't survive.

Thanks for the quick replies, I'll carry on my play-through with the proper balancing. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-14 22:02:00
whioch opion i must use if i reinstalled FFVII from zero with 7th heaven mod? What is difference between new threat and new threat (vanilla combat)?= :O
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-14 23:22:56
hey sega chief

how come you had to remove the dark cave sidequest for on your 2.0 NT modd

I don't want it in there.

That is HILARIOUS. Any chance you will release this as a different mod in the future called the 'materia is for suckers' mod? For my part, I REALLY enjoyed min/maxing based on these punitive penalties. To be honest, it almost felt that it made the builds MORE viable. You want a summoner? Fine, you can ONLY use magic and will be a glass cannon with no HP as a result.

Want to be a brawler? Equip Leviathan, but don't get hit by magic because you won't survive.

Thanks for the quick replies, I'll carry on my play-through with the proper balancing. 

If Hext files can be swapped based on IRO options then could have a few in there. I've refactored the bonus/penalty sets so that if a default set is used it'll still make sense to an extent for Magic Materia.

whioch opion i must use if i reinstalled FFVII from zero with 7th heaven mod? What is difference between new threat and new threat (vanilla combat)?= :O

New Threat is the mod with all the features, etc. Vanilla Combat is NT's field script changes but with vanilla enemies/player-character balancing and the new encounters (mostly) removed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-14 23:36:48
I don't want it in there.

If Hext files can be swapped based on IRO options then could have a few in there. I've refactored the bonus/penalty sets so that if a default set is used it'll still make sense to an extent for Magic Materia.

New Threat is the mod with all the features, etc. Vanilla Combat is NT's field script changes but with vanilla enemies/player-character balancing and the new encounters (mostly) removed.

ok so if I wish to play standart NT mod (the classic nt you made from scrap) i use NT one right? Vanilla no! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-15 01:24:48
ok so if I wish to play standart NT mod (the classic nt you made from scrap) i use NT one right? Vanilla no! :D

Yeah that's right.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: AuthenticM on 2020-05-15 03:40:26
Hey Sega Chief,

You mention being wary of wanting to add stuff that comes across as fan-fiction, but some of the best aspects of New Threat I thought were the added dialogues, such as talking to the party members in towns. The Dark Cave quest I also thought was fantastic, and I wish there was more like it in the game.

I understand your concern about conserving the "purity" of the game, but I think that as long as you don't mess with the main story, no one would complain. I think you have a knack for writing and designing cool scenarios, and I think it would be to everyone's benefit if you let your creativity run a little wilder. I think relegating these scenarios to optional endgame sidequests is perfect.

I'm aware that 2.0 is the final version of your mod before you move on to FF8. I'm taking the time to mention it in case you ever work on FF7 NT again in the future after the release of Sister Ray, and also because I'm hoping that you let your creativity flow for FF8 NT.

Cheers
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KaosuReido on 2020-05-15 05:22:42
Hey Sega Chief,

You mention being wary of wanting to add stuff that comes across as fan-fiction, but some of the best aspects of New Threat I thought were the added dialogues, such as talking to the party members in towns. The Dark Cave quest I also thought was fantastic, and I wish there was more like it in the game.

I understand your concern about conserving the "purity" of the game, but I think that as long as you don't mess with the main story, no one would complain. I think you have a knack for writing and designing cool scenarios, and I think it would be to everyone's benefit if you let your creativity run a little wilder. I think relegating these scenarios to optional endgame sidequests is perfect.

I'm aware that 2.0 is the final version of your mod before you move on to FF8. I'm taking the time to mention it in case you ever work on FF7 NT again in the future after the release of Sister Ray, and also because I'm hoping that you let your creativity flow for FF8 NT.

Cheers

I'd like to second this, the little side writing and stuff you do is pretty fun. I would love if you let things go a little further, not so far that the game starts parodying itself, but additional stuff for quests isn't a problem. Anyone playing this has more than likely played FF7 before, and having stuff like the Fort Junon guy being in the Cave of Gi entrance, or Guard Scorpion showing up so often, that's all been great. It feels like it adds to a playthrough to have more weird stuff like that happen, because we already know what happens. We're used to it.

Shake things up more, within reason. Don't feel like you need to pull back from where you are, because you're doing good.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-15 14:29:06
I will try again hope to be heard;:

Please remove cloud passive is quite ridiculous stacking 3 limits in 90% of the fights his passive is worthless and even on bosses is not fully realiable (you cannot bruteforce em like vanilla and limits are not always wise choices for boss fights at beginning)
I propose rework cloud into something like this:

\\Initial Stats//   
HP (Lv.6-99:   314-6521
MP (Lv.6-99   54-602
Strength:   43
Vitality:   28
Magic:   27
Spirit:   32
Dexterity:   16
Luck:   14


PASSIVE (insert cool name here)

Cloud boosts his magical damage and defense for each magic and summon materia equipped by 2%. Cloud boosts his physical attack and defense for each command /indipendent materia by 2% up to maximum of 10%

in this way you get a more reliable but not OP MC that can be specced in a "magic warrior" or pure physical archetype without overshadowing the rest of the party
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-15 16:21:09
I will try again hope to be heard;:

Please remove cloud passive is quite ridiculous stacking 3 limits in 90% of the fights his passive is worthless and even on bosses is not fully realiable (you cannot bruteforce em like vanilla and limits are not always wise choices for boss fights at beginning)
I propose rework cloud into something like this:

\\Initial Stats//   
HP (Lv.6-99:   314-6521
MP (Lv.6-99   54-602
Strength:   43
Vitality:   28
Magic:   27
Spirit:   32
Dexterity:   16
Luck:   14


PASSIVE (insert cool name here)

Cloud boosts his magical damage and defense for each magic and summon materia equipped by 2%. Cloud boosts his physical attack and defense for each command /indipendent materia by 2% up to maximum of 10%

in this way you get a more reliable but not OP MC that can be specced in a "magic warrior" or pure physical archetype without overshadowing the rest of the party

The Battle AI can't check for which Materia are equipped so this innate suggestion can't be implemented into base game.

***
15th May Files are up; this one is more for adding an ID to the IRO but added that Extra Battle menu fix as well:

Installer
https://mega.nz/file/PgES0KoA#OOxdzm8iZ8BGvlLH0be4wSzygSPuXl7tCbB_cIu3UAQ

7h
https://mega.nz/file/bx9FUBgY#oevTjNofRtuzBCr8m1tqZbV_VqVL0sVPHSjHUj_8CV4

Bugfixes
*) Extra Battle Menu, Cancel Option not selectable

Added
*) IRO now has an ID to help with compat flags (for modders)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: karenjr95 on 2020-05-15 16:48:36
If Hext files can be swapped based on IRO options then could have a few in there. I've refactored the bonus/penalty sets so that if a default set is used it'll still make sense to an extent for Magic Materia.

Oh HECK YEAH! I would absolutely play New Threat in an artificial difficulty setting like that as it would deter me from just blindly filling up on all my strongest materia and always using the equipment with the most slots.

If there was a risk/reward to having more spells and lower stats overall, it would go a long way towards making the player intentionally choose to have 1 summon or 3 and to use only a particular kind of materia. As an example, I was using Cait Sith as a mule for the stuff like barrier, time, and destroy which gave big debuffs to strength and magic.

Then, I would boost luck with Amulet and do cover and counter attack, added effect and status like sleep or confu magic. The result was a tanky stuffed animal who wrecked computer AI, but did no damage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-15 16:52:20
Sega thanks for reply one question: I recently started a new fresh game via 7th ehaven with your mod enabled but on main page screen i got no chance to choose which NT version i recall arrange or standard one. Is it normal?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-15 17:30:43
Oh HECK YEAH! I would absolutely play New Threat in an artificial difficulty setting like that as it would deter me from just blindly filling up on all my strongest materia and always using the equipment with the most slots.

If there was a risk/reward to having more spells and lower stats overall, it would go a long way towards making the player intentionally choose to have 1 summon or 3 and to use only a particular kind of materia. As an example, I was using Cait Sith as a mule for the stuff like barrier, time, and destroy which gave big debuffs to strength and magic.

Then, I would boost luck with Amulet and do cover and counter attack, added effect and status like sleep or confu magic. The result was a tanky stuffed animal who wrecked computer AI, but did no damage.

If you want to use default materia bonus/penalties, then unpack the NT IRO using the 7h launcher, go into its four hext files and delete this chunk from each:

Code: [Select]
8FEEC8 = 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
8FEED8 = 00 00 FD FF 00 00 FD FF 00 00 00 00 00 00 03 00
8FEEE8 = 00 00 FB FF 00 00 FB FF 00 00 00 00 00 00 05 00
8FEEF8 = 00 00 03 00 00 00 03 00 00 00 00 00 03 00 00 00
8FEF08 = 00 00 00 00 FB FF 00 00 05 00 05 00 00 00 FB FF
8FEF18 = 00 00 0F 00 00 00 00 00 00 00 00 00 00 00 F6 FF
8FEF28 = 00 00 00 00 FB FF 00 00 00 00 00 00 00 00 03 00
8FEF38 = 00 00 F6 FF 00 00 F6 FF 00 00 00 00 00 00 00 00
8FEF48 = FB FF 00 00 FB FF 00 00 0A 00 00 00 00 00 00 00
8FEF58 = 00 00 00 00 05 00 F1 FF 00 00 00 00 00 00 00 00
8FEF68 = 00 00 00 00 00 00 00 00 0A 00 00 00 FB FF 00 00
8FEF78 = 00 00 0A 00 00 00 F6 FF 0A 00 F6 FF 00 00 00 00
8FEF88 = 00 00 00 00 00 00 00 00 00 00 0A 00 00 00 00 00
8FEF98 = 00 00 FB FF 00 00 FB FF 00 00 00 00 00 00 00 00
8FEFA8 = 19 00 19 00 19 00 19 00 00 00 00 00 00 00 00 00
8FEFB8 = F6 FF F6 FF F6 FF F6 FF 00 00 00 00 00 00 00 00
8FEFC8 = F6 FF 00 00 F6 FF 00 00 00 00 00 00 00 00 00 00
8FEFD8 = 0A 00 0A 00 00 00 00 00 F6 FF 14 00 05 00 FB FF
8FEFE8 = 00 00 00 00 0A 00 0A 00 0F 00 F1 FF FB FF 05 00
8FEFF8 = 00 00 0F 00 00 00 0F 00 F1 FF EC FF 05 00 05 00


That'll leave the materia bonus penalties unchanged.

Sega thanks for reply one question: I recently started a new fresh game via 7th ehaven with your mod enabled but on main page screen i got no chance to choose which NT version i recall arrange or standard one. Is it normal?

That's not normal, it means the flevel isn't patched. Might be that another mod has overridden it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-15 18:41:53
If you want to use default materia bonus/penalties, then unpack the NT IRO using the 7h launcher, go into its four hext files and delete this chunk from each:

Code: [Select]
8FEEC8 = 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
8FEED8 = 00 00 FD FF 00 00 FD FF 00 00 00 00 00 00 03 00
8FEEE8 = 00 00 FB FF 00 00 FB FF 00 00 00 00 00 00 05 00
8FEEF8 = 00 00 03 00 00 00 03 00 00 00 00 00 03 00 00 00
8FEF08 = 00 00 00 00 FB FF 00 00 05 00 05 00 00 00 FB FF
8FEF18 = 00 00 0F 00 00 00 00 00 00 00 00 00 00 00 F6 FF
8FEF28 = 00 00 00 00 FB FF 00 00 00 00 00 00 00 00 03 00
8FEF38 = 00 00 F6 FF 00 00 F6 FF 00 00 00 00 00 00 00 00
8FEF48 = FB FF 00 00 FB FF 00 00 0A 00 00 00 00 00 00 00
8FEF58 = 00 00 00 00 05 00 F1 FF 00 00 00 00 00 00 00 00
8FEF68 = 00 00 00 00 00 00 00 00 0A 00 00 00 FB FF 00 00
8FEF78 = 00 00 0A 00 00 00 F6 FF 0A 00 F6 FF 00 00 00 00
8FEF88 = 00 00 00 00 00 00 00 00 00 00 0A 00 00 00 00 00
8FEF98 = 00 00 FB FF 00 00 FB FF 00 00 00 00 00 00 00 00
8FEFA8 = 19 00 19 00 19 00 19 00 00 00 00 00 00 00 00 00
8FEFB8 = F6 FF F6 FF F6 FF F6 FF 00 00 00 00 00 00 00 00
8FEFC8 = F6 FF 00 00 F6 FF 00 00 00 00 00 00 00 00 00 00
8FEFD8 = 0A 00 0A 00 00 00 00 00 F6 FF 14 00 05 00 FB FF
8FEFE8 = 00 00 00 00 0A 00 0A 00 0F 00 F1 FF FB FF 05 00
8FEFF8 = 00 00 0F 00 00 00 0F 00 F1 FF EC FF 05 00 05 00


That'll leave the materia bonus penalties unchanged.

That's not normal, it means the flevel isn't patched. Might be that another mod has overridden it.

I managed to start the game somehow and option appeared (lol) But first fight after drop from train pit me against ubermob that oneshots me.... I replaced the old NT mod with the newest one you got for th heaven
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: karenjr95 on 2020-05-15 20:04:53
If you want to use default materia bonus/penalties, then unpack the NT IRO using the 7h launcher, go into its four hext files and delete this chunk from each:

Code: [Select]
8FEEC8 = 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
8FEED8 = 00 00 FD FF 00 00 FD FF 00 00 00 00 00 00 03 00
8FEEE8 = 00 00 FB FF 00 00 FB FF 00 00 00 00 00 00 05 00
8FEEF8 = 00 00 03 00 00 00 03 00 00 00 00 00 03 00 00 00
8FEF08 = 00 00 00 00 FB FF 00 00 05 00 05 00 00 00 FB FF
8FEF18 = 00 00 0F 00 00 00 00 00 00 00 00 00 00 00 F6 FF
8FEF28 = 00 00 00 00 FB FF 00 00 00 00 00 00 00 00 03 00
8FEF38 = 00 00 F6 FF 00 00 F6 FF 00 00 00 00 00 00 00 00
8FEF48 = FB FF 00 00 FB FF 00 00 0A 00 00 00 00 00 00 00
8FEF58 = 00 00 00 00 05 00 F1 FF 00 00 00 00 00 00 00 00
8FEF68 = 00 00 00 00 00 00 00 00 0A 00 00 00 FB FF 00 00
8FEF78 = 00 00 0A 00 00 00 F6 FF 0A 00 F6 FF 00 00 00 00
8FEF88 = 00 00 00 00 00 00 00 00 00 00 0A 00 00 00 00 00
8FEF98 = 00 00 FB FF 00 00 FB FF 00 00 00 00 00 00 00 00
8FEFA8 = 19 00 19 00 19 00 19 00 00 00 00 00 00 00 00 00
8FEFB8 = F6 FF F6 FF F6 FF F6 FF 00 00 00 00 00 00 00 00
8FEFC8 = F6 FF 00 00 F6 FF 00 00 00 00 00 00 00 00 00 00
8FEFD8 = 0A 00 0A 00 00 00 00 00 F6 FF 14 00 05 00 FB FF
8FEFE8 = 00 00 00 00 0A 00 0A 00 0F 00 F1 FF FB FF 05 00
8FEFF8 = 00 00 0F 00 00 00 0F 00 F1 FF EC FF 05 00 05 00


That'll leave the materia bonus penalties unchanged.

That's not normal, it means the flevel isn't patched. Might be that another mod has overridden it.

Roger that, I'll give it a go!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-15 23:18:17
I managed to start the game somehow and option appeared (lol) But first fight after drop from train pit me against ubermob that oneshots me.... I replaced the old NT mod with the newest one you got for th heaven

Your kernel likely isn't patched or has been overridden by another mod, this breaks the scene lookup table for encounters. If you have anything that changes kernel text or the ESUI Controller Addon then those need to be disabled. NT also won't work with other gameplay-type mods.

Fast way to check it to avoid sitting through opening FMV; load a pre-existing save file in Reactor 1 (doesn't matter if it was made with vanilla or another mod). EXP gauges may look a bit off but ignore that. Check the following:
-) Flevel: Save Point gives extended options
-) Kernel: Potions heal 300HP in-battle
-) .EXE Potions heal 300HP outside of battle.

When those 3 checks are fine, it means you've got 7h installed properly or the load order of mods is no longer conflicting/overwriting NT's files. Start a New Game from there to get the intended initial state for the party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-15 23:38:32
Your kernel likely isn't patched or has been overridden by another mod, this breaks the scene lookup table for encounters. If you have anything that changes kernel text or the ESUI Controller Addon then those need to be disabled. NT also won't work with other gameplay-type mods.

Fast way to check it to avoid sitting through opening FMV; load a pre-existing save file in Reactor 1 (doesn't matter if it was made with vanilla or another mod). EXP gauges may look a bit off but ignore that. Check the following:
-) Flevel: Save Point gives extended options
-) Kernel: Potions heal 300HP in-battle
-) .EXE Potions heal 300HP outside of battle.

When those 3 checks are fine, it means you've got 7h installed properly or the load order of mods is no longer conflicting/overwriting NT's files. Start a New Game from there to get the intended initial state for the party.

thanks chief for reply I mostly download mods taht remake interface (the battle one) Those that upscale backgrouinds and your NT mod. in case when you will update the mod into 7th heven caalogue i send ya a screenshot and you can help me out if i did some mistake =) (p.s. i see u updated your mod how long ould it be to implement it onto the 7th gameplay change mod pack? Or is better installing it alone apart separated from the rest? )
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-16 02:35:41
thanks chief for reply I mostly download mods taht remake interface (the battle one) Those that upscale backgrouinds and your NT mod. in case when you will update the mod into 7th heven caalogue i send ya a screenshot and you can help me out if i did some mistake =) (p.s. i see u updated your mod how long ould it be to implement it onto the 7th gameplay change mod pack? Or is better installing it alone apart separated from the rest? )

Better to install the separate IRO from here rather than the catalog one, it's more up to date.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-05-16 08:43:59
I just beat the hack (great job too, Sephiroth kicked my ass) and I have a few questions.

Spoiler: show
Is it normal for the game to just close after the credits?
Does Sephiroth power up if you use Knights of the Round on Jenova? I know he gains more HP in vanilla, was wondering if it affects him here


Jenova and Sephiroth were much tougher than I was expecting, since I steamrolled the previous bosses. Didn't expect them to have that much HP and got surprised by Sephiroth's party wipe on my first try. Made sure not to get the endgame equips since I wanted to try it without being uber powerful. Loved the hack, will replay on Arrange when I get the time
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-16 11:17:11
hey chief thanks for clarify so i imported your IRO into 7th heaven and these are the mods that i am gonna use, as far as your kowledge goes will tey conflict with your mod?
thanks in advance

(https://i.imgur.com/Gqr8S9A.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-05-16 11:24:08
hey chief thanks for clarify so i imported your IRO into 7th heaven and these are the mods that i am gonna use, as far as your kowledge goes will tey conflict with your mod?
thanks in advance

(https://i.imgur.com/Gqr8S9A.png)

Bonez' Spell Names (kernal edit?) and Minigames > Wonder Square (games_1, games_2, jetin1 flevel edits) might conflict. SC should know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-05-16 11:24:54
I'm about to start a new playthrough with the 15th May patch. Can someone tell me if I will get access to this new costume thing with just playing through the story normally or is it some sidething I need to go out of my way to access`?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-05-16 12:00:11
The costumes are available through the mod options, not ingame. You choose them before starting
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-05-16 12:18:25
Oh, I see. And looks like they are 7th Heaven only. I don't use that, but I'm curious to see what options there are.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-16 12:51:00
Bonez' Spell Names (kernal edit?) and Minigames > Wonder Square (games_1, games_2, jetin1 flevel edits) might conflict. SC should know.
thanks for p`rompt reply


so at the end this is what i am gonna use:
(https://i.imgur.com/MGS6hvP.png)

all mods i downloaded from http://7thheaven.rocks/
except NT mod that i downloaded from this topic
I imported all of them inside the 7th 2.0 as far as you know they gonna cause any conflict?

thanks in advance!



EDIT: I joticed mod seems working NT one but barret get no message when he is attacked concerning attack or def boost as per his passive (i recall in previous version mods was alerting you via battle message) is now "occult" this stack without warnign you or mods is not working as intended? (cloud got fire bolt and ice and potions give 300 hp as per mod specification)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheOppressed on 2020-05-16 14:12:40
Hello Sega Chief,

You've done one hell of a job. Very impressive. Just a few things:

1. First screen of the Forgotten City has a typographical error on its label on the menu (bottom-right bar that tells the name of a location in the menu)

2. Wizard Staff is a smidge OP.. 999 MP per hit + Slash-All is IMO too good; it overshadows the Princess Guard. Although that may just be because I have a pure mage Aeris.

3.Similar to Asherdoom's post, I am having trouble in proccing Limit Boost on Cloud, during the endgame. Popping Limits and still no pop-up. I am not sure if its just because it's hit its max stats or if something's wrong.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-16 14:18:18
I just beat the hack (great job too, Sephiroth kicked my ass) and I have a few questions.

Spoiler: show
Is it normal for the game to just close after the credits?
Does Sephiroth power up if you use Knights of the Round on Jenova? I know he gains more HP in vanilla, was wondering if it affects him here


Jenova and Sephiroth were much tougher than I was expecting, since I steamrolled the previous bosses. Didn't expect them to have that much HP and got surprised by Sephiroth's party wipe on my first try. Made sure not to get the endgame equips since I wanted to try it without being uber powerful. Loved the hack, will replay on Arrange when I get the time

On the PC version, the game client closes once the credits roll. It's a shame to lose the star field from the PSX version, but it appears to have been cut.

The end bosses in NT don't gain stat boosts when using KOTR, but they are a bit further ahead of the curve than normal.

hey chief thanks for clarify so i imported your IRO into 7th heaven and these are the mods that i am gonna use, as far as your kowledge goes will tey conflict with your mod?
thanks in advance

(https://i.imgur.com/Gqr8S9A.png)

If using Bonez, then make sure the NT option is selected. But if you still get wrong encounters then disable it. The others there should be fine.

Oh, I see. And looks like they are 7th Heaven only. I don't use that, but I'm curious to see what options there are.

These are them here: https://mega.nz/file/awtSmKIR#jqYc98dY9ZSb546_f2QNlmhN7zZCeL4cOnz3UIJkRiI

If you want to use any then let me know and I'll generate a battle.lgp with them in there for use with NT.


thanks for p`rompt reply


so at the end this is what i am gonna use:
(https://i.imgur.com/MGS6hvP.png)

all mods i downloaded from http://7thheaven.rocks/
except NT mod that i downloaded from this topic
I imported all of them inside the 7th 2.0 as far as you know they gonna cause any conflict?

thanks in advance!



EDIT: I joticed mod seems working NT one but barret get no message when he is attacked concerning attack or def boost as per his passive (i recall in previous version mods was alerting you via battle message) is now "occult" this stack without warnign you or mods is not working as intended? (cloud got fire bolt and ice and potions give 300 hp as per mod specification)

Everything there should be fine.

As for Barret's innate, it should only proc on physical attacks which may be why. if Cloud had fire/ice/bolt and potions are healing for 300HP in-battle then the kernel is likely fine as it's all one single file with the character AI in there. If you have battle message speed turned up to max then that may also be a factor.


Hello Sega Chief,

You've done one hell of a job. Very impressive. Just a few things:

1. First screen of the Forgotten City has a typographical error on its label on the menu (bottom-right bar that tells the name of a location in the menu)

2. Wizard Staff is a smidge OP.. 999 MP per hit + Slash-All is IMO too good; it overshadows the Princess Guard. Although that may just be because I have a pure mage Aeris.

3.Similar to Asherdoom's post, I am having trouble in proccing Limit Boost on Cloud, during the endgame. Popping Limits and still no pop-up. I am not sure if its just because it's hit its max stats or if something's wrong.

I'll sort that typo.

I think Wizard Staff just uses a regular magic formula where it should maybe be using something else seeing as it deals with MP, I'll have a think about it.

I checked the kernel and it appears to have an issue with the AI. I'll patch it just now.

***

Patches are up, kernel was a bit off. Shouldn't affect current playthroughs though.

Installer
https://mega.nz/file/bt1wFSoZ#jc7JjdmtNlqZOfzMb7cw5VAP9Oer91-PQOYoAW8URsI

IRO
https://mega.nz/file/64sQgI7K#H8Ae38NZ4BWH4CWwedw1UDxCCOskCZldkk6pb8-Ul3E
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-05-16 15:29:12

These are them here: https://mega.nz/file/awtSmKIR#jqYc98dY9ZSb546_f2QNlmhN7zZCeL4cOnz3UIJkRiI
If you want to use any then let me know and I'll generate a battle.lgp with them in there for use with NT.


Haha those are pretty nice and funny, but no need to custom patch me, at least for now. If you can add those to the NT installer and some NPC to toggle them in-game that would be nice, but please don't waste any time on that, I'm quite ready for 2.0!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-16 15:38:30
Haha those are pretty nice and funny, but no need to custom patch me, at least for now. If you can add those to the NT installer and some NPC to toggle them in-game that would be nice, but please don't waste any time on that, I'm quite ready for 2.0!

I can't add them to the installer version as the vanilla game has no hotswap capability for files, only 7h currently has that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheOppressed on 2020-05-16 17:05:37

3.Similar to Asherdoom's post, I am having trouble in proccing Limit Boost on Cloud, during the endgame. Popping Limits and still no pop-up. I am not sure if its just because it's hit its max stats or if something's wrong.

Yep speaking from this day's iro.. Still doesn't work, still no Limit Boost on Cloud.. I am patching a sort of a personal custom kernel2.bin for spell names.. Could that affect it?

I'll see what I can discover after I play it some more.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-16 18:20:58
Yep speaking from this day's iro.. Still doesn't work, still no Limit Boost on Cloud.. I am patching a sort of a personal custom kernel2.bin for spell names.. Could that affect it?

I'll see what I can discover after I play it some more.

Edit:

I tested today's NT IRO (16th May) with Bonez' Spell Rename mod (using NT option) with Bonez' mod above NT in the load order and they appear to work together. I'm getting the NT kernel (including innates) with Bonez' adjusted spell names. Are you guys setting Bonez' mod to the NT setting, and putting it above NT in load order? Any other mods in use?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-16 18:40:45
Edit:

I tested today's NT IRO (16th May) with Bonez' Spell Rename mod (using NT option) with Bonez' mod above NT in the load order and they appear to work together. I'm getting the NT kernel (including innates) with Bonez' adjusted spell names. Are you guys setting Bonez' mod to the NT setting, and putting it above NT in load order? Any other mods in use?
in case to avoid any possible problems i will not install those mods to avoid any eventual issue
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheOppressed on 2020-05-16 18:45:13
Edit:

I tested today's NT IRO (16th May) with Bonez' Spell Rename mod (using NT option) with Bonez' mod above NT in the load order and they appear to work together. I'm getting the NT kernel (including innates) with Bonez' adjusted spell names. Are you guys setting Bonez' mod to the NT setting, and putting it above NT in load order? Any other mods in use?

Oh no I'm not using Bonez' mod.. I'm using my customized kernel2.bin edited from touphscript. I wonder if that alone could affect it. And I've already turned off everything except New Threat and it [Cloud's Limit Boost] still doesn't work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-16 19:25:04
Oh no I'm not using Bonez' mod.. I'm using my customized kernel2.bin edited from touphscript. I wonder if that alone could affect it. And I've already turned off everything except New Threat and it [Cloud's Limit Boost] still doesn't work.

A kernel2 won't affect the main kernel, so it might be that the 7h game isn't patching the kernel for some reason. Two ways to check that; 1) Does Cloud start the game with Fire, Ice, and Bolt Materia equipped (or do Potions heal 300HP in-battle). 2) If you activate the Hardcore mod from the Qhimm Gameplay Catalog, does Cloud start the game at Lv.1?

I'll download this IRO to make sure it's the same one I tested earlier today.
Edit: It seems fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheOppressed on 2020-05-16 19:29:42
A kernel2 won't affect the main kernel, so it might be that the 7h game isn't patching the kernel for some reason. Two ways to check that; 1) Does Cloud start the game with Fire, Ice, and Bolt Materia equipped (or do Potions heal 300HP in-battle). 2) If you activate the Hardcore mod from the Qhimm Gameplay Catalog, does Cloud start the game at Lv.1?

I'll download this IRO to make sure it's the same one I tested earlier today.

The funny thing is I did just that with today's released IRO with my edited kernel2. I started a new game and it [Cloud's innate] works as intended! I just have no idea why whenever it hits the endgame, it doesn't work anymore.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-16 20:15:39
The funny thing is I did just that with today's released IRO with my edited kernel2. I started a new game and it [Cloud's innate] works as intended! I just have no idea why whenever it hits the endgame, it doesn't work anymore.

Right, in that case it's because his AI checks if he's hit the ceiling for his strength or magic; if so, the innate doesn't trigger (to prevent an overflow). I'm moving away from (most) stat-based innates for reasons like this in 2.0.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-16 21:51:36
Hey sega appearently with mod list i posted above your mod seems not working properly... to reinstall it i just remove from 7th heaven and re download it or i must removce FFVII entirely from pc?

EDIT: Bonerz bla bla mod that rename spells cause d NT mod to NOT WORK for me so i removed it, reinstalled your mod and now seems working fine i started fresh game and cloud have fire-bolt-ice lpus the first 3 mobs are TRAINEE whatever so MAYBE that mod (spell renamer) causes some sort of conflict :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-16 22:05:18
Hey sega appearently with mod list i posted above your mod seems not working properly... to reinstall it i just remove from 7th heaven and re download it or i must removce FFVII entirely from pc?

EDIT: Bonerz bla bla mod that rename spells cause d NT mod to NOT WORK for me so i removed it, reinstalled your mod and now seems working fine i started fresh game and cloud have fire-bolt-ice lpus the first 3 mobs are TRAINEE whatever so MAYBE that mod (spell renamer) causes some sort of conflict :/

Bonez' mod should have an option for New threat compatibility; if you click on the Bonez iro and then the cog on the right, it'll let you set options for it. Set it to New Threat and then move that IRO above NT in the mod load order.

***
Edit: Thanks to Karenjr95 for the donation, I appreciate it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Bonez on 2020-05-16 22:27:11
Hey sega appearently with mod list i posted above your mod seems not working properly... to reinstall it i just remove from 7th heaven and re download it or i must removce FFVII entirely from pc?

EDIT: Bonerz bla bla mod that rename spells cause d NT mod to NOT WORK for me so i removed it, reinstalled your mod and now seems working fine i started fresh game and cloud have fire-bolt-ice lpus the first 3 mobs are TRAINEE whatever so MAYBE that mod (spell renamer) causes some sort of conflict :/

It's "Bonez"

And we've set up a compatibility check so next release of the New Threat iro should automatically change the spell names mod to the correct option so this won't happen anymore.

Rejoice.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-16 23:37:31
It's "Bonez"

And we've set up a compatibility check so next release of the New Threat iro should automatically change the spell names mod to the correct option so this won't happen anymore.

Rejoice.

That's that update uploaded; link is on the first post of this thread.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GMTanvis on 2020-05-16 23:54:12
Loving this mod so far, super great changes to everything. But I'm having a little reoccurring problem. Not sure if this has to do with the particular mods I have set up, but multiple times now, my game has crashed, usually randomly, during the ending of the Quake3 animation.

Usually it just happens every once and a while, but during the ???? Ninja fight in Wutai. When it gives itself the barriers using the Quake3 animation, always the second time during the battle, the game crashes.

Not sure what's going on or if I just need to turn off spell texture mods or something like that. Any thoughts?

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-17 00:39:46
I officialy vote for having guard scorpion with me as char! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-17 00:47:20
Loving this mod so far, super great changes to everything. But I'm having a little reoccurring problem. Not sure if this has to do with the particular mods I have set up, but multiple times now, my game has crashed, usually randomly, during the ending of the Quake3 animation.

Usually it just happens every once and a while, but during the ???? Ninja fight in Wutai. When it gives itself the barriers using the Quake3 animation, always the second time during the battle, the game crashes.

Not sure what's going on or if I just need to turn off spell texture mods or something like that. Any thoughts?

Thanks!

Quake3 has had an issue with its transparency effects in that they'll load from the menu textures after more than one use, and I think it's something to do with the driver as other attacks with transparency effects also start to behave strangely when used multiple times in a fight (I think this is also related to the Hyper Jump crash on Steam).

Sounds very likely this is the underlying cause; perhaps spell texture mods on top is exacerbating the problem and leading to the crash. Usually the game is 'OK' with the Quake3 thing and the other visual bugs from attacks like Oil Shot and Atomic Ray. Try the fight without the spell texture mod on, and let me know if it still crashes; I can change the animation to something else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GMTanvis on 2020-05-17 01:12:27
Quake3 has had an issue with its transparency effects in that they'll load from the menu textures after more than one use, and I think it's something to do with the driver as other attacks with transparency effects also start to behave strangely when used multiple times in a fight (I think this is also related to the Hyper Jump crash on Steam).

Sounds very likely this is the underlying cause; perhaps spell texture mods on top is exacerbating the problem and leading to the crash. Usually the game is 'OK' with the Quake3 thing and the other visual bugs from attacks like Oil Shot and Atomic Ray. Try the fight without the spell texture mod on, and let me know if it still crashes; I can change the animation to something else.

Yup still crashed without any spell textures on. I have my texture memory set to 2048 and Texture Cache is on, if that affects anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-17 01:59:14
Yup still crashed without any spell textures on. I have my texture memory set to 2048 and Texture Cache is on, if that affects anything.

I ran the fight, and saw that the menu texture glitch occurred for Quake 3 (single target) on the 2nd cast. Game kept running but I had no other mods on. I'll just change the animation for stability (and make some other tweaks to camera, etc.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GMTanvis on 2020-05-17 02:17:00
how strange, thank you so much!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-17 02:24:21
17th May 2020 - Changes an animation with a boss to prevent a texture glitch (also removes some awkward camera angles).

Installer
https://mega.nz/file/m8kAVKYY#KBAM7ZKuJLIXHome9JY2fTEF4ijxQJPZvL13AGGMnQ4

IRO
https://mega.nz/file/Wx1W0Y5b#7wneRJx-Lb5Wh8cd688b-kT_Vlq9gHCkfeiW8B-ZyKo
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: GMTanvis on 2020-05-17 02:29:12
Awesome! I've been using 7th heaven to do all my mods, would the auto-updater handle this or do I have to manually replace the IRO?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-17 02:45:23
17th May 2020 - Changes an animation with a boss to prevent a texture glitch (also removes some awkward camera angles).

Installer
https://mega.nz/file/m8kAVKYY#KBAM7ZKuJLIXHome9JY2fTEF4ijxQJPZvL13AGGMnQ4

IRO
https://mega.nz/file/Wx1W0Y5b#7wneRJx-Lb5Wh8cd688b-kT_Vlq9gHCkfeiW8B-ZyKo

i must uninstall and reinstall this new one?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-05-17 03:23:57
So, I ran into an issue trying to use the latest IRO.

First when I tried, it installed a SECOND version of New Threat instead of overriding the original. Neither one said the publish date was the 16th. I got rid of both and tried again, but it kept giving me an access error about half way through. I restarted my computer, and it seems to have installed fine now, but I'm not sure if that was a 7H issue, a NT IRO issue, or a me issue! Figured I'd report it just in case!

[EDIT] I don't know if this has anything to do with my little screw-up, but now when I get to a save point, the NT menu is using playstation controls instead of the usual [ok] [cancel] [switch] etc. Is there any way I can revert this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-17 04:40:41
Awesome! I've been using 7th heaven to do all my mods, would the auto-updater handle this or do I have to manually replace the IRO?

Deactivate the old one, then import the new one.

i must uninstall and reinstall this new one?

Not necessarily, only if you run into issues with the Da Chao Fire Cave fight on Disc 3.

So, I ran into an issue trying to use the latest IRO.

First when I tried, it installed a SECOND version of New Threat instead of overriding the original. Neither one said the publish date was the 16th. I got rid of both and tried again, but it kept giving me an access error about half way through. I restarted my computer, and it seems to have installed fine now, but I'm not sure if that was a 7H issue, a NT IRO issue, or a me issue! Figured I'd report it just in case!

[EDIT] I don't know if this has anything to do with my little screw-up, but now when I get to a save point, the NT menu is using playstation controls instead of the usual [ok] [cancel] [switch] etc. Is there any way I can revert this?

Might be because the newer IROs now have a unique ID whereas the old one had no ID, meaning multiple copies could be installed. The Catalog version of the NT IRO may still be able to be activated along with the IRO from here however (when it's updated, this will no longer be the case).

Sometimes closing and then re-opening 7h can help if it starts to throw errors with showing files, etc.

The newest NT IRO swapped from using the old PC control prompts to a Controller Icon set instead. This was to make it compatible with mods that add Controller Icons (for PSX and XBOX) and because a lot of users favour controller. I personally use Keyboard, but I find it a bit easier to use the controller prompts when dealing with the shoulder buttons as I always forget which is Camera and which is Target.

If you're using an XBOX controller and find the prompts confusing, or you use X as confirm instead of O, then I recommend using the controller options in the ESUI Enhanced Stock UI mod; they can change the type of icons used and swap the confirm/cancel buttons around for both.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EQ2Alyza on 2020-05-17 05:36:56
Might be because the newer IROs now have a unique ID whereas the old one had no ID, meaning multiple copies could be installed. The Catalog version of the NT IRO may still be able to be activated along with the IRO from here however (when it's updated, this will no longer be the case).

That's right. Any future updates that match the current ID will give the Update prompt (7H > My Mods tab > Mod Info window > Version: x.x Auto Update). Just click the Update link and it'll download/replace with the new one. It won't duplicate anymore after that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-17 12:03:50
sp wjhile i was playing the 15&5 version of the mod game crashed with the small window saying "sorry the game encontered an error due to a mod bla blab la" might be a NT issue or anotehr one? and to update safely via th heavn is enough delete old one and import new one and i can keep my previous save game going?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-17 13:11:40
sp wjhile i was playing the 15&5 version of the mod game crashed with the small window saying "sorry the game encontered an error due to a mod bla blab la" might be a NT issue or anotehr one? and to update safely via th heavn is enough delete old one and import new one and i can keep my previous save game going?

It's a bit too vague to say, although I have been seeing users posting about getting persistent crashes when using a lot of high-load texture mods. Something about the memory getting overloaded. If you've stuff like 4k field textures on then I'd suggest downgrading some of them if possible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-17 14:20:59
It's a bit too vague to say, although I have been seeing users posting about getting persistent crashes when using a lot of high-load texture mods. Something about the memory getting overloaded. If you've stuff like 4k field textures on then I'd suggest downgrading some of them if possible.
Yes chief i use the mod 4k fields
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CrichtonKicks on 2020-05-17 16:41:57
This may be a stupid question but how do I change my party leader?  Just got to disk 3 and Tifa needs to be party leader to trigger her side quest but I don't see how to do that. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-17 17:03:48
This may be a stupid question but how do I change my party leader?  Just got to disk 3 and Tifa needs to be party leader to trigger her side quest but I don't see how to do that. 

First off, head to the bottom of North Crater to unlock all the stuff; Cloud will get a call from the Highwind confirming it. Then head back up and you can change party leader from the NPC on the right in the Operations Room.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: CrichtonKicks on 2020-05-17 17:05:08
First off, head to the bottom of North Crater to unlock all the stuff; Cloud will get a call from the Highwind confirming it. Then head back up and you can change party leader from the NPC on the right in the Operations Room.

Ah, didn't realize I had to head into the crater first.  Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Barachiel on 2020-05-17 17:08:24
So is there a more comprehensive list of details on "New Threat Vanilla"?  I've not played FF7 in 10+ years, and I was never a master of it, so I'm not looking so much for additional combat challenge as I am the improved translation and restored content.  Is that all NTV is, or does it include the other mechanical changes (such as to AI, materia, and character stats, and Mr. Smile), and only omits the new enemies?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-17 17:29:41
so i removed previous NT version and installed the newest one you did Sega. To make sucjh process in 7th heaven i uninstalled your revious mod and installed importing the new one you did . I had a small save at begin of game (prior guard scorpion) so far cloud still have 3 spell mmaterias and scripted POST guard scorpion fight happened (the one with jessie) so mod still work good or is better restart fresh game to avoid previous edition of the mod issues?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-17 20:05:24
So is there a more comprehensive list of details on "New Threat Vanilla"?  I've not played FF7 in 10+ years, and I was never a master of it, so I'm not looking so much for additional combat challenge as I am the improved translation and restored content.  Is that all NTV is, or does it include the other mechanical changes (such as to AI, materia, and character stats, and Mr. Smile), and only omits the new enemies?

So in NT Vanilla, you get a dialogue revamp, some optional cutscene skips (Jessies Midgar explanation on the train, Nibelheum flashback, etc.), and some extra restored scenes that were defunct in the game files. Anything related to new battles however, like the Disc 3 stuff, has been deactivated though so it's a skeleton of the mod in terms of content. You may see some references to NT systems like the rank up system, or character innate explanations when they join, but none of them are active (SP system might be though, but it's optional).

so i removed previous NT version and installed the newest one you did Sega. To make sucjh process in 7th heaven i uninstalled your revious mod and installed importing the new one you did . I had a small save at begin of game (prior guard scorpion) so far cloud still have 3 spell mmaterias and scripted POST guard scorpion fight happened (the one with jessie) so mod still work good or is better restart fresh game to avoid previous edition of the mod issues?

You should be fine because you started with NT files, there were only bugfixes prior. Same goes for any future updates, you can carry on with your save files. If Cloud has all 3 Materia then the initial state should be correct.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Barachiel on 2020-05-17 20:10:59
So in NT Vanilla, you get a dialogue revamp, some optional cutscene skips (Jessies Midgar explanation on the train, Nibelheum flashback, etc.), and some extra restored scenes that were defunct in the game files. Anything related to new battles however, like the Disc 3 stuff, has been deactivated though so it's a skeleton of the mod in terms of content. You may see some references to NT systems like the rank up system, or character innate explanations when they join, but none of them are active (SP system might be though, but it's optional).

Interesting.  I'd like to try it, but I can't seem to make it work.  I tried using the NTV IRO from the first page, and ... nothing happens.  No errors, no nothing, but nothing seems changed either.  So I tried using the Gameplay 3.0 mod from the Qhimm catalog, and selecting NTV option under its difficulty tab.  THAT actually seems to work at first glance, as I get starting pop-ups and explanations of Cloud's abilities, but the first combat encounter isn't with Trooper Trainees but creatures and on a Midgar exterior field.  So clearly, that's borked.

On a whim, I tried running the default New Threat IRO, and played about an hour into it.  THAT seems to work just fine, though.  *headscratch*  I'm tempted to just go with the regular mod, but reading the Documentation spreadsheet is more than a tad overwhelming.  I hate to say it, but is there a walkthrough for this mod on Neoseeker or Gamefaqs?  *laughs* (no, there isn't, I looked). 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-17 20:17:02
Interesting.  I'd like to try it, but I can't seem to make it work.  I tried using the NTV IRO from the first page, and ... nothing happens.  No errors, no nothing, but nothing seems changed either.  So I tried using the Gameplay 3.0 mod from the Qhimm catalog, and selecting NTV option under its difficulty tab.  THAT actually seems to work at first glance, as I get starting pop-ups and explanations of Cloud's abilities, but the first combat encounter isn't with Trooper Trainees but creatures and on a Midgar exterior field.  So clearly, that's borked.

On a whim, I tried running the default New Threat IRO, and played about an hour into it.  THAT seems to work just fine, though.  *headscratch*  I'm tempted to just go with the regular mod, but reading the Documentation spreadsheet is more than a tad overwhelming.  I hate to say it, but is there a walkthrough for this mod on Neoseeker or Gamefaqs?  *laughs* (no, there isn't, I looked). 

Sounds like it's broken, probably the scene lookup table in the kernel not being right. As for my IRO, maybe I've got the folder reference wrong. I'll check it just now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2020-05-17 20:24:36
how many more weeks until the 2.0 of The NT mod is released
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-17 20:25:39
how many more weeks until the 2.0 of The NT mod is released

No idea.

Interesting.  I'd like to try it, but I can't seem to make it work.  I tried using the NTV IRO from the first page, and ... nothing happens.  No errors, no nothing, but nothing seems changed either.  So I tried using the Gameplay 3.0 mod from the Qhimm catalog, and selecting NTV option under its difficulty tab.  THAT actually seems to work at first glance, as I get starting pop-ups and explanations of Cloud's abilities, but the first combat encounter isn't with Trooper Trainees but creatures and on a Midgar exterior field.  So clearly, that's borked.

On a whim, I tried running the default New Threat IRO, and played about an hour into it.  THAT seems to work just fine, though.  *headscratch*  I'm tempted to just go with the regular mod, but reading the Documentation spreadsheet is more than a tad overwhelming.  I hate to say it, but is there a walkthrough for this mod on Neoseeker or Gamefaqs?  *laughs* (no, there isn't, I looked). 


I tested an IRO and seems to be OK, I've uploaded it and will replace the link:
https://mega.nz/file/Xgt3VbpI#0ZmgffgQhNq8QgRHZEr8soSfvVsYCaLfmkZnusMFdhc

This one should specifically state NT Vanilla Combat version when selecting new game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: heromic on 2020-05-17 20:43:08
It's a great idea someone makes an in-depth walkthough of the NT game on gamefaqs.com! Or at least create a topic with all new content and how to obtain each one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Barachiel on 2020-05-17 21:02:37
I tested an IRO and seems to be OK, I've uploaded it and will replace the link:
https://mega.nz/file/Xgt3VbpI#0ZmgffgQhNq8QgRHZEr8soSfvVsYCaLfmkZnusMFdhc

This one should specifically state NT Vanilla Combat version when selecting new game.

That worked!  I got the same pop-ups as gameplay 3.0 but the random battles were actually right!  Thank you!

Now I'm torn over whether to go with Vanilla or Regular New Threat.  Maybe if I'd been playing the game regularly for the last 20 years I'd be craving a complete overhaul, but I think I last played FF7 in 2005 or 2007.  But I have enjoyed my 2 hours with it so far.  *wrestles with indecision*
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-17 21:31:44
That worked!  I got the same pop-ups as gameplay 3.0 but the random battles were actually right!  Thank you!

Now I'm torn over whether to go with Vanilla or Regular New Threat.  Maybe if I'd been playing the game regularly for the last 20 years I'd be craving a complete overhaul, but I think I last played FF7 in 2005 or 2007.  But I have enjoyed my 2 hours with it so far.  *wrestles with indecision*

Could start with NT and then if it doesn't pan out, swap it out for the vanilla version. The save file between them should be fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Barachiel on 2020-05-17 21:39:38
Could start with NT and then if it doesn't pan out, swap it out for the vanilla version. The save file between them should be fine.

Really? I'd think it would break everything, but you're the mod maker. You know a lot more than I do!  Why not, I'll give it a shot. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-05-18 03:06:22
Hey, so I managed to morph Shake, but I didn't get any Sprint Shoes. Was that removed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-18 03:26:53
Hey, so I managed to morph Shake, but I didn't get any Sprint Shoes. Was that removed?

I removed all the Morphs from the Pagoda fights because they're much more difficult than normal to Morph (and Chekhov I think can't be morphed). Sorry about that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Barachiel on 2020-05-18 04:02:59
So I ploughed through the first several hours of my first NT playthrough.  Got to Junon.  Up till that point, everything had been copacetic.  Fights took some thought.  Bosses were tougher, but not unreasonably so.  I was still feeling a bit overwhelmed, but I was managing.

Then came the boss fight to save Priscilla.  I was level 21, decently geared (as much as I could be, I'd barely seen any weapon or armor upgrades; nearly all the armor was offering stat boosts in exchange for non-existent protection, basically turning them into another set of accessories, just with materia sockets).  I'd kitted out character with materia befitting their party roles. 

So first go, it's with Cloud, Tifa, and Aerith.  I give up after 15 minutes of barely holding on while it hits me for 3-500 HP per hit, which nearly one-shots the ladies.  Barret had my Barrier materia so I had no defenses.  Melee couldn't hit it, and the only attack spells we had were Fire, and 2 Ice, which weren't doing tons of damage. 

So, I restart, switch Tifa out for Barret and juggle some spell materia to give everyone something to use.  I try the fight again, and it quickly settles into a pattern:  Cloud hits it with Bolt, Aerith with Ice, and Barret keeps everyone Shielded and Hasted.  Aerith heals as needed, and LBs get fired off regularly.  Now the fight isn't anywhere near as tense as the Barrier materia cuts the damage down, and Cloud is also a secondary healer, so between him and Aerith, everyone stays up.

Rinse and repeat for nearly 20 minutes. 

Um, what am I doing wrong?  Or is every boss fight going to be like this now?  Many of the random encounters have hit the point where physical attacks are basically the worst thing I can use, and its all spell-casting, all the time now.  Is that normal, too?  If there' some blindingly obvious things I'm missing, I'm eager to learn what to do.  Right now, as it stands, this mod has gone from entertainingly challenging, to a tedious slog once I cleared the Mythril Mines. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-05-18 04:11:10
I removed all the Morphs from the Pagoda fights because they're much more difficult than normal to Morph (and Chekhov I think can't be morphed). Sorry about that.
Ah, no, that's fine! And yeah, Chekov wouldn't be possible to morph since she's immune to physical damage.

Though, while we're on the subject, maybe do a difficulty pass on Godo or the other Pagoda people? He was legit the easiest of the 5 fights. The others all had a gimmick where you had to think in order to win (Checkov I beat only by constantly having reflect up, Shake I had to item-chump and then wait until I got a lucky last shot in, etc), but Godo went down with a few castings of Trine and some basic attacks (though I did have to debarrier him a couple times).

Either that, or maybe make the preceding fights a touch easier? Maybe allow Shake(s) to be debuffed in some way so the player can reduce his evasion, at least temporarily (maybe make Shakes B through G more able to be hit, and as they die, Shake himself becomes more vulnerable? Like each "afterimage" give him +25% evasion, so as they die, his evasion goes down? And he can re-summon them if they all die! Or is reducing his evasion on the fly like that not possible?). Also, give Chekov SOME kind of elemental weakness that'll show up on Sense. She's way too tanky for a mage! Perhaps instead of blanket physical immunity she has Wall, Regen and Reflect up, you know, things that can be countered and dispelled, and can even use peerless for a small number of turns when she's in trouble (assuming it can be dispelled and the duration on it can be edited on your end).

Just some ideas, not criticism. The mod is great and I hope to play 2.0 when it's released =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KaosuReido on 2020-05-18 04:22:55
Really? I'd think it would break everything, but you're the mod maker. You know a lot more than I do!  Why not, I'll give it a shot.

Sega Chief can correct me if I'm wrong, but the way I understand it is that the game still thinks it's saving a vanilla save file, because it technically is. The new and changed items and spells and Materia and stuff in NT still map to usable values in vanilla, even if those values are technically impossible to have. The exclusive data like Ranks and SP amounts and stuff NT uses is still saved somewhere in the save file, in a spot that's either unused in vanilla saves, or used elsewhere for another purpose that NT ignores.

Basically, they're the same structure and the same file, but Vanilla reads the data one way, and NT another. Making the appropriate changes in something like Black Chocobo will still spit out a valid file.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: yeriano on 2020-05-18 08:34:39
is there anyone else that have the problem use big guard,barrier,mbarrier? because working, there is no animation of it when enemy attack(don't decrease enemy attack or magic either)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-18 11:56:47
question fellas is like 6 months idid not play this mod... anyone managed to find steal materia? I am in midgar after sector7 blow up and i recall in orignial game you find steal in teh sewers after don corneo's mansion,.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Maziac on 2020-05-18 14:52:14
Um, what am I doing wrong?  Or is every boss fight going to be like this now?  Many of the random encounters have hit the point where physical attacks are basically the worst thing I can use, and its all spell-casting, all the time now.  Is that normal, too?  If there' some blindingly obvious things I'm missing, I'm eager to learn what to do.  Right now, as it stands, this mod has gone from entertainingly challenging, to a tedious slog once I cleared the Mythril Mines.

Nothing probably, the bosses HP starts ramping up at that point, and there's not many ways of dealing high damage yet. Rank 2 spells take a while to unlock, and physical damage isn't great before you get good accessories, equipment and rank-ups. On Arrange type it's even more noticable. Best thing to do is utilizing the bosses weakness with a high Magic stat character. Oh, and put everyone on backrow for that fight. Could use Tranquilizers too.

Spoiler: show
Bottomswell is weak to Lightning and Wind, I like to have to 2 Lightning Materias for this and all the robots in Midgar. Wind has no basic Materia sadly, but Choco/Mog is great. And there's a Wind type Enemy skill Chocobuckle, which is basically Aero1, you can learn it from the Chocobos outside the ranch. First learn the Quarry Fuse move from the squirrels there, then use Mimmett Greens? on a Chocobo and while he is eating, use Quarry Fuse and it will counter with Chocobuckle.

If you are playing on Normal, Poison is great for that boss. If on Arrange, use the Bird Wing item you should have.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2020-05-18 15:51:36
So I ploughed through the first several hours of my first NT playthrough.  Got to Junon.  Up till that point, everything had been copacetic.  Fights took some thought.  Bosses were tougher, but not unreasonably so.  I was still feeling a bit overwhelmed, but I was managing.

Then came the boss fight to save Priscilla.  I was level 21, decently geared (as much as I could be, I'd barely seen any weapon or armor upgrades; nearly all the armor was offering stat boosts in exchange for non-existent protection, basically turning them into another set of accessories, just with materia sockets).  I'd kitted out character with materia befitting their party roles. 

So first go, it's with Cloud, Tifa, and Aerith.  I give up after 15 minutes of barely holding on while it hits me for 3-500 HP per hit, which nearly one-shots the ladies.  Barret had my Barrier materia so I had no defenses.  Melee couldn't hit it, and the only attack spells we had were Fire, and 2 Ice, which weren't doing tons of damage. 

So, I restart, switch Tifa out for Barret and juggle some spell materia to give everyone something to use.  I try the fight again, and it quickly settles into a pattern:  Cloud hits it with Bolt, Aerith with Ice, and Barret keeps everyone Shielded and Hasted.  Aerith heals as needed, and LBs get fired off regularly.  Now the fight isn't anywhere near as tense as the Barrier materia cuts the damage down, and Cloud is also a secondary healer, so between him and Aerith, everyone stays up.

Rinse and repeat for nearly 20 minutes. 

Um, what am I doing wrong?  Or is every boss fight going to be like this now?  Many of the random encounters have hit the point where physical attacks are basically the worst thing I can use, and its all spell-casting, all the time now.  Is that normal, too?  If there' some blindingly obvious things I'm missing, I'm eager to learn what to do.  Right now, as it stands, this mod has gone from entertainingly challenging, to a tedious slog once I cleared the Mythril Mines. 

I have found this guy has some videos out there for most boss fights on arranged mode. Helps me when I am running into fights that I cannot figure out.

https://www.youtube.com/watch?v=R_kep_PFGGY&list=PL3B-NAl8G2fNqqQt3iSZTUOtBJ2ITDCLe&index=25
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Barachiel on 2020-05-18 17:22:15
I have found this guy has some videos out there for most boss fights on arranged mode. Helps me when I am running into fights that I cannot figure out.

https://www.youtube.com/watch?v=R_kep_PFGGY&list=PL3B-NAl8G2fNqqQt3iSZTUOtBJ2ITDCLe&index=25

Ah, I see, they used a Dirty Bomb to poision it, which basically cut the fight in half.  Playlist saved.  Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-18 17:57:25
So I ploughed through the first several hours of my first NT playthrough.  Got to Junon.  Up till that point, everything had been copacetic.  Fights took some thought.  Bosses were tougher, but not unreasonably so.  I was still feeling a bit overwhelmed, but I was managing.

Then came the boss fight to save Priscilla.  I was level 21, decently geared (as much as I could be, I'd barely seen any weapon or armor upgrades; nearly all the armor was offering stat boosts in exchange for non-existent protection, basically turning them into another set of accessories, just with materia sockets).  I'd kitted out character with materia befitting their party roles. 

So first go, it's with Cloud, Tifa, and Aerith.  I give up after 15 minutes of barely holding on while it hits me for 3-500 HP per hit, which nearly one-shots the ladies.  Barret had my Barrier materia so I had no defenses.  Melee couldn't hit it, and the only attack spells we had were Fire, and 2 Ice, which weren't doing tons of damage. 

So, I restart, switch Tifa out for Barret and juggle some spell materia to give everyone something to use.  I try the fight again, and it quickly settles into a pattern:  Cloud hits it with Bolt, Aerith with Ice, and Barret keeps everyone Shielded and Hasted.  Aerith heals as needed, and LBs get fired off regularly.  Now the fight isn't anywhere near as tense as the Barrier materia cuts the damage down, and Cloud is also a secondary healer, so between him and Aerith, everyone stays up.

Rinse and repeat for nearly 20 minutes. 

Um, what am I doing wrong?  Or is every boss fight going to be like this now?  Many of the random encounters have hit the point where physical attacks are basically the worst thing I can use, and its all spell-casting, all the time now.  Is that normal, too?  If there' some blindingly obvious things I'm missing, I'm eager to learn what to do.  Right now, as it stands, this mod has gone from entertainingly challenging, to a tedious slog once I cleared the Mythril Mines. 

For physicals, you want to be using Elemental to 2x the damage they deal; a lot of the Materia had elements added (Holy to Restore/Revive, for instance) to take better advantage of that. Back row should be avoided if the character doesn't have a ranged weapon (and Barret has a case for front row even if using a gun as his innate changes to a strength boost).

In the Bottomswell fight, assuming it was the normal mode one, it's the ideal time to try out the first Summon Choco/Mog as the boss is weak to wind. It can either be used early to skip ahead from the initial phases (tail attacks, etc.) or later on when Waterpolo bubbles are getting sent out as it'll hit both the boss and the bubble.

This boss can also be poisoned; if you have a handle on things defensively, then you can cast Haste on the boss to accelerate the poison damage (whereas Slow decreases it as the ticks proc less frequently).

I think in your set-up that Aeris would have been a better shoe-in for the Bolt Materia as her Magic stat will typically be higher at this point (depends on the rank-up options that were picked, if one was available when it was unlocked). It'd be a good idea to pick up a 2nd Bolt Materia somewhere as there are a lot of mechanical bosses in this game and having it for Elemental/casting is always handy.


Ah, no, that's fine! And yeah, Chekov wouldn't be possible to morph since she's immune to physical damage.

Though, while we're on the subject, maybe do a difficulty pass on Godo or the other Pagoda people? He was legit the easiest of the 5 fights. The others all had a gimmick where you had to think in order to win (Checkov I beat only by constantly having reflect up, Shake I had to item-chump and then wait until I got a lucky last shot in, etc), but Godo went down with a few castings of Trine and some basic attacks (though I did have to debarrier him a couple times).

Either that, or maybe make the preceding fights a touch easier? Maybe allow Shake(s) to be debuffed in some way so the player can reduce his evasion, at least temporarily (maybe make Shakes B through G more able to be hit, and as they die, Shake himself becomes more vulnerable? Like each "afterimage" give him +25% evasion, so as they die, his evasion goes down? And he can re-summon them if they all die! Or is reducing his evasion on the fly like that not possible?). Also, give Chekov SOME kind of elemental weakness that'll show up on Sense. She's way too tanky for a mage! Perhaps instead of blanket physical immunity she has Wall, Regen and Reflect up, you know, things that can be countered and dispelled, and can even use peerless for a small number of turns when she's in trouble (assuming it can be dispelled and the duration on it can be edited on your end).

Just some ideas, not criticism. The mod is great and I hope to play 2.0 when it's released =)


I finished the 2.0 versions of these fight recently; I could have a go at scripting Godo to use his 3 forms in sequence with different properties to each, and beating them advances the fight or something to keep it with the theme of the rest of the Pagoda.

Sega Chief can correct me if I'm wrong, but the way I understand it is that the game still thinks it's saving a vanilla save file, because it technically is. The new and changed items and spells and Materia and stuff in NT still map to usable values in vanilla, even if those values are technically impossible to have. The exclusive data like Ranks and SP amounts and stuff NT uses is still saved somewhere in the save file, in a spot that's either unused in vanilla saves, or used elsewhere for another purpose that NT ignores.

Basically, they're the same structure and the same file, but Vanilla reads the data one way, and NT another. Making the appropriate changes in something like Black Chocobo will still spit out a valid file.

Yeah that's right; it's all variables and IDs which stay the same between versions. When I scripted NT I mostly left the vanilla variables alone so there's not much interference between the two.

is there anyone else that have the problem use big guard,barrier,mbarrier? because working, there is no animation of it when enemy attack(don't decrease enemy attack or magic either)

Not sure what the cause there is; some Accessories and Armour have an effect that prevents the application of Barrier/MBarrier (Amulet accessory, for instance, prevents all barrier-type magic. Ribbon also blocks it). Might be that.

question fellas is like 6 months idid not play this mod... anyone managed to find steal materia? I am in midgar after sector7 blow up and i recall in orignial game you find steal in teh sewers after don corneo's mansion,.

It's in the same place as it always is, the sewers:
(https://th.bing.com/th/id/OIP._OjV0KxevD3DMhYoUZgGPgHaFj?pid=Api&rs=1)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-18 18:59:32
For physicals, you want to be using Elemental to 2x the damage they deal; a lot of the Materia had elements added (Holy to Restore/Revive, for instance) to take better advantage of that. Back row should be avoided if the character doesn't have a ranged weapon (and Barret has a case for front row even if using a gun as his innate changes to a strength boost).

In the Bottomswell fight, assuming it was the normal mode one, it's the ideal time to try out the first Summon Choco/Mog as the boss is weak to wind. It can either be used early to skip ahead from the initial phases (tail attacks, etc.) or later on when Waterpolo bubbles are getting sent out as it'll hit both the boss and the bubble.

This boss can also be poisoned; if you have a handle on things defensively, then you can cast Haste on the boss to accelerate the poison damage (whereas Slow decreases it as the ticks proc less frequently).

I think in your set-up that Aeris would have been a better shoe-in for the Bolt Materia as her Magic stat will typically be higher at this point (depends on the rank-up options that were picked, if one was available when it was unlocked). It'd be a good idea to pick up a 2nd Bolt Materia somewhere as there are a lot of mechanical bosses in this game and having it for Elemental/casting is always handy.


I finished the 2.0 versions of these fight recently; I could have a go at scripting Godo to use his 3 forms in sequence with different properties to each, and beating them advances the fight or something to keep it with the theme of the rest of the Pagoda.

Yeah that's right; it's all variables and IDs which stay the same between versions. When I scripted NT I mostly left the vanilla variables alone so there's not much interference between the two.

Not sure what the cause there is; some Accessories and Armour have an effect that prevents the application of Barrier/MBarrier (Amulet accessory, for instance, prevents all barrier-type magic. Ribbon also blocks it). Might be that.

It's in the same place as it always is, the sewers:
(https://th.bing.com/th/id/OIP._OjV0KxevD3DMhYoUZgGPgHaFj?pid=Api&rs=1)
then something is wrong sega
in the sewers i found no steal materia =(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-18 19:11:48
then something is wrong sega
in the sewers i found no steal materia =(

I ran the latest IRO to check and it is there:

(https://i.imgur.com/vueWgyR.png)

I checked the var handling it to ensure there's no rogue assignment earlier in the flevel that turns this byte on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-05-18 19:44:25
I just beat the Diamond Match. Whew, that was a mean trick you pulled there lol. Definitely the toughest fight I had yet, and since I did it before the Level 4 limit quests, I hope the other bosses still give some challenge to me

Are the end game Disc 3 optional bosses any different on Arrange? Or should I just wait for 2.0? Looking forward to playing 2.0!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-18 19:51:33
I just beat the Diamond Match. Whew, that was a mean trick you pulled there lol. Definitely the toughest fight I had yet, and since I did it before the Level 4 limit quests, I hope the other bosses still give some challenge to me

Are the end game Disc 3 optional bosses any different on Arrange? Or should I just wait for 2.0? Looking forward to playing 2.0!

I think the Diamond Match is one of the highest specced fights in the game, but I guess difficulty is relative. Some of the fights prove more problematic for players than others depending on how they usually approach things.  None of the optional bosses on Disc 3 change on 1.5's arrange mode, I'm afraid.

I'll have 2.0 out soon. A few weeks left, I think.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-05-18 20:49:46
I ran the latest IRO to check and it is there:

(https://i.imgur.com/vueWgyR.png)

I checked the var handling it to ensure there's no rogue assignment earlier in the flevel that turns this byte on.

sorry again Chief

Last run i did not see the materia in the sewers but mod seems working (i see no yellow ball and restore materia at game begin is colored blue instead of green =(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Barachiel on 2020-05-18 21:31:37
For physicals, you want to be using Elemental to 2x the damage they deal; a lot of the Materia had elements added (Holy to Restore/Revive, for instance) to take better advantage of that. Back row should be avoided if the character doesn't have a ranged weapon (and Barret has a case for front row even if using a gun as his innate changes to a strength boost).

In the Bottomswell fight, assuming it was the normal mode one, it's the ideal time to try out the first Summon Choco/Mog as the boss is weak to wind. It can either be used early to skip ahead from the initial phases (tail attacks, etc.) or later on when Waterpolo bubbles are getting sent out as it'll hit both the boss and the bubble.

This boss can also be poisoned; if you have a handle on things defensively, then you can cast Haste on the boss to accelerate the poison damage (whereas Slow decreases it as the ticks proc less frequently).

I think in your set-up that Aeris would have been a better shoe-in for the Bolt Materia as her Magic stat will typically be higher at this point (depends on the rank-up options that were picked, if one was available when it was unlocked). It'd be a good idea to pick up a 2nd Bolt Materia somewhere as there are a lot of mechanical bosses in this game and having it for Elemental/casting is always handy.

Holy crap, so that's what that means in the materia description!  I was wondering!  What is "Added Effect" materia specifically used for?  Does it add Poison to a weapon? 

Okay, I'm making notes for the future.  This mod really needs a comprehensive guide.  I tried using the Documentation spreadsheet, but many of its location entries are blank (I found out you get Full MEtal Staff by Morphing Hell House from a youtube video). 

There's a 2.0 version coming?!  ... Maybe I should just wait for it to drop?  Or will it be something that 1.5 can be upgraded mid-run without issue? 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-18 21:37:16
sorry again Chief

Last run i did not see the materia in the sewers but mod seems working (i see no yellow ball and restore materia at game begin is colored blue instead of green =(

The Restore Materia at the start was left its default cyan colour, I didn't swap in the Green materia model for it so that's fine. Steal can be bought from shops later on, but are you sure you didn't just run past it? Maybe one of those model mods made it difficult to see or something.

Holy crap, so that's what that means in the materia description!  I was wondering!  What is "Added Effect" materia specifically used for?  Does it add Poison to a weapon? 

Okay, I'm making notes for the future.  This mod really needs a comprehensive guide.  I tried using the Documentation spreadsheet, but many of its location entries are blank (I found out you get Full MEtal Staff by Morphing Hell House from a youtube video). 

There's a 2.0 version coming?!  ... Maybe I should just wait for it to drop?  Or will it be something that 1.5 can be upgraded mid-run without issue? 

Added Effect combines the status ailment of the Materia to either the weapon (inflicts, about 12% chance or so) or the armour (protects completely).

The documentation I used to have for the mod fell more and more out of date over time. The current one is like a placeholder of sorts.

2.0 is in the works, but it won't be compatible with save files from 1.5 as I've reworked the unused variables that NT uses in the mod to add additional drops, rescript scenes, etc. A 2.0 save file will be compatible with a vanilla game, but not with the 1.5 build unfortunately. As for timeframe for release, I'm not sure. Several weeks is my best guess.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Barachiel on 2020-05-18 21:43:34
The Restore Materia at the start was left its default cyan colour, I didn't swap in the Green materia model for it so that's fine. Steal can be bought from shops later on, but are you sure you didn't just run past it? Maybe one of those model mods made it difficult to see or something.

Added Effect combines the status ailment of the Materia to either the weapon (inflicts, about 12% chance or so) or the armour (protects completely).

The documentation I used to have for the mod fell more and more out of date over time. The current one is like a placeholder of sorts.

2.0 is in the works, but it won't be compatible with save files from 1.5 as I've reworked the unused variables that NT uses in the mod to add additional drops, rescript scenes, etc. A 2.0 save file will be compatible with a vanilla game, but not with the 1.5 build unfortunately. As for timeframe for release, I'm not sure. Several weeks is my best guess.

Neat!  *adds that to Notes*

Oh.  Oh.  Damn.  I... kinda want to wait.  I wish my Reunion build had been more stable but it kept crashing randomly exiting or entering battles.  I guess I'll go with a Vanilla run, or maybe back to NVT for the time being, and save a full NV run for the heady days of 2.0 ahead. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-19 16:50:36
I updated the IRO, but not in the usual way. I've set up a new catalog that'll handle the NT IRO and a few others.

Add this to your Catalog Subscriptions list under Settings > General Settings in the 7h Launcher then click Save.

iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS

Refresh the list in Browse Mods/Restart 7h after adding it and four new IROs should appear. You will likely need to deactivate/uninstall the previous NT IRO if you have it.

The new NT IRO has:
1) Fix for a softlock if scratching the white chocobo in mideel behind its neck with a party leader other than Cloud
2) Added World Map models for consistency with field models (Cloud, Tifa, Cid) and for battle models (Emerald, Ruby, Diamond, and Ultimate Weapon).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Shirohô on 2020-05-19 18:10:58
Hello Sega chief and fellas,

After finishing remake on ps4, bunch of friends (+3) and me were really attracted by your NT mod applied on steam FF7 through Seventh Heaven software. We don't have the same pc but
we did choose around the same config together (all qhimm mods activated, these one only, pref SYW and kalarasha textures).

We all had these same issues so far, but im not 100% sure it's your mod. Posting that here because it could be somehow dialog related :

Glitchy Dialogues during Sephiroth/cloud flashback in Shinra mansion cellar just when you open the door. (tested it 3 times on my comp, 2 other friend reached it and has it aswell).
The dialog box are invisible when sephiroth read his book to cloud, when you press action, then the next dialog box pop/disapear in a fraction, then it's blocked again (invisible dialog box) until you press action again. Result is you can't read anything and can't do something to act on it.
(https://i.imgur.com/1BvVwiB.png)

Also, at that time when you save a game (with save everywhere tweak in qhimm mods), the chara picture is Cid with a weird code next to it.
(https://i.imgur.com/uBb8GPn.png)

Before flashback and until then no issue at all.

We had this aswell : Me and 1 other friend only, game broken (we both had to alt F4) at the other flashback scene where cloud and sephiroth look into the pods in nibel mountain reactor, dialog stopped at the end of flashback, infinite black screen making impossible to get back to the group in inn (present time), precisely.

That's the only bugs we encountered so far. (with some bug on sephiroth body + masamune during fights, but that's nothing to do with NT i think)

Congratz for the intensity of the work you did, it's wonderful. I really love it.
Since i am a mod creator since a decade (texturer mainly), i might take a shot around FF7 or FF8 soon !
 
Cheers and keep it up !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dvsblack on 2020-05-19 18:31:54
Magic counter and renew was a pretty strong combo late game... might want to nerf that to make things a bit harder. It also can be used on a dead character instead of life2 to bring them back with full HP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dvsblack on 2020-05-19 18:39:53
Magic counter and renew was a pretty strong combo late game... might want to nerf that to make things a bit harder. It also can be used on a dead character instead of life2 to bring them back with full HP.
Basically put this on each of my characters. And have one character be super tanky and immune to all status effects. It essentially makes you invincible. I was thinking to combine it with magic counter and osmose but i just use aeris to keep my party full mana.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ketsuban on 2020-05-19 21:51:05
man now I feel dumb for never trying added effect with barrier on aeris with mega all, or just using renew with magic counter. I just used sneak attack + wall and magic counter osmose.
Will have to step up my game when 2.0 hits, gonna do an arrange mode run as soon as it's out
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dvsblack on 2020-05-19 22:07:44
man now I feel dumb for never trying added effect with barrier on aeris with mega all, or just using renew with magic counter. I just used sneak attack + wall and magic counter osmose.
Will have to step up my game when 2.0 hits, gonna do an arrange mode run as soon as it's out

haha dont feel bad... i have a nack for finding broken strategies and stuff. ff7 is one of my favorite games but the original was really lacking when it came to combat.

i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.

so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dvsblack on 2020-05-19 22:08:36
haha dont feel bad... i have a nack for finding broken strategies and stuff. ff7 is one of my favorite games but the original was really lacking when it came to combat.

i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.

so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.

and yeah i dont mean bosses you need to kill to progress, im talking extra content
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-19 23:46:12
Hello Sega chief and fellas,

After finishing remake on ps4, bunch of friends (+3) and me were really attracted by your NT mod applied on steam FF7 through Seventh Heaven software. We don't have the same pc but
we did choose around the same config together (all qhimm mods activated, these one only, pref SYW and kalarasha textures).

We all had these same issues so far, but im not 100% sure it's your mod. Posting that here because it could be somehow dialog related :

Glitchy Dialogues during Sephiroth/cloud flashback in Shinra mansion cellar just when you open the door. (tested it 3 times on my comp, 2 other friend reached it and has it aswell).
The dialog box are invisible when sephiroth read his book to cloud, when you press action, then the next dialog box pop/disapear in a fraction, then it's blocked again (invisible dialog box) until you press action again. Result is you can't read anything and can't do something to act on it.
(https://i.imgur.com/1BvVwiB.png)

Also, at that time when you save a game (with save everywhere tweak in qhimm mods), the chara picture is Cid with a weird code next to it.
(https://i.imgur.com/uBb8GPn.png)

Before flashback and until then no issue at all.

We had this aswell : Me and 1 other friend only, game broken (we both had to alt F4) at the other flashback scene where cloud and sephiroth look into the pods in nibel mountain reactor, dialog stopped at the end of flashback, infinite black screen making impossible to get back to the group in inn (present time), precisely.

That's the only bugs we encountered so far. (with some bug on sephiroth body + masamune during fights, but that's nothing to do with NT i think)

Congratz for the intensity of the work you did, it's wonderful. I really love it.
Since i am a mod creator since a decade (texturer mainly), i might take a shot around FF7 or FF8 soon !
 
Cheers and keep it up !

The dialogue boxes seem to be to do with NT and ESUI mod; we're working on a fix.

The Save/PHS Anywhere hack is a dangerous one to use, because this game has a lot of procedural scripts that can break if you reload 'fresh' into them when it doesn't expect a field to be initialised as a save location. Sephiroth and Young Cloud I think cause problems with the Save File Preview window which is why the game can't be saved during the flashback normally until the midway point (when it temporarily shifts back to the Kalm Inn and puts the regular Cloud back into the party for the save before carrying on with Young Cloud).

The black screen may be a new thing though, I'll check into it.

Basically put this on each of my characters. And have one character be super tanky and immune to all status effects. It essentially makes you invincible. I was thinking to combine it with magic counter and osmose but i just use aeris to keep my party full mana.

Maybe, but I've got Magic Counter sitting at a max trigger-rate of 50% and Renew has a fairly high MP cost. If you've set up to make it work with Aeris as an MP-machine then I'd say that's not too bad. But perhaps Full Cure could be used as the Pearl/Holy-element end-game damage dealing spell, and Toad can go back to being Toad.

man now I feel dumb for never trying added effect with barrier on aeris with mega all, or just using renew with magic counter. I just used sneak attack + wall and magic counter osmose.
Will have to step up my game when 2.0 hits, gonna do an arrange mode run as soon as it's out

Barrier being combinable with Added Effect was a lapse in judgement on my part, as it's a very strong combo, particularly adding Shield to it when it doesn't even have that spell on it. It won't be on the 2.0 build but I'm leaving it on the 1.5 build.

haha dont feel bad... i have a nack for finding broken strategies and stuff. ff7 is one of my favorite games but the original was really lacking when it came to combat.

i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.

so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.

I was thinking of expanding the Extra Battle part a bit and periodically adding battles to it which are there for a challenge rather than as a way of gating things like W-Magic, etc. But I may add a bonus scene or item to each one added so people who do beat them get something more out of it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheOppressed on 2020-05-19 23:55:18
i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.

so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.

I'm sorry but that doesn't feel fair or interesting.. OHK never are in my opinion, especially when it isn't a supporting ingredient of a particular fight. To me, it would just be incredible annoying as I roll my eyes, reload my save point, replay a few cutscenes and begrudgingly equip the corresponding elemental materia to negate the mechanic entirely.

Interesting usage that I've seen has one-hit kills that are either non-elemental or pierce resistance anyway, because they're never used as a primary gimmick.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: PokeFaize on 2020-05-20 00:21:45
i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.

so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.
Absolutely not. This is just flat out terrible design, especially with the extra character customization SegaChief has added in NT. Forcing players to use one specific strategy/build to beat any boss defeats the whole point of custom builds and the "on the fly" planning that comes with ATB Combat. When you negate the whole "gimmick" via Elemental Materia or whatever, the boss becomes a mindless endeavor and is an unsatisfying battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dvsblack on 2020-05-20 00:39:49
I'm sorry but that doesn't feel fair or interesting.. OHK never are in my opinion, especially when it isn't a supporting ingredient of a particular fight. To me, it would just be incredible annoying as I roll my eyes, reload my save point, replay a few cutscenes and begrudgingly equip the corresponding elemental materia to negate the mechanic entirely.

Interesting usage that I've seen has one-hit kills that are either non-elemental or pierce resistance anyway, because they're never used as a primary gimmick.

Let me clear up a few of the assumptions you made. 1st one.. you'll have to wait through some tedious cut scenes.
These kind of extra content difficult bosses would be specifically designed to have maybe a text dialogue or two before the fight. And you can save immediately before fighting it.

2nd, I'm not talking about the boss spamming the move... to the point where you're forced to restart. the game should give you a chance to kill it first try. essentially what im saying is this: as it stands you can get through the game pretty easily with completely ignoring resistances.

Your typical challenging game which incorporates element resistance mechanics generally forces you in most cases to have some resistance across the board, or you get messed up.  Essentially between your party you should be required to have all the resistances covered by at least half. For example:
Cloud is wind/ice resistant/lightning resist...   tifa is earth/holy/demi... barret is fire and etc.  therefore when you get hit by the move, the character which resisted can then phoenix down and get your party going again... but if between all your characters you had NO wind and ice resistance.. that's your bad in a hardcore style game.

A game with resistance mechanics which can be largely or completely ignored, you may as well get rid of the mechanic entirely.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dvsblack on 2020-05-20 00:52:51
While were on the subject of elements.. one thing which can be kind of annoying in FF7 is that the element weapon thing is basically only useful when you already know what you're gonna be fighting. If you run around permanently with lets say a fire weapon... there is a chance your auto's might end up healing the monster. (which can get pretty bad if you have counter attack etc.) Personally i like to try and beat a boss first go without having to worry about restarting and then designing my gear around that specific boss, which often makes them a cakewalk the second time around. Because of this I rarely end up using elemental weapons... seems wasteful of a fun mechanic though.

That being said I thought of a way around it depending on how difficult it would be. I personally think a pretty fun mechanic is if you could have two weapons loaded up with materia and weapon swap as one of your actions. Though I think the programming for this would prove kind of heavy it would be really fun, at least for me.

Another thing I would personally like but probably wouldn't be popular, would be having to actually go to something like a materia smith (any weapons shop), to actually have the materia changed for a reasonable cost.

Last thing I can think of would be more ways to spend money. For an example, think you should be able to buy megaelixers, even if they cost 100,000 per or even 200,000.. atleast you can spend these millions of built up irrelevant gils
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheOppressed on 2020-05-20 01:11:18
Let me clear up a few of the assumptions you made. 1st one.. you'll have to wait through some tedious cut scenes.
These kind of extra content difficult bosses would be specifically designed to have maybe a text dialogue or two before the fight. And you can save immediately before fighting it.

You made it sound like just normal enemies (as you said: "a few monsters") hence this assumption. Clarity would have been nice.

A certain boss that does this would be less tedious. Still the point remains that just equipping the proper elemental materia would negate the challenge if it alone is the primary gimmick, especially when mastered ELEMENTAL materia would absorb elemental damage during endgame, the time you would see an "extra content difficult boss". And I haven't even mentioned null-elemental accessories

2nd, I'm not talking about the boss spamming the move... to the point where you're forced to restart. the game should give you a chance to kill it first try. essentially what im saying is this: as it stands you can get through the game pretty easily with completely ignoring resistances.
This I agree on, but I think that is more to do with other things IMO: e.g. Barrier and MBarrier being very potent

I could maybe agree to the idea, but it would require for some very hefty changes to its gameplay systems. For example, if such bosses exist as you say, then have it so equipping those materia have a heavier trade-off than marginal stat-loss (maybe a weakness system too). If so, as much as I like Shin Megami Tensei, it would resemble that too much and I would question why am I even playing this mod. But that's just me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-05-20 02:32:54
The thing that kills me about elements in this game, especially NT, is, let's say I'm planning on fighting a big heavy boss, so I put Earth elements in my weapons. But on the way, I get into a random battle. That random battle will almost always have flying enemies who I then CAN'T HIT because they all ignore Earth attacks. Or if I put lightning in my weapons, I end up against things that ignore or absorb that!

I really think that common, run of the mill enemies shouldn't be able to ignore or absorb elemental damage (unless it really really makes sense), just reduce it (25% or 50% for stronger things). Though maybe there are some things the game just can't handle. Like, I understand why flying enemies wouldn't be affected by Quake, but that doesn't mean they should be able to ignore Earth-powered bullets... but maybe the game can't differentiate between damage coming from a spell or an attack.

The cheesiest thing I can recall is during the Shinra building escape. First boss you fight is weak to bolt and earth... not that it matters because you're already fighting him by the time you realize that. But whatever, let's say you anticipate this and have bolt and earth ready. The next fight, which happens immediately as a second phase, not allowing you to switch things up, are two fliers (so earth won't hit them), one of whom absorbs lightning! On one hand, I can respect keeping people on their toes and throwing them curveballs, and you can't just let people abuse the same materia combinations over and over, because that would be boring. On the other hand, I feel like this mod actively tries to low-key punish you for using elemental damage. It's a tough balancing act! I think SC generally does a good job with this, but it'd be nice if I could just set up an elemental combo and not worry that something in the area is gonna no-sell me. One of the most satisfying places in the game for this is the Gi cave. Set up Holy element in your weapons and you're good to go!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-05-20 02:57:29
I beat the cameo boss and it seemed weird

Spoiler: show
Ozma didn't have his FF9 music like the youtube videos showed, instead he had some goofy music. Also none of it's attacks had animations or names, and I know they're supposed to.


The only mods I had on were Nino's character model replacers, 60fps, and Borderless Windows. Any idea what could've caused this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-20 03:24:08
The thing that kills me about elements in this game, especially NT, is, let's say I'm planning on fighting a big heavy boss, so I put Earth elements in my weapons. But on the way, I get into a random battle. That random battle will almost always have flying enemies who I then CAN'T HIT because they all ignore Earth attacks. Or if I put lightning in my weapons, I end up against things that ignore or absorb that!

I really think that common, run of the mill enemies shouldn't be able to ignore or absorb elemental damage (unless it really really makes sense), just reduce it (25% or 50% for stronger things). Though maybe there are some things the game just can't handle. Like, I understand why flying enemies wouldn't be affected by Quake, but that doesn't mean they should be able to ignore Earth-powered bullets... but maybe the game can't differentiate between damage coming from a spell or an attack.

The cheesiest thing I can recall is during the Shinra building escape. First boss you fight is weak to bolt and earth... not that it matters because you're already fighting him by the time you realize that. But whatever, let's say you anticipate this and have bolt and earth ready. The next fight, which happens immediately as a second phase, not allowing you to switch things up, are two fliers (so earth won't hit them), one of whom absorbs lightning! On one hand, I can respect keeping people on their toes and throwing them curveballs, and you can't just let people abuse the same materia combinations over and over, because that would be boring. On the other hand, I feel like this mod actively tries to low-key punish you for using elemental damage. It's a tough balancing act! I think SC generally does a good job with this, but it'd be nice if I could just set up an elemental combo and not worry that something in the area is gonna no-sell me. One of the most satisfying places in the game for this is the Gi cave. Set up Holy element in your weapons and you're good to go!

Good point, I'll do a sweep of random enemies and set elemental null/absorbs to half damage instead to make it less punishing if a bad element was set to the weapon. I can't really do this for flyers vs. Earth though, it'd be a bit odd for them to be hit by it. I've extensively reworked the way elements are utilised throughout the game so hopefully this also helps improve it.

I beat the cameo boss and it seemed weird

Spoiler: show
Ozma didn't have his FF9 music like the youtube videos showed, instead he had some goofy music. Also none of it's attacks had animations or names, and I know they're supposed to.


The only mods I had on were Nino's character model replacers, 60fps, and Borderless Windows. Any idea what could've caused this?

I'm actually a bit confused by this; I checked the battle ID a few times and it is definitely the correct Ozma that's set up. But for some reason, people are getting the prototype one that's very buggy. What I think I'll do is just port over the Ozma data to overwrite the 'prototype' one.

As for the music, this is because the track uses the comical.ogg track. So if the track isn't replaced (as in, a music pack is used or the vgmstream folder isn't being used) then you get the unused track instead. I might just go for a regular boss theme or similar instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-05-20 03:34:44
Good point, I'll do a sweep of random enemies and set elemental null/absorbs to half damage instead to make it less punishing if a bad element was set to the weapon. I can't really do this for flyers vs. Earth though, it'd be a bit odd for them to be hit by it. I've extensively reworked the way elements are utilised throughout the game so hopefully this also helps improve it.

I'm actually a bit confused by this; I checked the battle ID a few times and it is definitely the correct Ozma that's set up. But for some reason, people are getting the prototype one that's very buggy. What I think I'll do is just port over the Ozma data to overwrite the 'prototype' one.

As for the music, this is because the track uses the comical.ogg track. So if the track isn't replaced (as in, a music pack is used or the vgmstream folder isn't being used) then you get the unused track instead. I might just go for a regular boss theme or similar instead.

Huh. That is weird. Especially the music problem, since I haven't messed with the music at all so both should be working as intended.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheOppressed on 2020-05-20 03:42:23
Huh. That is weird. Especially the music problem, since I haven't messed with the music at all so both should be working as intended.

If you're using 7th heaven, make sure to have "Music Option" set to "VGMStream" in the settings.
It's specifically in Game Driver>Advanced
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-05-20 04:01:39
If you're using 7th heaven, make sure to have "Music Option" set to "VGMStream" in the settings.
It's specifically in Game Driver>Advanced
It is on that, that's why I'm confused.
I'm going to test the fight on Steam and see if it works
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KaosuReido on 2020-05-20 04:21:16
Magic counter and renew was a pretty strong combo late game... might want to nerf that to make things a bit harder. It also can be used on a dead character instead of life2 to bring them back with full HP.

Just want to quote this to ask Sega Chief: Please don't start nerfing things like this suggests. That leads to a horrible loop a lot of projects get into where the developer just gets feedback from players with overly tuned characters and who enjoy punishing, grueling fights, and everyone else just has to deal with things gradually getting harder and harder as anything resembling an advantage for the player gets removed.

An important aspect of gameplay that a lot of people don't think about is when the player puts these things together, and realizes what they can do now. For instance, Aerith with Barrier + Added Effect. Most players have no idea this is possible, but when someone figures it out, that's a game changer. Suddenly it feels like a million things open up. Magic Counter + Renew is another one like that, where the player has a new tool in their kit that lets them deal with things that felt impossible.

i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.

so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.

Things like this just cull the number of strategies a player can use. If a player is FORCED to have certain Materia combinations on or something, or is FORCED to wear certain accessories or they just die, that's not strategy. That's just an artificial lock on the battle that takes away other options. New Threat manages to make most of its battles more involving than Vanilla FF7, but not so involved that every single one feels like a puzzle with one solution.

The player should be able to be flexible. The player should not feel like they're artificially forced to just follow a walkthrough of actions of something to beat a battle. If some options are unbalanced and overly powered, that should be fine, especially if they're something that can stumbled upon by thinking outside of the box. The player should be rewarded for trying new things, not punished by having those things taken away because they're a little too good. If something thinks they're too good, they can just challenge themselves by nothing using them, the game doesn't necessarily have to do that for them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-05-20 04:41:26
Just want to quote this to ask Sega Chief: Please don't start nerfing things like this suggests. That leads to a horrible loop a lot of projects get into where the developer just gets feedback from players with overly tuned characters and who enjoy punishing, grueling fights, and everyone else just has to deal with things gradually getting harder and harder as anything resembling an advantage for the player gets removed.

An important aspect of gameplay that a lot of people don't think about is when the player puts these things together, and realizes what they can do now. For instance, Aerith with Barrier + Added Effect. Most players have no idea this is possible, but when someone figures it out, that's a game changer. Suddenly it feels like a million things open up. Magic Counter + Renew is another one like that, where the player has a new tool in their kit that lets them deal with things that felt impossible.

Things like this just cull the number of strategies a player can use. If a player is FORCED to have certain Materia combinations on or something, or is FORCED to wear certain accessories or they just die, that's not strategy. That's just an artificial lock on the battle that takes away other options. New Threat manages to make most of its battles more involving than Vanilla FF7, but not so involved that every single one feels like a puzzle with one solution.

The player should be able to be flexible. The player should not feel like they're artificially forced to just follow a walkthrough of actions of something to beat a battle. If some options are unbalanced and overly powered, that should be fine, especially if they're something that can stumbled upon by thinking outside of the box. The player should be rewarded for trying new things, not punished by having those things taken away because they're a little too good. If something thinks they're too good, they can just challenge themselves by nothing using them, the game doesn't necessarily have to do that for them.
Thank you for saying this. New Threat shines because it's a rebalance instead of a typical hard hack. If he follows that guy's ideas then it turns into yet another typical hard hack
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheOppressed on 2020-05-20 05:08:00
Just want to quote this to ask Sega Chief: Please don't start nerfing things like this suggests. That leads to a horrible loop a lot of projects get into where the developer just gets feedback from players with overly tuned characters and who enjoy punishing, grueling fights, and everyone else just has to deal with things gradually getting harder and harder as anything resembling an advantage for the player gets removed.

An important aspect of gameplay that a lot of people don't think about is when the player puts these things together, and realizes what they can do now. For instance, Aerith with Barrier + Added Effect. Most players have no idea this is possible, but when someone figures it out, that's a game changer. Suddenly it feels like a million things open up. Magic Counter + Renew is another one like that, where the player has a new tool in their kit that lets them deal with things that felt impossible.

Not the guy you were replying too, just sharing my thoughts.
I don't think that Magic Counter+ Renew is OP, I think that being able to negate its MP costs per se with Wizard's Staff is "a smidge" OP. Without that, the cost would be too high that countering every single attack with Renew, especially in endgame, would destroy your MP.  (I think its also possible for confuse to screw you over when it heals a boss, not sure though.) Even Caith Sith needs several turns defending to get its MP back.

Barrier+Added Effect is kinda OP though, with it making the Barrier spells obsolete. They're zero cost.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KaosuReido on 2020-05-20 05:14:29
Not the guy you were replying too, just sharing my thoughts.
I don't think that Magic Counter+ Renew is OP, I think that being able to negate its MP costs with Wizard's Staff is "a smidge" OP. Without that, the cost would be too high that countering every single attack with Renew, especially in endgame, would destroy your MP.  (I think its also possible for confuse to screw you over when it heals a boss, not sure though.) Even Caith Sith needs several turns defending to get its MP back.

Barrier+Added Effect is kinda OP though, with it making the Barrier spells obsolete. They're zero cost.

Ok, but is that really an issue? "Hey, if the player thinks outside the box and tries to do something with Aeris that they would never do in the vanilla game, they can do something that gives them a big advantage". That's rewarding the player for trying things, and a mod like New Threat, which is all about trying to get the player to take new approaches to battles, should absolutely reward that. Bosses having vital but not necessary weaknesses if the player tries something interesting SHOULD be a thing, players being able to find some exploits with experimentation SHOULD be a thing.

Look at what you described with Aeris: That requires a Materia most players wouldn't stumble on in an out of the way area, another Materia the player might not even think about pairing with recovery magic, and a staff that refills a stat most players don't pay all that much attention to overall. You put those three things together and you can do something amazing. That absolutely should be how things work, that the player can combine elements of systems to interact in fun and effective ways.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheOppressed on 2020-05-20 05:39:36
Look at what you described with Aeris: That requires a Materia most players wouldn't stumble on in an out of the way area, another Materia the player might not even think about pairing with recovery magic, and a staff that refills a stat most players don't pay all that much attention to overall. You put those three things together and you can do something amazing. That absolutely should be how things work, that the player can combine elements of systems to interact in fun and effective ways.

I come from someone that saw Wizard Staff and didn't even bother with any other staff I found after that. TBF it was endgame, but I haven't found the 4 last staves yet, according to the documentation.

I can concede with the Full Cure materia, because it can be easily missed without paying attention to the bartender's dialogue in Cosmo Canyon.
Nevertheless, I still think that restoring you to full MP is too much. It can still be "fun and effective", as you put it, but I'm not against Magic Counter+Renew anyway. Just tone down the MP recovery of Wizard Staff.

Edited for grammar
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-05-20 08:08:04
I come from someone that saw Wizard Staff and didn't even bother with any other staff I found after that. TBF it was endgame, but I haven't found the 4 last staves yet, according to the documentation.

I can concede with the Full Cure materia, because it can be easily missed without paying attention to the bartender's dialogue in Cosmo Canyon.
Nevertheless, I still think that restoring you to full MP is too much. It can still be "fun and effective", as you put it, but I'm not against Magic Counter+Renew anyway. Just tone down the MP recovery of Wizard Staff.

Edited for grammar
Yeah, lower it to 300 or so, the full MP with Slash all is completely busted lol. It negates all her other staves. Her ultimate weapon is pretty pointless once you have essentially unlimited MP.
Though I guess to be fair you can also do this with the W-Item glitch so eh.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KaosuReido on 2020-05-20 08:54:43
I can kind of agree on the Wizard's Staff restoring THAT much MP to be a little much. Maybe make it a staff that essentially works by draining MP from enemies when you hit them? Though that does negate using it on other characters, but you could argue that it frees up Osmose for them.

Regardless, I just don't think anything the player has needs a HEAVY nerf. I think some of the Extra bosses are a bit over powered, though; FF8 Omega Weapon seems to cause a near party wipe every turn or so, and some of them can easily get into recovery loops. A little in-game guidance on their gimmicks might be worth it, possibly like having a rumor monger or something in the Battle Square, or outside it, that gives you hints on what the gimmick is.

I don't know if it's possible to tie that to having attempted a battle once to get the hints for it, but if it is, it might be something like having the rumor monger give you advice for a fee, a fee that rises for more specific advice. Sort of like the guy that gives you hints for the Mayor's password.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Shirohô on 2020-05-20 11:02:34
The dialogue boxes seem to be to do with NT and ESUI mod; we're working on a fix.

The Save/PHS Anywhere hack is a dangerous one to use, because this game has a lot of procedural scripts that can break if you reload 'fresh' into them when it doesn't expect a field to be initialised as a save location. Sephiroth and Young Cloud I think cause problems with the Save File Preview window which is why the game can't be saved during the flashback normally until the midway point (when it temporarily shifts back to the Kalm Inn and puts the regular Cloud back into the party for the save before carrying on with Young Cloud).

The black screen may be a new thing though, I'll check into it.

Nice, thanks for your quick answer. I Hope that's not put too much stress on you. I have around an hundred mods and at least one message like this every 3 days, sometimes i stress a lot about it and it takes lot of my time to fix the stuff because im too sensitive about it xD.

The black screen could be an issue related to that save thing (the way u say it). Don't push too hard on this one, because it was not happening in 100% of the cases. I hade it once, only one of my friend once too, we reloaded just before and it was fine. I gave the message not to use save everywhere tweak/mod anymore (i hope the code harm was not permanent in the game save data though). I also double checked all the Qhimm mods configs and load order, everything was already fine i guess.

I (only me so far, my friends did not reach that moment) also have a Yuffie perfect dodge not working (sorry to bring something else xD). The message is well prompted but she take the hit it seems everytime. I googled to see if anyone has that, i found only one person quite a long time ago (http://forums.qhimm.com/index.php?topic=14938.6925 (http://forums.qhimm.com/index.php?topic=14938.6925)). Seems i am alone today on this, may be another tweak i should have not made on 7th heaven ? i did not activated anything else in gameplay feat, and wasn't crazy about other texture/UI tweaks. May be ESUI again ? but i doubt it touches to gameplay/combat variables right ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-20 11:49:59
All right so:

1) Wizard Staff should be more difficult to hit 999MP recovery with it across the party (300 or so)
2) Barrier + Added Effect; I don't have a problem with Wall/Reflect (as Reflect can be seen as a double-edged effect) but Shield shouldn't be on there as it essentially makes you invulnerable.
3) Check the music thing
4) Black screen on pod check wasn't consistent but will check anyway
5) Some text boxes to adjust for ESUI in Midgar Raid

Yuffie's innate has been a weird one; some say it doesn't work, others say it does. In terms of mods, the character AI can't be conflicted without wiping out all the other kernel changes and the evasion value is assigned directly by the AI. So there'll be something under the hood that's affecting it. I'm getting rid of that innate for 2.0 and going with something else.

Edit: Actually scratch that, it was adding 255 onto the current value so what I reckon is happening is that it wraps up and ends up either low or high depending on what the base stat was.

Edit2: I tested out the ESUI field dialog style (both options, ESUI and Stock) and got dialogue for both in the Shinra Mansion basement. Is this the scene you mean?

ESUI
(https://i.imgur.com/MqlviUz.png)

Stock
(https://i.imgur.com/ZDoQnqL.png)

Actually thinking about it, might be that some of you are using the Catalog IRO which is behind on the current IRO held on this thread (it's had numerous bugfixes since then) one of which was an adjustment to the box spacing for this scene. I'll go check the Midgar Raid ones now as those boxes weren't adjusted.

For the most up to date IRO, try this one from a catalog I set up. I'll be adding this catalog link to the front page of this thread soon in place of the IRO link if people are able to access it without issue:

iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS

Go into 7h and then Settings>General Settings. Add that under Catalog Subscriptions and Save. You may need to restart 7h/refresh the Browse mod tab to get the 4 new IROs to appear (NT, Vanilla NT, True Necrosis, and Lv1).

Edit 3: I think I've isolated the cause of the ESUI box thing, going to confirm with Chrys first. But I've got the Midgar Raid text fields working with it now, and I can resize the boxes back to fit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-20 18:19:23
Updates are up:

*) Yuffie's Innate may now function correctly in more cases
*) Some text boxes in Midgar Raid and North Crater adjusted for ESUI compatibility
*) Wizard Staff adjusted to give MP equal to 33% of the target's MaxMP
*) Wizer Staff buffed with linked slots and Magic-based damage formula
*) SOLDIER: 2nd AI adjusted to prevent a softlock on attack ID references
*) Shield removed from Barrier Materia when combined with Added Effect (sorry Uprisen)
*) Fixed sound issue with Proud Clod's entrance (Fade Music instruction was muting SFX)
*) Attack animation for a end-game boss was changed (M.A.D Breath)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dvsblack on 2020-05-21 00:48:51
Not the guy you were replying too, just sharing my thoughts.
I don't think that Magic Counter+ Renew is OP, I think that being able to negate its MP costs per se with Wizard's Staff is "a smidge" OP. Without that, the cost would be too high that countering every single attack with Renew, especially in endgame, would destroy your MP.  (I think its also possible for confuse to screw you over when it heals a boss, not sure though.) Even Caith Sith needs several turns defending to get its MP back.

Barrier+Added Effect is kinda OP though, with it making the Barrier spells obsolete. They're zero cost.

Personally, all my characters are immune to confuse and silence. And the renew automatically removes all negative status effects.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Agravaile on 2020-05-21 05:29:25
Can custom models be used straight from reunion? Say if i delete all the models from the mod folder just to use the ones that were installed in my default reunion folder before (i'd especially want them to use for 60 fps battles), will there be no issues?

also, is there any incompatibilities or bugs involved with reunion? I have installed mods with models, fields and world map textures, as well as battle textures too, will those be conflicting with New Threat?

I have a general idea which folders to delete, but then, if doesn't cause any issues, which folders i'd have to delete in order to have field and battle models looking the same as they did in Reunion, without New Threat installed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Gotmilk751 on 2020-05-21 07:13:41
Heya, another Reunion related question. When using the Reunion version, are the vanilla parts of the story script yours or DLPBs? I imagine probably yours but I wanted to check and make sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Shirohô on 2020-05-21 12:29:39
...

Yeah we all took the basic NT option through Qhimm "gameplay Catalog" mod. I desactivated this one to activate only the new one provided by your links.

and i can confirm already Yuffie's dodge is working quite well now.

As for the cave dialog (yes it was these particular lines) too bad i can't confirm because i erased on my save and can't test it anymore. May be some of my friends still have a save around that part i will ask them.

Thanks for all this. Cheers !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-21 13:03:58
Can custom models be used straight from reunion? Say if i delete all the models from the mod folder just to use the ones that were installed in my default reunion folder before (i'd especially want them to use for 60 fps battles), will there be no issues?

also, is there any incompatibilities or bugs involved with reunion? I have installed mods with models, fields and world map textures, as well as battle textures too, will those be conflicting with New Threat?

I have a general idea which folders to delete, but then, if doesn't cause any issues, which folders i'd have to delete in order to have field and battle models looking the same as they did in Reunion, without New Threat installed?

There should be a R06 version for this mod on the front of this thread. You can drop in your battle models, etc. and overwrite without issue as far as I know.

Heya, another Reunion related question. When using the Reunion version, are the vanilla parts of the story script yours or DLPBs? I imagine probably yours but I wanted to check and make sure.

The Reunion version of NT is all NT text, the Beacause part isn't compatible with NT.

Yeah we all took the basic NT option through Qhimm "gameplay Catalog" mod. I desactivated this one to activate only the new one provided by your links.

and i can confirm already Yuffie's dodge is working quite well now.

As for the cave dialog (yes it was these particular lines) too bad i can't confirm because i erased on my save and can't test it anymore. May be some of my friends still have a save around that part i will ask them.

Thanks for all this. Cheers !

No worries.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Agravaile on 2020-05-21 17:17:59
So, in short, basically NT's R06 version models (field and battle) are not important and can be replaced/deleted without fear of wrecking anything, correct?

I ask that because, for example, say if there's some new models added that could be important for the story or for battles that will just ruin the scene if the default ones are used. But basically, what i am trying to do, is to have none of models NT has, because my field and battles models are already moded, which i want to use effectively with NT.

Sorry if the question seems a bit obvious, just want to make sure everything works :D

Edit: Basically, what i did is take all the models from NT in Direct folder, and merge them with (Model_overhaul) base models of Reunion without replacing them so it would have also the files that were only present in NT, and afterwards deleting them from Direct folder, so NT would be accessing them from Reunion files, not it's own. I'll see if it works this way so i can have Kaldarasha's models working with NT this way, hopefully.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Gotmilk751 on 2020-05-21 20:14:51
The Reunion version of NT is all NT text, the Beacause part isn't compatible with NT.

Ok great, thanks for the clarification. Judging from earlier posts I'll probably wait until 2.0 comes out to give this a try, but I'm excited for it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: thunderbreak on 2020-05-21 21:18:20
Can you please remove any script that removes materia and equipment from temporary member lost? Last time I lost half my materias in the Dark Cave due to capacity cap, this time I lost most my materia in Northern Crater after the split. It's really frustrating to lose hours of progress and grinding like this. I believe in the beginning there was a part that materias and accessories are forced to be taken off too, but I wasn't at the cap so I didn't lose anything. Still kind of annoy to go back and reslot everything when the member is only missing for like 10 mins.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-21 22:50:06
So, in short, basically NT's R06 version models (field and battle) are not important and can be replaced/deleted without fear of wrecking anything, correct?

I ask that because, for example, say if there's some new models added that could be important for the story or for battles that will just ruin the scene if the default ones are used. But basically, what i am trying to do, is to have none of models NT has, because my field and battles models are already moded, which i want to use effectively with NT.

Sorry if the question seems a bit obvious, just want to make sure everything works :D

Edit: Basically, what i did is take all the models from NT in Direct folder, and merge them with (Model_overhaul) base models of Reunion without replacing them so it would have also the files that were only present in NT, and afterwards deleting them from Direct folder, so NT would be accessing them from Reunion files, not it's own. I'll see if it works this way so i can have Kaldarasha's models working with NT this way, hopefully.

NT adds new enemy models past the default ones (SN and onwards to XC or so). Some new field models were added but far fewer. Anything that was default can be replaced. The approach you've used should be fine.

Ok great, thanks for the clarification. Judging from earlier posts I'll probably wait until 2.0 comes out to give this a try, but I'm excited for it!

Cool, it won't be long.

Can you please remove any script that removes materia and equipment from temporary member lost? Last time I lost half my materias in the Dark Cave due to capacity cap, this time I lost most my materia in Northern Crater after the split. It's really frustrating to lose hours of progress and grinding like this. I believe in the beginning there was a part that materias and accessories are forced to be taken off too, but I wasn't at the cap so I didn't lose anything. Still kind of annoy to go back and reslot everything when the member is only missing for like 10 mins.

I'll do that tonight.

Installer
https://mega.nz/file/Sxk12SxQ#NLHCCDh5R5zLzCiM7P3mKRQQNh_6Y3UN63Dl387sbDk

IRO
Edit: https://mega.nz/file/3okB1ILL#0-M3qeKPnH6_BqH7prdgVs77t7dLvtveWwLgdawvnVA
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-05-22 03:08:05
So I'm at the temple of the ancients, and the buttons/commands aren't showing up for the clock room! I don't know if its this mod or the EUSI (or whatever it's called), but could ya take a look?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Exlo on 2020-05-22 03:53:59
First of all thanks so much for what you're doing here. Just blasted through the original game (after being tantalized by the remake) and soon after discovered these forums and what looks like a ridiculous amount of work put in by this community. I've been playing your mod over Reunion and have been loving all the changes.

I've only had a couple of issues, and it seems related to the EXE. Hi-potions only restore 500 from the menu (but not regular potions??) and the Limit breaks seem to be vanilla. Maybe I'm being silly here but do I need to run your patcher as well as dropping the files into Reunion's custom folder? Or are the EXE changes not going to be available to me on Reunion (if I'm not mistaken Reunion patches the EXE as well?).

Still new to all this, so my apologies if I'm missing something obvious here. (:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-22 03:59:08
So I'm at the temple of the ancients, and the buttons/commands aren't showing up for the clock room! I don't know if its this mod or the EUSI (or whatever it's called), but could ya take a look?

Think I've got it, just tested it so will up the patch.

First of all thanks so much for what you're doing here. Just blasted through the original game (after being tantalized by the remake) and soon after discovered these forums and what looks like a ridiculous amount of work put in by this community. I've been playing your mod over Reunion and have been loving all the changes.

I've only had a couple of issues, and it seems related to the EXE. Hi-potions only restore 500 from the menu (but not regular potions??) and the Limit breaks seem to be vanilla. Maybe I'm being silly here but do I need to run your patcher as well as dropping the files into Reunion's custom folder? Or are the EXE changes not going to be available to me on Reunion (if I'm not mistaken Reunion patches the EXE as well?).

Still new to all this, so my apologies if I'm missing something obvious here. (:


No, it'll just be some lines missing from the hext file. I think I noticed that hi-potion was missing from the 2.0 Reunion hext a while back, I guess it must be missing from the 1.5 Reunion hext as well. I'll check it over and add stuff if it's missing.

Edit: R06 updated and the Installer/IRO updated with adjustment for the Temple of the Ancients text boxes in clock room.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KaosuReido on 2020-05-22 08:01:47
Hey, is MP Absorb anywhere in New Threat 1.5, and if so, where? The documentation lists it as still existing, without a location, though that could be outdated. I haven't seen it yet and I'm at the Submarine minigame, and a friend of mine who's in the end-game hasn't seen it either. Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-22 13:15:50
Hey, is MP Absorb anywhere in New Threat 1.5, and if so, where? The documentation lists it as still existing, without a location, though that could be outdated. I haven't seen it yet and I'm at the Submarine minigame, and a friend of mine who's in the end-game hasn't seen it either. Thanks.

It's in the cat house of Wutai, the building that's next to Yuffie's House. At the back is a stair-well you can climb by hitting confirm once the Wutai sidequest is done. If it isn't done, then a cat sits in front of it to obstruct it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2020-05-22 16:22:26
Hi Sega! One suggest ,for the  optional end bosses, what do you think about put  some custom music in that battles
Spoiler: show
Like Zack, or Shinryu and Omega,  in the same way that Ozma
. Now that you start to put specific things in .IRO version  ...why stop now ?? xD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2020-05-22 20:42:17
Sega - for the 7H IRO subscription link - it shows a 2013 release date once it installs. Therefore, I can't tell if it knows when there's an update available.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: adiostorito on 2020-05-22 20:55:03
Hi, just wanted to say thank you for all your hard work. I was playing through the vanilla version of the mod, and when doing the elevator fight in Shinra Headquarters, the arena was where you would fight Proud Clod and instead of Hundred Gunner, the fight went straight to Heli Gunner instead.
Following that, the game played normally up until the end of the motorcycle minigame and crashes upon trying to start the boss fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-22 23:10:06
Hi Sega! One suggest ,for the  optional end bosses, what do you think about put  some custom music in that battles
Spoiler: show
Like Zack, or Shinryu and Omega,  in the same way that Ozma
. Now that you start to put specific things in .IRO version  ...why stop now ?? xD

Could do, I guess. I'd target the battle themes they currently use though for the swap to avoid the 'comical.ogg' issue.

Sega - for the 7H IRO subscription link - it shows a 2013 release date once it installs. Therefore, I can't tell if it knows when there's an update available.

When I set it up, I thought release date was when the mod was originally made. I'll change it to the current date so that it reports an update is available from now on.

Hi, just wanted to say thank you for all your hard work. I was playing through the vanilla version of the mod, and when doing the elevator fight in Shinra Headquarters, the arena was where you would fight Proud Clod and instead of Hundred Gunner, the fight went straight to Heli Gunner instead.
Following that, the game played normally up until the end of the motorcycle minigame and crashes upon trying to start the boss fight.

It sounds like the vanilla version is running on Arrange Mode for some reason. Are you using the IRO from the Qhimm Gameplay catalog or my catalog? Or is it the installer?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: adiostorito on 2020-05-23 00:40:08
It sounds like the vanilla version is running on Arrange Mode for some reason. Are you using the IRO from the Qhimm Gameplay catalog or my catalog? Or is it the installer?

I believe it's the one from your catalog, it's the one the front page of this thread that got updated after Barachiel's post. I played through the regular version of the mod on normal difficulty before starting this one, and while the combat is  the same as original FF7, it does have New Threat scripts on the save points.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cybj on 2020-05-23 13:00:00
As a hardcore FF7 fan, let me start by saying that I love this. I pretty much know the location of every single item (steal/morph included) by heart, but after FF7 Remake I wanted to replay the original. New threat gives me a new way to look at the game, and I thank you. And yes, I realise that thanks doesn't buy dinner, so you'll have some donations coming to back it up.

Some minor bugs to report:
- Game softlocks after looking at the TV in the Shinra bldg shop on the 2nd floor
- Game softlocks after finishing a chocobo battle when the chocobo escapes

Spoiler: show
I was a bit dismayed that you took away the weapon steal from Eligor, but I'll learn to live with it  :-P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-23 14:51:01
I believe it's the one from your catalog, it's the one the front page of this thread that got updated after Barachiel's post. I played through the regular version of the mod on normal difficulty before starting this one, and while the combat is  the same as original FF7, it does have New Threat scripts on the save points.

OK, I'll go back in and check. The variable that handles it didn't seem to be getting toggled anywhere so I'll need to find out what's happening.

As a hardcore FF7 fan, let me start by saying that I love this. I pretty much know the location of every single item (steal/morph included) by heart, but after FF7 Remake I wanted to replay the original. New threat gives me a new way to look at the game, and I thank you. And yes, I realise that thanks doesn't buy dinner, so you'll have some donations coming to back it up.

Some minor bugs to report:
- Game softlocks after looking at the TV in the Shinra bldg shop on the 2nd floor
- Game softlocks after finishing a chocobo battle when the chocobo escapes

Spoiler: show
I was a bit dismayed that you took away the weapon steal from Eligor, but I'll learn to live with it  :-P


It's been re-added for 2.0, Hell House will have something as well.

I'll check these softlocks, seem to be new.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-05-23 16:02:24
Hey SC! Sorry to be a bother, but I have NT set to auto-update from your catalog, but it doesn't seem to have downloaded the last couple of updates (such as the clock room fix). I'm unable to tell if it's an issue with the catalog, 7H, or something on my end. Any ideas would be appreciated!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-23 19:39:00
Hey SC! Sorry to be a bother, but I have NT set to auto-update from your catalog, but it doesn't seem to have downloaded the last couple of updates (such as the clock room fix). I'm unable to tell if it's an issue with the catalog, 7H, or something on my end. Any ideas would be appreciated!

It was because I wasn't changing the date on it, I'll be doing that from now on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: adiostorito on 2020-05-23 21:28:42
Hi, I wanted to keep an update as I continued on in the game. I got to Junon and started up the boss fight with Bottomswell, and instead of the regular boss fight it took me to the Shinra building against 3 Sawbacks. The game continued normally past that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-23 22:23:43
Hi, I wanted to keep an update as I continued on in the game. I got to Junon and started up the boss fight with Bottomswell, and instead of the regular boss fight it took me to the Shinra building against 3 Sawbacks. The game continued normally past that.

Yeah, what's happening is that the flevel has a series of arrange mode flag checks to change some of the boss fights out for an alternate. But because the scene.bin is a default one, it's loading an encounter that isn't a boss. This'll also happen for Materia Keeper and Demons Gate, maybe some others.

***
Edit:
Thanks to S.K. for the donation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: halfash on 2020-05-24 15:31:20
Hi,

First time playing this mod, really loved it and enjoyed the journey.
But I just ran into a bug where I'm stuck in the dark cave's sewers.
I jump down here and all I see is a car which blocked my way, is there anyway I can get out of here?

Thanks.
(https://lh3.googleusercontent.com/pw/ACtC-3e8Tyo8GCnt5hd3s0dFgTKWqPXOZtUURT8g4Ua6lo3E7eBCG0iG_JAgHC2bYdQ0J9as5HDGsNHzAKimnKc7Wdci5V01qVzkkwYciovk-LPCejGmRtMRdYIWDq8UAP5j1Ql1Uk7hnd2ZLehrZQNG_94=w1666-h937-no?authuser=0)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: peiger on 2020-05-24 15:44:20
Hi Sega lord, would like to ask a weird question, my aerith and barret's limit is stucked on level 1, no matters how many times im using still stucked on level 1, but my cloud and tifa already got thier limit on level 3 already.. Any ideas what went wrong ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-24 16:33:52
Hi,

First time playing this mod, really loved it and enjoyed the journey.
But I just ran into a bug where I'm stuck in the dark cave's sewers.
I jump down here and all I see is a car which blocked my way, is there anyway I can get out of here?

Thanks.

I recently changed the set-up to not remove characters from the PHS but to lock them instead in order to avoid an issue where players were losing Materia through the automatica unequip (if there's no space, the Materia is lost). However, some of the scripts in there used 'character exists' as the check which meant they started to fail. I've made an adjustment and uploaded patches for all version.

Hi Sega lord, would like to ask a weird question, my aerith and barret's limit is stucked on level 1, no matters how many times im using still stucked on level 1, but my cloud and tifa already got thier limit on level 3 already.. Any ideas what went wrong ?

You unlock Lv2 and Lv3 by killing enemies; the 2nd Limit on each Limit Level is unlocked through uses.

As an example:
To get Barret's 1-2 Limit Mindblow, you need to use Big Shot 9 times.
To get Barret's 2-1 Limit Grenade Bomb, you need him to kill 60 enemies.
To get Barret's 3-1 Limit Satellite Beam, he needs 110 kills (this is total kills, so he only needs 50 kills after getting Grenade Bomb to get Satellite Beam).

***
Patch Info 24th May 2020

So a few things;
*) Dark Cave and the North Crater had some alterations made to avoid the loss of Materia when characters are set to unavailable (a full Materia unequip is performed, but if there is no space for the unequipped Materia to be stored then it is lost). So instead, I've got them set to locked in PHS.

Side note, when grinding Materia in the North Crater be mindful of your remaining space. When creating Materia through division, it will either overwrite an old Materia (prioritising low-end Materia like Fire, Ice, etc.) or throw away the new-born Materia. Try to keep around 10 or so free spaces in your Materia inventory to be safe, selling/trashing Materia you don't necessarily need.

*) Vanilla Combat IRO: I removed all references to arrange mode battles. Unsure how this variable was getting flipped on without any reference to it in the script but that should sort it out.
*) Reunion (R06) download had a bad folder structure, so have corrected this. Also has the Dark Cave patch as per above.
*) Mouth Patcher IRO: I added this to the catalog, it can either remove the NPC O mouth texture or replace it with ones used by the main characters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdhayward on 2020-05-24 21:44:37
Hey Sega Chief,

Just reinstalled FF7 today ready for another go at NT.

I have to ask out of sheer curiosity, what is the hidden enemy no one has found in 5 years?

Even if you dont spoil it here and PM me with it I'm just really intrigued!

Though if you dont want to say I obviously understand.
Looking forward to 2.0.

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-24 22:18:22
Hey Sega Chief,

Just reinstalled FF7 today ready for another go at NT.

I have to ask out of sheer curiosity, what is the hidden enemy no one has found in 5 years?

Even if you dont spoil it here and PM me with it I'm just really intrigued!

Though if you dont want to say I obviously understand.
Looking forward to 2.0.

Thanks

It was a bit of a dud I'm afraid, I actually forgot all about that message until recently when someone brought it up. The boss it refers to is no longer accessible due to some changes made in the Dark Cave conclusion. There was a window of time where it could be found in the diorama room during the timed escape but that part no longer occurs.

I'll keep the current secret boss for 2.0, but the whole secret boss thing has kind of flown the nest I'd say.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdhayward on 2020-05-24 22:42:25
Ah fair enough,

When I was escaping the reactor a minute ago I wondered if ot might be something really close to the start.

Itll be cool to eventually see whatever it is.

Is 2.0 going to be wildly different from what we have now or still fairly similar?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-05-24 23:06:09
I'm back with another "problem"! I put that in quotes for 2 reasons: 1) I'm still using the catalog version of the IRO so I'm not 100% sure if it's up to date (I uninstalled and reinstalled), and 2), I feel like most people would see this as a good thing.

Anyway, Yuffie seems to be maintaining Perfect Dodge even after the message says she's lost it. I'm trying to limit-train her, and I cannot for the life of me get anything to hit her more than once with a physical attack! I can switch to magic-wielding foes, but for right now it seems like her stats aren't actually resetting upon being hit with magic.

[edit] Party members can hit her just reliably, it's just foes that can't hit her. Seems weird to me, either she has 255% evasion or she doesn't. Or do the party's evasion numbers not count against one another?

Also, speaking of secrets, any hint about the secret 10th party member that's teased in the party list when you're checking your SP?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-24 23:13:31
Ah fair enough,

When I was escaping the reactor a minute ago I wondered if ot might be something really close to the start.

Itll be cool to eventually see whatever it is.

Is 2.0 going to be wildly different from what we have now or still fairly similar?

It's a full overhaul so it may do; some of the stuff from 1.5 is coming over though like the source-point system.

I'm back with another "problem"! I put that in quotes for 2 reasons: 1) I'm still using the catalog version of the IRO so I'm not 100% sure if it's up to date (I uninstalled and reinstalled), and 2), I feel like most people would see this as a good thing.

Anyway, Yuffie seems to be maintaining Perfect Dodge even after the message says she's lost it. I'm trying to limit-train her, and I cannot for the life of me get anything to hit her more than once with a physical attack! I can switch to magic-wielding foes, but for right now it seems like her stats aren't actually resetting upon being hit with magic.

Also, speaking of secrets, any hint about the secret 10th party member that's teased in the party list when you're checking your SP?

I think this must be why I stopped using allocation and went to addition, looks like it has its own problem with resetting back to the original value. I'll see what I can do.

There is no 10th party member; the 10th slot was a random string I used to test a total SP counter but forgot to remove it. It's on every save point unfortunately so removing it would be a bit of a undertaking.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: SeveronSylvanas on 2020-05-24 23:22:29
Hey again

So I'm just doing the Junon Leagues for the first time. I'm curious. How many rounds am I supposed to go against the three guys? I'm doing the Pugilist Tier, I'm currently sitting on 124 points in the Division but it doesn't seem to end. I've done well over 10 rounds and its getting pretty tedious as there's no visible end in sight. I'm reluctant to retire.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-25 00:19:43
Hey again

So I'm just doing the Junon Leagues for the first time. I'm curious. How many rounds am I supposed to go against the three guys? I'm doing the Pugilist Tier, I'm currently sitting on 124 points in the Division but it doesn't seem to end. I've done well over 10 rounds and its getting pretty tedious as there's no visible end in sight. I'm reluctant to retire.

It's only supposed to be 2 rounds, not sure how that's happened. I'll have a look.

Edit:
Thanks to A. P for the donation; sorry about the Mideel thing, it was a debug routine left on an NPC. I think it's been removed from the latest versions though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: halfash on 2020-05-25 01:11:30
I recently changed the set-up to not remove characters from the PHS but to lock them instead in order to avoid an issue where players were losing Materia through the automatica unequip (if there's no space, the Materia is lost). However, some of the scripts in there used 'character exists' as the check which meant they started to fail. I've made an adjustment and uploaded patches for all version.

Hi, I updated the mod. But now I ran into another problem, the screen went black then game crashes after I jump down to that area. I think I might just load an earlier save file and visit dark cave to see if I'll ran into the same problem again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-25 01:40:52
Hi, I updated the mod. But now I ran into another problem, the screen went black then game crashes after I jump down to that area. I think I might just load an earlier save file and visit dark cave to see if I'll ran into the same problem again.

Sorry about that, I guess my script change made it worse (probably been caught in a loop or something). I'll check it again.

Edit: Odd, another label jump's been added to the top of an init script. A quirk of the tool maybe but it only seems to have started happening recently; must be something to do with what I'm doing as I haven't changed tool versions. Oh well, at least I've spotted it. Will upload patches.

Edit2: Removed the loop
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: halfash on 2020-05-25 03:14:03
Sorry about that, I guess my script change made it worse (probably been caught in a loop or something). I'll check it again.

Edit: Odd, another label jump's been added to the top of an init script. A quirk of the tool maybe but it only seems to have started happening recently; must be something to do with what I'm doing as I haven't changed tool versions. Oh well, at least I've spotted it. Will upload patches.

Edit2: Removed the loop

Wow! your reply is really fast  ;D
I applied the patch, now I can pick up Cid. But there's another bad news, I'm still stuck by the car after I picked up Cid.
Sorry for giving you this much troubles.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: halfash on 2020-05-25 03:16:00
Sorry about that, I guess my script change made it worse (probably been caught in a loop or something). I'll check it again.

Edit: Odd, another label jump's been added to the top of an init script. A quirk of the tool maybe but it only seems to have started happening recently; must be something to do with what I'm doing as I haven't changed tool versions. Oh well, at least I've spotted it. Will upload patches.

Edit2: Removed the loop

Oh I forgot to mention I did a quick dark cave revisit and still ran into the same problem before I apply the patch
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: jdhayward on 2020-05-25 11:49:18
Hello again,

Just signed up to Patreon.

If you can do the same job with FF8 that you have done with this itll be awesome.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2020-05-25 13:42:35
No question but just wanted to show Sega some love. This mod is great stuff! Can't imagine how many times you've had to answer the same question in a 385 page thread. Thanks for being so attentive to the community.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-25 17:50:45
Wow! your reply is really fast  ;D
I applied the patch, now I can pick up Cid. But there's another bad news, I'm still stuck by the car after I picked up Cid.
Sorry for giving you this much troubles.

Oh I forgot to mention I did a quick dark cave revisit and still ran into the same problem before I apply the patch

I checked again, I missed part of the old check. I've replaced it with a key item check which should sort it.

Hello again,

Just signed up to Patreon.

If you can do the same job with FF8 that you have done with this itll be awesome.

Yeah, I'm returning to FF8 NT once 2.0 is out.

No question but just wanted to show Sega some love. This mod is great stuff! Can't imagine how many times you've had to answer the same question in a 385 page thread. Thanks for being so attentive to the community.

Cheers, bud.

***
Patches are up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ketsuban on 2020-05-25 17:52:28
No question but just wanted to show Sega some love. This mod is great stuff! Can't imagine how many times you've had to answer the same question in a 385 page thread. Thanks for being so attentive to the community.

amen to that brother, modders this dedicated and passionate are starting to become rather rare
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cybj on 2020-05-25 18:42:48
I'll check these softlocks, seem to be new.

I'm getting another softlock in the Vector fight. got her down to under 1000 hp, and the game started having trouble. It recovered a few times, with every next choke getting longer until it just stopped completely (music kept going). If I'd have to guess, I'd say it's a memory leak in the AI (the fight was dragging on for quite some time, as it seems my chars are somewhat underpowered), although I have no clue how the memory is managed at all, so that might not actually be possible. I decided to disable all other addons for now, assuming it's an interaction problem somehow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2020-05-25 19:26:18
Ok, Sega.. now I have a problem. I spent hours going down the crater. Finally reached the bottom to the part where it the team gives you all the items and the guy appears explaining all the "new threats". However, my PHS is still locked. They only players I can select are Tifa, Cid, and Vincent. I was able to fix this using a save editor, but do you think this will impact the game going forward? The only strange thing I'm noticing so far is that Cloud's ATB resets to blank at the start of every battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-25 21:04:49
I'm getting another softlock in the Vector fight. got her down to under 1000 hp, and the game started having trouble. It recovered a few times, with every next choke getting longer until it just stopped completely (music kept going). If I'd have to guess, I'd say it's a memory leak in the AI (the fight was dragging on for quite some time, as it seems my chars are somewhat underpowered), although I have no clue how the memory is managed at all, so that might not actually be possible. I decided to disable all other addons for now, assuming it's an interaction problem somehow.

That sounds odd, if there's an AI problem it'll just hang/soft-lock and won't recover at all. I'll check it over, are you on normal or arrange?

Ok, Sega.. now I have a problem. I spent hours going down the crater. Finally reached the bottom to the part where it the team gives you all the items and the guy appears explaining all the "new threats". However, my PHS is still locked. They only players I can select are Tifa, Cid, and Vincent. I was able to fix this using a save editor, but do you think this will impact the game going forward? The only strange thing I'm noticing so far is that Cloud's ATB resets to blank at the start of every battle.

It won't affect the save file, lock and unlock are just states for the PHS. I'll need to add those flags to the Crater.

Your ATB resetting at the start of a battle is a separate thing that the game does when something is in effect and will be due to something Cloud has equipped (I forget if it's sneak attack, or something else). It was in the base game, but I can't recall what the underlying cause was.

Edit:
I've patched the Crater thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-05-25 22:53:36
Is it normal that 7th Heaven doesn't let me update? I have to delete NT and then download from the catalog to update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-05-26 00:48:20
Same here, here's the error:

20:34:19|INFO|SeventhHeaven.ViewModels.ImportModViewModel|Mod import progress: Parsing information from mod.xml | 50.00%
20:34:19|INFO|SeventhHeaven.ViewModels.ImportModViewModel|Mod import progress: Copying .iro file to library | 75.00%
20:34:19|ERROR|SeventhHeaven.ViewModels.ImportModViewModel|System.UnauthorizedAccessException: Access to the path 'G:\G-Steam\steamapps\common\Final Fantasy VII\mods\7th Heaven\debe4027-3b07-4fab-a45b-d7acb444973a_FF7 NT IRO.iro' is denied.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
   at System.IO.File.Copy(String sourceFileName, String destFileName, Boolean overwrite)
   at _7thHeaven.Code.ModImporter.Import(String source, String name, Boolean iroMode, Boolean noCopy)
   at SeventhHeaven.ViewModels.ImportModViewModel.TryImportFromIroArchive()
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: halfash on 2020-05-26 03:42:03
I checked again, I missed part of the old check. I've replaced it with a key item check which should sort it.
***
Patches are up.

Just tested it, now the boss fight is triggered normally when I jump down to that sewer area. Thanks Chief!

And before I apply the latest patch, I did a couple of run into the dark cave, each time doing different things in different order.

Here is what I got,

1.) I got out of the cave by going straight into Shinra HQ without picking up the other team members in different sector of Midgar. After leaving dark cave, I'm stuck with Tifa and Barret, all the other members are locked in the PHS.

2.) This time, before heading to Tifa's Bar, I went to pick up Yuffie and Aerith then head back to the bar and rested. After that I switched out Tifa and Barret with Yuffie and Aerith then head to the tower. After reaching the tower, got stucked after Tifa & Barret came out finished their dialog.

And that's it, I tried my best to describe everything. I know its a bit difficult to understand, because English is not my native language. Sorry about that.  :-[
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-26 03:49:15
Is it normal that 7th Heaven doesn't let me update? I have to delete NT and then download from the catalog to update.

I made a few updates today so I didn't change the release date in the XML, which is why it didn't detect an update.

Same here, here's the error:

20:34:19|INFO|SeventhHeaven.ViewModels.ImportModViewModel|Mod import progress: Parsing information from mod.xml | 50.00%
20:34:19|INFO|SeventhHeaven.ViewModels.ImportModViewModel|Mod import progress: Copying .iro file to library | 75.00%
20:34:19|ERROR|SeventhHeaven.ViewModels.ImportModViewModel|System.UnauthorizedAccessException: Access to the path 'G:\G-Steam\steamapps\common\Final Fantasy VII\mods\7th Heaven\debe4027-3b07-4fab-a45b-d7acb444973a_FF7 NT IRO.iro' is denied.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
   at System.IO.File.Copy(String sourceFileName, String destFileName, Boolean overwrite)
   at _7thHeaven.Code.ModImporter.Import(String source, String name, Boolean iroMode, Boolean noCopy)
   at SeventhHeaven.ViewModels.ImportModViewModel.TryImportFromIroArchive()

I seemed to be able to download it, did you try deleting the previous NT IRO?

Just tested it, now the boss fight is triggered normally when I jump down to that sewer area. Thanks Chief!

And before I apply the latest patch, I did a couple of run into the dark cave, each time doing different things in different order.

Here is what I got,

1.) I got out of the cave by going straight into Shinra HQ without picking up the other team members in different sector of Midgar. After leaving dark cave, I'm stuck with Tifa and Barret, all the other members are locked in the PHS.

2.) This time, before heading to Tifa's Bar, I went to pick up Yuffie and Aerith then head back to the bar and rested. After that I switched out Tifa and Barret with Yuffie and Aerith then head to the tower. After reaching the tower, got stucked after Tifa & Barret came out finished their dialog.

And that's it, I tried my best to describe everything. I know its a bit difficult to understand, because English is not my native language. Sorry about that.  :-[

I didn't think it was possible to go out of Sector 7 before dealing with the pillar. I'll need to check that out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cybj on 2020-05-26 05:45:35
That sounds odd, if there's an AI problem it'll just hang/soft-lock and won't recover at all. I'll check it over, are you on normal or arrange?

I'm on normal. It seems things have gone back to stable after disabling all the model mods. Currently I only have the gameplay addon, animations, and the textures (battle/field/world) enabled. FYI: Using 7H and only the mods from the 3.0 catalog to begin with.
Guess I'll keep it like this for now. I don't want to keep you from doing other stuff over some weird interaction between other mods :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: halfash on 2020-05-26 06:47:15
I made a few updates today so I didn't change the release date in the XML, which is why it didn't detect an update.

I seemed to be able to download it, did you try deleting the previous NT IRO?

I didn't think it was possible to go out of Sector 7 before dealing with the pillar. I'll need to check that out.

It is possible, I believe its a glitch. I was able to go out of sector 7 right after I exit the train by fiddling around this area.

(https://lh3.googleusercontent.com/pw/ACtC-3c0q8X79zZcSJQoaNi1K2r6wNKuExtokJemoFsuS3y8fvaHCOtYJM_0xzyPJy9LN_FM-tbUk-8afRrntb4nkctvm6QnKSlXz-l4DV03VlAam2BPM8-jrvZi699CjgoQqCJKa5ZMCs4IROhA6Y4spME=w576-h306-no?authuser=0)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-05-26 09:09:00
It is possible, I believe its a glitch. I was able to go out of sector 7 right after I exit the train by fiddling around this area.

(https://lh3.googleusercontent.com/pw/ACtC-3c0q8X79zZcSJQoaNi1K2r6wNKuExtokJemoFsuS3y8fvaHCOtYJM_0xzyPJy9LN_FM-tbUk-8afRrntb4nkctvm6QnKSlXz-l4DV03VlAam2BPM8-jrvZi699CjgoQqCJKa5ZMCs4IROhA6Y4spME=w576-h306-no?authuser=0)
That's not caused by the mod, that's a glitch that's part of the normal game. Speedrunners use it all the time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dragonmaster0283 on 2020-05-26 12:18:48
I dunno if its just been me missing them but I have not seen a single Echo Drop in any shop and I'm now at the point of remedies.  I had to spend a lot of time farming steals for echo drops as silence can be a quick killer if my heal person got silenced.  Basically had to keep them equipped with silence proof the entire time as there wern't any echo drops being found or able to buy them.  Saw basically every other status healing shops, just not the echo drops.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-05-26 12:26:36
I seemed to be able to download it, did you try deleting the previous NT IRO?

Yeah, but even that didn't work. I had to unsubscribe, go into the ff7 mods folder, manually delete the NT mod info in there, restart, and it still gave me that error when I tried to import. However, when I resubscribed, it seemed to have downloaded the newest version!

That said, I figured out the commands thing: It's a bug with ESUI when combined with NT, it's not able to show the enhanced icons. Apparently that's being worked on!

Oh, and since you wanted to change all the commands, you should know there's one point in early disk 2 (after the City of the Ancients but before Gaia's cliff) where it asks you to hit [ok], and this wasn't replaced by a psx button command. I just remember seeing it and figured you'd wanna know =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-05-26 12:30:22
I dunno if its just been me missing them but I have not seen a single Echo Drop in any shop and I'm now at the point of remedies.  I had to spend a lot of time farming steals for echo drops as silence can be a quick killer if my heal person got silenced.  Basically had to keep them equipped with silence proof the entire time as there wern't any echo drops being found or able to buy them.  Saw basically every other status healing shops, just not the echo drops.

You can steal them from various enemies, usually ones who cause either darkness or silence. Custom Sweepers near Kalm, Madouge's in the Mythril mines, and Cappawires in the forests near Junon all provide Echo Drops =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dragonmaster0283 on 2020-05-26 12:31:40
You can steal them from various enemies, usually ones who cause either darkness or silence. Custom Sweepers near Kalm, Madouge's in the Mythril mines, and Cappawires in the forests near Junon all provide Echo Drops =)
Oh i Know, thats what I had to do to keep an ok supply of em.  But never saw them in any shop unlike the rest of the status healing items (cornucopia, antidote, etc).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-26 14:43:02
I'm on normal. It seems things have gone back to stable after disabling all the model mods. Currently I only have the gameplay addon, animations, and the textures (battle/field/world) enabled. FYI: Using 7H and only the mods from the 3.0 catalog to begin with.
Guess I'll keep it like this for now. I don't want to keep you from doing other stuff over some weird interaction between other mods :)

Maybe it's a vram issue then? Model mods should be compatible, but it sounds like the game is struggling with the assets. Increasing delays sounds like increasing load, so maybe the cache isn't getting cleared properly.

It is possible, I believe its a glitch. I was able to go out of sector 7 right after I exit the train by fiddling around this area.

(https://lh3.googleusercontent.com/pw/ACtC-3c0q8X79zZcSJQoaNi1K2r6wNKuExtokJemoFsuS3y8fvaHCOtYJM_0xzyPJy9LN_FM-tbUk-8afRrntb4nkctvm6QnKSlXz-l4DV03VlAam2BPM8-jrvZi699CjgoQqCJKa5ZMCs4IROhA6Y4spME=w576-h306-no?authuser=0)

That's not caused by the mod, that's a glitch that's part of the normal game. Speedrunners use it all the time.

The speedrun skip is for the start of the game when two guards block that route, but in this sidequest that route is open and used to get from Sector 7 to Sector 6. Problem is, the route should be temporarily blocked for the pillar then re-opened afterwards so I guess the check on it failed. Maybe it uses the exist check on red/vincent.

I dunno if its just been me missing them but I have not seen a single Echo Drop in any shop and I'm now at the point of remedies.  I had to spend a lot of time farming steals for echo drops as silence can be a quick killer if my heal person got silenced.  Basically had to keep them equipped with silence proof the entire time as there wern't any echo drops being found or able to buy them.  Saw basically every other status healing shops, just not the echo drops.

I think I changed the Under Junon shop to stock them, and upper Junon should have them as well. The cargo ship shop was changed but not sure what to as the original inventory was just potion/phoenix down. But according to the Wiki I'm seeing that Costa Del Sol, Corel, Gongaga, Cosmo, (maybe Nibel but this wiki says it doesn't stock Ethers when I was fairly sure this is the first place they become available for purchase), Rocket Town, Wutai, Temple, Bone Village, and Mideel all don't have them. The Gold Saucer hotel shop has them but that's a bit out of the way; they should be common to each store on the main story route so I'll swap some shops about to get them in available.

Yeah, but even that didn't work. I had to unsubscribe, go into the ff7 mods folder, manually delete the NT mod info in there, restart, and it still gave me that error when I tried to import. However, when I resubscribed, it seemed to have downloaded the newest version!

That said, I figured out the commands thing: It's a bug with ESUI when combined with NT, it's not able to show the enhanced icons. Apparently that's being worked on!

Oh, and since you wanted to change all the commands, you should know there's one point in early disk 2 (after the City of the Ancients but before Gaia's cliff) where it asks you to hit [ok], and this wasn't replaced by a psx button command. I just remember seeing it and figured you'd wanna know =)

The button icon changes with ESUI seem to work when I try them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: dragonmaster0283 on 2020-05-26 15:31:39
I think I changed the Under Junon shop to stock them, and upper Junon should have them as well. The cargo ship shop was changed but not sure what to as the original inventory was just potion/phoenix down. But according to the Wiki I'm seeing that Costa Del Sol, Corel, Gongaga, Cosmo, (maybe Nibel but this wiki says it doesn't stock Ethers when I was fairly sure this is the first place they become available for purchase), Rocket Town, Wutai, Temple, Bone Village, and Mideel all don't have them. The Gold Saucer hotel shop has them but that's a bit out of the way; they should be common to each store on the main story route so I'll swap some shops about to get them in available.

I'll recheck all of those shops tonight to see if I just missed them but I feel sure I checked every shop along the story and never saw them.

Edit: Whelp i Must of just missed checking a couple of shops.  The under Junon shop did indeed have them and I musta just missed it.  Oh well still having fun regardless.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jlowe22 on 2020-05-26 19:20:38
Hi, sorry if this question has been answered(probably several times), but is all the information correct on the status screens?  For example, the value given for MDef is the real value, and it does what it says it does?  I assume so, but wanted to be sure.

Just recently started this mod, and so far I’m very impressed.  Seems to be a good challenge and I like most of the changes thus far.  I hope it remains challenging to the very end.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ozscar on 2020-05-26 21:56:59
Hi Sega Chief,

Can't thank you enough for this mod. I have been in awe since I started this.

My one complaint so far:

Would it be possible or you to un-nerf Aerith's limit breaks? I don't think their natural strength would be out of pace with this mod. I'm at the point where she has just learned planet protector. It hasn't seemed to block much of anything. The shield status is nice, however every boss seems to pierce through it. Wall and regen are a bit redundant with 3 cure-all materia equipped and a dedicated barrier placing tank. I am assuming pulse of life and great gospel took a nerf as well? Are the other two limits unchanged or should I give up training her? Her awesome limits were kind of the only reason to use her long-term.

Hope you will consider this request,
Thanks again  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-27 00:21:27
Hi, sorry if this question has been answered(probably several times), but is all the information correct on the status screens?  For example, the value given for MDef is the real value, and it does what it says it does?  I assume so, but wanted to be sure.

Just recently started this mod, and so far I’m very impressed.  Seems to be a good challenge and I like most of the changes thus far.  I hope it remains challenging to the very end.

I have the character AI double their defence stats when the battle begins, which is similar to what enemies get; any defence stat listed for enemies is actually doubled by the engine. That's why Guard Scorpion, who sets its Magic Defence to 300 or so in AI, is about as tough against spells as an enemy with about 150 Magic Defence.

Hi Sega Chief,

Can't thank you enough for this mod. I have been in awe since I started this.

My one complaint so far:

Would it be possible or you to un-nerf Aerith's limit breaks? I don't think their natural strength would be out of pace with this mod. I'm at the point where she has just learned planet protector. It hasn't seemed to block much of anything. The shield status is nice, however every boss seems to pierce through it. Wall and regen are a bit redundant with 3 cure-all materia equipped and a dedicated barrier placing tank. I am assuming pulse of life and great gospel took a nerf as well? Are the other two limits unchanged or should I give up training her? Her awesome limits were kind of the only reason to use her long-term.

Hope you will consider this request,
Thanks again  :)

Gospel is the same as before; Peerless + Full Cure, while Pulse of Life is a full restore + KO revive.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: halfash on 2020-05-27 01:35:44
The speedrun skip is for the start of the game when two guards block that route, but in this sidequest that route is open and used to get from Sector 7 to Sector 6. Problem is, the route should be temporarily blocked for the pillar then re-opened afterwards so I guess the check on it failed. Maybe it uses the exist check on red/vincent.

I didn't realise the route was temporarily blocked before the pillar, I was able to get out of sector 7 by this route on the first visit to the dark cave.
I just loaded the save to make sure I was not mistaken, I went through that route by pressing the down arrow key then randomly hitting left\right arrow key.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: cjmstate on 2020-05-27 02:44:08
Hey Sega - what's up with missing score only having 4 materia slots? I saw this was asked a few months back but never saw a response.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-27 15:53:39
I didn't realise the route was temporarily blocked before the pillar, I was able to get out of sector 7 by this route on the first visit to the dark cave.
I just loaded the save to make sure I was not mistaken, I went through that route by pressing the down arrow key then randomly hitting left\right arrow key.

I'm going to check through the entire event because it seems I've used the 'character exists' check for a lot of the scripting but as this has been changed to a PHS Lock instead it's throwing a lot of it off.

Hey Sega - what's up with missing score only having 4 materia slots? I saw this was asked a few months back but never saw a response.

It gains power from AP and is potentially the strongest of the Ultimate Weapons (save for the enemies killed formula but that takes an unfeasible amount of time to build up) so I figured reducing the slots would rein it in a bit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Saberfrost on 2020-05-29 14:34:40
Having some issues obtaining Max Ray to forge Missing Score in v1.5. been farming the mob it's supposed to drop from, but there's a couple things wrong. The document in the download file says it's a Steal, but I'm getting Pile Bunker (it's a typo, I know) from it. Morphs produce Pile Bunker as well (that much is stated in the file on item locations) and the Golem drops nothing on the reward table (I've killed a LOT of golems).

Should I chalk this up to some bad RNG, or the mod possibly not being installed correctly somewhere?

(https://cdn.discordapp.com/attachments/485484880361160704/715930510915928124/unknown.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-29 23:03:08
For the drop, you can't Steal anything otherwise it cancels the drop chance from happening. It seems that Armored Golem gets brought up a lot though, so what I'll do is set the Max Ray as the Morph as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Saberfrost on 2020-05-29 23:51:26
For the drop, you can't Steal anything otherwise it cancels the drop chance from happening. It seems that Armored Golem gets brought up a lot though, so what I'll do is set the Max Ray as the Morph as well.

Ah okay thank you, I thought that may be what was happening after a while. So I'll go at it some more until the next patch. It's only Barret and Yuffies ultimate weapons I'm missing still but no issues with Christopher, I just don't care much for Yuffie lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: carlcamper on 2020-05-30 02:52:56
I have collected all 16 Summoning Materia, and have gone back to the Cosmo Observatory and selected "get closer..." on the Red Mega-Materia, but nothing happens. Isn't this where I get the Master Summon materia? Bugenhagen is gone since I finished Red XIII's Level 4 Limit Break quest.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-30 11:16:47
I have collected all 16 Summoning Materia, and have gone back to the Cosmo Observatory and selected "get closer..." on the Red Mega-Materia, but nothing happens. Isn't this where I get the Master Summon materia? Bugenhagen is gone since I finished Red XIII's Level 4 Limit Break quest.

It should work the same way as before, regardless of whether Bugenhagen's around or not. Are they all mastered? They're intended to drop as Mastered, but some have multiple pick-up locations so if any of them aren't then I'll need to adjust that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DKOmni on 2020-05-30 12:44:21
So someone told me that you can fight the Commandos on the Highwind (the ones in the Chocobo room) but I haven't been able to do so (the Captain is sleeping in the hay). Is this Disc 3 content or have I been trolled? Just finished Return to Rocket Town. Thanks so much!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: carlcamper on 2020-05-30 13:18:39
It should work the same way as before, regardless of whether Bugenhagen's around or not. Are they all mastered? They're intended to drop as Mastered, but some have multiple pick-up locations so if any of them aren't then I'll need to adjust that.

Just checked, Titan, Ramuh, and Ifrit aren't Mastered, though next level says 0. Any way to address this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ozscar on 2020-05-30 17:11:16
Hi there,

When the game crashes it says an emergency save file was created... am I able to get my progress back, and if so how? Not sure how to access this emergency save file.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-30 18:22:03
So someone told me that you can fight the Commandos on the Highwind (the ones in the Chocobo room) but I haven't been able to do so (the Captain is sleeping in the hay). Is this Disc 3 content or have I been trolled? Just finished Return to Rocket Town. Thanks so much!

There used to be a Boss Fight menu handled by those NPCs but it was retired because it meant I couldn't put certain things on their drops/steals/morphs without making them farmable via that menu.

Just checked, Titan, Ramuh, and Ifrit aren't Mastered, though next level says 0. Any way to address this?

My bad, I'll need to set those as mastered in this version.

You'll need to use a save editor to either set those Materia to master, or add a Master Summon to inventory.

Hi there,

When the game crashes it says an emergency save file was created... am I able to get my progress back, and if so how? Not sure how to access this emergency save file.

I'm not entirely sure what that emergency save is either, it seems to be used with the driver but I think it's more of a crash dump for debugging or something rather than an actual save file that can be used.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Saberfrost on 2020-05-31 00:02:39
Having difficulty getting a Mu (and a few goes at their stronger version, Trickplay) to cast Lv4 Suicide. Might be a good idea to slightly bump up their chance of using it, if you can. Have spent several hours with Aeris just beating them with the Wizard Staff to restore their MP waiting for them to use it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: thunderbreak on 2020-05-31 00:51:37
Having difficulty getting a Mu (and a few goes at their stronger version, Trickplay) to cast Lv4 Suicide. Might be a good idea to slightly bump up their chance of using it, if you can. Have spent several hours with Aeris just beating them with the Wizard Staff to restore their MP waiting for them to use it.

That's not a issue from the mod I don't think. Just played the original PS version on my Vita and they do the exact same thing. Can't manipulate and won't cast L4 suicide. Just got to keep on trying.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-05-31 02:42:30
I think the little guys want you to be the correct level where it would have the most effect. The ability in question has been edited so that it does earth damage, but bonus damage if the opponent is the same level (it seems to have gotten rid of the "mini" effect). So I would "sense" one of the Mus, and if they're a higher level than you, try to level up a bit until you match. If you're already higher than them, maybe revert to an earlier save, or pull in a character who might be lower level if you haven't been using them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-05-31 04:34:47
Hey Sega, is there any specific reason why Aerith can't equip the Escort Guard? I have it, and it shows up for other characters, but when I try to equip it it to her, it's not in the list!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OatBran on 2020-05-31 05:21:16
Hey Sega, is there any specific reason why Aerith can't equip the Escort Guard? I have it, and it shows up for other characters, but when I try to equip it it to her, it's not in the list!

It's for male characters only. Its a guard for an escort.  Its like that in vanilla as well I am pretty sure. This game was from an earlier age where the social normal was for an escort to be a girl I suppose :p It's opposite is the minerva band, only girls can equip that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Saberfrost on 2020-05-31 06:05:56
It's for male characters only. Its a guard for an escort.  Its like that in vanilla as well I am pretty sure. This game was from an earlier age where the social normal was for an escort to be a girl I suppose :p It's opposite is the minerva band, only girls can equip that.

Cait Sith can equip the Minerva Band and the Escort.

Though, that may just be due to spoilers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Weisshuf on 2020-05-31 11:36:09
Hey guys,

I want to do a 100% run of this mod, but the "Where is the thing" document doesnt really show the items in a chronological order. I really dont want to miss anything. Also is there everything that was added newly to the new threat mod? Help would be appreciated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: DKOmni on 2020-05-31 11:40:09
There used to be a Boss Fight menu handled by those NPCs but it was retired because it meant I couldn't put certain things on their drops/steals/morphs without making them farmable via that menu.

Ah I understand. I'm assuming then that the Junon cups dont have good drops/steals/morphs?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-05-31 12:45:34
Speaking of L4 Suicide. It's been changed to a much weaker Earth move but Jenova still royally screws your party over if you use it on her lol, from back when it was Suicide.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-31 14:08:38
Having difficulty getting a Mu (and a few goes at their stronger version, Trickplay) to cast Lv4 Suicide. Might be a good idea to slightly bump up their chance of using it, if you can. Have spent several hours with Aeris just beating them with the Wizard Staff to restore their MP waiting for them to use it.
That's not a issue from the mod I don't think. Just played the original PS version on my Vita and they do the exact same thing. Can't manipulate and won't cast L4 suicide. Just got to keep on trying.

I'll adjust it.

Hey Sega, is there any specific reason why Aerith can't equip the Escort Guard? I have it, and it shows up for other characters, but when I try to equip it it to her, it's not in the list!

Escort Guard and Minerva Band are locked to male characters and female characters respectively. Cait Sith can equip both.

It's for male characters only. Its a guard for an escort.  Its like that in vanilla as well I am pretty sure. This game was from an earlier age where the social normal was for an escort to be a girl I suppose :p It's opposite is the minerva band, only girls can equip that.

An escort is a group of guards you send along with someone to get them somewhere; you escort them there.

Cait Sith can equip the Minerva Band and the Escort.

Though, that may just be due to spoilers.

A long time ago, characters had an 'ultimate armour' in addition to an ultimate weapon that only they could equip. The odd one out was Cait Sith, who was able to equip any of the other character's ultimate armours including the escort guard and minerva bangle (which were like an alternative ultimate that could be equipped across several characters). It was done to make him more appealing as a party character, but the whole armours thing itself was flawed to begin with due to the lack of actual armour entries and was reverted. Cait kept access to escort and minerva though.

Hey guys,

I want to do a 100% run of this mod, but the "Where is the thing" document doesnt really show the items in a chronological order. I really dont want to miss anything. Also is there everything that was added newly to the new threat mod? Help would be appreciated.

A vanilla guide for item locations would do 95% of the work. Some of the stuff in those locations is changed but the location itself isn't, so following that guide would get you to most of the stuff. The things listed in the document are items not in their usual places and most are for Disc 3 which can be done in any particular order.

Ah I understand. I'm assuming then that the Junon cups dont have good drops/steals/morphs?

Can't actually remember, probably not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Weisshuf on 2020-05-31 14:15:38
A vanilla guide for item locations would do 95% of the work. Some of the stuff in those locations is changed but the location itself isn't, so following that guide would get you to most of the stuff. The things listed in the document are items not in their usual places and most are for Disc 3 which can be done in any particular order.

Could you recommend a item location guide that goes chronologically?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OatBran on 2020-05-31 16:37:29
You always have to take everything so seriously Sega lol. You don't know me by now or my inherent sarcastic nature I mean come on look at my face and tell me I look serious. I know what an escort is but thought it was pretty funny to look at it from the perspective that I said.

If you think about it, using your definition, the literal meaning of the piece of armor is the "guard guard" sounds pretty silly to me. At least with my way it means protection the actual guard of an escort. Why would it be restricted to female characters anyway in your "proper" definition. You saying girls cant protect something or someone valuable?

(<---- again look at the face) :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Saberfrost on 2020-05-31 16:58:09
Could you recommend a item location guide that goes chronologically?

Depends on wether you wanna get ALL items, or just the essentials. Most of the things you'll want are given to you near the end of disc 2 and 3 by doing the side-quests. The items you'd have to worry about missing are moved so you shouldn't miss them.

Everything else is replaced with duplicates of items you'll already have, or consumables.

You'd really just need to use a guide of the entire game, since they generally make sure you're given enough information to grab everything. Like Sega said, the huge majority of item placement isn't moved anywhere. If it was moved, it's accurately detailed in the "Where Is This?" file you're given with the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-05-31 17:46:09
Oh, wow. I used to consider myself an expert at this game and had no idea that the two armors were gender-locked. Then again, there's a lot that I'm realizing that I didn't know!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Weisshuf on 2020-05-31 19:56:19
Depends on wether you wanna get ALL items, or just the essentials. Most of the things you'll want are given to you near the end of disc 2 and 3 by doing the side-quests. The items you'd have to worry about missing are moved so you shouldn't miss them.

Well, if most of the stuff is only consumables and not some good armor/materia, then an essentials guide would be enough.
Also, are materias on the materia spots and consumables/armor/weapons on the same? Or is everything over the place?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-05-31 21:26:58
Could you recommend a item location guide that goes chronologically?

Most guides go chronologically.

You always have to take everything so seriously Sega lol. You don't know me by now or my inherent sarcastic nature I mean come on look at my face and tell me I look serious. I know what an escort is but thought it was pretty funny to look at it from the perspective that I said.

If you think about it, using your definition, the literal meaning of the piece of armor is the "guard guard" sounds pretty silly to me. At least with my way it means protection the actual guard of an escort. Why would it be restricted to female characters anyway in your "proper" definition. You saying girls cant protect something or someone valuable?

(<---- again look at the face) :p

I'd rather not look at your face.

Depends on wether you wanna get ALL items, or just the essentials. Most of the things you'll want are given to you near the end of disc 2 and 3 by doing the side-quests. The items you'd have to worry about missing are moved so you shouldn't miss them.

Everything else is replaced with duplicates of items you'll already have, or consumables.

You'd really just need to use a guide of the entire game, since they generally make sure you're given enough information to grab everything. Like Sega said, the huge majority of item placement isn't moved anywhere. If it was moved, it's accurately detailed in the "Where Is This?" file you're given with the mod.

Well, if most of the stuff is only consumables and not some good armor/materia, then an essentials guide would be enough.
Also, are materias on the materia spots and consumables/armor/weapons on the same? Or is everything over the place?

Depends, some are some aren't. Steal is in the same place in the Sewers for instance, and Full Cure is still in the Cosmo Canyon shop back-room. But you get Underwater Materia from the white chocobo in Mideel instead of Contain Materia, and HP Plus is found in the Crater where Mega-All was in vanilla (with Mega-All being in the Purple Materia cave). The locations used are the same, just not necessarily always the same thing sitting there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OatBran on 2020-05-31 22:43:12
I'd rather not look at your face.

(https://media.giphy.com/media/3orieKMNSQQqByrjPO/giphy.gif)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Saberfrost on 2020-06-01 01:49:52
I'll adjust it.

I just thought about it, is this Lv4 Suicide? If its name was changed to Quarry Fuse then no adjusting needed. They use it pretty often and I just didn't know better.

(https://cdn.discordapp.com/attachments/485484880361160704/716826978661040249/unknown.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-06-01 03:56:43
I just thought about it, is this Lv4 Suicide? If its name was changed to Quarry Fuse then no adjusting needed. They use it pretty often and I just didn't know better.

(https://cdn.discordapp.com/attachments/485484880361160704/716826978661040249/unknown.png)
That's the move.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Saberfrost on 2020-06-01 08:24:20
Truly, I am a professional moron.

But speaking of E.Skills, do Malboros really have Magic Breath in 1.5v normal mode (not playing arranged yet)? Can't access Stillva's on the save I'm currently working on (disc 3), and Parasites don't have it when Manipulated.

Took a break from E.skills to get more side-quests done.
(https://cdn.discordapp.com/attachments/485484880361160704/716928438568615976/ohfuckohfuck.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Weisshuf on 2020-06-01 09:01:06
What is the difficulty difference between normal and arranged by the way?
I heard there is a randomize stat option but I dont know where to find it.

Also, if I only use the installer instead of 7th heaven, would steam achievements still work?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-06-01 11:07:05
Truly, I am a professional moron.

But speaking of E.Skills, do Malboros really have Magic Breath in 1.5v normal mode (not playing arranged yet)? Can't access Stillva's on the save I'm currently working on (disc 3), and Parasites don't have it when Manipulated.

Took a break from E.skills to get more side-quests done.
(https://cdn.discordapp.com/attachments/485484880361160704/716928438568615976/ohfuckohfuck.png)
They have Bad Breath for me. I got Magic Breath from the Stilvas but that was on Disc 2. I don't know where they're supposed to be during the final disc
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-01 15:27:14
What is the difficulty difference between normal and arranged by the way?
I heard there is a randomize stat option but I dont know where to find it.

Also, if I only use the installer instead of 7th heaven, would steam achievements still work?

Enemies get a level boost which ups their damage dealt and affects some other things like steal success, magic accuracy, etc. Some also get an alternate attack to use. Some of the bosses are changed for a variant.

The randomise option is for the rank-up/Source-Point system. Instead of picking a pre-determined set of sources to upgrade the character, the randomiser rolls some sets for you to pick from.


***
For 2.0, Save Points are getting reworked. Instead of the big menu, it's just a simple Save Point message like vanilla. But by pressing Square, an additional menu can be opened to toggle some settings:

(https://i.imgur.com/UCAtfa4.png)

The ? option is just the telport to the Source Point/Rank-up screen. This becomes visible once you get your first upgrade available, similar to how it goes with 1.5.

The 'keep field music playing for battles' option has carried over, but the Random Battle toggle is being retired in favour of a maxed Enemy Away Materia being equipped on one of the early characters who joins the party. Idea is that an Enemy Away is a lot more versatile for adjusting encounter rate (don't need to visit a save point to do it) and has the advantage of affecting World Map encounters as well. I think the rate reduction is 87.5% for a maxed Enemy Away but the value held for it in the kernel is 14, so maybe it's possible to lift this closer to 100%.

Hard Mode toggle is also something new; this is what was going to be used with Arrange Mode (or Game Type B as it'll be called) but then I thought that people might want to play through the altered game events but without the difficulty increase, and then there might be people who want a difficulty increase but with the game's normal events/bosses. As the difficulty increase is handled through enemy AI, I figured the best approach would be to separate the difficulty increase out into its own option instead.

No EXP Mode was suggested on the Discord, so I've added that in. As the name goes, it lets you set EXP given by enemies to 0.

What I'm looking for now is any further suggestions for options. The way scripts work in this game is that field scripts are unique to each field screen, meaning there is no centralised script for Save Points on field screens. That means it takes a lot of time to spread a change to every Save Point in the game, given that there's quite a few of them. So if you have any ideas/suggestions for extra options to be added to this menu then now's the time to make them. I'll be implementing the new save point script across all of 2.0's fields in a couple of day's time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheOppressed on 2020-06-01 16:25:20
Hard Mode toggle is also something new; this is what was going to be used with Arrange Mode (or Game Type B as it'll be called) but then I thought that people might want to play through the altered game events but without the difficulty increase, and then there might be people who want a difficulty increase but with the game's normal events/bosses. As the difficulty increase is handled through enemy AI, I figured the best approach would be to separate the difficulty increase out into its own option instead.

Just for further clarification, this Hard Mode toggle means the difficulty changes of Arranged from Normal, right?

For example (please correct me if I'm wrong), I could play in Arrange mode but not have this Hard Mode toggle on, resulting in a sort of difficulty between Normal mode and Arranged?   
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: markul on 2020-06-01 17:27:47


What I'm looking for now is any further suggestions for options. The way scripts work in this game is that field scripts are unique to each field screen, meaning there is no centralised script for Save Points on field screens. That means it takes a lot of time to spread a change to every Save Point in the game, given that there's quite a few of them. So if you have any ideas/suggestions for extra options to be added to this menu then now's the time to make them. I'll be implementing the new save point script across all of 2.0's fields in a couple of day's time.
You have prepared the jump point to Mr Smile in the save points,so maybe you can use that to make in that map all the scripts you need for the Extended Menu like for example , the square button makes the jump,initialy the background is set to black and there is no music(or yes) then the menu options appear, and if the user want to go to the rank up screen, only need to show the background ,activate the music ,and execute the script. Its just an idea

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-01 18:01:30
Just for further clarification, this Hard Mode toggle means the difficulty changes of Arranged from Normal, right?

For example (please correct me if I'm wrong), I could play in Arrange mode but not have this Hard Mode toggle on, resulting in a sort of difficulty between Normal mode and Arranged?   

They'll be balanced roughly the same, and you can toggle hard mode on for either.

You have prepared the jump point to Mr Smile in the save points,so maybe you can use that to make in that map all the scripts you need for the Extended Menu like for example , the square button makes the jump,initialy the background is set to black and there is no music(or yes) then the menu options appear, and if the user want to go to the rank up screen, only need to show the background ,activate the music ,and execute the script. Its just an idea

Yeah, could do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-06-02 03:28:20
Are you going to still have the auto-tent and check SP options available? I like those =)

Also, how about a way to set Party leader? I saw on some streams (I have a guilty pleasure of watching people flip out every time X-ATM comes back!) that people started doing the disk 3 sidequests, only to realize that the required party member wasn't the leader, and they had to backtrack to the Highwind and switch it up. Might be a good QoL thing. Maybe that can be D3 only, and of course Cloud is required for the North Cave section, or would that be too much work?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jlowe22 on 2020-06-02 03:39:56
Is there a way to check if the latest version is installed without starting a new game?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-02 15:19:43
Are you going to still have the auto-tent and check SP options available? I like those =)

Also, how about a way to set Party leader? I saw on some streams (I have a guilty pleasure of watching people flip out every time X-ATM comes back!) that people started doing the disk 3 sidequests, only to realize that the required party member wasn't the leader, and they had to backtrack to the Highwind and switch it up. Might be a good QoL thing. Maybe that can be D3 only, and of course Cloud is required for the North Cave section, or would that be too much work?

SP itself isn't a thing anymore, the upgrades come at fixed points which can then be spent at a Save Point. Auto-Tent I think I can add as a shortcut like how it is now.

Party Leader swap I'll review when I get to it.

Is there a way to check if the latest version is installed without starting a new game?

When in doubt, can reinstall the mod from the latest files; assuming it's not being upgraded from 1.4, save files should be fine. If it's an IRO, then should be a release date field on it (if downloading from the catalog).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: vaninhale on 2020-06-02 18:49:04
Hi Sega I want to thank you for making the mod. Playing it was amazing. I wanted to ask about the question marks at the bottom of the check character sp list. Is/was there a bonus character of somesort? Also, would you consider adding a new game+ of some kind.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheTallMass on 2020-06-02 19:52:48
Hey Sega,

I'm enjoying the New Threat mod so far, though I did have a couple of curious questions:

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-02 21:51:59
Hi Sega I want to thank you for making the mod. Playing it was amazing. I wanted to ask about the question marks at the bottom of the check character sp list. Is/was there a bonus character of somesort? Also, would you consider adding a new game+ of some kind.

Sorry about the entry on the SP list, it was for testing (I was thinking of using a total SP pool for all characters I think but abandoned it). But I'd accidentally spread it to every save point and never got round to removing it.

New Game+ is a tricky one. There is a debug command to 'reset' the game but I don't know if it does all the variables correctly. Also, the balancing of the game would still be as-is so it'd be little challenge for the vast majority of the 2nd playthrough.

What I was thinking of doing though was setting it up so that after beating Safer a save game can be made that reloads the player back to just before the point of no return, so that once the ending is finished and the game client closes the player can then use that save to carry on.

Hey Sega,

I'm enjoying the New Threat mod so far, though I did have a couple of curious questions:

  • Which fights require "certain setups", such as the Jormungander fight? (E.g. Certain setups being "must fight from back row and use Bolt to survive") I'm actually doing a class-based, class-locked run of the mod and was unable to complete this fight, at least without power leveling (currently in the process of that). I'm fine breaking the whole class-locked thing every now and then if it's necessary to move forward with the mod, but I figured having a heads up would be nice.
  • For 2.0, are you planning for more stat customization? In relation to the above question, I'm playing class-locked characters, and having the ability to pick-and-choose a little bit more per character would be nice. You give many great options already, but a couple of them didn't quite fit for my run--that said, don't feel like that means you NEED more options. Merely a curious question.

1. I'm not actually sure to be honest. Arrange Mode's Jormungandr boss is definitely a spike as it's brought up a lot. The others maybe not so much, but Demon's Gate might be tricky.

2. It was suggested to add a 3rd option where the player pick the stats instead (so the pre-determined sets, the randomised sets, and then a new self-pick set). I haven't implemented it yet, but it should be fairly fast to do it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheTallMass on 2020-06-02 22:22:47
1. I'm not actually sure to be honest. Arrange Mode's Jormungandr boss is definitely a spike as it's brought up a lot. The others maybe not so much, but Demon's Gate might be tricky.

2. It was suggested to add a 3rd option where the player pick the stats instead (so the pre-determined sets, the randomised sets, and then a new self-pick set). I haven't implemented it yet, but it should be fairly fast to do it.
Thank you for your kind and quick response. I look forward to seeing all the great changes from 2.0 when it arrives, but I shall enjoy 1.5 in the meantime!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-06-03 00:55:08
So, I gotta ask if something is an intended feature, or an oversight (wouldn't be a bug, but...)

I'm hunting chocobos. When I face off against Valorons (sp?) near Rocket Town, the bad guys themselves scare the choco away when they case Wall +All. Combined with the low encounter rate of chcobos in that area, and the number that end up not being "great", this is a bit maddening. I know I can get Greats from Mideel, but I've always had better success with breeding/racing chocobos when they're from different regions (So a great male choco from Mideel and a great female from Rocket Town seem to produce a better racer than 2 greats from Mideel. I don't know if it's actually coded like that, but just something I noticed once).

In any case, is there a way to either a) not have chocobos spooked by status change or b) remove the +all component from the Valorons' self-buffs? Or is this intended and trying to figure out how to kill both valorons, without hitting the chocobo, before their first turn, an intended challenge?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheTallMass on 2020-06-03 02:13:34
(Can't seem to edit posts...)

Update: I leveled up to one more set of stat boosts and the combination of increased ability scores, full limit break bars, and higher levels allowed me to continue being the classes that I wanted to be, forcing Jormungandr onto his second stage before he could Tail Slap me into oblivion!


Thanks again Sega Chief! Still looking forward to 2.0.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-03 11:30:46
So, I gotta ask if something is an intended feature, or an oversight (wouldn't be a bug, but...)

I'm hunting chocobos. When I face off against Valorons (sp?) near Rocket Town, the bad guys themselves scare the choco away when they case Wall +All. Combined with the low encounter rate of chcobos in that area, and the number that end up not being "great", this is a bit maddening. I know I can get Greats from Mideel, but I've always had better success with breeding/racing chocobos when they're from different regions (So a great male choco from Mideel and a great female from Rocket Town seem to produce a better racer than 2 greats from Mideel. I don't know if it's actually coded like that, but just something I noticed once).

In any case, is there a way to either a) not have chocobos spooked by status change or b) remove the +all component from the Valorons' self-buffs? Or is this intended and trying to figure out how to kill both valorons, without hitting the chocobo, before their first turn, an intended challenge?

I wasn't aware that happened, I'll set it to single target casts.

(Can't seem to edit posts...)

Update: I leveled up to one more set of stat boosts and the combination of increased ability scores, full limit break bars, and higher levels allowed me to continue being the classes that I wanted to be, forcing Jormungandr onto his second stage before he could Tail Slap me into oblivion!

  • Barret: Dark Knight (front row; only gravity and destruct equipped)
  • Yuffie: Bodyguard (back row (no tranq); can't use spells but can equip elemental materia for elemental affiliation on weapon or armor, had cover materia but was not used)
  • Cloud: Samurai (front row; only sense and counter materia -- used limit breaks to beat the distance gap)

Thanks again Sega Chief! Still looking forward to 2.0.

From what you've got equipped, I can't really see you beating that fight easily. You've rendered Cloud and Barret mostly useless, unless Barret has a gun equipped in which case he can get some attack stacks and deal a bit of damage. Yuffie can at least function with elemental. NT's arrange mode isn't really built for self-imposed challenge runs like this, as boss fights tend to have your full kit in mind when they're being specced; at the very least, swap in a character who has access to Barrier magic and/or healing magic to alleviate the strain a bit. Cloud is an absolute lost cause, so he'll need to just Defend and use items when needed. If he dies, only revive him when the boss starts to prepare Waterpolo. Yuffie can inflict Slow with Greased Lightning which should be done as early as possible.

If you have anyone with Morph, and assuming attack-items are fair game, try to Morph some Zemzeletts for Swift Bolts; this should deal good damage, as it has 1600 damage at base (before Magic Defence is applied, but should still be very high). War Gong for Berserk (to be used on Yuffie) can be acquired from Levrikons from Morph as well for a 1.5x damage boost but that means relinquishing control of that character which is probably not advisable. Could be used late on to push to the end or something.

Custom Sweepers Morph into Shrapnel; use for that could be hitting boss + Waterpolo at same time, should deal enough damage to kill the Waterpolo in one shot. Prowler can be morphed for Speed Drink, but it'll be tricky to morph it in time without using status ailments like Paralysis/Stop to keep him from fleeing the battle (Cross Slash/Seal Evil can do it, or Added Effect + Time in a weapon). If you can get Speed Drinks for Haste and Slow Jormungandr, then set ATB to Wait on the slowest speed, you'll have a tidy speed advantage.

Vampire Fangs can be morphed from Kalm Fangs, but unsure what their usefulness would be. They were buffed from the original game and may be a way of dealing damage while healing to take some strain off in a pinch. Base damage is 512 before defence is applied, so probably looking at 400-450 or so.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-06-03 12:10:11
You da man, Sega Chief =)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cybj on 2020-06-03 15:55:13
I found something odd (Spoiler):

Spoiler: show
Even though Aerith is dead, she's right there when parachuting into Midgar:
(https://i.ibb.co/dpMQSnW/Aerith-revival.png) (https://ibb.co/bvmrxpW)


I'm guessing it's a flag that's set incorrectly?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Jlowe22 on 2020-06-03 17:00:32


When in doubt, can reinstall the mod from the latest files; assuming it's not being upgraded from 1.4, save files should be fine. If it's an IRO, then should be a release date field on it (if downloading from the catalog).

If it is an upgrade the save files will be fine?  Or is it necessary to start a new game.  Being 15 hours in, I’m reluctant to start a new game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-03 19:13:53
I found something odd (Spoiler):

Spoiler: show
Even though Aerith is dead, she's right there when parachuting into Midgar:
(https://i.ibb.co/dpMQSnW/Aerith-revival.png) (https://ibb.co/bvmrxpW)


I'm guessing it's a flag that's set incorrectly?

Is that from the latest IRO from this thread (or my catalog) or is it from the Qhimm Catalog? I thought I'd fixed that earlier.

If it is an upgrade the save files will be fine?  Or is it necessary to start a new game.  Being 15 hours in, I’m reluctant to start a new game.

Yeah should be fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: adiostorito on 2020-06-04 05:16:17
Hi Sega! Was continuing to use Vanilla New Threat through the Qhimm catalogue. Got to the part of Corel Mega Materia quest, and I believe it was the last two sections of the train that took me to Proud Clod's battle screen. I can't remember if the encounters were different. Anyways, looking forward to 2.0! Thanks for all your work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheTallMass on 2020-06-04 16:43:31
From what you've got equipped, I can't really see you beating that fight easily. You've rendered Cloud and Barret mostly useless, unless Barret has a gun equipped in which case he can get some attack stacks and deal a bit of damage. Yuffie can at least function with elemental. NT's arrange mode isn't really built for self-imposed challenge runs like this, as boss fights tend to have your full kit in mind when they're being specced; at the very least, swap in a character who has access to Barrier magic and/or healing magic to alleviate the strain a bit. Cloud is an absolute lost cause, so he'll need to just Defend and use items when needed. If he dies, only revive him when the boss starts to prepare Waterpolo. Yuffie can inflict Slow with Greased Lightning which should be done as early as possible.

If you have anyone with Morph, and assuming attack-items are fair game, try to Morph some Zemzeletts for Swift Bolts; this should deal good damage, as it has 1600 damage at base (before Magic Defence is applied, but should still be very high). War Gong for Berserk (to be used on Yuffie) can be acquired from Levrikons from Morph as well for a 1.5x damage boost but that means relinquishing control of that character which is probably not advisable. Could be used late on to push to the end or something.

Custom Sweepers Morph into Shrapnel; use for that could be hitting boss + Waterpolo at same time, should deal enough damage to kill the Waterpolo in one shot. Prowler can be morphed for Speed Drink, but it'll be tricky to morph it in time without using status ailments like Paralysis/Stop to keep him from fleeing the battle (Cross Slash/Seal Evil can do it, or Added Effect + Time in a weapon). If you can get Speed Drinks for Haste and Slow Jormungandr, then set ATB to Wait on the slowest speed, you'll have a tidy speed advantage.

Vampire Fangs can be morphed from Kalm Fangs, but unsure what their usefulness would be. They were buffed from the original game and may be a way of dealing damage while healing to take some strain off in a pinch. Base damage is 512 before defence is applied, so probably looking at 400-450 or so.
Thanks for the concern. Items are also heavily restricted (per the class instructions), but I did beat the fight without any major issues once he got put into the 2nd stage. Three full Level 1 limit bars plus rank 2 stats (Cloud as the SAM is beastly) dealt more than a good third of his HP out of the gate, and Yuffie's LB slowed him, allowing more attacks from my team.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-04 17:27:36
Hi Sega! Was continuing to use Vanilla New Threat through the Qhimm catalogue. Got to the part of Corel Mega Materia quest, and I believe it was the last two sections of the train that took me to Proud Clod's battle screen. I can't remember if the encounters were different. Anyways, looking forward to 2.0! Thanks for all your work!

I'll sort that out.

Thanks for the concern. Items are also heavily restricted (per the class instructions), but I did beat the fight without any major issues once he got put into the 2nd stage. Three full Level 1 limit bars plus rank 2 stats (Cloud as the SAM is beastly) dealt more than a good third of his HP out of the gate, and Yuffie's LB slowed him, allowing more attacks from my team.

Well, glad to hear you're through.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ethario on 2020-06-05 01:54:18
2.0 when, FF7 remake didn't do it for me. Keep up the great work sega hope you can continue on FF8 aswell, much love
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheTallMass on 2020-06-05 02:13:58
Something I have run into is the invisible buttons:

(https://i.imgur.com/nvrQi7u.jpg)

I remember reading an earlier post stating that they were going to potentially be fixed. It was a gamble, but I managed to get 10 points on the military send-off for Rufus! I wonder if I'm missing a pre-req for the mod...

[Edit]As a test, I installed the Enhanced Stock UI mod from the catalog and I do have buttons now. The User Interface mod may have caused it... not sure. I don't know if it's normal for the NT mod or if it's something from outside. For now, my problem is resolved.[/Edit]
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KaosuReido on 2020-06-05 09:16:20
Something I have run into is the invisible buttons:

(https://i.imgur.com/nvrQi7u.jpg)

I remember reading an earlier post stating that they were going to potentially be fixed. It was a gamble, but I managed to get 10 points on the military send-off for Rufus! I wonder if I'm missing a pre-req for the mod...

[Edit]As a test, I installed the Enhanced Stock UI mod from the catalog and I do have buttons now. The User Interface mod may have caused it... not sure. I don't know if it's normal for the NT mod or if it's something from outside. For now, my problem is resolved.[/Edit]

Basically, the "all in one" mods in the 7th Heaven catalog still have to be updated manually on the back end, and they don't tend to get updated super fast. So for rapidly changing or developing mods, like New Threat and ESUI, it's better to just use their own specific IROs, instead of the all-in-one IROs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cybj on 2020-06-05 14:57:33
Okay, this may be a dumb question, but what does killing Curator do?

Spoiler: show
Through pure dumb luck, I got Barret to 7777 Max HP during the Sister Ray section, so I decided to kick the ass of the guy who horribly murdered me when I was in Shinra Bldg. for the first time (I know, I ignored the warning, obviously).

Anyway, so I killed the guy, and the reward was.... Nothing!

And then I thought maybe it's a key item. But it's just nothing? So is it just for bragging rights?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-06-05 16:34:51
It's basically a bragging rights/troll boss! I know that seems harsh, but it'd be even harsher to hide something useful behind him when he's that hard to put down!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cybj on 2020-06-05 18:13:20
There seems to be a bug in materia growth. I killed a boss that yields 100,000 AP. I equipped some triple growth items to master a bunch of materia, but it doesn't seem to be working correctly. I did several experiments, all with the same outcome.

Cloud was equipped with a Precious Watch (shown as triple growth). In it is an Osmose (170,000 AP to master). After the fight it has gained 103,392 AP (???), with 66,608 to go.
Spoiler: show
(https://i.imgur.com/c4lzfgO.png)(https://i.imgur.com/N4Qrv7n.png)


Tifa was equipped with a normal growth armor with an HP Absorb (100.000 AP to master). After the fight it has gained 34,464 AP, with 65,536 (2^16, but that may be a conincidence lol) to go. Well, at least the 34,464 is consistent with 103,392 / 3.
Spoiler: show
(https://i.imgur.com/mgwWDRG.png)(https://i.imgur.com/1MPLsls.png)


So my next thought was that maybe AP is shared over the three characters, so I did the same with 1 character dead. AP gained is exactly the same. So I did another test. I went to the crater and fought a dragon. He yielded 5,700 AP. I checked the Osmose materia on Cloud, which was now at 120,492 AP (so 103,392 + 3*5,700). So triple growth seems to work as expected, and AP is not shared.
Spoiler: show
(https://i.imgur.com/kTMubjQ.png)


Anyway, now I'm stumped. Any insights?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-05 18:47:36
2.0 when, FF7 remake didn't do it for me. Keep up the great work sega hope you can continue on FF8 aswell, much love

Still needs a bit of time.

There seems to be a bug in materia growth. I killed a boss that yields 100,000 AP. I equipped some triple growth items to master a bunch of materia, but it doesn't seem to be working correctly. I did several experiments, all with the same outcome.

Cloud was equipped with a Precious Watch (shown as triple growth). In it is an Osmose (170,000 AP to master). After the fight it has gained 103,392 AP (???), with 66,608 to go.
Spoiler: show
(https://i.imgur.com/c4lzfgO.png)(https://i.imgur.com/N4Qrv7n.png)


Tifa was equipped with a normal growth armor with an HP Absorb (100.000 AP to master). After the fight it has gained 34,464 AP, with 65,536 (2^16, but that may be a conincidence lol) to go. Well, at least the 34,464 is consistent with 103,392 / 3.
Spoiler: show
(https://i.imgur.com/mgwWDRG.png)(https://i.imgur.com/1MPLsls.png)


So my next thought was that maybe AP is shared over the three characters, so I did the same with 1 character dead. AP gained is exactly the same. So I did another test. I went to the crater and fought a dragon. He yielded 5,700 AP. I checked the Osmose materia on Cloud, which was now at 120,492 AP (so 103,392 + 3*5,700). So triple growth seems to work as expected, and AP is not shared.
Spoiler: show
(https://i.imgur.com/kTMubjQ.png)


Anyway, now I'm stumped. Any insights?

I think there's an upper limit on what AP received can actually be; it's a 2-byte value initially so the max I can set on my end is 65535 per enemy. But the max range for the value when modifiers are applied, and when all enemy AP is counted together, I'm unsure. So what might be happening is, the value is hitting the max that can be stored for calculation and then overflowing back to 00 and counting back up from there.

I'll need to go through and set AP for the end-game bosses so that this can't occur.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Cybj on 2020-06-06 08:19:23

I think there's an upper limit on what AP received can actually be; it's a 2-byte value initially so the max I can set on my end is 65535 per enemy. But the max range for the value when modifiers are applied, and when all enemy AP is counted together, I'm unsure. So what might be happening is, the value is hitting the max that can be stored for calculation and then overflowing back to 00 and counting back up from there.

I'll need to go through and set AP for the end-game bosses so that this can't occur.

Yeah that actually makes sense. Tifa got (100,000 MOD 2^16) = 100,000 AND (2^16)-1 = 34,464. Cloud got that before modifiers, which then got tripled. This was the Round Island boss, so technically it's two bosses. Does that mean they are both worth 50k to stay under the 2^16 limit? In that case, is it possible to resolve the AP of each enemy separately instead of accumulating it first and then evaluating? And since it's possible for the accumulated value to exceed 2^16 (as shown by Clouds final AP gained), is it not possible to count large values as a multiplier?

Either way, thanks for the insight. I'll continue playing now :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: hasterdis on 2020-06-07 03:51:12
Hello Sega Chief, thank you for this awesome project, it is the best in gameplay. Can I ask you if you can tell me, please, if there is a form to delete de Enhanced Save File? I like to play with the normal save mechanic, can it be possible?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-06-07 04:23:46
You won't want that. I don't know how far in you are, but after the Mythril mines, the question marks become the only way to increase your character's stats. Sure, you'll have more HP as you level up, but that will be IT, and your Strength, Vitality, etc will all stay at their default values, which will make anything after the midpoint of disk 1 VERY difficult.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: hasterdis on 2020-06-07 04:28:41
Oh I didn't know that, then I will keep as it is, thank you Emperor for the tip.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ozscar on 2020-06-07 13:17:51
So I have just done the side quest at Da-Chao statue, but when the battle is over I don't have the materia... it's not in my inventory anywhere. Not the most important materia by any means, but just a heads up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-07 14:13:31
Hello Sega Chief, thank you for this awesome project, it is the best in gameplay. Can I ask you if you can tell me, please, if there is a form to delete de Enhanced Save File? I like to play with the normal save mechanic, can it be possible?

Not sure what you mean. The process to save is the same between vanilla and NT, taking the same amount of time. When you bump into a save point just open the menu and save the game.

So I have just done the side quest at Da-Chao statue, but when the battle is over I don't have the materia... it's not in my inventory anywhere. Not the most important materia by any means, but just a heads up.

The script seems to be in order, it has a check if materia inventory is full and the dropped Materia is the listed one. You're sure that Steal As Well isn't in there somewhere?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-07 16:57:19
I've updated everything; I added a new IRO that is a stand-alone for costume/model swaps. If it works, then I'm going to remove it from the NT IROs, makes more sense that way for it to be its own IRO.

Changes - 7th June
-) Adjusted Mu's LV Suicide Chance
-) Valron only self-targets with Wall when a Chocobo is present.
-) Double-checked Aeris flag for Midgar

Vanilla
-) Corrected battle IDs for Corel Train
-) Double-checked Aeris flag for Midgar
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheTallMass on 2020-06-07 18:06:59
I've updated everything; I added a new IRO that is a stand-alone for costume/model swaps. If it works, then I'm going to remove it from the NT IROs, makes more sense that way for it to be its own IRO.

Changes - 7th June
-) Adjusted Mu's LV Suicide Chance
-) Valron only self-targets with Wall when a Chocobo is present.
-) Double-checked Aeris flag for Midgar

Vanilla
-) Corrected battle IDs for Corel Train
-) Double-checked Aeris flag for Midgar
What's the Aeris flag for Midgar?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-07 20:07:20
What's the Aeris flag for Midgar?

She was appearing somewhere she shouldn't be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Saberfrost on 2020-06-07 22:18:13
https://www.youtube.com/watch?v=c7X81crXEdY

Am I wrong in thinking Venus Gospels life steal is a little too strong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-06-08 00:21:12
https://www.youtube.com/watch?v=c7X81crXEdY

Am I wrong in thinking Venus Gospels life steal is a little too strong?

I think you need to update your version of NT, last I checked there's supposed to be 4 special matches!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-08 00:23:01
https://www.youtube.com/watch?v=c7X81crXEdY

Am I wrong in thinking Venus Gospels life steal is a little too strong?

Nah, it's been brought up a fair few times. I need to do something about the drain flag in general, it'd be nice if it was 10% or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: hasterdis on 2020-06-08 01:37:54
Not sure what you mean. The process to save is the same between vanilla and NT, taking the same amount of time. When you bump into a save point just open the menu and save the game.

I was meant by the design, I just don't like a lot of pop ups messages to invade the screen everytime I touch a save icon, but as Emperor says it is necessary to make my characters stronger later in the game so it is good :)
By any means if you don't bother about a comment or request, if you could make an alternative save mechanism in the term of pop up messages I would really appreciate it. Like only pop up the upgrade characters and delete the ones that modify random battles, tent, and music preferences. But it is just an opinion, in any case thank you for this awesome work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Saberfrost on 2020-06-08 01:59:48
I think you need to update your version of NT, last I checked there's supposed to be 4 special matches!

It's an old file. Once I beat the remaining two super bosses (a certain underwater creature and a certain white chocobo) I'll be doing another play through on an updated patch. Hadn't experienced Mr. Smile prior to this file so a few characters stats are a bit messy anyways.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-08 02:16:19
I was meant by the design, I just don't like a lot of pop ups messages to invade the screen everytime I touch a save icon, but as Emperor says it is necessary to make my characters stronger later in the game so it is good :)
By any means if you don't bother about a comment or request, if you could make an alternative save mechanism in the term of pop up messages I would really appreciate it. Like only pop up the upgrade characters and delete the ones that modify random battles, tent, and music preferences. But it is just an opinion, in any case thank you for this awesome work.

Fair enough; in my 2.0 build that I'm working on I've actually went back to the original Save Point message with a prompt inside it to open the extended menu options. That way it behaves like a vanilla save point unless that button is pressed.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: hasterdis on 2020-06-08 04:15:34
Thank you so much Chief, and keep the good work, thanks again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: OLKv3 on 2020-06-08 09:14:24
It's an old file. Once I beat the remaining two super bosses (a certain underwater creature and a certain white chocobo) I'll be doing another play through on an updated patch. Hadn't experienced Mr. Smile prior to this file so a few characters stats are a bit messy anyways.
Are you putting that run on Youtube as well?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: hasterdis on 2020-06-08 16:37:12
Hello again, sorry to ask Sega, but I was wondering if you could please make the enemies harder in terms of stats, can you increase their stats? I just have many easy battles, can you agree that please?

If not, is this mod compatible with the Hardcore to match in a same playthrough?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Saberfrost on 2020-06-08 17:43:53
Are you putting that run on Youtube as well?

Uuuh... Maybe? I'm kinda terrible at the game so if you're looking for guides on the bosses there's better videos out there for that. Maybe I'll run it on Arranged mode next time, I'm not against the idea. Was streaming this file to a couple people because they wanted to see the Old FF7 story after Remake came out.

Hello again, sorry to ask Sega, but I was wondering if you could please make the enemies harder in terms of stats, can you increase their stats? I just have many easy battles, can you agree that please?

If not, is this mod compatible with the Hardcore to match in a same playthrough?

You'll have to tolerate being as strong as you were upon leaving Midgar in disc one. For the entire game. But you can just NEVER take sources from Mr. Smile, if you want more challenge in raw stats.

If anything I'm glad one of the super bosses has such little HP, due to his RNG chance to just wipe your party with no way to stop that. He almost did it to me here; https://www.youtube.com/watch?v=_p-ppY7zNU4
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: hasterdis on 2020-06-08 18:03:52
Thank you for the answer, maybe I need to finish the game until I make an opinion, it seems this mod is going to be harder later, hope it does.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Saberfrost on 2020-06-08 18:14:29
Thank you for the answer, maybe I need to finish the game until I make an opinion, it seems this mod is going to be harder later, hope it does.

Yeah the only thing leveling up does is increase max HP / MP. But exp is so plentiful you can hit level cap before starting disc three. So unless you run away from every single fight you'll probably be gud. At worst you might need to grind a little AP here and there to get better materia setups.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Meical on 2020-06-10 01:38:05
I've updated everything; I added a new IRO that is a stand-alone for costume/model swaps. If it works, then I'm going to remove it from the NT IROs, makes more sense that way for it to be its own IRO.

Will this make it compatible with the Resizer mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-10 03:22:19
Will this make it compatible with the Resizer mod?

It's battle models so it's got nothing to do with a resizer. If the resizer overwrites the model loader chunk of the flevel then it's unlikely to ever be compatible unless someone manually goes through the NT flevel and resizes everything in there and adds it as an option to the NT IRO. Not going to commit to that without fully knowing what the time constraint would be, perhaps for 2.0 after it's released.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-06-11 01:46:50
Hey, silly question, but are Cait Sith's weapons considered ranged?

Because I had Cloud try to use 4X cut on a flying foe, but he couldn't reach. I had Cait Sith mime the 4x cut (I put the command in before I saw it wasn't going to work, except...), and he was still able to hit the foe. Or is this a bug with Mime?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Hank with a Q on 2020-06-11 18:02:53
Hello! Loving this mod. Haven't played FFVII for more than a decade, so this is a great way to revisit.

I am having a problem with the Dark Cave quest. I think there is an issue causing it to crash related to the music. My copy of the game is the 1998 PC version using 7th Heaven 2.0 for my mods. It seems like any time I try to transition through an area in Reactor Number 1 the game starts playing the music that plays during the original bombing mission and crashes a couple seconds in. The first crash is when I move Cloud into the screen where the T shaped bridge is (where you fight Airbuster in Reactor #5). I'm not using any music mods (couldn't get them to work) and am playing using the original MIDI sound driver. When I changed the sound driver to VGM stream in 7th Heaven the game lets me progress through the reactor (albeit with no music since I don't have the .oggs). When I save at the bottom of the Reactor and turn MIDI back on, it plays the new music for that part of the reactor, but then when I move into the Guard Scorpion area it plays the original Mako Reactor music a few seconds and then crashes.

I disabled all other mods to test and make sure it was not a compatibility issue. Probably the problem will get fixed if I can get modded music to work (I'll probably buy the Steam Version when it goes on sale and then also benefit from the better music), but I figured you might want to know about this bug.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-13 01:32:13
Hey, silly question, but are Cait Sith's weapons considered ranged?

Because I had Cloud try to use 4X cut on a flying foe, but he couldn't reach. I had Cait Sith mime the 4x cut (I put the command in before I saw it wasn't going to work, except...), and he was still able to hit the foe. Or is this a bug with Mime?

Some command materia override targeting flags, of which range is one, so that's likely what it is. Unsure if it's mime or 4x-cut though.

Hello! Loving this mod. Haven't played FFVII for more than a decade, so this is a great way to revisit.

I am having a problem with the Dark Cave quest. I think there is an issue causing it to crash related to the music. My copy of the game is the 1998 PC version using 7th Heaven 2.0 for my mods. It seems like any time I try to transition through an area in Reactor Number 1 the game starts playing the music that plays during the original bombing mission and crashes a couple seconds in. The first crash is when I move Cloud into the screen where the T shaped bridge is (where you fight Airbuster in Reactor #5). I'm not using any music mods (couldn't get them to work) and am playing using the original MIDI sound driver. When I changed the sound driver to VGM stream in 7th Heaven the game lets me progress through the reactor (albeit with no music since I don't have the .oggs). When I save at the bottom of the Reactor and turn MIDI back on, it plays the new music for that part of the reactor, but then when I move into the Guard Scorpion area it plays the original Mako Reactor music a few seconds and then crashes.

I disabled all other mods to test and make sure it was not a compatibility issue. Probably the problem will get fixed if I can get modded music to work (I'll probably buy the Steam Version when it goes on sale and then also benefit from the better music), but I figured you might want to know about this bug.

That's odd because there's no music supposed to play during that section, just the wind SFX. I'll try it out soon with the MIDI option on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: karenjr95 on 2020-06-13 14:04:28
Hey Sega Chief! Just an FYI, the catalog seems to encounter an error while downloading 6.7.20 version of NT 1.5, and the version of the mega.7z file in the first post is the 1.7.13 version.

iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS is the catalog link I am subscribed to and can initiate the download, but it fails on downloading/install.

Let me know if you want / need more information, or if anyone else is experiencing this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: hasterdis on 2020-06-13 18:55:45
Hello to all, sorry but can anyone tell me why the Osmose materia does not work in stealing the MP, I use and it says it does for example 27 MP "damage" (?) but that MP is not recovered in my character... why is that?

Forget what I said, just for someone who has the same question, not all enemies has MP, so you have to use "sense" in them and osmose only work with the ones has MP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-13 21:21:52
Hey Sega Chief! Just an FYI, the catalog seems to encounter an error while downloading 6.7.20 version of NT 1.5, and the version of the mega.7z file in the first post is the 1.7.13 version.

iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS is the catalog link I am subscribed to and can initiate the download, but it fails on downloading/install.

Let me know if you want / need more information, or if anyone else is experiencing this.

Seems so, I'll fix it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2020-06-13 21:22:29
All draining abilities in FF7 will only take as much as the opponent has. so even if you osmose for 999 if the enemy only has 1 MP you will only gain 1 MP. Same for Red and Cids draining limit breaks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-13 21:46:16
That should be the catalog downloads fixed now. Battle Model swaps were separate out onto a separate IRO.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Saberfrost on 2020-06-14 06:06:07
All draining abilities in FF7 will only take as much as the opponent has. so even if you osmose for 999 if the enemy only has 1 MP you will only gain 1 MP. Same for Red and Cids draining limit breaks.

It's pretty nice for figuring out how much HP any enemy has that Sense doesn't work on, since Venus Gospel won't drain on subsequent attacks on an already dead enemy (use 4x cut and enemy died at x2 but Cid does all 4 hits anyway for example).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-14 16:49:19
Update made, but only change was to set a check for initial state when hitting new game. That way if the kernel isn't patched or is overwritten by something, the field script will pick up on it and warn the player.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: hasterdis on 2020-06-17 05:28:00
Can someone explain me how the gravity/demi spell functions? It doesn't cut by 1/4 the current HP of the monsters, it makes random cuts but never consistent. What is its mechanistic now?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Zara9 on 2020-06-17 13:32:10
how the work coming along so far on the 2.0 nt mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-17 14:30:49
Can someone explain me how the gravity/demi spell functions? It doesn't cut by 1/4 the current HP of the monsters, it makes random cuts but never consistent. What is its mechanistic now?

It is 25%, but flying enemies take double damage from it (so 25% becomes 50%). Bosses that are able to take Gravity damage typically have 50% resistance to it as a balancing thing (so 12.5% instead of 25%). I've dropped weakness from the new build and replaced it with 'cannot miss' which is how I think Demi was originally supposed to be balanced up, considering its base 75% accuracy in vanilla.

how the work coming along so far on the 2.0 nt mod

It's going well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kekko1285 on 2020-06-17 16:18:40
It's going well.

XD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: hasterdis on 2020-06-17 19:09:04
It is 25%, but flying enemies take double damage from it (so 25% becomes 50%). Bosses that are able to take Gravity damage typically have 50% resistance to it as a balancing thing (so 12.5% instead of 25%). I've dropped weakness from the new build and replaced it with 'cannot miss' which is how I think Demi was originally supposed to be balanced up, considering its base 75% accuracy in vanilla.

Thank you, so I have to understand that some enemies will have resistance and others weakness to gravity so it would change the % factor of the "demi/gravity" spell.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Gizzy on 2020-06-19 01:35:49
Hey Sega Chief! Your mod is AMAZING! I really have a blast playing it :) Just one quick question: Since every weapon got revamped does that include the ultimate weapons for each character got their hidden ability changed too? Like Vincent's Death Penalty getting stronger with every enemy killed ect.? Im currently planning out my character builds and this info would help me out a lot!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-19 01:43:54
Hey Sega Chief! Your mod is AMAZING! I really have a blast playing it :) Just one quick question: Since every weapon got revamped does that include the ultimate weapons for each character got their hidden ability changed too? Like Vincent's Death Penalty getting stronger with every enemy killed ect.? Im currently planning out my character builds and this info would help me out a lot!

Yeah, they were changed though some are the same (they're still very powerful, for better or worse):

Ultima Weapon: HP-based (same as original)
Missing Score: AP-based (same as original, but less slots)
Premium Heart: MP-based
Princess Guard: Restores HP on strike (magic-based), applies Shield.
Limited Moon: Limit-gauge based
Conformer: Target Level based (same as original)
HP Shout: Deals damage based on Cait's Max HP - Current HP (same as ???? skill)
Death Penalty: Standard formula, but ignores defence
Venus Gospel: Standard formula, but drains damage as HP

The two last ones may not sound like much as they don't use a special formula, but their effect makes them very powerful. Cid can be difficult to kill with drain, and Vincent can get past the raised defences of late-game enemies.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Gizzy on 2020-06-19 10:47:49
Thanks :) I already knew the vanilla ones besides Yuffies Conformer, always thought it deals more damage with command materia  ??? This will come in very handy  :lol:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: tbcam88 on 2020-06-25 10:06:24
[New Threat Mod v1.5]
This mod is amazing dude. Is there anyway you include an .ini configuration allowing random battles to be toggled on/off at all times as opposed to just at save points? Similar in fashion to the Steam version of FFIX for example... I'm able to enable/disable random battles using Ochu in the meantime but it requires alt+tabbing out the game each and every time I'd like to do so.

Keep up the amazing work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-25 10:18:09
This mod is amazing dude. Is there anyway you include an .ini configuration allowing random battles to be toggled on/off at all times as opposed to just at save points? Similar in fashion to the Steam version of FFIX for example... I'm able to enable/disable random battles using Ochu in the meantime but it requires alt+tabbing out the game each and every time I'd like to do so.

Keep up the amazing work!

For 2.0, and this'll be rolled into 1.5 as well, I've found that a modified Enemy Away Materia can effectively act as an encounters on/off switch that works wherever the player has access to their Materia inventory and covers the World Map as well as Field Screens. The current Enemy Away reduces encounters by 87.5% or so, but with the adjustment I think it reduces encounters by 99% instead.

Edit: About editing posts, Qhimm staggers out the actions that a new user can take until they've posted a certain number of times, including the editing of posts, sending PMs, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: tbcam88 on 2020-06-25 11:07:55
For 2.0, and this'll be rolled into 1.5 as well, I've found that a modified Enemy Away Materia can effectively act as an encounters on/off switch that works wherever the player has access to their Materia inventory and covers the World Map as well as Field Screens. The current Enemy Away reduces encounters by 87.5% or so, but with the adjustment I think it reduces encounters by 99% instead.
Should I take such a workaround to mean it's not possible to allow the toggle functionality anywhere else in game other than save points in that case?

Props again for this my good man, I've played vanilla FFVII to absolute death - look forward to seeing all the new/edited content available in this badboy!  :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: UpRisen on 2020-06-25 15:31:34
Should I take such a workaround to mean it's not possible to allow the toggle functionality anywhere else in game other than save points in that case?


It is possible to put it as a button press combination but that requires it to be placed on EVERY field (there are over 700). Adjusting the materia and giving it early is much faster and more stable since some fields will renable the battle flag after a fight, Guard scorpion and Scitzo are the 2 that come to mind. But with the materia you will always have the effect
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KohryuZX on 2020-06-25 16:42:12
Not sure where else to ask this but when i try to download the Battle Model/Costume Swaps (OG Style) mod in the catalog from your link i get

18:22:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error downloading Downloading Battle Model Swaps OG style
18:22:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error occurred downloading/installing Battle Model Swaps OG style - Failed Downloading Battle Model Swaps OG style
18:22:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|System.Exception: Failed Downloading Battle Model Swaps OG style
18:22:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error receiving from 119716576: System.Net.WebException: The remote server returned an error: (404) Not Found.

And its the only one that does it as New Threat's download works perfectly
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-25 17:03:08
Should I take such a workaround to mean it's not possible to allow the toggle functionality anywhere else in game other than save points in that case?

Props again for this my good man, I've played vanilla FFVII to absolute death - look forward to seeing all the new/edited content available in this badboy!  :-D

It is possible to add a toggle to, say, the config menu which I did once. But the underlying problem is that I am relying on field script currently for the toggle and this doesn't extend to the world map. Enemy Away Materia is toggleable in the sense that you can equip and then unequip it + affects world map so I think this is the way to go.

Not sure where else to ask this but when i try to download the Battle Model/Costume Swaps (OG Style) mod in the catalog from your link i get

18:22:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error downloading Downloading Battle Model Swaps OG style
18:22:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error occurred downloading/installing Battle Model Swaps OG style - Failed Downloading Battle Model Swaps OG style
18:22:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|System.Exception: Failed Downloading Battle Model Swaps OG style
18:22:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error receiving from 119716576: System.Net.WebException: The remote server returned an error: (404) Not Found.

And its the only one that does it as New Threat's download works perfectly

I'll check the link, it's probably off or something.

Edit: Re-uploaded and seems to be working now. I also updated the Jessie model to the new one, which uses Kaldarasha's parts. I'd better add mention of that somewhere next time I do an update, forgot to this time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: soldier3rdclass on 2020-06-26 03:27:45
Found this place because of your badass mod. Good work! Can't wait for 2.0.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-26 14:41:15
Found this place because of your badass mod. Good work! Can't wait for 2.0.

It's almost finished, I'm re-scripting stuff on Disc 3 currently.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: kouleifoe on 2020-06-28 03:28:55
whenever i use this mod.. the first fight i come across  instead of it being two shinra soldiers it's some random overworld battle that one shots me.. or some big flying serpent that does 6400 damage. PLZ help me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ketsuban on 2020-06-28 12:54:22
It's almost finished, I'm re-scripting stuff on Disc 3 currently.

Great to hear! I'm so hyped for the new release, keep up the amazing work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-28 14:22:04
whenever i use this mod.. the first fight i come across  instead of it being two shinra soldiers it's some random overworld battle that one shots me.. or some big flying serpent that does 6400 damage. PLZ help me.

Your kernel hasn't been patched or has been overwritten by a different mod. If you're using 7th Heaven and have mods on that affect spell names then either disable them or enable their NT-compatible option (Bonez' spell names has an NT option). If you're using the standard installer (which should only be used if you're not using any mod-loader frameworks) then make sure you're running it as an admin + unblocked, and that it's the english version of the game as the spanish/french/german versions have different file/folder names.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: tbcam88 on 2020-06-28 18:48:51
I don't suppose there's a checklist of sorts anywhere detailing what can be stolen/morphed etc. from the games enemies? (boss fights in particular...)

I had at look at the NT guide linked on page one but the column dedicated for such info seems yet to be composed :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-29 01:32:41
There isn't I'm afraid. There is an impromptu list for Disc 3/North Cave Steal/Morphs but that's all. One option is using the Proud Clod tool to look at the mod's scene.bin, which is where all the enemy data lives. It has a search enemy name function for faster searching (encounters that start in field screens begin at #75 and appear in order of appearance, with a few exceptions).

NT's Scene.bin: https://mega.nz/file/OhlxGJQI#-hTnLwYE37uup9WG2D-axqJUW7gz1EXj-ZnBZZC4Mgg

Tool: http://forums.qhimm.com/index.php?topic=8481.0

So you would run Proud Clod, target that scene.bin, and it'll have all the enemy info in there. Just mind that spoilers will be unavoidable.

If PrC gives you any errors, then download this folder, unpack it, and put the two files inside it within the Proud Clod folder with it's application .exe. Should sort it out: https://mega.nz/file/7lt1FLTZ#7H9SMPXrqKTWPyvF17mIX7cW2UiJP0_vOKoN585uIIY
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: tbcam88 on 2020-06-29 14:17:41
I've opened the .bin file with Proud Clod and navigated to the boss index in question (Aps Senior). Where can I find the steal/drop/morph details? :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-06-29 17:46:58
You'll find it under Enemy Management > Enemy Stats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Asherdoom on 2020-07-03 11:49:19
Heey ega one thing

When in the future you wil release NTmod 2.9 will it be compatible with the 1.5 we actually use or will be needed to uninstall totally nt mod+restart new game? just curious
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-03 12:35:14
Heey ega one thing

When in the future you wil release NTmod 2.9 will it be compatible with the 1.5 we actually use or will be needed to uninstall totally nt mod+restart new game? just curious

They're not compatible with each other, and the save files won't be either. You'd either run NT 1.5 or NT 2.0, treating them as separate gameplay mods (and those types of mods can't be run together). If you were playing 1.5, and then update to 2.0 and continue on with your 1.5 save files, you're going to see a lot of problems. If 2.0 comes out and you're midway through 1.5 then I'd say continue with the 1.5 run as it has content that no longer exists in 2.0 and then you'll have 2.0 there as an option for a future playthrough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: karenjr95 on 2020-07-06 15:50:24
@segachief, got another question for you regarding enemy drops, item locations. According to the attached sheet on enemy drops, the Cuehl drops cat's bell, elixirs, and turbo ethers. After 4 fights, I have gotten nothing from these enemies.

Is the cat's bell located somewhere else in the mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-06 16:38:59
You can get them from Chocobo Racing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: karenjr95 on 2020-07-06 22:23:22
You can get them from Chocobo Racing.

I was afraid you were going to say that! Guess I'll go pray to RNJesus. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Lynx_7 on 2020-07-06 23:25:16
So first of all, I'd like to thank you for the great job on the mod. Been wanting to try it for years and I'm having a good time so far, no complaints as far as mechanics are concerned. I have a few questions pertaining the script changes though, particularly regarding the Kalm flashback which I just went through. Not sure if you've addressed this before so forgive me if I'm just repeating questions but it's a pretty big thread to search through lol

So, this is specifically about "Cloud" and Sephiroth's confrontation at the Nibelheim reactor. In the original localization (https://youtu.be/UCTkDt_GQdI?t=2413)(at 40:13 if the timestamp doesn't work) Sephiroth clearly references the promised land and, after the CG, "Cloud" talks about his sadness and how it's the same as Sephiroth's, to which he replies he has nothing to be sad about. In New Threat (https://youtu.be/3kuEt-R76TI?t=1005)(at 16:45), this plays noticeably differently: Sephiroth never references the promised land and Cloud acts a bit more "neutral" after the CG plays out, leading to imo a less memorable exchange. Now, I'm aware that you've revised the script to clarify some plot points that the original translation messed up and for general better readability but I'm not sure this fits into that. The tone of their conversation reads differently and not really for the better imo. I checked the "beacause" fan translation afterwards just to compare and contrast with both versions to see if maybe those changes were to better accomodate the original japanese script but it seems they(beacause) hit the same notes as the original localization. So I don't know, I'm just curious as to what was the reasoning behind the change because now I'm wondering if there are other similar alterations throughout the game and to what extent. I guess the wording here is arguably more consistent with the twist later on considering who "Cloud" really is supposed to be in this scene but the script itself ends up less memorable/more dry. I'm a bit concerned because I just wanted to re-experience the original game with better gameplay balance but now I'm going to be second guessing whenever something feels "weird" if that's just something that was in the original script and I couldn't remember or if that was a deliberate change made for the mod (it's been a long time since I first completed FF7 and I've never fully replayed it before so my memory is faulty, hence why I wanted a script that mostly sticks close to the original). Stuff like Yuffie no longer being optional is fine, I'm moreso curious if I should expect more main scene changes like that. It's a relatively small thing, but I do care about localization choices and the reasoning behind them haha. Once again, thank you for the great mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-07 03:39:28
I was afraid you were going to say that! Guess I'll go pray to RNJesus. Thanks!

If you win 15 S-Rank races with your own chocobo (a Gold chocobo can typically do this without much trouble, unless it's the one gained from a Guidebook trade in which case breed that with a Wonderful that's reached A or S Rank) then you can get a Cat's Bell guaranteed that way.

So first of all, I'd like to thank you for the great job on the mod. Been wanting to try it for years and I'm having a good time so far, no complaints as far as mechanics are concerned. I have a few questions pertaining the script changes though, particularly regarding the Kalm flashback which I just went through. Not sure if you've addressed this before so forgive me if I'm just repeating questions but it's a pretty big thread to search through lol

So, this is specifically about "Cloud" and Sephiroth's confrontation at the Nibelheim reactor. In the original localization (https://youtu.be/UCTkDt_GQdI?t=2413)(at 40:13 if the timestamp doesn't work) Sephiroth clearly references the promised land and, after the CG, "Cloud" talks about his sadness and how it's the same as Sephiroth's, to which he replies he has nothing to be sad about. In New Threat (https://youtu.be/3kuEt-R76TI?t=1005)(at 16:45), this plays noticeably differently: Sephiroth never references the promised land and Cloud acts a bit more "neutral" after the CG plays out, leading to imo a less memorable exchange. Now, I'm aware that you've revised the script to clarify some plot points that the original translation messed up and for general better readability but I'm not sure this fits into that. The tone of their conversation reads differently and not really for the better imo. I checked the "beacause" fan translation afterwards just to compare and contrast with both versions to see if maybe those changes were to better accomodate the original japanese script but it seems they(beacause) hit the same notes as the original localization. So I don't know, I'm just curious as to what was the reasoning behind the change because now I'm wondering if there are other similar alterations throughout the game and to what extent. I guess the wording here is arguably more consistent with the twist later on considering who "Cloud" really is supposed to be in this scene but the script itself ends up less memorable/more dry. I'm a bit concerned because I just wanted to re-experience the original game with better gameplay balance but now I'm going to be second guessing whenever something feels "weird" if that's just something that was in the original script and I couldn't remember or if that was a deliberate change made for the mod (it's been a long time since I first completed FF7 and I've never fully replayed it before so my memory is faulty, hence why I wanted a script that mostly sticks close to the original). Stuff like Yuffie no longer being optional is fine, I'm moreso curious if I should expect more main scene changes like that. It's a relatively small thing, but I do care about localization choices and the reasoning behind them haha. Once again, thank you for the great mod.

So I came across this scene last month when going through the mod for the 2.0 revamp. Like you said, I'd written it to be more what Zack would have said to tie into the twist later on because it's him that initially enters that room. Cloud at that point is outside, just down the stairs. Problem is, some of the dialogue in the scene before the FMV doesn't match what was written for the scene after the FMV; when I spotted it I went back to something closer to the original.

The flashback as a whole had heavier alterations made to it than it should have; when I went through it for my 2.0 build I walked back some of it and went over it again. The other scenes don't really have that level of alteration from what I've seen going through it all, but I think part of this is going to be based on what lines/scenes stuck out to you from the original run so it's difficult to say what you may find off. I had a similar feeling when going through the PC port for the first time as the script changed in places for that from the PSX version which made me feel something was off in places.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KhalDrogoSings on 2020-07-07 20:16:11
What a fantastic mod! great and job and thanks so much!

is there a list or a walkthrough on exact changes or side-quests etc IN ORDER ?

I saw the ReadMe file, I use it as a guide but a lot of times it's confusing. You need to go all over it to figure out what's what and you don't know when things happen. Also it seems like they some info are from previous versions (I'm playing v1.5) which makes it ever more complicated.

I'm talking about a list/walkthrough or something similar that tells you what to do and when to do it as to not waste time.

in any case the mod is simply brilliant :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-07 23:05:16
What a fantastic mod! great and job and thanks so much!

is there a list or a walkthrough on exact changes or side-quests etc IN ORDER ?

I saw the ReadMe file, I use it as a guide but a lot of times it's confusing. You need to go all over it to figure out what's what and you don't know when things happen. Also it seems like they some info are from previous versions (I'm playing v1.5) which makes it ever more complicated.

I'm talking about a list/walkthrough or something similar that tells you what to do and when to do it as to not waste time.

in any case the mod is simply brilliant :)

Here's a rough progression guide:

On Disc 3, head for the bottom of the North Crater; when you reach it, this'll unlock all the Disc 3 content but you should focus on raiding the Crater first. There's a boss on each of the three routes which you should target as you grab all the stuff available. The Crater is like a hub for gaining EXP and AP, with end-game weapons available from a lot of the mobs as Steals/Drops/Morphs (you'll need a Sneak Glove from Wall Market to get the Steals; it's bought from the same NPC that sells Batteries on Disc 1). For AP, the Left-Up path is best as you can give Ethers (not Elixirs) to the Magic Pots and find Movers on that path which both give exponentially large amounts of AP.

If encounters are proving problematic, remember that they can be toggled off at the set Save Points on each route. This can make getting all the loot a lot quicker and less risky.

If not done already, also consider getting to the Ancient Forest and Sunken Gelnika to clear those out too. Chocobo Breeding/Racing can be done, but you can skip to a Gold early if you Morph a Ghost Ship in the Underwater Reactor (the see-through pipe area where you can see the fish, etc.) for a Guidebook and trade it in to the old man in Kalm; in vanilla you'd get Underwater Materia but in NT you get the Gold Chocobo for it instead.

When you've cleared out the Crater, you've got 9x Lv.4 Limit sidequests, 4 Materia Caves, Battle Square, a round-robin thing called Junon Leagues (similar to Battle Square but different format), and a sidequest called Dark Cave. Ultimate Weapons are made at the blue house near Gongaga on the world map (where Mythril Key Item is traded for Great Gospel or Gold Armlet in the vanilla game). Each one needs two weapons specific to the character (all are acquired from the Crater enemies) and a unique item that is obtained from the Disc 3 stuff mentioned above.

I'll try and put these in some sort of order but the difficulty of one will likely vary depending on the characters, set-up, etc. The ones for Cloud, Tifa, and Cid require that they be Party Leader, which can be changed in the Operations Room of the Highwind (new NPC on the right after entering the room).

Cloud Lv.4 Limit: Starts in Shinra Mansion basement, Cloud needs to be party leader. It's a 1v1 and high-specced so it might be a good idea to leave this one until later.

Barret Lv.4 Limit: Starts at the Corel Reactor, you can access the platform you need to get to from the screen where Barret dropped Dyne in his flashback (there's a part you can jump off the rail).

Tifa Lv.4 Limit: Play the piano as normal with Tifa as party leader, then head up to the Nibel Reactor. It's a 1v1 but shouldn't be as tricky as the Cloud 1v1, though best to prepare for it.

Aeris Lv.4 Limit: Head for Forgotten City central building, the stairs will have reappeared.

Red XIII Lv.4 Limit: Visit Bugenhagen and after the scene you should have a key to re-open the Cave of the Gi; head down and go to the end of it.

Yuffie Lv.4 Limit: With Leviathan Scales, go to the cave on Da Chao to clear out the flames.

Cait Sith: Not done for a Limit Break (as he doesn't have a Lv.4), but an item he needs for his Ultimate Weapon. Head for the ruins of the Temple of the Ancients.

Vincent Lv.4 Limit: This is the same as vanilla, head for Lucrecia's cave. There's two events; the initial event with his flashback, then after a certain number of battles have been fought the 2nd event will be available.

Cid Lv.4 Limit: Starts in his house talking to Shera, then the NPC at the Tiny Bronco in the yard. Then that automated item shop that shoots at you in Wall Market followed by Gongaga Reactor. Cid needs to be party leader.

Dark Cave: This starts from Dio's museum in Battle Square; talk to him then head for the Sleeping Forest past Bone Village. You'll find some NPCs hanging about on the other side, and the vine on the right can be climbed to reach the cave above. This one's lengthier so make sure to save before going in and don't overwrite your most recent save file until you're out of it as you can't leave until its finished.

Battle Square: Special Battle should unlock immediately after talking to the clerk, which is a full party thing instead of 1 character. Final Attack can be obtained like in default game. Shards can be bought here with BP which is used to make a Masamune (which can be used by any of the characters) in the same place where Ultimate Weapons are made.

Extra Battle: In Battle Square there's an NPC on the left who has some additional fights to try. The Silver, Gold, and Platinum give W-Summon, W-Magic, and W-Item respectively but the last two fights are very highly specced. The Diamond match doesn't give anything and is there for as an optional challenge. Silver can probably be attempted early but leave the rest until later.

Materia Caves: There's four, with Red being the toughest one. Beating Blue helps with the Purple cave.

Junon Leagues: Accessed from Junon, the 'Respectable Inn' (or Beginner's Hall II). Talk to the soldiers in black there and you can send one character off into a 2-round tournament. You don't have to win every battle, just score enough points to be 1st at the end of the 2 rounds (you fight each enemy twice). Luck, Magic, and Speed Plus are the first-clear prizes for each tier.

I think that's it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: TheTallMass on 2020-07-08 02:58:10
Sega, may I just say, you've done an amazing amount of work for using a very limited system. Thank you for your hard work and enthusiasm in this endeavor!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: KhalDrogoSings on 2020-07-08 09:49:02
Here's a rough progression guide:

On Disc 3, head for the bottom of the North Crater; when you reach it, this'll unlock all the Disc 3 content but you should focus on raiding the Crater first. There's a boss on each of the three routes which you should target as you grab all the stuff available. The Crater is like a hub for gaining EXP and AP, with end-game weapons available from a lot of the mobs as Steals/Drops/Morphs (you'll need a Sneak Glove from Wall Market to get the Steals; it's bought from the same NPC that sells Batteries on Disc 1). For AP, the Left-Up path is best as you can give Ethers (not Elixirs) to the Magic Pots and find Movers on that path which both give exponentially large amounts of AP.

If encounters are proving problematic, remember that they can be toggled off at the set Save Points on each route. This can make getting all the loot a lot quicker and less risky.

If not done already, also consider getting to the Ancient Forest and Sunken Gelnika to clear those out too. Chocobo Breeding/Racing can be done, but you can skip to a Gold early if you Morph a Ghost Ship in the Underwater Reactor (the see-through pipe area where you can see the fish, etc.) for a Guidebook and trade it in to the old man in Kalm; in vanilla you'd get Underwater Materia but in NT you get the Gold Chocobo for it instead.

When you've cleared out the Crater, you've got 9x Lv.4 Limit sidequests, 4 Materia Caves, Battle Square, a round-robin thing called Junon Leagues (similar to Battle Square but different format), and a sidequest called Dark Cave. Ultimate Weapons are made at the blue house near Gongaga on the world map (where Mythril Key Item is traded for Great Gospel or Gold Armlet in the vanilla game). Each one needs two weapons specific to the character (all are acquired from the Crater enemies) and a unique item that is obtained from the Disc 3 stuff mentioned above.

I'll try and put these in some sort of order but the difficulty of one will likely vary depending on the characters, set-up, etc. The ones for Cloud, Tifa, and Cid require that they be Party Leader, which can be changed in the Operations Room of the Highwind (new NPC on the right after entering the room).

Cloud Lv.4 Limit: Starts in Shinra Mansion basement, Cloud needs to be party leader. It's a 1v1 and high-specced so it might be a good idea to leave this one until later.

Barret Lv.4 Limit: Starts at the Corel Reactor, you can access the platform you need to get to from the screen where Barret dropped Dyne in his flashback (there's a part you can jump off the rail).

Tifa Lv.4 Limit: Play the piano as normal with Tifa as party leader, then head up to the Nibel Reactor. It's a 1v1 but shouldn't be as tricky as the Cloud 1v1, though best to prepare for it.

Aeris Lv.4 Limit: Head for Forgotten City central building, the stairs will have reappeared.

Red XIII Lv.4 Limit: Visit Bugenhagen and after the scene you should have a key to re-open the Cave of the Gi; head down and go to the end of it.

Yuffie Lv.4 Limit: With Leviathan Scales, go to the cave on Da Chao to clear out the flames.

Cait Sith: Not done for a Limit Break (as he doesn't have a Lv.4), but an item he needs for his Ultimate Weapon. Head for the ruins of the Temple of the Ancients.

Vincent Lv.4 Limit: This is the same as vanilla, head for Lucrecia's cave. There's two events; the initial event with his flashback, then after a certain number of battles have been fought the 2nd event will be available.

Cid Lv.4 Limit: Starts in his house talking to Shera, then the NPC at the Tiny Bronco in the yard. Then that automated item shop that shoots at you in Wall Market followed by Gongaga Reactor. Cid needs to be party leader.

Dark Cave: This starts from Dio's museum in Battle Square; talk to him then head for the Sleeping Forest past Bone Village. You'll find some NPCs hanging about on the other side, and the vine on the right can be climbed to reach the cave above. This one's lengthier so make sure to save before going in and don't overwrite your most recent save file until you're out of it as you can't leave until its finished.

Battle Square: Special Battle should unlock immediately after talking to the clerk, which is a full party thing instead of 1 character. Final Attack can be obtained like in default game. Shards can be bought here with BP which is used to make a Masamune (which can be used by any of the characters) in the same place where Ultimate Weapons are made.

Extra Battle: In Battle Square there's an NPC on the left who has some additional fights to try. The Silver, Gold, and Platinum give W-Summon, W-Magic, and W-Item respectively but the last two fights are very highly specced. The Diamond match doesn't give anything and is there for as an optional challenge. Silver can probably be attempted early but leave the rest until later.

Materia Caves: There's four, with Red being the toughest one. Beating Blue helps with the Purple cave.

Junon Leagues: Accessed from Junon, the 'Respectable Inn' (or Beginner's Hall II). Talk to the soldiers in black there and you can send one character off into a 2-round tournament. You don't have to win every battle, just score enough points to be 1st at the end of the 2 rounds (you fight each enemy twice). Luck, Magic, and Speed Plus are the first-clear prizes for each tier.

I think that's it.

Brilliant!

So everything comes on Disc 3. I guess that's why I'm being confused, looking for things before they are available.

I'd suggest you include this in the documentation. It's extremely helpful.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Rikku on 2020-07-08 15:43:31
Hi everyone !

I am looking forward the 2.0 version of this awesome mod, is there close to be released ?

I was playing the 1.5 version and i stopped in order to wait to the update.
Some time ago i finished the v1.4, was there a increase in difficulty ? I found the 1.5 version harder.

On the other hand, is there any way to have a full controller support or the parcial controller support from steam doen´t allow it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: tbcam88 on 2020-07-08 16:49:37
You'll find it under Enemy Management > Enemy Stats.

Sweet!

Is there an inventory breakdown anywhere within Proud Clod that'll provide information on the game's items? It'd be handy to see what they do when equipped before deciding whether to attempt to steal/morph!

Also, does the morph mechanic work the same way as vanilla FFVII? Or has the criteria for success been modified somewhat?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-08 17:40:18
Hi everyone !

I am looking forward the 2.0 version of this awesome mod, is there close to be released ?

I was playing the 1.5 version and i stopped in order to wait to the update.
Some time ago i finished the v1.4, was there a increase in difficulty ? I found the 1.5 version harder.

On the other hand, is there any way to have a full controller support or the parcial controller support from steam doen´t allow it?

For controller support, I'd visit the Discord channel (there's a link on forum main page, in the top section). I think 7h supports it but not sure to what extent as I personally use keyboard. 2.0 is close to being finished but there's still some things to wrap up.

Sweet!

Is there an inventory breakdown anywhere within Proud Clod that'll provide information on the game's items? It'd be handy to see what they do when equipped before deciding whether to attempt to steal/morph!

Also, does the morph mechanic work the same way as vanilla FFVII? Or has the criteria for success been modified somewhat?

Wall Market is the tool needed but this one needs a bit more work to get working. You need to install Visual Basic Power Packs 3.0 and to get a copy of zlib.dll (I think the one with Proud Clod can be used, copy that into the folder with the wall market executable).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: tbcam88 on 2020-07-08 18:39:30
Am I supposed to load the kernel.bin file located within steamapps\common\FINAL FANTASY VII\data\kernel? Wall Market opens it okay enough but it seems to be a glossary for vanilla install instead (potions restore 100 HP as opposed to 300 etc.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-08 21:16:20
Am I supposed to load the kernel.bin file located within steamapps\common\FINAL FANTASY VII\data\kernel? Wall Market opens it okay enough but it seems to be a glossary for vanilla install instead (potions restore 100 HP as opposed to 300 etc.)

Oh yeah; it's the kernel. Make sure it's in PC mode and the kernel2.bin is in there with it. If it's in PSX mode it'll read the text that's baked into the kernel itself which isn't used by PC (and will read as vanilla).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: tbcam88 on 2020-07-09 06:25:38
I've toggled PC mode and am opening kernel.bin as per below but still only seem to encounter vanilla descriptions  :-[

(https://i.imgur.com/g1QxuFY.png)

(https://i.imgur.com/yl0K27U.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-09 10:11:07
That's a default kernel judging from the Potion effect. This contains the NT kernel + kernel2, and the scene.bin just in case you've been looking at a default scene as well:

https://mega.nz/file/D0NBzQxZ#RtumobNHL9i_pIadGEsI95KfdjY1gLgp_wRqmUyQTic
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chivalry on 2020-07-09 18:09:38
I'm playing through New Threat from the 7th Heaven installer and just had a quick question I can't find the answer to in the spreadsheet of changes.
I've just hit Junon and after the boss fight I wondered where is the Long Range materia?

I found the EXP Plus in Mythril Mines where the Long Range was meant to be, and it's not in the spreadsheet list for materia locations. I had to fight the Junon water boss without it (which was fine due to Bolt but still).

Did I miss something entirely? Or does it come later?

Cheers
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: karenjr95 on 2020-07-09 22:11:57
If you win 15 S-Rank races with your own chocobo (a Gold chocobo can typically do this without much trouble, unless it's the one gained from a Guidebook trade in which case breed that with a Wonderful that's reached A or S Rank) then you can get a Cat's Bell guaranteed that way.

Oh that is SO DOPE. Thank you for explaining it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-10 14:45:44
I'm playing through New Threat from the 7th Heaven installer and just had a quick question I can't find the answer to in the spreadsheet of changes.
I've just hit Junon and after the boss fight I wondered where is the Long Range materia?

I found the EXP Plus in Mythril Mines where the Long Range was meant to be, and it's not in the spreadsheet list for materia locations. I had to fight the Junon water boss without it (which was fine due to Bolt but still).

Did I miss something entirely? Or does it come later?

Cheers

Long Range was actually removed for a long while, then it was placed on Disc 3 I think. EXP Plus was put in its place.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Saberfrost on 2020-07-11 16:39:58
Long Range is kinda broken with Cid's ultimate weapon.

Which reminds me. Most recent patch has the nerf on Venus Gospel yeah?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-12 11:44:02
There doesn't seem to have been a nerf, checking the files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: 99h1t on 2020-07-17 02:34:04
Does anyone know why when I cast barrier/mbarrier/regen on my whole party it only affects 2 of my party members? Is this a bug or is something preventing one of my party members from being buffed? thanks in advance
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-17 11:27:52
Does anyone know why when I cast barrier/mbarrier/regen on my whole party it only affects 2 of my party members? Is this a bug or is something preventing one of my party members from being buffed? thanks in advance

The Ribbon and Amulet accessories block Barrier-type buffs, so they may have one of those equipped.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-17 18:13:24
Thanks to RPM Productions for the donation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dalkil on 2020-07-17 21:40:35
Hello, Sega Chief. I know you are about to release New Threat 2.0. I've been playing with 1.5 for about 30 hours and I'd like to share a couple things that drawed my attention.

If you use added cut + haste, after using haste, you attack yourself. I thought I was going to use haste then attack a random enemy (for strategy purposes, I thought it would be a great idea). I don't know if this is intentional or not, or just can't be changed. I feel like I needed to report that here, although you might know about this issue already.

Another thing is the save point you put on Battle Square of the Golden Saucer. The save point is outside the arena, so you lose all your arena points when leaving to save. Considering the extra difficulty of New Threat, it might be way too annoying clearing Arena until you get the big prize without saving for 1) small amount of GP (disk 1) and 2) Higher time consumption.

Well, that was all. The rest of the mod... I'm enjoying it quite a lot (hard mode, not normal). I'm looking forward to NT 2.0.
See you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-17 22:48:07
Hello, Sega Chief. I know you are about to release New Threat 2.0. I've been playing with 1.5 for about 30 hours and I'd like to share a couple things that drawed my attention.

If you use added cut + haste, after using haste, you attack yourself. I thought I was going to use haste then attack a random enemy (for strategy purposes, I thought it would be a great idea). I don't know if this is intentional or not, or just can't be changed. I feel like I needed to report that here, although you might know about this issue already.

Another thing is the save point you put on Battle Square of the Golden Saucer. The save point is outside the arena, so you lose all your arena points when leaving to save. Considering the extra difficulty of New Threat, it might be way too annoying clearing Arena until you get the big prize without saving for 1) small amount of GP (disk 1) and 2) Higher time consumption.

Well, that was all. The rest of the mod... I'm enjoying it quite a lot (hard mode, not normal). I'm looking forward to NT 2.0.
See you!

Yeah, Added Cut will take the target of the connected spell/command so it should only be used with a self-targeted spell if the weapon itself is beneficial to the caster (for instance, Aeris' healing weapons or if the character absorbs the element attached to their weapon). Otherwise, Added Cut should go onto an offence-oriented spell/command.

In the 2.0 build, I've made it so that BP is retained at all times wherever you go. It does get reduced by 75% though if the prize list changes, so BP accrued earlier in the game can't be saved to buy Disc 3 prizes. Other than that, BP is kept.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dalkil on 2020-07-18 23:08:21
Yeah, Added Cut will take the target of the connected spell/command so it should only be used with a self-targeted spell if the weapon itself is beneficial to the caster (for instance, Aeris' healing weapons or if the character absorbs the element attached to their weapon). Otherwise, Added Cut should go onto an offence-oriented spell/command.

In the 2.0 build, I've made it so that BP is retained at all times wherever you go. It does get reduced by 75% though if the prize list changes, so BP accrued earlier in the game can't be saved to buy Disc 3 prizes. Other than that, BP is kept.

Yeah, my poor Cloud discovered it was not sensible casting haste on him with added cut.  :oops: Nice to know that Aeris can use that mechanic with her healing rods (which are awesome, by the way).

Those BP news are good news! Also, I think it's a very good idea the reduction of BP when prizes change. I would even go beyond that and reset them, but well, a 75% minus is already a good option.

And last but not least, my overall impression about Osmose (my new favorite materia) is that it's quite overpowered. I know if an enemy has no mp it doesn't recover anything, but to be honest, I've cheesed my way with it. What would I do? I don't really know. Maybe adding ranks and/or limiting the amount of mp it heals? You may as well leave it as is, of course. This is just a suggestion in case you'd want to consider it.

I think for NT2.0 will be more than worth starting a new gameplay, so I won't do NG+ this time. You are doing a really awesome work. Ever since I was a kid, I dreamt of harder fights and a tougher challenge. This mod fulfills that old wish of mine. So, for real, thanks a lot for this GREAT mod.  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Schrödinger on 2020-07-20 12:04:58
Hey, SegaChief. Can we have an approximate date for the realease of the 2.0? I was planning to replay NT (for like the 4th time) but I'm waiting for the release of the 2.0. Keep up the awesome work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Ketsuban on 2020-07-20 13:47:41
Hey, SegaChief. Can we have an approximate date for the realease of the 2.0? I was planning to replay NT (for like the 4th time) but I'm waiting for the release of the 2.0. Keep up the awesome work!

Patience my friend
Can't rush perfection
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-20 18:43:52
Hey, SegaChief. Can we have an approximate date for the realease of the 2.0? I was planning to replay NT (for like the 4th time) but I'm waiting for the release of the 2.0. Keep up the awesome work!

The plan is to pass it onto a couple people I know who are either modders or just familiar with the combat system on Thursday for pre-release balancing feedback & bug catching. Then a couple of days after that the mod will release proper so expect to see this releasing either at the weekend or next Monday.

I haven't posted much of anything about 2.0 and the changes made, but I have written up several documents on it all which will be available with the mod on release. This is the Features Overview so far, there may be some things I forgot to add to it:

Spoiler: show

NT 2.0 Changelog - Overview

Enemy Balancing & New Encounters
*) 99% of vanilla formations have been restored (previous builds condensed enemy formations)
*) All enemies rebalanced with AI based on their original behaviour
*) Bosses are now closer to their original counterparts (name, model, behaviour) in Game Type A
*) Minibosses and other encounters added
*) Most story bosses replaced with a new alternative in Game Type B (about 95% or so)

Player-Character Balancing
*) All spells revised
*) All equipment revised
*) All Materia revised; new Materia was added to split commands/spells onto separate Materia
*) Character Initial Stats revised, and natural stat growth re-implemented for Level Ups.
*) New Innates for some characters, others revised
*) Limit Breaks revised; characters have a mix of Physical & Magical damage, along with additional effects

Battle-Balancing
*) Damage Modifiers adjusted: Critical Damage, Elemental Damage, Sadness, etc.
*) Damage Formulas revised: Powersoul, Missing Score, Aire Tam Storm, etc.
*) Sense Limit set to 655355 HP
*) Long Range flag usable by enemies
*) Non-elemental poison ticks (status can be used independently of the element)
*) Drain reduced from 100% to 12.5%
*) Restore spells ignore MBarrier

Game Modes
*) Game Type A: Story events same as vanilla, bosses close in nature to their vanilla counterparts
*) Game Type B: Story events altered, bosses swapped to an alternative
*) Hard Mode Toggle: Applied separately to Game Type selection
   Increases Enemy Level
   Reduces received EXP
   No Gil from Battle
   Altered Enemy Behaviour

Text/Dialogue Revision v2
*) The dialogue in the game has been revised.
*) Additional dialogue events have been added.
*) Disclaimer: The text/dialogue revision is NOT a re-translation/localisation of the Japanese text.


Items & Shops
*) All item placements have been revised.
Additional pickups have been hidden throughout the field maps.
*) Shop Inventories & Prices have been adjusted, most shops have a new item/Materia for sale.


Extended Save Points
*) Save Points have some additional options attached to them, accessed through a hotkey (Square/Switch).
This opens a menu from which various options can be selected. Note that the Encounter Toggle from 1.5 has been retired
in favour of giving the player a maxed Enemy Away Materia once they leave Kalm; this gives a heavily reduced encounter
rate that can be toggled at will, and works on the World Map where the old Encounter Toggle did not.

Hotkeys
) Square/Switch: Open the Extended Options menu

Options:
) Keep Field Music for Battles
) Source Point Upgrade
) Hard Mode Toggle (triggers a special enemy encounter to change the in-battle variable)
) 0 EXP Toggle
) Return to Highwind (North Crater and certain other locations only)



Talk to Party In Towns
*) When visiting towns, you can find the main characters hanging around the place similar to how they would during the
initial Costa Del Sol visit, or when gathering people for Bugenhagen's Observatory show. Their dialogue changes as
the story progresses; characters recruited later in the story will appear in earlier towns as well, if revisited.
Typically the dialogue changes from Disc 1 to Disc 2 then once more to Disc 3.

Affected Towns:
*) Kalm
*) Chocobo Ranch
*) Under Junon
*) Costa Del Sol
*) Cosmo Canyon
*) Forgotten City
*) Icicle Inn
*) Midgar



Scenes
*) Some disabled or deleted scenes have been restored
*) New optional scenes were added
*) Revised Scenes, some of the original scenes were given tweaks to audio, animation, etc.
*) Flashback/Memory scenes can be skipped using in-character dialogue options:
   Jessie's Plate Explanation on the Train
   Promise at the Well Flashback
   Nibelheim Flashback
   Corel Flashback (1st)
   Rocket Launch Flashback
   Cloud's Memory scene in Mideel
   


New Materia & 'Splinter' Materia
*) Some new Materia was added to handle new spells added to the game.

Certain spells which would be desirable to combo with Support Materia are blocked from this when the Materia levels up
and the next spell is unlocked. Splinter Materia are single-spell Materia to allow for these spells to be used in combos
without having to replace them when the Materia levels up. Some commands have also been moved onto their own Materia.

New Materia
) Omni-Plus
) Hydro
) Pearl
) Osmose
) X-Attack
) Flash
) Core

Splinter Materia
) Regen
) Slow
) Dispel
) MBarrier
) Reflect
) Break
) Tornado



Bugfixes, QoL Additions, and Misc.
*) Thief enemies can now only steal gil, not items, from the party.

*) Counter attacks from enemies have [Counter] appended to their name (where possible)
Exceptions include player-available spells as these names come from the kernel and attacks
where an attack name is not shown during the animation.

*) Shop inventories have been adjusted for better availability of certain items.

*) Source Upgrade flow was improved so that specific characters can be selected for upgrade rather than
having to upgrade them in order.

*) Source Upgrades are now given at fixed points after defeating certain bosses, rather than accrued as a currency.
They can be applied at any time (or not at all) from Save Points.

*) Player gets access to a modified Enemy Away Materia that can reduce enemy encounter rate to near-zero on
both fields and the world map (replaces Encounter Toggle on older builds).

*) The prices of certain progress-requirements have been adjusted.

*) The CPR Minigame can be finished within a single button-press.

*) In Battle Square, you keep BP when leaving the area and can check what the prizes are with 0 BP.
Stipulation: Whenever the prizes are changed, BP is reduced to 25% of what you had.
This will occur after getting the Highwind and then again when entering Disc 3.

*) A fixed bonus of BP is given for completing 8 rounds in Battle Square, so even bad reels will still afford the
player a decent amount of BP.

*) 3D Battler, an RNG problem where the player had a less than 1% chance of winning all 5 rounds and not terminating
correctly after Round 5 (resulting in an invisible opponent and a potential softlock) have both been fixed. GP given
was adjusted. Players have roughly 50% chance of winning all rounds (with a 90+% chance of winning the first round).
A trophy Key Item can be acquired for clearing all rounds.

*) A trophy Key Item can be acquired by beating the Snowboard Crazy Course with 100/100 points.

*) The GP Seller in the Gold Saucer will always appear.

*) The lever in Yuffie's House in Wutai has been altered to be easier to use.
In vanilla, this uses a set-up that is unreliable so it has been adjusted to be easier to activate.

*) Temple of the Ancients: The Clock Puzzle can now be 'skipped' while keeping all items/routes available.
When initially visiting the Clock room, the 'guardian' will ask you if you want to proceed as normal with controlling
the clock or to skip it instead. If the Skip option is picked, then all rooms except #12 will be made accessible at all
times. The arena room can still be reached by standing on any of the hands and letting the 'seconds' hand touch the player.

*) Retry Battle events have been added to some boss battles where a lengthy cutscene plays beforehand.

*) An audio-synch issue was adjusted for an FMV toward the end of Disc 1.

*) Various Disc 2 Scenes were tweaked for better stage direction and character involvement.
For example, a character will turn their head to look at the person speaking instead of being left staring into space
from their last set of stage direction commands. Another example, in Mideel all characters have been set to respond rather
than a priority system that leaves the 2nd character passive (and locks off Vincent's dialogue altogether as he's last in the list).

*) In the Schizo area, the 'cannot escape from battle' flag is cleared after the battle so that random encounters can be escaped.

*) The music cue for a scene in Cloud's Memory has been corrected.

*) Save Points have been placed throughout the North Crater and all have a Teleport to Highwind option.

*) It is now possible to backtrack onto any of the three routes in the North Crater from the bottom, rather than having to use
the Left-Down path in order to enter the Right & Left-Up paths again.

*) Magic Pots drop an Elixir when defeated, meaning the player does not lose Elixirs when farming for AP.

*) Opportunities to save the game during the final bosses have been added; the Bizarro Save has been moved to within the scene
prior to battle set-up rather than before the beginning of the scene itself.

*) You can now collect the full set of 12 '1/35 Soldier' items.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: flacidapplebottoms on 2020-07-20 21:13:35
That all sounds pretty awesome.

If I may ask, in what way is the story changed in Game Type B?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Dalkil on 2020-07-20 21:44:51
Ow, man, coming this soon, I don't know wether to finish my 1.5 save or starting a 2.0. What would you recommend? I'm about to reach Gaia Cliffs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Schrödinger on 2020-07-20 23:24:47
The plan is to pass it onto a couple people I know who are either modders or just familiar with the combat system on Thursday for pre-release balancing feedback & bug catching. Then a couple of days after that the mod will release proper so expect to see this releasing either at the weekend or next Monday.

I haven't posted much of anything about 2.0 and the changes made, but I have written up several documents on it all which will be available with the mod on release. This is the Features Overview so far, there may be some things I forgot to add to it:

Spoiler: show

NT 2.0 Changelog - Overview

Enemy Balancing & New Encounters
*) 99% of vanilla formations have been restored (previous builds condensed enemy formations)
*) All enemies rebalanced with AI based on their original behaviour
*) Bosses are now closer to their original counterparts (name, model, behaviour) in Game Type A
*) Minibosses and other encounters added
*) Most story bosses replaced with a new alternative in Game Type B (about 95% or so)

Player-Character Balancing
*) All spells revised
*) All equipment revised
*) All Materia revised; new Materia was added to split commands/spells onto separate Materia
*) Character Initial Stats revised, and natural stat growth re-implemented for Level Ups.
*) New Innates for some characters, others revised
*) Limit Breaks revised; characters have a mix of Physical & Magical damage, along with additional effects

Battle-Balancing
*) Damage Modifiers adjusted: Critical Damage, Elemental Damage, Sadness, etc.
*) Damage Formulas revised: Powersoul, Missing Score, Aire Tam Storm, etc.
*) Sense Limit set to 655355 HP
*) Long Range flag usable by enemies
*) Non-elemental poison ticks (status can be used independently of the element)
*) Drain reduced from 100% to 12.5%
*) Restore spells ignore MBarrier

Game Modes
*) Game Type A: Story events same as vanilla, bosses close in nature to their vanilla counterparts
*) Game Type B: Story events altered, bosses swapped to an alternative
*) Hard Mode Toggle: Applied separately to Game Type selection
   Increases Enemy Level
   Reduces received EXP
   No Gil from Battle
   Altered Enemy Behaviour

Text/Dialogue Revision v2
*) The dialogue in the game has been revised.
*) Additional dialogue events have been added.
*) Disclaimer: The text/dialogue revision is NOT a re-translation/localisation of the Japanese text.


Items & Shops
*) All item placements have been revised.
Additional pickups have been hidden throughout the field maps.
*) Shop Inventories & Prices have been adjusted, most shops have a new item/Materia for sale.


Extended Save Points
*) Save Points have some additional options attached to them, accessed through a hotkey (Square/Switch).
This opens a menu from which various options can be selected. Note that the Encounter Toggle from 1.5 has been retired
in favour of giving the player a maxed Enemy Away Materia once they leave Kalm; this gives a heavily reduced encounter
rate that can be toggled at will, and works on the World Map where the old Encounter Toggle did not.

Hotkeys
) Square/Switch: Open the Extended Options menu

Options:
) Keep Field Music for Battles
) Source Point Upgrade
) Hard Mode Toggle (triggers a special enemy encounter to change the in-battle variable)
) 0 EXP Toggle
) Return to Highwind (North Crater and certain other locations only)



Talk to Party In Towns
*) When visiting towns, you can find the main characters hanging around the place similar to how they would during the
initial Costa Del Sol visit, or when gathering people for Bugenhagen's Observatory show. Their dialogue changes as
the story progresses; characters recruited later in the story will appear in earlier towns as well, if revisited.
Typically the dialogue changes from Disc 1 to Disc 2 then once more to Disc 3.

Affected Towns:
*) Kalm
*) Chocobo Ranch
*) Under Junon
*) Costa Del Sol
*) Cosmo Canyon
*) Forgotten City
*) Icicle Inn
*) Midgar



Scenes
*) Some disabled or deleted scenes have been restored
*) New optional scenes were added
*) Revised Scenes, some of the original scenes were given tweaks to audio, animation, etc.
*) Flashback/Memory scenes can be skipped using in-character dialogue options:
   Jessie's Plate Explanation on the Train
   Promise at the Well Flashback
   Nibelheim Flashback
   Corel Flashback (1st)
   Rocket Launch Flashback
   Cloud's Memory scene in Mideel
   


New Materia & 'Splinter' Materia
*) Some new Materia was added to handle new spells added to the game.

Certain spells which would be desirable to combo with Support Materia are blocked from this when the Materia levels up
and the next spell is unlocked. Splinter Materia are single-spell Materia to allow for these spells to be used in combos
without having to replace them when the Materia levels up. Some commands have also been moved onto their own Materia.

New Materia
) Omni-Plus
) Hydro
) Pearl
) Osmose
) X-Attack
) Flash
) Core

Splinter Materia
) Regen
) Slow
) Dispel
) MBarrier
) Reflect
) Break
) Tornado



Bugfixes, QoL Additions, and Misc.
*) Thief enemies can now only steal gil, not items, from the party.

*) Counter attacks from enemies have [Counter] appended to their name (where possible)
Exceptions include player-available spells as these names come from the kernel and attacks
where an attack name is not shown during the animation.

*) Shop inventories have been adjusted for better availability of certain items.

*) Source Upgrade flow was improved so that specific characters can be selected for upgrade rather than
having to upgrade them in order.

*) Source Upgrades are now given at fixed points after defeating certain bosses, rather than accrued as a currency.
They can be applied at any time (or not at all) from Save Points.

*) Player gets access to a modified Enemy Away Materia that can reduce enemy encounter rate to near-zero on
both fields and the world map (replaces Encounter Toggle on older builds).

*) The prices of certain progress-requirements have been adjusted.

*) The CPR Minigame can be finished within a single button-press.

*) In Battle Square, you keep BP when leaving the area and can check what the prizes are with 0 BP.
Stipulation: Whenever the prizes are changed, BP is reduced to 25% of what you had.
This will occur after getting the Highwind and then again when entering Disc 3.

*) A fixed bonus of BP is given for completing 8 rounds in Battle Square, so even bad reels will still afford the
player a decent amount of BP.

*) 3D Battler, an RNG problem where the player had a less than 1% chance of winning all 5 rounds and not terminating
correctly after Round 5 (resulting in an invisible opponent and a potential softlock) have both been fixed. GP given
was adjusted. Players have roughly 50% chance of winning all rounds (with a 90+% chance of winning the first round).
A trophy Key Item can be acquired for clearing all rounds.

*) A trophy Key Item can be acquired by beating the Snowboard Crazy Course with 100/100 points.

*) The GP Seller in the Gold Saucer will always appear.

*) The lever in Yuffie's House in Wutai has been altered to be easier to use.
In vanilla, this uses a set-up that is unreliable so it has been adjusted to be easier to activate.

*) Temple of the Ancients: The Clock Puzzle can now be 'skipped' while keeping all items/routes available.
When initially visiting the Clock room, the 'guardian' will ask you if you want to proceed as normal with controlling
the clock or to skip it instead. If the Skip option is picked, then all rooms except #12 will be made accessible at all
times. The arena room can still be reached by standing on any of the hands and letting the 'seconds' hand touch the player.

*) Retry Battle events have been added to some boss battles where a lengthy cutscene plays beforehand.

*) An audio-synch issue was adjusted for an FMV toward the end of Disc 1.

*) Various Disc 2 Scenes were tweaked for better stage direction and character involvement.
For example, a character will turn their head to look at the person speaking instead of being left staring into space
from their last set of stage direction commands. Another example, in Mideel all characters have been set to respond rather
than a priority system that leaves the 2nd character passive (and locks off Vincent's dialogue altogether as he's last in the list).

*) In the Schizo area, the 'cannot escape from battle' flag is cleared after the battle so that random encounters can be escaped.

*) The music cue for a scene in Cloud's Memory has been corrected.

*) Save Points have been placed throughout the North Crater and all have a Teleport to Highwind option.

*) It is now possible to backtrack onto any of the three routes in the North Crater from the bottom, rather than having to use
the Left-Down path in order to enter the Right & Left-Up paths again.

*) Magic Pots drop an Elixir when defeated, meaning the player does not lose Elixirs when farming for AP.

*) Opportunities to save the game during the final bosses have been added; the Bizarro Save has been moved to within the scene
prior to battle set-up rather than before the beginning of the scene itself.

*) You can now collect the full set of 12 '1/35 Soldier' items.


You've just made my day! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-20 23:28:35
Ow, man, coming this soon, I don't know wether to finish my 1.5 save or starting a 2.0. What would you recommend? I'm about to reach Gaia Cliffs.

I would keep pushing on with that; 1.5 is reasonably different from 2.0.

That all sounds pretty awesome.

If I may ask, in what way is the story changed in Game Type B?

You'll end up in the same place but how you get there, and who you get there with, changes which results in different boss battles or different events taking place.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EmperorSteele on 2020-07-21 02:44:06
Glad to see this is coming soon! I better finish my 1.5 playthru!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chrysalis on 2020-07-21 02:50:11
Sega Chief, do you have the controller icons implemented in 2.0 same as 1.5?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-21 03:07:13
Sega Chief, do you have the controller icons implemented in 2.0 same as 1.5?

Yep.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: VincentFromFF7 on 2020-07-21 04:04:49
Forgive me if this is already being addressed, but in the Northern Cave, with Aerith in your party and you take the Left route, she vanishes during the Up/Down decision.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: VincentFromFF7 on 2020-07-21 05:43:40
Aerith shows back up at the final meetup, but she leaves the party (keeping her Materia & Equipment) from the Up/Down split on the Left split in the Northern Cave. Doesn't even show up on the screen or have any dialog there. Also, during the Protoroth fight, I was using a Quadcast Ultima and the boss broke. ATB says "Wait," my characters are moving in place normally, but the boss and timers are just frozen. Barriers don't count down, etc. I believe it occurred between the second and third cast of Ultima.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Chrysalis on 2020-07-21 12:38:50
excellent, looking forward to 2.0 :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-21 18:24:43
Forgive me if this is already being addressed, but in the Northern Cave, with Aerith in your party and you take the Left route, she vanishes during the Up/Down decision.

Aerith shows back up at the final meetup, but she leaves the party (keeping her Materia & Equipment) from the Up/Down split on the Left split in the Northern Cave. Doesn't even show up on the screen or have any dialog there. Also, during the Protoroth fight, I was using a Quadcast Ultima and the boss broke. ATB says "Wait," my characters are moving in place normally, but the boss and timers are just frozen. Barriers don't count down, etc. I believe it occurred between the second and third cast of Ultima.

I think I messed with that recently to try and work around the mass-unequip that occurs when a character is flagged as unavailable. I'll take a look at it after next Monday. For now, there's an NPC on the Highwind near the entrance to the Chocobo Stable who can toggle Aeris on/off so doing that should return her to the party.

The Quad-cast thing may be the Quadra-Ultima glitch if you have Ultima + Quadra Magic, and Ultima + HP or MP Absorb; it affects enemies that have multiple parts that 'flinch' in unison:
https://finalfantasy.fandom.com/wiki/Quadra_Magic_Ultima_glitch

Quadra-Ultima by itself should work, but having a 2nd copy of Ultima with HP or MP Absorb and then quadra-casting it seems to lock the game.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: VincentFromFF7 on 2020-07-21 18:30:36
Ah, I wasn't aware of that issue! Thank you for the workaround and the reply.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Keyaku on 2020-07-24 23:49:11
I'm not sure if I screwed up somehow, but the NPC that lets you swap party leaders on Highwind is missing, so I can't proceed on Tifa's and Cid's sidequests. I installed the mod with 7th Heaven, but I did make use of Black Chocobo save editor once in a while to add megalixirs, limit breaks and a Gold Chocobo (didn't want to go through all the trouble again).

There's also the cave (after the sleeping forest) sidequest that is very rough (field models come and go, field music keeps resetting between screens, among others), but the most prominent problem is that the entire party is already in the hideout prior to finding them, even though you can't swap to them.

I remember having tons of fun with the 1.4 version (noticing some oddities that have since been fixed), but somehow I've been hitting a few more rough edges with 1.5. In any case, it's still loads of fun, thank you very much for this mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-25 02:35:14
I'm not sure if I screwed up somehow, but the NPC that lets you swap party leaders on Highwind is missing, so I can't proceed on Tifa's and Cid's sidequests. I installed the mod with 7th Heaven, but I did make use of Black Chocobo save editor once in a while to add megalixirs, limit breaks and a Gold Chocobo (didn't want to go through all the trouble again).

There's also the cave (after the sleeping forest) sidequest that is very rough (field models come and go, field music keeps resetting between screens, among others), but the most prominent problem is that the entire party is already in the hideout prior to finding them, even though you can't swap to them.

I remember having tons of fun with the 1.4 version (noticing some oddities that have since been fixed), but somehow I've been hitting a few more rough edges with 1.5. In any case, it's still loads of fun, thank you very much for this mod!

Head to the bottom of the north crater first, that should unlock the party leader swap. Dark Cave and Crater got a bit messed up when I tried to remove character unavailable opcodes to avoid potential loss of Materia when they get unequipped by the game, but it introduced a lot of bugs with the scripts that check for whether a character 'exists' or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kurne on 2020-07-26 23:43:37
Well.. my weekend from work starts in 24 hours roughly, chances still looking good for a monday release?  Would be amazing to be able to kick off my weekend from work tomorrow by getting back into this amazing mod :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-27 13:17:09
Yep, going for 10pm UK time which is just shy of 8 hours from time of posting.

One caveat though, Type B is locked for a week so I can finish implementing something in there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kurne on 2020-07-27 15:55:08
I planned to force myself to stay on game A with hard mode until I beat it once that way I still have game B hard mode to look forward to :D lol....  I'm sure it will be worth the extra wait for it and I get twice the amount of time to enjoy it that way :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-27 21:17:08
FF7 NT 2.0 is now releasing. I'll be updating the front page of this thread over the next hour or so. Bug reports and the like are appreciated, especially at this early juncture. Uprisen (a twitch streamer) did a full playthrough over the last week with me watching and repairing bugs as they appeared so it should be ready to go. But there's always a chance stuff crept in afterwards or that problems were missed so let me know if you find any.

IRO (for 7th Heaven Mod Loader)
https://mega.nz/file/60UmiS6I#w7qsgIvCjyRfcdPiQ86RBkHFI-DWE-XF1izp52ixsGg

Reunion (For Reunion)
https://mega.nz/file/HsEE3ICT#kX2fAJvDorpr0paNhwDOTiwViRJffZ1wXKMI8yEeu_8

Installer
https://mega.nz/file/60EiBCSY#Iyf-edpGMM2SVc6zXnIa5bIbERv0JLOh3qMxWCXiG3c

Documentation
https://mega.nz/file/LxMQRQ4J#XnMyYgoXqAknsMB-9CTtxAjRHBHsVj8YJ5VUxg56g2M
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Spotty Len on 2020-07-27 21:29:41
It's been a long while since I last played the mod, and I've been lurking the past few months when I saw a 2.0 was in progress, so I'm really happy to see it and I can't wait to play it.

I'm probably gonna hold off until Game Type B is done (unless Type A is worth the try, but I was really curious about Type B), but I really wanna say congratulation on the release. It was a blast back in 1.4 and 1.5, and I'm sure it's gonna be great this time around as well.

Gonna donate in a few moments too, hopefully you can rest a bit. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Owlrrex on 2020-07-27 21:44:11
I just installed NT 2.0.0 through the Main Installer (no 7th Heaven) and it looks alot like what was installed was actually just NT 1.5 (menu prompts for "Normal vs. Arrange mode", instead of Mode A and a potential Hard Mode, Ability description for cloud upon leaving the train states his old passive.) Is this an oversight in the installer, or in the mod itself with not-updated text?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Owlrrex on 2020-07-27 21:49:40
Just saw your tweet, I'm considering it resolved. ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kurne on 2020-07-27 21:54:00
wait what tweet O.o... i'm crashing upon hitting new game though <-<   side note i installed a bunch of iros all at once and new computer since last install and first time hitting new game, so probably gone some mod compatibility problems.  it generated a crash log but not sure how to open it.  just looks like a bunch of symbols when opened in notepad x.x

also controller doesn't work but probably due to my lack of investing time into setting it up z.z...  gone have to turn all mods off and just turn one on at a time until i figure the problem aren't i? x.x...

alright! turned all mods off and the begging video after hitting new game worked! yay!  now to go through one at a time until i find the problem child x.x... side note,  still have no idea how to make hte ps4 controller work on it x.x...

vewrified new threat working without issue when run by itself, also verified i saw options for hard mode and arrange everything looks like patch loaded without trouble.   
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Owlrrex on 2020-07-27 21:58:02
I'm also getting an error after clicking "launch game" in the ff7-launcher, with steam's error code 81.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-27 21:59:40
It's been a long while since I last played the mod, and I've been lurking the past few months when I saw a 2.0 was in progress, so I'm really happy to see it and I can't wait to play it.

I'm probably gonna hold off until Game Type B is done (unless Type A is worth the try, but I was really curious about Type B), but I really wanna say congratulation on the release. It was a blast back in 1.4 and 1.5, and I'm sure it's gonna be great this time around as well.

Gonna donate in a few moments too, hopefully you can rest a bit. :D

That is a very generous donation, thank you very much. It's been a pretty tough 3 months; with the furlough and lockdown I just threw myself into this for the last 3 months and didn't really do much of anything else. Type B should be pretty interesting to get feedback on, so looking forward to getting people's reactions for that next week.

wait what tweet O.o... i'm crashing upon hitting new game though <-<   side note i installed a bunch of iros all at once and new computer since last install and first time hitting new game, so probably gone some mod compatibility problems.  it generated a crash log but not sure how to open it.  just looks like a bunch of symbols when opened in notepad x.x

also controller doesn't work but probably due to my lack of investing time into setting it up z.z...  gone have to turn all mods off and just turn one on at a time until i figure the problem aren't i? x.x...

First thing to do is check that the game itself is working properly; run it through 7h without mods and get controller set up, etc. Then activate NT on its own and check if it runs or not, and play to the first save point. Then start applying other mods, that's the most efficient way I think.

I'm also getting an error after clicking "launch game" in the ff7-launcher, with steam's error code 81.

That's with the Installer? I think I know why actually, either the .exes or the archives for models aren't complete. I'll look into it now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kurne on 2020-07-27 22:07:47
If anyone else has the issues, it appears the Running animation redone IRO is what is causing the crash, now anyone know how to make this ps4 controller work with this? lol... :D  (thank god it wasnt anything else, different running animation i can live without)

yuck, same crash happened after first battle x.x...
 

same crash log,  z.z.z.z...z....zzz....  everything up until looked nice though :D  here we go again!  seems like it happened as soon as cloud finished waving his sword.  i shoulda went to first save like ya suggested lol ah well time to isolate the problem child.   side note, still failing at trying to get ps4 controller to be compatible z.z
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EternalLykaios on 2020-07-27 22:13:54
I think I know the problem for you Kurne, do you have any the 60 fps ticked on the animation IRO? Even using an older version of 7th Heaven mine crashed at the first battle before 2.9 came out. Untick that and it should work, hopefully!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: EternalLykaios on 2020-07-27 22:17:27
2.0* Oh also that second installer worked fine for me, but I'm not running it through Steam. I'm using the Steam files but just copied over into a backup folder as I'm using 7th Heaven.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kurne on 2020-07-27 22:22:21
i've isolated it i think to one of the enhanced user interface mods.  i'm not sure which part of which one is causing it since one requires the other to be acitve x.x....   gone go through and change options in both and try on/off until i find the exact option on thats causing it.  i'd rather not lose the enhanced user interface unless i have to..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: flacidapplebottoms on 2020-07-27 22:24:18
The link for the installer is dead. I'm guessing this is intentional as you work out a bug or two?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Owlrrex on 2020-07-27 22:27:54
I've installed 7th heaven real quick and that version worked with only NT, while the second installer gave me the error-code 81. Can confirm that the iro-version doesn't crash (except it fucks up everything else in my setup, but that's a me-problem).

One thing I noticed though is a cosmetic bug: When activating the help-window in combat, the description for the "defend"-command still says "halves incoming damage". I've read in the docs that you changed that. Just a little tiny thing. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Kurne on 2020-07-27 22:31:42
looks like the crash is caused by enhanced stock ui mod.   the enhanced stock in it specifically the main menu option must be turned off   it seems to crash on me when its on.  unfortunately this means the ff7 remake theme ui mod cannot be run either since it requires the enhanced stock to turn on :(  silver lining is all the other options within that particular enhanced stock ui mod seem to work fine so... yay?   hopefullyh thats got all the completely irrelevent crashes resolved.  now to just make this doodie controller work.  anyone have anyh iders on that btw <-<?  any third party or second partyh or first party o.o mods that can make this ps4 controller do well anything?  i have it plugged in and getting light, just no response from the game x.x



Silver lining. xbox one controller seems to work fine.  Ah well I can deal I guess. Okay. I think kinks unrelated to new threat are actually worked out for the most part.  Now time for real test drive :D. We only play on hard here xD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
Post by: Sega Chief on 2020-07-27 22:51:46
The link for the installer is dead. I'm guessing this is intentional as you work out a bug or two?

Yeah link changes when a new one is uploaded, I'm editing the front page post just now with the links so they can live there.

I've installed 7th heaven real quick and that version worked with only NT, while the second installer gave me the error-code 81. Can confirm that the iro-version doesn't crash (except it fucks up everything else in my setup, but that's a me-problem).

One thing I noticed though is a cosmetic bug: When activating the help-window in combat, the description for the "defend"-command still says "halves incoming damage". I've read in the docs that you changed that. Just a little tiny thing. :)

Ah well spotted with the Defend text.

looks like the crash is caused by enhanced stock ui mod.   the enhanced stock in it specifically the main menu option must be turned off   it seems to crash on me when its on.  unfortunately this means the ff7 remake theme ui mod cannot be run either since it requires the enhanced stock to turn on :(  silver lining is all the other options within that particular enhanced stock ui mod seem to work fine so... yay?   hopefullyh thats got all the completely irrelevent crashes resolved.  now to just make this doodie controller work.  anyone have anyh iders on that btw <-<?  any third party or second partyh or first party o.o mods that can make this ps4 controller do well anything?  i have it plugged in and getting light, just no response from the game x.x



Silver lining. xbox one controller seems to work fine.  Ah well I can deal I guess. Okay. I think kinks unrelated to new threat are actually worked out for the most part.  Now time for real test drive :D. We only play on hard here xD

I'll help with debugging that once I've got the links settled.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-27 23:10:39
Links on front page are updated; installer only atm, for that .exe issue.

looks like the crash is caused by enhanced stock ui mod.   the enhanced stock in it specifically the main menu option must be turned off   it seems to crash on me when its on.  unfortunately this means the ff7 remake theme ui mod cannot be run either since it requires the enhanced stock to turn on :(  silver lining is all the other options within that particular enhanced stock ui mod seem to work fine so... yay?   hopefullyh thats got all the completely irrelevent crashes resolved.  now to just make this doodie controller work.  anyone have anyh iders on that btw <-<?  any third party or second partyh or first party o.o mods that can make this ps4 controller do well anything?  i have it plugged in and getting light, just no response from the game x.x



Silver lining. xbox one controller seems to work fine.  Ah well I can deal I guess. Okay. I think kinks unrelated to new threat are actually worked out for the most part.  Now time for real test drive :D. We only play on hard here xD

I'll test out the 2.0 IRO with the enhanced stock UI just now, I assumed it would be fine as structurally it's the same as the 1.5 IRO but will double-check.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: jekasama on 2020-07-27 23:47:17
Given that there are many balance changes from 1.5 to 2.0, I might as well restart the game, I guess. Just tried to use 2.0 using 1.5 files, I seem to missed some of the initial items and because I just began walking to Junon, I already have my upgrades from that Mr Smile in Mythril Cave.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-28 00:09:21
Given that there are many balance changes from 1.5 to 2.0, I might as well restart the game, I guess. Just tried to use 2.0 using 1.5 files, I seem to missed some of the initial items and because I just began walking to Junon, I already have my upgrades from that Mr Smile in Mythril Cave.

Yeah, the save files from 1.5 to 2.0 can't be used; too much stuff gets messed up. 1.5 is still a valid mod to play through though I think, it has different boss fights to 2.0 and some content that was removed from 2.0 as well.

Edit: Installer link updated, .exe offsets corrected.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: hg8000 on 2020-07-28 02:30:50
The Aps fight seems to produce consistent crashes right when he first casts Sewer Tsunami. The textbox appears, but as soon as the animation should start the game crashes.
FFNx.log: https://pastebin.com/bbMyeN50
Savefile in the sewers right before the fight for testing: https://mega.nz/file/bVonUCzA#A0TgRqaLlBpT2aPeZ6zYCG18QUVavUqkJsJro6lFooY
Using the IRO version from twitter and 7th heaven 2.2.1.486

Really happy about the changes and excited for a mode B playthrough
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-28 03:00:30
The Aps fight seems to produce consistent crashes right when he first casts Sewer Tsunami. The textbox appears, but as soon as the animation should start the game crashes.
FFNx.log: https://pastebin.com/bbMyeN50
Savefile in the sewers right before the fight for testing: https://mega.nz/file/bVonUCzA#A0TgRqaLlBpT2aPeZ6zYCG18QUVavUqkJsJro6lFooY
Using the IRO version from twitter and 7th heaven 2.2.1.486

Really happy about the changes and excited for a mode B playthrough

I got it too; not sure how or when this sprung up, but I'll fix it.

Edit: Seems something in the hext is responsible, going to narrow it down. Must have been something was added in the last couple of days.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: flacidapplebottoms on 2020-07-28 03:44:20
Is there a chance that future bug fixes to 2.0 will invalidate save files? I haven't started a game yet and I'm wondering if I should wait.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-28 03:59:29
Is there a chance that future bug fixes to 2.0 will invalidate save files? I haven't started a game yet and I'm wondering if I should wait.

No, it's not like ROMs and stuff; any bug fixes, content updates, etc. don't affect save files.

Also, I narrowed down the Aps problem; going to upload a fix soon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Kurne on 2020-07-28 04:08:28
when heading out for the 2nd bombing mission, if you speak to the red guard by train he continues to repeat "All aboard!  The train is about to depart" constantly, won't let you get away, everytime you hit x it just repeats the message in a hard lock.  gotta reset game
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Fauve on 2020-07-28 04:12:04
I just skimmed over some of the 2.0 documents and I'm really liking some of the innate changes. Does Cloud's new innate work with Cover? And were there any changes to Vincent's Limit Break?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Kurne on 2020-07-28 04:14:55
I second that, would be nice if his limit break was only 50% useless instead of 80% useless :D

also isn't there supposed to be a special battle at the end of the wrong end of the tunnel with a special chocoboss that rides out from the guards?   It showed it riding out but i only faced some guards that downed easily.   side note it did give me the choco bracelet as a reward though...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-28 05:10:14
I updated the links:

v2.0.1 - 28/07/2020
*) Corrected Battle ID for Security Captain
*) Fixed a hext offset that caused Aps to crash on use of Sewer Tsunami (likely other problems)
*) Fixed 'Matera Menu' typo
*) Fixed missing word in Reno line
*) Removed name of Cloud's innate for consistency with other unnamed innates
*) Removed a label loop error on Train Guard in Sector 7

Known Issues (will be addressed in next patch)
*) Yin/Yang in Shinra Mansion basement can softlock

Going to add 2.0 IRO to the catalog now for auto-updating.

I just skimmed over some of the 2.0 documents and I'm really liking some of the innate changes. Does Cloud's new innate work with Cover? And were there any changes to Vincent's Limit Break?

It should proc from Cover, it behaves like other counter Materia. Vincent's Limits had an adjustment so that they alternate between the physical and the magical attack, with some base power adjustments.

I second that, would be nice if his limit break was only 50% useless instead of 80% useless :D

also isn't there supposed to be a special battle at the end of the wrong end of the tunnel with a special chocoboss that rides out from the guards?   It showed it riding out but i only faced some guards that downed easily.   side note it did give me the choco bracelet as a reward though...

I updated the model, it was referencing wrong one. Also fixed that loop thing you found.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Fauve on 2020-07-28 05:34:46

It should proc from Cover, it behaves like other counter Materia. Vincent's Limits had an adjustment so that they alternate between the physical and the magical attack, with some base power adjustments.
Sweet.

I'm also happy to see that Cloud has a well rounded option again. Is there a list that shows every character's rank-up options?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-28 05:39:20
Should be in the documentations download, on the front page; the document 'balancing' has a list of them. In-game, Beginner's Hall in Sector 7 and Junon also lists them. I'll post them here too:

Spoiler: show

Cloud: Set up by using the Defend command, then continue fighting as normal. The next time Cloud is hit by physical damage he will counter it with either a single physical attack, a Deathblow, 2x-Cut, or 4x-Cut. This works in addition to any other counter materia.

Barret: When hit by a physical attack, if in the front row he gains Strength (up to +40). If in the back row, he regains 1/16 of his HP.

Tifa: Once per battle, she will survive a KO with 1 HP (or ignore a insta-KO attack) and retains any queued actions, buffs, Limit Gauge, etc. However she also retains negative statuses so Poison or Dual-Drain will undermine this innate.

Aeris: Activate by Defending, Aeris will absorb most elemental damage and HP while she defends.

Red XIII: Over time will gain strength and magic up to a max of +35 for both; is useful in longer battles.

Yuffie: If attacked physically while in the front row, she will counter with Mug. One enemy in the battle will have their given Gil doubled (or set to give a small amount if Hard Mode is enabled where Gil gain is 0).

Cait Sith: Regains MP slowly over time; when Defending, the entire party will regain MP at a faster rate.

Vincent: Starts battle with Wall; will intermittently recover HP equal to his current MP.

Cid: After some time has passed in battle, a message saying 'Cid Mix is Ready'. Using the Defend command activates Mix with the cascading series of effects:
If Cid's HP is below 50%, he will use H-Potion and recover 25% of the party's HP.
If Cid's MP is below 50%, he will use I-Ether and recover 25% of the party's MP.
If Cid does not have Barrier or MBarrier he will use G-Curtain and gain Wall.
If none of the above conditions are met, he will use H-Mine which is a physical attack with 24 base power (standard physical base is 16).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Fauve on 2020-07-28 06:01:09
Should be in the documentations download, on the front page; the document 'balancing' has a list of them. In-game, Beginner's Hall in Sector 7 and Junon also lists them. I'll post them here too:

Spoiler: show

Cloud: Set up by using the Defend command, then continue fighting as normal. The next time Cloud is hit by physical damage he will counter it with either a single physical attack, a Deathblow, 2x-Cut, or 4x-Cut. This works in addition to any other counter materia.

Barret: When hit by a physical attack, if in the front row he gains Strength (up to +40). If in the back row, he regains 1/16 of his HP.

Tifa: Once per battle, she will survive a KO with 1 HP (or ignore a insta-KO attack) and retains any queued actions, buffs, Limit Gauge, etc. However she also retains negative statuses so Poison or Dual-Drain will undermine this innate.

Aeris: Activate by Defending, Aeris will absorb most elemental damage and HP while she defends.

Red XIII: Over time will gain strength and magic up to a max of +35 for both; is useful in longer battles.

Yuffie: If attacked physically while in the front row, she will counter with Mug. One enemy in the battle will have their given Gil doubled (or set to give a small amount if Hard Mode is enabled where Gil gain is 0).

Cait Sith: Regains MP slowly over time; when Defending, the entire party will regain MP at a faster rate.

Vincent: Starts battle with Wall; will intermittently recover HP equal to his current MP.

Cid: After some time has passed in battle, a message saying 'Cid Mix is Ready'. Using the Defend command activates Mix with the cascading series of effects:
If Cid's HP is below 50%, he will use H-Potion and recover 25% of the party's HP.
If Cid's MP is below 50%, he will use I-Ether and recover 25% of the party's MP.
If Cid does not have Barrier or MBarrier he will use G-Curtain and gain Wall.
If none of the above conditions are met, he will use H-Mine which is a physical attack with 24 base power (standard physical base is 16).

Oh sorry, I meant a list for the level up options. In the balancing doc, I see the options for Cloud:
Spoiler: show
[{CLOUD}] - Rank Up
Choose Upgrade:
{CHOICE}Ex-SOLDIER: Str+15{, }Mag+7{, }Vit/Dex+8
{CHOICE}Mercenary: Str/Vit/Lck+15
{CHOICE}Makonoid: Mag/Spr/Dex+15
{CHOICE}Duellist: Str/Mag/Dex/Lck+10
{CHOICE}COMMANDO: Str/Vit/Spr+12{, }Mag+6
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

Is there also a upgrade list for everyone else? 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: hg8000 on 2020-07-28 06:12:40
There seems to be a slight error with the 2.0 link for 7th heaven. Filename in the pastebin does not match the name in the Mega folder, leading to error messages when downloading via catalogue
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: dumbstrom on 2020-07-28 07:35:09
I read further back that the game controller addon from 7th heaven wont work with new threat mod because of the extra scenes or something.  I can get my ps4 pad working through ds4windows but the controls reset everytime i close and relaunch the game,.  Is this normal and is there a way around this? im only using nt mod so sorry if this issue isnt directly related to this mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: subvite on 2020-07-28 08:12:48
Where can I read the changes and new things included in 2.0?  in the op it says nothing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: rhymesmatter on 2020-07-28 08:55:16
@Saga Chief Can I ask you something mate: would it be possible to provide a more detailed description for the vanilla combat version? Like what do you mean that "field scripts" are still used? How many of the original NT changes are retained? I would really appreciate the information.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: hg8000 on 2020-07-28 09:53:22
The Steal command seems to not inherit the long range flag if the character using it has a long range weapon equipped. Might be intended behavior, but i could've sworn it worked on NT 1.5
Save for testing: https://mega.nz/file/Td5zSBpD#a0AhkzzxkOBQ8N3oSAtfB1iLK9Ytjwdb7xCsAWwvNOI
(Steal via Barret on Boss)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: EternalLykaios on 2020-07-28 13:46:30
I've had my first battle glitch. I'm against the Chocobo Captain, and one of his moves didn't work correctly, now the battle's more or less frozen as the camera is stuck waiting for a move to happen.

Update: I've tried it with all mods turned off, just to make sure it wasn't one of them, but still stops mid-battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-28 14:07:46
Oh sorry, I meant a list for the level up options. In the balancing doc, I see the options for Cloud:
Spoiler: show
[{CLOUD}] - Rank Up
Choose Upgrade:
{CHOICE}Ex-SOLDIER: Str+15{, }Mag+7{, }Vit/Dex+8
{CHOICE}Mercenary: Str/Vit/Lck+15
{CHOICE}Makonoid: Mag/Spr/Dex+15
{CHOICE}Duellist: Str/Mag/Dex/Lck+10
{CHOICE}COMMANDO: Str/Vit/Spr+12{, }Mag+6
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

Is there also a upgrade list for everyone else? 

I'll add these to the docs when I upload the latest files today:

Spoiler: show


[{CLOUD}] - Rank Up
Choose Upgrade:
{CHOICE}Ex-SOLDIER: Str+15{, }Mag+7{, }Vit/Dex+8
{CHOICE}Mercenary: Str/Vit/Lck+15
{CHOICE}Makonoid: Mag/Spr/Dex+15
{CHOICE}Duellist: Str/Mag/Dex/Lck+10
{CHOICE}COMMANDO: Str/Vit/Spr+12{, }Mag+6
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{BARRET}] - Rank Up
Choose Upgrade:
{CHOICE}Gunner: Str+18{, }Vit/Spr+12
{CHOICE}Vigilante: Str/Dex/Lck+15
{CHOICE}Heavy Metal: Str/Mag+7{, }Vit+18{, }Spr+14
{CHOICE}Techno-Freak: Mag+15{, }Spr+10{, }Dex+20
{CHOICE}Bomberman: Str+13{, }Spr/Lck+17
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{TIFA}] - Rank Up
Choose Upgrade:
{CHOICE}Martial Artist: Str/Spr/Dex+15
{CHOICE}Pugilist: Str+18{, }Vit+15{, }Spr+9
{CHOICE}Brawler: Str+13{, }Vit/Lck+17
{CHOICE}Sage: Mag+17{, }Spr+10{, }Dex+16
{CHOICE}Monk: Str/Mag+10{, }Vit/Spr+5{, }Dex+10
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{AERIS}] - Rank Up
Choose Upgrade:
{CHOICE}Flowergirl: Str+8{, }Mag+14{, }Spr/Dex+12
{CHOICE}White Mage: Mag+18{, }Spr/Lck+12
{CHOICE}Geomancer: Mag/Vit/Spr+15
{CHOICE}Oracle: Str+15{, }Mag/Vit+7{, }Dex+9
{CHOICE}Slum Drunk: Str+20{, }Vit/Lck+10
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{RED XIII}] - Rank Up
Choose Upgrade:
{CHOICE}Cosmo Brave: Str/Dex+15{, }Mag/Spr+5
{CHOICE}Red Mage: Str/Mag/Dex/Lck+10
{CHOICE}Sample #13: Vit/Mag+17{, }Dex+9
{CHOICE}Cosmo Shaman: Mag/Spr/Dex+10{, }Lck+20
{CHOICE}Guard Hound: Str+14{, }Vit/Spr+16
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{YUFFIE}] - Rank Up
Choose Upgrade:
{CHOICE}Materia Hunter: Str/Mag/Dex/Lck+10
{CHOICE}Wutai Ninja: Str+8{, }Mag+12{, }Dex+20
{CHOICE}Gil Bandit: Str+16{, }Vit/Lck+14
{CHOICE}Flashy Thief: Mag/Spr/Dex+15
{CHOICE}Bratty Punk: Str+10{, }Vit/Spr+12{, }Lck+16
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{CAIT SITH}] - Rank Up
Choose Upgrade:
{CHOICE}Fortune-Teller: Str+14{, }Mag+10{, }Lck+12
{CHOICE}Yeti Pal: Str+19{, }Vit/Lck+11
{CHOICE}Materia Tank: Mag+16{, }Vit/Spr+14
{CHOICE}Top Cat: Mag/Spr+12{, }Dex+16{, }Lck+8
{CHOICE}Tabby Tank: Str/Mag+6{, }Vit/Spr+18
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{VINCENT}] - Rank Up
Choose Upgrade:
{CHOICE}Horror Agent: Str/Mag/Vit/Spr+8{, }Dex+12
{CHOICE}Beastmaster: Mag+15{, }Spr+10{, }Lck+20
{CHOICE}Berserker: Str+17{, }Vit/Spr+13
{CHOICE}Former Turk: Str/Mag/Dex/Lck+10
{CHOICE}Quickdraw: Str+15{, }Spr+10{, }Dex+20
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

[{CID}] - Rank Up
Choose Upgrade:
{CHOICE}Shinra Ace: Str+14{, }Vit/Lck+16
{CHOICE}Engineer: Str/Vit/Spr+15
{CHOICE}Wingman: Mag/Dex+16{, }Spr/Lck+6
{CHOICE}Airman Dragoon: Str/Mag/Vit/Dex+10
{CHOICE}Top Gun: Str/Mag+12{, }Dex/Lck+6
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}


There seems to be a slight error with the 2.0 link for 7th heaven. Filename in the pastebin does not match the name in the Mega folder, leading to error messages when downloading via catalogue

Yeah I was trying to get it to work last night but it was getting late. I'll double-check the filename.

I read further back that the game controller addon from 7th heaven wont work with new threat mod because of the extra scenes or something.  I can get my ps4 pad working through ds4windows but the controls reset everytime i close and relaunch the game,.  Is this normal and is there a way around this? im only using nt mod so sorry if this issue isnt directly related to this mod

The game controller addon overwrites the flevel's text+script section in order to add the icons to the text fields. It shouldn't be needed for NT because it has its own controller icons and can be used with Enhanced Stock UI-rel2 as Chrysalis added compatibility support with NT for it (the stand-alone IRO in the catalog, not the one found under Qhimm UI or whatever it is). The controller addon doesn't enable controllers, it just writes button icons to the game's text fields and isn't needed for NT.

As for your controls resetting, that's because 7h applies the controller/keybind settings it has onto the game's .ini each time it launches. To modify this, open the 7h launcher and go to Settings > Controls. Set your buttons, give the profile a name, and then save it. This should then be loaded up to the game's .ini whenever you launch the game through 7h from now on.

Where can I read the changes and new things included in 2.0?  in the op it says nothing.

There should be a link to documentation on that first post: https://mega.nz/file/W5t0ySrL#Hqjc16az0nNsc2MezvpUAiuiqqGjFWzZkvLRces9iGc

@Saga Chief Can I ask you something mate: would it be possible to provide a more detailed description for the vanilla combat version? Like what do you mean that "field scripts" are still used? How many of the original NT changes are retained? I would really appreciate the information.

I'll do a MOT of the 1.5 + vanilla combat variant once I've got 2.0 settled.

When I say Field Scripts I mean events like the option to skip a flashback, a new scene playing, that sort of thing. While a lot of these events are intact, some of the new events had to be disabled because the NT battles they were designed around don't exist in the vanilla enemy files, so these particular scenes (like the Lv.4 Limit sidequests) were deactivated and those items were moved back to their original locations where possible.

The Steal command seems to not inherit the long range flag if the character using it has a long range weapon equipped. Might be intended behavior, but i could've sworn it worked on NT 1.5
Save for testing: https://mega.nz/file/Td5zSBpD#a0AhkzzxkOBQ8N3oSAtfB1iLK9Ytjwdb7xCsAWwvNOI
(Steal via Barret on Boss)

I'll need to check that against 1.5 and vanilla, commands can be made to either inherit the weapon's targeting or have their own targeting. Some care needs to be taken with that as letting the weapon handle certain things can cause problems, like Barret's enemy launcher from older 1.5 builds when used with 4x-cut.

I've had my first battle glitch. I'm against the Chocobo Captain, and one of his moves didn't work correctly, now the battle's more or less frozen as the camera is stuck waiting for a move to happen.

Sorry, I added it last minute before release when it was pointed out to me that I hadn't added the battle yet. I'll sort that out now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-28 14:25:45
There seems to be a slight error with the 2.0 link for 7th heaven. Filename in the pastebin does not match the name in the Mega folder, leading to error messages when downloading via catalogue

Thanks, that's what it was; the file uploaded was FF7 NT 2.0 IRO.iro.7z whereas in the pastebin it was FF7 NT 2.0 IRO. I was able to download the NT 2.0 IRO via catalog this time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: nforzer on 2020-07-28 15:25:25
I've had my first battle glitch. I'm against the Chocobo Captain, and one of his moves didn't work correctly, now the battle's more or less frozen as the camera is stuck waiting for a move to happen.
I have the same problem. NT 2.0.1 installed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Kurne on 2020-07-28 16:02:01
any luck finding any issue with the enhanced ui stock thinger?     
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-28 16:06:42
I have the same problem. NT 2.0.1 installed.

The latest versions currently up should have this fixed.

any luck finding any issue with the enhanced ui stock thinger?     

Use this IRO, rather than the one in the Qhimm IRO:
(https://i.imgur.com/87Y50v9.png)


DO NOT use this one:
(https://i.imgur.com/4uLTCJj.png)

All that one does is overwrite the flevel's text to add controller button icons which NT already does and has compat with ESUI for.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: hg8000 on 2020-07-28 17:25:55
Activating the red alarm box next to the exercising troops in Junon causes a crash after a few steps are taken. Tested on Disc 1, would usually result in Disc 2 encounters in the area, untested for further game progression
Save: https://mega.nz/file/WcZBFSpa#IXUbvWw2LiHa-xxLX8NwDeXHVc4jdVGDVP5V-I36q6o
FFNx.log: https://pastebin.com/sxQhisEf
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: nforzer on 2020-07-28 17:27:31
The latest versions currently up should have this fixed.
That's odd. I have 2.0.1 installed, but it is still there. Characters are just standing and doing nothing, the music is playing, but no actions are performed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-28 17:30:51
Activating the red alarm box next to the exercising troops in Junon causes a crash after a few steps are taken. Tested on Disc 1, would usually result in Disc 2 encounters in the area, untested for further game progression
Save: https://mega.nz/file/WcZBFSpa#IXUbvWw2LiHa-xxLX8NwDeXHVc4jdVGDVP5V-I36q6o
FFNx.log: https://pastebin.com/sxQhisEf

I'll look at that just now.

That's odd. I have 2.0.1 installed, but it is still there. Characters are just standing and doing nothing, the music is playing, but no actions are performed.

No worries, I'll have a 2nd look at it. Might be that I've missed something else about it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: hg8000 on 2020-07-28 17:45:39
Declining the ride with a heli-taxi on the street outside the hotel seems to not return control to the player btw
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Kurne on 2020-07-28 18:06:58
The hybrid brace that you get from morphing the riding cart skeleton thing in the train ghost yard says it gives 15 to str/magic but it actually just gives 30 to dexterity when i equip it and look at the character status screen
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-28 18:10:01
Declining the ride with a heli-taxi on the street outside the hotel seems to not return control to the player btw

Patches up, included this heli taxi fix.

The hybrid brace that you get from morphing the riding cart skeleton thing in the train ghost yard says it gives 15 to str/magic but it actually just gives 30 to dexterity when i equip it and look at the character status screen

There is no hybrid brace in NT 2.0. What version are you using? IRO, Installer?

Edit: If you're using spell names with NT option then bear in mind that's for 1.5, not 2.0.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: hg8000 on 2020-07-28 18:28:48
7th heaven gives me an error when trying to update. Is the mega folder public? Might just need a while.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-28 18:34:38
7th heaven gives me an error when trying to update. Is the mega folder public? Might just need a while.

Might be because it's same day, so it thinks its same one; download it from the link on the front page of this thread for now and delete the one you got from the catalog.

Edit: Actually, think it wasn't right link in catalog pastebin. Might be worth trying it now but I think previous NT 2.0 IRO needs deleted first from your 7h or it won't download due to date version.

Edit: Catalog is on the fritz, use the direct download on 1st page for now while I figure it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Kurne on 2020-07-28 21:14:34
bleh x.x.... figured it would just update spell names that were from the 1.5 mod, didn't think it would break the names of unrelated areas.  well never the less i turned it off and it reads proper now.   i wish had stolen a few more of them xD  thats a good item didnt know about the status effects it guards against lol.. hopefully i can find more later.  already at shrina hq so can't go back.. i don't think?  maybe i can >->   hm...

hate having to disable it though :(  the spell names are better than vanilla :'(   it'll be alright though i guess, something that can be lived without :)   I still vouche for better limit breaks or at least more powerful creatures for vincent :(   would be amazing to put in a mini update maybe the model or change up the abilities, more powerful stuff. can't control him so why not?    please super duper consider this :D.   I remember right, he still felt half broken on prior versions limit break wise, just couldn't make a good use for it..    :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-28 21:43:49
bleh x.x.... figured it would just update spell names that were from the 1.5 mod, didn't think it would break the names of unrelated areas.  well never the less i turned it off and it reads proper now.   i wish had stolen a few more of them xD  thats a good item didnt know about the status effects it guards against lol.. hopefully i can find more later.  already at shrina hq so can't go back.. i don't think?  maybe i can >->   hm...

hate having to disable it though :(  the spell names are better than vanilla :'(   it'll be alright though i guess, something that can be lived without :)   I still vouche for better limit breaks or at least more powerful creatures for vincent :(   would be amazing to put in a mini update maybe the model or change up the abilities, more powerful stuff. can't control him so why not?    please super duper consider this :D.   I remember right, he still felt half broken on prior versions limit break wise, just couldn't make a good use for it..    :D

Shouldn't be any harm done to the actual data, so at least there's that. I'll be making iterative updates to 2.0 over time based on feedback and I saw Vincent in action on the beta run and the same old limitations of his Limits persist, though there are some effective builds that can be pulled off using the stat%+ effects.

Edit: Regarding the catalog, I swapped over the G-Drive from Mega and it seems to be working better now. I'll try putting the other IROs in the catalog over to this and will swap over to G-Drive if it proves more reliable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: rhymesmatter on 2020-07-28 21:46:44
Hello Sega Chief! Thanks for the amazing mod btw! I just needed to ask you somehting regarding New Threat Vanilla Combat: Is it possible to provide like a thorough "What changes" list and "What stays the same" ? It's just that the description on it is slightly vague, it would be nice to know what I am getting into If I am choosing it over normal NT you know?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: rhymesmatter on 2020-07-28 21:49:06
Ah Actually sorry! I didn't realise that you had already answered! Sorry sorry, It's just that the post doesn't appear on my "posts" on my account page! Thanks for the reply mate!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Metsys on 2020-07-28 21:50:50
Hi, just wanted to say that congrats sega chief on 2.0 release, im playing right now, lots of fun.
Also, neat from you to add Remake cloud punisher mode ability in new threat haha, i bet that was the inspiration. Looking forward to FF8 new threat, that game really needs tweaks and it would be an amazing thing.

Also a question about story A and B. I assume that story A is pretty much the original, but what about B?
Spoiler: show
Ive played multiple version of new threat before, so i assume story B is pretty much aerith lives and thats it. Or did you go deeper on changing events? maybe even adding small remake nods?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-28 22:09:01
Ah Actually sorry! I didn't realise that you had already answered! Sorry sorry, It's just that the post doesn't appear on my "posts" on my account page! Thanks for the reply mate!


No worries.

Hi, just wanted to say that congrats sega chief on 2.0 release, im playing right now, lots of fun.
Also, neat from you to add Remake cloud punisher mode ability in new threat haha, i bet that was the inspiration. Looking forward to FF8 new threat, that game really needs tweaks and it would be an amazing thing.

Also a question about story A and B. I assume that story A is pretty much the original, but what about B?
Spoiler: show
Ive played multiple version of new threat before, so i assume story B is pretty much aerith lives and thats it. Or did you go deeper on changing events? maybe even adding small remake nods?


That option is available in both game types. Type B changes the game's events, so that different things happen but you'll end up at the same place in the end, just through different means and different battles.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Metsys on 2020-07-28 22:13:21
That option is available in both game types. Type B changes the game's events, so that different things happen but you'll end up at the same place in the end, just through different means and different battles.

Oh ok, thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Dalkil on 2020-07-28 23:58:40
Hey, Sega! I followed your advice and played through the end of the storyline of 1.5 version. I fought against
Spoiler: show
Jenova/Sephirot
and won. Twice. And then I got the congratulations screen, but after that, the game closed abruplty both times and sent me to my desktop. I don't know if this is intended (I guess it isn't), so... the only thing that might be causing the problem is a conflict with other mods. But... I don't know what mods could be the cause.

Have any user ever experienced this issue before? I'll attach a screen about the kind of mods I have installed through 7th Heaven 2.2.

Spoiler: show
(https://fotos.subefotos.com/3427d68bf9d20b20a1fe5924c68e9a11o.png)


I know you are very busy with 2.0 right now. I'm not doing a new game + but go to 2.0 type B directly, so if you don't have a clue about what might be causing my problem, I'll just forget about it and move on to 2.0

Thanks for your work, man. 1.5 was a great experience!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-29 00:01:26
Hey, Sega! I followed your advice and played through the end of the storyline of 1.5 version. I fought against
Spoiler: show
Jenova/Sephirot
and won. Twice. And then I got the congratulations screen, but after that, the game closed abruplty both times and sent me to my desktop. I don't know if this is intended (I guess it isn't), so... the only thing that might be causing the problem is a conflict with other mods. But... I don't know what mods could be the cause.

Have any user ever experienced this issue before? I'll attach a screen about the kind of mods I have installed through 7th Heaven 2.2.

Spoiler: show
(https://fotos.subefotos.com/3427d68bf9d20b20a1fe5924c68e9a11o.png)


I know you are very busy with 2.0 right now. I'm not doing a new game + but go to 2.0 type B directly, so if you don't have a clue about what might be causing my problem, I'll just forget about it and move on to 2.0

Thanks for your work, man. 1.5 was a great experience!

I'm afraid that's how it ends, on the Arrange mode it takes the player to that church screen and then closes out (when the ending FMV is played, it does the same thing after and auto-closes). I'll add the ending FMV onto the screen after it so it's not missed. The ending should play on normal mode of 1.5 though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: PokeFaize on 2020-07-29 00:52:46
Heyo! Started 2.0 today, and really enjoying the changes! Really looking forward to Game Type B! :D

mildly sad we can't bench Cloud upon leaving Midgar, but I take it that doing such would involve a lot of script editing? If so, it's perfectly understandable to keep this as endgame content after reaching the bottom of the Northern Crater.

Also, I experienced a crash in the Mithril Mines when loading into the screen where the Turks ambush you. No other mods are in use, as I used the installer version. The screen simply faded to black to load in the next room, then crashed mid-load.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-29 01:34:00
Heyo! Started 2.0 today, and really enjoying the changes! Really looking forward to Game Type B! :D

mildly sad we can't bench Cloud upon leaving Midgar, but I take it that doing such would involve a lot of script editing? If so, it's perfectly understandable to keep this as endgame content after reaching the bottom of the Northern Crater.

Also, I experienced a crash in the Mithril Mines when loading into the screen where the Turks ambush you. No other mods are in use, as I used the installer version. The screen simply faded to black to load in the next room, then crashed mid-load.

Is it consistently crashing for you? The field is loading on my end when I use the installer version. Definitely the latest installer version being used?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Dalkil on 2020-07-29 02:41:52
I'm afraid that's how it ends, on the Arrange mode it takes the player to that church screen and then closes out (when the ending FMV is played, it does the same thing after and auto-closes). I'll add the ending FMV onto the screen after it so it's not missed. The ending should play on normal mode of 1.5 though.

Ah, that's no problem then. I thought I should be redirected to a new game+ or something. I already know the ending, so it's not a big deal.  8)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: PokeFaize on 2020-07-29 03:30:31
Is it consistently crashing for you? The field is loading on my end when I use the installer version. Definitely the latest installer version being used?

I just tried again, and it loaded in just fine. Not sure why it crashed the first time. And yes, this is the latest version, unless a 2.0.2 was uploaded when I wasn't looking lol  ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Renyth on 2020-07-29 05:31:56
Hey there Sega, thought I'd let you know there's a softlock involving the Chocobo Captain after the train, not sure what caused it. Was playing Hard Mode so if he had any unique attacks to that mode that might narrow it down. There's no name for the attack, the camera just pans from the chocobo to the target (Tifa in this case) and hangs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: OLKv3 on 2020-07-29 06:04:55
Nice, 2.0 is here! Eagerly awaiting Type B, I'll hold off till it's released  :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: hg8000 on 2020-07-29 09:05:06
On the beaches of the Icicle Area there is a giant bird enemy that crashes the game at the start of the encounter. In 1.5 they were called Zuul I believe?
Save: https://mega.nz/file/7ZxFCZCB#A89quwnJ5Q0bXRW4uqwhXx0KsSVgWOMJx5XOwr42BcM
FFNx.log: https://pastebin.com/SAUUGjuE

Should I keep reporting bugs like these one by one or should I simply post all that I've found at the end of the day? I feel like I'm spamming this topic with these a bit, and pushing patches to fix one bug doesn't feel great.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-29 12:27:41
Hey there Sega, thought I'd let you know there's a softlock involving the Chocobo Captain after the train, not sure what caused it. Was playing Hard Mode so if he had any unique attacks to that mode that might narrow it down. There's no name for the attack, the camera just pans from the chocobo to the target (Tifa in this case) and hangs.

Is that with the latest versions? A fix for this should be in the current files.

On the beaches of the Icicle Area there is a giant bird enemy that crashes the game at the start of the encounter. In 1.5 they were called Zuul I believe?
Save: https://mega.nz/file/7ZxFCZCB#A89quwnJ5Q0bXRW4uqwhXx0KsSVgWOMJx5XOwr42BcM
FFNx.log: https://pastebin.com/SAUUGjuE

Should I keep reporting bugs like these one by one or should I simply post all that I've found at the end of the day? I feel like I'm spamming this topic with these a bit, and pushing patches to fix one bug doesn't feel great.

Tonadu or maybe Hurricanu; I've double-checked their AI, attacks, etc. and think it was Tonadu. I'm fine with either bugs being reported when found or stored up and reported all together.

***

Going forward, I'm going to wait until the end of each day before putting a patche together so that fixes for all reported problems go into the files at the same time. I think that works out better for everyone as the versioning gets a bit confusing. Then later on when bug reports start to dry up I'll move that to once a week.

For now, this is what I'm sitting on:
Code: [Select]
*) Reactor 5: Steal rates adjusted
*) Yuffie Innate: Flag set to counter the previous physical attacker
*) Gorki: Adjusted parameters of the fight; can now be targeted with Magic, and is not immune to Gravity
*) Tonadu: Defined a var at start of fight for random checks, re-checked attacks are set
*) Enemies: Added Hard Mode AI script to several world map enemies
*) Beginner's Hall: A loop error on one of the kid's scripts was removed.
*) Shinra HQ: Added a gil check to the vending machine on floor 64.
*) Kalm: When opening the closet, the dog can become trapped on the player causing a softlock (vanilla)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Ayoyo on 2020-07-29 13:18:39
Yo, playing through 1.5 right now on arrange mode and wondering if something's messed up since I've blown a lot of time trying to morph some latest bosses but haven't gotten anything as a result. I successfully morph-killed the X-ATM in the Shinra tower, Motorball and the Jormungand serpent thingy in Junon, but all of them died with the regular animation and gave no morph loot, so is this intended? I remember it said in the documentation that bosses could be morphed for good stuff early on.

On another note, what would you say are the biggest, or most noticeable, differences between 1.5 and 2.0? Is it actual content such as new scenes, bosses and whatnot, or changes to make the combat more strategic, or something else? I'm hesitant to start a new playthrough as I'm pretty far along 1.5 already..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: AuthenticM on 2020-07-29 13:53:51
FF7 NT 2.0 is now releasing. I'll be updating the front page of this thread over the next hour or so. Bug reports and the like are appreciated, especially at this early juncture. Uprisen (a twitch streamer) did a full playthrough over the last week with me watching and repairing bugs as they appeared so it should be ready to go. But there's always a chance stuff crept in afterwards or that problems were missed so let me know if you find any.

IRO (for 7th Heaven Mod Loader)
https://mega.nz/file/60UmiS6I#w7qsgIvCjyRfcdPiQ86RBkHFI-DWE-XF1izp52ixsGg

Reunion (For Reunion)
https://mega.nz/file/HsEE3ICT#kX2fAJvDorpr0paNhwDOTiwViRJffZ1wXKMI8yEeu_8

Installer
https://mega.nz/file/60EiBCSY#Iyf-edpGMM2SVc6zXnIa5bIbERv0JLOh3qMxWCXiG3c

Documentation
https://mega.nz/file/LxMQRQ4J#XnMyYgoXqAknsMB-9CTtxAjRHBHsVj8YJ5VUxg56g2M

Congratulations on the release, Chief! I'm looking forward to playing it later this year.

So... does that mean that FF8 New Threat will be getting some attention in the near future? :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: hg8000 on 2020-07-29 18:02:12
There seems to be an encounter with a pterodactyl-like enemy in the Great Glacier, the open field where the cave with the 'All' Materia is located, that crashes the game at the start of battle. Just lost a good chunk of progress thanks to that.
MP Turbo is also listed as located in the Great Glacier, but I can't seem to find it anywhere.
Spoiler: show
Is it a trade from the Chocobo? Having access to W-Item this early also feels... interesting

Spoiler: show
Also, is there a way to save Aerith in Mode A? Kind of hoped I'd get her for having flower girl survive the fight, but it seems I just cheated myself out of a ribbon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Sega Chief on 2020-07-29 19:18:22
Yo, playing through 1.5 right now on arrange mode and wondering if something's messed up since I've blown a lot of time trying to morph some latest bosses but haven't gotten anything as a result. I successfully morph-killed the X-ATM in the Shinra tower, Motorball and the Jormungand serpent thingy in Junon, but all of them died with the regular animation and gave no morph loot, so is this intended? I remember it said in the documentation that bosses could be morphed for good stuff early on.

On another note, what would you say are the biggest, or most noticeable, differences between 1.5 and 2.0? Is it actual content such as new scenes, bosses and whatnot, or changes to make the combat more strategic, or something else? I'm hesitant to start a new playthrough as I'm pretty far along 1.5 already..

I'd need to check the bosses in 1.5, Motorball I thought had a Morph but perhaps the arrange mode variant doesn't have one. I'll add a morph to each one.

2.0 is a rebuild so the balancing is done differently, and the bosses are closer to their vanilla variants in terms of attacks/themes (for instance, Schizo using fire/ice and other elemental attacks instead of the physical/magical theme in 1.5). There are some new scenes added, but some content like dark cave was removed.

Congratulations on the release, Chief! I'm looking forward to playing it later this year.

So... does that mean that FF8 New Threat will be getting some attention in the near future? :)

It's next on the list.

There seems to be an encounter with a pterodactyl-like enemy in the Great Glacier, the open field where the cave with the 'All' Materia is located, that crashes the game at the start of battle. Just lost a good chunk of progress thanks to that.
MP Turbo is also listed as located in the Great Glacier, but I can't seem to find it anywhere.
Spoiler: show
Is it a trade from the Chocobo? Having access to W-Item this early also feels... interesting

Spoiler: show
Also, is there a way to save Aerith in Mode A? Kind of hoped I'd get her for having flower girl survive the fight, but it seems I just cheated myself out of a ribbon.


I checked the Lessaloploth entry that's used on the white area, but it seems to be fine data-wise and in-battle I saw all of its attacks coming out the way they should. If it was a hard crash then it may have been something to do with the game client itself. If it was a soft-lock though (when the game continues running but have no control over it) then that tends to be something on my end.

MP Turbo is erroneously listed as the Great Glacier I've noticed, when it is actually Gaea's Cliffs; Schizo will leave it behind once defeated. I'll correct it in the notes.

The Aeris thing should work on Type A but it sounds like it didn't and I think I know why. It's because of the hard mode toggle. Aeris can be activated/deactivated however from an NPC on the Highwind (near the Operations Room + Chocobo Pen) as a debug routine. If you'd rather have her earlier, I can alter your save file to turn on the required variable if you send it across to me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: hg8000 on 2020-07-29 19:57:57
I checked the Lessaloploth entry that's used on the white area, but it seems to be fine data-wise and in-battle I saw all of its attacks coming out the way they should. If it was a hard crash then it may have been something to do with the game client itself. If it was a soft-lock though (when the game continues running but have no control over it) then that tends to be something on my end.

MP Turbo is erroneously listed as the Great Glacier I've noticed, when it is actually Gaea's Cliffs; Schizo will leave it behind once defeated. I'll correct it in the notes.

The Aeris thing should work on Type A but it sounds like it didn't and I think I know why. It's because of the hard mode toggle. Aeris can be activated/deactivated however from an NPC on the Highwind (near the Operations Room + Chocobo Pen) as a debug routine. If you'd rather have her earlier, I can alter your save file to turn on the required variable if you send it across to me.

Checked it again, seems it was a fluke. I think I'll give some of my other team members time to shine and enable her myself when I reach the Highwind, I tend to swap party members way too infrequently anyways. Thanks for the offer regardless.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: Sega Chief on 2020-07-29 23:04:38
v2.0.2 is now up for all variants.

Spoiler: show

v2.0.2 - 29/07/2020
*) Reactor 5: Steal rates adjusted
*) Yuffie Innate: Flag set to counter the previous physical attacker
*) Gorki: Adjusted parameters of the fight; can now be targeted with Magic, and is not immune to Gravity
*) Tonadu: Defined a var at start of fight for random checks, re-checked attacks are set
*) Enemies: Added Hard Mode AI script to several world map enemies
*) Beginner's Hall: A loop error on one of the kid's scripts was removed.
*) Shinra HQ: Added a gil check to the vending machine on floor 64.
*) Kalm: When opening the closet, the dog can become trapped on the player causing a softlock (vanilla).
*) Jenova LIFE: Fixed a check that the Hard Mode toggle interferes with.
*) MP Turbo: Location corrected in the documentation.
*) Sector 5 Slums: Adjusted dialogue of NPC.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: PokeFaize on 2020-07-30 00:49:25
I haven't updated to 2.0.2 yet, but I've reached Gongaga with only one minor thing to report:
Cait Sith's MP Regen seems to sometimes affect party members too. I can't remember if this is what the game said to do this from the ingame Beginner's Hall info on Innates & Cait's Innate Info pop-up when he joins, but I figured I should report that it happens sometimes, most notably while he's defending.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: Sega Chief on 2020-07-30 02:46:23
New Threat v2.0 is finally a thing? :O

Slowly but surely.

I haven't updated to 2.0.2 yet, but I've reached Gongaga with only one minor thing to report:
Cait Sith's MP Regen seems to sometimes affect party members too. I can't remember if this is what the game said to do this from the ingame Beginner's Hall info on Innates & Cait's Innate Info pop-up when he joins, but I figured I should report that it happens sometimes, most notably while he's defending.

He passively regens MP for himself, but when Defending it extends a stronger MP regen effect to both himself and his allies (+10 MP to everyone per post-action tick).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: PokeFaize on 2020-07-30 03:26:53
He passively regens MP for himself, but when Defending it extends a stronger MP regen effect to both himself and his allies (+10 MP to everyone per post-action tick).

Oh that's really cool! That makes him SUPER useful as a tank for a Magic Focused party :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: flacidapplebottoms on 2020-07-30 03:58:29
Is Game Type B scheduled to release this Monday, or do you not have a definite day in mind?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: Sega Chief on 2020-07-30 04:38:31
Is Game Type B scheduled to release this Monday, or do you not have a definite day in mind?

Next Monday is still the intended date for it to be unlocked in a patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
Post by: Renyth on 2020-07-30 12:52:55
Code: [Select]
[quote author=Sega Chief link=topic=14938.msg280860#msg280860 date=1596025661]
Is that with the latest versions? A fix for this should be in the current files.
[/quote]

Sorry for the late reply, this was with 2.0.1 at the time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: Sega Chief on 2020-07-30 15:16:42
Code: [Select]
Sorry for the late reply, this was with 2.0.1 at the time.
[/quote]

Best to try the latest and see if the issue reoccurs; there were three patches made for 2.0.1, with the security captain's AI/Attacks being part of the listed fixes. I gave the fight a whirl as well to check and he's able to use his 4 abilities without incident now it seems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: SwordofAeons on 2020-07-30 15:21:14
Hey Sega Chief, I've been having a bit of trouble with the IRO version.  Everything looks correct in the catalog view: https://imgur.com/9hI5gi2 (https://imgur.com/9hI5gi2), but after I install it 7H insists it's only version 2.0: https://imgur.com/V9uAqZM (https://imgur.com/V9uAqZM).  Attempting to "update" through 7H fails, giving this error message:

Code: [Select]
11:05:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error installing New Threat 2.0 - The mod is queued for install.
11:05:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|_7thHeaven.Code.DuplicateModException: A mod (New Threat 2.0 v2.0) with the same ID already exists in your library.
   at _7thHeaven.Code.ModImporter.Import(String source, String name, Boolean iroMode, Boolean noCopy)
   at Iros._7th.Workshop.Install.InstallModProcedure.DownloadComplete(AsyncCompletedEventArgs e)

This behavior is identical no matter whether I install NT through the catalog or from the IRO direct download link on the first page.  I expect this is only a problem with the 7H metadata and I do in fact have 2.0.2 installed;  is there a fast way to check if that's the case?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: gnollboll on 2020-07-30 15:58:49
Hello, does anyone have a list of Enemy Skills and where to get them? I been searching for how to get stuff like Chocobucle through the search function but stuff like Virus(Previously lvl5 death) and such is a mystery to me, so far I made a list of my own but if anyone knows where to find Chronocure and Virus please do tell.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: deha0002 on 2020-07-30 16:37:54
Hi Sega, my game freezes when Aps uses the Tsunami attack. I have re-downloaded and installed FF7 and used the installer (2.0.2) instead of 7th Heaven. Any idea what can cause this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: flacidapplebottoms on 2020-07-30 17:20:51
I'm getting 10 gil per battle on Hard Mode in 2.02 in the "Sector 1" and "Sector 1 Station" area maps at the beginning of the game - the area in and immediately after you talk to Biggs, Wedge, and Jessie and input Cloud's name. I'm guessing it should be 0 gil instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: Sega Chief on 2020-07-30 17:25:55
Hey Sega Chief, I've been having a bit of trouble with the IRO version.  Everything looks correct in the catalog view: https://imgur.com/9hI5gi2 (https://imgur.com/9hI5gi2), but after I install it 7H insists it's only version 2.0: https://imgur.com/V9uAqZM (https://imgur.com/V9uAqZM).  Attempting to "update" through 7H fails, giving this error message:

Code: [Select]
11:05:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error installing New Threat 2.0 - The mod is queued for install.
11:05:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|_7thHeaven.Code.DuplicateModException: A mod (New Threat 2.0 v2.0) with the same ID already exists in your library.
   at _7thHeaven.Code.ModImporter.Import(String source, String name, Boolean iroMode, Boolean noCopy)
   at Iros._7th.Workshop.Install.InstallModProcedure.DownloadComplete(AsyncCompletedEventArgs e)

This behavior is identical no matter whether I install NT through the catalog or from the IRO direct download link on the first page.  I expect this is only a problem with the 7H metadata and I do in fact have 2.0.2 installed;  is there a fast way to check if that's the case?

I'll need to consult Una or someone with 7h to get some idea about what's going wrong there as I'm updating the version number and the release date in the catalog XML when updating it. For now, close 7h and go here: D:\Steam\steamapps\common\FINAL FANTASY VII\mods\7th Heaven to delete any instances of the NT 2.0 IRO manually, then try downloading the IRO directly from the first post of this thread and importing it.

Hello, does anyone have a list of Enemy Skills and where to get them? I been searching for how to get stuff like Chocobucle through the search function but stuff like Virus(Previously lvl5 death) and such is a mystery to me, so far I made a list of my own but if anyone knows where to find Chronocure and Virus please do tell.

I'll add it to the documenatation when I upload the patches tonight.

Hi Sega, my game freezes when Aps uses the Tsunami attack. I have re-downloaded and installed FF7 and used the installer (2.0.2) instead of 7th Heaven. Any idea what can cause this?

It'll be the .exes maybe not getting re-patched after the first time. While the .exes used to generate the patch were updated I don't think the emergency exes packaged with the download were, so try using these: https://mega.nz/file/jhN0USgI#1vhG2RRrXxuhcrKL9qWt9QHtZWpzwXNqNceIjVPEm5I

If all else fails, replace the .exes with default ones again and try to repatch it with the 2.0.2 installer; make sure to right-click into it, set to run as admin, unblock, etc. as the installer is relatively new and may be interfered with by antivirus programs.

I'm getting 10 gil per battle on Hard Mode in 2.02 in the "Sector 1" area map at the beginning of the game - the area immediately after you talk to Biggs, Wedge, and Jessie and input Cloud's name. I'm guessing it should be 0 gil instead.

There's been an oversight with the way EXP and Gil are handled in the AI for hard mode; only the first byte of the exp/gil is getting calculated, leaving the rest alone. It'll be fixed in tonight's patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: gnollboll on 2020-07-30 18:00:40
I'll add it to the documenatation when I upload the patches tonight.

Cool thanks, just now after doing battle #12 at Fort Condor the guy who teleports you back (To forgotten capitol) does not offer a teleport back, and I'm now stuck in Fort Condor/First continent. Might be something you want to fix quickly, while I try to find the area code to get back or something.

Looking forward to your work on my favorite FF which is 8!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: Sega Chief on 2020-07-30 18:16:33
Cool thanks, just now after doing battle #12 at Fort Condor the guy who teleports you back (To forgotten capitol) does not offer a teleport back, and I'm now stuck in Fort Condor/First continent. Might be something you want to fix quickly, while I try to find the area code to get back or something.

Looking forward to your work on my favorite FF which is 8!

I think the black chocobo save editor should be able to get you back to the Forgotten City; let me know if you have trouble and I can do it instead. I'll add this issue to tonight's patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: gnollboll on 2020-07-30 18:46:49
There is a savepoint when you enter the inn att Icicle Inn that is inaccessible as well, right outside the door when you enter the Inn
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: SwordofAeons on 2020-07-30 18:51:30
I'll need to consult Una or someone with 7h to get some idea about what's going wrong there as I'm updating the version number and the release date in the catalog XML when updating it. For now, close 7h and go here: D:\Steam\steamapps\common\FINAL FANTASY VII\mods\7th Heaven to delete any instances of the NT 2.0 IRO manually, then try downloading the IRO directly from the first post of this thread and importing it.

I did somehow get two copies of the NT iro installed somehow: https://imgur.com/OCOBAmG (https://imgur.com/OCOBAmG).  The top came from the direct download link, and the bottom is from the catalog.

Unfortunately, deleting them and ensuring I had only one copy in the folder didn't change the behavior of 7H.  I first tried with just the direct download, and then with just the catolog version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: gnollboll on 2020-07-30 18:52:37
(https://imgur.com/TbIOugL)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: Sega Chief on 2020-07-30 18:53:21
There is a savepoint when you enter the inn att Icicle Inn that is inaccessible as well, right outside the door when you enter the Inn

Yeah, that's a save point I forgot about. Will be adding it in tonight if I can find time, or removing it if not.

I did somehow get two copies of the NT iro installed somehow: https://imgur.com/OCOBAmG (https://imgur.com/OCOBAmG).  The top came from the direct download link, and the bottom is from the catalog.

Unfortunately, deleting them and ensuring I had only one copy in the folder didn't change the behavior of 7H.  I first tried with just the direct download, and then with just the catolog version.

I've figured it out; the XML for the catalog lists the version as 2.0.2, but the IRO's inner XML lists it as 2.0. I'll keep both updated in future to avoid confusion. What you have imported to 7h will be the latest version currently.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: gnollboll on 2020-07-30 19:28:23
How do I get the Central Bridge Magic Plus materia? I tried feeding the chocobo but I guess I got the wrong nuts/greens..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: Sega Chief on 2020-07-30 19:40:03
How do I get the Central Bridge Magic Plus materia? I tried feeding the chocobo but I guess I got the wrong nuts/greens..

I think I was supposed to migrate it up there to sit beside it on one side of the bridge, but it's still in the first location I placed it, in the forest area. Should be about here, but I'll be moving it in tonight's patch to the bridge area as it isn't visible on this screen:
Spoiler: show
(https://i.imgur.com/4QrWNTs.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: gnollboll on 2020-07-30 20:06:00
Thanks, I found it now, trying to find Slash-all and MP Turbo now.. ( I can't for the life of me find MP Turbo, is it hidden in snow like Added Effect was?
Also the save point at the cabin in Great Glacier caused a softlock for me as well when I tried to press Square/Switch
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: Sega Chief on 2020-07-30 20:27:00
Thanks, I found it now, trying to find Slash-all and MP Turbo now..
Also the save point at the cabin in Great Glacier caused a softlock for me as well when I tried to press Square/Switch

I wasn't able to replicate a lock there but I'll check the script for any potential interference that could cause that.

MP Turbo is dropped by Schizo (the documentation was updated in 2.0.2 as it was erroneously reported as being in the Glacier), while Slash-All is on one of the paths coming down the mountain, to access it use this exit from the Mountain area on the far-right of the Glacier:
Spoiler: show
(https://i.imgur.com/ftUn1By.png)


When you're on this path it should be shaped as: \ rather than: / and will be 2-3 screens down sitting on your right hand side.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: gnollboll on 2020-07-30 20:31:37
I wasn't able to replicate a lock there but I'll check the script for any potential interference that could cause that.

MP Turbo is dropped by Schizo (the documentation was updated in 2.0.2 as it was erroneously reported as being in the Glacier), while Slash-All is on one of the paths coming down the mountain, to access it use this exit from the Mountain area on the far-right of the Glacier:
Spoiler: show
(https://i.imgur.com/ftUn1By.png)


When you're on this path it should be shaped as: \ rather than: / and will be 2-3 screens down sitting on your right hand side.
Oh thanks, guess I gotta download the updated changelog  :o
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: Sega Chief on 2020-07-30 20:34:00
It should be on the front post of this thead as well, under the collapsible Changelog section, to save the hassle of downloading files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: Kurne on 2020-07-30 20:45:11
no matter how hard i try i cannot get the IRO file to update z.z...  i've tried downloading it from the first page on this topic still comes up with the one from the 26th at 2.0.    then just constantly tries to auto update but always gets an error sayhing error installing new threat the install is queued.  same error happens if i download from the catalog.   only reads the 26th, wont update to the 29th
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
Post by: Sega Chief on 2020-07-30 20:53:29
no matter how hard i try i cannot get the IRO file to update z.z...  i've tried downloading it from the first page on this topic still comes up with the one from the 26th at 2.0.    then just constantly tries to auto update but always gets an error sayhing error installing new threat the install is queued.  same error happens if i download from the catalog.   only reads the 26th, wont update to the 29th

I think this might be a purely visual thing, as the IRO's internal mod.xml still has the original version number + release date. The catalog has the current version number/release date but once it's packed into 7h it reads from the IRO's XML instead of the catalog, which is why it seems to be 'reverting' to 2.0 + 26/07/2020. The data inside the IRO is the latest, just the mod.xml version number + release date are wrong. Tonight's patch will update the IRO's mod.xml so that it shows the same version + release date as the catalog.

***

Update to 2.0.3 is up, I changed the IRO's XML file so it should report the correct version and release date now once it's downloaded from catalog or imported.

Spoiler: show

v2.0.3 - 30/07/2020
*) Versioning for the IRO's mod.xml updated.
*) Forgotten City: PHS was staying available when moving away from the Save Point close to the Altar.
*) Forgotten City: Adjusted parameters for a scene that may not occur under certain conditions.
*) Forgotten City: An issue where the Fort Condor teleport NPC was not returning the player.
*) Cargo Ship: Text for 'Invisible Alpha' drink price corrected to 250gil.
*) Great Glacier: Magic Plus moved to the log-bridge area.
*) Icicle Inn: Save Point set up and walkmesh accessibility
*) Cait Sith: Black M-Phone was draining MP instead of HP.
*) EXP & Gil values for Hard Mode weren't being reduced correctly.
*) Kernel: Updated some item names.
*) Attack Squad: An animation issue with grenades.
*) COMMANDO Captain: Parameters adjusted for appearance in Special Battle of Battle Square.

*) Spells: The following adjustments were made
Fire2: Base 30 > 32
Fire3: MP 39 > 44
Ice2: Base 20 > 28, MP 9 > 12
Ice3: Base 46 > 54, MP 15 > 20
Bolt2: Base 25 > 30, MP 23 > 24
Bolt3: Base 54 > 56, MP 36 > 40
Quake: Base 14 > 15
Quake2: Base 35 > 36, MP 27 > 31
Quake3: Base 63 > 66, MP 45 > 49
Bio2: Base 22 > 29
Bio3: Base 50 > 55
Trine: Base 24 > 22
Magic Breath: Base 46 > 50, MP 64 > 54
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.3)
Post by: Kurne on 2020-07-31 01:45:04
I deleted the old one and downloaded the new one from the catalog,  still tries to continuously update and shows outdated version.  although one in catalog shows version from yesterday O.o?  one in my downloads shows the 26ths version  https://ibb.co/1R5wt2J 

edit: seems the one on the first page of this topic works fine,  just the one from the catalog reads faulty still or is outdated and wont update


Edit again:  It appears Yuffie's innate of giving a small amount of gold doesn't work in hard mode?   Says it gives a small amount but i'm yet to receive any :(   i'm hitting a soft wall due to lack of funds causing me to be tempted to turn off hard mode to get funds quickly <-<  xD    my plan to use yuffie for gil grinding has come to a halt lol...   on 2.0.3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.3)
Post by: Sega Chief on 2020-07-31 02:20:42
I deleted the old one and downloaded the new one from the catalog,  still tries to continuously update and shows outdated version.  although one in catalog shows version from yesterday O.o?  one in my downloads shows the 26ths version  https://ibb.co/1R5wt2J 

edit: seems the one on the first page of this topic works fine,  just the one from the catalog reads faulty still or is outdated and wont update


Edit again:  It appears Yuffie's innate of giving a small amount of gold doesn't work in hard mode?   Says it gives a small amount but i'm yet to receive any :(   i'm hitting a soft wall due to lack of funds causing me to be tempted to turn off hard mode to get funds quickly <-<  xD    my plan to use yuffie for gil grinding has come to a halt lol...   on 2.0.3

The Catalog and the link on this thread both point to the same IRO on my G-Drive, so it sounds like a glitch of some sort; hopefully it'll iron out now that an IRO is in place with a proper version + release date.

I think I see the problem with Yuffie's innate regarding Gil, will rectify it tomorrow. One thing I did with this build was assign sale values to a lot of the items that are usually 1gil like Vampire Fang, etc. To gather funds on hard mode, managing your items to strike a balance between money and stock is key as Yuffie will only generate a small amount of Gil (when it's working that is).

Edit: I left a battle test on the merchant on the Highwind that has since been deleted, resulting in a crash when talking to him. I uploaded an appended patch with that and a couple of other things that were in there already but intended for tomorrow:

Spoiler: show

Appended
*) Documentation: Corrected Eligor's Steal and Morph, to Striking Staff and Silver Glasses respectively.
*) Yuffie: Innate now returns a small amount of gil per battle on Hard Mode (First enemy's level * Yuffie's Level).
*) Highwind: Fixed a crash on Merchant (debugging routine) for a test battle that has been deleted.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.3)
Post by: Kurne on 2020-07-31 03:55:01
It was a good idea and the first one I tried to bring in funds...  but the massive amount of steals it takes can be a bit tedious sometimes.  Yuffie level times enemy level seems pretty reasonable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.3)
Post by: El Grillo on 2020-07-31 06:43:35
I think updating to 2.0.3 via the installer gave me some weapons in inventory that I didn't have previously - the Farmer's Glove for Tifa and the Maxim Gun for Barret. At least I don't think I had them before I patched before loading my Wall Market post-Plate Collapse save today.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.3)
Post by: EternalLykaios on 2020-07-31 10:08:19
I've just updated with the 2.03 installer and I think it's changed most things back to 1.5. MP cost has changed, Yuffie has Perfect Dodge instead of Mug etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.3)
Post by: Sega Chief on 2020-07-31 11:19:20
I think updating to 2.0.3 via the installer gave me some weapons in inventory that I didn't have previously - the Farmer's Glove for Tifa and the Maxim Gun for Barret. At least I don't think I had them before I patched before loading my Wall Market post-Plate Collapse save today.

I've just updated with the 2.03 installer and I think it's changed most things back to 1.5. MP cost has changed, Yuffie has Perfect Dodge instead of Mug etc.

I checked the kernels used to generate the installer and they're definitely 2.0 kernels; my best guess is that I used the wrong patchmaker template again and pulled from the 1.5 files. So long as the save file wasn't overwritten, there shouldn't be any damage done (if some progress was made, it shouldn't cause trouble depending on where you are in the game; Midgar saves should be fine for instance). I'll replace the installer with the intended one.

Edit: I updated the installer link, should be the right installer now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.3)
Post by: boozek on 2020-07-31 12:32:00
Hi again coming back to see the New Threat Mod v2.0 this time I plan to play it with 7th heaven mods for graphics/models/audio (not gameplay)
hoping it will not bug out :D

One quesion are there any missable items in this version such as materias, equipment, enemy skills etc.?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: Sega Chief on 2020-07-31 12:45:21
Hi again coming back to see the New Threat Mod v2.0 this time I plan to play it with 7th heaven mods for graphics/models/audio (not gameplay)
hoping it will not bug out :D

One quesion are there any missable items in this version such as materias, equipment, enemy skills etc.?

I think so, will go into more detail when I get back later.


***
2.0.4 is up, there was a softlock on the Highwind involving a scene so I pushed it earlier.

Spoiler: show

v2.0.4 - 31/07/2020
*) Highwind: Issue wherein a softlock could occur when Tifa talks to Red XIII under certain conditions.
*) Beginner's Hall: Innate List wasn't being drawn as a question box on some of the NPCs.
*) Temple of the Ancients: Reverted Cloud positioning during the final scene.
*) Jumping: A targeting issue in which Jumping could attack itself or allies.
*) SOLDIER 2nd: An issue where 2x-Cut was playing an altered animation.
*) Crater Dragon: Added Manipulate as an available status, to allow for Dragon Force to be learned.
*) Crater Dragon: Trine added to list of usable moves while under Manipulate
*) Death Dealer: One entry of Death Dealer was not vulnerable to Manipulate as intended.
*) Documentation: Updated locations list with Enemy Skill list.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: Kurne on 2020-07-31 14:01:41
on 2.0.4 turned hard mode off and on a few times,  still can't seem to get any gil with yuffie in the party :(  killed various enemies outside fort condor

maybe just half or quarter regular gil drop from enemies and give yuffie something like a much higher steal rate than the rest of the party as her innate >->?     z.z...    Just a thought since it refuses to work :( lol...   never the less best of luck and thanks for all you do! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: chimaerath on 2020-07-31 16:15:18
Hi Sega Chief. Thanks for making a great mod.

Possible Bug: I picked up the Long Range Materia in Rocket Town on the map with the Rocket (and the long stairs, the base of the ladder, and not much else). It was behind the bushes on the left side of the screen. When I exited the map and re-entered, the materia was there again, and I was able to pick up another copy. I exited multiple ways (right side of rocket, left side of rocket), and the materia kept reappearing, so now I have 4 in my inventory.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: Owlrrex on 2020-07-31 17:04:34
I'm still on 2.0.3, but since it wasn't included in the patchnotes I'll report this bug anyway:

On the Corel mountain rope bridge (the screen where you walk towards the camera) there's an empty battle that can occur - you spawn in, black background, and immediately win with no rewards.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: Sega Chief on 2020-07-31 17:16:21
on 2.0.4 turned hard mode off and on a few times,  still can't seem to get any gil with yuffie in the party :(  killed various enemies outside fort condor

maybe just half or quarter regular gil drop from enemies and give yuffie something like a much higher steal rate than the rest of the party as her innate >->?     z.z...    Just a thought since it refuses to work :( lol...   never the less best of luck and thanks for all you do! :D

I'll have another look.

Hi Sega Chief. Thanks for making a great mod.

Possible Bug: I picked up the Long Range Materia in Rocket Town on the map with the Rocket (and the long stairs, the base of the ladder, and not much else). It was behind the bushes on the left side of the screen. When I exited the map and re-entered, the materia was there again, and I was able to pick up another copy. I exited multiple ways (right side of rocket, left side of rocket), and the materia kept reappearing, so now I have 4 in my inventory.

That one slipped my mind, thanks for the reminder.

I'm still on 2.0.3, but since it wasn't included in the patchnotes I'll report this bug anyway:

On the Corel mountain rope bridge (the screen where you walk towards the camera) there's an empty battle that can occur - you spawn in, black background, and immediately win with no rewards.

I had a look and spotted it; the encounter probability had 4 points spare meaning it was throwing encounter 0 as a potential fight.

***
Edit: I've appended the patch due to a potentially serious problem on the Highwind's save point, an encounter trigger was left on there by mistake (2x SOLDIER: 2nd) which would be dangerous if a solo Tifa were to approach it to save the game after Weapon Raid. Some other fixes are in there early that were intended for 2.0.5.

Spoiler: show

Appended
*) Highwind: An encounter was removed from the Save Point (leftover from testing).
*) Reactor 1: The item sitting on the catwalk could be made impassable under certain conditions.
*) Beginner's Hall: Issue with Save Point tutorial script in which it could be escaped.
*) Rocket Town: Materia flag corrected.
*) Mt. Corel: Encounter probability corrected on the Rope Bridge area to prevent Encounter 0.


Edit2: Had to reupload again, the battle wasn't removed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: gnollboll on 2020-07-31 19:36:18
I just did the Huge Materia in Fort Condor and headed towards the Corel one, I'm by the reactor and the door is open but it won't trigger the event, not sure how it happened but I can't progress
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: Sega Chief on 2020-07-31 19:46:03
I just did the Huge Materia in Fort Condor and headed towards the Corel one, I'm by the reactor and the door is open but it won't trigger the event, not sure how it happened but I can't progress

Just checked the var, and it seems that it shares the same location as an item in the Villa in Costa Del Sol (I've probably set the wrong bank for this item and it happened to be the one for this Mt. Corel event); did you buy that villa and get the items in the basement by any chance? I can fix your save file but will need you to send it across (mega.nz, mediafire, google drive, etc. anything's fine) so I can reset that variable with a script and send it back to you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: gnollboll on 2020-07-31 19:57:37
Just checked the var, and it seems that it shares the same location as an item in the Villa in Costa Del Sol (I've probably set the wrong bank for this item and it happened to be the one for this Mt. Corel event); did you buy that villa and get the items in the basement by any chance? I can fix your save file but will need you to send it across (mega.nz, mediafire, google drive, etc. anything's fine) so I can reset that variable with a script and send it back to you.

I did buy the Villa and got the items in the basement yes

https://www.mediafire.com/file/et5omlxqrvotw7o/save00.ff7/file

It's the first save
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: Sega Chief on 2020-07-31 20:11:09
I did buy the Villa and got the items in the basement yes

https://www.mediafire.com/file/et5omlxqrvotw7o/save00.ff7/file

It's the first save

Here's the file back:
https://mega.nz/file/nhtBBSjL#FXj3uD6QjTNtNSRZAB2gZxXb6I3PMRhzCfdRyg-IGxA

I tried out the scene and it triggered. Sorry for the hassle.

If using the Steam version (with no mod frameworks) then place the save file into the save folder when the launcher is open, then save the game once you load in to avoid the odd savefile cheksum FF7 Steam uses.

Edit: Uploaded a patch for this, in case it affected others in the meantime.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: gnollboll on 2020-07-31 20:44:58
Here's the file back:
https://mega.nz/file/nhtBBSjL#FXj3uD6QjTNtNSRZAB2gZxXb6I3PMRhzCfdRyg-IGxA

I tried out the scene and it triggered. Sorry for the hassle.

If using the Steam version (with no mod frameworks) then place the save file into the save folder when the launcher is open, then save the game once you load in to avoid the odd savefile cheksum FF7 Steam uses.

Edit: Uploaded a patch for this, in case it affected others in the meantime.
No, thank you for taking the time to help me. I'm using 7th heaven with the steam version as the base, so I guess I'll just replace the old file and launch it through 7th heaven.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: Berub on 2020-07-31 22:41:36
I've extracted items and monsters loots/elements from game files if any of you need.
Some major spoilers : https://docs.google.com/spreadsheets/d/1-BJ9-sh2_40sI3MEf_MW5zIcXMtJ2kjSayYqYZG5iL4/edit?usp=sharing
This is for 2.0.4.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: Sega Chief on 2020-07-31 23:46:44
I've extracted items and monsters loots/elements from game files if any of you need.
Some major spoilers : https://docs.google.com/spreadsheets/d/1-BJ9-sh2_40sI3MEf_MW5zIcXMtJ2kjSayYqYZG5iL4/edit?usp=sharing
This is for 2.0.4.

That looks pretty cool; a tool I'm assuming?

***
Edit: I'm going to need to limit patch uploads to once per day, as it seems that trying to upload a 7h IRO to the catalog with the same version/release date won't fly. It causes too many problems with the update function.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: Berub on 2020-07-31 23:59:22
That looks pretty cool; a tool I'm assuming?
I cheated, I decompiled Proud Clod and Wall Market to know how to read the bin files.
Proud Clod was cool but searching for items took too much time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: Sega Chief on 2020-08-01 00:10:33
I cheated, I decompiled Proud Clod and Wall Market to know how to read the bin files.
Proud Clod was cool but searching for items took too much time.

Yeah, that's a feature that PrC could really do with; maybe NFITC1 will have an item search in the new build they're working on.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
Post by: vcvcvc12 on 2020-08-01 01:07:01
On the 2.0.4 patch, I'm getting an error when I try to enter the Beginner's Hall in Midgar. It's just popping up a text box saying an unknown exception has occurred and then crashing to the menu that appears in the Steam version before the actual game. If it helps:
Progressionwise, I've just gotten Tifa and saved in the Sector 7 Slums, one screen away from the buildings.
I did the 2.0.4 patch over a game that already had the 2.0.1 patch applied.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-01 02:37:51
The field seemed to be corrupted (it's rare, but can happen sometimes after making edits). I've put up a patch for it.

In order to keep the catalog from causing problems with the auto-update, and to cut down on the frequency of uploads/downloads, I'll wait until the next day before uploading the next set of fixes for 2.0.6. If someone encounters an issue that causes them to become stuck, or would mess up their savemap, then I'll see what I can do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: hg8000 on 2020-08-01 08:05:52
After the Turk fight during the Midgar Raid Rude runs in the wrong direction, softlocking the game
Save: https://mega.nz/file/vRhXWQjQ#mK9RhIrfVhvQh7dZxZxSxSQxTyVKv5WnHco94Z8HJHc
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Clouddddddd on 2020-08-01 12:04:42
Hi, just created this Qhimm profile to notify on any possible bugs as I play your new NT 2.0.5.. It may be a vanilla problem or a 7th heaven problem, but the game seems to not save controller configuration and goes back to default every time I load up the game. Any way related to the mod, maybe? Sorry if this is not the correct, channel and thanks. !

Edit.
Sorry, I forgot about the square enix launcher.

Edit edit.
Again, sorry. Just googled my problem and found the solution. Sorry again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-01 12:48:55
After the Turk fight during the Midgar Raid Rude runs in the wrong direction, softlocking the game
Save: https://mega.nz/file/vRhXWQjQ#mK9RhIrfVhvQh7dZxZxSxSQxTyVKv5WnHco94Z8HJHc

I think I know what's caused it, for now you'll need to do the Turks event with Tifa in your party.

Hi, just created this Qhimm profile to notify on any possible bugs as I play your new NT 2.0.5.. It may be a vanilla problem or a 7th heaven problem, but the game seems to not save controller configuration and goes back to default every time I load up the game. Any way related to the mod, maybe? Sorry if this is not the correct, channel and thanks. !

Edit.
Sorry, I forgot about the square enix launcher.

Edit edit.
Again, sorry. Just googled my problem and found the solution. Sorry again.

No worries. Just for anyone reading this with the same issue, 7h overrides the controller config on start-up so you need to set your keybinds and save them in Settings > Controls rather than in-game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Owlrrex on 2020-08-01 18:21:52
Playing 2.0.5 now, I went back to costa del sol after finishing the desert prison episode (couldn't afford osmose the first time, broke little me), and I found Vincent standing around in the basement of the villa where the items are... that's probably a bug?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-01 18:31:10
Playing 2.0.5 now, I went back to costa del sol after finishing the desert prison episode (couldn't afford osmose the first time, broke little me), and I found Vincent standing around in the basement of the villa where the items are... that's probably a bug?

I'll add a check on there so he isn't visible there until recruited.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: El Grillo on 2020-08-02 00:53:46
I made it out of Midgar and have to commend you again for a job well done, having a bunch of slots and Materia to play with early on has been great, and I especially like the split of Magic materia into +Mag vs +Str.

Now it's time for my favorite grindy party composition, cover/support Cloud, Dex-stacked Tifa, and caster Aerith. I do notice the healing staff having been toned down significantly, which is probably for the best. Does it behave like a normal physical attack such that back row and Defend and Barrier reduce its effectiveness?

The dialogue changes have been great as well. Rufus' speech stood out as making much more sense than in the OG.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: PoolHandMan on 2020-08-02 01:10:52
hello. Didn't know there was the 2.0.5 version, I'm currently playing 1.5. Am I missing a lot of stuff?

and actually I wanted to make a question, it's about the old guy sleeping in a bunker near junon, you access there through the buggy. My question is if there is more than just the mythril and bolt ring that he gave me right away, since he counts my fights and escapes just like the original version. I already battled like, 177 times and escaped 55 to see if there was a reaction from him and nothing...Thanks, this mod is amazing
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-02 02:46:53
I made it out of Midgar and have to commend you again for a job well done, having a bunch of slots and Materia to play with early on has been great, and I especially like the split of Magic materia into +Mag vs +Str.

Now it's time for my favorite grindy party composition, cover/support Cloud, Dex-stacked Tifa, and caster Aerith. I do notice the healing staff having been toned down significantly, which is probably for the best. Does it behave like a normal physical attack such that back row and Defend and Barrier reduce its effectiveness?

The dialogue changes have been great as well. Rufus' speech stood out as making much more sense than in the OG.

Aeris' healing staves now use a physical formula, so her strength (and Level) increases the healing done; I thought that would make for more interesting build options and make Strength/Luck still potentially useful on a caster Aeris. I think that Defend and Barrier will unfortunately reduce the healing done, but Row won't affect it as it's treated as a ranged attack. What I've noticed though is that they don't have the defence-ignore flag, so I'll add that to the 2.06 patch on Sunday.


hello. Didn't know there was the 2.0.5 version, I'm currently playing 1.5. Am I missing a lot of stuff?

and actually I wanted to make a question, it's about the old guy sleeping in a bunker near junon, you access there through the buggy. My question is if there is more than just the mythril and bolt ring that he gave me right away, since he counts my fights and escapes just like the original version. I already battled like, 177 times and escaped 55 to see if there was a reaction from him and nothing...Thanks, this mod is amazing

2.0 should be considered a separate mod to an extent, as the way balancing has been done and the enemy roster + content differ.

The sleeping man doesn't have anything else, he just gives you both items right away as a QoL change. His scripts are otherwise unchanged so he continues to track your battles, escapes, etc.

***

This is what I've got so far for the 2.06 patch going up on Sunday:

Spoiler: show

V2.0.6 - 2/08/2020
*) Midgar Raid: Placement of Rude could cause a sotflock under certain conditions.
*) Costa Del Sol: Vincent was visible before his recruitment in the Villa basement.
*) Aeris: Added some missing animation files to the char.lgp for Installer version.
*) Aeris: Healing staves have been given the ignore-defence property.
*) Shinra HQ: Some text box alignments & animation speed settings.


On Monday, 2.07 will have the Type B game unlocked. I'll also need to figure something out for the Gil part of Yuffie's innate on Hard Mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: El Grillo on 2020-08-02 06:29:34
I swapped in Yuffie for Tifa (it's easy to get 255 Dex with Yuffie with just a Boomerang and 4 Command Materia) and gave Aeris a regular staff with more Materia slots for now. Just did the Bottomswell fight, is it intentional that the only way to steal from it is via Yuffie's Mug counterattack? Normal Steal attempts fail with the "Can't reach" message.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: wdx on 2020-08-02 08:06:13
I swapped in Yuffie for Tifa (it's easy to get 255 Dex with Yuffie with just a Boomerang and 4 Command Materia) and gave Aeris a regular staff with more Materia slots for now. Just did the Bottomswell fight, is it intentional that the only way to steal from it is via Yuffie's Mug counterattack? Normal Steal attempts fail with the "Can't reach" message.

use long range weapons will help :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Owlrrex on 2020-08-02 10:11:57
Playing through 2.0.5 really slowly, enjoying every bit of it, I noticed one thing in terms of the balancing though:

The Boomerang is a crazy good weapon for when you get it, especially if you steal it in the forests before Junon:
Its +75 Dex boost is incredibly good, its bolt-element is strong against 2 of the 3 upcoming bosses (bottomswell and the optional in Corel), and the paralysis hits what feels like half of the bosses I've encountered up until Cosmo Canyon. The only place the weapon had to be put off was in the corel pass, bc of the thunderbirds, but as you find the windslash on the boat, you have a very strong weapon against those to replace with.

I feel like this weapon almost trivialises this part of the game a bit too much. Not worth an emergency-nerf, but maybe something to consider in the long run.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-02 13:46:37
I swapped in Yuffie for Tifa (it's easy to get 255 Dex with Yuffie with just a Boomerang and 4 Command Materia) and gave Aeris a regular staff with more Materia slots for now. Just did the Bottomswell fight, is it intentional that the only way to steal from it is via Yuffie's Mug counterattack? Normal Steal attempts fail with the "Can't reach" message.

I checked it vs a default kernel and seems that I tried to make it long range initially, as its been set to command target data with the short range flag left off but this doesn't seem to have done the trick. I think I changed it from weapon target data to command data due to Barret's guns as he'd be able to steal from all enemies from the get-go.

Playing through 2.0.5 really slowly, enjoying every bit of it, I noticed one thing in terms of the balancing though:

The Boomerang is a crazy good weapon for when you get it, especially if you steal it in the forests before Junon:
Its +75 Dex boost is incredibly good, its bolt-element is strong against 2 of the 3 upcoming bosses (bottomswell and the optional in Corel), and the paralysis hits what feels like half of the bosses I've encountered up until Cosmo Canyon. The only place the weapon had to be put off was in the corel pass, bc of the thunderbirds, but as you find the windslash on the boat, you have a very strong weapon against those to replace with.

I feel like this weapon almost trivialises this part of the game a bit too much. Not worth an emergency-nerf, but maybe something to consider in the long run.

Paralysis itself is a very strong status so perhaps this needs to be changed for something else. I'll leave it as-is for now, and keep it for my notes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: SwordofAeons on 2020-08-02 15:10:34
I've run into a couple NPCs so far with weird long pauses before their text boxes show up.  Each time it happened I was afraid the game had crashed.  The two southern vendors in the Sector 5 slums have a moderate pause, and the Wall Market dressmaker when talked to inside his shop has a crazy long pause.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: karenjr95 on 2020-08-02 15:36:37
Hey SagaChief (or litterally anyone who has worked this out)

Let's talk battle 7 in the battle square. 3 mobs, all with high agility and ridiculous physical damage output. Here is what happens every time I try to do the Disc 2/3 battle arena; every time.

Full HP - Barret, 218 initial defense less roulette modifiers; Full Stack Defense+ from Innate Ability.

Enemy Turn - Sham Seal - 1900 damage
Enemy Turn - Enemy Skill Whirlwind Gale - 1100 damage
Enemy Turn - Sham Seal - 1900 damage

Death.

I have tried Barrier, High Agility to get first turn, Counter Hades --> Added Effect + Counter Attack for random sleep and confuse, and Ultima --> Magic Counter.

Every time, every time, the battle ends at round 7. Any advice on how to mitigate this stage consistently?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Asherdoom on 2020-08-02 15:49:08
all hail sega chief for 2.0!! yay good work  man!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-02 15:57:54
I've run into a couple NPCs so far with weird long pauses before their text boxes show up.  Each time it happened I was afraid the game had crashed.  The two southern vendors in the Sector 5 slums have a moderate pause, and the Wall Market dressmaker when talked to inside his shop has a crazy long pause.

Think the woman selling items has a main script with like 120-150 frame pauses in it; the line that activates her shop will override it, but if the wait instruction is already running then it can create an awkward pause. Guy with the fridge in the next store is the same, 120-160 frame pauses that may be running when you activate the shop.

Dressmaker in wall market doesn't seem to have any obvious delays on his scripts but there is stuff going on with how events are being handled in there through temporary vars so might be to do with that. I'll make a note of it.

Hey SagaChief (or litterally anyone who has worked this out)

Let's talk battle 7 in the battle square. 3 mobs, all with high agility and ridiculous physical damage output. Here is what happens every time I try to do the Disc 2/3 battle arena; every time.

Full HP - Barret, 218 initial defense less roulette modifiers; Full Stack Defense+ from Innate Ability.

Enemy Turn - Sham Seal - 1900 damage
Enemy Turn - Enemy Skill Whirlwind Gale - 1100 damage
Enemy Turn - Sham Seal - 1900 damage

Death.

I have tried Barrier, High Agility to get first turn, Counter Hades --> Added Effect + Counter Attack for random sleep and confuse, and Ultima --> Magic Counter.

Every time, every time, the battle ends at round 7. Any advice on how to mitigate this stage consistently?

I'm trying to figure out which formation it is you're referring to; I think its Wind Wings but there's only two formations they appear in with 3 enemies; one is a Wind Wing x2 + Ironite x1, and the other is a pincer with 3x Wind Wings. I renamed Sham Seal to Cyclone Slash to infer its wind element, and I'm guessing 'Enemy Skill Whirlwind Gale' refers to Aero3 maybe? Both of these are magic-based attacks, so MBarrier would be needed instead.

If it's 3x Wind Wings you're fighting, then it sounds like the battle ID from the previous round is off by 1 and loading a pincer instead of the intended 2x Wind Wing and 1x Ironite; if they're first-turning consistently then this would probably be why as enemy ATB starts full in a pincer. I'll have a look at the Battle IDs to see if this is what's happening; it'll need to be fixed if it is as this pincer battle doesn't lead onto an 8th round.

Edit: I can't immediately see a formation pointing to the pincer in the 6th round fights of either bracket. Could you let me know what the enemies look like, and what the 6th round enemies leading to this 7th round fight are/looked like?

Edit2: Forgot to ask, is this 1.5 or 2.0? If it's 1.5 then that'd explain it always being the same 7th round fight + the old attack names.

all hail sega chief for 2.0!! yay good work  man!

Cheers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: PokeFaize on 2020-08-02 16:17:25
I've reached Gongaga in 2.0, and I gotta say I really missed the Lich machine boss from 1.5 :(

I noticed that the Rank Ups didn't have an option to let us freely choose what stat ups we get from a set number of "points", and I recall (but couldn't find where) you said you'd planned to include an option for this. Is this for a later update? Or was this scrapped entirely?

Really excited for Game Type B releasing tomorrow! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-02 17:26:01
I've reached Gongaga in 2.0, and I gotta say I really missed the Lich machine boss from 1.5 :(

I noticed that the Rank Ups didn't have an option to let us freely choose what stat ups we get from a set number of "points", and I recall (but couldn't find where) you said you'd planned to include an option for this. Is this for a later update? Or was this scrapped entirely?

Really excited for Game Type B releasing tomorrow! :D

I've a feeling that guy is hanging around somewhere, just maybe not in that 'timeline'.

I remember you asking for a means of picking Sources manually, and am still planning to do it but I held off for now due to time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: EternalLykaios on 2020-08-02 17:39:10
Hey Sega, I've just updated to the latest version, and stats on the Materia are drastically different. All Green Materia all have positive stats. All the Materia seems to be more positive than negative.

Equipping a Sense gives me +10 Dex and +5 Luck, but that's the only different one from all the other Command Materia I have, the rest increase Strength and Dex and decrease Magic and MaxMP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: PokeFaize on 2020-08-02 19:05:12
I've a feeling that guy is hanging around somewhere, just maybe not in that 'timeline'.
Looking forward for that other 'timeline' and seeing what other fun and creative bosses are in store there! ;D

Quote
I remember you asking for a means of picking Sources manually, and am still planning to do it but I held off for now due to time.
oh neat! totally understandable to put it off, given current world problems, and all the other hard work you've put into this mod :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-02 19:12:25
Hey Sega, I've just updated to the latest version, and stats on the Materia are drastically different. All Green Materia all have positive stats. All the Materia seems to be more positive than negative.

Equipping a Sense gives me +10 Dex and +5 Luck, but that's the only different one from all the other Command Materia I have, the rest increase Strength and Dex and decrease Magic and MaxMP.

Those are the intended values; it sounds like the install you had before updating was running on an unpatched .exe. That shouldn't affect anything within the save file though so all should be well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Asherdoom on 2020-08-02 19:13:49
started playing with 2.0 FINALLY FUCKING CHANGED CLOUD passive i LOVE YOU sega chief game feels refreshng a VERY WELCOME change on spells and passive. VERY NICE WORK i totally upvote this as best ffvii mod! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: EternalLykaios on 2020-08-02 19:25:48
Those are the intended values; it sounds like the install you had before updating was running on an unpatched .exe. That shouldn't affect anything within the save file though so all should be well.

Ah awesome, I just wanted to double-check. Just odd that every install I used didn't update the materia stats. And then all of a sudden everything changed. I didn't want to play on just in case. Cheers mate!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Asherdoom on 2020-08-02 20:35:42
sega chief

sorry i checkd documentation and did not understand yet
is normal that materias gives such penalties?
(https://i.imgur.com/tGozIfD.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-02 20:42:47
sega chief

sorry i checkd documentation and did not understand yet
is normal that materias gives such penalties?
(https://i.imgur.com/tGozIfD.png)

Yeah that looks right.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: karenjr95 on 2020-08-02 21:19:16
I'm trying to figure out which formation it is you're referring to; I think its Wind Wings but there's only two formations they appear in with 3 enemies; one is a Wind Wing x2 + Ironite x1, and the other is a pincer with 3x Wind Wings. I renamed Sham Seal to Cyclone Slash to infer its wind element, and I'm guessing 'Enemy Skill Whirlwind Gale' refers to Aero3 maybe? Both of these are magic-based attacks, so MBarrier would be needed instead.

If it's 3x Wind Wings you're fighting, then it sounds like the battle ID from the previous round is off by 1 and loading a pincer instead of the intended 2x Wind Wing and 1x Ironite; if they're first-turning consistently then this would probably be why as enemy ATB starts full in a pincer. I'll have a look at the Battle IDs to see if this is what's happening; it'll need to be fixed if it is as this pincer battle doesn't lead onto an 8th round.

Edit: I can't immediately see a formation pointing to the pincer in the 6th round fights of either bracket. Could you let me know what the enemies look like, and what the 6th round enemies leading to this 7th round fight are/looked like?

Edit2: Forgot to ask, is this 1.5 or 2.0? If it's 1.5 then that'd explain it always being the same 7th round fight + the old attack names.

Cheers.

You hit the nail on the head as usual. The wild wing x2 and ironite, normal battle formation. I will try mBarrier and see if that helps weather this round, thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: karenjr95 on 2020-08-02 21:30:20
One more question, since I haven't been able find it discussed in this thread. Is it still recommended to use the new version of New Threat on a new game, rather than going from say, 1.5 to 2.0 mid playthrough?

Does the new version of the Mod have a way to 'migrate' playthroughs'?

For example, would I miss out on content that I already picked up, if it has moved since the previous version?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-02 21:51:58
You hit the nail on the head as usual. The wild wing x2 and ironite, normal battle formation. I will try mBarrier and see if that helps weather this round, thanks!

I'll migrate the encounter to a 2x wind wing.

One more question, since I haven't been able find it discussed in this thread. Is it still recommended to use the new version of New Threat on a new game, rather than going from say, 1.5 to 2.0 mid playthrough?

Does the new version of the Mod have a way to 'migrate' playthroughs'?

For example, would I miss out on content that I already picked up, if it has moved since the previous version?

2.0 and 1.5 should be started on new playthroughs; save files shouldn't be transferred across the two versions.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: gnollboll on 2020-08-02 22:20:15
I noticed in Golden Saucer when you buy the mystery prices for GP, that if you buy the ???? Materia first the ???? Weapon becomes unavailable to purchase, I hard closed the game and gonna pick it up tomorrow again but I wouldn't want to lose out on whatever weapon that might be
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-02 22:47:21
I noticed in Golden Saucer when you buy the mystery prices for GP, that if you buy the ???? Materia first the ???? Weapon becomes unavailable to purchase, I hard closed the game and gonna pick it up tomorrow again but I wouldn't want to lose out on whatever weapon that might be

I think I added an extra buy option so maybe it's jumping past it, will check.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: SwordofAeons on 2020-08-02 23:45:43
I was getting a crash at the start of the midgar escape motorbike sequence that I traced to Grimmy's textures in the Qhimm minigames IRO.  If you get someone else with the problem, switching the textures to "0 - No Change" fixes it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-03 00:57:44
I was getting a crash at the start of the midgar escape motorbike sequence that I traced to Grimmy's textures in the Qhimm minigames IRO.  If you get someone else with the problem, switching the textures to "0 - No Change" fixes it.

Ah cheers; will do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: chimaerath on 2020-08-03 01:11:40
Did you change the percents for 3D Battler leading up to 2.0? Your first-post notes say it's a 50% chance to win the entire thing, so it's possible I'm hitting the 0.1% jackpot, but I feel like I've done ~10 attempts, and only faced the 5th challenger once (at which point I got one successful hit on before I lost). If it's working as intended, I just need to get over it.

Is it intended for Cait Sith's innate to allow him to have higher MP than his maximum? [His/Her/Its] innate ticks MP even when [he/she/it]'s at max MP. It's helpful and I'm fine with it staying, but I thought the base game didn't intend for characters to have higher HP/MP than maximum (plus it breaks the idea of "maximum" for me). I dug through older posts, and saw that he used to have an innate that, while Defending, MP can go above maximum, but couldn't find if/when it was switched to apply to non-Defending ticks as well.

Thank you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-03 02:21:28
Did you change the percents for 3D Battler leading up to 2.0? Your first-post notes say it's a 50% chance to win the entire thing, so it's possible I'm hitting the 0.1% jackpot, but I feel like I've done ~10 attempts, and only faced the 5th challenger once (at which point I got one successful hit on before I lost). If it's working as intended, I just need to get over it.

Is it intended for Cait Sith's innate to allow him to have higher MP than his maximum? [His/Her/Its] innate ticks MP even when [he/she/it]'s at max MP. It's helpful and I'm fine with it staying, but I thought the base game didn't intend for characters to have higher HP/MP than maximum (plus it breaks the idea of "maximum" for me). I dug through older posts, and saw that he used to have an innate that, while Defending, MP can go above maximum, but couldn't find if/when it was switched to apply to non-Defending ticks as well.

Thank you.

Oh, it's not 50% for the whole thing, it's roughly 50% for each round (except for the 1st one, which is high 90s). Each round is a copy of the 2nd round's script which is a 33% chance to either hit, match, or miss. The underlying gameplay mechanic of it is still quite poor (it doesn't matter, for instance, if you press the same button for the entire thing) but I wanted to at least fix the script and have it be feasible to win it. I guess it's like getting Heads on a coin toss 4 times in a row, about 6.25% (just over 1 in 20).

Checking it, seems that I've got a cap in place for when it's party MP being raised but not his 'standard' self MP regen. I'll see about adding a max cap to that part as well, I've some space left in kernel AI for it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: PokeFaize on 2020-08-03 02:52:55
Made it to Shinra Mansion and stumbled across a peculiar softlock. Hitting Ying & Yang with a summon made the game softlock (and the two parts desync in movements). I think the game was trying to pull up the "Ying/Yang is excited!" thing, but failed.

Also, gotta say the White Megaphone only having one materia slot at double growth is a pretty harsh nerf to it. I'd say 2 slots at triple growth or 3 slots at double growth is a pretty adequate way to balance out having an easy MP Refill weapon without heavily limiting Cait's options for battle, and better make up for fewer Materia slots for Materia levelling.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: xenofears on 2020-08-03 12:42:24
Think the woman selling items has a main script with like 120-150 frame pauses in it; the line that activates her shop will override it, but if the wait instruction is already running then it can create an awkward pause. Guy with the fridge in the next store is the same, 120-160 frame pauses that may be running when you activate the shop.

Dressmaker in wall market doesn't seem to have any obvious delays on his scripts but there is stuff going on with how events are being handled in there through temporary vars so might be to do with that. I'll make a note of it.

I've had this issue also. The pause with the dressmaker was so long I was about to force close the game.

I have another bug to report: Trying to buy a drink from the machine at Shinra HQ (64 floor) says I don't have enough funds, but I have plenty. I don't think I am missing anything special?

Thanks for this mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Ayoyo on 2020-08-03 16:35:23
There's so many posts so sorry if this has come up already, but I've still not gotten a single item from morphing a boss and now as I'm clearing the Wutai pagoda I pulled up the enemy items document which does state that these bosses ought to have morphs as well, but I sure didn't get nothing for painstakingly morphing Shake with an underleveled Yuffie. Am I just wasting time here? All boss morphs removed from arrange mode, or something else going on?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-03 16:54:38
There's so many posts so sorry if this has come up already, but I've still not gotten a single item from morphing a boss and now as I'm clearing the Wutai pagoda I pulled up the enemy items document which does state that these bosses ought to have morphs as well, but I sure didn't get nothing for painstakingly morphing Shake with an underleveled Yuffie. Am I just wasting time here? All boss morphs removed from arrange mode, or something else going on?

Arrange mode so I'm assuming this is for 1.5; I think the Morphs were changed/dropped over time so that the items document doesn't really match up with what's in there anymore. I'll do a bit of maintenance work on 1.5 once 2.0 is settled down a bit, including an update to the docs for it.

Edit: I think I forgot to respond to some posts:

Made it to Shinra Mansion and stumbled across a peculiar softlock. Hitting Ying & Yang with a summon made the game softlock (and the two parts desync in movements). I think the game was trying to pull up the "Ying/Yang is excited!" thing, but failed.

Also, gotta say the White Megaphone only having one materia slot at double growth is a pretty harsh nerf to it. I'd say 2 slots at triple growth or 3 slots at double growth is a pretty adequate way to balance out having an easy MP Refill weapon without heavily limiting Cait's options for battle, and better make up for fewer Materia slots for Materia levelling.

I had a look and got it this time. Will be in today's patch at 10pm UK time which also unlocks Type B.

I've had this issue also. The pause with the dressmaker was so long I was about to force close the game.

I have another bug to report: Trying to buy a drink from the machine at Shinra HQ (64 floor) says I don't have enough funds, but I have plenty. I don't think I am missing anything special?

Thanks for this mod!

Got the vending machine, still trying to replicate the dressmaker pause though. Just to make sure; it's the old guy wearing the flat cap while he's in the store right? Is he behind the counter or by the dress rack at the time?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Ayoyo on 2020-08-03 17:18:38
Cool, although that does still leave me as clueless as ever as to whether I should give up trying to morph the bosses going forward. Do you figure it more likely or unlikely that the bosses don't have them so it'd be best to just forget about it? Since there's nowhere else to check, I'm stuck pestering you about it...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: karenjr95 on 2020-08-03 17:19:15
I'll migrate the encounter to a 2x wind wing.

2.0 and 1.5 should be started on new playthroughs; save files shouldn't be transferred across the two versions.

Thank you for the clarification!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-03 17:48:21
Cool, although that does still leave me as clueless as ever as to whether I should give up trying to morph the bosses going forward. Do you figure it more likely or unlikely that the bosses don't have them so it'd be best to just forget about it? Since there's nowhere else to check, I'm stuck pestering you about it...

I would abandon Morphing bosses for now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: SwordofAeons on 2020-08-03 18:04:31
Before the Yuffie fight, your party is forced to be Tifa and Aeris, but Red XIII and Barret aren't unequipped.  It was a bit tricky to get through without any of my support magic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: boozek on 2020-08-03 18:58:15
when i change the input default keys in game then what ever guide chat message shows up to press a "key" to do something it shows empty text instead the "key" name for some reasons
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Saberfrost on 2020-08-03 19:01:42
Ah, two questions before I get around to updating my own files.

Any known crashes in the current patch I should be aware of so I won't stumble on them playing the game normally-ish? (like not going outa my way to make bugs occur or find crashes) I tend to go for long swathes between saves.

And two, are there any enemies capable of casting Magic Breath in Northern Crater at the end-game? My last save file missed it because the only things that could cast it were in the Gaia mountain caves just before you reach the Maze. At that point though it was strong enough to wipe my party so I tried to prevent it being casted. So it locked my file out of being able to 100% the game without sacrificing a mountain / gold chocobo just to get back to the cave.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: chimaerath on 2020-08-03 19:09:02
Oh, it's not 50% for the whole thing, it's roughly 50% for each round (except for the 1st one, which is high 90s). Each round is a copy of the 2nd round's script which is a 33% chance to either hit, match, or miss. The underlying gameplay mechanic of it is still quite poor (it doesn't matter, for instance, if you press the same button for the entire thing) but I wanted to at least fix the script and have it be feasible to win it. I guess it's like getting Heads on a coin toss 4 times in a row, about 6.25% (just over 1 in 20).
Thanks for the clarification. I appreciate that it wasn't left as original with a <1% chance, and respect the balancing, even if I personally still hate the randomness. (If I wanted 50% odds, I'd flip a coin, not play a random mini-game within a game that takes ~2 minutes per attempt, and in which I have to flip four heads in a row. I know I'd be in a minority opinion, but I would have favored increasing both the cost and odds of winning, so the expected value of GP is the same).

Sorry to be nitpicky, but in your Features Overview document, could you adjust the wording from "50% chance of winning all rounds" to "50% chance of winning each round"? That's why I had gotten confused.

Thank you again for the great mod. I know these posts highlight bugs, and I just wanted to remind you that overall it's been a great and smooth game. I've only personally found one issue, and and I'm up to the Temple of the Ancients.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-03 19:25:47
Before the Yuffie fight, your party is forced to be Tifa and Aeris, but Red XIII and Barret aren't unequipped.  It was a bit tricky to get through without any of my support magic.

Will add unequips there but you can transfer Materia between characters using the Exchange option in the Materia menu.

when i change the input default keys in game then what ever guide chat message shows up to press a "key" to do something it shows empty text instead the "key" name for some reasons

The symbols used to represent keys are static characters and shouldn't be affected by your actual keybinds; what may be causing them to become invisible is a conflict with another mod. If you're using ESUI, then make sure to use the one that's by itself (should be called Enhanced Stock UI rel-2) and not the one held within the Qhimm User Interface IRO as this one is older and does not have NT compatibility).

Ah, two questions before I get around to updating my own files.

Any known crashes in the current patch I should be aware of so I won't stumble on them playing the game normally-ish? (like not going outa my way to make bugs occur or find crashes) I tend to go for long swathes between saves.

And two, are there any enemies capable of casting Magic Breath in Northern Crater at the end-game? My last save file missed it because the only things that could cast it were in the Gaia mountain caves just before you reach the Maze. At that point though it was strong enough to wipe my party so I tried to prevent it being casted. So it locked my file out of being able to 100% the game without sacrificing a mountain / gold chocobo just to get back to the cave.

I'm about to update the mod to enable Type B and with some fixes/adjustments in about 2 hours so we'll see where we are after that for current known issues.

Parasite enemies are able to cast Magic Breath in the Crater.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: boozek on 2020-08-03 19:31:06

The symbols used to represent keys are static characters and shouldn't be affected by your actual keybinds; what may be causing them to become invisible is a conflict with another mod. If you're using ESUI, then make sure to use the one that's by itself (should be called Enhanced Stock UI rel-2) and not the one held within the Qhimm User Interface IRO as this one is older and does not have NT compatibility).

http://prntscr.com/tteiu8 (http://prntscr.com/tteiu8)
This is what I am using which one do I need to remove?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: PokeFaize on 2020-08-03 19:52:06
A minor thing I may have found is that Lv.2-1 Limit Breaks (aside from Cait's) refuse to unlock no matter how many enemies I kill. I'm not entirely sure how many enemies Cloud and Barret have slain, but I would've thought I'd have Cloud's 2-1 Limit by now (just finished the Wutai side segment). Cait's Lv.1-3 Limit also refuses to unlock, even though I've used his 1-2 Limit at least 6 times by now. I'll keep working at unlocking them, since it's entirely possible I haven't hit the kill/limit uses mark yet. Is there an ingame way to see how many enemies each character has killed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-03 20:04:26
http://prntscr.com/tteiu8 (http://prntscr.com/tteiu8)
This is what I am using which one do I need to remove?

Replace the User Interface - Qhimm Catalog with the ESUI Enhanced Stock rel-2 IRO; the option for ESUI in the User Interface Qhimm Catalog is out of date and has no NT support.

A minor thing I may have found is that Lv.2-1 Limit Breaks (aside from Cait's) refuse to unlock no matter how many enemies I kill. I'm not entirely sure how many enemies Cloud and Barret have slain, but I would've thought I'd have Cloud's 2-1 Limit by now (just finished the Wutai side segment). Cait's Lv.1-3 Limit also refuses to unlock, even though I've used his 1-2 Limit at least 6 times by now. I'll keep working at unlocking them, since it's entirely possible I haven't hit the kill/limit uses mark yet. Is there an ingame way to see how many enemies each character has killed?

One way to check is with the black chocobo save editor which records character kills. Current kills needed for 2-1:
Cloud 180
Barret 120
Tifa 120
Aeris 100
Red XIII 100
Yuffie 100
Cait 6
Vincent 6
Cid 50
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: PokeFaize on 2020-08-03 20:09:23
One way to check is with the black chocobo save editor which records character kills. Current kills needed for 2-1:
Cloud 180
Barret 120
Tifa 120
Aeris 100
Red XIII 100
Yuffie 100
Cait 6
Vincent 6
Cid 50
Goodness, that's a lot of kills for 2-1 Limits (aside from Cait's, Vincent's, and Cid's) lol
I had checked the Respectable Inn in Junon for the Limit Unlock requirements, and it said 90 kills were needed for Cloud's 2-1 and 180 for 3-1. If those are wrong, you might want to update their dialogue to reflect that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Sega Chief on 2020-08-03 20:14:58
Goodness, that's a lot of kills for 2-1 Limits (aside from Cait's, Vincent's, and Cid's) lol
I had checked the Respectable Inn in Junon for the Limit Unlock requirements, and it said 90 kills were needed for Cloud's 2-1 and 180 for 3-1. If those are wrong, you might want to update their dialogue to reflect that.

Will do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: SwordofAeons on 2020-08-03 20:28:16
Will add unequips there but you can transfer Materia between characters using the Exchange option in the Materia menu.
Oh, neat!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: Sega Chief on 2020-08-03 21:11:06
That's 2.0.6 up; Type B is unlocked and the fixes/adjustments below were applied.

Spoiler: show

V2.0.6 - 3/08/2020
*) Game Type B Enabled
*) Midgar Raid: Placement of Rude could cause a sotflock under certain conditions.
*) Costa Del Sol: Vincent was visible before his recruitment in the Villa basement.
*) Aeris: Added some animation files to the char.lgp for Installer version.
*) Shinra HQ: Some text box alignments & animation speed settings.
*) Sector 5 Slums: Shorten Wait on scripts for Sector 5 Slum vendors.
*) Wonder Square: If you buy Materia before weapon then weapon can't be bought.
*) Source System: Randomiser toggle would lose sources when checking stats in menu.
*) Fort Condor: Teleport NPC wasn't being enabled at start of Disc 2 under certain conditions.
*) Respectable Inn: Tetx updated with accurate kill count needed for 2-1, 3-1 Limit Breaks.
*) Ying/Yang: Softlock when attacking Ying with Magic.
*) Unknown2: ???? Needle set to reduce target's HP to 1 instead of MHP - HP difference of Unknown2
*) Unknown3: Creepy Touch set to inflict Paralysis instead of Imprisoned/Ejected.
*) Materia Cave: Changed Gold Flare animation.
*) Sample HO512: Can now be hit with Gravity-based attacks
*) Sample HO512: Changed animation of cloying breath
*) Aeris: Healing staves have been given the ignore-defence property.
*) White M-Phone: Extra slot added, Triple Growth set.
*) Black M-Phone: Extra slots added.


Type B has some fairly heavy event editing in there that lives alongside the vanilla events, so I recommend that you save often and use a new save slot when you do (so you can revert to an earlier save if something goes awry).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: Kurne on 2020-08-03 21:13:31
if dont mind asking i know you were trying ot do something with yuffies innate prior to release of b, is she ready to go by chance? :( ...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: Sega Chief on 2020-08-03 21:14:21
if dont mind asking i know you were trying ot do something with yuffies innate prior to release of b, is she ready to go by chance? :( ...

Nah, I couldn't get it to update an enemy's gil after the initial *2 for some reason. I'll have to come up with something else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: Sega Chief on 2020-08-03 21:28:48
I forgot to set the bloody fight in one of the Type B things; it won't block progress, but it will be a bit strange to fight 2x MPs out of the blue. Will quickly update; sorry everyone.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: Spotty Len on 2020-08-03 21:32:10
Awesome, time to play... tomorrow, since it's almost midnight here. :'>

Congrats again for the release, I'll look out for glitches as I play.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: DefMettle on 2020-08-03 21:46:25
has anything changed in the Kernel or Battle.lgp from 2.05 to 2.06?
for 2.05 i have edited these files to my liking. can I drag and drop them to 2.06 or would you recommend i re-edit the 2.06 files?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: Sega Chief on 2020-08-03 21:59:18
has anything changed in the Kernel or Battle.lgp from 2.05 to 2.06?
for 2.05 i have edited these files to my liking. can I drag and drop them to 2.06 or would you recommend i re-edit the 2.06 files?

You should be fine sticking with the 2.0.5 scene + kernel, the changelog has a list of alterations made. I'll filter the list here:
Spoiler: show

Scene
*) Ying/Yang: Softlock when attacking Ying with Magic.
*) Unknown2: ? ? ? ? Needle set to reduce target's HP to 1 instead of MHP - HP difference of Unknown2
*) Unknown3: Creepy Touch set to inflict Paralysis instead of Imprisoned/Ejected.
*) Materia Cave: Changed Gold Flare animation.
*) Sample HO512: Can now be hit with Gravity-based attacks
*) Sample HO512: Changed animation of cloying breath

Kernel
*) Aeris: Healing staves have been given the ignore-defence property.
*) White M-Phone: Extra slot added, Triple Growth set.
*) Black M-Phone: Extra slots added.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: xenofears on 2020-08-03 22:30:33
Got the vending machine, still trying to replicate the dressmaker pause though. Just to make sure; it's the old guy wearing the flat cap while he's in the store right? Is he behind the counter or by the dress rack at the time?

I don't remember who it was exactly; actually maybe it was the daughter not the dressmaker. They were standing in the middle of the dress shop when I spoke to them, after speaking to the dressmaker in the bar.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: Sega Chief on 2020-08-03 22:37:27
I don't remember who it was exactly; actually maybe it was the daughter not the dressmaker. They were standing in the middle of the dress shop when I spoke to them, after speaking to the dressmaker in the bar.

Cheers for the info.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: gnollboll on 2020-08-03 22:58:56
Not sure if I did something wrong, but went throught the Ancient Forest, and instead of taking me to the cave it took me back to the world map
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
Post by: Saberfrost on 2020-08-03 23:00:54
Parasite enemies are able to cast Magic Breath in the Crater.

I'll keep it in mind then because v1.5 document says they can cast it to but they don't. I just setup Aeris to Mega-All party with a healing rod to just afk and bait it and when I came back it wasn't learned at all. Manipulation didn't hold fruit for it either.

So for version 2 I'll just have to wait and see for myself if I miss it in Gaia again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: DefMettle on 2020-08-03 23:13:10
I forgot to set the bloody fight in one of the Type B things; it won't block progress, but it will be a bit strange to fight 2x MPs out of the blue. Will quickly update; sorry everyone.

have you fixed this now?

will you be able to release a separate mod for just changing the MENU,OK, CANCEL and SWITCH, to △, O, X, and ▢ please?
was looking for ps buttons just the other day. was awesome to see it implemented with this mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: Sega Chief on 2020-08-03 23:20:18
Not sure if I did something wrong, but went throught the Ancient Forest, and instead of taking me to the cave it took me back to the world map

That's odd, fairly sure that was caught and a fix was implemented during the beta test run before 2.0's release. Are you on IRO or Installer?

I'll keep it in mind then because v1.5 document says they can cast it to but they don't. I just setup Aeris to Mega-All party with a healing rod to just afk and bait it and when I came back it wasn't learned at all. Manipulation didn't hold fruit for it either.

So for version 2 I'll just have to wait and see for myself if I miss it in Gaia again.

Oh you're on 1.5? You'll want Marlboro on the Right Path in the Crater; he counters with Magic Breath when hit by a Limit Break.

have you fixed this now?

will you be able to release a separate mod for just changing the MENU,OK, CANCEL and SWITCH, to △, O, X, and ▢ please?
was looking for ps buttons just the other day. was awesome to see it implemented with this mod.

Yeah I uploaded it pretty much ASAP; if you're using the IRO from catalog, then you may need to delete the NT 2.0 IRO first before re-downloading it due to the version number + release date being the same.

Buttons are a tricky business, because they're unfortunately defined statically within the flevel like regular text so a mod that replaces the text will, because of how text and event scripting live with each other in the file, have to forego any event scripting changes as well. Default game would need its own button text changes, NT needs its own, hardcore mod needs its own, etc.

I think mods that change the button prompts into actual button icons exist within 7h though. Unless this is needed for non 7H versions in which case I could see about making one for the default game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: gnollboll on 2020-08-03 23:23:41
That's odd, fairly sure that was caught and a fix was implemented during the beta test run before 2.0's release. Are you on IRO or Installer?
I'm on IRO, I tried to teleport myself afterwards to the cave but I get stuck in a wall or something  ::)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: Asherdoom on 2020-08-03 23:25:58
maybe  a bugg i dunno i ask here

Barret attack all mobs always.- his initial weapon do so but after that i found another gatlin gun that increments stats and have not reported attack all and such but barret still attack all mobs no matter what weapon i equip to him. is that intended ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: Sega Chief on 2020-08-03 23:31:34
I'm on IRO, I tried to teleport myself afterwards to the cave but I get stuck in a wall or something  ::)

I'll check it out; and just in case, this is 2.0 and not 1.5?

maybe  a bugg i dunno i ask here

Barret attack all mobs always.- his initial weapon do so but after that i found another gatlin gun that increments stats and have not reported attack all and such but barret still attack all mobs no matter what weapon i equip to him. is that intended ?

All of Barret's machine guns have a toggleable 'All' effect that deals split damage when used to target all mobs. You can swap to single target like with All Materia by pressing L1/R1 (PageUp/PageDown). For things that are used commonly across something of the same type, I tend to leave off the desccription after that (for instance, Fire reports the 1% deduction to enemy defences but Fire2 and Fire3 don't though they have the same effect).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: gnollboll on 2020-08-03 23:32:56
I'll check it out; and just in case, this is 2.0 and not 1.5?

2.0.6, I managed to get myself unstuck and picked up the *edit for spoilers* PG and the materia and ended up outside the cave near Forgotten Capitol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: DefMettle on 2020-08-04 00:00:05
thanks for the info. il do a B play through and take notes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
Post by: Luplow on 2020-08-04 00:15:23
Hey Sega,

In type B, when you are at Shinra building, there is a softlock when you go to the prison to rescue "someone" after this event, the game consider you escaped from the prison, people are dead and Red is here before you even encounter him, telling his usual things, when you take the elevator, the softlock happens shortly after, when Cloud start talking to Hojo

Edit : BTW the type B is really fun, thanks a lot !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-04 00:41:50
Hey Sega,

In type B, when you are at Shinra building, there is a softlock when you go to the prison to rescue "someone" after this event, the game consider you escaped from the prison, people are dead and Red is here before you even encounter him, telling his usual things, when you take the elevator, the softlock happens shortly after, when Cloud start talking to Hojo

Edit : BTW the type B is really fun, thanks a lot !

I somehow missed this post earlier, I'll take a look at it.

Edit: My test file doesn't seem to encounter this issue; what happens during the scene? It should be:

Spoiler: show

You enter the jail screen and before you can reach the guard, he reacts to you and a battle with 1x Mighty Grunt ensues.
After this, Cloud should automatically take the key from him and run downwards into the cell. After a conversation, the player is warped out of the jail field and back into the 'main' floor 67 field.

Is anything happening in there that's different?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: SwordofAeons on 2020-08-04 00:58:41
Got the vending machine, still trying to replicate the dressmaker pause though. Just to make sure; it's the old guy wearing the flat cap while he's in the store right? Is he behind the counter or by the dress rack at the time?

Whoops it wasn't the dressmaker after all.  It's this guy, but the pause only happens after the dressmaker returns: https://imgur.com/Aup7xv6 (https://imgur.com/Aup7xv6)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-04 01:01:48
Ah him, makes more sense; he has that 'sighing' script animation thing which I think runs as he runs other scripts.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-04 01:30:52
Hey Sega,

In type B, when you are at Shinra building, there is a softlock when you go to the prison to rescue "someone" after this event, the game consider you escaped from the prison, people are dead and Red is here before you even encounter him, telling his usual things, when you take the elevator, the softlock happens shortly after, when Cloud start talking to Hojo

Edit : BTW the type B is really fun, thanks a lot !

There seems to be a weakness with the prison script but I think it can be fixed without save editing (as a workaround until I figure out what the conditions are for making it happen). From your save file on floor 67, head back to the prison room screen then back out again; this should hopefully put you back onto the pre-Jenova version of the field and you'll be able to trigger the scene with Hojo in front of Red XIII to get game moment to the intended value for the floor 68 scene with Hojo.

I'll need to figure out how to break this prison script, maybe people are somehow getting to talk to the red guard before he reacts? That would probably do it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: PokeFaize on 2020-08-04 01:51:11
The Shinra Vending machine is broken again, saying I don't have enough money to buy a drink when I have well over the requested fee. Strange, considering it was perfectly functional in Game Type A prior to this update.

EDIT: Updating to 2.0.7 now. I'll see if the vending machine is still broken then or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-04 01:57:37
The Shinra Vending machine is broken again, saying I don't have enough money to buy a drink when I have well over the requested fee. Strange, considering it was perfectly functional in Game Type A prior to this update.

Think I see the issue, will reattempt the fix.

Edit:
I sorted out the floor 67 issue with Type B, patches are up. Vending machine sadly remains broken, forgot to do that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: CCM on 2020-08-04 02:49:58
Am I safe to use the 7th Heaven Qhimm mods for models and textures with New Threat 2.0, or will those cause problems? Great job with this by the way, really admirable how active you are in responding to the community and quickly patching issues.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-04 03:04:12
Am I safe to use the 7th Heaven Qhimm mods for models and textures with New Threat 2.0, or will those cause problems? Great job with this by the way, really admirable how active you are in responding to the community and quickly patching issues.

Models should be fine, yeah.

That's kind of you to say, but regular patching has its drawbacks; for instance people have to download more and some will have limited usage limits + it can be a nuisance. I try to catch as much as I can but things will slip my mind or I'll miss something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: francisporc on 2020-08-04 06:39:39
Hey ! did we have a auto update for the 2.0.7 in the 7th heaven mod manager, or we need to wait for that ?
i'm not very good about install stuff, btw sorry for my english, thanks :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: DarkCloud84 on 2020-08-04 07:02:31
Hey Sega,

love the mod. i was using it on a chromebook using wine as a workaround to play ff7 and use yourmod. I justy got a gaming pc laptop so i cannow use mods easily. does the remako graphics mod work with new th5reat? or are there any high def mods out there that work easily with new threat? i really woukld like to see this game in an almost remastered state while tgettintg to play new threat
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: EternalLykaios on 2020-08-04 09:25:00
Hey Sega, using the latest update installer Game Type B is still locked, and I made sure that the .exe was being patched, as it doesn't like doing that the first attempt.

Anyone else had this problem?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: kamekaz3 on 2020-08-04 10:13:31
Is field music for battle working for anyone? Mine is just the default battle music despite the toggles.
Playing game mode B, have tried disabling all mods but NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: flacidapplebottoms on 2020-08-04 10:19:41
Some minor bugs I noticed in 2.07 Game Type B:

-After the scene ends where Cloud and Tifa talk to each other about the promise in Sector 7 after the first bombing run, the music doesn't resume playing. Maybe that's intentional, though.

-After the scene with Aeris in the playground, Cloud can walk into and clip through the giant gate to Sector 7 and walk around behind it.

Spoiler: show
-Maybe it's all in my head, but when I fought in the arena in Wall Market, Aeris' ATB recharge speed seemed to have slowed to an absolute crawl. Anyone else experience this? Also, for what it's worth, you might want to add a choice to avoid starting the tournament right away when talking to the guy outside Don Corneo's place to give the player a chance to save or visit a shop.

-When choosing to raid Shinra HQ from the stairs, Cloud still mentions saving Aeris, not Tifa.

-The boss after you free Tifa casts Ice 2 on itself and deals about 150 damage to itself. Is this intentional?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Schrödinger on 2020-08-04 11:05:39
Can't update to 2.0.7 (from 7th heaven catalogue nor downloading the .iro)

Error log:

Spoiler: show
12:37:39|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Trying to auto-import file C:\Steam\steamapps\common\FINAL FANTASY VII\mods\7th Heaven\efc4bc61-7f80-4635-b583-f52c5c9d239f_New_Threat_2_0_2,01.iro
12:37:39|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|7th Heaven v2.2.1.486 started - Click here to view the app log.  |  Hint: You can click the Auto Sort button to quickly put your mod list in the recommended order.
12:37:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Failed to import mod efc4bc61-7f80-4635-b583-f52c5c9d239f_New_Threat_2_0_2,01.iro: _7thHeaven.Code.DuplicateModException: A mod (New Threat 2.0 v2,06) with the same ID already exists in your library.
   at _7thHeaven.Code.ModImporter.Import(String source, String name, Boolean iroMode, Boolean noCopy)
   at _7thHeaven.Code.ModImporter.ImportMod(String source, String name, Boolean iroMode, Boolean noCopy)
   at Iros._7th.Workshop.Sys.TryAutoImportMods()
12:37:42|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|_7thHeaven.Code.DuplicateModException: A mod (New Threat 2.0 v2,06) with the same ID already exists in your library.
   at _7thHeaven.Code.ModImporter.Import(String source, String name, Boolean iroMode, Boolean noCopy)
   at _7thHeaven.Code.ModImporter.ImportMod(String source, String name, Boolean iroMode, Boolean noCopy)
   at Iros._7th.Workshop.Sys.TryAutoImportMods()
12:37:44|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Checking for app updates ...
12:39:35|INFO|SeventhHeavenUI.ViewModels.CatalogViewModel|Checking subscription iros://Url/http$pastebin.com/raw.php?i=QBGsgGK6
12:39:35|INFO|SeventhHeavenUI.ViewModels.CatalogViewModel|Checking subscription iros://Url/http$pastebin.com/raw.php?i=EpQBv5PL
12:39:35|INFO|SeventhHeavenUI.ViewModels.CatalogViewModel|Checking subscription iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS
12:39:36|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Updated catalog from iros://Url/http$pastebin.com/raw.php?i=QBGsgGK6
12:39:37|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Updated catalog from iros://Url/http$pastebin.com/raw.php?i=EpQBv5PL
12:39:37|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Updated catalog from iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS
12:39:58|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Failed to update image cache file: The process cannot access the file 'C:\7th Heaven\7thWorkshop\cache\d1da76d10' because it is being used by another process.
12:39:58|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error installing New Threat 2.0 - The mod is queued for install.
12:39:58|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|_7thHeaven.Code.DuplicateModException: A mod (New Threat 2.0 v2,06) with the same ID already exists in your library.
   at _7thHeaven.Code.ModImporter.Import(String source, String name, Boolean iroMode, Boolean noCopy)
   at Iros._7th.Workshop.Install.InstallModProcedure.DownloadComplete(AsyncCompletedEventArgs e)
12:41:38|INFO|SeventhHeavenUI.ViewModels.CatalogViewModel|Checking subscription iros://Url/http$pastebin.com/raw.php?i=QBGsgGK6
12:41:38|INFO|SeventhHeavenUI.ViewModels.CatalogViewModel|Checking subscription iros://Url/http$pastebin.com/raw.php?i=EpQBv5PL
12:41:38|INFO|SeventhHeavenUI.ViewModels.CatalogViewModel|Checking subscription iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS
12:41:38|INFO|SeventhHeavenUI.ViewModels.CatalogViewModel|Checking subscription iros://Url/http$pastebin.com/raw.php?i=QBGsgGK6
12:41:38|INFO|SeventhHeavenUI.ViewModels.CatalogViewModel|Checking subscription iros://Url/http$pastebin.com/raw.php?i=EpQBv5PL
12:41:38|INFO|SeventhHeavenUI.ViewModels.CatalogViewModel|Checking subscription iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS
12:41:38|INFO|SeventhHeavenUI.ViewModels.CatalogViewModel|Checking subscription iros://Url/http$pastebin.com/raw.php?i=QBGsgGK6
12:41:38|INFO|SeventhHeavenUI.ViewModels.CatalogViewModel|Checking subscription iros://Url/http$pastebin.com/raw.php?i=EpQBv5PL
12:41:38|INFO|SeventhHeavenUI.ViewModels.CatalogViewModel|Checking subscription iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS
12:41:38|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Updated catalog from iros://Url/http$pastebin.com/raw.php?i=QBGsgGK6
12:41:39|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Updated catalog from iros://Url/http$pastebin.com/raw.php?i=EpQBv5PL
12:41:40|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Updated catalog from iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS
12:41:41|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Updated catalog from iros://Url/http$pastebin.com/raw.php?i=QBGsgGK6
12:41:41|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Updated catalog from iros://Url/http$pastebin.com/raw.php?i=EpQBv5PL
12:41:42|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Updated catalog from iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS
12:41:43|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Updated catalog from iros://Url/http$pastebin.com/raw.php?i=QBGsgGK6
12:41:43|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Updated catalog from iros://Url/http$pastebin.com/raw.php?i=EpQBv5PL
12:41:44|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Updated catalog from iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS
12:41:56|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Failed to update image cache file: The process cannot access the file 'C:\7th Heaven\7thWorkshop\cache\d1da76d10' because it is being used by another process.
12:41:56|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error installing New Threat 2.0 - The mod is queued for install.
12:41:56|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|_7thHeaven.Code.DuplicateModException: A mod (New Threat 2.0 v2,06) with the same ID already exists in your library.
   at _7thHeaven.Code.ModImporter.Import(String source, String name, Boolean iroMode, Boolean noCopy)
   at Iros._7th.Workshop.Install.InstallModProcedure.DownloadComplete(AsyncCompletedEventArgs e)
12:50:46|INFO|SeventhHeavenUI.App|Importing IRO from Windows C:\Users\Nestor\Downloads\FF7 NT 2.0 IRO.iro
12:50:49|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Failed to update image cache file: The process cannot access the file 'C:\7th Heaven\7thWorkshop\cache\d1da76d10' because it is being used by another process.
12:50:49|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Failed to import mod FF7 NT 2.0 IRO: A mod (New Threat 2.0 v2,06) with the same ID already exists in your library.
12:50:49|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|_7thHeaven.Code.DuplicateModException: A mod (New Threat 2.0 v2,06) with the same ID already exists in your library.
   at _7thHeaven.Code.ModImporter.Import(String source, String name, Boolean iroMode, Boolean noCopy)
   at _7thHeaven.Code.ModImporter.ImportMod(String source, String name, Boolean iroMode, Boolean noCopy)
   at SeventhHeavenUI.App.ProcessCommandLineArgs(String[] args, Boolean closeAfterProcessing)
12:50:58|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|File C:\Steam\steamapps\common\FINAL FANTASY VII\mods\7th Heaven\efc4bc61-7f80-4635-b583-f52c5c9d239f_New_Threat_2_0_2,06.iro successfully deleted.
12:50:58|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Uninstalled New Threat 2.0
12:51:04|INFO|SeventhHeavenUI.App|Importing IRO from Windows C:\Users\Nestor\Downloads\FF7 NT 2.0 IRO.iro
12:51:07|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Failed to update image cache file: The process cannot access the file 'C:\7th Heaven\7thWorkshop\cache\d1da76d10' because it is being used by another process.
12:51:11|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Auto imported mod FF7 NT 2.0 IRO
12:51:26|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Failed to update image cache file: The process cannot access the file 'C:\7th Heaven\7thWorkshop\cache\d1da76d10' because it is being used by another process.
12:51:26|INFO|SeventhHeavenUI.ViewModels.MainWindowViewModel|Error installing New Threat 2.0 - The mod is queued for install.
12:51:26|ERROR|SeventhHeavenUI.ViewModels.MainWindowViewModel|_7thHeaven.Code.DuplicateModException: A mod (New Threat 2.0 v2,06) with the same ID already exists in your library.
   at _7thHeaven.Code.ModImporter.Import(String source, String name, Boolean iroMode, Boolean noCopy)
   at Iros._7th.Workshop.Install.InstallModProcedure.DownloadComplete(AsyncCompletedEventArgs e)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Reylenblader on 2020-08-04 12:29:36
Hey sega chief

Just a quick message to tell you that type B (and even type A) is a masterpiece i'm only at the shinra HQ on my type B run but it's just perfect , the changes are really good and help to rediscover a game i've played so many time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Spotty Len on 2020-08-04 13:09:13
On Type B,
Spoiler: show
is Rude supposed to use Turk Cure on himself when dying? I'm guessing I got his HP to 0 and he countered with it, but he cast it on Cloud instead of himself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-04 13:37:11
Hey ! did we have a auto update for the 2.0.7 in the 7th heaven mod manager, or we need to wait for that ?
i'm not very good about install stuff, btw sorry for my english, thanks :)

The mod XML hadn't been updated, have resolved that now so it should auto-update (unless it's been done manually since then).

Hey Sega,

love the mod. i was using it on a chromebook using wine as a workaround to play ff7 and use yourmod. I justy got a gaming pc laptop so i cannow use mods easily. does the remako graphics mod work with new th5reat? or are there any high def mods out there that work easily with new threat? i really woukld like to see this game in an almost remastered state while tgettintg to play new threat

I think it does but be wary of overwriting the flevel; Remako should be patched on after NT if using the installer version of NT. If using 7h, then have a look at satsuki's field backgrounds.

Hey Sega, using the latest update installer Game Type B is still locked, and I made sure that the .exe was being patched, as it doesn't like doing that the first attempt.

Anyone else had this problem?

It may be that the installer didn't work because it's relatively new and left the files unpatched; not sure. Best bet is to try running it as admin and ensuring that the installer has been unblocked by going to properties then looking for an unblock button if one is visible.

Is field music for battle working for anyone? Mine is just the default battle music despite the toggles.
Playing game mode B, have tried disabling all mods but NT.

I'll have a look, that'll be something within NT itself rather than a mod conflict as it's done via field script.

Some minor bugs I noticed in 2.07 Game Type B:

-After the scene ends where Cloud and Tifa talk to each other about the promise in Sector 7 after the first bombing run, the music doesn't resume playing. Maybe that's intentional, though.

-After the scene with Aeris in the playground, Cloud can walk into and clip through the giant gate to Sector 7 and walk around behind it.

Spoiler: show
-Maybe it's all in my head, but when I fought in the arena in Wall Market, Aeris' ATB recharge speed seemed to have slowed to an absolute crawl. Anyone else experience this? Also, for what it's worth, you might want to add a choice to avoid starting the tournament right away when talking to the guy outside Don Corneo's place to give the player a chance to save or visit a shop.

-When choosing to raid Shinra HQ from the stairs, Cloud still mentions saving Aeris, not Tifa.

-The boss after you free Tifa casts Ice 2 on itself and deals about 150 damage to itself. Is this intentional?


I'll add these to my notes for tomorrow's 2.0.8 patch.

Can't update to 2.0.7 (from 7th heaven catalogue nor downloading the .iro)

The mod XML was still at 2.06 when I updated it to 2.07, should be resolved now.

Hey sega chief

Just a quick message to tell you that type B (and even type A) is a masterpiece i'm only at the shinra HQ on my type B run but it's just perfect , the changes are really good and help to rediscover a game i've played so many time.


Cheers bud.

On Type B,
Spoiler: show
is Rude supposed to use Turk Cure on himself when dying? I'm guessing I got his HP to 0 and he countered with it, but he cast it on Cloud instead of himself.


No, it sounds like he isn't checking himself for KO when using it. I'll add that to the AI.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Asherdoom on 2020-08-04 15:11:53
hey sega

I got 2.0.5 installed and 7th ehave give me no updates. Should i download latest version and then remove 2.0.5>install2.0.7? and my save game will be affected? Shall i restart completely?

thanks in advance
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: boozek on 2020-08-04 15:22:49
hey sega

I got 2.0.5 installed and 7th ehave give me no updates. Should i download latest version and then remove 2.0.5>install2.0.7? and my save game will be affected? Shall i restart completely?

thanks in advance

there was some delay I also could not update to 2.0.7 in 7th but now its OK, try to uninstall NT2.0 and redownload
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: nforzer on 2020-08-04 16:55:07
Just a small notice regarding the NT 2.0.7 documentation. I have just morphed the Devil Ride on the outskirts of Kalm into Ink, but not the Motor Drive as it is said in the Item&Materia placements file.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-04 17:10:19
hey sega

I got 2.0.5 installed and 7th ehave give me no updates. Should i download latest version and then remove 2.0.5>install2.0.7? and my save game will be affected? Shall i restart completely?

thanks in advance

there was some delay I also could not update to 2.0.7 in 7th but now its OK, try to uninstall NT2.0 and redownload

Remove the old IRO and install the new one; save games are fine.

Just a small notice regarding the NT 2.0.7 documentation. I have just morphed the Devil Ride on the outskirts of Kalm into Ink, but not the Motor Drive as it is said in the Item&Materia placements file.

I remember changing that to Ink fairly late, will update the docs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: kamekaz3 on 2020-08-04 19:59:10
I found a bug in Type B, not sure if it was reported already.

Spoiler: show
During the escort mission to bring Marlene back to Aerith's house if you return to Don Conero's place, Cloud will have his dress on. Going into the basement triggers the vanilla scene with Tifa waiting below when she is supposed to be captured at this point, which seems like sequence breaking since then Don chooses a wife. I did not go any further than that. Oddly enough there's also a thug that's strapped on the table and you can decide to save him, he says Don has escaped which is supposed to happen after this sequence.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Spotty Len on 2020-08-04 20:02:33
I just got out of Midgar in Side B, I'm really having fun going around seeing the new stuff and I thank you for that. I noticed a few details to fix :

Spoiler: show

If you choose to sneak in Shinra's building, on the second set of stairs, Cloud mentions needing to save Aerith even though she's in the party. Just a detail, but I might as well tell you.

Cobalt XIV used some Ice effect on itself and hurt itself for some reason.

The COMMANDO boss used a {BOX:RED} Duo Braver attack. I'm guessing it's supposed to make the box red, but it wasn't.


Additional note, I was legit happy when I saw X-ATM in one of the fights. I was wondering if it was gonna be part of the trip again, but maybe I didn't have to worry. :D

I am a bit worried to have missed some stuff in Wall Market because I went straight to Don Corneo, but I'm guessing we'll just have to come back.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: hg8000 on 2020-08-04 20:07:41
Mode B: In Mt. Nibel, the Materia Keeper substitute fight does not clear properly, the group only vanishes after leaving the screen/ SP upgrades. Got 5/4 SP upgrades now because i kept running into them
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-04 20:23:15
I found a bug in Type B, not sure if it was reported already.

Spoiler: show
During the escort mission to bring Marlene back to Aerith's house if you return to Don Conero's place, Cloud will have his dress on. Going into the basement triggers the vanilla scene with Tifa waiting below when she is supposed to be captured at this point, which seems like sequence breaking since then Don chooses a wife. I did not go any further than that. Oddly enough there's also a thug that's strapped on the table and you can decide to save him, he says Don has escaped which is supposed to happen after this sequence.


That's a new one, I thought it would just be as usual. I'll add something to stop that from happening.

I just got out of Midgar in Side B, I'm really having fun going around seeing the new stuff and I thank you for that. I noticed a few details to fix :

Spoiler: show

If you choose to sneak in Shinra's building, on the second set of stairs, Cloud mentions needing to save Aerith even though she's in the party. Just a detail, but I might as well tell you.

Cobalt XIV used some Ice effect on itself and hurt itself for some reason.

The COMMANDO boss used a {BOX:RED} Duo Braver attack. I'm guessing it's supposed to make the box red, but it wasn't.


Additional note, I was legit happy when I saw X-ATM in one of the fights. I was wondering if it was gonna be part of the trip again, but maybe I didn't have to worry. :D

I am a bit worried to have missed some stuff in Wall Market because I went straight to Don Corneo, but I'm guessing we'll just have to come back.


X-ATM is in type B, has a unique battle vs Type A later on.

Mode B: In Mt. Nibel, the Materia Keeper substitute fight does not clear properly, the group only vanishes after leaving the screen/ SP upgrades. Got 5/4 SP upgrades now because i kept running into them

All right, I'll sort that out. There'll be a patch on the 5th.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: flacidapplebottoms on 2020-08-04 20:51:32
Just to let you know, I'm getting some gil from the fights right outside Midgar on Hard Mode in Game Type B in 2.07
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: gnollboll on 2020-08-04 21:08:26
I tried switching from hard mode to normal, in the encounter it says hard mode on, but after it says off, but the gil still won't drop from enemies, not 100% if the other things switched regarding enemy behaviour and exp though
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Metsys on 2020-08-04 21:10:41
Hi sega chief, playing story B, having fun so far!
Just a quick comment.
Spoiler: show
After beating rude in the church, i went back and saw the kids. I understand why i saw the kids, but maybe you could try to change that and remove the kids, keep rude on the floor, and after you get out aerith house or some time, give back the kids. I dont know, it kinda ruins immersion, if you wanna keep it of course.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-04 21:21:24
Just to let you know, I'm getting some gil from the fights right outside Midgar on Hard Mode in Game Type B in 2.07

I'll check it out.

I tried switching from hard mode to normal, in the encounter it says hard mode on, but after it says off, but the gil still won't drop from enemies, not 100% if the other things switched regarding enemy behaviour and exp though

They would all get switched together so it sounds like the toggle has gotten messed up or something. I'll have a look into it.

Hi sega chief, playing story B, having fun so far!
Just a quick comment.
Spoiler: show
After beating rude in the church, i went back and saw the kids. I understand why i saw the kids, but maybe you could try to change that and remove the kids, keep rude on the floor, and after you get out aerith house or some time, give back the kids. I dont know, it kinda ruins immersion, if you wanna keep it of course.


I'll add that at some point but it's a finicky field to work with due to how it was originally set up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Berub on 2020-08-04 21:23:51
Type B :
Spoiler: show

- In 7th Heaven, after you sleep in the bar, Tifa says she'll join the next mission (as if she didn't before).
- In the train afer, Cloud asks why she'd come anyway (same).
- In Wall Market, I picked up the coupon, then medicine, then sexy cologne, but they don't seem to be useful (unless it comes later).


Also, Cloud's innate seems to last multiple turns (or time based). It complicates morphing bosses a little.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Metsys on 2020-08-04 21:31:25
I'll add that at some point but it's a finicky field to work with due to how it was originally set up.
Of course my man, im not complaining, im just saying. I didnt mean to sound like i was giving you orders or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: gnollboll on 2020-08-04 21:44:36
Not sure what type of problem it is but, on type b on the boat towards Costa del Sol, Barret mentions
Spoiler: show
Sector 7, Biggs, Jessie and Wedge
if when I switched hard modes the game switched from type B to type A or if it's a known thing
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-04 22:26:28
Type B :
Spoiler: show

- In 7th Heaven, after you sleep in the bar, Tifa says she'll join the next mission (as if she didn't before).
- In the train afer, Cloud asks why she'd come anyway (same).
- In Wall Market, I picked up the coupon, then medicine, then sexy cologne, but they don't seem to be useful (unless it comes later).


Also, Cloud's innate seems to last multiple turns (or time based). It complicates morphing bosses a little.

Cloud's innate is 'set' when Defend is used and will last until it is procced. If you need to disarm it, then I guess you could try attacking him with another character; he should counter them (this is something I need to look into as I don't want this proccing when, say, Aeris uses a healing stave).

I'll pick up the dialogue bits and ends. Not sure what to do with the wall market key items, maybe I can sort something for that in a 2.1 content update but that'll be a ways off.

Not sure what type of problem it is but, on type b on the boat towards Costa del Sol, Barret mentions
Spoiler: show
Sector 7, Biggs, Jessie and Wedge
if when I switched hard modes the game switched from type B to type A or if it's a known thing

I remember adding a check there, maybe it's been set up wrong.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: gnollboll on 2020-08-04 22:42:39
Some more stuff I forgot to mention
Spoiler: show
There's also mention of "badly hurting Rufus/president in Kalm, and Aeris mentioning the Black Materia while on the bed in Costa del Sol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-04 22:59:11
Some more stuff I forgot to mention
Spoiler: show
There's also mention of "badly hurting Rufus/president in Kalm, and Aeris mentioning the Black Materia while on the bed in Costa del Sol


I think Black Materia is mentioned on the cargo ship in NT, a bit earlier than usual. I'll check what she says. As for the rufus thing, I'll sort that out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: gnollboll on 2020-08-04 23:04:54
Just out of curiosity, in Type B there seemed to be quite some changes in Midgar, but afterwards (just about to get to Corel prison) it feels a lot like Type A, guessing this is intended right?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Concession on 2020-08-04 23:28:07
Thanks for the mod. It's pretty fun

I'm on 2.05 and just had the game throw an exception in the Corel Prison Desert fighting a cactaur. It used 1000 needles to kill Barret and the game froze as I was waiting for Tifa to throw a phoenix down. It was almost dead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Berub on 2020-08-04 23:50:18
Cloud's innate is 'set' when Defend is used and will last until it is procced. If you need to disarm it, then I guess you could try attacking him with another character; he should counter them (this is something I need to look into as I don't want this proccing when, say, Aeris uses a healing stave).
I just tested and it triggers multiple times, until another action is queued. Tested against Eligor, put Cloud on defense in the beginning of the fight and healed with Aeris; didn't choose any action for Cloud until the end. Cloud countered 6 times.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-05 00:32:15
Just out of curiosity, in Type B there seemed to be quite some changes in Midgar, but afterwards (just about to get to Corel prison) it feels a lot like Type A, guessing this is intended right?

Yeah, the changes are a bit less drastic out of Midgar. I think the heaviest scene editing beyond Midgar was in the Weapon Raid for Junon, other areas are more minor like Mt. Nibel. The Midgar sequence beyond the alternate entrance to Reactor 5 didn't actually exist before Type A was released, I did the whole thing in about a week and a half roughly.

Thanks for the mod. It's pretty fun

I'm on 2.05 and just had the game throw an exception in the Corel Prison Desert fighting a cactaur. It used 1000 needles to kill Barret and the game froze as I was waiting for Tifa to throw a phoenix down. It was almost dead.

I'll sort him out.

I just tested and it triggers multiple times, until another action is queued. Tested against Eligor, put Cloud on defense in the beginning of the fight and healed with Aeris; didn't choose any action for Cloud until the end. Cloud countered 6 times.

Ah, so if he stays in the Defend state then it continues to proc. Maybe that's not a bad thing; if you want to cancel the Defend status then an action like Change should do it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: PokeFaize on 2020-08-05 01:01:10
I went past the vending machine, deciding a
Spoiler: show
Hero Drink Classic
wasn't worth the wait, and came across an event glitch I believe has been brought up before. After rescuing
Spoiler: show
Elmyra
from the jail cells (which played out as intended), the event cut to the bloodied hallways and Red sitting by the broken Jenova cell, telling me that Jenova had fled to the upper floors (despite never having met Red yet). I'm on version 2.0.7
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-05 02:21:04
I went past the vending machine, deciding a
Spoiler: show
Hero Drink Classic
wasn't worth the wait, and came across an event glitch I believe has been brought up before. After rescuing
Spoiler: show
Elmyra
from the jail cells (which played out as intended), the event cut to the bloodied hallways and Red sitting by the broken Jenova cell, telling me that Jenova had fled to the upper floors (despite never having met Red yet). I'm on version 2.0.7

I think I updated the 2.0.7 version with a fix for that, but it can be fixed in-game; load the save file at floor 67, return to the jail cell screen, then when you come out you'll be on the right version of floor 67.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Metsys on 2020-08-05 02:44:01
Im in story B 2.0.7 just entering mythril cave, the game crashed when i entered the room where Rude + elena is supposed to be (i supposed isnt gonna be rude this time), but you get the idea. I dont know if someone else have said anything about it, but it just crashed, if you can check it out, please!

EDIT: i just checked again and it run normally. I dont know what happened, it was just a random crash. I dont know if its a different situation, but the first time i went to the right to get the materia/items. Now i just went immediately and it went without problems.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: El Grillo on 2020-08-05 03:57:10
Unfortunately the Junon Rufus send-off was a bit harder for me with the command text replaced with Playstation buttons, as I've only ever played on the PC. Is the reward cutoff still at 100+?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: kamekaz3 on 2020-08-05 05:53:53
Edit: question was already answered, oops. (Don't know if I can remove my own messages)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-05 15:52:01
Im in story B 2.0.7 just entering mythril cave, the game crashed when i entered the room where Rude + elena is supposed to be (i supposed isnt gonna be rude this time), but you get the idea. I dont know if someone else have said anything about it, but it just crashed, if you can check it out, please!

EDIT: i just checked again and it run normally. I dont know what happened, it was just a random crash. I dont know if its a different situation, but the first time i went to the right to get the materia/items. Now i just went immediately and it went without problems.

I'll have a look, I think this exact thing happened with someone else; they got a crash on that screen but only the first time. Will have a look through for anything unusual.

Unfortunately the Junon Rufus send-off was a bit harder for me with the command text replaced with Playstation buttons, as I've only ever played on the PC. Is the reward cutoff still at 100+?

100 is still the cut-off; you get a Silver Armlet for it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Kurne on 2020-08-05 17:11:56
Well, the boss that replace the boss when ya meet red13 wasn't a big deal to kill.   He spammed blizzard on himself until he killed himself o.o...  I even timed a morph right after the last blizzard he didn't give anything ='(   also dude in kalm talks about injuring the new president badly.  Cloud admits to it but that isn't what happened in type B
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-05 17:23:58
Well, the boss that replace the boss when ya meet red13 wasn't a big deal to kill.   He spammed blizzard on himself until he killed himself o.o...  I even timed a morph right after the last blizzard he didn't give anything ='(   also dude in kalm talks about injuring the new president badly.  Cloud admits to it but that isn't what happened in type B

I've got both of these in the new patch that'll be going up later.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: boozek on 2020-08-05 17:49:44
I am having problems with two Fort Condor battles when Cloud is alone and I have no access to PHS and becasue of that cannot get other team members equipment.
Wanted to fight the Boss right away (ignoring the minigame) but its extremelly difficult. I am trying to exp to get stronger but it takes forever I have lvl 21 and he still kills me with two ground attack which he uses constantly. I don't want to skip it or load the save before Bottomswell fight...
Is there a way to get to equipment from other characters and unwear them?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-05 18:00:52
I am having problems with two Fort Condor battles when Cloud is alone and I have no access to PHS and becasue of that cannot get other team members equipment.
Wanted to fight the Boss right away (ignoring the minigame) but its extremelly difficult. I am trying to exp to get stronger but it takes forever I have lvl 21 and he still kills me with two ground attack which he uses constantly. I don't want to skip it or load the save before Bottomswell fight...
Is there a way to get to equipment from other characters and unwear them?

Well, first of all the enemy commanders don't give any EXP, Gil, AP, or items in NT 2.0 so there's no reason to be fighting them, let alone with a solo Cloud. You also don't get the special item for the battle if you fight the enemy commander instead of repelling the invasion within the minigame (same as vanilla).

The refund cost for units was raised to 400gil which is the same hiring price for the standard all-rounder units, so if Gil is an issue then you could invest in those and assuming losses aren't heavy, you'll get 100% of the gil you spent on those units back. Using the swarm method, where you place one unit at the red line, start the battle, then continually place units to push the red line down before placing 3 or so units on both lanes to quickly kill the solo enemy to end it early, you can get the minigame over and done with in less than a minute.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: boozek on 2020-08-05 18:04:29
Well, first of all the enemy commanders don't give any EXP, Gil, AP, or items in NT 2.0 so there's no reason to be fighting them, let alone with a solo Cloud. You also don't get the special item for the battle if you fight the enemy commander instead of repelling the invasion within the minigame (same as vanilla).

The refund cost for units was raised to 400gil which is the same hiring price for the standard all-rounder units, so if Gil is an issue then you could invest in those and assuming losses aren't heavy, you'll get 100% of the gil you spent on those units back.

ohh crap so I need to reload to before the first fort condor fight, got it thanks.

what about the part about removing equipment from the team members that are not accessible at the moment?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-05 18:12:01
ohh crap so I need to reload to before the first fort condor fight, got it thanks.

what about the part about removing equipment from the team members that are not accessible at the moment?

It depends; you can use the Exchange option in the Materia menu if they're 'available' but at certain points a character will be marked as unavailable and will be hidden in this menu as well. Armour can't be unequipped, but Accessories are covered by Unequip opcodes if they're used.

I should also mention that you don't get boosted EXP for fighting solo, it isn't shared between party members like in other FF games. Best time to gain experience is with a full party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: flacidapplebottoms on 2020-08-05 20:29:33
Couple things:

-In the Mythril Mines, transitioning to the area where the Turks ambush you gives a black screen and an error window pops up saying "An unknown exception has occurred." I'm not using any other mods, just 2.07 Game Type B Hard Mode. But reloading and trying the transition again and it works fine, so...

-I'm getting gil from enemies in the Mythril Mines on Hard Mode.

-The Elphadunk enemy doesn't have a morph item, if that matters to you.

Also,
Spoiler: show
a small thing, but in Game Type B Elena still mentions how the party put Reno "out of action" in the Mythril Mines, even though in B you've yet to encounter him, as Sector 7 wasn't crushed with the plate (yet?), and the Turk you fought in the church was Rude. Unless I'm just forgetting some run-in with Reno or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Kurne on 2020-08-05 21:22:37
i am having the same exact issues flacidapplebottoms is having.   it worked fine in type a, but seems to crash in type b during the transition to that area
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-05 21:26:54
Couple things:

-In the Mythril Mines, transitioning to the area where the Turks ambush you gives a black screen and an error window pops up saying "An unknown exception has occurred." I'm not using any other mods, just 2.07 Game Type B Hard Mode. But reloading and trying the transition again and it works fine, so...

-I'm getting gil from enemies in the Mythril Mines on Hard Mode.

-The Elphadunk enemy doesn't have a morph item, if that matters to you.

Also,
Spoiler: show
a small thing, but in Game Type B Elena still mentions how the party put Reno "out of action" in the Mythril Mines, even though in B you've yet to encounter him, as Sector 7 wasn't crushed with the plate (yet?), and the Turk you fought in the church was Rude. Unless I'm just forgetting some run-in with Reno or something.


i am having the same exact issues flacidapplebottoms is having.   it worked fine in type a, but seems to crash in type b during the transition to that area

The issue seems to be that it breaks on the first attempt but then after reloading it works after that. This is a very strange bug which I'm going to have to try and replicate somehow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Kurne on 2020-08-05 21:31:17
when i toggle hard mode during the battle it shows "hard mode on" but when the battle is over it shows "hard mode off"?  same concept just in reverse should i do the battle again.  i'm not sure which is on or off.  maybe it turned itself off during last patch, going to go face a battle and see if i keep getting gil now


edit:  it appears that was the case

1: was set to hard mode prior to last update.   
2:  after update i started gaining gil.
3: i went to save and toggled hard mode.   during the battle it showed Hard mode ON.  After the battle i got a pop up saying Hard Mode OFF.  I am no longer getting gil from enemies so i assume i now have hard mode back on even though it shows off?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-05 21:40:09
when i toggle hard mode during the battle it shows "hard mode on" but when the battle is over it shows "hard mode off"?  same concept just in reverse should i do the battle again.  i'm not sure which is on or off.  maybe it turned itself off during last patch, going to go face a battle and see if i keep getting gil now


edit:  it appears that was the case

1: was set to hard mode prior to last update.   
2:  after update i started gaining gil.
3: i went to save and toggled hard mode.   during the battle it showed Hard mode ON.  After the battle i got a pop up saying Hard Mode OFF.  I am no longer getting gil from enemies so i assume i now have hard mode back on even though it shows off?

Sounds like they're out of synch; the one reported in-battle should be the accurate one as it's the actual battle variable used by enemies to set themselves up. The field variable only affects that message shown. I'll need to figure out how a desynch between the field var and the battle var occurred; maybe it started out that way or there's a bad toggle on one of the save points.

I wasn't able to replicate the Mythril Mines crash; I started from Kalm area and headed down there, triggered the Zolom field screen in case it's a music instruction of some sort, and cleared the cave out but didn't see it. I deleted an unused field model from there just in case it affects it but an issue like this sounds like something in memory is carrying over to the field and causing it to break, something which is then cleared on a reload. Typically this could be audio/volume instructions or similar.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: gnollboll on 2020-08-05 22:13:38
Hey again, cool that you managed to do the thing with Midgar post-reactor 5 in such short notice (Although the Corneo cup thing only triggered a battle with the games first two soldier enemies for me)
Another mention is the scene when Cloud explains to the party in the Hotel at Golden Saucer what's up with Sephiroth and stuff up to that point, and he mentions Aeris being the one who Shinra kidnapped (Type B that is)
Whatever happened to the music when you fight the dragon boss in Temple of the Ancients? Was pretty cool to have some remixed music thrown into the mix.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Aerodynamics on 2020-08-05 22:24:24
Hello Sega Chief, glad to know NT 2.0 is finally out!

Is midcore difficulty harder than the standard difficulty on NT 1.5? I find the 1.5 standard difficulty a bit on the easy side and the 2.0 a little on the hard side. Is mid-core any different?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: gnollboll on 2020-08-05 22:28:59
Oh and another thing, since you changed the ratio of draining hp and mp, the osmose spell is very... lacking.
Is there perhaps a chance you could revert the change on the MP side at least?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-05 22:36:32
Hey again, cool that you managed to do the thing with Midgar post-reactor 5 in such short notice (Although the Corneo cup thing only triggered a battle with the games first two soldier enemies for me)
Another mention is the scene when Cloud explains to the party in the Hotel at Golden Saucer what's up with Sephiroth and stuff up to that point, and he mentions Aeris being the one who Shinra kidnapped (Type B that is)
Whatever happened to the music when you fight the dragon boss in Temple of the Ancients? Was pretty cool to have some remixed music thrown into the mix.

It should be the right battle ID now, but if not then this next update will definitely correct it.

Some dialogue needs to be caught that references Type A continuity, I'll add alt dialogue to this scene now.

The theme that played in 1.5 was dropped, on Type A it's more of a mid-boss than anything else.

Hello Sega Chief, glad to know NT 2.0 is finally out!

Is midcore difficulty harder than the standard difficulty on NT 1.5? I find the 1.5 standard difficulty a bit on the easy side and the 2.0 a little on the hard side. Is mid-core any different?


There is no midcore difficulty, just normal mode and an optional hard mode; Type A and Type B may be harder/easier than each other in places depending on the situation. Midcore is the term I use to describe the mod's intended level of difficulty as a whole; the aim is for a middleground. I had this aim for both 1.5 and the 2.0 rebuild.

Oh and another thing, since you changed the ratio of draining hp and mp, the osmose spell is very... lacking.
Is there perhaps a chance you could revert the change on the MP side at least?

Think it's an all or nothing kind of deal. I'm considering a buff for draining effects again though, if there's space. Worst case I'll set it back to 100% rate.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: flacidapplebottoms on 2020-08-05 22:45:23
Quote
I'm considering a buff for draining effects

Not a bad idea. Right now Materia like HP Absorb don't have the impact necessary to justify using a Materia slot for them, IMHO.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Schrödinger on 2020-08-05 23:21:25
In Game Type B:

Spoiler: show
Assault Gun works as having All (not sure if it has long range too). I reckon this is not intended.
Tifa said "I'm coming along with you this time" (incohesive)


PS: PATCHED
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Sega Chief on 2020-08-05 23:29:43
In Game Type B, Assault Gun works as having All (not sure if it has long range too). I reckon this is not intended.

It's intended for all of Barret's machine guns to have the toggle All property.

***
v2.0.8 Update is now up:

Spoiler: show

v2.0.8 - 5/08/2020
*) Icicle Inn: Innkeeper had Barret name on one of his dialogue lines.
*) Mt. Nibel: Chests visible during Cloud's Memory Flashback.
*) Chocobo Ranch: Chocobos being moved into stable would fade to black during selection screen.
*) Submarine: Aeris position was overlaying Yuffie's.
*) Shinra HQ: Vending Machine price check fixed.
*) Shinra HQ: An issue where the script would jump players to the wrong Floor 67 after a Type B scene.
*) Sector 5 Slums: Cloud could clip through the Sector 7 gates under certain conditions in Type B.
*) Shinra HQ: Cloud mixes up character names in the stairwell.
*) Cargo Ship: Barret would say two sets of lines which are intended to differ from Type A to Type B.
*) Church: Altered scene when re-entering the Church early on Type B.
*) Sector 7: Tifa's lines change on Type B when saying she'll come along this time.
*) Train: Cloud line changes on Type B.
*) Save Point: Corrected a variable trigger for Hard Mode toggle.
*) Wall Market: Corneo's Mansion sealed off during certain parts of Type B.
*) Mt. Nibel: The boss on Mt. Nibel would not vanish after being defeated under certain conditions.
*) Kalm: Some dialogue with Red XIII would not match events on Type B.
*) Wall Market: An unused Cait Sith was visible in the diner on Disc 2/3.
*) Ancient Forest: Resized text at entrance.
*) Blue Materia Cave: Changed text when picking up the Materia.
*) Ultimate Weapon: Corel Reactor encounter had some attacks not set with an animation.
*) Cactuar: Added check for decrementing run chance + deactivation AI.
*) Cobalt XIV: Fixed AI target for Ice2.
*) COMMANDO: Text for an attack name had REDBOX in it.
*) Gondola: An issue where a 2nd Cloud could appear.
*) Cait Sith: Can no longe regen MP past his maximum when not defending.
*) Yuffie: Innate altered, now has a Defend-activated ability called Throwlette.
*) Red XIII: Innate altered, max stat gain is now +45 instead of +35.
*) Documentation: Item location for a 1/35 Soldier updated.
*) Hard Mode: Toggle on field screens was opposite to the one reported in-battle (actual setting).
*) Elfadunk: Morph added (Tent).
*) Mythril Mines: Dialogue altered for Type B continuity.
*) Ghost Hotel: Dialogue altered for Type B continuity.


The Hard Mode toggle won't correct on an affected save file though unfortunately; ignore what the field text says as it's the opposite. New Games will have the correct On/Off message.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: PokeFaize on 2020-08-05 23:42:19
Hopped on my Game Type A file while waiting for 2.0.8 (which released as I was about to type this up lol), and wanted to let you know Aerith's healing staffs trigger Cover. Cait had this problem in 1.5 with his MP Restoring Megaphones, and I assume his scaled off of Strength rather than Magic like Aerith's healing staffs used to. I remember you saying that you changed Aerith's healing staffs to scale off of Strength so Strength and Luck would have some use on a Magic focused Aerith.

EDIT: almost forgot, where's the documentation for the "where to find enemy skills"?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: gnollboll on 2020-08-06 00:11:47
EDIT: almost forgot, where's the documentation for the "where to find enemy skills"?
It's in the Item and Materia placements file
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: PokeFaize on 2020-08-06 00:40:58
It's in the Item and Materia placements file
I'm looking at the one bundled with the installer and it doesn't have Enemy Skill locations. Does the one from the documents download link have the locations listed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: Sega Chief on 2020-08-06 00:54:50
I'm looking at the one bundled with the installer and it doesn't have Enemy Skill locations. Does the one from the documents download link have the locations listed?

Yeah it does, I'll add it to the installer docs next time.

Edit: I added a link to Berub's google spreadsheet of the extracted item drops, steals, and morphs for enemies to the front page of the thread.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: boozek on 2020-08-06 10:53:58
what are the prices on rufus ceremony defilade march and then the presentation?
is it worth to try get the best score or not?
any missable items?

also why in the live presentation buttons are displayed as PAD symbols?
when on the training it showed "OK","MENU" etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: gnollboll on 2020-08-06 12:50:32
During the WEAPON attack in Junon disc 2 Scarlet mentions dropping the plate
What kind of tools do you use to change the game you do? Is it Makou reactor?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: Sega Chief on 2020-08-06 13:23:04
what are the prices on rufus ceremony defilade march and then the presentation?
is it worth to try get the best score or not?
any missable items?

also why in the live presentation buttons are displayed as PAD symbols?
when on the training it showed "OK","MENU" etc.


100+ = Silver Armlet
60+ = Titan Bangle
Below 60 = Nothing

I did a mass search-replace for the button icons, but for some reason a few didn't come through. I'll change the ones you mentioned.

During the WEAPON attack in Junon disc 2 Scarlet mentions dropping the plate
What kind of tools do you use to change the game you do? Is it Makou reactor?

Makou Reactor is the tool used to change the field script; it opens the flevel.lgp in FF7/Data/Field.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: gnollboll on 2020-08-06 13:46:54
Neato, been considering lately to do a mod for FF8 since this has inspired me a lot
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: Sega Chief on 2020-08-06 13:52:04
Neato, been considering lately to do a mod for FF8 since this has inspired me a lot

For FF8, you'll want the Deling tool; similar deal but doubles up as an archive manager as well for importing/exporting modified files to .fs archives. To edit FF8 field script, open a field.fs found in FF8/Data/lang-en (if Steam original release) using Deling.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Walker--1995 on 2020-08-06 16:14:28
It's intended for all of Barret's machine guns to have the toggle All property.

***
v2.0.8 Update is now up:

Spoiler: show

v2.0.8 - 5/08/2020
*) Icicle Inn: Innkeeper had Barret name on one of his dialogue lines.
*) Mt. Nibel: Chests visible during Cloud's Memory Flashback.
*) Chocobo Ranch: Chocobos being moved into stable would fade to black during selection screen.
*) Submarine: Aeris position was overlaying Yuffie's.
*) Shinra HQ: Vending Machine price check fixed.
*) Shinra HQ: An issue where the script would jump players to the wrong Floor 67 after a Type B scene.
*) Sector 5 Slums: Cloud could clip through the Sector 7 gates under certain conditions in Type B.
*) Shinra HQ: Cloud mixes up character names in the stairwell.
*) Cargo Ship: Barret would say two sets of lines which are intended to differ from Type A to Type B.
*) Church: Altered scene when re-entering the Church early on Type B.
*) Sector 7: Tifa's lines change on Type B when saying she'll come along this time.
*) Train: Cloud line changes on Type B.
*) Save Point: Corrected a variable trigger for Hard Mode toggle.
*) Wall Market: Corneo's Mansion sealed off during certain parts of Type B.
*) Mt. Nibel: The boss on Mt. Nibel would not vanish after being defeated under certain conditions.
*) Kalm: Some dialogue with Red XIII would not match events on Type B.
*) Wall Market: An unused Cait Sith was visible in the diner on Disc 2/3.
*) Ancient Forest: Resized text at entrance.
*) Blue Materia Cave: Changed text when picking up the Materia.
*) Ultimate Weapon: Corel Reactor encounter had some attacks not set with an animation.
*) Cactuar: Added check for decrementing run chance + deactivation AI.
*) Cobalt XIV: Fixed AI target for Ice2.
*) COMMANDO: Text for an attack name had REDBOX in it.
*) Gondola: An issue where a 2nd Cloud could appear.
*) Cait Sith: Can no longe regen MP past his maximum when not defending.
*) Yuffie: Innate altered, now has a Defend-activated ability called Throwlette.
*) Red XIII: Innate altered, max stat gain is now +45 instead of +35.
*) Documentation: Item location for a 1/35 Soldier updated.
*) Hard Mode: Toggle on field screens was opposite to the one reported in-battle (actual setting).
*) Elfadunk: Morph added (Tent).
*) Mythril Mines: Dialogue altered for Type B continuity.
*) Ghost Hotel: Dialogue altered for Type B continuity.


The Hard Mode toggle won't correct on an affected save file though unfortunately; ignore what the field text says as it's the opposite. New Games will have the correct On/Off message.

Spoiler: show

im playing the latest version of new threat and im at the point aeris dies but i get no option to keep her alive in the dialogue before the FMV, is this because im playing game mode A or is it changed in 2.0? the mod is great man keep up the amazing work! this is the most fun ive had with FF7 thank you so much
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: Sega Chief on 2020-08-06 16:40:01
Spoiler: show

im playing the latest version of new threat and im at the point aeris dies but i get no option to keep her alive in the dialogue before the FMV, is this because im playing game mode A or is it changed in 2.0? the mod is great man keep up the amazing work! this is the most fun ive had with FF7 thank you so much


It's available in both Type A and Type B but the way it is done is different:
Spoiler: show

During the fight, she'll be revived by the boss and start to attack the player party. If she survives the battle, she'll stick around; if she's KO'd then she won't and you get the only Ribbon available in the game. To boost your chances, avoid using random-target or forced-All attacks like Meteorain, Tifa's Limits, Aqualung, etc.


***

Off-topic, it's been mentioned a few times that some users prefer the PC prompts for buttons so I've added them alongside the controller button prompts. They'll be in the 2.0.9 update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: Schrödinger on 2020-08-06 17:12:40
Type B:

- Super minor thing. When you met Tifa she already appears named as "Tifa". Afair the game never saw any name before you name the character yourself.
- Innates are not updated in the beginner hall in sector 7

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: boozek on 2020-08-06 17:54:27
when are you able to pickup the items in the costa del sol villa basement?
do I need to be the owner of the building?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: Walker--1995 on 2020-08-06 18:09:20
It's available in both Type A and Type B but the way it is done is different:
Spoiler: show

During the fight, she'll be revived by the boss and start to attack the player party. If she survives the battle, she'll stick around; if she's KO'd then she won't and you get the only Ribbon available in the game. To boost your chances, avoid using random-target or forced-All attacks like Meteorain, Tifa's Limits, Aqualung, etc.


***

Off-topic, it's been mentioned a few times that some users prefer the PC prompts for buttons so I've added them alongside the controller button prompts. They'll be in the 2.0.9 update.
I did wonder why she was in there and possibly thought that might be the case but wanted to ask you for clarification since you know more than any of us 😊 thank you so much! I thought I’d have to start all over again ( I wouldn’t have minded I love this mod) i can progress now!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: Sega Chief on 2020-08-06 18:18:27
Type B:

- Super minor thing. When you met Tifa she already appears named as "Tifa". Afair the game never saw any name before you name the character yourself.
- Innates are not updated in the beginner hall in sector 7

I'll catch those for 2.0.9

when are you able to pickup the items in the costa del sol villa basement?
do I need to be the owner of the building?

You do need to buy the villa, yeah.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: PokeFaize on 2020-08-06 19:48:13
Oh yeah, will there be further script/event changes in the future of Game Type B? The changes prior to Wall Market were really solid (and were exceptionally refreshing after having done the Reactor Bombings several times lol), and I really hope there are more event changes like that in later versions of 2.0 Type B.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: hg8000 on 2020-08-06 20:17:20
Type B seems to replace the Demon Wall fight with two Hect-Eyes.
Closest Save: https://mega.nz/file/qYoURQzJ#EzH-Jtn7tlYwdtdO2L_k0ZHtTtws4e---kg-WPCNxiU
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: Sega Chief on 2020-08-06 20:22:01
Oh yeah, will there be further script/event changes in the future of Game Type B? The changes prior to Wall Market were really solid (and were exceptionally refreshing after having done the Reactor Bombings several times lol), and I really hope there are more event changes like that in later versions of 2.0 Type B.

I'll see what I can do.

Type B seems to replace the Demon Wall fight with two Hect-Eyes.
Closest Save: https://mega.nz/file/qYoURQzJ#EzH-Jtn7tlYwdtdO2L_k0ZHtTtws4e---kg-WPCNxiU

I probably set the wrong ID, will correct tonight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: Kurne on 2020-08-06 22:02:39
Hm.  After facing the type b version of the motor ball everything has felt super vanilla.   About to enter the golden saucer, haven't really noticed any other differences from game type a.  Intended?  Any way I can verify that it's still running type b over type a?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: Sega Chief on 2020-08-06 23:25:55
Hm.  After facing the type b version of the motor ball everything has felt super vanilla.   About to enter the golden saucer, haven't really noticed any other differences from game type a.  Intended?  Any way I can verify that it's still running type b over type a?

Spoiler: show

Gongaga should have a different event at the Reactor, with no Turks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
Post by: Aerodynamics on 2020-08-07 01:42:41
There is no midcore difficulty, just normal mode and an optional hard mode; Type A and Type B may be harder/easier than each other in places depending on the situation. Midcore is the term I use to describe the mod's intended level of difficulty as a whole; the aim is for a middleground. I had this aim for both 1.5 and the 2.0 rebuild.


Very interesting! Btw, is there any option to configure hard mode? I would like to configure hard mode in order for it to increase enemy levels by 1.5x but not reduce exp or gil.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: Kurne on 2020-08-07 03:06:04
Psh I would crank that hard mode setting up to 2x if given opportunity in trade for regular exp and gil
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: Sega Chief on 2020-08-07 03:46:03
Very interesting! Btw, is there any option to configure hard mode? I would like to configure hard mode in order for it to increase enemy levels by 1.5x but not reduce exp or gil.

Psh I would crank that hard mode setting up to 2x if given opportunity in trade for regular exp and gil

I'll review the Hard mode setup for a 2.1 update in the future.
***
Patch is up:

v2.0.9 - 7/08/2020
*) PC Button Prompts added alongside the Controller button prompts.
*) Yuffie: Fixed issue where Throwlette would only trigger if she was Defending prior to its charge.
*) Updated innate text for Yuffie and Red XIII.
*) Mt. Nibel: Some field models intended for later were visible during the flashback.
*) Oversight where Hard Mode and Standard Mode were flipped at the start.
*) Weapon Raid: Type B continuity corrected.
*) Beginner's Hall: Menu Selection had extra blank options set.
*) Kalm Traveller: W-Attack was being given instead of W-Magic.
*) Nibelheim Flashback: Mt. Nibel music was playing earlier than intended.
*) Sephiroth: Changed Odin to Bahamut in Flashback.

The crash that can happen on the Turks field for the Mythril Mines is proving difficult to replicate. I tried retracing a user's steps (they mentioned losing audio for fights during the Flashback which I thought may be the culprit as these carry through until reset, like a game reload) but was unable to replicate the loss of audio in the flashback and when I reached the Mythril Mines the field loaded as normal. If a user reading this encounters a crash on the Turks field of the Mythril Mines using Reunion or 7th Heaven then a copy of their app log would be appreciated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Doll on 2020-08-07 07:45:45
really liking this release. All the new stuff on the B route is great so far. I also feel like the hard mode feels kind of weird. probably good to restrict people from buying 900000 high potions or whatever, just feels weird. wonder how hard it's going to make stealing in the future. the replacement for airbuster felt really good though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: EternalLykaios on 2020-08-07 11:13:24
I've just defeated the boss at Mt Nibelheim and got the second SP upgrade. However, the boss stayed there, and I went to check if it actually was and I triggered the boss fight again and this time the boss disappeared. In doing so I just noticed I got a third SP upgrade, which I'm guessing I shouldn't have.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: flacidapplebottoms on 2020-08-07 14:42:51
When the Sand Worm runs out of MP in the Corel Prison Desert, it starts targeting itself with Earthquake until it dies. Not sure if this is a vanilla bug or what.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Kurne on 2020-08-07 16:43:35
Silly question.  Type B is aeris only supposed to have 2 sp upgrades?  Should I be worried o.o....
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Berub on 2020-08-07 17:00:39
Could the Enemy Lure materia receive the same treatment as Enemy Away? Like really boost encounter rates. Grinding with it doesn't do much (and it gives no stat).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-07 19:05:42
I've just defeated the boss at Mt Nibelheim and got the second SP upgrade. However, the boss stayed there, and I went to check if it actually was and I triggered the boss fight again and this time the boss disappeared. In doing so I just noticed I got a third SP upgrade, which I'm guessing I shouldn't have.

I'll have a second shot at it.

When the Sand Worm runs out of MP in the Corel Prison Desert, it starts targeting itself with Earthquake until it dies. Not sure if this is a vanilla bug or what.

Seems the target flag is off, I'll adjust it. Seems to be Grand Slam that's not doing what it should be.

Silly question.  Type B is aeris only supposed to have 2 sp upgrades?  Should I be worried o.o....

Nah, shouldn't be worried.

Could the Enemy Lure materia receive the same treatment as Enemy Away? Like really boost encounter rates. Grinding with it doesn't do much (and it gives no stat).

I'll see if increasing it does the trick.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: boozek on 2020-08-07 20:31:42
Any missable content related to Tifa Piano playing or all can be done on Discs2/3?

The Lost Number Boss - you can steal an item form him in 2nd form, is it different item depending on which form he is in or its always aurora rod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: jdhayward on 2020-08-07 20:58:40
I'm trying to update to 2.09 and none of my mod catalogs are working including segas.

Says remote server is unavailable.

Anyone else having issues today?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-07 21:13:17
Any missable content related to Tifa Piano playing or all can be done on Discs2/3?

The Lost Number Boss - you can steal an item form him in 2nd form, is it different item depending on which form he is in or its always aurora rod?

Don't think there is for Tifa's piano, the elemental Materia you could get on Disc 2 by playing it while she's party lead isn't there now.

The two forms of Lost Number have different steals from each other, and have four each. They all have the same base chance but as they're checked for in descending order it means that the first listed item has a better chance than the last as the last item needs the previous 3 checks to fail before it is considered.

I'm trying to update to 2.09 and none of my mod catalogs are working including segas.

Says remote server is unavailable.

Anyone else having issues today?


Seems to be OK on my end when I download other IROs from the other catalogs + the ones from my own. I have a direct download for the IRO on the first page of this thread if that helps.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: DefMettle on 2020-08-07 21:19:26
Quote
*) Mt. Nibel: Some field models intended for later were visible during the flashback.

Spoiler: show
In Clouds Past section before you enter MtNibel Reactor there is a sequence where Cloud and Seph are walking where there is a GScorpion and 2 Guards. I assume these are the models you removed...

I was Excited and confused for a second, "this is cool, Boss fight in Clouds past. why would it be against ShinRa though hmmm" the characters walk straight through them and i figured, "Okay that was a mistake they are for later obviously". I went back to previous screen to check them out, and I got stuck and couldn't progress any further.  :cry:


playing on 2.0.6

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: PokeFaize on 2020-08-07 21:49:44
Aerith's healing rods that apply Barrier or MBarrier aren't giving their respective Barrier buffs. Is this a percent chance thing to happen? or are they just not working as intended?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: jdhayward on 2020-08-07 22:24:44
Don't think there is for Tifa's piano, the elemental Materia you could get on Disc 2 by playing it while she's party lead isn't there now.

The two forms of Lost Number have different steals from each other, and have four each. They all have the same base chance but as they're checked for in descending order it means that the first listed item has a better chance than the last as the last item needs the previous 3 checks to fail before it is considered.

Seems to be OK on my end when I download other IROs from the other catalogs + the ones from my own. I have a direct download for the IRO on the first page of this thread if that helps.

Could I get a paste of your catalog links just to make sure nothing has changed? Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-07 22:34:26
Spoiler: show
In Clouds Past section before you enter MtNibel Reactor there is a sequence where Cloud and Seph are walking where there is a GScorpion and 2 Guards. I assume these are the models you removed...

I was Excited and confused for a second, "this is cool, Boss fight in Clouds past. why would it be against ShinRa though hmmm" the characters walk straight through them and i figured, "Okay that was a mistake they are for later obviously". I went back to previous screen to check them out, and I got stuck and couldn't progress any further.  :cry:


playing on 2.0.6



Yep those are the ones.

Aerith's healing rods that apply Barrier or MBarrier aren't giving their respective Barrier buffs. Is this a percent chance thing to happen? or are they just not working as intended?

The chance is the same as added effect so about 12ish% The wiki says 20% but not sure if that's the legit value as I've gotten bad info from there in the past.

Could I get a paste of your catalog links just to make sure nothing has changed? Thanks

Strife's MOTR: iros://Url/http$pastebin.com/raw.php?i=QBGsgGK6
Qhimm: iros://Url/http$pastebin.com/raw.php?i=EpQBv5PL
Sega: iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: chimaerath on 2020-08-07 23:40:34
The instructions for snowboarding from the NPC in Icicle Inn have pop-up windows that overlap. It's probably an issue with the base game, but is it possible to move the windows? Screenshot of overlapping windows: https://prnt.sc/tvzyi6

Thank you again!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-07 23:43:58
The instructions for snowboarding from the NPC in Icicle Inn have pop-up windows that overlap. It's probably an issue with the base game, but is it possible to move the windows? Screenshot of overlapping windows: https://prnt.sc/tvzyi6

Thank you again!

I can probably sort that out, wonder how it happened. Maybe I moved one of them at some point?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: PokeFaize on 2020-08-08 00:03:50
The chance is the same as added effect so about 12ish% The wiki says 20% but not sure if that's the legit value as I've gotten bad info from there in the past.
Huh. that's a pretty low chance to land it. Though it makes sense to be so low considering it's a free Barrier=Added Effect.

By the way, has Cait's Lv.1-3 Limit been removed? or was that another mislabeled "use Limit Lv.12-2" count to unlock it? Because I've used Cait's Transform limit a little over 10 times by now, and still no Lv.1-3 Limit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-08 00:10:16
Huh. that's a pretty low chance to land it. Though it makes sense to be so low considering it's a free Barrier=Added Effect.

By the way, has Cait's Lv.1-3 Limit been removed? or was that another mislabeled "use Limit Lv.12-2" count to unlock it? Because I've used Cait's Transform limit a little over 10 times by now, and still no Lv.1-3 Limit.

The 1-3 was removed yeah, it broke Slots for some reason. I think the installer docs still mentioned it as being an available Limit, so that should be gone from next update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: Aerodynamics on 2020-08-08 01:09:18
I'll review the Hard mode setup for a 2.1 update in the future.

Nice :) In terms of keeping the balance until the end of the game, increasing the enemy level probably makes sense. By decreasing the ammount of EXP, the lvl gap just keeps getting wider and wider. Hardcore players might enjoy that, but probably not most. No gil from enemies is interesting, but there would have to be some other way to earn it.

I believe the most simple option for 2.1 is to add "handicaps" instead of just a difficulty mode with predetermined conditions. Like this:
A toggle for 1.5x enemies.
A toggle for Half EXP.
A toggle for No Gil.

 So far enjoying the mod! Thank you so much for your dedication.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: chimaerath on 2020-08-08 02:29:27
1) Can you revise the Items & Materia Placements document for the 1/35 Soldier Location:
Quote
6) Great Glacier, Far-East Cave
I found it in the west cave (base game has an Elixir)

2) Is it intended that the Sell price for a Mastered Reflect materia is 4,127,345,136?

Thank you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: El Grillo on 2020-08-08 03:21:01
A previous poster mentioned Corel Sand Worms using Earthquake on themselves when out of MP, and the same thing happens if you cast Berserk onto a Mideel Sea Worm. It's a pretty efficient and safe way to grind right after getting Tiny Bronco access, but probably not the intended behavior :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: hg8000 on 2020-08-08 17:15:21
Upon feeding the Silver Chocobo on the glacier a Zeio nut, a battle with a Nibel Dragon starts, the textbox after the fight mentions a Chokhmabo instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-08 17:55:52
Nice :) In terms of keeping the balance until the end of the game, increasing the enemy level probably makes sense. By decreasing the ammount of EXP, the lvl gap just keeps getting wider and wider. Hardcore players might enjoy that, but probably not most. No gil from enemies is interesting, but there would have to be some other way to earn it.

I believe the most simple option for 2.1 is to add "handicaps" instead of just a difficulty mode with predetermined conditions. Like this:
A toggle for 1.5x enemies.
A toggle for Half EXP.
A toggle for No Gil.

 So far enjoying the mod! Thank you so much for your dedication.

Maybe; a possibility is upping the EXP given while also adding extra parameters, attacks, and behaviour to the enemies on hard mode which would probably make for a more interesting experience.

1) Can you revise the Items & Materia Placements document for the 1/35 Soldier Location:I found it in the west cave (base game has an Elixir)

2) Is it intended that the Sell price for a Mastered Reflect materia is 4,127,345,136?

Thank you.

A previous poster mentioned Corel Sand Worms using Earthquake on themselves when out of MP, and the same thing happens if you cast Berserk onto a Mideel Sea Worm. It's a pretty efficient and safe way to grind right after getting Tiny Bronco access, but probably not the intended behavior :)

Upon feeding the Silver Chocobo on the glacier a Zeio nut, a battle with a Nibel Dragon starts, the textbox after the fight mentions a Chokhmabo instead.

Thanks for letting me know, I've got them sorted for the next patch (2.0.10).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: boozek on 2020-08-08 18:03:35
Have you decreased chance for Odin to use sword attack on regular enemies?

So Astral Curtain is the Item you get for reading all 6 turtle paradise notes?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Saberfrost on 2020-08-08 18:27:08
Have you decreased chance for Odin to use sword attack on regular enemies?

I don't believe Odin's Instant-Death gimmick was changed.

If not then it means you were fighting an enemy with immunity to Instant-Death. Odin will never use his sword if there's a mob with immunity iirc.

But good 'ole Sega will be able to provide better information.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: DefMettle on 2020-08-08 19:12:16
In Kalm there is a house with a dog behind a door. softlocks if you open door.

edit - just tried to replicate this many times but couldn't. maybe issue with base game
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Metsys on 2020-08-08 19:43:02
Hi sega chief! two questions
first, through 7th heaven the game isnt updating to 2.0.9 so i guess i just have to wait or there seems to be a problem?

Also another question: would you mind explaining to me the new yuffie ability? im already in gold saucer so i couldnt managed to know yuffie new innate ability.

Thanks for the mod again <3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: colbym72 on 2020-08-08 20:44:04
During the Cave of Gia boss fight, when I beat the boss, it goes to the experience screen and when I leave it, I instantly get put into the original boss fight. Is this intentional?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: chimaerath on 2020-08-08 20:49:20
Also another question: would you mind explaining to me the new yuffie ability? im already in gold saucer so i couldnt managed to know yuffie new innate ability.
Yuffie's innate as described in the Balancing Documentation file:
Quote
If attacked physically while in the front row, she will counter with Mug. One enemy in the battle will have their given Gil doubled. After 15 turns have passed, Yuffie's Throwlette will charge and will throw a random shuriken weapon at an enemy when Defend is used (or if already Defending).
As far as I can tell, the Mug counter is consistent, the Throwlette's randomly chosen (Yuffie) weapon determines how much attack power it does, and Throwlette does not use up the weapon. I heard there are issues with the double Gil dropped in Hard Mode; I'm not sure if Sega was able to fix that in a recent patch.

Sega, separate questions (Type A playthrough):

Spoiler: show
Why does Aeris suggest going to Icicle Inn after gaining control of the Highwind? I spent several minutes looking around the buildings in Icicle Inn to no avail: all the NPCs start pointing you to Mideel. Is it solely just to direct you to some NPCs that start talking about Mideel? Because RED XIII already does that, by suggesting you speak to his grandfather, so I don't see the point of being directed to Icicle Inn and Cosmo Canyon. Same with after Mideel is destroyed: Aeris asks to go to Nibelheim to find out what happened to Zack, but I tried talking to the cylinders (which normally triggers the cutscene that reveals what happened to Cloud and Zack before arrival in Midgard) and nothing happened. If the cutscene is meant to trigger later (which is what I assume happens, since I'm not up to there yet), why not have her ask you later?


Are the pianos in Nibelheim working properly? For the one in Tifa's house, when "Aww I forgot" is selected, the text appears, but there doesn't seem to be any Cloud animation or sound when I try pressing keys with Cloud. Plus, when I end it with Start, I always get the same prompt that 'it sounds familiar'. When "I remember" is selected, no text appears (not even the "Press Start to end" like in the base game), Cloud moves when keys are pressed, but no sound plays. The piano in Shinra Mansion also seems identical to the "I remember" option: the text appears, Cloud does not move when keys are pressed, and I don't seem to hear any sound.

I haven't been able to consistently reproduce this, but in two separate instances when Cid used his 3-2 Limit Break "Big Brawl", the animation played, but no numbers appeared, and I couldn't tell if damage was done. Once was during the Fort Condor final battle (with the CMD. Grand Horn, or whatever his NT name is), and immediately after the cast, the monster used Grand Attack, and the battle ended with no EXP/AP/Gil/Drops. The other time was during the Ultimate Weapon fight in Mideel (couldn't Sense to confirm HP, and upon reloading the game to fight again, the next time I used Big Brawl, it worked fine). Is my game just acting up?

Thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: gnollboll on 2020-08-08 21:08:53
Rude and Reno seems to be missing from the Sunken Gelnika, Type B
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-08 21:59:51
Have you decreased chance for Odin to use sword attack on regular enemies?

So Astral Curtain is the Item you get for reading all 6 turtle paradise notes?

Odin will only use the Sword Attack if there are enemies in the formation that are vulnerable to KO. Astral Curtain is the item for the 6 flyers.

In Kalm there is a house with a dog behind a door. softlocks if you open door.

edit - just tried to replicate this many times but couldn't. maybe issue with base game

It's a base game issue; I deactivated the dog's contact radius, but will just set the player to regain control the second they open the door as well so that no further risk of softlock can occur.

Hi sega chief! two questions
first, through 7th heaven the game isnt updating to 2.0.9 so i guess i just have to wait or there seems to be a problem?

Also another question: would you mind explaining to me the new yuffie ability? im already in gold saucer so i couldnt managed to know yuffie new innate ability.

Thanks for the mod again <3

If auto-update doesn't work, remove the IRO from your list then re-download. If problem persists then remove and then go to FF7/mods folder, go into the 7h folder, and remove the IRO manually from there. Then import the IRO either from catalog or the direct download link from front of this thread if catalog isn't working properly.

After a while in battle, a message will appear saying that Throwlette has charged. Use Defend and she'll use the Throw command with one of her weapons at random; this doesn't consume a weapon to use and can include weapons you haven't found yet. It's the equivalent of a strong physical attack every so often.

During the Cave of Gia boss fight, when I beat the boss, it goes to the experience screen and when I leave it, I instantly get put into the original boss fight. Is this intentional?

No, it needs to jump past the Type A battle ID in the script but is probably missing this jump; will add.

Sega, separate questions (Type A playthrough):

Spoiler: show
Why does Aeris suggest going to Icicle Inn after gaining control of the Highwind? I spent several minutes looking around the buildings in Icicle Inn to no avail: all the NPCs start pointing you to Mideel. Is it solely just to direct you to some NPCs that start talking about Mideel? Because RED XIII already does that, by suggesting you speak to his grandfather, so I don't see the point of being directed to Icicle Inn and Cosmo Canyon. Same with after Mideel is destroyed: Aeris asks to go to Nibelheim to find out what happened to Zack, but I tried talking to the cylinders (which normally triggers the cutscene that reveals what happened to Cloud and Zack before arrival in Midgard) and nothing happened. If the cutscene is meant to trigger later (which is what I assume happens, since I'm not up to there yet), why not have her ask you later?


Are the pianos in Nibelheim working properly? For the one in Tifa's house, when "Aww I forgot" is selected, the text appears, but there doesn't seem to be any Cloud animation or sound when I try pressing keys with Cloud. Plus, when I end it with Start, I always get the same prompt that 'it sounds familiar'. When "I remember" is selected, no text appears (not even the "Press Start to end" like in the base game), Cloud moves when keys are pressed, but no sound plays. The piano in Shinra Mansion also seems identical to the "I remember" option: the text appears, Cloud does not move when keys are pressed, and I don't seem to hear any sound.

I haven't been able to consistently reproduce this, but in two separate instances when Cid used his 3-2 Limit Break "Big Brawl", the animation played, but no numbers appeared, and I couldn't tell if damage was done. Once was during the Fort Condor final battle (with the CMD. Grand Horn, or whatever his NT name is), and immediately after the cast, the monster used Grand Attack, and the battle ended with no EXP/AP/Gil/Drops. The other time was during the Ultimate Weapon fight in Mideel (couldn't Sense to confirm HP, and upon reloading the game to fight again, the next time I used Big Brawl, it worked fine). Is my game just acting up?

Thank you!

So when Cloud goes missing, the game doesn't directly tell you where to go right away as the characters wouldn't have any knowledge of Mideel. So instead, they recommend you visit certain areas; Icicle Inn being one of them as it is the closest habitable place to the Crater. When you get there, near enough everyone talks about going to an island in the south where it's warmer. Another potential lead to Mideel is Bugenhagen's Observatory; if you head there and talk to Bugen you get a conversation with him where he points you toward Mideel. I decided to keep the dialogue pointing you to Icicle + Cosmo for info leading to Mideel as this is what the base game did (I think).

I'll move the trigger for that scene in Shinra Mansion earlier to coincide with it. I'll restore the original scripts for the piano in Tifa's House, but the Shinra Mansion piano should still be fine as it wasn't changed from 1.5. Will investigate it.

Big Brawl is a driver-related (or perhaps animation-file related) base-game issue and will frequently not register numbers to the screen. While damage is still calculated normally behind the scenes, any enemies killed in this fashion won't red-out and will instead stay present on the screen.

Rude and Reno seems to be missing from the Sunken Gelnika, Type B

I think I set them to not appear, but never got round to replacing it with something or having an encounter appear elsewhere to make up for it. I'll set them to be there for the time being.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Metsys on 2020-08-08 23:19:50
A question about the boss fight in cosmo canyon

Spoiler: show
i beat the gi giant then immediately fought gi nattak, is this intended? or i had to just fight teh gi giant? thsi is story b 2.0.8
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: hg8000 on 2020-08-08 23:25:01
I'm on Disc 2 (Type B) and returned to the Silver Chocobo for W-Item. I got 1 of each nut & green and fed it to him, but didn't get the materia.
For those wondering, here's a list what everything does:
Spoiler: show

Sylkis G. - free pass
Reagan G. - change a name of a character
Mimett - become Chocobo
Curiel G. - Party HP = 1
Pahsana G. - Choco reveals a secret text
Tantal G. - alternate animations
Krakka G. - warp out of the glacier
Gysahl G. - free pass

Zeio N. - Chokhmabo fight
Carob N. - get cheese, except no
Porov N. - warp to Alexander Materia cave
Pram N. - lose 1000gil
Lasan N. - materia shuffle
Saraha N. - witness its dance
Luchile N. - Choco flies!
Pepio N. - free pass

Save for testing: https://mega.nz/file/6MRGjQqT#dCveKmDIm5GccVI89ga_cyagb3WbMD3wRYMcD5natWk
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-08 23:32:46
A question about the boss fight in cosmo canyon

Spoiler: show
i beat the gi giant then immediately fought gi nattak, is this intended? or i had to just fight teh gi giant? thsi is story b 2.0.8


As above, the script is missing a jump and is triggering both fights. It'll be patched in the next update.

I'm on Disc 2 (Type B) and returned to the Silver Chocobo for W-Item. I got 1 of each nut & green and fed it to him, but didn't get the materia.
For those wondering, here's a list what everything does:
Spoiler: show

Sylkis G. - free pass
Reagan G. - change a name of a character
Mimett - become Chocobo
Curiel G. - Party HP = 1
Pahsana G. - Choco reveals a secret text
Tantal G. - alternate animations
Krakka G. - warp out of the glacier
Gysahl G. - free pass

Zeio N. - Chokhmabo fight
Carob N. - get cheese, except no
Porov N. - warp to Alexander Materia cave
Pram N. - lose 1000gil
Lasan N. - materia shuffle
Saraha N. - witness its dance
Luchile N. - Choco flies!
Pepio N. - free pass

Save for testing: https://mega.nz/file/6MRGjQqT#dCveKmDIm5GccVI89ga_cyagb3WbMD3wRYMcD5natWk

Sylkis is supposed to give W-Item; I think another user mentioned getting it, so the var is perhaps double-booked. I'll change the var handling it if this is the case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: hg8000 on 2020-08-08 23:42:50
Sylkis is supposed to give W-Item; I think another user mentioned getting it, so the var is perhaps double-booked. I'll change the var handling it if this is the case.
Got it myself on a Type A playthrough, which is why I was confused in the first place. Back then I was on Disc 1, on the first visit of the glacier if that helps narrowing it down.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: El Grillo on 2020-08-09 00:45:38
Spoiler: show
Just finished A Mode's Disc 1, I think this version of the Jenova Life fight is my favorite across the mods I've played. It was also the first fight I had trouble with going in blind, then I brought DeBarrier and Silence to stop zombie-Aerith from casting and it was all good.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Berub on 2020-08-09 01:46:44
Type B :
Spoiler: show

The fight against 2 presidential guards is immediately followed with Palmer, not sure if intended.
Also, I morphed 2 Shinra Alphas from the guards... they look like endgame armors.

Doc says Aqualung is from desert Harpy, but it's actually from Adamantaimai.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-09 02:19:46
Got it myself on a Type A playthrough, which is why I was confused in the first place. Back then I was on Disc 1, on the first visit of the glacier if that helps narrowing it down.

It turned out to be double-booked variables.

Spoiler: show
Just finished A Mode's Disc 1, I think this version of the Jenova Life fight is my favorite across the mods I've played. It was also the first fight I had trouble with going in blind, then I brought DeBarrier and Silence to stop zombie-Aerith from casting and it was all good.


Glad to hear that you liked it.

Type B :
Spoiler: show

The fight against 2 presidential guards is immediately followed with Palmer, not sure if intended.
Also, I morphed 2 Shinra Alphas from the guards... they look like endgame armors.

Doc says Aqualung is from desert Harpy, but it's actually from Adamantaimai.


I think that's intended for Palmer to follow, unlike the Cave of the Gi. I think I can live with the Shinra Alpha being acquirable there on Type B, but only just.

Aqualung can be learned from Harpy also, not just Adamantaimai. I tried to list locations that were either earliest and/or revisitable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Berub on 2020-08-09 02:41:02
Type B :
Spoiler: show

Since there's no fight against Materia Keeper, is there somewhere else we can get Trine before Crater Dragons? Unless the boss is elsewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Metsys on 2020-08-09 04:20:28
I dont know if you know already but just in case
Spoiler: show
When fighting airbuster in story B in the nibel mountain, i had to fight it twice due to the model staying in the map. After beating it twice, the model dissapeared and i got twice SP bonus for it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-09 04:31:37
Type B :
Spoiler: show

Since there's no fight against Materia Keeper, is there somewhere else we can get Trine before Crater Dragons? Unless the boss is elsewhere.


Godo's Beast form should use it, in addition to Aqualung.

I dont know if you know already but just in case
Spoiler: show
When fighting airbuster in story B in the nibel mountain, i had to fight it twice due to the model staying in the map. After beating it twice, the model dissapeared and i got twice SP bonus for it


Yep.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: chimaerath on 2020-08-09 05:11:44
Aeris is able to equip the Scimitar, a spear for Cid.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
Post by: LeOsTyLe on 2020-08-09 06:19:23
Nice :) In terms of keeping the balance until the end of the game, increasing the enemy level probably makes sense. By decreasing the ammount of EXP, the lvl gap just keeps getting wider and wider. Hardcore players might enjoy that, but probably not most. No gil from enemies is interesting, but there would have to be some other way to earn it.

I believe the most simple option for 2.1 is to add "handicaps" instead of just a difficulty mode with predetermined conditions. Like this:
A toggle for 1.5x enemies.
A toggle for Half EXP.
A toggle for No Gil.

 So far enjoying the mod! Thank you so much for your dedication.

The seperate Toogles is the way Dragon Quest 11 is handle this. Its called Draconian Quests. You can only activate it at begining of the game, but you always can turn it off when its to hard.
I would also prefer seperate toggle, Sega maybe you check the Dragonquests 11 Draconian Quests for Nintendo Switch for more Hard Mode ideas. E.g. there is one where you can not use Armors or Accesoirs.

By the way i thought 2.0 would be the last FF7 NT and Sega wanted to go for FF8.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-09 15:00:16
Aeris is able to equip the Scimitar, a spear for Cid.

Yeah, she can equip three of his spears and has had the weapon models added to her files for it; Scimitar, Spirit Lance (or Grow Lance, I forget which), and Venus Gospel.

The seperate Toogles is the way Dragon Quest 11 is handle this. Its called Draconian Quests. You can only activate it at begining of the game, but you always can turn it off when its to hard.
I would also prefer seperate toggle, Sega maybe you check the Dragonquests 11 Draconian Quests for Nintendo Switch for more Hard Mode ideas. E.g. there is one where you can not use Armors or Accesoirs.

By the way i thought 2.0 would be the last FF7 NT and Sega wanted to go for FF8.

I have DQ11 on the PS4 and know what they are; some planning would be needed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: chimaerath on 2020-08-09 15:37:22
Sorry if you already fixed this, but I only just remembered about this (from a while back, 2.0.4?).

There's an NPC in Midgar near the Church (I believe it's this NPC (https://finalfantasy.fandom.com/wiki/Aeris%27s_ghost#Dummied_NPC_near_the_church)) who appears when you first enter the map (i.e. just after throwing barrels at recruiting Aeris). The dialogue referenced a later event even when the mentioned character was in my party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-09 15:55:47
Sorry if you already fixed this, but I only just remembered about this (from a while back, 2.0.4?).

There's an NPC in Midgar near the Church (I believe it's this NPC (https://finalfantasy.fandom.com/wiki/Aeris%27s_ghost#Dummied_NPC_near_the_church)) who appears when you first enter the map (i.e. just after throwing barrels at recruiting Aeris). The dialogue referenced a later event even when the mentioned character was in my party.

In his first dialogue, I think it's supposed to go across like this: He saw Aeris go into the church but didn't come out again, referencing your escape out through the roof and over the rooftops. He then calls the church haunted, which references the much later event where you spot a ghost/trick of the light when entering the church. I've since changed the dialogue though because it got reported as an oversight now and then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: gnollboll on 2020-08-09 21:16:39
Type B
Spoiler: show
After I manipulated the black dragon in the crater for Dragonforce it can only target Cloud(top character) and when I cast it it casts it on itself and the game softlocks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-09 21:33:27
Type B
Spoiler: show
After I manipulated the black dragon in the crater for Dragonforce it can only target Cloud(top character) and when I cast it it casts it on itself and the game softlocks


I've got that one in my 2.0.10 patch, that'll be going up soon. Only thing is it's still locked to first party member as the target when using through manipulate.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Walker--1995 on 2020-08-09 22:06:05
I've got that one in my 2.0.10 patch, that'll be going up soon. Only thing is it's still locked to first party member as the target when using through manipulate.
hey man I can’t get the PHS call at the bottom of the north crater to take on new content and side quests! They just go straight down towards the jenova fight, was this changed?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-09 22:50:20
hey man I can’t get the PHS call at the bottom of the north crater to take on new content and side quests! They just go straight down towards the jenova fight, was this changed?

Yeah it doesn't happen anymore; I think most stuff can be done as soon as you're on Disc 3; just the party leader swap needs it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Walker--1995 on 2020-08-09 22:56:13
Yeah it doesn't happen anymore; I think most stuff can be done as soon as you're on Disc 3; just the party leader swap needs it.
thanks man! I’ve been reloading and trying different things to try and trigger it, is there anything in the mod that explains what quests need to be done and a way to keep track of ones that I’ve done/ not done?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Schrödinger on 2020-08-09 23:37:42
Type B. Kalm right after Yuffie encounter. I can only find Tifa, Barret and Aerith hanging around in town. No signs of Nanaki or Yuffie. Don't know if it's a bug or intended.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-09 23:55:13
thanks man! I’ve been reloading and trying different things to try and trigger it, is there anything in the mod that explains what quests need to be done and a way to keep track of ones that I’ve done/ not done?

I'll write up a list and put it in the docs with the next patch.

Type B. Kalm right after Yuffie encounter. I can only find Tifa, Barret and Aerith hanging around in town. No signs of Nanaki or Yuffie. Don't know if it's a bug or intended.

I'll check it out, think they were available to talk to before the flashback event so I changed the appearance condition. Sounds like it's too far along now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Schrödinger on 2020-08-10 00:34:34
I'll check it out, think they were available to talk to before the flashback event so I changed the appearance condition. Sounds like it's too far along now.

Before the flashback none of the characters appeared in town (they're immediately in the 2nd floor), so I went back to Kalm the first time I could (maybe I just dind't find them, where're nanaki yuffie supposed to be?)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Sega Chief on 2020-08-10 00:41:35
Before the flashback none of the characters appeared in town (they're immediately in the 2nd floor), so I went back to Kalm the first time I could (maybe I just dind't find them, where're nanaki yuffie supposed to be?)

Yeah they're not supposed to be visible until after the flashback. Red and Yuffie are upstairs in one of the houses on the left side of town.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Walker--1995 on 2020-08-10 00:52:07
I'll write up a list and put it in the docs with the next patch.

I'll check it out, think they were available to talk to before the flashback event so I changed the appearance condition. Sounds like it's too far along now.
thanks bud! It wasn’t really an issue for me as there’s only 9 characters but I was just wondering, thanks again for the amazing hard work and dedication you’ve put in, by far my favourite run I’ve had on final fantasy 7
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Sega Chief on 2020-08-10 01:07:12
thanks bud! It wasn’t really an issue for me as there’s only 9 characters but I was just wondering, thanks again for the amazing hard work and dedication you’ve put in, by far my favourite run I’ve had on final fantasy 7

No worries.

***
Patch 2.0.10 is up:

Spoiler: show

v2.0.10 - 10/08/2020
*) Mt. Nibel: Boss could be fought twice due to a script conflict.
*) Battle Square: Dio appearing when not intended.
*) Temple of the Ancients: Battle ID for Type B boss corrected.
*) Land Worm: Was incorrectly targeting itself with a certain attack.
*) Icicle Inn: Snowboarding instructions had overlapping windows.
*) Dragon Force: Target flag prevented it from being used on party when attempting to learn it.
*) Crater Dragon: Trine had no animation set.
*) North Crater: 3 Save Points added to SP Upgrade Jump list & 1 Save Point on Left-Up Path was marked as hidden.
*) Documentation: Corrected error that reported 1/35 location as east cave instead of west cave.
*) Sea Worm: Attacks had incorrect base power.
*) Great Glacier: Wrong BattleID was corrected.
*) Steal Gil property was removed from some Type B enemies in Wall Market.
*) Priscilla's House: Collision deactivated with Priscilla as it obstructed obtaining the Slow Materia later in the game.
*) Kalm: Dog in the closet no longer deactivates player movement to prevent possible softlock (base game issue).
*) Cave of the Gi: A script jump was missing, meaning that the boss from Type B and Type A was being fought on Type B.
*) Shinra Mansion: Zack Flashback can now be triggered once Cloud returns to the party instead of Disc 3 only.
*) Gelnika: Turks reinstated for Type B.
*) Great Glacier: Variable was double-booked, preventing acquisition of a Materia here.
*) Great Glacier: Variable was double-booked, preventing acquisition of an item in North Crater.
*) Purple Materia Cave: Crash could occur as a variable decremented.
*) Nibelheim: Reassigned variable to handle Final Heaven (acquired when Tifa is party leader).
*) Kalm: Issue with Barret & Marlene's scripts.
*) Forgotten City: An event could trigger at an unintended time.
*) Fort Condor: Adjusted battle camera with Ultimate Weapon.
*) Weaponsmith: Dialogue boxes misaligned for Cloud.
*) Mustard Bomb: Changed Camera
*) Mideel: Dialogue box misaligned
*) Rocket Town: Collision disabled for two guards.
*) Temple of the Ancients: Dark Matter Key Item wasn't being acquired.
*) Drain Damage buffed to 25% of damage dealt
*) Osmose: Adjusted to deal 1/2 the target's MP as damage, draining 25% of damage dealt for the caster's MP.
*) Midgar Raid: Tweak to Turks scene so that screen is darkened/models set to invisible directly after the battle.
*) HP Shout: Removed from boss drop, can only be acquired through Wonder Square (Disc 3); documentation updated.
*) Elena: Midgar Raid appearance, AI adjusted to only use Turk Antidote once.
*) Reflect Materia: Issue where selling price was giving close to max gil for Master.


One thing there is the change to Drain and Osmose; attacks with the drain flag will now take roughly 25% or so of the damage dealt (HP and MP Absorb are exceptions, they still take the 10% that they did in base game).

Some tickets still to be dealt with:
*) If Wutai sidequest is skipped earlier in the game, the Pagoda will softlock when attempting to get through Yuffie's fight for Conformer. If anyone has encountered this, then I'd appreciate if they shoot me their save file so I can run tests against it.

*) Some Materia sell for less as mastered than the cumulative AP it takes to master them.

*) Mythril Mines: When playing straight through to the screen with the Turks from a certain point, and if certain unknown conditions are met, an unknown issue will cause the game to crash when attempting to load the field. This issue clears up if the game is reloaded either before the Mythril Mines are entered or after the crash occurs, and doesn't occur again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Berub on 2020-08-10 01:39:39
Type B :
Spoiler: show
Satan's Gates are too close to the party, their head overlap.


Restore+All doesn't work with Regen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Metsys on 2020-08-10 02:34:12
Sorry for the simple and stupid question, but i dont seem to find a way to delete the IRO from 7th heaven to update it to 2.0.10. In the mod catalog i dont see a "delete iro" option or something. Do i have to uninstall the mod first?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Doll on 2020-08-10 02:52:19
Sorry for the simple and stupid question, but i dont seem to find a way to delete the IRO from 7th heaven to update it to 2.0.10. In the mod catalog i dont see a "delete iro" option or something. Do i have to uninstall the mod first?

In the my mods tab where all the stuff you have installed is, highlight new threat and then hit the trash can icon over on the right. then mosey over to browse catalog, find new threat there, and download/install it again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: chimaerath on 2020-08-10 03:08:36
I know you looked at the Nibelheim pianos, but I can't get past certain issues. Can you confirm that these are working as intended?


Again, thank you for the great mod, and especially thank you for looking into all the issues that are brought up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
Post by: Aerodynamics on 2020-08-10 03:49:53
I have DQ11 on the PS4 and know what they are; some planning would be needed.

In the meantime, is there some way to keep the Gil and the Exp on Hard Mode as soon as possible? Mainly the Gil. Or at least reduce it.

The mod is great, hard mode provided just the right challenge on battles so far (still in midgar) ;D Very nice touches, like different damage /mp on spells.

Although not beeing able to buy gear/materia is frustrating and encounters feel unrewarding :-\ encounters mostly become a source of loosing hp and mp, so i avoid them as much as I can.

Thinking about starting a new game on 1.5 Arranged in the meantime due to this, although i don't want to miss the new stuff 2.0 has to offer.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Metsys on 2020-08-10 04:01:43
In the my mods tab where all the stuff you have installed is, highlight new threat and then hit the trash can icon over on the right. then mosey over to browse catalog, find new threat there, and download/install it again.

Thanks man, so it was basically reinstall the mod.

By  the way, sega chief
Spoiler: show
That jenova life fight with zombie aerith was amazing. I dont know if this was your idea or not, but ive seen similar types of fights in other games like Breathe of fire 2, and man, i love that concept of having to hold back just to save someone. It was pretty well done, and how if she dies gives you great gospel, holy shit, thats rough, like her last breath. Amazing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Sega Chief on 2020-08-10 04:22:27
Type B :
Spoiler: show
Satan's Gates are too close to the party, their head overlap.


Restore+All doesn't work with Regen.

I'll move them apart.

Regen not working with All is intended for balancing.

I know you looked at the Nibelheim pianos, but I can't get past certain issues. Can you confirm that these are working as intended?

  • For Tifa's piano, selecting "I forgot" brings up the text, but Cloud doesn't move and no sound is heard when keys are pressed. Background music still plays during this. (Selecting "I remember" shows Cloud moving, sound is heard, background music becomes silent, and the text appears, thank you for that.)
  • For Shinra Mansion's piano, I hear the sound even with no Cloud animation, but two keys behave oddly. Hitting the "Re [Switch]" or "Ti [PAGEUP/PAGEDOWN]+[MENU]" result in a brief white flash of the screen, and what sounds like a cancel (when you hit cancel in a menu); I can't hear the note associated with those keys. All other keys sound like they work.

Again, thank you for the great mod, and especially thank you for looking into all the issues that are brought up.

The Shinra Mansion piano never did have animations for the character playing it, probably because of how the piano is placed; it has some missing keys which make playing the melody by ear a little trickier but hitting these 'dud' keys will still register as part of the code. The reason these keys are duds is part of one of the safe's clues:

'Dial 2: behind the ivory`s short of tea and ray.'

Tea and Ray probably refer to the musical notes 'Ti' and 'Re' which I think are missing from the piano (short of tea and ray). Ivory refers to the keys, as they used to be made out of strips of ivory.

As for the piano in Tifa's room, I wasn't able to replicate no animation from Cloud but didn't get Final Heaven when playing it as Tifa so I rectified that part. I think 'I forgot' part is so you can refamiliarise with the keys but will not accept the code/melody if played; it needs to be played via 'I remember'. And for NT, Tifa needs to be party leader to get Final Heaven (change this from Operation Room on Highwind, after getting to the bottom of North Crater and returning). I'll look into the not being able to play during the 'I forgot' option.

In the meantime, is there some way to keep the Gil and the Exp on Hard Mode as soon as possible? Mainly the Gil. Or at least reduce it.

The mod is great, hard mode provided just the right challenge on battles so far (still in midgar) ;D Very nice touches, like different damage /mp on spells.

Although not beeing able to buy gear/materia is frustrating and encounters feel unrewarding :-\ encounters mostly become a source of loosing hp and mp, so i avoid them as much as I can.

Thinking about starting a new game on 1.5 Arranged in the meantime due to this, although i don't want to miss the new stuff 2.0 has to offer.

It's a heavy amount of work due to the volume of AI groups that need to be changed. I'll probably experiment with something in the kernel AI if I can make it fit in there as it would be much more efficient to maintain if so. An alteration won't be made until a 2.1 swings around (which would be a content update adding things to the mod).

Thanks man, so it was basically reinstall the mod.

By  the way, sega chief
Spoiler: show
That jenova life fight with zombie aerith was amazing. I dont know if this was your idea or not, but ive seen similar types of fights in other games like Breathe of fire 2, and man, i love that concept of having to hold back just to save someone. It was pretty well done, and how if she dies gives you great gospel, holy shit, thats rough, like her last breath. Amazing.


Seems that fight has went over well, which is nice.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: El Grillo on 2020-08-10 09:22:14
A Mode Disk 2:
Spoiler: show

There seem to be a couple of bugs in the Zack flashback scene where you get Omnislash and Great Gospel. While Cloud was renamed Zack for the battles (I came unprepared in my default tank-support setup and eventually got ground down by the Slalom + 2x Heligunner due to not being set up for Dual + Sleep, is there an end to the gauntlet?), I got two rename character prompts afterwards: one for Cloud, one for Cait Sith. Afterwards I was returned to the Highwind bridge with Cloud KOed.

EDIT: I came back better prepared for the solo fights and beat the 6x SOLDIER:1st fight, which was pretty neat. Ziedrich, Barrier/MBarrier with Regen, Added Effect-Mystify in armor, and Magic Counter-Cure1 kept me from taking too much damage, and Alexander's Stop and Cross-Slash helped as well. Then for damage I just relied on counterattacks and poison ticks from Bad Breath. Only needed one Elixir when my MBarrier slipped for a turn. I had been using Berserk for the earlier SOLDIERs, but their 4x-Cut move is actually fantastic because counters can proc on each attack, and Sleepel is a wasted turn from them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: EternalLykaios on 2020-08-10 12:59:25
Loving the mod so far Sega! A few boss fight changes have been weirdly placed but apart from that this mod is the best I've ever played! Keep it up!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Pruntarious on 2020-08-10 13:57:44
Hey there... Playing through 2.0 (currently on latest patch 2.010). Nice job so far. This version seems a little easier over 1.5 in general but maybe I know what you have up your sleeve for the most part now.

have the limit break requirements changed? I've manged to get Tifa to unlock Level 2 (she's currently on 132 kills looking at the save file in Black Chocobo).

Cloud has 149 kills and Yuffie has 83. Looking at the requirements online in the game -mods they should be unlocked by now?

Just wondering if something is up?

Cheers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Sega Chief on 2020-08-10 15:52:55
A Mode Disk 2:
Spoiler: show

There seem to be a couple of bugs in the Zack flashback scene where you get Omnislash and Great Gospel. While Cloud was renamed Zack for the battles (I came unprepared in my default tank-support setup and eventually got ground down by the Slalom + 2x Heligunner due to not being set up for Dual + Sleep, is there an end to the gauntlet?), I got two rename character prompts afterwards: one for Cloud, one for Cait Sith. Afterwards I was returned to the Highwind bridge with Cloud KOed.

EDIT: I came back better prepared for the solo fights and beat the 6x SOLDIER:1st fight, which was pretty neat. Ziedrich, Barrier/MBarrier with Regen, Added Effect-Mystify in armor, and Magic Counter-Cure1 kept me from taking too much damage, and Alexander's Stop and Cross-Slash helped as well. Then for damage I just relied on counterattacks and poison ticks from Bad Breath. Only needed one Elixir when my MBarrier slipped for a turn. I had been using Berserk for the earlier SOLDIERs, but their 4x-Cut move is actually fantastic because counters can proc on each attack, and Sleepel is a wasted turn from them.


I'll explain:

Spoiler: show
On the 7th Heaven version, a model swap is performed and the character is renamed so that you play as Zack during this section. Unfortunately, that can't be done on the plain installer and Reunion versions so all that happens is the rename function and the Cloud battle model is retained. After the scene concludes, the rename prompts are given so the player can rename Cloud to whatever custom name they had before as I can't record and then set the custom name through script. Chocobo names have some support for this as they retrieve their names from variables but I found it wasn't suitable.

Cait Sith also gets a prompt here because it seems that renaming Cloud also renames Cait's slot as well, due to the Young Cloud thing. So he has to be renamed manually afterwards as well which would seem a bit out of nowhere for anyone not familiar with the inner workings of the character slots.


Hey there... Playing through 2.0 (currently on latest patch 2.010). Nice job so far. This version seems a little easier over 1.5 in general but maybe I know what you have up your sleeve for the most part now.

have the limit break requirements changed? I've manged to get Tifa to unlock Level 2 (she's currently on 132 kills looking at the save file in Black Chocobo).

Cloud has 149 kills and Yuffie has 83. Looking at the requirements online in the game -mods they should be unlocked by now?

Just wondering if something is up?

Cheers.

There was some confusion over that because the requirements were set low before the beta test run was made but then raised again when it was felt that they were unlocking far too fast, but the documentation + Junon Beginner's Hall text wasn't updated with that info at the time. They should have the correct numbers now though.

In any case, Cloud has the highest number of kill requirements and then it slowly scales down for characters who join later. Cloud needs 180 for Lv2, then 360 for lv3. Tifa needs 120 then 180. Yuffie needs 100, then 160. Cait and Vincent are exceptions in that they need a very low number of kills to get their next Limit Levels. And Cid has the lowest besides those two, needing 50 then 100. The kills needed are cumulative, so when Cloud gets 180 kills to learn Lv2, he needs a further 180 kills to get lv3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Pruntarious on 2020-08-10 15:58:51
Thanks! Will just mosey on through so and they'll unlock eventually... Trying to rotate my characters this time (minus Cait Sith as screw him) to get their limits unlocked instead of just having a min party.  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: boozek on 2020-08-10 16:46:13
what is rotten elixir for?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Schrödinger on 2020-08-10 17:10:03
Type B: Low-Junon after defeating Bottomswell. If you talk to Tifa there's an errata "A big loud parade for his inaugration. He really is just like his father."
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: hg8000 on 2020-08-10 17:13:52
In the North Crater Hatchery Area, a.k.a. the place for magic pots, there is a pincer attack encounter with two Ahrimans, which feels like it always presents a possible game-over while AP grinding there. They use Lv.4 Death, which is avoidable, but also counter with Lv.3 Flare which seems to do max(?) damage, and possibly makes the fight undoable on a Lvl99 party, if you don't have Exit/Smoke Bombs. Also, I think I never encountered Movers in that area, though they might be a bit rare.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Berub on 2020-08-10 18:19:34
Trying to rotate my characters this time (minus Cait Sith as screw him) to get their limits unlocked instead of just having a min party.  :)

Cait is my MVP, infinite mp for everyone. His limits suck though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Metsys on 2020-08-10 18:59:51
Question
Spoiler: show
i cant seem to find the 1/35 soldier in the sister ray, where is it? or at least give me confirmation that it is in the sister ray section where you walk with tifa, i guess it is hidden
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: wdx on 2020-08-10 19:32:08
Question
Spoiler: show
i cant seem to find the 1/35 soldier in the sister ray, where is it? or at least give me confirmation that it is in the sister ray section where you walk with tifa, i guess it is hidden


its not hidden. prob same as me.

Sega ChiefToday at 18:01
Checked, seems to be bugged; the init has combined with the main at some point during saving
[18:01]
so the two scripts have been joined into each other

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: EternalLykaios on 2020-08-10 20:12:29
Not sure if this has been mentioned, but after getting get Sector 5 key and going back to Wallmarket, going into the Don's place causes Cloud to dress up. Which triggers the Don choice scene, but the animations halt before he chooses, so you can move and go into his room, then leaving it makes everything go back to normal.

And is there any way to get back up to the Shinra building on Game Type B?

Update: Upon leaving Midgar, the leaving scene happens which causes the game to softlock.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Sega Chief on 2020-08-10 21:14:00
Not sure if this has been mentioned, but after getting get Sector 5 key and going back to Wallmarket, going into the Don's place causes Cloud to dress up. Which triggers the Don choice scene, but the animations halt before he chooses, so you can move and go into his room, then leaving it makes everything go back to normal.

And is there any way to get back up to the Shinra building on Game Type B?

Update: Upon leaving Midgar, the leaving scene happens which causes the game to softlock.

Your game moment value has probably been set low again due to that corneo scene triggering, which is why the leaving scene happened when you went back to the sector perimeter gate. I'll have another look at the vars handling corneo's mansion and get them toggled.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: El Grillo on 2020-08-10 22:52:42
Spoiler: show
I just finished up the Huge Materia sequence and decided to try the Materia Cave bosses with the Guidebook-for-Gold Chocobo trade. For the 4x Quadrangea fight, Sense says that they're weak to a bunch of elements, but then they absorbed elemental attacks instead. Is this supposed to indicate that they absorb twice as much? Oddly, when I casted Phoenix as a desperate Life2, that damage did go through and helped a bunch.

After a quick defeat on my first attempt, I ended up going with a defense-oriented Laser-spamming approach with Great Gospel to buy time and it worked, at the cost of all of my X-Potions and my first Megalixir (thanks Fort Condor). There was probably a more elegant solution, but it was a fun fight in any case.

I feel a touch under-leveled at level 45-50, but I figured they're available now so why not at least try them?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Schrödinger on 2020-08-10 22:56:40
Bug report: Type B. Junon. Respectable Inn. Innates not updated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Sega Chief on 2020-08-10 23:22:15
Spoiler: show
I just finished up the Huge Materia sequence and decided to try the Materia Cave bosses with the Guidebook-for-Gold Chocobo trade. For the 4x Quadrangea fight, Sense says that they're weak to a bunch of elements, but then they absorbed elemental attacks instead. Is this supposed to indicate that they absorb twice as much? Oddly, when I casted Phoenix as a desperate Life2, that damage did go through and helped a bunch.

After a quick defeat on my first attempt, I ended up going with a defense-oriented Laser-spamming approach with Great Gospel to buy time and it worked, at the cost of all of my X-Potions and my first Megalixir (thanks Fort Condor). There was probably a more elegant solution, but it was a fun fight in any case.

I feel a touch under-leveled at level 45-50, but I figured they're available now so why not at least try them?


Sense is misleading in that fight, as they're set to be weak to every element but will then set resistances based on the attack-set they get allocated. The trick to it is to use the element of the attacks back at them, but this can be difficult to ascertain at first due to there being four of them each using their own attack-set. If you see a water, fire, wind, and earth attack being used then work through those elements until one lands then stick with that until the form you're on dies. Non-elemental attacks also work, but some will prompt a counter like Comet or Ultima.

Bug report: Type B. Junon. Respectable Inn. Innates not updated.

All right, I'll sort that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: El Grillo on 2020-08-11 00:15:02
Spoiler: show
So I got a bit carried away and did the other 3 Materia Caves in the following order:

Mimic: fairly straightforward, my standard setup was enough to grind through to victory.
6 Heroes: first set wasn't too bad, but I was caught by surprise by the second set and misplayed horribly. For example, not realizing that Green Hero's Dragonsong was applying mass Regen... came better prepared to set up for the second half of the fight and it wasn't too bad.
Omega and Shinryu: Somehow won on first attempt. I knew about Omega's Stop vulnerability, and managed to keep it out of the fight for the most part. Encircle was nasty, but hit support-tank Cloud so it wasn't a huge deal. However, something weird happened at the end: Shinryu used Zombie Breath and Cloud was subsequently KO'ed, and I got the pop-up when I revived him with Life2. In the same turn, without zombie-Cloud ever getting a full ATB bar, I finished off Shinryu. When Shinryu used its final attack counter Almagest, Cloud took no damage while the other two party members died (Tifa lived with Grit), and the game recorded that as a victory. Cloud got EXP and AP as well.

Great Gospel was key in all of these fights, I made sure to start with access to it, and usually managed to fire off another during the encounter. I had somehow forgotten about Comet during the Quadrangea fight and swapped to it afterward as my primary damage source, along with Tifa's Deathblow+Added Cut and limits chipping in (I couldn't use the Curse Ring/Powersoul combo though, I found it too fragile).

Fun fights and a good level of challenge. I had to use a handful of Megalixirs which likely could've been avoided with cleaner play or higher levels and better preparation, and while the bosses were very threatening it all felt mostly fair, with counter-play available.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Aquarii on 2020-08-11 13:02:10
Hi,

Nice work Sega. You've really succeeded with the content. But i have one problem. I can't continue the game at this rate.
After Cids recruiting, I made my way to Battle Square. When I enter Dio's museum for the black materia, I have only a black screen. Music keeps playing, otherwise nothing works. I can't even quit the game in full screen, only a PC restart will help. I use v2.0.10.

Maybe someone know what the problem is in my case :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Pruntarious on 2020-08-11 13:55:06
Hi,

Nice work Sega. You've really succeeded with the content. But i have one problem. I can't continue the game at this rate.
After Cids recruiting, I made my way to Battle Square. When I enter Dio's museum for the black materia, I have only a black screen. Music keeps playing, otherwise nothing works. I can't even quit the game in full screen, only a PC restart will help. I use v2.0.10.

Maybe someone know what the problem is in my case :(

I've literally just hit the same issue. :( I've turned off all Mods except New Threat 2.0 and still a black screen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Sega Chief on 2020-08-11 14:15:37
Hi,

Nice work Sega. You've really succeeded with the content. But i have one problem. I can't continue the game at this rate.
After Cids recruiting, I made my way to Battle Square. When I enter Dio's museum for the black materia, I have only a black screen. Music keeps playing, otherwise nothing works. I can't even quit the game in full screen, only a PC restart will help. I use v2.0.10.

Maybe someone know what the problem is in my case :(

I've literally just hit the same issue. :( I've turned off all Mods except New Threat 2.0 and still a black screen.

Yeah I've just fixed it; there's a bug in the version of the Makou Reactor tool I use where it will place a label at the top of an init script, then redirect all the jumps to it, creating an infinite loop (which means the field can never finish initialisation). I'll upload a patch just now.

Also, the pattern for versioning doesn't play nice with 7h's auto-update going into .10, so I'll need to alter the numbering to something like .91-99.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Pruntarious on 2020-08-11 14:20:22
Yeah I've just fixed it; there's a bug in the version of the Makou Reactor tool I use where it will place a label at the top of an init script, then redirect all the jumps to it, creating an infinite loop (which means the field can never finish initialisation). I'll upload a patch just now.

Unreal. Thanks lad!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Shin on 2020-08-11 14:23:22
Hello Sega Chief.
1st post and at first thank you for creating the amazing mod.
I once played the old version, and now really enjoying ver 2.0.
I have one query,
I reached the bottom of North Crater in Disk3 and visited the Utai for Yuffie's side quest (GODO tower),
but since I didn't defeat Chehof by Disk2, at the 3rd floor Chehof's dialog comes up and she won't let me go up next floor. (But Chehof is invisible, so it's stuck)
Could you fix it?
Pass the previous quest or I'd rather continue from the previous quest.

Thanks, regards
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Sega Chief on 2020-08-11 14:30:08
Hello Sega Chief.
1st post and at first thank you for creating the amazing mod.
I once played the old version, and now really enjoying ver 2.0.
I have one query,
I reached the bottom of North Crater in Disk3 and visited the Utai for Yuffie's side quest (GODO tower),
but since I didn't defeat Chehof by Disk2, at the 3rd floor Chehof's dialog comes up and she won't let me go up next floor. (But Chehof is invisible, so it's stuck)
Could you fix it?
Pass the previous quest or I'd rather continue from the previous quest.

Thanks, regards


Could I get a copy of your save file? I've been looking for one to test a fix against.

***
Patch for the Battle Square Museum issue is up. Not a lot else in there, but story-blocking bugs like that take priority for a new patch.

v2.0.11 - 11/08/2020
*) 1/35 Soldier on Sister Ray was incorrectly placed
*) Battle Square Museum; bug during editing prevented the field from loading.
*) Adjusted positioning for Type B Boss in Temple of the Ancients.

Edit: Scratch that, I left a battle on the Highwind save point. I'll need to redo them.

Edit2: Now the patches are up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.11)
Post by: Metsys on 2020-08-11 17:56:01
Question
Spoiler: show
Wheres the 1/35 soldier in Da chao? ive checked the entire mountain but i cant seem to find it. I havent checked the cave since i dont have the leviathan scales yet, is it there? playing with tifa right now in between finding cloud/getting the highwind
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.11)
Post by: Schrödinger on 2020-08-11 18:22:03
Typo. Type B. In the elevator from Corel Prison to Gold Saucer, Esther: "But most of Chocobos I have are quite mellow, so you won't won't have that problem here!"
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
Post by: Shin on 2020-08-11 18:25:31
Could I get a copy of your save file? I've been looking for one to test a fix against.


Hi, Sega Chief,
Thank you for quick reply,
Could you check the following save file?

https://mega.nz/file/XqJVgaYa#20a45Exvg91Wj0EhlhFuZHl_dEMI4UxS2fkF6qgQs8g
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.11)
Post by: Sega Chief on 2020-08-11 19:59:34
Question
Spoiler: show
Wheres the 1/35 soldier in Da chao? ive checked the entire mountain but i cant seem to find it. I havent checked the cave since i dont have the leviathan scales yet, is it there? playing with tifa right now in between finding cloud/getting the highwind


Seems misplaced as well, was intended to be the very top screen. Will check all of them now to be sure.

Typo. Type B. In the elevator from Corel Prison to Gold Saucer, Esther: "But most of Chocobos I have are quite mellow, so you won't won't have that problem here!"

I try to balance lines where possible, must have been juggling 'won't' between lines at the time.

Hi, Sega Chief,
Thank you for quick reply,
Could you check the following save file?

https://mega.nz/file/XqJVgaYa#20a45Exvg91Wj0EhlhFuZHl_dEMI4UxS2fkF6qgQs8g


Thanks for that, I was able to set up a state where visiting the Pagoda on Disc 3 sets it up to be finished even if it wasn't done on Disc 2/3. I think that after finishing it, if the player didn't get Leviathan, going back up and talking to Godo should get you that as well.

Patch will go up tonight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.11)
Post by: Metsys on 2020-08-11 20:23:44
About the nibelheim flashback in the shinra mansion
Spoiler: show
It was pretty good. After it ended however, they give the option to rename cloud. I thought it was a detail like "oh wow now cloud finally accepted himself and names himself cloud and all" like symbolic, but then it gives me the option to rename cait sith and i was like...what? i guess this is a bug.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.11)
Post by: Sega Chief on 2020-08-11 21:31:40
About the nibelheim flashback in the shinra mansion
Spoiler: show
It was pretty good. After it ended however, they give the option to rename cloud. I thought it was a detail like "oh wow now cloud finally accepted himself and names himself cloud and all" like symbolic, but then it gives me the option to rename cait sith and i was like...what? i guess this is a bug.


It's not a bug, the issue is that when Cloud is renamed it also renames 'Young Cloud' (who is Cait Sith at that point) so I was forced to add a seemingly out of nowhere rename screen for him as well.

***
Patches are up, you'll notice that version has went from 2.0.11 to 2.0.91; this is because 7h uses decimal for version tracking where I was using semantic versioning. When we hit 2.099, it'll go to 2.0991 and so on until a content update is made which pushes it to 2.1, then I'll be able to follow a decimal system properly from the get-go.

Spoiler: show

v2.0.91
*) 7h IRO: Added chunks that handle the triggers for gateways etc. allowing access to Save Point in Icicle Inn.
*) Da Chao: 1/35 Soldier was misplaced.
*) Wutai Pagoda: Issue where Disc 3 Pagoda couldn't be completed if not finished on Disc 1/2.
*) 3 typos with Ester's lines when explaining Chocobo controls.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Aquarii on 2020-08-12 00:42:18
Thanks Sega. New Patched solved the black screen problem.

Have another Question: is it the intention to fight 2 satan gates in the temple of the ancients in type b? Because I can't win this fight with an lvl 25-28 group without Tifa :D
Because I didn't had any problems before, but I don't have a chance against them because they practically put me down with one or two hits.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-12 02:30:29
Thanks Sega. New Patched solved the black screen problem.

Have another Question: is it the intention to fight 2 satan gates in the temple of the ancients in type b? Because I can't win this fight with an lvl 25-28 group without Tifa :D
Because I didn't had any problems before, but I don't have a chance against them because they practically put me down with one or two hits.

I did a run of it there; while I cleared the fight, I could see that the single-target Shockwave seemed to be proccing the Barrier instead of MBarrier so I wonder if it's been mis-set as a physical attack. Deaf-eye seemed to come out a bit too frequently as well, I burned my modest stock of Echo Drops. I'll make some tweaks (also the camera and positioning still needs work; claustrophobic would be a nice theme for it, but it was a bit too cramped).

Best thing to do is prioritise Barrier, preferably with a Light Curtain in case of a Deaf-Eye hitting the character carrying Barrier Materia, then working down one side with Quake2, Deathblow (Earth/Holy/Water/Hidden + Elemental in a weapon preferably). When it gets antsy, keep everyone nice and healthy for the Rush attack; it can't kill, but it will reduce HP by half which can leave them vulnerable to being picked off by the other wall. Just be warned that its last Rush at 1/4HP is a magic attack instead of a physical attack, and doesn't deal %-damage.

You can try giving Aeris the Fury status from a Hyper so you have a fast supply of support Limit Breaks like Healing Wind, Breath of the Earth, etc. The latter would be handy for cleansing Silence/Blind all in one go.

One important thing is that their physical attacks, Shockwave and Blasting Zone, are both Earth-element so an Edincoat, Earth+Elemental in Armour (though this means it can't be used in a weapon but may be better to go with defence over offence to get through the first half more smoothly), or accessories that reduce Earth damage would be really good picks here. It doesn't stack though, so each character having one Earth-resist on them somewhere should suffice; caster/support should prob get Edincoat so they can use an accessory that blocks Silence for a bit less headaches (or use Added Effect + Seal in armour).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: flacidapplebottoms on 2020-08-12 02:48:57
I'm curious - is it still true what the installer says that there's a boss no one's found in 5 years?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Shin on 2020-08-12 04:49:32
Hi Sega Chief,
Thank you for your quick work!
It worked well on the latest ver I just destroyed Godo! (Though I missed Leviathan :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Maziac on 2020-08-12 06:35:03
Late congratulations on the release from me too Chief!

Had some time to try out game type B on hard mode last night. I was going to try how my 1.5 arrange speedrun route works, but right from the start I realized how different this 2.0 B version is. When things started playing out a bit different it put a HUGE smile on my face! So I ended up just exploring everything and talking to every NPC again. Amazing! Thank you sooo much for all your work over the years!

Just one question from the early game;

Spoiler: show
After Cloud leaves 7th Heaven and we got a chance to explore, I went back to the bar too soon, which continued the story progression. So did I miss anything by not checking out the train station and graveyard with just Cloud?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: R3DM4NZ on 2020-08-12 10:02:36
Hey Sega

Thanks for the latest release.

Spoiler: show
I get absolutely destroyed by the 2 Demons Gates.. was really enjoying the mod but this is too tough and I can't progress - I see you are doing some work on this so it might be grinding until its sorted
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: boozek on 2020-08-12 11:12:26
played only Type A so far and I love it, here are couple suggestions/bugs/misc notes I have noted:

- MOST IMPORTANT OF ALL - missable items documentation is needed, its really annoying when you realise you missed something after playing so many hours. That would include enemy skills mobs locations, all enemy morphs, all item steals, so in general all missable items/accesories/weapons/armors/key items/materias. I guess you can just upgrade NT documentation you already have.
-morphed Eligor into Silver Glasses (doc says staff).
-when an ally has Reno cage casted on him/her and Barret uses Gatling gun normal attack he hits Reno and the caged character/s but cage its not always cancelled after this.
- there is a Potion on the long stairs in Shinra Bld. Isn't that useless at this point? maybe change it to hi-potion? Unless trolling ;)
- carbon bangle can be stolen from Moth Slasher enemy in shinra bld floor 67
- hardedge can be stolen from SOLDIER 3rd in shinra bld floor 67/68 after boss battle
- Ziegfried morph gives you nothing not sure if intended
- there is hidden All lv3 materia in the top north building in corel prison (not sure if you want to list that one in docs or keep secret ;))
- not sure if this is mod bug or vanilla but when Midgar Zoolom hit you with Beta and you learn it then the same fight he knocks you out of the battle field - enemy skill is not learned after winning the battle.
- Big Guard is casting reflect on your team - this may be abused by casters, if you cast a Spell+All on your team the enemy will be hit 3x times becasue of Reflect :) On the other hand you cant heal yourself so lets say its a draw.
- when you and enemy have Reflect enabled the spell is being bounced 4/5x times between both sides.
- how to track how many 1/35 soldiers I already collected?
- The chair in Shinra Mansion, 1st floor on the right next to the entrance to the basement is reacing on OK button with a squeeky sound but no dialog.
- no dialog boxes when Sephirot talking to Tseng in the Temple
- Demon Gate boss drops a Stone on you that deals 7k dmg, isn't that too much?
- some monsters are vulnerable to ? ? ? ? what is that an enemy skill with the same name or type of dmg?
- there are no encounters at all in the woods around bone village (world map) and woods around north crater (you can get ther with gold chocobo)
- Icicle Inn there is a save point outside of the doors on the snow but you cannot reach it (its the screen within the Inn)
- when manipulating assault squad soldier (corel reactor entrance before hijacking the train) there is an empty middle attack that you cannot choose
- Umbrella can be bought in Junon Docs disc 2
- Mug animation on Barret uses gun sound even if you have melee weapon on him


keep up the great work
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Kurne on 2020-08-12 12:59:23
Or instead of making the 60 flight run a hi potion or potion,  why not make it something useful at that point :D.   
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Aquarii on 2020-08-12 13:58:03
I did a run of it there; while I cleared the fight, I could see that the single-target Shockwave seemed to be proccing the Barrier instead of MBarrier so I wonder if it's been mis-set as a physical attack. Deaf-eye seemed to come out a bit too frequently as well, I burned my modest stock of Echo Drops. I'll make some tweaks (also the camera and positioning still needs work; claustrophobic would be a nice theme for it, but it was a bit too cramped).

Best thing to do is prioritise Barrier, preferably with a Light Curtain in case of a Deaf-Eye hitting the character carrying Barrier Materia, then working down one side with Quake2, Deathblow (Earth/Holy/Water/Hidden + Elemental in a weapon preferably). When it gets antsy, keep everyone nice and healthy for the Rush attack; it can't kill, but it will reduce HP by half which can leave them vulnerable to being picked off by the other wall. Just be warned that its last Rush at 1/4HP is a magic attack instead of a physical attack, and doesn't deal %-damage.

You can try giving Aeris the Fury status from a Hyper so you have a fast supply of support Limit Breaks like Healing Wind, Breath of the Earth, etc. The latter would be handy for cleansing Silence/Blind all in one go.

One important thing is that their physical attacks, Shockwave and Blasting Zone, are both Earth-element so an Edincoat, Earth+Elemental in Armour (though this means it can't be used in a weapon but may be better to go with defence over offence to get through the first half more smoothly), or accessories that reduce Earth damage would be really good picks here. It doesn't stack though, so each character having one Earth-resist on them somewhere should suffice; caster/support should prob get Edincoat so they can use an accessory that blocks Silence for a bit less headaches (or use Added Effect + Seal in armour).

The Earth Resist Tip was helpful! With that, the battle was much easier. Thanks for that! :)
So Aeris is no longer playable with CD2? That is a pity, because I would have liked to take her with me. There was no information about it or I would have chosen type A. :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-12 14:46:59
I'm curious - is it still true what the installer says that there's a boss no one's found in 5 years?

Does it still say that? I'll need to change it.

Hi Sega Chief,
Thank you for your quick work!
It worked well on the latest ver I just destroyed Godo! (Though I missed Leviathan :)


If you head back up and talk to Godo, I think he'll give you it if I'm reading the field script correctly. If not, I'll make an alteration.

Late congratulations on the release from me too Chief!

Had some time to try out game type B on hard mode last night. I was going to try how my 1.5 arrange speedrun route works, but right from the start I realized how different this 2.0 B version is. When things started playing out a bit different it put a HUGE smile on my face! So I ended up just exploring everything and talking to every NPC again. Amazing! Thank you sooo much for all your work over the years!

Just one question from the early game;

Spoiler: show
After Cloud leaves 7th Heaven and we got a chance to explore, I went back to the bar too soon, which continued the story progression. So did I miss anything by not checking out the train station and graveyard with just Cloud?


I think there's a minor scene that plays when you try to head to the station where Johnny and co. come out and berate you for trying to leave. You can then continue on to the train station but I don't think there's anything more. Maybe in the future I'll extend it so you pull a Suikoden II and can actually leave Midgar altogether.

Or instead of making the 60 flight run a hi potion or potion,  why not make it something useful at that point :D.   

All right, how about a Grenade?

The Earth Resist Tip was helpful! With that, the battle was much easier. Thanks for that! :)
So Aeris is no longer playable with CD2? That is a pity, because I would have liked to take her with me. There was no information about it or I would have chosen type A. :/

What happens there isn't specific to Type A or Type B:
Spoiler: show

After the boss uses Unlife2, she needs to survive the battle; avoid using multi-target attacks or random-target ones (like Tifa's Limits). There's a debug toggle on the Highwind with a NPC near the Operations Room as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Robgatti on 2020-08-12 16:57:32
I apologize if this has been asked @Sega Chief, but I was curious.

Did I read type A is FF7 with difficulty adjustments and some additions / movement of items etc etc

And Type B is normal OG NT FF7 with all the strange boss models etc etc?

Highly interested in Type A if I read everything correctly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-12 17:08:20
I apologize if this has been asked @Sega Chief, but I was curious.

Did I read type A is FF7 with difficulty adjustments and some additions / movement of items etc etc

And Type B is normal OG NT FF7 with all the strange boss models etc etc?

Highly interested in Type A if I read everything correctly.

They both have the same adjustments to enemies, item placements, etc. The palette swapped bosses from NT 1.5 aren't used, Type B bosses tend to be altogether different (though some aren't changed from Type A, like Bottomswell); in Type A you'd fight Air Buster, in Type B you fight something else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Robgatti on 2020-08-12 17:12:36
ah OK.

I noticed while skimming over the thread, what is the easiest way to download it?
Wanna make sure I download the most up to date version, saw a few updates and what not.

EDIT:

Worded that bad, how do I install Game Type A?
I'm using the Regular Installer at the top of the thread.


I'm an idiot, sorry, the ease of use of this mod is incredible, should have just used my brain.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Metsys on 2020-08-12 21:38:29
To get the master magic, do i have to master every splinter magic too? or just the main ones
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-12 22:23:03
To get the master magic, do i have to master every splinter magic too? or just the main ones

Just the original ones.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Concession on 2020-08-13 00:11:47
I'm getting pretty far in this mod. It's fun :)

I just got a script error. I'm on 2.0.91 . It's on type A.
Spoiler: show
Directly after getting the rocket huge materia there is a scene in the highwind. There's a line of dialogue attributed to Aeris/Aerith. I didn't use the script/cheat thing to revive her.

Aerith
"Maybe the bomb wouldn't have worked
anyway, even with all the Materia.
...I think."

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Aquarii on 2020-08-13 00:33:02
What happens there isn't specific to Type A or Type B:
Spoiler: show

After the boss uses Unlife2, she needs to survive the battle; avoid using multi-target attacks or random-target ones (like Tifa's Limits). There's a debug toggle on the Highwind with a NPC near the Operations Room as well.

[/quote]
Thanks again for the tip. Now she´s in my party :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: El Grillo on 2020-08-13 06:57:15
Type A Disk 3 Special Battle:
Spoiler: show
Thanks for making this a full-party fight and getting rid of the handicap slots, it's a much more fun way to earn BP than standard battles. The Gilgamesh fight was quite fun as well, he actually ran me out of Cornucopias with his mass-Frog attack. Fortunately, Hydro can be cast while in Frog status so my 255-Magic Aerith just went to town while everyone else just defaulted to using random consumable items.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Pruntarious on 2020-08-13 11:12:40
Spoiler: show
Not sure what's happening to be fair... When I was in Wall Market the first time... I managed to just go straight to the Tournament without doing anything else in the town. Thought fair enough something might happen later and this was just a change in 2.0. 

I'm on disc 2 now, just about to go to Junon.. Said I'd see what's up in Wall Market and try the item machine with Tifa and Cid (got Premium Heart out of it - not sure that's meant to happen but I'll take it). But when I took a spin through Don's mansion, Cloud was in a dress just after entering the building. Walked down to the dungeon and talked to Tifa in her dress and the scene with the two girls triggered and we were called upstairs and Don was still in tip top shape - even though I've done the Wutai side mission.

Maybe some flag wasn't set because the dress up scene didn't happen the first time?? Any thoughts?

Edit: Fairly sure the plate didn't fall either... Just worth noting... :/

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: lycancowboy1989 on 2020-08-13 11:47:18
To add on to the previous post (about don corneos mansion on return to midgar) ill relate my experience in case it helps pinpoint something you want to fix.

Spoiler: show
I just finished gathering the last huge materia, and most recent major story event was mideel collapse.

Returned to midgar after obtaining sector 5 key (for sector 7 door apparently?) went through midgar talking to people, obtained premium heart, headed to corneo mansion out of curiosity. Upon entering im in a dress and the events above play out. at the moment he is to choose a person animations freeze and im able to run around. after leaving the room im back in default clothes and can proceed. World state seems to revert back to post corneo section with npcs such as honeybee inn manager and man in the tube returned but no actions can be taken with any of them. upon attempting to leave midgar through the door i entered the "lets go" prompt plays along with dialogue from barret and others but with no models on the field and at the moment it would normally allow party selection the game softlocks and must be reset. glad i didnt save. This all occurred on game type B if it matters, which is what confused me at first as i never went through the dressing up section previously since it was replaced with the tournament scenario.


As long as im here a couple questions:

Spoiler: show
 * I have yet to find the junon league and am concerned i may have missed it or it is not there for some reason. Have i just not found it yet, is it not accessible yet, or has a bug occurred?

* Im debating on starting over with a no upgrade run just to see any differences and i dont need much detail, but are there any differences that occur if you choose not to interact with mr smiles or would it just be a self imposed challenge with an identical playthrough?


Apart from all that im really enjoying mode B, Gives a fresh spin on the game that lets me enjoy the game like its the first time even though ive played through the base game upwards of 20 times. So far its really well put together especially in the aspect of making aeris feel like she belongs in the story events and game in general instead of just being added back in.

I am curious though if you have any plans for further modifications after this release is complete, things along the lines of redoing the dialogue and swapping models around to create a new story that is even further from the base game. perhaps even with a variation with a different main character such as vincent or sephiroth with different events using the same scenes.

Along with that is the new threat mod for ff8 still on the table or has it been dropped, and if it is still in the works do you plan to have it be as in depth as this one with the changes or more just a surface level change story wise with updated mechanics and difficulty?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-13 16:45:23
I'm getting pretty far in this mod. It's fun :)

I just got a script error. I'm on 2.0.91 . It's on type A.
Spoiler: show
Directly after getting the rocket huge materia there is a scene in the highwind. There's a line of dialogue attributed to Aeris/Aerith. I didn't use the script/cheat thing to revive her.

Aerith
"Maybe the bomb wouldn't have worked
anyway, even with all the Materia.
...I think."



No worries, I'll get it.

Spoiler: show
Not sure what's happening to be fair... When I was in Wall Market the first time... I managed to just go straight to the Tournament without doing anything else in the town. Thought fair enough something might happen later and this was just a change in 2.0. 

I'm on disc 2 now, just about to go to Junon.. Said I'd see what's up in Wall Market and try the item machine with Tifa and Cid (got Premium Heart out of it - not sure that's meant to happen but I'll take it). But when I took a spin through Don's mansion, Cloud was in a dress just after entering the building. Walked down to the dungeon and talked to Tifa in her dress and the scene with the two girls triggered and we were called upstairs and Don was still in tip top shape - even though I've done the Wutai side mission.

Maybe some flag wasn't set because the dress up scene didn't happen the first time?? Any thoughts?

Edit: Fairly sure the plate didn't fall either... Just worth noting... :/



There isn't much prep-work to be done, it can be started by talking to one of several NPCs and then the doorman.

I'm not sure how you got to Wall Market when Junon is your next destination, the Key to Sector 5 typically can't be dug up until after Diamond Weapon has been fought, just prior to the Midgar Raid starting unless I've set the condition for digging the key up to be earlier at some point and forgotten about it. So the earliest intended acquisition of Premium Heart is just prior to Midgar Raid on Disc 2.

Corneo's Mansion is something I still need to do some script clean-up on.  On Type B, entering it currently will trigger scripts intended for the Type A progression and leaves you on an early GameMoment value (and probably soft-locked sooner or later).

To add on to the previous post (about don corneos mansion on return to midgar) ill relate my experience in case it helps pinpoint something you want to fix.

Spoiler: show
I just finished gathering the last huge materia, and most recent major story event was mideel collapse.

Returned to midgar after obtaining sector 5 key (for sector 7 door apparently?) went through midgar talking to people, obtained premium heart, headed to corneo mansion out of curiosity. Upon entering im in a dress and the events above play out. at the moment he is to choose a person animations freeze and im able to run around. after leaving the room im back in default clothes and can proceed. World state seems to revert back to post corneo section with npcs such as honeybee inn manager and man in the tube returned but no actions can be taken with any of them. upon attempting to leave midgar through the door i entered the "lets go" prompt plays along with dialogue from barret and others but with no models on the field and at the moment it would normally allow party selection the game softlocks and must be reset. glad i didnt save. This all occurred on game type B if it matters, which is what confused me at first as i never went through the dressing up section previously since it was replaced with the tournament scenario.


As long as im here a couple questions:

Spoiler: show
 * I have yet to find the junon league and am concerned i may have missed it or it is not there for some reason. Have i just not found it yet, is it not accessible yet, or has a bug occurred?

* Im debating on starting over with a no upgrade run just to see any differences and i dont need much detail, but are there any differences that occur if you choose not to interact with mr smiles or would it just be a self imposed challenge with an identical playthrough?


Apart from all that im really enjoying mode B, Gives a fresh spin on the game that lets me enjoy the game like its the first time even though ive played through the base game upwards of 20 times. So far its really well put together especially in the aspect of making aeris feel like she belongs in the story events and game in general instead of just being added back in.

I am curious though if you have any plans for further modifications after this release is complete, things along the lines of redoing the dialogue and swapping models around to create a new story that is even further from the base game. perhaps even with a variation with a different main character such as vincent or sephiroth with different events using the same scenes.

Along with that is the new threat mod for ff8 still on the table or has it been dropped, and if it is still in the works do you plan to have it be as in depth as this one with the changes or more just a surface level change story wise with updated mechanics and difficulty?

Junon League was deactivated in this build, though the script handling it is still in there in case it gets re-implemented but I've no plans to currently.

Something may happen if a run is completed with no Sources used on Hard Mode, assuming the Hard Mode toggle isn't used at any point during the game.

Feedback on Type B's Midgar has been generally positive so far, but I got the feeling people were a bit disappointed post-Midgar. So can maybe go a bit further in places with that.

I'm a bit torn on whether to continue with FF8 NT. I've got a fairly good grasp of the field scripting but the biggest obstacle at the moment is not being able to easily bring in or swap out field models + animations are tied to the field model group which restricts what can be done there. My plan is going to be getting all the foundation work done first off, then start seeing what I can get done with Disc 4 as I wanted to do more with the time-compression state you move through before the castle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Schrödinger on 2020-08-13 19:03:22
Bug? Type B. Cosmo Canyon. Just after finishing Gi Caves. I talked to the handyman, chose to give him 1000g for the job, he said something along the lines of "You seem nice people, let me give you an advice..." And then nothing, his model become non-colision. Did I miss some dialogue or reward?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Metsys on 2020-08-13 20:05:05
Feedback on Type B's Midgar has been generally positive so far, but I got the feeling people were a bit disappointed post-Midgar. So can maybe go a bit further in places with that.

May i give a suggestion?
Spoiler: show
When i saw in story B that biggs, wedge and jessie lived and basically the plate didnt fall, i expected to see them again in the future. In fact, i expected to see them as the highwind crew rather than the usual ones. Maybe a good story B change would be biggs, wedge and jessie to join the highwind crew as the ones under charge of Cid, and they tell the party that they heard how avalanche was captured in junon, so they travelled to Junon to help you, something like that. Just a suggestion of course, it was a bit weird to see avalanche surviving but not using them. I think it would be perfect: 3 members, 3 highwind crew.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: chimaerath on 2020-08-13 21:09:12
I'm not sure how you got to Wall Market when Junon is your next destination, the Key to Sector 5 typically can't be dug up until after Diamond Weapon has been fought, just prior to the Midgar Raid starting unless I've set the condition for digging the key up to be earlier at some point and forgotten about it. So the earliest intended acquisition of Premium Heart is just prior to Midgar Raid on Disc 2.
In the base game, I'm pretty sure you could dig it up after Cloud returns to the party. I thought the sequence was:
Cloud returns to party --> NPC outside Midgar complains of losing key --> Key is able to be dug up --> ? ? ? ? --> Premium Heart

Put another way: In 2.0.9, I followed that sequence and got the Premium Heart, even though the next story location is Underwater Reactor.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-13 21:34:18
Bug? Type B. Cosmo Canyon. Just after finishing Gi Caves. I talked to the handyman, chose to give him 1000g for the job, he said something along the lines of "You seem nice people, let me give you an advice..." And then nothing, his model become non-colision. Did I miss some dialogue or reward?

Nah not missed anything, will check it out. You can grab the hidden elixir from the inn room regardless.

May i give a suggestion?
Spoiler: show
When i saw in story B that biggs, wedge and jessie lived and basically the plate didnt fall, i expected to see them again in the future. In fact, i expected to see them as the highwind crew rather than the usual ones. Maybe a good story B change would be biggs, wedge and jessie to join the highwind crew as the ones under charge of Cid, and they tell the party that they heard how avalanche was captured in junon, so they travelled to Junon to help you, something like that. Just a suggestion of course, it was a bit weird to see avalanche surviving but not using them. I think it would be perfect: 3 members, 3 highwind crew.


I dunno, my general direction was going to be they stuck around Sector 7 which could be revisited on Disc 2/3 but hadn't established what the purpose of that would be in terms of optional goodies. Another possibility was having them bail on the whole thing; in the deactivated scenes, there was one where they more or less say that they're on the verge of quitting (can't recall how it was triggered, was to do with entering/leaving the 7th heaven bar but I didn't re-add that one so not sure).

In the base game, I'm pretty sure you could dig it up after Cloud returns to the party. I thought the sequence was:
Cloud returns to party --> NPC outside Midgar complains of losing key --> Key is able to be dug up --> ? ? ? ? --> Premium Heart

Put another way: In 2.0.9, I followed that sequence and got the Premium Heart, even though the next story location is Underwater Reactor.

I looked it up and seems so; when Cloud returns to the party, it says, you can dig up the key anytime after that. This feels like the Mandela effect or something though, I was 99% sure you needed to be at the Midgar Raid segment first.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Pruntarious on 2020-08-13 21:36:14
May i give a suggestion?
Spoiler: show
When i saw in story B that biggs, wedge and jessie lived and basically the plate didnt fall, i expected to see them again in the future. In fact, i expected to see them as the highwind crew rather than the usual ones. Maybe a good story B change would be biggs, wedge and jessie to join the highwind crew as the ones under charge of Cid, and they tell the party that they heard how avalanche was captured in junon, so they travelled to Junon to help you, something like that. Just a suggestion of course, it was a bit weird to see avalanche surviving but not using them. I think it would be perfect: 3 members, 3 highwind crew.


Another nice thing would be to somehow upgrade your weapons like in the remake. Even just the materia slots... Always a sucker for seeing cloud use the Buster Sword more. Not sure if that's even possible though. :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: El Grillo on 2020-08-13 21:37:00
Yeah, in my current game I was also able to dig up the Sector 5 Key right after Mideel collapse and before the Underwater Reactor.

Would it be possible for Aerith, when equipped with a healing rod and Counter Attack, to target an ally instead of an enemy? Totally understandable if not, I just want to try out a silly build :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-13 22:00:51
Another nice thing would be to somehow upgrade your weapons like in the remake. Even just the materia slots... Always a sucker for seeing cloud use the Buster Sword more. Not sure if that's even possible though. :/

There's a special opcode that was added to deal with editing memory like the kernel while the game is running, but I think it's restricted to Reunion so I haven't utilised just yet.

Installer: No special functionality
7th Heaven: Model/File swapping at runtime
Reunion: Memory modification through field script

At some point I'm going to do some tests to see if the special opcodes crash on non-Reunion games when the field loads or if the script encounters it; if it's the latter, then I can probably set up a single flevel that can cover all 3 of the above, locking specific functionality to each version to avoid problems. That way Reunion can have things like weapon upgrade, source-build reset, etc. and 7h can make use of model/file swapping for special encounters and the like.

Yeah, in my current game I was also able to dig up the Sector 5 Key right after Mideel collapse and before the Underwater Reactor.

Would it be possible for Aerith, when equipped with a healing rod and Counter Attack, to target an ally instead of an enemy? Totally understandable if not, I just want to try out a silly build :)

I think it isn't, as it specifically goes after the previous attacker.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Aerodynamics on 2020-08-13 22:59:51

I'm a bit torn on whether to continue with FF8 NT. I've got a fairly good grasp of the field scripting but the biggest obstacle at the moment is not being able to easily bring in or swap out field models + animations are tied to the field model group which restricts what can be done there. My plan is going to be getting all the foundation work done first off, then start seeing what I can get done with Disc 4 as I wanted to do more with the time-compression state you move through before the castle.

In my opinion, no one can fix FF8 but Sega Chief. I really enjoyed the gameplay of NT Demo, and that was the only time I enjoyed FF8 gameplay. That game is so good, yet completely broken. Someone needs to fix FF8. I can wait, it's my childhood game, I can wait a year or two, take your time :)))))

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Metsys on 2020-08-13 23:09:56
Sega chief a question, are you sure that Shield is in the crater? ive checked the left-down path but i cant seem to find it. Its the only magic im missing
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Concession on 2020-08-13 23:32:16
Two more small things

Spoiler: show


At the start of the Midgar raid, the party is gathered around a ladder which goes underground. Aeris is there and has a line even if she is dead.


When you talk to Hojo at the cannon at the end of the raid:

Hojo
"...We made ourselves an 'Ancient'!!
Or so we throught! Ha ha ha!!"
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-14 01:00:03
Sega chief a question, are you sure that Shield is in the crater? ive checked the left-down path but i cant seem to find it. Its the only magic im missing


It's where Mega-All is in the default game, you have to grab it as you jump between the platforms. It's close to the exit of that entire route.

Two more small things

Spoiler: show


At the start of the Midgar raid, the party is gathered around a ladder which goes underground. Aeris is there and has a line even if she is dead.


When you talk to Hojo at the cannon at the end of the raid:

Hojo
"...We made ourselves an 'Ancient'!!
Or so we throught! Ha ha ha!!"


I'll get them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: chimaerath on 2020-08-14 04:23:29
Spoiler: show

Something weird happened in the KOTR fight. I can't exactly remember what happened, but I think this was the sequence:

*stuff happened* --> Cid died --> Shinryu cast the zombie thing that said it is permeating the air --> Cid was revived with Renew --> I could control Cid normally --> Cloud died --> I couldn't target Cloud to revive him, including with Renew --> eventually Aeris died --> I couldn't target anyone now, but Cid was still alive --> Cid spent the next 10+ minutes slowly chipping down Omega until he died.

Disclaimer: I don't know exactly when Cid died. But, I definitely couldn't target Cloud or Aeris once they died, and I definitely cast Renew on Cid to revive him at some point.

During Cid's Zombincibility, Omega never did anything, I assume because Cid couldn't be targeted (because I couldn't target Cid with anything either). I only occasionally saw the " Target Locked!" pop-up, but with no animation from Omega.

I didn't remember the info about Zombie from the Beginner Hall, and I didn't find info about Statuses in the Documentation (can I suggest putting it in the Balancing document?), so the only info I found was from these posts, and it sounds like you should still be able to target and cast spells (like Barrier/MBarrier) on Zombie-d characters.

If you want, you can wait until tomorrow, and I'll try the fight again and recreate what had happened.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: wdx on 2020-08-14 05:32:22
Spoiler: show


During Cid's Zombincibility, Omega never did anything, I assume because Cid couldn't be targeted (because I couldn't target Cid with anything either). I only occasionally saw the " Target Locked!" pop-up, but with no animation from Omega.

I didn't remember the info about Zombie from the Beginner Hall, and I didn't find info about Statuses in the Documentation (can I suggest putting it in the Balancing document?), so the only info I found was from these posts, and it sounds like you should still be able to target and cast spells (like Barrier/MBarrier) on Zombie-d characters.



||
Spoiler: show
||
zombied party members can not be revived. couldnt in 1.5 either :)
regards omega same happend to me but with shinryu not appearing to do anything. prob right on the targeting :D
i killed omega before the serpent.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: lycancowboy1989 on 2020-08-14 05:35:05
A couple more bugs

Spoiler: show
ruby weapon did not spawn for me at all but the other weapons did, not sure of the cause.

In nibelheim path to reactor the first time in the room with the pipes where you fight the boss blocking the right side of the screen(atm I think) the boss stays there after defeating him allowing you to fight him a second time after which he disappears. You get sp for both battles having me end up with 5/4 upgrades for each character. Game type B.


Also you mentioned Junon league being disabled for this build, is that for both game modes or just B?

As for the feedback for game mode B after finishing it, medgar is excellent. Content past midgar is a little sparse particularly once you get the highwind.(which was somewhat the case in base game as well but what was there was pretty good.

Spoiler: show
As for suggestions to pad that out, perhaps take the optional things and tie them in to mandatory quests? Things like ancient forest, materia caves, weapon fights, etc. Apart from that small sidequests for each of the towns could help there as well to make the game world seem a bit more alive. Perhaps tracking down zack's last mission details for his parents, helping Marlene in kalm, putting Seto to rest in Cosmo canyon or perhaps rumors of another of red 13s species surviving (to explain the kids he has in the final cutscene), Junon league eventually for junon, a quest to earn the villa in Costa del sol etc just small things like that.

As for possibilities for more drastic changes if you felt you wanted to go that route, eliminating the ending cutscene and using scene work to replace it could lead to interesting possibilities with different outcomes or if possible even clipping the final fMV to only show certain parts to craft a new narrative. At one point in the story some background 8nfo was leading me to speculate the story may have changed to be cloud and sephiroth being competing prototypes rather than a master and clone setup, which could be an interesting path to go down. Perhaps dr gast having escaped and created cloud as an anti sephiroth weapon through elmyras DNA being infused to create a jenova cell vs ancient cell situation. At another point it seemed almost as if sephiroth had been rewritten to be less psychopathic and seemed like the possibility was there of him joining the team in the fight against jehovah which could also have been interesting, but of course a lot more work. Just ideas if you decide to change things further.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: wdx on 2020-08-14 07:21:58
for anyone having gil grind issues with type b heres a handy price guide :)

Spoiler: show


soon as great glaciere money worries will be over due to w-item glitch and feeding the silver chocobo the correct item :P


ITEMLIST v0.4 new threat v2.05   SELL PRICE
stardust   25000
relicring   10000
partisan   9500
crystalsword   9000
amcanon   9000
crystalcross   9000
crystal mphone   9000
winchester   9000
crystalcomb   8500
cystalglove   8000
microlaser   8000
growlance   8000
cauldron   7500
kaiserknucker   7500
scimiter   7500
gold mphone   7500
centoclip   7000
spiralshuriken   7000
mastaxe   6500
longbarrel   6500
dragonfang   6000
enhancesword   6000
organics   6000
solidbazoka   6000
hawkeye   6000
lariat   6000
wizzardbracelet   6000
reflectring   6000
adamclip   5500
red mphone   5500
herodrink2   5000
diamondknuckle   5000
chocofeather   5000
gaeamulet   5000
riskring   5000
protectring   4500
dragonscales   4000
ednicoat   4000
pheonixring   4000
glacierring   4000
princessgaurd   3750
trident   3750
javelin   3750
powerwrist   3750
earing   3750
jemring   3750
peacering   3750
safetybit   3750
viperhalberd   3500
fairyring   3500
buntline   3400
hairpin   3000
magicshuriken   3000
marasame   2750
slashlance   2750
blue mphone   2750
shortbarrel   2700
chainsaw   2650
stylusgreen   2500
zeionut   2500
goldbarrette   2500
razerring   2500
whitecape   2500
furyring   2500
dragonclaw   2400
aurorarod   2400
crystalbangle   2400
solararmlet   2400
auroraarmlet   2400
voltaicarmelt   2400
yoshuki   2100
powersoul   2100
birdwing   2000
talisman   2000
starpendant   2000
runesword   1900
umbrella   1900
dragonarmlet   1900
runearmlet   1850
plusbarret   1750
peacemaker   1750
protectvest   1750
drillarm   1650
enemylauncher   1650
silver mphone   1650
snipercr   1650
rocketpunch   1600
wizerstaff   1600
twinviper   1600
diamondbangle   1600
shotgun   1550
mirror   1500
8inchcannon   1500
regaalgreens   1500
carobnut   1500
superball   1500
trumpetshell   1500
lightgun   1500
silverglasses   1500
headband   1500
butterflyedge   1400
nailbat   1400
black mphone   1400
platfist   1350
heavyvulcan   1350
prismstaff   1300
pinwheel   1300
tigerfang   1250
silverbarrette   1250
fairytale   1250
green mphone   1200
white mphone   1150
forcestealer   1100
workglove   1100
megalixir   1000
remedy   1000
ghosthand   1000
smine   1000
provnut   1000
wmachinegun   1000
magiccomb   1000
windslash   1000
goldarmlet   1000
vampfang   900
motordrive   900
wizzardsstaff   900
platinumbangle   900
vaccine   750
vagyriskclaw   750
mimmetgreen   750
pramnut   750
hardedge   750
shinraalpha   750
dazers   700
atomicscissor   700
boomerang   700
diamondpin   650
strickingstaff   650
silverarmlet   650
fourslots   650
rightarm   630
grandglove   600
spear   600
elixer   500
curielgreen   500
myrthilsaber   500
quicksilver   500
warrior bangle   500
canonball   475
shinrabeta   475
lunurcurtain   450
turboether   400
fireviel   400
icecrystal   400
swiftbolt   400
earthmallet   400
mtentacles   400
lightcurtain   400
pahsanagreen   400
cosmoclip   400
fullmetalstaff   400
carbonbangle   400
gigasarmlet   400
stormring   400
myrthilclaw   375
mutemask   300
lasannut   300
4pointshuriken   300
adambangle   300
ether   250
hourglass   250
holytroch   250
impaler   250
shrivel   250
tsbomb   250
tent   250
yellow mphone   250
sprintshoes   250
speeddrink   225
kiss of death   220
xpotion   200
firefang   200
antarticwind   200
boltplume   200
earthdrum   200
deadlywaste   200
molotov   200
tantalgreen   200
sarahanut   200
myrthilrod   185
smokebomb   180
assultgun   175
myrthilarmlet   175
shrapnel   170
metalknuckle   160
pheonixdown   150
dreampowder   150
wargong   150
dirtybomb   150
titanbangle   140
spiderweb   125
locoweed   125
krakkagreen   125
hipotion   100
graviball   100
luchilnut   100
ironbangle   80
soft   75
maidens grace   75
cornucopia   75
gaurdstick   70
echodrops   50
hyper   50
tranq   50
ink   50
gysahl green   50
pepenut   50
leatherglove   50
bronzebangle   50
antidote   40
grenade   40
potion   25
cacturgun   25
zenogiasplate   25

i have not included anything worth less than 25 gil in the above list

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: DefMettle on 2020-08-14 07:55:55
https://ibb.co/LrvvcL0 v2.0.91
does this need changing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-14 13:08:22
Spoiler: show

Something weird happened in the KOTR fight. I can't exactly remember what happened, but I think this was the sequence:

*stuff happened* --> Cid died --> Shinryu cast the zombie thing that said it is permeating the air --> Cid was revived with Renew --> I could control Cid normally --> Cloud died --> I couldn't target Cloud to revive him, including with Renew --> eventually Aeris died --> I couldn't target anyone now, but Cid was still alive --> Cid spent the next 10+ minutes slowly chipping down Omega until he died.

Disclaimer: I don't know exactly when Cid died. But, I definitely couldn't target Cloud or Aeris once they died, and I definitely cast Renew on Cid to revive him at some point.

During Cid's Zombincibility, Omega never did anything, I assume because Cid couldn't be targeted (because I couldn't target Cid with anything either). I only occasionally saw the " Target Locked!" pop-up, but with no animation from Omega.

I didn't remember the info about Zombie from the Beginner Hall, and I didn't find info about Statuses in the Documentation (can I suggest putting it in the Balancing document?), so the only info I found was from these posts, and it sounds like you should still be able to target and cast spells (like Barrier/MBarrier) on Zombie-d characters.

If you want, you can wait until tomorrow, and I'll try the fight again and recreate what had happened.


I had a look and it's almost certainly to do with a change I made between the 1.5 AI and the 2.0 AI, which was to make afflicted characters untargetable. I've reverted this back and set them to be immune to restorative instead; I think that Phoenix/Goblin Song can get around this effect though, as they're not technically elemental but applied through a special flag on that attacks themselves.


A couple more bugs

Spoiler: show
ruby weapon did not spawn for me at all but the other weapons did, not sure of the cause.

In nibelheim path to reactor the first time in the room with the pipes where you fight the boss blocking the right side of the screen(atm I think) the boss stays there after defeating him allowing you to fight him a second time after which he disappears. You get sp for both battles having me end up with 5/4 upgrades for each character. Game type B.


Also you mentioned Junon league being disabled for this build, is that for both game modes or just B?

As for the feedback for game mode B after finishing it, medgar is excellent. Content past midgar is a little sparse particularly once you get the highwind.(which was somewhat the case in base game as well but what was there was pretty good.

Spoiler: show
As for suggestions to pad that out, perhaps take the optional things and tie them in to mandatory quests? Things like ancient forest, materia caves, weapon fights, etc. Apart from that small sidequests for each of the towns could help there as well to make the game world seem a bit more alive. Perhaps tracking down zack's last mission details for his parents, helping Marlene in kalm, putting Seto to rest in Cosmo canyon or perhaps rumors of another of red 13s species surviving (to explain the kids he has in the final cutscene), Junon league eventually for junon, a quest to earn the villa in Costa del sol etc just small things like that.

As for possibilities for more drastic changes if you felt you wanted to go that route, eliminating the ending cutscene and using scene work to replace it could lead to interesting possibilities with different outcomes or if possible even clipping the final fMV to only show certain parts to craft a new narrative. At one point in the story some background 8nfo was leading me to speculate the story may have changed to be cloud and sephiroth being competing prototypes rather than a master and clone setup, which could be an interesting path to go down. Perhaps dr gast having escaped and created cloud as an anti sephiroth weapon through elmyras DNA being infused to create a jenova cell vs ancient cell situation. At another point it seemed almost as if sephiroth had been rewritten to be less psychopathic and seemed like the possibility was there of him joining the team in the fight against jehovah which could also have been interesting, but of course a lot more work. Just ideas if you decide to change things further.


Ruby spawns after after a certain number of random battles are fought and/or fields are visited once Ultimate Weapon is killed.

That double-boss in Nibelheim should have been fixed as of the latest patches. Are you on the current version?

https://ibb.co/LrvvcL0 v2.0.91
does this need changing?


Yeah, I've updated it now in my current files for v2.0.92.

My game keeps getting stuck after the optional battle in Midgar Underground with the Turks. Whether or not I fight them, Rude always comes running in from the 4th wall and keeps running into a pillar, and keeps running, basically softlocking the game.

Help?

Are you on v2.0.6 or later? If so, let me know which characters are in your team as this affects the scene. For now, try PHSing Tifa in (or out) of your team and reattempting it, assuming you're on the most recent version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: storminjnorman on 2020-08-14 13:34:15
I hadn't updated, and when I did it worked. Tried to delete my message but it was too late! Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: lycancowboy1989 on 2020-08-14 13:37:28
Quote
Ruby spawns after after a certain number of random battles are fought and/or fields are visited once Ultimate Weapon is killed.

That double-boss in Nibelheim should have been fixed as of the latest patches. Are you on the current version?

I am on the current version as far as i know. This occurred the day before yesterday, and the file was started two days before that immediately after updating. if it was patched out at some point after the 12th of august then it may be that, but otherwise im updated already.

as for ruby weapon ultimate weapon had been killed and had probably fifty or so battles on the overworld before trying to go after him, at which point he was not there. If the threshold for battles fought is higher than forty or so after ultimate then you can just ignore that bug and ill try again after more fights.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-14 13:57:10
I hadn't updated, and when I did it worked. Tried to delete my message but it was too late! Thanks!

Ah cool, no worries.

I am on the current version as far as i know. This occurred the day before yesterday, and the file was started two days before that immediately after updating. if it was patched out at some point after the 12th of august then it may be that, but otherwise im updated already.

as for ruby weapon ultimate weapon had been killed and had probably fifty or so battles on the overworld before trying to go after him, at which point he was not there. If the threshold for battles fought is higher than forty or so after ultimate then you can just ignore that bug and ill try again after more fights.

I'll check into Mt. Nibel again then.

Ruby's spawn has always been a bit erratic; it should be the same as in vanilla. General consensus is that it's Ultimate Weapon defeated, then one random battle on the world map: https://youtu.be/tNHugNx-kDE

But a few other things I found:
1) Some people claim that Ruby can spawn but still be invisible. Try flying down low around the desert area just in case.
2) Diamond Weapon is claimed to be another requirement.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: LeOsTyLe on 2020-08-14 15:39:03
Junon League was deactivated in this build, though the script handling it is still in there in case it gets re-implemented but I've no plans to currently.

Is there any reason you removed it? The Junon League was a really cool idea in my opinion.
I hope there is no more content from NT 1.5 deactived.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Schrödinger on 2020-08-14 16:45:25
Gameplay feedback for Type B (Hard Mode, No Sources): I've just only finished Cosmo Canyon but so far I 've found the difficulty more than manageable. I've never die, never had to use items other than the casual potion/phoenix, never run from a battle. I'm using ATB Wait ofc. Problem is the Gil. I don't want the money to make my life easier but I want to have at least "one of each". It's not fun to have to skip some weapons (specially now that they're so different from each other) or materia. And there's the Condor War, that requires to have at least 4k in the pocket everytime. I was thinking about toggling to no exp, easy mode to grind gil but that just seems gimmicky. So, I'd reconsider about the No Gil feature of hard mode. Just my two cents. Awesome mod either way!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: LeOsTyLe on 2020-08-14 17:24:27
Gameplay feedback for Type B (Hard Mode, No Sources): I've just only finished Cosmo Canyon but so far I 've found the difficulty more than manageable. I've never die, never had to use items other than the casual potion/phoenix, never run from a battle. I'm using ATB Wait ofc. Problem is the Gil. I don't want the money to make my life easier but I want to have at least "one of each". It's not fun to have to skip some weapons (specially now that they're so different from each other) or materia. And there's the Condor War, that requires to have at least 4k in the pocket everytime. I was thinking about toggling to no exp, easy mode to grind gil but that just seems gimmicky. So, I'd reconsider about the No Gil feature of hard mode. Just my two cents. Awesome mod either way!

A tip for fast money in Hard. In "early" game go for Morph Kalm Wolves (almost 3k per Battle, minus some "wrong" enconters") and in "Midgame" Cosmo Canyon Beach (on averange almost 8k per Battle). You can prepeare Morph with Spell+All. You have to adjust the Magic stat of the caster so the morph Character can kill them with 1 Morph. I had like 50-60 Kalm Wolves now i am out of money and luckiely i just arrived in cosmo canyon.

But yeah 0 Gil can be annoying.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Pruntarious on 2020-08-14 17:28:49
Have many of the side quests in disc 3 changed compared to v1.5?

Got to the bottom of the crater and there wasn't the phone call about the New Threats. I've noticed some of the final weapons and limits have changed yeah but have you gotten rid of the Mt Nibel, Corel side missions? Those were fun... :)

Spoiler: show

Also just went to Lucrecia's cave on Disc 3 with Tifa as leader.... Game soft locks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-14 18:02:20
Is there any reason you removed it? The Junon League was a really cool idea in my opinion.
I hope there is no more content from NT 1.5 deactived.

It could make a return, but no plans yet.

Gameplay feedback for Type B (Hard Mode, No Sources): I've just only finished Cosmo Canyon but so far I 've found the difficulty more than manageable. I've never die, never had to use items other than the casual potion/phoenix, never run from a battle. I'm using ATB Wait ofc. Problem is the Gil. I don't want the money to make my life easier but I want to have at least "one of each". It's not fun to have to skip some weapons (specially now that they're so different from each other) or materia. And there's the Condor War, that requires to have at least 4k in the pocket everytime. I was thinking about toggling to no exp, easy mode to grind gil but that just seems gimmicky. So, I'd reconsider about the No Gil feature of hard mode. Just my two cents. Awesome mod either way!

Seems to be the emerging consensus; a revision to hard mode will need to wait for a 2.1 update I think as it'd be a fair bit of work.

Have many of the side quests in disc 3 changed compared to v1.5?

Got to the bottom of the crater and there wasn't the phone call about the New Threats. I've noticed some of the final weapons and limits have changed yeah but have you gotten rid of the Mt Nibel, Corel side missions? Those were fun... :)

Spoiler: show

Also just went to Lucrecia's cave on Disc 3 with Tifa as leader.... Game soft locks.


There's no phone call; most of it unlocks on Disc 3 now without the crater as a requirement. Notable exception is the party leader swap thing.

Cid's sidequest got canned, and Tifa's is back to the default of playing the piano for Final Heaven and getting Premium Heart from the automated weapon shop in Wall Market (though I made the Cloud, Tifa, Cid scene for it play automatically and modified it slightly). Aeris' one is also gone and was tied into Cloud's instead as an appended scene. The pre-existing sidequests for Lv.4 Limits that came over from 1.5 were modified and revamped, with the exception of Barret though he has a small scene in Kalm's Weapon Shop for Catastrophe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Doll on 2020-08-14 21:47:37
the no gil on hard mode is useful as an indicator as to whether or not hard mode is actually on, at least!!

Just got to costa del sol, lot of fun so far. Looking at the balancing readme, if I'm reading things correctly, it feels hard to justify certain 'builds' if you want to play optimally or w/e. 50 points of vit/spr being equivalent to a respective 10% damage feels pretty underwhelming when dex does so many things (including evasion, so it kind of fills vit's role as well by increasing your ability to survive physical attacks) in addition to 50 points being equivalent to a haste buff. Maybe there's a lot of secret math going on and I'll regret this when late game enemies are pummeling me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-14 22:39:17
the no gil on hard mode is useful as an indicator as to whether or not hard mode is actually on, at least!!

Just got to costa del sol, lot of fun so far. Looking at the balancing readme, if I'm reading things correctly, it feels hard to justify certain 'builds' if you want to play optimally or w/e. 50 points of vit/spr being equivalent to a respective 10% damage feels pretty underwhelming when dex does so many things (including evasion, so it kind of fills vit's role as well by increasing your ability to survive physical attacks) in addition to 50 points being equivalent to a haste buff. Maybe there's a lot of secret math going on and I'll regret this when late game enemies are pummeling me.

It's consistency, really; evasion is great as it's 100% mitigation when it works, but is 0% when it doesn't; so if the check doesn't work out in your favour it can leave you taking a lot of damage. A build focusing on defence will take damage more often but the damage is more likely to be manageable. Then on the other side of it, a high dex build can react to incoming damage more quickly because the turns come about quicker.

Some other things:

Cover negates evasion, so if you had a character looking to soak up damage for others then evasion won't do them much good. Defence or Luck would be the better stats for it, as the latter is the only way to dodge physical attacks while Covering.

For counter-attacks, they won't proc at all if the attack misses so characters can lose a bit of damage this way if they have high evasion. A high-defence character would be able to soak those hits without much trouble and then deal damage in return at a more regular rate. The dex side of this is that with a higher Dex you're more accurate, so commands like Deathblow are more viable and you can get damage in that way using it with added cut + the higher turn rate.

So I think one thing you could do with defence is set up a character with Cover, counter-attacks, and an innate that works into that like Cloud's or Barret's, then build up their defence so they can soak hits up for the party, make things a bit more stable, and convert that into outgoing damage. I also think that Magic Defence is worth investing in because, unlike physical evasion and Luck, Magic Evasion doesn't get any help from other stats; just the armour. So having a bit more in Magic Defence can be handy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Doll on 2020-08-15 03:38:33
yeah I normally value being able to 'plan' and not rely on dodging, it's just all the extra turns that seem to tip things in favor of dex with the current amount of source points you get from upgrades being what they are. Even with Barret, who is mainly who I was thinking about making a tanky tanky since a lot of things point you in that direction, doesn't seem like it would outweigh all those extra opportunities to do damage/heal/use grenade on self... I imagine animation bottlenecks would make the dex less attractive on active time mode, though. Might still make him a cover/counterattack bot. It does feel like his destiny.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: chimaerath on 2020-08-15 04:04:04
Spoiler: show
Is Lucrecia supposed to be weak to Gravity? The fight was much much easier than expected once I realized that a floating monster could be hit with Demi3, even if it was reduced damage.


If you take the elevator in Junon up to HQ (where Barret and Tifa were to be executed), one of the maps doesn't show Cloud's walking/running annimation, and only has him sliding a stationary model as he moves. In the menu, the map is "Junon HQ, 2F". It is the map with the Save Point, between the window area (with all the computers, where Rufus ordered the cannon to fire) and the U-turn stairs area.

(Random sidenote: In my multiple playthroughs of this game, this is the first time I realized you can backtrack to that area......)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-15 15:20:46
Spoiler: show
Is Lucrecia supposed to be weak to Gravity? The fight was much much easier than expected once I realized that a floating monster could be hit with Demi3, even if it was reduced damage.


If you take the elevator in Junon up to HQ (where Barret and Tifa were to be executed), one of the maps doesn't show Cloud's walking/running annimation, and only has him sliding a stationary model as he moves. In the menu, the map is "Junon HQ, 2F". It is the map with the Save Point, between the window area (with all the computers, where Rufus ordered the cannon to fire) and the U-turn stairs area.

(Random sidenote: In my multiple playthroughs of this game, this is the first time I realized you can backtrack to that area......)

Yeah, I set it up for that though there's half-resistance set on there as well. I was thinking of getting rid of half-resistance against gravity on enemies and instead tweaking the %-value on the spells themselves, as it's not great to have 25% advertised on the spell but then in-battle have it dealing 12% due to resistance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Aquarii on 2020-08-15 20:07:45
Type B:
Spoiler: show
So i am fighting the X-ATM Scorpion which is standing in front of the Underwater Reactor in CD2. After it summons those little robots, i´m lost. I do not stand a chance against them. They are killing me in around 2 rounds xD What is the trick here? My Group is between Level 30 and 34 :P

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-15 21:44:27
Type B:
Spoiler: show
So i am fighting the X-ATM Scorpion which is standing in front of the Underwater Reactor in CD2. After it summons those little robots, i´m lost. I do not stand a chance against them. They are killing me in around 2 rounds xD What is the trick here? My Group is between Level 30 and 34 :P



Bolt protection is your best bet in this fight as both X-ATM and the opts have a bolt-based attack; after that, fire protection can also be a nice bonus for the main boss' W-Flare. If the gun/Laser attacks are causing issues, then a Protect Vest can be handy to reduce Shoot element damage.

When the X-ATM's tail goes up, you'll want to hold off on attacks and bolster the party  in preparation for the opts coming out and also to avoid counter-attacks from Tail Laser Mk.2. MBarrier should be a priority as you'll be getting hit with W-Shock when the tail comes down and the opts have two magic-based attacks, one of which hits the whole party.

The Opts can be hit with Insta-KO, Slow, Stop, Mini, and Paralysis. Stop+All has a decent chance of disabling some of them for a while, as does the Alexander summon. Mini may not be as useful as two of their attacks are magic-based but is worth considering if you have a spare two slots for Transform+All. Insta-KO can either be attempted using Odin or by having characters with Destruct/Odin + Added Effect in their weapon (or a weapon that has it innately, like Tifa's Kaiser Knuckle) with a roughly 20% chance of inflicting it per physical hit. If a character with Cover + Counter Attack had that on, or if a character is using Slash-All or has a weapon that targets all, then they'd be able to pick some of them off faster. The Remove spell can also do it 100%, but it's tough to unlock by this point. Kiss of Death items can also be used for a chance of inflicting insta-KO.

The main boss can be Paralysed for some relief (Cross Slash or Dazers), but can also be Silenced + Blinded. Ink or Ramuh can inflict Blind, and Silence can come from either the Silence spell, Leviathan, or an item. If that's done prior to the opts coming out then you'll have some more breathing space as he'll be missing you more often.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: novadose212 on 2020-08-15 23:59:10
Hi, I have the latest version of new threat, and I spent about an hour doing the boss fight in the purple materia cave all to come out with nothing after it?

Is this normal
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: chimaerath on 2020-08-16 04:50:34
Spoiler: show
Curator Armor's arms are supposed to grab you each, right? As in, Cait Sith was grabbed by Right Arm, released once Right Arm died, then Barret was grabbed by Left Arm, and released once Left Arm died. A much earlier post made it sound like only Right Arm could grab a character; was that later patched?

Also, the reward for Curator Armor made me laugh. I hate it, but it's funny.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-16 13:52:39
Hi, I have the latest version of new threat, and I spent about an hour doing the boss fight in the purple materia cave all to come out with nothing after it?

Is this normal

You should get a Mega-All when you interact with the Materia in the room, which triggers the battle. The fight itself doesn't have anything special reward-wise except 20k exp, 10k gil, and 2k AP; the prize is the Materia you picked up. I suspect the length of the fight has been to do with Green's use of Regen in the 2nd phase from Dragon Flute (affected enemies will glow orange); this can be Dispelled with Dispel or a Holy Torch, or be negated with Dual-Drain (Neo-Bahamut can inflict it) but the best route is probably to just Dispel it.

Spoiler: show
Curator Armor's arms are supposed to grab you each, right? As in, Cait Sith was grabbed by Right Arm, released once Right Arm died, then Barret was grabbed by Left Arm, and released once Left Arm died. A much earlier post made it sound like only Right Arm could grab a character; was that later patched?

Also, the reward for Curator Armor made me laugh. I hate it, but it's funny.


I think the Grab behaviour was adjusted, but they should both still be capable of picking someone up so sounds like everything's fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Pruntarious on 2020-08-16 15:04:32
Can I get back to Shinra HQ in disc 3? Wanna chance my arm at this curator fella...

Also was the Dark Cave removed as well? Was looking forward  to playing that... Didn't in the previous version.

Absolute top job on this version of the mod but I feel like there less side quests in this one? Also I found the guy who lets you know about the side quests in the highwind to be helpful in the previous version. Hard to know what content has been removed and what has stayed. Just a bit of feedback really....
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: LugiaFly on 2020-08-16 15:54:04
Spoiler: show
I guess I have a little big problem? In the City of Ancients, I don't have the option to save Aerith, it just didn't showed up at all, the game procede to the fight with Jenova. I'm playing the 2.0 version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-16 16:53:09
Can I get back to Shinra HQ in disc 3? Wanna chance my arm at this curator fella...

Also was the Dark Cave removed as well? Was looking forward  to playing that... Didn't in the previous version.

Absolute top job on this version of the mod but I feel like there less side quests in this one? Also I found the guy who lets you know about the side quests in the highwind to be helpful in the previous version. Hard to know what content has been removed and what has stayed. Just a bit of feedback really....

Dark Cave was removed yeah. I can re-add an NPC to go over what's available on Disc 3 to the Highwind.

Spoiler: show
I guess I have a little big problem? In the City of Ancients, I don't have the option to save Aerith, it just didn't showed up at all, the game procede to the fight with Jenova. I'm playing the 2.0 version.


The outcome is determined within the fight. Try to avoid KOing the other combatant when they're revived; random-target attacks like Tifa's Limits or multi-target attacks like Summons should be avoided at this point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Pruntarious on 2020-08-16 16:57:00
That's cool. I've a save game somewhere from 1.5 that's pretty far on....

So we can't get back to Shinra HQ either no? Sorry... You might have missed that in my comment. 🙂 Saw something mentioned somewhere that there's a shinra HQ disc 3 event at some stage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: chimaerath on 2020-08-16 18:27:41
Conversation Interpretation:
Spoiler: show
In the revisit of the Cave of the Gi, after the boss, Red XIII mentions that his dad became more stern after his mom's death. But, I thought Seto "passed away" first. In the base game, I thought Seto entered the Cave of the Gi alone, and then Red XIII's mom made Bugenhagen seal the cave and forbade him from discussing it with Red XIII, implying she was still alive. Also, I think Bugenhagen mentions that Seto went by himself to protect his mom and the canyon, implying that she hadn't died yet. Plus, Red XIII's wiki page (https://finalfantasy.fandom.com/wiki/Red_XIII) says Seto left in the same year Red XIII was born, and in a separate later sentence talks about his mother's death, as does the wiki page for Red XIII's species' (https://finalfantasy.fandom.com/wiki/Red_XIII%27s_species#Profile). I interpreted all that as his mother was in Red XIII's life for longer than Seto was.


Gameplay
Spoiler: show
Is it intentional that the HP Plus Materia only appears after a (Iron Giant?) fight in the North Crater? I definitely ran around for a while wondering why it wasn't appearing in the waterfall, even changing maps, and only after I took off the Enemy Away Materia and fought the Iron Giant did the HP Plus Materia appear.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: JohnEveryman on 2020-08-16 22:17:15
I am really enjoying my New Threat play through of Final Fantasy 7 and I am currently experiencing a bug preventing me from selecting certain characters in the party formation menu and I was wondering if there was a fix for this.

I am currently on disc 3 after reaching the bottom of Northern Cave where you get the phone call for New Threat and this enabling the end game content of the mod. I went back to the Highwind and changed my party to make Tifa the leader with Cid and Yuffie to start doing some level 4 limit break quests. Later on I attempted to switch out Yuffie for Barret and noticed I could not select him or any of the other characters not in my party with the exception of Cloud. I tried going back to the Highwind to make Cloud the leader again, but I could not add anyone else to my party other than Tifa, Cid, and Yuffie. I cannot select, move, or view the stats of, in the party formation menu, Barret, Aeris, Red XIII, Cait Sith, or Vincent.

I tried restarting my game, talking to different people on the Highwind, switching team leader, and I still can't get the other characters in my party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Pruntarious on 2020-08-17 12:19:33
I have a problem getting all the 1/35 soldiers.

I currently have 11 of them and have been using the documentation to find them:

Spoiler: show


Now I'm fairly sure I have all of these ones and have transported back to check using Black Choc save editor.

1) Mythril Mines--Yes
2) Junon--Yes
3) Desert Prison, Bar--Yes
4) Jockey Waiting Room--Yes
5) Da Chao--Yes
6) Great Glacier, Far-West Cave--Yes
7) Sister Ray--Yes
8) Gold Saucer Sub Prize #5--Yes
9) Midgar Raid: In chest that sits in scaffolding above the vent entrance to the train tunnels--Yes
10) Shinra HQ Stairwell (Disc 2/3)--Yes
11) Shinra HQ 70, on left-hand side--Yes
12) North Crater: Left-Up Path-- Don't think I can find this one?

Also fair play for catching me out when I tried to modify the save file to have 12 of them to trick your man in the Mythril Mines. :)

I might just give up to be honest. :P

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Pruntarious on 2020-08-17 16:25:32
Something strange occurring with the Weapons.

Spoiler: show

Said I'd just go try Emerald and Ruby so see how much they kick my ass and get a feel for strategy.

Emerald:
He died after two KOR attacks (about 3k per attack). Used Mine with command counter to get over the once per fight limit somehow... Got the Earth Harp etc.

Ruby:
He dies after 1 KOR (about 3k per attack) and I got the Desert Rose etc. Thing is he just reappears after the fight again? And he dies with a few 4x cut attacks with Tifa (Masmune does amount 5.5k per cut) and I can keep fighting him again?

Didn't mess too much with my save file... Just changed field location now and again to save time going from place to place. Nothing major. :)


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: wdx on 2020-08-17 18:18:27
armour golem, crash in crater.
possible to buy the shinra villa twice.  if buy disc1 early, then again on another disc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Doll on 2020-08-17 18:40:31
Had hard mode turn off at some point between entering gold saucer and getting dropped into corel prison. Not sure if this is a known issue. Like I said before, not gaining gil on normal mode is actually a super useful way to identify if it's on or not right now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: haine9 on 2020-08-17 19:28:38
Hello. First of all thank you so much, this mod is so amazing. I wanted to replay ff7, too many years ago since my last playtrough, and a new threat is perfect for this!

I have a question about a couple end game items I'm having trouble to find, documentation file is wrong apparently.

Spoiler: show
1. Tifa manual. I'm at disc 3, after midgar raid. There is nothing in Tifa house. I tried to play the piano with that melody but no manual. I also checked the reactor like in a video, but nothing.

2. Zenogias plate to craft the masamune. Documentation says shinra mansion basement but I checked everywhere. Nothing. All I could find in google was zenogias feather but that was an Ultima Weapon drop (which dropped me the sword in 2.0) so I don't know.


Thanks in advance!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-17 21:57:21
That's cool. I've a save game somewhere from 1.5 that's pretty far on....

So we can't get back to Shinra HQ either no? Sorry... You might have missed that in my comment. 🙂 Saw something mentioned somewhere that there's a shinra HQ disc 3 event at some stage.

On 1.5 you can return to Shinra HQ during a sidequest, but not on the 2.0 build.

Conversation Interpretation:
Spoiler: show
In the revisit of the Cave of the Gi, after the boss, Red XIII mentions that his dad became more stern after his mom's death. But, I thought Seto "passed away" first. In the base game, I thought Seto entered the Cave of the Gi alone, and then Red XIII's mom made Bugenhagen seal the cave and forbade him from discussing it with Red XIII, implying she was still alive. Also, I think Bugenhagen mentions that Seto went by himself to protect his mom and the canyon, implying that she hadn't died yet. Plus, Red XIII's wiki page (https://finalfantasy.fandom.com/wiki/Red_XIII) says Seto left in the same year Red XIII was born, and in a separate later sentence talks about his mother's death, as does the wiki page for Red XIII's species' (https://finalfantasy.fandom.com/wiki/Red_XIII%27s_species#Profile). I interpreted all that as his mother was in Red XIII's life for longer than Seto was.


Gameplay
Spoiler: show
Is it intentional that the HP Plus Materia only appears after a (Iron Giant?) fight in the North Crater? I definitely ran around for a while wondering why it wasn't appearing in the waterfall, even changing maps, and only after I took off the Enemy Away Materia and fought the Iron Giant did the HP Plus Materia appear.


HP Plus doesn't drop in the Crater, it's found in the Temple of the Ancients (or outside of it, if not picked up). The Materia that should appear in the waterfall is Shield.


Something strange occurring with the Weapons.

Spoiler: show

Said I'd just go try Emerald and Ruby so see how much they kick my ass and get a feel for strategy.

Emerald:
He died after two KOR attacks (about 3k per attack). Used Mine with command counter to get over the once per fight limit somehow... Got the Earth Harp etc.

Ruby:
He dies after 1 KOR (about 3k per attack) and I got the Desert Rose etc. Thing is he just reappears after the fight again? And he dies with a few 4x cut attacks with Tifa (Masmune does amount 5.5k per cut) and I can keep fighting him again?

Didn't mess too much with my save file... Just changed field location now and again to save time going from place to place. Nothing major. :)




I was a bit too optimistic setting Weapon HP to within 65,000 as KOTR ignores magic defence like other Summons. I'll be reviewing those two at some point to set them up a bit better, and I think a death handler in Ruby's AI may be missing to toggle his flag off.

armour golem, crash in crater.
possible to buy the shinra villa twice.  if buy disc1 early, then again on another disc.


Don't double-post bugs between Discord and this thread. The Armored Golem fix is in the current files but not uploaded yet.

Had hard mode turn off at some point between entering gold saucer and getting dropped into corel prison. Not sure if this is a known issue. Like I said before, not gaining gil on normal mode is actually a super useful way to identify if it's on or not right now.

Was the game updated during that time? There was some trouble with the setting that I had to resolve in an earlier patch.

Hello. First of all thank you so much, this mod is so amazing. I wanted to replay ff7, too many years ago since my last playtrough, and a new threat is perfect for this!

I have a question about a couple end game items I'm having trouble to find, documentation file is wrong apparently.

Spoiler: show
1. Tifa manual. I'm at disc 3, after midgar raid. There is nothing in Tifa house. I tried to play the piano with that melody but no manual. I also checked the reactor like in a video, but nothing.

2. Zenogias plate to craft the masamune. Documentation says shinra mansion basement but I checked everywhere. Nothing. All I could find in google was zenogias feather but that was an Ultima Weapon drop (which dropped me the sword in 2.0) so I don't know.


Thanks in advance!

Tifa needs to be party leader for the piano due to how the sidequest was set up in 1.5; on Disc 3, head for the bottom of the crater then come back again to unlock party leader swap. Then set her as party lead and head for her house to play the melody.

It's the Shinra Villa Basement in Costa Del Sol, not the Shinra Mansion basement in Nibelheim. I'll change the wording to Costa Villa instead to avoid confusion.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Pruntarious on 2020-08-17 23:48:28
That's cool... Thanks Chief.

Just finished the last bosses... They were tough. Took me about 1.5 hours to get through the 2 fights.

Nice work on forcing the parties in that fight. Took me a while to cop on what I needed to do. There's a message there saying somewhat what to do but the offer to change parties shows first and I was just playing it old school and forgetting about the other parties. Only when I changed parties did I see it. The animations in that fight are frigging long too.... zzz Not sure what you can do about that though.

Cheers for the revamp and a new playthrough.. Enjoyed it.. 👍

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-17 23:55:06
Version v2.0.91? Did i suddenly miss 81 revisions lol? (sorry jk, my latest version was v2.0.10)

I had to abandon the Build.Content.Patch semantic versioning approach as it didn't play nice with 7th Heaven's auto-update (which uses a decimal value rather than a string). And as we'd reached 2.0.9, it means I have to stick with 2.09x for the time being, at least until 2.1. The changelog has the version change.

That's cool... Thanks Chief.

Just finished the last bosses... They were tough. Took me about 1.5 hours to get through the 2 fights.

Nice work on forcing the parties in that fight. Took me a while to cop on what I needed to do. There's a message there saying somewhat what to do but the offer to change parties shows first and I was just playing it old school and forgetting about the other parties. Only when I changed parties did I see it. The animations in that fight are frigging long too.... zzz Not sure what you can do about that though.

Cheers for the revamp and a new playthrough.. Enjoyed it.. 👍



I think when Bizarro becomes a 2 or 3 party fight it complicates it significantly. The animation after a part dies probably serves some function or other, but I could run a test in the future where they aren't used to see what happens. If the detriments seem minor, could roll with that for speed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Ethario on 2020-08-18 00:07:19
OMG ITS HERE 2.0 DAMN IVE BEEN OUTTA THE LOOP. One quick question before I dive into B-mode + Hard mode: can you still use Tifa or Cid in place of Cloud once you reach a certain point in the story ? Loving the balance changes can't wait to try it out !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-18 00:16:28
Party leader swap is still in there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Doll on 2020-08-18 00:22:34

Was the game updated during that time? There was some trouble with the setting that I had to resolve in an earlier patch.


Negative. I believe I did have that issue crop up at some point in Midgar after or when I updated to the current version, but I've been on that version since then without changing anything. Possibly happened again cause this is all on the same save? Not sure. Also, when I realized this had happened in Corel prison and switched modes, I was given conflicting "Hard Mode On/Off" messages between the fake-battle that triggers the switch and the field message after it ends.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Ethario on 2020-08-18 00:26:49
Party leader swap is still in there.

Ah man I can't thank you enough to keep my favorite game varied and fresh, not going to lie im worried about the no gil in hardmode but i'm ready to give it a shot !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: demos1085 on 2020-08-18 01:39:37
Hi Sega Chief and people of the forum.

So I haven´t come to this page in a while and I was pleasingly surprised to find there is a 2.0 version with apparently a lot of interesting changes to the how the history of the game unfolds (Type B), I would love to check this but as I have pointed before I’m not hardcore gamer so I was wondering if there are plans for a “Vanilla Combat” of version 2.0. Type B. Or maybe and Easy Mode, so we could have the complete difficulty progression Easy - Standar - Hard.

I really enjoyed “Vanilla Combat” 1.5. so I was wondering if this option could be implemented for this new version, as always thanks in advance for your answer, and congratulations for all the hard work poured in this project.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: haine9 on 2020-08-18 11:35:11
Question about Kalm traveler (type b)

Spoiler: show
So I killed emeral and ruby weapons but he gave me Ranged Attack and W-Magic. Documentation says X-Attack too, but the reward for guide book is a gold chocobo? So where can I a get a quadra attack?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: haine9 on 2020-08-18 12:46:33
Question about Kalm traveler (type b)

Spoiler: show
So I killed emeral and ruby weapons but he gave me Ranged Attack and W-Magic. Documentation says X-Attack too, but the reward for guide book is a gold chocobo? So where can I a get a quadra attack?


I found them, nvm. But last question, who is "????" and where can I find him?  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-18 13:52:57
Negative. I believe I did have that issue crop up at some point in Midgar after or when I updated to the current version, but I've been on that version since then without changing anything. Possibly happened again cause this is all on the same save? Not sure. Also, when I realized this had happened in Corel prison and switched modes, I was given conflicting "Hard Mode On/Off" messages between the fake-battle that triggers the switch and the field message after it ends.

I'll go through that section with hard mode on and see if I can spot what it is.

Hi Sega Chief and people of the forum.

So I haven´t come to this page in a while and I was pleasingly surprised to find there is a 2.0 version with apparently a lot of interesting changes to the how the history of the game unfolds (Type B), I would love to check this but as I have pointed before I’m not hardcore gamer so I was wondering if there are plans for a “Vanilla Combat” of version 2.0. Type B. Or maybe and Easy Mode, so we could have the complete difficulty progression Easy - Standar - Hard.

I really enjoyed “Vanilla Combat” 1.5. so I was wondering if this option could be implemented for this new version, as always thanks in advance for your answer, and congratulations for all the hard work poured in this project.

I'm not going to do one this time; it'd be too problematic with Type B which has a lot of event changes that can't be covered effectively by a default scene.bin so there'd be a lot of work involved + having to deactivate all the custom battles/placements again, with bug-fixes needing to be implemented for both going forward. The mod wasn't designed to be hardcore-level, and 2.0 on the whole is easier than 1.5 so why not give it a go?

Question about Kalm traveler (type b)

Spoiler: show
So I killed emeral and ruby weapons but he gave me Ranged Attack and W-Magic. Documentation says X-Attack too, but the reward for guide book is a gold chocobo? So where can I a get a quadra attack?


The rewards should be:
Guidebook: Gold Chocobo
Desert Rose: Long Range
Earth Harp: W-Magic

When all 3 items are delivered, you get a bonus of: Core Materia, X-Attack Materia, and HP-MP Swap Materia. I'll check the documentation and update it if it's saying X-Attack for Earth Harp instead of W-Magic.

I found them, nvm. But last question, who is "????" and where can I find him?  ;D

If it's for Mustard Bomb, then this refers to an enemy in the Red Materia Cave.

If it's the ? ? ? ? enemy skill, this is from Jersey in Shinra Mansion

If it's for the Ribbon, then this refers to the cohort of the Jenova LIFE boss and if this cohort survives the battle then the Ribbon isn't acquired (and it's the only one in the entire game currently).

If it's the item between Zenogias Plate and Moonstone, then that's pending a bugfix as the variable handling the enemy that drops this was double-booked, causing it to not appear when its conditions are met. Once the 2.0.92 patch is up, players will be able to make this enemy appear by playing the melody on the Shinra Mansion piano, like in 1.5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: demos1085 on 2020-08-18 15:47:15
Thanks for the quick answer Sega Chief.

I'm giving it a try right now, the normal battles aren't so bad, but the bosses are quite tought, speacilly since the Migdar part of the game does not give much chances to grind for levels.

As always thanks for the mod, and have a good day.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: LugiaFly on 2020-08-18 16:55:35
Guess I found a bug?
Spoiler: show
Through the whole game I didn't have the scene with cross dressing. Now, after getting the submarine I got key to Midgar and goes there. In Don's Mansion, the script for getting there in dress and stuff start playing. After Don have to choose his bride, nothing happen. I just get out of the room, and Cloud had his normal clothes again.
Oh, and when we meet Tifa in the basement and there was this whole talk with Aerith... Vincent was lying on the... table...thing? And then after the whole script end, he just disapeard from there.
When I get out of the mansion, I had no one in my party (I had Tifa and Cid)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-18 18:20:10
Guess I found a bug?
Spoiler: show
Through the whole game I didn't have the scene with cross dressing. Now, after getting the submarine I got key to Midgar and goes there. In Don's Mansion, the script for getting there in dress and stuff start playing. After Don have to choose his bride, nothing happen. I just get out of the room, and Cloud had his normal clothes again.
Oh, and when we meet Tifa in the basement and there was this whole talk with Aerith... Vincent was lying on the... table...thing? And then after the whole script end, he just disapeard from there.
When I get out of the mansion, I had no one in my party (I had Tifa and Cid)


It's not supposed to occur at all in Type B, but revisiting the mansion later allows the scenes to trigger which leaves players at a much lower game progression value than they should be. It'll be made inaccessible on Type B following the next patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Spotty Len on 2020-08-18 18:51:02
If Throwlette is ready for Yuffie, defending but dying before her turn comes up will still trigger Throwlette even though she's KO'd.

Not really game-breaking, but it's surprising. Maybe Cid's Mixing will behave the same way?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: applepie on 2020-08-19 07:32:06
Nice mod.

One question, I thought we can save Aerith before she dies in this mod. Like there should be a dialogue pop up before Cloud attacks her, but for me there was no pop up. What's wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Pruntarious on 2020-08-19 08:56:25
Nice mod.

One question, I thought we can save Aerith before she dies in this mod. Like there should be a dialogue pop up before Cloud attacks her, but for me there was no pop up. What's wrong?

Was answered a couple of times already recently.  :-P

Spoiler: show
Ensure after "Unlife2"or whatever that only Jenova is killed

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Ethario on 2020-08-19 21:47:54
Sega is the no gil in hard mode supposed to be for Midgar only ? I just got out of Midgar and the first few fights are giving me gil again, is something broken ?

Edit: As far as I know I didn't toggle it off in the extended menu but i'll see if that works in the meantime.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-19 23:46:32
If Throwlette is ready for Yuffie, defending but dying before her turn comes up will still trigger Throwlette even though she's KO'd.

Not really game-breaking, but it's surprising. Maybe Cid's Mixing will behave the same way?

I'll add a KO check, if space permits.

Sega is the no gil in hard mode supposed to be for Midgar only ? I just got out of Midgar and the first few fights are giving me gil again, is something broken ?

Edit: As far as I know I didn't toggle it off in the extended menu but i'll see if that works in the meantime.

I dunno, it seems to consistently happen there.

***

I'll be looking to release the 2.0.92 patch tomorrow night.

Thanks to D.P. for the donation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Ethario on 2020-08-20 02:11:10
I'll add a KO check, if space permits.

I dunno, it seems to consistently happen there.

***

I'll be looking to release the 2.0.92 patch tomorrow night.

Thanks to D.P. for the donation.

Ah good to know its a known issue, hopefully I can just toggle it back on, i'll just waste some gil that I got :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Ethario on 2020-08-20 02:22:54
Gameplay feedback for Type B (Hard Mode, No Sources): I've just only finished Cosmo Canyon but so far I 've found the difficulty more than manageable. I've never die, never had to use items other than the casual potion/phoenix, never run from a battle. I'm using ATB Wait ofc. Problem is the Gil. I don't want the money to make my life easier but I want to have at least "one of each". It's not fun to have to skip some weapons (specially now that they're so different from each other) or materia. And there's the Condor War, that requires to have at least 4k in the pocket everytime. I was thinking about toggling to no exp, easy mode to grind gil but that just seems gimmicky. So, I'd reconsider about the No Gil feature of hard mode. Just my two cents. Awesome mod either way!

What I did in my run is morph the wolves near midgar (im only just in midgar) they give vampire fang which sell for 900 a pop. I'm sure there will be much better morphs down the line for moneys.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: boozek on 2020-08-20 09:40:33
1. getting soft lock when clicking "leave" after doing 4/4 sp ugrade for Cloud, Barret and Aeris in North crater descent
2. do I need to win fight as Zack in the flashback to get any items or there is no missable stuff in this fight?
3. How to get Circlet?
4. Where is Hydro materia?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: wdx on 2020-08-20 11:08:01
big serpent on sunken ship forget its name can morph them for the circlet.
its possible to win as zack. Star Curtain is good idea (which casts barrier + Magic barrier) or try Sheild (or astral curtain item). 

the last fight is vs 6 soldiers, just use the fight prior to get buffs up and shouldn't have any trouble :)

fairly high dex / vit. will help also.  If you have astral curtain can use them to get sheild to receive 0 dmg for a few turns.

Curious if u brought areith with ye when entered the mansion :>



Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: boozek on 2020-08-20 11:24:45
big serpent on sunken ship forget its name can morph them for the circlet.
its possible to win as zack. Star Curtain is good idea (which casts barrier + Magic barrier) or try Sheild (or astral curtain item). 

the last fight is vs 6 soldiers, just use the fight prior to get buffs up and shouldn't have any trouble :)

fairly high dex / vit. will help also.  If you have astral curtain can use them to get sheild to receive 0 dmg for a few turns.

Curious if u brought areith with ye when entered the mansion :>

I had 50 fights in sunken ship the room with helicopter and never encountered Serpent

Update: I tried 10 more fights and finally got Serpent...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: wdx on 2020-08-20 11:37:46
I had 50 fights in sunken ship the room with helicopter and never encountered Serpent

Update: I tried 10 more fights and finally got Serpent...

ouch at enc rng.  sometimes i have 'bad rng' i try chat to someone in a town. eg bad reels battle square. seems to make a little difference.  was only 4-5 fights for me perhaps was lucky :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Pruntarious on 2020-08-20 13:51:42
Thanks to D.P. for the donation.

No probs! Figured your effort was at least worth the price of the game on steam. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: applepie on 2020-08-20 15:25:58
big serpent on sunken ship forget its name can morph them for the circlet.
its possible to win as zack. Star Curtain is good idea (which casts barrier + Magic barrier) or try Sheild (or astral curtain item). 

the last fight is vs 6 soldiers, just use the fight prior to get buffs up and shouldn't have any trouble :)

fairly high dex / vit. will help also.  If you have astral curtain can use them to get sheild to receive 0 dmg for a few turns.

Curious if u brought areith with ye when entered the mansion :>

I was just about to ask if it's actually possible to win with Zack. I only got up to the third round with a single soldier and he already obliterated me, and how you're telling there's more!? And 6 soldiers too, holy crap. What do I miss out if I lose? Cause I don't think I will pull through unless I do a lot of grinding.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: applepie on 2020-08-20 15:28:27
I was just about to ask if it's actually possible to win with Zack. I only got up to the third round with a single soldier and he already obliterated me, and how you're telling there's more!? And 6 soldiers too, holy crap. What do I miss out if I lose? Cause I don't think I will pull through unless I do a lot of grinding.

What level was I expected to tackle the Zack flashback? My Cloud was level 40.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: wdx on 2020-08-20 17:06:26
What level was I expected to tackle the Zack flashback? My Cloud was level 40.

not sure on expected level, however some items make it a ton easier. the items which mentioned above. I'll check the level i was at.  dunoo what u missed out on if anything, i had aeries in my party and got both clouds and aries final limit breaks i was at level50, however can do earlier than that lvl 42 win for me just there :)  im on hard mode type b with zero SP upgrades
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: applepie on 2020-08-20 17:27:31
not sure on expected level, however some items make it a ton easier. the items which mentioned above. I'll check the level i was at.  dunoo what u missed out on if anything, i had aeries in my party and got both clouds and aries final limit breaks i was at level50, however can do earlier than that lvl 42 win for me just there :)  im on hard mode type b with zero SP upgrades

Wait how do you fight together with Aerith? I only had Zack in the fight. I had Aerith in the main party but in the flashback Zack is alone.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: wdx on 2020-08-20 17:59:32
Wait how do you fight together with Aerith? I only had Zack in the fight. I had Aerith in the main party but in the flashback Zack is alone.

ur just as zack it is solo, however she asked after you cloud got back if she could goto nibelheim with you and has a few lines at the end of the fight. something like 'oh so thats what happened'.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: Sega Chief on 2020-08-20 23:23:05
1. getting soft lock when clicking "leave" after doing 4/4 sp ugrade for Cloud, Barret and Aeris in North crater descent
2. do I need to win fight as Zack in the flashback to get any items or there is no missable stuff in this fight?
3. How to get Circlet?
4. Where is Hydro materia?

I've got the softlock in the 2.0.92 patch sorted out, that'll be going up soon.

Hydro Materia can be found at the docks where the Cargo Ship used to be.

I had 50 fights in sunken ship the room with helicopter and never encountered Serpent

Update: I tried 10 more fights and finally got Serpent...

I think it's room-dependent, the back room where Hades is picked up should have that encounter.

I was just about to ask if it's actually possible to win with Zack. I only got up to the third round with a single soldier and he already obliterated me, and how you're telling there's more!? And 6 soldiers too, holy crap. What do I miss out if I lose? Cause I don't think I will pull through unless I do a lot of grinding.

You don't miss out on anything unique; status ailments can quickly turn things around for you. A summon like Alexander can inflict Stop while also hitting their Holy weakness, the Shield spell can block incoming elemental damage (negates most of their attacks), things like that.

***

Mod updated, 2.0.92
Spoiler: show

v2.0.92
*) Osmose description updated
*) Temple of the Ancients: leftover debug script was adding Chainsaws to inventory
*) Highwind: Line of dialogue was playing under the wrong circumstances.
*) Sister Ray: Typo on Hojo's line.
*) Midgar Raid: NPC was appearing under incorrect circumstances.
*) Kalm: Depending on where player is when talking to Barret for Catastrophe, a softlock could occur.
*) Corneo's Mansion: If entering on Type B, the Type A events would occur and disrupt game progression.
*) Wutai: Altered some dialogue for Type B on Da Chao.
*) Temple of the Ancients: A button prompt was updated.
*) Satans Gate: Boss respecced, Powersoul drop moved to field script.
*) Red Materia Cave: Adjusted parameters of Zombie Breath, AI script change.
*) Chokhmabo: Unset attack in death script, resulting in softlock.
*) Chokhmabo: Initial Defence stats were not at correct values.
*) Curator: Increased MaxMP of torso to 400.
*) Cobalt XIV: Rearranged order of combatants for an AI trigger from opt to use Laser + Matra Magic.
*) Using other party leaders for Temple of the Ancients on Disc 3 results in softlock on jump.
*) Text Box alignment: Sector 7 slums.
*) Lucrecia Cave: Issue where a different party leader with Cloud/Tifa present would disrupt the script.
*) Documentation: Changed wording of Zenogias Plate placement from Shinra Villa to Costa Villa.
*) Temple of the Ancients: Issue where a special chest could be opened from platform above, causing a softlock.
*) Temple of the Ancients: Issue where Cid couldn't
*) Armored Golem: Updated some attacks for the AI.
*) Da Chao Spirit: HP boost.
*) Ruby Weapon & Emerald Weapon: HP boost.
*) Green Hero: Changed buff given by an ability from Regen to Auto-Crits.
*) Ruby Weapon could be refought after killing him due to a missing flag toggle on his Death Script.
*) Added KO check for Yuffie and Cid's innate abilities.
*) Armored Golem: Some attacks weren't set in AI.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: zeneb21 on 2020-08-21 06:20:55
Hi, so after a long time not having played FF7 I decided to jump right into New Threat 2.0 type B.. I read there is an osmose materia at the beginning, I just rejoined Barret and Avalanche in sector 7 where they are telling me that Tifa is held at Shinra HQ.. did I miss it up until this point? Also I backtracked in the second bombing mission and somehow entered the reactor from behind, did I miss it there?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: boozek on 2020-08-21 06:25:03
@Sega Chief

Have you seen my long post on page 408?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: applepie on 2020-08-21 06:57:26
I've got the softlock in the 2.0.92 patch sorted out, that'll be going up soon.

Hydro Materia can be found at the docks where the Cargo Ship used to be.

I think it's room-dependent, the back room where Hades is picked up should have that encounter.

You don't miss out on anything unique; status ailments can quickly turn things around for you. A summon like Alexander can inflict Stop while also hitting their Holy weakness, the Shield spell can block incoming elemental damage (negates most of their attacks), things like that.

***

Mod updated, 2.0.92
Spoiler: show

v2.0.92
*) Osmose description updated
*) Temple of the Ancients: leftover debug script was adding Chainsaws to inventory
*) Highwind: Line of dialogue was playing under the wrong circumstances.
*) Sister Ray: Typo on Hojo's line.
*) Midgar Raid: NPC was appearing under incorrect circumstances.
*) Kalm: Depending on where player is when talking to Barret for Catastrophe, a softlock could occur.
*) Corneo's Mansion: If entering on Type B, the Type A events would occur and disrupt game progression.
*) Wutai: Altered some dialogue for Type B on Da Chao.
*) Temple of the Ancients: A button prompt was updated.
*) Satans Gate: Boss respecced, Powersoul drop moved to field script.
*) Red Materia Cave: Adjusted parameters of Zombie Breath, AI script change.
*) Chokhmabo: Unset attack in death script, resulting in softlock.
*) Chokhmabo: Initial Defence stats were not at correct values.
*) Curator: Increased MaxMP of torso to 400.
*) Cobalt XIV: Rearranged order of combatants for an AI trigger from opt to use Laser + Matra Magic.
*) Using other party leaders for Temple of the Ancients on Disc 3 results in softlock on jump.
*) Text Box alignment: Sector 7 slums.
*) Lucrecia Cave: Issue where a different party leader with Cloud/Tifa present would disrupt the script.
*) Documentation: Changed wording of Zenogias Plate placement from Shinra Villa to Costa Villa.
*) Temple of the Ancients: Issue where a special chest could be opened from platform above, causing a softlock.
*) Temple of the Ancients: Issue where Cid couldn't
*) Armored Golem: Updated some attacks for the AI.
*) Da Chao Spirit: HP boost.
*) Ruby Weapon & Emerald Weapon: HP boost.
*) Green Hero: Changed buff given by an ability from Regen to Auto-Crits.
*) Ruby Weapon could be refought after killing him due to a missing flag toggle on his Death Script.
*) Added KO check for Yuffie and Cid's innate abilities.
*) Armored Golem: Some attacks weren't set in AI.


Alexander only hit them for like 1k damage, and they have 20 or 30k hp? And it just never inflict stop, just never. If any or two cast bolt3 or ice3, it's almost 2k damage each, even regular attacks deal close to 1k damage on average, and they are very fast, like fast, and they have counter attacks, like 2 counter attacks?

This is such a massive difficulty spike, it's not even funny. I thought this should be the next destination alongside Junon underwater section but there's no way I am expected to be able to handle the Zack flashback at this point, unless I'm missing something. I do make use of wall and haste, fully loaded Cloud with the best materia I could muster. Had to spam x-potion to keep up, to no avail. Even trying to get to the last battle was much, much, much, much, much harder than any of the boss battles I had before, including the temple of ancient bosses, partially attributed to Zack fighting alone. 

Is this supposed to be an endgame fight? Can I put it off till later in the game and come back to it once I got KOTR and the likes?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: boozek on 2020-08-21 07:16:37
Alexander only hit them for like 1k damage, and they have 20 or 30k hp? And it just never inflict stop, just never. If any or two cast bolt3 or ice3, it's almost 2k damage each, even regular attacks deal close to 1k damage on average, and they are very fast, like fast, and they have counter attacks, like 2 counter attacks?

This is such a massive difficulty spike, it's not even funny. I thought this should be the next destination alongside Junon underwater section but there's no way I am expected to be able to handle the Zack flashback at this point, unless I'm missing something. I do make use of wall and haste, fully loaded Cloud with the best materia I could muster. Had to spam x-potion to keep up, to no avail. Even trying to get to the last battle was much, much, much, much, much harder than any of the boss battles I had before, including the temple of ancient bosses, partially attributed to Zack fighting alone. 

Is this supposed to be an endgame fight? Can I put it off till later in the game and come back to it once I got KOTR and the likes?

Spoiler: show
In my opinion this fight should be unwinable cause Zack dies anyway :D

also you can come back later when you grind some more
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: wdx on 2020-08-21 07:37:27

Spoiler: show
 
In my opinion this fight should be unwinable cause Zack dies anyway :D
also you can come back later when you grind some more
[/quote]

not really in type b u get to fight 'fallen soldier at the bottom of the crater :P he had to live somehow? 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: wdx on 2020-08-21 07:47:10
difficulty spike
u can increase damages you can do. experiment a little with materia's equipped. anything increasing hp/vit/spr is good is good if going for physical attack win.

cauldron's should work ok with % dice roll on each status effect.

Spoiler: show
 sheild if active (dont haste ... runs out quicker) u pretty much wont take any dmg


agree totally on difficulty spike for that one battle. personally i thought it was awesome. 
Spoiler: show
u can breed chocobo's by that stage of game maybe try that first or wait a wee while materia caves can be visited :)

 

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: deha0002 on 2020-08-21 14:33:50

Yeah, I've updated it now in my current files for v2.0.92.


The Drain raise from 12,5% to 25% doesnt seem to work with v2.0.92. Kinda waiting for that since I am doing a Type A, Hard mode, No exp run and kinda need the sustain from drain weapons xD.

Super fun trying to beat everything at lvl 7/8 and i managed to get to Corel atm, lets see where my run ends:).

Edit: Might even work with 33% drain since it effects Osmose, Drain and various items that become less useful with low drain %.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
Post by: wdx on 2020-08-21 15:19:33
The Drain raise from 12,5% to 25% doesnt seem to work with v2.0.92. Kinda waiting for that since I am doing a Type A, Hard mode, No exp run and kinda need the sustain from drain weapons xD.

Super fun trying to beat everything at lvl 7/8 and i managed to get to Corel atm, lets see where my run ends:).

Edit: Might even work with 33% drain since it effects Osmose, Drain and various items that become less useful with low drain %.

that sounds like a good challenge :D best of luck to u do u stream that?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Sega Chief on 2020-08-21 16:10:53
played only Type A so far and I love it, here are couple suggestions/bugs/misc notes I have noted:

- MOST IMPORTANT OF ALL - missable items documentation is needed, its really annoying when you realise you missed something after playing so many hours. That would include enemy skills mobs locations, all enemy morphs, all item steals, so in general all missable items/accesories/weapons/armors/key items/materias. I guess you can just upgrade NT documentation you already have.
-morphed Eligor into Silver Glasses (doc says staff).
-when an ally has Reno cage casted on him/her and Barret uses Gatling gun normal attack he hits Reno and the caged character/s but cage its not always cancelled after this.
- there is a Potion on the long stairs in Shinra Bld. Isn't that useless at this point? maybe change it to hi-potion? Unless trolling ;)
- carbon bangle can be stolen from Moth Slasher enemy in shinra bld floor 67
- hardedge can be stolen from SOLDIER 3rd in shinra bld floor 67/68 after boss battle
- Ziegfried morph gives you nothing not sure if intended
- there is hidden All lv3 materia in the top north building in corel prison (not sure if you want to list that one in docs or keep secret ;))
- not sure if this is mod bug or vanilla but when Midgar Zoolom hit you with Beta and you learn it then the same fight he knocks you out of the battle field - enemy skill is not learned after winning the battle.
- Big Guard is casting reflect on your team - this may be abused by casters, if you cast a Spell+All on your team the enemy will be hit 3x times becasue of Reflect :) On the other hand you cant heal yourself so lets say its a draw.
- when you and enemy have Reflect enabled the spell is being bounced 4/5x times between both sides.
- how to track how many 1/35 soldiers I already collected?
- The chair in Shinra Mansion, 1st floor on the right next to the entrance to the basement is reacing on OK button with a squeeky sound but no dialog.
- no dialog boxes when Sephirot talking to Tseng in the Temple
- Demon Gate boss drops a Stone on you that deals 7k dmg, isn't that too much?
- some monsters are vulnerable to ? ? ? ? what is that an enemy skill with the same name or type of dmg?
- there are no encounters at all in the woods around bone village (world map) and woods around north crater (you can get ther with gold chocobo)
- Icicle Inn there is a save point outside of the doors on the snow but you cannot reach it (its the screen within the Inn)
- when manipulating assault squad soldier (corel reactor entrance before hijacking the train) there is an empty middle attack that you cannot choose
- Umbrella can be bought in Junon Docs disc 2
- Mug animation on Barret uses gun sound even if you have melee weapon on him


keep up the great work

For Eligor, the Striking Staff is a Steal and Silver Glasses is the Morph. This seems to be reflected in the documentation currently.

Reno's Pyramids don't vanish after one attack, they have HP like any other enemy. In the base game they had a very low base HP so any attack would kill them, but in NT they have a little more so the spread damage from Barret's guns likely won't be enough to outright kill them.

I changed the Elixir in the stairwell to a more common item because I don't like having to backtrack down there for it if I take the elevator or feel like I should go that route to get it.

SOLDIER 3rd and Moth Slasher have Hardedge and Carbon Bangles as steals respectively. Why is this being reported as an issue? They're supposed to have them.

Big Guard was being used that way in 1.5 as well.

Reflect's behavior is the same as in the base game; it'll bounce until a target without Reflect is found which can take time if all enemies + allies have the status.

To track how many 1/35 soldiers you've collected, try checking your item menu.

The chair in Shinra Mansion never had any text; the character will nod as the chair/floorboard creaks (to confirm you're in the starting location) and then the player needs to follow the directions/steps outlined in the clue before pressing confirm again to find the safe combination number.

The missing dialog boxes in the Mural scene of Temple of the Ancients are caused by Kaldarasha's CHAOS field models mod, cause is unknown as a field model mod shouldn't be interfering with the script/dialog section.

I struggle to believe that Rock Drop can hit for 7000 damage with its base power of 16, even on Hard Mode where the enemy level would be in the 60s. For comparison, Jenova SYNTHESIS has a level of 75, 194 strength (44 more than Demons Gate) and its base 16 power slap doesn't hit anywhere near that on a critical. Even if this was a critical hit, the base damage would be something in the region of 4-5000.

? ? ? ? is gravity-element.

There weren't any encounters in those woods in base game either.

The Icicle Inn save point being inaccessible was due to a missing chunk for triggers, it should be accessible on the latest builds now.

Not much I can do about the Mug sound, it's likely that way in base game as well.

Hi, so after a long time not having played FF7 I decided to jump right into New Threat 2.0 type B.. I read there is an osmose materia at the beginning, I just rejoined Barret and Avalanche in sector 7 where they are telling me that Tifa is held at Shinra HQ.. did I miss it up until this point? Also I backtracked in the second bombing mission and somehow entered the reactor from behind, did I miss it there?

In 2.0, Osmose is now bought from Costa Del Sol.

Alexander only hit them for like 1k damage, and they have 20 or 30k hp? And it just never inflict stop, just never. If any or two cast bolt3 or ice3, it's almost 2k damage each, even regular attacks deal close to 1k damage on average, and they are very fast, like fast, and they have counter attacks, like 2 counter attacks?

This is such a massive difficulty spike, it's not even funny. I thought this should be the next destination alongside Junon underwater section but there's no way I am expected to be able to handle the Zack flashback at this point, unless I'm missing something. I do make use of wall and haste, fully loaded Cloud with the best materia I could muster. Had to spam x-potion to keep up, to no avail. Even trying to get to the last battle was much, much, much, much, much harder than any of the boss battles I had before, including the temple of ancient bosses, partially attributed to Zack fighting alone. 

Is this supposed to be an endgame fight? Can I put it off till later in the game and come back to it once I got KOTR and the likes?

You don't need to win the fight; you get Omnislash regardless, as the scene progresses if the player is KO'd. The idea of it is that the fight just keeps going, eventually escalating into overwhelming odds. Clearing the fight yields up some Megalixirs but it's more there for the optional challenge if people want to attempt it. It is a Disc 3 fight but the whole flashback was made available earlier because a user mentioned they went there after Cloud came back, and this is apparently when the flashback unlocks in base game so I acquiesced.

They don't have any counter-attacks. Their spells are for the most part Reflectable so a Reflect Ring might be an option. Physically they use cut-element, so if an Escort Guard has been acquired then this would be a very good pick as Armour. Other statuses you could try are Paralysis, Dual-Drain (Neo-Bahamut can inflict this), Berserk, Blind, Petrify, and Slow. Items/spells have a higher infliction rate than the Summons.

The Drain raise from 12,5% to 25% doesnt seem to work with v2.0.92. Kinda waiting for that since I am doing a Type A, Hard mode, No exp run and kinda need the sustain from drain weapons xD.

Super fun trying to beat everything at lvl 7/8 and i managed to get to Corel atm, lets see where my run ends:).

Edit: Might even work with 33% drain since it effects Osmose, Drain and various items that become less useful with low drain %.

What version is that, installer or IRO?

Are you going for a 0 EXP run? Let me know how that goes or if you get stuck.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: deha0002 on 2020-08-21 16:52:14

What version is that, installer or IRO?

Are you going for a 0 EXP run? Let me know how that goes or if you get stuck.

Its the 2.0.92 with the Installer, havent used the IRO in a while so not sure if its the same there.

Regarding Hard mode + No exp. The problem (or part of the challenge?) is getting gold for consumables since you are dieing or losing about 80% hp on each attack from enemies.

Can update progress;

Spoiler: show
Midgar was fine regarding all bosses, aswell as morphing everyone was hard but not unfair. The only problem i might see is the elevtor boss with the big AoE since i had to rush it down or else it just 1-shots my team.

Outside of midagar i had to farm all EQ i needed aswell as a few Ink's to even have a chance against Bottomswell since he hits way to hard and fast. Further i got a few Vamp Fangs to sell to keep up my expensive choice of low lvl + hard mode.

In mythril mines i had no trouble with the Turks but ofc it was a challenge. Fort Condor became an annoyance since i had to grind about 15 Bomerangs to sell which just took a while.

Then i came to Bottomswell, and oh boy is it a RNG fest with the 1-shot Tsunami + the fast and hard Phy.attacks. This is the only one i can think might be a bit overtuned unless you know what you are doing 100%.

Further the Jenova fight was waaaay to easy due to Sleep being an option. If possible would lower the durations from Dream Powder since it made the fight a cakewalk (or its intended i dunno).
]

Now i am right outside Corel and will probably have a rough time with Dyne, peharps. But what will i do with it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Ayoyo on 2020-08-21 18:26:55
Don't wanna rain on this parade too much seeing as 2.0 is in full swing and hugely popular already, but I gotta express my slight disappointment with 1.5's arrange mode. It is pitched as a more difficult version, but either my memory is super faulty from my normal playthrough or I've gotten a lot "better" because I honestly feel a bit bored with it. Only a few bosses/enemies have posed a threat big enough to warrant changing my setup despite using a lot of enemy away. Just beat diamond weapon and still no "spike", which I hope is coming soon. I ranked 1.5 normal mode as the second best mod I ever played and I only wished it was a bit harder, and arrange hasn't really done that so far. I wonder if 2.0's mode B will be more difficult?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: beechteeth on 2020-08-21 19:51:08
Don't wanna rain on this parade too much seeing as 2.0 is in full swing and hugely popular already, but I gotta express my slight disappointment with 1.5's arrange mode. It is pitched as a more difficult version, but either my memory is super faulty from my normal playthrough or I've gotten a lot "better" because I honestly feel a bit bored with it. Only a few bosses/enemies have posed a threat big enough to warrant changing my setup despite using a lot of enemy away. Just beat diamond weapon and still no "spike", which I hope is coming soon. I ranked 1.5 normal mode as the second best mod I ever played and I only wished it was a bit harder, and arrange hasn't really done that so far. I wonder if 2.0's mode B will be more difficult?
I have played 1.2 Normal, 1.4 Normal, and 1.5 Arranged. I agreed with you about 1.5 Arranged not being as difficult as I expected, but it's important to keep in mind that this isn't a hardcore mod. Having already been acclimated to the Materia changes and Innates, it's very likely you and I just knew the game well enough to make our way through without trouble. That said, I can safely say that Type B Hard Mode has been a delight. I have to think my way through every boss encounter, and not knowing what's coming from every boss has reinvigorated my love for the mod. It almost feels like a brand new game. I don't think you'll be disappointed if you try Type B Hard Mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-08-21 20:29:57
1.5's arrange mode.  2.0's mode B will be more difficult?

1.5 arranged mode no mr smiles is a decent challenge, alternatively a run using no exp flag would be much harder(or longer which ever way u prefer to look at it) :)  v2 type b, is different, i've found majority easier than arranged 1.5 was takes a bit longer with having to steal morph or get drops for gil.

if after a more challenging run, why not try v2 use the no exp toggle and keep a low leveled (or indeed original level stats).

the mod is designed as mid, and not a hard type mod. some parts i'm sure u'll find challenging.  eg i've did a full 100%  run morphing and stealing from each and ever single enemy possible, including bosses (exception last couple of bosses). for the monsters/bosses which could not sense, (or gravity didnt work) worked out hp via calculater type (so only know the rough hp) got low then tried :D

have fun.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Sega Chief on 2020-08-21 22:50:06
Its the 2.0.92 with the Installer, havent used the IRO in a while so not sure if its the same there.

Regarding Hard mode + No exp. The problem (or part of the challenge?) is getting gold for consumables since you are dieing or losing about 80% hp on each attack from enemies.

Can update progress;

Spoiler: show
Midgar was fine regarding all bosses, aswell as morphing everyone was hard but not unfair. The only problem i might see is the elevtor boss with the big AoE since i had to rush it down or else it just 1-shots my team.

Outside of midagar i had to farm all EQ i needed aswell as a few Ink's to even have a chance against Bottomswell since he hits way to hard and fast. Further i got a few Vamp Fangs to sell to keep up my expensive choice of low lvl + hard mode.

In mythril mines i had no trouble with the Turks but ofc it was a challenge. Fort Condor became an annoyance since i had to grind about 15 Bomerangs to sell which just took a while.

Then i came to Bottomswell, and oh boy is it a RNG fest with the 1-shot Tsunami + the fast and hard Phy.attacks. This is the only one i can think might be a bit overtuned unless you know what you are doing 100%.

Further the Jenova fight was waaaay to easy due to Sleep being an option. If possible would lower the durations from Dream Powder since it made the fight a cakewalk (or its intended i dunno).
]

Now i am right outside Corel and will probably have a rough time with Dyne, peharps. But what will i do with it?

Yeah, I think with any low-level run the first thing to be plotted out is: how can the attacks hitting the whole party be navigated.

With Bottomswell, you can get around the AI by poisoning him and then letting that do all the work as his AI will only update if he takes damage from a direct attack from the party. Some NT bosses circumvent this by moving the AI from general counter to post-action like Materia Keeper, but I left it in General Counter for Bottomswell as it's generally faster in a regular run to just fight him. Doing this, you'll only have to deal with the initial physical attacks he uses and 1 Tsunami at the end when he does die (but this version of tsunami is weaker than the regular tsunami).

I like for people to use statuses as they're often overlooked, so no problem from me with Sleep being handy against Jenova BIRTH; makes getting those extra items from enemies (or investing in the Materia) a bit more worthwhile.

Dyne has a few status weaknesses that you can use like Blind and Confusion; he's very slow as well, so there probably won't be too much trouble setting up a two-turn Barret to attack + heal. He reacts to Poison with an antidote but has a limited stock of them. I don't foresee it being too much of a roadblock.

Don't wanna rain on this parade too much seeing as 2.0 is in full swing and hugely popular already, but I gotta express my slight disappointment with 1.5's arrange mode. It is pitched as a more difficult version, but either my memory is super faulty from my normal playthrough or I've gotten a lot "better" because I honestly feel a bit bored with it. Only a few bosses/enemies have posed a threat big enough to warrant changing my setup despite using a lot of enemy away. Just beat diamond weapon and still no "spike", which I hope is coming soon. I ranked 1.5 normal mode as the second best mod I ever played and I only wished it was a bit harder, and arrange hasn't really done that so far. I wonder if 2.0's mode B will be more difficult?

The original plan was to make Type B more difficult, but then I realised that it would be a sticking point to have a harder mode with unique content in it as some people wanting to play it for the remixed scenario would not necessarily want a difficulty increase to go with it. So instead I separated it out into a hard mode toggle that works on either type; Type B itself isn't inherently more difficult than Type A, may swing between them depending on the boss fight but the regular enemies tend to be the same.

The Hard Mode toggle for 2.0 puts a bit more pressure on the player with reduced EXP and the 0 Gil condition (so that gil comes instead from selling items acquired from battles or other sources). Enemies themselves get a level boost, like in Arrange Mode. I'll likely make revisions to it and expand it if a 2.1 content update is made. It might prove to be the case that the only real way to properly achieve a hard mode is to have a separate set of files but I'm trying to avoid that if possible and keep it something that's toggled in-game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Ayoyo on 2020-08-22 07:31:39
I have played 1.2 Normal, 1.4 Normal, and 1.5 Arranged. I agreed with you about 1.5 Arranged not being as difficult as I expected, but it's important to keep in mind that this isn't a hardcore mod. Having already been acclimated to the Materia changes and Innates, it's very likely you and I just knew the game well enough to make our way through without trouble. That said, I can safely say that Type B Hard Mode has been a delight. I have to think my way through every boss encounter, and not knowing what's coming from every boss has reinvigorated my love for the mod. It almost feels like a brand new game. I don't think you'll be disappointed if you try Type B Hard Mode.
Yea getting acclimatized to the new systems and strategic depth of the mod is certainly a massive boost for the player, which is exactly why I'd have thought arrange mode would promptly kick it into high gear seeing as normal mode is explicitly recommended first, so the expectation is that players do have that experience and groundwork. I'm not after hardcore difficulty exactly either, just that I wouldn't have to restrict myself. Type B hard does sound promising, certainly my next stop.

1.5 arranged mode no mr smiles is a decent challenge, alternatively a run using no exp flag would be much harder(or longer which ever way u prefer to look at it) :)  v2 type b, is different, i've found majority easier than arranged 1.5 was takes a bit longer with having to steal morph or get drops for gil.

Well I'm sort of inadvertently doing a semi-challenge run with regards to mr. smile because often I've "forgotten" to rank up if there's no need to and so my SP is maxed out most of the time. I hate self-imposed restrictions & challenges on principle but I've managed to convince myself that I'm just being forgetful rather than playing with restrictions, lol.

The original plan was to make Type B more difficult, but then I realised that it would be a sticking point to have a harder mode with unique content in it as some people wanting to play it for the remixed scenario would not necessarily want a difficulty increase to go with it. So instead I separated it out into a hard mode toggle that works on either type; Type B itself isn't inherently more difficult than Type A, may swing between them depending on the boss fight but the regular enemies tend to be the same.

The Hard Mode toggle for 2.0 puts a bit more pressure on the player with reduced EXP and the 0 Gil condition (so that gil comes instead from selling items acquired from battles or other sources). Enemies themselves get a level boost, like in Arrange Mode. I'll likely make revisions to it and expand it if a 2.1 content update is made. It might prove to be the case that the only real way to properly achieve a hard mode is to have a separate set of files but I'm trying to avoid that if possible and keep it something that's toggled in-game.
The 0 gil does sound like a good start to tighten player resources, the only thing I'm worried is that it's a big incentive to grind for some items and that's going to inadvertently yield a ton of exp as well. I suppose that's where I'll have to resort to the exp toggle, although I've found that it does put somewhat of a damper on my excitement for a game if I knowingly have to hold myself back at some points.

Hmm, I guess the level boost for enemies alone isn't enough to keep up with the players getting better which results in a flat difficulty curve. Where players get stronger in-game via items, stat boosts, materia and whatnot, they also get better at playing the game whilst the enemies only get stat boosts so it ends up feeling easier overall, ironically. I think the hard mode toggle should also cut down on either mr. smile's upgrades or natural stat growth hard, in 1.5 right now for example it feels like I'm pretty much cheating with how much stats I can get from everywhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-08-22 09:17:53
to mr. smile because often I've "forgotten" to rank up if there's no need to
type b
theres a reward for v2 no sp upgrades hardmode type b if u dont use sp :D 
and indeed a reward for no sp upgrades in v1.5 arranged mode too :)

regards ur worry about gaining XP theres also a toggle to turn EXP off in v2.

I might try my hand at type b no exp run. dunoo how far would get thou via turning it off at the very first extended save point :D

have fun :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Spotty Len on 2020-08-22 11:09:52
I didn't see it mentioned, but Cid's Hyper Jump Limit tries to do Dragon's animation instead of its own.

It still does the right damage, but it looks silly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: deha0002 on 2020-08-22 13:43:04


Sorry to bother you again, but did you check the drain % in the main installer? I think its generally underpreforming. Though at endgame it might be too strong. So maybe keep all drain weapons at low attack (like Force Stealer)?

Edit: Is no weapon "morph" weapon anymore? I just got the umbrella expecting Str build on Aerith to be my morph char ... ;(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-08-22 16:26:57
Spoiler: show

Edit: Is no weapon "morph" weapon anymore? I just got the umbrella expecting Str build on Aerith to be my morph char ... ;(
[/quote]

when did u get the umbrella aries date or ? :) its possible to grab on disc1 type b at least way back in midgar which little surprised about until seen just 2 slots and 29k gil.  (type b)

some weapons still say ignores defense. maybe worth trying them. (although from couple  which tried seems way down) in dmg terms. elemental weakness will help a lot with morph. alternatively example: is 2 shot morph vamp fangs v early in game via aries semi mag build vs whole eaters (4 in a group) 900 gil a piece 3600gil each battle 1x all fire followed by cloud morph (+ any extra steals for items) thats appeared to be most effieciate gil location until much later on in game.

curious if ur like me and want one of everything :D + try bosses at earliest oppertunity

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Aquarii on 2020-08-22 23:58:40
Type B: Shin-Godo:
Game always crash when his HP is 0. v2.0.92

How do i receive W-Magic and X-Attack from the Kalm Traveller?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Spotty Len on 2020-08-23 11:08:06
Not sure this has to do with the mod on type B, but I came across an invisible save point (https://i.imgur.com/XCO1wk6.jpg) on the right exit of Area 0 (the one just before the passage to Shinra HQ during the Midgar Raid). It didn't seem very consistent, it stopped working as a save point sometimes but it still made the sound when I walked on it.

Spoiler: show
I guess people didn't like Curator being so hard, but I was way overprepared for it after it traumatized me in 1.5 and I was expecting the same kind of challenge. :p
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-08-23 20:09:12
Type B: Shin-Godo:
Game always crash when his HP is 0. v2.0.92

How do i receive W-Magic and X-Attack from the Kalm Traveller?
he wishes to trade somethings :) he does tell u what they are.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Spotty Len on 2020-08-23 22:16:37
Recieving a certain limit from Barret in Kalm gave me a softlock, as you can see here (https://i.imgur.com/FNDRsW7.jpeg). I'm gonna try talking to him from a different angle, since he seems to want to head in this direction.

EDIT : As Cid, I'm invisible in the playground area just before the Wall Market. I'm assuming he's not supposed to go there while the map isn't in "Sector 7 destroyed" mode, since I'm on Type B.

EDIT2 : As a counter to Dragonsong, the Black Hero used Frostpolo on the Green Hero.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Schrödinger on 2020-08-23 22:26:28
Type B. Shinra Mansion.
Spoiler: show
 Iirc in the note it says that the key is not in the vault but in a one of the boxes but I found it in the coffin, intended?
Spoiler: show
In the note there's a 5th line erased with "melody" Is there any porpouse to it that I'm not aware of?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Aquarii on 2020-08-24 13:02:13
he wishes to trade somethings :) he does tell u what they are.
Not really...  only W-Magic :(
Spoiler: show
(https://i.imgur.com/y1h0gvW.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Sega Chief on 2020-08-24 14:52:35
I didn't see it mentioned, but Cid's Hyper Jump Limit tries to do Dragon's animation instead of its own.

It still does the right damage, but it looks silly.

Odd, but maybe I did something like change it to avoid the steam issue where Hyper Jump can crash the game. I'll change it back if that's the case.

Sorry to bother you again, but did you check the drain % in the main installer? I think its generally underpreforming. Though at endgame it might be too strong. So maybe keep all drain weapons at low attack (like Force Stealer)?

Edit: Is no weapon "morph" weapon anymore? I just got the umbrella expecting Str build on Aerith to be my morph char ... ;(

Maybe the .exes weren't rebuilt with that change implemented, will have it in there for the next.

The only Morph weapon is the Conformer; what I could do is make some adjustments to those weapons so that they fill this role again.

Type B: Shin-Godo:
Game always crash when his HP is 0. v2.0.92

How do i receive W-Magic and X-Attack from the Kalm Traveller?

I couldn't replicate the crash.

For the additional items the Kalm Traveller has, you need to first get him the three things he asks for. Once the Desert Rose, Earth Harp, and Guidebook are delivered he'll give you a bonus of 3 Materia: X-Attack, HP-MP Swap, and Core.

Not sure this has to do with the mod on type B, but I came across an invisible save point (https://i.imgur.com/XCO1wk6.jpg) on the right exit of Area 0 (the one just before the passage to Shinra HQ during the Midgar Raid). It didn't seem very consistent, it stopped working as a save point sometimes but it still made the sound when I walked on it.

Spoiler: show
I guess people didn't like Curator being so hard, but I was way overprepared for it after it traumatized me in 1.5 and I was expecting the same kind of challenge. :p


I forgot to fix that save point so it's disabled there; it's actually the same screen as the one where you find the yellow Materia but with stuff added to the layer to make it appear different (that's why the save point code is there; the line code needs to be updated with something to deactivate it like the model).

Recieving a certain limit from Barret in Kalm gave me a softlock, as you can see here (https://i.imgur.com/FNDRsW7.jpeg). I'm gonna try talking to him from a different angle, since he seems to want to head in this direction.

EDIT : As Cid, I'm invisible in the playground area just before the Wall Market. I'm assuming he's not supposed to go there while the map isn't in "Sector 7 destroyed" mode, since I'm on Type B.

EDIT2 : As a counter to Dragonsong, the Black Hero used Frostpolo on the Green Hero.

I added a thing where Cloud would move out of the way beforehand, but I forgot you can be here with Tifa and Cid as well so they just stay in his way. Will add that and these two other things to my notes.

Type B. Shinra Mansion.
Spoiler: show
 Iirc in the note it says that the key is not in the vault but in a one of the boxes but I found it in the coffin, intended?
Spoiler: show
In the note there's a 5th line erased with "melody" Is there any porpouse to it that I'm not aware of?


I moved the key but forgot to update the 'clue' so will sort that out.

Spoiler: show

The 5th clue has nothing to do with the safe, but instead refers to the piano which is actually playable; if you play the melody on it usually used to get Tifa's Final Heaven, then something happens but it needs to be done on Disc 3. It can also be tricky to play by ear due to some of the keys being 'duds' but they still register as key presses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: deha0002 on 2020-08-24 16:28:04
Yeah, I think with any low-level run the first thing to be plotted out is: how can the attacks hitting the whole party be navigated.

Think I am stuck atm,
Spoiler: show
Demons gate
on a low lvl run.
Spoiler: show
 The main problem is that the Gate spams "Cave-In" which i have tried to protect myself against with water resist. Also noticed that you cant 3x Trine bounce with 3 Reflect rings on, so that was a wipe aswell. Any ideas how i can survive that or alter the AI with my actions?

Further i can point out that the Pincer battler with the two Dragons is pure RNG if you start with Sneak attack + Manipulate and pray that MVP Cait doesnt get attacked, since that might be something to look at. Other then that all bosses from Corel to the TofA is manageble



EDIT:
Spoiler: show
 After about 20 min of using Geostance, 30 Poenix Downs and keeping up with the dmg i managed to get him down to 2000 hp. Ofc he has a Almagaest (or whatever its called) and kills all my chars in one go. Looks like (for the time being) my low level run has ended :(



F*** YES I MANAGED TO BEAT THE DEMON WALL god damn it was tough. Aeris was MVP with Geo stance and Cait on a close 2nd with that large HP pool.

It feels good doing this challenge, I can assure y'all!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Sega Chief on 2020-08-25 01:52:46
Think I am stuck atm,
Spoiler: show
Demons gate
on a low lvl run.
Spoiler: show
 The main problem is that the Gate spams "Cave-In" which i have tried to protect myself against with water resist. Also noticed that you cant 3x Trine bounce with 3 Reflect rings on, so that was a wipe aswell. Any ideas how i can survive that or alter the AI with my actions?

Further i can point out that the Pincer battler with the two Dragons is pure RNG if you start with Sneak attack + Manipulate and pray that MVP Cait doesnt get attacked, since that might be something to look at. Other then that all bosses from Corel to the TofA is manageble



EDIT:
Spoiler: show
 After about 20 min of using Geostance, 30 Poenix Downs and keeping up with the dmg i managed to get him down to 2000 hp. Ofc he has a Almagaest (or whatever its called) and kills all my chars in one go. Looks like (for the time being) my low level run has ended :(



F*** YES I MANAGED TO BEAT THE DEMON WALL god damn it was tough. Aeris was MVP with Geo stance and Cait on a close 2nd with that large HP pool.

It feels good doing this challenge, I can assure y'all!

Sounds like it's going well; you're past the fight now but will answer some of the questions anyway.

Cave-in I think is Ice-element rather than water. You'll encounter Cave-in from the Icicles in Gaea's Cliffs but it's single-target and shouldn't pose much danger.

As for Demon Gate's AI, I think it will ignore characters that have the gradual petrify status that it inflicts from Petrif-Eye; I probably kept that in its NT 2.0 AI because I think NT 1.5 also kept the AI (or something similar). You can't really determine who will be the target for Petrif-Eye though, beyond them already having the status so it'd be more efficient to use a Vagyrisk Claw on whoever you didn't want to be attacked during the fight, though they're difficult to acquire in vanilla due to how they were positioned in Bagrisk's steal table. They're much easier to get in NT though, so could prob be used for this if they were needed.

The other thing you can do with Demons Gate is 'lock' it into using Demon Rush by dealing enough damage to get it to the next HP increment where it is due to go into the preparation stance for it. He spends an empty turn setting it up and then can potentially skip another turn before using it, giving some extra time to lay down damage and move closer to the next HP increment. I think in some runs you'd use heavier attacks toward the end in order to spend less time fighting him at lower HP, as his chance of using double rock-drop increases as his HP gets lower so you'd want him to be locked into prepping Demon Rush as much as possible at the lower HP thresholds rather than the higher ones.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: CodeDoom on 2020-08-25 03:18:35
Just started this Mod and loving it.

One question:

Spoiler: show
I'm playing Type B and at the Corel Prison. The Item Placement File says that there is a Magic Counter Materia in this zone - am I just not looking in the right spots because I have had no luck at all!

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: jdhayward on 2020-08-25 09:22:14
Does it matter if I have NT at the bottom of my load order? I found I was having problems with my world map models  when I had it in the recommended slot. It would show the NT models instead of the ones I wanted to use.
Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Spotty Len on 2020-08-25 12:50:14
Completing the Nibelheim flashback and renaming the characters basically "resets" Cait Sith, as in his equipment is overwritten with the equipment he got when he first joins in the vanilla game (deleting whatever he had equipped in the process) and with a Transform and Manipulate Materia.

The bigger problem is it also destroys his SP upgrades, with no way to restore them because Mr. Smile considers him as fully upgraded. I can restore it somewhat with a save editor, but I think it's still an important issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Aquarii on 2020-08-25 21:40:53
I couldn't replicate the crash.
Yeah it solved somehow by itself. So the crash occured after the midgar raid and before entering the north cave. After completing the north cave (not killed Sephiroth yet) the game didn´t crashed when i tried it again and his hp reached 0. Weird :S
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Sega Chief on 2020-08-25 22:44:17
Just started this Mod and loving it.

One question:

Spoiler: show
I'm playing Type B and at the Corel Prison. The Item Placement File says that there is a Magic Counter Materia in this zone - am I just not looking in the right spots because I have had no luck at all!



It should be in the car junkyard, the screen prior to Dyne. But I remember toggling some of it on/off depending on the mode, that I think was one of them. It can be acquired from Chocobo Racing as well.

Does it matter if I have NT at the bottom of my load order? I found I was having problems with my world map models  when I had it in the recommended slot. It would show the NT models instead of the ones I wanted to use.
Thanks

Nah, it should be fine. Never really knew why world map went bottom, assumed it was in case there's script alterations but I don't make any to the world map.

Completing the Nibelheim flashback and renaming the characters basically "resets" Cait Sith, as in his equipment is overwritten with the equipment he got when he first joins in the vanilla game (deleting whatever he had equipped in the process) and with a Transform and Manipulate Materia.

The bigger problem is it also destroys his SP upgrades, with no way to restore them because Mr. Smile considers him as fully upgraded. I can restore it somewhat with a save editor, but I think it's still an important issue.

That's quite serious; I guess it's tied to this business with Young Cloud being overwritten by Cait when you recruit him. I'll need to ditch the rename thing in that case.

Yeah it solved somehow by itself. So the crash occured after the midgar raid and before entering the north cave. After completing the north cave (not killed Sephiroth yet) the game didn´t crashed when i tried it again and his hp reached 0. Weird :S

Maybe it's if he's in a certain stance or something else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: boozek on 2020-08-26 11:40:01
is there any info about Glacier Chocobo of what each greens or nut does?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-08-26 18:40:51
ye in this very thread is a list was sure. 

tbh would try them all thou :D

Spoiler: show

greens
pahsana  - gives you some clues for something else
mimmit - one with chocobo
sylikis w-item materia (u can get earlier than highwind via morph the grass at watui area
tantal is funny animations

nuts
carob cheese
saraha dance
zeio fight
lucile flies away

feel free to try the others  some change ur hp/warp u somewhere or do a yuffie replacement materia switcharoo :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Spotty Len on 2020-08-26 20:07:57
A certain round guy casts Cure3 as a counter on the entire party instead of himself, although I think it only happens when it's used as a counter, because he cast it properly once. Not sure it's intentional.

I also don't think he dropped anything after dying, although I'm probably gonna reload and fight him again later because I cheesed him by accident with Great Gospel and plenty of Counter Attacks while he killed himself with Doomsday.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Ryok on 2020-08-27 03:46:32
Hey love the mod but i have a problem
Everytime i beat godo the game softlocks for me on yuffies dialoge after the battle
I tried turning all other mods except new threat off but it still happens
Also i'd really appreciate it if you'd add an NPC again that points you towards the new bosses and such
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Spotty Len on 2020-08-27 11:51:26
Sorry for asking here, but I don't really know where to find this info. After CD3 starts, I couldn't find any shop selling the Osmose Materia, I didn't buy one yet because I didn't really needed it, but I figured I'd get one so I can make a Master Magic at some point.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-08-27 17:53:37
Sorry for asking here, but I don't really know where to find this info. After CD3 starts, I couldn't find any shop selling the Osmose Materia

Spoiler: show

doesnt the materia shop at costadelsol have it still?
it cost around 18k gil soon as u went their. i'll check the figure



Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Spotty Len on 2020-08-27 18:20:00
Yeah, it was there before CD3, but it isn't anymore.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: PoolHandMan on 2020-08-27 20:42:25
IDK if this is the right place to ask but... things started to get really hard at around when ultimate weapon arrives at mideel. I focused my stats mainly on strength, magic, dex, and my defense/mag def is ok but far from strong. Do you guys recommend I focus on growing vitality and spirit for these last rank up? I have only 2 or 3 left for each character. What I'm concerned about is that if I focus on defense my attack will be "weak" in the end game.

I could beat all the bosses so far including three of the materia caves. But those two in the summon materia cave are so unfair (or I'm weak anyway). Ultimate weapon swept the floor with me too.

I thought about source farming but I think there's no such thing as that in this mod. Well, if you have any ideas tell me please.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: tbcam88 on 2020-08-27 21:04:35
New Threat 2.0 Documentation
Download (https://mega.nz/file/f41HWJzK#iqr5sXxRmZtRBuVg9rGJc2ASCfMeRgw0RLT6iD3pGyk)
Contains the following in Notepad format:
*) FF7 NT 2.0 Balancing
*) FF7 NT 2.0 Features Overview
*) FF7 NT 2.0 Item & Materia Placements
*) FF7 NT 2.0 Models List (modder's resource)
*) FF7 NT 2.0 Patch Notes
*) FF7 NT SP Upgrades

I'm currently on v1.5 which I installed back in June; the 1.5 documentation details different names/throttled effects for many of the game's enemy skills (eg. 'Magic Hammer' is now 'Vital Hammer' and drains HP as opposed to MP). After browsing the 2.0 documentation this evening I noticed the names listed are instead as per vanilla FFVII - have the enemy skill effects all been returned to normal as well?

If so, I'd maybe like to upgrade to 2.0. Will my save file be compatible/glitch-free if I do a fresh install and simply copy said save over?

Am I right in the assumption this new version is somewhat easier/closer to vanilla FFVII in terms of mechanics and the like? From what I'd read above I got the impression certain things have been reverted back to normal. :( I'm enjoying 1.5 so far (as well as it's difficulty) but the chronic fear of missing out has me worried 2.0 might be the superior experience of the two! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Izban on 2020-08-28 02:12:08
Reasonably sure that you should start a new game when switching from 1.5 to 2.* Mainly because the balance is way different
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Ryok on 2020-08-28 03:10:36
sorry i meant to say my problems occured with shin godo, i did not know that the pagoda changes later ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: boozek on 2020-08-28 10:06:15
IDK if this is the right place to ask but... things started to get really hard at around when ultimate weapon arrives at mideel. I focused my stats mainly on strength, magic, dex, and my defense/mag def is ok but far from strong. Do you guys recommend I focus on growing vitality and spirit for these last rank up? I have only 2 or 3 left for each character. What I'm concerned about is that if I focus on defense my attack will be "weak" in the end game.

I could beat all the bosses so far including three of the materia caves. But those two in the summon materia cave are so unfair (or I'm weak anyway). Ultimate weapon swept the floor with me too.

I thought about source farming but I think there's no such thing as that in this mod. Well, if you have any ideas tell me please.

I cast STOP on the spider kind one, if STOP runs out recast.
If you feel you are too weak go exp on Mideel Beach Worm enemy
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-08-28 17:39:28
I cast STOP on the spider kind one, if STOP runs out recast.
If you feel you are too weak go exp on Mideel Beach Worm enemy

items usually have a much greater chance of applying status effect :)
eg dreampowder 96% or something chance  rather than sleepel spell which is a lot lower chance.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Sega Chief on 2020-08-29 01:09:27
A certain round guy casts Cure3 as a counter on the entire party instead of himself, although I think it only happens when it's used as a counter, because he cast it properly once. Not sure it's intentional.

I also don't think he dropped anything after dying, although I'm probably gonna reload and fight him again later because I cheesed him by accident with Great Gospel and plenty of Counter Attacks while he killed himself with Doomsday.

His targeting for Cure3 and Lv Holy are messed up as he swaps the attacks out and these two are paired in that regard. I think Doomsday I was on the fence about making him either absorb it or take damage from it as you can influence this in the game he appears in, but I opted for it to damage him in the end.

Hey love the mod but i have a problem
Everytime i beat godo the game softlocks for me on yuffies dialoge after the battle
I tried turning all other mods except new threat off but it still happens
Also i'd really appreciate it if you'd add an NPC again that points you towards the new bosses and such

I'll add an NPC that does just that.

As for Godo, seems to be some issues there lately. When going through the scene, try to let each text box run its course; might be that when going through them, the two that appear together can perhaps break (although this occurs before the fight rather than after, so might not be that after all).

Sorry for asking here, but I don't really know where to find this info. After CD3 starts, I couldn't find any shop selling the Osmose Materia, I didn't buy one yet because I didn't really needed it, but I figured I'd get one so I can make a Master Magic at some point.

It isn't needed for Master Magic; I think the Costa salesman changes though on Disc 2/3 so I'll need to make sure it stays available.

IDK if this is the right place to ask but... things started to get really hard at around when ultimate weapon arrives at mideel. I focused my stats mainly on strength, magic, dex, and my defense/mag def is ok but far from strong. Do you guys recommend I focus on growing vitality and spirit for these last rank up? I have only 2 or 3 left for each character. What I'm concerned about is that if I focus on defense my attack will be "weak" in the end game.

I could beat all the bosses so far including three of the materia caves. But those two in the summon materia cave are so unfair (or I'm weak anyway). Ultimate weapon swept the floor with me too.

I thought about source farming but I think there's no such thing as that in this mod. Well, if you have any ideas tell me please.

Ultimate Weapon is more like a Disc 3 boss than anything else, with its fight in Mideel being like a survival thing (as he flies off after delivering a set rotation of attacks). Having defence against Earth and Shoot; so long as you can survive the Ultima Beam at the end then the fight is over.

The Materia Caves are also Disc 3 specced, but can be tackled earlier. The red cave in particular needs some set-up to deal with, like statuses and the like, but it'll be easier to deal with once Disc 3 and the stuff available in the Crater has been acquired. It is possible to beat it on Disc 2, but it'll be ahead of the curve of where a player would ordinarily be.

My advice though is to progress the story, get onto Disc 3, clear out the Crater, and then pick up on the Caves + Ultimate Weapon at that time.

I'm currently on v1.5 which I installed back in June; the 1.5 documentation details different names/throttled effects for many of the game's enemy skills (eg. 'Magic Hammer' is now 'Vital Hammer' and drains HP as opposed to MP). After browsing the 2.0 documentation this evening I noticed the names listed are instead as per vanilla FFVII - have the enemy skill effects all been returned to normal as well?

If so, I'd maybe like to upgrade to 2.0. Will my save file be compatible/glitch-free if I do a fresh install and simply copy said save over?

Am I right in the assumption this new version is somewhat easier/closer to vanilla FFVII in terms of mechanics and the like? From what I'd read above I got the impression certain things have been reverted back to normal. :( I'm enjoying 1.5 so far (as well as it's difficulty) but the chronic fear of missing out has me worried 2.0 might be the superior experience of the two! :D

You can't jump between the two, the savemap (switches I use for events, item pickups, tracking source upgrades, etc.) was revamped so you'll encounter a lot of issues like sidequests being flagged as complete or important items disappearing ahead of you.

Enemy Skills in 2.0 aren't radically different from the 1.5 skills. Magic Hammer drains HP like it did in 1.5, I just opted to go back to the original name. Skills like Roulette and Angel Whisper are also gone like in 1.5, replaced with Chronocure and Mustard Bomb respectively.

The new version is closer to vanilla in some respects; bosses are back to their original names + palette, albeit with revised AI, attacks, and stats. Random enemies are using the much more varied default formations rather than a condensed set that 1.5 used to make space for new enemies (some of which became unused and now just occupy space).

sorry i meant to say my problems occured with shin godo, i did not know that the pagoda changes later ^^

Just a question; did you do the pagoda earlier in the game or are you just doing the Disc 3 one? If so, that might be why the bug is occurring, I'll need to check.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: fzx001 on 2020-08-29 02:13:59
Is it possible to respec source points?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Ryok on 2020-08-29 14:28:30
i did not do the earlier pagoda since i thought there won't be a difference if i do it early or late, i thought the CD 3 pagoda is just normal now until i saw the normal one on someones stream
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Lukey_Bug on 2020-08-29 18:01:59
So I started 2.0 type B and got to the Forgotten City. There was no option to save Aeris so I wasn't sure if there was an option in this mode. But then I found a new weapon for her right after which makes me think I did something wrong. Am I supposed to keep her alive during the Jenova fight or something?

Edit: I'll reload and try again to see if that works. Hopefully, cause it's nice to actually be able to use her the whole game.

Post edit: Crap, I saved right after that and don't have a backup from before that fight. Oh well, if I'm screwed I'm screwed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: PoolHandMan on 2020-08-30 03:16:13
So I started 2.0 type B and got to the Forgotten City. There was no option to save Aeris so I wasn't sure if there was an option in this mode. But then I found a new weapon for her right after which makes me think I did something wrong. Am I supposed to keep her alive during the Jenova fight or something?

Edit: I'll reload and try again to see if that works. Hopefully, cause it's nice to actually be able to use her the whole game.

Post edit: Crap, I saved right after that and don't have a backup from before that fight. Oh well, if I'm screwed I'm screwed.

I'm playing 1.5, but I imagine it's the same thing for this version. Before the battle, when cloud goes insane and tries to kill her, there are two options, choose the second.
after you defeat jenova you "talk" to Aeris' dead body and cloud uses a phoenix down on her.

and thanks sega chief, boozek and wdx for the tips earlier. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Lukey_Bug on 2020-08-30 03:33:03
I'm playing 1.5, but I imagine it's the same thing for this version. Before the battle, when cloud goes insane and tries to kill her, there are two options, choose the second.
after you defeat jenova you "talk" to Aeris' dead body and cloud uses a phoenix down on her.

and thanks sega chief, boozek and wdx for the tips earlier. :)

No, there is no option like the text box that comes up in 1.5.

Also, my game has been crashing during random battles at gaeas cliff. Specifically the second cave area with the icicle puzzle. I'm going to try to push through and see if it's just that area that has the problem.

Edit: It seems to be just that specific area with the crashes. In Whirlwind Maze and I'm not having the same issues.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-08-30 07:30:03
No, there is no option like the text box that comes up in 1.5.

Spoiler: show
 
u need to keep flowergirl alive (at the cost of getting ribbon) ;)
or cheese and simply use the npc to revive her
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Lukey_Bug on 2020-08-30 12:32:18
Spoiler: show
 
u need to keep flowergirl alive (at the cost of getting ribbon) ;)
or cheese and simply use the npc to revive her


Yeah, I figured. Is there still a toggle death option guy on the Highwind?

Edit: disregard missed the last part of your post
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: dethkab on 2020-08-30 17:16:33
Hey Sega, thanks for your work.  For 2.0, has anyone else experience a problem with toggling the field music on during battles?  It worked with 1.5, but after I upgraded to 2.0 yesterday the battle music remains normal even with the field option toggled.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: kekko1285 on 2020-08-31 09:33:38
Hey Sega, thanks for your work.  For 2.0, has anyone else experience a problem with toggling the field music on during battles?  It worked with 1.5, but after I upgraded to 2.0 yesterday the battle music remains normal even with the field option toggled.

If you are upgrading from 1.5 to 2.0 using the same save file, you can expect things not working properly for sure. It's recommended that you start a new game with 2.0 version, as it is not compatible with games started using 1.5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Yuffie1983 on 2020-08-31 12:47:57
Hey Sega, thanks for your work.  For 2.0, has anyone else experience a problem with toggling the field music on during battles?  It worked with 1.5, but after I upgraded to 2.0 yesterday the battle music remains normal even with the field option toggled.

You just can not upgrade to 2.0 as there has been changes from 1.5 in many of the files and kernals, so just upgrading will cause issue with a lot of things. You really could do with just starting a new game again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: deha0002 on 2020-08-31 15:21:51
So i have been trying with the no lvl ups + hard mode run and i am at Seph/Jenova DEATH atm. Looks like a new roadblock for me with Jenova. I can beat Seph with Dazers and zerg him down with Gravity dmg (T/S Grenades) but cant fight him prop since he deals to much AoE dmg in a sustained fight.

Problem is I only have 2 Dazers left and cant seem to do dmg to Jenova in 2nd phase. Tifa with Holy + Element deals about 250 dmg no crit on Seph but only deal 30 dmg on Jenova, same with spells. Combine that with Iron Summon that 1-shots all members and can be used 3 times in a row makes it feels like this is the end of my run since i cant go back to farm Dazers (at this rate i would need like 60+ Dazers counting all misses and the dmg needed to do anything).

Any tips Sega or is this the end of my run?

More over i can update on the other bosses and challenges up to this point. Schizo took 1 hour to beat (not joking) with Aerith being MVP with Geostance. Low lvl run can not be done without Aerith since you take way to much dmg if you are not absorbing some of the attacks + the final attack killed my whole team apart from Aerith in Geostance.

Further back i had trouble with Icicles and the annoying bats, but figured out if i stack all MP UPs i can find, makes it possible to get Caiths MP to be over 70 for a Odin summon. From there you just pray that he KOs most bats. Rest i mini:ed or Manip.

Nothing else gave me trouble, and i have not even considered going to Wutai since i think its just gonna be a slaughter tbh.


Lastly, how is the latest update coming along?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Sega Chief on 2020-08-31 23:11:47
Is it possible to respec source points?

Not at present, and this functionality may be restricted to the Reunion version as I was unaware that save map editing was restricted to that framework (as far as I know).

i did not do the earlier pagoda since i thought there won't be a difference if i do it early or late, i thought the CD 3 pagoda is just normal now until i saw the normal one on someones stream

All right, there may be more needing done in the script then to get it to handle that.

So i have been trying with the no lvl ups + hard mode run and i am at Seph/Jenova DEATH atm. Looks like a new roadblock for me with Jenova. I can beat Seph with Dazers and zerg him down with Gravity dmg (T/S Grenades) but cant fight him prop since he deals to much AoE dmg in a sustained fight.

Problem is I only have 2 Dazers left and cant seem to do dmg to Jenova in 2nd phase. Tifa with Holy + Element deals about 250 dmg no crit on Seph but only deal 30 dmg on Jenova, same with spells. Combine that with Iron Summon that 1-shots all members and can be used 3 times in a row makes it feels like this is the end of my run since i cant go back to farm Dazers (at this rate i would need like 60+ Dazers counting all misses and the dmg needed to do anything).

Any tips Sega or is this the end of my run?

More over i can update on the other bosses and challenges up to this point. Schizo took 1 hour to beat (not joking) with Aerith being MVP with Geostance. Low lvl run can not be done without Aerith since you take way to much dmg if you are not absorbing some of the attacks + the final attack killed my whole team apart from Aerith in Geostance.

Further back i had trouble with Icicles and the annoying bats, but figured out if i stack all MP UPs i can find, makes it possible to get Caiths MP to be over 70 for a Odin summon. From there you just pray that he KOs most bats. Rest i mini:ed or Manip.

Nothing else gave me trouble, and i have not even considered going to Wutai since i think its just gonna be a slaughter tbh.


Lastly, how is the latest update coming along?

Jenova DEATH starts with maxed defences which decrease slightly whenever she takes a hit (defence vs physical hits, magic defence vs magic hits). What you want to do is start with low-cost spells like Fire (which has the added bonus of applying a 1% defence decrease on top of the natural decrease the boss takes when hit).

Multi-hit attacks count as 1 hit, but things like Added Cut count as a separate action and can be used to drop physical defence twice in one turn if paired with something like Deathblow or Morph.

Comet is intended to be useful in this fight as it ignores Magic Defence and makes for a good option during the early stages of the fight before swapping it out with something less costly once defences have deteriorated enough but it might be too costly for a low level party; MP Absorb might help with it, or a character that can regen MP like Aeris or Cait Sith.

But I think the bigger problem is likely the incoming damage from the boss herself as she can attack each party member individually in a turn. Her attacks are:

Code: [Select]
Red Light is non-elemental so not much can be done for that aside high Magic Defence and MBarrier.

Nuclear Pores are Fire + ???? element, so protection against either will block this attack. It also reduces the target's defence stats by 20% cumulatively.

Silence which may be problematic if it blocks a cast at a key moment, like Revive.

Gas is ???? element and inflicts Death Sentence.

Death has a reasonable chance of insta-KOing the target.

[Counter] Meteorain: Shoot element and multi-hit; a Protect Vest will reduce the damage this causes.

[Counter] Nemain: Lifts Jenova's defences by 25% and grants Wall. Debarrier should be used when this comes out.

Iron Summon: Physical, shoot + blunt element. The Protect Vest or Escort Bangle will reduce this a bit. Long Range.
Iron W-Summon: Same as above, but more powerful and less accurate.

[Counter] Everyone's Grudge: Deals damage based on the target's total kills thus far.

So a Fire Armlet should figure into the equation somewhere, and Elemental could be used defensively to block ? ? ? ? by pairing it with any non-elemental Materia (I think Command Materia cover this). Protect Vest or Escort Bangle for your character with the least physical defence could be a good shout as well. Added Effect can be used to cover either KO or Silence.

The trick is going to be statuses; off the bat you want Slow on her. Paralysis is the big thing here as it prevents the boss from acting; besides Dazers, you can use the Cross Slash limit to inflict it 100% and Yuffie's Boomerang weapon has a chance equivalent to Added Effect to inflict the status on hit; if you use Yuffie, then try to give her a 2-hit combo of Deathblow + Added Cut or similar for two chances of inflicting it. Counter Attack on Yuffie (and Command Counter) may also yield more chances at it, if she survives the hit.

You could also try inflicting Fury if you use a trick where you cast Confuse on a character then have that targeted character prepare to use a Hyper on themselves as the Confu cast is being made; this results in them throwing it at the boss instead, inflicting Fury for a 30% loss in accuracy. Problem with that is it's risky as the boss will be attacking you during this and you may not be able to afford having a character confused. May be safest to do this while she is Paralysed so you can recover the confused character afterwards. Fury infliction would help a lot against Red Light, Iron Summon, and W-Iron Summon as they have 100%, 100%, 90% accuracy respectively (compared to the 255% accuracy of Nuclear Pores and Gas).

One possible option is to invest heavily in Cait Sith's set-up and then use his Transform Limit Break. The boss' AI checks for how many party members are alive and attacks them once each, so a giant Cait would be at an advantage having the combined/averaged HP of his allies and more likely to survive incoming attacks (so long as he resists KO; Death Force may be a good fit for that). I'm unsure if the game will treat the other characters as 'dead' or not, so there is a chance she will attack a giant solo Cait Sith 3 times but it's definitely worth checking into.

The local enemies have some potent items as well. If you can Morph a Gremlin you'll get a Hero Drink II which can be used to raise a character's strength, magic, defence, and magic defence by 25% per use (stacks to a +100% boost). Combine that with a solo giant Cait Sith from Transform and you may have something that can contend with it toe to toe.

As for the progress of the latest update, it may be delayed for a few days as I have to fill out some things for a test before an interview for a new job.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: elroboto on 2020-09-01 02:33:38
Been playing the mod for a while, noticed a weird bug, right after Cloud returns in the B storyline.

Spoiler: show
After fighting as Zach in the flashback and dying to the 6 SOLDIERS, Cloud and Aeris found Omnislash and Great Gospel. Yay! But... right after the scene, I was prompted to give Cloud a name, and then Cait Sith a name, like they were joining the party. Cait Sith had no materia equipped, but after that scene, he had his starting Manipulate and Transform materia.

I take it that shouldn't have happened, and I may have lucked out of getting some materia deleted.

There's no way to beat the 6 SOLDIERS without a lot of grinding or late game, right? I did this right before Underwater Reactor with about 4000 hp and a very counter heavy setup with regen. Kinda cruised through everything else with the right setup, then died to the onslaught.


I've been enjoying the way the B path streamlines the game.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: SlackVain on 2020-09-01 11:47:32
Hi!

I recently startet to play the New Threat mod (1.5), from the beginning i saw that the save points diden't show me what key to press for quick use of a tent and so on, but i dident care to mutch about that, it was easy to find the right one anyway.

But now i reached Juno and its time for the parade, and i cant se what buttons to press the only thing that i see is a: " , " instead of the button i should press.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Spotty Len on 2020-09-01 13:15:24
Quick note, Ruby Weapon uses Homing Lasers on itself when used as a Counter.

And good luck for your interview. :D

EDIT :
Spoiler: show
I can't quite figure out if there's something to do in the room with the 4 red save points. I don't think there's anything else left to do, but I'm probably missing something? The documentation mentioned a black caped guy in the Highwind whom you gotta give the 1/35 Soldiers, but I got Omni Plus in the Mythril caves and nothing else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: PoolHandMan on 2020-09-01 17:08:00
Quick note, Ruby Weapon uses Homing Lasers on itself when used as a Counter.

And good luck for your interview. :D

if the interviewer is a ff7 fan segachief is automatically hired  :)
good luck! hope you get the job
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Yuffie1983 on 2020-09-01 20:17:06
Hello to the venerable Mr SegaChief, first of all thank you very much for the release of your New Threat mod 2.0. I am currently playing game B of your mod and I was just wondering is there any sort of penalty later on in the game if I choose to steal the 5000 gil savings from the boy in the sector 5 slums. Thank you in advance for any help.

P.S good luck with your interview hope it goes well for you.  :) ;D

P.P.S Is there documentation on new threat 2.0 Game B, items obtained from enemies through stealing and morphing and thank you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-09-02 13:27:15
penalty later on in the game if I choose to steal the 5000 gil savings

P.P.S Is there documentation on new threat 2.0 Game B

depends if u believe s-mine has more or less value than the 5000gil :)

regards your other query theres a few item guides etc out there.  I'm in process of doing a type b hard mode no sp/exp run. my notes right up to the final boss of temple of ancients are 100% accurate :)  inclusive of best ways for making gil up to that point of time including setups etc :)

https://docs.google.com/spreadsheets/d/1UXnqC_AOEVEUEKx6ABYyzGBJ2a29qA7cS2rdk02nbFo/edit?usp=sharing

there has been some others posting data too which u'll find within this very thread.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Yuffie1983 on 2020-09-02 14:15:08
depends if u believe s-mine has more or less value than the 5000gil :)

regards your other query theres a few item guides etc out there.  I'm in process of doing a type b hard mode no sp/exp run. my notes right up to the final boss of temple of ancients are 100% accurate :)  inclusive of best ways for making gil up to that point of time including setups etc :)

https://docs.google.com/spreadsheets/d/1UXnqC_AOEVEUEKx6ABYyzGBJ2a29qA7cS2rdk02nbFo/edit?usp=sharing

there has been some others posting data too which u'll find within this very thread.

Damn I should of stolen the boys savings (I am going hell :-[ ) as I think you need the money more it seems to me at this early point in the game.

As for your documentation thanks for that it does help as I am early in the game (just escaping shinra hq) and I have seen I missed a fair few useful items like a fairy ring and a peace ring. Looks like I might have to backtrack with a previous save (bugger). Also though you document is missing some info I noticed like the morph and steal items from the ghosts and Eligor. Still thanks again very handy for the time being.  8-) 8-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-09-02 15:00:17
Damn I should of stolen the boys savings (I am going hell :-[ ) as I think you need the money more it seems to me at this early point in the game.

As for your documentation thanks for that it does help as I am early in the game (just escaping shinra hq) and I have seen I missed a fair few useful items like a fairy ring and a peace ring. Looks like I might have to backtrack with a previous save (bugger). Also though you document is missing some info I noticed like the morph and steal items from the ghosts and Eligor. Still thanks again very handy for the time being.  8-) 8-)

there should not be any missing items i will check into that thank you :)
if u check there should be several tabs. if u look at the sheet lable type b hard no exp sp etc.  it tells u to morph :) 2x = twice.  (once for the gil)  there is several sheets contained within it. between those sheets most info is indeed there. At some point in the future will have farming guide with what would hope would be quickest method (for low level run) for each 'useful item' regards gil.

---------

Train Graveyard
ghosts steal/morph
eligor morph steal too ** 2x
deenglow morph into graviballs, lots enemies are vul to this prob quickest method for morphs (flying)
cripshay - steal soft morph rememdy

----------

when escaped  midgar in a  low level run Kalm Wolves provide an immediate decent 2700gil per battle via morphing them. I have an effiecient 4 move guide there. (if they miss u) if hit add pheonixdowns to move if they happened to hit the morpher :D

another decent source later on is beachplugs which is more or less free wins after reflect rings,  not so much gil, but saves going across to the other continent.
before reflect ring is also relatively safe which party setup used is also fairly safe.  things can thou and will be improved upon by others :D

best wishes  & have fun :)

ps u haven't missed out on any decent items which you can not get elsewhere.. unless missed the 35th soldier at shinrahq


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Yuffie1983 on 2020-09-02 15:04:52
there should not be any missing items i will check into that thank you :)
if u check there should be several tabs. if u look at the sheet lable type b hard no exp sp etc.  it tells u to morph :) 2x = twice.  (once for the gil)  there is several sheets contained within it. between those sheets most info is indeed there. At some point in the future will have farming guide with what would hope would be quickest method (for low level run) for each 'useful item' regards gil.

---------

Train Graveyard
ghosts steal/morph
eligor morph steal too ** 2x
deenglow morph into graviballs, lots enemies are vul to this prob quickest method for morphs (flying)
cripshay - steal soft morph rememdy

----------

when escaped  midgar in a  low level run Kalm Wolves provide an immediate decent 2700gil per battle via morphing them. I have an effiecient 4 move guide there. (if they miss u) if hit add pheonixdowns to move if they happened to hit the morpher :D

another decent source later on is beachplugs which is more or less free wins after reflect rings,  not so much gil, but saves going across to the other continent.
before reflect ring is also relatively safe which party setup used is also fairly safe.  things can thou and will be improved upon by others :D

best wishes  & have fun :)

ps u haven't missed out on any decent items which you can not get elsewhere.. unless missed the 35th soldier at shinrahq

Ahh right I get you now apologies in thinking you left stuff out my bad  :-[ but again thank you for this very helpful 8-)  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Ffamran90 on 2020-09-02 17:43:31
Hey Sega, first of all good job for the mod, it's insanely cool.
I'm playing tybe B, hard mode and found an issue.
Basically I got always 0 gil on random fights (as intended), but after getting yuffie I started to gain gil, probably because of her innate.
I used her on party permanently for this thing, but on disc 2 I realized I got money even without her on the party.
For this reason I tried to use the switch to toggle hard mode and it gave me the message "hard mode on".
The point is, did I just play normal mode until now? Seems strange because when I started the game I selected hard mode immediatly.
Let me know when you can, thanks :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Sega Chief on 2020-09-02 18:05:55
Been playing the mod for a while, noticed a weird bug, right after Cloud returns in the B storyline.

Spoiler: show
After fighting as Zach in the flashback and dying to the 6 SOLDIERS, Cloud and Aeris found Omnislash and Great Gospel. Yay! But... right after the scene, I was prompted to give Cloud a name, and then Cait Sith a name, like they were joining the party. Cait Sith had no materia equipped, but after that scene, he had his starting Manipulate and Transform materia.

I take it that shouldn't have happened, and I may have lucked out of getting some materia deleted.

There's no way to beat the 6 SOLDIERS without a lot of grinding or late game, right? I did this right before Underwater Reactor with about 4000 hp and a very counter heavy setup with regen. Kinda cruised through everything else with the right setup, then died to the onslaught.


I've been enjoying the way the B path streamlines the game.



It was discovered recently that renaming Cloud and then Cait Sith has an unexpected effect of resetting Cait Sith, presumably due to how the overwrite happens with Young Cloud. It means I need to remove the rename part of it as it's not safe to use it.

The fight can be won, but it's an optional thing; Megalixirs are the reward.

Hi!

I recently startet to play the New Threat mod (1.5), from the beginning i saw that the save points diden't show me what key to press for quick use of a tent and so on, but i dident care to mutch about that, it was easy to find the right one anyway.

But now i reached Juno and its time for the parade, and i cant se what buttons to press the only thing that i see is a: " , " instead of the button i should press.

This may be due to something overwriting the texture file where the button icons are stored. If you're using ESUI from the Qhimm User Interface IRO then I recommend turning that off and swapping to the stand-alone Enhanced Stock UI-rel2 IRO instead as this has NT support. It should be in the list of Browse Catalog.

Quick note, Ruby Weapon uses Homing Lasers on itself when used as a Counter.

And good luck for your interview. :D

EDIT :
Spoiler: show
I can't quite figure out if there's something to do in the room with the 4 red save points. I don't think there's anything else left to do, but I'm probably missing something? The documentation mentioned a black caped guy in the Highwind whom you gotta give the 1/35 Soldiers, but I got Omni Plus in the Mythril caves and nothing else.


I've corrected the counter target, I implemented most of the list for the patch today.

I wouldn't worry about the red save points. Forget you saw the red save points.

if the interviewer is a ff7 fan segachief is automatically hired  :)
good luck! hope you get the job

That (almost) happened at my previous job, but the guy interviewing was an FF8 fan instead. He was more for playing the base game with everything grinded out though, than for mods unfortunately.

Hello to the venerable Mr SegaChief, first of all thank you very much for the release of your New Threat mod 2.0. I am currently playing game B of your mod and I was just wondering is there any sort of penalty later on in the game if I choose to steal the 5000 gil savings from the boy in the sector 5 slums. Thank you in advance for any help.

P.S good luck with your interview hope it goes well for you.  :) ;D

P.P.S Is there documentation on new threat 2.0 Game B, items obtained from enemies through stealing and morphing and thank you.

There is no penalty, you just essentially choose between 5000gil or an S-Mine (which is a very strong item at this point).

Hey Sega, first of all good job for the mod, it's insanely cool.
I'm playing tybe B, hard mode and found an issue.
Basically I got always 0 gil on random fights (as intended), but after getting yuffie I started to gain gil, probably because of her innate.
I used her on party permanently for this thing, but on disc 2 I realized I got money even without her on the party.
For this reason I tried to use the switch to toggle hard mode and it gave me the message "hard mode on".
The point is, did I just play normal mode until now? Seems strange because when I started the game I selected hard mode immediatly.
Let me know when you can, thanks :)


So it's after getting Yuffie? I'm beginning to suspect that the battle AI vars that have been used are being interfered with by field variables, which would explain why they suddenly stop working. Seems this happens with the Temple of the Ancients somewhere too regarding 0 EXP. For now, the only real solution is to go to a save point and activate the toggle. I'll likely need a bit of time to go through and track down what those battle vars correspond to in the field vars.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Ffamran90 on 2020-09-02 19:08:38
So it's after getting Yuffie? I'm beginning to suspect that the battle AI vars that have been used are being interfered with by field variables, which would explain why they suddenly stop working. Seems this happens with the Temple of the Ancients somewhere too regarding 0 EXP. For now, the only real solution is to go to a save point and activate the toggle. I'll likely need a bit of time to go through and track down what those battle vars correspond to in the field vars.

Is there some kind of "special achievment" related on playing all the game hard mode?
If so, this kind of bug compromises it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-09-02 20:26:13
Is there some kind of "special achievment" related on playing all the game hard mode?
If so, this kind of bug compromises it?



Spoiler: show

there is one for type b hard mode no sp.  hoping also one for type b hard hard no exp will find out soon enough :)




i patched the temple of ancients area for my hard mode type b no sp no exp run :) surprised that found battlesquare much harder than temple of ancients bosses and jenova there after
Spoiler: show
 might want to buff up flowergirl or make her immune to beserk or something only took a couple of tries


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: PoolHandMan on 2020-09-03 03:35:27
hey, where is the long range materia in 1.5? it wasn't in the mythril cave, so I thought I would get it later but I'm in cd 2 already and didn't find it yet
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Yuffie1983 on 2020-09-03 10:55:25
hey, where is the long range materia in 1.5? it wasn't in the mythril cave, so I thought I would get it later but I'm in cd 2 already and didn't find it yet

If I recall correctly it is not in 1.5 it was to balance the game mod out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: SlackVain on 2020-09-03 12:28:18
This may be due to something overwriting the texture file where the button icons are stored. If you're using ESUI from the Qhimm User Interface IRO then I recommend turning that off and swapping to the stand-alone Enhanced Stock UI-rel2 IRO instead as this has NT support. It should be in the list of Browse Catalog.

That workt perfectly! Thanks for the help! And a big thanks for an awsome Mod!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Ffamran90 on 2020-09-03 15:31:30
Sega, I don't know if this can help you to figure out the bug of hard mode toggle, but I just remembered that until the end of disc 1, bosses were actually very strong, especially the one at the end of disc 1.
After disc 1, bosses started to seem a lot easier. For example, the boss fought on gaea cliff and the next one were almost too easy for me.
So probably it could even be the disc change perhaps?
Spoiler: show

For the achievment, should I restart the entire game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-09-03 15:55:48
Sega, I don't know if this can help you to figure out the bug of hard mode toggle, but I just remembered that until the end of disc 1, bosses were actually very strong, especially the one at the end of disc 1.
After disc 1, bosses started to seem a lot easier. For example, the boss fought on gaea cliff and the next one were almost too easy for me.
So probably it could even be the disc change perhaps?
Spoiler: show

For the achievment, should I restart the entire game?

u can switch mode at any SavePoint back to hard :)  1st oppertunity after midgar is fort condor condor.  maybe an additional save point on the screen u leave maybe good idea. so myrthil mines can have the harder turk fight

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Ffamran90 on 2020-09-03 16:46:15
Yep, that I know WDX.
The problem is that I'm at cd 2 right now, with hard mode that got disabled by itself because of a bug and I didn't realize it.
So I've fought some bosses as normal mode
Spoiler: show

and I don't know if switching modes changes something to get the achievment, just that
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-09-03 19:55:23
Spoiler: show

and I don't know if switching modes changes something to get the achievment, just that


pretty sure u'll be ok :) 
Spoiler: show
 got reward with one boss myrthil mines on normal. I can upload a save file at most points just before any of the bosses if u wish to try hardmode if u like . all possible morphs/steals and drops up to that point of time except bosses which always stole and morphed from if that is of any use to u? :) 





Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: xerforce on 2020-09-03 21:28:51
hey everyone, i have 1 bug in nt 2.0,

on CD3 if i go back to bugenhagen he gives me the key from the "cave of the gi" and if i follow the pafh to the end ,where the stoned seto is, a cutszene from CD1 start and crashed after few dialogs

and exist a list of all enemytechs and materia? i missed 3 enemytechs and same blue materia for the master one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Yuffie1983 on 2020-09-04 00:54:19
In NT 2.0 game B just need a question answering when does character upgrading become an option. I am at the part just about to enter Junon Harbor, and still not opened up in the extended save feature. The top option is still closed off. Any help would appreciated thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-09-04 05:20:55
In NT 2.0 game B just need a question answering when does character upgrading become an option. I am at the part just about to enter Junon Harbor, and still not opened up in the extended save feature. The top option is still closed off. Any help would appreciated thanks.

after the next boss fight
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Yuffie1983 on 2020-09-04 08:56:39
after the next boss fight

Outstanding thank you very much  ;D ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Sega Chief on 2020-09-04 14:38:45
Is there some kind of "special achievment" related on playing all the game hard mode?
If so, this kind of bug compromises it?

Way it works is, a separate var gets set when hard mode is enabled from the beginning. If the save point toggle is used, and the field screen reports 'hard mode off', then this other var gets turned off as well.



Spoiler: show

there is one for type b hard mode no sp.  hoping also one for type b hard hard no exp will find out soon enough :)




i patched the temple of ancients area for my hard mode type b no sp no exp run :) surprised that found battlesquare much harder than temple of ancients bosses and jenova there after
Spoiler: show
 might want to buff up flowergirl or make her immune to beserk or something only took a couple of tries




I won't be doing that; the reason Berserk can be used there (and other statuses) is for the player to take different approaches to getting the fight done.

Sega, I don't know if this can help you to figure out the bug of hard mode toggle, but I just remembered that until the end of disc 1, bosses were actually very strong, especially the one at the end of disc 1.
After disc 1, bosses started to seem a lot easier. For example, the boss fought on gaea cliff and the next one were almost too easy for me.
So probably it could even be the disc change perhaps?
Spoiler: show

For the achievment, should I restart the entire game?


The disc change shouldn't affect it, but I won't rule it out. I'll need to set some time aside to match the battle var addresses to their field var addresses; there's a document outlining the savemap that I can check but I think it listed offsets rather than how they're listed in the tool.

Yep, that I know WDX.
The problem is that I'm at cd 2 right now, with hard mode that got disabled by itself because of a bug and I didn't realize it.
So I've fought some bosses as normal mode
Spoiler: show

and I don't know if switching modes changes something to get the achievment, just that


If you use a save point to toggle it, then check the in-battle message and the field screen message that follows it. If the battle message says 'ON' then it means hard mode was disabled. If the field screen then reports 'hard mode off' it means the var handling the achievement has also been turned off.

hey everyone, i have 1 bug in nt 2.0,

on CD3 if i go back to bugenhagen he gives me the key from the "cave of the gi" and if i follow the pafh to the end ,where the stoned seto is, a cutszene from CD1 start and crashed after few dialogs

and exist a list of all enemytechs and materia? i missed 3 enemytechs and same blue materia for the master one.

I'll look into that; who was your party leader at the time?

There should be a list of the enemy skills in the documentation download on the first page of this thread, in the Item & Materia placements doc just after the Materia locations. The blue huge materia is only needed to generate Bahamut-ZERO; if it is missed, then you can dig up Bahamut-ZERO from Bone Village: https://steamuserimages-a.akamaihd.net/ugc/351645122236827517/5CB21520AD41602532D6DE83286336394A19EFF6/

The chances were raised to 100% in NT, so don't worry about that 3.9% chance that image lists.

Edit: About the Cave of the Gi thing, I reckon what's happened is that Red XIII wasn't in the party as a var gets toggled once the boss is beaten but this boss only appears (and only disables the way forward) if Red XIII is also in the active party so if you went down there without him, it'd let you advance to the last screen and trigger the Disc 1 cutscene. If you add Red XIII to the party and then go down there, a boss fight should occur where you fought Gi Nattak.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: xerforce on 2020-09-04 19:52:24
okey so it was the mistake that I got red XIII later via phs mod.
now i think have i all done but i can't find a solution to defeat
Spoiler: show
ozma
. is there a trick? all are max lvl and
Spoiler: show
flarstar as well as doomsday
give me max dmg despite shields.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Sega Chief on 2020-09-05 00:05:02
okey so it was the mistake that I got red XIII later via phs mod.
now i think have i all done but i can't find a solution to defeat
Spoiler: show
ozma
. is there a trick? all are max lvl and
Spoiler: show
flarstar as well as doomsday
give me max dmg despite shields.

Flare Star deals damage based on the attacker's level vs the target level, so being max level actually works against you in this case. It's a magic-based formula with 100% accuracy though so you could try stacking as much magic defence and magic evasion as possible to lift your odds of survival. 255 Magic Defence will reduce damage by 50% roughly, but you can up this more by using Hero Drinks for a total of 510 magic defence which is something like 99% reduction. Hero Drink IIs lift stats by 25%, while Hero Drink Classics lift it by 30%. It caps at +100% and is cumulative. If a character is KO'd, their stats revert to normal.

Doomsday is Hidden/? ? ? ? element, so you can block this with certain pieces of armour/accessories or with Elemental + a non-elemental Materia (the latter will null/absorb it with a lv2 or lv3 elemental). Guard Ring and Minerva Band are some examples. A Relic Ring will also absorb it but bear in mind it also blocks Restorative so you'll need to heal this character using either Poison, Gravity, or Hidden/? ? ? ? element attacks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: xerforce on 2020-09-05 10:13:45
kay i won off a another way^^
Spoiler: show
cloud with max possible str stat + 3 countermateria + 4x cut materia + anti mini ring + masamune. cloud hit ozma with 7k-8k dmg every time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: dethkab on 2020-09-06 02:46:58
If you are upgrading from 1.5 to 2.0 using the same save file, you can expect things not working properly for sure. It's recommended that you start a new game with 2.0 version, as it is not compatible with games started using 1.5.

And that's exactly what I initially did, but unfortunately the toggle does not work even with the new file.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: dethkab on 2020-09-06 02:48:39
You just can not upgrade to 2.0 as there has been changes from 1.5 in many of the files and kernals, so just upgrading will cause issue with a lot of things. You really could do with just starting a new game again.

After upgrading to 2.0, I did exactly just that and started a new game.  But as I explained, changing the battle music to Field doesn't do anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: El Grillo on 2020-09-06 05:43:49
I took a short break after starting a B-mode game and accidentally saving over my latest A-mode save (not a lot of hours lost but a crushing blow to momentum), but I pressed on and made it to the bottom of the Northern Crater. I thought I read something about being able to fast travel back to the Highwind, am I misremembering?

Seems like a good time to do the rest of the LV4 Limit Break sidequests and hunt down the Weapons. Funnily enough, but not entirely surprisingly with my support-tank build, Cloud still hasn't hit the kill threshold for LV2, and the way things are going will never get there naturally, but it's probably worth farming that up as well.

Still having a lot of fun. The most annoying enemy in the Crater for me was Pollensalta with her counter-attack of applying Confusion + Resist (which means you stay confused even after getting hit by a physical attack). I spent a while trying to manipulate for Angel Whisper, but even with HypnoCrown it didn't seem in the cards. Are you supposed to learn it with a well-timed Confusion, or another method?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: wdx on 2020-09-06 08:50:51
I took a short break after starting a B-mode game and accidentally saving over my latest A-mode save (not a lot of hours lost but a crushing blow to momentum), but I pressed on and made it to the bottom of the Northern Crater. I thought I read something about being able to fast travel back to the Highwind, am I misremembering?

Seems like a good time to do the rest of the LV4 Limit Break sidequests and hunt down the Weapons. Funnily enough, but not entirely surprisingly with my support-tank build, Cloud still hasn't hit the kill threshold for LV2, and the way things are going will never get there naturally, but it's probably worth farming that up as well.

Still having a lot of fun. The most annoying enemy in the Crater for me was Pollensalta with her counter-attack of applying Confusion + Resist (which means you stay confused even after getting hit by a physical attack). I spent a while trying to manipulate for Angel Whisper, but even with HypnoCrown it didn't seem in the cards. Are you supposed to learn it with a well-timed Confusion, or another method?

can't learn angel whisperer in v2 its been replaced by another enemyskill.

did u try dispel the resist no ttoo sure if that works but might be worth a try :)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Ffamran90 on 2020-09-06 11:16:45
Ok Sega, I just tested if the switch hard mode bug by playing a new game (hard mode ofc) until Kalm town.
YES, it happens after yuffie fight to get her on party.
I did a fight before entering kalm town, 0 gil gained.
The first fight after getting her was without her in the party, to be sure her innate wasn't doing something wrong, and I got gils.
Now I need a save point to toggle hard and see if it actually turns it on instead of off.
Hope this can help you
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: chang17lee on 2020-09-06 12:29:32
Hi!

I just downloaded the new NT 2.0 going from 1.5. I noticed that when I start the game. Tifa is included in the opening bombing mission and she will go with Cloud but when a random battle starts, Jessie's battle model appears instead but the name still displays as Tifa. Can someone help me with this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: Sega Chief on 2020-09-06 20:51:20
After upgrading to 2.0, I did exactly just that and started a new game.  But as I explained, changing the battle music to Field doesn't do anything.

OK, I'll check it out.

I took a short break after starting a B-mode game and accidentally saving over my latest A-mode save (not a lot of hours lost but a crushing blow to momentum), but I pressed on and made it to the bottom of the Northern Crater. I thought I read something about being able to fast travel back to the Highwind, am I misremembering?

Seems like a good time to do the rest of the LV4 Limit Break sidequests and hunt down the Weapons. Funnily enough, but not entirely surprisingly with my support-tank build, Cloud still hasn't hit the kill threshold for LV2, and the way things are going will never get there naturally, but it's probably worth farming that up as well.

Still having a lot of fun. The most annoying enemy in the Crater for me was Pollensalta with her counter-attack of applying Confusion + Resist (which means you stay confused even after getting hit by a physical attack). I spent a while trying to manipulate for Angel Whisper, but even with HypnoCrown it didn't seem in the cards. Are you supposed to learn it with a well-timed Confusion, or another method?

After you trigger the scene at the bottom, the Save Point should appear close by. This has a teleport option in its extended options menu.

Angel Whisper was replaced with a skill called Mustard Bomb; while Pollensalta still uses a skill called Angel Whisper it's just an enemy attack rather than an enemy skill. Mustard Bomb can be picked up from the Red Materia cave. The Death Dealer enemy in the Crater on that same path as Pollensalta have a new skill called Chronocure you can grab though.

Ok Sega, I just tested if the switch hard mode bug by playing a new game (hard mode ofc) until Kalm town.
YES, it happens after yuffie fight to get her on party.
I did a fight before entering kalm town, 0 gil gained.
The first fight after getting her was without her in the party, to be sure her innate wasn't doing something wrong, and I got gils.
Now I need a save point to toggle hard and see if it actually turns it on instead of off.
Hope this can help you

Yeah it does; it narrows down where it occurs which will help a lot.

Hi!

I just downloaded the new NT 2.0 going from 1.5. I noticed that when I start the game. Tifa is included in the opening bombing mission and she will go with Cloud but when a random battle starts, Jessie's battle model appears instead but the name still displays as Tifa. Can someone help me with this?

Type B in NT 2.0 differs in places from the regular story events of the game, so some things occur differently like having Tifa along for the first bombing mission. What's likely happened regarding Jessie is that the Jessie mod is installed (or has been hard-installed at some point) and is replacing her battle model with that one. I'd recommend not having Jessie Mod enabled when doing a Type B run.

Edit:
Started work on figuring out the var issue that's affecting the toggles for Hard Mode and No EXP, think I've got a good lead on it. I've also added a save point to Kalm which was to ease testing + meet a request that's been made a couple of times as there is no save point between the Midgar escape and Fort Condor which is a bit of time.

Current stuff that's been implemented in the 2.0.93 patch (not uploaded yet):
Spoiler: show

v2.0.93
*) Temple of the Ancients: A chest would be flagged as opened during Type B scenario.
*) Ruby uses homing ray counter on Self instead of Self.PreviousAttacker
*) Shin Godo invalid attack ID set to a var under certain conditions
*) Lich GT: Drop, Steal, and Morph added.
*) Boss: Cure3 & L4 Holy Targeting issue + ???? Absorption for Doomsday added.
*) Hyper Jump and Dragon swapped back to original listings as anim for former wouldn't play correctly. Be aware that on the base unmodded Steam version of the game, Hyper Jump can cause crashes when used.
*) Type B Shinra Mansion Boss: MP Increased
*) Cargo Ship: Type B boss battle was using Type A boss instead
*) Shinra HQ F59: One of the fight triggers gives a Type A encounter instead of Type B
*) Highwind: NPC added close to other crewmen on the bridge, with information on locations for sidecontent
*) Wonder Square: Multiple Speed Plus could be bought.
*) Junon: Softlock on E-Junction when returning as Cloud after Weapon Raid; access to backrooms has been locked.
*) Midgar Raid: Save Point line was firing in wrong place in tunnels.
*) North Crater: Shield and EXP Plus Materia locations swapped for visiblity.
*) Zack Flashback: When completing this event, Cait Sith would be re-initialised resulting in a loss of sources and equipment.
*) Reactor 5: Type B boss has had a magic stat reduction made.
*) Pollensalta: Incorrect attack ID set for one of the counter-attacks.


Edit2:
So the source of the problem seems to have been identified; the G-Bike Minigame records the high score into a 2-byte value, in which the var used for hard mode toggle is stored. This would explain also why a user mentioned that they seemed to lose Hard Mode after making their way through the Gold Saucer in an earlier post. As for Kalm, seems there's a mysterious byte operation that's also in the scripts for this area that appeared to be interfering with it.

Because it's coming from the minigame, it means that the Hard Mode toggle flag itself will need to be changed which means implementing that across 250 or so scenes with 1, 2, or 3 enemies each. I'm guessing it'll be around 750 or so entries.

But it's not all bad news; through this, it seems that any of the addresses in the field var banks can be written to (or read from) which opens up a lot of possibilities for the future. If a 2.1 build swings around, I'll definitely be making use of this knowledge to have certain enemies change their behaviour depending on what you've done during the story. But for now, I'll focus on getting these battle toggle vars migrated into safe empty ones.

Edit3:
Another bit of good news, seems that the exp toggle wasn't breaking in temple of the ancients; just that the Type B variant had an enemy in it that wasn't set up with the AI for it.

***
Edit4:
Patches are up:
Spoiler: show

v2.0.93
*) Temple of the Ancients: A chest would be flagged as opened during Type B scenario.
*) Ruby uses homing ray counter on Self instead of Self.PreviousAttacker
*) Shin Godo invalid attack ID set to a var under certain conditions
*) Lich GT: Drop, Steal, and Morph added.
*) Boss: Cure3 & L4 Holy Targeting issue + ???? Absorption added.
*) Hyper Jump and Dragon swapped back to original placements as anim for former wouldn't play.
*) Type B Shinra Mansion Boss: MP Increased
*) Cargo Ship: Type B boss battle was using Type A boss instead
*) Shinra HQ F59: One of the fight triggers gives a Type A encounter instead of Type B
*) Highwind: NPC added close to other crewmen on the bridge, with information on locations for sidecontent (appears on Disc 3)
*) Wonder Square: Multiple Speed Plus could be bought.
*) Junon: Softlock on E-Junction when returning as Cloud after Weapon Raid + blocking access to back rooms.
*) Midgar Raid: Save Point line was firing in wrong place in tunnels.
*) North Crater: Shield and EXP Plus Materia locations swapped for visiblity.
*) Zack Flashback: When completing this event, Cait Sith would be re-initialised resulting in a loss of sources and equipment.
*) Reactor 5: Type B boss has small magic reduction.
*) Type B: Boss didn't have AI set for 0 EXP.
*) Added patched .EXEs for the Installer version.


The migration for battle vars for hard mode will take a bit of time. In the meantime, I'd avoid the G-Bike minigame in the Gold Saucer if playing on hard mode. Type B players may need to re-toggle hard mode on after clearing Midgar though as I think it uses the non-Motorball version for that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.93)
Post by: PoolHandMan on 2020-09-07 04:16:11
Hey I'm at the midgar raid rn. that curator boss, finally defeated it but

Spoiler: show
man that prize was the ultimate trolling. along with putting a crappy sense materia where w-item should be


you sir should receive a medal for trolling us poor players  :-D :cry:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
Post by: deha0002 on 2020-09-07 16:47:25

*) Added patched .EXEs for the Installer version.


Was the Drain change added in this new patch? Just tried it on low lvl save. Red did 24 dmg and drained 3 hp.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-09-07 17:08:50
Was the Drain change added in this new patch? Just tried it on low lvl save. Red did 24 dmg and drained 3 hp.


Added them just there, 2.0.94.

Spoiler: show

v2.0.94
*) Shinra Mansion: A boss wasn't dropping its item.
*) North Crater: A script trigger was fixed.
*) Updated Drain adjustment in Installer EXEs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Danstorm1 on 2020-09-08 04:08:31
I'm playing on the latest 2.0 release and I'm having an issue where in dungeons, (i.e Materia Cave, Cave of the Gi, Mt. Nibel, and the Shinra Mansion) I am not getting ANY random encounters. I've tried using enemy lure or enemy away materia and the result is the same, no encounters whatsoever. Bosses still work so I can progress the story still, but I am slowly getting underleveled and feel like the dungeons are far too easy because of this. I tried searching for a fix but with 416 different pages of replies its a little difficult to pin anything down.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Yuffie1983 on 2020-09-08 16:35:34
Added them just there, 2.0.94.

Spoiler: show

v2.0.94
*) Shinra Mansion: A boss wasn't dropping its item.
*) North Crater: A script trigger was fixed.
*) Updated Drain adjustment in Installer EXEs.



Which boss was that in the Shinra Mansion, is it the one on disk one when you open the safe for the Odin materia. Just because I just done that boss and wondering if I should go back to save I have that is just before the opening the safe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: LeOsTyLe on 2020-09-08 17:38:03
Finished yesterday 2.0 Type B Hard. And here are my thought about the content and balance. In short well done, but why so many content is removed from 1.5 (without replacing it) and Hard Mode Late Game Content is to easy.

Spoilers, dont read further, when you are not done with all content.

The more important ones are bold.

Content
- The alternative story in Midgar was awesome, post Midgar sadly only minor story changes, but i understand its hard to change things (technicaly and time spending), because the plate didnt felt down, i hoped there would be a way to visit Sector 7 again with maybe a sidequest or something. e.g. Getting Barrets Lvl4 Limit there instead of kalm.
- Liked the Idea of Aeris Body in Jenova Battle
- The changed Cloud/Aerith Sidequest with Zack was a great idea. I wish there would any benefit if you win the battle. Like Zack lives and you can get him in a other sidequests which only triggers when you win the battle.
- The Cid Sidequest in 1.5 was my favorited character sidequest, so i am a bit sad about the remove.
- The Tifa Sidequest was not my favorited, but every remove of content hurts^^
- The transport of the Silver Chocobo from the Kalm to Glacier was a good idea and the feeding stuff, too. But the high defense mechanic when not eating is gone. It was a funny idea in 1.5. Since there are so many ignores defense attack in 2.0 maybe every attack should to 0 dmg when he's not eating.
- The missing Junon League was a big lose
- The missing Extra Battles in Battle Square was a lose, too but it was not so important as Junon League.
- I liked the idea in the Creater in 1.5 after each Segment there is a boss. In 2.0 its removed.
- The new 12x 1/35 soldier sidequest and the gift are awesome, well done.
- The weapon smith should can craft missable items like Ziedrich  or some Mistile copies, etc. in addition to the Masamune (which is in my opionion by far the best weapon)
- Dark Cave was a fantastic idea in 1.5. i am sad, that its removed, but i understand that many content of Dark Cave is now in Type B.

Balance
- The changes to Barrier 50%->33%, Sad 30%->5% and back row 50%->10%was good, Barrier, Sad and Back Row was to strong.
- The remove of the Soft Level Caps was good
- The remove of SP and change to after certain event was good.
- In 1.5 your defence was doubled in calculation. In terms of Balance the change to vanilla was good but in term of funny builds it was bad. hard to say which it better
- Osmose is useless maybe its later better, but later you dont need it anymore.
- The fact that you can Morph items which you normaly get far later, is cool. Maybe it was in 1.5 i dont know
- Every character should have a weapon which ignores morph penalty. It should be aviable early so you can make use of it.
- Hard Mode: The fact, that you have to grind (steal/morph) for gil makes you automaticlly do more battles and this negate the 1/2 exp malus and in addition gives you many AP, so you will unluck spells and abilities faster. And makes the game easier.
- After a certain point the game become very easy, i think it was when you got the lvl3 limit or the Magic Spells lvl 2 and lvl3. Most bosses were death with 2 Limit or 3 spells or so.
- The W-Item duplication bug removed the sense of healing spells. From the moment you get it, you can spam mega exlixiers and dont need any Healing Spells. I know you can play without it, but when its in the game why dont use it^^
- The damage of the high end elemental spells like tornado and break etc. are to low compared to ultima. The high end Spells have Base damage 70-80 if i remmebr right. Even when you use them on a weakness they have 105-120 base commpared to ultima which you can alwasy use with 100. and ultima hits aoe and the high end elemental spells do only single target. When you increase the damage of them, they would become more useful. In late game the only spell you need is ultima. The status effects on the elemental spells are not enough to pick them over ultima. especially when you want to build a good materia combo and you need many slots. With ultima you have in worst case slighty lower damage but can use it vs all kind of enemies.
- The fight for the wutai secret cave vs the zack soldier was to easy it was a joke compared to the other secret cave fights.
- The fight vs guard of Knight of Rounds was epic. This is like a fight should be. Zombie breath from the dragon and the one hit ko's from the robot are a deadly combo, liked it very much.
- Although the fight was really hard, the gift (Knights of Rounds) is completly overpowered. Here some dmg examples. character level 66 with 255 attack and 255 magic all damage numbers come from Iron Giant in Crater (No Adrenaline). dmg: 2x summon knight of round 96k (single) and 63k (aoe) 2x magic mp turbo quadra ultima 25k without quadra 16,6k. 2x summon bahamut Zero mp turbo quadra 20,4k without quadra 13,6k. 4x cut with masamune 25k. so you see the most good stuff is about 20-25k. And Knight of Round is 4x higher dmg. It mostly one shots every boss in the game in Hard Mode.
- Altough i like the idea to go with the life down till you can sense them, the fights are to quick to end. Almost everything is death with 2x summon materia knight of round. And if not, Mime and done. even if Knight of Round is nerfed. And you only use Ultima or 4x Cut with 25k dmg. After 3-4 Attacks the fight is over. Its to quick. I think the boses should at least life after 10 strong attacks. So they need at least 250k life
- The life of regular enemies is good.
- The damage dealt by the enemies (regular/bosses) is good too.
- I like the fact that you can increase/controll stats (str/mag/dex) with your materia you wear

There are many other small things which are now better than in 1.5 but to write them all down would cost to many time and i would probably forget many of them. So i just focused mostly on the "negatives" and the suggestions i have.

Thank you for the mod. Ingame Timer was 90+ hours. Was a great experience, well done.

Edit: - I like that some limits are now magic basic
- The enemy away materia is probably the best quality of life feature, the save point toogle was good, too, but the materia is even better.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: jons on 2020-09-08 18:10:03
Hi everyone! New here and trying to set up 7th heaven. I have download both New Threat 1.5 and 2.0, but I really dont understand what the differences are between the two versions? I heard stuff was cut for 2.0 on purpose, but is it worth playing through both versions, or is there a definitive one to play? Thanks in advance for any advice!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: LeOsTyLe on 2020-09-08 18:31:56
Hi everyone! New here and trying to set up 7th heaven. I have download both New Threat 1.5 and 2.0, but I really dont understand what the differences are between the two versions? I heard stuff was cut for 2.0 on purpose, but is it worth playing through both versions, or is there a definitive one to play? Thanks in advance for any advice!

Both add many new Stuff to the Game. Many added stuff are the same in 1.5 and 2.0. But 1.5 have more Sidequests due to some of them are not present in 2.0. And 2.0 have one (when i not forget one) that isnt in 1.5. 2.0 on the other hand have some great changed Story Events in the Midgar Part (Type B Mode), which 1.5 dont have. 2.0 brings some adaptions to the balance like barrier, second row, crit, weakness nerfs and some other balance changes, you can see in the change log, but loses (in my personal opionion) balance in terms of later Boss Lifes. The fights are to quick to end like a few strong materia combos and you won the fight. In 1.5 the later fights feel more like real boss fights.

When you want a real diffrent experience to the Classic Game with many changes, i currently suggest you play 1.5. And Later if you dont want to play the whole 2.0. at least just do the Midgar Part (Type B Mode, the game will ask you that by begining) Its worth it.

But this is my personal opinion. I am sure people will suggest you 2.0, too. There is no definitive edition. Both have pros and cons.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-09-09 01:03:47
I'm playing on the latest 2.0 release and I'm having an issue where in dungeons, (i.e Materia Cave, Cave of the Gi, Mt. Nibel, and the Shinra Mansion) I am not getting ANY random encounters. I've tried using enemy lure or enemy away materia and the result is the same, no encounters whatsoever. Bosses still work so I can progress the story still, but I am slowly getting underleveled and feel like the dungeons are far too easy because of this. I tried searching for a fix but with 416 different pages of replies its a little difficult to pin anything down.

What it may be is that the random encounter toggle switch from 1.5 has been unintentionally reactivated. If I get a copy of your save file I'll be able to ascertain if this is the case and turn it off again if it is.


Which boss was that in the Shinra Mansion, is it the one on disk one when you open the safe for the Odin materia. Just because I just done that boss and wondering if I should go back to save I have that is just before the opening the safe.

The hidden one on Disc 3.

Finished yesterday 2.0 Type B Hard. And here are my thought about the content and balance. In short well done, but why so many content is removed from 1.5 (without replacing it) and Hard Mode Late Game Content is to easy.

Spoilers, dont read further, when you are not done with all content.

The more important ones are bold.

Content
- The alternative story in Midgar was awesome, post Midgar sadly only minor story changes, but i understand its hard to change things (technicaly and time spending), because the plate didnt felt down, i hoped there would be a way to visit Sector 7 again with maybe a sidequest or something. e.g. Getting Barrets Lvl4 Limit there instead of kalm.
- Liked the Idea of Aeris Body in Jenova Battle
- The changed Cloud/Aerith Sidequest with Zack was a great idea. I wish there would any benefit if you win the battle. Like Zack lives and you can get him in a other sidequests which only triggers when you win the battle.
- The Cid Sidequest in 1.5 was my favorited character sidequest, so i am a bit sad about the remove.
- The Tifa Sidequest was not my favorited, but every remove of content hurts^^
- The transport of the Silver Chocobo from the Kalm to Glacier was a good idea and the feeding stuff, too. But the high defense mechanic when not eating is gone. It was a funny idea in 1.5. Since there are so many ignores defense attack in 2.0 maybe every attack should to 0 dmg when he's not eating.
- The missing Junon League was a big lose
- The missing Extra Battles in Battle Square was a lose, too but it was not so important as Junon League.
- I liked the idea in the Creater in 1.5 after each Segment there is a boss. In 2.0 its removed.
- The new 12x 1/35 soldier sidequest and the gift are awesome, well done.
- The weapon smith should can craft missable items like Ziedrich  or some Mistile copies, etc. in addition to the Masamune (which is in my opionion by far the best weapon)
- Dark Cave was a fantastic idea in 1.5. i am sad, that its removed, but i understand that many content of Dark Cave is now in Type B.

Balance
- The changes to Barrier 50%->33%, Sad 30%->5% and back row 50%->10%was good, Barrier, Sad and Back Row was to strong.
- The remove of the Soft Level Caps was good
- The remove of SP and change to after certain event was good.
- In 1.5 your defence was doubled in calculation. In terms of Balance the change to vanilla was good but in term of funny builds it was bad. hard to say which it better
- Osmose is useless maybe its later better, but later you dont need it anymore.
- The fact that you can Morph items which you normaly get far later, is cool. Maybe it was in 1.5 i dont know
- Every character should have a weapon which ignores morph penalty. It should be aviable early so you can make use of it.
- Hard Mode: The fact, that you have to grind (steal/morph) for gil makes you automaticlly do more battles and this negate the 1/2 exp malus and in addition gives you many AP, so you will unluck spells and abilities faster. And makes the game easier.
- After a certain point the game become very easy, i think it was when you got the lvl3 limit or the Magic Spells lvl 2 and lvl3. Most bosses were death with 2 Limit or 3 spells or so.
- The W-Item duplication bug removed the sense of healing spells. From the moment you get it, you can spam mega exlixiers and dont need any Healing Spells. I know you can play without it, but when its in the game why dont use it^^
- The damage of the high end elemental spells like tornado and break etc. are to low compared to ultima. The high end Spells have Base damage 70-80 if i remmebr right. Even when you use them on a weakness they have 105-120 base commpared to ultima which you can alwasy use with 100. and ultima hits aoe and the high end elemental spells do only single target. When you increase the damage of them, they would become more useful. In late game the only spell you need is ultima. The status effects on the elemental spells are not enough to pick them over ultima. especially when you want to build a good materia combo and you need many slots. With ultima you have in worst case slighty lower damage but can use it vs all kind of enemies.
- The fight for the wutai secret cave vs the zack soldier was to easy it was a joke compared to the other secret cave fights.
- The fight vs guard of Knight of Rounds was epic. This is like a fight should be. Zombie breath from the dragon and the one hit ko's from the robot are a deadly combo, liked it very much.
- Although the fight was really hard, the gift (Knights of Rounds) is completly overpowered. Here some dmg examples. character level 66 with 255 attack and 255 magic all damage numbers come from Iron Giant in Crater (No Adrenaline). dmg: 2x summon knight of round 96k (single) and 63k (aoe) 2x magic mp turbo quadra ultima 25k without quadra 16,6k. 2x summon bahamut Zero mp turbo quadra 20,4k without quadra 13,6k. 4x cut with masamune 25k. so you see the most good stuff is about 20-25k. And Knight of Round is 4x higher dmg. It mostly one shots every boss in the game in Hard Mode.
- Altough i like the idea to go with the life down till you can sense them, the fights are to quick to end. Almost everything is death with 2x summon materia knight of round. And if not, Mime and done. even if Knight of Round is nerfed. And you only use Ultima or 4x Cut with 25k dmg. After 3-4 Attacks the fight is over. Its to quick. I think the boses should at least life after 10 strong attacks. So they need at least 250k life
- The life of regular enemies is good.
- The damage dealt by the enemies (regular/bosses) is good too.
- I like the fact that you can increase/controll stats (str/mag/dex) with your materia you wear

There are many other small things which are now better than in 1.5 but to write them all down would cost to many time and i would probably forget many of them. So i just focused mostly on the "negatives" and the suggestions i have.

Thank you for the mod. Ingame Timer was 90+ hours. Was a great experience, well done.

Edit: - I like that some limits are now magic basic
- The enemy away materia is probably the best quality of life feature, the save point toogle was good, too, but the materia is even better.

Thanks for the feedback; the emerging consensus seems to be that:

1) In Type B, Post-Midgar is disappointing compared to the amount of event rewriting in Midgar.

2) Hard Mode doesn't deliver.

3) Some content cut from 1.5 should be replaced or reinstated.

4) There aren't many encounters able to challenge a fully grinded party

5) W-Item glitch is pulling people off the straight and narrow.

The plan for 2.1 was to start adding Extra Battle encounters but I think in addition to that there should be some more event rescripting for Type B to affect other areas and maybe try to do something more radical to the story as a whole like changing up the whole Huge Materia segment for something else maybe.

Hard Mode needs to be fixed as it uses a variable that's being used by the G-Bike minigame so I'll take that opportunity to change the parameters of how it works.

In addition to Extra Battle adding some challenging optional fights, I may try to re-add Junon Leagues (all respecced for Disc 3) and/or some sidequests for the characters who are now missing one. It depends if inspiration strikes or not.

I can look into implementing a fix for the W-Item glitch though I suspect it'll result in players losing an item if they cancel out of the 2nd item, need to see.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: El Grillo on 2020-09-09 04:51:10
Bug report for 2.0.94. When I talked to Barret in Kalm to pick up Catastrophe, his model got stuck in the walking animation and the game soft-locked.

(https://i.imgur.com/scPEhLu.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: nirwanda on 2020-09-09 14:19:10
So, small thing, the "New Threat 2.0 Enemy Drop/Steal/Morph Google Spreadsheet" link takes you to the doncumentation download instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: LeOsTyLe on 2020-09-09 17:27:36
So, small thing, the "New Threat 2.0 Enemy Drop/Steal/Morph Google Spreadsheet" link takes you to the doncumentation download instead.

Here is the right link: https://docs.google.com/spreadsheets/d/1-BJ9-sh2_40sI3MEf_MW5zIcXMtJ2kjSayYqYZG5iL4/edit#gid=1491095248

And here is another Docu created by a user called wdx: https://docs.google.com/spreadsheets/d/1UXnqC_AOEVEUEKx6ABYyzGBJ2a29qA7cS2rdk02nbFo/edit#gid=0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-09-09 22:46:20
Bug report for 2.0.94. When I talked to Barret in Kalm to pick up Catastrophe, his model got stuck in the walking animation and the game soft-locked.

(https://i.imgur.com/scPEhLu.png)

I think I fixed it for Cloud, but not for Tifa or Cid; when talking to him as either of those two, try to be away from the desk. I'll catch this on the next patch.

Here is the right link: https://docs.google.com/spreadsheets/d/1-BJ9-sh2_40sI3MEf_MW5zIcXMtJ2kjSayYqYZG5iL4/edit#gid=1491095248

And here is another Docu created by a user called wdx: https://docs.google.com/spreadsheets/d/1UXnqC_AOEVEUEKx6ABYyzGBJ2a29qA7cS2rdk02nbFo/edit#gid=0

My bad, I overwrote the wrong link; have corrected.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: ArsusFH on 2020-09-09 23:45:09
Hey,

So i was just playing through the game (currently at rocket town) and i noticed some stuff that i´m not entirely sure if they are meant to be.
Firstly in the SP menu, Aerith is the only character that can only upgrade twice, every other character can upgrade up to 4 times;
Secondly, i´m not sure why but when i went to the reactor in Gongaga, the Lich GT fight didnt trigger... im not sure if there has to be a requirement for that fight to happen;
Finally, i read in the documents that Materia Keeper should drop an Edincoat and i didnt get it. I stole from him an earth mallet, could that have been the problem? like can you not get drops if you steal.
Other than that, im loving the new version so far Great work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-09-10 06:21:03
can you not get drops if you steal.
no drop when steal from any particular enemy.
if theirs a group thou its possible to get drop steal and morph from the one fight. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: LeOsTyLe on 2020-09-10 15:15:53
Hey,

So i was just playing through the game (currently at rocket town) and i noticed some stuff that i´m not entirely sure if they are meant to be.
Firstly in the SP menu, Aerith is the only character that can only upgrade twice, every other character can upgrade up to 4 times;
Secondly, i´m not sure why but when i went to the reactor in Gongaga, the Lich GT fight didnt trigger... im not sure if there has to be a requirement for that fight to happen;
Finally, i read in the documents that Materia Keeper should drop an Edincoat and i didnt get it. I stole from him an earth mallet, could that have been the problem? like can you not get drops if you steal.
Other than that, im loving the new version so far Great work!

Aerith gets later 4 Upgrades like everyone else. To the Boss in Gongonga Reactor. Are you in Type A, maybe? I was in Tyoe B and had a boss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: ihavetubes on 2020-09-10 15:59:43
great mod just having a problem with the screen turning black during battle. Anyway to fix this? thanks https://www.youtube.com/watch?v=jKIl-NHgUiY
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Yuffie1983 on 2020-09-10 22:38:12
Just found out using curse ring on Tifa makes this mod super easy on game b, her special ability grit completely negates the effects of the curse ring she does not die after the countdown hit zero. So afterwards if needs be put deathforce on her and she is practically invincible, so only remove or whirl sand having effect on her.  8)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: SirDrD on 2020-09-11 08:00:47
Playing final fantasy  vII and this mod again and love it. Everyones inate abilites, revised limit moves,  and specialized weapons is a lot more interesting the the class system (white mage, black mage,etc ) of other games.  Yet each character plays different.  Here are some comments:
- Clouds innate is interesting and a lot of fun. But it seems too lead him towards a cover/vitality build, and he is supposed to some one who is versatile in both attack and magic.  It is a fun ability, just not sure if it is on the correct character.
- I like how caa vastly change character stats by what items and materia they have on them. 
- Type B story was a lot of fun, especially the long stretch with cloud and Aeris. And i found the Aeris dialog hilarious.  "Yes Don Corneo is a bit shady. But don't worry , if he tries anything we can just beat him up."  She is the best. 
-  I haven't really got much past Midgar yet, but here is some miner story errors that felt a bit odd. When they all in those jail cells, Barret talks about reforming avalanche when all the members are still arround. And Tifa and Aeris were acting like friends, when they barely had even met yet,  and Tifa would have had no idea who this girl actually is. And outside of Midgar, Barett  still seemed to think it was Aeris mother who hid Marlene.
- If you are going to be making more changes to the story, a couple things I would like to see is a more integrated way for Yuffie, and Cait Sith to join the party, instead of them just deciding to tag along and the others are okay with it despite them not seeming trustworthy.  It was just hard for me to get attached to them, because they didn't seem like they belong.  I don't know if you changed anything in the gold saucer but,  with Yuffie it would be fun if they run into her a few times (such as with a mini quest where they have to find her after she steals the chocobo Lure from the farm) before they finally let her join after she has proven herself in some way.  But that is just a fun idea. Do what inspires you.
- With hard mode I didn't like the idea at first of no Gil. But after playing it , the fact you have to work for everything seems more rewarding.
- The tournament that cloud and aeris competes in was a lot of fun. It took me a number of tries to figure out a way to beat it. It was more fun then just bosses.  Bosses with minions, or just regular enmies presented in harder ways, is a good alternative from just over powered boses.   Such as  a battle where you fight wave after wave of some animal type enemy, or battles where minions can keep summing each other and you have to find some way to kill them all at once. Just again for ideas. You can have difficult 'boss fights' without a boss to add variety.
- Oh and Aeris is awesome.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: SirDrD on 2020-09-11 08:42:24
And here is my opinion on making a hard mode.   It is difficult to balance while the character can just use an unlimited number of items. In particular ether and healing take away from strategy. The moment you don't have ether potions, you need to be more strategic in your use of magic. And healing potions just feel like cheating.

I had the most fun, and the most challenge when I played with restrictions on the number of items characters use in battle.I treated it instead of having access to this dimensional space that allows for unlimted items, they could only carry a few items on their belt.  It work best when I said the party could only use each type of item once in a battle. So they could use at most one potion, one ether, one grenade etc .  It really forced me to be more strategic with magic, and items. Barriers in particular I had to limit as they use a lot of mp.And I was using items which I had  never used much before such as spider web etc, to help get me through battles. It made me more reliant on items, while also limiting their use.

I know the above is immposible to implement. But I don't think you can make a hard mode,  without limiting item use. But the following should be more doable:
- potions and ether are only usable on save points, forcing carefull conservation of resources as you try to make it from save point to save point.This can also encourage use of different items such as grenades you wouldn't use otherwise.
- If this is possible have it so that each character can only use the item command once  per battle. After they use an item, it dissapears as an action command in their menu. You could also have some special  materia that gives more uses of the item command per battle. (an extra use to begin with, and more as it levels up.) But potions have to be removed as battle items for this to work, or else that one item will always be potions.
- and phoneix downs should count as a potion too. So they only can be used at save points.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Gizzy on 2020-09-11 11:04:16
And here is my opinion on making a hard mode.   It is difficult to balance while the character can just use an unlimited number of items. In particular ether and healing take away from strategy. The moment you don't have ether potions, you need to be more strategic in your use of magic. And healing potions just feel like cheating.

I had the most fun, and the most challenge when I played with restrictions on the number of items characters use in battle.I treated it instead of having access to this dimensional space that allows for unlimted items, they could only carry a few items on their belt.  It work best when I said the party could only use each type of item once in a battle. So they could use at most one potion, one ether, one grenade etc .  It really forced me to be more strategic with magic, and items. Barriers in particular I had to limit as they use a lot of mp.And I was using items which I had  never used much before such as spider web etc, to help get me through battles. It made me more reliant on items, while also limiting their use.
I know the above is immposible to implement. But I don't think you can make a hard mode,  without limiting item use. But the following should be more doable:
- potions and ether are only usable on save points, forcing carefull conservation of resources as you try to make it from save point to save point.This can also encourage use of different items such as grenades you wouldn't use otherwise.
- If this is possible have it so that each character can only use the item command once  per battle. After they use an item, it dissapears as an action command in their menu. You could also have some special  materia that gives more uses of the item command per battle. (an extra use to begin with, and more as it levels up.) But potions have to be removed as battle items for this to work, or else that one item will always be potions.
- and phoneix downs should count as a potion too. So they only can be used at save points.

How about reducing the effect of items in combat? Lets say potions heal 300hp in field and only 100hp in combat, ether heals 50mp in field and 25 in combat... Something like that. Just make it less profitable/exploitable early game. I second the idea of pheonix feathers being removed as field/battle item to make revive magic more valuable. Or make them a rarer item to counter the spam.

I dunno about the idea of restricting item command to single use tho... I feel like a big part of the strategical possibilities would be erased this way. Item usage doesnt consist of healing items alone. Just remove the w-item bug and tweak some of the items in general for hardmode imo
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-09-11 14:30:24
Hey,

So i was just playing through the game (currently at rocket town) and i noticed some stuff that i´m not entirely sure if they are meant to be.
Firstly in the SP menu, Aerith is the only character that can only upgrade twice, every other character can upgrade up to 4 times;
Secondly, i´m not sure why but when i went to the reactor in Gongaga, the Lich GT fight didnt trigger... im not sure if there has to be a requirement for that fight to happen;
Finally, i read in the documents that Materia Keeper should drop an Edincoat and i didnt get it. I stole from him an earth mallet, could that have been the problem? like can you not get drops if you steal.
Other than that, im loving the new version so far Great work!

If you're on Type B the Reactor fight is intended to trigger instead of the Turks, if you were on Type B (and assuming you went to Gongaga before Cosmo Canyon) then there must be some way to make it not appear that I'll need to track down.

great mod just having a problem with the screen turning black during battle. Anyway to fix this? thanks https://www.youtube.com/watch?v=jKIl-NHgUiY

Not seen that before, I want to say it's related to the graphical mods in some way as NT shouldn't really affect the lighting. I suspect that the 'flash' made by a critical attack is perhaps causing it (or rather, the lack of a flash).

Playing final fantasy  vII and this mod again and love it. Everyones inate abilites, revised limit moves,  and specialized weapons is a lot more interesting the the class system (white mage, black mage,etc ) of other games.  Yet each character plays different.  Here are some comments:
- Clouds innate is interesting and a lot of fun. But it seems too lead him towards a cover/vitality build, and he is supposed to some one who is versatile in both attack and magic.  It is a fun ability, just not sure if it is on the correct character.
- I like how caa vastly change character stats by what items and materia they have on them. 
- Type B story was a lot of fun, especially the long stretch with cloud and Aeris. And i found the Aeris dialog hilarious.  "Yes Don Corneo is a bit shady. But don't worry , if he tries anything we can just beat him up."  She is the best. 
-  I haven't really got much past Midgar yet, but here is some miner story errors that felt a bit odd. When they all in those jail cells, Barret talks about reforming avalanche when all the members are still arround. And Tifa and Aeris were acting like friends, when they barely had even met yet,  and Tifa would have had no idea who this girl actually is. And outside of Midgar, Barett  still seemed to think it was Aeris mother who hid Marlene.
- If you are going to be making more changes to the story, a couple things I would like to see is a more integrated way for Yuffie, and Cait Sith to join the party, instead of them just deciding to tag along and the others are okay with it despite them not seeming trustworthy.  It was just hard for me to get attached to them, because they didn't seem like they belong.  I don't know if you changed anything in the gold saucer but,  with Yuffie it would be fun if they run into her a few times (such as with a mini quest where they have to find her after she steals the chocobo Lure from the farm) before they finally let her join after she has proven herself in some way.  But that is just a fun idea. Do what inspires you.
- With hard mode I didn't like the idea at first of no Gil. But after playing it , the fact you have to work for everything seems more rewarding.
- The tournament that cloud and aeris competes in was a lot of fun. It took me a number of tries to figure out a way to beat it. It was more fun then just bosses.  Bosses with minions, or just regular enmies presented in harder ways, is a good alternative from just over powered boses.   Such as  a battle where you fight wave after wave of some animal type enemy, or battles where minions can keep summing each other and you have to find some way to kill them all at once. Just again for ideas. You can have difficult 'boss fights' without a boss to add variety.
- Oh and Aeris is awesome.

There will be some oversights in the dialogue; I correct them as people find them.

And here is my opinion on making a hard mode.   It is difficult to balance while the character can just use an unlimited number of items. In particular ether and healing take away from strategy. The moment you don't have ether potions, you need to be more strategic in your use of magic. And healing potions just feel like cheating.

I had the most fun, and the most challenge when I played with restrictions on the number of items characters use in battle.I treated it instead of having access to this dimensional space that allows for unlimted items, they could only carry a few items on their belt.  It work best when I said the party could only use each type of item once in a battle. So they could use at most one potion, one ether, one grenade etc .  It really forced me to be more strategic with magic, and items. Barriers in particular I had to limit as they use a lot of mp.And I was using items which I had  never used much before such as spider web etc, to help get me through battles. It made me more reliant on items, while also limiting their use.

I know the above is immposible to implement. But I don't think you can make a hard mode,  without limiting item use. But the following should be more doable:
- potions and ether are only usable on save points, forcing carefull conservation of resources as you try to make it from save point to save point.This can also encourage use of different items such as grenades you wouldn't use otherwise.
- If this is possible have it so that each character can only use the item command once  per battle. After they use an item, it dissapears as an action command in their menu. You could also have some special  materia that gives more uses of the item command per battle. (an extra use to begin with, and more as it levels up.) But potions have to be removed as battle items for this to work, or else that one item will always be potions.
- and phoneix downs should count as a potion too. So they only can be used at save points.


I think I can set items to be non-usable in battle (or non-usable in field menu) but it would require a separate kernel to make it work.

How about reducing the effect of items in combat? Lets say potions heal 300hp in field and only 100hp in combat, ether heals 50mp in field and 25 in combat... Something like that. Just make it less profitable/exploitable early game. I second the idea of pheonix feathers being removed as field/battle item to make revive magic more valuable. Or make them a rarer item to counter the spam.

I dunno about the idea of restricting item command to single use tho... I feel like a big part of the strategical possibilities would be erased this way. Item usage doesnt consist of healing items alone. Just remove the w-item bug and tweak some of the items in general for hardmode imo

Funnily enough, this is how potions and the other items worked in the older builds. The field menu effect is hard-coded to the .EXE so without that being patched it meant that Potions healed 300 in-battle and 100 out of battle. Could return to that maybe.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: SirDrD on 2020-09-11 19:32:06
How about reducing the effect of items in combat? Lets say potions heal 300hp in field and only 100hp in combat, ether heals 50mp in field and 25 in combat... Something like that. Just make it less profitable/exploitable early game. I second the idea of pheonix feathers being removed as field/battle item to make revive magic more valuable. Or make them a rarer item to counter the spam.

I dunno about the idea of restricting item command to single use tho... I feel like a big part of the strategical possibilities would be erased this way. Item usage doesnt consist of healing items alone. Just remove the w-item bug and tweak some of the items in general for hardmode imo

Well restricting item command is probably  not that doable anyway so isn't an option.   But when i self imposed such rules on myself it didn't reduce strategy, but increased it.  As when you can't use potions it makes the other ones more necessary.   And without being able to spam some item in one battle, it requires them to be spread out. And I am just talking about early game here so far, but items like spider web, shrapnel, ghost hand, deadly waste, and more I didn't even know existed before. Now I became reliant on them, but not in any way that felt overpowering.

But there is likely no way to change the kernel for that, so it is not an option.But healing potions, ether, and phonix downs need to be greatly reduced. Otherwsie best strategy is just too sell most items , and buy ehter. And then in battle use your most powerfull magic , and when you run out, drink an ether potion. And it turns battles into a matter of endurace instead of strategy.

Try to do the first reactor mission with the rule of not using potions outside of save points. I find that now you have to watch your magic as you can't get more, balancing it with melee. And you need to use  character inates, limit  moves, and grenades to their full potential.

But anyway, I would rather have hard mode reduce healing availble, rather then forcing you to need to do it constantly.Healing all the time isn't fun.Not does it feel heroic.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Yuffie1983 on 2020-09-12 20:07:35
Just had a issue happen to me with my save, I have been playing game b normal and I have just finished the temple of the ancients. After the cut scene ended I have seem to ended up in the Ancient City at the start of disk 2, and not in Gongaga and the tiny bronco is still besides the temple area so I have no means of getting back. Not only that I have missed either 1 or 2 fort condor battles, no digging for the lunar harp and the Jenova life boss fight. HELP PLEASE  :o :?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: cirric0 on 2020-09-13 02:00:25
started 2.0 last night and just got to Cosmo Canyon...I'm really liking the new balances to combat compared to 1.5 but Field Battle Music (honestly my #1 favorite part of New Threat)  doesn't appear work on all screens  :( hope this gets patched later
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-09-13 05:13:14
Just had a issue happen to me with my save, I have been playing game b normal and I have just finished the temple of the ancients. After the cut scene ended I have seem to ended up in the Ancient City at the start of disk 2, and not in Gongaga and the tiny bronco is still besides the temple area so I have no means of getting back. Not only that I have missed either 1 or 2 fort condor battles, no digging for the lunar harp and the Jenova life boss fight. HELP PLEASE  :o :?

I can fix that save file if you send it across but it sounds very unusual. I'll check to see if there's any debug scripts sitting in there but I can't recall having a reason to jump from the temple to forgotten city.

started 2.0 last night and just got to Cosmo Canyon...I'm really liking the new balances to combat compared to 1.5 but Field Battle Music (honestly my #1 favorite part of New Threat)  doesn't appear work on all screens  :( hope this gets patched later

I'll do a sweep for it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: El Grillo on 2020-09-14 00:50:57
Disk 3 spoilers:
Spoiler: show
I farmed up a set of mastered Elemental and Added-Effect materia to go Weapon hunting, but it turns out that was unnecessary as long as I could open with Great Gospel and then mime KotR a bunch. I wasn't quite able to beat them without taking any damage, but close enough.

Then I stumbled upon Ozma blindly, and that was quite a surprise. I attempted it a couple of times without Aerith's limit ready and got wrecked pretty hard (being at level 72, 75, and 76 didn't help  :)), but I think the same idea should work, especially if I farm to level 77 to dodge all the level-based stuff.

Anyway, I unlocked Ozma trying to get Tifa'4 level 4 limit break. I got 1 gil from playing the main theme as Cloud at her home piano and then got Ozma at the Shinra mansion piano. Does she need to be party leader or am I doing something else wrong?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: PoolHandMan on 2020-09-14 03:13:22
(https://i.imgur.com/11n01I5.png)

this is probably something you fixed on 2.0 but I thought it was amusing so I'm posting

in 1.5 in the dark cave sidequest, in tifa's bar, I think there should be no one here other than tifa and barret, but everyone is here. However I can't get any of them into my party, aside from tifa and barret. Did I do something wrong? I think I'll meet the rest of them as the quest continues
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-09-14 06:52:10
Spoiler: show

 Does she need to be party leader or am I doing something else wrong?

Spoiler: show

required as party leader.  u can change party leader after nip down the northern crater save point at the 'steps down' then head back up to the highwind. right hand NPC in the highwind save area will allow the party leader swap.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-09-14 06:54:29
(https://i.imgur.com/11n01I5.png)

this is probably something you fixed on 2.0 but I thought it was amusing so I'm posting

in 1.5 in the dark cave sidequest, in tifa's bar, I think there should be no one here other than tifa and barret, but everyone is here. However I can't get any of them into my party, aside from tifa and barret. Did I do something wrong? I think I'll meet the rest of them as the quest continues

dark cave sidequests removed in v2.
in 1.5 normally its those which find then can intertact with them to have in your party or use phs at savepoint.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Yuffie1983 on 2020-09-15 13:23:09
Hello little help please how do I get Tifa's Final Heaven please I played the tune on the piano but it not appearing.  :?

Also were do you find Ribbon please.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-09-15 16:42:03
Disk 3 spoilers:
Spoiler: show
I farmed up a set of mastered Elemental and Added-Effect materia to go Weapon hunting, but it turns out that was unnecessary as long as I could open with Great Gospel and then mime KotR a bunch. I wasn't quite able to beat them without taking any damage, but close enough.

Then I stumbled upon Ozma blindly, and that was quite a surprise. I attempted it a couple of times without Aerith's limit ready and got wrecked pretty hard (being at level 72, 75, and 76 didn't help  :)), but I think the same idea should work, especially if I farm to level 77 to dodge all the level-based stuff.

Anyway, I unlocked Ozma trying to get Tifa'4 level 4 limit break. I got 1 gil from playing the main theme as Cloud at her home piano and then got Ozma at the Shinra mansion piano. Does she need to be party leader or am I doing something else wrong?


Odd, I'll check the trigger for both.

Hello little help please how do I get Tifa's Final Heaven please I played the tune on the piano but it not appearing.  :?

Also were do you find Ribbon please.

I think Tifa needs to be party leader for it; if you return from the bottom of the North Crater where the 3 paths rejoin then a swap feature is unlocked on the Highwind in the Operations Room (NPC on the right). If she plays the tune then it should trigger.

There's only one Ribbon in the game and it's acquired at the end of Disc 1
Spoiler: show
but only if Aeris doesn't make it.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Spotty Len on 2020-09-15 17:45:38
if you return from the bottom of the North Crater where the 3 paths rejoin then a swap feature is unlocked on the Highwind in the Operations Room (NPC on the right).

I've seen this mentioned a few times and forgot to mention it, but the feature was available for me as soon as Disc 3 started, even before going to the Crater. Now I'm not sure what would have happened if I got to the split passages point with Tifa or Cid.

EDIT: Speaking of which, going to Cait Sith's sidequest with Cid or Tifa as the leader makes Cloud's model appear on screen (https://i.imgur.com/ZdsAtAN.jpg).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: heretic667 on 2020-09-17 21:07:52
Does this mod fix things change the text in game from MENU / SWITCH / CANCEL / PAGEUP / etc. to the actual A/B/X/Y/ buttons from an X-Box controller?

Basically does something like this work: https://steamcommunity.com/sharedfiles/filedetails/?id=179295659 ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Yuffie1983 on 2020-09-17 21:33:23
Is there other anyway to learn mustard bomb enemy skill apart from the the knights of the round protector. Thanks for any help.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: PoolHandMan on 2020-09-18 02:28:55
Is there other anyway to learn mustard bomb enemy skill apart from the the knights of the round protector. Thanks for any help.

I learned mine manipulating Pollensalta (northern crater, down that spiral). Equip a hypnocrown because it's tough manipulating her without it.


guys, what are the uses of some key items like, hero medal, 7777 needles, white materia for example?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-09-18 07:07:24
Does this mod fix things change the text in game from MENU / SWITCH / CANCEL / PAGEUP / etc. to the actual A/B/X/Y/ buttons from an X-Box controller?

Basically does something like this work: https://steamcommunity.com/sharedfiles/filedetails/?id=179295659 ?

u can use the likes of 7th heaven to configure your controller to exactly the way you want it.
https://imgur.com/Vjca3oS
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-09-18 07:08:45
I learned mine manipulating Pollensalta (northern crater, down that spiral). Equip a hypnocrown because it's tough manipulating her without it.


guys, what are the uses of some key items like, hero medal, 7777 needles, white materia for example?

try the weaponsmith near gold saucer location. he has a use for the needles :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Yuffie1983 on 2020-09-18 08:10:05
I learned mine manipulating Pollensalta (northern crater, down that spiral). Equip a hypnocrown because it's tough manipulating her without it.


guys, what are the uses of some key items like, hero medal, 7777 needles, white materia for example?

Thanks for that, also how do you get to face Ozma in the Shinra mansion it is to do with the piano but can work out what tune it is again thanks for the help. ;D ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-09-18 12:53:55
Thanks for that, also how do you get to face Ozma in the Shinra mansion it is to do with the piano but can work out what tune it is again thanks for the help. ;D ;D

Spoiler: show

tifa's theme tune, same as her limit in the shinra mansion piano.
ps in v2 its hallway, in v1.5 its back at the nibel reactor :)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: heretic667 on 2020-09-20 19:51:02
Is it normal that I'm having trouble with money in the early game?  I've reached Junon and find myself unable to buy much having to sell my ethers. 

Am I missing something? :|
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Yuffie1983 on 2020-09-21 11:33:19
Is it normal that I'm having trouble with money in the early game?  I've reached Junon and find myself unable to buy much having to sell my ethers. 

Am I missing something? :|

Yes it is normal, the best way to get money was in  Sector 7 area morphing Vampire Fangs from the Whole Eaters and then selling them for 900 gil a piece.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: OLKv3 on 2020-09-21 16:24:43
Is it normal that I'm having trouble with money in the early game?  I've reached Junon and find myself unable to buy much having to sell my ethers. 

Am I missing something? :|
It happened to me on 1.5 so it's intended. I sold the MP Plus materia from Ziegfried and still went nearly broke by Cosmo Canyon. You'll be flooded with cash after you get the Highwind since you get much more AP and can easily max ALL materia to sell.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: PoolHandMan on 2020-09-22 03:48:19
It happened to me on 1.5 so it's intended. I sold the MP Plus materia from Ziegfried and still went nearly broke by Cosmo Canyon. You'll be flooded with cash after you get the Highwind since you get much more AP and can easily max ALL materia to sell.

so true. In the 3rd disc and I literally had nothing to spend my near 3 million gil (and I wasn't grinding by any means).
I just finished 1.5. so good. But it got a little easy after w-item. I can't help but use the glitch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Tank Evans on 2020-09-23 04:55:18
Hey everyone!

I am hoping to get some more info on what the difference is between New Threat Vanilla Combat and FF7 Vanilla Combat and if there is any content or story changes with New Threat Vanilla Combat.

I haven't played this game since 6th or 7th grade and a buddy of mine told me about 7th heaven and the mods for this game and now here I am.

It has been so long since I beat Vanilla FF7 that I have forgot most of the story and was planing on doing a Vanilla play through before trying 1.5 or 2.0 so I could appreciate the changes made in the content portion of each version.

Then I saw in the catalog of 7th heaven, New Threat Vanilla Combat, and couldn't find anywhere more detailed info on what it is and how it differs from Vanilla FF7 combat and any possible story changes.

Thanks for the help guys!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: nyny1010 on 2020-09-24 19:58:18
Hi folks, experiencing a strange problem on disk 3 after reaching the bottom of the north cave and returning to the highwind.

I can't swap out any characters in my party other than Cloud (by changing party leader), Cid, Tifa, and Aeris (who was in my party when I reached the bottom of north cave). All the other characters are locked in the PHS and can't be selected, like how Cloud is usually locked if you select him in PHS. Anyone else had this problem and knows a way to solve it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-09-25 06:36:41
I can't swap out any characters in my party other than Cloud (by changing party leader), Cid, Tifa, and Aeris (who was in my party when I reached the bottom of north cave). All the other characters are locked in the PHS and can't be selected, like how Cloud is usually locked if you select him in PHS. Anyone else had this problem and knows a way to solve it?

not had that issue, thats a strange one. I'd suggest u attach your savefile so that the mod creator can possily try to replicate the issuue.
Is new threat the only mod you  have loaded?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: nyny1010 on 2020-09-27 23:32:08
not had that issue, thats a strange one. I'd suggest u attach your savefile so that the mod creator can possily try to replicate the issuue.
Is new threat the only mod you  have loaded?



Weird right? Well I put my save file in black chocobo and allowed characters to be swapped into the party, that resolved things for now.


It has been so long since I beat Vanilla FF7 that I have forgot most of the story and was planing on doing a Vanilla play through before trying 1.5 or 2.0 so I could appreciate the changes made in the content portion of each version.

Then I saw in the catalog of 7th heaven, New Threat Vanilla Combat, and couldn't find anywhere more detailed info on what it is and how it differs from Vanilla FF7 combat and any possible story changes.

Thanks for the help guys!


The Vanilla combat version is going to be exactly the same as FF7 on PlayStation 1 in terms of Materia, weapons, items, and bosses. It adds features from New Threat like skipping long story sequences, the improved script. The option to keep Aeris is the biggest (and pretty much only) story change in the Vanilla Combat from original FF7.

The regular New Threat has all those changes and adds some pretty incredible content like new bosses, enemies, weapons and sidequests that you won't get with the Vanilla version  :mrgreen:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: skeeith on 2020-09-29 23:30:46
Does anyone know why Aerith can't be save in Type B?

I'm currently playing the Type B option on New Threat and I'm on the part where Sephiroth will kill Aerith, but there's no dialog or option to save Aerith at all.

Did I do something wrong a long the way?

The mod is installed properly cause the enemies are harder and some of the Materia changed, like the 1 star summon materias.

This is really disturbing as to why saving Aerith can't be done on Type B on my game play.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Diabeto on 2020-10-03 04:54:14
Hi! I've been trying to get this mod to work on 7th heaven for the past 5 hours and I can't get it to work. I can get through the opening cinematic and then when I head into the very first fight a error pops up that says "Oops! something very bad happened. Wrote emergency save to save/crash.ff7 dir." I've tried NT 1.5 also because I haven't played the mod at all and the same thing is happening. I'm currently not running any other mods with it and I am trying to do this off of the steam version of the game, I've been looking up to see if anyone else is having a similar problem but I couldn't find any other similar situation.

Thanks again!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Diabeto on 2020-10-03 20:28:02
Wait, Wait, I'm stupid and was trying to stack the qhimm's gameplay mod with the nt mod and now I have it working, I don't know why I didn't think that was the problem yesterday, but it's working fine now. It only takes me over 6 hours of dumbassery for me to figure out simple solutions hahaha.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-10-04 08:23:43
Does anyone know why Aerith can't be save in Type B?

I'm currently playing the Type B option on New Threat and I'm on the part where Sephiroth will kill Aerith, but there's no dialog or option to save Aerith at all.

Did I do something wrong a long the way?

The mod is installed properly cause the enemies are harder and some of the Materia changed, like the 1 star summon materias.

This is really disturbing as to why saving Aerith can't be done on Type B on my game play.

you can save her
Spoiler: show

do not kill the flowergirl in that battle :>  you can revive her on the highwind, to keep the ribbon from her dying later on if prefer.  pretty sure this question has been answered several times already :)


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: galax-C on 2020-10-04 16:31:02
Having an issue with 1/35 soldier collecting. When I pick up the one during the Midgar raid, the one on the scaffolding listed as #9 in the documentation, the item doesn't transfer into my inventory. I'm in Hard mode, type B. Anyone else?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: rocp on 2020-10-05 12:56:51
I read the features on the first page but am still confused by the wording. Does this mod allow the function of changing the party leader to change Cloud as someone else such as Yuffie or Red? Also, does it replace their model in the field besides only the battle? If so, at what point am I allowed to do this? I want to play the game as much as possible as a different character, without Cloud.

Also, can the Black Chocobo be used for this mod? Can I use a previous save file from a play-through without mods?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: OhNoIForgot on 2020-10-05 20:04:54
So, if I missed the 1/35 soldier in shinra hq or sister ray I can't complete the set? Or there's a way to complete the set?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-10-07 04:55:26
Having an issue with 1/35 soldier collecting. When I pick up the one during the Midgar raid, the one on the scaffolding listed as #9 in the documentation, the item doesn't transfer into my inventory. I'm in Hard mode, type B. Anyone else?

ye but wasn't sure which location didn't count before :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-10-07 04:59:02
I read the features on the first page but am still confused by the wording. Does this mod allow the function of changing the party leader to change Cloud as someone else such as Yuffie or Red? Also, does it replace their model in the field besides only the battle? If so, at what point am I allowed to do this? I want to play the game as much as possible as a different character, without Cloud.

Also, can the Black Chocobo be used for this mod? Can I use a previous save file from a play-through without mods?

balancing will be wrong if u use save fille outwith the mod. (and indeed version of mod eg 1.5.x v 2.0.x.

theres a NPC on the highwind which lets u choose cloud/tifa/cid as party leader at a certain point of the story.

Ur free to kill cloud to not use him before then :> yes the field model is changed if tifa/cid is leader.  just like the original game, when they get to  be leader.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: rocp on 2020-10-07 10:06:11
Thank you. No one else besides Cloud/Tifa/Cid can be used?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-10-08 07:32:36
for party leader no.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sudeki on 2020-10-08 12:49:52
Having an issue with 1/35 soldier collecting. When I pick up the one during the Midgar raid, the one on the scaffolding listed as #9 in the documentation, the item doesn't transfer into my inventory. I'm in Hard mode, type B. Anyone else?

Hi, there is an error in flevel.lgp md8_b1 at the script: Add 1 item(s) No19 to the inventory, should be No95
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: frampton1337 on 2020-10-08 19:38:40
Hi, just started playing this again after a few years and I'm doing a type B run. When i got to the cave that originally had Mr smile in it he wasn't there. has he been moved or did i get a bug? I tried to go to Condor and see if that save point would work but nothing new and I cant access the battle there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: haran86_ on 2020-10-08 20:08:24
I started an run B, it is very nice but unfortunately my Cloud cannot level up. It goes beyond the level limit bar

:(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-10-09 09:39:29
Hi, just started playing this again after a few years and I'm doing a type B run. When i got to the cave that originally had Mr smile in it he wasn't there. has he been moved or did i get a bug? I tried to go to Condor and see if that save point would work but nothing new and I cant access the battle there.

mr smiles in the myrthil mines has changed :)

theres now a few story line events which allow you to use sources if you decide to do so.  the first point is after jenova life (on the way across to costa de sol).

Regards save point nothing new? there should be an extended menu which is different than was in 1.5. no longer have option to enable/disable random battles. there should be an option to change between hard/easy mode alongside another option to disable EXP gain (if decide to use that).  (both hard / and no exp) should have a battle.

fort condor battles, think you need to speak to the chap upstairs at the table, before you can do the fort condor battles.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Money Lisa on 2020-10-09 14:35:35
Hello ! I'm in 2.0.94 and it seems that the innate ability of Yuffie partially doesn't work. I dont get more gils when she is in a fight.
I tried with a Zemzelett that always give 165 gils and 2 Nerosuferoth that gives 292 gils.

I thought maybe it triggers only when she counters with Mug but it didn't change anything

I play to NT through the FF7SYW launcher if that can help
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-10-09 15:29:26
Hi all, been less active recently. I was taking a small break and was transferring to a new PC, which is still ongoing to get all the tools, files, etc. across and set up. Thanks to wdx and others for answering questions in the meantime.

Having an issue with 1/35 soldier collecting. When I pick up the one during the Midgar raid, the one on the scaffolding listed as #9 in the documentation, the item doesn't transfer into my inventory. I'm in Hard mode, type B. Anyone else?

Hi, there is an error in flevel.lgp md8_b1 at the script: Add 1 item(s) No19 to the inventory, should be No95

So it's the wrong item being added? I'll add that to my notes for the next patch.

I started an run B, it is very nice but unfortunately my Cloud cannot level up. It goes beyond the level limit bar

:(

That's likely due to a menu mod that changes gauges and the like. It is fortunately a purely visual bug though, and EXP is still being tallied as intended. When you next level up, the gauge overflow should correct itself but if not it doesn't impact Cloud's levelling and the like; it's just a visual meter for the player.

Hello ! I'm in 2.0.94 and it seems that the innate ability of Yuffie partially doesn't work. I dont get more gils when she is in a fight.
I tried with a Zemzelett that always give 165 gils and 2 Nerosuferoth that gives 292 gils.

I thought maybe it triggers only when she counters with Mug but it didn't change anything

I play to NT through the FF7SYW launcher if that can help

I think I changed it; she has something called Throwlette now which is triggered by using the Defend command when it charges (a message should be displayed). She also has the Mug counter still.

***
So the plan going forward is as follows:

I've got FF8 NT to get to its first 1.0 release which I won't go into details of here. But in addition to that I also want to address some issues in the current 2.0 build.

The 2.1 update will be a content patch, so some things will be getting added like Extra Battle in Gold Saucer which will be used to add optional high-end encounters. A common complain as well was that there was little to do for players who were in the advanced stages of maxing out their parties, so I'll be drafting up some plans to tackle that. Some expansion work will also be made to Type B to extend the alternative scenario more past Midgar, as I think people were disappointed with the lack of major changes moving past there.

Another aim is to fix the Hard Mode and No Exp toggles which were sharing addresses with some of the game's other functions. But I'll also be adjusting the parameters of Hard Mode itself as I think feedback about it has been lukewarm overall, so a revamp is needed there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Money Lisa on 2020-10-09 15:41:47
Throwlette and Mug counter works, but the innate says that one enemy should give double the gils if Yuffie participate in the fight. That is the part that doesnt work for me
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-10-09 15:42:30
Throwlette and Mug counter works, but the innate says that one enemy should give double the gils if Yuffie participate in the fight. That is the part that doesnt work for me

I'll remove the bit about gil from the documentation + in-game text if it still reports it there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sudeki on 2020-10-09 16:07:08
Hi Sega Chief,
yes it's the wrong item added for 1/35 Soldier, and there is a little error too in junonl1 with the crew2 at script 33 in talk: Si Var[5][11] == 2 (aller au label 3 sinon), it should be Si Var[5][11] == 3 (aller au label 3 sinon). Maybe i m the only one that use heliport  :-D
I don't know how attach a picture, it would be easyer for you maybe.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: AuthenticM on 2020-10-09 17:26:15
So the plan going forward is as follows:

I've got FF8 NT to get to its first 1.0 release

(https://i.imgur.com/OohtNMz.gif)

I am very excited for FF8 New Threat!

Also, I'm happy to know that you are well, Chief. COVID cases are on the rise. Stay safe!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: frampton1337 on 2020-10-09 18:09:18
mr smiles in the myrthil mines has changed :)

theres now a few story line events which allow you to use sources if you decide to do so.  the first point is after jenova life (on the way across to costa de sol).

Regards save point nothing new? there should be an extended menu which is different than was in 1.5. no longer have option to enable/disable random battles. there should be an option to change between hard/easy mode alongside another option to disable EXP gain (if decide to use that).  (both hard / and no exp) should have a battle.

fort condor battles, think you need to speak to the chap upstairs at the table, before you can do the fort condor battles.

Ive talked to them and donated money but every time i try to start the battle he says we need another 4K gil.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Money Lisa on 2020-10-09 18:39:12
Ive talked to them and donated money but every time i try to start the battle he says we need another 4K gil.

You are the one that needs to have 4k gils. The money they have (around 15k) is for when you dont fight yourself I think. I had this issue today ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-10-10 02:00:26
Hi Sega Chief,
yes it's the wrong item added for 1/35 Soldier, and there is a little error too in junonl1 with the crew2 at script 33 in talk: Si Var[5][11] == 2 (aller au label 3 sinon), it should be Si Var[5][11] == 3 (aller au label 3 sinon). Maybe i m the only one that use heliport  :-D
I don't know how attach a picture, it would be easyer for you maybe.

Oh, is that still off? I thought I'd dealt with it. Should be a quick fix.

(https://i.imgur.com/OohtNMz.gif)

I am very excited for FF8 New Threat!

Also, I'm happy to know that you are well, Chief. COVID cases are on the rise. Stay safe!

I don't have a good track record with anything cold or flu related, so I've been pretty careful so far.

Ive talked to them and donated money but every time i try to start the battle he says we need another 4K gil.

You are the one that needs to have 4k gils. The money they have (around 15k) is for when you dont fight yourself I think. I had this issue today ^^

To confirm what Money Lisa has said, you need a minimum amount of gil to participate in the minigame; 4000gil. The money stored with them is for when a battle is missed by progressing the story so they can cover it for you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Timber on 2020-10-10 08:45:34
Apologies I assume this has been asked before, but I couldn't find any info - does this mod require sticking to the chibi field models?

I noticed if it is above the 'Field Models - Qhimm Catalog' in 7H load order, it forces the chibis. If I reverse that order, is it going to lead to large inconsistencies?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-10-10 15:01:22
Apologies I assume this has been asked before, but I couldn't find any info - does this mod require sticking to the chibi field models?

I noticed if it is above the 'Field Models - Qhimm Catalog' in 7H load order, it forces the chibis. If I reverse that order, is it going to lead to large inconsistencies?

You don't need to use the chibis it comes with; any field model mod should be compatible. However, there are a few new entries used in NT that won't be affected by those mods so you may see the occasional chibi field model (for instance, the red shinra trooper will stay as a chibi because it's a new field model). But 99% of the field models will be replaced so if you can overlook that, have at it. As for order, NT should be lower in order than graphical mods. Higher in load order = higher priority.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Timber on 2020-10-11 05:02:53
You don't need to use the chibis it comes with; any field model mod should be compatible. However, there are a few new entries used in NT that won't be affected by those mods so you may see the occasional chibi field model (for instance, the red shinra trooper will stay as a chibi because it's a new field model). But 99% of the field models will be replaced so if you can overlook that, have at it. As for order, NT should be lower in order than graphical mods. Higher in load order = higher priority.

Excellent thanks for the information! Yeah I will just overlook it and play with both, really looking forward to playing through this mod, but I also can't ignore the enhanced 'kaldarasha' models, they just look so much better.

A suggestion, if there are only a few new field models, maybe an option to disable them would be nice to have and allow consistency with other mods (if none of them are critical for your reimagined scenarios that is). Or perhaps ideally, there could be 'kaldarasha' versions of your new field models.

Thanks again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-10-12 18:33:42
softlock with any other party leader at gold saucer hotel (tried disabling all other mods)
maybe at north crater have it force cloud as party leader, result with tifa as party leader u warp directly to the choco stable room on the highwind, need to nip to the lelft can't interact with anything on that screen.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Aerodynamics on 2020-10-14 23:48:45

***
So the plan going forward is as follows:

I've got FF8 NT to get to its first 1.0 release which I won't go into details of here. But in addition to that I also want to address some issues in the current 2.0 build.


Does this mean your main priority at the moment is FF8 NT? I'd absolutely love that. I played the demo and only wished the whole game was like this. You can fix this broken game that's FF8 and make it fun again.

Also, regarding the Hard Mode, in my opinion, i'd rather have the same game as the original, but with harder enemies and less gil. Something like 50% stronger enemies (with some specific tweaks to some), 33% less gil and 33% less exp. Any more than that and it feels like a punishment. Should feel like a challenge that makes you have to use all the tools and alternative tactics. I think a little less hard than the 1.5 Arranged is the perfect spot, for me, but I cannot speak for everyone.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Money Lisa on 2020-10-15 00:36:27
Hello, in Mt Nibel, when Nibel Dragon uses flamethrower on my Caith Sith with E-skill materia he doesn't learn it, is that normal? I also can't seem to manipulate Nibel Dragon, I tried around 20 times.
Thanks !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-10-15 20:31:38
Hello, in Mt Nibel, when Nibel Dragon uses flamethrower on my Caith Sith with E-skill materia he doesn't learn it, is that normal? I also can't seem to manipulate Nibel Dragon, I tried around 20 times.
Thanks !

flame thrower is not a learnable skill for new threat.  think antipode was its replacement for that one. which can be leared from the dragons in mythril mines.  on that note angel whisperer is another skill which can not be learned anymore.  regards manip, dont think its possible to manip same for gaes cliff dragons.  good way to tell if can manip something is to watch the txt when u try to do so, if it says miss before can't manip then u can :) if no miss message just prior then u can not
 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Money Lisa on 2020-10-15 20:45:35
flame thrower is not a learnable skill for new threat.  think antipode was its replacement for that one. which can be leared from the dragons in mythril mines.  on that note angel whisperer is another skill which can not be learned anymore.  regards manip, dont think its possible to manip same for gaes cliff dragons.  good way to tell if can manip something is to watch the txt when u try to do so, if it says miss before can't manip then u can :) if no miss message just prior then u can not
 

Aah thanks I thought it was the opposite for the "miss" thing ^^
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-10-17 20:10:38
Excellent thanks for the information! Yeah I will just overlook it and play with both, really looking forward to playing through this mod, but I also can't ignore the enhanced 'kaldarasha' models, they just look so much better.

A suggestion, if there are only a few new field models, maybe an option to disable them would be nice to have and allow consistency with other mods (if none of them are critical for your reimagined scenarios that is). Or perhaps ideally, there could be 'kaldarasha' versions of your new field models.

Thanks again.

That's not really an option.

softlock with any other party leader at gold saucer hotel (tried disabling all other mods)
maybe at north crater have it force cloud as party leader, result with tifa as party leader u warp directly to the choco stable room on the highwind, need to nip to the lelft can't interact with anything on that screen.



The 2nd thing sounds like some temporary measure that didn't get a proper solution. I'll add both to my list.

Does this mean your main priority at the moment is FF8 NT? I'd absolutely love that. I played the demo and only wished the whole game was like this. You can fix this broken game that's FF8 and make it fun again.

Also, regarding the Hard Mode, in my opinion, i'd rather have the same game as the original, but with harder enemies and less gil. Something like 50% stronger enemies (with some specific tweaks to some), 33% less gil and 33% less exp. Any more than that and it feels like a punishment. Should feel like a challenge that makes you have to use all the tools and alternative tactics. I think a little less hard than the 1.5 Arranged is the perfect spot, for me, but I cannot speak for everyone.

Priority is FF8 NT, but I want to put a 2.1 patch out for FF7 NT in the meantime as unsure how long the former will take. I want to try and get FF8 NT finished for the end of the year though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: AuthenticM on 2020-10-17 22:22:25
I want to try and get FF8 NT finished for the end of the year though.

(https://www.slate.com/content/dam/slate/blogs/the_spot/2014/06/23/herrera-4.gif)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: kekko1285 on 2020-10-18 17:27:58
Priority is FF8 NT, but I want to put a 2.1 patch out for FF7 NT in the meantime as unsure how long the former will take. I want to try and get FF8 NT finished for the end of the year though.

This is great news! Thanks for that :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: 8bitSuspicious on 2020-10-21 08:20:03
First of all, well done on NT v1.5 I'm in the end-game and its been very good so far.

Feature request for v2: Allow players to collect all miss-able items in the end-game, and move any weapon/armor/important item from morph/steals to drops. I hate using morph/steal because I always forget or am concentrating on not dying so much :D.

One thing I really don't like about the OG is that you can miss items forever. And it seems in NT v1.5 you could forget to morph/steal an item you need for later that is really important. I'd love to be able to play the game without worrying about miss-able items, and then in the end-game be able to go around and collect everything I need to get the best weapons and armor in the game.

Also is the source code for v1.5 available? I'd have a go at doing this myself If I could learn how to do with some documentation and access to the source code.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-10-23 13:46:29
First of all, well done on NT v1.5 I'm in the end-game and its been very good so far.

Feature request for v2: Allow players to collect all miss-able items in the end-game, and move any weapon/armor/important item from morph/steals to drops. I hate using morph/steal because I always forget or am concentrating on not dying so much :D.

One thing I really don't like about the OG is that you can miss items forever. And it seems in NT v1.5 you could forget to morph/steal an item you need for later that is really important. I'd love to be able to play the game without worrying about miss-able items, and then in the end-game be able to go around and collect everything I need to get the best weapons and armor in the game.

Also is the source code for v1.5 available? I'd have a go at doing this myself If I could learn how to do with some documentation and access to the source code.

1.5 shouldn't have anything missable, though it does rely on Morph/Steal for some of the end-game weapons in the Crater. The files for NT 1.5 can be acquired either by:

A) Using the Regular Installer and then going into the Data folder to get the patched files.

B) Downloading the IRO via 7th Heaven and then using its unpack IRO function to get the files that way.

The file in this case is the scene.bin which contains the enemy data (Data/Battle for 1998/7th Heaven IRO or Data/Lang-En/Battle for Steam/2012). It's modified using the Proud Clod tool (PrC): http://forums.qhimm.com/index.php?topic=8481.0
When open, select Enemy Management > Enemy Stats:

(https://i.imgur.com/wlbIqr7.png)

The chance is from 1-63, with 63 being guaranteed. If setting a Steal, then Level factors into the success rate so a base chance of 63 may still result in failed steal attempts.

One thing to note with FF7 enemies is that they can only drop one item at a time, and it checks its four item slots consecutively. So if you had, say, 2 drops it'll check the chance on the first drop before checking the 2nd drop and so on. The 1st drop check needs to fail for the 2nd drop check to be evaluated.

Also just to clarify, the mod doesn't have source code as it's altering compiled files through hex edits (mostly done via tools).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: 8bitSuspicious on 2020-10-24 15:12:04
Quote
1.5 shouldn't have anything missable, though it does rely on Morph/Steal for some of the end-game weapons in the Crater.

So I can effectively play the game as normal and not worry about morphing/stealing anything from enemies. Then in the end-game I can go around and morph/steal enemies to get all of those items I didn't morph/steal earlier? This is excellent thanks for clarifying.

And thanks for the explanation on modifying the enemies morph/steal/drop mechanics, I'll go and play around with the tools you mentioned.

Is NT v2 game type A basically the same as NT v1.5? I'm trying to decide if I should play through again on NT v2.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-10-24 15:20:15
So I can effectively play the game as normal and not worry about morphing/stealing anything from enemies. Then in the end-game I can go around and morph/steal enemies to get all of those items I didn't morph/steal earlier? This is excellent thanks for clarifying.

And thanks for the explanation on modifying the enemies morph/steal/drop mechanics, I'll go and play around with the tools you mentioned.

Is NT v2 game type A basically the same as NT v1.5? I'm trying to decide if I should play through again on NT v2.



2.0 Type A is similar to 1.5 but has the following differences:
1) Full rebalance based on new formula adjustments
2) All bosses returned to default names/colours, AI & Attacks modified
3) New item placements
4) Some new event scripts, refined some pre-existing ones

But there's some stuff that was cut from 1.5 to 2.0; some characters don't have sidequests anymore for their Lv.4 Limit and sidequests like Dark Cave were also cut.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Murasame on 2020-10-27 11:28:38
Hello! It's been a while. I've been trying out the latest version (2.0) and just had to point out one thing. I opened the extended save menu in Yamski's house and it soft locked the game for me; the cursor didn't appear and I couldn%u2019t do anything.

One other thing, it's not game changing so I never bothered to mention it but for some reason the field theme won't play for me when in battles even when I set it that way. I started a fresh new game with the new version and have no other mods in use so I'm not quite sure what the issue could be?

Just out of curiosity, what made you decide to cut Dark Cave and a bunch of the Turks battles in Type B? Balancing issues?

Edit: I apologise if my formatting is coming across strange...for some reason my apostrophes are replaced with %u201C%u2019%u201D when I view my post...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-10-27 14:32:06
Hello! It's been a while. I've been trying out the latest version (2.0) and just had to point out one thing. I opened the extended save menu in Yamski's house and it soft locked the game for me; the cursor didn't appear and I couldn%u2019t do anything.

One other thing, it's not game changing so I never bothered to mention it but for some reason the field theme won't play for me when in battles even when I set it that way. I started a fresh new game with the new version and have no other mods in use so I'm not quite sure what the issue could be?

Just out of curiosity, what made you decide to cut Dark Cave and a bunch of the Turks battles in Type B? Balancing issues?

Edit: I apologise if my formatting is coming across strange...for some reason my apostrophes are replaced with %u201C%u2019%u201D when I view my post...

I edited your post a bit for apostrophes; very strange they're coming out as what I'm assuming are ascii/unicode or whatever it is. Maybe an incompatibility with a language or keyboard setting?

Anyways, The Yamski save point I wasn't able to replicate at the time when another user reported it. I'll check it again and see if I can add some sort of failsafe to it.

The field theme playing for battles I think will be due to the variable handling it. Other users reported having the same issue and I'll get to the bottom of it.

Dark Cave was removed to make space for Type B, and also because I wasn't particularly happy with it. The lack of Turk fights in Type B was maybe an oversight; the Gongaga one uses the reactor battle instead for that mode which leaves a long gap until the Turks feature again, and I think the Gelnika encounter was deactivated for Type B as well (can't recall why). Will address that in the update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-10-28 05:57:15
Turks the Gelnika encounter was deactivated for Type B as well (can't recall why). Will address that in the update.

i'm sure i fought the turks at that location. its if u do midgar raid first that they don't appear there. which is same as OG.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Yuffieforprez on 2020-10-31 14:43:02
Omg, cant express how much I love love this mod. :-* :-* :-* It's so cool and opens up the game for so many builds.

Trying to build my Vincent into a phys fighter and was wondering if there is a comprehensive list of the limit break changes. Couldnt find any in the documentation texts other than that they were changed to have a mix of phys and mag damage.

Would really like to know so I can choose the best limit form for Vinci so he can go craaaazy.  :evil: :evil: :evil:

And for the other characters too hehe.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-11-01 15:16:47
Omg, cant express how much I love love this mod. :-* :-* :-* It's so cool and opens up the game for so many builds.

Trying to build my Vincent into a phys fighter and was wondering if there is a comprehensive list of the limit break changes. Couldnt find any in the documentation texts other than that they were changed to have a mix of phys and mag damage.

Would really like to know so I can choose the best limit form for Vinci so he can go craaaazy.  :evil: :evil: :evil:

And for the other characters too hehe.



I think the physical attacks on the Limit forms were buffed a little. Think it's 32 base for Galian, 40 for Death Gigas, 8 or 12 for Hellmasker (but it hits 5 times), and Chaos unsure but it'll be high. For context, a standard physical attack uses 16 base power.

Limit Forms change the stats of the character as well:
Galian: Defence+20%, Dexterity+50%, MaxHP+30%
Gigas: Defence+50%, MagicDefence-70%, Dexterity-20%, MaxHP+100%
Hellmasker: Defence/Magic Defence+50%
Chaos: Defence/Magic Defence+100%

These are same as default bonuses; I'd tweak these, but unsure where they're stored/calculated from.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: nicoco59 on 2020-11-01 16:40:39
Finished the new threat 2.0 today in hard mode, I struggled a lot but fortunately I got Aerith and her last limit ^^

Really like those changes you made in the story, some making more sense than the original game, especially those parts when you can talk to your team members in the cities, how to get Aerith and it was funny to see Tifa / Barret train together in that gym place :)

The only thing maybe I would have add is some special scenes after beating Sephiroth where you can see everyone getting their lives back and why not do some kind of new game + where you can continue to play, finish those sidequests, kill the weapons, see everyone relaxing at Costa Del Sol, doing some delivery with Cloud's bike, see Tifa managing her own bar, Cid working on his new plane...

But it was already a great game experience, thanks Segachief ^^ I saw that you're working on FF8 so I can wait to try too ^^

(https://steamuserimages-a.akamaihd.net/ugc/1671359383320195461/9B694B843A72C7C87E925128FE0C555F725CCA2A/)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Robgatti on 2020-11-02 17:52:30
He Sega Chief.

I'm using 7th Heaven to run FF7 NT2.0

Im trying to find a PSX or Xbox controller prompt addon but the one in 7th Heaven says its not compatible with any mods. Does anyone here or maybe you know of one that is compatible? Im planning on playing with updated World Textures and maybe Ninos style character models, would they cause any issues with NT?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-11-04 07:11:54
He Sega Chief.

I'm using 7th Heaven to run FF7 NT2.0

Im trying to find a PSX or Xbox controller prompt addon but the one in 7th Heaven says its not compatible with any mods. Does anyone here or maybe you know of one that is compatible? Im planning on playing with updated World Textures and maybe Ninos style character models, would they cause any issues with NT?

the latest 7th heaven has both box and psx controller support in built without need for addon :) click on settings  >  controls > presets  Choose accordingly.

If u ran into issues can disable the addons. don't think the either nino char models or the world textures would cause any issue. field changes however could cause some issues. have  NT at the top of load order should give NT priority and keep any issues down to the very minimal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Robgatti on 2020-11-04 19:57:01
the latest 7th heaven has both box and psx controller support in built without need for addon :) click on settings  >  controls > presets  Choose accordingly.

If u ran into issues can disable the addons. don't think the either nino char models or the world textures would cause any issue. field changes however could cause some issues. have  NT at the top of load order should give NT priority and keep any issues down to the very minimal.

Thank you so much! Everything has worked fine so far (Just got to world map).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: chang17lee on 2020-11-06 21:42:07
Hi, is this were I report a bug? I'm currently on disc 1 and in Choco Billy's farm. As I talk to Barret inside the farm, the game just crashes to desktop. Can someone help me?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: chang17lee on 2020-11-06 21:56:10
Hi, is this were I report a bug? I'm currently on disc 1 and in Choco Billy's farm. As I talk to Barret inside the farm, the game just crashes to desktop. Can someone help me?

nevermind, found the cause of the crash. Bonez' Sound Shuffler Add-on is causing the issue in the latest new threat mod. It will crash to desktop if you talk to barret inside Chocobo Farm on disc 1.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Timber on 2020-11-07 11:43:33
Hi Sega Chief, loving the mod, it's clear you have put so much love into it, it's better than the original game in so many respects – and that's seriously impressive.

I have been keeping some notes of bugs and oddities I have encountered to help, see below in spoiler tag. I also need some guidance on the last point (I looked in the documentation and didn't see anything). Note: This is on Game Type B with Hard Mode. I'm using it via 7th Heaven, along with other mods (for graphics, music, animations and UI), but the only mod I have above it is the Field Models mod.

Spoiler: show
The X-ATM Scorpion boss near the Mt nibel reactor just kept using Search Scope on itself and it's team, it never attacked me once. Seemed bugged.

When Yuffie stole my materia, I still had some. 2 fire materia which were both equipped to cait sith who was in my party (not sure if this is a bug with the mod or the original game), as well as 1 osmose and 1 slow in inventory (probably a bug with the mod as these are your custom materia).

In temple of ancients, where you view the tseng/sephiroth flashback scene in the pool, there was no visible dialogue boxes. Had to keep pressing the button to make the scene continue though.

Temple of ancients boss, why was there a robot scorpion behind me, and why were the dragon and the robot fighting each other? Very confusing and out of place.

After temple of ancients, Cait Sith was suddenly back in my party with no explanation, which I found strange. I think he at least introduced himself in the original.

In Battle Square, I think one of the NPC there said I would lose my BP if I leave, but that's not the case.

At the Icicle Inn, I went to the home of Gast/Ifalna and viewed the first video, after it finished I suddenly see aerith hanging out, even though she was supposed to be dead. Cloud said something like 'looks like you’ve seen a ghost', which is very true haha.

The above incident made me realise that this mod allows for Aerith to be saved, and I hadn't even realised it until that bug. I tried searching an apparently I was supposed to be given a dialogue option to save her? I don't think I got that. Are you able to explain what I did wrong here, as I want to go back and save her now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-11-08 03:48:03
When Yuffie stole my materia, I still had some. 2 fire materia which were both equipped to cait sith who was in my party (not sure if this is a bug with the mod or the original game), as well as 1 osmose and 1 slow in inventory (probably a bug with the mod as these are your custom materia).
yuffie can only hold a certain amount of materia 48 or something which is same as original game, she has a preference in the order in which she steals it.

Spoiler: show

Quote
Temple of ancients boss, why was there a robot scorpion behind me, and why were the dragon and the robot fighting each other? Very confusing and out of place.
its there to help you :) should you require the help, u can steal something from it. or kill it if you wished to...allowing a morph to become easier ;)


Quote
In Battle Square, I think one of the NPC there said I would lose my BP if I leave, but that's not the case.
thats noted in the documention.  when the prizes change, it gives u a percentage of it.

Quote
Spoiler: show

At the Icicle Inn, I went to the home of Gast/Ifalna and viewed the first video, after it finished I suddenly see aerith hanging out, even though she was supposed to be dead. Cloud said something like 'looks like you’ve seen a ghost', which is very true haha.

The above incident made me realise that this mod allows for Aerith to be saved, and I hadn't even realised it until that bug. I tried searching an apparently I was supposed to be given a dialogue option to save her? I don't think I got that. Are you able to explain what I did wrong here, as I want to go back and save her now.
[/quote]

It is possible to save areith in the battle vs jenova-life at a certain point it will revive the 'flowergirl'  If u didnt kill her during that battle she would be available to your party at the cost of the only ribbon in the game.  When you get the highwind, there is an NPC which will allow you to revive her if you wish to which would allow you to keep your ribbon 'reward'. you could use osmose to steal her MP if want easier fight, or beserk her so just would need to contend with her physical attacks which can make that fight a little easier.



might be worth stating which game type A/B and any other flags u have set, such as no exp/hard mode with regards to the other parts so he can perhaps replicate.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Timber on 2020-11-08 08:50:42
might be worth stating which game type A/B and any other flags u have set, such as no exp/hard mode with regards to the other parts so he can perhaps replicate.

Apologies, it was Game Type B on Hard Mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-11-08 16:57:23
Finished the new threat 2.0 today in hard mode, I struggled a lot but fortunately I got Aerith and her last limit ^^

Really like those changes you made in the story, some making more sense than the original game, especially those parts when you can talk to your team members in the cities, how to get Aerith and it was funny to see Tifa / Barret train together in that gym place :)

The only thing maybe I would have add is some special scenes after beating Sephiroth where you can see everyone getting their lives back and why not do some kind of new game + where you can continue to play, finish those sidequests, kill the weapons, see everyone relaxing at Costa Del Sol, doing some delivery with Cloud's bike, see Tifa managing her own bar, Cid working on his new plane...

But it was already a great game experience, thanks Segachief ^^ I saw that you're working on FF8 so I can wait to try too ^^


I did consider at one point having a post-game state, but I think the issue really lies with how the ending FMV works. It terminates the game client; a way around that would be to have a save made after the final battle that, once loaded, puts the player into that post-game state but it'd be a fair bit of work to set all the NPCs up with dialogue, etc. to handle it.

nevermind, found the cause of the crash. Bonez' Sound Shuffler Add-on is causing the issue in the latest new threat mod. It will crash to desktop if you talk to barret inside Chocobo Farm on disc 1.

Yeah we discussed that on Discord but the underlying cause is unknown as Barret there doesn't trigger any SFX or the like. I'll need to try some shots in the dark with it like moving him elsewhere or something.

Hi Sega Chief, loving the mod, it's clear you have put so much love into it, it's better than the original game in so many respects – and that's seriously impressive.

I have been keeping some notes of bugs and oddities I have encountered to help, see below in spoiler tag. I also need some guidance on the last point (I looked in the documentation and didn't see anything). Note: This is on Game Type B with Hard Mode. I'm using it via 7th Heaven, along with other mods (for graphics, music, animations and UI), but the only mod I have above it is the Field Models mod.

Spoiler: show
The X-ATM Scorpion boss near the Mt nibel reactor just kept using Search Scope on itself and it's team, it never attacked me once. Seemed bugged.

When Yuffie stole my materia, I still had some. 2 fire materia which were both equipped to cait sith who was in my party (not sure if this is a bug with the mod or the original game), as well as 1 osmose and 1 slow in inventory (probably a bug with the mod as these are your custom materia).

In temple of ancients, where you view the tseng/sephiroth flashback scene in the pool, there was no visible dialogue boxes. Had to keep pressing the button to make the scene continue though.

Temple of ancients boss, why was there a robot scorpion behind me, and why were the dragon and the robot fighting each other? Very confusing and out of place.

After temple of ancients, Cait Sith was suddenly back in my party with no explanation, which I found strange. I think he at least introduced himself in the original.

In Battle Square, I think one of the NPC there said I would lose my BP if I leave, but that's not the case.

At the Icicle Inn, I went to the home of Gast/Ifalna and viewed the first video, after it finished I suddenly see aerith hanging out, even though she was supposed to be dead. Cloud said something like 'looks like you’ve seen a ghost', which is very true haha.

The above incident made me realise that this mod allows for Aerith to be saved, and I hadn't even realised it until that bug. I tried searching an apparently I was supposed to be given a dialogue option to save her? I don't think I got that. Are you able to explain what I did wrong here, as I want to go back and save her now.


1) Seems like an AI issue; I'll check into it.

2) As wdx mentioned, there's a limit to how much can be taken due to memory space. The game has a priority system where things like Summon Materia will be taken first then it'll work down the list; this means that elemental spells tend to be left behind. During testing, I tend not to use any Materia that was left behind to replicate the 'worst case scenario' and make sure the items etc. provided + non-materia parties are enough to progress through it.

3) That dialogue box thing is to do with Kalderasha's field models (I think); for some reason it causes the text boxes on that particular screen to be invisible.

4) It's a hold-over from the 1.5 build where the Red Dragon battle had you pincered by both it and the X-ATM, but the X-ATM would then prioritise the dragon over you resulting in a 'caught in the middle' fight where you want to keep the X-ATM alive so that the dragon doesn't start attacking you instead.

5) A 2nd Cait is supposed to pop up during the scene outside the temple after it's been converted. Perhaps some interference from Disc 3 stuff has set him to be invisible, will investigate.

6) I'll change the NPC dialogue that mentions BP resetting. BP is retained when leaving the Battle Square + Gold Saucer, but whenever the prizes change the BP you have will be reduced to a % of what it was (this is so that BP can't be maxed out early on then used to buy the later prize sets). Another minor change is that the prize list can be checked even with 0 BP as the game originally didn't let you view them at all until you had accumulated at least 1 BP.

7) My bad on that, there's a flag that handles it so it probably doesn't check it when turning the field models back on after the video stops playing.

Spoiler: show
During the battle at the end of Disc 1 in the Forgotten City, you'll notice that Aeris is present in the battle as an inactive 'enemy' next to the boss. During the fight, the boss will revive her to fight the party. If she survives the battle from here, she'll be retained in the party; if she's instead KO'd by the end then she doesn't although you'll get a Ribbon out of it which is the only instance of it in the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Vonlo on 2020-11-09 10:38:38
Greetings!

First off, I love your work. I'm having a blast playing it. There's a couple things I'd like to point/ask:

There seems to be an incompatibility issue with 2.0 and Qhimm's spell textures. Whenever I use Nanaki's 'Lunatic howl' the game crashes. It worked without problems on 1.5.

I just beat the 5th foe in Wonder square (I LOVE YOU EVEN MORE) and I wanted to know if there is any use for the key item you get.

Thanks in advance, boss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Wise_Crack17 on 2020-11-10 14:55:34
Yeah, I wouldn't call this game "midcore" anymore.  I spend about 20 minutes to an hour on every boss in the "third disc."  It's getting very time consuming to be honest.  I am always down for a challenge, but some of this is just crazy.  Thanks for a fun mod, but I don't think I'll be putting in the 100+ hours just to beat this.  Mind you, I have beaten all the specific character quests and a few of the other hidden bosses.  But trying to get everything you need to craft the ultimate weapons and whatnot is outrages. 

P.S. not a complaint, but if you ever tone it down a little let me know so I can do the rest of the extras you put in the game lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-11-11 02:05:44
Greetings!

First off, I love your work. I'm having a blast playing it. There's a couple things I'd like to point/ask:

There seems to be an incompatibility issue with 2.0 and Qhimm's spell textures. Whenever I use Nanaki's 'Lunatic howl' the game crashes. It worked without problems on 1.5.

I just beat the 5th foe in Wonder square (I LOVE YOU EVEN MORE) and I wanted to know if there is any use for the key item you get.

Thanks in advance, boss.

Not sure what would cause that incompatibility with Lunatic Howl; the Limit is the same between 1.5 and 2.0.

The Key Item is purely cosmetic, it's just there for collecting.

Yeah, I wouldn't call this game "midcore" anymore.  I spend about 20 minutes to an hour on every boss in the "third disc."  It's getting very time consuming to be honest.  I am always down for a challenge, but some of this is just crazy.  Thanks for a fun mod, but I don't think I'll be putting in the 100+ hours just to beat this.  Mind you, I have beaten all the specific character quests and a few of the other hidden bosses.  But trying to get everything you need to craft the ultimate weapons and whatnot is outrages. 

P.S. not a complaint, but if you ever tone it down a little let me know so I can do the rest of the extras you put in the game lol.

I'm assuming this is 1.5 if the weapon crafting for ultimate weapons is there; 2.0 did a full rebalance and the Disc 3 stuff was scaled against a party that had just arrived on Disc 3 so that might be closer to what you're looking for. The crafting for ultimate weapons was dropped and they're just acquired either from the field (Princess Guard is in a chest at the end of the Ancient Forest for instance) or from bosses (Ultima Weapon from Ultimate Weapon like in Vanilla); the idea was to condense it all down a bit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Wise_Crack17 on 2020-11-11 03:07:06
Spoilers:  I love the crafting and all the awesome stuff you added to the world.  I never would have thought that there would be something new in every town in disc 3 lol.  I just found the sneak gloves in wall marked.  I loved the boss battles for all the chocobo materia, and a lot of the ones for the character events.  I am just struggling with the fights at the gold saucer.  I beat the tyrant and the other boss in the northern crater.  I think I may just find a save editor and boost my stats.  I love the challenges you made, but I only have 2 more days of vacation so I need to wrap this up haha.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Wise_Crack17 on 2020-11-11 06:19:52
Actually, I do have one issue now.  When I go into the secret cave, it soft locks while talking to Barrett.  Any ideas?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-11-11 13:32:05
v1.5  I am just struggling with the fights at the gold saucer.  I beat the tyrant and the other boss in the northern crater.  I think I may just find a save editor and boost my stats.  I love the challenges


save editor to boost stats would remove the challenge u love so much :P
you can try MR SMILES deal in 1.5 to make it much easier (althought there is a secret ending for arranged mode without using sp upgrades)

as u've been to the northern crater. u can get some nice steals/drops there, which will make fights a complete breeze at the gold saucer :)  no need to edit ur save file. If need further info  can let me know. PS lvl1 can finished arranged mode for 1.5 :> without using mr smiles. for v2 u can start and finish at lvl7 without sp upgrades too :>

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: chang17lee on 2020-11-14 03:53:18
any chance anyone can help me on this? is there a way to revive aerith on NT 2.0? I've done this is the past with 1.5 but it doesn't give me any options on the dialogue boxes
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouffieFanFR on 2020-11-14 17:15:35
Hi! Do you have a list of compatible / recommended mod for playing NW 2.0?
I deactivate a lot of mods to stabilize the game.

I just have NW 2.0 and Fiel Textures from Qhimm Mod.
I tried to activate the Gameplay mod from Qhimm Mod deactivating almost everything in it except "Lucky Tifa" Tweaks but it seems to trigger random error crashing the game so i deactivate it and it seems fine.

Do you know a different way to force the limit of tifa always on "Yeah" without this mod?

Thank you very much, and great job by the way!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: kellueHaze on 2020-11-15 11:32:50
Hey i am really stuck with tifa's limit break, i cannot find her level 4 limit break anywhere :S i have played the correct piano tune 5+ times with both cloud and tifa as the party leader (i am on disk 3) however i didnt play the piano in the flashback so i dont know if thats why i cant get her limit break? i also dont receive a letter when the piano is played :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-11-15 18:00:35
any chance anyone can help me on this? is there a way to revive aerith on NT 2.0? I've done this is the past with 1.5 but it doesn't give me any options on the dialogue boxes

yes there is a way its been mentioned several times :) check the spoiler tag
Spoiler: show

do not kill the flowergirl in that fight either draain all of her MP or make her beserk. absuse the status effects :)
keeping her alive thou will remove ur ribbon.

alternatively if u would like to super cheese it, use the NPC on the highwind when u get it to revive her and keep the ribbon.

light curtains will help a lot with her physical dmg vs u.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-11-15 18:02:51
Do you know a different way to force the limit of tifa always on "Yeah" without this mod?

u can slow the slots down same as can manip the battle square and any other slots.  it will stop on the following reel.

 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: kellueHaze on 2020-11-15 22:00:31
Is it possible to get wonderful chocobos from icicle inn and mideel? i've been trying to get one for 20 minutes and i cant get the correct encounter in icile inn (Chocobo + 2 bunnies)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouffieFanFR on 2020-11-18 10:00:13
u can slow the slots down same as can manip the battle square and any other slots.  it will stop on the following reel.

Hi! I checked on web and i'm not sure how i do that.
I read to use the start button and maintain the confirm button when i unpause. Is it that?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-11-18 14:37:53
Actually, I do have one issue now.  When I go into the secret cave, it soft locks while talking to Barrett.  Any ideas?

If this is the dark cave near Forgotten City, then it may be due to field model mods; disable them temporarily then re-enable them once you reach a save point. They cause a problem on that first screen for some reason.

Hi! Do you have a list of compatible / recommended mod for playing NW 2.0?
I deactivate a lot of mods to stabilize the game.

I just have NW 2.0 and Fiel Textures from Qhimm Mod.
I tried to activate the Gameplay mod from Qhimm Mod deactivating almost everything in it except "Lucky Tifa" Tweaks but it seems to trigger random error crashing the game so i deactivate it and it seems fine.

Do you know a different way to force the limit of tifa always on "Yeah" without this mod?

Thank you very much, and great job by the way!

Gameplay mods are a no-go, some mods like the stand-alone ESUI controller button add-on are incompatible because they overwrite the entire flevel but there's a button compat option available for NT in the Enhanced Stock UI-rel2 IRO (not the qhimm catalog one, the stand-alone one that has Chyrsalis listed as the author).

I could maybe add it as an option to the IRO along with other things for people to tweak the mod a bit.

Hey i am really stuck with tifa's limit break, i cannot find her level 4 limit break anywhere :S i have played the correct piano tune 5+ times with both cloud and tifa as the party leader (i am on disk 3) however i didnt play the piano in the flashback so i dont know if thats why i cant get her limit break? i also dont receive a letter when the piano is played :(

Is it 1.5 or 2.0? If party leader can be swapped then it should be accessible unless something has gone awry.

Is it possible to get wonderful chocobos from icicle inn and mideel? i've been trying to get one for 20 minutes and i cant get the correct encounter in icile inn (Chocobo + 2 bunnies)

Yeah wonderfuls are still there, but the encounter rate isn't changed from vanilla (world map editing is an area the mod doesn't cover) and isn't very good. As far as I'm aware, they can appear with either 1 Jumping or 2 Jumping (the bunnies). If there are any bandersnatches in there then it's not a wonderful.

Hi! I checked on web and i'm not sure how i do that.
I read to use the start button and maintain the confirm button when i unpause. Is it that?

It's buffering using the Square/Switch button to rapidly hide/show the battle menu. This causes the slot reels to move slower, allowing you to more easily pick the desired result. Works well with tifa reels or battle square reels, but some finesse is still needed for cait's reels which has some ulterior behaviour tied to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouffieFanFR on 2020-11-18 17:05:33
Hi! Thanks for your answer.

In the notes of the 2.0 Version it is said tha Matra Magic will be used in the fight with Sample Opt. I don't have it, maybe killed it before he used it, don't know... Is it a different way to learn Magic Matra?

For the Tifa's slot i tried the square/switch button trick. Yes, i saw that the slot just advance one to one with this trick but i don't succed in confirming the right text. Don't we have a way to mod the game on this only point without creating issue with New Threat?

By the way, do you want some help for NW FF8? Can we help with low skills ^^?

PS: The Qhimm Mod for User Interface seems working just fine but it looks like the same as Chrisalys's

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-11-19 16:34:55
Hi! Thanks for your answer.

In the notes of the 2.0 Version it is said tha Matra Magic will be used in the fight with Sample Opt. I don't have it, maybe killed it before he used it, don't know... Is it a different way to learn Magic Matra?

For the Tifa's slot i tried the square/switch button trick. Yes, i saw that the slot just advance one to one with this trick but i don't succed in confirming the right text. Don't we have a way to mod the game on this only point without creating issue with New Threat?

By the way, do you want some help for NW FF8? Can we help with low skills ^^?

PS: The Qhimm Mod for User Interface seems working just fine but it looks like the same as Chrisalys's



Matra Magic can be learned from Custom Sweepers in the Midgar Area of the world map (wasteland areas).

The hex for tifa's slots could be added to the IRO's hext file; open the 7th heaven launcher, then under Tools >IRO Tools select Unpack IRO; select the NT IRO from the FF7/mods folder and unpack it. In the unpacked folder find the hext folder and add this to the notepads (anywhere is fine):

Code: [Select]
6E31E8 = B0 02 90 90 90 90 90
6E34A0 = B0 02 90 90 90 90 90
6E3778 = B1 02 90 90 90 90 90

In the 7th heaven launcher go to tools > IRO tools again and select pack IRO. Select the unpacked folder and save it as an IRO with no compression. Remove the old NT IRO from your mods list and import your new NT IRO using the Import Mod button in the top right of 7th heaven.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouffieFanFR on 2020-11-19 18:04:52

The hex for tifa's slots could be added to the IRO's hext file; open the 7th heaven launcher, then under Tools >IRO Tools select Unpack IRO; select the NT IRO from the FF7/mods folder and unpack it. In the unpacked folder find the hext folder and add this to the notepads (anywhere is fine):

Code: [Select]
6E31E8 = B0 02 90 90 90 90 90
6E34A0 = B0 02 90 90 90 90 90
6E3778 = B1 02 90 90 90 90 90

In the 7th heaven launcher go to tools > IRO tools again and select pack IRO. Select the unpacked folder and save it as an IRO with no compression. Remove the old NT IRO from your mods list and import your new NT IRO using the Import Mod button in the top right of 7th heaven.

...you're genius...
...no more comment...

PS: People who code the 7th Heaven Launcher are genius too... really impressive work
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: kellueHaze on 2020-11-20 13:09:56
I am playing 2.0, and im just wondering is there a way to break damage limit? i used the 9999lb patch on my original ffvii but when i play on NT 2.0 i still do 9999 damage ;-; , is there a mod that allows us to break the limit?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: kellueHaze on 2020-11-20 13:33:07
Also how do we start the dark side quest here? i cant find DIO in his museum :/, is there a walkthrough that i can read for NT 2.0 because i would love to 100% it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouffieFanFR on 2020-11-21 08:20:51
Hi!

I have few crashs. I have 3 mods activated:
- NW 2.0
- Field Textures from Qhimm Catalog with the 4x Upscale SYW 4
- Enhanced Stock UI-rel2

I have the log of the crash but it's too long to be posted here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-11-21 20:50:33
I am playing 2.0, and im just wondering is there a way to break damage limit? i used the 9999lb patch on my original ffvii but when i play on NT 2.0 i still do 9999 damage ;-; , is there a mod that allows us to break the limit?

Break damage limit is a series of exe patches that set up the new number for it so those will need to be added in a way that doesn't get overwritten.

If using the installer, the change will need to be added to the .exe after patching. I'd probably need to do this.

If using 7th Heaven, the change could be added to its hext file as per the Tifa Reels post a little further up.

Do you have a copy of this patch I can look at? Or is it on 7th heaven as a mod option? I'll be able to maybe see what can be done there.

Also how do we start the dark side quest here? i cant find DIO in his museum :/, is there a walkthrough that i can read for NT 2.0 because i would love to 100% it

2.0 doesn't have this sidequest anymore, it was retired and the scripts were converted (partially) for the Type B mode.

Hi!

I have few crashs. I have 3 mods activated:
- NW 2.0
- Field Textures from Qhimm Catalog with the 4x Upscale SYW 4
- Enhanced Stock UI-rel2

I have the log of the crash but it's too long to be posted here.


I think the field texture upscale might be responsible here as I remember there being problems with using 4k resolutions in-game where it would eventually overload the VRAM (unsure if this has been sorted out now or not). I'd recommend going for a 2x (2k) option if there is one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Jalex on 2020-11-22 02:05:54
Hello Sega Chief! I love your mod. I've played 1.4 and 2.0 and I've had such a blast.

Recently I used a gold chocobo to get to the great glacier area right after the icicle Inn to visit the silver chocobo. In the vanilla game the south exit by the sign took you back to the town of Icicle Inn, and the weird slide thing took you to the world map area in between the great glacier and the Icicle Inn, where my chocobo is currently parked. :/ I've been back to the ranch, and couldn't ride another chocobo, or find any other way to get the one gold chocobo I had out of that area.

Do you have any advice? I'm kinda stuck, a wild caught chocobo can't access where mine is either.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouffieFanFR on 2020-11-22 07:34:43
I think the field texture upscale might be responsible here as I remember there being problems with using 4k resolutions in-game where it would eventually overload the VRAM (unsure if this has been sorted out now or not). I'd recommend going for a 2x (2k) option if there is one.

Maybe, i'm trying playing without this mod and it seems fine for now... Don't have 2x choice so for the moment it's old field texture (kinda ugly...)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: kellueHaze on 2020-11-22 11:31:07
Break damage limit is a series of exe patches that set up the new number for it so those will need to be added in a way that doesn't get overwritten.

If using the installer, the change will need to be added to the .exe after patching. I'd probably need to do this.

If using 7th Heaven, the change could be added to its hext file as per the Tifa Reels post a little further up.

Do you have a copy of this patch I can look at? Or is it on 7th heaven as a mod option? I'll be able to maybe see what can be done there.

2.0 doesn't have this sidequest anymore, it was retired and the scripts were converted (partially) for the Type B mode.

I think the field texture upscale might be responsible here as I remember there being problems with using 4k resolutions in-game where it would eventually overload the VRAM (unsure if this has been sorted out now or not). I'd recommend going for a 2x (2k) option if there is one.

I am using the 7th heaven mod option :)

Awww noooo i looked at all the side quests on youtube and the extra bosses looked so fun to fight ;-;
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouffieFanFR on 2020-11-22 15:02:59
Hi!

Just to report a little issue. When the Yuffie Wutai Quest n°1 launch you lose all your materias, some materia were still in my possession:

1 x Osmose equipped on Aeris weapon
2 x Fire + 1 x Slow on the stock

Is it normal?

By the way i'm not really using Fire, Lightning, Ice, Erath, Poison Materia. It's nice to male them more different but it seems not enough base attack to be worth the slot. (As in the original game) Do i miss something?

PS: Sometimes the game launch in French... don't know why...

PS2:
Spoiler: show
As we don't met Materia Keeper in , where Trine can be learned?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-11-23 01:03:09
Hello Sega Chief! I love your mod. I've played 1.4 and 2.0 and I've had such a blast.

Recently I used a gold chocobo to get to the great glacier area right after the icicle Inn to visit the silver chocobo. In the vanilla game the south exit by the sign took you back to the town of Icicle Inn, and the weird slide thing took you to the world map area in between the great glacier and the Icicle Inn, where my chocobo is currently parked. :/ I've been back to the ranch, and couldn't ride another chocobo, or find any other way to get the one gold chocobo I had out of that area.

Do you have any advice? I'm kinda stuck, a wild caught chocobo can't access where mine is either.

A save editor could perhaps move the chocobo on the world map; the Black Chocobo tool should be able to do it. That or it could set your coords to be within the area of the Gold Chocobo.

Hi!

Just to report a little issue. When the Yuffie Wutai Quest n°1 launch you lose all your materias, some materia were still in my possession:

1 x Osmose equipped on Aeris weapon
2 x Fire + 1 x Slow on the stock

Is it normal?

By the way i'm not really using Fire, Lightning, Ice, Erath, Poison Materia. It's nice to male them more different but it seems not enough base attack to be worth the slot. (As in the original game) Do i miss something?

PS: Sometimes the game launch in French... don't know why...

PS2:
Spoiler: show
As we don't met Materia Keeper in , where Trine can be learned?


Yuffie can't steal all your Materia, there's a limit to how much can be 'stored' in the savefile and she'll leave stuff based on a priority system (Summon Materia has highest priority to be stolen and so on).

The game launching in French I don't know, probably an install thing.

Trine can be picked up from Godo or Stilva in Gaea's Cliffs; Crater Dragon in North Crater has it via Manipulate if it's missed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouffieFanFR on 2020-11-23 18:24:12
Thanks for the answers.

Another question: when Aeris leaves the party close to the end of CD1, i didn't get back the armlet she had (Wizard something with a lot of slot...)
Is it normal?

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: markul on 2020-11-23 19:33:17
Hi Sega! 8)
Congratulations for the 2.0  ;)
One quick question. Do you remember if your 1.5 NT has the Bizarro Sephiroth battle, with 3 teams,   active?
I want to prepare a mod(old) to make it compatible with NT, making as a complement to it( NT as required mod), and the 9 slots of Bizarro are the only that i need to make it(in my translation i had that battle disabled for problems and i think that in your version maybe you disabled too)
I also was thinking in make it for 2.0 but i think that the scene.bin its full xD

Thanks ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-11-24 19:56:07
Thanks for the answers.

Another question: when Aeris leaves the party close to the end of CD1, i didn't get back the armlet she had (Wizard something with a lot of slot...)
Is it normal?

Thanks!

Yeah it's an unfortunate shortcoming of the way the game deals with armour; it can't have nothing in the Armour slot (same with weapon) so that stays while everything else (materia + accessory) is unequipped.

Hi Sega! 8)
Congratulations for the 2.0  ;)
One quick question. Do you remember if your 1.5 NT has the Bizarro Sephiroth battle, with 3 teams,   active?
I want to prepare a mod(old) to make it compatible with NT, making as a complement to it( NT as required mod), and the 9 slots of Bizarro are the only that i need to make it(in my translation i had that battle disabled for problems and i think that in your version maybe you disabled too)
I also was thinking in make it for 2.0 but i think that the scene.bin its full xD

Thanks ;)

Yeah I disabled the 3-party battle in that so those 3 iterations should be free; however, I realised recently that I had the Bizarro scenes named wrong in the scene.bin (invisible to player, was for my reference that I named the unused enemy slot next to each one). 2.0 has the correct naming order so refer to that before removing Bizarro scenes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Hass on 2020-11-26 20:14:53
I need help with Jenova Death, I play on normal difficulty and I am Lv 35.
I use Barret(Phy) and Tifa(Mage). I barely do any damage on the boss, between 50-200 with physical attacks.
Tifa does like 700 damage with Laser. But I can't keep healing with so low damage output, do I miss some trick?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: kiwihackman on 2020-11-28 06:18:55
Dude I absolutely loved the NTM 2.0 This was so well done thank you devs I just finished it yesterday on stream https://www.facebook.com/kiwihackman/videos/235652004784978 ALRiiiGHT!!! Now I'm grinding the side bosses and can I ask WTF is that Globe In Shinra Mansion Is that FFVII's Version of Ozma?


Cheers

Kiwi
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: markul on 2020-11-28 09:29:22

Yeah I disabled the 3-party battle in that so those 3 iterations should be free; however, I realised recently that I had the Bizarro scenes named wrong in the scene.bin (invisible to player, was for my reference that I named the unused enemy slot next to each one). 2.0 has the correct naming order so refer to that before removing Bizarro scenes.
Nice, in that case i can recycle it. But well in the case of 2.0 it seems that you use some of that slots(i think),and i dont want to change any battle from NT,so im gonna check better what slots i can use O_o
Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouffieFanFR on 2020-11-28 14:36:26
I need help with Jenova Death, I play on normal difficulty and I am Lv 35.
I use Barret(Phy) and Tifa(Mage). I barely do any damage on the boss, between 50-200 with physical attacks.
Tifa does like 700 damage with Laser. But I can't keep healing with so low damage output, do I miss some trick?

Is it NT 2.0? For me it was kinda easy, defeated it on first try.
Spam Comet + MP Turbo with your highest Magic character and support with the 2 others (don't forget to steal the items)

None of her attacks does really high damage, maintain your character full HP and refresh Barrier and BarrierM as many as you can.
I think i managed to slow her too. (and obviously mine was Haste)

@Sega Chief: Where do we find the "Slash-All" materia in Great Glecier?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: DKOmni on 2020-11-28 15:23:51
Hey SagaChief

I am 99% of the way through 1.5, and literally only missing the final bosses and one enemy skill.

The problem is that while digging through the forum gives varying results in what/where the last enemy skill is.

The build is 17th July 2018, and just to help even more, i can tell you that

-Death Dealers in the Crater are not Manipable, and do not casually use Roulette
-Pollensalta has both Beta and Mustard bomb, but not Chronocure
-Lv.5 suicide is now Quarry Fuse
-Dragon Force is now Time Flare

Im not sure how helpful this information is regarding which build version it might be, but hopefully it can help with knowing which/where the last enemy skill is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-11-28 21:35:54
I need help with Jenova Death, I play on normal difficulty and I am Lv 35.
I use Barret(Phy) and Tifa(Mage). I barely do any damage on the boss, between 50-200 with physical attacks.
Tifa does like 700 damage with Laser. But I can't keep healing with so low damage output, do I miss some trick?

Spoiler: show

If it's 2.0, then you need to first whittle down her defences using low-cost spells/attacks as she'll lose some defence or magic defence whenever hit by an attack of that type. There's a few ways of going about this efficiently:

Fire is a good option as it's low MP cost and also has its own innate stacking defences reduction (1%) that'll make the process faster; Braver and Climhazzard are also good as they have this same effect and with a higher %-reduction (I think it was about 10-15% reduction per use).

Support Materia like Added Cut are also a good choice because they're counted as a separate action, meaning you can cast a spell to lower magic defence and then it'll follow up with a physical attack to reduce her physical defence (or you can attach it to a Command Materia like Deathblow to reduce her physical defence twice in a row).

Another option is to use your newly acquired Comet spell which ignores magic defence and will let you deal decent damage albeit at a higher MP cost; Comet is a good choice for early on until her defences have been reduced enough that you can swap over to conventional elemental magic and attacks. Laser and Summons also ignore magic defence so these can be used as well.

The other side of this is standing up to her attacks; I've made a list of the attacks and their effects below:
Red Light: Non-elemental, magic-attack
Nuclear Pores: ???? Element, magic-attack, reduces target's defence stats by 20%
Silence: Like the spell, inflicts Silence
Gas: ???? Element, magic-attack, inflicts Death Sentence
Iron Summon: Physical attack, Blunt/Shoot element
W-Iron Summon: Same as Iron Summon but stronger and less accurate
Death: Inflicts KO with a roughly 50% chance, is used once in the fight
[Counter] Meteorain: Shoot element, magic-attack, used at 25% HP.
[Counter] Nemain: Raises defence stats by 25%, grants Wall, used at 50% HP
[Counter]Everyone's Grudge: Deals damage equal to target's kills * 5

The Protect Vest accessory can be handy for the physical attacks as it reduces shoot-element damage. The ???? element can be protected against by using the Guard Ring acquired from the chest in the Whirlwind Maze before the boss, or by combining elemental with a non-elemental Materia (I think Command Materia are an option for it). Generally though I think Barrier and MBarrier are the go-tos for this one so I would combine that with one of your furthest-along All Materia.

Some KO protection would be handy but it isn't essential to have it on everyone; the Safety Bit provides that, or Added Effect + Destruct, and the enemy skill Deathforce (which can only cover one target at a time mind; if the caster uses it again on a different target, then the previous target of Deathforce loses its protection). If someone is inflicted with Death Sentence and doesn't have KO protection, then Dispel/Holy Mirror can sort it out, or you can use a Black Veil item (or the Deathforce skill) if you still have it to sort them out. Otherwise, keep the Life spell handy to bring someone up who gets hit by the Death cast or has their Death Sentence timer clock out or failing that have remaining characters take their turn together for phoenix down + healing.

For silence there's option like Seal + Added Effect, Fairy Ring, or the Rune Armlet, but having an Echo Drop on hand would also suffice if you want to focus on guarding against other things instead.

One hidden option is the accessory Relic Ring; what this does is essentially turn the character into a 'zombie' with the following effects: maxed defence/magic-defence, absorb poison, gravity, and ????, and block the KO, sleep, poison, confu, silence, frog/mini, petrify, dual, death sentence, and blind statuses. However as a trade-off, it makes the character take damage from restorative spells and also blocks the Regen status so you would want to heal this character using Poison/Gravity attacks instead of conventional healing spells. This accessory was sitting in a chest in the area after the Sleeping Forest, just before exiting onto the world map to reach the Forgotten City (where Water Ring originally sits).

Finally, have Sense active on Jenova Death so you can keep track of her HP; once she hits 10,000HP or below she'll use a one-time counter-attack of Meteorain so you want to be nice and healthy before hitting her past that point or failing that have all 3 characters alive to spread the damage a bit. You should also have Debarrier handy for the 20,000HP mark to get rid of her Wall from Nemain. The counter-attack at 30,000 HP, everyone's grudge, will depend on who it is casted on; if that character has unlocked their Lv.3 limits then it may hit a bit harder as they'll have more kills but on the whole it tends not to be overly dangerous unless they ground out their Limits very early on and are actively in the party as a damage-dealer.


Dude I absolutely loved the NTM 2.0 This was so well done thank you devs I just finished it yesterday on stream https://www.facebook.com/kiwihackman/videos/235652004784978 ALRiiiGHT!!! Now I'm grinding the side bosses and can I ask WTF is that Globe In Shinra Mansion Is that FFVII's Version of Ozma?


Cheers

Kiwi

Glad to hear you enjoyed it.

Spoiler: show
Yeah, it's Ozma; I tried to recreate the AI as closely as I could so it'll act whenever you do something to mimic the 'ATB fill' behaviour it has from FF9.


Nice, in that case i can recycle it. But well in the case of 2.0 it seems that you use some of that slots(i think),and i dont want to change any battle from NT,so im gonna check better what slots i can use O_o
Thanks

I think all the Bizarro iterations are used in 2.0, it depends on party level.

Is it NT 2.0? For me it was kinda easy, defeated it on first try.
Spam Comet + MP Turbo with your highest Magic character and support with the 2 others (don't forget to steal the items)

None of her attacks does really high damage, maintain your character full HP and refresh Barrier and BarrierM as many as you can.
I think i managed to slow her too. (and obviously mine was Haste)

@Sega Chief: Where do we find the "Slash-All" materia in Great Glecier?


If you go to the mountain on the far-right of the map and go to the top, there are several routes leading off the peak; you want the one that goes to the top-left (there are two paths going top-left, you want the upper one). Ignore the top-right path that seems to go over the peak.

You'll end up on a mountain route that's shaped like this: \
On one of those screens, the 2nd or 3rd, you'll see the yellow materia on the right-hand side of the path where Added Cut was.

Hey SagaChief

I am 99% of the way through 1.5, and literally only missing the final bosses and one enemy skill.

The problem is that while digging through the forum gives varying results in what/where the last enemy skill is.

The build is 17th July 2018, and just to help even more, i can tell you that

-Death Dealers in the Crater are not Manipable, and do not casually use Roulette
-Pollensalta has both Beta and Mustard bomb, but not Chronocure
-Lv.5 suicide is now Quarry Fuse
-Dragon Force is now Time Flare

Im not sure how helpful this information is regarding which build version it might be, but hopefully it can help with knowing which/where the last enemy skill is.

That's a fairly old build; I think the best way to figure it out would be to get a screenshot of which skill is missing in your list, and then a copy of that build's scene.bin (located in ff7/data/battle) so I can check it and find out where the missing skill is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Hass on 2020-11-29 19:29:48
Thanks I beat the boss, but I had to use all elixirs and megalixirs I had and barely did it.
I think it was a little too much near the end, she was using Red Light 3x in a row followed by Iron Summon and Gas before I could act once :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: DKOmni on 2020-11-30 10:17:01

That's a fairly old build; I think the best way to figure it out would be to get a screenshot of which skill is missing in your list, and then a copy of that build's scene.bin (located in ff7/data/battle) so I can check it and find out where the missing skill is.

By using Black Chocobo I added the final Enemy Skill (Roulette) which became Tranfusion in-game.

I am not able to find a scene.bin in (ff7/data/battle), but there is one in (lang-en/battle), which is linked below (i dont have the tools to open it)
https://drive.google.com/file/d/1UKdf-24YEVycha6J7Efi5Bv7xxcQ4vMI/view?usp=sharing

Thanks again!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Hass on 2020-12-01 19:49:33
I' stuck again, I don't know if I am underleveled?
This boss was fine until he spawned his minions and then they all attacked me with some aoe spell before I could even act once and died. My barrier ran out too before.
(https://i.imgur.com/YQMNjZa.png)

Also I am sad physical damage got nerfed so hard. Cloud and Barret do like 300 to 500 damage per attack while Tifa does 1500-3500 AOE damage :(
I skilled everything on strenght on Cloud and Barret. And Materia too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Parivir on 2020-12-01 20:11:45
Made an account here just to say how much I'm enjoying this. I'm playing type B and loving every second.

I do have two questions. Is the documentation that comes with the file the extent of what's available, and the rest we just go ahead and discover on our own? I'm happy with that, just a bit worried about missables.

And a more specific one - what's the red Dragon DS I just got in the golden saucer for? Just got here for the first time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-12-01 20:33:19
By using Black Chocobo I added the final Enemy Skill (Roulette) which became Tranfusion in-game.

I am not able to find a scene.bin in (ff7/data/battle), but there is one in (lang-en/battle), which is linked below (i dont have the tools to open it)
https://drive.google.com/file/d/1UKdf-24YEVycha6J7Efi5Bv7xxcQ4vMI/view?usp=sharing

Thanks again!

If you've added the skill then I guess that's that. I'll check through anyway and let you know if I find where it was.

I' stuck again, I don't know if I am underleveled?
This boss was fine until he spawned his minions and then they all attacked me with some aoe spell before I could even act once and died. My barrier ran out too before.

Also I am sad physical damage got nerfed so hard. Cloud and Barret do like 300 to 500 damage per attack while Tifa does 1500-3500 AOE damage :(
I skilled everything on strenght on Cloud and Barret. And Materia too.

This particular boss is maybe a bit too dangerous when those adds come out; I think the best thing to do is hang fire when the main boss' tail goes up and get everyone fixed up for the little guys. They can be hit by insta-KO, Mini, Stop, Petrify, and Paralysis so if you have either Odin, Alexander, Titan, Typhon, or Ramuh then you can hit them with that to crowd control them a lot easier. If you have the Flash command (or added effect + destruct on a weapon with Slash-All), then that can sweep them out quickly as well. For defence, you'll want fire protection for the W-Flare but mostly Bolt protection for Shock and the little one's spark attack.

Also, the OPTs are a bit different in that they are weak to Ice and Holy instead of electric so Alexander should hit fairly hard + apply Stop to some of them.

Made an account here just to say how much I'm enjoying this. I'm playing type B and loving every second.

I do have two questions. Is the documentation that comes with the file the extent of what's available, and the rest we just go ahead and discover on our own? I'm happy with that, just a bit worried about missables.

And a more specific one - what's the red Dragon DS I just got in the golden saucer for? Just got here for the first time.

The documentation lists a location for everything but not all of the locations. There is a document on the first page of this thread that was generated by a user called Berub that lists all the items given by enemies through drop, steal, and morph though the list uses the default item/equipment names so some entries will vary slightly to what you actually find text-wise (echo drop instead of echo screen for instance).

The Key Item is just for collection sake and also as a reference to what the last round of that minigame is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Hass on 2020-12-02 13:39:05

This particular boss is maybe a bit too dangerous when those adds come out; I think the best thing to do is hang fire when the main boss' tail goes up and get everyone fixed up for the little guys. They can be hit by insta-KO, Mini, Stop, Petrify, and Paralysis so if you have either Odin, Alexander, Titan, Typhon, or Ramuh then you can hit them with that to crowd control them a lot easier. If you have the Flash command (or added effect + destruct on a weapon with Slash-All), then that can sweep them out quickly as well. For defence, you'll want fire protection for the W-Flare but mostly Bolt protection for Shock and the little one's spark attack.

I can not do it, I used Ramuh, Odin and Titan as soon as the minions spawned but it only killed two of them. One summon made the boss use his counter move and then the minions attacked in a row so I could no heal myself and died again.
(https://i.imgur.com/ccH9FTt.png)

I guess I will grind 5 levels and try again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouffieFanFR on 2020-12-02 17:15:42
I can not do it, I used Ramuh, Odin and Titan as soon as the minions spawned but it only killed two of them. One summon made the boss use his counter move and then the minions attacked in a row so I could no heal myself and died again.
(https://i.imgur.com/ccH9FTt.png)

I guess I will grind 5 levels and try again.

Hi i just did this boss like yesterday.
As for Jenova Death i made it the first try.

I play Cloud as an all-rounder invoker tanky with 5600 HP and some 1/2 elemetal defense with "elemental materia" and one of the nice ring
I put Barrier and Mbarrier permanently and he has Life 2 and Phenix in case of KO.

Spoiler: show
Aeris is less tanky with 2500HP, back row and high spirit but low vitality. I launch haste + all at the start of the fight and restore all character if i need or launch high magic.


Barret is physical tank and attacker with high strengh, dexterity and vitality always with "hyper" status to improve limit rate.

When the add pops, i don't remember to received a lot of attack. Cloud has around 120 magic stats and with 2 x Magic Breath from Ennemy Skill materia, all adds vanished... I was around lvl 45 when i did the fight.

I really think you have a problem of defense and speed. Maybe rethink your materia, and equipment to boost defense and dexterity.

I can send you my fitting or check yours if you wish. Don't hesitate to mp me if you want.

Good luck!


@Sega Chief: when can we start the lvl 4 and ultimate weapons quest you created? Where do we find indications to start it?
Via menu, "Renew" doesn't revive, it only can restore
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Hass on 2020-12-02 18:30:06
I was around lvl 45 when i did the fight.

Yeah I am Lv 39 with Cloud and Tifa. I will just level up a bit and try again. Maybe my speed is to slow.

Edit: Leveled to 44 everyone, now I can't beat Carry Armor :D
Except Tifa my mage, my physical attackers feel so useless. Can I respec somehow so everyone goes full magic build?

Edit2: Nah, I don't want to play the mod anymore. It is a little too annoying to me. Carry Armor counters almost every attack with some heavy AOE and then afterwards he uses Lapis Laser 3.

(https://i.imgur.com/dfXySDK.png)
Yes I use barriers, but they ran out before the attack.

I think next year I gonna try out the Type B mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Gizzy on 2020-12-03 20:25:51
Where can i find Mr. Smile in NT 2.0?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Parivir on 2020-12-04 05:33:19
Question about the location of Princess Guard...

Spoiler: show
I'm looking in the Ancient Forest Cave right after fighting Jenova Life. I believe it's the cave immediately after Ancient Forest, but all that happened when I went in there is Cloud saying "this cave sure is dark". Is it not available until later?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Parivir on 2020-12-04 05:41:34
Question about the location of Princess Guard...

Spoiler: show
I'm looking in the Ancient Forest Cave right after fighting Jenova Life. I believe it's the cave immediately after Ancient Forest, but all that happened when I went in there is Cloud saying "this cave sure is dark". Is it not available until later?


Nevermind, I'm an idiot. Wrong forest.

Don't think I can delete/edit my own posts yet, so sorry about that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouffieFanFR on 2020-12-04 13:34:33
Where can i find Mr. Smile in NT 2.0?

You can meet him after Nibelheim Mountain. The game will tell you when your first SP upgrade is available.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouffieFanFR on 2020-12-04 16:31:06
How do we find the ultimate weapons in 2.0? (And which is it for each character?)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Gizzy on 2020-12-04 19:22:54
You can meet him after Nibelheim Mountain. The game will tell you when your first SP upgrade is available.
Thank you very much  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Gizzy on 2020-12-04 20:38:41
How do we find the ultimate weapons in 2.0? (And which is it for each character?)
Its in the docs but in case you dont have them or dont want to spoiler more than you want:
Spoiler: show

Ultima Weapon - Ultimate Weapon(D)

Premium Heart - Wall Market Automated Shop, Disc 3

Missing Score - X-ATM Scorpion(D)

Limited Moon - Gi Django(D)

Princess Guard - Ancient Forest Cave

Conformer - Shin-Godo(D)

HP Shout - Wonder Square, 10,000GP

Death Penalty - Lucrecia(D)

Venus Gospel - Battle Square #3 (48,000 BP)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouffieFanFR on 2020-12-05 10:46:38
Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Vonlo on 2020-12-05 11:56:43
Greetings!

I'm close to finishing 2.0 (normal mode) and I love it. I can't see myself ever going back to vanilla after this.

One thing is bugging me, though.

I've beaten all the superbosses except for ????. The readme hints that you need to give all the 1/35 soldiers to the hooded character onboard the Highwind -I get no such option-, yet the NPC in the cockpit says it's in the Shinra mansion. I've tried to activate the piano there, but [switch] and [L1+menu] give me a "cancel" sound and nothing happens.

Is there anything else that's escaping me?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Spotty Len on 2020-12-05 13:36:03
I've beaten all the superbosses except for ????. The readme hints that you need to give all the 1/35 soldiers to the hooded character onboard the Highwind -I get no such option-, yet the NPC in the cockpit says it's in the Shinra mansion. I've tried to activate the piano there, but [switch] and [L1+menu] give me a "cancel" sound and nothing happens.

IIRC, the 1/35 Soldiers thing was changed and it's back in the Mythril Mines, but it was not updated in the documentation. You don't need those to fight that boss too.

As for the piano,
Spoiler: show
try to do the usual melody despite the sounds hinting it might be incorrect, it's just there to throw you off. If you do the correct melody, you should get a "Something escaped" message, and ???? will appear in the lobby.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Vonlo on 2020-12-05 13:50:38
Thanks a lot, Spotty. I was about to go crazy.

Also, what a clever usage of in-game assets. My hat is tipped 1000x.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-12-05 17:30:47
Hi i just did this boss like yesterday.
As for Jenova Death i made it the first try.

I play Cloud as an all-rounder invoker tanky with 5600 HP and some 1/2 elemetal defense with "elemental materia" and one of the nice ring
I put Barrier and Mbarrier permanently and he has Life 2 and Phenix in case of KO.

Spoiler: show
Aeris is less tanky with 2500HP, back row and high spirit but low vitality. I launch haste + all at the start of the fight and restore all character if i need or launch high magic.


Barret is physical tank and attacker with high strengh, dexterity and vitality always with "hyper" status to improve limit rate.

When the add pops, i don't remember to received a lot of attack. Cloud has around 120 magic stats and with 2 x Magic Breath from Ennemy Skill materia, all adds vanished... I was around lvl 45 when i did the fight.

I really think you have a problem of defense and speed. Maybe rethink your materia, and equipment to boost defense and dexterity.

I can send you my fitting or check yours if you wish. Don't hesitate to mp me if you want.

Good luck!


@Sega Chief: when can we start the lvl 4 and ultimate weapons quest you created? Where do we find indications to start it?
Via menu, "Renew" doesn't revive, it only can restore

Disc 3, after visiting the bottom of the North Crater typically unlocks everything. There isn't one for every character in 2.0 though. Renew is Full Cure so the menu function retains that, I'll have a look at changing that in the future.

Yeah I am Lv 39 with Cloud and Tifa. I will just level up a bit and try again. Maybe my speed is to slow.

Edit: Leveled to 44 everyone, now I can't beat Carry Armor :D
Except Tifa my mage, my physical attackers feel so useless. Can I respec somehow so everyone goes full magic build?

Edit2: Nah, I don't want to play the mod anymore. It is a little too annoying to me. Carry Armor counters almost every attack with some heavy AOE and then afterwards he uses Lapis Laser 3.

Yes I use barriers, but they ran out before the attack.

I think next year I gonna try out the Type B mode.

I'll review this section; I remember the Carry AI being a bit irritating to people for its counter-heavy setup.

Where can i find Mr. Smile in NT 2.0?

After the Cargo Ship, you can access it from Save Points from then on. There was one added to Costa Del Sol's entrance.

Question about the location of Princess Guard...

Spoiler: show
I'm looking in the Ancient Forest Cave right after fighting Jenova Life. I believe it's the cave immediately after Ancient Forest, but all that happened when I went in there is Cloud saying "this cave sure is dark". Is it not available until later?


Well, you didn't find the weapon but you did find my little 1.5 easter egg.

Greetings!

I'm close to finishing 2.0 (normal mode) and I love it. I can't see myself ever going back to vanilla after this.

One thing is bugging me, though.

I've beaten all the superbosses except for ????. The readme hints that you need to give all the 1/35 soldiers to the hooded character onboard the Highwind -I get no such option-, yet the NPC in the cockpit says it's in the Shinra mansion. I've tried to activate the piano there, but [switch] and [L1+menu] give me a "cancel" sound and nothing happens.

Is there anything else that's escaping me?

The 1/35 soldier item thing is actually for a Materia, not a boss fight. Seems that Len's answered about the piano, so I'm assuming you've found the fight. Which also reminds me, I need to sort out that other thing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouRQXXL on 2020-12-06 11:30:14
I'm stuck on bombing mission :(
Started new game type B, go to reactor, defeat scorpion, running from reactor and when i go out form elevator Jessie and Biggs are laying on floor, second scorpion waiting behind bars and i can't interact with nothing, he not attacking, can't talk with Jessie and Biggs, only thing i can do is open elevator and back down.
Any idea what's wrong and how to fix ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-12-11 15:47:52
I'm stuck on bombing mission :(
Started new game type B, go to reactor, defeat scorpion, running from reactor and when i go out form elevator Jessie and Biggs are laying on floor, second scorpion waiting behind bars and i can't interact with nothing, he not attacking, can't talk with Jessie and Biggs, only thing i can do is open elevator and back down.
Any idea what's wrong and how to fix ?

Not sure, did you talk to Jessie on the way up? It might be that I haven't set a handler for when the player doesn't help Jessie get unstuck on the way back up like in the default game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YouRQXXL on 2020-12-12 17:17:13
Yes i talk to Jessie.
But i start again new game type B but without any other mods and scorpion not show up in reactor and the second scorpion waiting after i go out from elevator wasn't blocked anymore and i past that part of game, save and turn on other mods. So far so good ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: OrangePulp on 2020-12-13 23:54:06
Is the reunion version of this mod compatible with reunion's 60fps battle animations? When I played it last, I remember you having new/custom animations for various enemies, and I wasn't sure whether those would work at the same time as the 60fps interpolated anims.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Super Virtual on 2020-12-15 02:25:51
So uhh... how do you beat the level 27 soldier 3rds on the second reactor? I literally cannot survive no matter what I do. I'm only level 10.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: kamekaz3 on 2020-12-15 05:49:07
Seems like upgrading stats was moved from the mythril mine in Type B? When do you first encounter it now to unlock the context in the save menu? Thanks.

Also the Nerosuferoth's AI in Junon area seems broken? They don't do anything at all.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-12-15 11:33:37
Is the reunion version of this mod compatible with reunion's 60fps battle animations? When I played it last, I remember you having new/custom animations for various enemies, and I wasn't sure whether those would work at the same time as the 60fps interpolated anims.

The issue is that the 60fps mod directly replaces the animations with interpolated ones so any new enemy entries added won't have these interpolated animations. The mod will work, but if a new enemy is fought then it'll have faster than normal animations. I don't think it affects the game mechanically though.

So uhh... how do you beat the level 27 soldier 3rds on the second reactor? I literally cannot survive no matter what I do. I'm only level 10.

Normally they're lv.18 but it sounds like you've got hard mode on. It's probably a bit too much with the pincer set-up so I'll take a look at it, but for now here's a potential battle plan.

They can be hit by any status ailment, so one option is to get Cross Slash and Mindblow unlocked as the former will paralyse an enemy, and the latter will Confuse/Berserk one enemy (if the mod's .exe changes are applied). These take priority so if used at the start during the first enemy's turn, they'll go through next and incapacitate the remaining two enemies. After getting the battle under control, I'd maybe leave one enemy alive to rebuild Limits so that they can be used going into the 2nd phase.

Deadly Waste items can be obtained in Reactor 5 from Smoggers either through Drop or Steal. They'll deal about 440-480 damage to all targets and have a good chance of inflicting Poison. They'd definitely be worth getting a hold of as it deals more than half their HP as damage and Poison status could finish one or two off while you go defensive.

Seems like upgrading stats was moved from the mythril mine in Type B? When do you first encounter it now to unlock the context in the save menu? Thanks.

Also the Nerosuferoth's AI in Junon area seems broken? They don't do anything at all.

Costa Del Sol has the first opportunity to do it at the save point.

I'll check their AI if they're inactive.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: juiceseph on 2020-12-15 18:20:58
I'm almost done with where disc 1 would end. I was wondering if anyone would know where I can get the double-cut materia or whatever it's been replaced by in this mod. I would very much like to make Tifa a beast  8)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-12-16 05:32:33
The issue is that the 60fps mod directly replaces the animations with interpolated ones so any new enemy entries added won't have these interpolated animations. The mod will work, but if a new enemy is fought then it'll have faster than normal animations. I don't think it affects the game mechanically though.

Normally they're lv.18 but it sounds like you've got hard mode on. It's probably a bit too much with the pincer set-up so I'll take a look at it, but for now here's a potential battle plan.

They can be hit by any status ailment, so one option is to get Cross Slash and Mindblow unlocked as the former will paralyse an enemy, and the latter will Confuse/Berserk one enemy (if the mod's .exe changes are applied). These take priority so if used at the start during the first enemy's turn, they'll go through next and incapacitate the remaining two enemies. After getting the battle under control, I'd maybe leave one enemy alive to rebuild Limits so that they can be used going into the 2nd phase.

Deadly Waste items can be obtained in Reactor 5 from Smoggers either through Drop or Steal. They'll deal about 440-480 damage to all targets and have a good chance of inflicting Poison. They'd definitely be worth getting a hold of as it deals more than half their HP as damage and Poison status could finish one or two off while you go defensive.

Costa Del Sol has the first opportunity to do it at the save point.

I'll check their AI if they're inactive.

the light curtain drop  proir will help as well a lot. i used that for the type B hard mode no exp play through i did. take out the single soldier first before using so it lasts long enough. great idea using mindblow :D  I liked that battle although was different coming up with a workable strat for it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: OrangePulp on 2020-12-16 09:13:48
The issue is that the 60fps mod directly replaces the animations with interpolated ones so any new enemy entries added won't have these interpolated animations. The mod will work, but if a new enemy is fought then it'll have faster than normal animations. I don't think it affects the game mechanically though.

Spoiler: show
OK, cool; I'll give it a shot, see if it does do anything weird mechanically. Quick question, that I couldn't find info on in the docs, regarding game types: Does Game Type A still let you keep Aeris? Or is that one of the scenario changes in B?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-12-16 15:44:49
I'm almost done with where disc 1 would end. I was wondering if anyone would know where I can get the double-cut materia or whatever it's been replaced by in this mod. I would very much like to make Tifa a beast  8)

In 2.0 it's found in the Sacred Fire Cave of Da Chao in Wutai; you'll need leviathan scale to clear the fire which is acquired from the 2nd Pagoda visit (Disc 3).

Spoiler: show
OK, cool; I'll give it a shot, see if it does do anything weird mechanically. Quick question, that I couldn't find info on in the docs, regarding game types: Does Game Type A still let you keep Aeris? Or is that one of the scenario changes in B?


Spoiler: show
Available in both, it depends on how the battle goes. Halfway she'll be revived by the boss and attacks the party; if she survives the encounter then she sticks around after, if not then you'll get a Ribbon instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: OrangePulp on 2020-12-16 21:59:04
Spoiler: show
Available in both, it depends on how the battle goes. Halfway she'll be revived by the boss and attacks the party; if she survives the encounter then she sticks around after, if not then you'll get a Ribbon instead.


Whoops, sorry, should have put that in a spoiler tag originally. Appreciate the info.

As far as running with the 60fps interpolated animations go, you were correct; seems to run just fine mechanically, but anything you modified runs at 4x speed. While having smooth animations and camera is nice, having some of the stuff at turbo speed (including the guard scorpion's idle, which makes it kinda look like it's dancing) was a little too distracting for me. I'll take all the extra content you added over animation quality at this point. Maybe at some later point I'll try throwing the automatic interpolation in kimera at your modified data, although I gather that the 60fps animation component of reunion took some work besides just 'throw interpolation script at all the animation data'.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: kamekaz3 on 2020-12-16 22:48:24


I'll check their AI if they're inactive.

Seems to be fixed now, maybe after a restart. Sorry for the confusion
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: kamekaz3 on 2020-12-17 19:33:05
Spoiler: show
Sephiroth throwing you the sneak attack materia in the Shinra Mansion was clever. I love it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: hasterdis on 2020-12-18 03:27:12
Hello to all, can I ask some questions please? sorry it has some SPOILERS...
Spoiler: show
1.- In Vincent's lv 4 limit break sidequest, if I understand well, Lucrecia turns into a monster because of the Jenova cells, Vincent kills her and he finishes with a silent sentence ".........." and that is all? Could it has more words or a little more plot? just curious Chief hehe
2.- Would there be a new threat 2.1 ? Or this version 2.0 is the last one?
3.- I am after the cutscene when Cloud asks the party to visit their homes and before entering North Crater, I can now do the lv 4 limits sidequests, what order do you recommend me to play? Visit North Crater then the lv 4 limits then gold saucer, etc... or what order you recommend me? Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: juiceseph on 2020-12-18 17:59:02
In 2.0 it's found in the Sacred Fire Cave of Da Chao in Wutai; you'll need leviathan scale to clear the fire which is acquired from the 2nd Pagoda visit (Disc 3).

You're a saint! Thanks so much!  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Maxyo45 on 2020-12-20 10:34:17
I've loved this mod for a long time, and I'm glad to check back in with all new changes. Really is some amazing stuff. I don't have the word to express how fun and heartwarming this mod is. It feels fresh, but still familiar at the same time.

Checking out Type B at the end of Disc 1 - I have to ask.

Spoiler: show
Is Aerith gone forever ins Type B or am I missing something? The upgrade system was a tip off to her being gone, but I thought I'd ask.


I really like the changes to how Materia weight on stats. Before it was chore to juggle some Materia if you trying for certain build type. Now it's closer to Vanilla where it doesn't matter too much enough to say 'I shouldn't do this'. While some are build and stat defining. I love it.

Type-B has been a blast, with all the new fights, and story elements. Although I'd wish for a minor change if my question above is true. Is an option for otherwise. But in general I've binged CD 1 in single sitting. If that is indication of how much I love this mod.

I hope to see more in the coming time.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-12-20 13:39:19
Seems to be fixed now, maybe after a restart. Sorry for the confusion

This game has multiple entries for certain enemies, so it may be the case that one of them is defective while the others are functioning. I'll check into it in any case.

Spoiler: show
Sephiroth throwing you the sneak attack materia in the Shinra Mansion was clever. I love it.


He's quite generous, although as of the latest patch he's a bit too generous during the flashback.

Hello to all, can I ask some questions please? sorry it has some SPOILERS...
Spoiler: show
1.- In Vincent's lv 4 limit break sidequest, if I understand well, Lucrecia turns into a monster because of the Jenova cells, Vincent kills her and he finishes with a silent sentence ".........." and that is all? Could it has more words or a little more plot? just curious Chief hehe
2.- Would there be a new threat 2.1 ? Or this version 2.0 is the last one?
3.- I am after the cutscene when Cloud asks the party to visit their homes and before entering North Crater, I can now do the lv 4 limits sidequests, what order do you recommend me to play? Visit North Crater then the lv 4 limits then gold saucer, etc... or what order you recommend me? Thanks


2. There is a 2.1 content update in the works. It'll be adding Extra Battle and some other things for end-game. I'll also be re-doing the Hard Mode and fixing the flags for it. Various fixes for bugs, script oversights, etc. as well and some rebalancing for some encounters (Underwater Reactor for instance).

3. I balanced everything in 2.0 to match up with a Disc 3 party that hasn't min-maxed yet so any order should be fine, though if you find something to be trickier compared to the others then it could be an idea to do something else then use what you get from that to help with the other things.

I would try and gather up the 'free' stuff first that isn't locked behind fights like Barret's Catastrophe Limit Break or Tifa's Final Heaven Limit from the piano in Nibelheim, then focus on getting things for any characters you primarily use. The documentation should have a list of things with their location.

I've loved this mod for a long time, and I'm glad to check back in with all new changes. Really is some amazing stuff. I don't have the word to express how fun and heartwarming this mod is. It feels fresh, but still familiar at the same time.

Checking out Type B at the end of Disc 1 - I have to ask.

Spoiler: show
Is Aerith gone forever ins Type B or am I missing something? The upgrade system was a tip off to her being gone, but I thought I'd ask.


I really like the changes to how Materia weight on stats. Before it was chore to juggle some Materia if you trying for certain build type. Now it's closer to Vanilla where it doesn't matter too much enough to say 'I shouldn't do this'. While some are build and stat defining. I love it.

Type-B has been a blast, with all the new fights, and story elements. Although I'd wish for a minor change if my question above is true. Is an option for otherwise. But in general I've binged CD 1 in single sitting. If that is indication of how much I love this mod.

I hope to see more in the coming time.



The method behind that was changed:
Spoiler: show
if she survives the battle after being revived by the boss, then she stays on as a party member and the SP upgrades also change to reflect that.


Feedback on Materia over the years generally arrived at the same point; it was making stats too lop-sided when trying to set up certain combos. So for this one I went a lot more toward bonuses than penalties.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sine on 2020-12-21 03:05:00
Is there a way to earn a second Mythril key item?
I've been to the Weaponsmith's place to pick between the Silver M-Phone and the Javelin (chose Silver M-Phone) but i'm not certain there's a way to get the Javelin since the method to get multiple Mythril items seems to have been removed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: kamekaz3 on 2020-12-21 05:58:12
Best place to grind AP after getting Cloud back in Disc 2? Type B NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-12-21 07:26:39
Best place to grind AP after getting Cloud back in Disc 2? Type B NT.

grab the
Spoiler: show
 triple growth weapons from the glienka
, fights there are worth a decent amount of ap.
Spoiler: show


if didn't get w-item materia morph the grass near wuati for some syl greens... dupe some 8inch cannons for above.

there is also a completely safe method for farming ap, but dont get much from most beaches, could speed up game to 9x or so if using the newer 7th heaven mod manager. beachplugs can death them. added effect + odin/destruct.  if equip refelect rings ur unlikely to take any dmg alongside some speed boost for a char which can hit all :> (loads of barrets weapons can hit all)




Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: johnslash8 on 2020-12-21 21:04:28
I just got back to new threat after I finished 1.5 6 months ago. So I just started but wanted to report I also ran into the problem of the second scorpion boss being blocked behind a gate even after saving jessie and biggs. I literally can't progress. I'm going to try what someone else said and turn off all other mods just to pass this part but it makes me think it is a model issue as I have model mods and it looks like biggs never makes it to the elevator. Anyways just wanted to post that this is still an issue. Thanks for the awesome mod SegaChief, I loved 1.5 and I am super excited to play 2.0 now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: loopsi17 on 2020-12-21 23:41:34
Hey Sega Chief,

I wanted to ask if there was any work done on this that you wrote a few years ago
NT 1.5 will have a completed re-write, but I'll need a break before looking at making a special version with Beacause script in it assuming Dan gives the go-ahead. The eventing between both mods is different so the only safe way to do it would be manually which will take time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: kamekaz3 on 2020-12-22 05:19:40
grab the
Spoiler: show
 triple growth weapons from the glienka
, fights there are worth a decent amount of ap.
Spoiler: show


if didn't get w-item materia morph the grass near wuati for some syl greens... dupe some 8inch cannons for above.

there is also a completely safe method for farming ap, but dont get much from most beaches, could speed up game to 9x or so if using the newer 7th heaven mod manager. beachplugs can death them. added effect + odin/destruct.  if equip refelect rings ur unlikely to take any dmg alongside some speed boost for a char which can hit all :> (loads of barrets weapons can hit all)



Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2020-12-22 22:32:55
Is there a way to earn a second Mythril key item?
I've been to the Weaponsmith's place to pick between the Silver M-Phone and the Javelin (chose Silver M-Phone) but i'm not certain there's a way to get the Javelin since the method to get multiple Mythril items seems to have been removed.

Don't think there is, Javelin is available in a shop on Disc 2 Junon I think.

I just got back to new threat after I finished 1.5 6 months ago. So I just started but wanted to report I also ran into the problem of the second scorpion boss being blocked behind a gate even after saving jessie and biggs. I literally can't progress. I'm going to try what someone else said and turn off all other mods just to pass this part but it makes me think it is a model issue as I have model mods and it looks like biggs never makes it to the elevator. Anyways just wanted to post that this is still an issue. Thanks for the awesome mod SegaChief, I loved 1.5 and I am super excited to play 2.0 now.

Do you have the Jessie in Reactor 1 mod on by any chance? It's either that or perhaps there's a way to break the script by arriving without Jessie initially or something.

Hey Sega Chief,

I wanted to ask if there was any work done on this that you wrote a few years ago

When he finalises his translation I'll look into making a port as I'll probably need to transfer the text into NT files manually and make adjustments where needed for the event scripting alterations.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: YuffieGong on 2020-12-23 00:19:37
Started playing this mod on hard mode a week ago and just left Midgar.

So far I'm enjoying the difficulty.

For some reason when I left Midgar, the battles started giving me gil and when I checked Hard Mode had been switched off somehow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: DMoogle on 2020-12-23 16:34:23
Hey, I'm new to the FF7 mod scene. I've played the vanilla version on PSX at least a dozen times, but I've heard excellent things about New Threat so I thought I'd give it a try. I played FF6's Brave New World and absolutely loved it, so I'm looking forward to this.

I just bought the Steam version and installed it. However, if possible, I'd like to combine this with other mods that "upgrade" video/audio (higher FPS, HD textures, etc.). Do other mods work well with this? If so, is there a suggested list of mods that I should install in conjunction with this?

Props to the creators of these. Your passion helps keep older games alive!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-12-23 19:31:25
Started playing this mod on hard mode a week ago and just left Midgar.

So far I'm enjoying the difficulty.

For some reason when I left Midgar, the battles started giving me gil and when I checked Hard Mode had been switched off somehow.

thats a known issue. can fix it at kalm theres a save point. hit square will be small fight zero button presses to re-enable it. It was switched off Just Before the
Spoiler: show
 Mororwing
fight  likely to do with the motorcycle section directly beforehand ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: loopsi17 on 2020-12-25 09:44:37
When he finalises his translation I'll look into making a port as I'll probably need to transfer the text into NT files manually and make adjustments where needed for the event scripting alterations.
Quote from: DLPB_
Completed.
Flevel Debug (Not being edited): 0/13
Flevel (by maps): 693/693
ff7.exe: Completed
Kernel.bin: Completed
kernel2.bin: Completed
scene.bin: Completed
world_us: Completed

Quote from Beacause page: https://forums.qhimm.com/index.php?topic=14914.msg209227#msg209227

Is there something else that needs to be done?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: AuthenticM on 2020-12-26 15:54:39
Hey Sega Chief,

Do you have an estimation on the number of things you still want to do with New Threat before winding down development? I thought 2.0 was supposed to be it. Should we expect new content for New Threat in 2021?

Separate question: do you have a ballpark idea of when you'll start working on FF8 New Threat?

Thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Ethario on 2020-12-27 22:22:51
Happy holidays everyone here and Sega Chief !

Sega Chief is it possible to post the 1.5 documentation somewhere if you still have this ? I think the mod is still worth playing and personally i'm waiting for you new hard mode for 2.1 :).

Edit: do you still think reunion is a good way to play your mod ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-12-29 05:48:15
Sega Chief is it possible to post the 1.5 documentation somewhere if you still have this ? I think the mod is still worth playing and personally i'm waiting for you new hard mode for 2.1 :).

http://www.mediafire.com/file/8gsq2hylgfjxkpd/Documentation.zip/file

try that :) might be 1.4's thou i can't remember.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Ethario on 2020-12-29 18:18:27
http://www.mediafire.com/file/8gsq2hylgfjxkpd/Documentation.zip/file

try that :) might be 1.4's thou i can't remember.

Thanks alot that certainly helps :D !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Maverick4031 on 2020-12-29 18:43:54
2.0 nearly completed....i have many questions lol. also concerns.

firstly.....ive gone to every location for the 1/35 soldiers and wasnt able to get all 12 despite going out of my way to make sure. so im not able to obtain the omni plus materia.

secondly i noticed a number of enemies in the documentation do not appear in game at all seemingly. unsure how to make them appear.

certain items never showed either such as rising sun for yuffie.

oh. so like.....where's jenova synthesis? is that type a only?

one other question...does hard mode only give enemies more hp and maybe more dmg? cuz toggling it on didnt seem to change much in terms of the battles.

All in All though.....great work as always, though i do miss a number of elements from 1.5 lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-12-29 19:52:57
firstly.....ive gone to every location for the 1/35 soldiers and wasnt able to get all 12 despite going out of my way to make sure. so im not able to obtain the omni plus materia.

u'll need to use blackchocobo or simular to edit ur save file. the one in shinra raid hq staircase gives an alternative item.

Quote
secondly i noticed a number of enemies in the documentation do not appear in game at all seemingly. unsure how to make them appear.
type a/b differences alongside hard/normal mode difference.

Quote
does hard mode only give enemies more hp and maybe more dmg? cuz toggling it on didnt seem to change much in terms of the battles.
higher level more hp 1/4 exp no battle gil. There is a few enemies where bug exists which gives gil. theres also after midgar area when escape hard mode will toggle off. (motorcycle section)
so u'd require to use a savepoint to toggle it back on.


What enemies were u looking for an example perhaps cacturs at desert prison is one i can think of which spawns more rarely at the same area as the landworms spawn at.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Maverick4031 on 2020-12-29 21:57:37
u'll need to use blackchocobo or simular to edit ur save file. the one in shinra raid hq staircase gives an alternative item.


oddly enough i did try to edit my file to get 12 figures but the guy in myhtril cave is complaining about fake figures and blows me off lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Maverick4031 on 2020-12-29 22:02:23
higher level more hp 1/4 exp no battle gil. There is a few enemies where bug exists which gives gil. theres also after midgar area when escape hard mode will toggle off. (motorcycle section)
so u'd require to use a savepoint to toggle it back on.


What enemies were u looking for an example perhaps cacturs at desert prison is one i can think of which spawns more rarely at the same area as the landworms spawn at.

well the time i decided to kick it on was against dyne, and it didnt feel any harder. perhaps i was overequipped? poor bastard got buried by barret the everlasting wall. lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-12-30 02:57:22
oddly enough i did try to edit my file to get 12 figures but the guy in myhtril cave is complaining about fake figures and blows me off lol.

most likely as u really did miss one then is my guess. Had same issue in one play through, had to redo due to the cannon steps being missed out in a prior version til that bug was fixxed :>
think theres a flag upon each pickup as a check vs that or something but that is purely a guess
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-12-30 02:59:25
well the time i decided to kick it on was against dyne, and it didnt feel any harder. perhaps i was overequipped? poor bastard got buried by barret the everlasting wall. lol.

Spoiler: show

theres a reward for hard mode, and if complete that asks u to try again with no sp) which gives a reward. 

the no exp toggle if play start to finish does not give any other ending, at least with hard mode + no sp usuage, defaults to the no sp + hard mode secret ending  :>

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: hasterdis on 2020-12-30 03:44:56
Hello, can someone please tell me in the 1.5 version, what are the enemy skill list? Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Nikkolas on 2020-12-30 04:14:25
Would the Level 1 Challenge mod be compatible with NT Vanilla Combat? I just want the extra  field events and the like.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-12-30 07:19:32
Hello, can someone please tell me in the 1.5 version, what are the enemy skill list? Thanks.
laser
matramagic
quarryfuse/l5suicide
chocobuckle
antipode
big gaurd
frog song
vital hammer
white wind
goblinpunch
?marks
deathcharge
deathsentence
deathforce
beta
aqualung
trine
magicbreath
bad breath
musturd bomb
anglewhisperer

think thats it :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-12-30 07:33:35
Would the Level 1 Challenge mod be compatible with NT Vanilla Combat? I just want the extra  field events and the like.

its possible to complete 1.5 at lvl1.  not tried at  v2 (yet for lvl1) have done a lvl7 playthrough though using type b hard mode no exp toggled thou :D

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Nikkolas on 2020-12-30 15:46:40
its possible to complete 1.5 at lvl1.  not tried at  v2 (yet for lvl1) have done a lvl7 playthrough though using type b hard mode no exp toggled thou :D



I've never done a low level challenge of any kind in any game because the point of an RPG is to make the numbers go up. The number going up is a big reason why RPGs rule.

I just wanted to try something different. I can't even understand how later game enemies don't just kill the entire party in one move since you will have 200 HP and bosses by that point will be dealing thousands of damage with normal attacks I imagine.

I'm fully aware it's doable but doable dos not mean possible for everyone. A Level 1 run of vanilla FFVII would probably be pretty hard for me, let alone NT.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-12-30 18:26:25
I've never done a low level challenge of any kind in any game because the point of an RPG is to make the numbers go up. The number going up is a big reason why RPGs rule.

I just wanted to try something different. I can't even understand how later game enemies don't just kill the entire party in one move since you will have 200 HP and bosses by that point will be dealing thousands of damage with normal attacks I imagine.

I'm fully aware it's doable but doable dos not mean possible for everyone. A Level 1 run of vanilla FFVII would probably be pretty hard for me, let alone NT.

if trying a low level run, try items :) they're the saving grace. abusing the dmg multiplyers and things like that helps. Cait Siths extremly large HP Pool made him mvp :D
there is a few materias which give really good HP Boosts 25% stacking them is great with other items such as lunar/light curtains helping to negate dmg alongside tranq'd back row each and every little thing would help. I wrote a guide on low level run, which can be found within this thread :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: hasterdis on 2020-12-30 21:40:01
Can I ask something else... someone may tell me where is the MP absorb materia??? I am in 1.5 version and I can't find it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2020-12-31 06:59:24
Can I ask something else... someone may tell me where is the MP absorb materia??? I am in 1.5 version and I can't find it.

win vs zigfried the replacement yuffie encounter or maybe the junon leagues i'll check later on.  might of mixxed the zigfried enc up with winning mp plus.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: DMoogle on 2021-01-01 07:08:51
The documentation says that I can learn Aqualung from the Harpy near Gold Saucer, but it doesn't seem to ever use it. I've fought him 5+ times and given him ample opportunity. Any advice?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-01-01 12:33:02
The documentation says that I can learn Aqualung from the Harpy near Gold Saucer, but it doesn't seem to ever use it. I've fought him 5+ times and given him ample opportunity. Any advice?

in v2? learn from either
Spoiler: show
 godo
alternatively can manip
Spoiler: show
adamatoise
and learn from them instead. guessing ur playing type B. documentation most likely needs a small update as with some differences between a/b type.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Nikkolas on 2021-01-01 16:04:10
Somebody elsewhere wants to know about 2.0 Game Type A
Quote
Wait does this mean he took out the fun new shit in game type A like the new endgame sidequests or Guard Scorpion chasing you down over the course of the whole game?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: DMoogle on 2021-01-01 18:03:56
in v2? learn from either
Spoiler: show
 godo
alternatively can manip
Spoiler: show
adamatoise
and learn from them instead. guessing ur playing type B. documentation most likely needs a small update as with some differences between a/b type.
I'm actually playing type A, but I'll check out these enemies. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: BanditScorpion on 2021-01-01 19:45:39
Hi! Big fan of NT. Just beat the final boss yesterday and now try to 100% it.
I do have three late game questions (Gamemode Type B, 7th Heaven Version 2094).

Spoiler: show
1: I've beaten Ozma and recieved the ???? item. I understand that it is a repurposed Savepoint Crystal item, as I can only 'use' it from the menu and only in the Northern Crater. However, using it does nothing. Is there an actual use for this item? Because the description for it sounds like it.


Spoiler: show
2: Inside the Northern Crater, there are four black / red savepoint crystals arranged around the giant green light in the forested area (I think the Wiki calls the area Light Cavity). Interacting with the save crystals pops up a message saying 'Inert'. And nothing else. Am I missing something? And if yes, what exactly?


Spoiler: show
3: In the Great Glacier, I found the Silver Chocobo. After feeding it Pahsana Greens it 'whispered secrets into my ear'. Now I believe the first part of every clue refers to a location, but the second part makes absolute no sense for me and I am pretty lost. I really wish to discover what's behind those clues.


I really hope you can help me with my questions. All the best, and happy new year!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: DMoogle on 2021-01-02 19:56:35
I'm actually playing type A, but I'll check out these enemies. Thanks!
Following up, I was able to learn it from the second enemy.

Small bug report: I'm in the Temple of the Ancients, and the dialogue boxes in the "flashback" with Sephiroth and Tseng didn't load. On 2.0 type A.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Nikkolas on 2021-01-03 00:51:29
So can anybody tell me if 2.0 Game Type A removes the new endgame sidequests and the like?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-01-03 06:21:46
So can anybody tell me if 2.0 Game Type A removes the new endgame sidequests and the like?

their is changes to the sidequests from v 1.5. some no longer exist as such. eg cids queste for highwind is simply obtaining the highwind ship.  Party leader swap still exists for some. need to make it to the bottom of northern crater then head back up for that to take effect. There should be some info avaialable on the quests available with NPC on the highwind.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Jokulmorder on 2021-01-04 10:07:52
So i have an issue. I just completed the Pagoda, and Godo didn't give me the leviathan scales even though he should according to the documentation.  Is there any way to fix this
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: zemzelett on 2021-01-04 14:57:34
Hi there,

i'm new to this forum and basically set up an account to give feedback on the NT mod. I've played through most of the content and i'm certainly liking this mod a lot. It's changes are brilliant.

For reference: I'm playing NT 2.094 Type B

I'll split my feedback up into praise and bugs / oversights.

For the praise:
Spoiler: show

  • I hope the fact, that Aeris can use Cid's Scimitar and Spirit Lance are intentional. :)
  • I love the post-game edits, like how you obtain final limits and weapons etc.
  • The Masamune was a surprise. At first i thought it was a weapon for Vincent, because of its item symbol. That was surprising already, knowing the Masamune is a blade... When i realised it can be wielded by anyone, i was surprised yet again. :)
  • I really liked the boss changes that have been made. They spiced up the game quite a lot!


For bugs and / or (possible) oversights:
Spoiler: show

  • The 1/35 Soldier during the Midgar Raid is bugged and gives a Vaccine instead. This has been mentioned several times in this thread:
    • https://forums.qhimm.com/index.php?topic=14938.msg282254#msg282254
    • https://forums.qhimm.com/index.php?topic=14938.msg283086#msg283086
    This prevents you from getting the Omni Plus Materia. Using a save state editor to give you one more 1/35 Soldier helps in that case though.
  • The Solar Armlet can seemingly be only gotten from Battle Square Set #1 and Da Chao Cave. I figured this out to late and am now stuck with only 1 Solar Armlet. :( It would be nice, if this was a morph / drop / steal on some enemy, too.
  • The Voltaic / Bolt Armlet seems missable as Stilva cannot be refought after finishing Gaea's Cliff. Or is this possible through this mod?
  • Four Slots are missable, as the Costa del Sol shop changes it's inventory from Disc 2 on. The documentaiton says it's obtainable through Junon, but that seems to be wrong.
  • The Risk Ring is supposed to be buyable in Mideel. It is not. The only way i found it is by stealing it from Ultimate Weapon when fought in Fort Condor. This makes the Risk Ring missable.
  • Also, the Guard Ring and Relic Ring Steal from Ultimate Weapon are swapped in the documentation. The Guard Ring can be stolen, when fighting Weapon in Corel. The Relic Ring, when fighting Weapon in Gongaga or the Crater.
  • The Javelin is missable. You can get it from the Weaponsmith in exchange for the Mythril Key Item. But you are also able to chose the Silver M-phone. Now, the Silver M-phone is available on Disc 3 through a Junon Shop, the Javelin is NOT! And on Disc 3 you cannot exchange the Mythril anymore either, so you'll have to pick up the Javelin on Disc 2, if you' want it for completion.
  • The item Mako Stone is, by documentation, unplaced/unused. It can be obtained by morphing the Mover enemies in the North Crater. The Excel table that is referenced for drop/steal/morph is stating a Tissue item as the morph. I got the Mako Stone, though! Or ist this just a renaming issue?
  • In the North Crater there is a chest with a Cauldron on the right path (2nd screen). If you open that chest from the previous screen through menuing before the screen actually changes, you can reach that chest and it contains a new "New Game+". But it's not an item or key item. Is this a joke / intentional?
  • In the Corel Prison i am not able to find the Magic Counter Materia, that is supposed to be there. The only thing i found was a "Lv.3" All Materia (4 stars) in the house on the first screen. Where is the Magic Counter Materia supposed to be?
  • When figuring out the Glacier Chocobo by giving it all possible nuts and greens i found the name change option. I "used" it on Cloud, leaving his name unaltered. Later in the game, Cait Sith was referred to as Cloud, and indeed his name was Cloud at that point. I renamed him through the use of the Chocobo and it worked. Is it possible, that there's an error with the name changing feature?


That's all i can remember right now. But maybe it's already to much to read anyways... :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-05 02:19:58
Can I ask something else... someone may tell me where is the MP absorb materia??? I am in 1.5 version and I can't find it.

If I recall, should be in Wutai upstairs in the 'Cat House' (stairway is obstructed until Yuffie's materia theft sidequest is finished; need to press OK/Circle to climb the stairwell at the back).

Hi! Big fan of NT. Just beat the final boss yesterday and now try to 100% it.
I do have three late game questions (Gamemode Type B, 7th Heaven Version 2094).

Spoiler: show
1: I've beaten Ozma and recieved the ???? item. I understand that it is a repurposed Savepoint Crystal item, as I can only 'use' it from the menu and only in the Northern Crater. However, using it does nothing. Is there an actual use for this item? Because the description for it sounds like it.


Spoiler: show
2: Inside the Northern Crater, there are four black / red savepoint crystals arranged around the giant green light in the forested area (I think the Wiki calls the area Light Cavity). Interacting with the save crystals pops up a message saying 'Inert'. And nothing else. Am I missing something? And if yes, what exactly?


Spoiler: show
3: In the Great Glacier, I found the Silver Chocobo. After feeding it Pahsana Greens it 'whispered secrets into my ear'. Now I believe the first part of every clue refers to a location, but the second part makes absolute no sense for me and I am pretty lost. I really wish to discover what's behind those clues.


I really hope you can help me with my questions. All the best, and happy new year!

All those three things are directly related to each other.

Following up, I was able to learn it from the second enemy.

Small bug report: I'm in the Temple of the Ancients, and the dialogue boxes in the "flashback" with Sephiroth and Tseng didn't load. On 2.0 type A.

Do you have a field model mod in there? It seems that for whatever reason, those dialogue boxes won't display for that particular scene if one is enabled (think it was the Kalderasha one).

So can anybody tell me if 2.0 Game Type A removes the new endgame sidequests and the like?

I pruned them down; Dark Cave isn't in there anymore, and not all characters have a battle for their Lv.4 Limit Break. Ultimate Weapons are picked up either from fights or just as pick-ups from field screens (like the last screen of Ancient Forest for instance). A follow-up patch (2.1) is in the works to add some stuff while also reworking hard mode and fixing some flaws in the toggle options.

So i have an issue. I just completed the Pagoda, and Godo didn't give me the leviathan scales even though he should according to the documentation.  Is there any way to fix this

These are given on the Disc 3 2nd visit to the Pagoda, when a 2nd battle against Godo is completed. This should go ahead if the 1st visit was skipped (Yuffie needs to be in the party).

Hi there,

i'm new to this forum and basically set up an account to give feedback on the NT mod. I've played through most of the content and i'm certainly liking this mod a lot. It's changes are brilliant.

For reference: I'm playing NT 2.094 Type B

I'll split my feedback up into praise and bugs / oversights.

For the praise:
  • The changes to story and progression are really smart, funny and in my opinion at times make more sense than the actual game... Great work!
  • I like the fact that almost everything is still available in the post-game.
  • I played no hard-mode and found the difficulty to be pleasing. Especially with being mostly forced to morph enemies to get valuable items it is on point, i think.
Spoiler: show

  • I hope the fact, that Aeris can use Cid's Scimitar and Spirit Lance are intentional. :)
  • I love the post-game edits, like how you obtain final limits and weapons etc.
  • The Masamune was a surprise. At first i thought it was a weapon for Vincent, because of its item symbol. That was surprising already, knowing the Masamune is a blade... When i realised it can be wielded by anyone, i was surprised yet again. :)
  • I really liked the boss changes that have been made. They spiced up the game quite a lot!


For bugs and / or (possible) oversights:
Spoiler: show

  • The 1/35 Soldier during the Midgar Raid is bugged and gives a Vaccine instead. This has been mentioned several times in this thread:
    • https://forums.qhimm.com/index.php?topic=14938.msg282254#msg282254
    • https://forums.qhimm.com/index.php?topic=14938.msg283086#msg283086
    This prevents you from getting the Omni Plus Materia. Using a save state editor to give you one more 1/35 Soldier helps in that case though.
  • The Solar Armlet can seemingly be only gotten from Battle Square Set #1 and Da Chao Cave. I figured this out to late and am now stuck with only 1 Solar Armlet. :( It would be nice, if this was a morph / drop / steal on some enemy, too.
  • The Voltaic / Bolt Armlet seems missable as Stilva cannot be refought after finishing Gaea's Cliff. Or is this possible through this mod?
  • Four Slots are missable, as the Costa del Sol shop changes it's inventory from Disc 2 on. The documentaiton says it's obtainable through Junon, but that seems to be wrong.
  • The Risk Ring is supposed to be buyable in Mideel. It is not. The only way i found it is by stealing it from Ultimate Weapon when fought in Fort Condor. This makes the Risk Ring missable.
  • Also, the Guard Ring and Relic Ring Steal from Ultimate Weapon are swapped in the documentation. The Guard Ring can be stolen, when fighting Weapon in Corel. The Relic Ring, when fighting Weapon in Gongaga or the Crater.
  • The Javelin is missable. You can get it from the Weaponsmith in exchange for the Mythril Key Item. But you are also able to chose the Silver M-phone. Now, the Silver M-phone is available on Disc 3 through a Junon Shop, the Javelin is NOT! And on Disc 3 you cannot exchange the Mythril anymore either, so you'll have to pick up the Javelin on Disc 2, if you' want it for completion.
  • The item Mako Stone is, by documentation, unplaced/unused. It can be obtained by morphing the Mover enemies in the North Crater. The Excel table that is referenced for drop/steal/morph is stating a Tissue item as the morph. I got the Mako Stone, though! Or ist this just a renaming issue?
  • In the North Crater there is a chest with a Cauldron on the right path (2nd screen). If you open that chest from the previous screen through menuing before the screen actually changes, you can reach that chest and it contains a new "New Game+". But it's not an item or key item. Is this a joke / intentional?
  • In the Corel Prison i am not able to find the Magic Counter Materia, that is supposed to be there. The only thing i found was a "Lv.3" All Materia (4 stars) in the house on the first screen. Where is the Magic Counter Materia supposed to be?
  • When figuring out the Glacier Chocobo by giving it all possible nuts and greens i found the name change option. I "used" it on Cloud, leaving his name unaltered. Later in the game, Cait Sith was referred to as Cloud, and indeed his name was Cloud at that point. I renamed him through the use of the Chocobo and it worked. Is it possible, that there's an error with the name changing feature?


That's all i can remember right now. But maybe it's already to much to read anyways... :/

Glad you liked the mod; as for the bugs and oversights, I've taken a note of these and will try to add in the missable items for the 2.1 update (which will hopefully be the last update). The rename screen is an awkward one that apparently affects Cait Sith when renaming Cloud, so it'll need to come out unfortunately.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: hasterdis on 2021-01-05 04:31:00
Hello to all, I have to ask for some pro tips with Master Fist and Tifa max damage, I have curse ring equipped but I don't know if the penalty of nulling restorative make it worth, so I want to know some tips for Tifa, please (besides using Hero Drink II, I don't have a lot of them), thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Nikkolas on 2021-01-05 12:54:52
Thank you for the clarification, SC.

One more question - does 2.0 still have Summons as once per battle and unable to level their materia up? I enjoyed pretty much every one of your innovations to the gameplay save for that one since I always wanted to try to do a summoner class  type deal.

Also does NT Vanilla Combat have the keep dungeon music during battles feature?

Trying to combine your Level 1 Mod with NT Vnilla.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-01-05 18:26:53
does 2.0 still have Summons as once per battle and unable to level their materia up?

summon materia is once per battle and u can not level it up ... but there is ways around that restriction, such as obtaining master summon materia.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Nikkolas on 2021-01-07 19:46:38
Okay so 7th Heaven appears to be the problem with Vanilla Combat. I was asking about the music because Barret didn't ask me to choose Regular or Field when I turned it On and then started up a new game. Every other mod has worked perfectly, including the other versions of NT, but for some reason this wouldn't work.

I did a standalone install though and now I'm getting the little popup after starting a new game as wel as Barret asking about music.

I also just used your files from Lv1 Challenge and dropped them in the FFVII folder after installing NT Vanilla. Nothing is imploding right away so I hope that means everything is compatible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-08 13:34:56
Okay so 7th Heaven appears to be the problem with Vanilla Combat. I was asking about the music because Barret didn't ask me to choose Regular or Field when I turned it On and then started up a new game. Every other mod has worked perfectly, including the other versions of NT, but for some reason this wouldn't work.

I did a standalone install though and now I'm getting the little popup after starting a new game as wel as Barret asking about music.

I also just used your files from Lv1 Challenge and dropped them in the FFVII folder after installing NT Vanilla. Nothing is imploding right away so I hope that means everything is compatible.

I'll check into the IRO over the weekend, maybe it's not set up properly or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: AuthenticM on 2021-01-08 14:06:19
A follow-up patch (2.1) is in the works to add some stuff while also reworking hard mode and fixing some flaws in the toggle options.
Sweet. Just want to say that one of these toggle option issues is the field-music-during-battles toggle. Sometimes it works, sometimes it doesn't. And even when it works, the victory music still plays at the end of battles. I would prefer if it didn't, as it messes with the immersion.

I think the battle music should only play in scripted battles (such as bosses). As for battles on the world map, I keep going back and forth on that. I think maybe having field music play during battles on the world map could be a separate toggle? I don't know how others feel about this. I'd like to try having the world map music play during battles on the world map, to see how it feels.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Nikkolas on 2021-01-08 15:01:48
I'll check into the IRO over the weekend, maybe it's not set up properly or something.

Okie dokie.

And just to confirm, there shouldn't be a conflict between your NT Vanilla and your Lv1 Challenge mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-09 01:15:59
Sweet. Just want to say that one of these toggle option issues is the field-music-during-battles toggle. Sometimes it works, sometimes it doesn't. And even when it works, the victory music still plays at the end of battles. I would prefer if it didn't, as it messes with the immersion.

I think the battle music should only play in scripted battles (such as bosses). As for battles on the world map, I keep going back and forth on that. I think maybe having field music play during battles on the world map could be a separate toggle? I don't know how others feel about this. I'd like to try having the world map music play during battles on the world map, to see how it feels.

I'm not sure what happened with it, it'll be fixed and working as intended for the 2.1 update along with the other toggle flags.

Okie dokie.

And just to confirm, there shouldn't be a conflict between your NT Vanilla and your Lv1 Challenge mod?

I'm not sure, I think the scene.bin in vanilla combat is mostly default but there may have been alterations made where it was unavoidable. I'd save often.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: matcha99 on 2021-01-09 01:46:30
Is the Boss in the Red Materia cave the only way to get Mustard Bomb in 2.0? I kinda Stop-locked it and I never got the Enemy Skill  :?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: AuthenticM on 2021-01-09 02:10:21
I'm not sure what happened with it, it'll be fixed and working as intended for the 2.1 update along with the other toggle flags.

Thank you, Sega Chief. It's much appreciated.

Other bug I have encountered: the fort condor battle notification does not always appear. It has appeared the first couple of times in Junon (before and after the boss), but not after that. I just finished the Cosmo Canyon dungeon, and the notification also did not appear despite a new battle having been triggered. The teleport guy is there though, at least. But yeah, the player has to check a guide to make sure that they don't miss any battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: jdhayward on 2021-01-09 11:04:48
Hey SegaChief,

I'm planning to stream some FF7 new threat tomorrow evening so I've done a clean install of 7th heaven and NT to get everything ready.

I seem to have a problem with my music dissapearing. After a battle the music just stops.

Any idea what this might be? I've tried completely removing everything and reinstalling etc.

I vaguely recall having an issue like this before but I just can't remember how I rectified it.

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-09 12:40:08
Is the Boss in the Red Materia cave the only way to get Mustard Bomb in 2.0? I kinda Stop-locked it and I never got the Enemy Skill  :?

I can't actually recall now, will add it onto another enemy if so.

Thank you, Sega Chief. It's much appreciated.

Other bug I have encountered: the fort condor battle notification does not always appear. It has appeared the first couple of times in Junon (before and after the boss), but not after that. I just finished the Cosmo Canyon dungeon, and the notification also did not appear despite a new battle having been triggered. The teleport guy is there though, at least. But yeah, the player has to check a guide to make sure that they don't miss any battle.

I'll check into that.

Hey SegaChief,

I'm planning to stream some FF7 new threat tomorrow evening so I've done a clean install of 7th heaven and NT to get everything ready.

I seem to have a problem with my music dissapearing. After a battle the music just stops.

Any idea what this might be? I've tried completely removing everything and reinstalling etc.

I vaguely recall having an issue like this before but I just can't remember how I rectified it.

Thanks

Not sure, to be honest; I would jump into the 7th heaven support thread (or discord) to get some assistance debugging that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: jdhayward on 2021-01-09 14:11:05
I can't actually recall now, will add it onto another enemy if so.

I'll check into that.

Not sure, to be honest; I would jump into the 7th heaven support thread (or discord) to get some assistance debugging that.

I think I've sorted it.

I'm going to be streaming NT 2.0 A type tomorrow evening at 7. Shameless plug but if your interested come take a look and abuse me in the chat. twitch.tv/jrpgjarryd
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-09 16:07:23
I think I've sorted it.

I'm going to be streaming NT 2.0 A type tomorrow evening at 7. Shameless plug but if your interested come take a look and abuse me in the chat. twitch.tv/jrpgjarryd

7 on the dot is when I join a FF14 raid for 3 hours, but if you're still going by then I'll drop in.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: jdhayward on 2021-01-09 16:18:55
7 on the dot is when I join a FF14 raid for 3 hours, but if you're still going by then I'll drop in.

Thatd be great. I gave you a follow back/friend request too.

I'm aiming to stream NT every sunday but I may do another evening as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: jdhayward on 2021-01-09 22:18:20
7 on the dot is when I join a FF14 raid for 3 hours, but if you're still going by then I'll drop in.

Sorry to spam you.

I'm actually going to be streaming on another day now as I'm going to finish The Last of Us first.

Maybe monday or a weekday. Hopefully I'll see you there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Nikkolas on 2021-01-10 11:09:51
So I think I maybe just discovered my first weird thing with NT Vanilla and Level 1.

The Enemy Skill materia is supposed to be in the specimen container thing after defeating the boss, right?

Not sure what is causing it not to spawn.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-10 14:42:25
So I think I maybe just discovered my first weird thing with NT Vanilla and Level 1.

The Enemy Skill materia is supposed to be in the specimen container thing after defeating the boss, right?

Not sure what is causing it not to spawn.

It might just be that I either forgot to re-add it to the field, or the var that handles it was recycled to be used for something else and so it's been flagged as picked up. I would add it via save editor. The vanilla combat version was put together fairly quickly with some scripts having to be put back to the way they were so it's likely to have some oversights in there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: AuthenticM on 2021-01-11 02:20:12
I'll check into that.

Hey,

I have encountered another issue related to Fort Condor. I got the notification after talking to Shera the first time in Rocket Town (at the Tiny Bronco), but the teleport guy is nowhere to be found. There's an NPC in town with his model, but that's not him.

I hope that the item reward for this battle isn't sought-after; there's no way I'm trekking back to Fort Condor lol.

In any case, thank you for keeping this mod updated. I love it. I might just do a Game Type B right after.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Zantetzulken on 2021-01-11 15:58:16
Hey playing NT 2.0 with  all grapich mods now i have a problem  when i get to mithril cave the where you orginal unlock source upgrade at savepoints it itsent there for some reason have you moved it or tok it out of the game havent played since NT 1.5 ?:P
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-11 22:36:25
Hey,

I have encountered another issue related to Fort Condor. I got the notification after talking to Shera the first time in Rocket Town (at the Tiny Bronco), but the teleport guy is nowhere to be found. There's an NPC in town with his model, but that's not him.

I hope that the item reward for this battle isn't sought-after; there's no way I'm trekking back to Fort Condor lol.

In any case, thank you for keeping this mod updated. I love it. I might just do a Game Type B right after.

I think he's sitting in Cid's green car inside his house.

Hey playing NT 2.0 with  all grapich mods now i have a problem  when i get to mithril cave the where you orginal unlock source upgrade at savepoints it itsent there for some reason have you moved it or tok it out of the game havent played since NT 1.5 ?:P

The source thing in 2.0 is now first accessed after reaching Costa Del Sol, a notice about it will pop after clearing the Cargo Ship boss.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: TheTallMass on 2021-01-13 04:02:34
By any chance, were you able to create a more customizable source upgrade menu?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Spotty Len on 2021-01-14 08:32:31
Hey, I was still lurking around to check if there were updates, and I saw a few messages which made me wonder something about a certain boss :

Spoiler: show
Is Ozma supposed to be dropping something? I beat him twice (once by accident and another time in a more legit way), but I never got anything from him, is it only in Hard Mode maybe?

You told me in an earlier version to forget about the Inert save points so I kinda did forget about them, but apparently it's related so I'm really getting curious now.


Nevermind, I went to try it again in a backup save keeping those four clues in mind and I got the item. Are they missable though? Since I wouldn't have gotten it if I tried it before and I would assume he doesn't respawn.

Editing again because I'm an idiot and didn't read the Changelog addressing this issue. :D
Guess the clues weren't for this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-14 16:56:30
By any chance, were you able to create a more customizable source upgrade menu?

I'll give it a go for this 2.1 update.

Hey, I was still lurking around to check if there were updates, and I saw a few messages which made me wonder something about a certain boss :

Spoiler: show
Is Ozma supposed to be dropping something? I beat him twice (once by accident and another time in a more legit way), but I never got anything from him, is it only in Hard Mode maybe?

You told me in an earlier version to forget about the Inert save points so I kinda did forget about them, but apparently it's related so I'm really getting curious now.


Nevermind, I went to try it again in a backup save keeping those four clues in mind and I got the item. Are they missable though? Since I wouldn't have gotten it if I tried it before and I would assume he doesn't respawn.

Editing again because I'm an idiot and didn't read the Changelog addressing this issue. :D
Guess the clues weren't for this.

Supposed to drop an item, yeah.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-01-14 20:26:27
Supposed to drop an item, yeah.

100% drops are not always 100% dont think u can fix that. its like kiss of death is almost 100% can miss 1 out of 256 times :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-14 21:35:21
I dunno about that, over all the years in vanilla and modding I've never had a 100% drop fail. The cause is likely data, there was a weird bug where Demon's Gate wouldn't drop powersoul for instance. I think the value set in the tool is then used in conjunction with the item ID to arrive at the actual value to write to the scene so there's maybe instances where that can be set wrong internally. I got past it last time by just setting a couple more as item drops and it sorted it out which is what I'll do here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Snowflake182 on 2021-01-17 20:30:23
Hi there, I've searched through as much of this forum as I could, and can find no answer. I'm in disk 2 in the snow field area and none of my characters (except vincent) have learned any level 2 limit breaks at all. I've been using the same crew the whole time pretty much so I feel like i should have hit the kill count, unless something has changed in that regard.

Am I crazy here?

(Edit: I think the kill counts are just higher or something. I started getting them in gaes cliff, disregard me)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: jdhayward on 2021-01-18 17:52:40
Hey Chief,

Im streaming NT tonight if you can get down at any time.

Cheers
JRPGJarryd
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: jdhayward on 2021-01-18 22:03:13
Hey chief,

Just a note to check if there was something slightly amiss,

Could be me being a noob but I got killed by Hedgehog pies in Aeris church twice this evening  :D :D they hit like a truck!

I dunno if its intentional but they seemed really strong for where they are.

Just thought id mention

Cheers
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: selius on 2021-01-19 00:39:19
i installed 7th heaven and added this mod to the subscriptions.

installed mod and launched game through 7th heaven.

started a new game, and it always crashes on the first screen when i open the item menu or enter the first battle

NT 2.0 is the only mod im running.

manually installed it using the MEGA download link version and it works fine, so presumably it's just a 7th heaven issue

are there any UI mods that play well with this? i can't get any of them to work
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-19 08:56:13
i installed 7th heaven and added this mod to the subscriptions.

installed mod and launched game through 7th heaven.

started a new game, and it always crashes on the first screen when i open the item menu or enter the first battle

NT 2.0 is the only mod im running.

manually installed it using the MEGA download link version and it works fine, so presumably it's just a 7th heaven issue

are there any UI mods that play well with this? i can't get any of them to work

That's the easyhook part of 7th Heaven trying to write changes to the executable and failing. NT and UI mods are compatible, but UI mods also target the .exe so until this issue is sorted out you probably won't be able to get it up and running properly. It looked like in the Discord you had it set up properly (when the materia equip effects changed) but then did a reinstall and it went back to vanilla and presumably it's now busted again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: mamfmage on 2021-01-22 01:39:34
ahoy folks,

my new years resolution was to start working on a small side story with Aerith running around midgard and selling herbs/flowers.
I got the game engine script by Joshua and the qhimm team and am currently reading through it.
do you guys have any additional documentation/tips/tutorials on how to access the field module and modify scene transitions/characters/script?

much appreciated :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-22 12:05:55
ahoy folks,

my new years resolution was to start working on a small side story with Aerith running around midgard and selling herbs/flowers.
I got the game engine script by Joshua and the qhimm team and am currently reading through it.
do you guys have any additional documentation/tips/tutorials on how to access the field module and modify scene transitions/characters/script?

much appreciated :)

You'll need Myst6re's Makou Reactor tool: http://forums.qhimm.com/index.php?topic=9658.0

This opens the game's flevel.lgp in data/field (or if you open a PSX disc with it, it'll open the FIELD folder contained inside with all the .dat field files). Each field contains script groups with an init, main, talk, contact, and then numbered scripts.

Some quick pointers:
Each field will contain 'groups' which are actors, objects, or just script containers for the game to read & execute script from. Generally each will have these types of scripts (except for Line groups, more later):

Init: Is read when the field is loaded. The game will read each actor/object init script in sequence. Try and avoid putting any looping logic into these scripts for if the game is unable to exit one of these loops in an init script, the field will never finish loading. These are usually used to place actors on the field and set starting parameters like music, etc. Think of it as setting the stage before the curtain comes up and shows you what's on the screen.

Main: These always run after the field is loaded. Usually used to have characters do things in the background, or to make a scene trigger automatically when you enter the screen.

Talk: Activates when controlled actor talks to this object.

Contact: Activates when controlled actor makes collision with this object.

Script 3-30; these only run if they are specifically called by field script elsewhere. If an empty script is called (try and avoid this) it will check the next script above it until it finds code to run.

Scripts can be called in three ways:
Synchronously: The calling script will wait until the called script has finished before proceeding.
Asynchronously (Wait): The calling script will continue while the called script plays independently of it; if the actor is busy then the request to run a script will queue and execute when available.
Asynchronously (No Wait): The calling script will continue while the called script plays independently of it; if the actor is busy then the request to run a script will silently fail.

The game can run something like 8 script concurrently. Usually this is more than enough, but if you get too liberal with the use of Main scripts and don't properly terminate scripts that you run then you can end up chokepointing the engine which will cause new scripts to not run or a softlock. When executing scripts, remember to terminate them properly with a return opcode.

There is a different type of object with different script groups; it's a Line group. These are event lines that activate when crossed by the player and are drawn by 2 sets of coordinates. These lines can be cleared/set based on different conditions. Some activate on contact, others require that the player push Confirm (Turtle Paradise flyers for instance).

The game uses variables to manage its logic. There are several 'banks' which can take 1byte or 2byte values. One important thing to note is that the locations used to write 1byte and 2byte addresses are actually the same. An example below:

To write a 1byte value to a bank, you'd use [1][100]
To write a 2byte value to a bank, you'd use [2][100]
[2][100] will read/write values to [1][100] and [1][101], so if you wrote a value to [1][100] and then wrote another value to [2][100] believing it to be a separate memory location then you'd accidentally overwrite the value held at [1][100] so keep that in mind.

Just in case, a 1byte value is 0-255 (in hex this is 0xFF) so you can't push a value higher than 255 into a 1byte memory address. To achieve a higher number, a 2byte value is needed and can reach 65535 (in hex, this is 0xFFFF; in other words, it's two 1-byte values read together).

Bank 5/6 is where temporary variables are stored. Any value held here will be lost once you leave a field, so only use this for temporary handling like dialogue decisions.

In order to more efficiently use variable space, the game will often use bit flags on each variable instead of writing a value to it. These are shown in the tool as 'Bit 1 ON' or 'Bit 0 OFF'. Each 1-byte address can hold 8 'bit flags' which is efficient for things like flagging when items have been picked up as instead of having a separate variable tracking each item we can have 1 variable track 8 item pickups instead. Each bit flag adds a value to the address which, when all are toggled, will add up to 255.
Bit 0: 1
Bit 1: 2
Bit 2: 4
Bit 3: 8
Bit 4: 16
Bit 5: 32
Bit 6: 64
Bit 7: 128
If you picked up the item that uses Bit 0 and the item that uses Bit 7, then the variable would have a value of 129. In this way, the variable can have unique values for the game to evaluate against and check if certain items have or have not been picked up. Bit flags like this are used for other tasks as well, such as event management, so you'll need to get used to seeing them and using them. Just think of them as 8 flags you can turn on and off for a variable.

The Makou Reactor tool can tell you what variables are used or not, but some modules outside of field will use certain variables. To be safe, use [11][255] if you need to use new variables and work your way down from there.

In order to learn how to do things, the best way is to study the scripts that exist in the game but I would avoid looking at the Midgar fields as these are much less consistent between each other and seem to have been built at varying times during development (so the method for doing things is a bit less efficient or flat-out different in some cases which can be confusing). Think of a scene you're fairly familiar with and which is easily triggered from a nearby save point and then study the scripts that make it happen to get a better idea of how things are put together and executed.

Last thing: Save (and test) Regularly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Binxy on 2021-01-23 02:49:44
Hey everyone, I'm playing through the newest version of new threat with no experience enabled, I just got out of midgar.  Are there any documents about what items are available to find / from quests.

I want to make sure I don't miss any important items because some bosses might be impossible to beat without accessories or armors that negate certain statuses and elements

I found out how to examine the scene.exe to see if I need to steal or morph certain enemies but beyond that I'm pretty lost.  Trying to be careful but I see people playing other versions using equipment I don't have and I'm wondering if I missed things or if they just aren't in this version.

Thanks so much! Also thanks to the creator I'm having a ton of fun replaying my favorite game
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: mamfmage on 2021-01-23 03:57:19
splendid,

Your summary in combination with the editing tool is exactly what I needed and then some.
I'll start by trying to figure out the editor basics and how to make Aerith party leader.

many thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Rhoasckm on 2021-01-23 15:54:26
Regarding Vincent's Death Penalty weapon, does that still have damage that scales with kills? Or does it only have the "ignores defense" attribute now?

Also I just wanted to say - I just finished the game, and man... I've beaten this game countless times in the past, and this mod really made it feel like a fresh experience. Bravo, you did an absolutely fantastic job, I'm probably gonna find myself suggesting this to most people I know hahaha
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: salmonn85 on 2021-01-23 19:30:01
Really loving the mod BTW.

NTM 2.0
I seem to have run into a bug with the blue cave bosses Quadrangea. Managed to kill them however one of them didn't die.
It's invisible, no AI, shows a target icon, I can heal it, which shows HP with sense but every attack against it (even heals with Aeris staff) plays the death sound.
Dropping the HP to 0 again does nothing and I can keep attacking.

Had to use Ochu to force end the fight, not sure if I was supposed to have got any drops from them.

Loaded my save before the fight. Started them again and same thing happened, only to a different one this time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: GregEnlil on 2021-01-25 15:52:20
Finally getting around to playing 2.0 ; Got to Costa del Sol and having a blast so far ; I was wondering if anyone had compiled a list of the Limit Break changes?

I'm trying to plan a bit ahead of time for SP Upgrades, trying to come up with the builds I wanna use ; and knowing what hits physically, what hits magically and which added effects are on what... is something I wouldn't mind knowing in advance to potentially come up with fun builds.

Thanks for the mod, SegaChief, you da man.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-25 17:12:50
Hey everyone, I'm playing through the newest version of new threat with no experience enabled, I just got out of midgar.  Are there any documents about what items are available to find / from quests.

I want to make sure I don't miss any important items because some bosses might be impossible to beat without accessories or armors that negate certain statuses and elements

I found out how to examine the scene.exe to see if I need to steal or morph certain enemies but beyond that I'm pretty lost.  Trying to be careful but I see people playing other versions using equipment I don't have and I'm wondering if I missed things or if they just aren't in this version.

Thanks so much! Also thanks to the creator I'm having a ton of fun replaying my favorite game

On the first page of this thread, you'll find a documentation download. This has an item list which has a location for all e.skills, etc. There's a quest chain of 1/35 soldier items that are missable, and one of them in the Midgar Raid is currently dropping a Vaccine instead of the item by mistake.

splendid,

Your summary in combination with the editing tool is exactly what I needed and then some.
I'll start by trying to figure out the editor basics and how to make Aerith party leader.

many thanks!

Generally speaking, if the field screen has an actor set for that character which has the line 'This character is playable and it is Aeris' in the Init script then when you enter that field with Aeris as party leader, it will by default give you control of that actor (doesn't necessarily need to be the same field model). You can also manually override this by setting the 'Control group' opcode if you need to do that for whatever reason.

If you enter a field and find yourself to be invisible, it means there was no actor set for your current party leader so that'd be the first thing to look to.

Regarding Vincent's Death Penalty weapon, does that still have damage that scales with kills? Or does it only have the "ignores defense" attribute now?

Also I just wanted to say - I just finished the game, and man... I've beaten this game countless times in the past, and this mod really made it feel like a fresh experience. Bravo, you did an absolutely fantastic job, I'm probably gonna find myself suggesting this to most people I know hahaha

Cheers; In 1.5 I think it uses ignore defence, in 2.0 it probably uses the Yoshiyuki formula where it's stronger if allies are currently KO'd.

Really loving the mod BTW.

NTM 2.0
I seem to have run into a bug with the blue cave bosses Quadrangea. Managed to kill them however one of them didn't die.
It's invisible, no AI, shows a target icon, I can heal it, which shows HP with sense but every attack against it (even heals with Aeris staff) plays the death sound.
Dropping the HP to 0 again does nothing and I can keep attacking.

Had to use Ochu to force end the fight, not sure if I was supposed to have got any drops from them.

Loaded my save before the fight. Started them again and same thing happened, only to a different one this time.

Yeah there's a weakness in the AI where that can happen, so I need to re-do the fight.

Finally getting around to playing 2.0 ; Got to Costa del Sol and having a blast so far ; I was wondering if anyone had compiled a list of the Limit Break changes?

I'm trying to plan a bit ahead of time for SP Upgrades, trying to come up with the builds I wanna use ; and knowing what hits physically, what hits magically and which added effects are on what... is something I wouldn't mind knowing in advance to potentially come up with fun builds.

Thanks for the mod, SegaChief, you da man.

I'll write up a list and add it to the documentation:

Code: [Select]
//Cloud
Braver - Base: 52, Reduces enemy Defence + Magic Defence by 5% (stacks with other effects of this type)
Cross Slash - Base 48 w/ Paralysis

Blade Beam - Base: 55, Magic-based, Single then Split
Climhazzard - Base: 70, Reduces enemy Defence + Magic Defence by 10% (stacks with other effects of this type)

Meteorain - Base: 24 x 6, Magic-based, Random
Finishing Touch - Base: 70, Insta-KO, All

Omnislash - Base: 17 x 15, Auto-Crit

So Cloud has a couple of Magic-based Limit Breaks in his Lv.2 and Lv.3 to make use of. The defence reduction on Lv.1 and Lv.2 can be really useful in longer fights.


//Barret
Big Shot - Base: 58
Grenade Bomb - Base: 54, All

Mindblow - Base: 60, Magic-based, Inflicts Confu/Berskerk
Hammerblow - Base: 70, Insta-KO

Satellite Beam - Base: 70, Magic-based
Ungarmax - Base: 10 x 18, Random

Catastrophe - Base: 30 x 10, Magic-based

Took a bit of a risk with Barret in giving him a magic-based Lv.4 but for players who have built him that way it's a nice payoff at the end, and he has Ungarmax as a flashy physical alternative. Mindblow was bumped to Lv.2 with Grenade Bomb moving to Lv.1 so there's an early AOE Limit available for the player.


//Aeris
Healing Wind - 50% MaxHP heal for party
Seal Evil - Base: 16, Magic-based, Inflicts Silence/Stop

Breath of the Earth - 50% MaxHP heal for party, removes all detrimental ailments + debuffs
Fury Brand - Fills Limit gauges of allies

Planet Protector - Grants Regen + Wall for the party
Pulse of Life - Fully recovers party HP/MP, + revives 100% from KO

Great Gospel - Fully recovers party HP/MP, grants Peerless (invincibility)

Small tweaks; Breath of the Earth now recovers HP instead of just status ailments which was very underwhelming next to Healing Wind. Seal Evil does a bit of damage now which should be really useful early on, though the key thing there is still the Stop status. Invincibility was made the sole reserve of Great Gospel, and Planet Protector applies other buffs instead.


//Tifa
Beat Rush - Base: 20
Somersault - Base: 24
Waterkick - Base: 28
Meteodrive - Base: 32
Dolphin Blow - Base: 36
Meteor Strike - Base 40
Final Heaven - Base: 70

Nothing really changed here except for base power.


//Red XIII
Sled Fang - Base: 48, drains damage as HP
Lunatic High - Grants party Haste and Red's evasion stat is raised by 50% of its current value for each active party member including himself (so if he had 10% evasion, and 2 allies were up, he'd be at 20% evasion). This caps at 100% buff so only 1 other party member needs to be alive to get the full buff.

Blood Fang - Base: 70, drains damage as HP/MP
Stardust Ray - Base 10 x 10, Magic-based

Earth Rave - Base: 35 x 5, Random
Howling Moon - Grants Haste, Wall, Berserk, and raises current Attack stat by 50% (caps at 100% bonus).

Cosmo Memory - Base: 144, Magic-based, fills Limit gauges of allies

Red's Howling Moon was buffed a bit to make it a bit more useful, and it was moved to the 2nd slot so you can crack skulls a bit faster on Lv.3 with Earth Rave. Cosmo Memory is a bit OP, but it does help it compete against the Multi-hitting Limit Breaks, even synergises with it as it recharges them.


//Yuffie
Greased Lightning - Base: 52, inflicts Slow
Clear Tranquil - 25% MP restored for party, removes Poison, Silence, and Blind

Landscaper - Base: 62, Magic-based, inflicts Slow, All
Bloodfest - Base: 10 x 10, Random

Gauntlet - Base: 70, Magic-based, inflicts Slow, All
Doom of the Living - Base: 12 x 15

All Creation - Base: 180, revives KO'd allies, All

Clear Tranquil was made to be a bit more unique to Aeris' Healing Wind in that it restores MP instead with some statuses. Inflicting Slow is the common theme, and All Creation was set as having the highest base power of any magic-based attack in the game with the revive allies as a kind of extra support thing to help it against Cosmo Memory and the other multi-hit Lv.4s.


//Vincent
Berserk Dance - Base: 32
Beast Flare - Base: 70, Magic-based, Fire element

Gigadunk - Base: 40
Livewire - Base: 60, Magic-based, Bolt element

Splattercombo - Base: 16 x 5
Nightmare - Inflicts Sleep, Poison, Confu, Silence, Frog, Mini

Chaos Saber - Base: 40, Ignores defence, All
Satan Slam - Base: 100, Magic-based, Inflicts KO, ???? Element

I beefed up the Vincent transformation attacks a bit, and set it to alternate between the attacks rather than do them at random for a bit more consistency. Chaos is probably overpowered given the defence buffs that go with this form.


//Cid
Boost Jump - Base: 52
Dynamite - Base: 48, All

Hyper Jump - Base: 70, inflicts KO
Dragon - Base: 60, Magic-based, drains damage as HP/MP

Dragon Dive - Base: 27 x 6, Magic-based, Inflicts KO
Big Brawl - Base: 24 x 8

Highwind - Base: 12 x 18

I may need to uplift those Lv.1 Limits a bit so they match Barret a bit more.


//Cait Sith
I think there was some tweaks to the base power of some of the toybox outcomes like Toy Soldier but nothing drastic there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: GregEnlil on 2021-01-25 18:25:49
I'll write up a list and add it to the documentation:

Wonderful, many thanks. Lots of interesting choices in there, that makes me even more hyped about possible builds.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Danstorm1 on 2021-01-25 21:03:11
Really enjoying this mod, I love its progression system, it makes the characters feel more distinguished and feels really balanced.

I've made it all the way to the Underwater Reactor without too much trouble, but I have gotten stuck at the Carry Armor. I can clear out the arms pretty easy, but after that it just does too much damage to quickly for my party to beat it. My setup for the fight is Physical Tank cloud, fast attack tifa, and magic Yuffie. I'm not clear on what I'm supposed to do, because it seems like if I do anything but attack, including limits, it counters with a strong attack. My party is around lvl 53. Any tips?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-26 00:18:00
Really enjoying this mod, I love its progression system, it makes the characters feel more distinguished and feels really balanced.

I've made it all the way to the Underwater Reactor without too much trouble, but I have gotten stuck at the Carry Armor. I can clear out the arms pretty easy, but after that it just does too much damage to quickly for my party to beat it. My setup for the fight is Physical Tank cloud, fast attack tifa, and magic Yuffie. I'm not clear on what I'm supposed to do, because it seems like if I do anything but attack, including limits, it counters with a strong attack. My party is around lvl 53. Any tips?

It's getting a tune soon because its counter-heavy setup is a bit of a pain to deal with and slows things down.

Way the torso works is, that the lower its HP becomes the more likely it is to counter-attack against damage with one of its counter-abilities (and to use Lapis Laser on its actual turn). So one thing you can do there is hold off on attacking if you need to recover your group as it'll deny counter-attacks until you do start attacking again.

Zeta Emission is the last counter to get used and it inflicts Dual-Drain (reverse-regen). Protecting your three party members from that status would make the last part of the fight less risky. Two of the counters are also bolt element so that should be worth trying to guard against.

Before attacking, I would go through the 3 following checks:
1) Everyone is at good HP
2) MBarrier is active on everyone
3) At least one of your party has a turn ready to go in case of a Lapis coming out and you need to fix things up

For some extra insurance, you can go for a heavier counter setup yourself with Counter Attack, Magic Counter, and Command Counter. Then when you've dealt with the arms, you can lean heavier on counters proccing from Lapis Laser rather than attacking directly as your counters won't trigger his counters. Magic Counter with a Bolt3 or a Cure3 would be nice to have, or CMD Counter on Deathblow as the torso has no evasion and it should land frequently.

One last thing is to save powerful attacks for the last push on his HP; at 25%, he'll change to the Zeta counter and the rate will be 100%. That's when you'll want to make your attacks count the most to finish the fight up. If you use things like Summons or powerful attack items earlier, or if you use Limit Breaks before then, you might find yourself in that nastier part of the fight for longer which is riskier.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Danstorm1 on 2021-01-26 03:25:45
It's getting a tune soon because its counter-heavy setup is a bit of a pain to deal with and slows things down.

Way the torso works is, that the lower its HP becomes the more likely it is to counter-attack against damage with one of its counter-abilities (and to use Lapis Laser on its actual turn). So one thing you can do there is hold off on attacking if you need to recover your group as it'll deny counter-attacks until you do start attacking again.

Zeta Emission is the last counter to get used and it inflicts Dual-Drain (reverse-regen). Protecting your three party members from that status would make the last part of the fight less risky. Two of the counters are also bolt element so that should be worth trying to guard against.

Before attacking, I would go through the 3 following checks:
1) Everyone is at good HP
2) MBarrier is active on everyone
3) At least one of your party has a turn ready to go in case of a Lapis coming out and you need to fix things up

For some extra insurance, you can go for a heavier counter setup yourself with Counter Attack, Magic Counter, and Command Counter. Then when you've dealt with the arms, you can lean heavier on counters proccing from Lapis Laser rather than attacking directly as your counters won't trigger his counters. Magic Counter with a Bolt3 or a Cure3 would be nice to have, or CMD Counter on Deathblow as the torso has no evasion and it should land frequently.

One last thing is to save powerful attacks for the last push on his HP; at 25%, he'll change to the Zeta counter and the rate will be 100%. That's when you'll want to make your attacks count the most to finish the fight up. If you use things like Summons or powerful attack items earlier, or if you use Limit Breaks before then, you might find yourself in that nastier part of the fight for longer which is riskier.

Wow, thanks for the response. Quick and very detailed. I was trying to figure out if the zeta was in response to limit breaks or not, but that makes sense. I appreciate that your very responsive to this thread, Thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Navihank on 2021-01-26 22:24:44
I just started New threat and I was confused on the hard mode toggle. is it the little window at the end that shows the current difficulty setting?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: AuthenticM on 2021-01-27 02:23:51
Hey Sega Chief,

I'm currently playing through the latest New Threat in Game Type A, and I'm having a blast. I am loving the smarter and more challenging enemy encounters, as well as the presence of innate abilities. Also love the cleaned-up script. Everything about New Threat is better than the original game, so kudos.

I am currently in the Underwater Reactor under Junon, right after the boss fight with the diarama robot. I'm pausing the game as I need to finish another, and I thought I would come here to leave you some feedback that I wrote down as I was playing before getting back to the game down the line.


Bugs

Feedback

I think that's it for now. Other than that, as I said, I'm having a lot of fun. Everything about the gameplay is so much better. The only other two things that I can think of is that the boss of the Cosmo Canyon cave was a little too obtuse (I managed to beat him but without understanding his pattern) and also that the boss in the Shinra Manor in Nibleheim (safe monster) was a total pushover.

Oh, and I have a question for you. In 1.5, there was a subplot with new characters; IIRC, a female Soldier and some officers. The player would fight them multiple times over the course of the playthrough. In 2.0 Type A, they are nowhere to be found. Have they been moved to Type B? I was thinking of doing a Type B playthrough after I'm done with A, and I was hoping that I would find them there, as I really liked these characters and their associated battles from 1.5.

Thank you
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-27 09:19:51
I just started New threat and I was confused on the hard mode toggle. is it the little window at the end that shows the current difficulty setting?

When starting a new game it asks what Game Type, then it asks whether to turn Hard Mode on or not. You can toggle hard mode on/off after that at a save point.

.

That's disappointing to hear about the lifestream reveal music; I suspect what might have happened is that the adjusted music track supplied in the IRO hasn't been loaded which can happen sometimes if there's another mod overriding it or maybe just because of other reasons (if the installer, then might be that the target folder for the music file has a different name or something). I made some tweaks to the field script to go with that track which has extra looping in it to make it 'fit' the length so if that track wasn't used then whatever was used instead would probably not make it to the end. Or there might be some other factor affecting things there.

The toggle flags are a bit busted at the moment; the music flag was using the wrong one for instance. I've got this sorted out in my 2.1 files but the patch isn't quite ready to go up yet.

Mindblow: I just checked and it has the MP Damage flag still ticked, where it should instead just be dealing magic damage to HP. I'll sort this out for the patch.

Jenova LIFE: I thought it was a good fit for the boss' theme, and it helps me integrate that decision into the gameplay a lot better than the old way which was a not-so-clear dialogue choice. Granted it's not 100% clear still but it is a lot more interesting. My first and foremost priority is the battle mechanics so that tends to take precedence.

From what I remember of the final Disc 1 scene, the location used in both cases was the Inn rather than the structure that vanilla uses. For some reason I decided to use the vanilla location if Aeris bit the dust, and to use the 1.5 version in the Inn if she didn't. I can't really remember why, but it is what it is.

And I don't want to lock this off to Type B; while it does make sense, it would just result in people getting to that point in Type A and then finding out that they can't do it which is one of the features billed by the mod so it'll be staying in both types.

Flashback: If you already know, then it's a giveaway (though it can't really be giveaway if you know about it). But if you don't know, then it's one of those things where it would only click if you were playing through the game a second time. I walked back some of the alterations to the flashback but I left that one in.

Fort Condor: You don't need to do any of the battles to get the Phoenix Materia, only the last battle which is mandated by the story (and you can clear this battle by fighting from the shed too); this is the same as vanilla. In 1.5, clearing all the Fort Condor battles yourself or through funding would nab the player a Masamune (this is no longer the case in 2.0, the drop was changed to a Ziedrich).

I had a look at the script a few times with a view to reducing the number of engagements as there's duplicate ones that give duplicate prizes, but it's a spaghetti junction and I ended up just leaving it to focus on other things. Maybe in the future.

The characters you mention are on Type B, but only appear once in front of the Shinra Mansion; their appearance later in the Whirlwind Maze and on the Highwind was axed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: AuthenticM on 2021-01-27 15:35:56
That's disappointing to hear about the lifestream reveal music; I suspect what might have happened is that the adjusted music track supplied in the IRO hasn't been loaded which can happen sometimes if there's another mod overriding it or maybe just because of other reasons (if the installer, then might be that the target folder for the music file has a different name or something). I made some tweaks to the field script to go with that track which has extra looping in it to make it 'fit' the length so if that track wasn't used then whatever was used instead would probably not make it to the end. Or there might be some other factor affecting things there.

The toggle flags are a bit busted at the moment; the music flag was using the wrong one for instance. I've got this sorted out in my 2.1 files but the patch isn't quite ready to go up yet.

You made me realize that I was running an audio mod. I was using the original soundtrack from Anxious Hearts, as PC FF7 uses those shitty midi formats.

I just did a test by deactivating the mod and booting the game. It seems like New Threat is also using the original PSX soundtrack, so kudos for that. I didn't know that NT supplied its own soundtrack. I really hate the OG midi PC soundtrack.

While I can't test the lifestream scene to see if my mod was the source of the two aforementioned bugs, I did check if the field music toggle worked now. Unfortunately, it still doesn't work.

Mindblow: I just checked and it has the MP Damage flag still ticked, where it should instead just be dealing magic damage to HP. I'll sort this out for the patch.

Perfect, thank you.

From what I remember of the final Disc 1 scene, the location used in both cases was the Inn rather than the structure that vanilla uses. For some reason I decided to use the vanilla location if Aeris bit the dust, and to use the 1.5 version in the Inn if she didn't. I can't really remember why, but it is what it is.

Ah, I see. Is this something that could be corrected in 2.1? Maybe making the scene play out the same whether Aerith dies or not, with just a couple of dialogue changes to reflect Aerith being dead or not? Having the scene occur in the hut with the beds is smart and the way to go, I'd say. If it's too much effort, it's not the end of the world. But if it's easy to implement, it'd be appreciated.

Fort Condor: You don't need to do any of the battles to get the Phoenix Materia, only the last battle which is mandated by the story (and you can clear this battle by fighting from the shed too); this is the same as vanilla. In 1.5, clearing all the Fort Condor battles yourself or through funding would nab the player a Masamune (this is no longer the case in 2.0, the drop was changed to a Ziedrich).

I had a look at the script a few times with a view to reducing the number of engagements as there's duplicate ones that give duplicate prizes, but it's a spaghetti junction and I ended up just leaving it to focus on other things. Maybe in the future.

Ah, I see. Good to know. Thank you.

Does completing a battle through funding also give the reward given by the lookout guy?

The characters you mention are on Type B, but only appear once in front of the Shinra Mansion; their appearance later in the Whirlwind Maze and on the Highwind was axed.

In Game Type B, does the Scorpion Tank still appear during the dragon fight in the temple of the ancients? I thought that was super cool in 1.5. I missed it in Type A. The dragon fight by itself is a little bland; it doesn't fit with the rest of New Threat's philosophy of having boss fights have their own little quirks or gimmicks, I feel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-27 16:48:38
You made me realize that I was running an audio mod. I was using the original soundtrack from Anxious Hearts, as PC FF7 uses those shitty midi formats.

I just did a test by deactivating the mod and booting the game. It seems like New Threat is also using the original PSX soundtrack, so kudos for that. I didn't know that NT supplied its own soundtrack. I really hate the OG midi PC soundtrack.

While I can't test the lifestream scene to see if my mod was the source of the two aforementioned bugs, I did check if the field music toggle worked now. Unfortunately, it still doesn't work.

Perfect, thank you.

Ah, I see. Is this something that could be corrected in 2.1? Maybe making the scene play out the same whether Aerith dies or not, with just a couple of dialogue changes to reflect Aerith being dead or not? Having the scene occur in the hut with the beds is smart and the way to go, I'd say. If it's too much effort, it's not the end of the world. But if it's easy to implement, it'd be appreciated.

Ah, I see. Good to know. Thank you.

Does completing a battle through funding also give the reward given by the lookout guy?

In Game Type B, does the Scorpion Tank still appear during the dragon fight in the temple of the ancients? I thought that was super cool in 1.5. I missed it in Type A. The dragon fight by itself is a little bland; it doesn't fit with the rest of New Threat's philosophy of having boss fights have their own little quirks or gimmicks, I feel.

Completing through funding does count as a win; 3000gil for it, and they start with enough to cover most of the unreachable battles.

The 1.5 fight in temple is used in Type B, yeah.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: AuthenticM on 2021-01-27 17:32:23
Oh, other question. Are the endgame sidequests (colored caves and the such) the same between Types A and B? Are the battles the same?

I'd also like to know how different the 2.0 Type A endgame quests are compared to 1.5. I only know that Dark Cave was cut. I'm interested in know how some of the fights were fight, if at all.

Completing through funding does count as a win; 3000gil for it, and they start with enough to cover most of the unreachable battles.

Right. But regarding the items that the lookout guy gives to the player after a successful battle, the ones that he found on the battlefield (the armors and the megalixirs), are these items given to the player if Fort Condor wins the battles by themselves using the money? Like, if the player talks to the lookout guy at the last battle, will he give the player all the battlefield items that they have missed? (provided money was given to him)

The 1.5 fight in temple is used in Type B, yeah.

Sweet, thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-27 23:21:08
Oh, other question. Are the endgame sidequests (colored caves and the such) the same between Types A and B? Are the battles the same?

I'd also like to know how different the 2.0 Type A endgame quests are compared to 1.5. I only know that Dark Cave was cut. I'm interested in know how some of the fights were fight, if at all.

Right. But regarding the items that the lookout guy gives to the player after a successful battle, the ones that he found on the battlefield (the armors and the megalixirs), are these items given to the player if Fort Condor wins the battles by themselves using the money? Like, if the player talks to the lookout guy at the last battle, will he give the player all the battlefield items that they have missed? (provided money was given to him)

Sweet, thanks.

Optional sidequests added in for Disc 2/3 are the same between Types. As for 1.5 to 2.0 difference, there's less overall and some characters don't have one anymore like Cid. While that will be a step back for some, I feel it helps streamline things.

The items given for a battle aren't awarded if Fort Condor uses their funds to complete the battle instead.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sur5val on 2021-01-28 07:52:01
Hey Sega Chief,

I might have encountered a bug in the Sacred Fire Cave, I don't know if this has been reported before. I was fighting the boss guarding the W-Attack materia and I managed to kill both the angel thingies at the same time using quadra magic mp turbo ultima, making them use both their Yomi Burial attack at the same turn. Yuffie got ejected by the whirlsand then Cloud and after that I still had Cid but the game crashed. So I guess this is a bug.

Other than that, Thank you for this beautifully done mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: salmonn85 on 2021-01-28 10:44:17
Any way of going back to places where you think you missed an item.
Example sister ray for the 1/35th soldier. Not sure if I missed it or not or Midgard raid

Nt2.0


Sorry if this has been answered before. Tried to use the search but couldn't find anything. Plus the words in the search needs to be 2 characters+ so it didn't like looking for 1 35 soldier
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-28 14:55:37
Hey Sega Chief,

I might have encountered a bug in the Sacred Fire Cave, I don't know if this has been reported before. I was fighting the boss guarding the W-Attack materia and I managed to kill both the angel thingies at the same time using quadra magic mp turbo ultima, making them use both their Yomi Burial attack at the same turn. Yuffie got ejected by the whirlsand then Cloud and after that I still had Cid but the game crashed. So I guess this is a bug.

Other than that, Thank you for this beautifully done mod.

I'll have a look at it; did you have any battle mods on like for graphics or 60fps anything like that?

Any way of going back to places where you think you missed an item.
Example sister ray for the 1/35th soldier. Not sure if I missed it or not or Midgard raid

Nt2.0


Sorry if this has been answered before. Tried to use the search but couldn't find anything. Plus the words in the search needs to be 2 characters+ so it didn't like looking for 1 35 soldier

There isn't, I'm afraid. If you want the Materia given by finding all 12 then using a save editor add a Underwater Materia to your inventory (this was changed into a new Materia, but the save editor will still read it as 'Underwater Materia).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Rikku on 2021-01-28 19:21:30
Hi, does the limit requirement change in the  v2.0?

I have the two level 1 limits but it´s been a long time and seems that the level 2 doesn´t appear.

The story changes are AMAZING, i am enjoying A LOT, it´s like playing FF7 for the first time :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-28 20:42:40
Hi, does the limit requirement change in the  v2.0?

I have the two level 1 limits but it´s been a long time and seems that the level 2 doesn´t appear.

The story changes are AMAZING, i am enjoying A LOT, it´s like playing FF7 for the first time :)

They're roughly the same; maybe higher for Cloud but a lot lower for characters who join later. I think maybe some characters are killing less often than you might realise or less enemies overall are getting dealt with. If you want to speed it up, then I tend to use Mt. Corel's bridge area to fight groups of 5x Battery Caps and aoe them down with the character farming. There was a better way that most others use but I can't recall right now.

But just in case: The next limit level is unlocked by kills, the x-2 Limit is unlocked by using the x-1 Limit.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Navihank on 2021-01-28 23:17:20
I was playing around with the settings and forgot which way it was before thats why i was asking
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: AuthenticM on 2021-01-29 03:52:19
Alright, just beat Hojo and wandered the world a bit. I'm done for now until 2.1 comes out and I start a Type B game.

I have two last things to share:

-I got the golden chocobo from the Kalm guy by giving him the guidebook. However, Cloud says "our stable is full", and I can't take the chocobo on the Highwind. I checked on the Highwind, and there isn't a chocobo in it. The stable at the Chocobo Farm is also empty. I'm not sure if this is a bug or if I'm missing something.

-I beat the Diorama robot in the Shinra HQ. I'm not sure if this is something with my game and mod list, but the boss's final line before dying ("closed") only appeared on screen for half a second. I think it's supposed to stay for much longer; long enough for the player to have plenty of time to read it. Also, the line wasn't in all-caps; I feel like it would be funnier if it was. I dunno; I feel like a robot yelling "THE DIORAMA IS CLOSED!!!" is just super funny to me.

Cheers on the awesome mod, Chief. I'll be back.

Oh, while I'm here: do you have any estimation on FF8 New Threat's 1.0 release date? I'm very eager to play it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: salmonn85 on 2021-01-29 08:28:07
-I got the golden chocobo from the Kalm guy by giving him the guidebook. However, Cloud says "our stable is full", and I can't take the chocobo on the Highwind. I checked on the Highwind, and there isn't a chocobo in it. The stable at the Chocobo Farm is also empty. I'm not sure if this is a bug or if I'm missing something.

You need to go to the chocobo farm and speak to the old guy in the house and pay them to look after chocobos. This makes it so you can accept the gold chocobo.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Navihank on 2021-01-29 16:25:29


Oh, while I'm here: do you have any estimation on FF8 New Threat's 1.0 release date? I'm very eager to play it.
What would FF8 new threat even do? you would need to rebuild the junction system from the ground up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-01-29 22:32:46
Alright, just beat Hojo and wandered the world a bit. I'm done for now until 2.1 comes out and I start a Type B game.

I have two last things to share:

-I got the golden chocobo from the Kalm guy by giving him the guidebook. However, Cloud says "our stable is full", and I can't take the chocobo on the Highwind. I checked on the Highwind, and there isn't a chocobo in it. The stable at the Chocobo Farm is also empty. I'm not sure if this is a bug or if I'm missing something.

-I beat the Diorama robot in the Shinra HQ. I'm not sure if this is something with my game and mod list, but the boss's final line before dying ("closed") only appeared on screen for half a second. I think it's supposed to stay for much longer; long enough for the player to have plenty of time to read it. Also, the line wasn't in all-caps; I feel like it would be funnier if it was. I dunno; I feel like a robot yelling "THE DIORAMA IS CLOSED!!!" is just super funny to me.

Cheers on the awesome mod, Chief. I'll be back.

Oh, while I'm here: do you have any estimation on FF8 New Threat's 1.0 release date? I'm very eager to play it.

I would try buying all 6 stables; it might be related to that.

If you have battle text speed set to fast then it whizzes by fast as it's technically an attack name and not a text string. I think it used to be in all caps in 1.5.

FF8 NT hasn't got an estimate at the moment, I keep running into unexpected challenges with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Clayjoy on 2021-01-31 22:09:40
I've been playing mod for a week now and I love it.  I've actually convinced 3 of my buddies to play it too.  I ran into some bug though.  For some reason Cait Sith is named Cloud...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-02-01 11:29:22
I've been playing mod for a week now and I love it.  I've actually convinced 3 of my buddies to play it too.  I ran into some bug though.  For some reason Cait Sith is named Cloud...

There was a rename thing on the Zack flashback and through the Silver Chocobo in the Glacier; unfortunately, what I didn't realise at the time was that this rename function also renames Cait Sith (due to him sharing his character slot with Young Cloud at the start of the game). Best way to fix it is to rename Cait Sith through a save editor; I would avoid doing it through the silver chocobo as renaming Cait or Vincent in this way will also reset their stats.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Kuro91 on 2021-02-01 16:53:00
Hi there,

I registered in the forum to say that NT is an absolutely fantastic mod! I actually played 1.5 some time ago and never said thanks and congratulations for the amazing work that was put in creating this mod.

I've been playing 2.0 Remix lately and I decided to tackle the optional bosses, manly the new KOTR bosses, and then Emerald and Ruby.

I got past the KOTR bosses easily after finding a good strategy, but I've been stuck against Emerald for days because I can't find a good way to take it down. I DID won a few moments ago by spamming KOTR and Mime, but I feel like my victory is a bit..."empty"? I mean, I won but I feel like I cheese it a bit, so I wanted to try winning without resorting to KOTR spamming. The issue I'm having is that his eyes simply wreck me, and them having 12kHP doesn't help much either.

I wanted to ask if there is some trick to defend against the eyes. I know I can slow them, but I think it's still not enough.

Thanks in advance!

EDIT: Well, Ruby doesn't joke either. I think playing the Remix/Arranged mode was a challenge too hard for me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Rushiryu on 2021-02-02 15:51:59
This is my first post I'm sorry if I'm doing this wrong. Anyway, I would like to report a bug involving 1/35 soldier items. The 1/35 soldier that you pick up inside the chest on the scaffolding during the Midgar raid does not increase your item value. Meaning that even if you pick them all up you still don't get the reward because you final value only reaches 11. Cheating the item with black chocobo without collecting them all gives you the prompt that they are fake. However if you do collected them all and then cheat the item in, it counts it as genuine. What I understand from this is that the game gives you the check for picking it up but it simply doesn't add it to your inventory. I made a video on this but I won't post links as I don't know if it is allowed, but it is under the channel name Rushiryu.
Title: Re: Releasing a Mod
Post by: Das Mexikaner on 2021-02-03 00:26:24
Any feedback on how to improve balance or bug reports for technical issues is always welcome.

I'm new here, so I apologize if I missed any etiquette regarding quoting and such. Also, I'm pretty confident the bit of feedback below has been brought to your attention already.

- Love this mod. I was let down SO badly by the Remake, but what you have crafted is by far one of the absolute best balance / challenge / content mods I've ever encountered across any game. Kudos. Double kudos. Triple kudos.
- It's possible to unequip and retain the accessories and Materia from the Kalm flashback. You acknowledged this on a YouTube video highlighting this exploit, but only Materia was mentioned.
- The Tough Ring I snagged off Sephiroth is spelled "Touph Ring". Not sure if this is a typo or something I misunderstood (especially since other rings have been renamed). The "Jem Ring" is also potentially mispelled.
- Weapons possessing innate elements are a pretty big double-edge. Yuffie seems especially hurt by this, as I found myself switching back to her initial equip for a chunk of the game after recruiting her. I'd gladly take lower base stats if it meant rebalancing weapons to not include an element.
- Why add Reflect to Big Guard? I've tried developing a strategy where I could make this Enemy Skill work, but fall flat. I know Haste in vanilla is TOO good, but Reflect ruins it. Shield would be cool, at the cost of much, MUCH higher MP, but is arguably still imbalanced. Maybe Resist instead of Haste or Reflect?
- Would you consider making Osmose (AWESOME addition) work with All in exchange for lower potency?
- I CANNOT get the Harpy in the Gold Saucer desert to cast Aqualung, despite the documentation saying to lower HP (even as low as 40). I tried against 20 or so before giving up and using Black Chocobo to edit it in.
- I also found myself too frustrated to keep farming the Jersey enemies in Shinra Mansion and used Black Chocobo to give myself the ? ? ? ? ? Enemy Skill. I went as far as only having Cloud alive with Enemy Skill equipped and they would not cast it; having anyone else up at all would result in the Jersey enemy targeting whoever did not have Enemy Skill equipped.
- Non-boss enemies being immune to Manipulate is pretty frustrating. The Mu, Harpy, and Jersey (and I'm sure others) really waste a lot of time when their Enemy Skill is not guaranteed to trigger under certain conditions (turn number, counter attack, etc.) when coupled with encounter rates.
- What are the proc rates for Red XIII's damage increases and Vincent's regen? I've only seen Red XIII's increase once after first recruiting him, and have yet to see Vincent's regen (I may need to slow down battle message speed). Also, Vincent's innate mentions in-game cycling through his limits, but I didn't see an explanation in the downloaded documentation.
-Once again: amazing work. Quadruple kudos!

May you and your loved ones stay safe and well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: shadowdarkraven on 2021-02-03 07:20:00
I love this mod, im doing a playthrough of the most recent version  and the last version i played was the 1.5 release. I had a question about something that just occurred.  During the Kalm flashback scene i was able to remove the materia from Sephiroth and Cloud, then after the flash back finished it let me keep the materia. is this a bug or intended? i am playing on arrangement B if that helps.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Rainku on 2021-02-03 19:36:44
Hey there! Played your 1.5 mod awhile back and really enjoyed it, so I figured no harm in sharing my thoughts.

Absalutely fantastic job! I'm a bit of a casual, but I found the original game too easy so I was in search for a more balanced game mod, this mod delivered all that except for a few things in my opinion such as:

- Moving the Contain, Ultima etc materia from their original gaining points to Northern Cave. I use to do everything post game before going completely down Northern Cave in vanilla. That's just how I played. So for me, having to complete Northern Cave only to have to go back out again feels anticlimactic. I know you have to enter Northern Cave in the original and then go back out, but that's still better than having to go all the way down.
- Although I love the idea of extra bosses to gain each character's limit, I found all the 1v1 battles exhausting after awhile and it kind of ruined the fun I had with the mod leading up to that point.

Now I'm at the endgame of your 2.0 mod. I played through type A and I loved all of it! I was also super relieved that there werent as many 1v1 battles to obtain all the final limits, aswell as not having to go through northern cave first to unlock the side quests. I also love how all the towns are ocupied, the new dialouge, everything is cool and sometimes funny, but never felt too out of place. Really great! So far the only issue that remains for me, personaly, is the Contain, Ultima etc materia being only obtainable in Northern Cave. So I used Black Chocobo to pretend I got it from their original places. I also minused 10000 AP from the Comet Materia since getting Comet2 was taking way too long(although I get it does more dmg, but I still couldn't see myself grinding that long, especialy since I'm at endgame and would like to have all my spells at my disposal at that point).

So exellent work! Thank you so much!

Just a quick question: I use to farm my limit break usage on cactuar island by manipulating one of the catuers and having it use 1000 needles repeatedly on the party member whom's limit break I wish to use. I noticed I can't manipulate that cactuer anymore, so I don't know where the next best place is to drive the limit gauge up quicker? I know I can kill multiple enemies to gain the next limit level, but I'm talking specificly about getting the limit gauge up as soon as possible to making gaining the next limit move within that level faster?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: tiny_spark on 2021-02-03 21:27:37
I am playing on 1.5. I made it to the northern crater and split my party up. I made it to the bottom and talked to everyone but now I can't change my party to anyone I didn't bring with me the whole way through the northern crater (Cid and Red XIII). The only exception is Tifa which I suspect works because of the party leader change option.

Is there something else I have to do to be able to add the other characters to my party?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-02-04 00:07:08
Hi there,

I registered in the forum to say that NT is an absolutely fantastic mod! I actually played 1.5 some time ago and never said thanks and congratulations for the amazing work that was put in creating this mod.

I've been playing 2.0 Remix lately and I decided to tackle the optional bosses, manly the new KOTR bosses, and then Emerald and Ruby.

I got past the KOTR bosses easily after finding a good strategy, but I've been stuck against Emerald for days because I can't find a good way to take it down. I DID won a few moments ago by spamming KOTR and Mime, but I feel like my victory is a bit..."empty"? I mean, I won but I feel like I cheese it a bit, so I wanted to try winning without resorting to KOTR spamming. The issue I'm having is that his eyes simply wreck me, and them having 12kHP doesn't help much either.

I wanted to ask if there is some trick to defend against the eyes. I know I can slow them, but I think it's still not enough.

Thanks in advance!

EDIT: Well, Ruby doesn't joke either. I think playing the Remix/Arranged mode was a challenge too hard for me.

It's been a while since I checked but I think you can forestall the Limit Mode by using the 3 bahamut summons; this is based on the original emerald behaviour where it would 'accelerate' to use Aire Tam Storm if hit by KOTR but could be delayed from it if hit by Bahamut Summons instead.

This is my first post I'm sorry if I'm doing this wrong. Anyway, I would like to report a bug involving 1/35 soldier items. The 1/35 soldier that you pick up inside the chest on the scaffolding during the Midgar raid does not increase your item value. Meaning that even if you pick them all up you still don't get the reward because you final value only reaches 11. Cheating the item with black chocobo without collecting them all gives you the prompt that they are fake. However if you do collected them all and then cheat the item in, it counts it as genuine. What I understand from this is that the game gives you the check for picking it up but it simply doesn't add it to your inventory. I made a video on this but I won't post links as I don't know if it is allowed, but it is under the channel name Rushiryu.

Yeah that's the issue currently; the variable flag is toggled but the item given is wrong (vaccine). It's been fixed in the patch but the patch itself isn't finished yet.

I'm new here, so I apologize if I missed any etiquette regarding quoting and such. Also, I'm pretty confident the bit of feedback below has been brought to your attention already.

- Love this mod. I was let down SO badly by the Remake, but what you have crafted is by far one of the absolute best balance / challenge / content mods I've ever encountered across any game. Kudos. Double kudos. Triple kudos.
- It's possible to unequip and retain the accessories and Materia from the Kalm flashback. You acknowledged this on a YouTube video highlighting this exploit, but only Materia was mentioned.
- The Tough Ring I snagged off Sephiroth is spelled "Touph Ring". Not sure if this is a typo or something I misunderstood (especially since other rings have been renamed). The "Jem Ring" is also potentially mispelled.
- Weapons possessing innate elements are a pretty big double-edge. Yuffie seems especially hurt by this, as I found myself switching back to her initial equip for a chunk of the game after recruiting her. I'd gladly take lower base stats if it meant rebalancing weapons to not include an element.
- Why add Reflect to Big Guard? I've tried developing a strategy where I could make this Enemy Skill work, but fall flat. I know Haste in vanilla is TOO good, but Reflect ruins it. Shield would be cool, at the cost of much, MUCH higher MP, but is arguably still imbalanced. Maybe Resist instead of Haste or Reflect?
- Would you consider making Osmose (AWESOME addition) work with All in exchange for lower potency?
- I CANNOT get the Harpy in the Gold Saucer desert to cast Aqualung, despite the documentation saying to lower HP (even as low as 40). I tried against 20 or so before giving up and using Black Chocobo to edit it in.
- I also found myself too frustrated to keep farming the Jersey enemies in Shinra Mansion and used Black Chocobo to give myself the ? ? ? ? ? Enemy Skill. I went as far as only having Cloud alive with Enemy Skill equipped and they would not cast it; having anyone else up at all would result in the Jersey enemy targeting whoever did not have Enemy Skill equipped.
- Non-boss enemies being immune to Manipulate is pretty frustrating. The Mu, Harpy, and Jersey (and I'm sure others) really waste a lot of time when their Enemy Skill is not guaranteed to trigger under certain conditions (turn number, counter attack, etc.) when coupled with encounter rates.
- What are the proc rates for Red XIII's damage increases and Vincent's regen? I've only seen Red XIII's increase once after first recruiting him, and have yet to see Vincent's regen (I may need to slow down battle message speed). Also, Vincent's innate mentions in-game cycling through his limits, but I didn't see an explanation in the downloaded documentation.
-Once again: amazing work. Quadruple kudos!

May you and your loved ones stay safe and well.

The sephiroth thing is a variable that gets toggled before the flashback begins and I disabled that thinking it was affecting the hard mode toggle (which later turned out to be related to the G-Bike minigame which was unexpected). I've reinstated the flag but it's not in the current build yet. I kept the original Touph Ring spelling, I just kind of prefer it (but for other things like DeSpell, I went with Dispel instead). Oddly enough, I didn't realise Jem ring was mis-spelled until you pointed it out; just so used to seeing it as that.

Reflect can work in your favour as multi-target spells against a party with Reflect on will bounce 1 iteration of that spell back at the enemy each. So if you cast Bolt3+All at your party, 3x Bolt3 spells will hit an enemy.

I can set Osmose to work with All (I think).

I'll check Harpy out, seems to have come up a couple times. I think the issue is that the counter check needs to iterate through each % of HP before it will use it (and has a random chance to at that); it's a bit like Zolom in Vanilla who won't use Beta until it has used Raise Up and Eject via counters first.

Jersey I think they need to have a certain 'leaning' before they'll use it. But I forget if it's the physical immune or magic immune leaning for it.

Some enemies have to be immune due to moving parts like Mu who has a separate 'enemy' for the crater he fights out of. Larger enemies I think should be immune as they can be trivialised with Manipulate and are essentially dead in the water once that status is on them (I don't think magic attacks knock them out of it).

Red's proc should be something like 50% per post-action (any actor doing something, it evaluates this check afterwards). It won't evaluate though if he already has either 255 strength or 255 magic. There's also no proc message anymore and it rises by 1 when successful (for a max of +45). Vincent's regen is 20% and only procs if his current HP won't exceed his Max HP when it does.

I love this mod, im doing a playthrough of the most recent version  and the last version i played was the 1.5 release. I had a question about something that just occurred.  During the Kalm flashback scene i was able to remove the materia from Sephiroth and Cloud, then after the flash back finished it let me keep the materia. is this a bug or intended? i am playing on arrangement B if that helps.

It wasn't intended and will be sorted out soon.

Hey there! Played your 1.5 mod awhile back and really enjoyed it, so I figured no harm in sharing my thoughts.

Absalutely fantastic job! I'm a bit of a casual, but I found the original game too easy so I was in search for a more balanced game mod, this mod delivered all that except for a few things in my opinion such as:

- Moving the Contain, Ultima etc materia from their original gaining points to Northern Cave. I use to do everything post game before going completely down Northern Cave in vanilla. That's just how I played. So for me, having to complete Northern Cave only to have to go back out again feels anticlimactic. I know you have to enter Northern Cave in the original and then go back out, but that's still better than having to go all the way down.
- Although I love the idea of extra bosses to gain each character's limit, I found all the 1v1 battles exhausting after awhile and it kind of ruined the fun I had with the mod leading up to that point.

Now I'm at the endgame of your 2.0 mod. I played through type A and I loved all of it! I was also super relieved that there werent as many 1v1 battles to obtain all the final limits, aswell as not having to go through northern cave first to unlock the side quests. I also love how all the towns are ocupied, the new dialouge, everything is cool and sometimes funny, but never felt too out of place. Really great! So far the only issue that remains for me, personaly, is the Contain, Ultima etc materia being only obtainable in Northern Cave. So I used Black Chocobo to pretend I got it from their original places. I also minused 10000 AP from the Comet Materia since getting Comet2 was taking way too long(although I get it does more dmg, but I still couldn't see myself grinding that long, especialy since I'm at endgame and would like to have all my spells at my disposal at that point).

So exellent work! Thank you so much!

Just a quick question: I use to farm my limit break usage on cactuar island by manipulating one of the catuers and having it use 1000 needles repeatedly on the party member whom's limit break I wish to use. I noticed I can't manipulate that cactuer anymore, so I don't know where the next best place is to drive the limit gauge up quicker? I know I can kill multiple enemies to gain the next limit level, but I'm talking specificly about getting the limit gauge up as soon as possible to making gaining the next limit move within that level faster?

For Limit Gauges, I think Mandragora might be an option around the chocobo ranch. Their attacks are %-based on HP if I remember correctly. You just need to 'set them off' by targeting them with an action (maybe a grenade or something) and they'll start attacking after that in response.

I am playing on 1.5. I made it to the northern crater and split my party up. I made it to the bottom and talked to everyone but now I can't change my party to anyone I didn't bring with me the whole way through the northern crater (Cid and Red XIII). The only exception is Tifa which I suspect works because of the party leader change option.

Is there something else I have to do to be able to add the other characters to my party?

Not sure what's happened there; I would try going to the Highwind's Operation Room and changing party leader (just set it as Cloud again), that should unlock everyone. If not, let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: tiny_spark on 2021-02-04 01:59:55
Quote
Not sure what's happened there; I would try going to the Highwind's Operation Room and changing party leader (just set it as Cloud again), that should unlock everyone. If not, let me know.

I tried this but the other characters remain unselectable.

I also tried going back through the crater but taking a different route and clearing the boss. I was able to go down the path (which I was blocked from during the initial descent) and get to the bottom again but the other characters remain unselectable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Rainku on 2021-02-05 03:11:12
Hey can I ask a dumbass question?

What's the most efficient way of defeating safer sephiroth?.. the battle took ages for me cause I did not have alot of armor piercing attacks. What's going on here? What are you meant to do? For reference I was playing gameplay type A.

Oh yeah and when I manipulate a Dark Dragon at Northern Cave, is it normal that you can only select to use Dragon Force on one party member(which is the same one who is manipulating)?

Tiiiiiiiime for type B!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-02-05 04:10:36
Hey can I ask a dumbass question?

What's the most efficient way of defeating safer sephiroth?.. the battle took ages for me cause I did not have alot of armor piercing attacks. What's going on here? What are you meant to do? For reference I was playing gameplay type A.

Oh yeah and when I manipulate a Dark Dragon at Northern Cave, is it normal that you can only select to use Dragon Force on one party member(which is the same one who is manipulating)?

Tiiiiiiiime for type B!
Spoiler: show

something like w-summonr 2kotr, cmd-counter mime, cmd-counter mime and mag boosting materia :) which is more or less cheese method


regards deathforce
Spoiler: show
 u can learn it from another enemy, wutai beach adamatoise selecting any party member to learn

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Rushiryu on 2021-02-05 10:26:23
Man trying to figure out what the Chocobo secrets are about is a headache.

I have a hunch about the red letters and why the U in luck is whitened out but I could be wrong. I'm thinking it's an A _ _ _ _ _ m

Anyway I have a question about it if you can answer it that hopefully doesn't reveal too much.

Is it something you can do post game after you've done everything, or are some of the places not revisitable, like whirlwind maze or corel prison for instance.

I'd love it if I don't get my time from 73 to 99 for no reason if that's possible lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-02-05 16:34:17
I tried this but the other characters remain unselectable.

I also tried going back through the crater but taking a different route and clearing the boss. I was able to go down the path (which I was blocked from during the initial descent) and get to the bottom again but the other characters remain unselectable.

Could I get a copy of your save file? I'll need to check through it to see what's happened. All characters should be unlocked once reaching the bottom of North Crater (when characters reunite) or when leaving. It'll likely be some old 1.5 flaw in the logic there that was introduced when I tried to circumvent player Materia loss by replacing 'character unavailable' with 'character lock'.

Hey can I ask a dumbass question?

What's the most efficient way of defeating safer sephiroth?.. the battle took ages for me cause I did not have alot of armor piercing attacks. What's going on here? What are you meant to do? For reference I was playing gameplay type A.

Oh yeah and when I manipulate a Dark Dragon at Northern Cave, is it normal that you can only select to use Dragon Force on one party member(which is the same one who is manipulating)?

Tiiiiiiiime for type B!

As you attack, his defences erode by 3. So if you hit him 10 times with physical attacks his defence falls by 30. So something you can do is start off with defence-ignoring attacks, Fire spells (Fire1 would be best as all 3 spell tiers have the same defences reduction), and some physicals from Added Cut or whatever mixed in there. Then once the battle has progressed for a bit and his defences have been shaved down, swap over to the more heavy-hitting spells like Contain or Ultima. Just mind that he changes his elemental weakness between Wind and Holy when he flies up/down.

If you have enough stuff gathered and levelled then a KOTR set-up would also do the trick.

Dragon Force I think I need to sort out due to the target lock. What you could try for now is:
Manipulate the Crater Dragon
Have another character cast Confuse (or similar on him); as the animation plays, quickly swap to the character controlling the Crater Dragon and select/use Dragon Force.
If it works, it should instead use Dragon Force on the party instead of himself as Confuse 'flips' single-target flags. This method was used to apply Hypers (and Fury status) to enemies in the base game.

It'll be sorted in the upcoming patch though.

Man trying to figure out what the Chocobo secrets are about is a headache.

I have a hunch about the red letters and why the U in luck is whitened out but I could be wrong. I'm thinking it's an A _ _ _ _ _ m

Anyway I have a question about it if you can answer it that hopefully doesn't reveal too much.

Is it something you can do post game after you've done everything, or are some of the places not revisitable, like whirlwind maze or corel prison for instance.

I'd love it if I don't get my time from 73 to 99 for no reason if that's possible lol.

Whirlwind Maze and Corel Prison aren't revisitable, no.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Rainku on 2021-02-05 20:02:09
As you attack, his defences erode by 3. So if you hit him 10 times with physical attacks his defence falls by 30. So something you can do is start off with defence-ignoring attacks, Fire spells (Fire1 would be best as all 3 spell tiers have the same defences reduction), and some physicals from Added Cut or whatever mixed in there. Then once the battle has progressed for a bit and his defences have been shaved down, swap over to the more heavy-hitting spells like Contain or Ultima. Just mind that he changes his elemental weakness between Wind and Holy when he flies up/down.

Aaaaah okay. That's actually pretty clever... Is it possible to add a note during battle that physical attacks weaken his armor? Like "Sephiroth's defence is eroding" after doing a physical attack or something.. well I suppose I did notice the dmg go up, but it was hard to figure what exactly caused it to go up. Like I don't think I would've guessed physical attacks would take down his armor so I rarely did them. Does the fire spell defence lowering stack? I always thought it was like a debuff that doesn't stack. That would make sense aswell then...
*Spoilers for Final Fantasy Lightning Returns*
Spoiler: show
That kind of reminds me of the Bhunivelze Final Form fight where you had to try and stagger him with your dmg slowly going up with the right abilities used, until he was staggered.
That's pretty cool.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: tiny_spark on 2021-02-05 21:34:43
Could I get a copy of your save file? I'll need to check through it to see what's happened. All characters should be unlocked once reaching the bottom of North Crater (when characters reunite) or when leaving. It'll likely be some old 1.5 flaw in the logic there that was introduced when I tried to circumvent player Materia loss by replacing 'character unavailable' with 'character lock'.

Here is a link:
https://mega.nz/file/sdAXFKpa#rWgtaAu1Y9-tH4Ij-GuKqZwN5VF3gGnIZ6ONXh9fVho

I really appreciate you taking a look at it. I've loved playing it so far and really want to see the new endgame stuff you've added.

Edit: I didn't realize that save files were editable. I found an editor called Black Chocobo and was able to reenable selection of all characters so it looks like I am back to normal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: pedro1427 on 2021-02-06 17:52:14
Couple of things - just got to Wutai.
1. i turned in the flyers and ONLY got an astral curtain. I read a previous post that said I would get more, including gospel spark. Have I done something wrong?
2. in the pagoda, Yuffie's attacks only do 1 damage, no matter what weapon I use (it's not a materia element either)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Rushiryu on 2021-02-06 23:08:53
I've thoroughly enjoyed this mod and I feel like the balancing and changes to the weapons, materia, as well as the innate abilities give you many options to your strategy. You've done great work Sega Chief. The script changes are really cool as well, like the extra content the added dialogue and the new bosses in certain areas. Stuff like the characters appearing in towns makes the game feel more 'alive' in a sense. The difficulty is also spot on, you really nailed it. It's difficult enough that it is always challenging and punishing, but not rage inducing to where it feels like a chore. Very well done.

Spoiler: show
Now I feel like I've done everything in this mod, assuming that dark cave isn't a thing as of version 2.0, but I wonder if any of you guys have figured out what to do with the inert save points in the Nothern Cave. I understand of the red color theme being prominent throughout some parts of the game, first in the Shinra Mansion with "the fifth row has been (melody)" being in red color and being seemingly gibberish at first, what with the piano being 'broken', but turning out to be a boss fight that drops the ? ? ? ?  item, which can only be used inside the Nothern Cave where the save points happen to be. Secondly with the Silver Chocobo in the Great Glacier whispering secrets of red color again. The white letters being a place, presumably, and the red letters being a hint. My first thought was that the red letters are an anagram but I'm not so sure. 'Coincidentally' there are 4 secrets and 4 red checkpoints. I believe you have to do something involving those secrets that makes the save points become active and then maybe you have to use the ? ? ? ? item. I'm afraid though that I don't know what it is you have to do. I've tried different crazy things like for instance for the secret 'Forgotten in a house: Daze for key cards' I went to a hell house and used a dazer (LOL I know...). 'Trapped in the sand' sounded like Corel prison, with the red letters being 'HEAD WALK CAST MUTE. Going down the ladder in the center down to the well you can find a weird figurine. It's just a big head with a red (again the color red) body. I don't know if it's a random thing or a reference to something else entirely just for fun or if it actually has to do with the riddles. I even tried to cast silence on the enemies down there, which always happen to be 2-faced (literally just a head enemy) and it's always 4 of them and in a pincer attack formation which I thought was odd. I'm probably majorly overthinking this.

Anyway, if anybody knows anything, I'd be glad to hear what you guys have to say. I've spent more than I'd like to admit trying different things with no results that I'm even beginning to think that it's something that hasn't been implemented yet, or maybe it's just one big troll. My last brain cells have deceased trying to figure it out, as it could be literally anything, from an action in a battle or a script in a field or something in the world map or all those things combined.

I'm also curious if Dark Matter is actually used for something or if it's just an item of the past.


Again, you've done an amazing job. The characters, along with their innate abilities and their weapons having different effects, and the builds you use makes your party feel unique and different from each other, giving an awesome varied experience, unlike in the vanilla game where basically the only true difference, especially in the end game, was just the limit breaks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-02-07 13:31:26
Aaaaah okay. That's actually pretty clever... Is it possible to add a note during battle that physical attacks weaken his armor? Like "Sephiroth's defence is eroding" after doing a physical attack or something.. well I suppose I did notice the dmg go up, but it was hard to figure what exactly caused it to go up. Like I don't think I would've guessed physical attacks would take down his armor so I rarely did them. Does the fire spell defence lowering stack? I always thought it was like a debuff that doesn't stack. That would make sense aswell then...
*Spoilers for Final Fantasy Lightning Returns*
Spoiler: show
That kind of reminds me of the Bhunivelze Final Form fight where you had to try and stagger him with your dmg slowly going up with the right abilities used, until he was staggered.
That's pretty cool.

I thought about adding a prompt but decided against it in the end. If it displays once then might think it's only in response to certain things, if displays every time then it's a nuisance.

Here is a link:
https://mega.nz/file/sdAXFKpa#rWgtaAu1Y9-tH4Ij-GuKqZwN5VF3gGnIZ6ONXh9fVho

I really appreciate you taking a look at it. I've loved playing it so far and really want to see the new endgame stuff you've added.

Edit: I didn't realize that save files were editable. I found an editor called Black Chocobo and was able to reenable selection of all characters so it looks like I am back to normal.

Fair enough; I'll see if I can spot the issue and patch 1.5 for it.

Couple of things - just got to Wutai.
1. i turned in the flyers and ONLY got an astral curtain. I read a previous post that said I would get more, including gospel spark. Have I done something wrong?
2. in the pagoda, Yuffie's attacks only do 1 damage, no matter what weapon I use (it's not a materia element either)

Think it is just that now; in 1.5 it was a few things, but in 2.0 it's the curtain. Shield can be quite handy as most attacks have an element so it'll be like an invuln.

The first fight against Gorki; he has maxed defences, so you need to use attacks that get around it. I think gravity works, and there's some status ailments that will do the trick as well.

I've tried different crazy things like for instance for the secret 'Forgotten in a house: Daze for key cards' I went to a hell house and used a dazer

(https://i.imgur.com/on8YVnK.gif)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Rushiryu on 2021-02-07 16:17:06
Alright everyone, it's me, yours truly, 'Mr. has three posts and they are all about the chocobo secrets mystery'. I don't see any posts or videos about this subject which is sad. Trying to solve mysteries like that reminds me of being 10 y.o. at night trying to find stuff about my favorite RPGs. It's a nice feeling, trying to explore this mystery. Anyway I'll try to give some ideas because I'm struggling to figure it out alone, and maybe my ideas spark a fire in your minds as well.

First, judging by Sega Chief's response, this is actually something you can actually complete in this game. I must be pretty close with the 'Forgotten in a house: Daze for key cards' secret. There is 2 ways I see it. I'm pretty convinced it's something you have to use a dazer on. Now I'm not sure if it is meant to be a Hell House, because after dazing it, it didn't have any different steal/morph/drop items. Either the white letters refer to places, such as 'Whirling in winds' being Whirlwind Maze (or somewhere else) or if they refer to enemies, such as maybe the Formula mobs, those kinda whirl in winds, or maybe bats which move around like crazy in the air. But as for the red letters I think those are referring to items. 'HEAD WALK CAST MUTE' maybe mute refers to Mute Mask, 'DAZE FOR KEY CARDS' is maybe a Dazer, 'GIVE SPECTRAL BILE LUCK' maybe is a Lucky Pill? Although I'm still not sure why the U in LUCK is gray instead of red. Is that even intentional or an error? And 'HERO KING DROWNED IN WOE' maybe refers to a Hero drink, either the classic version or the fake Hero drink II. I have a couple of ideas but I don't have clues for everything. For instance, is there an enemy trapped in sand? Only one I can think of is Ruby Weapon. I've no idea what 'Sealed in buried rock' means. Only buried thing that comes to mind is the archeological site but I think that that's a miss. I've also been thinking, maybe you do in fact have to Dazer a Hell House, but the reason it didn't work for me is because you perhaps have to do it in order? Like first I gotta do the 'Trapped in the sand: HEAD WALK CAST MUTE' part. I've been visiting a lot of places and trying different things but no dice... I should mention that after I Dazer'd a Hell House and stealing and morphing it, I got no key cards or whatever, the silver chocobo dialogue was the exact same and the 4 red save points all remained inert.

Any idea you guys might have, even if it sounds silly to you, just say it. Something you say, even if it's wrong, might make someone else think of something.

I know Sega Chief wants us to solve this, because I know damn well that most of the fun of creating a puzzle comes from people solving it, and not the creation of it. I don't exactly want his help, as that ruins the fun for both me and him.
But I do have to ask you something, Sega Chief, you don't have to be exactly clear with it. For me to be able to stay determined, not quit, and keep trying I need to know 2 things.

1) Is this something that can be done post game,like after being the weapons and everything. Or are you able to complete it only when you first run through some areas. I wouldn't mind replaying the game if I have to, since like I said the gameplay is varied and fun,but if I've been trying to solve it on disc 3 and part of the puzzle is in areas such as 'Corel prison' , 'Temple of the Ancients' or 'Whirlwind Maze' or against a boss that I can't fight again then that's gonna suck. Can I do this on disk 3 alone, or does it rely on One-time-event scripts.

And 2) Does something happen when I complete a step? Like let's say I did indeed had to Dazer a Hell House, how do I know that that was correct? Is there any indicator? I don't want you to tell me what the indicator is, I just want to know if there is a change somewhere. Could be anything from getting an item or an individual save point lighting up, etc. I just want to know if an indicator of success exists. And if so, does each individual secret have it's own indicator revealing I did something right? Or do I have to do ALL 4 STEPS and ONLY THEN something happens. Because if I have to do every step of the secret correctly and only then something changes then I'm doomed to fail lol, since it is virtually impossible to know which of the things I've done are correct and which are not.

Any sort of answer/encouragement to continue is appreciated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Rushiryu on 2021-02-09 09:39:03

1) Is this something that can be done post game,like after being the weapons and everything. Or are you able to complete it only when you first run through some areas. I wouldn't mind replaying the game if I have to, since like I said the gameplay is varied and fun,but if I've been trying to solve it on disc 3 and part of the puzzle is in areas such as 'Corel prison' , 'Temple of the Ancients' or 'Whirlwind Maze' or against a boss that I can't fight again then that's gonna suck. Can I do this on disk 3 alone, or does it rely on One-time-event scripts.

And 2) Does something happen when I complete a step? Like let's say I did indeed had to Dazer a Hell House, how do I know that that was correct? Is there any indicator? I don't want you to tell me what the indicator is, I just want to know if there is a change somewhere. Could be anything from getting an item or an individual save point lighting up, etc. I just want to know if an indicator of success exists. And if so, does each individual secret have it's own indicator revealing I did something right? Or do I have to do ALL 4 STEPS and ONLY THEN something happens. Because if I have to do every step of the secret correctly and only then something changes then I'm doomed to fail lol, since it is virtually impossible to know which of the things I've done are correct and which are not.

I'll answer myself, I guess. Since I know now.
1) Secrets are in areas you can't revisit on disk 3
And 2) As soon as you do, you will know.
Get your black chocobos out and teleport around friends :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: waterbomb on 2021-02-09 17:08:36
Afternoon Sega! Firstly I would like to say I am deeply enjoying this mod (2.0).  As someone who played the original in 97 and has logged thousands of hours in it, I was amazed at how this was able to rekindle that "new jrpg" feeling in me.  I can't stop playing!

As for the point of this post, I'm having a couple of issues that I hope you (or others) can clear up for me:



1) Barret's lv4 limit is supposed to be in Kalm, but I have spoken to everybody there (and in North Corel) and nothing is triggering. I already defeated the X-ATM at the Corel reactor and I have his ultimate weapon. Did I mess something up?

2) is there a way to re-spec your characters in game? If not, can one be added?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-02-10 00:01:29
Afternoon Sega! Firstly I would like to say I am deeply enjoying this mod (2.0).  As someone who played the original in 97 and has logged thousands of hours in it, I was amazed at how this was able to rekindle that "new jrpg" feeling in me.  I can't stop playing!

As for the point of this post, I'm having a couple of issues that I hope you (or others) can clear up for me:

1) I defeated ultimate weapon, but he did not drop Cloud's Ultima Weapon. Is this supposed to be a 100% drop rate? Is there another iteration of him that I have to fight again to get it?

2) Barret's lv4 limit is supposed to be in Kalm, but I have spoken to everybody there (and in North Corel) and nothing is triggering. I already defeated the X-ATM at the Corel reactor and I have his ultimate weapon. Did I mess something up?

3) is there a way to re-spec your characters in game? If not, can one be added?

It's supposed to be a 100% drop when he's defeated over Cosmo Canyon. He won't drop it when defeated in Mideel or over other areas, only at the final encounter.

Barret's thing should be in front of the weapon shop counter in Kalm. It might be to do with the check for a key item that was added; do you have a key item in your inventory called Pendant or something like that?

No re-spec is in there unfortunately; there was a savemap editing feature hack made a long time ago but the functionality (I think) is tied to Reunion so it would need to be set up as specific to that version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: waterbomb on 2021-02-10 13:55:02
Was dark cave removed from this mod? I've done everything else but Dio still won't appear in the showroom to trigger it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: catman364 on 2021-02-11 22:34:37
Alright everyone, it's me, yours truly, 'Mr. has three posts and they are all about the chocobo secrets mystery'. I don't see any posts or videos about this subject which is sad. Trying to solve mysteries like that reminds me of being 10 y.o. at night trying to find stuff about my favorite RPGs. It's a nice feeling, trying to explore this mystery. Anyway I'll try to give some ideas because I'm struggling to figure it out alone, and maybe my ideas spark a fire in your minds as well.

First, judging by Sega Chief's response, this is actually something you can actually complete in this game. I must be pretty close with the 'Forgotten in a house: Daze for key cards' secret. There is 2 ways I see it. I'm pretty convinced it's something you have to use a dazer on. Now I'm not sure if it is meant to be a Hell House, because after dazing it, it didn't have any different steal/morph/drop items. Either the white letters refer to places, such as 'Whirling in winds' being Whirlwind Maze (or somewhere else) or if they refer to enemies, such as maybe the Formula mobs, those kinda whirl in winds, or maybe bats which move around like crazy in the air. But as for the red letters I think those are referring to items. 'HEAD WALK CAST MUTE' maybe mute refers to Mute Mask, 'DAZE FOR KEY CARDS' is maybe a Dazer, 'GIVE SPECTRAL BILE LUCK' maybe is a Lucky Pill? Although I'm still not sure why the U in LUCK is gray instead of red. Is that even intentional or an error? And 'HERO KING DROWNED IN WOE' maybe refers to a Hero drink, either the classic version or the fake Hero drink II. I have a couple of ideas but I don't have clues for everything. For instance, is there an enemy trapped in sand? Only one I can think of is Ruby Weapon. I've no idea what 'Sealed in buried rock' means. Only buried thing that comes to mind is the archeological site but I think that that's a miss. I've also been thinking, maybe you do in fact have to Dazer a Hell House, but the reason it didn't work for me is because you perhaps have to do it in order? Like first I gotta do the 'Trapped in the sand: HEAD WALK CAST MUTE' part. I've been visiting a lot of places and trying different things but no dice... I should mention that after I Dazer'd a Hell House and stealing and morphing it, I got no key cards or whatever, the silver chocobo dialogue was the exact same and the 4 red save points all remained inert.

Any idea you guys might have, even if it sounds silly to you, just say it. Something you say, even if it's wrong, might make someone else think of something.

I know Sega Chief wants us to solve this, because I know damn well that most of the fun of creating a puzzle comes from people solving it, and not the creation of it. I don't exactly want his help, as that ruins the fun for both me and him.
But I do have to ask you something, Sega Chief, you don't have to be exactly clear with it. For me to be able to stay determined, not quit, and keep trying I need to know 2 things.

1) Is this something that can be done post game,like after being the weapons and everything. Or are you able to complete it only when you first run through some areas. I wouldn't mind replaying the game if I have to, since like I said the gameplay is varied and fun,but if I've been trying to solve it on disc 3 and part of the puzzle is in areas such as 'Corel prison' , 'Temple of the Ancients' or 'Whirlwind Maze' or against a boss that I can't fight again then that's gonna suck. Can I do this on disk 3 alone, or does it rely on One-time-event scripts.

And 2) Does something happen when I complete a step? Like let's say I did indeed had to Dazer a Hell House, how do I know that that was correct? Is there any indicator? I don't want you to tell me what the indicator is, I just want to know if there is a change somewhere. Could be anything from getting an item or an individual save point lighting up, etc. I just want to know if an indicator of success exists. And if so, does each individual secret have it's own indicator revealing I did something right? Or do I have to do ALL 4 STEPS and ONLY THEN something happens. Because if I have to do every step of the secret correctly and only then something changes then I'm doomed to fail lol, since it is virtually impossible to know which of the things I've done are correct and which are not.

Any sort of answer/encouragement to continue is appreciated.

Hi

Created an account just to discuss this quest with you lol. I have found the same 2 clues that you have in your youtube videos (both myself lol) I think youre right about the lucky pill, my thought on the location 'sealed in a buried rock' is in the gi cave, the small nook you go into and you break it open to reveal an enemy maybe is it a spectral enemy?? I am on disc 3 and even save editor returns me here with the 'seal' already opened. Just an idea what are your thoughts?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: darkalex on 2021-02-12 16:40:32
I am loving this Type B mode so much but is there a way to still use the program Wallmarket? I normally edit the buster sword throughout my playthrough because its my favorite model sword but it seems the New Threat mod overwrites it back to the mods normal stats for the buster sword. Is there any way around this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-02-12 20:41:41
I am loving this Type B mode so much but is there a way to still use the program Wallmarket? I normally edit the buster sword throughout my playthrough because its my favorite model sword but it seems the New Threat mod overwrites it back to the mods normal stats for the buster sword. Is there any way around this?

If it's the IRO you'll need to unpack it, edit the kernel, then repack it again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: darkalex on 2021-02-12 21:23:41
Appreciate the quick response, thanks alot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Webbhead08 on 2021-02-16 00:28:30
Question about Yuffie's Innate - I'm in the Gongaga area fighting the the Heavy Tank monster - drops 1300 gil normally, does the innate double gil not kick in for single monster battles ? Grinding some exp AP and gil and have yet to see anything other than 1300 drop post battle.

Thanks in advance!
-Web
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-02-16 22:38:03
Question about Yuffie's Innate - I'm in the Gongaga area fighting the the Heavy Tank monster - drops 1300 gil normally, does the innate double gil not kick in for single monster battles ? Grinding some exp AP and gil and have yet to see anything other than 1300 drop post battle.

Thanks in advance!
-Web

The gil thing was retired, it wasn't reliably increasing gil. The new one is Throwlette; when it charges up, use Defend and she'll use a no-cost Throw command using one of her shurikens at random (thrown weapon isn't consumed).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Rushiryu on 2021-02-17 16:03:32
Hi

Created an account just to discuss this quest with you lol. I have found the same 2 clues that you have in your youtube videos (both myself lol) I think youre right about the lucky pill, my thought on the location 'sealed in a buried rock' is in the gi cave, the small nook you go into and you break it open to reveal an enemy maybe is it a spectral enemy?? I am on disc 3 and even save editor returns me here with the 'seal' already opened. Just an idea what are your thoughts?

Took a little bit of a break from searching. ^^
That's a good idea. I realized later that returning to cave of Gi doesn't give you the same enemies on disc 3. I'll search around, since I kept every single one of my saves so I can just loop around to any place I've been without save editors.
I keep thinking that all the places are unrevisitable areas, and that the secrets are in order of appearance,but between corel prison and whirlwind maze is first Cave of Gi and second temple of the ancients. But that doesn't really line up with my first thoughts, because that would mean that Cave of Gi is the forgotten in a house(kinda hard), and Temple of the Ancients is the Sealed in buried rock, (which is possible, i talked about it in a comment lol). Also someone told me about the shinra mayor floor for the key cards thing. One of the floors is a warehouse in the building. I dazed a lots of enemies but didnt get anything. I even dazed the curator lol. Anyway if you see a different house such as a WAREhouse or any other type of house, keep that in mind, could be play on words.

As for the lucky pill,even tho im not exactly sure, jumping around my abundance of saves, i didnt have one as i entered cave of gi. I'll keep looking. It's gonna turn up eventually. but its very time consuming to just go through everything.
Sorry for late response. I'll most likely connect with u faster if u post on youtube because i get notifications on my phone there. best of luck.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Njord on 2021-02-19 19:37:49
Not sure this is the correct place to praise, but please move if needed :)
Warning; This will get very soppy and cliché.


Just wanted to give my sincerest thanx and appreciation to SegaChief, for creating (with aaaall the different and time-consuming things that include) and writing(?) such an awesome mod.

Imagine the feeling you get when you are able to go back to one, if not the, most cherished and happy memory of your childhood. A childhood that had some damn good memories to compete with.
And to finally experience all the amazing choices/presentations in all the new, funny and heart-wrenching stuff that is our beloved FFVII. To laugh out loud from Barret's "upfrontness" and drive. Red's dry/sarcastic/pragmatic humor. The adorable innocence of Aerith and her endless curiousity and love for everything/everyone. Tifa's longing for Cloud and his wellbeing. Cid's journey from possibly a wife/woman-beater (atleast a verbal one) into something much more different and better. Yuffie's pathological decieving, selfishness, ignorance, immaturity and seeing her grow the first seed to mature and understand. Vincent's stoic mysticism along with his heart-wrenching sorrow. The incredibly
Spoiler: show
tear-jerking moment when the torned Cat Shit turn from traitor to saviour of not just the day, but the whole world
by his actions.
To give someone the possibility to do that, and in such a new and intresting way like this... I just really cant find the words on how much it mean to us passionate people. And especially me, that longed/hoped for an official remake for 18 long and doubtful years.

I'm just a simple, struggling industrial smith, and I'm not sure I can contribute in very worthwile ways, but I really implore you SegaChief to reach out and tell me if there is anything. Anything at all, that would make your life easier, or what you would need for your projects.
Thats the least I could offer since both the official FFVIIR and your New Threat really helped me though a horrible time.
From the inner-most place in my old grey heart; Thank you <3

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Webbhead08 on 2021-02-20 00:40:13
If I missed comet earlier, do I need to black chocobo that in? Hmm wonder how I didn't see it or where it was
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: pedro1427 on 2021-02-20 14:54:10
Hey Sega Chief
Where is the 8th 1/35 soldier at? I looked in the item placement doc for it's location but I got an elixir instead. I am on disk 2 if that makes a difference?
Thanks for the reply about the Wutai issues  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-02-21 04:19:11
Not sure this is the correct place to praise, but please move if needed :)
Soppy and cliché warning been made.


Just wanted to give my sincerest thanx and appreciation to SegaChief, for creating (with aaaall the different and time-consuming things that include) and writing(?) such an awesome mod.

Imagine the feeling you get when you are able to go back to one, if not the, most cherished and happy memory of your childhood. A childhood that had some damn good competition of what that might've been.
And to finally experienced amazing choices/presentations in all the new, funny and heart-wrenching stuff that is our beloved FFVII. To laugh out loud from Barret's "upfrontness" and drive, Red's dry/sarcastic/pragmatic humor, the adorable innocence of Aerith and her endless curiousity and love, Tifa's longing for Cloud and his wellbeing, torned CID's journey from a possible wife/woman-beater (if not verbal one) into a space-visitor and something much more different and better, Yuffie's pathological decieving and seeing her mature, Vincent's stoic mysticism along with his heart-wrenching sorrow, the _incredibly_ tear-jerking moment when Cat Shit turnes from traitor to saviour of not just the day, but the whole world by his actions.
To give someone the possibility to do that, and in a new and intresting way like this... I just really cant find the words on how much it mean to us passionate people. And especially me, that longed/hoped for the official remake for 18 long and doubtful years.

I'm just a simple, struggling and poor industrial smith, and I'm not sure I can contribute in much worthwile ways, but I really implore you SegaChief to reach out and tell me if there is anything. Anything at all that would make your life easier, or what you would need for your projects.
Thats the least I could offer since both the official FFVIIR and your New Threat really helped me though a horrible time.
From the inner-most place in my old grey heart; Thank you <3

Cheers, bud; it was fun putting the new build of the mod together. I think I went a bit too far in places but it is what it is.

You mentioned going through a horrible time; hope things are going better for you now.

If I missed comet earlier, do I need to black chocobo that in? Hmm wonder how I didn't see it or where it was

Comet was sitting in the Whirlwind Maze (think it's either closer to the Save Point or it's in Neo-Bahamut's spot). In any case, a few people have reported missing it now so I need to move it somewhere. I could maybe place it as a drop when Schizo is beaten, or perhaps in one of the chests on the route instead. I'll also add a failsafe location after whirlwind maze so that it can be grabbed that way if missed.

For the time being though, if it's been missed you'll need a save editor I'm afraid. Sorry about that.

Hey Sega Chief
Where is the 8th 1/35 soldier at? I looked in the item placement doc for it's location but I got an elixir instead. I am on disk 2 if that makes a difference?
Thanks for the reply about the Wutai issues  :)

For the submarine minigame, I think each 'level' has its own unique one-off prize. The 1.35 soldier is for what I think is the last one. What I would do is, try beating each Submarine level and you should get it along with the other stuff (Dragon Scales, M-tentacles, and a Cauldron).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: dxwing on 2021-02-22 03:56:01
I just finished my NT 2.0 run and registered to express my gratitude towards the creator of this mod

i don't have good memories from the first time i finished ff7, the game after Aerith's death was just a chore, but this mod not only refreshed the playtrough (and challenged me a lot more) but allowed me to finish the game with my favourite party (Cloud, Aerith, Vincent) from start to finish and that made me enjoy the game sooo much more.
it made me want to fight the weapons this time instead of skipping them, the bosses in the materia caves were a very hard challenge, the SP system added a lot of diversity in the cast that i didn't know they needed. It is without a doubt a better ff7 experience

so that's it, no bug reports, no questions i just wanted to say thank you for this amazing work
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-02-22 15:37:01
I just finished my NT 2.0 run and registered to express my gratitude towards the creator of this mod

i don't have good memories from the first time i finished ff7, the game after Aerith's death was just a chore, but this mod not only refreshed the playtrough (and challenged me a lot more) but allowed me to finish the game with my favourite party (Cloud, Aerith, Vincent) from start to finish and that made me enjoy the game sooo much more.
it made me want to fight the weapons this time instead of skipping them, the bosses in the materia caves were a very hard challenge, the SP system added a lot of diversity in the cast that i didn't know they needed. It is without a doubt a better ff7 experience

so that's it, no bug reports, no questions i just wanted to say thank you for this amazing work

Cheers, man; I'm surprised you didn't hit any bugs though (plenty of those in the current build; the battle music toggle turned out to be completely busted).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Webbhead08 on 2021-02-22 22:36:50
So I'm on disc 3 collecting ultimate weapons and final limits... and am a little confused by the docs:

Spoiler: show

W-Attack - Sacred Cave
X-Attack(4x) - Kalm Traveller


I got the W-attack materia just now but is there *also the quadra cut materia?
Spoiler: show
 Kalm Traveler doesn't say that's what he will exchange for the rare items.


Thanks as always!
Web
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-02-23 08:46:28
So I'm on disc 3 collecting ultimate weapons and final limits... and am a little confused by the docs:

Spoiler: show

W-Attack - Sacred Cave
X-Attack(4x) - Kalm Traveller


I got the W-attack materia just now but is there *also the quadra cut materia?
Spoiler: show
 Kalm Traveler doesn't say that's what he will exchange for the rare items.


Thanks as always!
Web

Yeah they were separated out onto their own Materia. W-Attack is 2x-cut, and X-Attack is 4x-Cut; Kalm Traveller should give X-Attack (along with some other stuff like Core Materia) once he has all 3 items (Desert Rose, Earth Harp, and a Guidebook).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Webbhead08 on 2021-02-23 15:06:18
Can you play 2.0.94 in conjunction with 7th heaven mod? If installed as 'a hard-patch of the game's files' then using the other 7th heaven mods but not stacking NT again ?

Also forgot where to turn in 1/35th soldiers... doh
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: pedro1427 on 2021-02-23 16:43:21
After hunting for the 1/35th soldiers all game, I think I have missed one out AGES ago in the Prison. I take it that it is now lost forever since I cannot get back in there?? Your notes suggest I am missing out on something cool? What is it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: tiny_spark on 2021-02-23 21:12:23
I'm playing 1.5 and I am in the dark cave. I entered the sewer through Don Corneo's but I am stuck. There's a car in the way that I can't move or interact with and it is blocking the only path forward and I can't go back up the chute.

I went to an earlier save and climbed up the wall to get to shinra headquarters and beat
Spoiler: show
Hojo and the other boss there
which kicked me out and now I can't get back in. The characters I didn't meet aren't selectable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-02-23 22:35:12
Can you play 2.0.94 in conjunction with 7th heaven mod? If installed as 'a hard-patch of the game's files' then using the other 7th heaven mods but not stacking NT again ?

Also forgot where to turn in 1/35th soldiers... doh

Yeah there should be an IRO for it; when installing 7th Heaven it comes with 3 catalog links pre-installed that should get access to it. Otherwise, download the standalone IRO from front of this thread and import it. I would recommend reverting your files back to vanilla and reinstalling the game before going with a 7th Heaven install though.

1/35 turn in is in Mythril Mines (the back room close to where you met the Turks).

After hunting for the 1/35th soldiers all game, I think I have missed one out AGES ago in the Prison. I take it that it is now lost forever since I cannot get back in there?? Your notes suggest I am missing out on something cool? What is it?

It's a special Plus Materia; you can get it by adding Underwater Materia to your inventory using a save editor if you want to check it out.

I'm playing 1.5 and I am in the dark cave. I entered the sewer through Don Corneo's but I am stuck. There's a car in the way that I can't move or interact with and it is blocking the only path forward and I can't go back up the chute.

I went to an earlier save and climbed up the wall to get to shinra headquarters and beat
Spoiler: show
Hojo and the other boss there
which kicked me out and now I can't get back in. The characters I didn't meet aren't selectable.

I thought I'd fixed that, but it sounds like it's still busted; where did you get NT 1.5 from? I think on NGPlus.net (and maybe the Qhimm Gameplay Catalog, unsure) those versions are behind the current 1.5 build. If it was from there, then I would try downloading the 1.5 build from this thread. If the version you're using is from this thread, then I'll get it fixed up and reupload it.

The issue is to do with a bad decision I made to try and replace the 'set character to unavailable' state with 'lock character in PHS' because it unequips all Materia and people were saying they lost Materia if they had too much in reserve to take what was being unequipped.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: tiny_spark on 2021-02-24 14:12:30
I thought I'd fixed that, but it sounds like it's still busted; where did you get NT 1.5 from? I think on NGPlus.net (and maybe the Qhimm Gameplay Catalog, unsure) those versions are behind the current 1.5 build. If it was from there, then I would try downloading the 1.5 build from this thread. If the version you're using is from this thread, then I'll get it fixed up and reupload it.

The issue is to do with a bad decision I made to try and replace the 'set character to unavailable' state with 'lock character in PHS' because it unequips all Materia and people were saying they lost Materia if they had too much in reserve to take what was being unequipped.

This was the problem. I was using the NGPlus version and using the link in the OP seems to have fixed the issue. Thank you so much for your fast response and for your hard work and dedication to this mod, I can't tell you how much I have enjoyed playing it.

One more question: is Omnislash only supposed to do 1 damage per hit? Is there something else I need to do in-game to let it do damage?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-02-25 09:35:18
This was the problem. I was using the NGPlus version and using the link in the OP seems to have fixed the issue. Thank you so much for your fast response and for your hard work and dedication to this mod, I can't tell you how much I have enjoyed playing it.

One more question: is Omnislash only supposed to do 1 damage per hit? Is there something else I need to do in-game to let it do damage?

That doesn't sound right, Omnislash should be dealing damage; I'll check into the .exe for 1.5 today to see if something's up. What enemy was Omnislash used on?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: chch123 on 2021-02-25 14:54:52
I am just wondering what the best method of installation is if I am using Satsuki's new standalone mod, if it is compatible at all?

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: GluttonyWarlord on 2021-02-25 21:42:42
Hey, thank you for making an amazing mod. This was my first playthrough of Final Fantasy 7, and the challenge did not disappoint while (mostly) remaining a reasonable game to complete on hard mode while not finding much of any of the optional content.

I played through every boss after Demon Wall by using Caith Sith's transform limit. It really is a shame that it was locked behind slots in the base game, and it makes him a very unique character to play in this mod. With White Megaphone, Transform, and Ribbon, I outlasted almost every boss with countered cure 3s, barriers, and regen. The only ones that presented much problem were ones with instant deaths or who were otherwise capable of just outdamaging me.

I played the entire game in hard mode with a few exceptions for bosses I got stuck on - Jenova Death, Carry Armor, and Hundred Gunner. Hundred Gunner is an extremely early boss but is a massive spike for how early it is in the game, and is much harder than anything that comes after it for a significant amount of time. This is probably the most egregiously overpowered boss, along with Jenova Death having the very easy Sephiroth fight in front of it that just serves as a long loading screen for the arguable most difficult required boss fight.

Here is a quick boss tier list I whipped up. Keep in mind I did not hunt down items excessively and barely grinded at all. I ended with a level 45 Cait Sith and the rest of the party at 40 or lower. Random encounters became harder than bosses, because I am at my most vulnerable before Caith Sith transforms.

(https://i.imgur.com/Uw2SWwQ.png)

Unrelatedly, a frustrating bug that I would like to ask to be fixed in any future versions of this patch is an issue with Cait Sith's name being rewritten. If you go to the Shinra Mansion with Cloud to get the Zack flashback, the game prompts for you to rename Cloud. I kept his name as Cloud. The game renames the Young Cloud, which is the Cait Sith character slot, so it forcibly changed Cait Sith's name to Cloud. I had to go hunt down a save editor and figure out how that worked to undo it since I hadn't saved since Hojo, which was pretty frustrating.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Onomato on 2021-02-26 09:54:14
So I have a question.  I am playing 1.5 at the moment.

How far down exactly do you need to go in the Northern Crater to get the NPC to change the party leader.  I went as far down as where the party congregate and then split up and I thought going beyond that point was non returnable (Although I could be wrong, that was going of vague memories).  But when I climbed back out of the crater couldn't see any additional NPCs in the operations room?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: TheDrifter363 on 2021-02-26 15:29:38
Hey Sega_Chief, got a quick question. Got to Costa Del Sol, and I unlocked SP upgrading. Thing is for Cloud, I couldn't cancel out when I clicked his name. So I picked Ex-Soldier, but I didn't use any of the sources. The smiling guy said, hey you didn't use any, so I said cancel and continue. He took the sources back. But Cloud is still at level 1 of the SP chart now. I can't go back and use those sources, or pick another job class. What's going on? Did I glitch the game? Am I out of luck on using those sources?

Also, is there a way for me to reset my job classes in the game? Let me know. Thanks! Awesome mod by the way. I love the new additions.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-02-27 12:24:09
I am just wondering what the best method of installation is if I am using Satsuki's new standalone mod, if it is compatible at all?

Thanks

I'm not sure how the standalone works; if it just takes the flevel and encodes the backgrounds then I guess it should be compatible. In that case you'd use NT's standalone installer, then use Satsuki's after it. If Satsuki's standalone overwrites the flevel however then they won't be.

If 7th Heaven isn't an option, then could try Reunion; that should support having the satsuki backgrounds + NT.

Hey, thank you for making an amazing mod. This was my first playthrough of Final Fantasy 7, and the challenge did not disappoint while (mostly) remaining a reasonable game to complete on hard mode while not finding much of any of the optional content.

I played through every boss after Demon Wall by using Caith Sith's transform limit. It really is a shame that it was locked behind slots in the base game, and it makes him a very unique character to play in this mod. With White Megaphone, Transform, and Ribbon, I outlasted almost every boss with countered cure 3s, barriers, and regen. The only ones that presented much problem were ones with instant deaths or who were otherwise capable of just outdamaging me.

I played the entire game in hard mode with a few exceptions for bosses I got stuck on - Jenova Death, Carry Armor, and Hundred Gunner. Hundred Gunner is an extremely early boss but is a massive spike for how early it is in the game, and is much harder than anything that comes after it for a significant amount of time. This is probably the most egregiously overpowered boss, along with Jenova Death having the very easy Sephiroth fight in front of it that just serves as a long loading screen for the arguable most difficult required boss fight.

Here is a quick boss tier list I whipped up. Keep in mind I did not hunt down items excessively and barely grinded at all. I ended with a level 45 Cait Sith and the rest of the party at 40 or lower. Random encounters became harder than bosses, because I am at my most vulnerable before Caith Sith transforms.

(https://i.imgur.com/Uw2SWwQ.png)

Unrelatedly, a frustrating bug that I would like to ask to be fixed in any future versions of this patch is an issue with Cait Sith's name being rewritten. If you go to the Shinra Mansion with Cloud to get the Zack flashback, the game prompts for you to rename Cloud. I kept his name as Cloud. The game renames the Young Cloud, which is the Cait Sith character slot, so it forcibly changed Cait Sith's name to Cloud. I had to go hunt down a save editor and figure out how that worked to undo it since I hadn't saved since Hojo, which was pretty frustrating.

That's the first time I've seen the tier list format in here. Interesting approach to go with just Cait's Transform, but it's a pretty good Limit if you set up for it properly.

The rename thing is being retired completely from the next patch because it has a much more serious side-effect than Cait's name changing when Cloud's is changed. If Cait or Vincent are renamed directly using the Silver Chocobo in the Glacier, then their stats are actually re-initialised and any sources used on them are lost (but the source tracker used internally doesn't get reset, so they essentially lose their stats permanently).

So I have a question.  I am playing 1.5 at the moment.

How far down exactly do you need to go in the Northern Crater to get the NPC to change the party leader.  I went as far down as where the party congregate and then split up and I thought going beyond that point was non returnable (Although I could be wrong, that was going of vague memories).  But when I climbed back out of the crater couldn't see any additional NPCs in the operations room?

You need to go all the way to the bottom when the party reunite again. This is the threshold of the point of no return, and you can talk to the characters to get items that they found on their respective paths. At this point, the game's internal progression value is set to 1998 and the split-up no longer happens when coming into the North Crater (whereas if you leave beforehand, you have to assign characters to paths again). Reason it was set behind this was to avoid the hassle of scripting up Tifa and Cid as party leader during these scenes.

Hey Sega_Chief, got a quick question. Got to Costa Del Sol, and I unlocked SP upgrading. Thing is for Cloud, I couldn't cancel out when I clicked his name. So I picked Ex-Soldier, but I didn't use any of the sources. The smiling guy said, hey you didn't use any, so I said cancel and continue. He took the sources back. But Cloud is still at level 1 of the SP chart now. I can't go back and use those sources, or pick another job class. What's going on? Did I glitch the game? Am I out of luck on using those sources?

Also, is there a way for me to reset my job classes in the game? Let me know. Thanks! Awesome mod by the way. I love the new additions.

When going into a character's upgrade menu, you have to pick one and then use the Sources it allocates for it. As a failsafe against players that might have maxed their inventory out using a tool or save editor (or for whatever reason may not want to use certain Sources given), it does allow the player to continue out with unused Sources but will give a warning beforehand:

Mr. Smile
“You can't take 'em with you!”
{CHOICE}Use remaining Sources
{CHOICE}Discard and continue

If they discard and continue, then the unallocated sources are lost permanently. The reason it's like this is because the game doesn't really have a way to check through its field script what the stats/sources used by a character are, and if Sources escape out of this menu and remain in the player's inventory then they can be allocated to different characters instead.

Also, there is no reset currently on a player's choice of Source upgrades but you can choose whichever of the 5 options each time you have an upgrade; you don't get locked into taking the same one each time.

One way to fix this is to use a save editor to go into Cloud's stats; you'll see he has 2 separate sets. One set is his 'base' stats, and the other is his Source stats; these get added together to make his final stats that you see in-game. You can reset his Source stats to 0 and then set the ones you wanted to pick manually. His Source options are:

Code: [Select]
{CHOICE}Ex-SOLDIER: Str+15{, }Mag+7{, }Vit/Dex+8
{CHOICE}Mercenary: Str/Vit/Lck+15
{CHOICE}Makonoid: Mag/Spr/Dex+15
{CHOICE}Duellist: Str/Mag/Dex/Lck+10
{CHOICE}COMMANDO: Str/Vit/Spr+12{, }Mag+6

So if you wanted to pick, say, Makonoid instead of Ex-SOLDIER you'd set his Source stats to 15 in Magic, Spirit, and Dexterity while setting the other Source stats to 0 (make sure to change the Source stats, and not his base stats). After that he'll be where he should be and you can just use the Source system in-game as normal when you get the next upgrade unlocked.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: LVaulth on 2021-02-28 03:27:05
Hi, this is a wonderful mod and I've a few questions and suggestions.

I'm playing the newest version with the Seventh Heaven mod, the light dialogue changes are integrated in NT 2.0 right (either standard or rearranged)?
I don't have to download The Reunion mod (since I don't like the retranslation) ?


The rearranged events mode is definitely 'how it should be'  plot-wise, very well done, and the saving Aerith feature is absolutely smooth.
I watched a video section on it, and to save Aerith, I used the Odin Summon to remove her from that battle. Does it also work if you defeat Jenova in that battle while not attacking Aerith?

What's missing to make it perfect is some internal dialogue during that battle, (similar to in-battle dialogue tips in FF8), where the involved characters say a few lines on what to do in a situation.

I found a funny bug where during the Shinra execution scene, Aerith's model is still miniature while everyone else's was different.

With the HD graphics, this is definitely the ideal Remaking, if not better than the REMAKE itself.

Finally, if you could design some additional WEAPONS bosses in the world map, it'd be awesome and epic.
Like an actual fight with Sapphire Weapon (the one that attacked Junon), and then Jade and Omega as additional optional bosses.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: TheDrifter363 on 2021-02-28 21:21:52
When going into a character's upgrade menu, you have to pick one and then use the Sources it allocates for it. As a failsafe against players that might have maxed their inventory out using a tool or save editor (or for whatever reason may not want to use certain Sources given), it does allow the player to continue out with unused Sources but will give a warning beforehand:

Mr. Smile
%u201CYou can't take 'em with you!%u201D
{CHOICE}Use remaining Sources
{CHOICE}Discard and continue

If they discard and continue, then the unallocated sources are lost permanently. The reason it's like this is because the game doesn't really have a way to check through its field script what the stats/sources used by a character are, and if Sources escape out of this menu and remain in the player's inventory then they can be allocated to different characters instead.

Also, there is no reset currently on a player's choice of Source upgrades but you can choose whichever of the 5 options each time you have an upgrade; you don't get locked into taking the same one each time.

One way to fix this is to use a save editor to go into Cloud's stats; you'll see he has 2 separate sets. One set is his 'base' stats, and the other is his Source stats; these get added together to make his final stats that you see in-game. You can reset his Source stats to 0 and then set the ones you wanted to pick manually. His Source options are:

Code: [Select]
{CHOICE}Ex-SOLDIER: Str+15{, }Mag+7{, }Vit/Dex+8
{CHOICE}Mercenary: Str/Vit/Lck+15
{CHOICE}Makonoid: Mag/Spr/Dex+15
{CHOICE}Duellist: Str/Mag/Dex/Lck+10
{CHOICE}COMMANDO: Str/Vit/Spr+12{, }Mag+6

So if you wanted to pick, say, Makonoid instead of Ex-SOLDIER you'd set his Source stats to 15 in Magic, Spirit, and Dexterity while setting the other Source stats to 0 (make sure to change the Source stats, and not his base stats). After that he'll be where he should be and you can just use the Source system in-game as normal when you get the next upgrade unlocked.

Thanks so much! Figured out how to get it working using Black Chocobo. I'll make sure to remember there's no reset. Gotta think how to get the party setup now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Kurne on 2021-02-28 21:33:34
Finishing touch insta-killed the type B playthrough monster in the safe in the shrinra mansion o.o....   imagine my shock when I used it as the very first turn of the battle and won without realizing it lol...  intended?   Tried putting the spliter material slow with added effect in clouds weapon.  Doesn't seem to be doing anything although casting that slow actually slows enemies.   Is it because slow has gravity next to its ability list?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: CodeDoom on 2021-03-01 07:19:37
I'm currently playing through Type-B (Temple of the Ancients) and the Item Placement Document says that the Powersoul drops from the Demons Gate. When I was supposed to fight the Demons Gate, I had a different encounter. Wondering if I missed something or if the Powersoul is no longer obtainable in Type-B?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: pedro1427 on 2021-03-01 19:02:53
Ran into a couple more issues in disc 3.
Cannot get Tifa's Level 4 limit break - I've played the piano at all opportunities, but it never releases the item, as I think it should? Unless the melody changed, in which case I am lost!
Lucrecia's cave - after the conversation, no items received. I am removed from cave. When re-entering she is gone. Tried with and without Vincent in party.
The armour item under the Avalanche mansion - does it have a use?
One last thing - the guy on the Highwind who tells me about sidecontent says there is something in the Shinra mansion. Does this just refer to the safe? Because I have done that, and did the Cloud flashback for his limit.
Many thanks for your ongoing help - really appreciated, and I love the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-03-02 01:05:47
Hi, this is a wonderful mod and I've a few questions and suggestions.

I'm playing the newest version with the Seventh Heaven mod, the light dialogue changes are integrated in NT 2.0 right (either standard or rearranged)?
I don't have to download The Reunion mod (since I don't like the retranslation) ?


The rearranged events mode is definitely 'how it should be'  plot-wise, very well done, and the saving Aerith feature is absolutely smooth.
I watched a video section on it, and to save Aerith, I used the Odin Summon to remove her from that battle. Does it also work if you defeat Jenova in that battle while not attacking Aerith?

What's missing to make it perfect is some internal dialogue during that battle, (similar to in-battle dialogue tips in FF8), where the involved characters say a few lines on what to do in a situation.

I found a funny bug where during the Shinra execution scene, Aerith's model is still miniature while everyone else's was different.

With the HD graphics, this is definitely the ideal Remaking, if not better than the REMAKE itself.

Finally, if you could design some additional WEAPONS bosses in the world map, it'd be awesome and epic.
Like an actual fight with Sapphire Weapon (the one that attacked Junon), and then Jade and Omega as additional optional bosses.

The text & dialogue in the game had a few sweeps; it's a mix of unaltered lines, lines restored to the Playstation version (PC port had some changes), and then stuff I've given a once over. I tried to make sure everything 'fits' but it isn't a retranslation or anything like that (though sometimes I referred to translations if I was stumped by something).

I think the original events are a lot better than the Type B events personally, but I reckon they work as something different, or as a novelty, at least.

The way that I have the game detect the outcome of that fight was hacky; it's based on Gil received after the battle. Certain commands that deal insta-death have the effect of reducing the gil given by enemies killed by it to 0 so I guess that's why that happens. Good news is that I learned after the build went out that you can access most field variables from the battle so I can change this to use a variable instead.

If you use a model mod, then any model that was newly added to NT's char.lgp and which didn't exist in the base game won't be covered by it.

I'm afraid adding new Weapon encounters to the World Map is well outside what I'd be capable of doing.

Finishing touch insta-killed the type B playthrough monster in the safe in the shrinra mansion o.o....   imagine my shock when I used it as the very first turn of the battle and won without realizing it lol...  intended?   Tried putting the spliter material slow with added effect in clouds weapon.  Doesn't seem to be doing anything although casting that slow actually slows enemies.   Is it because slow has gravity next to its ability list?

Is the Type B monster in the Safe that Yin-Yang looking thing? I guess I left it vulnerable to KO by accident or something. Materia have their own set of statuses that they apply (set by flags) so it's probably just a case of the Slow Materia not having the Slow status set to it. One way to check is putting it with Added Status in someone's armour and seeing if it is highlighted white in the character's status defence (to check this, go to Status and on the character's page press confirm to cycle to it).

I'm currently playing through Type-B (Temple of the Ancients) and the Item Placement Document says that the Powersoul drops from the Demons Gate. When I was supposed to fight the Demons Gate, I had a different encounter. Wondering if I missed something or if the Powersoul is no longer obtainable in Type-B?


It should have dropped from the replacement boss, but there was an issue in 1.5 where the exact same enemy had Powersoul set as a drop but wouldn't drop it. If that's the case, I'll try the fix I used for that on this guy.

Ran into a couple more issues in disc 3.
Cannot get Tifa's Level 4 limit break - I've played the piano at all opportunities, but it never releases the item, as I think it should? Unless the melody changed, in which case I am lost!
Lucrecia's cave - after the conversation, no items received. I am removed from cave. When re-entering she is gone. Tried with and without Vincent in party.
The armour item under the Avalanche mansion - does it have a use?
One last thing - the guy on the Highwind who tells me about sidecontent says there is something in the Shinra mansion. Does this just refer to the safe? Because I have done that, and did the Cloud flashback for his limit.
Many thanks for your ongoing help - really appreciated, and I love the mod.

I think she needs to be party leader due to some holdover scripting from 1.5. To set this, head to the bottom of the North Crater then come back; a new NPC in the Operations Room handles party leader swap.

Lucrecia's Cave needs two visits, with a 'cooldown' before the 2nd visit will trigger (based on battles fought, similar to the cooldown for chocobo breeding). After the conversation + flashback, you'll need to check back in now and then later after fighting random battles for the next part to start. I could maybe try and change this; it's how it works in the default game but can be a nuisance to deal with.

The armour item I think is used to make a Masamune; if you go to the blue house on the world map that is close to Gongaga then the guy inside will have a list of materials needed for it, with that plate being one of them.

The NPC on the Highwind is referring to Cloud's Flashback, yeah.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: LVaulth on 2021-03-02 01:53:36
Hi, thanks for upkeeping with answers to comments!
Wait, so Aeris can only be saved by insta-death at the moment...? what if the player doesn't attack her during that fight and kill Jenova first?

I'm on disc 3 now, where is the Glacier Chocobo that holds the W-Item materia? I searched the entire Great Glacier but cannot find it...
also, the doc says the X-Attack(4x) materia is from the Kalm Traveler, is that the same guy that asks for Desert Rose, Earth Harp, and Guidebook?


I'm level 65ish, and in Type B Mode, there is no Underwater Materia to fight Emerald Weapon, and Ruby weapon is immune to dazers, can swirling sand the remaining character away while the other two are K.O.'ed, and kills party with Cometeor and the other attack. KotR only has 1 charge, how do you beat this guy...? need level 99?
These Ruby/Emerald Weapon versions are not in Type A Mode right?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: LVaulth on 2021-03-02 09:24:18
Ok, I figured it out, the Weapons seem to be the reversed versions of themselves... I had to use invincible cheat to kill them, lol.

Btw, the first form of Sephiroth takes 20 years to make an attack, he's still slow at 3x speed boost, you should speed up that animation for next launch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-03-02 13:35:23
Hi, thanks for upkeeping with answers to comments!
Wait, so Aeris can only be saved by insta-death at the moment...? what if the player doesn't attack her during that fight and kill Jenova first?

I'm on disc 3 now, where is the Glacier Chocobo that holds the W-Item materia? I searched the entire Great Glacier but cannot find it...
also, the doc says the X-Attack(4x) materia is from the Kalm Traveler, is that the same guy that asks for Desert Rose, Earth Harp, and Guidebook?


I'm level 65ish, and in Type B Mode, there is no Underwater Materia to fight Emerald Weapon, and Ruby weapon is immune to dazers, can swirling sand the remaining character away while the other two are K.O.'ed, and kills party with Cometeor and the other attack. KotR only has 1 charge, how do you beat this guy...? need level 99?
These Ruby/Emerald Weapon versions are not in Type A Mode right?

The insta-KO is an oversight, not the intended way. She can be attacked during the fight, so long as her HP doesn't drop to 0. If she's still up when the boss is defeated then it's considered a save. I'll add an improvement to the AI to replace the old hacky check that's currently in place.

Glacier Chocobo is on the tree bridge area (landmark close to centre on the Glacier map).

Kalm Traveller gives 3 extra things once he gets the three items as a bonus; so X-Attack, Core Materia, and the other thing are given once all 3 are handed in (this is in addition to the single trades; gold chocobo, etc.)

I rewrote Ruby and Emerald's AI more or less. The original setup is that Ruby will use Whirlsand to reduce the active party down to 1 before engaging his claws. The problem with this is that it's random-target and can be beaten by going into the fight with 2 party members KO'd, reviving them once the claws are dug in.

So for 1.5 and 2.0 I rewrote the AI; he'll only use Whirlsand if you end up with just 1 character left alive (and if the claws are out of the sand) so you need to be careful in managing your party and keeping people alive when you can. He won't use Whirling Sand so long as at least 2 people are alive (or if his claws are dug into the sand).

I would go for a high magic defence and MBarrier for Ruby as he has a lot of high-powered magic attacks like Comet2 and Ultima. Some can be mitigated elementally like Ruby Flame and Cinder Drift if you have fire protection. Shield can be handy if you need some breathing space to recover the party but bear in mind that some of Ruby's attacks are non-elemental.

Emerald should be beatable within the 20min time limit; he doesn't have the HP that the vanilla Emerald has (165,000 vs. 1,000,000). I think Ruby has around the same HP.

Ok, I figured it out, the Weapons seem to be the reversed versions of themselves... I had to use invincible cheat to kill them, lol.

Btw, the first form of Sephiroth takes 20 years to make an attack, he's still slow at 3x speed boost, you should speed up that animation for next launch.

I could try removing the ability Bizarro uses in-between attacks but I suspect it's used for something like synching up animations between body and head.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: cloudropis on 2021-03-03 01:38:02
Just started the mod, I'm curious, what triggers the Blugu's "100 needles" attack? It only happened once when Barrett fired against all enemies with his normal attack, but they never did it again. Played around a bit trying to get them to do it again, but it's neither physical attacks nor aoe attacks that make them do it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Kurne on 2021-03-03 02:30:12
If you talk with aeris as Tifa after first gaining control of the highwind at the icecicle Inn, you're name changes to cloud and the lines as changed to before you went down the hill on the snowboard

Slash all paired with added steal didn't steal :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: LVaulth on 2021-03-03 05:11:25
Awesome, awesome.
Most importantly, I believe a few lines dialogue where the characters be like, "yo, Jenova used some form of necromancy magic on Aeris! She may be saved but we'll need to deal with Jenova first!!" lol, something like that.
Btw, the summon materia cap is only in Type B right or is it in Type A Mode too? and you can save in Aeris in Type A also?


I've seen that name change thing, I was hoping that Slash-all would work with added-Steal too, and Flash doesn't seem to do anything yet.

Hey, I can sense that making other Weapons could be doable, you already got everything figured out,
you could just clone pieces of dungeons and put them together, on the map, and add Omega Weapon as a boss with some robot model and it'll work. XD

Com'on, what if it doesn't have to end with Sephiroth?? The game could go on, or an arena battle mode with very difficult monsters and has 10-12 rounds.
Additional equipment weapons after Ultima Sword, etc...



Yea, you just HAVE to add those Sapphire, Jade, and Omega WEAPONS man, because...
those guys is sick!!!


https://i.ytimg.com/vi/u17PibK6B2c/maxresdefault.jpg
https://finalfantasy.fandom.com/wiki/Jade_Weapon
https://www.youtube.com/watch?v=qHd3LSus5Lk

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Cesar0330 on 2021-03-03 18:14:24
First, let me say that I just love this mod! I played this game waaaay back in 1997 so revisiting it with a new twist is awesome! I'm playing
the B scenario and just wanted to know if the 4 saves secret is actually working now or if we have to wait for a new patch. Thank you in advance!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-03-03 23:04:47
If you talk with aeris as Tifa after first gaining control of the highwind at the icecicle Inn, you're name changes to cloud and the lines as changed to before you went down the hill on the snowboard

Slash all paired with added steal didn't steal :(

The dialogue probably refers to Cloud's name rather than Party Leader's name (probably an oversight; I don't recall setting dialogue for talking to her as Tifa). I'll check into it and add any branches needed.

I don't think Slash-All pairs with any support Materia. There might be a way to do it using Master Command or Mega-All maybe.

Awesome, awesome.
Most importantly, I believe a few lines dialogue where the characters be like, "yo, Jenova used some form of necromancy magic on Aeris! She may be saved but we'll need to deal with Jenova first!!" lol, something like that.
Btw, the summon materia cap is only in Type B right or is it in Type A Mode too? and you can save in Aeris in Type A also?


I've seen that name change thing, I was hoping that Slash-all would work with added-Steal too, and Flash doesn't seem to do anything yet.

Hey, I can sense that making other Weapons could be doable, you already got everything figured out,
you could just clone pieces of dungeons and put them together, on the map, and add Omega Weapon as a boss with some robot model and it'll work. XD

Com'on, what if it doesn't have to end with Sephiroth?? The game could go on, or an arena battle mode with very difficult monsters and has 10-12 rounds.
Additional equipment weapons after Ultima Sword, etc...



Yea, you just HAVE to add those Sapphire, Jade, and Omega WEAPONS man, because...
those guys is sick!!!


https://i.ytimg.com/vi/u17PibK6B2c/maxresdefault.jpg
https://finalfantasy.fandom.com/wiki/Jade_Weapon
https://www.youtube.com/watch?v=qHd3LSus5Lk

The summon cap should be same between versions; 1 use usually, but Master Summon is infinite uses. I think Quadra Magic can up the uses as well, as it'll count the Quadra charges then the summon charges separately (so 3 times I think with a 2-star Quadra).

Flash is basically a Death+All command; can be handy when moving through areas to clear out common mobs a bit faster but I separated it onto its own Materia because it's not much use in boss fights and doesn't deal damage of its own. There is a thing you can do with Flash to have other status ailments apply but I forget the Materia setup.

To expand on what I said before, I don't know how to make edits to the World Map and I wouldn't really be looking to add additional Weapon monsters to it. If you want additional fights, then the 1.5 build of the mod has a bunch of different encounters including Omega Weapon (from FF8, not Dirge) in its Extra Battle in Gold Saucer's Battle Square.

First, let me say that I just love this mod! I played this game waaaay back in 1997 so revisiting it with a new twist is awesome! I'm playing
the B scenario and just wanted to know if the 4 saves secret is actually working now or if we have to wait for a new patch. Thank you in advance!

The upcoming patch will fix the last step; it's basically ready, just been adding last minute fixes from reports that come in. Will probably go for weekend release.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-03-04 09:53:25
I'm level 65ish, and in Type B Mode, there is no Underwater Materia to fight Emerald Weapon, and Ruby weapon is immune to dazers, can swirling sand the remaining character away while the other two are K.O.'ed, and kills party with Cometeor and the other attack. KotR only has 1 charge, how do you beat this guy...? need level 99?
These Ruby/Emerald Weapon versions are not in Type A Mode right?

there is a way around the 1 charge limit, which is doing the likes of magic counter KOTR - Cmd Counter Mime.  That would fail the first time then suceed if both magic counter and the cmd counter triggered.

U can actually beat all bosses at level7 on hard mode without using SP Upgrades (both type a and b) theres an option to turn off gaining exp the only fight where level would be the initial battle :) was a little surprised no extra secret ending for doing above, whereas if complete hard mode with no sp usuage it gives a wee secret ending.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-03-04 09:56:57
The upcoming patch will fix the last step; it's basically ready, just been adding last minute fixes from reports that come in. Will probably go for weekend release.

looking forward to the patch :)

might want to take a closer look at fields some things can be found type A / B Hard / Normal Mode.  Can switch between to grab full set in places.  an example of this would be train graveyard with 'addedsteal' materia being available on type b on either the hard or normal option but not both.

Another is one of the materia caves, i forget where the rest where.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: LVaulth on 2021-03-04 13:05:13
Cool.  Oh yea, and Cloud's name changes back to Cloud during disc3 regardless of what you name him. :<
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Kurne on 2021-03-05 04:59:15
Uh... soooo type b 2.0.... just got to where I could unlock chocobo races,  spent some time killing things near model with a bunch of fire materia on chars with intent to sell for nice profit shortly in midel.   Ever since I left after selling the fire materia for a nice 1.3 mill profit, I haven't had a single encounter.  Double checked enemy away materia is definitely not on.  Tried reequpting it a few times and taking off to no avail.  Something has seemingly permanently turned encounters off 😂   normally not a big deal butttt I kinda need to find chocobos  lol.  It did crash 3 times total tonight as well
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-03-05 15:59:46
Uh... soooo type b 2.0.... just got to where I could unlock chocobo races,  spent some time killing things near model with a bunch of fire materia on chars with intent to sell for nice profit shortly in midel.   Ever since I left after selling the fire materia for a nice 1.3 mill profit, I haven't had a single encounter.  Double checked enemy away materia is definitely not on.  Tried reequpting it a few times and taking off to no avail.  Something has seemingly permanently turned encounters off 😂   normally not a big deal butttt I kinda need to find chocobos  lol.  It did crash 3 times total tonight as well

curious if perhaps u maybe of clicked a key combination which would turn off random encounters (FFnX) driver via 7th heaven v2.x has that ability.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: LVaulth on 2021-03-05 18:14:47
Hey, so I beat the game on Type B and replaying Type A now.
I believe one charge for all summons isn't gonna work for a full game that is not an abridged-playthrough.

https://finalfantasy.fandom.com/wiki/Summon_Materia_(Final_Fantasy_VII)

At least set it so that summons can be 5 charges for Type A Mode, else New Threat would not be friendly for normal player.
Especially with Emerald and Ruby weapons in standard game, there's no way in hell anyone can defeat them without using cheats and not level 99.
The summon commandcounter-mime trick requires you to be attacked to counter with the summon, and you can't do any other actions except wait to use the same mime action... (and if vs. Ruby Weapon, ur dead after 1-2 hits, can't keep miming... without having to heal in between...)
And this 1-charge setup forces the trick in order to summon more than once.

(You could maybe change it to 5 charges for ChocoMog, Ifrit, Shiva, and Ramuh; 4 for Titan, Odin, Leviathan, and Bahamut;
3 for Kjata, Alexander, Typhon, and Neo-Bahamut; 2 for Phoenix, Hades, and Bahamut ZERO; and 1 for Knights of the Round, on Type B.)
_______________

In Type B Mode, the Golden Chocobo can be obtained easier, that means KoTR on disc 2. (turn off all mods temporarily before entering so the materia caves don't crash.) However, KoTR only has 1 charge... which makes the great WEAPONS impossible without the mod that allows invincibility.

With the classic 5 charges, you can't use KotR until late disc2 anyway, and with high MP cost, noone really uses more than 2 charges,
with this current setup, even if you're on disc3 and there's enough MP, you still can't use more than 1... of any summon.
It forces a player to have to obtain all summons before getting Master Summon for the possible multiple charges, and by the time someone gets all summons, it's already almost end game. It's very limiting and counterproductive.
_______________

Next conflict, the altered locations of the materia placements are very odd in early game and late game. (except for the unchanged ones like Alexander)
For instance, why put HP-Absorb in the restroom in the slum, (a ghetto joke?) (and it's on both modes too)

HP-Absorb is late disc1 or disc2 in Wutai iirc, having it at very-early game is kind of op yet ineffective, and why in the bathroom...?
Are there no other dignified locations to place it?

And then, in Type B, Ultima Magic is right before final boss... So a player would have to backtrack all the way up from the end of the Northern Crater if they'd just want to roam in the world map testing out Ultima or do side quests...
Why not switch Ultima's placement (in the green glowing area in Northern Crater) with Pearl, and have Ultima materia appear earlier;
with that it would make more sense lore-wise to have a Holy magic like Pearl appearing right before the final boss.
_______________

Also, gone is the thrill of grinding 2x-attack into 4x-attack,
you'd have to farm everything until the end and manage to beat the two great WEAPONS in order to get 4x-attack.
By then however, there is really no point for it, because at that time for the most part, there's only... final boss left.
And players already have had turned on invincible cheat with NT in order to beat those two WEAPONS, lol...

Moreover, if players have to cheat to beat the WEAPONS, they're not going to need the multiple charges on summons, and it defeats the purpose of that Master Summon's multi-charges exclusivity in the first place.

So yea, it's like a series of loops that screws itself...
Just constructive feedback for polishing because I really liked the mod and it has great potential. Hopefully these things are solved in the next release...
_______________

- No monster has ever used Trine in the whole game in TYPE B, except one in the Battle Arena.
- If possible, Flash should be reworked to do [a percentage of high dmg and/or k.o. while sacrificing character HP to do it, like "Darkside" in FF8]
Currently Flash is supposed to only work on weak monsters during random encounters... (if the character with Flash equipped would attack first to even use it) (and if most players don't already have Enemy Away materia equipped while going through non-grindable areas, lol... and in grindable areas, the current Flash don't work.) x_x

Finally, the cheapening of entry costs in-game by a whole decimal screws the finance-scarcity-challenge quite a bit, you just took away one zero from the big fees iirc.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-03-05 19:17:59
there is no need to cheat :) nor even actually use witem glitch at lvl7 type b hard mode play through :)

i think the the single usage summons are good,  there is ways around the single usages, such as magcounter-summon cmdcounter-mime being equipped in that order.
the mime will still succed.

Flash works on some powerful enemies in game. good example is to use to level up some AP (if wish to) grinding is not really required.
Spoiler: show
Moovers suspectable to death is one, alongside a couple of bosses flash is superuseful in grindable area in the hatercy at northern crater


love the idea of 'darkside' :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Kurne on 2021-03-05 20:56:53
Wait so the extra bosses in the battle arena are no more 0.o...?   Oh noeee I was really looking forward to them lol... aww :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: LVaulth on 2021-03-05 22:53:05
there is no need to cheat :) nor even actually use witem glitch at lvl7 type b hard mode play through :)

i think the the single usage summons are good,  there is ways around the single usages, such as magcounter-summon cmdcounter-mime being equipped in that order.
the mime will still succed.

Flash works on some powerful enemies in game. good example is to use to level up some AP (if wish to) grinding is not really required.
Spoiler: show
Moovers suspectable to death is one, alongside a couple of bosses flash is superuseful in grindable area in the hatercy at northern crater


love the idea of 'darkside' :)

Yea. Maybe you're pro, for newb-ish players they're gonna have a very hard time...  :?
I did that materia setup but that makes 1 or 2 characters have to keep waiting to repeat the summons, and it's just hairy...  :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: TheTallMass on 2021-03-06 19:38:47
Yea. Maybe you're pro, for newb-ish players they're gonna have a very hard time...  :?
I did that materia setup but that makes 1 or 2 characters have to keep waiting to repeat the summons, and it's just hairy...  :(
I would say, take your time to get acquainted with the FF7 modification tools and make the change once you understand it (WallMarket should be the tool you need here, along with 7th Heaven's IRO extractor). But the mod as it stands is complete-able by some people (Weapon included!) and that seems to be the author's intent. It's an overhaul mod and it is meant to be played a certain way. Getting creative and finding other ways around it are always encouraged too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-03-07 00:24:24
Uh... soooo type b 2.0.... just got to where I could unlock chocobo races,  spent some time killing things near model with a bunch of fire materia on chars with intent to sell for nice profit shortly in midel.   Ever since I left after selling the fire materia for a nice 1.3 mill profit, I haven't had a single encounter.  Double checked enemy away materia is definitely not on.  Tried reequpting it a few times and taking off to no avail.  Something has seemingly permanently turned encounters off 😂   normally not a big deal butttt I kinda need to find chocobos  lol.  It did crash 3 times total tonight as well

curious if perhaps u maybe of clicked a key combination which would turn off random encounters (FFnX) driver via 7th heaven v2.x has that ability.

Let me know if it was this; if not (and if a reload didn't sort it) I'll check into it.


Hey, so I beat the game on Type B and replaying Type A now.
I believe one charge for all summons isn't gonna work for a full game that is not an abridged-playthrough.

https://finalfantasy.fandom.com/wiki/Summon_Materia_(Final_Fantasy_VII)

At least set it so that summons can be 5 charges for Type A Mode, else New Threat would not be friendly for normal player.
Especially with Emerald and Ruby weapons in standard game, there's no way in hell anyone can defeat them without using cheats and not level 99.
The summon commandcounter-mime trick requires you to be attacked to counter with the summon, and you can't do any other actions except wait to use the same mime action... (and if vs. Ruby Weapon, ur dead after 1-2 hits, can't keep miming... without having to heal in between...)
And this 1-charge setup forces the trick in order to summon more than once.

(You could maybe change it to 5 charges for ChocoMog, Ifrit, Shiva, and Ramuh; 4 for Titan, Odin, Leviathan, and Bahamut;
3 for Kjata, Alexander, Typhon, and Neo-Bahamut; 2 for Phoenix, Hades, and Bahamut ZERO; and 1 for Knights of the Round, on Type B.)
_______________

In Type B Mode, the Golden Chocobo can be obtained easier, that means KoTR on disc 2. (turn off all mods temporarily before entering so the materia caves don't crash.) However, KoTR only has 1 charge... which makes the great WEAPONS impossible without the mod that allows invincibility.

With the classic 5 charges, you can't use KotR until late disc2 anyway, and with high MP cost, noone really uses more than 2 charges,
with this current setup, even if you're on disc3 and there's enough MP, you still can't use more than 1... of any summon.
It forces a player to have to obtain all summons before getting Master Summon for the possible multiple charges, and by the time someone gets all summons, it's already almost end game. It's very limiting and counterproductive.
_______________

Next conflict, the altered locations of the materia placements are very odd in early game and late game. (except for the unchanged ones like Alexander)
For instance, why put HP-Absorb in the restroom in the slum, (a ghetto joke?) (and it's on both modes too)

HP-Absorb is late disc1 or disc2 in Wutai iirc, having it at very-early game is kind of op yet ineffective, and why in the bathroom...?
Are there no other dignified locations to place it?

And then, in Type B, Ultima Magic is right before final boss... So a player would have to backtrack all the way up from the end of the Northern Crater if they'd just want to roam in the world map testing out Ultima or do side quests...
Why not switch Ultima's placement (in the green glowing area in Northern Crater) with Pearl, and have Ultima materia appear earlier;
with that it would make more sense lore-wise to have a Holy magic like Pearl appearing right before the final boss.
_______________

Also, gone is the thrill of grinding 2x-attack into 4x-attack,
you'd have to farm everything until the end and manage to beat the two great WEAPONS in order to get 4x-attack.
By then however, there is really no point for it, because at that time for the most part, there's only... final boss left.
And players already have had turned on invincible cheat with NT in order to beat those two WEAPONS, lol...

Moreover, if players have to cheat to beat the WEAPONS, they're not going to need the multiple charges on summons, and it defeats the purpose of that Master Summon's multi-charges exclusivity in the first place.

So yea, it's like a series of loops that screws itself...
Just constructive feedback for polishing because I really liked the mod and it has great potential. Hopefully these things are solved in the next release...
_______________

- No monster has ever used Trine in the whole game in TYPE B, except one in the Battle Arena.
- If possible, Flash should be reworked to do [a percentage of high dmg and/or k.o. while sacrificing character HP to do it, like "Darkside" in FF8]
Currently Flash is supposed to only work on weak monsters during random encounters... (if the character with Flash equipped would attack first to even use it) (and if most players don't already have Enemy Away materia equipped while going through non-grindable areas, lol... and in grindable areas, the current Flash don't work.) x_x

Finally, the cheapening of entry costs in-game by a whole decimal screws the finance-scarcity-challenge quite a bit, you just took away one zero from the big fees iirc.



Very strange feedback.

You don't need to be Lv.99 and invincible to beat Ruby and Emerald. I think you're focusing too hard on Summons (and the strategies that would ordinarily be used on the original Ruby + Emerald) and it's distracting you from other aspects of how you set up your party and the like.

There were some bonus placements of Materia and equipment put throughout the game into locations not ordinarily visited but I needed to be careful about what was placed in order to avoid breaking the balance. HP Absorb is one of these Materia that you could put in early on where it can be useful without disrupting that balance. There was no particular significance to putting it in the bathroom in Johnny's house, it's just a location where it's out of the way, not immediately visible, and would only be found if you were exploring.

Ultima sits at the end of its path in a room that has a striking visual effect that I felt would be a good location to put one of the strongest spells (as far as base power goes). Pearl appears a screen or two earlier on its route, but is that really significant? As far as utility goes, Ultima should be great for Bizarro (and Jenova Synthesis on Type A) while Pearl has an element advantage but will be blocked during Safer's 'flying' phase. They also both sit in the same locations on Type A and Type B; there's no difference in location for them (or at least there shouldn't be).

I'll have a think about 4x-Cut but I'll need to see how rewards for things as they stand can be shuffled about. I probably won't be putting it back with 2x-Cut Materia though.

I'll add Trine to be used somewhere on a boss or whatever in Type B if it hasn't been already so it can be learned roughly where it's learned on Type A.

Flash could do with a rework but I don't know where it's command data is kept to modify it. A Darkside effect would be nice but probably take a fair bit to create. I think if it could be made to deal damage in some way then that would at least be a step in the right direction. I got some use out of Flash by keeping it on a character and throwing it out against any mob groups that had a few weak to KO but it would definitely be better if it could be reworked somehow.

I considered going back to the original entry values for things like the Gold Saucer ticket, etc. but decided not to in the end.

there is no need to cheat :) nor even actually use witem glitch at lvl7 type b hard mode play through :)

i think the the single usage summons are good,  there is ways around the single usages, such as magcounter-summon cmdcounter-mime being equipped in that order.
the mime will still succed.

Flash works on some powerful enemies in game. good example is to use to level up some AP (if wish to) grinding is not really required.
Spoiler: show
Moovers suspectable to death is one, alongside a couple of bosses flash is superuseful in grindable area in the hatercy at northern crater


love the idea of 'darkside' :)

Well it's nice to see someone got some use out of Flash.

Wait so the extra bosses in the battle arena are no more 0.o...?   Oh noeee I was really looking forward to them lol... aww :(

I was going to drop it for the new patch (I'd planned to bring back Extra Battle but I've been stuck for ideas) but I'll add it in and put 1 match in it for now. Was supposed to be 3 but I couldn't think of 2 new ones.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Maverick4031 on 2021-03-07 05:47:01
alrighty. piggybacking off of Rushiryu over here lol.

im trying to get a partial clue, not the whole deal. lol.

the clues thus far for the silver chocobo mystery quest appear to be in narrative order, location-wise. is this true or am i whiffing on that one?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Maverick4031 on 2021-03-07 06:11:36
so Segachief

Regarding the special battles content:

so as far as ideas. is there a way to code in a "mirror match"? where you legitimately fight your your own team? its probably way difficult to code something like that but its a thought. or i mean maybe just some semblance of how your active team would function? an aerith clone would likely be a mage build (unless it was built for slum drunk lmao). a cloud clone generally does physical but can go magic attacker, barrets a tank.....vincent would be all about transformations....lol. idk. ideas lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-03-07 15:35:00

I was going to drop it for the new patch (I'd planned to bring back Extra Battle but I've been stuck for ideas) but I'll add it in and put 1 match in it for now. Was supposed to be 3 but I couldn't think of 2 new ones.

how about maybe something like a boss rush of jenova's various forms? :)
alternatively sorta miss dark cave - boss rush of midgar bosses ? :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Tooplex on 2021-03-09 21:43:29
So I've played through both Mode A and Mode B (Got every item minus a few) and its probably the best mod ive played in a long time. I have a few questions though.

1. What does the Dark Matter do? I can't find a use for it.

2. Where can you get the Heroes Medal and Ribbon? In the item location guide it just says defeat ???? and i defeated that secret boss in Shinra Mansion from the piano.

3. Also speaking of the boss from the Shinra Mansion, what does the item ???? do that you get from that boss?

Thank you, Great mod and ill keep an eye on this page  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-03-09 23:58:18
so Segachief

Regarding the special battles content:

so as far as ideas. is there a way to code in a "mirror match"? where you legitimately fight your your own team? its probably way difficult to code something like that but its a thought. or i mean maybe just some semblance of how your active team would function? an aerith clone would likely be a mage build (unless it was built for slum drunk lmao). a cloud clone generally does physical but can go magic attacker, barrets a tank.....vincent would be all about transformations....lol. idk. ideas lol.

Kinda, but it'd take up a lot of space and it wouldn't be able to accurately match your current party comp as enemy model IDs are statically defined. The Yellow Materia cave has something akin to this in any case.

how about maybe something like a boss rush of jenova's various forms? :)
alternatively sorta miss dark cave - boss rush of midgar bosses ? :)


how about maybe something like a boss rush of jenova's various forms? :)
alternatively sorta miss dark cave - boss rush of midgar bosses ? :)


I'll try to add something.

So I've played through both Mode A and Mode B (Got every item minus a few) and its probably the best mod ive played in a long time. I have a few questions though.

1. What does the Dark Matter do? I can't find a use for it.

2. Where can you get the Heroes Medal and Ribbon? In the item location guide it just says defeat ???? and i defeated that secret boss in Shinra Mansion from the piano.

3. Also speaking of the boss from the Shinra Mansion, what does the item ???? do that you get from that boss?

Thank you, Great mod and ill keep an eye on this page  :)

Ah, seems the documentation was out of date on that one. The Hero Medal was renamed to the ???? item you got from the Shinra Mansion boss.

Dark Matter appears to be unused from what I can see; it used to be a material for crafting Ultimate Weapons but this system was dropped from 2.0.

The Ribbon can only be acquired from one place, the boss battle at the end of Disc 1 if
Spoiler: show
Aeris doesn't survive the battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Tooplex on 2021-03-10 08:01:05
Ah, seems the documentation was out of date on that one. The Hero Medal was renamed to the ???? item you got from the Shinra Mansion boss.

Dark Matter appears to be unused from what I can see; it used to be a material for crafting Ultimate Weapons but this system was dropped from 2.0.

The Ribbon can only be acquired from one place, the boss battle at the end of Disc 1 if
Spoiler: show
Aeris doesn't survive the battle.


Aaaah, Now that makes alot more sense! Thank you!, I thought I had missed another secret boss! Thanks again. You are an amazing modder and has certainly kept me entertained over 150 hours :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Higgenbobber on 2021-03-12 17:12:52
How much harder is this game on New Threat normal for everyone?  I'm only on the second reactor but am considering updating to Hard Mode.  Also its a little confusing checking to see whether Hard Mode is active or not since when you toggle it on it says "Hard Mode: On" (in the little battle cutaway upon selecting) but then proceeds to say "Hard Mode: Off" right after-- so i'm not sure whether it did anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Peon on 2021-03-12 19:31:18
Hello! First of all thank you for the mod, I hadn't played FF7 for at least a decade and it's a blast to have enhanced difficulty as I recall the vanilla game to be pretty easy. With the limited options you have early the game was quite challenging up to now (not hard, but definitely challenging). I am amazed by what the modding community has done with this game and you guys have my utmost respect for the work you're doing out of passion for this game we all love.

I have done several vanilla playthrough already so I went for option B to experience the story with a few twists and MORE BOSSES (YAY!). So far I am at the very beginning, I just finished the Midgar section a few minutes ago and had to take a break to come here for information.
 
I am pretty concerned by one thing, it seems a huge part of Midgar was just... cut?
I never had to enter the Honey Bee and do the whole crossdressing thing which I remember was quite funny. Instead I just had to fight a couple of easy monsters to get to Don Corneo. I never had the plot part where Shinra wants to drop the plate onto section 7 instead we just head on straight to the Shinra HQ.
It's been a long time I haven't played the game so I don't remember every part in detail but I'm certain a big part of content got cut there. Also there was the mayor riddle for the pass in the Shinra HQ that just had "BEST" as every possible answer, not just an option to skip it for the best result, it was the ONLY option possible (I can appreciate having the option to skip it but it was just weird not having the choice of doing it the legit way)

As I understand it the option B is supposed to change some story events and I was very happy with it. I was actually excited to see what you would come up with but now i'm just afraid that i'm playing a "speedrun" version with less story but more bosses.
It is great to have more bosses as hunting all the weapons was my favorite part of late game FF7 and I love a long, strategic boss battle. (BTW what's the deal with the meca one shooting your party in Shinra HQ, are you actually supposed to beat that thing?)

Anyway before going further into the game and with the least spoilers as possible I would like to know if I only have to expect cut story content from NT type B or if it actually CHANGE the way the story unfold. If it is the former I am going to have to restart a type A playthrough. Too bad for the extra bosses (Seriously a bummer, I was looking forward to fighting new bosses) but I was expecting more/different content, not less from reading the in game description at the start.

I want to apologize if my comment feel too critical or anything. That is not my intention. I understand that everyone is not looking for the same things in games and it's a good thing. It's just that, for me, the story is the most critical part of a Final Fantasy game and I started playing NT expecting a twist on the game, not a shorter version of it. Now I'm just worried I wasted 4 hours playing the speedrun version of the game instead of just starting a regular type A playthrough.
 
Sorry for any grammar/spelling error, English is a second language. Keep up the good work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-03-13 23:33:33
How much harder is this game on New Threat normal for everyone?  I'm only on the second reactor but am considering updating to Hard Mode.  Also its a little confusing checking to see whether Hard Mode is active or not since when you toggle it on it says "Hard Mode: On" (in the little battle cutaway upon selecting) but then proceeds to say "Hard Mode: Off" right after-- so i'm not sure whether it did anything.

Sounds like it's bugged; the in-battle message is the correct one though, the field message must have gotten desynched from it somehow. In the next patch that whole thing is getting revamped so there's no battle toggle needed, it's a bit messy.

Hello! First of all thank you for the mod, I hadn't played FF7 for at least a decade and it's a blast to have enhanced difficulty as I recall the vanilla game to be pretty easy. With the limited options you have early the game was quite challenging up to now (not hard, but definitely challenging). I am amazed by what the modding community has done with this game and you guys have my utmost respect for the work you're doing out of passion for this game we all love.

I have done several vanilla playthrough already so I went for option B to experience the story with a few twists and MORE BOSSES (YAY!). So far I am at the very beginning, I just finished the Midgar section a few minutes ago and had to take a break to come here for information.
 
I am pretty concerned by one thing, it seems a huge part of Midgar was just... cut?
I never had to enter the Honey Bee and do the whole crossdressing thing which I remember was quite funny. Instead I just had to fight a couple of easy monsters to get to Don Corneo. I never had the plot part where Shinra wants to drop the plate onto section 7 instead we just head on straight to the Shinra HQ.
It's been a long time I haven't played the game so I don't remember every part in detail but I'm certain a big part of content got cut there. Also there was the mayor riddle for the pass in the Shinra HQ that just had "BEST" as every possible answer, not just an option to skip it for the best result, it was the ONLY option possible (I can appreciate having the option to skip it but it was just weird not having the choice of doing it the legit way)

As I understand it the option B is supposed to change some story events and I was very happy with it. I was actually excited to see what you would come up with but now i'm just afraid that i'm playing a "speedrun" version with less story but more bosses.
It is great to have more bosses as hunting all the weapons was my favorite part of late game FF7 and I love a long, strategic boss battle. (BTW what's the deal with the meca one shooting your party in Shinra HQ, are you actually supposed to beat that thing?)

Anyway before going further into the game and with the least spoilers as possible I would like to know if I only have to expect cut story content from NT type B or if it actually CHANGE the way the story unfold. If it is the former I am going to have to restart a type A playthrough. Too bad for the extra bosses (Seriously a bummer, I was looking forward to fighting new bosses) but I was expecting more/different content, not less from reading the in game description at the start.

I want to apologize if my comment feel too critical or anything. That is not my intention. I understand that everyone is not looking for the same things in games and it's a good thing. It's just that, for me, the story is the most critical part of a Final Fantasy game and I started playing NT expecting a twist on the game, not a shorter version of it. Now I'm just worried I wasted 4 hours playing the speedrun version of the game instead of just starting a regular type A playthrough.
 
Sorry for any grammar/spelling error, English is a second language. Keep up the good work.

The Midgar part is a bit more drastically different than the rest of it is on Type B, so you'll pretty much have all the story events going forward.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: blues on 2021-03-14 07:27:12
Having played 1.5 quite a while ago, I'm so glad to see that you've continued working on this mod since then!

A little initial feedback: I'm pretty early on in the run but the edits in Type B are pretty jarring. Much of the cut content appears to be cut just to be different, which is fine - that's the point of Type B, after all - but the replacement content is substantially less in depth and not fully integrated. Some examples:

1. The Reactor 5 Airbuster encounter is removed in favor of a fight against 3+4 basic "SOLDIER 3rd" enemies (in fact, they are used as random encounters in the Shinra building less than 30 minutes later). And the Rufus + Dark Nation fight is also removed in favor of fighting this same grunt (renamed "COMMANDO" but functionally identical, it seems) 1 on 1. These feel like placeholder changes. 

2. The dress up section in Wall Mart is removed in favor of four grunt mob fights referencing the FF7: Remake Corneo Arena. This eliminates a lot of very iconic Wall Market content with no real replacement because this is basically just four random battles intercut with a few lines of ported-over jokey FF7: Remake dialog. I know we've all done this part a million times so maybe this was intended as a QOL improvement, but it might have been nice to require that you get some Key Items in order to enter the arena, however (maybe a few slightly different things need doing in order to get an Entry Pass?). I don't know, it again felt like a placeholder edit, and it was bizarre having so many memorable moments such as the squat competition, the Honey Bee Inn and the Don Corneo's mansion interior segment removed in favor of a handful of random encounters.

3. The Sector 7 plate is never dropped, which results in the cutting of a great deal of content (such as the Reno boss fight, the death of the minor AVALANCHE characters, and Elmyra's exposition regarding Aeris' past), and nothing replaces it. I found this change really confusing because it undercuts much of the gravitas of the Midgar section (Shinra's evilness and, to a degree, the party's motivation, is GREATLY diminished by this), leaves out critical details/foreshadowing regarding Aeris, and renders quite a few dialog lines nonsensical (for example, Barret talks about "reforming" AVALANCHE - but aren't Jessie, Biggs and Wedge alive?). More problematically, several NPCs actually directly reference the plate being dropped still, including two which show up immediately after exiting Midgar (in Kalm).

I assume these issues (and a few lesser ones I didn't include) exist because 2.0 is still a WIP, but I felt compelled to note them because NT 1.5 Arrange had an absolutely INCREDIBLE amount of polish. In fact, NT 1.5 Arrange is, to me, the definitive version of the game, adding tons of new content, cleaning up what was already there (such as the integration of Yuffie more cleanly into Kalm), etc., and I still play it from time to time.

I really don't want this to be taken as just a guy complaining - you are doing an amazing (and unpaid!!) service for every single fan of FF7 by working on this mod and I am grateful beyond words - but I thought maybe you'd like a little feedback. Please feel free to ignore me, of course!!  :-D :-D :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Peon on 2021-03-14 13:05:43
The Midgar part is a bit more drastically different than the rest of it is on Type B, so you'll pretty much have all the story events going forward.

Sweet thank you! I'll keep going then :p
Also is there a missable item guide that you're aware off? I couldn't find one.
I've left a small donation for your hard work. Wishing you all the best.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-03-15 09:36:35
Having played 1.5 quite a while ago, I'm so glad to see that you've continued working on this mod since then!

A little initial feedback: I'm pretty early on in the run but the edits in Type B are pretty jarring. Much of the cut content appears to be cut just to be different, which is fine - that's the point of Type B, after all - but the replacement content is substantially less in depth and not fully integrated. Some examples:

1. The Reactor 5 Airbuster encounter is removed in favor of a fight against 3+4 basic "SOLDIER 3rd" enemies (in fact, they are used as random encounters in the Shinra building less than 30 minutes later). And the Rufus + Dark Nation fight is also removed in favor of fighting this same grunt (renamed "COMMANDO" but functionally identical, it seems) 1 on 1. These feel like placeholder changes. 

2. The dress up section in Wall Mart is removed in favor of four grunt mob fights referencing the FF7: Remake Corneo Arena. This eliminates a lot of very iconic Wall Market content with no real replacement because this is basically just four random battles intercut with a few lines of ported-over jokey FF7: Remake dialog. I know we've all done this part a million times so maybe this was intended as a QOL improvement, but it might have been nice to require that you get some Key Items in order to enter the arena, however (maybe a few slightly different things need doing in order to get an Entry Pass?). I don't know, it again felt like a placeholder edit, and it was bizarre having so many memorable moments such as the squat competition, the Honey Bee Inn and the Don Corneo's mansion interior segment removed in favor of a handful of random encounters.

3. The Sector 7 plate is never dropped, which results in the cutting of a great deal of content (such as the Reno boss fight, the death of the minor AVALANCHE characters, and Elmyra's exposition regarding Aeris' past), and nothing replaces it. I found this change really confusing because it undercuts much of the gravitas of the Midgar section (Shinra's evilness and, to a degree, the party's motivation, is GREATLY diminished by this), leaves out critical details/foreshadowing regarding Aeris, and renders quite a few dialog lines nonsensical (for example, Barret talks about "reforming" AVALANCHE - but aren't Jessie, Biggs and Wedge alive?). More problematically, several NPCs actually directly reference the plate being dropped still, including two which show up immediately after exiting Midgar (in Kalm).

I assume these issues (and a few lesser ones I didn't include) exist because 2.0 is still a WIP, but I felt compelled to note them because NT 1.5 Arrange had an absolutely INCREDIBLE amount of polish. In fact, NT 1.5 Arrange is, to me, the definitive version of the game, adding tons of new content, cleaning up what was already there (such as the integration of Yuffie more cleanly into Kalm), etc., and I still play it from time to time.

I really don't want this to be taken as just a guy complaining - you are doing an amazing (and unpaid!!) service for every single fan of FF7 by working on this mod and I am grateful beyond words - but I thought maybe you'd like a little feedback. Please feel free to ignore me, of course!!  :-D :-D :-D

It is definitely inferior to the regular story progression, but it was just aiming to be novelty more than anything else. It was done after I'd finished the build shortly before the mod released and some things were missed (dialogue references to normal story events) or not considered (Reno's first appearance is missing and a change in Gongaga's encounter means he's mostly AWOL)..

I wouldn't consider Arrange from 1.5 overly polished, I think every build so far including 2.0 has more than its share of rough edges, but it's nice of you to say all the same. If the Type B changes prove too distracting then could be worth jumping over to Type A instead.

Sweet thank you! I'll keep going then :p
Also is there a missable item guide that you're aware off? I couldn't find one.
I've left a small donation for your hard work. Wishing you all the best.

Cheers, appreciate it.

There is some documentation that lists item locations which can downloaded from the front page of the thread. 1/35 soldiers are currently missable but I've set up new locations for them in the upcoming patch that will make them retrievable and which will be compatible with saves of any progress as they use the same var triggers (except for the ones that replaced pre-existing chests/items, but I've added checks to handle those).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Onomato on 2021-03-15 15:33:32
Hi I have a question.

In the 1.5 mod, when going down into the northern crater and splitting the party.  The first bit I choose for everyone to go down except for Tifa, this leads to some memebers being unselectable (i forget who at the moment).

In the next split I split in the following way:

Cloud - Down
Barret - Down
Red XIII - Up
Yuffie - Up
Cait Sith - Down
Vincent - Down
Aerith - Down
Cid - Up.

Then when it makes me chose a party all party members but Vincent are unselectable meaning I cannot make a party of 3 and continue?

Any idea whats going on here?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Ethario on 2021-03-15 18:35:33
How is 2.1 coming along Sega, I heard you were working on it some time ago ? Much love as always !!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: LVaulth on 2021-03-18 00:48:33
Yo, Segachief.

Any chance of summoning you over to the FFVIII:Remastered board and modding?
How bout a New Threat for FFVIII:R or "New SeeD", it's dead over there with no gameplay mode alternatives for FFVIII...  :-X
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Ethario on 2021-03-18 02:38:35
Yo, Segachief.

Any chance of summoning you over to the FFVIII:Remastered board and modding?
How bout a New Threat for FFVIII:R or "New SeeD", it's dead over there with no gameplay mode alternatives for FFVIII...  :-X

http://forums.qhimm.com/index.php?topic=18635.0

He already has something in the works for FF8.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: LVaulth on 2021-03-18 03:52:19
Yea, that's for pre-rerelease tho...
can you port it to the Remastered?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Nikkiiih on 2021-03-23 19:56:55
Been having a blast playing this but have encountered few infuriating things. These happened during B play mode. The worst being Cloud being ejected from the party at Battle Square if you do the special battle as Tifa partyleading. Cant throw Cloud back into the party via PHS so im stuck with only 2 characters in my party. I can probably get him back with the party leader exchange thing but still, muh battle points. Few other bugs too but they werent too bad like character field models getting stuck on screen during shinra building escape cutscene which doesnt affect gameplay at all, it just looks odd.

Question about teleport spell. I dont think anyone used it during vanilla ff7 playthroughs so dont know if this is mod related or not but using teleport spell and escaping battle that way has an odd effect in the next battle. The person who cast the teleport spell can act twice for some reason, its like it retains the last battles atb and with some luck you can get your atb bar full, attack or do whatever you want before it resets again and if dex is high enough or battle speed at max you can execute another command right after. The atb bar charges during the characters attack. Like I said, I have no idea is this mod related or has it always been like that. Im only using this NT mod so there shouldnt be any conflicts between the mods.

Thanks SegaChief for the mod, its great. Cant wait to start tackling Weapons and the hidden bosses !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: TheDrifter363 on 2021-03-24 22:16:21
Hey Sega Chief,

What's good man? Listen, I'm using your standalone mod with Satsuki's Graphics pack. He recently updated his pack, so now it uses the 1998 executables. I'm not using 7th heaven or anything, since I didn't wanna run stuff as admin. I was able to install your mod, after his, by renaming his ff7.e.exe to ff7.exe. It patched the exe successfully, but now it complains about a missing disc check. Any way around that? It didn't complain about that for the steam version. I'm assuming the old exe has a cd check. I wouldn't mind hex editing the exe to make a no cd bypass, or maybe you could do something like that? I'm not skilled at all in reverse engineering, or exe editing. I just have a hex editor. Lol. Let me know dude. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: satsuki on 2021-03-25 10:37:07
http://forums.qhimm.com/index.php?topic=3125.0
But as i said in my pack's topic, you want to mod more, use 7h, my pack is an AIO for easy modding steam game for casual user, not for advanced modding.
You could also (should work):
1)install vanilla steam ff7
2)install my pack
3)setup my pack
4)download and install FFNx steam's version (just don't overwrite the "shader" folder and "FFNx.toml" file)
5)install NT mod
6)Launch game from steam only without using my launcher

By the way you also need to copie the ending2 and jenova_e movies files from "\data\movies" to the "\data\lang-en\movies" or you'll miss them while playing game
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: rtab on 2021-03-25 17:47:53
Hello ! I wanted to thank you for this wonderful mod! I've been doing vanilla countless time on playstation 1 and this mod feels really refreshing to play !
I've been doing the 4 secrets from the chocobo and managed to unlock them all by changing the item required for secret #2 (the 4 save point reads Awoken). I've been looking around in the game trying to find what's changed but I didn't found anything.
Did I missed something or is the reward (?) not implemented yet ?

Anyway great work ! Thanks again !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: NorthCorelHotel on 2021-03-25 19:34:47
Thanks a lot for this mod, im really enjoying the content and the rebalance its on point. Quick question, where can you get the 1/35 soldier in gold saucer? The txt says sub price 5. Do i have to play the submarine minigame? i have been playing the laser mini game because its where you got it in the og version but i already got the umbrella and the cactuar gun and i only received ethers after. Sorry if anyone asked already i cant find the answer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: TheDrifter363 on 2021-03-25 22:38:17
http://forums.qhimm.com/index.php?topic=3125.0
But as i said in my pack's topic, you want to mod more, use 7h, my pack is an AIO for easy modding steam game for casual user, not for advanced modding.
You could also (should work):
1)install vanilla steam ff7
2)install my pack
3)setup my pack
4)download and install FFNx steam's version (just don't overwrite the "shader" folder and "FFNx.toml" file)
5)install NT mod
6)Launch game from steam only without using my launcher

By the way you also need to copie the ending2 and jenova_e movies files from "\data\movies" to the "\data\lang-en\movies" or you'll miss them while playing game

What's good Satsuki? Lol. I just spoke to someone at the 7th heaven board. I can't use a mod application that requires admin access. It'll mess up my setup man. All of my games and applications must run without admin privileges.

So I was gonna reply to you about your advice. I tried it, renamed ff7.e.exe to ff7.exe. Rename ff7_en.exe to ff7_en.exe.backup. Seems like new threat adds a disc check when it modifies the 98 executable. That suuuucks. It's what I was trying to ask Sega Chief about. When he modifies the steam executable, there's no such problem. I don't wanna have to mount an iso just to play my games. It's why I prefer no-cd cracks.

Satsuki, so I had to use your older graphics pack that didn't include the 98 executables.

Wait so now you're saying I can still use the steam exe with your 5.30? I don't have to use your 98 executables. Huh....that's a good idea. I wouldn't have to downgrade either. I already have a backup solution, using syncthing, for the saves, which do end up deleting here and there. I've lost a big of progress once.

Thanks dude. I'll check it out. I'm gonna wait for Sega Chief to respond, to see what he's doing when he modifies the 98 executables. Is he including a disc check? No idea these mods had anti piracy built into them. Sucks. I hate disc checks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: AuthenticM on 2021-03-26 13:33:55
Hey Sega Chief,

Someone has been making brand new fields by completely altering existing fields. The author recently made new fields for the sewers under Corneo's mansion. (http://forums.qhimm.com/index.php?topic=20320.msg284273#msg284273)

I thought this could be of use for you in the future for New Threat Game Type B. If the author keeps making new fields like this, I think it'd be neat of New Threat could incorporate some of them for Type B.
Just an idea. Think about it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Aynath Crescent on 2021-03-26 15:24:11
Hey Sega Chief !

A huge thanks to you for the mod, I'm a FF7 enthousiast and the NT mod is by far my favorite mod. I went from NT 1.4 (almost finished) and I played a bit of 1.5 but due to lack of time, I couldn't play every part of it.
I got really excited when I saw the release of 2.0. I'll give some feedbacks about my overall experience, hoping that it can help you on polishing the mod in future releases. Also I have some questions as well regarding the mod, but I'll put all in spoilers to avoid ruining others' experience of the game, just in case. In any case, thanks a lot for your hard work, I'm gonna do a donation.

Spoiler: show

Story :
I went Type B for more novelty. I currently am near the end, I just have to go in the depths of the crater, terminus being already reached.
The midgar part was largely different and I appreciated small details such as Cloud having his butt in flames instead of Wedge. I was surprised that sector 7 wasn't destroyed at all too. So I guessed that we could come back there later on, leading to more quests or story. But in fact, I couldn't ever reach sector 7 at all. Weird part is that the character doesn't even show in the place where the giant gate leading to Sector 7 is, the gate isn't destroyed though.
It was also fun to see that Rude is the trouble maker instead of Reno, but it didn't matter at all as I advanced to the story. It was awkward that there isn't any battle against them in the entrance of Gongaga but instead we get to fight a robot (I think) in the reactor to get Titan. Reno wasn't even introduced I think.
After getting out of Midgar, I felt like I mostly played the normal FF7 so I guessed it was experimental. I think I'll replay it in Type A next time until Type B gets more polished, to finish I loved the small bits of cut-scenes you added when you try to retrieve ultimate weapons and lv4 limits. QoL skipping parts are really useful, especially when I had to retry multiple times due to crashes or save files that I crushed by accident... But I can confirm that I had fun discovering differences between vanilla and NT (Tseng battle for example was fun).

Gameplay :
The many balance changes you brough up are really cool ! The whole system is on another level of depth, equiping materias and gear feels even more impactful than before. I guess it was to compensate from the sources being removed and replaced by the SP system. I believe in the 1.4 we had 8 upgrades instead of 4 now.
Balancing is overall a success in my opinion, spells feel more situational to use and given the new effects added to some materia, they are definitely satisfying to use. For example, the E.Skill Laser helped a lot throughout the game since it ignores Defence (Pagoda battles for exemple). It made the game challenging enough without being completely too hard to just drop the game).

But they some things I wish it would work in a another way. For example, I wish Esuna would heal from Dual Drain given the great cost of it. Also, why do we get X-cut by beating Weapons ? Almost every hard content, if not all is done at the end of it too. Long range too, I don't feel it added much especially at this point, it was even removed in 1.4 if I remember right. I guess W-cut could either evolve into X-cut like in the vanilla, or get it before beating Weapons would be nice.
I also had fun maxing as many Counter Attack materias as I could, I was wondering why my character would counter as much as it had materias equipped. A mastered materia doesn't give 100% chance of counter attack ?

As for the ultimate weapons, they feel underwhelming to use, especially Red XIII's, I would not use it at all and use Masamume instead. Scaling with limits are a bad idea imo as you can't use attack commands (Slash-All and X-cut too)...
Missing-Score damage formula nerf is not really justified given that most "AP needy" materias are actually already mastered, KotR, Quadra Magic for example. So it did felt underwhelming to use.
And Masamune, oh boy, it is me or it is way too overpowered ? it has 75 base damage, auto-crits and it ignores defence ?? I literally annihilated Weapons and Ozma in a few hits, dealing 9k+ damage per hit while 3k with the ultimate weapon instead. Maybe a nerf would be justified. Or maybe buffs for ultimate weapons instead, most of them have 0 base damage, which drastically lowers the damage output and doesn't feel rewarding to obtain them at the end.
I also recall that in 1.4, ultimate weapons were crafted instead of dropped on bosses. Was there a reason to remove the crafting part ?

I feel like there's also less content than in 1.5, there's no longer the round-robin battles in junon, or the funny Dark Cave quest for example. I loved that quest so I felt really sad when it got removed. Not that the current content is lackluster though. I currently have 60+ hours according to the save file, it is actually 80+ since I accidentally crushed my files multiple files. Speedhacks helped me to catch up to be honest.

Others :
I think the documentation isn't updated at some points, for example, it is said that Riibbon could be obtained by defeating 4*? (Ozma I guess), yet I obtained an item called 4*? instead (4*? is actually 4 times the interrogation point, but it is automatically converted to ????) .
I wish the 1/35 soldiers could be obtainable in a another way when missed.
I played Hard mode up until I went out of Midgar, it automatically swiched back to Normal difficulty in the World Map. I though you could get gils from Field battles but I realized that when I reached Costa Del Sol.
I encountered some bugs, I think it is not related to the mod but it did cost me some time :
  • Some random crashes when switching screens from time to time, in a rapid succession
  • If Barret has W-cut and Enemy Launcher equipped, sometimes Barrets get stuck between the first and second attack, game can be paused but since he's stuck, the game cannot continue. It was annoying because Enemy Launcher has Slash-All and Triple materia growth
  • Casting Ultima with Quadra Magic leads to Emerald being frozen if it has his eyes opened, like Barret in the previous point, making Ultima difficult to abuse

More questions :
Regarding the 4*? item, what is it it's use ? I though of this item with that mysterious place where there are 4 inert save points in the crater (where you get Ultima). In the menu I can see that the item becomes usable, I try to use and the the screen fades to black and comes back to normal, that's all. It's like I just quit that place and came back again. Given that they are 4 inert save points, I guess there are 4 things to do before it becomes non inert anymore. Then I thought about that Chocobo in the Glacier, if you give a specific nut (I think), it tells you a creepy text :

Trapped in the sand: HEAD WALK CAST MUTE (1)
Forgotten in a house: DAZE FOR KEY CARDS (2)
Sealed in buried rock: GIVE SPECTRAL BILE LUCK (3)
Whirling in winds: HERO KING DROWNED IN WOE (4)

Not gonna lie, it freaked me out. I think 1 and 2 are respectively Ruby and Ozma but I can't guess which bosses are refered with 3 and 4. Emerald doesn't seem to match any of them as well. I probably missed something, I'm persuaded that it is linked to that mysterious place with these save points. When those 4 bosses are defeated, I can use the item and something should happen, right? I'd like some clarifications, maybe I'm totally wrong.

In all cases, I look forward updates on the mod, since it's so great to live that game again !

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Nohri on 2021-03-26 17:41:27
Hello!

Playing for the first time on the latest version and I seem to have made a mistake with regards to Source Points. I did not read the instructions properly and after selecting upgrades I left the menu and just sort of assumed the upgrades went through. I now know how dumb of me that was and I was wondering if there is a way to reset Source Points? If not at least everything else will be a meaty challenge. :wink:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-03-26 22:23:59
Hi I have a question.

In the 1.5 mod, when going down into the northern crater and splitting the party.  The first bit I choose for everyone to go down except for Tifa, this leads to some memebers being unselectable (i forget who at the moment).

In the next split I split in the following way:

Cloud - Down
Barret - Down
Red XIII - Up
Yuffie - Up
Cait Sith - Down
Vincent - Down
Aerith - Down
Cid - Up.

Then when it makes me chose a party all party members but Vincent are unselectable meaning I cannot make a party of 3 and continue?

Any idea whats going on here?

It's a bug introduced when trying to tackle an issue where materia is unequipped when characters are locked by PHS. I think if you send everyone the same way that should avoid the issue.

How is 2.1 coming along Sega, I heard you were working on it some time ago ? Much love as always !!!

Almost there.

Yo, Segachief.

Any chance of summoning you over to the FFVIII:Remastered board and modding?
How bout a New Threat for FFVIII:R or "New SeeD", it's dead over there with no gameplay mode alternatives for FFVIII...  :-X

I don't know how FF8 remastered modding works, I think there's a demaster patch for it or something.

Been having a blast playing this but have encountered few infuriating things. These happened during B play mode. The worst being Cloud being ejected from the party at Battle Square if you do the special battle as Tifa partyleading. Cant throw Cloud back into the party via PHS so im stuck with only 2 characters in my party. I can probably get him back with the party leader exchange thing but still, muh battle points. Few other bugs too but they werent too bad like character field models getting stuck on screen during shinra building escape cutscene which doesnt affect gameplay at all, it just looks odd.

Question about teleport spell. I dont think anyone used it during vanilla ff7 playthroughs so dont know if this is mod related or not but using teleport spell and escaping battle that way has an odd effect in the next battle. The person who cast the teleport spell can act twice for some reason, its like it retains the last battles atb and with some luck you can get your atb bar full, attack or do whatever you want before it resets again and if dex is high enough or battle speed at max you can execute another command right after. The atb bar charges during the characters attack. Like I said, I have no idea is this mod related or has it always been like that. Im only using this NT mod so there shouldnt be any conflicts between the mods.

Thanks SegaChief for the mod, its great. Cant wait to start tackling Weapons and the hidden bosses !

In 2.0, Battle Points should persist when leaving Gold Saucer so there's no penalty for leaving and coming back. As for that bug with Cloud getting removed, I'll look into sorting it out.

Not heard of field models persisting on the screen for that FMV before; were there any other mods on there, like FMV mods or FFNX? There weren't really any scripting changes for how the scene leading into that FMV was handled.

Escape has a weird bug from vanilla (maybe exclusive to PC) where it seems to mess around with the ATB gauge. Didn't know it could be used to get two early turns though.

Hello ! I wanted to thank you for this wonderful mod! I've been doing vanilla countless time on playstation 1 and this mod feels really refreshing to play !
I've been doing the 4 secrets from the chocobo and managed to unlock them all by changing the item required for secret #2 (the 4 save point reads Awoken). I've been looking around in the game trying to find what's changed but I didn't found anything.
Did I missed something or is the reward (?) not implemented yet ?

Anyway great work ! Thanks again !

Not sure what you mean by changing the item needed; I'd check it again once Patch 2.1 is out, there was a flaw in the script.

Thanks a lot for this mod, im really enjoying the content and the rebalance its on point. Quick question, where can you get the 1/35 soldier in gold saucer? The txt says sub price 5. Do i have to play the submarine minigame? i have been playing the laser mini game because its where you got it in the og version but i already got the umbrella and the cactuar gun and i only received ethers after. Sorry if anyone asked already i cant find the answer.

It's one of the submarine minigame prizes; there's different levels to beat each with their own item (though functionally the levels feel the same).

What's good Satsuki? Lol. I just spoke to someone at the 7th heaven board. I can't use a mod application that requires admin access. It'll mess up my setup man. All of my games and applications must run without admin privileges.

So I was gonna reply to you about your advice. I tried it, renamed ff7.e.exe to ff7.exe. Rename ff7_en.exe to ff7_en.exe.backup. Seems like new threat adds a disc check when it modifies the 98 executable. That suuuucks. It's what I was trying to ask Sega Chief about. When he modifies the steam executable, there's no such problem. I don't wanna have to mount an iso just to play my games. It's why I prefer no-cd cracks.

Satsuki, so I had to use your older graphics pack that didn't include the 98 executables.

Wait so now you're saying I can still use the steam exe with your 5.30? I don't have to use your 98 executables. Huh....that's a good idea. I wouldn't have to downgrade either. I already have a backup solution, using syncthing, for the saves, which do end up deleting here and there. I've lost a big of progress once.

Thanks dude. I'll check it out. I'm gonna wait for Sega Chief to respond, to see what he's doing when he modifies the 98 executables. Is he including a disc check? No idea these mods had anti piracy built into them. Sucks. I hate disc checks.

NT's installer doesn't add the disc check to the 1998 .exe, and it also doesn't circumvent that check either; all the installer does is change some things like extending the Sense limit from 30,000HP to 65,000HP and other general gameplay stuff. Some modding platforms bypass the disc check or automate it like 7th Heaven and Reunion.

Hey Sega Chief,

Someone has been making brand new fields by completely altering existing fields. The author recently made new fields for the sewers under Corneo's mansion. (http://forums.qhimm.com/index.php?topic=20320.msg284273#msg284273)

I thought this could be of use for you in the future for New Threat Game Type B. If the author keeps making new fields like this, I think it'd be neat of New Threat could incorporate some of them for Type B.
Just an idea. Think about it!

Yeah I saw the video on the discord; it's a cool idea to get around the task of making new walkmeshes. I'm on the fence about adding new field screens though.

Hey Sega Chief !

A huge thanks to you for the mod, I'm a FF7 enthousiast and the NT mod is by far my favorite mod. I went from NT 1.4 (almost finished) and I played a bit of 1.5 but due to lack of time, I couldn't play every part of it.
I got really excited when I saw the release of 2.0. I'll give some feedbacks about my overall experience, hoping that it can help you on polishing the mod in future releases. Also I have some questions as well regarding the mod, but I'll put all in spoilers to avoid ruining others' experience of the game, just in case. In any case, thanks a lot for your hard work, I'm gonna do a donation.

Spoiler: show

Story :
I went Type B for more novelty. I currently am near the end, I just have to go in the depths of the crater, terminus being already reached.
The midgar part was largely different and I appreciated small details such as Cloud having his butt in flames instead of Wedge. I was surprised that sector 7 wasn't destroyed at all too. So I guessed that we could come back there later on, leading to more quests or story. But in fact, I couldn't ever reach sector 7 at all. Weird part is that the character doesn't even show in the place where the giant gate leading to Sector 7 is, the gate isn't destroyed though.
It was also fun to see that Rude is the trouble maker instead of Reno, but it didn't matter at all as I advanced to the story. It was awkward that there isn't any battle against them in the entrance of Gongaga but instead we get to fight a robot (I think) in the reactor to get Titan. Reno wasn't even introduced I think.
After getting out of Midgar, I felt like I mostly played the normal FF7 so I guessed it was experimental. I think I'll replay it in Type A next time until Type B gets more polished, to finish I loved the small bits of cut-scenes you added when you try to retrieve ultimate weapons and lv4 limits. QoL skipping parts are really useful, especially when I had to retry multiple times due to crashes or save files that I crushed by accident... But I can confirm that I had fun discovering differences between vanilla and NT (Tseng battle for example was fun).

Gameplay :
The many balance changes you brough up are really cool ! The whole system is on another level of depth, equiping materias and gear feels even more impactful than before. I guess it was to compensate from the sources being removed and replaced by the SP system. I believe in the 1.4 we had 8 upgrades instead of 4 now.
Balancing is overall a success in my opinion, spells feel more situational to use and given the new effects added to some materia, they are definitely satisfying to use. For example, the E.Skill Laser helped a lot throughout the game since it ignores Defence (Pagoda battles for exemple). It made the game challenging enough without being completely too hard to just drop the game).

But they some things I wish it would work in a another way. For example, I wish Esuna would heal from Dual Drain given the great cost of it. Also, why do we get X-cut by beating Weapons ? Almost every hard content, if not all is done at the end of it too. Long range too, I don't feel it added much especially at this point, it was even removed in 1.4 if I remember right. I guess W-cut could either evolve into X-cut like in the vanilla, or get it before beating Weapons would be nice.
I also had fun maxing as many Counter Attack materias as I could, I was wondering why my character would counter as much as it had materias equipped. A mastered materia doesn't give 100% chance of counter attack ?

As for the ultimate weapons, they feel underwhelming to use, especially Red XIII's, I would not use it at all and use Masamume instead. Scaling with limits are a bad idea imo as you can't use attack commands (Slash-All and X-cut too)...
Missing-Score damage formula nerf is not really justified given that most "AP needy" materias are actually already mastered, KotR, Quadra Magic for example. So it did felt underwhelming to use.
And Masamune, oh boy, it is me or it is way too overpowered ? it has 75 base damage, auto-crits and it ignores defence ?? I literally annihilated Weapons and Ozma in a few hits, dealing 9k+ damage per hit while 3k with the ultimate weapon instead. Maybe a nerf would be justified. Or maybe buffs for ultimate weapons instead, most of them have 0 base damage, which drastically lowers the damage output and doesn't feel rewarding to obtain them at the end.
I also recall that in 1.4, ultimate weapons were crafted instead of dropped on bosses. Was there a reason to remove the crafting part ?

I feel like there's also less content than in 1.5, there's no longer the round-robin battles in junon, or the funny Dark Cave quest for example. I loved that quest so I felt really sad when it got removed. Not that the current content is lackluster though. I currently have 60+ hours according to the save file, it is actually 80+ since I accidentally crushed my files multiple files. Speedhacks helped me to catch up to be honest.

Others :
I think the documentation isn't updated at some points, for example, it is said that Riibbon could be obtained by defeating 4*? (Ozma I guess), yet I obtained an item called 4*? instead (4*? is actually 4 times the interrogation point, but it is automatically converted to ????) .
I wish the 1/35 soldiers could be obtainable in a another way when missed.
I played Hard mode up until I went out of Midgar, it automatically swiched back to Normal difficulty in the World Map. I though you could get gils from Field battles but I realized that when I reached Costa Del Sol.
I encountered some bugs, I think it is not related to the mod but it did cost me some time :
  • Some random crashes when switching screens from time to time, in a rapid succession
  • If Barret has W-cut and Enemy Launcher equipped, sometimes Barrets get stuck between the first and second attack, game can be paused but since he's stuck, the game cannot continue. It was annoying because Enemy Launcher has Slash-All and Triple materia growth
  • Casting Ultima with Quadra Magic leads to Emerald being frozen if it has his eyes opened, like Barret in the previous point, making Ultima difficult to abuse

More questions :
Regarding the 4*? item, what is it it's use ? I though of this item with that mysterious place where there are 4 inert save points in the crater (where you get Ultima). In the menu I can see that the item becomes usable, I try to use and the the screen fades to black and comes back to normal, that's all. It's like I just quit that place and came back again. Given that they are 4 inert save points, I guess there are 4 things to do before it becomes non inert anymore. Then I thought about that Chocobo in the Glacier, if you give a specific nut (I think), it tells you a creepy text :

Trapped in the sand: HEAD WALK CAST MUTE (1)
Forgotten in a house: DAZE FOR KEY CARDS (2)
Sealed in buried rock: GIVE SPECTRAL BILE LUCK (3)
Whirling in winds: HERO KING DROWNED IN WOE (4)

Not gonna lie, it freaked me out. I think 1 and 2 are respectively Ruby and Ozma but I can't guess which bosses are refered with 3 and 4. Emerald doesn't seem to match any of them as well. I probably missed something, I'm persuaded that it is linked to that mysterious place with these save points. When those 4 bosses are defeated, I can use the item and something should happen, right? I'd like some clarifications, maybe I'm totally wrong.

In all cases, I look forward updates on the mod, since it's so great to live that game again !



Type B is a bit half-baked but I'll revisit it at some point in the future, maybe after FF8 NT is done; I don't want to put anything else in front of getting that FF8 mod done if I can help it.

I try to split statuses up to spell effects and status ailments; so Remedy/Esuna will heal ailments, Dispel will deal with spell effects. It's currently treated as a spell effect to work counter to regen so it's under Dispel, but I guess it could shift over to Esuna instead. I kind of treat it like an ailment at times when I'm putting it onto an attack, like Poison.

It was mentioned a few times now that having 4x-Cut locked behind Ruby & Emerald Weapons, which are currently the highest scaled encounters, makes it a feel a bit useless so I'll move it elsewhere or something. And I'll change the prize stuff so that long range is replaced with something else.

Counter Materia max at 50%, though they have a higher starting rate which makes the lower level counter materia more useful. Just a balancing thing.

I can review ultimate weapons if they're not up to par. Crafting thing was removed because I always kind of thought of it as a nuisance.

There is less stuff on Disc 3 compared to 1.5; I was kind of just trying to streamline things and remove stuff that I looked at as bloat. I never really polished up the junon leagues or the dark cave sidequest.

I think I've corrected the documentation for 2.1, also the 1/35s are moving to non-missable areas which should be compatible with save files of any progression. The hard mode bug (and with switches in general, like the field music option) have also been cleared up in the upcoming patch. Unsure about the field switching thing, were any other mods on? The barret thing was in 1.5, but I assumed that was to do with the global flag rather than slash-all; if that's the case I'll need to set Enemy Launcher to work like the guns and be toggleable. And finally, the quad-ultima glitch is in base game (for PC) I believe. It's do with MP Absorb also being on there or something.

I'll go into more detail about the secret once the patch is up. Maybe.

Hello!

Playing for the first time on the latest version and I seem to have made a mistake with regards to Source Points. I did not read the instructions properly and after selecting upgrades I left the menu and just sort of assumed the upgrades went through. I now know how dumb of me that was and I was wondering if there is a way to reset Source Points? If not at least everything else will be a meaty challenge. :wink:

There isn't I'm afraid, but you can allocate the missing source points using a save editor as Sources are tracked separately to actual stats making them easy to modify.


***

Sorry for lack of activity, I'll have the 2.1 patch up during the weekend. Got a few things to sort out that were reported.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: TheDrifter363 on 2021-03-27 05:44:42
Sweeet thanks Sega Chief! So let me get this straight. The original 98 exe has a disc check. You modify the exe to add your own stuff, but you don't remove the disc check. Ooooh! I get it now. Cool. I thought when you guys are modifying the exe, you're also removing the disc check. I gotchu. Makes sense.

That'd be up to me to figure out how to get rid of the disc check, while preserving your changes. Hehe. Need to beef up my programming skills!

You know I thought any modifications of the exe would be removing the disc check, since it seems to be a pretty outdated DRM. You know with steam and all. And you can't buy the 98 version from official retailers anymore. Huh.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: LVaulth on 2021-03-29 19:45:04
Sweeet thanks Sega Chief! So let me get this straight. The original 98 exe has a disc check. You modify the exe to add your own stuff, but you don't remove the disc check. Ooooh! I get it now. Cool. I thought when you guys are modifying the exe, you're also removing the disc check. I gotchu. Makes sense.

That'd be up to me to figure out how to get rid of the disc check, while preserving your changes. Hehe. Need to beef up my programming skills!

You know I thought any modifications of the exe would be removing the disc check, since it seems to be a pretty outdated DRM. You know with steam and all. And you can't buy the 98 version from official retailers anymore. Huh.

Just use the Seventh Heaven mod engine for mods, I believe it gets rid of the disc check.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Higgenbobber on 2021-03-31 07:21:55
So I just finished the flashback with Sephiroth.  I unequipped all the materia during the flashback from both Cloud and Sephiroth and still had them in my inventory afterwards.  I wasn't sure if this was intended or not and I'm tempted on using them haha.

Edit: Nevermind just found the answer in an earlier post saying it was not intended. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: TheDrifter363 on 2021-03-31 21:02:10
Just use the Seventh Heaven mod engine for mods, I believe it gets rid of the disc check.

Yeah I been talking to the people at the 7th heaven board about that. I'm not a big fan of how it requires admin access to work. It also uses a disc mounting system to get past the disc check. It sucks. Messed up big picture mode with steam. A lot of the times I like playing from my bed without a keyboard, so I gotta have stuff work somewhat seamlessly. It was a good try.

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-04-01 06:01:08
Yeah I been talking to the people at the 7th heaven board about that. I'm not a big fan of how it requires admin access to work. It also uses a disc mounting system to get past the disc check. It sucks. Messed up big picture mode with steam. A lot of the times I like playing from my bed without a keyboard, so I gotta have stuff work somewhat seamlessly. It was a good try.

Thanks!

if you have original discs: check out http://forums.qhimm.com/index.php?topic=16270.0
that will allow you to install with later OS's and then just insert the correct disc number when playing :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: windhazard on 2021-04-01 09:27:18
Hi Sega Chief, thank you very much for this mod! Such a refreshing experience of FF7 after 20+ years.

I'm currently playing 2.0.94 and on Disc 3. My experience so far:

- Physical attack felt much weaker compared to the original. I don't know what went wrong but at level ~55, my Cloud with 120 Str is doing about 200-300 per hit on the optional bosses.
- Comet2 is the only magic worth using late game because of MagicDef
- I found two Chocobo Lure in the Ranch but no Choco-Mog.

I don't know where Sacred Cave is to find W-Attack. Could you please help?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: TheDrifter363 on 2021-04-02 02:43:46

if you have original discs: check out http://forums.qhimm.com/index.php?topic=16270.0
that will allow you to install with later OS's and then just insert the correct disc number when playing :>

Oh I have no problem installing the games through discs! I actually have the old 98 release too. I just hate disc checks. I mainly use the steam version for my gameplay for convenience. But thanks I appreciate it! It's always good to have options.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-04-03 08:51:07
- I found two Chocobo Lure in the Ranch but no Choco-Mog.
I don't know where Sacred Cave is to find W-Attack. Could you please help?
Comet2 is the only magic worth using late game because of MagicDef

choco-mog u need to 'wark' at  the choco's at the front of the stables.
sacred cave, pretty sure godo tells u where that is, it is the cave in wutai near the stone carvings, couple of screens from where u meet don corneo, if u did the finding yuffie quest when she nicks ur materia and jumbels it all up. you'll require
Spoiler: show
 to obtain leviathan scales to put out the fires you get that from defeating godo for the second time, anytime after you obtain the highwind i think that is availbale


regards physical attack str comment, try exploit some enemy weaknesses, such as if a boss has a weakness to fire element, you should equip elemental+fire on the weapon. alongside STR bonus materia which will up the dmg by a lot. things like cursering will also help, and deathblow will also give a boost.

regarding comment on comet2 being the only useful magic, wholeheartly disagree with that statement.  try up your magic via bonus, some give +25MAG. taking advantage of element weakness will also assist, some materia have an effect which reduces magdef as well, likes of fire -1%, clouds braver -5%, clouds climhazzard -10%, bahumut or something summon also does -10%. ontop of the above, via the beginners/intermediate hall it provides some suggestions to which type of creature if ussually (but not always) weak to a particular element. i found demi to be very very useful for low level run (no exp type b hard). If your struggling with dmg, via magic or physical if you use mr smiles for SP Upgrades you have a choice of making someone a particular class, mage, monk or whatever else which will also assist greatly, might be a good idea to make someone strong physically and another magically. ps on that side some enemies have either barrier/magic barrier which will reduce the amount of dmg they receive, good idea to dispel that status effect. also note some weapons do elemental dmg, so if an enemy is resistant to that element it will take a lot less dmg.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Labeefa on 2021-04-05 17:32:58
Thanks Sega Chief for the great mod and others for your help!

I recently reached the mr smiles and was able to distribute source points to everyone in my party...except for red 13. When I visit a save point it says that he has 255/200 but I never get a prompt to spend SP on him and him alone. I am using the 7th heaven mod manager and I do have other mods active, all of which are cosmetic. Is there something I am missing here? Has anyone else run into this issue and is there a known mod conflict that causes this problem?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: KingPizza on 2021-04-06 07:38:30
Does someone have the documentation that says what the innate abilities in NT 1.5 are? The game tells you once and then never again, and I forgot what they are, and I can't for the LIFE of me find anywhere online where they are listed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-04-06 08:19:39
Does someone have the documentation that says what the innate abilities in NT 1.5 are? The game tells you once and then never again, and I forgot what they are, and I can't for the LIFE of me find anywhere online where they are listed.

try this: http://www.mediafire.com/file/8gsq2hylgfjxkpd/Documentation.zip  (1.4's not much difference from 1.5's)

installer has a readme :>  posted contents of that section below.
Spoiler: show

[Cloud]

An all-rounder that can be built in different ways, Cloud has decent
showings in his defensive stats but at the cost of Speed. He can make
good use of a physical build using his Limits, but is also suited to
a hybrid build with a solid Magic stat.

\\Innate Ability: Limit Boost//
Whenever a Limit Break is used, Cloud gains a stack that boosts his
Strength and Magic by +10. He can hold 3 stacks for a maximum boost
of +30.

\\Initial Stats//
HP (Lv.6-99:   314-6521
MP (Lv.6-99   54-602
Strength:    43
Vitality:    28
Magic:       27
Spirit:    32
Dexterity:    16
Luck:       14

\\Source-Point Options*//
Ex-SOLDIER:   +5 STR/MAG/SPR
Mercenary:    +10 STR, +5 VIT/LCK
Makonoid:    +10 MAG, +5 SPR/DEX
Shinra Trooper: +10 DEX, +5 STR/LCK

*Note: You can buy 8 upgrade sets per character.


[Barret]

With high HP, Vitality, and a range of long-range weapons Barret is
a natural damage-sponge with poor Speed, Magic, and MP. His builds
revolve around either defence or boosting his offence with his
short-range weapons offering Vitality/Spirit bonuses.

\\Innate Ability: Attack/Defence Stacks//
When attacked, Barret gains 1 stack (max of 5) that boost his attributes
based on his current Row; Front Row = Strength, Back Row = Defence.
He cannot hold both types of stack at the same time.

\\Initial Stats//
HP (Lv.6-99:   334-7535
MP (Lv.6-99   46-413
Strength:    45
Vitality:    43
Magic:       09
Spirit:    37
Dexterity:    08
Luck:       12

\\Source-Point Options//
Marauder:    +5 STR/VIT/SPR
Vigilante:    +10 STR, +5 DEX
Heavy Metal:    +10 VIT/SPR
Techno-Freak:    +10 MAG/DEX/LCK


[Tifa]

A physical attacker with high Strength and Speed but low Defence, Tifa's
weapons can either compliment her Dexterity stat for better evasion and
more turns, or boost Defence to help shore up her low Vitality stat.
Tifa also has various special weapons like Motor Drive and Powersoul
that offer either high stats/damage output with some drawbacks.

\\Innate Ability: Grit//
Once per battle, if Tifa's HP hits 0 she will auto-revive with 1HP and
any buffs/Limit gauge/queued turns left intact. A downside is that she
will also retain status ailments.

\\Initial Stats//
HP (Lv.6-99:   315-5586
MP (Lv.6-99   46-720
Strength:    47
Vitality:    12
Magic:       23
Spirit:    18
Dexterity:    42
Luck:       09

\\Source-Point Options//
Monk:      +5 STR/MAG/DEX
Pugilist: +5 STR/VIT/DEX
Brawler:  +10 STR/LCK
Oracle:   +10 MAG/SPR, +5 DEX


[Aeris]

The strongest natural caster of the 9 characters, Aeris is reasonably
fast and has decent Spirit for Magic Defence. She has a unique weapon
type which can heal characters & sometimes apply buffs when they are
used to attack party members.

\\Innate Ability: Geo-Stance//
While defending, Aeris will absorb Fire, Ice, Bolt, Earth, Wind,
Water, Gravity, Poison, and Holy elemental damage.

\\Initial Stats//
HP (Lv.6-99:   263-5177
MP (Lv.6-99   58-845
Strength:    22
Vitality:    11
Magic:       47
Spirit:    22
Dexterity:    32
Luck:       25

\\Source-Point Options//
Flowergirl: +10 MAG, +5 SPR/DEX
White Mage: +15 MAG, +5 VIT
Geomancer:  +10 VIT/SPR, +5 MAG
Slum Drunk: +15 STR, +10 VIT/LCK


[Red XIII]

An all-rounder like Cloud, but with an edging toward Magic and Speed
over Defensive attributes, Red XIII has a wide range of weapon effects
that can absorb MP or apply status ailments like Berserk.

\\Innate Ability: Wild Fang//
As a fight goes on, Red XIII's Strength and Magic stats will slowly rise
up to a maximum bonus of +50 for both; this is more useful in longer battles.

\\Initial Stats//
HP (Lv.6-99:   328-5886
MP (Lv.6-99   48-746
Strength:    35
Vitality:    27
Magic:       32
Spirit:    25
Dexterity:    35
Luck:       12

\\Source-Point Options//
Cosmo Warrior: +5 STR/MAG/DEX
Guard Hound:   +10 STR, +5 VIT/SPR
Red Mage:      +10 MAG/DEX
Sample #13:    +15 LCK, +10 STR


[Yuffie]

A glass-cannon, Yuffie has high showings in Strength, Magic, and Speed
but also has some of the lowest defensive stats in the cast.

\\Innate Ability: Perfect Dodge//
When hit by a physical attack, Yuffie temporarily gains max physical evasion
until either a few turns have passed or she is targeted for any magical effect
(including healing).

\\Initial Stats//
HP (Lv.6-99:   328-5886
MP (Lv.6-99   48-746
Strength:    35
Vitality:    27
Magic:       32
Spirit:    25
Dexterity:    35
Luck:       12

\\Source-Point Options//
Materia Hunter: +5 STR/MAG/DEX
Gil Bandit:    +10 DEX, +5 STR/LCK
Wutai Shinobi:    +10 MAG/SPR
Goddamn Punk:    +10 STR/VIT


[Cait Sith]

With an abnormally high Luck stat, Cait Sith can either use this for defence
(evasion) or for offence (critical hit rate), he has good showings in his
conventional defensive stats as well but abysmal Speed and unlike the other
characters has no stand-out attacking stat.

\\Innate Ability: MP Regen & Overcharge//
Cait Sith will slowly regenerate MP throughout a battle, and will regain MP
even faster while Defending. MP gained can go past his MaxMP amount.

\\Initial Stats//
HP (Lv.6-99:   346-6708
MP (Lv.6-99   48-644
Strength:    25
Vitality:    39
Magic:       25
Spirit:    39
Dexterity:    10
Luck:       89

\\Source-Point Options//
Fortune-Teller: +5 STR/MAG, +10 LCK
Yeti Pal:    +5 STR/VIT/LCK
Materia Tank:    +5 MAG/SPR/LCK
Top Cat:    +15 DEX, +10 LCK


[Vincent]

Specced as a 'tough' caster, Vincent lends himself well to a durable hybrid
role as a joint physical/caster. His Limits also benefit from a mix of Strength
and Magic. His downsides are that he has very low Speed and Spirit, leaving him
vulnerable to Magic damage.

\\Innate Ability: MP Transfusion//
Intermittently, Vincent will regain HP based on his current MP; this allows his
MP to serve a purpose during his Limit forms and makes him more durable in battle.

\\Initial Stats//
HP (Lv.6-99:   269-5485
MP (Lv.6-99   50-818
Strength:    30
Vitality:    41
Magic:       45
Spirit:    11
Dexterity:    10
Luck:       14

\\Source-Point Options//
Horror Agent: +10 MAG, +5 STR/VIT
Beastmaster:  +10 VIT, +5 MAG/SPR
Berserker:    +10 STR/MAG, +5 LCK
Shinra Turk:  +15 STR, +5 VIT/DEX


[Cid]

A tough physical attacker with a strong Luck stat to make use of more critical
hits to boost damage at the expense of Magic, Magic Defence, and Speed. Cid is
a durable front-row fighter who can also serve as a reliable tank.

\\Innate Ability: Second Wind//
When Second Wind has charged during battle, Cid can trigger it using the Defend
command to fully restore his HP & MP.


\\Initial Stats//
HP (Lv.6-99:   340-7087
MP (Lv.6-99   42-539
Strength:    50
Vitality:    34
Magic:       12
Spirit:    10
Dexterity:    11
Luck:       90

\\Source-Point Options//
Shinra Ace: +10 LCK, +5 STR/VIT
Engineer:   +5 STR/VIT/SPR
Wingman:    +10 MAG, +5 VIT/LCK
Dragoon:    +15 DEX, +10 STR
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Murtor on 2021-04-11 08:20:53
Hello there. I'm currently playing the New Threat Mod for the second time and ran into a little problem: Each and every time I start the mod my sound settings and my Gamepad settings are set back to default. Is there a quick way to fix that?

Also something strange: The Osmose Spell in my game is called Death. Not really bugging me, but worth a mention.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: Sega Chief on 2021-04-11 21:34:23
Thanks Sega Chief for the great mod and others for your help!

I recently reached the mr smiles and was able to distribute source points to everyone in my party...except for red 13. When I visit a save point it says that he has 255/200 but I never get a prompt to spend SP on him and him alone. I am using the 7th heaven mod manager and I do have other mods active, all of which are cosmetic. Is there something I am missing here? Has anyone else run into this issue and is there a known mod conflict that causes this problem?

Sounds like 1.5, I guess the var has been set wrong somehow. Did you change versions or use an older version save file at any point? Was the build you're using from here or from NGPlus.net?

Hello there. I'm currently playing the New Threat Mod for the second time and ran into a little problem: Each and every time I start the mod my sound settings and my Gamepad settings are set back to default. Is there a quick way to fix that?

Also something strange: The Osmose Spell in my game is called Death. Not really bugging me, but worth a mention.

I think 7th Heaven (if you're using that) overrides the config on start up so you'll need to specify your own controls there and it'll apply them to the game every time it runs. Same for the sound settings.

If Osmose is called Death then it means the kernel2.bin isn't patched. If you're using Bonez' spell names mod then make sure to select the NT compatibility option for it.

***

Patch is up, but it's not 2.1; it's 2.095 reason being there were no new fights added like Extra Battle just yet. However, it does have a number of fixes for long-standing issues like the toggles for hard mode, music, etc. Hard Mode itself had its parameters altered.

For this particular patch, I think that games which are in progress can use the new flags without incident but I would recommend saving the game into a separate slot beforehand in case of issues.

Code: [Select]
v2.095
*) Toggle flags for Hard mode, Battle Music, and No EXP fixed
*) Hard Mode: Parameters adjusted
*) Moved Tifa dialogue boxes in old woman's house in Under Junon
*) Removed a 17th Field model from Junon Parade
*) Tifa & Cid were invisible when entering the Slums Park on Type B
*) Reference to Type A events removed from Type B Wall Market
*) 1/35 Soldier in Midgar Raid was giving Vaccine instead of the item
*) Yuffie Innate text updated in-game and in documentation
*) Ahriman in North Crater now carries the Mustard Bomb enemy skill (Manipulate)
*) Mt. Nibel Flashback, Fountain SFX wasn't being played
*) Name change function on a certain Chocobo disabled for Cloud, Cait, and Vincent
*) Magic Counter in Desert Prison was hidden on Type B
*) Grimguard (Forgotten City, canyon in the back) now carries Javelin as a Steal
*) Guard Ring & Relic Ring Steal location corrected in documentation
*) Changed Mideel Materia shop inventory (post-collapse) to keep Osmose available
*) Risk Ring added as a Morph to Goblin enemy (Goblin Islands)
*) Four Slots added as a Steal to Ying enemy (Shinra Mansion Basement)
*) Reactor 5 Type B boss downtuned
*) OPTs in Underwater Reactor boss downtuned
*) Carry Armour: Counter chance on torso halved for each HP increment
*) Cargo Ship: Sound issue where ladders/invisible alpha cancelled sea spray SFX
*) Nerosuferoth: AI mistake caused Beak attack to be unreachable
*) Sector 7 Slums: Typo after picking up Sense Materia
*) Contact flag handler added for character in Junon Weapon Raid
*) Sephiroth & Young Cloud erroneously made unequippable during the Nibelheim Flashback
*) Adjusted Mako Cannon scene script that was locked to Type A only
*) North Crater script fixed
*) Gold Saucer: Save Point at Battle Square was set to disable PHS before entering Desert Prison
*) 1/35 Soldiers: Placements of permanently missable soldiers adjusted to be unmissable
*) Ruby Weapon: Corrected Bolt weakness to Earth weakness
*) X-Attack now exchanged for Desert Rose
*) Long Range now part of the 3 Materia set for completing Kalm Traveller sidequest

Also, a big thanks to the following for donations:
M.B, A.B, K.C, and V.A
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.95)
Post by: Reggie Nintendo on 2021-04-12 04:43:48
Hey Sega Chief. I just wanted to thank you for all the work you put into this mod. Playing through it was like re-experiencing the game for the first time.

It looks like your latest patch finally opened up the silver chocobo secret...

Spoiler: show
I think the calamity is a very cool idea for a secret boss. Definitely a tough fight that I probably wouldn't have been able to beat if I didn't resort to KOTR spam + peerless. You really have to get lucky with it not casting Dispel right away so you can get rid of the tentacles. It's also the only boss I ever had to equip a Peace Ring for lol. I do feel that its high HP and the fact that the tentacles counter every attack somewhat limits the strategies you can use. I thought having someone with 100% cover + Mystile might work but these things have crazy high hit%. Also, for such a tough boss, winning the fight is pretty anticlimactic. Do you have any plans of adding a new scene after the battle or an alternate ending of some kind?


Once again, this mod is a blast and I'm looking forward to 2.1. I think I'll try arrange mode in the meantime.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.95)
Post by: Murtor on 2021-04-12 05:41:12
Thank you! Will try to follow your advice!  :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-04-12 11:26:33
Code: [Select]
v2.095
*) Toggle flags for Hard mode, Battle Music, and No EXP fixed
*) Hard Mode: Parameters adjusted

hardmode / noexp bug still exists in at least reactor1. will check rest area's later on thats on typeb and typea checked.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.95)
Post by: Xezcente on 2021-04-12 11:59:16
Hey there.

So I came from a generation of gamers that did NOT play the original FF7. I bought the Steam version after I finished playing FF7 Remake. What finally convinced me to try the original is because I want to know what's next in terms of story and because of the plethora of mods here in Qhimm.

I just got done installing a couple of mods using 7th Heaven. Mostly graphical to update the more outdated textures. And now I'm looking for some gameplay improvement. Seeing as I have no knowledge of how the game works, my question is: would you guys recommend for my first time playing with NT 2.0 installed?

Right now, I'm mostly interested in the cut and restored dialogue to complete the experience. Would you guys recommend NT 1.5 Vanilla Combat and finish the game and try out NT 2.0 after? Or screw it and go full NT 2.0?

Thanks for the advice. Cheers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.95)
Post by: wdx on 2021-04-12 14:43:22
would you guys recommend for my first time playing with NT 2.0 installed?

NT 1.5 Vanilla Combat and finish the game and try out NT 2.0 after? Or screw it and go full NT 2.0?

Thanks for the advice. Cheers.

v2 and 1.5 are a lot different with several aspects each a seperate mod in their own right imo :)

i'd try type B regular mode for your first play through. saying that thou when your party meets up at the bar, ensure to check out the 2nd floor of the weapon shop.  There is a very handy list of things contained within the tutorial section which will teach you the game mechanics alongside suggested weaknesses etc that a particular group of enemies have.

Have fun :)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.95)
Post by: Sega Chief on 2021-04-12 14:48:11
Hey Sega Chief. I just wanted to thank you for all the work you put into this mod. Playing through it was like re-experiencing the game for the first time.

It looks like your latest patch finally opened up the silver chocobo secret...

Spoiler: show
I think the calamity is a very cool idea for a secret boss. Definitely a tough fight that I probably wouldn't have been able to beat if I didn't resort to KOTR spam + peerless. You really have to get lucky with it not casting Dispel right away so you can get rid of the tentacles. It's also the only boss I ever had to equip a Peace Ring for lol. I do feel that its high HP and the fact that the tentacles counter every attack somewhat limits the strategies you can use. I thought having someone with 100% cover + Mystile might work but these things have crazy high hit%. Also, for such a tough boss, winning the fight is pretty anticlimactic. Do you have any plans of adding a new scene after the battle or an alternate ending of some kind?


Once again, this mod is a blast and I'm looking forward to 2.1. I think I'll try arrange mode in the meantime.

Ah damn, I forgot about Peerless; ah well.

hardmode / noexp bug still exists in at least reactor1. will check rest area's later on thats on typeb and typea checked.


Might be that I forgot to set the new flags for game start or something. No need to check the other areas, I'll check it.

Edit: Yeah, the Hard Mode flag at New Game is the wrong way round. Tested it out after making the change and it all seems to be working as intended including the No EXP flag. Will update the files today.

Edit2: Patch is up. Hard Mode should be correctly configured when starting a New Game now.

Hey there.

So I came from a generation of gamers that did NOT play the original FF7. I bought the Steam version after I finished playing FF7 Remake. What finally convinced me to try the original is because I want to know what's next in terms of story and because of the plethora of mods here in Qhimm.

I just got done installing a couple of mods using 7th Heaven. Mostly graphical to update the more outdated textures. And now I'm looking for some gameplay improvement. Seeing as I have no knowledge of how the game works, my question is: would you guys recommend for my first time playing with NT 2.0 installed?

Right now, I'm mostly interested in the cut and restored dialogue to complete the experience. Would you guys recommend NT 1.5 Vanilla Combat and finish the game and try out NT 2.0 after? Or screw it and go full NT 2.0?

Thanks for the advice. Cheers.

I would recommend playing the original first; the text has slight alterations between the PS1 game and its PC port but nothing major so either works fine. The NT mod, however, has some stuff in it that I think would potentially interfere with a first-time playthrough (including the vanilla combat version) so if you do decide to go for that then just be forewarned on that.

Gameplay-wise, I'm unsure. I think it depends on what you like; as an RPG, FF7's game progression is quite streamlined so it's good for people who want to pick up and play, not so good for the more detail-oriented RPG fan (but again, depends; people can like both styles). It's often said to be easy, but that's a bit misleading. It has its fair share of hard-hitting bosses and 'spikes', and has some of its balancing done around the old 'hide the thing' model to help sell strategy guides and helpline calls (maybe the latter was more a 16-bit console era thing, but you know what I mean).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.95)
Post by: Reggie Nintendo on 2021-04-12 16:34:38
Ah damn, I forgot about Peerless; ah well.

To be fair, the boss casts Dispel so often that you can't really rely on it. I guess you could have it counter Great Gospel/Gospel Spark with Dispel immediately if you don't want players to use it. I did manage to beat it again without KOTR or Peerless. I basically spammed Pearl with W-Magic + Mime and had a high defense Cover tank with Barrier protecting the party. It ended up taking a long time though (about 30 minutes) - the boss has too much HP, imo.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: AuthenticM on 2021-04-12 16:57:46
Hey there.

So I came from a generation of gamers that did NOT play the original FF7. I bought the Steam version after I finished playing FF7 Remake. What finally convinced me to try the original is because I want to know what's next in terms of story and because of the plethora of mods here in Qhimm.

I just got done installing a couple of mods using 7th Heaven. Mostly graphical to update the more outdated textures. And now I'm looking for some gameplay improvement. Seeing as I have no knowledge of how the game works, my question is: would you guys recommend for my first time playing with NT 2.0 installed?

Right now, I'm mostly interested in the cut and restored dialogue to complete the experience. Would you guys recommend NT 1.5 Vanilla Combat and finish the game and try out NT 2.0 after? Or screw it and go full NT 2.0?

Thanks for the advice. Cheers.

I absolutely recommend that you play NT 2.x on your first playthrough, as long as you choose Game Type A.
I had my friend play the game for the first time last year in preparation for the remake. I had him install New Threat. He loved every second of it. Then, like 2/3rds of the way through the game, he lost his save, so his uninstalled new threat and got a save for the vanilla game from the internet so that he could resume his playthrough where he was. Throughout the remainder of his playthrough, he would periodically tell me how he missed new threat and how the vanilla combat was braindead and not fun. He was in it for the story by that point, so he kept going.

So yeah, my opinion is that you will have a much better time with New Threat than without, even on your first playthrough. As long as you go with Game Type A, and also that (spoiler):
Spoiler: show
you make sure to keep Aerith dead. You do so by killing her zombie form during the Jenova fight.

Save Game Type B for your subsequent playthrough.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: Parkes04 on 2021-04-13 02:51:36
I've recently started a new type A game using version 2.095 and I've noticed that I am not receiving gil as a reward from any of the fights. I've played up to Aerith's house and not yet seen any gil drop. Is this by design or am I looking at a bug/mod conflict?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: Sega Chief on 2021-04-13 10:11:49
To be fair, the boss casts Dispel so often that you can't really rely on it. I guess you could have it counter Great Gospel/Gospel Spark with Dispel immediately if you don't want players to use it. I did manage to beat it again without KOTR or Peerless. I basically spammed Pearl with W-Magic + Mime and had a high defense Cover tank with Barrier protecting the party. It ended up taking a long time though (about 30 minutes) - the boss has too much HP, imo.

If it uses Dispel too often then I can adjust that.

I've recently started a new type A game using version 2.095 and I've noticed that I am not receiving gil as a reward from any of the fights. I've played up to Aerith's house and not yet seen any gil drop. Is this by design or am I looking at a bug/mod conflict?

There was an oversight where the Hard Mode flag was the wrong way round when starting a new game; I upped a hotfix (2.096) to fix it. You can toggle Hard Mode off at a save point though to avoid having to restart.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: Xezcente on 2021-04-13 11:25:20
Thanks for the replies. I must say, I'm still a little bit undecided. But I'm leaning towards going vanilla since Sega Chief suggested it. Will definitely still try this mod someday! Cheers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: Reggie Nintendo on 2021-04-13 16:01:17
If it uses Dispel too often then I can adjust that.

In retrospect, I actually don't mind its use of Dispel since it forces you to manage buffs more carefully. Again, my biggest gripe is how spongy/tanky the boss is. A character with 255 MAtk using Pearl + MP Turbo does around 1700-1800 damage per cast. Physical attacks with Holy-Elemental do similar damage but less than half my attacks managed to connect because of its high physical evasion. Albeit, I was using Tifa with Premium Heart as my physical attacker, which doesn't have 255 Attack%, but I was still surprised by how often she was missing. KOTR does around 1800-2000 per hit for a total of ~25000 per cast. Obviously the deterrent for using KOTR is the tentacle counterattacks, which is where Peerless comes in handy. You can usually cast KOTR 4-8 times using W-Summon + Mime before the boss uses Dispel (assuming you have 2 casters). That's enough damage to get rid of the tentacles, at which point Peerless becomes unnecessary.

Since the boss has over 200,000 HP, fighting it without KOTR will take quite a while. If the intended strat is to rely on KOTR (from Master Summon to allow for infinite casts) + Peerless, then it's pretty much fine as is. If the intended strat is to use other sources of damage, then I would recommend reducing some combination of its HP, Defense, and Evasion.

Of course, this is just my opinion after fighting it a few times so take it with a grain of salt. Hopefully as other people fight this boss, you can get some other perspectives.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: Killamox on 2021-04-14 03:46:02
Hello love the mod. I ran into an issue after leaving Northern Crater where several of my party members are locked out. I'm unable to select them one forming a party. It appears to be the party members I sent in the other direction when first exploring Northern Crater. Any way I can fix this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: TheDrifter363 on 2021-04-14 08:12:35
Hey Sega Chief,

I'm using The Reunion version of your mod, and I'm having an issue after the
Spoiler: show
Zack
fight. It's after I win. The game just crashes. I had this issue using ffnx also, so I'm thinking it might have to do with your mod. Any ideas? I'll submit the crash logs and stuff.

Edit: Also the fight uses the
Spoiler: show
cloud model.


APP.log
Code: [Select]
[00000000] INFO: FF7 English OpenGL driver version 2.0 - Merged with The Reunion - R06g
[00000000] INFO: Postprocessing file - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/Program_Files/psx.post
[00000000] TRACE: Detected XInput controller.
[00000000] INFO: OpenGL debug context created.
[00000000] INFO: NVIDIA Corporation GeForce RTX 2060/PCIe/SSE2 4.6.0 NVIDIA 461.72
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: OpenGL 2.1 support detected. Using PBO.
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 32768x32768
[00000000] INFO: Original resolution 640x480, window size 1280x960, output resolution 1920x1440, internal resolution 1920x1440
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFmpeg movie player plugin loaded
[00000000] LOCK UNLOCK TEST
[00000001] TRACE: XInput controller: connected.
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] TRACE: PERSONAL FILE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/kernel.bin (mode 0)
[00000001] TRACE: PERSONAL FILE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/kernel2.bin (mode 0)
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] TRACE: PERSONAL MOVIE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/movies/eidoslogo.avi
[00000001] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/cr/opback_a_00.png
[00000001] INFO: Image load time: 0.003163
[00000001] INFO: Image load time (total): 0.003163
[00000001] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/cr/opback_b_00.png
[00000001] INFO: Image load time: 0.000299
[00000001] INFO: Image load time (total): 0.003462
[00000001] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/cr/opback_c_00.png
[00000001] INFO: Image load time: 0.000285
[00000001] INFO: Image load time (total): 0.003747
[00000001] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/cr/opback_d_00.png
[00000001] INFO: Image load time: 0.000258
[00000001] INFO: Image load time (total): 0.004005
[00000001] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/cr/opback_e_00.png
[00000001] INFO: Image load time: 0.000256
[00000001] INFO: Image load time (total): 0.004262
[00000001] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/cr/opback_f_00.png
[00000001] INFO: Image load time: 0.000215
[00000001] INFO: Image load time (total): 0.004477
[00000001] TRACE: start_movie
[00000179] TRACE: release_movie_objects
[00000179] TRACE: stop_movie
[00000179] END OF CREDITS!!!
[00000179] Entering MAIN
[00000179] TRACE: PERSONAL DIRECT - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/menu/usfont_a_l.TEX = 12e7ec30
[00000179] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/menu/usfont_a_l_00.png
[00000179] INFO: Image load time: 0.009839
[00000179] INFO: Image load time (total): 0.014316
[00000179] TRACE: PERSONAL DIRECT - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/menu/usfont_b_l.TEX = 12e7ec30
[00000179] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/menu/usfont_b_l_00.png
[00000179] INFO: Image load time: 0.008885
[00000179] INFO: Image load time (total): 0.023201
[00000179] TRACE: PERSONAL DIRECT - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/menu/btl_win_a_l.TEX = 12e7ecf0
[00000179] TRACE: PERSONAL DIRECT - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/menu/btl_win_b_l.TEX = 12e7ee10
[00000179] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/menu/btl_win_b_l_00.png
[00000179] INFO: Image load time: 0.001847
[00000179] INFO: Image load time (total): 0.025047
[00000179] TRACE: PERSONAL DIRECT - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/menu/btl_win_c_l.TEX = 12e7eea0
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[00000179] START OF MENU SYSTEM!!!
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[00000921] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/menu/usfont_a_l_00.png
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[00000921] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/menu/usfont_b_l_00.png
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[00000921] TRACE: PERSONAL DIRECT - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/menu/btl_win_b_l.TEX = 12e7dfd0
[00000921] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/menu/btl_win_b_l_00.png
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[00000921] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/menu/btl_win_c_l_00.png
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[00000921] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/menu/btl_win_d_l_00.png
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[00000921] END OF MENU SYSTEM!!!
[00000921] Entering MAIN
[00000921] TRACE: MODE_UNKNOWN21
[00000923] Exiting MAIN
[00000923] -=-=[START OF WORLD MAP!!!]=-=-
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[00023620] [BATTLE] End of current battle
[00023620] [BATTLE] next battle
[00023624] TRACE: PERSONAL FILE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/scene.bin (mode 0)
[00023629] ERROR: COULD NOT CHANGE TO DIRECTORY 
[00023629] ERROR: COULD NOT CHANGE TO DIRECTORY 
[00023631] TRACE: *** Exception 0xc0000005, address 0x5c401d ***
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\DDRAW.dll
[00023631] TRACE: at GetMuteStatus, address 0x5005b124
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at GetMuteStatus, address 0x5005b124
[00023631] TRACE: in C:\Windows\System32\KERNEL32.DLL
[00023631] TRACE: at BaseThreadInitThunk, address 0x75530400
[00023631] TRACE: in C:\Windows\SYSTEM32\ntdll.dll
[00023631] TRACE: at RtlGetAppContainerNamedObjectPath, address 0x77e47400
[00023631] TRACE: in C:\Windows\SYSTEM32\ntdll.dll
[00023631] TRACE: at RtlGetAppContainerNamedObjectPath, address 0x77e47400
[00023631] UNEXPECTED: ExceptionHandler: crash while running another ExceptionHandler. Exiting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: Sega Chief on 2021-04-14 08:52:40
Code: [Select]
[quote author=Reggie Nintendo link=topic=14938.msg284518#msg284518 date=1618329677]
In retrospect, I actually don't mind its use of Dispel since it forces you to manage buffs more carefully. Again, my biggest gripe is how spongy/tanky the boss is. A character with 255 MAtk using Pearl + MP Turbo does around 1700-1800 damage per cast. Physical attacks with Holy-Elemental do similar damage but less than half my attacks managed to connect because of its high physical evasion. Albeit, I was using Tifa with Premium Heart as my physical attacker, which doesn't have 255 Attack%, but I was still surprised by how often she was missing. KOTR does around 1800-2000 per hit for a total of ~25000 per cast. Obviously the deterrent for using KOTR is the tentacle counterattacks, which is where Peerless comes in handy. You can usually cast KOTR 4-8 times using W-Summon + Mime before the boss uses Dispel (assuming you have 2 casters). That's enough damage to get rid of the tentacles, at which point Peerless becomes unnecessary.

Since the boss has over 200,000 HP, fighting it without KOTR will take quite a while. If the intended strat is to rely on KOTR (from Master Summon to allow for infinite casts) + Peerless, then it's pretty much fine as is. If the intended strat is to use other sources of damage, then I would recommend reducing some combination of its HP, Defense, and Evasion.

Of course, this is just my opinion after fighting it a few times so take it with a grain of salt. Hopefully as other people fight this boss, you can get some other perspectives.
[/quote]

The goal was to try and push people away from KOTR (that's why the things counter-attack, as a deterrent against AOE spells). The evasion you'd want to buff up the Luck stat to land luck-based critical hits which ignore all physical evasion (chance is Luck/4 so max it can be is 60ish%). Defences you can weather away a bit with Cloud's Braver or Climhazzard and the Fire spells, or perhaps swap over to the Comet spell. I'd probably stick with Comet until a couple of Limits have landed then swap over to Pearl. I'll reduce the HP to 144k or something.

[quote author=TheDrifter363 link=topic=14938.msg284521#msg284521 date=1618387955]
Hey Sega Chief,

I'm using The Reunion version of your mod, and I'm having an issue after the [spoiler]Zack[/spoiler] fight. It's after I win. The game just crashes. I had this issue using ffnx also, so I'm thinking it might have to do with your mod. Any ideas? I'll submit the crash logs and stuff.

Edit: Also the fight uses the [spoiler]cloud model.[/spoiler]
[00023091] INFO: Image load time: 0.003658
[00023091] INFO: Image load time (total): 4.053149
[00023620] [BATTLE] End of current battle
[00023620] [BATTLE] next battle
[00023624] TRACE: PERSONAL FILE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/scene.bin (mode 0)
[00023629] ERROR: COULD NOT CHANGE TO DIRECTORY 
[00023629] ERROR: COULD NOT CHANGE TO DIRECTORY 
[00023631] TRACE: *** Exception 0xc0000005, address 0x5c401d ***
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\DDRAW.dll
[00023631] TRACE: at GetMuteStatus, address 0x5005b124
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at GetMuteStatus, address 0x5005b124
[00023631] TRACE: in C:\Windows\System32\KERNEL32.DLL
[00023631] TRACE: at BaseThreadInitThunk, address 0x75530400
[00023631] TRACE: in C:\Windows\SYSTEM32\ntdll.dll
[00023631] TRACE: at RtlGetAppContainerNamedObjectPath, address 0x77e47400
[00023631] TRACE: in C:\Windows\SYSTEM32\ntdll.dll
[00023631] TRACE: at RtlGetAppContainerNamedObjectPath, address 0x77e47400
[00023631] UNEXPECTED: ExceptionHandler: crash while running another ExceptionHandler. Exiting.
[/quote]

Cloud model is intended, as only 7th Heaven can swap files while the game is running. However, unsure what the crash would be. 'Could not change to Directory' isn't something I've seen in the app.log before. Right after the battle opcode there's two opcodes to change Cloud's name back and for Cait Sith as well (due to a quirk where naming Cloud will also rename Cait Sith as he occupies the Young Cloud spot). No other real special script handling in there so I have to assume it's this causing the issue. I need to fix an issue with the Kalm Save Point not warping back from the SP room so I'll try removing these rename lines while I'm at it.

Hello love the mod. I ran into an issue after leaving Northern Crater where several of my party members are locked out. I'm unable to select them one forming a party. It appears to be the party members I sent in the other direction when first exploring Northern Crater. Any way I can fix this?

Is this the 1.5 build or 2.0 build?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: TheDrifter363 on 2021-04-14 09:10:39
Yeah the only thing in my notepad++ it says after change directory is SOH. No idea what that means. It's also in special text.

Also I found some other issues. When fast forwarding, the game tends to crash. It only does that when your mod is loaded. Otherwise it runs fine with The Reunion.

Edit: Oh yeah forgot to mention that! The Kalm save point SP smile man is glitched. You don't get teleported back. Well there you go! Lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: nottyboy on 2021-04-14 09:21:06
Nice
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: garlar on 2021-04-14 13:21:49
Hello, I've encountered a glitch where it seems like Hard Mode has permanently switched to on. I can't toggle it at save points, no matter how many times I click it it always says On, and it doesn't matter which of my saves I load. I've even tried starting a new game and even then I wasn't earning gil from battles.

Any help will be greatly appreciated, I'm only at the Temple of the Ancients and I'm very excited to play the rest :3
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: Danstorm1 on 2021-04-14 18:45:46
I have a question, I picked up a new computer recently and was wondering if this works with a cloud save? Like If i had a NT save on one comp and can access the save from another will it work properly?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: Killamox on 2021-04-14 19:55:51
Code: [Select]
The goal was to try and push people away from KOTR (that's why the things counter-attack, as a deterrent against AOE spells). The evasion you'd want to buff up the Luck stat to land luck-based critical hits which ignore all physical evasion (chance is Luck/4 so max it can be is 60ish%). Defences you can weather away a bit with Cloud's Braver or Climhazzard and the Fire spells, or perhaps swap over to the Comet spell. I'd probably stick with Comet until a couple of Limits have landed then swap over to Pearl. I'll reduce the HP to 144k or something.

Cloud model is intended, as only 7th Heaven can swap files while the game is running. However, unsure what the crash would be. 'Could not change to Directory' isn't something I've seen in the app.log before. Right after the battle opcode there's two opcodes to change Cloud's name back and for Cait Sith as well (due to a quirk where naming Cloud will also rename Cait Sith as he occupies the Young Cloud spot). No other real special script handling in there so I have to assume it's this causing the issue. I need to fix an issue with the Kalm Save Point not warping back from the SP room so I'll try removing these rename lines while I'm at it.

Is this the 1.5 build or 2.0 build?
[/quote] This is the 1.5 build.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: Sega Chief on 2021-04-14 20:53:31
Code: [Select]
[quote author=TheDrifter363 link=topic=14938.msg284523#msg284523 date=1618391439]
Yeah the only thing in my notepad++ it says after change directory is SOH. No idea what that means. It's also in special text.

Also I found some other issues. When fast forwarding, the game tends to crash. It only does that when your mod is loaded. Otherwise it runs fine with The Reunion.

Edit: Oh yeah forgot to mention that! The Kalm save point SP smile man is glitched. You don't get teleported back. Well there you go! Lol.
[/quote]

The kalm one was reported just recently by a youtube comment so I've covered that in the files for the new patch. Fast-forward I don't think I'll be able to do much about, I can only guess at the cause. May just be that it can fall over sometimes depending on how that fast-forward was implemented and what script it's accelerating.

[quote author=garlar link=topic=14938.msg284526#msg284526 date=1618406509]
Hello, I've encountered a glitch where it seems like Hard Mode has permanently switched to on. I can't toggle it at save points, no matter how many times I click it it always says On, and it doesn't matter which of my saves I load. I've even tried starting a new game and even then I wasn't earning gil from battles.

Any help will be greatly appreciated, I'm only at the Temple of the Ancients and I'm very excited to play the rest :3
[/quote]

In the 2.0.95 build the hard mode switch is set to on from new game by mistake (corrected in the 2.0.96 patch). I was hoping that the toggle at save points would work with pre-existing save files but it sounds like that's not the case. I can manually toggle it if you send the save file to me.

[quote author=Danstorm1 link=topic=14938.msg284529#msg284529 date=1618425946]
I have a question, I picked up a new computer recently and was wondering if this works with a cloud save? Like If i had a NT save on one comp and can access the save from another will it work properly?
[/quote]

It should do, so long as the save file is for the same build (for instance a NT 2.0 save should only be used with NT 2.0; the game won't break if using, say, a 1.5 save file with 2.0 but there will be unforeseen consequences that come with that as the vars I use for 2.0's events and stuff were re-done for the most part).

But I have seen that Cloud saves can disappear over the years with multiple users so if possible I'd make a backup of your saves if you can as a safeguard.

[quote author=Killamox link=topic=14938.msg284530#msg284530 date=1618430151]
 This is the 1.5 build.
[/quote]

1.5 build has a ill-guided attempt at preserving people's Materia by changing the 'make character unavailable' to 'lock in PHS' but I made a hash of it and seems it leaves characters locked when it shouldn't. I think a save editor can sort it out, that or proceeding down to the bottom of North Crater should sort it out (but save editor would likely be a better idea; if on Steam version, then back up save files first just in case and only make edits while FF7 Launcher is open).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: TheDrifter363 on 2021-04-15 01:26:58
So Sega Chief, do you think you'll be able to fix that flashback crash? If you want any more information, I can try to take a look. I really wanted to see that in its conclusion.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: garlar on 2021-04-15 01:49:35
Thanks for the reply. How should I send you the save file? Every time I click the PM button it keeps sending me to an error page. Also it just seemed to randomly switch into Hardmode while I was on the world map. I'd made it through all the story up to the Temple of the Ancients earning gil and then it randomly stopped.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: Killamox on 2021-04-15 03:11:23
hmm ok i'll give it a try never used Save editor before though. Being at the bottom of North Crater unfortunately did not seem to fix it.
Code: [Select]
The kalm one was reported just recently by a youtube comment so I've covered that in the files for the new patch. Fast-forward I don't think I'll be able to do much about, I can only guess at the cause. May just be that it can fall over sometimes depending on how that fast-forward was implemented and what script it's accelerating.

In the 2.0.95 build the hard mode switch is set to on from new game by mistake (corrected in the 2.0.96 patch). I was hoping that the toggle at save points would work with pre-existing save files but it sounds like that's not the case. I can manually toggle it if you send the save file to me.

It should do, so long as the save file is for the same build (for instance a NT 2.0 save should only be used with NT 2.0; the game won't break if using, say, a 1.5 save file with 2.0 but there will be unforeseen consequences that come with that as the vars I use for 2.0's events and stuff were re-done for the most part).

But I have seen that Cloud saves can disappear over the years with multiple users so if possible I'd make a backup of your saves if you can as a safeguard.

1.5 build has a ill-guided attempt at preserving people's Materia by changing the 'make character unavailable' to 'lock in PHS' but I made a hash of it and seems it leaves characters locked when it shouldn't. I think a save editor can sort it out, that or proceeding down to the bottom of North Crater should sort it out (but save editor would likely be a better idea; if on Steam version, then back up save files first just in case and only make edits while FF7 Launcher is open).
[/quote]
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: Sega Chief on 2021-04-15 13:36:20
So Sega Chief, do you think you'll be able to fix that flashback crash? If you want any more information, I can try to take a look. I really wanted to see that in its conclusion.

My plan is to remove the rename opcodes (they're not really needed anymore) but beyond that not sure what the exact cause would be. I actually did my entire 2.0 testing and development on a Reunion install but never encountered a crash there + there's not been a report for that issue since the mod came out so it must be something that's surfaced fairly recently. Beyond having an app.log there's not much else info-wise to glean except for info on other things installed like maybe FFNx for instance, or perhaps there's been some new modification to Reunion that I'm unaware of that's caused a conflict of some kind in the .exe. I reckon removing the opcodes will do the trick though, whatever it is.

Thanks for the reply. How should I send you the save file? Every time I click the PM button it keeps sending me to an error page. Also it just seemed to randomly switch into Hardmode while I was on the world map. I'd made it through all the story up to the Temple of the Ancients earning gil and then it randomly stopped.

Qhimm Forums has this anti-bot thing where new users need to have posts approved manually (for x number of posts, unsure how many) and I think PM is locked until a certain number of posts as well. A link should do it, like mediafire or MEGA.nz or whatever file upload thingie you want to use. Discord too can do it; Sega Chief#6338 (or look for me on Qhimm Discord).

Was this random toggling thing happening on the new build (v2.0.96)? Or are you still on the v2.0.94 build?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: garlar on 2021-04-15 18:33:50
Here's a media fire link: https://www.mediafire.com/file/fn8zoww6mvno2ue/save00.ff7/file

According to my 7th Heaven I have v.2.096 

I do have it set to auto update and started playing the mod earlier in April (the first weekend, can't remember which day exactly). Also I downloaded your mod from this forum probably a week earlier in late March. I'm not sure this info is helpful at all lol.

Thanks again for your help. Your version of FF7 is like *chef's kiss* You've improved so many things from the original. The way you've made certain materia and items available earlier (like why don't Tifa and Yuffie come equipped with Deathblow and Sneak Glove in the original...it makes so much character archetype and gameplay sense)

Also I'm super fond of the Soulslike approach where weapons aren't just pure upgrades from the previous ones but instead have a different...flavor I guess is a good word.

Not to mention how active you are in the maintenance of it.

Amazing work (OMG YOU HAVE A PATREON TAKE MY MONEY)
 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
Post by: Sega Chief on 2021-04-15 23:34:15
Here's a media fire link: https://www.mediafire.com/file/fn8zoww6mvno2ue/save00.ff7/file

According to my 7th Heaven I have v.2.096 

I do have it set to auto update and started playing the mod earlier in April (the first weekend, can't remember which day exactly). Also I downloaded your mod from this forum probably a week earlier in late March. I'm not sure this info is helpful at all lol.

Thanks again for your help. Your version of FF7 is like *chef's kiss* You've improved so many things from the original. The way you've made certain materia and items available earlier (like why don't Tifa and Yuffie come equipped with Deathblow and Sneak Glove in the original...it makes so much character archetype and gameplay sense)

Also I'm super fond of the Soulslike approach where weapons aren't just pure upgrades from the previous ones but instead have a different...flavor I guess is a good word.

Not to mention how active you are in the maintenance of it.

Amazing work (OMG YOU HAVE A PATREON TAKE MY MONEY)
 

Found the issue:

There were two save points, one in Kalm and one in Fort Condor, that had a opcode to set hard mode to on after the toggle. Not sure why, but I've removed them. Also, the new game was still not set up right as it would turn hard mode on when selecting standard when it was supposed to turn it off. Quite lucky that I went to Fort Condor to test this out or I wouldn't have caught it.

In any case, probably no need to adjust the save file now. When the 2.097 patch goes up you'll be able to toggle it properly at a save point.

Edit: Patch is up

Code: [Select]
v2.097
*) Lowered HP and Defences for a Crater enemy
*) Fixed a missing teleport jump for the Kalm Save Point when using the SP System
*) Removed some rename OpCodes from the Zack Flashback
*) Removed some Hard Mode flags from Condor and Kalm save points
*) Fixed New Game turning Hard Mode on when selecting standard difficulty

Edit: Not sure why, but 7h's catalog is pulling through the 2.096 version (or listing it as 2.096) though I checked the google drive and it's definitely the 2.097 version that's up + linked in the pastebin that handles the catalog. Maybe a cache thing that'll sort itself. In the meantime, the IRO can be downloaded and imported manually from the link on the first post.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: garlar on 2021-04-16 02:50:48
Hello again, I got the new update and the save points in Kalm and Fort Condor are still behaving strangely. Kalm only toggles to "Off" and Fort Condor only toggles to "On"

My problem of not being able to turn off Hard Mode seems to be fixed as I can toggle it at least at Cosmo Canyon (the only other crystal I've tried at the time of writing this.) And starting a new game and choosing Standard difficulty seems to be working correctly. I only tried the first battle and got gil from it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: wdx on 2021-04-16 04:53:00
very minor bug wee bug regards 35th soldier (infinate) can be got from bugenhagen's observatory (v 2.096).



Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Sega Chief on 2021-04-16 09:48:38
Hello again, I got the new update and the save points in Kalm and Fort Condor are still behaving strangely. Kalm only toggles to "Off" and Fort Condor only toggles to "On"

My problem of not being able to turn off Hard Mode seems to be fixed as I can toggle it at least at Cosmo Canyon (the only other crystal I've tried at the time of writing this.) And starting a new game and choosing Standard difficulty seems to be working correctly. I only tried the first battle and got gil from it.

I'll look at those save points again.

very minor bug wee bug regards 35th soldier (infinate) can be got from bugenhagen's observatory (v 2.096).

Will sort out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: TheDrifter363 on 2021-04-16 11:06:41
Sega Chief,

Just tried out your newest version. Still having that crash in the Zack flashback. Same thing in notepad++.

APP.log
Code: [Select]
[00022969] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/battle/seffect1_13.png
[00022969] INFO: Image load time: 0.004359
[00022969] INFO: Image load time (total): 4.226893
[00022973] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/battle/seffect1_14.png
[00022973] INFO: Image load time: 0.004749
[00022973] INFO: Image load time (total): 4.231642
[00024153] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/magic/LENS02_01.png
[00024153] INFO: Image load time: 0.003703
[00024153] INFO: Image load time (total): 4.235345
[00024153] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/magic/LENS01_02.png
[00024153] INFO: Image load time: 0.002514
[00024153] INFO: Image load time (total): 4.237859
[00024153] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/magic/LENS02_03.png
[00024153] INFO: Image load time: 0.003782
[00024153] INFO: Image load time (total): 4.241642
[00024153] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/magic/LENS02_04.png
[00024153] INFO: Image load time: 0.003248
[00024153] INFO: Image load time (total): 4.244889
[00026370] [BATTLE] End of current battle
[00026370] [BATTLE] next battle
[00026374] TRACE: PERSONAL FILE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/scene.bin (mode 0)
[00026379] ERROR: COULD NOT CHANGE TO DIRECTORY SOH
[00026379] ERROR: COULD NOT CHANGE TO DIRECTORY SOH
[00026381] TRACE: *** Exception 0xc0000005, address 0x5c401d ***
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\DDRAW.dll
[00026381] TRACE: at GetMuteStatus, address 0x5005b124
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at GetMuteStatus, address 0x5005b124
[00026381] TRACE: in C:\Windows\System32\KERNEL32.DLL
[00026381] TRACE: at BaseThreadInitThunk, address 0x75530400
[00026381] TRACE: in C:\Windows\SYSTEM32\ntdll.dll
[00026381] TRACE: at RtlGetAppContainerNamedObjectPath, address 0x77e47400
[00026381] TRACE: in C:\Windows\SYSTEM32\ntdll.dll
[00026381] TRACE: at RtlGetAppContainerNamedObjectPath, address 0x77e47400
[00026381] UNEXPECTED: ExceptionHandler: crash while running another ExceptionHandler. Exiting.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Sega Chief on 2021-04-16 15:08:19
Sega Chief,

Just tried out your newest version. Still having that crash in the Zack flashback. Same thing in notepad++.

APP.log
Code: [Select]
[00022969] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/battle/seffect1_13.png
[00022969] INFO: Image load time: 0.004359
[00022969] INFO: Image load time (total): 4.226893
[00022973] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/battle/seffect1_14.png
[00022973] INFO: Image load time: 0.004749
[00022973] INFO: Image load time (total): 4.231642
[00024153] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/magic/LENS02_01.png
[00024153] INFO: Image load time: 0.003703
[00024153] INFO: Image load time (total): 4.235345
[00024153] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/magic/LENS01_02.png
[00024153] INFO: Image load time: 0.002514
[00024153] INFO: Image load time (total): 4.237859
[00024153] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/magic/LENS02_03.png
[00024153] INFO: Image load time: 0.003782
[00024153] INFO: Image load time (total): 4.241642
[00024153] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/magic/LENS02_04.png
[00024153] INFO: Image load time: 0.003248
[00024153] INFO: Image load time (total): 4.244889
[00026370] [BATTLE] End of current battle
[00026370] [BATTLE] next battle
[00026374] TRACE: PERSONAL FILE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/scene.bin (mode 0)
[00026379] ERROR: COULD NOT CHANGE TO DIRECTORY SOH
[00026379] ERROR: COULD NOT CHANGE TO DIRECTORY SOH
[00026381] TRACE: *** Exception 0xc0000005, address 0x5c401d ***
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\DDRAW.dll
[00026381] TRACE: at GetMuteStatus, address 0x5005b124
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at GetMuteStatus, address 0x5005b124
[00026381] TRACE: in C:\Windows\System32\KERNEL32.DLL
[00026381] TRACE: at BaseThreadInitThunk, address 0x75530400
[00026381] TRACE: in C:\Windows\SYSTEM32\ntdll.dll
[00026381] TRACE: at RtlGetAppContainerNamedObjectPath, address 0x77e47400
[00026381] TRACE: in C:\Windows\SYSTEM32\ntdll.dll
[00026381] TRACE: at RtlGetAppContainerNamedObjectPath, address 0x77e47400
[00026381] UNEXPECTED: ExceptionHandler: crash while running another ExceptionHandler. Exiting.

I'll ask the Reunion author about it. From an earlier post you mention getting this while running FFNx, so it'll be worthwhile if I install that and try it out through that to see if I can replicate the crash.

Edit: I gave FFNx a whirl (the stable build) and the scene seems to be functioning as intended on there; I sent a PM with a scene.bin for a test I want to do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Danstorm1 on 2021-04-16 21:04:35
Hey I was just wondering, I'm playing on type B, and the Sample never used Matra Magic, is it missable? I waited and defended multiple turns and it was never used, laser was though. It kinda sucks cause now theres not much early game AoE besides all materia which is locked to 1 use at the moment.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: awesomeuno on 2021-04-17 23:12:50
Hi, i'm about 4 hours into the mod (loving it btw, this is so fun, on version 2.0.96) and I ran into an issue where I am not gaining gil, and I don't know why.

Edit: Turns out hard mode was turned on from the start and that was causing it, all good now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Killamox on 2021-04-18 07:31:32
Quick question. After beating the final boss is it possible to leave that sequence to get back to the normal game? Since you can save right before the fight you're basically stuck fighting the final boss over and over again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: ulurujamman on 2021-04-18 17:21:56
Hey, having fun with 2.0.97, but have a couple bugs to report

Firstly I had a weird bug after resetting one time where as soon as I got back to the NEW GAME/continue? screen it dumped me into the same fight with default characters (Ex-SOLDIER, Tifa, Barret, all with starting stats). When I reset again and tried to reload my save all of the character icons in my memory file were blank (fixed by quitting out and restarting)

Music died (not sure what caused it) and I think this may have caused a bug with the practice event for the Rufus send off - when it came to the part where Cloud is supposed to show his big finish, everyone just stood around and I had to reset.

1/35 soldier in Cosmo Canyon at top of Observatory reappeared after I'd already picked it up (I didn't pick it up a second time so I don't know what happens if you do)

Have been playing with Added Cut+Deathblow on Cloud (equipped with Hardedge, Edincoat/Gold Armlet, Power Wrist/Protect Vest) and Deathblow has literally never missed. Neither his accuracy nor luck are particularly high so I don't think this is working as intended.

Cait Sith starts with about double HP of other characters? Is this intentional? I thought it might be to compensate for coming in late, and because I haven't been using the SP system, but then Vincent comes in with 800, so now I'm not so sure.

That's all I can think of - nothing too major but thought I'd flag them in case anyone else is experiencing similar. Cheers for keeping the game so well updated!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: wdx on 2021-04-18 20:51:52

Cait Sith starts with about double HP of other characters? Is this intentional? I thought it might be to compensate for coming in late, and because I haven't been using the SP system, but then Vincent comes in with 800, so now I'm not so sure.

cait sith's mvp for low level runs with his huge hp pool :) are you on hard mode? if so
Spoiler: show
 u can get a secret ending for completing without sp usuage, there is no added ending for no sp no exp run thou
:)  good luck
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Sega Chief on 2021-04-18 21:57:52
Hey I was just wondering, I'm playing on type B, and the Sample never used Matra Magic, is it missable? I waited and defended multiple turns and it was never used, laser was though. It kinda sucks cause now theres not much early game AoE besides all materia which is locked to 1 use at the moment.

You can get Matra from the Custom Sweepers in the Midgar world map (wasteland areas).

Hi, i'm about 4 hours into the mod (loving it btw, this is so fun, on version 2.0.96) and I ran into an issue where I am not gaining gil, and I don't know why.

Edit: Turns out hard mode was turned on from the start and that was causing it, all good now.

Sorry about that.

Quick question. After beating the final boss is it possible to leave that sequence to get back to the normal game? Since you can save right before the fight you're basically stuck fighting the final boss over and over again.

Yeah could do that if you want; I'll add a save after the Safer fight and this will reload you to the point of no return when used.

Hey, having fun with 2.0.97, but have a couple bugs to report

Firstly I had a weird bug after resetting one time where as soon as I got back to the NEW GAME/continue? screen it dumped me into the same fight with default characters (Ex-SOLDIER, Tifa, Barret, all with starting stats). When I reset again and tried to reload my save all of the character icons in my memory file were blank (fixed by quitting out and restarting)

Music died (not sure what caused it) and I think this may have caused a bug with the practice event for the Rufus send off - when it came to the part where Cloud is supposed to show his big finish, everyone just stood around and I had to reset.

1/35 soldier in Cosmo Canyon at top of Observatory reappeared after I'd already picked it up (I didn't pick it up a second time so I don't know what happens if you do)

Have been playing with Added Cut+Deathblow on Cloud (equipped with Hardedge, Edincoat/Gold Armlet, Power Wrist/Protect Vest) and Deathblow has literally never missed. Neither his accuracy nor luck are particularly high so I don't think this is working as intended.

Cait Sith starts with about double HP of other characters? Is this intentional? I thought it might be to compensate for coming in late, and because I haven't been using the SP system, but then Vincent comes in with 800, so now I'm not so sure.

That's all I can think of - nothing too major but thought I'd flag them in case anyone else is experiencing similar. Cheers for keeping the game so well updated!

The PC game didn't have a soft-reset function natively (think this has been added into Reunion, maybe FFNx as well unsure) but it sounds like it's maybe not 100% stable. A problem with the PC game, and you've maybe seen this in the yuffie warp glitch, is that memory doesn't get completely refreshed when going from the game to the New Game/Continue screens.

For the music dying, do you have any music mods installed? Like that new Cosmo mod?

Cait Sith intentionally starts with a much higher base HP, it levels out and starts to match the others as levels increase but it's there as a kind of early-game extra crutch for him.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: ulurujamman on 2021-04-19 01:13:46
Yep! No sp hard mode is about my sweet spot - I tried no exp for a little at the start of the game before I realised it meant *NO* exp, not even from mandatory fights (!)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: wdx on 2021-04-21 17:32:54
I've been doing the 4 secrets from the chocobo and managed to unlock them all by changing the item required for secret #2 (the 4 save point reads Awoken). I've been looking around in the game trying to find what's changed but I didn't found anything.
Did I missed something or is the reward (?) not implemented yet ?

Anyway great work ! Thanks again !
works. ps u do not have to change the item required for #2
Spoiler: show
use a vaccine to prevent paralysis effect from kicking in on one.. 
script works fine for me :> 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Asherdoom on 2021-04-22 11:08:57
excuse me im quite confused. for play the NT mod classical way with some additiona stuff i need play game A or B?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Asherdoom on 2021-04-22 15:06:31
another thing: sorry for double post

I noticed in documentation says Steal materia is in the sewers, but i found  one at the shop right after 1st mission ended and i accepted tifa in party. Is that correct? or is not installed correctly the mod? (i use 7th heaven one)

https://imgur.com/iItufI7 (https://imgur.com/iItufI7)
(https://imgur.com/iItufI7)

On the other hand i humbly propose a reowrk:
as per your documentation
Quote
Summon spells use a different spell formula to the standard Magic formula, which favours Summon's base power
over the caster's Magic stat. This means that a Summon will always deal decent damage in spite of the caster's
Magic stat, making them more usable by a non-Magic build while not becoming completely overpowered in the hands
of a Magic-focused build.

I propose to put Summon stacking their power over Spirit, instead of magic. This will make the "summoner" archetype class that is more interested in stacking spirit instead of magic to pump a little his damage with summons and, on the other sides, not fighting with pure casters archetype over materias/items with mag stats.

Quote
*) They ignore MBarrier

this is wrong. Mbarrier become very weak spell considering many non elemental spell bypass it already , at least make it so that reduce summon damage by small amount (like 20%)

Quote
Cloud: Set up by using the Defend command, then continue fighting as normal. The next time Cloud is hit by physical damage he will counter it with either
a single physical attack, a Deathblow, 2x-Cut, or 4x-Cut. This works in addition to any other counter materia.

this si too much RNG. make it so that when cloud defends and get critted, it counters with 2x or 4x. on all other cases he counters with deathblow

Quote
Yuffie: If attacked physically while in the front row, she will counter with Mug. After 15 turns have passed, Yuffie's Throwlette will charge and will throw a random shuriken weapon at an enemy when Defend is used (or if already Defending).
this one i do not get... we already have throw materia...

sorry for wall of text, great mod and keep on going! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: wdx on 2021-04-22 19:51:42
another thing: sorry for double post

I noticed in documentation says Steal materia is in the sewers, but i found  one at the shop right after 1st mission ended and i accepted tifa in party. Is that correct? or is not installed correctly the mod? (i use 7th heaven one)

there is a steal materia within the sewers. doc is correct. Its an option to buy prior to getting elsewhere :)

if you read the info within the beginners hall. there is part which is wrong. 8 sp upgrades, is 4, likely a left over from v1.5.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: zendachi on 2021-04-22 20:14:20
Halp. Mod crashes after fight as Zack on Disc 2 in Nibelheim. Fresh mod install on fresh FF7 via executable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Sega Chief on 2021-04-22 21:57:10
excuse me im quite confused. for play the NT mod classical way with some additiona stuff i need play game A or B?

Type A.

another thing: sorry for double post

I noticed in documentation says Steal materia is in the sewers, but i found  one at the shop right after 1st mission ended and i accepted tifa in party. Is that correct? or is not installed correctly the mod? (i use 7th heaven one)

https://imgur.com/iItufI7 (https://imgur.com/iItufI7)
(https://imgur.com/iItufI7)

On the other hand i humbly propose a reowrk:
as per your documentationof a Magic-focused build.

I propose to put Summon stacking their power over Spirit, instead of magic. This will make the "summoner" archetype class that is more interested in stacking spirit instead of magic to pump a little his damage with summons and, on the other sides, not fighting with pure casters archetype over materias/items with mag stats.
 
this is wrong. Mbarrier become very weak spell considering many non elemental spell bypass it already , at least make it so that reduce summon damage by small amount (like 20%)

this si too much RNG. make it so that when cloud defends and get critted, it counters with 2x or 4x. on all other cases he counters with deathblow
this one i do not get... we already have throw materia...

sorry for wall of text, great mod and keep on going! :D

Yeah you can buy it early in Sector 7's Materia shop if you want to start bringing in stuff from Reactor 5 and the Slums.

Do you mean making Summons use the Spirit stat instead of the Magic stat to get their damage output? I think I did tinker with the restorative formula at one point to try and have it point at the Spirit stat instead of Magic but it didn't make it in.

Summons ignoring MBarrier is to do with Restorative formula being changed to also ignore MBarrier (was a very common complaint back in the day that MBarrier was blocking healing and pushing people away from using it altogether). So unfortunately summons are tied to this.

I don't think I can set it to check for a critical hit, and it'd be quite a rare proc in a lot of cases.

Yuffie's innate doesn't use up a weapon when it triggers, so it's basically a strong counter-attack with some variation in it depending on which weapon gets chosen to be thrown. Throw on the other hand will expend a weapon when used.

Halp. Mod crashes after fight as Zack on Disc 2 in Nibelheim. Fresh mod install on fresh FF7 via executable.

Are you Kazenai on Discord? Can proceed with debugging on the NT channel in there, it's a bit easier for conversations.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Asherdoom on 2021-04-23 07:05:41
thanks sega chief for reply. can i have discord link please? :D
So i can stay updated on real time basis.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Sega Chief on 2021-04-23 16:31:13
The front page of the forum has a link to it, but I'll post here as well. Make sure to follow the instructions in the Rules channel to make the FF7 channel visible:
https://discord.com/invite/fyE2Vk2
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Deborahyugo on 2021-04-24 22:40:00
Hi SegaChief,

At first I want to thank you for this awesome mod! :D
I have a question.
Do you have a list of the sidequests?
I switched to Cid as partyleader but I have no idea what to do.
I don't want to miss a thing.
I guess I'm playing type B? (2.0)
Again, thank you so much! ;D

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Sega Chief on 2021-04-25 14:52:04
Hi SegaChief,

At first I want to thank you for this awesome mod! :D
I have a question.
Do you have a list of the sidequests?
I switched to Cid as partyleader but I have no idea what to do.
I don't want to miss a thing.
I guess I'm playing type B? (2.0)
Again, thank you so much! ;D

Most stuff unlocks after going to bottom of north crater then coming back but sounds like you've already done that if party leader swap was unlocked. There's not as much as in 1.5, but here it all is:
Spoiler: show

Cloud: Visit the Shinra Mansion basement (as in vanilla)

Barret: Visit him in Kalm's Weapon Shop (Marlene will also be there). You can also head up to Mt. Corel's Reactor with him in the party (to reach the area with the thing in it, use the stairs from the previous train-track screen to get to it).

Red XIII: Visit Bugenhagen and you'll get a key that unlocks the Cave of the Gi again; head through it with him in the party (or add using PHS at the save point toward the end).

Cait Sith: Head for the Temple of the Ancients ruins

Yuffie: The Pagoda has a rematch, and then that should allow access to the Sacred Fire Cave by dropping Leviathan's Scales Key Item

Cid: Visit the broken automated shop in Wall Market (needs to be party leader but unsure)

Great Glacier: Open the map and head for the middle area (looks like a tree trunk bridge). You'll find a Silver Chocobo here; try feeding it different types of Greens and Nuts.

Shinra Mansion: There's a piano in one of the side rooms that's actually functional (though some keys are duds). Play the same theme you'd play on Tifa's Piano (bit trickier to play by ear due to the dud keys) and something may happen.

Mythril Mines: In a backroom there's a black-cape NPC; if you find all 1/35 soldiers he'll give you a unique Materia


Usual stuff from base game also applies: Materia Caves, Battle Square's Special Battle, Kalm Traveller, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Deborahyugo on 2021-04-25 19:11:03
Thank you for your quick answer! Guess I've done the most  :'(
When I visit Wall Market with Cid it just shoots 🤣
But thank you! I guess I can go in to the cave and beat sephi!
Then proceed with 1.5!
Again thanks for your hard work! Keep it up! ♡
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Sega Chief on 2021-04-26 11:09:34
Thank you for your quick answer! Guess I've done the most  :'(
When I visit Wall Market with Cid it just shoots 🤣
But thank you! I guess I can go in to the cave and beat sephi!
Then proceed with 1.5!
Again thanks for your hard work! Keep it up! ♡

I would try Cloud as party leader there instead; maybe it was changed and I forgot about it. I think the script will add Tifa and Cid to the party when it's activated as Cloud.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: garlar on 2021-04-27 15:42:48
Hello, I'm having trouble finding the Magic Plus and Added Effect materia listed as being located in the Great Glacier in the doc. I've found all the spots in Vanilla where there are items. I figured it wouldn't hurt to ask you first rather than hunting in every single screen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Sega Chief on 2021-04-28 08:05:20
Hello, I'm having trouble finding the Magic Plus and Added Effect materia listed as being located in the Great Glacier in the doc. I've found all the spots in Vanilla where there are items. I figured it wouldn't hurt to ask you first rather than hunting in every single screen.

Magic Plus should be in the middle area, the tree trunk bridge screen (there's also something else here blocking the bridge midway so you may need to circle around unless you have some greens/nuts).
(https://i.imgur.com/e03J7xM.png)

Added Effect is in one of the far-west areas:
(https://i.imgur.com/dNAmxMo.png)

I'm unsure of the 2nd location, but have circled where I think it is along with the tree bridge screen:
(https://i.imgur.com/4TxBxBK.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Stevojones2 on 2021-04-28 19:55:05
Hello there,

I just got the base files of this mod to work with my IOS version of FF7 and I love the mod so far. I just wanted where the location was to incorporate the updated character models? The issue I am running into is I can only seem to find the .iro files to use with 7th heaven which I cannot get into the individual base files. With the clunkiness of the IOS filesystem I had to switch out each file manually. if these aren't available I'll definitely keep playing with the vanilla models. Can't wait to see how the "B" story progresses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Sega Chief on 2021-04-29 15:43:27
Hello there,

I just got the base files of this mod to work with my IOS version of FF7 and I love the mod so far. I just wanted where the location was to incorporate the updated character models? The issue I am running into is I can only seem to find the .iro files to use with 7th heaven which I cannot get into the individual base files. With the clunkiness of the IOS filesystem I had to switch out each file manually. if these aren't available I'll definitely keep playing with the vanilla models. Can't wait to see how the "B" story progresses.

By updated character models, do you mean the ones that come with NT or from another mod? Also, do you need the full archive file (battle.lgp and char.lgp) for instance? If these files are vanilla then you may experience softlocks due to missing models early on. You also may need the flevel.lgp archive for the game's script and stuff.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: galax-C on 2021-04-29 17:31:03
Each head on the Schizo boss fight in Gaea's Cliff has only 180hp.
I'm using 7th heaven, type A, hard mode.

As always, love the mod. Absolute joy.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Stevojones2 on 2021-04-30 12:54:46
By updated character models, do you mean the ones that come with NT or from another mod? Also, do you need the full archive file (battle.lgp and char.lgp) for instance? If these files are vanilla then you may experience softlocks due to missing models early on. You also may need the flevel.lgp archive for the game's script and stuff.

Sorry about the confusion, I am trying to figure out which files govern which aspect of the Mod, for instance is it the char.lgp that affects the character models, and flevel.lgp = storyline? I was wondering if you had a list somewhere of what the main files are and the different portions of the mod they apply.  I currently have the main files for the new threat mod from a patched steam version, but I was wanting to possibly add some higher res backgrounds and avatar models.

You have done a amazing job on this mod and I am sure you probably have answered this question before on this thread.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Sega Chief on 2021-04-30 13:32:07
Sorry about the confusion, I am trying to figure out which files govern which aspect of the Mod, for instance is it the char.lgp that affects the character models, and flevel.lgp = storyline? I was wondering if you had a list somewhere of what the main files are and the different portions of the mod they apply.  I currently have the main files for the new threat mod from a patched steam version, but I was wanting to possibly add some higher res backgrounds and avatar models.

You have done a amazing job on this mod and I am sure you probably have answered this question before on this thread.

I'll write a quick break-down of what NT needs:

Field folder
char.lgp: Field models and their animations; some new models were added that are referenced in the flevel so if these are missing the game will unfortunately crash.
flevel.lgp: Field screens & their related event scripts + dialogue

Battle folder
scene.bin: Enemy data and their formations/attacks
battle.lgp: Battle models for enemies + characters + Battle environments; new models are contained so if this is missing there'll be crashes upon loading certain battles as the model data won't be found.

Kernel folder
kernel.bin: General information such as character stats, equipment/items attributes, Materia, spell data, etc.
kernel2.bin: Specific to PC version, this contains text strings for equipment names + descriptions.

Menu folder
menu_us: Contains character portraits and various UI assets (optional; this is for button icons; if missing, then some strange icons will appear instead but they'll at least be colour-coded to PSX buttons and the original PC prompts appear beside them).

wm folder
world_us: Contains world map models and textures (optional; only one model was colour-tweaked slightly for consistency so this can be left out).

The .EXE also has changes but this being a mobile version it could be the case that replacing this with a modified version may encounter issues. If this is the case, then the .EXE can be left unpatched. This means that certain features and balancing such as formula changes to mitigation effects, some QoLs like cure magic ignoring mbarrier, and things like the stat bonus/penalty of equipping Materia will be reverted back to how the default game handles them. The mod will be fully operational but your experience on the battle side of things will change a bit because of that.

You can get a copy of all these complete archive files + modified .EXE by patching a 1998 or Steam copy of the game with the Regular Installer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Sega Chief on 2021-04-30 23:07:46
Patch is up:

Code: [Select]
v2.098
*) Repaired toggle for Hard Mode on Fort Condor and Kalm save points
*) Battle during a Flashback scene was adjusted to prevent a crash
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Stevojones2 on 2021-05-01 14:05:42
That was exactly what I was looking for thank you very much
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Zentrius on 2021-05-01 21:46:07
game crashed with Hyper Jump in 2.098. for what its worth, it crashed in a battle against Ultima Weapon in Fort Condor. ill try to see if its the battle or the limit break that causes the crash.

game is also crashing with the jersey enemy at the shinra mansion. the game crashes whenever a jersey triggers a stance change.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Sega Chief on 2021-05-01 23:43:47
game crashed with Hyper Jump in 2.098. for what its worth, it crashed in a battle against Ultima Weapon in Fort Condor. ill try to see if its the battle or the limit break that causes the crash.

game is also crashing with the jersey enemy at the shinra mansion. the game crashes whenever a jersey triggers a stance change.

Hyper Jump crash is an issue native to the Steam version of the game: https://steamcommunity.com/app/39140/discussions/0/846958223100684439/
The crash itself seems to be frequent for some, not so frequent for others; I moved Hyper Jump to the 2-2 Limit for this reason. The crash doesn't seem to occur on the 1998 version using Aali's latest driver or the FFNx driver. Unfortunately, there's not much we can do for the Steam release as that is handled by SE themselves and no patch has came out for it since release.

I'll look at Jersey again.

Edit: A jump was capturing a var's initial value so that the other condition wasn't getting the var set at all if it was picked, causing the crash.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Asair on 2021-05-01 23:47:43
Sega Chief,

So I messed up one of the big materia missions and don't have the blue materia to get the Bahamut Zero summon. Can this still be dug up at the bone village in the same method as the original game? I checked your text files for item and materia locations and the Bahamut Zero summon only has the large materia listed and not bone village. I've been trying to dig it up but so far I've only gotten megalixers and s-mine from the location the internet is telling me to dig.

Thanks for all your work on this mod, been using it for my first playthrough of the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Sega Chief on 2021-05-02 00:06:17
Sega Chief,

So I messed up one of the big materia missions and don't have the blue materia to get the Bahamut Zero summon. Can this still be dug up at the bone village in the same method as the original game? I checked your text files for item and materia locations and the Bahamut Zero summon only has the large materia listed and not bone village. I've been trying to dig it up but so far I've only gotten megalixers and s-mine from the location the internet is telling me to dig.

Thanks for all your work on this mod, been using it for my first playthrough of the game.

You can dig it up from Bone Village, and the success rate has been raised to 100% but the other condition is that the player is on Disc 3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Asair on 2021-05-02 00:08:45
You can dig it up from Bone Village, and the success rate has been raised to 100% but the other condition is that the player is on Disc 3.

Ah, okay, that's good to know, I've been trying to dig it up on disc 2. Thank you for the quick response. Probably saved me a lot of frustration lol.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Zentrius on 2021-05-02 20:48:17
quick question: is the touph ring behaving properly? the item descriptions says it resists fire/ice/thunder but in the status menu, those elements arent highlighted in the halved section. dont know if its just a visual thing or the mechanic just does not work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Sega Chief on 2021-05-02 23:17:49
quick question: is the touph ring behaving properly? the item descriptions says it resists fire/ice/thunder but in the status menu, those elements arent highlighted in the halved section. dont know if its just a visual thing or the mechanic just does not work.

I checked the kernel and they don't have the elements set. Will sort that out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Zentrius on 2021-05-03 03:34:24
the 1/35 soldier respawns back again in cosmo canyon after taking it. you literally only need to exit the screen and enter it again in order for it to respawn. very exploitable, since it lets you grab that ridiculous stat up materia from the black cap in the m,ythril caves EXTREMELY early

theres also a battle formation that crashes the game as soon as the battle begins, in section in which the marlboro and pollensalta appear in the northern cave. im assuming its the new enemy from which you learn chrono cure. this one is weird since a crash report pop up error is not even thrown out, the game just soft locks and crashes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Asair on 2021-05-03 07:14:47
So I failed to stop the train and I'm on disc 3 but for some reason I can't acquire the renew materia by paying 50,000 gil. Whenever I talk to the npc, the option to buy it pops up but the cursor begins on the no option and won't let you move up to the purchase option only down to a blank option that when you select functions as a no, I would imagine the text box is just bugged.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Sega Chief on 2021-05-03 11:44:53
the 1/35 soldier respawns back again in cosmo canyon after taking it. you literally only need to exit the screen and enter it again in order for it to respawn. very exploitable, since it lets you grab that ridiculous stat up materia from the black cap in the m,ythril caves EXTREMELY early

theres also a battle formation that crashes the game as soon as the battle begins, in section in which the marlboro and pollensalta appear in the northern cave. im assuming its the new enemy from which you learn chrono cure. this one is weird since a crash report pop up error is not even thrown out, the game just soft locks and crashes.

The guy in the mines checks the variable by which each of these items are picked up by in addition to the quantity you have in inventory so if you pick up 12 of these in this way he shouldn't hand over the Materia. I'm going to change the item quantity part from an == to a >= so that people affected by this don't get locked out from getting the Materia later even if they find all 12. I'll fix the Cosmo one as well.

Thanks for telling me the area within North Crater, narrows the culprit down.
Edit: It was the 2nd Death Dealer entry that's used for a back-attack and a pincer battle. The AI in pre-battle didn't have its jumps set quite right from the Hard Mode refactor which locked it up; have fixed.

So I failed to stop the train and I'm on disc 3 but for some reason I can't acquire the renew materia by paying 50,000 gil. Whenever I talk to the npc, the option to buy it pops up but the cursor begins on the no option and won't let you move up to the purchase option only down to a blank option that when you select functions as a no, I would imagine the text box is just bugged.

Yeah the lines were set to 2 and 3 instead of 1 and 2; it'll be in next patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Zentrius on 2021-05-03 16:25:34
there's also a minor bug that i found regarding manipulate, dragon force and the dark dragon at the northern cave. for some reason, when you manipulate the dragon and try to use dragon force on the party, the game only lets you use it on the very first character. it doesnt let you at all change the target. its very minor since you have to put the person with enemy skill on the first spot of the party, but id did not go in too many dephts if it just affects the dark dragon/dark force or if its a manipulate thing. for what its worth, from the other uses i gave to manipulate, its the only time that ever happened to me.

the game is also crashing at the safer sephiroth battle. probably due to a counter? i had aerith use comet2 with w magic and from what happened, the game crashed after aerith finished casting the first comet2. so since she didnt even start casting the 2nd comet2, im assuming safer sephiroth countered the first comet2 with an attack that caused the crash. seems serious to me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Sega Chief on 2021-05-04 00:24:35
there's also a minor bug that i found regarding manipulate, dragon force and the dark dragon at the northern cave. for some reason, when you manipulate the dragon and try to use dragon force on the party, the game only lets you use it on the very first character. it doesnt let you at all change the target. its very minor since you have to put the person with enemy skill on the first spot of the party, but id did not go in too many dephts if it just affects the dark dragon/dark force or if its a manipulate thing. for what its worth, from the other uses i gave to manipulate, its the only time that ever happened to me.

the game is also crashing at the safer sephiroth battle. probably due to a counter? i had aerith use comet2 with w magic and from what happened, the game crashed after aerith finished casting the first comet2. so since she didnt even start casting the 2nd comet2, im assuming safer sephiroth countered the first comet2 with an attack that caused the crash. seems serious to me.

He doesn't have any direct counter-attacks, just two counter-scripts that reduce defence (or magic defence) when he gets hit. I tried the fight out and fired off a w-magic comet2 but it seemed fine.

Any other mods on like for UI, spell textures, boss models? Anything like FFNx installed with 7th heaven?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Zentrius on 2021-05-04 00:28:49
i run new threat with 7th heaven, but only the new threat mod with no other mod active.

ill fight him later on tonight to see if i can reproduce it again. ill use the same party just in case (aeris vincent cloud)

btw when it happened to me, it wasn't the first w-magic comet2 that i fired off. i did that like 4 times. it was just after a specific time that it crashed.

ETA: weird, didnt happen again now. wonder how that crash came to be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Asair on 2021-05-04 02:48:50
You can dig it up from Bone Village, and the success rate has been raised to 100% but the other condition is that the player is on Disc 3.

So I made it to disc 3, I tried digging this up in the spot where the internet says it would normally be, I get S-Mine 100% of the time, no Bahamut Zero. Doesn't look like any of the other spots are active either, I'll keep digging but looks like it is busted, messing up that large materia mission has really screwed me. No renew or Bahamut Zero ):
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Asair on 2021-05-04 09:52:26
I'm also having an issue where whenever I attempt to fight Jenova-Synthesis. The boss comes onto the platform and I get the combat transition effect and then my screen goes dark and the game freezes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.98)
Post by: Sega Chief on 2021-05-04 14:18:14
i run new threat with 7th heaven, but only the new threat mod with no other mod active.

ill fight him later on tonight to see if i can reproduce it again. ill use the same party just in case (aeris vincent cloud)

btw when it happened to me, it wasn't the first w-magic comet2 that i fired off. i did that like 4 times. it was just after a specific time that it crashed.

ETA: weird, didnt happen again now. wonder how that crash came to be.

Maybe a memory thing, but it'll be hard to guess; if it does occur again, get a copy of your APP.log which should be in the FF7 folder (or FFNx.log) and that might be able to pinpoint it.

So I made it to disc 3, I tried digging this up in the spot where the internet says it would normally be, I get S-Mine 100% of the time, no Bahamut Zero. Doesn't look like any of the other spots are active either, I'll keep digging but looks like it is busted, messing up that large materia mission has really screwed me. No renew or Bahamut Zero ):

I'll check into the field script again; I can see it listed within there but I'll check the flag.

I'm also having an issue where whenever I attempt to fight Jenova-Synthesis. The boss comes onto the platform and I get the combat transition effect and then my screen goes dark and the game freezes.

This had the same issue as Jersey and one of the Death Dealers, the AI in pre-battle was a bit messed up when inserting the new hard mode properties. I've fixed it up and it'll be part of the patch tonight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Sega Chief on 2021-05-04 23:55:46
Patch is up:

Spoiler: show

v2.099
*) AI fixes for Jersey, Death Dealer, and Jenova SYNTHESIS
*) Schizo HP was restored to intended values
*) 1/32 Soldier in Cosmo Canyon could be picked up repeatedly
*) 1/32 Soldier NPC hand-in check was adjusted to account for above
*) Added a line of dialogue to Cosmo NPC who fixes the car and offers advice when paid
*) North Corel: Text box for buying Materia from boy was fixed (if train crashes)
*) Dragon Force: Effect and targeting changed
*) Touph Ring: Elemental resistance flags added
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
Post by: Deborahyugo on 2021-05-05 16:01:46
I would try Cloud as party leader there instead; maybe it was changed and I forgot about it. I think the script will add Tifa and Cid to the party when it's activated as Cloud.

It worked! Thanks!
Another question I can't  find the things that are needed for the masamune. I have the; murasame and moonstone. But really don't know where to find the zenogias plate and 7778 needles. I tried steeling from cactuars but no luck :(

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Asair on 2021-05-05 17:20:32
I appreciate the quick work on the patch but for some reason my 7th heaven is not registering that it needs to update even when I refresh my mods and close/open the program, still have 2.098 and doesn't ask to patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Sega Chief on 2021-05-05 21:43:43
It worked! Thanks!
Another question I can't  find the things that are needed for the masamune. I have the; murasame and moonstone. But really don't know where to find the zenogias plate and 7778 needles. I tried steeling from cactuars but no luck :(

Zenogias Plate is by buying the Costa villa and then acquired from the basement. 7778 Needles I think can be stolen, dropped, or Morphed. For the Steal, try having a Sneak Glove equipped for it (from Wall Market, guy who sells you batteries early on). Morph should be done using Yuffie's Conformer weapon if you have it.

I appreciate the quick work on the patch but for some reason my 7th heaven is not registering that it needs to update even when I refresh my mods and close/open the program, still have 2.098 and doesn't ask to patch.

Sorry, the version number wasn't changed on the pastebin that the catalog uses to pull IROs through. It should download it now once it's gotten past cache. If it doesn't update right away, then the IRO can be downloaded from the first post on this thread and imported.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: galax-C on 2021-05-07 00:03:08
Thoroughly enjoyed the game. That added conversation with Tifa in the icicle inn hit the feels. When I beat the game it told me to ask you for a link to Game Type C. Is that a real thing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Sega Chief on 2021-05-07 19:46:45
Thoroughly enjoyed the game. That added conversation with Tifa in the icicle inn hit the feels. When I beat the game it told me to ask you for a link to Game Type C. Is that a real thing?

Nah, it was just gonna be a joke link that appears when you beat the game on hard (without using the toggle) and without sources but all that's inside is an image from some old ceefax thing we used to have in the 90s called Bamboozle. But then I think wdx did it and the link had some missing characters because some of the characters in the link aren't valid for the game. I'll remove the text, I forgot all about it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: wdx on 2021-05-08 04:16:42
wdx did it and the link had some missing characters because some of the characters in the link aren't valid for the game. I'll remove the text, I forgot all about it.

underscore was the problem char. was done with disabling the exp as well to see if the txt changed (which it didnt), on that side, curious to why both tifa/barret are lvl8 after the first fight (which can't run away from) rest of the party members are lvl7 :>
 
you could use the likes of imgur (which keeps images up) rather than downloading file first, that would solve the issue of _'s 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Sega Chief on 2021-05-09 00:30:41
underscore was the problem char. was done with disabling the exp as well to see if the txt changed (which it didnt), on that side, curious to why both tifa/barret are lvl8 after the first fight (which can't run away from) rest of the party members are lvl7 :>
 
you could use the likes of imgur (which keeps images up) rather than downloading file first, that would solve the issue of _'s 

When a party member joins for the first time they have their level initialised against the current average of all currently acquired characters. The kernel has a value that modifies this average, so the joining character will have the average level +/- this modifier. So if Cloud is Lv.7 and the only character, the average is Lv.7 and so when Barret joins with a modifier of +1 he starts as Lv.8.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Deborahyugo on 2021-05-09 07:20:49
Zenogias Plate is by buying the Costa villa and then acquired from the basement. 7778 Needles I think can be stolen, dropped, or Morphed. For the Steal, try having a Sneak Glove equipped for it (from Wall Market, guy who sells you batteries early on). Morph should be done using Yuffie's Conformer weapon if you have it.

Thanks! Gonna try again! 😊👍🏻
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Sega Chief on 2021-05-09 12:50:08
Thanks to K and N. H for the very generous donations, cheers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Parivir on 2021-05-10 03:58:50
Hey Sega,

I'm coming across an issue on the basement of Nibelheim mansion, type B, after Cloud rejoins post Mideel. A fight scene triggers after the flasback with Zack where I'm playing as Cloud vs 4 Shinra soldiers and another mob; upon killing them, I get an error saying "an unknown exception has occurred" and the game crashes.

It's probably worth noting I started my save file late last year and Steam updated the game on me in the middle, so I had to reinstall new threat.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: TwitchPlaysSpeedruns on 2021-05-11 21:50:28
Started a TwitchPlays of New Threat 2.0. Game Type B. Hard Mode. We just escaped Midgar! Come say hello and give us advice over on https://www.twitch.tv/twitchplaysspeedruns.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Sega Chief on 2021-05-12 09:13:40
Hey Sega,

I'm coming across an issue on the basement of Nibelheim mansion, type B, after Cloud rejoins post Mideel. A fight scene triggers after the flasback with Zack where I'm playing as Cloud vs 4 Shinra soldiers and another mob; upon killing them, I get an error saying "an unknown exception has occurred" and the game crashes.

It's probably worth noting I started my save file late last year and Steam updated the game on me in the middle, so I had to reinstall new threat.

The save file should be fine so long as it was made on a 2.0 build. Are you on the latest version, 2.099? One of the fixes made recently was for this issue.

Started a TwitchPlays of New Threat 2.0. Game Type B. Hard Mode. We just escaped Midgar! Come say hello and give us advice over on https://www.twitch.tv/twitchplaysspeedruns.

I jumped in and seems to be sitting at Under Junon. Not really sure what advice I can give for a run like that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: jugend on 2021-05-13 02:19:15
Just started 2.0! Been really looking forward to it.

One small nitpick though... I've been playing on hard mode which is fine, and the no gil from battles is just might be okay and add to the experience, but I can never steal anything in new threat and atm I'm finding it a little too tedious rather than adding to the hard mode.

Would it be feasible to make the no battle gil just an alternative option? I know you can turn off hard mode... but going back and forth just feels a little iffy to me and it's kinda awkward too. Atm if I need gil, I have to do the area in hard, then switch back to normal and just grind out the area which is a little too grindy for me. I'm sure as the game progress and you get more drops etc it's better though.


Just to add; I like the "idea" of no gil, scrounging up cash for stuff and just getting by, always feels really rewarding in games to me personally, but I'm not sure if it works with this because of stealing being much less successful in NT and inns being everywhere. Like I said, just kinda feels tedious... I don't feel in danger, just that I'm spending unessacry time grinding which isn't adding much to the gameplay. Maybe if inns/tents were disabled or the price was dramatically increased... then it would feel harder as I'd really be struggling to keep up with the heals needed to grind out gil to keep myself going... but that's another discussion...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Parivir on 2021-05-13 02:22:32
The save file should be fine so long as it was made on a 2.0 build. Are you on the latest version, 2.099? One of the fixes made recently was for this issue.

No i'm pretty sure I'm on 2.097. I'll get 2.099 and give it a shot.

Thank you sir.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: wdx on 2021-05-13 11:17:49
Just started 2.0! Been really looking forward to it.

One small nitpick though... I've been playing on hard mode which is fine, and the no gil from battles is just might be okay and add to the experience, but I can never steal anything in new threat and atm I'm finding it a little too tedious rather than adding to the hard mode.



there are some really quick ways of obtaining gil at most points within the game, dex will help a bit.  between steals morphing and drops gil shouldln't really be much of an issue.


an example is the following:
Spoiler: show

2xWhole Eater 162hp Morph Setup need low roll
Cloud Hardedge, Titan Bangle, Acc star
restore dealthblow morph sense hp absorb steal
Aeris Gaurd Stickm Bronze Bangle
all ice lightning barrier restore steal


a little later just after leave midgar
Spoiler: show



efficient 3x kalm wolves method
TIFA setup
grand glove fire+all +lightning sense
bronze bangle elemental poison destruct
star pendant
BARRET Setup
gattlinggun gravity barrier ice heal hp absorb
bronzebangle all fire enenmyskill
phoenixring
CLOUD setup
hardedge fire-elemental morph db
goldarmlet 3xsteal chocomog
peacering
Tifa + Barret Cast Fire then Morph only with Cloud
KALM INN IS ONLY 20GIL A NIGHT
farm 50 vamp fangs. buy potions / tents etc


u can get slightly more effiecient than the above.  if u let me know where u are in the game i can likely give u a detailed setup that will provide u with all ur gil needs, tbh thou i highly suggest that you experiment a little more with materia setup alongside morphing almost everything you see at some point then check what that item sells
the highest selling item is
Spoiler: show
 stardust a whopping 25000gil morph from 1st jenova u meet cargo ship on way across to costa de sol



Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Sega Chief on 2021-05-13 13:35:13
Just started 2.0! Been really looking forward to it.

One small nitpick though... I've been playing on hard mode which is fine, and the no gil from battles is just might be okay and add to the experience, but I can never steal anything in new threat and atm I'm finding it a little too tedious rather than adding to the hard mode.

Would it be feasible to make the no battle gil just an alternative option? I know you can turn off hard mode... but going back and forth just feels a little iffy to me and it's kinda awkward too. Atm if I need gil, I have to do the area in hard, then switch back to normal and just grind out the area which is a little too grindy for me. I'm sure as the game progress and you get more drops etc it's better though.


Just to add; I like the "idea" of no gil, scrounging up cash for stuff and just getting by, always feels really rewarding in games to me personally, but I'm not sure if it works with this because of stealing being much less successful in NT and inns being everywhere. Like I said, just kinda feels tedious... I don't feel in danger, just that I'm spending unessacry time grinding which isn't adding much to the gameplay. Maybe if inns/tents were disabled or the price was dramatically increased... then it would feel harder as I'd really be struggling to keep up with the heals needed to grind out gil to keep myself going... but that's another discussion...

Yeah, you might be right. The other elements of the game would need to be adjusted and tweaked to properly bring the most out of that change. I think enemy level increases in hard mode as well which is why steal rate is less than usual, and clashes with the gil thing.

there are some really quick ways of obtaining gil at most points within the game, dex will help a bit.  between steals morphing and drops gil shouldln't really be much of an issue.

Dex doesn't affect the Steal rate; I used to think this too and I reckon the reason is that Steal Materia in vanilla comes with a +2 Dexterity bonus which I guess implies this stat governs the action, but like Manipulate it's completely based on User's Level and Target's Level (with the item's 'chance' value factored in).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Jonesin4Rock on 2021-05-15 00:28:18
I was going to give 2.0 a go and I have a folder from when I played 1.5 with Wallmarket,  Black Chocobo and Proudclod programs in it,   I assume one of them was to check the item drops/steals/morphs of the enemies within the mod?   Are any of them still needed or useful for anything?

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

Edit:   Proudclod pointed at the New Threat scene.bin lets me check all the enemy drop rates/steals/morphs pretty easily,  also WallMarket pointed to New Threat kernal.bin shows me what each limit break does,  wish there was documentation for more lol,   amazing mod btw!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: wdx on 2021-05-15 12:03:11
I was going to give 2.0 a go and I have a folder from when I played 1.5 with Wallmarket,  Black Chocobo and Proudclod programs in it,   I assume one of them was to check the item drops/steals/morphs of the enemies within the mod?   Are any of them still needed or useful for anything?

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

you can see the limit break changes within the check limit area/or upon usage if hit assist/target button. braver for example reduces an enemies defense by 5%. 1.5 I'd keep that as balancing features etc are different :)

current list of steals morphs as of 2.099 can be found at: https://docs.google.com/spreadsheets/d/1UXnqC_AOEVEUEKx6ABYyzGBJ2a29qA7cS2rdk02nbFo/edit?usp=sharing and is updated as i play through :) (should be looked as a mini lvl7 guide walk through more or less) type B no SP No ExP run. might be a few changes since 2.094 or if an enemy had 2 different steals/drops might not all be listed, that guide is very comprehensive with original purpose to be used for possible hundo speedrun :> (i've had 2 successful runs so far) on hard mode type b (1 sitting) still to work out strats for lvl7 via one single sitting :>
 




Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Berub on 2021-05-15 17:32:26
There's also this spreadsheet extracted from game files: https://docs.google.com/spreadsheets/d/1-BJ9-sh2_40sI3MEf_MW5zIcXMtJ2kjSayYqYZG5iL4
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: TwitchPlaysSpeedruns on 2021-05-16 02:07:41
I just wanted to say a huge thanks to SegaChief for this mod! Its a perfect enhancement and expansion to my favourite game. We named Cid after you in our current run :P Do you have a link where I could donate a few bucks? Huge respect!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Sega Chief on 2021-05-16 14:57:22
I was going to give 2.0 a go and I have a folder from when I played 1.5 with Wallmarket,  Black Chocobo and Proudclod programs in it,   I assume one of them was to check the item drops/steals/morphs of the enemies within the mod?   Are any of them still needed or useful for anything?

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

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

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

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

Cheers, man; also yeah, there's a donation link on the first post of this thread at the bottom. Much appreciated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Jonesin4Rock on 2021-05-16 17:30:06
Would it be possible for a list of missable items?   Like the rewards from Fort Condor and the marching minigame?   If there already isn't one and I'm just blind lol,  I hate feeling like I'm missing out on really good items,   also is stealing from unreachable enemies like Bottomswell with Yuffie passive an intended mechanic?

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

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

If you skip the Nibelheim flashback and don't "jam on it" does it affect the reward later in the game?   Sorry for all the questions lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: galax-C on 2021-05-18 04:57:03
Does anyone else check this site after work everyday in a psychotic desperation that 2.1 comes out? Or am I the only nutjob? More interested in that than part two of remake?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Heru on 2021-05-18 11:31:17
I love the mod, V1.5 was my favorite mod ever a while back, but I would like to make a list of some of the problems/nitpicks I had with part B of the 2.0 version. I am currently at the whirlwind maze.
1. Using Tifa's limit causes a softlock when used on Sephiroth in the Jenova Death fight, or at least something caused it to softlock twice in a row.
2. The plate never falling in part B leaves a pretty big hole in the story. What happened to Jesse, Bigs, etc. I like the idea of a faster Midgar especially on repeat playthroughs, but I feel as though the plate should still fall, even if its offscreen.
3. A lot of the fights had unique bosses for no reason, which isn't necessarily bad, but fighting random soldiers was a downgrade in my opinion and so was fighting the bosses that where designed for other parts of the game in V1.5
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Sega Chief on 2021-05-18 19:20:36
Would it be possible for a list of missable items?   Like the rewards from Fort Condor and the marching minigame?   If there already isn't one and I'm just blind lol,  I hate feeling like I'm missing out on really good items,   also is stealing from unreachable enemies like Bottomswell with Yuffie passive an intended mechanic?

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

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

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

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

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

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

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

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

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


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

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

I guess mileage may vary on #3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Ethario on 2021-05-18 19:37:04
Great to hear you are working on FF8 man ! FF7 a new threat is amazing but the work you been putting in is quite insane ! How is FF8 coming along ? I'm interested in doing an early run with bug reports !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Jonesin4Rock on 2021-05-19 12:49:21
Can't seem to figure out how to use the save point outside the icicle inn...   

Also Furybaba doesn't drop an ice ring or glacier ring,   not sure if this was changed but WallMarket and the documentation both say she should have one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Heru on 2021-05-24 07:45:30
I got an Item called New Game +, I assume this was a cool Easter egg lol. I remember that I checked the same chest in V1.5 and mentioned it to you that it had nothing in it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Sega Chief on 2021-05-24 13:20:35
Great to hear you are working on FF8 man ! FF7 a new threat is amazing but the work you been putting in is quite insane ! How is FF8 coming along ? I'm interested in doing an early run with bug reports !

Very slowly.

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

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

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

I'll check out the drop.

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

Ah that; I think at one point it actually reset the game and started you back at Reactor 1 but that turned out to be a bad idea due to the opcode for it doing something to the movies (breaks them and causes crash when trying to play one).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: kellueHaze on 2021-05-26 14:58:59
Hi Dio doesnt appear in his room for the dark cave side quest, im pretty sure i've already gone to the bottom of the north crater so im not sure why he isnt appearing, are there any other conditions required to make him show?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: HogwinHD on 2021-05-26 17:05:22
Hey @Sega Chief, Loving the mods etc,

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

Im on new threat 2.0.99 Type B playthrough
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: wdx on 2021-05-26 18:13:22
Hi Dio doesnt appear in his room for the dark cave side quest, im pretty sure i've already gone to the bottom of the north crater so im not sure why he isnt appearing, are there any other conditions required to make him show?

the dark cave side queest no longer exists for v2. only within v1.x pretty sure hes at the museum in that version.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: DarkCacos on 2021-05-27 20:13:04
Hello guys, I just registered to this site only to be able to post here... Sorry if I will make some mistakes, but English is not my native language! :D

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

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

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

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

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

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

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

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

P.s.: I would also like to ask another thing, if someone here tested it before me. Do some of you guys know if I can create a "New Game +" save with the Black Chocobo Save Editor that works with New Threat 2? I would like to redo the game in Path B when I will finish the Path A, but without losing the materia etc. but I am wondering if all the "flags" for the events will be resetted correctly by Black Chocobo or if it will only reset those for the vanilla game, and so the game will became a mess... If someone already tried this and can tell me if it works or not, it will be much apreciated. If not I think I will try myself and see what will happen... xD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Sega Chief on 2021-05-28 12:41:09
Hey @Sega Chief, Loving the mods etc,

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

Im on new threat 2.0.99 Type B playthrough

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

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

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

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

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

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

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

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

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

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

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

I guess what could be done is:

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

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

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

I think what Black Chocobo does is it produces a new save file with the character data retained so it should be fine. However, I think that it'll miss the activation flag for Type B (unless it sets the save file up to go straight into the opening movie as this is where the script sits to set Type A or Type B but unsure).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: DarkCacos on 2021-05-28 14:12:54
I guess what could be done is:

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

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

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

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

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

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

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

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

P.s.: I made a small donation to you because you deserved it. Maybe I will donate more in the future as well. Keep up the good work and thanks again for this great mod! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Onepercentofone on 2021-05-28 22:50:42
Hey there Sega,

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

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

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

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

       All things considered, this mod is probably one of my favorite gameplay mods out there. The balancing is great, everything about it is wonderful. There were a few points that had me actually laughing my ass off, like the date with Barret. Most of the work done here at Qhimm could put a lot of the people at Square-Enix to shame, and that's my honest opinion. Keep it up, everybody! You guys give us hope.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Sega Chief on 2021-05-29 01:04:06
Thank you very much for the quick answer, Sega Chief!

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

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

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

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

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

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

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

Thanks for the donation, bud; much appreciated.


Hey there Sega,

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

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

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

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

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

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

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

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

Thanks for the encouragement, bud.


***
Thanks to C. O'D and C.P for the donations.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Onepercentofone on 2021-05-29 01:30:33

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


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

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

I'm thinking now it may be to do with when dialogue boxes are closed as well, perhaps the script hasn't been proofed to certain timings (as in, closing the text too fast/slow can result in him getting stuck). Just a theory though for the time being.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: projectgilga on 2021-06-01 13:55:29
Hi Sega,

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

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


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Sega Chief on 2021-06-01 20:26:16
Hi Sega,

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

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

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



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

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

I'll check his script; maybe the triggers aren't updated? I think one was changed from a default chest to a brand new one, might be that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: projectgilga on 2021-06-01 21:07:22
Thanks for your reply. For Ruby I keep getting wiped by Ultima mid-fight, is it a counter to something? I'll play around with a few setups to see if I can get somewhere.

Also, do you have a donations link? I couldn't see one.  ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: kekko1285 on 2021-06-02 16:49:41
...

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

They are in the first post of this thread :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: DarkCacos on 2021-06-04 15:12:41
Hello guys. I just wanted to confirm you, if by chance someone was interested in it like I was, that it seems that it's possible to create a New Game + of FF7:NT with the Black Chocobo and play the game without problems since I am doing it right now in Path B after starting in Path A and it seems all fine.

You only need to remember these things if you want to do that:
1) If you create the modified save with the editor at the beginning of the game when you load it the game will give you and error and tell you that there is a problem with the Kernel, but you can ignore the warning.
2) For saving for the first time you will need to use the mod for save in all place because if you will not do it at least once, the save point will tell you that your save is not compatible with the mod. After that you will be able to use the save points as well.
3) Remember to not bring too much materias because in some parts of the game the scripts will unequip them and if the number of materias unequipped will be greater than those you can carry the game will delete them and you will need to readd them manually from the save editor.
4) Delete the Items "1/35 Soldier" in the inventory by the editor.

If there will be other problems I will let you know.

Also, I would like to report some minor bugs that I found in Path B:
1) When you attack the Shinra HQ and take the elevator and the doors opens and you find the Shinra employee instead of the battles with the monsters, the music will stop and will not restart until you arrive at the next floor where the music change.
2) If you oneshot Hundred Gunner before it can summon Thunder Gunner and HeliGunner, the game will be stuck in and endless loop and the battle will not end. (Maybe it's the same in Path A if the bosses are the same)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: Danstorm1 on 2021-06-06 02:09:47
Loving the mod, is there any chance you could update the docs for B type? It seems like some things are in different locations or different bosses replace things that they drop from, I don't want to accidently miss out on anything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
Post by: MrMadakey on 2021-06-08 02:56:01
Hey Sega Chief, I ran into Jenova Death and found a couple of bugs with Sephiroth, I'm assuming some of these have already been flagged however I wanted to give a heads up just in case.

New Threat v2.0 Gametype B

So having sneak attack/Death blow with Added cut attached to it/Counter Magic in the fight can make the fight stall to a halt. I think it's because Sephiroth needs to do a certain attack before the entire fight is loaded. I'm not entirely sure.

With that said I have left a dedicated save that I was using to attempt the fight and it can be replicated each and everytime if you just use Deathblow with Added attack on Tifa (I'm also assuming any other character)

Eventually after I caught onto what was happening I was able to avoid it by delaying Tifa until he finally did his attack. (Not exactly sure of the name of the attack he used but it was an earth/physical magic type attack that he did twice) I was able to get through by the skin of my teeth however I still wanted to give a heads up just in case anybody else suffers the same issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-06-08 14:19:28
Thanks for your reply. For Ruby I keep getting wiped by Ultima mid-fight, is it a counter to something? I'll play around with a few setups to see if I can get somewhere.

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

I'll check later and get back to you, but I think it's part of his rotation; MBarrier and beefing up magic defence should be able to stop it.

Hello guys. I just wanted to confirm you, if by chance someone was interested in it like I was, that it seems that it's possible to create a New Game + of FF7:NT with the Black Chocobo and play the game without problems since I am doing it right now in Path B after starting in Path A and it seems all fine.

You only need to remember these things if you want to do that:
1) If you create the modified save with the editor at the beginning of the game when you load it the game will give you and error and tell you that there is a problem with the Kernel, but you can ignore the warning.
2) For saving for the first time you will need to use the mod for save in all place because if you will not do it at least once, the save point will tell you that your save is not compatible with the mod. After that you will be able to use the save points as well.
3) Remember to not bring too much materias because in some parts of the game the scripts will unequip them and if the number of materias unequipped will be greater than those you can carry the game will delete them and you will need to readd them manually from the save editor.
4) Delete the Items "1/35 Soldier" in the inventory by the editor.

If there will be other problems I will let you know.

Also, I would like to report some minor bugs that I found in Path B:
1) When you attack the Shinra HQ and take the elevator and the doors opens and you find the Shinra employee instead of the battles with the monsters, the music will stop and will not restart until you arrive at the next floor where the music change.
2) If you oneshot Hundred Gunner before it can summon Thunder Gunner and HeliGunner, the game will be stuck in and endless loop and the battle will not end. (Maybe it's the same in Path A if the bosses are the same)

It should be a fairly rare occurrence to one-shot him, but I'll add an AI handler to clean up the flyers.

Loving the mod, is there any chance you could update the docs for B type? It seems like some things are in different locations or different bosses replace things that they drop from, I don't want to accidently miss out on anything.

I'll see if I can find time.

Hey Sega Chief, I ran into Jenova Death and found a couple of bugs with Sephiroth, I'm assuming some of these have already been flagged however I wanted to give a heads up just in case.

New Threat v2.0 Gametype B

So having sneak attack/Death blow with Added cut attached to it/Counter Magic in the fight can make the fight stall to a halt. I think it's because Sephiroth needs to do a certain attack before the entire fight is loaded. I'm not entirely sure.

With that said I have left a dedicated save that I was using to attempt the fight and it can be replicated each and everytime if you just use Deathblow with Added attack on Tifa (I'm also assuming any other character)

Eventually after I caught onto what was happening I was able to avoid it by delaying Tifa until he finally did his attack. (Not exactly sure of the name of the attack he used but it was an earth/physical magic type attack that he did twice) I was able to get through by the skin of my teeth however I still wanted to give a heads up just in case anybody else suffers the same issue.

There was a bug with Sephiroth in his pre-battle AI where 50% of the time his 'hurt' animation wasn't getting set as a 50/50 jump intended to set AI for his battle behaviour was also capturing this important value assignment. It should be corrected as of today's patch. I think what you ran into will have been that, but I'll check Sneak Attack against it just in case (though I'd expect pre-battle AI to run before Sneak Attacks are executed).

***

Patch 2.0991 is up:
Code: [Select]
v2.0991
*) AI fix for boss in Whirlwind Maze
*) Blue Materia Cave boss adjusted
*) Removed var checks for 1/32 Soldier collection (just checks for 12 in stock now)
*) Added scripts to handle party leaders for Barret scene in Kalm (Disc 3)
*) Fixed script relating to key in Junon Weapon Raid (Type B)
*) Corrected slots for Gigas Armlet to No Growth
*) Added failsafe to the Save Point in Holzoff's House
*) Corrected typo on Cosmo Canyon repairman's line

Also, thanks to M. H for their donation, and thanks again to M. J. for their donation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: MrMadakey on 2021-06-08 17:12:01
There was a bug with Sephiroth in his pre-battle AI where 50% of the time his 'hurt' animation wasn't getting set as a 50/50 jump intended to set AI for his battle behaviour was also capturing this important value assignment. It should be corrected as of today's patch. I think what you ran into will have been that, but I'll check Sneak Attack against it just in case (though I'd expect pre-battle AI to run before Sneak Attacks are executed).

***

Patch 2.0991 is up:
Code: [Select]
v2.0991
*) AI fix for boss in Whirlwind Maze
*) Blue Materia Cave boss adjusted
*) Removed var checks for 1/32 Soldier collection (just checks for 12 in stock now)
*) Added scripts to handle party leaders for Barret scene in Kalm (Disc 3)
*) Fixed script relating to key in Junon Weapon Raid (Type B)
*) Corrected slots for Gigas Armlet to No Growth
*) Added failsafe to the Save Point in Holzoff's House
*) Corrected typo on Cosmo Canyon repairman's line

Also, thanks to M. H for their donation, and thanks again to M. J. for their donation.

Thank you <3 I would like to go on record I'm not entirely sure if it was sneak attack. I think it was. As I said I do still have the save and happy to send it you in a google drive or something if it makes it easier for you.

Have just updated and tested the fight to see if it's working and it's working perfectly now thank you again SegaChief!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Rasca on 2021-06-09 05:40:17
Thank you <3 I would like to go on record I'm not entirely sure if it was sneak attack. I think it was. As I said I do still have the save and happy to send it you in a google drive or something if it makes it easier for you.

Have just updated and tested the fight to see if it's working and it's working perfectly now thank you again SegaChief!

For whats is worth, it happenned to me too and I also triggered a sneak attack. In a retry, with no sneak attack, the battle continued as normal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: MrMadakey on 2021-06-09 17:04:00
Without asking anybody to spoil or anything, In V2.0 game type B I've reached the point where Cid is leader of the group (Cloud has lost his mind and Tifa is sitting by his side) I'm naturally trying to get all the enemy skills.

So my question is.. Did I miss Trine ? I don't wanna say too much because I don't wanna spoil for anybody else.

It says Trine is obtained from Materia keeper but if you've played the version then you probably know why I'm confused.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-06-09 19:59:27
For whats is worth, it happenned to me too and I also triggered a sneak attack. In a retry, with no sneak attack, the battle continued as normal.

Was this on the most recent 2.0991 build or the 2.099 build?

Without asking anybody to spoil or anything, In V2.0 game type B I've reached the point where Cid is leader of the group (Cloud has lost his mind and Tifa is sitting by his side) I'm naturally trying to get all the enemy skills.

So my question is.. Did I miss Trine ? I don't wanna say too much because I don't wanna spoil for anybody else.

It says Trine is obtained from Materia keeper but if you've played the version then you probably know why I'm confused.

Trine I think was added to the North Crater to make it unmissable; on Type B, it's available from Stilva in the Gaea's Cliffs as well I think. Godo may also have it, but I think he has Aqualung now instead.

The North Crater enemy with Trine is Crater Dragon (first area, the one where it spirals down after just dropping in from the start). Manipulate it with your highest level character. If Manipulate fails too much, then equip a Hypnocrown for better success.

***
Thanks to A.S. for the donation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: MrMadakey on 2021-06-10 05:12:12
Quote
Trine I think was added to the North Crater to make it unmissable; on Type B, it's available from Stilva in the Gaea's Cliffs as well I think. Godo may also have it, but I think he has Aqualung now instead.

The North Crater enemy with Trine is Crater Dragon (first area, the one where it spirals down after just dropping in from the start). Manipulate it with your highest level character. If Manipulate fails too much, then equip a Hypnocrown for better success.

***
Thanks to A.S. for the donation.

Okay thank you so much, guess I'll be going to find myself a dragon, Anyway thank you again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Rasca on 2021-06-10 07:34:46
Was this on the most recent 2.0991 build or the 2.099 build?

Not sure about the exact version because I don't check it and there might be weeks between play sessions, but it was at least a week or two ago, so 2.099 tops.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-06-10 11:39:25
Not sure about the exact version because I don't check it and there might be weeks between play sessions, but it was at least a week or two ago, so 2.099 tops.

Might have just been the AI glitch in the pre-battle setup in that case which was resolved in 2.0991; it was a 50/50 if he'd softlock when being hit or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: VVTT on 2021-06-11 04:31:17
Wondering if this mod applies the current spell names (e.g. Firaga/Thundaga as opposed to Fire3/Bolt3), and if people would find it worth implementing if not? Part of why I liked the Advance ports was because they standardized terms like that.  :P

I recently discovered this mod, and am very pleased by what it promises! Thank you for your work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-06-11 13:26:42
Wondering if this mod applies the current spell names (e.g. Firaga/Thundaga as opposed to Fire3/Bolt3), and if people would find it worth implementing if not? Part of why I liked the Advance ports was because they standardized terms like that.  :P

I recently discovered this mod, and am very pleased by what it promises! Thank you for your work.

it's a mix. The mod uses the original game's numbering system for spells that have stronger versions (Fire, Fire2, Fire3 for instance). Some names were updated though (Dispel instead of FF7's DeSpell). This sort of extended to enemies but it's not implemented in all cases, and was usually done on request (Couerl instead of Cuahl, Ahriman instead of Allemagne). I kind of like the original fudged names, but I can understand why they might irk people so I changed some of them to what's generally used across all the games.

Some item names are also different but this is to reflect their extended effects. Most status-healing items deal with two statuses in NT, so Echo Screens and Eye Drops (Silence and Blind) were merged into one item called Echo Drops as it heals both statuses for instance.

Bonez made a mod for the 7th Heaven mod manager that updates spell names to the more modern ones and it had a NT compatibility option; when enabling this mod, make sure to go into its configuration settings and select 'New Threat 2.0' (or 1.5 if you're planning to play the older version of NT).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: hogwartsgeek on 2021-06-12 00:17:12
Hi Sega Chief, I'm trying to climb the pagoda with Yuffie but she's only doing 1 hit damage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: hogwartsgeek on 2021-06-12 00:34:21
Never mind, Figured it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: VVTT on 2021-06-12 17:23:04
Ah gotcha, thanks for reply! Looking forward to seeing the changes made.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: javisanchez1234567 on 2021-06-14 22:09:39
Hi Sega.
Congratulations for the mod and the great effort put into it.

I am very curious to know how you have managed to get the characters from outside the party to win all the experience. I have fiddled with programs like PrC, WM or Makou Reactor, among others and I don't know how it could be done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-06-15 00:59:11
Hi Sega.
Congratulations for the mod and the great effort put into it.

I am very curious to know how you have managed to get the characters from outside the party to win all the experience. I have fiddled with programs like PrC, WM or Makou Reactor, among others and I don't know how it could be done.

It's done through the executable as an assembly calculation:

#Passive EXP Modifier (if .exe is dormant/hard-patching the .EXE with an installer)
#1C6301 = 90 90
#Nops the calculation, resulting in 100% passive EXP

#Passive EXP Modifier (if .exe is active/hext injection is being used such as 7th heaven or reunion)
#5C6F01 = 90 90
#Nops the calculation, resulting in 100% passive EXP

I think I removed this from the 1.5 version of the mod at some point and I don't think it ever made it into the 2.0 version. I guess I preferred to swap characters in and out based on their level as they overtook each other. I think this offset was found by either DLPB or NFITC1, I forget where I found it (maybe in an old buried post; I did a few dives into the old threads of this forum years and years ago looking for bits and pieces).

But in any case, that's the offset that deals with it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: javisanchez1234567 on 2021-06-15 07:33:48
It's done through the executable as an assembly calculation:

#Passive EXP Modifier (if .exe is dormant/hard-patching the .EXE with an installer)
#1C6301 = 90 90
#Nops the calculation, resulting in 100% passive EXP

#Passive EXP Modifier (if .exe is active/hext injection is being used such as 7th heaven or reunion)
#5C6F01 = 90 90
#Nops the calculation, resulting in 100% passive EXP

I think I removed this from the 1.5 version of the mod at some point and I don't think it ever made it into the 2.0 version. I guess I preferred to swap characters in and out based on their level as they overtook each other. I think this offset was found by either DLPB or NFITC1, I forget where I found it (maybe in an old buried post; I did a few dives into the old threads of this forum years and years ago looking for bits and pieces).

But in any case, that's the offset that deals with it.

Ah, thank you very much for answering this question.

To tell the truth I played the Spanish version of NT from a year and a half ago or so. I was planning to play FF7 but something changed it just before I started and it was delayed. When I played I already kept what I had installed.

I think that the experience is good because it allows you to always choose a group and not cling to the ones you choose at the beginning. If not 100%, maybe 90%, so that they have a penalty but do not stay so far behind.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-06-16 09:09:39
Thanks to M. S. and J. C. for the donations.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: tonyfinale on 2021-06-18 04:15:25
I was just testing around the newest version and noticed the Shinra Manor flashback that had the Zack fight in 1.5 or whatever older version I played was changed to a fight with just some generic soldiers and the like. Is there like a comprehensive changelog of specific boss/scene changes like that from 1.5 to 2.0? Other things like the Genova fight after Aeris's death were also altered, and I'm just curious on just how much was changed up
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-06-18 13:59:40
I was just testing around the newest version and noticed the Shinra Manor flashback that had the Zack fight in 1.5 or whatever older version I played was changed to a fight with just some generic soldiers and the like. Is there like a comprehensive changelog of specific boss/scene changes like that from 1.5 to 2.0? Other things like the Genova fight after Aeris's death were also altered, and I'm just curious on just how much was changed up

It was a revamp so all the encounters were revisited and mostly done from scratch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Geef on 2021-06-19 16:10:55
Hey, Sega. Quick question:

Maybe I'm an idiot or maybe I didn't look hard enough, but in the documentation, it lists the third 1/35 soldier's location in the Corel Prison Pub. I've mashed circle up and down the inside and outside of the place, thinking it was stuffed under a barstool or something, but I haven't been able to find it. The one listed in the Jockey Room was definitely there, though.

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: MrMadakey on 2021-06-20 00:28:04
Just got my ribbon in v1.5 and I'm sad... LOL

Managed to finish all the materia caves so far, and FINALLY the mystery ninja.. without saying too much

Now I started on junon league today however I manage to pass all 3 leagues but for some reason I haven't unlocked the second stage of leagues.. Did I miss something ? Also the first time round I did the one league kept progressing waves over and over again to the point I had nearly 100+ points on Tifa.

Also Valiant Clod was genuinely.. DIFFICULT. Red helped massively with his life drain.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Ruthar on 2021-06-21 08:53:00
I am playing the NT 2.0 version and i am at post-collapse Mideel. I haven't found the Osmose materia yet. It should be either at Costa or Mideel before/post collapse. Could someone send a screenshot where it should be found? Has anyone faced the same problem?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-06-21 10:47:01
Hey, Sega. Quick question:

Maybe I'm an idiot or maybe I didn't look hard enough, but in the documentation, it lists the third 1/35 soldier's location in the Corel Prison Pub. I've mashed circle up and down the inside and outside of the place, thinking it was stuffed under a barstool or something, but I haven't been able to find it. The one listed in the Jockey Room was definitely there, though.

Thanks!

I checked and looks like it's been disabled. In a recent patch, they were all moved to locations where they could be acquired if missed:

Spoiler: show

1) Mythril Mines
2) Junon
3) Gold Saucer, Dio's Museum
4) Gongaga, 2nd floor of General Store
5) Da Chao
6) Great Glacier, Far-West Cave
7) Cosmo Canyon: Bugenhagen's House (3rd Floor)
8) Gold Saucer Sub Prize #5
9) Icicle Inn, Hotel 2nd Floor
10) Gelnika Hallway
11) Nibelheim: Right-hand house, upstairs
12) North Crater: Left-Up Path


The ones in missable locations were set to be disabled/hidden but maybe I didn't set the jockey room one to be hidden. However, it'll be using the same trigger as its replacement so it shouldn't cause any problems.

Just got my ribbon in v1.5 and I'm sad... LOL

Managed to finish all the materia caves so far, and FINALLY the mystery ninja.. without saying too much

Now I started on junon league today however I manage to pass all 3 leagues but for some reason I haven't unlocked the second stage of leagues.. Did I miss something ? Also the first time round I did the one league kept progressing waves over and over again to the point I had nearly 100+ points on Tifa.

Also Valiant Clod was genuinely.. DIFFICULT. Red helped massively with his life drain.

Junon Leagues had a script flaw in it somewhere, most likely something to do with the continuous loop it used. I don't think there's a second stage of leagues, should just be the 3 tiers.

I am playing the NT 2.0 version and i am at post-collapse Mideel. I haven't found the Osmose materia yet. It should be either at Costa or Mideel before/post collapse. Could someone send a screenshot where it should be found? Has anyone faced the same problem?

I think it's bought from a materia shop, the Costa Del Sol one.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: MrMadakey on 2021-06-21 13:47:40
So first real bug I've encountered in v1.5, I came to the northern cave to try and get to the point of no return to open up some of the side quests and party leader change. I usually use Aerith/Aeris in my party because she's been rather strong throughout.

Anyway when I was given the option of where they all wanted to go I sent Aeris down with me and put her in my party, when I got to the second screen where you get asked for a second time where everybody is going to go, Aeris had no option and she wasn't in my party. I was left with only Cloud and Tifa in my party and couldn't progress because Aeris just wasn't in my party. Also I lost a lot of progress from the battle square because of having to go back to a previous save which made me really sad. (This part isn't relevant to the bug but it made me sad never the less)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Ruthar on 2021-06-21 17:35:17
"I think it's bought from a materia shop, the Costa Del Sol one."

Okay, this sounds like a weird bug to me then. The only materias being sold in Costa Del Sol are: Fire, Ice, Lightning, Earth, Gravity and Poison. I don't really care about the Osmose ability, although it should be nice to have, but i don't know if i will be able to get the master magic materia. So, could there be a way to fix this bug?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-06-21 22:45:55
So first real bug I've encountered in v1.5, I came to the northern cave to try and get to the point of no return to open up some of the side quests and party leader change. I usually use Aerith/Aeris in my party because she's been rather strong throughout.

Anyway when I was given the option of where they all wanted to go I sent Aeris down with me and put her in my party, when I got to the second screen where you get asked for a second time where everybody is going to go, Aeris had no option and she wasn't in my party. I was left with only Cloud and Tifa in my party and couldn't progress because Aeris just wasn't in my party. Also I lost a lot of progress from the battle square because of having to go back to a previous save which made me really sad. (This part isn't relevant to the bug but it made me sad never the less)

Sorry about the lost progress, I'll set up 1.5 and check through the scripts in that section.

"I think it's bought from a materia shop, the Costa Del Sol one."

Okay, this sounds like a weird bug to me then. The only materias being sold in Costa Del Sol are: Fire, Ice, Lightning, Earth, Gravity and Poison. I don't really care about the Osmose ability, although it should be nice to have, but i don't know if i will be able to get the master magic materia. So, could there be a way to fix this bug?

I checked the patch notes, it seems that it's the post-collapse Mideel shops that carry Osmose.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: MrMadakey on 2021-06-22 08:43:20
Sorry about the lost progress, I'll set up 1.5 and check through the scripts in that section.

Not your fault I should've saved (No seriously what kind of an idiot doesn't save after Battle Square) but thank you for checking it out!

To give you the most accurate description, I sent Cid, Vincent, Tifa, Cloud and Aeris Left on the first option.
My party was as follows: Cloud, Tifa and Aeris.
In the second screen I sent Cid and Vincent down, Me and Tifa went up. As mentioned no option for Aeris so I'm not sure where she went but she wasn't in the party on the second options.

Hope this helps!

On a side note, who exactly can I steal the Oritsuru from ? I'm around 23 magic shurikens in on Christopher in the northern cave and he still hasn't given it to me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-06-22 15:42:23
Not your fault I should've saved (No seriously what kind of an idiot doesn't save after Battle Square) but thank you for checking it out!

To give you the most accurate description, I sent Cid, Vincent, Tifa, Cloud and Aeris Left on the first option.
My party was as follows: Cloud, Tifa and Aeris.
In the second screen I sent Cid and Vincent down, Me and Tifa went up. As mentioned no option for Aeris so I'm not sure where she went but she wasn't in the party on the second options.

Hope this helps!

On a side note, who exactly can I steal the Oritsuru from ? I'm around 23 magic shurikens in on Christopher in the northern cave and he still hasn't given it to me.

Yeah the directions they were sent in should help for testing and replication.

It seems to be a drop from Christopher, but mind that if you steal an item from that enemy then it'll make their drop unavailable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: MrMadakey on 2021-06-22 16:13:16
Yeah the directions they were sent in should help for testing and replication.

It seems to be a drop from Christopher, but mind that if you steal an item from that enemy then it'll make their drop unavailable.

YEP I just got it thank you, I see what I was doing wrong... Kept on stealing thinking it was a steal and because of that it wouldn't drop the item. Wow I wish I knew that sooner LOL Thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: MrMadakey on 2021-06-23 21:02:27
I'm so far beyond spoiling for people out of frustration from bugs

So back to the battle square again.. So in the platinum match as we know Cloud uses white wind quite continuously. However as we all know white wind is only supposed to heal for the amount of health a character has.. Now this has happened to me twice so far but he healed himself for 7k. I proceeded to hit him for around 10 - 12k and he didn't die, instead he continued to white wind himself again for 9,999 all over again... Now to make matters worse I decided I would try and cast reflect on both the enemy team so if he did keep using white wind then maybe it would reflect back to me..

FAT CHANCE, it healed the guy who was dead on the floor... Cloud.. That's right... Cloud was lying on the floor dead with 2k life...

Now I'm very VERY frustrated so if I come across as salty.. I kind of am
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Rasca on 2021-06-24 18:06:35
Sup.

I tried the purple materia cave fight today and the game crashed on me. It was when I used Cid's limit on the second party.

Not much of a problem because I was way over my head anyway.

When and at what level should I be attempting these? They were really kicking my ass, but then again, I'm far from an expert.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-06-24 23:25:12
I'm so far beyond spoiling for people out of frustration from bugs

So back to the battle square again.. So in the platinum match as we know Cloud uses white wind quite continuously. However as we all know white wind is only supposed to heal for the amount of health a character has.. Now this has happened to me twice so far but he healed himself for 7k. I proceeded to hit him for around 10 - 12k and he didn't die, instead he continued to white wind himself again for 9,999 all over again... Now to make matters worse I decided I would try and cast reflect on both the enemy team so if he did keep using white wind then maybe it would reflect back to me..

FAT CHANCE, it healed the guy who was dead on the floor... Cloud.. That's right... Cloud was lying on the floor dead with 2k life...

Now I'm very VERY frustrated so if I come across as salty.. I kind of am

I had a look at 1.5's files; not really sure what's going on there. White Wind doesn't have the No Retarget flag so why White Wind was able to land on a KO'd character is a bit odd, unless it's a quirk of how reflect works with a target-all skill.

But it sounds like the AI isn't working quite right. The flow of that part of the script is:
Every third turn:
If he has Reflect, use Shadow Flare
If no Reflect but has MBarrier, use Laser
If no Reflect or MBarrier, then use White Wind.

If Reflect is on, the enemy should be using Shadow Flare and not using White Wind at all (this should also only be going out every third turn; was White Wind used twice in succession?)

I'll revisit this fight when I'm doing the North Crater maintenance and redo it a bit.

Sup.

I tried the purple materia cave fight today and the game crashed on me. It was when I used Cid's limit on the second party.

Not much of a problem because I was way over my head anyway.

When and at what level should I be attempting these? They were really kicking my ass, but then again, I'm far from an expert.

Was the Limit used Hyper Jump by any chance? It causes crashes on the Steam version of the game (though I think it was fixed on the later versions of Aali's driver for the 1998 PC version and I assume that it's sorted on the FFNx version as well).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Rasca on 2021-06-25 06:06:57
Was the Limit used Hyper Jump by any chance? It causes crashes on the Steam version of the game (though I think it was fixed on the later versions of Aali's driver for the 1998 PC version and I assume that it's sorted on the FFNx version as well).

It actually was Hyper Jump.

My FFNx (the one that came with 7th Heaven I assume) was a couple of versions behind. Havent found references to that fix in the changelogs, but I updated it anyway. If I see it happening again I'll report it to them directly. Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: LightningFlik on 2021-06-25 19:20:19
Hello! I just wanted to let you know there's a typo in the dialogue for the train conductor in the Sector 7 train station after finishing the first mission: "desparate" should be "desperate".

(https://i.imgur.com/e3IksvL.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: MrMadakey on 2021-06-26 11:36:34
I had a look at 1.5's files; not really sure what's going on there. White Wind doesn't have the No Retarget flag so why White Wind was able to land on a KO'd character is a bit odd, unless it's a quirk of how reflect works with a target-all skill.

But it sounds like the AI isn't working quite right. The flow of that part of the script is:
Every third turn:
If he has Reflect, use Shadow Flare
If no Reflect but has MBarrier, use Laser
If no Reflect or MBarrier, then use White Wind.

If Reflect is on, the enemy should be using Shadow Flare and not using White Wind at all (this should also only be going out every third turn; was White Wind used twice in succession?)

I'll revisit this fight when I'm doing the North Crater maintenance and redo it a bit.

Sorry I just saw the reply, my apologies. It was twice in succession yes, He first did a Flare after the reflect which I thought was rather smart on your part (I can't cheese it that way) and yuffie died, final attack procced and a phoenix went off, I proceeded to kill Tifa with yuffie (A lot of the attacks were physical so I was trying to use yuffie's innate to carry me because the other 2 would just die in one hit) and then proceeded to beat on Cloud. He healed multiple times in succession but it never hit my dead character for very much, for example when he did a 9,999 white wind it only healed my dead character for around 1k, I didn't pick up on it until somebody pointed it out that my character had 2 - 3k life dead on the ground.

Trying to give as detailed description as possible.

A theory of one person said it might've been something to do with Cloud trying to white wind himself and instead hitting the other cloud in the fight ? This was just a theory though.

Also I would like to mention, the 7k white wind he did was when he didn't have reflect. This was 2 separate tries sorry if I wasn't clear on that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-06-27 16:28:19
Hello! I just wanted to let you know there's a typo in the dialogue for the train conductor in the Sector 7 train station after finishing the first mission: "desparate" should be "desperate".

No worries, I've corrected the typo and it'll be going up in the next patch.

Sorry I just saw the reply, my apologies. It was twice in succession yes, He first did a Flare after the reflect which I thought was rather smart on your part (I can't cheese it that way) and yuffie died, final attack procced and a phoenix went off, I proceeded to kill Tifa with yuffie (A lot of the attacks were physical so I was trying to use yuffie's innate to carry me because the other 2 would just die in one hit) and then proceeded to beat on Cloud. He healed multiple times in succession but it never hit my dead character for very much, for example when he did a 9,999 white wind it only healed my dead character for around 1k, I didn't pick up on it until somebody pointed it out that my character had 2 - 3k life dead on the ground.

Trying to give as detailed description as possible.

A theory of one person said it might've been something to do with Cloud trying to white wind himself and instead hitting the other cloud in the fight ? This was just a theory though.

Also I would like to mention, the 7k white wind he did was when he didn't have reflect. This was 2 separate tries sorry if I wasn't clear on that.

If it was used twice in a row then must be a flaw in the AI; I'll sort it out and have a patch up for 1.5 sometime next week (there was some other things I needed to fix in it too).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: PrismRules on 2021-06-29 12:34:27
Made an account just to say excellent mod! It's so good that I'm not going to be able to play the normal version of FF7 anymore.
So I have a few random quirks I found that may or may have not been reported already (and might just be normal FF7 bugs) but I'll post them anyway. I'm up to the part where you get the Tiny Bronco. This was with Type B game.

1: During the first visit to the Gold Saucer, the party splits up and you get to pick one party member to take with you, the other spot being intended for Cait Sith shortly after. Walking out of the room after selecting Aerith, then going to the save point, PHS and picking up Yuffie, then walking back in and talking to another person caused Yuffie to try and walk out of Cloud back to her spot, softlocking me when she got stuck (I forgot to save too so this was extra memorable). It'd probably also cause problems when you're getting Cait Sith, so maybe throwing an invisible wall in there behind you would save some idiots like me...

2: Not sure if intentional but lvl 33 Vlakorandos in the plains around Bone Village have 33333 hp, and even with my pretty overleveled lvl 45 party (I forgot about no exp mode while materia leveling in nibel, rip) he did not go down quickly. Nearby Tonadu's on the beach have 3600 hp so might be a case of an extra 3. The Bone Village area's forest also has absolutely no encounters from what I can tell, if you wanna throw something in there that's fair game.

3: One of Cid's lines in his house had a noticeable grammatical error. I'm not sure which, I forgot to screenshot it. It was definitely first visit of Rocket Town though.

This is not bugs, just my personal feedback! I'd probably put a note in for Game Type B that says something like 'Not recommended if this is your first time playing FF7, best suited for people who want something that feels fresh' since it does have a few of the iconic early game moments cut from it and I wasn't entirely sure about the extent of the changes when I was going in.
Oh, FINAL suggestion; I am really craving a Morph buff. Maybe boosted up to like half or 1/3 the damage of a regular attack, because mathing that move out and constantly mashing it has been a lot of my playthrough thus far, and there's a few enemies that have enough life steal to legitimately outpace the rate at which you can chip them down with it.

But yeah, really well balanced, and satisfying to try out builds and party setups and play smart, and the extra dialogue added to the team during town visits and whatnot adds a lot to worldbuilding and makes the party feel more alive, I think. This is highly likely to be the version of FF7 I'll recommend people to try since it really plays to OG FF7's strengths.
Cheers  :lol:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-06-29 14:51:48
Made an account just to say excellent mod! It's so good that I'm not going to be able to play the normal version of FF7 anymore.
So I have a few random quirks I found that may or may have not been reported already (and might just be normal FF7 bugs) but I'll post them anyway. I'm up to the part where you get the Tiny Bronco. This was with Type B game.

1: During the first visit to the Gold Saucer, the party splits up and you get to pick one party member to take with you, the other spot being intended for Cait Sith shortly after. Walking out of the room after selecting Aerith, then going to the save point, PHS and picking up Yuffie, then walking back in and talking to another person caused Yuffie to try and walk out of Cloud back to her spot, softlocking me when she got stuck (I forgot to save too so this was extra memorable). It'd probably also cause problems when you're getting Cait Sith, so maybe throwing an invisible wall in there behind you would save some idiots like me...

2: Not sure if intentional but lvl 33 Vlakorandos in the plains around Bone Village have 33333 hp, and even with my pretty overleveled lvl 45 party (I forgot about no exp mode while materia leveling in nibel, rip) he did not go down quickly. Nearby Tonadu's on the beach have 3600 hp so might be a case of an extra 3. The Bone Village area's forest also has absolutely no encounters from what I can tell, if you wanna throw something in there that's fair game.

3: One of Cid's lines in his house had a noticeable grammatical error. I'm not sure which, I forgot to screenshot it. It was definitely first visit of Rocket Town though.

This is not bugs, just my personal feedback! I'd probably put a note in for Game Type B that says something like 'Not recommended if this is your first time playing FF7, best suited for people who want something that feels fresh' since it does have a few of the iconic early game moments cut from it and I wasn't entirely sure about the extent of the changes when I was going in.
Oh, FINAL suggestion; I am really craving a Morph buff. Maybe boosted up to like half or 1/3 the damage of a regular attack, because mathing that move out and constantly mashing it has been a lot of my playthrough thus far, and there's a few enemies that have enough life steal to legitimately outpace the rate at which you can chip them down with it.

But yeah, really well balanced, and satisfying to try out builds and party setups and play smart, and the extra dialogue added to the team during town visits and whatnot adds a lot to worldbuilding and makes the party feel more alive, I think. This is highly likely to be the version of FF7 I'll recommend people to try since it really plays to OG FF7's strengths.
Cheers  :lol:


1) PHS needs disabled on it for that duration, as it'll probably cause all sorts of script problems with scenes.

2) In the base game, Vlak has 33,333 HP and is an enemy associated with Chocobo Breeding as it's where you get Carob Nuts from. I think my rationale here with keeping it at the same HP in the mod was, first of all, because it's an enemy not commonly encountered unless the player actively looks for it (the window to run into it is fairly small from the beach going into Bone Village itself and there are few green areas in the upper Icicle Area itself). And second, there's a lot of prior knowledge where players would seek this enemy out looking for Carob Nuts so if I keep it as a carrier for that item I should try to make the battle a little more unusual to the standard fare.

I made Vlak vulnerable to a few status ailments that help tackle its huge HP pool like Poison and Dual-Drain, and also allowed the Gravity element so that those could be put to really good use here. I also put X-Potion as a Morph, and I think I was very sparing with actual drops for max-heal items so he's a good spot to farm those off as well (assuming you use Gravity).

3) I'll see if I can spot the line.

X) I think the mode selections in 1.5 had recommendations on them for what should be a first-time run as Arrange was intended to be a little harder than Normal, as it had the enemy modifications baked into it. I could probably just add that onto 2.0's Type A and Type B too; it should be covered in the explanation/information option but having it on the actual confirm as well would probably be a good idea.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: PrismRules on 2021-06-30 04:23:23
Ah, that's interesting about that enemy. I haven't played the original in a number of years so I probably forgot about it. He did take a lot of damage for regular attacks, I think it was more the '33333' number that led me to believe it was an extra keystroke.

As for the Cid's house typo, I felt bad leaving such an open lead so I loaded one of my old saves and went through meeting Cid again to try and spot the typo. Couldn't find it just going from the span of entering the town to getting the Tiny Bronco and reading all the mandatory dialogue, and I skipped the Shera backstory sequence both times so it's probably not in there.
I'll putz around the town a bit more and see if I'm misremembering and if it was one of the NPCs.

Edit: FOUND IT! It was Rufus, when he asks for the Tiny Bronco and he's explaining why he can't use the Highwind he says 'out commission' instead of 'out of commission'. Since it wasn't Cid at all and it's mandatory dialogue it was probably already reported by someone else, but figured I'd double check.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-06-30 09:21:04
Ah, that's interesting about that enemy. I haven't played the original in a number of years so I probably forgot about it. He did take a lot of damage for regular attacks, I think it was more the '33333' number that led me to believe it was an extra keystroke.

As for the Cid's house typo, I felt bad leaving such an open lead so I loaded one of my old saves and went through meeting Cid again to try and spot the typo. Couldn't find it just going from the span of entering the town to getting the Tiny Bronco and reading all the mandatory dialogue, and I skipped the Shera backstory sequence both times so it's probably not in there.
I'll putz around the town a bit more and see if I'm misremembering and if it was one of the NPCs.

Edit: FOUND IT! It was Rufus, when he asks for the Tiny Bronco and he's explaining why he can't use the Highwind he says 'out commission' instead of 'out of commission'. Since it wasn't Cid at all and it's mandatory dialogue it was probably already reported by someone else, but figured I'd double check.

Yeah, I would probably draw the same conclusion about the HP tbh.

Thanks for pinpointing the location of the typo; I would have probably just checked the dialogue inside the house and not found it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: TheTallMass on 2021-07-02 13:34:35
Hey Sega. I know FF8 has taken the priority. Any news on customizable stat pots for 2.0 though? Would definitely make for a great enhancement, in my opinion.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: NinoL on 2021-07-03 16:42:42
Hey. First of all big fan of the mod.

I just have one question. Am I doing something wrong with the field music or does it not work at the moment? I still get the regular battle music.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-07-04 11:21:41
Hey Sega. I know FF8 has taken the priority. Any news on customizable stat pots for 2.0 though? Would definitely make for a great enhancement, in my opinion.

I'll see if I can implement it for next patch.

Hey. First of all big fan of the mod.

I just have one question. Am I doing something wrong with the field music or does it not work at the moment? I still get the regular battle music.

When you toggle the music to Field at a save point, does it still play the regular battle theme for encounters? Bosses and certain mandatory encounters will use the battle/boss theme though regardless of setting.

***
Edit: Thanks to T. W. for the donation.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: NinoL on 2021-07-05 17:31:59
My mistake. I had to restart the game in order for the field music to work.  :-D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-07-12 12:30:26
***
Just to inform people, there was a security leak of an admin account for this forum today and the database containing user information such as emails & passwords (hashed) was acquired. It's recommended that you change your password for your qhimm account and for any accounts using the same email as a precaution.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Menkhor on 2021-07-13 06:16:14
I have to ask this here, because I can't seem to find the answer anywhere on the internet.. I am currently playing NT 1.5 and am trying to morph Eligor for the Silver Glasses (and steal the Striking Staff :roll: ), and have seen a video on YouTube of someone fighting it with the Sense materia (https://www.youtube.com/watch?v=0rDnCwXn7pg). How did he acquire a Sense materia for this fight?? Did 2.0 change something that I'm not seeing in the documentation?

And also, in the base game you get your first Sense materia shortly after this, once the plate collapses, in the playground. I'm not sure if another mod has changed it, but in it's place I get a Counter Attack materia (much earlier! :o ). I've tried reading all of the NT documentation to no avail. Can anyone help me out here?  :-\
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-07-14 10:52:34
I have to ask this here, because I can't seem to find the answer anywhere on the internet.. I am currently playing NT 1.5 and am trying to morph Eligor for the Silver Glasses (and steal the Striking Staff :roll: ), and have seen a video on YouTube of someone fighting it with the Sense materia (https://www.youtube.com/watch?v=0rDnCwXn7pg). How did he acquire a Sense materia for this fight?? Did 2.0 change something that I'm not seeing in the documentation?

And also, in the base game you get your first Sense materia shortly after this, once the plate collapses, in the playground. I'm not sure if another mod has changed it, but in it's place I get a Counter Attack materia (much earlier! :o ). I've tried reading all of the NT documentation to no avail. Can anyone help me out here?  :-\

there is a fair amount of changes 1.5 compared to v2 should treat them as entirely seperate mods imo.

for v1.5 u can get sense very early think its possible to buy early however wil check  later on today when home and play through real fast.  theres another option very late game inplacea of witem materia location theres a mastered sense instead.   

- Materia given during 1st visit to 7th heaven tifa's bar. on leaving whilst downstairs directly after materia tutorial.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: MrMadakey on 2021-07-14 17:31:57
So I have a question for you Sega Chief also some compliments (Hopefully they come across that way)

So ever since I've played new threat which is actually around a year ago I never actually finished the mod back then but then I went back to it recently. A lot of changes since I first played and a lot of very fun balance. Some frustrating moments but due to my own fault.

Now with all that said I had a genuinely amazing time playing this mod, however it's done something to me.. Now I'm always looking for the next "New Threat"

To explain what I mean by this I've now got into the habit of looking up mods on the old final fantasy games trying to find something that compares to new threat. To no avail sadly.

So here's my question to you Sega Chief if you're willing to answer. Are there any mods that you recommend that come close to this sort of overhaul? I understand if you don't want to answer but with that said you've done such a fantastic job here it's very hard to find anything that even comes close to comparing. Any FF game that is up to you just wondering if you know of something that will scratch the itch I have.

Again seriously fantastic mod I can not recommend this more to people it really changes FF7 in an amazing way!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: AnsgarTOdinson on 2021-07-15 08:13:03
Scratch the previous question.  Is there a way to reverse the A and B buttons in the tutorial dialog?  It doesnt match my 7h button config.

One last question, in the vanilla combat version, are there still party members hanging out in towns and can you still revive Aeris?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Menkhor on 2021-07-15 08:36:49
there is a fair amount of changes 1.5 compared to v2 should treat them as entirely seperate mods imo.

for v1.5 u can get sense very early think its possible to buy early however wil check  later on today when home and play through real fast.  theres another option very late game inplacea of witem materia location theres a mastered sense instead.   

- Materia given during 1st visit to 7th heaven tifa's bar. on leaving whilst downstairs directly after materia tutorial.

Thanks, I don't know why I couldn't find that. I must have skipped the materia tutorial, and therefore didn't get a Sense materia (I also seemed to miss a bunch of other materia equipped to Aeris, like Earth and Barrier. Might have been because I didn't fight with her in the church..?). Either way, I think my save file was borked because I also had a few weapons that I shouldn't have (the triple AP ones from the Gelnika), so I've just started over again.

Thanks very much for the help though, appreciate it!  8-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-07-15 14:45:16
I have to ask this here, because I can't seem to find the answer anywhere on the internet.. I am currently playing NT 1.5 and am trying to morph Eligor for the Silver Glasses (and steal the Striking Staff :roll: ), and have seen a video on YouTube of someone fighting it with the Sense materia (https://www.youtube.com/watch?v=0rDnCwXn7pg). How did he acquire a Sense materia for this fight?? Did 2.0 change something that I'm not seeing in the documentation?

And also, in the base game you get your first Sense materia shortly after this, once the plate collapses, in the playground. I'm not sure if another mod has changed it, but in it's place I get a Counter Attack materia (much earlier! :o ). I've tried reading all of the NT documentation to no avail. Can anyone help me out here?  :-\

In 1.5, Sense was replaced by a Counter Attack Materia in the Sector 6 playgroun and Sense was acquired if you go through the Materia tutorial with Barret (this was a mistake as I think it was supposed to be set to be acquired regardless but it got stuck behind the Materia Tutorial dialogue option route).

In 2.0, Sense should be acquired from the Sector 6 playground like in default. But on Type B, I think it's unobtainable there due to how that plays out and would need to be bought later instead. I'll change it up so that in 1.5 it's acquired in Sector 7 no matter what, and in 2.0 will be available for pickup earlier so it's available for Type A and Type B.

So I have a question for you Sega Chief also some compliments (Hopefully they come across that way)

So ever since I've played new threat which is actually around a year ago I never actually finished the mod back then but then I went back to it recently. A lot of changes since I first played and a lot of very fun balance. Some frustrating moments but due to my own fault.

Now with all that said I had a genuinely amazing time playing this mod, however it's done something to me.. Now I'm always looking for the next "New Threat"

To explain what I mean by this I've now got into the habit of looking up mods on the old final fantasy games trying to find something that compares to new threat. To no avail sadly.

So here's my question to you Sega Chief if you're willing to answer. Are there any mods that you recommend that come close to this sort of overhaul? I understand if you don't want to answer but with that said you've done such a fantastic job here it's very hard to find anything that even comes close to comparing. Any FF game that is up to you just wondering if you know of something that will scratch the itch I have.

Again seriously fantastic mod I can not recommend this more to people it really changes FF7 in an amazing way!

You could try Brave New World (BNW) for FF6 (http://ngplus.net/index.php?/forums/forum/5-final-fantasy-vi-brave-new-world/), The Ragnarok mod for FF8 (https://forums.qhimm.com/index.php?topic=18404.0), or Alternate Fantasy for FF9 (https://forums.qhimm.com/index.php?topic=16324.0).

Scratch the previous question.  Is there a way to reverse the A and B buttons in the tutorial dialog?  It doesnt match my 7h button config.

One last question, in the vanilla combat version, are there still party members hanging out in towns and can you still revive Aeris?

In dialogue boxes the button icons are static unfortunately.

For vanilla combat; yes to both, the field scripting changes were (mostly) kept intact.

Thanks, I don't know why I couldn't find that. I must have skipped the materia tutorial, and therefore didn't get a Sense materia (I also seemed to miss a bunch of other materia equipped to Aeris, like Earth and Barrier. Might have been because I didn't fight with her in the church..?). Either way, I think my save file was borked because I also had a few weapons that I shouldn't have (the triple AP ones from the Gelnika), so I've just started over again.

Thanks very much for the help though, appreciate it!  8-)

If you have triple AP weapons then it may mean that you either started from a pre-existing save file or the kernel hasn't been patched or was overwritten. Did you have a spell names mod on for instance? If it was Bonez' one then there should be a compatibility option for NT in its config.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: MrMadakey on 2021-07-15 18:22:28
You could try Brave New World (BNW) for FF6 (http://ngplus.net/index.php?/forums/forum/5-final-fantasy-vi-brave-new-world/), The Ragnarok mod for FF8 (https://forums.qhimm.com/index.php?topic=18404.0), or Alternate Fantasy for FF9 (https://forums.qhimm.com/index.php?topic=16324.0).

This is perfect thank you and once again, EXTREMELY well played with New threat. Seriously will be returning to FF7 with this mod every time I play! Genuinely that good
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: AnsgarTOdinson on 2021-07-16 02:48:36
Let me start of by saying, absolutely wonderful work.  I love how you fixed a lot of the wonky dialog.

I have been having some issues with the air buster.  Visually, it is not always facing the way it is currently facing in battle leaving quite a bit of guesswork as to which way it is meant to be facing.

I was also wondering if there are any plans to do a vanilla combat version of 2.0?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: FFIXFAN on 2021-07-19 06:47:20
Hey just posting to say absolutely love the mod. 2.0 type B is soo good. One nit pick I cant get the modern spell namesod from tsunamods to work i selected new threat 2 but it still shows ice ice 2 etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: syamilrosham on 2021-07-19 12:23:50
Hi Sega Chief, first of all I'd like to thank you for this amazing mod. I've completed v1.5 and now I'm trying to start with v2.0.

However, during the opening mission, I'm stucked here because the gate is closed and can't go anywhere.
https://imgur.com/a/pwqQL7P

Please advise, thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-07-19 12:45:58
Let me start of by saying, absolutely wonderful work.  I love how you fixed a lot of the wonky dialog.

I have been having some issues with the air buster.  Visually, it is not always facing the way it is currently facing in battle leaving quite a bit of guesswork as to which way it is meant to be facing.

I was also wondering if there are any plans to do a vanilla combat version of 2.0?

Air Buster I think I've sorted out in the 2.0 build, but for 1.5 and older it'll have that vanilla thing where it's last facing target will be whoever attacked it last (or whoever he attacked last) with the turn animations not actually updating his facing direction. If you encountered this on 2.0 though, then let me know and I'll revisit it.

I could maybe try and do a 2.0 vanilla combat version, as the encounter table used is very close to the default game unlike the 1.5 build where I had to restore it across most of the fields. I have a week holiday coming up next month I think which would be an opportunity.

Hey just posting to say absolutely love the mod. 2.0 type B is soo good. One nit pick I cant get the modern spell namesod from tsunamods to work i selected new threat 2 but it still shows ice ice 2 etc.

I think there should be a NT compatability option (if this is the Bonez one); might be that it needs to be moved above or below NT in the mod load order.

Hi Sega Chief, first of all I'd like to thank you for this amazing mod. I've completed v1.5 and now I'm trying to start with v2.0.

However, during the opening mission, I'm stucked here because the gate is closed and can't go anywhere.
https://imgur.com/a/pwqQL7P

Please advise, thanks!

This is on Type B, right? I think I know what it is; based on the field logic, it may be that you've not talked to Jessie lower down in the Reactor (her foot is stuck, like in vanilla). I know that she's present there in the field, but it's because I haven't accounted for that scenario in my script so she appears regardless but the doors are locked up. When heading up, make sure to talk to Jessie and the scene should proceed as intended.

What I'll need to do is add a condition that if Jessie was missed on the way up, it keeps the scene locked up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: AnsgarTOdinson on 2021-07-19 13:08:25
That would be super awesome!  I am loving the subtle changes to help localize dialog, absolutely adore how you handled introducing Yuffie and commend the awesome way you handled the ability to save Aerith but would love to play with the original combat and with all the materia and items where they used to be for the sake of nostalgia :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: syamilrosham on 2021-07-19 13:24:28
This is on Type B, right? I think I know what it is; based on the field logic, it may be that you've not talked to Jessie lower down in the Reactor (her foot is stuck, like in vanilla). I know that she's present there in the field, but it's because I haven't accounted for that scenario in my script so she appears regardless but the doors are locked up. When heading up, make sure to talk to Jessie and the scene should proceed as intended.

What I'll need to do is add a condition that if Jessie was missed on the way up, it keeps the scene locked up.

Yes, this is type B. I did talked to Jessie and helped her (https://imgur.com/zgML4is).
I also talked to Biggs (https://imgur.com/DQcbs2o) but as he run up the stairs to the elevator, he disappeared at the yellow circle spot (https://imgur.com/APCDRbi).
I suspect this is the problem, because if I went back down the elevator, Jessie will ask me to save Biggs again (https://imgur.com/7btD0H1).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: AChad92 on 2021-07-20 02:31:05
I am having a hard time trying to get Tifa's final limit break, I'm playing the New Threat 2.0 do we still get it from the piano or is it a different method?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-07-20 13:52:21
Yes, this is type B. I did talked to Jessie and helped her (https://imgur.com/zgML4is).
I also talked to Biggs (https://imgur.com/DQcbs2o) but as he run up the stairs to the elevator, he disappeared at the yellow circle spot (https://imgur.com/APCDRbi).
I suspect this is the problem, because if I went back down the elevator, Jessie will ask me to save Biggs again (https://imgur.com/7btD0H1).


Ah, so there's actually a different issue at work here. Do you have the Play as Jessie in Reactor 1 mod active? I didn't add an event where you have to pick up Biggs on the way up but I think the Jessie mod does so this might be what's interfering with the event handling (unsure of full impact). I'd advise trying this part out without that mod active (if it is installed) and hopefully it'll work. If not, I'll either need the save file or a start over will be needed without that mod active.

I am having a hard time trying to get Tifa's final limit break, I'm playing the New Threat 2.0 do we still get it from the piano or is it a different method?

It should be the same as original method, playing the piano. I'm unsure though if Cloud needs to be party leader with Tifa present, or if Tifa needs to be party leader (set through Operation Room in the Highwind after visiting the bottom of north crater and returning to unlock the party leader swap feature). I'll check it myself though and see if it is triggering the event or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: AChad92 on 2021-07-20 16:45:04
Awesome, let me try Tifa as leader. Thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: MrMadakey on 2021-07-21 07:06:04
Quote
The Ribbon can only be acquired from one place, the boss battle at the end of Disc 1 if
Spoiler: show
Aeris Dies

Sorry to bring up an old subject but can this still be obtained by morphing tonberry's in 2.0 ?

I just did the thing and now wondering if I should go back or not  :-\

(Yes I restarted for the third time this month I really do enjoy this mod...)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: syamilrosham on 2021-07-21 11:34:39
Ah, so there's actually a different issue at work here. Do you have the Play as Jessie in Reactor 1 mod active? I didn't add an event where you have to pick up Biggs on the way up but I think the Jessie mod does so this might be what's interfering with the event handling (unsure of full impact). I'd advise trying this part out without that mod active (if it is installed) and hopefully it'll work. If not, I'll either need the save file or a start over will be needed without that mod active.

Hi Sega Chief, you are right, I think I enabled Misc. catalog which has Jessie Mod enabled (https://imgur.com/1fl7Ieg).
In the elevator where Jessie Mod supposed to trigger, I did not really recruit her but the script clash still happens.
After I disable it, Biggs no longer appear, but the gate is still closed.

I actually need to restart a new fresh new game again for it to fix.

Thank you for your prompt response, I really appreciate it, keep up the amazing work my man.   
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-07-21 15:37:49
Sorry to bring up an old subject but can this still be obtained by morphing tonberry's in 2.0 ?

I just did the thing and now wondering if I should go back or not  :-\

(Yes I restarted for the third time this month I really do enjoy this mod...)

I'm afraid not; but it's given me an idea. It'll be obtainable in the next patch on Disc 3.

Hi Sega Chief, you are right, I think I enabled Misc. catalog which has Jessie Mod enabled (https://imgur.com/1fl7Ieg).
In the elevator where Jessie Mod supposed to trigger, I did not really recruit her but the script clash still happens.
After I disable it, Biggs no longer appear, but the gate is still closed.

I actually need to restart a new fresh new game again for it to fix.

Thank you for your prompt response, I really appreciate it, keep up the amazing work my man.   

I'll need to add it to the mod's XML to restrict it, or maybe add some sort of contingency for it to the actual field script. Thanks for testing it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: MrMadakey on 2021-07-21 16:56:34
I'm afraid not; but it's given me an idea. It'll be obtainable in the next patch on Disc 3.

I look forward to it!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Arcanus729 on 2021-07-24 18:08:34
Sega, a million thanks for the amazing mod! I just wanted to ask a question, I am playing type b at the moment and missed the matra enemy skill from the Sample opt enemy. I managed to get laser but it seems that I killed them too fast to have them attack me with matra. Is there any other way to get it? Thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Vir on 2021-07-25 17:16:31
Hi, this is awesome! My thanks.

I may have found an unintended opportunity? In the flashback, I arrived at the rope bridge and went back. Shinra soldiers and a gray panther told me the place was off limits. Seph killed them w Bahamut and Cloud wondered if Shinra had beaten them there. Probably they were meant for later.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-07-26 09:04:49
Sega, a million thanks for the amazing mod! I just wanted to ask a question, I am playing type b at the moment and missed the matra enemy skill from the Sample opt enemy. I managed to get laser but it seems that I killed them too fast to have them attack me with matra. Is there any other way to get it? Thank you!

You can get it from a Custom Sweeper in Midgar area of the World Map (dark wasteland areas rather than the grass areas).

Hi, this is awesome! My thanks.

I may have found an unintended opportunity? In the flashback, I arrived at the rope bridge and went back. Shinra soldiers and a gray panther told me the place was off limits. Seph killed them w Bahamut and Cloud wondered if Shinra had beaten them there. Probably they were meant for later.

They're intended for later, yeah; the condition hiding them probably only deals with the panning shot when the flashback group is making their way to the rope bridge so that'll need to be modified so they don't appear at all during the flashback.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: dmg1994 on 2021-07-26 12:02:54
Hi, I tried this mod for FFVII, and I got to say that is awesome, thanks for all your good work.

But I think something is wrong with the hard mode in new threat v2.0:

In hard mode, enemies are suppose to give less XP than in standard mode, but I get just the opposite, in standard mode I receive less XP than in hard.

Besides, some enemies spawn at less level than in standard mode.

I receive 0 gil at hard mode, is the only thing that I think is working well.

Why do you think is happening me this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: rgmarks on 2021-07-28 04:40:26
im having a blast for the second time with this mod. But im not sure that my game is patched 100% correct. Barret limit break Mindblow is not damaging  HP, just MP, and inflicting berserk and confuse. Why in  the description it says that scales with MAG? So, more MAG = more MP damage?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Holyblades1982 on 2021-07-28 18:19:08
Just want to say I am LOVING this mod as it feels like a totally new game.  I do have a question though....are there missable items/gear? I know alot of things can be stolen/morphed but are all of these items able to be picked up somewhere else as well? Also I believe  I missed a 1/35 soldier in midgar...will I be able to go back at some point to get this? Biggest thing that turns me off in games is when I feel like I need to follow a guide to get everything on the first go.  Keep up the great work!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: syamilrosham on 2021-07-29 09:57:27
Hi Sega Chief, just want to say the fight vs Jenova Life is amazing!
I love the update compared to ver1.5, this mod is awesome.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-07-29 20:43:25
I do have a question though....are there missable items/gear? I know alot of things can be stolen/morphed but are all of these items able to be picked up somewhere else as well? Also I believe  I missed a 1/35 soldier in midgar..


some items are unique from some places can try berubs item list or my own guide (which is aimed ta helping a type b no sp hard mode no exp playthrough for missibles :) )  your unlikely to of missed 1/35th soldier all were moved to revisitable locations in later versions.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Holyblades1982 on 2021-07-31 09:39:11
I am near the end of the game (just got to the crater) and I still do not have the long range materia.  apparently i missed this in rocket town? where is this located now?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-07-31 13:15:58
Hi, I tried this mod for FFVII, and I got to say that is awesome, thanks for all your good work.

But I think something is wrong with the hard mode in new threat v2.0:

In hard mode, enemies are suppose to give less XP than in standard mode, but I get just the opposite, in standard mode I receive less XP than in hard.

Besides, some enemies spawn at less level than in standard mode.

I receive 0 gil at hard mode, is the only thing that I think is working well.

Why do you think is happening me this?


I made some adjustments in a recent patch to boost EXP given rather than reducing it, think it's 20% extra or so, but the gil given is still 0'd. It's likely that I haven't updated the documentation with this change.

im having a blast for the second time with this mod. But im not sure that my game is patched 100% correct. Barret limit break Mindblow is not damaging  HP, just MP, and inflicting berserk and confuse. Why in  the description it says that scales with MAG? So, more MAG = more MP damage?

That'll be the executable that isn't patched, which covers a loose assortment of things one of which is the Limit Breaks. Are you playing through 7th Heaven, Reunion, or the stand-alone installer?

Just want to say I am LOVING this mod as it feels like a totally new game.  I do have a question though....are there missable items/gear? I know alot of things can be stolen/morphed but are all of these items able to be picked up somewhere else as well? Also I believe  I missed a 1/35 soldier in midgar...will I be able to go back at some point to get this? Biggest thing that turns me off in games is when I feel like I need to follow a guide to get everything on the first go.  Keep up the great work!

I've tried to make everything unmissable, and I adjusted the 1/35 soldier item placements to also be unmissable. The Item & Materia placements document in the documentation folder (can be downloaded from front post of this thread) has their new updated locations listed at the bottom.

Hi Sega Chief, just want to say the fight vs Jenova Life is amazing!
I love the update compared to ver1.5, this mod is awesome.

Cheers; I think that fight throws people for a loop a little bit.

I am near the end of the game (just got to the crater) and I still do not have the long range materia.  apparently i missed this in rocket town? where is this located now?

It's given as one of the rewards for turning in the 3 items to the Kalm Traveller (I think the Earth Harp one), or if not that then it's part of the 3-item bonus for turning in all 3 items. I'll place it down somewhere and replace it here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: syamilrosham on 2021-07-31 17:05:47
I am near the end of the game (just got to the crater) and I still do not have the long range materia.  apparently i missed this in rocket town? where is this located now?

At the Rocket Town's Launch Pad area, you can find it under a tree on the left side of the screen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Holyblades1982 on 2021-07-31 21:04:35
I really appreciate the fast responses here.  I have a few more questions.  I still do not have Aeris back in my party...am I able to bring her back? Also I am having issues finding Barret's ultimate weapon from that scorpion boss that it is showing in the notepad file.  Also, is there a way to farm ribbons? I tried morphing a master tonberry but only got an aegis armlet.  I also cannot seem to get Tifa's Final Heaven limit break after playing the piano multiple times correctly.  I did select "jam on it" and did play it correctly in the flashback and got the elemental materia.  She is also in my party.  Is there something else I must do? Basically just need Tifa's limit break, Barret's ultimate weapon and find a way to bring aeris back if possible.

Edit: I found the boss for Barret's weapon but it seems like my game is bugged where I cannot get final heaven.  Also still cannot find the long range materia in Rocket Town and I cannot get back to the launch pad.  I am going to halt my game here until I get confirmation from Sega Chief.  If I somehow messed up getting Aeris back and being able to obtain Tifa's Final Heaven I may just restart at some point later down the road....this is a bit frustrating.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: rgmarks on 2021-08-01 03:17:37
"That'll be the executable that isn't patched, which covers a loose assortment of things one of which is the Limit Breaks. Are you playing through 7th Heaven, Reunion, or the stand-alone installer?"

7th heaven



Edit:
Just to be clear

Mindblow is damaging MP and inflicting Confuse+Berserk, scales with MAG

So, my game is alright?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-08-01 11:32:57
At the Rocket Town's Launch Pad area, you can find it under a tree on the left side of the screen.

Yeah, but I think that screen becomes inaccessible after the rocket launch.

I really appreciate the fast responses here.  I have a few more questions.  I still do not have Aeris back in my party...am I able to bring her back? Also I am having issues finding Barret's ultimate weapon from that scorpion boss that it is showing in the notepad file.  Also, is there a way to farm ribbons? I tried morphing a master tonberry but only got an aegis armlet.  I also cannot seem to get Tifa's Final Heaven limit break after playing the piano multiple times correctly.  I did select "jam on it" and did play it correctly in the flashback and got the elemental materia.  She is also in my party.  Is there something else I must do? Basically just need Tifa's limit break, Barret's ultimate weapon and find a way to bring aeris back if possible.

Edit: I found the boss for Barret's weapon but it seems like my game is bugged where I cannot get final heaven.  Also still cannot find the long range materia in Rocket Town and I cannot get back to the launch pad.  I am going to halt my game here until I get confirmation from Sega Chief.  If I somehow messed up getting Aeris back and being able to obtain Tifa's Final Heaven I may just restart at some point later down the road....this is a bit frustrating.

So For Final Heaven, you may need to swap to Tifa as party leader (this is done through the Operations Room on the Highwind, a new NPC standing on the right; this NPC appears after the party has reached the bottom of North Crater and then returned).

Spoiler: show
For Aeris, this is handled by a dialogue choice in 1.5 where the 2nd option keeps her around and in 2.0 is handled within the battle against Jenova-LIFE itself, where midway she'll be revived by the boss and attack the party; if she survives the battle then she'll stick around, if not the party gets a Ribbon accessory instead (currently the only one that exists within the mod). However, there's a way around it; on the Highwind is an NPC that acts as a kind of debug scripts guy to fix save files when bugs occur, etc. He has a toggle switch to put Aeris back in the party. He's the one walking around near the black-robed merchant on the Highwind near the Save Point.


"That'll be the executable that isn't patched, which covers a loose assortment of things one of which is the Limit Breaks. Are you playing through 7th Heaven, Reunion, or the stand-alone installer?"

7th heaven



Edit:
Just to be clear

Mindblow is damaging MP and inflicting Confuse+Berserk, scales with MAG

So, my game is alright?

I've made a mistake, I read the MP-damage part and assumed it wasn't patched. Is this 1.5 or 2.0? I'll need to adjust it to inflict damage instead of MP damage.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: rgmarks on 2021-08-02 00:40:58

I've made a mistake, I read the MP-damage part and assumed it wasn't patched. Is this 1.5 or 2.0? I'll need to adjust it to inflict damage instead of MP damage.

its 2.0, in 7th heaven iro, so ok, going to wait the update
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Holyblades1982 on 2021-08-02 05:24:29
Thank you so much for this! I was able to get Aeris back and also get Tifa's limit break.  I now cannot find Aeris' 4th limit break when it says it is in the mansion.  Also Cait Sith is now named as "cloud" after I brought Aeris back.  I don't care about Cait Sith's name being messed up but really was hoping I could still get Aeris' final limit break.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Holyblades1982 on 2021-08-03 04:56:40
Also I have looked for some guides to show all super bosses and cannot seem to locate anything for 2.0.  Is there a list of super bosses out there somewhere? So far I have killed all the cave bosses and Emerald but I hear there are 2 new variants for ruby and emerald?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-08-03 07:53:25
Also I have looked for some guides to show all super bosses and cannot seem to locate anything for 2.0.  Is there a list of super bosses out there somewhere? So far I have killed all the cave bosses and Emerald but I hear there are 2 new variants for ruby and emerald?

there is a boss called
Spoiler: show
 the calamity
which you have the option to unlock
Spoiler: show
 feed silver chocobo at the icicle area pahsana greens
to get the clues then solve.

check highwind NPC to the left of cait after point of no return for indivual missions listed.

there is no alternatives to ruby/emerald. perhaps your thinking of v1.5 where there was carmine weapon etc alongside the 'dark cave' side quests where many more 'superbosses' were to be found.  the battle mechanics are different to the original esp ruby :)

Spoiler: show
'The Curator'
is another 'superboss', which is not hidden. found outside the 
Spoiler: show
 diorama in the shinra tower





Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-08-03 07:55:40
I now cannot find Aeris' 4th limit break when it says it is in the mansion.

try the
Spoiler: show
basement shinra mansion in nibelheim. might be a one trigger fight only thou? if you have clouds you should have aries.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Holyblades1982 on 2021-08-03 13:09:07
I received cloud's before I "activated" aeris again using the debug guy on the ship so I am probably out of luck? no other cutscene triggers down there.  Yea I double checked and the scene will not trigger again so it looks like I am out of luck on the Great Gospel.  Sega Chief is there any way this can be patched in so we are still able to retrieve her limit break if we finish Cloud's omnislash quest before re-activating Aeris using the debug guy on the airship?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Holyblades1982 on 2021-08-04 06:23:25
there is a boss called
Spoiler: show
 the calamity
which you have the option to unlock
Spoiler: show
 feed silver chocobo at the icicle area pahsana greens
to get the clues then solve.

check highwind NPC to the left of cait after point of no return for indivual missions listed.

there is no alternatives to ruby/emerald. perhaps your thinking of v1.5 where there was carmine weapon etc alongside the 'dark cave' side quests where many more 'superbosses' were to be found.  the battle mechanics are different to the original esp ruby :)

Spoiler: show
'The Curator'
is another 'superboss', which is not hidden. found outside the 
Spoiler: show
 diorama in the shinra tower


I also already broke the rocks in the Gi cave so I cannot get to the Gi Spectre again I am assuming? Or can this be found elsewhere?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-08-04 07:10:12
I also already broke the rocks in the Gi cave so I cannot get to the Gi Spectre again I am assuming? Or can this be found elsewhere?

not sure if the
Spoiler: show
battle square
could count worth a try, but location not revisitable in general.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Holyblades1982 on 2021-08-04 14:25:50
not sure if the
Spoiler: show
battle square
could count worth a try, but location not revisitable in general.

I will give the battle square a try.  You can get back into the cave for Red's final limit break but these enemies no longer spawn in here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: ry6r on 2021-08-04 21:54:09
hey did i lock utlima weapon out of the game?

edit: nvm couldn't find him for 2 days then i ran right into him lol 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Monk0503 on 2021-08-06 02:40:50
Loving the NT mod! Is the hardcore gameplay mod in 7th Heaven the same as the one created by gjoerulv? Can you explain what the different gameplay configurations are-harder items, lost wing, reasonable difficulty, scene redux? Thanks!

Edit-never mind, found the read me links. Lost Wing looks interesting, anyone try it and have thoughts or feedback?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Cavist on 2021-08-06 09:16:40
Hello

Is it possible to play it on MS Store version of FF7 for pc or is it original 98' or Steam versions only and there is no way and future plan to support windows store edition?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Holyblades1982 on 2021-08-07 06:39:47
So I believe I have one last question here as I am almost done with everything....is there a way to fight death claw and Gi spectre after you leave their areas? I have tried the battle arena many times and they do not appear.  Trying to finish this final optional boss =/.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-08-07 07:01:00
You can get back into the cave for Red's final limit break but these enemies no longer spawn in here.

Spoiler: show
its specifically the enemy in which u break the rock, didn't work on the other ones
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: ry6r on 2021-08-07 19:14:14
found out about dark cave from youtube, but i can't access it in my game?  how do i unlock it?  i'm on new threat 2.0, reach crater bottom came out back hunting for ultima weapon right now

also junon leagues ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Holyblades1982 on 2021-08-08 03:59:34
Yea I already broke the rock.  I guess the optional boss can be permanently missed then
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-08-08 14:58:41
found out about dark cave from youtube, but i can't access it in my game?  i'm on new threat 2.0

also junon leagues ?

neither of those are part of new threat v2 (at least upto v 2.0991.) 1.5 is still downloadable if wish to try dark cave side quest or the junon leagues.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: ry6r on 2021-08-08 22:44:45
neither of those are part of new threat v2 (at least upto v 2.0991.) 1.5 is still downloadable if wish to try dark cave side quest or the junon leagues.

:(

thanks for that explanation.  that's too bad aww i got so far into end game only to found out now-

what else was in 1.5 that's not in 2.0 other than junon leagues/dark cave?  those 2 are really big attractions that got me interested i wonder why they'r not in 2.0

regardless i just wanna say 2.0 is really great, challenging enough and interesting changes to mix things up, gameplay wise so interestingly adjusted hard to see myself ever going back to vanilla
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-08-09 11:43:00
its 2.0, in 7th heaven iro, so ok, going to wait the update

I'll see if I can get the update out during the week.

Thank you so much for this! I was able to get Aeris back and also get Tifa's limit break.  I now cannot find Aeris' 4th limit break when it says it is in the mansion.  Also Cait Sith is now named as "cloud" after I brought Aeris back.  I don't care about Cait Sith's name being messed up but really was hoping I could still get Aeris' final limit break.

If that occurred with Cait Sith then it's likely an older version of the mod; are you using the latest 2.0.991 build? During the Zack flashback, the name is changed temporarily but this turned out to cause problems so it was removed in version 2.0997.

If the Zack flashback is completed before using that debug toggle for Aeris then her Lv.4 Limit Break becomes unobtainable as the scene can't be triggered again.

I received cloud's before I "activated" aeris again using the debug guy on the ship so I am probably out of luck? no other cutscene triggers down there.  Yea I double checked and the scene will not trigger again so it looks like I am out of luck on the Great Gospel.  Sega Chief is there any way this can be patched in so we are still able to retrieve her limit break if we finish Cloud's omnislash quest before re-activating Aeris using the debug guy on the airship?

I'll have a look at it but if it's more complex than throwing some var toggles in then I'll leave it.

Hello

Is it possible to play it on MS Store version of FF7 for pc or is it original 98' or Steam versions only and there is no way and future plan to support windows store edition?

I don't own the windows store version, but I heard from someone that the files were obfuscated in some way similar to the FF8 Remaster. I'll ask around and see what the story with that version is format-wise.

:(

thanks for that explanation.  that's too bad aww i got so far into end game only to found out now-

what else was in 1.5 that's not in 2.0 other than junon leagues/dark cave?  those 2 are really big attractions that got me interested i wonder why they'r not in 2.0

regardless i just wanna say 2.0 is really great, challenging enough and interesting changes to mix things up, gameplay wise so interestingly adjusted hard to see myself ever going back to vanilla


I think they were a bit gimmicky; we already have battle square so junon leagues was just a variant of that without the reels. Dark Cave was a sidequest that got hammered together and didn't really go anywhere (a lot of the scripts for it were converted for Type B's Midgar).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Cavist on 2021-08-09 18:00:41
I don't own the windows store version, but I heard from someone that the files were obfuscated in some way similar to the FF8 Remaster. I'll ask around and see what the story with that version is format-wise.


Thanks for reply. That would be great if you could check if there is an easy way to apply it to the FF7 Windows Edition. I watched streams of New Threat and I want to play it but from my quick research it seems that Windows Store/MS Store version is better than Steam so I would prefer to purchase the Windows version if possible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: felipe on 2021-08-09 22:06:59
there is a boss called
Spoiler: show
 the calamity
which you have the option to unlock
Spoiler: show
 feed silver chocobo at the icicle area pahsana greens
to get the clues then solve.

check highwind NPC to the left of cait after point of no return for indivual missions listed.

there is no alternatives to ruby/emerald. perhaps your thinking of v1.5 where there was carmine weapon etc alongside the 'dark cave' side quests where many more 'superbosses' were to be found.  the battle mechanics are different to the original esp ruby :)

Spoiler: show
'The Curator'
is another 'superboss', which is not hidden. found outside the 
Spoiler: show
 diorama in the shinra tower


I'm scratching my head at that first one's clues.. Is there any way I can be helped solve it? Or any more hints, at all?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: ry6r on 2021-08-09 22:15:38
oic

well thx, type B 2.0 was a blast.  there a very few games i ever played that i wish didnt end yet after finishing it, this was 1 of them, thats why i asked about the extra content
...valkyrie profile 2 and re2 remake being the others
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-08-12 06:41:42
any more hints, at all?

Spoiler: show
anagrams all clues can be solved that way. The one with GREY letter is as that letter is not used.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: AnsgarTOdinson on 2021-08-21 03:22:49
Hey Sega, just checkin in to see if you looked into doing a 2.0 vanilla combat?  Just curious if you confirmed it was easy enough and doable to be a thing eventually.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: rosarioimpale on 2021-08-22 01:55:29
After playing previous versions on and off for what is somehow years now, I picked up 2.0 and am really enjoying it, but I've run into an issue where the
Spoiler: show
Weapons Blacksmith won't recognize that I have all the items listed to make the Masamune.
I have all the items, confirmed looking at my inventory, but he just repeats the recipe. Do I need to be approaching with a specific party leader or anything? I'm pre-North Crater/on Disc 3.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: syamilrosham on 2021-08-22 10:13:25
Hi Sega Chief,
Currently I've collected 11 of 12 1/35th soldier, with the last one described in the doc as "Gold Saucer Sub Prize #5".
However I do not see it in any gold saucer prize at all, I've checked both battle square and wonder square.
I'm playing 2.0 type B.

Thanks. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-08-22 15:11:12
described in the doc as "Gold Saucer Sub Prize #5".

litterly is sub mini game prize, wondersquare :> u get a reward for each completed. with total of 5.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: syamilrosham on 2021-08-23 04:44:22
litterly is sub mini game prize, wondersquare :> u get a reward for each completed. with total of 5.

Oooh okay now I feel stupid, I misunderstood what 'sub' means since I almost never played sub/snowboard minigame in GS.
Never know they have prizes on their own.

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: rgmarks on 2021-08-25 04:13:18
i'd like to give a little suggestion, the battle square "champion belt" should have a buff, its expensive but its worst than the cheap power wrist, that u can buy with regular gil. Just my 2 cents.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: jamineal on 2021-08-25 15:16:50
So this is my first B-type playthrough. I took a look at the SP upgrade screen when I hit Reactor 5. Am I in for some surprises or is there a bug in the names and number of ranks?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-08-25 21:40:54
So this is my first B-type playthrough. I took a look at the SP upgrade screen when I hit Reactor 5. Am I in for some surprises or is there a bug in the names and number of ranks?

Spoiler: show


not a bug but not set in stone. things can change depending on actions that may or may not have consequences.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: ckx on 2021-08-25 21:44:05
Thank you Sega Chief for your work on creating this mod. I think you have done an incredible job in making one of my favorite story-based games have engaging gameplay as well. It boosts FF7 up from a nostalgia fueled soft recommend to easily one of my favorite games of all time. It's hard for me to overstate how much I love this.

I do have one question, though. I must admit that the translation is not my cup of tea. This isn't due to NT's script changes (I think most of those were handled pretty well), I am simply not a huge fan of some of the character depictions and line TLs in the original FF7 localization. I am aware that you were not going for a re-translation in your work, so I am not appealing to you to do anything about this. However, I am wondering if you would be open to someone else (me) re-translating the script based on the original Japanese text?

I would do a literal, but readable translation focused on accuracy to the original Japanese script. I would base this off of NT 2.0, because I really love NT and I'd prefer to work on this over the original. It would take me some time to complete, as I have a lot going on and I'm a slow translator, but I would like to take a crack at it. I think it would be appealing to people who prefer scripts that lean less towards localization, as well as perhaps to the handful of people out there that do FF7 character analysis in the western world, as they'd have a source to reference which is closer to the original writing (I'd probably release the whole script in some plain text file too). But again I must stress, this would be mainly for people who prefer less localized TLs when actually playing.
In the process, if no one else is working on it, I'd probably also "translate" NT to Japanese, aka stick all the original FF7 lines into NT and then translate the NT-specific stuff into Japanese.

In my experience, literal translations of Japanese media are a really touchy subject to some, so I want to make a couple things extra clear: I love your work on the game, and the script, and I am not trying in any way to detract from that. The NT additions to the dialogue are fitting and appropriate given their context and I think you executed it well. Secondly, this is not my first rodeo, I come from the old fansubbing world and I've done significant work on some other game hack TLs in the past.

Anyways, I've already taken a look at some of the other translation projects for NT to different languages and I think they are cool, I would basically be mimic'ing their workflow.
Oh, I almost forgot to mention, my work would focus on New Threat Type A clearly, as it is the one with the Japanese source text to look at.

there a very few games i ever played that i wish didnt end yet after finishing it, this was 1 of them, thats why i asked about the extra content
...valkyrie profile 2 and re2 remake being the others

(hell yes, vp2 is the best game ever, man)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-08-25 23:32:52
Hey Sega, just checkin in to see if you looked into doing a 2.0 vanilla combat?  Just curious if you confirmed it was easy enough and doable to be a thing eventually.

Can put one together, will try to do soon.

After playing previous versions on and off for what is somehow years now, I picked up 2.0 and am really enjoying it, but I've run into an issue where the
Spoiler: show
Weapons Blacksmith won't recognize that I have all the items listed to make the Masamune.
I have all the items, confirmed looking at my inventory, but he just repeats the recipe. Do I need to be approaching with a specific party leader or anything? I'm pre-North Crater/on Disc 3.

I checked the field script and it should just be a case of talking to him while having 1x Murasame in the inventory, 1x Moonstone (from Cosmo Canyon, red xiii's room), 1x Zenogias Plate (from Costa Del Sol house), and 7x 7778 Needles from Cactuers. When the recipe is displayed, does it show you have the required number of items in the recipe's text box or are any not matching what you have in your inventory (for instance do they display 0 instead of 1)?

i'd like to give a little suggestion, the battle square "champion belt" should have a buff, its expensive but its worst than the cheap power wrist, that u can buy with regular gil. Just my 2 cents.

I'll take a look at it.

So this is my first B-type playthrough. I took a look at the SP upgrade screen when I hit Reactor 5. Am I in for some surprises or is there a bug in the names and number of ranks?

The Rank up option is supposed to be hidden until I think Costa Del Sol after clearing the Cargo Ship; I guess the Save Point in Reactor 5's underpass on the Type B playthrough doesn't have that script or something. Character names start off as Cloud/Sephiroth for Cait Sith and Vincent respectively for the flashback then get overwritten later on.

Thank you Sega Chief for your work on creating this mod. I think you have done an incredible job in making one of my favorite story-based games have engaging gameplay as well. It boosts FF7 up from a nostalgia fueled soft recommend to easily one of my favorite games of all time. It's hard for me to overstate how much I love this.

I do have one question, though. I must admit that the translation is not my cup of tea. This isn't due to NT's script changes (I think most of those were handled pretty well), I am simply not a huge fan of some of the character depictions and line TLs in the original FF7 localization. I am aware that you were not going for a re-translation in your work, so I am not appealing to you to do anything about this. However, I am wondering if you would be open to someone else (me) re-translating the script based on the original Japanese text?

I would do a literal, but readable translation focused on accuracy to the original Japanese script. I would base this off of NT 2.0, because I really love NT and I'd prefer to work on this over the original. It would take me some time to complete, as I have a lot going on and I'm a slow translator, but I would like to take a crack at it. I think it would be appealing to people who prefer scripts that lean less towards localization, as well as perhaps to the handful of people out there that do FF7 character analysis in the western world, as they'd have a source to reference which is closer to the original writing (I'd probably release the whole script in some plain text file too). But again I must stress, this would be mainly for people who prefer less localized TLs when actually playing.
In the process, if no one else is working on it, I'd probably also "translate" NT to Japanese, aka stick all the original FF7 lines into NT and then translate the NT-specific stuff into Japanese.

In my experience, literal translations of Japanese media are a really touchy subject to some, so I want to make a couple things extra clear: I love your work on the game, and the script, and I am not trying in any way to detract from that. The NT additions to the dialogue are fitting and appropriate given their context and I think you executed it well. Secondly, this is not my first rodeo, I come from the old fansubbing world and I've done significant work on some other game hack TLs in the past.

Anyways, I've already taken a look at some of the other translation projects for NT to different languages and I think they are cool, I would basically be mimic'ing their workflow.
Oh, I almost forgot to mention, my work would focus on New Threat Type A clearly, as it is the one with the Japanese source text to look at.

(hell yes, vp2 is the best game ever, man)

I think I'm supposed to be making a version of NT with The Reunion's translation work transplanted into it, but I'd personally find a literal translation from the Japanese quite interesting so if you're wanting to do that then I can offer assistance with tools or questions if needed. A Japanese version of NT would be really interesting as well, but I feel I should warn you that either project would likely be a lot of work. The game contains a lot of text and it'd be a big time commitment to see even one project like that through let alone two.

I'm not sure how things would work with getting a japanese character set into the game though, mind. There are Japanese releases for FF7 on PC (Japanese Steam has one for instance) but I've never gotten the opportunity to have a look at the files for them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: ckx on 2021-08-26 00:15:01
I think I'm supposed to be making a version of NT with The Reunion's translation work transplanted into it, but I'd personally find a literal translation from the Japanese quite interesting so if you're wanting to do that then I can offer assistance with tools or questions if needed. A Japanese version of NT would be really interesting as well, but I feel I should warn you that either project would likely be a lot of work. The game contains a lot of text and it'd be a big time commitment to see even one project like that through let alone two.

I'm not sure how things would work with getting a japanese character set into the game though, mind. There are Japanese releases for FF7 on PC (Japanese Steam has one for instance) but I've never gotten the opportunity to have a look at the files for them.

Ah, yeah, we'd probably run into encoding issues. Wonder how tough that'd be. Well, in any case, we can focus on the English TL for now.

Yeah, I realize this would be a lot of work, I can't 100% say whether or not I'd truly see it through until I get a feel for the workflow and get started, but I'm not a stranger to translating RPGs with massive amounts of text. It'd probably take me quite awhile, but FF7 is timeless, so even if it takes a couple years and perhaps I have to deal with NT version ups, I'd still be willing to sit down and try it.

I'd love it if you could point me to a place to get me started on text insertion, in terms of tools and perhaps any tips/recommended workflows you've developed. Getting off the ground is usually the hardest part so any assistance there would be highly appreciated; then I'd probably be in contact about stuff while I'm working on it...

Like right off the bat I'd have to ask if you can think of any novel/interesting/easy ways to implement translation notes without them being obnoxiously inserted in the middle of a dialogue box. There are a few initial thoughts I have, such as putting an indicator at the end of the line that signals "this line has a TL note"... then either pressing a special button to open new dialogue boxes, or just having an external reference PDF or whatever. Anyways I completely lack any FF7 modding experience so yeah, there's a lot to learn, but that's OK.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: ckx on 2021-08-26 07:01:16
I had a couple minutes to actually do some research, let me know if this sounds about right:


I'm testing out Makou Reactor now with some basic naive edits and it seems to work like a charm. I'll mess with stuff a little more tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: jamineal on 2021-08-26 14:41:40
Okay you beautiful, sadistic cowboy. You've made random encounters so much more deadly than boss fights and I love it. Also, will I KNOW the consequences of major decisions before making them? I don't wanna... yanno... leave the gil in that kid's dresser in Midgar and suddenly I have to 360 no-scope Sephiroth with solo one materia Yuffie. (For those of you that can't discern when someone is not being serious, and there are a lot of you, that was not a serious situation that I expect.)

Secondary question, is there a good way to raise money once getting to Costa Del Sol? That Osmosis is expensive.

Thirdarary question, did the ultimate weapon passives change? Is there somewhere I can view them?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Cavist on 2021-08-28 12:26:16

I don't own the windows store version, but I heard from someone that the files were obfuscated in some way similar to the FF8 Remaster. I'll ask around and see what the story with that version is format-wise.


Any progress on this? I would really want to buy this particular version instead of steam all the hassle having another game client/launcher just for one game :-/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-08-29 06:30:24
consequences of major decisions before making them? ..... gil in that kid's dresser in Midgar
can save in different slots to test each out, the kids gil if don't take
Spoiler: show
results in being given an smine 2400dmg item more or less


Secondary question, is there a good way to raise money once getting to Costa Del Sol? That Osmosis is expensive.

2nd question
Spoiler: show
 morph jenova directly beforehand for stardust which sells for 25k. alternatively can morph beach plugs into mirror's which sell for 1k gil just would take a little longer.



Thirdarary question, did the ultimate weapon passives change? Is there somewhere I can view them?
u can view equipment changes within the equipment menu's.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: jbsljvcc on 2021-08-29 18:32:53
Hey guys I'm new here. I've played about an hour or two of New Threat. I just realized I'm not getting any gil for any encounters...

Is this because I chose hard mode or something?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: jamineal on 2021-08-29 20:48:24

u can view equipment changes within the equipment menu's.

I don't have them yet, that's why I'm asking :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-08-30 18:44:10
not getting any gil for any encounters...

Is this because I chose hard mode or something?

ye :) you can earn gil via selling items from drops/morphs/steals most area's have a decent gil farm option available to you via at least one of those methods. gl hf
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-08-30 18:57:13
I don't have them yet, that's why I'm asking :(

info contained below within spoiler tag.

Spoiler: show

Any/All Char Masmune 100% crit rate Attack75 attack% 255 (appears to have some unknown dmg boost)

cloud: ultimate weapon 8 paired slots no growth. attack 0: Attack% 110% StatsBoost +25 for mag/spr/vit/luck empowered by hp.

barret:  missingscore 8 paired slots no growth: attack 50 attack% 117 statsboost 15Mag SPR40 LCK55 AP Attk.strength.

Tifa: PremiumHeart attck0 attack%125 statsboost Vit/SPR+40 Dex+37 Crit10 empowered by MP

Areith: PrincessGaurd attcak50 attack%255 Stat boost mag25 vit40 spr35 RestoresHP AllyKO =Attk+
Areith: VenusGospel Vit/LCK50 Dex37 Empowered by MP attack/attack%127

Nanaki: LimitedMoon Attack0 Attack%110 Mag35 DEx37  lck30 empowered by limit.

Yuffie: Conformer Mag30 SPR25 LCK40 Atk+ vs highlevel enemies attack0/attack%110 still has morph advantage.

Vincent: mag15 dex30 lck75 allyko = Attk+

Cid:  VenusGospel Vit/LCK50 Dex37 Empowered by MP attack/attack%127 attack50 attack%125



Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: BerikXardas on 2021-08-31 21:18:09
So after having lotsa fun with NT 1.5 2 years ago, I was in the mood to try 2.0 - thanks for still working on it Sega Chief!

Anyway, I have a question regarding the scene in the Shinra Mansion basement (post-Mideel):
Spoiler: show

So Cloud has to fight some battles at the end - wasted one try finding out that there is nothing to either steal or morph.
Next try, I was prepared and made it to the 6x SOLDIER 1st battle.
Anyway, before I try over and over (which is extra tedious due to the unskippable scene) I wanted to ask:
Is there some kind of "reward" for winning the battles?
Or is it just the Limit Breaks, no matter how far I survive?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: jamineal on 2021-09-01 02:01:58
info contained below within spoiler tag.

Spoiler: show

Any/All Char Masmune 100% crit rate Attack75 attack% 255 (appears to have some unknown dmg boost)

cloud: ultimate weapon 8 paired slots no growth. attack 0: Attack% 110% StatsBoost +25 for mag/spr/vit/luck empowered by hp.

barret:  missingscore 8 paired slots no growth: attack 50 attack% 117 statsboost 15Mag SPR40 LCK55 AP Attk.strength.

Tifa: PremiumHeart attck0 attack%125 statsboost Vit/SPR+40 Dex+37 Crit10 empowered by MP

Areith: PrincessGaurd attcak50 attack%255 Stat boost mag25 vit40 spr35 RestoresHP AllyKO =Attk+
Areith: VenusGospel Vit/LCK50 Dex37 Empowered by MP attack/attack%127

Nanaki: LimitedMoon Attack0 Attack%110 Mag35 DEx37  lck30 empowered by limit.

Yuffie: Conformer Mag30 SPR25 LCK40 Atk+ vs highlevel enemies attack0/attack%110 still has morph advantage.

Vincent: mag15 dex30 lck75 allyko = Attk+

Cid:  VenusGospel Vit/LCK50 Dex37 Empowered by MP attack/attack%127 attack50 attack%125




Thanks friend. Looks like my build decisions for each character matches up to their end weapon. I assume HP Shout for Cait Sith still does basically the same thing, then.

Didn't want to make a new post for this. Holy cow, the Knights of the Round fight was a challenge. Imagine having to bludgeon Omega to death with a level 50 mage Aeris. That took a while.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-09-01 06:20:40
So after having lotsa fun with NT 1.5 2 years ago, I was in the mood to try 2.0 - thanks for still working on it Sega Chief!

Anyway, I have a question regarding the scene in the Shinra Mansion basement (post-Mideel):
Spoiler: show

Is there some kind of "reward" for winning the battles?

no. but hopefully that may change :) 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: dogs_go_to_space on 2021-09-01 12:14:16
Enjyoing 2.0 greatly

Does the
Spoiler: show
mini X-ATM
do anything or is it just a reward for completing the side content?

Also any tips for the
Spoiler: show
KOTR battle?
?

The counters are destroying me. I tried using stop but it only hits very rarely.

I set up barrier/m-barrier and regen and using strong attacks (e.g. omnislash and mimi)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-09-01 13:22:31
Ah, yeah, we'd probably run into encoding issues. Wonder how tough that'd be. Well, in any case, we can focus on the English TL for now.

Yeah, I realize this would be a lot of work, I can't 100% say whether or not I'd truly see it through until I get a feel for the workflow and get started, but I'm not a stranger to translating RPGs with massive amounts of text. It'd probably take me quite awhile, but FF7 is timeless, so even if it takes a couple years and perhaps I have to deal with NT version ups, I'd still be willing to sit down and try it.

I'd love it if you could point me to a place to get me started on text insertion, in terms of tools and perhaps any tips/recommended workflows you've developed. Getting off the ground is usually the hardest part so any assistance there would be highly appreciated; then I'd probably be in contact about stuff while I'm working on it...

Like right off the bat I'd have to ask if you can think of any novel/interesting/easy ways to implement translation notes without them being obnoxiously inserted in the middle of a dialogue box. There are a few initial thoughts I have, such as putting an indicator at the end of the line that signals "this line has a TL note"... then either pressing a special button to open new dialogue boxes, or just having an external reference PDF or whatever. Anyways I completely lack any FF7 modding experience so yeah, there's a lot to learn, but that's OK.

The big issue is that text is heavily linked to the game's event scripting. In FF8, text boxes size themselves dynamically but in FF7 they are manually sized so a change to the text itself may require the box to be bigger to accommodate it. The parameters for the text boxes live within the event scripting, so changes to text usually require editing of the text box (unsure if this has been changed as of the latest Makou builds, I remember reading something about that in recent release notes).

Translation notes in a separate window or on button command would require that every field carry some field script to support this. Also, there's a limit of 255 text lines per field, so they'd need to be added sparingly if in their own text entry. The script could be very lightweight, but it'd take time to cover all instances where it needs to be used and may not be practical during scenes where text auto-progresses (for instance, scenes where Movie Frame is used to progress scenes and pausing it isn't a practical option).

First thing to do is touch base with the tools:
Field Script - Makou Reactor: https://forums.qhimm.com/index.php?topic=9658.0 (probably best to start here and leave enemy data/kernel data for now)
Enemy Data - Proud Clod: https://forums.qhimm.com/index.php?topic=8481.0
Kernel Data - Wall Market: https://forums.qhimm.com/index.php?topic=7928.0
(Requires Visual Basic Power Packs 3.0 and perhaps some .DLL registration through Admin CMD window).

There's this tool as well, which can pull out all the text into plain text then re-encode it. I'm unsure if it works with mods as I found it would break on a certain field during extraction: https://forums.qhimm.com/index.php?topic=11944.0

I would recommend testing the insertion step of this tool before committing to translating its output. Do some edits to various fields around the game then test that the re-insertion was successful.


Any progress on this? I would really want to buy this particular version instead of steam all the hassle having another game client/launcher just for one game :-/

Not been able to get info about it, so I'll just buy it now and have a look at it myself.

no. but hopefully that may change :) 

It probably shouldn't be winnable at all, tbh.

Enjyoing 2.0 greatly

Does the
Spoiler: show
mini X-ATM
do anything or is it just a reward for completing the side content?

Also any tips for the
Spoiler: show
KOTR battle?
?

The counters are destroying me. I tried using stop but it only hits very rarely.

I set up barrier/m-barrier and regen and using strong attacks (e.g. omnislash and mimi)

It's just a collection item; there's a couple in there, some from Gold Saucer minigames.

For that battle:
Spoiler: show

So they both have 55k HP; Omega is weak to Bolt, Water, and Earth but will null Bio, Gravity, and halve Wind. He can be Stopped as you've seen, but it's tough to land due to his high level of 119. If you still have Aeris, then Seal Evil is a guaranteed Stop that can be useful here, or perhaps combining Stop with MP Turbo for a better chance (more stars = higher chance). Stop + Quadra Magic can also be a good one if you have it though it'll only be good for a couple of casts.

Shinryu is weak to Wind only, and absorbs Holy. He nulls Gravity & Earth, and halves Bio (he can be poisoned which should be handy as it'll deal 1/32 of his MaxHP per tick). He can also be Slowed which should be done early though this also slows down the rate that poison ticks at.

Both bosses are relatively slow at 76 and 87 speed so if you have a party with fairly high Dex then you can get a nice turn advantage. However, Omega will always counter-attack when struck by an ability and Shinryu will use certain one-off abilities when his HP falls below a certain mark so you'll still need to be careful not to get overwhelmed. Omega counters pretty much anything, so you can avoid taking some damage by avoiding him but Shinryu will also attack Omega which triggers those counters.

There's a lot of nasty attacks flying around so deciding what to guard against will be important. Fire is a good one as it covers two of Omega's attacks, or Holy as Shinryu's biggest attack, Almagest, carries this element. Shoot, Cut, and Hit elements are used frequently by Omega so Armour/Accessories that reduce these are also worth considering. For status ailments, Petrify is used by both bosses so that would be a good one; Confusion and Silence as well so you don't lose a character's input at a crucial time.

So first thing to decide is whether to deal with Shinryu first or deal with Omega first and this may depend on what death counter you want to deal with; when Shinryu dies he'll use Almagest which is a heavy-hitting Holy element attack if Omega is still alive (but will also have used other nasty attacks while his HP falls, such as Lv?? Old which reduces a character's stats to 0 and Zombie Breath which prevents reviving except through the Phoenix summon). Omega, on the other hand, will use Encircle which renders one character inactive for the rest of the battle so you'd only have two characters to finish off Shinryu.

I think what people tend to do is keep Omega locked down with Stop as best they can, deal with Shinryu, and then mop up Omega but may be wrong about that.

To start, I'd try to Slow & Poison Shinryu, and land Stop on Omega with an MP Turbo Stop, Quadra Magic Stop, or Aeris' Seal Evil if that's available. While Omega is stopped, he can't counter-attack at all so that'd be the time to start hitting him with Bolt, Water, and Earth attacks. You can tie these to physical attacks with Elemental, or use weapons with those elements already aspected to them (Cid should have a bunch of these) or just stick with spells like Break.

I'd maybe be wary about committing all 3 characters to attack when dealing with Omega, as his Stop may wear off and you'll suddenly be facing 2-3 counter-attacks + any turns Shinryu or Omega get while that happens. Try attacking with one at a time so the other two can deal with any consequences that come back. You can probably be aggressive when Stop is freshly applied, but after some turns I'd maybe start to hold back a bit.

There's a few things to note with Shinryu as well. First of all, he'll counter limit breaks with Lv?? Flare so be careful about using those against him. At certain HP increments he'll use a special ability: At 4/5s, he'll use Big Guard (you'll want to dispel that ASAP). At 3/5s, he'll use Zombie Breath which renders any character that is KO'd from that point on unable to be revived except through the use of the Phoenix Summon. At 2/5s. he'll use Lv?? Old which reduces the Strength, Magic, Defence, and Magic Defence of one character to 0 (while this can be cleared by KOing and then reviving the character, remember that the Zombie Breath effect is in play by this point). And finally, at 1/5 he'll use Maelstrom which reduces a party member's HP to 1. When he dies, and if Omega is not dead, he'll use Almagest so make sure you're topped up and got MBarrier or Shield up before finishing him off (Sense should work on both of these guys if the .exe is patched so you can track when they're about to die).

Hope that helps.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-09-01 14:26:13
So I bought the Microsoft store version of the game and with some assistance from Khoral on Discord was able to gain access to the folder (which according to my reading is one of the most protected folders on a windows machine). Inside I was able to find all the files which seem to be the same as the ones used for 1998 and Steam, along with all their language variants including the Japanese ones (very handy find).

However, there seems to be more hurdles. Attempting to modify these files or even replace them with modified variants of the same name is shot down by permissions issues, and it seems there are size limits in there where attempting to add a file will give a warning that there's not enough space within the app's folder to add the file. This means new files would need to be smaller overall than the originals; NT's flevel, you may be surprised to know, is actually smaller than an original default flevel so if a swap can be made then this size limit shouldn't be an issue there; though it will be for the scene.bin and kernel.bin if the size limit is on a per folder basis rather than a general size limit.

So I think a NT version for the Windows store version is going to be depend on whether or not these files can be modified. I'm doing a bit of reading on it right now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: AuthenticM on 2021-09-01 15:27:47
How much demand is there for a Windows Store version of the mod? I can't imagine it being strong.

I don't mean to be insensitive, but is it really worth your time to be working on this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: dogs_go_to_space on 2021-09-01 17:16:04

It's just a collection item; there's a couple in there, some from Gold Saucer minigames.

For that battle:
[...]

Based on everything else you changed I was half expecting it to grow like an egg and become a summon or something  :D

Thanks for the fantastic detail to help, I'll be grinding away at it after reading a few more times!

You're an absolute legend
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: jamineal on 2021-09-02 01:47:37
Got one or two more questions. They're not super important.

(A) Where is Hydro on the Junon Docks? I don't think I saw that sucker during my escape. Hoping it isn't permanently missable.

(B) Are splinter materia necessary for Master Magic?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-09-02 06:01:49
It probably shouldn't be winnable at all, tbh.
thinking more about possible reward like
Spoiler: show
 fallen soldier battle being 'optional' in the last wee boss rush, which would then give reason for him to be there :)


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-09-02 06:05:00
Got one or two more questions. They're not super important.

(A) Where is Hydro on the Junon Docks? I don't think I saw that sucker during my escape. Hoping it isn't permanently missable.

(B) Are splinter materia necessary for Master Magic?

hydro is not permently missable. 
Spoiler: show
junon docks cargo ship screen, where you'd go to cross the ocean near the upper portion of screen


splinter materiaa is not needed for master magic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: jamineal on 2021-09-02 18:21:55
hydro is not permently missable. 
Spoiler: show
junon docks cargo ship screen, where you'd go to cross the ocean near the upper portion of screen


splinter materiaa is not needed for master magic.

You know, WDX, I have memory issues. Sometimes I forget people. If you check the history of my questions that I've asked, you're basically my oldest friend.

Quick update. That Sense Materia was a dick move Sega Chief. Well played. Also, I like what you did with that scene in the Shinra basement.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Delta_Genesiz on 2021-09-02 22:07:07
Hi,

I noticed a few thing during my playthrough, dunno if these things are on purpose or not.
I play on the steam (French) version, I followed the install instructions (renaming files etc...)

Here are the few things (that might be a bug) I noticed :

Spoiler: show
1st thing, Aeris can use two of Cid's Weapons; Scimitar and Venus Gospel.


Spoiler: show
Silver Chocobo can level up everybody (except Cloud) lvl 99 by renaming the Character with a reagan green -> https://www.youtube.com/watch?v=ElvDqcTP7q0


Spoiler: show
For some reason I didn't get the Ribbon after Ozma battle, maybe it has been removed ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: rgmarks on 2021-09-03 04:08:49
Okay you beautiful, sadistic cowboy. You've made random encounters so much more deadly than boss fights and I love it. Also, will I KNOW the consequences of major decisions before making them? I don't wanna... yanno... leave the gil in that kid's dresser in Midgar and suddenly I have to 360 no-scope Sephiroth with solo one materia Yuffie. (For those of you that can't discern when someone is not being serious, and there are a lot of you, that was not a serious situation that I expect.)

Secondary question, is there a good way to raise money once getting to Costa Del Sol? That Osmosis is expensive.

Thirdarary question, did the ultimate weapon passives change? Is there somewhere I can view them?

morph monsters at costa del sol beach
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-09-03 12:38:37
Hi,

I noticed a few thing during my playthrough, dunno if these things are on purpose or not.
I play on the steam (French) version, I followed the install instructions (renaming files etc...)

Here are the few things (that might be a bug) I noticed :

Spoiler: show
1st thing, Aeris can use two of Cid's Weapons; Scimitar and Venus Gospel.


Spoiler: show
Silver Chocobo can level up everybody (except Cloud) lvl 99 by renaming the Character with a reagan green -> https://www.youtube.com/watch?v=ElvDqcTP7q0


Spoiler: show
For some reason I didn't get the Ribbon after Ozma battle, maybe it has been removed ?

item for the last battle you mentioned should of been
Spoiler: show
'????'
which is part of the
Spoiler: show
silver chocobo pahsana greens secrets. if solved and done all could use that item within
 certain field. There used to be a bug where could go down levels with the silver chocobo, not seen going up thou.


pretty sure 1st was intentional
Spoiler: show
 as normally doesn't have any other weapons beyond that point of time
there is only one location present for the
Spoiler: show
ribbon
and that is via gaurenteed drop from the
Spoiler: show
flowergirl if she dies



Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: jamineal on 2021-09-03 14:51:25
It would appear that I was not fully ready to dabble in North Crater. I 100% brought piss to a shit fight. Gonna go grind out some of those big-badda-boom weapons and such. God I love this mod.

Oh, just remembered about the secret puzzle solving thing that I won't include spoilers for. But um... how the heck do I get back to some of these areas? Or I remember someone said something about a lot of them being available in the Battle Square. Is that true for all of them?

Furthermore, is there an established Ultimate Weapon bug? I fought him twice and he just... stopped spawning. That or I've been the unluckiest man alive for several hours. I recognize that he can be elusive, but I also don't see Ruby Weapon sticking his grubby mitts out of the ground.

Update: I killed Emerald Weapon and got Masamune, Now Ultimate Weapon showed back up. Idk if I was just EXECPTIONALLY unlucky for over 3 hours or if there was a quest trigger or some such. But for anyone looking for that info, there it is.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-09-03 15:50:49
It would appear that I was not fully ready to dabble in North Crater. I 100% brought piss to a shit fight. Gonna go grind out some of those big-badda-boom weapons and such. God I love this mod.

Oh, just remembered about the secret puzzle solving thing that I won't include spoilers for. But um... how the heck do I get back to some of these areas? Or I remember someone said something about a lot of them being available in the Battle Square. Is that true for all of them?

Furthermore, is there an established Ultimate Weapon bug? I fought him twice and he just... stopped spawning. That or I've been the unluckiest man alive for several hours.
good luck with the crater
don't think battlesqurea fights counted,
Spoiler: show
silver chocobo pahsana green 'mission'
when i tried that in approx version 2.08x.
Spoiler: show
 part of what makes me think not is the rock you break the seal on, well thats  once only fight in which you break a rock there has been a few people appearing to edit their savefiles (highly  doubt thats suppossed to the method to use).  if u like i can throw up a savefile with those things done (everything is to do within the game being done) exception last small section Choice. Although replaybility is what presume that mission is for.


Regards ultimate weapon: Have you tried enter then leaving a few towns then look? had a simular issue in the past and that appeared to solve it. That was at the point just before midgar raid when had that issue thou.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: jamineal on 2021-09-03 17:46:58

Regards ultimate weapon: Have you tried enter then leaving a few towns then look? had a simular issue in the past and that appeared to solve it. That was at the point just before midgar raid when had that issue thou.

Oddly enough, that's where I had the issue too. So yeah, it looks like a couple of in-and-outs may be the answer. I killed Emeraldy boi and made my super long sword. Then boom, Ultimate guyo just pops up right in front of me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: rosarioimpale on 2021-09-03 23:13:00
I checked the field script and it should just be a case of talking to him while having 1x Murasame in the inventory, 1x Moonstone (from Cosmo Canyon, red xiii's room), 1x Zenogias Plate (from Costa Del Sol house), and 7x 7778 Needles from Cactuers. When the recipe is displayed, does it show you have the required number of items in the recipe's text box or are any not matching what you have in your inventory (for instance do they display 0 instead of 1)?

It does show that I have 1 of each when I speak to him, but the dialogue ends immediately after he lists the ingredients.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: dogs_go_to_space on 2021-09-04 11:32:59
Oddly enough, that's where I had the issue too. So yeah, it looks like a couple of in-and-outs may be the answer. I killed Emeraldy boi and made my super long sword. Then boom, Ultimate guyo just pops up right in front of me.
Taking a couple of random battles got him to spawn over the ocean for me
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-09-04 14:22:42
How much demand is there for a Windows Store version of the mod? I can't imagine it being strong.

I don't mean to be insensitive, but is it really worth your time to be working on this?

It's usually an idea to try and cover as many versions as possible, but the Windows Store version seems like it'll be a challenge to modify purely because of the write protection on those files (it feels a bit like a mobile app in terms of security). It has some features unique to it, along with some problems too (audio on SFX seems like it's a bit off and I'm not a fan of the AI Upscale they've used or the letterboxing).

Hi,

I noticed a few thing during my playthrough, dunno if these things are on purpose or not.
I play on the steam (French) version, I followed the install instructions (renaming files etc...)

Here are the few things (that might be a bug) I noticed :

Spoiler: show
1st thing, Aeris can use two of Cid's Weapons; Scimitar and Venus Gospel.


Spoiler: show
Silver Chocobo can level up everybody (except Cloud) lvl 99 by renaming the Character with a reagan green -> https://www.youtube.com/watch?v=ElvDqcTP7q0


Spoiler: show
For some reason I didn't get the Ribbon after Ozma battle, maybe it has been removed ?


Aeris was set up to use a couple of Cid's weapons and I moved the weapon models into her files for it; reason being she was a bit short on weapons so having an extra couple helps a bit.

The Lv.99 thing is a new one to me; I'll check it tonight and see what's going on there.

I think Ozma doesn't drop it anymore, Ribbon was made into a one-time drop that you get at the end of Disc 1 if the battle plays out a certain way. I've a plan to add it to a new fight on Disc 3 in the future though so people can finish up their accessory collection.


It would appear that I was not fully ready to dabble in North Crater. I 100% brought piss to a shit fight. Gonna go grind out some of those big-badda-boom weapons and such. God I love this mod.

Oh, just remembered about the secret puzzle solving thing that I won't include spoilers for. But um... how the heck do I get back to some of these areas? Or I remember someone said something about a lot of them being available in the Battle Square. Is that true for all of them?

Furthermore, is there an established Ultimate Weapon bug? I fought him twice and he just... stopped spawning. That or I've been the unluckiest man alive for several hours. I recognize that he can be elusive, but I also don't see Ruby Weapon sticking his grubby mitts out of the ground.

Update: I killed Emerald Weapon and got Masamune, Now Ultimate Weapon showed back up. Idk if I was just EXECPTIONALLY unlucky for over 3 hours or if there was a quest trigger or some such. But for anyone looking for that info, there it is.

Ultimate Weapon is a bit of an elusive one; what he does after each encounter is respawn over the new crater near Junon where you found him initially and then he flies around from there. He won't stop at a location for a long time, so usually you'll need to find him and ram him until he beelines for a destination. It is possible to fly around for a long while and not spot him unfortunately.

Maybe it could be a thing to add an NPC to the Highwind Deck (like a spotter or something) that can trigger battles with Ultimate Weapon and skip the searching part. Unsure how that would impact the flying around part but I reckon it should be fine, a lot of it is done in battle AI I think.

It does show that I have 1 of each when I speak to him, but the dialogue ends immediately after he lists the ingredients.

Ah, it's 7 needles you need; the other ingredients are 1, but it's 7 of the 7778 Needles that's required.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: rosarioimpale on 2021-09-04 17:07:16
Ah, it's 7 needles you need; the other ingredients are 1, but it's 7 of the 7778 Needles that's required.

Oh, that makes sense... haha, I'll go back and continue grinding those out. Thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: BerikXardas on 2021-09-06 20:47:57
Does the Dark Cave still exist in the current version (Story B)?
I've pretty much done everything, but it seems that I can't trigger that quest.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-09-07 07:02:01
Does the Dark Cave still exist in the current version
I've pretty much done everything, but it seems that I can't trigger that quest.
no from init v2 release upto and inclusive of until 2.0991.

I've pretty much done everything
a list of the majority of new extra content can be found NPC on the highwind.
incase missed there is also
Spoiler: show
 a fight with the calamity try feeding silver chocobo pahsana greens and solve the clues


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: BerikXardas on 2021-09-07 14:55:53
Thanks.
Some questions/opinions about weapons:
What's with Lightgun and Work Glove having 0 Attack while the other primitive weapons have around 45?
And the MP Ultimate Weapons (Venus Gospel and Premium Heart) are downright TERRIBLE.
At full MP they deal about as much damage as normal weapons with 45 Attack.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: potchy on 2021-09-08 00:59:44
Is it possible to reset character ranks?

Thanks for the mod, btw!
I really appreciate the QoL things you added like the Fort Condor NPC.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-09-09 18:09:00
Is it possible to reset character ranks?

Not via in game, using a saveeditor/hexeditor perhaps.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-09-10 09:07:02
Thanks.
Some questions/opinions about weapons:
What's with Lightgun and Work Glove having 0 Attack while the other primitive weapons have around 45?
And the MP Ultimate Weapons (Venus Gospel and Premium Heart) are downright TERRIBLE.
At full MP they deal about as much damage as normal weapons with 45 Attack.

The primitive weapons, or Ancient/Joke weapons, all have special quirks to them. The Lightgun I think has a chance to inflict instant-KO and always crits, while the Work Glove carries massive defensive bonuses on it (check the character's stats in menu after equipping it).

I'll look at the performance of the Venus Gospel and Premium Heart.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: sickrant on 2021-09-17 14:45:00
Hi there,

I started playing New Threat yesterday and was loving it, however when I reloaded my save files today (Had one in Slot 1 and one in Slot 2) it seems the game file has reverted to Vanilla. The mod is still on and the option to start a new game in New Threat mode is still working. Any ideas are the files stuck in Vanilla now?



Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-09-20 15:10:54
Hi there,

I started playing New Threat yesterday and was loving it, however when I reloaded my save files today (Had one in Slot 1 and one in Slot 2) it seems the game file has reverted to Vanilla. The mod is still on and the option to start a new game in New Threat mode is still working. Any ideas are the files stuck in Vanilla now?

Thanks

When you say reverted to vanilla, do you mean the items, equipment, enemies have reverted to vanilla? It sounds like the flevel/field script is still patched if the nt stuff pops up when hitting New Game. It may be that something was added on that overwrote some of the other files. Is this a 7th heaven or reunion install?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: kouleifoe on 2021-09-23 14:15:19
Is there a way to find out what each new materia does in this mod? because i just got omni-plus and it says "mnight help you breateh underwater"
idk what it does
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-09-23 18:38:46
Is there a way to find out what each new materia does in this mod? because i just got omni-plus and it says "mnight help you breateh underwater"
idk what it does

all of them have a small explanation on the screen where equipping (or try the magic menu for others): OMNI+ gives several statboosts alongside underwater breathing capabilty.
When equipping them they do say at the right hand side of the screen.  eg: fire - 1% mdef/def reducton etc. lots of the normal materia have also had some changes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: eisgiga on 2021-09-25 22:46:46
Thanks for the mod ,but is there any way you could put a damage break limit in the game  to do more than 9999 damage I  remember seeing a mod for this couple years ago ?:)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-10-02 13:30:44
Thanks for the mod ,but is there any way you could put a damage break limit in the game  to do more than 9999 damage I  remember seeing a mod for this couple years ago ?:)

I think I was given the hext for this recently by someone on Discord; I could maybe add it as a toggle option to the IRO version or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: boozek on 2021-10-14 18:58:30
2.0 type B soft locked
1. Kalm in one of the building dog is closed behind the door if you open it and enter right away you get soft locked
2. Once getting 200pts in the Rufus Ceremony event near Cargo ship you never get the price and get soft locked
3. After Jenova+Flowergirl fight if you keep Aerith alive and try to Save on switch to CD2 safepoint it softlocks.

btw. I use 7th heaven and a lot of mods if it matters
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: levantine on 2021-10-17 11:39:42
Hello,

Could someone please give me this list of all changes to the ultimate weapons for each characters?
Thx :)

ps : oh, and is there any skill that break 9999 now ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Crossfade on 2021-10-20 01:34:37
Just wondering. Do I still need to give the things in North Crater Elixir's or are they ether's ? I am playing NT 2.0 Type B. I am a little confused as to which one I need to feed them because I give them an elixir and they give next to no AP or EXP lol

Also when I do a soft reset on the game and I go back into a fight right after it, I get a black screen and cant do anything so I have to close the game down and open it back up again for it to work properly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-10-20 06:52:13
Just wondering. Do I still need to give the things in North Crater Elixir's or are they ether's ? I am playing NT 2.0 Type B. I am a little confused as to which one I need to feed them because I give them an elixir and they give next to no AP or EXP lol

Also when I do a soft reset on the game and I go back into a fight right after it, I get a black screen and cant do anything so I have to close the game down and open it back up again for it to work properly.


soft reset can be a little broken in places, 7th heaven issue.
your first question: I'm presuming your speaking of the magic pots? they should be giving you an elixir back to stop your inventory going down of them, exp wise ye its not much, however 1024ap per magic pot is pretty decent :> moovers still give Huge AP & indeed EXP. I really wouldn't worry too much about levels thou Its entirely possible to beat the game with disabling exp from directly after the very first fight after getting out the train 2 at the very start of the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: levantine on 2021-10-20 10:01:02
Hey I got an other question about a missing batle :
<spoil> Is it normal that when I enter to the gongaga just after getting the buggy, turk should be there and fight you, but in my playthough there was nobody when I enter to the forest (playing with the last version of NT). </spoil>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-10-21 06:07:20
Hey I got an other question about a missing batle :
<spoil> Is it normal that when I enter to the gongaga just after getting the buggy, turk should be there and fight you, but in my playthough there was nobody when I enter to the forest (playing with the last version of NT). </spoil>

type b  u get a different fight
Spoiler: show
 at the reactor just before pick up titan materia
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: levantine on 2021-10-21 08:59:42
Ok so that's normal, thx for the answer, I was wonder because in NT 1.5 there was thoose 2 fights
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Crossfade on 2021-10-22 03:09:26
Anyone able to tell me where I fight the Cactuar .... I cannot remember where I fought them on accident lol. I need the needles for them.

Also where is the silver chocobo ?

And another thing. I cant seem to get into the last area of the Ancient Forest. There is no frog to put in the last pod to get over there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-10-22 07:55:59
Anyone able to tell me where I fight the Cactuar .... I cannot remember where I fought them on accident lol. I need the needles for them.

Also where is the silver chocobo ?

And another thing. I cant seem to get into the last area of the Ancient Forest. There is no frog to put in the last pod to get over there.

cactuar isle: https://static.wikia.nocookie.net/finalfantasy/images/2/20/CactusIslandLoc.jpg/revision/latest?cb=20121126042802

silver chocobo
Spoiler: show
 is within the great glacier log area


ancient forest
Spoiler: show
 place mini frog at tree, big frog will come eat little frog, insert that into the righthand side pod, stand until pops out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Crossfade on 2021-10-22 14:08:01
Thank you wdx :D
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: EliteOne on 2021-10-25 13:28:50
As for this mod, there should be enough end-game content to keep people busy. The Extra Battle, new super-bosses, and even just the final bosses and WEAPONS themselves should present a solid challenge (after tweaking depending on feedback)

Sega Chief, i'm playing FF7 New Threat 2.0, type B, and its great.

i have 2 non-spoiler questions :


a) can you provide a list of the new materia, like Osmose, because i can't find Osmose and etc. ??
b) is there a reward for beating the superboss, in Northern Crater, because i saw a Youtube video where they said it was glitched, with no reward ??
Title: Re: [REL/FF7] New Threat Mod v1.0.3
Post by: boozek on 2021-10-26 13:48:48
Sega Chief, i'm playing FF7 New Threat 2.0, type B, and its great.

i have 2 non-spoiler questions :


a) can you provide a list of the new materia, like Osmose, because i can't find Osmose and etc. ??
b) is there a reward for beating the superboss, in Northern Crater, because i saw a Youtube video where they said it was glitched, with no reward ??

Osmose is in costa del sol shop
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-10-26 13:53:07
2.0 type B soft locked
1. Kalm in one of the building dog is closed behind the door if you open it and enter right away you get soft locked
2. Once getting 200pts in the Rufus Ceremony event near Cargo ship you never get the price and get soft locked
3. After Jenova+Flowergirl fight if you keep Aerith alive and try to Save on switch to CD2 safepoint it softlocks.

btw. I use 7th heaven and a lot of mods if it matters

The dog cupboard has caused a fair number of problems, I'll try and tackle that. The other two are new to me though, I'll investigate.

Hello,

Could someone please give me this list of all changes to the ultimate weapons for each characters?
Thx :)

ps : oh, and is there any skill that break 9999 now ?

They're not hugely different from what I recall; some of the effects like Vincent's Death Penalty got shifted to use something more practical.

I was given the hext recently for breaking 9999 limit but unsure how that will react to UI mods or if it'll display correctly on vanilla without tweaks. Will test it out and see if it can be set as a toggleable option on the IRO.

Just wondering. Do I still need to give the things in North Crater Elixir's or are they ether's ? I am playing NT 2.0 Type B. I am a little confused as to which one I need to feed them because I give them an elixir and they give next to no AP or EXP lol

Also when I do a soft reset on the game and I go back into a fight right after it, I get a black screen and cant do anything so I have to close the game down and open it back up again for it to work properly.

They take Ethers now; they should be asking for that in their battle text, but if they're still asking for Elixirs then I'll sort it out.

Soft-reset is dangerous to use; I'd avoid it if possible if it's available in whatever modding framework you're using. It worked on the PSX version, but the PC version doesn't behave well with it; even Game Over can bring its own problems under certain conditions.

Sega Chief, i'm playing FF7 New Threat 2.0, type B, and its great.

i have 2 non-spoiler questions :


a) can you provide a list of the new materia, like Osmose, because i can't find Osmose and etc. ??
b) is there a reward for beating the superboss, in Northern Crater, because i saw a Youtube video where they said it was glitched, with no reward ??

There should be a list in the documentation download on the first post of this thread which contains a list of items, etc. including Materia (and the new ones).

I think the original implementation was glitched, as in the event didn't work properly; I'll double-check that it's functioning but I don't think there was any reward for it in the end up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-10-26 23:33:31
I think the original implementation was glitched, as in the event didn't work properly; I'll double-check that it's functioning but I don't think there was any reward for it in the end up.

can you please add rewards for beating the new superbosses, such as the one in the Shinra mansion ??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-10-27 09:18:45
can you please add rewards for beating the new superbosses, such as the one in the Shinra mansion ??

there is a reward for beating
Spoiler: show
 ozma
its the item
Spoiler: show
????
which can be used if did the other 4 necessary things
Spoiler: show
open up an alternative end boss, the calamity

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-10-27 15:31:10
there is a reward for beating
Spoiler: show
 ozma
its the item
Spoiler: show
????
which can be used if did the other 4 necessary things
Spoiler: show
open up an alternative end boss, the calamity


you're not " technically " correct.

however, i can't explain why, without posting spoilers.

hopefully Sega Chief can add rewards to the superboss, in the Northern Crater.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-10-27 16:06:44
There should be a list in the documentation download on the first post of this thread which contains a list of items, etc.

yes.

but this list is very confusing, such as who exactly do i turn in my 1/35 soldiers to ??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-10-28 08:34:57
who exactly do i turn in my 1/35 soldiers to ??

the chap in black cape in the myrthil mines cave.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-10-30 11:08:21
the chap in black cape in the myrthil mines cave.

i thought this person in a black cape was on the Highwind ?

also, what is the item " Zenogias Plate " for ??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Gizzy on 2021-10-30 13:47:41
Is there any documentation of the characters Limits? Would be kinda handy to have since you changed the Limits of every character quite a bit!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-10-31 10:35:20
what are the benefits of " Core " materia specifically ??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: heromic on 2021-10-31 11:19:39
Hi. Can I have Just the combat changes? (enemy a.i, hp, formations, new encounters) and none of the materia / item / equip / field / text /status / character / limit changes? how can I do this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-11-01 06:57:54
what are the benefits of " Core " materia specifically ??

1 slot several spells, usually most enemies are weak to at least one of the elements. some nice protection to boot.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-11-01 07:00:52
Is there any documentation of the characters Limits? Would be kinda handy to have since you changed the Limits of every character quite a bit!

if you goto menu > limit break  > check. you can view what each limit break does. braver for example will show as 5% reduction defence/mdefense. (vit/spr) think the assist key will give aa wee box, might be target button assigned thou which will also show what actions will do which is really useful for in battle to know what various item dmg etc will be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-11-01 07:04:09
i thought this person in a black cape was on the Highwind ?

also, what is the item " Zenogias Plate " for ??

that is a different black caped chap on highwind. he is a multi shop. from junon side of the cave enter and then up one screen to the back area where you inititally could of picked up a 1/35th soldier. screen where u fought turks north from there.

think the plate is part of the weapon crafting to create sephs weapon which can be equipped by any char and has some boosts.... :>
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Gizzy on 2021-11-02 01:07:54
if you goto menu > limit break  > check. you can view what each limit break does. braver for example will show as 5% reduction defence/mdefense. (vit/spr) think the assist key will give aa wee box, might be target button assigned thou which will also show what actions will do which is really useful for in battle to know what various item dmg etc will be.

I would like to plan in advance since there is no respec option :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-11-02 09:55:47
where or from who exactly, do i get the " Core " materia ??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-11-02 14:00:37
where or from who exactly, do i get the " Core " materia ??

Spoiler: show
 the man in kalm
most other simluar type of questions can likely be answered via the docu i made a good while ago, https://docs.google.com/spreadsheets/d/1UXnqC_AOEVEUEKx6ABYyzGBJ2a29qA7cS2rdk02nbFo/edit?usp=sharing which was for a lvl7 no exp no sp run :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-11-02 14:08:05
i don't understand.

how do you get it from that person, because they're only offering different materia, not the " Core " materia ???
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-11-02 16:16:13
i don't understand.

how do you get it from that person, because they're only offering different materia, not the " Core " materia ???

i can't remember the specific trade, or if indeed perhaps all 3 items traded (as u get a further reward for doing so). the man in the house if chat to him without items should state what he wishes for said trades. example is the guidebook
Spoiler: show
 morph ghostship, to make this a little easier can wargong or beserk the ship to stop its gonannai attack however its spelled) [/spoi;er] the other 2 items he wishes is [spoiler] drops (gaurenteed drops) from emerald and ruby weapon)


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-11-02 20:43:06
the man in the house if chat to him without items should state what he wishes for said trades

i'm aware of this.


my issue is that he's saying :

" **** Attack materia "
" **** Item materia "
" **** chocobo "
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Ryiuken on 2021-11-04 23:08:38
Guys I think I'm missing something.

If I use New Threat 1.5 it works straight away but it disable all my graphic and sound mods
if I use New Threat 2.0 it has compatibility issue with cosmo  Memory and disable all my graphic and sound mods as well.

I have only issues with this mod btw everything else work perfectly.

Any help please?

(https://i.ibb.co/0th5Wms/Untitled.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-11-05 01:08:24
how do you get Ruby weapon to appear, after Ultimate weapon is defeated ??

i followed the normal steps you would take in regular FF7, but i can't find Ruby weapon in new threat 2.0.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-11-05 09:03:23
if I use New Threat 2.0 it has compatibility issue with cosmo Memory and disable all my graphic and sound mods as well.

I have only issues with this mod btw everything else work perfectly.

Any help please?

(https://i.ibb.co/0th5Wms/Untitled.png)


i believe that cosmo memory only works, if you're using 7th Heaven 2.2 or higher, but not 7th Heaven 2.0.

maybe that's your issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Hexsim on 2021-11-05 22:57:31
Any way to use the latest version of New Threat on Reunion, like with the standalone installer somehow for instance?

Looks like there's been a lot of updates since the reunion release.  Would be cool if I could just install into an empty folder and then copy em, but I'm guessing it's not that easy?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-11-06 08:05:10
how do you get Ruby weapon to appear, after Ultimate weapon is defeated ??

i followed the normal steps you would take in regular FF7, but i can't find Ruby weapon in new threat 2.0.

guessing u tried both fighting a random battle alongside enter and leave a town?
whats your story progress counter? might need after midgar raid
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: AuthenticM on 2021-11-07 14:06:13
Hey Sega Chief,

I've played the game for a bit in a while. I have the "field music during battles" parameter activated. It works, except for the fanfare when winning a battle. That music still plays.

Could I request that the mod be updated so that "field music during battles" also disables the win fanfare? I'd love for the field music to play uninterrupted when I'm playing. It makes the game quite a bit more immersive.

Thank you!

Guys I think I'm missing something.

If I use New Threat 1.5 it works straight away but it disable all my graphic and sound mods
if I use New Threat 2.0 it has compatibility issue with cosmo  Memory and disable all my graphic and sound mods as well.

I have only issues with this mod btw everything else work perfectly.

Any help please?

(https://i.ibb.co/0th5Wms/Untitled.png)

In case you are not using the latest version of 7th Heaven, I suggest grabbing the latest version. It can be gotten on the program's official page on Github, here:

https://github.com/tsunamods-codes/7th-Heaven/releases

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-11-07 20:25:24
guessing u tried both fighting a random battle alongside enter and leave a town?
whats your story progress counter? might need after midgar raid

i'm on disc 3, after the midgar raid.

i found out you have to beat Ultimate weapon first, then save your game, and then after that re-load your game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Ryiuken on 2021-11-08 21:04:35
guys I have updated 7h heaven to the latest version but still warning me that new threat 2.0 is not compatible with cosmo memory :S
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-11-09 19:53:29
Ryiuken, backup everything in your FF7 save folder, to thumb drives.



then uninstall FF7, then uninstall 7th Heaven.

then completely delete the FF7 folder, located in program files/steam/steamapps/common.

then completely delete the 7th Heaven folder, and re-start your computer.



then check that those folders were completely deleted, and if so, re-install FF7.

then paste everything from your thumb drives, back into a new FF7 save folder.

finally, re-install 7th Heaven.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: shinyuX on 2021-11-10 15:17:50
Hi there. I'm playing NT 2.0 type B hard mode. I'm after midgar raid and currently getting all ult weapons and limits and I seem to have a problem with Tifa's piano. I'm playing the correct song but nothing happens (other than the classic "I' ve heard this somewhere" + scratching head), am I missing something ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Ryiuken on 2021-11-10 22:39:34
I have got the same issue in my second computer. I have installed the game for the first time there, 7h heaven as well.
New Threat 2.0 and cosmo memory are installed directly from 7h heaven. May be the problem?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-11-11 12:18:09
I'm after midgar raid and currently getting all ult weapons and limits

how many times did you fight the X-ATM scorpion, and in what locations did you fight it ??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-11-11 14:55:47
Hi there. I'm playing NT 2.0 type B hard mode. I'm after midgar raid and currently getting all ult weapons and limits and I seem to have a problem with Tifa's piano. I'm playing the correct song but nothing happens (other than the classic "I' ve heard this somewhere" + scratching head), am I missing something ?

need tifa as the party leader :)
Spoiler: show
 nip down to the point of no return then to the save point in the screen prior hit square on it there is an option to return to the highwind, then u change party leader, there is also a NPC on the bridge near cait sith which will let u know optional side content quests that you can do :) 


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-11-11 14:58:02
how many times did you fight the X-ATM scorpion, and in what locations did you fight it ??

number of times fight the xatm changes dependant on typeA/B :)
Spoiler: show
 inclusive of optional xatm fights

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2021-11-11 15:13:02
Guys I think I'm missing something.

If I use New Threat 1.5 it works straight away but it disable all my graphic and sound mods
if I use New Threat 2.0 it has compatibility issue with cosmo  Memory and disable all my graphic and sound mods as well.

I have only issues with this mod btw everything else work perfectly.

Any help please?

(https://i.ibb.co/0th5Wms/Untitled.png)

Is cosmo memory that one which adds footsteps or something? I think if it alters the flevel then it isn't compatible with other mods that alter the flevel like this one.

Hey Sega Chief,

I've played the game for a bit in a while. I have the "field music during battles" parameter activated. It works, except for the fanfare when winning a battle. That music still plays.

Could I request that the mod be updated so that "field music during battles" also disables the win fanfare? I'd love for the field music to play uninterrupted when I'm playing. It makes the game quite a bit more immersive.

Thank you!

In case you are not using the latest version of 7th Heaven, I suggest grabbing the latest version. It can be gotten on the program's official page on Github, here:

https://github.com/tsunamods-codes/7th-Heaven/releases



I can probably do that, I think it used to work that way but maybe I've set the battle flags so that fanfare plays by accident. Will rectify.

.

Just to answer some of your questions from before, I'll add something to that superboss (I also need to check it over, there's something wrong with it). Core Materia I think is a Magic Materia with tier3 elemental magic and Cure on it but I've been thinking that its placement renders it a lot less useful by that point so will probably move it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: heromic on 2021-11-12 22:03:19
Hi. Can I have Just the combat changes? (enemy a.i, hp, formations, new encounters) and none of the materia / item / equip / field / text /status / character / limit changes? how can I do this?
please can someone answer me? i like the combat changes from this mod and want to play just with it!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-11-15 01:42:16
please can someone answer me? i like the combat changes from this mod and want to play just with it!

ask specific questions, instead of one generic question, and i'll try to answer you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: heromic on 2021-11-15 18:34:53
ask specific questions, instead of one generic question, and i'll try to answer you.
i've quoted my question there.
i asked how can i get just the combat changes (enemies formations, enemy stats, new encounters, etc)
i like a lot these changes and want to play just with it, and without the other changes outside battles (materia, characters stats, field edits, items, quests etc)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-11-15 19:15:18
i've quoted my question there.

yes.

but its breathtakingly broad.

like instead of subpoenaing one specific address, in the USA, i subpoena every address in all 50 states, of the USA.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: heromic on 2021-11-15 20:06:40
yes.

but its breathtakingly broad.

like instead of subpoenaing one specific address, in the USA, i subpoena every address in all 50 states, of the USA.

combat changes: EVERYTHING related to fights, like i've said.
if anything new on this mod exists in combat, that thing i want.
every other thing? everything about every other thing aside combat.
if anything new exists outside combat, i don't want.
if i specify i must paste all the changelog of new threat.
i don't think this is necessary.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: TheDrifter363 on 2021-11-17 02:58:05
Hey Sega Chief,

Thanks for fixing that Zack flasback. Got back into this game, and noticed it was fixed. Did you make that fight unwinnable? Lol. After that flying machine with the gatling guns, I got afflicted with sap and those wrecking ball robots murdered me. Lol. No idea if I could change that outcome.

Still noticed those bugs with the button prompts. I'm guessing you're still working on compatibility with Aavock's UI mod? It's cool. I can wait. Keep up the good work dude. You got this!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-11-17 08:09:33
Got back into this game, and noticed it was fixed. Did you make that fight unwinnable

the fight is winnable. upto and inclusive of 2.0991
Spoiler: show
 however the rewards is same win or lose

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: TheDrifter363 on 2021-11-17 19:52:33
the fight is winnable. upto and inclusive of 2.0991
Spoiler: show
 however the rewards is same win or lose


Hehe thanks dude. I'm not gonna read your spoiler, just needed to know if it was winnable. If my Cloud wasn't a support mage, it'd probably be a lot easier. Thanks dude!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-11-18 15:07:15
Hehe thanks dude. I'm not gonna read your spoiler, just needed to know if it was winnable. If my Cloud wasn't a support mage, it'd probably be a lot easier. Thanks dude!

its entirely possible at lvl7 (via disabling exp at the very first savepoint) hard mode and no sp usage. I'm sure you will be fine :> good luck & have fun

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Forte224 on 2021-11-22 07:53:42
So I'm trying to install the update for New Threat 1.5 through 7th Heaven currently. However, whenever I try, I always get the message "Error Installing New Threat 1.5 - The mod is queued for install."

I've tried a lot of different things, including deleting New Threat and manually using the .IRO, as well as doing a fresh install of 7th Heaven. Any idea what's going on here? Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-11-22 09:09:36
see below.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: JonJon412 on 2021-11-28 22:05:09
I've crash into Ultima Weapon a dozen of times, but I cannot get it to go near the Ancient Forest area...how come?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-11-29 09:37:04
So I'm trying to install the update for New Threat 1.5 through 7th Heaven currently. However, whenever I try, I always get the message "Error Installing New Threat 1.5 - The mod is queued for install."

I've tried a lot of different things, including deleting New Threat and manually using the .IRO, as well as doing a fresh install of 7th Heaven. Any idea what's going on here? Thanks.

uninstall FF7, then uninstall 7th Heaven.

then completely delete the FF7 folder, located in program files/steam/steamapps/common.

then completely delete the 7th Heaven folder, and re-start your computer.



then check that those folders were completely deleted, and if so, re-install FF7.

finally, re-install 7th Heaven.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-12-04 13:02:20
I've crash into Ultima Weapon a dozen of times, but I cannot get it to go near the Ancient Forest area...how come?

crash into 3-4 times (til it makes a bee line - goes straight to a destination). do some damage. when its HP reaches a certain value. the final location will be near cosmo canyon and anceint forest area.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-12-04 14:11:25
that's how you fight him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Drayenn on 2021-12-06 10:05:57
Seems like my save data doesn't want to exist. Is this a known New Threat thing or should I just go ahead and reinstall the entire game and mod? Luckily, I'm on a new playthrough so it's not hard to start again, but also, I don't want to start again.

EDIT: Fixed with a reinstall, now if I can just solve my controller issues

EDIT 2: Unfixed, my saves are still deleting on close of the game, which is mildly frustrating to put it lightly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-12-07 15:38:06
EDIT: Fixed with a reinstall, now if I can just solve my controller issues

tried config the controller within 7th heaven? :)
regards saves, try disable cloud sync

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: DMCbr on 2021-12-08 01:43:19
Can i have a lil help with mod order please?  :(
https://forums.qhimm.com/index.php?topic=20924.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Drayenn on 2021-12-08 02:31:20
tried config the controller within 7th heaven? :)
regards saves, try disable cloud sync

Cloud saving was disabled, it would literally create the save file locally and then delete it when I closed the launcher, was insanity

And yeah, 7th Heaven solved most of my problems, I have attributed it to Steam being fucking weird
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: TheBlackMage on 2021-12-08 05:05:05
Hi all, hope everyone is doing great today.

Forgive me if this is the wrong place to post this.

But I'm running into an issue where I cannot find Hero Drink II, and there is very little I can find on where to even get them. I know I had some at one point in the game but I cannot remember.

the only thing I've seen is that they can show up from chocobo racing but I have yet to see one and I've been spamming it. I also don't really understand chocobo racing that much as far as prizes are conscerned but I haven't even seen it to try for it.

A little lost for what to do here.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: CraigKirkLive on 2021-12-08 22:39:04
Hi,

I've seen a smattering of other posters asking about the Osmose materia and I've looked everywhere it apparently should be for v2.0.991 - Costa Del Sol materia shop and post-Mideel materia shop. Also looked in a number of places it 'used' to be such as Aerith's house and Ropeway station and Highwind - it's nowhere.

I've tried using Black Chocobo save editor to edit it into my materia stock but that also won't work even if I add all the materia to my stock.

I'm mainly concerned I won't be able to get Master Magic later on - is anyone able to suggest a fix? I feel like I must be the only one with this problem.

Anyone able to help?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-12-09 06:46:40
Hi all, hope everyone is doing great today.

Forgive me if this is the wrong place to post this.

But I'm running into an issue where I cannot find Hero Drink II, and there is very little I can find on where to even get them. I know I had some at one point in the game but I cannot remember.

the only thing I've seen is that they can show up from chocobo racing but I have yet to see one and I've been spamming it. I also don't really understand chocobo racing that much as far as prizes are conscerned but I haven't even seen it to try for it.

A little lost for what to do here.

disc 2, Icicle Inn
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-12-09 06:47:20
Osmose is bought at Costa Del Sol, disc 1.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Drayenn on 2021-12-11 08:22:10
Hey, I know we have a drop/steal/morph table, but is there a missable items table? Or perhaps a list of what changes have actually been made to the story and items for B mode, perhaps ordered chronologically?

I really hate missing items
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-12-11 10:40:35
Hey, I know we have a drop/steal/morph table, but is there a missable items table? Or perhaps a list of what changes have actually been made to the story and items for B mode, perhaps ordered chronologically?

I really hate missing items

think my spreadsheet is one of the most accurate ones you can find a link in within this thread, containing uniquely missible items, however its spoiler heavy an example:
Spoiler: show
you can intentionally get 0 points for the junon march mini game which will give a key item in return for getting beat up :)
i'll try get some time to go through it and list any missible keyitems / items in a seperate spoiler free page for you for gametypeB. 

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Drayenn on 2021-12-12 05:02:42
think my spreadsheet is one of the most accurate ones you can find a link in within this thread, containing uniquely missible items, however its spoiler heavy an example:
Spoiler: show
you can intentionally get 0 points for the junon march mini game which will give a key item in return for getting beat up :)
i'll try get some time to go through it and list any missible keyitems / items in a seperate spoiler free page for you for gametypeB.

Sorry, where exactly is this list?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-12-12 07:05:34
Sorry, where exactly is this list?

https://docs.google.com/spreadsheets/d/1UXnqC_AOEVEUEKx6ABYyzGBJ2a29qA7cS2rdk02nbFo/edit?usp=sharing

will be a new tab monday or tuesday, containing just 'missible keyitems/items' for game typeb
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Drayenn on 2021-12-12 07:54:40
https://docs.google.com/spreadsheets/d/1UXnqC_AOEVEUEKx6ABYyzGBJ2a29qA7cS2rdk02nbFo/edit?usp=sharing

will be a new tab monday or tuesday, containing just 'missible keyitems/items' for game typeb

Well it ain't pretty, but it certainly has info in it. Hopefully I can use it to get all the good stuff early, just like I enjoy. Plus you know, not missing anything or skipping anything on accident.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-12-12 09:38:39
Well it ain't pretty, but it certainly has info in it. Hopefully I can use it to get all the good stuff early, just like I enjoy. Plus you know, not missing anything or skipping anything on accident.

not pretty at all was quick n dirty initial draft done whilst playing live on stream with a few revisions as each new version came out.  I've sucessfully completed several hundo 100% runs (all bosses all items) in sub 24 hours. (with exp on, which is default).

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Drayenn on 2021-12-12 10:58:40
not pretty at all was quick n dirty initial draft done whilst playing live on stream with a few revisions as each new version came out.  I've sucessfully completed several hundo 100% runs (all bosses all items) in sub 24 hours. (with exp on, which is default).

Yup and if I could just get a list of where everything has been moved to, I could also attempt something like that :3

I hate missing out on stuff
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: JonJon412 on 2021-12-12 22:14:45
crash into 3-4 times (til it makes a bee line - goes straight to a destination). do some damage. when its HP reaches a certain value. the final location will be near cosmo canyon and anceint forest area.


Thanks man, I made sure I hit him with everything I got in the next bout and he went next to the Ancient Forest.

Let me ask you something since you probably already beat this mod.

Is it possible to get the Missing Score weapon?

If you've gotten the rest, you've probably understand why I'm asking.

If you can, just say yes, no need to reveal location.

I'm playing 1.5 BTW.

Thanks in advanced!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-12-13 06:56:04
Is it possible to get the Missing Score weapon?
I'm playing 1.5 BTW.

yes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: JonJon412 on 2021-12-13 21:02:49
yes.

Thanks for the answer bro.

I got another question that's been bugging me for awhile.

All this time I've been trying to get the Master Command materia at Cosmo Canyon, but I wasn't sure why I couldn't get it...I really thought Deathblow was taken of this mod because I couldn't find it anywhere.

Do you have idea where it might be and IF I can get it?

Thanks in advanced wdx.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: CraigKirkLive on 2021-12-13 23:40:54
Hi,

I've seen a smattering of other posters asking about the Osmose materia and I've looked everywhere it apparently should be for v2.0.991 - Costa Del Sol materia shop and post-Mideel materia shop. Also looked in a number of places it 'used' to be such as Aerith's house and Ropeway station and Highwind - it's nowhere.

I've tried using Black Chocobo save editor to edit it into my materia stock but that also won't work even if I add all the materia to my stock.

I'm mainly concerned I won't be able to get Master Magic later on - is anyone able to suggest a fix? I feel like I must be the only one with this problem.

Anyone able to help?

Soooo sadly I didn't get any help here but continued playing anyway. Glad to say you don't need Osmose materia in order to obtain Master Magic materia, and in addition Master Magic contains Osmose. Guess the Osmose materia took a placeholder from a different non-magic materia? In any case it worked out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-12-14 07:02:11
how much HP and MP does ruby weapon have, in NT 2.0 " normal " difficulty mode ??

how much HP and MP does ruby weapon have, in NT 2.0 " hard " difficulty mode ??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-12-15 06:45:37
how much HP and MP does ruby weapon have, in NT 2.0 " normal " difficulty mode ??

how much HP and MP does ruby weapon have, in NT 2.0 " hard " difficulty mode ??
Spoiler: show

165k

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-12-15 14:04:51
But how much MP does ruby weapon have ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-12-15 18:20:17
But how much MP does ruby weapon have ?

sorry missed the MP part of your question
Spoiler: show
 30K


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2021-12-15 21:45:41
sorry missed the MP part of your question

is it also true that Ruby weapon's AP for beating him, has been reduced to 3500-4500 ??

i noticed that only Emerald weapon gives you 50k AP now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-12-16 12:12:19
is it also true that Ruby weapon's AP for beating him, has been reduced to 3500-4500 ??

i noticed that only Emerald weapon gives you 50k AP now.

Spoiler: show
 the lower end of the AP. really is plently thou 
in og ruby gives 50k ap. you can still use double or even 6 slot triple growth weapons. to max out some materia :>
there is also a cap limit which can hit regarding AP. i can't remember that off the top of head thou
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: DeliciousWhales on 2021-12-18 11:51:25
I tried New Threat. Got as far as Wall Market, and found random encounters had been turned off. Went back to sector 6, did sewer, train graveyard. Only battle was the boss fight in the sewer. Disabled New Threat, used Ctrl+B a few times to turn random encounters off/on. No difference, random encounters have just not come back at all. Probably will have to drop New Threat and start a new save game if I can't resolve it. Kinda weak. All of my other mods are just graphics mods so nothing else should be touching gameplay.

Back in 2018 Sega Chief posted:

Quote
for the small segment where Cloud has left the playpark and is heading south through the scrapyard alone, encounters could be fought in the original game which I disabled and then re-enabled once Barret/Tifa catch up to you

Have to wonder if heading south after being in the park with Aerith caused this. Was it assumed that the only time the player heads south is after the plate falls?

How can I get random encounters to come back on? Would prefer not to restart a new save.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Drayenn on 2021-12-19 00:37:42
I tried New Threat. Got as far as Wall Market, and found random encounters had been turned off. Went back to sector 6, did sewer, train graveyard. Only battle was the boss fight in the sewer. Disabled New Threat, used Ctrl+B a few times to turn random encounters off/on. No difference, random encounters have just not come back at all. Probably will have to drop New Threat and start a new save game if I can't resolve it. Kinda weak. All of my other mods are just graphics mods so nothing else should be touching gameplay.

Back in 2018 Sega Chief posted:

Have to wonder if heading south after being in the park with Aerith caused this. Was it assumed that the only time the player heads south is after the plate falls?

How can I get random encounters to come back on? Would prefer not to restart a new save.

Did you take Enemy Away off of Aerith?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: DeliciousWhales on 2021-12-19 04:15:31
Did you take Enemy Away off of Aerith?

lol ok that was easy. I hadn't hanged her materia so didn't notice.

Enemy Away isn't normally available until Gold Saucer, wouldn't have even though to check that.

Randomly putting this on a char without warning isn't great. Some dialogue to say something about it would be helpful.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Drayenn on 2021-12-20 01:10:21
lol ok that was easy. I hadn't hanged her materia so didn't notice.

Enemy Away isn't normally available until Gold Saucer, wouldn't have even though to check that.

Randomly putting this on a char without warning isn't great. Some dialogue to say something about it would be helpful.

Dunno, first thing I do is change up people's loadouts when I get them, probably expects most people who are downloading a mod to be in a similar level of experience and mindset.

Now you'll know for next time
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: youknowiknow778 on 2021-12-21 20:58:42
Just...wow. I love it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: JonJon412 on 2021-12-22 20:58:03
Is there a major difference from 1.5 to 2.0?

I finished 1.5 and did everything I could.

Only thing I really didn't dwell on was the Chocobo Races.

Anyone played both?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Drayenn on 2021-12-23 04:18:30
Is there a major difference from 1.5 to 2.0?

I finished 1.5 and did everything I could.

Only thing I really didn't dwell on was the Chocobo Races.

Anyone played both?

I believe there are patch notes
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-12-23 09:46:50
Is there a major difference from 1.5 to 2.0?

I finished 1.5 and did everything I could.

Only thing I really didn't dwell on was the Chocobo Races.

Anyone played both?

theres major rebalancing features between the two versions, 1.5 actually has a little more content as some was removed to streamline it somewhat.
Its well worth playing both 1.5 and 2 personally I'd treat them as 2 seperate mods with some simularities.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: chopsueii2 on 2021-12-24 20:18:20
Hi. I'm trying to install this mod with the reunion. I followed this steps:
Place the unzipped folder into: FINAL FANTASY VII\The_Reunion\CUSTOM. In the Options.cfg file of The_Reunion folder, under [CUSTOM] set this line: Mod_ID = New_Threat_2.0
I'm missing the next step as I can't find the New_Translation line:  set the New_Translation option to 'n'

Any ideas?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: JonJon412 on 2021-12-25 00:46:16
I believe there are patch notes

theres major rebalancing features between the two versions, 1.5 actually has a little more content as some was removed to streamline it somewhat.
Its well worth playing both 1.5 and 2 personally I'd treat them as 2 seperate mods with some simularities.

Thanks for the replies.

I'm giving 2.0 a chance and I'm pass the Wall Market...I'm seeing big differences by now!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Drayenn on 2021-12-25 04:50:02
Yeah blew my mind when I didn't have to do any of the crossdressing stuff. Kinda sad tho, I enjoy the silliness, but was just too damn good at battling I guess. Now I just gotta score 0 on the TV ratings apparently, but that's harder than it sounds
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Bonez on 2021-12-25 10:40:49
Is cosmo memory that one which adds footsteps or something? I think if it alters the flevel then it isn't compatible with other mods that alter the flevel like this one.

Cosmo Memory is completely compatible with NT 1.5, NT 1.5VC, NT 2.0 and even True Necrosis.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2021-12-25 13:58:54
Yeah blew my mind when I didn't have to do any of the crossdressing stuff. Kinda sad tho, I enjoy the silliness, but was just too damn good at battling I guess. Now I just gotta score 0 on the TV ratings apparently, but that's harder than it sounds



Spoiler: show

route depends on Type.  type b skips crossdressing. TypeA Still do it
the thing after the tv thing, square circle triangle left right thingmajig :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Drayenn on 2021-12-26 00:10:08
is it also true that Ruby weapon's AP for beating him, has been reduced to 3500-4500 ??

i noticed that only Emerald weapon gives you 50k AP now.

So not the TV ratings, the Rufus ratings? That makes more sense I guess, since you have way more control over them.

Also yes, I guessed that type A, the version that stuck closer to the main game, in fact, stuck closer to the main game
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Ghaleon on 2021-12-26 14:26:04
Hey guys. Started playing this mod, really awesome work !

I now have to to Bone Village. I'm quite a completionist, and something occurred to me though : it seems I've missed Twin Viper weapon for Yuffie ; apparently it's in Shinra Mansion, so I went back there but can't seem to find it anywhere. Does it have anything to do with the piano ? (I don't really know what its purpose is)

I'm playing the A version, by the way. Thanks for helping.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: nuada on 2021-12-31 08:48:23
hi.

is there a way to play NT2.0 in german?

I have also tried to start a translation on my own, but I can't find a way, I have extracted the iro

In New Threat - Sega Chief/flevel.lgp with wich software can i edit the text from  ancnt1.chunk.1, anfrst_2.chunk.1 ect? makoureactor don't work.

and i search also the org. German 98 ff7.exe/(OR German - 0_ff7.exe.txt) i had all collected since bootleg, but my old drive is broken :-(
i have only the steam version but i cant dump the text with touphScript
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: GoldRidley on 2022-01-01 23:44:56
Please remove Morph completely. 

It adds nothing but an additional layer of tedium and grind that the game absolutely does not need, and as a mechanic it's redundant experience with steal around.  Plus, desirable morphables on bosses?  This forces the player to shift their focus from beating the boss to contriving a scenario where they waste x turns whittling down the last few slivers of HP.  It obligates the player to constantly alt tab to the morphable guide instead of enjoying the game.  It punishes the use of the counter materia, damage over time effects, and anything that takes the late stages of fights out of the "pokemon capture" window.  It generally disrupts the flow of combat and story.  It made the original game worse, and it worsens your mod, which is otherwise a blast!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Drayenn on 2022-01-03 03:56:11
Please remove Morph completely. 

It adds nothing but an additional layer of tedium and grind that the game absolutely does not need, and as a mechanic it's redundant experience with steal around.  Plus, desirable morphables on bosses?  This forces the player to shift their focus from beating the boss to contriving a scenario where they waste x turns whittling down the last few slivers of HP.  It obligates the player to constantly alt tab to the morphable guide instead of enjoying the game.  It punishes the use of the counter materia, damage over time effects, and anything that takes the late stages of fights out of the "pokemon capture" window.  It generally disrupts the flow of combat and story.  It made the original game worse, and it worsens your mod, which is otherwise a blast!

I think you'll find this solution is actually closer to "make morph less essential" rather than "remove morph entirely" because this "pokemon capture window" as you call it, is a reasonable challenge to have for people who want it, the problem is that the rewards are way too high and force people who don't even enjoy it to have to partake.

On that level tho, what are you really missing if you just choose not to morph? That's on you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Cere on 2022-01-03 19:54:06
Never tried to morph one boss, and honestly i don't want to try that, i don't like the idea at all, i hope that there are no items obtainable only morphing the bosses.

I very like the time i spent trying to morph the normal enemy when i progress with the main story (i don't follow any guide/table), this add another layer of "things to do".

BTW, i very like the option for the enemy don't drop gil.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: dogminster on 2022-01-05 19:25:39
Question about end game content--I previously played NT prior to 2.0 (can't remember if it was 1.3 or 1.5) and remember the dark cave end game content. I'm now near the end of a NT 2.0 type A playthrough and I'm wondering if there's similar endgame content anywhere or if it's only for type B.

Thanks for the mods by the way, they've given me a reason to revisit a childhood favorite. 2.0 feels easier than I remember 1.x feeling, but I don't have hard-mode on. In the future, I think a semi-hard mode that increases enemy level/improves enemy AI but doesn't cut exp/gil received would be awesome--I like the challenge but don't like to grind.

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2022-01-06 11:25:09
Question about end game content--I previously played NT prior to 2.0 (can't remember if it was 1.3 or 1.5) and remember the dark cave end game content. I'm now near the end of a NT 2.0 type A playthrough and I'm wondering if there's similar endgame content anywhere or if it's only for type B.

Thanks for the mods by the way, they've given me a reason to revisit a childhood favorite. 2.0 feels easier than I remember 1.x feeling, but I don't have hard-mode on. In the future, I think a semi-hard mode that increases enemy level/improves enemy AI but doesn't cut exp/gil received would be awesome--I like the challenge but don't like to grind.

Thanks!
end game content:
Spoiler: show
 dark cave is not in any version from v2.0 upto at least 2.0991. some of the endgame additional content was removed and some 'reworked' to streamline somewhat


regards semi hard mode and grinding, there really is no need to grind (and above few posts) morph.  morphing some bosses may provide really good items early on, however it absolutely is not necessary, not even so with a lvl7/8 challenge (can disable exp at the very first savepoint).  a mid range difficulty setting you could perhaps if finding things a little easy then you have the option to disable EXP at any SavePoint within the game.  same regards if playing on hard mode and still find fairly easy you can then disable exp to further (somewhat) have more options available for 'difficulty' wise.  You also have the choice of to either use mr smiles (SP Upgrades) or not within both typeA and typeB storylines. using them makes the mod much easier overall. there is so much options available to persons to control the difficulty i believe the choice covers an extremely wide spectrum of players extremely well.
Spoiler: show
 ps hard mode no sp usage will bag ye a secret ending) also for v1.x  1.x's being much better)
.



i whole hearty agree its easier than v1.x. the only real grind that perhaps is necessary (not much of thou) if you play on TypeB hard Mode with exp disabled. then some particular enemies will have items that you require to heal/revive). that does not necessary mean via morphing although that would help a ton. :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Severon on 2022-01-07 19:15:10
Hey hey

Would first like to say, thank you very much for this mod. It breathes a new lease of life into this game.

I've discovered a fatal crash when loading up one the battles.
Im in the Train Graveyard after the sewers and the game will crash when attempting to load the battle. It seems to have something to do with loading Cripshays as the other enemies in their formations seem to spawn correctly in other battles.

In order to replicate this crash:

Boot up FF7 from fresh with just NT v2.0.991 installed
Have a save file in the Train Graveyard
Run around to get the first encounter. It should be 2x Ghosts and a Deenglow.
Escape / Win / Quit to Main Menu
Reload save (or just continue running around) to get the next encounter.
This encounter will crash.

I can't seem to progress because everytime I try reload the save and move towards the next screen I will ineventibly get the crash encounter.
I hope this info helps.
Enter the first fight
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2022-01-09 11:55:45
Hey hey

Would first like to say, thank you very much for this mod. It breathes a new lease of life into this game.

I've discovered a fatal crash when loading up one the battles.
Im in the Train Graveyard after the sewers and the game will crash when attempting to load the battle. It seems to have something to do with loading Cripshays as the other enemies in their formations seem to spawn correctly in other battles.

In order to replicate this crash:

Boot up FF7 from fresh with just NT v2.0.991 installed
Have a save file in the Train Graveyard
Run around to get the first encounter. It should be 2x Ghosts and a Deenglow.
Escape / Win / Quit to Main Menu
Reload save (or just continue running around) to get the next encounter.
This encounter will crash.

I can't seem to progress because everytime I try reload the save and move towards the next screen I will ineventibly get the crash encounter.
I hope this info helps.
Enter the first fight

might be helpful to upload your save. are you using 7th heaven to load nt? a workaround which is not the greatest perhaps is to ensure that
Spoiler: show
 areiths enemyaway materia is equipped
until you get past that area.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: JonJon412 on 2022-01-09 23:59:41
Please, if someone knows, let me know what this item does/what's it used for:

Spoiler: show
Synthesis Cell, apparently you get it once you Morph Jenova-Death but I missed it and I don't want to do that battle again :(

But if it is important I'll redo it...thanks in advanced.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Zantetzulken on 2022-01-12 17:47:55
Is cosmo memory that one which adds footsteps or something? I think if it alters the flevel then it isn't compatible with other mods that alter the flevel like this one.

I can probably do that, I think it used to work that way but maybe I've set the battle flags so that fanfare plays by accident. Will rectify.

Just to answer some of your questions from before, I'll add something to that superboss (I also need to check it over, there's something wrong with it). Core Materia I think is a Magic Materia with tier3 elemental magic and Cure on it but I've been thinking that its placement renders it a lot less useful by that point so will probably move it.

Hey sega chief have a thing i wondering got my game working at all  NT 2.0  type b  played 1.5 before got to kalm flashback but yuffi event dident happen have you altered it out or do just find her on the map as beforeNT 1.5 now just anan chekc if this awasent a bug or something or a somethign wrong in the script
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2022-01-13 06:28:57
NT 2.0  type b  played 1.5 before got to kalm flashback but yuffi event dident happen

yuffie event still occurs there. are you running any other mods field mods maybe could interfere depending on load priority.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Zantetzulken on 2022-01-13 06:55:01
yuffie event still occurs there. are you running any other mods field mods maybe could interfere depending on load priority.

not really saw yuffi at chocobo farm aswell toguth that was normal so keep going guess iam fucked and have to play from scrach then  could interact with her but tol somethign about chocobo my load oder will up loead it now

https://imgur.com/a/QIH1HeH

EDIT had  save file now running same squense and it worked same loadorder  strange tho becasue it dident work at first XD and now it did
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: javisanchez1234567 on 2022-01-13 21:48:01
Hello Sega.
I have played the Spanish version of your mod for the second time and I liked it again. I prefer to play NT before the original, but there are some things that I don't understand how you could do. For example, I've messed around with the mod programs a bit and I see that even though I put the ignore barrier option, the heals still don't ignore barrier. How did you get it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Dark_Ansem on 2022-01-16 20:17:41
So, am I a bad person if I say that this mod runs better than FF7 Remake?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Drayenn on 2022-01-17 14:47:52
So, am I a bad person if I say that this mod runs better than FF7 Remake?

Did you fuck a dog during the statement?

If not, you probably just said something extremely normal.

To be a bad person, you'll have to try a lot harder
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: MrMadakey on 2022-01-26 10:07:42
Hey me again..

So it doesn't matter who replies to this just wondering if I've missed a few items along the way.

So I'm in disc 3 on version 2.0 type b and starting to clean things up bosses wise. However I've obviously been watching some videos from others and noticed a few things such as Gospel Sparks (An item that gives peerless) and Hydro Splinter Materia. Now when checking the documentation provided with the New Threat Download it doesn't actually say where to get Gospel Sparks from and it also says that Hydro could be found in Junon Docks.. Now there wasn't any materia in Junon docks to my recollection and considering I'm at the point I am now I'm a little confused where it is.. Have I missed it ?

Also the thing I'm mainly curious about is where I would find a Gospel Sparks..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Sega Chief on 2022-01-26 15:14:46
Right, I'm back. Thanks to wdx and others for answering questions while I was gone. Sorry for any questions that went unanswered.

Please, if someone knows, let me know what this item does/what's it used for:

Spoiler: show
Synthesis Cell, apparently you get it once you Morph Jenova-Death but I missed it and I don't want to do that battle again :(

But if it is important I'll redo it...thanks in advanced.



*I misread it initially

This item raises the target's Strength, Magic, Defence, and Magic Defence by +100% (like maxing out stats using a Hero Drink). However it also inflicts gradual-petrify, sap, Death Sentence, and Resist so some care is needed when using it. If you can protect yourself from these status ailments then it's a very potent item.

Hello Sega.
I have played the Spanish version of your mod for the second time and I liked it again. I prefer to play NT before the original, but there are some things that I don't understand how you could do. For example, I've messed around with the mod programs a bit and I see that even though I put the ignore barrier option, the heals still don't ignore barrier. How did you get it?

This is done through an .exe edit I believe:
#Restorative Magic ignores MBarrier
5DEBB4 = 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90

What this does is it NOPs the check for MBarrier from the magic formula generally used for healing magic. The spanish .EXE differs slightly in offsets from the english one however, so the difference in offset will need to be accounted for. I'm unsure what it is.

Hydro Materia is found in the Junon Docks on Disc 2/3, on the screen where you performed the send-off for Rufus; the cargo ship will now be gone and the Materia should be sitting on the empty port somewhere.

Gospel Sparks I think are finite in supply (they grant invincibility being the reason for that); one is listed as being in the North Crater's Left-Up path.

***

I'll be putting up an update today (2.0992) to fix reported issues; current list is:

Spoiler: show

2.0992
-) Removed rename function during a scene that caused Cait's name to also change
-) Typo on train conductor's dialogue
-) Removed rename functions from Silver Chocobo due to unintended side-effects
-) Reactor 5 Type B: Save Point allowed access to SP Upgrade screen prematurely
-) Champion Belt: Vit+20 raised to Vit+45
-) Barret's Limit Break 'Mindblow' now deals Magic damage as intended instead of MP damage
-) X-Potion adjusted: In-battle, can be used on a single target for a focused heal or spread across party
-) Updated text for Cid's special items in his innate descriptions in Beginner's Hall & Respectable Inn
-) Type B: Scene fixed when exiting the elevator if Jessie not helped on the way out
-) Type B: Tifa line change in Sector 7 prior to Reactor 5 mission departure
-) Type B: Missing camera data for Sector 7 scene re-added
-) Type B: Sewer boss cleanup handling of the water treatment machine when KO'd
-) Type B: Reactor 5 boss reduced number of enemies in 2nd wave by 1
-) Disabled PHS from Save Point near Ropeway station when about to meet Cait Sith to prevent softlock
-) Iron Bangle: Materia slot added
-) Hard Mode description updated; EXP given is 1.25x higher rather than 0.5x lower
-) Boss in Great Glacier was using a placeholder model and has been updated to the intended model
-) Gi Nattak: Rekindle set to 1 target instead of all to avoid an issue where he could heal himself with it
-) Issue where Tifa could softlock during movement at the Sector 7 train station on Type B route
-) Conditions for playing Tifa's Piano for Final Heaven extended to include other party leaders (Tifa must be in active party)
-) Rebalancing for a boss fight on Disc 3 (and script/AI stability check)
-) Harpy is now more likely to use Aqualung (chance increases as HP decreases; can only cast Aqualung once)
-) Removed walkmesh deactivation on the dog in the cupboard in Kalm which could result in the character being softlocked if in the wrong place
-) Updated documentation for some erroneous information and leftover notes
-) Enemy Away unequipped from Aeris' starting equipment; this is now placed in Sector 5 Slum (outside entrance to junkyard)
-) Great Glacier: Moved location of Slash-All Materia from Mountain \ trail to Hot Springs area
-) North Crater: Added Comet Materia (only present if it was missed in the Whirlwind Maze)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Zikeagez on 2022-01-27 00:49:35
Was Mr. Smile moved from the Mythril Mines when updated to 2.0? I don't need to know specifically where / when we encounter him if it did change... I just want to be sure I didn't miss something important on my playthrough.

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: wdx on 2022-01-27 06:47:04
Was Mr. Smile moved from the Mythril Mines when updated to 2.0? I don't need to know specifically where / when we encounter him if it did change... I just want to be sure I didn't miss something important on my playthrough.

Thanks!

yes he is now found at certain points of time within game events.  the first event
Spoiler: show
 is just after the boss the Cargo ship

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: MrMadakey on 2022-01-27 12:10:16
Hydro Materia is found in the Junon Docks on Disc 2/3, on the screen where you performed the send-off for Rufus; the cargo ship will now be gone and the Materia should be sitting on the empty port somewhere.

Gospel Sparks I think are finite in supply (they grant invincibility being the reason for that); one is listed as being in the North Crater's Left-Up path.


Your brain is gigantic and I want to kiss it. Very clever sir.. Very very clever. Found both items as mentioned and I would like to apologise for being blind and not noticing in the documentation unlike first mentioned. I genuinely didn't see it! Thank you again!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
Post by: Sega Chief on 2022-01-27 17:16:41
Mod updated to 2.0992

Patch notes below (one thing was added from last post, Icicle Inn save point was moved)

Spoiler: show

2.0992
-) Removed rename function during a scene that caused Cait's name to also change
-) Typo on train conductor's dialogue
-) Removed rename functions from Silver Chocobo due to unintended side-effects
-) Reactor 5 Type B: Save Point allowed use of SP Upgrades prematurely
-) Champion Belt: Vit+20 raised to Vit+45
-) Barret's Limit Break 'Mindblow' now deals Magic damage as intended instead of MP damage
-) X-Potion adjusted: In-battle, can be used on a single target for a focused heal or spread across party
-) Updated text for Cid's special items in his innate descriptions in Beginner's Hall & Respectable Inn
-) Type B: Scene fixed when exiting the elevator if Jessie not helped on the way out
-) Type B: Tifa line change in Sector 7 prior to Reactor 5 mission departure
-) Type B: Missing camera data for Sector 7 scene re-added
-) Type B: Sewer boss cleanup handling of the water treatment machine when KO'd
-) Type B: Reactor 5 boss reduced number of enemies in 2nd wave by 1
-) Disabled PHS from Save Point near Ropeway station when about to meet Cait Sith to prevent softlock
-) Iron Bangle: Materia slot added
-) Hard Mode description updated; EXP given is 1.25x higher rather than 0.5x lower
-) Boss in Great Glacier was using a placeholder model and has been updated to the intended model
-) Gi Nattak: Rekindle set to 1 target instead of all to avoid an issue where he could heal himself with it
-) Issue where Tifa could softlock during movement at the Sector 7 train station on Type B route
-) Conditions for playing Tifa's Piano for Final Heaven extended to include other party leaders (Tifa must be in active party)
-) Rebalancing for a boss fight on Disc 3 (and script/AI stability check)
-) Harpy is now more likely to use Aqualung (chance increases as HP decreases; can only cast Aqualung once)
-) Removed walkmesh deactivation on the dog in the cupboard in Kalm which could result in the character being softlocked if in the wrong place
-) Updated documentation for some erroneous information and leftover notes
-) Enemy Away unequipped from Aeris' starting equipment; this is now placed in Sector 5 Slum (outside entrance to junkyard)
-) Great Glacier: Moved location of Slash-All Materia from Mountain \ trail to Hot Springs area
-) North Crater: Added Comet Materia (only present if it was missed in the Whirlwind Maze)
-) Icicle Inn: Moves Save Point indoors
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
Post by: Silver92 on 2022-01-28 23:13:22
Hey guys, thanks for the awesome mod and dedication to the forum.
I just can't find the right documentation that says where all the lvl4 limits are and the new content in general, is there a list or something? I can't find it in the 2.0 documents, everything but that.. thanks!
Also, I just completed the special fight, should have 15k gp but got none?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
Post by: wdx on 2022-01-29 11:54:04
Hey guys, thanks for the awesome mod and dedication to the forum.
I just can't find the right documentation that says where all the lvl4 limits are and the new content in general, is there a list or something? I can't find it in the 2.0 documents, everything but that.. thanks!
Also, I just completed the special fight, should have 15k gp but got none?

there is a chap on the highwind near cait sith which is the 'intel officer' he will direct you to the vast majority of additional content inclusive of some of the limit break locations.

the special battle if your speaking of, the VERY first time it will give you a large amount of BP not GP.  after should give a lot less BP as the
Spoiler: show
gilgamesh fight
only triggers once.  if you mean u had Gold Saucer Points. I believe that 10K GP Is the the limit of GP that your allowed which is required for
Spoiler: show
cait siths ultimate weapon
which can be bought from
Spoiler: show
 the girl in the amusement arcade which trades points for items


Level4 limit breaks:
Clouds & Areith
Spoiler: show
nibelheim flashback down to basement area within the mansion

redxiii
Spoiler: show
return to cosmo canyon gicavekey nip through there to the end

barret
Spoiler: show
speak to marlene in kalm shop, with him in the party

tifa - same place as original game
Spoiler: show
 need her in party (perhaps leader) piano in her house nibelheim

cid soon as you get
Spoiler: show
 the highwind

vincent
Spoiler: show
battle square

yuffie's has 2 steps return to
Spoiler: show
 climb the pagoda (perhaps for a second time) fight shingodo for reward
then nip to the
Spoiler: show
 sacred cave behind wutai (the one with the statues)
there you will have another
Spoiler: show
 boss fight fight
with that as the the reward.

might of missed one or two but pretty certain you'll find them ok :)
i have a prettty comphrensive doc uploaded which can find at https://docs.google.com/spreadsheets/d/1UXnqC_AOEVEUEKx6ABYyzGBJ2a29qA7cS2rdk02nbFo/edit?usp=sharing contains major spoilers thou.  will need to update for latest 2.0992 version thou a little bit :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
Post by: Bonhart on 2022-01-29 14:10:51
where can i find morph materia in b scenario (2.0992)? cant find it at Aerith's house...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
Post by: wdx on 2022-01-29 17:28:48
where can i find morph materia in b scenario (2.0992)? cant find it at Aerith's house...

it should be in
Spoiler: show
  her garden

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
Post by: Zikeagez on 2022-01-29 17:36:48
I assume this update is safe to apply if you were playing on 2.0 previously without any save file issues? Appreciate all the work this is great!

Mod updated to 2.0992

Patch notes below (one thing was added from last post, Icicle Inn save point was moved)

Spoiler: show

2.0992
-) Removed rename function during a scene that caused Cait's name to also change
-) Typo on train conductor's dialogue
-) Removed rename functions from Silver Chocobo due to unintended side-effects
-) Reactor 5 Type B: Save Point allowed use of SP Upgrades prematurely
-) Champion Belt: Vit+20 raised to Vit+45
-) Barret's Limit Break 'Mindblow' now deals Magic damage as intended instead of MP damage
-) X-Potion adjusted: In-battle, can be used on a single target for a focused heal or spread across party
-) Updated text for Cid's special items in his innate descriptions in Beginner's Hall & Respectable Inn
-) Type B: Scene fixed when exiting the elevator if Jessie not helped on the way out
-) Type B: Tifa line change in Sector 7 prior to Reactor 5 mission departure
-) Type B: Missing camera data for Sector 7 scene re-added
-) Type B: Sewer boss cleanup handling of the water treatment machine when KO'd
-) Type B: Reactor 5 boss reduced number of enemies in 2nd wave by 1
-) Disabled PHS from Save Point near Ropeway station when about to meet Cait Sith to prevent softlock
-) Iron Bangle: Materia slot added
-) Hard Mode description updated; EXP given is 1.25x higher rather than 0.5x lower
-) Boss in Great Glacier was using a placeholder model and has been updated to the intended model
-) Gi Nattak: Rekindle set to 1 target instead of all to avoid an issue where he could heal himself with it
-) Issue where Tifa could softlock during movement at the Sector 7 train station on Type B route
-) Conditions for playing Tifa's Piano for Final Heaven extended to include other party leaders (Tifa must be in active party)
-) Rebalancing for a boss fight on Disc 3 (and script/AI stability check)
-) Harpy is now more likely to use Aqualung (chance increases as HP decreases; can only cast Aqualung once)
-) Removed walkmesh deactivation on the dog in the cupboard in Kalm which could result in the character being softlocked if in the wrong place
-) Updated documentation for some erroneous information and leftover notes
-) Enemy Away unequipped from Aeris' starting equipment; this is now placed in Sector 5 Slum (outside entrance to junkyard)
-) Great Glacier: Moved location of Slash-All Materia from Mountain \ trail to Hot Springs area
-) North Crater: Added Comet Materia (only present if it was missed in the Whirlwind Maze)
-) Icicle Inn: Moves Save Point indoors

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
Post by: Bonhart on 2022-01-29 17:40:06
it should be in
Spoiler: show
  her garden

nope, it was there in 2.0991 but now its gone...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: EliteOne on 2022-01-29 19:41:37
Right, I'm back. Thanks to wdx and others for answering questions while I was gone. Sorry for any questions that went unanswered.


can you please change Ruby weapon's HP to 1 million, and AP gained back to 50,000 ??


also, Diamond/Ultima/Emerald weapon should also have their HP changed, to 1 million.

finally, i was thinking that on Hard mode, their HP could be set to more than 1 million.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
Post by: CultivatedFinch on 2022-01-30 10:02:51
I also can't find the Morph materia. It's not in Aerith's garden where it usually is, and the Enemy Away materia keeps respawning every time I leave the screen where it's located.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
Post by: AhBeng2 on 2022-01-30 13:54:23
Hi Sega,

I've been playing your New Threat 2.0 (both Type A and B) mod and it has really put a fresh coat of paint on an old classic. The way you added the twist of saving Aeris and to seamlessly adapt her presence to the later part of the story is simply brilliant and very creative. I can only imagine how much work that you have put in to make this mod happen.

I have a few questions regarding the latest version 2.0992 (pertains to Type A but maybe Type B too):

1. I can't seem to find the morph materia. IIRC, it used to be in Aeris' garden in the earlier versions (eg. 2.0991) but it is no longer there. Has it been moved elsewhere?

2. The Enemy Away materia seems to be still equipped on Aeris when you first meet her in the church. Also, the Enemy Away materia that is placed in the junkyard seems to always spawn every time you return to the junkyard screen.

3. The dialog for Tifa when the party confronts Don Corneo at the Da Chao statue during Yuffie's side quest (the one where she steals your materia) seems to be mixed up for Type A and Type B. Apparently, in type A, Tifa says something along the lines "I know you. You are that sleaze from Wall Market." whereas in type B, her dialog goes like "That fall really hurt." It seems that her dialog makes more sense (story-wise) if they were switched around.

4. In the earlier versions, you could exchange GPs for the speed plus materia and also, win the 1/35 statue from the submarine minigame at the Wonder Square. Apparently, this feature is missing from this version. Did I miss something?

5. The documentation provided indicates that Cait Sith's weapon HP Shout can be obtained from Wonder Square but I can't find it there in this version. Did I miss something here as well?

Thanks a lot for this wonderful mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
Post by: Sega Chief on 2022-01-30 18:09:05
where can i find morph materia in b scenario (2.0992)? cant find it at Aerith's house...

I also can't find the Morph materia. It's not in Aerith's garden where it usually is, and the Enemy Away materia keeps respawning every time I leave the screen where it's located.

I think these are likely related; will sort it out and update tonight.

can you please change Ruby weapon's HP to 1 million, and AP gained back to 50,000 ??


also, Diamond/Ultima/Emerald weapon should also have their HP changed, to 1 million.

finally, i was thinking that on Hard mode, their HP could be set to more than 1 million.

All that would accomplish is dragging the respective fights out and wouldn't serve much purpose.


Hi Sega,

I've been playing your New Threat 2.0 (both Type A and B) mod and it has really put a fresh coat of paint on an old classic. The way you added the twist of saving Aeris and to seamlessly adapt her presence to the later part of the story is simply brilliant and very creative. I can only imagine how much work that you have put in to make this mod happen.

I have a few questions regarding the latest version 2.0992 (pertains to Type A but maybe Type B too):

1. I can't seem to find the morph materia. IIRC, it used to be in Aeris' garden in the earlier versions (eg. 2.0991) but it is no longer there. Has it been moved elsewhere?

2. The Enemy Away materia seems to be still equipped on Aeris when you first meet her in the church. Also, the Enemy Away materia that is placed in the junkyard seems to always spawn every time you return to the junkyard screen.

3. The dialog for Tifa when the party confronts Don Corneo at the Da Chao statue during Yuffie's side quest (the one where she steals your materia) seems to be mixed up for Type A and Type B. Apparently, in type A, Tifa says something along the lines "I know you. You are that sleaze from Wall Market." whereas in type B, her dialog goes like "That fall really hurt." It seems that her dialog makes more sense (story-wise) if they were switched around.

4. In the earlier versions, you could exchange GPs for the speed plus materia and also, win the 1/35 statue from the submarine minigame at the Wonder Square. Apparently, this feature is missing from this version. Did I miss something?

5. The documentation provided indicates that Cait Sith's weapon HP Shout can be obtained from Wonder Square but I can't find it there in this version. Did I miss something here as well?

Thanks a lot for this wonderful mod.

1 and 2 are probably linked, so will sort that out.

Will swap around if they're backwards.

There should be a 1/35 soldier won from the submarine minigame after all levels of it are cleared. Speed Plus should also be tradeable at Wonder Square for a prize; the prize list seems to update 3 times and it seems that Speed Plus is available from the 2nd set (likely after the party acquires the Tiny Bronco; I think that's when the first change occurs, if not then after acquiring the Highwind). HP Shout should also be buyable here once you unlock the Highwind or when reaching Disc 3.

***
Edit: That should be it sorted; the new Enemy Away pickup was toggling the Morph value instead of its own one. As the Morph pickup flag will remain flipped for players who encountered this, I've set Morph onto a new variable so that it can be picked up on affected saves.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
Post by: Silver92 on 2022-01-30 19:56:27
there is a chap on the highwind near cait sith which is the 'intel officer' he will direct you to the vast majority of additional content inclusive of some of the limit break locations.

the special battle if your speaking of, the VERY first time it will give you a large amount of BP not GP.  after should give a lot less BP as the
Spoiler: show
gilgamesh fight
only triggers once.  if you mean u had Gold Saucer Points. I believe that 10K GP Is the the limit of GP that your allowed which is required for
Spoiler: show
cait siths ultimate weapon
which can be bought from
Spoiler: show
 the girl in the amusement arcade which trades points for items


Level4 limit breaks:
Clouds & Areith
Spoiler: show
nibelheim flashback down to basement area within the mansion

redxiii
Spoiler: show
return to cosmo canyon gicavekey nip through there to the end

barret
Spoiler: show
speak to marlene in kalm shop, with him in the party

tifa - same place as original game
Spoiler: show
 need her in party (perhaps leader) piano in her house nibelheim

cid soon as you get
Spoiler: show
 the highwind

vincent
Spoiler: show
battle square

yuffie's has 2 steps return to
Spoiler: show
 climb the pagoda (perhaps for a second time) fight shingodo for reward
then nip to the
Spoiler: show
 sacred cave behind wutai (the one with the statues)
there you will have another
Spoiler: show
 boss fight fight
with that as the the reward.

might of missed one or two but pretty certain you'll find them ok :)
i have a prettty comphrensive doc uploaded which can find at https://docs.google.com/spreadsheets/d/1UXnqC_AOEVEUEKx6ABYyzGBJ2a29qA7cS2rdk02nbFo/edit?usp=sharing contains major spoilers thou.  will need to update for latest 2.0992 version thou a little bit :)

Thanks for the reply! Found pretty much everything.
I see there are other optional bosses like a chocobo in the glacier? Is there a list of these extras? Also if there are new post endgame bosses?
Finally, is there no way of getting Could's pre-ultima weapon... weapons outside of the memory?I can't find either the "Iron Giant" nor "Wolfmeister" nor "Soldier 1st" anywhere to get the Ragnarok, any options?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
Post by: EliteOne on 2022-01-30 20:37:55
All that would accomplish is dragging the respective fights out and wouldn't serve much purpose.


why did you lower the AP received from Ruby Weapon, from 50,000 down to 4,500 ??

AP received was already where it was supposed to be.


also, my other suggestions would serve a purpose, on Hard mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: AhBeng2 on 2022-01-30 20:52:31
I think these are likely related; will sort it out and update tonight.
All that would accomplish is dragging the respective fights out and wouldn't serve much purpose.


1 and 2 are probably linked, so will sort that out.

Will swap around if they're backwards.

There should be a 1/35 soldier won from the submarine minigame after all levels of it are cleared. Speed Plus should also be tradeable at Wonder Square for a prize; the prize list seems to update 3 times and it seems that Speed Plus is available from the 2nd set (likely after the party acquires the Tiny Bronco; I think that's when the first change occurs, if not then after acquiring the Highwind). HP Shout should also be buyable here once you unlock the Highwind or when reaching Disc 3.

***
Edit: That should be it sorted; the new Enemy Away pickup was toggling the Morph value instead of its own one. As the Morph pickup flag will remain flipped for players who encountered this, I've set Morph onto a new variable so that it can be picked up on affected saves.

Thanks for making the changes.

I still can't get the Speed Plus materia and HP Shout from Wonder Square. I assume it is obtained from the girl at the amusement arcade. There are three items labelled with ???????? that cost 500, 1000 and 2000 GP. I've tried exchanging all those three items and I got the carob nut, gil plus materia and exp plus materia respectively. It seems like these are the same items exchanged in the original game.

In the documentation, HP shout costs 10000 GP but there is no exchangeable item from Wonder Square at that "price". I've tried going to Wonder Square to exchange items after I got the Highwind and in Disc 3.

I have not played the sub game recently but I remember in 2.0991, there were 5 levels to choose from - the Junon reactor, Levels 1,2,3 and 4. And, according to the documentation, you need to win 5 times to get the 1/35 soldier. But, in 2.0992, there seem to be only four levels (The Junon reactor level is gone). I would presume that you only need to win the minigame 4 times now to get the 1/35 soldier?

By the way, just a minor question: Is Tifa dialog's during the confrontation with Don Corneo at Wutai in Types A and B meant to be swapped around because her dialog is still the same in 2.0993 Type A i.e. "I know you. You are the sleaze from Wall Market."?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: Sega Chief on 2022-01-30 23:47:37
Thanks for the reply! Found pretty much everything.
I see there are other optional bosses like a chocobo in the glacier? Is there a list of these extras? Also if there are new post endgame bosses?
Finally, is there no way of getting Could's pre-ultima weapon... weapons outside of the memory?I can't find either the "Iron Giant" nor "Wolfmeister" nor "Soldier 1st" anywhere to get the Ragnarok, any options?

If not picked up from Wolfmeister or Soldier: 1sts then Iron Giant can be found on the left-down path (think it's the last screen of this route); I added him to the encounter tables there so he's not locked to the final descent anymore.


why did you lower the AP received from Ruby Weapon, from 50,000 down to 4,500 ??

AP received was already where it was supposed to be.


also, my other suggestions would serve a purpose, on Hard mode.

I didn't feel that amount was really needed anymore; a lot of the Summon Materia that could have used it in vanilla, for instance KOTR, is 1-star in NT and doesn't require any AP. I went with around the same value for a lot of the Disc 3 bosses. I don't see a reason not to tune this back up though so will do that on the next patch and adjust Emerald Weapon's AP as well.

I just don't feel that extending the length of the fight with more HP is a good way to go for making the fight harder. 1million HP I don't think would be a good idea for NT either as it's not as easy to land the same kind of numbers that you can in vanilla; Emerald had this amount in vanilla and the only practical way to beat it in a timely fashion was to use KOTR or some other consecutive hit attack that could land max damage per hit (otherwise you're there for a very long battle of attrition).


Thanks for making the changes.

I still can't get the Speed Plus materia and HP Shout from Wonder Square. I assume it is obtained from the girl at the amusement arcade. There are three items labelled with ???????? that cost 500, 1000 and 2000 GP. I've tried exchanging all those three items and I got the carob nut, gil plus materia and exp plus materia respectively. It seems like these are the same items exchanged in the original game.

In the documentation, HP shout costs 10000 GP but there is no exchangeable item from Wonder Square at that "price". I've tried going to Wonder Square to exchange items after I got the Highwind and in Disc 3.

I have not played the sub game recently but I remember in 2.0991, there were 5 levels to choose from - the Junon reactor, Levels 1,2,3 and 4. And, according to the documentation, you need to win 5 times to get the 1/35 soldier. But, in 2.0992, there seem to be only four levels (The Junon reactor level is gone). I would presume that you only need to win the minigame 4 times now to get the 1/35 soldier?

By the way, just a minor question: Is Tifa dialog's during the confrontation with Don Corneo at Wutai in Types A and B meant to be swapped around because her dialog is still the same in 2.0993 Type A i.e. "I know you. You are the sleaze from Wall Market."?

Those are the vanilla items, yeah. That's very concerning because if that's giving you the vanilla prizes, it means your Flevel would be vanilla too; it's either not been patched or has been overwritten by another mod. The listed prize text should look like this:

Spoiler: show

10GP = Hi-Potion
20GP = Ether
80GP = Holy Torch
100GP = X-Potion
300GP = Gold Ticket
500GP = ? ? ? ? Bracelet
2000GP = ? ? ? ? Materia
10000GP = ? ? ? ? Weapon
Don't want to exchange


If this text is different in any way, it means the flevel isn't patched or has been overwritten. When you next run the game, try selecting New Game and see if the Game Type selection text box appears; if it instead just goes straight into the opening FMV then that'd be another indicator that it's a vanilla flevel.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: EliteOne on 2022-01-30 23:57:53
I didn't feel that amount was really needed anymore; a lot of the Summon Materia that could have used it in vanilla, for instance KOTR, is 1-star in NT and doesn't require any AP. I went with around the same value for a lot of the Disc 3 bosses. I don't see a reason not to tune this back up though so will do that on the next patch and adjust Emerald Weapon's AP as well.

I just don't feel that extending the length of the fight with more HP is a good way to go for making the fight harder. 1million HP I don't think would be a good idea for NT either as it's not as easy to land the same kind of numbers that you can in vanilla; Emerald had this amount in vanilla and the only practical way to beat it in a timely fashion was to use KOTR or some other consecutive hit attack that could land max damage per hit (otherwise you're there for a very long battle of attrition).

See below.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: AhBeng2 on 2022-01-31 00:12:35

Those are the vanilla items, yeah. That's very concerning because if that's giving you the vanilla prizes, it means your Flevel would be vanilla too; it's either not been patched or has been overwritten by another mod. The listed prize text should look like this:

Spoiler: show

10GP = Hi-Potion
20GP = Ether
80GP = Holy Torch
100GP = X-Potion
300GP = Gold Ticket
500GP = ? ? ? ? Bracelet
2000GP = ? ? ? ? Materia
10000GP = ? ? ? ? Weapon
Don't want to exchange


If this text is different in any way, it means the flevel isn't patched or has been overwritten. When you next run the game, try selecting New Game and see if the Game Type selection text box appears; if it instead just goes straight into the opening FMV then that'd be another indicator that it's a vanilla flevel.

By golly, you are right. I turned off the other mods and it is working fine now. I can get the Speed Plus materia and HP Shout now. All five levels in the sub minigame are restored and I should be able to get the 1/35 soldier now. Thanks a lot man.

By the way, regarding Tifa's dialog with Don Corneo at Wutai, is it meant to be switched around in Types A and B? Just wanted to know.

Also, I remember that there is a battle between Tifa and Zangan as part of her Limit Break side quest in NT 1.5. Is it possible to put it in for NT 2.0?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
Post by: wdx on 2022-01-31 05:38:40
Thanks for the reply! Found pretty much everything.
I see there are other optional bosses like a chocobo in the glacier? Is there a list of these extras? Also if there are new post endgame bosses?
Finally, is there no way of getting Could's pre-ultima weapon... weapons outside of the memory?I can't find either the "Iron Giant" nor "Wolfmeister" nor "Soldier 1st" anywhere to get the Ragnarok, any options?

Wolfmeister: can be fought on the train mission think its the 3rd fight.
Solder 1st Class: on the steps leading upto upto hojo fight, possibly at junon as well where the highwind sat after the 'gas chamber' scene.
Iron Giant can be fought: in the northern crater

most optional 'endgame bosses' are listed within the 'intel officer' on the highwind.
exception is the
Spoiler: show
 'the calamity' which you require to do certain steps to unlock. I've listed those steps within the spreadsheet posted above
by the time your able to get the clue for that fight its already too late, however provides a really good excuse to replay so can solve the secrets in subsequent run :)

i will edit this post in a wee bit and list most.  EDITED.

Spoiler: show

Curator at ShinraHQ During the Midgar Raid. (u dont get nothing in 2.0991 now... bug?)


cloud: shinra mansion flashback
barret mt corel. Large Area near the reactor.
Nanaki:  Bugenhagen's observatory revisit the gicave
Yuffie Pagoda 2nd climb then onto the sacred fire cave
Cait Sith - Temple of the anceints revisit.
Great Glacier Log area (feed greens + nuts) nut zeio.
battle square - special battle
Shinra Mansion at nibelheim play tifa's tune. back lefthand side room.
Vincents Cave.

Each of the materia Caves have a new boss.
Yellow Cave - Is unique depending on party leader depends who you fight ;) The Mimic
Red Cave Shinryu & Omega
Blue Cave: Quadrangea
Purple Cave. Fight 6 coloured Hero's

extra stuff
===========

gold saucer: score 90+ points on all snowboarding minigames
win all 5 sub minigames
score +5k points speedsquare. (propeller trick works well)

score 0 points in junon minigame. for key item
morph boss jenova death for sythesiscells  (only place to get it)

weaponsmith: make the masamune

northren crater: unlock 'the calamity'  designed for second play through pahsana green mission.

northren crater: you can get item NewGame+++ via menu buffer to the chest.

additional extra scene/reward if you complete the mod on hard mode with no SP usage.





Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: Silver92 on 2022-01-31 15:12:23
Thanks for the weapon tip!
I'm not too happy that basically the secret encounter is missable? :'(
Also why Ultima Weapon does so little damage? I thought it was gonna be great then Cloud does 200 dmg per hit LOL am I missing something? I know it's supposed to do more DMG based on Cloud's HP% but same, very small damage even on full HP.
Also, is there any boss that can go through gospel + cosmo memory alternance? Is this just too much ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: Tyler Durden on 2022-02-01 05:15:29
thank you for this amazing mod, its perfect
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
Post by: Zikeagez on 2022-02-02 00:53:33
Is the boss mentioned in your spoiler specific to Type B? I'm currently running A and do intend to hit up B after... but definitely missed the mark on some of those things if they were available in type A!

Wolfmeister: can be fought on the train mission think its the 3rd fight.
Solder 1st Class: on the steps leading upto upto hojo fight, possibly at junon as well where the highwind sat after the 'gas chamber' scene.
Iron Giant can be fought: in the northern crater

most optional 'endgame bosses' are listed within the 'intel officer' on the highwind.
exception is the
Spoiler: show
 'the calamity' which you require to do certain steps to unlock. I've listed those steps within the spreadsheet posted above
by the time your able to get the clue for that fight its already too late, however provides a really good excuse to replay so can solve the secrets in subsequent run :)

i will edit this post in a wee bit and list most.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: chaos447 on 2022-02-02 04:53:08
This does not work for me. It crashes when I select new game and tells me to go to

https://github.com/julianxhokaxhiu/FFNx/wiki/FAQ

I tried disabling every mod except for NT 2.0 and it still gives me this message.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: Sega Chief on 2022-02-02 09:27:34
By golly, you are right. I turned off the other mods and it is working fine now. I can get the Speed Plus materia and HP Shout now. All five levels in the sub minigame are restored and I should be able to get the 1/35 soldier now. Thanks a lot man.

By the way, regarding Tifa's dialog with Don Corneo at Wutai, is it meant to be switched around in Types A and B? Just wanted to know.

Also, I remember that there is a battle between Tifa and Zangan as part of her Limit Break side quest in NT 1.5. Is it possible to put it in for NT 2.0?

If your flevel was vanilla for a period of time then you may see other issues arise or some stuff may have been missed as a result. It's not really possible to tell what the scale of the damage is though without knowing how long it was like that or what was done in-game during that time. This might be why the dialogue was flipped for your wutai sidequest for instance as the variable flag used to differentiate between Type A and Type B is a repurposed one that is used in vanilla to track one character's affinity for the date scene; in a vanilla flevel, this value would be getting altered in ways the NT flevel isn't really expecting. Hopefully nothing game-breaking occurs.

That sidequest + fight was retired, it won't be going into 2.0.

Thanks for the weapon tip!
I'm not too happy that basically the secret encounter is missable? :'(
Also why Ultima Weapon does so little damage? I thought it was gonna be great then Cloud does 200 dmg per hit LOL am I missing something? I know it's supposed to do more DMG based on Cloud's HP% but same, very small damage even on full HP.
Also, is there any boss that can go through gospel + cosmo memory alternance? Is this just too much ?

I tried it out there against a fairly high defence enemy (Grand Horn):

If I use it on a Cloud that has no strength boosts at all (Lv.57, around 100 strength) then it dealt about 8-900 damage which wasn't a huge amount. It'll likely deal less against enemies with higher defence or if Cloud's level and/or strength is lower.

However, when I buff his strength stat with equipment and Materia to around 220, it started to hit for around 3-4000 damage against the same enemy instead.

As for Gospel and Cosmo being used together, I think Debarrier/Dispel effects should be able to get rid of the Peerless/Invincible status but not a lot of enemies use this from what I recall.

Is the boss mentioned in your spoiler specific to Type B? I'm currently running A and do intend to hit up B after... but definitely missed the mark on some of those things if they were available in type A!


That boss is locked to Type B.

This does not work for me. It crashes when I select new game and tells me to go to

https://github.com/julianxhokaxhiu/FFNx/wiki/FAQ

I tried disabling every mod except for NT 2.0 and it still gives me this message.

If that error appears it means you're using FFNX so first thing I'd try is running the game without mods enabled to test that it's working properly. If you're able to get to, say, the second screen of the game then we can rule out a setup problem with FF7 & FFNX.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: AhBeng2 on 2022-02-02 09:51:16
If your flevel was vanilla for a period of time then you may see other issues arise or some stuff may have been missed as a result. It's not really possible to tell what the scale of the damage is though without knowing how long it was like that or what was done in-game during that time. This might be why the dialogue was flipped for your wutai sidequest for instance as the variable flag used to differentiate between Type A and Type B is a repurposed one that is used in vanilla to track one character's affinity for the date scene; in a vanilla flevel, this value would be getting altered in ways the NT flevel isn't really expecting. Hopefully nothing game-breaking occurs.

That sidequest + fight was retired, it won't be going into 2.0.


All good mate. This mod is fantastic and I will be replaying it several times anyway. So even if I did miss out anything, its not a big deal. Thanks a lot again man.

Btw, do you still accept donations via paypal?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: Perfect Zell on 2022-02-02 17:38:31
I discovered that Yuffie shows as an NPC on the Chocobo ranch, if you go there before she has joined the party. I was was playing on Type B. Is this intended behavior? Shouldn't she only show up after you have recruited her?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: Zikeagez on 2022-02-02 23:08:41
So playing through Type A I seem to have somehow missed the Long Range materia. Not sure how I did that but here I am!

The documentation for its location specifies "If missed, place somewhere." Where is this somewhere? haha
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: Sega Chief on 2022-02-03 12:30:49
All good mate. This mod is fantastic and I will be replaying it several times anyway. So even if I did miss out anything, its not a big deal. Thanks a lot again man.

Btw, do you still accept donations via paypal?

Yeah, there's a donations link on the first post.

I discovered that Yuffie shows as an NPC on the Chocobo ranch, if you go there before she has joined the party. I was was playing on Type B. Is this intended behavior? Shouldn't she only show up after you have recruited her?

Did you head down there before going into Kalm and concluding the events there? I'll update the conditions there.

So playing through Type A I seem to have somehow missed the Long Range materia. Not sure how I did that but here I am!

The documentation for its location specifies "If missed, place somewhere." Where is this somewhere? haha

The other Long Range is a bit trickier to get; when you've turned in all 3 items to the Kalm Traveller (desert rose from ruby weapon, earth harp from emerald weapon, and the Guidebook) you get an extra bonus of 3 Materia; one of which is Long Range.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: Perfect Zell on 2022-02-03 17:31:12
Did you head down there before going into Kalm and concluding the events there? I'll update the conditions there.

Yes. I went to the ranch immediately.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: AhBeng2 on 2022-02-03 19:48:14
Yeah, there's a donations link on the first post.


Cool. I will send over a donation soon.

Btw, I tried triggering the battle with the Silver Chocobo at the Great Glacier by feeding it the Zeio nut but the game crashes. This seems to happen (to me at least) only in ver. 2.0993 even without other mods active. I removed ver. 2.0993 and tried again with ver. 2.0991 (with and without other mods active) and there is no problem. I could enter the battle with Chokhmabo in ver. 2.0991.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: EliteOne on 2022-02-03 20:10:32
I went with around the same value for a lot of the Disc 3 bosses. I don't see a reason not to tune this back up though so will do that on the next patch and adjust Emerald Weapon's AP as well.

1million HP I don't think would be a good idea for NT either as it's not as easy to land the same kind of numbers that you can in vanilla; Emerald had this amount in vanilla and the only practical way to beat it in a timely fashion was to use KOTR or some other consecutive hit attack that could land max damage per hit


okay, i understand you're going to adjust Ruby weapon's AP back, in your next version.


and obviously you said 1 million HP was too high, but what about just making HP higher, for example to 150000 ?

or just making HP higher to 150000, on Hard mode, while leaving it the same on Regular mode ?

i'm only talking about superbosses, like Diamond/Ultima/Emerald weapon.


this would be much appreciated.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: wdx on 2022-02-04 07:16:29
and obviously you said 1 million HP was too high, but what about just making HP higher, for example to 150000 ?
or just making HP higher to 150000, on Hard mode, while leaving it the same on Regular mode ?
i'm only talking about superbosses, like Diamond/Ultima/Emerald weapon.
this would be much appreciated.

bear in mind lvl7 run (with no exp option) for hp values could become an issue. Its possible for you to adjust the HP's of the said superbosses yourself, via the likes of black chocobo :) (would using that application do it in real time at the start of fights) but with ATB wait 1 turn would be all it would take. and very easy to do.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: EliteOne on 2022-02-04 08:30:50
Its possible for you to adjust the HP's of the said superbosses yourself, via the likes of black chocobo :) (would using that application do it in real time at the start of fights) but with ATB wait 1 turn would be all it would take. and very easy to do.


i don't understand how to do that.

do you know how to edit superboss HP permanently ??


i would like to set the superboss, in Shinra mansion, who uses counters, to 150000 HP and 50000 AP gained.

also, i would like to set Ultima/Emerald/Ruby weapon, to 150000 HP and 50000 AP gained.


if it only makes sense to do this on regular mode, then that's fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: Sega Chief on 2022-02-04 09:32:49
Yes. I went to the ranch immediately.

I've added conditions there so it'll be sorted as of the next patch, thanks for letting me know.

Cool. I will send over a donation soon.

Btw, I tried triggering the battle with the Silver Chocobo at the Great Glacier by feeding it the Zeio nut but the game crashes. This seems to happen (to me at least) only in ver. 2.0993 even without other mods active. I removed ver. 2.0993 and tried again with ver. 2.0991 (with and without other mods active) and there is no problem. I could enter the battle with Chokhmabo in ver. 2.0991.

Thanks for the donation, much appreciated.

The model files appear to be missing for this enemy as it was using the wrong model files previously; I'll be updating the mod later to add the missing files along with some other things.


okay, i understand you're going to adjust Ruby weapon's AP back, in your next version.


and obviously you said 1 million HP was too high, but what about just making HP higher, for example to 150000 ?

or just making HP higher to 150000, on Hard mode, while leaving it the same on Regular mode ?

i'm only talking about superbosses, like Diamond/Ultima/Emerald weapon.


this would be much appreciated.

I'm not sure why you want the HP set to 150,000 for Ruby and Emerald when before you were asking for an increase to 1million; they currently both have 165,000 so this would decrease their HP rather than increase it. As for Ultimate Weapon, this boss is fought multiple times so increasing its HP would be a bad idea as it would exponentially increase the amount of time needed to trigger the final battle at Cosmo Canyon.

I've increased Ruby Weapon's EXP/Gil/AP to match Emerald Weapon; 50,000 for each where previously Ruby gave 45,000 EXP/Gil and only 4500 AP. I think Emerald was intended to have 5000AP rather than 50,000AP so that it followed the pattern of Exp/Gil/AP given by the other Weapon bosses but given that this is an optional super-boss I think it's maybe better that they have the increased AP.

As for the secret boss in Shinra Mansion, the reason it has those Exp/Gil/AP values is because it matches what it has from the game it came from. The amount of AP it gives is decidedly useless here, but there's plenty of ways to gain AP elsewhere; the North Crater's left-up path has two enemies that were great for AP farming in the vanilla game which have been buffed/modified in NT to better suit this purpose. Magic Pot now takes Ethers instead of Elixirs so they're more farmable (some mods disable the W-Item glitch so I felt this was a good idea to change the item to something more readily available) and the Movers enemy, while rare, has had the AP they give buffed up enormously (4800 AP per encounter; 14,400 AP if a Triple weapon/armour is used).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: EliteOne on 2022-02-04 12:39:29
I'm not sure why you want the HP set to 150,000 for Ruby and Emerald when before you were asking for an increase to 1million; they currently both have 165,000 so this would decrease their HP rather than increase it.

see below.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: AhBeng2 on 2022-02-04 20:33:31

Thanks for the donation, much appreciated.

The model files appear to be missing for this enemy as it was using the wrong model files previously; I'll be updating the mod later to add the missing files along with some other things.


No worries. It is just a token of appreciation for this wonderful mod.

I have a question about the conversation between Cloud and Aeris when the party revisits the Forgotten City. Bugenhagen informs the party that the White Materia is needed to summon Holy. Cloud then turns to Aeris and laments albeit mistakenly that Holy failed to appear because they did not have the White Materia. I can understand that Cloud is ignorant of the fact that the White Materia was all along in Aeris' possession. But, was Aeris herself unaware that she had the White Materia? Or she knew she had it but didn't know its purpose prior to Bugenhagen's revelation to the party at the Forgotten City? It seems rather odd that she did not rebuke Cloud for his incorrect deduction. As a side note, her dialog "A-ha. See, I told you I'd take care of it." at the end is simply hilarious and is totally in line with her goofy character. Good job.

By the way, at the Northern Crater, before Cloud hands over the Black Materia to Sephiroth, he says something along the lines "I'm sorry. Especially to you, Tifa. You have been so good to me. Maybe one day you'll meet the real Cloud." In my opinion, that dialog should be directed to Aeris as well (if she is in the party) since she did previously express her desire to meet the real Cloud. Also, I thought that akin to Tifa, she would try (in futility nonetheless) to persuade Cloud not to hand over the Black Materia to Sephiroth (due to her Cetra lineage) instead of remaining silent throughout.       

One part of the original story that was left unexplained is how did Tifa's mind survive after being drenched by the lifestream when Cloud got lost under similar circumstances? It was speculated that Aeris (after her death) actually guided Tifa in the lifestream; preventing her from getting lost. So, I think that it will be instructive if Aeris plays a more active role (alongside Tifa) in restoring Cloud's memories in the NT mod since she lives (or given the chance to live rather).

Maybe this is something that you can consider should you update the mod and make drastic changes to the story in the future. Cheers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: Sega Chief on 2022-02-07 16:51:45
No worries. It is just a token of appreciation for this wonderful mod.

I have a question about the conversation between Cloud and Aeris when the party revisits the Forgotten City. Bugenhagen informs the party that the White Materia is needed to summon Holy. Cloud then turns to Aeris and laments albeit mistakenly that Holy failed to appear because they did not have the White Materia. I can understand that Cloud is ignorant of the fact that the White Materia was all along in Aeris' possession. But, was Aeris herself unaware that she had the White Materia? Or she knew she had it but didn't know its purpose prior to Bugenhagen's revelation to the party at the Forgotten City? It seems rather odd that she did not rebuke Cloud for his incorrect deduction. As a side note, her dialog "A-ha. See, I told you I'd take care of it." at the end is simply hilarious and is totally in line with her goofy character. Good job.

By the way, at the Northern Crater, before Cloud hands over the Black Materia to Sephiroth, he says something along the lines "I'm sorry. Especially to you, Tifa. You have been so good to me. Maybe one day you'll meet the real Cloud." In my opinion, that dialog should be directed to Aeris as well (if she is in the party) since she did previously express her desire to meet the real Cloud. Also, I thought that akin to Tifa, she would try (in futility nonetheless) to persuade Cloud not to hand over the Black Materia to Sephiroth (due to her Cetra lineage) instead of remaining silent throughout.       

One part of the original story that was left unexplained is how did Tifa's mind survive after being drenched by the lifestream when Cloud got lost under similar circumstances? It was speculated that Aeris (after her death) actually guided Tifa in the lifestream; preventing her from getting lost. So, I think that it will be instructive if Aeris plays a more active role (alongside Tifa) in restoring Cloud's memories in the NT mod since she lives (or given the chance to live rather).

Maybe this is something that you can consider should you update the mod and make drastic changes to the story in the future. Cheers.

On the Holy Materia: Based on just what's in the original game's dialogue, I think it's up for debate if Aeris actually knows what that Materia is or rather what it specifically does. When you first meet her she says that she has a 'useless' Materia that she keeps as a memento from her mother; you can read that a few ways as either she genuinely doesn't know what it does, she's keeping it a secret in case people try to take it, or that it's tongue in cheek and she doesn't believe there'll ever be a need to call for Holy and it's therefore 'useless' in that sense.

What clinches it for me personally is when Cloud 'talks' to her in that dream after the Temple of the Ancients and she doesn't seem 100% sure where she's going or what the end result will be. The game up to that point has also pointed out a few times that Aeris isn't as connected to the Planet as prior Ancients were and she usually has trouble communicating with it clearly.

The OG dialogue is (and bear in mind there's minor differences between PSX and PC release in case this isn't 1:1 what's said on PSX):

Spoiler: show


{AERIS}
“The secret is just up here.”

{AERIS}
“At least it should be.
   …I feel it.
   It feels like I'm being led by something.”


So you could read that as not being aware what the plan will be, which would be very unusual if you were aware that you had a Materia that could call forth something like Holy. She's praying when the player finds her again, so an argument could be made that she is aware of Holy at that point but there's no way to really know for sure based on in-game text.

On the Black Materia handover: In the original builds, Aeris' script group was a copy of another character in most instances and I think I specifically tried to use ones where the character was most inactive (probably Vincent) to cut down on the amount of work needed and avoid adding too much story-wise or altering existing scenes (she was relegated to hanging out with Yuffie and suffering from air-sickness to avoid Highwind scenes; it should still be that way in the 1.5 build I think). I went back and made her more active in the 2.0 build on request, but I guess that scene at the Black Materia hand over wasn't revisited. You're right in that she probably should react in some way so I'll add it to my notes.

On the Lifestream: I don't know actually why Tifa emerges with her mind intact from the Lifestream, maybe it's to do with prolonged exposure? Perhaps in the extended stuff like the ultimania they offer an explanation but I try to go with what's in-game from the original whenever I can. I also think of that section as an important part of their character development so I won't be tampering with it to add Aeris in or stuff like that. I already get enough flak as it is for ruining the story forever and missing the whole point of the plot. It also makes it harder to do low level runs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: EliteOne on 2022-02-07 17:03:56
I already get enough flak as it is for ruining the story forever and missing the whole point of the plot. It also makes it harder to do low level runs.


sorry, i apologize.

i have disabilities, so there's difficulty typing correct numbers.

my request was supposed to be Diamond weapon at 165,000 HP, but Emerald/Ruby weapon at 365,000 HP.

i meant to type a " 3 " ,but typed a " 1 " by accident.


in regards to superboss in Shinra mansion, who uses counters, i think that Cloud's Ultima weapon critical hit should be set to 1/3 of the Masamune, and the Masamune critical hit should be set to 1/2, of where it is now.

my reason is that when you fight superboss in Shinra mansion, using the Masamune, its too easy, but too hard without it.


i would really appreciate these changes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: wdx on 2022-02-07 17:56:11
my reason is that when you fight superboss in Shinra mansion, using the Masamune, its too easy, but too hard without it.

if finding a particular boss too hard, maybe strategise and rearrange materia to help provide protection vs elements that a particular boss uses. alongside working out the weaknesses. bear in mind not all weakness's are 'weakness' as if an enemy is weak to an element and can absorb that dmg, it would simply absorb double the amount :)  some other bosses may not be weak to the likes of an element however that can do standard dmg, good example is
Spoiler: show
 gravity which works on several bosses  (not with the boss your speaking of thou)
stat/element boosting armour/assessories can make a fight a whole lot easier if using 'correctly'.

another thing to bear in mind the game specifically tells you about is counters, counters can't be countered. physical counters and magical counters vary you can assess which attacks are which element via a few tests to come up with strategies which work. specifically on the boss your speaking of a lot of its counters are based around level being devisable without remainder,

eg lvl4 holy will only hit party members at level 8/12/16/20..... so leveling a character to something not divisable by a lvl based attack would avoid a fair bit and can also make things easier for you. 

an immense part of the fun from this mod for me, was to work out viable strats enabling a 100% run at lowest possible level, whilst having solutions to morph all bosses (inclusive of those which hp too high to sense) :) if a particular materia/weapon/armour setup doesnt work something else will :)

if you nip onto discord and pm me (wdx) I can talk you through how to alter any enemy that your fighting hp level.  much higher HP's usually just drag's on battles, not necessary making them harder but more akin to repeatition. Use X use Y if party member dead revive, rinse repeat.

ps totally agree the Masamune is Very OP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: AhBeng2 on 2022-02-07 21:57:19
On the Holy Materia: Based on just what's in the original game's dialogue, I think it's up for debate if Aeris actually knows what that Materia is or rather what it specifically does. When you first meet her she says that she has a 'useless' Materia that she keeps as a memento from her mother; you can read that a few ways as either she genuinely doesn't know what it does, she's keeping it a secret in case people try to take it, or that it's tongue in cheek and she doesn't believe there'll ever be a need to call for Holy and it's therefore 'useless' in that sense.

What clinches it for me personally is when Cloud 'talks' to her in that dream after the Temple of the Ancients and she doesn't seem 100% sure where she's going or what the end result will be. The game up to that point has also pointed out a few times that Aeris isn't as connected to the Planet as prior Ancients were and she usually has trouble communicating with it clearly.

The OG dialogue is (and bear in mind there's minor differences between PSX and PC release in case this isn't 1:1 what's said on PSX):

Spoiler: show


{AERIS}
“The secret is just up here.”

{AERIS}
“At least it should be.
   …I feel it.
   It feels like I'm being led by something.”


So you could read that as not being aware what the plan will be, which would be very unusual if you were aware that you had a Materia that could call forth something like Holy. She's praying when the player finds her again, so an argument could be made that she is aware of Holy at that point but there's no way to really know for sure based on in-game text.


I am not familiar with the PC version of the OG dialogue (I bought the steam version to play this mod) but I can verify that in the PSX version, whilst not identical, the dialogue is very similar. Therefore, it has always been my contention that Aeris was somewhat doubtful of her plan to use Holy and its efficacy in stopping Sephiroth. She was also oblivious to the fact that Sephiroth had the power to contain Holy and never had the intention to sacrifice herself. I was curious about your interpretation of her dialogue and why you wrote her lines the way you did. It is interesting to learn that we are on the same page on this matter because many people seem to believe that Aeris was in control all along, she was “aware” that she was going to die and willingly sacrificed herself to save the planet.


On the Black Materia handover: In the original builds, Aeris' script group was a copy of another character in most instances and I think I specifically tried to use ones where the character was most inactive (probably Vincent) to cut down on the amount of work needed and avoid adding too much story-wise or altering existing scenes (she was relegated to hanging out with Yuffie and suffering from air-sickness to avoid Highwind scenes; it should still be that way in the 1.5 build I think). I went back and made her more active in the 2.0 build on request, but I guess that scene at the Black Materia hand over wasn't revisited. You're right in that she probably should react in some way so I'll add it to my notes.


That’s great. Hopefully, any additional dialogue on Aeris’ part in future versions will solidify the overall plot.


On the Lifestream: I don't know actually why Tifa emerges with her mind intact from the Lifestream, maybe it's to do with prolonged exposure? Perhaps in the extended stuff like the ultimania they offer an explanation but I try to go with what's in-game from the original whenever I can. I also think of that section as an important part of their character development so I won't be tampering with it to add Aeris in or stuff like that. I already get enough flak as it is for ruining the story forever and missing the whole point of the plot. It also makes it harder to do low level runs.

Yeah, I don’t think it was ever explained. I never paid any attention to the compilation and supplementary material, so I may be mistaken. I concur that the lifestream sequence is important character development especially for Cloud and Tifa; although in my humble opinion, Aeris’ addition will not dilute that in any way. In fact, by playing a more active role, it enhances her character development since she will be directly meeting the real Cloud (after all that was what she expressed in the Gold Saucer date sequence). But, this is just my view and I don’t think it is in anyway consequential to the overall plot. 

However, I strongly disagree with the view that you have missed the point of the OG by making changes to the story. I am hoping that you don’t take that view seriously because the changes in Type B were very good and I wished that the changes extended beyond the Midgar portion of the story.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: demos1085 on 2022-02-07 22:49:12
Quote
"One part of the original story that was left unexplained is how did Tifa's mind survive after being drenched by the lifestream when Cloud got lost under similar circumstances? It was speculated that Aeris (after her death) actually guided Tifa in the lifestream; preventing her from getting lost. So, I think that it will be instructive if Aeris plays a more active role (alongside Tifa) in restoring Cloud's memories in the NT mod since she lives (or given the chance to live rather)."

Hi there everyone.

I was lurking around seeing what is new with the mod and AhBeng2' s suggestion made me remember of a post I made here sometime ago, I agreed Tifa and Aerith could work together to repair Cloud's mind, here is how I proposed it could be done:

The “Mental recovery” of Cloud in Mideel, as it happens in the original history this event seems a little too convenient, almost a “Deux Ex Machina”, Tifa has no idea of how to help Cloud recover from his Mako poisoning (in fact nobody in the party has any idea about how to help Cloud), Weapon attacks, the earth cracks open and totally by accident both Cloud and Tifa fall into pure life stream, (Something that up to this point in the history has been presented to be something very bad, leading to dead or permanent insanity) and without any explanation Tifa resist all the negative effects of the life stream, somehow enters Cloud’s mind and helps him put back his memories and personality back together.

I think Aerith could help here, instead of making it a happy accident, it could be an intentional calculated risk, when the party visit Cloud and Tifa in Mideel the second time, (After completing the Corel Train Mission) Aerith would tell Tifa that when she visited the City of the Ancients by herself (Before she were attacked by Sephiroth), she listened the thoughts and memories left behind by the Cetra, and she came to understand the nature of the life stream a little better, due to this knowledge she thinks that maybe it could be possible to enter Cloud’s mind and repair it if the three of them enter the life stream together (Aerith because she could control the life stream to a degree, Cloud because she is the one in need of help, and Tifa because she was present during the Nibelheim incident and has the “Real memories” of that event, memories that are the key to repair Cloud´s persona), at this point Tifa will ask Aerith why she didn’t tell her this sooner, an Aerith will admit that is because she is really afraid of trying, as it’s is a very dangerous method and there is no way to know if it will actually work, if she is unable to keep the life stream in control the three of them will become permanently insane with Mako poisoning, but after searching her feelings she came to the conclusion that she has to try, because she cares too much for Cloud and for Tifa, to just let Cloud remain an empty husk for the rest of his life, Tifa thanks Aerith for being willing to do this for her friends, and together the three, voluntarily submerge themselves in a naturally occurring “Mako Hot spring” in Mideel.

The rest of the event plays out pretty much the same, Tifa manages to repair Cloud s memories and the three friends managed to get out of the Mako bath exhausted but alive and well. The only change to the original progression of the story is that the town of Mideel won´t be destroyed by an earthquake, but I don´t think that is too drastic of a change.

Quote
  I am not familiar with the PC version of the OG dialogue (I bought the steam version to play this mod) but I can verify that in the PSX version, whilst not identical, the dialogue is very similar. Therefore, it has always been my contention that Aeris was somewhat doubtful of her plan to use Holy and its efficacy in stopping Sephiroth. She was also oblivious to the fact that Sephiroth had the power to contain Holy and never had the intention to sacrifice herself. I was curious about your interpretation of her dialogue and why you wrote her lines the way you did. It is interesting to learn that we are on the same page on this matter because many people seem to believe that Aeris was in control all along, she was “aware” that she was going to die and willingly sacrificed herself to save the planet.

I agreed, Aerith was not some all knowing oracle, I think she was just trying to follow the instructions of her ancestors, to the best of her understanding, in fact, I think a good way to develop her character arc, would be she getting sad and distant after nearly getting killed by Sephiroth, not just because the physical pain of her injury but because her faith would be shaken, she followed the wishes of her ancestors, prayed with all her hearth, hoping for a miracle, and all she got for her troubles was a sword to the back, she would feel like she failed to fulfill her duty as a Cetra, or like her ancestors had forsaken her, so she would be understandably depressed, but after viewing the "video" in the waterfall of the City of Ancients, she would understand that her prayers were heard and that there is still hope for everyone, so she would recover her confidence and usual cheerful character.

Well that is it, I just wanted to share my ideas with AhBeng2, since we both seem to have a similar opinion about those plot points.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: EliteOne on 2022-02-07 22:55:21
I can talk you through how to alter any enemy that your fighting hp level.


i would highly prefer that Sega Chief complete some of my suggestions.


the objection was that 1 million HP was too much, but there's no reply as to why 365000 HP couldn't be done.

also, there's no reply as to why Regular mode couldn't keep the current 165000 HP, while Hard mode is changed to 365000 HP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: AhBeng2 on 2022-02-08 01:48:12
Hi there everyone.

I was lurking around seeing what is new with the mod and AhBeng2' s suggestion made me remember of a post I made here sometime ago, I agreed Tifa and Aerith could work together to repair Cloud's mind, here is how I proposed it could be done:

The “Mental recovery” of Cloud in Mideel, as it happens in the original history this event seems a little too convenient, almost a “Deux Ex Machina”, Tifa has no idea of how to help Cloud recover from his Mako poisoning (in fact nobody in the party has any idea about how to help Cloud), Weapon attacks, the earth cracks open and totally by accident both Cloud and Tifa fall into pure life stream, (Something that up to this point in the history has been presented to be something very bad, leading to dead or permanent insanity) and without any explanation Tifa resist all the negative effects of the life stream, somehow enters Cloud’s mind and helps him put back his memories and personality back together.

I think Aerith could help here, instead of making it a happy accident, it could be an intentional calculated risk, when the party visit Cloud and Tifa in Mideel the second time, (After completing the Corel Train Mission) Aerith would tell Tifa that when she visited the City of the Ancients by herself (Before she were attacked by Sephiroth), she listened the thoughts and memories left behind by the Cetra, and she came to understand the nature of the life stream a little better, due to this knowledge she thinks that maybe it could be possible to enter Cloud’s mind and repair it if the three of them enter the life stream together (Aerith because she could control the life stream to a degree, Cloud because she is the one in need of help, and Tifa because she was present during the Nibelheim incident and has the “Real memories” of that event, memories that are the key to repair Cloud´s persona), at this point Tifa will ask Aerith why she didn’t tell her this sooner, an Aerith will admit that is because she is really afraid of trying, as it’s is a very dangerous method and there is no way to know if it will actually work, if she is unable to keep the life stream in control the three of them will become permanently insane with Mako poisoning, but after searching her feelings she came to the conclusion that she has to try, because she cares too much for Cloud and for Tifa, to just let Cloud remain an empty husk for the rest of his life, Tifa thanks Aerith for being willing to do this for her friends, and together the three, voluntarily submerge themselves in a naturally occurring “Mako Hot spring” in Mideel.

The rest of the event plays out pretty much the same, Tifa manages to repair Cloud s memories and the three friends managed to get out of the Mako bath exhausted but alive and well. The only change to the original progression of the story is that the town of Mideel won´t be destroyed by an earthquake, but I don´t think that is too drastic of a change.

I agreed, Aerith was not some all knowing oracle, I think she was just trying to follow the instructions of her ancestors, to the best of her understanding, in fact, I think a good way to develop her character arc, would be she getting sad and distant after nearly getting killed by Sephiroth, not just because the physical pain of her injury but because her faith would be shaken, she followed the wishes of her ancestors, prayed with all her hearth, hoping for a miracle, and all she got for her troubles was a sword to the back, she would feel like she failed to fulfill her duty as a Cetra, or like her ancestors had forsaken her, so she would be understandably depressed, but after viewing the "video" in the waterfall of the City of Ancients, she would understand that her prayers were heard and that there is still hope for everyone, so she would recover her confidence and usual cheerful character.

Well that is it, I just wanted to share my ideas with AhBeng2, since we both seem to have a similar opinion about those plot points.

Brilliant. I could not have articulated this any better myself. One minor change I would make is to not have the three of them voluntarily submerge themselves in the lifestream. Instead, I prefer to have them thrown into the lifestream during the earthquake against their will and Aeris would be forced to reveal the knowledge she gleaned from the Forgotten City. This could be done when the lifestream erupts at Mideel (after the party defeats Ultimate Weapon). Cid beckons the party to return to the airship while Aeris insists on not abandoning Cloud and Tifa. She runs towards the clinic without sparing a thought for her own safety (in line with her impulsive character) and consequently, falls into the lifestream along with Cloud and Tifa. 

In this scenario, Mideel still gets destroyed and the rest of the events play out in an identical fashion. Meanwhile, Aeris regains some of her confidence as a Cetra; enabling her to be willing to share (albeit still somewhat skeptical) her original plan of praying for Holy when the party later revisits Bugenhagen at Cosmo Canyon. In my opinion, this would perfectly explain why she remained mum about her plan and Holy up to that point. And when she subsequently watches the “video” at the Forgotten City, she realises that her ancestors did not forsake her and her efforts were not in vain. As a result, her confidence is fully restored and she embraces her identity as a Cetra; thereby completing her character arc. As a side note, I have no qualms with her retaining her usual cheerful self throughout her identity “crisis” because I always thought that being goofy and cheerful was her way of coping with grief all along. 

One issue with your suggestion though is (not sure whether you are aware or not) that this directly clashes with the optional conversation between Aeris and Cloud at the Chocobo Ranch in Disc 3. There, she says that she doesn’t want to be a Cetra because it entails putting the interests of the planet above all else and that she just wants to lead a normal life. She even asks Cloud whether she is being selfish for harbouring such thoughts. That conversation ought to be removed if your suggestions are actually taken on board. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: demos1085 on 2022-02-08 04:13:35
Quote
I prefer to have them thrown into the lifestream during the earthquake against their will and Aeris would be forced to reveal the knowledge she gleaned from the Forgotten City
.

I like your idea a lot, it would make Aerith's character feel more real, after all, the prospect of spending the rest of your life disconnected from reality, with the voices of thousands of dead souls screaming at you, all at the same time, constantly bombarding your mind with a incompressible mismatch of their memories, regrets and fears, its probably one of the most terrifying things anyone could imagine, it will be quite realistic for Aerith, to be way too scared of the possibility of failing, to even tell Tifa the true about Cloud's condition, but at the same time feel a desperate need to help her friends, in the mist of that moral dilemma, watching Tifa and Cloud fall into the lifestream during the earthquake in Mideel, knowing that they will be forever lost if she does not act immediately, would be the "push" she need to overcome her fear and face the danger of the lifestream.

Quote
One issue with your suggestion though is (not sure whether you are aware or not) that this directly clashes with the optional conversation between Aeris and Cloud at the Chocobo Ranch in Disc 3. There, she says that she doesn’t want to be a Cetra because it entails putting the interests of the planet above all else and that she just wants to lead a normal life. She even asks Cloud whether she is being selfish for harboring such thoughts. That conversation ought to be removed if your suggestions are actually taken on board. 
.

I was not aware of this optional conversation, thanks for telling me about it, I like it a lot and think it is perfectly in character for Aerith, but I don't think it clashes with my suggestions, in fact, I think it rounds up Aerith's character arc even more, the way I see it, her arc is not about accepting her fate as a Cetra at the cost of abandoning her "human" life, her arc is that she was always a Cetra and she must learn to accept that part of herself, (according to Elmyra's flashback she used to vehemently deny having any powers when she was a child) but that does not mean she has to forsake all the other parts of her personality, she could achieve a balance in which she uses her heritage for the good of the planet, but still lives her own life in search for her own happiness, and to do that, she must rely on the support of her friends, specially Cloud and Tifa.

Achieving a healthy balance between fulfilling your responsibilities and pursuing your passions and dreams is a quite realistic character arc, and a very relatable one in my opinion.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: AhBeng2 on 2022-02-08 11:27:06

I like your idea a lot, it would make Aerith's character feel more real, after all, the prospect of spending the rest of your life disconnected from reality, with the voices of thousands of dead souls screaming at you, all at the same time, constantly bombarding your mind with a incompressible mismatch of their memories, regrets and fears, its probably one of the most terrifying things anyone could imagine, it will be quite realistic for Aerith, to be way too scared of the possibility of failing, to even tell Tifa the true about Cloud's condition, but at the same time feel a desperate need to help her friends, in the mist of that moral dilemma, watching Tifa and Cloud fall into the lifestream during the earthquake in Mideel, knowing that they will be forever lost if she does not act immediately, would be the "push" she need to overcome her fear and face the danger of the lifestream.


Yeah, that was exactly what I was thinking. Aeris has always come across to me as an impulsive individual and her actions were always reactionary. She never appeared as someone who thinks things through before taking action but her heart is always in the right place. For example, she rushed towards Don Corneo’s mansion to rescue Tifa when she discovered that the latter was there without considering the possible consequences of her hasty decision. It was Cloud who stopped her and reminded her that it would be extremely unwise for being for so rash. Her instinct to immediately save Tifa despite barely knowing the latter at the expense of her own safety is testament to her selflessness and altruism.

Thus, I believe that if she intended to inform Tifa about her knowledge of the lifestream and how it could be harnessed to help Cloud, she would have done it the moment the party found him in his comatose state in Mideel. It doesn’t seem in line with her character to wait until much later to voluntarily divulge that information. Furthermore, it is imperative to note that at that point, she would be at arguably the lowest point of her confidence/faith in being a Cetra. After all, she just tried to pray for Holy, believed (mistakenly though) that she failed miserably and got “killed” in the process. The thought of using her powers again while running the risk of endangering both her and her friends’ lives would be reprehensible to her at that point.

Instead, if she was forced into a corner with extremely high stakes (such as falling into the lifestream with Cloud and Tifa), she would have no choice but to reveal that information regardless of how incredulous she was. The realisation that her continued silence under that circumstance would only spell their doom is a strong enough motivation for her to take the risk of using her Cetra knowledge to navigate the lifestream and help Cloud and Tifa. As you correctly noted, it would make Aeris’ character more real and also, the whole plot more credible.


I was not aware of this optional conversation, thanks for telling me about it, I like it a lot and think it is perfectly in character for Aerith, but I don't think it clashes with my suggestions, in fact, I think it rounds up Aerith's character arc even more, the way I see it, her arc is not about accepting her fate as a Cetra at the cost of abandoning her "human" life, her arc is that she was always a Cetra and she must learn to accept that part of herself, (according to Elmyra's flashback she used to vehemently deny having any powers when she was a child) but that does not mean she has to forsake all the other parts of her personality, she could achieve a balance in which she uses her heritage for the good of the planet, but still lives her own life in search for her own happiness, and to do that, she must rely on the support of her friends, specially Cloud and Tifa.

Achieving a healthy balance between fulfilling your responsibilities and pursuing your passions and dreams is a quite realistic character arc, and a very relatable one in my opinion.

A very interesting take on that conversation. I agree that Aeris’ character arc should not be about accepting her fate as a Cetra at the cost of her own well-being and life. However, her character arc was such in the OG because the developers wanted to use her as a conduit to deliver the theme of loss and death. Since NT 2.0 alters her fate drastically, it is instructive to explore the other themes of OG such as identity and your approach is perfect. I really like your interpretation a lot but I believe that the conversation will still need to be tweaked to clearly convey that message. I opine that her dialogue (as it currently is) is too dissonant with what you are suggesting here. Here is Aeris’ dialogue at the Chocobo Ranch in Disc 3:

Spoiler: show
“I’ve been doing a lot of thinking about why I came on this journey. I was trying really hard to figure out what a Cetra is supposed to be like. And, I don’t know, to copy that. But you know what? I don’t WANT to be like a Cetra. It’s all about travelling and putting everything else before yourself. You know, I used to think I’d stop hearing the Planet as I grew up. Actually, I wished that I would. I just wanted to live a normal life. Cloud, Is that a terrible thing to say?”

If the player chooses the option of advising her to just be herself and not force to be someone she is not, she does her signature giggle “Hehe” (typical Aeris; kudos to Sega Chief) and thanks Cloud for supporting her.

On the other hand, if the player tells her to ask the Planet instead, she proceeds to tease Cloud for still being a dunce and not able to “read between the lines”. She thanks Cloud anyway for his support.


I am interested to know whether you think her dialogue needs to be amended or not to better align with your interpretation of Aeris’ identity conflict.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: Sega Chief on 2022-02-08 14:33:45

sorry, i apologize.

i have disabilities, so there's difficulty typing correct numbers.

my request was supposed to be Diamond weapon at 165,000 HP, but Emerald/Ruby weapon at 365,000 HP.

i meant to type a " 3 " ,but typed a " 1 " by accident.


in regards to superboss in Shinra mansion, who uses counters, i think that Cloud's Ultima weapon critical hit should be set to 1/3 of the Masamune, and the Masamune critical hit should be set to 1/2, of where it is now.

my reason is that when you fight superboss in Shinra mansion, using the Masamune, its too easy, but too hard without it.


i would really appreciate these changes.

I'm not increasing their HP to 365,000, and I don't want to rebalance ultimate weapons specifically for one secret boss with that won't be encountered by a lot of players. Ultimate Weapons could stand to be retuned though just in general.

ps totally agree the Masamune is Very OP.

Yeah I think Masamune was mentioned a few times as being too much, will prob revise at some point. Either removing the auto-crit property or base power adjustment.


i would highly prefer that Sega Chief complete some of my suggestions.


the objection was that 1 million HP was too much, but there's no reply as to why 365000 HP couldn't be done.

also, there's no reply as to why Regular mode couldn't keep the current 165000 HP, while Hard mode is changed to 365000 HP.

I answered my stance on this when you initially raised the request of boosting their HP; I don't think increasing HP is the best way to achieve harder difficulty. I won't be implementing increased HP for either normal mode or hard mode. This doesn't just cover 1million HP, this also covers 365,000HP, 465,000HP, 166,000HP, or whatever other number that happens to be above their current HP, on either mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: demos1085 on 2022-02-08 16:26:44
Hello Sega Chief, great job keeping the mod active.

Small question / request. ¿Any chance for a "Vanilla Combat" variant of the 2.0 version of the mod?

Thanks in advance for your answer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: Sega Chief on 2022-02-08 16:45:58
Hello Sega Chief, great job keeping the mod active.

Small question / request. ¿Any chance for a "Vanilla Combat" variant of the 2.0 version of the mod?

Thanks in advance for your answer.

I did promise (I think) to do that so will work on it. I also saw a request while I was away for a combat-only version of 2.0 so I'll be trying to put that out too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: DFR66 on 2022-02-09 21:13:31
Hello guys. Perhaps you remember me I've played New threat few years ago. Ive downloaded 2.0 this week and am playing now. Just out of the mythril mines. So what happened to mr smile he isn't there lol. Do I unlock him when I find the 12 soldiers ?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: DFR66 on 2022-02-09 21:15:01
Btw Sega Chief great job again on this version. Like the new style alot. But what I also love are these OP bosses lol. Which verion you think is the toughest ? Thanks in advance.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: wdx on 2022-02-10 06:14:26
Hello guys. Perhaps you remember me I've played New threat few years ago. Ive downloaded 2.0 this week and am playing now. Just out of the mythril mines. So what happened to mr smile he isn't there lol. Do I unlock him when I find the 12 soldiers ?

in v2.x access to use mr smiles SP system appears at 4 different points within story timeline. the first is after the cargo ship battle. after the initial point of time you can then use the extended savepoint options to have him use sources.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: wergsdaf on 2022-02-10 14:12:10
Hi guys, Chief,

Does anyone have a save file for Type A just after clearing Midgar / before Kalm? I was getting some weird crashes so reinstalled FF7 from Steam out of frustration...and of course my save files got cleared. I'm enjoying the mod and would like to continue where I left off. Would be much appreciated, and thanks!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: Sega Chief on 2022-02-11 09:28:49
Hi guys, Chief,

Does anyone have a save file for Type A just after clearing Midgar / before Kalm? I was getting some weird crashes so reinstalled FF7 from Steam out of frustration...and of course my save files got cleared. I'm enjoying the mod and would like to continue where I left off. Would be much appreciated, and thanks!!


This is from the test run of NT 2.0; it has a save out in the Midgar area:
https://mega.nz/file/vgV2QZRY#xKSrOIPUymsn3aJbCVTzjOXTBTsh3hY2c9aHQGAktOo

If playing on Steam, then do the following:
Open the game's launcher via Steam but don't start the game itself yet
Place the save file in: E:\Documents\Square Enix\FINAL FANTASY VII Steam\user_####
Start the game, and load the save file
Save the game when you load in; this will update the cheksum and protect the save file from deletion when you next start the launcher

The issue with FF7 Steam is that they, for some reason, implemented some kind of verification on the save files; when the launcher is opened, it checks all the save files and if any don't match the cheksum it just deletes them. But you can beat it by just having the launcher open when you move/edit save files within it (just remember to save the game within the affected 'memory card slot' in order to make it permanent).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: wergsdaf on 2022-02-11 11:39:25
Brilliant, thank you so much! I was able to get it to load directly using 7H, although I still followed your steps (copying with Steam launcher open). No deletions so far - thanks again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Sega Chief on 2022-02-16 09:21:58
Updated to 2.0994

Spoiler: show

2.0994
-) Added many missing button prompts to in-game text
-) Added missing model files for 7th Heaven & Reunion versions (Great Glacier enemy affected)
-) Ruby Weapon EXP/Gil/AP values set to match Emerald Weapon EXP/Gil/AP values
-) Chocobo Ranch: Updated conditions so that characters do not appear early before visiting Kalm
-) Added Long Range pickup if it is missed before launch (Rocket Town main area, by entrance to launch site)
-) Adjusted drops for Eligor (increased chance for Mute Mask & Dream Powder, X-Potion drop removed)
-) Issue where enemy would give EXP under No Exp mode
-) Jenova DEATH: HP reduced by 4000 to 36,000, defence deterioration when attacked increased
-) KO immunity added to Shinra Mansion mini-boss (Type B); Morphs added to both parts to make consistent with Type A boss drops
-) Battle Square: Updated prize text where Fire Veil was listed but was actually 8-Inch Cannon
-) Added No EXP toggle to Game Start menu
-) Adjustment to item 'Synthesis Cell' (removed most of the detrimental effects)
-) Masamune adjustment: base power decreased to 55, defence ignore property removed
-) Minor text revision to Mystile and Curse Ring descriptions
-) Added a random prize-set of items to replace Megalixir 'catch-all' prize used for various Fort Condor battles:
   Astral Curtain
   Lucky Pill
   Hero Drink Classic
   Dragon Fang
   Dragon Scales
-) Added minor easter egg when beating the game under the following conditions (must be activated at New Game and left enabled throughout):
   Hard Mode
   No Source Upgrades
   No EXP
-) Tweaks made to a Disc 3 boss; rewards added and game no longer proceeds to ending scenes after the battle
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: kekko1285 on 2022-02-17 15:21:48
That's amazing Sega, thanks for that last version! :)

I was wondering, do you plan to add the excellent work done by cloudiar on the Honey Bee Mod (link -> https://forums.qhimm.com/index.php?topic=21062.0)? I find that quite amazing and I think it would be an excellent addition to your mod - making it even more the "perfect" gameplay mod to be used.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Sega Chief on 2022-02-18 09:15:07
That's amazing Sega, thanks for that last version! :)

I was wondering, do you plan to add the excellent work done by cloudiar on the Honey Bee Mod (link -> https://forums.qhimm.com/index.php?topic=21062.0)? I find that quite amazing and I think it would be an excellent addition to your mod - making it even more the "perfect" gameplay mod to be used.

Those new fields will be in Cloudiar's FF7OR mod (large-scale overhaul mod) so I think it'd be best for people to experience it there along with all the other new events and content that's been added into that mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: colburn.359968 on 2022-02-20 00:27:11
Hey man, I hate to ask because I know it's probably been asked before so many times, but I'm having trouble finding an answer.

FF7: NT is my favorite game of all time. Is there any way to play it together with Satsuki's HD backgrounds and Ninostyle's character models? That would be like a dream game. If not, will this ever be possible in the future?

Thanks again, New Threat really is a masterpiece.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Bonez on 2022-02-20 03:24:35
Hey man, I hate to ask because I know it's probably been asked before so many times, but I'm having trouble finding an answer.

FF7: NT is my favorite game of all time. Is there any way to play it together with Satsuki's HD backgrounds and Ninostyle's character models? That would be like a dream game. If not, will this ever be possible in the future?

Thanks again, New Threat really is a masterpiece.

Yeah, of course, just install all those mods (and any other you might want) in 7th Heaven.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: cha0tic on 2022-02-20 14:03:34
Question, the installer that will hard install and replaces main game files. I use steam, would that mean if I launch ff7 through steam It would load up and have NT?
Have the steam version but use 7th heaven and if I launch ff7 without 7th heaven it loads the normal game.

Edit - answered it myself, yes it does exactly what Im asking
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: kekko1285 on 2022-02-21 18:52:30
Those new fields will be in Cloudiar's FF7OR mod (large-scale overhaul mod) so I think it'd be best for people to experience it there along with all the other new events and content that's been added into that mod.

I am deeply saddened by your reply, but I accept the reality for what it is, though and brutal at times. I'm sure I'll cry it out overnight and tomorrow I'll feel a little better, maybe.

(obviously kidding)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Perfect Zell on 2022-02-22 18:54:18
So, playing through Type B,
Spoiler: show
Aerith is still dead, but she talked in a Junon area cutscene.
(https://i.imgur.com/isZkvL4.png)
Also, she showed up earlier in the Icicle Inn area, by the recordings of her mother. I'm, not sure if this second one was intentional or not, as she could be a ghost.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Sega Chief on 2022-02-22 21:15:08
I am deeply saddened by your reply, but I accept the reality for what it is, though and brutal at times. I'm sure I'll cry it out overnight and tomorrow I'll feel a little better, maybe.

(obviously kidding)

After it releases, I'll ask Cloudiar for permission and attempt to add it in if it gets a green light but not added fields before so no promises.

So, playing through Type B,
Spoiler: show
Aerith is still dead, but she talked in a Junon area cutscene.
Also, she showed up earlier in the Icicle Inn area, by the recordings of her mother. I'm, not sure if this second one was intentional or not, as she could be a ghost.


I'll sort that out, needs a conditional check added around it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: gunner_1207 on 2022-02-23 20:42:47
 i just started playing this wonderful thing , just got to the chocobo ranch, and i have a question. is it possible to get beta from midgar zolom at this point?. i only ask because i have tried several times now. and i'm successful in surviving the attack ..(barely..lol) . but EVERY time the zolom then expels the character that has learnt the ability, leaving me frustrated and confused lol
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Drayenn on 2022-02-24 08:37:24
i just started playing this wonderful thing , just got to the chocobo ranch, and i have a question. is it possible to get beta from midgar zolom at this point?. i only ask because i have tried several times now. and i'm successful in surviving the attack ..(barely..lol) . but EVERY time the zolom then expels the character that has learnt the ability, leaving me frustrated and confused lol

It is, it's hard
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: wdx on 2022-02-24 08:39:43
i just started playing this wonderful thing , just got to the chocobo ranch, and i have a question. is it possible to get beta from midgar zolom at this point?. i only ask because i have tried several times now. and i'm successful in surviving the attack ..(barely..lol) . but EVERY time the zolom then expels the character that has learnt the ability, leaving me frustrated and confused lol

its possible yes.
Spoiler: show
 learn quarryfuse (l4suicide) from the mu's deals with the physical dmg aspect, elemental fire protection (and/or) pheonixring if barely surviving can use a tranq to reduce dmg (a little bit).  have aries in the party with seal evil limit break ready use said limit break break directly after it uses beta. that will give you several turns to kill it :) ps whch member it ejects might have something to do with dmg he/she ... does. another thing which can make it much easier is if you morphed enemies esome can give really good items such as an 8inchcannon.   
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: gunner_1207 on 2022-02-24 19:45:16
DID IT :)...man such a simple thing in the og, damn that was hard. got it on my 9th attempt lol. Thank you for your replies an advice
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: AugustoTricolor on 2022-02-27 22:37:57
This does not work for me. It crashes when I select new game and tells me to go to

https://github.com/julianxhokaxhiu/FFNx/wiki/FAQ

I tried disabling every mod except for NT 2.0 and it still gives me this message.

First time trying to play FF7 with mods here, got every mod to work EXCEPT the NT, just the one I am really interested in! I'm getting the same message, but it shows when I enter in the first battle... Also tried to disable all mods except for NT 2.0, and still crashes with the message as soon as I enter the first battle, tested with NT 1.5 and happens the same.
I'm using the Steam version and Windows 7 if that matters.

Please help, I'd love to play this awesome mod

Edit: Finally got it to work, using the patch version. Simply didn't work trough 7th Heaven catalog or importing the nro files, wonder why?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: wdx on 2022-02-28 13:23:10
First time trying to play FF7 with mods here, got every mod to work EXCEPT the NT, just the one I am really interested in! I'm getting the same message, but it shows when I enter in the first battle... Also tried to disable all mods except for NT 2.0, and still crashes with the message as soon as I enter the first battle, tested with NT 1.5 and happens the same.
I'm using the Steam version and Windows 7 if that matters.

Please help, I'd love to play this awesome mod

have you tried to move the ff7 folder that can mess things up if installed into a windows specifc directory such as c:\program files\steam\ 

posting the error log file would be useful.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
Post by: AugustoTricolor on 2022-02-28 13:37:50
have you tried to move the ff7 folder that can mess things up if installed into a windows specifc directory such as c:\program files\steam\ 

posting the error log file would be useful.

Well, the game and 7th Heaven are placed in the root of D:, so it's not this... Anyway I've managed do get it working using the patch version provided for Sega Chief, thanks for your reply!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Sega Chief on 2022-03-01 08:16:28
First time trying to play FF7 with mods here, got every mod to work EXCEPT the NT, just the one I am really interested in! I'm getting the same message, but it shows when I enter in the first battle... Also tried to disable all mods except for NT 2.0, and still crashes with the message as soon as I enter the first battle, tested with NT 1.5 and happens the same.
I'm using the Steam version and Windows 7 if that matters.

Please help, I'd love to play this awesome mod

Edit: Finally got it to work, using the patch version. Simply didn't work trough 7th Heaven catalog or importing the nro files, wonder why?

The cause is most likely the easyhook injection being blocked from doing its thing, which is what 7th heaven uses to inject temporary .EXE modifications at runtime to get some of the stuff to work (like MBarrier ignoring Cure magic for instance). A workaround for it is this: https://twitter.com/DubReno89/status/1498346351628800002/photo/1
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Saboodsch on 2022-03-04 03:48:37
Where do you get the slash-all materia? I've looked all over the hot springs area and it isn't there :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Sega Chief on 2022-03-05 15:09:15
It was recently moved there, if it's missing then I'd better double-check it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: AhBeng2 on 2022-03-08 07:12:38
Hi Sega,

I have just completed Type B of version 2.0994 and I have noticed some issues that may need your clarification.

1. I still have Tifa's dialogue at the Da Chao statue during Yuffie's sidequest swapped around with Type A.

2. No change to the EXP/AP awarded by defeating Ruby Weapon. It is ostensibly the same with previous versions.

3. After the battle with the Calamity in Disc 3, I was brought back to the screen where the battle was triggered in the first place. However, without using the ???? item the second time, the battle simply restarted and the cycle just continued indefinitely. Also, there was no EXP/AP or item reward for defeating this boss.

Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: wdx on 2022-03-08 07:26:55
No EXP/ Hard Mode reward


you require to play through the full game without switching between the modes, hardmode/no sp.   Regards No EXP reward  its done via a flag, it works fine.(if u did indeed have no exp throughout alongside the other conditions). most likely as the flag is only set once within start of game. if started the mod prior to that version eg 2.0993 there was only a reward for having Type/HardMode/NoSP. No additional reward for no exp, that is a new thing within 2.0994 at that may require the other conditions fufilled. 

another way to look at the never ending battle cycle. is
Spoiler: show
 is it really a point of no return....
doubt it was the intended result thou :)  in versions prior to 2.0993 it was
Spoiler: show
 simply end of game
and shown a reward of something along the lines of
Spoiler: show
 congrats completed typeb hard mode without using sources
.



Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Sega Chief on 2022-03-08 08:57:55
Hi Sega,

I have just completed Type B of version 2.0994 and I have noticed some issues that may need your clarification.

1. I still have Tifa's dialogue at the Da Chao statue during Yuffie's sidequest swapped around with Type A.

2. No change to the EXP/AP awarded by defeating Ruby Weapon. It is ostensibly the same with previous versions.

3. After the battle with the Calamity in Disc 3, I was brought back to the screen where the battle was triggered in the first place. However, without using the ???? item the second time, the battle simply restarted and the cycle just continued indefinitely. Also, there was no EXP/AP or item reward for defeating this boss.

Thanks.

I'll check the dialogue trigger.

I looked at Ruby's rewards in the scene.bin and they're set to 50k exp (slightly more if on hard mode), 50k gil (0gil if on hard mode), and 50k AP. Previously, AP was at 5k or something like that.

wdx told me about the looping problem and I've sorted it out, so that'll be fixed in the next patch (2.0995).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: WarDamnAlto on 2022-03-08 15:56:11
Playing Type B of 2.0.994, and for Aerith, the Prism Staff and Aurora Rod say they restore HP and grant Barrier/MBarrier respectively, but the barriers don't seem to be applying.  Is this expected behavior?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Jimbo13 on 2022-03-09 00:15:41
Found a bug, not sure if is NT2.0 fault but it seems the likely culprit.

In the Whirlwind maze Location 704 in save editor (if that helps) if you use SP upgrade after the Seph/Jenova battle you get stuck on the save point.   I was able to reproduce it and run back and forth through the save point but if you use SP upgrade it pops you back out on the save point and your stuck.   Turning mods off didn't fix it.

Fixed it and saved my game by changing my location in Chocobo save editor.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: AhBeng2 on 2022-03-10 07:36:31

I looked at Ruby's rewards in the scene.bin and they're set to 50k exp (slightly more if on hard mode), 50k gil (0gil if on hard mode), and 50k AP. Previously, AP was at 5k or something like that.


Ok thanks. I'm getting 45k exp, 4500 AP and 45k gil from Ruby Weapon; it's weird.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: nirwanda on 2022-03-16 15:49:27
I think I might have found a small bug or sequence break thing in mode B... or is this intended?
After you escape sector 7 with Aerith but before getting to her house you can go back to Wall Market and buy an umbrella weapon for Aerith from the battery npc in the weapon shop. (also some npc in the Honeybee entrance mentions Cloud crossdressing even though he doesn't do it in this mode)

This is more of a personal opinion... But, why is 0 gil tied to hard mode? Imo, this only either incentivizes players to grind steals/morphs/drops for cash or to ignore a lot of equipment because they can't afford it, which goes against the fun customization that is so core to the mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: thorium on 2022-03-17 04:01:26
Hi y'all,

This mod has been really fun so far.  I am wondering about how to unlock the secret end boss without the save editor.  I'm playing though the game normally (Mode B) and about to get sent to Corel Prison.  I haven't found any enemy that drops/steals/morphs the Mute Mask needed to be used on Deathclaw.  Does anyone know where I might have missed it? Or does the Mod let you come back to the prison later after you get it from the Shinra Mansion? 

Many thanks,
thorium. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: wdx on 2022-03-17 20:04:47
Hi y'all,

This mod has been really fun so far.  I am wondering about how to unlock the secret end boss without the save editor.  I'm playing though the game normally (Mode B) and about to get sent to Corel Prison.  I haven't found any enemy that drops/steals/morphs the Mute Mask needed to be used on Deathclaw.  Does anyone know where I might have missed it? Or does the Mod let you come back to the prison later after you get it from the Shinra Mansion? 

Many thanks,
thorium.

would he helpful to use the spoiler tag :)

anyway your answer to the question:
Spoiler: show
 eligor has several drops way back in the traingraveyard thats where to get the mutemask from
note you can not
Spoiler: show
 either steal or morrph to get a drop
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: thorium on 2022-03-18 02:24:33
Hi, thanks for replying and sorry for not using the spoiler tag!  First post here, very new. 

And yeah, took a while but eventually got one.  Thank you again. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: gunner_1207 on 2022-03-18 22:46:31
anyone know how to move those 2 soldiers in the chocobo pen on the highwind? , i just morphed a guidebook and traded it for a gold chocobo, but cant ride the thing coz i cant get it on board.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: wdx on 2022-03-19 07:53:39
anyone know how to move those 2 soldiers in the chocobo pen on the highwind? , i just morphed a guidebook and traded it for a gold chocobo, but cant ride the thing coz i cant get it on board.

you need to buy a chocobo stable before you can take it. the soldiers do not prevent the chocobo from boarding the highwind.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: gunner_1207 on 2022-03-20 19:44:43
yeah i realized after i posted lol had a brain fart , thank you for your reply tho
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: tfinx on 2022-03-21 17:04:33
not sure if i'm overlooking something, but i can't get New Threat to work with Reunion at all. i followed all the instructions up to "Remember to disable the new_translation option however as it is incompatible with NT", but there isn't a setting to change that in the options.ini file that Reunion provided. i'm assuming the Reunion team has changed some things since the install instructions for New Threat have been posted, but maybe i'm just messing something simple up.

i installed the "Reunion R06 Version" of New Threat, changed the custom mod_id to "New_Threat_2.0" in the .ini, and own a legal copy of the game. i think I did everything right up to this point, so any help would be appreciated. :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Sega Chief on 2022-03-25 00:44:32
Playing Type B of 2.0.994, and for Aerith, the Prism Staff and Aurora Rod say they restore HP and grant Barrier/MBarrier respectively, but the barriers don't seem to be applying.  Is this expected behavior?

I'll check them, they should apply but I think it's not 100% chance.

Found a bug, not sure if is NT2.0 fault but it seems the likely culprit.

In the Whirlwind maze Location 704 in save editor (if that helps) if you use SP upgrade after the Seph/Jenova battle you get stuck on the save point.   I was able to reproduce it and run back and forth through the save point but if you use SP upgrade it pops you back out on the save point and your stuck.   Turning mods off didn't fix it.

Fixed it and saved my game by changing my location in Chocobo save editor.

It is possible to wiggle your way out of it but I've updated the coordinates so that it's not as janky; this'll be in the next patch.

I think I might have found a small bug or sequence break thing in mode B... or is this intended?
After you escape sector 7 with Aerith but before getting to her house you can go back to Wall Market and buy an umbrella weapon for Aerith from the battery npc in the weapon shop. (also some npc in the Honeybee entrance mentions Cloud crossdressing even though he doesn't do it in this mode)

This is more of a personal opinion... But, why is 0 gil tied to hard mode? Imo, this only either incentivizes players to grind steals/morphs/drops for cash or to ignore a lot of equipment because they can't afford it, which goes against the fun customization that is so core to the mod.

An oversight with the Umbrella, but might leave it as it is; I think that weapon is strong but it shouldn't be game-breakingly strong due to the character being mostly magic focused until you can start upping their stats.

For hard mode the idea was to make gil more scarce and have items/equipment be managed to either use or make gil with; the 0 gil thing has been a bit mixed though so what I'll probably do is separate it out into its own option or drop it from hard mode entirely.

not sure if i'm overlooking something, but i can't get New Threat to work with Reunion at all. i followed all the instructions up to "Remember to disable the new_translation option however as it is incompatible with NT", but there isn't a setting to change that in the options.ini file that Reunion provided. i'm assuming the Reunion team has changed some things since the install instructions for New Threat have been posted, but maybe i'm just messing something simple up.

i installed the "Reunion R06 Version" of New Threat, changed the custom mod_id to "New_Threat_2.0" in the .ini, and own a legal copy of the game. i think I did everything right up to this point, so any help would be appreciated. :)

There should be a line in the options.ini that reads:

[MAIN]
New_Translation = y

change the y to an n; if this line is missing entirely from the newest version then you may need to check in with the reunion discord to find out how to get custom mods to work.

The other thing to watch for is that the name of the mod folder matches what is written in the options.ini:

[CUSTOM]
Mod_ID = New_Threat_2.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: gunner_1207 on 2022-03-26 21:22:13
is the 2x cut materia still a thing in this mod or has it been removed? im at northern crater now and have not come across it yet
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: wdx on 2022-03-27 10:04:44
is the 2x cut materia still a thing in this mod or has it been removed? im at northern crater now and have not come across it yet

still is a thing, location was changed and the materia itself was changed
Spoiler: show

2x cut only not 4x now (that is another materia elsewhere)
sacred cave, part of optional sidequest for yuffie. late game.


reference to the spoiler's spoiler incase needed
Spoiler: show
4x cut reward from kalm's traveller - trades


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: gunner_1207 on 2022-03-27 20:19:05
ok thank you i'l keep my eyes open :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: JonJon412 on 2022-03-27 22:36:22
I missed the Comet materia...can I still get it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Rumo on 2022-03-28 22:59:03
Hey,

thanks for this great mod, I'm having a lot of fun playing one of my all time favorites with a decent difficulty and so much new content! I'm nearing the end (playing Type B hard), but now I have a problem: In the Emerald Weapon fight, the fight always freezes at some point. I think it is right after Emerald Weapon starts a countdown (3). No character does any action, neither mine nor the Weapon, the timer keeps ticking though. I ran into a similar problem with the gargoyles in the North Crater, where I just used the Enemy Away Materia... Any ideas what might cause the problem?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: tfinx on 2022-03-29 05:52:39
There should be a line in the options.ini that reads:

[MAIN]
New_Translation = y

change the y to an n; if this line is missing entirely from the newest version then you may need to check in with the reunion discord to find out how to get custom mods to work.

The other thing to watch for is that the name of the mod folder matches what is written in the options.ini:

[CUSTOM]
Mod_ID = New_Threat_2.0

hey, thank you! it seems in the more recent reunion installation, the options.ini folder doesn't have the translation line anymore, and it's just

[MAIN]
Enabled = y
Weapon_mode = 1
Fahrenheit = n
Transparent_Battle_Hud = y

but changing "Enabled" does what "New_Translation" did in the past, and things are working properly now! i'm not sure why i didn't just try changing this value before, but i appreciate your help!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Sega Chief on 2022-03-31 16:14:19
I missed the Comet materia...can I still get it?

As of patch 2.092, Comet can now be obtained if it was missed from the North Crater (think it's in the left-down path).

Hey,

thanks for this great mod, I'm having a lot of fun playing one of my all time favorites with a decent difficulty and so much new content! I'm nearing the end (playing Type B hard), but now I have a problem: In the Emerald Weapon fight, the fight always freezes at some point. I think it is right after Emerald Weapon starts a countdown (3). No character does any action, neither mine nor the Weapon, the timer keeps ticking though. I ran into a similar problem with the gargoyles in the North Crater, where I just used the Enemy Away Materia... Any ideas what might cause the problem?

If all action stops but the battle is still technically going that usually means an attack ID has been referenced in the AI that the enemy has no set animation for. However, it looks like all attacks are accounted for with Emerald and the Gargoyles from what I can see in the AI and animation data (ran a test of them too to check all their attacks/anims and wasn't able to replicate a softlock). Are there any other mods enabled? These two have special behaviour in how they transition between one form and another (gargoyle) and interact with each other as multiple parts (Emerald) so there may be something tripping it up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: gunner_1207 on 2022-03-31 19:00:40
was there a reason that aerith is able to use cid's schimitar? . i dont mind it looks cool just wondering
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Rumo on 2022-03-31 23:45:05
Are there any other mods enabled? These two have special behaviour in how they transition between one form and another (gargoyle) and interact with each other as multiple parts (Emerald) so there may be something tripping it up.

No, this is the only mod on the steam edition of the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: wdx on 2022-04-02 07:27:35
was there a reason that aerith is able to use cid's schimitar? . i dont mind it looks cool just wondering

she can use a few of his weapons. likely as very close in shape to her staffs, and to give her some new weapons as only 2 other weapons for her from the
Spoiler: show
 point in which you made the choice.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: hastral on 2022-04-03 03:37:43
i just started playing this , i think imissed the aded steal materia...can I still get it ? .
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Sega Chief on 2022-04-05 00:44:48
was there a reason that aerith is able to use cid's schimitar? . i dont mind it looks cool just wondering

I figured she needed some extra weapons as she has less than the others; those were closest in style to hers so I set it up that she could use a few of them. I tried to go with the more halberd-looking ones rather than the spears.

No, this is the only mod on the steam edition of the game.

In that case I'm not sure of a possible cause, I'm afraid.

i just started playing this , i think imissed the aded steal materia...can I still get it ? .

I think so, if you go to Yuffie's house then it should be lying on the bed toward the back of the screen; if it isn't, or her house is inaccessible, then let me know and I'll set it to be open if the wutai sidequest wasn't done.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: gunner_1207 on 2022-04-05 21:01:24
is there a hp cap in this mod, different amount for each character?. i was leveling to take on the weapons , and hit a ceiling.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: wdx on 2022-04-06 12:18:20
is there a hp cap in this mod, different amount for each character?. i was leveling to take on the weapons , and hit a ceiling.

theres more than one way to increase and decrease your hp values.  a lot of materia will change your hp value.  it is still possible to cap at 9999hp
Spoiler: show
 however is not necessary nor anywhere near close to being

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: gunner_1207 on 2022-04-06 20:42:21
(https://i.imgur.com/P4lvvdO.png)(https://i.imgur.com/yT7FOMw.png)
no i don't mean the 9999 cap, my party is well short of that, as you can see no change in 9-12 levels. Tifa is obviously no problem lol although she does steam roller everything taking the challenge out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: wdx on 2022-04-07 07:45:49
Spoiler: show
(https://i.imgur.com/P4lvvdO.png)(https://i.imgur.com/yT7FOMw.png)

no i don't mean the 9999 cap, my party is well short of that, as you can see no change in 9-12 levels. Tifa is obviously no problem lol although she does steam roller everything taking the challenge out.

lucky 7's :O oops ye that will take challenge out alright. if your after using tifa i'd suggest you equip materia that reduces her hp.  think kotr knocks around 30% off. hades 15% mime 5% and all 4% or something like that, or see if you can boost her hp, (max 100%) via hpplus (25%?) dunoo the hp curves. as griding is not required (nor indeed is any exp throughout )
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Rumo on 2022-04-07 13:19:28
In that case I'm not sure of a possible cause, I'm afraid.

I'm quite sure now it has something to do with the w-attack. I noticed that the fight sometimes froze right between the 2 attacks and tried to remove the materia. No freezes since then, although now I have the problem of dying^^

edit: After beating Emerald Weapon, I reequipped w-attack for the Ruby Weapon fight, same problem here. I guess I have to play the game without this materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: JonJon412 on 2022-04-08 00:26:06
As of patch 2.092, Comet can now be obtained if it was missed from the North Crater (think it's in the left-down path).

Thanks for the reply SegaChief. I think I'm playing an older version because I cannot find it anywhere in the North Crater...

Please help me with this before I finish the mod:

Spoiler: show
Where exactly is this 1/35? Log says its in Gold Saucer Sub Prize #5...thought it meant the exchange for GP prize but it...all I got was a carob nut.

I played the Submarine game but only got an elemental materia when I finished it.

Where exactly is it? I truly hope its not giving the carob nut to that Chocobo I just defeated in the Great Glacier :(

Also would like to know about that ???? - Shinra Mansion, Piano the aircrew member talked about...or it is a gag lol?

Thanks in advanced!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: wdx on 2022-04-08 06:20:18

Please help me with this before I finish the mod:

Spoiler: show
Where exactly is this 1/35? Log says its in Gold Saucer Sub Prize #5...thought it meant the exchange for GP prize but it...all I got was a carob nut.

I played the Submarine game but only got an elemental materia when I finished it.

Where exactly is it? I truly hope its not giving the carob nut to that Chocobo I just defeated in the Great Glacier :(

Also would like to know about that ???? - Shinra Mansion, Piano the aircrew member talked about...or it is a gag lol?

Thanks in advanced!


which version are you playing? the 35th soldier maybe a different one you missed.
Spoiler: show
 submini game been a thing thou i think throughout the v2.x, its the 5th mission win, ie win all missions, lvl1/2/3/4 and indeed the underwater reactor mission


regards your other question related to the NPC talked about, its not a gag.
Spoiler: show
 play tifa's tune on  the shinra mansion piano, ignore any 'errors' that you hear

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: JonJon412 on 2022-04-10 22:38:15
which version are you playing? the 35th soldier maybe a different one you missed.
Spoiler: show
 submini game been a thing thou i think throughout the v2.x, its the 5th mission win, ie win all missions, lvl1/2/3/4 and indeed the underwater reactor mission

Thanks for the reply.

Apparently, its 2.0 version.

Spoiler: show
I beat all four levels 1/2/3/4 but a 5th mission doesn't seem to appear...maybe I have to go to Junon and do another mission down there?

Dude I can't believe it. I finished all 4 missions and wanted to try the 3d battle minigame and the game got stuck/froze! Now I gotta do the missions again if I need them for the 1/35 soldier  :-( :-( :-(


regards your other question related to the NPC talked about, its not a gag.
Spoiler: show
 play tifa's tune on  the shinra mansion piano, ignore any 'errors' that you hear

Wow dude, this one was crazy, thanks a million for the advice :)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Sega Chief on 2022-04-11 15:06:41
is there a hp cap in this mod, different amount for each character?. i was leveling to take on the weapons , and hit a ceiling.

Yeah, each character has a kind of prospective 'max' stat threshold they can reach through level growth; they're not guaranteed to reach that max before they reach lv.99 but on average they'll tend to be very close to it.

(https://i.imgur.com/P4lvvdO.png)(https://i.imgur.com/yT7FOMw.png)
no i don't mean the 9999 cap, my party is well short of that, as you can see no change in 9-12 levels. Tifa is obviously no problem lol although she does steam roller everything taking the challenge out.

Is that a natural 7777 or is that with Materia equipped?

I'm quite sure now it has something to do with the w-attack. I noticed that the fight sometimes froze right between the 2 attacks and tried to remove the materia. No freezes since then, although now I have the problem of dying^^

edit: After beating Emerald Weapon, I reequipped w-attack for the Ruby Weapon fight, same problem here. I guess I have to play the game without this materia.

So W-Attack is the problem; there may be an issue with its targeting flag or something, I'll check into it.

Thanks for the reply.

Apparently, its 2.0 version.

Spoiler: show
I beat all four levels 1/2/3/4 but a 5th mission doesn't seem to appear...maybe I have to go to Junon and do another mission down there?

Dude I can't believe it. I finished all 4 missions and wanted to try the 3d battle minigame and the game got stuck/froze! Now I gotta do the missions again if I need them for the 1/35 soldier  :-( :-( :-(


Wow dude, this one was crazy, thanks a million for the advice :)

I'll check the 3D-Battler but it's not been changed recently (though I am planning to shorten the points needed to win on it from 10 to 5 for each match). Did you get stuck on the geometry when activating it or did it freeze during the minigame? There are any model/animation mods active or anything?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: gunner_1207 on 2022-04-11 19:37:33
no tifa has materia equipped, first time i have ever seen it. Just finished this wonderful creation thank you for doing this , a fresh breath into a 20 year old masterpiece  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Aquarii on 2022-04-12 18:19:32
Hi Sega,

i feel like starting FF7 NT mod again and wanted to ask if there is an estimated release date for version 2.1? Is it maybe coming in the near future?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: JonJon412 on 2022-04-12 23:17:47
I'll check the 3D-Battler but it's not been changed recently (though I am planning to shorten the points needed to win on it from 10 to 5 for each match). Did you get stuck on the geometry when activating it or did it freeze during the minigame? There are any model/animation mods active or anything?

This is what I'm running atm:

https://ibb.co/ZXPp9cs

Short video of what happens:

https://youtu.be/GU-rc1q8bPo

Segaman...can you tell me where is this last 1/35? Its probably the last thing to get before heading down the crater :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: wdx on 2022-04-13 16:35:09
last 1/35? Its probably the last thing to get before heading down the crater :(
contained within segachiefs documention. if you still can't find, post within spoiler tag the locations where you picked them up from, that would be much easier to signpost the location you missed, i'm still fairly convinced if one only missing as per your previous post, its most likely #8 as you did state that you had to redo that due do a crash.

Spoiler: show

1) Mythril Mines
2) Junon
3) Gold Saucer, Dio's Museum
4) Gongaga, 2nd floor of General Store
5) Da Chao
6) Great Glacier, Far-West Cave
7) Cosmo Canyon: Bugenhagen's House (3rd Floor)
8) Gold Saucer Sub Prize #5
9) Icicle Inn, Hotel 2nd Floor
10) Gelnika Hallway
11) Nibelheim: Right-hand house, upstairs
12) North Crater: Left-Up Path


ps disable the minigames mod and try again likely won't crash with the 3d battler issue
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: JonJon412 on 2022-04-13 23:48:11
contained within segachiefs documention. if you still can't find, post within spoiler tag the locations where you picked them up from, that would be much easier to signpost the location you missed, i'm still fairly convinced if one only missing as per your previous post, its most likely #8 as you did state that you had to redo that due do a crash.

Spoiler: show

1) Mythril Mines
2) Junon
3) Gold Saucer, Dio's Museum
4) Gongaga, 2nd floor of General Store
5) Da Chao
6) Great Glacier, Far-West Cave
7) Cosmo Canyon: Bugenhagen's House (3rd Floor)
8) Gold Saucer Sub Prize #5
9) Icicle Inn, Hotel 2nd Floor
10) Gelnika Hallway
11) Nibelheim: Right-hand house, upstairs
12) North Crater: Left-Up Path


ps disable the minigames mod and try again likely won't crash with the 3d battler issue

Thank for the reply man, it is as you said...it has to be #8 because I remember picking up the rest.

Gonna turn off the minigames and see if it works this time.

Btw, just to recap:

Spoiler: show
When you mentioned the submarine event in the underwater reactor, do you mean the huge materia event or does another event pop out as soon as I beat the 4 levels of the Gold Saucer machines?

I know I beat the 4 levels of the submarine game and since I didn't saw a 5th lvl pop out I tried the 3d battle game asap....you know how that ended lol  ;D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Rumo on 2022-04-14 14:11:26
When you mentioned the submarine event in the underwater reactor, do you mean the huge materia event or does another event pop out as soon as I beat the 4 levels of the Gold Saucer machines?

I just collected the 1/35 soldiers, in Wonder Square I did the Mako Reactor Battle, then Level 1 - 4. I got the soldier as reward for Level 4.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: wdx on 2022-04-15 05:46:38
I just collected the 1/35 soldiers, in Wonder Square I did the Mako Reactor Battle, then Level 1 - 4. I got the soldier as reward for Level 4.

order don't think mattered glad you found the 'missing' soldier :)
how did the 3d battler go after disabling the other mods other than NT?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: viienjoyer on 2022-04-15 11:21:40
Hey first of all thanks for the mod been enjoying it a lot.

I am facing a problem where after all enemies are dead, the battle does not end (Victory Fanfare does not play and party does not do win animation). It is happening only against X-ATM "boss" fight in Mt. Nibel, which I am facing after killing Materia Keeper.

Any advice?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Rumo on 2022-04-15 13:42:02
order don't think mattered glad you found the 'missing' soldier :)
how did the 3d battler go after disabling the other mods other than NT?

That wasn't me, I just replied to JonJon412 :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: wdx on 2022-04-15 18:26:33
Hey first of all thanks for the mod been enjoying it a lot.

I am facing a problem where after all enemies are dead, the battle does not end (Victory Fanfare does not play and party does not do win animation). It is happening only against X-ATM "boss" fight in Mt. Nibel, which I am facing after killing Materia Keeper.

Any advice?

have you any other mods running if so try disable them. could also be some enemies maybe missing a death animation, if no death animation and killed via a death inflicting limit (that triggered the death % chance) that can cause issue. not too sure of any other possible causes without seeing a list of what your running.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: viienjoyer on 2022-04-15 20:11:32
have you any other mods running if so try disable them. could also be some enemies maybe missing a death animation, if no death animation and killed via a death inflicting limit (that triggered the death % chance) that can cause issue. not too sure of any other possible causes without seeing a list of what your running.

I am using only it and The Reuinion. I did use Cloud's Finishing Touch on the two Shinra tropes but the X-ATM had normal boss death animation. I will try tomorrow without using that Limit Break then.

UPDATE: Not using "Finishing Touch" fixed it. I guess it has to do with KO/Death like you said..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: wdx on 2022-04-16 17:33:39
I am using only it and The Reuinion. I did use Cloud's Finishing Touch on the two Shinra tropes but the X-ATM had normal boss death animation. I will try tomorrow without using that Limit Break then.

UPDATE: Not using "Finishing Touch" fixed it. I guess it has to do with KO/Death like you said..

glad it worked out for you ok. to be pretty safe i'd try avoid  some of CIDs limit breaks for boss fights. alongside clouds finishing touch.

aware that CID had that issue in original game with some enemies. however wasn't aware also could be cloud :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: viienjoyer on 2022-04-19 07:16:04
I have a question by the way, does it matter if I play the Fort Condor mini game or just wait until they reach the door and battle the boss with the party normally?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: wdx on 2022-04-19 13:28:01
I have a question by the way, does it matter if I play the Fort Condor mini game or just wait until they reach the door and battle the boss with the party normally?


depends on the way you want to play it... faster to kill enemies thou than wait and fight
Spoiler: show

should take around 60seconds max per fight.. you do NOT get the indivual condor rewards if you let them breach the top. Some rewards have changed vs the original game too
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: viienjoyer on 2022-04-20 08:26:26

depends on the way you want to play it... faster to kill enemies thou than wait and fight
Spoiler: show

should take around 60seconds max per fight.. you do NOT get the indivual condor rewards if you let them breach the top. Some rewards have changed vs the original game too


Nice, are the list of individual rewards documented?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
Post by: Sega Chief on 2022-04-20 10:42:12
I am using only it and The Reuinion. I did use Cloud's Finishing Touch on the two Shinra tropes but the X-ATM had normal boss death animation. I will try tomorrow without using that Limit Break then.

UPDATE: Not using "Finishing Touch" fixed it. I guess it has to do with KO/Death like you said..

I've identified that this is actually an issue with Reunion itself; the Finishing Touch limit disables the processing of death counter scripts (I've passed that info onto Dan after performing some tests and he's working on resolving it). Usually it would only be the 'eject' part of the Limit that would disable death counter scripts, but it seems to not be re-enabled when moving onto the physical damage part of it if the target is KO immune.

Edit: v2.0995 is up:

Spoiler: show

2.0995
-) Fixed looping issue in North Crater script
-) Fort Condor: Multiple item reward issue & changed to a clean variable
-) Removed an old flag-altering AI fragment from an enemy
-) Corrected flag for a Hard-mode only drop that wasn't resetting for another drop if on Game Type B
-) Updated Shinra HQ Floor 68 Boss to have same drops/steals/morphs as Type A Boss (had none previously)
-) Fix for receiving EXP & Gil when under No-Exp and Hard Mode for a certain enemy
-) Updated conditions for Cait Sith to appear in Costa Del Sol (prevent appearing too early)
-) Updated ability name for Cactuar's 'escape' ability
-) Removed test battle BG (replaced the train chase battle BG and snuck its way into a release)
-) Issue where multiple Bahamut ZERO Materia could be dug up in Bone Village
-) Adjusted condition needed for alternate scene on the hill with Tifa (Disc 2)
-) Da Chao Type A/B dialogue for Tifa was flipped around
-) Adjusted Type B Junon scene to prevent dialogue showing if a certain character isn't present
-) 3D-Battler minigame in Gold Saucer changed to be first to 5 hits instead of 10
-) Adjusted seating positions for characters on the Submarine (both variants)
-) Improved Save Point position for Whirlwind Maze & SP Upgrade teleport coordinates
-) Added a Triangle ID check for picking up HP Plus Materia to prevent it being picked up from below


Reunion version was renamed slightly to reflect the version; mind to update your Mod_Id in the options.cfg with the same name (New_Threat_Reunion_20995), or rename the NT mod folder to match what you already have in the options.cfg if you prefer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: viienjoyer on 2022-04-20 19:40:48
Thanks a lot, I have updated it.

P.S.: I went "New Game" to verify if the latest version successfully installed or not - it still shows 2.0. I assume you forgot to change the script for it (Because yes I did change change the Mod_id).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Sega Chief on 2022-04-21 13:25:49
Thanks a lot, I have updated it.

P.S.: I went "New Game" to verify if the latest version successfully installed or not - it still shows 2.0. I assume you forgot to change the script for it (Because yes I did change change the Mod_id).

Yeah, I don't update the in-game text with the version number though I should probably start doing that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: JonJon412 on 2022-04-24 19:00:50
I just collected the 1/35 soldiers, in Wonder Square I did the Mako Reactor Battle, then Level 1 - 4. I got the soldier as reward for Level 4.

I knew something was off when this person said Mako Reactor Battle.

That was nowhere to be seen when I tried to play the sub game and all the rewards from the WS didn't made any sense whatsoever.

So when I turned off the Minigames tab, it all went the way it was supposed to...I could even choose the Mako Reactor Battle, something that was not available before.

Thanks a lot to wdx and SegaChief...I was able to collect the last one and now unto the final battle :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: viienjoyer on 2022-04-28 15:37:57
Really enjoying it and loving it much though I think steal and morph are very OP and trivialize the whole game's difficulty even on Hard mode. By the way anyone tried the "Hard mod" in Releases? Is it any good?

I also want to know if I could use 60FPS battle with Reunion build of FFVII NT? Would it cause problems?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: TheOmegaFactor on 2022-04-29 00:38:58
EDIT: nvm i was reversing cancel and ok lol. i figured it out
so i'm in need of some help with nt 1.5. i'm on disc 3 and got the message about the new threats. i'm trying to get tifa's final limit and i'm playing the piano correctly (i think lol) but nothing happens. i did skip the kalm flashback if that makes a difference. is there something specific i need to do? i have her as leader but it seems even that's not enough. help? thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: wdx on 2022-04-29 05:54:21
So i'm in need of some help with nt 1.5. i'm on disc 3 and got the message about the new threats. i'm trying to get tifa's final limit and i'm playing the piano correctly (i think lol) but nothing happens. i did skip the kalm flashback if that makes a difference. is there something specific i need to do? i have her as leader but it seems even that's not enough. help? thanks!

Tifa requires to be party leader, if in the highwind OP room and the party leader NPC is not at the right hand side of the room
Spoiler: show
 then nip down the northren crater until the final meet point (point of no return), should be a NPC that can teleport you back to the highwind
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: TheOmegaFactor on 2022-04-29 13:33:24
Tifa requires to be party leader, if in the highwind OP room and the party leader NPC is not at the right hand side of the room
Spoiler: show
 then nip down the northren crater until the final meet point (point of no return), should be a NPC that can teleport you back to the highwind

thanks :) i figured it out though. i was reversing the Cancel and Ok buttons. (aka hitting ok when i should hit cancel and vice versa)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Sega Chief on 2022-05-04 10:43:53
Really enjoying it and loving it much though I think steal and morph are very OP and trivialize the whole game's difficulty even on Hard mode. By the way anyone tried the "Hard mod" in Releases? Is it any good?

I also want to know if I could use 60FPS battle with Reunion build of FFVII NT? Would it cause problems?

60fps compat for NT is in the works for 7th heaven; I could try using the 60fps interpolated animations for a 60fps version of Reunion; I'm assuming it'd work. As things are right now, if you use NT with Reunion's 60fps it'll mostly work but any new enemies will seem very sped up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: TheOmegaFactor on 2022-05-07 00:14:23
EDIT: never mind i'm an idiot lol. i thought that the one on the front page would look similar to the 1.5 one.
i was wrong lol

so i'm now on NT 2.0 and i can NOT for the life of me find any sort of guide that resembles this one for 1.5 https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit#gid=1941162602 (https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit#gid=1941162602)
is there a 2.0 version of it somewhere that i'm just too blind to see?
all i found was a drop guide or whatever on on the front of this mod page :(
nowhere near as informative.
any help would be appreciated :) thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Wadgey on 2022-05-07 22:41:17
Hello, so i'm new to the modding scene and absolutely loving this whole new feel to the game as i've played since the games core release its a breath of fresh air!
however i have just reached the cave after midgar zolom and after talking with elena and rude for some reason i'm getting "unexpected error" when i leave the cave. is there a reason for this and a fix please? i have attempted twice without success which it is very offputting sadly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: wdx on 2022-05-08 05:52:07
Hello, so i'm new to the modding scene and absolutely loving this whole new feel to the game as i've played since the games core release its a breath of fresh air!
however i have just reached the cave after midgar zolom and after talking with elena and rude for some reason i'm getting "unexpected error" when i leave the cave. is there a reason for this and a fix please? i have attempted twice without success which it is very offputting sadly.

would need a little more information: such as what mods your running/options (if running any field mods disable them) savefile uploaded might be useful as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Sega Chief on 2022-05-08 23:41:04
EDIT: never mind i'm an idiot lol. i thought that the one on the front page would look similar to the 1.5 one.
i was wrong lol

so i'm now on NT 2.0 and i can NOT for the life of me find any sort of guide that resembles this one for 1.5 https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit#gid=1941162602 (https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit#gid=1941162602)
is there a 2.0 version of it somewhere that i'm just too blind to see?
all i found was a drop guide or whatever on on the front of this mod page :(
nowhere near as informative.
any help would be appreciated :) thanks!

There isn't a 2.0 version of the spreadsheet Karsh put together for 1.5.

It sounds like you found the enemy drops spreadsheet but not the DL for the folder containing the 2.0 docs; it's above it:

(https://i.imgur.com/TcWrmK8.png)

Hello, so i'm new to the modding scene and absolutely loving this whole new feel to the game as i've played since the games core release its a breath of fresh air!
however i have just reached the cave after midgar zolom and after talking with elena and rude for some reason i'm getting "unexpected error" when i leave the cave. is there a reason for this and a fix please? i have attempted twice without success which it is very offputting sadly.

This issue was reported way back but I was never able to replicate it; my best guess is that there's some condition that needs to be met to cause it. Save file would be handy and a list of any mods or setup information, or the applog.txt that 7th heaven outputs (FFNX also has one if using that); it can be found either by clicking the bottom of the 7th heaven mod loader (will open the applog.txt file) or the FFNX.log file in the game's installation directory.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Big_Wetzel on 2022-05-10 03:56:01
Hello, I have been playing the mod and I've enjoyed it quite well so far. However, I am encountering what seems to be a glitch right at the end of disc 2, after the Hojo fight. Upon clearing the battle and viewing the scenes after, one of the cutscenes seems to completely softlock the game. The scene where Tifa and Cloud wake up for the second time at the northern crater begins and then immediately gets stuck at the first text box. Cloud begins to say her name and the name gets cut off by the text box and the game is just stuck like that. To note, Tifa's name is set to (Erm...WOW) and only (Erm...WO) is displayed by the box and the game is just frozen in this state.

I have tried reinstalling/repatching the game several times and the issue still occurs. I have also checked that the patcher is running on admin mode as well. Everything else up to that point has showed signs of working perfectly fine, only this has caused problems for me, as I cannot access the rest of the game past the Hojo Fight.

I am playing on game patcher version (steam) and I have never installed any other mods for FF7.

Any help would be greatly appreciated.

As of today I fixed the issue, no longer need help with it, still unsure what caused the problem exactly.
(https://www.mediafire.com/view/iwxu0etozvhxifc/Screenshot_%252894%2529.png/file)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Aerodynamics on 2022-05-14 04:41:59
Hey all :-D,

I've been trying the NT 2.0995 from a fresh start, in hard mode. Really enjoying the new story events.

So far, i got to the Midgar Sewers (around lvl 15) and the only difference I noticed from Hard Mode beeing On is the 0 Gil (which to honest, I would rather have some gil, maybe half would do).

The regular enemies seem to have the same level and stats (I didn't double check any boss yet). Tested the enemies on the midgar sewers and the beginning sequence.

Is this expected?

Thanks  :wink:
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Wadgey on 2022-05-21 11:15:14
There isn't a 2.0 version of the spreadsheet Karsh put together for 1.5.

It sounds like you found the enemy drops spreadsheet but not the DL for the folder containing the 2.0 docs; it's above it:

(https://i.imgur.com/TcWrmK8.png)

This issue was reported way back but I was never able to replicate it; my best guess is that there's some condition that needs to be met to cause it. Save file would be handy and a list of any mods or setup information, or the applog.txt that 7th heaven outputs (FFNX also has one if using that); it can be found either by clicking the bottom of the 7th heaven mod loader (will open the applog.txt file) or the FFNX.log file in the game's installation directory.

I Fixed the issue by not going to the map above where the chat dialog opens with Elena and rude. instead i left the cave and it worked smoothly, tried on 3 tries in a row to see if it was a fluke which it was not, all 3 tries worked great. i tried with my old save file by entering the cave above where Rude and Elena talk with cloud etc. and then left cave which it just black screens. so for anyone who may encounter this problem after encountering Rude and Elena you want to leave the cave completely and then save then re-enter and go into the cave you went past if you would like to grind/loot items from there. 1 being a 1/35 soldier thingy which i'm wondering perhaps that is the bug that causes the blackscreen?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Wadgey on 2022-05-21 11:17:28
Hey all :-D,

I've been trying the NT 2.0995 from a fresh start, in hard mode. Really enjoying the new story events.

So far, i got to the Midgar Sewers (around lvl 15) and the only difference I noticed from Hard Mode beeing On is the 0 Gil (which to honest, I would rather have some gil, maybe half would do).

The regular enemies seem to have the same level and stats (I didn't double check any boss yet). Tested the enemies on the midgar sewers and the beginning sequence.

Is this expected?

Thanks  :wink:

Steal steal steal!  :P when you reach Shinra HQ farm stealing Hardege from soldiers i made myself a hefty 10k Gil by time i reached Karm doing this :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: dmg1994 on 2022-05-21 21:56:36
Hi!

I started a new game with NT 2.0995, hard mode, and Game mode B.

But I`ve been experiencing something weird. Tifa joins Cloud in Reactor 1 in the beginning of the game, that`s normal, OK, the problem comes when Barret joins your party a little later in the reactor. Tifa then completely dissapears from the group, and when I reach the place where you set the bomb, a XTM-A appears, like I`ve been playing Mode A all along...

That didn`t happen to me before. In NT 2.0991 Mode B plays normal.

I don`t know what is causing this...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: wdx on 2022-05-22 06:59:35
Hi!

I started a new game with NT 2.0995, hard mode, and Game mode B.

But I`ve been experiencing something weird. Tifa joins Cloud in Reactor 1 in the beginning of the game, that`s normal, OK, the problem comes when Barret joins your party a little later in the reactor. Tifa then completely dissapears from the group, and when I reach the place where you set the bomb, a XTM-A appears, like I`ve been playing Mode A all along...

That didn`t happen to me before. In NT 2.0991 Mode B plays normal.

I don`t know what is causing this...


can confirm for that area typeB in 2.0995 should play out the same was as prior versions of the mod. if your running any other mods maybe one of those effecting it weirdly. a list of any active mods and if using 7th heaven verbose debug log may assist.  there are a couple of methods which should check to ensure game is 'patched' correctly. such as fire+all on cloud at start of game alongside checking if reactorbomb is contained within your inventory.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: dmg1994 on 2022-05-22 08:17:10
Thanks for your answer...

I disabled the Remusic v1.5 mod and works perfectly, thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Aerodynamics on 2022-05-25 22:19:58
Steal steal steal!  :P when you reach Shinra HQ farm stealing Hardege from soldiers i made myself a hefty 10k Gil by time i reached Karm doing this :)

Does hard mode have stronger enemies for you? Because in my case, the enemies are identical in levels, stats, etc.

It's not mods, as playing only with NT enabled has the same problem.

Thanks for the tip on the Gil though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Wadgey on 2022-05-26 00:15:57
Does hard mode have stronger enemies for you? Because in my case, the enemies are identical in levels, stats, etc.

It's not mods, as playing only with NT enabled has the same problem.

Thanks for the tip on the Gil though.

i play Type B mode?

to me i guess the mobs feel stronger idk really tbh. regardless stealing is very important as you'll constantly need gil over time to keep protecting fort condor lol.
another option after  going through the cave past midgar zolom you'll be able to steal razor ring weps for yuffie from those harrier bird things. good source of 750 gil each, best bet is use yuffie or just take her accessory for another character and steal.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Aerodynamics on 2022-05-26 18:45:41
I play type B too, but the enemies (a least up to midgar sewers - Don corneo) are exactly the same as normal.

I turned the hard mode on and off, reinstalled the game, started a new game, same issue.
 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Aynath on 2022-05-26 21:02:44
Hey there, I've been playing FF VII NT for a long time. I just reached CD 3 in hard mode, No SP upgrade and Type B. So far so good and I went into Rocket Town
Spoiler: show
to talk to the old man to obtain a lance for Cid
but I come across what it seems to be a purple materia near the former rocket location but I can't pick it up for some reason. I can't find a way to put a screenshot here to show it though  :(
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Sega Chief on 2022-05-27 13:28:46
I play type B too, but the enemies (a least up to midgar sewers - Don corneo) are exactly the same as normal.

I turned the hard mode on and off, reinstalled the game, started a new game, same issue.
 

It'll be more noticeable later on; the calculation used for level for instance is /6, then * 7 (around 15-16% increase) with the game always rounding values down. So for lower level enemies this parameter likely won't visibly change. One way to check would be to find a Devil Ride enemy outside of Midgar (the red motorbike enemy) and use Sense on it; should be Lv.20 on normal, Lv.23 on hard. Other parameters like strength, etc. get adjusted too but these are trickier to check directly due to damage variance.

Hey there, I've been playing FF VII NT for a long time. I just reached CD 3 in hard mode, No SP upgrade and Type B. So far so good and I went into Rocket Town
Spoiler: show
to talk to the old man to obtain a lance for Cid
but I come across what it seems to be a purple materia near the former rocket location but I can't pick it up for some reason. I can't find a way to put a screenshot here to show it though  :(

That's the location for long range if it was missed earlier by the rocket itself, will check it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Aynath on 2022-05-27 20:52:33
Thank you for your answer !

I'm taking this opportunity to signal a consistent crash when I'm about to
Spoiler: show
fight Safer Cait Sith at the Temple of the Ancients
. I'm afraid due to that bug that I can't
Spoiler: show
fight Safer Sephiroth as well since it uses the same background iirc
.

The crash message just says Game Crashed :( and to visit the FAQ of the FFNx driver

EDIT : Had to disable all mods expect NT mod to proceed further, playing with 7th Heaven Mod Manager.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Aerodynamics on 2022-05-27 23:27:17
It'll be more noticeable later on; the calculation used for level for instance is /6, then * 7 (around 15-16% increase) with the game always rounding values down. So for lower level enemies this parameter likely won't visibly change. One way to check would be to find a Devil Ride enemy outside of Midgar (the red motorbike enemy) and use Sense on it; should be Lv.20 on normal, Lv.23 on hard. Other parameters like strength, etc. get adjusted too but these are trickier to check directly due to damage variance.

That's the location for long range if it was missed earlier by the rocket itself, will check it out.

Thanks for pointing that out, I will definately try it once i exit midgar! ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Sega Chief on 2022-05-29 14:21:09
Thank you for your answer !

I'm taking this opportunity to signal a consistent crash when I'm about to
Spoiler: show
fight Safer Cait Sith at the Temple of the Ancients
. I'm afraid due to that bug that I can't
Spoiler: show
fight Safer Sephiroth as well since it uses the same background iirc
.

The crash message just says Game Crashed :( and to visit the FAQ of the FFNx driver

EDIT : Had to disable all mods expect NT mod to proceed further, playing with 7th Heaven Mod Manager.

What other mods did you have on?

***

[NT 2.0 - Combat Only version]
A while back someone requested a combat-only version of the mod, which I've put together; it's all the battle rebalancing but paired with a default flevel (field script, dialogue, etc). But there's one thing to figure out and that's whether or not to modify the flevel slightly to include the Hard Mode/No-Exp options and the Source System which was used when balancing the enemies.

On the one hand, if the flevel is left unmodified then this means it can be combined with any dialogue/flevel-altering mods with less fuss as it uses the same encounter structure as the default scene.bin (I made some tweaks where needed so it'd conform to it, like re-adding the Mystery Ninja encounters and things like that). On the other, balancing might be tougher on the player without access to the Source System and won't be able to leverage the hard mode or no-exp options.

What I could try to do is set it up so that hard mode is toggled through the IRO rather than in-game, and tweak the character stat growth + equipment bonuses to compensate the lack of sources. Does that sound like a good plan?

***
I think someone else also asked for a 2.0 equivalent to the 'Vanilla Combat' variant of the 1.5 build as well (which would be the customised field scripting but using vanilla battles & balancing; the opposite to the above); I'm not sure how much work that'd involve yet, but the encounter table is (mostly) intact unlike the 1.5 build where that all needed to be restored so if it's a quick turnaround then I may get that together soon too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: wdx on 2022-05-29 16:33:31
***

[NT 2.0 - Combat Only version]
whether or not to modify the flevel slightly to include the Hard Mode/No-Exp options and the Source System which was used when balancing the enemies.

On the one hand, if the flevel is left unmodified then this means it can be combined with any dialogue/flevel-altering mods with less fuss. On the other, balancing might be tougher on the player without access to the Source System and won't be able to leverage the hard mode or no-exp options.

i don't  mind giving it a wee run/playtest off stream (but recorded to show any fights struggled with uploaded somewhere)  with no exp / no sp / hard mode :) 2-3 days playthrough. and provide feedback :>  sub 24 hours could provide feedback for a purely hardmode/no source option. if thats of use let me know :) feel free dm on discord anytime.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: nirwanda on 2022-05-31 21:20:44
So I'm in the Hojo fight and the battle starts with big guard so I thought of using the classic strategy of casting reflect on myself to bypass the enemies' reflect and got stuck in a loop of the spell reflecting over and over from one character to the other.  Don't know if it matters but the spell was hydro.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Sega Chief on 2022-06-01 00:52:56
So I'm in the Hojo fight and the battle starts with big guard so I thought of using the classic strategy of casting reflect on myself to bypass the enemies' reflect and got stuck in a loop of the spell reflecting over and over from one character to the other.  Don't know if it matters but the spell was hydro.

If the spell is bouncing then it should eventually resolve but it'll take a bit of time; each person has 4 'charges' of reflect. In situations where it's infinite and a final target can't be determined (there was a way to make this happen with Reflect Ring but I forget how) the game crashes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Aynath on 2022-06-02 22:02:37
What other mods did you have on?

I have several mods like Cosmo Memory, 60 FPS mod, NinoStyle models, Tsunamods Textures pack and NT mod. After some more testing, I enabled all mods I normally use but the Mouth Texture replacer. Since I use NinoStyle models, it was irrelevant to let it enabled and thanks to that, I no longer had the crash and could fight the boss !

Other question : It is normal that Cid's ultimate weapon, Venus Gospel has a 0 base attack ? All other ultimate weapons have 50 base attack.

EDIT towards the question : Actually some of the weapons have in deed 50 base attack and some have 0.

I do find the ultimate weapons really underwhelming, stat wise they are somewhat decent, making them good stat stick but damage wise it's really bad. I use the next tier of weapons (like Spring Gun Clip, Startlight Phone, Ragnarok etc...)
Spoiler: show
[spoiler]instead, I no longer feel guilty of using Masamune thanks to the nerf (ignore defense removed). I just defeated Emerald, it's a tough one but satisfying to end. Had to use cleverly Mime + Counter Command, to either heal or offense. That poison it self inflicts really helped too, as it dies in a pathetic way by a tick of the poison haha.
[/spoiler]
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: nirwanda on 2022-06-06 12:37:16
So uh... what's with the Shinra soldiers in the Chocobo stable on the Highwind. I already reached the bottom of the north crater and got the gold Chocobo from the Kalm traveler but I still can't kick them out. The Kalm Chocobo says my stable is full and I can't board the ship with any manually caught ones.
Whenever I talk to the soldiers they keep repeating the same line over and over.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: wdx on 2022-06-07 07:23:30
Chocobo says my stable is full

buy stable at chocobo ranch. it will then be able to go there.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: nirwanda on 2022-06-07 19:52:14
buy stable at chocobo ranch. it will then be able to go there.
Oof i haven't played this game all the way to the end in so long I forgot about this. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: FFIXFAN on 2022-06-09 17:56:02
Hey Segachief

I have been enjoying this mod a lot and managed to get up to the temple of the ancients on type B, I went to load it up and now its saying file is invalid when trying to load my save. Previously when i played I was farming some missing enemy material skills and I saved it at the save point in the gold saucer entrance ( bout to do date scene and get keystone ) Any help would be appreciated as I don't wanna start over again if It can be helped
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Damy on 2022-06-12 23:07:37
I personally did not like the mod after many hours play (looking at all nerfed things). Anyway there is a possible bug which I want to report about:
Apparently you can flee from the Knights of the Round bosses and get the materia.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: rempha on 2022-06-16 21:26:11
Parts of New Threat I like
The area music continuing into battles
No :O face characters
Additional dialog/story/character interaction
Ability to skip flashbacks/cutscenes
A few additional enemies and new enemy mechanics

And that's about it. I've just beat diamond weapon and ultima weapon and found the disappointing changes made to Cloud's Ultima Weapon. The absence of 2/4 Cut and Ultima materia have also been disappointing. I've ended up in a strange party arrangement with Nanaki just casting Comet and Tifa and Cloud just on support, its interesting, but not fun or cool. Is it possible to just mod in the elements I live and leave out the rest?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: wdx on 2022-06-17 08:08:50
The absence of 2/4 Cut and Ultima materia have also been disappointing.

I've ended up in a strange party arrangement with Nanaki just casting Comet and Tifa and Cloud just on support, its interesting, but not fun or cool. Is it possible to just mod in the elements I live and leave out the rest?


doublecut/4cut materia is still within the game and indeed ultima materia
Spoiler: show
 where you get them has changed. ultima materia is now in the room with the 4 save crystals which you can 'awaken' doublecut and 4x cut has been splitt into wattack find it in sacredcave at wutai finally xattack from the man in kalm (trades reward).


regards your party arrangements, depends on the way you wish to build characters, there is always more than 1 way. sure
Spoiler: show
comet ignoring defense somewhat
can help, however it really isn't necessary, if take advantage of weaknesses (and build your own characters strengths materia/equip setup (and SP if choose to use that))  then it does not require to be a rinse/repeat solution.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Sac Moldave on 2022-06-17 08:51:44
Hi ! Sorry to bother you guys but i have an issue finding the 1/35 soldier from Gold Saucer prize. The Documentation says Sub Prize #5 so i assumed it was Speed, but i can't drop it after several times. Did i misunderstood ?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
Post by: Cavist on 2022-06-17 17:49:26

Not been able to get info about it, so I'll just buy it now and have a look at it myself.


Hello, have you tried making it work with the MS Store version or it is not possible/not planned and I should stick to the steam version?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Aynath on 2022-06-18 08:30:58
Parts of New Threat I like
The area music continuing into battles
No :O face characters
Additional dialog/story/character interaction
Ability to skip flashbacks/cutscenes
A few additional enemies and new enemy mechanics

And that's about it. I've just beat diamond weapon and ultima weapon and found the disappointing changes made to Cloud's Ultima Weapon. The absence of 2/4 Cut and Ultima materia have also been disappointing. I've ended up in a strange party arrangement with Nanaki just casting Comet and Tifa and Cloud just on support, its interesting, but not fun or cool. Is it possible to just mod in the elements I live and leave out the rest?

As mentioned by another answer, 2x and 4x Cut and Ultima still exist, they are in different locations. I agree that Ultimate Weapons are overall underwhelming but you can still reach high amounts of damage depending on how you build your party. New Threat pushes you to try different builds and strategies by nerfing the strategies from the original game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: wdx on 2022-06-18 16:21:01
Hi ! Sorry to bother you guys but i have an issue finding the 1/35 soldier from Gold Saucer prize. The Documentation says Sub Prize #5 so i assumed it was Speed, but i can't drop it after several times. Did i misunderstood ?
sub prize #5 is exactly that: the 5th win of the gold saucers minisub mission.
beating 1/2/3/4 and the reactor option for that minigame.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: rempha on 2022-06-18 17:57:16
As mentioned by another answer, 2x and 4x Cut and Ultima still exist, they are in different locations. I agree that Ultimate Weapons are overall underwhelming but you can still reach high amounts of damage depending on how you build your party. New Threat pushes you to try different builds and strategies by nerfing the strategies from the original game.

Right, thanks. I appreciate a lot about the mod, I'm just not finding additional challenge, and more complicated mechanics, more fun, which is fine, just not for me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: rempha on 2022-06-18 18:14:52
So I've got all of Tifa's other limit breaks, I've met all the conditions, I've got the Final Heaven item, but she still won't use the item to learn the final limit break, anyone have any ideas why that might be and how to get it to work? Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Cavist on 2022-06-19 07:46:02
Can anyone recommend their setup and others mods running along NT2.0?
I am not looking for a total overhaul but maybe upscaled graphics like menus, battle fields etc.

I want to play NT2.0 steam today and looking for some hints what else is working along the NT and fits the overall game theme.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Damy on 2022-06-19 21:52:44
Parts of New Threat I like
The area music continuing into battles
No :O face characters
Additional dialog/story/character interaction
Ability to skip flashbacks/cutscenes
A few additional enemies and new enemy mechanics

And that's about it. I've just beat diamond weapon and ultima weapon and found the disappointing changes made to Cloud's Ultima Weapon. The absence of 2/4 Cut and Ultima materia have also been disappointing. I've ended up in a strange party arrangement with Nanaki just casting Comet and Tifa and Cloud just on support, its interesting, but not fun or cool. Is it possible to just mod in the elements I live and leave out the rest?

I agree with you there. Overall the mod is great, I just don't like the unrewarding experience and "test my limits". Grabbed for example the Knights of the Round materia only to find out each hit does 2k damage! And the matera is already at maximum level. With MP Turbo (and perhaps more Magic?) you can at least reach "decent" 4k+ dmg per hit. Also read all patch notes and saw endgame weapon Masamune was nerfed so I were curious about it and cheated it and it does not impressive damage indeed. Far from what you can do in the vanilla game.

The feel about unrewarding and only challenge is just not for me. But otherwise the mod is great which other will love.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Aynath on 2022-06-20 15:36:38
I agree with you there. Overall the mod is great, I just don't like the unrewarding experience and "test my limits". Grabbed for example the Knights of the Round materia only to find out each hit does 2k damage! And the matera is already at maximum level. With MP Turbo (and perhaps more Magic?) you can at least reach "decent" 4k+ dmg per hit. Also read all patch notes and saw endgame weapon Masamune was nerfed so I were curious about it and cheated it and it does not impressive damage indeed. Far from what you can do in the vanilla game.

The feel about unrewarding and only challenge is just not for me. But otherwise the mod is great which other will love.

Masamune was way too overpowered; given that most bosses don't have much HP, I read on the forum that Emerald had 165000 HP for example, which is far less than in the original game, but they are far more tough/more defense, so ignoring the armor is really valuable. But it is actually possible to reach high amounts of damage (relic ring, SP system, some materias combinations etc.), it's just more difficult to do so due to the overall balancing (crit damage reduction, level influence on attack damage, etc.).


Can anyone recommend their setup and others mods running along NT2.0?
I am not looking for a total overhaul but maybe upscaled graphics like menus, battle fields etc.

I want to play NT2.0 steam today and looking for some hints what else is working along the NT and fits the overall game theme.

I'm using 7th Heaven mod manager to install the mods, here's my setup if you're interested, the list below is in order from top to bottom (mod order is important, there's a button that auto sort the mods but here's mine anyways):

That is for mods, but there are Driver Settings as well :
In Graphics Tab:
In Advanced Tab :

I hope this helps you :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: rempha on 2022-06-20 16:11:20
I agree with you there. Overall the mod is great, I just don't like the unrewarding experience and "test my limits". Grabbed for example the Knights of the Round materia only to find out each hit does 2k damage! And the matera is already at maximum level. With MP Turbo (and perhaps more Magic?) you can at least reach "decent" 4k+ dmg per hit. Also read all patch notes and saw endgame weapon Masamune was nerfed so I were curious about it and cheated it and it does not impressive damage indeed. Far from what you can do in the vanilla game.

The feel about unrewarding and only challenge is just not for me. But otherwise the mod is great which other will love.

Right, it was a consistent experience of working towards a goal and being disappointed with the reward.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Aynath on 2022-06-20 16:46:43
Spoiler: show
  • After beating the Chocobo in the Glacier, if there's a battle in the same scene, the chocobo music is played instead of the normal battle music
  • I haven't use the SP system because I wanted the supposed easter egg when you beat the game in hard with no SP, I don't know how it supposed to show, I had a screen with the party in the church with a thank you (no refunds), is it this one ?
  • I have beaten the Secret Boss at the North Crater (finally !!) but nothing happened after the battle; the leader comes back into the 4 save points room which are still awoken and my ?_?_?_? item is still in my inventory. I've beaten it without killing the tentacles, then did it again but killing the tentacles first. While the battle itself is intense, having basically no rewards (massive amount of EXP and AP but I maxed out the party) for it feels bad for me
  • The Party focused Side Content feels unbalanced; for Yuffie we have to defeat basically two bosses and has some cool dialogues, but on the other hand Cid has basically no side content(Highwind being automatically obtained, and Venus Gospel is the gold saucer battle rewards), Cait Sith has a funny boss to beat but the reward (Dark Matter) has no utility as far as I know (a relica of NT 1.5 I believe ?)
  • I still haven't find the usage of the Red DragonScales (reward from 3D Fighting Game in Gold Saucer)
  • In the battle against Bizarro Sephiroth, despire having all 9 characters, you still have to choose 8, I ditched Vincent (sorry), is it possible to add the possibilty to use all 9 characters in this battle if we saved Aerith ?
  • Safer Sephiroth's Super Nova seems bugged because most of the animation is dark as if it has no texture. I remember from the PS1 game seeing the planets getting obliterated one by one with their names displayed. I tried disabling all textures and 60 FPS mods to be sure, it's still the same
  • Contain + Elemental affects the Hidden element despite not being displayed as such in the game, it took me time to understand what makes my Cloud to absorb Pandora's Box's damage, I thought Contain would help to affect Fire, Ice, Wind and Earth elements instead
  • In the same reasoning, I'd love to see the Core materia to have this multi element effect
  • I wonder what a Shout materia would look like
  • I'd love to see a return of the Dark Cave side quest that was present in the 1.5 version; maybe less bloated, but with new bosses instead, or another Battle zone, maybe a mirrored version of the North Crater that would give lots of XP and less AP (or the contrary) than the North Crater
[/list]

I'll replay the game again after some updates, it was truly a great experience !!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Damy on 2022-06-20 19:29:47
Masamune was way too overpowered; given that most bosses don't have much HP, I read on the forum that Emerald had 165000 HP for example, which is far less than in the original game, but they are far more tough/more defense, so ignoring the armor is really valuable. But it is actually possible to reach high amounts of damage (relic ring, SP system, some materias combinations etc.), it's just more difficult to do so due to the overall balancing (crit damage reduction, level influence on attack damage, etc.).

I see. Just a weird and new way balancing the game which I didn't notice. Actually I played 1.5 before (the one I mentioned about can exploit the Knights of Round bosses and use Smoke Bomb to flee). And I LOVED some aspects about it for example the new Midgar Zolom so it's strange that he was reverted back to normal one in the 2.0.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Damy on 2022-06-20 19:46:55
Oh right found another "exploit" in the 1.5 version and idk about 2.0 which may be intended or not. In the battle challenge at Junon you can steal endless amount of Megalixirs from the Train Driver and simply retreat the battle after to keep stolen Megalixir. So it was the best farming place for free Megalixirs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Sega Chief on 2022-06-22 02:32:06
Hey Segachief

I have been enjoying this mod a lot and managed to get up to the temple of the ancients on type B, I went to load it up and now its saying file is invalid when trying to load my save. Previously when i played I was farming some missing enemy material skills and I saved it at the save point in the gold saucer entrance ( bout to do date scene and get keystone ) Any help would be appreciated as I don't wanna start over again if It can be helped

It's maybe too late, but I'm not sure if it can be recovered or not. It may be worth trying to open it with the save editor Black Chocobo and seeing if it can be copy-pasted over into a new save file in case that helps fix it.


Parts of New Threat I like
The area music continuing into battles
No :O face characters
Additional dialog/story/character interaction
Ability to skip flashbacks/cutscenes
A few additional enemies and new enemy mechanics

And that's about it. I've just beat diamond weapon and ultima weapon and found the disappointing changes made to Cloud's Ultima Weapon. The absence of 2/4 Cut and Ultima materia have also been disappointing. I've ended up in a strange party arrangement with Nanaki just casting Comet and Tifa and Cloud just on support, its interesting, but not fun or cool. Is it possible to just mod in the elements I live and leave out the rest?

I've a plan at some point to make a vanilla combat version of the mod (similar to what 1.5 had) where the equipment, enemies, etc. are all vanilla-spec while keeping the mod's other aspects intact where possible.


Hello, have you tried making it work with the MS Store version or it is not possible/not planned and I should stick to the steam version?

I bought it and managed to get at the files (after a lot of wrangling with permissions and the like; they're locked up to an extent), but it seems I'm not able to patch them as changing the size of the files results in an error and not being able to run the game. That's as far as I was able to get with that.


So I've got all of Tifa's other limit breaks, I've met all the conditions, I've got the Final Heaven item, but she still won't use the item to learn the final limit break, anyone have any ideas why that might be and how to get it to work? Thanks.

There shouldn't be any other requirements other than she has every Limit learned at each Limit level like in the vanilla game (Beat Rush + Somersault, Water Kick + Meteodrive, Dolphin Blow + Meteor Strike).


I agree with you there. Overall the mod is great, I just don't like the unrewarding experience and "test my limits". Grabbed for example the Knights of the Round materia only to find out each hit does 2k damage! And the matera is already at maximum level. With MP Turbo (and perhaps more Magic?) you can at least reach "decent" 4k+ dmg per hit. Also read all patch notes and saw endgame weapon Masamune was nerfed so I were curious about it and cheated it and it does not impressive damage indeed. Far from what you can do in the vanilla game.

The feel about unrewarding and only challenge is just not for me. But otherwise the mod is great which other will love.

I feel that these things are being compared to their vanilla counterparts, which left everything else in the dust. The only way to balance around things like that is what's seen with vanilla's Ruby and Emerald Weapons where the bosses have massive HP pools. When that happens, all other options just go out the window. There wasn't any setup to them either, you just picked them up and that was everything outside of Ruby and Emerald basically moot.

But I'd say that KOTR in NT still does a tonne of damage, to the point where it almost achieves the same effect. 4k per hit on KOTR isn't as much as 10k per hit in vanilla, but that's still 52k damage per cast. The final boss, Safer, has 100k HP vs. the 80k of the original so he can only stand up to two casts of the NT KOTR. As for the single use, that can be circumvented either with Mime or getting a Master Summon materia (which is a lot easier to get in NT due to the Summon Materia all being 1-star and not being consumed for the Master Summon materia like they are in vanilla; this confers infinite uses for each summon).

Ultimate Weapons have been a pain to balance though due to their special damage formulas, which I've tried to keep. They should be dealing more damage than regular weapons though, I'll check again to make sure that's the case. Perhaps there just needs to be a point where


    So I just finished the game in Hard Mode Type B after almost 80 hours according to the game timer but I'd say about 100 hours instead. I loved it, the subtle dialogues are nice and fun, the QoL changes are a blessing and I loved the gameplay changes; I can't play the original game now, the mod is too good for me :)

    I'm going to give my feedback below, there are also some bugs which fortunately aren't fatal, the list is not exhaustive, it's more of a hot take :
    • Restorative spells and attacks are supposed to ignore barriers but it isn't the case for MP restoration it seems; Cait Sith's MP restoration with his Weapon (can't remember which color) is halved with Barrier and the party can dodge his healing ! It is an intended counterplay ?
    • With his MP restoration weapon, Cait Sith single handlely carried me through farming sessions
    • In hard mode, you cannot gain Gils from Battles so it makes the Materia Gil Plus not usable; I think it would be nice to gain gils again but like half or maybe less
    • I would change the scaling of Red XIII's Limited Moon, it currently scales with Limit but I feel like it is not suited for him (or for anyone), if I want to go a Physical build, I'd prefer a more stable weapon, but even with a Magic build, the weapon is not that good
    • During the Emerald battle, it seems it sometimes enter in a Limit mode, there's a message saying : "Carmine enters Limit Mode !" I believe it is a relica of NT 1.5
    • There's no music once you reach the cave at the end of the Ancient Forest
    • I revisited the old man cave and he mentions something about a giant flower at the at the end of the Ancient Forest (Ho-chu ?) then he mumbles "gloves", I don't know what it is supposed to mean, Morphing it gives a Megalixir, so no gloves
    • In the North Crater, when you have to climb back to the entrance by pressing O, the leader jumps back automatically, sometimes multiples times
Spoiler: show
  • After beating the Chocobo in the Glacier, if there's a battle in the same scene, the chocobo music is played instead of the normal battle music
  • I haven't use the SP system because I wanted the supposed easter egg when you beat the game in hard with no SP, I don't know how it supposed to show, I had a screen with the party in the church with a thank you (no refunds), is it this one ?
  • I have beaten the Secret Boss at the North Crater (finally !!) but nothing happened after the battle; the leader comes back into the 4 save points room which are still awoken and my ?_?_?_? item is still in my inventory. I've beaten it without killing the tentacles, then did it again but killing the tentacles first. While the battle itself is intense, having basically no rewards (massive amount of EXP and AP but I maxed out the party) for it feels bad for me
  • The Party focused Side Content feels unbalanced; for Yuffie we have to defeat basically two bosses and has some cool dialogues, but on the other hand Cid has basically no side content(Highwind being automatically obtained, and Venus Gospel is the gold saucer battle rewards), Cait Sith has a funny boss to beat but the reward (Dark Matter) has no utility as far as I know (a relica of NT 1.5 I believe ?)
  • I still haven't find the usage of the Red DragonScales (reward from 3D Fighting Game in Gold Saucer)
  • In the battle against Bizarro Sephiroth, despire having all 9 characters, you still have to choose 8, I ditched Vincent (sorry), is it possible to add the possibilty to use all 9 characters in this battle if we saved Aerith ?
  • Safer Sephiroth's Super Nova seems bugged because most of the animation is dark as if it has no texture. I remember from the PS1 game seeing the planets getting obliterated one by one with their names displayed. I tried disabling all textures and 60 FPS mods to be sure, it's still the same
  • Contain + Elemental affects the Hidden element despite not being displayed as such in the game, it took me time to understand what makes my Cloud to absorb Pandora's Box's damage, I thought Contain would help to affect Fire, Ice, Wind and Earth elements instead
  • In the same reasoning, I'd love to see the Core materia to have this multi element effect
  • I wonder what a Shout materia would look like
  • I'd love to see a return of the Dark Cave side quest that was present in the 1.5 version; maybe less bloated, but with new bosses instead, or another Battle zone, maybe a mirrored version of the North Crater that would give lots of XP and less AP (or the contrary) than the North Crater
[/list]

I'll replay the game again after some updates, it was truly a great experience !!

For Cait's weapons this is the physical-damage formula doing its thing where it allows the target to roll for evasion, regardless of whether the effect is positive or not. I'll see if I can get around that somehow; there's some physical formulas that negate evasion which may help with one half of that issue.

There's been a lot of feedback on hard mode, and I think the gil aspect is generally the one thing that consistently comes up as a negative. It may be time to review the 0gil thing but if I did that then I'd maybe want to more properly revamp hard mode in general. Time's a factor though, I need to work on FF8 NT a lot more currently.

I should probably stop trying to retain the special Ultimate Weapon formulas as they are a bit unreliable in general. Balancing them tends to be a wild swing as well; people have said they found them disappointing a few times over the last year or so since 2.0 went out (and in 1.5 as well where the approach was more or less the same with these weapons). I'll review them again for the next patch and see what I can do.

No music in the cave is likely from 1.5 or something, will fix. As for the ho-chu hint the old man gave, it was probably to reference the location of a weapon like Master Fist maybe. Probably changed that at some point but forgot he had that dialogue (unsure when it was added; one of those things I don't remember even doing).

You get the church screen if you beat the mod on Hard Mode without toggling it off from New Game, there's a small easter egg for also not using SP and with No Exp toggled on from the start as well (you can thank wdx for that one).

That optional fight originally just shuffled the player off to the ending as there wasn't really much intended to be done past that; what I could do is set it up with something to make it more worthwhile. It wasn't supposed to be repeatable either; I thought I'd addressed that in the last patch so I'd better check it.

For the side content, I basically went about streamlining it as much as possible. The goal was to redo all of it, but I only did one or two before deciding to just scrap the rest as I had no ideas for what to give to the other characters and I didn't want to end up with 9 cheaply made sidequests like the 1.0-1.5 builds had. I get that some people liked them, but I think more people disliked them and I was one of them. The Dark Matter dropped from the Cait one should probably be given some sort of function (it was planned to be either a component for the secret boss in the Crater, or for triggering the boss in the Shinra Mansion, or for producing Masamune but in the end I just relegated it to a cosmetic key item).

The two key items from Wonder Square, from the snowboard minigame and the 3D-Battler minigame are just cosmetic key items with a description that references other games (Coolboarders and Legend of Dragoon); I didn't want to put anything with utility behind those minigames as one is difficult to master, and the other is just a series of coin-flips.

I tried a few times to have all 9 party members there for Bizarro but it would often crash soon after starting up; I may revisit it and see if there's something I've missed (perhaps some memory needs to be set aside for the 9th person) but that was basically why it stayed at 8-max.

Unsure what's went wrong with Super Nova; NT doesn't touch the magic.lgp (and the other loose files that handle this fight + attack) so the issue is likely coming from something else.

Hidden element is a bit of a pain because while it can be set freely on attacks, equipment, etc. the Materia has a limitation where it can't be set as non-elemental; I stuck with the vanilla approach of setting Hidden as the element though this isn't an ideal solution. Usually I'll set Hidden if the Materia has no obvious element or has multiple spells of different elements like Contain/Core do (maybe I could change this by setting Contain and Core to both use Holy instead).

I think the Bahamut summons should have the Shout element on them, given that they all use a breath-based attack. Their Materia also has this element. If it isn't appearing in-game then it may be that some elements aren't set to visibly appear; I think I remember seeing something that could add them back to the status menu, unsure about the Materia menu but I could look into it.

Type B harvested a lot of the Dark Cave scripts so it's unlikely to make a return (as that would be having 3 scenarios all living in the same space which likely wouldn't be able to fit). There has been stuff recently where new fields are added so a mirrored version of North Crater, while maybe a bit cheap, would be a nice little extra thing; bit like those extra dungeons added in the GBA versions of some of the FF games.


I see. Just a weird and new way balancing the game which I didn't notice. Actually I played 1.5 before (the one I mentioned about can exploit the Knights of Round bosses and use Smoke Bomb to flee). And I LOVED some aspects about it for example the new Midgar Zolom so it's strange that he was reverted back to normal one in the 2.0.

I felt that some of the enemies were a bit garish-looking and wanted to go back to be a bit closer to the original game.

Oh right found another "exploit" in the 1.5 version and idk about 2.0 which may be intended or not. In the battle challenge at Junon you can steal endless amount of Megalixirs from the Train Driver and simply retreat the battle after to keep stolen Megalixir. So it was the best farming place for free Megalixirs.

I'll check the available steals of the enemies used in Battle Square for 2.0; and I'll check the escape thing in the red materia cave as well; the flags are set to prevent escape in the scene.bin, but perhaps they're being overriden by the encounter type and something else needs to be set there. Will investigate.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: TheOmegaFactor on 2022-06-22 15:47:28
so this issue isn't about new threat, BUT, it's your mod and it's listed on the front page so here goes lol
7h is telling me the battle model swap og style mod has an update. but each time i try to update it, it simply won't. like, it'll download but not install. is there a way to manually update it without 7h? like do you have a site where you host your mods? apologies if this is in the wrong area :)
Cheers
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Sega Chief on 2022-06-23 00:24:58
so this issue isn't about new threat, BUT, it's your mod and it's listed on the front page so here goes lol
7h is telling me the battle model swap og style mod has an update. but each time i try to update it, it simply won't. like, it'll download but not install. is there a way to manually update it without 7h? like do you have a site where you host your mods? apologies if this is in the wrong area :)
Cheers

It doesn't have its own page so here is fine; recently it seems all of them are getting this issue though it was a couple of the other ones that were affected; there's no actual update it needs, something to do with version numbers. Unsure why this one is now acting up. Best thing to do is delete the mod from the library then re-download it from the catalog; I'll check them all out in the meantime and will update the version number for any affected.

Edit: The XML for each IRO didn't match the version number held in the catalog managing them so I've updated them all to a new version number to get rid of the update available issue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: harami-baji on 2022-06-23 16:06:48
Reunion R06 Version
Download (https://mega.nz/file/2kNnxQBA#M61kCPLK44J9t7dNTTOUQNbZ8ImyE8qSfos87zsUbs0)
*Specifically for use with the Reunion (R06) Framework. Place the unzipped folder into: FINAL FANTASY VII\The_Reunion\CUSTOM. In the Options.cfg file of The_Reunion folder, set the New_Translation option to 'n' and under [CUSTOM] set this line: Mod_ID = New_Threat_Reunion_20995

Hello Sega Chief,

Firstly, thank you very much for your hard work over the years. I've played this mod some time ago and enjoyed it very much - it's a masterpiece and truly a heartfelt homage to, and brilliant extension of, the original design philosophy.

I'd just like to ask please, is it possible, or could it ever be possible, to play your mod with Reunion's Beacause submod enabled? I had decided to replay again with Reunion for the first time, but the core game mechanics are just too simple to really find thrilling these days, and as such would very much like to replay it with both New Threat and Beacause combined.

Thank you for your time, patience and hard work.

Baji
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Damy on 2022-06-23 18:13:47
I felt that some of the enemies were a bit garish-looking and wanted to go back to be a bit closer to the original game.

I see. I don't think Alpha Zolom was "garish" looking but better look than the vanilla Zolom and impressive skills (harder with 60k+ hp as well). I had to be a bit above lvl 30 to be able beat it and it was epic :)

I'll check the available steals of the enemies used in Battle Square for 2.0; and I'll check the escape thing in the red materia cave as well; the flags are set to prevent escape in the scene.bin, but perhaps they're being overriden by the encounter type and something else needs to be set there. Will investigate.

I didn't expect there be bosses for the materia because I obtained the Gold Chocobo early. I thought damn and tested Smoke Bomb item which worked. So I got the summon materia but missed on great loot. Didn't work for other materia bosses though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Sega Chief on 2022-06-23 23:14:44
Hello Sega Chief,

Firstly, thank you very much for your hard work over the years. I've played this mod some time ago and enjoyed it very much - it's a masterpiece and truly a heartfelt homage to, and brilliant extension of, the original design philosophy.

I'd just like to ask please, is it possible, or could it ever be possible, to play your mod with Reunion's Beacause submod enabled? I had decided to replay again with Reunion for the first time, but the core game mechanics are just too simple to really find thrilling these days, and as such would very much like to replay it with both New Threat and Beacause combined.

Thank you for your time, patience and hard work.

Baji

What I could do is combine in the battle part of NT into Reunion's translation part, that should at the very least get a mix of the two (I have a combat-only version of NT 2.0 that I've not released yet which is currently undergoing testing). I'll put that together over the weekend once testing is done as it should bolt right in without issues.

I see. I don't think Alpha Zolom was "garish" looking but better look than the vanilla Zolom and impressive skills (harder with 60k+ hp as well). I had to be a bit above lvl 30 to be able beat it and it was epic :)

I didn't expect there be bosses for the materia because I obtained the Gold Chocobo early. I thought damn and tested Smoke Bomb item which worked. So I got the summon materia but missed on great loot. Didn't work for other materia bosses though.

Fair enough; I kept 1.5 because I felt it was different enough that people would prefer it to the 2.0 build.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: harami-baji on 2022-06-24 14:19:44
What I could do is combine in the battle part of NT into Reunion's translation part, that should at the very least get a mix of the two (I have a combat-only version of NT 2.0 that I've not released yet which is currently undergoing testing). I'll put that together over the weekend once testing is done as it should bolt right in without issues.

That's fantastic, thank you so much. Looking forward to it - have a lovely weekend there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Cavist on 2022-06-27 18:31:10
I have sunken into the mod, playing original story (type A) for now and have encountered an error while visiting Prof. Gast house.
After playing first interviev video of Gast and Ifalna about Jenova going after ancients, after the video:

Spoiler: show
Aerith character spawned and she has a dialogue which is probably from type B story when she visited the lab house and she doesnt want to watch videos about her or her parents
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Sega Chief on 2022-06-28 13:45:57
I have sunken into the mod, playing original story (type A) for now and have encountered an error while visiting Prof. Gast house.
After playing first interviev video of Gast and Ifalna about Jenova going after ancients, after the video:

Spoiler: show
Aerith character spawned and she has a dialogue which is probably from type B story when she visited the lab house and she doesnt want to watch videos about her or her parents


It's a flaw in my script handling that I forgot to fix; the video scenes toggle characters on/off for the duration and it doesn't check for the appropriate flag when making characters visible again. I'll add it to my notes now so it doesn't slip my mind again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: BiOMEGA on 2022-06-30 09:09:02
Replayed this after a long, long time.

Is the Masamune completely disabled now? The weapon-smith lists the ingredients, and I have all of them - they're all 1/1 in the dialogue box, and I also double-triple-quadruple checked that they're all in the inventory, too. All of them were obtained regularly (no editor shenanigans). But the dialogue won't continue. All he says is "This is what I need" giving the list of ingredients, and that's it, the window just closes after that. Is that a bug, or is there some other, hidden requirement?

I'm on Disc 3 of course, hard mode game. Used the current version, via 7H. No other mods/editors of any kind.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: wdx on 2022-06-30 13:48:52
The weapon-smith lists the ingredients, and I have all of them - they're all 1/1 in the dialogue box, and I also double-triple-quadruple checked that they're all in the inventory, too.

if you check again the line which states the 7778 needles theres more than 1 required :) requires 7
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: BiOMEGA on 2022-07-01 06:46:53
if you check again the line which states the 7778 needles theres more than 1 required :) requires 7
Well, THAT certainly does explain it!

That's why I ask such things XD

EDIT: Finished the run, here's some unrelated feedback (Hardmode)

1. Counterattack might be too strong. Counters scale up your turns considerably, often by several factors (if you put them on multiple people). Might be a candidate for being mastered, so it can't be grown at will (and removed from Chocobo, obviously)
2. Defense-ignoring weapons are definitely too strong. Masamune was one big offender (and apparently fixed now), but even with Drill Arm and Spirit Lance I was able to absolutely school Ruby Weapon and Big Ball Boi, easily scaling damage to 5k+ a hit even in the lvl70s
3. White Wind might still be too good. Its early availability, good MP and Materia-slot efficiency, and easily abusable scaling mean that you barely if ever want to use any of the other healing spells. Given that there's both Restore AND Renew, it seems weird to have them sidelined that much
4. Goblin Song is absurd. 0 MP for a full party 100% HP resurrect that even gets around zombification? What?
5. Maybe I'm not remembering this, but did Emerald Weapon always poison itself, so it just dies to 5k ticks?

Had an overall great time, though. Thumbs up!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
Post by: broons on 2022-07-01 16:13:55

That's disappointing to hear about the lifestream reveal music; I suspect what might have happened is that the adjusted music track supplied in the IRO hasn't been loaded which can happen sometimes if there's another mod overriding it or maybe just because of other reasons (if the installer, then might be that the target folder for the music file has a different name or something). I made some tweaks to the field script to go with that track which has extra looping in it to make it 'fit' the length so if that track wasn't used then whatever was used instead would probably not make it to the end. Or there might be some other factor affecting things there.

The toggle flags are a bit busted at the moment; the music flag was using the wrong one for instance. I've got this sorted out in my 2.1 files but the patch isn't quite ready to go up yet.


Hi Sega Chief.  Any news on this issue with lifestream reveal?  Just ran into it and I see you've done a bunch of minor patches since this post.

Awesome mod btw
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Cavist on 2022-07-03 14:33:22
Is this a visual bug, upscaled background mod error or this purple materia near top exit grid is not possible to be picked up?

(https://i.imgur.com/t7Y7R8c.jpg)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Aynath on 2022-07-04 17:15:13
It used to be the Long Range Materia, but it's no longer here. It's only visual; Sega Chief may remove it on a later patch
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: SteynerX on 2022-07-06 13:18:00
Hi! I really love and enjoy this mod, it's awesome and a game changing, but I'm asking myself something: Why Cloud has poor stats in comparison with Tifa and Barret? Not to mention that he's very slow in comparison with the others. I'm at Shinra building and so far the only thing Cloud's better at than the rest is with the magic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: BiOMEGA on 2022-07-06 13:39:45
Hi! I really love and enjoy this mod, it's awesome and a game changing, but I'm asking myself something: Why Cloud has poor stats in comparison with Tifa and Barret? Not to mention that he's very slow in comparison with the others. I'm at Shinra building and so far the only thing Cloud's better at than the rest is with the magic.
Characters have different innate stat growths. Cloud is a hybrid - he has high STR and high MAG, so he can do both attacking and casting well. Barret is about STR and VIT. Tifa also has high STR, both lower MAG and HP. And so on.

But that's not that important, because this mod has a dedicated stat system that allows you to grow stats the way YOU want. You unlock the upgrades gradually, at four specific points during the story - don't worry, the game will tell you. Then you can customize your stats and make characters into whatever you want them to be.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: wdx on 2022-07-07 05:01:19
Characters have different innate stat growths.

this mod has a dedicated stat system that allows you to grow stats the way YOU want.
"you can customize your stats and make characters into whatever you want them to be."

i'll add to that that both equipment and indeed materia can have a huge effect on stats.
if your finding cloud is a little slow, perhaps give him some DEX boosting. depends on the way that you set up a character on what they're stats are.
most yellow materia gives +12dex is a good example whilst some other materia can reduce dex.  same regards other all other stats  some materia boost some whilst others can have a negative effect on others. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: SteynerX on 2022-07-09 14:50:57
Ok thank you guys :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: ovo on 2022-07-13 16:49:35
Hey Sega Chief,

I didn't played the mod in a while so I don't know if you already have done something with Cait Sith limits breaks.

But I realized today that Cait Sith actual has 7 completely unique Limit breaks attacks in his slot combinations. And I thought it actually would be really cool to have those as actual limit breaks which you can learn and use like you do for all other characters.

If not for the New thread mod then maybe as a single Caith Sith mod.

Triple Crown = Toy Soldiers - Deals 5 times normal damage to all enemies.

Triple Heart = Lucky Girl - Makes all attacks of the party to auto crit.

Triple Star = Mog Dance - Restores all HP and MP the party.

Triple Bar = Summon - Will summon a random picked summon. (Could also be one that you don't have)

Triple Moogle = Transform - Allies disappear and Cait grows based on their stats.

Triple Face = Game Over

The seventh is called Jokers Death and kills the whole party. You could leave it as the seventh limit break as a joke. But you could also keep the animation but change the effect into something different like something from Aerith.

Like filling up the limits of the other party members.

Most of this limits are pretty strong. So if you are worried about the balancing, it would be cool have it at least as single Cait Sith mod to make him more useful and fun.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: Sega Chief on 2022-07-14 15:43:26
Hey Sega Chief,

I didn't played the mod in a while so I don't know if you already have done something with Cait Sith limits breaks.

But I realized today that Cait Sith actual has 7 completely unique Limit breaks attacks in his slot combinations. And I thought it actually would be really cool to have those as actual limit breaks which you can learn and use like you do for all other characters.

If not for the New thread mod then maybe as a single Caith Sith mod.

Triple Crown = Toy Soldiers - Deals 5 times normal damage to all enemies.

Triple Heart = Lucky Girl - Makes all attacks of the party to auto crit.

Triple Star = Mog Dance - Restores all HP and MP the party.

Triple Bar = Summon - Will summon a random picked summon. (Could also be one that you don't have)

Triple Moogle = Transform - Allies disappear and Cait grows based on their stats.

Triple Face = Game Over

The seventh is called Jokers Death and kills the whole party. You could leave it as the seventh limit break as a joke. But you could also keep the animation but change the effect into something different like something from Aerith.

Like filling up the limits of the other party members.

Most of this limits are pretty strong. So if you are worried about the balancing, it would be cool have it at least as single Cait Sith mod to make him more useful and fun.

So I tried to do this a ways back, but the problem is that Limit Level 2 and onwards are hard-coded to bring up the reels when used, even if Slots isn't the Limit Break being executed; this causes some issues. For that reason, I settled on adding 1 extra Limit Break instead to Limit Level 1: Transform. I think a 3rd could be added to Limit Level 1 as each Limit Level actually has 3 slots for Limit Breaks, but the remaining options were a bit too strong.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.996)
Post by: Sega Chief on 2022-07-17 21:10:10
New update, 2.0996. Has some balancing that may affect end-game, along with some of the usual bug fixes, tweaks, etc.

Spoiler: show
2.0996
-) Adjusted Shadow Flare chance for Zombie Dragon from 50% on Turn 4/5 to 100%
-) Script handling in Icicle Inn & Great Glacier to prevent a character appearing at the wrong time
-) Fixed dialogue for Barret in Mideel Clinic scene (exterior)
-) Removed 1/35 Soldier duplicate from Gold Saucer Jockey room (this was a duplicate of the one in Gongaga)
-) Great Glacier: Sets battle music back to default after defeating a certain enemy
-) Updated sleeping man's dialogue
-) Added music back to the final cave of the Ancient Forest
-) Updated some text strings in Emerald Weapon's AI referring to 1.5's Carmine Weapon

-) Adjusted Ultimate Weapons; removed special formulas and gave them high base power instead (+30 ahead regular weapons)
-) Adjusted Cait's restorative weapons to have 255% accuracy (may still miss due to Luck/4 check)
-) Reverted change to X-Potion; it fully restores HP for one party member as before


Edit: There was a bad setting on a new tag that was added to the XML of the IRO; I quickly updated it so I don't have to use a new version number for it, but if you encounter problems on that front (endless update prompts, etc.) then let me know.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.996)
Post by: Otonashi on 2022-07-17 22:31:55
Made an account to post that the links for reunion and not reunion in the original post are backwards!! Had a lot of trouble figuring it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.996)
Post by: Sega Chief on 2022-07-19 14:00:31
Made an account to post that the links for reunion and not reunion in the original post are backwards!! Had a lot of trouble figuring it out.

Ah! Thanks for letting me know.
Edit: Fixed links
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.996)
Post by: XemnasNoHeart on 2022-07-19 21:58:42
I am currently at the highwind after the rocket hit meteor. When I talk to the shopkeeper in highwind, the game now throws me into a boss battle against Ozma. Is this a bug? I am using New Threat v2,0996.
Here is a video and my save file:
https://youtu.be/jscxilKiDEc (https://youtu.be/jscxilKiDEc)
https://files.catbox.moe/j7oa97.zip (https://files.catbox.moe/j7oa97.zip)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Sega Chief on 2022-07-20 01:33:07
I am currently at the highwind after the rocket hit meteor. When I talk to the shopkeeper in highwind, the game now throws me into a boss battle against Ozma. Is this a bug? I am using New Threat v2,0996.
Here is a video and my save file:
https://youtu.be/jscxilKiDEc (https://youtu.be/jscxilKiDEc)
https://files.catbox.moe/j7oa97.zip (https://files.catbox.moe/j7oa97.zip)

Sorry about that, I added the fight refs there to test some of them quickly and forgot to remove them. Have updated the mod to patch this out:

Spoiler: show
2.0997
-) Fixed Comet placement in the North Crater's Left-Down path (if missed in Whirlwind Maze)
-) Removed some fight scripts from merchant on Highwind (added for quick debugging, forgot to remove)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Otonashi on 2022-07-20 02:27:02
What is the point of no gil from battles in hard mode, but still being able to sell stolen items for like 750g which is worth like 20x the fight rewards? Is the intention to not steal for sell and have almost no gil at all or is it just making players grind to have gil?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: wdx on 2022-07-20 07:05:45
What is the point of no gil from battles in hard mode, but still being able to sell stolen items for like 750g which is worth like 20x the fight rewards? Is the intention to not steal for sell and have almost no gil at all or is it just making players grind to have gil?

there is really no need to grind even with hard mode / no exp.
Spoiler: show
 between steals morphs and drops everything you require for a boss is given to you in the area usually directly prior

a good tip is only to sell what you actually want/need to, as enemies can not steal your items :)

if your really struggling for gil all area's have a decent gil making option and choose to grind for it. vampire fangs for example sell for a 900gil a pop :)


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: BiOMEGA on 2022-07-20 10:58:09
What is the point of no gil from battles in hard mode, but still being able to sell stolen items for like 750g which is worth like 20x the fight rewards? Is the intention to not steal for sell and have almost no gil at all or is it just making players grind to have gil?
It's really more tedium than difficulty, because early game it somewhat restricts what you can buy, midgame it barely matters, and late game you're swimming in gil anyway and it's irrelevant.

Don't worry too much about it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.996)
Post by: Fewtch on 2022-07-20 14:19:32
I am currently at the highwind after the rocket hit meteor. When I talk to the shopkeeper in highwind, the game now throws me into a boss battle against Ozma. Is this a bug? I am using New Threat v2,0996.
Here is a video and my save file:
https://youtu.be/jscxilKiDEc (https://youtu.be/jscxilKiDEc)
https://files.catbox.moe/j7oa97.zip (https://files.catbox.moe/j7oa97.zip)

If you still have this version, could you share it with me? I need it for testing purposes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
Post by: XemnasNoHeart on 2022-07-20 14:21:10
Is this a visual bug, upscaled background mod error or this purple materia near top exit grid is not possible to be picked up?

(https://i.imgur.com/t7Y7R8c.jpg)

I am currently also encountering this bug with New Threat v2,0997.
Here is my save file:
https://files.catbox.moe/8zqxze.zip (https://files.catbox.moe/8zqxze.zip)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.996)
Post by: XemnasNoHeart on 2022-07-20 14:27:12
If you still have this version, could you share it with me? I need it for testing purposes.

Sorry but I don't have that version anymore. However I did make a backup of v2.0995. Here is a link if you want to download it: https://files.catbox.moe/79uuff.rar (https://files.catbox.moe/79uuff.rar)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Otonashi on 2022-07-20 15:13:10
there is really no need to grind even with hard mode / no exp.
Spoiler: show
 between steals morphs and drops everything you require for a boss is given to you in the area usually directly prior

a good tip is only to sell what you actually want/need to, as enemies can not steal your items :)

if your really struggling for gil all area's have a decent gil making option and choose to grind for it. vampire fangs for example sell for a 900gil a pop :)

I feel like you didn't read my entire comment? My question is why no gil when you can just steal for way more gil than battles drop. The point is the no gil drop is pointless when you can sell stuff for way more than the battles are worth.




On a different note I got stuck in an infinite loop on the boxing minigame in the gold saucer on my first visit. Had to force close the program to end it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Sega Chief on 2022-07-21 22:23:50
I am currently also encountering this bug with New Threat v2,0997.
Here is my save file:
https://files.catbox.moe/8zqxze.zip (https://files.catbox.moe/8zqxze.zip)


I think I see the problem; this Materia will always be visible even if it was picked up earlier (it's original location is on the rocket launchpad, a Long Range Materia, but this made it missable so it now appears in front of the gate after this area becomes unavailable). It's supposed to hide it here if it was picked up on that screen, but there's an extra command at the bottom of its script that makes it visible again. The talk script is set up right though so that it prevents triggering the pick-up script.

I feel like you didn't read my entire comment? My question is why no gil when you can just steal for way more gil than battles drop. The point is the no gil drop is pointless when you can sell stuff for way more than the battles are worth.


On a different note I got stuck in an infinite loop on the boxing minigame in the gold saucer on my first visit. Had to force close the program to end it.

The idea was to make it so that players were having to either keep what they got or sell it for cash. It's not proven to be a very popular approach though so I've plans to ditch it and take another tilt at setting up hard mode.

I'll check the boxing minigame; I think I set it recently so that the fight is over in less successful hits but perhaps this has caused a problem somewhere.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Otonashi on 2022-07-21 22:40:58
The idea was to make it so that players were having to either keep what they got or sell it for cash. It's not proven to be a very popular approach though so I've plans to ditch it and take another tilt at setting up hard mode.

I'll check the boxing minigame; I think I set it recently so that the fight is over in less successful hits but perhaps this has caused a problem somewhere.

Can you make it so the items you're giving people through the course of the game are not the 'same' as the stolen items, and the stolen item versions are worth '1 gil'? This would give you that affect right? My only issue is I felt confused as to how gil was supposed to function. Super enjoying the game so far. Would also need to readjust the sell value of things like ethers as those are quite farmable.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: BiOMEGA on 2022-07-22 07:43:13
The idea was to make it so that players were having to either keep what they got or sell it for cash. It's not proven to be a very popular approach though so I've plans to ditch it and take another tilt at setting up hard mode.
It's difficult to get balance right between what's tedious and what's actually difficult.

Prime example is enemy HP: you definitely need more meat on stuff for hard mode, but if you just buff everything into infinity then it just turns into a boring slog. But if you don't buff things enough, then people can just go super aggro and never really bother with some mechanics (The Calamity comes to mind, which is definitely susceptible to just nuking it down).

There's also some OP stuff left that might need addressing for a satisfying hard mode experience (DEF-ignoring weapons, Goblin Song, White Wind, etc.).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Sega Chief on 2022-07-22 11:35:26
Can you make it so the items you're giving people through the course of the game are not the 'same' as the stolen items, and the stolen item versions are worth '1 gil'? This would give you that affect right? My only issue is I felt confused as to how gil was supposed to function. Super enjoying the game so far. Would also need to readjust the sell value of things like ethers as those are quite farmable.

It's difficult to get balance right between what's tedious and what's actually difficult.

Prime example is enemy HP: you definitely need more meat on stuff for hard mode, but if you just buff everything into infinity then it just turns into a boring slog. But if you don't buff things enough, then people can just go super aggro and never really bother with some mechanics (The Calamity comes to mind, which is definitely susceptible to just nuking it down).

There's also some OP stuff left that might need addressing for a satisfying hard mode experience (DEF-ignoring weapons, Goblin Song, White Wind, etc.).

The problem is that I'm trying to implement Hard Mode within the same files which limits what can be changed in-game through the toggle. A lot of the hard-coded stuff like Spell/Attack data, item tables, equipment parameters, sell-prices, and that sort of thing can't be changed by in-game means like field script and AI.

I think in order to do hard mode properly, I'll need to create a variant with its own set of files. That'd allow me to change everything within those files instead of being restricted just to enemy parameters and field scripts.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: BiOMEGA on 2022-07-23 06:23:00
I think in order to do hard mode properly, I'll need to create a variant with its own set of files. That'd allow me to change everything within those files instead of being restricted just to enemy parameters and field scripts.
Might be the best way if a dedicated HM is your goal. I'm not sure how the architecture of 7H works, but if you could simply toggle it in the mod settings in the launcher rather than having a separate mod download that might make things considerably more convenient for people - not that I personally mind separate projects of course, but I'm a hardcore mod masochist to begin with ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Otonashi on 2022-07-24 03:10:41
So I won all 20 battles in condor
Spoiler: show
and I see a lot of posts about getting masamune. But I received Ziedrich. Did I do something wrong? I checked with ochu and I have 15 battles, and 20 wins.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: BiOMEGA on 2022-07-24 07:58:41
So I won all 20 battles in condor
Spoiler: show
and I see a lot of posts about getting masamune. But I received Ziedrich. Did I do something wrong? I checked with ochu and I have 15 battles, and 20 wins.

Since that item prompted my first visit here, too...
Spoiler: show
Masamune is still made by giving the right materials to the weapon smith in the little house near Gongaga. He tells you what he needs to make the Masamune.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Otonashi on 2022-07-24 19:59:48
Did I do something wrong though? Or was the reward just changed at some point?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: BiOMEGA on 2022-07-24 20:45:32
Did I do something wrong though? Or was the reward just changed at some point?
I'm not sure when/if something changed about that, but the item in question was to my knowledge always obtained how I described; granted I only played a long long time ago and now very recently, so it's entirely possible it moved somewhere else in between. But I've only ever known it to be obtained in one way, and it's still that way.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Otonashi on 2022-07-24 20:50:04
Alright thank you. Sometimes my googlefu fails.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: DefMettle on 2022-07-25 16:24:16
Hey SC! Your changelog for 2.0996 states "Adjusted Ultimate Weapons; removed special formulas and gave them high base power instead (+30 ahead regular weapons)"
I had a peek at the Kernel and the Ultimate Weapons still have special damage formulas as of 2.0997.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Sega Chief on 2022-07-28 15:41:36
Hey SC! Your changelog for 2.0996 states "Adjusted Ultimate Weapons; removed special formulas and gave them high base power instead (+30 ahead regular weapons)"
I had a peek at the Kernel and the Ultimate Weapons still have special damage formulas as of 2.0997.

Ah, I was testing things out with them one more time (was on the fence about whether removing those formulas was a good idea or not) and must have gotten my kernels mixed up. I'll sort that out in the next update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: DefMettle on 2022-07-28 22:24:41
In game mode B you can morph the Organics and Enhance Sword from
Spoiler: show
the C S Yin Yang Boss in the Shinra mansion safe.
Organics is a cool reward at this point, but I feel as the Enhance sword has 40 attack, full paired slots and double growth this may be a bit early to get this "end game" weapon, my thoughts are maybe adjusting the weapon's stats or changing these enemies morph items.

Just my 2pence, I think the ultimate weapons should keep their special damage formulas :)
it makes them more interesting to use, I like how cloud's ultimate weapon has an opacity visual as to the damage it will do, and Yuffie's can use morph at full attack power. Things like this make experimenting with them more fun.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: DefMettle on 2022-07-28 22:59:57
Just an idea. I think removing one of Cloud's weapons and replacing it with the Masamune would be nice, making it exclusive to Cloud (maybe the Rune Blade or Crystal Sword, I never liked the look of these). I like the idea of the quest to get it (though I would make it alot more difficult).... and also maybe changing the name of the weapon as the Masamune is Sephiroth's sword, kinda doesn't make sense that your party and Sephiroth both have it.
I would suggest possibly naming it Kaneuji. http://www.nihonto-museum.com/blog/shizu-saburo-kaneuji (http://www.nihonto-museum.com/blog/shizu-saburo-kaneuji)

"Shizu Saburo Kaneuji
(兼氏—Kaneuji)
Lived in Yamato province before going to Mino to study under Masamune where his style radically changed. His swords are most like those of Masamune and quite often confused with his. The Mishina school can trace its history back to Kaneuji and Masamune."
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Sega Chief on 2022-07-29 10:35:55
In game mode B you can morph the Organics and Enhance Sword from
Spoiler: show
the C S Yin Yang Boss in the Shinra mansion safe.
Organics is a cool reward at this point, but I feel as the Enhance sword has 40 attack, full paired slots and double growth this may be a bit early to get this "end game" weapon, my thoughts are maybe adjusting the weapon's stats or changing these enemies morph items.

Just my 2pence, I think the ultimate weapons should keep their special damage formulas :)
it makes them more interesting to use, I like how cloud's ultimate weapon has an opacity visual as to the damage it will do, and Yuffie's can use morph at full attack power. Things like this make experimenting with them more fun.

Yeah you're right, I'm taking the easy way out there; I should track down the remaining formulas and modify them, rather than remove them, that's the proper way of doing this.

Will also look at that boss' morphs.

Just an idea. I think removing one of Cloud's weapons and replacing it with the Masamune would be nice, making it exclusive to Cloud (maybe the Rune Blade or Crystal Sword, I never liked the look of these). I like the idea of the quest to get it (though I would make it alot more difficult).... and also maybe changing the name of the weapon as the Masamune is Sephiroth's sword, kinda doesn't make sense that your party and Sephiroth both have it.
I would suggest possibly naming it Kaneuji. http://www.nihonto-museum.com/blog/shizu-saburo-kaneuji (http://www.nihonto-museum.com/blog/shizu-saburo-kaneuji)

"Shizu Saburo Kaneuji
(兼氏—Kaneuji)
Lived in Yamato province before going to Mino to study under Masamune where his style radically changed. His swords are most like those of Masamune and quite often confused with his. The Mishina school can trace its history back to Kaneuji and Masamune."

It'd be interesting to add the actual Masamune model for Cloud to use but I'm reluctant to replace other weapons for it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: BiOMEGA on 2022-07-29 15:19:43
Just my 2pence, I think the ultimate weapons should keep their special damage formulas :)
it makes them more interesting to use, I like how cloud's ultimate weapon has an opacity visual as to the damage it will do, and Yuffie's can use morph at full attack power. Things like this make experimenting with them more fun.
To be fair, the ACTUALLY interesting ones are few - and half of them are Yuffie's Conformer, both because of the lvl-scaling and because of the Morph quirk.

For most of the others, the formulas aren't great. HP/MP based ones are boring, and feels-bad moments when you happen to get hit/drained. Missing Score is tough to get right between totally OP and sub-par, but also feels like a somewhat bland hoop to jump through for what's nothing but a static modifier that barely if ever affects how you play. Limit-Bar-based is interesting, but I personally also never liked it because it's either discouraging you to use limits or makes you feel like a wet rag during downtime when you do use limits.

I guess the question is: what role are ultimate weapons supposed to play? Are they supposed to be the #1 no-questions-asked go-to pick at endgame? Are they supposed to be extremely good in extremely specific circumstances, and not that great outside of them? Or somewhere in between?

Ironically, the gameplay that probably feels most like an actual ultimate weapon is the status shenanigans with Tifa - charging a weapon's power by balancing negative statuses feels like an actually meaningful gameplay decision (even though Curse Ring, and to some degree Death Force/Added Effect stuff, kind of makes Death Sentence way too easy to deal with). I'm not sure how much can be done given engine/combat system limitations; FF7 isn't the most complex in that respect.

Possible ideas that come to mind (with no regard as to how feasible they are to implement): dealing magic damage (vs. MDEF not DEF); auto-debuffs (e.g. Berserk, Dual, etc.); buff immunity; negative status buffs (e.g. -255 DEX etc.); zero materia slots; zombified.

I like that in some cases earlier weapons can remain competitive; I don't like that most of those involve DEF-ignoring weapons that make certain fights a joke (e.g. Ruby Weapon). Of course a mid-game weapon shouldn't be an endgame contender all the way through except in very rare circumstances; certainly they shouldn't just eclipse every weapon between when you get them and endgame (hi there, Powersoul). The lower AP burden in ANT has done a good job weakening the power of double/triple growth weapons, which is good; but there's also too many too good triple growth weapons still (hi there, Powersoul. What, again? geez.) which makes differentiation more difficult.

Overall, though, NT has a lot more variety in weapon choices - and, above all, MEANINGFUL choices - than the original which is fantastic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Otonashi on 2022-08-03 02:29:44
So according to the documentation and my google search of this site.
Spoiler: show
Godo should drop the leviathan scales. I did the pogoda right before midgar raid and did not receive them. Is there something I'm missing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: BiOMEGA on 2022-08-03 12:10:06
So according to the documentation and my google search of this site.
Spoiler: show
Godo should drop the leviathan scales. I did the pogoda right before midgar raid and did not receive them. Is there something I'm missing?

You're not entirely wrong, but also not quite correct:
Spoiler: show
You can fight Godo twice in NT: once as usual, after completing the Wutai quest; and then again on Disc 3 (I think? maybe earlier?), in an upgraded version. That one is where you get the Scales.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Sega Chief on 2022-08-03 12:45:03
Ah my bad, the documentation doesn't specify which Godo encounter; I'll update it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: DefMettle on 2022-08-06 23:20:04
Yeah you're right, I'm taking the easy way out there; I should track down the remaining formulas and modify them, rather than remove them, that's the proper way of doing this.

Will also look at that boss' morphs.

It'd be interesting to add the actual Masamune model for Cloud to use but I'm reluctant to replace other weapons for it.

Yeah man, I think this is the way to go.

So far the morphs I've found pretty spot on apart from this boss.

yeah that's fair enough, I assume adding another weapon to Cloud is feasible, but looking into it briefly with my knowledge I don't know how.

Spoiler: show
loved this btw  :'(
(https://iili.io/UROF4f.jpg)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: KomradKrunch on 2022-08-13 21:50:20
Hey Sega Chief!

Thanks for the mod; I'm really loving is so far. I'm attempting a limited XP run in hard mode, where I allow myself to level only once after each story milestone. I just made it out of Midgar at level 12, and the challenge so far has been just right -- I actually have to think about the mechanics of each boss fight but they're not huge slogs.

I'm having an issue with a bug, however, that's preventing me from moving forward.

The save crystal in Kalm won't allow me to toggle the XP setting. Specifically, it's locked whichever way I have it set at the crystal in Shinra HQ floor 70 post-Rufus. Selecting the option to toggle XP from the menu brings up the message that would normally appear, but with the same option that was already selected. Going into battle afterward confirms that it is not just a graphical glitch. I'm not sure if it's a problem with just that particular crystal or if it persists past this point.

Thanks again for all the work you do on this!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Clayjoy on 2022-08-14 17:40:07
Hey guys, 10 hours deep into the mod and I'm loving it.  I've run into a problem though and I'm not sure how to fix it.

 The battle at Gongaga Reactor, My party is not fitting into the screen.  I tried Stretching the screen in the launcher
and that didn't help.  I'm sure its just something minor but for the life of me I can't figure it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Sega Chief on 2022-08-16 09:52:10
Hey Sega Chief!

Thanks for the mod; I'm really loving is so far. I'm attempting a limited XP run in hard mode, where I allow myself to level only once after each story milestone. I just made it out of Midgar at level 12, and the challenge so far has been just right -- I actually have to think about the mechanics of each boss fight but they're not huge slogs.

I'm having an issue with a bug, however, that's preventing me from moving forward.

The save crystal in Kalm won't allow me to toggle the XP setting. Specifically, it's locked whichever way I have it set at the crystal in Shinra HQ floor 70 post-Rufus. Selecting the option to toggle XP from the menu brings up the message that would normally appear, but with the same option that was already selected. Going into battle afterward confirms that it is not just a graphical glitch. I'm not sure if it's a problem with just that particular crystal or if it persists past this point.

Thanks again for all the work you do on this!

I'll check that save point and update it tonight.


Hey guys, 10 hours deep into the mod and I'm loving it.  I've run into a problem though and I'm not sure how to fix it.

 The battle at Gongaga Reactor, My party is not fitting into the screen.  I tried Stretching the screen in the launcher
and that didn't help.  I'm sure its just something minor but for the life of me I can't figure it out.

Is this in the scene before the battle, or in the actual battle itself? It could be the camera data needs to be adjusted on my end if the party is off-screen. If it is in-battle, try toggling the camera mode to the other setting in the menu>config; I tend to do all my testing with the normal camera mode, rather than fixed.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: AuthenticM on 2022-08-16 16:49:33
I'd like to report a minor bug. In the Sector 1 reactor, at the beginning of the game, the Field Music parameter doesn't work for regular battles (before the player triggers the bomb timer). I turned on the Field Music option as soon as I got to the save point before the bomb setup, immediately got a battle, and noticed that the regular battle music was still playing. It seems to be an issue only in this moment though; I loaded a different save and got into a battle elsewhere, and the field music option was working fine in battle.

Maybe it's just an incorrect flag somewhere?

It'd be interesting to add the actual Masamune model for Cloud to use but I'm reluctant to replace other weapons for it.

There are lore implications with Cloud using the Masamune that perhaps would be too weird. Maybe for Game Type B it would be fine.

What do you think about adding a side quest that ends with the Buster Sword getting powered up to become Cloud's best weapon? I think that'd be super cool. The Buster Sword is Cloud's canonical sword; it'd be nice if he would circle back to using it at the end. Similarly to the Masamune in Chrono Trigger for Frog.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: AuthenticM on 2022-08-16 16:53:10
edit: double post, sorry.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: Clayjoy on 2022-08-16 23:41:17
Is this in the scene before the battle, or in the actual battle itself? It could be the camera data needs to be adjusted on my end if the party is off-screen. If it is in-battle, try toggling the camera mode to the other setting in the menu>config; I tend to do all my testing with the normal camera mode, rather than fixed.
[/quote]

During battle.  I've tried both camera options and they're still off screen.  It must be a problem on my end because I've seen recent playthroughs of the mod on YT and no one had the issue.

Edit:  Got it.  I've been running the 60FPS mod, it apparently bugs out this battle camera. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.998)
Post by: Sega Chief on 2022-08-18 16:06:53
I'd like to report a minor bug. In the Sector 1 reactor, at the beginning of the game, the Field Music parameter doesn't work for regular battles (before the player triggers the bomb timer). I turned on the Field Music option as soon as I got to the save point before the bomb setup, immediately got a battle, and noticed that the regular battle music was still playing. It seems to be an issue only in this moment though; I loaded a different save and got into a battle elsewhere, and the field music option was working fine in battle.

Maybe it's just an incorrect flag somewhere?

There are lore implications with Cloud using the Masamune that perhaps would be too weird. Maybe for Game Type B it would be fine.

What do you think about adding a side quest that ends with the Buster Sword getting powered up to become Cloud's best weapon? I think that'd be super cool. The Buster Sword is Cloud's canonical sword; it'd be nice if he would circle back to using it at the end. Similarly to the Masamune in Chrono Trigger for Frog.

It seems that when the flag is toggled, it won't affect the music until you visit the next screen. When I get a bit of time, I could sit down and add the music behaviour change itself to each save point's toggle function so that it's being immediately changed rather than only taking effect when the next screen loads.

Would like to power up older weapons in some way, but think it needs a separate kernel or some way to modify the static values loaded in by the kernel while the game is running.

Is this in the scene before the battle, or in the actual battle itself? It could be the camera data needs to be adjusted on my end if the party is off-screen. If it is in-battle, try toggling the camera mode to the other setting in the menu>config; I tend to do all my testing with the normal camera mode, rather than fixed.


During battle.  I've tried both camera options and they're still off screen.  It must be a problem on my end because I've seen recent playthroughs of the mod on YT and no one had the issue.

Edit:  Got it.  I've been running the 60FPS mod, it apparently bugs out this battle camera. 


Gotcha; thanks for letting me know. I'll see if I can alter the battle camera somehow to avoid this.

***

Patch is up, 2.0998
Spoiler: show
2.0998
-) Disabled encounters during Church barrels scene
-) Tweaked save option pre-Bizarro boss (can save after each party reorganisation instead of once only)
-) Improved scene handling in final area (saving, fade transitions, character placement)
-) Fixed party leader support for secret event (North Crater, Type B)
-) Added minor visual use for Flowers key item during two potential scenes
-) Added logic to check for escape during Red Materia cave boss battle (was unable to replicate exploit but added anyway)
-) Adjustment to Hojo dialogue (Mako Cannon, Disc 2)
-) Fixed toggle for No Exp at Kalm Savepoint
-) Reverted change to Ultimate weapons (special formulas, 0 base power)


I'm about to run out of numbers, maybe it's time to jump up to 2.1 soon?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.998)
Post by: AuthenticM on 2022-08-19 01:05:24
It seems that when the flag is toggled, it won't affect the music until you visit the next screen. When I get a bit of time, I could sit down and add the music behaviour change itself to each save point's toggle function so that it's being immediately changed rather than only taking effect when the next screen loads.

Ah, I see, I wasn't aware of this. If that's the case, then that's fine. I don't mind that. I was just worried that the feature wasn't working properly. If changing the music behaviour requires too much work, then you don't have to worry about that.

Would like to power up older weapons in some way, but think it needs a separate kernel or some way to modify the static values loaded in by the kernel while the game is running.

So it would require a lot of work / would be hard ?

I'm about to run out of numbers, maybe it's time to jump up to 2.1 soon?

I have a request for 2.1. Could you please make it so that Aerith can only be revived in Game Type B? I really like the content partitioning between Game Type A and B, A being essentially a "vanilla+" experience, while B goes buck wild with changes. But the possibility of saving Aerith does not jive with the rest of the vanilla+ experience that is Game Type A. I know some people who are adamant about not wanting to touch New Threat because of the possibility of saving Aerith, and altering the game's story, being merely present, while at the same time being interested in the new game systems and mechanics. If saving Aerith was scrubbed from Type A, I know that it would get more people to try out the mod. The new bosses aren't an issue because the crazy endgame bosses are locked behind a flag that is only triggered when you reach the very end of the last dungeon, which everyone only reaches after they have experienced the vanilla endgame. And the couple of mandatory new bosses such as the Nemesis Scorpion tank are minor and are well-integrated into the lore.

I know you've been resistant to this request in the past, but I would seriously appreciate it if you could reconsider. New Threat might have been known as "the mod that lets you save Aerith" in the past, but I think this reputation lapsed years ago. New Threat is bigger than this now, and I truly believe that the mod would benefit from secluding Saving Aerith to Game Type B because it would cater to a bigger demographic.

Please.

Thank you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.998)
Post by: Sega Chief on 2022-08-19 01:59:33
Ah, I see, I wasn't aware of this. If that's the case, then that's fine. I don't mind that. I was just worried that the feature wasn't working properly. If changing the music behaviour requires too much work, then you don't have to worry about that.

So it would require a lot of work / would be hard ?

I have a request for 2.1. Could you please make it so that Aerith can only be revived in Game Type B? I really like the content partitioning between Game Type A and B, A being essentially a "vanilla+" experience, while B goes buck wild with changes. But the possibility of saving Aerith does not jive with the rest of the vanilla+ experience that is Game Type A. I know some people who are adamant about not wanting to touch New Threat because of the possibility of saving Aerith, and altering the game's story, being merely present, while at the same time being interested in the new game systems and mechanics. If saving Aerith was scrubbed from Type A, I know that it would get more people to try out the mod. The new bosses aren't an issue because the crazy endgame bosses are locked behind a flag that is only triggered when you reach the very end of the last dungeon, which everyone only reaches after they have experienced the vanilla endgame. And the couple of mandatory new bosses such as the Nemesis Scorpion tank are minor and are well-integrated into the lore.

I know you've been resistant to this request in the past, but I would seriously appreciate it if you could reconsider. New Threat might have been known as "the mod that lets you save Aerith" in the past, but I think this reputation lapsed years ago. New Threat is bigger than this now, and I truly believe that the mod would benefit from secluding Saving Aerith to Game Type B because it would cater to a bigger demographic.

Please.

Thank you.

It's pretty late and I'll need to think about this; if anyone has an opinion on it, then feel free to chime in. I did actually consider locking it to Type B a few times during the development of 2.0 but I had a couple of reasons for not doing that in the end, will go over those tomorrow. I'm open to changing my mind though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.998)
Post by: AhBeng2 on 2022-08-19 03:45:51
It's pretty late and I'll need to think about this; if anyone has an opinion on it, then feel free to chime in. I did actually consider locking it to Type B a few times during the development of 2.0 but I had a couple of reasons for not doing that in the end, will go over those tomorrow. I'm open to changing my mind though.

Hi Sega,

I have some requests for version 2.1 if you do eventually create one. A while ago, I suggested that Aeris (if she is revived) should have a stronger reaction to Cloud handing over the Black Materia to Sephiroth at the Northern Crater in Disc 2. Currently, she is pretty much a passive observer to the whole event; which is very odd from a story perspective. Hopefully, you can add some dialogue for her in version 2.1 to make the whole event more coherent. 

I also did suggest having Aeris collaborate with Tifa to "fix" Cloud's mind in the lifestream during the Mideel sequence since in the OG, it was left ambiguous as how Tifa's (and Cloud's) mind survived after drowning in the lifestream. I understand that you were very reluctant to make this modification previously, but I hope that you will take this suggestion onboard this time around.

This one will be difficult but it will be good to have more story modifications (akin to the Midgar part) to the Type B version of NT; if possible.

Thanks for all your hard work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
Post by: Sega Chief on 2022-08-19 12:07:31
Had to update prematurely, I left the red materia cave boss HP low for testing by mistake. We're on 2.0999 now; only change was to their HP.

Hi Sega,

I have some requests for version 2.1 if you do eventually create one. A while ago, I suggested that Aeris (if she is revived) should have a stronger reaction to Cloud handing over the Black Materia to Sephiroth at the Northern Crater in Disc 2. Currently, she is pretty much a passive observer to the whole event; which is very odd from a story perspective. Hopefully, you can add some dialogue for her in version 2.1 to make the whole event more coherent. 

I also did suggest having Aeris collaborate with Tifa to "fix" Cloud's mind in the lifestream during the Mideel sequence since in the OG, it was left ambiguous as how Tifa's (and Cloud's) mind survived after drowning in the lifestream. I understand that you were very reluctant to make this modification previously, but I hope that you will take this suggestion onboard this time around.

This one will be difficult but it will be good to have more story modifications (akin to the Midgar part) to the Type B version of NT; if possible.

Thanks for all your hard work.

We discussed this idea before, and I'm not keen on the Mideel part of it. I can't recall what I said before, but that character doesn't really have anything to do with that scene in general; it's Cloud and Tifa figuring things out around the events of Nibelheim. I'd rather leave the how of it ambiguous than use Aeris like some sort of magic bullet to explain it away and then have her hanging around for that whole thing like a third wheel.

I'll look at the black materia scene though, from what I recall the 3rd character you take with you will usually just kind of stand there in idle for the whole scene. This carried over from vanilla, so what I could do is try and rectify that to a small extent. Nothing major, just something so it doesn't seem as odd.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
Post by: KomradKrunch on 2022-08-21 17:47:18
I'll check that save point and update it tonight.
Looks like it works now; thank you!

I saw earlier in this thread you were talking about revamping hard mode. I've personally found the lack of free gil a welcome challenge when paired with a level cap (so that grinding for saleable items doesn't make the party over powered). For example:
Spoiler: show
In an earlier attempt at hard mode I spent some time stealing ethers in the train graveyard after picking up Tifa to be able to afford a second steal and restore materia for the Airbuster fight. However, just that little bit of early grinding set me up to be high-enough level for all of Midgar to be trivial.

In my latest run-through, I only let the party get to level 8 before getting on the train, despite doing a similar amount of grinding for items, and didn't allow them to hit level 9 until after they beat Airbuster. That method of only allowing one level per story milestone made all of Midgar much more interesting.

Perhaps making something like that an official part of hard mode might be enough to get the challenge level to where you want it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
Post by: MidgarCanon on 2022-08-22 14:32:26
Hello, sorry if the question has already been answered, but is it possible to play this mod in german language?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
Post by: Sega Chief on 2022-08-22 14:42:57
Looks like it works now; thank you!

I saw earlier in this thread you were talking about revamping hard mode. I've personally found the lack of free gil a welcome challenge when paired with a level cap (so that grinding for saleable items doesn't make the party over powered). For example:
Spoiler: show
In an earlier attempt at hard mode I spent some time stealing ethers in the train graveyard after picking up Tifa to be able to afford a second steal and restore materia for the Airbuster fight. However, just that little bit of early grinding set me up to be high-enough level for all of Midgar to be trivial.

In my latest run-through, I only let the party get to level 8 before getting on the train, despite doing a similar amount of grinding for items, and didn't allow them to hit level 9 until after they beat Airbuster. That method of only allowing one level per story milestone made all of Midgar much more interesting.

Perhaps making something like that an official part of hard mode might be enough to get the challenge level to where you want it?


The original builds of the mod (1.0 up until maybe 1.2-1.3?) had a level cap built into it where enemies would check the level of participants and then 0 their EXP if it exceeded whatever value was set. Could resurrect that for this stand-alone hard mod, if it gets made.

Hello, sorry if the question has already been answered, but is it possible to play this mod in german language?

I'm afraid there's no german translation of the mod currently that I'm aware of; the 1.5 build of the mod was translated into spanish by a user called Markul (he maintains that build as his own), and I think satsuki or mexico on ff7.fr translated it into French (unsure about that, I may be mis-remembering).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
Post by: MidgarCanon on 2022-08-22 15:06:32
Too bad. Yet you do a good job. your mod is recommended to me even in German Discord
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
Post by: BiOMEGA on 2022-08-24 05:30:29
The original builds of the mod (1.0 up until maybe 1.2-1.3?) had a level cap built into it where enemies would check the level of participants and then 0 their EXP if it exceeded whatever value was set. Could resurrect that for this stand-alone hard mod, if it gets made.
That better be 0 AP, too ;)

I think that'd probably be a workable solution, but it's tough to say. I'm not usually a fan of gating like that in hardmode content - I want to have to use the tools at my disposal, not have them taken away. But level does have a significant impact in this game, so that you'd probably be hard-pressed to eliminate effectively otherwise. It may be a necessary evil to gate levels by progression thresholds.

You can easily see why that's important if you play e.g. gjoerulv's hardcore mod, which has several moments where spending some grinding just a few extra levels SIGNIFICANTLY affects the difficulty of upcoming fights (e.g. the first Jenova). Not so much at endgame, but during the story, absolutely. And once you overlevel things by a good margin, the fights really don't feel fun anymore.

I don't suppose the reverse is possible? Scaling enemies UP based on your level? That'd be interesting to explore, and could even spawn an entire different mode (start at lvl 99, have everything be super powerful).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
Post by: NissyHime on 2022-08-24 07:36:21
Im not sure if im just very unlucky, but does cloud's passive not stack with other counter materia? after I started using them I havent seen his passive while defending happen a single time
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
Post by: AhBeng2 on 2022-08-27 17:58:50
Hi Sega,

I was just playing through the latest version and I found one oddity.

Spoiler: show
During Cloud's and Aeris's sidequest at Nibelhiem, right after the battle royale, both Cloud and Aeris engage in a conversation. There are now flowers located between both of them that weren't there previously. Do these flowers serve any purpose? These flowers seem to throw off Aeris's position on the screen when she approaches Cloud and holds his hand.

I tried to post a screenshot of this cut scene but unable to do so.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
Post by: NissyHime on 2022-08-29 19:38:15
I just read in the forums how to save aerith, if that wasn't done on disc 1 do you permanently lose the ability to get her back?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
Post by: galax-C on 2022-08-30 05:33:44
Dumb suggestions/ideas that are more goofy than useful, food for thought: If you're still toying with the Dark Cave or invented scenarios, I think it would be very funny if the player returns to Hojo's lab, late game, and you have to fight a version of Aerith and Red XIII that are a bizarre romantic couple. Maybe they traveled from an alternate universe to stop the player from breaking them up.

Or fight a version of Barrett and Cloud that fell in love on the Gondola Ride. If Cloud and Barret are in the player's party, they start the battle with confusion status.

When you first go to Aerith's house, and you have to sneak out of her home at night, instead of going down the stairs you can walk into her room. She has a response already, but I think the humor of barging into her room at night could be heightened. Maybe if Cloud walks in he'll have dialogue, "I'm ready for my date." And Aerith gets pissed and you're sent back to the spare bedroom.

It's also strange to me that Cid, being a mechanic, never once expresses any interest or curiosity in the fact that Barrett has machinery grafted to his arm. You'd think he'd have some questions, maybe he'd want to put a propeller on him instead of a gun...I think that's an enemy you fight when you climb sector 7 tower.

It would be cool to have a scenario where you have to actually commandeer the Highwind with Barrett and whoever else when Tifa is in the Gas Chamber. Fight some battles along the deck and interior of the ship before making it to the bridge. Then a Boss, the Turks, guard scorpion, whatever...

It would also be cool if Marlene gets possessed and becomes a demonic child you have to beat up. Maybe, like many children, she pets Red XIII too hard, and blah blah blah, and then you fight her. Then the Guard Scorpion attacks you from nowhere...

Alternate reality where the female characters have to dress up as men to get into Dawn Cornelia's manor in Wal Market. Then you fight her pet Guard Scorpion or something...

A pandemic breaks out in the slums and Shinra puts everyone in quarantine. Battle your way to where the virus originated from: Hojo's Lab...




Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
Post by: wdx on 2022-08-31 06:52:30
I just read in the forums how to save aerith, if that wasn't done on disc 1 do you permanently lose the ability to get her back?

No.
Spoiler: show
 theres a npc on the highwind which can revive her

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
Post by: NissyHime on 2022-09-04 19:53:11
Sorry for playing 20 questions but is there also documentation somewhere that has all the details of accessories and what they do such as the cursed ring etc in detail?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
Post by: BiOMEGA on 2022-09-07 23:24:06
Sorry for playing 20 questions but is there also documentation somewhere that has all the details of accessories and what they do such as the cursed ring etc in detail?
I don't think so.

Most accessories are self-explanatory, or work pretty much the same way they do in the unmodded game. Curse Ring only works slightly differently, i.e. it blocks certain positive effects now in addition to the massive stat boost and Death Sentence it does in the original. You can check a character's stat screen to see that, where you'll see that it'll e.g. make you immune to certain buffs etc.

The only accessory I can remember off hand that is new to this is the Relic Ring, which gives massive stats but makes you
Spoiler: show
take damage from healing
.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
Post by: Wut on 2022-09-15 04:24:27
Hey ya,

Can you only use the dialogue revamp from this mod or it's all or nothing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
Post by: Sega Chief on 2022-09-21 10:14:54
Hey ya,

Can you only use the dialogue revamp from this mod or it's all or nothing?

I've got a combat-only version in the works, it just needs testing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Sega Chief on 2022-09-28 18:51:04
Mod updated to 2.09991

Spoiler: show
-) 2x-Cut altered to avoid a softlock issue when used by weapons with innate All targeting
-) Reverted change to 3D-Battler (matches decided after 10 hits instead of 5) due to softlock
-) Fixed coords of Gongaga 1/35 soldier (credit to Vdain for spotting it)
-) Disabled use of flowers key item due to collision problems
-) IRO Only; char.lgp had vanilla files removed which affected mod compatibility
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Euron-Crows-Eye on 2022-09-29 03:27:28
First off incredible work! Absolutely radiating new life into the game. I've been smiling like an idiot discovering all the new things.

This newest update seems to have broken some compatibility with the excellent music mod ReMusic 1.5. Even with the compatibility option for A New Threat on - It seems like the newest update is preventing the victory fanfare theme from playing after battle. Any chance you and that mod author can get them working properly together again with the latest NT version?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Sega Chief on 2022-09-29 10:31:45
First off incredible work! Absolutely radiating new life into the game. I've been smiling like an idiot discovering all the new things.

This newest update seems to have broken some compatibility with the excellent music mod ReMusic 1.5. Even with the compatibility option for A New Threat on - It seems like the newest update is preventing the victory fanfare theme from playing after battle. Any chance you and that mod author can get them working properly together again with the latest NT version?

Will ask them about it; but just to check first, have you got the field music for battles option toggled on at a save point? That would prevent the victory fanfare from playing as it uses a battle mode that just keeps the field music playing instead of the usual battle theme + fanfare. Certain areas may also have the fanfare off (like the corel train sequence for instance).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Fewtch on 2022-09-29 21:50:31
Even with the compatibility option for A New Threat on - It seems like the newest update is preventing the victory fanfare theme from playing after battle.

What you're describing sounds like the default behavior for much of the mod, where it transitions from field music > battle music > field music.

Could you provide more details, such as where you are in the game and what is happening exactly when the battle ends? Thanks! 🙏
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Hexsim on 2022-09-29 23:50:11
I actually typed this in the discord earlier but then drown it out with my own raving and discussions lol, figured I'd just ask here instead... Firstly, I LOVE this mod. I'm sure you get that a lot, but I just want to congratulate you and give props for all the effort!

Secondly, what are the chances of an even harder mode in the future?  ;)

I know that this mod was intended to be a 'medium/harder' mode, and maybe you and others want to leave it at that, which is perfectly fine.  But I am still wondering if you do have any plans of possibly making another version that does the exact same thing as Type A and Type B but with yet more difficult combat and curve?

One that really tests players limits and sanity (or close to it) for those of us masochists who enjoy that sort of thing lol.  Would certainly be awesome!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Euron-Crows-Eye on 2022-09-30 00:44:16
So I am experiencing it everywhere, but I have been testing in the Sector 5 Slums during the random encounters with the bandits. My save point toggle for changing between field and normal options are there but they don't appear to be actively changing anything. The battle ends and victory fanfare does not play, it just transitions back to the field music seemlessly. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Euron-Crows-Eye on 2022-09-30 02:56:31
Okay reporting back - I seem to have fixed it. 7th Heaven recommends that ReMusic 1.5 be placed above A New Threat 2.0 in the load order. However, this seems to be what is preventing the victory fanfare from playing at the end of battles. When I move A New Threat above ReMusic, the battle victory music is playing out correctly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Euron-Crows-Eye on 2022-09-30 03:20:02
Hmm - so a little more experimenting, changing the load order, I can get the victory fanfare to play at the  end of battle, but some of the new tracks will not work.

Specific example: in Sector 6 with the Load order having A New Threat above ReMusic, I am getting victory fanfare to playout after battles- but the new field music track from the Remake for Sector 6 does not play, instead the field music remains the same as the remixed version from the adjacent screen (I believe the Sector 5 theme).

With Load order set up the way 7th Heaven recommends, having ReMusic above a New Threat - the new track for sector 6 will play correctly in the field, but then victory fanfare will not play after battle.

The battle music itself, in each instance, works fine.

Any ideas? Not sure what to make of it myself.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Sega Chief on 2022-09-30 14:01:51
So I am experiencing it everywhere, but I have been testing in the Sector 5 Slums during the random encounters with the bandits. My save point toggle for changing between field and normal options are there but they don't appear to be actively changing anything. The battle ends and victory fanfare does not play, it just transitions back to the field music seemlessly. 

Ah about that; the change won't take proper effect until you leave that field screen; if you toggle it and then get into battles while still on the same screen it won't have updated the music behaviour yet because it's been set to do it on field load instead of when the toggle is made (an oversight on my part at the time when I originally set this up).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Fewtch on 2022-09-30 17:32:59
Hmm - so a little more experimenting, changing the load order, I can get the victory fanfare to play at the  end of battle, but some of the new tracks will not work.

Specific example: in Sector 6 with the Load order having A New Threat above ReMusic, I am getting victory fanfare to playout after battles- but the new field music track from the Remake for Sector 6 does not play, instead the field music remains the same as the remixed version from the adjacent screen (I believe the Sector 5 theme).

With Load order set up the way 7th Heaven recommends, having ReMusic above a New Threat - the new track for sector 6 will play correctly in the field, but then victory fanfare will not play after battle.

The battle music itself, in each instance, works fine.

Any ideas? Not sure what to make of it myself.

I believe you're misunderstanding entirely how ReMusic works and what it does, but I'm happy to explain! :)

In ReMusic, for fields that have both field music & battle music in the Remake, those fields will follow that same music flow from the game, where it switches to the battle track during battles, then returns to the field music after the battle is over. By design, this means that those battles WILL NOT have the fanfare play, as this would interrupt the music flow, since the fanfare plays on the "same track" internally and messes with the sync logic. To summarize:

OG FF7: Field music is interrupted by battle > Battle music plays from the beginning > Battle ends and fanfare plays during exp screen > Return to field music from time it was interrupted

ReMusic: Field music interrupted by battle  > Battle music syncs in at same point field music was interrupted > Battle ends and battle music continues during exp screen > Field music syncs in at same point battle music was just interrupted from

The save point option to toggle battle music is inherently incompatible with ReMusic, so you wont notice any change when turning it on, except on fields where the battle music doesnt sync, usually a lot later in the game where there arent any tracks to mirror from Remake


My bad for getting off-topic in your thread Sega, but my guess is I may need to reference back to this post in the future
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Euron-Crows-Eye on 2022-09-30 22:52:17
Yup! It is definitely a misunderstanding on my part about the function of the mod. As Sega Chief and Fewtch explained: ReMusic is working correctly. I simply did not understand it was not meant to play victory fanfare because of how it handles looping - I thought it was simply a music replacement mod like some of the others I have used, very cool how much more its actually doing. Also like Sega Chief suggested I can now see how the save point toggle works correctly- as long as I travel to a zone with a new music track after toggling.

If it is of interest to anyone I did discover though not the mods intention - ReMusic can also be used as a more traditional music replacement mod. You get the new tracks to play in most zones and keep victory fanfare after battles - you just need to load A New Threat above ReMusic for this effect - You do lose out on some of the new excellent music tracks in specific zones this way - but it works perfectly fine for anyone who wants to be able to have most of the great new music and still have the old school victory theme playout after fights.

Personally, now that I understand how it works I am going to load the mod with the proper order and enjoy all the new features ReMusic has. Thanks to Sega Chief and Fewtch for the detailed explanations. Excellent to see so much love for FFVII mods AND technical support in 2022. Much appreciated, you guys are great!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Fewtch on 2022-10-01 00:08:20
That bit about having ReMusic work the classic way by changing mod load order is a really neat trick. I'll have to advise that as an option, thanks for that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Higgenbobber on 2022-10-07 00:08:16
So I want to play on hard mode but I'd rather not grind for steal/morph gil.  In fact, I don't really care about gil at all in this game-- is there a way to disable the no gil mechanic?  Or is there some cheat I can do to just give myself infinite gil?

Edit: Okay I just used the Black Chocobo trainer to modify my gil so I suppose that works.  Will you consider an option to disable the gil mechanic?  Everything else about hard mode sounds great! Thank you for the mod.  I'm really enjoying it!  I especially loved the "reward" from Heidegger for completely failing the Junon military reception minigame haha.

I did have trouble getting the Key to the Basement in Shinra mansion.  I checked all the chests and they didn't have the key as I read on this forum.  The chest next to the safe still remains the Enemy Launcher with the note on the lid.  Opening the safe gives Odin but no key as expected.  This was on Game Type A - Hard mode (started on regular).  I was able to get past it by adding the key item using Black Chocobo trainer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Sega Chief on 2022-10-07 12:07:21
So I want to play on hard mode but I'd rather not grind for steal/morph gil.  In fact, I don't really care about gil at all in this game-- is there a way to disable the no gil mechanic?  Or is there some cheat I can do to just give myself infinite gil?

Edit: Okay I just used the Black Chocobo trainer to modify my gil so I suppose that works.  Will you consider an option to disable the gil mechanic?  Everything else about hard mode sounds great! Thank you for the mod.  I'm really enjoying it!  I especially loved the "reward" from Heidegger for completely failing the Junon military reception minigame haha.

I did have trouble getting the Key to the Basement in Shinra mansion.  I checked all the chests and they didn't have the key as I read on this forum.  The chest next to the safe still remains the Enemy Launcher with the note on the lid.  Opening the safe gives Odin but no key as expected.  This was on Game Type A - Hard mode (started on regular).  I was able to get past it by adding the key item using Black Chocobo trainer.

Yeah, the gil thing hasn't been too popular so will probably be shelved; although will be working on a stand-alone hard-mode mod next year at some point.

About the key, this is one of those things where I'm kind of having to figure out what's been done here as I've completely forgotten; from the script, it looks like Vincent was made mandatory by having the basement key 'unlock' the lab part of the basement instead, meaning he has to be talked to in order to advance (with his own room now unlocked by default). The key used to be in a chest I think in older builds so that Vincent wasn't tied behind unlocking the safe.

If you've not recruited Vincent, I think it should be fine; his conditional checks in the script should all still be intact but if you do encounter problems I'd nip back and grab him.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: PokeFaize on 2022-10-13 21:39:58
Came back to this for the most recent version, and once again NT does not disappoint! I do miss some of the extra stuff from 1.5, though I haven't touched Game B yet.

A Few things I wanna say

-Hard Mode is barely any different from Normal Mode aside from no Gil and steals being slightly harder until you get Free Sneak Glove Yuffie. Gaining no Gil from randoms was the Real Hard Mode since it made all of your shopping up until Mideel very strict, and making you decide between stocking up on recovery items, new materia, or new weapons, and even who gets new gear. Once you reach Mideel, money becomes abundant via being able to morph a crapton of Crystal Gloves to sell for 8k Gil per glove (which becomes even easier and faster to farm once you get the majestic Mega All Materia).
 >I feel like making a Hard Mode with enemies (especially bosses) that are actually stronger that require planning & strategy beyond Wall+All & Haste+All and specifically designed around No Gil from Randoms would make for a brilliant NT Hard Mode.

-I Love the changes to limits, especially the Lv.4 Limits. Everyone (except Tifa and Aerith) having Physical and Magical Limits is great since it rewards players for stepping out of a character's preferred role (most of these being some form of Physical Attacker lol). I love the additional effects Nanaki and Yuffie get on their Lv.4 Limits, and it makes me wish the others got a little more love to their Lv.4 Limits as well
 >I think Nanaki could do with either having Howling Moon and Stardust swapped, or having Howling Moon giving him a boost to his Magic Damage and give MP Regen. His Lv.3 Limit set is kinda very lackluster on the magic side, plus Berserk is too harsh of a drawback against bosses and rather pointless against Randoms when you could use Earth Rave and likely clear out the randoms even faster than with Howling Moon buffs + Berserk.
 >Cait having Transform as a Lv.1 Limit and a Slots Limit is very redundant and makes getting the roll for Slots Transform even more disappointing. Maybe swap one of the two to an attack that uses his Current HP for damage? His HP (and his Luck) is his greatest strength for most of the game, so it'd be nice to give him a way to weaponize it other than staying at dangerously low HP for using the enemy skill ? ? ? ? (hell, giving him a weapon or two that uses Luck for damage calc would make for a fun physical attacker Cait build if that's possible)
 >Everyone gets new additional effects to their limits except Tifa. I can kinda get why given how her limits work, but it does kinda feel like she got the short end of the stick, especially since none of her limits are Magic based. Is there anything you could do to spice up her limits, especially to encourage other builds for her besides dumping all her SPs on Strength boosting ones?
 >It's a massive pain grinding out everyone's limits until you get Slash All. I had gotten up to Cosmo Canyon/Gold Saucer (i don't remember which off the top of my head) and just barely got Cloud's Lv.2 Limits unlocked. I can understand Cloud's kill count needing to be higher than the others to unlock his limits, but I feel the others could do with a lower kill requirement for at least their Lv.2 Limits to encourage shuffling around party members more. (Vincent is the easiest one to get all limits, but Vincent still sucks lol)

-I do want to mention that a few fights that did survive from 1.5, mostly related to Lv.4 Limit quests, have been toned down a little too far for my tastes.
 
Spoiler: show
-Da Chao Spirit was one of the hardest Lv.4 Limit fights from 1.5, and now she's barely strong enough to even be considered a boss. Removing the Quicksand Final Attack from her Familiars was a much needed change since it was just Excessive in 1.5, but they still barely had any bite to their bark.
 -X-ATM Prime wasn't very difficult to begin with in 1.5 if i remember right, but now it barely puts up a fight.
 -Cait Sith's sidequest boss was... There. I was sorely disappointed that it barely even got in one attack before I beat it, and I'm pretty sure that one attack was casting Haste on itself. It was even more disappointing since a lot of work had gone into making and refining the models used for this fight, along with the really eerie and well done set-up for it. (Also does the Dark Matter you get from this sidequest do anything?)
 -Totally-Not-Gilgamesh was more fun than in 1.5, though he was still kind of a pushover. Since you get a full recovery between Ziegfried and fighting Gilgamesh, Gilgamesh could definitely stand to have a bit more going for him. Also side note but it was nice seeing the COMMANDO Gal from 1.5 making a cameo in the Special Round
 -Shinryu and Omega was also an improvement from 1.5, not much to say other than it's better than before lol


and on the other end of the spectrum...
Spoiler: show
 -I'm not entirely sure what's going on in Ozma's fight, but at one point in one attempt, Ozma got like 8 turns in a row obliterating my party. On the positive side, Ozma is no longer the absolute joke it was in 1.5. on the negative side, Ozma feels even more RNG than its original battle in FF9 since it can pull out a devastating Meteor as a counter.
 -Emerald Weapon is Excessively Powerful and is W A Y too bulky for a 20 minute timer. I'm even being cheap with Nanaki and Aerith for infinite Limit Breaks, and I still don't think I even got halfway down Emerald's HP pool before the 20 minutes ran out. the Eyes attack FAR too fast, and Emerald being able to Haste itself is way too much on top of being able to remove your buffs.


A couple issues I've noticed while playing are Renew being affected by MBarrier, making it a Worse Cure 3 (even moreso with Cure 3 being able to be paired with All/Mega All), Mustard Bomb has No Sound at all, and there's a purple materia in Rocket Town post-Rocket Launch that I can't interact with. I assume this is supposed to be where Long Range gets moved to if you missed it earlier (I picked up Long Range as soon as I was able to)
(https://cdn.discordapp.com/attachments/467901907932020737/1030208117969014805/unknown.png)
-A smaller issue I noticed was with Added Effect=Materia with positive status effects. I tried having Aerith hit the party with Regen via a normal attack and... Regen doesn't apply to anyone. Tried it with Barrier, MBarrier, and even Reflect. Nothing worked. (also could we maybe get more weapons like Aerith's healing staffs for other characters for fun support things that the splinter materias with positive effects are for?)
-Goblin Song costs no MP, which is pretty OP considering it's Life 2 on the party + Fury on the enemies. Might wanna fix this :P
-I'm not sure if the extra bosses in this game have extremely high physical defense, or if Cloud's Ultima Weapon isn't working right, because Cloud's Omnislash barely reaches 350 per hit, even with Elemental Materia paired with the boss' weakness. I'm hoping it's the latter, cuz battles have mostly been spamming Turbo MP'd Comet 2's until the boss dies.
-Speaking of Comet, it's really much too strong from the time you get it, and even moreso with Turbo MP. These two Spells basically render all other attack spells moot. even casting Pearl from Aerith with Turbo MP on a Holy Weak enemy struggles to match Comet 2's power.
-Small note, but sometimes when killing Emerald Weapon's eyes, it's mode change causes the pop-dialogue "Carmine is switching to Limit Mode!" rather than the intended "Emerald is switching to Limit Mode!"

I'm still working my way through the end/post-game content, and i'm enjoying it for the most part! I'm about to go against
Spoiler: show
the super secret boss behind the cryptic puzzle,
and after I finally beat the weapons, I think I'll try out Game Mode B

EDIT to avoid double posting:

I got around to finishing Game Mode A (sorta. the game softlocked in the Cloud Sephiroth 1v1 because Cloud had Sneak Attack=Wall equipped... whoops...) and I wanted to give more thoughts before diving into Game Mode B

 -I finally beat Emerald after accidentally discovering a devastating strategy while taking a swing at Ruby of Party Reflect -> Pandora's Box. It almost felt like it was necessary to be obnoxiously cheap without resorting to Peerless to ignore incoming damage against Emerald while still beating it within the 20 minute time limit given how much time it wastes with its attacks and especially its eyes.
 -Ruby felt like a fine battle after I had Pandora's Box to heal my team while keeping up the damage, and it felt like it'd just be a matter of planning out my support materia set-up for Ruby.... until I accidentally discovered Pandora's Box is reflectable when I had put up reflect in hopes Ultima could be reflected. Then this fight turned into bullying Ruby into oblivion
Spoiler: show
 -The Calamity was honest to god everything I had been hoping for from a Hard Mode: incredibly difficult while not being impossible. It felt somewhat RNG since its Attack x4 move could KO 2 characters if one of them didn't get a lucky dodge to bring it down to only one KO'd and one badly injured, but I never felt like the fight was beyond my control. This fight made me have to rethink my materia and even my accessories to obtain victory, and boy that victory was the sweetest thing in NT.

 -Sephiroth was an understandable step down from the previous boss, though the Safer form was... boring, since it was just Doublecasting Comet + Mime spam until he died since his defenses were far too high to attack him in any other way.

 I was originally worried that I'd have to make use of Peerless to beat The Secret Boss, but the more I tried, the more I realized that I just needed to refine my strategy and my gear more and more, and I really wish more of NT Hard Mode had that. too many bosses could be brute forced through with Comet/Comet 2 spam without much thought, so much so that I only bothered levelling up Contain, Hydro, Pearl, and Ultima just to get the Master Magic Materia, and didn't even bother levelling up the Core Materia. I think that Comet should be pushed into later into the game because it really is so obscenely powerful it makes even Ultima pale in comparison. Maybe swap its placement with Contain?

Oh also would it be possible to add a 2nd Final Boss for the 2nd Party you make against Bizarro Sephiroth? I always found it weird and kinda disappointing that they never got a fight after Bizarro, even as a kid.

one final thing I wanna add before diving into Game Mode B is that I feel draining moves were nerfed a little too hard across the board, especially in the case of Osmose. Osmose drains so little it's basically not worth using until the extra bosses where it will always drain ~250MP per cast. I totally understand why HP Draining needed to be nerfed, since it really was hilariously broken (my main strat back in 1.5 was Cid Drain Tanking for the team with 2 Covers and 4 Counter Attacks while wielding the Venus Gospel, so I'm VERY aware how broken it was lol), but MP Draining is almost not worth slotting in Osmose/MP Absorb at all, aside from sticking it on the Master Magic Materia.

I'm gonna go and beat Sephiroth while avoiding the softlock, then dive into Game Mode B. I can't wait to see what Mode B has in store! :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: BiOMEGA on 2022-10-25 03:39:34
and on the other end of the spectrum...
Spoiler: show
 -I'm not entirely sure what's going on in Ozma's fight, but at one point in one attempt, Ozma got like 8 turns in a row obliterating my party. On the positive side, Ozma is no longer the absolute joke it was in 1.5. on the negative side, Ozma feels even more RNG than its original battle in FF9 since it can pull out a devastating Meteor as a counter.
 -Emerald Weapon is Excessively Powerful and is W A Y too bulky for a 20 minute timer. I'm even being cheap with Nanaki and Aerith for infinite Limit Breaks, and I still don't think I even got halfway down Emerald's HP pool before the 20 minutes ran out. the Eyes attack FAR too fast, and Emerald being able to Haste itself is way too much on top of being able to remove your buffs.

Funnily enough, those fights are almost too easy to trivialize by using the defense-ignoring weapons. Despite their lower attack power, they increase your damage output so much they make those enemies a joke to fight, especially when paired with multi-attack setups (cuts and/or multiple counters). I've gotten them to 7,000+ damage per hit with fairly little effort or grinding, which is pretty massive for guaranteed damage.

Counter in particular is also too strong in general; especially (but not exclusively) at endgame. It's multiple hits PLUS multiple (virtual) turns, and it even gets around enemy counters as counters can't themselves be countered. Even Super Secret Dude can be trivialized with mass Counter (I used Yuffie with 255 Luck and Conformer, for near-max damage crits). It's definitely a materia that should be considered for limitation, i.e. disabling growth (automatic master) and throttling acquisition.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: PokeFaize on 2022-10-25 06:05:41
I had honestly forgotten about Defense ignoring weapons LOL
I'll have to keep them in mind for my run in Game Mode B :D
still, I think Comet should be pushed further back into the game to limit it a bit more (and maybe sorta un-nerf damage boosts when hitting Elemental Weakness?) lol

I can definitely see that Counterattack would be super strong with Ignore Defense weapons (it was stupidly powerful even in 1.5 with Cid Venus Gospel Drain Tanking, hitting back 4-5 times each time he took a hit lol), though it's underwhelming with other weapons (also I think Ozma was able to counter counters? I still don't really know what was going on with that lol).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Saberfrost on 2022-11-02 04:52:46
Item / Stuff location document says the boss that is fought immediately on getting Red XIII is where I can acquire Matra Magic.

Are there any other enemies that could have it on Mode B? If not then that is one spell I will have missed on this playthrough of the game. Not a massive issue, but still a little frustrating knowing I missed it because I wiped out the trash too quickly.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: wdx on 2022-11-02 09:17:28
Item / Stuff location document says the boss that is fought immediately on getting Red XIII is where I can acquire Matra Magic.

Are there any other enemies that could have it on Mode B? If not then that is one spell I will have missed on this playthrough of the game. Not a massive issue, but still a little frustrating knowing I missed it because I wiped out the trash too quickly.

you can also get from elsewhere. just outside midgar, then much later deathclaw still has that eskill alongside the other tank type looking enemies after junon raid, there is a few other enemies which has that eskill as well, can't remember locations off top of head.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Saberfrost on 2022-11-05 16:45:22
you can also get from elsewhere. just outside midgar, then much later deathclaw still has that eskill alongside the other tank type looking enemies after junon raid, there is a few other enemies which has that eskill as well, can't remember locations off top of head.

One of the robots have it. Went off to collect after I'd gotten Highwind.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Aerodynamics on 2022-11-06 01:19:23
Yeah, the gil thing hasn't been too popular so will probably be shelved; although will be working on a stand-alone hard-mode mod next year at some point.

About the key, this is one of those things where I'm kind of having to figure out what's been done here as I've completely forgotten; from the script, it looks like Vincent was made mandatory by having the basement key 'unlock' the lab part of the basement instead, meaning he has to be talked to in order to advance (with his own room now unlocked by default). The key used to be in a chest I think in older builds so that Vincent wasn't tied behind unlocking the safe.

If you've not recruited Vincent, I think it should be fine; his conditional checks in the script should all still be intact but if you do encounter problems I'd nip back and grab him.

Hello Sega Chief,

I tried the mod last year, liked it at hard difficulty, but the gil mechanic just forced me to go into battles in grind mode for morph, which isn't really fun imo. So i've just waited for a fix to the gil issue.
I deeply apreciate the work you've done and i'm eager to play it, is there going to be a fix soon? Not sure if it's easy or fast to fix, i'm just wondering.

Cheers 8-)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Damy on 2022-11-06 12:04:57
Oh I just remembered about something a few months ago but forgot to report here. The teleportation guy to Condor's battle doesn't appear in all triggers. I think there was 1 or 2 times he didn't appear and I had to go the long way instead. Maybe you should double check it.

Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Saberfrost on 2022-11-10 07:08:51
Hello Sega Chief,

I tried the mod last year, liked it at hard difficulty, but the gil mechanic just forced me to go into battles in grind mode for morph, which isn't really fun imo. So i've just waited for a fix to the gil issue.
I deeply apreciate the work you've done and i'm eager to play it, is there going to be a fix soon? Not sure if it's easy or fast to fix, i'm just wondering.

Cheers 8-)

Yeeeaaaah, no gil is kinda silly. I found myself turning that mode off knowing I'd be hyper-inflated with gil at end-game anyways and items are very essential with how much magic costs. Some spells just absolutely chunk the MP pool (some understandably so, looking at you Comet) so I had to wrestle between "well, I can give up weapons, but, I need a healthy stock of ethers and potions." Since gil is plentiful regardless of where you're at in the game without it enabled I was intending to just immediately bump it back on once I've gotten to the Northern Crater.

Someone earlier said it but I'ma parrot it here too.... Comet is too strong to NOT rely on as soon as it's obtainable. Bosses like Carry Armor are a bit frustrating to deal with without Defense Ignoring attacks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Saberfrost on 2022-11-12 03:07:39
Got to Northern Crater. New Threats NPC on the Highwind that talks about the added content says you can change party leaders after reaching the bottom of the Northern Crater. This is false, I changed to Cid immediately after entering disc 3. Using Cid as Party Lead to enter the Northern Crater causes the first screen of the crater to load in, briefly, but it then yeets you and loads in the chocobo stable on the Highwind instead. Loading Cid outside the room. He's stuck unless you wiggle around a bit and worm yourself back into the doorway which causes you to enter the load-zone to exit the stable. Swapping back to Cloud seems to have fixed it, or prevented it from continuing to happen anyways. Dunno what will happen if I use Tifa as party lead in this manner.

Weird bug. That's all I know about it.

Dunno if someone mentioned it already, or not, but Cait Sith's side quest in Disc 3 is bugged. Screen fades to white and the game locks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: BiOMEGA on 2022-11-14 23:16:48
A minor thing: in Type B, at the very beginning of the game, one of Tifa's dialogue boxes has her name on it before you actually select a name for her.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: BiOMEGA on 2022-11-19 19:11:34
Someone earlier said it but I'ma parrot it here too.... Comet is too strong to NOT rely on as soon as it's obtainable. Bosses like Carry Armor are a bit frustrating to deal with without Defense Ignoring attacks.
I've played through again, and to expand on this a bit - the problem is bosses where the high DEF is a mechanic. Carry Armor is one of them: you're supposed to kill the arms first, then the body's DEF drops to normal levels and you can kill it. But DEF-ignoring attacks allow you to skip that. It's especially egregious once you get multiple DEF-ignoring weapons, as bosses like e.g. Proud Clod or Hojo's final form get their effective HP cut dramatically if you simply ignore their "armor" and go straight for the body with DEF-ignoring attacks. Something that is easy, even trivial, to do once you get two heavy hitters like e.g. Barret and Cid stacked with STR and Drill Arm/Spirit Lance.

At least Comet has a limiting factor in that it's an MP sponge. Attacks are free, can be multiplied by Added Cut & W/X-Attack and counters, and take little special setup (since you're doing what you'd normally be doing on any attacker).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: PokeFaize on 2022-11-23 21:20:11
Quote
I've played through again, and to expand on this a bit - the problem is bosses where the high DEF is a mechanic. Carry Armor is one of them: you're supposed to kill the arms first, then the body's DEF drops to normal levels and you can kill it. But DEF-ignoring attacks allow you to skip that. It's especially egregious once you get multiple DEF-ignoring weapons, as bosses like e.g. Proud Clod or Hojo's final form get their effective HP cut dramatically if you simply ignore their "armor" and go straight for the body with DEF-ignoring attacks. Something that is easy, even trivial, to do once you get two heavy hitters like e.g. Barret and Cid stacked with STR and Drill Arm/Spirit Lance.

At least Comet has a limiting factor in that it's an MP sponge. Attacks are free, can be multiplied by Added Cut & W/X-Attack and counters, and take little special setup (since you're doing what you'd normally be doing on any attacker).

Even against bosses without that sort of mechanic, Defense Ignoring Attacks completely overshadow all other means of damage by a longshot (even moreso with x2/x4 Cut, W-Magic, Quadra-Magic, Deathblow=Added-Cut, Magic-Counter=Comet, and Counterattack)

My original statement about Comet being overpowered was including Comet 2 since that's 6 hits of non-elemental damage boosted by Turbo MP. Even Aerith with near max Magic quadra-casting a Turbo MP'd Pearl on Ozma (who is weak to Holy) couldn't outdo Turbo MP'd Comet 2.

Also while I had the game open to double check how many hits Comet 2 did, I scrolled over Dragon Force (Berserk + Haste + Auto-Crits) then compared it to Howling Moon (Berserk + Haste + Wall + Atk+) and laughed at how bad of a Limit Howling Moon is. Maybe scrap the Berserk entirely from it (unless it's hard-coded), and change it to a party-wide buff that grants MP Regen (call it Surge or smth) and, if possible, maybe give a single "charge" of Quadra-Magic to all of the party's spells? or maybe grant Magic Critical Hits if possible? Idk just something to get rid of Berserk while also not being made redundant by an Enemy Skill, but also sticking with Howling Moon giving buffs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Exterium on 2022-11-24 14:48:20
I'm trying to install new threat alongside the reunion, but there isn't a "new_translation" option on options.ini, so I can't set it to "n".

Is this not required anymore? What should I do instead?

EDIT

If anyone gets here looking for the same:
hey, thank you! it seems in the more recent reunion installation, the options.ini folder doesn't have the translation line anymore, and it's just

[MAIN]
Enabled = y
Weapon_mode = 1
Fahrenheit = n
Transparent_Battle_Hud = y

but changing "Enabled" does what "New_Translation" did in the past, and things are working properly now! i'm not sure why i didn't just try changing this value before, but i appreciate your help!

Also, make sure the name of the folder in the .ini matches the folder of the mod, the numbers may be different.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Saberfrost on 2022-11-25 17:56:50
Still on my to-do list; mastering all the green materia to get Master Magic. But was the Huge (Green) Materia changed to require mastering Splinter materia as well?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: PokeFaize on 2022-11-25 19:07:48
Quote
Still on my to-do list; mastering all the green materia to get Master Magic. But was the Huge (Green) Materia changed to require mastering Splinter materia as well?

The "item location" document says they're not required, but I mastered them anyway while AP Grinding Mega Alls and the like just to be on the safe side

I hope we get more Restorative Weapons to make more use of most of the splinter materias (and also a fix so they work with Added Effect. I noted that buffs didn't work with added effect earlier)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Saberfrost on 2022-11-25 20:14:59
The "item location" document says they're not required, but I mastered them anyway while AP Grinding Mega Alls and the like just to be on the safe side

I hope we get more Restorative Weapons to make more use of most of the splinter materias (and also a fix so they work with Added Effect. I noted that buffs didn't work with added effect earlier)

Oh, must've just been because I was missing something when I last checked. Gonna have to stop by the big green rock again later after I compile everything I got and look to see what I still don't have.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Sega Chief on 2022-11-27 14:02:24
Sorry for long absence, I've gathered up all the feedback and bugs mentioned and working on them now for a patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: BiOMEGA on 2022-11-28 00:41:56
While we're on feedback: I fought Round Boi again and
Spoiler: show
it's weird how there's multiple level-based attacks on the fight. Those make little sense on a superboss imo, because they're so binary - if you adjust your level beforehand, they do LITERALLY NOTHING. Which means you can find yourself fighting a superboss and have some of its attacks just fizzle with little to no effort and at little to no cost (as opposed to, say, a status-inflicting attack that costs you gear choices or materia slots to negate). It makes the fight considerably easier than it would be if those were just attacks of some kind that always hit. In fact you can luck out into several "free turns" in a row as a result, which is just really weird for a boss like that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: buddysievers on 2022-11-30 21:33:39
Hello, i installed New Threat 2.0 in 7th heaven. When the first battle starts the game crashes after the swirling animation.
No other mods installed, game runs without any mods and everything is updated.
Any idea what to do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: wdx on 2022-12-01 13:10:43
Hello, i installed New Threat 2.0 in 7th heaven. When the first battle starts the game crashes after the swirling animation.
No other mods installed, game runs without any mods and everything is updated.
Any idea what to do?

attaching the 7th heaven logfile. will  help to diagnose. check thou 7th heaven is running as admin.

if its just going to be new threat your running its worth backing up your ffvii folder, then just playing the mod via its own installer. which can be found on the very first post within this thread. here is as off this date and time: https://mega.nz/file/LsMhXQDC#F35E_P2wcPlhIgbP7s3CPAAeR7MQ-t-PSEzyQl9Nzwk  the latest version of the mod via installer patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Sega Chief on 2022-12-01 16:21:01
While we're on feedback: I fought Round Boi again and
Spoiler: show
it's weird how there's multiple level-based attacks on the fight. Those make little sense on a superboss imo, because they're so binary - if you adjust your level beforehand, they do LITERALLY NOTHING. Which means you can find yourself fighting a superboss and have some of its attacks just fizzle with little to no effort and at little to no cost (as opposed to, say, a status-inflicting attack that costs you gear choices or materia slots to negate). It makes the fight considerably easier than it would be if those were just attacks of some kind that always hit. In fact you can luck out into several "free turns" in a row as a result, which is just really weird for a boss like that.


The thing with him is, it's a faithful recreation of the attacks + AI (or as close as I could get it, at least) and some of the attacks maybe don't translate over super well. It's maybe more accurate to call it an easter egg encounter than a super boss
Spoiler: show
though it does play a role in getting you to an actual superboss
.

Hello, i installed New Threat 2.0 in 7th heaven. When the first battle starts the game crashes after the swirling animation.
No other mods installed, game runs without any mods and everything is updated.
Any idea what to do?

Usually if the first encounter crashes it's to do with Easyhook on 7th heaven not being able to modify the .EXE, resulting in crashes. If you start up the game and try going into your Items menu, that should also produce a crash and confirm that this is the cause. Fixing easyhook involves doing some security settings stuff on your PC; I can provide a version of the IRO that doesn't modify the .exe as well if this isn't an avenue you want to go down.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: BiOMEGA on 2022-12-01 19:23:34
The thing with him is, it's a faithful recreation of the attacks + AI (or as close as I could get it, at least) and some of the attacks maybe don't translate over super well. It's maybe more accurate to call it an easter egg encounter than a super boss
Spoiler: show
though it does play a role in getting you to an actual superboss
.
But in the original, doesn't it not use those attacks if they don't hit, so turns aren't wasted? Here they are.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Saberfrost on 2022-12-01 22:03:26
But in the original, doesn't it not use those attacks if they don't hit, so turns aren't wasted? Here they are.

Ozma AI in FF9 is coded to not cast a spell if the entirety of the party is not affected by it. If at least one person is not immune it'll cast anyways when it chooses to do so.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: BiOMEGA on 2022-12-03 03:59:38
Ozma AI in FF9 is coded to not cast a spell if the entirety of the party is not affected by it. If at least one person is not immune it'll cast anyways when it chooses to do so.
Yes, that's my point - in FF9, if no one can be hit by L4 Holy or L5 Death, it won't use it. Here, it will. Which means it'll chain multiple empty turns sometimes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: MrMadakey on 2022-12-04 16:56:03
Just finished 2.0 (All bosses/Limit breaks/Weapons except the secret boss) and wanted to give some feedback

I originally couldn't find the 1/35 soldiers but i found them all so modifying my message here for feedback instead.

First of all, W-Item is a bit easy to obtain. I understand why it's where it's at but at the same time, I don't think it's actually even needed. It kind of trivialised almost everything. When you're able to duplicate Megalixirs as well as Stardust or Gospel sparks, it makes the entire game a little trivial including the post game bosses such as the weapons.

In terms of character balance, Tifa is a lot more balanced now which is fantastic, however it feels like Barret might've taken the new position of over powered.

Once I was able to reach the Drill Arm and basically ignore all defense, it pretty much ignored all mechanics that are supposed to be in the game, not much reason to dispel anything or worry about anything, that combined with unlimited Megalixirs and Gospel Sparks.. Well you can see where I am going with this.

Also to touch on the ignore defense mechanic, Jenova's Deaths incremental defense/damage, now, as we know Jenova is susceptible to Petrify, however when the AI is petrified it usually makes it so the incremental mechanic doesn't increase, this is where Barret being a little over powered comes in, with the ignore defense mechanic, it completely ignores the incremental damage even while the AI is petrified.

I'm not exactly sure how you would go about this but maybe a good idea would be to change ignore defense to increase damage depending on how much str Barret has? Which could then increase incrementally through the fight whenever he gets attacked in the front row? I literally have no idea on how you would be able to balance it (If you would like to balance it that is) but I would like to mention that Barret does feel like he ignores any mechanics in the game entirely.

I do think there is only one particular boss that I should mention feels a little much.. Air buster in Mt Nibelheim, while I found a way to get past him a lot easier, it felt a little over kill with the amount of time it takes to do attacks.

Love what you did with Wu-Tai, feel like it flows much better and it's nice that there's some post game in disc 3.

I miss the X-ATM memes. He was fun.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Saberfrost on 2022-12-07 22:20:06
Just finished 2.0 (All bosses/Limit breaks/Weapons except the secret boss) and wanted to give some feedback

I originally couldn't find the 1/35 soldiers but i found them all so modifying my message here for feedback instead.

First of all, W-Item is a bit easy to obtain. I understand why it's where it's at but at the same time, I don't think it's actually even needed. It kind of trivialised almost everything. When you're able to duplicate Megalixirs as well as Stardust or Gospel sparks, it makes the entire game a little trivial including the post game bosses such as the weapons.

In terms of character balance, Tifa is a lot more balanced now which is fantastic, however it feels like Barret might've taken the new position of over powered.

Once I was able to reach the Drill Arm and basically ignore all defense, it pretty much ignored all mechanics that are supposed to be in the game, not much reason to dispel anything or worry about anything, that combined with unlimited Megalixirs and Gospel Sparks.. Well you can see where I am going with this.

Also to touch on the ignore defense mechanic, Jenova's Deaths incremental defense/damage, now, as we know Jenova is susceptible to Petrify, however when the AI is petrified it usually makes it so the incremental mechanic doesn't increase, this is where Barret being a little over powered comes in, with the ignore defense mechanic, it completely ignores the incremental damage even while the AI is petrified.

I'm not exactly sure how you would go about this but maybe a good idea would be to change ignore defense to increase damage depending on how much str Barret has? Which could then increase incrementally through the fight whenever he gets attacked in the front row? I literally have no idea on how you would be able to balance it (If you would like to balance it that is) but I would like to mention that Barret does feel like he ignores any mechanics in the game entirely.

I do think there is only one particular boss that I should mention feels a little much.. Air buster in Mt Nibelheim, while I found a way to get past him a lot easier, it felt a little over kill with the amount of time it takes to do attacks.

Love what you did with Wu-Tai, feel like it flows much better and it's nice that there's some post game in disc 3.

I miss the X-ATM memes. He was fun.

Bosses having too much defense is a bit of a problem since it incentivizes using Defense-Ignoring methods so much. Spamming Comet just completely trivializes the silver chocobo because it can't miss for Pandora's Box which, in turn, with Mighty Guard, allows us to completely trivialize Emerald and Ruby. Then just to take it further there's a magic built Barret taking over Cloud's ability to just Mime = Counter Catastrophe every boss to death while you go and make a sandwich.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: MrMadakey on 2022-12-07 23:19:55
Bosses having too much defense is a bit of a problem since it incentivizes using Defense-Ignoring methods so much. Spamming Comet just completely trivializes the silver chocobo because it can't miss for Pandora's Box which, in turn, with Mighty Guard, allows us to completely trivialize Emerald and Ruby. Then just to take it further there's a magic built Barret taking over Cloud's ability to just Mime = Counter Catastrophe every boss to death while you go and make a sandwich.

This right here is pretty much what I'm trying to touch on, while a lot of the early game is pretty difficult while at the same time being rewarding, the post game feels kind of a wash with how easy it can be with some of the character setups you can get going. It kind of didn't incentivise myself to try anything different because Barret was making everything look incredibly easy, mechanics were pretty much ignored because Barret didn't care.

I would like to mention while my previous statement about w-item basically trivialising everything and then complaining that the post game was not very hard.. I didn't actually need w-item, I've played the mod before and didn't even know where w-item was and I did just fine back then too. I've seen streamers completely miss w-item and do just fine themselves. There were even times where my party were so strong that I never even got chance to use gospel sparks or any other op item that was in my repertoire..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: wdx on 2022-12-08 18:54:31

the post game feels kind of a wash with how easy it can be with some of the character setups you can get going.
a no experience hard mode  typeb without using sp upgrades makes end game stuff not as trivial  :)    maybe try that as an option if decide to play through again.

 
w-item basically trivialising everything.
agree witem is OP makes somethings go much quicker thou, and allows more or less free experimentation of items.  alongside huge timesaving rather than grinding for a couple of items...  (on no exp runs)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: MrMadakey on 2022-12-08 20:05:40
a no experience hard mode  typeb without using sp upgrades makes end game stuff not as trivial  :)    maybe try that as an option if decide to play through again.
agree witem is OP makes somethings go much quicker thou, and allows more or less free experimentation of items.  alongside huge timesaving rather than grinding for a couple of items...  (on no exp runs)

I'm by no means saying the entire mod is easy because of this though I would like to mention, I just think it's placed a little too early. I think it should maybe be after say midgar Revisit or just before or maybe in one of the materia caves for example. It does feel a little strong at this point and not having it in a previous playthrough made for believe it or not more experimentation rather than rinse and repeating the same: w-item Gospel Sparks > Pummel with Barret and mime till dead..

While W-item may promote item experimentation for some, the only thing it promoted for me was to abuse what worked.. I'm not speaking for everybody here but there are a hell of a lot more players who will do the only thing that works rather than what could "potentially" work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Sega Chief on 2022-12-09 14:14:03
But in the original, doesn't it not use those attacks if they don't hit, so turns aren't wasted? Here they are.

Oh right; I think I can sort that out.

Just finished 2.0 (All bosses/Limit breaks/Weapons except the secret boss) and wanted to give some feedback

I originally couldn't find the 1/35 soldiers but i found them all so modifying my message here for feedback instead.

First of all, W-Item is a bit easy to obtain. I understand why it's where it's at but at the same time, I don't think it's actually even needed. It kind of trivialised almost everything. When you're able to duplicate Megalixirs as well as Stardust or Gospel sparks, it makes the entire game a little trivial including the post game bosses such as the weapons.

In terms of character balance, Tifa is a lot more balanced now which is fantastic, however it feels like Barret might've taken the new position of over powered.

Once I was able to reach the Drill Arm and basically ignore all defense, it pretty much ignored all mechanics that are supposed to be in the game, not much reason to dispel anything or worry about anything, that combined with unlimited Megalixirs and Gospel Sparks.. Well you can see where I am going with this.

Also to touch on the ignore defense mechanic, Jenova's Deaths incremental defense/damage, now, as we know Jenova is susceptible to Petrify, however when the AI is petrified it usually makes it so the incremental mechanic doesn't increase, this is where Barret being a little over powered comes in, with the ignore defense mechanic, it completely ignores the incremental damage even while the AI is petrified.

I'm not exactly sure how you would go about this but maybe a good idea would be to change ignore defense to increase damage depending on how much str Barret has? Which could then increase incrementally through the fight whenever he gets attacked in the front row? I literally have no idea on how you would be able to balance it (If you would like to balance it that is) but I would like to mention that Barret does feel like he ignores any mechanics in the game entirely.

I do think there is only one particular boss that I should mention feels a little much.. Air buster in Mt Nibelheim, while I found a way to get past him a lot easier, it felt a little over kill with the amount of time it takes to do attacks.

Love what you did with Wu-Tai, feel like it flows much better and it's nice that there's some post game in disc 3.

I miss the X-ATM memes. He was fun.

I've some balance stuff done for the upcoming patch (reduced enemy defence for Disc 2/3, adjusted spell power, that sort of thing); one of the changes was to drop the ignore defence flag from all weapons and set them up differently instead. I'm not sure what's meant with Jenova Death being petrified though, the petrified flag for allowed statuses aren't on there for that boss and I thought that when enemies are petrified they're counted as KO'd in any case.

Will tweak the type B air buster on mt. nibel.

The W-Item glitch I've been thinking about a lot recently. I've got the address where the item increase occurs (not checked into what to do there yet), and in the past I've just went with a 'use the glitch if you want' approach but the response to that is usually people feel like they have to use it because it's there and so accessible to use. I could maybe add it as a toggle to the IRO or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Saberfrost on 2022-12-09 18:43:44
Oh right; I think I can sort that out.

I've some balance stuff done for the upcoming patch (reduced enemy defence for Disc 2/3, adjusted spell power, that sort of thing); one of the changes was to drop the ignore defence flag from all weapons and set them up differently instead. I'm not sure what's meant with Jenova Death being petrified though, the petrified flag for allowed statuses aren't on there for that boss and I thought that when enemies are petrified they're counted as KO'd in any case.

Will tweak the type B air buster on mt. nibel.

The W-Item glitch I've been thinking about a lot recently. I've got the address where the item increase occurs (not checked into what to do there yet), and in the past I've just went with a 'use the glitch if you want' approach but the response to that is usually people feel like they have to use it because it's there and so accessible to use. I could maybe add it as a toggle to the IRO or something.

Toggle would likely be prudent seeing as people either love the glitch or hate it, both sides having good reasons as to why. I personally just like the glitch so I don't need to *FARM* out some items. Not every materia setup has Magic or Enemy Skills in it to solve status-related problems which would be where items come in. My current files Tifa here is a good example since I basically don't let her ever touch magic. If her turn comes up and I need -- for example -- a dispel the W-Item glitch helps me not need to farm the appropriate item the hard way to achieve this. But there's always Gospel Sparks and Mega Elixir spam being grossly overpowered too. Maybe consider doing something with them like you did with the Hero Drink.

Jenova Death I wasn't aware could even be petrified either. I just got to her, noticed her defense was ridiculously high and her mechanic to getting around it wasn't worth the trouble, so Comet spam with the stack of Ethers I had at the time to enable it.

As for the weapon defense-ignoring thing... Since you're going to be reducing defenses, just make Barrets Drill arm similar to Cloud's Ragnarok making him a crit-machine. His Chainsaw is supposed to be for that, I'm aware, so you could change it to be similar to Vincent's Buntline and make it have a chance to instant-KO instead. Maybe move defense ignoring to the ultimate weapons, if you want to keep the mechanic but also making it clear they are THE best weapons. I'm just spit balling ideas though, take them as you will.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: MrMadakey on 2022-12-12 21:32:04
Sorry I got my first response wrong, I meant paralyzed not petrified.. My complete mistake.

Also I love the idea of being able to just toggle it. Give the people the best of both worlds. People like to play the way they like to play and I certainly don't wanna take this away from anybody with my personal beliefs, but if I can somehow turn it off for me personally I think that would completely change the dynamic of the way the whole second half of the game would play!

Thanks for listening to my feedback though.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: frampton1337 on 2022-12-18 02:03:53
I'm coming back to this mod after a couple years from my last run and noticed that after getting through the cave where you ran into the NPC to start leveling custom stats I didn't run into them this time. Has the custom stat thing bee removed? I really like being able to bump stats on characters to make weird builds.

Edit: NVM, i just hadnt gotten far enough in the game yet.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: rsmuckles on 2022-12-19 05:41:26
I have a bug report and a question :)

Bug report: In Costa Del Sol, Aeris is hanging out on the beach
Spoiler: show
after she is killed by Sephiroth in the City of the Ancients.  I did not resurrect her, modify her to be alive, etc. She is no longer in my party, and she should be dead as dead can be
talking about Meteor. 

Question: Did the sale of a mastered 'All' Materia get nerfed from 1.4MM to 100k?   Just checking that this is an NT "feature" :)

Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Thacobell on 2022-12-20 18:27:42
Season's greetings all. I registered an account here to mention that the download for New Threat 1.5 vanilla combat is broken (missing?). When I visit the link, the download site says there's no fileto download. If you're wondering why I don't just use 7th heaven loader, well I'm on Linux. And I just can't get it to work, even with tutorials.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Sega Chief on 2022-12-29 15:16:39
Toggle would likely be prudent seeing as people either love the glitch or hate it, both sides having good reasons as to why. I personally just like the glitch so I don't need to *FARM* out some items. Not every materia setup has Magic or Enemy Skills in it to solve status-related problems which would be where items come in. My current files Tifa here is a good example since I basically don't let her ever touch magic. If her turn comes up and I need -- for example -- a dispel the W-Item glitch helps me not need to farm the appropriate item the hard way to achieve this. But there's always Gospel Sparks and Mega Elixir spam being grossly overpowered too. Maybe consider doing something with them like you did with the Hero Drink.

Jenova Death I wasn't aware could even be petrified either. I just got to her, noticed her defense was ridiculously high and her mechanic to getting around it wasn't worth the trouble, so Comet spam with the stack of Ethers I had at the time to enable it.

As for the weapon defense-ignoring thing... Since you're going to be reducing defenses, just make Barrets Drill arm similar to Cloud's Ragnarok making him a crit-machine. His Chainsaw is supposed to be for that, I'm aware, so you could change it to be similar to Vincent's Buntline and make it have a chance to instant-KO instead. Maybe move defense ignoring to the ultimate weapons, if you want to keep the mechanic but also making it clear they are THE best weapons. I'm just spit balling ideas though, take them as you will.

I'll make the defence reduction on each hit for Jenova Death (and Safer who also has it) a bit more per hit; think it's -5 currently. I'll set an ability to be used at the start that indicates how it works as well.


Sorry I got my first response wrong, I meant paralyzed not petrified.. My complete mistake.

Also I love the idea of being able to just toggle it. Give the people the best of both worlds. People like to play the way they like to play and I certainly don't wanna take this away from anybody with my personal beliefs, but if I can somehow turn it off for me personally I think that would completely change the dynamic of the way the whole second half of the game would play!

Thanks for listening to my feedback though.

Ah right, paralysis. I think if she has that status then the defences won't reduce as AI scripts won't run during it.

Will go for a toggle then on the W-Item glitch.

I have a bug report and a question :)

Bug report: In Costa Del Sol, Aeris is hanging out on the beach
Spoiler: show
after she is killed by Sephiroth in the City of the Ancients.  I did not resurrect her, modify her to be alive, etc. She is no longer in my party, and she should be dead as dead can be
talking about Meteor. 

Question: Did the sale of a mastered 'All' Materia get nerfed from 1.4MM to 100k?   Just checking that this is an NT "feature" :)

Thanks!

Probably a mistake with the placement flags as I set it up for characters to appear in towns, will sort that out in the upcoming patch. As for sell rates, I adjusted a bunch of them including All Materia.


Season's greetings all. I registered an account here to mention that the download for New Threat 1.5 vanilla combat is broken (missing?). When I visit the link, the download site says there's no fileto download. If you're wondering why I don't just use 7th heaven loader, well I'm on Linux. And I just can't get it to work, even with tutorials.

I've refreshed the links for the installer + IRO.


***
Update for NT 1.5; the North Crater had scripting issues and was prone to soft-locking. I've replaced 3 fields with 2.0 ones (specifically the field screens where split up and meet up happen).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Saberfrost on 2022-12-30 13:22:44
I'll make the defence reduction on each hit for Jenova Death (and Safer who also has it) a bit more per hit; think it's -5 currently. I'll set an ability to be used at the start that indicates how it works as well.

Ah, I just defeated him and was wondering why he was taking almost no damage. I just immediately resorted to Pandora's Box + Reflect because of it to nuke him down.

Defeated the angry marble too. So all that leaves on that file is the secret super boss, if I feel like figuring out where it is. Couldn't get Cait Siths ultimate weapon due to a bug locking the game when making the jump into the destroyed temples pit. Didn't get Master Magic (out of laziness, though) either, but it's wasn't a necessity nor was I going for 100% as I was missing a couple E.skills (also too lazy to go acquire) and some other things.

The marble just got erased from W-Summon KOTR. It felt kind of cheesy. But him randomly Doomsdaying was what made it worth it since capped magic defense and 6000+ HP minimum is required to tank it outright and I did not want to spend a couple hours exp grinding to get that without HP UP.

Summons feel good though. Their damage being based on level kept them from being grossly OP. Them ignoring defense ensured they were always a good option (barring elemental damage shenanigans) to have for damage too.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Xela20 on 2022-12-31 13:36:53
Hi Sega Chief, hope you had a good Xmas and will have a Happy New Year.

During the winterval I've played both NT1.5 (arrange type) and NT2 (hard mode with EXP).

I loved 1.4 when I played it pre-pandemic and thanks again for keeping these update. The more I play these mods the more I am grateful for content providers such as yourself.

So Feedback;

1.5 - the Brawler league wouldn't end, I fought 12 fights and it didn't give me a prize - I left the league and abandoned the quest. That's all for issues I found - I love this mod, I hate (love) the lift fight with the three gunners, I love that W-Item is an endgame reward for a really hard boss fight, I loved the additional Diamond Fight for the Pootion those are great rewards for really really hard tasks. Other users are correct about W-item and Stardust/Peerless, they can trivialise things but (BUT) after more than 100 run-throughs on Vanilla, FF7 becomes a "Choose your own adventure" - I can choose not to use W-Item, Peerless, Stardust or Pootion if I want my run to be more of a challenge.

2 - I think my only gripe is that after I was spoiled by 1.5s endgame, 2's endgame is less developed. W-Item is very easy to collect. Hard mode was like playing the game while I was being lightly (and pleasurably) choked - I'm glad you stunted the Gil Gain for Master-All, 100k was more than enough to get me over the line but I couldn't access the freedom of resources until I'd gone to the Hatchery in the crater.

Finally - Ozma was a great fight even if the AI isn't the same. It frustrated me so hard. Where do I use the ?.?.?.? item? I can see I can use it in the Crater, I try it on every screen, even the one with the inert save points but it doesn't do anything. Is this a feature for an update?

Once again, thanks for everything.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: BiOMEGA on 2022-12-31 17:11:55
Where do I use the ?.?.?.? item?
It's used to summon a special boss if you solve certain riddles.

MAJOR SPOILER ALERT do not read if you want to solve this yourself
Spoiler: show
The riddles are given by the Silver Chocobo in the Glacier, and involve giving certain items to certain enemies all throughout the game - including some enemies in areas you cannot go back to, so you may need to start a new game or use a cheat editor. If you give the correct items to the correct 4 enemies, you can use the ???? item at the Northern Crater in the room with the save-point looking ?s and it will teleport you to the secret boss.

=====EVEN MORE SPOILERS=====


The enemies/items are:
Mute Mask to Death Claw (at Corel Prison)
Black Veil to Gi Specter (at Cave of the Gi)
Dazers to Dorky Face (Shinra Mansion in Nibelheim; need to cast Resist on them or given them a Vaccine first, if they get paralyzed from the Dazers it won't work)
Hero Drink to Wind Wing (Whirlwind Maze in the North Crater, after failing one of the wind puzzles)

If you've done it correctly you'll see some dialogue from the monster.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Xela20 on 2023-01-01 09:48:51
Biomega,

Thanks for the help, got a message for all 4 but only 3 of 4 points are active.
I'm worried that the GI Spectre didnt count because I had to wind back the game progress to undo the GI Cave level up from doing Red's end quest.
I might have missed the Wind Wing though due to a save mess up, so ill try that again first but otherwise I'm stuck

-edit it was the wind wing.

I got teleported.

-edit 2. Done, after the fight black screen lock. Had to tab out... unknown exception error.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: BiOMEGA on 2023-01-01 15:25:40
-edit 2. Done, after the fight black screen lock. Had to tab out... unknown exception error.
Oh yeah, that's always happened to me, too.

It's never bothered me because after that there's nothing to do anymore anyway... but yeah that should probably be addressed XD
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: broons on 2023-01-15 21:33:22
Hi Sega Chief,

Any plans to do a Vanilla Combat version of 2.0? I love all the big gameplay changes, and have done multiple runs over the years. But it would be nice to enjoy the the QOL, dialogue, restored content, etc., when I play the game normally (I especially like what you did with party members being visible around towns). I can use the 1.5 Vanilla, but you've made come good non-combat changes since then.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: levantine on 2023-02-11 23:19:59
Hello, loving ff7 and new threat and i'm discovering the 2.0, is there a big difference between standard and hard mode?
I like challenge, but not the point that you earn no gil and get more exp in hard mode, is the standard mode have some challenge or it is quite easy and I should go to hard mode for having epic fight? thx for the answer.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: BiOMEGA on 2023-02-12 18:33:10
Hello, loving ff7 and new threat and i'm discovering the 2.0, is there a big difference between standard and hard mode?
I like challenge, but not the point that you earn no gil and get more exp in hard mode, is the standard mode have some challenge or it is quite easy and I should go to hard mode for having epic fight? thx for the answer.
It's not as hard as some other hardcore mods in FF7 (like e.g. gjoerulv's hardcore mod), most of the difficulty comes from not getting any gil. But that's mostly a factor in the early game - later on when you can see the usual high-value stuff, you have more gil than you know what to do with, same as always.

The encounters are fun, but not punishingly hard by any stretch. I'm not sure how much more "epic" the hardmode fights are compared to regular (if at all), but how hard they are depends on your experience and familiarity with the game. If you know the game inside and out it won't be much of a challenge; but if you're fairly new to FF7 then there's a fight or two that might definitely test you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: levantine on 2023-02-12 19:33:19
thx for the answer.
I'm pretty familiar with ff7 (done many party with new threat 1.5)
I finally decided to play with the hard mod, because I want strong ennemies lol.
Haven't gils on the other hand is a few frustrated early, I feel forced to steal a lot to compensate that (but I don't morph, I hate this mechanic in ff7...)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: levantine on 2023-02-13 19:27:51
I'm looking for the doc that list all change on limit breaks and last weapons, does anyone got this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Aynath on 2023-02-20 08:05:45
Hello there,

I'm starting yet another game of FF7, trying the insane echo-s mod but I see that it is not compatible with the NT mod, which is understandable; the 7th Heaven mod manager automatically disables the mod.

But it's not the case with the NT 2.0 combat only mod, which I was hopeful to use it as I love the balancing of the characters here. Unfortunately, the game crashes whenever I use the Defend Command, I think it's because it would trigger the characters' Innate command but it's not compatible with the Echo-S mod somehow.
I'd love to see the NT Combat only mod to te fully compatible with the Echo-S mod (weapon, armour, materia (new and rebalanced), innate commands, SP upgrades (disable source drops), etc...), think it's doable ?

Cheers
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: EnvySama on 2023-02-27 10:24:22
Hello, Sega Chief.
In NT 2.0 there seems to be pink support materia in Rocket Town after the rocket launch, however it is not possible to interact with it.
Is it a bug or is there a way to get it?

upd: it is in "arranged type" playthrough

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Sega Chief on 2023-02-27 16:52:34
Oh yeah, that's always happened to me, too.

It's never bothered me because after that there's nothing to do anymore anyway... but yeah that should probably be addressed XD

It always seems to be broken though I'm sure I've fixed it a couple times now; I'll try again.

Hi Sega Chief,

Any plans to do a Vanilla Combat version of 2.0? I love all the big gameplay changes, and have done multiple runs over the years. But it would be nice to enjoy the the QOL, dialogue, restored content, etc., when I play the game normally (I especially like what you did with party members being visible around towns). I can use the 1.5 Vanilla, but you've made come good non-combat changes since then.


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

Hello there,

I'm starting yet another game of FF7, trying the insane echo-s mod but I see that it is not compatible with the NT mod, which is understandable; the 7th Heaven mod manager automatically disables the mod.

But it's not the case with the NT 2.0 combat only mod, which I was hopeful to use it as I love the balancing of the characters here. Unfortunately, the game crashes whenever I use the Defend Command, I think it's because it would trigger the characters' Innate command but it's not compatible with the Echo-S mod somehow.
I'd love to see the NT Combat only mod to te fully compatible with the Echo-S mod (weapon, armour, materia (new and rebalanced), innate commands, SP upgrades (disable source drops), etc...), think it's doable ?

Cheers

I've just fixed this today, will update the DL links + catalog for it imminently; sorry for the delay. I think the issue was with the combat mod rather than Echo-S, as one of the flags was not toggled for 2x-cut and 4x-cut.

Hello, Sega Chief.
In NT 2.0 there seems to be pink support materia in Rocket Town after the rocket launch, however it is not possible to interact with it.
Is it a bug or is there a way to get it?

upd: it is in "arranged type" playthrough



That's a pick up for long range materia if it was missed earlier on (I hid it in the rocket launch site itself); problem is, it appears even if that Materia was picked up, misleading players. Should be fixed once I've got the latest patch together (it's a big one, lot of fixes and improvements).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: EnvySama on 2023-02-28 05:47:45
oh, ok. Got it. Thank you for explaining. )
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Aynath on 2023-02-28 19:05:58
It always seems to be broken though I'm sure I've fixed it a couple times now; I'll try again.

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

I've just fixed this today, will update the DL links + catalog for it imminently; sorry for the delay. I think the issue was with the combat mod rather than Echo-S, as one of the flags was not toggled for 2x-cut and 4x-cut.

That's a pick up for long range materia if it was missed earlier on (I hid it in the rocket launch site itself); problem is, it appears even if that Materia was picked up, misleading players. Should be fixed once I've got the latest patch together (it's a big one, lot of fixes and improvements).


Lovely !! I'll try it immediatly, thank you !!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Aynath on 2023-03-01 09:27:24

Lovely !! I'll try it immediatly, thank you !!

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

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

(https://imgur.com/a/2qQvC7t)






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

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

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

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

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

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Aynath on 2023-03-06 21:27:40
Thank you a lot for your answer, I also made a few playthroughts on 1.5 and 2.0 but never could test combat only so far. In the meantime, I'm enjoying Echo-S as much, the voices are actually good and gives more depth to the game; it can also be improved due to the new mechanics. I can hope for a blend of NT and Echo-S one day :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: broons on 2023-03-10 00:53:18

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


Nice! I look forward to it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: xenofears on 2023-03-21 16:52:05
Thanks for the mod!

Playing 2.0 Type A (installed through 7th Heaven), I am having some issues with the Pagoda. Yuffie both auto attacks and attacks via commands... is this normal? Also, Shake seems impervious to attacks. When an attack does connect it does zero damage. Is there a trick to him?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: BiOMEGA on 2023-03-21 21:55:17
Thanks for the mod!

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

And yes: many of the enemies have a "trick" to them that you need to figure out. Try other forms of damage! :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: xenofears on 2023-03-22 11:09:50
Not sure what you mean by "via commands" - you know Yuffie has a special counter in this mod where she will use Mug? Since the Pagoda is row-agnostic (i.e. it has no front or back row) this will happen frequently there.

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

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

In the end I finished the Pagoda but not sure I got the tricks.
Spoiler: show
The second and last bosses I just used regular attacks and the third boss I used Laser.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Otonashi on 2023-03-29 21:01:47
Spoiler: show
Hey so I am trying to go back to the great glacier and do some more stuff with the white chocobo. When I disbark my gold chocobo and enter it shows the characters passed out. Then when they get up and merge with cloud he disappears and the game is softlocked.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: NicoChirry on 2023-04-18 11:20:28
Big shout out too sega chief, this mods phenomenal, currently playing through 2.0, beat 1.5 a while back and it’s so different. Also thanks for all ur help Sega ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Damy on 2023-05-16 15:05:06
How old is New Threat 1.5 Documenation? Kinda let down that it has not been update so a lot things like drops could have been changed now  :(

EDIT: Two questions which I consider important to know. How to get Masamune in 1.5 if there is? And how to keep Aeris from dying?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: wdx on 2023-05-18 19:42:42
How old is New Threat 1.5 Documenation? Kinda let down that it has not been update so a lot things like drops could have been changed now  :(

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

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


Thanks. Not Condor Fort then? Will do it anyway just in case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Travis on 2023-05-23 00:48:01
Playing through New Threat 2.0. What a mod man. Fantastic work Sega-Chief, can't say enough how awesome and refreshing this mod is. Very cool overall and am excited to see where else it goes as we head towards the finish.

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

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

Other than that, still loving it. Wonder if I'll be able to get back into sector 7 or see what biggs, wedge, and jesse are doing...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Damy on 2023-05-25 12:28:48
but Aerith seems to be in the background now and its really more about Tifa and Cloud.

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

I agree with that one. It's pretty clear that Aerith is very interested in Cloud so it should have gone different.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Vir on 2023-06-03 22:43:28
Hello, thank you again for the terrific mod.

Could somebody explain Fort Condor rewards in the current version?

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

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

Cheers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: AhBeng2 on 2023-06-11 01:13:36
Amazing work on this mod. I finished a normal walkthrough on type B and am on a hard mode run on type B as well. Just have one question though.
Spoiler: show
How do I acquire a mute mask before corel prison to use on the deathclaw? I'm on hard mode type B so no enemies seem to have a mute mask steal or drop.

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

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: AhBeng2 on 2023-06-11 01:16:11
Hi Sega,

Hope you are doing well. Are you planning to release an updated version of New Threat mod? Cheers.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: felipe on 2023-06-11 18:57:35
Thank you so much!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: felipe on 2023-06-14 02:22:47
sorry for the repeat post. Where is the X-attack/2x cut materia? I found it normally on my first playthrough but am having trouble remembering where it is on my second playthrough. currently at the glacier
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: AhBeng2 on 2023-06-15 09:32:08
sorry for the repeat post. Where is the X-attack/2x cut materia? I found it normally on my first playthrough but am having trouble remembering where it is on my second playthrough. currently at the glacier

Spoiler: show

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

X-attack materia is obtained by exchanging the desert rose (Ruby Weapon drop) with the Kalm traveller, IIRC.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: loafman on 2023-06-28 17:47:02
Sega!  Registered an account here to tell you what a fantastic job you've done on this mod.  FF7 has been my favorite game since i played it in the 90s but I havent been able to enjoy a playthrough of the vanilla version due to slow pace, low level of difficulty, etc.  You nailed it and I've been having a blast with the mod.  Thank you!

A couple bugs to report in 2.0.9991:

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

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

General feedback:

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

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

But most importantly: FF8NT!   :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: shwamuel on 2023-07-02 05:13:19
Hello,
Not sure if i missed it somewhere but while playing New Threat I noticed that White Wind now gets reflected, was this an intended change?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Howzier on 2023-07-10 21:52:59
How many kills do you need for limit break 2 for everyone? This needs to be in the douc because I don't know if this is a bug or not.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: ItsSevenD on 2023-07-13 15:43:51
My game crashes whenever i change screen i.e. open item menu, encounter random battle, or enter another room. This never happened months ago before FFNx was introduced, but once i updated everything and ran my game, it was never able to open these screens except with New Threat turned off. can anyone help?? Multiple people have had this issue upon researching, but i could not find a solution
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Bonez on 2023-07-14 06:35:04
My game crashes whenever i change screen i.e. open item menu, encounter random battle, or enter another room. This never happened months ago before FFNx was introduced, but once i updated everything and ran my game, it was never able to open these screens except with New Threat turned off. can anyone help?? Multiple people have had this issue upon researching, but i could not find a solution

(https://i.imgur.com/o4BTElk.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Howzier on 2023-07-14 23:40:43
Can I save A in path A? I really don't want to restart because I saw the SP system. Pls respond.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: wdx on 2023-07-19 06:51:41
Can I save A in path A? I really don't want to restart because I saw the SP system. Pls respond.

Spoiler: show
 Its possible save before going up the pillars, the sp system will change to say x/4 rather than the x/2 if save her

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
Post by: Higgenbobber on 2023-07-28 16:43:15
What's to gain from completing all the Fort Condor stuff?  I feel like I've done so many at this point and it's such a boring minigame.  I'm a bit of a completionist but I don't think I can do it anymore. 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
Post by: Sega Chief on 2023-07-29 18:04:45
What's to gain from completing all the Fort Condor stuff?  I feel like I've done so many at this point and it's such a boring minigame.  I'm a bit of a completionist but I don't think I can do it anymore. 

Everything from it can be acquired elsewhere; it's typically weapons that are a tier ahead of what's available at the time, items, stuff like that. Doing all of it without a battle lost gives an extra Masamune that can be equipped on any character but this weapon can also be acquired by giving materials to the weaponsmith who lives in the blue house on the world map near Gongaga (Disc 3).

***

Mod updated to v2.0992, patch notes below. This update has some extra IRO options available which can be configured in 7th Heaven.

Spoiler: show
2.09992
New IRO Options
*) Relax Mode: Applies the following parameters-
   Enemy HP, Strength, and Magic reduced by 10%
   Enemy Level reduced by 20%
   Enemy Defence & Magic Defence reduced by 30%
   EXP & AP received increased by 20%
   Gil received increased by 50%

   Other Adjustments:
   Steal rates for weapons in the North Crater increased
   Attacks for certain bosses adjusted (some status ailments removed, base power reduction, etc.)
   Some boss parameters and AI manually adjusted (speed nerfs, etc.)

*) Struggle Mode: Planned for a future release (will replace Hard Mode)

*) Triple-Linked Slots: Materia slots with 3-linked slots can be used.
   Requires PostScriptThree's IRO to be active and to have the 'On' setting.

Enemy Changes & Bugfixes
*) Removed element from Aurora Fence (Whirlwind Maze boss) to prevent an unintended status flag switch and made the attack more consistent with the version used later (albeit weaker)
*) Changed Morph for Lost Number's Magic Form from Enhance Sword to Crystal Bangle
*) Changed Mustard Bomb's animation (original had no audio)
*) Defence & Magic Defence nerf for enemies in Gelnika, Ancient Forest, Midgar Raid, and North Crater (including Disc 3 extra bosses)
*) Corrected AI text for Emerald Weapon (was referring the 1.5 enemy name, Carmine)
*) Kimara Bug given check to not use Stop Web if only one active character (for Battle Square encounter)
*) Issue where Senior Grunt could try to attack before assigning an attack ID to its variable (produced 'out of MP' message)
*) Targeting issue with Maximum Chimera's Dusty Gale counter (and renamed to display [Counter]
*) Issue where Malldancer would target its allies with Leaf Dance
*) Text issue on an attack in Special Battle
*) Name of Lusus Mark added with a space at the end to separate the A and B identifier
*) Incorrect name displayed in AI for Hurricanranu enemy
*) Rocket Buster boss HP & defences reduced
*) Elena's Light Curtain item renamed to Lunar Curtain
*) Changed Grenade Bomb animation for Train Driver enemy (potential softlock when Vincent transformation is pending)
*) SOLDIER: 3rd Stats tweaked (Air Buster fight & Floor 67 of Shinra HQ)

Balancing Tweaks
*) Kill requirements on Limit Breaks reduced for all characters

Spells
*) Renew: Base power doubled to 150, MP cost reduced to 45
*) Goblin Song now only inflicts Fury on enemies (30% accuracy reduction), revive effect removed
*) Comet & Comet2 base power reduced by 5 (25, and 22 respectively)
*) Base power of tier3 elemental spells and Planet/Contain elemental spells raised by 10
*) Osmose MP cost set to 0
*) MP Cost of Bahamut ZERO and KOTR reduced, base power of Bahamut ZERO and KOTR reduced
*) Typhon Materia erroneously had Gravity as its element instead of Wind
*) Ultima Materia changed to Hidden element (spell is still non-elemental)
*) Kjata Materia set to carry the Earth element
*) Updated Exp Plus and Gil Plus to display modifier bonus in their Materia description
*) Quadra Magic upgraded to Octa Magic

Materia AP Changes
*) All Materia: AP requirement for Master reduced from 100k to 25k
*) Command Counter & Magic Counter: AP requirement for Master reduced from 100k to 80k
*) MP Turbo: AP requirement for Master reduced from 100k to 90k
*) HP/MP Absorb: AP requirement for Master reduced from 100k to 10k
*) Sneak Attack: AP requirement for Master reduced from 100k to 25k
*) Added Cut/Steal: AP requirement for Master reduced from 100k to 50k
*) Steal: AP required for Master reduced from 84k to 12k
*) Sense: AP required for Master reduced from 84k to 5k
*) Flash: AP required for Master reduced from 50k to 15k
*) Throw: AP required for Master reduced from 90k to 35k
*) Deathblow: AP required for Master reduced from 100k to 70k
*) Manipulate: AP required for Master reduced from 100k to 25k
*) Core: AP required for Master increased from 25k to 100k
*) Fire/Ice/Thunder/Earth/Restore/Poison/Gravity: AP required for each level adjusted
*) Heal: 2-Star (25k AP) required to activate Esuna, AP requirements adjusted
*) Revive: AP requirements for Life2 adjusted from 20k to 90k
*) Seal/Mystify/Transform/Exit: AP requirements for Master reduced
*) Barrier: AP requirements for Master reduced from 100k to 80k
*) Hydro: AP required for Master reduced from 100k to 50k
*) Time: AP required for each level adjusted
*) Osmose: AP required for master reduced from 170k to 50k
*) Pearl: AP required for master reduced from 100k to 55k
*) Destruct: AP required for master reduced from 100k to 70k
*) Counter Attack: AP required for master increased from 30k to 45k
*) HP<->MP Swap and Exp Plus set to drop as mastered

Splinter Materia (duplicate single spell Materia)
*) MBarrier: AP required for Master reduced from 70k to 25k
*) Slow: AP required for Master reduced from 70k to 30k
*) Break/Tornado/Dispel/Reflect: AP required for Master reduced

Materia Prices
*) Mastered Materia prices adjusted
*) Unique Materia that is acquired as Mastered/1-Star sells for 30k

Equipment
*) Removed Ignore Defence flag from several weapons, replaced with stat bonuses & tweaks
*) Nerf to Wizard Bracelet defensive stats (15/15), 7/7 for defensive and evasion stats)
*) Ziedrich given 50/50 and 15/15 for defensive and evasion stats
*) Prices adjusted on items
   Weapon prices reduced by 20%
   Ancient weapons set to 20k (sells for 10k)
   Endgame weapons given a higher selling price
   Ultimate weapons set to 20 million (sells for 10 million)
   Rare item selling prices tweaked

Statuses
*) Slow-Numb timer increased to 45s from 30s
*) Poison tick timer made 50% slower (2 action ticks = 1 poison tick, down from 1 action tick = 1 poison tick)
*) Sleep duration reduced by half
*) Dual-Drain (Reverse-Regen) duration reduced by half

Field Script & Event Changes/Bugfixes
*) Fixed issue where some of the soldiers in the command room would disappear once Barret operated the panel
*) A secret encounter was made unmissable and can be accessed on Type A and Type B
*) Reno added to Type B Mythril Mines scene
*) Set Party Swap to only be available from the Highwind once the bottom of the North Crater has been reached (an old countermeasure that warped players back to the Highwind if accessing the Crater with a different party leader before the split-up event has been resolved is now deactivated)
*) Set 2nd Long Range Materia to not be visible if picked up earlier in the game (Rocket Town)
*) Fixed softlock on Cait Sith sidequest on Disc 3 when arriving at the white screen
*) Changed Silver Chocobo Dialogue to not mention something on Type A run
*) Adjusted Silver Chocobo Warp destination to prevent a softlock when using Tifa/Cid as party leader
*) For the last 60s of the Mako Reactor 1 countdown, random battles are disabled
*) When returning to the cargo car on the train, some characters would be placed erroneously
*) Prevented return to the Church right away after escaping Reno & Co.
*) Added an accessory reward for getting picked by Corneo
*) Whirlwind Maze; players are knocked through the wind rather than away, to help with progression
*) Icicle Inn; fixed issue where a character would disappear under certain conditions
*) Icicle Inn; fixed scripts for Tifa in the Inn
*) Updated Whirlwind Maze Nibel scene for some characters
*) Merged in the Type B control panel scene into both types as part of event progression
*) Added an extra event line to prevent Barret from reaching Rufus and co. in the control room
*) Wrong battle being used for the Weapon Raid event when entering the control room
*) Improvements to scene during Weapon Raid when meeting Yuffie
*) Re-added guards to junon after weapon raid (inaccessible area with open door, just a cosmetic tweak to explain inaccessibility)
*) Small animation issue when going down to the underwater reactor and talking to the guards as either Tifa or Cid as party leader
*) Wonder Square prizes have been given their actual names instead of ????
*) Added Wonder Square prize exchange to the Chocobo Square NPC at the Exchange desk
*) Betting on S-Rank Chocobo races now requires a Gold Ticket (doesn't affect player chocobo races)
*) Changed music for Vincent's boss fight on Disc 3 & dialogue
*) You now see the clean version of Floor 67 when returning to Midgar HQ on Disc 2
*) Fixed scene with Tifa under the highwind so that either version can be triggered based on dialogue choice
*) Fixed invisible Gondola
*) Added 75% reductions to stored BP when prizes change after receiving the buggy and bronco
*) Updated text on an unused item
*) Junon Weapon Raid event progression now uses both Type A and Type B events together
*) Wrong encounter on Junon Weapon Raid Type B in the control room
*) Fixed jumping animations for Tifa and Cid as party leaders in North Crater
*) Added Cait Sith to Icicle Inn (part of 'talk to party in towns' feature)

//Dialogue
*) Dialogue adjustment for opening of Type B (character name shown before naming screen)
*) Adjusted dialogue where 'everyday' was used erroneously in some cases instead of 'every day'
*) Adjusted Jessie's ladder dialogue
*) Train passenger's dialogue referring to the news
*) Train conductor's line regarding trains leaving Midgar
*) Tifa's line referring to the bar as a shop
*) Wedge's dialogue about Tifa's cooking
*) Beginner's Hall (SP system, status colours to indicate curing method, dialogue box placement for the two fighting boys)
*) Consistency naming for Aeris/Elmyra's House (went with Aeris' House)
*) Moved dialogue boxes around for the pillar escape scene
*) Text involving the locked chests on Floor 59's shop
*) President Shinra's dialogue on Floor 66 with Hojo mistakenly used a Type B line for both modes, which would make the Type A dialogue not make sense
*) Aeris dialogue when trying to interact with elevators etc. in the lobby during escape
*) Cloud's line when remembering the entire letter in the Nibel Flashback
*) Cloud dialogue in flashback when trying to go to Mt. nibel early
*) Dialogue of man at entrance to Kalm
*) Weapon Raid between Rufus & Heidegger
*) Weapon Raid, when meeting Yuffie
*) Gaea Amulet updated: Luck +50 instead of Spirit +30 (was redundant next to a Phoenix Ring)
*) PHS disabled on Highwind bridge for Tifa when entering Highwind for the first time
*) Vincent dialogue on Highwind when Tifa enters the bridge for the first time
*) Set a character to not appear on the deck when entering the bridge for the first time
*) Missing 'to' in Barret's line for Disc 2 in the Chocobo Ranch
*) Minor alteration to choco billy's lines about empty stables
*) Minor alteration to lower junon item store owner's dialogue
*) Meteor dialogue added for Red XIII in Icicle Inn
*) Meteor dialogue added for Barret in Cosmo Canyon
*) Typo on Bugenhagen dialogue when talking about Cloud's fall into the lifestream
*) Dialogue when interacting with the little silver chocobo in Mideel
*) Red dialogue in Mideel
*) Palmer dialogue during the Huge Materia scene
*) Fix for old man's greeting in Mideel when talked to as Cid
*) Echo Drop instead of Echo Drops in Junon pickup
*) Updated name of cave where Alexander Materia is found
*) Updated description of Ink to use Darkness instead of Blind
*) Incomplete line in North Corel (post train)
*) Extra 'this' on nurse's line in Mideel
*) Missing 'me' on cloud's line in Cloud's Memory scenes in Mideel
*) Adjusted Parade trooper dialogue on the submarine
*) Dialogue between Cid and the crew during rocket launch against Meteor
*) Cloud dialogue in Bugenhagen's observatory
*) Bugen dialogue in Forgotten City
*) Hojo dialogue on the cannon, if you've already seen Lucrecia
*) Curse Ring displayed text as Cursed Ring when picked up
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
Post by: Midnight Angel on 2023-07-31 14:53:40
Hello Sega;

thank you for the great mod!

I did, however, stumble across two things I don't know whether or not they are intentional:

1) 1/35 Soldiers: There's one in
Spoiler: show
Nibelheim
that can be picked up
Spoiler: show
during the Kalm Flashback.

Is this intentional?

2) It seems that
Spoiler: show
Midgar Zolom
is not immune to
Spoiler: show
the Mini Status.

I tossed a LV Suicide at it (which works regardless of level in your mod) and came to the hilarious effect that
Spoiler: show
a shrunk Zolom, still considerably larger that any character, inflicted a measly 1 point of damage with its bite.

Needless to say, this makes the battle considerably easier - intention or oversight?

Cheers, and once again: Thank you!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
Post by: Sega Chief on 2023-08-01 02:12:18
Hello Sega;

thank you for the great mod!

I did, however, stumble across two things I don't know whether or not they are intentional:

1) 1/35 Soldiers: There's one in
Spoiler: show
Nibelheim
that can be picked up
Spoiler: show
during the Kalm Flashback.

Is this intentional?

2) It seems that
Spoiler: show
Midgar Zolom
is not immune to
Spoiler: show
the Mini Status.

I tossed a LV Suicide at it (which works regardless of level in your mod) and came to the hilarious effect that
Spoiler: show
a shrunk Zolom, still considerably larger that any character, inflicted a measly 1 point of damage with its bite.

Needless to say, this makes the battle considerably easier - intention or oversight?

Cheers, and once again: Thank you!

Nibelheim pickup wasn't intentional; it slipped my notes I think or my fix didn't work.

As time passes it gets more difficult to say what was intentional or not in the battles; I reckon it is though as it'd be a good incentive for getting L4 Suicide and I was focusing a lot on making stuff you get be useful for something that comes a little later (for instance, the Black Veil item in Junon helps in the Jenova BIRTH boss fight as it blocks instant-KO on one character).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
Post by: Chocobill on 2023-08-01 02:23:42
Sorry if this has been answered before but when I equip the ultima weapon cloud always misses. Is this intentional or could I have installed it wrong? Love this mod, but being essentially unable to use a weapon is a pain. Help is appreciated thank you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
Post by: Chocobill on 2023-08-01 03:02:23
Also tells me game was not started with new threat 2.0 installed the first time I save despite having it installed
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
Post by: wdx on 2023-08-01 06:34:14
Sorry if this has been answered before but when I equip the ultima weapon cloud always misses. Is this intentional or could I have installed it wrong? Love this mod, but being essentially unable to use a weapon is a pain. Help is appreciated thank you.

have you got addedeffect any status effecting materia equipped if an enemy is immune to a status that can cause miss. same regards elemental-element

eg if odin+added effect which inflicts ko, and enemy immune to death then it will always miss. same regards likes of elemental-bio  etc. ensure status blind isnt inflicted.

you can check to see if mod was installed correctly upon game start theres a few things which the readme contained lets you know about, such as first battle/materia and checking if item reactorbomb or something like that is in it. alongside potions showing 300hp rather than default 100. fire spell if hit assist should give description 1% defense reduction or simular, alongside spell mp costs are different.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
Post by: Iecerint on 2023-08-01 16:19:48
I'm working on trying to install this on Steam Deck with whatever UI mods can work along with it and I'm trying to rule-out what's an issue with 7th Heaven, what's an issue with other, and what's an issue with Steam Deck. I'll try installing on PC first. I'm wondering if folks could recommend some accompanying graphical mods.

I remember I couldn't figure this out when I played 1.5 back in 2020 and enjoyed with vanilla graphics, which was still fun, but thought I'd ask. Maybe another place is more appropriate to ask.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
Post by: Chocobill on 2023-08-01 21:23:18
have you got addedeffect any status effecting materia equipped if an enemy is immune to a status that can cause miss. same regards elemental-element

eg if odin+added effect which inflicts ko, and enemy immune to death then it will always miss. same regards likes of elemental-bio  etc. ensure status blind isnt inflicted.

you can check to see if mod was installed correctly upon game start theres a few things which the readme contained lets you know about, such as first battle/materia and checking if item reactorbomb or something like that is in it. alongside potions showing 300hp rather than default 100. fire spell if hit assist should give description 1% defense reduction or simular, alongside spell mp costs are different.
Thank you for responding. Tested again. All the installation tests passed, just for some reason equipping ultimate weapons makes attacks with them always missed. Only started happening with most recent new threat update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
Post by: Sega Chief on 2023-08-02 01:43:18
Sorry if this has been answered before but when I equip the ultima weapon cloud always misses. Is this intentional or could I have installed it wrong? Love this mod, but being essentially unable to use a weapon is a pain. Help is appreciated thank you.

I checked and it seems that a flag was enabled by mistake, the 'Miss if not dead' one used by revive spells. I'll need to do a patch to sort this out.

Also tells me game was not started with new threat 2.0 installed the first time I save despite having it installed

This occurs if either the kernel isn't patched (which is unlikely as you have that bug with the Ultima Weapon) or if the player starts from a non 2.0 save file in Reactor 1 instead of a new game. If you did start from a new game, then I'll take a look into the logic that checks for this.

I'm working on trying to install this on Steam Deck with whatever UI mods can work along with it and I'm trying to rule-out what's an issue with 7th Heaven, what's an issue with other, and what's an issue with Steam Deck. I'll try installing on PC first. I'm wondering if folks could recommend some accompanying graphical mods.

I remember I couldn't figure this out when I played 1.5 back in 2020 and enjoyed with vanilla graphics, which was still fun, but thought I'd ask. Maybe another place is more appropriate to ask.

I'm not familiar with Steam Deck I'm afraid; we have a qhimm discord that might be able to help though (if you're not there already: https://discord.gg/eXkP8Jev)

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
Post by: ZackSix on 2023-08-02 23:21:53
I'm using the Combat Mode version of New Threat 2. I would like to ask if there's a Black Chocobo save editor modified in order to treat correctly the new additions reported in this mod, and if not, if you have informations about the possibility, for the creator of the editor, to support it in the future.

Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
Post by: Barg on 2023-08-03 07:46:48
Hi,

Been playing through and enjoying it so far. However I've got to report some errors.

Playing with the standalone installer.
-Entering the area in Wonder Square with the minigames, as well as the Chocobo Square lobby throws unknown exceptions. I depatched to progress through the Cait Sith chase figuring there wouldn't be anything to miss with no issues.
-Post Jenova-DEATH during the scene with the Black Materia, Tifa's model doesn't appear, causing a softlock.

Thanks for your work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
Post by: Sega Chief on 2023-08-03 10:19:07
I'm using the Combat Mode version of New Threat 2. I would like to ask if there's a Black Chocobo save editor modified in order to treat correctly the new additions reported in this mod, and if not, if you have informations about the possibility, for the creator of the editor, to support it in the future.

Thanks.

I'll ask them about it.

Hi,

Been playing through and enjoying it so far. However I've got to report some errors.

Playing with the standalone installer.
-Entering the area in Wonder Square with the minigames, as well as the Chocobo Square lobby throws unknown exceptions. I depatched to progress through the Cait Sith chase figuring there wouldn't be anything to miss with no issues.
-Post Jenova-DEATH during the scene with the Black Materia, Tifa's model doesn't appear, causing a softlock.

Thanks for your work.

I wasn't able to replicate the first issue at Gold Saucer, but I did see the 2nd issue at Whirlwind Maze; I've implemented a fix and will update the mod tonight along with some other fixes.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
Post by: Sega Chief on 2023-08-04 17:16:45
Have update to 2.09993:

Spoiler: show
2.09993
*) Fixed oversight where Tifa & Cid aren't visible during Whirlwind Maze scene, causing softlock
*) Hid a 1/35 soldier item available in Nibelheim during the flashback
*) Fixed Ultima Weapon always missing (flag normally used by revive effects enabled by mistake)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
Post by: Final_Figue on 2023-08-05 04:53:01
Hello Sega Chief.

I´m new here, in fact this is my first comment. First of all thank you for this amanzing mod, I love the idea to keep Aeris alive, this was the principal reason to played your mod, I hope that you continue working on it. I found some issues:

- I can´t upgrade Red-XIII values after the battle againts Jenova and Sephiroth (Disk two after the Ice mountains).
- I have enable "Voice Attacks" by "Cosmo Memory" but in this exact place Aeris changed her voice and use Barret´s.

Well, that´s it for now, once again thank you for this amanzing mod. Please, let me know if I can send you suggestions here in the comments or by PM.

* Sorry for my poor english, I just studied basic long time ago.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
Post by: Sega Chief on 2023-08-06 20:35:12
Hello Sega Chief.

I´m new here, in fact this is my first comment. First of all thank you for this amanzing mod, I love the idea to keep Aeris alive, this was the principal reason to played your mod, I hope that you continue working on it. I found some issues:

- I can´t upgrade Red-XIII values after the battle againts Jenova and Sephiroth (Disk two after the Ice mountains).
- I have enable "Voice Attacks" by "Cosmo Memory" but in this exact place Aeris changed her voice and use Barret´s.

Well, that´s it for now, once again thank you for this amanzing mod. Please, let me know if I can send you suggestions here in the comments or by PM.

* Sorry for my poor english, I just studied basic long time ago.

Could I get a copy of your save file? I'm unsure what would cause one specific character to be blocked on SP upgrades.

I think for the cosmo memory issue, you may need to talk to the author of that mod as I don't know much about how it functions or why there would be such an issue like that occurring.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
Post by: rufusluciusivan on 2023-08-08 08:18:54
Hello. I found this mod a while ago, did three playthroughs (two of Type A and one of Type B), didn't have a Qhimm profile before, but I knew I had to create one just to leave at least one comment about your awesome mod.

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

Now, to elaborate a little.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

Apologies for the long comment. :D I wanted to write it for a long time, so once I started it, there was no stopping me. Once more, thank for this mod and for all of your hard work.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
Post by: Sega Chief on 2023-08-08 10:42:09
I'll ask them about it.

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

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

.

Glad you enjoyed it; I'll see what I can do with the suggestion for post-altar scene, adding dialogue itself isn't tough but it's more of a case of finding where its a good place to put it, and sometimes scenes need adjusted or added to fit it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
Post by: Final_Figue on 2023-08-08 11:15:24
Hello Sega Chief.

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

By the way right now I finished the game, my save files would be still useful?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
Post by: rufusluciusivan on 2023-08-08 20:00:07
Indeed I enjoyed it.

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

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

(https://zupimages.net/up/23/32/a3ks.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
Post by: Sega Chief on 2023-08-09 00:04:21
Hello Sega Chief.

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

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

Messages I think unlock after X amount of posts.

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

Indeed I enjoyed it.

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

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

(https://zupimages.net/up/23/32/a3ks.png)

I'll sort that out tomorrow and have a patch up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
Post by: Howzier on 2023-08-10 19:16:05
Every single time I level up a command materia to max I get "{BOX:RED} Limit Break" and the steam achievement "master materia". It doesn't seem to have any affect on gameplay it's just annoying. https://imgur.com/a/3mXmNnS (https://imgur.com/a/3mXmNnS)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
Post by: Final_Figue on 2023-08-11 07:14:34
Hello again Sega Chief.

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

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

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

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


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

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

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

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

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

The same idea could by apply for MP.

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

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

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

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

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

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

Hello again Sega Chief.

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

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

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

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


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

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

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

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

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

The same idea could by apply for MP.

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

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

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

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

* Sorry for my poor english.


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

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

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

I can review the steals from the Turks and make them a bit better; won't be as good as the original (Ziedrich for instance) but can perhaps give them stuff that's a tier ahead of what's current at the point of the game they're fought.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9993)
Post by: Terydin on 2023-08-12 08:13:48
Alright. I've been killing myself for days now and I can't find an answer. How do I unlock the level 2 limits? I've been progressing through the story and massacring enemies left and right, but I can't unlock the level 2 limits.

Edit: Never mind. Once I posted this, I went ahead and continued killing and then unlocked them...holy crap...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
Post by: Sega Chief on 2023-08-13 12:16:24
Alright. I've been killing myself for days now and I can't find an answer. How do I unlock the level 2 limits? I've been progressing through the story and massacring enemies left and right, but I can't unlock the level 2 limits.

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

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

Spoiler: show

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

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

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

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

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

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

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

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

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


***

Mod updated to 2.09994, patch notes below:

Spoiler: show

2.09994
*) Kernel strings corrected ('Materia born', etc.)
*) Revisions made to some Turk steals (Mythril Mines, Pillar, Church)
*) Added a failsafe to Holzoff save point
*) Reimported older fields (2.094) for Wonder Square & Chocobo Square (attempting to resolve unknown crash on Installer version for those two screens)
*) Resolved softlock in Weapon Raid where Yuffie as a reporter would collide with Barret when trying to 'join' the party
*) Fixed issue where Cloud would not be re-added to the party after Battle Square when not the party leader
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
Post by: klarrox on 2023-08-14 05:54:51
hey, i just recently started playing new threat and i was wondering, is there a text doc or something along those lines for help in finding the ultimate weapons/lv4 limits? i would very much appreciate any help in that regard.

also how do i get rid of the two shinra troops in the airships chocobo pen? that was kinda getting to me a little too
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
Post by: chaoz on 2023-08-14 10:27:31
umm.. im playing this 2.0 mod now but im stock in jenova birth boss after it uses the propagate skill nothing happens it misses.. then u cant do anything else u can pause it but atb doesnt move cant atk or anything .. ive watch some yt vids its suppose to summons some tentacles things ..ive taken off all mods and left only new threat 2.0 still da same
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
Post by: Sega Chief on 2023-08-14 16:40:20
hey, i just recently started playing new threat and i was wondering, is there a text doc or something along those lines for help in finding the ultimate weapons/lv4 limits? i would very much appreciate any help in that regard.

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

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

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

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

I did a test and they spawned in, so my best guess is that something's persisted in the install that's interfering with it. You might need to try a fresh install of the game to make sure any other mods that were being used haven't left permanent changes. Either that or it's maybe something like the FFNX build maybe. Something that might shed some light on it is the log file as that might pick up on issues: in the FF7 install directory, look for an APP.log and a FFNx.log; might be something in these that pinpoints what the issue is (can use pastebin to pass the contents in here).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
Post by: chaoz on 2023-08-15 14:17:41
is this the FFNx.log ?

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




---
APPx.log has nothin innit
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
Post by: Howzier on 2023-08-15 14:45:32
Sometimes when I use Cid's Big Brawl limit he attacks causing no damage or even displaying it, when it's over my party wins even when the monsters are still on screen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
Post by: Flowergirl on 2023-08-15 18:14:05
Hi! I've recently started playing New Threat 2.09993 Type A and I'm having a blast, but I've encountered a major bug that probably won't let me progress through the story. The game softlocks whenever I enter Chocobo or Wonder Square; not the actual first screens that you can access from the station (I can enter those two just fine), but the areas where chocobo races are held and where all the minigames are, respectively. At first I didn't give it much thought because I believed that you didn't need to access those two areas to advance through the story, but I've just remembered that you actually have to when chasing Cait Sith during the date, so I don't think I will be able to go past that point in the story. Is there anyway I can fix this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
Post by: Dorklord on 2023-08-15 18:18:05
Hi!

I'm playing Type A and just reached the Mythril Mines where I ended up fighting Reno as a boss. From what I remember from version 2.0.9991, shouldn't Rude and Elena be here as bosses in Type A instead of Reno? EDIT: Playing the 7th Heaven version just to be clear.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
Post by: InfernAngelis89 on 2023-08-17 20:39:55
Hi Sega!

I wanted to ask if there is a better breakdown of the differences between 1.5 and 2.0? Or at least a full change log for 1.5? I remember there being a guide with changes per each area of the game. Any help is appreciated!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
Post by: Sega Chief on 2023-08-18 13:47:23
is this the FFNx.log ?
[00007640] [BATTLE] Scene# 489
[00007640] [BATTLE] Exitting FRAME_INITIALIZE
[00007886] [BATTLE] Begin main battle loop
[00020818] WM_CLOSE
[00020818] [BATTLE] Entering FRAME_QUIT
[00020818] [BATTLE] endof battle.
[00020818] [BATTLE] Exitting FRAME_QUIT
[00020818] Field Quit
[00020818] MIDI stop
[00020818] - OK
[00020818] resetting MIDI driver volume
[00020818] - OK
[00020818] UNINITIALIZE DD

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

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

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

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

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

Hi!

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

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

Hi Sega!

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

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

I never really kept a proper changelog for 1.5, and when I redid everything I didn't document the changes going from 1.5 to 2.0. Broad strokes is a bunch of content was either revised or cut, event scripting revisions, redid encounters & character/equipment balancing.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
Post by: Flowergirl on 2023-08-18 16:54:06
So, will the new version also fix the Whirlwind maze issue? And in order to update the mod, can I download the newest version and patch my already patched game? Or do I need to uninstall everything before? I'm really ignorant when it comes to this kind of stuff, sorry.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
Post by: InfernAngelis89 on 2023-08-18 19:28:09
Thank you! That helps!

Also a few small questions:

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

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

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

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

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

I wanna say this mod is fantastic. I had played an older version of NT several years ago but only got up to the Midgar escape and it was a blast. This new NT2 is even better. While I'm not finding it nearly as hard (even though I'm playing with hard mode on) all the changes you've done are exceptional. It's like if FF7 had an Arrange mode.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
Post by: Vineos1 on 2023-08-19 13:53:10
Hello,

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

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

Thanks in advance.

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

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

Thank you! That helps!

Also a few small questions:

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

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

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



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

I think Yuffie's conformer can override it.

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

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

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

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

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

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

Hello,

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

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

Thanks in advance.



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


***

2.09995 released, patch notes below:

Spoiler: show

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


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

2) During testing, I left a variable switch to try out the Mythril Mines Type B encounter that was added for 2.09993. Unfortunately, I forgot to remove this and so everyone who has played through the mod since that version has been swapped over to the Type B route after this point of the game, regardless of which Type they selected at the start. You may notice that most bosses are different to their originals as a result after this point of the game. This is fixed as of 2.09995 but affected games will still be on Type B; sorry about that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: InfernAngelis89 on 2023-08-19 15:50:44

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



Yes I am playing 1.5 actually, do you have a list of these random mob encounters? I just dont want to miss any, thank you! loving the mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: Flowergirl on 2023-08-19 16:16:02
Just patched the game to the new version and now both screens at Gold Saucer load perfectly. Thank you very much for your help and congrats on the mod, it is amazing!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9994)
Post by: Vineos1 on 2023-08-19 19:16:43
Hello,

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

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

Thanks in advance.

Hi again,

I went through all the steps mentioned in the install instructions including the checklist where I start a new game and check for the reactor bomb. So far so good, but when I load my 44 hour file, which I want to continue, i have the same problem. Blackscreen after leaving the screen after defeating jenova death. Background noises still playing. And I was so excited, that the new game worked. I am desperate. Please, some other idea?

And thank you very much, I didn't expected such a quick response.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: Sega Chief on 2023-08-19 21:46:02
Hi again,

I went through all the steps mentioned in the install instructions including the checklist where I start a new game and check for the reactor bomb. So far so good, but when I load my 44 hour file, which I want to continue, i have the same problem. Blackscreen after leaving the screen after defeating jenova death. Background noises still playing. And I was so excited, that the new game worked. I am desperate. Please, some other idea?

And thank you very much, I didn't expected such a quick response.

I'll try what worked for wonder square & chocobo square before and import a fresh version of that field from an older build, bit baffled it's not working as I tested it out.

Edit: I updated the manual install version with an flevel that uses a freshly imported version of that whirlwind maze field from an older build. Hopefully that resolves whatever is going on with it: https://mega.nz/file/24lQxA4Q#3_W7JfIsKAInc1C-Rtx_FwhoNyHjTO5PxSjI03nKUEE
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: Vineos1 on 2023-08-19 22:04:17
Thanks for that, really. Meanwhile I tried several things:

Deinstalled everything, reinstalled Vanilla, played through the scenes that caused blackscreen. Saved at the first available Crystal. Installed mod again. Could play until Barret, aeris and cait sith are heading for the Airport, but leaving the execution section makes barret become invisible and after the elevator animation (the one that goes diagonally) nothing happens, no blackscreen, this time, but no control either

I also found settings in steam that let me install the English version. So i repeated all steps again, since I guessed, that all the trouble comes from using the german version. but once again, same issue. Diagonally Elevator is the roadblock. Maybe this information helps to triangulate the error source?

Btw sry, if I don't use correct terms from time to time. I'm not a native english speaker.

And even if I repeat myself, thank you so much for your efforts and for this great mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: Vineos1 on 2023-08-19 22:44:19
I'll try what worked for wonder square & chocobo square before and import a fresh version of that field from an older build, bit baffled it's not working as I tested it out.

Edit: I updated the manual install version with an flevel that uses a freshly imported version of that whirlwind maze field from an older build. Hopefully that resolves whatever is going on with it: https://mega.nz/file/24lQxA4Q#3_W7JfIsKAInc1C-Rtx_FwhoNyHjTO5PxSjI03nKUEE

I tried your link, de- and re-installed everything. No difference. Just no luck.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: Sega Chief on 2023-08-19 23:00:00
Thanks for that, really. Meanwhile I tried several things:

Deinstalled everything, reinstalled Vanilla, played through the scenes that caused blackscreen. Saved at the first available Crystal. Installed mod again. Could play until Barret, aeris and cait sith are heading for the Airport, but leaving the execution section makes barret become invisible and after the elevator animation (the one that goes diagonally) nothing happens, no blackscreen, this time, but no control either

I also found settings in steam that let me install the English version. So i repeated all steps again, since I guessed, that all the trouble comes from using the german version. but once again, same issue. Diagonally Elevator is the roadblock. Maybe this information helps to triangulate the error source?

Btw sry, if I don't use correct terms from time to time. I'm not a native english speaker.

And even if I repeat myself, thank you so much for your efforts and for this great mod

You may need to send me your save file, it might be that playing through vanilla during that segment has left something set wrong but I don't know. I'll need to test through that section with the save file to try and replicate it.

Actually, when you say the diagonal elevator do you mean the one on this screen?
(https://i.imgur.com/tuEv3UU.png)

Or the ones found within Junon, because the diagonal elevators within Junon aren't supposed to be reachable.

The sequence of events is supposed to be:
1) Barret and co. leave the media room, the door is locked.
2) You head back up to the room where Heidegger and Rufus are, with the routes leading outside blocked off by a script
3) You interact with some computers in the control room and then fight some of Rufus' soldiers
4) The player is moved outside and meets Yuffie, then they head on to the airport and ride the lift up
5) Gas room scene plays.

If you reached this screen (or the other one with an elevator on the other side), then it'd explain why Barret turned invisible; this is supposed to be inaccessible to him:
(https://i.imgur.com/GWA0yPU.png)

If that is the case, then head this way instead; the routes with a red X are supposed to be blocked off by a script:

(https://i.imgur.com/eBWJUox.png)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: Vineos1 on 2023-08-19 23:08:48
You may need to send me your save file, it might be that playing through vanilla during that segment has left something set wrong but I don't know. I'll need to test through that section with the save file to try and replicate it.

Actually, when you say the diagonal elevator do you mean the one on this screen?

Or the ones found within Junon, because the diagonal elevators within Junon aren't supposed to be reachable.

The sequence of events is supposed to be:
1) Barret and co. leave the media room, the door is locked.
2) You head back up to the room where Heidegger and Rufus are, with the routes leading outside blocked off by a script
3) You interact with some computers in the control room and then fight some of Rufus' soldiers
4) The player is moved outside and meets Yuffie, then they head on to the airport and ride the lift up
5) Gas room scene plays.

If you reached this screen (or the other one with an elevator on the other side), then it'd explain why Barret turned invisible; this is supposed to be inaccessible to him:

If that is the case, then head this way instead; the routes with a red X are supposed to be blocked off by a script:


Regarding playing vanilla, I kept files, where I am still at whirlwind maze, and cannot progress.

Regarding the Elevator, its the second image. I tried going left, i got interrupted, so i went to the control room, but nothinng happens. thats why i went to the right, which you say shouldn't be possible.

how can I give you my save file, or how identify it? I am really not very good with this stuff.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: Sega Chief on 2023-08-19 23:14:15
It should be in either:

\FINAL FANTASY VII\save

or for Steam:

E:\Documents\Square Enix\FINAL FANTASY VII Steam\user_xxx

The contents of those folders should do it, then I can have a look.

As for transferring it over, anything like google drive, mediafire, mega.nz, stuff like that where it can be uploaded. Or via discord if you have that (my handle on there is 'segachief').
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: ShiningBananaBread on 2023-08-20 06:45:57
If I put the Cursed Ring on Tifa, when the timer counts down her innate is activated, as expected. However, this happens even if I cast Death Force on her: not sure if that's intended. Also, after that she can't be Death Sentenced anymore.
(Edit: I was assuming Death Force would protect against the Cursed Ring's effect, but I just found it doesn't)

Aeris can use Cid's Scimitar. It's pretty cool, but I'm not sure if that's something you did intentionally.


If that is the case, then head this way instead; the routes with a red X are supposed to be blocked off by a script:

I confirm that the path on the bottom right isn't blocked off, although I didn't explore it so I never found the bug Vineos did.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: InfernAngelis89 on 2023-08-20 18:05:41
Hi Sega,
Got another question on 1.5. Is there a 1/35 Soldier item questline here? I saw a few posts about these items being the only possible missable items in 1.5 so just wanted to be sure.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: rufusluciusivan on 2023-08-20 20:39:38
Quick question. Am I the only one who's having trouble installing v.2.0.9995? Until now, I was updating my old version in the FF7 SYW launcher with the installer. Since copy-pasting the 2.0.9995 files makes the entire launcher crash, I changed my steam game's language to English and tried updating it with the new process (dropping the contents of the new threat folder directly in my install directory), but it keeps starting the Vanilla version of the game...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: Sega Chief on 2023-08-20 21:12:14
If I put the Cursed Ring on Tifa, when the timer counts down her innate is activated, as expected. However, this happens even if I cast Death Force on her: not sure if that's intended. Also, after that she can't be Death Sentenced anymore.
(Edit: I was assuming Death Force would protect against the Cursed Ring's effect, but I just found it doesn't)

Aeris can use Cid's Scimitar. It's pretty cool, but I'm not sure if that's something you did intentionally.

I confirm that the path on the bottom right isn't blocked off, although I didn't explore it so I never found the bug Vineos did.

There's some strange interactions between tifa's innate, death sentence, and I think Death Force but it is what it is.

Yeah, I set Aeris up to use some of Cid's later weapons so she'd have a few extra.

I'm trying to figure out the path thing atm.

Hi Sega,
Got another question on 1.5. Is there a 1/35 Soldier item questline here? I saw a few posts about these items being the only possible missable items in 1.5 so just wanted to be sure.

I don't think there is.

Quick question. Am I the only one who's having trouble installing v.2.0.9995? Until now, I was updating my old version in the FF7 SYW launcher with the installer. Since copy-pasting the 2.0.9995 files makes the entire launcher crash, I changed my steam game's language to English and tried updating it with the new process (dropping the contents of the new threat folder directly in my install directory), but it keeps starting the Vanilla version of the game...

I guess there's something different with how the installer interacts with the files vs. the direct transfer; if I had to guess, it's maybe the .EXE files. Swapping to direct file transfer I don't think sorted the issue out anyway, as I had to do a fresh import of the whirlwind maze field anyway, so I'll return the installer and just do a field import for any other screens that are busted as they appear.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: biganimal92 on 2023-08-21 00:44:38
I have a question that I'm sure has been asked before in this thread, but it has so many pages to it that I don't think I'll be able to find it by manually searching, haha.

Loving the mod, been looking for something that gives a reasonable increase to the difficulty and when I learned about the Type B playthrough and the scenario changes it makes I was eager to give it a shot. I just beat the Jenova fight in Northern Crater in disc 2, and I was wondering what the music that plays in the boss fight is. I'm very familiar with FF7, or I'd like to think to seeing as how I've played it since I was a kid, but the song sounded unfamiliar, and scanning through the official OST didn't yield results. I'm probably just missing it and it's super obvious, but what's the title of the song, and can I listen to it on YouTube since it's a total banger?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: Sega Chief on 2023-08-21 00:47:31
Quick question. Am I the only one who's having trouble installing v.2.0.9995? Until now, I was updating my old version in the FF7 SYW launcher with the installer. Since copy-pasting the 2.0.9995 files makes the entire launcher crash, I changed my steam game's language to English and tried updating it with the new process (dropping the contents of the new threat folder directly in my install directory), but it keeps starting the Vanilla version of the game...

I uploaded an installer here, with the fresh import on the whirlwind maze field: https://mega.nz/file/boMjTZYS#i1Vzu07SFArJ864lKr-xU5PQxnsFL8eTQ_fSF2KNAWA

I have a question that I'm sure has been asked before in this thread, but it has so many pages to it that I don't think I'll be able to find it by manually searching, haha.

Loving the mod, been looking for something that gives a reasonable increase to the difficulty and when I learned about the Type B playthrough and the scenario changes it makes I was eager to give it a shot. I just beat the Jenova fight in Northern Crater in disc 2, and I was wondering what the music that plays in the boss fight is. I'm very familiar with FF7, or I'd like to think to seeing as how I've played it since I was a kid, but the song sounded unfamiliar, and scanning through the official OST didn't yield results. I'm probably just missing it and it's super obvious, but what's the title of the song, and can I listen to it on YouTube since it's a total banger?

I think it's the one that plays during the North Crater field screens, Judgment Day I think: https://youtu.be/kqIJqvMqLTQ
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: biganimal92 on 2023-08-21 00:50:13
I uploaded an installer here, with the fresh import on the whirlwind maze field: https://mega.nz/file/boMjTZYS#i1Vzu07SFArJ864lKr-xU5PQxnsFL8eTQ_fSF2KNAWA

I think it's the one that plays during the North Crater field screens, Judgment Day I think: https://youtu.be/kqIJqvMqLTQ

Ah, I didn't think to look through the field themes when trying to locate the song, now I feel silly knowing it's such a prominent theme in the base game! Thank you so much for being so quick to answer my question, I'm having a wonderful time with the mod and I look forward to see how things progress!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: rufusluciusivan on 2023-08-21 05:30:10
I uploaded an installer here, with the fresh import on the whirlwind maze field: https://mega.nz/file/boMjTZYS#i1Vzu07SFArJ864lKr-xU5PQxnsFL8eTQ_fSF2KNAWA

Wow, that was fast. I hope it didn't take too much of your time... The installer worked perfectly. Thanks a lot!

And while I'm at it, I launched a Type A save before the Mythril Mines, and can confirm the Rude and Elena encounter is once more working normally. (And when I tried the 2.0.9994 update, so was the part when Yuffie joins the team during the Weapon Raid).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: Final_Figue on 2023-08-22 11:29:45
Hello Sega Chief.

* Spoilers of the game.

I found some issues during my gameplay, I used v2.0.9994:

Spoiler: show
(https://i.imgur.com/TUsW1E4.png)

(https://i.imgur.com/2MGusY8.png)


----------------------------------------------------------------------------------------

These kids doesn´t have dialogues:

Spoiler: show
(https://i.imgur.com/NNlhM8w.png)


----------------------------------------------------------------------------------------


Suggestions:

Maybe this could be a good place for add an item:

Spoiler: show
(https://i.imgur.com/OgtGrSb.png)


The ladder is already there an there isn´t any purpose to go there.

----------------------------------------------------------------------------------------

When you got the key to enter Shinra again this shop is open but there is nothing new, except the "Cover" materia, but you can found one at begining of the game, I suggest to change the options in this store:

Spoiler: show
(https://i.imgur.com/5pc2wkL.png)


----------------------------------------------------------------------------------------

Maybe this place could be a good chance for an extra/optional battle:

Spoiler: show
(https://i.imgur.com/scX7rhw.png)


Some Shinra soldiers are in the area, maybe you could use a soldier like this:

Spoiler: show
(https://i.imgur.com/LFfoIXW.png)


----------------------------------------------------------------------------------------

I edited this image using Photoshop:

Spoiler: show
(https://i.imgur.com/eszmHnX.png)


This is the first floor of the tower at Wutai, why don´t you use the design of the second floor an add a treasure there? Or maybe could be useful to add an extra floor/basement.

----------------------------------------------------------------------------------------

This is a suggestion to add a better place in this area in my opinion:

Spoiler: show
(https://i.imgur.com/Y0mMNqS.png)


Change this:

Spoiler: show
(https://i.imgur.com/AayMmvV.png)


For this:

Spoiler: show
(https://i.imgur.com/BN4Wkkt.png)


Spoiler: show
(https://i.imgur.com/wR867GW.png)


The mythril and the ring could be inside this facilitie in chests. Imagine found the turks down there, or go back there on disc3 for a special battle, in my opinion would be better to add this kind of headquarter than the mine.

----------------------------------------------------------------------------------------

Well, that´s all, I hope this suggestions helps you in some way, I don´t pretend to annoy you and I won´t repeat my suggestions or insist, I just a fan of FF7 and a new fan of New Threat, thank you so much for your mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: Sega Chief on 2023-08-23 11:34:26
.

Bit disconcerting that the exit points would end up like that for those screens; I'll take a look at them.

Updating the Mod: The new version of the mod (2.09995) has retired the installer and is now distributed as a folder that you need to drop into your Final Fantasy VII installation directory. This should help avoid issues with corrupted fields or screens. You can simply replace your existing mod files with the new version's files by overwriting them.

New Random Encounters: The mod's creator mentioned that there weren't many new random mob encounters added in version 2.0, unlike version 1.5. You mentioned encountering Ziegfriend outside of Fort Condor, which might be one of the new random encounters. It's possible that there are other new encounters you might come across.

Morph Damage Reduction: The Yuffie's weapon "Conformer" is mentioned as a weapon that can override the 1/8 damage reduction from the Morph command. Using Conformer might allow you to deal full damage when using the Morph command.

Casting Esuna for Sadness Alignment: The spell Esuna is used to cure various status ailments such as Sleep, Poison, Confuse, and more. It doesn't cure Sadness alignment. Sadness alignment is a status that reduces the damage you take from physical attacks. To remove Sadness, you can use spells like Tranquilizer or items like Remedy.

Whirlwind Maze Issues: The mod creator acknowledges a few issues with the Whirlwind Maze section of the game:

The green wave element on the second screen might have a visual bug where it's jittering left and right, making it difficult to dodge.
The win fanfare doesn't play after dodging battles on all three screens; the battle music continues until you're back on the field screen.
Cloud getting knocked forwards instead of backwards when hit during the dodging sequences.
Junon Escape Key Issue: In version 2.09992 of the mod, there's a change to combine Type A and Type B routes in Junon, but the key part of the scene from Type B wasn't removed. This led to inconsistencies in the key retrieval scene. This issue was likely addressed in version 2.09995.

Progression Block Issue: A player reported encountering a black screen issue when entering a loading zone after defeating Jenova Death, handing over the Black Materia to Barret, and saving the game. The mod creator noted that there were issues with corrupted fields in the installer. In version 2.09995, the installer has been retired and replaced with a simple folder-based installation to address this issue.

Not sure what this post is, a summary of previous questions and replies? The scene inconsistency with the key during the junon weapon raid is still there, it's a leftover from the Type B route that I'll clean up for next patch. The whirlwind maze screen seemed to still be crashing for non-7h users so I imported a copy of the field from an older build of the mod and updated the 2.09995 installer/drop-in with it.

While this method did work for Wonder Square and Chocobo Square, it didn't seem to work for Whirlwind Maze for a user that I was doing tests with; importing a vanilla field screen didn't seem to fix it either and testing with their save file didn't replicate the freeze on my end. I'll probably bring the installer back as it doesn't seem to be responsible for the intermittent field-screen problems after all, but the actual cause is still unknown. I'll probably do a fresh install of the steam version and try running the installer against it, maybe there's something from 7h or FFNx running in the background when I play via Steam that's preventing the crash for whatever reason.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: Sega Chief on 2023-08-23 15:25:08
I've identified the source of the crashing fields and why it was likely only affecting the installer variant and not the 7th heaven one. Will update the mod in a patch later tonight and explain what it was (in short, one of the unused chunks in the field had gotten massive in size, likely an error when the file was being saved where excess data was stored to it).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Sega Chief on 2023-08-23 18:11:14
2.09996 is up:

Spoiler: show
2.09996
*) Fixed issue where some fields had a corrupted tilemap (unused chunk), which would affect non-7h users
*) Descriptions of 'Blocks KO' changed to 'Blocks Insta-KO'
*) Fixed text strings and updated changes to the triple slots option (IRO only)
*) Made the junction in Junon weapon raid as Barret less easy to escape from (disabled walkmesh triangles for left/right exits)
*) Cleaned up key pickup during gas chamber scene (Type B scene remnant)


If there are any instances of fields not loading, let me know; I can at least fix them now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
Post by: ShiningBananaBread on 2023-08-23 18:21:12
Bit disconcerting that the exit points would end up like that for those screens; I'll take a look at them.

If it can help narrow it down, I played through those areas in v2.09993 and didn't experience that bug.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Dorklord on 2023-09-04 12:18:05
Hi Sega Chief,

Been playing through. I just got the Highwind and so far no real issues with the latest update.

I do have a couple suggestions that came to mind.

1. I think it would be neat if you added in a chance to rename Red XIII in Cosmo Canyon. Maybe after the gate guard's dialogue where he says "Nanaki is Nanaki, that's his name." the naming screen could pop up for Red, giving you a chance to rename him to his real name if you want. I always found it weird that the party keeps calling him Red XIII.

2. With the Ribbon you can get by killing the flowergirl, are there any other ribbons in the game or is it the only one? It seems like it's meant to be a choice of getting a really good accessory or keeping her alive and I really like it thematically. However, it seems like on the Highwind you can revive her via the debug technician, so you can get the ribbon anyway if you really want to and only miss a few scenes with Aeris. It's a minor issue but maybe something could be done with it?

3. For the Fort Condor battles, I think battle #6 gave me a Remedy, and after that every battle gave me a Megalixir as a reward. Is this how it is supposed to be? I can't complain for 7-8 easy Megalixirs, but I did start wondering if this was bugged.

4. At first I wasn't a fan of all the good Morphs in the game but I grew to enjoy them to an extent and some tricky morphs were actually satisfying to pull off. It's still a pain though so maybe Morph's damage could be boosted to be more than 1/8th? Maybe 1/6th or even 1/4th? I know eventually Yuffie's ultimate weapon bypasses the limit but that's really late.

5. On Morphs, with so many bosses having good loot, Vincent in particular suffers with his limit breaks. I noticed this in the Materia Keeper fight, you switched its weakness to Fire, which makes Vincent's initial Limit really useful (unlike in vanilla, where it absorbs Fire, so Vincent's limit actually screws you over on the first boss after you get him...) but Vincent is still a liability if you want the boss' morph loot. I was wondering if it could be possible to make it so that Vincent's limits had Morph inherently? It might be a bit overpowered but it could make Vincent's limits a bit more useful. He's not a terrible character but he's the only one whose limits I actively keep avoiding a lot of the time, which is a shame. I don't know if there's a Morph flag that could be applied to his limit attacks (without applying the 1/8th damage penalty) via hext or something, so I don't know if this can even be done, but I figured I'd ask.

6. Is the Heaven's Cloud meant to sell for 75,000 gil? I stole three of them during the Junon escape from Soldier 2nds, which ended up getting me enough to buy the villa. Can't complain, but I'm not sure if this was intentional.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: yomaus on 2023-09-06 13:28:09
Ho Sega.
Found bug in Costa del Sol. A static Cait Sith image appear in the port after returning there, even that he isn't part of my party yet. Im playing standard Type A.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Final_Figue on 2023-09-08 00:39:22
Hello Sega Chief.

I found and issue, I´m playing the last version: v2.0.9996 on hard mode, here:

I can take this item indefinitely:

(https://i.imgur.com/5Kbiz9h.png)

All I have to do is leave the room and enter again.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: galax-C on 2023-09-08 20:15:55
Looking forward to the Struggle-Mode mentioned as a future feature.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Glom9 on 2023-09-11 16:22:32
Hi Sega,

I just updated to the most recent version. I am on the tower on the way to the Hojo battle and fighting the SOLDIER units. I morphed one in the battle vs 2 of them and got a Champion Belt. I wanted another one and fought a battle vs a single soldier and morphed him and it said I got a Guard Ring. I thought that was pretty cool, but then I had no guard ring in my inventory, nor did I have a second Champion Belt.

Edit: Scrap that, I'm dumb and found the Guard Ring
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Kevinhb7p on 2023-09-13 18:16:45
Hi. This is really an awesome mod and seems pretty balanced.
I couldn't find more info regarding limit breaks, to plan my party and builds in advance. So I used a save editor to unlock anything and take notes.
There is some information missing in the descriptions. Aerith limits doesn't state if they affect all, I added it to the Level 1 limits because I tested it. Vincent shows the stat modificators but I don't know if the formula of attacks themselves changed from the base game. I don't know if you altered anything from the Cait Sith limits, besides the change stated in the documentation.
I assume that when it says "Mag" it means that it scales fully with the Magic stat and not that it's just magic damage that scales with strength, is this correct?

I will copy here the notepad I wrote. Also here's the link if want to download and add it to the documentation (that will be great, if you also add this missing details). No need to mention me or anything. Thanks for this splendid work!
Link: https://drive.google.com/file/d/1_uto7_qkPpP0zwnspQfpR48On8fS28wl/view?usp=sharing

Text:

Limits

- Tifa -
All physical.

Level 1
Beat Rush: Base 20
Somersault: Base 24

Level 2
Waterkick: Base 28
Meteodrive: Base 32

Level 3
Dolphin Blow: Base 36
Meteor Strike: Base 40

Level 4
Final Heaven: Base 70

- Yuffieh -

Level 1
Greased lightning: Base 52, inflicts Slow
Clear tranquil: Restores 25% MP and Poison/Silence/Blind

Level 2
Landscapper: Base 62, Mag, Inflicts Slow, All
Bloodfest: Base 10, x10 hits

Level 3
Gauntlet: Base 70, Mag, Inflicts Slow, All
Doom of the living: Base 12, x15 hits

Level 4
All creation: Base 180, Mag, Revives KO'd allies

- Vincent -

Level 1
Galian Beast: Fire, Def +20%, Dex +50%, MaxHP +30%

Level 2
Death Gigas: Bolt, Def +50%, MDef -70%, Dex +20%, MaxHP +100%

Level 3
Hellmasker: Poison, Def/MDef +50%

Level 4
Chaos: Edgy, Def/MDef +100%

- Barret -

Level 1
Big shot: Base 58
Grenade bomb: Base 54, All

Level 2
Mindblow: Base 60, Mag, Inflicts Confu/Berserk
Hammerblow: Base 70, inflicts KO

Level 3
Satellite beam: Base 70, Mag, All
Angermax: Base 10, x18 hits

Level 4
Catastrophe: Base 30, Mag, x10 hits, Ignores Def

- Red XIII -

Level 1
Sled fang: Base 48, Drains HP
Lunatic high: Grants Haste and Evasion%

Level 2
Blood fang: Base 70, Drains HP/MP
Stardust ray: Base 10, Mag, x10 hits

Level 3
Earth rave: Base 35, x5 hits
Howling moon: Grants Berserk, Wall, Haste, ATK+

Level 4
Cosmo memory: Base 144, Mag, Fills Limit gauges

- Cait Sith -

Level 1
Dice: Random damage

Level 2
Slots:

- Cid -

Level 1
Boost jump: Base 52, inflicts KO
Dynamite: Base 48, All

Level 2
Hyper jump: Base 70, inflicts KO, All
Dragon: Base 60, Mag, Drains HP/MP

Level 3
Dragon dive: Base 27, Mag, x6 hits, inflicts KO
Big brawl: Base 28, x8 hits

Level 4
Highwind: Base 12, x18 hits

- Cloud -

Level 1
Braver: Base 52, Lowers Def/MDef by 5%
Cross Slash: Base 48, inflicts Paralysis

Level 2
Blade beam: Base 55, Mag, Spreads
Climhazzard: Base 70, Lowers Def/MDef by 10%

Level 3
Meteorain: Base 24, Mag, x6 hits
Finishing touch: Base 70, inflicts KO

Level 4
Omnislash: Base 17, x15 hits, Auto Crit

- Aerith -

Level 1
Healing wind: Restores 50% HP, entire party
Seal evil: Base 16, inflicts Silence/Stop, All

Level 2
Breath of the earth: Restores 50% HP + Status
Fury brand: Fills Limit gauges

Level 3
Planet protector: Grants Wall/Regen
Pulse of life: Fully restore + Revive

Level 4
Great Gospel: Fully restore + Peerless
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: kainhighwind2 on 2023-09-20 08:20:14
Is there another link for the manual? The link in post 2 of this thread seems to be down, and I'm going back to a playthrough after a break, and can't remember what half the character abilities are, like Yuffie's Throwlette I'm seeing mentioned in battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Emo on 2023-09-22 20:09:12
So I've recently installed the mod and I'm having an issue with Yuffie and New Threat. I've searched as much as I could but couldn't seem to find an answer to the problem.
Basically, I've played through all the way up to Junon and haven't seen Yuffie at all, I didn't get an encounter at all in the Kalm Inn as I never rested, I can see her character in the Chocobo Farm, but she isn't in my party/PHS.
I've basically given up at this point and want to just uninstall the mod, so if there is anyone that has any idea what it happening or how I can get her into my party I'd really appreciate it
Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Emo on 2023-09-22 20:12:19
To follow-up, I tried finding her in the Junon forest too, but ~200 fights in all I was getting was some weird new boss that had 10 hp instead of Yuffie
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Final_Figue on 2023-09-23 03:24:51
Hello Emo.

I don´t know if we had the same problem but I´ll tell you my experience:

Last month I made a lot mod changes during my gameplay, I tested resolutions, Reshade and Lighting, the option to have shadow in the game, while I was testing all of this I was fighting and saving. And that was my mistake I believe, after all of this I noticed that some places has unnecesary sprites, the reward were changed for the classic game and in some parts it was in spanish, when I got to disc2 one character of my party wasn´t in the group anymore, I started again everything and this time I didn´t make any change after start a new gameplay, everything was fine until the end.

I don´t know if you made something similar but I share my experience, I discover 7H four months ago and its amazing, a lot of mods to have fun. My recommendation, just in case: Test the new mods in other save files and don´t make several changes during your gameplay.

I hope this helps you in some way, Emo.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Emo on 2023-09-23 09:37:06
The only thing I've changed was the Ifrit UI, so that could be it, but other than Yuffie I haven't had any issues at all with my game. I'm somewhat hesitant to restart my whole save just to test if it was Ifrit UI, but I'll give it a go
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Dorklord on 2023-09-23 11:22:27
Yuffie should automatically join you in Kalm after the Nibelheim flashback. If she hasn't, then something is probably wrong with your installation of New Threat or the Ifrit UI mod is interfering somehow. I don't use that one, so I don't know how it could be interfering, but I suppose it's possible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Emo on 2023-09-23 12:12:00
That's the thing, I watched the entire flashback, was asked if I wanted to rest, clicked no and kept going. I'm unsure if this skips the entire Yuffie joining you or what the issue is.
If you read my previous explanation, I haven't had any issues with the install, everything was done though 7H and it has all dependencies, and outside of this one problem everything else works perfectly fine.
I find it hard to believe that Ifrit UI would be the cause since it doesn't touch anything to do with Yuffie, but if anyone has anything helpful to say I'd appreciate any help as I don't want to start the save fresh just to test
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Emo on 2023-09-23 19:32:44
Alright well I just replayed through again from the start, got all the way to the same point in the game and yet had the same issue, this time with everything freshly installed and checked. Honestly have no idea what the issue is anymore but it is what it is, just going to go ahead and remove the mod if it doesn't work
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Final_Figue on 2023-09-24 07:28:39
Hello Emo.

Well, I have two more recommendations:

When you start your gameplay using "New game", do you see this image?

(https://i.imgur.com/AO6cn9y.png)

If you don´t disable your mods one by one until you get it.

And the other recommendation is this:

(https://i.imgur.com/Vh1ADP5.png)

Be careful with that option.

I hope this helps you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Sektor93 on 2023-09-24 08:56:44
Please can someone help me with this?

I am trying to install the mod. I selected the correct directory folder at installation (I have purchased the game from square over 10 years ago. Not on steam)

After successful install I try open the game and the PC FF7 menu comes up with 'Play', 'Achievements', 'Settings', 'View Online Profile'.

When clicking play it brings up the steam window with a message 'No Licences'.


Is there any way around this other than purchasing ff7 for the 10th time?

Really hope someone can help
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Emo on 2023-09-24 10:33:16
Alright well I gave it a final try with the advice I got from here and found out what the issue was, for some reason the 'Kactuar - Keyboard and Controller Icons' is incompatible and stops it from working.
Going to give it one last try to make sure, but I'm hopeful that this was the issue
Thanks for the help guys

EDIT: Seems that the Tsunamods 'Final Touches' also fucks up the font for some reason, with those two disabled everything seems to work as intended
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: garqsharq on 2023-09-24 15:32:07
Hi all - First of all thanks Sega Chief for creating such an awesome mod! I was able to play through New Threat partially before. However, I wanted to pick it back up recently and start a new game.

But I am not able to get the dialogue to pop up to allow me to select Type A or Type B... does anyone know why? I uninstalled and reinstalled my Steam version of FF7, uninstalled and reinstalled the 7th heaven mod manager (v3.2 I believe), and disabled all other mods except "New Threat 2.0". It just jumps straight to the opening FMV.

Would greatly appreciate any advice!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: wdx on 2023-09-25 17:27:25
Hi all - First of all thanks Sega Chief for creating such an awesome mod! I was able to play through New Threat partially before. However, I wanted to pick it back up recently and start a new game.

But I am not able to get the dialogue to pop up to allow me to select Type A or Type B... does anyone know why? I uninstalled and reinstalled my Steam version of FF7, uninstalled and reinstalled the 7th heaven mod manager (v3.2 I believe), and disabled all other mods except "New Threat 2.0". It just jumps straight to the opening FMV.

Would greatly appreciate any advice!


try switch ffnx to stable/canary which ever one it isnt at.
otherwise can try portable version of ffnx.
another alternative you could try is via using new threats installer which changes the base game, and no need to use 7th heaven.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Fireclunge on 2023-10-01 05:30:53
Sega chief,

Thanks so much for making such an awesome mod, I played it through a few months ago and loved it!

Spoiler: show
 Earlier today I showed it to a friend that speedruns the game and we tried guard skip in it. I love the weird extra scene that plays when you meet aerith ‘it begins’ but I was wondering if there was anything else to expect along with it? I was coming up with all kind of theories about how there might be a ‘snowgrave route’ with dialogue/events in sector 7 slums potentially changing due to events at reactor 5 (cloud not being present) going differently. But it didn’t look like anything else was added. Is this right? (Before I spend hours trying to work out the cryptic message!)

We made it back to 7th heaven after the tournament but the only thing that seems to change is a buggy situation where Tifa is present near the bar and talking to barret soft locks the game. You can still continue by meeting Marlene though. FYI: we took the 1.5k payment previously before doing the skip 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Rufaus on 2023-10-03 11:54:25
I've got a question about the SP Specialisation.

Spoiler: show
I beat the first Jenova Boss and unlocked the SP-Specialisation. Flowergirl is limitied to 2 instead of 4 Upgrades. I know Flowergirls fate and all, but if you were to keep her after the events of Disc 1 - will she get her final 2 stat boosts or is that the trade off one has to take with her? Cheerio - love the mod so much! 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Dorowoff on 2023-10-04 15:58:55
I've got a question about the SP Specialisation.

Spoiler: show
I beat the first Jenova Boss and unlocked the SP-Specialisation. Flowergirl is limitied to 2 instead of 4 Upgrades. I know Flowergirls fate and all, but if you were to keep her after the events of Disc 1 - will she get her final 2 stat boosts or is that the trade off one has to take with her? Cheerio - love the mod so much! 


Spoiler: show
Don't worry, if you keep her, you will unlock 2 more upgrades and have 4 stat boosts like the other characters.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Sega Chief on 2023-10-08 14:39:00
The quote function only goes back so many posts, so-

@Dorklord

1. I'd add a rename for red XIII but I think doing so resets all their spent sources, so it can't be done safely

2. That ribbon is the only one available in the game; the NPC on the highwind was a debug NPC that used to fix problems that came up, and I left that one on there for a long time as players would sometimes not get the outcome they wanted. I'll be removing it from the next upcoming patch though.

3. Fort Condor rewards are a bit odd; the script is a bit jumbled and I think it starts to repeat rewards at some point.

4/5. I'm going to try lifting Morph damage this patch, PostScriptThree located the modifier for it.

6. I adjusted selling prices recently but I thought all those weapons were locked to the north crater; I think it should be fine though so I'll leave it as is.


@Kevinhb7p
If it says Magic, then it's using the magic damage formula and should use the Magic stat.

Sega chief,

Thanks so much for making such an awesome mod, I played it through a few months ago and loved it!

Spoiler: show
 Earlier today I showed it to a friend that speedruns the game and we tried guard skip in it. I love the weird extra scene that plays when you meet aerith ‘it begins’ but I was wondering if there was anything else to expect along with it? I was coming up with all kind of theories about how there might be a ‘snowgrave route’ with dialogue/events in sector 7 slums potentially changing due to events at reactor 5 (cloud not being present) going differently. But it didn’t look like anything else was added. Is this right? (Before I spend hours trying to work out the cryptic message!)

We made it back to 7th heaven after the tournament but the only thing that seems to change is a buggy situation where Tifa is present near the bar and talking to barret soft locks the game. You can still continue by meeting Marlene though. FYI: we took the 1.5k payment previously before doing the skip 


Not much happens with that, it was just to mess with the player a bit.


***
I've taken a note of the bugs, etc. people have mentioned and the documentation link being busted; will have these within the new patch.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Sega Chief on 2023-10-08 22:40:55
Mod updated to 2.09997, and the Combat Only version was also updated (within the IRO catalog).

Patch notes
Spoiler: show

2.09997
*) Materia in North Cave Left-Down path that required to be picked up during a jump sequence can now just be picked up from the ground
*) Adjusted conditions for Biggs, Wedge, Jessie to not be visible on the train during Type B
*) Added information about the buggy when acquiring it, including that it can be boarded onto the Cargo Ship in Costa Del Sol.
*) Added an opportunity to save the game after Reactor No.5
*) Adjusted Cait's appearance condition in Costa Del Sol to prevent him appearing before recruitment
*) Changed triggers for examining the vent in the train tunnels; an issue where the Type A route could be blocked under certain conditions
*) Fixed an issue where an item could be picked up repeatedly from Floor 65's conference room
*) Removed debug NPC from the Highwind
*) Morph damage modifier changed to 30% of regular attack damage (credit to PostScriptThree)
*) Bottomswell range-row set to normal
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Catfriender on 2023-10-15 07:28:26
Howdy howdy~

I was thinking of doing yet another playthrough of this, but I thought I'd ask and see if there's any particularly large or important content updates coming any time soon first, just in case.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: BlitzKingJecht on 2023-10-16 15:11:20
Hey folks. I'm trying to troubleshoot a new threat 2.0. I've played it before but for some odd reason, the seventh heaven mod doesn't seem to recognize it. Here's what I've done so far.

I've uninstalled/reinstalled the mod through seventh heaven.
Uninstalled and reinstalled Seventh heaven.
Ran only New Threat 2.0 but the game doesn't recognize or prompt me to select my game mode.

I can get a New threat 1.5 to work through Seventh Heaven, but I'm having no luck with 2.0. Can anyone help point me in the right direction to fix this?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Sega Chief on 2023-10-16 21:25:31
Howdy howdy~

I was thinking of doing yet another playthrough of this, but I thought I'd ask and see if there's any particularly large or important content updates coming any time soon first, just in case.

Nothing major in the works atm.

Hey folks. I'm trying to troubleshoot a new threat 2.0. I've played it before but for some odd reason, the seventh heaven mod doesn't seem to recognize it. Here's what I've done so far.

I've uninstalled/reinstalled the mod through seventh heaven.
Uninstalled and reinstalled Seventh heaven.
Ran only New Threat 2.0 but the game doesn't recognize or prompt me to select my game mode.

I can get a New threat 1.5 to work through Seventh Heaven, but I'm having no luck with 2.0. Can anyone help point me in the right direction to fix this?

There was an issue I've just sorted where the mod.xml was wrong, causing the mod to not be activated. It should be resolved now (v2.099972).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Kuraudo. on 2023-10-17 05:57:51
Hi SegaChief, Could Fast-Travel to cities through NPC be a thing? In Highwind for example.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Final_Figue on 2023-10-17 16:48:40
Hello again, Sega Chief.

I had an idea recently, It´s about weapons and armors. What about to add more options to buy? For example: "Mythril Saber" has these attributes:

* Mythril Saber I
Mag+10, Spr+30 - 3 Slots.

What about to add a second "Mythril Saber" in sell with another attributes, for example:

* Mythril Saber II
Mag+5, lck+5, Spr+10 - 4 Slots.

The same idea could be apply for the armors. So, with this every user can buy a weapon according to their strategy.

Thank you for the last update.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Sega Chief on 2023-10-23 14:43:47
Hi SegaChief, Could Fast-Travel to cities through NPC be a thing? In Highwind for example.

Might be awkward as the highwind's location might end up somewhere inaccessible. I think it's fairly fast to reach places with the airship as-is, especially if there's a choco on board to cover any remaining distance like to Icicle Inn.

Hello again, Sega Chief.

I had an idea recently, It´s about weapons and armors. What about to add more options to buy? For example: "Mythril Saber" has these attributes:

* Mythril Saber I
Mag+10, Spr+30 - 3 Slots.

What about to add a second "Mythril Saber" in sell with another attributes, for example:

* Mythril Saber II
Mag+5, lck+5, Spr+10 - 4 Slots.

The same idea could be apply for the armors. So, with this every user can buy a weapon according to their strategy.

Thank you for the last update.

I don't have space to add weapon derivatives, the kernel (as it is) is quite restrictive in terms of equipment slots. If it's ever expanded though by an external mod though, then would definitely look into it.


***
Minor update was made to NT and NTCO to add identifiers and fix some XML compat flags.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: MG3 on 2023-10-26 06:33:36
Is there a list of the new base stats for every character in this mod?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Rikku on 2023-10-26 17:09:32
Hi everyone, is this mod playable on Steam Deck ? I ordered some and want to try it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Danstorm1 on 2023-10-28 03:18:30
Doing a new playthrough cause there's been a few updates and I just want to. Out of curiosity, how much did the limit break kills get reduced? The beginner hall in Junon lists them as the same as far as I'm aware.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Master Teemo on 2023-11-05 08:07:14
Is there a place to download older versions of New Threat like 1.4? Whilst I am enjoying 2.0 and you do a fantastic job with this mod, I get a little sad when I see things that were once in 1.4 is missing in 2.0 like the bronze dragon fight with the Guard Scorpion, and boss fights for final limits and such.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: wdx on 2023-11-13 15:36:54
Is there a place to download older versions of New Threat like 1.4? Whilst I am enjoying 2.0 and you do a fantastic job with this mod, I get a little sad when I see things that were once in 1.4 is missing in 2.0 like the bronze dragon fight with the Guard Scorpion, and boss fights for final limits and such.

in the very first post

[quote author = Segachief]
[Prototypes & Variants]

New Threat v1.5
Stand-alone Installer https://mega.nz/file/2h8yiBKQ#HrligFPDSqk5Y3VjE7bAFJ3kaAUoBZUUThr4ajjbIyc[/url]
7th Heaven IRO
https://drive.google.com/file/d/1UbO2Ewj-6jrTNvOJhSYPo2RJGBKZYi2u/view?usp=sharing
 (https://drive.google.com/file/d/1UbO2Ewj-6jrTNvOJhSYPo2RJGBKZYi2u/view?usp=sharing)

*This is the previous build of the mod; it contains content that was cut from 2.0 and a different approach to balancing. It's still being maintained alongside the latest build.
[/quote]
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Moncho on 2023-11-14 13:59:08
Hello. I was using the search option to look over for a troubleshooting, but find nothing, so... Hope someone can help me with my problem.
I had no issues until reaching Gold Saucer for the first time. After Caith Sith joins the party, I try to go over to the GP minigames in the same section (wonder square), then the screen freezes in the "loading" between scenarios. The game is still running as I can still hear the background music, but nothing happens.
I tried to solve this issue by testing the save file in two different PCs, getting the same result.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: wdx on 2023-11-17 06:37:53
Hello. I was using the search option to look over for a troubleshooting, but find nothing, so... Hope someone can help me with my problem.
I had no issues until reaching Gold Saucer for the first time. After Caith Sith joins the party, I try to go over to the GP minigames in the same section (wonder square), then the screen freezes in the "loading" between scenarios. The game is still running as I can still hear the background music, but nothing happens.
I tried to solve this issue by testing the save file in two different PCs, getting the same result.

if your using 7th heaven mod manager try placing the Mod higher in the load priority list otherwise can try is to disable any field modifications. If that still doesnt help to resolve, upload savefile. 

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Conde on 2023-11-19 00:05:10
Hi, i have a question, i was playing the game with new thread mod 2.0.9997 combat only, the thing is how i can get all creation for yuffie and cosmo memory for nanaki? required bosses are dropping different items and not limit manuals. It’s possible use nt 2.0 combat only and get both limits manuals? thank you very much for this amazing mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: jekasama on 2023-11-22 14:35:18
Hey so I'm playing Type B currently, and I *think* I found somewhat missed text from a random NPC in Shinra Bldg, the same floor where the higher ups having a meeting:
Spoiler: show
(https://i.imgur.com/5Lzv4yz.png)

Now it may be a leftover from the original text or something else entirely, but considering the... change... to how the story unfolds in Type B, my guts says it's the former. That said, great job so far, I'm enjoying the change so far. Everything felt so fresh.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: KohryuZX on 2023-11-26 23:52:34
During the "Crisis Core" bit where you're suposed to play as Zack my game still shows Cloud.
Any fix? I used the auto load order of 7th heaven.
Edit: apparently it was the ninostyle battle models mod
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: deepdivered on 2023-11-30 02:12:21
I started a game a few months ago. I can't remember if it was type A or B. Is there a way I can find out what version that game save is? I am on level 10 market place. I am hoping it was type b. If not, the game saves available to download on here. Are they for game type b?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
Post by: Kenaf on 2023-11-30 07:05:51
Alright well I gave it a final try with the advice I got from here and found out what the issue was, for some reason the 'Kactuar - Keyboard and Controller Icons' is incompatible and stops it from working.
Going to give it one last try to make sure, but I'm hopeful that this was the issue
Thanks for the help guys

EDIT: Seems that the Tsunamods 'Final Touches' also fucks up the font for some reason, with those two disabled everything seems to work as intended

Looks like I've encountered this same exact issue.  I never got a prompt when I started a new game about whether I wanted Game Mode A or B, but I could tell the gameplay had changed anyway so I kept going.  Just had the Kalm stuff and Yuffie never triggered.  There's so much old information out there on New Threat that I just kept going, thinking maybe I would find her in the forest, but I don't think it's happening.  Since I went past the Kalm scene and don't have any earlier saves, I'm guessing I'm just locked out of Yuffie.  That might be where I end my playthrough, since I have no idea what else might be bugged.  I haven't logged back in to mess with it since it's late, but I'm guessing it's the Kactuar mod since I do have that installed.

A shame, I was enjoying this run, but I don't want to start over. :/ 
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Bonez on 2023-11-30 07:38:34

EDIT: Seems that the Tsunamods 'Final Touches' also fucks up the font for some reason, with those two disabled everything seems to work as intended

This is untrue.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: carryjoke on 2023-12-07 13:35:34
Had to sign up just to reply to this post.

Love the NEW Threat 2.0 so far very challenging! So thank you for your work in making it!


I played FF7 when it came out to the point of blindfolded 100% lol - sad times because it made me unable to play it any more. Your NT Mod has completely changed that (with type b) and I have a new love for playing! Thank you!

Side note: Octa Magic only is Quad Magic (only uses magics 4 times not 8 like description says) Also the KotR fight is a joke man - just not even fun.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: wdx on 2023-12-09 18:29:00

Side note: Octa Magic only is Quad Magic (only uses magics 4 times not 8 like description says) Also the KotR fight is a joke man - just not even fun.

octa works fine here via 7th heaven with just new threat.  maybe useful if u posted full list of mods running. only issue have seen is can say 4x which is eusi change.

a little advice for kotr fight
Spoiler: show
 hourglass omega will significantly make that fight easier. 
try explore possible status effects if struggle at all with any bosses.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: arceusbytrade on 2023-12-09 20:43:38
So I was going through the game with the mod, and I think I found a bug. I got an Encounter Error in the Mythril Mines just after I got the Long Range materia. Don't know what happened, but there was a weird enemy I couldn't kill, or maybe just not at my level. I did see that it was trying to pull lines from a monster that speaks, but it was pulling what seemed like apologies out of that dialogue?? I had done most of the base content up until you recruit Yuffie automatically, then go to the chocobo farm and get a chocobo, and while in the mythril mines I happened upon the source demon, and left after that to go to the far right room. I got into that room, got the materia and then when I got a few steps away the bug( ? ) happened. If it helps I have the Vanilla Combat version of the mod, and it's installed through 7th Heaven.

If it's already been solved, then sorry, but I really don't want to have to redo the entirety of Midgar in the 2.0 mod if I can help it. (I don't know which version the Vanilla Combat one is, so it might be 2.0 already but it's the harder combat I fear lol) I would also like to know if I can do the Jenova-LIFE fight with the secret therein in the VC version, or if using the VC version screws that up.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: YouffieFanFR on 2023-12-19 08:30:08
Hi everyone, is this mod playable on Steam Deck ? I ordered some and want to try it.

Hi. Did you find an answer ? Cause i'm very interested in playing NT 2.0 on Steam Deck but unsure how to install it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: authenticmaniac on 2023-12-19 19:55:03
Hello, I have a question on the download installer. I'm not a everyday qhimm forum user, so I definitely must have missed something going on here as this wasn't a thing long before until I checked it on this day myself. But why is this asking for a decryption key? Is this downloader behind a paywall? I love this mod but damn, feels like some unfortunate circumstances happened for this to be a thing now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: satsuki on 2023-12-21 09:12:57
Hi. Did you find an answer ? Cause i'm very interested in playing NT 2.0 on Steam Deck but unsure how to install it.
NT mod is included in my AIO pack and you can use it on deck : https://forums.qhimm.com/index.php?topic=21616.0
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: polyphonyrequiem on 2023-12-21 15:33:15
EDIT: Solved, known issue with steamdeck.  I got help on the qhimm discord.  Thanks all!

Okay so I have a weird issue that cropped up.

I was trying to add ESUI and a theme to my modded setup after ~150 happy hours on my steamdeck with New Threat 2.0 and the newest stable build of 7th heaven, when suddenly:

I noticed the game hitching on battle start/end, at moments during script scenes, and on music transitions.

I thought it was ESUI, so I removed it, no dice.  Eventually I get to just New Threat 2.0 and no other mods, issue persists.  I turn off New Threat 2.0, issue finally goes away! 

So, I try a new game just to see if there's been some artifact of a save corruption.  Nope, hitching continues.

I try revalidating my steam install of FF7 just in case.  No change.

Anyone have any ideas at this point?

The -only- things I can think of that have actually changed are

-Total mods downloaded to my local catalog (even though they're disabled)
-Steamdeck has recently updated the OS
-Order of mods has changed but again, all other mods are inactive.

--- NEW SYMPTOM: - It hitches EVERY FRAME in the Cave of Gi!

--- EDIT: Okay, not strictly a new threat issue, seems most mods are now causing this.  wtf?  could be due to the OS update.  It's definitely an issue with the music.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Higgenbobber on 2023-12-22 19:04:09
Is there any way to just automatically succeed on all the fort  condor stuff? I'm just not into it anymore :/
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Final_Figue on 2023-12-23 08:11:50
Hello Sega Chief.

Talking about Fort Condor I like the idea to have an emissary but I have a suggestion to change the location where Cloud appears:

(https://i.imgur.com/35L1UXs.png)

Another suggestion is to change some Items after the event, I remember that is a Remedy as a reward, would be nice an armor or a weapon (apart from "Magic comb").

By the way, any update soon?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: xerounltd on 2023-12-23 13:32:25
In the documentation files it says Yuffie's Twin Viper is in Shinra Mansion. I've looked up and down and haven't found it. I've also played the mansion piano with the missing keys (main theme).

Is this something I have to come back later for, or am I missing something? I'm on my first trip to Nibelheim.

Thanks!

PS:


(https://i.imgur.com/35L1UXs.png)


What mod is this that changes the field models to be more "relax." I already have Ninostyle Chibi.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Final_Figue on 2023-12-24 05:07:14
Hello xerounltd.

You are talking about Cloud´s stand, right? You have some options to edit in the mod "60/30 FPS gameplay", here:

(https://i.imgur.com/yQY9APa.png)

I hope this helps you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: carryjoke on 2023-12-24 22:56:26
octa works fine here via 7th heaven with just new threat.  maybe useful if u posted full list of mods running. only issue have seen is can say 4x which is eusi change.

a little advice for kotr fight
Spoiler: show
 hourglass omega will significantly make that fight easier. 
try explore possible status effects if struggle at all with any bosses.
---------------

I wasnt using 7th Heaven so only mod was NT2.0 I think?

And thanks for the info :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: xerounltd on 2023-12-25 01:39:14
Hello xerounltd.

You are talking about Cloud´s stand, right? You have some options to edit in the mod "60/30 FPS gameplay", here:

(https://i.imgur.com/yQY9APa.png)

I hope this helps you.

Thank you!!! Worked perfectly.

Still can't find Twin Viper though Q_Q
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: zeroMana on 2023-12-25 03:59:40
Hi all,
I'm having an issue with the Kalm Traveler in 2.0. I turned in the guidebook for the gold chocobo and that seemed to work fine, however, returning later to turn in the desert rose, he reverted to vanilla and gives me another gold chocobo. Anybody else experience this? Is there a fix? Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Ubz on 2023-12-25 22:16:08
I have come back to this game after a few months and would like to ask some questions/report issues:


Thanks





Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: wdx on 2023-12-28 17:55:07

  • I cannot remember which of my save files is which game type (A or B), is there a way to verify the game type for a specific save file?
  • While trying to start over, I noticed that the game type selection menu does not work properly, in that selecting return while navigating game type still causes the game to start. Is this a known issue, or should I consider reinstalling?

1) bosses depending on which gamepoint in time your at maybe altered. theres most likely something contained within the savefile too.

2) no idea on second one, perhaps load order issue? should give choice A/B alongside hard/normal toggleExP option. then starts, try check load order there is an autosort on the right hand side 1/9 of 7th heaven mod manager if your using that suggest try that.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Ubz on 2023-12-28 20:53:32
1) bosses depending on which gamepoint in time your at maybe altered. theres most likely something contained within the savefile too.

2) no idea on second one, perhaps load order issue? should give choice A/B alongside hard/normal toggleExP option. then starts, try check load order there is an autosort on the right hand side 1/9 of 7th heaven mod manager if your using that suggest try that.

Thank you for responding:

1) Okay. Checking the bosses will probably be a lot of work as there is no wiki on changes and I do not want to get spoiled. I do not know how to analyse save files, and I am not so familiar with game as to notice the differences immediately.

But more pressingly:

2) I tried autosort, which did not work, and then deleted all of my current mods on 7th Heaven and reinstalled new threat 2.0 and the issue is still happening. To be clear: New game -> gametype A (or choose B does not matter) -> return -> (moves to exp toggle and hard mode menu) -> return to game type select -> (opening fmv plays and game begins)

Interestingly, I selected normal or hard difficulty and the return option on the submenu DOES bring me back, so I am beginning to suspect something wrong with the newest update or something (to be clear, I am on version 2.099973. I'll try doing a full reinstall of FFVII at some point if I can be arsed, but would be nice if someone could confirm it IS just me.

Honestly, I can probably still play the game, but it makes me wonder what other issues I could be vulnerable to if indeed my installation is borked.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Soulstice on 2023-12-29 03:46:44
Hi! I'm having trouble finding clear information on the exact differences between 2.0, Combat Only, and Vanilla Combat. Can someone explain these?

Also, I've never finished FFVII before, so I'm looking for an experience that's fairly similar to vanilla, but I do like to be moderately challenged, and it sounds like the vanilla game is too easy on its own. I've read, however, that in New Threat 2.0, while the difficulty is better balanced, physical attacks are nerfed to the point of being underpowered, forcing you to rely mostly on magic, which to me sounds like a downgrade, being that not all playstyles are viable. Can anyone speak to whether or not this is true?

While I like the idea of the improved script, new events/dialogue, character specific abilities, Source upgrades, QoL improvements and new limit requirements, I don't want the items, materia, and enemy skills moved around in my game where I can't find them. Is it possible to have the former without the latter? Thank you!

Edit: I'm also wondering, when you open the configure mod menu for New Threat Combat Only on 7th Heaven, there's an option that simply says Choose, and a toggle for on and off, however I cannot find an explanation in the readme or anywhere else. What does this mean?

Final thing, does the 6030 FPS mod work with Combat Only?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Sega Chief on 2023-12-31 20:21:53
Hi! I'm having trouble finding clear information on the exact differences between 2.0, Combat Only, and Vanilla Combat. Can someone explain these?

Also, I've never finished FFVII before, so I'm looking for an experience that's fairly similar to vanilla, but I do like to be moderately challenged, and it sounds like the vanilla game is too easy on its own. I've read, however, that in New Threat 2.0, while the difficulty is better balanced, physical attacks are nerfed to the point of being underpowered, forcing you to rely mostly on magic, which to me sounds like a downgrade, being that not all playstyles are viable. Can anyone speak to whether or not this is true?

While I like the idea of the improved script, new events/dialogue, character specific abilities, Source upgrades, QoL improvements and new limit requirements, I don't want the items, materia, and enemy skills moved around in my game where I can't find them. Is it possible to have the former without the latter? Thank you!

Edit: I'm also wondering, when you open the configure mod menu for New Threat Combat Only on 7th Heaven, there's an option that simply says Choose, and a toggle for on and off, however I cannot find an explanation in the readme or anywhere else. What does this mean?

Final thing, does the 6030 FPS mod work with Combat Only?

I personally find physical attacks to be just as viable but there's probably more ways to do more damage with magic; the trick is to try and equip armour, accessory, and Materia to push their Strength and Luck stats. I think I adjusted things like enemy defences and spell strengths for the late-game a little to try and counteract it a bit.

These are the two derivatives from the full mod:
*) Combat Only: Only the battle balancing is included (enemy strength & character equipment, spells, etc.), the field scripting, story text, item placement, events, etc. are all vanilla. Any new enemies added for NT are also removed. For people who want the combat rebalancing stuff but not the other stuff I've added. 2.0 has this variant. It can be used as a compatibility option with mods that adjust field scripting, though it may not be 100%.

*) Vanilla Combat: The opposite of the above; all the new field scripting, events, item placements, etc. for NT are included but all of the enemy encounters and character equipment, etc. is vanilla. For people who want the extra stuff, but not the battle rebalancing. 2.0 doesn't have this variant (the 1.5 build has it), but I'm planning to make this for 2.0 soon.

As for item placements & enemy skills, they're mostly the same with a few exceptions; Matra Magic is still learned from Custom Sweepers outside Midgar, for instance. There's a download I have on this thread that contains documentation which lists where everything is (or at least, one location for it) if that helps.

The 30/60 FPS mod should work with Combat Only; enable both the 60fps IRO and the 60FPS NT IRO like you would for the full mod.

The IRO text on the options isn't super clear, but I did an update to NT CO today that hopefully makes it a little clearer; it's just an internal thing so that it applies the files, and should be left On.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Dorklord on 2023-12-31 23:16:43
Hi Sega Chief,

I have a quick question regarding
Spoiler: show
the battle where you play as Zack in his last stand.
Is the battle winnable or do the enemies keep coming endlessly until you lose? Also if it is winnable, is there a reward to winning or is it just bragging rights?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Soulstice on 2024-01-01 03:16:23
I personally find physical attacks to be just as viable but there's probably more ways to do more damage with magic; the trick is to try and equip armour, accessory, and Materia to push their Strength and Luck stats. I think I adjusted things like enemy defences and spell strengths for the late-game a little to try and counteract it a bit.

These are the two derivatives from the full mod:
*) Combat Only: Only the battle balancing is included (enemy strength & character equipment, spells, etc.), the field scripting, story text, item placement, events, etc. are all vanilla. Any new enemies added for NT are also removed. For people who want the combat rebalancing stuff but not the other stuff I've added. 2.0 has this variant. It can be used as a compatibility option with mods that adjust field scripting, though it may not be 100%.

*) Vanilla Combat: The opposite of the above; all the new field scripting, events, item placements, etc. for NT are included but all of the enemy encounters and character equipment, etc. is vanilla. For people who want the extra stuff, but not the battle rebalancing. 2.0 doesn't have this variant (the 1.5 build has it), but I'm planning to make this for 2.0 soon.

As for item placements & enemy skills, they're mostly the same with a few exceptions; Matra Magic is still learned from Custom Sweepers outside Midgar, for instance. There's a download I have on this thread that contains documentation which lists where everything is (or at least, one location for it) if that helps.

The 30/60 FPS mod should work with Combat Only; enable both the 60fps IRO and the 60FPS NT IRO like you would for the full mod.

The IRO text on the options isn't super clear, but I did an update to NT CO today that hopefully makes it a little clearer; it's just an internal thing so that it applies the files, and should be left On.

Thank you for your very thorough answer! Much appreciated. Combat Only sounds perfect for me then, since I haven't ever finished the game.

When I tried to run the game from 7th Heaven just now, I get an error that says 60 fps animations for New Threat 2.0 requires you to activate New Threat 2.0 as well, but I have New Threat Combat Only enabled already, so it seems that for some reason the 60 fps mod won't work with Combat Only. Any ideas?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: remmy88 on 2024-01-05 17:10:42
Anyone else game freeze when using chronocure? I thought it was part of the spell or something first time i used it having chrono in the name lol, but that game stayed frozen..could hear me getting attacked in the backround though and to force close the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: k1ra on 2024-01-06 11:34:08
Anyone looking to use mods on a Steam Deck, this https://github.com/dotaxis/7thDeck worked perfectly for me.

I'm new to registering, but I've been following this site and this mod on and off for a very long time. I've never really been a PC gamer, though, so being able to play modded FFVII portably is a dream come true.

Having a blast so far. It's astounding the amount of work and dedication you've put into this, Sega Chief. I'm glad you're still around after all these years. I'm up to Junon at the moment. I think the innates thing is pretty neat, and I like the switch-up you've done with materia and equipment, definitely playing in a different way due to it. Looking forward to what's to come!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: hotandcrunchy on 2024-01-09 20:54:48
I've installed the Combat Only mod and I can't find an explanation anywhere on the only configurable item: what is "New Thread Mod - Core Files" for? Is this something that enables the mod? Like do I need to enable the mod and then enable this as well?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: guisfsj on 2024-01-12 19:44:28
hi i want to know if  "only combat version" of new threat 2.0 keeps classes and sp system. i am doing a second playtrough and i dont wanna change too much. but i want a revigorate battle system, since documentation links its not avaible anymore.

thanks.


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: HardPunkKore on 2024-01-17 01:40:25
@ Sega Chief. Love what you have done with the game.

Question: The documentation in the mod files says there is an Added Effect Materia hidden somewhere in Great Glacier. I have searched and searched. Got any hints on where to find it?

Thanks, I'll hang up and listen.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: seijuro on 2024-01-18 16:06:39
Hey Sega Chief, not sure what's up, could be a bug, but the version I'm on (2.09973) Cid's Big Brawl limit on Schizo and some other enemies in Great Glacier does nothing, no damage, it doesn't even make a sound effect.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Sega Chief on 2024-01-20 00:16:41
Hi Sega Chief,

I have a quick question regarding
Spoiler: show
the battle where you play as Zack in his last stand.
Is the battle winnable or do the enemies keep coming endlessly until you lose? Also if it is winnable, is there a reward to winning or is it just bragging rights?

It's just for bragging rights, the fight was originally going to loop infinitely but I decided to just make it close off after the final wave.

Thank you for your very thorough answer! Much appreciated. Combat Only sounds perfect for me then, since I haven't ever finished the game.

When I tried to run the game from 7th Heaven just now, I get an error that says 60 fps animations for New Threat 2.0 requires you to activate New Threat 2.0 as well, but I have New Threat Combat Only enabled already, so it seems that for some reason the 60 fps mod won't work with Combat Only. Any ideas?

Unsure, it's probably an ID thing and expecting the regular version rather than the variant. I'll look into it.

Anyone else game freeze when using chronocure? I thought it was part of the spell or something first time i used it having chrono in the name lol, but that game stayed frozen..could hear me getting attacked in the backround though and to force close the game.

Sounds like an issue with the attack animation; on its own it should be fine, but maybe there's another mod or some tweak to the way the game renders graphics that has caused this one to malfunction. It's a very rare attack animation in the base game from what I remember (used by Tonberries), so it maybe slipped the net.

Anyone looking to use mods on a Steam Deck, this https://github.com/dotaxis/7thDeck worked perfectly for me.

I'm new to registering, but I've been following this site and this mod on and off for a very long time. I've never really been a PC gamer, though, so being able to play modded FFVII portably is a dream come true.

Having a blast so far. It's astounding the amount of work and dedication you've put into this, Sega Chief. I'm glad you're still around after all these years. I'm up to Junon at the moment. I think the innates thing is pretty neat, and I like the switch-up you've done with materia and equipment, definitely playing in a different way due to it. Looking forward to what's to come!

Cheers; good to hear it works on steam deck.

I've installed the Combat Only mod and I can't find an explanation anywhere on the only configurable item: what is "New Thread Mod - Core Files" for? Is this something that enables the mod? Like do I need to enable the mod and then enable this as well?

It's just an internal thing; IROs need ID'd flags within other IROs to toggle options, etc. I just left it in for that. It is a bit redundant as the IRO itself has a toggle on the library page, but I didn't want to cause unforeseen compat issues by removing it.

hi i want to know if  "only combat version" of new threat 2.0 keeps classes and sp system. i am doing a second playtrough and i dont wanna change too much. but i want a revigorate battle system, since documentation links its not avaible anymore.

thanks.

It has all of NT's changes to the battle system, but as SP is handled through field script this part isn't in there I'm afraid.

@ Sega Chief. Love what you have done with the game.

Question: The documentation in the mod files says there is an Added Effect Materia hidden somewhere in Great Glacier. I have searched and searched. Got any hints on where to find it?

Thanks, I'll hang up and listen.

It's on this field:
(https://i.imgur.com/a20RetM.png)

Hey Sega Chief, not sure what's up, could be a bug, but the version I'm on (2.09973) Cid's Big Brawl limit on Schizo and some other enemies in Great Glacier does nothing, no damage, it doesn't even make a sound effect.

There's a visual bug with that Limit Break on the steam version; it won't display damage numbers correctly and has other visual/audio bugs. It's not NT-related.


***

I've put together a Vanilla Combat variant of the mod, for people who want the default game's battles & character equipment, etc. It should be on the catalog now, but a link is here: https://drive.google.com/file/d/1sLdMU0QDFnDDrT8z1KvTPdqYmUaLN-va/view?usp=sharing
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: HardPunkKore on 2024-01-21 12:13:45
@Sega Chief.

I finally found it. It is very well hidden. I ran right by it at least a dozen times. The blue materia blends in very well with the shades of white, grey and other blues from the environments snow, ice and storm effects. Even after knowing what screen it is in, I have to deep scan the area to find it.

Kudos!

Having a blast playing with the mod.

Thanks!!!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: KelloggCereal1 on 2024-01-21 20:42:34
Trying out the 2.0 Vanilla Combat variant and the All materia in the Beginners Hall has been replaced with a Sense materia. I also noticed that a Star Pendant is still obtainable in the sector 5 reactor before planting the bomb. I am receiving "An invalid initial state was detected; your game's kernel has not been patched." error upon selecting a new game. I uninstalled/reinstalled 7th Heaven and FF7 entirely and tried with only New Threat 2.0 Vanilla Combat installed and still noticed these errors. Not sure what to do at this point so I apologize if this ends up being a user error.

I would just like to thank you for all of the work you've done with New Threat over the years, it's always been my favorite way to experience the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: seijuro on 2024-01-22 17:18:36
Aeris has Cid's Scimitar as an available weapon to equip, and can actually use it. Was this on purpose or a bug? NT version 2.09973
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Sega Chief on 2024-01-22 17:21:54
Trying out the 2.0 Vanilla Combat variant and the All materia in the Beginners Hall has been replaced with a Sense materia. I also noticed that a Star Pendant is still obtainable in the sector 5 reactor before planting the bomb. I am receiving "An invalid initial state was detected; your game's kernel has not been patched." error upon selecting a new game. I uninstalled/reinstalled 7th Heaven and FF7 entirely and tried with only New Threat 2.0 Vanilla Combat installed and still noticed these errors. Not sure what to do at this point so I apologize if this ends up being a user error.

I would just like to thank you for all of the work you've done with New Threat over the years, it's always been my favorite way to experience the game.

The error message should be fine, it was just a failsafe check I added to the full mod to make sure that the kernel was patched. As vanilla combat uses a vanilla kernel, it's triggering the logic in the field script to report an error (I forgot to remove it). I'll remove the error script in the next patch; it's safe to ignore that error message for now. Sorry for the reinstall hassle.

I think Sense being in Beginner's Hall has something to do with explaining to Barret how to use Materia, but I'd need to check. I'd consider it intended for now.

Aeris has Cid's Scimitar as an available weapon to equip, and can actually use it. Was this on purpose or a bug? NT version 2.09973

Yeah I set Aeris to be able to use some of Cid's late-game weapons to give her some extra options, as she has less weapons overall than the other characters. I added the models to her character model data so they should appear, unless overwritten by a model swap mod or something.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: KelloggCereal1 on 2024-01-22 19:30:34
Thanks for the response Sega Chief. I was mostly interested in the vanilla version because I thought the item/materia placements would be reverted to vanilla FF7 states. That doesn't appear to be the case which is fine. As far as the All materia is concerned, Cloud does not spawn with it like he does in standard 2.0 nor is it at the Beginner's Hall, so not sure what to do about that.

I did plant the second bomb at the No. 5 Reactor and initiated an encounter against three Bulga? I know it's supposed to be a Thunder Gunner in standard 2.0, but I had expected to not have an encounter there at all given it's vanilla combat, so not sure what's going on there as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Sega Chief on 2024-01-25 14:01:13
Thanks for the response Sega Chief. I was mostly interested in the vanilla version because I thought the item/materia placements would be reverted to vanilla FF7 states. That doesn't appear to be the case which is fine. As far as the All materia is concerned, Cloud does not spawn with it like he does in standard 2.0 nor is it at the Beginner's Hall, so not sure what to do about that.

I did plant the second bomb at the No. 5 Reactor and initiated an encounter against three Bulga? I know it's supposed to be a Thunder Gunner in standard 2.0, but I had expected to not have an encounter there at all given it's vanilla combat, so not sure what's going on there as well.

Just forgot to change that battle ID to something appropriate; I'll sort something out for All as well.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: funkscience on 2024-01-28 05:23:53
Playing through this amazing mod for the first time and having a blast! Hoping someone might be able to help with this question/problem:

I've saved Aeris but am unable to put her in the party through PHS. She's on the highwind, is interactive, has dialogue, but I can't play play her. Is there something I need to do to get her fighting again or is something bugged?

Many thanks in advance!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Wacker3 on 2024-01-28 10:44:00
Hi all.

I am having some trouble in the Shinra mansion, specifically recruiting Vincent. I am on game type A and have gotten the Sephiroth scene and beaten lost number but I started getting crashes when entering the screen with Vincent's room so I left Nibelheim and re-entered which seemed the fix that, however the door the Vincent's is closed and i can see from others playthroughs it should just be open? Not sure how to proceed and don't wanna miss out on a party member so any help would be appreciated since I'm really enjoying the game otherwise.

Thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Sega Chief on 2024-01-28 14:20:53
Playing through this amazing mod for the first time and having a blast! Hoping someone might be able to help with this question/problem:

I've saved Aeris but am unable to put her in the party through PHS. She's on the highwind, is interactive, has dialogue, but I can't play play her. Is there something I need to do to get her fighting again or is something bugged?

Many thanks in advance!

That's unusual, were any other mods active?

Hi all.

I am having some trouble in the Shinra mansion, specifically recruiting Vincent. I am on game type A and have gotten the Sephiroth scene and beaten lost number but I started getting crashes when entering the screen with Vincent's room so I left Nibelheim and re-entered which seemed the fix that, however the door the Vincent's is closed and i can see from others playthroughs it should just be open? Not sure how to proceed and don't wanna miss out on a party member so any help would be appreciated since I'm really enjoying the game otherwise.

Thanks

There should be a key in one of the chests close to the safe (the safe is no longer required to recruit Vincent) which will let you open the door.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Wacker3 on 2024-01-28 14:50:11
I'm sorry but unless I am blind (which is a possibility) there are no chests near the safe and I'm pretty sure I've opened all others in the mansion.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Final_Figue on 2024-01-28 17:48:02
Hello funkscience.

I have a similar problem about Aeris, the problem was that I used "Cactuar mod". Other thing that you can do is this: Start a new gameplay, only for make sure of this detail: 

Do you see this image when you start a new gameplay? Do it with the mods that you already have it enalbled.

(https://i.imgur.com/amLNcTs.png)

If you don´t  see this image disable your mods one by one until you get it.

I hope this help you.

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: funkscience on 2024-01-28 20:40:13
Just chiming in to say that I was also having crashes trying to get vincent. I had to disable battles for that section to avoid crashes and that seemed to get me through it, but there was definitely some weird bugs going on that were scary...
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: funkscience on 2024-01-28 20:43:06
wdx on the discord generously helped modify my save file to fix it but I don't know what caused it. I did indeed have Cactaur mod active in order correct the xbox controller icons - should I disable Cactaur or was this the only part of the game that caused problems for you?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Hunfinho on 2024-01-29 14:01:27
This is definitely the best way to play FF7, I'm just too addicted, but i'm having some doubts right now.

For the mock weapons, is there someway that I figure out what they can do? Or any document that have this information? Some of them you can figure it out, but most of them I still have no clue what it does.

Spoiler: show
Also for the Shinra Mansion, any hints on the "The fifth row has been (melody)", I looked everything up and couldn't find anything on the game or in the forum, but that thing is really bothering me because I want to figure it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Sega Chief on 2024-01-29 17:02:03
I'm sorry but unless I am blind (which is a possibility) there are no chests near the safe and I'm pretty sure I've opened all others in the mansion.


I think the info I gave you was out of date (it used to be in a chest but it looks like I updated the scripts since then); I'll double-check while I'm investigating where the crash might be coming from. Sounds like it's from battles.

This is definitely the best way to play FF7, I'm just too addicted, but i'm having some doubts right now.

For the mock weapons, is there someway that I figure out what they can do? Or any document that have this information? Some of them you can figure it out, but most of them I still have no clue what it does.

Spoiler: show
Also for the Shinra Mansion, any hints on the "The fifth row has been (melody)", I looked everything up and couldn't find anything on the game or in the forum, but that thing is really bothering me because I want to figure it out.


There's a piano on the ground floor that can be played like tifa's piano; one of the keys is broken so it's a little more tricky to play by ear but if you play the tune you usually play on tifa's piano there something may happen (think it's Disc 3 also maybe).

As for the mock weapons:
Nail Bat: 30% crit rate bonus
Work Glove: +100 Vit/Spr
Rocket Punch: 30% crit rate bonus
Hairpin: Long-Range
Umbrella: 30% crit rate bonus
Mop: Water/Blunt element, Dex+52, Lck+70
Superball: Deals bonus modifier damage when you have dead allies (yoshiyuki effect)
Trumpet Shell: Inflicts Sadness & restores HP
Lightgun: Inflicts KO, 100% crit-rate

***

Edit: So I had a look, I wasn't able to replicate a crash though.

So for 2.0, it seems that the basement door where Vincent is sleeping is unlocked by default, and the laboratory door is locked instead. The key sits on Vincent's coffin and is obtained when interacting with the coffin. This makes Vincent's recruitment mandatory as the player can't leave through Nibelheim's back exit until they've found Sephiroth in the lab.

Hi all.

I am having some trouble in the Shinra mansion, specifically recruiting Vincent. I am on game type A and have gotten the Sephiroth scene and beaten lost number but I started getting crashes when entering the screen with Vincent's room so I left Nibelheim and re-entered which seemed the fix that, however the door the Vincent's is closed and i can see from others playthroughs it should just be open? Not sure how to proceed and don't wanna miss out on a party member so any help would be appreciated since I'm really enjoying the game otherwise.

Thanks

Based on the above, how did you get into the laboratory without talking to Vincent? The way into the lab should be blocked until the player has spoken to him in his coffin. Were you able to just enter the lab as normal without doing that? Are there any other mods active? It shouldn't be possible currently to talk to Sephiroth in the mansion before talking to Vincent. I'm thinking something's interfered and left parts of the mansion as vanilla/altered fields maybe which has disrupted the logic. Also, if you're able to send me your save file I can take a look at it and see what's been set and what's not been set.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Final_Figue on 2024-01-29 17:54:48
Hello funkscience.

Quote
I did indeed have Cactaur mod active in order correct the xbox controller icons - should I disable Cactaur or was this the only part of the game that caused problems for you?

In my case Aeris disappeared from PHS option. Some characters disappeared in the Villages, too. I enabled and disabled Cactuar but It was the same. So, I decided to start all over the game.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Wacker3 on 2024-01-29 21:17:46
Hey Sega
As you said I was able to walk straight into the lab and get that scene, after returning I would get the crash, I did have a few other mods enable at the time

Spoiler: show
7th Heaven Version: 3.2.0.0

# [Tsunamods] Wizard Staff
   ID: 8c1020f8-562c-4a1e-87ab-dd328c0aa567
   Version: 1.70
   Is Active: True
   "Spell Names"  (Spells)   = True    (1)       
# [Tsunamods] Cosmo Memory
   ID: 2e4c6623-97b9-4d5c-b2f3-b4f24f06a911
   Version: 1.13
   Is Active: False
   "Center Battle SFX"    (Center)      = True               (1)       
   "Menu Sounds"          (Sound)       = "Updated Vanilla"  (1)       
   "Voiced Attacks"       (Grunts)      = False              (0)       
   "Field Ambience"       (FA)          = True               (1)       
   "Battle Ambience"      (BA)          = True               (1)       
   "Movie Sounds"         (FMV)         = True               (1)       
   "Field Footsteps"      (Footsteps)   = True               (1)       
   "World Map Footsteps"  (WM)          = True               (1)       
# Cosmos FMV (30 fps)
   ID: 4309613f-d6b3-4e0a-a5c7-6af71da34d7d
   Version: 1.02
   Is Active: True
   "character type"  (CHARACTER_TYPE)   = "Original + ChaOS"  (1)       
# 60/30 FPS Animations for New Threat 2.0
   ID: c8234df3-ff27-4df4-8cb2-70e7bb021d78
   Version: 1.01
   Is Active: False
   "New Threat 2.0 FPS Mode"  (Mode)   = "60 FPS Mode"  (1)       
# 60/30 FPS Gameplay
   ID: c0d1e191-a251-465d-8a3c-a3be5366d849
   Version: 1.12
   Is Active: False
   "FPS Mode"                           (FPSMode)      = "Full 60 FPS"             (3)       
   "Field mode 60 FPS Fix"              (FlevelFix)    = False                     (0)       
   "Advanced Field Animation (60 FPS)"  (AdvancedFA)   = "NinostyleHD animations"  (2)       
# Ninostyle Battle
   ID: 2b25060c-c60e-426e-ac46-f85439e903e3
   Version: 23.0701
   Is Active: True
   "Cloud"                (Cloud)        = "Nino Cloud"        (1)       
   "Barret"               (Barret)       = "Nino Barret v3.0"  (1)       
   "Tifa"                 (Tifa)         = "Nino Tifa"         (1)       
   "Aerith"               (Aerith)       = "Nino Aerith"       (1)       
   "Red XIII"             (Red XIII)     = "Nino Red XIII"     (1)       
   "Yuffie"               (Yuffie)       = "Nino Yuffie"       (1)       
   "Cait Sith"            (Cait Sith)    = "Nino Cait Sith"    (1)       
   "Vincent"              (Vincent)      = "Nino Vincent"      (1)       
   "Cid"                  (Cid)          = "Nino Cid"          (1)       
   "Sephiroth"            (Sephiroth)    = "Nino Sephiroth"    (1)       
   "Jessie Mod"           (Jessie Mod)   = "No Change"         (0)       
   "Other"                (Other)        = "Nino Other"        (1)       
   "Ansgar's Busterizer"  (busterizer)   = False               (0)       
# [Tsunamods] SYW Unified Battle Textures
   ID: 50000000-5555-ff75-5775-700000000001
   Version: 1.03
   Is Active: True
   "SYW Unified Battle Textures"  (FF7SYWU)   = True    (1)       
# Remako HD
   ID: 58fa1e13-0b18-4172-87c3-56ff3195083c
   Version: 2.0
   Is Active: False
   "Remako HD Battle Textures"  (BattleTextures)   = "1 - [4x Upscale] Remako HD"  (1)       
# Ninostyle Chibi
   ID: 2b25060c-c60e-426e-ac46-f85439e903e2
   Version: 23.0305
   Is Active: False
   "Chibi Field and World Models"  (fb)                = "On"                           (1)       
   "L@zar0's Upgrades"             (lazaro)            = "On"                           (1)       
   "Efryt's Little Work"           (efryt fb)          = "On"                           (1)       
   "Tifa Remake Outfit"            (alt tifa)          = "Off"                          (0)       
   "Dynamic Weapons (BETA)"        (Dynamic Weapons)   = "Dynamic Weapons - On"         (1)       
   "Buggy"                         (buggy)             = "Original Colors - NinoStyle"  (1)       
   "Chocobo"                       (chocobo)           = "NinoStyle"                    (2)       
   "Highwind"                      (highwind)          = "NinoStyle"                    (1)       
   "Submarine"                     (submarine)         = "NinoStyle"                    (1)       
   "Tiny Bronco"                   (tiny_bronco)       = "NinoStyle"                    (1)       
   "Cargo Ship"                    (cargo_ship)        = "NinoStyle"                    (1)       
   "Gelnika"                       (gelnika)           = "NinoStyle"                    (1)       
# Ninostyle HD
   ID: 2b25060c-c60e-426e-ac46-f85439e903e9
   Version: 23.0305
   Is Active: True
   "======HD Field Models======"  (HD Field Models)   = ""                                 (0)       
   "Cloud"                        (Cloud)             = "Nino Cloud With Dynamic Weapons"  (2)       
   "Barret"                       (Barret)            = "Nino Barret v3.0"                 (1)       
   "Tifa"                         (Tifa)              = "Nino Tifa"                        (1)       
   "Aerith"                       (Aerith)            = "Nino Aerith"                      (1)       
   "Red XIII"                     (Red XIII)          = "Nino Red XIII"                    (1)       
   "Yuffie"                       (Yuffie)            = "Nino Yuffie"                      (1)       
   "Cait Sith"                    (Cait Sith)         = "Nino Cait Sith"                   (1)       
   "Vincent"                      (Vincent)           = "Nino Vincent"                     (1)       
   "Cid"                          (Cid)               = "Nino Cid"                         (1)       
   "Sephiroth"                    (Sephiroth)         = "Nino Sephiroth"                   (1)       
   "Zack"                         (Zack)              = "Nino Zack"                        (1)       
   "Other"                        (Other)             = "Nino Other"                       (1)       
   "======NPC's======"            (NPC's)             = ""                                 (0)       
   "Base"                         (models_base)       = "Kaldarasha"                       (1)       
   "Biggs"                        (models_biggs)      = "Kaldarasha"                       (1)       
   "Jessie"                       (models_jessie)     = "Kaldarasha"                       (1)       
   "Wedge"                        (models_wedge)      = "Kaldarasha"                       (1)       
   "======HD World Models======"  (World)             = ""                                 (0)       
   "Cid"                          (cid_world)         = "Cid"                              (1)       
   "Cloud"                        (cloud_world)       = "Cloud"                            (1)       
   "Tifa"                         (tifa_world)        = "Tifa"                             (1)       
   "======Minigame======"         (Minigame)          = ""                                 (0)       
   "Minigame"                     (minigames)         = "On"                               (1)       
   "======Vehicles======"         (Vehicles)          = ""                                 (0)       
   "Buggy"                        (buggy)             = "Original Colors - NinoStyle"      (1)       
   "Chocobo"                      (chocobo)           = "NinoStyle"                        (2)       
   "Highwind"                     (highwind)          = "NinoStyle"                        (1)       
   "Submarine"                    (submarine)         = "NinoStyle"                        (1)       
   "Tiny Bronco"                  (tiny_bronco)       = "NinoStyle"                        (1)       
   "Cargo Ship"                   (cargo_ship)        = "NinoStyle"                        (1)       
   "Gelnika"                      (gelnika)           = "NinoStyle"                        (1)       
# [Tsunamods] SYW Unified Field Textures
   ID: 50000000-5555-ff75-5776-720000000002
   Version: 1.03
   Is Active: True
   "Advanced Texture Animations"  (ATA)   = "Recommended (99% Animated Fields)"  (1)       
# Remako HD
   ID: c4660557-8668-4dbc-a45c-80e2574c0088
   Version: 2.0
   Is Active: False
   "Remako HD Field Textures"  (FieldTextures)   = ""      (2)       
# Postscriptthree's Gameplay Tweaks
   ID: 5f9f1ce0-a402-46e1-b8af-e4c09f7c40a8
   Version: 1.24
   Is Active: True
   "Multi-Linked Slots"                       (MLS)                   = "Enabled"                          (1)       
   "======Gameplay Adjustments======"         (Gameplay)              = ""                                 (0)       
   "True Wait Mode"                           (TrueWait)              = "Off"                              (0)       
   "Break Damage/HP Limit"                    (BDL)                   = "Off"                              (0)       
   "In-Battle PHS"                            (BattlePHS)             = False                              (0)       
   "Party Randomizer"                         (PartyRandomizer)       = False                              (0)       
   "Battle Randomizer"                        (BattleRando)           = "Off"                              (0)       
   "Solo Challenge"                           (SoloChallenge)         = "Off"                              (0)       
   "Limit Command Rework"                     (LimitOverhaul)         = True                               (1)       
   "Counters Add Effects"                     (CAE)                   = True                               (1)       
   "More Materia Pairs"                       (MorePairs)             = True                               (1)       
   "======Quality of Life/Convenience======"  (QOL)                   = ""                                 (0)       
   "Sense Adjustments"                        (Sense)                 = "Off"                              (0)       
   "Battle Animation Skip"                    (AnimationSkip)         = "Off"                              (0)       
   "Dialogue Turbo"                           (DialogueMash)          = "Off"                              (0)       
   "EXP Share"                                (EXPShare)              = "Inactive characters get full AP"  (2)       
   "Party Leader Override"                    (PartyLeaderOverride)   = "Off"                              (0)       
   "No Battle Music"                          (NBM)                   = False                              (0)       
   "Specific Music Fix"                       (MusicFix)              = False                              (0)       
   "======Balance Adjustments======"          (Balance)               = ""                                 (0)       
   "Enemy Speed Multiplier"                   (SpeedMult)             = "Off"                              (0)       
   "Easier Steals"                            (StealModifier)         = "Add Luck To Level"                (4)       
   "Status Speed Multiplier"                  (StatusSpeedMult)       = "Normal Speed"                     (0)       
   "Morph Damage Adjuster"                    (MorphMult)             = "No Change (1/8)"                  (0)       
# KACTUAR - Controller and Keyboard Icons
   ID: 3cbb8a22-3f87-483d-ab8c-81089a875f23
   Version: 1
   Is Active: True
   "1. Modify Dialogue Script"       (script)       = True               (1)       
   "2. Controller / Keyboard icons"  (controller)   = "PS5 - DualSense"  (3)       
   "3. Confirm Button "              (confirm)      = "Swapped"          (1)       
   "4. Change Font"                  (font)         = "HD Font"          (1)       
# New Threat 2.0
   ID: efc4bc61-7f80-4635-b583-f52c5c9d239f
   Version: 2.099973
   Is Active: True
   "Multi-Linked Slots"           (MLS)        = True    (1)       
   "Difficulty Modifier"          (ODM)        = "Off"   (0)       
   "New Threat Mod - Core Files"  (gameplay)   = True    (1)       
# [Tsunamods] SYW Unified Minigames Textures
   ID: 50000000-5555-ff75-5775-720000000004
   Version: 1.04
   Is Active: True
   "SYW Unified Minigames Textures"  (SYWU)   = "English"  (1)       
# [Tsunamods] SYW Unified Spell Textures
   ID: 50000000-5555-ff75-5775-700000000003
   Version: 1.03
   Is Active: True
   "HD Spell textures"  (FF7SYWU)   = "English"  (1)       
# [Tsunamods] Phoenix Tail Avatars
   ID: 0487ed29-510a-43bb-99b2-a612d7df8d01
   Version: 4.02
   Is Active: False
   "Phoenix Tail"                (Avatars)            = "Phoenix Tail Type A"            (1)       
   "Dialogue/Battle Avatars"     (Dialogue Avatars)   = "Mini Phoenix Tail Off"          (0)       
   "Dialogue Avatars Animation"  (Dialogue Cursor)    = "Mini Phoenix Tail Mini Cursor"  (1)       
   "Remove Names"                (Remove Names)       = "Remove Names"                   (1)       
# [Tsunamods] SYW Unified UI
   ID: 50000000-5555-ff75-5775-722000000010
   Version: 1.04
   Is Active: True
   "HD Fonts and icons"        (FF7SYWUFonts)       = "English HD Fonts and icons"  (1)       
   "HD avatars"                (FF7SYWUAvatar)      = True                          (1)       
   "HD credits"                (FF7SYWUCredits)     = "English HD credits"          (1)       
   "HD game over screen"       (FF7SYWUOver)        = "English HD game over"        (1)       
   "HD indicators"             (FF7SYWUIndicator)   = True                          (1)       
   "HD new game buster sword"  (FF7SYWUBuster)      = True                          (1)       
# [Tsunamods] SYW Unified Worldmap Textures
   ID: 50000000-5555-ff75-5775-700000000006
   Version: 1.03
   Is Active: True
   "SYW Unified Worldmap Textures"  (SYWU)   = True    (1)       
# Remako [4x Upscale] World Textures
   ID: 98491fb3-ab39-4ca0-a9aa-2e956be7377e
   Version: 2.0
   Is Active: False
   "World Textures"  (World Textures)   = "[4x Upscale] Remako HD - CaptRobau"  (1)       
# Gameplay Tweaks - Qhimm Catalog
   ID: 7c989c70-8381-4a5f-a2d8-3d22dc8f6042
   Version: 4.035
   Is Active: True
   "======Tweaks======"             (Tweaker)                = ""          (0)       
   "Always Run (PC)"                (Always Run)             = False       (0)       
   "Always Run (STEAM DECK)"        (Always Deck)            = False       (0)       
   "Clock Fix"                      (Clock Fix)              = False       (0)       
   "Great Glacier Unlimited Steps"  (glacier)                = False       (0)       
   "Increase Sense Limit"           (Increase Sense Limit)   = False       (0)       
   "Invincible"                     (Invincible)             = False       (0)       
   "Lock Inventory"                 (Lock Inventory)         = False       (0)       
   "Lucky Cait Sith"                (Lucky Cait Sith)        = False       (0)       
   "Lucky Tifa"                     (Lucky Tifa)             = True        (1)       
   "Save/PHS Anywhere"              (Save/PHS Anywhere)      = False       (0)       
   "Sync Barret Opening"            (Sync Barret Opening)    = False       (0)       
   "======Stats======"              (Stats)                  = ""          (0)       
   "AP Boost"                       (AP Boost)               = "No Boost"  (0)       
   "EXP Boost"                      (EXP Boost)              = "No Boost"  (0)       
   "Enemy HP Boost"                 (Enemy HP)               = "No Boost"  (0)       
   "Enemy Level Boost"              (Enemy Level)            = "No Boost"  (0)       

Unfortunately since then I've disabled the mod and recruited him the vanilla way and reactivated the mod afterward, so I'm not sure I have a save ate the exact time this problem is occurring
I can send you a save that is a bit before that if that would help?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: debaser1920 on 2024-01-31 10:08:00
I'm doing a full series run where I get all the achievements on Steam for every game.

I loved New Threat when I last played it, and I'm excited to see what has changed in the 2.0 version. Will it be possible to earn all the achievements while also playing New Threat, or does it break/invalidate some of them? I was planning to do scenario B because I want to see all the cool changes you came up with.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: RyanSAngel on 2024-01-31 17:31:07
Hello, I was playing your 1.5 version of New Threat before receiving the "Save File Invalid" error when attempting to load my save. Any idea what's going on?

I stopped at the first save point inside Corel Prison.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Sega Chief on 2024-02-01 11:58:27
Hey Sega
As you said I was able to walk straight into the lab and get that scene, after returning I would get the crash, I did have a few other mods enable at the time

Spoiler: show
7th Heaven Version: 3.2.0.0

# [Tsunamods] Wizard Staff
   ID: 8c1020f8-562c-4a1e-87ab-dd328c0aa567
   Version: 1.70
   Is Active: True
   "Spell Names"  (Spells)   = True    (1)       
# [Tsunamods] Cosmo Memory
   ID: 2e4c6623-97b9-4d5c-b2f3-b4f24f06a911
   Version: 1.13
   Is Active: False
   "Center Battle SFX"    (Center)      = True               (1)       
   "Menu Sounds"          (Sound)       = "Updated Vanilla"  (1)       
   "Voiced Attacks"       (Grunts)      = False              (0)       
   "Field Ambience"       (FA)          = True               (1)       
   "Battle Ambience"      (BA)          = True               (1)       
   "Movie Sounds"         (FMV)         = True               (1)       
   "Field Footsteps"      (Footsteps)   = True               (1)       
   "World Map Footsteps"  (WM)          = True               (1)       
# Cosmos FMV (30 fps)
   ID: 4309613f-d6b3-4e0a-a5c7-6af71da34d7d
   Version: 1.02
   Is Active: True
   "character type"  (CHARACTER_TYPE)   = "Original + ChaOS"  (1)       
# 60/30 FPS Animations for New Threat 2.0
   ID: c8234df3-ff27-4df4-8cb2-70e7bb021d78
   Version: 1.01
   Is Active: False
   "New Threat 2.0 FPS Mode"  (Mode)   = "60 FPS Mode"  (1)       
# 60/30 FPS Gameplay
   ID: c0d1e191-a251-465d-8a3c-a3be5366d849
   Version: 1.12
   Is Active: False
   "FPS Mode"                           (FPSMode)      = "Full 60 FPS"             (3)       
   "Field mode 60 FPS Fix"              (FlevelFix)    = False                     (0)       
   "Advanced Field Animation (60 FPS)"  (AdvancedFA)   = "NinostyleHD animations"  (2)       
# Ninostyle Battle
   ID: 2b25060c-c60e-426e-ac46-f85439e903e3
   Version: 23.0701
   Is Active: True
   "Cloud"                (Cloud)        = "Nino Cloud"        (1)       
   "Barret"               (Barret)       = "Nino Barret v3.0"  (1)       
   "Tifa"                 (Tifa)         = "Nino Tifa"         (1)       
   "Aerith"               (Aerith)       = "Nino Aerith"       (1)       
   "Red XIII"             (Red XIII)     = "Nino Red XIII"     (1)       
   "Yuffie"               (Yuffie)       = "Nino Yuffie"       (1)       
   "Cait Sith"            (Cait Sith)    = "Nino Cait Sith"    (1)       
   "Vincent"              (Vincent)      = "Nino Vincent"      (1)       
   "Cid"                  (Cid)          = "Nino Cid"          (1)       
   "Sephiroth"            (Sephiroth)    = "Nino Sephiroth"    (1)       
   "Jessie Mod"           (Jessie Mod)   = "No Change"         (0)       
   "Other"                (Other)        = "Nino Other"        (1)       
   "Ansgar's Busterizer"  (busterizer)   = False               (0)       
# [Tsunamods] SYW Unified Battle Textures
   ID: 50000000-5555-ff75-5775-700000000001
   Version: 1.03
   Is Active: True
   "SYW Unified Battle Textures"  (FF7SYWU)   = True    (1)       
# Remako HD
   ID: 58fa1e13-0b18-4172-87c3-56ff3195083c
   Version: 2.0
   Is Active: False
   "Remako HD Battle Textures"  (BattleTextures)   = "1 - [4x Upscale] Remako HD"  (1)       
# Ninostyle Chibi
   ID: 2b25060c-c60e-426e-ac46-f85439e903e2
   Version: 23.0305
   Is Active: False
   "Chibi Field and World Models"  (fb)                = "On"                           (1)       
   "L@zar0's Upgrades"             (lazaro)            = "On"                           (1)       
   "Efryt's Little Work"           (efryt fb)          = "On"                           (1)       
   "Tifa Remake Outfit"            (alt tifa)          = "Off"                          (0)       
   "Dynamic Weapons (BETA)"        (Dynamic Weapons)   = "Dynamic Weapons - On"         (1)       
   "Buggy"                         (buggy)             = "Original Colors - NinoStyle"  (1)       
   "Chocobo"                       (chocobo)           = "NinoStyle"                    (2)       
   "Highwind"                      (highwind)          = "NinoStyle"                    (1)       
   "Submarine"                     (submarine)         = "NinoStyle"                    (1)       
   "Tiny Bronco"                   (tiny_bronco)       = "NinoStyle"                    (1)       
   "Cargo Ship"                    (cargo_ship)        = "NinoStyle"                    (1)       
   "Gelnika"                       (gelnika)           = "NinoStyle"                    (1)       
# Ninostyle HD
   ID: 2b25060c-c60e-426e-ac46-f85439e903e9
   Version: 23.0305
   Is Active: True
   "======HD Field Models======"  (HD Field Models)   = ""                                 (0)       
   "Cloud"                        (Cloud)             = "Nino Cloud With Dynamic Weapons"  (2)       
   "Barret"                       (Barret)            = "Nino Barret v3.0"                 (1)       
   "Tifa"                         (Tifa)              = "Nino Tifa"                        (1)       
   "Aerith"                       (Aerith)            = "Nino Aerith"                      (1)       
   "Red XIII"                     (Red XIII)          = "Nino Red XIII"                    (1)       
   "Yuffie"                       (Yuffie)            = "Nino Yuffie"                      (1)       
   "Cait Sith"                    (Cait Sith)         = "Nino Cait Sith"                   (1)       
   "Vincent"                      (Vincent)           = "Nino Vincent"                     (1)       
   "Cid"                          (Cid)               = "Nino Cid"                         (1)       
   "Sephiroth"                    (Sephiroth)         = "Nino Sephiroth"                   (1)       
   "Zack"                         (Zack)              = "Nino Zack"                        (1)       
   "Other"                        (Other)             = "Nino Other"                       (1)       
   "======NPC's======"            (NPC's)             = ""                                 (0)       
   "Base"                         (models_base)       = "Kaldarasha"                       (1)       
   "Biggs"                        (models_biggs)      = "Kaldarasha"                       (1)       
   "Jessie"                       (models_jessie)     = "Kaldarasha"                       (1)       
   "Wedge"                        (models_wedge)      = "Kaldarasha"                       (1)       
   "======HD World Models======"  (World)             = ""                                 (0)       
   "Cid"                          (cid_world)         = "Cid"                              (1)       
   "Cloud"                        (cloud_world)       = "Cloud"                            (1)       
   "Tifa"                         (tifa_world)        = "Tifa"                             (1)       
   "======Minigame======"         (Minigame)          = ""                                 (0)       
   "Minigame"                     (minigames)         = "On"                               (1)       
   "======Vehicles======"         (Vehicles)          = ""                                 (0)       
   "Buggy"                        (buggy)             = "Original Colors - NinoStyle"      (1)       
   "Chocobo"                      (chocobo)           = "NinoStyle"                        (2)       
   "Highwind"                     (highwind)          = "NinoStyle"                        (1)       
   "Submarine"                    (submarine)         = "NinoStyle"                        (1)       
   "Tiny Bronco"                  (tiny_bronco)       = "NinoStyle"                        (1)       
   "Cargo Ship"                   (cargo_ship)        = "NinoStyle"                        (1)       
   "Gelnika"                      (gelnika)           = "NinoStyle"                        (1)       
# [Tsunamods] SYW Unified Field Textures
   ID: 50000000-5555-ff75-5776-720000000002
   Version: 1.03
   Is Active: True
   "Advanced Texture Animations"  (ATA)   = "Recommended (99% Animated Fields)"  (1)       
# Remako HD
   ID: c4660557-8668-4dbc-a45c-80e2574c0088
   Version: 2.0
   Is Active: False
   "Remako HD Field Textures"  (FieldTextures)   = ""      (2)       
# Postscriptthree's Gameplay Tweaks
   ID: 5f9f1ce0-a402-46e1-b8af-e4c09f7c40a8
   Version: 1.24
   Is Active: True
   "Multi-Linked Slots"                       (MLS)                   = "Enabled"                          (1)       
   "======Gameplay Adjustments======"         (Gameplay)              = ""                                 (0)       
   "True Wait Mode"                           (TrueWait)              = "Off"                              (0)       
   "Break Damage/HP Limit"                    (BDL)                   = "Off"                              (0)       
   "In-Battle PHS"                            (BattlePHS)             = False                              (0)       
   "Party Randomizer"                         (PartyRandomizer)       = False                              (0)       
   "Battle Randomizer"                        (BattleRando)           = "Off"                              (0)       
   "Solo Challenge"                           (SoloChallenge)         = "Off"                              (0)       
   "Limit Command Rework"                     (LimitOverhaul)         = True                               (1)       
   "Counters Add Effects"                     (CAE)                   = True                               (1)       
   "More Materia Pairs"                       (MorePairs)             = True                               (1)       
   "======Quality of Life/Convenience======"  (QOL)                   = ""                                 (0)       
   "Sense Adjustments"                        (Sense)                 = "Off"                              (0)       
   "Battle Animation Skip"                    (AnimationSkip)         = "Off"                              (0)       
   "Dialogue Turbo"                           (DialogueMash)          = "Off"                              (0)       
   "EXP Share"                                (EXPShare)              = "Inactive characters get full AP"  (2)       
   "Party Leader Override"                    (PartyLeaderOverride)   = "Off"                              (0)       
   "No Battle Music"                          (NBM)                   = False                              (0)       
   "Specific Music Fix"                       (MusicFix)              = False                              (0)       
   "======Balance Adjustments======"          (Balance)               = ""                                 (0)       
   "Enemy Speed Multiplier"                   (SpeedMult)             = "Off"                              (0)       
   "Easier Steals"                            (StealModifier)         = "Add Luck To Level"                (4)       
   "Status Speed Multiplier"                  (StatusSpeedMult)       = "Normal Speed"                     (0)       
   "Morph Damage Adjuster"                    (MorphMult)             = "No Change (1/8)"                  (0)       
# KACTUAR - Controller and Keyboard Icons
   ID: 3cbb8a22-3f87-483d-ab8c-81089a875f23
   Version: 1
   Is Active: True
   "1. Modify Dialogue Script"       (script)       = True               (1)       
   "2. Controller / Keyboard icons"  (controller)   = "PS5 - DualSense"  (3)       
   "3. Confirm Button "              (confirm)      = "Swapped"          (1)       
   "4. Change Font"                  (font)         = "HD Font"          (1)       
# New Threat 2.0
   ID: efc4bc61-7f80-4635-b583-f52c5c9d239f
   Version: 2.099973
   Is Active: True
   "Multi-Linked Slots"           (MLS)        = True    (1)       
   "Difficulty Modifier"          (ODM)        = "Off"   (0)       
   "New Threat Mod - Core Files"  (gameplay)   = True    (1)       
# [Tsunamods] SYW Unified Minigames Textures
   ID: 50000000-5555-ff75-5775-720000000004
   Version: 1.04
   Is Active: True
   "SYW Unified Minigames Textures"  (SYWU)   = "English"  (1)       
# [Tsunamods] SYW Unified Spell Textures
   ID: 50000000-5555-ff75-5775-700000000003
   Version: 1.03
   Is Active: True
   "HD Spell textures"  (FF7SYWU)   = "English"  (1)       
# [Tsunamods] Phoenix Tail Avatars
   ID: 0487ed29-510a-43bb-99b2-a612d7df8d01
   Version: 4.02
   Is Active: False
   "Phoenix Tail"                (Avatars)            = "Phoenix Tail Type A"            (1)       
   "Dialogue/Battle Avatars"     (Dialogue Avatars)   = "Mini Phoenix Tail Off"          (0)       
   "Dialogue Avatars Animation"  (Dialogue Cursor)    = "Mini Phoenix Tail Mini Cursor"  (1)       
   "Remove Names"                (Remove Names)       = "Remove Names"                   (1)       
# [Tsunamods] SYW Unified UI
   ID: 50000000-5555-ff75-5775-722000000010
   Version: 1.04
   Is Active: True
   "HD Fonts and icons"        (FF7SYWUFonts)       = "English HD Fonts and icons"  (1)       
   "HD avatars"                (FF7SYWUAvatar)      = True                          (1)       
   "HD credits"                (FF7SYWUCredits)     = "English HD credits"          (1)       
   "HD game over screen"       (FF7SYWUOver)        = "English HD game over"        (1)       
   "HD indicators"             (FF7SYWUIndicator)   = True                          (1)       
   "HD new game buster sword"  (FF7SYWUBuster)      = True                          (1)       
# [Tsunamods] SYW Unified Worldmap Textures
   ID: 50000000-5555-ff75-5775-700000000006
   Version: 1.03
   Is Active: True
   "SYW Unified Worldmap Textures"  (SYWU)   = True    (1)       
# Remako [4x Upscale] World Textures
   ID: 98491fb3-ab39-4ca0-a9aa-2e956be7377e
   Version: 2.0
   Is Active: False
   "World Textures"  (World Textures)   = "[4x Upscale] Remako HD - CaptRobau"  (1)       
# Gameplay Tweaks - Qhimm Catalog
   ID: 7c989c70-8381-4a5f-a2d8-3d22dc8f6042
   Version: 4.035
   Is Active: True
   "======Tweaks======"             (Tweaker)                = ""          (0)       
   "Always Run (PC)"                (Always Run)             = False       (0)       
   "Always Run (STEAM DECK)"        (Always Deck)            = False       (0)       
   "Clock Fix"                      (Clock Fix)              = False       (0)       
   "Great Glacier Unlimited Steps"  (glacier)                = False       (0)       
   "Increase Sense Limit"           (Increase Sense Limit)   = False       (0)       
   "Invincible"                     (Invincible)             = False       (0)       
   "Lock Inventory"                 (Lock Inventory)         = False       (0)       
   "Lucky Cait Sith"                (Lucky Cait Sith)        = False       (0)       
   "Lucky Tifa"                     (Lucky Tifa)             = True        (1)       
   "Save/PHS Anywhere"              (Save/PHS Anywhere)      = False       (0)       
   "Sync Barret Opening"            (Sync Barret Opening)    = False       (0)       
   "======Stats======"              (Stats)                  = ""          (0)       
   "AP Boost"                       (AP Boost)               = "No Boost"  (0)       
   "EXP Boost"                      (EXP Boost)              = "No Boost"  (0)       
   "Enemy HP Boost"                 (Enemy HP)               = "No Boost"  (0)       
   "Enemy Level Boost"              (Enemy Level)            = "No Boost"  (0)       

Unfortunately since then I've disabled the mod and recruited him the vanilla way and reactivated the mod afterward, so I'm not sure I have a save ate the exact time this problem is occurring
I can send you a save that is a bit before that if that would help?

No worries about the save file, another player had the same issue and they isolated it down to the Kactuar mod; game text and event scripts live in the same 'chunk' so in order to update text with button icons, field scripts also get overwritten. I think Kactuar has a NT compat option where it avoids doing that and just updates the actual icon images, as NT adds button icons to its own text. Make sure that compat option is enabled in Kactuar, or if you experience any further issues consider deactivating it.

I'm doing a full series run where I get all the achievements on Steam for every game.

I loved New Threat when I last played it, and I'm excited to see what has changed in the 2.0 version. Will it be possible to earn all the achievements while also playing New Threat, or does it break/invalidate some of them? I was planning to do scenario B because I want to see all the cool changes you came up with.

I think it breaks some of them, usually the ones to do with event progression or killing certain bosses. Some are unaffected, but others won't trigger.

Hello, I was playing your 1.5 version of New Threat before receiving the "Save File Invalid" error when attempting to load my save. Any idea what's going on?

I stopped at the first save point inside Corel Prison.

It's very unusual for a save file to get corrupted; was the game interrupted while it was saving? You may need to use a tool like Black Chocobo to try and salvage it. If that's a no go, then send it to me and I'll see what I can do with it. If it can't be fixed then I can send you one of my old 1.5 saves in that location.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9998)
Post by: Final_Figue on 2024-02-01 17:04:39
Hello Sega.

Thank you for the update, but there is a problem, I can´t make the update. In the catalog you can see the v2.0.9998 but inside your Mods list I see only the v2.0.99974 version. I click on update and there is a message above:

Error installing New Threat 2.0 - The mod is queued for install.

I already erase the mod from my list and download it again but It´s the same. I close 7H but the problem is still there.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9998)
Post by: Sega Chief on 2024-02-01 21:17:00
Hello Sega.

Thank you for the update, but there is a problem, I can´t make the update. In the catalog you can see the v2.0.9998 but inside your Mods list I see only the v2.0.99974 version. I click on update and there is a message above:

Error installing New Threat 2.0 - The mod is queued for install.

I already erase the mod from my list and download it again but It´s the same. I close 7H but the problem is still there.

Have updated the ver number.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9998)
Post by: Final_Figue on 2024-02-01 21:31:44
Indeed, It works fine now, thank you so much.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9998)
Post by: sunjo on 2024-02-02 02:29:53
Hey everyone. I recently started a New Threat 2.0 Type B run a few days ago and I'm absolutely loving this mod. Everything was going perfectly smooth without any issues/bugs until I got to Junon after Cloud gives Sephiroth the Black Materia and you wake up as Tifa after the cutscene. I speak with Barret and once I get control of him, I walk to the media room where Tifa is going to be executed. I watch the dialogue play out and after failing to open the door to the room Tifa is locked in, Cait Sith and Aeris join back up so I now have my full party. I exit the media room and I know I am suppose to turn right to go down the hall and exit to the outside area of Junon. This is exactly where the problem occurred. The game would not allow me to enter to the outside area of Junon like an invisible wall was blocking me. I will note I was speeding up the dialogue and Weapon cutscene with 12x speedhack.

My first time encountering this, I was basically softlocked and couldn't progress the game since the media room is locked and the previous rooms all the way back to the main conference room where Rufus and Heidegger are watching Weapon out the window also lead to more locked doors. I was forced to reload a previous save I had just before the whole Black Materia cutscene. I progressed back to this point and this time I did not use speedhack at all during the media room dialogue and only used it to speed up the long Weapon cutscene. I was able to successfully exit to the outside area of Junon this time but ran into another problem: my Barret was completely invisible. I was somehow able to navigate him, despite being invisible, to the elevator/lift type thing but then the game hardlocked once the lift ended. The game wasn't frozen but I was unable to do anything. I couldn't open the menu or pause or anything like that.

I'm wondering if having Aeris in my party is the root cause since she's suppose to be dead? Curious to hear if this has happened to anyone else.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
Post by: Ubz on 2024-02-02 14:45:43
Thank you for responding:

1) Okay. Checking the bosses will probably be a lot of work as there is no wiki on changes and I do not want to get spoiled. I do not know how to analyse save files, and I am not so familiar with game as to notice the differences immediately.

But more pressingly:

2) I tried autosort, which did not work, and then deleted all of my current mods on 7th Heaven and reinstalled new threat 2.0 and the issue is still happening. To be clear: New game -> gametype A (or choose B does not matter) -> return -> (moves to exp toggle and hard mode menu) -> return to game type select -> (opening fmv plays and game begins)

Interestingly, I selected normal or hard difficulty and the return option on the submenu DOES bring me back, so I am beginning to suspect something wrong with the newest update or something (to be clear, I am on version 2.099973. I'll try doing a full reinstall of FFVII at some point if I can be arsed, but would be nice if someone could confirm it IS just me.

Honestly, I can probably still play the game, but it makes me wonder what other issues I could be vulnerable to if indeed my installation is borked.

I uninstalled and deleted the game, uninstalled 7th Heaven and tried to delete any traces, reinstalled the game and used the standalone installer this time. Still the same issue is occurring. Could someone else see if they can reproduce the error by doing the bolded above? I'd like to know if this problem is just me. Thanks.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9998)
Post by: Sega Chief on 2024-02-02 23:13:27
Hey everyone. I recently started a New Threat 2.0 Type B run a few days ago and I'm absolutely loving this mod. Everything was going perfectly smooth without any issues/bugs until I got to Junon after Cloud gives Sephiroth the Black Materia and you wake up as Tifa after the cutscene. I speak with Barret and once I get control of him, I walk to the media room where Tifa is going to be executed. I watch the dialogue play out and after failing to open the door to the room Tifa is locked in, Cait Sith and Aeris join back up so I now have my full party. I exit the media room and I know I am suppose to turn right to go down the hall and exit to the outside area of Junon. This is exactly where the problem occurred. The game would not allow me to enter to the outside area of Junon like an invisible wall was blocking me. I will note I was speeding up the dialogue and Weapon cutscene with 12x speedhack.

My first time encountering this, I was basically softlocked and couldn't progress the game since the media room is locked and the previous rooms all the way back to the main conference room where Rufus and Heidegger are watching Weapon out the window also lead to more locked doors. I was forced to reload a previous save I had just before the whole Black Materia cutscene. I progressed back to this point and this time I did not use speedhack at all during the media room dialogue and only used it to speed up the long Weapon cutscene. I was able to successfully exit to the outside area of Junon this time but ran into another problem: my Barret was completely invisible. I was somehow able to navigate him, despite being invisible, to the elevator/lift type thing but then the game hardlocked once the lift ended. The game wasn't frozen but I was unable to do anything. I couldn't open the menu or pause or anything like that.

I'm wondering if having Aeris in my party is the root cause since she's suppose to be dead? Curious to hear if this has happened to anyone else.

In NT, after leaving the conference room you're supposed to head back to where Rufus & Heidegger are; a brief scene should play prompting the player to check the computer terminals on the left. Did that not happen or did you skip past it by accident?

I've uploaded an image with some arrows indicating where to check (don't try to go through the door on the right, it's locked):
(https://i.imgur.com/mOw5qqs.png)

How did you get to the outside of Junon though?

I uninstalled and deleted the game, uninstalled 7th Heaven and tried to delete any traces, reinstalled the game and used the standalone installer this time. Still the same issue is occurring. Could someone else see if they can reproduce the error by doing the bolded above? I'd like to know if this problem is just me. Thanks.

I've replicated the bug; can probably fix it tomorrow.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9998)
Post by: sunjo on 2024-02-03 00:39:23
So yeah... I figured out I needed to visit the consoles in your screenshot and was able to progress the game forward. I have no idea how I was able to exit to the outside of Junon through that right hallway. After I was softlocked the first time, I reloaded and didn't use 12x speedhack and for some reason, the game let me go through that exit and that's when my Barret was invisible.

Funnily enough, after I progressed past the consoles and got the part where I am Tifa in the gas room, I got stuck again... lol. So I didn't realize I needed to press the yellow button and first tried to exit the room with 12x speedhack enabled and my Tifa somehow glitched into a tight spot in the doorway to the point where she couldn't move. I had to exit and reload again. I guess I'm good at mistakenly getting softlocked.

I have noticed that using 12x speedhack doesn't allow you to complete certain commands at specific moments. For example, when I was jumping across the stones right before the Aerith scene in the Lost Temple, my Cloud wouldn't jump to the next stone after the second or third one... I can't recall which specific one. It wasn't until I lowered the speed back down to 1.0 was I able to get Cloud to jump to the next stone. I'm wondering if my softlocks in Junon Escape part is due to 12x speedhack.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9998)
Post by: wdx on 2024-02-05 12:06:50
speedhack.

can cause clipping issues, it also can cause issues with vechiles going on/off them and a few other things too. 3x seems ok (if not using 60fps mod).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9998)
Post by: Seraph_Sephiroth on 2024-02-06 15:33:50
Thanks for the mod! I've been playing NT 2.0 version A for quite a while now, and I've had a great time so far. The story seems to make much more sense this time. I compared the dialogue scenes with the vanilla ones, and it seems you've added quite a lot of exposition to make it easier to follow what's going on.

There's two scenes that break the immersion a bit, though.
Spoiler: show
When Cait Sith sacrifices himself at the Temple of the Ancients, you'll see Cait Sith v2 appearing while Cloud is having a meltdown and he's beating up Aerith. I can see the point of removing his appearance there, but now, you don't see Cait v2 appearing anywhere. So when you wake up in Gongaga and can add Cait Sith back to the party with PHS, it feels weird, since you're like, "Wasn't his body destroyed? Why can you add him back to the party as if nothing happened?" My suggestion would be to have your party members appear in the village part of Gongaga, including Cait Sith, and when you talk to him, he says he's the next version of Cait. This way, you'll get the feeling that the game acknowledges that he's back, and lets the gamer know that he can be readded to the party.

Same for Aerith's death scene if you manage to save her. After Disc 1 ends, you can add Aerith back to the party, and she'll fight along as if nothing happened, even though a while ago, she was unconscious after the Jenova battle. Cloud and Aerith never have a "Are you okay? I thought you were a goner for a while" conversation later in the game. Would it be possible for Cloud and Aerith to have some kind of dialogue before leaving the Forgotten Capital? Maybe when Sephiroth tells Cloud to go North, Aerith could catch up with the party and say something. Cloud could go like, "You almost died! I can't risk you coming along, it's too dangerous!", with Aerith responding something like, "Oh, shut it. I'm alright, let's go!" This lets the player know Aerith is okay now, and can be added to the party again.


To summarize, it would be nice if you added some extra dialogue to the scenes when those two characters rejoin the party after their "deaths", so the gamer wouldn't feel like the game acts as if nothing happened to them.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9998)
Post by: iL03t on 2024-02-07 17:38:24
Tried using 2.0 with Godo randomizer and won't work. Not sure if it's godo or 2.0. Would like to play randomizer with 2.0 if anyone knows a fix.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9998)
Post by: Sega Chief on 2024-02-10 20:32:11
Thanks for the mod! I've been playing NT 2.0 version A for quite a while now, and I've had a great time so far. The story seems to make much more sense this time. I compared the dialogue scenes with the vanilla ones, and it seems you've added quite a lot of exposition to make it easier to follow what's going on.

There's two scenes that break the immersion a bit, though.
Spoiler: show
When Cait Sith sacrifices himself at the Temple of the Ancients, you'll see Cait Sith v2 appearing while Cloud is having a meltdown and he's beating up Aerith. I can see the point of removing his appearance there, but now, you don't see Cait v2 appearing anywhere. So when you wake up in Gongaga and can add Cait Sith back to the party with PHS, it feels weird, since you're like, "Wasn't his body destroyed? Why can you add him back to the party as if nothing happened?" My suggestion would be to have your party members appear in the village part of Gongaga, including Cait Sith, and when you talk to him, he says he's the next version of Cait. This way, you'll get the feeling that the game acknowledges that he's back, and lets the gamer know that he can be readded to the party.

Same for Aerith's death scene if you manage to save her. After Disc 1 ends, you can add Aerith back to the party, and she'll fight along as if nothing happened, even though a while ago, she was unconscious after the Jenova battle. Cloud and Aerith never have a "Are you okay? I thought you were a goner for a while" conversation later in the game. Would it be possible for Cloud and Aerith to have some kind of dialogue before leaving the Forgotten Capital? Maybe when Sephiroth tells Cloud to go North, Aerith could catch up with the party and say something. Cloud could go like, "You almost died! I can't risk you coming along, it's too dangerous!", with Aerith responding something like, "Oh, shut it. I'm alright, let's go!" This lets the player know Aerith is okay now, and can be added to the party again.


To summarize, it would be nice if you added some extra dialogue to the scenes when those two characters rejoin the party after their "deaths", so the gamer wouldn't feel like the game acts as if nothing happened to them.

I've added something for Cait #2; the other one might be a bit more trouble though so maybe later.

Tried using 2.0 with Godo randomizer and won't work. Not sure if it's godo or 2.0. Would like to play randomizer with 2.0 if anyone knows a fix.

It'll prob be the randomiser; try not having the RNG seed option ticked as that seems to render the kernel inoperable. I'll have a revised build of the randomiser out soonish that has better support for different files, etc.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Final_Figue on 2024-02-11 02:01:05
Hello Sega Chief.

Thank you for the new update. I have a doubt: Did you change the location of "Added Steal"? The materia was in the abandon train station.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: biohazardtx on 2024-02-11 05:27:21
Hey Sega,

Thank you for all your work on these awesome mods and the randomizers.

I'm playing NT 2.0 Vanilla Combat Type A and I'm through Junon and I haven't found an Enemy Skill materia yet.  Have they all been removed?

Are there more All materia? I've only seen one so far
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: wdx on 2024-02-11 08:05:00
Hello Sega Chief.

Thank you for the new update. I have a doubt: Did you change the location of "Added Steal"? The materia was in the abandon train station.

that depends on which mode your playing normal/hard.
Spoiler: show
 you could toggle mode (and pick up)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Seraph_Sephiroth on 2024-02-11 08:51:26
Thanks for the new patch!

I've got a question about the ability Goblin Song: the description says it "rouses KO'd allies", so how do you use it? I've tried to use it on all party members several times, but so far, it does nothing to characters that are at 0 HP, and misses all the other characters.

Something else I noticed: Aerith is able to equip Cid's Scimitar. Is this a bug or an intended feature?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: wdx on 2024-02-11 11:46:07
Thanks for the new patch!

I've got a question about the ability Goblin Song: the description says it "rouses KO'd allies", so how do you use it? I've tried to use it on all party members several times, but so far, it does nothing to characters that are at 0 HP, and misses all the other characters.

Something else I noticed: Aerith is able to equip Cid's Scimitar. Is this a bug or an intended feature?

there was a change a little while ago to goblin song as per patch notes, it no longer rouses ko'd allies. maybe another mod spell names or something is using old description if have installed too.  Should of beeen Annoys enemies, which means inflicting fury status, would make them miss more and i believe (not 100% on this) take a little more dmg.

regarding other question that is intended, she can equip several of cids weapons mostly halbreg styled due to being
Spoiler: show
 able to continue with story progression end disc1, needed a few extra weapons
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Sega Chief on 2024-02-11 15:20:37
Hey Sega,

Thank you for all your work on these awesome mods and the randomizers.

I'm playing NT 2.0 Vanilla Combat Type A and I'm through Junon and I haven't found an Enemy Skill materia yet.  Have they all been removed?

Are there more All materia? I've only seen one so far

I just realised that there won't be one, as I had it set on Red XIII as his initial equipment and removed the other instances of Enemy Skill from the game. However with it being vanilla combat, he won't have it equipped. You may need to add it via a save editor. I can probably distribute more All Materia as well into the actual field screens too as I think some were shifted onto character equipment.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Final_Figue on 2024-02-12 01:41:23
Quote
that depends on which mode your playing normal/hard.

Thank you for the explanation wdx, It´s all clear now.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: PolygonFlux on 2024-02-12 15:10:11
So, I'm playing New Threat 2.0 Vanilla Combat, Path A.
I got to the Shinra building, and on Floor 65 there was an enemy to face Infront of the diorama room. I gave it a go and promptly died and then was revived.

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

Anyway, I reloaded my save on Floor 64, and didn't fight the enemy on Floor 65 this time. The conference played out as normal, referencing Aerith being captured. Tifa was not swapped out of my party.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: KomradKrunch on 2024-02-12 15:40:43
Hi Sega,

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

Am I misremembering that fight/is that an intended change?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Sega Chief on 2024-02-13 01:17:49
Hi Sega,

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

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

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

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

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

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

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

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

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

This is a very good example of how bad coding practices can come back to bite you eventually.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: wdx on 2024-02-13 08:51:54
I don't think I had anything like that set up, but what I could do is max the steal chance and then have him react to the Steal command to disable the Reflect.

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

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

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

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

could swear depended on which side you cast from left or right with the direction boss was facing too?

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: themefund on 2024-02-13 13:23:17
When attempting to download from 7th Heaven v3.3.1.0 I get the following error message:

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

What should I do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: wdx on 2024-02-14 10:24:46
When attempting to download from 7th Heaven v3.3.1.0 I get the following error message:

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

What should I do?

in the initial post: there are mega links. try those. download then import the iro via clicking on the iro files themselves after downloaded.  if that doesnt work right hand side near top within 7th heaven has import button browse to the IRO downloaded and import that.  failing above, if you nip onto qhimms discords new threat channel there is an IRO posted within there which can download then import via above methods.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Angelsfury on 2024-02-14 16:02:14
I just realized that there won't be one, as I had it set on Red XIII as his initial equipment and removed the other instances of Enemy Skill from the game. However with it being vanilla combat, he won't have it equipped. You may need to add it via a save editor. I can probably distribute more All Materia as well into the actual field screens too as I think some were shifted onto character equipment.

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

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

Is there any way to separate them out of the other Field Scripting changes and QoL updates (be that in an IRO toggle, global shift to the Combat Only version, or on an individual users mod setup)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Sega Chief on 2024-02-16 03:36:59
When attempting to download from 7th Heaven v3.3.1.0 I get the following error message:

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

What should I do?

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

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

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

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

I'm not 100% on what you mean; do you mean the Materia placements in Vanilla Combat? I could go about setting that up, as I need to set Enemy Skill down again as it's currently unobtainable in it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: KomradKrunch on 2024-02-17 05:55:43
I don't think I had anything like that set up, but what I could do is max the steal chance and then have him react to the Steal command to disable the Reflect.

Oh interesting; I must have made that memory up, lol. But that would be a cool gimmick to add to an already gimmicky fight!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: rufusluciusivan on 2024-02-17 13:15:44
Hello everyone! Got in the mood to play some FF7 again just for fun. Still having a blast.^^ I think the idea Seraph Sephiroth mentioned to add a quick scene with Cait Sith #2 and then later an other with the spoiler-y character at the City of the Ancients is great. I just fought Demon Wall. I don't know if I didn't update my New Threat correctly, but I didn't come across Cait Sith #2 at Gongaga. (Type A playthrough by the way.) Did someone else already try that part?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Alaboboli on 2024-02-17 13:23:22
Hello everyone! Ive been playing New threat for about 3 weeks now and im loving it. The reason im posting this is to inquire about the location of barrets weapons missing score. The documentaion says "Missing Score - X-ATM Scorpion(D)" but I cant seem to decipher the location. The other item I wanted to inquire about is the W-attack materia. The documentation says "W-Attack - Sacred Cave" but i cant seem to place my finger on that location. I hope this is the right place to post this and would appreciate any help! thanks
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: PolygonFlux on 2024-02-17 22:42:34
Just popping in to report another bug. NT 2.0, Vanilla Combat, Path A.

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

No way to progress through this battle, other than to avoid this scenario altogether. However this means missing out on items on this route.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Seraph_Sephiroth on 2024-02-18 19:53:06
What is up with Quadra Magic? When I use magic that has been linked to it, the spell is cast 8 times rather than 4 times.

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

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


One of the lategame sidequests was obtaining the W-Item. Has the mod been balanced around using or not using the W-Item duplication glitch, that is, can I beat all the superbosses without requiring excessive grinding to farm Megalixirs, Hero Drinks and Gospel Sparks?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Final_Figue on 2024-02-19 01:02:51
Hello Seraph_Sephiroth.

Quote
can I beat all the superbosses without requiring excessive grinding to farm Megalixirs, Hero Drinks and Gospel Sparks?

Spoiler: show
An easy way is use "Throw" materia in Second Star: "Coin", if you have three of this materia in every character you can
inflict a damage of 29,997 hp in one turn, in fact this technique avoid high defense, even Emerald and Ruby weapon recieve the entire damage.

Other way could be use "Sneak attack", again, in every character, you can use a lot of Summons or use other convinantions.

By the way, after use Sneak attack you can use the Limit Break of every character.


I hope these recomendations help you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: wdx on 2024-02-19 11:15:15
What is up with Quadra Magic? When I use magic that has been linked to it, the spell is cast 8 times rather than 4 times.

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

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


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

quadra magic was 'upgraded' to octo magic in a fairly recent update to the mod.  likely if still says quadra it will be a different mod which is causing to be displayed incorrectly.
regards grinding there really is no need for any grinding what so ever. materia / equipment is more important than levels etc, the mod can be beating without gaining exp for the entire run (which does require item farming) you should be able to beat superbosses without any of the above items that you mentioned above.   i've sucessfully done a lvl6 playthrough (exception barret and tifa they start game at lvl7) typeb without using w-item glitch on hard mode typeb nor using SP upgrade system.

regarding the return to nibelheim
Spoiler: show
 you can win the gauntlet of fights, however the reward is same for win/lose 

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Seraph_Sephiroth on 2024-02-19 14:03:06
quadra magic was 'upgraded' to octo magic in a fairly recent update to the mod.  likely if still says quadra it will be a different mod which is causing to be displayed incorrectly.
regards grinding there really is no need for any grinding what so ever. 

The problem was likely caused by either the Finishing Touch or Cosmo Memory mod. They both got an update today, and now Quadra Magic shows as Octo Magic.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Iecerint on 2024-02-20 22:06:59
I'm playing New Threat 2.0 Combat Only with Echo-S. I had a random encounter with Shin Godo in the Corel Prison area while I had Yuffie and Barret in my party. I'm assuming this is a glitch as it looks like this is supposed to be the Yuffie endgame ultimate weapon fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: SkittyKittles on 2024-02-21 07:11:13
Hello. I'm playing New threat 2.0 vanilla combat and just got passed the gold saucer prison and acess to the buggy, went to Gonganga and I assume it's a part of this mod as it's been forever since I played the actual game on ps1 but Scarlet sends out a silver version of the buggy and the game crashes when the battle starts. I'm guessing it's not part of vanilla and that's why it crashes?.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Final_Figue on 2024-02-21 12:56:38
Hello SkittyKittles.

Quote
I'm guessing it's not part of vanilla and that's why it crashes?.

Just in case: Are you using the option "Save anywhere"? If you do you have to close the game (not reset) and then use your save file. If you don´t you´ll see a black screen.


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

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

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

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

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

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

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


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

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

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


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

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

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

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

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

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

Something I've missed while pruning out NT encounters for vanilla combat; I'll remove it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Sega Chief on 2024-02-21 14:01:25
I've updated 2.0's Vanilla Combat and Combat Only:

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

CO
*) Restored the Cactuar formation for Corel Desert prison
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: SkittyKittles on 2024-02-21 14:16:59
Hello SkittyKittles.

Just in case: Are you using the option "Save anywhere"? If you do you have to close the game (not reset) and then use your save file. If you don´t you´ll see a black screen.
Nah I don't have have a mod to save anywhere, the only option for new threat 2.0 vanilla combat in 7th heaven is "new threat mod - core files" that I have turned on. Luckily there's a save point just before the encounter so the crash isn't to much of a issue. Though for a completionist who likes to explore and collect every item I must needs explore that areas ;)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: SkittyKittles on 2024-02-22 02:56:20
I've updated 2.0's Vanilla Combat and Combat Only:

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

CO
*) Restored the Cactuar formation for Corel Desert prison

Sorry to bug you with another "Bug" report so soon after posting yesterday. Can confirm the update yesterday fixed the crash by removing the type b route at the reactor. However I noticed few more odd things, firstly I never encountered the turks in the forest in Gonganga the encounter Rude saids he likes tifa then a battle starts.


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

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

I feel like somehow along the way my save switched from type A to type B..
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Deathlike2 on 2024-02-25 00:01:15
Hello,

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

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

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

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

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

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

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

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

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


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

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

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


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

Hello,

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

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

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

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

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

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

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

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

Thanks for your time.


Ah this used to come up in the past but I had trouble replicating it; I'll try it out with the mods you mentioned and see if I can fix it this time.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Deathlike2 on 2024-02-25 01:09:11
Ah this used to come up in the past but I had trouble replicating it; I'll try it out with the mods you mentioned and see if I can fix it this time.

Thanks.

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

I did also want to mention I was running the Arrange mode difficulty (not the Normal mode) and hoped the brief change to New Threat 2.0 (2.099992) to temporarily work around the animation crashing bug isn't causing this.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: SkittyKittles on 2024-02-25 06:48:40
Yeah, I reckon it's the character AI from the vanilla kernel that's causing the switch to Game Type B; I need to replace all the triggers with something else. I'll try to finish that off tomorrow.

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

I also tried installing the normal New threat 2.0 to see if it puts my saves as type A, but still type B.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Lionheart83 on 2024-02-25 09:19:23
Recently got into the game again after spending my entire childhood playing the original. The game literally changed my life. Can't believe the amazing mods that have been developed. The game looks, feels and plays fantastically.

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

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

So onto the question. Is this mod making it so difficult? If yes can I tune it down? If yes and I remove the mod, what else am I missing out on? I don't want to lose all the awesomeness that makes this new game fun, I just want to be able to play the game instead of the game kicking my ass
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Sega Chief on 2024-02-25 15:33:26
Thanks.

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

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

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

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

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

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

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

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

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

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

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

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

(https://i.imgur.com/CV7wTnM.png)

If the combat difficulty isn't to your liking, then there is a toggle in the IRO for relax mode which eases the enemy parameters a bit. Another option is reverting to vanilla encounters using the Vanilla Combat variant of NT but that currently needs a patch to fix an issue which I'll hopefully be done with today.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
Post by: Deathlike2 on 2024-02-25 16:03:46
In 1.5, I think the pyramids are immune to physical damage on Arrange mode so magic is needed. They have death weakness to the gravity element though so if you picked up any gravballs from the train graveyard they can oneshot the pyramid.

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

The same flag is used between 1.5's Normal/Arrange and 2.0's Type A/B; hopefully the different event progression didn't mess anything up while 2.0 was active but if you're at Reno then it sounds like things should be fine. If no gravballs then just use magic attacks to eliminate the pyramids.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Sega Chief on 2024-02-25 18:43:59
Have updated NT and NT VC; I'll need to update the patch notes and the stand-alone installer + reunion versions later though. IROs are currently up to date.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: PokeFaize on 2024-02-25 22:01:13
Coming back to New Threat again after getting the itch to play OG FF7, and this time I'm using 7th Heaven instead of the other option.

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

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

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

All in all, it's been a blast to play through again!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Maziac on 2024-02-26 20:59:15
Hello SegaChief, and happy Rebirth everyone!

I've seen people asking for help on reddit a few times regarding 1.5 documentation. I think this google.doc https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit#gid=1476248842 was posted somewhere in this thread and I've pointed a few people to it. Seems to be correct on all things, so I thought maybe you could pin it next to 1.5 installer. Thanks! Also thanks to the amazing person/s who made that spreadsheet!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: ClawsTheOne on 2024-02-27 02:03:34
Hi Sega Chief and all,

I have played and finished FF7 a loooong time ago and I'm thinking of giving it a new play-through with New Threat. My question is what do you guys recommend? 1.5 or 2.0? And which mode? I don't really care if the story diverges greatly and I love hard games as long as it's not HP bloat. I started to test out version 2.0 and it was cool to see how things diverge right at the beginning with a certain someone joining right away in type B. So please give your feedback on which version I should play and please elaborate without any spoilers! Thank you for the amazing work on this project!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Seraph_Sephiroth on 2024-02-28 10:54:05
I bumped it up to Octo-Magic but oddly it doesn't seem to work for most and still only casts 4 times; it seems for you though it's getting the 8 casts but has the wrong name.

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

The latest update of Finishing Touch or Cosmo Memory (hard to say, as they both got an update) fixed the spell name, so now both the spelling and 8x effect are working correctly for me.

I was able to make Zack battle model appear by moving the Ninostyle Battle mod just below New Threat 2.0 on the priority list.

Has W-Attack (2x-Cut) been changed so that it no longer targets the person you selected? When I try to use 2x Cut, the game targets all enemies, and then the character attacks two random enemies. I unequipped all the Materia from the character to make sure they don't have anything that conflicts. I gave Cloud nothing but W-Attack (Masamune as a weapon), and he still wants to target everyone with 2x-Cut, and the same for Tifa with nothing but W-Attack (Premium Heart as a weapon). Is this a bug or an intended effect or a problem with conflicting mods?

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

For other news, I finished the game. Thanks for the mod, it was a blast to play! One particular thing I would improve in the late game: when you get your Chocobo to S-rank, can you disable Potion and Phoenix Down as rewards? It's really frustrating when you're farming GP in the highest rank class and even beat Teioh, and then RNG decides to give you nothing but a 5 GP / Potion reward.

Finally a question about the New Threat 2.0 Enemy Drop/Steal/Morph Google Spreadsheet by Berub (listed in the OP). In the Enemies sheet, what does the statuses column mean? Does it refer to the status effects enemies are vulnerable to, or immune to?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: rufusluciusivan on 2024-02-28 12:48:57
Hi Sega Chief and all,

I have played and finished FF7 a loooong time ago and I'm thinking of giving it a new play-through with New Threat. My question is what do you guys recommend? 1.5 or 2.0? And which mode? I don't really care if the story diverges greatly and I love hard games as long as it's not HP bloat. I started to test out version 2.0 and it was cool to see how things diverge right at the beginning with a certain someone joining right away in type B. So please give your feedback on which version I should play and please elaborate without any spoilers! Thank you for the amazing work on this project!

Hello! I'm not a veteran of this Board, but for whatever my advice is worth, here's a quick feedback:

As a casual player who discovered New Threat late, I'd recommend 2.0.
Version 1.5 has more radical changes, notably other enemy formations and optional tournaments and an optional dungeon, but is rougher gameplay-wise in my opinion. Version 2.0 is closer to the vanilla game, but also a lot more polished, and I prefer 2.0's approach when it comes to re-balancing the game.

I'd recommend Type A (adjusted vanilla story) over Type B. Type B has a lot of merits, but its beginning can be a bit misleading. I'll try to explain it without spoilers: What I mean is that the kind of major tweaks of the plot such as the one you mentioned only take place during the Midgar arc. The rest of the story features an alternate boss roster (save for some plot-important bosses), but follows the tracks of the vanilla story (save for one or two minor details). There are a couple of big changes after the Midgar arc, but they can also be encountered in a Type A playthrough. Type A features enough differences with the vanilla game for the experience to feel different (the familiar bosses have altered patterns, a couple of mini-bosses and bosses have been added at some moments, the dialogues have been improved to clarify the story, plus a couple of changes that would be spoilers...).

I'm playing with the normal difficulty. For someone who never tried any hard mod and whose only experience with ff7 is the vanilla game, the midcore approach of New Threat means I was able to beat most bosses on my first try, albeit sometimes with difficulty, save for a couple of ones for which I needed two or three tries. However, I can't say what the hard mod of New Threat is worth.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Sega Chief on 2024-02-28 19:37:35
Coming back to New Threat again after getting the itch to play OG FF7, and this time I'm using 7th Heaven instead of the other option.

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

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

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

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

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

Hello SegaChief, and happy Rebirth everyone!

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

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

Hi Sega Chief and all,

I have played and finished FF7 a loooong time ago and I'm thinking of giving it a new play-through with New Threat. My question is what do you guys recommend? 1.5 or 2.0? And which mode? I don't really care if the story diverges greatly and I love hard games as long as it's not HP bloat. I started to test out version 2.0 and it was cool to see how things diverge right at the beginning with a certain someone joining right away in type B. So please give your feedback on which version I should play and please elaborate without any spoilers! Thank you for the amazing work on this project!

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

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: ClawsTheOne on 2024-02-29 00:26:19
Yeah I can review the drain formula change (and Osmose), and I'll adjust Howling Moon.

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

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


Hello! I'm not a veteran of this Board, but for whatever my advice is worth, here's a quick feedback:

As a casual player who discovered New Threat late, I'd recommend 2.0.
Version 1.5 has more radical changes, notably other enemy formations and optional tournaments and an optional dungeon, but is rougher gameplay-wise in my opinion. Version 2.0 is closer to the vanilla game, but also a lot more polished, and I prefer 2.0's approach when it comes to re-balancing the game.

I'd recommend Type A (adjusted vanilla story) over Type B. Type B has a lot of merits, but its beginning can be a bit misleading. I'll try to explain it without spoilers: What I mean is that the kind of major tweaks of the plot such as the one you mentioned only take place during the Midgar arc. The rest of the story features an alternate boss roster (save for some plot-important bosses), but follows the tracks of the vanilla story (save for one or two minor details). There are a couple of big changes after the Midgar arc, but they can also be encountered in a Type A playthrough. Type A features enough differences with the vanilla game for the experience to feel different (the familiar bosses have altered patterns, a couple of mini-bosses and bosses have been added at some moments, the dialogues have been improved to clarify the story, plus a couple of changes that would be spoilers...).

I'm playing with the normal difficulty. For someone who never tried any hard mod and whose only experience with ff7 is the vanilla game, the midcore approach of New Threat means I was able to beat most bosses on my first try, albeit sometimes with difficulty, save for a couple of ones for which I needed two or three tries. However, I can't say what the hard mod of New Threat is worth.

Thank you both for the feedback. Yes I also read some people prefer 1.5 more than 2.0. However, since the creator is telling me to go with 2.0, then this is what I will do. Should I go with Type A or B? To be honest I don't remember much aside from the major story beats, but is one Type harder than the other? Is there already a significant difference in story and battle/enemies in Type A from Vanilla? Or should I go with Type B? Does Type B have any major additions that I will miss out on if go with Type A (extra battles, secrets, materia/spells/weapons/etc)?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: rufusluciusivan on 2024-02-29 09:09:03
Thank you both for the feedback. Yes I also read some people prefer 1.5 more than 2.0. However, since the creator is telling me to go with 2.0, then this is what I will do. Should I go with Type A or B? To be honest I don't remember much aside from the major story beats, but is one Type harder than the other? Is there already a significant difference in story and battle/enemies in Type A from Vanilla? Or should I go with Type B? Does Type B have any major additions that I will miss out on if go with Type A (extra battles, secrets, materia/spells/weapons/etc)?

You're welcome.

When it comes to difficulty, Type A and Type B felt pretty similar to me. I remember having a slightly easier time in my Type B playthrough, but that was also because at that point I had finished Type A, and I had a better understanding of the strategy to use.

If you only have a vague remembrance of Final Fantasy 7's original plot, I'd recommend Type A. Type B rearranges the events of the Midgar Arc and includes shout-outs to Final Fantasy 7 Remake, so I think it's best experienced when one has a rather clear picture of the original plot. My advice would be to do a Type A playthrough, and then try (at least) the Midgar Arc of Type B to see all the differences. (Minor grips against Type B aside, the amount of work Sega Chief invested is stunning, and deserves to be praised and experienced.) You can of course keep on playing Type B once out of Midgar to see the alternate boss roster, but know that outside of boss fights, there won't be much difference with Type A.

All the major additions are available in both Types. (Save of course for the alternate Midgar scenario and boss roster which are exclusive to Type B.) The biggest plot change (no spoiler) which can be unlocked after the Midgar Arc is available in Type A and Type B. Same with the scenes that are altered after said arc (like Yuffie's and Vincent's recruitments or the Junon escape in Disk 2.) They are the same in both types.

When it comes to random battles, Version 2.0 only features the vanilla formations whether you play Type A or B - albeit with slightly different patterns to make them a bit more challenging. Only version 1.5 drastically changes the random battle formations.

There is a significant difference in Type A in my opinion already, in the sense that the original bosses have been altered, and most of them feel like different fights. (Not hugely different, of course, but they for sure require more strategy and management of your characters than their vanilla counterparts.) One instance that's not too-spoilery: Air Buster went from a complete joke to a decent challenge and one of my favorite boss fights because it's been made durable enough to withstand a good chunk of attacks, and strong enough to deal higher damage, so that it can take advantage of its shtick of counter-attacking. Type A also adds from time to time mini-bosses and bosses at some key moments (some of them optional, some of them mandatory). Once again, I don't want to spoil their arrival, but there is a decent number of them all things considered. From memory: 2 or 3 during the Midgar arc, 3 for the rest of Disk 1, 4 in Disk 2 (I'm counting mini-boss fights against squads of elite troopers), and a good chunk of new optional superbosses in Disk 3.

However, if you want truly different boss fights that happen regularly, then Type B features that. (Plus, some of the added mini-bosses and bosses are also featured in Type B. And of course all the superbosses are.)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: ClawsTheOne on 2024-02-29 22:31:00
You're welcome.

When it comes to difficulty, Type A and Type B felt pretty similar to me. I remember having a slightly easier time in my Type B playthrough, but that was also because at that point I had finished Type A, and I had a better understanding of the strategy to use.

If you only have a vague remembrance of Final Fantasy 7's original plot, I'd recommend Type A. Type B rearranges the events of the Midgar Arc and includes shout-outs to Final Fantasy 7 Remake, so I think it's best experienced when one has a rather clear picture of the original plot. My advice would be to do a Type A playthrough, and then try (at least) the Midgar Arc of Type B to see all the differences. (Minor grips against Type B aside, the amount of work Sega Chief invested is stunning, and deserves to be praised and experienced.) You can of course keep on playing Type B once out of Midgar to see the alternate boss roster, but know that outside of boss fights, there won't be much difference with Type A.

All the major additions are available in both Types. (Save of course for the alternate Midgar scenario and boss roster which are exclusive to Type B.) The biggest plot change (no spoiler) which can be unlocked after the Midgar Arc is available in Type A and Type B. Same with the scenes that are altered after said arc (like Yuffie's and Vincent's recruitments or the Junon escape in Disk 2.) They are the same in both types.

When it comes to random battles, Version 2.0 only features the vanilla formations whether you play Type A or B - albeit with slightly different patterns to make them a bit more challenging. Only version 1.5 drastically changes the random battle formations.

There is a significant difference in Type A in my opinion already, in the sense that the original bosses have been altered, and most of them feel like different fights. (Not hugely different, of course, but they for sure require more strategy and management of your characters than their vanilla counterparts.) One instance that's not too-spoilery: Air Buster went from a complete joke to a decent challenge and one of my favorite boss fights because it's been made durable enough to withstand a good chunk of attacks, and strong enough to deal higher damage, so that it can take advantage of its shtick of counter-attacking. Type A also adds from time to time mini-bosses and bosses at some key moments (some of them optional, some of them mandatory). Once again, I don't want to spoil their arrival, but there is a decent number of them all things considered. From memory: 2 or 3 during the Midgar arc, 3 for the rest of Disk 1, 4 in Disk 2 (I'm counting mini-boss fights against squads of elite troopers), and a good chunk of new optional superbosses in Disk 3.

However, if you want truly different boss fights that happen regularly, then Type B features that. (Plus, some of the added mini-bosses and bosses are also featured in Type B. And of course all the superbosses are.)

Wow really appreciate your spoiler-free feedback. I'm so torn between which type to choose but you seem to like Type A more. I haven't played the remake yet (not happy about Square-Enix splitting it into multiple games and padding each game out), so I won't understand any shout-outs to the remake in Type B. I guess I will go for Type A. Anything else you wanna share (spoiler-free) as tips and/or hints to enjoy the play-through more?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: rufusluciusivan on 2024-03-01 06:51:35
Wow really appreciate your spoiler-free feedback. I'm so torn between which type to choose but you seem to like Type A more. I haven't played the remake yet (not happy about Square-Enix splitting it into multiple games and padding each game out), so I won't understand any shout-outs to the remake in Type B. I guess I will go for Type A. Anything else you wanna share (spoiler-free) as tips and/or hints to enjoy the play-through more?

You're welcome. I'm glad I could be of help.

I share your sentiment about the Remake. In my opinion, FF7 Vanilla is timeless first and foremost thanks to its pace. Even nowadays, I think it's still one of the best-paced videogame stories I've ever experienced. The Remake features cool moments, but that's what YouTube videos are for. (If anything, the scene in which Aerith beats up a goon with a chair makes the existence of the Remake worth it.^^)

There are hints I'd like to give, but then they would be spoilers.

I'd have a few tips to help you better experience the game, but they're pretty basic, as I said I'm a casual player. So I apologize in advance if you already know them.
- Version 2.0 emphasizes competitive balance and team building. The SP point system, and the revamped Materia and weapons with their bonus and malus to stats, give a lot of freedom when it comes to character building. However, turning all characters into Jack-of-All-Stats is not necessarily a good idea. It's notably preferable to have at least one character specialized in Magic and one specialized in Physical attacks (and speed) in the team. The game and Sega Chief on this very board stress the point several times.
- Similarly, before a boss fight, it's best to think a little of which character will do what. No need for long complex strategies either - at least on average difficulty. But make sure you have selected one character whose main role will be to heal and cast the buff spells. (A good chunk of the bosses are more aggressive, and deal more damage.)
- The Summon Materia are among the best ways to alter stats for your character builds with their high bonus and malus. For instance, Choco-Mog makes its wielder more fragile, but gives boosts in Strength and Dexterity any physical hitter will want. Try to not sell old weapons. Sometimes, they have interesting stat bonuses.

I'll end with more precise hints.
- Destruct is a must for almost any boss fight - in New Threat bosses love to buff themselves with Barrier and/or M.Barrier. It may sound obvious, but I remember Destruct was so useless in the vanilla game that it took me the better part of my first playthrough to finally take the habit to use it.^^
- Dexterity is your most important stat. It's the one that governs the speed of your ATB gauge. No matter what build you choose for a character, try to not lower it too much. Or if you lower it with one Materia, compensate the loss. (Some of the Materia who raise Magic or Strength the most also lower Dexterity.)
- Haste is a cool buff, but it also speeds up your other positive status effects. If possible, it's preferable to give Dexterity boosts with a Materia or equipment. (When a character has a high Dexterity, it's as if they permanently have the Haste status effect without its drawbacks.)

Hope you'll enjoy your playthrough!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Seraph_Sephiroth on 2024-03-01 12:20:49
I'll end with more precise hints.
- Destruct is a must for almost any boss fight - in New Threat bosses love to buff themselves with Barrier and/or M.Barrier. It may sound obvious, but I remember Destruct was so useless in the vanilla game that it took me the better part of my first playthrough to finally take the habit to use it.^^
- Dexterity is your most important stat. It's the one that governs the speed of your ATB gauge. No matter what build you choose for a character, try to not lower it too much. Or if you lower it with one Materia, compensate the loss. (Some of the Materia who raise Magic or Strength the most also lower Dexterity.)
- Haste is a cool buff, but it also speeds up your other positive status effects. If possible, it's preferable to give Dexterity boosts with a Materia or equipment. (When a character has a high Dexterity, it's as if they permanently have the Haste status effect without its drawbacks.)

Hope you'll enjoy your playthrough!

Another hint I would give. In the vanilla game, status ailments are quite useless, as mobs are easy enough, while bosses are immune to them. In this mod, some bosses are vulnerable to status ailments, so it's worth using some of them, especially Slow and Poison. I also recommend leveling up the Seal materia for one special fight (I don't want to spoil it), as Silence or Sleep makes the fight much easier. I didn't find much use for Mystify (Confuse/Berserk) or Transform (Mini/Toad) materias, but Hades + Added Effect (or Bad Breath) is still an effective way for crippling mobs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: ClawsTheOne on 2024-03-02 01:33:45
Another hint I would give. In the vanilla game, status ailments are quite useless, as mobs are easy enough, while bosses are immune to them. In this mod, some bosses are vulnerable to status ailments, so it's worth using some of them, especially Slow and Poison. I also recommend leveling up the Seal materia for one special fight (I don't want to spoil it), as Silence or Sleep makes the fight much easier. I didn't find much use for Mystify (Confuse/Berserk) or Transform (Mini/Toad) materias, but Hades + Added Effect (or Bad Breath) is still an effective way for crippling mobs.
You're welcome. I'm glad I could be of help.

I share your sentiment about the Remake. In my opinion, FF7 Vanilla is timeless first and foremost thanks to its pace. Even nowadays, I think it's still one of the best-paced videogame stories I've ever experienced. The Remake features cool moments, but that's what YouTube videos are for. (If anything, the scene in which Aerith beats up a goon with a chair makes the existence of the Remake worth it.^^)

There are hints I'd like to give, but then they would be spoilers.

I'd have a few tips to help you better experience the game, but they're pretty basic, as I said I'm a casual player. So I apologize in advance if you already know them.
- Version 2.0 emphasizes competitive balance and team building. The SP point system, and the revamped Materia and weapons with their bonus and malus to stats, give a lot of freedom when it comes to character building. However, turning all characters into Jack-of-All-Stats is not necessarily a good idea. It's notably preferable to have at least one character specialized in Magic and one specialized in Physical attacks (and speed) in the team. The game and Sega Chief on this very board stress the point several times.
- Similarly, before a boss fight, it's best to think a little of which character will do what. No need for long complex strategies either - at least on average difficulty. But make sure you have selected one character whose main role will be to heal and cast the buff spells. (A good chunk of the bosses are more aggressive, and deal more damage.)
- The Summon Materia are among the best ways to alter stats for your character builds with their high bonus and malus. For instance, Choco-Mog makes its wielder more fragile, but gives boosts in Strength and Dexterity any physical hitter will want. Try to not sell old weapons. Sometimes, they have interesting stat bonuses.

I'll end with more precise hints.
- Destruct is a must for almost any boss fight - in New Threat bosses love to buff themselves with Barrier and/or M.Barrier. It may sound obvious, but I remember Destruct was so useless in the vanilla game that it took me the better part of my first playthrough to finally take the habit to use it.^^
- Dexterity is your most important stat. It's the one that governs the speed of your ATB gauge. No matter what build you choose for a character, try to not lower it too much. Or if you lower it with one Materia, compensate the loss. (Some of the Materia who raise Magic or Strength the most also lower Dexterity.)
- Haste is a cool buff, but it also speeds up your other positive status effects. If possible, it's preferable to give Dexterity boosts with a Materia or equipment. (When a character has a high Dexterity, it's as if they permanently have the Haste status effect without its drawbacks.)

Hope you'll enjoy your playthrough!

Awesome guys, thanks again. Super pumped to give this a try. Now I just have to make up my mind about which Type to play first!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: daverboczi on 2024-03-02 05:49:38
Dear Sega Chief!
First of all thank you your hard works!
I'm notice 2 things with your mod:
1. If I use the mod with Thunamods Finishing Touch the expanded icon is not working. (If the NT mod is off its working again.)
2. For example in the Elemental materia (but in other materia also) the Magic def -7 is actually lowering the Spirit stat.
The result is the same but not exactly, because if its really just the Mdef reduce the Spirit is still remain the same.
Please change this lowering to Spirit -7.
i don't know there is other typos but I'm playing :)
Best regards.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Seraph_Sephiroth on 2024-03-02 12:22:26
Awesome guys, thanks again. Super pumped to give this a try. Now I just have to make up my mind about which Type to play first!

I'd play Type A first. It feels like a faithful adaptation but still enhances quite a lot, making both the storyline more sensible and the combat more balanced. Combined with graphical and musical mods, NT Type A makes the game feel like the definitive version, or the "true remaster", without all the padding and overly convoluted extras of the Remake/Rebirth, while giving you the full storyline. I'm still planning to play through Type B on my next run, but remember, that one will take quite a lot of liberties in the storyline (especially the Midgar section) and the boss roster.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: ClawsTheOne on 2024-03-02 16:47:31
I'd play Type A first. It feels like a faithful adaptation but still enhances quite a lot, making both the storyline more sensible and the combat more balanced. Combined with graphical and musical mods, NT Type A makes the game feel like the definitive version, or the "true remaster", without all the padding and overly convoluted extras of the Remake/Rebirth, while giving you the full storyline. I'm still planning to play through Type B on my next run, but remember, that one will take quite a lot of liberties in the storyline (especially the Midgar section) and the boss roster.

Yeah I think this is the way to go because I finished FF7 a very long time ago (when the first PC version was released) so Type A would maybe bring back nice memories but feel fresh.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: satsuki on 2024-03-02 16:49:32
Hello ^^
Any ETA about the standalone installer v2.0.99993 ?
I'll need it to update the NT mod in my AIO pack (big release coming so if i can get your lastest version too, it would be cool)

Thanks for allllllll your great work about this mod !
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Fulgrim66 on 2024-03-04 13:22:26
Hello, I would like to report a bug for New Threat 2.0 Vanilla. When Aerith dies, instead of fighting Jenova Life, I find myself fighting the two Shinra soldiers from the first battle of the game after the train.

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


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Exeeter702 on 2024-03-06 02:17:55
Hello all,

Im not really a regular here but was recently looking to get back into playing original FF7 and decided to play NT.  After getting up to around wall market on type b I decided that I prefer a slightly more original / vanilla scenario and opted to start over with type a. I couldnt seem to verify anywhere else online, is Tifa joining at the start of the game and the first boss being the altered guard scorpion up stairs a universal change for NT in both scenario types or is my install bugged and not changing to the correct type when I start a new game, as these changes are present when I select type A. I understand that there are some changes to the core game with NT (which I dont mind) but just wanted to be sure before I continue playing.

My other question which is related to the above I suppose, is scenario type A ultimately faithful to the original game in terms of narrative? I love the idea of an improved for fleshed out narrative fix for the game but still want to keep it true to the original games intent. Im sure its an unpopular opinion by many, but personally I have never enjoyed any of the post psx ff7 related games / media that has come out over the years "expanding" ff7s mythos and world. I noticed in type B, the script for the game seemed to more align with things like crisis core and remake being canon, which id prefer my ff7 game to have nothing to do with that (no offense to anyone who likes CC or Re). 

Thanks

Also, in case anyone is interested, steam has a program called lossless scaling. If will inject artificial frames (interpolation) into windows, including borderless full screen games, with minimal induced input lag. It has made playing ff7 with the 60 fps mod absolute eye candy, running at "120" fps. Absolutely gorgeous.   
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Fulgrim66 on 2024-03-06 18:06:33
Hello, I'd like to report another bug for New Threat 2.0 Vanilla. During the fight against Jenova Death, it's not Jenova's musical theme that starts but North Crater's one.

I'm using 7th Heaven 3.4.0.0 (stable) with FFNx 1.18.1.0.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Fulgrim66 on 2024-03-07 17:31:14
I'd like to report a new bug on NT Vanilla 2.0. The underwater boss that should normally give Barret his last weapon is bugged. Instead, we face a goblin.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: rufusluciusivan on 2024-03-09 07:28:35
Hello all,

Im not really a regular here but was recently looking to get back into playing original FF7 and decided to play NT.  After getting up to around wall market on type b I decided that I prefer a slightly more original / vanilla scenario and opted to start over with type a. I couldnt seem to verify anywhere else online, is Tifa joining at the start of the game and the first boss being the altered guard scorpion up stairs a universal change for NT in both scenario types or is my install bugged and not changing to the correct type when I start a new game, as these changes are present when I select type A. I understand that there are some changes to the core game with NT (which I dont mind) but just wanted to be sure before I continue playing.

My other question which is related to the above I suppose, is scenario type A ultimately faithful to the original game in terms of narrative? I love the idea of an improved for fleshed out narrative fix for the game but still want to keep it true to the original games intent. Im sure its an unpopular opinion by many, but personally I have never enjoyed any of the post psx ff7 related games / media that has come out over the years "expanding" ff7s mythos and world. I noticed in type B, the script for the game seemed to more align with things like crisis core and remake being canon, which id prefer my ff7 game to have nothing to do with that (no offense to anyone who likes CC or Re). 

Thanks

Also, in case anyone is interested, steam has a program called lossless scaling. If will inject artificial frames (interpolation) into windows, including borderless full screen games, with minimal induced input lag. It has made playing ff7 with the 60 fps mod absolute eye candy, running at "120" fps. Absolutely gorgeous.

Tifa only joins the party at the start of the game in the Type B scenario. Same with the altered guard scorpion, it's only in type B. If you have these in Type A, then there is a bug. (Note however that in Type A, the guard scorpion comes back for an other round when you escape the Reactor, right after you save Jessie, trying to stall for time. And that's not a bug.)

Type A is faithful to the vanilla scenario - mostly improving the dialogues. It adds a couple of boss fights / mini-boss fights and a few scenes or dialogues here and there (most of them optional), but there isn't any wide change like in the beginning of Type B - with one exception: There is one potential big divergence at one point (roughly taking place in the middle of the story), but it's optional, so you can choose if you want a 100% faithful story or an altered one. I'll be using a spoiler tag because, while it's a well-known addition of the mod, if you went in blind it would be a shame to ruin the surprise. If you don't want to spoil yourself, just know that this change is optional, and it's easy to avoid triggering it. (It requires to act a certain way during a specific boss fight - and the solution will look pretty obvious once you reach the part.) The spoiler-y explanation:

Spoiler: show
During the fight with Jenova-LIFE, you can save Aerith's life if you defeat the boss without killing Aerith when Jenova re-animates her body to fight alongside it. If you want the original story, you just have to kill the re-animated Aerith, which isn't very hard because she doesn't have a lot of HP.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Heru on 2024-03-11 07:59:28
Do y'all prefer type A, or Type B? I'm kinda a type A purest I guess
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: wdx on 2024-03-11 11:10:53
Hello, I would like to report a bug for New Threat 2.0 Vanilla. When Aerith dies, instead of fighting Jenova Life, I find myself fighting the two Shinra soldiers from the first battle of the game after the train.

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


there are 2 checks the mod tells you about to ensure kernel/scene data is loaded correctly at start of game.
check inventory see if reactor bomb is present in list, alongside first fight should be labled MP's alongside having materia differences from original.
I'd be willing to bet that your running other mods alongside. ensure check your load order. some other mods may of also had field/battle edits most likely overriding new threats scene.bin file for that fight.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Legs Million on 2024-03-12 10:05:49
Version: FF7 on Steam - NT 2.09999.7z (no other mods or mod loaders)

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

EDIT: I managed to get around it, i believe pressing a certain button on mini-game instructions causes a reset to all equipped materia.
Title: Ribbon? '????' Enemy
Post by: TheBlackMage on 2024-03-13 05:30:37
Hi all.

Trying to find the Ribbon accessory. Doc says '????' enemy drops it but idk what that is or where it is. I'm currently on Disc 3.
Title: Re: Ribbon? '????' Enemy
Post by: rufusluciusivan on 2024-03-14 07:39:25
Hi all.

Trying to find the Ribbon accessory. Doc says '????' enemy drops it but idk what that is or where it is. I'm currently on Disc 3.

Spoiler-heavy answer for those who haven't completed Disc 1:

Spoiler: show
Ribbon is dropped by the "Flower Girl" - aka Aerith's reanimated body during the Jenova-LIFE boss fight. If you spared Aerith, you don't get the Ribbon.


There may be an other way to get it - but if there is, I don't know about it. I'm hardly a completionist, so I didn't bother with most of Gold Saucer's sidequests.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Seraph_Sephiroth on 2024-03-16 14:09:14
Has W-Attack (2x-Cut) been changed so that it no longer targets the person you selected? When I try to use 2x Cut, the game targets all enemies, and then the character attacks two random enemies. I unequipped all the Materia from the character to make sure they don't have anything that conflicts. I gave Cloud nothing but W-Attack (Masamune as a weapon), and he still wants to target everyone with 2x-Cut, and the same for Tifa with nothing but W-Attack (Premium Heart as a weapon). Is this a bug or an intended effect or a problem with conflicting mods?

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

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

Another glitchy thing I noticed: Cloud has equipped Counter Attack materias, and he occasionally counters the buff spells used by the other characters, such as Great Gospel, by attacking the character who cast the buff spell. Or if a character is confused and hits Cloud, he counters by beating up the character. Can you set the Counter Attack so that it's not triggered if an ally targets the character who has Counter Attack equipped?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Nickky9x on 2024-03-16 23:33:24
Hi there! I coudn't find the underwater material. Or maybe there is an other method to remove the 20 min limit for the Emerald Weapon boss fight?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99993)
Post by: Sega Chief on 2024-03-17 16:57:17
Dear Sega Chief!
First of all thank you your hard works!
I'm notice 2 things with your mod:
1. If I use the mod with Thunamods Finishing Touch the expanded icon is not working. (If the NT mod is off its working again.)
2. For example in the Elemental materia (but in other materia also) the Magic def -7 is actually lowering the Spirit stat.
The result is the same but not exactly, because if its really just the Mdef reduce the Spirit is still remain the same.
Please change this lowering to Spirit -7.
i don't know there is other typos but I'm playing :)
Best regards.

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

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

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

Thanks for allllllll your great work about this mod !

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

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

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


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


Hello all,

Im not really a regular here but was recently looking to get back into playing original FF7 and decided to play NT.  After getting up to around wall market on type b I decided that I prefer a slightly more original / vanilla scenario and opted to start over with type a. I couldnt seem to verify anywhere else online, is Tifa joining at the start of the game and the first boss being the altered guard scorpion up stairs a universal change for NT in both scenario types or is my install bugged and not changing to the correct type when I start a new game, as these changes are present when I select type A. I understand that there are some changes to the core game with NT (which I dont mind) but just wanted to be sure before I continue playing.

My other question which is related to the above I suppose, is scenario type A ultimately faithful to the original game in terms of narrative? I love the idea of an improved for fleshed out narrative fix for the game but still want to keep it true to the original games intent. Im sure its an unpopular opinion by many, but personally I have never enjoyed any of the post psx ff7 related games / media that has come out over the years "expanding" ff7s mythos and world. I noticed in type B, the script for the game seemed to more align with things like crisis core and remake being canon, which id prefer my ff7 game to have nothing to do with that (no offense to anyone who likes CC or Re). 

Thanks

Also, in case anyone is interested, steam has a program called lossless scaling. If will inject artificial frames (interpolation) into windows, including borderless full screen games, with minimal induced input lag. It has made playing ff7 with the 60 fps mod absolute eye candy, running at "120" fps. Absolutely gorgeous.   

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


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

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



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


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


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

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

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

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

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

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

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

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

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

It was modified into a different materia but it still retains the 20-min countdown elimination; it can be acquired from the black-caped guy in the Mythril Mines by handing in all 12x 1/35 Shinra Soldiers (the documentation lists their locations).
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Sega Chief on 2024-03-17 17:23:10
I've updated NT to fix the Type A/B New Game problem, and I've updated VC to set the correct battle for the end of Disc 1 and removed the extra encounter from the Underwater Reactor. I've also updated the Stand-alone installer to the current files.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Sega Chief on 2024-03-17 17:42:20
I remembered that I didn't get an answer to this question before.

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

For W-Attack, it seems it has the same random target property set as 4x-Cut. I think this is to avoid a bug that can happen with weapons that can target all enemies as part of their target conditions but I'll test it out and set 2x-Cut to be targeted again if turns out to be fine.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Batcow on 2024-03-18 10:58:23
Hello! I played 1.5 a few years ago and I'm trying 1.5 Arrange for the first time now, and Plasma Buster is beating my ass. Anyone have any tips?

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


Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Honeyboy on 2024-03-19 07:07:53
I am having some issues with crashes at the start of some specific fights.

I am playing New Threat 2.0 with 7th Heaven.

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

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

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

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

(Note: I have also tried the mod using the test saves listed on the main post and get the same crashes)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: An on 2024-03-21 08:14:42
Hello. I am enjoying the Combat Only version of this mod. But I do have some concerns that only became apparent when I peaked at the changes you made to the game in the full version, some of which carry over to the Combat Only version.

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

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

Even if I have to give up on this mod, it was fun while it lasted. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: malexj93 on 2024-03-22 15:28:20
Finally getting around to checking out v2.0 (Type B), and mostly enjoying it so far. However, I've noticed that a lot of the unique versions of bosses from v1.5 have been rolled back to their original iterations! I'm glad v1.5 is still around and maintained, but I have to ask: why did these get cut? One of my favorite parts about the mod was that pretty much every major encounter got a new color scheme and a new name to go with the new AI and mechanics. Midgar didn't really have this problem because of the Type B differences, but having just finished up the Boat section, I'm seeing more and more vanilla bosses. I get keeping Type A as close to vanilla as possible, but Type B really feels like the place to let loose with the wild ideas and crazy designs.

So far, a lot of the issues I had with v1.5 have been addressed in one way or another, so in terms of raw gameplay, I'm really loving v2.0. I just wish it didn't have to come at the cost of the interesting and creative boss changes!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: gazman on 2024-03-22 15:52:08
Hi, wondering if someone has an answer i haven't been able to find. Im trying to get Barretts Ulitmate weapon. As far as im aware it drops from the X-ATM thaty spawns at Corel Reactor.
I'm unable to get him to spawn where he should.  I have Barrett in my party, and I've been to the bottom of the north Crater to the save point right before the end of the story.
I figure im missing something simple, but cant figure it out.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: JohnFinalFantasy on 2024-03-22 22:57:15
Hi everyone.

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

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

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

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

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

If not, if there is any other way I can exit the Dark Cave area without having to load another save file I am all ears. I want my Micro-Engine and LuvLuvG!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: jonjrhr19 on 2024-03-23 03:15:51
So i had a quick question. im playing the 2.0 part b version, and trying to start the Junon League. The tipsheet says to talk to the soldiers in the league hall in Junon, but when i talk to those guys, i just get the tips and advice menu, is there some other step im missing?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Sega Chief on 2024-03-25 04:45:13
Hello! I played 1.5 a few years ago and I'm trying 1.5 Arrange for the first time now, and Plasma Buster is beating my ass. Anyone have any tips?

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




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


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

I am playing New Threat 2.0 with 7th Heaven.

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

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

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

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

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

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


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

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

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

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

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


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

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

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


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

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

Hi everyone.

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

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

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

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

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

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

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

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

The Junon League was removed in the 2.0 build, it was only in the 1.5 build.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: eivarden on 2024-03-25 05:54:18
Playing NT 2.0 (no special version)
I picked A.
Everything started normal, then I had to save right before the boss, and shut down. Later I turned the game back on, and resumed, but instead of the usual boss, I got 3 trash mobs... I thought it was odd, but maybe this is normal in 2.0
I noticed all the monsters had a ton more HP now. And after jessie, I fought 4 more monsters. But in all of the fights, I noticed Barret couldnt target more than one monster with L1 anymore.
He was also getting stacks of defense in the back row... as if it was NT 1.5
After I got to the next save point, I double checked I got back on with 2.0, and I did. (BTW I have everything turned off except chibi models/battle models. I like most of the default stuff. oh and spell names changed)
I was on 2.0, I didnt change back to 1.5
I went to the graveyard and was fighting in shinra HQ, so it seems the game shifted me into a sort of type B, but with the intro of typa A. (I didnt have Tifa for example)
I went back to title, and started a new type A file, and this time got guard scorpion like i was meant to, and barret could L1 multi target again w/o problems.

So I have no idea how this happened, but figured id let u know.

update: went to the next reactor, and noticed the fight at the bomb placement was the same fight i encountered in the 1st reactor. so i guess its not B type, but some other mix up. also the enemies there were the same enemies i encountered as trash monsters as well.
lastly, i saved just before going into the reactor (where biggs is) and exited the game, and came back. auto run was turned off, and i couldnt access the menu.
quit the game, came back, same, but this time the menu function returned when i switched areas.
also encountered a weird battle message when i use "defend" on cloud, in one battle he would use defend, a battle message popped up saying barret gained a stack of attack each time i defended with cloud.
hasnt happened since that one battle.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Final_Figue on 2024-03-26 04:24:20
Hello Sega.

I have some questions and suggestions, here:

Is there a way to fix this or are there any plans to do it in the future? This happens with Chaos mod:

(https://i.imgur.com/zIiXt0I.png)

(https://i.imgur.com/H51AFfM.png)

Would be posible to add a passage here?:

(https://i.imgur.com/XBWuAof.png)

If we want only to rest, this would be more practical.

New Materia suggestion:

What about a Materia that use MP to inflict more damage when you use "attack"? Something like "MP Damage".

A new type (C)?

Any plans to add a New Type that recover the classic way of farming sources? I like the new method that you implemented but I don´t deny that I missed the classic way to find them by using morph.

That´s it. Thank you again for keep working on this mod and share your effort.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Honeyboy on 2024-03-26 05:42:56
I took a look and it seems the majority of its attacks are %-based on the target's maximum HP. I'm unsure what a good way of getting through it without things becoming resource-intensive would be, as you'd likely need to burn a lot of Potions to deal with it. It's maybe worth trying grenades as they should deal a decent chunk of damage at that point. If you need more resource while in Reactor 5, Special Combatants drop Hi-Potions or Potions, Blood Hounds drop phoenix downs (and potions with a better rate than special combatant), and Proto-Machineguns drop Grenades. Sorry I don't have much better advice than that, 1.5's not too familiar to me by this point as a lot of time has passed.


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


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


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


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

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

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

Apologies I'm unsure if I am type A or B, I dont recall having the option. Its the main NT 2.0 IRO that I'm using. I've since changed my FFNx from stable to canary version and that seems to have resolved the issue. Not sure if its temporary fix or not but it seems to be ok.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: malexj93 on 2024-03-28 18:32:05
After finishing NT 2.0 B, I have some thoughts. Much less than I had for 1.5 though, since overall, it was a massive improvement in almost every way.

Spoiler: show
I think I may have spoke a bit too soon on the boss thing. There were a few lulls of mostly vanilla boss designs, but actually most bosses outside Jenovas, Sephiroths, and Weapons were original. I still stand by that the recolored and renamed versions of those are more interesting than their vanilla counterparts for a mod like this, but there were enough really interesting and completely original bosses to make the overall experience quite enjoyable.

The Sephiroths felt like quite a bit of a spike in difficulty, though I didn't do a lot of the optional stuff at the end of disc 2 / beginning of disc 3, so I may have been a bit underleveled and undergeared relative to how I was most of the game. Emerald Weapon felt like a proper superboss this time around, compared to Carmine from 1.5 which felt like it was meant to be taken on right when you get the sub. I made some progress on the fight but haven't finished it yet; I haven't even attempted Ruby but I'm guessing it's the same deal. These are fights I'll certainly come back to, but after 110 hours in Rebirth, a full run of vanilla FF7, and now a full run of NT 2.0 B, I need a break.

There were only two bugs I came across, and only one of them is NT specific. That is, how saving Aerith worked for me. In the Jenova Life fight, I used Odin who did Zantetsuken and sliced her right in half, eliminating her from the battle. After the fight, I got the ribbon and I got to bring Aerith back. From what I was able to glean from the documentation and other internet resources, you're supposed to only get one or the other, so this is possibly a bug.

The other bug I had was with the materia triple slots just not really working. Most of the time, the first two of the triple worked like a regular double slot, and the last one was effectively unlinked. At least one time, all three were effectively unlinked. I was using a lot of mods, so it's possible that this was from a conflict somewhere. I understand that this mod is not necessarily part of NT, but it's included in the package/settings, so I'm reporting it here.


Other than that, no complaints. Another fantastic mod that makes playing Final Fantasy VII feel as much like a new game as possible (considering just how much of my life has been spent playing it). Thanks for all the hard work Chief, it absolutely paid off.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: NukaLuLu on 2024-03-29 00:29:19
Amazing progress! I remember playing New Threat when it first came out and coming back now to see 2.0 plus all these new options is incredible. Fantastic work! Coming back after awhile I can't seem to find an answer but does New Threat 2.0 Combat Only work with Echo-S at all? Just asking cause I tried and noticed things like the innate ability messages like for Barret not popping up. Thanks!
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: TobiGB94 on 2024-03-29 03:45:39
Hi, I'm playing New Threat 1.5 and been experiencing a crash whenever I get to the Shinra cutscene right after Corneo drops Cloud, Tifa and Aerith into the pit. It always crashes right when Heidegger is walking to Shinra's desk with Reeve. Trying to find a work around but I'm still pretty green to modding games.

Mods I'm using with New Threat 1.5 are:

 - Cosmo Memory
 - Retouch
 - Cosmos FMV 30 FPS
 -60/30 FPS Gameplay
 - Ninostyle Battle models
 - Avalanche Arisen Battle Textures
 - Ninostyle HD field models
 - Project Edge/Team Avalanche Remodeled Fields
 - Enhanced Stock UI
 - EDMusic FF7 Soundtrack

Edit: I tried the New Threat 1.5 Vanilla Combat Mod to see if I can save in the sewer pit before the boss fight, but the save point doesn't work like it should. Instead, it lets me pick up a potion and the save point vanishes afterwards.

Final Edit: Finally managed to get passed the crash. Had to turn off Team Avalanche Remodeled Fields, and it started working normally.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Super_fly9188 on 2024-04-01 06:07:08
Hey,

Thought I'd try out New Threat 2.0 since I've heard good things but for the life of me I can't get it to work.
It crashes at the beginning of every single battle. I thought it might be a conflict with some other mod but after disabling everything except NT I still get the crash.

I'm on 7th Heaven v3.5.0.0 and FFNx v1.18.1.0.

FFNx.log
Code: [Select]
[00000000] INFO: FFNx driver version 1.18.1.0
[00000000] TRACE: v1: 0x99CE0805, v2: 0xAC0D8B00
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: Original resolution 640x480, Scaling factor 2x, Internal resolution 1280x960, Output resolution 1920x1080
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INITIALIZE DD/D3D START
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] INFO: NxAudioEngine initialized: channels=2,sample_rate=44100
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000002] TRACE: MODE_CREDITS
[00000118] set music volume trans: 127->0, step=60
[00000119] GLITCH: Non-uniform scaling: 0.000000
[00000183] END OF CREDITS!!!
[00000183] Entering MAIN
[00000183] set music volume: 127
[00000183] Exiting MAIN
[00000183] START OF MENU SYSTEM!!!
[00000184] TRACE: MODE_MAIN_MENU
[00000267] TRACE: MODE_INTRO
[00000267] END OF MENU SYSTEM!!!
[00000267] Entering MAIN
[00000270] TRACE: MODE_FIELD
[00000271] Exiting MAIN
[00000271] Field Start
[00001164] Field Quit
[00001164] Entering MAIN
[00001164] Exiting MAIN
[00001164] Entering FRAME_INITIALIZE SWIRL
[00001164] Exitting FRAME_INITIALIZE SWIRL
[00001165] TRACE: MODE_SWIRL
[00001167] Swirl sound_effect1
[00001167] stop_sound
[00001167] End of Swirl sound_effect1
[00001207] Entering FRAME_QUIT SWIRL
[00001207] Exitting FRAME_QUIT SWIRL
[00001207] Entering MAIN
[00001208] TRACE: MODE_BATTLE
[00001209] Exiting MAIN
[00001209] [BATTLE] Entering FRAME_INITIALIZE
[00001209] [BATTLE] Scene# 301
[00001209] TRACE: *** Exception 0xc0000005, address 0x5dfdfb ***
[00001209] TRACE: SymInit: Symbol-SearchPath: '.;F:\SteamLibrary\steamapps\common\FINAL FANTASY VII;F:\SteamLibrary\steamapps\common\FINAL FANTASY VII;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*https://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'super'
[00001209] TRACE: OS-Version: 6.2.9200 () 0x100-0x1
[00001209] TRACE: F:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe:FF7.exe (00400000), size: 11870208 (result: 0), SymType: '-nosymbols-', PDB: 'F:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7.exe'
[00001209] TRACE: C:\Windows\SYSTEM32\ntdll.dll:ntdll.dll (779B0000), size: 1720320 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\ntdll.dll', fileVersion: 6.2.19041.3996
[00001209] TRACE: C:\Windows\System32\KERNEL32.DLL:KERNEL32.DLL (778B0000), size: 983040 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\KERNEL32.DLL', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\KERNELBASE.dll:KERNELBASE.dll (76220000), size: 2334720 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\KERNELBASE.dll', fileVersion: 6.2.19041.4170
[00001209] TRACE: C:\Windows\SYSTEM32\apphelp.dll:apphelp.dll (72BA0000), size: 651264 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\apphelp.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\AcLayers.DLL:AcLayers.DLL (70170000), size: 2641920 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\AcLayers.DLL', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\msvcrt.dll:msvcrt.dll (76690000), size: 782336 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\msvcrt.dll', fileVersion: 7.0.19041.3636
[00001209] TRACE: C:\Windows\System32\USER32.dll:USER32.dll (75F40000), size: 1687552 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\USER32.dll', fileVersion: 6.2.19041.4170
[00001209] TRACE: C:\Windows\System32\win32u.dll:win32u.dll (76F60000), size: 98304 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\win32u.dll', fileVersion: 6.2.19041.4123
[00001209] TRACE: C:\Windows\System32\GDI32.dll:GDI32.dll (76750000), size: 143360 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\GDI32.dll', fileVersion: 6.2.19041.3996
[00001209] TRACE: C:\Windows\System32\gdi32full.dll:gdi32full.dll (75C80000), size: 937984 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\gdi32full.dll', fileVersion: 6.2.19041.4123
[00001209] TRACE: C:\Windows\System32\msvcp_win.dll:msvcp_win.dll (772B0000), size: 503808 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\msvcp_win.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\ucrtbase.dll:ucrtbase.dll (75830000), size: 1179648 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\ucrtbase.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\SHELL32.dll:SHELL32.dll (76830000), size: 6127616 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\SHELL32.dll', fileVersion: 6.2.19041.4170
[00001209] TRACE: C:\Windows\System32\SHLWAPI.dll:SHLWAPI.dll (75B80000), size: 282624 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\SHLWAPI.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\OLEAUT32.dll:OLEAUT32.dll (75D70000), size: 614400 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\OLEAUT32.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\combase.dll:combase.dll (76F80000), size: 2621440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\combase.dll', fileVersion: 6.2.19041.4123
[00001209] TRACE: C:\Windows\System32\RPCRT4.dll:RPCRT4.dll (76E90000), size: 778240 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\RPCRT4.dll', fileVersion: 6.2.19041.4123
[00001209] TRACE: C:\Windows\System32\SETUPAPI.dll:SETUPAPI.dll (77330000), size: 4423680 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\SETUPAPI.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\cfgmgr32.dll:cfgmgr32.dll (767F0000), size: 241664 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\cfgmgr32.dll', fileVersion: 6.2.19041.3996
[00001209] TRACE: C:\Windows\System32\bcrypt.dll:bcrypt.dll (76200000), size: 102400 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\bcrypt.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\MPR.dll:MPR.dll (729F0000), size: 102400 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\MPR.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\sfc.dll:sfc.dll (66680000), size: 12288 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\sfc.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\WINSPOOL.DRV:WINSPOOL.DRV (75740000), size: 512000 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WINSPOOL.DRV', fileVersion: 6.2.19041.3693
[00001209] TRACE: C:\Windows\System32\shcore.dll:shcore.dll (77770000), size: 552960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\shcore.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\sfc_os.DLL:sfc_os.DLL (72A10000), size: 65536 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\sfc_os.DLL', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\AcGenral.DLL:AcGenral.DLL (61F00000), size: 2437120 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\AcGenral.DLL', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\sechost.dll:sechost.dll (760E0000), size: 491520 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\sechost.dll', fileVersion: 6.2.19041.4170
[00001209] TRACE: C:\Windows\System32\ole32.dll:ole32.dll (75A90000), size: 929792 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\ole32.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\ADVAPI32.dll:ADVAPI32.dll (76E10000), size: 512000 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\ADVAPI32.dll', fileVersion: 6.2.19041.4170
[00001209] TRACE: C:\Windows\SYSTEM32\UxTheme.dll:UxTheme.dll (74420000), size: 475136 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\UxTheme.dll', fileVersion: 6.2.19041.3996
[00001209] TRACE: C:\Windows\SYSTEM32\WINMM.dll:WINMM.dll (70EA0000), size: 163840 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WINMM.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\samcli.dll:samcli.dll (61EE0000), size: 86016 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\samcli.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\MSACM32.dll:MSACM32.dll (5BBE0000), size: 102400 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\MSACM32.dll', fileVersion: 6.2.19041.1
[00001209] TRACE: C:\Windows\SYSTEM32\VERSION.dll:VERSION.dll (757C0000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\VERSION.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\USERENV.dll:USERENV.dll (75500000), size: 151552 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\USERENV.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\dwmapi.dll:dwmapi.dll (69A70000), size: 155648 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\dwmapi.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\urlmon.dll:urlmon.dll (726D0000), size: 1740800 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\urlmon.dll', fileVersion: 11.0.19041.3996
[00001209] TRACE: C:\Windows\SYSTEM32\SspiCli.dll:SspiCli.dll (72C60000), size: 135168 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\SspiCli.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\winmmbase.dll:winmmbase.dll (59160000), size: 118784 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\winmmbase.dll', fileVersion: 6.2.19041.1
[00001209] TRACE: C:\Windows\SYSTEM32\iertutil.dll:iertutil.dll (72460000), size: 2318336 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\iertutil.dll', fileVersion: 11.0.19041.4123
[00001209] TRACE: C:\Windows\SYSTEM32\srvcli.dll:srvcli.dll (726A0000), size: 118784 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\srvcli.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\netutils.dll:netutils.dll (726C0000), size: 45056 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\netutils.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\IMM32.DLL:IMM32.DLL (75E10000), size: 155648 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\IMM32.DLL', fileVersion: 6.2.19041.3996
[00001209] TRACE: C:\Windows\SYSTEM32\DSOUND.dll:DSOUND.dll (54890000), size: 520192 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\DSOUND.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\OPENGL32.dll:OPENGL32.dll (56300000), size: 1060864 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\OPENGL32.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\DDRAW.dll:DDRAW.dll (68CD0000), size: 954368 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\DDRAW.dll', fileVersion: 6.2.19041.1
[00001209] TRACE: C:\Windows\SYSTEM32\powrprof.dll:powrprof.dll (744B0000), size: 278528 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\powrprof.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\kernel.appcore.dll:kernel.appcore.dll (75460000), size: 61440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\kernel.appcore.dll', fileVersion: 6.2.19041.3758
[00001209] TRACE: C:\Windows\SYSTEM32\GLU32.dll:GLU32.dll (5BC20000), size: 258048 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\GLU32.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\DCIMAN32.dll:DCIMAN32.dll (699E0000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\DCIMAN32.dll', fileVersion: 6.2.19041.4123
[00001209] TRACE: C:\Windows\SYSTEM32\dxgi.dll:dxgi.dll (6AB80000), size: 794624 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\dxgi.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: F:\SteamLibrary\steamapps\common\FINAL FANTASY VII\DINPUT.dll:DINPUT.dll (68B60000), size: 1495040 (result: 0), SymType: 'PDB', PDB: '.\7thWrapperLoader.pdb'
[00001209] TRACE: C:\Windows\System32\dinput.DLL:dinput.DLL (68B30000), size: 155648 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\dinput.DLL', fileVersion: 6.2.19041.1
[00001209] TRACE: C:\Windows\SYSTEM32\UMPDC.dll:UMPDC.dll (744A0000), size: 53248 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\UMPDC.dll'
[00001209] TRACE: C:\Windows\SYSTEM32\inputhost.dll:inputhost.dll (698B0000), size: 970752 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\inputhost.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\CoreMessaging.dll:CoreMessaging.dll (69590000), size: 634880 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\CoreMessaging.dll', fileVersion: 6.2.19041.3930
[00001209] TRACE: C:\Windows\SYSTEM32\wintypes.dll:wintypes.dll (72010000), size: 901120 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\wintypes.dll', fileVersion: 6.2.19041.4123
[00001209] TRACE: C:\Windows\System32\WS2_32.dll:WS2_32.dll (76780000), size: 405504 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\WS2_32.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\CoreUIComponents.dll:CoreUIComponents.dll (69630000), size: 2617344 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\CoreUIComponents.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\PROPSYS.dll:PROPSYS.dll (72F00000), size: 794624 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\PROPSYS.dll', fileVersion: 7.0.19041.3636
[00001209] TRACE: C:\Windows\System32\bcryptPrimitives.dll:bcryptPrimitives.dll (76460000), size: 389120 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\bcryptPrimitives.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\ntmarta.dll:ntmarta.dll (71E90000), size: 167936 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\ntmarta.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Program Files (x86)\dotnet\host\fxr\8.0.2\hostfxr.dll:hostfxr.dll (68AE0000), size: 299008 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\dotnet\host\fxr\8.0.2\hostfxr.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\hostpolicy.dll:hostpolicy.dll (68A80000), size: 339968 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\hostpolicy.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\coreclr.dll:coreclr.dll (68680000), size: 4161536 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\coreclr.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Private.CoreLib.dll:System.Private.CoreLib.dll (62990000), size: 12517376 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Private.CoreLib.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\clrjit.dll:clrjit.dll (65EE0000), size: 1540096 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\clrjit.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Windows\SYSTEM32\icu.dll:icu.dll (627C0000), size: 1888256 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\icu.dll', fileVersion: 64.2.0.0
[00001209] TRACE: F:\SteamLibrary\steamapps\common\FINAL FANTASY VII\7thWrapperProxy.dll:7thWrapperProxy.dll (10000000), size: 32768 (result: 0), SymType: '-nosymbols-', PDB: 'F:\SteamLibrary\steamapps\common\FINAL FANTASY VII\7thWrapperProxy.dll', fileVersion: 3.5.0.0
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Runtime.dll:System.Runtime.dll (097D0000), size: 57344 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Runtime.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Runtime.InteropServices.dll:System.Runtime.InteropServices.dll (68660000), size: 77824 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Runtime.InteropServices.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Diagnostics.Process.dll:System.Diagnostics.Process.dll (68610000), size: 286720 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Diagnostics.Process.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.ComponentModel.Primitives.dll:System.ComponentModel.Primitives.dll (68600000), size: 65536 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.ComponentModel.Primitives.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: F:\SteamLibrary\steamapps\common\FINAL FANTASY VII\7thWrapperLib.dll:7thWrapperLib.dll (09800000), size: 147456 (result: 0), SymType: '-nosymbols-', PDB: 'F:\SteamLibrary\steamapps\common\FINAL FANTASY VII\7thWrapperLib.dll', fileVersion: 3.5.0.0
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Collections.dll:System.Collections.dll (685C0000), size: 229376 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Collections.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Threading.Thread.dll:System.Threading.Thread.dll (09840000), size: 32768 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Threading.Thread.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Linq.dll:System.Linq.dll (683A0000), size: 479232 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Linq.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Runtime.Serialization.Formatters.dll:System.Runtime.Serialization.Formatters.dll (68570000), size: 282624 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Runtime.Serialization.Formatters.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Collections.Concurrent.dll:System.Collections.Concurrent.dll (68360000), size: 241664 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Collections.Concurrent.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\mscorlib.dll:mscorlib.dll (098F0000), size: 73728 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\mscorlib.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Core.dll:System.Core.dll (09910000), size: 40960 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Core.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Memory.dll:System.Memory.dll (68330000), size: 135168 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Memory.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Threading.dll:System.Threading.dll (68310000), size: 69632 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\System.Threading.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: F:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FFNx.dll:FFNx.dll (78550000), size: 56659968 (result: 0), SymType: 'PDB', PDB: '.\FFNx.pdb', fileVersion: 1.18.1.0
[00001209] TRACE: C:\Windows\System32\PSAPI.DLL:PSAPI.DLL (76F50000), size: 24576 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\PSAPI.DLL', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\dbghelp.dll:dbghelp.dll (70ED0000), size: 1605632 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\dbghelp.dll', fileVersion: 6.2.19041.3996
[00001209] TRACE: F:\SteamLibrary\steamapps\common\FINAL FANTASY VII\steam_api.dll:steam_api.dll (682F0000), size: 118784 (result: 0), SymType: '-exported-', PDB: 'F:\SteamLibrary\steamapps\common\FINAL FANTASY VII\steam_api.dll', fileVersion: 1.68.8.89
[00001209] TRACE: C:\Windows\SYSTEM32\DINPUT8.dll:DINPUT8.dll (699A0000), size: 225280 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\DINPUT8.dll', fileVersion: 6.2.19041.1
[00001209] TRACE: C:\Windows\SYSTEM32\XINPUT9_1_0.dll:XINPUT9_1_0.dll (69F10000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\XINPUT9_1_0.dll', fileVersion: 6.2.19041.1
[00001209] TRACE: C:\Windows\SYSTEM32\VCOMP140.DLL:VCOMP140.DLL (65EB0000), size: 159744 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\VCOMP140.DLL', fileVersion: 14.38.33135.0
[00001209] TRACE: C:\Windows\SYSTEM32\Secur32.dll:Secur32.dll (71710000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\Secur32.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\dbgcore.DLL:dbgcore.DLL (5C2E0000), size: 176128 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\dbgcore.DLL', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Program Files (x86)\Steam\steamclient.dll:steamclient.dll (54910000), size: 19914752 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\steamclient.dll', fileVersion: 8.74.80.95
[00001209] TRACE: C:\Windows\System32\CRYPT32.dll:CRYPT32.dll (75E40000), size: 1044480 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\CRYPT32.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\imagehlp.dll:imagehlp.dll (77890000), size: 102400 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\imagehlp.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Program Files (x86)\Steam\tier0_s.dll:tier0_s.dll (5BD90000), size: 622592 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\tier0_s.dll', fileVersion: 8.74.80.95
[00001209] TRACE: C:\Program Files (x86)\Steam\vstdlib_s.dll:vstdlib_s.dll (5BD00000), size: 548864 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\vstdlib_s.dll', fileVersion: 8.74.80.95
[00001209] TRACE: C:\Windows\SYSTEM32\IPHLPAPI.DLL:IPHLPAPI.DLL (72B40000), size: 204800 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\IPHLPAPI.DLL', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\MSWSOCK.dll:MSWSOCK.dll (72AE0000), size: 335872 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\MSWSOCK.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\CRYPTBASE.DLL:CRYPTBASE.DLL (72D30000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\CRYPTBASE.DLL', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Program Files (x86)\Steam\steam.dll:steam.dll (65DB0000), size: 1011712 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\steam.dll'
[00001209] TRACE: C:\Program Files (x86)\Steam\CSERHelper.dll:CSERHelper.dll (65CB0000), size: 135168 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\CSERHelper.dll', fileVersion: 4.50.0.0
[00001209] TRACE: C:\Program Files (x86)\Steam\gameoverlayrenderer.dll:gameoverlayrenderer.dll (62660000), size: 1380352 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Steam\gameoverlayrenderer.dll', fileVersion: 8.74.80.95
[00001209] TRACE: C:\Windows\System32\MSCTF.dll:MSCTF.dll (759B0000), size: 864256 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\MSCTF.dll', fileVersion: 6.2.19041.4123
[00001209] TRACE: C:\Windows\SYSTEM32\textinputframework.dll:textinputframework.dll (65CE0000), size: 757760 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\textinputframework.dll', fileVersion: 6.2.19041.4123
[00001209] TRACE: C:\Windows\SYSTEM32\nvapi.dll:nvapi.dll (53A40000), size: 6172672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\nvapi.dll', fileVersion: 31.0.15.5152
[00001209] TRACE: C:\Windows\SYSTEM32\msasn1.dll:msasn1.dll (74590000), size: 57344 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\msasn1.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\cryptnet.dll:cryptnet.dll (71F00000), size: 155648 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\cryptnet.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\drvstore.dll:drvstore.dll (6B4F0000), size: 1048576 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\drvstore.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\devobj.dll:devobj.dll (72260000), size: 167936 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\devobj.dll', fileVersion: 6.2.19041.3996
[00001209] TRACE: C:\Windows\SYSTEM32\wldp.dll:wldp.dll (74560000), size: 151552 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\wldp.dll', fileVersion: 6.2.19041.4123
[00001209] TRACE: C:\Windows\SYSTEM32\d3d11.dll:d3d11.dll (67F60000), size: 1966080 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\d3d11.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\d3d9.dll:d3d9.dll (69400000), size: 1634304 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\d3d9.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\windows.storage.dll:windows.storage.dll (745A0000), size: 6377472 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\windows.storage.dll', fileVersion: 6.2.19041.4123
[00001209] TRACE: C:\Windows\SYSTEM32\dxgidebug.dll:dxgidebug.dll (65C70000), size: 241664 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\dxgidebug.dll', fileVersion: 6.2.19041.1
[00001209] TRACE: C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_493585427225c794\nvldumd.dll:nvldumd.dll (684C0000), size: 610304 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_493585427225c794\nvldumd.dll', fileVersion: 31.0.15.5152
[00001209] TRACE: C:\Windows\System32\wintrust.dll:wintrust.dll (75C30000), size: 311296 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\wintrust.dll', fileVersion: 6.2.19041.3996
[00001209] TRACE: C:\Windows\System32\CRYPTSP.dll:CRYPTSP.dll (72E20000), size: 77824 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\CRYPTSP.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\system32\rsaenh.dll:rsaenh.dll (72D40000), size: 192512 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\rsaenh.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_493585427225c794\nvgpucomp32.dll:nvgpucomp32.dll (1B750000), size: 28803072 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_493585427225c794\nvgpucomp32.dll', fileVersion: 31.0.15.5152
[00001209] TRACE: C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_493585427225c794\nvwgf2um.dll:nvwgf2um.dll (5D440000), size: 51683328 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_493585427225c794\nvwgf2um.dll', fileVersion: 31.0.15.5152
[00001209] TRACE: C:\Windows\system32\nvspcap.dll:nvspcap.dll (69040000), size: 2269184 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\nvspcap.dll', fileVersion: 3.27.0.120
[00001209] TRACE: C:\Windows\SYSTEM32\profapi.dll:profapi.dll (72D70000), size: 114688 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Windows\SYSTEM32\profapi.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\dxcore.dll:dxcore.dll (6E440000), size: 180224 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\dxcore.dll', fileVersion: 6.2.19041.3996
[00001209] TRACE: C:\Windows\SYSTEM32\dcomp.dll:dcomp.dll (68140000), size: 1458176 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\dcomp.dll', fileVersion: 6.2.19041.3693
[00001209] TRACE: C:\Windows\System32\clbcatq.dll:clbcatq.dll (76170000), size: 516096 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\clbcatq.dll', fileVersion: 2001.12.10941.16384
[00001209] TRACE: C:\Windows\System32\MMDevApi.dll:MMDevApi.dll (714A0000), size: 438272 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\MMDevApi.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\AUDIOSES.DLL:AUDIOSES.DLL (5C130000), size: 1269760 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\AUDIOSES.DLL', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\Windows.UI.dll:Windows.UI.dll (71590000), size: 995328 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\Windows.UI.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\WindowManagementAPI.dll:WindowManagementAPI.dll (71510000), size: 471040 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\WindowManagementAPI.dll'
[00001209] TRACE: C:\Windows\SYSTEM32\twinapi.appcore.dll:twinapi.appcore.dll (67DC0000), size: 1642496 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\twinapi.appcore.dll', fileVersion: 6.2.19041.4123
[00001209] TRACE: C:\Windows\SYSTEM32\XInput1_4.dll:XInput1_4.dll (5BC10000), size: 53248 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\XInput1_4.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\System32\deviceaccess.dll:deviceaccess.dll (68EB0000), size: 196608 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\deviceaccess.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\HID.DLL:HID.DLL (6E4A0000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\HID.DLL', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\resourcepolicyclient.dll:resourcepolicyclient.dll (655F0000), size: 61440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\resourcepolicyclient.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Windows\SYSTEM32\msadp32.acm:msadp32.acm (68560000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\msadp32.acm', fileVersion: 6.2.19041.3636
[00001209] TRACE: C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\Microsoft.Win32.Primitives.dll:Microsoft.Win32.Primitives.dll (25100000), size: 32768 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Program Files (x86)\dotnet\shared\Microsoft.NETCore.App\8.0.2\Microsoft.Win32.Primitives.dll', fileVersion: 8.0.224.6711
[00001209] TRACE: C:\Windows\SYSTEM32\avrt.dll:avrt.dll (721D0000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\avrt.dll', fileVersion: 6.2.19041.3636
[00001209] TRACE: 005DFDFB (FF7): (filename not available): (function-name not available)
[00001209] TRACE: 0041B7E7 (FF7): (filename not available): (function-name not available)
[00001209] TRACE: 0041B31C (FF7): (filename not available): (function-name not available)
[00001209] TRACE: 7890A102 (FFNx): (filename not available): ff7_engine_exit_game_mode
[00001209] TRACE: 0067DD4C (FF7): (filename not available): (function-name not available)
[00001209] TRACE: 0040B832 (FF7): (filename not available): (function-name not available)
[00001209] TRACE: 778CFCC9 (KERNEL32): (filename not available): BaseThreadInitThunk
[00001209] TRACE: 77A17C5E (ntdll): (filename not available): RtlGetAppContainerNamedObjectPath
[00001209] TRACE: 77A17C2E (ntdll): (filename not available): RtlGetAppContainerNamedObjectPath
[00001209] ERROR: Unhandled Exception. See dumped information above.

Does anyone have any ideas of what might be causing it?

EDIT: I tried the vanilla combat and combat only mods to see if they'd work and only the former did, but I want to play scenario B so this doesn't really help me

FINAL EDIT: I've settled on using the patched EXE with 7H which seems to work fine. The only mods I'm using are some battle models and field/world textures so I'm hoping nothing will bite me down the line

Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Final_Figue on 2024-04-02 10:13:20
Hello Super_fly9188.

Some months ago It happend to me, too, this is what I did:

Here:

Try making an update:

(https://i.imgur.com/Fw2tWYf.png)

(https://i.imgur.com/MTdjLhA.png)

If you receive a message to return an old or previews version, accept and play again. Or maybe you can use Canary instead of stable (Look the Yellow square).

I hope this helps you.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Kionea on 2024-04-04 05:24:03
I'm playing with 2.0 Combat Only and after the train escape in the Plate 4 Tunnels, when Cloud and co. get to the laser wall and have to enter the maintenance duct to proceed (the one with an ether in it), Yuffie is apparently in the random encounter pool inside that duct, possibly elsewhere, but I have so far encountered her there in 100 percent of my random encounters in that duct (and she obviously wipes my party so early in the game). I disabled NT 2.0 CO and she no longer appears so I'm confident it's NT causing it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Aziza86 on 2024-04-04 12:27:11
I don't know if you're aware, but the reunion file was taken down.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: JohnFinalFantasy on 2024-04-06 17:22:01
Hi, I'm playing New Threat 1.5 and been experiencing a crash whenever I get to the Shinra cutscene right after Corneo drops Cloud, Tifa and Aerith into the pit. It always crashes right when Heidegger is walking to Shinra's desk with Reeve. Trying to find a work around but I'm still pretty green to modding games.

Mods I'm using with New Threat 1.5 are:

 - Cosmo Memory
 - Retouch
 - Cosmos FMV 30 FPS
 -60/30 FPS Gameplay
 - Ninostyle Battle models
 - Avalanche Arisen Battle Textures
 - Ninostyle HD field models
 - Project Edge/Team Avalanche Remodeled Fields
 - Enhanced Stock UI
 - EDMusic FF7 Soundtrack

Edit: I tried the New Threat 1.5 Vanilla Combat Mod to see if I can save in the sewer pit before the boss fight, but the save point doesn't work like it should. Instead, it lets me pick up a potion and the save point vanishes afterwards.

Final Edit: Finally managed to get passed the crash. Had to turn off Team Avalanche Remodeled Fields, and it started working normally.

You can also switch to 2.0, watch the cutscene, drop into the sewer and save the game. There is a save point right when you fall in. Then switch back to 1.5 and continue. Worked for me.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: TobiGB94 on 2024-04-07 04:32:48
So I'm at Disc 3, about to do the side stuff when I noticed the guy that's needed to switch Party Leaders for some of the quests is missing. Not entirely sure if it's a bug, but I remember there being a guy there when I watched Maximilian Dood's stream of the mod years ago. If it helps, I just reached the final dungeon and decided to explore before I commit to the final dungeon.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Ffamran90 on 2024-04-07 14:47:25
Hi, I already played and completed the 1.9 and was thinking to replay with the 2.0 version, but I noticed that getting W-item materia has become far easier to get compared to the previous version of the mod and I think everyone knows how gamebreaking this is.
I just want to ask if the duplicate glitch has been fixed or not
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: OLKv3 on 2024-04-08 07:44:09
Hi, I already played and completed the 1.9 and was thinking to replay with the 2.0 version, but I noticed that getting W-item materia has become far easier to get compared to the previous version of the mod and I think everyone knows how gamebreaking this is.
I just want to ask if the duplicate glitch has been fixed or not
It hasn't been fixed. I got W.Item and have abused it immediately
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: pekom242 on 2024-04-09 23:42:58
I made a quick account to solve an event, but my dumbass solved it.

I'll take the chance to say that this mod is 5x better than vanilla and I love it. It wastes no time in getting you engaged in what makes FF7 cool without the slow start and the new content/mechanics are fun. I wish I could play it with the Reunion script, but that's probably too much to ask. Great job for all the work you've put into it.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: OLKv3 on 2024-04-12 19:15:02
Are Gospel Sparks still available in this? If so, where?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: wdx on 2024-04-13 21:03:53
Are Gospel Sparks still available in this? If so, where?

yes.
Spoiler: show
 theres one in the northern crater, can also get for winning the extra battle, think its 2-3 wins, theres a few different items given think its 4 or 5 for each time complete only once fight gilgamesh (foreign warrier)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: kiko2277 on 2024-04-15 15:03:41
where is Ruby weapon in this?

Also where's W-Summon?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: OLKv3 on 2024-04-19 01:29:32
I saw that you said you wanted to expand on Type B. Is there any chance of making the bosses as fun and insane as 1.5 Arrange? Like having to face both Lost Numbers etc. I had a blast with 2.0 Type B but also felt it was much easier than 1.5 Arrange, even on Hard mode with no sources.
I'm at a divide where I love the improved combat mechanics of 2.0, but miss all the extra bosses and sidequests of 1.5
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: kiko2277 on 2024-04-19 23:27:34
I'm missing 1 magic materia, which one is it?? i see it as ???? after i sense an enemy in the crater, i got Ultima and FLARE also meteor so what is it??
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Sega Chief on 2024-04-20 20:32:23
where is Ruby weapon in this?

Also where's W-Summon?

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

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

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

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

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

It's not a spell or Materia that's appearing in the Sense text, it's an element. There's an extra element that I made use of which I called '? ? ? ?' (the agreed community name for the element is 'Hidden'). Certain spells like Shadow Flare use this element, and it acts as the opposite to Holy. Jenova bosses and anything related to that typically carry resistance to that element.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: kiko2277 on 2024-04-21 00:26:22


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




Yeah i got Ruby now, i'll go for that W-Summon now hopefully i get it :D
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: AmbiguouslyAnonymous on 2024-04-21 13:29:29
Never used this mod before but I've seen it mentioned elsewhere that with this mod you're able to remove Cloud from the party, and that you can walk around as Tifa and Cid. Few questions regarding that:

1. Does that mean one of Cloud/Tifa/Cid are always required to be in the party, or are you also able to have others like Aeris, Red XIII, Barret, etc. lead the party? Also regardless, how does it determine who's on the field? Is it whoever's in a specific slot or is there character priority or something?

2. At what point in the game are you allowed to remove Cloud from the party?

3. Does the answers to the above questions apply to both 1.5 and 2.0 or just one or the other? (I intend to play both as I've heard there's many differences between them)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: eivarden on 2024-04-22 05:17:51
someone else mentioned new threat 2.0 combat only removes the save point in the sewers after don corneo, and i can confirm the same happened to my friend playing with new threat 2.0 combat only mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: rufusluciusivan on 2024-04-23 06:54:25
Never used this mod before but I've seen it mentioned elsewhere that with this mod you're able to remove Cloud from the party, and that you can walk around as Tifa and Cid. Few questions regarding that:

1. Does that mean one of Cloud/Tifa/Cid are always required to be in the party, or are you also able to have others like Aeris, Red XIII, Barret, etc. lead the party? Also regardless, how does it determine who's on the field? Is it whoever's in a specific slot or is there character priority or something?

2. At what point in the game are you allowed to remove Cloud from the party?

3. Does the answers to the above questions apply to both 1.5 and 2.0 or just one or the other? (I intend to play both as I've heard there's many differences between them)

You can only remove Cloud from the party during Disc 3, after you reached the bottom of the Northern Crater. Basically, it can only be done after all the plot-related cutscenes have been played. The feature mainly allows you to be more versatile with your team for the Optional Bosses the mod added to Disc 3. (Cloud is still the mandatory party leader for the final boss.) The feature will be available in the Highwind if I recall well. There's a guy who'll ask you who you want to use as your party leader, so it doesn't depend on a specific slot.

Only Cid or Tifa can be made party leaders. I think it's related to the fact they're the only ones besides Cloud with models for some minigames such as the snowboard.

I never finished 1.5, so I can't tell if the feature is already in that mod.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: LilyFae on 2024-04-23 22:37:23
https://imgur.com/a/NjrDynv - This is what my game looks like

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

Hello there! I hope this is the right place to be, I looked around and was brought here eventually. I'm playing New Threat, and I just got to the North Crater and fought Jenova Death, and now I can't continue. I looked up somebody playing this mod because I thought maybe the way to advance was a new way I wasn't thinking of, and all they did was talk to Tifa, and the game continued. HOWEVER, Tifa just isn't on my screen. Her dialogue during the "scene" showed up, but not her. I thought maybe she was just invisible so I clicked around her a lot, but nothing. What should I do?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: AnsgarTOdinson on 2024-04-25 00:07:21
So, lets say I wanted to play NT 2.0 with the small story tweaks (like saving aerith) and new bosses and such, but didnt want the materia moved around or the changes to the combat system itself, which version would I download?  Vanilla Combat I assume?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: LilyFae on 2024-04-25 03:30:35
It's been over a day and I'm wondering if I should try messing with some of the files? I'm just worried I'll break something and won't be able to figure out how to undo it
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Canous on 2024-04-29 15:18:01
Hello, thank you a lot for the mod!

I am currently playing 2.0, and i think i'm missing something.

Spoiler: show
I don't encounter the Scorpion Boss at the Shinra building (59th floor), with or w/o taking the elevator. Is it just removed in 2.0 ? Cause i saw it was a recurring character in a lot of playthroughs
I'm playing type B in Hard mode
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: wdx on 2024-04-29 20:03:17
It's been over a day and I'm wondering if I should try messing with some of the files?

you can try mess with other mods, looks like field + model mods used in combination with new threat. just play about within 7th heaven mod manager alternatively check for full list of mods that the person has installed ... then copy them inclusive of mod load order.. tbh better off finding what you like yourself :)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: OLKv3 on 2024-04-30 07:33:06
After replaying 1.5 I like how the summons were balanced in that game as good stat boosters to the type of build you want compared to 2.0 where the extremely heavy hit to DEX made me not bother with any of them besides Hades for stat protection
Also I really don't get why Ultima and Contain I think were locked so late to the final dungeon in 2.0. By time I got them I had no reason to really use them since almost everything was defeated
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: BeetleBrain on 2024-05-01 19:05:59
I read somewhere, that when beating all Fort Condor battles, you get a Masamune.

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

Is there any chance to replay them or do i have to start over again?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Final_Figue on 2024-05-02 01:53:43
Hello BeetleBrain.

You can get Masamune on Disc 3. Get that weapon is not related to Fort Condor.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: OLKv3 on 2024-05-02 06:04:55
I read somewhere, that when beating all Fort Condor battles, you get a Masamune.

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

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

I think the free Masamune was patched out back in 1.5. Earlier builds had it, but I recently replayed it and didn't get anything for winning every Fort Condor battle. It was a bit TOO overpowered for something that requires no work or money really.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: harkness riku on 2024-05-02 14:11:20
Hello. This question is for Chief or anyone knowledgeable on the subject, but two questions: 1, I recently noticed there was an update patch, I would like to know what all changes were made. 2. What happened to the chocobo that gave players the chocobo bracelet? It's not a big deal honestly, im humbly curious on why the sudden change. I fought like 4 waves of guards before realizing it wasn't coming out anymore.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: HyruleGuy64 on 2024-05-03 12:07:56
Hey Sega Chief, sorry to bother you. I'm playing through 2.0 rn and I'm really enjoying it, but are there any plans to release the upgraded polygon field models from NT as standalone model swaps? (Cloud with the darker outfit, Aerith with the visible white materia, etc) I really like how they look compared to the og ones and it'd be really cool if they could be used in vanilla (I still love NT though)
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: wdx on 2024-05-05 12:38:21
Hey Sega Chief, sorry to bother you. I'm playing through 2.0 rn and I'm really enjoying it, but are there any plans to release the upgraded polygon field models from NT as standalone model swaps? (Cloud with the darker outfit, Aerith with the visible white materia, etc) I really like how they look compared to the og ones and it'd be really cool if they could be used in vanilla (I still love NT though)

You can use 7th heaven mod manger to use a fair amount of upscaled models.
check out https://7thheaven.rocks/  and field upscales... should be below newthreat there is a handy autosort (if mod makers of the other mods put in the priority and tested vs).

eg its possible to have the likes of new threat mod alongside eg. Satsuki's SYW Unified packs.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: PokeFaize on 2024-05-06 21:01:10
I got around to getting a Gold Chocobo on Disc 2, and running through the Materia Caverns and umm... The one near Mideel seems to have a slight bug.
(https://media.discordapp.net/attachments/1227749394703581257/1237148027408486470/Final_Fantasy_VII_5_6_2024_5_01_21_PM.png?ex=663a9762&is=663945e2&hm=eecace8b41aea051569c6f2a0cc02c0c1e6b603957104ef449a1bfaa72abb2e4&=&format=webp&quality=lossless&width=808&height=559)
This purple materia just... exists in this room and cannot be interacted with. Is this supposed to be something? or is it not supposed to be there?

EDIT:
Additionally, where was Comet moved to? The documentation for where items are says it's still in Whirlwind Maze, however I didn't come across it during my playthrough (I also didn't get any Added-Effect materias until Tifa's Piano on Disc 2). It seems the Where Items Are document needs to be updated, since I also got a Steal-As-Well materia MUCH sooner than the document says I should've.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: HyruleGuy64 on 2024-05-06 22:17:59
You can use 7th heaven mod manger to use a fair amount of upscaled models.
check out https://7thheaven.rocks/  and field upscales... should be below newthreat there is a handy autosort (if mod makers of the other mods put in the priority and tested vs).

eg its possible to have the likes of new threat mod alongside eg. Satsuki's SYW Unified packs.

Thanks, but that's definitely not what I meant. I know you can do that. I'm asking if the field models included in New Threat, which are essentially the originals touched up, could at some point be released as a standalone mod, separate from New Threat. I would like to use those for a vanilla playthrough. I know there's a ton of options for HD model and texture swaps, but I happen to prefer the original graphics.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: OLKv3 on 2024-05-07 04:14:48
*) A secret encounter was made unmissable and can be accessed on Type A and Type B

Spoiler: show
Is this about the Calamity fight? Are there new ways to trigger it?
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: rufusluciusivan on 2024-05-07 18:13:34
Hello, thank you a lot for the mod!

I am currently playing 2.0, and i think i'm missing something.

Spoiler: show
I don't encounter the Scorpion Boss at the Shinra building (59th floor), with or w/o taking the elevator. Is it just removed in 2.0 ? Cause i saw it was a recurring character in a lot of playthroughs
I'm playing type B in Hard mode


Hello. If I recall well, this specific boss only appears in the Type A scenario.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: harkness riku on 2024-05-08 14:13:28
Is there a readme anywhere that I can read for patch notes? I havent played in a while and along with the aforementioned scenario that changed in early game, I also noticed the W-machine gun steal in shinra tower is gone as well, giving players the cannon ball instead as the reward. I dont mind it but I would just love to see the list of changes please if possible.
Title: Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
Post by: Seraph_Sephiroth on 2024-05-09 06:37:12
Is there a readme anywhere that I can read for patch notes? I havent played in a while and along with the aforementioned scenario that changed in early game, I also noticed the W-machine gun steal in shinra tower is gone as well, giving players the cannon ball instead as the reward. I dont mind it but I would just love to see the list of changes please if possible.

Have you checked the documentation given in the original post? It says:

New Threat 2.0 Documentation
Download (https://mega.nz/file/ygVESSbT#vuBRTlPXEBjigMMhnQFomrjs9fvC-ktTpA10fu4IvWA)
Contains the following in Notepad format:
*) FF7 NT 2.0 Balancing
*) FF7 NT 2.0 Features Overview
*) FF7 NT 2.0 Item & Materia Placements
*) FF7 NT 2.0 Models List (modder's resource)
*) FF7 NT 2.0 Patch Notes
*) FF7 NT SP Upgrades